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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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Ive been mulling over damage for the last few days and ive come to one conclusion:
The only reason im looking at damage, is to get rid of the unrealstic tonnage. 100K should be a milestone, not something i nearly obtain in one patrol. Im own personal game however, ive learned that im intrested in realistic sinking times. Waiting around for 6 to 48 hours in game to see if i need to use another torpedo isnt exactly the thrill im looking for, and given my exacting nature, ll'l wait around regardless of how long it takes to see if i need to use another torpedo or not. So I'd rather him sink so i can move on. I only have a couple hours to play, so for practical reasons, i like to keep things relatively short to maximize the time i have. Now the most obvious, and quickest way to reduce tonnage is simply to reduce torpedo and deck gun damage so it' takes me more ordinnace to make a ship go boom. (thereby avoiding having to edit every ships zon file) But the thing is, id rather them sink by flooding if at all possible, but really though, i think reducing torpedo damage i think is enough to accomplish my goal. So to the point, lets say i adjust torpedo damage to where a T3 tank takes 4-5 torpedo's before it goes BOOM, whats a good zones.cfg setting to where it might gurrgle to the bottom in 3 torpedos? Or is stock zones.cfg settings with a slighty expanded torpedo damage radius enough to accomplish this? Last edited by Ducimus; 06-09-06 at 05:49 PM. |
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#2 |
The Old Man
![]() Join Date: Apr 2005
Location: Oldham, Lancs,England
Posts: 1,312
Downloads: 82
Uploads: 0
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Ok you got you sights on a T3 fire a spead of 4 fish (depending what you aimed for) say for 1st fish hits the bow,2nd mid ships,and the 3rd engine room or rear, bow hit minimal damage midships slightly better the ship has took damage already 2 hits,say you got 3out of 3 and the last hit the engine room the 3rd hit would slow her down,second one depending what's she carring (ammo,fuel) would stop her in her tracks, if not sink her, bow waste of time does nowt as far I learnt but 3 fish front,mid,stern, she's history sooner or later.
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#3 |
Rear Admiral
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Im talking about looking for a quick and easy way for making them a tiny bit harder to sink (preferby) or tinsy bit harder to blow up. That way it requirse a bit more ordinance per ship, and i sink less tonnage.
While im not normally one to look for spot on historical accuracy in all things, i firmly beleive that tonnage success should be measured in 10,000's of tons instead of 100',000's of tons. The contradiction here is i dont want realistic sinking times. ![]() |
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#4 |
Electrician's Mate
![]() Join Date: Dec 2005
Location: oklahoma
Posts: 136
Downloads: 20
Uploads: 0
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All you should have to do is raise their hit points.
And lower thier sinking time |
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#5 | |
Captain
![]() Join Date: Apr 2005
Location: Wagga Wagga, NSW Australia
Posts: 519
Downloads: 40
Uploads: 0
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