I'm not sure what could be causing that. I did check the zones.cfg file iin TMO to make sure the changes i remember doing are really there, and they are. So, i would think the likelyhood of getting both engines destroyed is low.
That said, I did however leave them in such a way where it was still possible to have to fix them while on patrol. I didn't want indestructable engines. Anywho..
if you want a quick fix.
Got to the data/zones.cfg
Find these blocks of data:
Quote:
[DieselEngine1]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[DieselEngine2]
Multiplier=1.0
Flotability=0.0
HitPoints=200
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
|
And change them to something like this:
Quote:
[DieselEngine1]
Multiplier=1.000000
Flotability=0.000000
HitPoints=500
Destructible=No
Armor Level=40
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[DieselEngine2]
Multiplier=1.0
Flotability=0.0
HitPoints=500
Destructible=No
Armor Level=40
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
|
Upping the armor level probably won't help much if its a case of a depth charge with a large max damage radius. Once it passes the initial armor value check of the hull, armor value isn't checked again, so any interior objects get the whammy. Upping the hitpoints to 500, is basically taking the max damage of 250 and mulitplying it by two. 250 sticks in my mind for some reason. Max damage of a torpedo or depth charge i think.