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Old 04-07-10, 12:15 AM   #1
kylania
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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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Old 04-07-10, 01:21 AM   #2
Nisgeis
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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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Old 04-07-10, 01:26 AM   #3
kylania
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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. Though, come to think of it a lot of my early kills were tankers and those suckers are tough to sink even after all the mods! I've twice now nearly been sunk by armed merchants trying to deck gun down a stubborn tanker that I felt should have sunk by the two torpedoes I'd already hit him with!
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Old 04-07-10, 01:34 AM   #4
mcarlsonus
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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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Old 04-07-10, 05:20 AM   #5
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im going to give that mod along with damage assessment a try, thanks
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Old 04-07-10, 06:01 AM   #6
Bilge_Rat
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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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Old 04-07-10, 06:08 AM   #7
Temujin
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Quote:
Originally Posted by kylania View Post

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.
I just installed tThat BRF mod (full version) and went back to one of my recent kills to see if she'll go down all by herself from her floodings...


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?



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Old 04-07-10, 06:11 AM   #8
robbo180265
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Quote:
Originally Posted by Temujin View Post
I just installed tThat BRF mod (full version) and went back to one of my recent kills to see if she'll go down all by herself from her floodings...


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
I could be wrong....

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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Old 04-07-10, 06:54 AM   #9
senjorlossi
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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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Old 04-07-10, 07:31 AM   #10
scl
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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! ). I've seen targets change direction but I thought it was more to avoid my sub than results of damage.

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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Old 04-07-10, 08:35 AM   #11
Aufklarer
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Quote:
Originally Posted by scl View Post
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! ). I've seen targets change direction but I thought it was more to avoid my sub than results of damage.

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.

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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Old 04-07-10, 09:26 AM   #12
doomlordis
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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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Old 04-07-10, 10:14 AM   #13
McBeck
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Quote:
Originally Posted by scl View Post
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! ). I've seen targets change direction but I thought it was more to avoid my sub than results of damage.

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.
I have hit merchants near the end and seen propulsion stop.
I have seen ships showly sinking.
I have seen ships listing.
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Old 04-07-10, 10:28 AM   #14
robbo180265
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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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Old 04-07-10, 08:01 AM   #15
IanC
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Quote:
Originally Posted by senjorlossi View Post
The game doesen´t save the damage condition of a ship. If you save and re-load, the ship will appear undamaged.
Wonderful.
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