Alonzo Posted April 4, 2019 Posted April 4, 2019 (edited) Here is a script to update a Mission file to the latest durability values. I provide no warranty. BACK UP YOUR MISSION BEFORE USING THIS. I've tested it and the mission loads fine after processing, but again, I make no guarantees. User beware. This is a Perl script. If you don't have Perl, you can get Strawberry Perl which runs nicely on Windows. Make a command window, change to the directory with the script and your .Mission file then run "perl update-durability.pl MyMission.Mission". BACK UP YOUR MISSION FIRST. The programming is terrible. I apologize for anyone who has to read the code, it's the usual Perl line noise. update-durability.zip Edited April 4, 2019 by Alonzo 1 1
=LG/F=Kathon Posted April 16, 2019 Posted April 16, 2019 On 4/4/2019 at 5:25 PM, BlackSix said: I don't know why it was necessary to do and this is not my decision. New values for all objects: Reveal hidden contents arf_sign_forward 500 arf_sign_left 500 arf_sign_noway 500 arf_sign_right 500 art_position_amb1 500 art_position_amb2 500 static_gaz-m 500 static_horch830 500 arf_ammo_3 1000 arf_ammo_4 1000 arf_gsm_1 1000 arf_gsm_2 1000 arf_nets_1_4 1000 arf_nets_2_5 1000 arf_nets_3_3 1000 arf_tower_1 1000 arf_tower_2 1000 port_up_group_cargo_190x15 1000 port_up_group_cargo_50x25 1000 port_up_unit_bags 1000 port_up_unit_container 1000 port_up_unit_woodbox_1x4 1000 port_up_unit_woodbox_2x24 1000 static_bf109 1000 static_bf109_net 1000 static_bf109_open 1000 static_bf109e7 1000 static_bf109e7_net 1000 static_bf109e7_open 1000 static_bm13 1000 static_gazaa 1000 static_i16 1000 static_lagg3 1000 static_lagg3_net 1000 static_lagg3_w1 1000 static_lagg3_w2 1000 static_mig3 1000 static_mig3_net 1000 static_yak1 1000 static_yak1_net 1000 static_yak1_open 1000 static_zis 1000 static_zis_fuel 1000 vl_torgryad 1000 static_bf110e2 1000 static_bf110e2_open 1000 static_ford-g917 1000 static_i16_net 1000 static_il2 1000 static_il2_net 1000 static_ju87 1000 static_ju87_net 1000 static_ju87_open 1000 industrial_object_oilsmall 1500 static_he111 1500 static_he111_open 1500 static_ju52 1500 static_ju88 1500 static_ju88_net 1500 static_ju88_open 1500 static_opel 1500 static_opel_fuel 1500 static_pe2 1500 static_pe2_open 1500 arf_barak 10000 art_position_at 10000 art_position_at2 10000 art_position_big 10000 art_position_medium 10000 art_position_small 10000 country_100x100_1 10000 country_100x100_2 10000 country_100x100_3 10000 country_100x100_4 10000 country_200x100_1 10000 country_200x100_2 10000 country_200x100_3 10000 country_200x100_4 10000 country_200x100_5 10000 country_200x100_6 10000 country_b_block1 10000 country_b_block2 10000 country_b_block3 10000 country_b_block4 10000 country_m_block1 10000 country_m_block2 10000 country_m_block3 10000 country_m_block4 10000 country_m_corner_block1 10000 country_m_corner_block2 10000 country_m_corner_block3 10000 country_m_corner_block4 10000 country_m_corner_block5 10000 country_m_corner_block6 10000 country_m_corner_block7 10000 country_m_corner_block8 10000 fake_block 10000 fountain 10000 meh_01 10000 mg_position 10000 rwstation_s1 10000 rwstation_s2 10000 scot_01 10000 sklad_01 10000 static_bt-7m 10000 static_sdkfz251-1c 10000 static_t70 10000 tank_position 10000 village_200_block1 10000 village_200_block2 10000 village_200_block3 10000 village_400_block1 10000 village_400_block2 10000 village_400_block3 10000 village_cross_200_block1 10000 village_cross_200_block2 10000 village_tcross_200_block1 10000 village_tcross_200_block2 10000 vl_1-06 10000 vl_1-07 10000 vl_1-08 10000 vl_1-09 10000 vl_chapel 10000 vl_klad 10000 vl_n2station 10000 vl_nsstation 10000 vl_nsstation_w 10000 vl_school 10000 vl_school02 10000 vl_selmag 10000 vl_selpo 10000 vl_selsovet 10000 vl_stadium 10000 vl_tupik 10000 det-block-admina 2000 det-block-admina2 2000 det-block-Farm 2000 det-block-Farm2 2000 det-block-village1-01 2000 det-block-village1-02 2000 det-block-village2-01 2000 det-block-village2-02 2000 det-block-village4-01 2000 det-block-village4-02 2000 det-block-village4-03 2000 det-block-village4-04 2000 det-block-village4-05 2000 det-block-village4-06 2000 det-block-village4-07 2000 det-block-village4-08 2000 det-block-village4-09 2000 det-block-village4-10 2000 det-block-village4-11 2000 det-object-Admina 2000 det-object-Barnyard 2000 det-object-Farm 2000 det-object-Haystack 2000 det-object-HouseBlue 2000 arf_tower 15000 bridge_pontoon_100 15000 bridge_road_100 15000 bridge_road_150 15000 bridge_road_200 15000 bridge_road_250 15000 churchred 15000 ferry 15000 ferry_pontoon_end 15000 ferry_pontoon_part 15000 ferry2 15000 ferryfloat 15000 industrial_block_fuel_300x100 15000 industrial_block_fuel2_300x100 15000 industrial_block_fuel25m_300x100 15000 industrial_block_fuel35m_300x100 15000 industrial_object_oil 15000 kuban_funicolare 15000 kuban_funicolare1 15000 kuban_funicolare2 15000 static_boxnb 15000 static_e 15000 static_et 15000 static_g8 15000 static_g8t 15000 static_pass 15000 static_platformemptynb 15000 static_platformnb 15000 static_pz_iiih 15000 static_pz_ivf1 15000 static_stug37l24 15000 static_t34-76 15000 static_tanknb 15000 vl_2wagons 15000 vl_3wagons 15000 vl_wagon_pass 15000 vl_wagons 15000 static_kv1-41 20000 arf_ammo_1 25000 arf_ammo_2 25000 arf_caponiers_1_v_5 25000 arf_caponiers_10_h_3 25000 arf_caponiers_11_h_5 25000 arf_caponiers_12_h_5 25000 arf_caponiers_2_v_5 25000 arf_caponiers_3_v_5 25000 arf_caponiers_4_r_6 25000 arf_caponiers_5_r_7 25000 arf_caponiers_6_h_4 25000 arf_caponiers_7_h_4 25000 arf_caponiers_8_h_4 25000 arf_caponiers_9_h_3 25000 arf_dugouts_1 25000 arf_dugouts_2 25000 arf_dugouts_3 25000 arf_hangarbox 25000 arf_hangars_1 25000 arf_hangars_2 25000 arf_hangars_3 25000 arf_saray 25000 churchyellow 25000 dugout 25000 gumrak 25000 industrial_200x140_02 25000 industrial_300x100_01 25000 industrial_300x100_04 25000 industrial_block_smallwarehouse_150x100 25000 industrial_block_smallwarehouse_300x100 25000 industrial_block_smallwarehouse2_150x100 25000 industrial_block_smallwarehouse2_300x100 25000 industrial_object_smallwarehouse 25000 kuban_lighthousebig 25000 kuban_lighthousesmall 25000 kuban_museum 25000 kuban_tower 25000 port_up_crane 25000 port_up_group_smallsklad 25000 port_up_group_smallwarehouse_1 25000 port_up_group_smallwarehouse_2 25000 port_up_object_smallsklad 25000 port_up_object_smallwarehouse 25000 rwstation_b 25000 rwstation_industrial_01 25000 rwstation_industrial_02 25000 tacinskaya_1 25000 tacinskaya_2 25000 tacinskaya_3 25000 town_block_01_480x420 25000 town_block_02_480x280 25000 town_block_03_480x140 25000 town_block_04_240x420 25000 town_block_05_240x280 25000 town_block_06_440x140 25000 town_block_07_400x420 25000 town_block_08_200x420 25000 town_block_09_400x280 25000 town_block_10_200x280 25000 town_block_11_480x210 25000 town_block_12_480x70 25000 town_block_13_280x200 25000 town_block_14_140x300 25000 town_block_15_280x100 25000 town_med_140x100_01 25000 town_med_140x100_02 25000 town_med_140x140_01 25000 town_med_140x140_02 25000 town_med_140x140_03 25000 town_med_140x140_04 25000 town_med_200x140_01 25000 town_med_200x140_02 25000 town_med_200x140_03 25000 town_med_240x140_01 25000 town_med_240x140_02 25000 town_med_240x140_03 25000 town_med_240x70_01 25000 town_med_240x70_02 25000 town_med_280x140 25000 town_med_420x280 25000 town_med_420x420 25000 town_med_corner_140x140 25000 town_med_cornerl_01 25000 town_med_cornerl_02 25000 town_med_cornerr_01 25000 town_med_cornerr_02 25000 town_med_trapeze_01 25000 town_med_trapeze_02 25000 townblock250x100_01 25000 townblock250x100_02 25000 townblock250x250_01 25000 townblock250x250_02 25000 townblock250x250u_01 25000 townblock250x500_01 25000 townblock250x500_02 25000 townblock250x500_03 25000 townblock500x250u_01 25000 townblock500x250u_02 25000 townblock500x250u_03 25000 townblock500x250u_04 25000 townblock500x250u_05 25000 townblock500x250u_06 25000 townblock500x500_01 25000 townblock500x500_02 25000 townblock500x500u_01 25000 townblock500x500u_02 25000 townblock500x500u_03 25000 townblock500x500u_04 25000 tunel 25000 vl_001 25000 vl_002 25000 vl_003 25000 vl_004 25000 vl_banya 25000 vl_n1station 25000 vl_pioner 25000 vl_pvrz01 25000 vl_pvrz02 25000 vl_pvrz03 25000 vl_rounddepot 25000 vl_rounddepot_right 25000 vl_vodonapor 25000 watertower 25000 town_eu_med_block_01_01 25000 town_eu_med_block_01_02 25000 town_eu_med_block_01_03 25000 town_eu_med_block_01_04 25000 town_eu_med_block_01_05 25000 town_eu_med_block_01_06 25000 town_eu_med_block_01_07 25000 town_eu_med_block_01_08 25000 town_eu_med_block_01_09 25000 town_eu_med_block_02_01 25000 town_eu_med_block_02_02 25000 town_eu_med_block_02_03 25000 town_eu_med_block_02_04 25000 town_eu_med_block_02_05 25000 town_eu_med_block_02_06 25000 town_eu_med_block_03_01 25000 town_eu_med_block_03_02 25000 town_eu_med_block_03_03 25000 town_eu_med_block_03_04 25000 town_eu_med_block_03_05 25000 town_eu_med_block_03_06 25000 town_eu_med_block_03_07 25000 town_eu_med_block_03_08 25000 town_eu_med_block_03_09 25000 town_eu_med_object_01 25000 town_eu_med_object_02 25000 town_eu_med_object_03 25000 town_eu_med_object_04 25000 town_eu_med_object_05 25000 town_eu_med_object_06 25000 town_eu_med_object_07 25000 town_eu_med_object_08 25000 town_eu_med_object_09 25000 town_eu_med_object_10 25000 town_eu_med_object_11 25000 town_eu_med_object_12 25000 arf_hangararc 50000 arf_sklad 50000 boosterstation 50000 br_rd_arch 50000 br_rd_dngrid 50000 br_rd_ramp_dn 50000 br_rd_ramp_up 50000 br_rd_ramphi_dn 50000 br_rd_ramphi_up 50000 br_rd_rampmed_dn 50000 br_rd_rampmed_up 50000 br_rd_start_dn_lft 50000 br_rd_start_dn_rgt 50000 br_rd_start_up_lft 50000 br_rd_start_up_rgt 50000 br_rd_trpz 50000 br_rd_updn_lft 50000 br_rd_updn_rgt 50000 br_rd_upgrid 50000 br_rw_arch 50000 br_rw_dngrid 50000 br_rw_ramp_dn 50000 br_rw_ramp_up 50000 br_rw_ramphi_dn 50000 br_rw_ramphi_up 50000 br_rw_rampmed_dn 50000 br_rw_rampmed_up 50000 br_rw_start_dn_lft 50000 br_rw_start_dn_rgt 50000 br_rw_start_up_lft 50000 br_rw_start_up_rgt 50000 br_rw_trpz 50000 br_rw_updn_lft 50000 br_rw_updn_rgt 50000 br_rw_upgrid 50000 bridge_big_1 50000 bridge_big_2 50000 bridge_railroad_100 50000 bridge_railroad_200 50000 bridge_rd_cptl_100 50000 bridge_rd_cptl_300 50000 bridge_section_dmg 50000 chk 50000 industrial_200x140_01 50000 industrial_300x100_02 50000 industrial_300x100_03 50000 industrial_block_bigwarehouse_300x100 50000 industrial_block_midwarehouse_200x140 50000 industrial_block_zavodcement 50000 industrial_block_zavodoktyabr 50000 industrial_cornerl_01 50000 industrial_cornerl_02 50000 industrial_cornerr_01 50000 industrial_cornerr_02 50000 industrial_object_zavodkorpys45m 50000 industrial_object_zavodkorpys70m 50000 kalmost 50000 kuban_block_zdravnica 50000 kuban_railroadstation00 50000 stalingrad_00 50000 stalingrad_01 50000 stalingrad_02 50000 stalingrad_03 50000 stalingrad_04 50000 stalingrad_05 50000 stalingrad_06 50000 stalingrad_07 50000 stalingrad_08 50000 stalingrad_09 50000 stalingrad_10 50000 stalingrad_11 50000 stalingrad_12 50000 stalingrad_13 50000 stalingrad_14 50000 stalingrad_15 50000 stalingrad_16 50000 stalingrad_17 50000 stalingrad_18 50000 stalingrad_19 50000 stalingrad_20 50000 stalingrad_21 50000 stalingrad_22 50000 stalingrad_23 50000 stalingrad_24 50000 stalingrad_25 50000 stalingrad_26 50000 stalingrad_27 50000 stalingrad_28 50000 stalingrad_29 50000 stalingrad_30 50000 stalingrad_31 50000 stalingrad_32 50000 stalingrad_33 50000 stalingrad_34 50000 stalingrad_35 50000 stalingrad_36 50000 stalingrad_37 50000 stalingrad_38 50000 stalingrad_39 50000 stalingrad_40 50000 stalingrad_41 50000 stalingrad_42 50000 stalingrad_43 50000 stalingrad_44 50000 stalingrad_45 50000 stalingrad_46 50000 stalingrad_47 50000 stalingrad_48 50000 stalingrad_49 50000 stalingrad_50 50000 stalingrad_51 50000 stalingrad_52 50000 stalingrad_53 50000 stalingrad_54 50000 stalingrad_bridge_01 50000 stalingrad_bridge_02 50000 test_bridge_1 50000 town_lrg_01 50000 town_lrg_02 50000 town_lrg_03 50000 town_lrg_04 50000 town_lrg_05 50000 town_lrg_06 50000 town_lrg_corner_01 50000 town_lrg_corner_02 50000 vl_005 50000 vl_cerkvoznes 50000 vl_depo 50000 vl_dk 50000 vl_factory 50000 vl_vlvokzal 50000 br_rd_arch170 50000 br_rd_sspnsn 50000 br_rw_arch170 50000 bridge_hw110 50000 bridge_hw130 50000 bridge_hw150 50000 bridge_hw170 50000 bridge_hw190 50000 bridge_hw70 50000 bridge_hw90 50000 bridge_rr110 50000 bridge_rr130 50000 bridge_rr150 50000 bridge_rr170 50000 bridge_rr190 50000 bridge_rr70 50000 bridge_rr90 50000 bridgestower 50000 arf_eu_barrackblack 50000 arf_eu_barrackblack4 50000 arf_eu_barrackwhite 50000 arf_eu_barrackwhite4 50000 arf_eu_controltower 50000 arf_eu_lufthangar 50000 town_eu_lrg_block_01_01 50000 town_eu_lrg_block_01_02 50000 town_eu_lrg_block_01_03 50000 town_eu_lrg_block_01_04 50000 town_eu_lrg_block_01_05 50000 town_eu_lrg_block_01_06 50000 town_eu_lrg_block_01_07 50000 town_eu_lrg_block_01_08 50000 town_eu_lrg_block_01_09 50000 town_eu_lrg_block_01_10 50000 town_eu_lrg_block_01_11 50000 town_eu_lrg_block_01_12 50000 town_eu_lrg_block_02_01 50000 town_eu_lrg_block_02_02 50000 town_eu_lrg_block_02_03 50000 town_eu_lrg_block_02_04 50000 town_eu_lrg_block_03_01 50000 town_eu_lrg_block_03_02 50000 town_eu_lrg_block_03_03 50000 town_eu_lrg_block_03_04 50000 town_eu_lrg_block_03_05 50000 town_eu_lrg_block_03_06 50000 town_eu_lrg_block_03_07 50000 town_eu_lrg_block_03_08 50000 town_eu_lrg_block_04_01 50000 town_eu_lrg_block_04_02 50000 town_eu_lrg_block_04_03 50000 town_eu_lrg_block_04_04 50000 town_eu_lrg_block_05_01 50000 town_eu_lrg_block_05_02 50000 town_eu_lrg_block_05_03 50000 town_eu_lrg_block_06_01 50000 town_eu_lrg_block_06_02 50000 town_eu_lrg_block_06_03 50000 town_eu_lrg_block_07_01 50000 town_eu_lrg_block_07_02 50000 town_eu_lrg_block_08_01 50000 town_eu_lrg_block_08_02 50000 town_eu_lrg_block_08_03 50000 town_eu_lrg_block_08_04 50000 town_eu_lrg_block_08_05 50000 town_eu_lrg_block_08_06 50000 town_eu_lrg_block_08_07 50000 town_eu_lrg_block_08_08 50000 town_eu_lrg_block_08_09 50000 town_eu_lrg_block_08_10 50000 town_eu_lrg_block_08_11 50000 town_eu_lrg_object_01 50000 town_eu_lrg_object_02 50000 town_eu_lrg_object_03 50000 town_eu_lrg_object_04 50000 town_eu_lrg_object_05 50000 town_eu_lrg_object_06 50000 town_eu_lrg_object_07 50000 town_eu_lrg_object_08 50000 town_eu_lrg_object_09 50000 town_eu_lrg_object_10 50000 town_eu_lrg_object_11 50000 town_eu_lrg_object_12 50000 town_eu_lrg_object_13 50000 town_eu_lrg_object_14 50000 bar_01 100000 bar_02 100000 bar_03 100000 bar_04 100000 bar_05 100000 bar_06 100000 bar_07 100000 bar_09 100000 dinamowtr 100000 kuban_elevator 100000 okt_01 100000 okt_02 100000 okt_03 100000 okt_04 100000 okt_05 100000 okt_06 100000 okt_07 100000 okt_08 100000 rechnoy 100000 schodnya 100000 sec1 100000 sec2 100000 sec3 100000 secu 100000 stz_01 100000 stz_02 100000 stz_03 100000 stz_04 100000 stz_05 100000 stz_06 100000 stz_07 100000 stz_08 100000 stz_09 100000 stz_10 100000 stz_11 100000 stz_12 100000 industrial_block_eu_fabric200x200 100000 industrial_block_eu_fabric200x200_2 100000 industrial_block_eu_fabric250x100 100000 industrial_block_eu_fabric300x200 100000 industrial_block_eu_fabric300x200_2 100000 I ask the same question as one year ago and I hope I will eventually get answer: industrial_200x140_01 Durability = 50000; industrial_200x140_02 Durability = 25000; industrial_300x100_01 Durability = 25000; industrial_300x100_02 Durability = 50000; Is it a bug or similar objects have intentionally twice bigger durability? 1
=LG/F=Kathon Posted May 8, 2019 Posted May 8, 2019 (edited) I inserted two arf_hangararc on the map with durability set to 50000. First hangar with created "Linked Entity" and country set to Allied, second only country set to Allied (deleted "Linked Entity"). Then I dropped one SC50kg bomb for each hangar. Results: First hangar was completely destroyed (!?). Second hangar was only damaged. (info from log files) Is it a bug or I did something wrong. Can anyone perform similar test and confirm this? It's strange that objects with the same durability behaves different when bombed. Edited May 9, 2019 by =LG=Kathon
TP_Jacko Posted May 10, 2019 Posted May 10, 2019 So the only difference is if its a linked entity. Normally linked entities are used as a target for the scores and gave a relevance to the objectives. Anything else is scenery.
LLv34_Temuri Posted May 10, 2019 Posted May 10, 2019 8 minutes ago, TP_Jacko said: Normally linked entities are used as a target for the scores and gave a relevance to the objectives. Anything else is scenery. When Country is set to Germany or Russia, the static blocks produce log entries when destroyed. When Country is set to Neutral, no log entries are given (at least last time I checked). So if you have a script that checks the logs for what has been destroyed, anything with Country set to Neutral is scenery
LLv34_Temuri Posted June 5, 2019 Posted June 5, 2019 On 5/8/2019 at 12:56 PM, =LG=Kathon said: Is it a bug or I did something wrong. Can anyone perform similar test and confirm this? It's strange that objects with the same durability behaves different when bombed. Looks like a bug. We have Sdkfz block with durability 10000, no entity, but country is set. -> Can't destroy with 23 mm cannons.
Sketch Posted June 14, 2019 Posted June 14, 2019 (edited) Are we sure these values are correct now that there has been an update or two? It seems I can't destroy certain entities with 100kg bombs or rockets. As an example, dugouts are suggested to be at 25000 damage, but I cannot destroy a dugout anymore with rockets or 100kg bombs when set at that value. When I use a 250kg, or 500kg bomb; I have to be exactly on the target (and I mean exactly on target!). See my video... Is this how the dugout destruction is supposed to be now? Other objects include hangers, trucks, half tracks, and more... What gives? Are 100kg (or less) bombs useless? What about rockets? Edited June 14, 2019 by [TWB]Sketch
Alonzo Posted June 18, 2019 Posted June 18, 2019 On 6/14/2019 at 8:38 AM, [TWB]Sketch said: Are we sure these values are correct now that there has been an update or two? It seems I can't destroy certain entities with 100kg bombs or rockets. Hmmmm. This could be a reason why the targets on Combat Box are being destroyed drastically less often than before the patch. I had assumed that everyone was in fighters fending off (or participating in) the 262 menace. But if the durability values are different and things aren't destructible so easily, that could be why targets take so long to kill now. I haven't tested anything but only three out of the multiplayer missions since the patch have been won outright. The rest of them have gone to the full mission time. Previously one side would win a lot more often than that.
LLv34_Temuri Posted June 26, 2019 Posted June 26, 2019 Looks like it's impossible to destroy a dugout that has an entity and 25000 durability with tank cannons. This looks like a bug, as it's possible to destroy that dugout with 20 mm cannon fire from a plane.
Nolly Posted April 17, 2020 Posted April 17, 2020 (edited) will there be a post simular to this for durability values post 4.005, or is that irrelevant? i have not done any bomb testing yet. Edited April 17, 2020 by -RS-Nolly misread other post, entire post in error, shortened and posed question
1CGS -DED-Rapidus Posted April 17, 2020 1CGS Posted April 17, 2020 New recommendations for the durability of objects. durability_NEW.zip 9
Alonzo Posted April 17, 2020 Posted April 17, 2020 (edited) Thanks @-DED-Rapidus. Here's my updated Perl script that reads the CSV and updates a mission file with new durability. NO WARRANTY. USE AT YOUR OWN RISK. BACK UP YOUR MISSION FILE FIRST. How to use: Unzip to your mission folder. Install Strawberry Perl if you don't already have a Perl interpreter. Run perl update-durability.pl durability_4.005.csv MyMission.Mission Load the mission using the editor and check that it looks OK. Save it, and use as normal. If you want to tweak the durability values, just edit the CSV and re-run the script. update-durability.zip Edited January 6, 2022 by Alonzo Updated script to handle hyphens. 1 5 1
Nolly Posted April 18, 2020 Posted April 18, 2020 (edited) @-DED-Rapidus & @Alonzo: legends. Thanks! Edited April 18, 2020 by -RS-Nolly Thanks 1
=RS=Stix_09 Posted April 25, 2020 Posted April 25, 2020 (edited) On 4/18/2020 at 1:16 AM, -DED-Rapidus said: New recommendations for the durability of objects. durability_NEW.zip 3.57 kB · 35 downloads We do appreciate this information , thank you. It would be appreciated if developers actually made these available in the notes when a patch is made if things change. This has a big impact in mission building. I've noted often we as the community only find out after the fact when mission are breaking (functionally) as a result. Please if changes to durability are made in any patch full disclose is needed with the related patch notes (and not very generic comments as has happened in past with some updates, Especially those that have made many changes here). PPS. Thanks @Alonzo that script very cool. Edited April 25, 2020 by =RS=Stix_09 1 6
=LG/F=Kathon Posted May 1, 2020 Posted May 1, 2020 (edited) On 4/17/2020 at 3:16 PM, -DED-Rapidus said: New recommendations for the durability of objects. durability_NEW.zip 3.57 kB · 39 downloads I have an impression that some of those values aren't correct. For example I tested wagons and armored trucks and their equivalent in static blocks: It looks like those durability=10000 are too high. I also don't understand why every static object in mission editor has default durability = 25000? Every time you have to change it manually or search forum for correct (or not) values or use 3rd party apps. Objects should have correct durability in mission editor. Edited May 1, 2020 by =LG=Kathon 7
Nolly Posted May 23, 2020 Posted May 23, 2020 note that when updating missions some blocks appear to have changed/disappeared: specifically: barrels 4x4 fence_stone Fence_brick and at least one other that i have forgotten alonzos script returns that these objects are not found - and the easiest way to track them down is using Tools> start integrity test. This generates a txt file listing the problems - i do not remember it doing this before or maybe i hadnt noticed or used it. either way, useful feature.
=RS=Stix_09 Posted August 27, 2020 Posted August 27, 2020 (edited) With latest update Update 4.009 I noticed more objects now in editor and not in the durability csv above. This is probably related to new objects with summer map Velikiye Luki in this patch. Quote 1. The new map Velikiye Luki (Summer) is available to all owners of any IL-2: Great Battles module;2. Velikiye Luki (Winter) map has been improved and updated; Some new statics for examples I have noticed are static_a20raf 1500 (Train box cars) static_boxnb_3 2500 static_boxnb_5 2500 static_tanknb_3 1500 static_tanknb_5 1500 static_pass_3 1500 static_pass_5 1500 static_platformemptynb_3 2500 static_platformemptynb_5 2500 static_platformnb_3 2500 static_platformnb_5 2500 (new camo train objects) static_bp_locomotive 8000 static_bp_pl42 8000 static_bp_pl43 8000 static_bp_pl37 8000 static_bp_d3t26 8000 Is this another case of things are getting added by patches and we are not being informed again? I like that we get more static objects, just like to know when we do so we can make them correct in the missions as the editor still defaults to a health of 25000 for any placed objects. Also looking at the new Velikiye Luki object templates (Vluki_ALL_su.Group) for summer (have not checked any others) in addition to new objects I noticed health value have again changed for some object from the durability. CVS above. Edited August 27, 2020 by =RS=Stix_09
dino_soars Posted September 23, 2020 Posted September 23, 2020 @Alonzo Thanks for writing an awesome script for changing out durability values. I was able to run it with only one issue: the script doesn't update certain blocks. The only similarity I can find between those certain blocks is they all have hyphens (-) in their names, e.g. static_bt-7m, static_sdkfz251-1c, static_t34-76. All other blocks updated properly for me. Any idea what is going on here?
C6_lefuneste Posted September 23, 2020 Posted September 23, 2020 (edited) 6 hours ago, dinodadino said: @Alonzo Thanks for writing an awesome script for changing out durability values. I was able to run it with only one issue: the script doesn't update certain blocks. The only similarity I can find between those certain blocks is they all have hyphens (-) in their names, e.g. static_bt-7m, static_sdkfz251-1c, static_t34-76. All other blocks updated properly for me. Any idea what is going on here? @Alonzo @dinodadino: maybe that's something that can be integrated in MiMec ? This library allows you to easilly change any properties of a selection of objects... Edited September 23, 2020 by c6_lefuneste
6FG_Jakl Posted March 31, 2021 Posted March 31, 2021 (edited) 2 500Kg Bomb killed NO buildings at all even though 4 of them are right inside the blast crater! (the 1 dead died to a 50kg direct hit afterwards lol) Sorry but this is not a problem of the server i am playing on either. People who still defend that a building will WITHSTAND a blast of a bomb within its crater are beyond me. Edited March 31, 2021 by Jakl 3
354thFG_Leifr Posted March 31, 2021 Posted March 31, 2021 Working as intended according to the developers.
Denum Posted May 6, 2021 Posted May 6, 2021 It leaves me confused that the 50kg has the same blast radius as a 500kg. While I seem to damage alot of stuff dropping big bombs and they look awesome. They are disappointing. I'm not sure that it's just the objects are set to high, otherwise the 50kg wouldn't be as effective? Looking at old videos it wasn't always this way?
jollyjack Posted August 23, 2021 Posted August 23, 2021 (edited) For now i still miss that there are no damage models for most or all 'buildings' objects. Even if it's just a general pile of rubble ..... At least these 'sight_eu ones" have a damage model: sight_eu_palaceofjustice.mgm, etc, so something has been done OK ? Edited August 23, 2021 by jollyjack
dino_soars Posted January 5, 2022 Posted January 5, 2022 @Alonzo I made an edit to your Perl script. I found that all objects with a hyphen in their name were not read properly because the script was using \w (alphanumeric charters plus "_"). So I re-wrote the line from /Model\s*\=\s*\".*?(\w+).mgm\"/ to /Model\s*\=\s*\"\w*\\\w*\\(.*?).mgm\"/ Now it looks for all characters after the 2nd "\" and before ".mgm"" Full disclosure, I had never used Perl before using your file but I have some limited programming experience in other languages and have done some regex stuff before. I've tested this on a few of my mission files and it seems to work. USE AT YOUR OWN RISK! update-durability.zip 1
Alonzo Posted January 6, 2022 Posted January 6, 2022 On 1/5/2022 at 2:36 PM, dino_soars said: Now it looks for all characters after the 2nd "\" and before ".mgm"" That should work, but I guess it might not if the level of nesting changes. The problem is the \w+ doesn't include hyphen, but we can make it so by using an explicit character class [\w-]+ It actually looks like somehow I've posted an outdated script, as the one we're using on our live server definitely deals with hyphens correctly. Here's the latest script, and I will update the old post also. Thanks for pointing this out. update-durability.zip 2
R33GZ Posted March 22, 2022 Posted March 22, 2022 Hey, new mission maker here, just ran into similar problem on something I'm working on. I have a supply depot with static opels and opel ammo vehicles. The opel ammo vehicles explode upon cannon and hmg strafe from p39, but the static do not. The hangar that the vehicles are in is destroyed by the resulting explosion, but not the static opels that are in the blast radius. Further testing revealed that no amount of strafing would destroy the static opel. All static objects in the mission are set to 25000 durability - which appears to be default - Do I need to assign custom values to ALL static objects to affect their ability to be destroyed by hmg and cannon fire? That's one hell of a bug right? Do I need to do this EVERY time I place a static object I want to have a realistic chance of being destroyed? I mean, a 37mm HE shell should obliterate a soft skinned target.
LLv34_Temuri Posted March 22, 2022 Posted March 22, 2022 5 minutes ago, R33GZ said: I mean, a 37mm HE shell should obliterate a soft skinned target. Even MG fire should destroy a static truck with low durability value (how it actually used to be before Kuban release), but currently MGs are useless no matter how low you set the durability. The durability system has been more or less broken since Kuban release. Would be about time to fix it.
ITAF_Airone1989 Posted March 22, 2022 Posted March 22, 2022 47 minutes ago, R33GZ said: Spoiler Hey, new mission maker here, just ran into similar problem on something I'm working on. I have a supply depot with static opels and opel ammo vehicles. The opel ammo vehicles explode upon cannon and hmg strafe from p39, but the static do not. The hangar that the vehicles are in is destroyed by the resulting explosion, but not the static opels that are in the blast radius. Further testing revealed that no amount of strafing would destroy the static opel. All static objects in the mission are set to 25000 durability - which appears to be default - Do I need to assign custom values to ALL static objects to affect their ability to be destroyed by hmg and cannon fire? That's one hell of a bug right? Do I need to do this EVERY time I place a static object I want to have a realistic chance of being destroyed? I mean, a 37mm HE shell should obliterate a soft skinned target. Yes, you have. Trucks durability usually is 1000. Suggestion: create a mission in which you put every object you want to use (just one per type), then set their correct durability, set the coalition and then copy/paste them every time you need something
dino_soars Posted March 22, 2022 Posted March 22, 2022 11 hours ago, R33GZ said: Hey, new mission maker here, just ran into similar problem on something I'm working on. I have a supply depot with static opels and opel ammo vehicles. The opel ammo vehicles explode upon cannon and hmg strafe from p39, but the static do not. The hangar that the vehicles are in is destroyed by the resulting explosion, but not the static opels that are in the blast radius. Further testing revealed that no amount of strafing would destroy the static opel. All static objects in the mission are set to 25000 durability - which appears to be default - Do I need to assign custom values to ALL static objects to affect their ability to be destroyed by hmg and cannon fire? That's one hell of a bug right? Do I need to do this EVERY time I place a static object I want to have a realistic chance of being destroyed? I mean, a 37mm HE shell should obliterate a soft skinned target. Just run Alonzo's script from the above messages once you are done with your mission and it will re-write all the durability values to the ones in the CSV file. I've gone in and edited a bunch of the durability values in the CSV, e.g. bridges higher, vehicles lower.
Sketch Posted March 22, 2022 Posted March 22, 2022 (edited) I have a newer version of our csv file a nd I'll add it here when I get home later today. Durability_4.701-CB-Values.zip EDIT: As promised, here is our latest durability values list. Plug this into the script built by @Alonzo above, or into @SYN_Vander's Block Modifier utility found here: Edited March 23, 2022 by Sketch 1
R33GZ Posted March 23, 2022 Posted March 23, 2022 Thanks for that, will give it a go when I get a chance. Just curious. Why do you think the hangar object was destroyed but not the static opel? They were both right next to the exploding ammo truck and both have 25000 durability. I think the static opel was a linked entity
Sketch Posted March 23, 2022 Posted March 23, 2022 (edited) I believe because durability is adjustable, but a block entity's armor level is not. I found quite a few block entities that take zero damage, regardless of the durability value when using machine guns or cannons. This is extremely inconsistent and I agree with Temuri that it should be looked at again. See this post for more details: Edited March 23, 2022 by Sketch
R33GZ Posted June 6, 2022 Posted June 6, 2022 Sorry to bring this back up. I can't for the life of me figure out how to run perl. I have followed the 1 instruction in the readme after installing the .msi version. Obviously I'm not used to working with command prompts., but can do with precise instructions lol. Any help would be very much appreciated. I get the feeling this should be pretty straight forward ?
dino_soars Posted June 16, 2022 Posted June 16, 2022 On 6/5/2022 at 7:07 PM, R33GZ said: Sorry to bring this back up. I can't for the life of me figure out how to run perl. I have followed the 1 instruction in the readme after installing the .msi version. Obviously I'm not used to working with command prompts., but can do with precise instructions lol. Any help would be very much appreciated. I get the feeling this should be pretty straight forward ? Here's what I do. Assuming you have perl installed correctly, try these steps: 1. copy "update-durability.pl" and "durability_4.701-CB-Values.csv" to the mission folder 2. open a powershell window in the mission folder (Shift+F10, S) 3. input "perl update-durability.pl durability_4.701-CB-Values.csv [mission name].Mission" 4. press "Enter"
LF_Mark_Krieger Posted March 26, 2023 Posted March 26, 2023 (edited) Although after some difficulties (I'm not used to work with command prompts either and a noob with few experience with the editor) I've finally made it work. So thank you very much, @Alonzo, @SYN_Vander, @dino_soars, @-DED-Rapidus, @Sketch and everyone involved. Anyway I see that there are many objects (of Normandy mainly) that are still not included in the csv file. Could it be possible that developers give us an actualized csv file with all the recommended block values? I also see that a panzer III and a panzer VI have the same durability of 2000. I understant these values are just a quick reference that can be improved if you prefer more detail? Thank you very much! Edited July 6 by LF_Mark_Krieger
SYN_Vander Posted March 26, 2023 Posted March 26, 2023 13 minutes ago, LF_Mark_Krieger said: Although after some difficulties (I'm not used to work with command prompts either and a noob with few experience with the editor) I've finally made it work. So thank you very much, @Alonzo, @SYN_Vander, @dino_soars, @-DED-Rapidus, @Sketch and everyone involved. Anyway I see that there are many objects (of Normandy mainly) that are still not included in the csv file. Could it be possible that de developers give us an actualized csv file with all the recommended block values? I also see that a panzer III and a panzer VI have the same durability of 2000. I understant these values are just a quick reference that can be improved if you prefer more detail? Thank you very much! Hi, these durability tools are no longer necessary as it is now built in in the mission editor. Under tools is an option "Reset All durability". This will apply the default values -maintained by the devs- in the file "me_default_durability.ini" located in /data/GUI. Also, for every block you can apply the default by hitting the "R" button next to the Durability value in the Properties window. 1
LF_Mark_Krieger Posted March 27, 2023 Posted March 27, 2023 11 hours ago, SYN_Vander said: Hi, these durability tools are no longer necessary as it is now built in in the mission editor. Under tools is an option "Reset All durability". This will apply the default values -maintained by the devs- in the file "me_default_durability.ini" located in /data/GUI. Also, for every block you can apply the default by hitting the "R" button next to the Durability value in the Properties window. Uops! I saw this option in the editor, but didn't know what it did. Well, at least it has been an interesting experience. Thank you very much!
LF_Mark_Krieger Posted March 27, 2023 Posted March 27, 2023 Now I see that still there are a lot of objects that don't appear in the me_default-durability.ini file. ?
=1stROF=stevie Posted July 20, 2023 Posted July 20, 2023 Many targets are still destroyed (like the arf hangar) with 50kg no matter how high the durability is set. I've played around with the fake blocks, and allthough it works that way, no log is produced of the attacker. I've also tried to use the fakeblocks as a shield, but that kinda sucks too, but it does work. No better alternatives?
1CGS LukeFF Posted July 20, 2023 1CGS Posted July 20, 2023 3 hours ago, =1stROF=stevie said: Many targets are still destroyed (like the arf hangar) with 50kg no matter how high the durability is set. I've played around with the fake blocks, and allthough it works that way, no log is produced of the attacker. I've also tried to use the fakeblocks as a shield, but that kinda sucks too, but it does work. No better alternatives? If you could provide me with a list of all structures with questionable durability values I'll pass it along to the developers. Thanks!
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