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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
SH4 Mod Team
![]() Join Date: Mar 2008
Posts: 165
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Thanks for everyone's encouragement and support. The RFB team is an open group and our work is open to anyone. Although we have a separate forum for development and testing, it is not a private forum, so you can drop in and see what's going on or contribute. The forum is open to other developers that need a place to exchange ideas too. http://forum.kickinbak.com/index.php...647a9120c08614 |
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#2 | |
Engineer
![]() Join Date: Dec 2001
Posts: 214
Downloads: 7
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Plus it's hard to believe - are you suggesting damage model for carriers is retained from stock game? In every mod small CVE should sink after three torps, so just tell me which mod or coder is responsible for this ![]() |
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#3 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
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I think the policy is "if you can get close enough to make an attack on a carrier and hit it with enough torpedoes that actually explode, you deserve every ton of that kill."
I only found a Battleship group once, I sank an Ise and I felt I worked for it nonetheless
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#4 |
Engineer
![]() Join Date: Dec 2001
Posts: 214
Downloads: 7
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I remember I played this game - or was it SH3 - so that ships would actually STOP and go DEAD IN WATER when hit, as they SHOULD, especially when hit near the engine or screw shafts.
Sometimes they would start again, sometimes not. It was so long ago I don't even remember which SH game or mod that was. I could perhaps understand a ship surviving three torps once in a blue moon. However I am irritated to no end that it simply refuses to stop and chugs along with whatever it's speed was prior to being hit! I hit this carrier near the stern, should have taken out it's ability to move and manouver right away. OK so RFB guy says RFB is not responsible for this, just tell me who is? And who, and when, removed the model with ships going DIW as they should???? Bring me the head of Alfredo Garcia! |
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#5 | |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
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If you want to talk about something being insane, it's the amount of work that goes into modifying the damage model for each type / class of ship. It's very easy to rant and rave, and demand heads until you understand how much work is involved. If it bugs you that much uninstall it and use another mod. Otherwise try to give CONSTRUCTIVE criticism
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#6 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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Which is exactly why my work on the DM has slowed to almost nothing. The time needed to test, adjust, and re-test every ship is extensive, never mind that I'm trying to do this on my own. At this point, if I just wanted to complete the Japanese ships, I'm looking at about 15 ships still needing to be done. With my schedule right now, that's just not going to happen.
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#7 |
Engineer
![]() Join Date: Dec 2001
Posts: 214
Downloads: 7
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OK first of all I am sorry for "bring me the head" - it was an obvious joke and a reference to cult trash 70s movie by Sam Peckinpah (Bring me the head of Alfredo Garcia). See that movie if you can, it's, well, specific.
Now, lets discuss this as adults, someone did something to CVE damage model, because in stock game this ship would explode in a great ball of fire. Incidentally, I would prefer that outcome to what I have seen, for one reason or antoher - in this case it's more realistic! So my question is who messed with the damage model for CV escorts if it wasn't RFB guys? Someone did.... The thing that irritates me even more than ships taking immense damage is that they never stop. I remember I did play some version or mod in SH series that actually had ships STOP and go dead in water, or at least slow down, when hit in the propulsion systems, boilers, shafs or whatever. I cannot even remember which mod or SH it was, but since I remember this happening, it seems to be possible to model. I could live with CVE surviving 3 torps once in a blue moon, but CVE taking three torps (one of them directly in rudder/shaft area) and continuing full speed as if nothing happened - that's beyond ridicolous, you gotta agree. It appears as if RFB DM takes into account only the flood damage and which compartments are hit. As we all know, Japanese damage control was ATROCIOUS, bulkheads collapsed or were not closed in time, ships went down from secondary or tertialy explosions, accumulated fumes and fuel vapors, all sorts of sh**. It never happens in RFB - ship simply takes water into a damaged compartment and that's that. I never saw critical hits (some people say they're still possible? - maybe, but knowing history of Pacific war they should be more frequent) I never saw secondary explosions, or fuel fumes going off, and the damage control seems to be made of superhumans or robots, who manage to contain flooding to a single compartment even when hit with multiple torpedos. It's almost as if the stock damage model, however simplified, actually gave more realistic results! There were critical hits, secondary explosions and stuff.... the only thing I didn't like is ships breaking in two (unrealistic but good visual show) Please, discuss. |
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