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Old 03-08-10, 05:19 PM   #1
Decoman
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Do we know anything about what mechanics dictates how a ship is sunk, as it is hit with torpedoes?

I thought that the keel shots (torpedo exploding below keel) were more powerful than an impact into the side of the ship. And this makes me wonder if a keel shot is treated differently than any other torpedo hit.
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Old 03-08-10, 05:24 PM   #2
Darkreaver1980
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A keel shot has a higher damage modifier. So its best to try a keel shot.

One thing that i figured out is that the stock torpedo damage isnt working that great. You often hit an enemy ship, you see it burning with 3 holes and 2 hours later it still sails home.

With this mod i dont know why but fire actualy does damage and a ship will have flooding which i never noticed before.

Seems like it has something to do with the new damage values
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Old 03-08-10, 05:38 PM   #3
Ragtag
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Sweet, the stock torpedoes was abit weak imho. Thanks
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Old 03-08-10, 05:44 PM   #4
Capt.Warner
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Damn good show mate!
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Old 03-08-10, 06:16 PM   #5
kapitan_zur_see
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a small mod, but a critical one, dare I say
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Old 03-09-10, 03:42 AM   #6
KOS
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nice!

finally I wouldn't have to fire my torps and then get on surface to finish the merchants when without escort, that was really annoying.

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Old 03-09-10, 03:59 AM   #7
Sgtmonkeynads
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It seems to fix the ship sinking by flooding problem to. I hit one ship with one torp, took maybe less than one quarter of its damage bar down ( YES, I turned it on to see the effects of the mod ) and the ship began to list pretty good. It's flooding bar was going down faster than its Physical damage bar ! After about an 20 min. in game, the ship began to roll over onto its side, about 15 minutes latter it was going down. So now the ships that recieve damage can sink due to flooding.

I still think it happens to quickley though, where are the files to slow it down a bit? Is it possible ?

All in all, this is one mod that will always be in my "list".
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Old 08-28-10, 02:09 PM   #8
Abd_von_Mumit
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Quote:
Originally Posted by KOS View Post
finally I wouldn't have to fire my torps and then get on surface to finish the merchants when without escort, that was really annoying.
I second that. Almost every freighter I hit with 2 torps needs some additional deck gun shots to encourage sinking. This gets tricky when in the middle of a convoy night attack, hehe.

Downloading to try, thanks for the mod. From the description I exceptionally like the randomness part - you never know what the effect of your torpedo will be. YEah!
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Old 03-14-10, 11:59 AM   #9
Shigawire
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Quote:
Originally Posted by kapitan_zur_see View Post
a small mod, but a critical one, dare I say
Hear hear! Excellent mod!

I noticed this too..
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Old 03-14-10, 12:23 PM   #10
Baleur
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Yeah thats what i requested (in this thread or the deck-gun critical mod thread) too.
I really REALLY want a version of these two mods but with 50% less max-damage.
A toned down version, but still more dmg than stock. Maby just twice the max damage of stock?
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