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View Full Version : [TEC] Altering Damage models (Zones.cfg?)


tater
05-22-07, 03:09 PM
I made a new Midway to play with with a realistic array of ships. The CVs were actually 8000m apart that day, not the usual 7000m (and nothing at all like the stock Midway battle and layer). I came upon a Shokaku (filling in for Kaga or Akagi), and fired a spread of torpedos from ~5000 yards since that was as close as I'd ever get. 2 hits, she rolls over and sinks, which has been my experience every single time I've fired at that type of CV. Torpedo depth settings don't matter, 2 hits, roll over in seconds and sink.

So where can I tweak the damage models? Zones.cfg lists hitpoints armor value, etc, but there is no entry for any type of CV. I think I saw a "new escort" entry, and I know I saw a battleship entry, then various merchants and cargo ships, all sounding somewhat generic.

Oddly, the merchants have armor values, while things like smoke---and battleship hulls---have a value of "-1". Is that a mistake? Is there another file someplace?

U-Bones
05-22-07, 03:46 PM
I made a new Midway to play with with a realistic array of ships. The CVs were actually 8000m apart that day, not the usual 7000m (and nothing at all like the stock Midway battle and layer). I came upon a Shokaku (filling in for Kaga or Akagi), and fired a spread of torpedos from ~5000 yards since that was as close as I'd ever get. 2 hits, she rolls over and sinks, which has been my experience every single time I've fired at that type of CV. Torpedo depth settings don't matter, 2 hits, roll over in seconds and sink.

So where can I tweak the damage models? Zones.cfg lists hitpoints armor value, etc, but there is no entry for any type of CV. I think I saw a "new escort" entry, and I know I saw a battleship entry, then various merchants and cargo ships, all sounding somewhat generic.

Oddly, the merchants have armor values, while things like smoke---and battleship hulls---have a value of "-1". Is that a mistake? Is there another file someplace?
zones.cfg armor level -1 is a pointer to *.zon armorlevel settings. or at least it used to be. A LOT of stuff in zones.cfg is no longer used.

MaxT.dk
05-22-07, 03:54 PM
If you're looking for a place where you can control the damaga power of the torpedoes, then it's in Torpedoes_US.zon. If it's not that, then I've misunderstood you.

tater
05-22-07, 04:28 PM
No, the damage model of the SHIPS. The torpedos are fine, or close enough. But the DMs of the ships are bizarre. Yes, I am well aware of the abysmal state of damage control in the IJN, particularly Cvs, but 1-2 torpedos every single time capsizing a CV is goofy. I'm willing to bet there might be a typo in there, an armor value (or whatever) set to 12 instead of 120 or something. A fleet CV should not be easier to sink than most medium merchant ships.

U-Bones
05-22-07, 04:53 PM
// SH4 NCV_Shokaku.zon tweakfile by U-Bones@ subsim.com
// For use with TimeTravelers Tweaker at
// http://www.delraydepot.com/tt/SH3MiniTweaker_build104.zip

// Game version for these changes.
Version=SH4 1.2

// Path to the file we are changing.
Path=data\Sea\NCV_Shokaku\NCV_Shokaku.zon

[1]
DropDownName=Unit Values
absolute,single,1d2a,Armor Level
absolute,single,1d3d,Hit Points
absolute,single,1d50,Crash Depth
absolute,single,1d63,Crash Speed
absolute,single,1d73,Rebound

Looks like Shokaku Armor Level is 35 and HP is 550.

Redwine
05-22-07, 06:08 PM
No, the damage model of the SHIPS. The torpedos are fine, or close enough. But the DMs of the ships are bizarre. Yes, I am well aware of the abysmal state of damage control in the IJN, particularly Cvs, but 1-2 torpedos every single time capsizing a CV is goofy. I'm willing to bet there might be a typo in there, an armor value (or whatever) set to 12 instead of 120 or something. A fleet CV should not be easier to sink than most medium merchant ships.

I am agree with you, sub and ship damage model is not so good.

May be this can help you :

"Die Slowly Stage 13"

http://www.subsim.com/radioroom/showthread.php?t=114499

The mod change not only the way how ships sinks, plus the sub model and more.

You can use only the part related to ships if you want.

All ships sinks more slowly.

A big CV need normally 3 MK 14/23 torps to be killed.

Critical change is still prsent you can destroy a big ship with a single torp, but with those settings, cargo ships are more easy, and battleships, light cruisers, and CV are more hard.

May be you can find mod settings good as base to start up your own changes...

If you want to make your own settings, just tweak flooding times and compartement hitpoints in .cfg file, tweak ship hitpoints into .zon files, mange your torpedo power and radius to adjust at your pleasure, i reccomend to increase torpedo power but reduce radius, so the damage not spread to much.

:up::up::up:

Lagger123987
05-22-07, 08:30 PM
I don't get the values on the Zone.cfg file, can anyone tell me each of the settings and values? I want it like NYGM's or GWX's Damage model.

CaptainHaplo
05-23-07, 07:51 PM
Lagger - the zones file no longer controls stuff the way it did in sh3. To modify a ship, boat or plane, you have to edit its individual zon and sim files.

U-Bones
05-23-07, 08:39 PM
Lagger - the zones file no longer controls stuff the way it did in sh3. To modify a ship, boat or plane, you have to edit its individual zon and sim files.
Some truth here, but I am not sure how true this statement is, in its entirety. I do not have hard evidence to counter with, I havn't really looked at any craft other than subs, but my spidey sense tingles on this...

Yes, some stuff got moved, and some of it has actually been tracked down. But most of that was submarine related, and even the subs were not 100% moved out of zones.cfg.

Compartment and equipment data for subs were largely moved to upc files from basic.cfg and zones.cfg... my question to you is, where was the ship data moved to ? If it was all moved to sim and zon (3rd way to do it), why was that method not used for subs ? The zon and sim files are not remarkably bigger.

Part of the silence on the (original) question is because not a lot of work has been done here.

Dunno, I just question the blanket nature of what you say.