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-   -   [REL] Unit damage from smoke and/or fires (https://www.subsim.com/radioroom/showthread.php?t=180921)

TheDarkWraith 03-03-11 01:31 PM

Quote:

Originally Posted by brett25 (Post 1611306)
very nice work mate. This was always annoying feature of SH3. This is no small improvement indeed:salute:

Since I play with NYGM I will provide any feedback I can. Luckily, I have a save game which has several ships on fire in NYGM. They never sink although they have large fires. I will replay this save and see how things change. Can this be added mid-patrol?

Also how does the game recognize this unique file?

Can be added/removed at any time.

It recognizes this unique file by magic...no really, I know the file system and it will recognize it :up:

Stormfly 03-03-11 07:00 PM

...would fires also effect playable ships that come with chineese U47`s warship mod ? ...that would be great :D

TheDarkWraith 03-03-11 07:11 PM

Quote:

Originally Posted by Stormfly (Post 1611599)
...would fires also effect playable ships that come with chineese U47`s warship mod ? ...that would be great :D

any vessel that displays fire will be affected. I hook into the effects for fire (#fire_small and #fire_big) thus anytime fire is displayed damage will be taken over time.

Stormfly 03-03-11 07:31 PM

Quote:

Originally Posted by TheDarkWraith (Post 1611614)
any vessel that displays fire will be affected. I hook into the effects for fire (#fire_small and #fire_big) thus anytime fire is displayed damage will be taken over time.

hmm thats realy nice, because most of the fires on playable ships are fightable, so if i manage to stop the fire (because i reduce damage of a interrior device like left engine by repairing it, i have to say that i coupled fire and explosion effects also with damage taken on devices) i would also stop the damage effect on hull`s hitpoints ? :yeah:

TheDarkWraith 03-03-11 07:35 PM

Quote:

Originally Posted by Stormfly (Post 1611628)
hmm thats realy nice, because most of the fires on playable ships are fightable, so if i manage to stop the fire (because i reduce damage of a interrior device like left engine by repairing it, i have to say that i coupled fire and explosion effects also with damage taken on devices) i would also stop the damage effect on hull`s hitpoints ? :yeah:

that would be correct. Once the fire is out (effect stopped) the damage incurred from the fire will stop.

Stormfly 03-03-11 07:55 PM

Quote:

Originally Posted by TheDarkWraith (Post 1611632)
that would be correct. Once the fire is out (effect stopped) the damage incurred from the fire will stop.

THX mate, then we have also a new gameplay element, if you couple fire effects with damaged equipment / devices in % a better trained repair crew is even more important on playable ships now ! :03:

Stormfly 03-03-11 08:48 PM

hmm :hmmm:

...say would it be possible to couple the fire not only with main hull hitpoints, but also with room`s hit point`s next to the fire ?

if so, the fire would create also flooding :DL

TheDarkWraith 03-03-11 08:57 PM

Quote:

Originally Posted by Stormfly (Post 1611708)
hmm :hmmm:

...say would it be possible to couple the fire not only with main hull hitpoints, but also with room`s hit point`s next to the fire ?

if so, the fire would create also flooding :DL

The way it's designed it has blast radius every time the fire causes damage. That way different compartment and rooms (zones) will receive damage also :up:

Stormfly 03-03-11 09:05 PM

Quote:

Originally Posted by TheDarkWraith (Post 1611716)
The way it's designed it has blast radius every time the fire causes damage. That way different compartment and rooms (zones) will receive damage also :up:

:o :timeout: :yeah:

java`s revenge 03-04-11 06:31 AM

Thank you for this mod.

I have installed it.

Stiebler 03-04-11 06:59 AM

@Dark Wraith:

This is a very imaginative mod - great work! - and I have downloaded it for testing.

Quote:

Now what I'm really curious to know is the result of using this with a mod that has improved the damage model (like NYGM, GWX, etc.). The reason is because of the way I made it work should cause flooding on the vessel also besides damage (HP loss). In theory a couple large fires in SH3 with improved damage model could cause the ship to sink due to flooding over time. Can anyone confirm this?
I tested it in a standard NYGM test single-mission, June 1945, surrounded by stationary merchants of different types. Unfortunately, in June 1945, even the IXD2 lacks a deck-gun. However the ships can be torpedoed without ever firing back.

It is very difficult to be sure whether a torpedoed ship, which has been set on fire, sinks slowly due to torpedo damage, or due to the added effect of your fire mod. What I found was that only three burning ships (out of 8 survivors; another four sank quickly anyway) sank between 24 and 72 hours after being torpedoed, while one burning ship had not sunk after 5 days afloat. I would expect in this test that most ships would sink within 01 - 36 hours as a result of slow sinking. Survivors after 36 hours would not sink at all.

So the results are very ambiguous. Essentially two burning ships sank when I would not have expected them to do so, and one burning ship survived five days without sinking.

I think the only way your question can really be answered is by long experience, to get a statistical averaging effect.

Great mod, though, even if it only reduces hit-points. I would regard it as an essential mod, in fact. I hope you don't mind me adding to the next update for NYGM?

Stiebler.

TheDarkWraith 03-04-11 07:44 AM

Quote:

Originally Posted by Stiebler (Post 1611949)
Great mod, though, even if it only reduces hit-points. I would regard it as an essential mod, in fact. I hope you don't mind me adding to the next update for NYGM?

Stiebler.

There is randomness built into the fire damage so it's possible that some ships succumb to fire damage and some don't. It's even quite possible that some succumb to fire damage very quickly and some very slowly while some may have some quick spurts of HP loss, followed by slow or even no HP loss, followed by ?? The point is it's completely random and you never know what the outcome will be.

Go right ahead :up:

Hans Witteman 03-04-11 10:10 AM

Quote:

Originally Posted by TheDarkWraith (Post 1611973)
There is randomness built into the fire damage so it's possible that some ships succumb to fire damage and some don't. It's even quite possible that some succumb to fire damage very quickly and some very slowly while some may have some quick spurts of HP loss, followed by slow or even no HP loss, followed by ?? The point is it's completely random and you never know what the outcome will be.

Go right ahead :up:

Hi mate,

Really impressive work and for the randomness it is exactly what it is expected in such a situation kudos mate:yeah:

Best regards Hans

Stiebler 03-04-11 11:38 AM

@Dark Wraith:

Yes, the randomness is certainly a beneficial feature, but makes testing the effect on flotability even harder!

Many thanks for your kind permission for me to use your mod with NYGM.

Stiebler.

Myxale 03-04-11 12:18 PM

This is some really nice turn of SH3 events!

Major kudos to youzzz TDW

LGN1 03-05-11 12:32 PM

Great work, TheDarkWraith! Thanks a lot!

Does it also affect planes? The heavily burning aircrafts flying on forever are even more ridiculous than the burning ships.

Cheers, LGN1

TheDarkWraith 03-05-11 12:40 PM

Quote:

Originally Posted by LGN1 (Post 1612829)
Great work, TheDarkWraith! Thanks a lot!

Does it also affect planes? The heavily burning aircrafts flying on forever are even more ridiculous than the burning ships.

Cheers, LGN1

Unfortunately no it won't work on planes due to the way I made it work. You make a good point though so I will have to see if there's a way to make it work on them too :yep:

A6Intruder 03-05-11 02:25 PM

Quote:

Originally Posted by TheDarkWraith (Post 1612840)
Unfortunately no it won't work on planes due to the way I made it work. You make a good point though so I will have to see if there's a way to make it work on them too :yep:

Would be very appreciated!!:yeah:
Best regards:salute:

Jankowski 03-08-11 05:04 AM

And they said this wasn't possible................

Rubini 03-14-11 08:00 AM

Hi guys,

Cheers to all !

This is just brilliant! Thanks TDW for more this awesome mod. This is a good motivation to come back again to Sh3. I'm really without free time but more 2 or 3 months ahead and I will go back here.

This TDW's mod and his mod approach opened a new door to some old "impossible to do" mod ideas.

Yesterday I tried the planes fire damage: works flawless!

And the most good news: also that old wanted mod - depth charges making noise allowing you to escape (bold like effect) - seems to work ok too using the same TDW's mod approach. It need more tests and this is my problem now - free time. I will post more info as the mod goes ahead.

Kudos to TWD!:up:


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