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View Full Version : What is SH3's defenition of flooded?


ICBM
09-28-05, 12:17 PM
A long time irritation of mine (and I hope many others) is the dreaded 'flooded' screen that seems to pop up to darn fast without any visible reason.

//NOTE, these situations are above crush depth//
SH3's defenition of 'flooded': One or two compartiments destroyed/flooded = insta black screen o'death..

My defenition: Only when when every last damn compartiment is flooded and waters starts filling the command comp. I may consider my boat flooded... NOT SOONER!

I mean, there is no slow agonizing trip to crush depth, only one full DC hit and you get the flooded screen smacked in your face. Can one or two DC's really destroy your boat in a milliseccond?
The flooded message just comes to damn quick imho, why can't I be alive when the forward torpedo + forward quarters are flooded? Sure I will most certainly die, eather by sinking to deep or sitting on the seafloor waiting for the oxigen to run out, well, so be it! That's how it was.

Can't we remove all 'death's' with the exeption of going to deep? That way you will still die when aproaching crush depth (because of flooding) but you will at least know (and see) why.

Any thoughts on this?

Wolfram
09-28-05, 01:20 PM
Got my support here on this one sir.

Also would like to know why wounding never seems to occur? at least for my people...

:arrgh!:

ICBM
09-28-05, 01:27 PM
Got my support here on this one sir.

Also would like to know why wounding never seems to occur? at least for my people...

:arrgh!:

Yes, another good one. I have never used the medic thus far.. It's always dead or alive.

oRGy
09-28-05, 01:29 PM
I do get woundings. As for getting rid of the instant death, I fully agree, if it were possible.

Bill Nichols
09-28-05, 01:37 PM
Just what I need... a long, drawn-out death as my sub sinks inexorabiliy downward, deeper and deeper, until... crunch! :doh:

Hunterbear
09-28-05, 09:28 PM
Hi all,

I agree about that absured 'Death by flooding' screen when only one or two compartments reached a critical level. Isn't that what the pressure doors separating each compartment are for? To contain flooding so it doesn't spread?

As for the woundings, I have a handful of sailors who received the wounded badge. Just try to take on a convoy of armed merchant ships on the surface and sooner or later you will get wounded men on deck. They aren't very accurate but they can pour out a volley of rounds your way. One is bound to do enough damage to wound your watch or gun crews. I'm just glad they didn't die.

Happy hunting!

:arrgh!:

HEMISENT
09-28-05, 10:00 PM
Not too long ago Gouldjg came out with his Hollywood Damage mod"
kind of silly name but it added a lot to the damage immersion. The compartments still flooded but in certain cases it was agonizingly slow. I had it installed and it truly seemed to make a difference. I think this mod was partially incorporated into RUB. I'm thinking of reinstalling it over RUB/Ops just to see what happens.

Also, occasionally I get wounded but i rarely have a medic aboard.

Wolfram
09-28-05, 10:05 PM
Hi all,

As for the woundings, I have a handful of sailors who received the wounded badge. Just try to take on a convoy of armed merchant ships on the surface and sooner or later you will get wounded men on deck. They aren't very accurate but they can pour out a volley of rounds your way. One is bound to do enough damage to wound your watch or gun crews. I'm just glad they didn't die.

Happy hunting!

:arrgh!:

My crew has an aversion to gunfire they tend to scramble below deck and seal the hatches closed when they spot ships.... :-j

Guess I am pretty cautious too when I see ships; unless they are dead in the water or going to be soon I generally prefer periscope depth. & I never seem to find more than a few days of clear weather to have the gun crews out with anyway :roll:

:lurk:

Hunterbear
09-29-05, 12:18 AM
Hey Wolfram,

I usually follow the same protocol but when I've expended all my torpedos, it's time to bring out the deckgun crew.

I just can't stand to watch them steam away from me without attempting to sink or cripple a few more.

I usually try to engage them from 3500m to 5000m during daylight to lessen the pelting I get from multiple ships firing on me. I also try to attack them from the end that doesn't bristle with heavy guns. And now with the Leigh light mod, it makes it harder to shell them at night looking into the glare of all those searchlights and trying to be inconspicous. No chance.

I still don't see any effect of having or not having a medic on board. None of my wounded ever die on the way home from their wounds. But they definitely earn each and every wounded badge for obeying my sadistic wishes, hehe.

:D

Wolfram
09-29-05, 08:36 AM
Hey Wolfram,

I usually follow the same protocol but when I've expended all my torpedos, it's time to bring out the deckgun crew.

I just can't stand to watch them steam away from me without attempting to sink or cripple a few more.

I usually try to engage them from 3500m to 5000m during daylight to lessen the pelting I get from multiple ships firing on me. I also try to attack them from the end that doesn't bristle with heavy guns. And now with the Leigh light mod, it makes it harder to shell them at night looking into the glare of all those searchlights and trying to be inconspicous. No chance.

I still don't see any effect of having or not having a medic on board. None of my wounded ever die on the way home from their wounds. But they definitely earn each and every wounded badge for obeying my sadistic wishes, hehe.

:D

Understood -

Have Fun!

:arrgh!:

FAdmiral
09-29-05, 12:46 PM
Yes, it would be nice to have that last few seconds to at least
try and save your boat or at the outset, try and surface to
surrender....


JIM

ICBM
09-30-05, 11:30 AM
Not too long ago Gouldjg came out with his Hollywood Damage mod"
kind of silly name but it added a lot to the damage immersion. The compartments still flooded but in certain cases it was agonizingly slow. I had it installed and it truly seemed to make a difference. I think this mod was partially incorporated into RUB. I'm thinking of reinstalling it over RUB/Ops just to see what happens.

Also, occasionally I get wounded but i rarely have a medic aboard.

Yes, the Hollywood mod improved the sinking experience a little, but is it me or does the latest RuB uses the stock settings again? And can Hollywood's sinking be improved or is the rest hardcoded?

Nippelspanner
09-30-05, 12:01 PM
mh... well, as a RuB user and a SIMULATION fan i would love to see NO "death-screen"

imagine: you have heavy flooding...sinking to the ground...batteries and everything else down...many men dead already... you dont know if you will survive or not. maybe? maybe not?

in sh3 a wabo hits you and bang...its over..." your sub is destroyed"...*yaaawn*

i really hate this! by the way, in SH2 it was really good in this point! there was often those dead? not dead? moments... i loved them...and now?
boom -> dead... "but i could pump out the water and..." no! youre -> dead! :down:

Kalach
09-30-05, 07:18 PM
One of the best things about SH3 is the atmosphere and tension of wondering if you will survive. On a few occasions my boat has started to flood and hit the bottom with a loud thud, its really intense sitting on the bottom with the lights flickering, the creaks of an already stressed hull, water pouring in, and that pinging noise getting more frequent and louder :up:

But just as often as those intense life or death moments you will instead get "You are dead - abandon career" :nope:


If death can be postponed until you really are dead that would be great.

Jungman
10-01-05, 10:37 AM
Yes, the Hollywood mod improved the sinking experience a little, but is it me or does the latest RuB uses the stock settings again? And can Hollywood's sinking be improved or is the rest hardcoded?


RUB 1.43 uses the Hollywood Mod (or a version of it).

Stock sample from Zones.cfg

;UBoat Items
;************************************************* ******

[TowerWatch]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=15
Critic Flotation=0.05
Critical=No
FloodingTime=59.999996
CargoType=None
-------------------------------------------------------------------------

RUB143/Holywood Mod

[TowerWatch]
Multiplier=3.000000 ------> increase
Flotability=0.000000
HitPoints=330 -----> increase
Destructible=No
Armor Level=5 -----> lower value
Critic Flotation=0.05
Critical=No
Critical Chance=0.20
FloodingTime=59.999996
CargoType=Custom ---------> new cargo goes boom!
----------------------------------------------------------------------------------
Maybe the Flooding time can be increased and the Critical float be modified? I think Gouldjd would know this stuffs affect.

I agree about that absured 'Death by flooding' screen when only one or two compartments reached a critical level. Isn't that what the pressure doors separating each compartment are for? To contain flooding so it doesn't spread?


One way is too change it so no comparment can ever be destroyed -thus never the two second death screen. What happens is your comparments will have all its equipment destroyed and you will not be able to use anything in it such as engines for example. The asymtopic flooding (never gets to 100% so comparment is never destroyed but 99% flooded) will cause your Uboat to sink -then you hit the games limit of 300m or a more shallow bottom sea floor.

Then you will run out of air and die via death screen. Of course the pressure hull not crushing at depth might be a problem....never tested it yet.

Ah, you need to leave one comparment the 'Kill Zone' just make it the Command Room. That way the chances of that one out nine comparments being destroyed is reduced greatly, but you stilll will crush and die if you sink too deep or if your command room floods to 100%.

rulle34
10-01-05, 11:54 AM
One way is too change it so no comparment can ever be destroyed -thus never the two second death screen. What happens is your comparments will have all its equipment destroyed and you will not be able to use anything in it such as engines for example. The asymtopic flooding (never gets to 100% so comparment is never destroyed but 99% flooded) will cause your Uboat to sink -then you hit the games limit of 300m or a more shallow bottom sea floor.

Then you will run out of air and die via death screen. Of course the pressure hull not crushing at depth might be a problem....never tested it yet.

Ah, you need to leave one comparment the 'Kill Zone' just make it the Command Room. That way the chances of that one out nine comparments being destroyed is reduced greatly, but you stilll will crush and die if you sink too deep or if your command room floods to 100%.

I think this sounds like a good way of solving this :yep:

Gammel
10-01-05, 12:20 PM
Can you do it, Jungman?

I´m praying for this since a long time...

and please remove the hull integrity reaches zero => death trigger too! :P

HEMISENT
10-01-05, 02:19 PM
Jungman, I like that idea. How difficult would it be to mod this. As for Gouldjg, I recall something in one of his last posts about being tied up for a few months with his work or something so we wouldn't be hearing from him for awhile.

Kpt. Lehmann
10-02-05, 02:57 AM
Don't forget... in the above zone cfg settings... "armor level" was one of those things that needed to be changed in order to prevent sinking DD's with just a scrape along the DD's keel by the conning tower.

I don't think this value should be changed from RUb's alteration.

Edit: Removing the "Hull Integrity Reaches Zero=Destroyed Boat" is an interesting idea.... assuming the other changes are put in place and crush depth still causes instant death. Running out of air while trying everything in the book to return to the surface....

.... is an honorable U-Boatman's death!

ICBM
10-02-05, 12:00 PM
Very nice work people, making the command room the 'kill zone' and perhaps in combination with removing the hull integ. may be it.

Death to the death screen.

Kpt. Lehmann
10-02-05, 01:59 PM
Very nice work people, making the command room the 'kill zone' and perhaps in combination with removing the hull integ. may be it.

Death to the death screen.

I agree... however I don't think anyone has put together the files to do this just yet.

Kpt. Lehmann
10-05-05, 03:08 PM
BIG bump!

Jungman
10-05-05, 03:26 PM
Ja, mehr harder than I thought. Where is that data stored for the hull integrety? I think it maybe hardcoded. This is a way around it that I hope.

Still trying to see if a way around it without causing a serious game imbalance. I am trying to make all comparments never get to 100% flooded except the Command Room. And hull pressure crush will only take points away from the Command Room to cause a hull pressure crush if too deep. It should take about 10x longer to die at depth.

It is a work in progress.

Gammel
10-05-05, 03:43 PM
great to see you working on this, Jungman! :up:

Kpt. Lehmann
10-05-05, 06:00 PM
Three thumbs up for Jungman! :up: :up: :up:

Twelvefield
10-06-05, 03:47 AM
Wow, this is interesting to me, given the end of my latest (and shortest u-boat career).

With RUB 1.43, in June 1941, I was trailing a convoy and shooting at targets, when I slipped up and got DC'd by a quick-witted Flower corvette. The damage was weak, but I didn't want to go back to persicope depth for another attack run. As I was slinking away, the escorts started pinging, or at least one boat pinged while another raced over my position and dropped a DC right on my bow planes, destroying them. I started to flood, and my depth increased, so I let my VII-C go below 150 at 3 knots before pulling her out of the dive. In the meantime, I set the damage control team to fix the flooding in the bows. Only, at 150, although the leaking was shored up, the sub did not want to raise her bows, and she continued downward. Helm answered flank speed ahead, but the bow was stubborn, and the depth guage was far into the red. Above me, DC's were coming down, but I don't think they went past 100 meters before their fuses detonated.

I blew ballast, and that levelled the boat at around 165, I think, but the sub would not rise. I reversed the engines full, thinking that the stern planes would pull me up arsy-versy. We did rise to above 120 this way, but the DC's were coming down. More hits, more flooding, and more sinking. I blew ballast twice more, and in full reverse we slowly rose to a depth of 40 meters.

There was no way the destroyers could miss. For a moment, I had hoped they were rejoining the convoy, but they were lining up for the kill. The only way I could get out from under the DC's was to go flank speed ahead, turn helm about, and try to speed away.

Damage to the engine prevented flank speed, and running the screws forward caused the bow to dive again, so I blew the last of the ballast. My U-boat never surfaced. She only made it up to 35 meters depth, and then she made a slow, parabolic dive for the ocean floor. Depth charges caused nearly every compartment to flood, so there was a lot of frantic pumping.

Eventually, we were back below 150 meters, bow pointed down. Once again, I engaged the engines into reverse, which caused the stern to pick up and hold the sub in a near-hover, albeit at a significant down angle. The crew valiantly shored up the leaks and pumped water, but this time the accumulated weight was too great. All I could do was watch the depth needle creep slowly in a clockwise motion. We were continuing downward at a rate of maybe a meter every 5 seconds.

A few kilos of ballast could have made the difference between the needle going clockwise and going anticlockwise. Certainly, we were so close to countering the dive. But the hard fact was that every few seconds were were going closer to Hell one meter at a time, and not Heaven.

The transition past crush depth was leisurely, and I had a lot of time to look around the sub and the various compartments as we settled into the watery tomb. I was actually looking forward to the death screen -- I figure I had spent a good half-hour trying to pull my sub from her terminal dive.

This is probably the kind of drama you are looking for with your own game. SHIII certainly does not lack in shock and suspense when it wants to. It's definitely most harrowing time I have spent just watching a needle guage. Still, I fould that this moment went beyond video-game entertainment, and it actually left me a bit shook-up, and a little unwilling to come back to the game. For some poor crew somewhere in the war, this was their final moment in real life.

So I guess the moral of the story is to be warned that sometimes when you get what you ask for, it may be too much.

Patrick O'Brian (my favorite author) has a great quote in "Letter of Marque" (although I paraphrase it here) : "There are many more tears shed over prayers that were answered than for prayers that were not."

Jungman
10-06-05, 04:33 PM
Rub 1.43 does have part of the Hollywood Mod made into to it which gives the boat a longer pounding and flood leaks before death screen. That is a good thing. gouldgd made that one.

It would be nice to make only the command comparment the 'death screen' so you can really sink well in to the deep. Or stuck on the bottom with air running out.

By making the other comparments damage from ever going beyond 99%, only the Command room will add flood damage points to get to the kill screen; but you will still sink as normal and still crush at depth normally, but it should occur 10x slower from a few seconds to 30 seconds since all the 'death points' from only the Command Room is going to reduce hull integrety to zero.

There was no way the destroyers could miss. For a moment, I had hoped they were rejoining the convoy, but they were lining up for the kill. The only way I could get out from under the DC's was to go flank speed ahead, turn helm about, and try to speed away.

That does bug me and thought about changing SonarDC to reflect true active sonar depth detection.

For it being 1941, Maybe the DD active sonars should be neutered to only go so deep? They are all set for -10m to -300m heightSensor.

I read the early war the sonar and ASW never thought the Uboat could go below 150; despite 180 meters.

So maybe 1939 to 1941 set the active sonar to only -150m.

1942-43 set for -200m. Still gives a Uboat a chance to get under the active sonars risking hull pressure death if damaged.

1944-45 Full -300m to reflect the Sword and Q sonars being employed to see deep and stay lock on. I would like to make a new version of SonarDC to include these changes.

In 1941, you should be able to get under the active sonar at 150 to 180 meters for sure. The DD get thier active sonar upgrades at different dates, and with 7 active sonar models you would never really know what is above you giving that random variable.
Does that/those DD have the newer sonar? You may wonder. Plus the passive hydrophones will still pick you up if you move too fast anyway.

AlanSmithee
10-06-05, 05:29 PM
It would be nice to make only the command comparment the 'death screen' so you can really sink well in to the deep. Or stuck on the bottom with air running out.

By making the other comparments damage from ever going beyond 99%, only the Command room will add flood damage points to get to the kill screen; but you will still sink as normal and still crush at depth normally, but it should occur 10x slower from a few seconds to 30 seconds since all the 'death points' from only the Command Room is going to reduce hull integrety to zero.

Question: Does flooding kill you by causing damage ("flood damage points" as you note above) or by completely filling a compartment resulting in the arbitrary death screen? I was under the impression that a compartment was considered destroyed under two conditions - 100% damage or 100% flooding. However, a compartment with 1% damage (assuming that the Critical Flotation was set up to allow flooding at this level of damage) could still fully flood without any additional damage, resulting in the silly "death by flooding" screen. If this is the case, I don't know if preventing compartments from going to 100% damage would fully solve the problem, though preventing them from going to 100% flooding would.

Unfortunately, I don't see how this can be done though zones.cfg. We could change how long it takes compartments to flood or how much damage they need to take before they start flooding, but zones.cfg won't let us stop them from reaching 100% flooded. There's got to be something else controlling this, but I don't have much in the way of hex editing skills. :damn:

Hopefully someone will have some insights, because this is a great idea and I'd love to see it happen. Many thanks to all who have been working on it. :up:

JBClark
10-06-05, 06:28 PM
Wow, this is interesting to me, given the end of my latest (and shortest u-boat career).

...

This is probably the kind of drama you are looking for with your own game. SHIII certainly does not lack in shock and suspense when it wants to. It's definitely most harrowing time I have spent just watching a needle guage. Still, I fould that this moment went beyond video-game entertainment, and it actually left me a bit shook-up, and a little unwilling to come back to the game. For some poor crew somewhere in the war, this was their final moment in real life.

So I guess the moral of the story is to be warned that sometimes when you get what you ask for, it may be too much.

Patrick O'Brian (my favorite author) has a great quote in "Letter of Marque" (although I paraphrase it here) : "There are many more tears shed over prayers that were answered than for prayers that were not."

No kidding, this "game" can get suprisingly intense. :stare:

After a few hours late at night, with the lights out, the headphones on and the sound cranked, I sometimes forget that I am not actually on a uboat, 100m deep and sinking. :doh:

O'Brian is my favorite author too. :up: :up: :up: And for the same reason. When I am reading O'Brian I am not sitting in my comfortable chair in my dry, air conditioned apartment; safe from any harm. I am swaying on the quarterdeck of an old 28-gun frigate, listening to Chips report "5 feet in the well and rising, your honor." I'm hoping to live 'till Sunday because I'm looking forward to the duff; and there was a rumor of a drowned baby. I'm constantly recalculating the odds of catching the chase before we founder.

Q: "Why are they called dog-watches?" A: "Because they are curtailed." :rotfl: And that little emoticon is not just cute. That literally was my reaction. And Aubry's too, if I remember correctly. :cool: The reason that joke was so funny to me was that when I read it, I was in the Great Cabin with those guys when Stephen said it. I mean, its a stupid joke. It wouldn't be funny if you weren't right there, living the context.

To bring this back to SHIII, I think Twelvefield has helped me understand the transformation I am experiencing. When I first bought this "game" it was because I loved the genre and I had played every submarine game ever published. At first glance, SHIII was slick. The eye-candy was impressive and the gameplay seemed a step forward.

So I started crusing and I wanted tonnage. If I died I said a bad word and reloaded. Soon I figured out how to survive a patrol and rack up big numbers. Well OK. This is kind of cool but it is starting to get boring.

Then I found this forum. It seemed to be populated by people who's credo was "Realism, uber alles." That intrigued me but it was interferring with my tonnage. I continued to play in my old "arcade" style while reading here for months. Eventually I realized that the realism crowd was onto something.

SHIII is the best game/sim I have ever found, due mostly to the dedication and scholarship of the folks here. To everyone who has ever published a mod: my thanks. And to everyone who has ever argued that the mod was wrong, and provided evidence: my thanks also.

Realism enables immersion, which advances understanding and justifies grown men playing computer games.

Thanks, Twelvefield.

Twelvefield
10-06-05, 08:14 PM
Well, dang it all, now I am blushing. You are most kindly welcome!

All I am trying to do right now is to try to find a way to express some of the lass tangible issues that are integral to the SHIII experience. A great deal of credit, of course, must go to the game developers, and an inestimable gratitude to the valiant modders.

The rest of the experience relies on our own imaginations, and then what must have been a wildly extraordinary, yet incontrovertable chain of real-world events that led to the submarine war.

oRGy
10-07-05, 12:58 PM
That does bug me and thought about changing SonarDC to reflect true active sonar depth detection.

For it being 1941, Maybe the DD active sonars should be neutered to only go so deep? They are all set for -10m to -300m heightSensor.

I read the early war the sonar and ASW never thought the Uboat could go below 150; despite 180 meters.

So maybe 1939 to 1941 set the active sonar to only -150m.

1942-43 set for -200m. Still gives a Uboat a chance to get under the active sonars risking hull pressure death if damaged.

1944-45 Full -300m to reflect the Sword and Q sonars being employed to see deep and stay lock on. I would like to make a new version of SonarDC to include these changes.

In 1941, you should be able to get under the active sonar at 150 to 180 meters for sure. The DD get thier active sonar upgrades at different dates, and with 7 active sonar models you would never really know what is above you giving that random variable.
Does that/those DD have the newer sonar? You may wonder. Plus the passive hydrophones will still pick you up if you move too fast anyway.


Ironic, but thats exactly what I did in Improved U-Boat! Seems to work fine for me.

Kpt. Lehmann
10-07-05, 01:25 PM
ORGy,

Does your sensors change in IUB also include the snorkel fix by Jungman? (reduced radar cross-section)

oRGy
10-07-05, 01:27 PM
I assume not, but the sensors.dat I use is based on RuB 1.43 with some modifications.

I assume the fix you mention is where Jungman increased the visual MinHeight in AI_Sensors.dat to 1m, to help hide it? I didn't include this fix because I am concerned as to the effect on the enemy noticing your periscopes.

Kpt. Lehmann
10-07-05, 01:32 PM
Roger that ORGy,

Does reducing the virtual size of the snorkel also by default change the virtual size of periscope heads?

Or is that something that remains a question mark?

oRGy
10-07-05, 01:34 PM
Something of a question mark. Hopefully Jungman will know the answer.

Jungman
10-08-05, 03:25 PM
The periscope is seen just fine. It does help hide the snorkel from more than 4 km away. The game doubles the detection to 2 meters far away. It does not destroy the gameplay at all.

Go try it in the game. You're periscope will be spotted if you get up with 2 km of a ship as normal.

I wonder what sonar maximum depth values you used?

No use in repeating something. The Allies did not know the subs could dive that deep, it would seem the sonar should be able to get under it if deep enough, plus it makes it more fun.

Thas is a nice idea you got there. I would like to integrate your idea into SonarDC. :D

Kpt. Lehmann
10-08-05, 03:40 PM
The periscope is seen just fine. It does help hide the snorkel from more than 4 km away. The game doubles the detection to 2 meters far away. It does not destroy the gameplay at all.

Go try it in the game. You're periscope will be spotted if you get up with 2 km of a ship as normal.

I wonder what sonar maximum depth values you used?

No use in repeating something. The Allies did not know the subs could dive that deep, it would seem the sonar should be able to get under it if deep enough, plus it makes it more fun.

Thas is a nice idea you got there. I would like to integrate your idea into SonarDC. :D

SOUNDS PERFECT!!!! How soon will you have it available? If I may be so bold...

rulle34
10-08-05, 04:55 PM
Three thumbs up for Jungman! :up: :up: :up:

I agree to that :up:

Kpt. Lehmann
10-10-05, 11:35 AM
Lol, It's wierd how this thread turned into a sensor / snorkel thread....

Ummm... we were talkin' about new flooding and damage modelling compartmental stuff right? :doh:

I hope work is continuing in that vein. I haven't seen a working version download anywhere.

Jungman, you rock! :rock:

gouldjg
10-10-05, 01:09 PM
Hi all

I have just returned to this game after some time and have been reading this thread and trying to catch up with current events i.e. RUB etc.

Many good things have happened and it is great to still see people like Jungman and others still working away to improve the game for us.

I played quite a lot with the Hollywood mods but just as I was getting to grips with it, I had no choice but to dump the game for a while and leave it to others to continue tweaking.

I will be playing the latest version of RUB over the next couple of nights and I want to test the damage model since its tweaks.


I feel there is a number of ways to prolong death screens from flooding but it is a matter of choosing the most intense style imho. Lets look at what we can and cannot tweak.

Zones.cfg lets you change flooding chance, time to fill and in some respect, it lets you decide how soon your sub should start sinking when flooding starts. After some time away from the game, one gets a new perspective/inspiration and that is happening to me now.

One Idea, I would maybe try first is to up the amount of time a compartment takes to flood but dramatically increase that compartments floatability. This may let us sink to crush depths or rest on bottom but it has the benefit of maybe being able to get the boat back under control. I think I could maybe find a balance here but like you guys I want more.

What I need to know before working on this issue is as follows: -

1. Have we discovered any control of hull integrity yet or is it very hardcoded?

2. Has anyone discovered anything about manipulating repairs i.e. being able to reduce repair squad numbers and increase times.

3. Do we actually need a repair squad because I know compartments repair themselves when crew are in them only at a lower rate. I just do not know what would happen if we could remove this feature and what possibilities it could give us.

Overall, I believe that if we get together on this, we may be able to get many more improvements in the game i.e. near death experiences.

Anyway, I had better play the game a bit more and hope some more replies/suggestions flow with this subject.

Kpt. Lehmann
10-10-05, 03:47 PM
My two cents... Welcome back and thanks for picking this up gouldjg!


Do we actually need a repair squad because I know compartments repair themselves when crew are in them only at a lower rate. I just do not know what would happen if we could remove this feature and what possibilities it could give us.


I would say that it is necessary to retain a damage control team for the sake of realism or at least a representation of realism. If we were to get rid of damage control teams, wouldn't it negate the usefulness of the repair skill?

Matrox2
10-29-05, 05:40 AM
Bump!

Any update on this? :)

gouldjg
10-29-05, 05:56 AM
Yes it has gone to another thread.

Seek Jungmanns Die Hard project.

He Sussed out the Hull integrity out and now is just alpha testing a new damage model that will not dissapoint