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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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Guys, if a 1500-ton oil tanker can sink after one torpedo shot in less than 15 minutes (I've even seen some sink in less than 10 minutes), then you can do the same in RFB as well. I'm playing with the same sinking mechanics in RFB as you all. The mod is what it is.
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#32 | |
XO
![]() Join Date: Jul 2009
Location: Croatia
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The sinking mechanics are great. And the way you delayed the message about ships sinking is excellent. The only thing missing is a chance for critical hit. With both torpedoes and cannons. Probably the only thing missing from RFB IMHO. ![]() As for the 1500-ton oil tanker sinking in less than 10 min, that is true. But at one point I had 3/3 duds on the little b***** and had to use the cannon. Even after 50 shots below the water line (~30 were hits) it didn't show any signs of stopping. Which brings me to my next question - does RFB, or SH4 in general simulate the cargo carried on merchants? Also, can deck guns on merchants be destroyed, knocked out of action? I recall duelling it out with one merchant and I know I have hit the deck gun implacement few times dead on - nothing happened... |
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#33 | |||
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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#34 | ||
XO
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The part I am most interested is - do the ships without cargo sink harder? And are ammo / gasoline (tankers) ships more prone to critical hits? Thanks. I have posted this question a while back on Sub Sim Central forums, but didn't get a clear reply: http://forum.kickinbak.com/viewtopic.php?f=11&t=1788 |
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#35 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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The only thing I'm fairly certain of is that ships carrying ammunition are more prone to critical hits.
Critical hits are designed to be rare, though I might up it a bit. Currently the chance of a critical hit is 1/10th of 1%. ![]()
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#36 | |||
XO
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![]() I am telling you, I have been playing RFB ever since I have SH4 and I have yet to see a critical hit. Maybe you have seen it during testing process, but from my experience of plying the campaign / single missions I haven't. To what value are you planing to raise the percentage? Probably the main reason for me asking this is reading Tang's war patrols: Quote:
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#37 |
Lucky Jack
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IMO since seconday explosions and fire do not affect sinking ships should be a tad bit easier to sink.
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#38 |
Silent Hunter
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Location: Riverside, California
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I've bumped it up to 1%. May go higher to 5%.
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#39 |
Ace of the Deep
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I don't play any mods yet, but for critical hits I'd go 5%, or 1 in 20 chance.
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#40 |
XO
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I think 5% should be optimum. I agree with Admiral8Q, 1 out of 20 sounds just right.
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#41 | |
Silent Hunter
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Location: Riverside, California
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#42 |
Sailor man
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Location: South Carolina
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Critical Hit % applies only to critical areas of the target...?
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#43 | ||
Silent Hunter
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Or, as the (ahem) RFB manual (/ahem) states: Quote:
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#44 |
Frogman
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Where is said manual.....have downloaded 2.0 but its not in there?
Edit....Tis ok, found the link |
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#45 |
Mate
![]() Join Date: Mar 2010
Location: New York State
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Guys...are we talking about the RFB 1.52 Manual...I found the link and downloaded it...or did I see mention about a 2.0 Manual...I'm finding this wild link chasing kinda
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