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Old 09-14-09, 12:16 AM   #22
keltos01
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Join Date: Feb 2008
Location: Milan Italy
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Quote:
Originally Posted by polyfiller View Post
Keltos - if you're pleased with the results; good.... looks like you've just found that there is some work to do in terms of increasing hitpoints or changing the balance of floatability v floodtime.... this is something I've been tuning for ages on multiple ships so it's kinda second nature to me now..... I doubt you issue had anythign to do with specific damage zones number, just the setting of each zone. I too have noted some mixes in terms of German boats using US & UBoat zones. The real biggy is engine room - 29 affects propulsion, 21 affects propulsion, 55 affects propulsion, but 201 does not. This is an example of damage zones being hardcoded into the game. The others are the fule tanks (54 & 123 from memory) and I think the rudders & props. The electric engine zones are also hardcoded.
There are a few more ... but can't remember off the top of my head.

Torpedo tube damage can be any zone number (can create your own).

I think we still have to make a test for the damage then flood, then repair, then not sink scenario. I've been working on a playabel ship conversion this we and have had no time to test the flooding isue out. Will probably have a go sometime during the coming week.

Let me know if you are entirely happy with your damage system ... and I'll post an update on repaired zones continuing to flood after I setup a test.
the rudder gets destroyed : should it ? I mean like it explodes...

the stern torpedo room is a bit too weak to my taste, basically a close dc will cause flooding. you can repair once, but the second time around it's over...

if you can tell me the best balance for flooding, and how to speed up repair time : faster on Fleet Boats, japanese crews were more numerous so it should be at least as fast as US ones.

dl the Kaidai 3B stuff, put in the sub directory of IBDM and please yes, help me fix this thing... it has slowed us down a lot...

keltos
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