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Rudder
Incorporating a bit from Traveller's mod into my TMO RSRD upgrade where sub can sit on bottom etc.
I used his sub files, zones etc. One issue is all equipment can be destroyed now. I do not want to take us back to when rudders where destroyed and had no directional control over boat. Where can I find the file to set this? using S3DI look at the zones but his settings are same as TMO(Ducimus made it where certain equipment cant be destroyed such as rudder) I looked in the UPC in sub files such as Gato UPC and only find rudder transmission,. This is all confusing lol |
I don't know about the files, but in at least one of his mod versions, Traveller had it set-up to where things weren't fully destructible also... I was just reading through his release thread again a few weeks ago... which version are you using?
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Well in his last version 2.6, readme says everything can be destroyed and I was just killed testing. Lost rudder and prop shafts from charges not that close in 1945.So I was alive, but prop shafts completey destroyed, wasnt moving. and even if repaired those, rudder gone, cant turn. So even though I was able to sink low and stay quiet and eventually escorts left, I was lost. I'm looking the zones.cfg file and comparing his with tmo's. eh this sim is a PITA at times. |
Not sure of the S boat, but since SH4 is actually an expansion of SH3, all the fleet boats are classed as a type XXI u-boat in several files. Simplest way I found was to open zones.cfg, do a search for XXI, for example;
[RudderXXI] Multiplier=1.000000 Flotability=0.000000 HitPoints=150 Destructible=Yes Armor Level=25 Critic Flotation=0.300000 Critical=Yes Father=30 FloodingTime=59.999996 CargoType=None Change that to something like; [RudderXXI] Multiplier=1.000000 Flotability=0.000000 HitPoints=1500 Destructible=no Armor Level=250 Critic Flotation=0.300000 Critical=Yes Father=30 FloodingTime=59.999996 CargoType=None After hacking that I haven't lost a rudder since. |
Once I get my SH4 reinstalled I can take a look into it, pretty sure I know the answer but want to make sure.
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I think the game has it easier to destroy the props and rudders then to be realistic and I would like to "tweak" my game so its not destroyed unless its a direct hit to engine compartments |
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Thanks! Happen to know which one handles the fuel tank on subs? |
That seems to be classified. :06:
There's a "NSfuelbunker" and a "FuelBunkersB" and just plain "FuelBunkers" in the zones.cfg file, the zone "spheres" and "boxes" in each individual sub's zon file are unlabeled and nothing in the dat files gives any hint, so I dunno where the fuel tanks are. "I would like to play around with a "harder to destroy" but not "indestructible" rudder and props." Doubling the hit points might help there, main reason I hacked them to ridiculous values is because there's no recovery from destroyed propulsion/steering - even if the rest of the sub is repairable there's no point, if you can't move or steer you can't get back to base for repairs. Having all torpedo tubes and/or both periscopes destroyed means you have to cut the patrol short and return to base, but if you can't return to base the career is over. Just took a look, stock depth charge is 170-230 hit points, stock rudder is 150 hit points, so a single charge within 30 meters behind the sub and your rudder is gone, no point in continuing. Try jacking it up to 400 points, see if that results in repairable damage. |
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the idea I have is so there is like a 5 % chance it can happen so its a form of being sunk but allows the imaginary abandon ship ability scenario. I don't want to eliminate it 100% but make it super duper rare it ever happens I just really don't have the time for testing such things but hoping one of you finds a happy compromise I can use until I can find time to play around with it. that said, how the hell can you properly test this since its such a random thing where you get DC |
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