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-   -   I wonder if we really only have two engines (https://www.subsim.com/radioroom/showthread.php?t=126312)

tater 12-05-07 03:54 PM

In the zones they both list father=29 (i thnk) which is the engine room. The 3 and 4 have -1 vs 25 for armor I think.

Your other post said "see screenshot," what were you refering to?

tater

tater 12-05-07 03:59 PM

Ooops, I missed the last post on page 1, that's why I was confused.

Would you say it was better to mess with diesel engine 1 and 2 in the zones.cfg file, or should I change them inside each sub's zon?

How is it that 3 and 4 take damage at all then?

tater

Peto 12-05-07 05:35 PM

Would it be possible to model 1 diesel in each room? That would make it much harder to lose both in one shot.

tater 12-05-07 08:53 PM

You mean point one at the electric motor room, and the other at the diesel engine room?

Interesting idea.

Might be as easy as "Father=30" for the 2d diesel...

tater

Weather-guesser 12-05-07 09:26 PM

This sounds outstanding!...IF you can get the other two engines to take damage. This would be a major big deal and make careers last longer and/or make it more exciting getting "home" with extra damage.

tater 12-05-07 09:50 PM

It's not just a matter of getting the other 2 to take damage. They need to be functional, otherwise it doesn't matter. I think in the short term making the engines super strong is a better way to go.

Realistically, there is no way that you'd get the diesels completely destroyed from a DC attack. I don;t think it's possible unless the damage did in the sub anyway. If we can get them vulnerable to deck guns, I'd be perfectly happy. We need more reasons to avoid surface fights.

Out of curiosity, is all the diesel fuel in one hit area? Because we could always make it slightly easier to lose fuel as long as we reserve som fuel for RTB. Take some bad DC hits, then RTB.

tater

12-05-07 10:28 PM

Anyone realize that the equipment damage zone sphere locations in the sub.zon files can be moved around? Maybe they could be separated farther apart so both wouldn't always be damaged at the same time.

tater 12-05-07 10:38 PM

Good idea, though I still think they should be FAR harder to damage via DC attacks.

I might go so far as to up at least one of them to have hitpoints high enough that the sub would certainly be sunk before the engine is totally destroyed.

CaptainHaplo 12-05-07 10:52 PM

Cripes! You guys realized what you have stumbled on here? Its definitely applicable for the engine issue - but unless I am mistaken this answers how the question I have long asked about the 2 damage models being tied together. Damage externally is applied to the zone - and the zone only defines what equipment is there. By modifying the zone properties, or the equipment properties - or both - we can really properly balance ALL the damage effects (except for possibly crew).

Ok - I am going back into the files and see what I can learn here - you guys are the best - I smell smoke from me brain already. If I learn anything I will post it, and of course expect some questions as well - but I thank you all for helping me put the 2 and 2 together!

tater 12-06-07 12:22 AM

I tried setting the armor at 86 in the zones.cdf file for both diesels. (high enough that my modded 162kg DC could do no damage at a max explosion).

I took a hit that destroyed engines 3 and 4, and did no damage to 1 and 2!

Finally, I got shacked again, and both diesels were destroyed---I think because the entire "father" engineroom compartment was destroyed. I'm cool with that, frankly.

Perhaps I could make one armored even higher, and the other a little less so.

tater

Weather-guesser 12-07-07 12:34 PM

Is this a future MOD in the works? I'm really excited about this one, but looks like the thread died :dead:

tater 12-07-07 12:48 PM

It kind of moved to the depth charge thread since my principal concern is not allowing them to get killed by DC attack. Anyone dumb enough to duke it out on the surface deserves to not RTB ;)

I have a test mod right now, when I think it actually works I will let it out as beta (soon).

tater

ref 12-07-07 01:09 PM

Anyone got a scheme of how the engines are placed in the boats?.
If I have some time this weekend I'll make a new zon file for the subs adding the two missing diesels.

Ref

tater 12-07-07 01:31 PM

It's only useful assuming that the engines are actually functional. Meanin if we have 4 engines, 3 can be totally destroyed and the sub can still make way. Otherwise it's a bunch of work for little payoff, in fact, a negative payoff.

Assuming that adding them as damage areas allows them to take damage but its NOT functional: You have engines 1 and 2 which provide propulsion/charging. One is destroyed, another damaged. 3 and 4 are also damaged, but they don;t matter cause they don;t make the sub move or charge anything. The damage control teams none the less work on 3 and 4, slowing the repair of the only one left that matters. A nearby DC damages the last remaining one to 100% and it's gone. See what I mean? If they can be 100% functional, then that's a different story.

In reality many boats also had an aux engine. We should really be able to have 4 diesels destroyed utterly and still be able to RTB (good thing for the HOR boats that had self-destructing diesels, lol).

http://www.maritime.org/fleetsub/diesel/img/fig1-14.jpg


http://www.maritime.org/fleetsub/elect/img/fig2-01.jpg

tater

tater 12-07-07 02:16 PM

Interesting. I made a mod that changed the diesel engine pointer in zones.cfg to father=201 and they still take damage. I upped the hitpoints. They get trashed when the compartment fails totally. I need to run a test with both the compartment and engiens set to impossibly high HPs to make sure the zones file is doing something.


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