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-   -   SHIV Mod to remove the hull damage indicator? (https://www.subsim.com/radioroom/showthread.php?t=141540)

feld 08-31-08 01:18 PM

SHIV Mod to remove the hull damage indicator?
 
Is there a mod to remove the hull damage indicator for SHIV? I've searched through the forums and not found one. Is this even possible in this program like in SHIII?

R/
feld

Rockin Robbins 08-31-08 07:27 PM

Whoever does will be a hero in my book! The thing is a travesty. It is the triumph of the whiners. I haven't found a submarine that has one of those yet.:rotfl:

feld 08-31-08 08:35 PM

Quote:

Originally Posted by Rockin Robbins
Whoever does will be a hero in my book! The thing is a travesty. It is the triumph of the whiners. I haven't found a submarine that has one of those yet.:rotfl:

Neither of mine have, that's for sure...
I believe that GWX 2.1 removed it. This argues that it is at least possible since I the two engines are at least similar.
Thanks!
R/
feld

Observer 08-31-08 11:08 PM

Quote:

Originally Posted by Rockin Robbins
Whoever does will be a hero in my book! The thing is a travesty. It is the triumph of the whiners. I haven't found a submarine that has one of those yet.:rotfl:

[Slightly OT]

RR - you really have to try out the latest RFB beta (I know - nag, nag, nag). I've removed hull damage altogether making the hull integrity meter a non-factor.

feld 09-01-08 08:33 AM

Observer,
I'm curious so I declare that on-topic:

How do you determine when the cumulative effects of damage weaken the hull?

r/
feld

Observer 09-01-08 11:44 AM

That's not such an easy question to answer simply. In essence it has to do with two different ways the SH4 engine models damage.

The first has to do with the "collisionable object". This has to do with actual 3D model and the hit points associated with the model. As damage is applied to a model, for example during a torpedo hit, the torpedo damage HP are subtracted from the HP of the object. When the 3D model HPs equal 0 the object is said to be destroyed. This is actually the representation of "Hull Integrity" for the player submarine. It is simply a percentage representation of the number of HP remaining to the submarine 3D model. Do keep in mind that damage is applied to this model in a number of ways including collisions, exceeding crush depth (referred to as crash depth), torpedo and naval gunfire damage.

The second has to do with damage zones, or boxes. These are intended to represent cargo holds, machinery spaces, compartments, equipment, etc.

The idea is to simply ensure the collisionable object cannot be damaged, with the exception of some very specific circumstances, while ensuring the damage zones are capable of receiving all of the damage.

feld 09-02-08 12:01 PM

Great info. Thank you.

Flooding is related not to "hitpoint" damage but rather to "zone" type then?

R/
feld

SteamWake 09-02-08 12:18 PM

Quote:

Originally Posted by Rockin Robbins
Whoever does will be a hero in my book! The thing is a travesty. It is the triumph of the whiners. I haven't found a submarine that has one of those yet.:rotfl:

Let me play the devils advocate here.

What they did have is a more or less competient crew whom could deliver concise and detailed damage reports on all systems. In the game we have nothing of the sort. Thats why the indicator is there.

Personally I never look at the thing, honestly dident even notice it untill after I installed RFB and hull damage suddenly became an issue.

Rockin Robbins 09-02-08 01:51 PM

I agree that it isn't really in your face.

But there was always damage that couldn't be inspected. When U-505 got tagged by a lucky Lancaster, she limped back into port on the surface if I remember correctly. For the next year, and in spite of numerous returns to base, they never got a handle on everything that was wrong with the boat. Not only couldn't the crew find it, the base repair crews couldn't find all the problems either.

So I don't agree that the crew would always know the complete status of the boat, beyond "we've taken quite a pounding from depth charges. It might be prudent not to exceed 250' until we get back to port." And that is just a guess, not the precise information found on the hull damage meter.

If we're going to have a hull damage meter, lets have a dirty underwear meter. When the meter gets over 80% crew morale suffers and the boat's rudder is only half as effective.

Orion2012 09-02-08 03:11 PM

Quote:

Originally Posted by Rockin Robbins

If we're going to have a hull damage meter, lets have a dirty underwear meter. When the meter gets over 80% crew morale suffers and the boat's rudder is only half as effective.

:rotfl:

wetwarev7 09-02-08 03:25 PM

Just out of curiosity, has anyone thought of making the background behind the damage indicator the same color as the text? That would effectively make it 'disappear'. :up:

Observer 09-02-08 06:17 PM

Quote:

Originally Posted by feld
Great info. Thank you.

Flooding is related not to "hitpoint" damage but rather to "zone" type then?

R/
feld

Flooding is always related to the amount of damage the zone takes.

danlisa 09-03-08 08:25 AM

This is untested & from memory:

It should work with all mods and is easy to do yourself.

Open the menu.txt in notepad and find:

589=HULL INTEGRITY %s %

change it to:

589=

That's it. No more % indicator.

Sailor Steve 09-03-08 08:37 AM

Quote:

Originally Posted by SteamWake
Quote:

Originally Posted by Rockin Robbins
Whoever does will be a hero in my book! The thing is a travesty. It is the triumph of the whiners. I haven't found a submarine that has one of those yet.:rotfl:

Let me play the devils advocate here.

What they did have is a more or less competient crew whom could deliver concise and detailed damage reports on all systems. In the game we have nothing of the sort. Thats why the indicator is there.

Personally I never look at the thing, honestly dident even notice it untill after I installed RFB and hull damage suddenly became an issue.

Exactly. RR is wrong, and every ship has one. It's technical designation is 'COB'.
:rotfl:

Something I would like to see in the next subsim is just that: a button that lets you ask 'those who know these things' what kind of shape we're in, and the answer would be something like "I'd recommend not diving too deep."

Rockin Robbins 09-03-08 02:35 PM

Like a Magic 8-ball! I can see a tie-in now...http://i196.photobucket.com/albums/a...where-am-i.gif


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