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Originally Posted by Palidian
When I played the stock game, 1.2 I nave had the magnetic/impact, or the speed change back unless I restarted the game, or loaded a new torp. I was standard procedure to start the game, and flip all the switched. I am using the latest mod, 1.28, torps should be armed by 300 yards, 500 yards should be a good range. What is the arm range in the mod?
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As far as I'm aware torpedo settings are unchanged in RFB from the stock game. RFB torpedo arming settings in RFB are based on historical data.
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I may of worded it wrong, I got a lot of misses from the torps
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As I said previously, torpedoes are as close as we can get them to the reality. RFB uses the most historically accurate torpedo mod in existence. I'm always open to incorporating more realistic mods but such a mod does not currently exist and may never exist.
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I was within 500 yards with the deck gun when I was firing. The deck gun seems very week, in the mod.
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It is and it should be. Deck guns were very VERY bad at sinking ships. Look at the real world data to see how ineffective deck guns were. RFB's deck gun effectiveness is balanced to give damage that, as much as possible, reproduces the data we've seen from real deck gun sinkings. We can only match the data we've seen and RFB does this and, as far as I've been able to test, it does it perfectly, giving a range of results that can be matched by real world examples.
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Torp damage seem ok aside from the DD I hit 5 times with mark 14s then 150 deck gun rounds.
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Remember that Mk.14 torpedoes had the annoying habit of exploding just outside the range needed to damage a ship. Many of the apparent contact explosions you're seeing may not be causing any problems. This is realistic.
Torpedo effectiveness for torpedoes that hit a ship is unchanged from stock SH4. If the torpedoes are exploding with too little effect that's a problem that the developers need to be told about. As for deck guns vs. DDs I've never tested such a thing because using a deck gun against a destroyer is suicide - it shouldn't have to be tested because a destroyer should annihilate a sub in a gunnery duel - and in RFB it does. I'm not sure how you outshot a DD while using RFB - it shouldn't be possible unless the ships guns can't be brought to bear, and if that was the case 150 deck gun rounds is by no means unusual given the data I've seen from real deck gun engagements.
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200+ 4” rounds to sink a small transport, seems like a lot,
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It is a lot, but it's absolutely 100% historically accurate.
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and DDs should not stay afloat after 2 torps hits.
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Talk to the devs about this - RFB does not alter any torpedo effectiveness values for torpedoes that explode on the target ship.
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This makes me think that the DD damage model is bad,
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If it is, talk to SH4's developers. RFB does not alter this in any way. At this point I will not touch ship damage models because the data is too complex and altering it has too much potential for unintended consequences.
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and the deck gun damage output is bad
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What makes you think that the deck gun damage output is bad? You've posted no evidence beyond your opinion - I've seen no statistics or real world data on which your opinion is based. RFB's deck gun is based on real world data that's not open to interpretation - if I have three lots of deck gun use data for ships of 2,000 tons I calculate the average number of hits needed to sink such a ship and I try to make RFB conform to that as best I can. RFB's deck gun is not based on some fantasy figure I pulled out of my imagination. It's based on hard evidence from actual ship sinkings and if it's going to be changed more hard evidence needs to be forthcoming. Simply saying it's too weak isn't at all helpful.