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Author Topic: D.I.Y. Ship Damage Mod  (Read 30261 times)

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boogabooga

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Re: D.I.Y. Ship Damage Mod
« Reply #12 on: December 02, 2010, 12:02:17 PM »

NumHitExpl and NumHitExpl give the number of respectively, direct hit and near miss bombs containing the minimum TNT required to destroy the compartment. Again, IL-2 extrapolates if you use larger bombs.


Did you mean to write NumNearExpl instead of repeating NumHitExpl?

That would make more sense. I'm guessing that NumNearExpl is the number of near misses required to damage or destroy the compartment.

Also, does the DamageTime line do in the damage section of the ships.ini? I'm hoping it controls the length of time required before the damage appears, since that would allow tweaking of the time required for the ship to start to list or sink.

IMO ships sink way too fast in IL2, slipping under the waves in just a minute or so when, realistically, they might take hours to sink.

Another possibility is that by adjusting the yaw, pitch and roll it might be possible to make sinking ships capsize or go down by the bow or stern when destroyed.

Yes, fixed. Thank you. I'm not sure yet what DamageTime does. The problem with a full capsize, etc. is that damaged ships will continue to follow waypoints. A capsized ship still moving along will look silly. But it might work with stationary ships. I don't know for sure.
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HundertzehnGustav

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Re: D.I.Y. Ship Damage Mod
« Reply #13 on: December 02, 2010, 01:44:32 PM »

agree malone...
but i think that this unlocked feature is important enough that everyone should have it...
and if TD is to officialize something like this, what better could be done?

it makes attacking ships worth the risk, because the damage to the enemy becomes decoupled and is MUCH more in line with historic events!

Sub hunting becomes POSSIBLE. before, that schnorkel of a dived uboat was in de structible...
divebombs on an enemy convoy makes sense! a 500 pound bomb exploding 5 feet underwater near a Destroyer is not treated like a dud bomb...

This thing is important!
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_AUS_Salmo

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Re: D.I.Y. Ship Damage Mod
« Reply #14 on: December 02, 2010, 02:45:39 PM »

I'm not sure yet what DamageTime does.
From my experiments, I think this is the time (in seconds) it takes the ship part to sink the specified depth. It seems that DamageTime generally increases with the size of the ship in the stock ships.ini. So smaller ships generally sink quickly & larger ships generally sink more slowly, this is not always a realistic scenario. It would be great if we could have some likely maximum & minimum values for each of the ship vital parameters.
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frogman2

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Re: D.I.Y. Ship Damage Mod
« Reply #15 on: December 07, 2010, 03:45:02 PM »

i need a bit of help, i cant seem to get it to work correctly.

what happens is if i change any value on the ships it disappears.

is there somthing i missed?

thank you sir.
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slipper

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Re: D.I.Y. Ship Damage Mod
« Reply #16 on: December 07, 2010, 04:05:22 PM »

On a slightly similar note

I am trying to change the values of some buildings so that they are tougher, i'm not to fond of the fact that one full bombload from a bomber can obliterate a town.

I know i have to change the panzervalue of the buildings in the static.ini, but it is trial and error as to what the values mean.

Does anyone know the panzervalues that correspond to certain bombs? for example maybe a panzervalue of 0.7 corresponds to a building being destroyed only by a direct hit from a 500lb bomb.

also how many different types of bomb are modelled? does a 1000lb bomb have the same destructive value as a 500kg?

I thought it could be possible to change the values and clone certain buildings to make things such as a U-Boat bunker, that may only be destroyed by a direct hit from a 5000lb bomb for example,

any info appreciated

regards

slipper
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boogabooga

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Re: D.I.Y. Ship Damage Mod
« Reply #17 on: December 08, 2010, 10:11:19 AM »

i need a bit of help, i cant seem to get it to work correctly.

what happens is if i change any value on the ships it disappears.

is there somthing i missed?

thank you sir.

Could you please provide more details? I've never had this problem.
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frogman2

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Re: D.I.Y. Ship Damage Mod
« Reply #18 on: December 09, 2010, 05:44:43 PM »

it seems my ini. cant take any variation to ship destruction :( , ill have to run more tests.
thanks anyways sir.
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Pursuivant

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Re: D.I.Y. Ship Damage Mod
« Reply #19 on: December 10, 2010, 10:55:42 AM »

I am trying to change the values of some buildings so that they are tougher, i'm not to fond of the fact that one full bombload from a bomber can obliterate a town.

Certain buildings certainly should be tougher, but a ton or two of properly distributed high explosives or incendiaries will do a pretty good job of obliterating a small town, especially if the buildings are made of light materials such as wood.

Does anyone know the panzervalues that correspond to certain bombs? for example maybe a panzervalue of 0.7 corresponds to a building being destroyed only by a direct hit from a 500lb bomb. Also how many different types of bomb are modelled? does a 1000lb bomb have the same destructive value as a 500kg?

In real life, there's a reasonably simple formula for figuring the blast radius and destructive value of explosives. You plug in a "Relative Explosive Force" (REF) value for the explosive power of a particular type of explosive (TNT has a value of 1, other explosives have a greater or lesser explosive value) and multiply the mass of explosive by a function to determine the number of foot pounds/newtons/ pounds per square inch/whatever of force exerted by the blast at a particular distance. Different materials collapse or suffer damage based on the amount of force exerted against them. For fragile materials, such a glass, people or light wooden buildings, the required force is depressingly small.

My guess is that the formula for blast radius/explosive force has been modeled into the game, but that the REF values have been greatly simplified. So, the bomb type probably doesn't matter so much as the explosive value of that bomb.

I'm also guessing that buildings have some sort of "minimum caliber" of shell/bomb required to affect them, just like ships. Basically, this acts as "damage resistance" - like armor plating, - to determine the minimum force needed to damage the building. Above that level of force, the building takes damage, probably in abstract terms such as "hit points," although it doesn't show until the building is completely destroyed.

I thought it could be possible to change the values and clone certain buildings to make things such as a U-Boat bunker, that may only be destroyed by a direct hit from a 5000lb bomb for example,

I think trial and error is really the only way to go, given the limited amount of info we have and the relatively crude damage model for builldings.

Your "panzer values" will also depend on whether your want destruction of a building to represent complete destruction or functional destruction: a building which is still mostly standing but which has been rendered unsafe/uninhabitable due to bomb damage. In the former case, you'll want to set the panzer values and "hit points" much higher and accept the fact that IL2 doesn't model damaged buildings. In the latter case, you can keep your values lower, and accept the fact that your functionally destroyed buildings look like buildings in Hiroshima after the rubble was cleared.

Finally, realistically, big, tough buildings like sub pens and flak towers, are functionally indestructible by a single conventional WW2-era bomb. Even Tallboy bombs used against sub pens only punched a hole in the roof rather than taking out the whole building. While that might have had a rather dramatic effect on anything inside the sub pen when it the bomb went off, it would have been relatively easy to clear the rubble, scrape the previous occupants off the walls and return the docks to operation - although fixing the "skylight" in the roof would have been a serious engineering challenge.
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Joberg

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Re: D.I.Y. Ship Damage Mod
« Reply #20 on: December 12, 2010, 12:55:05 PM »

So, haven't done any text editing in IL-2 before. Do I edit the ships.ini file located in the hsfx folder or the one in the files folder?
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fabianfred

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Re: D.I.Y. Ship Damage Mod
« Reply #21 on: February 16, 2011, 04:04:35 AM »

For Buildings you simply alter the Panzer value for each building in the Static.ini....

for ship AA to be vulnerable to MG/Cannon/rocket/bomb you need to alter the values at the start of the Ships.ini thus...

// User-defined sections with strength parameters

// Gun Durability

[strength_GunTiny]
MinShotCaliber    0.00762
NumShots          1
MinHitExplTNT     1
NumHitExpl        2
MinNearExplTNT    4
NumNearExpl       2

[strength_GunSmall]
MinShotCaliber    0.0127
NumShots          1
MinHitExplTNT     4
NumHitExpl        2
MinNearExplTNT    8
NumNearExpl       2

compare my values with the original ones

an early mod of mine
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slipper

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Re: D.I.Y. Ship Damage Mod
« Reply #22 on: February 16, 2011, 08:30:54 AM »

Pursuivant and fabianfred,

Thanks for the replies, i seem to have forgotten about this somehow, will do a bit of trial and error.

With respect to large tough buildings such as Subpens, am i right in thinking that if you made the building indestructable to anything including a tallboy. Then inside this building you placed some vehicles, and/or light buildings.

Then dropping a Tallboy would not destroy the subpen, but would destroy the internally placed objects, thus giving off fire and smoke and making the Subpen appear damaged.

Is this right?

If so you could make some buildings indestructable to certain size bombs, while still appearing to have caught fire, (using incendaries could become an option then, for Night Bombers).

The only problem would be all the messing about in the FMB to populate the maps with secondary objects.

regards all

slipper

p.s i know we do not have incendaries for Bombers yet, but maybe one day
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boogabooga

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Re: D.I.Y. Ship Damage Mod
« Reply #23 on: February 25, 2011, 01:52:09 AM »

Please let me know if anyone sees yellow frogs instead of pictures on the first post. 
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