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Attacked by 2 Akizuki, and damaged 4 bulkheads, one of them about 78% damage... Able to scape and repair, saliling at peri depth many hours. Sail on surface many hours, detected by another 2 Akizuki.... cash dive to 40m, attacked and scape new time. 40m all OK, during many hoursm then i decide to go deep and check the crush speed. Go to, 45m many time and OK, 50m many time and OK, 55m many time and OK, 60m and after few minutes spin camera and domino effect. That was with a setting of 1066 hitpoints on a Salmon into Photo Recon stock mission. 1066 hitpoints more than triple than stock seems to not solve the problem When you take damage.... your crush depth is strongly reduced. This is what we need to discover how to tweak... The problem is we have no advertence of that... plus we have a "Hull is repaired sir !.... message." |
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Also, the hull is not the aggregate of all the compartment HP. Hull HP is set in NSS_*.zon. Hull damage is displayed in My Documents/SH4/Data/Cfg/SaveGames/000000nn/ActiveUserPlayerUnits.upc [UserPlayerUnit 1] ID=S18 NameDisplayable=S-18 UnitName=USS S-30 (SS-135) UpgradeClass=0 Type=SClass UnitInterval=1920-10-29 00:00:00, 1944-01-01 00:00:00 ExternalClassName=SSS18 Nationality=American Evolution=Normal Damage=0.025713 ; here is a damage percentage of HP defined in NSS_S18.zon TextureName=data/Submarine/NSS_s18/NSS_S18_Body_T01.tga If you do not save your game and look at this - how can you make any statements about hull damage. It is not exposed anywhere else. If you buff your sub to 2000 HP, or if you buff all yor compartments to add up to 2000 HP, you still have a BUGGY bulkhead that will sink your sub for no displayed reason. The sub hulls in this game work almost perfectly. The bulkheads are buggy. they will sink you when they show no damage. The bulkheads are NOT part of the hull, no matter with the text message says. they have seperate HP. |
Anyway to bulk up the bulkheads?
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It was the compartement damage percent showed at that moment ot take damage, when pass the mousecursor over, and wich seems to be in concordance with the size of the red bar into the bulkhead item. I mentioned it to descibe the amount of damage. Quote:
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Plus you have the red bar rid-off... wich induce you to think the item is repaired. Quote:
Any thing seems to works to avoid it.... The only way is to remember you had bulkhead damage by recall, and remember indamage depth and not overpass it any more in the remaining mission time... Anoying.... :dead: |
Mine mines mines??? Anyone know anything about those?
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It is into : C:\...\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\UPCData\UPCUnitsData File Equipment.upc , Item 36. :up: |
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If this is a bug, may be hard to solve, if this an intentional feature, may be easy to tweak if we doscover wich file or setting controls it. I am testing now with reapir coheficient... but it seems to change repair times but "domino is still present. I need to test now maintenance coheficient... not sure what it is... but may be the maintenace required by an item to stay on service ? :hmm: |
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As it stands it is simply an undesirable frustration. My thought is that they simply don't have a handle on the damage system - or else they would have made drastic changes in 1.2. If the damage system is not believable, then the rest of the game is pointless, immersion is broken and players are angry. It would be better to simply have a death screen - and let every one focus on the rest of the game instead of the annoying distraction that damage control currently is. I want damage control fixed though - it the the part of the game that I was most looking forward to, and I think I am not the only one. There is a lot of good content in the game that people have a hard time getting to because of stupid game mechanics that feel broken. |
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Saving the game whilst near attack position may well be the cause when you reload the saved game. I believe the in-game saved parameters change on reloading the game. An experience I had in SH3 as well.
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I typically play a whole patrol without saving until I either RTB or have to go to bed. I certainly dont save before an attack. I always save surfaced (for play). Habit from 3 |
Yep. this just happened to me tonight.
I had just finished my mission and was set to head back to base for a refit when I cross the path of a convoy. Standard procedure I radioed the contacted and then dived to avoid a head on as I only had 4 stern torps and none in the bow. I get a radio contact from HQ says ... attack the convoy! Sheeze. So I dive to a 40 or 50 level or so and skirt under the Iso layer and do an all stop and watch the convoy pass by from the overhead camera. Last ship past I rise to periscope depth and the last DD notices me as I emerge from the Iso layer and heads my way. I kick the stern around and get a shot off at him but I miss cuz he's evading. I drop to 40 - 50 again and he passes over and short drops the DCs but I get no damage reports. I'm at all stop for the better part of a real time hour as a second DD now returns from the convoy and starts playing cat and mouse with me and the other DD. Their drops are way off .. a good 100 or more yards from anywhere near my boat. There is no call for damage or anything. I sit still for another 20 minutes then decide it's time to call it a day and head home, so I hit the return to course, and drop the boat to 100 for good measure. So far so good the DDs are north of me as I head south and they're just DCing the daylights out of where they think I am. The convoy kept going and was off the chart as far as contacts go, so it was just me and them ... 1/3rding south and making good my escape when suddenly ... All hell breaks loose and everyone is yelling for a medic or flooding or something is going on. I do an emergency surface but to no avail ... I'm sittin with Davey Jones again ... and Japan has erected a statue in my honor. Go figure. (Fortunately, I saved the game before the contact with the convoy .. ) |
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Do yoiu remember the extensive brain squeeze in the long research for DDs detection and AI sensors in SH III ? :rotfl: OK... i understand your feelings... :up: This game needs lot of less tweaks than SH III... many other bugs was near to solved.... I think so it is the badest point remaining. We need a way to know when the sub is so stressed and we can dive any more, or almost have the cance toi dive at peri depth and stay quietet to back home. I am not saying if this is a feature instead a bug, it is bad... but must not happens too often, it happens always... always you have a minor damage. It must happen only ocasionally, when you take rally severe damage. Stay here working to reach it... :up: Quote:
The cause is the depth, the crush depth is dramatically reduced by minor damage. Quote:
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Wich sub ? Wich crush depth into your sub ? Are you talking in feets or meters ? I understand wrong or you never ever take a damage in the attack ? No damage advertence by creww, no damaged items showed ? Many thanks for help !!! :up: |
Well.... in clear :
We have : Hull hitpoints, into sub .zon file We have Bulkhead hitpoints, into equipment .upc files. We have compartements hitpoints, into .cfg (seems not works) and sub .upc files We have items hitpoints, into .cfg (seems not works) and into .upc files. Sadly into .cfg items have separated hit points, in example, left diesel engines, and right disesel engines, there we can adjust diferent hitpoints to not loss both at same time, but .cfg file doesnt works nay more fot them, into the .upc files, there are no posibility to adjust separated or asimetric hiptpints... sad. Hull hitpoints seems to accumulate the compartemente hitpoints. Not sure if bulhead are added or not to the total accumulated value. It means 6 compartement with 400 HP each one, you take damage on all 6, 100 HP on each one, no compartement is destroyed, but if you total sub hitpoints (hull HP) are 500, you are done. Bulkhead, compartements, hull can be made more strong. It retard the damage, but when you take it... domino effect is still present disregardoing how stron you made tyour sub. The crush depth is strongly reduced after take damage. The domino effect happens with or without Bulkhead damage, so it mus be related to hull instead bulkhead. Domino effect happens with bulkhead reapired at all, damages reapired at all, and with message "Hull repaired sir ! " If you takes damage at determined depth, and solve it, this seems to be the limit for next dive, in example, if you take damage at 40 meters, near 50 or 60 you will be destroyed, but surface and 40 meters you can dive normally. So we need to remember ingame damage depth.... to not pass it never more in the remaining time for the mission. It is dangewrous, because if you take damage at 20m, and later you watch a plane and perform a crash dive to 40m, you are done... We can reduce this effect with the crash speed, decreasing the value to minimun to have the chance to recover the sub in case of an above error. That is i can remember now... :up: |
I thought the crash speed in the *.zon sub files was time it took to make a crash dive?
I'll try tweaking these values then using the tweak tool |
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