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Author Topic: D.I.Y. Ship Damage Mod  (Read 30637 times)

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Triad773

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Re: D.I.Y. Ship Damage Mod
« Reply #24 on: February 25, 2011, 06:58:03 PM »

Looks okay to me:)

Thanks

Triad
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western0221

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Re: D.I.Y. Ship Damage Mod
« Reply #25 on: April 30, 2011, 05:33:41 PM »

I'm intersted in this topic.
and I watch my ships.ini (default 4.10.1m + SAS Modact2.5).

Then someone edited mine!!
Here is a part of ships.ini
Code: [Select]
[strength_HullMedium]
MinShotCaliber    0.037
NumShots          106
MinHitExplTNT     10
NumHitExpl        11.2
MinNearExplTNT    32 //49
NumNearExpl       16
MinNearExplTNT was changed to 32 from 49.
Someone aims more effective on near explosion , I see.
What about your ships.ini ?

And I feel about strength_HullXXX, Enorm is too strong about Carriers, but Huge is too weak.
I will make a middle new parameter between Enorm and Huge to my Carrire ship MODS.

So, please read also my topic https://www.sas1946.com/main/index.php/topic,15415.0.html
This is a discussion about Deck and Hull damage deviding.
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stranger

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Re: D.I.Y. Ship Damage Mod
« Reply #26 on: May 01, 2011, 12:46:28 AM »

was this development considered for inclusion in up3? underwater blast damage was achieved i believe....
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western0221

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Re: D.I.Y. Ship Damage Mod
« Reply #27 on: May 01, 2011, 03:40:08 AM »

And I feel about strength_HullXXX, Enorm is too strong about Carriers, but Huge is too weak.
I will make a middle new parameter between Enorm and Huge to my Carrire ship MODS.

I add new strength definitions at ships.ini.
But cannot use.

somewhere in other ini file or coded java class file strength's names are defined?
I have to search around...
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western0221

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Re: D.I.Y. Ship Damage Mod
« Reply #28 on: May 01, 2011, 11:44:47 PM »

At last I have found this.
Fuuuuuuuuuuu.....

MinShotCaliber is the minimum caliber, in meters, that will cause ANY damage to a ship's compartment. When a vital compartment is hit by the NumShots  value of shells of the MinShotCaliber, the ship will be destroyed and sink.

MinShotCaliber have to be decided numbers in java hard coding.
We can't change this parameter freely.
We have to use one of default six types of MinShotCaliber parameters.
Then additional sterngth named section we can make.

If someone want to add new MinShotCaliber type, with coding java  class file, it is able.
But I think... changing hard coding is uncompatible thing.
I found in which java class coded this, how to change, but now I don't write it here.
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boogabooga

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Re: D.I.Y. Ship Damage Mod
« Reply #29 on: May 02, 2011, 12:20:29 AM »

Thanks for taking interest in this.

I don't know about MinShotCaliber (But I trust you). If you wanted to fine tune gunfire damage, I think you could still use the NumShots parameter to make a ship stronger or weaker.

Unfortunately, my Il-2 computer broke down over a month ago and I don't have any way to test this myself right now.
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_AUS_Salmo

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Re: D.I.Y. Ship Damage Mod
« Reply #30 on: May 02, 2011, 04:16:05 AM »

I've played with the deckC deckT & deckN chunks & tried to seperate them from the base chunk & give them a weakened strength, but to no avail. Anyone guess what deckC deckT & deckN stands for?

[IJNAkagiCV:Part0]
BaseChunk                 Hull1
AdditionalCollisionChunk0 DeckN
AdditionalCollisionChunk1 HullNOver
AdditionalCollisionChunk2 HullN01
AdditionalCollisionChunk3 HullN02
strengthBasedOnThisSection strength_HullEnorm
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western0221

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Re: D.I.Y. Ship Damage Mod
« Reply #31 on: May 02, 2011, 06:52:17 AM »

_AUS_Salmo talks about this?
https://www.sas1946.com/main/index.php/topic,15415.0.html

I'm happy when you talk about it at there.

I will try it myself after listening to others' opinions... and now not.

Hull's strength is easy to test by FMB , set many Torpedo boats around the Carrier.
But Deck's strength isn't easy.
I fly bomber and dive-bombing by myself successfully. I think.
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Patchman123

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Re: D.I.Y. Ship Damage Mod
« Reply #32 on: September 26, 2011, 05:33:34 PM »

What values in ships.ini would you to have to set to get .50 caliber machine guns from a B-25 to do any damage to a merchant ship hull?
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Pursuivant

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Re: D.I.Y. Ship Damage Mod
« Reply #33 on: September 26, 2011, 07:07:28 PM »

What values in ships.ini would you to have to set to get .50 caliber machine guns from a B-25 to do any damage to a merchant ship hull?

The settings Western0221 listed above look about right.
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Patchman123

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Re: D.I.Y. Ship Damage Mod
« Reply #34 on: September 26, 2011, 07:24:50 PM »

I have made a .50 caliber machine gun be able to sink a merchant sink. Now just like in real life, a B-25 with forward-firing guns can sink a merchant ship.

[strength_HullMedium]
MinShotCaliber    0.0127
NumShots          106
MinHitExplTNT     10
NumHitExpl        11.2
MinNearExplTNT    49
NumNearExpl        3 //16

These are the values I have entered in ships.ini for people to be able to sink a merchant ship.


Available for download here.
https://www.mediafire.com/?ruxa9h6e8il1ci8

Come on guys,
A B-25s guns could sink merchant ships and very often did during the Pacific war. There is plenty proof of it out there. The modified damage values are available for downloads. Does anyone have any suggestions of what could be done differently? It is more realistic to have .50 caliber machine guns sink enemy merchant ships in this way because a .50 caliber bullet would put holes into a merchant ship's hull. You've got to remember that merchants are not battleships here. They're very thin-hulled because they were not meant to withstand battle damage like warships because they were only designed to carry cargo and for that purpose only. Having a .50 cal damage it is more realistic because armour piercing bullets would tear into it like Swiss Cheese.
See what I'm saying.

https://www.mediafire.com/?ruxa9h6e8il1ci8
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Patchman123

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Re: D.I.Y. Ship Damage Mod
« Reply #35 on: September 27, 2011, 05:44:50 PM »

At last I have found this.
Fuuuuuuuuuuu.....

MinShotCaliber is the minimum caliber, in meters, that will cause ANY damage to a ship's compartment. When a vital compartment is hit by the NumShots  value of shells of the MinShotCaliber, the ship will be destroyed and sink.

MinShotCaliber have to be decided numbers in java hard coding.
We can't change this parameter freely.
We have to use one of default six types of MinShotCaliber parameters.
Then additional sterngth named section we can make.

If someone want to add new MinShotCaliber type, with coding java  class file, it is able.
But I think... changing hard coding is uncompatible thing.
I found in which java class coded this, how to change, but now I don't write it here.


WRONG! I changed it in my ships.ini file and it is possible to change this without problems. See, my strafing mod.
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