Author Topic: Remove Subsystem Hitpoint Limit.  (Read 4299 times)

0 Members and 1 Guest are viewing this topic.

Offline jc4jc

  • Tap tap tapping
  • 28
    • http://www.geocities.com/jc84jc00
Remove Subsystem Hitpoint Limit.
I was just working on one of the many mods I'm apart of using a new tbl created by a another team member. I used the new Debug version of Fred2Open, 3_6_5, and I got that annoying message that the hitpoint were collectively equal to or greater than the ships total hitpoints. IS there be anyway this can be removed?
There is an appointed time for everything...
A time to kill and a time to heal;
A time to tear down and a time to build up...
A Time For War and A Time For Peace.
                                   Eccl. 3:1a, 3, 8b

I say let us strive towards PEACE.
                                    JC4JC

Advanced Weapons modder, and Fred2er, TBL modder (mostly ships and weapons). Baisc-Intermediate Ship modder. Intermediate Ani modder. Basic (not that good) Texture modder.

Stargate: SG-1 Earth's Defence. A TC for FS2. Project Lead. Formerly At VWBB and HLP, now residing at Game-Warden.

The Apocalypse Project. A Homeworld, Homeworld:Catcalysm, Homeworld 2 TC for FS2. Lead Freder. (No longer in Production)
JC 4(For) J(esus) C(hrist)

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Remove Subsystem Hitpoint Limit.
Have we ever gotten an explanation as to why having subsystems with more collective hitpoints than the ship was actually a problem?  With the subsystem damage modifier, it can be hard to balance turret and subsystem armor on a lighter ship and come in under the limit, and it shouldn't matter that their hitpoints are higher anyway.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline TopAce

  • Stalwart contributor
  • 212
  • FREDder, FSWiki editor, and tester
Remove Subsystem Hitpoint Limit.
I don't think V added that limit only for fun. It must have a reason. I say let's try removing the limit and see how it works.
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Remove Subsystem Hitpoint Limit.
The limit was there before, but I added the warning to enforce it.  It's there basically because of the principle that the whole cannot be smaller than the sum of its parts.  Removing it would lead (and has lead) to strange behavior and potential crashes.  

The limit is not going to be removed.  Just do some more number crunching.

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Remove Subsystem Hitpoint Limit.
It doesn't make any sense, to me, for the subsystems of a ship to take more damage than the ship itself. Am I missing something? :wtf:
Freelance Modeler | Amateur Artist

 
Remove Subsystem Hitpoint Limit.
If all hits were addressed to one or another system, it would make sense; the 'total' hp would just be all the systems added together.  But its not; most fire lands on 'neutral' or 'useless' parts of the ship, doing no system damage at all but eroding its health.  Oh, for a decent, wargame-style damage system...

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Remove Subsystem Hitpoint Limit.
Quote
Originally posted by Raa
It doesn't make any sense, to me, for the subsystems of a ship to take more damage than the ship itself. Am I missing something? :wtf:


Some parts of the ship have thicker armor then the main hull. Perfect sense.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Remove Subsystem Hitpoint Limit.
And those are represented by higher percentages.  But since all subsystem damage is also applied to the hull, the subsystem hitpoints have to be less than or equal to the hull hitpoints.

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Remove Subsystem Hitpoint Limit.
But they are not necessarily applied to the hull at a 1:1 ratio.  I could easily load up with stilletos and disruptors and take out every subsystem on a ship without dropping its hull strength below 90%.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Remove Subsystem Hitpoint Limit.
That's subsystem disruption/disabling.  Any actual damage (the sort of damage that would be caused by firing the Stiletto against a bare hull) is caused regardless of whether it hits a subsystem or not.

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Remove Subsystem Hitpoint Limit.
How would it crash the game, though? Or is it one of those 'it just does' things?
-C

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Remove Subsystem Hitpoint Limit.
I'm not aware that it actually does crash the game. The GTE Vidar from Warzone has this, but I've never had it cause problems.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Remove Subsystem Hitpoint Limit.
Quote
Originally posted by WMCoolmon
How would it crash the game, though? Or is it one of those 'it just does' things?
"It just does."  Volition has an Assert in their original code with no commenting.  I think I traced a problem back to this once, but I forget the details.  And the bug may not become readily apparent with subsystems that add up to between 100% and 110% of the hull.

I've tried to determine what this safeguards against, but it may be one of those things that only becomes apparent when it's removed.

I experienced that when I recoded something with the attack-subsystem code.  I changed the implementation of a flag so it would make more sense, but upon running the build I got several dozen errors from functions that "assumed" the flag would behave in a particular way.  It was simpler just to change it back.

 

Offline jc4jc

  • Tap tap tapping
  • 28
    • http://www.geocities.com/jc84jc00
Remove Subsystem Hitpoint Limit.
Well I have had problems with getting ships that posess a large amount of turrets and the other "primary" systems lost a large amount of much needed hitpoints, ex. the Galaxy class. couldn't we find some way other than simply increasing the hitpoints of the ship in general. we could make a subsystem hardpoint pool or something.
There is an appointed time for everything...
A time to kill and a time to heal;
A time to tear down and a time to build up...
A Time For War and A Time For Peace.
                                   Eccl. 3:1a, 3, 8b

I say let us strive towards PEACE.
                                    JC4JC

Advanced Weapons modder, and Fred2er, TBL modder (mostly ships and weapons). Baisc-Intermediate Ship modder. Intermediate Ani modder. Basic (not that good) Texture modder.

Stargate: SG-1 Earth's Defence. A TC for FS2. Project Lead. Formerly At VWBB and HLP, now residing at Game-Warden.

The Apocalypse Project. A Homeworld, Homeworld:Catcalysm, Homeworld 2 TC for FS2. Lead Freder. (No longer in Production)
JC 4(For) J(esus) C(hrist)

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Remove Subsystem Hitpoint Limit.
well is there actualy code that you have found to have problems? subsystems have there hitpoints set up in a seperate plane than the rest of the ship hitpoints so the retorical summis more than the total argumant is BS. sence there are a lot of ships that have realy realy big (rotateing subobject, and soon to be animated subobjects) subsystems and if you set it up so these don't get destroyed easily then all the turrets and other subsystems are going to be 'bump into them and they explode' delicate. as far as I know there isn't anything wrong with this it was just assumed that there was and it was enforced as such, V did have a habbit about warning about things that didn't realy matter while ignoreing the realy big problems.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

  

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Remove Subsystem Hitpoint Limit.
You forget that subsystem strength increases as hull strength increases.  A turret with 1% strength on a Fenris is much easier to destroy than a turret with 1% strength on a Colossus.  So while you need more turrets on the Colossus, you have more hull strength available to play with.  So you can set them to 0.125% and so forth.

If you want to fix this, go right ahead.  I'm not so sure it can be fixed.  But for the time being, it stays as it is.

 
Remove Subsystem Hitpoint Limit.
I believe however that it should be possible to include really tough turrets. Think about it: If you have a new ship with some ridiculously powerful superweapon you'd shield the superweapon with tougher armor than the ship itself, because its more than likely more expensive than the ship!

Building upon this idea, if it is perfected, I think we need to be able to define faces in a POF model itself or in ship data that are deemed "weak" or "strong" points in a ship's geometry. For example, the Hecate would have a weak point in its "neck" at the front.

The point is that ship designers could place the weak points where most of the defenses are and make it sorta like those oldschool games where the very place you need to fire to destroy the battle cruiser is the same spot where its energy weapons come out of.

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Remove Subsystem Hitpoint Limit.
Quote
Originally posted by Bobboau
subsystems have there hitpoints set up in a seperate plane than the rest of the ship hitpoints so the retorical summis more than the total argumant is BS. sence there are a lot of ships that have realy realy big (rotateing subobject, and soon to be animated subobjects) subsystems and if you set it up so these don't get destroyed easily then all the turrets and other subsystems are going to be 'bump into them and they explode' delicate.


Won't non-targetable subsystems largely solve this though? All you'd need was an event that blew the subsystem (or stopped it rotating) as soon as the ship had taken a certain amount of damage.

Not prefect but better than fragile turrets surely?
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Remove Subsystem Hitpoint Limit.
Actually they'll make it worse, as there will be more things to have to divide hitpoints up among.  The common solution to large rotating things is the 0% special case IIRC, which means the part gets rendered all the time but flashes like its disabled when it gets targeted.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
Remove Subsystem Hitpoint Limit.
Quote
Originally posted by Goober5000
And those are represented by higher percentages.  But since all subsystem damage is also applied to the hull, the subsystem hitpoints have to be less than or equal to the hull hitpoints.


No..it makes no sense.. Currently, you are able to destroy EVERY single turet on a ship (with normal weaponry), save one and the ship is still in tact.

For instance, take a WW2 battleship - the armor on it's turrets was so thick, that there is no way you could have destroyed them without blasing the whole ship in the process...

That limit makes sense number-wise, but simulating armor with hitpoints doesn't make sense if done that way.
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!