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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#766 |
Rear Admiral
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After spending all damn week one single file, i have to say, phhhhhttt im done... errr.. no im not done.. ive done all that im going to do.
http://www.ducimus.net/sh4/release/TMARU-Patch_1.6.2.7z (202KB) This patch addreses two things: - enviormentals that bugged me. scene.dat, smoke, and the like. - Improved sinking mechanics. Theres always soemthign else to do, i thought about retuching the sim.cfg to make night surface attacks eaiser, but people really do not need me to tweak a single variable for them. That, and i dont have the time to properly test it to make sure its not screwing over the AI visuals. Last edited by Ducimus; 09-01-07 at 01:25 AM. |
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#767 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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#768 |
Canadian Wolf
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Thanks Ducimus, and on a Friday at that
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#769 |
Watch
![]() Join Date: May 2005
Posts: 16
Downloads: 20
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Now go sink some ships.
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#770 |
Rear Admiral
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My adhoc documentation on the improved sinking mechanics.
The primary thing that ive done, was adjust hitpoints, and critical flotation. Hitpoints for most compartments is 240 hit points now. Critical flotation on many compartments was changed from 0.0, to 0.3, and in some places 0.1 or 0.2 In general, how damage is applied is this. The game takes the critical flotation as a percentage, and mulitpies that against a compartments hitpoints. This equates the minimum damage that must be applied to that compartment in order for it to start to flood. WHich, in most compartments in TM 1.6.1, means this: 240 * 0.3 = 72 So at a minimum, 72 points of damage must be applied to a compartment in order for it to start the flood. At 72-73 points of damage, the amount of flooding is mimimual, as for all intents and purposes, it is a small breach. The more damage inflicted past 72 points, the faster it will flood. Realize that in TM 1.6, most deck gun shells, is as such: 3"/50->HE = 8/20 3"/50-->AP = 6/14 4"/50->HE =12/20 4"/50->AP =10/18 Shell damage can very from 6 and 8 to as much as 20. So to start flooding, you'll have to shoot as many as 9 shells, or as few as 4 shells into a compartment in order for it to START to flood. If you want it to sink faster, you'll have to expend more rounds. Also, keep in mind you'll want to flood mulitple compartments in order to capsize the vessel your firing at. So all told you could spend as many as 20 to 40 shells in order to sink a ship by deck gun fire. Alot depends on the size of the ship as well. NOTE: All deck gun shots must hit BELOW THE WATER LINE in order to flood. The name of the game, is to sink by flooding, and because ships have compartments, you'll have to be smart about your torpedo placement. All told, for small merchants you'll use 1 torpedo, Medium mercants, 1 to 2 torpedos, large merchants 2 to 3, and in rare cases 4 torpedo's. Destroyers range from 1 to 3 torpedos', and capital warships range from anywhere from 5 to as many as 12 torpedo's. Also, knowing how damage is applied, id think twice about doing gun duels with a destroyer. |
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#771 |
Electrician's Mate
![]() Join Date: Jul 2007
Location: The Sweet State, Georgia
Posts: 134
Downloads: 44
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Thanks for this and everything else, Mr. Ducimus Sir! Hope to see you from time to time...respect
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#772 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I found the aircraft in the middle of the pacific. It's the nagumo force. The force is not actually in the game (I chnaged it to contact report every few hours and it isn;t there), but the CV airgroup IS there.
Presumably this would happen with every single scripted mission with a CV in the campaign. The missions must be allowed to load based on patrol start dates earlier than the battle to account for long patrols (you'd want to see the midway stuff on RTB, right?). The problem is that SH4 seems to load the CV airgroups at the time Campaign.cfg allows the mission to load. It's like the forces are on the map, but invisible, and the airgroups are just there. tater |
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#773 |
Rear Admiral
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#774 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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This is a stock issue, BTW.
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#775 |
Rear Admiral
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Yeah i figured that. But, now here i went about balancing aircraft attacks based on a bug that allowed planes to be there that shouldnt ahve been there to begiin with.
DOH! |
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#776 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I didn't alter the midway force waypoints, so it will be there with the crappy stock midway, just minus 1 CV (and a not remotely historical force
![]() The simple solution is to drop the CV air groups to zero. Alternately, if they were 1 plane of each type (elanaiba told me on another forum they are planes, not squadrons), the chances of seeing any would be small---which is why in all my testing I've never seen any, I have mine set to 1 of each plane. tater |
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#777 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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change the entrance and exit dates for the scripted planes and put the repeat level to 0 for a quick fix without opening everything up in mission editor.
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#778 |
Rear Admiral
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Too late!
![]() I set my modders hat aside, and hung it on the wall as of this morning. |
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#779 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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The problem is those load at patrol start like everything else. I can make no CVs have planes from 19420131 to 19420530, but if you start a patrol in that range, you'll not see any planes even during the midway battle. There is no "repeat." |
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#780 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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send out planes on their own anytime they feel like it but if you script a plane or air group they do what they are told when they are told to do it. So the scripted planes need to be removed just let the carriers do their own thing.
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