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#1 |
Captain
![]() Join Date: Sep 2013
Posts: 542
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I could not find a topic .. just the download.
Could it be correct that resupply does not do what you would expect for the new AA rounds for the deckgun ? Should the deckgun have these in the first place ? Probably RSD related .. but if I fire HE into a conning tower of VIIb .. should that not be endex for that VIIb ? It's not.. 4 extra isnt either ... few AP to the waterline .. still sitting there. Took a torpedo for it to realize it should perhaps start sinking. |
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#2 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I think that the AA rounds should not be on the Deckgun, because it does not have the capability to attack aircraft to to it's limited traverse and elevation.
The game files appear to have it an intermediate damage, between the HE and AP rounds, making it redundant. I do not understand what you mean by the last part. |
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#3 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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This is the thread for discussing the reworked u-boat guns mod:
![]() http://www.subsim.com/radioroom/show...29#post1935329 Quote:
Quote:
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#4 |
Captain
![]() Join Date: Sep 2013
Posts: 542
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The last part is about the destructability of the sub. I stumbled upon another sub in the Kiel canal ... could not resist and fired a few shots at it ... which it laughed at.
I'm not entirely sure, but wouldnt a direct HE hit on a conning tower end the subs life then and there ? Or on the waterline front of the sub .. that would destroy the torpedo's .. and the sub with them .. Yet, 5 HE shells and 4 AP shells later, I decide to fire a freaking torpedo at it, since it wont go down ... impact, and then it slowly starts sinking. This seems a little unrealistic to me .. I'd expect it to go down a lot faster tbh ? |
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#5 | |
Navy Seal
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![]() AI submarines, same like other AI ships use totally different set of damage zones, definitions , HP/AP settings...So when you shoot at something-It's not RSD related...When something shoots at YOU-that's RSD related... ![]() Got it? ![]() EDIT: Maybe you're asking to much... Me and Gap are having very hard time just to create damage modeling for few playable subs, which are basically the same...To rework damage model of all ships, present and imported in SH5, would be gigantic job...But, never say never... ![]()
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... Last edited by vdr1981; 10-13-13 at 12:15 PM. |
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#6 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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As stated by Vecko, SH5 units and ordnance damage is something that should be addressed globally. Such a general rebalance would be a huge task, but at some point someone should undertake it ![]() |
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#7 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
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Ah .. damage models are different for player controlled VS not .. that's kinda backwards, but then I didnt say anything at all :p
But that explains my bewilderment after pumping round 7 into her and still not seeing any noticable damage, while my own sub starts to sink as soon as someone looks the wrong way :/ :p |
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#8 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I think that for homogeneity with RSD, Vecko should also update AI sub damage, using for them similar settings as the ones used for player's subs. Heavily simpliefied though. ![]() |
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#9 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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Only in a wolfpack situation does this become relevant ... so I'd put it at the bottom of some todo list .. somewhere :p
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