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Old 09-21-09, 12:14 AM   #46
keltos01
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Quote:
Originally Posted by peabody View Post
?? Now you have me confused. I thought the 10 lights were on the Dutch sub you made and that is why I made the "Smaller Torp Lights" MOD so all 10 lights would fit on the "Fleet Boat" panel.

I think he needs them for a uboat/destroyer torpedos and wants them on the Attack Map. If I am mistaken, then it is very simple to put them on the UZO, a bit more difficult to put them on the Attack Map. (obviously a DD doesn't have a periscope). In fact I just added them to the UZO while I was typing this message.

On the IJN/Uboats we only have 8 tubes. All 8 show on the Attack Periscope, Obs periscope and the UZO. I forgot to do the UZO, never use it, but they are on there now. And there are only 6 on the Attack map. There really isn't any room for the aft tubes lights. And we would have to rework all the lights smaller and then recreate all the zones and positions to make them fit or make the panel bigger and redo the zones and positions.

Did you make 10 tubes on a IJN/uboat? On the Attack map panel the selector switch only has 8 settings on it, so I thought the sub was limited because of that to only 8 tubes. PM me with some info, maybe I forgot something.

Peabody
no no only 8 tubes (remember how the german side only had 6 tubes 4 bow and 2 stern max ?) as Japanese subs had a maximum of 8 bow tubes or 2 aft and 6 bow.

keltos
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Old 09-21-09, 03:41 PM   #47
keltos01
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changed the periscope zones so as to separate them, and separate them from their father
zone 31 in the hope they might get damaged separately and thus gave them different damage
and armor : bigger and sturdier observation scope f.i.

[PeriscopeAttack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=50 ;40
Destructible=No
Armor Level=20 ;13
Critic Flotation=0.300000
Critical=No
;Father=31
FloodingTime=59.999996
CargoType=None

[PeriscopeObservation]
Multiplier=1.000000
Flotability=0.000000
HitPoints=60; 40
Destructible=No
Armor Level=30 ;13
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
;Father=31

in UBDM :


[PeriscopeAttack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=40
Destructible=Yes
Armor Level=0
Critic Flotation=0.300000
Critical=No
Father=65
FloodingTime=59.999996
CargoType=None

[PeriscopeObservation]
Multiplier=1.000000
Flotability=0.000000
HitPoints=40
Destructible=Yes
Armor Level=0
Critic Flotation=0.300000
Critical=No
Father=65
FloodingTime=59.999996
CargoType=None

[PeriscopeShears]
Multiplier=1.000000
Flotability=0.000000
HitPoints=35
Destructible=No
Armor Level=0
Critic Flotation=0.05
Critical=No
FloodingTime=59.999996
CargoType=None


tried it out now :









fired a few, clicked on the last (stern torp I) and got the chronometer showing

the scopes get destroyed together still


keltos
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Old 09-21-09, 04:01 PM   #48
keltos01
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Kaidai 3b :

one not so close hit : rudder blown to bits ! shows dive planes transmition destroyed in screen

second attack :

one torp tube damaged

btw still shows alberich as coating here Peabody help !
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Old 09-21-09, 04:12 PM   #49
keltos01
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Default YES !!!

Jyunsen 1M




Kaidai 3b




Kaidai 3B, 120 feet

I just got revenge for the beating those 2 DDs gave me, I sank one with a stern shot but also exposed myself to another attack by the last one.

She bracketed me good : two close hits on either side of the tower but...

although damaged only the attack scope was destroyed !

So I guess separating the scopes and making the obs scope stronger works after all !




keltos


IBDM v 1.4 beta d/l :

http://www.mediafire.com/file/ld1yzo..._v1.4_09_21.7z
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Old 09-24-09, 03:01 PM   #50
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Default tweaking

I set the armor down to 45 on the Jyunsen B :






both scopes destroyed again ! and the DC weren't that close...

third attack :














glad I dove deep straight after firing !!!!


My first circle runner !!! I heard this was a tactic used to attack attacking DDs !
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Old 09-24-09, 04:32 PM   #51
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testing Jyunsen C2 : hit hard at 380 feet, flooding in stern room but I went bacl up to 180 feet and got it so far under control !


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Old 10-25-09, 01:53 AM   #52
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still working on it

keltos
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Old 11-29-09, 10:10 AM   #53
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ditto
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Old 11-29-09, 12:58 PM   #54
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Quote:
Originally Posted by keltos01 View Post



thanks to Peabody and Neon Deon I foudn where the base armor was located and, to my suprise, I foudn out that the JB only had armor=10 when the Balao had 25 and the Porpoise (a quality like for the JB ?) has also 25 !

keltos
personally i find the hit points AND armor are too high in stock, i change mine to armor=20 and gives a much better shell hit to damage given ratio.

i also changed my balao/gato down to 450 hit points because i think they are way too high at 600 and the shell hit to damage given ratio was just silly.

i find those settings give better damage results in line with what you should expect in RL and it still doesnt make them too weak
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Old 11-30-09, 03:03 AM   #55
keltos01
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Originally Posted by WEBSTER View Post
personally i find the hit points AND armor are too high in stock, i change mine to armor=20 and gives a much better shell hit to damage given ratio.

i also changed my balao/gato down to 450 hit points because i think they are way too high at 600 and the shell hit to damage given ratio was just silly.

i find those settings give better damage results in line with what you should expect in RL and it still doesnt make them too weak

Something is definetely different with the u-boot add on : if you use the armor settings found on US boats you get sunk after 1 or 2 DC attacks... everytime.

so I had to strengthen the boat in order to give us a fighting chance...

try my boats with the IBDM in game and report back Webster !

regards

keltos
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Old 11-30-09, 10:43 AM   #56
Webster
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Quote:
Originally Posted by keltos01 View Post
Something is definetely different with the u-boot add on : if you use the armor settings found on US boats you get sunk after 1 or 2 DC attacks... everytime.

so I had to strengthen the boat in order to give us a fighting chance...

try my boats with the IBDM in game and report back Webster !

regards

keltos

hmmm, i bet its the DC vs shells because i do most of my "testing" by getting shot at lol

anyway im sure you got it right but now your making me rethink how i test damages
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Old 11-30-09, 11:46 AM   #57
keltos01
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Quote:
Originally Posted by WEBSTER View Post
hmmm, i bet its the DC vs shells because i do most of my "testing" by getting shot at lol

anyway im sure you got it right but now your making me rethink how i test damages
dc used to cause very heavy uncontrolable flooding even when they exploded far from the sub, and it was worse at depth (which is quite normal) now they cause damage but repairable damage

will look up my setup and post it

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Old 11-30-09, 01:03 PM   #58
keltos01
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Default damage settings for IJN submarines




IBDM_JB_v1.4_09_22

made according to their respective specs :

date of launch
test depth
riveted vs welded hull

this mix of armor/low hitpoints allows for repairable damage, but you get damaged and sweat to repair !

dl link :

http://www.mediafire.com/file/mw4e4onnmlk/IBDM_JB_v1.4_09_22.7z

keltos
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Old 11-30-09, 03:56 PM   #59
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Quote:
Originally Posted by keltos01 View Post
this mix of armor/low hitpoints allows for repairable damage, but you get damaged and sweat to repair !

keltos
well thats not the hit points fleetboats use so we are in agreement.

i thought you said you were using higher hit points then the fleetboats were using.

higher armor points then stock i agree with but higher hit points then stock i dont agree with
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Old 11-30-09, 05:08 PM   #60
keltos01
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higher hit points didn't cut it, so I looked at the UBDM from Observer too, don't remember all I tried but this mix of armor and hitpoints works for us.

keltos
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