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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Hi all, posting in here as I urgently need help with a damage model issue for the TSWSM ... posted in FB forum as I want to get inputs from the wider community.
Issue is, we have a few days left before Beta release, and I've run into some annoying issues with AI controlled warship damage models. I am seeing two behaviours which I want to fix; 1) Ships will be shown as destroyed before they have sunk. KGV does this as does the Rodney we've added as an AI ship. KGV zone file is stock, but zones.cfg isn't. 2) Some ships give up fighting, but do not show up as destoyred and have not sunk yet. KGV is a good example. The above results have been obtained during intense surface engagements. I have tried multiple fixes, including; 1) INcrease hitpoints to a rediculous value in the collision object node of the .zon file. 2) Adding a special zone with a huge number of hitpoints. 3) Removing all references to critical=yes in zones.cfg 4) Removing all references to cargotype= fuel or ammo in zones.cfg I am trying to work through a list of zones one by one ... I am litterally adding zones one at a time and testing to destruction. Trouble is the ships are not guaranteed to behave this way each time I test - so I have to make one change and then run 5 or more test missions to confirm that the zone I've added is not causing premature death. Also worth noting I FIXED exactly this issue for human controlled surface ships - caused where collision spheres are added to the .zon file with type=0 and armour=0. Anyone have any thoughts or addressed / noticed this issue ? Or know exactly under which circumsgtances a unit will show as destoyred before sinking ? TIA. |
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#2 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
Downloads: 10
Uploads: 8
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I have seen this in the stock Yamato also this the ceasing to fight. But this was due to all the weapons being damaged to the point of being inoperable. After a while the no 2 turret started working again.
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