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Posted (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 by Alonzo
  • Like 1
  • Upvote 1
  • 2 weeks later...
=LG/F=Kathon
Posted
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? 

  • Upvote 1
  • 3 weeks later...
=LG/F=Kathon
Posted (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 by =LG=Kathon
Posted

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
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 ;) 

  • 4 weeks later...
LLv34_Temuri
Posted
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.

  • 2 weeks later...
Posted (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 by [TWB]Sketch
Posted
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.

  • 2 weeks later...
LLv34_Temuri
Posted

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.

  • 9 months later...
Posted (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 by -RS-Nolly
misread other post, entire post in error, shortened and posed question
Posted (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:

  1. Unzip to your mission folder.
  2. Install Strawberry Perl if you don't already have a Perl interpreter.
  3. Run
    perl update-durability.pl durability_4.005.csv MyMission.Mission

     

  4. 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 by Alonzo
Updated script to handle hyphens.
  • Like 1
  • Thanks 5
  • Upvote 1
=RS=Stix_09
Posted (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 by =RS=Stix_09
  • Thanks 1
  • Upvote 6
=LG/F=Kathon
Posted (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:

platformnb.jpg.7b7d1a0cd0da98574c3db0144506e8db.jpg

 

static_platformnb.jpg.d835f013f568a88b81faad207d4dc395.jpg

 

 

 

 

sdfz251.jpg.99ec8b3fc5aa21d9e0f99294300cc7ab.jpg

 

static_sdkfz251.jpg.eda9342a51c6e9bc643876bbb1ee60ec.jpg

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 by =LG=Kathon
  • Upvote 7
  • 3 weeks later...
Posted

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.

 

 

  • 3 months later...
Posted (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 by =RS=Stix_09
  • 4 weeks later...
Posted

@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?

Posted (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 by c6_lefuneste
  • 6 months later...
Posted (edited)

20210331143607_1.thumb.jpg.eb3039c145d88ae9c7dc2585846f6b94.jpg

 

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 by Jakl
  • Upvote 3
  • 1 month later...
Posted

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?

 

 

  • 3 months later...
Posted (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 by jollyjack
  • 4 months later...
Posted

@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

  • Thanks 1
Posted
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

  • Thanks 2
  • 2 months later...
Posted

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
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
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

Posted
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.

Posted (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 by Sketch
  • Thanks 1
Posted

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

Posted (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 by Sketch
  • 2 months later...
Posted

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 ?

  • 2 weeks later...
Posted
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"

  • 9 months later...
LF_Mark_Krieger
Posted (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 by LF_Mark_Krieger
Posted
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.

 

 

  • Like 1
LF_Mark_Krieger
Posted
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

Now I see that still there are a lot of objects that don't appear in the me_default-durability.ini file. ?

  • 3 months later...
=1stROF=stevie
Posted

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
Posted
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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