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Old 04-22-14, 08:15 PM   #1
smolfri
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Default RFB 2.0 + RSRD Sinking Mechanics

Hello, I have been playing Sh4 with RFB 2.0 for over a year and have fallen in love with the ships sinking by flooding rather then the stock hit point system. I have recently added RSRD_RFB_v575. I really like the changes to the campaign however it has reverted the sinking of the ships back to the stock hit point system. Dose any one know how to keep RSRD but have the ships sink by flooding?

If some one can please help me with this it would be greatly appreciated.
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Old 04-22-14, 09:13 PM   #2
fitzcarraldo
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Interesting question. Probably the problem are the ships added/modified by RSRDC. Waiting an answer...

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Old 04-22-14, 09:16 PM   #3
TorpX
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I have played RFB :
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_RFBV5xx_Patch1

I never observed fast sinkings, other than what you might expect with the occasional critical hit. More often they are maddingly slow.

Exactly what mods are you using?
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Old 04-22-14, 09:35 PM   #4
smolfri
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Thanks for the quick reply!
As i was typing out the list of active modds i saw this one.

RFB zones file - dont use with NSM or ROW

Realizing that is a old RFB 1-4 patch i removed it and ran a quick test. What do you know, no more problems. I have no idea how i didn't spot it when i was looking before but there it was.

I appreciate you all trying to help out. As it turns out i just need help from my own stupid self.
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Old 04-23-14, 04:18 AM   #5
Fish40
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If I recall correctly, only the Merchant ships were re worked with the sinking mechanics. Warships are still the old system, and sink faster than they should You could also add the small mod by TDW called "Damage by Fire" (I think that's the name of it ) where fires will add to the damage of the ship, as it should, and not just be there for eye candy. It is compatible with RFB.
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Old 04-23-14, 09:41 AM   #6
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If you read the RFB notes, they tell you which ships were reworked. As I recall, it was merchants and some escorts. The rest of the warships are all on the stock sinking model.
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Old 04-23-14, 09:42 PM   #7
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I think you are right. I looked through my mods and found a WDM for RFB mod, but it only has a file for the Agano CL.

I guess they never got around to finishing the warships.
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Old 04-24-14, 08:52 AM   #8
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Its a lot of work so its not surprising RFB never finished it. You have to individually mod each ship class upping the hitpoints and adding new zones, using the S3D editor. Some ships, like the IJN fleet carriers, are notoriously easy to sink in stock.

The stock sinking model is not just hitpoints, it is a combination of hitpoints and flooding. The problem is that ship movement is tied to hitpoints, i.e. a ship will only stop moving when it loses all its hitpoints and the game knows it is definitely sinking. The problem with the pure flooding approach is that the ship can keep on moving even though it is heavily listing or even partly underwater.

TMO also uses the stock sinking model. I imported the RFB model into it, but was not happy with the result. I had done a mod which leads to more acceptable results in TMO IMHO, i.e.:

http://www.subsim.com/radioroom/showthread.php?t=193610

It would be possible to adapt it to RFB so the other warships sink at a slower rate. However, you cannot just dump it into RFB since RFB heavily customized the Zone cfg file as I recall. Someone would have to edit the appropriate zones in the RFB Zone.cfg.
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Old 04-25-14, 12:09 AM   #9
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Quote:
Originally Posted by Bilge_Rat View Post
Its a lot of work so its not surprising RFB never finished it.
You're not kidding!

I've looked at the files, toying with the idea of trying to mod the damage model.


Then as I stare into the digital vortex, and the life force drains out of me, I shrink back from the abyss.




Quote:
The problem is that ship movement is tied to hitpoints, i.e. a ship will only stop moving when it loses all its hitpoints and the game knows it is definitely sinking. The problem with the pure flooding approach is that the ship can keep on moving even though it is heavily listing or even partly underwater.
So, there is no way to put in an engine room(s) that would disable a ship?

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Old 04-25-14, 07:40 AM   #10
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Quote:
Originally Posted by TorpX View Post

So, there is no way to put in an engine room(s) that would disable a ship?

I never got that far. Once I realised how much work was involved, I limited myself to just modding the Zone.cfg file. The rest is just from observation during testing.

There are engine zones in the zone.cfg file Might be worth testing.
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Old 04-25-14, 09:41 PM   #11
TorpX
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Quote:
Originally Posted by Bilge_Rat View Post
I never got that far. Once I realised how much work was involved, I limited myself to just modding the Zone.cfg file. The rest is just from observation during testing.

There are engine zones in the zone.cfg file Might be worth testing.
I understand. Testing alone gets to be very tiresome, and results aren't always consistent.
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