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DrBeast 03-04-08 08:44 AM

Quote:

Originally Posted by Galanti
Quote:

Originally Posted by Doolittle81
I worry that the weeks of extensive criticism of NSM 4, some constructive and probably justified but some I think not, may have discouraged Werner from pursuing further NSM improvements for the community. He has not posted here for the past 2 1/2 weeks. Real Life matters do arise for all of us, from time to time. It would be a great loss if Werner were to reduce his community efforts, which have been so valuable to us all. I hope I am completely wrong and worrying unnecessarily...

I agree with the last bit, but I don't think the words 'extensive criticism' are warranted. People noticed an overwhelming tendency for marus to explode catastrophically upon contact shots and said so. A few of us noticed the resulting explosions also took out nearby ships. This was clearly not design behavior. I don't think pointing this out can be construed as 'excessive criticism'.

Now, the jury's still out on whether it's an NSM or RSRD issue, and personally I'm now leaning towards RSRD and the ammo cargoes it introduces. I will apologize to Werner if I ever sounded like I was unduly ripping his mod, but I frankly don't believe I did. I think I've made it clear that his effort is one of the crown jewels in SH4's crown, and the stock damage modelling makes the game nearly unplayable to me without NSM.

Well, it's an RSRDC PLUS NSM4 issue. Lurker himself has stated that, for reasons of realism, some 35% of the Marus in RSRDC carry either ammo or fuel, which are the volatile cargoes that cause the massive explosion (coupled with the keel zone that Werner modified to carry ammo, to create the ships breaking in half effect) - this is a fact I've established after extensive testing. Werner could not have known this, as he did all his tests on stock game, where all the Marus carry Freight, which will not produce the side-effect we users of RSRDC noticed.
This is not to say that either Lurker or Werner are to blame, they both strive to make this game as enjoyable as possible, and boy have they both done a great job there!
Last we heard of Werner, he said he'd look into the matter, but it's a complex one that will require quite some time. So, patience is the key word here ;)

Galanti 03-04-08 08:51 AM

Yep, and since I'm not sure if Werner ever touched the US ships, will also takes boatloads of time to get it inline with 1.5. I'm in no particular hurry, I'm still having a hoot with NSM 3.3 and urge Werner to take his time, do well on his exams and make sure his real world needs are tended to.

DrBeast 03-04-08 09:15 AM

Quote:

Originally Posted by Galanti
I ... urge Werner to take his time, do well on his exams and make sure his real world needs are tended to.

Aye aye to that :yep:

Wilcke 03-04-08 11:16 AM

DrBeast,

Well put in all regards, not all mods play well together, the complexity and interelatedness are extensive. Sometimes you have to choose and that can be hard. Both Werner and Lurker have added tons of playability to SH4. Their work stands alone and is deeply appreciated by the community.

I do know that both of them appreciate "constructive criticism" and/or as I like to phrase it "observations", I do not mod but I play the sim a lot and I always wonder what I am looking at is intentional or a by product of MODS not working well together, so you have to ask the author.

Both of these MODS are indispensable, my favorite version of NSM is still 3.3, although 4.0's implementation of the keel hit zone was a great breakthrough for Werner.

Great people!

Doolittle81 03-04-08 01:33 PM

For those who have done methodical testing of NSM versions and RSRDC: Is it correct that only with NSM 4.0 will the Keel zone shots work to split a ship (break its back)...setting torp depth about 10 feet Under the keel?

If so, then if one uses NSM3.3, should one always shoot to hit the target (with torps set for Contact) rather than torps set for magnetic and set for a depth beneath the Keel?

NAZ2222 03-04-08 03:23 PM

Sorry, but I would like to know if this mod(or another version) works with SH3? It looks amazing, and would be a great company to GWX2.0!
thankx

Digital_Trucker 03-04-08 03:53 PM

Quote:

Originally Posted by Doolittle81
For those who have done methodical testing of NSM versions and RSRDC: Is it correct that only with NSM 4.0 will the Keel zone shots work to split a ship (break its back)...setting torp depth about 10 feet Under the keel?

If so, then if one uses NSM3.3, should one always shoot to hit the target (with torps set for Contact) rather than torps set for magnetic and set for a depth beneath the Keel?

That's been my experience. If I'm not misremembering (is that even a word?:hmm: ) the keel was either unbreakable or was not modelled in the stock game or in NSM 3.3

Nuc 03-04-08 04:24 PM

Quote:

Originally Posted by Digital_Trucker

That's been my experience. If I'm not misremembering (is that even a word?:hmm: )

Not quite up there with Casey Stengel or a Yogiism

Digital_Trucker 03-04-08 05:06 PM

Quote:

Originally Posted by Nuc
Quote:

Originally Posted by Digital_Trucker

That's been my experience. If I'm not misremembering (is that even a word?:hmm: )

Not quite up there with Casey Stengel or a Yogiism

Yeah, but it's pretty close to a Nixonism:rotfl:

Doolittle81 03-04-08 05:06 PM

Quote:

Originally Posted by Digital_Trucker
Quote:

Originally Posted by Doolittle81
For those who have done methodical testing of NSM versions and RSRDC: Is it correct that only with NSM 4.0 will the Keel zone shots work to split a ship (break its back)...setting torp depth about 10 feet Under the keel?

If so, then if one uses NSM3.3, should one always shoot to hit the target (with torps set for Contact) rather than torps set for magnetic and set for a depth beneath the Keel?

That's been my experience. If I'm not misremembering (is that even a word?:hmm: ) the keel was either unbreakable or was not modelled in the stock game or in NSM 3.3

So...let me rephrase the second part of my question: What, if any, is the advantage of using 'contact+magnetic' rather than just 'contact only' ? I mean, with just NSM 3.3, will a beneath-keel magnetic shot do more damage than a hull-hit shot, even though the ship will not be broken in two?

Digital_Trucker 03-04-08 05:56 PM

Quote:

Originally Posted by Doolittle81
So...let me rephrase the second part of my question: What, if any, is the advantage of using 'contact+magnetic' rather than just 'contact only' ? I mean, with just NSM 3.3, will a beneath-keel magnetic shot do more damage than a hull-hit shot, even though the ship will not be broken in two?

I can't imagine how it would do more damage since it would be farther away from the ship than a contact hit. Werner's implementation of keel destruction (again, if I remember correctly) was to create a zone 10 feet below the keel and filled with explosives. The result would be that, if you hit this invisible zone, a huge explosion occurred with enough force to break the ships back. Without this invisible bomb beneath the ship, all you would be doing is exploding your torpedo farther away from the hull, thereby lessening the damage.

Edit : Sorry, I didn't answer the first part of the question.:oops: I don't believe there is any benefit to using the contact+magnetic.

kv29 03-05-08 07:34 AM

I wonder if everyone know that roughly HALF of the ships are tweaked in NSM4
No american ships are included, rendering the mod useless with 1.5

Am I correct??:hmm:

theluckyone17 03-05-08 08:31 AM

Boy, I hope WernerSobe is working on updating this to 1.5. Can anyone confirm that he is, or someone else is? I tossed two wild shots at a light cruiser last night, hitting it just below the forward superstructure. Fireworks ensued... but she went down like a brick. Bow went down, she kept moving forward... it looked like a swan dive to the bottom.

Blech.

I don't mind that happening every so often, but it seems like every ship I fire fish at likes to break apart, too. I imagine I'm firing and hitting with enough fish to blow the hitpoints away. It might be overkill, but I like knowing the ship's going down :yep:.

And if nobody's working on getting NSM up & runnin' on 1.5, then I'm going to start taking it apart, figurin' it out, and "fixing" 1.5 out of sheer frustration. But I don't want to elevate to this level if someone smarter and more skilled than me is working on it already.

Digital_Trucker 03-05-08 11:35 AM

Quote:

Originally Posted by kv29
I wonder if everyone know that roughly HALF of the ships are tweaked in NSM4
No american ships are included, rendering the mod useless with 1.5

Am I correct??:hmm:

Depends on what you consider useless. Those of us who don't plan on sinking any American ships will find it worthwhile.

JREX53 03-05-08 12:11 PM

Quote:

Originally Posted by NAZ2222
Sorry, but I would like to know if this mod(or another version) works with SH3? It looks amazing, and would be a great company to GWX2.0!
thankx

NAZ2222, this mod only works for SH4. Won't work in SH3.


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