SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-10-10, 07:03 PM   #1
reaper7
sim2reality
 
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
Default

ANy chance of a less damaging version of both the torp and cannon, just sank 23 ships in a convoy before running out of ammo.





Like the sinking effect now, although most merchants seem to sink after 1 torp.
reaper7 is offline   Reply With Quote
Old 03-10-10, 08:15 PM   #2
LeonTheNorse
Swabbie
 
Join Date: Jan 2010
Posts: 8
Downloads: 0
Uploads: 0
Default

Thanks a lot.

Works great for me

Also thinking of trying out your deck gun mod.
__________________
LeonTheNorse is offline   Reply With Quote
Old 03-10-10, 11:37 PM   #3
Darkreaver1980
Loader
 
Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
Default

Quote:
Originally Posted by reaper7 View Post
ANy chance of a less damaging version of both the torp and cannon, just sank 23 ships in a convoy before running out of ammo.





Like the sinking effect now, although most merchants seem to sink after 1 torp.
Most small cargoships will sink with one torpedo. This is even more the case if the ship is transporting explosive ammo (burning does alot of damage on these and because of my mod). Sometimes it can take up to 3-4 torps to sink a small cargo ship but this is very rare.

Did you get the new critical deck gun version? i just lowered the damage by 25% (version 1.2)
Darkreaver1980 is offline   Reply With Quote
Old 03-11-10, 04:37 AM   #4
doomlordis
Wild Night in Bangkok
 
Join Date: Nov 2002
Posts: 179
Downloads: 12
Uploads: 0
Default

Appreciate this mod but i think it is a little too powerful, i sank an Aircraft carrier with 1 and a troop ship with 1 , almost all ships i have hit have sank with 1.

I reckon a 20 -25% reduction would be better.
__________________
subs and birds!
doomlordis is offline   Reply With Quote
Old 03-11-10, 04:46 AM   #5
reaper7
sim2reality
 
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
Default

Quote:
Originally Posted by Darkreaver1980 View Post
Most small cargoships will sink with one torpedo. This is even more the case if the ship is transporting explosive ammo (burning does alot of damage on these and because of my mod). Sometimes it can take up to 3-4 torps to sink a small cargo ship but this is very rare.

Did you get the new critical deck gun version? i just lowered the damage by 25% (version 1.2)
Ok, was using the first verion of the deck gun. Thanks will down load newer version.
I realy love the way flooding works now though, just tought thet damage dealt by the torp was a tad to much. But then again Merchants aren't designed for combat.
reaper7 is offline   Reply With Quote
Old 03-11-10, 07:03 AM   #6
Darkreaver1980
Loader
 
Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
Default

Quote:
Originally Posted by reaper7 View Post
Ok, was using the first verion of the deck gun. Thanks will down load newer version.
I realy love the way flooding works now though, just tought thet damage dealt by the torp was a tad to much. But then again Merchants aren't designed for combat.
The problem is that if i lower the torpedo damage, chances are that it will break the flooding/burning which works great now...pretty ironicaly
Darkreaver1980 is offline   Reply With Quote
Old 03-11-10, 07:17 AM   #7
doomlordis
Wild Night in Bangkok
 
Join Date: Nov 2002
Posts: 179
Downloads: 12
Uploads: 0
Default

How does this mod effect the multipliers built in to the game using torpedoman upgrade? I have upgraded , could this cause the uber torpedo?
__________________
subs and birds!
doomlordis is offline   Reply With Quote
Old 03-11-10, 07:48 AM   #8
Darkreaver1980
Loader
 
Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
Default

Quote:
Originally Posted by doomlordis View Post
How does this mod effect the multipliers built in to the game using torpedoman upgrade? I have upgraded , could this cause the uber torpedo?
yes but the effect isnt that big, only 5% per level.

so thats +25% damage at max skill.

stock torpeods do 120-160 damage
my torpedos do 100-400 damage. if you take the middle from it than its 250 damage average per torpedo. i wouldnt call it to strong because in stock you rarely sink a ship with just one torpedo, bigger cargoships even need 3-4 torpedos because the flooding/burning doesnt work.

Even with my mod, i sometimes need up to 5 torpedos to sink the big ships like battlecruisers or aircraft carriers
Darkreaver1980 is offline   Reply With Quote
Old 03-12-10, 12:56 AM   #9
remowilliams
Loader
 
Join Date: Mar 2010
Posts: 90
Downloads: 16
Uploads: 0
Default

Quote:
Originally Posted by Darkreaver1980 View Post
because in stock you rarely sink a ship with just one torpedo, bigger cargoships even need 3-4 torpedos
Stock with maxed 'preheat' ability, I don't ever need more than two torpedos to sink cargo ships, no matter how large. Three sunk the QE battleship...
remowilliams is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:53 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.