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Old 05-07-21, 08:00 PM   #1
Bubblehead1980
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Default Zones.cfg question (flood time in seconds or minutes? )

[TorpedoRoomFront]
Multiplier=1.000000
Flotability=30.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None


Is that flood time 120 seconds? Minutes?


Noticed certain equipment never gets damaged etc or some equipment such as stern tubes always gets damaged or destroyed even. All torpedo tubes were set to 50 hit points while most equipment is at 100 or more lol no wonder. Tweaking the damage models a bit in TMO( too much equipment on boat is like tanks) so meshes better with my depth charge mods. Of course, will level certain things we can't get home without (since cant control engines independently) such as rudder etc.
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Old 05-08-21, 10:14 AM   #2
KaleunMarco
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Quote:
Originally Posted by Bubblehead1980 View Post
[TorpedoRoomFront]
Multiplier=1.000000
Flotability=30.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None


Is that flood time 120 seconds? Minutes?


Noticed certain equipment never gets damaged etc or some equipment such as stern tubes always gets damaged or destroyed even. All torpedo tubes were set to 50 hit points while most equipment is at 100 or more lol no wonder. Tweaking the damage models a bit in TMO( too much equipment on boat is like tanks) so meshes better with my depth charge mods. Of course, will level certain things we can't get home without (since cant control engines independently) such as rudder etc.
Firstly, Hitpoints is only one factor. the Destructible parm is also important.
Secondly, prior to firstly, Armor Level is very important. i do not know if -1 indicates No armor or it means indestructible.
lastly, Flooding time of 120 seconds would mean that all of the hatches are vented to the sea, so i would say that the parm indicates minutes BUT (notice the big but) this is UBI-designed so anything is possible.

do you know how to match up the zones with the equipment installed on the boats? it is not as intuitive as it should be.
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Old 05-08-21, 02:56 PM   #3
Bubblehead1980
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Quote:
Originally Posted by KaleunMarco View Post
Firstly, Hitpoints is only one factor. the Destructible parm is also important.
Secondly, prior to firstly, Armor Level is very important. i do not know if -1 indicates No armor or it means indestructible.
lastly, Flooding time of 120 seconds would mean that all of the hatches are vented to the sea, so i would say that the parm indicates minutes BUT (notice the big but) this is UBI-designed so anything is possible.

do you know how to match up the zones with the equipment installed on the boats? it is not as intuitive as it should be.


Yes, for most part can match up zones with the equipment, some of it is confusing but guessing have eliminated things. For example, the TDC I believe is called the attack center ? Yes, aware of the armor and hit points. and if item is destructible. Once thing is with my DC mod, have it set to where the armor level it penetrates is 0.0. This allows them to damage the boat's systems, which is how dc damage got most boats, not the magic bullet. This prevents the magical killing blow in most circumstances. However, a close depth charge will still damage the hull of a sub (subs have armor level of 12.0 by default in TMO) even though set to zero.

Basically in TMO some of the key equipment that was so vulnerable in stock...such as the rudder(and since we have no independent engine control can't steer) has heavy armor, is not destructible and has a lot of hit points so never lose rudder anymore, which is fine.

I did find adjusting hit points on torpedo tubes from 50 to 75 provides the balance, they don't get destroyed every time get depth charged but do take damage and can be destroyed if charges are close enough. After all, in the TMO, now the max value of a Type 2 Depth charge within 5 meters is 80 hit points. Funny thing though is if one is really close, even though 80 hp is the max, it will sink your boat, depending on the depth sub is at. I am starting to think the pressure effects of depth is actually modeled in the sim, as have watched a dc go off in same exact spot and distance at 350 feet and seriously damage boat, but not sink it outright. Where as was down at 600 feet and once it went off at same distance and location on the sub (both were Gato Class) , hull collapsed and cue the death screen.

Also interesting, is I increased the max hit points the hull in each class can take...all were set at 300 and thought it was a bit too delicate. The S class stays at around 275 , the Porpoises are at 300, Salmon/Sargo 315, Tambor/Gar at 325, Gato at 350, Balao/Tench 375. This reflects the progression and of thicker and more robust hulls in different classes but prevents them from being tanks as well. Still quite vulnerable to gunfire and close DC's. Crush depth was changed also but the crush depth assigned in their sim files does not always translate into the sim. Example, .sim for Gato said its max depth could survive was 274 meter (898.5 feet) but crush depth in the sim was 593 feet. I increased just a few meters in file and can make it to 600 feet, not sure how far beyond as have not tested and do not want to know but given the very small increase in the file, likely not much. Did this as have a 600 ft depth gauge and in TMO in 44 and 45 sometimes have to go that deep to get under the sonar or can not escape the escorts. In the Balao I have been 700 feet, of course that is difficult to do for long as requires speed to keep from sinking another 50 feet or so, which burns battery and makes noise, escorts can hear sub. Working on adjusting the sensors, so player maintain a reasonable depth in most cases during evasion. Problem is when adjust things before trying to do this, it nerfs the AI.

Question, I believe the Tambor-Tench classes may be a little noisy in the sim even at silent running. Someone said reduce the RPM in the .sim file, but would that not reduce the performance?
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Old 05-08-21, 06:05 PM   #4
KaleunMarco
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Originally Posted by Bubblehead1980 View Post

Question, I believe the Tambor-Tench classes may be a little noisy in the sim even at silent running. Someone said reduce the RPM in the .sim file, but would that not reduce the performance?
to answer your question directly, not that i can tell.
i have walked down RPM from the hundreds down to 20-30 and there is no decrease in performance, but there is significant sound reduction at low speeds.

so....bottom line, if you are doing flank, submerged, you will make flank-noise, however, if you are doing 1-2-3 kts with low RPM, you will be deuce difficult to detect.
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Old 05-08-21, 06:13 PM   #5
KaleunMarco
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Quote:
Originally Posted by Bubblehead1980 View Post
Yes, for most part can match up zones with the equipment, some of it is confusing but guessing have eliminated things. For example, the TDC I believe is called the attack center ?
the matching field for each compartment and piece of equipment from the Sub.upc or ActiveUserPlayerUnit.upc is
ExternalDamageZoneTypeID3D=200 (FunctionalType=SternTorpedoRoom)

the 200 is the index into Zones.Cfg (200=FltTorpRmStern).

some of the other equipment matching of equipment-to-zones is not as straightforward as this example.
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