![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]() Quote:
Needless to say, I'm very curious to see his modded UPC files. ![]()
__________________
![]() ROW Sound Effects Contributor RFB Team Leader |
|
![]() |
![]() |
![]() |
#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
This is brilliant.
BTW, I noticed that the dead guy is actually not on the deck, he's below. What I did in my tests/experiments was that when I set "battle surface," I simply manually moved all my "below" deck watch crew to damage control. I love the idea of diesels that can be damaged but not destroyed (or VERY difficult to destroy). Operationally I think that the boat should never be unable to make way due to diesel engine damage. Awesome work! tater |
![]() |
![]() |
![]() |
#3 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
Regarding enemy deck guns, one idea might be to make an alternate set of small open mount guns for merchants and maybe subchasers and other small craft. These guns would be far easier to destroy. Real warships would have enough crew that even if you swept their guns clear for a moment, they'd be remanned in no time. Bottom line is duking it out with a DE/DD should be insanity or suicidal desperation.
Can't wait to get my PC set up upstairs (my "man room" is a gutted mess pending remodel). tater |
![]() |
![]() |
![]() |
#4 |
Rear Admiral
![]() |
![]()
Good work, and damn brilliant thinking. I'll try to offer some more constructive comments later. Late night last night, im not really "with it" right now.
|
![]() |
![]() |
![]() |
#5 | |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#6 | |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
|
![]() Quote:
This is the key: Code:
[UserPlayerUnit 1.FunctionalSubsystem 38] ID= CrewBerthing NameDisplayable= Crew Berthing FunctionalType= CrewMembersGrouping IDLinkFunctionalSubsystemSlots= CrewMemberSlot_BerthingC1, 0,CrewMemberSlot_BerthingC2, 0,CrewMemberSlot_BerthingC3, 0,CrewMemberSlot_BerthingC4, 0,CrewMemberSlot_BerthingC5, 0,CrewMemberSlot_BerthingC6, 0,CrewMemberSlot_BerthingC7, 0,CrewMemberSlot_BerthingC8, 0,CrewMemberSlot_BerthingC9, 0 |
|
![]() |
![]() |
![]() |
#7 | ||
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
|
![]() Quote:
These "special" zones are important, and are specially hard coded so that they do not require the definition of "Category=Engines Room" in the zone definition. I originally had the idea to add new zone definitions for ME #3 and #4 (link equipment to damage zone), however this didn't work because they wouldn't move the ship unless they contained the "Category=Engines Room" designation in the zone definition. This in turn presented problems because the "special" electric engine zones contain the "Category=Engines Room" designation and won't work properly without it. Suffice it to say I tried every permutation and combination I could think of to make this work and it would not, at least in a believable fashion. I also tried adding an extra 21 and 55 zone to the Gato with links to the applicable equipment entry. This became a "one to many" data problem and would not represent the individual engine damage properly. This in turn resulted in repair problems for the engines. I even tried some more creative "zone in zone" behavior I've used in other areas, but this proved to be more trouble than it was worth. In the end, I settled on one big zone linked to one combined equipment file. It's a compromise I'm still not crazy about. I rationalize it by saying it's an abstraction, though the one part I do like is the reduction of speed when damaged. The damage resistance is based on high HP, and still requires balancing. Armor can't be used without some modification to the zone since the DE zone is inside of the ER compartment, and the armor check is only conducted once. I even toyed with the idea of repairable destroyed equipment similar to the "bulkhead" equipment, but this seems to be unique to the bulkhead equipment item, and given the on screen space limitations, I don't know that adding four new compartments is really practical. Whew. I hope that helps explain. |
||
![]() |
![]() |
![]() |
|
|