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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Stowaway
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if you dont hit the exact same spot with every test then you have no repeatable results so your test is not based on anything reliable. different compartments, bulkheads, and superstructures will be hit so nothing will be the same as the last test. your in game results will always vary because of game conditions so for this reason and i understand this so all my test shows is the average results against ships armor levels and then other variables such as torpedo placements can increase or decrease the effective results. Last edited by Webster; 01-22-09 at 03:44 PM. |
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#32 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Based on hitpoints Yamato should be much harder to sink than in game since the hitpoints get removed by bombs, and she was hit by as many or more bombs than torpedoes.
As for auto-targeting... yeah, at one level I don't care in the least about that. Auto-target folks can always learn to crank the spread dial between shots. Designing the damage system to only be right when the shots all go through the same hole is less realistic than random hits, since hitting the same spot is the special case, not the other way around (there is only one way to do that, and infinite ways to NOT put them in the same hole). It's pointless to argue this, but the stock game is every bit as broken as the stock campaign---if they couldn't be bothered to notice that there are 5 times as many Akizuki DDs in the opening month of the war alone than ever existed (and NONE existed during that first month of the war, either), why would you expect any fidelity in the DM? All of this stuff takes huge amounts of testing, and they simply did not have time to test, they were barely given time to throw it out the door. I'm not religiously attached to a no-hitpoint damage system, but the idea that any X hits, anywhere on the target should make it explode and sink is silly. All this revolves around complaints about RFB that don't make sense to me, because I sink ships with the same number of fish that you claim they should sink with. I'm not some TDC guru, either, I miss alot, and as I said, I'm happy to just hit the ship at all, while I aim as a spread usually, I'm in no way aiming at particular spots, just trying to get as many hits as possible. Put it this way, if you are running the stock campaign, the number of hits to sink should be the least of your complaints, the 4 CL-sized akizukis with crew skill set to low-grade moron escorting 4 tramp steamers... THAT should be your major complaint, lol. |
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#33 | |
Stowaway
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#34 | |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
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#35 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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BTW, my Real IJN mod (in RSRDC right now) has Kongo already fixed up a bit, though NOT her textures. I added nodes to place radars on her, for example.
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#36 | |
Grey Wolf
![]() Join Date: Jul 2007
Posts: 808
Downloads: 108
Uploads: 3
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http://img90.imageshack.us/my.php?image=41984902ij2.jpg |
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#37 |
Sea Lord
![]() Join Date: Aug 2007
Location: The Great NorthWest
Posts: 1,724
Downloads: 58
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Hi guys, thought I'd give you an update
![]() ZeeWolf . ![]() ![]() |
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#38 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Nice, what did you use for the mainmast change? (funnels look nice as well).
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#39 | |
Sea Lord
![]() Join Date: Aug 2007
Location: The Great NorthWest
Posts: 1,724
Downloads: 58
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details and images. ZeeWolf |
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#40 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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You made the model yourself? Excellent!
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#41 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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One suggestion:
Make sure that the Type 13 radar you have installed on the mast is not fixed to the mast model. That way it can be off earlier in the war, and on once Kongo gets her air-search radar. The same goes for the type 21. Both radars are already in game, they just needed to be added to the models. Note that you can do this in the eqp file if you place Y nodes. tater |
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#42 | |
Sea Lord
![]() Join Date: Aug 2007
Location: The Great NorthWest
Posts: 1,724
Downloads: 58
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ZeeWolf |
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#43 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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You can alwats have it as a separate 3d model within the dat, that's NP.
What I did with the Real IJN mod (in RSRDC, or I can up Kongo for ya) is placed the type 13 where I wanted, then placed a Y node at the same coords. The, dumped the radar. Now, int he eqp file, the radars can be off, then on as the date changes automatically. I did this for most IJN ships in RIJN. I didn't do a few for want of either better late war masts, or a good bracket to install it. Kongo also gets a Type 21 on top of the pagoda gun director. Same deal, a Y node right on the top surface of the director, then add the type 21 in the eqp file (the type 13 and 21 radars are in guns_radars.dat. Note that I have added a few variabt versions of those radars, too. Mostly ersatz brackets since I lack the 3d chops to build them from scratch. <S> tater |
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#44 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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Looking superb! Me likes that new paint job as well.
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__________________
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#45 | |
Sea Lord
![]() Join Date: Aug 2007
Location: The Great NorthWest
Posts: 1,724
Downloads: 58
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roll in your changes and take advantage of your help. ![]() ZeeWolf |
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