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View Full Version : QUESTIONS ON NYGM3


gi_dan2987
12-23-13, 05:52 PM
I've been noticing an awful lot of ships doing the split in two thing again since I switched from GWX3... Are the sinking mechanics correct or do I have to download a separate mod?

Madox58
12-23-13, 06:29 PM
GWX uses a VERY different damage model from many other mods and stock SH3.
Your seeing that difference now.

gi_dan2987
12-23-13, 06:35 PM
:/\\!! :/\\!! :/\\!! :/\\!!

That's it! I'm switching back to my Grey Wolves! :rock:

Madox58
12-23-13, 06:54 PM
Back when GW was doing alot of work? ref wrote the first Tool for doing damage models.
Von Helshing, I believe, worked out the damage model used by GW over a long period of time.

I tend to think it was the most involved damage model created for SH3.
But I'm not impartial when it comes to GWX.
:D

gi_dan2987
12-23-13, 07:18 PM
Yeah it seems like NYGM3 is just stock with a few changes. I'm going back to Grey Wolves. Let's see if I can remember how to do the install....

Stiebler
12-24-13, 04:01 AM
For the record, it was Der Teddy Bar of NYGM who created the first slow-sinking ships, with a distinct model for nearly every one of the stock ships. He had a special modding tool for this purpose.

Everyone else copied the idea.

Stiebler.

gi_dan2987
12-24-13, 04:17 AM
Ah, well after testing out NYGM, I still think GWX3 has the best sinking mechanics. I just don't think ships @ 6,000GRT should split in half every time after taking only one fish. It's all good now. I did a clean reinstall of SH3 and GWX3 with a spicy touch of a few ala carte selections. I'll stick to this for the time being. Say Stiebler since you're here, could you point me to some mods that make the scope views a little more realistic?

BigWalleye
12-24-13, 08:26 AM
Odd! I have been using NYGM for some time now and can't recall the last time a sinking ship broke in two. Maybe one of the mods I use has changed the sinking dynamics.

Are you using the magnetic pistol and setting depth to underrun? If so, then when everything works, the ship should split in two. That was the intent of the magnetic pistol. 'Course, the mag pistol didn't always work right, and there were depth-setting problems with early-war torpedoes, so the chance of a successful engagement is not so good. This is reflected in the game if you use the h.sie patches.

<ASIDE> I don't use the magnetic pistol. I don't trust it. BDU complains, but as long as my tonnage is good, not too much.:))

Scope views "a little more realistic...." What do you mean? Better looking ships? There're a couple of mods for that. I like IABL's ship. YMMV. Better looking water? That is so a matter of personal taste, but I like SH5 Water for SH3. Again, YMMV. More realistic scope views? For me, that would be Hitman's Optics, 'cuz it's based on actual existing WW2 U-boat optics.

Personally, if I can make a daylight surface run through the Channel in mid-1940, after BDU has "closed" the Channel, and not break a sweat, I think that's a bit unrealistic. But "realism" means different things to different people.

gi_dan2987
12-24-13, 12:00 PM
the ships were splitting from contact pistol hits only 3ms below the surface.

You know, I might just try some environment mods, but not too much, as GWX does a pretty good job of the environment also. What I could use is a better fatigue model, as it seems the guys peter out very quickly at 128x. I was told on here that 128x is the best trade between travel time and ability for detection? I guess any slower is too slow, and any faster skips things it shouldn't skip.

Sailor Steve
12-24-13, 12:51 PM
What I could use is a better fatigue model, as it seems the guys peter out very quickly at 128x.
SH3 Commander. Set Fatigue to 'Off'. SH3's crew management is possibly its weakest point.

gi_dan2987
12-24-13, 01:13 PM
Thanks Steve. I already changed the values in the Basic.cfg files. No more bedtime-check Charlie for me!

I would think that the crew would be responsible for their watches, shifts, fatigue, etc. The Kaleun would have to be a control freak or somehow gain enjoyment out of micromanagement if he was also responsible for swapping out tired men. Why didn't they just design a proper U-boat shift model? Like helmsmen stand watch for 8, have commander's time for 8, and off duty for 8? Something like that?

BigWalleye
12-24-13, 03:33 PM
SH4 has a much better model, 3x8 and everyone on for Battle Stations. The only time fatigue becomes an issue for the skipper is during prolonged combat action, which seems reasonable. But there is no way short of a massive patch to incorporate it into SH3. Best fatigue model I've found for SH3 is, as Steve said, "No Fatigue."

Sailor Steve
12-24-13, 03:51 PM
^ ^ ^
:yep: :yep: :yep:

Almost exactly what I was going to type when I saw you'd done it first. SH4 has its own bugs, but the crew model is one of the routines that was a definite improvement. It's just too bad SH4 never got the mod treatment SH3 did. With NYGM's AI, GWX's overall detail and LSH3's goodies like the harbor and canal lock gates, SH4 could have been a real winner. It's still quite good.

gi_dan2987
12-24-13, 04:16 PM
I just think it's goofy how they call it a sim, yet design it like an arcade game :nope:

I guess that's why we have forums like this and smart folks like you to mod things to our liking.

In the end we're just a bunch of bored nerds. :88)

Sailor Steve
12-24-13, 04:19 PM
I'm not a nerd! Never have been, never will be.

A geek, maybe... :D

gi_dan2987
12-24-13, 04:35 PM
Hey Steve, what's the formula for figuring a ships speed by timing it's travel across the vertical crosshair at 90AOB?

Sailor Steve
12-24-13, 05:05 PM
Oops. :oops:

I have no idea, being absolutely terrible at math. I don't do manual targeting at all. :dead:

Madox58
12-24-13, 05:27 PM
For the record, it was Der Teddy Bar of NYGM who created the first slow-sinking ships, with a distinct model for nearly every one of the stock ships. He had a special modding tool for this purpose.

Everyone else copied the idea.

Stiebler.


Cool. That was before my arrival here but I appreciate the history lesson.
:up:

gi_dan2987
12-24-13, 05:40 PM
I just found it. (Ship Length in Meters) * 1.94/(Time in seconds)

What you do is get on or as close to a 90AOB as possible.

Start the stop watch when the target ship crosses your vertical scope wire. Stop the watch as his stern passes your vertical wire.

Plug in the numbers and set your torps accordingly.

Turn off your TDC, turn your scope until Gyro reaches 000. This negates the need to know enemy range.

At this point you know you're 90AOB, you already have the speed, and the range doesn't matter because you've zeroed your gyro.

As soon as the ships start passing your vertical wire, launch away and watch the fireworks! I usually set torps to slow on far targets, medium on mid targets, and fast on close ones. That way the impacts all happen around the same time, leaving no room for maneuver and achieving complete surprise.

By the time the last eel is shot, set dive planes, ahead two thirds, and begin making for open water.

Unless there was a course or speed change last minute, or your variables incorrect, you are mathematically guaranteed a hit every single time.

It's actually very simple to use and it works. However, it requires you to properly position your boat. Setup is 95% of this shot. I'm not for sure, but I think they used this method in WW1 and probably exclusively in WW2.

Oh and get Hitman's optics! You'll be glad you did. :arrgh!:

"In war, the simplest maneuvers are the best." -Napoleon Bonaparte

gi_dan2987
12-24-13, 06:40 PM
It could, but now it doesn't matter anymore as I've gone back to GWX3 out of frustration at NYGM. This thread is dead, RIP :arrgh!: