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Old 09-30-14, 07:22 PM   #1
merc4ulfate
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Torp I have noticed merchants are now very hard to sink.

I just put 8 fish in a medium old split freighter plus 50 rounds from the deck gun before she sank. This was over at least a 48 hour period, while she sat dead in the water.

5 fish in a medium tanker plus 50 rounds from the deck gun ... she never sank.

6 in a medium composite freighter ... she never sank.

These last two were over a three day period less than a mile from each other. During the day I was harassed by aircraft and did not wish to remain on the surface. I would put 3 fish in and see if they went down and then waited but nothing. I finally was out of fish due to the earlier engagement.

The deck gun simply seems ineffective anymore.
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Old 09-30-14, 08:50 PM   #2
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Quote:
Originally Posted by merc4ulfate View Post
Torp I have noticed merchants are now very hard to sink.
I'll look into it. I don't know why there would be much of a difference, though. None of the damage points, torp, gun, shell numbers have been changed. They only thing about this that I changed was the CrashSpeed. This was done to reduce sinkings in heavy seas.

I think merchants have always been very sturdy in RFB, probably too much so, but I didn't want to get into this area - likely to be long slog.

You only mention merchants. Are the warships any different?

If you want to get the ships back to RFB behavior (in terms of sinking), you can disable the mod, go into the sea folder, and then delete each ship's *.zon file. The CrashSpeed is in that file.


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Old 09-30-14, 09:52 PM   #3
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I took out a Heavy Cruiser with two fish.
Carriers 3 to 4 fish.

I have sighted no other capital ships other than those since running the mod.

There were DD and a Fuso BB in that Task Force but my concentration was on Carriers and the Cruiser since the Fuso was farther in range then these mentioned.

I have a save point before the attack. I might rerun it to check on the Fuso.
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Old 10-01-14, 09:16 PM   #4
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I've done a few tests. The results were somewhat ambiguous. These mostly involved warships, and most sank fairly quick, but there was one DD that would not go down. It was shelled into a burning hulk and didn't want to sink.

The only merchant I tested was the Hog Island, and it seemed more or less normal.
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Old 10-01-14, 09:41 PM   #5
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I just finished a test. I went to a specific spot on a specific day and waited for traffic. I found a hog island and a medium composite freighter.

I put three in the hog island and drum roll please .... 11 in the medium composite. Both came a zero knots and sat there burning. They both stopped after the second hit all other hits were at zero knots and less than 2000 yards away. Neither went down.

I waited four days and they did not go down so I shelled it and nothing. I then rammed it and I sank.

I removed ISP2 and reinstall ISP1.

I went back to the same location at the same time and waited for the traffic.

Hog island took one fish.
Medium composite took two fish.

Both sank in less than an hour.
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Old 10-02-14, 10:56 PM   #6
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Eleven torps absorbed by a merchant is unacceptable, of course.

I'll start work on ISP 2.1.

It seems very odd that the CrashSpeed should make such a big difference.

I'll make further posts on this matter in the Mod Workshop Section.


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Old 10-26-14, 06:50 PM   #7
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I just uploaded v 2.1 to the downloads section, HERE.

I fixed the sinking issue, and made some other improvements as well.

I will have more information is the Mod Workshop Section thread.

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