![]() |
Also double check and make sure your auto reload of torp's is on
Quote:
|
No problem Leo, I got him a copy of version 3.
|
I would need one too, pretty please. thanks.
|
Cothyso, check your PM.
|
got it, thanks.
any news regarding NSM 3.4? i can hardly wait.. :) |
Actually, I think Werner said it will be version 4 that will be next because it involves a big revamp to include keel damage.
|
hmm, i dont know why... but destoryers in my current game are indestructable. i am dancing around with one as i speak pumping shell after shell into its side. it wont fire back, but hey im not complaining at the moment it has god mode turned on!
i have at least 3 fish that impacted into one of its sides but no listing, no smoke, and no visable damage. usually when i throw a torp and it hits a destroyer... its game over for them. im using only two mods, NSM and ROW... thats it but they just wont go down! (update) out of ammo and out of fish, and im running out of fuel. i have resorted to using my AA gun, i have FIVE hits on it now with torps and its almost like the crew is laughing at me by slowly ramming me to death. i find this odd because it was a totally new career and a fresh install of the game. no tampering of any kind but the mentioned mods... damn this sucks |
Quote:
in nsm 3.3 destroyers shouldnt survive more then 2 torpedoes. The deckgun is useless though. Its supposed to kill small wood boats that are not worth a torpedo. Besides Minesweapers and Tugboats you cannot penetrate armor with that. Update on NSM 4 Merchants ready. Working on warships. In comparison to 3.3 all ships will be easier to sink. There will be keel damage. All merchants (except large passenger liners) and escorts can be broken in two. i am experementing with fires. Im trying to make them cause damage. But i dont promise. Its possible to make the fires add extra flooding and simulate the damage effect. But this cannot be stopped. When a fire is triggered it will never stop. There must be a decission. Either fires sink the ships after a certain amount of time, leaving them no chance to survive. Or they just add little flooding leaving them a chance but will keep buring after the damage has been done. What do you think? |
Werner,
Great news on NSM4 - we all appreciate the update! You do some really great work! Now if I understand what your wanting to know - should fire mean an ship that is going guaranteed to sink? No. I would have fire add a small amount of damage and be done. Realistically, fire is as dangerous as flooding to a ship (HMS Sheffield is an example) but if the engine won't allow various fire effects, its best to limit them on the conservative side in my view. Let fires do some additional damage, then let them just either burn out or be eye candy. The only way I can see fire being a "guaranteed" sinking is if you can make fire so hard to create that it means the ship is doomed anyway. Not sure if thats doable. Plus - if a fire means a sunk ship - then tankers are going to be way to easy to sink! Again - great news Werner, and if I can help just let me know! |
Quote:
As far as indestructible destroyers go, I've never ever, not with stock, not with any mod, not with my own DM tinkering, seen a destroyer survive more than two hits, and 99% of the time one is more than sufficient. I think what some players are witnessing are prematures, or one of the game's ways of simulating duds. IIRC some people have performed tests that prove just that...fish detonating just feet away from the target. But I eagerly await the finished product, this mod (along with RSRD or Tater's work on campaign layers) is an absolute must have. Stock DM (and campaign layers) is a joke, a silly nod to console gamers. |
Just my $0.02, but I agree with CaptainHaplo about the fire. While it would be nice to see some increase in damage due to fires, I don't think a fire should doom a ship.
I, too, hope the ships aren't too easy to sink. I enjoyed the frustration of the occasional non-sinker and the thought process that went along with what to do about it (i.e hang around and wait, throw another fish in the fire, blast away with the deck gun,.....) Thanks for the update, Werner, and all the hard work behind it!:up: |
my personal torment continues as for some reason its only destoryers that have this damn immunity to full salvos of torps. attempting a full reinstall to see if it fixes my problem. the other ships sink wonderfully though, and i cant wait to see the new version with all its goodies.
|
Contact or influence?
Make sure your torps are set to contact as well. I have had many a torp look like a hit but it detonated close and not against the hull. No visible damage, Destroyer just keeps on truckin, specially when torp is near the bow. I set torps to contact and almost every hit was crippling. Remember the contact/influence switch works now.
|
i tried mixing it up just last game, 4 hits two magnetic and two direct contact. the contacts left gaping holes, but no change beyond that. it stopped for a moment i for a secongd i thought it was done for... but it was just looking for me... DC right on my tower... try ANOTHER full reinstall.
|
Quote:
I have not run NSM since 1.4 patch, but I am looking forward to it, Werner! The 1.4 patch, I believe did some changes to the sinking mechanics. I have had DD's limp off with a torp in the stern, decks awash but out of the fight. The other day off Burma I had one DD get slow in front of my sub; and he caught one midships and literally disintegrated, he was underwater in 20 seconds. Werner, bit of fire damage OK to add to flooding, other than that its all good, the keel will be a very nice addition. Again, thanks for all the hard work! Will sure give it a thorough thrashing when you release the mod!:up: |
All times are GMT -5. The time now is 12:54 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.