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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
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#17 | |||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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Hi Switch ... ![]() Thats the way i follow in Die Slowly for v1.2... i reduced considerably the torpedo damage radius to not spread too much the damage and limit it to a samller zone, reducing the probability to spread the damage to adyacent compartements. The problem was then... the "unsinkable ships" ... those are some strange ships wich apperas in campaign with certain load up, and they takes up to 10 torps to sink... then i was enforced to increase torpedo powr and found a balance between the "normal" ships" and those rare "unsinkable ships". Another parameters to tweak wich cause effect on this are the "thereshold penetration" and the magnetic detonation distance. The thereshold penetration stablish a boundary to penetrate. In example .... a torpedo with a damage radius random between 2 and 3 meters... and a thereshold penetration of 5 meters... the torpedo will not cause damage ... A torpedo with damage radius random between 2 and 3 m, and a thereshold penetration of 2 m, torpedo always will cause damage. A torpedo with damage radius random between 1 and 3 meters, and a thereshoild penetration of 2 m, 50% of the torps will cause damage and 50% will not. If you have a torp with a random damage radius between 3 and 6m.... a penetration thereshold of 2m, and a magnetic detonation range of 2m... and ... in the impact the ramdom value for damage radius was stablished by the sim, in 3m, the magnetic pistol detonate it at 2 m of the hull.... only 1m will attempt to penetrate the hull... but... the thereshold penetration is 2m, so... 1m is not enough... and will have no damage. In that condition, the torp needs 1 m more of random radius to penetrate the hull, it is 4m or more... Thereshold penetration will stablish the torpedo hole size too... similar how do it the damage radius, because the thereshol penetrartion consume som of the damage radius of the torp. Another factors are of course the armor of the ship and the compartement, wich consume some of hitpoints. And the armor factor, wich seems to be a multiplier for armored zones. The multipliers for cargo too... according to wich kind of cargo you have you can set a multiplier for the explosion. In example, 1 for cargo, 2 for fuel, 4 for ammo. Quote:
If i shoot more than enough torps, 9in example 4 or 5 torps to a medium merchant i want a ship destroy message. If y shoot a single one or 2, i want it sinking by flooding, but not away of my sight or sonar range, to not losse the ship destroyed confirmation, with a very slow flooding times, ships can sink a day later out of your range and you will have no confirmation and no credit for the kill. Plus the ships with too long flooding times, and too high hitpoints, can sacape out of your range of confirmation even with an amazing quantity of torps. I my settings i attempt to have a "balance', of course it is a matter of personal taste, where if you hit eneogh torps, you have an instant kill, if you dont, the ship may be stoped and never sinks, or sinks by flooding but not too much time later, to not losse the kill, some ones may take 1 hour or more, most half hour, but most under 1 hour. Plus there is so bad to not have armored belt on BBs.... :hmm: Hope this can help as feed back. ![]() ![]() ![]() |
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#18 |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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Correct me if i'm wrong Redwine, but are you saying the 'Magnetic Detonator' not only works but can be modded to have a different contact radius?
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#19 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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If i am not wrong o remember bad... it was adjusted to 2 meters, almost into early versions of the game. ![]() |
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#20 | |
Planesman
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 189
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However, there is another problem. Nomad_delta discovered that in the game, the switch to set the torpedo to contact or contact influence does not work. Instead there is a hardcoded date of june 1943. Before that date, all MK14 torpedos fired are regarded as contact influence enabled, regardless of what you set the switch to. After that date, all torpedoes fired are contact only.
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#21 | ||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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#22 |
Rear Admiral
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Whle i don't have a zon tweak file for it, im pretty sure there is a Min /Max damage, and damage radius, just like depth charges. You should be able to reduce the damage radius of the torpedo. I'll wager its currently at 7 meters wide.
As for magnetic pistols not working after a certain point, are you sure? Forgive me, but im incredibly doubtful. It just seems very incredible that after X date magnetic exploders will no longer work. |
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#23 |
Lucky Jack
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Here is a question, if the DC has a tweakable radius and I'm guess happen at random, can the torpedoes be set up the same way? If so, this could add some realism as I suspect not all torpedoe hits generate the same results in RL.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#24 | |
Rear Admiral
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#25 |
Lucky Jack
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When it comes to file and tweaks, I'm better off attempting to fly the Space Shuttle
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#26 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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You dont have them... ? I can up;oad a full pack with all my collected tweak files if you want... Here a screen of MiniTweaker for SH IV torp .zon file, it is my settings for MK-10 torp. As you can see the min radius is set at 2m, wich is the stock thereshold penetration. ![]() |
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#27 |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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There seems to be a lot of confusion across the board on what the game does and doesnt do in relation to fuses etc... Maybe Nomad_Delta found something that didn't work in 1.1 or 1.2 but works now? After all, the contact switch seems to work correctly in 1.3, i.e it doesnt reset randomly.
I would kill for those files Redwine, after a heap of trawling through threads I found a few things not in the Download mod secton, those files deffinately weren't in the threads I searched. I was just playing around firing torps at a Yamato to test the magnetic fuse, but I have that annoying problem with my torps not running under more than 10 metres again.... ![]() This thread is creating more questions than answers ![]() |
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#28 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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Here you have the collection of tweak template files for SH IV made by many people, i found and collect along the months.... plus i included all those for SH III made by TimeTraveller.
http://files.filefront.com/TweakFileszip/;8311458;;/fileinfo.html Last edited by Redwine; 08-14-07 at 05:18 PM. |
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#29 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
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#30 | ||
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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![]() Thanks for those files Redwine, most appreciated ![]() |
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