View Full Version : Improving Sub Part Durability? How?
Snaptrap
04-21-08, 05:11 PM
It's strange that I can get the sub hulls to be indestructable but not the equipment. I boosted the hit points though there's no change. Is there a way to do this?
Observer
04-21-08, 05:31 PM
It's all in the zones, and mostly in the size of the zones. I'd suggest looking at the applicable zon file, and modifying the Zones.cfg until you can achieve the desired effect.
I'm currently working on a mod to address the propulsion system, correct the location of several zones for equipment, fix equipment labels and repair times, add missing equipment zones, and address bridge/flak/deck gun crew vulnerability (in a way potentially much different than has been tried to date), but it is still very early - though I have been working on it over the past couple of week - and there is much work and testing left to do before I'm even ready to call it a WIP.
Snaptrap
04-21-08, 06:08 PM
It's all in the zones, and mostly in the size of the zones. I'd suggest looking at the applicable zon file, and modifying the Zones.cfg until you can achieve the desired effect.
I'm currently working on a mod to address the propulsion system, correct the location of several zones for equipment, fix equipment labels and repair times, add missing equipment zones, and address bridge/flak/deck gun crew vulnerability (in a way potentially much different than has been tried to date), but it is still very early - though I have been working on it over the past couple of week - and there is much work and testing left to do before I'm even ready to call it a WIP.
Thanks! I'll check it out.
Snaptrap
04-21-08, 07:07 PM
Just to be sure, I just make the modifications to the Zones file only, right?
Observer
04-21-08, 07:36 PM
It depends on what you want to do, and how you want to accomplish it. If you want to make the zones tougher, you can simply increase the number of HP in the zones.cfg file. If you want to change the size, location, or link to the zone in the zones.cfg you will have to edit the zon file.
The zone system in SH4 is very flexible, and there are many different ways to accomplish the same result, many of which can be achieved without altering the number of HP in the zone.
A couple of key points:
1. The zone HP (as defined in zones.cfg) determine the number of HP for a zone, not the equipment.upc or individual submarine UPC files.
2. Keep in mind that there are special zones with hard coded behavior (e.g. zone 21, 22, 55 and 56). If you change the zone definition in the zon file, you may experience unexpected, or unpredictable behavior.
Snaptrap
04-21-08, 08:06 PM
It depends on what you want to do, and how you want to accomplish it. If you want to make the zones tougher, you can simply increase the number of HP in the zones.cfg file. If you want to change the size, location, or link to the zone in the zones.cfg you will have to edit the zon file.
The zone system in SH4 is very flexible, and there are many different ways to accomplish the same result, many of which can be achieved without altering the number of HP in the zone.
A couple of key points:
1. The zone HP (as defined in zones.cfg) determine the number of HP for a zone, not the equipment.upc or individual submarine UPC files.
2. Keep in mind that there are special zones with hard coded behavior (e.g. zone 21, 22, 55 and 56). If you change the zone definition in the zon file, you may experience unexpected, or unpredictable behavior.
Thank you! It seems to be working excellent. I believe I got all the sub and u-boat parts. My goal is to make them virtually indestructible. I had a method once before but it really sucked.
CaptainHaplo
04-21-08, 09:09 PM
Snaptrap - one way to create indestructable parts without modding the hit points is to armor the zones that are the parts. This allows you to "harden" parts from no armor to impervious - meaning a good balance can be struck. By changing armor of the zone, you still dont do anything relating to the hull so you dont have the titanium boat effect.
This is how titanium boats got started - creating a more realistic damage system for your sub. I simply havent had the patience (nor do i have the expertise) to figure out exactly what zone is what when it comes to equipment.
Observer
04-21-08, 09:23 PM
Zone armor has some very serious limitations you should be aware of if you try that method. First, the way the code works is that there is only one armor check. That means if you have a zone inside of a zone, only the outside zone will have the armor checked. If a shell, bomb or DC blast damages the outer zone, the inner zone will be damaged regardless of the zones armor. You can try to use distance to minimize the damage to an inner zone, but you must be aware that, on torpedoes for example, the damage distance will always be the maximum. For example, on the MK14 torpedo, the following damage settings apply:
MinRadius = 3 meters
MaxRadius = 7 meters
The damage distance on this torpedo will always be 7 meters, even at MinEF, therefore zones located more than 7 meters away from the impact will never be damaged.
Similarly, if a MK14 damages the first zone impacted (AP=100) then all inner zones will be damaged even if the AP is greater than zero for the inner zones since the AP check has already happened.
Snaptrap
04-22-08, 09:04 PM
With allot of painful editing, I finally made all the subs and u's indestructable. They will get damaged if you ram a landmass though.
A friend wants me to work with him to give the subs a forcefield. Not sure about that idea. Thanks guys for the input.:sunny:
Snaptrap
04-24-08, 05:36 PM
Very strange. For some reason both periscopes are still prone to taking damage. The subs themselves are perfectly immune.
CaptainHaplo
04-25-08, 12:53 PM
Snaptrap - try using my nukeboats/titanium mod as a baseline - just change the performance specs if you want to get it back to fleet boat performance. I have had DD's run over my periscope and it did nothing.....
Snaptrap
04-25-08, 06:08 PM
I notice you have the armor ratings set to 96. Is there any particular reason why? I have mine set above that.
CaptainHaplo
04-26-08, 09:53 AM
The number is the number of centimeters of armor applied. 96 is what the Missouri class bb has in stock. Also - per the paramaters of S3D - it says the max is 100. Granted one could try and go over that... but at 96cm - thats nearly a meter of armor - or for those like myself who use imperial measures - its basically a yard layer of armor. I figured that was plenty was all, no particular reason other than copying the Missouri.
Snaptrap
04-26-08, 01:57 PM
After using your mod as a reference, I was able to find the problem. Surprisingly the problem is not in any of the Submarine files but in a modified UPC Data file. Because I have done allot with this mod, there are more chances something changed can have a side effect. Thanks for the help.
Snaptrap
04-27-08, 08:12 PM
I've finally made my subs indestructible. After careful examination of the upc files, I was able to take all internal damage zones and link them to the hull. So, now all zones which were once vulnerable now have the same strength as the hull which would take several days of pounding from major ships. This eliminates damage from the blast radius as well. They still take damage but you can't even measure it with armor that's 1 million inches thick. Basically this turns your sub into one solid piece of metal.
It works with your mod as well though your armor settings won't resist the same amount of damage. That can be fixed. :)
CaptainHaplo
04-27-08, 08:23 PM
Thats one thick hide to be sure! Glad I could help. It would take about an hour or so for my version to get sunk if you surfaced in the middle of a stationary battle group (I tried it HA!) - but that was enough for my personal tastes. Enjoy!
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