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Old 08-31-13, 01:11 PM   #1
vdr1981
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[REL] R.S.D. - Reworked Submarine Damage

[Reserved]
[Released]

R.S.D.- Reworked Submarine Damage

Submarine sinking mechanic - No instant death - Equipment damage modeling

v5.7.1 Modifications:
- Fixed small oversight in upcge files which was preventing player to chose torpedo type for after torp. tube while in the bunker.
Start new campaign.

v5.7 Modifications:
- Added damage for bow and stern torpedo tubes and simulated damage for TDC. When TDC is destroyed completely, this will prevent player to use torpedoes until next visit to the home port.
- Revised flotability values for individual compartments. Compartment flotabilty values and flooding times will simulate two pressure tight bulkheads (between radio/command room and between command room/aft.quarters ) and 3 water tight bulkheads (bow torp/radio room, aft.quarters/eng,room and eng.room/elec.eng.room). This means that once engine room water tight bulkheads are destroyed (aka Engine Room Compartment ), two neighboring compartments are also going to be filled with water, gradually.
- Revised HP values for the equipment.
- Modified values for depth charges.
Start new campaign..

v5.6 Modifications:
- Damage menu slightly rearranged, new designations for certain equipment.
- Reduced HP and increased collision zones for submarine's external equipment.
- Deck gun and AA guns without armored shield will be much more vulnerable to enemy fire in order to simulate crew exposure.
- Slightly reduced HP and armor values for sub's compartments and various equipment.
- Fully compatible with OHII 2.5 and IRAI_0_0_41
Start new campaign.

v5.5 Modifications:
- Added damage slots for Variable Ballast Tanks, bow and stern Buoyancy Tanks and the Main Ballast Tank 3 located bellow command room floor. Once destroyed (Variable Ballast Tanks), function of Variable Ballast Tanks Pump will also be collapsed thus making maintaining desired depth more difficult. Surfacing the boat and maintaining depth with destroyed Pump will only be possible with usage of compressed air and underwater propulsion. Destroyed Buoyancy Tanks will slightly effect sub's up/down pitching ability while submerged...
- Reworked repair times logic for Electric engines with short time periods of reduced output strength(simulating broken fuses).
- Flotability values for submarine compartments are now based on real Type VIIC compartments volume data and flooding speeds are directly related to compartment size...
- Adjusted damage values and blast range for DC.
- Destroyers wont lose their DC racks anymore, when taking damage...
- Optional patch - Correct German names for the equipment (Credits to ShipersHunter!)
- KDB receivers will suffer critical damage if submerged deeper than 110-120 meters...
[Under construction]
Start new campaign.

v5.4 Modifications:
- Fixed torpedo screen bug
- Damage menu functionally rearranged, regarding equipment's purpose.
- Removed incorrectly placed connecting lines form submarine pictures (Tnx GAP! )
- Rongel's changes for equipment.upc also fixes older bug when player couldn't select desired camouflage for submarine. Tumb Up Rongel!
- Added irreparable "hull integrity" for every individual compartment
- Red distress flare effect "turned on" again
- Revised HP/AP and repair times settings for the equipment
- Used different repair logic for submarine batteries, batteries are repairable but only certain percentage of their capacity can be retrieved. In other words, crew can repair only what's left of batteries...
- Save bug even more subdued with introduction of newly added savable zones which will act like "damage collectors" . This effects equipment which shouldn't be repairable at open seas, like planes, rudders, Shafts, GHG/ Balkon Great receivers ect.
Start new campaign.

V5.3 Modifications:
- Adjusted position for hyd.sensor damage zone

V5.2 Modifications:
- Included Gap's "destroyable GHG patch"! Now all hydrophones can be destroyed. TNX Gap!
And,as always...Start new campaign..

V5 Modifications:
- Hydrophone will now take damage and this will effect player ability to use it. At this stage, only KDB9 will be completely destructible.
- Reworked damage menu, added new slots for KDB hyd. receivers, rudders, propellers and various antennas.
- Damage levels for most of the equipment will now be property shown and calculated in damage menu, except for some flak guns, depending on which upgrade pack you have on board...Yet, they will still take damage...
- Added slots for every individual compartment which will show current state of the pressure hull (flooding intensity).
- Correct German names for equipment in damage menu(Tnx SnipersHunter!)! Don't panic, technical description is still in English...
- Added textures from awesome Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod which will much better suit with reworked damage menu.(If you already use this mod, uninstall it)
- Introduced new damage description for engines and batteries, with level of 10%, in the attempt to simulate unrepairable levels of damage .
- Save bug somewhat subdued by linking external equipment with their internal stations (radars,hydrophones)
- Added collision spheres for external equipment(antennas, prop.,rudders, planes), this should contribute better damage calculation...
Start new campaign.

V4 Modifications:
- Added destructible Radars and RWR antennas
- Revised HP and armor settings for some equipment
- Overall submarine strengths set to 1000HP, this way max dive depth of the submarine will be more effected by amount of damage.
Start new campaign.

V3 Modifications:
- Added destructible radio antenna
- Fixed/added radio room/aft compartment flooding effect
- Adjusted DC damage values, destroyers taking significantly less damage then before yet depth charges are very dangerous. (i should do this before but somehow i uploaded wrong file, sry)
New campaign is needed.

V2 modifications:
- Added 10000HP for type VIIa
- Corrected path for UPC files
- Further adjusted HP and armor settings for equipment
Start new campaign.

V1 modifications:
- Completely reworked damage zones for all playable submarines(boxes, armor, hitpoints).
- Quarters1 damage zone removed from u-boat's .zon files but ubtradioroom is increased to meed submarine 3D model boundaries. This cause lack of flooding animation in radio room but it will be fixed in next update. Note that quarters2 (aft quarters, kitchen) zone is still present but there is no any flooding indication in game damage menu yet animation is present.
- Various submarine equipment now can take damage and be destroyed (periscopes, UZO, rudders, dive planes, propeller shafts, deck gun, flak, bold launchers). Some equipment, like rudders and propellers, will lose their efficiency gradually and this will effect submarine performance.
- Increased hitpoins values for certain interior equipment (like diesel and electric engines so they wont take so much damage from outside and lower caliber guns).
- Further adjusted repair times for various submarine equipment so do not expect that engines and batteries perform like new after they receive damage...
- Anti ecological fix - Added fuel tanks, fuel can be lost...
- Increased sub armor to 13cm so that internal equipment won't be so vulnerable to lower caliber guns .
- Reduced compartments hitpoins down to 50
- Adjusted DC strength to meet new submarine hull settings, DC will now be very fearful and destroyers will take less damage from their own DC.
- Instant Death feature is abandoned, now submarine will be destroyed as a result of individual compartment's flooding. (In short, 1or 2 direct hits from large calibers to individual compartment will cause significant flooding and you wont be able to dive, in fact you will, but that wont bring any good. One destroyed and flooded compartment wont cause sub to sink but two will (surface)...Under the water ,situation is little bit different, most of the time blow ballast is only solution. Unfortunately , white flag wont help you if destroyer or anything with deck gun is near...)
- Flotability values for individual compartments also drastically increased so flooded compartments will cause submarine sinking, better watch for compressed air...
- Flooding repair times drastically increased



Compatibility:
This mod uses files from and it's fully compatible with following mods (in this particular order) :
----------------------
- Equipment_Upgrades_Fix_v1_4_byTheBeast
- Equipment_Upgrades_Fix_v1_4_Patch_1
- #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
- Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
----------------------
- SH5 Longer Repairs v.1.01
----------------------
- FX_Update_0_0_22_ByTheDarkWraith
----------------------
- NewUIs_TDC_7_4_2_TheDarkWraith (works fine with 7.5.0 also)
----------------------
- IRAI_0_0_41
----------------------
- OPEN HORIZONS II_full v2.5
----------------------
I will do my best to maintain compatibility with newer versions of this mods.


Installation:
- JSGME ready, use some of the currently active mod mod lists as reference (Sober, Fifi , Shyzle) and install mod after previously mentioned mods, try to maintain order from above.
- Do not overwrite any R.S.D. file with some other mod, each file is crucial.
- Be careful if you overwriting some other mod which is not included in the list above.


R.S.D. Hints:
- Avoid direct fire at any cost, your life is more precious then tonnage counter...
- Although small calibers won't cause much damage to your pressure hull, outside equipment like UZO,periscopes and various antennas are very vulnerable to direct hits, so make sure to crash dive before enemy open fire at you...
- Most of the time, when you are submerged and significant flooding is present in more then one compartment, often the only solution is to blow ballast and brake the surface.
- Watch for compressed air, without it even smaller flooding can be lethal...
- Use underwater propulsion if you have troubles to maintain depth or if you wont to surface the boat when flooding is present. Full speed forward/backward could be very helpful, depending of current submarine pitch...


Current issues:
- Unfortunately, you need to start new campaign or this mod won't work properly .
- We still can't find solution for torpedo tubes damage. (Solved since v5.7)
- Some damages aren't savable
- Clicking on UZO station after it's been destroyed (binoculars removed from the game) will cause strange camera behavior or even CTD sometimes, so don't do it... If you really "must" to click it, go to save-load many, make save, and return to game without reloading.This should help...
- Making "deploy decoys" command immediately after decoy launcher's destruction will sometimes cause CTD so be careful with this one too...
- At this stage, damage levels for certain equipment is not property calculated in game damage menu. (Solved since v5)

************************************************** *****************************************

[Download R.S.D.- Reworked Submarine Damage v5.7]

* R.S.D. & R.E.M. - GHG Hydrophone add-on
Available in two versions:
- normal: three depth/detection ranges as per R.E.M. settings; target detection on surface limited but still possible.
- no hyd on surface: three depth/detection ranges as above, but with target detection unabled on surface.
Enable it after R.S.D. - main mod.
Credits:
Gap

* R.S.D. - Depth Charges Fix_attempt 1
- Attempt No1 to finally beat infamous SH5 bug. This patch aims to preserve realistic DC range settings and to drastically reduce destroyer's self-inflicted damage.
Install in port after main R.S.D. mod


* R.S.D. v5.7 - German Patch
- For better immersion, this patch will add correct German designations for the U-Boat equipment. Technical and General description areas are still written in English...
Enable it after R.S.D. - main mod. Start new campaign. Screenshots
Credits:
SnipersHunter
Skidman
and me...

* R.S.D. v5.7 - Russian Patch
- Для более лучшего погружения в игру, этот патч добавит правильные Русские обозначения для оборудования Подводной лодки. Техническое и общее описание тоже написаны на Русском языке...Установите с помощью JSGME после главного мода R.S.D.
Konstantin Kenga имя на форуме - Kenga
Наслаждайтесь!
Enable it after R.S.D. - main mod. Start new campaign.

* R.S.D. v5.7 - Indestructible UZO patch
- Because of the known bug with strange camera behavior if you accidentally click on UZO station after it's been destroyed I'll upload small optional patch which will make UZO actually indestructible. Personally, I don't use this patch...
Install in port. Enable it after R.S.D. - main mod.
************************************************** *****************************************




Special thank's to Gap who doesn't save his time and keyboard while helping me in the research. Tnx mate, without your help i would still be stuck at first base!

Last edited by vdr1981; 02-05-15 at 11:49 AM.
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Old 09-01-13, 06:58 AM   #2
arnahud2
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Very, very interesting, and i wish you will find some help from members, as my knowledges in this matter are very close to 0.

Keep up the good work !!!
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Old 09-01-13, 10:53 AM   #3
vdr1981
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In the last days i was exploring subsim and game files, trying to understand which files controls mentioned values. I've learned a lot but there are still some things which i don't understand quite enough. Any assistance from experienced moders will be appreciated!


For me, this is one of the most important aspects of the simulation.I'm not satisfied with current sub's damage modeling which is basically dumbed down to one invisible "health bar"-hull integrity. Crews are able to clog holes with a duct tape, like they are octopuses, and it's really not a big deal when destroyer kick your ass all the way down to 20% of hull integrity...



What i'm trying to accomplish:
I wont to make instant death feature less obvious so that submarine could actually die from flooded compartments and sinking. Also, i think that when pressure hull is breached and flooding happens it should represent much bigger problem that it is now...Some equipment could not be damaged at all, like dive planes, propeller shafts, torpedo tubes,ruder ect.



What i manage to do so far:
Currently, i'm experimenting with values in files: Zones.cfg, UnitParts4VIIB.upc, NSS_Uboat7b.zon, NSS_Uboat7b.upcge and Equipment.upc. Please, note me if there are some more files of importance.

-Added collision zones for sub's rudder/propellers area...



...and damage zones for bow and stern planes.

Now, dive planes will take damage all the way to 0, still not sure will this have any effect on dive speed.
I had no luck with rudder zone, any rudder related zone in damage editor(goblin) will cause instant CTD when zone is hit. Also propeller shafts could be damaged with corresponding zone but there isn't any effect on sub performance?!


- Flotability
Increasing gradually Flotability values for corresponding damage zones in zones.cfg file so when submarine is flooded enough (let's say two or more compartmenst), it will eventually sink. In combination with increased hitpoints from sub's .zon file (some large number, 1000 and more) this will soften instant death feature and give us some time to fight for our life. If flooding is too heavy and sub drops below critical depth, it will be crushed almost instantly, depending how much hit points is left on our account...

- Compartments and flooding repair times
I've drastically increased flooding repair times in NSS_Uboat7b.upcge file so we should not expect any fast repairs for larger damage. Roughly, couple of minutes for minor leaks, middle damage couple of hours, and wall breached...Well, you're done...
Hitpoints for all compartments(zones.cfg) are for now tuned to 100, I think this means that 1-2 direct hits from enemy deck gun to one compartment will give us significant problem, few direct hits won't sink the sub but in the case of submerging it will be very problematic... I'm still investigating dependency of sub's armor value (sub's .zon file) and compartment hitpoints
.

flooding repair times
Code:
DamageDescription1= NULL,0,0.1,0,0,1,Minor Leak,0,0,NULL,0.1,0.2,0.5
DamageDescription2= NULL,0.1,0.2,0,0,1,Minor Leak,0,0,NULL,0.2,0.2,1
DamageDescription3= NULL,0.2,0.3,0,0,1,Large hole,0,0,NULL,0.3,0.2,1.5
DamageDescription4= NULL,0.3,0.4,0,0,1,Large hole,0,0,NULL,0.4,0.5,2
DamageDescription5= NULL,0.4,0.5,0,0,1,Large hole,0,0,NULL,0.5,0.5,2.5
DamageDescription6= NULL,0.5,0.6,0,0,1,Wall breached,0,0,NULL,0.6,0.5,5
DamageDescription7= NULL,0.6,0.7,0,0,1,Wall breached,0,0,NULL,0.7,0.5,10
DamageDescription8= NULL,0.7,0.8,0,0,1,Wall breached,0,0,NULL,0.8,0.7,15
DamageDescription9= NULL,0.8,0.9,0,0,1,Wall breached,0,0,NULL,0.9,0.7,20
DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,1,1000000
Basically, with those modifications we do not wont to get caught on surface with our "pants down", avoid direct hit at any cost ... Also, tuning down AI guns precision is needed badly for this to work correctly...

I all ready have some test version of this mod but it needs much more testing , convergement of values and work on compatibility with other mods (like Realistic guns specification mod ).
. I will also use this thread to ask some questions, if that's OK...

Sry for my creepy english... Cheers!

Can somebody explain me values from zones.cfg file, especially those marked with colour? I have some theories but i'd like to hear other opinions...

[UbtRadioRoom]
Multiplier=1.0
Flotability=6.5
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.18
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=260 (in minutes or what?)
CargoType=None

Also, i'm wondering is it possible to create test mission where unit will attack the sub with just one single shot, for example torpedo airplane but without use of cannons or guns? (trying to get some attention )

Last edited by vdr1981; 09-15-13 at 04:31 PM.
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Old 09-01-13, 12:06 PM   #4
gap
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Quote:
Originally Posted by vdr1981 View Post
-Added collision zones for sub's rudder/propellers area...

...and damage zones for bow and stern planes.

Now, dive planes will take damage all the way to 0, still not sure will this have any effect on dive speed.
I had no luck with rudder zone, any rudder related zone in damage editor(goblin) will cause instant CTD when zone is hit. Also propeller shafts could be damaged with corresponding zone but there isn't any effect on sub performance?!
The unit_Submarine controller in sim file contains references to propeller, rudder and dive plane objects in the GR2 file (I am sure you are aware of it already) so, at least in dev's plans, any damage to the above devices should alter their functions. I am surprised that each of them didn't get its own damage box in stock game.

When you added the new boxes, what zone definitions have you assigned to them?

Quote:
Originally Posted by vdr1981 View Post
Can somebody explain me values from zones.cfg file, especially those marked with colour? I have some theories but i'd like to hear other opinions...

...
Please have a look at the following post by observer on Submarine Sim Central forum:

http://forum.kickinbak.com/viewtopic...=t&sd=a#p15344

I suggest you to read the whole thread, as it is a gold mine of information

Quote:
Originally Posted by vdr1981 View Post
Also, i'm wondering is it possible to create test mission where unit will attack the sub with just one single shot, for example torpedo airplane but without use of cannons or guns? (trying to get some attention )
Of course you can. If you have never used Mission Editor, this is a tutorial by kylania explaining the most essential functions of it. If you prefer, you can also read this other post by me, where I explain the process of creating a test mission step by step.

There are also ways to alter ships' guns/depth charge racks, so that they will fire a single round/barrel or you can totally get rid of part of their armament. Tell me what do you want to do exactly, and I will tell you which file/controllers you need to edit

Keep up your good work
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Old 09-01-13, 12:30 PM   #5
vdr1981
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Very useful informations Gap! Thank you very much.

Quote:
Originally Posted by gap View Post
When you added the new boxes, what zone definitions have you assigned to them?
It was bowplanes and sternplanes...But i'v noticed that messing too much with zones cause CTD inmost cases so it's very difficult to make sens of something...
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Old 09-01-13, 01:15 PM   #6
gap
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Quote:
Originally Posted by vdr1981 View Post
Very useful informations Gap! Thank you very much.
Glad to help. Let me know if you still need help with ship and/or plane armaments for your test missions

Quote:
Originally Posted by vdr1981 View Post
It was bowplanes and sternplanes...But i'v noticed that messing too much with zones cause CTD inmost cases so it's very difficult to make sens of something...
Have you tried setting them to destructible?
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Old 09-22-13, 03:21 PM   #7
vdr1981
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Quote:
Originally Posted by vdr1981 View Post

R.S.D. Hints:
- Avoid direct fire at any cost, your life is more precious then tonnage counter...
- Although small calibers won't cause much damage to your pressure hull, outside equipment like UZO,periscopes and various antennas are very vulnerable to direct hits, so make sure to crash dive before enemy open fire at you...
- Most of the time, when you are submerged and significant flooding is present in more then one compartment, often the only solution is to blow ballast and brake the surface.
- Watch for compressed air, without it even smaller flooding can be lethal...
- Use underwater propulsion if you have troubles to maintain depth or if you wont to surface the boat when flooding is present. Full speed forward/backward could be very helpful, depending of current submarine pitch...
I've added small hints to the first post, thought could be helpful...
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Old 09-22-13, 03:40 PM   #8
THE_MASK
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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 .
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Old 09-22-13, 04:03 PM   #9
vdr1981
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Very...During the daylight probably impossible, like it should be , i guess...
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Old 09-22-13, 06:13 PM   #10
gap
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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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Old 09-22-13, 06:57 PM   #11
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Quote:
Originally Posted by gap View Post
...It is not finished yet...


four months after last tests.. and almost a year from first discussion..
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Old 10-01-13, 09:21 AM   #12
vdr1981
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Originally Posted by vdr1981 View Post

V5 Modifications:
- Hydrophone will now take damage and this will effect player ability to use it. At this stage, only KDB9 will be completely destructible.
- Reworked damage menu, added new slots for KDB hyd. receivers, rudders, propellers and various antennas.
- Damage levels for most of the equipment will now be property shown and calculated in damage menu, except for some flak guns, depending on which upgrade pack you have on board...Yet, they will still take damage...
- Added slots for every individual compartment which will show current state of the pressure hull (flooding intensity).
- Correct German names for equipment in damage menu! Don't panic, technical description is still in English...
- Added textures from awesome Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod which will much better suit with reworked damage menu.
- Introduced new damage description for engines and batteries, with level of 10%, in the attempt to simulate unrepairable levels of damage .
- Save bug somewhat subdued by linking external equipment with their internal stations (radars,hydrophones)
- Added collision spheres for external equipment(antennas, prop.,rudders, planes), this should contribute better damage calculation...
New campaign is needed.
OK, I've upload version 5... Tested as much as i can, upgrades are shown propertly, no CTD registered.
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Old 10-01-13, 09:50 AM   #13
SnipersHunter
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Allright trying it out tumorrow if i have enough time to play
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Old 10-01-13, 11:28 AM   #14
gap
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Quote:
Originally Posted by vdr1981 View Post
OK, I've upload version 5
the B grade your mod has scored in the download section is still too low for such a promising project. We should aim for an A+; et's work on it

For a start, I am going to create the destructible GHG hydrophone righ away. Stay tuned
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Old 10-01-13, 11:56 AM   #15
vdr1981
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Rgr that Gap!

Just fixing something with type VIIb damage menu...v5.1 very soon...
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