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Old 08-14-07, 05:17 AM   #16
switch.dota
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Quote:
Originally Posted by WernerSobe
2. The torpedo generates a bubble of 5 meters radius. Every zone that is touched by that bubble will be damaged by 300 hitpoints
You are trying to tell us there is no such thing as less damage toward the outer edges?
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Old 08-14-07, 08:11 AM   #17
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Quote:
Originally Posted by switch.dota
Quote:
Originally Posted by WernerSobe
2. The torpedo generates a bubble of 5 meters radius. Every zone that is touched by that bubble will be damaged by 300 hitpoints
You are trying to tell us there is no such thing as less damage toward the outer edges?

Hi Switch ...

Thats the way i follow in Die Slowly for v1.2... i reduced considerably the torpedo damage radius to not spread too much the damage and limit it to a samller zone, reducing the probability to spread the damage to adyacent compartements.

The problem was then... the "unsinkable ships" ... those are some strange ships wich apperas in campaign with certain load up, and they takes up to 10 torps to sink... then i was enforced to increase torpedo powr and found a balance between the "normal" ships" and those rare "unsinkable ships".

Another parameters to tweak wich cause effect on this are the "thereshold penetration" and the magnetic detonation distance.

The thereshold penetration stablish a boundary to penetrate.

In example .... a torpedo with a damage radius random between 2 and 3 meters... and a thereshold penetration of 5 meters... the torpedo will not cause damage ...

A torpedo with damage radius random between 2 and 3 m, and a thereshold penetration of 2 m, torpedo always will cause damage.

A torpedo with damage radius random between 1 and 3 meters, and a thereshoild penetration of 2 m, 50% of the torps will cause damage and 50% will not.

If you have a torp with a random damage radius between 3 and 6m.... a penetration thereshold of 2m, and a magnetic detonation range of 2m... and ... in the impact the ramdom value for damage radius was stablished by the sim, in 3m, the magnetic pistol detonate it at 2 m of the hull.... only 1m will attempt to penetrate the hull... but... the thereshold penetration is 2m, so... 1m is not enough... and will have no damage.

In that condition, the torp needs 1 m more of random radius to penetrate the hull, it is 4m or more...

Thereshold penetration will stablish the torpedo hole size too... similar how do it the damage radius, because the thereshol penetrartion consume som of the damage radius of the torp.

Another factors are of course the armor of the ship and the compartement, wich consume some of hitpoints.

And the armor factor, wich seems to be a multiplier for armored zones.

The multipliers for cargo too... according to wich kind of cargo you have you can set a multiplier for the explosion.

In example, 1 for cargo, 2 for fuel, 4 for ammo.


Quote:
Originally Posted by WernerSobe
Anyway. It is possible to balance everything out and make it all work with smaller damage radius. But thats a monster task, that i think cannot be accomplished by a single person in a matter of lifetime of that game, i know what im talking about :-)
Is much job but not imposible, i reach to a "good" balance in Die Slowly, almost good for me, it is a matter of personal taste, i like the ships can be sink by flooding, but i do not accept the complete elimination of destroy by hitpoints...

If i shoot more than enough torps, 9in example 4 or 5 torps to a medium merchant i want a ship destroy message.

If y shoot a single one or 2, i want it sinking by flooding, but not away of my sight or sonar range, to not losse the ship destroyed confirmation, with a very slow flooding times, ships can sink a day later out of your range and you will have no confirmation and no credit for the kill.

Plus the ships with too long flooding times, and too high hitpoints, can sacape out of your range of confirmation even with an amazing quantity of torps.

I my settings i attempt to have a "balance', of course it is a matter of personal taste, where if you hit eneogh torps, you have an instant kill, if you dont, the ship may be stoped and never sinks, or sinks by flooding but not too much time later, to not losse the kill, some ones may take 1 hour or more, most half hour, but most under 1 hour.

Plus there is so bad to not have armored belt on BBs.... :hmm:

Hope this can help as feed back.
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Old 08-14-07, 10:33 AM   #18
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Correct me if i'm wrong Redwine, but are you saying the 'Magnetic Detonator' not only works but can be modded to have a different contact radius?
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Old 08-14-07, 11:18 AM   #19
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Originally Posted by AkbarGulag
Correct me if i'm wrong Redwine, but are you saying the 'Magnetic Detonator' not only works but can be modded to have a different contact radius?
I remember i seen into the files, the detonation range for magnetic pistols between many other parameters.

If i am not wrong o remember bad... it was adjusted to 2 meters, almost into early versions of the game.

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Old 08-14-07, 11:21 AM   #20
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Quote:
Originally Posted by AkbarGulag
Correct me if i'm wrong Redwine, but are you saying the 'Magnetic Detonator' not only works but can be modded to have a different contact radius?
In reality the contact exploder didn't work very well. In the game it is implemented in a similar way. There is a chance that your torpedo will not explode at the right moment. So, it either prematures or it duds.

However, there is another problem. Nomad_delta discovered that in the game, the switch to set the torpedo to contact or contact influence does not work. Instead there is a hardcoded date of june 1943. Before that date, all MK14 torpedos fired are regarded as contact influence enabled, regardless of what you set the switch to. After that date, all torpedoes fired are contact only.
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Old 08-14-07, 11:38 AM   #21
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Quote:
Originally Posted by PepsiCan
Quote:
Originally Posted by AkbarGulag
Correct me if i'm wrong Redwine, but are you saying the 'Magnetic Detonator' not only works but can be modded to have a different contact radius?
In reality the contact exploder didn't work very well. In the game it is implemented in a similar way. There is a chance that your torpedo will not explode at the right moment. So, it either prematures or it duds.

However, there is another problem. Nomad_delta discovered that in the game, the switch to set the torpedo to contact or contact influence does not work. Instead there is a hardcoded date of june 1943. Before that date, all MK14 torpedos fired are regarded as contact influence enabled, regardless of what you set the switch to. After that date, all torpedoes fired are contact only.
Very sad, because the magnetic range may be used as a parameter to tweak damage model.
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Old 08-14-07, 11:52 AM   #22
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Whle i don't have a zon tweak file for it, im pretty sure there is a Min /Max damage, and damage radius, just like depth charges. You should be able to reduce the damage radius of the torpedo. I'll wager its currently at 7 meters wide.

As for magnetic pistols not working after a certain point, are you sure? Forgive me, but im incredibly doubtful. It just seems very incredible that after X date magnetic exploders will no longer work.
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Old 08-14-07, 12:01 PM   #23
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Here is a question, if the DC has a tweakable radius and I'm guess happen at random, can the torpedoes be set up the same way? If so, this could add some realism as I suspect not all torpedoe hits generate the same results in RL.
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Old 08-14-07, 12:10 PM   #24
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Quote:
Originally Posted by AVGWarhawk
Here is a question, if the DC has a tweakable radius and I'm guess happen at random, can the torpedoes be set up the same way?
IN SH3 they were. My assumption would be that ubi would use the same mechanics. Of course this is an assumption, and were not even dealing with the same file. IE, depth charge.sim/zon files are ripped right out of Sh3, no question about it. But the torpedo file for SH4 is entirely new, it may not contain those variables. I don't have a zon tweak file for them, kinda too lazy to try and make one, but it would be intresting to see whats in it.
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Old 08-14-07, 12:21 PM   #25
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When it comes to file and tweaks, I'm better off attempting to fly the Space Shuttle. I would not know were to begin....
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Old 08-14-07, 12:34 PM   #26
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Quote:
Originally Posted by Ducimus
Whle i don't have a zon tweak file for it, im pretty sure there is a Min /Max damage, and damage radius, just like depth charges. You should be able to reduce the damage radius of the torpedo. I'll wager its currently at 7 meters wide.
The tweak files was released by somebody in the past...

You dont have them... ?

I can up;oad a full pack with all my collected tweak files if you want...

Here a screen of MiniTweaker for SH IV torp .zon file, it is my settings for MK-10 torp.

As you can see the min radius is set at 2m, wich is the stock thereshold penetration.

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Old 08-14-07, 01:01 PM   #27
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There seems to be a lot of confusion across the board on what the game does and doesnt do in relation to fuses etc... Maybe Nomad_Delta found something that didn't work in 1.1 or 1.2 but works now? After all, the contact switch seems to work correctly in 1.3, i.e it doesnt reset randomly.

I would kill for those files Redwine, after a heap of trawling through threads I found a few things not in the Download mod secton, those files deffinately weren't in the threads I searched.

I was just playing around firing torps at a Yamato to test the magnetic fuse, but I have that annoying problem with my torps not running under more than 10 metres again.... From what I can tell, putting a torp under a big boat like the Yamato is usefull as it floods both sides of the ship rather than one... making it still useful to try and detonate under the keel on big warships.

This thread is creating more questions than answers
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Old 08-14-07, 01:28 PM   #28
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Here you have the collection of tweak template files for SH IV made by many people, i found and collect along the months.... plus i included all those for SH III made by TimeTraveller.

http://files.filefront.com/TweakFileszip/;8311458;;/fileinfo.html

Last edited by Redwine; 08-14-07 at 05:18 PM.
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Old 08-14-07, 01:30 PM   #29
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Quote:
Originally Posted by AkbarGulag
There seems to be a lot of confusion across the board on what the game does and doesnt do in relation to fuses etc... Maybe Nomad_Delta found something that didn't work in 1.1 or 1.2 but works now? After all, the contact switch seems to work correctly in 1.3, i.e it doesnt reset randomly.
Go ahead and click that switch all you want. It does nothing.
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Old 08-14-07, 01:35 PM   #30
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Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by AkbarGulag
There seems to be a lot of confusion across the board on what the game does and doesnt do in relation to fuses etc... Maybe Nomad_Delta found something that didn't work in 1.1 or 1.2 but works now? After all, the contact switch seems to work correctly in 1.3, i.e it doesnt reset randomly.
Go ahead and click that switch all you want. It does nothing.
I guess that more or less confirms what PepsiCan said about the Torps being 'HardWired'. So june 1943 has some serious ramifications for torps then... seems wierd to disable influence at this point I wonder why the Devs bothered tinkering with the switch in 1.3 then.

Thanks for those files Redwine, most appreciated
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