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Any thoughts on keeping some of the sunken ships oil spills burning longer?
will consider this
https://steamcommunity.com/sharedfiles/filedetails/?id=2287692822
Each freighter has internal compartments. The bigger the ship the more compartments. Empire Explorer has 48, with 12 sections with 4 compartments each.
When damage is applied either with the deckgun or torpedoe, it remembers each hit, with its position on the hull and the hole radius.
Each hit has base damage (from projectile) and some extra damage depending on the hole radius and some random factor.
A certain amount of minimum damage needs to be applied to a compartment before it starts flooding. In original game its about 5 hits with HE ammo to same spot.
When it starts flooding the rate of flooding is depending on different factors. Mainly on the amount of damage applied to that compartment. The flooding rate can be increased applying more damage to it. However this only icreses the flooding rate to this particular compartment. Meaning that it will just fill up faster, but will not necessarily reduce floatability more then to a point when the compartment is filled up to the top.
Considering this, it means there is no any reason to continue shelling at same spot when it already started flooding. More efficient would be to damage more compartments so they also start flooding. The more compartments are flooding the less floatability will remain once they fill up to the top.
The ships have no health points (HP). Instead it all about floatability. They can take a certain amount of water before their floatability is neglected, and then they will sink for certain.
Now let me explain that green bar that looks like HP bar, in fact its floatability bar.
https://steamcommunity.com/sharedfiles/filedetails/?id=2287713419
The ship on figure above has multiple damaged compartements which are now flooding.
They are about half full in avarage.
The bright green color indicates how much floatability the ship will have when the flooding compartements are filled up to the top. It is in this example it indicates about 50%, meaning when the damaged compartements are full, it will have lost about half of its floatability, but will still be well afloat. This will not sink by itself.
The darker green color indicates the flooding level for the damaged compartements. They are now half full (in avarage) as it is now half way down to green bar.
The blue color in the background indicates how much floatability it has lost already.
The ship will highly likely sink, when the bright green bar drops to 0%. This means when all its damaged compartements fill up to the top it will lose the required floatability to stay afloat.
It will start sinking and will be counted as sank, when the dark green bar drops to 0% as this is the moment when the floatability gets neglected and there is no other way then to the sea ground.
Thanks,
Using dotPeek to decompile the game code.
https://www.jetbrains.com/decompiler/
experimented with randomized factors.
https://steamcommunity.com/sharedfiles/filedetails/?id=2289846953
https://steamcommunity.com/sharedfiles/filedetails/?id=2289846572
https://steamcommunity.com/sharedfiles/filedetails/?id=2289846017
https://steamcommunity.com/sharedfiles/filedetails/?id=2289845859
I think once you release the mod for B128final it will become a staple for my games.
Hope the Devs see it and maybe even include some of it into the base game.
Keep it up!
Its not yet available, work in progress. I hope to prepare beta next days.