Der Teddy Bar
06-14-06, 08:51 PM
Guys,
The time required to test a new ship damage mod is very extensive when your aim is to make the ship unpredicable and yet some what consistant and all the while trying to ensure that the 'Enemy Ship Sunk' does not occur when the ship has barely bagan to take on water.
I am going to start to release NYGM SD v2 comaptible ships for you to configure. I will take your feedback & values and adjust the ship zones if need be untill we have a working ship. This will go on for all the ships.
The end result will be public property for use in ANY mod. There will be no restrictions on what you do with the ship/s. The only thing we ask is that we can use them with due credit but also in anyway we wish.
I will be shortly posting the Liberty Ship SD v2 file and for NYGM TW v2.0/2.1 users you can just slot this in with no issues.
For non NYGM TW v2 usersI will make available a NYGM SD v2 stand alone.
Some additional information on how damage works in SHIII.
If we have 2 zones that are 3 x 3 metres which are directly behind each other and each zone can only be directly ‘hit’ from one side. The armour value on the 1st zone we have set so that only a depth charge of maximum HP will cause any damage and on the 2nd zone the armour value is setup so that it can be damaged by all depth charges.
For this exercise the depth charge will explode 10 metres from the zone and has a maximum radius of 15. Again, each zone can only be directly ‘hit’ from the side that it is on. The maximum HP is 240, but the actual HP is 200.
Zone 1. A depth charge goes off next to the 1st zone that is of 200HP and as a result no damage is done.
Zone 2. A depth charge goes off next to the 2nd zone that is of 200HP and as a result damage is done.
Here is where the SHIII DM falls apart…
As the depth charge defeated the armour of the 2nd zone, the depth charge will now damage the 1st zone as it is within the 15 metre radius.
That is because each zones armour value is not calculated; only the value of the 1st zone encountered is.
A classic example of this was with the NYGM Aircraft Damage Mod. After configuring it all up and being happy with it I could not for the life of me understand why the Fuel Bunker kept going BOOM when it had such high armour as to not be penetrable. It ends up that the zone PlaneSmoke, a non damage zone, one used to create visual effects, was allowing the bullet through and as explained above, after that it was BOOM.
This is why, even when I can create zones at will for the ships, the aircraft and the u-boats that it is still so difficult to make a great Ship Damage Mod.
So that is why the scope is now getting less damage as the conning tower has a higher armour and HP and the periscope is now behind that zone.
I will have the zon file ready for download some time today. Here is the NYGM SD V2 Liberty ship.
http://img95.imageshack.us/img95/9397/nygmsdv2liberty0li.jpg
The time required to test a new ship damage mod is very extensive when your aim is to make the ship unpredicable and yet some what consistant and all the while trying to ensure that the 'Enemy Ship Sunk' does not occur when the ship has barely bagan to take on water.
I am going to start to release NYGM SD v2 comaptible ships for you to configure. I will take your feedback & values and adjust the ship zones if need be untill we have a working ship. This will go on for all the ships.
The end result will be public property for use in ANY mod. There will be no restrictions on what you do with the ship/s. The only thing we ask is that we can use them with due credit but also in anyway we wish.
I will be shortly posting the Liberty Ship SD v2 file and for NYGM TW v2.0/2.1 users you can just slot this in with no issues.
For non NYGM TW v2 usersI will make available a NYGM SD v2 stand alone.
Some additional information on how damage works in SHIII.
If we have 2 zones that are 3 x 3 metres which are directly behind each other and each zone can only be directly ‘hit’ from one side. The armour value on the 1st zone we have set so that only a depth charge of maximum HP will cause any damage and on the 2nd zone the armour value is setup so that it can be damaged by all depth charges.
For this exercise the depth charge will explode 10 metres from the zone and has a maximum radius of 15. Again, each zone can only be directly ‘hit’ from the side that it is on. The maximum HP is 240, but the actual HP is 200.
Zone 1. A depth charge goes off next to the 1st zone that is of 200HP and as a result no damage is done.
Zone 2. A depth charge goes off next to the 2nd zone that is of 200HP and as a result damage is done.
Here is where the SHIII DM falls apart…
As the depth charge defeated the armour of the 2nd zone, the depth charge will now damage the 1st zone as it is within the 15 metre radius.
That is because each zones armour value is not calculated; only the value of the 1st zone encountered is.
A classic example of this was with the NYGM Aircraft Damage Mod. After configuring it all up and being happy with it I could not for the life of me understand why the Fuel Bunker kept going BOOM when it had such high armour as to not be penetrable. It ends up that the zone PlaneSmoke, a non damage zone, one used to create visual effects, was allowing the bullet through and as explained above, after that it was BOOM.
This is why, even when I can create zones at will for the ships, the aircraft and the u-boats that it is still so difficult to make a great Ship Damage Mod.
So that is why the scope is now getting less damage as the conning tower has a higher armour and HP and the periscope is now behind that zone.
I will have the zon file ready for download some time today. Here is the NYGM SD V2 Liberty ship.
http://img95.imageshack.us/img95/9397/nygmsdv2liberty0li.jpg