Der Teddy Bar
03-15-06, 10:16 PM
I have been asked about ‘new’ moded ships and NYGM.
I quote ‘There are several ship types, which are not included in the ship damage mod. It's sad, because, they would bring some more fun in the game. Do you have plans to make them also NYGM compatible?’
All existing and ‘new’ moded ships use the zones.cfg for its compartment values. So if the NYGM zones.cfg is installed, then the NYGM values that make the ships sink will come into play.
For the most part what will be different between the NYGM ships and the ‘new’ moded ships is the total HP’s for the ships. In the NYGM ships they have 2160 where as I presume that most ‘new’ moded ships will have the very low default values such as 200 etc. To make the ‘new’ moded ships better for an NYGM install would require the HP’s to be raised to 2160.
Now we have to consider the compartment behaviour. As changing the location of the 3D structures does not change the damage zones. For instance, if on a tanker I move the engine (i.e. structure indicating the engine is below me) forward 25 metres, the damage zone for the engine is still in the original location! This will obviously result in uncoordinated hit and effects/results.
Apart from this there is also the issue of how the ship sinks. NYGM only tested the stock default ships. The NYGM Tonnage War read me details the difficulties and compromises in great detail and I will not go into that here, but to just say, that the ‘new’ moded ships that have 2160 HP’s may sink in a way as to be ‘not right’. This could be the compartment values, refer to the NYGM Tonnage War read me for details, or it could be the ships Gravity Centre which as required was also moded in the NYGM ships.
I hope this answers the original question.
I quote ‘There are several ship types, which are not included in the ship damage mod. It's sad, because, they would bring some more fun in the game. Do you have plans to make them also NYGM compatible?’
All existing and ‘new’ moded ships use the zones.cfg for its compartment values. So if the NYGM zones.cfg is installed, then the NYGM values that make the ships sink will come into play.
For the most part what will be different between the NYGM ships and the ‘new’ moded ships is the total HP’s for the ships. In the NYGM ships they have 2160 where as I presume that most ‘new’ moded ships will have the very low default values such as 200 etc. To make the ‘new’ moded ships better for an NYGM install would require the HP’s to be raised to 2160.
Now we have to consider the compartment behaviour. As changing the location of the 3D structures does not change the damage zones. For instance, if on a tanker I move the engine (i.e. structure indicating the engine is below me) forward 25 metres, the damage zone for the engine is still in the original location! This will obviously result in uncoordinated hit and effects/results.
Apart from this there is also the issue of how the ship sinks. NYGM only tested the stock default ships. The NYGM Tonnage War read me details the difficulties and compromises in great detail and I will not go into that here, but to just say, that the ‘new’ moded ships that have 2160 HP’s may sink in a way as to be ‘not right’. This could be the compartment values, refer to the NYGM Tonnage War read me for details, or it could be the ships Gravity Centre which as required was also moded in the NYGM ships.
I hope this answers the original question.