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Great, thanks!!! :up:
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Jesus are you fast!:o
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I'm Stunned.:dead::88)
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With all the discussion going on about this, I'm surprised somebody made it happen this quickly. I can't wait to see if it works properly, but it sounds so far like it does. Just downloaded.
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Flood times are still kill the sub too fast and a few other small things are bothering me... so right now I am in the process of fine-tuning this mod and will probably upload v1.1 tomorrow. Ooooh, it's looking better and better. :)
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Here some imput on the NYGM 2.0 pack! I've been testing this for hours in both play-modes!
In Career, i have the poor and blind watch-crew. They spot panes or ships to late. Almost when they land or drop on my conning tower! I dunno if this is "Better repair times" mod problem!:hmm: The flood is flooding me! A shelled or DC'ed Boot can have a compartmen for example, that will be flooded in 52 mins, but stuffin' the compartment full with crew to repair it, will give me sometimes 145 min. till i get hold of the mess! I will most likely be dead by the time! But you know that one already!:shifty: Other thing is the Radio and Sonar room, if flooding occurs there, you're lost as you can only stuff 2 crew-mates in there! The Command-Room is not any better!:o Crush-depth in the NYGM 2.0 Damage-moddel works different than stock. So if you happend to flood to much and sink like a stone, you'll find youself at the bottom of what the game is capable of moddeling. I was sittin in 500m and waiting for the flooding to finish me off since the Crush-Depth has left me waiting.:88) Other than that the repair times are most excelent. I encountered variations from 10 min. rep-time up to 23 hours!:rock: Now all we need are the chances to last long enough to actually make some repairs! Here aremy two rotten cents:ping: Make the Boot bit stronger. The flooding not that overpovered. This probably would work best with the Damage Crew Or find a way for the NYGM 2.0 This mod is hot...and gettin hotter! :up: |
you might be able to balance out some of the flodding problems by setting the damage repair team compartment a little more towards stock--
it's this one NumberOfCrew5=10 Interval1_0=0.001 Interval2_5=6.5 Interval3_5=13.7 that way your damage team can help in the really heavy situations to prevent the boat from flodding fully before the crew can repair it-- try allowing just slightly better repair rates from this compartment-- ? |
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From the original NYGM2 zip data/sensors.cfg [Quarters1] Multiplier=1.0 Flotability=5.0 HitPoints=2160 Destructible=No Armor Level=-1 Critic Flotation=0.99 Critical=No Effect1=#dc_bubbles, 10 FloodingTime=120 CargoType=None From the 2.0 long repair package. [Quarters1] Multiplier=5.000000 Flotability=35.000000 HitPoints=435 Destructible=No Armor Level=2 Critic Flotation=0.015 Critical=No Effect1=#dc_bubbles, 30 FloodingTime=250 CargoType=None 1. Multiplier X5 2. Floatability X6 3. HitPoints about 20% 4. Armor level from -1 to 2 5. Flood time 250 instead of 120 Quote:
Just checking - are these other changes intended or a mistake ? I know things moved kinda quick - just want to be sure I am not suprised at what I am seeing for the wrong reasons... |
The Multiplier= is only used when a Critical Chance= is incurred. It then multiplies the weapons HP by that value.
The Armor Level=-1 means that the armour is taken from the parent, in this case the u-boat, which is from 22 to 25. By changing the Armor Level=2, ANY depth charge in range will ALWAYS cause damage.... This has repercussions on other adjoining compartments. I just noted an error in the NYGM Crew compartment Critic Flotation=0.99... Bad Teddy, this should be Critic Flotation=0.20... Bad Teddy :nope: That aside, the Critic Flotation=0.015 which is actually, Critic Flotation=0.01, means that at 1% of HitPoints=435, or 4.35 HP's, this compartment will start to flood... This is not critism :damn: This is explaining the results to the author and the potential users. |
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My questions about the intentionality of all the changes still stand... |
I don't now what to say, you are the best:rock:
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So, if the HitPoints=100 with a Critic Flotation=0.30, then when that compartment (zone) has 30 or more HP's of damage then it will start to flood. To clarify... the number is damage in HP inflicted by a depth charge 20 = no flooding 10 + 10 = no flooding 10 + 10 + 9 = no flooding 20 + 10 = flooding 50 = flooding 5 + 5 + 5 + 5 +5 + 5 = flooding I cannot answer the question of, if after the compartment, i.e. zone, has exceeded the value of Critic Flotation= so as to have induced flooding, does the flooding stops when the repairs are under the value as defined by the Critic Flotation= or only at the point that it is fully repaired. I believe it to be when it goes below Critic Flotation=..... BTW, all this is explained in great detail in the NYGM Ship Damage Mod section ot the NYGM Tonnage War Mod read me file. |
Don't know much about all the technical stuff of modding the game but just wanted to say thanks for filling my request for a GW version so quickly :rock:
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