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Old 05-30-06, 10:50 PM   #1
Der Teddy Bar
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Default NYGM U-Boat Mod & No Damage Control Mod for NYGM TW 2.0 - Picture Update

These two separate items are inseparable when attempting to produce a more realistic experience.

The idea for the NYGM No Damage Control Mod was gouldjg’s. It was his request for this that prompted me to search out a way to stop the use of the Damage Control team for certain compartments. Now, the Damage Control Team can only be used for the crew quarters, the conning tower & AA/Deck guns. All damage for a compartment must be done by the men within that compartment. We have also moved the repair (only) of the batteries from the crew quarters to the bow torpedo room. The only times that you will have a use for the Damage Control Team is for flooding of the crew quarters or for external repairs.

The NYGM U-boat mod includes…
  • The Anti-Humming Bird mod
  • The redesigned zone size and locations
  • New damage & flood values
  • External repairs for external items
The Anti-Humming Bird mod is where at speeds of 0 knots you will slowly sink, at speeds of 1 knot you can maintain depth but not change to a lesser depth. To change depth you need speeds of 2+ knots.

We have redesigned the u-boat damage zones to historical size and location from u-boat plans so that damage is better represented. As we have made so many other fundamental changes we also could not for example, just slot in the excellent Hollywood u-boat mod. NYGM is building upon the work previously done by others. Without this work we would have had to start from scratch.

We have for example reduced the fore crew quarters from being the same size as the fore torpedo room to the size of the sonar/radio room. We have reduced the size of the engine damage zones while at the same time moving them further inside the u-boat. With the resizing of the torpedo tubes it is now possible to have the torpedo tube damaged and not have the torpedo room damaged, or vice versa.



New damage & flood values have been done as to make flooding occur less often but when if does occur because of the No Damage Control Mod the effects are amplified greatly. It will now take longer to bring the flooding under control and also a lot longer to pump the water out. We have also armoured up the external items to make the possibility of damage such that only a depth charge exploding on top of the item at near maximum HP will damage/destroy it.

External repairs for external items. Previously any item that was not attached to the conning tower could be repaired while submerged. This is not longer the case. The torpedo tubes now will require you to be surfaced to be repaired.

We have also changed the Crash Speed. Crash Speed is how many HP’s are lost per second in certain situations, one being when below maximum depth the other is when colliding with land or another ship. I don’t believe this is a new idea, I am sure someone has done this previously.

HP reduction with these crash speeds would be 0.10 = 1 HP reduction 10 seconds or 0.16 minutes = 10 HP per 1 minute 39 seconds.

For a u-boat that had 60 HP’s left, that would work out to be 9 minutes 54 seconds so no instant deaths and excessive damage incurred quickly.

In a recent depth charge attack I was extensively damaged, I had tried to go deeper than the current 80 metres when as I reached 90 metres I started to get damage warnings and glass breaking etc indicating that I am going past my new maximum depth allowing me to order a new depth and still live to fight.

Last edited by Der Teddy Bar; 06-04-06 at 03:17 AM.
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Old 05-30-06, 11:03 PM   #2
Ducimus
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Overall sounds like a fun package. I really like the zone reworking, that's intriuging, and sounds like a very positive change.


I have to say though, 0.10? and here i thought i was being generious with 0.5.

edit:
Forgot to ask, obviously its going to be bunded with NYGM, but will there be a seperate, standalone version as well?

Last edited by Ducimus; 05-30-06 at 11:07 PM.
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Old 05-30-06, 11:18 PM   #3
THE_MASK
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One suggestion . Can you not use the dark blue writing in your posts . I cannot see it .
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Old 05-31-06, 03:13 AM   #4
JScones
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Quote:
Originally Posted by sober
One suggestion . Can you not use the dark blue writing in your posts . I cannot see it .
Was just about to write the exact same thing!

Yes DTB, the blue clashes with the "Admin Blue" and "SmartDark" schemes.

And before someone else points it out, I know I can select/highlight the text to make it easier to read.

Last edited by JScones; 05-31-06 at 04:01 AM.
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Old 05-31-06, 10:19 AM   #5
Yahoshua
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Sounds wonderful Herr Teddy Bar.
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Old 05-31-06, 02:24 PM   #6
supersloth
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cant wait to try out the new anti humming bird mode
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Old 06-01-06, 11:05 AM   #7
Sailor Steve
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Quote:
Originally Posted by sober
One suggestion . Can you not use the dark blue writing in your posts . I cannot see it .
If you highlight the dark blue with your mouse it shows up as white-very easy to read.

Quote:
Originally Posted by Myxale
I wouldn't even mind damage that takes hours! :hmm:
I'll second that sentiment.
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Old 06-01-06, 05:43 PM   #8
Der Teddy Bar
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The current setup is solid which realitically will need refinement based upon user feedback as getting depth charged just right is such a hard thing to do, I mean it is either no real damage all or 10 depth charges at once! :rotfl:

As a result of removal the Humming Bird affect your u-boat will also now be more effected by flooding which will make it a more serious issue.

What I have found is that I am unable to leave a compartment partially flooded as I have previously had been. Resulting in longer periods of non silent running and possibly at increased speeds which when coupled with the Hydro/Sonar changes means more chance of detection/re-detection.
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Old 06-02-06, 01:34 AM   #9
Myxale
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Hey Teddy, but there is still a amount of flooding you can take till the tendency shows right? :hmm:
And you still can have a compartment partially flooded without sinking like a stone or?
:hmm:
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Old 05-30-06, 11:22 PM   #10
Der Teddy Bar
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Quote:
Originally Posted by Ducimus
Forgot to ask, obviously its going to be bunded with NYGM, but will there be a seperate, standalone version as well?
We will be discussing what can and cannot be done as a modlet after the NYGM TW 2.0 release.

For what can and cannot be done we must consider mod crossover issues and of what unrelated mod might need to be bundled into something else.

There is also the time required that could be better spent elsewhere, such as the Coastal Command Mod.

So while we will, if considered practical, release NYGM modlets, there is no promise that any of the NYGM TW 2.0 will be released as a modlet.
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