Ok guys - maybe I am being a bit boneheaded here - and if so chalk it up to my lack of experience in modding. I did some of my own stuff for sh3 - but for personal consumption only as I never got results I was happy with. However, with the fubar damage model I see - and what you guys are testing - I am going to make a couple of observations. By all means - correct me if I am wrong on anything!
Zones.cfg - pretty useless now for sub edits
Classname.UPC - where all the real internals are at now.
The damage issue of the deathspiral seems to be not an issue of "visible" flooding - which I will get to in a minute - but accumulated damage to an area results in unreported (but flotationally important damage). This is the cause of the things appearing 100% fixed - but your boat not being able to gain a neutral bouyant state. Now if this is the case - you have equipment damage that "fixed" become functional - but contributes to decreasing your ability to float.
Like I said - this may be boneheaded - but why not make all the equipment "weightless" for purposes of floatability? That way - accumulated damage wont affect the displacement of your boat. Not sure how to do that as I havent found any displacement or floatability variables for the subs equipment in either the zones.cfg or in any of the UPC files for the subs. Zones seems to be a mere holdover from sh3.
This is the only way I can see that could reasonably explain why a sub at 100% repair and no flooding can still sink like a rock.
Next item is bulkheads. IRL a bulkhead keeps flooding from spreading from one compartment to another. In SH4 - it seems its the bulkhead that LEAKS - instead of the hull! Since the bulkhead is internal to the hull - this has obvious flaws to start with. But consider this - remember how each SH3 "room" was its own entity with equipment? Maybe try looking at the bulkhead AS the room - instead of fixing the room your fixing the "bulkhead". Its not realistic - but if we can control bulkhead damage - everything might fall into place.
Hull damage itself only seems to have an effect of damage caused by depth - aka hull stress leading to crush. If we look at it that way - we have 2 damage models working here - one internal - and one external. They do overlap as external will apply damage internally - but (I suspect) internal only affects floatability - thus only having an INDIRECT effect on the external model.
My ability to mod - and my patience and attention to detail - are limited - so instead of spending hours on something that will just drive me bonkers - I figured I would throw out the thoughts and see what comes of it. I will be fiddling as I can with some numbers - but I have to apologize that I cant match the dedication of many of you.
Hopefully these thoughts help - or your corrections will at least help me understand what I am doing a bit more.
Thanks and good hunting
Captain Haplo
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