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View Full Version : Drifter's mod ok with NYGM ?


John Pancoast
09-25-06, 09:54 PM
Can I put Drifter's Realism Mod on top of NYGM ?

Bought had it with the lousy damage/repair model in the game, and I think his mod would help in that area.

Der Teddy Bar
09-26-06, 12:24 AM
John,
Yes and No. I am unaware if he has made his great work compatible with our NYGM Anti Humming Bird component of the NYGM TW Mod. I will have a look at his latest version some time this week.

The NYGM TW 2.2 (just released today http://www.subsim.com/radioroom/showthread.php?t=98628) has the NYGM Extended Repair Mod which is based upon the excellent discovery of nvdrifter's.

The NYGM repair times are not as long the configurations by nvdrifter as we based out Extended Repair Mod on a realistic approach to flooding & flooding recovery times. To clarify, repair times, stopping flooding and pumping out flooding are all effected by the same values. Extend one you extend them all.

Do not confuse the time it takes to flood a compartment, as that value is specified by the flood rate which is adjusted to suit the Flooding repair time.

In this example your u-boat was damage and you have a damaged engine and flooding.

Standard SHIII configuration...
Engine repair time is 5 minutes
Flooding repair time 10 minutes
Flooding recovery time 15 minutes


10x longer repair time configuration...
Engine repair time is 50 minutes
Flooding repair time 100 minutes
Flooding recovery time 150 minutes

So far not too bad... The issues start when you want to make the engine repair times more realistic.

100x longer repair time configuration...
Engine repair time is 500 minutes or 8hrs +
Flooding repair time 1000 minutes or 16hrs +
Flooding recovery time 1500 minutes or 25 hrs

So you can see that even with every slot filled in the engine room compartment you can end up with 16+ hours to repair a slow leak.

Now that you have reduced the crews effectiveness to repair damaged items and to stop leaks you need to compensate the flood times and you will need to make the flood time longer than the repair times. So now you end up with say 27 hours to completely flood a compartment at 200 metres depth.

We now come back to flooding recover which is always longer than the time it takes to stop the flooding, so lets say it now takes another 32 hours to pump the compartment dry.

As NYGM have made a realistic approach to flooding as our main priority we cannot go as far as nvdrifter has for repair times to damaged equipment.

I hope this helps to explain the differences between our approaches and why the end results are different.

nvdrifter
09-26-06, 01:56 AM
Teddy is right. DRM makes the repair times much longer (and hopefully more realistic) than the new NYGM version, but flooding time realism is greatly sacrificed. There was no way around this. I guess we all have to decide on whether we want longer, more realistic repair times or more realistic flooding times. Too bad we can't have both together. :cry: I think NYGM made a good compromise between the two.

John Pancoast
09-26-06, 12:51 PM
Thanks for the detailed answers/info guys, and especially thanks for looking into this major issue.

2.2 sounds great though, just saw it was released last night and haven't downloaded it yet.