SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Realistic Sinking Physics (https://www.subsim.com/radioroom/showthread.php?t=118005)

Bill Nichols 08-09-07 01:03 PM

Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by Bill Nichols
1 torp and the Large European Liner is immediately reported as going down. Is that the intended behavior with this mod?

youve been lucky

Double lucky. I did it twice in a row (second time from a saved-game) :D

Seaman_Hornsby 08-09-07 02:12 PM

Quote:

Originally Posted by Bill Nichols
Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by Bill Nichols
1 torp and the Large European Liner is immediately reported as going down. Is that the intended behavior with this mod?

youve been lucky

Double lucky. I did it twice in a row (second time from a saved-game) :D

Where are you hitting her with that single torpedo? Inquiring skippers want to know! :arrgh!:

billko 08-09-07 03:52 PM

Quote:

Originally Posted by leovampire
or for a task force at least 3 large war ships. <mega-snip>

Thanks for the tip, leovampire! I happened upon a big task force on my way to my objective and sent a contact report, and I got back a comm saying something like: "It looks important. Engage enemy task force." or something similar, and it added it to my list of objectives! Unfortunately, I failed miserably. Spent most of my time near the bottom of the sea trying my best to sound like a piece of coral. ;)

Bill

WernerSobe 08-10-07 02:56 AM

progress update:

you wont believe what kind of stupid bugs i come across when remodeling the layouts. Imagine some ships have their main compartments all the way above the water line. LoL now that makes sense why those ships were so hard to balance.

In stock game that ships were sinking only by keel damage. Ubi has just set the keel for those ships extremely weak.

Anyway i just fix bugs and replace every compartment where it makes sence. You will be stunned by results :-). Right now finished with small and mediums and now working on large ones. That being the hardestnto balance because they have most bugs and they have more compartments by nature.

switch.dota 08-10-07 03:11 AM

The ship with retarded compartment layout... are you perhaps talking about the Medium Old Split Freighter?

billko 08-10-07 05:30 AM

WernerSobe:

This is awesome news! Thank you so much for taking your time with this thing, fixing the stuff the devs didn't have time to.

Bill

Bando 08-10-07 07:48 AM

He WernerSobe, you're doing a hellovejob CHEERS

Digital_Trucker 08-10-07 08:17 AM

Yessir, thanks for taking all the time to make this game that much more realistic. When all the mods in progress get done, I'll have to re-enlist just to play:arrgh!:

tater 08-10-07 08:45 AM

This is turning into an extremely important mod.

<<S>>

tater

PS---I wonder if the seemingly random placement (or lack of) of damage textures (thinking torpedo hits here) has something to do with the FUBAR models...

WernerSobe 08-10-07 06:20 PM

progress update:

finished with all merchants now working on destroyers.

look at a funny bug that i have found in shiratsuyu destroyer.

http://img521.imageshack.us/img521/3434/bug1io7.jpg


this little ff was risponsible for shiratsuyu destroyer being so much stronger then other. Let me explain...

The selection defines armorlevel for a certain compartment. Its a floating point value that says how much armor is applied to that compartment. If that value is set to -1 the game automaticly ignores it and takes the armor value which is defined in zones.cfg for that type of compartment. This is actualy always the case. Its just a placeholder if you wanted to override the properties set in zones.cfg you could do that here.

Now lets look at the value. FF 00 80 BF is converted to decimal
-1.00003039836883540

when the FF is replaced by 00 the value 00 00 80 BF becomes exactly -1

Now the game expects either -1 or a positive value here. If its zero or a negative value the armor becomes infinite. That little mistake made some compartments of that vessel being undestructuble.

rascal101 08-10-07 06:41 PM

I second that I recon this guy should win any mod competition

Quote:

Originally Posted by tater
This is turning into an extremely important mod.

<<S>>

tater

PS---I wonder if the seemingly random placement (or lack of) of damage textures (thinking torpedo hits here) has something to do with the FUBAR models...


WernerSobe 08-10-07 09:37 PM

check this out :-)


http://img488.imageshack.us/img488/5...4311039mp0.jpg


notice the extra fire effects and smoke development. This is stock fire and smoke no mods over it. Ive just added more effect generators to every ship. Also notice the ship has been broken in two parts, while both parts are sinking correctly like V not like A. They will now also be considered as two different objects following their own physics. So it can happen that one part sinks faster then other if it took more damage.

btw. finished with destroyers. I get used to the numbers so it goes faster now, and i read the .zon files like books already :-). Ive evolved some kind of "feeling" for the right values. I need less testings now till i have what i want.

tater 08-10-07 09:45 PM

Nice!

Amazing work.

<S>

tater

Canonicus 08-10-07 10:01 PM

What we have here is the single most important modification for SH4.. A work that goes to the very heart of what it means to simulate reality
Thank you for the extraordinary effort your putting in to this.
You should be very proud of the work your doing. :up:

rascal101 08-11-07 12:46 AM

My underpants are becoming really tite, I just cant wait for this , plus the updated enviro mod which is also on the way then theres the Atlantic
Sharks mob who seem to be brewing up something, its a cornnacopia for sub simmers at Sub sim radio room go the modders!!!

Quote:

Originally Posted by Canonicus
What we have here is the single most important modification for SH4.. A work that goes to the very heart of what it means to simulate reality
Thank you for the extraordinary effort your putting in to this.
You should be very proud of the work your doing. :up:



All times are GMT -5. The time now is 08:17 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.