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Old 12-10-07, 02:43 PM   #1
TriskettheKid
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Default Rebound? Can I get a confirmation on this?

After taking my first steps into the modding world via S3D, I decided to just do a personal fix for the crush depths of the subs (I was tired of getting insta-killed just below the sub's test depth).

However, I came across a curious thing in the files. It was called "Rebound" and no one, so far as I can tell, has really figured out what it does.

I think, after some tinkering, I've figured it out, but I just want to check. If I'm wrong, I'll close the thread.

Rebound, I think, controls how long it takes your sub to "reset" itself after a dive. That is to say, it takes X amount of time to level out after diving to, say, 300 feet. This X is controlled by "rebound." And unless I'm confusing myself now, a larger number in "Rebound" allows the sub to level out quicker and a lower number makes it take longer.

I can't tell if this affects anything else (especially in relation to how the sub handles when damaged), at least for now.

So if anyone can confirm that I am correct about "rebound," it'd be much appreciated.
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Old 12-10-07, 03:02 PM   #2
tater
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I have no idea. How does it behave with radical changes in the values? Does it bounce around the set depth if set to a "slow" value, going below, then above, etc? Or does the sub make a dive at a certain rate of depth change, then flatten out into a shallow dive to set depth based on the value?

Might the value be a reset from crush depth damage? If you get to crush depth, and are there a certain time, then blow and suface, you might still die on the surface, correct? Perhaps it controls that...
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Old 12-10-07, 03:10 PM   #3
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Quote:
Originally Posted by tater
I have no idea. How does it behave with radical changes in the values? Does it bounce around the set depth if set to a "slow" value, going below, then above, etc? Or does the sub make a dive at a certain rate of depth change, then flatten out into a shallow dive to set depth based on the value?

Might the value be a reset from crush depth damage? If you get to crush depth, and are there a certain time, then blow and suface, you might still die on the surface, correct? Perhaps it controls that...
To be quite honest, I didn't even test it around crush depth. It's just too hard, even after changing crush depths and crush times, because the sub could implode before anything was even checked.

I'm going to do some more testing with it, so I'll look into what you ask for.

However, I don't think is has anything to do with rates of depth change so much as time it takes to level out. In my previous testing, I didn't really notice a difference between the time it took to level out during a crash dive, going ahead 1/3, going ahead standard, and going back 1/2.

I'll do some more testing and post the results in a little bit.

FYI:

All tests were done with a Balao-class sub.
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Old 12-10-07, 03:14 PM   #4
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Quote:
I think, after some tinkering, I've figured it out, but I just want to check. If I'm wrong, I'll close the thread.
There will be no thread closing with questions like this. These questions get people thinking and talking. Issues are resolved and new doors opened.

Carry on!
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Old 12-10-07, 05:00 PM   #5
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I've, honestly, never experimented with it, at all. I think the default is 45, but thats all i could tell you. There is an indicator though, this variable is in the ZON file no? If its in the zon file means it has *something* to do with the exterior shell of the boat. In laymans terms, the zon file is reallyl about the manipulation of hitpoints.

Hitpoints = self explanitory
Crash depth defines when you start loosing HP's to pressure
Crash speed defines how fast or slow you loose those HPs (at least in SH3, not so much in Sh4, but it does slow down how fast the insta crush occurs)

So in keeping with the theme of the file, im *guessing* its another variable that somehow manipulates hitpoints in some way, shape, or form.
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Old 12-10-07, 06:57 PM   #6
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Is there any way to get a file to load....faster?

My rig is a little old and outdated, so it takes a large amount of time to load up just to test one parameter before closing to change the parameter before loading up the game again to test the same parameter.

Yeah....I don't know if I can follow what I just wrote....
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Old 12-10-07, 07:15 PM   #7
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LOL. I know the problem well. My old rig took forever.

Oddly, I've found that if the game CTDs, the next time it loads up FAST.

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Old 12-10-07, 07:27 PM   #8
skwasjer
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Quote from .act file:

Rebound = The rebound coeficient [0..1] to be used when colliding with other objects.
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Old 12-10-07, 07:34 PM   #9
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Does s3d open the act files?
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Old 12-10-07, 08:19 PM   #10
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No, .act files are just .dll-files, that contain the game logic of handling controllers and such. The developers left traces of descriptions of properties, which can be read with a hex editor. You only have to find the right .act file.
The new S3D will contain every description they have left in those files in a custom format (editable), and will show this description when you select a property. You will see soon
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Old 12-10-07, 08:29 PM   #11
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Well....now I feel a little stupid for rushing to the conclusion that what I was witnessing was it. Damn.

But that has me thinking now....are underwater explosions modeled as objects?

By which I mean, knowing what rebound does, could it be affected by things like a DC going off nearby? Say, a DC going off 50m from the sub might rock the sub a little, whereas one going off 10m away might rock the sub considerably. Is that possible to model via Rebound, or does Rebound only work with objects like DDs and BBs and CVs, etc?
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Old 12-10-07, 08:36 PM   #12
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The shake effect from DCs is part of the DC sim file. There is an explosion effect (not visual, the shake) radius and a magnitude. No idea if it varies with distance.
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Old 12-10-07, 10:14 PM   #13
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Quote:
Originally Posted by tater
The shake effect from DCs is part of the DC sim file. There is an explosion effect (not visual, the shake) radius and a magnitude. No idea if it varies with distance.
As an experiment, set the explosion range on depth charges to something like 1,000. It's kinda entertaining. :rotfl:
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Old 12-11-07, 07:53 AM   #14
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Hm...I wonder...does setting that value too high cause CTDs? The SHCollisions.act file is randomly CTDing my game after I installed a mod that ups the explosion range - not too radical though, it's set to 70 I think. It occurs mainly when a DC sets off very near my sub. :hmm:
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