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Old 09-05-10, 12:46 PM   #1
otto69
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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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Old 09-05-10, 02:17 PM   #2
Capt. Morgan
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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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Old 09-09-10, 08:56 AM   #3
keltos01
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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 !

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Old 09-09-10, 09:30 AM   #4
tater
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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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Old 09-09-10, 10:59 AM   #5
keltos01
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yes but I tried time and again to "kill" the crew, never was able to...

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Old 09-09-10, 11:17 AM   #6
tater
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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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Old 09-10-10, 02:38 AM   #7
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Quote:
Originally Posted by tater View Post
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.
I think I'd like that

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 ?

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Old 09-10-10, 03:03 AM   #8
keltos01
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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


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Old 09-10-10, 03:29 AM   #9
keltos01
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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.
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Last edited by keltos01; 09-10-10 at 03:41 AM.
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Old 09-10-10, 03:38 AM   #10
keltos01
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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

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Old 09-10-10, 03:47 AM   #11
keltos01
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Default US guns destructible mod

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


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Old 09-10-10, 09:11 AM   #12
tater
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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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