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Old 08-17-20, 05:58 PM   #1
KaleunMarco
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Default Damage

i encountered this while on patrol Late 1942 north of Papua-New Guinea while driving the USS Gudgeon (Gar-class).

while i was concentrating on a torpedo attack, a merchie ran over us from astern, causing extensive damage to the hull (38%) and equipment damage to the topside equipment and forward torpedo tubes. it is the torpedo tubes that i would like to describe more fully.

Tubes 1, 3, & 5 were reported destroyed and displayed the same status on the Equipment screen. the other three tubes displayed 100% ready for use. however, when i attempted to use tubes 2, 4, & 6, it was reported that they has sustained too much damage.

after returning to base, i inspected a saved ActiveUserPlyerUnits.upc file taken after the damage had occurred. and sure enough Tubes 1, 3, & 5 had DamageHitpointsConsumed=100.000000 as expected. however, tubes 2, 4, & 6 did not have that value:
Damage=0.000000
DamageHitpointsConsumed=0.000000

so, why couldn't i use tubes 2, 4, & 6?

has anyone else experienced this?

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102 1.5_OTC for 16 to 9 Aspect Ratio_TMO
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Old 08-18-20, 12:24 AM   #2
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If you still have a save from after the collision, take a look at the exterior to see if any pieces are missing outside.
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Old 08-18-20, 10:19 AM   #3
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Quote:
Originally Posted by ETR3(SS) View Post
If you still have a save from after the collision, take a look at the exterior to see if any pieces are missing outside.
yeah, i did that but i cannot see any damage on the starboard side and because of the stupid camera settings, i cannot rotate the external camera around the boat to see what is on the port side.

the camera for TMO+RSRD only allows for left-to-right movement on the starboard side.



if you (or anyone else) can tell me how to set the external camera to rotate around the ship in the viewer, i would be grateful.
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Old 08-18-20, 02:43 PM   #4
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This is what gets me about the game, ran you over from astern, and damages the forward tubes... kinda backwards, it seems... but - how much flooding did you have in the forward torpedo room? I always assume, like with the periscopes, that the damage is external, and non-repairable if I still can't use something like the periscope (exterior head damge) or the tubes (exterior door damage)... and I don't think SH4 does door damage tracking, does it?... All I see in the damage system is the tubes, though they do show the animation in the upc file... but there are two sets of "damage description" for the tubes , with "jammed" and "chamber explosion" being the states, so one repairable, the other not...?? I cannot follow those cryptic numbers they do, though someone once had a "guide" to those. May-haps one of those is "illegal" and beyond a valid value...
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Old 08-18-20, 03:01 PM   #5
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Quote:
Originally Posted by propbeanie View Post
This is what gets me about the game, ran you over from astern, and damages the forward tubes... kinda backwards
yes. port side, aft-to-fore.

Quote:
how much flooding did you have in the forward torpedo room?
absolutely no flooding...in any compartment. however we sustained 38% hull damage. which i thought was very odd. however, at the time, i was thankful.
  • stern batteries.
  • one other item in the aft torpedo room which i cannot remember.
  • odd numbered torpedo tubes destroyed.
  • just about every piece of topside equipment sustained damage except for the hydrophone head.
once the damage was repaired there was no noticeable change in the speed performance when using the ETO. normally, hull damage degrades speed performance.

Quote:
I don't think SH4 does door damage tracking, does it?
no, it does not. in fact, torpedo room doors are not a defined piece of equipment even though there is animation associated with them.
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Old 08-18-20, 03:21 PM   #6
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Quote:
Originally Posted by propbeanie View Post
I cannot follow those cryptic numbers they do, though someone once had a "guide" to those. May-haps one of those is "illegal" and beyond a valid value...
i wrote this up for someone while i was working on DW with Fifi. it is based on posts that i read and my own analytic skills. take that for what it is worth.

Ok, this may become tedious, so buckle up. 
I used the NSS_Uboat7c.upcge as the example.
If you open that file with Notepad (or whatever you use for plain text editing), scroll down until you see DamageDescription1=. There will probably be 10 damage descriptions in ascending levels of damage. I believe that these are vestiges fro Silent Hunter 3 because some of the parms are no longer used which means that the thing was lifted from old code for expediency.

The damage parameters will follow this pattern with each value separate by a comma:
  • DamageDescription1
  • DamageType - always seems to be NULL
  • MinDamage - some factor smaller than the next value (Max)
  • MaxDamage - some factor larger than the last value (Min)
  • Note:Min and max are probably defined to give some internal subroutine a lowest and upper limit for damage. Totally set-able as long as the first is lower than the second and both values are between 0 and 1.
  • ChanceFactor - always zero. Probably a vestige.
  • Unknown
  • Unknown
  • Message - what it indicates except that we never see this in the game. All we see is Torpedo Room Damaged, Periscope Destroyed, etc.
  • DamageDestination- always zero. Probably a vestige.
  • Unknown
  • Unknown
  • EfficiencyReduction - exactly what is indicates. Always a decimal. Probably used as a multiplicative somewhere in the game.
  • Repair skill needed- exactly what is indicates. Always a decimal. Probably used as a multiplicative somewhere in the game.
  • Repair time in minutes - I think this value is not minutes. It could be…but I think not. Haven't been able to figure out if it is minutes or hours or days.
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Old 08-18-20, 11:27 PM   #7
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Your Shutter Doors are all gone that's why. The damage zone is linked to the torpedo tube shutter doors, not the muzzle door. This is the same behavior we've seen with the rudder in the past, the 3d model is destructible thus rendering any repairs impossible. Expanding on this, there's no damage zone linked in the Weapons.upc file for the torpedo tubes. But, in the individual NSS_unitname.upc it is defined thusly:


[UserPlayerUnit 1.Compartment 1.WeaponSlot 1]
ID= TorpMountS1
NameDisplayable= Torpedo Tube 7
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Tambor_Door02_BRU_anim01
ExternalDamageZoneTypeID3D= 61



Those lines link that to the 3d model in the dat file and the zon file for the damage zone. The 61 is further defined in the zones.cfg file were in its entry it has a line as Destructible=Yes.


As for the camera movements, left click then use the arrow keys and mouse to move around.
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Last edited by ETR3(SS); 08-18-20 at 11:36 PM.
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Old 08-19-20, 06:56 AM   #8
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So... in their continuing effort to confuse confound and befuddle, along with out-and-out "fixing" things, they hid the door damage in the SubName.upc file, and did not include that on the SubName interior screen, nor in the UPCUnitsData folder files... lol

@ ETR3(SS), can a listing for the doors and rudder be added to the Equipment and Weapons upc files, such that they then list on the submarine's "Subsystems" tab itself, or are we stuck with unidentifiable exterior damage in the SubName.upc file, as you show?... My guess is that the "ID" for that is already set internally to the game, and cannot be added to. Thanks.
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Old 08-19-20, 08:32 AM   #9
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Quote:
Originally Posted by ETR3(SS) View Post
As for the camera movements, left click then use the arrow keys and mouse to move around.
i've tried your suggestion, previously, but the camera behavior did not rotate around the ship.

do you know how i can modify the Camera.dat settings so that the external viewer CAN rotate rather than move for-and-aft?
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Old 08-19-20, 08:35 AM   #10
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Quote:
Originally Posted by ETR3(SS) View Post
Your Shutter Doors are all gone that's why. The damage zone is linked to the torpedo tube shutter doors, not the muzzle door. This is the same behavior we've seen with the rudder in the past, the 3d model is destructible thus rendering any repairs impossible. Expanding on this, there's no damage zone linked in the Weapons.upc file for the torpedo tubes. But, in the individual NSS_unitname.upc it is defined thusly:


[UserPlayerUnit 1.Compartment 1.WeaponSlot 1]
ID= TorpMountS1
NameDisplayable= Torpedo Tube 7
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Tambor_Door02_BRU_anim01
ExternalDamageZoneTypeID3D= 61



Those lines link that to the 3d model in the dat file and the zon file for the damage zone. The 61 is further defined in the zones.cfg file were in its entry it has a line as Destructible=Yes.
so, a quick fix would be to modify the zone for this item in zones.cfg to Destructible=No?
then work on what PB suggests, which is to separate the doors from the tube.
thanks!
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Old 08-19-20, 10:37 AM   #11
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Quote:
Originally Posted by KaleunMarco View Post
i've tried your suggestion, previously, but the camera behavior did not rotate around the ship.

do you know how i can modify the Camera.dat settings so that the external viewer CAN rotate rather than move for-and-aft?
Just a thought here... can't you use the free roam camera, or do you have it set up to not use that means to view things while you're playing.?

M. M.

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Old 08-19-20, 12:26 PM   #12
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Originally Posted by Mad Mardigan View Post
Just a thought here... can't you use the free roam camera, or do you have it set up to not use that means to view things while you're playing.?

M. M.

we are using different words for the same function.

> key or < key allows visual of your boat from the starboard side.
use of the arrow keys only allows movement left and right or in naval terms, fore and aft.
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Old 08-19-20, 12:31 PM   #13
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It also seems odd here, that when the boat was run over port side, the starboard tubes were damaged.
Anyone else catch that? On my boat everything starboard had an odd number assigned to it, port side an even number.
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Old 08-19-20, 01:26 PM   #14
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Quote:
Originally Posted by mikesn9 View Post
It also seems odd here, that when the boat was run over port side, the starboard tubes were damaged.
Anyone else catch that? On my boat everything starboard had an odd number assigned to it, port side an even number.
you are thinking US Navy.
you need to think like a Czech programmer.

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Old 08-19-20, 03:59 PM   #15
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SHO Re: Camera's...

Quote:
Originally Posted by KaleunMarco View Post
we are using different words for the same function.

> key or < key allows visual of your boat from the starboard side.
use of the arrow keys only allows movement left and right or in naval terms, fore and aft.


Yeah, that would be to get a look see at units 1 at a time cam set up. I remember once upon a time, of using that 1 to actually do a 360 spin view around your ship aka sub.... nowadays, it seems the view usage you mentioned, only allows for a left to right, or vise versa view of the sub or target from 1 side only.

I miss being able to do a 360 spin around My sub to inspect the damages taken by Me.. or a target ship...

Any way... enough reminiscing..

The 1, I was referring to, is the cam control select hot keyed to the F12 key. Which, after selecting that cam view... can be controlled by the up, down, right, left arrow keys.. that is, if your keyboard has those.. I know & have seen some keyboards that did NOT have them available...

This cam set up allows you to free roam all over the in game world. Otherwise referred to, (as far as I know of it, that is...)as External camera, which in the options menu before starting a career, can be set to off or left on.. as the user sees fit to have that set.

M. M.

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