Thread: [TEC] 600 ft and below
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Old 03-19-21, 09:31 PM   #4
Bubblehead1980
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Join Date: Apr 2009
Location: Florida USA
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Quote:
Originally Posted by KaleunMarco View Post
if you want to decrease your detection, you can modify enemy's capabilities in Sim.Cfg and/or modify your sub's RPM in Subname.SIM. Keep in mind, that modifying the former affects each and every enemy ship that you encounter and modifying the latter affects only your boat. Lowering the RPM does not affect any other aspect of your boat's performance other than the emanated sound at low speed.

as far as damage to your boat in concerned, Zones.Cfg probably has more to do with destruction than the Hit Points in Subname.UPC, although the Damage for each piece of equipment contained in Subname.UPC is also a large contributor. i believe that the hierarchy for applying damage to your boat starts with Zones and then applies the Damage Section of whatever Zone was negatively affected by the bullet/shell/torpedo/depth charge/mine/subnet. So, the more Zones your boat has, the more compartmentalized the damage. The Damage section of each piece of equipment typically has ten levels of damage in increasing severity. more than once i have tried to adjust those factors but it is tedious work and must be done for each piece of equipment on each boat for each mega-mod that you wish to play. if you are a player (vs a modder) you quickly tire of this tedious task and get back to playing.

anyway, these things are what i have learned over the thousands of missions. use them, don't use them, it is up to you.


Thanks, what you had to say made me think back. I believe I once fooled around with the .zon file in Data/TMO. Problem is the file can be confusing as to what exactly are editing and my understanding it covers not just subs but all vessels in the game basically correct? . I see currently in what I believe is the stern tubes for playable subs, the hit points are set to just 50, which would explain why after late when depth charges are more powerful (Type 2 mod I put out) stern tubes are getting beat up, since may way to dodge charges and to speed up as they are overhead about to drop, its inevitable the stern is most often exposed to DC. The was in stock and TMO for a time an issue with rudder and props always being destroyed, leaving player stranded since the devs designing decided to go lazy and not give four engines with independent props, so rudder was made basically indestructible. May raise the hit points on the tubes see how it plays out . Bow tubes get beat up as well, just not as often.

Any ideas on the bug I mentioned? Where a tube is destroyed but does not display on the screen or if its damaged to a certain point, it'll never repair or say it is, but tube wont function, look outside the torpedo door is missing. Experienced this issue in a porpoise class boat before as well.

I agree, the tedious nature of modding this time can lead to burn out, when I do I stop and just play the patrol but I admit to having CTD( Compulsive Tweaking Disorder) as Ducimus put it, where I see things that just annoy me in the sim and want to change them to be correct so when I do go on patrol, it's enjoyable. I am nearly finished with my TMO update, plan to release soon, just finishing up some things. I may try lowering RPM, just worry about nerfing the escorts abilities, then the sim can get boring. All about balance.
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