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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3181 | |
Seaman
![]() Join Date: Mar 2010
Posts: 40
Downloads: 68
Uploads: 0
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This all could just be my mind playing tricks on me as im not above that lol but for me in my real career campaign ive had one patrol after adjusting the numbers where I limped home with significant damage with a so so patrol tonage and wasnt asked to retire etc and before I believe i would have been asked to retire. Ill keep playing with it to see. |
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#3182 |
Ace of the Deep
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I have a short-cut to the above UPC.cfg file on my desktop. Before entering home base I double-click it and change MinimumDaysInBaseUS to a reflect my damage or (more usual!) to reflect number of days at sea.
After a patrol of +90 days I like to give my crew more time to recover and I like to pretend the boat needs a more thorough overhaul. If new tower/major equipment upgrades are expected I sometimes increase days in port to as much as 3 months... According to patrol reports of course. ![]() Same method can be used to test AcceptedDamage: save well before port, open UPC.cfg, make change, load save and port. Can be repeated as often as wanted and this way you can test what impact the change will have with exact same damage percentage... |
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#3183 | |
Argentinian Skipper
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![]() Best regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#3184 |
Swabbie
![]() Join Date: Apr 2011
Posts: 8
Downloads: 45
Uploads: 0
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Okay i don't know what's up with this mod but this is the first mod i tried and it looked pretty cool at first until i met first merchant ship and i fired torpedo at it... So what happened when it hit the target? big hole? fires? No... I got the torpedo impact message and saw the explosion and then i went to see what happened to the ship in external view and i saw no damage at all... no hole, no fires, nothing... the ship was perfectly fine... So i don't know does this mod remove the damage models completely (yes i didnt read the whole list about what this mod changes) or is this just a bug i encountered?
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#3185 |
Watch Officer
![]() Join Date: Mar 2010
Location: Yuba/Sutter, CA
Posts: 347
Downloads: 171
Uploads: 0
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One fish will not always do enough damage to show, also the hole may be below the waterline. When in exterior view go to the ship and dive below the water and look at the hull below the water, you might find the hole there.
If one doesn't give the desired effect setup for another shot and finish here off, not every ship in RL sank with one fish either. Also if you light fire damage try this mod; http://www.subsim.com/radioroom/showthread.php?t=180920
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#3186 | |
Swabbie
![]() Join Date: Apr 2011
Posts: 8
Downloads: 45
Uploads: 0
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#3187 | |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#3188 |
Swabbie
![]() Join Date: Apr 2011
Posts: 8
Downloads: 45
Uploads: 0
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I guess so. Is there any mod out there that let's you always see visible damage when you shoot a ship with a torpedo? I know you won't see much holes when shooting with a deck gun but on vanilla game i have never seen that a first torpedo wouldn't do visible damage (i haven't played that much so i could be wrong though). I know that when you shoot multiple torpedoes to the same ship it doesnt always show the damage but it would be enough for me if it would show the damage the first torpedo did.
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#3189 | |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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I've seen it quite often. I've even had ships sink without showing any damage.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#3190 |
Navy Seal
![]() Join Date: Feb 2009
Location: Kentucky
Posts: 5,421
Downloads: 85
Uploads: 0
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I agree with razark the visible damage not always showing holes form torpedo hits is just part of the game must not be very modifiable either as someone would have made such a mod by now.
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#3191 |
Rear Admiral
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Only certain parts rerender a damaged look, has no bearing on real damage done, just some eye candy.
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#3192 |
Grey Wolf
![]() Join Date: Feb 2009
Location: Central Indiana
Posts: 850
Downloads: 130
Uploads: 0
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Kind of like a throwback to SH3 where there were no holes at all
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Sunken Mustangs Proud Ford Mustang owner "Damn the torpedoes! Full speed ahead!" - Admiral David Farragut Run silent - run deep - keep the baffles clear - targets front and center. Private pilot and history buff |
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#3193 |
Rear Admiral
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My guess is each damage zone on the ship renders so many holes, one of two at best, cept maybe for the keel.
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#3194 |
Watch
![]() Join Date: Dec 2009
Location: Auray, France
Posts: 28
Downloads: 99
Uploads: 0
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I don't think so. It probably have something to do with the differences of curves, fore and aft : too complex to render, or maybe just disabled because of unrealistic damage rendering (if I had to take a guess). Anyway, some ships make better holes than others.
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-So what do you do once you heard a new contact ?
-Well, it's an Akula class of the port bow, about 1400 yards away. He just popped over the sound layer and is about to frag our ass. -How do you figured that ? Start reaching for the pile of Subsim stuff. |
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#3195 |
Watch
![]() Join Date: Dec 2009
Posts: 24
Downloads: 85
Uploads: 0
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goddamn muthor faakien blimmin brilliant, as ever, what the game should have been in 1st place, you have my gratitude for all the workj you put in
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