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Old 04-06-22, 04:07 AM   #758
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
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Quote:
Originally Posted by Captain Wreckless View Post
Even when I commented out the mods medals it still messed things up. Anyway, the RUIM mod was just OK, IMO.

Filters were Meh. Even at 5K yards nothing can be seen. I even turned up the gamma and all that did was washout everything.


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I installed the TDW Fire damage mod. Interesting. In clear skies and heavy seas, this convoy I attacked, I put 3 into a large merchie and 1 into the ship behind it. The large ship there were no secondary explosions and didn't sink out right. The other ship I hit under the funnel and got a BIG secondary explosion and fire. I had to wait for a reload.

The large ship went dead in the water and over time it decks were awash. The fire was put out on the other and she continued on at 5 kt.

In the mean time I put 2 into the 3rd merchie and down it went.

After this the large ship started exploding and went under stern first.

This whole time the DD was pinging everywhere but where I was. It only made 1 pass at me and dropped short.

I put 1 into the DD amidships, and down it went.

In the mean time the 2nd ship had boogied out of the area so I surfaced and gave chase. I was out of torpedoes show I started shooting in heavy seas at 3K yards. I noticed that the fires started up again and grew bigger. I think I hit her maybe 4 times before it sank. I don't think my hitting it did it.

So it appears this mod was doing what it was designed to do.
Yea, commenting out does not always work. Sometimes relationships in files are not are obvious. SH 4 is very sensitive about some things lol.


Ah, . Did you try the late war scope which essentially restores the default night periscope? Also, to be fair 5000 yards is a long way to see anything through the scope at night, even on a moonlit night, range needs to be closer for sure. I basically use radar for approaches at night until about 2000 yards, then can get a decent silhouette of target at least and plot to fire from 1000 yards or less. Enough do not need to pop up to radar depth anymore by that point as the TDC has a decent solution locked in, refined once have visual contact.



Nice job. Yea, fire mod is great. I've tooled around with it to keep the visual fires burning longer, because even when the visual dies out, the fire is still burning. If you have external cam on and get close can hear the "crackle" of a fire, means it is still burning, eating away at the ships hull strength over time, if it degrades it too much before fires go out, ship will sink. This will often retrigger the visual fire. I have witnessed it though where fire goes out, can't hear the fire either, than it catches fire again, simulates fires flaring back up, it happens. In forthcoming version i've increased sinking times, so sometimes get ships like tankers which are doomed, but stay afloat burning for a decent period of time. Interesting at night when hit one , and esp if two, lights up the immediate area. During surface attack, can help expose you to other escorts though have found since escort visuals are sensitive to light changes, more light, means they can se you better (obviously )

Hmm , sounds like heavy seas helped shield you from the DD, perhaps allowing perhaps let you get away with a little too much on this occasion lol.

Funny thing though is I've had some DD's be perfectly competent during heavy seas, not as effective due to waves but still competent, then some are just incompetent once seas state gets about above certain point, usually around 19 knot winds (10 meters per second) , which kicks up waves decent bit.
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