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-   -   I wonder if we really only have two engines (https://www.subsim.com/radioroom/showthread.php?t=126312)

Ducimus 12-05-07 01:58 AM

I wonder if we really only have two engines
 
Ive had this hunch for awhile, and this kind of supports it.

You know all those post about only have 2 engines destroyed but being unable to move?

Well, ive always thought, it was because we *really* only have two engines. Or so has been my hunch. Since the game is based off of Sh3, and in SH3, subs only had two main engines, not four.

So, if you look closely at a subs UPC file, heres what you'll find:

(note the bold sections)

Quote:

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 2]
ID= EqSlotDEPF
NameDisplayable= No 1 Main Engine
Type=NULL
AcceptedTypes=GatoDEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, GatoDieselEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 21

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 3]
ID= EqSlotDESF
NameDisplayable= No 2 Main Engine
Type=NULL
AcceptedTypes=GatoDEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, GatoDieselEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 55

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 4]
ID= EqSlotDEPA
NameDisplayable= No 3 Main Engine
Type=NULL
AcceptedTypes=GatoDEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, GatoDieselEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 5]
ID= EqSlotDESA
NameDisplayable= No 4 Main Engine
Type=NULL
AcceptedTypes=GatoDEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, GatoDieselEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 6]
ID= EqSlotEEPF
NameDisplayable= No 1 Electric Engine
Type=NULL
AcceptedTypes=GatoEEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, GatoElectricEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 22

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 7]
ID= EqSlotEESF
NameDisplayable= No 2 Electric Engine
Type=NULL
AcceptedTypes=GatoEEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, GatoElectricEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 56

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 8]
ID= EqSlotEEPA
NameDisplayable= No 3 Electric Engine
Type=NULL
AcceptedTypes=GatoEEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, GatoElectricEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 9]
ID= EqSlotEESA
NameDisplayable= No 4 Electric Engine
Type=NULL
AcceptedTypes=GatoEEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, GatoElectricEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

So it looks like, engines number 3, and 4, arent tied into any damage zone. Do they really do anything? I don't know, but i kinda doubt that they do.And from behavior observed where if you lose the number 1 and 2 engines you end up being dead in the water.... this would explain alot. Could it be that engines 3 and 4, are purely just for looks?

LukeFF 12-05-07 02:02 AM

Interesting. What would happen if the zone ID was changed for 3 and 4?

Ducimus 12-05-07 02:06 AM

Im not sure, but my feeling is we'd be twice as vulnerable to being disabled. If theres only two *real* engine damage zones, it could mean that we'd concievably have twice the "surface area" exposed to damage. In short, if we lost any two of the engines, we'd still be dead in the water, only much quicker. Or so is my guess.

Peto 12-05-07 02:19 AM

:hmm: You're probably right. And it would be a buggar to rewire the game to recognize/use them. As long as that was being done, another button might as well be added that could be used to turn them on and off. :hmm:

Anvart 12-05-07 04:49 AM

Quote:

Originally Posted by Ducimus
Ive had this hunch for awhile, and this kind of supports it.
...
Could it be that engines 3 and 4, are purely just for looks?

... And you have 4 RPM dials ... 2 left and 2 right ... ;)
May be it's not finished feature...
And now it's eye-candy only ... :hmm:

P.S.
And (in Command Room sub interior) the part of dials do not work ... eye-candy ... because, have no own dial controllers ...

mrbeast 12-05-07 07:20 AM

Quote:

Originally Posted by Anvart
Quote:

Originally Posted by Ducimus
Ive had this hunch for awhile, and this kind of supports it.
...
Could it be that engines 3 and 4, are purely just for looks?

... And you have 4 RPM dials ... 2 left and 2 right ... ;)
May be it's not finished feature...
And now it's eye-candy only ... :hmm:

P.S.
And (in Command Room sub interior) the part of dials do not work ... eye-candy ... because, have no own dial controllers ...

Good point, Anvart, perhaps the devs planned to include all four engines and full control for them but were unable to finnish it owing to the deadline restrictions they were working under. So they just went with the basic two enigne configuration.

Fincuan 12-05-07 07:46 AM

Quote:

Originally Posted by mrbeast
Good point, Anvart, perhaps the devs planned to include all four engines and full control for them but were unable to finnish it owing to the deadline restrictions they were working under. So they just went with the basic two enigne configuration.

Judging by the loads of unused SH3 files still present in SH4 that would be no surprise. You could almost throw in the SH3 executable, and you'd have SH3 with loads of SH4 files left over :)

pythos 12-05-07 09:13 AM

Actually I found that if the HP for the engines is multiplied by two, you get the effect of having four engines.

I purposely got deck gunned by another ship after doing this mod to obtain damage to the diesles. The result? The damage acted as if it was taking out one engine at a time. I had two engines "destroyed" and two that were slighty damaged, and was still able to make 8 knots, with the diesle sound audible.

I have to look at which files I modded, cause lately this has not been an issue with the mods, and patches of late.

The S-boats are definitely modeled as having two engines, which is correct. They even have one propeller not turn while the batteries are charged.

AVGWarhawk 12-05-07 10:00 AM

Quote:

I purposely got deck gunned by another ship after doing this mod to obtain damage to the diesles. The result? The damage acted as if it was taking out one engine at a time. I had two engines "destroyed" and two that were slighty damaged, and was still able to make 8 knots, with the diesle sound audible.
This sounds very interesting.

Jib01 12-05-07 11:25 AM

Ahhh, c'mon, the 2 extra diesels are for the new advanced sub that was coming out at the end of the war. They worked off the CO2 in the spaces when under water and gave 18 knots. :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

Jib01

Ducimus 12-05-07 12:21 PM

Quote:

Originally Posted by pythos

I purposely got deck gunned by another ship after doing this mod to obtain damage to the diesles. The result? The damage acted as if it was taking out one engine at a time. I had two engines "destroyed" and two that were slighty damaged, and was still able to make 8 knots, with the diesle sound audible.


Which engines were destroyed? 3 and 4, or 1 and 2? Theres a big difference there.

JimRat 12-05-07 01:09 PM

Could it be.......?
 
Could this be the chink in the armour that allows us to get home even though we have a couple of engines damaged?......
Oh why oh why didn't I study computers in the Nav instead of learning how to find out where I was when surrounded by nothing but Blue Water? (just make sure you change charts before you run into the chart wall when you get to one of the edges of the chart).

I know next to nothing, (alright to be honest....nothing at all), about programming or hex editing, etc. , But Ducimus where did you find these files? Is there a seperate file for each class of Sub? I'm wondering if I could tinker with them to see if'n I can get all four engines accounted for....Just a pipe dream maybe.:-?

tater 12-05-07 01:11 PM

This will mess with your experiments with AP DCs, but this is my idea.

There is zero chance in RL that the diesels would ALL be taken out by a DC attack. In addition, fleet boats had an aux engine not modeled in the game.

To stop a fleet boat from moving forever, you need to destroy FIVE diesels in RL. Five.

So, we should make the engines indestructible to DC attack. If their armor factor value is 4 like other things, meaning there is a 100 point damage threshold, we make the AFV 20 instead. Armor 20, AFV 20, then 400 damage is required to touch them (for stock it would be 500 (AV=25)). If it was 10, then 200 or 250. That's a minradius DC. Perhaps that is better.

We do that, and a contact DC will damage the engines, bot anything else will not touch them... except GUNS that have AP. Drive on the surface, you can lose diesels, underwater, 100% safe except a boat killing DC.

tater

tater 12-05-07 01:24 PM

The diesels have 100 hitpoints.

zones glop:
Code:

[DieselEngineRoom]
Category=Engines Room
Multiplier=1.000000
Flotability=20.00000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.15
Critical=No
Effect1=#dc_bubbles, 10
Effect2=#Oil_trace, 20
FloodingTime=120
CargoType=None

Code:

[DieselEngine1]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=25
Critic Flotation=0.300000
Critical=No
Father=29
FloodingTime=59.999996
CargoType=None

[DieselEngine2]
Multiplier=1.0
Flotability=0.0
HitPoints=100
Destructible=No
Armor Level=25
Critic Flotation=0.300000
Critical=No
Father=29
FloodingTime=59.999996
CargoType=None

What about massively upping the armor on them?

What we want is that a shell with AP (or a bomb) that HITS the engine room (not a near miss), can take them out. Since only 2 matter in game, it should be at least twice as hard. If a single hit to the compartment tends to hit both at once, then it should be 4 times harder to kill them.

AVGWarhawk 12-05-07 01:25 PM

Here is the crazy part of this game and modeled very poorly. Normally the 4 engined submarines could run at 15 1/2 knots on two engines. Thus saving fuel but also making good time at 15 1/2 knots. We have to run at 11 knots on supposedly 4 engines not to burn up fuel. :roll:

Separate engine controls is almost a must with the present game setup.


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