![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Electrician's Mate
![]() Join Date: Jan 2002
Location: Dublin, Ireland
Posts: 137
Downloads: 56
Uploads: 0
|
![]()
I did not see this mentioned in the possible upcoming patch.. so we might need a mod for this?
Ships listing taking on water should eventually sink right and count for your tonnage tally.... Thoughts? |
![]() |
![]() |
![]() |
#2 |
Watch Officer
![]() Join Date: Jul 2007
Location: Blackpool, England
Posts: 347
Downloads: 23
Uploads: 0
|
![]()
I think this is a very very good point. I think there has to be scope for damage control crews repairing and shoring up damage/flooding etc. It would be great to see them becoming worse and listing more.
What would be very nice would be the option to hang around a damaged merchant and wait for the eventual seagoing tug or destroyer to turn up to sink them too. If any of you has ever read Douglas Reeman, this type of thing happens in a lot of his novels. Sea lanes were heavily used during WW2 and a damaged hulk holding water would be sunk by a destroyer so she didn't endanger another convoy, alternatively, if it wasn't too damaged, a tug would be sent for it. On a related point, it would be nice to see the odd merchant or warship still in the water due to mechanical damage ala "The Cruel Sea" |
![]() |
![]() |
![]() |
#3 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
|
![]()
I wonder, how does the calculations work? Does it work at all?
I am all for realism and randomness, but in the end I need it all to make sense somehow. |
![]() |
![]() |
![]() |
#4 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
|
![]()
http://www.subsim.com/radioroom/showthread.php?t=163930
+ http://www.subsim.com/radioroom/show...istic+flooding Are working fine together and are the best we have so far imho. Don´t know, if they´re working with the new patch
__________________
![]() ![]() |
![]() |
![]() |
![]() |
#5 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
pistol or magnetic multiple torpedos throughout the hull, or in the same part of the hull. AP or HE below the waterline throughout the hull, or in the same area. No combination of the above ever results in anything other than the standard arcadish "Hit Point" accumulation method of sinking. Furthermore, all sinking animations appear to be exactly the same. The ship never lists, or breaks in two as it did even in SH3 (SH3 stock for that matter!) |
|
![]() |
![]() |
#6 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#7 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
|
![]()
i have hadt the same experience as Kylania. I use both the mods listed below.
|
![]() |
![]() |
![]() |
#8 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
|
![]()
Same experience as the previous 2 posters.
Using BARF I see ships sink in 10 to 15 minutes. Some of them list heavily whilst sinking. I don't have to reduce the hitpoints to zero to achieve this. Just make a few holes in them and they sink on their own. I'd say it works very well. |
![]() |
![]() |
![]() |
#9 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
|
![]()
In my tests with Barf so far I can generally sink a ship with one or two torps. Just have to be patient and wait for them to sink. Flooding is working for sure.
Got rid of the overpowered torpedo mod awhile back as well, so stock torp damages and BARF show better sinking for me. |
![]() |
![]() |
![]() |
#10 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
|
![]() Quote:
I wanted about 20 minutes but it just wouldn't sink. Now, I knew there were armed merchants in the remains of the convoy but fog had rolled in, so I thought I might be safe. So I surfaced, no one attacked, and I started after the "floater". ![]() Then my watch crew started calling out damage. One of the armed merchants had a bead on me and was shelling the crap out of me. But I HAD to sink this one merchant, I'd come so far heh. Eventually I sunk it and crash dived to stop the assault from the other merchant. I was down to 30% hull and had lost an engine. But it was totally worth it... heh |
|
![]() |
![]() |
![]() |
|
|