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Old 10-13-13, 01:46 PM   #1
gap
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The last part is about the destructability of the sub. I stumbled upon another sub in the Kiel canal ... could not resist and fired a few shots at it ... which it laughed at.

I'm not entirely sure, but wouldnt a direct HE hit on a conning tower end the subs life then and there ? Or on the waterline front of the sub .. that would destroy the torpedo's .. and the sub with them ..

Yet, 5 HE shells and 4 AP shells later, I decide to fire a freaking torpedo at it, since it wont go down ... impact, and then it slowly starts sinking.

This seems a little unrealistic to me .. I'd expect it to go down a lot faster tbh ?
Yes, an 88mm HE shell fired straight at a submarine should cause severe damage to it. At present, neither R.S.D. nor Reworked U-boat Guns deal with round damage settings, and they don't affect at all AI submarines' dmage models (IIRC neithe FXU touches them: they are still stock). In other words, if you played stock game, you would get similar or identical results to the ones you have just reported.

As stated by Vecko, SH5 units and ordnance damage is something that should be addressed globally. Such a general rebalance would be a huge task, but at some point someone should undertake it
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Old 10-13-13, 04:12 PM   #2
plj
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Ah .. damage models are different for player controlled VS not .. that's kinda backwards, but then I didnt say anything at all :p

But that explains my bewilderment after pumping round 7 into her and still not seeing any noticable damage, while my own sub starts to sink as soon as someone looks the wrong way :/ :p
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Old 10-13-13, 04:52 PM   #3
gap
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Ah .. damage models are different for player controlled VS not .. that's kinda backwards, but then I didnt say anything at all :p

But that explains my bewilderment after pumping round 7 into her and still not seeing any noticable damage, while my own sub starts to sink as soon as someone looks the wrong way :/ :p
Yes, even though externally they look identical, playable and AI u-boats are separate units.

I think that for homogeneity with RSD, Vecko should also update AI sub damage, using for them similar settings as the ones used for player's subs. Heavily simpliefied though.
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Old 10-13-13, 05:15 PM   #4
plj
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Only in a wolfpack situation does this become relevant ... so I'd put it at the bottom of some todo list .. somewhere :p
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Old 10-13-13, 05:27 PM   #5
gap
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Only in a wolfpack situation does this become relevant ... so I'd put it at the bottom of some todo list .. somewhere :p
Yes indeed
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Old 05-25-19, 01:01 PM   #6
XenonSurf
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I have now made a mod for my SH5 modlist of these Reworked U-Boat Guns by modifying the severe gun handlings back to the stock handling for EASY gameplay, yet keeping all other changes like HE and AA shells added and new weapon performances.

I'm afraid the modders have modded these files 'to death' without testing them, otherwise they would have noticed that the guns are maybe realistic, yet almost unplayable with their changes


Mod is subdivised in:

Reworked U-boat Guns_from_TWoS_EASY_HANDLING (New)
Reworked U-boat Guns_from_TWoS_REALISTIC_HANDLING (no changes made, just changing mod name)




My mod is based on the TWoS files v.2.2.10 and could be used as long as Veko doesn't make changes to them (meaning it's not totally compatible). Else it will be part of my modlist that you can find and soon download here:


http://www.subsim.com/radioroom/showthread.php?t=241069


Have fun with SH5!
XS
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