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09-24-13, 03:25 PM | #151 |
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I've edited last post a bit Gap...
Also i'm interested is there any controller for TDC? If we still don't have luck with torpedo tubes,maybe there is is walkaround with TDC? Maybe is hard coded? P.S. Medic now?! Jeeee....
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09-24-13, 05:49 PM | #152 |
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If I understand correctly, the exposure factor is sort of a damage multiplier which is applied to crew, weapons and equipment of each compartment, unless (I wonder why?) they are linked to an external 3d model, and the model got a damage box. Is this correct?
Two thoughts: - functionalities of most equipments are connected with the controllers applied to their 3d models. Therefore, the more damage shown in the damage management window, the worse their functioning. On the other hand, equipments missing 3d meshes/controllers can take damage, but this damage is not actually connected with any function. It that was true, it would imply that damage shown for them in the damage management UI is correct, but this damage is just a cosmetic feature, not involving any loss of functionality - the HP setting in upc files is probably applied to equipments missing 3d models and damage boxes. If an equipment got a damage box, the HP setting of its zone (or of his SH3ZonnesCtrl controller) is used instead. Can you confimr/disconfirm my thoughts? |
09-24-13, 06:46 PM | #153 | |||
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for example. There we have (in damage menu) slots for attack and obs periscope, pumps and torpedo data(probably TDC). Now all those items taking damage from hits to box with description "ubtcommroom", except pumps which have their own damage box with description "pumps". Because of this, damage percentage for them(pumps) is calculated properly in damage menu , depending of settings in zone definition from zone.cfg. Somehow, game is hardcoded to think that periscopes are linked to command room and that is the problem. I did not tested this but i think, if i add one box with description obs.periscope to main submarine .zon file, then amount of damage will be calculated correctly but there is no use of this because real periscope is "disconnected" completely from zones from main submarine zon. Quote:
[/QUOTE] I really dont know.. I've got some mine theory that those HP from UPC are somehow connected to repair times...but i'm not sure, maybe they are just one big NOTHING...:P
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09-24-13, 07:01 PM | #154 |
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O yes, and i think i'll need some transparent meshes for standard ubt hydrophones after all... they are destroyable but i have very strange behavior when 0HP is reached (game freeze most of the time ). Also note , that after hydrophone is destroyed, it is unusable but only for player, AI can give you bearing even after...Bummer...
P.S. Do you guys from subsim use any form of voice comunication, teamspeek, skype or something? My typing takes so much precious time for modding...
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09-24-13, 07:37 PM | #155 | ||||
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Each periscope is functionally composed by two parts, i.e. two separate equipment definitions in equipents.upc: the PeriscopeBody (I think this is the periscope model we see inside the sub) and the PeriscopeHead. The latter are linked to external scope models in UBoot_Sensors.GR2, and you have already given damage boxes to them. On the other hand, PeriscopeBodie's have not external 3d model linking; nonetheless, if my interpretation of them is correct, their models are located in data/Subarine/Common/Parts/Room_?? - Periscop + Anim.GR2, and each got a sim file with PeriscopeStationController and InteractionContext controllers. You could try adding damage boxes to them. Quote:
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Try changing the HP upc setting of an equipment which got its own damage box and see what happens. Use huge numbers to be sure that eventual effects won't pass unnoticed. I am 99% sure that nothing will happen. Quote:
This is actually weird, the controller attached to hydrophone sensors works for both the human player and AI crew, and destroying/damaging it should affect our sonarman. Tomorrow I will see what is going on with it Last edited by gap; 09-24-13 at 07:56 PM. |
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09-25-13, 05:41 AM | #156 | |||||
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Actually, i expected this kind of behavior...Hydrophones are completely different from the deck gun for example and when crew reporting you bearings and distance, it looks like those readings aren't connected to hydrophone controllers in any case. Example is, you can ask sonarmen for nearest contact even while You using hydrophone and pointing sensors in completely different direction. It's like underwater version of "nearest visual contact" report...
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09-25-13, 05:53 AM | #157 |
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Привет Captain
Which type of submarine? 761 is depth, right? What happened, did you dive on purpose to that depth or you sinking because of flooding? What's you'r hull integrity readings? Describe situation from the picture in a bit more details...
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09-25-13, 06:38 AM | #158 |
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Hm, strange... I didn't have nothing similar... Someone else maybe?
Why dont you try some single mission?
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09-25-13, 07:51 AM | #159 | |||||
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P.S: have you noticed that the deck gun got a damage box on boat's hull? Quote:
On a side note: does the damage management window have separate fields for periscope heads and bodies, or they are merged into one equipment with its own damage percent? Quote:
Okay, now try changing the same setting for equipments which have no box of their own Quote:
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09-25-13, 09:04 AM | #160 |
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09-25-13, 09:40 AM | #161 | ||
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Separate, but probably only for cosmetic purposes...
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09-25-13, 10:54 AM | #162 | ||
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As for periscope bodies, keep calm and try doing this when you get time: - create two new empty zon files, one for each Room_?? - Periscop + Anim.GR2 file, and add a SH3ZonesCtrl controller to each, each with a damage box pointing to the periscope model of its respective GR2 file. - make each box either destructible or not destuctible (we will see which setting works better) - open Equipment upc and change this: Code:
[Equipment 18] ID=EqpAttackPeriscope NameDisplayable= Attack Periscope FunctionalType= EqFTypePeriscopeBody EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ExternalLinkName3D= NULL Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15 [Equipment 19] ID=EqpObsPeriscope NameDisplayable= Observation Periscope FunctionalType= EqFTypePeriscopeBody EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ExternalLinkName3D= NULL Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15 Code:
[Equipment 18] ID=EqpAttackPeriscope NameDisplayable= Attack Periscope FunctionalType= EqFTypePeriscopeBody EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ExternalLinkName3D= Periscope_O_anim,data\Submarine\Common\Parts\Room_CT - Periscop + Anim Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15 [Equipment 19] ID=EqpObsPeriscope NameDisplayable= Observation Periscope FunctionalType= EqFTypePeriscopeBody EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ExternalLinkName3D= Periscop_CR,data\Submarine\Common\Parts\Room_CR - Periscop + Anim Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15 What should happen? one (or both) of these: - immediate CTD as soon a periscope body gets damaged/destroyed - periscope bodies not responding to human interaction when damaged, and showing correct damage level in damage management interface. Fingers crossed |
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09-25-13, 06:37 PM | #163 | |
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When i remove spaces, 3d model isn't loaded in the game at all and also this will messed up UI ... And here's screenshot for pumps, sry, i forgot...
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09-25-13, 07:18 PM | #164 |
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Remember this Gap?
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09-26-13, 05:46 AM | #165 |
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Good news after all!
I've figured how to " connect " boxes with slots in damage menu, even to add new one... Stand by for more updates...
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