View Full Version : [TEC] Possible to remove hull %?
I want it gone, it's gamey.
Any ideas where to find it?
tater
nvdrifter
11-29-07, 07:30 PM
Try this in the menu.txt file:
589=;HULL INTEGRITY %s %
Let me know if it works. :yep:
Ducimus
11-29-07, 07:34 PM
Thats easy. As NVDrifter pointed out. (although its further down in the menu.txt like a 4 digit line number that starts with 5)
I added it to TM 1.7, but ill be remarking it out again too.
I have a more complex question.
How do i get rid of that bloody timestamp that preceeds the target destroyed message?! Getting rid of the message itself s easy, the preceeding timestamp illudes me still.
Thanks, nvdrifter.
Thanks, ducimus.
:up:
tater
nvdrifter
11-29-07, 07:47 PM
Sorry guys. I just tried it and it didn't work. I could remove the text from the game, but the number still shows. The hull integrity number is probably located in the menu_1024_768.ini file.
Ducimus
11-29-07, 07:49 PM
Dammit.
One biggest difference betwen SH3, and SH4, is the location of variables, or if their hardcoded or not. If its not in the menu.ini file, were stuck with it most likely. (edit: ill run a file comparision on the INI (again) when i get home. )
I'll mess with it later. I can only dream upstairs right now, gotta wait til wife gets out of the OR, and kids go asleep before I can mod...
Dammit.
One biggest difference betwen SH3, and SH4, is the location of variables, or if their hardcoded or not. If its not in the menu.ini file, were stuck with it most likely. (edit: ill run a file comparision on the INI (again) when i get home. )
Can it be moved off screen or covered with something?
Ducimus
11-29-07, 07:52 PM
If it can, its in the INI. If its in the INI, we can do something about it. Most likey its in the INI, taht file basically controls UI elements and where they're displayed.
Dammit.
One biggest difference betwen SH3, and SH4, is the location of variables, or if their hardcoded or not. If its not in the menu.ini file, were stuck with it most likely. (edit: ill run a file comparision on the INI (again) when i get home. )
Can it be moved off screen or covered with something?
Covering it up is a good idea, i'm not a fan of having a "hitpoints bar."
It WILL be useful for testing, however. I wasn't watching when I did some DC testing earlier. Now I will.
tater
Ducimus
11-29-07, 09:10 PM
Yeah i was noticing that too. Its amazing how little damage a shell does. Or a torpedo. (by my guestimate, a sub could take 3 to 4 fish before being utterly destroyed, when just ONE should do it)
I want to do something abut this, but not sure how im going to go about it. Im thinking about lowering the hitpoints on the sub hull and/or just flat out increasing the shell damage. First part of that, is isolating exactly which shells the AI is throwing at us.
Another option is lowering the armor level of the sub hull or components, but that might have adverse reactions with say, a DC killing the entire crew of a compartment.
edit:
Think im going to experiment with a hp rating of say 250 or 300, and crash speed. One oncern i have is how fast a sub implodes. Less hp's the shorter its lifespan when deep.
Would changing shell damage effect both IJN and US ships? If it only effected IJN shells some surface battles could have problems with USA being torn apart.
Ducimus
11-29-07, 09:19 PM
Would changing shell damage effect both IJN and US ships? If it only effected IJN shells some surface battles could have problems with USA being torn apart.
Yes it would. I was just thinking, the answer is probably in making the sub weaker, NOT making the shells stronger, given the HP based damage model that ships use. (IE, Not NSM, or NSM like mechanics). If you have a sea battle, it will be over very quickly with increased shell damage.
Yes it would. I was just thinking, the answer is probably in making the sub weaker, NOT making the shells stronger, given the HP based damage model that ships use. (IE, Not NSM, or NSM like mechanics). If you have a sea battle, it will be over very quickly with increased shell damage.
Yeah I was thinking that could have some side effects like that.
As a reality check, who here has been hit by a circle runner? Did you instantly sink? I didn't.
I tested an s-boat and put every single fish in a gato into it and it never sank. Every one, spread over the hull on both sides. The ship model was more hole than hull visually.
The subs have hitpoints equal to major surface combatants. (the s-boat has more then early fleet boats, too. Odd.)
tater
Ducimus
11-29-07, 09:56 PM
As a reality check, who here has been hit by a circle runner? Did you instantly sink? I didn't.r
I have. I was testing this earlier. I modded the MK 14 to have a 100% chance of running circular, then basically, shot myself in a single mission. Damage ranged from 20% to 30% on what i think was a 500 hp sub.
I think a good thing to start looking at, is the amount of hitpoints on the subs. Stock subs in SH3 had like 250 to a maximum of like 320 hps on an 9D2. Right now we have an Solid Iron bar for a sub, when what we need is a twinkie - if that makes any sense :roll:
elanaiba
11-30-07, 03:44 AM
Anything tricky related to menus you'll want to bring to Mihai Maerean's attention. He's neck deep in menus, ya know?
DrBeast
11-30-07, 06:18 AM
As a reality check, who here has been hit by a circle runner? Did you instantly sink? I didn't.r
I have. I was testing this earlier. I modded the MK 14 to have a 100% chance of running circular, then basically, shot myself in a single mission. Damage ranged from 20% to 30% on what i think was a 500 hp sub.
I think a good thing to start looking at, is the amount of hitpoints on the subs. Stock subs in SH3 had like 250 to a maximum of like 320 hps on an 9D2. Right now we have an Solid Iron bar for a sub, when what we need is a twinkie - if that makes any sense :roll:
That's weird...I keep some modified sub .sim, .zon and .upc files for when I want to test sensors or camera shakes or stuff which involve the sub getting pounded repeatedly, in which I've upped the HPs of the sub and all its parts by 10, or even 100. I've also raised the min/max EF of the torpedoes by roughly 3 times, and doubled the min/max ranges as well. During one of my tests, I launched a couple of homing torpedoes and some Mk18s at a Destroyer, which was hit by a handful and sank...but one of the homing ones kept swimming around, and when I surfaced and sped away it hit my stern, knocking out a hell of a lot of stuff in those compartments...that's a 170EF, range 8 torpedo hitting a sub with ginormous Armor and HPs, in a 10000HP compartment which included 8000HP engines, and it killed almost all of them (numbers are ball park, but you get my point)!
THE_MASK
11-30-07, 07:02 AM
I notice that in the zon file for example the S18 there is a property called collisionable object and it has 500 hit points . No idea what happens if you reduce this number ?
DrBeast
11-30-07, 07:04 AM
I notice that in the zon file for example the S18 there is a property called collisionable object and it has 500 hit points . No idea what happens if you reduce this number ?
My impression is (at least I did my tweaks based on this assumption) that it's the Hull HPs. Then you'll have to go through the .upc files to find the HPs of each individual compartment and the parts that are within.
Ducimus
11-30-07, 11:56 AM
I notice that in the zon file for example the S18 there is a property called collisionable object and it has 500 hit points . No idea what happens if you reduce this number ?
My impression is (at least I did my tweaks based on this assumption) that it's the Hull HPs. Then you'll have to go through the .upc files to find the HPs of each individual compartment and the parts that are within.
It is indeed the HP rating on the submarines Hull. Combine that with the players armor rating, and you have what is tantamount to an M1 ABRAMS Fleet boat. Since we didnt have a H.I readout before, it was impossible to gauge just how much damage was being applied to a boat.
As an aside, where armor is concerned, each projectile has an Armor peircing rating assigned to it. Im bit too tired to explain how it works, but suffice to say, it does a check against the projectiles AP rating, and the player subs armor rating. If this check fails, the armor is not defeated (no damage), If the check passes then the armor is defeated and then a percentage of the shells damage is applied.
Now as damage itself goes, lets say 10 damage, well, if you view this as a deduction of a percetnage on your hull integreity, well this is going to make a much larger percentage when used against 300 hps, vs 600 hps.
Long story short, Ive reduced HPs to around 275 to 300 HPS, and reduced armor from 25, to 20. More damage will be applied, and it will take a higher percentage from your overall .H.I as a result. To offset the deep dive capabilites, ive slowed down the rate that they crush at, by half, since ive also reduced their HP's by half.
seems to work pretty well. One ciruclar running torpedo, where as it only did 20% damage before, now does in the neighborhood of 50% to 60%. A deck gun shell that once did around oh i dunno 4% damage now does twice that. Two shells from a merchant will probably take off 25% of your subs hull now. Where as before you could stay on the surface and slug it out with even destroyers.
In the future i might reduce the AP valu on the subs even more, but hesitate cause im not sure of the effects during a depth charging. 20 AP value on subs, is a resonable , and safe deduction.. Anymore then that, i think will require more through testing, which i just dont have time for right now.
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