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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Apr 2005
Location: Wagga Wagga, NSW Australia
Posts: 519
Downloads: 40
Uploads: 0
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The other night I was in a English port and had 7 juicy targets, when I hit the first freighter a white bar with a blue line in it appeared.
Could someone please tell me what this is and what it means? TIA ![]() |
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#2 |
Ocean Warrior
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It's just a HPbar..
If you want to disable it you should click to the No ship damage meters at the game options screen in the main menu..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#3 |
Captain
![]() Join Date: Oct 2010
Location: Oz
Posts: 507
Downloads: 33
Uploads: 0
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The white bar is 'hit/health ponits' and the blue bar is suposed to represent flooding damage.
The stock game has very poor damage modeling, sinking ships is just a matter of reducing the HP's to zero. The so called 'flooding damage' doesn't seem to do much at all, I can't remember ever seeing it go up or down of its own accord other than when they actually take a hit. As I'm sure you'd allready know TDW has a good fix for this. |
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#4 |
Captain
![]() Join Date: Apr 2005
Location: Wagga Wagga, NSW Australia
Posts: 519
Downloads: 40
Uploads: 0
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Thanks guys, are you talking about TDW's FX_Update_0_0_19 ?
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#5 |
Ocean Warrior
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Yep, FX Update...
The same model based on FX Update contains in the OH-II.. But if you using the patch AI Crew damage control of the TDW GenericPatcher you should enable the AI Crew Damage Control Revised Zones.cfg Based On FX Update By TheDarkWraith which located in the folder MODS in the patcher archive..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#6 |
Captain
![]() Join Date: Oct 2010
Location: Oz
Posts: 507
Downloads: 33
Uploads: 0
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![]() ![]() Work fine on its own in stock game as well (if anybody actually still plays it like that). ![]() |
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#7 | |
Stowaway
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i have sunk ships with the deck gun shooting below waterline and watched them sink just from flooding and the flooding bar shows this correctly. they are tied together a little bit so at somne point arout 80-90% on one scale it will have the other scale quickly come up to match it. the reason is flooding will cause damage and damage will cause flooding so the game tries to keep these things relative to each other. if a ship has 80-90 damage then you can wait and see the flooding catch up then the ship will sink without you shooting any more. it just takes a little time and patience. the bars can be used as a cheat to know when you need to continue shooting or not and is one of the most disliked arcade things about the game, the second being the stock targetting. |
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#8 |
Seaman
![]() Join Date: Aug 2012
Posts: 32
Downloads: 17
Uploads: 0
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If my torpedo did massive white damage then I shoot the decks and bridge with my deck gun to finish off the white bar.
If my torpedo did massive blue damage then I shoot the water line with my deck gun to finish off the blue bar. Whichever bar is closer to zero is how I decide how to aim my deck gun. If it is a war ship I tend to aim for the guns and bridge as disabling them are my priority. Recently I was flanking away from a convoy with a destroyer giving chase yet he couldn't do anything but chase because his two front guns were ablaze thanks to my gun ![]() |
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#9 |
Captain
![]() Join Date: Apr 2005
Location: Wagga Wagga, NSW Australia
Posts: 519
Downloads: 40
Uploads: 0
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Well I have that mod enabled, what is OH-II ?,
I might just disable that bar feature. I put two torps in to a large freighter off England last night, then surfaced for target practice. I started putting AP rounds in to the water line, worked a treat too, lots of holes to add to the flooding. I also put some HE in to the super structure to add to the fires. |
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#10 |
Ace of the deep .
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You will have to start a new campaign or return to base and click on end patrol bill to get rid of the bars . While in the bunker hit the Esc keyboard key and click on options . In the game play settings there is an option No ship damage meters . Tick that box and change any other settings while in the bunker . Settings will only work if changed while in the bunker Bill .
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#11 |
Captain
![]() Join Date: Apr 2005
Location: Wagga Wagga, NSW Australia
Posts: 519
Downloads: 40
Uploads: 0
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Yeah I found that out mate, changed setting while at sea. Also found that if you click on refit, you cant end patrol.
Gee this game is a constant learning curve ![]() BTW, last night I really got in to a convoy near Edinburgh. Sank 3 from memory, and had another 6 dead in the water and burning. Any way the escorts got on to me and gave me a bollocking, and I think what really saved me was the shallow depth I could see the DC's going right to the sea bed and exploding there. I had flooding, but only in the control room, water was nearly knee deep, but there was no flooding anywhere else in the boat. Is this normal or maybe a bug ? |
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#12 |
Ace of the deep .
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Come on Bill , 100% realism or nothin
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#13 |
Seaman
![]() Join Date: Aug 2012
Posts: 32
Downloads: 17
Uploads: 0
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Depending where the depth charge detonates sorta determines which compartment will flood. Whenever depth charges begin falling I run through the ship closing all the hatch doors so if a section begins taking in water it will not spill over into the other compartments.
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#14 |
Captain
![]() Join Date: Apr 2005
Location: Wagga Wagga, NSW Australia
Posts: 519
Downloads: 40
Uploads: 0
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That reminds me, how come when you go to battle stations the hatches aren't shut automatically, as in real life ?
Well I screwed up royally last night. Had TC up high comming back to Kiel. Ended up embedding the boat in the waharf, though I couldn't see it on external camera, just on the map. Tried backing out, and ended up with massive flooding and sinking. End of campain. |
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#15 |
Black Magic
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