SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 04-30-08, 07:03 PM   #9
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by tater
Regarding enemy deck guns, one idea might be to make an alternate set of small open mount guns for merchants and maybe subchasers and other small craft. These guns would be far easier to destroy. Real warships would have enough crew that even if you swept their guns clear for a moment, they'd be remanned in no time. Bottom line is duking it out with a DE/DD should be insanity or suicidal desperation.

Can't wait to get my PC set up upstairs (my "man room" is a gutted mess pending remodel).

tater
I think this could be handled a couple of different ways. Perhaps the easiest is to duplicate the equipment and zone it depending on the application (warship vs. merchant). One other point is that zones can be "destructible". This means that when the zone HP=0 then the object is destroyed. Case in point is the fleet boat rudder. I've adjusted this for the Gato, but I think it may need to be applied to the DG/AA guns. I don't want the DG/AA gun to be able to shoot (by the player) after they have been reported as destroyed, though it may fix the problem by just linking the equipment to a zone.
Observer is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:04 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.