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Sure, play around, that way I started modding in the end. It is the perfect spot to change the air values in your boat. Just make sure you have some "before" saves.
This code is actually from the core game with the only modification for the waterflow horizontally which deepleaks changes. Means, the devs removed horizontal airflow from that fn (I don't know why but I guess they had a good reason). If you decompile the source of uboat you'll find the original fn in Hatch class.
Yes, deepleaks only handles the horizontal hatches. I had enough problems with them already.. so I focused only on them in a first version.
yes, uboat has a problem when you deliver a linear value for all speeds, well, certainly for the water in the boat. That why they use this "limiter" to get out the right value:
@async: sure, I'll wait until further patches of the core to see if they stick to no air flow
Unfortunately in the game decks awash is broken. Usually trying to use the mode leads to the boat ending up at an odd crooked angle with the stern much lower than the bow, unable to access air. I have on occasion been able to have it work right and it was useful but most of the time it bugs out.
Is this a mod you are talking about or is it already in the core game?
But instead you did the opposite? The boat getting stronger the more it is damaged? That's a very odd choice in my mind.
EDIT: Also, the effect is stronger on Pipes then on Hatches and has nearly no effect on holes.
While that sounds like an interesting mechanic, I don't like potential the side effects of this, since now getting hit by depth charges is not only inconsequential like before, but may actually be benefitial. In my opinion, this makes the game easier than it already is and therefore less interesting. If that's the case, I guess that's where I sadly don't share your vision.
Is there a way for me to edit the script so the effect is reversed? I know my way around C#, so even pointing me to the respective lines would be a huge help. :)
Or am I misunderstanding, and it only affects the occurance the random, depth dependant leaks? If that's the case, disregard what I said! :D
If you anyway want to play with it, it is on DeepLeaks.cs line 495:
However, I think there is validity in wanting a hull that gets more compromised over repeat damages.
Something that was tumbling in my head was potentially a realism option, not unlike the hatches feature. One where repeat leaks and stresses/damages to the hull cause it either to be more prone to leaks, certain kinds of leaks, or risk double/triple failures when a leak does trip and activate.
This ideally would be reset with a dedicated resource sink (costing a certain amount of budget for a hull refit or similar), but really could just be reset every time docked at port.
Separated from that idea, but related: I wonder about the potential to tweak the current system, so that instead of making the boat stronger against those leaks, it reinforces early leaks but accentuates the boat's proverbial crush depth. Like the more leaks you fix, it makes those initial depths safer but may hasten the onset of destruction when a crushing depth is actually reached.
Again, I'm mostly just wondering aloud. I'm pretty happy with the mod as is but it's very interesting to think about ways to add depth or dynamics to it.