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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#11 | |
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![]() Join Date: Mar 2006
Posts: 24
Downloads: 37
Uploads: 0
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![]() Quote:
Last night i launched 2 fish on troop transport ship. These shots where perfect 0 gyro / over the wire shots so i could get 2 fish exactly where i wanted them. The first shot was launched at her bow, the second was launched at her engine room some 6 seconds later. She was traveling at 16 knots when i let the fish go. So i followed my fish with the free cam and waited for the Grand Finale. The first shot hit exactly where it should have and then something totally unexpected happened. It seemed like the ship just stopped in its tracks. Then about 6 seconds later it was confirmed by my second shot that almost ended up in the the first shots hole in the bow... WHAAATT???? After that i was stumped and was searching for answers. Last night i updated v0.0.11 with v0.0.13 and found this post. I wanted to let you to know that your new script it working. It is slowing down ships for sure. Im sure this works awesome as intended if your deck gunning, but what if you score a critical hit with an under the keel magnetic det fish? It seems like you tied the % of dmg with the % of speed decrease. This is happening instantly though. It made the ship go from 16 knots to almost a dead stop with one perfect hit. ( Critcal chance torpedo mod probably made slow down more extreme also ) Is there any way you could tweak this some more and add the in game timer to the script so that this speed decrease happens over time?? Maybe even a random time gen if you feel like getting really fancy. ![]() Thx Thedarkwraith, your scripting skills are ninja and are adding so much to this game and community. |
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