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#1 |
Helmsman
![]() Join Date: Jan 2006
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[REL] SH4 - Torpedo damage 1.5x or 2x (updated)
:rotfl:100% PATCH 1.3 COMPATIBLE:rotfl:
![]() ![]() Choose if you want to increase your torpedo power by 50%(1.5x) or 100%(2x) ![]() http://www.users.on.net/%7Ejscones/s...sgme_setup.exe ![]() ----------------------------------- \Data\Library\Torpedoes_US.zon ----------------------------- ![]() What this mod does: ---------------------------------- The hitting power of every USA submarine torpedo in the game was increased. Both the radius and the actual hit points damage were increased. Those are the only two moddable numbers for each torpedo's hitting power. ![]() ---------------------------------- A recent other mod raised the radius to 20 feet and the damage to 1000.(on the most powerful torpedo i guess). My numbers are much less that power. My goal was to raise hitting power but not create super torpedos that might result in there being not enough challenge for me. Though i RESPECT any other modder's choices for what's fun for them. It is fun to see terrific explosions. My mod just makes them still rely a lot on chance critical hits. I guess. The original SH4 torpedo power seemed weak to me. From memory, i recall that when a standard mk14 US Torpedo hit ANY CARGO SHIP squarely in the middle, it definitely ALWAYS made a hole and ALWAYS did damage. The only exception being duds. I realize that the modelling of damage in this game may be just calculating hitpoints without showing damage until a certain threshold is reached. Whatever. The most common scenario in the unmodded game that i wanted to change for the better was to many shots doing no visible damage. I've seen enough actual war films or training films of torpedo hits to know they do tremendous damage to cargo ships when properly targeted. Transports had thin hulls. A warship is something different because of the extra steel thickness of the hull. My goal is a fair game that's still a challenge but also fun to play because torpedo impact results are more visually and quantitatively dramatic. ![]() ------------------------------------------------------- 2x is enough power to sink most medium cargo ships and destroyers with one shot an average of around 70% of the time. I'm no expert on this, but i do know that that's historically quite a high if not an impossible average. 1.5x is currently being tested. ![]() Last edited by CaptainKobuk; 07-23-07 at 02:46 AM. |
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#2 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
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Cheers man will gives this a go as I am fed up with not seeing the impact holes on the targets...hope this one might do the trick.
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#3 | |
Sonar Guy
![]() Join Date: Apr 2005
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Def will try this THANKX BTW, there 2 to HUGe impact holes in his rear... no flooding no slowing down... Hell i could see hikoromo in the engine room
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#4 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
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Well it does work in that respect that 1 torp 1 ship sorta :p... still no damage graphics showing but... I tried on 3 different ships, square on. I think its not your mod, its most likely a bug or something.
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#5 | |
Sonar Guy
![]() Join Date: Apr 2005
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#6 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
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I updated the mod to provide a choice between either a 100%(2x) increase in torpedo hitting power or a 50%(1.5x) increase.
I think 50% is for keeping closer to realism. That enough extra power to still add a lot of extra kick to the game. ![]() 100% is for those who like extra magnum force in everything, including their computer games. ![]() |
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#7 |
Bosun
![]() Join Date: Mar 2007
Posts: 65
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does this work with the 1.2 patch
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#8 | |
Canadian Wolf
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RDP |
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#9 |
Swabbie
![]() Join Date: Jun 2007
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How about with the 1.2 patch? If so, how did you do this? Ta
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#10 | |
Canadian Wolf
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RDP |
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#11 | |
Rough night at Langtrees brothel
![]() Join Date: Mar 2007
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![]() Quote:
You can do that by tweaking Torpedoes_US.zon, look for MinEF/MaxEF and MinRadius/MaxRadius
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#12 |
Swabbie
![]() Join Date: Jun 2007
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Max ... I thought that editing that only worked on version 1.1? Am I mistaken then?
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#13 |
Rough night at Langtrees brothel
![]() Join Date: Mar 2007
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Well, IF I'm not mistaken, some of the values are still readable in 1.2... And IF I'm mistaken, then I was using my own torpedoes tweak file that I never released for the public as I never completed it...
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#14 |
Seaman
![]() Join Date: May 2007
Location: Hampshire, England
Posts: 41
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I am happy to report that Torpedo 2x works as advertised in patch 1.3.
I have discovered that I don't need to set torpedo depths according to the target vessel, the default 6ft depth seems better, that is more effective - I killed a battleship at anchor with just 1 torpedo. Happy Trails Geoff |
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#15 | |
Lucky Jack
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![]() I sunk two heavy Cruisers last night and both took three to four torps. PS: with this mod ![]()
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