View Full Version : NYGM Aircraft Damage Mod Beta Ver 0.06 Released
Der Teddy Bar
02-16-06, 06:39 AM
Ladies & Gentlemen,
Please find the link for the first release of the NYGM Aircraft Damage Mod Beta Ver 0.06 & the NYGM Ship Damage Mod Ver 0.39 (http://rapidshare.de/files/13387119/NYGM_Aircraft_0.06___Ship_Damage_Mod_0.39.zip.html )
A recap of the issue, done y Berry i.e. RUB, is at the bottom of this post.
I cannot stress enough, that your AI AA crew are not useless, but, they no longer have a Laser Guided Aiming System.
The AA gun no longer has a Laser Guided Aiming System. You AI AA gunners are now not going to be able to ‘nail an aircraft to the wall’ from over 2000 metres.
Aircraft will now be something to be feared and respected. They are not impossible, and most planes can be brought down with 1 and 2 bullets for the bombers. However, 95% of time this will not happen. The planes are not impossible. They are now both harder too hit as well as armoured.
The ability for a bullet to pierce the armour is determined by the bullet’s HP or if the bullet’s HP value alone is not enough it still may still get through when the bullet’s HP in conjunction with random Armour Piercing modifier give it enough HP’s. However, the Min/Max HP range for the bullet is large which will result in some bullets never getting through even with the modifiers.
The ability for a bullet to cause damage is Random.
In light of the AI’s ability to drop bombs very accurately I have reduced the bomb’s maximum blast area, while at the same time increasing the minimum range. That is, where as a 100kg bomb had a HP of 40 Min & 100 Max, it is now 100 for both Min & Max and where the range was 1 metre Min & 20 Metres Max it is now 5 metres Min & 10 metres Max.
It is I feel, and I hope that after playing, that you will agree, a good compromise when considering the many aspects of game play, including that of how the AI works. I will ask before dishing the bomb changes to give it a fair chance, then feel free to have your say.
I have adjusted the Airstike.cfg to increase the time between possible instances of aircraft showing up. This has not fixed the inherent RUB & other Mods airbase issues. I hope that I may have this addressed in the initial release of the NYGM Tonnage War Mod, but, as proper testing etc will be required it is most likely that the NYGM Airbase Mod will be an update.
What the Airstike.cfg changes do is to increase the time between instances of aircraft to 45 minutes up from the original 15. This is a very small bandaid on a much larger issue, but it will offer some small relief.
NYGM Ship Damage Mod 0.39 update
Small & Coastal Merchants <= sinking times decreased to one or more compartments and adjusted random variation of damage done to one or more compartments
Tankers <= all cargo compartment times reduced on a sliding scale for each ships capacity
Merchants & Tankers <= adjusted random variation of damage done to one or more compartments
Escorts <= sinking times decreased to one or more compartments & adjusted random variation of damage done to one or more compartments
Small vessels <= created sinking times and adjusted armour to suit
Files replaced…
Zones.cfg <= NOTE - This file includes changes for the NYGM Ship Damage Mod
AircraftName.zon
AircraftName.simShells.zon <= NOTE - This file includes changes for the NYGM Ship Damage Mod <=
Bombs.zonShip zon & cfg
AirStrike.cfg
CrewAI.cfg
Guns_SUB.sim <= NOTE - This file includes changes for the NYGM Ship Damage Mod <=
Here's the problem: the AI can literally hit a gnat's whisker at a range of 2 miles. That means that (except for the first couple of rounds) every bullet fired from the time the AI open up until they stop (i.e. while the aircraft is in range) will hit the aircraft. It is impossible (as far as we know) to make the AI less accurate.
In RUb we tried making the aircraft armour plated to the maximum to offset this (this was the first thing we tried), but adding armour only goes so far, and after a while it starts to look ridiculous when you have aircraft taking thousands of FlAK hits without effect.
We also decreased the effectiveness of FlAK shells (this was the second thing we tried), but FlAK shells can only be made a little bit less effective otherwise players will have problems when using FlAK guns against other targets - PT boats etc.
The nerfs that we used up to this point began to affect the way the game looked because what was needed was a HUGE reduction in firepower to offset the AI's superhuman accuracy. The only alternative left to us was to reduce the range at which AI FlAK guns can fire. Even after doing all this, the FlAK guns are still uber.
It is still very possible to shoot down many more planes than was historically possible.
In WWII only 120 aircraft were shot down for the entire war and most of those were from 1942 onwards.
Between 1939 & 1943 only 10 aircraft were shot down...
1939 - 2 - U-30 2x Blackburn Skua NOTE: one was 'shot' down by it's own bomb bouncing off the water and exploding in the air.
1940 - 0
1941 - 1 - U-131 1 x Martlet
1942 - 7 - U-73 1 x Hudson, U-256 1 x Whitley, U-259 1 x Hudson, U-505 1 x Hudson, U-561 1 x Liberator, U-565 1 x Hudson, U-606 Catalina,
Please check out the u-boat.net's page on aircraft shot down http://uboat.net/history/aircraft_losses.htm.
As far as I can tell, the most aircraft shot down by one u-boat is an astounding number of 4!
2 Sep, 1942
(British Whitley aircraft, Squadron 77/H)
11 Mar, 1944
(Canadian Wellington aircraft, Squadron 407/H)
The aircraft seems to have crashed on its own during preparations for the attack run.
19 Mar, 1944
(British Liberator aircraft, Squadron 224/F)
The aircraft smashed into the sea 500m away from the boat and exploded.
7 Jun, 1944
(British Liberator aircraft, Squadron 224/M)
HEMISENT
02-16-06, 07:05 AM
Teddy, just DL'd the mod & will give it a shot later today
Thanks
Pkunzipper
02-16-06, 01:46 PM
Thanks Teddy, great set of mods! :up:
Is there a mod-pack that contains all of your mods or do I have to download them all separately?
Soviet_Warlord
02-16-06, 03:49 PM
Thanks Teddy, great set of mods! :up:
Is there a mod-pack that contains all of your mods or do I have to download them all separately?
I think that once he's finished each individual component of NYGM, he will release it as the Tonnage War Mod. (If I understand correctly)
HEMISENT
02-16-06, 04:17 PM
Teddy check your PM
HEMISENT
02-16-06, 04:44 PM
Damn, what was I thinking. I transferred to LaSpezia to check out Marhkimov's ocean mod colors. now I'm stuck out here. Nearly a full bag of fuel, a full load of eels and no prospects for action in sight. Oh well. I'll just wait till I get back to port. :damn:
Der Teddy Bar
02-16-06, 04:51 PM
Thanks Teddy, great set of mods! :up:
Is there a mod-pack that contains all of your mods or do I have to download them all separately?
All the current NYGM Mods are components of the NYGM Tonnage War Mod. They have been released as stand alone mods to allow people to experience the NYGM Mods as they have been completed.
The NYGM Tonnage War Mod will include...
NYGM Tonnage War <= Tonnage is in, Renown is out. Everything is free, but takes time.
NYGM Ship Damage Mod
NYGM Aircraft Damage Mod
NYGM Crew Management Mod
NYGM Campaign Mod <= will inlcude a massive historical update of the Med
Rubini's Harbour Traffic
RUB 1.45 <= obviously a LOT gets changed by the NYGM Mods
Most likley as a update/next release,
NYGM Coastal Command Mod <= looking at air patrols etc
Der Teddy Bar
02-16-06, 04:55 PM
Please note that the AI AA ranges have been changed to...
Close 1000
Medium 2000
Long 3000
I would recomend at the start of a patrol you you immendiatly set the AA to Fire at will, set the range to medium & fire at incomming aircraft only.
Ammunition could now be a possible issue.
Even though you are very unlikely to attain many hits I have set the maximum range at 3000 metres. This is for the times that you are desperate to keep the plane away from you.
I would, as mentioned above, recomend using the medium setting of 2000 metres.
Thanks Teddy, great set of mods! :up:
Is there a mod-pack that contains all of your mods or do I have to download them all separately?
All the current NYGM Mods are components of the NYGM Tonnage War Mod. They have been released as stand alone mods to allow people to experience the NYGM Mods as they have been completed.
The NYGM Tonnage War Mod will include...
NYGM Tonnage War <= Tonnage is in, Renown is out. Everything is free, but takes time.
NYGM Ship Damage Mod
NYGM Aircraft Damage Mod
NYGM Crew Management Mod
NYGM Campaign Mod <= will inlcude a massive historical update of the Med
Rubini's Harbour Traffic
RUB 1.45 <= obviously a LOT gets changed by the NYGM Mods
Most likley as a update/next release,
NYGM Coastal Command Mod <= looking at air patrols etc
Will you have a version that does not have the Harbor traffic mod in or have it as an optional install?My system does not like the HT mod and crawls when in port.
Otherwise I am loving your NYGM mods that you havbe made so far.I just reinstalled my game after a bit of a break from it to try them out.So far I like what I am seeing. :up:
Der Teddy Bar
02-16-06, 05:22 PM
Will you have a version that does not have the Harbor traffic mod in or have it as an optional install?
It is our intention to have a HT & Non-HT SCR file.
Teddy, what type of effect does the Flak Gunnery qualification have on the AI's accuracy, now?
VonHelsching
02-17-06, 01:49 AM
Der Teddy,
I am interested in the NYGM Aircraft Damage Mod only for the time being. Would you be so kind providing instructions on how can I split Aircraft Damage from Ship Damage? One obvious step would be eliminating the "sea" folder, right? Next?
Thanks,
VonHelsching
Der Teddy Bar
02-17-06, 02:50 AM
Der Teddy,
I am interested in the NYGM Aircraft Damage Mod only for the time being. Would you be so kind providing instructions on how can I split Aircraft Damage from Ship Damage? One obvious step would be eliminating the "sea" folder, right? Next?
Thanks,
VonHelsching
You will need to also strip out & replace the ship changes in the Zones.cfg.
I am surprised that you would want a realistic aircraft experience but not a ship sinking one, but, hey...
VonHelsching
02-17-06, 03:54 AM
I'm mostly a "gameplay" guy. So if I am to check the "realism" side of the Force, I would like to do it with baby steps. One at a time...
Thanks Teddy Bar
Is it compatible with the hollywood advanced damage mod? I believe zones.cfg is modded in the Hol. advanced damage mod too... :-?
bill clarke
02-17-06, 05:23 AM
I would recomend at the start of a patrol you you immendiatly set the AA to Fire at will, set the range to medium & fire at incomming aircraft only.
Der Teddy Bar, how do I do this ? :D
@bill clarke
Through your Watch Officer. Just press the Flak Gun icon, same place where you can ask range to nearest target. :D
Der Teddy Bar
02-17-06, 07:06 AM
Is it compatible with the hollywood advanced damage mod? I believe zones.cfg is modded in the Hol. advanced damage mod too... :-?
Just cut the u-boat section out of the zones.cfg for the hollywood advanced damage mod and paste it into the NYGM one.
Job done.
Teddy,
I don't know, if I make something wrong, but since this install, almost everything looks like the same... :hmm:
Patrol A: 2 C2 -hit in the middle, break in two, qiuck sinking, one T2, one T3, 2-2 torps, hits, both breaking in two, quick sinking.
Patrol B: 2 Kleine Frachter - 1-1 torps, hit, (no big explosions) both sinking in 1-2 minutes.
What's wrong? :roll:
Der Teddy Bar
02-18-06, 04:32 PM
Teddy,
I don't know, if I make something wrong, but since this install, almost everything looks like the same... :hmm:
Patrol A: 2 C2 -hit in the middle, break in two, qiuck sinking, one T2, one T3, 2-2 torps, hits, both breaking in two, quick sinking.
Patrol B: 2 Kleine Frachter - 1-1 torps, hit, (no big explosions) both sinking in 1-2 minutes.
What's wrong? :roll:
The changes for the NYGM Ship Damage Mod are subtle. We are talking that depending on where you hit, that the sinking of a smal merchant may take 20 minutes instead of 35 minutes etc
Ok, you made it, you are the boss :yep: , but now, I played again this last patrol - I overwrote with the old 0.36 version, the new 0.06 air-combined, and look at it: the Kleiner Frachters were going not so qiuck down! First one swallowed 3 (!) torps, before break in two (first 2 torps hit in the middle, from both side, 3rd also in the middle).
The second one sunk after the first hit, but only about 30 minutes.
And even, the weather was at the first patrol calm, with 5 ms with, but now it was rough, with 15 ms, so circumstances were now for the swifter sinking, but happened not.
So, I don't know, what's the situation, but I will use the older, 0.36 damage mod, until everything will be clear. :cool:
Der Teddy Bar
02-18-06, 11:16 PM
uhu,
You may be taking me too literally.
The Small Merchant/Kleiner Frachter will not always sink faster. What I was refering to is that where as previously a certain damage level to one or more compartment combinations may have taken 35 minutes to sink, it now may take 20. BUT, it is all dependent upon compartment combinations.
So the Small Merchant/Kleiner Frachter that sank in 30 minutes, may have previously taken longer, then again, maybe not :D
You are also not using your torpedos wisely. Nope, your not :rotfl:
After the first torpedo into the middle of the Small Merchant/Kleiner Frachter the next if required should have been at the forward or rear cargo hold. By retargeting the same area you wasted the 2 additional torpedos.
You must sink the ship by flooding, if one compertment is not enough, then you need to target another, not the same. It is no longer X number of torpedos equals sunk.
I have no ability to alter the sinking effect based upon the weather. That is in files that I have no access to.
I hope this clarifies the situation :up:
Soviet_Warlord
02-19-06, 04:42 PM
Der Teddy Bar, have you changed anything in the NYGM ship damage mod in this combined version with the NYGM air mod? Because, rather weirdly, when I just played the Barham single player mission, two of the Revenge class battleships (I think they were Revenge) got catastrophic explosions after just two torpedoes, and the last one went down with three.
I thought Battleships had those double- reinforced hulls! :damn:
In the last version of your ship damage mod (before the air part came in) I never saw a battleship experience a catastrophic explosion, and usually it took at least 5-6 torpedoes to sink them.
I think that the current version needs some testing :ping:
Der Teddy Bar
02-19-06, 06:02 PM
Soviet_Warlord,
Thanks for the pointer. I have investigate the Battleship compartment values, every line, and there has been no changes to the Battleship's compartment from Ver 0.36. In fact, the Battleship compartment values have not changed since Ver 0.25.
ALL compartments on all ships have always had a Critical Chance associated with them. So today was your lucky day :up:
I can aslo say, that it is possible to sink via flooding a battleship with 2 torpedos when all the numbers roll in your favour.
As far as how many torpedos to sink a real Battleship,
H.M.S. BARHAM = 3
H.M.S. Royal Oak = 3
I appreciate your looking out for these types of issues and for taking the time to report them as this helps me and greatly benifits all users of the NYGM Mods.
By retargeting the same area you wasted the 2 additional torpedos.
You must sink the ship by flooding, if one compertment is not enough, then you need to target another, not the same. It is no longer X number of torpedos equals sunk.
If I only knew that before..... Just finished my patrol and I sunk only about 20000 Tons (VIIC) :nope: :rotfl: realism :rock:
THx, teddy! It's a great mod!!!
Teddy , I'm having problems with downloading this mod from rapidshare .. is this available anywhere else ... thanks
bill clarke
02-24-06, 07:17 PM
Der Teddy Bar, Hi mate,
I have downloaded this mod, unzipped it with Winrar, but my trial version is over 40 days old. when i extracted the files, I set the extraction point to the my documents folder I was in, but the program did not appear, instead it brought up a message with files to overwrite, I clicked "yes to all" and it appeared to extract the files.
Is there a way I can check to see it the mod did indeed install ? Is there a particular file I can look at to see if it's changed ?
Thanks mate.
Der Teddy Bar
02-24-06, 07:42 PM
Der Teddy Bar, Hi mate,
I have downloaded this mod, unzipped it with Winrar, but my trial version is over 40 days old. when i extracted the files, I set the extraction point to the my documents folder I was in, but the program did not appear, instead it brought up a message with files to overwrite, I clicked "yes to all" and it appeared to extract the files.
Is there a way I can check to see it the mod did indeed install ? Is there a particular file I can look at to see if it's changed ?
Thanks mate.
Have a look at the Zones.cfg file in C:\Program Files\Ubisoft\SilentHunterIII\data. It should say
Not Your Grand Mothers Ship Damage Mod
Beta Version 0.1.39
14/02/06
Not Your Grand Mothers Aircraft Damage Mod
Beta Version 0.1.07
18/02/06
P.S. I only just moved from a 6 month stint in Canberra!
bill clarke
02-24-06, 07:45 PM
P.S. I only just moved from a 6 month stint in Canberra!
Really, you in the military ?
Having trouble locating it, in the data folder, there is another folder titled CFG, and at the bottom a Zones CFG file that I don't know how to open.
Also started having crashe's, my system seems to run fine on 512meg of ram, but as soon as I put in another stick of 512 (same model) I get game crashe's all pointing to dll problems. I just bought a new video card yesterday, Nvidia 6600LE 256mb/ddr, as I thought the culprit was the old card.
Any ideas ?
p.s. how do I post my system specs here ?
Der Teddy Bar
02-24-06, 08:00 PM
P.S. I only just moved from a 6 month stint in Canberra!
Really, you in the military ?
Having trouble locating it, in the data folder, there is another folder titled CFG, and at the bottom a Zones CFG file that I don't know how to open.
Also started having crashe's, my system seems to run fine on 512meg of ram, but as soon as I put in another stick of 512 (same model) I get game crashe's all pointing to dll problems. I just bought a new video card yesterday, Nvidia 6600LE 256mb/ddr, as I thought the culprit was the old card.
Any ideas ?
No IT. I worked at the Australian Institue of Sport. Moving has been for the beloved who is a Customs officer.
You open it with notepad.
It is either a motherboard or a memory issue. Swap the ram over and try it. If that works, ensure that you are using the right memory slot, don't assume, you have a manual. Try that. If it fails, note your bios settings and reset them back to default and try that.
bill clarke
02-24-06, 08:09 PM
You open it with notepad.
Just checked it and it's the old version. Looks like I may have to uninstall and down load Winrar again.
bill clarke
02-24-06, 08:10 PM
[quote="Der Teddy
It is either a motherboard or a memory issue. Swap the ram over and try it. If that works, ensure that you are using the right memory slot, don't assume, you have a manual. Try that. If it fails, note your bios settings and reset them back to default and try that.[/quote]
That's way beyond me, think I'll take it to the guy who sold me the new vid card and get him to help out.
thanks anyway.
Just a question Der Teddy Bar :rock: ?
Is it safe game compat.? :hmm:
I didn't install yet cause of this , since it has no readme file bro...Thanks!! :up:
Pls can someone unswers mi question and tell me if it's safe to install and play back your in base saved game...??? :cry: :roll: :up:
Der Teddy Bar
02-26-06, 10:51 PM
Pls can someone unswers mi question and tell me if it's safe to install and play back your in base saved game...??? :cry: :roll: :up:
YES :up:
Pls can someone unswers mi question and tell me if it's safe to install and play back your in base saved game...??? :cry: :roll: :up:
YES :up:
Thanks Mate!!! :up: :up:
Fangschuss
03-08-06, 06:32 AM
Have some questions about this Air & Damage Mod. Runing this Mod the first in my current patrol.
It´s November 1941.I hunt over 2 weeks south of Ireland around BF15. @ Max. TC128. Never see any Aircraft !!! :hmm: I believe they taken a longer Teatime :D Or the German Luftwaffe has the sovereignty in the air :lol:
The second thing i noticed, hitting a small merchant amidships with impact run deep 2m (time 4.32). The merchant stop but still not sinking, firing with my 88 deckgun all my ammunition in this condemned merchant... without any success... after 3,5 hours (8.00) the merchant is heavy burnnig but still not sinking :hmm:
Der Teddy Bar
03-08-06, 05:36 PM
Have some questions about this Air & Damage Mod. Runing this Mod the first in my current patrol.
It´s November 1941.I hunt over 2 weeks south of Ireland around BF15. @ Max. TC128. Never see any Aircraft !!! :hmm: I believe they taken a longer Teatime :D Or the German Luftwaffe has the sovereignty in the air :lol:
The second thing i noticed, hitting a small merchant amidships with impact run deep 2m (time 4.32). The merchant stop but still not sinking, firing with my 88 deckgun all my ammunition in this condemned merchant... without any success... after 3,5 hours (8.00) the merchant is heavy burnnig but still not sinking :hmm:
The occurance of aircraft is a real mixed bag. This issue will be the bases of the NYGM Coastal Command Mod.
The NYGM Aircraft Damage Mod does not change the airbases, so they are the ones that you always had.
The only change the NYGM Aircraft Damage Mod made to the 'instance' chances was to increase the time inbetween the program checking, increase from 15 minutes to 45 minutes. This is to counter the May 1943 onslaught. It does not however reduce the chances.
In regards to the ship, I had not for some reason included the read me file. You will find the link to it below. It goes into great detail on how it all works. Also, I have another link below that is of the thread that discusses the NYGM Ship Damage Mod in great detail.
Please read both.
NYGM Tonnage War V1.03 User Manual (contains NYGM Ship Damage Manual) - http://hosted.filefront.com/TeddyBar
Subsim Thread - http://www.subsim.com/phpBB/viewtopic.php?t=47519
Razman23
03-08-06, 06:09 PM
Teddy, is this mod in with the Tonnage mod as well or is it a seperate mod to be loaded?
Der Teddy Bar
03-08-06, 06:18 PM
Teddy, is this mod in with the Tonnage mod as well or is it a seperate mod to be loaded?
ALL previous NYGM Mods are in the NYGM Tonnage War Mod.
Razman23
03-09-06, 05:44 PM
Teddy, is this mod in with the Tonnage mod as well or is it a seperate mod to be loaded?
ALL previous NYGM Mods are in the NYGM Tonnage War Mod.
Nice!
Its a GREAT mod!!!!!!
I am playing the Med and last nite ran into a large merchant with two DDs for company. Took four fish to finally finish off that merchant and now the DDs are all over me. Its been over six hours real time and they are still after me!
Damn you Teddy Damn you! :up: :rock:
Der Teddy Bar
03-09-06, 05:57 PM
Damn you Teddy Damn you! :up: :rock:
My job is done.... :rotfl:
Wait no its not, I have the NYGM Ship Damage Mod V2 to do!
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