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Old 04-14-10, 12:45 PM   #16
audessy
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Search for the rooms that start with Ubt. The zones you pointed out are left over from SH4. It seems that ubisoft just cut and pasted the zones.cfg file. Unless I'm wrong and the Uboats in sh5 use different ones. In which case you can help by finding that out for me. I'm having issues with the Goblin editor currently.
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Old 04-14-10, 12:59 PM   #17
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Quote:
Originally Posted by audessy View Post
Search for the rooms that start with Ubt. The zones you pointed out are left over from SH4. It seems that ubisoft just cut and pasted the zones.cfg file. Unless I'm wrong and the Uboats in sh5 use different ones. In which case you can help by finding that out for me. I'm having issues with the Goblin editor currently.
Yep will definitely let you know. Thanks for your work.
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Old 04-15-10, 05:55 AM   #18
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Quote:
Originally Posted by audessy View Post
Those zones are most likely unused. If you've seen every compartment flood with my mod then obviously you know those zones do nothing. I'm not used to AI units using anything under the Uboat section.

The maker of BRF contacted me so far. So sit tight.
Im not sure... probably english submarine u-class will use that sections.
On second hand why delete something from vanilla file if we are not sure for what is this?
And i'm wondering what was your base file, it doesnt seem for me for sh5 1.1.5 vanilla. For example in my whole vanilla file there are different effects than in yours,
even example in file header we have different..
If this is true it could be more differences in that file not associated with your damage changes in u-boat...

Or maybe I have some strange file - could anyone else compare his vanilla v1.1.5 file with moded one to confirm that?
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Old 04-15-10, 10:54 AM   #19
audessy
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Fixed. I was working on the wrong zone file in 1.0.

Now the only thing changed in your zones.cfg file will be under the "Uboat" section of the file. Thanks for detecting that.
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Old 04-15-10, 11:04 AM   #20
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This bring back old memories...
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Old 04-15-10, 11:05 AM   #21
audessy
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Quote:
Originally Posted by ddrgn View Post
Ahh ok I see, but you will hardly ever been sunk now right? I never really looked at the zones.cfg in detail before.

I also see what may be causing the torp rooms to not take any damage:

[TorpedoRoomFront]
Multiplier=1.000000
Flotability=30.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

[TorpedoRoomStern]
Multiplier=1.000000
Flotability=20.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

Now having these to not destructible does that mean there would be no damage to the subcompartments as well?
Having them set to destructible can cause the game to crash. The reason why is if there's a damaged looking model to replace the zone it will put it in. But if there is none then you get a CTD. So all in all "Destructible=" is only cosmetic.

What may be causing the torpedo rooms to be invincible is out of my reach currently. The "boxes" for the zones are obviously too small and never get hit. Those are in the .zon file of every ship.
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Old 04-15-10, 02:53 PM   #22
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Quote:
Originally Posted by audessy View Post
Fixed. I was working on the wrong zone file in 1.0.

Now the only thing changed in your zones.cfg file will be under the "Uboat" section of the file. Thanks for detecting that.
Almost..
I see still many diffs in Flotability field outside Uboat section, for example:

;NEW SMALL MERCHANT
;************************************************* ******
[NSKeel]
Category=Keel
Multiplier=5.0
Flotability=100.0 instead of 50.0

(...)

[NSFlotMain]
Multiplier=1.0
Flotability=16 instead of 8.0

..and so on.
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Old 04-15-10, 06:25 PM   #23
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When i install this mod, my sub has 1% hull integraty. When i uninstall it, it goes back to 100%.

I'm using BRF full mod.

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Old 04-15-10, 08:22 PM   #24
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They are not compatible, the mod that gets activated last overwrites the zones.cfg of the other. Don't try mixing these 2.
Quote:
Originally Posted by audessy View Post
Fixed. I was working on the wrong zone file in 1.0.

Now the only thing changed in your zones.cfg file will be under the "Uboat" section of the file. Thanks for detecting that.
Suspected that, reason I was holding off on the merge. I'll make a patch that includes only your tweaks to the "submarine" section, let's hope it's the proper aproach.
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Old 04-15-10, 08:45 PM   #25
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Ehr... sorry for questioning, but there's some stuff I want to make sure about it being intentional;

Missing category for compartments:


And assigning "ammo" as cargo to stuff like the conning tower or the deckgun:


Fear that with a 10x multiplier and "ammo" as cargo, a hit to the CT would send the whole sub to the bottom in a heartbeat.

Can also confirm the values for a lot of non-submarine zones are far from stock values, in a lot of cases even more exaggerated than the ones for BRF.
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Old 04-15-10, 09:10 PM   #26
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I am glad to see collaboration on this, I love BRF and I really like the concept of IDMNID. Seeing that JSGME conflict was a real disappointment. Good luck with this merging strategy.
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Old 04-16-10, 03:04 AM   #27
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Quote:
Originally Posted by SteelViking View Post
I am glad to see collaboration on this, I love BRF and I really like the concept of IDMNID. Seeing that JSGME conflict was a real disappointment. Good luck with this merging strategy.
When audessy will be done with base file it should be very easy to merge that conflicting file from BRF and IDMNID by WinMerge.

U can read how to deal with most conflicting mods here ->
http://www.subsim.com/radioroom/showthread.php?t=167125
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Old 04-16-10, 02:52 PM   #28
audessy
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Unfortunately not changing the zones.cfg file won't do much. Most of the work is in that file.

And yes. Those changes were intentional. Its strange that those categories are missing. But Quarters 1 and 2 I believe aren't even used in SH5 on player subs anyway.
No, getting nailed in the conning tower doesn't give you insta-death. It was for increased crew death in SH3/4. It probably isn't necessary now. But yes it was intentional and no it's not as harsh as it looks. Ammunition stores for the deck gun and AA guns were obviously held in compartments in the conning tower.

And @tomaz that file was directly taken from my Silent Hunter 5 folder and the only items modified were under the Uboat section. If there is still a difference then you and I are both confused.

As for the "hull integrity" issue. Is this only a cosmetic issue or are you really 1 machine gun bullet from death? Because in my mod Hull Integrity shouldn't matter anyway. In fact your hull should never get destroyed.

Last edited by audessy; 04-16-10 at 03:27 PM.
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Old 04-16-10, 04:33 PM   #29
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Quote:
Originally Posted by audessy View Post
As for the "hull integrity" issue. Is this only a cosmetic issue or are you really 1 machine gun bullet from death? Because in my mod Hull Integrity shouldn't matter anyway. In fact your hull should never get destroyed.
I don't know tbh. As soon as the game is loaded though, the crew shout out about the damage.

I've gone back to my original set-up using your new damage settings, which is to add your settings that you posted in the other thread to the zone cfg file of the BRF mod.
So before BRF was enabled, i opened the BRF zone cfg file, added your settings for the players sub, clicked yes to save changes then enabled BRF with JSGME. I take it this should work?
I now have 100% hull.

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Old 04-16-10, 04:46 PM   #30
audessy
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Yeah, that should do fine.

If they were shouting about damage something was definitely wrong.
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