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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Weps
![]() Join Date: Apr 2008
Posts: 359
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#2 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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That's a little phenomenon game developers refer to, technically, as "respawning".
Yes, if a unit respawns during the same patrol, you get no credit for additional sinkings of that unit. I just know that disappoints all you skippers that had thought of camping out near Scapa or Liverpool for repeat kills on capital ships. :p And thanks for clarifying the range required for getting a kill credit, CCIP and jimbuna. It certainly does make it safer being 30km away, rather than in the lap of your kill as it's screaming out an S.O.S. to every ASW vessel in the area!
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Still sailing the high seas, hunting convoys with those who join me. |
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#3 |
Watch Officer
![]() Join Date: Jan 2007
Posts: 339
Downloads: 76
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You'd have to be a really good shot to do it, but I read somewhere that the ships can't send out an SOS if you blow up their radio room. Anyone know how fast you'd have to do that to keep them from getting out a message?
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#4 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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If you mean taking out the radio shack with the deck gun, then you'd have to blow it up in one shot before you were spotted by the lookouts.
Otherwise, you'd have to rely on breaking the ship in half with a well-placed torpedo. I think that will stop any chance of an S.O.S. getting out, but you never know for sure just how the AI does things sometimes.
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Still sailing the high seas, hunting convoys with those who join me. |
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#5 | |
Chief of the Boat
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Radio rooms (working or otherwise) are not modelled into the ships. SOS messages (the hypothetical type) are managed by the game engines SDK. |
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#6 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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So the times I've expended ammo demolishing the superstructure or spent an extra torpedo to break a ship's back were all wasted effort for trying to prevent a radio message from getting out?
![]() Too bad there isn't some way to attach a node to the model that, once that node is destroyed, it sets the % chance a ship radios for help to zero. :hmm: Ah well. ![]()
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Still sailing the high seas, hunting convoys with those who join me. |
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#7 |
Chief of the Boat
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BE MORE AGGRESSIVE!!.....SINK EM ALL!!
![]() .....and prepare for GWX3.0 ![]() ![]() |
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#8 |
Watch Officer
![]() Join Date: Jan 2007
Posts: 339
Downloads: 76
Uploads: 4
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I believe that I remember the idea of preventing radio transmissions from an interview with the devs. Perhaps it didn't actually make it into the game.
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