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Old 06-09-08, 07:30 PM   #1
Webster
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Default help with fixing the shokaku sinking charactoristics

im frustrated by the way the game has the damage model set for the ships.

mainly i want to change the shokaku, it must have a rice paper hull because it sinks every time no matter what with just one torpedo. the hiryu and the taiho sometimes sink with one torpedo but mostly take anywhere from 2 to 4 torpedos to sink. the smaller escort carrier akitsu needs 3 to 5 torpedos to sink and the taiyo only 1 to 2 will sink it.

in trying to fix this i changed the stock setting as follows:

armor - stock 35 << i went all the way to 100 and it had no effect
hit points - stock 550 << i went all the way to 3500 and it had no effect

even with armor set at 100 and hit points at 35000 it sank instantly with only 1 mark 14 torpedo. there is something besides hit points and armor that controls ships sinkability and sinking charactoristics but i dont understand what that is.

i need help understanding whats going on here and how i can change the shokaku to react the way the other fleet carriers do.

im playing stock 1.5 with no mods.
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Old 06-09-08, 07:46 PM   #2
Webster
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follow up:

the numbers shown above were found by running a single mission with stationary targets at anchor shootinhg mark 14 torpedos from a fixed position with auto target locked so the same spot was hit each time. i repeated the mission ten times and recorded the results listed above.
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Old 06-09-08, 08:39 PM   #3
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what about flooding times?
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Old 06-09-08, 10:48 PM   #4
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you guys really wanna pass up 30,000 easy tons???!!
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Old 06-10-08, 02:48 PM   #5
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Quote:
Originally Posted by gimpy117
you guys really wanna pass up 30,000 easy tons???!!
while i am certainly no rivet counter i do want the sinking effects to be in line with what would be expected if you looked at a ships specs.

i mean things can happen if the curcomstances are perfect so it could be actually be possible to sink her with one torpedo but that would be the very rare exception and not the routine.

when you look at a ship on paper you can say, this ship would probably need "x" number of torpedos to be damaged enough to sink. going by that guideline i would like to have that be close to how it is represented in the game.

there are some other ships also that dont respond to changes in hit points and armor levels so whatever is controlling them is a different.

its as though there is a built in "cheat" so some ships will always sink too easy no matter what the hit points or armor levels are set to.
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Old 06-16-08, 01:16 PM   #6
Arclight
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Can't it be argued it's a design flaw? Shokaku-type was conceived between wars, and we know what that did for the Mk.14.

IJN carriers were prone to vapor fires, Taiho blew itself appart some time after taking a single torpedo hit.

"One of the Taihō's strike pilots, Sakio Komatsu had just taken off when he saw the torpedo wakes and deliberately dived his plane on the path of a torpedo in a vain attempt to save his ship. One of the torpedoes hit Adm. Ozawa's flagship, the 31,000-ton carrier, the newest and largest floating air base in the Japanese fleet in a part where her armor is thickest. The explosion jammed the ship's forward aircraft elevator, and filled its pit with gasoline, water, and aviation fuel. However, no fire erupted, and the flight deck was unharmed. Ozawa was unconcerned by the hit ( ) and launched two more waves of aircraft. Meanwhile, a novice took over the damage control responsibilities. He believed that the best way to handle gasoline fumes was to open up the ship's ventilation system and let them disperse throughout the ship ( ). This action turned the ship into a floating time bomb. At 1330, a tremendous explosion jolted Taihō and blew out the sides of the carrier."

I'm using NSM, so hitpoints don't play a (large) part in the damage model. Still, a hit to the engine room or below the bridge will doom a Shokaku class carrier. If the model accurately models the way the ship was compartimentalized, I don't see the problem. I've been digging around for info on the hull designs, but I'm not turning up all that much, especially nothing to reinforce the theory.

You could get some material to consider here; http://www.combinedfleet.com/shoksink.htm
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Old 06-16-08, 04:14 PM   #7
gimpy117
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Quote:
Originally Posted by WEBSTER
Quote:
Originally Posted by gimpy117
you guys really wanna pass up 30,000 easy tons???!!
while i am certainly no rivet counter i do want the sinking effects to be in line with what would be expected if you looked at a ships specs.

i mean things can happen if the curcomstances are perfect so it could be actually be possible to sink her with one torpedo but that would be the very rare exception and not the routine.

when you look at a ship on paper you can say, this ship would probably need "x" number of torpedos to be damaged enough to sink. going by that guideline i would like to have that be close to how it is represented in the game.

there are some other ships also that dont respond to changes in hit points and armor levels so whatever is controlling them is a different.

its as though there is a built in "cheat" so some ships will always sink too easy no matter what the hit points or armor levels are set to.
oh I was kidding anyways....1 torp is a little weak
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Old 06-10-08, 02:20 PM   #8
Webster
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Quote:
Originally Posted by kv29
what about flooding times?
there is nothing in the ColisionableObject section and i cant find anything under SinkingEffects and asked in a few posts already about where they can be found but got no response.

where can flooding times be found for individual ships?
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