View Full Version : Cutting down player instant deaths
gouldjg
07-14-06, 08:58 AM
So we are getting sick of dying by crushing at 50 metres ( I am)
This following info is something I discovered recently and just do not have the time to explore it fully but I do think it has potential to vastly reduce the instant deaths caused by crushing after damage and make a hole better damage model. It does not claim to be a 100% problem solved solution and requires someone with a open mind to test it.
I really do not care whom takes up it upon themselves to experiment and see if anything good can actually come from it because at the end of the day the whole community could benefit from it so be it NYGM or any individual feel free to ask questions.
Anyway here I go with info for those whom have a interest in the uboat damage model being further improved.
We all know that we need to have crush depths and in most cases this is tied to the Hull of the u-boat.
We also know that when the hull takes damage our crush depth is reduced and at times we crush at 50 mtres rather than sinking to the actual crush depths.
Well I have been adding crush depths to the individual compartmets and equipment on the uboat and have removed it from the hull.
A simple example is shown below
[ElectricEngine1]
Category=Engines Room
Multiplier=1.000000
Flotability=0.000000
HitPoints=180
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=24
FloodingTime=59.999996
CargoType=None
Crash depth=250
So at 250 mtre + the engine will take damage and continually do so till Destroyed.
Now the buzz part is if I also add floatability coefs on the engine like so
[ElectricEngine1]
Category=Engines Room
Multiplier=1.000000
Flotability=30.000000
HitPoints=180
Destructible=No
Armor Level=10
Critic Flotation=0.99
Critical=No
Father=24
FloodingTime=59.999996
CargoType=None
Crash depth=250
This means that whilst it is taking damage, your sub is being dragged down to the depths.
The next step was to ensure that the sub did eventually get destroyed so I set the compartments to have a crush depth of say 1000 depending on what damage your compartment took it will eventually die killing all those inside it.
As for the sub Hull crush depth, I turned this to 10000 and the crush speed overall to 1.
So the potential is as follows
The Hull can still have hit points and still get destroyed except it will no longer just end your game at 50 mtres and will prolong your death.
If you go silly at certain crush depths, you will get a warning and then start to sink to the major crush implosion area.
You get more chance to die by flooding.
I was going to set the crush depth to also be sub type specific by using one pice of un common equipment and then protecting it from eveything except for when it reaches that said depth. I was also going to randomise the crush depth via sh3 commander.
What I am saying is this, if someone can work on this and explore more then i think we could start to see a great reduction in instant deaths and more deaths by sinking for the sub.
I do not have the time to do the testing as I am working on other stuff but I do feel this info should be shared with the community so others can possibly have a go at getting a totally new sub damage model.
That said person or group of people will probably need to re-balance the whole sub damage model and this may take a little time to do but I think it is worth it.
So if you want to add to this or ask a question fire away and I will advise where I can
Nice job there matey :up::up:...i must admit that is one of my pet peeves :yep:
gouldjg
07-14-06, 09:44 AM
Just thinking a little bit further with this idea, you would need to pick a part of the sub that does not get damaged by any means other than crush depth being reached.
To do this you would protect that zone by either placing it in a shielded spot within the model ( I can do that part)
Or
By making it have higher hit points and armour
The more I think about this, the more possible it becomes
Redwine
07-14-06, 09:53 AM
Sounds just great ! :up:
gouldjg
07-14-06, 10:09 AM
Thanks Red
Some items can have crush depths and some cannot and I think NYGM have more experience as to what cannot have and why and they can possibly manipulate things also.
I had a little play to see what could be done and it looked promising.
The thing is, this needs someone apart from me whom has played with the sub damage model and knows his way around things to get the best effect.
Now when you put a crush depth on a compartment it will kill all the crew within that compartment instantly so that has to be the final crush depth modifier i.e. the end of game scene.
But if you had a zone set and protected from dun/dc/bomb damage and that zone had a crush depth, well there you go.
Crush depth with the hull giving in too early and more chance for player to suffer. The rest of the sub will take damage as normal but just will not crush at stupid figures like 20 mtres. Instead it will sink to the real crush depths.
If player tries to abuse the system by going at unrealsistic depths he stands the chance of getting to a point where he cannot regain control of his sub and it will just sink sink and sink to the real crush depth.
Anyway maybe I will look at this after the next GW release if no one wants to pick up on it right now.
Like I said, I can place the zone you choose to be protected in a specific area of the sub so that it does not recieve damage via gun/fire etc.
Ideally though, I would like to use the rudders or something that is sub type specific so we get varying crush depths also.
This is probably one ot the most powerful and promising finds in months!
Kudos mate! Wow!:rock:
It seems like it's really possible to get a decent CD and Flood moddel after all!
U-Bones
07-14-06, 11:36 AM
So we are getting sick of dying by crushing at 50 metres ( I am)
....Well I have been adding crush depths to the individual compartmets and equipment on the uboat and have removed it from the hull...
...That said person or group of people will probably need to re-balance the whole sub damage model and this may take a little time to do but I think it is worth it.
So if you want to add to this or ask a question fire away and I will advise where I can
Nice find on the ability to add Crush Depth on the compartments. I do want to point out though that it is perfectly realistic to lose hull integrity at 50 meters given enough damage. Having to sink to the depths to die is a bit too far in the other direction, and what if you are in shallows ? Perhaps some combination of this with CB's idea of "soft crush" would be workable. Definately worth exploring.
I do agree wholeheartedly that the entire sub damage model needs reworking. I came to this conclusion playing with long repair times. At a certain point, I thought I had things somewhat balanced, then I surfaced and realized that the sub was a tank against surface weapons. It can literally take 10 times as much as it can dish out for 5 minutes. You can submerge after 3 minutes of pounding by two or more DD's and still be a sub. Totally unreal. This is true of any version or mod.
It is my opinion that subs survivability factors such as HP and armor, need to be at least halved to address the rediculious surface survivability. This would require approximately halving the DC and HH damage to keep the submerged war balanced, but this has no effect on anything except escort vs sub and should not be a problem.
Part of the loss of balance on the surface is the bump in HP's everywhere, as well as the un-ubering of deck guns, but it exists to a large degree in stock.
Looking at the numbers in zones.cfg shows them all over the place. You start to see why the same equipment is damaged or destroyed all the time.
Just for kicks, here is a compartment by compartment comparison of hit points and armor level between stock, GW, NYGM, and what I was playing with some weeks ago.
I have been thinking for some time that this needs to be normalized at much lower levels along with weaker DC's and HH's. Aircraft and surface weapons should be FEARED. Not to mention that damage needs to be balanced between compartments and equipment. I basically bailed on what I was doing and have been mulling it over until now. I agree that sub damage needs work, and think this is a major deficiency in the current game.
AftBattery HP: 150 AL:-1 [NYGM 2.0]
AftBattery HP: 150 AL:-1 [STOCK]
AftBattery HP: 170 AL:-1 [GW 1.0]
AftBattery HP:1000 AL:33 [MY MOD]
AftBatteryIX HP: 150 AL:-1 [GW 1.0]
AftBatteryIX HP: 150 AL:-1 [NYGM 2.0]
AftBatteryIX HP: 150 AL:-1 [STOCK]
AftBatteryIX HP:1000 AL:33 [MY MOD]
BowPlanes HP: 100 AL:25 [STOCK]
BowPlanes HP: 200 AL:45 [NYGM 2.0]
BowPlanes HP: 500 AL:25 [MY MOD]
BowPlanes HP:1000 AL:80 [GW 1.0]
BowTorpedoTubes HP: 200 AL: 5 [GW 1.0]
BowTorpedoTubes HP: 200 AL:20 [STOCK]
BowTorpedoTubes HP: 300 AL:33 [NYGM 2.0]
BowTorpedoTubes HP: 500 AL:25 [MY MOD]
BowTorpedoTubes2 HP: 160 AL: 5 [GW 1.0]
BowTorpedoTubes2 HP: 200 AL:20 [STOCK]
BowTorpedoTubes2 HP: 325 AL:33 [NYGM 2.0]
BowTorpedoTubes2 HP: 500 AL:25 [MY MOD]
BowTorpedoTubes3 HP: 140 AL: 5 [GW 1.0]
BowTorpedoTubes3 HP: 200 AL:20 [STOCK]
BowTorpedoTubes3 HP: 275 AL:33 [NYGM 2.0]
BowTorpedoTubes3 HP: 500 AL:25 [MY MOD]
BowTorpedoTubes4 HP: 115 AL: 5 [GW 1.0]
BowTorpedoTubes4 HP: 200 AL:20 [STOCK]
BowTorpedoTubes4 HP: 350 AL:33 [NYGM 2.0]
BowTorpedoTubes4 HP: 500 AL:25 [MY MOD]
BowTorpedoTubes5 HP: 125 AL: 5 [GW 1.0]
BowTorpedoTubes5 HP: 200 AL:20 [STOCK]
BowTorpedoTubes5 HP: 300 AL:33 [NYGM 2.0]
BowTorpedoTubes5 HP: 500 AL:25 [MY MOD]
BowTorpedoTubes6 HP: 170 AL: 5 [GW 1.0]
BowTorpedoTubes6 HP: 200 AL:20 [STOCK]
BowTorpedoTubes6 HP: 325 AL:33 [NYGM 2.0]
BowTorpedoTubes6 HP: 500 AL:25 [MY MOD]
CommandRoom HP: 200 AL:-1 [STOCK]
CommandRoom HP: 400 AL:-1 [GW 1.0]
CommandRoom HP:1500 AL:45 [MY MOD]
CommandRoom HP:2160 AL:-1 [NYGM 2.0]
CommunicationsRoom HP: 200 AL:-1 [STOCK]
CommunicationsRoom HP: 400 AL:-1 [GW 1.0]
CommunicationsRoom HP:1500 AL:45 [MY MOD]
CommunicationsRoom HP:2160 AL:-1 [NYGM 2.0]
Compresor HP: 150 AL:10 [STOCK]
Compresor HP: 190 AL: 5 [GW 1.0]
Compresor HP: 300 AL:-1 [NYGM 2.0]
Compresor HP: 500 AL:25 [MY MOD]
CreepEngine1 HP: 100 AL:20 [STOCK]
CreepEngine1 HP: 130 AL:10 [GW 1.0]
CreepEngine1 HP: 200 AL:20 [NYGM 2.0]
CreepEngine1 HP: 500 AL:25 [MY MOD]
CreepEngine2 HP: 100 AL:20 [STOCK]
CreepEngine2 HP: 140 AL:15 [GW 1.0]
CreepEngine2 HP: 200 AL:20 [NYGM 2.0]
CreepEngine2 HP: 500 AL:25 [MY MOD]
DeckGun HP: 195 AL: 1 [GW 1.0]
DeckGun HP: 200 AL: 1 [STOCK]
DeckGun HP:2160 AL:12 [NYGM 2.0]
DeckGun HP:5000 AL:25 [MY MOD]
DGun HP: 50 AL:25 [STOCK]
DGun HP: 80 AL:25 [GW 1.0]
DGun HP: 100 AL:35 [NYGM 2.0]
DGun HP: 500 AL:25 [MY MOD]
DieselEngine1 HP: 100 AL:25 [STOCK]
DieselEngine1 HP: 180 AL:10 [GW 1.0]
DieselEngine1 HP: 200 AL:35 [NYGM 2.0]
DieselEngine1 HP: 500 AL:25 [MY MOD]
DieselEngine2 HP: 100 AL:25 [STOCK]
DieselEngine2 HP: 130 AL:10 [GW 1.0]
DieselEngine2 HP: 200 AL:35 [NYGM 2.0]
DieselEngine2 HP: 500 AL:25 [MY MOD]
DieselEngineRoom HP: 200 AL:-1 [STOCK]
DieselEngineRoom HP: 400 AL:-1 [GW 1.0]
DieselEngineRoom HP:1500 AL:45 [MY MOD]
DieselEngineRoom HP:2160 AL:-1 [NYGM 2.0]
ElectricEngine1 HP: 100 AL:25 [STOCK]
ElectricEngine1 HP: 180 AL:10 [GW 1.0]
ElectricEngine1 HP: 200 AL:35 [NYGM 2.0]
ElectricEngine1 HP: 500 AL:25 [MY MOD]
ElectricEngine2 HP: 100 AL:25 [STOCK]
ElectricEngine2 HP: 170 AL:10 [GW 1.0]
ElectricEngine2 HP: 200 AL:35 [NYGM 2.0]
ElectricEngine2 HP: 500 AL:25 [MY MOD]
ElectricEngineRoom HP: 200 AL:-1 [STOCK]
ElectricEngineRoom HP: 400 AL:-1 [GW 1.0]
ElectricEngineRoom HP:1500 AL:45 [MY MOD]
ElectricEngineRoom HP:2160 AL:-1 [NYGM 2.0]
ExternalStorage HP: 100 AL:-1 [NYGM 2.0]
ExternalStorage HP: 100 AL:-1 [STOCK]
ExternalStorage HP: 110 AL:-1 [GW 1.0]
ExternalStorage HP: 500 AL:25 [MY MOD]
Flak HP: 160 AL: 1 [GW 1.0]
Flak HP: 200 AL: 1 [STOCK]
Flak HP:2160 AL:12 [NYGM 2.0]
Flak HP:5000 AL:25 [MY MOD]
FlakGun1 HP: 100 AL:10 [STOCK]
FlakGun1 HP: 100 AL:15 [MY MOD]
FlakGun1 HP: 150 AL: 5 [GW 1.0]
FlakGun1 HP: 240 AL:40 [NYGM 2.0]
FlakGun2 HP: 100 AL:15 [MY MOD]
FlakGun2 HP: 100 AL:20 [STOCK]
FlakGun2 HP: 160 AL:10 [GW 1.0]
FlakGun2 HP: 500 AL:40 [NYGM 2.0]
FlakGun3 HP: 100 AL:10 [STOCK]
FlakGun3 HP: 170 AL:10 [GW 1.0]
FlakGun3 HP: 240 AL:40 [NYGM 2.0]
FlakGun3 HP: 500 AL:25 [MY MOD]
FlakGun4 HP: 100 AL: 5 [GW 1.0]
FlakGun4 HP: 100 AL:20 [STOCK]
FlakGun4 HP: 500 AL:25 [MY MOD]
FlakGun4 HP: 500 AL:40 [NYGM 2.0]
FlakGunXXI HP: 30 AL:20 [GW 1.0]
FlakGunXXI HP: 30 AL:20 [NYGM 2.0]
FlakGunXXI HP: 30 AL:20 [STOCK]
?
FlakXXI HP: 200 AL:-1 [GW 1.0]
FlakXXI HP: 200 AL:-1 [STOCK]
FlakXXI HP:2160 AL:-1 [NYGM 2.0]
FlakXXI HP:5000 AL:25 [MY MOD]
ForeBattery HP: 150 AL:-1 [GW 1.0]
ForeBattery HP: 150 AL:-1 [NYGM 2.0]
ForeBattery HP: 150 AL:-1 [STOCK]
ForeBattery HP:1000 AL:33 [MY MOD]
FuelTanks HP: 200 AL:-1 [GW 1.0]
FuelTanks HP: 200 AL:-1 [STOCK]
FuelTanks HP:1000 AL:33 [MY MOD]
FuelTanks HP:2160 AL:-1 [NYGM 2.0]
FuelTanksII HP: 200 AL:-1 [STOCK]
FuelTanksII HP: 210 AL:-1 [GW 1.0]
FuelTanksII HP:1000 AL:33 [MY MOD]
FuelTanksII HP:2160 AL:-1 [NYGM 2.0]
Hidrophone HP: 100 AL: 5 [GW 1.0]
Hidrophone HP: 200 AL:15 [STOCK]
Hidrophone HP: 200 AL:33 [NYGM 2.0]
Hidrophone HP: 500 AL:25 [MY MOD]
LRRadio HP: 150 AL: 5 [GW 1.0]
LRRadio HP: 150 AL:-1 [NYGM 2.0]
LRRadio HP: 150 AL:10 [STOCK]
LRRadio HP: 500 AL:25 [MY MOD]
PeriscopeAttack HP: 40 AL:25 [STOCK]
PeriscopeAttack HP: 40 AL:35 [NYGM 2.0]
PeriscopeAttack HP: 70 AL: 5 [GW 1.0]
PeriscopeAttack HP: 500 AL:25 [MY MOD]
PeriscopeObservation HP: 40 AL:25 [STOCK]
PeriscopeObservation HP: 40 AL:35 [NYGM 2.0]
PeriscopeObservation HP: 75 AL: 5 [GW 1.0]
PeriscopeObservation HP: 500 AL:25 [MY MOD]
Pumps HP: 200 AL: 5 [GW 1.0]
Pumps HP: 300 AL:10 [STOCK]
Pumps HP:1000 AL:33 [MY MOD]
Pumps HP:2160 AL:33 [NYGM 2.0]
PumpsXXI HP: 10 AL:-1 [NYGM 2.0]
PumpsXXI HP: 300 AL: 5 [GW 1.0]
PumpsXXI HP: 300 AL:10 [STOCK]
PumpsXXI HP:1000 AL:33 [MY MOD]
Quarters1 HP: 200 AL:-1 [STOCK]
Quarters1 HP: 450 AL:-1 [GW 1.0]
Quarters1 HP:1500 AL:45 [MY MOD]
Quarters1 HP:2160 AL:-1 [NYGM 2.0]
Quarters2 HP: 200 AL:-1 [STOCK]
Quarters2 HP: 450 AL:-1 [GW 1.0]
Quarters2 HP:1500 AL:45 [MY MOD]
Quarters2 HP:2160 AL:-1 [NYGM 2.0]
Radar HP: 100 AL: 5 [GW 1.0]
Radar HP: 200 AL:-1 [NYGM 2.0]
Radar HP: 200 AL:10 [STOCK]
Radar HP: 500 AL:25 [MY MOD]
RudderII HP: 150 AL:25 [STOCK]
RudderII HP: 255 AL:80 [GW 1.0]
RudderII HP: 300 AL:45 [NYGM 2.0]
RudderII HP: 500 AL:25 [MY MOD]
RudderXXI HP: 150 AL:25 [STOCK]
RudderXXI HP: 200 AL:39 [NYGM 2.0]
RudderXXI HP: 280 AL:80 [GW 1.0]
RudderXXI HP: 500 AL:25 [MY MOD]
Snorkel HP: 60 AL:15 [STOCK]
Snorkel HP: 60 AL:30 [NYGM 2.0]
Snorkel HP: 100 AL: 5 [GW 1.0]
Snorkel HP: 100 AL:15 [MY MOD]
SnorkelXXI HP: 60 AL:15 [NYGM 2.0]
SnorkelXXI HP: 60 AL:15 [STOCK]
SnorkelXXI HP: 90 AL: 5 [GW 1.0]
SnorkelXXI HP: 100 AL:15 [MY MOD]
Sonar HP: 100 AL: 5 [GW 1.0]
Sonar HP: 100 AL:10 [NYGM 2.0]
Sonar HP: 100 AL:10 [STOCK]
Sonar HP: 500 AL:25 [MY MOD]
SRRadio HP: 150 AL: 5 [GW 1.0]
SRRadio HP: 150 AL:-1 [NYGM 2.0]
SRRadio HP: 150 AL:10 [STOCK]
SRRadio HP: 500 AL:25 [MY MOD]
SternPlanes HP: 100 AL:25 [STOCK]
SternPlanes HP: 200 AL:45 [NYGM 2.0]
SternPlanes HP: 500 AL:25 [MY MOD]
SternPlanes HP:1000 AL:80 [GW 1.0]
SternPlanesII HP: 100 AL:25 [STOCK]
SternPlanesII HP: 200 AL:45 [NYGM 2.0]
SternPlanesII HP: 500 AL:25 [MY MOD]
SternPlanesII HP:1000 AL:80 [GW 1.0]
SternPlanesXXI HP: 100 AL:25 [STOCK]
SternPlanesXXI HP: 200 AL:39 [NYGM 2.0]
SternPlanesXXI HP: 500 AL:25 [MY MOD]
SternPlanesXXI HP:1000 AL:80 [GW 1.0]
SternTorpedoTubes HP: 200 AL:20 [GW 1.0]
SternTorpedoTubes HP: 200 AL:20 [STOCK]
SternTorpedoTubes HP: 300 AL:33 [NYGM 2.0]
SternTorpedoTubes HP: 500 AL:25 [MY MOD]
SternTorpedoTubes2 HP: 200 AL:20 [GW 1.0]
SternTorpedoTubes2 HP: 200 AL:20 [STOCK]
SternTorpedoTubes2 HP: 325 AL:33 [NYGM 2.0]
SternTorpedoTubes2 HP: 500 AL:25 [MY MOD]
SternTorpedoTubes3 HP: 160 AL:10 [GW 1.0]
SternTorpedoTubes3 HP: 200 AL:20 [STOCK]
SternTorpedoTubes3 HP: 275 AL:33 [NYGM 2.0]
SternTorpedoTubes3 HP: 500 AL:25 [MY MOD]
SternTorpedoTubes4 HP: 180 AL:20 [GW 1.0]
SternTorpedoTubes4 HP: 200 AL:20 [STOCK]
SternTorpedoTubes4 HP: 350 AL:33 [NYGM 2.0]
SternTorpedoTubes4 HP: 500 AL:25 [MY MOD]
TorpedoRoomFront HP: 200 AL:-1 [STOCK]
TorpedoRoomFront HP: 400 AL:-1 [GW 1.0]
TorpedoRoomFront HP:1500 AL:45 [MY MOD]
TorpedoRoomFront HP:2160 AL:-1 [NYGM 2.0]
TorpedoRoomStern HP: 200 AL:-1 [STOCK]
TorpedoRoomStern HP: 450 AL:-1 [GW 1.0]
TorpedoRoomStern HP:1500 AL:45 [MY MOD]
TorpedoRoomStern HP:2160 AL:-1 [NYGM 2.0]
TowerWatch HP: 200 AL:15 [STOCK]
TowerWatch HP: 330 AL:15 [GW 1.0]
TowerWatch HP:1500 AL:13 [NYGM 2.0]
TowerWatch HP:1500 AL:45 [MY MOD]
UActiveSonar HP: 100 AL: 5 [GW 1.0]
UActiveSonar HP: 100 AL:15 [MY MOD]
UActiveSonar HP: 100 AL:15 [NYGM 2.0]
UActiveSonar HP: 100 AL:15 [STOCK]
UAntenae HP: 60 AL:10 [NYGM 2.0]
UAntenae HP: 60 AL:10 [STOCK]
UAntenae HP: 90 AL: 5 [GW 1.0]
UAntenae HP: 100 AL:15 [MY MOD]
UBold HP: 75 AL:-1 [NYGM 2.0]
UBold HP: 100 AL:15 [MY MOD]
UBold HP: 120 AL:10 [GW 1.0]
UBold HP: 150 AL:15 [STOCK]
UBoldII HP: 75 AL:-1 [NYGM 2.0]
UBoldII HP: 100 AL:15 [MY MOD]
UBoldII HP: 110 AL:10 [GW 1.0]
UBoldII HP: 150 AL:15 [STOCK]
UBoldXXI HP: 75 AL:15 [NYGM 2.0]
UBoldXXI HP: 100 AL:15 [MY MOD]
UBoldXXI HP: 150 AL:15 [STOCK]
UBoldXXI HP: 160 AL:10 [GW 1.0]
UHydrophReceivers HP: 100 AL:20 [STOCK]
UHydrophReceivers HP: 200 AL:10 [GW 1.0]
UHydrophReceivers HP: 200 AL:25 [NYGM 2.0]
UHydrophReceivers HP: 500 AL:25 [MY MOD]
ULongAntenae HP: 60 AL:10 [STOCK]
ULongAntenae HP: 60 AL:33 [NYGM 2.0]
ULongAntenae HP: 85 AL: 5 [GW 1.0]
ULongAntenae HP: 100 AL:15 [MY MOD]
UNibelung HP: 100 AL:10 [GW 1.0]
UNibelung HP: 100 AL:15 [MY MOD]
UNibelung HP: 100 AL:15 [STOCK]
UNibelung HP: 150 AL:15 [NYGM 2.0]
UPropellers1 HP: 180 AL:10 [GW 1.0]
UPropellers1 HP: 200 AL:25 [STOCK]
UPropellers1 HP: 200 AL:45 [NYGM 2.0]
UPropellers1 HP: 500 AL:25 [MY MOD]
UPropellers2 HP: 190 AL:10 [GW 1.0]
UPropellers2 HP: 200 AL:25 [STOCK]
UPropellers2 HP: 300 AL:45 [NYGM 2.0]
UPropellers2 HP: 500 AL:25 [MY MOD]
UPropellersII1 HP: 200 AL:25 [GW 1.0]
UPropellersII1 HP: 200 AL:25 [STOCK]
UPropellersII1 HP: 200 AL:45 [NYGM 2.0]
UPropellersII1 HP: 500 AL:25 [MY MOD]
UPropellersII2 HP: 200 AL:25 [GW 1.0]
UPropellersII2 HP: 200 AL:25 [STOCK]
UPropellersII2 HP: 300 AL:45 [NYGM 2.0]
UPropellersII2 HP: 500 AL:25 [MY MOD]
UPropellersXXI1 HP: 195 AL:15 [GW 1.0]
UPropellersXXI1 HP: 200 AL:25 [STOCK]
UPropellersXXI1 HP: 200 AL:39 [NYGM 2.0]
UPropellersXXI1 HP: 500 AL:25 [MY MOD]
UPropellersXXI2 HP: 200 AL:25 [GW 1.0]
UPropellersXXI2 HP: 200 AL:25 [STOCK]
UPropellersXXI2 HP: 200 AL:39 [NYGM 2.0]
UPropellersXXI2 HP: 500 AL:25 [MY MOD]
URadar HP: 60 AL:10 [NYGM 2.0]
URadar HP: 60 AL:10 [STOCK]
URadar HP: 70 AL: 5 [GW 1.0]
URadar HP: 100 AL:15 [MY MOD]
URudders1 HP: 150 AL:25 [STOCK]
URudders1 HP: 200 AL:45 [NYGM 2.0]
URudders1 HP: 250 AL:80 [GW 1.0]
URudders1 HP: 500 AL:25 [MY MOD]
URudders2 HP: 150 AL:25 [STOCK]
URudders2 HP: 260 AL:80 [GW 1.0]
URudders2 HP: 300 AL:45 [NYGM 2.0]
URudders2 HP: 500 AL:25 [MY MOD]
URWR HP: 100 AL:15 [MY MOD]
URWR HP: 200 AL: 5 [GW 1.0]
URWR HP: 200 AL:10 [STOCK]
URWR HP: 200 AL:35 [NYGM 2.0]
UZO HP: 50 AL:15 [NYGM 2.0]
UZO HP: 50 AL:15 [STOCK]
UZO HP: 70 AL: 5 [GW 1.0]
UZO HP: 100 AL:15 [MY MOD]
gouldjg
07-14-06, 12:21 PM
Here is what I have been tinkering with.
I just set my game compressor to have a crush depth of 250 and resized it and moved it so it is a harder target for damage to reach it from any weapons. I suppose I could have it effected by weapons to actually do a similar job to hull but without the instant death.
I set the floatability of the compressor to be 100% for testing only
I then set the normal sub crush depth to be 10000 and the crash speed to be 4.
Effect when I exceed crush depth =
1. I had a number of warning signals before breaching so in effect the crash speed should probably be a bit higher so players do not chance it too much.
2. Once the compressor was destroyed, the sub started to sink fast due to the 100% flotability set. Maybe have this at 60 or 70 % so there could be a chance to surface and make it back to base without the ability to dive again.
3. I blew balast and was slowly on my way up and this exeeded my air right down to the last 10% but this is no good cos I stayed too long at the crash depth and let the compressor get destroyed which meant I had 100% flotability against me so I just started to sink again.
Now I could re-do the whole sub damage model to match the damage but now is not the time there are too many changes going on for next releases of the big mods.
You are exactly right that it needs doing and I do think it can be done in a really good way.
All I can suggest at the moment, is experimentation for those like yourself whom know how to change anything damage related to suit your gameplay.
Maybe after GW is released, people can then look at the decided figures and then offer a add on.
I know what your saying about the 50 mtres being a possible hull breach so it is probably a better option to have the chosen crush depth euipment able to take damage and thus represent shallower deaths.
As for shallow water.
Well my hull hp has not changed so in effect it will still be getting drained right down to zero. Either that or I should flood to death.
I am afraid it is going to have to be guys like you etc whom can look at this deeper with all its pros and cons.
I simply have not had the time to deeply look at it as i am all tied up doing War ship damage model
Sailor Steve
07-14-06, 12:32 PM
Ummm...isn't 'Crash Depth' the depth the sub dives to when you hit the 'C' key?
gouldjg
07-14-06, 12:37 PM
Ummm...isn't 'Crash Depth' the depth the sub dives to when you hit the 'C' key?
Oops I meant to say crush depth
I will edit it
Nice one steve, I also noted that I said crush where I was supposed to say crash.
In the zones they word it crash depth which in effect means crush depth, now I am getting confused:doh: :doh: .
Anyway you know what I mean :lol:
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