SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Jungmanns Die Hard Project ALPHA (CHECK 1st post) (https://www.subsim.com/radioroom/showthread.php?t=85453)

Redwine 10-28-05 09:14 AM

Quote:

Originally Posted by Kpt. Lehmann

It sounds like one of those "perfect-elite-never miss a shot" elite DD's that need to have the skill level reduced to veteran.

But even with Elite crew........ can they detect my turns inside the minimun range ?

Even outside the minimun range, the sonar operator must to take some time to stablish my course is changing....or not ?

Here my personalized depth charges in use.........

http://rapidshare.de/files/6872941/P...arges.zip.html

Kpt. Lehmann 10-28-05 09:31 AM

Thank you for the DC files Redwine! :up:

Nippelspanner 10-28-05 10:45 AM

yep, thx! ;)

Jungman 10-28-05 01:49 PM

I did not make any changes to the Hedge Hogs or the AI_Sensors.dat.

The mission U-505 is meant to kill you, and it did. A blast from that close is suppose to kill you. Have you tried it a few times? It should give a random 33% dead, 33% cirtical damage, 33% escape.

You are going against the best the military offers.

Quote:

The first explodes about 5 meters near the hull, and the second one at about 10 or 12m.

Kill was instantaneous. Remember i am using 15m blast radius.

If a DC hit near you within the 15m t0 10m it may kill you out right.

Have your tried other or more than once? It is random.

The RUB model with its exagerated health point to the comparments makes your sub a super submarine.

All I did is use the standard stock values as much as possible.

It is that your Uboat cannot stand up to multiple DC hits? That would kill you in real life. The other mods to Zones.cfg that is in RUB makes the submarine a super tank.

We must find a realistic value. If a DC goes off that close 10m you are dead.

Please try it a few times. It is an alpha and needs feedback .

Thanks for helping me out.

VON_CAPO 10-28-05 01:54 PM

Quote:

Originally Posted by Jungman
Thanks, still working on it. It changes alot of stuff. Making the Uboat Hull have a higher HP and lowering the Armor level lets the Uboat have more internal disasters without whiping out the hull in two seconds. IE the damage penetrates to the interior more, so on the surface you will be shot just as easy, but more damage will go to internals instead of the external hull.

Now the hull does suffer becuase the hull armor was lowered to make up for its higher health points. Similar to what gouldjg did for the comparments inside the Uboat already, it is just doing for the hull to get more internal hits instead of a two second death screen from a shell hit (or DC hit) whiping off the hull.

I am looking at reducing the the crew repair time by reduction in qualification in Basic.cfg. I cut it in half and I find it sems to work much better. This number as you know from the Damage Contol changes, affect repair ability. At the same time, it affects the crew ability to run the boats compartment hand in hand also.

I find you can go quite lower without destroying the crew's ability to run things. It makes qualification more important. Instead of taking four non-qualified seaman to run the engine room minimum, it will take six. Or just one qualified and two extra seaman. This will tie up more crew to get the Uboat to run 100% (plus Officer bonus). Only ahighly skilled and ranked crew can run 100% (whatever that means). But it does cut repair rate ALOT.


So if a DC hit the engine room, unles you have 8 men maximum to fit in there and no qulified officer or pety officer, it wil take four times longer to repair than normal. And only a qualification of machinist can make this better.

I do find it seems the higher points with reduced armor lets more damge pints to be done. But its limit is the DC damge size. It maybe be better to increase the DC charge blast to get more HP damage to systems so you can get repair times in hours.

But I do not want to unbalance this yet due to unintended consequences. Yeh I know, alot of stuff going on here and the testing is so slow.

Well, I tried again http://rapidshare.de/files/6812504/D...ha_7c.rar.html .
It is hard to me explain it in English, so, judge yourself the images.

First damage. Take a look at the time.

http://img428.imageshack.us/img428/1...22813ie.th.jpg http://img428.imageshack.us/img428/7...12034dh.th.jpg http://img428.imageshack.us/img428/1...28939nn.th.jpg

http://img483.imageshack.us/img483/4...54062tp.th.jpg http://img483.imageshack.us/img483/5...55780xg.th.jpg http://img483.imageshack.us/img483/1...01718tk.th.jpg

More damage. The U-boot got too heavy because of the flooding.
Check the deep and air compressed gauges.

http://img424.imageshack.us/img424/1...09062hm.th.jpg http://img424.imageshack.us/img424/2...69063pd.th.jpg http://img424.imageshack.us/img424/7...35461qh.th.jpg

The sub hit the bottom at 256 meters :o :o :o
Now is when the hull integrity starts to going down because of the pressure.
Take a look at the time.

http://img382.imageshack.us/img382/5...23128ls.th.jpg http://img382.imageshack.us/img382/4...36566tb.th.jpg http://img382.imageshack.us/img382/3...22108pe.th.jpg

Five seconds after the last picture the integrity fell to 48% and the sub was lost. :cry:

http://img369.imageshack.us/img369/9...26718sj.th.jpg http://img369.imageshack.us/img369/8...01409tr.th.jpg

Jungman 10-28-05 01:59 PM

Quote:

The first explodes about 5 meters near the hull, and the second one at about 10 or 12m.

Kill was instantaneous. Remember i am using 15m blast radius.
Yeas you are dead. Just as in real life. I set it up so you have a 33% to die, 33% survive but heavy random damage, 33% no damage at all and escape.

Please try it a few more times (it is random)? :D

Jungman 10-28-05 02:03 PM

VON_CAPO
You got it exactly! :sunny:

Quote:

I am looking at reducing the the crew repair time by reduction in qualification in Basic.cfg.
Pleae note that I did the same already! The game will not understand qualification below the number "1". So if you place "0.5" it understands this as a "1".

Quote:

Now the hull does suffer becuase the hull armor was lowered to make up for its higher health points. Similar to what gouldjg did for the comparments inside the Uboat already, it is just doing for the hull to get more internal hits instead of a two second death screen from a shell hit (or DC hit) whiping off the hull.
You do understand the basic idea! :D

Lower qualification (cannot go below "1".) and the hull changes in sub.zon.

it will take a balance to get a decent damage. i think it is fair??


Quote:

It maybe be better to increase the DC charge blast to get more HP damage to systems so you can get repair times in hours.
I think the same, but I did not want to change the basic game too much unless it is absouletly neccessary.

Quote:

But its limit is the DC damge size.
I have done that and it will go into hours for repairs. ;)

With a DC going off 5m off your hull would mean instant death in real life. This is still 'dead' but with a long drawn out death by crushing and flooding. I see you enjoy it? :rotfl: Die Hard

VON_CAPO 10-28-05 02:44 PM

Quote:

Originally Posted by Jungman
With a DC going off 5m off your hull would mean instant death in real life. This is still 'dead' but with a long drawn out death by crushing and flooding. I see you enjoy it? :rotfl: Die Hard

A lot!!! :yep: :yep: :yep:

gouldjg 10-28-05 03:31 PM

Well Jungmann

I have tested this with a critics view at first but man I have got to give it to you on a superb Job done. :up:

I played with the 20dc and 150 (one of your older tweaks but to me it is one of the best) :up:

Some points I noted

Very random yet player will get hurt and sometimes killed by close DC run and it is very well balanced in the prolonging death. :up:

Basic CFG has NOT changed in any bad form what-so-ever which was my first fear. I actually feel a bit more at ease with the slightly reduced QE because lets face it, no 1 man could become a superman due to QE.

Surface attacks feel much more realistic.

All in all it looks great and maybe its time to put all your damage, sensor and DC pack together.

I will be downloading it, thats for sure.


Go for it

It will be a success thats for sure :up:

I am just a little curious as to why we need any armour at all. I have found that the HH have more damaged systems when all armour has been removed i.e. the sub, the compartments, and much of the equipment.

Also found that surface shots travelled further into sub, which led to some good moments.

The men survived untill a direct DC and the damage of a close DC was wider spread.

Sub Hull = 0
Compartments = 0
90% of equipment = 0

Give it a quick whirl

Redwine 10-28-05 03:48 PM

Quote:

Originally Posted by Jungman
I did not make any changes to the Hedge Hogs or the AI_Sensors.dat.

The mission U-505 is meant to kill you, and it did. A blast from that close is suppose to kill you. Have you tried it a few times? It should give a random 33% dead, 33% cirtical damage, 33% escape.

You are going against the best the military offers.

You make me happy !! :D I never was killed in that mission :o

..... but i never catch the carrier neither :rotfl: :88)


Quote:

Originally Posted by Jungman
Quote:

The first explodes about 5 meters near the hull, and the second one at about 10 or 12m.

Kill was instantaneous. Remember i am using 15m blast radius.

If a DC hit near you within the 15m t0 10m it may kill you out right.

Have your tried other or more than once? It is random.

I am not sure, when i made the Lethal radius Mod for SH2, i found the depth charges had not a big lethal radius.

From its readme :

>>>>>>>>>>
ABOUT LETHAL RADIUS :


Looking into the files, and reading about historical values, I found the Lethal Radius for all Depth Charges in the game are so exaggerated.........

Looking into the historical technical data, we can found in some places the Lethal radius for a 420 lbs./136 kg. TNT depth charge was between 5 and 6 meters.

In another places do the mention of the early 420 lbs./ 136 kg. TNT depth charges has a lethal radius of about 4.1m.

In more detailed level places we can found the Lethal Radius of a Mark III, a 420 lbs. (136 kg. TNT) depth charge has a lethal radius of about 4.3m.

A derivate of this was the Mark VII 420 lbs/130 kg, TNT wich had a lethal radius of about 6.1m, (according as declared).

An d the Mark VII Heavy 420 lbs/132 kg TNT with moe sink rate, with a lethal radius of about 6.1m, (according as declared).

This depth charge was filled with Minol high explosive, increasing its lethal radius up to 7.9m, (according as declared).

As we can see........ lethal radius for a 420 lbs/ 130kg-136kg TNT vary between 4.1m and 6.1m.
>>>>>>>>>>>>>>

The biggest was the american 600Lbs. one, and its lethal radius was between 10 and 12m.

The main problem is SH3 do not modelated all depth charges models, as in example the 320Lbs, or the 286Lbs, or the 250Lb and more.
The most extensively depth charge used was the 420Lbs and its represent the biggest percent of depth charges used, and had a lethal radius between 4.1 and 6.1m.

I soupose this is the depth charge we need to modelled, just an opinion.

This declared power was for perforation capacity of a hull of 18mm or 21mm i don remember so good, but there was hull with more tickness.

Even with the big 600lbs an explosion at 15m of the pressure hull you must not be killed suddently.

Take in account in the screens, when a depth charges explodes at side of the sub, there was about 1.5m of ballast tank prior to reach the pressure hull, this means to be at 4.1m of the pressure hull, it must to explode at 2.4m of the side of the sub.

Any way i am using a blast damage radius of 15m, very bigger then those values.



Quote:

Originally Posted by Jungman
The RUB model with its exagerated health point to the comparments makes your sub a super submarine.

All I did is use the standard stock values as much as possible.

It is that your Uboat cannot stand up to multiple DC hits? That would kill you in real life. The other mods to Zones.cfg that is in RUB makes the submarine a super tank.

Ok, i am not interested in a supertank, i do not mentioned the two hits thinking in multiple hits resitence, i done that due to the range of the explosions, the first one was into a posible lethal radius, 5m..... as you can see it kills me.


Quote:

Originally Posted by Jungman
We must find a realistic value. If a DC goes off that close 10m you are dead.

May be with an american 600Lbs MK7, but not with an 420Lbs MK6 or 290Lbs Lbs MKVII or a 170Lbs MKVIII.
Anyway as mentioned i am using a blast damage radius of 15m, more than enought considering those historical values.....

Finally........... many thanks for the effort :up: , and .......back to the job ... :rotfl:

I will try more to give more feed back.

:up: :up:

Marhkimov 10-29-05 02:06 PM

So how is the alpha testing and modding coming along.

I hope it's still coming along... :yep:

VON_CAPO 10-29-05 04:41 PM

Quote:

Originally Posted by gouldjg
Von
You are suppossed to use the 7c sub for the tests :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
Easy mistake to make
I can assure you things will be different.
Jungman has only done the alpha for the one sub at the moment.
All other subs are set to standard.

Gouldjg, you are right. My mistake. :oops: :oops: :oops: :-?

gouldjg 10-29-05 06:20 PM

Von

You are suppossed to use the 7c sub for the tests :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

Easy mistake to make

I can assure you things will be different.

Jungman has only done the alpha for the one sub at the moment.

All other subs are set to standard.

ICBM 10-30-05 01:34 PM

^^ Noticed it when being under fire from a BB in my IXC hehe.

Please hurry before the damn Allies get Hedgehogs!

HEMISENT 10-30-05 05:09 PM

Just installed the VIIC files.
Can't wait to run a few test missions.

Thanks


All times are GMT -5. The time now is 10:43 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.