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View Full Version : NYGM Ship Damage Mod V2 preview with pretty pictures!


Der Teddy Bar
05-12-06, 07:31 PM
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. For you to better understand how it was, and how it is now, I have included images of the before and after of the small merchant.

SHIII Default zones – The Default SHIII 1.4b Coastal & Small Merchant Zones image shows the ships with the original zones. Note the shared zones and how they do little to represent the structure of the ship/s. What is not seen here is that the NSFlotMain is 2 zones that overlap. This was why when you torpedo this area twice you got additional sinking which I feel is a bit gamey.

http://img125.imageshack.us/img125/2889/shiiidefaultzonessmallcoastalm.jpg



NYGM Ship Damage Mod V2 Small Merchant image shows the Small Merchant ship with the NYGM Ship Damage Mod Ver 2 zones. Note that this ship does not share its zones with any other ship. Note how the zones represent the vessel and that we have taken the Small Merchant ship from 5 shared zones to 12 exclusive zones.

http://img102.imageshack.us/img102/1093/nygmshipdamagemodv2smallmercha.jpg

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.

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 attempting to ensure that the ships cannot be gamed.

The NYGM Ship Damage Mod V2 will be a work in progress and ships will be delivered as they become available.

For the initial release...
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

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


For the Deck Gun…
The same rules apply as above with the exception that we are referring to effective hits. As such, small vessels may take more hits to sink than specified. Remember, the water line is modelled.


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.



Deck Gun
Included is the modified shells.zon to rectify the 88mm damage issue and to attempt to attain greater variation.

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.


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. Please test this several times on the same ship and in game before commenting. 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.


More to follow...

booger2005
05-12-06, 07:57 PM
Outstanding!

what do you mean by this:

"What is not seen here is that the NSFlotMain is 2 zones that overlap. This was why when you torpedo this area twice you got additional sinking which I feel is a bit gamey"

XXi
05-12-06, 08:10 PM
Herr Teddy Bear,

it IS great job what you`re doing !

Soviet_Warlord
05-12-06, 09:27 PM
ETA??? Looks awesome.

CWorth
05-12-06, 09:51 PM
Now this is something to look forward to.. :up:

Myxale
05-13-06, 12:53 AM
:yep:
Great news Teddy. Your mojos on the damage model, and the way you always try to improve them deserve utmost Kudos. :rock:

bill clarke
05-13-06, 02:11 AM
Thanks Teddy, sound awesome :up:

jaxa
05-13-06, 02:27 AM
Very good news!
I was waiting for this since first look at GW.
When will it be release and (very important) will it be included in GW?

mkubani
05-13-06, 04:09 AM
Way to go! Thanks! I hope you will share it with GW. :)

HawkerT
05-13-06, 09:21 AM
Herr Teddy.

One phrase springs to mind: Spitzen klasse!

I can understand that you need to blow the pipes once in a while as your task is of tremendous proportions. Your work is very much appreciated and anticipated with excitement.

I do not wabt to hijack this thread and start a GW/NYGM falmefest, but just state my which that you will continue to focus your NYGM efforts on the core of the SHIII game i.e. making it a more realistic experience. This is the hard part and the stuff that will truly move SHIII (the same goes for the randomization efforts from JSCones, Hemisent and Gouldjg).

It will always be possible to add the good looks and other such stuff from various mods afterwards by other individuals themselves.

I look very much forward to NYGM version 2! You guys from the NYGM crew have my utmost support and appreciation for your hard work.

Hang in there Herr Teddy ... we watch and care!

All the best
Frans

Sailor Steve
05-13-06, 12:13 PM
Looks good, especially if it brings in a more random factor. I liked your original, but the ships seemed to sink a little too infrequently. I'm all any improvements, and it sounds like you're on to something good.

Looking forward to it.

baxter
05-13-06, 02:35 PM
Thanks for the update, Teddy. The original ship damage mod improved this game dramatically and these new changes will be great. Your hard work is very much appreciated.

Der Teddy Bar
05-13-06, 05:41 PM
Outstanding!

what do you mean by this:

"What is not seen here is that the NSFlotMain is 2 zones that overlap. This was why when you torpedo this area twice you got additional sinking which I feel is a bit gamey"
One way to look at it is the zone that is NSFlotMain is split in two along the X axis.

Each NSFlotMain zone is about 2/3rds the size of the total area cover by the NSFlotMain zones.

As such, they overlap each other. The 1st torpedo will cause 1 to flood and as that NSFlotMain zone does not go all the way accross you get a tilt affect.

Send in a 2nd torpedo and the ship will sink lower and loose the tilt.

This is why un under keel explosion is more effective in this area.

Der Teddy Bar
05-13-06, 05:45 PM
ETA??? Looks awesome.
As always a lack of beta testers is an issue due to the fact that NYGM will not bring something out until it has been tested extensively.

Actually looking at the beta forum the above mentioned ships have been done for a month :huh:

Anyway, that said, soon

Der Teddy Bar
05-13-06, 05:54 PM
Very good news!
I was waiting for this since first look at GW.
When will it be release and (very important) will it be included in GW?
Soon and no.

GW has stated that they will not use any NYGM mods as per Kpt's post.

I believe that this stems from NYGM's request that GW does not make changes to any of the NYGM work that GW includes as it would then possibly lead to NYGM mods being percieved incorrectly.

A case in point is the Tug Boat that GW supplied had been moded by GW and as a result had no damage zones, at all and is why it would not sink. NYGM discovered this for GW and let them know.

As the above example demostrates though, it was the NYGM Ship Damage Mod that was made to look bad as well, its the bit that makes the ships sink the way that they do.

Kpt said that he will do what ever they pleases with NYGM's Ship Damage Mod... I objected... and thus the NYGM & GW merger is a thing of the past.

Cheers.

Uber Gruber
05-13-06, 06:28 PM
Its unfotunate Kapt. took such a hard stance, surely there is always room for negotiation....perhapps not now, but in time....

GlobalExplorer
05-14-06, 04:17 AM
Very good news!
I was waiting for this since first look at GW.
When will it be release and (very important) will it be included in GW?
Soon and no.

GW has stated that they will not use any NYGM mods as per Kpt's post.

I believe that this stems from NYGM's request that GW does not make changes to any of the NYGM work that GW includes as it would then possibly lead to NYGM mods being percieved incorrectly.

A case in point is the Tug Boat that GW supplied had been moded by GW and as a result had no damage zones, at all and is why it would not sink. NYGM discovered this for GW and let them know.

As the above example demostrates though, it was the NYGM Ship Damage Mod that was made to look bad as well, its the bit that makes the ships sink the way that they do.

Kpt said that he will do what ever they pleases with NYGM's Ship Damage Mod... I objected... and thus the NYGM & GW merger is a thing of the past.

Cheers.

Sad, but not the end of the world. I always had to laugh about people who said there must be a single package 'to rule them all', the one that incorporates all mods and self installs .. not going to happen. ShIII mod packages are already jolly good, and it's not going to get much better.

There will always be different modding philosophies and mentalities and in germany we say: 'too many cooks will ruin the gruel'.

I noted myself that the NYGM damage in GW is not working well, and I wondered if it was sloppily incorporated. So you mean by using the original NYGM it would work better?

Also, I would highly appreciate if in the future it would still be possible to simply xcopy deploy the NYGM mod on top of GW, so we at least have the majority of graphical improvements .. even if you don't explicitly support it.

Keep bringing on the good work, and I really hope SHIII community will never fall apart in different camps ..

GE

Roger
05-14-06, 09:33 AM
If this is true, I think I change from GW to NYGM. This damage mod is a must.

XXi
05-14-06, 05:05 PM
Just one thing about coastal merchant - I`ve read a little bit about these vessels in general. Most of them and as I suppose THE vessels we see in the game are rather older ( built before 1940) and smaller ships, up to 2000-2500 BRT.
I`ve seen some plans and it seems these ships did not have much really watertight compartments - actually, there was a single collision-compartment at the bow but not much more.
Therefore, these vessels should probably be sinkable by one torpedo for almost all cases - slowly, yet inevitably. Especially old steamers - for these, one torpedo hit was enough.