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Old 04-17-11, 05:55 AM   #1
jean74
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Default [REQ] Need help to create DC secondary effect

Hi everybody

Since TheDarkWraith has made his mod for Damage cause by fire I have tried to realize a second effect for the depth charge. In fact, I would like that DC has a small effect when explode far from sub (25-40m) and normal damage when closer (0-25m).

So I spent many hours to find the triggers and logic to create this “secondary damage effect” but I failed . I even tried to use an hex editor (On TDW advice) and compare with S3D, but I was unable to understand how the MOD created by TDW work and how I can create a similar effect for DC. Maybe I am too stupid or too old to imagine and create this.

Below the link for who wants to see my 3 tests (failed)
http://9giga.sfr.fr/n/50-17/share/LNK30744daac0958a22a/
(It's only the files to put in folder (Data\Library) -one by test- : not a mod)

I know that all of you are working on important Sh3 improvement, but if someone of you could accept to help me in this task or create this "secondary effect" it would be really and much appreciated.

The final goal of this SH3 modification, is to allow the light "flicking or wink" when DC explode far and next from sub.

Thank you in advance for your help or your reply.

Have a good day,

Best regards and thanks for all of your works,


Jean
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Old 04-17-11, 07:44 AM   #2
TheDarkWraith
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I don't understand what you're trying to accomplish. Could you post a screenshot of something of the likes of what you're trying to do
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Old 04-17-11, 08:05 AM   #3
h.sie
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What about playing around with detonation radiuses in DepthCharges.zon?

Values: MinEF, MaxEF, MinRadius, MaxRadius.
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Old 04-17-11, 04:15 PM   #4
jean74
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Many thanks for your fast and kind reply.

As you want I have Made a jpeg to illustrate What I want to do.



It is not easy for me to explain because of my poor english langage! So excuse me if I am not easy to understand . But I hope this Jpeg could help you.
Another time, many thanks for your help.

Have a good day,

Kind regards,

Jean
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Old 04-18-11, 06:33 AM   #5
jean74
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In other terms I am only searching to have 2 AmmoDamageInfo when a depthcharge explode for 2 levels of damage (for submarine) regarding explosion distance.

I failed to create a working second AmmoDamageInfo and I need help for this .

Best regards,


Jean
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Old 04-18-11, 07:33 AM   #6
reignofdeath
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Basically a realistic damage model, the farther away the sub is from the explosion, you still receive damage (To a point) but less and less as the DC's explode further out, I think thats what he's trying to say.
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Old 04-18-11, 12:42 PM   #7
Sailor Steve
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Quote:
Originally Posted by jean74 View Post
Many thanks for your fast and kind reply.

As you want I have Made a jpeg to illustrate What I want to do.



It is not easy for me to explain because of my poor english langage! So excuse me if I am not easy to understand . But I hope this Jpeg could help you.
Another time, many thanks for your help.

Have a good day,

Kind regards,

Jean
The first thing I would like to point out is that your distances are much to large. Maximum damage should only happen out to about 25 feet (8 metres) and at 25 metres you should be taking no damage at all.
http://www.navweaps.com/Weapons/WAMBR_ASW.htm

(see notes to Type D Mk III and Mk VII Heavy)

Early on there was a Depth Charge mod that set those parameters. I'm pretty sure GWX uses the same numbers.

[edit] Found 'em!
http://www.subsim.com/radioroom/down...o=file&id=3173
http://www.subsim.com/radioroom/down...o=file&id=3174
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Old 04-18-11, 01:17 PM   #8
jean74
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Hi,

Thank you for your post.

Quote:
Originally Posted by Sailor Steve View Post
The first thing I would like to point out is that your distances are much to large. Maximum damage should only happen out to about 25 feet (8 metres) and at 25 metres you should be taking no damage at all.
http://www.navweaps.com/Weapons/WAMBR_ASW.htm

(see notes to Type D Mk III and Mk VII Heavy)

Early on there was a Depth Charge mod that set those parameters. I'm pretty sure GWX uses the same numbers.

[edit] Found 'em!
http://www.subsim.com/radioroom/down...o=file&id=3173
http://www.subsim.com/radioroom/down...o=file&id=3174
Many thanks for the details. Sure, you are right !
So I set my DC stock effect to Min radius 8 m, Max radius 25 m MaxEff 230, and MinEff 2.

But I am sure that if DC explode at 30 or 35 m the shakes makes light flicking inside sub even if there is no damage.
What do you think about this ?

Another time Many thanks for your help and for your nice advice.

Kind regards

Jean

Last edited by jean74; 04-18-11 at 01:21 PM. Reason: @ Sailor Steeve
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Old 04-19-11, 06:32 AM   #9
jean74
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@Sailor Steeve

Quote:
Originally Posted by Sailor Steve View Post
The first thing I would like to point out is that your distances are much to large. Maximum damage should only happen out to about 25 feet (8 metres) and at 25 metres you should be taking no damage at all.
http://www.navweaps.com/Weapons/WAMBR_ASW.htm

(see notes to Type D Mk III and Mk VII Heavy)

Early on there was a Depth Charge mod that set those parameters. I'm pretty sure GWX uses the same numbers.

[edit] Found 'em!
http://www.subsim.com/radioroom/down...o=file&id=3173
http://www.subsim.com/radioroom/down...o=file&id=3174

Many thanks for the reply and for files. I will download them this evening (now I am at work).


@ USNSRCaseySmith
Quote:
Originally Posted by USNSRCaseySmith View Post
The only problem with the light damage though is that your sub will be destroyed easily. 1 point of damage (Assuming we're talking percentage points) would be fine, but 100 and you sink, and the thing is Destroyers can have hundreds of Depth Charges. So it'd be impossible to survive a Dc'ing without escaping somehow, late war, forget about it its not happening.
When I speak about 1 or 230 damage it's in game "Mineff" (or Maxeff).
And I know that Maxeff at 230 can't destroyed the submarine in only one shot. So the secondary "depth charge effect" that I would like to have (with Maxeff at 1) could cause only a very, very light small damage, just enought to make lights flickering. And in this case, the quantity of depth charges to destroyed the submarine would be probably the same as without the secondary "depth charge effect".

But the immersivity will be improved by the flickering lights.



@ TorpX



Quote:
Originally Posted by TorpX View Post
I think you are right about shaking and minor damage.
The 8m and 16m distances are probably correct as far as they go, but most likely were based on hull damage, which would be easier to estimate. From what I've read, most subs sunk by DC's, were KO'd by accumulated damage rather than by a few lucky hits. The USN dropped DC's by their subs at periscope depth to "indoctrinate" their crews. This was done at 200 and 100yd distances. This suggests that is was considered unsafe the drop much closer than that. I can imagine men and loose equiptment could be thrown against steel members of the interior even if the hull sustained "no damage".
Thank you for your advice.

If someone could help me to create (or create himself) this secondary effect, we will able to modifie Mineff, Maxeff, Maxradius and min radius (from the secondary depth charge effect) to adjust them.
I am sure that It would be a great immersivity mod.

So if a talented modder could accept to help in this project it will really appreciated.

Thanks for all your reply,

Kind regards,

Jean
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Old 04-20-11, 06:28 AM   #10
jean74
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Default @ TheDarkWraigth

Good afternoon TheDarkWraigth

Quote:
Originally Posted by TheDarkWraith View Post
I don't understand what you're trying to accomplish. Could you post a screenshot of something of the likes of what you're trying to do
It seems that you are the only on able to make what I would like have.
So, as you made your mode "Unit damage from smoke and/or fires" where damages are linked on fire or smoke particles (in particles.dat), could you make the same effect but linked with depth charges explosion particles (in particles.dat) ?
I spent many time to try to copy your incredible work, to create this "damage from DC" with S3D but it don't work.
I think that the "secret" is inside the last "particule controler" that S3D can't interprete. My skills in modding (very very far from yours) don't allow me to understand by Hex Editor what you made for your mod is working. However I searched and searched...
Maybe are you magician ? But certainly, you are a genius !

So I am only interested by result and pleasure with playing SH3 , not by copying or stealing your work.

I know that you are very busy and you are working on great Silent Hunter improvement, but if you could have a moment to regard my problem, you certainly would make me very,very Happy and grateful.

If I am always not clear in my explanations please, tell me.
Thanks for reading,

Kind regards from France


Jean
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