SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
|
Thread Tools | Display Modes |
09-22-06, 01:16 AM | #1 |
Blade Master
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
|
NYGM Torpedo Depth Error Mod... who's game?
The NYGM Torpedo Depth Error Mod works through SH3 Cmdr and is only possible because of it.
So that would be a yes, the NYGM Torpedo Depth Error Mod will be available for non NYGM users. As we all know, up until late 1942 the German's had a depth keeping issue that resulted in the torpedoes going upwards of 3 metres deeper than set. The NYGM Torpedo Depth Error Mod is random value, where with each launch of the game via Sh3 Cmdr, there is a 30% chance that no depth error will occur and a 70% chance that an error from as little as 0.5 metres up to 3+ metres will occur. |
09-22-06, 01:54 AM | #2 |
Sea Lord
Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
|
As long as the torpedoes function properly after they were historically fixed. Just making sure.
PD |
09-22-06, 05:28 AM | #3 | |
Blade Master
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
|
Quote:
Great thinking there PD |
|
09-22-06, 07:21 AM | #4 | ||
Sea Lord
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 9
Uploads: 0
|
Quote:
Quote:
Many thanks for the effort and job ! |
||
09-22-06, 09:20 AM | #5 |
Ace of the Deep
Join Date: Jul 2006
Location: Deepest Dumbria
Posts: 1,243
Downloads: 2
Uploads: 0
|
I,m with Redwine.. I had to bin SH3 Commander because my different versions of the game started to confuse the H@LL out of it
|
09-22-06, 09:28 AM | #6 |
Loader
Join Date: Jul 2006
Location: Land of "Freezing my rear off"
Posts: 89
Downloads: 7
Uploads: 0
|
I did not know this was put into the mod...
__________________
|
09-22-06, 09:34 AM | #7 |
Soundman
Join Date: Aug 2006
Posts: 143
Downloads: 75
Uploads: 0
|
Kpt Munson,
If you do a search of Dual Install SH3 Cmdr - you will come up with a very helpful thread that will clarify how to set the link with a /I switch that allows you to use Sh3 Cmdr for multiple installs easily. Yarre |
09-22-06, 10:03 AM | #8 |
Ace of the Deep
Join Date: Jul 2006
Location: Deepest Dumbria
Posts: 1,243
Downloads: 2
Uploads: 0
|
Thanks, Notewire.. I'll look into it as I miss elements of SHIII Commander
|
09-22-06, 10:27 AM | #9 | |
Ocean Warrior
|
Quote:
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper |
|
09-22-06, 05:02 PM | #10 |
Blade Master
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
|
The NYGM Torpedo Depth Error Mod cannot work as an effective mod with SH3 Cmdr or something simular.
To be an effective mod the depth error has to change and be random in such a way as to have the player never knowing if he has a depth error and if he does, so that he does not know how much. |
09-22-06, 07:16 PM | #11 |
The Old Man
Join Date: Apr 2005
Posts: 1,336
Downloads: 6
Uploads: 0
|
I'm liking this idea a lot, at least as far as the depth-keeping issue goes. I think it will add some welcome uncertainty to using the magnetic/keel shot approach, especially since the game seems to be set up so that all ships of the same type have exactly the same keel depth as set forth in the recog manual regardless of cargo loading. I'm also cool with the minimum depth fix, although I don't feel a great need for it since it has always been my practice and I am disciplined enough as a player not to set depth any shallower than 3m since that's what I had read was the minimum practical setting IRL.
I'm not too sure about the "always-on magnetic pistol" feature, though - I have liked the fact that in the game you stand a higher chance of failure if you choose to go with the magnetic pistol in the early years, especially in heavier seas, but that you could increase your chances of success by foregoing the magnetic pistol/keel shot attempt (which also meant you needed to make a "better" shot so that your impact pistol had a better chance of exploding instead of bouncing off). It seems that forcing the magnetic pistol to "always on" would tend to remove that dynamic from the game. Unless there was a lot higher failure rate of the impact pistols in the early years IRL than the stock game models (and maybe there was - I haven't researched it), I'd probably prefer to keep the ability to fire with impact-only setting. Will this mod be moddable to defeat this aspect while keeping the others? In any event, this is some more awesome creativity and I salute you and the NYGM team for continuing to innovate in things like this - well done
__________________
|
09-22-06, 07:46 PM | #12 |
Ace of the Deep
Join Date: Aug 2006
Posts: 1,012
Downloads: 20
Uploads: 0
|
What if you selected the dud torpedoes option in the realism section of the game menu? Will clicking this option on/off affect the percentages?
|
09-22-06, 10:12 PM | #13 | |
Blade Master
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
|
Quote:
The always on magnetic pistol is to simulate the many torpedo issues that we cannot, such as a gyro compass issues, rudder issues, battery failures etc. Admittedly these were low single figure occurrences. I will also hasten to add that we only have a high failure chance when in heavy seas as compared to always for the German in the early years. We have the advantage of hindsight and this gives us an unfair advantage as we know for certain the magnetic pistol issue and as such, we always turn it off. For the historical magnetic pistol failure rate I have seen boats with as little as 10% to as high as 60% of total torpedoes. However, in game the player will not see figures this high. I hope this helps. And thankyou for the kind words. |
|
09-22-06, 10:14 PM | #14 | |
Blade Master
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
|
Quote:
|
|
09-23-06, 01:43 AM | #15 | |
Helmsman
Join Date: Jul 2005
Posts: 103
Downloads: 0
Uploads: 0
|
Quote:
I'd rather simulate this myself by lets say throw a dice to determine the depth fault even if that takes discipline by the player. I don't want to be forced to use SH3 Cmdr just to have this feature. Especially since I find that unrealistic. SH3 Cmdr only changes values when you start it, so during a patrol ALL torpedos would run with the same depth error. That would result in 100% torpedo failures on certain missions.... |
|
|
|