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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 |
Stowaway
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He be good he be.
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#122 |
Engineer
![]() Join Date: Oct 2006
Location: Berlin, Germany, Europe
Posts: 205
Downloads: 38
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Outstanding !
![]() I must say it's hard to decide which mod to use: Yours or the DieSlowly Stage 16 ! They are both great but you can't have both of them. Take's a while to find out which suits better .... Regards, Tell |
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#123 |
Seaman
![]() Join Date: Jun 2007
Posts: 41
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I sank my first ship after installing your mod and it went down slowly, but in a reasonable amount of time after several hits. My second target, a large, split composite which took one hit under the keel and other amidships, refused to sink. Within five minutes the entire stern was awash. I surfaced (it's December 1941 and the ship had no gun), killed the engine, and hit time compression. Two-and-a-half days passed and the ship was still afloat, with half its deck awash.
And that was the point that Japanese aircraft appeared and drove me down. Horst |
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#124 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
Posts: 342
Downloads: 2
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now we know what hit points do!
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#125 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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So basicly if you are not sure how the ship is designed, dont save torpedoes. Give it enough. Take 3 or even better 4 torpedoes for a large ship and MAKE SURE they hit different spots. Set up different torpedoe spread angles. Dont stay for two days waiting for a ship to sink. If it doesnt sink in one or two hours chances are bad that it will sink at all. You must add more damage to finish it off. Go for compartments that are keeping it afloat. In your case it was the stern. There is a large cargo compartment that was propably dry and saved it from sinking. You could also add 5-10 shells below the waterline with the deckgun on that undamaged compartment that should have done it... Last edited by WernerSobe; 07-11-07 at 08:01 PM. |
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#126 |
Seaman
![]() Join Date: Jun 2007
Posts: 41
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I only stuck around as an experiment to see what would happen. And I understand what you're saying. I guess my question is: was the water covering the stern deck a "real" indication of what was happening to the ship, or was it just a graphics-thing? Could a ship with half its deck underwater continue to float for two days?
Thanks. Horst |
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#127 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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And yes ships can keep going when being half in water. Even ships that have a bad list to one side and are basicly lying on it can in some cases stay afloat. A sure indicater that a ship has taken enough is when its being abondened by the crew. They know the best when there is no hope. But if theyre still aboard then they is a chance to save the ship and they will fight agains flooding. Its up to you to decide then... I recomend you to run the test mission that comes with that mod. There you can try differend kind of ships and get an idea about their sinking behavier and indicators. Last edited by WernerSobe; 07-11-07 at 10:18 PM. |
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#128 |
Seaman
![]() Join Date: Jun 2007
Posts: 41
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Will do.
Thanks. Horst |
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#129 |
XO
![]() Join Date: Jul 2002
Posts: 436
Downloads: 59
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1.3 compatible...any word?
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#130 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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#131 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
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Thanks for the update! Grabbing it as we speak.
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#132 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
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Thanks WernerSobe
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__________________
Regards, Bando |
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#133 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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In the work on sinking did you learn a lot about what makes the ships break? I ask because a quick check on the taihosan maru might show a way to work around the CTD. Perhaps we can make the forward split simply impossible to break, then see if it CTDs, even with ammo there.
tater |
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#134 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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CTD? i didnt know there was one
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#135 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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There is a CTD with the small composite merchant---in the stock game, but it also happens with your mod (I tested). It's a flaw in the model or dmage model i think.
Put AMMO as cargo on a small merchant, and it will CTD when it vblows up if it tries to break forward of the superstructure. So if we could make it NEVER break there, it might prevent the CTD. |
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