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Old 06-15-17, 08:18 AM   #1
Mday
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Sorry if I didn't make my question clear but my question is not related to ships IRL. Rather I just wana know how the stock game treat a torpedo hit at the weak spot.
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Old 06-15-17, 10:30 AM   #2
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I wasn't answering about real life. I haven't a clue about real life torpedoes, much less ships and their "weak points". All I can say about the game's torpedo then is that it goes "boom" when appropriate (usually - if you have "duds" enabled, it might not)... hit points are subtracted from the vessel based upon where the torpedo "hits", or rather "detonates", and also on how "strong" the torpedo is. I'm not sure, but there may also be an element of chance involved.
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Old 06-15-17, 12:30 PM   #3
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Quote:
Originally Posted by Mday View Post
Sorry if I didn't make my question clear but my question is not related to ships IRL. Rather I just wana know how the stock game treat a torpedo hit at the weak spot.
All SH units have arranged invisible damage zones (boxes) alongside their 3D models and these zones are actually defining damage model when they suffer damage (sinking and structural). Some of them are labeled as fuel or ammo bunkers and these zones usually have ability to amplify torpedoes strength by a certain factor defined in Zones.cfg file (usually x5). If you are lucky enough to hit those zones, the ship will most likely explode from bow to stern or split in half...
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Old 06-15-17, 04:41 PM   #4
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The game treats it like a game, one of the old board games where you roll the dice and how much damage the hit does depends on what numbers the dice come up with. In the Torpedoes_US.zon file for the Mark 14;

Damage min 120
Damage max 180
Radius min 3
Radius max 7

Allegedly that means everything between zero to 3 meters from the center of the explosion gets 180 hit points of damage, then a gradual reduction to 120 hit points at 7 meters, with no damage beyond 7 meters. Some people have a theory that it's a dice roll which randomly applies hit points and damage radius, I have seen some evidence that supports that theory - take a look at the size of the holes in the hull of something like the Yamato after running several test missions hitting the same spot. Still one of those things I can't either prove or disprove, so in conclusion I dunno.
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Old 06-16-17, 10:48 AM   #5
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So i have a follow up question to this, say you have two adjacent zones which both amplify damage ie fuel tank aft of a magazine and you hit the midline between the two. Would a resulting non dud explosion be treated equally by both zones? If anything would one shot a boat id think that would be a sure fire way to do so.
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Old 06-21-17, 04:47 AM   #6
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um... interesting. Ty for everyone's input so far.
After reading Zone.cfg I have a few more questions

Quote:
Category=Fuel Bunkers
Multiplier=5.0
Flotability=2.0
Critic Flotation=0.3
Armor Level=-1
HitPoints=150
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=80.0
CargoType=Fuel
Can someone please explain what these variable means?

Also which files contains information of ship damages zones layout?
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