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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1951 |
Rear Admiral
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RE: zero fighter
Yes, i know zero's aren't exactly known for their stout frames. I toughed ALL aircraft to discourage players from staying on the surface. Getting into gun battles with aircraft is something you'd avoid as a sub captain. It was preferable to just dive. So, i added that encouragement by way of making them much harder to shoot down. The other way to make them harder to shoot down, is, as you noted, to spread the AA guns out more. Trouble is, the adjustment for this, effects the AI as well. So by nerfing the players gun crews, id also be nerfing the AI's gun crews, something i didn't want to do. Seriously, why bother strapping guns onto an AI ship when they aren't going to be a threat to the player because they can't hit the broad side of a barn? So beefing up the planes was, in my mind, the only course of action since it didn't cause side effects elsewhere. Now, as zero's go, there's something else that really makes them bastards, at least where the 40MM is concerned.... Lag time. 40MM shells are only supposed to travel so fast, and since your AI crew doesn't really lead targets very well, your always hitting behind them given the zero's forward velocity. To compensate for this, i increased the explosion radius of 40MM shells greatly. (around 11 to 13 meters i think). They throw up a huge flak area compared to stock. While it makes zeros easier to damage, it also makes your bigger planes easier to take down because they dont fly as fast. All one big balancing act. |
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#1952 |
Swabbie
![]() Join Date: Jul 2006
Posts: 14
Downloads: 25
Uploads: 0
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Sorry if this has been answered previously, my searches turned up nothing...
Running TMO ![]() Thanks for the help! |
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#1953 | |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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Also good for screen shots. |
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#1954 |
Commander
![]() Join Date: Apr 2005
Posts: 459
Downloads: 31
Uploads: 0
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Bug report: my boat (Balao) underwent an overhaul in mid '44 (that's what the game told me, along with a new paint job) after a fairly rough convoy battle dinged me up a bit. Bug #1 was that the 5" deck gun and radar warning receivers that I had bought before the previous patrol were missing, and I had to buy them again. Bug #2 was that the (improved) SJ radar is no longer visible on the mast, tho the screen still works and rotates.
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#1955 |
Commander
![]() Join Date: Apr 2005
Posts: 459
Downloads: 31
Uploads: 0
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Correction, the radar unit is there, but it's about 6 feet lower than it should be.
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#1956 |
Commander
![]() Join Date: Apr 2005
Posts: 459
Downloads: 31
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The more I play this mod, the more I'm convinced that there's something off about enemy sensors (or maybe it's a RSRD thing). Several times now (as related before) I've had merchants start to evade me before they reach my "firing zone", enough that I wonder if they have hydrophones (as I've read about in other threads). Today, in calm seas and clear unfoggy skies, I had an escort make a straight beeline towards me from 5,000 yards, either spotting my scope or hearing my motors (going @ 2/3rds). It may be that sound carries TOO well in calm conditions...
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#1957 | |
Lucky Jack
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Probably have elite escorts in this group. These are the ones that can not only find a needle in a haystack but also thread a DC into your conning tower hatch. You will find your crappy escorts also. It is a mixed bag.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#1958 |
Medic
![]() Join Date: Oct 2009
Location: Grid AO27
Posts: 161
Downloads: 27
Uploads: 0
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awesome work i think, but i have a few questions. i just installed uboat missions, and then trigger maru whith only a short test patrol in between, so it might be a uboat mission thing instead.
why can i raise the SD radar? is there any benefit? i thought it was to use it submerged, but it doesent seem so, as i cannot. also is there a way to get the old camera back? the new one is awesome for eye candy, but sometimes i prefer it the old way when it stayed at one spot. also the fact that it moves throught everything is a little annoying too... |
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#1959 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
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__________________
Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#1960 |
Medic
![]() Join Date: Oct 2009
Location: Grid AO27
Posts: 161
Downloads: 27
Uploads: 0
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ah, yes, i only said that about the Uboat missions because i installed it directly over Stoch SH4, and never really played it before i installed trigger maru overhaul 1.9, so i dont know if the SD radar antenna thing is from Uboat missions or Trigger Maru. still confuses me thou...
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#1961 |
Watch Officer
![]() Join Date: May 2005
Posts: 335
Downloads: 52
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Ducimus,
If you dont mind me asking I was wondering if you could explain what you tweak on the fleetboat damage model? I was looking through your change logs and they were pretty vague on the subject. The reason is that I was goofing off in a single mission tonight and noticed that depth charges were detonating very close to my sub yet inflicting no damage. So I did my best to get myself killed and I found that my sub seemed to be made of titanium. The only time the Japs scored a hit was when they got lucky and dropped a DC that went off just a few feet from the hull. So I was just wondering what if anything you changed from stock since the fleetboat damage model is very forgiving in TMO 1.9. All that being said I should say THANK YOU for the mod. It is awesome and has made this sim worth playing again. ![]() .
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The day publishers figured out that they could sell flashy first person shooters to teenagers in numbers greater than sand on a beach was the day that quality simulations died. --Col. Tibbets UBI SHIV Forums I guess they should have made SH4 an open boat where we run around inside and shoot each other a 1000 times. They seem to handle those games with numerous patches. --Longam UBI SHIV Forums A sad day has dawned... |
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#1962 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
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I got my new RAM yesterday and popped it into my computer. It is nice having SH4 load faster now! Anyway, I did my first patrol in TMO 1.9. I downloaded it but didn't play it because my computer kept crashing. Hopefully the new memory will stop that.
Anyway, on my first patrol (Dec. 8, 1941) I was ordered to patrol 108nm off Honshu for 48 days. I was shocked. I wondered how I would pass 48 days. Then I got to thinking it may be a mistake. Sure enough, it didn't take 48 days to do the patrol (Thankfully!). I don't know if this is known or not, but thought I would bring it up. |
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#1963 | |
Rear Admiral
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It's vauge, because i don't have the time to document every little item, in detail anymore. Lots to do, little time to do it in, and i've been doing it for awhile now. So off the top of my head, here's what i remember doing to the damage model on the fleetboats: - Reduced overall hitpoints. Stock is 600. TMO is 300. - Reduced overall armor protection: stock is 25. TMO is 12. - increased crush depth to (no i wont say, you have to find out the hard way. ![]() - increased crush speed to 50. Stock is 2. - On the rudder, and diesal engines, i increased the hitpoints, armor, and i removed the parent child relationship to the aft engineroom, thereby fixing the problem of a depthcharge destroying those items, leaving the player stranded. - I recall, a long time ago, increasing the repair time on things like the bulkhead. I vaugley remember them being fixed too fast. Further revamping the acutal damage zones is on my list of things i'd like to do, but again, its all about finding the time (and often, the motivation) to do it. As for depth charges themselves have been toned way down from stock. And that is the most forgiving part. Depth percision is 15. Stock is 5. Max explosion radius is 20. Stock is 40. These changes were neccessary due to changes in the AI, sensors. If i did not alter the depth charges, then id have tin cans doing pin point drops, and people accusing me of making it harder then the ATO. It takes one going off next to your boat to really get you. And they do. But i particuarlly like it when they cause bulkhead damage without causing Hull intergrity loss. Enough people have been "shacked" and sunk by the tin cans in TMO, so i don't think there's a problem with the mod. I'm more apt to think you either got lucky, or have some possible mod soup action going on. |
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#1964 | |
Rear Admiral
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#1965 |
Navy Seal
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quagmire, you just got lucky...
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