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Old 07-21-13, 02:13 PM   #1
Bubblehead1980
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Join Date: Apr 2009
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Quote:
Originally Posted by Bilge_Rat View Post
nice to see this is still getting play.

actually I have a new version, more of tweak really, that I have been using for a few months. I will upload it next week.

I find this mod is one of the essential ones actually, otherwise ships just sink too fast.Some ships do sink incredibly fast(as some did in rl) with this mod, just depends how the torpedoes hit and how many. Looking forward to the update.
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Old 07-22-13, 04:14 AM   #2
Gryffon300
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Join Date: Dec 2007
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Quote:
Originally Posted by Bubblehead1980 View Post
I find this mod is one of the essential ones actually, otherwise ships just sink too fast.Some ships do sink incredibly fast(as some did in rl) with this mod, just depends how the torpedoes hit and how many. Looking forward to the update.
Just spent an hour and a half composing some observations re sink times and kill credits based on the testing from last night's escapades, and teaching myself to resize and upload a screenshot and I accidentally closed the webpage and lost the lot. I'll go and sulk for a while and try again later...

Gryff with the Grumps
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Old 07-22-13, 07:33 AM   #3
drakkhen20
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Defiantly dow loading when updated. sounds like a very immersive mod. Thanks guys for the hard work.
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Old 07-23-13, 05:21 AM   #4
Gryffon300
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Originally Posted by Gryffon300 View Post
Just spent an hour and a half composing some observations re sink times and kill credits based on the testing from last night's escapades, and teaching myself to resize and upload a screenshot and I accidentally closed the webpage and lost the lot. I'll go and sulk for a while and try again later...

Gryff with the Grumps
OK, I've had an Adequate Sulk, so here is the outcome of my test/mission.

Snuck into Truck via south channel under cover of darkness and over 3 hours or so hit 6 merchants with gun using a limited number of rounds (10 each) (at 2 x Nippon; 2 x Monuyama; Akita; Buzyun) at two locations. (And, just for laughs, I took out a Small Subchaser with a 'cutie'. Quite liked that!) One merchant went down immediately, and another half an hour later. I got credit for these. The others went down throughout the night.

I set up in the channel north of Truck by 06:00 to wait out the day prior to going after the at-anchor Fleet undercover of darkness - at 52', you are too visible in daylight! So, at dawn I used the camera and 'flew' back and was flukey enough to see the last 5 minutes of the life of my second Nippon. At just after 7:30, I was able to watch as she slid under, heavily on fire. But, no credit.

This behaviour was confirmed later with the Fleet. I put on the bottom 2 x HCs; an ASW CV; an FC; and, the piece de resistance, the Yamato. The only one that I got 'credit' for was one of the HC's, because, courtesy of a previous mission, I knew just where to hit her with a single shot to take out the magazine. Huge multiple explosions, and almost instant announcement that she was going down. I'll see if I can show you an image of the other HC that I 'failed' to sink.


If the lights are on - it can't be sunk!

(As an aside, what's with the impossibly tough Small Subchasers? I had to put 10 HE and 3 APs into one and got the one last night with a perfect 'cutie' shot, but even so, they both subsequently took over 15 mins to sink!! Then, neither got marked on the map - but I did get Captain's Log credit for one).

So, in summary, without understanding the code for 'credits', it would seem that to get a red map marker and credit, you need to be within line-of-sight/hydrophone range AND garner enough Hit Points OR sufficient Fire and Flood PROVIDED it is in deep enough water to count as 'sunk'.

If you are after tonnage, and have the patience, limiting the ammo or torps you expend, then allowing time for the fire & flood to do their thing could get you a lot more tonnage. BUT, if you want credit (and, therefore, renown), you need to hang around. That can be bothersome (boring &/or dangerous!)

On the other hand, submariners and airmen would hit and run, often not knowing their results - hence JANAC and equivalents in other services...

Your choice - strategy vs realism. So there!

Gryff
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Old 07-23-13, 07:35 AM   #5
in_vino_vomitus
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This is a tiny bit off-topic insofar as it doesn't relate to the LST mod per se, but it's relevant insofar as it's a comment on how much it improves gameplay not to have vessels go down like a Blackpool girl with no taxi fare. I continue to be highly impressed with the sinking mechanics in OM. One thing that happens when boats sink by flooding, over a long time, is it forces you to agonise over whether to give it another torpedo, hang about until the escorts are clear so's you can finish it with the deck gun, or just let it go.....

I hit this one about an hour before the screenshot. I fired two eels in a salvo, and a miscalculation meant that they hit two different ships - I probably should have given them a narrower spread. Anyway, I went deep, put the escorts astern, got notification that one of the hits had sunk, and when I came back to periscope depth I saw this............



It sank about 15 mins later with no further attention from me.

The longest I've personally experienced has been just over two hours between detonation and sinking. Racing to overtake the convoy for a second attack, I saw smoke on the horizon from a straggler. It sank as I moved in to have a closer look...

Anyway, if I could make the link work I'd download the mod. I don't think it's needed in OM, but I'd like something to replicate that sinking model in other mods....
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