SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-31-08, 11:08 PM   #1
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by Rockin Robbins
Whoever does will be a hero in my book! The thing is a travesty. It is the triumph of the whiners. I haven't found a submarine that has one of those yet.:rotfl:
[Slightly OT]

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.
Observer is offline   Reply With Quote
Old 09-01-08, 08:33 AM   #2
feld
Loader
 
Join Date: Sep 2003
Posts: 84
Downloads: 22
Uploads: 0
Default

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
feld is offline   Reply With Quote
Old 09-01-08, 11:44 AM   #3
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

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.
Observer is offline   Reply With Quote
Old 09-02-08, 12:01 PM   #4
feld
Loader
 
Join Date: Sep 2003
Posts: 84
Downloads: 22
Uploads: 0
Default

Great info. Thank you.

Flooding is related not to "hitpoint" damage but rather to "zone" type then?

R/
feld
feld is offline   Reply With Quote
Old 09-02-08, 06:17 PM   #5
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by feld
Great info. Thank you.

Flooding is related not to "hitpoint" damage but rather to "zone" type then?

R/
feld
Flooding is always related to the amount of damage the zone takes.
Observer is offline   Reply With Quote
Old 09-03-08, 08:25 AM   #6
danlisa
Navy Seal
 
danlisa's Avatar
 
Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
Default

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.
__________________
danlisa is offline   Reply With Quote
Old 01-29-09, 10:04 PM   #7
PurpleCity
Loader
 
Join Date: Jan 2009
Posts: 87
Downloads: 75
Uploads: 0
Default

Quote:
Originally Posted by danlisa
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.
Tested, doesn't work...
PurpleCity is offline   Reply With Quote
Old 09-03-08, 08:45 PM   #8
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by Mikhayl
@Observer, did you use "critical" points in your submarine compartments ? To simulate let's say a hefty direct hit in the command room or the like ?
No. Hefty direct hits are handled by the way I've rebalanced the zone and DC hit points, though the idea of using the critical chance does have merit to simulate random catastrophic failure.
Observer is offline   Reply With Quote
Old 01-30-09, 12:37 AM   #9
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Observer
Quote:
Originally Posted by Mikhayl
@Observer, did you use "critical" points in your submarine compartments ? To simulate let's say a hefty direct hit in the command room or the like ?
No. Hefty direct hits are handled by the way I've rebalanced the zone and DC hit points, though the idea of using the critical chance does have merit to simulate random catastrophic failure.
well how do you handle the totally unrealistic indestructable ship to ship collisions that in most cases leave both ships totally undamaged. when a task force is atacked (like the midway mission) and a carrier or CA runs into a DD broadside and pushes it out of the way doing 15kts it should not slide out from under it and speed off with no damage.

is your redo of the damage model going to address this bug?
  Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:13 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.