Log in

View Full Version : NYGM and GW - Ship Damage FAQ in the Mod Forum


Der Teddy Bar
03-26-06, 07:16 PM
Can every one who uses NYGM or GW, especially those having issue take the time to read the NYGM and GW - Ship Damage FAQ.

Also, there are 9 pages and 225 posts discussing in detail the Not Your Grand Mothers Ship Damage Mod Beta 0.1.36
http://www.subsim.com/phpBB/viewtopic.php?t=47519&highlight=nygm

I hope that this helps you get the most out of the NYGM Ship Damage Mod ver 0.0.39 while NYGM work on the 2nd itereation.

Tonnage_Ace
03-26-06, 08:39 PM
Thanks Teddy Bear! Also, I remember seeing a diagram which showed the compartments of a cargo ship in NYGM. It had four cargo compartments(2 fore and aft) as well as the engine room and fuel bunker being grouped together under the smoke stack, can you lead me to this diagram? Just reading a few posts, it seems there's also a BOOM chance if you hit one of the cargo holds, which may or may not contain ammo. I think most people's troubles would be assauged if you released some diagrams showing these altered weak spots in merchant ships and warships. Also, if you only answer one of my questions, I hope this is it: I've been a one torpedo, one ship kind of guy and this was on account of my aim, but I read that the chance of a BOOM happening has been lessened greatly by NYGM. My question is that if you hit a weak spot like the fuel or ammo bunker in NYGM or GW(which I use) is the chance of a BOOM randomized? Because I can swear by my aiming in manual targeting but even if I hit a weak spot dead on with one torp, can I be garuanteed a BOOM or is this mixed up somehow, where it sometimes happens and sometimes doesn't?