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

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.

Weather-guesser 12-07-07 04:33 PM

Outstanding Tater! Three cheers for hopeful functionality! HIP HIP..:rock:

tater 12-08-07 01:21 AM

Still plugging away.

Anyone familiar with the UPC files? Another option that occured to me is to decrease the repair time for the diesels. This would allow overwhelming damage to get them to 100% (irreparable), but lesser damage would be quickly fixed.

Again, the goal is that it should be nearly impossible to kill of all the diesels on a fleet boat since such a casualty in SH4 is career ending.

Ducimus 12-08-07 01:30 AM

This i think:

\sh4\Data\UPCData\UPCUnitsData\Equipment.upc


Code:


[Equipment 5]
ID=GatoDieselEngine
NameDisplayable= Diesel Engine
FunctionalType= EqFTypeEngineDiesel
EquipmentInterval= NULL, NULL
EquipmentSlotType=GatoDEngine
ExternalLinkName3D= NULL
Hitpoints= 100
;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours
DamageDescription1= NULL,        0,        0.2,        0,        1,        1,        small malfunction,                0,        0,        NULL,        0.3,        0.4,        4
DamageDescription2= NULL,        0.2,        0.6,        0,        1,        1,        Misaligned Axis,                0,        0,        NULL,        0.5,        0.4,        10
DamageDescription3= NULL,        0.6,        1,        0,        1,        1,        fuse blown,                        0,        0,        NULL,        1,        0.2,        15


Peto 12-08-07 01:38 AM

Interesting. I notice that a lot of items listed at the end have no associated values. I wonder if any of those actually function in-game :hmm:.

I'm just dropping ideas here--I'm still working on some other sensor ideas atm.

ref 12-08-07 11:11 AM

Can someone with more experience on the subject test this?

http://rapidshare.com/files/75177250...es_DM.rar.html

I've added two new entries for the missing engines in zones.cfg (211 and 212), decreased a bit the size of the DM boxes in the zon files from the subs and added DM boxes for the missing engines, also linked them on each subs upc file.
Regretably I can't test it now, I'm too busy with the upcoming GWX release, I even coudn't test it in game, but the files are ok (in theory :D )
The extra entries in zones.cfg are copies of the original diesel engines entries.

Ref

12-08-07 11:52 AM

Quote:

Originally Posted by Ducimus
This i think:

\sh4\Data\UPCData\UPCUnitsData\Equipment.upc


Code:


[Equipment 5]
ID=GatoDieselEngine
NameDisplayable= Diesel Engine
FunctionalType= EqFTypeEngineDiesel
EquipmentInterval= NULL, NULL
EquipmentSlotType=GatoDEngine
ExternalLinkName3D= NULL
Hitpoints= 100
;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours
DamageDescription1= NULL,    0,    0.2,    0,    1,    1,    small malfunction,        0,    0,    NULL,    0.3,    0.4,    4
DamageDescription2= NULL,    0.2,    0.6,    0,    1,    1,    Misaligned Axis,        0,    0,    NULL,    0.5,    0.4,    10
DamageDescription3= NULL,    0.6,    1,    0,    1,    1,    fuse blown,            0,    0,    NULL,    1,    0.2,    15


Ducimus, as far as I know most of the equipment.upc file does absolutely nothing. It was a planned part to have equipment breakdowns, but was never implemented. The section that affects repair times is here in the sub *.upc files. For example (in yellow):

[UserPlayerUnit 1.Compartment 2]
CompartmentType= 1
StatusActive= Yes
ID= GatoEnginesRoom
NameDisplayable= Engine Rooms
Type=NULL
FunctionalType= PropulsionRoom
MechanicalCoef= 0.6 ;0..1
ElectricsCoef= 0.4 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.02
MaintenanceCoef= 0.001
RepairsCoef= 0.022
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 15
EffciencyDenominator=5
EffciencyDenominatorBS=10
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.99
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 201
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1

tater 12-08-07 12:00 PM

ref, I'll have a look in a little while.

tater

12-08-07 12:06 PM

Ref, not good. Crashed my computer. Wouldn't work. :dead:

tater 12-08-07 12:15 PM

BTW, as I ponted out above someplace (I think), in Zones.cfg there are 2 diesel engines. Both have "Father=29" but the submarine .zon files point at Father=201 (FltEngineRoom).

None the less the 1 and 2 engines take damage regardless (I tried setting the Zones to change Father=201 for the diesels and it works either way).

Is Zones universally used, or is much of it leftover sh3 stuff that is defunct?

Brenjen 12-08-07 12:19 PM

Complete & functional engines & engine control is the #1 glaring problem with SH4 from my point of view & I had hoped that Ubi would get it right in 1.4; a lot of the other stuff is minor imho. I figure it this way, if I....a submarine game/history novice for the most part can see how horrible this aspect is & has been then why wasn't it corrected? It makes me think they either A: couldn't fix it without a major rework or B: figured "screw it, let the modders fix it"

Proposition "A" would be a major problem, but "B" would mean the ground work is there & only needs to be figured out....is there any way to ask the devs about the engines specifically & get a straight answer?

tater 12-08-07 01:49 PM

There is an out of range number in the gato zon, ref. S3D crashes on it.

All the others open. Will test with a non-gato.

tater 12-08-07 02:01 PM

They take damage fine (non-gato). Now I'm gonna make a copy of this and mod the Zones file so that 3 of the 4 engines die if you look at them funny, and #3 or 4 stays intact. Then I will surface and see if it runs the boat.

tater

ref 12-08-07 02:01 PM

Quote:

Originally Posted by nvdrifter
Ref, not good. Crashed my computer. Wouldn't work. :dead:

I'll recheck the changes as soon as I have some time.

Ref

ref 12-08-07 02:11 PM

Found the problem, I cut some bytes I shoudn't....

Here's the correct one:

http://rapidshare.com/files/75216582...DM_v1.rar.html

Ref

tater 12-08-07 02:16 PM

They take damage, but 3 and 4 are not functional.

IMO, adding them as damagable is a mistake if they don't propel the boat, since it will take damage control resources to fix them to no avail.

I can't seem to find how they are "hooked" to the boat as functional systems. Seems like whatever files mess withthis might also be useful for battery charging issues.

tater


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