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NATURAL SINKING MECHANICS
version 3.3
version 3.3
DOWNLOAD:
link
popis modu:
WIP
There are two Versions available. Classic for most realistic sinkrates and light version with increased sinkrates by 35%. You only need to install one of them.
THE NEW DAMAGE SYSTEM
In Silent Hunter 4 ships sink from losing hitpoints. Every ship has a certain amount of HP. The game does simulate flooding correctly but in stock game its more about eye candy. Ships can however be sank only by physical action using its physics engine and the aim of this mod is to completely eliminate hitpoints and balance the flooding proparties to make sure the ship sink in a realistic way.
Now lets talk about physics. There is only one reason why ships actualy stay afloat. Their total weight is less then their displacement. The difference is called bouyancy or floatability. And there is only one way to sink them: By reducing the floatability or in other words by putting water inside.
It sound complicated but its not, actualy you have two options:
1. Make holes in the hull and flood it until the bouyancy is neglected
2. Make holes smart and bring the ship out of balance so it can capsize and flip over.
The hull of every vessel is split in compartments so if there is a hole it will only flood that damaged compartment. Flooding compartments will change the center of mass and may bring the vessel out of balance before the bouyancy is vanished. After a while you will find out where every ship has its weakness and how many torpedoes you should use. You will not always have a "kill" message. You must learn to be patient, ships will often sink from flooding a while after being hit. So dont give it more and more torpedoes until the kill message appears, hit it and observe, try to evaluate how many compartments are flooding and if more damage is required.
Recomended amount of torpedoes and observed sinking times:
1.
Small Merchants: 1 (5-10 min)
2.
Medium Merchants 1-2 (10-20 min)
3.
Large Cargo Ships 2-4 (15-30 min)
4.
Fuel/Ammo Cargo 1 (instant, less then 5 min)
5.
Destroyers 1-2 (10 min)
6.
Light Cruisers 2-3 (20-45 min, or instant on critical)
7.
Heavy Cruisers 2-5 (20-60 min, or instant on critical)
8.
Carriers 3-5 (30-90 min, or instant on critical)
9.
battleships 4-12 (20 min - up to several hours, or instant on critical)
IMPORTANT NOTES AND HINTS
Remember you must achieve one of that goals to score a kill and tonnage.
1. the vessel must be either observed entirely sinking
2. or you must observe their crew leaving the ship
you may not damage a ship and get out of area. It might sink 3 hours later from your damage but you will not score a kill when youre not in area. So finish them off or stay around and wait.
Hiting a ship at same spot over and over again will not increase its sinking rate. Flooded compartments cannot be flooded more.
The crews will act smart. When there is little hope left they will stay at the ship even if its showing bad list. But they will also abandon the ship when there is no more hope left (to many hits) even if its not sinking yet. When the crew leaves the ship its a sure indicator that it sinks, the crew knows best when its time to go.
You must use the deckgun in quite different way as you are used to. It is very difficult to sink an undamaged ship with deckgun only because you will need a lot of shells to make a lot of holes. It is more usefull for finishings.
Capital warships have a good damage controll. It is more effective to hit them with a fan of many torpedoes at once then with single shots, bacause their crew is much more efficient at fighting agains single holes then agains many at once.
When engaging battleships dont even think of saving torpedos. These Monsters are designed to take some damage they will be always a great challenge. You can kill them with a single torpedo but that will be rare, only when you hit their main ammo bunker. Your best bet will be to fire all tubes agains battleships.
Many ships (especialy with high superstructures) tend to lose stability and capsize from being hit at about center compartments.
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