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Old 08-13-07, 01:18 PM   #10
WernerSobe
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Join Date: Jul 2006
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Quote:
Originally Posted by AkbarGulag
Man, thats like being told my credit is no good at the lunch bar. Does this mean (looking at the model) that the 'Armoured Belt' is also a myth?
Yep there is no Armor belt. Battleships are set about the same way. It doesnt matter wether you hit a BB at 3 feet or at 20. It will in both cases damage the keel zone and the main zones around the impact.

Quote:
Originally Posted by AkbarGulag
EDIT: Would modding the torps to have a larger damage value but smaller bubble achive this effect? Or are the bubble and damage inter-related?
Torpedo damage works like this. Lets say you hit a ship with a torpedo that hits for 300 damage and has a damage radius of 5 meters... now what happens?

1. The overall hull hitpoints will be reduced by 300. If there is no more hitpoints left ship is being destroyed. If its not destroyed by HP...
2. The torpedo generates a bubble of 5 meters radius. Every zone that is touched by that bubble will be damaged by 300 hitpoints
3. Every affected zone will start flooding depending on the amount of damage and the parameters set in zones.cfg. Flooding means that zone slowly adding weight to the vessel and changing its center of mass. So a zone with 400 hitpoints damaged with 300 hitpoints will flood up to 3/4. When a zone has no more hitpoints it cannot flood any more.

Now the problem with the damage system is that the zones are in most cases completely destroyed by torpedo hits. If you increase the damage it will just make instant blowing up by total hull hitpoints more likely but it wont actualy change the zones flooding because they are already at max dmg.

Anyway. It is possible to balance everything out and make it all work with smaller damage radius. But thats a monster task, that i think cannot be accomplished by a single person in a matter of lifetime of that game, i know what im talking about :-)
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