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Old 12-11-07, 09:47 AM   #1
tater
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Great contribution, jean. The lag at subsim, combined with RL made it hard to keep up in the last couple days.

Here is the local filesharing assuming it is under 5MB:

http://mpgtext.net/subshare/

tater
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Old 12-11-07, 04:33 PM   #2
jean74
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Hi,

First, many thanks Tater for help and link.

For ramming, I have decovered that the file submarine.zon is needed.
In these files, the last amor level must be at "-1".
In this case :
- soundness is the same,
- durring depthcharging lights inside the sub flicking more.
In addition with the NSM mod, I have noticed that ramming work properly, but not for all submarine.
Later, I noticed that the same sub took damages only in some cases (depending of cfgdate) and I have decovered that the folder concerned was "Objects".
After many tests I have found that the *.sim files (in the folder object) for PORPOISE and S-type was corrupted and I repaired them.
My last tests showed that the *.dat in association with *.sim, *.zon and *.val files (in folder objects) are corrupted and concerned :

GATO conning01 conning02 conning03 conning04
ramming....OK........OK..........NO............NO

SALMON conning01 conning02 conning03
ramming......OK..........OK...........NO

SARGO conning01 conning02 conning03
ramming OK............ OK .........NO

TAMBOR conning01 conning02 conning03
ramming ......OK ..........NO ........NO

BALAO and GAR, ramming never work.

So I need better modder than me to find by comparison the good parametre and repare ramming.

the link : http://mpgtext.net/subshare/910ramming.7z

Many thanks for helping

best regards,

Jean
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Old 12-11-07, 09:45 PM   #3
TheDarkWraith
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Hi all! I'm not a regular SH4 forum member as I'm currently modding SH3 but Tater got me interested in this.

I made a depth charge explode right at the point of impact on a collision with the following settings for the depth charge (triggered via event):

- minEF = 250
- maxEF = 250
- minRadius = 5
- maxRadius = 50
- Impulse = 0
- ExplosionRange = 50
- AP = 100

This way I had a controlled test environment that I knew how much damage would be inflicted every time the collision happened.

I setup a test mission to ram a cruiser. Interesting test report here (the collisions are the sub ramming the ship the first time, bouncing off and hitting again, etc.):

- first collision - nothing
- second collision - damage to most of the after torpedo room :hmm: (very odd since the bow of the ship rammed the other ship)
- third collision - more damage to after torpedo room and other areas (sub was almost parallel to direction of travel with ship when this one happened)

I checked the .zon files for the sub and all looks well for the most part (it was a quick scan of the file - I did not check every box or sphere for placement, size, etc.).
I checked the zones.cfg file and might have an explanation for this behavior:

After Torpedo Room has an assigned hit point value of 200. The components contained in the after torpedo room have less than this. It appears that the hit points for the after torpedo room had to be taken to 0 before damage would occur to the items it contains.

Preliminary findings but thought I would share.
If you're interested in my test files let me know or Tater know. Like I said I don't visit here regularly

EDIT:

the sub used was the porpoise.
ship was JP CL Naka.
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Old 12-21-07, 07:51 PM   #4
Sakura551
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Hi everyone. What this thread is proposing is interesting, but unnecessary because I have fixed the ship ramming damage model in SH3. See this thread:

http://www.subsim.com/radioroom/show...=127286&page=4

To fix the SH4 ship ramming damage model, could someone please upload the vanilla SH4 ShCollisions.act file because right now I don't have SH4 installed.
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Old 12-21-07, 08:13 PM   #5
tater
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Will-do. BTW, is this all or nothing, or can subs survive minor hits? I seem to recall RL collisions that were brutal, but not instantly fatal to the sub. that said, instant sub-death is better than stock, but horrific damage (usually fatal) would be better


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Old 12-21-07, 08:17 PM   #6
Sakura551
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Quote:
Originally Posted by tater
Will-do. BTW, is this all or nothing, or can subs survive minor hits? I seem to recall RL collisions that were brutal, but not instantly fatal to the sub. that said, instant sub-death is better than stock, but horrific damage (usually fatal) would be better


tater
Not all or nothing. Can be adjusted. But I still can't disable the instant death screen yet.
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Old 12-21-07, 08:32 PM   #7
tater
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Cool.

Growler's bow after a collision with a jap patrol craft:



I think I read of a collision where the shears were torn away, and they had to keep the conning tower closed off (it was flooded). That might be in my mind, lol.

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