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Old 08-09-13, 01:28 PM   #1
Bubblehead1980
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I know this is an older thread but am looking at the ijndepthcharges.zon file and its says the minef/maxef are hitpoints? Could someone explain the hit points? Im trying to make the depth charges a bit more realistic.
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Old 08-09-13, 02:27 PM   #2
Webster
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Quote:
Originally Posted by Bubblehead1980 View Post
I know this is an older thread but am looking at the ijndepthcharges.zon file and its says the minef/maxef are hitpoints? Could someone explain the hit points? Im trying to make the depth charges a bit more realistic.
that's a coomon setting for most things and it means:

minef = minimum effect range

maxef = maximum effect range

so I assume you are setting the explosive "bubble" size if you will with these settings.

setting the max effect too high on something like torpedoes will turn ships into swiss cheese looking above deck damage
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Old 08-09-13, 04:54 PM   #3
Bubblehead1980
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Quote:
Originally Posted by Webster View Post
that's a coomon setting for most things and it means:

minef = minimum effect range

maxef = maximum effect range

so I assume you are setting the explosive "bubble" size if you will with these settings.

setting the max effect too high on something like torpedoes will turn ships into swiss cheese looking above deck damage


Well my aim is to make it so over time they beat the sub up.im tired of depth charges that are not that close causing bulkheads to collapse.I adjusted the radius for "full damage" and also the depth precision that kind of made them smart bombs it seemed.Neutered the hit points a little took much i think but may be on track.Really wish could make them historical but its not within the games ability.
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Old 08-10-13, 01:55 PM   #4
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well if you are "tired of depth charges that are not that close causing bulkheads to collapse" then set the max range closer to the min range so its a tighter circle of damage but you get the same level of damage so an accurate hit will do the expected damage but if its off to the side it wont do much.

one thing to keep in mind is under water the shock wave created can do massive damage on its own so that's why you get so much damage from near misses in the game.

it takes time and a lot of testing but im sure you will get it figured out to your liking, just take lots of notes of everything because things like this you might start over several times using different settings or combinations of settings before you find the settings you find work best.

just try not to change hit points too much or you lose the damage you need from on target hits as you found out.
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Old 08-10-13, 04:01 PM   #5
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Quote:
Originally Posted by Webster View Post
well if you are "tired of depth charges that are not that close causing bulkheads to collapse" then set the max range closer to the min range so its a tighter circle of damage but you get the same level of damage so an accurate hit will do the expected damage but if its off to the side it wont do much.

one thing to keep in mind is under water the shock wave created can do massive damage on its own so that's why you get so much damage from near misses in the game.

it takes time and a lot of testing but im sure you will get it figured out to your liking, just take lots of notes of everything because things like this you might start over several times using different settings or combinations of settings before you find the settings you find work best.

just try not to change hit points too much or you lose the damage you need from on target hits as you found out.

The one interesting aspect of this game is that they're 100 different approaches you can take to get the basic same effect.

Bubble, I have several ideas, but I think we're gonna have to adjust hit and armour on the sub, then play with charges, then tweak the attacks to last longer. Course, it's been done numerous times before, but maybe we can hit better on what you're looking for. I think Trav got really close, just needs a lil tweaking.
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Old 08-11-13, 09:03 AM   #6
Bubblehead1980
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Quote:
Originally Posted by Armistead View Post
The one interesting aspect of this game is that they're 100 different approaches you can take to get the basic same effect.

Bubble, I have several ideas, but I think we're gonna have to adjust hit and armour on the sub, then play with charges, then tweak the attacks to last longer. Course, it's been done numerous times before, but maybe we can hit better on what you're looking for. I think Trav got really close, just needs a lil tweaking.
I agree.Traveller had it almost perfect. I've played around with them a bit.I reduced the "Depth precision" so they were not like smart bombs but ones that are close now do too little damage.
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Old 12-20-15, 02:57 PM   #7
KaleunMarco
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not sure if ducimus and webster are still active, but thank you for explaining this topic. i came late to the party but i am enjoying it immensely.
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Old 01-02-16, 07:18 PM   #8
Rockin Robbins
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Webster is here, Ducimus is not, but they both are deserving of your thanks.
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