SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-17-10, 02:35 PM | #61 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Ranger Medium
|
03-17-10, 02:36 PM | #62 |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
|
Really?
Going to the museum I can find only two |
03-17-10, 04:11 PM | #63 | |
Loader
Join Date: Jul 2003
Posts: 90
Downloads: 42
Uploads: 0
|
Quote:
In SHIV the change in state was visually announced by the appearance of lifeboats. Once the ships' crew decides to abandon ship, you put a sunken ship icon on the map and add the tonnage to your log. Quite natural and i really do not understand why this feature from the previous version of Silent Hunter wasnt carried over. Anyway, over to you and keep up the bloody good work mate! |
|
03-17-10, 04:32 PM | #64 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
There's a third, really big one, yes. But it's German.
Alright, full release, beta tag begone, woot. Ah, who am I kidding, too tired. Let's see, mod changes 3 things: flotation, flooding time and HP. The results of messing with flotation have been seen in the beta already, flooding times as well. The HP tweak raises HP a little in most cases, lowered for some small fry. Why is this done? Because, for example, 1 of your torps caught a bad wave and didn't quite do what you wanted it to do. Result: target takes 2 hits, but where normally that should do it, it stays afloat. You fire a third fish and hit, but because the target now has 0 HP, a big hollywood themed fireball rips through the ship. We were trying to avoid that. So that's what the tweak changes: allow for that extra coup-de-grace shot. Should even that not be enough, then the next hit will definitely finish it (few shells from DG will do nicely too), in a grand hollywood display. Note however that due to highly variable damage from torpedoes, it still might go down in blazing glory from that finishing blow, it's just a little less likely to happen. Comes in 3 modules: BARF full: flotation tweaks + flooding times increased BARF lite: flotation tweaks only BARF HP balance: changes HP to be more in balance with the mods objective Just extract the contents of the zip to your JSGME 'MODS' folder and enable: 1. Either "BARF 1.2 full" OR "BARF 1.2 lite" 2. "BARF 1.0 HP balance" if desired HP balance is optional, both for convenience and for avoiding possible incompatibility. Should another mod already mess with the .zon files for the ships, you can still use the core mod; ie. the HP balance is not strictly nescesary for proper functioning of the flotation tweaks. Link is here, and updated on first post shortly. Feedback is always appreciated, and I want to hear the bad stuff too. Enjoy.
__________________
Contritium praecedit superbia. Last edited by Arclight; 03-18-10 at 06:25 PM. |
03-17-10, 04:34 PM | #65 | |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
Quote:
But that's what I tried to explain; I don't know how to make that work yet, but I will keep it in mind and look into it.
__________________
Contritium praecedit superbia. |
|
03-17-10, 04:38 PM | #66 |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
|
The hitpoint tweaks are here
Good work. Good timing. I'm sailing out again tomorrow so I'll give this a go. |
03-17-10, 04:47 PM | #67 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
Something I forgot to add: flooding time changes are global for all ships, warships included (yes, that's what 'all' means ).
Other tweaks include all Allied freighters, tankers and trooptransports. 1.0 is a complete rework; may feel a little different at first, but I'm confident it's a more refined solution. Think that's all I had to say. * ah wait, point on wheather: tested under 5ms winds. Perfectly calm sea might force you to spend a little more ammo, while rougher seas could save you some. Don't forget to give them some time to settle if you use the increased flooding times! (should see definitive results after 10-15 minutes) Alright, think that's it.
__________________
Contritium praecedit superbia. Last edited by Arclight; 03-17-10 at 05:06 PM. |
03-18-10, 07:06 AM | #68 |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
|
So far during testing today, I have managed to sink only 1 out of 9 targets using 2 torpedoes.
Have waited about an hour in each case. They list very heavily but go no further. Is this as designed? Just seen your point about the weather, that may have something to do with it. My shooting range is set up dead calm. Will try some more testing in 5-7 ms weather, and get back to you. |
03-18-10, 07:15 AM | #69 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
Also try to work with the ship; take your average C2 for example: put 1 torp in the engine room, and she will settle with the stern fairly low. Put another in the rear most hold, and she should go down.
Put 1 in the first hold near the bow, and it will have a smaller effect (the ship is naturally more heavy in the stern). Put another torp in the bow, halfway between the bow and the superstructure, and she will most likely still hold on, though barely. Now put a third coup-de-grace in the engine room (which now should be possible thanks to HP tweak), and that will be the end of her. It's about placement. Remember: it's possible to sink with 2 shots, not gauranteed. Also of note; the bigger they are, the harder they fall: the Victory cargo is the most sensitive, while the hog Island is rather stuborn. Not much I can do about that without reworking the zones.cfg and changing the .zon file for the model more extensively.
__________________
Contritium praecedit superbia. |
03-18-10, 07:34 AM | #70 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
Now I can't do it either. Funny how something works in testing and falls on it's face later.
__________________
Contritium praecedit superbia. |
03-18-10, 09:58 AM | #71 |
Machinist's Mate
Join Date: Apr 2009
Posts: 121
Downloads: 44
Uploads: 0
|
So far I'm not a huge fan of the HP tweak.
- I've had a couple runs against a 1000 ton freighter and it always takes 2 torps now. - the destroyer, also at 1000 tons, only takes 1. So you have a freighter that is taking more damage to sink than a warship of comparable size. Ok, maybe the 1 torp kills are too easy and so we need the gameplay element of higher HP to keep us honest in the tonnage category... maybe it will grow on me. Nonetheless, I'm sure many will like your HP mod, and good work all the same! |
03-18-10, 10:01 AM | #72 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
You mean that small coastal freighter? Always sinks with 1 hit as far as I know, 2 are gauranteed to blow it up. I actually lowered the HP on that one.
Updated to 1.1; freighters are a little more cooperative, T3 more balanced. Link in the first post. * yes, I see. The small one doesn't want to sink by the stern. Engine room hit or anywhere in front of the bridge sinks her instantly though. For the record that's stock behaviour. Nothing to do with the mod. See if I can fix that.
__________________
Contritium praecedit superbia. |
03-18-10, 10:07 AM | #73 |
Machinist's Mate
Join Date: Apr 2009
Posts: 121
Downloads: 44
Uploads: 0
|
Damn you're fast!
Downloading the update now! |
03-18-10, 10:40 AM | #74 |
Silent Hunter
Join Date: Aug 2006
Posts: 3,528
Downloads: 117
Uploads: 0
|
This is probably a lot to ask, but is there a list of the "sweet spots" per ship available? Kind of like the GWX req manual?
|
03-18-10, 11:09 AM | #75 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
For most freighters, the stern is naturally heavy. For that small coastal freighter, aim for engine room or further front. Tanker suffers most from engine room, quite a bit of open space in the bow and beneath the bridge as well. Rawalpindi is quite vulnerable to hit to the fuelbunkers (just in front of bridge in the hull).
Some general guidelines, but ultimately you'll have to learn from experience. Not much I can do for the small coastal merchant, even if the rear hold and stern are completely floaded, and with the zones tweaked for 5-6 times more weight, it still floats. Just too much bouyancy in the rest of it. To be honest though, the aim is for the possibility to sink it with 1, which is quite possible as long as you don't hit at the stern.
__________________
Contritium praecedit superbia. |
Tags |
barf, brf |
|
|