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Old 08-27-07, 10:36 AM   #1
Wokcus
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Quote:
Originally Posted by WernerSobe
ok fixed. The ammo bunker for the deckgun was responsible for the bug when it was damaged.

use the link on first page to download the latest version 3.2
Awesome job Werner! Thanks again for all your hard work on this great mod.
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Old 08-27-07, 08:50 PM   #2
Seadogs
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Question: The fixed issue for the large tanker, was this the issue where it's draft was so low it looked like it was taking on water to begin with? If so I just noticed some wierdness inport Okinawa (can't remember the port name, the one just south of Naha) where I have cargo ships almost fully sunk sitting in port. I can post screenies if you like later today.

Using the version embedded into TM 1.6 by the way.
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Old 08-27-07, 09:08 PM   #3
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Shipping doing wierd things in a port is a stock bug from SH3 thats carried over into SH4. The game doesnt really save positions of objects, it just places them, and they do what they want according to the waypoint information they have assigned (if any) . So if you reload a game that is saved in or near a port, weird things can happen.
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Old 08-27-07, 11:00 PM   #4
Seadogs
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Quote:
Originally Posted by Ducimus
Shipping doing wierd things in a port is a stock bug from SH3 thats carried over into SH4. The game doesnt really save positions of objects, it just places them, and they do what they want according to the waypoint information they have assigned (if any) . So if you reload a game that is saved in or near a port, weird things can happen.
Roger, thanks!
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Old 08-28-07, 01:56 AM   #5
switch.dota
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Found a pretty annoying issue today:

I was engaging a taskforce led by a Mogami. I got a textbook spread of three directly into his port side. By textbook I mean 1 midship hit, one aft and one fore, pretty evenly spread across the length. The ship listed heavily to port and stopped dead in the water but did not sink, even after 6 hours. I fired another torpedo directly into the starboard midsection. 20 minutes later the ship was low in the water, no longer listing. I fired my last torpedo at the rear section of the vessel.

So after 2 hours and 5 Mk XIV torpedo hits (evenly spread across the ship's length on both sides), a Mogami Heavy Cruiser is dead in the water with no intention of sinking.

Now comes my question: is such a behaviour normal for a Mogami? I am currently using TM 1.6 and the included version of NSM.
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Old 08-28-07, 03:52 AM   #6
Ducimus
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Just FYI to avoid any confusion, for anyone using TM 1.6 and are directing questions to Werensobe:

- TM 1.6 is using NSM Light.

- TM 1.6 does not include any torpedo modifications.


Its worth noting that Wernersobe included a torpedo modifcation that doubled torpedo damage, which i opted not to use. Primarly because (in laymans terms) once a compartment starts to flood, it will always flood to 100%. How fast depends on how much damage is done. This, in conjunction with not using wernersobe's torpedo modification, is why i used the LIGHT version instead of the classic version.
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Old 08-28-07, 04:57 PM   #7
WernerSobe
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Quote:
Originally Posted by Ducimus

Its worth noting that Wernersobe included a torpedo modifcation that doubled torpedo damage, which i opted not to use. Primarly because (in laymans terms) once a compartment starts to flood, it will always flood to 100%.
I realy cant say for sure but i think thats not true. It need to be tested. However i have discovered that its not true for the deckgun. Ive been running tests with the deckgun which was primary the reason why i have increased both, zone hitpoints and torpedo damage.

From my expirience i can damage compartments very slowly with a deckgun. They are not flooding to 100% but just a little bit according to how much damage is done with the deckgun. Setting very high zone hitponits and very low shell damage required more shots to flood that zone to 100%.

As for mogami. That ship was always a problem. It is harder to sink then any other CL, but it is possible even with two torpedoes (placed right). However making it weaker would make all other CL to weak thats the problem.

If i may give you some hints how to sink warships with the new damage system. Expect them being very hard to sink by just flooding. You have better chances to sink them by destabilisation. Make holes on same side, dont try both sides because that will balance the list as you have seen. Instead try to increase the list and capsize the vessel. Try to destabilise the ship by hitting it just below high and heavy superstructures, the high center of mass will cause greater list. Also keep in mind (attention: ace trick!) all warships have pitch stability ballast tanks which are located in front (bow) and back (stern) of the vessel. They are usualy filled with water but once the ship takes damage and is thretened by pitch destabilisation they can be blown. Destroy the right ballast tank and fill it again with water that will greatly reduce the stability and cause the vessel to "dive" below crush depth and basicly crush more compartments one by one.
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