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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Feb 2004
Posts: 2
Downloads: 16
Uploads: 0
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Hi, i have SH4 and the u-boat missions expansion, and i have a question regarding modding the damage model in the game. I want to change it so that no system can be "destroyed" (as in impossible to repair). I still want everything to be able to be damaged, but not destroyed so i can't repair it anymore. Do i simply need to change all the "Destructible=yes" lines in the zones.cfg file to "destructible=no"? Or is there something else involved? Because i tried changing them all to "no" once and my systems could still be destroyed. Second, is there some way to mod the game so you can repair your hull at sea? Thanks for any answers.
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#2 |
Canadian Wolf
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Bump
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#3 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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Yes , I agree with this modification , for example if the rudder is destroyed the game is automatically finished because is not possible to steer the sub increasing or decreasing the speed of both engines independently
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#4 | ||
The Old Man
![]() Join Date: Oct 2005
Location: 51.557, -0.102
Posts: 1,311
Downloads: 177
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I don't know how to edit the values but the file would seem to be:
Data\UPCData\UPCUnitsData\UnitParts*****.UPC In there are these values: Quote:
Quote:
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#5 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
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thank you for the reply , is necessary to spend time to understand how those numbers affect the damage behaviour of differents areas of the sub
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What we do in life echoes in Eternity |
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#6 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
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Here are the descriptors for the numbers;
;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours To make an item repairable, the rpair skill must be less than one at damage level =1 - like so; DamageDescription1= NULL,0,0.1,0,0,1,Minor Leak,0,0,NULL,0.1,0.2,0.5 DamageDescription2= NULL,0.1,0.2,0,0,1,Minor Leak,0,0,NULL,0.2,0.2,1 DamageDescription3= NULL,0.2,0.3,0,0,1,Large hole,0,0,NULL,0.3,0.2,1.5 DamageDescription4= NULL,0.3,0.4,0,0,1,Large hole,0,0,NULL,0.4,0.5,2 DamageDescription5= NULL,0.4,0.5,0,0,1,Large hole,0,0,NULL,0.5,0.5,2.5 DamageDescription6= NULL,0.5,0.6,0,0,1,Wall breached,0,0,NULL,0.6,0.5,5 DamageDescription7= NULL,0.6,0.7,0,0,1,Wall breached,0,0,NULL,0.7,0.5,10 DamageDescription8= NULL,0.7,0.8,0,0,1,Wall breached,0,0,NULL,0.8,0.7,15 DamageDescription9= NULL,0.8,0.9,0,0,1,Wall breached,0,0,NULL,0.9,0.7,20 DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,1,1000000 <<<< this last line means that a repair skill of 1 will take 1000000 hours to repair. To make it repairable, change repair skill to less than one and give a reasonable repair time; DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,0.2,2 There are 10 damadescriptors in the above due to me using a technique recommended to me by Observer - basically if the damage descriptors aren't defined in 10% increments - the damage engine starts to do strange things (like not keeping track or totalling up damage properly - basically I couldn't get stuff to stop working when destroyed until I used the above). As well as doing the above, you may have to add a person to the crew with repair special ability - this enables the repair of destroyed items. I've never been interested in repairing detroyed items - so I can't vouch for the above doing what you want ... but it should in theory. |
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#7 |
Soundman
![]() Join Date: May 2009
Location: México, DF.
Posts: 146
Downloads: 774
Uploads: 1
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Enable the special abilities for the american campaign and reload your game - while in port - until you get the commander that will fix even destroyed items. It is easier, I think.
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