View Full Version : how works the damage modell???
nomadBLN
07-02-09, 10:33 AM
could anybody help me and tell me how the damage modell in sh3 works? becaue in the wsm2.0 mod from chineseU47 the hole equitment is destroyed. what i have to do that the equitment works and qould repaired if it is damaged??? thanks for help
bellboy
07-07-09, 05:29 AM
Hi I have made u47 ships to work in GWX3,0 and havent set the damage model or chance it. when the guns is damage i have set rep crew and then click with the mouse on the highligtnet field and it turns white and the gun is fixed, sometime the wepons officer is warning that aagun3 is damage i just remove him for he keeps reporting this. and with time the rep crew fix it but not alle the time, i gues is because the game is for subaction and the exe is not set to handle surface ships as playable. the u47 work prety nice in the subgame but you have to fiddle with some files so rep for my game is only working on subguns and I havent manage to rep the guns that are on warship fx the 15 inch is not listed as a subgun and dont no if you can let the subcrew rep somthing that are not listed in the cfg file were compartment are subareas, and these are in 3d were the comparment for surface ships are in 2d and sets in the ships cfg file.
I hope this help a little, im just begining to mingle/play whit this wonderful game. and just a rokie rokie:yep: in modding.:salute:
Graf Paper
07-07-09, 11:54 AM
Unless privateer, "the man of a thousand answers to everything you ever wanted to know about the technical workings of SH3 but were afraid to ask" (his official title but sometimes it's abbreviated to just "Hey, you!":O:), comes along with a more accurate and detailed explanation, I'll take a stab at it.
Granted, my knowledge of the SH3 damage model is rudimentary but it should offer some insight into the basics.
Every vessel is divided into zones, such as engine room, bridge, deck structure, bow, fuel bunker, etc. Each zone has two values, armor and hit points.
Weapons have two damage values, direct and splash. Direct damage is what is dealt to the immediate area of the vessel where it is hit. Splash damage is the indirect damage from the blast radius of the weapon. This is much greater for explosives, such as torpedoes, than it is for gun shells.
When a weapon hits a vessel, the zone's armor value determines how much of the weapon's damage points "penetrates" to the hit points of the zone. Once those hit points are reduced to a certain level, that zone of the ship is considered destroyed.
There is also what is called "secondary damage". This is usually caused by things such as the resulting explosion when a fuel bunker or ammo storage is hit and detonates the contents. Flooding damage follows this same rule (this one is usually of the greatest interest to u-boat captains).
So when is a ship considered destroyed? Besides the zones, the vessel also has "overall hit points". When the amount of hit point damage to one or more zones is equal to the overall hit points of the vessel, that unit is considered destroyed.
Hope this helps! :salute:
asanovic7
07-07-09, 12:11 PM
you have zon file, there you have certain bubbles that are collision spheres and some thingies connected to zones.cfg departments.. and you have some hard coded stuff so it's a bit conplicated..
Madox58
07-07-09, 05:47 PM
I've never looked at the mod itself.
But I'll render a guess at one possible problem.
If you use a ships guns, say one of the big Turrets.
It's zoned as a ships gun.
The units in this mod are playable Ships,
but are infact Subs.
So every Gun used should be zoned to the Subs damage listing
in the Zones.cfg
It's easy to over look details.
And assume things should work in a way we expect them to work.
But a total understanding of the files involved is needed
to assure Bug Free work.
Many hours of testing usually catches this kind of mistake.
audessy
02-04-10, 08:11 PM
I'm trying to get rid of the "Oh mein gott!!!" death screen. I want to continue firing my guns on my Bismarck until it drowns under the waves.
I've tried many things. 2 million hit points, lots of armor (no damage, no fun), all compartments with huge amounts of hit points critical=no. It's just baffling me. If I take damage, run away, and neglect the flooding he'll start to sink. I can repair it, move the water out and the ship gets corrected.
I guess what I'm trying to do is make the ship invulnerable yet allow it to sink from massive damage. I'd be happy even if that death screen wouldn't appear at 1000m below the surface.
I can tell when I'm dead. I don't need the game engine telling me I am :x
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