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View Poll Results: Do You think These were godd suggestions?
Genius! Genius! GENIUS! 1 4.17%
Yes,but not ALL of them 5 20.83%
Some of them 6 25.00%
Your ideas are LAME! 12 50.00%
Voters: 24. You may not vote on this poll

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Old 09-13-09, 06:48 PM   #1
polyfiller
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Just to comment on the flooding after repair issue .... it's on my list of things to try and work out the root cause and then fix. It may be a hardcoded damage zone issue .... not sure at present.

As Darkfish says, the realistic damage scenario is one of the biggest priorities for the TSWSM. Here's a list of functionality we've built up in terms of damage, it may not seem that spectacular - but it takes a lot of work to get all this working for playable surface ships;

1) Weapons which stop working when damaged / destroyed (big issue for German units).

2) Creating a Magazine which will really take your ship down if destroyed.

3) Radar which stops working when damaged / destroyed.

4) Engines which slow and stop in proportion to damage.

5) Damageable torpedo launches (where the ships had them).

6) Damage which makes the ship list, but not sink (you get a kind of limp home mode).

7) Damageable (with leaks) fuel tanks.

8) A compartment & armour layout which looks like a surface ship and not a submarine.

9) AI Warships which sink when absolutely batterred by surface fire (some stock damage models will only take a ship down when hit by a torp below the water line) ... this is a biggy and is taking hours.

10) Preventing AI warships from saying they're destroyed before they actually sink.

11) Preventing many AI ship from taking damage in the rough seas environment we've created/ R using - all ships actually look like they are having a rough ride in extreme weather.

12) Almost forgot ... all damage shows up in the damage control screen.... so you can see whats really going to kill you
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Old 09-13-09, 09:14 PM   #2
CaptainMattJ.
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actually. that was an error. i meant to say that you flood to death, not you repair EvERything including bulkheads and still flood. i mean the plates should buy you SOME time to repair bulkhead. and uhh poly why dont ya unclude FIRE dmage for ALL ships including your own submarine. and, if possible, a more DEtailed damage system that TElls you pretty much everything thats going wrong like the percent of the compartment is flooded and if you put fire as a damaging factor the intesity of the fire and what its doing to you. also, if your engines are damaged, and you push it to flank for too long, it should damage your engines even more. like in jaws, the boats engines were water logged, and hee pushed it to Full and it blew out eventually. i mean if your going to make this huge damage system, just go all out man.
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Old 09-13-09, 09:37 PM   #3
Sledgehammer427
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if you hover your mouse over the flooding compartment you should get a percentage or at least an estimate of the flooding

as for fire damage, most fires are taken care of shortly after they start, especially on capital ships and other various types of warships. needless to say, if a fire did get to burning heavily, there were safegaurds in place that made sure the fire did not do extensive damage (the bismarck's wooden decking had 5 cm armor plate under it, so fire wouldn't seep to the lower parts of the ship and cause all sorts of hell)

Believe me, we are doing everything we can to give you a realistic damage model with the Surface Warfare Super-Mod
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Old 09-14-09, 11:06 AM   #4
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Quote:
Originally Posted by CaptainMattJ. View Post
actually. that was an error. i meant to say that you flood to death, not you repair EvERything including bulkheads and still flood. i mean the plates should buy you SOME time to repair bulkhead. and uhh poly why dont ya unclude FIRE dmage for ALL ships including your own submarine. and, if possible, a more DEtailed damage system that TElls you pretty much everything thats going wrong like the percent of the compartment is flooded and if you put fire as a damaging factor the intesity of the fire and what its doing to you. also, if your engines are damaged, and you push it to flank for too long, it should damage your engines even more. like in jaws, the boats engines were water logged, and hee pushed it to Full and it blew out eventually. i mean if your going to make this huge damage system, just go all out man.
Cap, you're asking for a god mode. Real captains sure didn't know the extent of damage to their subs. There were no gauges in the control room showing percentage of damage to the boat as a whole or to each compartment.

A single hole in the pressure hull was fatal. No repairs were possible at sea and no submerging would take place after that unless you weren't interested in surfacing ever again. There was no "welding a plate over the hole."

I suggest you research the incident involving USS Bergall on December 13, 1944.

There is a lot going on here at Subsim that someone new to the scene might not appreciate, like a dedicated group of modders and players with over two years' experience who have researched what is and what is not realistic to a degree that you can't begin to comprehend.

I suggest you transition into learning mode and begin asking questions rather than making what you will understand later are impudent demands. When you see something that doesn't seem right, begin by asking why instead of demanding why not.

And people will respect you if you first show some respect for them.
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Old 09-14-09, 04:18 PM   #5
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Quote:
Originally Posted by Rockin Robbins View Post
who have researched what is and what is not realistic to a degree that you can't begin to comprehend.
That would be an understatement

I remember multiple 12 page threads on the rate of fire of a deck gun
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Old 09-14-09, 04:32 PM   #6
keltos01
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Quote:
Originally Posted by polyfiller View Post
Just to comment on the flooding after repair issue .... it's on my list of things to try and work out the root cause and then fix. It may be a hardcoded damage zone issue .... not sure at present.

how do you tweak the repair coeficient ?

how do you set how easily the room gets damaged ?

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Old 09-14-09, 05:23 PM   #7
polyfiller
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I reckon the higher the repair coefficient, the faster a repair is complete ... but I need to test....

and damage - I thought you already knew this - it's the armour value for the zone id which corresponds to the zonied of the main bulkhead for a compartment in the .upc file. Simple hu ?

What' slightly more difficult is how the damage plays out - I think you know about critical floatation - it's a number betwen 0 and 1 which determins at what % of the total hitpoints being destroyed does floading start.... so a vlaue of 0.6 for a zone with 100 hitpoints, then flooding would start to occur after 60 hitpoints had been received in the zone.

The hitpoints=whatever in the equipment.upc or ship.upc file don't really have any impact - other than causing the damage screen to show the amount of damage proportional to the zone .... the thing that affects how durable zone is is the hitpoints assigned to it in zones.cfg

For a human playable unit damage model, ignore the critical=yes stuff - it has no effect.... whereas what the cargo is, does (cargo type of ammo or fuel can produce unpredictable results - like instant death).
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Old 09-14-09, 06:03 PM   #8
CaptainMattJ.
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well, the crew at the time of graf spree sure thought they were gonna sink if they went back out. so it wass kinda the idea of the cruisers sinking the graf spree, not so much the cruisers. in real life they were the only Britsh ships thre however they called on reinforcements but the graf spree didnt know that and commited suicide because they didnt know. however the graf spree was damaged quite a bit. she wasnt REAlly bad but she wasnt in good shape. thats why the crew asked to stay longer they needed time to repair. and her smokestack funnel was destroyed making raw fuel not an option anymore and leaving her with not enough fuel to sail home. and fire damage could do quite a bit to a ship on the deck. not as much as it would inside but the fires can damage things to an extent. and Yes Dc charges have indeed made subs catch on fire. and no the submarine owuldnt crush at periscope depth! DUhhhhhhh I OBVIOUSLY DIDNT MEAN 80M BELOW THE SURFACE!!!! if you Had enough damage done you couldnt MAKE IT TO DEPTHS ANY LOWER! im talking you need to stay submerged or your dead without question. a human doesnt Crush at periscope depth. . in the kovie the abyss, it was VERY unrealistic bbecause they were like 1500 ft below and when they hit the wall with thebreached pressure, EVERYONE WOULD IMPLODE, OR BLOW UP! i know my thoughts werent ALL that well played out but niether are yours to Some extent. i agree with some and i disagree with the other aspects of what your trying to say.
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Old 09-14-09, 06:51 PM   #9
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USS Bergall. December 13, 1944. I never saw the kovie the abyss.
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Old 09-14-09, 07:08 PM   #10
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Your views of fire onboard a submarine are a little stretched. Because of the danger imposed by a fire, it is usually dealt with first and swiftly. First something has to catch on fire. A fire has to have a source of fuel. If it's hydraulic oil, diesel, or lube oil there's a way to secure the leak and therefore stop the fire. If it's electrical, go open the breaker...fire's out.

Now for your ideas of flooding. What are you going to weld over this hole in your hull? Your underwear? Submarines and even surface ships don't carry around big plates of metal to weld over holes in the hull. Not to mention you try holding a steel plate over a hull opening that is gushing in water at 100psi. If you get a hole in your hull you're done. Go home if you can, abandon ship if you can't. Flooding is most likely to come from piping inside the submarine.
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Old 09-14-09, 08:03 PM   #11
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Fred has several music files you can add to your gramophone..1000's of songs. Also lot's of radio stations.

There are several sound mods that put original crew voices back in or add other sounds and voices. Webster has several, Row 9 and many others that add custom sounds.

You can sink German subs in TMO.

Not sure why you don't want to load a supermod. A supermod is basically many smaller mods put together, tweaked and tested so they're no conflicts. I run several smaller mods over TMO, but you have to know what files can cause trouble or you'll get mod soup. Why you can run lot's of small mods you risk a danger of getting conflicts that screw up sensor settings, ect. It's easier to load a supermod and know all the smaller combined mods have been throughly tested to work together.

It is a sub game, most of the surface ships are just for fun.
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