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Arclight
03-22-10, 01:00 AM
(Technical bit: Added a new "state" for a ship: Damage assessment, placed between "alert" state and "damage control" state. Reworked trigger thresholds for a quicker effect and proper functioning as a whole with the new state. Changes made to "Ship-crewstate.aix" in "..\Ubisoft\Silent Hunter 5\data\Scripts\AI\".)


Changes AI behaviour with regards to keeping speed and sensor effectiveness; enemies will slow down after taking some damage and be less aware of their surroundings.

The threshold depends on % of HP, so ships with higher total HP will need more hits before they slow down. The speed reduction is a percentage as well, so the higher their top speed, the faster they will continue.

In practice this works out to needing 1 hit on a freighter and 2 or more on a big warship to trigger the effect. Merchants, with their low top speed, should slow to a crawl, estimate 3-5 knots.

There's a further reduction in speed as the damage climbs, and eventually the crew will abandon ship, bringing her to a stop. Those are stock behaviours though, just a little tweaked.

!Enabling during patrol is not advised, it has not been tested outside single mission. Preferably enable in port, or at least make absolututely sure there are no ships in a 30KM radius!

Extract into JSGME "MODS" folder and enable.

Intended to work together with "Better and Realistic Flotation", but works perfectly fine as a standalone.

BARF thread: http://www.subsim.com/radioroom/showthread.php?t=164953


DOWNLOAD (http://www.subsim.com/radioroom/downloads.php?do=file&id=1637) (5KB)


SPOILER
Here are the numbers:
Slow to 50% speed at 25% damage
Slow to 20% speed at 65% damage
Abandon ship at 85% damage

All sensor effectiveness reduced to 70% while in "damage assessment" state to simulate sending some crewmembers to investigate, captain focusing on getting the damage under control, shock from being hit, etc.

-.-. .... .- -. --. . .-.. --- --.

v1.1
- minor bugfix to avoid possible CTD under apparently very rare circumstances

gutted
03-22-10, 01:44 AM
hmmm. sounds promising. Maybe now those damaged merchants will fall out of the convoys more often.

will enable it and test it out next time im in port.

Arclight
03-22-10, 02:00 AM
Unless you hit the convoy leader, then the whole group slows to a crawl. :lol:

thruster
03-22-10, 02:01 AM
brilliant! thank you. this game is clearly getting better and better.:rock:

sergei
03-22-10, 04:55 AM
Outstanding :DL

Dowly
03-22-10, 05:44 AM
Excellent mod, mate! Loved how the ships lost their visual sensors in stock when damaged enough, now add slower speed to that and vóila! :rock:

coronas
03-22-10, 06:11 AM
Abandon ship at 85% damage

...And a trigger for survivors, lifeboats, distress and rescue flares?

BTW, you are doing an excellent work!! :yeah:

:salute:

Arclight
03-22-10, 06:26 AM
Thank you. :shucks:


Survivors and such are possible, though I still don't know how. Learning as I go, bit by bit. Still doing a lot of exploring, just rumaging through the files, see what I run in to.

I was working on rebalancing the warships, took a break, got distracted and ended up with an altered script for AI. :haha:

The General
03-22-10, 06:30 AM
I haven't seen any lifeboats yet in the stock game :-?, so I'll give this a try. Thanks very much. :up:

Heretic
03-22-10, 12:30 PM
Nice. I've been wondering when someone was going to get into the ship AI scripts. Looks like lots of cool stuff will be possible.

Heretic
03-22-10, 12:32 PM
I was working on rebalancing the warships, took a break, got distracted and ended up with an altered script for AI. :haha:

I know how that goes. I was just looking into adding hats to my crew and one thing led to another. :up:

TheBeast
03-24-10, 05:17 PM
It appears I have found some type of scripting dependancy or this MOD must be installed before starting a Carreer.
I added the Damage Assessment MOD while in port after I exited the game.
JSGME did not report any conflicts. I am currently using the following MODS:
RemoveUbiLogoandIntro
Accurate German Flags
A Fistful of Emblems v1.5
Better Torpedo Graphics
Torpedo Splash
Free Cam Tweak 1.0
Capthelms SH5 Audio Mod
MightyFine Less Annoying Footsteps 1.0
Conning Tower Compass Fix
Captains_Picture
Enhanced Ship Recon Manual V1.01
No Moral Cooldowns
NewUI_0_3_0_ByTheDarkWraith
TheBeasts_SH5_Commands_OrdersBar
MightyFine Crew Mod 1.1.1 Stock Faces
My crew voices stopped working when executing commands. Some Commands that worked fine before resulted in CTD, other commands didnt work at all.
I exited SH5, removed this MOD and everything works fine.
I even tried loading this MOD first and started a NEW Career and same problem persisted. That indicates some type of scripting dependancy from another MOD. Most likely the NewUI by TheDarkWraith.

Arclight
03-24-10, 05:36 PM
It just adds a block of code to an existing script. All the previous states are still valid, though it's possible the new state is not recognized by other scripts.

I don't see how any script that deals with the interface is dependant on the "crew state" of an AI ship though. :hmmm:

Try it on a stock game, see if it works.



Anyone else experiencing issues? Or not? Would like some feedback either way, see if it this is an isolated case or widespread.

If anyone is still using it in case of massive fail, of course. :lol:

TheBeast
03-24-10, 06:13 PM
I don't see how any script that deals with the interface is dependant on the "crew state" of an AI ship though. :hmmm:

The NewUI is trying to make Crew Command availability dependant on Crew Damage State. So if a Key crew member is injured or dead those commands relating to that position are delayed or are not executed at all. Not sure how it relates to the AI other then pulling info from it.
I have no idea as to why sounds stopped working and some commands were causing CTD.

Arclight
03-24-10, 06:50 PM
No, me neither. But if someone else's mod alters AI behaviour as well, it's no surprise issues are going to crop up. :hmmm:

I can't "debug" this in any sense, so apart from issuing a warning for a possible incompatibility with DarkWraith's UI mod and CaptHelm's sound mod, there's nothing I can do. :-?

Arclight
03-24-10, 08:36 PM
Beast, would you do me a favor? Give this version a try, see if that fixes it: http://www.filefront.com/15924247/Damage-assessment.zip/

etheberge
03-24-10, 08:38 PM
Arclight, I'm using all these and not having any issues:

A Fistful of Emblems v1.5
Accurate German Flags
AilClouds
AilDeckwave
AilMoon
AilSmoke 1.7
Capthelms Lighting Effects mod for sh5
Detailed Caustics 1.0
Enhanced Ship Recon Manual V1.02
ETOSNoSurfaceTrail
impurity blue
Lite Campaign LC 1.2
Menu - Das Boot Departure Theme
MightyFine Crew Mod 1.1.1 Stock Faces
MiniChrono
MoraleMod
NDB,NDH OM#1 - No Dialog Indicator
No Submerged Mark
No Surface Hydrophone
Radio Koln E52
REL_AI_Detection_Tweaks
Remove binocular crossair
Stormys DBSM SH5 v1.1
Window_Lights_Redone_V1
Less Annoying Footsteps
Interior working dials v1_21
BARF 1.2 full
Better Torpedo Graphics v2
ImprovedWaves_Improved Pitch&Roll
ETRP-improved pitch and roll - wamphyri
zoomableexternalcamera
OldStyleSHControls_1_3_1_ByTheDarkWraith
1500M Overlay
Pascal-sh5-uniforms-Version-2
Damage assessment
Critical hits 1.1 Torpedos

Only changes I made were merging a digital clock and some TAI map fixes from Gutted to the Darkwraith's UI.

I made one and half patrol so far, sinking about 8 ships and I love the results. This mod, BARF and the torpedo critical hits mod really work well together. No problems with sounds or commands not working on my end.

Arclight
03-24-10, 08:42 PM
Thank you, very much appreciated. :salute:

Sometimes I wonder if total silence means it's working well, or that everyone has abandoned it. Makes me nervous. :lol:

SteelViking
03-24-10, 10:37 PM
I would not worry about this mod being abandoned, I use it and love it!:rock:

Arclight
03-24-10, 10:42 PM
Glad to hear it. :)

No news is good news, I suppose. :hmm2:

Will-Rommel
03-24-10, 11:54 PM
I used it for 3 patrols already along with BARF and noticed definitely better behaviors than stock physics.

Only thing i could hope for is a slightly longer sinking time.

Arclight
03-25-10, 12:21 AM
Tried the "full" version? Increases flooding times by a factor of 10.

Depends on the ship, but can take a long time already before she finally sinks.

TheBeast
03-25-10, 01:05 AM
Beast, would you do me a favor? Give this version a try, see if that fixes it: http://www.filefront.com/15924247/Damage-assessment.zip/

Sorry about the delay. I live way out in the woods and had to run to town and just returned home and a bit tired.:yawn:
I tried this and sound it working and the commands that were causing CTD before are not doing that anymore.:yeah:
Now I need to hunt something down to see if it actually works:03:

Arclight
03-25-10, 01:17 AM
No worries, got plenty of time. ;)

Good news, I think it will hold up if the first test was succesfull. But will wait a bit, if no other problems occur I'll update the link with the new version.

Technical bit: declared my new state in the "init.aix" and assigned it an index number. Suspect another script was requesting crewstate, and since my new state wasn't in the index, it returned null or something.

Anyway, should have done that from the start, but hadn't noticed the init script. :oops:

loerelau
03-25-10, 03:44 AM
Hi,

I just wanted to thank you a lot. This mod is a must-have! Tested it yesterday a bit and I like it a lot.

Cheers,

Loerelau

Arclight
03-25-10, 05:11 AM
I remember making a picture-perfect attack on a QE battleship; launched a spread of 3 and all hit. First one clipped the bow and other 2 struck a bit further back, below the armor belt.

She steamed on, slowed down a bit, but didn't sink and screws turning like crazy, clearly making full steam.

That kinda defied my expectations: http://www.hmsbarham.com/images/ship/hmsbarhamcom-barham.wmv

At the very least she should have slowed to a crawl, to avoid more compartments buckling from the force of the water being pushed in.

Call it a rage-quit, but I just couldn't take it. Quit the game and started modding some more. :lol:



Aaanyway, glad you like it, loerelau. :salute:

Ow yes, should anyone be having issues, try the updated one in post #16 (http://www.subsim.com/radioroom/showpost.php?p=1332493&postcount=16). I'll update the link in the first post with the new version soon if I don't get any reports on further issues.

Beast reports CTDs are gone, but the sound glitched again. I consider no CTDs an improvement. Will have to contact DarkWraith about it and see if this is indeed related to his UI. :hmmm:

loerelau
03-25-10, 06:16 AM
I did kind of the same yesterday. QE battleship, 3 torpedo's, all hit in front of the ship. The ship started to tilt a bit to the right and some more and some more, at a certain moment it only went 5knts or less (could keep up submerged). At a certain moment the 9 escorts even left the ship behind...

Unfortunately didn't I have any torps left, so I couldn't finish the job :(.

Arclight
03-25-10, 04:26 PM
Working to improve that, but the behaiour is a mess. Hit both engine rooms on 1 side, and she goes down. Hit empty space and it doesn't do much. Hitting engine room on North Carolina consistently sets the entire ship ablaze. :nope:

piri_reis
03-25-10, 05:32 PM
Nice mod, installed this and BARF Full, going out on a patrol finally, will be testing these :up:

Arclight
03-26-10, 12:06 AM
Let me know what you think, there's always room for improvement. ;)



Updated link to v1.1. Pack now includes "init.aix", which contains a change that should have been there from the start. Something I did not realise, considering my low experience with scripting. :oops:

TheBeast had issues, such as CTD and sound cutting out. CTD was fixed with this update, and he now confirms the sound issue occurs without this mod as well.

Since he's the only one reporting an issue and everyone else confirms proper functioning, there are no further known issues with this. I suggest updating, even for the ones who are experiencing no issues, just to be on the safe side. ;)


Functionality remains unchanged, just the addition to improve stability.


p.s. Beast, I removed your comment on the mod's page since it is no longer relevant.

cothyso
03-28-10, 04:19 PM
BARF Damage Assessment v1.1 merged with Haramirs Escorts Self Awareness Mod v1.1

I'd suggest you guys start working together on this.

http://www.mediafire.com/file/mj3m1glmmyj/z_HESAM_1.1_ _BARF_DA_1.1.rar

Arclight
03-28-10, 06:47 PM
Noted, let's wait for it to move out of beta though. Currently working on merchants surrendering myself, so maybe next release.

Thank you for the merge. ;)

Westbroek
03-29-10, 02:23 AM
Arc,
You gotta know that I sprinkled this mod into my modsoup right when you released it and it's really brought the game to life for me.
If people aren't commenting it's probably because for the first time they're preferring to stalk convoys and watch them limp along desperately after being hit over typing about mods. Forsooth,that's my condition.
Great work. :salute:
W

Arclight
03-29-10, 03:13 AM
I just wish I had time to play myself. Took a few hours to play Arma yesterday with some of the guys here at SubSim, and I had to catch up to over a page of posts. :lol:

Working to expand this, to include the possibility to make merchants surrender, ie. unarmed single merchants. Though I'm currently focusing on a different project.

PL_Andrev
03-29-10, 04:39 AM
Changes AI behaviour with regards to keeping speed and sensor effectiveness; enemies will slow down after taking some damage and be less aware of their surroundings.

This description is true only for AI ships or for our uboat too?

Arclight
03-29-10, 05:19 AM
AI captains only. Supposed to simulate a captain slowing his vessel to avoid further damage caused by water being forced through the hole(s) in the hull.

You are in control of the boat, no amount of AI scripting can take that away... as far as I know. :hmmm:

utops
03-29-10, 12:20 PM
Why not randomize damage aspect? In sh3 with GWX i have filling,that damaged ships go down by random damage gain and place where eel struck the ship and if this was possible in sh3,why not to put similiar sinking/damage mechanics in to sh5?
Im a sinking/damage mechanics fetishist so i probably never be happy with this aspect of the sh5 :)

Arclight
03-29-10, 10:28 PM
You wouldn't happen to know about Better and Realistic Flotation, you know, the mod this was made for? :O:

http://www.subsim.com/radioroom/showthread.php?t=164953
http://www.subsim.com/radioroom/downloads.php?do=file&id=1607

Mraah
03-30-10, 01:09 AM
ArcLight,

I like what you did ... :up: ... but I have a suggestion or two.

I've been reading the book "Black May" and it has very detailed descriptions of merchants getting torpedoed from the captain's perspective as well from the U-boat. From most (if not all) the merchants that were torpedoed, they ordered the engines stopped ... even with one torpedo hit. This was done not really for damage asessment but mostly to allow the ship to stop so they can lower the lifeboats and toss the confidential doc's overboard. Apparently, human lives were more important than sitting on a torpedoed ship in the middle of the atlantic.

With this in mind I have a few suggestion's ... This is theory and not tested.

The first thing to do is create three more states (using 2,3 and 4 ie strategy StateDmgAssessment2(Ship) ) that have a precond of
Ship:IsType( MERCHANT ) == true. This will ensure that warships continue to chug along and not think about stopping the ship to lower life boats.


1 ... Under your new state "strategy StateDmgAssessment2(Ship)" you can set this to read the changes ...
Ship:GetDamage() >= 0.25 and Ship:GetDamage() < 0.45
Ship:SetThrottleRatio(0)
Ship:SetWeaponFactor(1)

2 ... Under your new state "strategy StateDmgControl2(Ship)" you can set this to read the changes ...
Ship:GetDamage() >= 0.45 and Ship:GetDamage() < 0.65
Ship:SetWeaponFactor(0.2)

3 ... Under your new state "strategy StateDmgAssessment3(Ship)" you can set this to read the changes ...
Ship:GetDamage() >= 0.65 and Ship:GetDamage() < 0.85
Ship:SetThrottleRatio(0)
Ship:SetWeaponFactor(0.2)

You could add a "WaitAction" time to the first damage state(25-45%) if you think it can still get under way after some time ... but for the most part, they were all scrambling topside to get off the ship.

Now, as far as the player knows (assuming HP bars are OFF), when he hits the merchant it will stop (like is should) but he doesn't know if it's abandoned or merely performing damage control. He can come back later and finish it off (like they did) risking a surfaced gun attack. But, the player can basically get an idea based on the fire/smoke volume anyway.

Just some ideas ... it might spark up a new idea later on.
Keep up the good work!

Rob

EDIT NOTE .... Note that #2 above "StateDmgControl2" doesn't change the throttle to (0) but keeps it at 0.2 ... perhaps it should read 0.1 or 0.05 or maybe 0 with a WaitAction.

Arclight
03-30-10, 01:51 AM
Sorry, can't do that. Will just cause players to tag each ship with a few shells so they come to a stop and then leisurely start torpedoing an entire stopped convoy. :haha:

Using "SetWeaponFactor" breaks the AI btw, don't think it's implemented yet. ;)

Also, I think setting throttleRatio lowers the max permanently; ie ships that have throttleratio set to 0 can't move after that anymore. Better to use "SetThrottle" if they need to get underway again. (unconfirmed, testing for that now)

How about I just release my tweaks for surrendering? Unarmed (or weapons disabled due to damage), single merchant will surrender if you approach him on the surface, coming to a full stop. About the best I can do without breaking the game, or rather, avoid people abusing it (you know how it goes). :hmmm:


For example:

Ship:IsType( MERCHANT ) == true and
Ship:IsDocked() == false and
Ship:ContactDetected() == true and
Ship:GetDamage() < 0.85 and
Ship:CanFireCannons() == false and #won't surrender if armed
Ship:GetShipCountInGroup( MERCHANT ) < 2 and #won't surrender if in group
Ship:GetContactDepth() > -10 and #only surrender to surface contacts
Ship:GetContactDepth() < 5 and
Ship:GetContactRelDist() < 500 #enemy must demonstrate hostile intent (close distance)
}
action
{
# -- surrender actions -- #
#Ship:WaitAction( 10 + EXIT_TIME );

## set ship efficiency
#Ship:SetSensorFactor( SENSOR_LOOKOUT , 0 );
#Ship:SetSensorFactor( SENSOR_HYDROPHONE , 0 );
#Ship:SetSensorFactor( SENSOR_RADAR , 0 );
#Ship:SetSensorFactor( SENSOR_SONAR , 0 );
Ship:SetThrottleRatio(0);

Zedi
03-30-10, 03:00 AM
Sorry, can't do that. Will just cause players to tag each ship with a few shells so they come to a stop and then leisurely start torpedoing an entire stopped convoy. :haha:...
True, I would do that. :D

I found this mod combined with "Better and Realistic Flotation" and "Critical Hits Torpedoes" to be the best one so far because I was very pissed to see tankers that got 3 hit and are already half sunk still zig-zag'in on full speed and no way to catch them. More than that, they never sunk.. just keep going for days half sunken. And after a save/load game, they are back on full hp :nope:

And another important thing.. if I manage to hit the ship in the engine compartment, thats ship should stop. There is no way for a ship to continue to sail on full speed after his engine got blown up.

About surrendering.. what's the point in it? U-boot take no prisoners for obvious reasons. They slow down or stop because of damage not for surrending.

Thank you for this mod, is a really good one and works just great!

Arclight
03-30-10, 03:32 AM
Point of surrendering is forcing them to stop, and then sink 'em. Stationary targets are easier to hit. :88)

Think it was actually quite common for U-boots to force a merchant to stop, let the crew disembark and then sink the vessel. :hmmm:


Hit the engineroom and a ship will stop, unless they have more than 1 engineroom. T3 has 2, battleship has 4. Just count the number of screws, that will tell you how many enginerooms there are. Needs a pretty clean hit though.

Maybe I'll change it so they stop earlier (in damage control state).

Maybe tweak torpedo's a little too, so you do more reliable damage. :hmm2:

Sgtmonkeynads
03-30-10, 03:38 AM
Talking about the ships " Hot Spots" wasn't there a version of a rec.Manual for sh3 that had those spots highlighted, so you knew where to better aim? This would be handy.

If you know what I'm talking about, send me a link. I will try to reproduce it for sh5. I just don't have the time to look up every ships infor right now. Thanks.

Arclight
03-30-10, 03:47 AM
No, me neither. :haha:

Hot spots are the engine rooms, fuel bunkers, ammo bunkers and keel; all x5 multiplier. Look for the superstructure bit with a funnel, below that is the engineroom. Fuelbunker is ussually low in the hull, below the front edge of the bridge, stretched along the keel for tankers. Ammo bunkers are ussually just under gunturrets.

pythos
04-06-10, 11:44 PM
Not sure if this has been noticed or not.

I have hit three tankers with two torpedoes each.

The results with this mod have been the same.

The tanker races off at 11 or so knots. Before the hit it was going at 5 or 8.

Some have been hit in the bow, one I know got hit under the stack, and one got hit right under the center Island. They have all been able to race off, leaving me with the option to use the deck gun to knock them out.

The tanker is burning like a bonfire, but it takes the unrealistic deck gun work to finish them.

Not sure if the script for the tankers were done or not.

Arclight
04-07-10, 07:28 AM
General setting that affects every ship. Max speed gets set to 50% at 25% damage, T3 can take 4 hits before exploding so 2 hits should put it well beyond that threshold.

Check your installation, pretty sure it's not functioning. :hmmm:

Arclight
05-15-10, 05:14 AM
Confirmed compatible with SH5 1.2. :up:

Phantom453
06-10-10, 09:28 AM
I was just wondering, it it possible to break the back of any ship in SH5 - either with with the vanilla game or with a particular mod?

I was also wondering if it is possible for ships to roll over/ on their side as part of the sinking mechanics?

Personally, I haven't seen either occur. I was just wondering if anyone else has seen these things occur in the game at all? I know with BRF they sink better by the bow or stern, but I haven't seen any ships break up or roll over to any degree.

Just wondering....

kylania
06-10-10, 09:51 AM
Yes and Yes.

Due to the continuing problems with mag triggers, I rarely go for a back breaker anymore though.

Capsizing I've never seen, but there was a screenshot of it the other day posted.

Arclight
06-10-10, 10:51 AM
A chance for capsizing, yes, but very minor. Need to rework the .zon files for individual ships, bringing it in conflict with other mods.

Want to keep it compatible, given people's wildly varying tastes.

Deep Source
07-20-10, 01:06 PM
it is compatible with IRAI?

Arclight
07-20-10, 01:19 PM
Nope, but IRAI sports it's own interpretation of the concept. I'm not sure on the damage-treshold where the slowdown is triggered, but it's in there.

Test IRAI out for a bit, see how it responds. Can always open up a discussion or offer suggestions to TDW. ;)

tonschk
10-23-10, 03:11 PM
excellent work!! :up: Thank you :DL

DavyJonesFootlocker
10-23-10, 04:54 PM
Got a CTD with this one. Using IRAI.

Arclight
10-23-10, 05:22 PM
Then don't use this one. Says it's not compatible 2-3 posts up. :roll:

DavyJonesFootlocker
10-23-10, 05:57 PM
Yep. Just thought I'd still give it a go.

Arclight
10-23-10, 06:34 PM
Never gonna work. ;)

Had a look at TDW's files; changes the same as this. Doesn't IRAI model max speed based on damage? :06:

TheDarkWraith
10-23-10, 06:53 PM
Never gonna work. ;)

Had a look at TDW's files; changes the same as this. Doesn't IRAI model max speed based on damage? :06:

to a point. The speed change is small based on damage to avoid instant decelerations.

ncorpuz34
10-27-10, 02:23 AM
subsim download page has been down for a a few days already :shifty:

anyone kind enough to upload this file on an alternate site?
:D

Chaplain Lovejoy
10-27-10, 04:26 PM
subsim download page has been down for a a few days already

I haven't had any trouble using the subsim download page. A red warning banner across the top says "Disabled for maintenance," but stuff downloads for me anyway. The banner must be wrong.

ncorpuz34
10-27-10, 10:41 PM
:06:Ive been gettin the following message since last week:


vBulletin Message Disabled: SUBSIM Downloads is offline while we check security and perform routine maintenance, check back later.

Chaplain Lovejoy
10-28-10, 06:49 PM
I get exactly the same message, but I click to download stuff and it does.

reimius
09-25-11, 10:19 PM
es muy interesante lo de la modificacion me parece que esta muy bien la verdad:yeah:

cptice214th
01-15-12, 03:50 PM
okey

wolfair
02-08-12, 12:01 PM
(Technical bit: Added a new "state" for a ship: Damage assessment, placed between "alert" state and "damage control" state. Reworked trigger thresholds for a quicker effect and proper functioning as a whole with the new state. Changes made to "Ship-crewstate.aix" in "..\Ubisoft\Silent Hunter 5\data\Scripts\AI\".)


Changes AI behaviour with regards to keeping speed and sensor effectiveness; enemies will slow down after taking some damage and be less aware of their surroundings.

The threshold depends on % of HP, so ships with higher total HP will need more hits before they slow down. The speed reduction is a percentage as well, so the higher their top speed, the faster they will continue.

In practice this works out to needing 1 hit on a freighter and 2 or more on a big warship to trigger the effect. Merchants, with their low top speed, should slow to a crawl, estimate 3-5 knots.

There's a further reduction in speed as the damage climbs, and eventually the crew will abandon ship, bringing her to a stop. Those are stock behaviours though, just a little tweaked.

!Enabling during patrol is not advised, it has not been tested outside single mission. Preferably enable in port, or at least make absolututely sure there are no ships in a 30KM radius!

Extract into JSGME "MODS" folder and enable.

Intended to work together with "Better and Realistic Flotation", but works perfectly fine as a standalone.

BARF thread: http://www.subsim.com/radioroom/showthread.php?t=164953


DOWNLOAD (http://www.subsim.com/radioroom/downloads.php?do=file&id=1637) (5KB)


SPOILER
Here are the numbers:
Slow to 50% speed at 25% damage
Slow to 20% speed at 65% damage
Abandon ship at 85% damage

All sensor effectiveness reduced to 70% while in "damage assessment" state to simulate sending some crewmembers to investigate, captain focusing on getting the damage under control, shock from being hit, etc.

-.-. .... .- -. --. . .-.. --- --.

v1.1
- minor bugfix to avoid possible CTD under apparently very rare circumstances

:yeah: Thank you, very much appreciated.:rock:

Belkin
07-26-14, 09:30 AM
Thanks