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Old 08-26-08, 04:05 PM   #1
R1830
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Default Carrier Damage model

Hey, last night caught 2 carriers coming out of Bungo Straight, fired a full spread from about 3000 yds due to some destroyers prosecuting me. One hit each for sure, maybe two on one, they both went down. Just wondering if anyone else heas noticed carriers going down perhaps a little easy or am I just lucky.

It was very gratifying to see them go down, I have just switched to manual targeting and it seems to be working out for me.
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Old 08-26-08, 04:44 PM   #2
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Sounds like your game is not modded. Look over in the mod forums at mods offered to make things a bit more difficult then the stock game. But, yes, one torp for a carrier is not enough.
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Old 08-26-08, 05:06 PM   #3
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read this http://www.subsim.com/radioroom/showthread.php?t=137911


it talks about the games damage model issues
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Old 08-26-08, 05:27 PM   #4
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I am running V1.5 with TMO and RSRD, both of which appear to be working in every respect.

It was 2 Shokaku class carriers both hit near the stern, one rolled over eventually, the other sunk by the stern. Glad to hear I'm not alone.
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Old 08-26-08, 07:08 PM   #5
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TMO I believe will run with the Natural Sinking Mod or NSM. I do not think TMO has changed any zones on the vessels. As Websters points out the issue with that vessel as well.
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Old 08-26-08, 07:21 PM   #6
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think of the ships as floating on top of a dozen or so balloons or spheres. :hmm:

now to place damage the game has zones much like the balloons and they are also evenly spread accross the ship. they apply the actual damage that changes how the ship acts as well as the visual damage effects as needed.

now all ships are supposed to have the right amount of balloons for its size and weight. and the right amount of zones to react to game conditions.

now the reality of whats in the game is, not all ships have all the balloons they need. some ships have missing balloons (torpedos do no damage when they hit) some ships just dont have the balloons location on the ship in order to be able to show visual damage there.

with some ships you can blow the stern off and the ship steams ahead at full power with propellers spinning yet it has no engines, no propeller shafts, hell it doesnt even have an engine room. this is because of missing damage zones that tell it where to apply damage. no damage zone means no damage is given to the ship.

its a product of the game not being completely finished and it would take a hell of a lot of work to find all of the broken or incomplete zones and spheres to finish the ships.

one of the heavy cruisers, maya i think, shows this well by going decks awash with one torpedo midships and yet needs several more to sink her. it has one balloon in middle and one bow and one stern so it can barely float with one gone even though its not that badly damaged. what happens is when a ship has missing stuff they beef up what is has so it floats correctly with 3 spheres instead of the 12 or more it should have.


now before i get replys saying im wrong on this or that number, i am just giving random numbers to explain things. i have no idea exactly how many zones or spheres each ship has.
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Old 08-26-08, 11:58 PM   #7
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Still confused about that whole mess.

But I'm not exactly an experienced modder anyway.

Even with NSM, Shokaku still tends to take any damage pretty badly. Instead of sinking outright, it lists until the edge of the flightdeck is submerged, second torp will finish it off.

Like WEBSTER said, it's probably a result of pushing the deadline a bit too much. Maybe, someday, it'll get fixed in a mod like NSM. For the moment, we'll just have to live with it.
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