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Old 03-24-10, 02:30 AM   #31
LukeFF
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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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Old 03-24-10, 10:41 AM   #32
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Quote:
Originally Posted by LukeFF View Post
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.

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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Old 03-24-10, 05:59 PM   #33
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Originally Posted by TH0R View Post
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.
The chance for a critical hit is still there. It's just that it's very small. (See page 19 of the manual).

Quote:
Which brings me to my next question - does RFB, or SH4 in general simulate the cargo carried on merchants?
As in how quickly a ship can sink with a certain type of cargo? In that case, I think the only cargo that affects a ship's sinking behavior is the ammo loadout (higher chance of a critical hit).

Quote:
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...
I'd have to check that. Not sure at this time.
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Old 03-25-10, 06:28 AM   #34
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Originally Posted by LukeFF View Post
The chance for a critical hit is still there. It's just that it's very small. (See page 19 of the manual).
Read the manual again. Still, I have yet to see a critical hit.

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Originally Posted by LukeFF View Post
As in how quickly a ship can sink with a certain type of cargo? In that case, I think the only cargo that affects a ship's sinking behavior is the ammo loadout (higher chance of a critical hit).
Yes, how quickly it sinks, and how torpedo damage affects the ship. I did notice that tankers in RFB do catch a lot of fire when hit. Dunno if this is stock behaviour or intended.

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?

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I'd have to check that. Not sure at this time.
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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Old 03-25-10, 05:38 PM   #35
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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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Old 03-26-10, 08:10 AM   #36
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Originally Posted by LukeFF View Post
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%.
Indeed...

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:

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The escort of the lead ship, Yamashimo Maru, moved from its covering position on the port bow, and the submarine slipped into it and launched four torpedoes. The first hit the stern of the cargoman, the second struck just aft of the stack; and the third burst just forward of the bridge and produced a terrific secondary explosion. The ship was twisted, lifted from the water, and began belching flames as she sank.
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The next day, after locating two freighters and two escorts, she launched three torpedoes at the larger freighter and two at the other. The larger freighter {"Roko Maru"} disintegrated apparently from a torpedo which exploded in her boilers.
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Old 03-26-10, 09:21 AM   #37
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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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Old 03-26-10, 11:40 PM   #38
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To what value are you planing to raise the percentage?
I've bumped it up to 1%. May go higher to 5%.
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Old 03-26-10, 11:47 PM   #39
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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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Old 03-27-10, 03:03 AM   #40
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Quote:
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I've bumped it up to 1%. May go higher to 5%.
I think 5% should be optimum. I agree with Admiral8Q, 1 out of 20 sounds just right.
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Old 03-27-10, 03:24 AM   #41
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I think 5% should be optimum. I agree with Admiral8Q, 1 out of 20 sounds just right.
Consider it done.
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Old 03-27-10, 08:42 AM   #42
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Critical Hit % applies only to critical areas of the target...?
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Old 03-28-10, 12:51 AM   #43
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Critical Hit % applies only to critical areas of the target...?
It means that, if a torpedo causes a critical hit, it will cause catastrophic damage to the whole ship.

Or, as the (ahem) RFB manual (/ahem) states:

Quote:
Critical chance is a special setting for each compartment that represents the idea that a single torpedo hit may cause catastrophic damage resulting in the sinking of the ship. Critical chance represents a sort of "golden BB." It is possible to get a critical hit any time a compartment takes damage. Critical chance is an important characteristic of the ship damage mod since it represents the intangible factors that could cause a ship to suddenly sink such as coal dust or fuel vapors, an old, weak ship, a weak spot, etc. All cargo and machinery compartments have the potential for a critical hit, though the possibility is small.
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Old 05-01-10, 02:32 PM   #44
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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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Old 05-04-10, 03:18 AM   #45
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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 ...just the way I am...if a 2.0 manual is out there, let me know, please...so I can continue on with the quest...SK
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