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If you want more real history of the T-2 and T-3 difference in game and should be modelled, I read alot about this.
The only difference over the T-2 is the T-3 had a magnetic pistol added. The T-2 was only impact. Plus T-3 had better batteries. I wish this was add to the model. But OT. The T-1 is really over powered since the bubble trail does not give away the subs location during the day immediate and the ships really do not turn away fast enough. You could make the T1 warhead less powerful. To the point of subject. I found I think the click locations of the stations in menu. They are not called by their regular names. Something like Crew_Selection number 6 alot of entries. That one is for the 6 spots for the officers to click on in sub. called type horizontal_line. The other entry is for the damage and watch officer spots, nub=2. Then loads of 'lines' with the crew number to 12 across. Layers like a cake for position. |
Another test scenario. Single mission, 1944 VIIC, wind 13.0, bright and clear skies.
A bomb (may have been two bombs... 250kg's from an Avenger) hits directly on the hull of test subject U-681, but it does not result in an instant death. http://img447.imageshack.us/img447/7325/174cs.jpg Immediate damage results: http://img447.imageshack.us/img447/5789/140lm.jpg U-681 then decides to do a little sinking... Port view: http://img447.imageshack.us/img447/8198/167bd.jpg Starboard view: http://img447.imageshack.us/img447/861/152hd.jpg I was disappointed that I did not die immediately. After all, how many u-boats out there survived bombs directly to their hull? But the full story is that after being struck by the bomb, I order a crash dive. As in my last test mission, the Captains Motivation room takes the most devestating damage (gouldjg, this may be a pattern that you might want to look into. That compartment may be too weak? Or other compartments may be too strong? Or it could just be the spot where the bomb hit... not sure). The boat is incapable of descending nose down, so we sort of do an 'airplane-to-runway' style approach. Aft batteries are destroyed. Starboard (right) Electric engine is damaged, and we have almost no speed; flank seems to do nothing. About a minute later, we hit 70m but U-681 continues downwards to 90m or so. Afraid we will go too deep (42% hull integrity), I hit 'E' repeatedly to blow the tanks. As we rise a little bit, flooding has stopped in the Captains Motivation room, but the sea water has yet to be fully pumped out (compartment about half full at this point). We get up to about 30m, but our compressed air reserves are just about empty. Although our nose is pointed up at about a 40 degree angle, with only one good electric motor, we are not able to generate any sort of velocity... So we begin to sink, again... A minute later, our compressed air is fully depleted and the starboard electric engine is still a good 8-10 minutes from being repaired... 80m... 90m... 100m... Pipes burst... Steam vents... Sparks shoot... Lights flicker... Men scream... Oooooh, and then the scariest thing happens... ... ... ... STATIC DEATH SCREEN APPEARS!!! any questions? *And this is my opinion, but death in this fashion is thrilling! Well, except for that darn death screen... :yep: |
i think that is very realistic !!!
A bomb hit not always destroyed a target...this could punctured the outher hull and cause a flooding in the inner pressure hull. some compartments could remain watertigh until the water pressure crush the boat the only solution could be go out of the boat and jump to the water before it sinks . |
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Change the "StormConditions" parameter in every submarine cfg file (data\submarine) to StormConditions=15,1 |
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In the end, though, the 250kg was the cause my death, so all is well, even if I didn't die immediately. |
gouldjd, :P
I found how to disable the six quick box mode menus unter the sub on the crew screen. These will need to be disabled too. Here is one of the six surface/underwater/attack mode quick button s at bottom on screen. [G67 I676] Type=1031;Stat bmp array ItemID=0x67000303 ParentID=0x67000000 Pos=731,207,32,32 Color=0xFFFFFFFF Materials=4 Display=2;Linear Mat 0=data\menu\data\crewicon.tga Crop 0=0,0.375,0.25,0.125 Mat 1=data\menu\data\crewicon.tga Crop 1=0.25,0.375,0.25,0.125 Mat 2=data\menu\data\crewicon.tga Crop 2=0.5,0.375,0.25,0.125 Mat 3=data\menu\data\crewicon.tga Crop 3=0.75,0.375,0.25,0.125 MatFlags=0x1 TexFmt=0x5 Drag=false BmpState=1 --------> change to zero will disable the click operation. NeedFocus=true SelOne=true IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF ToolTipText=426 This is the Surface Attack quick box click mode. This is how to disable it not to work. Do it for all six modes. Now for the stations....soon. ;) |
OK I disabled ALL mass clicking on stations. It is not perfect, but you can no longer click to mass move anyone. Example for Bow Torpedo.
[G67 I653] Type=1030;Check box 1033 ItemID=0x6700005B ParentID=0x67000000 Pos=880,465,65,38 Color=0xFFFFFFFF Materials=8 Display=2;Linear Mat 0=DATA/Menu/Data/back.tga Mat 1=DATA/Menu/Data/back.tga Mat 2=DATA/Menu/Data/back.tga Mat 3=DATA/Menu/Data/back.tga Mat 4=DATA/Menu/Data/back.tga Mat 5=DATA/Menu/Data/back.tga Mat 6=DATA/Menu/Data/back.tga Mat 7=DATA/Menu/Data/back.tga MatFlags=0x1 TexFmt=0x9 Font=5 Text=250 ;bow torpedo TextPosFlags=0x2 TextFlags=0x10 CheckBoxWidth=0 StatesColors=0xFF, 0xFF, 0xAA5800FF, 0xDD5800FF The change of type from 1033 to 1030 causes no Bow Torpedo name to appear above the comparment, and thus you cannot click on it. Now to make it perfect, all I need to do is disable it and still let the WORD name appear (only the 'Bow Torpedo Symbol' still shows). This is what you want between these two post. No click on six quick mode icons, nor clicking on the comparment name to mass switch crew. Only the comparment name does not show, but the picture symbol shows for the station. All I need to do now is add the crop name to the symbol to get it to display the comparment name. :rock: |
Jungman you are great guy. :rock: :rock: :rock: :rock: :rock: :rock:
I am eagerly awaiting this disabled compartmnet name clicking function. Could you please host the file on rapid share or other once your tests have been done. :up: Yes Yes Yes this is getting better by the day. Ok once this is done, I am going to look at a more realistic approach to crew management but need opinions from guys like you, Kaa and marhkimov. We will have to come to some sort of aggreement between realism and gameplay. Or make multiple systems so people can choose in a future release of SH3 commander. I like the random possibilities as well. I know Kaa is doing a longer time based fatigue system. Kaa I do not actually know if weather does effect if underwater or not however I am trying to simulate it should it do so. e.g. I have a lower drain rate in some compartments when under water. I just need to tweak to try and get a good balance. As far as the rest rooms are concerned, I think it is a combination of fatigue step and specific factor. Which ever, it seemed to work. With regards to damage I still feel that I need to do some minor tweaks. Guys I am not maths expert or modder really. I just love this game better than any and want to find a balance of realism without taking gameplay away. This system seems to be going to plan. Once we do this 24 hr version, we can then move to do longer systems for those who want at least a steady weeks sailing before man management. Sunday is a bad day for me to work on this game as I have to play family man till 3 pm. Please excuse if I seem to be not able to anwer questions in long descriptive style. I am not being ignorant, I am just having wife down my neck. However I will be back to work from 3 pm onwards. Guys I just want to say this would not have been possible if it was not due to your efforts and to the efforts of people like Beery, CCIP etc, Thanks, you are making my game much better. :up: |
It is my opinion that all compartments other than 'Captains Motivation' and 'Off Duty Quarters' are too easily repaired. By themselves, the crew just seems to be too efficient. These next two images show just what I mean...
http://img412.imageshack.us/img412/8419/190tv.jpg http://img412.imageshack.us/img412/7914/204tt.jpg The damage repair of 'Captains Motivation' and 'Off Duty Quarters' are pretty good... http://img412.imageshack.us/img412/410/182si.jpg |
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I found a cheap way to make the comparment name to be displayed again. I made a darker crew screen mod to make it not so bright for night time attacks. All I have to do is just 'type in' the letter names onto this background crew screen in the correct spot Backpap2.tga. The the name of the comparment will show. But that means you wil have to use my modified background crew screen. Alot of peole like it. I would rather do it with my shaded back ground. I can make one for the original. I need some input on this matter. I realy prefe a darker background. What should I do? Make two of them? What do you want to call that stern quarter "Captains Motiviation" or something more like "Captains Quarters" ??? This is all I have to do and I will have a finished mod to go with your work. 1) stock menu.ini 2) stock crew managment screen, or a darker version? 3) a decent name for the Stern Quarters. Maybe Officors Quarters? ( Captains Quarters would mean only one bed.) The officors beds are probably more luxury and thus more enjoy. |
Is there absolutely no other way to get the text to show up while still being able to disable the double-click function?
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By removing the instant button features, I can control the damage system much better.
As it is now, I could rush men into repair and they will get the penalty I want them to recieve. This makes repair and flooding much more intense (that is when I have fully tweaked compartment strenghs etc as described above). Now if I did double click the repair option whilst men are in it, fresh men take over and do not get hit by the penalty. This happens in other compartments also. So when this is disabled the player is forced to go by the rules of play. Just a quick not. The rest quarters do take longer to fix because only the repair crew can fix then 2 stations. In other compartments you get assisted by the men in there. I was going to base much of the flooding in those compartments as this is what we want. i.e. more intense flooding and slower deaths. So heres the plan, I reduce other compartments HP so more sub system damge may occur. I then have to rebalance floatability. I then look at the crew quarters as being slightly more prone to flooding i.e. I tweak critical-flotation (seems to do the trick). I may have to reduce floatability so we sink but not too fast as I have had 9min flood recovery in some tests. Hope people a following this as it is the way to go for more intense damage. I have not yet adjusted this for releae yet but now that jungman has found a way so we cannot really cheat, it should be good feature. Oh yeh, it will be good. p.s. I was going to use the rest quarters as the father of many subsystems from other rooms. This might, just might make repairs take much longer in the whole if my theory is correct. |
Ok, thanks for the information.
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Yes Yes Yes Right then down to business. 1. If you could do one that is RUB 1.44 compatible at the moment so I can test on my end that would be great. We have to wrap this up in test before making other mod compatible versions but once this is right, it should be a simple case of deciding what versions are wanted most. I do not know what the following of the community is like today (been away). 2.Darker because we will be looking at this screen much more now instead of emergencies only. Dark for me anyway. 3. Officers quarters (yes I like that) Cheers matey :up: :up: :up: :up: :up: :up: :up: |
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