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-   -   how to make sinking slow? (https://www.subsim.com/radioroom/showthread.php?t=249050)

Gear5 04-02-21 05:27 AM

how to make sinking slow?
 
i knew there is an option in "realistic" setup to make ships sinking slower, but it is still too fast.
i like the way GWX do it, how do they make it?

and another question:
if i make a ship heavily wounded, it will sink after 10 hours on my watch. But i didn't follow it. i sail away, outside the 16km sphere.
now how the game engine handle this ship? the ship will sink after 10 oz, or it keep "wounded" forever?

Fifi 04-02-21 06:45 AM

To make ships sinking slower, you have to edit the Data/zones.cfg, and increase the different flooding values for small merchants etc

If you only damage a ship, and he sails away, once passed the spawning km radius he will unspawn and will not be credited :03:

Anvar1061 04-02-21 06:50 AM

I believe these parameters in the Zones.cfg file
Hitpoints=
FloodingTime=

Gear5 04-02-21 07:30 PM

Quote:

Originally Posted by Fifi (Post 2739902)
To make ships sinking slower, you have to edit the Data/zones.cfg, and increase the different flooding values for small merchants etc

If you only damage a ship, and he sails away, once passed the spawning km radius he will unspawn and will not be credited :03:

great. i make some test, it works.
now i m more curious about the definition of [NKeel] [NEFloodB] [NEFlotMain] etc.


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