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CCIP
03-26-06, 12:56 AM
This thread is intended to be an explanation for some of the difficulties players have with the greatly improved damage model created by Teddy Bar for NYGM Tonnage War - which is also used in the Greywolves mod.

If you don't understand why and how this new damage model works - read on! This will explain the questions of "why do ships take so long to sink" and others.

Thanks for understanding, feel free to ask questions!

With the NYGM Ship Damage Mod Beta 0.1.36 having been out for months and discussed to death I am surprised to still see so much confusion and misunderstanding.

But fear not dear reader, for today I hope to shed some light on your path to make your NYGM Ship Damage Mod experience one of joy and delight!

Before I launch into the NYGM Ship Damage Mod read me I will let you know what is happening regarding the NYGM Ship Damage Mod Ver 2.0.

With the NYGM Ship Damage Mod tool, NYGM will now be able to rectify the bulk of the issues originally faced when creating the NYGM Ship Damage Mod Ver 0.1.39. NYGM can now add, remove, change ship zones and most importantly, every ship will have its own unique set of zones.cfg values. We are still stuck with the issue of delaying the "Enemy Ship Sunk" message by the all knowing and all seeing Navigational Officer.

While we are excited by the possibilities and expect great things to come from the use of the NYGM Ship Damage Mod tool, NYGM cannot change the underlying mechanics of the SHIII game. As such, there will never be a 'perfect' Ship Damage Mod.

The NYGM Ship Damage Mod Ver 2.0 is still some months away.


Not Your Grand Mothers Ship Damage Mod read me…

Quote… One of the stupidest things in game design is the lack of uncertainty given to the player

The overall aim of the Not Your Grand Mothers Ship Damage Mod was to make ships ‘sink’… and not just run out of HP’s i.e. Hit Points.

In attaining our goal, the Not Your Grand Mothers Ship Damage Mod has achieved a level of uncertainty never before seen in a u-boat/submarine simulation.

The Not Your Grand Mother's Ship Sinking Mod does not aim nor intend to make it harder to sink ships than it was historically. It cannot be denied that the Not Your Grand Mother's Ship Sinking Mod does make it more challenging to sink ships than it was in the stock game, but I am sure that even the most ardent Silent Hunter III fan will acknowledge that the sinking of ships in the standard game is at the gamey end of the realism scale.

This is not a traditional ‘just the facts’ read me. In this read me, I will discuss design decisions and compromises and outline how the changes affect the various vessels and game play. Not all design decisions were based upon limitation imposed by the ship implementation, one design decision was based upon the unrealistic torpedo reliability and performance, and for these design decision I will refer to historical data. So please bear with me!

First, I will shed some light on what I refer to as the standard game. That is Silent Hunter III patched to version 1.4.

Index
The standard game
The Silent Hunter III ships
The standard games implementation of damage
The Critical Chance
The Auto TDC’s ‘Silver Bullet’
An example of some ships original HP’s (all ships not included)
Torpedos
Torpedo impact verses under keel and Critical Chance
Premature detonation – A history and SHII
Running deep – A history and SHII
Angle of impact – A history and SHII
Surface runners

Not Your Grand Mothers Ship Damage Mod
Design goals
To make ships sink by flooding
To create as far as possible, realistic sinking’s
To create as far as possible, realistic sinking times
To keep the player guessing
To have a non Uber deck gun
How to use the deck gun
To compensate for the torpedo above par attributes

The standard game

Silent Hunter III is the best u-boat/submarine simulation since Aces of the Deep. It was also the first to bring great graphics to the poor cousin of simulations. Some will swear that Silent Hunter III is the best u-boat/submarine simulation ever, I, for the most part whole heartedly agree. I would however add that Aces of the Deep still holds its own for game play and AI. As few would have a machine old enough to play Aces of the Deep on, and lets be honest, after the graphics of Silent Hunter III, who would bother! So no sense in living in the past.

Everywhere through out the Silent Hunter III files are hints of how much more Silent Hunter III might have been. Hints that the Dev Team knew what a u-boat/submarine simulation was about and had all the intentions of delivering. It is also evident that Silent Hunter III’s development was cut short, not because of the hints of what could have been, but by the average AI, incomplete crew management, instant repairs to an almost bullet proof u-boat and the gamey ship damage model, can everyone say BOOM!

I cannot fix the AI, the crew management, the instant repairs or probably the Tiger Tank u-boat, but I can, and have done something about the gamey ship damage model.

Yes Ladies and Gentlemen, I give you a ship that sinks by flooding!

While I have not been able to remove the ‘Enemy Ship Sunk’ message, as a result of the Not Your Grand Mother's Ship Sinking Mod, the ‘Enemy Ship Sunk’ message almost only occurring as a ship slips under the water.

As an example, it is 10am and we have torpedoed a merchant ship. As a result, the merchant ship is guaranteed to sink as a result of flooding, however, in this instance, it will be 45 minutes before the flooding reaches a point where it is greater than the remaining buoyancy. With the Not Your Grand Mothers Ship Damage Mod, the ‘Enemy Ship Sunk’ message will not come until 10.45am.

There is an exception to the rule that a ships is not called sunk until it sinks beneath the waves, the exception is when a critical hit is achieved.


The Silent Hunter III ships

As seen in the picture below, the ships are well represented in their over all structure. All merchant shipping follow the same format pictured. Warships are much the same with the corresponding ‘cargo’ space between important compartments being made up of one compartment instead of several.

With the values in the zones.cfg, coupled with each ships own uniqueness and other variables, the damage effects can be quite complex. However, after reading the next section, you will see that the standard game does nothing with the potential.


The standard games implementation of damage

The standard game relied on a ship being destroyed and not sunk. The ships were destroyed either by the damage HP’s exceeding the ships HP’s or by a critical hit. The ships for the most part did not ‘sink’. On occasion the floatation damage did exceed the ships buoyancy. However, for the most part you would exceed maximum HP’s first.

The standard game was configured so that ‘Ship A’ has 300 hit points, which will be exceeded by 3 torpedoes at minimum damage HP value of 120, or 2 torpedoes at maximum damage HP value (more on the torpedoes in the following pages). Or, in the case of the standard games deck gun, at a maximum of 25 HP damage, a 300 HP ship will sink, regardless of where it is hit, with 13 shells.

When a ship runs out of HP’s it destructs with an almighty BOOM!

In the standard game, flooding of various compartments occurred instantly. Well almost, nominally within a minute. As such, if a ship did not sink within 5 minutes, allowing for partial damage and thus a longer flooding time, the ship was never going to sink. The only exception to this is if a storm front arrives it may be enough to cause the ship to sink.

An example of running out of HP’s before a ship would sink is no more evident than when using the deck gun. If you were to hit at the foremost part of the bow, at its very highest point, in 13 shots a 300 HP ship will explode with an almighty BOOM.

As you can see, a ship in the standard game a ship is always instantly sunk or its not. Where you hit the ship had very little relevance as ships will always run out of HP’s before they could possibly sink.

Critical Chance
A Critical Chance is a setting in the zones.cfg that works like this. If the compartment has a Critical Chance associated with it, when a torpedo successfully damages that compartment, then there is a chance, as specified by the Critical Chance, that the torpedo will, without exceeding the ships HP’s, cause the ship to destruct with an almighty BOOM.

In the standard game only the fuel bunker, engine space, keel and ammo space all had a critical hit chance associated with them. The merchant ships ‘cargo’ and the warships ‘cargo’ spaces do not have a Critical Chance.

The Auto TDC’s ‘Silver Bullet’

The Auto TDC has a ‘Silver Bullet’ attribute. Essentially, the Auto TDC ignores the Critical Chance= specified for a player not using the Auto TDC, If your torpedo hits the location it will always result in a critical hit. This has been confirmed by the Dev Team, I quote “This was the original design, that when using the Auto TDC and the recognition manual for "designated critical shots", you ALWAYS get the critical effect (amplified torpedo damage).”

An example of some ships original HP’s (all ships not included)

200 HP
Coastal & Small Merchant, Landing Ship Tank, Armed Trawler

V&W Destroyer, Type 34 Destroyer, Clemson Destroyer, Soldati Destroyer, Somers Destroyer, Hunt I Destroyer, Hunt II Destroyer, Hunt III Destroyer, C Class Destroyer, J Class Destroyer, River Destroyer Escort, Evarts Destroyer Escort, Buckley Destroyer Escort, JC Butler Destroyer Escort, Black Swan Frigate, Flower Corvette

300 HP
Small Tanker

Fletcher Destroyer, Tribal Destroyer, V&W Destroyer, Type 34 Destroyer, Clemson Destroyer, Soldati Destroyer, Somers Destroyer
400 HP
C2 Cargo, C3 Cargo, Liberty Cargo, Victory Cargo, T2 Tanker, T3 Tanker, Troop Transport

Dido Light Cruiser, Fiji Light Cruiser, Casablanca Escort Carrier, Bogue Escort Carrier

500 to 800 HP
Passenger Liner

Hipper Heavy Cruiser, Dido Light Cruiser, Fiji Light Cruiser, Illustrious Fleet Carrier, Bismarck Battleship, King George V Battleship, Nelson Battleship, Revenge Battleship


Torpedo’s

Torpedo HP damage is a random value between 120 and 180 and has a minimum range of impact of 3 metres and maximum range of impact of 7 metres.

I have always felt that the torpedo to ship damage was always spot on.

Torpedo impact verses under keel and Critical Chance
The mainly upward motion of the explosive force from an under keel explosion that is created by the expanding and contracting gasses is not modelled in Silent Hunter III. In spit of this, a torpedo that explodes under a ship may still cause more damage than one that impacts 2 metres above the keel.

However, for a Critical Chance to occur, the torpedo must impact the compartment, the only exception I have seen to this fact is the Small Merchant. A Critical Chance will not occur by non impact torpedo (Note exception). This includes the keel. In game, when using the Auto TDC to target the keel, the Auto TDC aims at 1-2 metres higher than the bottom of the ship and the torpedo impacts upon the ship and does not detonate under it (unless it is a miss). As such, an under keel explosion in Silent Hunter III will not cause a Critical Chance and break the ships back. The only exception I have seen to this fact is the Small Merchant.

The Silent Hunter III torpedos are substantially more reliable than historical. The German torpedos of WWII suffered from several major design flaws that resulted in many missed opportunities.

The major German torpedo issues were;
• Premature detonation – not well represented
• Running deep – not implemented
• Angle of impact – well represented

Premature detonation
The premature detonation is the most widely known issue and more often than not, the torpedo would explode at reaching the 300 metre safety margin. The issue with the magnetic pistol was so bad, that after initially detuning the detonators sensitivity, making it so that it could only be used on larger ships of 3000 ton or more, it was withdrawn from use in early 1940 and not re-introduced until the beginning of 1943.

Initially the magnetic pistol also suffered a sensitivity issue. This caused the torpedo to explode near a ship and not under it. Essentially nullifying the explosion force, at best causing slight damage, at worst, none. This resulted in a lot of incorrect reports of hit ships in the first few months of the war.

The magnetic pistol's main issue was related to the dislocation of the pistol during the running of the torpedo from ‘self-shock’ (their words), as a result of the enormous force required to launch a torpedo. Another cause of ‘self-shock’ was when the torpedo broached the surface if set too shallow for the weather conditions.

It is my understanding that up to its withdrawal, that there was on average a 30 to 40% failure due to premature detonations.

The percentage of premature detonations, along with the withdraw of the magnetic pistol are not represented in Silent Hunter III.


Running deep
The second less known depth keeping issue had the greatest impact. The depth keeping issue could result in a torpedo being up to 2.7 metres (8 feet) deeper than it was set at. The cause of the depth keeping issue was not discovered until January 1942, when U-94 performed a field inspection on a torpedo which was very much against Standard Operational Procedure.

A fix for the non-air tight balance chamber was not available until towards the end of 1942. The issue was most likely to occur after a u-boat had been submerged for extended periods of time, due to the increase of pressure inside the u-boat.

The depth keeping issue also exaggerated the magnetic pistol failures, With the torpedo running deeper than intended the magnetic pistol might fail to trigger, or if it did, was at a depth that greatly lessened the explosive force.

Of course, the depth keeping issue also cause torpedos set for impact depth to run under the intended target.

Deep running torpedos are not modelled in Silent Hunter III.

Angle of impact
The third issue was that though the impact pistol was designed to detonate at an angle of 21º. It was found to often, but not always fail at an angle equal to and less than 50º due to the 180º design that had a high chance of jamming. This issue was not fixed until the end of 1942 after the Germans copied the British design of the torpedos from the captured British submarine, HMS Seal.

This is well represented in Silent Hunter III.

Surface runners
A surface runner is a torpedo that broaches the surface. The main problems apart from someone seeing the torpedo is that a torpedo broaching the surface will often cause the torpedo to veer off course or even detonate.

Surface runners are not modelled in Silent Hunter III, allowing a player to target ships that were not normally able to be attacked in conditions that were normally impossible for a u-boat to carry out an attack.


Not Your Grand Mothers Ship Damage Mod

For the Not Your Grand Mothers Ship Damage Mod to work, ships had to have enough HP’s to make them sink. I approached TimeTraveller and said this is where, this is what, and can you give me access. Scarcely a day had passed before TimeTraveller had created a rule to use with his tools that allowed me to do this. And with that, began the Not Your Grand Mothers Ship Damage Mod.

Design goals
To make ships sink by flooding
To create as far as possible, realistic sinking’s
To create as far as possible, realistic sinking times
To keep the player guessing
To have a non Uber deck gun
How to use the deck gun
To compensate for the torpedo above par attributes


To make ships sink by flooding
Once the ships HP’s were adjusted to 2160, the equivalent of 12 maximum HP torpedoes, having ships sink by flooding was no issue.


To create as far as possible, realistic sinking’s
As shown above, the ship spaces are very well represented. Admittedly in the standard game it is not evident.

The zones.cfg has the values used by the game engine to adjust how a ship behaves when damaged. It is only after the zones.cfg compartment sections have modified do you get to see just how good Silent Hunter III represents a damaged ship via these compartments. Suddenly it makes a difference where the torpedo hits the ship.

The zones.cfg has 5 groups of settings for the merchant and warships under New Small Merchant, New Escort, New Merchant, Battleships & Cargoships. Under each of the sets, are the various values for the compartments i.e. bow, cargo, fuel, engine, stern & keel

The zones.cfg allows for a lot of fine tuning of a how or even if a compartment will be damaged, and then how the damaged compartment will affect the ship through how much buoyancy is lost and how quickly it occurs and more.

The ideal situation would be for each ship to have its own set of values. Sadly the zones.cfg is not ideal. One group of settings may be for as many as 10 ships. And as mention under the Silent Hunter III ships, each ship is unique. So what makes one ship sink like a stone may barely have a noticeable affect on another.

As you might imagine, this has been a process of give and take in an effort to attain something that works for all the ships of a group.

I feel that we have done very well considering the constraints imposed upon us by way of the current ship to zones setup.





To create as far as possible, realistic sinking times
What are realistic sinking times anyway? This is a tough question with no definitive answer, it is more of a feeling for what seems right. Ships were often reported to have sank almost instantly to taking hours, in some cases, the hulk was sank week/s later.

In Silent Hunter III the instant sinking’s are represented by the Critical Chance occurrence. The taking hours sinking’s are achieved through the complex mechanics behind the scenes using the numbers from the zones.cfg.

Again, this has been a process of give and take in an effort to attain something that works for all the ships of a group.

How long will a ship take to sink? Ships may sink quickly in as little as 5 minutes to as long as an hour or more. The ‘duh’ statement of the moment is ‘the more damage you do the quicker it will sink’. I say this as you may be able to sink a ship with 1 torpedo and 10 shells and it will sink in say 45 minutes. Use 20 shells and it may sink in 30 minutes.


To keep the player guessing
I quote a good friend of mine “One of the stupidest things in game design is the lack of uncertainty given to the player”

The ‘lack of uncertainty’ was something that the standard Silent Hunter III has in abundance. From exactly how many torpedos and/or shells, to how fast a ship was destroyed to the exact moment that is was, even though the ship looked seaworthy. I will add that I feel that this was not the intention of the Dev Team, but came about due to time constraints.

The Not Your Grand Mothers Ship Damage Mod has achieved a level of uncertainty never before seen in a u-boat/submarine simulation. While I have not been able to remove the ‘Enemy Ship Sunk’ message, I have been able to make it so that it will only occur as the ship sinks below the water and not before. The exception as noted previously is the Critical Chance occurrences.

While there will be a general rule of thumb (no, not Tom) to how many torpedos are required to sink a certain class of ship, this will be only a general rule. Many factors come into play to determine if and how much a compartments are damaged. The variables come from, but not exclusive to, how much HP damage the torpedo has (120 to 180 HP’s) to the blast area (3 to 7 metres) to the armour level of that compartment.

If you hit the centre of a compartment it will, in nearly all cases, be damaged. Hit the bulkhead between compartments and the two compartments may be partially or fully damaged, or maybe only one will be damaged, again, partially or fully.

As can be seen, while I have specified how much damage will occur before flooding happens and how quickly the flooding is to occur, the results of your torpedo hit are very random. One day luck will appear to be on your side and on another it will be against you.



To have a non Uber deck gun
To have the ships HP’s high enough to ensure that it does not run out of HP’s before sinking from flooding was not enough to quell the Uber deck gun as the damage model is slightly more complicated that simply the ships maximum HP’s. To bring the deck gun back to a realistic level required the HP value of the shells to be reduced by just over ½.


How to use the deck gun
The changes made to ensure that a ships sinks have greatly changed how the deck gun can be used effectively.

As ships now ‘sink’, you will need to use the deck gun along and below the water line to make or assist a ship to sink. Hitting the foremost part of the bow, at its very highest point will never result in a ship sinking. As a matter of fact, while hitting the super structure etc may assist in the overall damage of the ship, that is assist in it sinking, it will add little and certainly never cause the ship to sink. Hitting far above the water line on the side of the ships hull will also never result in a ship sinking.

As such, you now have to use the deck gun in a realistic manner.

The deck gun alone can sink all ships. It will however be very expensive to rely upon the deck gun alone. As was the case during WWII, the deck gun for the most part should be used to finish off a torpedoed ship.


To compensate for the torpedo above par attributes
As discussed earlier under the Standard Game – Torpedos, the game does not reflect well the historical performance or availability of the magnetic pistol, the depth keeping issues and the minimum depth that a torpedo could be realistically used at.

Nor does the game take into consideration the degaussing carried out by the allies in response to the magnetic mines. For those who do not know, degaussing is the neutralising of the magnetic field of a ship. With no change in the magnetic field, when a magnetic pistol torpedo goes under a ship the magnetic pistol will not fire. Essentially making the magnetic pistol redundant. While a ship would slowly build up a magnetic field again, it would have been at a far lower level than if it had never been done.

I would have preferred to be able to raise the premature detonation rate to 80% compensate for the many issues associated with this pistol, but I cannot. As such, I have implemented through various means the net effect of the above.

I will reiterate, for a Critical Chance to occur, the torpedo must impact the compartment. This is a SHIII game engine design and the only exception I have seen to this fact is the Small Merchant. In spit of this, a torpedo that explodes under a ship may still cause more damage than one that impacts 2 metres above the keel.

An impact hit on the keel has a 50% chance of being critical. A non critical impact hit upon the keel, or a magnetic explosion under the keel, will damage the ship in a normal way. That is, the various compartments within range of the explosion will flood as per normal.

While the ship damage model does contribute some, in regards to the following statement, it is my understanding, as limited as it is to real world sinking’s, is that the result of a WWII impact detonated torpedo can only do so much damage and gets it result not by destroying the ship but by flooding it (don’t mean to be condescending, just trying to cover all aspects). Generally speaking once the compartment (area) had been damaged, even if not to its full extent, there was little negative buoyancy value to be gained by targeting the exact same spot. Of course this is a very broad statement that does not take into consideration that a second hit in the same general area may cause a catastrophic structural failure (not modelled in SHIII).

SHIII does not model a bulkhead. I have concluded this from the 1000’s of sitting duck tests required to deduce and then modify the zones.cfg entries for each ship. In game hitting the ‘bulkhead’ is generally a good idea, as you are most likely going to damage two compartments, there are some SHIII ship damage behaviours that need to be considered. I will explain this and more below.

The vessels are constructed as per the image
The damage for a ship is simplistic. A compartment will have a negative buoyancy figure, i.e. Flotability=, in the zones.cfg, if the HP of the torpedo (120 to 180) is enough to exceed the Critic Flotation= in relation to the HitPoints= then the compartment will flood to 100%, and that’s it.

How each ship behaves to the Flotability= is very individual. I have had ships sink so little with a certain value that it cannot be seen unless using the external view, yet for another ship in the same set, using the same value it will sink like a stone. Sadly, I do not have access to the tools to edit the ships, nor to be able to add additional entries in the zones.cfg so that each ship has its own values.

Once a compartment has started to flood it will always flood to 100%. How long is in part determined by FloodingTime= in conjunction with how much of the HitPoints= (once the Critic Flotation= has been exceeded) have been reached. Then some formula that I have no insight to will draw out the time, but in the end, it will always flood to 100%, always with one exception. I will also say that while I may use a number of say 600 i.e. 10 minutes, I have found that it is not always a clear cut 10 minutes. It does seem to vary from ship to ship and even from compartment to compartment on the same ship, and is probably due to the formula taking into account the damage radius.

THE EXCEPTION TO THE FLOOD TO 100% RULE – If the damaged area is raised out of the water it will not flood any further. That is if you torpedo a target at a depth of 1 metre and as a result of other torpedo/s the first area is raised out of the water it will not flood any further. The water level does matter!

There is no damage team on the ships to stop them from flooding and in essence the damage model is simply “once it starts to flood it will to 100%”. The duh statement is if a single compartment’s negative buoyancy exceeds the ships positive buoyancy then it simply sinks.

This is where the difficulty is in making ships sink well. The compartments are very large and will always flood to 100%.

How have I got what I have? I have done so making combinations of compartments, sometime just two together, sometimes two together in combination with another elsewhere or sometimes two separate compartments, greater than the ships buoyancy. In almost all instances no compartment by itself is greater than the ships buoyancy, there are a few exceptions. I have then used the various random factors such as the torpedo’s HP (120 to 180) and radius (3 metres to 7 metres) in conjunction with the Critic Flotation=. Critic Flotation= is a % value of the Hit Points= as below. In addition most compartments have a Critical Chance associated with them. Where before this only was the keel, fuel, engine and ammo, I have now enabled it for the cargo and bow/stern spaces. It is a shame that a critical hit cannot be subtle, and not always have the BOOM affect. The Critical Chance= is I feel an essential component in that it poorly represents such things as an old ship, combustible cargo, fuel vapours igniting, a weak spot, cargo layout issues etc. I have tried to limit the Critical Effect= to a level where it is enough to make the player think, but not enough for him to rely upon it.

Compartments Max HP's =240 Critic Flatation= 75 71 62 50 30
Torpedo's Max HP's =180 Torpedo HP’s required 180 170 148.8 120 72

HP’s are totalled, that is, if a torpedo HP is 5 off the Critical Flotation= value, then 1 deck gun shell will be enough to achieve the Critical Flotation= value.

Hit Points=240 vs Critic Flotation=71
Case 1 torpedo HP=150 - In this instance the compartment will not start to flood as the torpedo’s 150 HP’s is less than the 170 required to start flooding.

Case 2 torpedo HP=180 - In this instance the compartment will start to flood as the torpedo’s 180 Hp’s is greater than the 170 required to start flooding. As the Critic Flotation= is a high value in relation to the Hit Points the flooding will be close to the value of FloodingTime=.

Hit Points=240 vs Critic Flotation=30
Case 3 Deck Gun HP=10 – In this instance a shell would have to hit the compartment below the water line (more to follow) 8 times for that compartment to start flooding.

Radius vs compartment
The liberty ship appears to have a reasonable space between the ‘bulkhead’ and the compartment. I would not be surprised if it was somewhere just over 3 metres. For this discussion, let’s assume that it is 3.5 metres and that we hit the ‘bulkhead’ dead centre.
Case 1 torpedo radius=3 metres. In this instance neither compartment will be damaged. Short and sweet.

Case 2 torpedo radius=7 metres. In this instance both compartments will be damaged.

Radius vs compartment #2
The liberty ships appears to have a reasonable space between the ‘bulkhead’ and the compartment. I would not be surprised if it was somewhere just over 3 metres. For this discussion, let’s assume that it is 3.5 metres and that we hit the ‘bulkhead’ off centre.
Case 1 torpedo radius=3 metres. In this instance one compartment will be damaged.

Case 2 torpedo radius=7 metres. In this instance both compartments will be damaged.

Combining Critic Flotation= and Radius
In this case we will assume that the compartments are within radius. Compartment 1 has a Critic Flotation=62 and compartment 2 has a Critic Flotation=30. With a Critic Flotation=62 the torpedo must have a minimum of 149 HP’s to cause flooding.
Case 1 torpedo HP=120 – Compartment 1 does not flood, compartment 2 floods.

Case 1 torpedo HP=150 – Compartment 1 floods, compartment 2 floods.

The water level, it does matter. So if you torpedo a target at a depth of 1 metre and as a result of other torpedo/s the first area is raised out of the water it will not flood any further. This is especially important to remember when using the deck gun.

The deck guns HP radius is for the 105mm 1 metre to 4 metres and for the 88mm 1 metre to 3 metres. You will need to use the deck gun along and below the water line to make or assist a ship to sink. Hitting the foremost part of the bow, at its very highest point will never result in a ship sinking. So to press home the obvious, hitting the side of the hull far above the water line will do bugger all to sink it.

Kpt. Lehmann
03-26-06, 02:36 AM
Thank you CCIP.

Razman23
03-26-06, 09:16 AM
I have one question.

Does onboard fires contribute in any way in helping sinking the ship?

Would it not be reasonable to think that a fire will cause more explosions of other cargo as it burns and thus cause more damage to the ship?

zzsteven
03-26-06, 11:54 AM
I have one question.

Does onboard fires contribute in any way in helping sinking the ship?

Would it not be reasonable to think that a fire will cause more explosions of other cargo as it burns and thus cause more damage to the ship?

Just finished watching a Large Cargo burn for 5 hours (real time) without any effect, I think it's eye candy.

zz

CCIP
03-26-06, 12:01 PM
It's actually the reverse - damage affects fires. The system in the game works such that after (part of) a ship loses a certain % of its' "hit points", the smoke and fires show up.

The only thing causing damage to a ship after torpedo impact is flooding.

zzsteven
03-26-06, 02:16 PM
It's actually the reverse - damage affects fires. The system in the game works such that after (part of) a ship loses a certain % of its' "hit points", the smoke and fires show up.

The only thing causing damage to a ship after torpedo impact is flooding.

Thanks, was hoping otherwise.

zz

Dowly
03-26-06, 02:34 PM
But when you think of it, not every ship carries flammable cargo. ;)

ULUSOY
03-26-06, 04:28 PM
thanks friends

Der Teddy Bar
03-26-06, 07:00 PM
I have one question.

Does onboard fires contribute in any way in helping sinking the ship?

Would it not be reasonable to think that a fire will cause more explosions of other cargo as it burns and thus cause more damage to the ship?
As noted by CCIP, fires are only eye candy.

The fire & smoke zones, are small zones added to the ships that have nothing to do with sinking it.

Also as noted by CCIP, they work as all zones work, so after 'x' amount of HP's the zone is damaged and thus a fire and/or smoke appears.

jasonb885
03-27-06, 06:23 PM
I have one question.

Does onboard fires contribute in any way in helping sinking the ship?

Would it not be reasonable to think that a fire will cause more explosions of other cargo as it burns and thus cause more damage to the ship?
As noted by CCIP, fires are only eye candy.

The fire & smoke zones, are small zones added to the ships that have nothing to do with sinking it.

Also as noted by CCIP, they work as all zones work, so after 'x' amount of HP's the zone is damaged and thus a fire and/or smoke appears.

Wow, that saddens me. That means that, quite possibly, if you've succeeded in creating a fire, especially with the deck gun, you've been damaging a zone that's worthless wrt to the ship actually sinking.

Sigh.

Razman23
03-27-06, 06:24 PM
I have one question.

Does onboard fires contribute in any way in helping sinking the ship?

Would it not be reasonable to think that a fire will cause more explosions of other cargo as it burns and thus cause more damage to the ship?
As noted by CCIP, fires are only eye candy.

The fire & smoke zones, are small zones added to the ships that have nothing to do with sinking it.

Also as noted by CCIP, they work as all zones work, so after 'x' amount of HP's the zone is damaged and thus a fire and/or smoke appears.

I see.

Seems that we are missing some of the realism because of this.

After all, if an oil bunker should become engulf in flames, it would or should explode or at least add to the damage factor. This of course would apply to any warship if a torpedo hit the ammo bunkers.

Too bad this cant be modded differntly.

Maui
03-27-06, 09:02 PM
I am coming to the conclusion that I do think NYGM will too often require too many torps, even when following the tips here. And even if it is actually pretty close to realistic, I'd personally like to see it error a little bit more on the less torps side.

I was thinking about the fact that torpedoes have a minimum impact range of 3 metres and maximum range of impact of 7 metres. Can this be changed? What about raising the maximum range to the point that more often than not at least 2 compartments get damaged. Ideally I'd like to see at least the possibility of a decent sized ship sinking from a non-critical chance hit. Surely this had to have happened in the real world from time-to-time....

jasonb885
03-27-06, 09:31 PM
... Surely this had to have happened in the real world from time-to-time....

I boom'd a C3 last night without the first torpedo hit (second hit after) and a C2 boom'd, broken in half, and later sunk with two hits.

Seems fine to me.

:up:

Der Teddy Bar
03-27-06, 09:33 PM
I am coming to the conclusion that I do think NYGM will too often require too many torps, even when following the tips here. And even if it is actually pretty close to realistic, I'd personally like to see it error a little bit more on the less torps side.

I was thinking about the fact that torpedoes have a minimum impact range of 3 metres and maximum range of impact of 7 metres. Can this be changed? What about raising the maximum range to the point that more often than not at least 2 compartments get damaged. Ideally I'd like to see at least the possibility of a decent sized ship sinking from a non-critical chance hit. Surely this had to have happened in the real world from time-to-time....
The NYGM Ship Damage Mod Ver 2 will as already said, address the short comings of Ver 0.1.36. With the NYGM Ship Damage Tool, NYGM have added 'bulkheads' to ships and we have changed the zone configurations to better represent the ships layout. In the NYGM Ship Damage Mod Ver 2, the Small Merchant and the Coastal Merchant/Tramp Steamer are very much 1 torpeso ships, definately 2 torpedo ships, and for the really bad shots maybe more.

BUT, we are still limited by the underlying mechanics, so it will never be perfect.

Tthe NYGM Ship Damage Mod Ver 0.1.36 was one massive trade off between competing ships. I had no access to the ZON file, I had to spend 4 weeks shooting torpedoes at ships to guess what zones were where.

An example of a large trade off is that all these ships use the one setting [NFlotShow] for both the bow and the stern.
Liberty Cargo
C2 Cargo
C3 Cargo
T2 Tanker
T3 Tanker
Troop Transport
Passenger Liner
Auxiliary Cruiser
Commerce Raider
Casablanca Escort Carrier
Bogue Escort Carrier

To raise a Flotability= for [NFlotShow] by 2, from 8 to 10, and the Escort Carrier's will sink like a stone when torpedoed in the for region.

So while you view is noted and respected, and for the most part agreed with, in this version there is little that can be done.

NOTE, even though some ships share some of the same compartments they also often have more unrelated compartments.

Maui
03-27-06, 09:38 PM
Thanks Teddy-- I haven't been on for a couple days, and just now noticed I missed your 2.0 preview. (Been too busy enjoying your work :lol: )

Keep up the good work! I look forward to 2.0...

Maui
03-27-06, 09:54 PM
Jason,

I meant that surely there had to have been ships that would sink by flooding from a single torpedo hit. Maybe not often, but at times.

As far as I can tell, with NYGM damage it is not possible to get a decent-size ship (ie, bigger than small or coastal) to go down without scoring a critical hit.

I had hoped that if the upper limit on torp damage radius was raised, torps might have a better shot of sinking a ship by flooding.

LA_Dodger
04-01-06, 01:51 AM
What about things like Fishing Boats, Trawlers(the merchant kind, not armed ones), and Tugboats? Is there a way to make small ships where they can be destroyed by the deck gun?

Also, those damn patrol craft... I lit one up, huge boom, fires, everything, and it just steamed on and kept shooting, slowed down a little, but still showed no sign at all of sinking...

AG124
04-01-06, 09:05 AM
You could manually reduce the coastal crafts' HPs with TimeTraveller's mini-tweaker without affecting any of the other ships. :yep:

finchOU
04-01-06, 02:39 PM
dont know if this has been addressed in a patch or mod yet...but what about the effect of Flooding on speed of a ship.....right now it seems the only way to slow a ship is to hit the engine room right? Flooding would cause two things that would slow a ship down....extra weight (water is very heavy) and extra drag...more of the ship is having to be pushed through the water as the ship sinks lower in the water.

Can the fire problem be fixed?? it should at least incapasatate the the ship ...making the crew abandon ship.

I also thought I heard at some point that the ships indeed did have damage repair partys....obviously this is false with your research???

thanks for all your research on the subject matter......hopefully this will not go unnoticed by the next developer.

Der Teddy Bar
04-01-06, 06:08 PM
Jason,

I meant that surely there had to have been ships that would sink by flooding from a single torpedo hit. Maybe not often, but at times.

As far as I can tell, with NYGM damage it is not possible to get a decent-size ship (ie, bigger than small or coastal) to go down without scoring a critical hit.

I had hoped that if the upper limit on torp damage radius was raised, torps might have a better shot of sinking a ship by flooding.
NYGM cannot change the game engine, we have to work within it and as such there are many issues NYGM cannot fix and compromises that NYGM has to make.

One of the issues is the 'instant' "Enemy Ship Sunk" message. If I make a single compartment equal to the ship sinking we get an instant message. If I make 2 compartments equal to the ship sinking, I may or may not get an instant message.

Everyone seems to overlook the issue of compromise required when up to 12 ships could use one value...


Apart from that we must also look at consider how a system may be gamed, that is, how a player takes advantage of a design falw to thier advantage.

Due to some of the inner working of the SHIII ship damage and the perfect funtioning 100% on the mark, not effected by depth and not effected by breaching the surface and an only a mild magnetic pistol issue, there are many ways to game the system.

Also, only now can we 'edit' the zones. BUT there will never be a perfect system.

Der Teddy Bar
04-01-06, 06:17 PM
What about things like Fishing Boats, Trawlers(the merchant kind, not armed ones), and Tugboats? Is there a way to make small ships where they can be destroyed by the deck gun?

Also, those damn patrol craft... I lit one up, huge boom, fires, everything, and it just steamed on and kept shooting, slowed down a little, but still showed no sign at all of sinking...
The NYGM SD V2 Fishing boat is 2-4 deck gun hits and the NYGM SD V2 small coastal vessel & the NYGM SD V2 trawler are all now 3-6 deck gun hits.

Also, the Fishing boat, the small coastal vessel & the trawler will take quite a few rounds of 20mm to sink them.

The NYGM SD V2 tugboat has been totally rezoned and should be a pleasure to sink.

The NYGM SD V2 Elco has been totally re-zoned and is currently in testing and should take 2-6 hits from the deck gun to sink one. The 20mm required to sink one will hopefully (in testing now) be very high as these vessels were actually made of wood and most is above the water line.

As far as the AI shooting after the boat was/is doomed, no-one but the Devs can fix that.

AG124
04-01-06, 07:02 PM
The NYGM SD V2 tugboat has been totally rezoned and should be a pleasure to sink.

:hmm: Will that also hold true for my Coastal Tanker? If so, I like the sounds of what I am hearing. :D If not, well, then I like sinking tugboats too whenever I see them :cool:

(I can't wait for University to be over so I can gte back to playing. :( )

Maui
04-03-06, 02:27 PM
Everyone seems to overlook the issue of compromise required when up to 12 ships could use one value...

Oh, no. I didn't mean to come off as having overlooked all the complexities you face with the damage system. I simply don't understand them all. My post was more of an "Is this possible?" type-of-thing.

Woof1701
04-05-06, 06:58 AM
Just a little background information I picked up from uboat.net:

"It was estimated that only 40% of the ships had been sunk by a single torpedo during that period [Operation Paukenschlag January - June 1942], while the rest had either required two or more, or had escaped after one or multiple hits."

This figure does not take into account torpedo failures, and one has to consider that a large number of small coastal vessels were sunk on the U.S. coast as well, which definitely didn't require more than one torpedo. During that time the magnetic pistol was already fairly reliable.

Kilamon
04-05-06, 10:57 AM
What about things like Fishing Boats, Trawlers(the merchant kind, not armed ones), and Tugboats? Is there a way to make small ships where they can be destroyed by the deck gun?

Also, those damn patrol craft... I lit one up, huge boom, fires, everything, and it just steamed on and kept shooting, slowed down a little, but still showed no sign at all of sinking...
The NYGM SD V2 Fishing boat is 2-4 deck gun hits and the NYGM SD V2 small coastal vessel & the NYGM SD V2 trawler are all now 3-6 deck gun hits.

Also, the Fishing boat, the small coastal vessel & the trawler will take quite a few rounds of 20mm to sink them.

The NYGM SD V2 tugboat has been totally rezoned and should be a pleasure to sink.

The NYGM SD V2 Elco has been totally re-zoned and is currently in testing and should take 2-6 hits from the deck gun to sink one. The 20mm required to sink one will hopefully (in testing now) be very high as these vessels were actually made of wood and most is above the water line.

As far as the AI shooting after the boat was/is doomed, no-one but the Devs can fix that.

Might want to revisit the tug boat. I have the GW supermod and I shot a french tug last night, using over 50 rounds, at least 3/4 below the water line, 15 rounds of AP and the rest HE. Punk kept moving right up til it was destroyed, and even then it was less than a satisying kill due to it ust stopping and sinking, like it gave up and scuttled.

Kpt. Lehmann
04-05-06, 02:12 PM
@Kilamon

Look in your quotation of Teddy Barr in your last post here and you will find....

"The NYGM SD V2 tugboat has been totally rezoned and should be a pleasure to sink."

You've already addressed your own concern Kilamon sir :roll:

Der Teddy Bar
04-05-06, 04:03 PM
Might want to revisit the tug boat. I have the GW supermod and I shot a french tug last night, using over 50 rounds, at least 3/4 below the water line, 15 rounds of AP and the rest HE. Punk kept moving right up til it was destroyed, and even then it was less than a satisying kill due to it ust stopping and sinking, like it gave up and scuttled.
I did not see your name on the NYGM Ship Damage Mod V 2 beta list? So that must mean that you are using Ver 0.1.39 :rotfl:

ustahl
04-06-06, 03:16 PM
Might want to revisit the tug boat. I have the GW supermod and I shot a french tug last night, using over 50 rounds, at least 3/4 below the water line, 15 rounds of AP and the rest HE. Punk kept moving right up til it was destroyed, and even then it was less than a satisying kill due to it ust stopping and sinking, like it gave up and scuttled.

Hi Kilamon, you say you were shooting AP rounds in GW. I've understood the AP rounds have been disabled for the deckgun in GW. How did you do that? :hmm:
There seem to be plenty of people around who would like to use AP rounds with deckgun in GW. Kpt Lehmann's recent fix for stock deckgun behaviour did not change that issue.

Jungman
04-15-06, 03:56 AM
Hello fellow captains. Been awhile. What is the latest version for download NYGM Damage Mod?

I have only 1.36. It looks like 2.0 is still in production.

Is there a version 1.39 to download? THX. :up:

http://u-boot.realsimulation.com

Is Terrapin's site down for a time? The server says the links are not working :hmm:

Jungman
04-20-06, 10:18 PM
What is the latest version of NYGM Ship Damage Mod? 1.36 or 1.39?? I see no version 2.0 to d/l.

Anyone can help me please? Thanks. :P

Der Teddy Bar
04-21-06, 12:38 AM
Jungman,
The latest public version of the NYGM Ship Damage Mod was 1.39. This version included the NYGM Aircraft Damage Mod that had removed the Auto Stabilser from the deck gun and removed the AA Laser Guided ability to hit aircraft. 1.39 may still be floating around somewhere.


The NYGM Ship Damage Mod V2 rev 1.53 & the NYGM U-boat Mod V1 rev 0.04 are currently in beta testing.


The aim of the NYGM Ship Damage Mod Ver 2, within the limitations of the SHIII Damage Engine, is to make the ships more intuitive to sink with both more consistency and variation and to reward those who shoot well.

The NYGM Ship Damage Mod Ver 2 is a result of NYGM being able to now add, remove & change zones for any SHIII vessel or plane.

I can say that the NYGM Ship Damage Mod Ver 2 will be a big improvement over the first version. We will have improvements in many areas such as being able to design the zones to the ship and add extra zones such as ‘bulkheads’ etc. We also will address the biggest issue in getting the default SHIII ships to sink, and that is shared zones.

Shared zones has been a big issue, for example, the original Tug boat shared zones with the medium to large merchant ships under New Merchants & Escorts under New Escorts. NYGM have taken the Small Merchant ship from 5 shared zones to 12 exclusive zones.

I must dispel the idea that we have the ability to make a perfect Ship Damage Mod. I do not have the time to detail how or the many quirks in the way that damage is applied/calculated etc, these limit what can be done and are a constant challenge to me when rezoning the ships to be both more predicable and at the same time have variation while not having the WO instantly reporting 'Enemy Ship Sunk' and attempting to ensure that the ships cannot be gamed.


Ships included in NYGM SD V2 rev 1.53
The Fishing Boat – 1-3 deck gun hits or up to 100 20mm
Small Coastal Vessel & Trawler – 2-5 deck gun hits or up to 200 20mm
Elco – 1-4 deck gun hits or up to ?? 20mm
Tug Boat – 1+ torpedo and very sinkable with the deck gun.
Small Merchant – 1-3 torpedoes
Tramp Steamer/Coastal Merchant – 1-3 torpedoes
Coastal Tanker by AG124 – 1+ torpedo
Lake Merchant by AG124 - 1+ torpedo


1+ torpedo means that most of the time the ship will sink with 1 torpedo.
1-3 torpedoes means that it should take no more than 3 torpedoes, and has a high chance of sinking with 1 torpedo.


NYGM have also implemented 'sink' zones that ensure that a ship will sink when it should. That is, on occasion a ship would be 2/3rds sunk with water across the cargo holds with the player possibly being credited with sinking the ship, or it may require a few rounds before it will go under fully. This will now not be the case. These new 'sink' zones will come into their own during heavy seas as when the ship you attacked bobs into and out of the water, there is a chance that the new zone will slowly flood and sink a ship that in calmer seas would not have sunk.

88mm Deck Gun update...
During some in game testing I discovered that the smaller blast radius of the 88mm gave a disproportionate result compared with the 105mm and has been the cause of end users complaints over its performance. Testing so far supports the fact that to accommodate the need to flood the ship the blast radius of the 88mm needed to be larger.


Deck Gun Update...
I have also changed the minimum & maximum HP to try and get some unpredictable variation into the deck gun. My concern is of course giving back an uber deck gun or the opposite of an air rifle. My hope is that the HP range will have the effect of sometimes getting an easy kill and at other times a hard kill but never either or.


The NYGM U-boat Mod V1 rev 0.04
NYGM have implemented a feature where the u-boat can no longer hover at all stop. At all stop, the u-boat will slowly sink. I would have preferred to have positive buoyancy but that is not possible.

Sink rates in minutes per 10 metres (rule of thumb)
II = 12 – 13, VII = 15, IXB = 19, IXC & IXD2 = 21

I have been able to maintain depth at 1 knot. As a result of the NYGM U-boat once the u-boats battery runs out instead of being able to stay submerged and actually moving for days afterwards you will sink requiring you to perform an emergency blow.

Maui
04-21-06, 07:06 PM
Thanks for the update Teddy. The sink zones sound like a *great* idea. Should make for a more realistic slide into the ocean after going vertical? I'm anxiously waiting...

btw, how does one become part of your beta test team? Is it "open"?

Sailor Steve
04-22-06, 12:00 PM
This new direction is sounding very good to me.

Jungman
04-22-06, 05:32 PM
Thanks for the update, but can someone please post a link to the latest NYGM Ship Damage Mod v 1.39 ? :yep:

I tried searching the forum, and Terrapin's site to no avail. :(

It is not included it would seem in the Tonnage War version 1.03.??

Der Teddy Bar
04-22-06, 06:13 PM
Thanks for the update, but can someone please post a link to the latest NYGM Ship Damage Mod v 1.39 ? :yep:

I tried searching the forum, and Terrapin's site to no avail. :(

It is not included it would seem in the Tonnage War version 1.03.??
It is included in the NYGM Tonnage War version 1.03.

All previous NYGM mods were part of the NYGM Tonnage War Mod, they were released as previews of what was to come.

Der Teddy Bar
04-22-06, 07:19 PM
Thanks for the update Teddy. The sink zones sound like a *great* idea. Should make for a more realistic slide into the ocean after going vertical? I'm anxiously waiting...

btw, how does one become part of your beta test team? Is it "open"?
It is a very exclusive club :rotfl:

Beta testing the NYGM Ship Damage Mod is actually hard work and requires commitment. You need to precisely note every detail of the attack from the precise torpedo hit location/s (also same for the deck gun) to the time and how the the ship sunk to when the NA announces the ship sunk etc

NYGM strive for historical realism, no disrespect intended, something that a lot of players have no knowledge of. That is, they have a view of how many torpedoes or shells it should take with no foundation in fact/s.

This is not to say that I am always right, and I am always open to others showing me that there is evidence to the contrary etc

Finding Beta Testers with a historical understanding, realistic expectations & understand that NYGM cannot fix everything and who then will put in the hard yards is difficult. It is the reason it took 2 months from completion to bring the original version out and why it will be many weeks at best before this preview version will be published.

Maui
04-22-06, 10:07 PM
Gotcha. Though, as a software engineer, I think probably understand your pain of people having unachievable expectations and "wrong" ideas about how things should work. (ie, management).

That being said, it doesn't sound like I'd have the time to devote that you would need anyway....

Vermin
04-23-06, 02:07 AM
When the second torpedo detonates in/on a compartment already partly flooded, you previously noted there may be catastrophic structural dame (or not).

However the shockwave would be transmitted to the adjacent bulkheads and would be almost guarrteed to at least spring them - )probably causing them to buckle or even collapse). Either way there would be significant flooding in adjacent compartments.

There is therefore a sound argument for having additional hits in the same spot causing flooding in adjacent compartments, regardless of the damage radius of the torpedo.

Whether this is possible to model in the game I do not know!

I have found the NYGM to be the most enjoyable (and as a U-Boat Kpt - frustrating!) DM. Sometimes I long for the days of insta-BOOM!

Now should I fire my last torp. at that cripple or go for another small one!

Thanks again for a great mod.


cuasing

booger2005
04-23-06, 06:14 AM
When the second torpedo detonates in/on a compartment already partly flooded, you previously noted there may be catastrophic structural dame (or not).

However the shockwave would be transmitted to the adjacent bulkheads and would be almost guarrteed to at least spring them - )probably causing them to buckle or even collapse). Either way there would be significant flooding in adjacent compartments.

There is therefore a sound argument for having additional hits in the same spot causing flooding in adjacent compartments, regardless of the damage radius of the torpedo.

Whether this is possible to model in the game I do not know!

I have found the NYGM to be the most enjoyable (and as a U-Boat Kpt - frustrating!) DM. Sometimes I long for the days of insta-BOOM!

Now should I fire my last torp. at that cripple or go for another small one!

Thanks again for a great mod.


cuasing

Not only that, but if you somehow managed to get a torp though the hole left be the previous torp, it would detonate against the far wall inside the compartment and there would be a significant chance of blowing the ship in 2. :o Kretchmer did this to sink one of his aux. cruisers, not sure if it broke in two but it caused tremendous damage.

Anyway, I think you'll find in the NYGM readme that there is the same small chance for critical damage in a compartment no matter if its flooded or not, and since the chance is small, already flooded compartments are to be avoided in NYGM like the plague. Limitations of the game. :-?

Salvadoreno
05-06-06, 07:31 AM
Ive kinda seen a pattern..

Usually if i torp a ship (regardless of how many torps) and it doesnt sink in 30--40 minutes, then it wont sink. Ive followed ships that have listed and settled deeper in the water, but they dont sink and they fight on.. usually another torp always does the trick..

Ver 2 gonna address this issue?? Ive yet to torp a ship and witness it sink 2-3 hours later.. :down:

But watching those ships fill up and in 30 minuts u start hearing those ship sinking sounds, really satisfying :up:

Der Teddy Bar
05-06-06, 02:28 PM
Ive kinda seen a pattern..

Usually if i torp a ship (regardless of how many torps) and it doesnt sink in 30--40 minutes, then it wont sink. Ive followed ships that have listed and settled deeper in the water, but they dont sink and they fight on.. usually another torp always does the trick..

Ver 2 gonna address this issue?? Ive yet to torp a ship and witness it sink 2-3 hours later.. :down:

But watching those ships fill up and in 30 minuts u start hearing those ship sinking sounds, really satisfying :up:
I have actually had a few ships sink several hours later but it is more the exception than the norm.

I had erred on the side of the end user in the sinking times as even the reasonably quick sinking times are a massive departure from the BOOM to 5 minutes of the original.

Currently only the small ships listed have been done and they are designed to be quickish sinkers.

Salvadoreno
05-06-06, 04:01 PM
Ive kinda seen a pattern..

Usually if i torp a ship (regardless of how many torps) and it doesnt sink in 30--40 minutes, then it wont sink. Ive followed ships that have listed and settled deeper in the water, but they dont sink and they fight on.. usually another torp always does the trick..

Ver 2 gonna address this issue?? Ive yet to torp a ship and witness it sink 2-3 hours later.. :down:

But watching those ships fill up and in 30 minuts u start hearing those ship sinking sounds, really satisfying :up:
I have actually had a few ships sink several hours later but it is more the exception than the norm.

I had erred on the side of the end user in the sinking times as even the reasonably quick sinking times are a massive departure from the BOOM to 5 minutes of the original.

Currently only the small ships listed have been done and they are designed to be quickish sinkers.

Ahhh very good, it is the larger ships i do have trouble with. Though one time i hit the bow of a hospital ship and it went on for at least an hour before it suprisingly sunk bow first. It was cool. Any idea about ship damaged v2 or NYGM Tonnage War 2.0?? So far my favorite mod, brilliant.

malcymalc
05-08-06, 02:28 PM
Salvadoreno wrote:
Though one time i hit the bow of a hospital ship and it went on for at least an hour before it suprisingly sunk bow first.[quote]

Ok I'll bite - were you targetting the Hospital Ship or was this just a cock up?

Also Teddy: I notice you mentioned that you had zoned AG124's Lake Merchant (at least for Ship Damage v2) - does this mean that release of this model may be ...imminent?

Regards
Malcolm

malcymalc
05-08-06, 02:29 PM
Well that certainly did not come out the way I intended!!

Malcolm

Der Teddy Bar
05-08-06, 05:15 PM
I notice you mentioned that you had zoned AG124's Lake Merchant (at least for Ship Damage v2) - does this mean that release of this model may be ...imminent?

Regards
Malcolm
Yes and No....
Yes as the ship has been as fars as sinking etc goes re-zoned and ready for prime time.

No as I have a small issue saving the DAT file that causes the texture to be lost. As this ship has been redone from another there is a lot of residue 'parts' etc left over that I must remove and they are DAT related.

Keelbuster
05-11-06, 08:55 PM
First: I love you modders. Thank you for all you've done for us regular gamers.

Second: Criticism:

In NYGM TW, the ships act like they are empty - no cargo. I imagine that the allies would have filled ships to their maximum safe level. This can't be a whole lot more than the buoyancy required to stay afloat. Torpedoes damage, and the flooding of compartments, should doom a fully-loaded ship. In the current setup, they act as if they are empty - you have to compromise almost every compartment. This can't be realistic. It seems like there's a sense (among H-core modders) that we (H-core gamers) should be sinking a certain amount of tonnage (consistent with historical values) and to meet this constraint, modders have done two things - made ships unrealistically difficult to sink (e.g. too much overall buoyancy) as well as making their tonnage value unrelaistically low (e.g. 8000 tns for a T3).

In NYGM TW it's very hard to sink a ship if you damage it such that if takes on water on an even keel - you can torpedo/shell almost all compartments, and it won't settle because of some buoyance issue (i guess). The only efficient way that I've found to sink a ship is to destroy it's fore-fore bow compartments (bow tip), but leaving the engine compartmanet and all aft compartments intact! This way it drives it's bow down and that kills the boat.

Why are we so concerned about historical tonnage values? There is probably a way to normalize our values if we want to compare to historical values.

I don't think a C3 cargo should take 3.5 torpedoes on average. It really _feels_ like these ships are EMPTY. We end up killing them by hitting max HP anyway - if they settle on an even keel then they will not likely sink due to flooding. They have too much buoyancy for ships that are moving important materiel across the ocean.

That's my comment. It probably echos many others.


Cheers,

Kb

Der Teddy Bar
05-11-06, 09:56 PM
Keelbuster,
Please read the NYGM Ship Damage Mod Read Me file. The area that is most important in relation to your post deals with the difficulties and neccesaties of compromise.

This is what the NYGM Ship Damage Mod V2 will seek to address.

Not only will each ship be unique with regards to zones, but as an example, the Small Merchant ship originally shared 5 zones with the Coastal Merchant (Tramp Steamer) now has 12 exclusive zones including 'bulkheads'.

It would take 12 max HP torpedoes to expend the ships HP or 18 min HP torpedoes.

As far as doing the NYGM Ship Damage Mod, all I can say is that it is a laborious, time consuming & frustrating task that offers little to no joy in the process.

No one seems to read or understand the read me file. I can only work within the game engine, I am not recoding it.

It is such a unrewarding chore that I have often considered not pursuing this Mod.

Yahoshua
05-11-06, 11:08 PM
The reward is always at the end Teddy Bar.

Just cuz you're waist-deep in mud doesn't mean you're not digging in a gold mine. :D

If it helps any, I appreciate what you're doing for us.

Thank You

Keelbuster
05-12-06, 03:22 PM
Keelbuster,
Please read the NYGM Ship Damage Mod Read Me file. The area that is most important in relation to your post deals with the difficulties and neccesaties of compromise.

This is what the NYGM Ship Damage Mod V2 will seek to address.

Not only will each ship be unique with regards to zones, but as an example, the Small Merchant ship originally shared 5 zones with the Coastal Merchant (Tramp Steamer) now has 12 exclusive zones including 'bulkheads'.

It would take 12 max HP torpedoes to expend the ships HP or 18 min HP torpedoes.

As far as doing the NYGM Ship Damage Mod, all I can say is that it is a laborious, time consuming & frustrating task that offers little to no joy in the process.

No one seems to read or understand the read me file. I can only work within the game engine, I am not recoding it.

It is such a unrewarding chore that I have often considered not pursuing this Mod.

dTB - thanks for the reply. I read the FAQ before, and understood it (i think), but read it again anyways. This time, the passage that caught my attention was:

"There is no damage team on the ships to stop them from flooding and in essence the damage model is simply “once it starts to flood it will to 100%”. The duh statement is if a single compartment’s negative buoyancy exceeds the ships positive buoyancy then it simply sinks."

What I was suggesting (not-so-technically) in my previous post was to reduce the overall positive buoyancy of ships. This is literally what is bothering me. Ships seem too buoyant to be full of cargo. They have too much postivie buoyancy to spare.

The second thing i am wondering is: when a compartment goes below the surface (either by wave, or by being pulled under by another flooded compartment), it floods too right? Either that, or if a part of the ship goes under the surface to a certain degree, it destroys the ship or causes critical flooding elsewhere. There appear to be 'chain-reaction' sinkings like this. Is this the case? If it's explained elsewhere I'm sorry to have missed it.

And, I'm highly thankful of the hours you guys have put into testing this. My criticism was not aimed at your effort; I applaud this kind of effort (it may be more than the original dev team put in!). Rather, I'm providing feedback on the behaviour over hundreds of sinkings.

I can't wait to try out the new mod you are developing.

Kb

Der Teddy Bar
05-12-06, 06:46 PM
The second thing i am wondering is: when a compartment goes below the surface (either by wave, or by being pulled under by another flooded compartment), it floods too right? Either that, or if a part of the ship goes under the surface to a certain degree, it destroys the ship or causes critical flooding elsewhere. There appear to be 'chain-reaction' sinkings like this. Is this the case? If it's explained elsewhere I'm sorry to have missed it.
By default NO... BUT.... This is a feature of the NYGM Ship Damage Mod V2.

NYGM have also implemented 'sink' zones that ensure that a ship will sink when it should. That is, on occasion a ship would be 2/3rds sunk with water across the cargo holds with the player possibly being credited with sinking the ship, or it may require a few rounds before it will go under fully. This will now not be the case. These new 'sink' zones will come into their own during heavy seas as when the ship you attacked bobs into and out of the water, there is a chance that the new zone will slowly flood and sink a ship that in calmer seas would not have sunk.

Cheers...

Keelbuster
05-13-06, 02:51 PM
Sounds great! I look forward to V2.

Kb

GlobalExplorer
05-14-06, 05:38 AM
This mod is a very important development for the future of SHIII, but I agree with Keelbuster and others that the current system is not working in a satisfying way (for me).

I did several test runs in ports, against convoys, with manual and automatic targetting, short or realistic sinking times, and the results are always the same:
- Ships refuse to sink with a reasonable amount of torps (e.g 5 torps for a T2, 3 for a small merchant lol)
- Often I was not being given credit for ships sunk (because of long sinking times)

One time I was pumping 12 eels into 3 docked, stopped ships in Kiel harbour, without being credited for a single sinking. Needless to say that I also used up another 75 88mm shells for the tanker, before I gave up.

This is not intended to be disrespectful of your work. I love the idea, the parts that work are very impressive, this mod has huge potential. I'd just say that in the initial release you might have gone over the top with regards to realism, and forgot about gameplay.

P.S. I use the version which comes with GW1.1, so this might add to the problems I have, or it might not, I don't know.


No one seems to read or understand the read me file.
Kb

As to that, TB, with all respect, but in Germany there used to be a sign on phone boxes, which said: "keep-it-short". Even the most complicated facts can be explained in a simple way, but it requires an effort.

Der Teddy Bar
05-14-06, 08:01 AM
This mod is a very important development for the future of SHIII, but I agree with Keelbuster and others that the current system is not working in a satisfying way (for me).
At the time that I created the NYGM Ships Damage Mod V1 I actually had no idea of what was what. I sat down and changed values and put 2 + 2 together and come up with 4.5, which under the cuircumstances was close enough.

So after my observational guess work off we went to make the ships sink, and to make them sink without the instant 'Enemy Ship Sunk' messgae.

Of course there was the small issue that everyone seems to forget about and that is making 12 ships with differnet behaviour work with 1 set of 5 values... Where the difference for the bow zone of 2, i.e. changing 7 to a 9 had one ship on nine almost showing no sinking and the other ship sinking like a stone.

But at least now I can change that.

I did several test runs in ports, against convoys, with manual and automatic targetting, short or realistic sinking times, and the results are always the same:
- Ships refuse to sink with a reasonable amount of torps (e.g 5 torps for a T2, 3 for a small merchant lol)
- Often I was not being given credit for ships sunk (because of long sinking times)

One time I was pumping 12 eels into 3 docked, stopped ships in Kiel harbour, without being credited for a single sinking. Needless to say that I also used up another 75 88mm shells for the tanker, before I gave up.
I make no excusses for the mod being as it is, again we come back to originally not being able to change the ships. Now I can, but only recently have I been able to first change the ships to have thier own values and/or redesign them to hopefully be better.

It is not as easy as it sounds, it takes massive to make the ships sink, to sink without instant notification.

This is not intended to be disrespectful of your work. I love the idea, the parts that work are very impressive, this mod has huge potential. I'd just say that in the initial release you might have gone over the top with regards to realism, and forgot about gameplay.

P.S. I use the version which comes with GW1.1, so this might add to the problems I have, or it might not, I don't know.


No one seems to read or understand the read me file.
Kb

As to that, TB, with all respect, but in Germany there used to be a sign on phone boxes, which said: "keep-it-short". Even the most complicated facts can be explained in a simple way, but it requires an effort.
No probs, feel free to make a user friendler version :D

Cheers,

Teddy

Der Teddy Bar
05-14-06, 08:14 AM
It is hard for me to see where and why others seem to have so much difficulties sinking ships.

I play WaW and in my last patrols these are my sinking for a VIIc. I have a 95% hit rate. No misses occured in these, the # number of torpedoes is how many were used to attain the figures.


12 Torpedoes used
SUNK
1 Large Tanker 9,765
1 Large Tanker 9,745
1 Bogue Escort Carrier 14,055
1 Illustrious Aircraft Carrier 23,000

**************************************************
12 Torpedoes used
SUNK
Troop Ship 9311 AM9233
Tramp Steamer 2533 AM9233
Large Cargo 6523 AM9521
Medium Tanker 8033 AM9226
Transport 7486 AM9226

Damaged 1 ship
Tramp Steamer 2500 AM9422

**************************************************
8 Torpedoes used
SUNK
1 Liberty ship 7,460
1 Liberty ship 7,462

Damaged
1 Liberty ship heavily damaged 7,476 tons
2nd Liberty ship damaged 7,476

**************************************************

1 Torpedoes used
SUNK
1 Coastal Merchant 2,532

**************************************************

Its not any big secret that I know of, I just aim for the cargo spaces and the engine rooms...

JScones
05-14-06, 08:25 AM
I agree DTB. Whilst it's prolly not comparing apples with apples, I use the NYGM ship damage component that's included in GW and have no complaints. A vast improvement over the shoot, bang, shoot, bang, shoot, kaboom of stock SH3.

Perhaps the problems stem from players still having the SH3 mindset. That is, plough in torps until instant kaboom. I find that I still use roughly the same number of torpedoes as I did with stock SH3 (but aim more wisely) and whilst I don't (always) get the instant indication of a sinking, I usually still end up with the sinking some while later.

Sailor Steve
05-14-06, 02:59 PM
I recently had the experience in a Type II of firing one torpedo at a small merchant-1800 tons or so, and waiting 12 hours for him to sink. I didn't fire a second, just let him be. Later I fired two eels each at two similar ships-one of them sank.

I know you need to aim at different parts of the ship, but occassionally even that doesn't work.

Der Teddy Bar
05-14-06, 05:46 PM
I would also like to debunk the idea that because the ships take a long time to sink you do not get credit.

NYGM tested extensively for distance and attaining credit. In all cases we always got credit when the ship sank, that is when the ship sunk.

It is a simple test to perform. Set up a single mission, set the ship to sink very very slowly, torpedo it and d0 a runner while staying in the F12 external view with the ship.

When the ship sank we marked our distance off, furtherest I got was 32+ kilometres away from the ship before I got a sunk report.


It is my feeling that you, the player, are assuming that 'that' ship should/will sink when in fact it will not.

Remember, even if you hit the same spot on 2 identical ships, there are many variables concerning the amount how the damage is inflicted.

Cheers,

Teddy

Keelbuster
05-14-06, 05:48 PM
12 Torpedoes used
SUNK
1 Large Tanker 9,765
1 Large Tanker 9,745

dTB - I've been bitching a while about the tonnage for large tankers. In the mod arrangement i have (NYGM TW 1.1), my T3s are 8300 or so. 10k sounds right. Has the mod been updated since 1.1? Am I out of date?

Anyway, I like this mod. Sinking _should_ depend on available buoyancy, and I totally appreciate this attemp tto make the arcade game that Ubi gave us into something real. So, GOOD. But I agree with the other posters that feel that ships are too buoyant. You didnt' respond to my comment about total buoyancy. I assumed that I didn't know what I waas talking aaboot. But I'd like yer opinion- i'm imagining a boat that is fully loaded - like it has tanks and ammunition in every part so it's one step from sinking. Then, a bird lands on it, and it sinks. Total buoyancy should be less than the sum of the parts (compartments) I think. Not sure about this, but a fully loaded ship should go down if one major compartment is compromised. Am I wrong about this? I haven't read the history and the details of these matter, but intend to. Anyways, could you clarify the relationshp between total flotation (buoyancy) and the buoyancy of the compartments (or the sum of them)?

Thanks

Kb

Der Teddy Bar
05-14-06, 06:21 PM
Keelbuster,
SHIII and buoyancy.

1. Ships in SHIII do not have a set bouyancy value to cause a ship to sink. That is, the total "Flotability=" to sink each class of ship is different .
2. The total "Flotability=" required to sink a class of ship varies with where it is hit

For example, these are the Liberty ships figures from the NYGM SD V2.

In this scenario we have seperated out the cargo spaces, that is, instead of 1 config value for all 5 cargo spaces (that is the same for 8 other ships) we have set each cargo damage zone to have its own unique set of figures.

I then set all other damage zones to have Flotability=0, i.e. no sinking value.

Cargo1
30 = above
35 = bow under
40 = 1st mast
50 = sunk

Cargo2
50 = bow just above
60 = 1st mast
70 = sunk

Cargo3
70 = 1+ metres from deck
90 = soft sink, but 'she's going down message

Cargo4
50=at base of superstructure
55=at first deck of superstructure
did not test to sunk value

Cargo5
45=at first deck of superstructure
did not test to sunk value

Additionally
Machinery space
65= past rear mast
70= past rear mast
75 = bridge 1/2 submerged
80 = sunk


SHIII does not take into consideration a hypothetically loaded ship, as it does not change the ships keel depth, all ships are created equal.

It cannot be assumed that a fully loaded ship should go down because 1 major compartment is compromised. It depends on the wieght of the product, it depends on the volume that it takes up, that is, how much space is left for water. It depends on the ships structual integrity etc etc

Keelbuster
05-14-06, 06:57 PM
dTB - thanks for the reply.

Now, from these Liberty values - does this mean that any compartment can result in the sinking of the ship?

e.g.


Cargo1
30 = above
35 = bow under
40 = 1st mast
50 = sunk

Sorry to noob out on this...i thought that any compromised compartment would flood _completely_ .
Thus, cargo 1, 2, or 3 could result in the sinking of liberty?

Or are these values the buoyancy (flotability) of the whole ship?

I'm pretty sure (with NYGM TW 1.1) I've clobbered a cracked open a cargo hold, and waited for it to fill with water (e.g. 3 hrs later) bu the ship will stay afloat.

I'm a bit confused. Hate to bug you on this...but I'm interested.

Kb

GlobalExplorer
05-15-06, 10:07 AM
NYGM tested extensively for distance and attaining credit. In all cases we always got credit when the ship sank, that is when the ship sunk.

It is a simple test to perform. Set up a single mission, set the ship to sink very very slowly, torpedo it and d0 a runner while staying in the F12 external view with the ship.

Without doing any extensive testing, I must disagree.

I have only played two patrols, and some test runs torpedoing static ships in La Spezia I had:
- a T3 blown up and sunk - I saw it blow up with my own eyes, just a few hundred meters away - and no credit given
- a C3 completely disappeared from convoy, almost definitely sunk, about one hour after torpedoeing - no credit given

I did not:
-reload or anything (I had other sinkings not credted after reloading but I know this a bug)

I might have done a save in between - but not reload - is this forbidden too?

Perhaps the problems stem from players still having the SH3 mindset. That is, plough in torps until instant kaboom. I find that I still use roughly the same number of torpedoes as I did with stock SH3 (but aim more wisely) and whilst I don't (always) get the instant indication of a sinking, I usually still end up with the sinking some while later.

Concerning my initial statement, I must say that at first I did not know how to aim at special sections of the ships, so this statement is true to some extent. But I have tested again with docked ships in LaSpezia, and this time I aimed perfectly.

NOTE: I believe that my problems might be a particular problem of sinking tankers in ports, because the hull will settle on the ground and not sink. But here are the facts.

Attack on docked T2 Tanker from 500-800 m AOB ~90deg:

>two torps in the two bow sections - bow sinks, but ship not sunk
>another two torps the two stern sections - nothing happens except small fire. Stern doesnt even sink.
>a fifth torpedo in the middle - fire goes off and ship is destroyed - out of hitpoints

All torps were set to 11m depth, magnetic impact, and all hit different parts of the ship. I use time compression between torps to see effects of hits.

As said before, I use GW1.1.

And yes, I had other ships which sank fine.

The german destroyers still have the old damage model right? They usually blew up from one torp.

Der Teddy Bar
05-15-06, 02:07 PM
Without doing any extensive testing, I must disagree.

I have only played two patrols, and some test runs torpedoing static ships in La Spezia I had:
- a T3 blown up and sunk - I saw it blow up with my own eyes, just a few hundred meters away - and no credit given
So what does this have to do with NYGM?

a C3 completely disappeared from convoy, almost definitely sunk, about one hour after torpedoeing - no credit given


The "almost definitely sunk" I think sums it up nicely...


I did not:
-reload or anything (I had other sinkings not credted after reloading but I know this a bug)

I might have done a save in between - but not reload - is this forbidden too?
Never caused me any issues.....



NOTE: I believe that my problems might be a particular problem of sinking tankers in ports, because the hull will settle on the ground and not sink.
The 'when' a ship is sunk is still a mystery to me in so far as I have had AG124's Park ship during tests listed as sunk before any part of the deck has been tounched by water and at other times have had the same ship, with the same values when hit in a different location being 2/3rds under the water before being listed as sunk.

There is little NYGM can do about this


But here are the facts.

Attack on docked T2 Tanker from 500-800 m AOB ~90deg:

>two torps in the two bow sections - bow sinks, but ship not sunk
>another two torps the two stern sections - nothing happens except small fire. Stern doesnt even sink.
>a fifth torpedo in the middle - fire goes off and ship is destroyed - out of hitpoints

All torps were set to 11m depth, magnetic impact, and all hit different parts of the ship. I use time compression between torps to see effects of hits.
I have not seen how many HP's the GW ship has. If it uses the NYGM Ship Damage Mod file then it would require 12 torpedoes to run out of HP's.

As said before, I use GW1.1.

And yes, I had other ships which sank fine.

The german destroyers still have the old damage model right? They usually blew up from one torp.
Yes the German ships have not had thier HP raised in the NYGM SD Mod, however they still by default use the NYGM SD values as that is how the game works.


It is obvious that the NYGM Ship Damage Mod is far from perfect, I am not trying to say that it is. Never have, never will.

But as I have always stated... "within the limitations of the SHIII Damage Engine"

Der Teddy Bar
05-15-06, 04:26 PM
Now, from these Liberty values - does this mean that any compartment can result in the sinking of the ship?
Yes, this goes for every ship.


Sorry to noob out on this...i thought that any compromised compartment would flood _completely_ .
Thus, cargo 1, 2, or 3 could result in the sinking of liberty?
Yes, any compartment that is damaged past the Critic Flatation level will flood to 100%.

A ship will only of the Flotability= exceeds what is required to make the ship sink

Or are these values the buoyancy (flotability) of the whole ship?

I'm pretty sure (with NYGM TW 1.1) I've clobbered a cracked open a cargo hold, and waited for it to fill with water (e.g. 3 hrs later) bu the ship will stay afloat.
Because the Flotibilty= for that compartment did not meet the required value to sink the ship.


Now I have to say again, ALL of this is explained to the end degree in the NYGM user manual.


Cheers,

Teddy

GlobalExplorer
05-16-06, 11:07 AM
Without doing any extensive testing, I must disagree.

I have only played two patrols, and some test runs torpedoing static ships in La Spezia I had:
- a T3 blown up and sunk - I saw it blow up with my own eyes, just a few hundred meters away - and no credit given
So what does this have to do with NYGM?

a C3 completely disappeared from convoy, almost definitely sunk, about one hour after torpedoeing - no credit given


The "almost definitely sunk" I think sums it up nicely...


I don't know if it's just me, but I think you take any criticism on your mod personal. It is a fantastic concept, already works to a great degree, and we all want you to succeed. I post these things that you seem to not know, because you claimed that it's not possible that credit for sunken ships is not given. Yet I have seen two ships sink and not being given credit, and I there is little chance that I dreamed it up. And this was only in the space of a few patrols and test runs, so it should happen all the time.

I don't know why you are trying to read between the lines to prove that the mistake was on my side, not on the mods.

If I am getting at your nerves, and I think I do, just let me know, and I will not post any more experiences with NYGM. Your mod is cool, and I think you will succeed with V2, but I know what I've seen and I've seen that the current version is not working for me (yet).

Der Teddy Bar
05-16-06, 02:25 PM
I don't know if it's just me, but I think you take any criticism on your mod personal.
If I did I would have left a long time ago.

I post these things that you seem to not know, because you claimed that it's not possible that credit for sunken ships is not given. Yet I have seen two ships sink and not being given credit, and I there is little chance that I dreamed it up. And this was only in the space of a few patrols and test runs, so it should happen all the time.
In the first instance it was a SHIII issue and not a NYGM issue, as I said, what is that to do with NYGM? A Ship going BOOM and no credit is the game. NYGM did nothing more than massage the figures, we made no code changes.

And as afar as the ship should have sunk, well... you have not shown me any credible evidence that you were not credited when a ship sank.

I don't know why you are trying to read between the lines to prove that the mistake was on my side, not on the mods.

If I am getting at your nerves, and I think I do, just let me know, and I will not post any more experiences with NYGM. Your mod is cool, and I think you will succeed with V2, but I know what I've seen and I've seen that the current version is not working for me (yet).
As far as me reading between the lines, it is simply that you want me to agree and I have not.

It appears to me that you have made your mind up and that is it. The fact that mine and many others experiences are different does not matter to you. If you want a one sided discussion fine, but address your posts to someone else.

If you want to discuss, i.e. where I don't have to agree with you but can still respect your opinion, the NYGM SD V1 with me, I am more than happy to do so, but as long as you have read the read me file and have understood it.

I keep saying read the read me file as I am certain that I explained the process, the issues, the compromises, the warts and all of the NYGM SD Mod.

I have openly admitted the faults of the NYGM Ship Damage Mod from before it was released, I made it clear in the read me file, I have posted it numerous times.

I think the best idea is to remove the NYGM Ship Damage mod all together.

GlobalExplorer
05-17-06, 09:44 AM
I don't know if it's just me, but I think you take any criticism on your mod personal.
If I did I would have left a long time ago.

I post these things that you seem to not know, because you claimed that it's not possible that credit for sunken ships is not given. Yet I have seen two ships sink and not being given credit, and I there is little chance that I dreamed it up. And this was only in the space of a few patrols and test runs, so it should happen all the time.
In the first instance it was a SHIII issue and not a NYGM issue, as I said, what is that to do with NYGM? A Ship going BOOM and no credit is the game. NYGM did nothing more than massage the figures, we made no code changes.

And as afar as the ship should have sunk, well... you have not shown me any credible evidence that you were not credited when a ship sank.

I don't know why you are trying to read between the lines to prove that the mistake was on my side, not on the mods.

If I am getting at your nerves, and I think I do, just let me know, and I will not post any more experiences with NYGM. Your mod is cool, and I think you will succeed with V2, but I know what I've seen and I've seen that the current version is not working for me (yet).
As far as me reading between the lines, it is simply that you want me to agree and I have not.

It appears to me that you have made your mind up and that is it. The fact that mine and many others experiences are different does not matter to you. If you want a one sided discussion fine, but address your posts to someone else.

If you want to discuss, i.e. where I don't have to agree with you but can still respect your opinion, the NYGM SD V1 with me, I am more than happy to do so, but as long as you have read the read me file and have understood it.

I keep saying read the read me file as I am certain that I explained the process, the issues, the compromises, the warts and all of the NYGM SD Mod.

I have openly admitted the faults of the NYGM Ship Damage Mod from before it was released, I made it clear in the read me file, I have posted it numerous times.

I think the best idea is to remove the NYGM Ship Damage mod all together.

EDIT: I have edited this message after the "éclat".

I think we should all check the tone we are talking with each other

I am directing this to myself as much as to DTB or anybody else.

I am not thinking about uninstalling anything - NYGM will hopefully stay with me for a long time - and I will continue to support fine mod efforts like this.

This is a very complex mod, so it probably needs a longer testing period before it is working in a satisfying way. So the little problems some people are having are anything but unexpected.

I suggest the TW team find someone who can rewrite the documentation, to more simply and comprehensibly point out the problems and requirements of the sinking mod.

GE

Ducimus
06-02-06, 05:43 PM
I just intergrated this damage model for ships into my own "home brew" mod package last night and i really got to hand it to the NYGM. Well done. This mod really puts some of the zest back into SH3 for me. The unrealistic tonnage you could reap before always bugged me in more ways then i care to list, so this really put back my enthusiasm to sink ships. My only complaint is wondering why i didnt try this mod earlier.

Der Teddy Bar
06-02-06, 06:56 PM
I just intergrated this damage model for ships into my own "home brew" mod package last night and i really got to hand it to the NYGM. Well done. This mod really puts some of the zest back into SH3 for me. The unrealistic tonnage you could reap before always bugged me in more ways then i care to list, so this really put back my enthusiasm to sink ships. Thank you for the feedback and I am glad that a critical old salt such as yourself can find new life in this great game.

My only complaint is wondering why i didnt try this mod earlier. Hmmm, missed the threads :rotfl:

May I suggest that you consider our Sensor updates at a slightly quicker pace :up:

boshunter
06-03-06, 12:29 AM
gotta love ur mod...
i actually gave up on sh3 since i was expecting more when i got it months ago, but with ur mod it made the game alot better than before and give me reason to play it =)


i think i am lucky so far.. take avg 2.5 to take out a large tanker/cargo
but i did have some problem with the escorts...
if i hit the DD at the stern or the bow they usually go down within an hour
when it hit in the center/engine room area
it doesn't even sink it would just stay dead in the water and doesn't look like it is flooding at all
i stay on external to watch it for 4-5 hours...
it have happen a around 3 times
first 2 times was c-class, and the last one was a tribal
i set the depth of my torp to be 5meters

once again thank you for all the hard work you have put in..

Ducimus
06-08-06, 10:35 PM
Ok i have to ask, what exactly did NYGM do to these ships besides make them sink by flooding?

1.) Draft is off. (or was there an updated RecManual that i forgot to use? ) I set up a perfect 90 shot on Large tanker (aka T3), and watched my fish sail clean under it at 13 meters and not detonate under whats supposed to be a 12 meter draft.

2.) Gunners on these ships seem alot more accurate then i recall them being.

3.) WHere's the cargo? Decks are empty.

CCIP
06-08-06, 11:36 PM
Points 1 and 3 are intentional I believe. The draft is to help throw off the clearly over-effective magnetics, and the cargo... Teddy thought that it's far too unrealistic for all the ships to have so much on decks, so he took it off most of them.

As for 2 - eh? I always saw the opposite with NYGM. :hmm:

Der Teddy Bar
06-09-06, 12:13 AM
Ok i have to ask, what exactly did NYGM do to these ships besides make them sink by flooding?

Draft is off. (or was there an updated RecManual that i forgot to use? ) I set up a perfect 90 shot on Large tanker (aka T3), and watched my fish sail clean under it at 13 meters and not detonate under whats supposed to be a 12 meter draft. On the Large Tanker the manual states that the draft is 10.7 metres and in game testing, using torpedo as a depth guage, has shown that the depth of the large tanker is correct as per tha manual.

All magentic torpedos exploded under the ship when set to exactly 13 metres.

Of course all tests were concucted in 0mps conditions.

Ducimus
06-09-06, 12:24 AM
On the Large Tanker the manual states that the draft is 10.7 metres and in game testing, using torpedo as a depth guage, has shown that the depth of the large tanker is correct as per tha manual.

All magentic torpedos exploded under the ship when set to exactly 13 metres.

Of course all tests were concucted in 0mps conditions.

edit: eehh nevermind about that rec manual, i forgot all that was there is TGA for country flags. Maybe it was a C3 cargo i was thinking of. But i remember SPECIFICALLY the rec manual said 12 meter draft and those fish went under it by a wide margine. At a 6-7 meter wind at the time, the draft couldnt have changed that much.

edit:

, and the cargo... Teddy thought that it's far too unrealistic for all the ships to have so much on decks, so he took it off most of them.


If you want, i can quote passages from the book "Steel boat, Iron Hearts" where Hans grueber specifically states about planes floating in the water after they torpedo'ed a ship. That means they were strapped onto the deck. I want to say he mentioned other cargo to, but i can't say for sure, id ahve to reread a few chapters to find where i get that.