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Old 06-04-12, 04:35 PM   #31
Bilge_Rat
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guys, feel free to modify this mod as you wish. If someone can improve on it, so much the better.

the SH sinking model is somewhat simple, so it will never work perfectly with every ship or every situation.
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Old 06-04-12, 05:12 PM   #32
Hylander_1314
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Quote:
Originally Posted by utops View Post
a) DD's are tough, too tough i mean one eel should at least disable her,but this is rare to observe,most of times she still want to get my puny sub between DC even if she got struck near DC platforms.
b) Stationary Yamato is virtually impossible to sink:
I found her on Truk anchorage and struck her 19 times without dud's.
The DDs harassing you after getting hit once, should either sink, or turn tail, and leave if damaged. The ones that are tough though, are the Akizuki and Fubuki DDs. For some reason, maybe because they are bigger boats, take more torpedoes to destroy. The other DDs usually sink, or leave the area listing badly.

As for the Yamato, yes 19 torpedoes should have sunk her. Being in Truk though, you need to know how much water there is between the hull and the bottom.

What I found works great if they are in shallower waters, is concentrate on the area right even with the back of B turret on the forward section, and just forward of the aft main turret, and the area just ahead of there where the boilers and engine rooms would be. But as a note, here is what the Yamato took before she actually did sink:

"After a dozen torpedo hits, even the Yamato 's 1,000 watertight compartments couldn't save her, and her lower decks rapidly began to flood. A Curtiss Helldiver bomber like the one seen at right photographed the destruction. At this point, after just a few hours of battle, most of the American pilots returned to their carriers, knowing Yamato 's injuries were fatal. In all, Yamato took 12 bomb and seven torpedo hits within two hours of battle."

Source:

Yamato The Ultimate Battleship
http://battleshipyamato.info/

Cool little history of the boat.
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Old 12-01-12, 07:45 AM   #33
Bilge_Rat
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I ran some tests with IJN BBs to see if there was an issue.

except for the Yamato class, any other IJN BB can be sunk with a well placed spread of 2-3 torpedoes.

The Yamato is in a class of its own. I have sunk one with 6 torpedoes, sometimes it takes more.

Considering that there is only 2 Yamato class BB in the Pacific, I dont see the need for a change.
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Old 12-04-12, 07:41 PM   #34
maxswain
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This is a great mod and you should try it! Variety of horrors as she slides into the abyss! You have the time to stand on the deck and contemplate the sharks!
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Old 07-12-13, 02:07 AM   #35
in_vino_vomitus
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I have no idea why, but for the life of me I can't download this mod is it still on mediafire?
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Old 07-12-13, 05:27 AM   #36
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Quote:
Originally Posted by in_vino_vomitus View Post
I have no idea why, but for the life of me I can't download this mod is it still on mediafire?
The mod is still ion MF and the link is live.

Regards.

Fitzcarraldo
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Old 07-12-13, 05:28 AM   #37
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The mod is still in MF and the link is live.

Regards.

Fitzcarraldo
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Old 07-12-13, 05:37 AM   #38
in_vino_vomitus
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I guess I need to try harder then
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Old 07-14-13, 01:02 AM   #39
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2 questions:
1- Is there a reason that this excellent-sounding mod is not under the 'Gameplay Mods' section of the SH4 Downloads forum?; and,
2- in the readme for this mod, Bilge Rat recommends also installing The DarkWraith's 'Ship Damage from Fires' Mod. Now, again, that mod is not in the SH4 downloads, but I did find (somewhere, I lost it in all the forum jumping) TDW's thread on it where it seemed to say that it was usable in SH3, 4 & 5 (though I didn't find the exact mod, but a large, multiple-patched-version mod that seemed to include this function in the long list of gameplay 'fixes' that TDW addressed). I like the concepts described in there, so has anyone gone that route and is using it for SH4 (1.5 + TMO + RSDRDC +OTC)?

Thanks

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Old 07-14-13, 04:14 AM   #40
in_vino_vomitus
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I've installed the fire damage mod and it's not causing conflicts - It hasn't been in use long enough for me to say how effective it seems to be. I still can't get to the LST mod though
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Old 07-14-13, 10:34 AM   #41
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Quote:
Originally Posted by in_vino_vomitus View Post
I've installed the fire damage mod and it's not causing conflicts - It hasn't been in use long enough for me to say how effective it seems to be. I still can't get to the LST mod though
That's strange. Its not a big mod, so maybe someone could email it to you directly? BUT, before you do, maybe someone could offer an opinion on my first 'encounter' with the LST Mod? I will drop in a copy of comments I left on another thread:

"It got even better tonight. A new 'bug' (or a modder with a seriously twisted sense of humour) got me big time with the most anti-immersive 'tick' yet. I loaded the highly praised 'Longer Sinking Times for TMO v2'. I caught a FC with 4 trailing escorts, saved, then waited while he came to me at the perfect spot at 700 yds and put three into the wee beastie. The mod DID slow down the sinking (by a couple of minutes) BUT, the effect was ruined by the dozen life rafts that were trying to imitate Mexican jumping beans! They were jumping and spinning on the waves higher than the length of the carrier (going off the screen at the top of their trajectory). It went from the sublime to the ridiculous with a few of them still bouncing away about 2 miles away 10 minutes later. Now tell me that THAT isn't weird!

Always interesting.. "

Anyone have a suggestion about what might be going on?

Thanks

Gryff
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Old 07-14-13, 01:19 PM   #42
Bubblehead1980
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Quote:
Originally Posted by Gryffon300 View Post
That's strange. Its not a big mod, so maybe someone could email it to you directly? BUT, before you do, maybe someone could offer an opinion on my first 'encounter' with the LST Mod? I will drop in a copy of comments I left on another thread:

"It got even better tonight. A new 'bug' (or a modder with a seriously twisted sense of humour) got me big time with the most anti-immersive 'tick' yet. I loaded the highly praised 'Longer Sinking Times for TMO v2'. I caught a FC with 4 trailing escorts, saved, then waited while he came to me at the perfect spot at 700 yds and put three into the wee beastie. The mod DID slow down the sinking (by a couple of minutes) BUT, the effect was ruined by the dozen life rafts that were trying to imitate Mexican jumping beans! They were jumping and spinning on the waves higher than the length of the carrier (going off the screen at the top of their trajectory). It went from the sublime to the ridiculous with a few of them still bouncing away about 2 miles away 10 minutes later. Now tell me that THAT isn't weird!

Always interesting.. "

Anyone have a suggestion about what might be going on?

Thanks

Gryff
Webster's lifeboat fix will solve the fast moving lifeboat problem.
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Old 07-14-13, 01:26 PM   #43
Bilge_Rat
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nice to see this is still getting play.

actually I have a new version, more of tweak really, that I have been using for a few months. I will upload it next week.
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Old 07-14-13, 08:20 PM   #44
Gryffon300
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Quote:
Originally Posted by Bubblehead1980 View Post
Webster's lifeboat fix will solve the fast moving lifeboat problem.
Gracias, amigo. Will try that out!

Gryff
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Old 07-14-13, 08:23 PM   #45
Gryffon300
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Quote:
Originally Posted by Bilge_Rat View Post
nice to see this is still getting play.

actually I have a new version, more of tweak really, that I have been using for a few months. I will upload it next week.
Thanks, BR, look forward to it.

As an aside, do you know where I should go to get the DarkWraith's fire mod?

Salut!

Gryff
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