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New Model - USS Wasp (CV-7) released by Allen!

Looks Like an Alien

The VN model is missing alot. I did look at it as I thought it look bright. It also looks to be a polygon hog as Model Converter X shows a small Yorktown class carrer hidden inside the model.

I had a ton of free time to try to make a CV-7 of my own. I've wanted to slam my head into the keyboard so many times. I really have no idea what I'm doing when it come to ships.

attachment.php


I'm not sure if I can get it done but if not I will see if stuart277 could take it and finish it up.


Hi Allen
I checked out the VN Wasp.
I does indeeed have a baby Yorktown in the pouch. It could be an Alien??
How interesting.
PS I like your new ship.:applause::applause::applause:
I will whip up a dp file this evening.
Cheers
Stuart
 
Very nice Allen. She had a stained deck in 1942. See the pic. Regardless of how she is painted it's a nice model. :mixed-smiley-010:

attachment.php
 
The Wasp has the blue deck. I was wondering if the Lex was still wood at coral sea. It also looks like the Wasp at the time of the pic is missing the quad 40s on the port side.
 
The Wasp has the blue deck. I was wondering if the Lex was still wood at coral sea. It also looks like the Wasp at the time of the pic is missing the quad 40s on the port side.

Allen,

I already answered the question of the colors of the Lexington at the Coral Sea in an earlier post in this thread.
 
Allen,

I already answered the question of the colors of the Lexington at the Coral Sea in an earlier post in this thread.


Thanks for confirming that.Any idea when it went "gray". Painted differently in Feb 42 during O Hare's famous encounter off Rabaul.What about the Lae missions?
 
Thanks for confirming that.Any idea when it went "gray". Painted differently in Feb 42 during O Hare's famous encounter off Rabaul.What about the Lae missions?

From what I read Lexington was Sea Blue before Coral Sea but a different shade of it and the deck was Deck Blue.This scheme called ms 11 started September 1941.
 
I'm not sure what to think about ship DPs. The way they take damge is quite confusing to me. I'm looking at the DP now. I do hope you where able to get the model into gMax to do the guns and boxes. Another thing is that I see you added all of the 20mm and this may become over kill in game.
 
Ship DP's

Hi Allen
I do not really understand how ships take damage either.
There are a few things that I use as a guide:
I look at the damage points and try to relate them to the ships displacement.
Wasp is about 15000t, so main systems are about 15000, as shown in red.
Hull systems are more vulnerable to torpedo damage so I make them a little more, as shown in green.
system.0=%system_name.0%,15000,-1
system.1=%system_name.1%,15000,-2
system.2=%system_name.2%,15000,-3
system.3=%system_name.3%,15000,-4
system.4=%system_name.4%,15000,-5
system.5=%system_name.5%,15000,-6
system.6=%system_name.6%,15000,-7
system.7=%system_name.7%,15000,-8
system.8=%system_name.8%,15000,-9
system.9=%system_name.9%,15000,-10
system.10=%system_name.10%,15000,-11
system.11=%system_name.11%,15000,-12
system.12=%system_name.12%,15000,-13
system.13=%system_name.13%,15000,-14
system.14=%system_name.14%,15000,-15
system.15=%system_name.15%,15000,-16
system.16=%system_name.16%,20000,-17
system.17=%system_name.17%,20000,-18
system.18=%system_name.18%,20000,-19
system.19=%system_name.19%,20000,-20
system.20=%system_name.20%,20000,-21
system.21=%system_name.21%,20000,-22
system.22=%system_name.22%,20000,-23
system.23=%system_name.23%,20000,-24
system.24=%system_name.24%,10000,-25
system.25=%system_name.25%,10000,-26
system.26=%system_name.26%,10000,-27
system.27=%system_name.27%,10000,-28
system.28=%system_name.28%,10000,-29
system.29=%system_name.29%,10000,-30
system.30=%system_name.30%,100,-31
system.31=%system_name.31%,100,-32
system.32=%system_name.32%,100,-33
system.33=%system_name.33%,100,-34
system.34=%system_name.34%,100,-35
system.35=%system_name.35%,100,-36
system.36=%system_name.36%,100,-37
system.37=%system_name.37%,100,-38
system.38=%system_name.38%,100,-39
system.39=%system_name.39%,100,-40
system.40=%system_name.40%,100,-41
system.41=%system_name.41%,10000,-42
system.42=%system_name.42%,10000,-43
system.43=%system_name.43%,10000,-44
system.44=%system_name.44%,10000,-45
system.45=%system_name.45%,10000,-46
system.46=%system_name.46%,10000,-47
system.47=%system_name.47%,10000,-48
system.48=%system_name.48%,10000,-49
system.49=%system_name.49%,10000,-50
system.50=%system_name.50%,10000,-51
system.51=%system_name.51%,10000,-52
system.52=%system_name.52%,10000,-53
system.53=%system_name.53%,10000,-54
system.54=%system_name.54%,10000,-55
system.55=%system_name.55%,100,-56
system.56=%system_name.56%,100,-57
system.57=%system_name.57%,100,-58

I do not know what 'sinker' means.
I am also unclear on how the 'damage ratio' works when using DPEdit.

With regard to the Wasp AA, I have opened it in GMAx and the gun positioning is pretty accurate.
I reduced the range of the 20mm guns to 1500m as they were deadly at 3500m.
The 20mm guns are set as 'blocks' of 5, 7 and 11, reflecting their position on the ship. I did this to reduce the size of the DP file (which may be a problem if it is too large).
Cheers
Stuart
 
Hi Allen
I do not really understand how ships take damage either.
There are a few things that I use as a guide:
I look at the damage points and try to relate them to the ships displacement.
Wasp is about 15000t, so main systems are about 15000, as shown in red.
Hull systems are more vulnerable to torpedo damage so I make them a little more, as shown in green.
system.0=%system_name.0%,15000,-1
system.1=%system_name.1%,15000,-2
system.2=%system_name.2%,15000,-3
system.3=%system_name.3%,15000,-4
system.4=%system_name.4%,15000,-5
system.5=%system_name.5%,15000,-6
system.6=%system_name.6%,15000,-7
system.7=%system_name.7%,15000,-8
system.8=%system_name.8%,15000,-9
system.9=%system_name.9%,15000,-10
system.10=%system_name.10%,15000,-11
system.11=%system_name.11%,15000,-12
system.12=%system_name.12%,15000,-13
system.13=%system_name.13%,15000,-14
system.14=%system_name.14%,15000,-15
system.15=%system_name.15%,15000,-16
system.16=%system_name.16%,20000,-17
system.17=%system_name.17%,20000,-18
system.18=%system_name.18%,20000,-19
system.19=%system_name.19%,20000,-20
system.20=%system_name.20%,20000,-21
system.21=%system_name.21%,20000,-22
system.22=%system_name.22%,20000,-23
system.23=%system_name.23%,20000,-24
system.24=%system_name.24%,10000,-25
system.25=%system_name.25%,10000,-26
system.26=%system_name.26%,10000,-27
system.27=%system_name.27%,10000,-28
system.28=%system_name.28%,10000,-29
system.29=%system_name.29%,10000,-30
system.30=%system_name.30%,100,-31
system.31=%system_name.31%,100,-32
system.32=%system_name.32%,100,-33
system.33=%system_name.33%,100,-34
system.34=%system_name.34%,100,-35
system.35=%system_name.35%,100,-36
system.36=%system_name.36%,100,-37
system.37=%system_name.37%,100,-38
system.38=%system_name.38%,100,-39
system.39=%system_name.39%,100,-40
system.40=%system_name.40%,100,-41
system.41=%system_name.41%,10000,-42
system.42=%system_name.42%,10000,-43
system.43=%system_name.43%,10000,-44
system.44=%system_name.44%,10000,-45
system.45=%system_name.45%,10000,-46
system.46=%system_name.46%,10000,-47
system.47=%system_name.47%,10000,-48
system.48=%system_name.48%,10000,-49
system.49=%system_name.49%,10000,-50
system.50=%system_name.50%,10000,-51
system.51=%system_name.51%,10000,-52
system.52=%system_name.52%,10000,-53
system.53=%system_name.53%,10000,-54
system.54=%system_name.54%,10000,-55
system.55=%system_name.55%,100,-56
system.56=%system_name.56%,100,-57
system.57=%system_name.57%,100,-58

I do not know what 'sinker' means.
I am also unclear on how the 'damage ratio' works when using DPEdit.

With regard to the Wasp AA, I have opened it in GMAx and the gun positioning is pretty accurate.
I reduced the range of the 20mm guns to 1500m as they were deadly at 3500m.
The 20mm guns are set as 'blocks' of 5, 7 and 11, reflecting their position on the ship. I did this to reduce the size of the DP file (which may be a problem if it is too large).
Cheers
Stuart

I'm not expert, still learning but was told had to change the hit points on the sinker as well.I did with for the IJN Shoho as well as others, can take a lot of damage now.Just testing to get it from being practically invincible.
 
Speaking of ship dps...

Have you compared the dps in Pen32Win's afshipdp0307 and AF_Ship_Upgrade_II to what you already have? I've found them to be very good. They are especially a good adjutment for the extremly rated JMK ships (Usio's). Many others have been "hardened" or made to take heavier damage, where necessary.
 
I think you have the hull the wrong way. The hulls should have a lower nummber. This will give it less life points/hit points and make it sink with fewer hits.

'damage ratio' is just the probability that each part has of being hit by bullets/other weapons. Say for airplanes it is vary likely that you will hit the Port Wing Structure with bullets VS the Port Wing Guns. So Port Wing Structure may have something like 50% chance of being hit while the Port Wing Guns may only have a 10% chance of being it.

One thing about range. Range is only for when they open fire. They will keep firing at targes that move out of range and be just as deadly.
 
'damage ratio' is just the probability that each part has of being hit by bullets/other weapons. Say for airplanes it is vary likely that you will hit the Port Wing Structure with bullets VS the Port Wing Guns. So Port Wing Structure may have something like 50% chance of being hit while the Port Wing Guns may only have a 10% chance of being it.

That's the basic premise behind the damage ratio thinking. I'm sure that must have been in the minds of the designers when they concocted this damage system, but the actual algorithm within the damage.dll module that manages real time damage seems to work that premise by simply distributing the dice of a weapon throughout a damage box according to these ratios.

Let's say that multiple bullets or shells strikes an inner wing box. The box includes a wing structure system part that has a 60% ratio, a gun that has 10%, aileron cable with 5%, landing gear with 15% and flaps at 10% for a total of 100%. Since each part has not been given an actual location within the box (unless the modder does this deliberately, like a fuel tank or engine), the damage dice of each bullet or shell, let's say 1d1*25 for example, will be distributed to the life points allocation of each part according to their respective ratios, with the wing structure part absorbing most of the damage at 60%. So, of the points value of 25 in each and every round, the wing structure system part gets 60%, the gun gets 10%, the aileron cable gets 5%, the landing gear gets 15% and the flaps get 10%. As the compounded dices of multiple rounds striking the box accumulate, the parts experience failure as they reach their life point allocations.

Ever wondered why you might have your plane spinning out of control or flying with a severe wing dip after taking a lot of fire to a wing without the wing actually breaking off, even though it was designed with breaking parts? Its likely because the life points allocations of the aileron and/or aileron cable was reached 100% before the allocation of the wing structure, which is set to visually separate at 100% damage. These minor parts usually have very low life point allowances, so they break sooner than parts with larger allowances.
 
Something I once read on Caleb's guide stuck with me, although I've not tried it for effect in any dp file I've hacked.

He mentions that the BOXMAPS total can be less than 100%, the inference being that the missing portion of ALL hits are discarded (& cause no reduction in lifepoints). This suggests a possible way of introducing robustness or armouring into some parts of a dp file, in that it will automatically discard this missing %age from ALL ordnance hitting that particular box.

as BC indicates above, it's the EFFECTS of losing those small lifepoint items that creates the trouble in many cases. For aircraft it can be control cables, Engine power, Pilot wounds etc., but unfortunately we don't seem to have the same options with ships (rudder would've been a good one, Fire Control, Propulsion etc.)

The dp file structure MS created was an immensely flexible way of modelling target damage, but who has the time to try all these potential variables out these days?
 
bearcat241
Never read or seen that before. I will have to test that my self.

As for the "plane spinning out of control or flying with a severe wing dip" bit. My testing say it has to do with Port/Starboard Wing Tip Structure. A single bullet for the smallest guns ( 30 Cal, 303 Cal and 7.7 mm) will cause the wing to dip and a few will become fatal.

Because of this most of the aircraft I have made I don't have the Port/Starboard Wing Tip Structure listed in any of the Port/Starboard Wing boxes. Wing Tips have there own vary small box and just Port/Starboard Wing Tip Structure listed.
 
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