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-   -   Death by flooding instead of hull integrity loss? (https://www.subsim.com/radioroom/showthread.php?t=88006)

Ducimus 01-03-06 06:55 PM

Death by flooding instead of hull integrity loss?
 
Is it possible to change the zones.cfg to where your boat is considered lost after servere flooding instead of the hull integrity reaching 0%?

Redwine 01-03-06 09:25 PM

Re: Death by flooding instead of hull integrity loss?
 
Quote:

Originally Posted by Ducimus
Is it possible to change the zones.cfg to where your boat is considered lost after servere flooding instead of the hull integrity reaching 0%?

It happens to me often. :huh:

May be due to a modified zones files...... :hmm: if i am not wrong i am using a modified one, i downloaded from some place.... i cant remember from where or from who. :hmm:

But, yes, y was killed by flooding some times, it kills the crew on that compartement and later kills everybody.

:up:

Stary Wuj 01-04-06 03:38 AM

IMHO Hollywood Mod is good solution, best I know for
damage model.

Best Regards

Stary Wuj

Gammel 01-04-06 05:49 AM

there´re interesting notes in the en.menu.txt file:

Quote:

415=Quarters destroyed!
416=Compartment destroyed!
417=Not enough officers! Go to barracks.
418=Not enough petty-officers! Go to barracks.
419=Not enough sailors! Go to barracks.
420=Too many officers! Go to barracks.
421=Too many petty-officers! Go to barracks.
422=Too many sailors! Go to barracks.

423=Damage Control
424=Submerged Attack
425=Submerged Cruise Mode
426=Surface Attack
427=Surface Cruise Mode
428=Surface Anti-Air Cruise Mode

380=Quarters flooded!
381=Compartment flooded!
have a look at entrys 416, 417 and 380 381...

one i had an interesting game malfunction due testing of several zones.cfg files.
I wasn´t able to place any crew in a compartment any more and a text box appeared "Compartment destroyed", but no game over screen...
maybe it´s possible to get the game to that behavior anytime but i´ve no idea how to do.

HEMISENT 01-04-06 07:02 AM

Ducimus,
Gouldjg is the one to ask about damage and flooding as he did the Hollywood mods. Haven't heard from him in a couple weeks.

Jungman 01-05-06 11:43 AM

Quote:

one i had an interesting game malfunction due testing of several zones.cfg files.
I wasn´t able to place any crew in a compartment any more and a text box appeared "Compartment destroyed", but no game over screen...
maybe it´s possible to get the game to that behavior anytime but i´ve no idea how to do.
That will happen when using increases HP for the compartments. The game considers the compartment destroyed if the original HP loss has been surpassed.

It does not happen alot. The usual is you cannot place an officer into that compartment, but you can still place crew in there.

Sometimes if you repair the AA guns over and over, they will show as being fixed 100%, but they will not work propperly.

So if you increae the HP for compartments in Zones.cfg, do not go over board or really wierd stuff may happen.

Gammel 01-05-06 12:03 PM

As always, interesting info, Jungman! Thanks :up:
Did you made any progress with the die hard mod project?
I tried to download that alpha version, but link is death...

Jungman 01-05-06 12:16 PM

No. I may finish it up some time later. The basic idea is in Hollywood's damage model also. I was playing another game...

I basically just increased the compartment levels HP, and lowered the armor level to compensate. Ala Hollywood mod.

The the most important part to get decent longer drawn out flooding/hull damage is change the submarine.dat file hull armor and hitpoints. This makes the hull damage better. I used roughly double the HP then lowered the armor of the hull in the dat file for the sub.

I think TT tool will change these values for you in 'submarine'.dat file.

You can as I did, change the crew qualification effectivness to get even longer repair times, but I think Teddy Bar up coming new crew 'Effectiveness' Morale mod should do the same I think.

Gammel 01-05-06 12:29 PM

Hitpoint changing is easy with timetravellers tool, but i didn´t managed to change amor. Guess it´s only possible with a hex editor.

But maybe teddy has managed to create a mod that will solve many of the problems the stock game has. We´ll see. looking very forward to the release of his work.

Thanks again for your help and hints Jungman.

kptn_kaiserhof 03-14-06 09:36 PM

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Der Teddy Bar 03-14-06 10:01 PM

Quote:

Originally Posted by Gammel
Hitpoint changing is easy with timetravellers tool, but i didn´t managed to change amor. Guess it´s only possible with a hex editor.

But maybe teddy has managed to create a mod that will solve many of the problems the stock game has. We´ll see. looking very forward to the release of his work.

Thanks again for your help and hints Jungman.

I missed this thread....

The armour for a IIa is 22, for a VIIc & IX 25. I can change the values, but, to be honest, apart from the screwed up repair times, the depth charge damage from the begining looked good, it was just that 2 seconds later it was repaired :damn:

I would like more focus put in looking harder at trying to find the value that controls the repair times.

VonHelsching 03-14-06 11:14 PM

Re: Death by flooding instead of hull integrity loss?
 
Quote:

Originally Posted by Ducimus
Is it possible to change the zones.cfg to where your boat is considered lost after servere flooding instead of the hull integrity reaching 0%?

I missed this thread too.

Yes, I think this may be possible. Armour can be raised, and flooding rates can be tweaked. But why would you want to do that?

kptn_kaiserhof 03-15-06 11:50 AM

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Der Teddy Bar 03-15-06 02:31 PM

Quote:

Originally Posted by kptn_kaiserhof
what tool is that tt sh3 minitweaker???

No, a NYGM tool.

Again, I feel that this is the wrong approach. There are too many dependants/interlinked items on this value.

Jungman 03-15-06 03:02 PM

Changing the Hitpoints and armour of your Uboat will result in odd things happening. Small changes do not hurt, but it really does lead to bugs.

There are other work around ways to increase repair time, such as changing the effeciency of a compartment, crew qualification effects.

Maybe give even the regular seaman a qualification, the adjust how many it takes to cause a compartment to be repaired.

Unless one can find the hard coded values to change, using round about ways to get 30 minutes repairs via 'balance' invariably lead to other undesirable buggy behavior.

Teddy Bar is correct on this. It is one reason why I quite working on that approach to extend repair times (changing hitpoints and armor of the compartments and submarine hull value).


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