Whilst trying to develop better DPs for my JAP landing craft, I was struck by how "indestructible" small vessels are in CFS 2. If you're toting anything lighter thasn a 500lber you can forget it, & even then, those Daihtsus in 87 Days just never seem to sink!!!
Now, way back in 2004 Pen32win revised the grndexpl fx files that modelled land explosion "near-misses", as he'd uncovered that the reason CFS2 originally shipped with such puny object DPs for ground targets was how these fx files imparted damage for bombs that missed their target (ie nearly all "dumb" bomb explosions).
From the AF Bombblast readme...
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Here’s why:
CFS2 creates ground bomb damage in two different ways.
1. A direct hit on the infrastructure item’s DP.
2. A near miss with the bomb striking the ground.
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Case number 2 is were things get messy. First off there are 4 different “weapon_type”s that cover all of the different bombs. Type 1 is the lightest, like the 30 & 60kg and 250Lb’ers. Type 2 covers the 250kg and 500lb bombs. Type 3 is for the 1000lb bomb and Type 4 is used by the 800kg and 2000lb bombs. Now that that’s clear let’s make mud. When a bomb strikes the ground in CFS2 the program selects one of 3, yes 3 and not 4 FX to trigger. You’d think there would be 4 FX since there are 4 different weapons types, right? Nope. Here’s how things work out. The 3 Effects are the fx_gndexpl_s, m & l. Type 1 bombs use the “s” FX. Type 2 uses the “m” FX and Types 3 & 4 both use the “l” FX. Why does this matter? In CFS2 the AI aircraft do not hit their targeted objects DP unless it is a very large object like the Factories or Hangar Type A Large. They even miss those sometimes. So 97+% of the time when an AI Aircraft is attacking with bombs the resulting damage is caused by the 3 grndexpl FX. And that is what was making CFS2’s ground bomb damage act so erratic and why the ground objects DP were set so low in the number of hit points required to destroy them.
The Stock FX numbers relating to damage they cause look like this:
Small:
Hitpoints=500.00, 600.00
Range=100.00, 200.00
Medium:
Hitpoints=150.00, 200.00
Range=100.00, 200.00
Large:
Hitpoints=2000.00, 2200.00
Range=100.00, 200.00
No, I didn’t paste them out of order and Yes the above numbers match of weapon type is correct. I know this for certain because I added different colored smoke to each of the FX for testing. Just ask my Beta testers how much that freaked them out…LOL OK, these FX are the root of the problem. They don’t match the damage numbers in the weapons DP’s as they should. CFS2 is very good at reproducing a bomb blast radius but they dropped the ball on the FX end and ended up creating wimpy DP’s for the Ground Infrastructure to compensate.
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His solution was to revise the hitpoints & blast radius values for the 3 fx files
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Small:
Hitpoints=1000.00, 1500.00
Range=50.00, 75.00
Medium:
Hitpoints=5000.00, 5500.00
Range=90.00, 100.00
Large:
Hitpoints=10000, 20000
Range=100.00, 150.00
Notice how they match up with the different weapon types better? I had to do some fudging with the Large FX because of the lack of a 4th FX for the Type 4 Weapons but it works out well. What these FX do is allow the creation of more realistic Ground Object DP’s without making them indestructible to bombs. BTW, this will also fix the damage done by the AF=Midway Arty Shells and any aircraft that crashes near a building.
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Fast forward to 2024...
Now, it seems nobody ever looked at water-based explosions, but it looks to me like they were modelled in exactly the same way. Again, remember most dumb bombs miss, but land close to the intended target. So there should be a chance of a near-miss inflicting blast damage - hydrostatic overpressure popping hull rivets/welds & creating leaks, the blast itself (but no ground to create extra shrapnel from), or maybe just the sheer volume of water swamping an open-topped landing craft.
Here's the stock fx file values
Small:
Hitpoints=30.00, 60.00
Range=20.00, 40.00
Medium:
Hitpoints=50.00, 100.00
Range=30.00, 60.00
Large:
Hitpoints=60.00, 120.00
Range=50.00, 100.00
Wimpy or what - no wonder your Airacobra's single 500lber never seemed to do any damage except if your were lucky enough to actually hit something!! Any those pesky Daihatsu's are real small...
So I went ahead & created a replacement set using Pen32win's grndexpl values as a guide...
Small:
Hitpoints=500.00, 750.00
Range=50.00, 75.00
Medium:
Hitpoints=2500.00, 3000.00
Range=90.00, 120.00
Large:
Hitpoints=5000, 10000
Range=100.00, 150.00
So, I'm using Pen32win's range values, but have reduced the hit points to approx. 50% of the grndexpl fx values to account for there being fewer shrapnel pieces.
Then I set about testing my hypothesis. I created a 9 vessel convoy attack mission template & reproduced it as follows:
Landing Craft attack
A mix of my own Shohatsu, Daihatsu & Toko Daihatsu models, being attacked by 7 pairs of SBDs, each using a single 250lb bomb
Maru attack missions, 3 types: 250lb, 500lb & 1000lb
The convoy consists of:
2 x 6800t Maru (my own JapMaru1 mdl, based on Stuart's Daifuku Maru mdl)
2 x 4000t Maru (my own JapMaru2 mdl)
2 x 1200t Tankers (Stuart's TSa tankers)
2 x TB escorts (Stuart's SC13 class)
1 x Daihatsu at the convoy lead (Used as a location to watch the action unfold each time)
I just put the Player aircraft into autopilot & then F10 to get trail view. Using the hat-switch I could then cycle back/fwds to watch the different targets as required.
Here's the results: (number of vessels sunk after 14 bombs dropped)
Stock wterexpl.fx (ratio) my revised wtrexpl.fx (ratio)
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JapLC attack, 250lb 5 , 3 , 5 , 4 , 4 21/70 7 , 8 , 5 , 8 , 9 37/70
JapMaru attack, 250lb 1 , 1 , 1 , 0 , 1 4/70 0 , 1 , 1 , 1 , 1 4/70
JapMaru attack, 500lb 1 , 1 , 1 , 1 , 1 5/70 1 , 2 , 1 , 1 , 1 6/70
JapMaru attack, 1000lb 1 , 2 , 3 , 1 , 1 8/70 3 , 3 , 1 , 2 , 2 11/70
Not perfect, but a definite effect there, particularly with the smaller craft!!
I like the fact that the larger vessels don't have much difference between the two sets, as I'd expect any ship kills to be driven by actual hits rather than near-misses. However, I also noted that all types craft seemed to take/display more visual damage effects when using my files than they did using the stock files, perhaps indicating the increased radius was indeed having an impact from near-misses, like I'd hoped it would.
Now aircraft gunfire or small bombs can have a real impact on small craft, without necessarily making them too easy to kill.
Any thoughts?