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-   -   Dont You Dare Say...... (https://www.subsim.com/radioroom/showthread.php?t=114963)

Beery 05-20-07 11:41 AM

Quote:

Originally Posted by tater
...the sub would still live if I ran away on the surface without shooting and the surface combatants hit me again and again, lol...

Which is why I'm looking for ways to either increase the damage done by surface ship guns or make it so that the sub damage model is nerfed in such a way that the sub sinks after a single gun hit.

Right now I can probably make surface ship guns do the trick but I'd rather see if I can adjust the sub DM if possible. I've been looking at hull damage - maybe I'll give it a harder look tomorrow.

tater 05-20-07 11:59 AM

Do you think that the ramming damage is FUBAR as a hardcoded thing, or that the outside hull of the subs is too strong, or what?

I sure wish the ramming damage was fixed, that really stinks since collision should be a real fear.

Beery 05-20-07 12:07 PM

I'm looking at the bulkhead data in Equipment.upc and in the Submarine folder in each submarine's upc file. I'm not sure that this is the right area but anyway here's the data for a hull breach:

DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1

So that's Taken_DamageType = NULL (no idea what this means)
MinDamage = 0.6 (60%)
MaxDamage = 1 (destroyed)
MinMaintenance = 0 (no idea - maybe the minimum repair that can be made)
MaxMaintenance = 1 (no idea - maybe the maximum repair that can be made)
chancefactor = 1 (no idea what this means - perhaps chance to fix 100%?)
Message = Wall Breached
Spawned_damage_HP = 0 (no idea what this is)
Spawned_damage_AP = 0 (no idea)
Spawned_Damage_Type = NULL (no idea)
EfficiencyReduction = 0 (no idea)
repair_skill = 0.2 (perhaps crew repair skill necessary to effect repairs)
repairtime_in_hours = 1 (self explanatory)

So we can adjust certain factors and see where they lead us. I'd probably start by making the MinDamage = 1 so that all hull breaches were at maximum damage. Then if the boat still didn't sink immediately I'd mess around with the spawned damage numbers - maybe a value of 1 would destroy everything in the adjacent compartment. Then I'd mess with the MaxMaintenance, making it equal zero, hopefully making repair impossible. If not, then the chancefactor - make it zero and hope that means no repair possible. Clearly, if all else fails, bung the repair time to a ridiculously high number - say 1440 - 60 days to repair.

I'm sure there's scope there for making the hull act properly, if these values are indeed for hull integrity.

The big problem comes when balancing for DCs vs. shells. If we make all shells breach the hull and instantly sink the sub it seems to me that we might be making all DCs breach the hull and instantly sink the sub too. Might not be too bad if the DCs effects are minimized but anyway it will need some heavy duty testing. Maybe adjusting shell effect is an easier way to go.

Hitman 05-20-07 12:14 PM

I play at 100% realism and some days ago I accidentally rammed a large Maru while manouvering to finish with my deck gun another. The result: ZERO damage to me... Go Electric Boat GO!:rock: You guys know how to build them tough:hmm:

Observer 05-20-07 04:22 PM

Quote:

Originally Posted by AVGWarhawk
@ Observer,

Anyway, a hole like this is not repairable when out to sea IMHO. This should have been a career ender.

Absolutely concur.

While I can't fix the texture "problem" I think I may have just figured out the last remaining piece to address the the overall damage issue I mentioned above that makes this type of damage a careen ender, or at least means you have to drive back home on the surface.

VonBlade 05-20-07 04:45 PM

Quote:

Originally Posted by Beery
Which is why I'm looking for ways to either increase the damage done by surface ship guns or make it so that the sub damage model is nerfed in such a way that the sub sinks after a single gun hit.

As soon as we have a reliable enough TDC so I don't have to resort to my deck gun all the time, that'll do nicely. As it stands, we'd be just dead(er) in the water with nowt to show for it.

VB (yes, my sig is ironic btw)

LukeFF 05-20-07 08:27 PM

Quote:

Originally Posted by tater
Right now my layers are gutted of escorts. None of this early 1942 crap with 8 ships escorted by 4 DDs as the convoy norm. Smaller convoys (now with mcoca's tool, they even zig-zag) early war (and fewer of those by a long shot), and they likely have a single DD escort at more, with Minesweepers or Subchasers as the other escorts (with a %, so escorts are not always there). I also axed the contact report generation, so the only way I see stuff 95% of the time is to spot it myself.

Cutting out the extra escorts is all good and well, but I'm not so sure about cutting all of the contact report percentages back to 95%. Early war, yes, intel on Japanese naval movements was very scarce, but by 1944 it was a totally different story. I have mine set up as follows:

-1941: 10%
-1942: 20%
-1943: 25%
-1944: 33%

Granted, I've not done a whole lot of testing with these numbers yet, but so far, they, along with the Fewer Radio Contacts mod, have worked out fairly well.

tater 05-21-07 08:20 AM

Well, it should really be partially dependant on where the ships are.

Under areas of US air cover, a higher %. Submarines didn't routinely send contact reports since they were (rightfully) worried about japanese DF capability. Ultra is a different case altogether.

Right now my layers are a test, but I think the plan would be for certain convoys and TFs to be marked by much higher %s. Some with short times between reports, or perhaps even a medium %, but over a very short interval. Idea is that some would be shadowed or closely followed priority targets.

So yeah, hacking them way way back is only step one, but building them back up in a controlled way is step 2 (mcoca's tool is great for the generalizations, but then someone has to go back by hand and look at the path each takes and make the call).

tater

LukeFF 05-21-07 10:35 PM

Quote:

Originally Posted by tater
Right now my layers are a test, but I think the plan would be for certain convoys and TFs to be marked by much higher %s. Some with short times between reports, or perhaps even a medium %, but over a very short interval. Idea is that some would be shadowed or closely followed priority targets.

So yeah, hacking them way way back is only step one, but building them back up in a controlled way is step 2 (mcoca's tool is great for the generalizations, but then someone has to go back by hand and look at the path each takes and make the call).

I look forward to seeing what you come up with. I just plugged in those numbers as a quick and dirty way of reducing the number of contact reports I receive, until a more refined campaign mod comes out later.


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