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Old 04-07-10, 08:35 AM   #16
Aufklarer
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Quote:
Originally Posted by scl View Post
On a slightly different tack.... has anyone managed to cripple a target, i.e. damage its steering or propulsion and to actually see the results in game? I've repeatedly hit and nether regions of merchants with a deck gun just to see them maintain course almost regardless - unless my aiming is really bad (probably! ). I've seen targets change direction but I thought it was more to avoid my sub than results of damage.

Back on topic, I've just downloaded the critical hit mod in the d/l which supposed to change flooding values of tagets. No tried it yet tho.

I am running BARF and damage assessment which is working ok, i have crippled ships and made some loose propulsion but have yet to see one of my targets go down due to flooding, having waited up to 3 hours for some.
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Old 04-07-10, 09:26 AM   #17
doomlordis
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I have , i hit a BB with 1 topedo and shadowed it , 7 hrs later it sunk!
I do use Barf and realistic torpedo damage mods.
I have also seen merchants list over time then sink , before the mod it did not work like that, thats why i installed barf.

Sea state seems to have an effect.
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Old 04-07-10, 09:51 AM   #18
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Attacked a convoy the other night spent all my torpedoes and the DD's were closing in.

One merchant was down at the stern with only the bow above water. Totally engulfed in flames.

I decided to slink away deep at slow speed but watched the 'sinking' burning ship.

It was totally submerged save the foredeck yet it continued to bob around for several hours showing no signs of slowly sinking. Oh and the crew was still walking around on deck in the underwater fire.

Frustrated with the absurdity I just saved and quit playing for the night.
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Old 04-07-10, 10:10 AM   #19
kryton
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Hi All

I've seen you guys comment about the barf Mod here in this topic but where can I get more info on this mod?

And what about this blue bar and white bar thing? is the mod for SH3????

thanks!
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Old 04-07-10, 10:14 AM   #20
trotter
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Quote:
Originally Posted by Temujin View Post
I just installed tThat BRF mod (full version) and went back to one of my recent kills to see if she'll go down all by herself from her floodings...


Hmmm..



Sorry to say, but I can't detect any change from playing with that mod or without.

Maybe there is a something else that I missed?



Temujin

I concur with this. I've been using BRF mod for a while and have not seen any change whatsoever, unfortunately.
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Old 04-07-10, 10:14 AM   #21
McBeck
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Quote:
Originally Posted by scl View Post
On a slightly different tack.... has anyone managed to cripple a target, i.e. damage its steering or propulsion and to actually see the results in game? I've repeatedly hit and nether regions of merchants with a deck gun just to see them maintain course almost regardless - unless my aiming is really bad (probably! ). I've seen targets change direction but I thought it was more to avoid my sub than results of damage.

Back on topic, I've just downloaded the critical hit mod in the d/l which supposed to change flooding values of tagets. No tried it yet tho.
I have hit merchants near the end and seen propulsion stop.
I have seen ships showly sinking.
I have seen ships listing.
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Old 04-07-10, 10:28 AM   #22
robbo180265
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Pre barf I used to see ships take a hit and sail on quite happily without losing speed.

Post barf the ships may not sink , but they do slow down / stop.

From memory GWX made ships sink over a long period of time too (though I may be wrong)

I tend to wound ships in a convoy - one torp per ship, then I let the convoy sail on (assuming it has protection) and pick the ships off with the deck gun when its safe to do so. If there is no protection then I just surface and shoot.

If it's not working for you then maybe something is wrong with the mod? A conflict with another mod perhaps?
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Old 04-07-10, 10:50 AM   #23
kylania
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Using BRF 1.2. Here's a stubborn ship, listing to port, bow down, on fire. Didn't sink for over an hour till I finally put four deck gun shots into her.

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Old 04-07-10, 11:15 AM   #24
robbo180265
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Quote:
Originally Posted by kryton View Post
Hi All

I've seen you guys comment about the barf Mod here in this topic but where can I get more info on this mod?

And what about this blue bar and white bar thing? is the mod for SH3????

thanks!
Hi matey,

A simple search of the SHV mods forum should suffice - look for "better and realistic floatation"

The health bars are in game - I switch them off
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Old 04-07-10, 11:23 AM   #25
SteamWake
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Quote:
Originally Posted by kylania View Post
Using BRF 1.2. Here's a stubborn ship, listing to port, bow down, on fire. Didn't sink for over an hour till I finally put four deck gun shots into her.
and probably would not have ever sunk untill you finished the last few 'hit points'. A silly system.
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Old 04-07-10, 11:49 AM   #26
trotter
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Quote:
Originally Posted by kylania View Post
Using BRF 1.2. Here's a stubborn ship, listing to port, bow down, on fire. Didn't sink for over an hour till I finally put four deck gun shots into her.

Yeah I'm using BRF and have never seen anything like this at all. Maybe it is a conflict with another mod, although JSGME is not picking up any conflicts.
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Old 06-27-10, 02:39 PM   #27
Faamecanic
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Not to dredge up an old conversation.... but I had not ONE but TWO ships that had no "white bar" and Blue bar was down to 25% NOT SINK. Playing stock with no mods right now (always like to play them with no mods for awhile, then load mods...allows me to better eval what I like and dont like).

Does BARF fix this? EDIT: meant to say BRF....but BARF is funny
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