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-   -   NYGM Aircraft Damage Mod Beta Ver 0.06 Released (https://www.subsim.com/radioroom/showthread.php?t=89606)

bill clarke 02-17-06 05:23 AM

Quote:

Originally Posted by Der Teddy Bar
I would recomend at the start of a patrol you you immendiatly set the AA to Fire at will, set the range to medium & fire at incomming aircraft only.

Der Teddy Bar, how do I do this ? :D

Sturm 02-17-06 05:37 AM

@bill clarke

Through your Watch Officer. Just press the Flak Gun icon, same place where you can ask range to nearest target. :D

Der Teddy Bar 02-17-06 07:06 AM

Quote:

Originally Posted by Emcon
Is it compatible with the hollywood advanced damage mod? I believe zones.cfg is modded in the Hol. advanced damage mod too... :-?

Just cut the u-boat section out of the zones.cfg for the hollywood advanced damage mod and paste it into the NYGM one.

Job done.

Emcon 02-17-06 07:26 AM

Too easy :P Thx Teddy.

uhu 02-18-06 03:27 PM

Teddy,
I don't know, if I make something wrong, but since this install, almost everything looks like the same... :hmm:

Patrol A: 2 C2 -hit in the middle, break in two, qiuck sinking, one T2, one T3, 2-2 torps, hits, both breaking in two, quick sinking.
Patrol B: 2 Kleine Frachter - 1-1 torps, hit, (no big explosions) both sinking in 1-2 minutes.

What's wrong? :roll:

Der Teddy Bar 02-18-06 04:32 PM

Quote:

Originally Posted by uhu
Teddy,
I don't know, if I make something wrong, but since this install, almost everything looks like the same... :hmm:

Patrol A: 2 C2 -hit in the middle, break in two, qiuck sinking, one T2, one T3, 2-2 torps, hits, both breaking in two, quick sinking.
Patrol B: 2 Kleine Frachter - 1-1 torps, hit, (no big explosions) both sinking in 1-2 minutes.

What's wrong? :roll:

The changes for the NYGM Ship Damage Mod are subtle. We are talking that depending on where you hit, that the sinking of a smal merchant may take 20 minutes instead of 35 minutes etc

uhu 02-18-06 07:37 PM

Ok, you made it, you are the boss :yep: , but now, I played again this last patrol - I overwrote with the old 0.36 version, the new 0.06 air-combined, and look at it: the Kleiner Frachters were going not so qiuck down! First one swallowed 3 (!) torps, before break in two (first 2 torps hit in the middle, from both side, 3rd also in the middle).
The second one sunk after the first hit, but only about 30 minutes.
And even, the weather was at the first patrol calm, with 5 ms with, but now it was rough, with 15 ms, so circumstances were now for the swifter sinking, but happened not.

So, I don't know, what's the situation, but I will use the older, 0.36 damage mod, until everything will be clear. :cool:

Der Teddy Bar 02-18-06 11:16 PM

uhu,
You may be taking me too literally.

The Small Merchant/Kleiner Frachter will not always sink faster. What I was refering to is that where as previously a certain damage level to one or more compartment combinations may have taken 35 minutes to sink, it now may take 20. BUT, it is all dependent upon compartment combinations.

So the Small Merchant/Kleiner Frachter that sank in 30 minutes, may have previously taken longer, then again, maybe not :D

You are also not using your torpedos wisely. Nope, your not :rotfl:

After the first torpedo into the middle of the Small Merchant/Kleiner Frachter the next if required should have been at the forward or rear cargo hold. By retargeting the same area you wasted the 2 additional torpedos.

You must sink the ship by flooding, if one compertment is not enough, then you need to target another, not the same. It is no longer X number of torpedos equals sunk.

I have no ability to alter the sinking effect based upon the weather. That is in files that I have no access to.

I hope this clarifies the situation :up:

Soviet_Warlord 02-19-06 04:42 PM

Der Teddy Bar, have you changed anything in the NYGM ship damage mod in this combined version with the NYGM air mod? Because, rather weirdly, when I just played the Barham single player mission, two of the Revenge class battleships (I think they were Revenge) got catastrophic explosions after just two torpedoes, and the last one went down with three.

I thought Battleships had those double- reinforced hulls! :damn:

In the last version of your ship damage mod (before the air part came in) I never saw a battleship experience a catastrophic explosion, and usually it took at least 5-6 torpedoes to sink them.

I think that the current version needs some testing :ping:

Der Teddy Bar 02-19-06 06:02 PM

Soviet_Warlord,
Thanks for the pointer. I have investigate the Battleship compartment values, every line, and there has been no changes to the Battleship's compartment from Ver 0.36. In fact, the Battleship compartment values have not changed since Ver 0.25.

ALL compartments on all ships have always had a Critical Chance associated with them. So today was your lucky day :up:

I can aslo say, that it is possible to sink via flooding a battleship with 2 torpedos when all the numbers roll in your favour.

As far as how many torpedos to sink a real Battleship,
H.M.S. BARHAM = 3
H.M.S. Royal Oak = 3

I appreciate your looking out for these types of issues and for taking the time to report them as this helps me and greatly benifits all users of the NYGM Mods.

Emcon 02-19-06 07:43 PM

Quote:

By retargeting the same area you wasted the 2 additional torpedos.

You must sink the ship by flooding, if one compertment is not enough, then you need to target another, not the same. It is no longer X number of torpedos equals sunk.
If I only knew that before..... Just finished my patrol and I sunk only about 20000 Tons (VIIC) :nope: :rotfl: realism :rock:

THx, teddy! It's a great mod!!!

Binzy 02-20-06 01:32 PM

Teddy , I'm having problems with downloading this mod from rapidshare .. is this available anywhere else ... thanks

bill clarke 02-24-06 07:17 PM

Der Teddy Bar, Hi mate,
I have downloaded this mod, unzipped it with Winrar, but my trial version is over 40 days old. when i extracted the files, I set the extraction point to the my documents folder I was in, but the program did not appear, instead it brought up a message with files to overwrite, I clicked "yes to all" and it appeared to extract the files.
Is there a way I can check to see it the mod did indeed install ? Is there a particular file I can look at to see if it's changed ?

Thanks mate.

Der Teddy Bar 02-24-06 07:42 PM

Quote:

Originally Posted by bill clarke
Der Teddy Bar, Hi mate,
I have downloaded this mod, unzipped it with Winrar, but my trial version is over 40 days old. when i extracted the files, I set the extraction point to the my documents folder I was in, but the program did not appear, instead it brought up a message with files to overwrite, I clicked "yes to all" and it appeared to extract the files.
Is there a way I can check to see it the mod did indeed install ? Is there a particular file I can look at to see if it's changed ?

Thanks mate.

Have a look at the Zones.cfg file in C:\Program Files\Ubisoft\SilentHunterIII\data. It should say

Not Your Grand Mothers Ship Damage Mod

Beta Version 0.1.39

14/02/06

Not Your Grand Mothers Aircraft Damage Mod

Beta Version 0.1.07

18/02/06



P.S. I only just moved from a 6 month stint in Canberra!

bill clarke 02-24-06 07:45 PM

Quote:

Originally Posted by Der Teddy Bar


P.S. I only just moved from a 6 month stint in Canberra!


Really, you in the military ?

Having trouble locating it, in the data folder, there is another folder titled CFG, and at the bottom a Zones CFG file that I don't know how to open.

Also started having crashe's, my system seems to run fine on 512meg of ram, but as soon as I put in another stick of 512 (same model) I get game crashe's all pointing to dll problems. I just bought a new video card yesterday, Nvidia 6600LE 256mb/ddr, as I thought the culprit was the old card.

Any ideas ?

p.s. how do I post my system specs here ?


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