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Old 05-01-14, 03:13 AM   #1
Gibus
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Default Impacts torpeoes

Hello,
I wonder if anyone knows how to increase the impact resistance of ships by torpedoes.
I tried to change "ArmorLevel" and "Hits_points" in the *.zon file, but nothing works.
Thank you in advance.

Gibus
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Old 05-01-14, 07:42 AM   #2
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Try making weaker torpedoes? Not sure why you want the ships to be more resilient.
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Old 05-01-14, 10:11 AM   #3
Gibus
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At home, we said, "Tell me what you want, I'll tell you how to do without."

Seriously, I do not find it very realistic that we can sink Shokaku with a single torpedo, then it takes four to Taiyo. So I want to fix that.
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Old 05-01-14, 10:18 AM   #4
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Quote:
Originally Posted by Gibus View Post
Hello,
I wonder if anyone knows how to increase the impact resistance of ships by torpedoes.
I tried to change "ArmorLevel" and "Hits_points" in the *.zon file, but nothing works.
Thank you in advance.

Gibus
well it takes more then a little change to have an affect so if the ship has 400 hit points cut it in half and change that to 200. if you change it from 400 to 375 or 350 you wont be able to see any difference, also the torpedo you are using makes a huge difference so make sure you are testing with the least powerful torpedo so that you don't end up with an indestructible ship.

"some" ships in this game just don't act right and it takes very irregular and seemingly silly settings to get the results your looking for. this can be the case for anything you change in the zon or sim files so one ship works as expected with the change you make and the next ship may not show any effects from your changes. sadly there is a lot of this in the game and it may be misdirected code or files reading the wrong ships data, who knows but it can be very frustrating so take your time and do lots of testing for strange side effects resulting from the changes you make.

Quote:
Originally Posted by Gibus View Post
At home, we said, "Tell me what you want, I'll tell you how to do without."

Seriously, I do not find it very realistic that we can sink Shokaku with a single torpedo, then it takes four to Taiyo. So I want to fix that.
I suggest you set the shokaku to the same armor and hit point levels as the taiyo and see what that does, if its too much you can dial it back.

AFAIK carriers were not heavily armored so they relied on speed to get away from danger so I would look for a happy medium by looking for it to take an average of two and sometimes 3 but never less then 2 torpedos to sink either carrier.


NOTE: BEFORE GOING TOO FAR WITH ALL THIS

what I suggest you do first is use my draft fix mod because it fixes the draft heights on ships and many of the carriers sit too high and turn over after one torpedo and they sink from turning over and flooding NOT from the one torpedo doing it.

I also made a mission to test torpedo damage in my torpedo mods so you can use that mission to test each ship and how mant torpedoes it takes to sink them. it can be very useful when modding torpedos or ship damages

Last edited by Webster; 05-01-14 at 10:28 AM.
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Old 05-01-14, 12:01 PM   #5
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Thank you for your reply.
I already do that, indeed.
But if I put the values ​​of Taiyo to Shokaku, I do not get the desired result. Likewise if I put values ​​Shokaku to Taiyo, it still takes four torpedoes.
I wonder if there are no other values ​​to change, but which? Spheres, boxes? Other file?

Shokaku: ArmorLevel = 35, Hit_points=550 -> 1 torpedo
Taiyo: ArmorLevel=20, Hit_points=500 -> 4 torpedoes
In view of these values alone, it hardly seems consistent ...

I did a test with values ​​Yamato (AL=96, HP=1500) no change.

For testing, I did a single mission with two aircraft carriers. Torpedoes are MK-18, set at 6 meters (about 18 feet) with influence. With no dud torpedoes.
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Last edited by Gibus; 05-01-14 at 12:42 PM.
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Old 05-01-14, 10:08 PM   #6
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I guess I'd have two questions, the most important of which is are you running Vanilla or modded (and if so, which mods)?

As a follow-up to that, where are your torps hitting? The only time I've taken down the Shokaku with a single-torp I hit the fuel-bunkers dead on, catastrophic explosion and she went down, but beyond something like that it should be nigh-impossible to one-shot the Shokaku solely based on torpedo damage, so I suspect there's something else at play here.
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Old 05-02-14, 04:12 AM   #7
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Your question is struck good sense. I play with TMO 2.5, but this mod does not change the values ​​of the *. zon file.
On the Shokaku, I aim the mast located forward of the bridge. Unstoppable.

That aside, it does not answer the fundamental question: how to increase the impact resistance of torpedoes?
I took these two units (Shokaku and Taiyo) for example, but there are many others.
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Old 05-08-14, 05:18 AM   #8
Warren Peace
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Apologies for taking so long to reply, life issues keep cropping up. Unfortunately, I am unfamiliar with TMO and haven't had a chance to play around with it, although I know the damage model is loosely based on Vanilla. That being said, I'm fairly certain there are certain areas on every ship that are exceedingly prone to damage in vanilla, it's possible that area of the Shokaku is one of them.
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Old 05-10-14, 02:04 AM   #9
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Quote:
Originally Posted by Warren Peace View Post
Apologies for taking so long to reply, life issues keep cropping up.
No problem.

I tried to analyze the files I think they play a role: zones.cfg and *.zon files.

1. What I think I understand :
- The first section of the zones.cfg file declares ( I write "declares" intentionally because of the open parenthesis below) all the different areas of all ships which may cause damage and ultimately the destruction of the boat.
I open a parenthesis that the box 49 includes a misspelling : hidrophone without "y" which makes me wonder : with such a challenge is that the link is good and if it does correct fault?
- The following sections define the parameters of fragility according to the type of vessel in which if ArmorLevel is -1, the value defined in the *.zon file is applied. Ditto for the other parameters.
- *.zon files affect each unit a total number of points ( Hits_points ) . The ship is destroyed when the sum of the different boxes Hits_Points reached the global level. I concluded that more Hits_Points the higher the boat is difficult to sink . This does not seem to check (see § 3).

2. What I did not understand:
- The zones.cfg file contains a NEW ESCORT section . This suggests that there should be a OLD ESCORT section, but where?
- The same file contains a section in which battleships were two subsections to the keel: KeelB and KeelBB . This suggests that the battleships separated into 2 categories. How do I know who lives where ?
- In the same section Battleships , one sees two sub- sections: [FlotabilityFisher] and [SampanFlotability] . Although there was a damn sampans , one wonders what these two doing here stuff. This casts serious doubt on the design of the program ...
- Always in the same section there is a sub- section on the bridge of the aircraft carrier (assuming ... ) . The carrier is not shielded in their belt , can we logically conclude that everything about the impact resistance of torpedoes is not listed here but elsewhere ?
- *.zon files include boxes and spheres. All that is lighter cruiser and more big ships spheres bow to stern. Destroyers have only one sphere at the engine room or almost , except the big Akizuki who understands both. Yet in general, but this is not an absolute rule , it takes more torpedoes to sink a small Fubuki 1,700 tonnes a big Akizuki 2,700 tons! Hence the question: what are the spheres?

3. My trials :
- I increased the value of Hits_Points 500 to 800 for Shokaku, which according to my assumptions should give more points, so take several torpedoes. No significant difference.
- In addition, for Akizuki.zon file, I noticed that a number of the boxes were affected ArmorLevel value = -1.00003 , which seemed to me extremely curious. If we say that -1 refers to the total value of the boat, I do not see why there would decimal places . Especially since by default, this value has only decimal . So the author of this return value manually with intent , which departs the assumption of an error without the knowledge of his own volition. Although weird stuff.
After correcting all the boxes , the tests did not reveal any quantifiable.

In conclusion, I do not seek why there are inconsistencies but I'm looking for how to fix it.

My English is not very good. I hope I have made ​​clear my thoughts ...
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Old 06-01-14, 03:29 AM   #10
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Hello all,

I am very very lonely ...
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Old 06-01-14, 07:26 AM   #11
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Sorry I won't be any help but I have many of the same questions and I am following this thread very closely because I like how you are trying to analyze it and I admire your persistence!

Jeff
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Old 06-29-14, 08:11 AM   #12
Gibus
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Bonjour,

After searching far and wide in the bowels of the *. dat and *. zon files, it seems that the spheres and boxes are not the determining factor of the impact resistance of torpedoes. Hit_points, either.
The more we look, the less we find ourselves.
So if a good soul skill could put us on the right track ...
Thank you.
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Old 06-29-14, 09:13 PM   #13
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I think your problem is related to how the ships in the game sink.

Ships can sink by damage exceeding the total number of hit points (in the zon file), that is, the hull is basically torn apart.

Or

Ships can sink by too many compartments flooding, and loss of buoyancy.

If your subject vessel is sinking by the second mode, dialing up the *.zon file hit points will probably not help.

However, this is just a guess on my part. I've never tried to mod the guts of the damage system. My understanding is only based on what I've read here on the forum.

Sorting out why a certain ship doesn't behave sensibly would probably entail a methodical, detailed line by line comparison in the boxes of the *.dat file. If you have already done this, and can find no reason for the problem, than I don't know what to suggest.

As far as testing is concerned, I would suggest modding the torpedoes so they give the same damage all the time. Otherwise, you are left with a very large random factor in your tests.


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Old 06-30-14, 06:38 AM   #14
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Quote:
Originally Posted by TorpX View Post
As far as testing is concerned, I would suggest modding the torpedoes so they give the same damage all the time. Otherwise, you are left with a very large random factor in your tests.

Thank you for your reply.

On tests, they are conducted with the utmost rigor, in a single mission specially designed for it.

Beyond tests conducted on Shokaku and Tayio, explained previously, I have a glaring example with CA Deutschland (15,000 tons) in that it only takes one torpedo to see literally explode, regardless of the impact point, bow to stern.
All trials by varying the Armor_Level and Hit_points parameters, in every sense, have no tangible results.
And this brings me back invariably to the essential question: how can we do?

I can not bring myself to believe that on this wonderful site, nobody knows ...
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Old 06-30-14, 11:06 AM   #15
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the problem is that some ships in the game have broken code and sometimes you just cant do things you want but there are sometimes other ways to get where you want to be so try looking at ammo stores or cargo for that ship and that might be what triggers the explosion.

I don't want to say that some ships just cant be fixed but there are some in the game that don't follow the normal rules as far as what files control them so changes mode little or no difference.

personally I think its because some ships are using code from other ships to control them so this CA might be using the ship damage codes for say a DD as an example.

its all in the coding of the game and would mean digging deep into that to make sure the game is looking at and using the correct damage file for each ship
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