Krupp
11-28-05, 04:51 AM
Permission to ask a dumb question!
First, here is from:
DepthCharge_zon.txt
MinEF = 170
MaxEG = 240
Does this mean that when the explosion happens within maximum radius (of 15meters that I have), the damage will be something between 170-240?
And for example, if my boat got damage in Forebattery
(specs here).
[ForeBattery]
Category=Batteries
Multiplier=1.000000
Flotability=0.000000
HitPoints=133 <--------
Destructible=No <--------
Armor Level=5 <--------
Critic Flotation=0.300000
Critical=No
Critical Chance=0.10
Father=24
FloodingTime=59.999996
CargoType=Custom
So it would mean that every time a DC "hit" batteries, they are damaged out of action since the DC MinEF (170) is greater than Battery hitpoints (133)? BUT, the battery cannot be permanently out of action because the "Destructible=No"? If there would be "yes", would it mean that my crew couldn't fix that, right?
Then, how much does the "Armor Level=5" affect in absorbing damage in this case? Can the damage be less than 170 so the battery actually might not be out of action but, only "slightly" damaged (like for 50 points)? And does the boat's hull give additional cover to batteries with it's own armor level? If so, are the values then added (Hull armor + battery armor before hitpoints are affected)?
If these values can be tweaked and it has any meaning, can I make the changes directly in the "zones.cfg" file to make difference in the game? Are there some other files I should look too when comes to making U-Boat more vulnerable?
What I'm after here is to get more serius effects to your boat when getting damage. I really hate the idea that everything can be fixed during patrol. This might be total waste of time but I'd like to know.
Thanks for reading this.
Any advice highly appreciated.
EDIT:
Looks like there is no armor level for the hull itself, only hitpoints (like 777 for the Quarters1). Another question then: Does the DC explosion affect both, quarter (hull) hitpoints AND Forebattery hitpoints (minus armor effect) simultaneously? Or Does the quarters hitpoints has to go down to 0 first (flooding starts at this point?) and after that the damage effects batteries too?
[Quarters1]
Multiplier=1.000000
Flotability=30.000000
HitPoints=777
Destructible=No
Armor Level=0
Critic Flotation=0.01
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=66
CargoType=Custom
First, here is from:
DepthCharge_zon.txt
MinEF = 170
MaxEG = 240
Does this mean that when the explosion happens within maximum radius (of 15meters that I have), the damage will be something between 170-240?
And for example, if my boat got damage in Forebattery
(specs here).
[ForeBattery]
Category=Batteries
Multiplier=1.000000
Flotability=0.000000
HitPoints=133 <--------
Destructible=No <--------
Armor Level=5 <--------
Critic Flotation=0.300000
Critical=No
Critical Chance=0.10
Father=24
FloodingTime=59.999996
CargoType=Custom
So it would mean that every time a DC "hit" batteries, they are damaged out of action since the DC MinEF (170) is greater than Battery hitpoints (133)? BUT, the battery cannot be permanently out of action because the "Destructible=No"? If there would be "yes", would it mean that my crew couldn't fix that, right?
Then, how much does the "Armor Level=5" affect in absorbing damage in this case? Can the damage be less than 170 so the battery actually might not be out of action but, only "slightly" damaged (like for 50 points)? And does the boat's hull give additional cover to batteries with it's own armor level? If so, are the values then added (Hull armor + battery armor before hitpoints are affected)?
If these values can be tweaked and it has any meaning, can I make the changes directly in the "zones.cfg" file to make difference in the game? Are there some other files I should look too when comes to making U-Boat more vulnerable?
What I'm after here is to get more serius effects to your boat when getting damage. I really hate the idea that everything can be fixed during patrol. This might be total waste of time but I'd like to know.
Thanks for reading this.
Any advice highly appreciated.
EDIT:
Looks like there is no armor level for the hull itself, only hitpoints (like 777 for the Quarters1). Another question then: Does the DC explosion affect both, quarter (hull) hitpoints AND Forebattery hitpoints (minus armor effect) simultaneously? Or Does the quarters hitpoints has to go down to 0 first (flooding starts at this point?) and after that the damage effects batteries too?
[Quarters1]
Multiplier=1.000000
Flotability=30.000000
HitPoints=777
Destructible=No
Armor Level=0
Critic Flotation=0.01
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=66
CargoType=Custom