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Old 04-24-14, 08:52 AM   #1
Bilge_Rat
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Its a lot of work so its not surprising RFB never finished it. You have to individually mod each ship class upping the hitpoints and adding new zones, using the S3D editor. Some ships, like the IJN fleet carriers, are notoriously easy to sink in stock.

The stock sinking model is not just hitpoints, it is a combination of hitpoints and flooding. The problem is that ship movement is tied to hitpoints, i.e. a ship will only stop moving when it loses all its hitpoints and the game knows it is definitely sinking. The problem with the pure flooding approach is that the ship can keep on moving even though it is heavily listing or even partly underwater.

TMO also uses the stock sinking model. I imported the RFB model into it, but was not happy with the result. I had done a mod which leads to more acceptable results in TMO IMHO, i.e.:

http://www.subsim.com/radioroom/showthread.php?t=193610

It would be possible to adapt it to RFB so the other warships sink at a slower rate. However, you cannot just dump it into RFB since RFB heavily customized the Zone cfg file as I recall. Someone would have to edit the appropriate zones in the RFB Zone.cfg.
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Old 04-25-14, 12:09 AM   #2
TorpX
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Quote:
Originally Posted by Bilge_Rat View Post
Its a lot of work so its not surprising RFB never finished it.
You're not kidding!

I've looked at the files, toying with the idea of trying to mod the damage model.


Then as I stare into the digital vortex, and the life force drains out of me, I shrink back from the abyss.




Quote:
The problem is that ship movement is tied to hitpoints, i.e. a ship will only stop moving when it loses all its hitpoints and the game knows it is definitely sinking. The problem with the pure flooding approach is that the ship can keep on moving even though it is heavily listing or even partly underwater.
So, there is no way to put in an engine room(s) that would disable a ship?

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Old 04-25-14, 07:40 AM   #3
Bilge_Rat
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Originally Posted by TorpX View Post

So, there is no way to put in an engine room(s) that would disable a ship?

I never got that far. Once I realised how much work was involved, I limited myself to just modding the Zone.cfg file. The rest is just from observation during testing.

There are engine zones in the zone.cfg file Might be worth testing.
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Old 04-25-14, 09:41 PM   #4
TorpX
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Quote:
Originally Posted by Bilge_Rat View Post
I never got that far. Once I realised how much work was involved, I limited myself to just modding the Zone.cfg file. The rest is just from observation during testing.

There are engine zones in the zone.cfg file Might be worth testing.
I understand. Testing alone gets to be very tiresome, and results aren't always consistent.
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