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#211 | |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
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#212 |
Planesman
![]() Join Date: Apr 2007
Posts: 192
Downloads: 17
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I tried the sample mission with the "classic" mod. Because of the enhanced torpedo power (2x?) all of the ships I hit blew up and sank on the first hit. If I hit it smack in the middle they invariable cracked in two. Even one I hit off-center had a hole so large it eventually keeled over and sank. Granted they sank in much more interesting ways, but I found they sank easier than vanilla. Is this the way this mod is intended to work?
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#213 | ||
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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Lets assume that is true. Then there is also a sideeffect. If a certain amount of damage is done but not enough to beat critic flotation. There is no flooding at all. That would explain odd behavier of critic flotation on some zones. So there is a threeshold when the zone start flooding and if it does it is flooding up to 100%. However that doesnt match my tests with the deckgun. Assuming that every single shot would fill the zone it hits to 100% because they are all set to 0% critic flotation. I need to run more tests with torpedo and deckgun damage agains zone hitpoints and critic flotation. |
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#214 |
Rear Admiral
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Just an FYI, ive started tinkering with it. A preliminary test with changing instances of criticalflotation=0.0 to 0.3 seems the help in regards to instant reports of sinkings even though the target ship is still afloat. Now im not getting the report until the ship is starting to acutally roll over and go down.
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#215 | |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
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#216 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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Same story. In 2.6 the crew was leaving the ship much later. So people started talking that it could not be real that a ship that is almost entirely under water is still not considered sank, "there is no hope" they said. Well in this version ive made the crew leave the ship sooner. That was intended. And i bet making the ship counted sank later will bring up those voices again.
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#217 | |
Rear Admiral
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Well to quote DTB again:
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So if a compartment has 340 HPs, with a crit float of 0.3 then once 102 points of damage have been done, it will flood to 100%. What was the damage range on torpedo's again? |
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#218 | |
Rear Admiral
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#219 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
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![]() ![]() this is how it was in 2.6. This ship has not been abandoned yet, it is sinking but not count destroyed. Its crew is even shooting back with their deckgun. However its not critic flotation its crush depth. Set higher crush depth and the ships will keep going even with decks awash. Actualy that being my taste but there were just to many complains that it couldnt be realistic ships not being destroyed in such state. |
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#220 | |
Medic
![]() Join Date: Apr 2007
Location: Rockford, IL
Posts: 166
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Chuck |
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#221 |
Planesman
![]() Join Date: Apr 2007
Posts: 192
Downloads: 17
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Any reply on my question about 1-hit sinkings in the sample mission? Anyone else think the torpedoes may be over-powered? I realize I can switch them back quite easily, just interested in other people's (and Werner's) thoughts on the correct game balance.
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#222 |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
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When a Mogami needs 3 torps to stop and another 4 to sink... I can say that the 2x damage mod IS needed.
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#223 |
Planesman
![]() Join Date: Apr 2007
Posts: 192
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Okay, but why do medium/large merchant vessels sink so easily in the sample mission?
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#224 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
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Because there are only 3 tankers all full filled with aircraft fuel. It was not intended ive been just testing the problems with tankers and when ive fixed them i forgot to put the cargo ships back. Dont worry its just fuel or ammo cargo that will destroy a ship in one hit so that being realistic. In campaign you will come across normal cargo way more often. If you want to test "normal" ships anyway just edit the sample mission with the mission editor and put in some. |
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#225 |
Watch
![]() Join Date: Aug 2007
Posts: 15
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i came across weid situation regarding gunboats, (and others like armed trawalers and minesweepers, but ill use gunb. as exemple), in which such of them were hit by 2 torpedoes and remained intact, didnt even sink. i checked the original hitpoint amount for the stock version (50) and your modded version (20480):hmm: that is the same as destroyers
![]() ![]() k,k, they were all bad shots, i admit ![]() |
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