View Full Version : A few NYGM Tonnage War Questions
Harald_Lange
07-28-12, 04:19 PM
Hope this is the right place to ask this. I thought about tacking onto the current NYGM thread but felt it wasn't related to the actual mod installation.
A few things are bugging me about the awesome NYGM mod, and I suspect its my setup.
The sounds aren't in sync when I hit a ship with an eel or my deck gun. There is about a half-to a one second delay between the hit, and the sound. I appreciate that light travels faster than sound, but is this correct? It just seems a big difference after playing GWX.
I can't select Impact trigger on any of my eels (its Sept/Oct 39).
My eels won't go off! I've lined up numerous 90AOB, range 600-700m shots, and my eels have hit dead middle, but they just won't detonate. Its as if all my eels are duds. Say for example a medium cargo has a draft of 7.8M, I set my magnetic trigger to 8.5m, and they won't detonate. Is this normal or am I 'doing it wrong'?
Sailor Steve
07-28-12, 04:28 PM
I would guess that NYGM uses a delayed-sound mod. The further away from the target you are the longer the sound should take to reach you. The speed of sound at sea level is about 340 m/s, so even at 500 meters the sound of a torpedo explosion should take almost two seconds to reach you. At 1000 meters it's about three seconds.
SH3 is only capable of having one delay setting, so what you have is probably a good compromise. SH4 actually has varying delays.
My eels won't go off! I've lined up numerous 90AOB, range 600-700m shots, and my eels have hit dead middle, but they just won't detonate. Its as if all my eels are duds. Say for example a medium cargo has a draft of 7.8M, I set my magnetic trigger to 8.5m, and they won't detonate. Is this normal or am I 'doing it wrong'?
I don't know if this is the cause of your problem or not, but having a 90 deg. AOB does not equate to a impact of 90 degrees. If you launch when the AOB is 90 deg., the ships has moved on some before the eels hit, and the impact (or torpedo track angle) will have changed.
sublynx
07-29-12, 01:59 AM
Historically magnetic pistols were not allowed for some time because of the malfunctions in them. I think NYGM has this modelled and you can only use the contact pistol until the pistols start working again. Something like December 1942 if I remember correctly is when the Germans finally got the malfunctions sorted out and were able to start re-using the magnetic pistol.
Harald_Lange
07-29-12, 05:21 AM
Thanks for your replies :up:
I don't know if this is the cause of your problem or not, but having a 90 deg. AOB does not equate to a impact of 90 degrees. If you launch when the AOB is 90 deg., the ships has moved on some before the eels hit,
Sorry I actually meant the AOB was 90degrees at the time of impact, I'm firing at around a 10degree difference, or whatever the TDC gives me.
Historically magnetic pistols were not allowed for some time because of the malfunctions in them. I think NYGM has this modelled and you can only use the contact pistol until the pistols start working again. Something like December 1942 if I remember correctly is when the Germans finally got the malfunctions sorted out and were able to start re-using the magnetic pistol.
Even stranger in that case, as I can only seem to select 'M'. ( In both F3 and F6 screens )
I'm not going mad am I? I stands for Impact and M stands for Magnetic right?
https://dl.dropbox.com/u/240752/Forum%20posts/trigger.jpg
sublynx
07-29-12, 10:29 AM
I googled this:
http://forums.ubi.com/showthread.php/356467-NYGM-torpedo-pistol-select-Forums
I guess one has to read NYGM readme file if one wants to get a grip on this thing...
Harald_Lange
07-29-12, 12:40 PM
I googled this:
http://forums.ubi.com/showthread.php/356467-NYGM-torpedo-pistol-select-Forums
I guess one has to read NYGM readme file if one wants to get a grip on this thing...
I did find something myself, it goes some way to explaining it for me:
The abstract changes are the permanent use of the magnetic pistol and a minimum depth restriction on the
torpedoes. The real world result that we desire is to replicate through these are the early war high fail rate on
the torpedoes as well as a more realistic use of the torpedo in heavy seas.
I'm not sure how I should treat this though? So I set my torps in the usual way for magnetic trigger, just slightly below the draft of the target?
The thread you linked to reads like they've set the trigger to be multi-purpose, and that can't be the case.
Guess I'll just keep trying, out of 10+ torpedoes fired over 2 patrols, not a single one had detonated :-/
sublynx
07-29-12, 01:39 PM
I'm not sure how I should treat this though? So I set my torps in the usual way for magnetic trigger, just slightly below the draft of the target?
I would do what the Germans did when they found out their torpedoes didn't work - try the easier shots. That means impact hits at a 90 degree angle and not trying for the magnetic explosions. Magnetic torpedoes were modern high tech weaponry in 1939. Maybe doing it the old fashion way will help you. 90 degree, depth 2 - 4 meters for most targets.
The thread you linked to reads like they've set the trigger to be multi-purpose, and that can't be the case.
Guess I'll just keep trying, out of 10+ torpedoes fired over 2 patrols, not a single one had detonated :-/
I think the pistols might be multipurpose. Once I lived to late 1943 and decided to try hitting with an acoustic torpedo the old fashioned way. The target was too slow for the acoustic mechanism to work, so I just fired it like a regular torpedo. No problem, as long as the angle is good. I have never tried shooting a magnetic torpedo like a regular one, though, so I don't know this for sure. There is only one way to find out... Experiment. :hmmm:
Your failure with the torpedoes is frustrating, however that is what it was like in 1939 - 1940 for some unlucky boats. Many boats were even found out right after firing the torpedo - it detonated too soon or became a surface runner giving the position of the boat away and many boats were lost this way.
Harald_Lange
07-29-12, 01:52 PM
Really appreciate the detailed advice sublynx. :rock:
sublynx
07-29-12, 02:39 PM
No problem :) Hopefully someone more familiar with NYGM can help you some more.
Obltn Strand
07-29-12, 03:07 PM
I can't select Impact trigger on any of my eels (its Sept/Oct 39).
My eels won't go off! I've lined up numerous 90AOB, range 600-700m shots, and my eels have hit dead middle, but they just won't detonate. Its as if all my eels are duds. Say for example a medium cargo has a draft of 7.8M, I set my magnetic trigger to 8.5m, and they won't detonate. Is this normal or am I 'doing it wrong'?
You can't Change detonators.
It's set to magnetic to simulate torpedo failures which doesn't happen with impact detonators.
Magnetic detonators works as impact detonator too. It's all about setting depth.
Some times magnetic detonator won't go off even if it barely dives under the keel.
Also if you use h.sie's torpedo failure fix you should take weather into account too when changing torpedo depth.
With NYGM you get torpedo failures, it's part of game.
vanjast
07-31-12, 07:07 AM
I would guess that NYGM uses a delayed-sound mod. The further away from the target you are the longer the sound should take to reach you. The speed of sound at sea level is about 340 m/s, so even at 500 meters the sound of a torpedo explosion should take almost two seconds to reach you. At 1000 meters it's about three seconds.
In reality you should get 2 sounds from far away explosions - One from within the sub would be first (sounds travels at approx 1000mps at sea level underwater), and then the slower surface sound, when standing on the bridge.
we can only wish :)
Harald_Lange
08-01-12, 02:40 PM
You can't Change detonators.
It's set to magnetic to simulate torpedo failures which doesn't happen with impact detonators.
Magnetic detonators works as impact detonator too. It's all about setting depth.
Some times magnetic detonator won't go off even if it barely dives under the keel.
Also if you use h.sie's torpedo failure fix you should take weather into account too when changing torpedo depth.
With NYGM you get torpedo failures, it's part of game.
Thanks!
No joy, NOTHING is going off :) As far as the TDC is concerned I'm 'doing it right' as I can hit most stuff with GWX.
I'll do some reading on the forum, I'm missing something. (Pardon the pun)
Obltn Strand
08-01-12, 05:40 PM
Thanks!
No joy, NOTHING is going off :) As far as the TDC is concerned I'm 'doing it right' as I can hit most stuff with GWX.
I'll do some reading on the forum, I'm missing something. (Pardon the pun)
Good fire solution is nice. Then I got 4 premature explosions in a row.
Harald_Lange
08-02-12, 04:52 PM
4 premature detonations you say?
I just tried again, I lined the shot up, set a spread of 4 eels, at about 5 metres depth. Fired them (admittedly the sea was choppy, but not rough), and they ALL detonated seconds after they left the tubes. Just 4 bangs, no sign of the torpedoes.
I can only think now that I have a faulty install, as this is blooming ridiculous. :nope:
Obltn Strand
08-03-12, 03:09 AM
4 premature detonations you say?
I just tried again, I lined the shot up, set a spread of 4 eels, at about 5 metres depth. Fired them (admittedly the sea was choppy, but not rough), and they ALL detonated seconds after they left the tubes. Just 4 bangs, no sign of the torpedoes.
I can only think now that I have a faulty install, as this is blooming ridiculous. :nope:
Well I did sink four ships during that patrol, and only two after one torp hit had to be finished off with deck gun:03:
Lately playing with NYGM and h.sie's torp failures I'm getting actually quite close to historcal tonnage.
Harald_Lange
08-06-12, 04:56 PM
Ok I'm having more luck now, 2 ships, 8 eels fired, 2 torpedo detonations. Seems a very expensive process though. First ship ( medium cargo ) split spectacularly in the middle, but the second ( tramp steamer) took a hit to the stern, and after trailing it for most of the day in rough seas, it's burning but showing no signs of sinking.
So frustrating, 2 external eels left, rough seas, nothing to do but watch, and crash dive to avoid the aircraft I've attracted. :rolleyes:
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