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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
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I ran across Two nice big Armed Merchants (the ones that look like troop transports, about 11 to 16'000 tons) , anyway, I put an eel in both as they were very close. Then I put another eel in one and she started to sink.
I fired a second eel at the second ship and missed, but since she was ablaze I thought I'd watch her. She wouldn't sink,.. so...I battle surfaced. By the time we got to firing I see tracers over our heads. ![]() Lesson learned, Armed merchants, are Armed and will fire even if they're on fire. Oh hell, it was exciting!! I love this game!! ![]() D40
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Dogfish40 |
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#2 |
Crusty
![]() Join Date: Jun 2005
Location: USA
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Thats is always in the back of my mind. Wondering if that ship that is on fire is going to give me some trouble !
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Captain AJ ![]() |
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#3 |
Grey Wolf
![]() Join Date: Nov 2010
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That's the SH damage model for you. A merchant can be completely crippled, on fire, have a 30 degree list, a shorn rudder, all boilers blown and a busted coffee pot, but if the guns are serviceable, there is one AI lemming bent on taking you with him. Both laughable and annoying at the same time.
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#4 | |
Loader
![]() Join Date: Dec 2011
Location: Moscow
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Most crew took their lifeboats, but not rare some of crew were hiding near cannons on case if u-boat would decide to surface. |
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#5 | |
Black Magic
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#6 | |
Grey Wolf
![]() Join Date: Nov 2010
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I remember in SH 4 after installing RFB where I was in the torpedo training mission and the Mogami cruiser I torpedoed and gave a 45 degree list to was still trying to rotate its guns to hit me even though I was in her baffles and the list was so bad that there was zero chance of a hit. A human crew, no matter how valiant would have realized that it was over. The AI doesn't know any better. |
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#7 | |
Commander
![]() Join Date: May 2004
Location: Texas, USA
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![]() It's a pity you can't randomize it to simulate the real life re-enactments of "Custer's Last Stand" without having ALL of the ships being manned by gung-ho do or die seamen. Keep you guessing, so to speak. I guess one way of finding that magical x% would be to find out what the damage % of ships clearly beyond a smidgen of hope tends to be, but it would require a lot of looking at sinking ships while noting their damage %. One rule of thumb I might use in that case was that, if I understand it correctly, the number of fires on a ship are directly correlated to its damage % and, clearly, when your entire superstructure is on fire is doesn't really matter how tough you are, you can't man a gun in a furnace. Just a thought.
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Ansonsten, Herr Lutter, ist alles in Butter Liqui-cooled Intel i2550K @ 4.2 GHz, 8 Gb RAM, GTX 970 GPU |
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#8 | |
Grey Wolf
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#9 |
Navy Dude
![]() Join Date: Oct 2011
Location: AM98 - Rounding Hartland Point and sneaking up the Bristol Channel
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On a (slightly) related note, can you shoot out the spotlights? I've tried and I think they must be made from unobtainium!
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#10 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
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This would be a good mod. D40
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Dogfish40 |
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#11 |
Black Magic
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fire is an effect that is triggered when a zone receives > x% damage and the effect is declared for that zone.
Listing is nothing more than the damage/flooding model and you can't ask the game how much is the ship listing You can ask the game how much damage the ship has and it will tell you the % damage. It tells you nothing more. So if the deckgun is located on a zone with a fire effect declared and that zone's damage (not the ship's damage) is > damage for effect then the fire effect is played. You could have crew members firing the deck gun amidst flames ![]() |
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#12 | |
Sea Lord
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![]() Steve |
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#13 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
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Dogfish40 |
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#14 |
Grey Wolf
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