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Old 11-22-08, 12:32 PM   #1
Gorshkov
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@Webster: Right! Moreover not only Liberty-class but also most merchants built during the war were designed as cheap and fast-building in mind. No one cared about their damage sustainability. Thus they were sunk with 1.5 torpedo on average.

@tater: If you meet during your SH4 patrol any burning wreck towed to port simply let me know! Now I do not know anything about such game behavior so I decided to eliminate majority of "total loss" wrecks remaining above the water surface hours or days with realistically powerful torps on German side. The most hard to sink vessels will be always suitable targets for gunfire as before but I am sure stock sinking model won't let these funny "unsinkable ships" to emerge so often as in RFBeta!

Last edited by Gorshkov; 11-22-08 at 12:35 PM.
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Old 11-22-08, 12:41 PM   #2
tater
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Using the stock DM plus your mod, you'll sink everything with 1 fish, probably. Rejoice!
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Old 11-22-08, 01:58 PM   #3
Gorshkov
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Quote:
Originally Posted by tater
Using the stock DM plus your mod, you'll sink everything with 1 fish, probably. Rejoice!
BS, tater! I have already tested German torps and I must say NO merchant sank after ONE hit, even hit by T-I! I had to fire second fish to sink them all: Victory, Troop Transport and Liberty. T2 tanker sank after spread of two T-IIs. Submarine Tender did not sunk even after two T-I hits.

Of course you can say it is unimportant because it was only one test. OK, but this test also questioned above tater's statement..."probably" at least!
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Old 11-22-08, 12:59 PM   #4
Gorshkov
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OK, I improved HP values on German side by torpedo type as follows:

- T I (1943) - as noted before I estimated its warhead weight at 380 kg of Hexanite in 1943 which means 178-287 HP using Keltros formula. Identical HP are assigned to FAT/LUT variants.

- T-II (1942) - because T-II was withdrawn from service before 1943 i I think last variant form 1942 had smaller 330 kg warhead equals 146-237 HP.

- T-III (1943) - as T-II successor it had the same 380 kg warhead as T-I in 1943 and thus possesses the same HP value 178-287 HP. Also idenitcal numbers are assigned to FAT/LUT variants.

- T-IV (early 1943) - first acoustic torpedo in service. So I think it had warhead weight 200 kg as being bottom line value in historical data for this kind of German torps. This equals 89-143 HP in SH-4.

- T-V (late 1943) - later T-IV modification entered service in 1943/44 period, Thus I credited it with 239 kg warhead and 106-171 HP.

- T-VII LUT (1945) - experimental design never entered service so all here is pure guessing. In stock SH-4 it is available in 1945 so I treat T-VII as German Mk-16 equivalent and estimate its warhead mass at 430 kg equals 191-310 HP value.

- T-XI (1944) - last passive acoustic homer also never saw real battle. As in T-VII case I credited it with 278 kg warhead i.e. upper warhead mass limit for German passive homers found in technical data and 124-200 HP value.

US torps HP values still remains the same as in my previous post. However I consider Cutie's strengthening if tests show it is unable to damage destroyer's propulsion.

Last edited by Gorshkov; 11-22-08 at 01:08 PM.
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Old 11-22-08, 01:59 PM   #5
tater
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I still think you should seriously consider some testing on numerous targets as a reality check. Obviously it will vary based on the DM in question.

That's the trouble with modding, it starts out stand alone, then ends up a can of worms.

I'm trying to make constructive criticism, BTW (in case it's not apparent for some reason).

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Old 11-22-08, 02:25 PM   #6
Gorshkov
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OK! Well, I'd like to allow you to try my mod so I uploaded it on FileFront. Thus you can download it here: http://hosted.filefront.com/GorshkovPL/

Beware it is in early BETA stage so I do not take any responsibility for any damage it can cause. For more instructions please read readme. txt file inside mod directory!

PS. I've forgotten to add in readme.txt file this mod is JGSME-friendly, of course!

Last edited by Gorshkov; 11-22-08 at 02:50 PM.
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Old 11-22-08, 04:53 PM   #7
Rockin Robbins
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Early betas are fun because they ALWAYS do something you didn't expect. And half the time what you unexpectedly find turns out to be useful.
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Old 11-22-08, 05:08 PM   #8
Gorshkov
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In later versions I'd like to adjust AP and min-max radii parameters. Yet this task must wait because I am too tired researching U-boat.net archive and many technical websites...

Last edited by Gorshkov; 11-22-08 at 05:09 PM.
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Old 11-22-08, 05:52 PM   #9
skwasjer
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Welcome to the world of modding :rotfl:

Now think of the time and effort put in some of the bigger mods...

Carry on sailor!

Last edited by skwasjer; 11-22-08 at 05:55 PM.
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