![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Frogman
![]() Join Date: Oct 2012
Location: Bucharest, Romania
Posts: 296
Downloads: 325
Uploads: 0
|
![]()
Thanks!
|
![]() |
![]() |
![]() |
#2 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
|
![]()
I agree with jscharpf. I think it's unrealistic when 2 torpedoes are necessary to sink a vulgar freighter !
But it's also unrealistic when a battleship is destroyed by one or two shells fired by another battleship !!! ![]() I would like to find a solution to this problem. I've tried to set the Yamato's FlotabilityGenB's armor level to 125 : well it is much stronger, but also unsinkable with torpedoes !! Does anyone know what's the formula to calculate the number of hitpoints lost by a **** when it is hit ? ![]() - the shells : are there values for each different type of shell ? - the .zon files of each ship : - types of boxes (FlotabilityShow, NFlotShow, FlotabilityUpper : what does that mean ?) - armor level of boxes (what means the value "-1" ?) - the zones.cfg file (in data file) : - multiplier - flotability - hitPoints - destructible - armor level - critic flotation - critical - critical chance ... i'm completely lost !! help please ! |
![]() |
![]() |
![]() |
#3 |
Frogman
![]() Join Date: Oct 2012
Location: Bucharest, Romania
Posts: 296
Downloads: 325
Uploads: 0
|
![]()
I can see where this could get ugly real fast lol.. Since I didn't want to break my game or have large warships sinking from me throwing a rock at them, I just took all of the torpedo values and increased them by 10%-25% somewhat arbitrarily. I did the same for some of the shells.
I have no idea how this is going to work ![]() Usually once I start messing with settings like this things get out of hand and I end up reverting back to original game/mods... life is sometimes simpler then ![]() |
![]() |
![]() |
![]() |
|
|