PDA

View Full Version : engines damage vs destroyed


keltos01
05-28-09, 05:42 AM
is there a way for them to get really damaged, but not destroyed all the way so that lets' say after aday's repair on the surface at least one would run again ?

keltos

polyfiller
05-28-09, 02:29 PM
There are a few ways to do this - basically increasing the time it take to repair damage (RFB does this) in equipment.cfg... trouble is ... making them indestructable involves increasing hit points to the point where damage would only accumulate slowly. In the equipment file, if the damage repair skill is less than zero, theoreticlly speaking, a destroyed component can always be repaired.

Another option is to make use of the repair special ability (which can repair destroyed items), combine this with increased repair time in the equipment file.

I posted some info in another post which identifies the values to set in equipment.cfg. Do a search, if you can't find it, let me know and I'll repost.

I do have a really complex way to make reduced propulsion available - invloves;

1) make sure engine room zone in subname.zon file is 201
2) make zones 29 & 55 parent 201 and not 29 in zones.cfg
3) have one engine in subname.upc set to zoneid 29 and one zoneid 55
4) have tow more engines in subname.upc with zoneid 29
5) If the sub has more than two propellers, the first tow stop working on zone 29 & 55 being destroyed. The remainder on zone 29 destroyed AND flooded.
6) Therefore if there are 2 or less props, add a repeat of existing props in the sim file, these will then work if zones 21 & 55 destroyed and 29 is not.
7) configure zone 29 to be in the same region (overlapping) with zones 29 & 55, but with higher armour value and/or higher hitpoints - basically make it so that zone 29 survives when zones 21 & 55 are whiped out. Zone 29 will then provide aproximately 50% drive with two out of four engines destroyed.
8) Set flotability to a real low number (0.01) and floodtime to real low number (20) so that when zone 29 is destroyed - propulsion does indeed stop.

Simple eh ?

keltos01
05-28-09, 04:06 PM
There are a few ways to do this - basically increasing the time it take to repair damage (RFB does this) in equipment.cfg... trouble is ... making them indestructable involves increasing hit points to the point where damage would only accumulate slowly. In the equipment file, if the damage repair skill is less than zero, theoreticlly speaking, a destroyed component can always be repaired.

Another option is to make use of the repair special ability (which can repair destroyed items), combine this with increased repair time in the equipment file.

I posted some info in another post which identifies the values to set in equipment.cfg. Do a search, if you can't find it, let me know and I'll repost.

I do have a really complex way to make reduced propulsion available - invloves;

1) make sure engine room zone in subname.zon file is 201
2) make zones 29 & 55 parent 201 and not 29 in zones.cfg
3) have one engine in subname.upc set to zoneid 29 and one zoneid 55
4) have tow more engines in subname.upc with zoneid 29
5) If the sub has more than two propellers, the first tow stop working on zone 29 & 55 being destroyed. The remainder on zone 29 destroyed AND flooded.
6) Therefore if there are 2 or less props, add a repeat of existing props in the sim file, these will then work if zones 21 & 55 destroyed and 29 is not.
7) configure zone 29 to be in the same region (overlapping) with zones 29 & 55, but with higher armour value and/or higher hitpoints - basically make it so that zone 29 survives when zones 21 & 55 are whiped out. Zone 29 will then provide aproximately 50% drive with two out of four engines destroyed.excellent idea ! so not all get destroyed at the same time :)
8) Set flotability to a real low number (0.01) and floodtime to real low number (20) so that when zone 29 is destroyed - propulsion does indeed stop.

Simple eh ?

thanks Polyfiller ! and btw thanks for the type=0 stuff, it really made my day, now my Jyunsen C2 damage model works :)

I'll try this tomorrow.

I was wondering : you and observer both use zone 201 which is a fleet engine room instead of the uboot engine room, can you tell me why ? I noticed Observer using it for the new uboot damage model too.

keltos

polyfiller
05-28-09, 05:40 PM
Because zone 29 provides propulsion and zone 201 does not. If you want a ship / sub model with two engines i.e. when both are destroyed, the ship stops, then 29 must not be used. In my case I wanted an extra level of redundancy for battleships (which often had port, starboard and centre boiler rooms) ... so I have 201 as the engine room, and also have 29 within the engine room to provide propulsion from the centre boliers ... so both port and starboard boilers can be destoyred ... and propulsion is still on offer. Trouble is 29 only stops providing propulsion when it's completely flooded and not when it is only damaged.... this is why in the stock US sub config with 1 engine x 29 and 1 engine x 55 and two egnines x -1 in the .upc, if the zone 29 is damaged the engines show up as damaged, but no speed is lost i.e. damage is NOT proportional to speed loss. By making 29 flood fast and NOT be the main engine room, I can make destruction proportional to speed loss.

Complex answer ... but that's why.

Glad the sphere type 0 helped you out .... took me ages to find this (about 40 hours of testing) :o