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Old 04-13-07, 01:36 PM   #26
U-Bones
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Join Date: Mar 2005
Location: Treading Water
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Quote:
Originally Posted by Ducimus
Yah. The most you can get out of that is to shorten the repair time. In theory, if the pressurehull equipment piece is a cuase of flooding then fixing that, you would think mimize the flooding.

I think im going to start looking at the zones.cfg more. Its worth noting that for testing damage, ive rigged torpedos to run circular every time. So its like getting smacked with a depth charge ever test run, but it sort of speeds up the process of the magical domino effect.

Ive also noticed (at least in the porpoise) that the flickering ilghts and such is more prominant in the conning tower. If you stay in the control room the whole time you might never notice the lights flickering. About the only indicator is the leaking water.
Floodingspeed = 0.000001 is the slowest possible setting and I have already figured out how to do that. It is a Compartment only setting. The hull itself is not causing flooding - it is the pseudo hull bulkheads IMO. The hull itself works perfectly until it fails catostrophically.

I hadn't noticed that about the Porpoise, but I will recheck - I really like that boat and it is my game favorite I think.

Edit: LOL, I was testing the door open keys, and fired a salvo. I noticed I had one running circular and manuevered into place. Engine room was a mess, big hole all the way through the boat graphically. All damage was repaired in short order, but the hull was still damaged at .24something. It never gets repaired (refit / new patrol ?).

I thought it was pretty funny that a hit like that was survivable - it should have been totaled.
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