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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
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RR - you really have to try out the latest RFB beta (I know - nag, nag, nag). I've removed hull damage altogether making the hull integrity meter a non-factor. |
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#2 |
Loader
![]() Join Date: Sep 2003
Posts: 84
Downloads: 22
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Observer,
I'm curious so I declare that on-topic: How do you determine when the cumulative effects of damage weaken the hull? r/ feld |
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#3 |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
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That's not such an easy question to answer simply. In essence it has to do with two different ways the SH4 engine models damage.
The first has to do with the "collisionable object". This has to do with actual 3D model and the hit points associated with the model. As damage is applied to a model, for example during a torpedo hit, the torpedo damage HP are subtracted from the HP of the object. When the 3D model HPs equal 0 the object is said to be destroyed. This is actually the representation of "Hull Integrity" for the player submarine. It is simply a percentage representation of the number of HP remaining to the submarine 3D model. Do keep in mind that damage is applied to this model in a number of ways including collisions, exceeding crush depth (referred to as crash depth), torpedo and naval gunfire damage. The second has to do with damage zones, or boxes. These are intended to represent cargo holds, machinery spaces, compartments, equipment, etc. The idea is to simply ensure the collisionable object cannot be damaged, with the exception of some very specific circumstances, while ensuring the damage zones are capable of receiving all of the damage. |
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#4 |
Loader
![]() Join Date: Sep 2003
Posts: 84
Downloads: 22
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Great info. Thank you.
Flooding is related not to "hitpoint" damage but rather to "zone" type then? R/ feld |
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#5 | |
Commander
![]() Join Date: May 2005
Posts: 477
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#6 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
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This is untested & from memory:
It should work with all mods and is easy to do yourself. Open the menu.txt in notepad and find: 589=HULL INTEGRITY %s % change it to: 589= That's it. No more % indicator.
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#7 | |
Loader
![]() Join Date: Jan 2009
Posts: 87
Downloads: 75
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#8 | |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
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#9 | ||
Stowaway
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is your redo of the damage model going to address this bug? |
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