![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#211 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
Redwine, that observation is very interesting regarding the penetration.
tater |
![]() |
![]() |
#212 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
|
![]() Quote:
Let me clarify something. Flooding is the primary mean of sinking but its not the only one. Fuel and Ammo can explode and cause overhelming flooding or even break the ship in two parts and sink it in a matter of seconds. Some ships will take hours but thats not the rule and you can always speed it up by giving it more. "Sinking for hours" is something you will rarely see. In example when you hit something big with only one torpedoe. You can wait for hours and it might sink. Or you can just give it another torpedoe and kill it instantly. You can speed up the process at any time. Ive recomended using 3-4 torpedoes for a big ship. That doesnt mean it is the minimum. They can also be sank by only one if you hit them right. Ive said it can take hours to sink them, yes but thats not the rule. Even big ships can be taken down in few minutes it depends how you hit them. Small ships in example will in 90% of cases sink from one torpedoe. And they will never take more then two. So i dont think it is necessary to return their hitpoints. Ships that are killed by hitpoints sink in a very unrealistic way. Like a stone. Because when they lose all their hitpoints all their compartments are instantly destroyed. |
|
![]() |
![]() |
#213 | ||
Loader
![]() Join Date: Jan 2006
Posts: 87
Downloads: 14
Uploads: 0
|
![]() Quote:
Either way, its your mod; those are just my thoughts. |
||
![]() |
![]() |
#214 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
|
![]()
well i will consider releasing a "light version" together with next release. So you can chose between more and less realistic.
|
![]() |
![]() |
#215 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]()
I tested Natural Sinking Mechanics 2.6 test mission.
I have seen too static ship sinking, not adjusting critical flooding and unsinkable medium transport ... Good and right job, but not finished ...
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
![]() |
![]() |
#216 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
|
![]() Quote:
unsinkable? all ships should sink give it more time or more torpedoes ^^ regarding critical floatatation. I couldnt find out what its good for. During my testings ive set it to 500.0 and ships didnt flood at all. Ranges between -10 and 10 did not changed anything so i decided to set it to zero. There seem to be no effect between 0 and 0.3 (default) Last edited by WernerSobe; 07-26-07 at 04:06 PM. |
|
![]() |
![]() |
#217 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]() Quote:
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
||
![]() |
![]() |
#218 |
Planesman
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 189
Downloads: 0
Uploads: 0
|
![]()
Anvart: does that mean you delivered 4 torpedoes at roughly the same spot? If so, then all you did was make the hole that was already there a little bigger, but you didn't cause additional cargo spaces to flood. So, buoyancy remains intact.
__________________
=================== AMD Athlon 64 3200+ 2.1Ghz 1Gb RAM MSI NVidia 6800 128MB MSI motherboard Realtek soundcard Windows XP Pro SP2 =================== |
![]() |
![]() |
#219 | |
Loader
![]() Join Date: Jan 2006
Posts: 87
Downloads: 14
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
#220 | |
Swabbie
![]() Join Date: Aug 2005
Posts: 12
Downloads: 17
Uploads: 0
|
![]() Quote:
Another quirk of this damage model stems from the abandon ship behavior. You can easily kill a ship with just a few gun hits along the waterline. Once you breach enough compartments the crew will abandon ship-- even if it still takes an hour for it to finally sink. Unfortunately, I don't know if it's possible to get around this if the "smart" abandon ship behavior is kept. Maybe the trigger could be changed to the level of flooding instead of the number of holed compartments. |
|
![]() |
![]() |
#221 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
|
![]() Quote:
Using 20 sec reload time it takes about 20 minutes until the ship is abandoned i think thats ok. |
|
![]() |
![]() |
#222 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]()
Unsinkable transport ...
Last picture was without changes more than one hour (summary 3 hours, with acceleration)... ![]() ![]()
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-27-07 at 02:57 PM. |
![]() |
![]() |
#223 |
Master of Defense
![]() Join Date: Mar 2000
Posts: 1,502
Downloads: 125
Uploads: 0
|
![]()
She looks salvagable to me.
![]() |
![]() |
![]() |
#224 | |
Commander
![]() Join Date: Apr 2005
Posts: 459
Downloads: 41
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
#225 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
|
![]()
i agree it needs more tweaking. As i said its not finished yet.
It exposed to be a question of individual taste how much the ship can take and how fast they should sink. So ive decided to release two versions of this mod in the feature. The classic one working towards realism. And the light version with faster sinking time and maybe returned hitpoints. |
![]() |
![]() |
|
|