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Old 06-24-17, 12:07 AM   #1
Bubblehead1980
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Nice. So I got the Darter to show up in correct position, as well as the rafts. I tried to do it without the event and trigger, just set their entry time etc to e historically accurate. A message is sent out at 0100(works fine in the campaign) .

Problem is when I arrived 9 hours later the lift rafts were empty, seas had grown choppy. Was still abel to rescue the rafts though lo

Second problem is the Gato class boat I had representing the Darter. I chose the "Gato Class Submarine" from the list. October 1944 unit version.For some reason it has a rear mounted deck gun . Big issue is its indestructible. I'm not sure if its because of my incorporating Traveller's damage model for player subs, where hull is basically not vulnerable, the equipment such as bulkheads, along with the zones, flooding causes boat to sink below crush depth. A torpedo hit will destroy bulkheads etc but not send hull damage, no instant death. Downside, is even 50 deck gun hits and four torpedoes barely left a scratch lol. Part of the mission is to scuttle Darter after the rescue.

or it's the weird bug where non player non AI subs are not destructible, as the docked IJN sent toku and midget subs would find in stock once were.

Thinking ill have to copy a Gato and rename it USS Darter, add to roster just for this. Will definitely have to work in the whole trigger and event, dont want empty rafts when show up to rescue.


Third issue is if scuttling Darter, how to not lose your career for sinking a friendly sub? Know how to make so dont lose career for sinking friendly vessels?
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Old 06-24-17, 12:20 AM   #2
razark
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Originally Posted by Bubblehead1980 View Post
Third issue is if scuttling Darter, how to not lose your career for sinking a friendly sub?
Make it an enemy?
If it's not possible to damage the sub, can you make it an enemy surface vessel? Unarmed, of course, so it can't fire on you.

I recall there was a mod that provided some sort of shore targets that could be destroyed. I don't recall what that was, but it might give you an angle to approach this from.
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Old 06-24-17, 01:33 AM   #3
Bubblehead1980
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Originally Posted by razark View Post
Make it an enemy?
If it's not possible to damage the sub, can you make it an enemy surface vessel? Unarmed, of course, so it can't fire on you.

I recall there was a mod that provided some sort of shore targets that could be destroyed. I don't recall what that was, but it might give you an angle to approach this from.

I'm trying it a type 203 environmental sub. Copied the AI fleet boat. its destructible. Will see if counts as sinking a friendly or not.
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Old 06-24-17, 03:41 AM   #4
Bleiente
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Originally Posted by Bubblehead1980 View Post
Second problem is the Gato class boat I had representing the Darter. I chose the "Gato Class Submarine" from the list. October 1944 unit version.For some reason it has a rear mounted deck gun . Big issue is its indestructible. I'm not sure if its because of my incorporating Traveller's damage model for player subs, where hull is basically not vulnerable, the equipment such as bulkheads, along with the zones, flooding causes boat to sink below crush depth. A torpedo hit will destroy bulkheads etc but not send hull damage, no instant death. Downside, is even 50 deck gun hits and four torpedoes barely left a scratch lol. Part of the mission is to scuttle Darter after the rescue.
I would do without Traveler's damage model for the submarines.
In my opinion, he has gone the wrong way in this case, the damage model of TMO refined by LST by Bilge_Rat is already well balanced.
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Originally Posted by Bleiente View Post
Traveller had sometimes implemented very good ideas in his mod.
However, he had also exaggerated a lot... or went the wrong way.
As an example - one does not need to modify the damage model of the subs of TMO.
This is revealed to the player / tester, if the enemy can suddenly shoot accurately. Then the boat is destroyed within 1-2 minutes by 25mm flak.
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Old 06-24-17, 03:57 AM   #5
Bubblehead1980
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I would do without Traveler's damage model for the submarines.
In my opinion, he has gone the wrong way in this case, the damage model of TMO refined by LST by Bilge_Rat is already well balanced.

I liked bilge's LST but They always seemed to go down by the bow no matter where hit them.

I really like the sub damage model. Can sit on the bottom if needed( as should be) and no instant death blows. Intense depth charging, equipment actually gets damaged but hull damage doesnt jump to 100, that was always a bit ridiculous. I did have to strengthen the rudder, shafts etc . downside is your hull is a tank so if get hit by a errant torpedo etc, doesnt have the effect. Like always its a balancing act.

Only thing in game I know can destroy the hullright now are mines(my mine mod) and going below crush depth.

the zones file is confusing to edit so trying to figure things out.

Sub damage is pretty great, but the shipping need improvement. Large vessels like BB's sink way too fast.
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