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Old 12-05-07, 01:35 PM   #16
Ducimus
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Quote:
Originally Posted by tater
The diesels have 100 hitpoints.

zones glop:
Code:
[DieselEngineRoom]
Category=Engines Room
Multiplier=1.000000
Flotability=20.00000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.15
Critical=No
Effect1=#dc_bubbles, 10
Effect2=#Oil_trace, 20
FloodingTime=120
CargoType=None
Code:
[DieselEngine1]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=No
Armor Level=25
Critic Flotation=0.300000
Critical=No
Father=29
FloodingTime=59.999996
CargoType=None

[DieselEngine2]
Multiplier=1.0
Flotability=0.0
HitPoints=100
Destructible=No
Armor Level=25
Critic Flotation=0.300000
Critical=No
Father=29
FloodingTime=59.999996
CargoType=None
What about massively upping the armor on them?

What we want is that a shell with AP (or a bomb) that HITS the engine room (not a near miss), can take them out. Since only 2 matter in game, it should be at least twice as hard. If a single hit to the compartment tends to hit both at once, then it should be 4 times harder to kill them.

Excellent idea!
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Old 12-05-07, 01:39 PM   #17
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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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Old 12-05-07, 01:59 PM   #18
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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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Old 12-05-07, 02:29 PM   #19
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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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Old 12-05-07, 02:29 PM   #20
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Default i hope that helps

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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Old 12-05-07, 02:30 PM   #21
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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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Old 12-05-07, 02:35 PM   #22
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Quote:
Originally Posted by tater
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
Armorlevel -1 in zones.cfg means the armorlevel of zone itself is taken. See screenshot. The armor level in zone is also set to -1. That means the standard value of the vessel is taken which is in the case of porpoise 25. (its in CollisionableObject Properties)
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Old 12-05-07, 02:43 PM   #23
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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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Old 12-05-07, 02:44 PM   #24
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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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Old 12-05-07, 02:45 PM   #25
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Cool idea on testing!

tater
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Old 12-05-07, 02:52 PM   #26
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Quote:
Originally Posted by tater
Cool idea on testing!

tater
In theory.... the results im getting, dont compare to what ive seen underwater.

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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Old 12-05-07, 03:00 PM   #27
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Slow them to 3-5 m/s, lol.
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Old 12-05-07, 03:01 PM   #28
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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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Old 12-05-07, 03:29 PM   #29
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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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Old 12-05-07, 03:48 PM   #30
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Quote:
Originally Posted by tater
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
because they might be linked to another compartment. Maybe engineroom.
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