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Death by flooding instead of hull integrity loss?
Is it possible to change the zones.cfg to where your boat is considered lost after servere flooding instead of the hull integrity reaching 0%?
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Re: Death by flooding instead of hull integrity loss?
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May be due to a modified zones files...... :hmm: if i am not wrong i am using a modified one, i downloaded from some place.... i cant remember from where or from who. :hmm: But, yes, y was killed by flooding some times, it kills the crew on that compartement and later kills everybody. :up: |
IMHO Hollywood Mod is good solution, best I know for
damage model. Best Regards Stary Wuj |
there´re interesting notes in the en.menu.txt file:
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one i had an interesting game malfunction due testing of several zones.cfg files. I wasn´t able to place any crew in a compartment any more and a text box appeared "Compartment destroyed", but no game over screen... maybe it´s possible to get the game to that behavior anytime but i´ve no idea how to do. |
Ducimus,
Gouldjg is the one to ask about damage and flooding as he did the Hollywood mods. Haven't heard from him in a couple weeks. |
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It does not happen alot. The usual is you cannot place an officer into that compartment, but you can still place crew in there. Sometimes if you repair the AA guns over and over, they will show as being fixed 100%, but they will not work propperly. So if you increae the HP for compartments in Zones.cfg, do not go over board or really wierd stuff may happen. |
As always, interesting info, Jungman! Thanks :up:
Did you made any progress with the die hard mod project? I tried to download that alpha version, but link is death... |
No. I may finish it up some time later. The basic idea is in Hollywood's damage model also. I was playing another game...
I basically just increased the compartment levels HP, and lowered the armor level to compensate. Ala Hollywood mod. The the most important part to get decent longer drawn out flooding/hull damage is change the submarine.dat file hull armor and hitpoints. This makes the hull damage better. I used roughly double the HP then lowered the armor of the hull in the dat file for the sub. I think TT tool will change these values for you in 'submarine'.dat file. You can as I did, change the crew qualification effectivness to get even longer repair times, but I think Teddy Bar up coming new crew 'Effectiveness' Morale mod should do the same I think. |
Hitpoint changing is easy with timetravellers tool, but i didn´t managed to change amor. Guess it´s only possible with a hex editor.
But maybe teddy has managed to create a mod that will solve many of the problems the stock game has. We´ll see. looking very forward to the release of his work. Thanks again for your help and hints Jungman. |
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The armour for a IIa is 22, for a VIIc & IX 25. I can change the values, but, to be honest, apart from the screwed up repair times, the depth charge damage from the begining looked good, it was just that 2 seconds later it was repaired :damn: I would like more focus put in looking harder at trying to find the value that controls the repair times. |
Re: Death by flooding instead of hull integrity loss?
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Yes, I think this may be possible. Armour can be raised, and flooding rates can be tweaked. But why would you want to do that? |
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Again, I feel that this is the wrong approach. There are too many dependants/interlinked items on this value. |
Changing the Hitpoints and armour of your Uboat will result in odd things happening. Small changes do not hurt, but it really does lead to bugs.
There are other work around ways to increase repair time, such as changing the effeciency of a compartment, crew qualification effects. Maybe give even the regular seaman a qualification, the adjust how many it takes to cause a compartment to be repaired. Unless one can find the hard coded values to change, using round about ways to get 30 minutes repairs via 'balance' invariably lead to other undesirable buggy behavior. Teddy Bar is correct on this. It is one reason why I quite working on that approach to extend repair times (changing hitpoints and armor of the compartments and submarine hull value). |
I agree about the HPs and armor. Probably the only way would be to reduce repair crew efficiency.
Another idea might be to limit the actual number of persons allowed in the "damage compartment". Say 2 to 3. But if someone has a "repair" officer and one petty ofricer with the same qual, we are already more than 50%. |
One idea that was worked on was give the hull more hitpoints then lower the armor. This will keep you Boat hull from giving out so quickly, and still allow surface damage and DC to affect you. But I would not go more the 2x over stock.
Next change the required amount of crew in a given compartment to make it even work. This is where the problem can occur. It goes by the raw number, not the unique compartment. So if the repair station has room for 10 men, all compartments with 10 men will be affected. If you tend to use the same Uboat, it is not such a problem. Raising the comparment hitpoints is bad. If you get hit alot, and it gets repaired, the game keeps a running count total of the damage and thinks the station is destroyed when it is not -leading to none function and not being able to place an officer in that compartment. Bad stuff that is not readily apparent until several damage repairs. So I keep the compartment HP the same from now on. I think by giving ALL crew an ability to have a qualification, morale, and use the rank, plus changes to comapartment numbers (odd "interval" values in basic.cfg or config.) these numbers must be whole integers. Teddy Bar knows about this stuff. I read his work on NYGM. Very cool. :cool: It has been awhile since I messed with that stuff. The morale mod I thought may have enabled longer repair times. I could take a look at a better made real beta of Die Hard Mod just for the VII Uboot, the one Alpha was nice, but only at the start..later in game odd things would happen. I was going to improve it, but life knocks on the door and a few other games I was playing. There is alot that can be done. I achieved long flooding repair times by trying to balance those two forces out..very difficult, but can be done more or less. Ask Hollywood's goudjd about what a mess it can be. :dead: |
I have to agree with what has been said here.
There were always brick walls hitting us. I remember the excitement about jungmans discoveries only to later discover my engines run of the same tweaks as the repair station. Again I concur about some of the odd things when changing too steeply in the zones and original hp/armour levels. We found middle grounds but they were never truly the be all and end all and real life took over for a while. I was considering messing with morale so that a permanent low was always present and then looking at speeding up certain areas via TT's tweaking tools. I.e. Men might work a lot slower but this could be nullified as engines were set higher revs blah blah in other files or through the cfg's. Hmmmmm (Jason starts to think on this one now) needs a bit of maths here. Actually, lets say I do set a perm low morale, i.e. no raising or dropping or very minute raising and dropping. What would I need to compensate, 1. Engines = should be easy enough as some have already great skills on this. 2. Crew efficiency at hydro, spotting etc, can be tweaked in sim file or with quals. 3. Torp loading, not sure if that could be compensated via hex editing or again quals. The question would be to get morale to its lowest level as a perm basis, adjust other stuff to compensate i.e. engine ops and torp loading. Sit back and see if flooding and repair becomes major deal i.e. good minutes added to times or just allows extra seconds. I think flooding was on a different set of rules than equipment repairs so the low morale may really hit it in certain areas i.e. rest rooms which require repair crews. Just another theory I suspect Der Teddy would know what to expect in the repair dep with the lowest morale. I t may not be worth it. I am sure we will one day crack this nu |
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