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-   -   question on 2DCompartments (in sea/"ship".cfg) (https://www.subsim.com/radioroom/showthread.php?t=85083)

deckard 10-04-05 06:56 PM

question on 2DCompartments (in sea/"ship".cfg)
 
hi, i was wondering if anyone knows how the 2DCompartments section of the /data/sea/"ship_name_here".cfg files work.

file structure looks like:


Code:

[Unit]
ClassName=CLDido
UnitType=6
MaxSpeed=32
Length=156
Width=15.7
Mast=36.4
Draft=6.3
Displacement=5600
RenownAwarded=225

[2DCompartments]
UnitPos=86,13,340,14
NbOfComp=6
Name1=Propulsion
Area1=100,7,30,18
Name2=Keel
Area2=169,7,200,10
Name3=Fore Ammo Bunker
Area3=326,19,46,18
Name4=Aft Ammo Bunker
Area4=139,19,40,18
Name5=Engines Room
Area5=211,19,59,18
Name6=Fuel Bunkers
Area6=273,19,30,18

what im wondering are what the numbers after "UnitPos=" and "Area" represents.

if anyone wants to share their knowledge whit me i would be very greatfull :)

Der Teddy Bar 10-04-05 07:21 PM

The Insert_Ship_Name_Here.cfg's [2DCompartments] are only used for the ship recognition manual. These visually specifiy the target area within the ship recognition manual and only for the manual. Changing these figures will only move the visual cues but not the location etc

The ship damage model is actually quit complex and very impressive. All ships for example have cargo holds, machinery spaces and bulkheads implemented within its design.

The above information was supplied by the Dev's

deckard 10-04-05 07:25 PM

thanks for the answer teddy, any idea where i could find more information about how the ship damage models work?

Der Teddy Bar 10-04-05 07:44 PM

Some of the variables are within the Basic.cfg file. However the structure and the parent/child relationships are all within the units zon, sim files etc

All above water damage cannot be modded via the Basic.cfg except for trivial stuff such as the masts and the likes. So the issue of a ship taking a certain number of hits from a deck gun to sink regardless of where it is hit, i.e. if it takes 15 hits along the water line to sink a ship, it will sink after 15 hits even if I hit the highest and forward most portion of the bow, is not solved.

Playing with the internal components for the ships is a waste of time as the game tells you the instant that the ship is sunk. So making a 'sunk' ship stay afloat for an hour before sinking achieves nothing.

The notification of a ship sinking is hard coded, and while we can remove the actual message, we cannot remove the instance.

deckard 10-04-05 08:04 PM

thanks again teddy :)

what i am trying to figure out is how i could resize/move some of the vulnerable compartments of the AI ships, ie their ammo bunkers /fuel tanks ect.

what im thinking about is to make clones of ships but whit diffrent damage models to possible make the game less generic and predictable :hmm:

Der Teddy Bar 10-05-05 01:23 AM

Quote:

Originally Posted by deckard
what i am trying to figure out is how i could resize/move some of the vulnerable compartments of the AI ships, ie their ammo bunkers /fuel tanks ect.

what im thinking about is to make clones of ships but whit diffrent damage models to possible make the game less generic and predictable :hmm:

Only with the zon & sim editor etc can this be done.


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