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Old 09-22-13, 06:13 PM   #10
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
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Quote:
Originally Posted by vdr1981 View Post
Works perfect! I mean, it doesn't, because it's broken...
Do you mean the GHG?

Quote:
Originally Posted by vdr1981 View Post
No problems with that...Lower HP value will do the job...
yep, that's the way to do it

Quote:
Originally Posted by vdr1981 View Post
Hm, that would be really cool, if it is possible...
yes, if possible. We need to study UpgradePacks.upc's settings to determine it:

Code:
[UpgradePack 3]
ID= UpackUb7GHG
NameDisplayable=UpackIXGHG-Name
Info=UpackIXGHG-Info
Notes=UpackIXGHG-Notes
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=19
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 1000
IDLinkUpgradePackElements= EqpGhGStation, EqpGHG, NULL
TrackingID=500

[UpgradePack 4]
ID= UpackUb7KDB
NameDisplayable=UpackIXKDB-Name
Info=UpackIXKDB-Info
Notes=UpackIXKDB-Note
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=12
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1939-09-01, NULL, 2000
IDLinkUpgradePackElements= EqpKdbStation, NULL, EqpKDB
TrackingID=501

[UpgradePack 5]
ID= UpackUb7Balkon
NameDisplayable=UpackIXBalkon_Gerat-Name
Info=UpackIXBalkon_Gerat-Info
Notes=UpackIXBalkon_Gerat-Notes
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=13
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-01-01, 1943-10-01, 4000
UnitUpgradePackIntervalOptions2=1943-10-01, 1944-03-01, 2000
UnitUpgradePackIntervalOptions3=1944-03-01, NULL, 1500
IDLinkUpgradePackElements= EqpBalkonGeratStation, EqpBalkonGerat, NULL
TrackingID=502
Look at the entries marked in red. Three elements can be set for each hydrophone upgrade, but only two are actually used. Each element is the ID of an hydrophone equipment definition in equipment.upc (see my previous post): respectively an EqFTypeSonarStation and an EqFTypeSonarSensor going by their functionality type. Elements are set according to the following scheme:

Code:
hydrophone model	Element #1		Element # 2		Element #3

GHG			EqpGhGStation		EqpGHG			NULL
KDB			EqpKdbStation		NULL			EqpKDB
Balkon Gerät		EqpBalkonGeratStation	EqpBalkonGerat		NULL
Do you notice anything?

1 - we have three element placing "slots", though for each hydrophone set only two are needed and in use;
2 - unlike other hydrophone set, the KDB uses the third slot for its external sensor, leaving the second slot empty.

...so, either

1- the NULL entry in KDB's definition is interpreted as "keep the sensor from the previous set (KDB) in its place", i.e. the feature we want to introduce is already in stock game.

2 - more likely NULL means no sensor, and the different slots used are relative to different positions on the boat (which explains why KDB and Balkon use the same slot for their external sensor). In this case we could try changing KDB's IDLinkUpgradePackElements settings as follows:

Code:
IDLinkUpgradePackElements= EqpKdbStation, EqpGHG, EqpKDB
Quote:
Originally Posted by vdr1981 View Post
You mean like jammed sweep handle or something ?
yes, more or less. But I am also thinking about radar/hydrophone malfunctioning when their stations are damaged rather than their external sensors/antennas

Quote:
Originally Posted by vdr1981 View Post
I'm afraid that this is still beyond my capabilities,
What's beyond your capabilities? Creating some damage controller/boxes for each element composing the hydrophone station?

Quote:
Originally Posted by vdr1981 View Post
although i'm planing to do something similar with guns...I'll need more research though...
Have you tried adding individual ZonesCtrl controllers with their relative spheres/boxes on individual gun parts?

An idea I had about random gun jams is this: set various gun DamageDescription definitions in Equipment.upc. Set a null EfficiencyReduction for the first DamageDescription. Set an EfficiencyReduction of 1 and a rather low repair time for the next DamageDescription ("jam window"). Set other DamageDescriptions at your wish. When HP damage suffered by each gun will be within the MinDamage/MaxDamage range defined for the "jam window", the gun will jam (i.e. it will stop working during several minutes). If necessary, we can set more than one of these windows, intervalled by DamageDescriptions with no efficency reduction. The higher the number of jam windows, the wider their Min/Max damage interval and the lower the required damage, the more likely guns will jam

Quote:
Originally Posted by vdr1981 View Post
I've added small hints to the first post, thought could be helpful...


Quote:
Originally Posted by sober View Post
If you use this mod + sobers bad weather deck gun V5 SH5 then attacking an armed convoy on the surface should be fearful to say the least .
Have you guys tried this?

http://www.subsim.com/radioroom/show...&postcount=397

It is not finished yet, but it extends sober's idea to other uboat guns (deck gun included tho), using historical figures instead of rendom settings
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