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Der Teddy Bar
09-08-06, 10:26 PM
The principle behind the NYGM Feature Revisited is as we near the release of the NYGM TW 2.2, is to highlight important technical and game play aspects of the NYGM Tonnage War Mod that many new comers may not have seen or that the old salts missed during the busy hey days or have forgotten/take for granted since they have been there for so long.

The feature in the spotlight today is the NYGM Ship Damage Mod


“One of the stupidest things in game design is the lack of uncertainty given to the player”

The NYGM Ship Damage Mod gives you ships that sink by flooding!

The overall aim of the NYGM Ship Damage Mod was to make ships ‘sink’ and not just run out of Hit Points then explode. In attaining this goal, the NYGM Ship Damage Mod has achieved a level of uncertainty never before seen in a u-boat/submarine simulation.

The NYGM Ship Damage Mod does not aim nor intend to make it harder to sink ships than it was historically. It cannot be denied that the NYGM Ship Damage Mod does make it more challenging to sink ships than it was in the stock game.

While I have not been able to remove the ‘Enemy Ship Sunk’ message, as a result of the NYGM Ship Damage 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 NYGM Ship Damage Mod, the ‘Enemy Ship Sunk’ message will not come until 10.45am.

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 represented by the Critical Chance occurrence. The taking hours to sink 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.

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.

The water level 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.

Trollus
09-09-06, 03:36 AM
Hi
First of all your mod is a great idea. I know, there were thousands of post about it so you don't need to explain me how it works. The fact is, that a small tanker was hit by two torpedoes with magnetic pistol in TWO DIFFERENT areas and it didn't even slow down. Maybe after 10 hours it would sink, but I think, such a small ship should be dead quickly after one hit under kiel midships. I suggest you incrase the torpedo strength or decrase ships's HP. For now I wait for the next version of your mod. I tell it once again: It's a really really great idea. Now the question. Just installed GW 1.1a which contains your mod. What should I do to disable it? For now I want to sink something. I play with full realism and watching your target running away after few hits can be very frustrating. Should I only swap the .zon files?

Thanks

jaxa
09-09-06, 04:01 AM
I'm agree with Trollus. Is it possible to make sinking times more balanced? Will Ship Damage Mod from NYGM 2.2 be more balanced than from NYGM 2.0?

Der Teddy Bar
09-09-06, 02:22 PM
We have refined the NYGM Ship Damage Mod without making major changes.

The changes will not always be obviously evident as it again is based upon random variables to make the experience as unpredictable as possible.

I will do some tests on the tanker mentioned.

In general as far as sinkings go for my WaW career, even with the NYGM Torpedo Mod which features a Depth Keeping Issue Mod (a random depth error value occurs with a 30% chance of no depth error and a 70% chance that an error from as little as 0.5 metres up to 3 metres will occur) and the Surface Runner/Failure Mod (where the magnetic pistol is always on to incur random failures if the torpedo is too shallow) I attained 19 ships for 78,589 tons in 6 patrols with the following results.


Patrol 1
CLAIMED SHIPS SUNK 2 - 4,513 TONS
CLAIMED SHIPS DAMAGED 0

12DEC39 TUG BOAT 1139 - AN1139
02JAN40 SMALL MERCHANT 3374 - AN4939

RETURNED TO BASE WITH - 12 - 7 G7a's & 5 G7e's
========================

Patrol 2
CLAIMED SHIPS SUNK 5 - 21,321 TONS
CLAIMED SHIPS DAMAGED 0

05SEP39 SMALL MERCHANT 3375 - AN1198
12SEP39 - TRAMP STEAMER 2532 - AL6886
19SEP39 - MEDIUM CARGO 4891 - AM4116
19SEP39 - SMALL MERCHANT 3358 - AL6364
07OCT39 - LARGE MERCHANT 7165 - AN5934

RETURNED TO BASE WITH - 4
========================

Patrol 3
CLAIMED SHIPS SUNK 3 - 1368 TONS
CLAIMED SHIPS DAMAGED 0

10 MARCH 1940 - TUG BOAT 1141 - AM3520
23 MARCH 1940 - SMALL COASTAL VESSEL 113 - AM3390
26 MARCH 1940 - SMALL COASTAL VESSEL 114 - AM3380

RETURNED TO BASE WITH - 14 - 9 G7a's & 5 G7e's
========================

Patrol 4
CLAIMED SHIPS SUNK 2 - 13,039 TONS
CLAIMED SHIPS DAMAGED 0

25 MAY 1940 - LARGE CARGO 6519 - AN1270
05 JUNE 1940 - LARGE CARGO 6520 - AM1660

RETURNED TO BASE WITH - 10 - 6 G7a's & 4 G7e's
========================

Patrol 5
CLAIMED SHIPS SUNK 5 - 31,618 TONS
06SEP1940 - LARGE MERCHANT 7165 AN1230 - LONE
11SEP1940 - MEDIUM CARGO 4981 AM0170 - LONE
01OCT1940 - LARGE MERCHANT 7166 AM4650 - CONVOY A
01OCT1940 - MEDIUM CARGO 4911 AM4650 - CONVOY A
01OCT1940 - TRANSPORT 7485 AM4650 - CONVOY A

CLAIMED SHIPS DAMAGED 0

RETURNED TO BASE WITH - 3 - 2 G7a's & 1 G7e's - NO DUD TORPEDOES
========================

Patrol 6
CLAIMED SHIPS SUNK 2 - TONS
13DEC1940 - Small Merchant, 3374 tons AN2650 - LONE
17DEC1940 - Small Merchant, 3359 tons AM2730 - CONVOY A

CLAIMED SHIPS DAMAGED 1
17DEC1940 - NELSON CLASS BATTLESHIP, 36,000 tons AM2730 - CONVOY A

RETURNED TO BASE WITH - 2 - 2 G7a's & 0 G7e's - 4 DUD TORPEDOES

Trollus
09-09-06, 02:44 PM
Dud torpedoes is also a good idea, we all know u-boat commanders have a lot of problems with them. All I want to say is that small ships like a tramp or small tanker, should sink after one good aimed torpedo. Good luck anyway, I'm looking forward to next effects of your work:).

Der Teddy Bar
09-09-06, 04:52 PM
Dud torpedoes is also a good idea, we all know u-boat commanders have a lot of problems with them. All I want to say is that small ships like a tramp or small tanker, should sink after one good aimed torpedo. Good luck anyway, I'm looking forward to next effects of your work:).
For the most part they do, but I will relook at the tanker.

In my current in progress patrol not listed, I attack on a convoy (one of Stieblers English Coast Convoys) with 6 escorts for 11 ships in only 36 metres depth! I sunk 2 Tramp Steamer's with 1 torpedo (magnetic pistol) and the Small Merchant took 1 torpedo (magnetic pistol) and later that night 14 rounds.

Der Teddy Bar
09-09-06, 06:41 PM
I will quickly note here that with the new NYGM Torpedo Mod we have again worked on the NYGM Ship Damage Mod making some significant but subtle changes along with re-activating the KEEL damage zone.

The previously uber keel damage zone was originally removed because at that time we did not have the NYGM SHIII Editor and could not resize them and when coupled with the 'perfect' torpedo excessive tonnage followed.

Now that we have enabled via SH3 Cmdr depth errors as well as increase failures (through the magnetic pistol) we feel that it is now time to re-enable the keel zones.

The keel zones have been greatly reduced in size so that hitting the zone is not a guarantee. This again is to replicate that the magnetic pistol even when functioning as 'advertised' was not a wonder weapon.

Trollus
09-10-06, 02:56 AM
Will dud torpedoes appear during the entire war? I know I may be difficult to do, but since new version of magnetic pistol appeared, number of duds was decreased. Also (i'm not sure) Gunter Hassler discovered torpedo's depth problems, which has been fixed (?)

Der Teddy Bar
09-10-06, 01:41 PM
Will dud torpedoes appear during the entire war? I know I may be difficult to do, but since new version of magnetic pistol appeared, number of duds was decreased. Also (i'm not sure) Gunter Hassler discovered torpedo's depth problems, which has been fixed (?) These are the torpedo pistols used in SHIII. The failure rate is based upon sea state. Which works well fo our principle even if not 100% correct.

The failure rate for non rough seas is very low...

The cause of the depth keeping issue was discovered aboard U-94 when they performed a field inspection on a torpedo which was very much against Standard Operational Procedure.

The fix for the non air tight balance chamber was not available till very late 1942.

The NYGM Depth Keeping Issue via SH3 Cmdr will only occur as per historical dates.

The % chance of a magnetic torpedo premature detonation occurring in rough seas;

Pi1 40%
Pi2 15%
Pi3 15%
Pi4a 5%
Pi4b 5%
Pi4c 5%
Pi4d 5%
Pi6 5%

NOTE: the deeper the depth of the torpedo the less likely a premature detonation will occur.

Trollus
09-10-06, 04:01 PM
Great!
I wonder, the guys like you should take a part in SH4 programming. I mean you have a passion. Those guys from ubi don't have and if sh4 is full of bugs like sh3 I won't spend my money for it. Only thanks to guys like you the sh3 is playable.
Thanks