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XenonSurf
06-04-20, 06:46 AM
Hi,
I currently want to modify the damage models for US subs. I'm working to modify playable ships that technically are submarines, so the damage model for submarines will apply.
Currently I'm making experiments with different values from Zones.cfg in the single mission 'Torpedo Training' where I set my sub (British Kent Battleship) to start surfaced and set the crew rating of the IJN CA Mogami to 3 (best rating). I see no substantial damages taken yet for my battleship which is what I want to change for not making campaign engagements with task forces or convoys blattantly easy. I can or raise the hitpoints for different ship weapons, or - which is what I'm trying - work on the 'sub' damage model.

In one of my ships, the Data\Zones.cfg has been modified that way:

------------------------------
[Zones List]
(...)
211=DieselEngine3
212=DieselEngine4
213=PumpsFront
214=PumpsRear

(...)

[DieselEngine3]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=25
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

(...)
------------------------------

I understand that increasing the HitPoints and Armor Level will make the 'sub' more resistant while reducing the values will cause more damage.


Questions:


1)
How do you set the changes for the Hull value, these numbers that increase from 0-100 for the hull and cannot be repaired? It's not in the Zones.cfg file AFAIK.

2)
In the absence of any modded Zones.cfg file, then the standard Gato Class sub damage model defined in the stock Zones.cfg will apply if in my submarine folder my modded unit is set to Type=200 for a submarine. Is this correct?

3)
Is Zones.cfg the only file which sets the damages for a sub when taking fire from enemy? Or must I also go in the zon files in the Submarine folder with the tool S3D?




Thanks,
XS

ETR3(SS)
06-04-20, 10:49 AM
1.) In the .Zon file of your ship under ColisionableObject


2.) Yes.


3.) Making adjustments to the Zones.cfg isn't going to get you the results you want to see in game. Zones.cfg defines the characteristics of the damage zones themselves, it's up to you to define the area and position of those damage zones in the individual .zon files in S3D. Open the dat and zon files for your unit. In the Model Preview window in S3D there's an option for Toggle Zones Editor, that will bring up the associated damage zones for what ever node you have selected in the dat file. Selecting the main node for instance will allow you to set the Collision Spheres and damage zone boxes. Using the Gato can serve as a kind of guide in how it's all setup.

XenonSurf
06-04-20, 02:35 PM
1.) In the .Zon file of your ship under ColisionableObject


2.) Yes.


3.) Making adjustments to the Zones.cfg isn't going to get you the results you want to see in game. Zones.cfg defines the characteristics of the damage zones themselves, it's up to you to define the area and position of those damage zones in the individual .zon files in S3D. Open the dat and zon files for your unit. In the Model Preview window in S3D there's an option for Toggle Zones Editor, that will bring up the associated damage zones for what ever node you have selected in the dat file. Selecting the main node for instance will allow you to set the Collision Spheres and damage zone boxes. Using the Gato can serve as a kind of guide in how it's all setup.


Thank you ETR, that's all very helpful, very appreciated :yeah:


I'm desperatly trying to make 'playable ships' more challenging but this is a difficult project, also because I will have to adapt the campaign in some way adding more friendly support of some sort. The Damage Model discussed here is one part to get things better.


Greetings,
XS