Quote:
Originally Posted by propbeanie
Don't forget that the injuries are influenced by the room's "armor" level, in addition to that roll of the dice chance factor. Think of the depth charge explosion in that there is a "circle of death" where the full effect of the 'explosion' is imparted to the 'target'. Then there is the circle of chance beyond that, out to the maximum figure, where a percentage is imparted, such that you might be at the limit of the damage circle and yet still receive a full-damage hit. Just past that, nothing is imparted. You have the "ChanceFactor" for that part of the equation. The "recovery_time" (like "time for repair") is part of an equation with the "medic_skill" multiplier of course, while the "EfficiencyReduction" controls the 'health' that is left (maybe). Someone has a post here on SubSim about how that all works - or at least, their understanding of it all. So the "multipliers" that are "1" will most likely never recover, while the "0.1" will recover much faster...
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yeah, i understand all of that, factors, skill set, random chance, but what about the inconsistency of the potential-damage (potential-injury) factor?
how can the potential-damage factor (96, 240, whatever) in the Crewmember file convert itself to 27,000,000 by the time it is plugged into a crewman in the ActiveUserPlayerUnits file?
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Silent Hunter 4 1.5 Gold Edition on CDROM
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