Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4]   Go Down

Author Topic: [WIP] D.I.Y. Ship Damage Mod  (Read 5952 times)

0 Members and 2 Guests are viewing this topic.

Plowshare

  • Modder
  • member
  • Offline Offline
  • Posts: 148
Re: [WIP] D.I.Y. Ship Damage Mod
« Reply #36 on: October 01, 2011, 07:58:48 PM »

Hi all:

Just browsing tonight and came across this thread.

My buddy and I worked on this stuff about two years ago and I came up with something that hasn't been mentioned here - additional "strength_HullXXXXXXX".

Here's just a couple of my additions:

[strength_HullSmallMinus]
MinShotCaliber    0.0127
NumShots          400
MinHitExplTNT     5
NumHitExpl        8
MinNearExplTNT    20
NumNearExpl       17

[strength_HullSmallPlus]
MinShotCaliber    0.02
NumShots          160
MinHitExplTNT     7
NumHitExpl        10
MinNearExplTNT    30
NumNearExpl       16

As you can see this does NOT change any values for explosives since all we wanted was ships more vulnerable to our favourite tactic: strafing. Using these new inserts gave us the ability to quickly change vulnerabilities of ships by simply swapping out the line of text in the ship's specs sections like this:

[MSAtenfels:Part0]
BaseChunk Hull1
strengthBasedOnThisSection strength_HullMedium

Vital
 damageDepth   0.33
 damagePitch  -1.5
 damageRoll    7.0
 damageTime   52.0

to this:

[MSAtenfels:Part0]
BaseChunk Hull1
strengthBasedOnThisSection strength_HullSmallPlus

Vital
 damageDepth   0.33
 damagePitch  -1.5
 damageRoll    7.0
 damageTime   52.0

Now we can sink this vessel 120 rounds of 20mm cannon fire instead of the stock 160 rounds of 37mm. The lines of text MUST match at both ends when playing online but they can changed so easily that this hasn't been a problem. We've changed ships from one week to the next so we may have to make multiple passes to get the right section of hull destroyed - it's one way of keeping the game new by adding another variable and thus making like there are more ships in the game.

One other benefit of this process is that we can simply revert back to the stock values by replacing the stock line of text; changing the current hull vulnerabilities means having to go back and find what you changed then changing it back.

Bob
Logged

ben_wh

  • member
  • Offline Offline
  • Posts: 63
Re: [WIP] D.I.Y. Ship Damage Mod
« Reply #37 on: April 07, 2012, 04:42:25 PM »

Hi Plowshare,

Do you mind posting the other definitions you have used for ship damage modelling?

(By the way thanks for the work on the other ship mods - really enjoyed them)

Cheers,
Logged

mojojojo

  • member
  • Offline Offline
  • Posts: 992
Re: [WIP] D.I.Y. Ship Damage Mod
« Reply #38 on: April 17, 2012, 03:44:08 PM »

THIS IS GREAT!!
i just destroyed an entire convoy with only the 40mm cannons on my Ki-44.
Logged

mojojojo

  • member
  • Offline Offline
  • Posts: 992
Re: [WIP] D.I.Y. Ship Damage Mod
« Reply #39 on: April 17, 2012, 04:26:36 PM »

which hull catagory is a destroyer?
Logged
Pages: 1 2 3 [4]   Go Up