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Old 11-22-23, 12:08 PM   #1
KaleunMarco
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Default Crew Injuries Discussion

Playing RFB+RSRDC, Sargo class boat, November 1943.

after a successful torpedo attack, we were counterattacked by IJN DE's and sustained hull, equipment and bodily damage.

many of the crew sustained injuries but none was less than 94% of health.
every one of the crew was healed within a day except for two enlisted.
they started out with 94 or 95% health and did not fully heal until we returned to base. that damage/repair model does not seem consistent. so, i did some research.

here are the starting damage models for crew for stock and some of the larger mega-mods.

Stock v1.5 and GFO (game fixes only) and TMO 2.5 (Ducimus) and FOTRSU (Ultimate)
;DamageDescription1=DamageType,MinDamage, MaxDamage, ChanceFactor, Message, DamageDestination, EfficiencyReduction, medic_skill,recovery_time_in_hours
DamageDescription1= NULL, 0, 0.2, 1, Minor Wound, NULL, 0.2, 0.3, 48
DamageDescription2= NULL, 0, 0.2, 1, It's just a scratch, NULL, 0.05, 0.1, 4
DamageDescription3= NULL, 0.2, 0.5, 1, Broken Arm, HumanDamageArmwound, 0.6, 0.5, 96
DamageDescription4= NULL, 0.4, 0.8, 0.1, Liver wound, HumanDamageArmwound, 1, 0.7, 240
DamageDescription5= NULL, 0.6, 1, 1, Sucking chest wound, HumanDamageLegWound, 1, 0.8, 240

48 hrs is two days
240 hrs is 10 days
240 mins is 6 hrs
RFB (Real Fleet Boat) and Dark Waters (Op Monson)
DamageDescription1= NULL, 0,0.1, 1,Minor Wound,NULL,0,0.1,1080
DamageDescription2= NULL,0.1, 0.2, 1,Minor Wound,NULL,0.1,0.2,4320
DamageDescription3= NULL,0.2,0.3, 1,Broken Arm,HumanDamageArmwound,0.2,0.3,21600
DamageDescription4= NULL,0.2,0.3, 1,Broken Leg,HumanDamageLegWound,0.2,0.3,21600
DamageDescription5= NULL,0.3,0.4, 1,Broken Arm,HumanDamageArmwound,0.4,0.4,108000
DamageDescription6= NULL,0.3,0.4, 1,Broken Leg,HumanDamageLegWound,0.4,0.4,108000
DamageDescription7= NULL,0.4,0.5, 1,Broken Arm,HumanDamageArmwound,0.5,0.5,540000
DamageDescription8= NULL,0.4,0.5, 1,Broken Leg,HumanDamageLegWound,0.5,0.5,540000
DamageDescription9= NULL,0.5,1, 1,Broken Arm,HumanDamageArmwound,1,1,27000000
DamageDescription10= NULL,0.5,1,1,Broken Leg,HumanDamageLegWound,1,1,27000000

1080 Hrs is 45 days
1080 mins is 18 hrs
27 million hrs is 1.25 million days
27 million mins is 450,000 hrs or 18,750 days
in the first line of the Stock et.al. damage, there is a comment line. since this taken from unmodded Stock 1.5, one must assume that the comment is an Ubi comment. However, when one tests the comment vs real game results, the recovery_time_in_hours is probably not correct.
one also has to keep in mind that these are starting values from CrewMembers.UPC. they are adjusted at the time that crew is added to a boat. the adjustment is hard-coded within SH4.
for example, a crewmember from a Stock boat in career mode has these damage values:
DamageDescription1=NULL,0,0.2,1,Minor Wound,NULL,0.2,0.3,189.76
DamageDescription2=NULL,0,0.2,1,It's just a scratch,NULL,0.05,0.1,11.0316
DamageDescription3=NULL,0.2,0.5,1,Broken Arm,HumanDamageArmwound,0.6,0.5,6.26275
DamageDescription4=NULL,0.4,0.8,0.1,Liver wound,HumanDamageArmwound,1,0.7,2245.54
DamageDescription5=NULL,0.6,1,1,Sucking chest wound,HumanDamageLegWound,1,0.8,1171.54
notice the changes:

48 to 189.76
4 to 11.0316
96 to 6.26275
240 to 2245.54
240 to 1171.54

clearly, there is an Ubi algorithm converting the time. still, 189 hours is almost 8 days which is a terribly long period of time for repair for a low-level injury. however, 189 mins is a bit over 3 hours which is probably closer to the actual repair time. i must state here that the game does not allow insight into which of the 5 or 10 damage descriptions is in play at the time of an injury, so one must make some inferences on the level of injury based on the percentage of health at the time of the injury.

thoughts?
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Old 11-22-23, 02:24 PM   #2
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You may want to look at Travelers mod, I remember loving the crew damage aspects in function. Trav had a way of thinking out of the box and doing some really interesting things, such as a very flooded sub could barely stay surfaced and might even sink. Still needed some work, but when I last played I used many elements of it.
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Old 11-22-23, 04:27 PM   #3
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Quote:
Originally Posted by Armistead View Post
You may want to look at Travelers mod, I remember loving the crew damage aspects in function. Trav had a way of thinking out of the box and doing some really interesting things, such as a very flooded sub could barely stay surfaced and might even sink. Still needed some work, but when I last played I used many elements of it.
yes, i have Traveler's mod but it does not answer the questions i have posed.
if Traveler were still active, we could have a conversation on some things.
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Old 11-24-23, 09:56 AM   #4
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Don't forget that the injuries are influenced by the room's "armor" level, in addition to that roll of the dice chance factor. Think of the depth charge explosion in that there is a "circle of death" where the full effect of the 'explosion' is imparted to the 'target'. Then there is the circle of chance beyond that, out to the maximum figure, where a percentage is imparted, such that you might be at the limit of the damage circle and yet still receive a full-damage hit. Just past that, nothing is imparted. You have the "ChanceFactor" for that part of the equation. The "recovery_time" (like "time for repair") is part of an equation with the "medic_skill" multiplier of course, while the "EfficiencyReduction" controls the 'health' that is left (maybe). Someone has a post here on SubSim about how that all works - or at least, their understanding of it all. So the "multipliers" that are "1" will most likely never recover, while the "0.1" will recover much faster...
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Old 11-24-23, 11:25 AM   #5
KaleunMarco
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Quote:
Originally Posted by propbeanie View Post
Don't forget that the injuries are influenced by the room's "armor" level, in addition to that roll of the dice chance factor. Think of the depth charge explosion in that there is a "circle of death" where the full effect of the 'explosion' is imparted to the 'target'. Then there is the circle of chance beyond that, out to the maximum figure, where a percentage is imparted, such that you might be at the limit of the damage circle and yet still receive a full-damage hit. Just past that, nothing is imparted. You have the "ChanceFactor" for that part of the equation. The "recovery_time" (like "time for repair") is part of an equation with the "medic_skill" multiplier of course, while the "EfficiencyReduction" controls the 'health' that is left (maybe). Someone has a post here on SubSim about how that all works - or at least, their understanding of it all. So the "multipliers" that are "1" will most likely never recover, while the "0.1" will recover much faster...
yeah, i understand all of that, factors, skill set, random chance, but what about the inconsistency of the potential-damage (potential-injury) factor?

how can the potential-damage factor (96, 240, whatever) in the Crewmember file convert itself to 27,000,000 by the time it is plugged into a crewman in the ActiveUserPlayerUnits file?
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