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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Jun 2017
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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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#2 |
CTD - it's not just a job
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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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"...and bollocks to the naysayers" - Jimbuna |
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#3 | |
Navy Seal
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#4 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
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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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#5 |
Swabbie
![]() Join Date: May 2017
Location: Texas native in michigan for a time
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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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#6 | |
Swabbie
![]() Join Date: Jun 2017
Posts: 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:
Also which files contains information of ship damages zones layout? |
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