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#16 | ||||
Canadian Wolf
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![]() ![]() RDP Last edited by ReallyDedPoet; 06-22-07 at 09:38 AM. |
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#17 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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The main problem is, after those kind of damage, the sub is able to dive "normally".
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#18 |
Canadian Wolf
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I am no rivet counter, not that there is anything wrong with that
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#19 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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The sub must to inmediatelly sink with those hole, the problem is, it is capabale to dive and survive with unrealistcally big holes. ![]() ![]() ![]() PD : May be reworking the interior textures by some one oxid/custic one like i used on the screen shots in this page above into SH III ? You will not see the interior structure, then you will see only ruined iron... ![]() The better way is to close the hole, but i am unable to found the mask used by the hole... |
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#20 |
Canadian Wolf
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#21 |
Eternal Patrol
![]() Join Date: Dec 2006
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You know ive been following this for a day guys and it occurs to me
that maybe youve overlooked working the other end of it anyway inspite of impressions. the blast effect visual damage radious is a visual effect not the damage of power based on the Impulse. Impulse equals force force equals damage radius equals visual effects (I think) if you reduce the radius in the torps you wont reduce the damage as such just the appearance of it on the target model and the size of the flash the poor example below is of the opposite direction but its this experience with tweaking that makes me "SUSPECT" that the above is true. and by implication depth charges shells etc. ![]() |
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#22 | |
Canadian Wolf
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topic ![]() Thanks for the post M. RDP |
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#24 |
Bosun
![]() Join Date: May 2007
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#25 |
Commander
![]() Join Date: May 2007
Location: a mile behind the sign"end of civilisation"
Posts: 444
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testing on dammage-pics ; this i'd like to have for depthcharge damage
![]() and something like this for impact ![]() ![]() Last edited by the_belgian; 06-22-07 at 12:59 PM. |
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#26 | |
Canadian Wolf
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#27 |
Commander
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Location: a mile behind the sign"end of civilisation"
Posts: 444
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#28 |
Canadian Wolf
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![]() Its alive ![]() ![]() RDP |
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#29 |
Commander
![]() Join Date: May 2007
Location: a mile behind the sign"end of civilisation"
Posts: 444
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#30 | |||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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![]() Quote:
![]() The radius is a value at wich the damage will have effect. The Impuslse is a force wich moves the target, and makes no damage, i increased extremelly the impuslse of depth charges and torps in my mods, the efect is only a strong force moving the sub or the ships, but causing no kind of damage. The damage is caused by a determined hit point value. Radius and damage has max and min value. Here there are two theories. Some people ensure, those values on radius and damage are random, between the max and min values, so you never can know wich vales they will have. The second theory is the damage will decrease its hitpoints value along the increasing value of the radius. It is a long discusion from SH III, and up today, i am not sure at all wich of both is correct. Disregarding this theory conflict, the impuslse is an unofensive and uselles for damage, it is only for visual effect. You can multiply it by 10 or 20, and nothing happens, only your sub will be shaked a lot of... ![]() Quote:
The diference is if you reduce the radius, the damage is contained into a samll zone and DO NOT spread too much to the adyacent compartements, so, even with the same damage power, it can cause a small damage, almost diferent. Imagine you have a 15m radius... the impact will damage that compartement and the adyacent too... but imagine you have a smaller radius of 1m, then the impact will add same hitpoints, but the damage will be concentrated into a single compartement, flooding will be only in a single comaprtement, instead 2 or 3 of them. Quote:
The apperence of the hole is directly related to the radius of the wepon... if you increase the radius the hole is bigger. The probelm is not to reduce the radius or not, or to reduce the hole size or not... We can do it... The main problem is... the sub is capable to sail, dive, back home with a tremendus holes or even holes in the hull, with a cristal clear look of the inside of the sub rooms... !!! The secondary problem is... if we touch the allied weapon radius, this will affect the damage model on enemy ships... We can touch shells, and torps radius... to ensure a small hole in allied subs, but this will change the damage model, may be... it can need a complete rework... In my Die Slowly mod i reduced all allied torps radius, at first to not spread too much the torp damage, and at second, to have not tremendus holes with the ships sailing as nothing happens. The Dev Team introduce a great improvement with this new kind of damage textures, but it is not perfect, we always must to pay som price for to have it. Sure the comunity research will reach to some thing better... Still working ! ![]() |
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