![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
|
![]()
version 2 is up:
http://www.mediafire.com/file/ti7b7a...LST_TMO_v2.zip version 1: This mod will substantially increase the sinking time of ships in TMO 2.5. The basic idea and parameters come from the "Better and Realistic Flotation" mod made by Arclight for SH5 which have been tweaked for SH4. The mod increases the flooding time of various underwater compartments so sinking is more progressive. version 2 takes a more novel approach: The HP damage generated by each torpedo has been reduced by roughly 50%, but the various ship's compartments have been tweaked so the flooding damage generated by each torpedo remains about the same. This roughly doubles the amount of Hit Points each ship has and makes it less likely it will sink from HP depletion and more likely it will sink from progressive flooding, since it now takes roughly twice as many torpedoes to deplete all the hit points. This also has the added benefit of delaying the "ship sunk" message in many cases. The flotability factor of various ship's compartments has also been adjusted to accelerate sinking when much of the ship is flooded. This makes it less likely that a ship will hang around when its deck is already under water. What does this mean in practice? For small merchants and warships (DE, DD), one torpedo still more or less garantees a kill. For larger ships, 3-4 torpedoes also basically garantees a kill. Where it gets interesting is if you only get 1-2 torpedo hits on a larger ship. Without the "ship sunk" message and with the progressive flooding, you now have to judge whether to use 1-2 extra torpedoes to finish the job or wait to see if it sinks by itself. This mod works well with TheDarkWraith's "Ship Damage from Fire" mod. All feedback will be appreciated.
__________________
![]() Last edited by Bilge_Rat; 03-22-12 at 07:41 AM. Reason: added info on version 2 |
![]() |
![]() |
![]() |
#2 | |
Navy Seal
![]() |
![]() Quote:
Very cool, I will give it a try when I go back to the PTO side of things, playing U boats in Atlantic currently. |
|
![]() |
![]() |
![]() |
#3 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
|
![]()
Sounds interesting. Saw your post about this over at the NSM thread, I think I'll give it a try. I feel the ships in TMO do sink a bit too fast, at least for someone who has been used to NSM (I only just ported over to 1.5).
__________________
![]() ![]() ![]() Let the Beast inside you free! |
![]() |
![]() |
![]() |
#4 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
|
![]()
yes, hoping to get some feedback when players have had a chance to try it out. Having tried out stock, NSM, RFB/NYGM and now TMO it feels as though, because of the way the SH damage model is designed, you can have realistic sinking times or realistic looking sinkings, but you can't have both at the same time. I am trying to find the sweet spot between the two.
__________________
![]() |
![]() |
![]() |
![]() |
#5 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
|
![]() Quote:
__________________
![]() ![]() ![]() Let the Beast inside you free! |
|
![]() |
![]() |
![]() |
#6 | |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
|
![]()
I am not interested in replicating NSM or NYGM, those mods already exist and involved a massive amount of work. I am trying to see if I can develop an alternative approach. Zones.cfg is a key file since it is central to the damage model of all ships.
I found an old post by Elanaiba, one of the game designers, which explained what the variables in the Zones.cfg file mean: Quote:
The stock damage model of SH3-4-5 is actually quite sophisticated. The designers tweaked it towards instant gratification, no doubt for commercial purposes, but I see a lot of untapped potential there. I am already testing a new approach which looks promising.
__________________
![]() |
|
![]() |
![]() |
![]() |
#7 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
|
![]()
I ran some tests with IJN BBs to see if there was an issue.
except for the Yamato class, any other IJN BB can be sunk with a well placed spread of 2-3 torpedoes. The Yamato is in a class of its own. I have sunk one with 6 torpedoes, sometimes it takes more. Considering that there is only 2 Yamato class BB in the Pacific, I dont see the need for a change.
__________________
![]() Last edited by Bilge_Rat; 12-02-12 at 09:47 AM. |
![]() |
![]() |
![]() |
|
|