View Full Version : 2D compartments
roadhogg
10-28-09, 02:23 PM
Does anyone know what effect the 2D compartment parameters in the .cfg file of a ship model have, specifically with regard to the engines?
In the .cfg for each ship there is, for instance:
Name5=Engines Room
Area5 = 253, 17,43,18
(The Essex class)
roadhogg
10-29-09, 06:59 PM
Come on guys, every ship model has these compartments in it's .cfg file, so a ship modeller out there must have a clue.
I'm clutching at straws here trying to solve the issue of why all the engines stop for inexplicable reasons when the SH3 ships are hit in the engine areas by torpedo.
It happens on even the battleships to engines that are well outside the torpedoes blast area.
I guess evryone is happy shooting at sitting ducks then?
Just stick a fish under the engines and wait for it to stop.
I thought there were some realism junkies in this forum :yawn:
U-48Kriegsmarine
11-04-09, 09:00 PM
Well, I must say, If I was really sinking something, I'd aim for the engines!
(sorry about not really giving a real answer!)
roadhogg
11-04-09, 10:18 PM
It's ok m8, at least you spoke, i sometimes think my messages are invisible for all the response i get :)
I solved the engine problem and i'm on to the next one now (problem).
It would still be nice to know what effect the 2D compartment parameters have though, in case it helps in future.
Maybe one day :O:
Commander Gizmo
11-05-09, 02:02 AM
I"m not the bets modder around here, but I think those define what areas of the ship contain what parts. Thus if you hit the area defined as the engine room, the ship's engines are destroyed. Hit the radio room and they can't call for help and so on.
roadhogg
11-05-09, 10:16 AM
Thanks Commander Gizmo, i thought so, but i can't find any info in the model files to locate these area numbers.
Maybe they are defined at the modelling stage in 2D, and the 2D map, if there is one, is not transferred in to SH3 with the model.
This is the 2D list for the Essex.
[2DCompartments]
UnitPos=49,12,415,15
NbOfComp=6
Name1=Propulsion
Area1=74,6,30,18
Name2=Keel
Area2=188,5,187,10
Name3=Fore Ammo Bunker
Area3=369,17,35,18
Name4=Aft Ammo Bunker
Area4=166,17,40,18
Name5=Engines Room
Area5=253,17,43,18
Name6=Fuel Bunkers
Area6=299,17,30,18
It's a 2D list of the ship's critical areas.
Notice that the Propulsion, Fore Ammo Bunker, AAB, Engines Room and Fuel Bunkers all contain the number 18.
This counts out a box section/grid type 2D map system, as these areas are at various locations in the ship, and the only thing they appear to have in common is that they all span the longitudinal centre line of the ship. Although this theory doesn't fit with the keel numbers.
In the course of modifying the zones for the ships, i've had to move things around a little, although not much, so they are still in approximately similar places.
It's possible that for a re-located item the ship may take a hit to a 2D area that corresponds to those above, but the item it thinks has been hit is in an adjacent area.
I'm trying to find a way to check, so i need to be able to make sense of the info.
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