SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [TEC] Possible to remove hull %? (https://www.subsim.com/radioroom/showthread.php?t=125948)

tater 11-29-07 09:36 PM

As a reality check, who here has been hit by a circle runner? Did you instantly sink? I didn't.

I tested an s-boat and put every single fish in a gato into it and it never sank. Every one, spread over the hull on both sides. The ship model was more hole than hull visually.

The subs have hitpoints equal to major surface combatants. (the s-boat has more then early fleet boats, too. Odd.)

tater

Ducimus 11-29-07 09:56 PM

Quote:

Originally Posted by tater
As a reality check, who here has been hit by a circle runner? Did you instantly sink? I didn't.r

I have. I was testing this earlier. I modded the MK 14 to have a 100% chance of running circular, then basically, shot myself in a single mission. Damage ranged from 20% to 30% on what i think was a 500 hp sub.

I think a good thing to start looking at, is the amount of hitpoints on the subs. Stock subs in SH3 had like 250 to a maximum of like 320 hps on an 9D2. Right now we have an Solid Iron bar for a sub, when what we need is a twinkie - if that makes any sense :roll:

elanaiba 11-30-07 03:44 AM

Anything tricky related to menus you'll want to bring to Mihai Maerean's attention. He's neck deep in menus, ya know?

DrBeast 11-30-07 06:18 AM

Quote:

Originally Posted by Ducimus
Quote:

Originally Posted by tater
As a reality check, who here has been hit by a circle runner? Did you instantly sink? I didn't.r

I have. I was testing this earlier. I modded the MK 14 to have a 100% chance of running circular, then basically, shot myself in a single mission. Damage ranged from 20% to 30% on what i think was a 500 hp sub.

I think a good thing to start looking at, is the amount of hitpoints on the subs. Stock subs in SH3 had like 250 to a maximum of like 320 hps on an 9D2. Right now we have an Solid Iron bar for a sub, when what we need is a twinkie - if that makes any sense :roll:

That's weird...I keep some modified sub .sim, .zon and .upc files for when I want to test sensors or camera shakes or stuff which involve the sub getting pounded repeatedly, in which I've upped the HPs of the sub and all its parts by 10, or even 100. I've also raised the min/max EF of the torpedoes by roughly 3 times, and doubled the min/max ranges as well. During one of my tests, I launched a couple of homing torpedoes and some Mk18s at a Destroyer, which was hit by a handful and sank...but one of the homing ones kept swimming around, and when I surfaced and sped away it hit my stern, knocking out a hell of a lot of stuff in those compartments...that's a 170EF, range 8 torpedo hitting a sub with ginormous Armor and HPs, in a 10000HP compartment which included 8000HP engines, and it killed almost all of them (numbers are ball park, but you get my point)!

THE_MASK 11-30-07 07:02 AM

I notice that in the zon file for example the S18 there is a property called collisionable object and it has 500 hit points . No idea what happens if you reduce this number ?

DrBeast 11-30-07 07:04 AM

Quote:

Originally Posted by sober
I notice that in the zon file for example the S18 there is a property called collisionable object and it has 500 hit points . No idea what happens if you reduce this number ?

My impression is (at least I did my tweaks based on this assumption) that it's the Hull HPs. Then you'll have to go through the .upc files to find the HPs of each individual compartment and the parts that are within.

Ducimus 11-30-07 11:56 AM

Quote:

Originally Posted by DrBeast
Quote:

Originally Posted by sober
I notice that in the zon file for example the S18 there is a property called collisionable object and it has 500 hit points . No idea what happens if you reduce this number ?

My impression is (at least I did my tweaks based on this assumption) that it's the Hull HPs. Then you'll have to go through the .upc files to find the HPs of each individual compartment and the parts that are within.

It is indeed the HP rating on the submarines Hull. Combine that with the players armor rating, and you have what is tantamount to an M1 ABRAMS Fleet boat. Since we didnt have a H.I readout before, it was impossible to gauge just how much damage was being applied to a boat.

As an aside, where armor is concerned, each projectile has an Armor peircing rating assigned to it. Im bit too tired to explain how it works, but suffice to say, it does a check against the projectiles AP rating, and the player subs armor rating. If this check fails, the armor is not defeated (no damage), If the check passes then the armor is defeated and then a percentage of the shells damage is applied.

Now as damage itself goes, lets say 10 damage, well, if you view this as a deduction of a percetnage on your hull integreity, well this is going to make a much larger percentage when used against 300 hps, vs 600 hps.


Long story short, Ive reduced HPs to around 275 to 300 HPS, and reduced armor from 25, to 20. More damage will be applied, and it will take a higher percentage from your overall .H.I as a result. To offset the deep dive capabilites, ive slowed down the rate that they crush at, by half, since ive also reduced their HP's by half.

seems to work pretty well. One ciruclar running torpedo, where as it only did 20% damage before, now does in the neighborhood of 50% to 60%. A deck gun shell that once did around oh i dunno 4% damage now does twice that. Two shells from a merchant will probably take off 25% of your subs hull now. Where as before you could stay on the surface and slug it out with even destroyers.

In the future i might reduce the AP valu on the subs even more, but hesitate cause im not sure of the effects during a depth charging. 20 AP value on subs, is a resonable , and safe deduction.. Anymore then that, i think will require more through testing, which i just dont have time for right now.


All times are GMT -5. The time now is 03:53 AM.

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.