![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Samurai Navy
![]() Join Date: Feb 2004
Location: Missouri
Posts: 581
Downloads: 517
Uploads: 0
|
![]()
Can the shells & depth charges be increased in the configurations in Destoryer Command like you can in SH3? Which set of configurations would you use to do this?
|
![]() |
![]() |
![]() |
#2 |
Pacific Aces Dev Team
|
![]()
What do you mean by increased? IIRC almost anything can be done, i.e. you can increase the amount of ammo you carry, the range of the weapon, and also the damage it does. Though I don't know wether that can trigger funny results like seeing a BB or CV fly up in the air like a football, if that's what you are looking for
![]()
__________________
One day I will return to sea ... |
![]() |
![]() |
![]() |
#3 |
Samurai Navy
![]() Join Date: Feb 2004
Location: Missouri
Posts: 581
Downloads: 517
Uploads: 0
|
![]()
That's what I have in my SH3 GWX game. It's so neat to watch them fly in the air. How do you get to the configurations in the game? Where do I look for them?
|
![]() |
![]() |
![]() |
#4 |
Pacific Aces Dev Team
|
![]()
It's all in the ADF (Ammunition Definition File) in the folder "systems"
F.e. this is the ammo for the german 280 mm gun (Graf Spee, Scharnhorst, etc) ; German 280mm AP shell (SKC34) [AMMUNITION] Category = Bullet Type = ArmorPiercing SubType = 280 Name = 280mm AP Shell Radius = 0.280 ; Meters Mass = 330 ; Kg Speed = 677 ; MPS "average velocity" from muzzle 890 Range = 40000 ; Meters DamagePoints = 8.5 ArmorPenetration = 18.0 The relevant point has been highlighte in red, but I'm unsure if this will cause the ammo to hit harder or simply to increased the % of damage. I guess it will be the last, since IIRC DC/SH2 had not implemented a simulation of the physic effects of objects colliding, just a "theoretical" count of teh damage points issued. Horsa will probably know better than me ![]()
__________________
One day I will return to sea ... |
![]() |
![]() |
![]() |
#5 |
Pacific Aces Dev Team
![]() |
![]()
IIRC destroying a ship by shell fire was a simple matter of accumulating enough damage points to overcome its tonnage value.
This may have been limited by the "armor penetration" value, but I'm not sure if any tests I did were conclusive. Logic suggests it should, but DC did have some data values that did nothing. Damage modelling was very simplistic in DC. Critical hits seemed to follow a substantially similar pattern regardless of ship tonnage or destructive power of attackers. I never witnessed a ship that was "disabled" before it was "destroyed".
__________________
"You need to put your behind in the past". Kumba |
![]() |
![]() |
![]() |
|
|