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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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I do thank you for going through the trouble to make these good discoverys.
I had some damage with a graphical picture of a pipe water burst (but no sound??). I wonder about. I had damage that was fixed. So I went to surface and the water finally leak stopped. I guess it reset as you said. I was able to back to periscope depth without no more hull continue to show crush damage (steam, extra light blink, electrical spark but no sound), unti I went 200 feet then I got the death spiral. So that would explain it. If you have damage to pressure hull, even though it is fixed, you still get damage some until you surface to stop the further damage and it resets. Still learning your data results. ![]() |
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
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New Gato. 500HP.
I tried at desired crash x 1.45 (135 x 1.45 = 195m) for the padding I set crash speed to .0426 which was about the depth i expected to take damage (more importantly a little over double my previous number). I found I took no damage even at hours at 440ft, so I blew tanks. I tried desired crash x 1.33 (135 x 1.33 = 180m) for the padding I tried desired crash in feet/10000 as crash speed (.0442) 09:05 order 408 1/3 12:00 0% hull damage order 436ft 13:00 .022741 14:00 .090800 15:36 1.000000 Crash ----- reloaded 14:00 15:00 .247431 15:15 .359715 15:25 .565042 15:30 .565042 15:35 .565042 (immediate crash when resume) ----- reloaded 15:25 ordered surface std blow tanks 15:30 .612368 on surface std 15:30 ordered 100 1/3 18:30 .630399 20:00 .630399 Order PD 02:00 .630399 This seems maybe too gentle to me (edit:maybe not - just noticed 3.5h instead of 5.5h - tired and sloppy). Basically on the high side of the damage zone, it is taking 3.5 hours (not 5.5) to crush. Also the slower crash speed may be exploitable for quick trips to 600 and back... note the 10+ minutes without a damage pulse above. I do like that the damage starts around where it does though, the padding x1.33 is decent. Thoughts ? Last edited by U-Bones; 04-13-07 at 12:34 AM. |
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#3 | |
Rear Admiral
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it's late, im tired and rambeling. ![]() |
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#4 | ||
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
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The problem starts when they start taking internal components and assigning them hull duties, and making us all think there are multiple hulls. Yes I know IRL bulkheads provide structural integrity, but lack of it it should have simply inflicted damage to the singular hull, and not be capable of starting leaks - their role is to contain them once started. Instead they make the boat seem like its falling apart and suddenly made of lead. I have been DC'd or attacked by AC several times while testing and have played them out - I really do think the type=wall/null makes bulkheads act differently. I will be looking at compartment and equipment damage once I get the hull sorted out. Everything at once damage is what make it not work for me. |
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#5 |
Rear Admiral
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Have you increased the Bullkhead hitpoints at all?
edit: it's that bloody chain reaction, domino effect. Seems to me thats the crux of the problem. I know im citing the obvious thats already been covered, im just thinking aloud is all, i havent gone back to look at this issue in awhile. Might be a moot point anyway, as the next patch notes said their tweaking sub damage model. Last edited by Ducimus; 04-13-07 at 12:01 PM. |
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#6 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
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![]() Quote:
I intend to release a simple crash depth mod shortly after 1.2 is released, then start delving into non-hull damage - after their damage mods are in place. 1) Wet Compartments 2) Dry Compartments 3) Equipment by Type I am hoping the recurring damage will be fixed in 1.2. I am hoping that the invisible damage that sinks you will be fixed in 1.2. If so, my priority will bes learning how to isolate damage and removing the "its ALL broke" syndrome within a compartment. I think I know where armor class went, and if I am right, this will help in this persuit. edit: yes on domino, yes on wait on patch ![]() |
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