View Full Version : GW, great mod but...
Tonnage_Ace
03-23-06, 10:13 PM
http://img67.imageshack.us/img67/7924/11tu.jpg
http://img67.imageshack.us/img67/8793/21vv.jpg
I found a Fiji in Scapa Flow the other day and as you can see, put two torps into what used to be the ammo and fuel bunkers, respectively. The question is, what happened to them? I used T2 torps set at 2m, impact det., I TC'd about one hour ahead and the thing didn't even keel over...don't tell me that's realism because I've critically hit a C2 and a C3 earlier that patrol and warships are the easiest to destroy being they have more 'critical points' ie. 2 ammo bunkers, 1 fuel and 1 engine room.
vodkajello
03-23-06, 11:47 PM
I have to agree that there is something quite wrong with the new damage modelling.
I've hit a C2 with 3 torps (2 starboard mid and aft, 1 port mid.) The thing could only move at 1 knot and had its rear decks awash and it wouldn't sink for 2 days.
I had disabled its destroyer escort with a well placed torpedo. It too was flaming up like no tomorrow and had all decks at water level. It didn't sink in 2 day time either.
Combine these problems with the invinicble trawlers and you know there is a large bug here somewhere. We really need this damage problem fixed up in the next few weeks.
Tonnage_Ace
03-24-06, 01:24 AM
I have to agree that there is something quite wrong with the new damage modelling.
I've hit a C2 with 3 torps (2 starboard mid and aft, 1 port mid.) The thing could only move at 1 knot and had its rear decks awash and it wouldn't sink for 2 days.
I had disabled its destroyer escort with a well placed torpedo. It too was flaming up like no tomorrow and had all decks at water level. It didn't sink in 2 day time either.
Combine these problems with the invinicble trawlers and you know there is a large bug here somewhere. We really need this damage problem fixed up in the next few weeks.
I've heard about the invincible trawler problem on other threads but what exactly is that about, I've been able to sink pretty much anything with enough torps but I only had a problem with the Fiji and that T2 in the background, took 4 impact torps to sink her :roll:
I think it just need adjustments...
NYGM damage was not tested at that large scale of players if I recall
First of all GW rocks and gives a bit of life to SH3… it looks like a new game. I have even scrap my previous 5 years career with more than 1000 tons sink to play this MOD and let me say that its worth. Thanks GW team.
But I would like to point out for a small problem that is getting my nerves. Small issue that my current workaround is reload the saved game before attack.
The problem is similar to what was described in the previous posts.
On my 2nd mission ran against an "true Titanic" (ship that will always keep afloat what ever the circumstances), in my case it was a small merchant (costal type). It got 5 torpedoes right in the middle if its hull and didn't explode either went down. Not even after depleting bullets of the MG and ram its hull with the sub at flank speed.
Not happy with that outcome, that I've reload the save game (that I made previous the attack) and tried again, and the same ship went bang splitting apart with just a single torp in the mid of its hull (funny enough the same torp that I've launched from the same position in the 1st attempt).
Later in my 3rd mission I ran against a DD in the middle of a storm, 2 torps right in the middle its hull and the DD kept running like it was nothing… even took a 3rd torp (which removed its screws) and it kept floating, static in the water. Despite that the indicators showed that DD was running 12k when it was completely stopped in the water. Again invincible bug strikes back, it took my last torp (4th) in the middle of its hull refused to go under.
So GW seem to have a small issue with some invincible ships at moment.
midshipsnake
03-24-06, 11:59 AM
IMHO
GW looks and sound great, but
gameplay wise, it has some serious
issues that need to be straightened out.
Ships are too difficult to sink
DDs are too stupid and weak
Now i'm thinking about a way to combine stock SH3 gameplay with GW graphic and sound mods.
(minus fubar sub skins and too dark underwater)
Well considering ships in real life survived Uboat attacks and and made it back to port with severe damage and listing shows that the damage is about correct.
Toredoes and the deck gun are not a magic bullets.
I have yet to have a ship survive after an attack.
In my career I found the following hits are needed to sink the ships.All depending on where I hit them.
Merchants
1-2 fish for a small merchants
2-3 for medium merchants
3-4 for the heavy merchants
Warships
1-2 for the destroyers
2-3 for Cruisers
3-5 for the Battleships,Carriers and largest warships.
Now those numbers change if I get lucky and score a critical hit on the ship.Ive sank the Renown BB in Scapa with a single torpedo to the ammo bunker below the guns.Pure luck but it happens.
It all depends on where you hit the ship and if you manage a critical hit or not.Which is totally realistic.The stock game is an arcadey shoot-em-up with the settings it uses.
Now the deck gun is far from being an end all beat all weapon.
1. It was highly innaccurate in real life so alot of the shots would miss compared to the games deck gun.Also the gun was not stabalised as it is in the game
2. Some ships were fired on for 2 hrs by a Uboat's deck gun and still survived.
3. Sometimes it took 30 or more shots in real life to sink a ship.
4. Only 1 Uboat captain during the war had any real major successes with the deck gun.He was Reinhard Hardegen of U-123 of the coast of the US in early 1942.
Tonnage_Ace
03-24-06, 12:50 PM
All good points CWorth, but did you see my first screenshot? I've been playing SH3 without GW for a while so much that I've memerized all the weak spots(stock SH3 had those right) and are you telling that either of those hits shouldn't have sunk the Fiji? As a side note: I fired a salvo of 3 torps at 2 medium cargo's and 1 large cargo, all were critical hits! Each one splitting in half to my utter amazement, then I come across a medium tanker: it took 5 torps and 30 HE to go down, when I fired those last two torps, I aimed right for the fuel bunker(the tanker was dead in the water at this time), it still didn't blow and I had to resort to the deck gun to finish her off. It seems that the critical hit zones work sometimes and sometimes not. That's a big inconsistency which has to be corrected and is no where near 'correct'.
lafeeverted
03-24-06, 01:04 PM
IIRC, GW included the NYGM Ship damage mod. Major changes were made to this including removal of stock SH3 magic kill areas. there has been a lot of discussion about this, if you haven't followed along with them or have not read the in depth read me of the damage mod and how it has been altered try this topic and also get the read me from the d/l link.
http://www.subsim.com/phpBB/viewtopic.php?t=47519&highlight=nygm
Also get the NYGM users manual from terrapins site.It explains alot on what is different with the ships.
http://u-boot.realsimulation.com/
Nice, thanks for the links
I've been wondering if is documented some where a rollback to that change/damage mod.
To leave the hit points like they were in the SH3 original but keep all the rest of GW
I still think there's room for improvements.
Did anyone tried the Bismark single mission? Both ships stop firing to each other because they are so pissed to realised that their shells don't do any damage, they just go away :arrgh!:
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