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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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In the stock game no, it's entirely HP, if you don't outright kill the ship it's gonna keep on keeping on as if nothing happened, while entirely on fire.
You can install a mod like Better And Realistic Flotation to fix this issue though, where ships will list, slow down, sink slowly and flood. |
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#2 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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Sorry Kylania, not wanting to directly contradict you, but I have seen some ships sink from flooding, rather than having their HP at zero in stock. The trend seems to be if the blue bar (flooding) is lower than the white bar (HP) then the ship will slowly sink, e.g. it's doomed, but it won't show up as a ship sunk icon until it goes under. If the blue bar is more full than the white bar, then you'll need to get its HP to zero.
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#3 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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That's good to hear! In the 13 days or so that I played with health bars on and without the BRF mod I never saw the blue bar move once.
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#4 |
Weps
![]() Join Date: Aug 2006
Posts: 362
Downloads: 13
Uploads: 0
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but, GEE, "kylania," in another thread you're trying to convince everyone that Ubi's upcoming patch'll take care of everything, but, over here, you're saying one needs a mod made by an, "oppressed modder" to make everything work properly? I'm CONFUSED!! (do you work for Ubi, by any chance? You kind of strike me as someone who posts whatever seems to fit the bill, veracity not being a factor...)
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#5 |
Watch
![]() Join Date: Sep 2009
Posts: 19
Downloads: 19
Uploads: 0
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im going to give that mod along with damage assessment a try, thanks
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#6 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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elainaba did mention that flooding is taken into account in SH5, it is not just a straight HP calculation.
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#7 | |
Bosun
![]() Join Date: Oct 2005
Location: Israel
Posts: 62
Downloads: 46
Uploads: 0
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Hmmm.. Sorry to say, but I can't detect any change from playing with that mod or without. Maybe there is a something else that I missed? ![]() Temujin |
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#8 | |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
Downloads: 126
Uploads: 0
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But isn't there a bug where if you save and reload near a damaged ship, the ship regains all its hitpoints? I'm sure I read about that somewhere. If that is the case maybe you should head out and kill something new, or just kill it again? |
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#9 |
Seaman
![]() Join Date: Jul 2005
Location: Germany
Posts: 42
Downloads: 49
Uploads: 0
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Hi there,
The game doesen´t save the damage condition of a ship. If you save and re-load, the ship will appear undamaged. Happened to me when I crippeled 3 ships in a convoy and had to quit playing before I could finish them off. After re-loading the stricken ships just went on undamaged. ![]() For now I make sure that I have enought time to finish a battle before I engage...
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Best regards, Stefan. |
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#10 |
Swabbie
![]() Join Date: Apr 2005
Posts: 13
Downloads: 56
Uploads: 0
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On a slightly different tack.... has anyone managed to cripple a target, i.e. damage its steering or propulsion and to actually see the results in game? I've repeatedly hit and nether regions of merchants with a deck gun just to see them maintain course almost regardless - unless my aiming is really bad (probably!
![]() Back on topic, I've just downloaded the critical hit mod in the d/l which supposed to change flooding values of tagets. No tried it yet tho. |
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#11 | |
A-ganger
![]() Join Date: Jul 2007
Posts: 76
Downloads: 13
Uploads: 0
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I am running BARF and damage assessment which is working ok, i have crippled ships and made some loose propulsion but have yet to see one of my targets go down due to flooding, having waited up to 3 hours for some. |
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#12 |
Wild Night in Bangkok
![]() Join Date: Nov 2002
Posts: 179
Downloads: 12
Uploads: 0
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I have , i hit a BB with 1 topedo and shadowed it , 7 hrs later it sunk!
I do use Barf and realistic torpedo damage mods. I have also seen merchants list over time then sink , before the mod it did not work like that, thats why i installed barf. Sea state seems to have an effect.
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subs and birds! |
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#13 | |
Admiral
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I have seen ships showly sinking. I have seen ships listing. ![]()
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![]() "I like subcommanders...they dont have time for bull****!" Proud member of the Subsim army of zombies Becks website |
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#14 |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
Downloads: 126
Uploads: 0
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Pre barf I used to see ships take a hit and sail on quite happily without losing speed.
Post barf the ships may not sink , but they do slow down / stop. From memory GWX made ships sink over a long period of time too (though I may be wrong) I tend to wound ships in a convoy - one torp per ship, then I let the convoy sail on (assuming it has protection) and pick the ships off with the deck gun when its safe to do so. If there is no protection then I just surface and shoot. If it's not working for you then maybe something is wrong with the mod? A conflict with another mod perhaps? |
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#15 |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
Downloads: 3
Uploads: 0
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