View Full Version : No underwater external repairs, are you ready?
Der Teddy Bar
05-10-06, 05:06 AM
There has been much discussion about the Operationally Impared u-boat damage and repair setup. Something that will sadly never be fully functional.
However, NYGM are currently testing a new setup where external components, such as the bow planes, rudders, fuel tanks, torpedo tubes etc can only be repaired when you are on the surface.
Under the new NYGM U-Boat Mod if your external fuel bunker gets damaged you will not be able to repaire it until you have surfaced. All the while your will be loosing precious fuel and possibly marking your spot for the AI.
More to follow...
gouldjg
05-10-06, 05:32 AM
:up: :up:
I like the ideas Father Ted :up: , Im still interested if you have yet found a way to completely remove the repair squad options though.
Slightly OT but then again worth discussing with you and your team,
You may or may not be interested, but I have found a way to get some nice delayed after effects for sinking ships as they slowly slip into the water.
It kinda adds some nice eycandy to the game and gives the player a sence that internal damage is being caused as the ship sinks.
I had a Titanic moment whilst early testing :rock:
It has always bugged me, when a ship sinks without so much as a splutter. I know they did at times IRL but at other times gamewise, I like the feel of delayed destruction and some eye candy. I could never get things to self destruct with water contact so have tried a new method and it looks very promising.
PM me and I will give you a run down and you may be able to add some as a option to NYGM v2 :up:
Hi!
Not a bad idea, but it seems to me the "rudder" and "diving planes" are each systems that include the external component (rudder or diving plane) and internal components, such as mechanical linkages, hydraulic components, electric motors, etc., that translates helm control movement to rudder and diving plane movement.
Is there a way for this mod to differentiate between damage to internal components (which could be fixed under water) and external components (which could not), or to perhaps track damage to both internal and external parts, allowing a portion of repairs to occur under water and the remainder on the surface?
Pablo
HEMISENT
05-10-06, 06:54 AM
:up: :up:
You may or may not be interested, but I have found a way to get some nice delayed after effects for sinking ships as they slowly slip into the water.
It kinda adds some nice eycandy to the game and gives the player a sence that internal damage is being caused as the ship sinks.
It has always bugged me, when a ship sinks without so much as a splutter. I know they did at times IRL but at other times gamewise, I like the feel of delayed destruction and some eye candy. I could never get things to self destruct with water contact so have tried a new method and it looks very promising.
PM me and I will give you a run down and you may be able to add some as a option to NYGM v2 :up:
Gouldjg, sounds good, when might we see it. Will it be in the Chaos mod?
Der Teddy Bar
05-10-06, 07:15 AM
gouldjg,
Mate Observer & I am looking into it & make no promises :rotfl:
I am excited about your delayed after effects :lol:
I'll send you an e-mail.
Der Teddy Bar
05-10-06, 08:35 AM
Hi!
Not a bad idea, but it seems to me the "rudder" and "diving planes" are each systems that include the external component (rudder or diving plane) and internal components, such as mechanical linkages, hydraulic components, electric motors, etc., that translates helm control movement to rudder and diving plane movement.
Is there a way for this mod to differentiate between damage to internal components (which could be fixed under water) and external components (which could not), or to perhaps track damage to both internal and external parts, allowing a portion of repairs to occur under water and the remainder on the surface?
Pablo
Quite correct but this is well beyond SHIII's damage engine.
SHIII uses a zone which is essentially a box to represent something that can be damaged. The box is square/rectangular.
The U-boat has zones that represent the compartments, while obvious, these are not actually related to what you see. For example, the stern crew quarters on the VII was actually located at the very rear of the u-boat directly over the end of the keel and not behind the command room and before the diesel engine room. This has now been rectified in the NYGM U-Boat Mod, more on the zone changes etc later.
There are additional zones that represent the damageable parts, such as the keel, fuel bunker, batteries etc.
An item, such as the rudder can only be represented by 1 zone. As might be assumed, for the rudder, that zone is located at the rudder you can see and is of the size and shape of the rudder.
That is essentially it.
In short if the box is within a certain range of the explosion then the variables concerning if any damage will occur are then done, if damage has been deemed possible then it is applied. If the items total HP are exceeded by the explosion then it is destroyed if not it is damaged. If damaged then the % of damage is set against the Critical Flotation value and if that is exceeded then it starts to flood.
As the only time the rudder gets damaged or destroyed is at the visible location then it was decided that this would be an external repair.
gouldjg
05-10-06, 08:55 AM
Sent you email on wip :up: ,
I do think you will see the logic in it. I was going to also try oil slicks as a effect 2 but forgot what the oil effect name was (I had this 6 months ago but could not think of where to put it..
Any ideas?
Concerning sub damage DT, it sounds as though it will be a great thing.
:o
You Guys are amazing. The things you come up with. :rock:
Well it sounds promising as hell, and i would like to see how this work ingame!
But if you ask me you blokes can't do wrong. :up:
Sounds like an awsome addition to the game..look forward to seeing this done.
U-Schultz
05-10-06, 10:58 AM
I have to agree with a previous post.
I would be concerned if EVERY external repair has to be from the surface.
For example... the "jammed rudder" or "jammed diveplanes" that you always read about in the books. I believe that most of these repairs are internal....but I could be wrong.
I guess, to sum up, I would be concerned if ALL repairs to the rudder/diveplanes, etc, HAVE to be while surfaced. It would be nice to have a mix but this may be beyond SH3's capabilities. If all such repairs have to be from the surface I guess I would prefer things the way they are....perhaps the repair time could be modded to simulate complicated repairs.
The Germans had automated repair robots to repair the sub underwater. Look it up, it's true. Or not. :know:
GreyOctober
05-10-06, 11:34 AM
I think U-Schultz has some valid points there, which should be take into consideration, but...
Due to the fact that most damage is caused by DC, the blast could either bend, rip apart or dislodge the (lets say) diveplane. Internal damage in this case would be from vibration and shock only and insignificant.
Totally agree that external components (dive planes, rudder, prop) should be fixed on the surface.
Cheers!
Keelbuster
05-10-06, 01:02 PM
This proposed mod is a _great_ idea.
Kb
Sailor Steve
05-10-06, 08:08 PM
Sounds good to me.
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