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10-03-06, 05:18 PM | #1 |
Swabbie
Join Date: Aug 2006
Posts: 7
Downloads: 18
Uploads: 0
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I did some playing around with your idea of variable detonation range and tried to apply it to missiles. Apparently the key file here seems to be the terminal_home file.
I put the DetRng code right at the beginning and so far it seems to work. Script looks as follows: Code:
var DetRng IF INIT THEN { DetRng = rnd 100 } ENDIF IF ( TgtRng < DetRng ) THEN { Detonate } ENDIF IF NOT INIT THEN { ; Home SETPRIORITY 252 SETPERSIST 0 ; don't time out TERMINALHOME } ELSE { DEBUGOUT OwnName DEBUGOUT " Acquired " DEBUGOUT TargetName } ENDIF Test run with 20 Harpoons each fired at 1 OHP: - 2x 100% destroyed - 10x 98% damage - 8x ranging from 43%-69% damage It's intersting that the missiles managed to sink the ship 2 times, even though the damage value was less than the ship's armor (?). I also did a quick test with some CV-targets and as far as I've seen the script suffers from the same 'bug' as your torpedo script, when hitting large targets. However, I think random damage is mostly useful to simluate damage on targets that could theoretically be killed by a single missile/torpedo and since big targets do require several missiles to kill them anyway, I consider this not a major issue. Last edited by weasel; 10-03-06 at 05:22 PM. |
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