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Old 09-11-09, 09:16 AM   #16
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   #17
keltos01
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Quote:
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

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Old 09-13-09, 02:23 AM   #18
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   #19
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   #20
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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

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Old 09-13-09, 06:57 PM   #21
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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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Old 09-14-09, 12:16 AM   #22
keltos01
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Quote:
Originally Posted by polyfiller View Post
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.
the rudder gets destroyed : should it ? I mean like it explodes...

the stern torpedo room is a bit too weak to my taste, basically a close dc will cause flooding. you can repair once, but the second time around it's over...

if you can tell me the best balance for flooding, and how to speed up repair time : faster on Fleet Boats, japanese crews were more numerous so it should be at least as fast as US ones.

dl the Kaidai 3B stuff, put in the sub directory of IBDM and please yes, help me fix this thing... it has slowed us down a lot...

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Old 09-14-09, 04:37 PM   #23
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[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
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=360
CargoType=None

and

[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
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

does this mean that the stern torpedo room on a Uboot amounts to a higher percentage of the sub's floatability, thus sinking it faster if flooded ?

I need my compartments to flood a bit slower : do I change the flooding time ? is it in seconds ?

also how does the critic flotation affect the above ?

I looked at Observer's RFB files :

[FltEngineRoom]
Category=Engines Room
Multiplier=1.0
Flotability=10.64 ;21.64 does it mean it is a bigger part of the overall flotability or lesser part ?
HitPoints=35 ;400 gets destroyed 11 times more easily ?
Destructible=No
Armor Level=-1
Critic Flotation=0.25 takes more time to reach critical flotation (point at which it sinks ?) ?
Critical=No
Effect1=#dc_bubbles, 10
Effect2=#Oil_trace, 20
FloodingTime=180 cut in +-6 thus floods six times as fast ? correct ?
CargoType=None

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Old 09-14-09, 06:10 PM   #24
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Sorry - Keltos - thought you knew what all these values meant when I posted reply on other thread ... apologise....

Right .... so the key issue in the above zones is critical floatation=0.1. What this means is that when the zone receives just 10% if it's total hitpoints in damage, it will start flooding. It will take flooding time= nnn to sink ... and just to clarify flooding time is listed in seconds.

So it your damage zone has 150 hitpoints, then after it receives just 15 hitpoints, flooding will start. As for repair time ... I forgot to mention that repair time is a function of repair & mechanical coeffieicent ..but am not sure if the values need to be bigger or smaller to affec them ... but also it is a function of how many hit points ... so the larger the hitpoints, the more damage a zone can absorb ... but the longer it also takes to repair.

In sub terms, I'd say keep critical floatation down to a lowish value so that you have the drama of "'we're taking damage" .... shortly followed by "we have flooding" and you then have to sweat out the repair time hoping repairs complete before you flood completely.... but I reckon 10% is a bit low.... then again ... I AM NO EXPERT on submarine damage modelling - I only do playable ships ... so it's probably up to you to make use of this info to come up with the correct balance. Where you do have flooding early, then make the flooding time long so you have a chance to repair. It's also key that the bulkhead definitions in the equipment.upc file have damage declarations at 10% intervals - again look at RFB for the best example of such. Both the RFB folks and I discovered some very erratic behaviour with even the stock coding in equipment.upc for the damage repairability etc.

Ah right .... typing this I just remembered a big influence on repair times - the skill level required to repair - which is defined in the equipment.upc for the bulkhead ... one value is repair skill level - the lower this is, the faster repairs are effected. Repair time is also delared in the same line of equipment.upc, if memory serves.

This is getting sad ... I've only been modding SH for 12 months or so and I reckon I've now forgotten more than I currently know. Not difficult with a low IQ and a poor memory. Trust me
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Old 09-14-09, 11:31 PM   #25
keltos01
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[QUOTE]
Quote:
Originally Posted by polyfiller;[B
repair time is a function[/B] of repair & mechanical coeffieicent ..but am not sure if the values need to be bigger or smaller to affec them ... but also it is a function of how many hit points ... so the larger the hitpoints, the more damage a zone can absorb ... but the longer it also takes to repair.
Thanks Man, this here above I really didn't know about : I tried to increase hitpoints at some point, and maybe plain forgot to change them back !

thanks

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Old 09-15-09, 06:57 AM   #26
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Keltos - suggest you review the setting in equipment.cfg first -compare the repair message setting with those for RFB - suggest you set them to same as RFB and then test....after which, start tweaking repair coeff and hitpoints.

Also make sure that you have enough people active in the compartment - reduce the levels of crew required for a compartment to be 100% efficient in the sub.upcge file.
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Old 09-15-09, 11:19 AM   #27
keltos01
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Quote:
Originally Posted by polyfiller View Post
Keltos - suggest you review the setting in equipment.cfg first -compare the repair message setting with those for RFB - suggest you set them to same as RFB and then test....after which, start tweaking repair coeff and hitpoints.

Also make sure that you have enough people active in the compartment - reduce the levels of crew required for a compartment to be 100% efficient in the sub.upcge file.
how do I reduce those levels ?

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Old 09-15-09, 01:01 PM   #28
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Quote:
Originally Posted by polyfiller View Post
Sorry - Keltos - thought you knew what all these values meant when I posted reply on other thread ... apologise....

Right .... so the key issue in the above zones is critical floatation=0.1. What this means is that when the zone receives just 10% if it's total hitpoints in damage, it will start flooding. It will take flooding time= nnn to sink ... and just to clarify flooding time is listed in seconds.

So it your damage zone has 150 hitpoints, then after it receives just 15 hitpoints, flooding will start. As for repair time ... I forgot to mention that repair time is a function of repair & mechanical coeffieicent ..but am not sure if the values need to be bigger or smaller to affec them ... but also it is a function of how many hit points ... so the larger the hitpoints, the more damage a zone can absorb ... but the longer it also takes to repair.

In sub terms, I'd say keep critical floatation down to a lowish value so that you have the drama of "'we're taking damage" .... done it's 0.1 shortly followed by "we have flooding" and you then have to sweat out the repair time hoping repairs complete before you flood completely.... but I reckon 10% is a bit low.... then again ... I AM NO EXPERT on submarine damage modelling - I only do playable ships ... so it's probably up to you to make use of this info to come up with the correct balance.

Where you do have flooding early, then make the flooding time long done it's now 860 so you have a chance to repair. It's also key that the bulkhead definitions in the equipment.upc file have damage declarations at 10% intervals - again look at RFB for the best example of such. will do next Both the RFB folks and I discovered some very erratic behaviour with even the stock coding in equipment.upc for the damage repairability etc.

Ah right .... typing this I just remembered a big influence on repair times - the skill level required to repair - which is defined in the equipment.upc for the bulkhead ... one value is repair skill level - the lower this is, the faster repairs are effected. Repair time is also delared in the same line of equipment.upc, if memory serves. ok will look it up

This is getting sad ... I've only been modding SH for 12 months or so and I reckon I've now forgotten more than I currently know. Not difficult with a low IQ and a poor memory. Trust me

I increased the flooding time to 860 and now we have time to fix things when something gets damaged by dcs

changed

stern torp room

MechanicalCoef= 0.7 ;0.5

RepairsCoef= 0.082 ;0.072

engine room

MechanicalCoef= 0.67 ;0.6

RepairsCoef= 0.082 ;0.072

command room

MechanicalCoef= 0.8 ;0.4

RepairsCoef= 0.082 ;0.072

bow torpedo room

MechanicalCoef= 0.7 ;0.5

RepairsCoef= 0.082 ;0.072

ID= Kaidai3bRepairTeam

MechanicalCoef= 0.9 ;0.4

RepairsCoef= 0.082 ;0.072



first step... now we'll see what gives...

didn't see the repair coef in the equipement.upcge ?

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Old 09-15-09, 01:57 PM   #29
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seems those coeficients made the matter worse...

had 57 minutes repairing time and 7 minutes for flooding ! got hit once next to the conning tower..

changing it back to :

ID= Kaidai3bCommandRoom
NameDisplayable= Command Room
Type=NULL
FunctionalType= CommandRoom
MechanicalCoef= 0.35 ;0.4


[edit] survived 7 dc attacks by 3 destroyers... so far..



8th got me : destroyed the bow torpedo bulkhead and a bow tube...

9th...



I thought I was sunk ! but then they started repairing the room ! good guys !!!



just hope they stop dropping dcs... they didn't....






I won't give my american friends the pleasure of seeing the results of the 11th attack... we fought bravely and repaired under fire, I am proud of my men, they went down with honor.

now I really need help in understanding the coeficients : repair and mechanical coef, then Polyfiller i think said that a higher hitpoints number lengthen the repair time , I set mine at 200 hit points

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Old 09-16-09, 01:37 PM   #30
keltos01
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Default UBDM settings




I tried the settings from the UBDM...

[UserPlayerUnit 1.Compartment 1]
CompartmentType= 1
StatusActive= Yes
ID= Kaidai3bSternTorpedo
NameDisplayable= Stern Torpedo Room
Type=NULL
FunctionalType= SternTorpedoRoom
MechanicalCoef= 0.4 ;0.5 ;0..1
ElectricsCoef= 0 ;0..1
GunsCoef= 0.5
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.02
MaintenanceCoef= 0.019
RepairsCoef= 0.082 ;0.072
ReloadingweaponCoef= 0.082 ;0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 3
EffciencyDenominator=7 ;6
EffciencyDenominatorBS=8 ;6
Hitpoints=100
CrewExposure=0.075 ;0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 200

zone :

[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=860 ;360
CargoType=None


one attack and the stern torp room was flooding, and 54' repair vs 16' flodding... that's hard !

second attack got my engine room and other stuff.... too hard...

can anyone explain the numbers/coef ? Polyfiller ??


so I guess a higher repair coef makes it harder to repair then ?

keltos

ps Peabody you have the previous version with better repairs, this is a tryout I made today.
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