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Old 09-11-09, 05:31 AM   #1
keltos01
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Join Date: Feb 2008
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Quote:
But to get the point, after your comment I decided to take a break and sail a fleet boat mission. I sailed out of Pearl Harbor to my assigned location. First this I did was sink two tankers in a rainstorm and then realized they were US and said "Woooops" wrong ones.

Anyway, next morning I got caught on the surface and bombed by two planes. Didn't hit the sub but close enough to do some damage. Here is the point. I got about 1/3 damage and flooding in one compartment, minor damage to diesels and minor damage to scopes, and a few other things. But the compartment did not continue to flood (the pumps kept up with it) and the damage got fixed fairly quickly. Since it was a bomb and not a DC I could still use TC so I am not sure exactly how long it took to fix, but it was reasonable.
Now that same amount of damage to the bulkhead with flooding to the 3b and it would have eventually sent me to the bottom. It would be so slow fixing it would completely flood and career over. One compartment flooded and I go to the bottom, and the flooding happens quickly. ANY flooding, even minor thin blue line and I can not get to periscope depth to try and fight.

So, what I was thinking was to try to look at the damage models of the US subs.

Not just placement of spheres and boxes, but numbers and settings for damage and repair time.

(if you know where they are) There must be some settings that are different and we may be able to find them. Remember this all started when we were both getting 100% destroyed on all engines with any DC, no matter what, never partial damage. Maybe we can find some info to help, since the fleet boats seem to work a lot better.

I appreciate all the work you put into the damage model but this may give some clues to make it work better. A minor damage to a bulkhead shouldn't sent a sub to the bottom. I mean something like .32 or sometimes less. Which is what is happening. Peabody

Damn the torpedoes full speed ahead !

any luck

keltos
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Last edited by keltos01; 09-11-09 at 05:53 AM.
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Old 09-11-09, 09:16 AM   #2
polyfiller
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Keltos ... this actually has just re-trigerred my motivation to help you - I've had a similar problem on some of the TSWSM zones - rpaired but still flooding....

I'll maybe do some testing over the weekend.
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Old 09-11-09, 09:29 AM   #3
keltos01
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Originally Posted by polyfiller View Post
Keltos ... this actually has just re-trigerred my motivation to help you - I've had a similar problem on some of the TSWSM zones - rpaired but still flooding....

I'll maybe do some testing over the weekend.
cool !

tell me if you want the latest versions of the Jyunsen B mod (3.9.3) and IBDM unless I already gave it to you

thanks

keltos
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Old 09-13-09, 02:23 AM   #4
keltos01
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Default US zones

this mod is what has been really holding us back, we sink waaaaay too easily with the stock zones, not knowing why...

I will try and make another smaller mod for one sub only using fleetboat zones, like Observer did, and see what gives.

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Old 09-13-09, 02:21 PM   #5
keltos01
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Kaidai 3b

elec engine = 56
aft battery was 149 to AftBattery = 59
fore battery = 23
pumps = 53
elec eng 1 = 22
diesel engine 1 = 21
ubtradio room = 208 to fleetcomroom = 202
LLradio = 50
hidrophone = 49
Uboot command room = 207 changed to FltComRoom = 202
fuel tanks = 54
compressor = 57
Ubold = 138
deckgun = 43
UbtTorpRmFront = 204 to FltTorpRmFront = 199
UbtTorpRmStern = 205 to FltTorpRmStern = 200
UbtEngineRoom = 206 to FltEngineRoom = 201


I noticed that the german sub base I used mixes stuff from both worlds ? so I made a try and changed it all in the upcge and .zon to Fleet Boat zones for the Kaidai 3b.

here's the difference between fleet and uboot engine room :

[FltEngineRoom]
Category=Engines Room
Multiplier=1.0
Flotability=21.64
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.15
Critical=No
Effect1=#dc_bubbles, 10
Effect2=#Oil_trace, 20
FloodingTime=860
CargoType=None

[UbtEngineRoom]
Category=Engines Room
Multiplier=1.0
Flotability=30 thus sinks ship faster when hit ?
HitPoints=250 ;200
Destructible=No
Armor Level=-1
Critic Flotation=0.15
Critical=No
Effect1=#dc_bubbles, 10
Effect2=#Oil_trace, 20
FloodingTime=860
CargoType=None

torpedo room stern :

[FltTorpRmStern]
Multiplier=1.0
Flotability=4.14
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=360
CargoType=None

[UbtTorpRmStern]
Multiplier=1.0
Flotability=6 same here : sinks faster than US counterpart ?
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=360
CargoType=None

d/l :


I hope this works better than the previous zones...

keltos
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Old 09-13-09, 02:59 PM   #6
keltos01
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Default test 1 Fleet Boat zones for Kaidai 3B

DC attack : the destroyer came from the front, rode right on top of me and dropped dc's. the first to hit close enough to do damage :

dc1 :



**** out of luck ! Broke my rudder clean off !!!

dc2 :




Aouch !

External Damage :




Internal Damage view :





looks like setting up Fleet Boat Zones increases the resistance of the sub ?

no hull damage but lost my rudder :-/

2nd dc attack : no more damage

3rd dc attack :

dc3 :




no additionnal damage

4th dc attack :



dc 3 and 4 :





I still was able to emergency surface and fight it out there !




I din't evade, I kept the same depth (120 feet) exept when the stern torp room flooding made me sink more (up to 228 feet) , I never changed speed nor heading, I didn't run silent as I hoped to "repair" the damage...

I guess there won't be a 5th attack needed after all...

were those destroyer crews Elite or something ? or plain US

new zones (for testers)

http://www.mediafire.com/?ww2qt5h3ana

keltos
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Last edited by keltos01; 09-13-09 at 03:27 PM.
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Old 09-13-09, 06:57 PM   #7
polyfiller
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Keltos - if you're pleased with the results; good.... looks like you've just found that there is some work to do in terms of increasing hitpoints or changing the balance of floatability v floodtime.... this is something I've been tuning for ages on multiple ships so it's kinda second nature to me now..... I doubt you issue had anythign to do with specific damage zones number, just the setting of each zone. I too have noted some mixes in terms of German boats using US & UBoat zones. The real biggy is engine room - 29 affects propulsion, 21 affects propulsion, 55 affects propulsion, but 201 does not. This is an example of damage zones being hardcoded into the game. The others are the fule tanks (54 & 123 from memory) and I think the rudders & props. The electric engine zones are also hardcoded.
There are a few more ... but can't remember off the top of my head.

Torpedo tube damage can be any zone number (can create your own).

I think we still have to make a test for the damage then flood, then repair, then not sink scenario. I've been working on a playabel ship conversion this we and have had no time to test the flooding isue out. Will probably have a go sometime during the coming week.

Let me know if you are entirely happy with your damage system ... and I'll post an update on repaired zones continuing to flood after I setup a test.
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