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Ramcourse
12-20-07, 08:48 PM
I happily wiped my old GWX install from my disk for GWX2, without stopping to think about how much I'd been tweaking and modding it. Now I'm trying to get the game back to where I like it. Thus far, I enjoy the ships and planes, and knowing the IX/3 turm has been fixed makes me rest easier.

One thing I haven't been able to tweak to my liking, however, is the way the ships behave when damaged. I've been tweaking that since vanilla, and in the old GWX I also did some serious changing, but in GWX2 it doesn't seem to go as easy as I remember.

In the previous iteration of GWX, all that was needed to get the ships to sink to my specs was to lower the flooding time and crash depth, increase the flotability and the critical flooding parameters of merchants' bits in the Zones.cfg file. This would cause the ships to slump quickly after torpedo impact, then tortuously die as their failing compartments pulled them down.

In GWX2, the standard response to impact is a slight settling in the water without much loss of maneuverability. Hitting bow or stern will not tilt the ship far either way. Listing is also rare. When I tweak, I don't change this behaviour much. As an experiment, I set the flotability of the keel of a small tanker to 700, critical flotation to 0.6 and its flooding time to 300. A keel shot then caused it to give the 'She's going down' signal, but very slowly settle, and just float for an hour, before suddenly breaking in two with huge fireworks. This is somewhat contrary to expectations.

I can only conclude that my knowledge of the damage handling is lacking. Since I don't have the knowledge to inspect the code as to what it's doing, this is what I deduced the workings of the damage system to be:

The ship is handled as a floating box, of appropriate beam, length and tonnage. In this box are smaller boxes, corresponding to the hit zones. If one of these zones is struck by damage, this damage causes flooding if it surpasses a threshold damage level. This level is something I haven't found so far. The flooding causes the hit zone to start weighing down the floating box that is the ship. A fully flooded hit zone weighs the ship down linearly connected with its flotability (probably a percentage of the gross ship displacement). The speed at which this happens is governed by the flooding time, perhaps modulated by the amount of damage. After a hit zone is flooded by a certain percentage (critical flooding) it is considered destroyed, and the 'She's going down' signal is given. Any hit zone submerged below its crash depth starts taking damage, until it too is destroyed.

Given my experiment above, this cannot be true. I'm then very interested to learn how the damage system does work, and how I might tweak it. Who can help me?

SilverGhost
12-21-07, 11:16 AM
Given my experiment above, this cannot be true. I'm then very interested to learn how the damage system does work, and how I might tweak it. Who can help me?
As I understand it, the damage model is based upon the NYGM as well as some blending from 1.03. This damage model relies not just on hit points, but also flooding and overall damage parameters that would compromise the hull integrity. Some ships...tankers in particular...are designed to carry liquids, so a hole in the hull from a torpedo blast in not necessarily enough to sink her. It can be maddening. I understand your tweeking to suit taste...I amped up the torpedo zone and sim file just a bit to add a bit more clout to the fish.

Daddy likes to bring a bigger club to the party! ;)

Woof1701
12-21-07, 11:32 AM
Same here. Also tweaked the torpedoes to get some more punch. I hated pumping 3 fish into tramp steamers. Although I really like GWX 1.03 and now GWX 2.0 damage models, what I'm still missing is the braking backs of the ships. And I've seen enough pictures of WW2 ships with broken backs to be sure that it did happen often enough. After all that's what the magnetic pistol was all about: let the eel detonate below the keel in order to break the ship in half and sink it quickly. Well but since this is the only complaint I have I won't rant anymore about it than that :smug:

swuboo
12-22-07, 12:30 AM
Woof1701: I'm currently running GWX 2.0 with no external mods, except for some SH3Commander tweaks. I broke the back of a Granville type steamer last night. I hit her amidships, and her fore and aft dipped down ends first and disappeared.

It definitely can happen in 2.0.

Ramcourse
12-27-07, 04:02 PM
After some more experimentation, I have found that the tramp and small merchant still act the same as I expected before. On the other hand, the small tanker and the medium merchant behave oddly. If I set all keels in the Zones.cfg to 99 flotablity with a flooding time of 3, the tramps sink like bricks like they ought to, but the small tanker still takes forever to go down to a keel shot. It might be that my original ideas were not far beside the truth.

Somehow the ships must have maps of internal zones, referring to the compartments described in Zones.cfg. How do I find these?