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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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As a reality check, who here has been hit by a circle runner? Did you instantly sink? I didn't.
I tested an s-boat and put every single fish in a gato into it and it never sank. Every one, spread over the hull on both sides. The ship model was more hole than hull visually. The subs have hitpoints equal to major surface combatants. (the s-boat has more then early fleet boats, too. Odd.) tater |
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#17 | |
Rear Admiral
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I think a good thing to start looking at, is the amount of hitpoints on the subs. Stock subs in SH3 had like 250 to a maximum of like 320 hps on an 9D2. Right now we have an Solid Iron bar for a sub, when what we need is a twinkie - if that makes any sense ![]() |
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#18 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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Anything tricky related to menus you'll want to bring to Mihai Maerean's attention. He's neck deep in menus, ya know?
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With strength I burn... |
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#19 | ||
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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__________________
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#20 |
Ace of the deep .
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I notice that in the zon file for example the S18 there is a property called collisionable object and it has 500 hit points . No idea what happens if you reduce this number ?
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#21 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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__________________
![]() ![]() ![]() Let the Beast inside you free! |
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#22 | ||
Rear Admiral
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As an aside, where armor is concerned, each projectile has an Armor peircing rating assigned to it. Im bit too tired to explain how it works, but suffice to say, it does a check against the projectiles AP rating, and the player subs armor rating. If this check fails, the armor is not defeated (no damage), If the check passes then the armor is defeated and then a percentage of the shells damage is applied. Now as damage itself goes, lets say 10 damage, well, if you view this as a deduction of a percetnage on your hull integreity, well this is going to make a much larger percentage when used against 300 hps, vs 600 hps. Long story short, Ive reduced HPs to around 275 to 300 HPS, and reduced armor from 25, to 20. More damage will be applied, and it will take a higher percentage from your overall .H.I as a result. To offset the deep dive capabilites, ive slowed down the rate that they crush at, by half, since ive also reduced their HP's by half. seems to work pretty well. One ciruclar running torpedo, where as it only did 20% damage before, now does in the neighborhood of 50% to 60%. A deck gun shell that once did around oh i dunno 4% damage now does twice that. Two shells from a merchant will probably take off 25% of your subs hull now. Where as before you could stay on the surface and slug it out with even destroyers. In the future i might reduce the AP valu on the subs even more, but hesitate cause im not sure of the effects during a depth charging. 20 AP value on subs, is a resonable , and safe deduction.. Anymore then that, i think will require more through testing, which i just dont have time for right now. |
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