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#16 |
Rear Admiral
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I experimented with it some, but didnt have any positive results.
Here's an idea though. Take all your torpedo warheads, make them like 25-30 damage. In concept, its the exact opposite approach to the damage mod used in GW/NYGM. They boost the Hull hitpoints to astronomical porportions making it imossible for the ship to run out of hitpoints, thereby forcing it to sink by flooding. Ive experimented with the exact opposite. I dont remember my results offhand, but i think a 20-25 or 25-30 daamge variance with a forced 7/7 area affect would result in two torpedos under the keel, a garunteed sink. Two contact hits never resulted in a sinking, and 1 hit, contact or magnetic against a small merchant or tramp would result in a sinking every tiime. |
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#17 | |
Eternal Patrol
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And I disagree with your summation on NYGM. They've tried hard to make the experience more realistic, not just more difficult. For instance, depth charges are much less deadly in the mod, reflecting the concept of being DCed for hours and escaping.
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#18 | |
Rear Admiral
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Theres one thing that bugs me with SH3 in this regard, and because of it, i feel its impossible to make an accurate "depth charge experience". That being that, i have yet to find a way, or hear of a way to make depth charges foreably detonate by a designated depth. Some Depth charges coudlnt go as deep as the uboats could. So while the uboat in question had great difficulty breaking contact, (late war, often it being a case of the DD/DE getting impatient and leaving after 36 horus), they uboat was able to get UNDER the depth charge barrage. YOu can't do that in SH3 unless you make the boat capable of diving under the 300 meter barrier that depth charges cannot pass, but even then you should feel the shockwave of the depth charges and you won't. |
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