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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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This is an issue which is very well known to the TSWSM mod team - essentially the stock damage model only really guarantees sinking where hits are received below the waterline - especially on warships.
What I am doing for the TSWSM is to re-model the damage zones for all warships to remove this non sinking issue... you'll see the results when TSWSM is released. As a quick fix, I think RFB may have fixed some of these issues. Maybe load up RFB as you first mod thenload Yamoto etc up on top of it ? |
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#2 |
Watch
![]() Join Date: Sep 2009
Posts: 21
Downloads: 32
Uploads: 0
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Ill will try rfb later today. Also, is there any way to increase the deck guns/cannons/ monster 18 inchers crews accuracy? Im too lazy to do the shooting myself and the crew cant hit the broadside of a barn.
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#3 | |
Stowaway
Posts: n/a
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rfb will make this worse since they view the deck guns as unable to hit anything in RL and have modded it to be that way. i dont think rfb is a good mod to use for playable ships for that reason. its a great mod on its own though so i do recommend it but just not the way you are thinking |
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#4 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Good point Webster - I forgot about that.... still, it wouldn't take much to back out the deck gun inaccuracy changes... I'm thinking editingsim.cfg and changing;
Max error angle=5 ;[deg] Max fire range=1500 ;[m] Max fire wait=7 ;[s] to Max error angle=1 (stock, I think) Max Fire range = 20000 Max Fire Wait=2 Can't imagine the playable surface ship guns are the problem as these would be loaded on top of RFB, so the setting in the gun turrets sim.cfg max angle deviation wouldn't have much to do with it ... unless the creator of the playable surface ship mod didn't what this value did or copied one from another gun which had poor accuracy. I've also found that these individual gun settings make only a tiny bit of difference - it's the ims.cfg plus the crews skill level which make the most difference. |
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