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Old 04-08-10, 03:30 PM   #1
doomlordis
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Default [TEC] Depth Charge mod

Ok i have spent hours testing the effectiveness of depth charges and they are flawed.

They have to explode within around 2 meters from the hull to do any damage and they only ever damage systems and cause very minor flooding , hull damage never changes.

I modded them using goblin , the normal damage is 50 - 100 , i made them 600 - 600 and no real improvement.

I also changed the AP up to 40 from 20 with no change.

(i patrolled off portsmouth to test this , 5 destroyers attacked )

I think there must be another value maybe to do with the sub that is causing this, anyway i am no expert and would love some help.

If we dont fix this the game is pointless.
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Old 04-08-10, 03:34 PM   #2
ERPP8
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Quote:
Originally Posted by doomlordis View Post
Ok i have spent hours testing the effectiveness of depth charges and they are flawed.

They have to explode within around 2 meters from the hull to do any damage and they only ever damage systems and cause very minor flooding , hull damage never changes.

I modded them using goblin , the normal damage is 50 - 100 , i made them 600 - 600 and no real improvement.

I also changed the AP up to 40 from 20 with no change.

(i patrolled off portsmouth to test this , 5 destroyers attacked )

I think there must be another value maybe to do with the sub that is causing this, anyway i am no expert and would love some help.

If we dont fix this the game is pointless.
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Old 04-08-10, 03:45 PM   #3
Heretic
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see this:
http://www.subsim.com/radioroom/show...2&postcount=81
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Old 04-08-10, 03:45 PM   #4
doomlordis
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I opened the gr2 then merged the zon and sim , is that correct?
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Old 04-08-10, 03:51 PM   #5
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Thanks, will give this mod a try !
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Old 04-08-10, 07:01 PM   #6
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set mine to 4 - 40 and it is much better, hull damage and flooding now more realistic , thanks!
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Old 04-08-10, 07:01 PM   #7
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I received 11% hull damage from depth charges two days ago.

Keith.
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Old 04-08-10, 07:24 PM   #8
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Items i can clarify that might not be apparent:

detonate_depth
has never really worked for DC's in Sh3/4. Works with hedgehogs though.

depth_precision
How accurate the DC is, plus or minus it's intended depth. If the AI sets the DC to explode at 100 meters, with a depth percision of 5 it will explode randomly between 95 meters and 105 meters.

explosion_range
How far you can feel the the explosion. The higher you set this the more you'll feel the DC and rock underwater. Set it REALLY high and DC's will propel your boat underwater at unrealistic speeds, and bounce it up and down in depth.


MinEF
MaxEF
Damage varience. Will do X much at a min, but has chance to do Y much at max. Damage done by each DC is randomized based on these numbers. The closer you set these, the more consistant the damage will be.

MinRadius
MaxRadius

Similar to the damage varience, only it effects damage area. If you have a min radius of 4.5 and a max of 40, then from 0 to 4.5 meters, the FULL amount of damage that DC does (see damage varience) is applied. From 4.6 meters to 40 meters, damage is applied by diminishing returns. The closer you are to the center of the explosion at 4.6 meters, the more damage it does, with being farther way at 39-40 meters doing the least amount of damage.
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Old 04-08-10, 03:49 PM   #9
wamphyri
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What you want to look at isn't so much the damage amount or AP .. those are good as default. It's the min/max radius that you want to look at. These settings decide how much damage is capable of being done from the initial explosion point.

An example :

In sh5 stock : min max of standard dc barrel = 2m and 4m

In GWX sh3 : min max of standard dc barrel = 4.5m and 40m

So change the damage back to normal and try the different min/max radius .. you'll be happy with the result .. unless you die
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Old 04-08-10, 10:46 PM   #10
ddrgn
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I have been working on what I call the Feared Hunters mod, getting great results so far, I will post a video in the next few days showing me taking on an elite dd and losing badly trying to avoid him, and a mod to follow of course.

I am tinkering with the barrels .sim, and .zon only.
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Old 04-09-10, 01:22 AM   #11
rascal101
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Default Iproving the affectivness of the actual depth charges as they are dropped will be a g

Lord I hope you get somewhere with this - the escort AI is improved with various mods that are already released but its all rendered a bit useless if you go to max dept and silent running - the escorts might as well turn a hose on you for all its worth

Iproving the affectivness of the actual depth charges as they are dropped will be a great thing, also wondering if you can adjust the depth that the charges explode - sure early in the war the allies we'nt quite aware how deep the Uboats could go - but this was fixed and I'd like to see this improvement modeled in the game otherwise it will become increasingly less of a challenge

Thanks again for your work

Regards
Rascal
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Old 04-09-10, 01:38 AM   #12
tater
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Assuming this is unchanged from SH4 (I did a LOT of work on SH4 DCs), detonate_depth does nothing for ship-launched DCs (except HHs).

Air-dropped DCs use this functionality.

The AI overrides this value, and sets the charge where it thinks you are. This was important for the PTO because IJN DCs only had 2 depth settings until 1943, when they got a 3d—all of which were too shallow.

In addition, the depth precision is the range at which they explode, but really they need a fuse precision as well. If the DC could only be set in 5 meter "ticks" then they'd have to decide to drop some at one depth, some at another. Then some randomness on top of that.

Also, you need to be careful about the radius because if the sub is shallow, there is no MINIMUM setting for depth, so you're at PD, and the escorts drop DCs that instantly go off, and wreck the escort (sinking it sometimes, but often blowing up the DC launchers).

DC thread
http://www.subsim.com/radioroom/showthread.php?t=123307
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