Aaaa...:up: Dumb me...:D
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Hmm. something's missing...:hmmm:
http://img801.imageshack.us/img801/8183/js6q.jpg Oh ...i lost my rudder...aand propellers...and diveplanes... ...:03: http://imageshack.us/a/img853/6031/93ty.jpg i think i'm on the track... |
:up::up::up:
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:yeah::up::salute::woot: |
I will upload test version of this mod now...So far only type VIIb
- Added new controllers to.zon file - Propellers are destructible and gradually loosing their efficiency - rudders and dive planes are destructible too but looks like they do not loosing efficiency gradually... - Reduced compartments hitpoins down to 50 - increased HP for certain interior equipment (like diesel and electric engines so they wont take so much damage from outside and lower calibres) - Instant death disabled with increase of overall sub HP (but dont forget, compartments are very sensitive to direct hits) - reworked submarine damage zones - Addes armor to the bottom of the sub, (i saw this from SH4, OM and RFB boats) this should reduced HP loos when sub land on bottom and give you time to stop flooding... if compartment isn't completely destroyed off course... - Increased sub armor to 13cm so that internal equipment won't be so vulnerable to lower calibers . - Flooding repair times drastically increased - Flotability values for compartments also dractically increased so flooded compartments will cause submarine sinking, better watch for compressed air...:03: http://img843.imageshack.us/img843/5239/xpwa.jpg http://imageshack.us/a/img534/7701/7ltv.jpg http://imageshack.us/a/img6/3784/9hd1.jpg In short, 1or 2 direct hits from large calibers to individual compartment will cause significant flooding and you wont be able to dive, in fact you will, but that wont bring any good. One destroyed and flooded compartment wont cause sub to sink but two will (surface)...Under the water ,situation is little bit diferent, most of the time blow ballast is only solution.Unfortunatelly , white flag wont help you if destroyer or anything with deck gun is near... What i'm also very exciting about is that those modifications open quite nice possibility to fix finally DC kicking destroyer's asses bug (or en least to reduce it drastically) ...More on this later DOWNLOAD FX update 0.0.22 compatible , recommended mission for testing is TDW torpedo plane or any mission with some low -middle skilled destroyer or merchant . Those things are so accurate...:shifty: I'm still experimenting with torpedo tubes, periscopes, UZO...I have some interesting ideas but i will need help...:subsim: |
Question:
What would be considered "safe range" from exploding depth charge,historically? Range from which DC won't do any significant damage to sub hull except some shaking and playing with crew's nerves...Gap? And also, is there any quick way to tune down overall AI precission?this is really essential and in combination with this mod can provide us much more realistic game play. |
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Type D, Mk. III Availability: 1917, still in service in 1940 (navweaps) Explosive Charge: 300 lbs. (136 kg.) TNT, replaced with Amatol in 1917 (navweaps) Sink Rate: 7 fps (2.1 mps) (navweaps) Depth Settings: 300 feet max. (91 m) (navweaps) Lethality Distance: 14 feet (4.3 m) (navweaps) Damage Distance: 28 feet (8 m) (Henry, 62) Notes: Used from late WWI up through 1940 due to insufficiency of Mk. VII at beginning of WWII (navweapons) Mk. VII Availability: 1939 (?) (navweaps) Explosive Charge: 290 lbs. (132 kg.) amatol, later minor; TNT also used in hot climates (Brown, 37) Sink Rate: 7 fps (2.1 mps) initially, accelerating to 9.9 fps (3.0 mps) at 250 feet (76.2 m) (Brown, 37) Depth Settings: 300 feet max. (91 m), later 500 feet (182 m) (navweaps) Lethality Distance: 20 feet (6.1 m), 26 feet (7.9 m) for minol version (Brown, 37; navweaps) Damage Distance: 40 feet (12 m), 52 feet (15.8 m) for minol version (Brown, 37; navweaps) Notes: Standard depth charge for first three years of war (navweaps) Mk. VII (Heavy) Availability: 1940 Explosive Charge: 420 lbs. (191 kg.) TNT, later Minol in 1942 (navweaps) Sink Rate: 16.8 fps (5.1 mps) (navweaps) Depth Settings: 300 feet max. (91 m) (navweaps) Lethality Distance: 20 feet (6.1 m), 26 feet (7.9 m) for minol version (navweaps; Brown, 40) Damage Distance: 40 feet (12 m), 52 feet (15.8 m) for minol version (navweaps; Brown, 40) Notes: Had a 68 kg weight attached to increase sink rate. Mk. VII Airborne Availability: 1941 Explosive Charge: 290 lbs. (132 kg.) TNT (navweaps) Sink Rate: 9.9 fps (3.0 mps) (navweaps) Depth Settings: 25 feet (7.6 m) (navweaps) Lethality Distance: Damage Distance: Notes: Converted for use on aircraft. Minimum aircraft drop speed and altitude were 150 knots and 150 feet (46 m) (navweaps) Mk. VIII Airborne Availability: 1942 Explosive Charge: 170 lbs. (77 kg.) Torpex (navweaps) Sink Rate: Depth Settings: 25 feet (7.6 m) (navweaps) Lethality Distance: Damage Distance: Notes: Maximum speed and altitude were 173 knots and 750 feet (229 m). Terminal velocity of 600 fps (183 mps) (navweaps) Mk. X Availability: Trials in March 1942 (Henry, 150), introduced in December 1942 (Brown, 40) Explosive Charge: 2000 lbs. (907 kg.) TNT (navweaps) Sink Rate: 6 fps (1.8 mps) (navweaps) Depth Settings: 220 feet (67 m) (navweaps) Lethality Dist: Damage Dist: Notes: Launched from 21 torpedo tube (navweaps). Launched from stern of Captain class frigate; very few were ever used, but those that were recorded a kill rate of 50% (Henry, 150) Mk. XI Airborne Availability: 1942 (navweaps) Explosive Charge: 170 lbs. (77 kg.) Torpex (navweaps) Sink Rate: Depth Settings: 25 feet (7.6 m) (navweaps) Lethality Distance: Damage Distance: Notes: Improved Mk. VIII with concave nose to reduce ricochets. Speed and altitude limits were 250 knots and 1250 feet (381 m) (navweaps) US Mk. 8 Availability: first issued to Atlantic destroyer escorts in 1944 (Friedman, 124) Explosive Charge: 270 lbs. (122 kg) (navweaps) Sink Rate: 11.2 fps (Friedman, 123) Depth Settings: magnetic fuse, set to explode 20-25 feet from target (Friedman, 123) Lethality Distance: Damage Distance: Notes: Reportedly 7 times as lethal as Mk. 9 Mod 1 and 5.5 times as lethal as Mk. 9 Mod 2. (Friedman, 123) US Mk. 9 (Mod 1) Availability: entered service in spring 1943 (Friedman, 123) Explosive Charge: 200 lbs. (91 kg) (navweaps) Sink Rate: slower than 22.7 fps (Friedman, 123) Depth Settings: 50-300 feet (15-91 m) initially, later 600 feet (183 m) (navweaps) Lethality Distance: 21 feet (?) (Friedman, 125) Damage Distance: Notes: US Mk. 9 (Mod 2) Availability: Explosive Charge: Sink Rate: 22.7 fps (Friedman, 123) Depth Settings: up to 600 feet (183 m), possibly up to 1000 feet (305 m) (navweaps) Lethality Distance: 21 feet (?) (Friedman, 125) Damage Distance: Notes: |
Tnx. very useful!:up:
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Have you tested anything with my deck gun mod . Its not just the deck gun that's changed :yep:
http://www.subsim.com/radioroom/down...o=file&id=3521 |
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Later, i will add fuel tanks zone which will cause fuel lose when tanks are damaged ...:03: |
Still can't understand:
- How to make periscopes and torpedo tubes unusable when damaged Any help will be appreciated ... |
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