![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
|
![]()
I dont get the percentage system in the subsystems window. I mean when my left electric engine is 10 % damaged my left scew still works (was submerged) and the boat doesnt slow down either. My periscope is damaged 17 % but still works fine. So if something is damaged nothing happens untill its the subsystem shows 0 % and then its destoyed?
__________________
we live we die but death does not ends it. Jim Morrison 1943-1971 |
![]() |
![]() |
![]() |
#2 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
|
![]()
anyone?
__________________
we live we die but death does not ends it. Jim Morrison 1943-1971 |
![]() |
![]() |
![]() |
#3 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
|
![]()
I would like to know more about how we are to understand the "hull integrity".
The percentage acts like a timer of sorts. It starts at 100% and is lowered when the uboat is damaged, or goes into a rapid decline when the uboat is at crush depth, or something. I imagine that there should be some distinct damage associated with lowered hull integrity. For example, with bolts flying off and flooding. I would like to know exactly how the hull integrity calculation is done. What would be the issues at great depth? Water leaking in, the uboat plating buckling inwards or other complications? Perhaps the hull integrity has only two variables of sorts, acting as a timer, and a modifier to the crush depth. E.g 50% hull integrity = half the crush depth? Edit: I think the hull integrity percentage is a poor way of dealing with this issue. Is there a rush with having a crush depth mechanics? How about removing the percentage indicator, and rely on other types of feedback that is more intuitive and immersive? E.g flooding, screaming, noise, bolts flying, crew explicitly stating certain messages when the catastrophe is imminent, or for the time leading up to the catastrophe. |
![]() |
![]() |
![]() |
#4 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
|
![]()
I meant the damage to the systems such as the main pump and stuff. To me it seems they cant be damaged but only destoyed when a certain system reaches 0%. I mean when something is down to 50% it still works and isnt damaged at all. So it seems the damage system is broken as well.
__________________
we live we die but death does not ends it. Jim Morrison 1943-1971 |
![]() |
![]() |
![]() |
#5 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#6 | |
Watch
![]() Join Date: Jun 2011
Posts: 17
Downloads: 140
Uploads: 0
|
![]() Quote:
Just a question dose any of you know of a mod that "stops" the "hit point based auto die" in SH5? In other words I want a mod that.... Stops the auto die... and will show flooding and enable you to sink to the sea floor if not below crush depth to be have the chance to make repairs or even blow ballast to keep the sub above crush depth in good time, this is one of the most important aspects of a sub sim that is some how missing! (I will control my urge to call the developers vile names.) Fortunately there is the mod community with out which I would have returned the game after the first look at it, in fact I made sure there were mods available before buying it in the first place. |
|
![]() |
![]() |
![]() |
#7 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
|
![]()
I think the DarkWraith's FX update includes special animations at lower levels of health that might be part of what you're looking for. Visual cues that Something Bad Just Happened™.
|
![]() |
![]() |
![]() |
|
|