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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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Hi,
Could someone tell me in wich file and mod (IRAI?) i can set back my torpedos damage accuracy please? Hitted a medium heavy boat with 2 torpedos, and after a slow down and few flames he kept on going like if nothing happened! ![]() In RL, noway a boat even a big one could keep on going with 2 torpedos holes! I agree time for sinking can vary by far, but no merchant can escape with 2 torpedos hit. Furthermore, i never saw a boat hitted sinking right after hit. Though it happened in RL, and it wasn't very rare! IRAI is nice, but need some adjustment IMO ![]() EDIT: one more thing: merchants can hit your sub from 6Km?? What kind of armament they have? They are deadly accurate like destroyers!! One hit from 6Km and sub hull integrity decreased to 51%?? Isn't it a bit too much? I suspect TDW working for Tommies! haha Last edited by Fifi; 02-07-13 at 09:37 PM. |
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#2 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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one ship one torp by fromhell Critical hits for torpedos by Darkreaver1980 (working dowload link toward the end of the thread) Quote:
![]() That's sure: his english doesn't seem to have any kraut accent ![]() ![]() |
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#3 | |
Navy Seal
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![]() Hours and hours for nothing (or so little) and cherry on the cake, my sub took very bad damage from merchant guns 6Km away! I'm also using Reworked Morale and Abilities, and even asking torpedo man for heating torpedo doesn't made any change...2 torpedos, and boat gone ![]() I'm not sure i am looking for 'One Ship One torpedo' mod either ![]() Don't want to cheat, and i'm aware some boats need more than one torpedo to definitely sink, if we are in a hurry...but with 2 torp hits, no merchant could run away! Maybe i should consider the 'Critical Hits for Torpedos' mod as it seems interesting, and not cheating. But is it really compatible with latest IRAI, FX Update, and RM&A? |
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#4 | |
Ocean Warrior
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Sounds like a glitch..
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![]() ![]() Try to enable Collateral Damage and Zone AP damage when Zone damaged in the patcher.. Also find the mod - Alternate Sinking Mechanism.. I use it and I had to reduce the damage of stock torpedoes..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#5 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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It should only affect min and max torpedo effects, in their respective zon files, and it should be compatible with any version of the mods you have mentioned. You should consider ship's momentum. Even if her engines were suddenly blown, a medium ship sailing at normal speed would drift for several km before coming to a full stop ![]() |
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#6 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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It boosts the damage, first level +10%, second +20% and third +30%. So it's quite subtle change at first levels.
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#7 | |||||
Navy Seal
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![]() On other hand, the Liberty ship i also hitted with only one torp, stopped and sank pretty fast...so i don't understand what happened ![]() Quote:
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#8 |
Navy Seal
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I have activated Critical Hits by Torpedos V1.1, but still useless
![]() Made a test in my career, hitting a small merchant with one torp, and 6 hours later he was still navigating 5 knots and all in flames! ![]() ![]() Definitely a problem here. I'm considering changing IRAI version (have the latest) or even running without... |
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#9 | |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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![]() You can also try BRF (Better and realistic floatation) mod Last edited by vlad29; 02-09-13 at 12:59 AM. |
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#10 |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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#11 | |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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![]() ![]() - Depending upon damages, Gap. If, f.e. the hull is gone to 2 pieces after explosion, she is not going to pass too far:haha |
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#12 |
Navy Seal
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#13 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I should have noticed that you were using the Damage Control patch. This mod is sort of experimental and has been reported that when using it ships refuse to sink even if heavily damaged. I see from your mod list that you are currently using Fx Update. I cannot remember whether BARF is compatible with the latter. Probably not. Inform yourself before enabling it ![]() |
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#14 | |
Navy Seal
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Yeah, thanks again Gap
![]() I don't want to deactivate my IRAI. Was upset when was saying that! ![]() I've deactivated "AI Crew Damage Control" patch in TDW's Generic Patcher, and it seems better! ![]() Quote:
A shame because BARF looks nice ![]() |
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#15 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Vlad deserved a medal! Quote:
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