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Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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So we are getting sick of dying by crushing at 50 metres ( I am)
This following info is something I discovered recently and just do not have the time to explore it fully but I do think it has potential to vastly reduce the instant deaths caused by crushing after damage and make a hole better damage model. It does not claim to be a 100% problem solved solution and requires someone with a open mind to test it. I really do not care whom takes up it upon themselves to experiment and see if anything good can actually come from it because at the end of the day the whole community could benefit from it so be it NYGM or any individual feel free to ask questions. Anyway here I go with info for those whom have a interest in the uboat damage model being further improved. We all know that we need to have crush depths and in most cases this is tied to the Hull of the u-boat. We also know that when the hull takes damage our crush depth is reduced and at times we crush at 50 mtres rather than sinking to the actual crush depths. Well I have been adding crush depths to the individual compartmets and equipment on the uboat and have removed it from the hull. A simple example is shown below [ElectricEngine1] Category=Engines Room Multiplier=1.000000 Flotability=0.000000 HitPoints=180 Destructible=No Armor Level=10 Critic Flotation=0.300000 Critical=No Father=24 FloodingTime=59.999996 CargoType=None Crash depth=250 So at 250 mtre + the engine will take damage and continually do so till Destroyed. Now the buzz part is if I also add floatability coefs on the engine like so [ElectricEngine1] Category=Engines Room Multiplier=1.000000 Flotability=30.000000 HitPoints=180 Destructible=No Armor Level=10 Critic Flotation=0.99 Critical=No Father=24 FloodingTime=59.999996 CargoType=None Crash depth=250 This means that whilst it is taking damage, your sub is being dragged down to the depths. The next step was to ensure that the sub did eventually get destroyed so I set the compartments to have a crush depth of say 1000 depending on what damage your compartment took it will eventually die killing all those inside it. As for the sub Hull crush depth, I turned this to 10000 and the crush speed overall to 1. So the potential is as follows The Hull can still have hit points and still get destroyed except it will no longer just end your game at 50 mtres and will prolong your death. If you go silly at certain crush depths, you will get a warning and then start to sink to the major crush implosion area. You get more chance to die by flooding. I was going to set the crush depth to also be sub type specific by using one pice of un common equipment and then protecting it from eveything except for when it reaches that said depth. I was also going to randomise the crush depth via sh3 commander. What I am saying is this, if someone can work on this and explore more then i think we could start to see a great reduction in instant deaths and more deaths by sinking for the sub. I do not have the time to do the testing as I am working on other stuff but I do feel this info should be shared with the community so others can possibly have a go at getting a totally new sub damage model. That said person or group of people will probably need to re-balance the whole sub damage model and this may take a little time to do but I think it is worth it. So if you want to add to this or ask a question fire away and I will advise where I can
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 Last edited by gouldjg; 07-14-06 at 12:40 PM. |
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