dsawan Posted December 20, 2008 Posted December 20, 2008 Hi, iw as wondering if smoke and flame effect was available or feasible in ships that are damaged via ordnance or strafing. I know the fuel tanks in the game have that fire effect in the distance. Is it possible to use that effect on a damged ship? Quote
+Wrench Posted December 20, 2008 Posted December 20, 2008 It can be set in the types ini, if you use ships as terrain ground objects. Also, can be set in the ships data ini ... IN SOME CASES!! Unfortunately, only the 2 stock ships (cargo ship and tanker) have a 'damaged' or 'destroyed' model ... all the others will just sit there until they sink, fully 'intact' or just plane disappear. This is a small tweek of the original CargoShip" [TargetType095]Name=CargoShip FullName=Cargo Ship (Maru) TargetType=WAREHOUSE ActiveYear=0 TargetValue=250 UseGroundObject=TRUE GroundObjectType=CargoShip RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=ShipDestroyedEffect DamagedModel=CargoShip_damaged.LOD <-- SecondaryEffect=LargeOilFireEffect DestroyedModel=CargoShip_destroyed.LOD <-- SecondaryChance=100 ExhaustEmitterName=ShipSmoke ExhaustPosition=0.00,-32.86,24.81 ExhaustEmitterSize=1.0 You'll note the existence of the damaged and destroyed LODs. Whereas we look at the 'Destroyer': [TargetType120]Name=Destroyer FullName=Destroyer TargetType=Warship ActiveYear=0 TargetValue=300 UseGroundObject=TRUE GroundObjectType=Destroyer RepairRate=0.000 StartDetectChance=100 StartIdentifiedChance=100 IncreaseDetectChanceKey=10 MaxVisibleDist=30000.0 DestroyedEffect=ShipDestroyedEffect SecondaryEffect=LargeBombEffect SecondaryChance=100 You'll see it dosen't. You can always swap out various "DestroyedEffects" from other items. Baltika used the "AmmoDumpExplosion" and "ShipDestroyedEffect" for the ships in his Phillipines 1941 map. And befour you ask, YES, I have tried creating a destroyed model and skin via copy/rename and hex edit lods, for test purposes, on the DATs Liberty ship, with no results. Even editing the inis to point to these 'new' destroyed models residing in a multitude of places...the Liberty's main folder, the main /Objects folder, the main /GroundObjects folder, and even in the terrain folder. Never figured out if it's a path problem, data ini problem, or just in models themselves. Example: [GroundObjectData]DestroyedEffect=ShipDestroyedEffect DestroyedModel=Liberty_Destroyed.LOD <-- EmptyMass=1900000.0 Component[001]=Hull Component[002]=Superstructure Component[003]=GunTowerA Component[004]=GunTowerB in the above, I've got the destroyed LOD is residing in the MAIN Liberty folder. Nevr got it to work Wrench kevin stein Quote
dsawan Posted December 20, 2008 Author Posted December 20, 2008 Interesting, I was thinking of the smoke and flame effect from CFS 2 where if you strafe or damage the ship, you have a fire and smoke effect while moving. Guess we have to wait for something like this in SF. Quote
+Wrench Posted December 21, 2008 Posted December 21, 2008 Don't know if having a 'damaged effect' is possible... Theoreticaly it may be possible, via data ini edits of the various ships: [GroundObjectData]DamagedModel=CargoShip_damaged.LOD\ DamagedEffect=LargeFireEffect <--- DestroyedModel=CargoShip_destroyed.LOD DestroyedEffect=ShipDestroyedEffect EmptyMass=4893000.00 Component[001]=Hull Component[002]=Superstructure SystemName[001]=Radar1 You'll have to add it, run some A-S missions, and see if it works. WRench kevin stein Quote
+76.IAP-Blackbird Posted December 21, 2008 Posted December 21, 2008 This is realy interesting, will test this. never thought about this idea! Quote
+Wrench Posted December 21, 2008 Posted December 21, 2008 Well, been testing it for the last hour and half, and I can confidently say... It don't work. Added the damaged effect to BOTH data inis and the terrain types ini (in this case, New Guiena, as it's got plenty of shipping routes), to ALL the ships (cargoship, tanker, liberty, my USN cargo ship), and all I get is nothing. Just a destroyed ship when it sinks. It may be like the removing meshes via dat ini edits, it only works on aircraft not ground objects. DAMN! that sucks! would be nice to see ships afire from strafing damge (expecially when using the 75mm gun on the B-25H!) You all can continue experimentating, but I can't get it to work... RATTSSS!!!! Wrench kevin stein Quote
Ghost029 Posted December 21, 2008 Posted December 21, 2008 Well, been testing it for the last hour and half, and I can confidently say... It don't work. Added the damaged effect to BOTH data inis and the terrain types ini (in this case, New Guiena, as it's got plenty of shipping routes), to ALL the ships (cargoship, tanker, liberty, my USN cargo ship), and all I get is nothing. Just a destroyed ship when it sinks. It may be like the removing meshes via dat ini edits, it only works on aircraft not ground objects. DAMN! that sucks! would be nice to see ships afire from strafing damge (expecially when using the 75mm gun on the B-25H!) You all can continue experimentating, but I can't get it to work... RATTSSS!!!! Wrench kevin stein Wrench, How does it work on the tanks, these are ground objects and I know that I have seen destroyed tanks after the kill. At least I think I have. Quote
Silverbolt Posted December 21, 2008 Posted December 21, 2008 Ships sink. do you know if there is any parameter to measure the Ship sinking time? i don't even think in the real life one Frigate would take 3 seconds to hit the ocean bottom... Quote
+Fubar512 Posted December 21, 2008 Posted December 21, 2008 Yes, there is a variable that controls a ship's sink rate. However, in RL, ships tend to slow to a stop as they sink. It's somewhat of an immersion-killer to see a ship crusing along at 15 knots, on its side, half submerged, leaving a wake, and not sinking Quote
+Wrench Posted December 21, 2008 Posted December 21, 2008 Tanks have a _destroyed.lod called out in their inis. Stock ones, and a lot of the 3rd party made AFVs also use it. It's built into the Objects.cat, as are the destroyed and damaged lods for the 2 stock ships. Silverbolt: ever looked at the stock ships data inis??? SinkTime= (in seconds) A lot of the ship mods are missing this parameter. Takes just a few seconds to add it. Larger ships, ie Carriers and battleships (exepting HOOD and BARHAM perhaps...) would have the extended to apporx 60 or even longer*, depending on the damge inflicted and ship size. Warships are DEFINATELY more survivable than a thin-skinned cargo ship. The tanker should also be extended, due to the use of double hulls. Ships sink. You all know that in Real Life , Ed's a boat skipper. His last command was RMS Titanic....which is why he sticks to warm waters Like the Bermuda Triangle!!! Wrench kevin stein *historically, look at the time it took for ships like YORKTOWN, WASP, GAMBIER BAY to finally slip beneath the waves...even LEXINGTON didnt want to sink; we had to put her down ourselves via torpedoes from the escorting destroyers. And it still took a long time. Or, the CROSSROADS nuke tests at Bikini and Eniwitok .... Quote
Silverbolt Posted December 21, 2008 Posted December 21, 2008 Silverbolt: ever looked at the stock ships data inis??? SinkTime= (in seconds) Actually not :lazy2: Quote
Ghost029 Posted December 21, 2008 Posted December 21, 2008 Tanks have a _destroyed.lod called out in their inis. Stock ones, and a lot of the 3rd party made AFVs also use it. It's built into the Objects.cat, as are the destroyed and damaged lods for the 2 stock ships. Silverbolt: ever looked at the stock ships data inis??? SinkTime= (in seconds) A lot of the ship mods are missing this parameter. Takes just a few seconds to add it. Larger ships, ie Carriers and battleships (exepting HOOD and BARHAM perhaps...) would have the extended to apporx 60 or even longer*, depending on the damge inflicted and ship size. Warships are DEFINATELY more survivable than a thin-skinned cargo ship. The tanker should also be extended, due to the use of double hulls. You all know that in Real Life , Ed's a boat skipper. His last command was RMS Titanic....which is why he sticks to warm waters Like the Bermuda Triangle!!! Wrench kevin stein *historically, look at the time it took for ships like YORKTOWN, WASP, GAMBIER BAY to finally slip beneath the waves...even LEXINGTON didnt want to sink; we had to put her down ourselves via torpedoes from the escorting destroyers. And it still took a long time. Or, the CROSSROADS nuke tests at Bikini and Eniwitok .... Warships have a lot of extra bulkheads to make a hit survible. We ran drills 4 to 5 days a week on how to stop the water from coming in and make the repairs to keep us combat ready. While the tanker does have a double hull (at least the newer one do), the cargo is extremely flamable. It makes a very good boom. Depending on what hits it, it could literally disappear, or take hours to sink if at all. Former sub sailor. Quote
TerceraEscuadrilla Posted December 12, 2009 Posted December 12, 2009 Hello everyone, need help. I am designing a ship and not know the significance of this line affects the damage on the ship? how? [structure] ModelNodeName=Puente EffectSize=1.0 MinExtentPosition=-3.347,5.51,4.547 MaxExtentPosition=4.377,12.058,9.26 StructuralFactor=300.0 <-----this line HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=15 Armor .Thickness=15 Armor .Thickness=15 Armor[REAR].Thickness=15 Armor[TOP].Thickness=15 Armor[bOTTOM].Thickness=15 SystemName[001]=Radar Greetings Quote
+SUICIDAL Posted December 12, 2009 Posted December 12, 2009 I think is the weight of the boat. I'm not sure. Quote
+Fubar512 Posted December 12, 2009 Posted December 12, 2009 Hello everyone, need help. I am designing a ship and not know the significance of this line affects the damage on the ship? how? StructuralFactor=300.0 <-----this line That line sets the "strength" of a structure, that is, how much damage it can sustain before it's either destroyed or damaged. Quote
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