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-   -   Damage Control thread (https://www.subsim.com/radioroom/showthread.php?t=109076)

Dustyboats 03-26-07 10:58 PM

Damage Contol
 
Having been in a real life situation of flooding when dived it was actually good to see that the INSTANT RECOVERY in SH3 was done away with in SH4. However the point still stands "Pumps were in action FIRST as was a lot of internal trimming of the boat using O tanks and blowing main vents a touch" (Oh and buckets were used to say nothing of anything that would soak up sea water after the event!) As a game however my point was to express the longer (and quite rightly so) time it took in SH4 as apposed to the game in SH3/GWX1.02........So there!!!! Do not please modify these events.

nikimcbee 03-27-07 12:56 AM

Quote:

Originally Posted by partyboy
My feeling is it's a combination of undocumented functions and bugs. Damage control is certainly fiddly, but sometimes things just refuse to be repaired for unexplainable reasons, or are repaired and keep breaking for no reason.

I think the damage control is pretty bad. This needs to get fixed somehow! I finally got damaged, had flooding, repaired the pump, stopped flooding. Then I dove to periscope depth, but instead, my sub sank like a rock to >600 feet, then I died (I'm in a S-class:rotfl: :rotfl: ). No, I did not have the time compression on.:dead: I sank so fast it wasn't funny (maybe 10 seconds)

partyboy 03-27-07 02:26 AM

Quote:

Originally Posted by Ducimus
one thing i suspect is that enviormental factors now effect the health of the crew.

For example, laying on the bottom with high TC on (usually a good way to get some damage), i noticed the engines took damage, and a bit later, some crewman in the engine rooms lost a few points of health. When conditions in the compartment improved, so did their health.

Another note going through some of the associated files, there's some exposurefactor variable of some sort.

Maybe this is the functionality that is causing the enevitable deaths for crews on damaged decks?

(For those that don't know, there seems to be a bug where if your deck is damaged, any crew on it or placed there will start to lose health until they die. And in my experience, the deck can never fully be repaired. Sometimes it goes 'grey' but then out of nowhere it becomes damaged again and eats your crew.)

ccruner13 03-27-07 02:31 AM

and why do some of my crew members stay at the same health level after ending my patrol?

McBeck 03-27-07 02:44 AM

Can anybody make a step by step guide to this?

nattydread 03-27-07 05:03 AM

I had my first damage in game, I had my radio reciever damaged and my main pump damaged. The were both fixed in about 1 hour.

shad43 03-27-07 05:12 AM

DC
 
Besides the crew injury bug I think the DC works ok, but it's in dire need of a
structural indicator on the DC panel, I too have experienced the "got damaged
repaired damage dove to peri depth and died thing" and I think its because the hull is no longer at 100 percent, if there were some sort of visual indicator to tell you its
not safe to dive it would be great.

phloon 03-27-07 06:08 AM

Quote:

Originally Posted by ccruner13
and why do some of my crew members stay at the same health level after ending my patrol?

Well, if I had to guess, I'd say it's because they're dead.

ccruner13 03-27-07 06:17 AM

Quote:

Originally Posted by phloon
Quote:

Originally Posted by ccruner13
and why do some of my crew members stay at the same health level after ending my patrol?

Well, if I had to guess, I'd say it's because they're dead.

lol yea i took a couple dead guys back out on patrol once but these ones werent hehe

stabiz 03-27-07 06:32 AM

A couple? I had at least 15 dead guys on my last patrol. (When I left Pearl) :rotfl:Every once in a while my sub stopped, so I had to wake up the living, to throw the dead out of the command room.

John Channing 03-27-07 07:09 AM

Quote:

Originally Posted by stabiz
Every once in a while my sub stopped, so I had to wake up the living, to throw the dead out of the command room.

Sounds a lot like where I work!

JCC

Redwine 03-27-07 09:03 AM

Quote:

Originally Posted by nvdrifter
Yes people. The days of the SH3 instant 2 minute repair times are long gone (thankfully).

Correct and agree...

Quote:

Originally Posted by nvdrifter
Now repairs take much, much longer. This is more realistic and fun in my opinion.

Agree...

Quote:

Originally Posted by nvdrifter
Please don't encourage the dev team to nerf the longer repair times in the next patch by starting threads like this. Please don't do that. :roll:

Agree...


The problem is the time to flood is much smaller than time to repair... it is easy to solve.

i was looking this with a friend who has the same problem, when we take damage wich cause flooding, sub sinks as a rock, with no posibility to do anything to repair it.

What i done...

1]
At first i made the same changes in depth chrages made for SH3, a lethal radius of 40 seems to be unrealistic...

This not solve the problem but reduce the probability to take lethal damage.

2]
To check as near the depth charges explodes, i had increased the underwater visibility, i increase it up to 50m, so i have good visibility at the initial external camera position, so i can check as far from the hull they explode and as much damage they produced...

3]
Then i increased the Hit Points and Armor for all rooms.

But this not solve the problem, you have a reduce probability of to take lethal damage, but when you take flood.... you sinks as a rock.

Note SH3 has very higher values than SH4, and this tweaked file.

4]
Looking the damage and crew control screen/atation into the sim, if you put the mouse over the name of the room, a pop up shows you Time to repair, and Time to Flood.

Time to flood was always small, it was near 2 minutes, and time to repair was always high, when a lethal damage was taked, the time to repair was 40 minuts, 50 minutes, even 59 minutes....

If the time to flood is 2 minutes, and the time to repair is 59 minutas, you always will die...

So i take the files and decide to increase the time to flood.

It was 120... 120 waht, minutes, seconds, hours ?

Well it looks to be 120 seconds... according with the 2 minutes showed in the pop up little screen.

Then i decide to rise up them to a same value as the long repair times... i increase the flooding time up to one hour, 3600 seconds.

Then the repair times and the flooding time are in concordance.

I thnik so, the 120 value is itended so, when you have a hul perforation, you are done, and you can do nothing...

5]
The test...

I saw to my friend, now it is posible your sub become undestructible, because the time to flood will be well covered by the time to repair.

We played some missions, now with the tweaked depth charges, they produce lethal damage when they explodes near the sub, not as before, when they was able to kill the sub exploding at 30 meters. Default depth charges have a lthal radius random between 4.5m and 40m, 40 is terrible unrealistic, in SH2 and SH3 we discovered historical information about the mos extensive used depth charge, the 420lb has a lethal radius on a hull of 3/4 inch and 1 inch of about 4m..... for TNT, and this value rise up up to 7m into AMTOLor MINOL at later war times.

This was the lethal radius for the 90 % of the depth charges used by the allies in the atlantic along all the war.

If I am not wrong, Japanese depth charges was not so powerful like the used by allies, but disregard it, just take same values.


6]
Continue the test....

Now the posibility to take a lethal damage was reduced...

Using the increased underwater visibility, we can note the new depth charges value can produce severe damage exploding in example at 6 meters over the deck...

This means the hul can be damaged and perforated when the depth charge explodes at about 8 meters over a hull of a Balao class.

It is too much power for the depth Charge... i think so. But the game randomises the lethal radius and power between 2 values, a lower and a higher value.

Not always you will have the higher lethal radius with the higher explosion power.

First examination, passed... it seems to be too powerful yet, but may be a furter power reduction can make the game so easy.


7]
Then we take attemption to the flooding...

Looking into the smage control...

Now repair times and flood times are more equilibrated... they are similar... so if you put a good repair team into the flooded room, you can control it.

If you have there, wonded, or dead people... you can not control de flood, and ship sinks.

You need to continuously give attempotion to the repair team, and the crew into the flooded room, so the repair time not rise up over the flood time.

If the attack continues.... you can have wonded or dead people, into the repair team, or into the room with flood, the the eficience droops down and the flood wins...

You must to replace continueously the tired, wonded or dead creww to maintain the room eficience... you must to asign a team to repair, and you must to hit, all crew to battlestations...

If you do it, you can control many floods...

In one mission my friend plays, we was able to control 5 floods....

You think the sub is invincible... ? Not...

Sub start to have lot of malfunctions... after the flood number 4, it have lot of problems to manatin a selected depth.

After the flood number 5, it sinks....., we asign a shalower depth, the sub start to rise up its pitch.....

Finally it finished with a 60 degrees of pitch up, and sinks very slowly, we put fank speed to mintain depth.....

The sub stay in 60 degrees pitch up for about one hour or soome like that, most of the time with flank speed..... finally we run out of battery.... the sub was at 189 meters depth....

When batteries gone, was imposible to stops the slow rate of sink, it take many minutes more to rech the crush depth...

Avery slow way to be killed.... almost two of my friends become so happy with this new way to sink.

Of course these settings need more test....

If some you want to test these tweaks files...

Here you have....


Reduced Depth Charges Lethal Radius:

http://files.filefront.com/Depth_Cha.../fileinfo.html

http://rapidshare.com/files/23169672...H_IV_.zip.html


Increased Underwater Visibility :

http://files.filefront.com/Improved_.../fileinfo.html

http://rapidshare.com/files/23236501...age_1.zip.html


Tweaked Sub Hit Points, Armor and Flooding Times
:

http://files.filefront.com/Tweaked_Z.../fileinfo.html

http://rapidshare.com/files/23884493...age_2.zip.html


If you dont like as it works, yu can tweak it your self, just ask me, send me a private message or ask here.... it is the same as in SH3.

Use the Time Traveller MiniTweaker for Depth Charges...

Hexeditor for Underwater visibility.

And Notepad for Hit Points, Armor and Flooding times......

Sorry my bad english please....

:up:

WilhelmSchulz. 03-27-07 02:04 PM

Quote:

Originally Posted by Ducimus
After a bit of testing (IE crashed dived in shallow waters, sat on the bottom with high compression, diving to crush depth and staying there tell things broke, or just plain ole beaching the boat to incur damage), ive concluded that Damage control DOES work.

But you have to do a couple things first.

1.) Assign a damage control crew
2.) cilck the button to send them to work.

Until those two things are done, nothing will happen.

Three observations:

a.) The red vertical bar next to a component seems to reflect the level of damage. The lower the red bar is, the less damaged the item is. When the verticle red bar is nearly to the bottom, its almost done being repaired.

b.) Repairs seem to take a long time to complete as compared to say, Stock SH3. It seems the devs took a more realsitic approach to repair times

c.) catastrpohic damage seems to be just that, catastrophic. If you get a massive bomb hit from a plane, or stay at crush depth too long, doesn't seem to matter what you do, your sunk. I make this observation based on upping the hitpoints of various compartments and equipment. Even with a tougher sub, doesnt matter.




ON that note, ive created this test modlet if anyone wants to give it a whirl. All it does is.
a.) doubles thie hitpoints on various equipment (IE, 100 hps changed to 200 hitpoints)
b.) increases hitpoints on various comparments. For example i noticed some compartments were listed as having 200 hitpoints where in SH3/GWX they would have 400 htpoints.

So what you have here, is basically in theory, a tougher submarine, and less equipment being destroyed (destroyed means it cannot be repaired):
http://www.ducimus.net/sh4/Sub_equipment_test.7z

I did all that and they still didint do nothing.

Hans Schultz 03-27-07 03:56 PM

i wish there was a crew specialty for repair like SH3

Ducimus 03-27-07 04:05 PM

@WilhelmSchulz.
If your expecting damge to be repaired quckly it wont be, as already cited, repair times are much longer now.


@Redwine
I thought about increasing the flood times on the sub model but didnt quite see the need until i read your post here. I have a question though, wasn't there a way to decrease the amount of time it takes to pump out flooding while leaving long repair times intact?


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