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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Black Magic
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You don't have to use the pre-defined entries in the zones.cfg file. You can define your own! I made new ones for FX_Update and you can too. It's very easy to do. Simply add the new name to the top of the zones.cfg file in numerical order (the next number in the list). Then define your zone entry (AP, HPs, crash depth, etc.). Then reference your new zone in the .zon file
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#2 |
Black Magic
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Now if you want to get really fancy play with the ObjectRemains controller
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#3 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() So if I am interpreting correctly your post, it wasn't that easy to tear up those reflectors, isn't it? Besides this, have you noticed the changes in beam range, and the new UV neon glow effect? ![]() Quote:
![]() In theory we could have as many zones as we want. One for each gun, or even one for each part of each gun and for each compartment of every ship. The hard part though is collecting detailed information on armour, strenght of materials used, etc, and icreasing the number of possible zones for giving them random numbers is a pointless exercise... ![]() Quote:
![]() I will put myself at work, but I would need for some "wrecked gun models" that we are currently missing in game. I guess that these models don't need to be in GR2 format. Linking a dat object would be okay, isn't it? Anyway being able to export the "unbroken" meshes from the GR2 file would help a lot... can we expect you GR2 Reader/Editor to be able doing it anytime soon? ![]() |
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#4 | |
Black Magic
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![]() All the ObjectRemains controller asks for is a name using Goblin (ID if using hex editor) so I don't see any reason why using a DAT object would be a problem. Try it and see ![]() ![]() |
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#5 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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in one of them I assigned an ObjectRemains controller to the searchlight, placing it onto guns_radars_01.zon. I made the controller to point to another object within guns_radars_01.GR2. For the second test I tried to point to an external object, contained in a dat file I had put into the Library folder. In both cases I used the name of the object (well, the name of its main node) as reference, and in both cases I failed miserably: after ripping off the searchlight nothing showed up in its place ![]() |
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#6 |
Black Magic
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That controller shouldn't be placed in a .zon file. Game is picky where controllers can be located. Try placing it in the .sim or create a .val file for it or an .fx file for it.
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#7 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#8 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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Just got back... been off launching a Mig-21 and L-39. Our usual Sunday morning "Church of the Holy Jet" routine.
![]() I didn't see the download last night Gap but I do have it now. I'm still out on Patrol so I hope this will be able to be enabled and work properly while I'm still at sea. I'm going to try it anyway, but if it doean't as soon as I RTB and redeploy I'll let you know how it goes. Off to see how it goes. Thanks for this mod. ![]()
__________________
Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#9 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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There is asingle mission included in the patch anyway, so you don't need to test it in campaign ![]() |
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#10 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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I tested it. I nailed the deck it was on with HE rounds but it still didn't go out. It seems to me that if an HE round hit even close by in real life everything with in a certain radius would be destroyed. So you would not necessarily need a direct hit. Can you lower the levels a bit more?
Armor Level=-1 to -3 for WeaponsHeavy Armor Level=5 to 3 or 2 for WeaponsLight. This might help simulate hitting close by with the heavy weapons to destroy it. And killing the crew with the light weapons. If that's possible for either weapon. But on the other hand it might possibly make sinking a ship too easy. Not sure if there would be a happy medium. Also I see in SH5 the searchlights don't move like they did in SH3. They've got you in their light as soon as they come on, where in SH3 they moved around looking for you as it would be in real life. Is there a reason for this in SH5?
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#11 | |
Navy Seal
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You can see this best when you dive and two or more search lights cross beams where they think you are. If the lights are on you - the they are looking at you |
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#12 | |
Black Magic
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![]() I actually exploit this fact with one of the patches. If the zone encounters damage then I subtract some from it's AP value. I.e.: zone has -1 for AP value. Zone takes some damage. I reduce the AP value by, let's say, 0.22 so it's new AP is -0.78 ![]() Last edited by TheDarkWraith; 08-19-12 at 03:50 PM. |
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#13 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
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Thanks for the explanation TDW, I think I understand what you're getting at. I'm by far the least understanding of computer programing of just about anyone here on SS.
![]() ![]() I can live with whats been done so far. ![]()
__________________
Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#14 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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1. I don't know how the game calculates impact/damage from rounds, but if the method used resembles the one used for torpedoes, every box within a certain radius from the impact should have a probability of getting damaged, though not being directly hit. 2. If you are using Fx Updates, wildfires caused by HE shells should spread on deck, damaging everything around them. I am not sure though if ship equipment is affected by those fires like ship compartments are. |
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#15 | |
Black Magic
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