SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-04-20, 06:46 AM   #1
XenonSurf
Sea Lord
 
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
Default Damage Model questions

Hi,
I currently want to modify the damage models for US subs. I'm working to modify playable ships that technically are submarines, so the damage model for submarines will apply.
Currently I'm making experiments with different values from Zones.cfg in the single mission 'Torpedo Training' where I set my sub (British Kent Battleship) to start surfaced and set the crew rating of the IJN CA Mogami to 3 (best rating). I see no substantial damages taken yet for my battleship which is what I want to change for not making campaign engagements with task forces or convoys blattantly easy. I can or raise the hitpoints for different ship weapons, or - which is what I'm trying - work on the 'sub' damage model.

In one of my ships, the Data\Zones.cfg has been modified that way:

------------------------------
[Zones List]
(...)
211=DieselEngine3
212=DieselEngine4
213=PumpsFront
214=PumpsRear

(...)

[DieselEngine3]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=25
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

(...)
------------------------------

I understand that increasing the HitPoints and Armor Level will make the 'sub' more resistant while reducing the values will cause more damage.


Questions:


1)
How do you set the changes for the Hull value, these numbers that increase from 0-100 for the hull and cannot be repaired? It's not in the Zones.cfg file AFAIK.

2)
In the absence of any modded Zones.cfg file, then the standard Gato Class sub damage model defined in the stock Zones.cfg will apply if in my submarine folder my modded unit is set to Type=200 for a submarine. Is this correct?

3)
Is Zones.cfg the only file which sets the damages for a sub when taking fire from enemy? Or must I also go in the zon files in the Submarine folder with the tool S3D?




Thanks,
XS
XenonSurf is offline   Reply With Quote
Old 06-04-20, 10:49 AM   #2
ETR3(SS)
Ocean Warrior
 
Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
Default

1.) In the .Zon file of your ship under ColisionableObject


2.) Yes.


3.) Making adjustments to the Zones.cfg isn't going to get you the results you want to see in game. Zones.cfg defines the characteristics of the damage zones themselves, it's up to you to define the area and position of those damage zones in the individual .zon files in S3D. Open the dat and zon files for your unit. In the Model Preview window in S3D there's an option for Toggle Zones Editor, that will bring up the associated damage zones for what ever node you have selected in the dat file. Selecting the main node for instance will allow you to set the Collision Spheres and damage zone boxes. Using the Gato can serve as a kind of guide in how it's all setup.
__________________


USS Kentucky SSBN 737 (G)
Comms Div 2003-2006
Qualified 19 November 03

Yes I was really on a submarine.
ETR3(SS) is offline   Reply With Quote
Old 06-04-20, 02:35 PM   #3
XenonSurf
Sea Lord
 
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
Default

Quote:
Originally Posted by ETR3(SS) View Post
1.) In the .Zon file of your ship under ColisionableObject


2.) Yes.


3.) Making adjustments to the Zones.cfg isn't going to get you the results you want to see in game. Zones.cfg defines the characteristics of the damage zones themselves, it's up to you to define the area and position of those damage zones in the individual .zon files in S3D. Open the dat and zon files for your unit. In the Model Preview window in S3D there's an option for Toggle Zones Editor, that will bring up the associated damage zones for what ever node you have selected in the dat file. Selecting the main node for instance will allow you to set the Collision Spheres and damage zone boxes. Using the Gato can serve as a kind of guide in how it's all setup.

Thank you ETR, that's all very helpful, very appreciated


I'm desperatly trying to make 'playable ships' more challenging but this is a difficult project, also because I will have to adapt the campaign in some way adding more friendly support of some sort. The Damage Model discussed here is one part to get things better.


Greetings,
XS
XenonSurf is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:23 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.