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#1 |
A-ganger
![]() Join Date: Apr 2006
Location: Florida
Posts: 76
Downloads: 265
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Deck Gun damage on AI ships
I some times surface and duke it out with patrol boats . I usually win , however, I never seem to disable thier guns nor any guns on frieghters. Is there a fix for this or some mod? I plat both TM and FOTRS and enjoy both very much.
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#2 |
Commander
![]() Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
Downloads: 423
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Enemy deck guns are notoriously impervious to damage. No mod I know of has changed this.
The freighters are pretty bad shots beyond 1500 yds, so maintaining range will help you with them. I.J.N. ships - not so much.
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There are no great men, only great challenges that ordinary men are forced by circumstances to meet. -- Admiral William Halsey |
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#3 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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this is probably, as our playable guns are too, because they are set as destructible=no
I once made an AA gun set to destructible=yes and got scalded by a surprised friend ! ![]() keltos |
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I've been thinking about fixing this for SOME ships. Notably very small ships like the Cha-1 or other craft with small crews. Crew is the issue as guns would likely remain funtional but have crews killed. Merchants usually had ssoldiers aboard as passengers who could reman guns
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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yes but I tried time and again to "kill" the crew, never was able to...
keltos |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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That's why I'd use it sparingly. On a larger warship, or merchant crammed with troops, you might briefly suppress the gun crews, but they'd be remanned.
So I'd be inclined to only allow damage to guns on small ships (subchasers and smaller), or small merchants, perhaps. Another idea would be to make SOME guns able to be dismounted completely. That would simulate suppression because the total ROF would decrease, but not drop to zero. I'd make shielded guns immune, and some of the open mounts might be destructible. I suppose you could make ALL open mounts destructible, but vary the thresholds. Some easier others far, far harder. That would make any surface engagements perhaps more realistic as well, since larger guns should be able to take out offensive capability. |
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#7 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Quote:
![]() I start with one ship and we'll see. Another thing is : we have AP shells, in our mod the gun is a 5.5 inch DG, shouldn't such a shell penetrate the armor on a DD turret ? and then blow it up ? keltos |
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#8 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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forgot that the guns were taken from the gunsradar.dat for all boats using such guns..
so a change would affect all the boats fielding the guns.. unless we made a clone of that file and set it for a few ships to use keltos |
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#9 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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the 4.7 inch Gun one sees on merchants :
linked to zone 41 : [WeaponsLight] Category=Light Weapons Multiplier=1.000000 Flotability=0.000000 HitPoints=50 Destructible=Yes Effect1=#Splinter_explosion_no_halo, 25 Effect2=#Fire_small, 25 Armor Level=50 Critic Flotation=0.300000 Critical=No FloodingTime=360 CargoType=Ammo Crash Depth=25 so in my mod it can be destroyed... Light AA (US) is linked to zone 41 as well like the merchant's DG, so it can be destroyed too. Last edited by keltos01; 09-10-10 at 03:41 AM. |
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#10 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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![]() ![]() 13=WeaponsHeavy [WeaponsHeavy] Category=Heavy Weapons Multiplier=1.000000 Flotability=0.000000 HitPoints=100 Destructible=No Effect1=#Splinter_explosion_no_halo, 75 Effect2=#Fire_small, 75 Armor Level=100 Critic Flotation=0.300000 Critical=No FloodingTime=360 CargoType=Ammo Crash Depth=75 I have set it to yes ![]() now all ships using the 4 inch single can have them get destroyed ![]() keltos |
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#11 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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US guns destructible mod :
http://www.mediafire.com/file/jd2cfb...estructible.7z this mod sets the weaponsheavy and light to destructible. so you can now destroy the darn turrets on those DDs keltos |
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#12 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I forget the armor vs AP/hitpoint relationship. So what level of hit takes out that gun, and what is realistic?
At what level are the sub's own guns taken out? The latter is a good test. With identical hits, the sub's gun should be easier to disable or suppress. The sub has a smaller crew, and is a worse platform with no splinter protection at all. Another way to think about it might be to make the destructible area very small, and perhaps behind another that completely stops small-arms fire (if the gun is shielded). Open mounts could be done the same way, a tiny area you have to hit, the idea is to simulate killing men, then more as the gun is ramanned so that it takes a continuous fire to do the job, not a single shot. |
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