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TheDarkWraith
03-02-11, 11:58 PM
Just as it sounds, now the fires on ships will cause damage to them. If there are enough fires and given enough time the unit will lose all HPs and explode (die). I made this for SH5 but ported it over to SH4 and SH3.

Unzip straight to MODS folder and enable via JSGME.

Do not have to be inport to enable. Can be enabled/disabled at anytime.

Do to the way I made it work it can be used with stock or any mod.

TheDarkWraith :|\\

v1.0: initial release

v1.1: replaced. Tweaking done

v1.2: replaced

v1.3: changed the way damage is incurred from fires for ships (to allow flooding to be incurred from them). Added damage from smoke and/or fires to airplanes.

http://www.gamefront.com/files/20132835/TDW_Ship_Plane_Fire_Damage_v1_3_SH4_7z

I don't play SH3 or SH4 anymore (only SH5) so if you need to reach me do so via PM

Sailor Steve
03-03-11, 01:37 AM
Brilliant! Thanks for porting this over to the older versions. :sunny:

keltos01
03-03-11, 06:12 AM
That's the Mac Spirit !!!!!

Yatta !!!!

now about subs firing torpedoes : can you help ?

regards

keltos

TorpX
03-03-11, 09:59 AM
Excellent idea! I will most certainly try it.

TheDarkWraith
03-03-11, 10:04 AM
I played SH4 for maybe 10 mintues then shelved it for good as I just couldn't get into it. That being said, I have no idea what mods have done to the game (nor do I really care as I won't be playing it ever due to SH5) but if there are mods that have improved the damage model of the ships then, in theory due to how I made this work, ships should also flood due to fires. It would be quite possible to see a vessel sink due to flooding from the fires. Can anyone confirm this? :hmmm:

TorpX
03-03-11, 10:36 AM
I know little about modding, but I can tell you what is in the documentation for RFB. The Real Fleet Boat has a damadge model that is based on the flooding of compartments. It often takes quite a while for ships to sink, but not always (there are 'critical hits' sometimes). Shelling a ship, often causes fires, but does not sink them, unless there are a significant number of hits near the waterline. This can seem odd, as it is possible to have raging fires aboard a ship, which means very little. The fires are essentially eye-candy here. I hope this answers part of your question.

Edit- There is also the matter of ships not counting when they 'sink' in shallow water.

TheDarkWraith
03-03-11, 10:50 AM
I know little about modding, but I can tell you what is in the documentation for RFB. The Real Fleet Boat has a damadge model that is based on the flooding of compartments. It often takes quite a while for ships to sink, but not always (there are 'critical hits' sometimes). Shelling a ship, often causes fires, but does not sink them, unless there are a significant number of hits near the waterline. This can seem odd, as it is possible to have raging fires aboard a ship, which means very little. The fires are essentially eye-candy here. I hope this answers part of your question.

Edit- There is also the matter of ships not counting when they 'sink' in shallow water.


Raging fires will cause damage to the vessel. That damage will more than likely cause flooding to occur in the damaged comparments. Now this damage to the compartments will increase over time (due to the fires) and thus the rate of flooding will increase also (theoretically) :up:

TorpX
03-03-11, 11:06 AM
I just wrote a offhand description of the RFB damadge model.
I don't know if the damadge zones in the superstructure would be affected by what happens in the hull, or vice-versa. From what others have said, shell damadge accomplishes little unless the hits are near the waterline, but the fires appear to be located in the superstructure.

To use an example: I broke into a convoy at night and was shelling a tanker. My hits were toward the stern, and it was soon a mass of flames. I thought it was finished, or at the very least, crippled. I started on other targets, only to see five min. later the fires out and the tanker sailing away. The fires seem to be for visuals only. This is in RFB. IDK about TMO or stock.

TheDarkWraith
03-03-11, 11:12 AM
I just wrote a offhand description of the RFB damadge model.
I don't know if the damadge zones in the superstructure would be affected by what happens in the hull, or vice-versa. From what others have said, shell damadge accomplishes little unless the hits are near the waterline, but the fires appear to be located in the superstructure.

To use an example: I broke into a convoy at night and was shelling a tanker. My hits were toward the stern, and it was soon a mass of flames. I thought it was finished, or at the very least, crippled. I started on other targets, only to see five min. later the fires out and the tanker sailing away. The fires seem to be for visuals only. This is in RFB. IDK about TMO or stock.


If fires are displayed (rendered) then the vessel will suffer damage from them. I don't care whose mod you're using (or stock for that matter)

TorpX
03-03-11, 11:56 AM
OK, good to know. :)

General Tso
03-03-11, 12:15 PM
Thanks for the nice improvement, I'll check it out.

Hylander_1314
03-04-11, 12:22 AM
It would be quite possible to see a vessel sink due to flooding from the fires. Can anyone confirm this? :hmmm:

Flooding from fire could occur depending on the damage done by the fires. Mainly, though, keeping the fire from the fuel, or coal depending on what the uses would be the main reason.

But heat and flame, could do things like undermine the structure by warping or buckling things that cause a chain reaction of things leading to eventual flooding from seams splitting and what not on the hull.

I'll have to give this a try once I get back in port.

TheDarkWraith
03-04-11, 12:42 AM
I'll have to give this a try once I get back in port.

Don't have to be in port to install. Can be installed at any time :up:

Hylander_1314
03-04-11, 12:59 AM
Oh, cool! Just used to having to be back in port to add stuff. :up:

Capt. Morgan
03-04-11, 02:28 AM
Thanks, this mod really adds a lot to the game.

... ships should also flood due to fires. It would be quite possible to see a vessel sink due to flooding from the fires. Can anyone confirm this?

Sorry to have to report no joy there.

Started 2 fires on a Med. Modern Composite Freighter with the single 20mm - doing as little damage to the ship as possible, then i just followed the freighter for 24hrs (game time). Still afloat and burning, with no reduction in speed at that time (clean install of SH4 - 1.5 with no other mods).

Repeated. this time the freighter slowed from 5 kts to 1kt in the first 3 hours, but did not sink after 24.

Third test: started a fire but this time with 4 shells from the deck gun. Followed the burning ship for 1 hr., then started a second and third fire with the single 20mm. Ship sank by flooding while I was starting the third fire. I've never sunk a freighter with a 20mm before.

The fires do not seem to be enough to sink a medium sized freighter by them selves, but do seem to amplify other damage done to the target. Very nice!

TheDarkWraith
03-04-11, 07:53 AM
Started 2 fires on a Med. Modern Composite Freighter with the single 20mm - doing as little damage to the ship as possible, then i just followed the freighter for 24hrs (game time). Still afloat and burning, with no reduction in speed at that time (clean install of SH4 - 1.5 with no other mods).

Repeated. this time the freighter slowed from 5 kts to 1kt in the first 3 hours, but did not sink after 24.

Third test: started a fire but this time with 4 shells from the deck gun. Followed the burning ship for 1 hr., then started a second and third fire with the single 20mm. Ship sank by flooding while I was starting the third fire. I've never sunk a freighter with a 20mm before.

The fires do not seem to be enough to sink a medium sized freighter by them selves, but do seem to amplify other damage done to the target. Very nice!

As the mod was made with SH5 damage model in mind the SH4 damage model and ship available HPs will most likely be completely different. Thus it's quite possible that the SH4 version needs to be tweaked for SH4. I don't play SH4 (only SH5) so someone would need to do this :yep:

Capt. Morgan
03-04-11, 11:10 AM
.... Thus it's quite possible that the SH4 version needs to be tweaked for SH4. I don't play SH4 (only SH5) so someone would need to do this :yep:

Well beyond my skills I'm afraid, but even based on the SH5's damage model - ship fires will now contribute to sinking - which is a big improvement. :up:

Thanks again:salute:

Webster
03-04-11, 12:10 PM
i know with sh4 there were some issues with some fires (smaller ones) not having any sounds attached to them and vickers03 had done a small tweak to fix this for my GFO mod some time ago, do you think this sound fix may have anything to do with or interfere with the way your mod works?

or maybe vickers03 could better answer this

TheDarkWraith
03-04-11, 01:10 PM
i know with sh4 there were some issues with some fires (smaller ones) not having any sounds attached to them and vickers03 had done a small tweak to fix this for my GFO mod some time ago, do you think this sound fix may have anything to do with or interfere with the way your mod works?

or maybe vickers03 could better answer this

I hook the fire events so unless someone changes the fire's IDs or changes the effect that's played for fire in the Zones.cfg file there's nothing to worry about :up:

Nisgeis
03-04-11, 04:45 PM
So does this actually work at all? All reports seems to indicate not?

Char
03-04-11, 07:22 PM
It seems the fires do cause damage,but not at a noticeable rate to make a difference.Though after causing enough damage to sink a ship with Torpedoes and deck Guns,I HAVE noticed an increase in secondary explosions AND had a few ships break in two.

For example: (Running Webster's 1.5 Deck Gun mod) During the Artillery test mission,I noticed that the Freighter split in two after 10 HE shots to various locations(Cargo,Funnel,Below the waterline etc.) around the ship.

It has NEVER done that before.

So I take off the Deck Gun Mod,and do it again.While taking Considerably longer to sink,She Split in two AGAIN.There were 2 fires burning on her when the game declared her "sunk"

I have replicated these results twice both with and with out the Deck Gun mod.And taking this particular mod off seems to make it revert to just blowing up and sinking.

Capt. Morgan
03-04-11, 09:59 PM
So does this actually work at all? All reports seems to indicate not?

Well I wouldn't say all reports.:03:


What I was trying to say in my report was that it does work in SH4 (that is - fire causes actual damage, rather than just being eye-candy), but that a fire - by itself - is not enough to sink a medium sized freighter (TheDarkWraith asked for conformation on this point in his SH4 port).

I have never been able to sink anything larger than a large sampan with a 20mm before, but I was able to finish off a moderately damaged burning medium freighter with one. That is a first for me.

TorpX
03-05-11, 10:03 PM
I was playing around with the mission editor a little using this mod and RFB.

Used about 60 rds. of 4 inch to attack an anchored medium merchant. I started a medium sized fire, but this burned out after a short time and ship did not sink.

Used about same number of shells attacking a medium tanker (with fuel). Fires started very easily, but did not last. Continued with attack and started more fires, but still they burned out and ship did not sink.

Note that I aimed shots above waterline to test this mod; otherwise ships may well have sunk anyway. I think fire behavior in RFB is squirrelly. Fires can start at the drop of a hat, but also burn out almost as quickly. The tanker started on fire with the first hit, and appeared to seriously engulfed, but it didn't last long. Successive hits were only able to start smaller fires, which also didn't last long. This seems to be typical in RFB. Note also that one can hear the audible sound effect of the burning, after the fire has gone out. I don't know if this has anything to do with the actual damadge and all.

So far, I can't really see any difference.

reignofdeath
03-05-11, 10:41 PM
As the mod was made with SH5 damage model in mind the SH4 damage model and ship available HPs will most likely be completely different. Thus it's quite possible that the SH4 version needs to be tweaked for SH4. I don't play SH4 (only SH5) so someone would need to do this :yep:

This makes me wonder, how exactly DOES the sh5 damage model work?? Just out of pure curiosity

TheDarkWraith
03-05-11, 10:45 PM
This makes me wonder, how exactly DOES the sh5 damage model work?? Just out of pure curiosity

The damage model (code wise) is the same for all versions of Silent Hunter. What is different are the .zon files for each ship and the Zones.cfg file that defines the zones for each game. This Zones.cfg file is the major player in the damage model for the game. Each ship builds it's damage model from that file.

AVGWarhawk
03-06-11, 01:44 PM
Very nice! Long missing damage fire. Nice work! :D

Char
03-06-11, 07:15 PM
After doing some more testing,I've found this mod to only be effective if the target is at extremely low health or already sinking.I've seen increased amounts of ships splitting in half and an increase in the amount of secondary explosions on Tankers,Destroyers,and Cruisers.
I've also seen that while fires are burning,Ships WILL flood and sink at a slightly quicker pace.But were talking a maximum of only 10 to 15 seconds quicker than usual.

Perhaps increasing the rate the HP burns off would show more results?

On a Side note HOW MUCH HP does this mod actually burn off per second and how much Total HP do most mid-sized tankers have?

TorpX
03-06-11, 08:31 PM
I suspect the real problem (at least in RFB) is the underlying damadge model. The fires go out too quickly. There was probably no thought about fire effects; just something for a good visual. If I had the computer skills, I'd take a look at the whole damadge model/ weapon model.

I assume the devs had the ability to stop the game and debug or check the variables, as the program was in operation. Trying to figure out what needs tweeking from observing things a case at a time, is both difficult and tedious.

TheDarkWraith
03-16-11, 09:44 AM
I'm working on a new version of this mod that will increase the chances of the ships sinking due to flooding from fires. I'm also adding fire/smoke damage to airplanes. I've done this for SH5 and SH3 and now I need to add it to SH4. Problem is I'm away from home and I need two files to complete it (for reference):
\data\Zones.cfg
\data\Library\Particles.dat

Is it possible someone can PM me these please so I can finish this new version :06:

Capt. Morgan
03-16-11, 10:43 AM
P.M. sent

TheDarkWraith
03-16-11, 10:49 AM
P.M. sent

Thank you! I should have the new version available sometime today :up:

TheDarkWraith
03-16-11, 05:40 PM
v1.3 released. See post #1 for details :|\\

razark
03-16-11, 06:35 PM
v1.3 released. See post #1 for details :|\\
Does this version 1.3 avoid the problem in the SH3 1.3 version mentioned here?

http://www.subsim.com/radioroom/showthread.php?t=180921

TheDarkWraith
03-16-11, 06:53 PM
Does this version 1.3 avoid the problem in the SH3 1.3 version mentioned here?

http://www.subsim.com/radioroom/showthread.php?t=180921

Yes it does. There is no loop bug in the SH4 version. I double checked the file before uploading it :up:

razark
03-16-11, 07:02 PM
Yes it does. There is no loop bug in the SH4 version. I double checked the file before uploading it :up:
:salute:
Excellent. I saw the version numbers before I noticed it was a specific SH4 version and just wanted to make sure.

Hoping to get a chance to try this out real soon.

keltos01
03-29-11, 08:42 AM
nice job !

but i can't seem to dl it ???

[edit] got it on my third try

keltos

willielapus
03-30-11, 11:41 AM
:DL Thank you for the gret MOD !!!

Works very well with the latest update on my game (SH$ v 1.5 = GFO)

BillBam
04-05-11, 12:42 PM
I have been playing this mod with TMO 2.1 and GFO setups and must say I love it!! I was always frustrated when I would hit something and it didn't sink and had to waste another fish on it, usually having to work into position with escorts running about.

With this mod I have gotten credit for a sinking up to 1.5 hrs. after the initial attack due to the conitnued damage caused by fires. Not in all cases but in some and this is as I would expect, not looking for a 100% sink rate. I find that it is more likely in merchants and DD then large capital ships and again this is as I would expect it since merchants have more things to catch on fire and have weaker damage control onboard (unless you are a flattop at Midway with planes, bombs and fuel crowding the decks.)

Good job TDW!

I'm goin' down
04-11-11, 08:31 AM
I hit a tanker in ATO with two torpedoes. It stopped dead in the water, with fires burning. Quite awhile later there was a large explosion. A litte while after that, there was a second large explosion and it went down. I attribute it to this mod. Good job and important to effectuate realism.

Armistead
04-11-11, 11:20 AM
I'm not sure I can tell a difference, sometimes I think I can, other times seems to be the same. Doesn't seem to effect capital warships. I was using a S boat and hit two carriers with two torps each, both listing and on fire with decks at the waterline. I tried to catch them, but those slow S boats. It appears they were making 12 kts, just couldn't get around them with all the planes. Later the fires went out and off they went.

Anthony W.
04-23-11, 07:58 PM
This mod seems to make my torpedoes to INSANE amounts of damage right off

Almost as if I hit a magazine or fuel tank - or some sort of explosive cargo

Is that a bug, or on purpose?

Capt. Morgan
04-23-11, 09:09 PM
@ Anthony W

Maybe you've been really lucky and have hit explosives and fuel.

I've just put two Mk.14's into a 10,000t tanker and it took the better part of an hour to sink (using this mod, TMO 2.1 & RSRDC)

Anthony W.
04-23-11, 10:01 PM
@ Anthony W

Maybe you've been really lucky and have hit explosives and fuel.

I've just put two Mk.14's into a 10,000t tanker and it took the better part of an hour to sink (using this mod, TMO 2.1 & RSRDC)

I didn't even know the game modeled that? Because up till I downloaded this, hitting a tanker could take a while before it sank - but actual reports indicated that those things lit off like TNT

BillBam
04-23-11, 10:05 PM
I have noticed a larger louder explosion but definitely not more damage at least initially, it is all show.

Capt. Morgan
04-25-11, 11:33 PM
I didn't even know the game modeled that? Because up till I downloaded this, hitting a tanker could take a while before it sank - but actual reports indicated that those things lit off like TNT

In the mission editor you can vary the cargo on the ships, both external and internal. Ammunition and fuel are two of the options (big KaBoom), and then again, tankers can also be empty.

I don't have the manual handy but IIRC, TMO Varies the stock frequency of explosive cargo throughout the course of the war.

Fish40
04-26-11, 08:17 AM
I finally had the opportunity to see if this mod works, and I must say that I believe it does. I play with RFB which has adjusted the sink rates of ships to realistic times based on flooding instead of hitpoints. The one thing that I hardly ever saw was the big secondary explosions after almost every torpedo impact like the stock game has.

After installing this mod, I torpedoed a Old Raked Bow Merchant. One of the torpedoes hit smack under the stack after which followed a secondary explosion setting the thing ablaze. The ship still took a realistic time to go down, but IMHO I do believe the fires sped up the process a bit. I like it! Not overdone like the damage from stock explosions, but something you could believe. Lets face it, fire dose cause damage and destruction! I think I'm gonna keep this one!:up:

Charlie901
03-23-12, 10:04 PM
Does this mod still work with TMO 2.5?

DrBeast
03-23-12, 10:44 PM
Does this mod still work with TMO 2.5?

Should work with any mod since it adds a custom-made file (i.e. it doesn't alter any existing files which other mods may modify).

Charlie901
03-24-12, 09:38 AM
Wow what a difference this mod has made.....


Stuck 4 torps in the Shinnano last night and she was slightly tilted and smoking. Saw some secondary explosions for a minutes later and could hear compartments exploding inside her from under water for about the next 20 mins...

After about 30 mins game time the entire ship started breaking out in fires and had many more multiple explosions...

Started to totally sink a short time later.

Looked just like the real way that the Shinnano was historically sunk! :yeah:

chrysanthos
03-25-12, 04:18 AM
its not working....i dont know why but i tried one torpedo hit and light a ship onfire at the stern....the fire burns just about 2 hours with no other effect:/??? whats going on here?

Clyde00
03-29-12, 01:48 AM
Any chance of an upload on subsim? Filefront and Gamefront started crashing on me a week ago and I can't log in anymore as the page won't even load up.

Bubblehead1980
03-29-12, 03:41 PM
Will this work with OM?

DrBeast
03-29-12, 03:56 PM
Will this work with OM?

The answer is four posts above yours :03:

Hylander_1314
05-02-12, 05:30 AM
bump

Webster
05-02-12, 03:33 PM
ok whats going on with this thing?

i downloaded it and all it is is a video movie file?

where is the mod?

andy_311
05-02-12, 06:09 PM
I tried this mod in FORTS in a single mission to be exact the samar mission and yeah it works well,(too well ) because i cant win the mission now as soon as the shootin starts (my ships can fire from 10k+ m) most ships explode as soon as my torp hits but i don't get any cred for it.so I had to disable the mod.:damn:

Webster
05-02-12, 06:31 PM
I tried this mod in FORTS in a single mission to be exact the samar mission and yeah it works well,(too well ) because i cant win the mission now as soon as the shootin starts (my ships can fire from 10k+ m) most ships explode as soon as my torp hits but i don't get any cred for it.so I had to disable the mod.:damn:

i seam to have noticed it makes ships sink easier AND faster now :06:

just wish i could figure out why its a video file?

UPDATE: it appears i had some other mod causing issues, after a mod soup cleanout its working correctly now and i no longer get a guarranteed one kill per torpedo

HW3
05-02-12, 06:51 PM
Webster, it should be a .DAT file in the library folder, that can be opened with S3D.

:salute:

Webster
05-03-12, 12:05 PM
Webster, it should be a .DAT file in the library folder, that can be opened with S3D.

:salute:
ok thanks i missed that :oops:

stupid Nero is telling me its a video file and showing the video disc icon :06:

i wonder if TDW would consider doing a version that doesnt increase damage and sinking times so much, maybe to half of what it does now.

i like what its doing but something in there greatly weakens the ships way too much IMO

DrBeast
05-03-12, 05:35 PM
i wonder if TDW would consider doing a version that doesnt increase damage and sinking times so much, maybe to half of what it does now.

i like what its doing but something in there greatly weakens the ships way too much IMO

Should be quite easy to do - just open the file with S3D and adjust the MinEF/MaxEF and/or MinRadius/MaxRadius values in AmmoDamageInfo in the Small_Fire_DC and Large_fire_DC nodes (and also PlaneSmoke_DC and PlaneFire_DC nodes if you want to tweak aircraft fire damage).

Hylander_1314
05-03-12, 06:57 PM
Any chance someone could upload this to mediafire? Darn gamefrontr keeps crashing the page, even if I go to the homepage, I get the stupid, This Window Has Been Recovered 2 or 3 times, then the dreaded red X IE page.

The Depth Charge Mod too would be appreciated! Thanks!

HW3
05-03-12, 07:10 PM
Here is the fire damage mod http://www.mediafire.com/?820bw2ah2hnbmhk

:salute:

Hylander_1314
05-03-12, 08:39 PM
Thanks HW3! Much appreciated! Now to get the Depthcharge Disturbance Mod.

HW3
05-04-12, 01:58 PM
Your welcome! Glad I could help out.

:salute:

Madox58
05-04-12, 02:03 PM
Thanks HW3! Much appreciated! Now to get the Depthcharge Disturbance Mod.

http://www.mediafire.com/?mn0dmle4cl633mz

Webster
05-04-12, 07:56 PM
Should be quite easy to do - just open the file with S3D and adjust the MinEF/MaxEF and/or MinRadius/MaxRadius values in AmmoDamageInfo in the Small_Fire_DC and Large_fire_DC nodes (and also PlaneSmoke_DC and PlaneFire_DC nodes if you want to tweak aircraft fire damage).

except there is no MinEF/MaxEF and/or MinRadius/MaxRadius values

and there is no AmmoDamageInfo in the Small_Fire_DC and Large_fire_DC nodes

or anything i recognise as relating to damage, hit points, or armor

Hylander_1314
05-04-12, 08:56 PM
Thanks Privateer! You're a life saver! :salute:

DrBeast
05-05-12, 06:02 PM
except there is no MinEF/MaxEF and/or MinRadius/MaxRadius values

and there is no AmmoDamageInfo in the Small_Fire_DC and Large_fire_DC nodes

or anything i recognise as relating to damage, hit points, or armor

:o :hmmm:

Well now I'm stumped...it's the TDW_Ship_Plane_Fire_Damage_v1_3_SH4.dat you're looking into, right? I had the file open before me when I wrote down that info.

Webster
05-06-12, 10:29 AM
:o :hmmm:

Well now I'm stumped...it's the TDW_Ship_Plane_Fire_Damage_v1_3_SH4.dat you're looking into, right? I had the file open before me when I wrote down that info.

well yes, its the only file in the mod

ok then, take me thru the tree because im pretty sure i opened all the nodes and child nodes and never saw anything like that except for depth charges, there was nothing for the fires

i see nothing under "damage" nodes so are you saying he linked the depth charges to the fire so thats how he adds damage with the fires?

DrBeast
05-06-12, 12:29 PM
well yes, its the only file in the mod

ok then, take me thru the tree because im pretty sure i opened all the nodes and child nodes and never saw anything like that except for depth charges, there was nothing for the fires

i see nothing under "damage" nodes so are you saying he linked the depth charges to the fire so thats how he adds damage with the fires?

A picture's worth a thousand words:

http://img545.imageshack.us/img545/4033/shipfiredamage.jpg

I have all the relevant nodes expanded and underlined (mind you, I've modified mine slightly so the numbers will be off).

Webster
05-06-12, 01:17 PM
A picture's worth a thousand words:

I have all the relevant nodes expanded and underlined (mind you, I've modified mine slightly so the numbers will be off).

ok, the "depth charges" tag is where i was getting mixed up at so i was only looking in "fire damage"


will changing these settings effect the depth charges in the game or is this completely isolated from everything else in the game?

what im asking is this isnt connected to the actual depth charges damage dropped from ships or planes is it?


at first i had mod soup issues causing increased damage (one shot = one kill) but now that its working correctly it doesnt seam to increase damage any over stock (or at least i havent noticed any) so is that why you upped the damage on yours?

do you think your settings are about right or on the strong side (semi cheat)?

DrBeast
05-06-12, 03:59 PM
ok, the "depth charges" tag is where i was getting mixed up at so i was only looking in "fire damage"


will changing these settings effect the depth charges in the game or is this completely isolated from everything else in the game?

what im asking is this isnt connected to the actual depth charges damage dropped from ships or planes is it?

My (limited, I have to admit) understanding is that it's completely isolated from actual depth charges, this is just the means of delivering damage to the ships. What I think this mod does is make fires act as mini-depth charges, delivering their damage as long as they last.

At first i had mod soup issues causing increased damage (one shot = one kill) but now that its working correctly it doesnt seam to increase damage any over stock (or at least i havent noticed any) so is that why you upped the damage on yours?

do you think your settings are about right or on the strong side (semi cheat)?

I'm using Bilge_Rat's Longer Sinking Times for TMO2.5 mod (http://www.subsim.com/radioroom/showthread.php?t=193610) and, while I really like the work he has done, I found that his sinking times are a tad too prolonged for my liking. Adding the Ship damage mod, along with my modifications, gives me my personal sweet spot for how fast I want the ships to sink.

Webster
05-07-12, 10:25 AM
thanks for the help :salute:

Soviet Creeper
05-07-12, 07:10 PM
This mod is so amazing. Managed to bag a Yamato because of it, 12 Mark 10s into it and I didnt think she would sink, but there was one fire so I waited, and then got the magical message, as fires began spreading all over her that she was going down. I feel P. Cool now.

Bubblehead1980
05-07-12, 08:34 PM
This mod is so amazing. Managed to bag a Yamato because of it, 12 Mark 10s into it and I didnt think she would sink, but there was one fire so I waited, and then got the magical message, as fires began spreading all over her that she was going down. I feel P. Cool now.


I'm not sure if its working for me, does it overwrite any files for you when you enable it jsgme? Watched planes burn and fly like in stock lol(its supposed to affect planes also right?)

Webster
05-07-12, 08:37 PM
I'm not sure if its working for me, does it overwrite any files for you when you enable it jsgme? Watched planes burn and fly like in stock lol(its supposed to affect planes also right?)

yes but it does it slowly over time so you mainly only see the effects on ships since they stay around long enough to see it being effected.

i would think a plane needs a large fire in order to die before it flies away

ReallyDedPoet
03-10-14, 09:02 AM
Anyone have a link for this?

Captain Dave
03-10-14, 09:46 AM
The very first post has the link to the latest version. Worked for me.

Sniper297
03-10-14, 01:46 PM
Not sure I'm seeing it, what I got;

\data\Library\TDW_Ship_Plane_Fire_Damage_v1_3_SH4. dat

And that's all that's in the zip, nothing more, no readme telling me I need an additional file or files from other mods.
Is that file self activating, or does another file need to be edited to call it? I'm not sure how the game works, does it go to the library folder and load any file it finds with a DAT extension, or does it ignore files not on the shopping list? I went ahead and installed it, checked \data\Library\TDW_Ship_Plane_Fire_Damage_v1_3_SH4. dat in the test copy of SH4, then watched three US light cruisers and 2 US heavy cruisers hammering away at a Maya heavy cruiser for half an hour. I had three fish left and a battleship coming from the south so I left to deal with that and came back a few hours later to check the Maya.

https://scontent-b-lga.xx.fbcdn.net/hphotos-ash3/t1/1959427_698926460151637_1040001205_n.jpg

1315 hours after 30 minutes of hammering.

https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/t1/1966754_698926440151639_901195396_n.jpg

Six hours later still floating, no settling deeper, no increase in number or size of fires. If that's what the mod is supposed to do I would say it needs some tweaking, assuming it's actually doing anything at all.

ReallyDedPoet
03-10-14, 01:48 PM
The very first post has the link to the latest version. Worked for me.

Thanks, not sure how I missed that :/\\!!

BillBam
03-10-14, 05:43 PM
Anyone tried using this with Traveler's Mod?

HertogJan
03-10-14, 06:15 PM
Not sure I'm seeing it, what I got;

\data\Library\TDW_Ship_Plane_Fire_Damage_v1_3_SH4. dat

And that's all that's in the zip, nothing more, no readme telling me I need an additional file or files from other mods.
Is that file self activating, or does another file need to be edited to call it? I'm not sure how the game works, does it go to the library folder and load any file it finds with a DAT extension, or does it ignore files not on the shopping list? I went ahead and installed it, checked \data\Library\TDW_Ship_Plane_Fire_Damage_v1_3_SH4. dat in the test copy of SH4, then watched three US light cruisers and 2 US heavy cruisers hammering away at a Maya heavy cruiser for half an hour. I had three fish left and a battleship coming from the south so I left to deal with that and came back a few hours later to check the Maya.

Six hours later still floating, no settling deeper, no increase in number or size of fires. If that's what the mod is supposed to do I would say it needs some tweaking, assuming it's actually doing anything at all.



Not really sure about the workings of it, all I can say is I intercepted a convoy a while back and hit a Nagara Maru with 2 fish... 2 other were duds so I didn't hit anything ells.. Made a endrun spotted the Nagara Maru trailing the convoy about 8 hours later.

She was still making 9knts and listing but not that much, fires were out too. I figured I'd get her with a MK10 stern torpedo when I finished the rest of the convoy so I carried on.
I steamed ahead of the convoy and as I was making stadimeter readings on the lead vessel I heard a very loud explosion... I turned my scope and saw the remnants of a huge fireball, shortly after the Nagara sunk.


In retrospect, the only thing not there were the fire and smoke...(they were there at first when I hit her but stoped after an hour ot two) which was a shame.
I mean, when a ship explodes after damage from fire there should be fire going somewhere and that should mean smoke... I think :hmmm: :)

Non the less, it was a awesome experiance :rock:

It might have bein a combination of 'Longere Sinking Time' Mod and this one though, who's to say.


You could ask TDW over on SH5 forum, he's still active.


HJ

HertogJan
03-10-14, 06:17 PM
Anyone tried using this with Traveler's Mod?

Its a single .dat file so I figure it should work, it will not conflict with any file because its a new .dat file

TheDarkWraith
03-10-14, 07:30 PM
Its a single .dat file so I figure it should work, it will not conflict with any file because its a new .dat file

Yes, it's a single file. I 'hook' onto a certain event in the particles.dat file to make this work. Thus is why you can't figure out why it works and is only a single file.

Sniper297
03-10-14, 07:46 PM
Okay, in real life a couple torpedo hits and/or a hundred 6 or 8 inch HE rounds start fires, most of the boilers have their safeties lifted or have already exploded so there's no power to run bailing or firemain pumps, fire spreads setting off secondaries which cause more damage and spread fires / start new fires, chain reaction eventually sinks ship. If that's what's supposed to be happening with this mod I'm not seeing it.

TheDarkWraith
03-10-14, 07:49 PM
If you want to see if the mod is working or not make a single mission with a stationary ship. Fire some shells into it to start some fires. Sit back and wait :yep:

Sniper297
03-10-14, 10:51 PM
Did that. In stock game a fire is burning, ship will burn for 40 days and 40 nights till the dove comes back with an olive branch, fire still burning same rate. With mod fire burns for 40 days and 39 days 23 hours 59 minutes 17 seconds, then a firecracker pops adding 1 point of damage. :har: So I did some destructive testing, changed all the damage numbers and blast radius numbers, adding two zeros to each so damage of six became 600, blast radius 4 became 400. Ran into convoy 8 merchants with three escorts, fired 3 fish, got 3 hits, sank 10 ships. :huh: Only reason number 11 escaped he was off on a sweep several miles from ground zero.

Obviously a bit much, but at least it's conclusive proof the mod does SOMETHING besides taking up disk space, but as you said originally it might need to be tweaked for SH4. Confirm, it definitely needs to be tweaked for SH4.

So I restored the original and multiplied all numbers by 4 instead of 100, tested with the Gone Asiatic mod that starts with a raid on Manila Bay. I spent over a year working on the second version of that mod trying to get a balance between US and Japanese surface forces, but hit a Maya or Takao with one mark 14 each, stops DIW and burns at the same rate for 3 hours while sinking every US cruiser that passes by. Thousands of hits from 6 and 8 inch guns on the enemy cruiser and it just shrugs them off, continuing to hammer away at every US ship in range.

Worked better with the modified version of your mod, 2 US heavy cruisers and 3 US light cruisers eventually sunk by this one enemy cruiser, but the cumulative damage eventually sinks it with no help from me.

Last test on a KONGO class BB steaming slowly toward Corregidor, 1400 put 1 fish under the stack, stopped DIW but no fire no list.
1415 US cruiser groups open fire, starting a conflagration at the base of the bridge superstructure.
1445 all US cruisers sunk, no incoming shots but observed a secondary explosion from the bridge conflag.
1500 small fire first stack and aft upper deck near turret 3
1515 smoke from turret 1, two small fires and one medium fire envelop turret 3
1545 two large fires one small fire turret 3
1615 small fire turret 4 and port side aft

https://scontent-b-lga.xx.fbcdn.net/hphotos-frc3/t1/1970737_699101553467461_2140663332_n.jpg

20 minutes after the last induced explosion she starts sinking by the bow.

https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn2/t1/1975270_699101530134130_1652819152_n.jpg

That seems pretty reasonable to me, I wouldn't go much higher than 4X the original numbers in the mod, but the original numbers need to be at least doubled to even notice any difference at all in SH4. Otherwise nice mod, Bravo Zulu. :salute:

Den0
03-10-14, 11:25 PM
Hit a small old split today with about 10HE round from dks. Fires broke out almost instantly across the ship and she was down in about 10mins. Seems to be working to me. I am just taking a shot in the dark here but fires are not gonna sink a ship as fast as a torp would. They have to have time to pop mags or boilers etc. Although I did hit a plane with two good 40mm hits and he was burning bad and just flew off, needless to say he didnt want to try and bomb me after taking the hits.

http://i83.photobucket.com/albums/j306/LonewolfStudio/Silent%20Hunter%204/SH4Img2014-03-10_160151_265.jpg (http://s83.photobucket.com/user/LonewolfStudio/media/Silent%20Hunter%204/SH4Img2014-03-10_160151_265.jpg.html)

I like the mod:up:

Sniper297
03-10-14, 11:47 PM
Like others you're having a placebo effect, the unmodified mod actually doesn't do anything to stock 1.4. 10 rounds of 3 inch 50 will sink a small split freighter in stock SH4. The way to see a difference is to fire a couple clips of 40MM HE until a fire starts, then cease fire and wait to see if the fire spreads and eventually sinks the ship. Stock game it will never do it, with the mod it will but takes a long long long long long is the war over yet long long long time unless the mod is modded to increase damage and radius numbers.

Sniper297
03-11-14, 01:43 AM
Test 2, Sugar boat with same modified mod with 4x damage increase. 1 TAKAO CA and one SHOKAKU CV with 2 escorts cruising around in a holding pattern.

1450 fired 1 Mark 10 at SHOKAKU and another at TAKAO aimed to hit near the bows on the assumption they would speed up when they saw the wakes. SHOKAKU slowed down instead so caught her torpedo forward and the TAKAO's fish aft.


1500 fired 1 mark 10 hit TAKAO starting Small fire aft.
Both steamed off south with one escort.

https://scontent-b-lga.xx.fbcdn.net/hphotos-ash3/t1/10014587_699147960129487_2122302623_n.jpg

1700 remaining escort was making a nuisance of himself so up to periscope depth and sank him. Surfaced and headed south.
1740 SHOKAKU still has same angle list to port and down by the bow, no change in almost 3 hours.

https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/t1/47414_699148040129479_662574786_n.jpg

TAKAO off in the distance close to shore, no sign of second destroyer.

1745 TAKAO nearly runs aground, backs her screws.

https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn2/t1/1901290_699148136796136_133751592_n.jpg

1750 induced internal explosions sink TAKAO.

https://scontent-b-lga.xx.fbcdn.net/hphotos-frc3/t1/1939620_699152853462331_113754791_n.jpg

1820 found second destroyer, aground and broken in half - the lubbers did that themselves, I never fired a shot at that one.

https://scontent-b-lga.xx.fbcdn.net/hphotos-frc1/t1/1964801_699148200129463_670481105_n.jpg

1830 closed on SHOKAKU to fire a few 4 inch 50s to see if I could set her on fire.

https://scontent-b-lga.xx.fbcdn.net/hphotos-frc1/t1/1795666_699148273462789_1612558762_n.jpg

4th hit made her roll over and sink without any flames, so test results inconclusive on that one. TAKAO sank a bit less than 3 hours after the small fire from the single torpedo hit, but I never saw any increase in flames and can't rule out the possibility that she did run aground and added to the damage that way. Possibly the mod caused or contributed to her sinking 3 hours after a single mark 10 hit due to the small fire, but there's no way to tell for sure in this test.

Main reason I'm so interested in this is due to the game programming failing to give credit for damaged ships the way they do in real life, if an S-boat skipper hit four battleships causing slight damage and they steamed off over the horizon with no loss in speed, he would get a medal AND a party that would leave him hungover for a week. Fire all your fish into a Yamato and leave him DIW listing 20 degrees and on fire you wouldn't get the same medal you would have if you actually SUNK him, but you'd get the next one down. Other submarine simulators in the past did give about half credit for damaged ships which didn't sink, this game ignores it completely. Having a Yamato limp off at 5 knots after you run out of fish is frustrating because you might as well have wasted the torpedoes on gunboats, but if this mod can make that long gone Yamato sink from accumulated fire damage 12 hours after you last saw it this mod will be worth it's weight in Torpex. :up:

Den0
03-11-14, 03:36 AM
After that battle I had tonight. I hit the big boy hard. Fire started mid ship but never spread and he steamed away sideways see the pic. By chance could you tell me how you increase the numbers would like to get the full effect from that mod if Dark doesn't mind. He plays SH5 mostly so I am not sure he would do a V2.:03:

chrysanthos
03-11-14, 08:39 AM
so what you saying is that this mod needs some tweaking? or i have to use it right away?

chrysanthos
03-11-14, 08:44 AM
hmm you guys gave me a crazy idea:D i will test this with peabodys BB Kongo wich the damage model is not working so i have to experiment with it....first i am going to enable realistic sinking and then the damage from fires mod to see any results.....

TheDarkWraith
03-11-14, 10:01 AM
Obviously a bit much, but at least it's conclusive proof the mod does SOMETHING besides taking up disk space, but as you said originally it might need to be tweaked for SH4. Confirm, it definitely needs to be tweaked for SH4.

20 minutes after the last induced explosion she starts sinking by the bow.

That seems pretty reasonable to me, I wouldn't go much higher than 4X the original numbers in the mod, but the original numbers need to be at least doubled to even notice any difference at all in SH4. Otherwise nice mod, Bravo Zulu. :salute:

While the mod might need to be tweaked by 4 for SH4 I really think that the AP value of the damage inducer is the one you should be tweaking.

Seeing how non-military ships are sinking fine with the mod further justifies just increasing the AP value of the damage inducer.

Your (SH4) military ships must have some really high AP values defined in the zones.cfg file. With high AP values very little damage will be incurred in those zones (boxes).

Those induced explosions you speak of are caused by the mod. I put in what I call secondary explosions that happen on timers set in the mod. Adds to the realism of boilers or ammo mags exploding due to fire :up:

Sniper297
03-11-14, 11:55 AM
It's entirely possible the mod is perfect as is but the game is discombobulated, while programming and testing that Gone Asiatic mod I had setups with 12 US heavy cruisers surrounding one Maya or Takao, hammering away at it from all points of the compass and it just will not sink. My guess is that the Maya and Takao have 3000 armor while the Northhampton has 3 in the game. Ridiculous part is MAYA had eight 8 inch guns, NORTHHAMPTON had nine 8 inch guns. So eight 8 inch against 72 8 inch, place your bets, ALL 12 US CRUISERS SUNK AND THE SINGLE MAYA IS STILL AFLOAT?! This game is rigged!

I take your point though, I have Webster's GFO mod but I don't think he looked into armor and hit points for each ship class. In any case damage over time is more realistic than sink or don't sink. I'll run more tests with mixes of warships and merchies, see what looks most realistic.

Den0
03-11-14, 12:00 PM
Here is my example hit him hard with a torp mid ship and started that fire it wasn't started by setting his deck on fire from above. He never sank but from the looks of that fire and the location in theory if the mod was in full function that would have spread and consumed more of the ship. Its a decent fire as you can see.

http://i83.photobucket.com/albums/j306/LonewolfStudio/Silent%20Hunter%204/fireex.jpg (http://s83.photobucket.com/user/LonewolfStudio/media/Silent%20Hunter%204/fireex.jpg.html)

To be honest I would love to see a version two of this mod because I really think its a great mod just not at full value like you say for sh4 maybe. :salute:

TheDarkWraith
03-11-14, 12:27 PM
To be honest I would love to see a version two of this mod because I really think its a great mod just not at full value like you say for sh4 maybe. :salute:

The biggest factor in whether the mod will work correctly or not is the zones (boxes) defined in the .zon file for each unit. I hook onto two specific effects defined in particles.dat (for sea units). If those two effects are not defined in the unit's .zon file then this mod will not be 'active'.

The two effects from your (SH4) particles.dat are (for sea units):
- #Fire_small
- #Fire_big

Sniper297
03-11-14, 03:17 PM
Well, near as I can tell it DOES work if the numbers are cranked up, in the current form it appears to have no effect or an effect that's so insignificant it's impossible to tell the difference.

We have to be realistic about being realistic.

That's important so I'll say it again;

We have to be realistic about being realistic.

SH4 gives zero credit for damaging ships, so if it doesn't sink you might as well have saved the fish for an easier target. SH4 has a player "world circle", I don't know exactly but I think it's a 20 or 30 mile radius around the player. The game keeps track of movements outside that circle, but a ship does not exist until it's inside the circle, and once it moves outside that circle it's "removed from the game board" and no longer exists. While it would be nice to have the realistic effect of a ship sinking from fire damage and flooding 12 hours after the hits, if the ship don't sink before moving outside the player circle then it's not gonna sink.

I've tried a whole bunch of mods including realistic sinking effect that reduces (or removes, I forget which) the whole "hit points" factor and instead uses flooding - which he reduced the speed of to make it take LONGER for a ship to sink due to flooding. "Realistic" in a game is a matter of practicality, you have to work within the limitations of the game world, and it just ain't practical to use real world damage spreading times or flooding times. Unless the target is DIW and you have the patience to leave the game running while you do laundry and go grocery shopping and wait for 48 hours it won't work anyway, if the ship can crawl at 5 knots he'll be 20-30 miles away in 4-6 hours, so gone forever without sinking.

The trick is to get a balance, fire damage and/or flooding which doesn't happen all at once, but over the space of an hour or two. Not "realistic" but as real as you can get within the time and space limits of the game.

Sniper297
03-11-14, 04:45 PM
Well, I can see testing this is gonna be a beast since the enemy ain't cooperating. Original numbers;

Small fire

Min EF=3
Max EF=6
AP =30
MinRadius =4
MaxRadius =8

Large fire

Min EF=4
Max EF=8
AP =50
MinRadius =5
MaxRadius =10

For those unfamiliar with Silent 3ditor, EF is effect, minimum and maximum hit points the ship loses from the blast. AP is Armor Piercing, the amount of armor the blast is capable of overpowering to get the damage effect.
Radius is minimum and maximum distance from the center of the blast that will be affected, how far the damage is spread.

For the first test I multiplied all number by 100, so for small fires instead of 3 to 6 hit points per blast I got 300 to 600, instead of 4 to 8 meters from center I got 400 to 800 meters. That's the one that sank the entire convoy with three torpedo hits, obviously way too much but it proved conclusively that the mod IS active and does do something.

Next was restoring the original and multiplying all numbers by 4, that was the one where I saw fires spreading and small fires turning into big ones over 3 hours on the Takao.

Next was restoring original numbers and multiplying only the armor piercing by 10, that seems to have no effect at all.

Latest is different multiplications for different factors;

Small fire

Min EF=9
Max EF=18
AP =60
MinRadius =8
MaxRadius =16

Large fire

Min EF=12
Max EF=24
AP =90
MinRadius =15
MaxRadius =30

So just started testing, set torps for minimum depth to do the least damage possible, fire single torpedoes at each target. Hit MAYA class heavy cruiser just forward of number 1 turret, small fire on forecastle started. 15 minutes later had settled by the bow putting the forecastle awash, which naturally put the fire out. :shifty: So obviously I can throw that particular test out, no fire = no domino effect. Back later, I think these numbers are close but I gotta run all over the pacific trying to damage different ships without sinking them, which is a weird way to fight a war. :arrgh!:

Sniper297
03-13-14, 12:57 PM
Here goes nuthin, FIRE IN THE HOLE!! :cool:

Fiddling with zones.cfg to try to reduce flooding times so the BBs and CAs sink faster, difficult to do because of the screwy way the file is formatted. "BB" is obviously battleship but most other files I can only guess. Flooding times for "uboat" and "flt" zones, is "flt" fleet sub? Flooding times for smokestacks, hydrophones, and godhelpus sampan masts? :06:

Worst trouble with the fire damage mod is a fire has to start and spread for any effect at all, since torpedoes are underwater explosions luck is needed for a fire to start, then it takes a while for it to spread.

So I increased the radius numbers times 5, 20 to 50 meters. Fired my last fish at a Shokaku, snotty culprit heeled over about 10 degrees and kept on steaming away with no fire on deck. Got mad and surfaced, started hosing him with 40MM BOFORS HE shells. Hit one of the planes on deck, which blew up and started a chain reaction over the whole flight deck (which is realistic) then blew up the carrier which in turn blew ME up 500 yards away. :har: Further testing (why yes, I AM crazy, why do you ask?) being submerged within 500 yards of any ship exploding breaks all the coffee cups and knocks over the piano, also damaging or destroying most of the stuff BuShips considers important for warships.

In summary I would say that increasing the damage radius too much is probably not a good idea. :salute:

Den0
03-13-14, 01:05 PM
I would like to see you release a tweaked version of this mod if Dark is ok with that. I like watching them cook lol just kidding but I am a fan of deckguns and if I can set one of fire dive and save a torp for the real show I would be a happy man. I know its not easy getting those numbers right but I do look forward to your final results.

:up:
:subsim:

Leitender
03-13-14, 03:51 PM
Not really sure about the workings of itHi gentlemen,

for the same reason, i did 2 tests with the SH3 version of this mod, experimenting with the gunnery exercise of the naval academy. Approx. 10 to 15 shots on the nearest small coastal merchant till it began to burn on 3 places, and then - i started to wait. During this first test, i set TC to 32 and reset it from time to time, to check if it was still burning (because smoke wasn´t generated at that TC). Well, at 1 o´clock, more than 8 hours later, it exploded and went down!

The second try i did without time compression at all. The exercise always starts at 16.50. I fired on that merchant till it began to burn again (this was at 16.55) and yes, at 17.07: neutral unit destroyed!

So this mod seems to work really fine for SH3 but the sinking time may be dependant on the time compression! :up:

Sniper297
03-15-14, 02:56 AM
That's the part I'm trying to figure out, the timing. Blast EF and AP and radius are self explanatory, "virtual depth charges" exploding with tiny amounts of hit points per explosion. But what controls how often the fire causes explosions?

The only thing I see is in the virtual depth charges themselves;

amun_DepthCharge
Fall_speed=5.0
Detonate_Depth= -2000

If I'm understanding that correctly they're "virtually falling" at 5 feet (or meters) per second, and they have to fall 2000 feet (or meters) to trigger an explosion. Regardless of meters or feet, 2000 / 5 = 400 seconds between bangs. Divided by 60 comes out to 6.6 minutes between blasts. Something like a Mogami cruiser has 500 hit points, knock off 50 for the original damage that started the fire, 450 hit points left. Max EF for a large fire 8 hit points, something over 56 blasts, at one every 6.6 minutes it would take a bit over 6 hours for the cumulative damage to sink a Mogami. If you hit it with a torpedo that took off half the hit points leaving 250, still need 31 max explosions times 6.6 minutes = 206 minutes = 3 1/2 hours. About right for real life, but not for a game that removes ships from the playing board when they get X miles away. Or people who don't have such a large amount of leisure time that they can spend 3 to 6 hours of it to wait for a fire to sink a ship. Again we gotta be realistic about being realistic, 15 to 30 minutes is a more reasonable time limit for a game.

I'll try cutting the time down by setting the depth to -50, see if that gives me a small bang every 10 seconds. With max EF of 8 that would be 48 hit points per minute, so a ship with 480 hit points remaining should go down in about 10 minutes. Give or take, there's a random element in all of this wherever you set the numbers.

TheDarkWraith
03-15-14, 08:11 AM
That's the part I'm trying to figure out, the timing. Blast EF and AP and radius are self explanatory, "virtual depth charges" exploding with tiny amounts of hit points per explosion. But what controls how often the fire causes explosions?

The only thing I see is in the virtual depth charges themselves;

amun_DepthCharge
Fall_speed=5.0
Detonate_Depth= -2000

If I'm understanding that correctly they're "virtually falling" at 5 feet (or meters) per second, and they have to fall 2000 feet (or meters) to trigger an explosion. Regardless of meters or feet, 2000 / 5 = 400 seconds between bangs. Divided by 60 comes out to 6.6 minutes between blasts. Something like a Mogami cruiser has 500 hit points, knock off 50 for the original damage that started the fire, 450 hit points left. Max EF for a large fire 8 hit points, something over 56 blasts, at one every 6.6 minutes it would take a bit over 6 hours for the cumulative damage to sink a Mogami. If you hit it with a torpedo that took off half the hit points leaving 250, still need 31 max explosions times 6.6 minutes = 206 minutes = 3 1/2 hours. About right for real life, but not for a game that removes ships from the playing board when they get X miles away. Or people who don't have such a large amount of leisure time that they can spend 3 to 6 hours of it to wait for a fire to sink a ship. Again we gotta be realistic about being realistic, 15 to 30 minutes is a more reasonable time limit for a game.

I'll try cutting the time down by setting the depth to -50, see if that gives me a small bang every 10 seconds. With max EF of 8 that would be 48 hit points per minute, so a ship with 480 hit points remaining should go down in about 10 minutes. Give or take, there's a random element in all of this wherever you set the numbers.

Don't mess with those, they will not do anything that you are wanting. In order to adjust the 'timing' as you call it you have to play with the ParticleGenerators.

TorpX
03-15-14, 08:29 PM
Don't mess with those, they will not do anything that you are wanting. In order to adjust the 'timing' as you call it you have to play with the ParticleGenerators.

Ah, I think I see. They cannot detonate more frequently than they are created. Makes sense.

Sniper297
03-15-14, 11:29 PM
Well, I don't see. Two problems; (1) if he gave a concise explanation of how it works and what sections in which files have what effect, then it would no longer be a MYSTERY. If it wasn't so mysterious we might be able to tweak it so it's actually useful, then where would we be? :doh:

(2) you have to have a fire for it to work even if it was tweaked enough to be useful, if you have a badly damaged BB or CV steaming off over the horizon with no fire you're out of luck.

Think I'll have better luck adjusting the "crash depth" in assorted BB, CV, and CA zon files, fire or no fire all that's needed is enough flooding to make it sink a little deeper and it will start taking "crash damage" losing 1 hitpoint every couple seconds. For some screwy reason they added that to all the surface ships and set it at 300. A surface ship at a 990 foot depth taking 0.5 hitpoints of damage per second that it remained below that depth would be somewhat pointless, I think it's already sunk. :-? Someplace around 4 to 8 meters actually does something useful, a cruiser with waves lapping over the deck is 4-5 meters deeper than usual so starts taking hit points, sinks about 20-30 minutes later.

LGN1
03-16-14, 05:48 AM
Hi gentlemen,

for the same reason, i did 2 tests with the SH3 version of this mod, experimenting with the gunnery exercise of the naval academy. Approx. 10 to 15 shots on the nearest small coastal merchant till it began to burn on 3 places, and then - i started to wait. During this first test, i set TC to 32 and reset it from time to time, to check if it was still burning (because smoke wasn´t generated at that TC). Well, at 1 o´clock, more than 8 hours later, it exploded and went down!

The second try i did without time compression at all. The exercise always starts at 16.50. I fired on that merchant till it began to burn again (this was at 16.55) and yes, at 17.07: neutral unit destroyed!

So this mod seems to work really fine for SH3 but the sinking time may be dependant on the time compression! :up:

Hi Leitender,

I guess that makes sense. At higher TC some particle generators stop working (e.g., the fire and funnel smoke). Thus, no depth charges are created anymore and no damage happens.

Regards, LGN1

Leitender
03-16-14, 05:48 PM
Hi LGN1,

nice to see you around here! And thanks to your "confirmation". I stumbled upon it when I was reading TDW´s statement:

I hook onto two specific effects defined in particles.dat (for sea units). If those two effects are not defined in the unit's .zon file then this mod will not be 'active'.

The two effects from your (SH4) particles.dat are (for sea units):
- #Fire_small
- #Fire_big Normally, smoke isn´t to be generated at a TC of 32 and above (at least in SH3, controllable by SH3 Commander). That´s why I had to slow down the TC because I couldn´t see if the fire was still burning. For me it seems to explain why some players couldn´t see significant results when testing that mod.

So it may be useful to test the mod at first without any time compression at all - with all that original values TDW´s has chosen and after that, we may talk about the balancing of the "burn down rate":D and, e.g., the repair rate.

Regards,

Leitender

chrysanthos
10-15-14, 06:08 AM
guys i tried that to silent hunter 3 and indeed fires slowly makes damage by exploding random parts of the ship BUT its not working at silent hunter 4...why? because i run a test mission about a freighter i light a fire on her and just sad about 1 hour just to see the flames burning......thats it.....any ideas?

TorpX
10-16-14, 01:57 AM
Are you using high TC?

I believe TC will negate the fire effects.

chrysanthos
10-16-14, 03:18 AM
no nothing at all just the stock game....

Fish40
10-16-14, 07:03 PM
It works for me. Been using it for a while. A damaged ship on fire will have secondary explosions after a bit. A fire started in one cargo hold will eventually spread to the others.

TorpX
10-17-14, 01:10 AM
no nothing at all just the stock game....

High TC is not a mod; TC is time compression.

My understanding of the mod is that the effect depends on visual rendering of fire, and this will cut out at a certain point when time compressing.

chrysanthos
10-18-14, 05:43 AM
no i never use time compresion

utops
06-12-15, 04:39 PM
Hi,

Filefront has location blockade so i can't download this mod. Mod file was also deleted from mediafire. Can someone upload this to subsim ? :ping:

Moonlight
06-13-15, 04:00 AM
Gamefront restrictions will need a proxy server to hide your isp so you can download from the site.
Here is a list of some of them, note it will take longer to access the site as you are being redirected through different isp's.
http://www.freeproxyweblist.com/
The top one works so just use the link in the OP and type or paste it in and click go.

niwo
07-23-15, 02:21 PM
I made this for SH5 but ported it over to SH4 and SH3.

Where is that File/Post/thread of the original SH5 file? I cant find it with the board search nor with google.

May it be the FX Update for SH5 0.0.22 (http://www.subsim.com/radioroom/showthread.php?t=174511) ?

Raptor_Pilot
07-24-15, 01:05 AM
This is a good mod, and it works for me, but I have noticed an issue.

If a ship is destroyed due to fire damage, you do not receive credit for sinking it. I first noticed this right after installing the mod, when I engaged a merchant with the deck gun. It caught on fire, then had a massive secondary explosion that ripped it in two. No notification appeared in the log, and I did not receive credit for sinking it.
I repeated the test three more times, engaging targets with the deck gun until they caught fire, then just following them around until they finally sank. In all cases I did not receive credit for the kills.

Just FYI, because the target is burning, don't stop shooting.
Shoot it 'til it sinks!

TorpX
07-25-15, 12:31 AM
This is a good mod, and it works for me, but I have noticed an issue.


That's a pretty big issue. People usually want the credit.

Raptor_Pilot
07-25-15, 02:08 PM
That's a pretty big issue. People usually want the credit.




Like I said, just keep shooting it 'til it sinks. If it sinks from flooding, you still get credit, the only time you don't is if the fire damage is what takes the last of the hitpoints, or health, or whatever the game has.
Torpedoes almost always give you credit, unless it touches off a big fire that sinks the ship before it floods.

Either way, I'm really glad I can light an aircraft on fire and know he's going to die eventually, and fire doing damage has made the deck gun slightly more effective against ships.

I was simply raising the awareness of the issue, but it's certainly one you can work around or live with, it only happens very rarely.

Alithian
06-22-16, 06:28 AM
Haven't been able to find an active link for this mod anywhere; does anybody still have the file or know of another mod that does something similar?

razark
04-30-17, 03:06 PM
I've uploaded it here due to dead links.
http://www.subsim.com/radioroom/downloads.php?do=file&id=5185