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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Writing this down so I don't forget.
While I haven't seen any exploding DDs due to a collision with my sub, I've also not taken any real damage from such a collision. So I got this idea. The principal way we'd see horrific damage to our sub due to a collision would be being rammed by the DD. Bow hits sub. My idea was to add a node to every ship. The node would be at the bottom front corner of the bow. We'd then make some new, invisible weapons. A gun that has a max range of 0.1m, but does substantial damage. A small, medium, and large version, anyway. The ship gets within that range, and the gun fires (very very slow reload time so it shoots once). Sub takes damage. If the radius means the ship takes bow damage, that's OK, too. Just thinking out loud if there's not a better solution out there. |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Anyone capable of giving me the XYZ coords for the very front, lower tip of a DD to test?
Guess I can guestimate and put a gun there that I can see... tater |
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#3 | |
Soundman
![]() Join Date: Sep 2007
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Even a gun will damage both units. All that matters for that is the minradius and maxradius. I can set a gun to make an identical explosion to a DC, NP.
BTW, anyone else having a bear of a time seeing anything on subsim? It is now taking a few minutes to load subsim pages for me. |
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#5 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
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Great idea tater!!! And Yes--there is a lot of lag on the site for me too.
__________________
If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#6 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
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Thought the site was a bit slow loading, thought it was my wireless connection but it seems fine.
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#7 |
Medic
![]() Join Date: May 2006
Location: Near Lake Leman and Geneva, FRANCE
Posts: 162
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Hi Tater,
I just let you a private message about ramming. I'm waiting for your reply if ou are interested. Best Regards, Jean |
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Jean made the observation that ramming with larger ships produces sub damage, and that DDs can damage S-boats.
This leads me to believe that a novel technique might not be required. I think we need to look at the zon files and see why S-boats take damage from DDs. Odd, because S-boats have large hitpoints (more than Sargo, for example), but perhaps the individual zon stuff is less armored. Need to check this. tater |
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#9 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
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Note: S-Class is shallower in water at periscope depth, than other classes. Could that be a factor?
Thinking about how subs seem to have a center of damage (ie dc's need to go off near center for hellacious damage) could the same principle apply for ramming? It's not just being rammed that matters, it's where they hit you that counts most? Those two points could be affecting each other as well. Just BSing (BrainStorming).
__________________
If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#10 |
Medic
![]() Join Date: May 2006
Location: Near Lake Leman and Geneva, FRANCE
Posts: 162
Downloads: 150
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Hi,
I apologyed for contacting only Tater, but English language is a real problem for me, ![]() He will be more able than me to explain what's happened and where searching for the solution and post the files at filefront if he think that the way I explore is interesting. I am sure that the solution is no far... ![]() Best regards Jean Last edited by jean74; 12-11-07 at 06:28 AM. |
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#11 |
Medic
![]() Join Date: May 2006
Location: Near Lake Leman and Geneva, FRANCE
Posts: 162
Downloads: 150
Uploads: 0
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Hi,
Maybe yesterday I have found the solution and files corrupted ![]() I have to make more tests to be sure. If it's OK I post files in a Mod Regards, Jean |
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#12 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Great contribution, jean. The lag at subsim, combined with RL made it hard to keep up in the last couple days.
Here is the local filesharing assuming it is under 5MB: http://mpgtext.net/subshare/ tater |
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#13 |
Medic
![]() Join Date: May 2006
Location: Near Lake Leman and Geneva, FRANCE
Posts: 162
Downloads: 150
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Hi,
First, many thanks Tater for help and link. For ramming, I have decovered that the file submarine.zon is needed. In these files, the last amor level must be at "-1". In this case : - soundness is the same, - durring depthcharging lights inside the sub flicking more. In addition with the NSM mod, I have noticed that ramming work properly, but not for all submarine. Later, I noticed that the same sub took damages only in some cases (depending of cfgdate) and I have decovered that the folder concerned was "Objects". After many tests I have found that the *.sim files (in the folder object) for PORPOISE and S-type was corrupted and I repaired them. My last tests showed that the *.dat in association with *.sim, *.zon and *.val files (in folder objects) are corrupted and concerned : ![]() GATO conning01 conning02 conning03 conning04 ramming....OK........OK..........NO............NO SALMON conning01 conning02 conning03 ramming......OK..........OK...........NO SARGO conning01 conning02 conning03 ramming OK............ OK .........NO TAMBOR conning01 conning02 conning03 ramming ......OK ..........NO ........NO BALAO and GAR, ramming never work. So I need better modder than me to find by comparison the good parametre and repare ramming. ![]() the link : http://mpgtext.net/subshare/910ramming.7z Many thanks for helping best regards, Jean |
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#14 |
Black Magic
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Hi all! I'm not a regular SH4 forum member as I'm currently modding SH3 but Tater got me interested in this.
I made a depth charge explode right at the point of impact on a collision with the following settings for the depth charge (triggered via event): - minEF = 250 - maxEF = 250 - minRadius = 5 - maxRadius = 50 - Impulse = 0 - ExplosionRange = 50 - AP = 100 This way I had a controlled test environment that I knew how much damage would be inflicted every time the collision happened. I setup a test mission to ram a cruiser. Interesting test report here (the collisions are the sub ramming the ship the first time, bouncing off and hitting again, etc.): - first collision - nothing - second collision - damage to most of the after torpedo room :hmm: (very odd since the bow of the ship rammed the other ship) - third collision - more damage to after torpedo room and other areas (sub was almost parallel to direction of travel with ship when this one happened) I checked the .zon files for the sub and all looks well for the most part (it was a quick scan of the file - I did not check every box or sphere for placement, size, etc.). I checked the zones.cfg file and might have an explanation for this behavior: After Torpedo Room has an assigned hit point value of 200. The components contained in the after torpedo room have less than this. It appears that the hit points for the after torpedo room had to be taken to 0 before damage would occur to the items it contains. Preliminary findings but thought I would share. If you're interested in my test files let me know or Tater know. Like I said I don't visit here regularly ![]() EDIT: the sub used was the porpoise. ship was JP CL Naka. |
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