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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Navy Seal
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Thanks, what you had to say made me think back. I believe I once fooled around with the .zon file in Data/TMO. Problem is the file can be confusing as to what exactly are editing and my understanding it covers not just subs but all vessels in the game basically correct? . I see currently in what I believe is the stern tubes for playable subs, the hit points are set to just 50, which would explain why after late when depth charges are more powerful (Type 2 mod I put out) stern tubes are getting beat up, since may way to dodge charges and to speed up as they are overhead about to drop, its inevitable the stern is most often exposed to DC. The was in stock and TMO for a time an issue with rudder and props always being destroyed, leaving player stranded since the devs designing decided to go lazy and not give four engines with independent props, so rudder was made basically indestructible. May raise the hit points on the tubes see how it plays out . Bow tubes get beat up as well, just not as often. Any ideas on the bug I mentioned? Where a tube is destroyed but does not display on the screen or if its damaged to a certain point, it'll never repair or say it is, but tube wont function, look outside the torpedo door is missing. Experienced this issue in a porpoise class boat before as well. I agree, the tedious nature of modding this time can lead to burn out, when I do I stop and just play the patrol but I admit to having CTD( Compulsive Tweaking Disorder) as Ducimus put it, where I see things that just annoy me in the sim and want to change them to be correct so when I do go on patrol, it's enjoyable. I am nearly finished with my TMO update, plan to release soon, just finishing up some things. I may try lowering RPM, just worry about nerfing the escorts abilities, then the sim can get boring. All about balance. |
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#2 | |
Silent Hunter
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Posit: you and i peruse the UPC files and we see equipment assigned to compartments which are assigned to a boat. what we do not see are the Zones in Zones.CFG as well as the damage zones that are in Subname.ZON. Not all equipment is visible. in the case of torpedo tubes, which seem to be the most noticeable piece of equipment, there is the tube and the exterior door and then there is the interior door. one or both of the doors can be damaged at the same time as the tube but they are NOT REPAIRABLE when the tube is repaired NOR is that damage announced to the CO. the first hint that a door is damaged is....when you attempt to use a torpedo tube that you thought was operational. there are other pieces of equipment that are unfixable i just cannot remember at this time but they suffer from the same lack of documentation and repair opportunities as the torpedo tube "assemblies". it sucks but it is what it is. some of us have chalked it up as a replacement for the miscellaneous and specious equipment breakdowns that occurred on a regular basis and could not be repaired until the boat returned home. as we used to say in the old neighborhood when something random and unexplainable happened: whadya goin' do, eh? let's go play ball. ![]()
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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