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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Weps
![]() Join Date: Sep 2005
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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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#17 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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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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#18 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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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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#19 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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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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#20 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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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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#21 |
Weps
![]() Join Date: Sep 2005
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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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#22 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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![]() Quote:
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... keltos |
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#23 |
Silent Hunter
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Location: Milan Italy
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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 keltos Last edited by keltos01; 09-14-09 at 04:51 PM. |
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#24 |
Weps
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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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#25 | |
Silent Hunter
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[QUOTE]
Quote:
thanks keltos |
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#26 |
Weps
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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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#27 | |
Silent Hunter
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Location: Milan Italy
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![]() Quote:
keltos |
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#28 | |
Silent Hunter
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Location: Milan Italy
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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 ? keltos Last edited by keltos01; 09-15-09 at 01:16 PM. |
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#29 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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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 ! ![]() ![]() 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 keltos Last edited by keltos01; 09-15-09 at 03:09 PM. |
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#30 |
Silent Hunter
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Location: Milan Italy
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![]() ![]() 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. Last edited by keltos01; 09-16-09 at 01:51 PM. |
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