I was just wondering whether there is any consideration of Naval reliability ( speed , rate of fire )
within SEOW.
Kopfdorfer
Reliability Factor Effects on Ships ?
Moderator: SEOW Developers
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Re: Reliability Factor Effects on Ships ?
Hi Kopfdorfer,
In a word, yes.
1. The weather parameters in each mission determine the maximum attainable speed for each ship type, according to a sea state equation I put together. Essentially this results in the maximum speed in Object_Specifications being multiplied by a percentage reduction factor to yield the maximum attainable speed for each ship type in the current mission. Sea state reduction factors are quoted in the "Detailed Weather Forecast" tooltip in the MP. For example, you might see "Ship maximum speeds reduced by 20%".
2. Apart from the Naval Rate of Fire (NROF) slider in the DCS "Environments" tab, which sets the maximum ROF applied to all ships, there is code in the DCS that further reduces each ship's ROF according to that ship's damage state and fuel supply level. Undamaged, well-supplied ships will shoot at the NROF slider rate. Severely damaged ships with low supply will shoot at a much lower rate than set by the NROF slider.
Cheers,
4S
In a word, yes.
1. The weather parameters in each mission determine the maximum attainable speed for each ship type, according to a sea state equation I put together. Essentially this results in the maximum speed in Object_Specifications being multiplied by a percentage reduction factor to yield the maximum attainable speed for each ship type in the current mission. Sea state reduction factors are quoted in the "Detailed Weather Forecast" tooltip in the MP. For example, you might see "Ship maximum speeds reduced by 20%".
2. Apart from the Naval Rate of Fire (NROF) slider in the DCS "Environments" tab, which sets the maximum ROF applied to all ships, there is code in the DCS that further reduces each ship's ROF according to that ship's damage state and fuel supply level. Undamaged, well-supplied ships will shoot at the NROF slider rate. Severely damaged ships with low supply will shoot at a much lower rate than set by the NROF slider.
Cheers,
4S
IV/JG7_4Shades
SEOW Developer
SEOW Developer
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Re: Reliability Factor Effects on Ships ?
Is there a way to influence these characteristics to represent , for instance , a ship that is under repair , or partially constructed in a campaign context (hopefully by manipulating the SEDB Data , rather than adding additional code) ?
IE can I manually adjust these values in the database ?
Kopfdorfer
IE can I manually adjust these values in the database ?
Kopfdorfer
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Re: Reliability Factor Effects on Ships ?
Yes, this is what the Ship_Damage_Status table is for. Ordinarily, the DCS manages the data in the Ship_Damage_Status table using partial damage information reported in the eventlog for each mission (see https://seowhq.net/seowwiki-en/index.ph ... f_Shipping). But there is nothing stopping the admin from editing any ship's damage state in the table between missions.
Some things to note:
*) SEOW registers hits on shipping against only 4 "chunks" of the ship: Hull1, Hull2, Hull3 and Guns. Not all ships in IL2 have these chunks defined, e.g. a dinghy only has Hull1, but a battleship has all 3 hull chunks. Any other part of the ship that is damaged is assigned by SEOW to the Guns chunk.
*) In the table, the undamaged value for each chunk is 0, and the maximum damage value is 1. Partial damage is somewhere in between.
*) The Total_Damage value is calculated from the chunk damages according to the following formula:
*) You cannot destroy a ship by shooting its superstructure (Guns chunk). You need to aggregate hits on hull sections to achieve a kill.
*) A damage value of 1 on any hull chunk will sink the ship.
As an example, if you wanted to add 50% damage to an undamaged ship by editing the table, you could simply change Hull1 to 0.5 and Total_Damage to 0.5. Another alternative could be Hull1 = 0.3, Hull2 = 0.31, Hull3 = 0.25, Total_Damage = 0.4986.
Cheers,
4S
Some things to note:
*) SEOW registers hits on shipping against only 4 "chunks" of the ship: Hull1, Hull2, Hull3 and Guns. Not all ships in IL2 have these chunks defined, e.g. a dinghy only has Hull1, but a battleship has all 3 hull chunks. Any other part of the ship that is damaged is assigned by SEOW to the Guns chunk.
*) In the table, the undamaged value for each chunk is 0, and the maximum damage value is 1. Partial damage is somewhere in between.
*) The Total_Damage value is calculated from the chunk damages according to the following formula:
Code: Select all
Total_Damage = SQRT(Hull1*Hull1 + Hull2*Hull2 + Hull3*Hull3 + 0.009*Guns*Guns)
*) A damage value of 1 on any hull chunk will sink the ship.
As an example, if you wanted to add 50% damage to an undamaged ship by editing the table, you could simply change Hull1 to 0.5 and Total_Damage to 0.5. Another alternative could be Hull1 = 0.3, Hull2 = 0.31, Hull3 = 0.25, Total_Damage = 0.4986.
Cheers,
4S
IV/JG7_4Shades
SEOW Developer
SEOW Developer
Re: Reliability Factor Effects on Ships ?
Is it possible to define new chunks by the way?Kopfdorfer wrote: ↑Thu 28 Mar 2019 10:02 am Is there a way to lose weight with fat burners for men and influence these characteristics to represent , for instance , a ship that is under repair , or partially constructed in a campaign context (hopefully by manipulating the SEDB Data , rather than adding additional code) ?
IE can I manually adjust these values in the database ?
Kopfdorfer
Last edited by Ullery on Tue 19 Sep 2023 9:36 am, edited 2 times in total.
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Re: Reliability Factor Effects on Ships ?
Hi Ullery,
As it stands right now, SEOW does not support definition of new chunks for damage modelling on ships. Chunk definitions are hard coded in SEOW.
If someone wanted to change the chunk monitoring code in SEOW, they would need to change the relevant DCS subroutines and perhaps the DB Ship_Damage_Status table. If the way HSFX reports ship damage events needed altering then a java mod would be required as well.
For the DCS, check out https://sourceforge.net/p/seow/seow_cod ... ilities.vb, specifically the subroutine starting at line 7968.
Cheers,
4Shades
As it stands right now, SEOW does not support definition of new chunks for damage modelling on ships. Chunk definitions are hard coded in SEOW.
If someone wanted to change the chunk monitoring code in SEOW, they would need to change the relevant DCS subroutines and perhaps the DB Ship_Damage_Status table. If the way HSFX reports ship damage events needed altering then a java mod would be required as well.
For the DCS, check out https://sourceforge.net/p/seow/seow_cod ... ilities.vb, specifically the subroutine starting at line 7968.
Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer
SEOW Developer