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Silent Hunter
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To make a ship break up, you need to open the ship's Dat file in S3ditor, then open the Zon file. Locate the keel in the. zon file compartment editor (which runs in the Dat file window) and simply drag it into a larger area of the hull with S3ditor's .zon editing feature (make a bigger hitbox for the keel - the bigger the hitbox for the keel, the greater chance John Q. Skipper hits the keel when he launches his tin fish! S3ditor has got a graphic interface and is easy to use. Then, you should open zones.cfg and increase the critical chance of a torpedo striking the keel. The higher the critical chance, the more likely she breaks up. It's text based and easy once you get the hang of it. For instance, look at this zones.cfg entry: [NSKeel] Category=Keel Multiplier=5.0 Flotability=25.0 HitPoints=120 Destructible=No Armor Level=20 Critic Flotation=0.75 Critical=Yes Critical Chance=1.0 FloodingTime=500 CargoType=None Crash Depth=15 Note the area in red. Very low chance of a critical hit here (1%). Values are, I believe 1% to 100 %. If you up it to 100 then you should be guaranteed a breakup if a torpedo hits the keel (as long as adjacent compartments don't absorb too much of the torpedo energy). DO NOT MAKE THE KEEL DESTRUCTIBLE...that's not how the damage model should work. Leave it "Destructible=No". And don't worry about the smoke; I will fiddle with it myself. |
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