[WIP] RUB Uboat physics/stats

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Re: [WIP] RUB Uboat physics/stats

Postby Ducimus on Sun Mar 14, 2010 12:34 am

There is No rush, unless your personal life has imposed a deadline on you for some reason.

I just wanted to knock this crap out so i can play for awhile. lol.
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Re: [WIP] RUB Uboat physics/stats

Postby LukeFF on Sun Mar 14, 2010 1:12 am

Ducimus wrote:There is No rush, unless your personal life has imposed a deadline on you for some reason.


Oh no, not at all. I want to get the files done and out to you before the week starts. Note as well that these files will have updated ammo loadouts as well. Some of them are really funky by default.
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Re: [WIP] RUB Uboat physics/stats

Postby LukeFF on Sun Mar 14, 2010 3:17 am

Here's the file with all the updated gun stats (drag, reload times, ammo loadouts, muzzle velocity, rate of fire):

http://www.filefront.com/15825609/RUB%20Guns.7z

Interesting to note is that the 37mm gun found only on Type IXs is in this group of files...
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Re: [WIP] RUB Uboat physics/stats

Postby Ducimus on Wed Mar 17, 2010 3:17 pm

I'll try and finish up my patrol and give a look at dive times with those tonight. I got side tracted, and right now, i am not trashing my career game by running tests.

Tests are to be done while im in port. :mrgreen: Sitting at about 5 merchants for 30K tons and 4 fish left. I've been misbehaving with the deck gun. :lol:
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Re: [WIP] RUB Uboat physics/stats

Postby LukeFF on Wed Mar 17, 2010 3:39 pm

Ducimus wrote:I've been misbehaving with the deck gun. :lol:


Don't worry, I'll tweak it. :D

BTW, I tweaked some of the reload times, so don't worry if they seem a bit "off' in that file release.
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Re: [WIP] RUB Uboat physics/stats

Postby Ducimus on Thu Mar 18, 2010 2:04 am

Wow, drag from deck weapony (and conning towers), changes EVERYTHING.

So then.. a Question. Your type 7C is rated at a max speed of 7.6 kts submerged. Was this figure taken with the deck gun on, or off the boat?

If this speed is including the deck gun, i'll need to up the subs maximum speed so it does hit 7.6 kts at flank.

Eh, you can remove a deck gun in game can't you? (havent tried yet)
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Re: [WIP] RUB Uboat physics/stats

Postby LukeFF on Thu Mar 18, 2010 4:25 am

Ducimus wrote:So then.. a Question. Your type 7C is rated at a max speed of 7.6 kts submerged. Was this figure taken with the deck gun on, or off the boat?

If this speed is including the deck gun, i'll need to up the subs maximum speed so it does hit 7.6 kts at flank.

Eh, you can remove a deck gun in game can't you? (havent tried yet)


I didn't change the submerged speed of the VIIC, so it probably needs about 0.5 knots added. Come to think of it, probably all of them need to have their submerged speed tweaked a bit.

And yeah, you can remove the deck gun manually, just not from in the game. Comment out this line in the UPCGE file:

IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1943-04-30, UpackUb88mmDG
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Re: [WIP] RUB Uboat physics/stats

Postby Ducimus on Thu Mar 18, 2010 9:08 am

Hmmm.

Are the drag settings in the file you posted the final settings?

edit:
BTW, for crash dive times to 13 meters, i had the following numbers in mind:

7A = 38 seconds
7b = 35 seconds
7c = 30 seconds
7c/41 = 27 seconds.
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Re: [WIP] RUB Uboat physics/stats

Postby Frederf on Thu Mar 18, 2010 10:35 am

Odd question but as it relates to U-boat performance. Is it possible to code some of the crew abilities as negative bonuses? I was thinking that if one used the ability system for making a reasonable replication of drilling, training, veterancy, etc. then perhaps one could make, for example: 5 Levels of dive performance where the level 3 is +0% speed, level 1 is -20% speed and level 5 is +10 speed. The idea being that a green crew doesn't get the max out of their boat. The reason I ask is because if that's not possible to go from negative to positive then one might want to build in some no-realistic behavior into the boat performance such that when the abilities (assuming overhaul here) are applied it comes back out to sensible.
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Re: [WIP] RUB Uboat physics/stats

Postby Ducimus on Thu Mar 18, 2010 10:37 am

LukeFF wrote:
And yeah, you can remove the deck gun manually, just not from in the game. Comment out this line in the UPCGE file:

IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1943-04-30, UpackUb88mmDG



I got a better idea. Lets make this an ingame option.

Id post this as a mod, but since the UPC files are your gig....

Data\UPCDataGE\UPCUnitsData\Weapons.upc
Code: Select all
[Weapon 16]
ID= EmptyGun
NameDisplayable= Empty Deck Gun Slot
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= NULL
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0         ;Not used
AmmoMagazineSize= 0
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL,   0,   0.2,   0,   1,   1,   Jam,         0,   0,   NULL,   1,   0.3,   0.2
DamageDescription2= NULL,   0,   1,   0,   0.5,   1,   Chamber Explosion,   50,   5,   NULL,   1,   2,   10



Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc
Code: Select all
[UpgradePack 59]
ID= UpackEmptyGun
NameDisplayable=Empty
Info=
Notes=
FunctionalType= UpFTypeWeaponCannon
UpgradePackSlotType= GerMediumDeckGun
ImageIndex=
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 0
IDLinkUpgradePackElements= EmptyGun
TrackingID=401


/data/Submarine/NSS_Uboat7*.upcge
Code: Select all
[UserPlayerUnit 1.UpgradePackSlot 1]
ID= UpgDeckGun
NameDisplayable= UpgSlotDeckGun-Name
Type=NULL
AcceptedTypes= GerMediumDeckGun
UserCustomizable=Yes
IDLinkUpgradePackSlots= VIIABowDeckGun
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, UpackUb88mmDG
IDLinkUpgradePackSlotsIntervalDefault2= NULL, NULL, UpackEmptyGun


Just tested that in game. Can remove, your deck gun, and put it back again for the price of the deck gun.
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