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Old 09-02-13, 05:02 PM   #1
vdr1981
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Need little help with goblin , how can add those controllers to .zon file?

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Old 09-02-13, 05:10 PM   #2
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Need little help with goblin , how can add those controllers to .zon file?
I guess you mean the SH3ZonesCtrl at the bottom of the Project Tree, don't you?

just drag/drop it on top of the zon file in the same tree. The zon file and its controller will be highlighted in red, meaning that there are unsaved changes to the file. Right click on the zon file (again in the Project Tree) and select save from the following menu
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Old 09-02-13, 05:16 PM   #3
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Aaaa... Dumb me...
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Old 09-02-13, 05:52 PM   #4
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Aaaa... Dumb me...
There are not stupid questions but the ones that one omits to ask
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Old 09-02-13, 11:17 PM   #5
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Hmm. something's missing...



Oh ...i lost my rudder...aand propellers...and diveplanes... ...


i think i'm on the track...
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Old 09-03-13, 12:03 AM   #6
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Old 09-03-13, 01:57 AM   #7
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i think i'm on the track...
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Old 09-03-13, 04:10 AM   #8
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i think i'm on the track...

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Old 09-07-13, 11:51 AM   #9
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I will upload test version of this mod now...So far only type VIIb

- Added new controllers to.zon file
- Propellers are destructible and gradually loosing their efficiency
- rudders and dive planes are destructible too but looks like they do not loosing efficiency gradually...
- Reduced compartments hitpoins down to 50
- increased HP for certain interior equipment (like diesel and electric engines so they wont take so much damage from outside and lower calibres)
- Instant death disabled with increase of overall sub HP (but dont forget, compartments are very sensitive to direct hits)
- reworked submarine damage zones
- Addes armor to the bottom of the sub, (i saw this from SH4, OM and RFB boats) this should reduced HP loos when sub land on bottom and give you time to stop flooding... if compartment isn't completely destroyed off course...
- Increased sub armor to 13cm so that internal equipment won't be so vulnerable to lower calibers .
- Flooding repair times drastically increased
- Flotability values for compartments also dractically increased so flooded compartments will cause submarine sinking, better watch for compressed air...





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 diferent, most of the time blow ballast is only solution.Unfortunatelly , white flag wont help you if destroyer or anything with deck gun is near...

What i'm also very exciting about is that those modifications open quite nice possibility to fix finally DC kicking destroyer's asses bug (or en least to reduce it drastically) ...More on this later

DOWNLOAD
FX update 0.0.22 compatible , recommended mission for testing is TDW torpedo plane or any mission with some low -middle skilled destroyer or merchant . Those things are so accurate...

I'm still experimenting with torpedo tubes, periscopes, UZO...I have some interesting ideas but i will need help...

Last edited by vdr1981; 09-07-13 at 12:11 PM.
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Old 11-15-13, 06:47 PM   #10
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From the thread heading I understand this is a work in progress. You provide links for downloading. Is this intended for us to 'test' your mod?

Also, what is the Hydrophone mod (second download) indicated in relation to the main damage mod? Does it fix the first download? Is it a required fix?

Thanks for your efforts.
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Old 11-16-13, 06:13 AM   #11
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Originally Posted by raymond6751 View Post
From the thread heading I understand this is a work in progress. You provide links for downloading. Is this intended for us to 'test' your mod?

Also, what is the Hydrophone mod (second download) indicated in relation to the main damage mod? Does it fix the first download? Is it a required fix?

Thanks for your efforts.
Yep, the mod is ready to go and it extensively tested although every suggestion is welcome . It's still WIP because constant updates require restart of campaigns but mostly it's only fine tuning. RSD/REM update is not required but it is recommended...Just use sobers list as reference and prepare to be destroyed, flooded, blown away, sunken ect ...
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Old 11-16-13, 06:20 AM   #12
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Maybe this?




This actually works ...
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Old 11-17-13, 06:39 AM   #13
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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.
New campaign is needed.



The problem is this...Different from other equipment, hydrophone sensors will become unusable for player soon as even slightest damage is taken. So I move damage zones inside the u-boat, give them faster repair time in the attempt to simulate some kind of damage which should be repairable at open seas...This means that players ability to use hydrophones will be restored after damage is taken, but when enough damage is accumulated in the zones from main sub model, hydrophones will be destroyed...

Basically what I'm trying to accomplish is to analyse hardoced properties of special zones ID's and after that to use them in best possible way.

Further more take Main pump for example...I discovered that damage taken form this zone effects only submarine ability to maintain depth and to manage buoyancy . Water from flooded compartments will always will be pumped out at the same rate regardless of pumps been destroyed or not... So, from next update Main pump slot will be called "Variable ballast tanks pumps" (because it is just that) and when variable ballast tanks gets destroyed this will collapse function of the pumps also...
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Old 11-17-13, 08:34 AM   #14
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Quote:
Originally Posted by vdr1981 View Post
The problem is this...Different from other equipment, hydrophone sensors will become unusable for player soon as even slightest damage is taken. So I move damage zones inside the u-boat...
Thus the naming "electric connections"

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Originally Posted by vdr1981 View Post
...give them faster repair time in the attempt to simulate some kind of damage which should be repairable at open seas...
Yes, but as you have set them, they will get damage as soon as the bow compartment is damaged, no matter how close to the actual sensor the explosion was.

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This means that players ability to use hydrophones will be restored after damage is taken, but when enough damage is accumulated in the zones from main sub model, hydrophones will be destroyed...
Couldn't you just use the hydrophone station slot for this purpose? Aren't listening functionalities affected by damage to the station? If not, you could set the hydro station zone as father of sensor zones as you did with the new 'damage accumulator' slots. If possible, I would get rid of the latter or at least I would hide them from the damage UI and call the sensor slots "GHG/KDB/Balkon apparatus", meaning the sensors together with their relay and wiring systems which could have been fixed from within the sub.

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Further more take Main pump for example...I discovered that damage taken form this zone effects only submarine ability to maintain depth and to manage buoyancy . Water from flooded compartments will always will be pumped out at the same rate regardless of pumps been destroyed or not... So, from next update Main pump slot will be called "Variable ballast tanks pumps" (because it is just that) and when variable ballast tanks gets destroyed this will collapse function of the pumps also...
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Old 11-17-13, 09:14 AM   #15
vdr1981
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Yes, but as you have set them, they will get damage as soon as the bow compartment is damaged, no matter how close to the actual sensor the explosion was.
No,this is not the case...
Probably because damage boxes are connected to two different controllers from two different objects...

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Couldn't you just use the hydrophone station slot for this purpose?
I use It for radars because antennas should be repairable at sea if large amount of damage isn't taken, something we could not say for GHG/Balkon sensors...

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Aren't listening functionalities affected by damage to the station?
No...

Quote:
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If not, you could set the hydro station zone as father of sensor zones as you did with the new 'damage accumulator' slots. If possible, I would get rid of the latter or at least I would hide them from the damage UI and call the sensor slots "GHG/KDB/Balkon apparatus", meaning the sensors together with their relay and wiring systems which could have been fixed from within the sub.
Hmm, nice idea...
In this way I could get rid of default hydrophone station slot (which is pure cosmetics) and interpret damage from the actual sensor like repairable internal damage for hydrophone subsystem...
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