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#1 |
Weps
![]() Join Date: Nov 2005
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Permission to ask a dumb question!
First, here is from: DepthCharge_zon.txt MinEF = 170 MaxEG = 240 Does this mean that when the explosion happens within maximum radius (of 15meters that I have), the damage will be something between 170-240? And for example, if my boat got damage in Forebattery (specs here). [ForeBattery] Category=Batteries Multiplier=1.000000 Flotability=0.000000 HitPoints=133 <-------- Destructible=No <-------- Armor Level=5 <-------- Critic Flotation=0.300000 Critical=No Critical Chance=0.10 Father=24 FloodingTime=59.999996 CargoType=Custom So it would mean that every time a DC "hit" batteries, they are damaged out of action since the DC MinEF (170) is greater than Battery hitpoints (133)? BUT, the battery cannot be permanently out of action because the "Destructible=No"? If there would be "yes", would it mean that my crew couldn't fix that, right? Then, how much does the "Armor Level=5" affect in absorbing damage in this case? Can the damage be less than 170 so the battery actually might not be out of action but, only "slightly" damaged (like for 50 points)? And does the boat's hull give additional cover to batteries with it's own armor level? If so, are the values then added (Hull armor + battery armor before hitpoints are affected)? If these values can be tweaked and it has any meaning, can I make the changes directly in the "zones.cfg" file to make difference in the game? Are there some other files I should look too when comes to making U-Boat more vulnerable? What I'm after here is to get more serius effects to your boat when getting damage. I really hate the idea that everything can be fixed during patrol. This might be total waste of time but I'd like to know. Thanks for reading this. Any advice highly appreciated. EDIT: Looks like there is no armor level for the hull itself, only hitpoints (like 777 for the Quarters1). Another question then: Does the DC explosion affect both, quarter (hull) hitpoints AND Forebattery hitpoints (minus armor effect) simultaneously? Or Does the quarters hitpoints has to go down to 0 first (flooding starts at this point?) and after that the damage effects batteries too? [Quarters1] Multiplier=1.000000 Flotability=30.000000 HitPoints=777 Destructible=No Armor Level=0 Critic Flotation=0.01 Critical=No Effect1=#dc_bubbles, 30 FloodingTime=66 CargoType=Custom |
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#2 | ||
Rear Admiral
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EDIT: An idea, go find a version of the hollywood damage mod and disect it. Run comparisioins beween that zone.cfg file, and the stock one. Im going to be doing this myself soon. |
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#3 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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Hi Krupp
You are on the ball with most of what you say. You can look at some previous and present Hollywoods to gain a insight of what can and cannot be done. The Hollywood were built to give only repairable damage due to how close DC landed but it was my hope to make repairs longer lasting. Unfortuantly this is all tied in to how fast the crew repair so allthough Hollywoods are OK they are not brilliant. With current events i.e. the work on the DD AI, I am hoping for a better base game to build a complete new model which has more destroyed systems. Add to it, new fatigue models to affect the repairs then something may get to be acceptable. All in all there is nothing wrong with building a system that suits yourself and if you do a search on things like damage or Hollywood, you will see all explanations I have tried to give on each step. Be cautious in setting things to destructible, it causes error in the game. Check what the Vanilla and see what the safe ones were. One last thing, The crash speed, is the ammount of damage taken per second when below crush depths. If you lower this number, I suspect you can prolong the crush death to a little longer. Good Luck I wish i could help more but am tied up on other things at the moment.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#4 | |
Weps
![]() Join Date: Nov 2005
Posts: 351
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Thank You for your answers gentlemen!
You gave some good pointers to look after. I don't have any big hopes to get anywhere but I'll give it a try and now it's somewhat "easier". ...backups, lot's of backup files... ![]() ps: Quote:
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"Gentlemen, we have no choice. Total engagement. Die with dignity." |
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#5 | |
Weps
![]() Join Date: Nov 2005
Posts: 351
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So I put these zone files side by side and saw the difference there. There is so much stuff behind all these that it seems too overwhelming...It is not helping anyone if poor me starts to fiddle with these settings. Especially when there are much more qualified people after the damage modelling thing already. Well, I might try few things...or should I say I'd like to but I'm afraid that it will become 24/7 after that...
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And that Tonnage mod is propably coming out someday. It is just so easy to get exited when you think your on something... again, ![]()
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"Gentlemen, we have no choice. Total engagement. Die with dignity." |
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#6 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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Krupp,
I have to warn you of the bug in H advanced. When I set the repair station to take longer in repairs, I did not see that it also affected a torpedo room loading time on other boat. Please look in the thread and you will see an explanation of that problem. Now I have not had time to re-balance everything to match the proposed fix I did plus I since then have discovered some new things. I will get back onto damage modeling asap though I do think Der Teddy and Co have a treat comming so I really did not want to impede on their work. Hopefully they may have many things solved with regards to repairs etc. From the readme it sound like a hell of a lot of work has been done. Hang in there with patience matey and practice something else whilst you wait. All will be sorted soon, I have a good feeling.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#7 |
Navy Seal
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Keep in mind that the 170-240 is damage on a DIRECT hit. At a distance, it will usually be much less.
A boat should not be able to survive a direct hit, anyway. There are also 'critical hit' multipliers which help to make sure of that. |
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