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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#226 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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And if you have installed the mod properly i promise that anything smaller then 3000 tons will not survive a single torpedo hit. If its not the case you have conflicts with some other mods. |
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#227 |
Watch
![]() Join Date: Aug 2007
Posts: 15
Downloads: 0
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"Ships will no longer sink by hitpoints but only by physical action, such is flooding and losing bouyancy or balance.."
this works like a charm for all but the examples above, because their structure is just too weak to survive a torpedo. sink by flooding, only if i could gun one down (bad idea gunning a gunboat), even then, i doubt it would survive more them 10 .50 shells wherever they hit (it does), because its only protected against low cal. rounds just like any other coastal/river patrol boat. its kinda like a raft surviving a deck gun round, i dont believe thats possible unless you miss. if you dont think this is an issue it doesnt matter, because it seems like im the only one that noticed it (maybe im the only raiding ports for sitting ducks :P) overall, your system is perfect. a superb exemple i witnessed was a jap plane tender that sustained heavy damage on the bow after midway, and sailed about 10-15 miles more till it finally went down. merchant ships that before required a lot of shots to be killed, can now be sunk with a few snipes on the waterline, exactly as you intended and how it is supposed to be. as for mods im only using tmaru (which gladly has the NSM included), so theres no conflicts. Last edited by DyingCrow; 08-30-07 at 08:18 PM. |
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#228 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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so why are you confused about high hitpoints then? the readme explained why all ships are set above 20000.
Im currently running clean install with just tm 1.6. Shouldnt be the problem. I havent seen small crafts taking more then one torpedo yet. Works as intended. Very small crafts like sampans and fishing boats were not touched by the way. They sink like in stock. It starts with gunboats and small merchants. |
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#229 | |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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I've been using it since day one and, other than the occasionally stubborn large vessels (more of a patience problem with me than any problem with the ship) and the shortlived tanker problem, it's been working wonderfully for me. |
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#230 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Werner,
I did a patrol last night using NSM classic (latest version). I managed to get a Minekaze DD mad at me, and he charged me. I fired down the throat and the 2 fish missed. I was diving as soon as the fish were away rudder over, but he made a pass over my stern and shacked me with 2 DCs. Dead in the water, down at the stern, I figured waiting for a 2d run was certain death, so I blew tanks and surfaced. That was the back story, lol, here's the part related to NSM. I'm getting hit by fire the moment I surface, but I man the 3" deck gun, fire 1 shot at the DD... and get an enemy destroyed message. We didn't collide, he hadn't damaged himself with his own DCs. 1 shot, waterline, MOT, and that was it. He took a LONG time to sink. I'm all for critical damage sometimes, but with a 3" shell? I suppose I should set up minelazes and test it, but I thought I'd let you know just in case. tater |
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#231 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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#232 |
Rear Admiral
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I beleive its because of the critical flotation settings. I know ive said that before, and i dont mean to sound like a broken record, nor critical of your excellent work, but im 100% positve on the critical flotation variable.
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#233 | ||
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
Downloads: 0
Uploads: 0
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I usually get this often when shooting merchants. A 3-torp spread on one side, vessel doesn't sink, even after a lot of hours. Move to the other side, fire ONE shell below the waterline: enemy destroyed mesage. |
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#234 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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i agree critic flotations should be altered. At the moment im short on time to take care of it, if you cant wait just increase critic flotation to 0.3 - 0.5 everywhere.
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#235 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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My first shot was my ONLY shot. 1 hit, 1 kill.
tater |
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#236 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#237 | ||
Rear Admiral
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http://www.subsim.com/radioroom/show...&postcount=772 If critical flotation =0.0 then 340 hp * 0.0 = 0. which means that the very first shot, regardless of damage number, will start the compartment to flood. With nohting to scale against (IE min damage threshhold) to establish a flood rate percentage, the sinkings are nearly instantanous. |
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#238 |
Electrician's Mate
![]() Join Date: Jul 2007
Location: Suffolk, Virginia
Posts: 135
Downloads: 0
Uploads: 0
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Yeah the Small Modern Composite is particularly vulnerable to this, my last few run ins with them have been one to the bow, mid, and stern waterline and poof.
ALLLLLAAAAAAAAAARMMMM!!!! abandon ship ![]() I sure hope the developers are watching these boards and seeing how quickly and ingeniously the modders on this forum are finding fixes to all probs. SH5 should be about perfect..... Thanks for the mod Werner! |
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#239 | |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
Downloads: 0
Uploads: 0
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#240 | |
Rear Admiral
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Theres two parties responsible for Sh4. The developers, and the publisher. The publisher is Ubisoft, the developers are ultimatly at the whims of the publisher. The publisher is the guy with the cigar in his mouth, worried only about the bottom line. To minimize his expenditures, and maximize his profits. Anything else to the publisher, is not important. The developers on the otherhand, are the guys who make these games because they love these games. If left to their own devices, SH4 would probably still be in development, and would be released in alot better condition. However, the publisher, mr suspender man with the chomping on his cigar, didn't quite leave them alone to do their magic and imposed deadlines to meet. Sh3 was given 2+ years of development time, SH4 was only given, what... 11 months, if that? If i was to point fingers, id point them at the Publisher. The developers who cruise this forum, are not the cause, they're in the same boat as we are. |
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