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-   -   [REL] Damage assessment (https://www.subsim.com/radioroom/showthread.php?t=165771)

Arclight 03-22-10 01:00 AM

[REL] Damage assessment v1.1
 
(Technical bit: Added a new "state" for a ship: Damage assessment, placed between "alert" state and "damage control" state. Reworked trigger thresholds for a quicker effect and proper functioning as a whole with the new state. Changes made to "Ship-crewstate.aix" in "..\Ubisoft\Silent Hunter 5\data\Scripts\AI\".)


Changes AI behaviour with regards to keeping speed and sensor effectiveness; enemies will slow down after taking some damage and be less aware of their surroundings.

The threshold depends on % of HP, so ships with higher total HP will need more hits before they slow down. The speed reduction is a percentage as well, so the higher their top speed, the faster they will continue.

In practice this works out to needing 1 hit on a freighter and 2 or more on a big warship to trigger the effect. Merchants, with their low top speed, should slow to a crawl, estimate 3-5 knots.

There's a further reduction in speed as the damage climbs, and eventually the crew will abandon ship, bringing her to a stop. Those are stock behaviours though, just a little tweaked.

!Enabling during patrol is not advised, it has not been tested outside single mission. Preferably enable in port, or at least make absolututely sure there are no ships in a 30KM radius!

Extract into JSGME "MODS" folder and enable.

Intended to work together with "Better and Realistic Flotation", but works perfectly fine as a standalone.

BARF thread: http://www.subsim.com/radioroom/showthread.php?t=164953


DOWNLOAD (5KB)


SPOILER
Here are the numbers:
Slow to 50% speed at 25% damage
Slow to 20% speed at 65% damage
Abandon ship at 85% damage

All sensor effectiveness reduced to 70% while in "damage assessment" state to simulate sending some crewmembers to investigate, captain focusing on getting the damage under control, shock from being hit, etc.

-.-. .... .- -. --. . .-.. --- --.

v1.1
- minor bugfix to avoid possible CTD under apparently very rare circumstances

gutted 03-22-10 01:44 AM

hmmm. sounds promising. Maybe now those damaged merchants will fall out of the convoys more often.

will enable it and test it out next time im in port.

Arclight 03-22-10 02:00 AM

Unless you hit the convoy leader, then the whole group slows to a crawl. :lol:

thruster 03-22-10 02:01 AM

brilliant! thank you. this game is clearly getting better and better.:rock:

sergei 03-22-10 04:55 AM

Outstanding :DL

Dowly 03-22-10 05:44 AM

Excellent mod, mate! Loved how the ships lost their visual sensors in stock when damaged enough, now add slower speed to that and vóila! :rock:

coronas 03-22-10 06:11 AM

Quote:

Abandon ship at 85% damage
...And a trigger for survivors, lifeboats, distress and rescue flares?

BTW, you are doing an excellent work!! :yeah:

:salute:

Arclight 03-22-10 06:26 AM

Thank you. :shucks:


Survivors and such are possible, though I still don't know how. Learning as I go, bit by bit. Still doing a lot of exploring, just rumaging through the files, see what I run in to.

I was working on rebalancing the warships, took a break, got distracted and ended up with an altered script for AI. :haha:

The General 03-22-10 06:30 AM

I haven't seen any lifeboats yet in the stock game :-?, so I'll give this a try. Thanks very much. :up:

Heretic 03-22-10 12:30 PM

Nice. I've been wondering when someone was going to get into the ship AI scripts. Looks like lots of cool stuff will be possible.

Heretic 03-22-10 12:32 PM

Quote:

Originally Posted by Arclight (Post 1327796)
I was working on rebalancing the warships, took a break, got distracted and ended up with an altered script for AI. :haha:

I know how that goes. I was just looking into adding hats to my crew and one thing led to another. :up:

TheBeast 03-24-10 05:17 PM

NPC Voices Stop Working
 
It appears I have found some type of scripting dependancy or this MOD must be installed before starting a Carreer.
I added the Damage Assessment MOD while in port after I exited the game.
JSGME did not report any conflicts. I am currently using the following MODS:
RemoveUbiLogoandIntro
Accurate German Flags

A Fistful of Emblems v1.5
Better Torpedo Graphics

Torpedo Splash
Free Cam Tweak 1.0
Capthelms SH5 Audio Mod

MightyFine Less Annoying Footsteps 1.0
Conning Tower Compass Fix

Captains_Picture
Enhanced Ship Recon Manual V1.01

No Moral Cooldowns
NewUI_0_3_0_ByTheDarkWraith
TheBeasts_SH5_Commands_OrdersBar
MightyFine Crew Mod 1.1.1 Stock Faces
My crew voices stopped working when executing commands. Some Commands that worked fine before resulted in CTD, other commands didnt work at all.
I exited SH5, removed this MOD and everything works fine.
I even tried loading this MOD first and started a NEW Career and same problem persisted. That indicates some type of scripting dependancy from another MOD. Most likely the NewUI by TheDarkWraith.

Arclight 03-24-10 05:36 PM

It just adds a block of code to an existing script. All the previous states are still valid, though it's possible the new state is not recognized by other scripts.

I don't see how any script that deals with the interface is dependant on the "crew state" of an AI ship though. :hmmm:

Try it on a stock game, see if it works.



Anyone else experiencing issues? Or not? Would like some feedback either way, see if it this is an isolated case or widespread.

If anyone is still using it in case of massive fail, of course. :lol:

TheBeast 03-24-10 06:13 PM

Quote:

Originally Posted by Arclight (Post 1332273)
I don't see how any script that deals with the interface is dependant on the "crew state" of an AI ship though. :hmmm:

The NewUI is trying to make Crew Command availability dependant on Crew Damage State. So if a Key crew member is injured or dead those commands relating to that position are delayed or are not executed at all. Not sure how it relates to the AI other then pulling info from it.
I have no idea as to why sounds stopped working and some commands were causing CTD.

Arclight 03-24-10 06:50 PM

No, me neither. But if someone else's mod alters AI behaviour as well, it's no surprise issues are going to crop up. :hmmm:

I can't "debug" this in any sense, so apart from issuing a warning for a possible incompatibility with DarkWraith's UI mod and CaptHelm's sound mod, there's nothing I can do. :-?


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