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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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So does this actually work at all? All reports seems to indicate not?
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#2 | |
Stowaway
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#3 |
Black Magic
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The damage model (code wise) is the same for all versions of Silent Hunter. What is different are the .zon files for each ship and the Zones.cfg file that defines the zones for each game. This Zones.cfg file is the major player in the damage model for the game. Each ship builds it's damage model from that file.
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#4 |
Lucky Jack
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Very nice! Long missing damage fire. Nice work!
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#5 |
Medic
![]() Join Date: Apr 2008
Location: Albany,NY
Posts: 160
Downloads: 199
Uploads: 0
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After doing some more testing,I've found this mod to only be effective if the target is at extremely low health or already sinking.I've seen increased amounts of ships splitting in half and an increase in the amount of secondary explosions on Tankers,Destroyers,and Cruisers.
I've also seen that while fires are burning,Ships WILL flood and sink at a slightly quicker pace.But were talking a maximum of only 10 to 15 seconds quicker than usual. Perhaps increasing the rate the HP burns off would show more results? On a Side note HOW MUCH HP does this mod actually burn off per second and how much Total HP do most mid-sized tankers have? |
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#6 |
Grey Wolf
![]() Join Date: Feb 2009
Location: Central Indiana
Posts: 850
Downloads: 130
Uploads: 0
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This mod seems to make my torpedoes to INSANE amounts of damage right off
Almost as if I hit a magazine or fuel tank - or some sort of explosive cargo Is that a bug, or on purpose?
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Sunken Mustangs Proud Ford Mustang owner "Damn the torpedoes! Full speed ahead!" - Admiral David Farragut Run silent - run deep - keep the baffles clear - targets front and center. Private pilot and history buff |
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#7 |
Commander
![]() Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
Downloads: 424
Uploads: 0
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@ Anthony W
Maybe you've been really lucky and have hit explosives and fuel. I've just put two Mk.14's into a 10,000t tanker and it took the better part of an hour to sink (using this mod, TMO 2.1 & RSRDC)
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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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#8 |
Grey Wolf
![]() Join Date: Feb 2009
Location: Central Indiana
Posts: 850
Downloads: 130
Uploads: 0
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I didn't even know the game modeled that? Because up till I downloaded this, hitting a tanker could take a while before it sank - but actual reports indicated that those things lit off like TNT
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Sunken Mustangs Proud Ford Mustang owner "Damn the torpedoes! Full speed ahead!" - Admiral David Farragut Run silent - run deep - keep the baffles clear - targets front and center. Private pilot and history buff |
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#9 |
Watch Officer
![]() Join Date: Mar 2010
Location: Yuba/Sutter, CA
Posts: 347
Downloads: 171
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I have noticed a larger louder explosion but definitely not more damage at least initially, it is all show.
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#10 | |
Commander
![]() Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
Downloads: 424
Uploads: 0
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I don't have the manual handy but IIRC, TMO Varies the stock frequency of explosive cargo throughout the course of the war.
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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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#11 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
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I finally had the opportunity to see if this mod works, and I must say that I believe it does. I play with RFB which has adjusted the sink rates of ships to realistic times based on flooding instead of hitpoints. The one thing that I hardly ever saw was the big secondary explosions after almost every torpedo impact like the stock game has.
After installing this mod, I torpedoed a Old Raked Bow Merchant. One of the torpedoes hit smack under the stack after which followed a secondary explosion setting the thing ablaze. The ship still took a realistic time to go down, but IMHO I do believe the fires sped up the process a bit. I like it! Not overdone like the damage from stock explosions, but something you could believe. Lets face it, fire dose cause damage and destruction! I think I'm gonna keep this one! ![]() |
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