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View Full Version : Keep losing engines in TMO, help.


Bubblehead1980
02-03-10, 04:39 AM
Not sure whats causing it, but four times in a row now ive lost both engines in my Gato, happened in Balao also in TMO 1.9 with RSRD.I know Ducimus said he made it so this wouldnt happen.Anyone know if RSRD fools with damage zones.

Only other mod I can think that would mess with it is maybe the Gato interior overhaul by vickers, maybe it messes with damage zones somehow? Anyone who can fix this ASAP, much appreciated bc driving me crazy.The devs really f'd up when they didnt include four engines as fleetboats had, blah.

Wilcke
02-03-10, 10:44 AM
Not sure whats causing it, but four times in a row now ive lost both engines in my Gato, happened in Balao also in TMO 1.9 with RSRD.I know Ducimus said he made it so this wouldnt happen.Anyone know if RSRD fools with damage zones.

Only other mod I can think that would mess with it is maybe the Gato interior overhaul by vickers, maybe it messes with damage zones somehow? Anyone who can fix this ASAP, much appreciated bc driving me crazy.The devs really f'd up when they didnt include four engines as fleetboats had, blah.

You got hammered by a tin can?

Ducimus
02-03-10, 11:24 AM
I'm not sure what could be causing that. I did check the zones.cfg file iin TMO to make sure the changes i remember doing are really there, and they are. So, i would think the likelyhood of getting both engines destroyed is low.

That said, I did however leave them in such a way where it was still possible to have to fix them while on patrol. I didn't want indestructable engines. Anywho..

if you want a quick fix.

Got to the data/zones.cfg

Find these blocks of data:


[DieselEngine1]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[DieselEngine2]
Multiplier=1.0
Flotability=0.0
HitPoints=200
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


And change them to something like this:


[DieselEngine1]
Multiplier=1.000000
Flotability=0.000000
HitPoints=500
Destructible=No
Armor Level=40
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[DieselEngine2]
Multiplier=1.0
Flotability=0.0
HitPoints=500
Destructible=No
Armor Level=40
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None



Upping the armor level probably won't help much if its a case of a depth charge with a large max damage radius. Once it passes the initial armor value check of the hull, armor value isn't checked again, so any interior objects get the whammy. Upping the hitpoints to 500, is basically taking the max damage of 250 and mulitplying it by two. 250 sticks in my mind for some reason. Max damage of a torpedo or depth charge i think.

Armistead
02-03-10, 12:11 PM
Yep, in formosa twice now I've lost both engines why being depth charge, got away, but no where to go. But once the actual charge went off inside the ship, the other time, 3 hit at the same time.

Ducimus
02-03-10, 12:42 PM
Ok, clearly i have more work to do with this. At the least, im hoping this happends much less frequently then stock. If thats true, then it's not a total failure. Still though, more to do.

Is it obvious i haven't played in awhile? :haha:

Armistead
02-03-10, 01:02 PM
It doe's happen a lot, but I don't know how much of a problem with zones. Bout the only time it happens to me is when a TypeAB dumbs 40 cans on me. Be nice if you could really beef up one engine instead of both and realistic.

Ducimus
02-03-10, 01:13 PM
Honestly, if its that bad, this is something i'd update and patch very quickly.

But i can't, which is why i posted the above zones.cfg file tweaks. Im getting PRK done on my eyes today in about 7 hours from now, and won't be able to see schitt for the next week. So everything will just have to wait for awhile.

Bubblehead1980
02-03-10, 07:36 PM
Funny thing is it was not a problem for me until recently, maybe I was just lucky but would never lose engines in 1.9 unless direct hit or something.You know more about this stuff than I do but RSRD is not likely the culprit correct, it doesnt change anything to do with the sub I believe.Will have to ask vickers if his interior overhauls mess with damage zones, perhaps not intentionally and overwrite the TMO settings.The engine room bulkhead is getting damaged way too easy also, so thinking something funny is going on.

I like wolfe's idea, i could handle having one set of engines be not vulnerable and other being like it is now, maybe a little stronger but able to be damaged destroyed.This would solve the stranding problem.

Anyway, hope your surgery goes/went well ducimus:salute: