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-   -   Bulkheads...fix? (https://www.subsim.com/radioroom/showthread.php?t=209169)

Bubblehead1980 11-14-13 03:00 PM

Bulkheads...fix?
 
Always felt the bulkheads are far too fragile, fleetboats were strong ships.Anyone know which files deal with their hit points? I found file to up hit points on the hull itself, make things bit more realistic but the bulkheads and torpedo tubes, especially stern bulkhead and tubes are far too vulnerable.Want to see what the hitpoints are and raise them.Anyway know which files need to look at ?

Snarf 11-14-13 03:21 PM

I think i found that same file to up the hitpoints, is it the one that says collisionable object? just as a test i upped the hit points and changed the crush depth in that file but when I tried it out (with zero damage to start) it made my damage say 90 and it still crushed at the normal depth and very fast as if changing the hitpoints had no effect. The same file allows you to change the crush depth damage speed. Are there other files that affect this?

I too would like to know the answer to your question.

Webster 11-14-13 03:32 PM

Quote:

Originally Posted by Snarf (Post 2140929)
I think i found that same file to up the hitpoints, is it the one that says collisionable object? just as a test i upped the hit points and changed the crush depth in that file but when I tried it out (with zero damage to start) it made my damage say 90 and it still crushed at the normal depth and very fast as if changing the hitpoints had no effect. The same file allows you to change the crush depth damage speed. Are there other files that affect this?

I too would like to know the answer to your question.

collision object is hull to hull or hull to bottom impacts

hit points and armor levels are what you want to be tweaking and for different areas within the ship its inside the main zone file if you want to separate things so all don't get the same damage at the same time like both engines or both periscopes being destroyed

Bubblehead1980 11-14-13 03:49 PM

Quote:

Originally Posted by Snarf (Post 2140929)
I think i found that same file to up the hitpoints, is it the one that says collisionable object? just as a test i upped the hit points and changed the crush depth in that file but when I tried it out (with zero damage to start) it made my damage say 90 and it still crushed at the normal depth and very fast as if changing the hitpoints had no effect. The same file allows you to change the crush depth damage speed. Are there other files that affect this?

I too would like to know the answer to your question.

Yes, that is the file for hit points on the hull, collisionable object, adjusting hit points works, not sure whats up with the crush depth or "crash depth" as the file says.Hit points does work though.I raised Porpoise to 3000,Sargo and Salmon to 5000 Gato to 6000, Balao to 6500, Tench to 6800, to represent the increase in hull durability due to better steel and construction.Porpoise boats were riveted, not welded so were not as strong.Hulls are much stronger but still fragile..Pretty much stops insta death which was my goal.Boat is loss to due damage to vital equipment and flooding, which is more realistic.Problem is though, bulkheads are far too vulnerable., always have been.The hull was set to 300 max hit points, imagine the bulkheads are set pretty low, needs to be upped a bit.Torpedo tubes seem to get destroyed and damaged far too easy as well, everything else is okay, maybe needs to be a less more vulnerable.

Bubblehead1980 11-14-13 07:01 PM

Definitely need to fix the bulkheads and torpedo tubes.I keep having patrols cut short but torpedo tubes destroyed so easily(far too easy) and not repairable even by the mr fix it chief.Reminds me of how the rudder used to get blow off all the time in stock.

Snarf 11-14-13 09:43 PM

I found it, it's in the .zon file for each sub, if you are using silent 3ditor you can browse through and click on each of the SH3ZonesCtrl tabs, open boxes, and if you click on type, it will show you what that zone is tied to and you can adjust it there i believe.

Bubblehead1980 11-15-13 01:39 AM

Quote:

Originally Posted by Snarf (Post 2141107)
I found it, it's in the .zon file for each sub, if you are using silent 3ditor you can browse through and click on each of the SH3ZonesCtrl tabs, open boxes, and if you click on type, it will show you what that zone is tied to and you can adjust it there i believe.


Awesome, how I missed that, not sure.Thanks:salute:

Bubblehead1980 11-15-13 01:58 AM

file controls the armor level, which can be adjusted and will likely make them less vulnerable but problem is, they will be too tough if raise armor on bulkheads to say 13, when depth charges are generally set to penetrate armor level of 12. There is a file someone controls hit points, I saw it once.I'm not sure these files are the answer am looking for really, but will try adjusting, see how it works out.

polyfiller 11-15-13 04:16 AM

The hits points per bulkhead are contained in zones.cfg.. Look up the zone in the .zon file for a sub for the bulkhead you want to increase. Open zones.cfg in the top you'll see zone numbers=zone names .. like 229=Deckgun. Search for [Deckgun] in zones.cfg and you'll see the hitpoints for zone 229. modify and save zones.cfg (backup first of course.

Enjoy.

Snarf 11-15-13 08:55 AM

What program do you use to edit .cfg files, just a hex editor? I'm finding that silent 3ditor isn't set up to open .cfg's

Webster 11-15-13 10:36 AM

Quote:

Originally Posted by Snarf (Post 2141232)
What program do you use to edit .cfg files, just a hex editor? I'm finding that silent 3ditor isn't set up to open .cfg's

you don't need anything to open or edit them, just use windows notepad for any text file you want to mod and remember to save your changes when done


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