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-   -   [REL] Alternate Sinking Mechanism (https://www.subsim.com/radioroom/showthread.php?t=193825)

TheDarkWraith 05-02-12 07:44 PM

Quote:

Originally Posted by 89 (Post 1878903)
Hmm, very interesting! We nee to show this finding to TDW ;)

More peeking around inside the sh5.exe and shcollisions.act keeps bringing up a string - "DMG_" that the game constantly does string compares and searches on other strings looking for it. These searches happen when the game says unit collided with something (could be ocean bottom, water, another unit, etc.). SH3/4 units have a DMG_col_ node attached to the root node. SH5 ships do not have a DMG_col_ node attached to the root node. This was part of the problem why magnetic torpedoes didn't work on SH5 (GR2) style ships. Now it makes me wonder if the sinking mechanics are looking for this DMG_col_ or maybe even just DMG_ node attached to the root node :hmmm:

Bilge_Rat 05-03-12 04:44 PM

I wont pretend that I understand the difference between SH5 GR2 and SH4 DAT ships, but yes they do sink differently even though the SH4 and SH5 zone cfg files are 99% identical.

Rongel 05-04-12 03:29 AM

I remember that I have seen stock SH 5 ship capsize years ago. That was when there wasn't any imported ships in the game yet. I really can't remember the ships name, but I have a feeling that somebody else wrote about it too here. It was a nice sight, worked just like it should. Never seen it again though.

Cyril 05-04-12 04:05 AM

Nice mod.
Cleares one of the items I have found very annoying namely the problem, that a ship can continue sailing more or less full speed, when its deck is under water. Very often when I attack a convoy, I select my goals carefully and try to hit them in the machinecompartment to have them stop. The plan is then, that the convoy should continue moving and the escort abandone the ships hit, so I can surface my boat and sink the stopped ships with my deckgun. But many times I find, that the ships hit by a torpedo just continue sailing full speed in the convoy even with the deck under water :x

I have never seen a ship capsize in all the years, i have played SH1-2-3-4-5, but i am looking forward to do so :DL

thanks Bilge_Rat

finchOU 05-04-12 12:02 PM

^^^^^^what he said^^^^^^^^^^

Basically looking for the same thing....a realistic way to slow flooding ships to a crawl after torpedo damage. I feel this is not modelled in a the game that well (or SH3 for that matter). I know the anwser is "it depends"...but should a ship thats going 10 knots...slow to mabey 5 knots while taking on water...listing...sinking ...aka more surface area the ship needs to push through the water.

Obviously not all ships in a convoy are maxed out at the top speed of the convoy..but most convoys are matched with similular speed ships no??

wiki convoy...under ww2 tactics....." allocating vessels to convoys according to speed, so that faster ships were less exposed"

meaning that even if a convoy is at 10 knot, ship X wouldnt neccesarily be faster than say 15 knots undamaged? I have yet to see significant speed drop with flooding. They just seem to speed along at the same speed as the convoy. Even bad weather (rough seas) caused ships to become straglers.

gazzmetrik 05-05-12 12:07 AM

Thanks for this awesome mod! I used your similar one back when i was a fleet boat captain. :yeah:

Glock30Eric 03-18-13 07:20 PM

tagged to DL on my bootcamp.

GT182 03-18-13 11:15 PM

I don't have this mod installed yet, but I've only seen a very few ships keep on sailing while sinking. 98% of them coast to a stop before they completely sink. Just as my last ship sunk came to a complete stop and then sank.... a Queen Elizabeth Battleship.

Here's proof....


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