Hello all
Just though I would post this for those people who are having issues or wish to adjust the damage to the sub, ships or planes within their single player games.
We all have our own taste and want different things when we play a single player game.
Anyway this note explains what is known up to now with the Zones.cfg and what it affects.
The Zones.cfg affects damage modelling to the sub, ships and planes. The original is ok but some people have issues with certain aspects of it.
With a bit of thought and number manipulation in this file you can change the way many things work or get blown up. You can set sinking times and even have explosions on your sub. And finally you can set how much damage occurs and the special effects to go with it.
I personally am waiting for next patch and probably the next RUB, which includes deck gun and plane fixes currently being worked on.
If you are wondering why I am messing with this in the first place, let me explain my visions for this game.
I think we will be getting an expansion or add-on to this game.
As time goes by, I think we will be getting more surface battles within the campaign i.e. ship v ship or ship v plane. People are managing to script these in now to missions.
Without more a do, lets get to the points
When you open Zones.cfg you will see that each item is set a bit like this.
[CommandRoom]
Category=Command Room
Multiplier=1.000000
Flotability=50.000000
HitPoints=500
Destructible=No
Armor Level=5
Critic Flotation=0.02
Critical=No
Critical Chance=0.05
Effect1=#dc_bubbles, 30
FloodingTime=60
CargoType=Ammo
I will explain what is known to date and if you are aware of anything please include.
[CommandRoom]= Name of component
Category=Command Room= as it says
Multiplier=1.000000= This figure seems to multiply the effect of damage i.e. if you look at fuel bunkers or ammo bunkers you will see that this figure has been set to 5.
Flotability=50.000000= This is the buoyancy of your area so if I set this to 100 then any effect on it would make sub start to sink. A bit of imagination and testing is required when setting this.
HitPoints=500 = the health of a part or room. This can be raised or lowered and you also have to bear in mind that armour levels are included as explained later on.
Destructible=No=determines whether a component will blow of ship or sub. E.g. the conning tower.
Armor Level=5= This is the resistance of a area or component to damage. It has a number of figures as described. –1 = not fully known but seems to tie in with hull integrity. 5, 10 15, 20 and 25 seems to be the set levels. 25 is the toughest.
Critic Flotation=0.02 the amount of damage taken before flooding begins. More of a percentage actually.
Critical=No= If you study some ship areas you will notice that some are critical. This could affect other areas if set to yes but some think it just means the area can show in recognition manual.
Critical Chance=0.05=this is the amount of damage that could trigger the cargo to explode. It is always found where fuel or ammo has been stored as cargo.
Effect1=#dc_bubbles, 30= you can have 2 effects. Remember that the number at the end is the amount of damage-received before the effect will trigger. I.e. this effect requires the command room to receive 30 percent damage before it will trigger. Also remember to ensure you have effect1 and then effect2 correctly numbered.
FloodingTime=60= obvious really, the lower the faster you will flood and vice versa. Again imagination and considering the floatability figure can leave some satisfying effects.
CargoType=Ammo=you can add a cargo. Fuel and ammo are the main 2 but I know there is one called custom and am testing its effects now. If you scroll down to bottom of page, you will see the settings for these two. You do not have to set a critical chance on all cargo and this way the component must receive 100% damage before it blows. I have used this to add the effect of internal torpedo explosion etc.
Well I hope this helps some of you tweak the game to your liking. Please leave any questions or comments. I will try and answer but as you may guess, when playing with these figures you also has to consider the side effects. You can adjust in 100000 different ways and eventually we will need some form of tight control to prevent cheating online.
gouldjg