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Old 03-18-10, 11:21 AM   #76
Arclight
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Originally Posted by Arclight View Post
Not much I can do for the small coastal merchant, even if the rear hold and stern are completely floaded, and with the zones tweaked for 5-6 times more weight, it still floats. Just too much bouyancy in the rest of it.

To be honest though, the aim is for the possibility to sink it with 1, which is quite possible as long as you don't hit at the stern.


Forget I said anything.

Updated to 1.2. Hope this version lasts a while.

N3 coastal merchant should sink with 1 hit under any circumstances.
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Old 03-18-10, 11:42 AM   #77
MattDizzle
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Can something be done on this mod to make the ships slow down a bit when damaged? I cant imagine FLOOR IT is a good idea when there is a 20 foot hole in your boat. I would like to see the HP system removed, if you ask me. All ships should sink by flooding
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Old 03-18-10, 12:05 PM   #78
GDFTigerTank
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The easiest way to do this is a linear relationship between hull damage and max speed:

ex. A ship with 50% hull damage has top speed decrease 50%


I disagree on the removal of the HP system though - the hp system needs to be kept for deck gun shots, flammable/dangerous cargoes/etc.
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Old 03-18-10, 12:17 PM   #79
Arclight
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I'd rather tie it to how much it's listing or if there's water spilling onto the deck. Should come to a full stop at that point.

Don't know how to do it yet, but definitely something I'm looking into.



Made a mistake: changes after v1.0 didn't carry over to the "full" version. File has been updated again and triple-checked, all good now. Sorry.
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Old 03-19-10, 08:55 AM   #80
Baleur
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Quote:
Originally Posted by MattDizzle View Post
Can something be done on this mod to make the ships slow down a bit when damaged? I cant imagine FLOOR IT is a good idea when there is a 20 foot hole in your boat. I would like to see the HP system removed, if you ask me. All ships should sink by flooding
Jeremy Clarkson would disagree with you!
The solution to ALL flotation problems, FLOOR IT!
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Old 03-21-10, 10:40 AM   #81
Arclight
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Nah, torpedoes work much better to solve flotation problems.
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Old 03-21-10, 11:46 AM   #82
Dowly
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Anyone tried if this can be applied mid-patrol?
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Old 03-21-10, 11:56 AM   #83
Arclight
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Yes, me. Didn't give me trouble, but I don't think there were any ships in that magic 30km circle during the save.

First merchant I found behaved as expected.

Wouldn't recommend it unless you're absolutely sure there are no ships nearby though.
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Old 03-21-10, 12:23 PM   #84
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Right, thanks.
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Old 03-21-10, 03:50 PM   #85
roadrage
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I love this mod! Just beware applying mid patrol, I lost 40k tons. It zeroed my tonnage for the patrol when I applied it. Went to brest to refit and ended up with 28k for the patrol.

Now I gotta learn some patience, not used to ships actually flooding. I've seen so far anywhere from 10mins to over an hour for a ship to finally flood and sink.
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Old 03-21-10, 04:22 PM   #86
Arclight
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Sorry to hear about the lost tonnage.

I've only played 1 hour, if that. Rest of my time is going into modding at the moment.

Currently looking at the bigger warships, as a side-project trying to figure out how to get them to capsize, and thinking of ways to get them to stop when damaged.

Also on the to-do list is checking properties as represented in the recognition manual (raked bow vs plumb bow, for example). I think the filters don't work properly, should be able to fix that.
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Old 03-22-10, 12:53 AM   #87
Arclight
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Default Damage assessment

Surprise! New module:


(Technical bit: Added a new "state" for a ship: Damage assessment, placed between "alert" state and "damage control" state. Reworked trigger thresholds for a quicker effect and proper functioning as a whole with the new state. Changes made to "Ship-crewstate.aix" in "..\Ubisoft\Silent Hunter 5\data\Scripts\AI\".)


Changes AI behaviour with regards to keeping speed and sensor effectiveness; enemies will slow down after taking some damage and be less aware of their surroundings.

The threshold depends on % of HP, so ships with higher total HP will need more hits before they slow down. The speed reduction is a percentage as well, so the higher their top speed, the faster they will continue.

In practice this works out to needing 1 hit on a freighter and 2 or more on a big warship to trigger the effect. Merchants, with their low top speed, should slow to a crawl, estimate 3-5 knots.

There's a further reduction in speed as the damage climbs, and eventually the crew will abandon ship, bringing her to a stop. Those are stock behaviours though, just a little tweaked.

!Enabling during patrol is not advised, it has not been tested outside single mission. Preferably enable in port, or at least make absolututely sure there are no ships in a 30KM radius!

Extract into JSGME "MODS" folder and enable.

Intended to work together with "Better and Realistic Flotation", but works perfectly fine as a standalone.

Damage assessment thread: http://www.subsim.com/radioroom/show...90#post1327590


DOWNLOAD (3KB)


SPOILER
Here are the numbers:
Slow to 50% speed at 25% damage
Slow to 20% speed at 65% damage
Abandon ship at 85% damage

All sensor effectiveness reduced to 70% while in "damage assessment" state to simulate sending some crewmembers to investigate, captain focusing on getting the damage under control, shock from being hit, etc.
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Last edited by Arclight; 03-22-10 at 03:37 AM.
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Old 03-22-10, 04:53 AM   #88
sergei
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Wow, outstanding work!
Getting two good hits on a merchant and having it maintain course and speed with the convoy whilst listing heavily was getting old. Now they'll drop out of convoy and I can finish 'em off later. Brilliant.
Downloading now.
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Old 03-26-10, 07:28 AM   #89
Arclight
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Default v1.3

Alright, the real deal:


More testing and tweaking done to include warships. Spend the tweaking on battleships/-cruisers only though; they needed some attention imho and share most of their zones. Heavy and light cruisers seemed to behave as expected during testing. Escorts are all over the place in terms of the zones they use; there's a lot of "unique" models (more than merchants ), and from my understanding the little suckers go down with 1 hit anyway, so not much to tweak there.

If you run into a ship, escort particularly, that doesn't seem to want to cooperate, put some feedback here or send a PM (ship class would be nice to know). Feedback can only make this better for everyone (well, it should), not just you and me.

HP rebalance is updated to 1.1, now affects all ships. Still modular and optional. Don't like it? Don't use it.

Messed with the merchants some more, trying to balance, but the outcome should still be the same.



Right, link updated in #1, or here


* Ah yes, "a" has been dropped, will be referring to it as BRF from now on (call it BARF if you want, doesn't matter ). Turning into a more serious project, so enough with the silly name.
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Old 04-06-10, 11:54 PM   #90
vonTorpitz
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I just got a nice 1 shot off on a Cimmaron Tanker in the English Channel. Split her in two with 1 shot. Down she went. I'm also using deck gun critical hits and torp. critical hits mods so that may have been what caused it but either way, nice.
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