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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Rear Admiral
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:hmm:
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#17 | ||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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I increased my hitpoint, at in example Obs periscope and it works... hitpoint, armor, flooding time seems to works... :hmm::hmm::hmm: |
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#18 | |||
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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I set each item in the Uboat section of zones.cfg to hitpoints=701 to 782 and looked for those values in quite a few saves and never saw them. A change to the upc file hitpoints show up in the save game. Floatation never appears in a save file, nor does Armor, etc. zones.cfg is no longer what it appears to be. |
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#19 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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SHIV,or die trying to fix !?!?
I have tried Redwine's changes to zones.cfg,& they make the game more playable.
Although they might not be the final fix, for realism sake,I will follow this thread, ![]() |
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#20 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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Here is a test I did.
It shows that crit floatation is not used as a trigger level for flooding. I really have no idea what it is now lol. Comments and ideas welcome. NSS_porpoise.cfg ;=============== max depth set to 250m 820ft nss_porpoise.zon ;========== hull hp 600 Crash depth 100m 328 ft Crash speed .002 (wanted VERY slow to watch flooding and damage) zones.cfg ;================ ; New Sub Section ;================ [PeriscopeAttack] Critic Flotation=0.700000 ; 70% should start flooding ??? FloodingTime=100000 ; 10 * faster than the slowest setting [PeriscopeObservation] Critic Flotation=0.350000 ; 35% should start flooding 2 * as fast ???? FloodingTime=1000000 ; slowest possible leak .000001 ;============ I loaded quick mission with porpoise. It hit and used settings from attack scope Now here are some snips from several save files. There was other damage but I focus on stern and hull. After DC hit at 325 ft - just above crash depth of 328 almost direct hit on stern -less than 1% damage on hull, but 51% on aft compartment. [UserPlayerUnit 1] ID=Porpoise Evolution=Normal ;; no battlestations yet Damage=0.001684 ;; this is hull damage in percentage [UserPlayerUnit 1.Compartment 1] ID=PorpoiseSternTorpedo Hitpoints=200.000000 Efficiency=0.239914 Damage=0.518639 DamageHitpointsConsumed=103.727707 RemainingRepairTime=0000-00-00 00:07:18 FltDamage=0.000000 CriticalFlotation=0.700000 ; here is the crit floatation from attk peri in zones.cfg FloodingLevel=0.020002 FloodingTime=0000-00-00 00 ![]() FloodingSpeed=0.000010 ;here is 10* faster than slowest possible of .000001 In spite of the crit floatation set at 70%, flooding was occuring at 51% damage. called battlestations, called for 200ft, and went flank. listened to CE call out falling depths... @1649ft hit bottom. I think batteries stopped at 820ft ??? not sure exactly where. damage repaired in stern - but still showing consumed hp ? stern battery destroyed bow battery undamaged but showing 0/100 ?? still pumping ?? [UserPlayerUnit 1] ID=Porpoise Evolution=Battle_Stations Damage=0.223376 [UserPlayerUnit 1.Compartment 1] ID=PorpoiseSternTorpedo Hitpoints=200.000000 ; compartment hp from data\submarines\nss_porpoise\nss_porpoise.upc Efficiency=0.777898 Damage=0.000000 DamageHitpointsConsumed=71.068138 RemainingRepairTime=0000--88--70 23:57:17 FltDamage=0.000000 CriticalFlotation=0.700000 FloodingLevel=0.778191 FloodingTime=0000-00-00 00:00:52 FloodingSpeed=0.000010 one hour on bottom - barely crushing - damage clean 0 consumed - still pumping [UserPlayerUnit 1] ID=Porpoise Evolution=Battle_Stations Damage=0.223566 [UserPlayerUnit 1.Compartment 1] ID=PorpoiseSternTorpedo Hitpoints=200.000000 Efficiency=0.811866 Damage=0.000000 DamageHitpointsConsumed=0.000000 RemainingRepairTime=0000--88--70 23:57:17 FltDamage=0.000000 CriticalFlotation=0.700000 FloodingLevel=0.263615 FloodingTime=0000-00-00 00:00:00 FloodingSpeed=0.000010 two hours on bottom - absolutely recovered stern except no batteries blowing tanks does nothing - suspect because exceeded 820 max depth - inoperable sub no increase in hull damage. [UserPlayerUnit 1] ID=Porpoise Evolution=Battle_Stations Damage=0.223566 [UserPlayerUnit 1.Compartment 1] ID=PorpoiseSternTorpedo Hitpoints=200.000000 Efficiency=0.796697 Damage=0.000000 DamageHitpointsConsumed=0.000000 RemainingRepairTime=0000--88--70 23:57:17 FltDamage=0.000000 CriticalFlotation=0.700000 FloodingLevel=0.000000 FloodingTime=0000-00-00 00:00:00 FloodingSpeed=0.000010 OK this one is just to show another tag from a upc file. [UserPlayerUnit 1.Compartment 3.EquipmentSlot 11.Equipment] ID=ObsPeriscope NameDisplayable=Observation Periscope EquipmentInterval=1900-01-01, 1999-12-31 EquipmentSlotType=USPeriscope ExternalLinkName3D=NULL FunctionalType=EqFTypePeriscopeBody Hitpoints=219.000000 ;hp from data\upcdata\upcunitsdata\equipment.upc - not zones.cfg EfficiencyHumanFactor=1.000000 EfficiencyMechanicFactor=1.000000 Efficiency=1.000000 Damage=0.000000 ; how did this get repaired - is red on board ???? DamageHitpointsConsumed=18.792816 ; must be repaired on surface RemainingRepairTime=0000--88--70 23:56:30 Bottom line is I have absolutely no doubt that the sub load is 1. pick attack OR obs periscope 2. load crit float and floodingtime from selected periscope. lol HP comes totally from upc, except for hull. flooding can happen below crit flood. unless the number is capped under .7 Appears I was right to not assume it still means the same thing... :hmm: I have no idea what it means now... Q: what if max depth is set to 3280ft ? would battery not turn off ? could you blow to surface from 900 ? I am not sure you can keep a heavy boat up.... no mater HOW SLOW you nerf flooding and hull crush damage. So what is the depth that we should allow repair/pump on the bottom ? Could be interesting. Also.... !! ![]() I think I know how to stop the chain reaction of compartment to compartment flooding. Not sure what else it will effect. equipment.upc [Equipment 36] ID=Bulkhead NameDisplayable= Bulkhead FunctionalType= EqFTypeBulkhead EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ;;;;;;;;;;;;;;;;;;;was;;;;;Wall <<=== !!! ExternalLinkName3D= NULL Hitpoints= 236 Comments and tests and feedback and questions please. |
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#21 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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Further testing with crash speed .02 instead of .002
Batteries are weird. All this occured well above crash depth, so the max depth is not the issue. At 25% in game with NO damage showing on either - only topside external damage. savegame shows NO damage to batteries (~320ft) At 0% in game with NO damage showing on either - other compartment damage and flooding present. Savegame shows one destroyed and one at 10% - but hull is 100% and get circle of death 10 seconds after save. (~80ft). It is REAL HARD to get a sub with even light hull damage to not sink. The deeper, the more pronounced and the faster you have to go. It is like hull damage and depth are now linked to floatibility. I see no mention of floatibility anywhere in saves... I remember in SH1 I liked to stay near relatively shallow water to lay on the bottom and survive. I have a feeling I will again start looking for hunting areas with a comfortable bottom... |
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#22 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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^^^except every time I am on the bottom hoping to repair, the damage seems to accelerate (as if I'm getting collision damage sitting on the bottom).
tater |
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#23 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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Sad thing is - even if you do sit on the bottom at say 300ft, repair all your damage, and pump out all the water.... I dont believe you can get up in most cases because hull damage = weight. I am afraid it is usually not the flooding that takes you to the bottom it is the invisible hull damage weight. I am hoping hard that this is not the case... I am still waiting for the right damage combo. |
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#24 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I see to recal a pretty gentle bump, but when I started getting damage (I was in fairly shallow water), I went to the external cam, and the sub was bouncing.
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#25 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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Yeah, I have heard of bottom damage but I have not experienced it myself, at least that I could seperate from what was happening anyway.
I just figured out how to give youself the damage you want - load a nice calm opening scenario - surfaced, and save. Edit the saved file to have exactly the damage you want, then reload. |
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#26 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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There are some changes in this game, some settings are not same as in SH III.
In example, into SH III, the maximundepth into cfg files, is the maximun depth at wich the game's 3D engine modelates a unit, a ship or a sub. Under this value the ship or sub, disapears. About the critical flotation, if i dont remember bad... it was the weight of the water wich cause negative buoyancy. May be i am wrong... but 0.35 means 35% of water cause negative buoyancy... And Bump ...! Last edited by Redwine; 04-10-07 at 07:21 AM. |
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#27 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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[CommandRoom] Category=Command Room ; don't remember this one Multiplier=1.100000 ; 10% chance to roll critical damage Flotability=30 ; relative weight of water in this compartment Hitpoints=200 ; HP Destructible=No ; as far as I know this never worked Armor Level=-1 ; -1 was "same as hull" higher +number is better Critic Flotation=0.231007;0.25 ; % of damage before flooding Critical=No ; as far as I know this had no effect Effect1=#dc_bubbles, 30 ; damageeffect, percent damage to use it FloodingTime=3601;120 ; relative speed of flooding CargoType=None ; not aware it was ever used on subs |
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#28 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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Many Thanks !
I was confused by recall between Flotability and Critic Flotation... The problem seem sto be the Bulkhead... Just few minutes ago.... 1] I had taked damage into the after torpedo room, loss tow torp tubes and no pitch up effect, and was able to divve later. 2] But i receive the we are taking damage with no visible damage at any place. 3] With Bulkhead damage, even when you recive the alla damages repaired sir, or some thing similar, i dont remember well, and with no visible damage, if you dive, you sinks. It may be real... but we need a message "hull so stressed sir, dive not reccomended..." intead an "all damage repaired sir" About the hit points and armor... when i removed the -1 from all compartements and asign a random value... low as 5, it seems to be more easy to take damage... Does it means the armor works in Zones.cfg ? The same seems to happens almost for me with hit points, i increased the periscope hit points and periscope destruction droops down... Still working and researching please.... and share your results. ![]() ![]() ![]() and Bump ! |
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#29 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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Look in your save files - you will see your hitpoints. If you put funny values in zones.cfg you will NOT see them show up in the save file. Tag the UPC hitpoints with funny values and they DO show up in the save files. Compartments: data\submarines\nss_*\nss_*.upc Equipment: data\UPCData\UPCUnitsData\Equipment.upc |
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#30 | ||
Watch
![]() Join Date: Mar 2007
Posts: 22
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