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Old 07-30-12, 01:51 AM   #658
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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v1.0.47.0 released. See post #1

Adds a new version of sub on the bottom
Adds a new patch called Collateral Damage (SHCollisions.act). This patch works like this:
when a unit (even player's sub!) experiences a collision with anything the game will determine the distance from impact to each zone (box). If the distance is <= MaxRadius of the item impacting the unit then damage is incurred to that zone (box). If distance is > MaxRadius of the item impacting the unit then a random number is 'rolled'. If the random number is <= 10.0 then that zone (box) receives collateral damage (the amount of damage is dependent upon another random number and a formula involving distance)

Why collateral damage? It really irked me how the damage was being calculated for a unit when say a torpedo impacted it. The game never took into account that maybe steam pipes ruptured in another compartment (zone) that causes a fire or the thickness of the metal in a compartment was severely rusted and degraded and thus ruptured from the shaking of the ship due to impact, etc. etc. You can think of many things that would be collateral damage when something gets hit HARD. So what can cause collateral damage? ANYTHING. Torpedo hit, shell hit, colliding with land, ocean bottom, another unit, pieces of the unit hitting it (mast breaks and falls on unit)

This is the first version of this. I have plans to further enhance it in the future.

The sub on the bottom fix allows the sub to descend to the maximum depth calculated by the game for the sub's current position. It doesn't mean the sub will 'sit on the bottom' graphically necessarily. It all depends on the surrounding terrain. It's complicated how the game determines max depth for unit's current position (in a nutshell it takes the average from 4 places).


Last edited by TheDarkWraith; 07-30-12 at 02:33 AM.
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