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#16 | |
Rear Admiral
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Excellent idea! |
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#17 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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What's the difference between the overall compartment we see fot the engine room, and the diesel engine room vs electric, etc?
Can we make the [Diesel Engine Room] have 50 armor instead of -1? That would be a 200 point min to penetrate with a non-AP DC, right? Is -1 no armor, or infinite? |
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#18 |
Rear Admiral
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-1 i beleive means default value, ... 25 if im not mistaken.
I have an alternate idea. Rather then add AF, i think i might try doubleing or trippling the hitpoints in the UPC for just engines 1 and 2. edt: nevermind on that just 1 or 2, looks like its an all or nothing deal. |
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#19 |
Navy Seal
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Location: New Mexico, USA
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I just changed the armor to 50 (some are explicitly 25, which is default, no?). I got sunk a couple times by kaibokans and not once did I lose diesels, though I took light damage to them.
Unfortunately most damage was to the forward hull in most cases. tater |
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#20 |
Commodore
![]() Join Date: Jul 2006
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I hope that helps
![]() So, yes there are only two electric and two diesel engines. Let me explain. NSS_Porpoise.zon defines the compartments. There are 4 compartments of type 21,22,55,56. These are the links to zone properties in zones.cfg. increasing armor will make the engines take no damage at all when the bombs cannot penetrate it. increasing hp will cause less damage but will still damage both. What you can do: 1. you can have 4 engines. by creating 4 new zones and zoneproperty-entries. 2. you can make the zones smaller and wider appart so its harder to hit all engines simultaneously. Adding new zones is hexwork, you can just copy existing zones and change their coordinates. At same time you can make the displacements. When adding new property entries ones must be carefull. You may not just add new zones to the zonelist. There can only be 210 zones and they are all used. So what you can do is replace an existing zone. You must find zones that are basicly the same and combine them to make a free zonenumber that you can use. |
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#21 |
Navy Seal
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Location: New Mexico, USA
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There are hitpoints in the zone, too. What's the diff? If it's -1 in the zone, then it uses the UPC value, perhaps?
tater |
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#22 | |
Commodore
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#23 |
Rear Admiral
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As an aside, i just reminded myself that the HP's in the UPC file wont do much in this scenario.
Ive instead opted to just increase the HP's in the zones.cfg from 200, to 400. Leaving the AP at whatever the default is. I want engine damage... i just dont want them obliterated so quickly. Oh, i just found a neat way to test DC's. in the torp sim file. set it to run circular 100% of the time. Set the magnetic det range to whatever approximate you want the simulated DC to explode at. (im currently testing 10 meters) In the zon file, set your min max damage and radius to equal that of a depth charge. Adventures in modding! :rotfl: |
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#24 |
Navy Seal
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Location: New Mexico, USA
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So if I add a real value, it uses that instead.
In the zon file, are the diesels themselves in a node someplace? I can see them (various zones) with S3D, but they are not labeled. I think if we could make the diesels vulnerable to destruction to weapons with AP, but NOT to weapons without AP, we'd be in good shape. A close DC might still take them out, but if a DC goes off in contact, you should probably be dead anyway. That would be a "mission kill" and I'd be fine with that. I just hate the fact that it's common in DC attacks to lose just 2 engines and it's career ending. Honestly, the batteries charging on the surface with the diesels destroyed in the early game versions was more realistic in many ways since the game doesn't even have the aux engine. The chances that they couldn't get ONE of 5 working enough to charge batteries seems pretty unlikely, and right now it's a career ender. tater |
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#25 |
Navy Seal
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Location: New Mexico, USA
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Cool idea on testing!
tater |
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#26 | |
Rear Admiral
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I think whats happening is the torpedo is g oing too fast. so the velocity of the fish is pushing the explosion point ALOT closer, so that every hit is near direct one. Gonna try to slow the fish down and see how it works then. edit: a 3 kt torpedo is halarious, but isnt whats needed. I think the mag det range isnt a direct 1 to 1 translation. Think bigger on the mag det range. Gonna have to eyeball whats close and whats not. |
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#27 |
Navy Seal
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Location: New Mexico, USA
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Slow them to 3-5 m/s, lol.
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#28 |
Rear Admiral
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See edit of last post :P
edit: Using torepdos as a simulated DC.. great idea that doesnt work i think. The damage im seeing is NOTHING like what ive seen underwater with the same settings. Last edited by Ducimus; 12-05-07 at 03:18 PM. |
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#29 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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I've lost a few diesel engines now with the AV set to 50, HP 200 in the zones diesel engines 1 and 2 parts (no other changes).
In these cases the DCs were "shacks" literally inside the hull. I don't have a problem with this result, frankly. What I want is a distant DC that damages stuff in the compartment, but NOT the diesels to test this. Oddly, the number 3 and 4 engines took 0.1 while the 1 nd 2 engines took 1.0. Why are the meaningless engines hard to kill, and the ones that matter aren't? tater |
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#30 | |
Commodore
![]() Join Date: Jul 2006
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