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Old 06-22-07, 07:49 AM   #16
ReallyDedPoet
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Quote:
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Quote:
Originally Posted by Redwine
Quote:
Originally Posted by reallydedpoet
Quote:
Originally Posted by Redwine
Hole size are "linked" to the shell or weapon damage radius...

The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.

To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
Yeah, Captain Cox responded to this in the other link, he is going to give it a look over the next few days.

RDP
Is there a solution on the horizon ?

If we reduce all radius to make smaller holes, we will need to rework all shells hitpoints.
No solution yet.

This is CCs' post:

I think if the 2 could be separated...SOMEHOW??? Subs using one set of damage textures and the rest using the stock, this would indeed be possible. The question is only how to tie that new damage texture to only subs. I guess...stressing "GUESS" that it could be done with some hexediting etc.


This is the texture I am looking for:



RDP
To lazy to upload a pic, just found this on the screenshot thread This is what needs to be changed, if possible.


RDP
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Old 06-22-07, 09:01 AM   #17
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The main problem is, after those kind of damage, the sub is able to dive "normally".

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Old 06-22-07, 09:04 AM   #18
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I am no rivet counter, not that there is anything wrong with that , but it just looks silly. Hopefully something can be accomplished here on this one.

RDP
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Old 06-22-07, 09:26 AM   #19
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Quote:
Originally Posted by reallydedpoet
I am no rivet counter, not that there is anything wrong with that , but it just looks silly. Hopefully something can be accomplished here on this one.

RDP
:rotfl: Not to be a rivet counter, but if you look at the two holes at right, you can see the hull opened, you can see the hull ribbs...

The sub must to inmediatelly sink with those hole, the problem is, it is capabale to dive and survive with unrealistcally big holes.



PD :

May be reworking the interior textures by some one oxid/custic one like i used on the screen shots in this page above into SH III ?

You will not see the interior structure, then you will see only ruined iron...




The better way is to close the hole, but i am unable to found the mask used by the hole...
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Old 06-22-07, 09:41 AM   #20
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Quote:
Originally Posted by Redwine
Quote:
Originally Posted by reallydedpoet
I am no rivet counter, not that there is anything wrong with that , but it just looks silly. Hopefully something can be accomplished here on this one.

RDP
:rotfl: Not to be a rivet counter, but if you look at the two holes at right, you can see the hull opened, you can see the hull ribbs...

The sub must to inmediatelly sink with those hole, the problem is, it is capabale to dive and survive with unrealistcally big holes.



PD :

May be reworking the interior textures by some one oxid/custic one like i used on the screen shots in this page above into SH III ?

You will not see the interior structure, then you will see only ruined iron...




The better way is to close the hole, but i am unable to found the mask used by the hole...
Just noticed that Sounds good RW, what you are planning to do

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Old 06-22-07, 09:48 AM   #21
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You know ive been following this for a day guys and it occurs to me
that maybe youve overlooked working the other end of it anyway
inspite of impressions.

the blast effect visual damage radious is a visual effect
not the damage of power based on the Impulse.

Impulse equals force force equals damage radius equals visual effects
(I think)

if you reduce the radius in the torps you wont reduce the damage
as such just the appearance of it on the target model and the
size of the flash the poor example below is of the opposite direction
but its this experience with tweaking that makes me "SUSPECT"
that the above is true.

and by implication depth charges shells etc.

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Old 06-22-07, 10:03 AM   #22
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Quote:
Originally Posted by Mush Martin
You know ive been following this for a day guys and it occurs to me
that maybe youve overlooked working the other end of it anyway
inspite of impressions.

the blast effect visual damage radious is a visual effect
not the damage of power based on the Impulse.

Impulse equals force force equals damage radius equals visual effects
(I think)

if you reduce the radius in the torps you wont reduce the damage
as such just the appearance of it on the target model and the
size of the flash the poor example below is of the opposite direction
but its this experience with tweaking that makes me "SUSPECT"
that the above is true.

and by implication depth charges shells etc.

hmmm:hmm: Never thought of it that way. This is what needs to be discussed here. Put some ideas on the table, try some stuff out and see where that takes this
topic

Thanks for the post M.

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Old 06-22-07, 10:30 AM   #23
Mush Martin
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When azn taught me how do do supertorps they didnt have a blast
radius they were Much smaller like the one above but would put a frigate into low earth orbit.

M
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Old 06-22-07, 10:44 AM   #24
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, low earth orbit :rotfl:
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Old 06-22-07, 12:11 PM   #25
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testing on dammage-pics ; this i'd like to have for depthcharge damage


and something like this for impact



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Old 06-22-07, 12:38 PM   #26
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Quote:
Originally Posted by the_belgian
testing on dammage-pics ; this i'd like to have for depthcharge damage

Yeah, a much better look for DC attacks

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Old 06-22-07, 01:08 PM   #27
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[quote=Redwine][quote=reallydedpoet][quote=Redwine]
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Originally Posted by reallydedpoet
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Originally Posted by Redwine
RDP
sorry,couldn't help to see the beast in the machine
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Old 06-22-07, 01:10 PM   #28
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Its alive

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Old 06-22-07, 03:43 PM   #29
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for those who know how to add a texture you can,perhaps,use parts of this


or
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Old 06-22-07, 04:48 PM   #30
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Quote:
Originally Posted by Mush Martin
You know ive been following this for a day guys and it occurs to me
that maybe youve overlooked working the other end of it anyway
inspite of impressions.

the blast effect visual damage radious is a visual effect
not the damage of power based on the Impulse.

Impulse equals force force equals damage radius equals visual effects
(I think)
Sorry, not agree...

The radius is a value at wich the damage will have effect.

The Impuslse is a force wich moves the target, and makes no damage, i increased extremelly the impuslse of depth charges and torps in my mods, the efect is only a strong force moving the sub or the ships, but causing no kind of damage.

The damage is caused by a determined hit point value.

Radius and damage has max and min value.

Here there are two theories.

Some people ensure, those values on radius and damage are random, between the max and min values, so you never can know wich vales they will have.

The second theory is the damage will decrease its hitpoints value along the increasing value of the radius.

It is a long discusion from SH III, and up today, i am not sure at all wich of both is correct.

Disregarding this theory conflict, the impuslse is an unofensive and uselles for damage, it is only for visual effect.

You can multiply it by 10 or 20, and nothing happens, only your sub will be shaked a lot of...

Quote:
Originally Posted by Mush Martin
if you reduce the radius in the torps you wont reduce the damage
That is correct... if you reduce the radius, you still having same damage.

The diference is if you reduce the radius, the damage is contained into a samll zone and DO NOT spread too much to the adyacent compartements, so, even with the same damage power, it can cause a small damage, almost diferent.

Imagine you have a 15m radius... the impact will damage that compartement and the adyacent too... but imagine you have a smaller radius of 1m, then the impact will add same hitpoints, but the damage will be concentrated into a single compartement, flooding will be only in a single comaprtement, instead 2 or 3 of them.


Quote:
Originally Posted by Mush Martin
as such just the appearance of it on the target model and the size of the flash the poor example below is of the opposite direction but its this experience with tweaking that makes me "SUSPECT" that the above is true.

and by implication depth charges shells etc.
Not sure if i understand well due to my bad english....

The apperence of the hole is directly related to the radius of the wepon... if you increase the radius the hole is bigger.

The probelm is not to reduce the radius or not, or to reduce the hole size or not...

We can do it...

The main problem is... the sub is capable to sail, dive, back home with a tremendus holes or even holes in the hull, with a cristal clear look of the inside of the sub rooms... !!!

The secondary problem is... if we touch the allied weapon radius, this will affect the damage model on enemy ships...

We can touch shells, and torps radius... to ensure a small hole in allied subs, but this will change the damage model, may be... it can need a complete rework...

In my Die Slowly mod i reduced all allied torps radius, at first to not spread too much the torp damage, and at second, to have not tremendus holes with the ships sailing as nothing happens.

The Dev Team introduce a great improvement with this new kind of damage textures, but it is not perfect, we always must to pay som price for to have it.

Sure the comunity research will reach to some thing better...

Still working !
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