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-   -   How to mod the "detonating" part of the Torpedo.sim ? (https://www.subsim.com/radioroom/showthread.php?t=149717)

keltos01 03-24-09 08:11 AM

How to mod the "detonating" part of the Torpedo.sim ?
 
impulse = 2000 what does it do ?
splash
dud effect
water explosion
under explosion
above explosion

keltos

tater 03-24-09 08:21 AM

This is how much the explosion moves the target(s). This is not damage, but the visual effective of lifting the target from the explosion., etc (like the shake you get from a DC).

tater (posting from another State, lol)

keltos01 03-24-09 08:28 AM

and the others ?

btw now that I have you online, Do you know why you shouldn't should change the min/max number and AP ?

German T1 and Te and TIII torpedoes :

MinEF=120
MaxEF=180
AP=100 <--
Minradius=3 <--
Maxradius=7 <--

DarkFish 03-24-09 01:30 PM

splash = splash effect when torpedo is dropped into the water (so that's pretty much only useful for air torpedoes or playable ship torps)
dud_effect = probably the effect spawned if the torpedo is a dud, by default it links to a dummy node in particles.dat though so atm it doesn't do anything
water_explosion = column of water launched into the air by the explosion, like what you see above the surface if a depth charge explodes
under_explosion = explosion effect if detonation occurs below the surface, so that's the under water 'fireball'
above_explosion = probably explosion effect if detonation occurs above the surface, so that's the above water 'fireball'

I'm almost completely sure about splash, water_explosion and under_explosion. I'm pretty sure about the other two, though I've never seen them happen

I hope this helped;)

Webster 03-24-09 02:04 PM

Quote:

Originally Posted by keltos01 (Post 1070985)
and the others ?

btw now that I have you online, Do you know why you shouldn't should change the min/max number and AP ?

German T1 and Te and TIII torpedoes :

MinEF=120
MaxEF=180
AP=100 <--
Minradius=3 <--
Maxradius=7 <--


those numbers can be changed but i found it causes the damage grafics to get silly like showing half the hull as swiss cheese but the ship isnt sinking lol.

because its in meters, those reflect 9 foot minimum and 21 foot maximum damage radius so anything more is overkill IMHO

its really just how far out the radius of the damage and the damage grafics go. (i dont think you can seperate these two)

i have played with it a lot and found stock settings give the most realistic look. changing the effect is the key for giving it the damage result you want.

NEON DEON 03-24-09 02:35 PM

Quote:

Originally Posted by keltos01 (Post 1070985)
and the others ?

btw now that I have you online, Do you know why you shouldn't should change the min/max number and AP ?

German T1 and Te and TIII torpedoes :

MinEF=120
MaxEF=180
AP=100 <--
Minradius=3 <--
Maxradius=7 <--

Well, according to the editor:

MinEF is Minimum hit point damage.
MaxEF is Maximum hit point damage.
AP is armor penetration in CM.
Minradius is full damage carried out to in this case 3 meters.
Maxradius is partial damage up to in this case 7 meters and no damage after that.

Visual explosion size. No clue.

I wonder if you left the max radius alone and moved min radius up. would that keep the size of the hole the same or is the visual damage cued to min radius too?

Something to test I guess.

LukeFF 03-24-09 02:50 PM

A note about Min and Max radius: a weapon (be it a shell or torpedo) will always apply damage at the Max radius value (this was confirmed by Observer some time ago; more info about it can be found in the RFB manual).


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