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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Quote:
Damn the torpedoes full speed ahead ! any luck keltos Last edited by keltos01; 09-11-09 at 05:53 AM. |
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#2 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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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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#3 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Quote:
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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#4 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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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. keltos |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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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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#6 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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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 Last edited by keltos01; 09-13-09 at 03:27 PM. |
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#7 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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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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