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iowa101
04-18-12, 10:36 AM
HI.

I find that the hull integrity is sometimes to strong on some ship, mainly battle ships so the initial conflict with say two battleships can drag on for quite a while. I would like to give an example of a hit that in world war 2 that sunk the HMS Hood in less than 10 minutes.

Prinz Eugen was probably the first ship to score when a shell hit Hood's boat deck, between her funnels, and started a large fire among the ready-use ammunition for the anti-aircraft guns and rockets of the UP mounts.[66] Right before 06:00, while Hood was turning 20° to port to unmask her rear turrets, she was hit again on the boat deck by one or more shells from Bismarck's fifth salvo, fired from a range of approximately 16,650 metres (18,210 yd).[67] A shell from this salvo appears to have hit the spotting top as the boat deck was showered with body parts and debris.[68] A huge jet of flame burst out of Hood from the vicinity of the mainmast,[Note 1] followed by a devastating magazine explosion that destroyed the aft part of the ship.

What I want to know is if there is a possibility to incorporate a chance % that if struck in the right place, ammo storage, fuel tank or torpedo rooms. The ship no matter if AI or Playable will have suffered a very damaging hit if not fatal. If I could find a way to add a second % that allows a 50/50 chance of surviving the hit. But at the moment I'm still new to the files and so I'm looking to get some Info before I begin testing it.

:up: Thank you for any help

Karle94
04-18-12, 10:52 AM
HI.

I find that the hull integrity is sometimes to strong on some ship, mainly battle ships so the initial conflict with say two battleships can drag on for quite a while. I would like to give an example of a hit that in world war 2 that sunk the HMS Hood in less than 10 minutes.

Prinz Eugen was probably the first ship to score when a shell hit Hood's boat deck, between her funnels, and started a large fire among the ready-use ammunition for the anti-aircraft guns and rockets of the UP mounts.[66] Right before 06:00, while Hood was turning 20° to port to unmask her rear turrets, she was hit again on the boat deck by one or more shells from Bismarck's fifth salvo, fired from a range of approximately 16,650 metres (18,210 yd).[67] A shell from this salvo appears to have hit the spotting top as the boat deck was showered with body parts and debris.[68] A huge jet of flame burst out of Hood from the vicinity of the mainmast,[Note 1] followed by a devastating magazine explosion that destroyed the aft part of the ship.

What I want to know is if there is a possibility to incorporate a chance % that if struck in the right place, ammo storage, fuel tank or torpedo rooms. The ship no matter if AI or Playable will have suffered a very damaging hit if not fatal. If I could find a way to add a second % that allows a 50/50 chance of surviving the hit. But at the moment I'm still new to the files and so I'm looking to get some Info before I begin testing it.

:up: Thank you for any help

Take into consideration that the Hood was a battlecruiser and had a woefully inadequate deck armor at best. The Brits couldīt sink the Bismarck after two hours of shelling and several torpedoes. The Musashi, the sister ship of the Yamato took over 22 bombs and torpedoes before going down. That is what battleships are made for, slugging it out. To survive as many hits for as long as possible. All the armor of the ships, and the armor penetration capability of the shells is way off in the game. That is something I have intended to change.

iowa101
04-18-12, 12:27 PM
I can agree that Battleships are the tanks of the sea, but every tank has a weak spot even if it's small. I just think that the player should have that constant caution on how much they're willing to risk regarding that one lucky hit. I agree that in Hood's case she was out classed as a battle cruiser and no matter how much people discuss it she was never meant to come out the victor. I will how ever say that even if battleships are heavily armoured and built for a fight, sometimes it just takes that lucky hit.

In Bismarck case her doom came not with the force she was pitted against, but the lucky hit that seized her rudders at the angle of 12 degrees. This single shot became the Achilles heal if you will, The sheer fact that these two ships went down both at the cost of that one lucky shot.

So if we found a mid point and some how got the game to apply a 10% chance of a single shot being that one shot that ends the conflict so to speak. We could add in theory a new side to conflict in this game.
If I was to try this what files would I look into to attempt it??

sharkbit
04-18-12, 12:37 PM
Critical hits are a valid point. The HMS Barham took only 3 torpedo hits from 1 salvo fired by U-331. Within a few minutes her magazine let loose.

http://www.youtube.com/watch?v=YdrISbwy_zI

Wiki article:
http://en.wikipedia.org/wiki/HMS_Barham_(04)

:)

Karle94
04-18-12, 12:39 PM
There was a critical hit mod for SHV. In that mod, the damage hitpoint from the shell had an increase in both maximum and minimum damage hitpoint, he also had a bigger gap between the two. Maybe it will work here too.

iowa101
04-18-12, 12:44 PM
It's worth a try, I mean if we could add the air of suspense before going to a conflict with the enemy then that would most likely add not only realism but a whole new way of playing the game

DrBeast
04-18-12, 06:36 PM
Zones.cfg is the file you're looking for. I'll copypasta the words of a dev:


Ok, now about the zones.cfg entry:

[NSKeel] - this is the name of the zone. I guess you can use it to find the zone index at the start of the zones.cfg file, then search for that index inside a .zon file. What good would that be? Dunno...

Category=Keel - if this zone is part of a "targetable" category in the recoginition manual, then this would be set here.

Multiplier=5.0 - the torpedo's explosion is amplified this number of times when a critical effect is achieved. This can be done by a (selecting a critical location in the recognition manual and actually hitting it; pure luck - see below)

Flotability=50.0 - How much of a "ship's" flotability is lost when a compartment of this type is completely flooded.... Out of 100%. Keep in mind though that a ships has a buoyancy reserve above water

HitPoints=120

Destructible=No - when this "compartment" is destroyed (HP = 0) the parent is destroyed or not. Yes = Good for masts, cargo, breakable things.

Armor Level=20 - How tough is the skin of this thingie... See comments below

Critic Flotation=0.99 - Defines how much damage this compartment must receive before starting to take flood. Out of 1 - In this case the compartment must be completely destroyed - it's not set to 1 cause there's a bug with that. Don't use 1 either in your experiments.

Critical=Yes - Do we really want this to be a critical compartment?

Critical Chance=1.0 - Chance that when this compartment is hit is destroyed with a torpedo, without using the manual, a critical effect is achieved. Out of 1 (this is the keel wich explains the 1 out of 1)

FloodingTime=120 - How much time in seconds it takes for this compartment to fill with water - WHEN IT IS COMPLETELY DESTROYED. When damage is lower, time increases

CargoType=None - Does this compartment carry special cargo? None/Ammo/Fuel/ Custom <- Set by mission editor.


Now, a little discussion about armor.

You often see the "-1" value. What it means? It means it's taken from the "parent". So if a compartment set on the ship has armor = -1, then it assumes the Armor value set for the compartment type.

If the type (as defined in zones.cfg) has Armor = -1, then it takes the armor value of the "ship hull". So a turret with Armor = -1 on a ship with armor = 30, will, in fact have 30 armor, not infinite. The same goes for the sub compartments. Their taking armor values from the hull.

How does armor work?

If a projectile has lower Armor Piercing value than a compartment, technically it won't penetrate. There's no variation of AP with velocity. But AP values are not set in stone, in fact there's a 20% random variation (see Penetration Threshold=0.2 value).

Explosion's of projectiles that do not penetrate (DCs are an example but not the only one) need to compare their total HP with the armor to be defeated. In fact, the explosion needs to reach the armor wall with a force (in HP) 4 times greater than the armour value.

In other words, HP > 4 * A or you're bust. If it is, the explosion breaks the wall and damages the compartment.

Now, to discuss the Armor = 15 problem - it's obvious that you'll get beaten much easier on the surface. But you will also get beaten from much farther UNDER the water. Since explosion force (HP) decreases with distance, you need to be close to a DC in order to take flood damage from it (walls broken).

With a 10 points or so decrease in Armor, you get a few meters extra DC damage radius. And this will hurt. Make sure you know what you're doing. http://www.subsim.com/radioroom/../phpBB_archive1/images/smiles/icon_smile.gif


Hope this helps,

Dan


What you should be looking for is whether a zone can get a critical hit or not, and then modify the Critical Chance (as mentioned, 1.0 means always critical) and Multiplier values. Also, if a specific compartment is listed as non-critical and you want to turn it into one, all you have to do is change Critical=No to Critical=Yes, and then add Modifier=x and Critical Chance=y (x and y being the values you want).

iowa101
04-18-12, 07:13 PM
Thank you I will work on that tomorrow, right now I need some Z's and it's about time I got my head down. Thank you for the info and I'll let you know how I get on.

iowa101
04-19-12, 11:45 AM
I've taken a look Changed minor things and I'm waiting for contact to see what the changes have an effect on