![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Watch
![]() Join Date: Aug 2007
Posts: 26
Downloads: 9
Uploads: 0
|
More Questions
As none of you know, I'm working on a mod. I've figured out some stuff by googling, and some on my own. But there are some things I just can't figure out how to do.
I've already asked this one before, but I guess I'll reiterate. Torpedo damage- is there a hardcoded top end limit? Just to see what would happen, I set this to 999999 in S3D and it still took several torpedos to sink a battleship. Charge times on the battery- how is this determined? More importantly, how can I change it? O2 levels, again, how is it determined and how can I change it? What I mean by this is how long it takes to deplete the O2 underwater- I'm assuming there is a number value somewhere. Torpedo reload times, same thing. All help would be appreciated. |
![]() |
![]() |
![]() |
#2 |
Watch
![]() Join Date: Aug 2007
Posts: 26
Downloads: 9
Uploads: 0
|
![]()
Anyone?
|
![]() |
![]() |
![]() |
#3 | |
Black Magic
![]() |
![]() Quote:
When the torp impacts a unit the game calculates which compartments (zones) on the unit receive damage based on where the torp hit and MinRadius and MaxRadius of the torp (via which spheres are intersected which then corresponds to which boxes were intersected). Then once it knows this then it can apply damage to those compartments based on the torp's MinEF and MaxEF (accounting for the zones armor value). It then totals up all the damage incurred to each compartment and if that value exceeds the HPs of the unit then it is destroyed. This is a simplified explanation BTW. |
|
![]() |
![]() |
![]() |
#4 |
Watch
![]() Join Date: Aug 2007
Posts: 26
Downloads: 9
Uploads: 0
|
![]()
I eventually figured it out. What I had been doing wrong was that I actually edited the wrong torpedo
![]() I figured that out after one-hitting a battleship with a different torpedo (TIII FAT II IIRC). Either I assumed wrong or S3D mislabeled one of the torpedoes, I can't remember. I also figured out the torpedo loading times, but am still clueless on battery charging and O2 reserves. And now I'm trying to get a heavy flak gun onto a Type II (D variant conning tower 2 for now). I've actually managed to get one on the boat and crewed, although it resulted in one empty position and probably a phantom flak gun somewhere. I did this by putting a 37mm gun on the A01 position and adding another to the S01 position which doesn't actually exist on the boat. This results in four crew spots, three of which work, and the heavy flak gun on the deck can be traversed and elevated but not fired. That's problem one- no ammunition. The other problem is that the crew screen is seriously glitched, but I think I just have to define the guns in the Menu .cfg files. I tried actually changing the deck position to S01 in the uboat's .dat file, which resulted in a flak gun that appeared the same, but also glitched the crew screen the same and could not be crewed. The original mod gave me a "flak gun 2 destroyed" message without an actual destroyed flak gun, this one doesn't. EDIT: Pictures! ![]() First attempt. Note "Flak Gun 2 Destroyed" message and properly crewed gun. ![]() Second attempt. Single crewmember prevents flak gun from working. ![]() Glitching. Clicking or rolling over any compartment seems to do nothing- it's locked on Flak. Last edited by XTChrisTX; 08-22-11 at 01:58 PM. |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|