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View Full Version : [REQ] U-Boat Damage in SH5 - Needs Major Work


vonTorpitz
04-05-10, 05:31 AM
Where to begin. Well then, first we must look to a subsim damage model that actually worked. The u-boat damage model (ie. enemy damage to the u boat from depth charges and air sorties) in SH3 and SH4 was great and it worked to create a major element of suspense and realism. If the British depth charged your boat and the charge exploded near the front of the boat, you could expect damage to the forward torpedo room systems, and overall flooding in the forward compartments. If one exploded above your boat, you could expect conning tower damage and/or flooding and perhaps a ruined attack periscope. Nice system indeed. Very smart.
So its shocking that Ubisoft decided to make a departure from the reasonably accurate and detailed u-boat damage model they had employed in their previous releases, especially when considering its flawed replacement. Id like to list the glaring failures of the current model in light of its predecessors, but I simply don't want to get into a list that long and detailed and I'm sure anyone who has been depth charged in SH5 knows my misery on this issue. Its a show-stopper at this point. It completely removes any illusion of reality in SH5. It effectively neuters the game and, by extension, the whole genre. Ive been able to deal with most of the other bugs and inconsistencies in the design of this game as of yet, but the current damage system in my opinion, takes the cake, so to speak. I haven't seen many threads yet on this issue and its an issue that perhaps, needs the most attention. Or at least some serious discussion.

Danke und Sieg!

vonTorpitz

t0maz
04-05-10, 05:49 AM
I dont use external camera so its impossible for me to check where DC's expload but when i was trying avaiod charges using ahead flank when destroyer was direct over me. DC's destroyed some things mainly in stern compartments (diesel and electric engines) so it seems to work for me.
But im not 100% sure because of lack of external camera.

Im using u-boat killer mod v1.02 ( http://www.subsim.com/radioroom/showthread.php?t=165886 ) witch have some modifications of DC's damage radius to feel how close explosion was (and to have some more realistic fun with destroyers). :up:

Sgtmonkeynads
04-05-10, 06:12 AM
I've been ran over by DD's while at periscope level with my scope fully up. The damage suffered is nothing, so I don't even worry about DD's seeing me any more. Plus all you gotta do is dive to 70-80 meters and your safe, like your not being attacked at all. The only thing you gotta watch now is your air level and batteries. I've suffocated twice.

To me, and this is my opinion only, if I was to get ran over like I did, it should rip the deckgun off, as well as damgeing the conning tower to the extent you can't use scopes at all. Or I should just die.

Gandalfi2005
04-05-10, 06:19 AM
There are Mods out there wich affect damage modificators from Depth Charges. And then you got damage from DC and they can damage your sub extremly.
For example use RUB Sensor Mod or Haramirs Sensor Mod

vonTorpitz
04-05-10, 06:36 AM
I currently have Haramirs Sensor Mod as well as Haramirs Escorts Self-Awareness Mod enabled. It seems to me that Haramirs mods work great and have vastly improved the challenge in my game. However, its not the enemy AI or sensor ranges that I have an issue with. The issue at hand lies in what happens once the enemy attacks you and scores. For the most part I have either been unscathed or annihilated, this really makes the whole ships compartments damage model and the whole repair function essentially a waste of time. Why worry about it if you either get away or sink every time its 50/50. I'm not sure if Haramirs mods address this issue although I may be wrong. Either way I still think it needs work and fine tuning.

stoneys-nutz
04-05-10, 06:50 AM
Where to begin. Well then, first we must look to a subsim damage model that actually worked. The u-boat damage model (ie. enemy damage to the u boat from depth charges and air sorties) in SH3 and SH4 was great and it worked to create a major element of suspense and realism. If the British depth charged your boat and the charge exploded near the front of the boat, you could expect damage to the forward torpedo room systems, and overall flooding in the forward compartments. If one exploded above your boat, you could expect conning tower damage and/or flooding and perhaps a ruined attack periscope. Nice system indeed. Very smart.
So its shocking that Ubisoft decided to make a departure from the reasonably accurate and detailed u-boat damage model they had employed in their previous releases, especially when considering its flawed replacement. Id like to list the glaring failures of the current model in light of its predecessors, but I simply dont want to get into a list that long and detailed and Im sure anyone who has been depth charged in SH5 knows my misery on this issue. Its a show-stopper at this point. It completely removes any illusion of reality in SH5, and effectively neuters the game and, by extension, the whole genre at this point. Ive been able to deal with most of the other bugs and inconsistencies in the design of this game as of yet, but the current damage system in my opinion, takes the cake, so to speak. I havent seen many threads yet on this issue and its an issue that perhaps, needs the most attention. Or at least, at this point, some serious discussion.

Danke und Sieg!

vonTorpitz

Hello vonTorpitz,
You are absolutely correct, the damage model is indeed flawed, i was rammed by a destroyer, the destroyer sank and the Uboat had no damage, not even a bent periscope, i don't think it even took any paint off the hull, all systems were showing 100%. Very disappointing.

flymar
04-05-10, 07:59 AM
I've never been successfully depthcharged in SH5. Mostly my sub is destroyed by merchant fire or destroyer ramming. This whole HP stuff makes me sick. There is great damage model in SH3+GWX or SH4+RFB (I preffer SH3 with little pump icons and exact time of flooding/repairs). I spend much time in both of these trying to get the boat from uncontrolled dive or lying at the bottom, trying to pump out the water with destroyers pinging above my head and that was something. Lack of real crew management in SHV makes it lot less immersive either.

oscar19681
04-05-10, 09:54 AM
I agree the damage model has taken a huge step backwards when compared with sh-3 and 4 . It just an immersion killer really.

Cap.Palla
04-05-10, 11:00 AM
I noticed that there is no visible damage on the uboat too! I'd like to see the dark alone of the explosion on my skull or much better some cracks on it. Do you think its possible for modders?:DL

Demonizer
04-05-10, 04:14 PM
I found a quick solution, if you open up the sub with goblin and its .zon file u can change the hitpoints to a lowervalue which weirdly gives you a hull integrity of like 2500% but if you lower the value of the armour to like 1-3 internal systems get munched up but your hull can still be fairly intact which stopps the annoying blackout when u reach 0%..

I just had a 1v1 with a destoryer and he really chewed me up i had massive damage to systems and some heavy flooding but i still had to battle as my hull intergrity was still alround 900% ...

toby66
04-05-10, 04:19 PM
I noticed that there is no visible damage on the uboat too! I'd like to see the dark alone of the explosion on my skull or much better some cracks on it. Do you think its possible for modders?:DL

Bugs me too, especially since that was possible in SHIII! I just loved to come home to my port with a beaten boat, all dark marks on it, but still alive!

Hartmann
04-05-10, 05:58 PM
The problem is the new game philosophy more RPG and less simulator
less realism and more arcade features, with this way the simplified a lot the time needed to do a good sim.

Cap.Palla
04-06-10, 09:36 AM
Please modders....work on this very important aspect of the game :rock:

flymar
04-06-10, 02:08 PM
I found a quick solution, if you open up the sub with goblin and its .zon file u can change the hitpoints to a lowervalue which weirdly gives you a hull integrity of like 2500% but if you lower the value of the armour to like 1-3 internal systems get munched up but your hull can still be fairly intact which stopps the annoying blackout when u reach 0%..

I just had a 1v1 with a destoryer and he really chewed me up i had massive damage to systems and some heavy flooding but i still had to battle as my hull intergrity was still alround 900% ...
Interesting. Do the floading starts and eventually sinks the boat? I wonder if there is something like equipment destruction or 'damage beyond repair' in SH5.

Kromus
04-06-10, 03:26 PM
I found a quick solution, if you open up the sub with goblin and its .zon file u can change the hitpoints to a lowervalue which weirdly gives you a hull integrity of like 2500% but if you lower the value of the armour to like 1-3 internal systems get munched up but your hull can still be fairly intact which stopps the annoying blackout when u reach 0%..

I just had a 1v1 with a destoryer and he really chewed me up i had massive damage to systems and some heavy flooding but i still had to battle as my hull intergrity was still alround 900% ...

Thx for this info, I`ve got no ide why they gave sub plate of 10 cm thickness (if I did understand it right 2,8 cm was planned for VIIC/42)... Anyway this works nicely depth charges finally do some damage.

oscar19681
04-07-10, 07:47 AM
I found a quick solution, if you open up the sub with goblin and its .zon file u can change the hitpoints to a lowervalue which weirdly gives you a hull integrity of like 2500% but if you lower the value of the armour to like 1-3 internal systems get munched up but your hull can still be fairly intact which stopps the annoying blackout when u reach 0%..

I just had a 1v1 with a destoryer and he really chewed me up i had massive damage to systems and some heavy flooding but i still had to battle as my hull intergrity was still alround 900% ...

But does this mean you can dive to unlimited depth like in sh-4? That would be such an immersion killer. Also why not make this into a mod so i can give it a try?

Demonizer
04-07-10, 11:11 AM
I think theres a var which you can set to change the amount of HP while under crush depth. Its not extactly stable atm as you get a hull strength of 2000% but shells penetrate more which causes more internal damage.

What i wanna do is have it so insted of just getting hit loads of times and end up with a annoying you died screen, to a more overall ship and systems failure or massive flooding. So like you come up to a destoryer and you get hit a 2-3 times you are gonna be needing some repairs or even a pricision hit on something just takes it out completly.

trotter
04-07-10, 12:00 PM
I'd love to have back the SH3 flooding and damage. Nothing like being forced to make a decision to either continue on silent running or make noisy repairs. Or how many crewmen to allot to stop flooding, and seeing the time to 'critical flooding' slowly start to decrease.

Havent been damaged much in SH5 but from the times I have, the damage model is just ridiculous. 'Critical flooding!' I am told, with no indication of which compartment it is, if it can be stopped, or a way to assign crew members to repair.

audessy
04-07-10, 12:23 PM
I'll show you what I do. You'll need skwas and notepad.

Go to your submarine's .zon file. Buff the hitpoints to your preference. I prefer using a huge number making it unlimited. I'd rather die by sinking and hitting crush depth but that's up to you. Set the crash speed. This is how many hitpoints the sub takes every second at crush depth. You could set it to half your total hitpoints if you wanted making it instantaneous but I don't recommend that for subs.

Next you'll have to adjust the zones.cfg in your data folder. Use CTRL-F and type in Uboat. I believe all the rooms with "ubt" in their name are for your boat. Also don't forget quarters1 and quarters2.

Zone explanation:

[UbtComRoom]
Category=Command Room <---Room type
Multiplier=1.0 <---Not useful for rooms. Only explosives like fuel. Keep at 1.
Flotability=8 <-The rooms flotation. Values around 20-30 have a decent effect.
HitPoints=200 <---Obviously the max damage it can take.
Destructible=No <---Leave at no. This is only if there's a damaged model to appear in it's place.
Armor Level=-1 <---Leave at -1 unless you're having issues with that zone dieing too easily. -1 Means it uses the armor value in the .zon file.
Critic Flotation=0.18 <--- The percentage of damage this compartment can take before it begins to flood. I like mine around 0.10 for most compartments.
Critical=No <---Leave at no. Otherwise if this zone is destroyed you'll die no matter what. But that's up to you.
Effect1=#dc_bubbles, 30 <---Visual effect. Blah blah blah
FloodingTime=300 <---The time it takes to flood the compartment. EG lower values equal faster flooding.
CargoType=None <---Not necessary for adjustment of a room.

So in short the main things you should adjust are:
Flotability
Hitpoints
Critic Flotation
FloodingTime

I hope this helps.

audessy
04-07-10, 12:33 PM
The effect I'm assuming you guys are looking for is not the instantaneous "you're dead" screen.

If you take some time and play around with this zon file a bit you may be happier with your own work than some other modder. When it comes to this stuff I really don't like other peoples work.

Keep in mind though... the AI isn't too aggressive. Not like in TMO for SH4 or GWX for SH3. Maybe you're just not getting hit hard enough.


In response to the visual effects... That's where I like other modders. I suck at that stuff. It is really strange how they didn't use a darkened damage texture like in SH3 at least. SH4 damage effects I loved. Too bad it only had a "5 hole max".

Demonizer
04-07-10, 05:16 PM
Yeah i want failures of parts of the boat rather than a pow pow pow and death.... All i needa do is find the damages for differnt parts of the boat like engines and flooding... So like you get hit by a few well placed hits and you serously gonna feel it and so is your boat in terms of performence...

vanvar1987
04-07-10, 06:45 PM
I'll show you what I do. You'll need skwas and notepad.

Go to your submarine's .zon file. Buff the hitpoints to your preference. I prefer using a huge number making it unlimited. I'd rather die by sinking and hitting crush depth but that's up to you. Set the crash speed. This is how many hitpoints the sub takes every second at crush depth. You could set it to half your total hitpoints if you wanted making it instantaneous but I don't recommend that for subs.

Next you'll have to adjust the zones.cfg in your data folder. Use CTRL-F and type in Uboat. I believe all the rooms with "ubt" in their name are for your boat. Also don't forget quarters1 and quarters2.

Zone explanation:

[UbtComRoom]
Category=Command Room <---Room type
Multiplier=1.0 <---Not useful for rooms. Only explosives like fuel. Keep at 1.
Flotability=8 <-The rooms flotation. Values around 20-30 have a decent effect.
HitPoints=200 <---Obviously the max damage it can take.
Destructible=No <---Leave at no. This is only if there's a damaged model to appear in it's place.
Armor Level=-1 <---Leave at -1 unless you're having issues with that zone dieing too easily. -1 Means it uses the armor value in the .zon file.
Critic Flotation=0.18 <--- The percentage of damage this compartment can take before it begins to flood. I like mine around 0.10 for most compartments.
Critical=No <---Leave at no. Otherwise if this zone is destroyed you'll die no matter what. But that's up to you.
Effect1=#dc_bubbles, 30 <---Visual effect. Blah blah blah
FloodingTime=300 <---The time it takes to flood the compartment. EG lower values equal faster flooding.
CargoType=None <---Not necessary for adjustment of a room.

So in short the main things you should adjust are:
Flotability
Hitpoints
Critic Flotation
FloodingTime

I hope this helps.



This does help out!!! Thank you! Could you post a copy of your Zones.cfg? I would like something to compare to. I really care about keeping this as authentic as possible. Your config file is probably better than mine.

mobucks
04-07-10, 07:45 PM
I second that request.

audessy
04-07-10, 09:52 PM
None of my files are really tweaked and tested. I lost all my work recently. Really all I've done so far is increased the flotability= to a greater number making the flooding more deadly and decreased the critic flotation=.

If you really want to make it fun make some explosives on the deck gun, diesel engines and fuel by using the multiplier=. This way you can simulate critical hits.

You can also put flotation= on the non-room zones. What happens then when a non-room with flotation gets destroyed you get "ghost flooding". This can cause a permanent list that won't be corrected until you return to port. I haven't tested the effects of this underwater. I'm more of a surface ship guy. I can imagine it would make maintaining depth very difficult.

For the guys who are new to this I highly recommend backing up the files you work on and testing your changes in a small mission versus a destroyer. Let him kill you. It's all trial and error with a bit of logic. I've found it to be more fun than the game at times. :88)

keith_uk
04-08-10, 12:36 AM
I'll show you what I do. You'll need skwas and notepad.

Go to your submarine's .zon file. Buff the hitpoints to your preference. I prefer using a huge number making it unlimited. I'd rather die by sinking and hitting crush depth but that's up to you. Set the crash speed. This is how many hitpoints the sub takes every second at crush depth. You could set it to half your total hitpoints if you wanted making it instantaneous but I don't recommend that for subs.

Next you'll have to adjust the zones.cfg in your data folder. Use CTRL-F and type in Uboat. I believe all the rooms with "ubt" in their name are for your boat. Also don't forget quarters1 and quarters2.

Zone explanation:

[UbtComRoom]
Category=Command Room <---Room type
Multiplier=1.0 <---Not useful for rooms. Only explosives like fuel. Keep at 1.
Flotability=8 <-The rooms flotation. Values around 20-30 have a decent effect.
HitPoints=200 <---Obviously the max damage it can take.
Destructible=No <---Leave at no. This is only if there's a damaged model to appear in it's place.
Armor Level=-1 <---Leave at -1 unless you're having issues with that zone dieing too easily. -1 Means it uses the armor value in the .zon file.
Critic Flotation=0.18 <--- The percentage of damage this compartment can take before it begins to flood. I like mine around 0.10 for most compartments.
Critical=No <---Leave at no. Otherwise if this zone is destroyed you'll die no matter what. But that's up to you.
Effect1=#dc_bubbles, 30 <---Visual effect. Blah blah blah
FloodingTime=300 <---The time it takes to flood the compartment. EG lower values equal faster flooding.
CargoType=None <---Not necessary for adjustment of a room.

So in short the main things you should adjust are:
Flotability
Hitpoints
Critic Flotation
FloodingTime

I hope this helps.

This is really interesting! I want to adjust my settings, but i would also like to see a copy and paste of your settings, so i know which rooms to adjust and what to adjust them too.
In other words i would just like to use whatever settings you are using, for now at least, as you sound like you know what your talking about.

I would like my boat to take loads of damage, flood and sink without me being kiiled off every time.
I would rather decide when i'm dead (reload last save) when i'm ready if thats possible? Obviously, if i sink deeper than crush depth, i want to be killed, but a situation where i might sink to the bottom which is not deeper than crush depth and just be stuck there until i reload the last save sounds good to me.

Here are my command room settings. I don't understand what to do with them really:

[CommandRoom]
Category=Command Room
Multiplier=1.000000
Flotability=70.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.25
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=600
CargoType=None

When you say:
"Flotability=8 <-The rooms flotation. Values around 20-30 have a decent effect."
Do you mean i should set it to 20.000000 or 30.000000?

A full copy and paste of your Subs settings would be a great help:yeah:

Thanks,

Keith.

audessy
04-08-10, 03:25 AM
Working on a zones file now. However it's from SH4. Since the "uboat" part of it will work fine I'll post that. It's hard for me to tell which zones the subs in SH5 use because Skwas won't show me the spheres and boxes in the .zon file. I also chose to do my testing in SH4 due to the fact that the new mission editor blows. SH5 won't even open new missions I create. So hopefully I can produce something useful for you guys tomorrow.

I'll base this zone file off of the IXD2 in the SH4 U-boat missions add on. It should work fine.

TheDarkWraith
04-08-10, 08:39 AM
Working on a zones file now. However it's from SH4. Since the "uboat" part of it will work fine I'll post that. It's hard for me to tell which zones the subs in SH5 use because Skwas won't show me the spheres and boxes in the .zon file.

goblin editor is your friend here :yep:

audessy
04-08-10, 08:15 PM
Ehh... I'm not a big fan of Goblin editor or Mission Editor 2 yet. Anyway. I've produced something for you guys to copy and paste.


Back up your zones.cfg file before doing this.

[TowerWatch]
Multiplier=10.000000
Flotability=0.000000
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.05
Critical=Yes
FloodingTime=59.999996
CargoType=Ammo

[PeriscopeAttack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=40
Destructible=No
Armor Level=13
Critic Flotation=0.300000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=None

[PeriscopeObservation]
Multiplier=1.000000
Flotability=0.000000
HitPoints=40
Destructible=No
Armor Level=13
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Father=31

[URadar]
Multiplier=1.000000
Flotability=0.000000
HitPoints=60
Destructible=No
Armor Level=10
Critic Flotation=0.000000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=None

[UAntenae]
Multiplier=1.000000
Flotability=0.000000
HitPoints=60
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=None

[ULongAntenae]
Multiplier=1.000000
Flotability=0.000000
HitPoints=60
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
;Father=31
FloodingTime=59.999996
CargoType=None


[CommandRoom]
Category=Command Room
Multiplier=1.000000
Flotability=30.000000
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.15
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=600
CargoType=None

[FltComRoom]
Category=Command Room
Multiplier=1.0
Flotability=50.58
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.15
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=360
CargoType=None

[UbtComRoom]
Category=Command Room
Multiplier=1.0
Flotability=20
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.05
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=360
CargoType=None


[AttackCenter]
Multiplier=1.0
Flotability=0.912
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=160
CargoType=None

[UbtRadioRoom]
Multiplier=1.0
Flotability=20
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.05
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=260
CargoType=None


[Pumps]
Multiplier=1.000000
Flotability=0.000000
HitPoints=300
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=32
FloodingTime=59.999996
CargoType=None

[PumpsXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=300
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None


[FuelTanks]
Multiplier=50.000000
Flotability=110.000000
HitPoints=100
Destructible=No
Armor Level=10
Critic Flotation=0.600000
Critical=Yes
Father=32
FloodingTime=1.0
CargoType=Fuel
FuelExplosion=#oil_explosion

[FuelTanksII]
Multiplier=50.000000
Flotability=5.000000
HitPoints=50
Destructible=No
Armor Level=-1
Father=32
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Fuel
FuelExplosion=#oil_explosion

[CommunicationsRoom]
Multiplier=1.000000
Flotability=12.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

[Hidrophone]
Multiplier=1.000000
Flotability=0.000000
HitPoints=25
Destructible=No
Armor Level=-1
Critic Flotation=0.000000
Critical=No
Father=42
FloodingTime=59.999996
CargoType=None

[LRRadio]
Multiplier=1.000000
Flotability=0.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=42
FloodingTime=59.999996
CargoType=None

[SRRadio]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=42
FloodingTime=59.999996
CargoType=None

[Radar]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=42
FloodingTime=59.999996
CargoType=None

[URWR]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=None

[Sonar]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[ForeBattery]
Category=Batteries
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=24
FloodingTime=59.999996
CargoType=None

[AftBatteryIX]
Category=Batteries
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=42
FloodingTime=59.999996
CargoType=None

[AftBattery]
Category=Batteries
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=25
FloodingTime=59.999996
CargoType=None

[Quarters1]
Multiplier=1.000000
Flotability=30.000000
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.21
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

[Quarters2]
Multiplier=1.000000
Flotability=20.000000
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.21
Critical=No
Effect1=#dc_bubbles, 50
FloodingTime=120
CargoType=None

[Compresor]
Category=Compressor
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None

[TorpedoRoomFront]
Multiplier=1.000000
Flotability=30.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

[FltTorpRmFront]
Multiplier=1.0
Flotability=10.24
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=860
CargoType=None

[UbtTorpRmFront]
Multiplier=1.0
Flotability=20
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.05
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=400
CargoType=None


[BowPlanes]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None

[BowPlanesPort]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=25
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None


[BowTorpedoTubes]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None

[BowTorpedoTubes2]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None

[BowTorpedoTubes3]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None

[BowTorpedoTubes4]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None

[BowTorpedoTubes5]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None

[BowTorpedoTubes6]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None


[TorpedoRoomStern]
Multiplier=1.000000
Flotability=20.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

[FltTorpRmStern]
Multiplier=1.0
Flotability=24.14
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=360
CargoType=None

[UbtTorpRmStern]
Multiplier=1.0
Flotability=20
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.05
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=360
CargoType=None

[SternPlanes]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=25
Critic Flotation=0.300000
Critical=No
Father=37
FloodingTime=60
CargoType=None

[SternPlanesXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=25
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None

[SternPlanesII]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=25
FloodingTime=59.999996
CargoType=None


[SternTorpedoTubes]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=37
FloodingTime=59.999996
CargoType=None

[SternTorpedoTubes2]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=37
FloodingTime=59.999996
CargoType=None


[SternTorpedoTubes3]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=37
FloodingTime=59.999996
CargoType=None

[SternTorpedoTubes4]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=20
Critic Flotation=0.05
Critical=No
Father=37
FloodingTime=59.999996
CargoType=None

[UBold]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=No
Armor Level=15
Critic Flotation=0.05
Critical=No
Father=37
FloodingTime=59.999996
CargoType=None

[UBoldXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=No
Armor Level=15
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None

[UBoldII]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=No
Armor Level=15
Critic Flotation=0.300000
Critical=No
Father=25
FloodingTime=59.999996
CargoType=None



[URudders1]
Multiplier=1.000000
Flotability=0.000000
HitPoints=500
Destructible=Yes
Armor Level=10
Critic Flotation=0.300000
Critical=Yes
Father=37
FloodingTime=59.999996
CargoType=None

[URudders2]
Multiplier=1.000000
Flotability=0.000000
HitPoints=500
Destructible=Yes
Armor Level=10
Critic Flotation=0.300000
Critical=Yes
Father=37
FloodingTime=59.999996
CargoType=None

[RudderXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Armor Level=25
Critic Flotation=0.300000
Critical=Yes
Father=30
FloodingTime=59.999996
CargoType=None

[RudderII]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Armor Level=25
Critic Flotation=0.300000
Critical=Yes
Father=25
FloodingTime=59.999996
CargoType=None


[UPropellers1]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=10
HitPoints=300
Destructible=No
Critical=No
Father=37
FloodingTime=59.999996
CargoType=None

[UPropellers2]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=10
HitPoints=300
Destructible=No
Critical=No
Father=37
FloodingTime=59.999996
CargoType=None

[UPropellersXXI1]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=25
HitPoints=300
Destructible=No
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None

[UPropellersXXI2]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=25
HitPoints=300
Destructible=No
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None

[UPropellersII1]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=25
HitPoints=300
Destructible=No
Critical=No
Father=25
FloodingTime=59.999996
CargoType=None

[UPropellersII2]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=300
HitPoints=200
Destructible=No
Critical=No
Father=25
FloodingTime=59.999996
CargoType=None



[DeckGun]
Multiplier=3.000000
Flotability=0.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Ammo
Effect1=#Catastrofic_explosion, 10

[FltDeckGunStern]
Multiplier=3.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Effect1=#Catastrofic_explosion, 10


[DGun]
Multiplier=3.000000
Flotability=0.000000
HitPoints=50
Destructible=Yes
Armor Level=25
Critic Flotation=0.300000
Critical=No
Father=43
FloodingTime=59.999996
CargoType=None
Effect2=#Catastrofic_explosion, 100

[Snorkel]
Multiplier=1.000000
Flotability=0.000000
HitPoints=60
Destructible=No
Armor Level=15
Critic Flotation=0.300000
Critical=No
Father=43
FloodingTime=59.999996
CargoType=None

[SnorkelXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=60
Destructible=No
Armor Level=15
Critic Flotation=0.300000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=None


[ExternalStorage]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=Yes
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=43
FloodingTime=59.999996
CargoType=None

[Flak]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[FlakFore]
Multiplier=1.0
Flotability=0.0
HitPoints=200
Destructible=No
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


[FlakXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


[FlakGun1]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=44
FloodingTime=59.999996
CargoType=None

[FlakGun2]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=44
FloodingTime=59.999996
CargoType=None

[FlakGun3]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=44
FloodingTime=59.999996
CargoType=None

[FlakGun4]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=44
FloodingTime=59.999996
CargoType=None

[FlakGunXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=30
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=116
FloodingTime=59.999996
CargoType=None


[UZO]
Multiplier=1.000000
Flotability=0.000000
HitPoints=50
Destructible=No
Armor Level=15
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[DieselEngineRoom]
Category=Engines Room
Multiplier=1.000000
Flotability=20.00000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 10
Effect2=#Oil_trace, 20
FloodingTime=120
CargoType=None

[FltEngineRoom]
Category=Engines Room
Multiplier=1.0
Flotability=21.64
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 10
Effect2=#Oil_trace, 20
FloodingTime=400
CargoType=None

[UbtEngineRoom]
Category=Engines Room
Multiplier=1.0
Flotability=20
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.05
Critical=No
Effect1=#dc_bubbles, 10
Effect2=#Oil_trace, 20
FloodingTime=400
CargoType=None


[DieselEngine1]
Multiplier=1.000000
Flotability=2.000000
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=29
FloodingTime=59.999996
CargoType=None
Effect1=#Smoke_small, 50

[DieselEngine2]
Multiplier=1.0
Flotability=2.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=29
FloodingTime=59.999996
CargoType=None
Effect1=#Smoke_small, 50

[ElectricEngineRoom]
Category=Engines Room
Multiplier=1.0
Flotability=20.0
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

[ElectricEngine1]
Category=Engines Room
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None

[ElectricEngine2]
Category=Engines Room
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None

[CreepEngine1]
Category=Engines Room
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None

[CreepEngine2]
Category=Engines Room
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None


[OilLeak]
Multiplier=1.000000
Flotability=0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.400000
Critical=No
Effect1=#Oil_trace, 20
FloodingTime=120
CargoType=None

[UNibelung]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=15
Critic Flotation=0.300000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=None

[UActiveSonar]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=15
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None


[UHydrophReceivers]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=20
Critic Flotation=0.3
Critical=No
Father=36
FloodingTime=60
CargoType=None

[UKDBReceivers]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=1
Critic Flotation=0.3
Critical=No
Father=36
FloodingTime=60
CargoType=None


[HydrophoneSensor]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None

[SonarHeadPort]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None

[SonarHeadStb]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=None

audessy
04-08-10, 08:21 PM
I played around for a few hours and got this working right. I ran into a dilemma of having the sub sink when damaged to badly on the surface but sinking to rapidly submerged. Or it would flood realisticly submerged but never sink on the surface.

To solve this problem I made the fuel tanks the critical spot on the surface. If your fuel tank takes too much damage it will detonate and send you to the bottom. Still alive of course. Don't be worried though. The fuel tanks take a bit to get damaged and shouldn't be detonated by depth charges due to no armor piercing.

While being depth charged you may have to deal with some hardcore damage control. I had a depth charge hit me at 50 meters. Direct hit. The flooding was so intense right away that I had to go to flank speed to stop diving. I still sunk anyway as the room filled. A depth charge at point blank was even more deadly than this. However I think it's far more acceptable than vanilla sh5.

keith_uk
04-08-10, 09:12 PM
Many thanks:salute:

Keith.

vanvar1987
04-09-10, 10:52 AM
I played around for a few hours and got this working right. I ran into a dilemma of having the sub sink when damaged to badly on the surface but sinking to rapidly submerged. Or it would flood realisticly submerged but never sink on the surface.

To solve this problem I made the fuel tanks the critical spot on the surface. If your fuel tank takes too much damage it will detonate and send you to the bottom. Still alive of course. Don't be worried though. The fuel tanks take a bit to get damaged and shouldn't be detonated by depth charges due to no armor piercing.

While being depth charged you may have to deal with some hardcore damage control. I had a depth charge hit me at 50 meters. Direct hit. The flooding was so intense right away that I had to go to flank speed to stop diving. I still sunk anyway as the room filled. A depth charge at point blank was even more deadly than this. However I think it's far more acceptable than vanilla sh5.

I had a chance to test it out. Your right about it be very realistic. The depth charges are very unforgiving now. Awesome job! You might want to consider developing this into a mod for all. It's really that good.

Thanks again for the hard work.

PS: Nice idea about the fuel tank by the way.

Drifter
04-09-10, 11:31 AM
vonTorpitz, I am currently working on a Longer Repair Times mod for Silent Hunter 5. You will pray for death to end your suffering once your U-boat gets heavily damaged using my mod. :arrgh!:

audessy
04-09-10, 06:56 PM
I'm glad you like it. If you feel it's too hard you just have to get below the thermal layer in stock SH5. They don't bother you much then. However in later mega-difficult mods this may have to be toned down a bit.

Drifter, I can help you with that if you'd like. I know testing can be really time consuming.

keith_uk
04-10-10, 07:31 PM
I already had 11% hull damage when i installed these new settings and my boat had a bad list while below the surface.

I don't know if this is due the the ghost flooding you mentioned earlier?

Anyway, i changed the Flotability settings a bit so any flotability areas that were at 0 before at back to 0 now. I don't know if this will work?

Keith.

audessy
04-10-10, 08:45 PM
Your hull integrity shouldn't have been at 11% already. A conflicting mod maybe? :hmmm:

If you're taking damage without actually being attacked I'd say there's a big problem. You may want to check the subs .zon file. Make sure those hitpoints are higher. And the armor is set to 5 or close to that.

FYI Though. If you set all the flotability areas except the rooms you'll be invincible on the surface. I at least suggest you set the fuel tanks back to 100+.

keith_uk
04-11-10, 01:04 PM
It may be the BARF mod?
Anyway, i disabled the BARF mod, put the orignal games zones CFG file back, added your settings to the zone cfg file in the BARF mod and then enabled BARF again.

Seems ok now, no list when i go under.

Thanks for your work on this audessy, its something that is really needed in this game.

Imagine if there could be a situation in the game like in Ds Boot, where you are stuck on the bottom for hours trying to fix your sub and not die. The game could have much more too it when you think about it.

Keith.

Athlonic
04-11-10, 03:33 PM
Imagine if there could be a situation in the game like in Ds Boot, where you are stuck on the bottom for hours trying to fix your sub and not die. The game could have much more too it when you think about it.

Keith.

Agree that is exactly what I dream to see in SH5 !

Keep up the good work guys.

:up:

oscar19681
04-11-10, 05:20 PM
I had a chance to test it out. Your right about it be very realistic. The depth charges are very unforgiving now. Awesome job! You might want to consider developing this into a mod for all. It's really that good.

Thanks again for the hard work.

PS: Nice idea about the fuel tank by the way.

Yeah i would like to see this be made into an real mod as well.

audessy
04-11-10, 09:46 PM
Hmm. Maybe sometime this week.

You know what the funny thing is? I designed this mod under SH4! :har:

I'm glad to hear it works fine with SH5 boys! Thanks for being my test subjects.

Can someone tell me if my big !@# fireball comes out when your fuel tank gets destroyed on the surface? It looks very cool in SH4. I want to know what it looks like in SH5.

@Athlonic Follow my instructions in this thread and you can achieve that. You should never receive the instant death screen depending on your hitpoints and crashspeed. Personally below crush depth I do believe the boat should implode at 300 meters but that's up to you.

vanvar1987
04-13-10, 08:06 AM
Hmm. Maybe sometime this week.

You know what the funny thing is? I designed this mod under SH4! :har:

I'm glad to hear it works fine with SH5 boys! Thanks for being my test subjects.

Can someone tell me if my big !@# fireball comes out when your fuel tank gets destroyed on the surface? It looks very cool in SH4. I want to know what it looks like in SH5.

@Athlonic Follow my instructions in this thread and you can achieve that. You should never receive the instant death screen depending on your hitpoints and crashspeed. Personally below crush depth I do believe the boat should implode at 300 meters but that's up to you.

Yes the big fireball does show when the fuel tank gets destroyed :DL.
I would say FuelExplosion=#oil_explosion works quite well. Funny that it works from SH4. You did some fine work here.

t0maz
04-13-10, 09:35 AM
Anyone could please made a JSGME ready mod from this with proper credits?

audessy
04-14-10, 12:23 AM
Wish granted!

http://www.subsim.com/radioroom/showthread.php?t=167720


Enjoy my mod. And thank you for the feedback. :salute:

t0maz
04-14-10, 07:48 AM
Thx :up: