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-   -   NYGM Aircraft Damage Mod addresses Laser Guided AA (https://www.subsim.com/radioroom/showthread.php?t=89259)

Der Teddy Bar 02-09-06 12:24 AM

NYGM Aircraft Damage Mod addresses Laser Guided AA
 
The NYGM Aircraft Damage Mod will finally address the issue of the Laser Guided AA.

Aircraft will now be something to be feared and respected.

The NYGM Aircraft Damage Mod & an updated NYGM Ship Damage Mod will be released in the coming week/s.

The deck gun also gets it auto stabiliser addressed.

I will warn you now, you are not going to like it :up:

The Avon Lady 02-09-06 02:33 AM

Re: NYGM Aircraft Damage Mod addresses Laser Guided AA
 
Quote:

Originally Posted by Der Teddy Bar
The NYGM Aircraft Damage Mod will finally address the issue of the Laser Guided AA.

Aircraft will now be something to be feared and respected.

You must have seen on WaW how many serious attacks and sinking have been caused lately by aircraft. So it seems like AA isn't so hot. If so, why doesn't the current situation reflect realism as it is?
Quote:

The deck gun also gets it auto stabiliser addressed.
Could you elaborate please.
Quote:

I will warn you now, you are not going to like it :up:
:o

Der Teddy Bar 02-09-06 03:35 AM

Avon,
I think that you may have confused the issue with too many aircraft appearing in the Bay of Biscay that is possibly linked with the NYGM RUB Campaign Mod. Awaiting info from the users as no-one else on any board has mentioned any excessive aircraft occurrences, as such, it might be a AirStrike.cfg and Mod combination issue etc

I'll leave it to Berry to answer your question with a post he made In Sept 2005...
Quote:

Originally Posted by Berry
Here's the problem: the AI can literally hit a gnat's whisker at a range of 2 miles. That means that (except for the first couple of rounds) every bullet fired from the time the AI open up until they stop (i.e. while the aircraft is in range) will hit the aircraft. It is impossible (as far as we know) to make the AI less accurate.

In RUb we tried making the aircraft armour plated to the maximum to offset this (this was the first thing we tried), but adding armour only goes so far, and after a while it starts to look ridiculous when you have aircraft taking thousands of FlAK hits without effect.

We also decreased the effectiveness of FlAK shells (this was the second thing we tried), but FlAK shells can only be made a little bit less effective otherwise players will have problems when using FlAK guns against other targets - PT boats etc.

The nerfs that we used up to this point began to affect the way the game looked because what was needed was a HUGE reduction in firepower to offset the AI's superhuman accuracy. The only alternative left to us was to reduce the range at which AI FlAK guns can fire. Even after doing all this, the FlAK guns are still uber.

It is still very possible to shoot down many more planes than was historically possible.

I quote from Waw...

Quote:

Originally Posted by Reinhold Kruger
Ok, I now totally agree that with the NYGM ship damage mod over the RUb...it is WAY too easy to shoot down airplanes. After I took Jochen Mohr's advice about maneuvering at the right time...I shot down 9 planes without taking any real damage myself. I am disabling NYGM ship damage to see how it is with proper maneuvering and RUb's Uber-planes!

Quote:

Originally Posted by Jochen Mohr
Funny, my experience was completely opposite with this. I dropped 8 planes in the space of an hour once. Even with RUb range, the guns seemed far too effective.

As you can see, the AI AA is able to shoot down planes at great distances like clay pigeons. A quick search on these boards will show as many instances with people getting double figure aircraft kills with the highest from my quick search being 25 aircraft shot down in 1 patrol.

Yet in real life only 120 were shot down for the entire war and most of those were from 1942 onwards.

So are you saying that Jace11 & RUB has it wrong as well?

The NYGM Aicraft Damage Mod will replace Jace11's great work and also do away with the RUB solution.

The Changes are...
1. AA HP value given a greater range
2. Aircraft Armour is now configure in relation the Armour Piercing value of the bullet in conjunction to the HP value of the shell in conjunction with the AP modifyer
3. The AA range will be back to default
4. The AI no longer can to use Berry's words "hit a gnat's whisker at a range of 2 miles"

NYGM Aircraft Damage Mod has used SHIII’s sophisticated random system. In some instances I have set the value of the armour so that it will only be penetrated by the maximum HP bullet when the random AP modifier is used. In other instances I have set the Armour & HP value to accept any bullet and totally fail, don’t get too excited, it is very very hard to hit. In essence, I have made the damage that a plane receives as totally random.

So it will now possible to bring down a plane with 1 bullet, yet more often then not it will take several too many bullets to do so.

And to top it all off, the AI AA will not be able to "hit a gnat's whisker at a range of 2 miles"

I hope that this answer goes some way to addressing your question and concern.

The Avon Lady 02-09-06 03:39 AM

That answered my questions.

You were right. We're not gonna like it! :dead:

Looking forward to more suffering. :88)

Church SUBSIM 02-09-06 04:47 AM

I look forward to this.

I use your crew management and ship damage mod and it has made this game fantastic. Now I can get all upset at you when I can't control the new deck gun :P

Thank you for your time and effort with these mods!

Church

HEMISENT 02-09-06 06:59 AM

My experience has been just the opposite. Since RUB I have not been able to down one single airplane. Of course I avoid them like the plague but when forced to shoot my AA guns are almost totally ineffective.
My main mods are:
RUB
HT
Airpower for HT
Hollywood advanced
NYGM damage.
disabled NYGM campaign mod as it conflicts with HT-waiting for Rubini's fix

Redwine 02-09-06 01:46 PM

Quote:

Originally Posted by HEMISENT
My experience has been just the opposite. Since RUB I have not been able to down one single airplane. Of course I avoid them like the plague but when forced to shoot my AA guns are almost totally ineffective.
My main mods are:
RUB
HT
Airpower for HT
Hollywood advanced
NYGM damage.
disabled NYGM campaign mod as it conflicts with HT-waiting for Rubini's fix

Same here.... they are a plague for me too and plus my crew was unable to shot down anything.

I say "was" because i fix it with a mod i made.

If i add my crew cant shot down them, plus the air attacks frecuency was too high, planes was for me a nightmare.

I need to reduce their attack frecuency now in some way, i want 1 or 2 attacks at week not more, if not it is imposible to sail, because it is imposible to maintain time compresion.


@ Teddy: many thanks for your job and effort..... i will test it when have time. :up:

:up:

Der Teddy Bar 02-09-06 04:52 PM

Quote:

Originally Posted by HEMISENT
My experience has been just the opposite. Since RUB I have not been able to down one single airplane. Of course I avoid them like the plague but when forced to shoot my AA guns are almost totally ineffective.
My main mods are:
RUB
HT
Airpower for HT
Hollywood advanced
NYGM damage.
disabled NYGM campaign mod as it conflicts with HT-waiting for Rubini's fix

If you use the HT SCR and our LND & RND file you will at least get the random speed ships and convoys but sitting duck escorts in and around England., and this is not a slight at the fantastic work done by Rubini.

I have to say that since the NYGM Campaign Mod I have attacked about 1/10 of the escorts that I did in the past.

Der Teddy Bar 02-09-06 06:18 PM

I have not removed the AA's ability to nail a plane to the wall.

If a Hurricane is making a low angle diving attack towards your u-boat you can expect the plane to get plastered. If however the plane is making a high angle diving attack your AA is more likely to miss than hit.

If the Hurricane is doing a flat low level fly by then the AI ability to hit the plane is unchanged as the left/right/left hitting ability of the AI AA was never the issue.


Between 1939 & 1943 only 10 aircraft were shot down...
1939 - 2 - U-30 2x Blackburn Skua NOTE: one was 'shot' down by it's own bomb bouncing off the water and exploding in the air.
1940 - 0
1941 - 1 - U-131 1 x Martlet
1942 - 7 - U-73 1 x Hudson, U-256 1 x Whitley, U-259 1 x Hudson, U-505 1 x Hudson, U-561 1 x Liberator, U-565 1 x Hudson, U-606 Catalina,

Please check out the u-boat.net's page on aircraft shot down http://uboat.net/history/aircraft_losses.htm.


As far as I can tell, the most aircraft shot down by one u-boat is an astounding number of 4!

2 Sep, 1942
(British Whitley aircraft, Squadron 77/H)

11 Mar, 1944
(Canadian Wellington aircraft, Squadron 407/H)
The aircraft seems to have crashed on its own during preparations for the attack run.

19 Mar, 1944
(British Liberator aircraft, Squadron 224/F)
The aircraft smashed into the sea 500m away from the boat and exploded.

7 Jun, 1944
(British Liberator aircraft, Squadron 224/M)


I have removed some compartments from having an effect on the plane. This was done as the armour value for those compartments is broken and/or to compensate for the large target areas and/or excessively high volume of hits casusing a high amount of unrealistic results.

I did not ‘just’ remove a compartment because it was large. I removed it for achieving a more realistic result. Often just increasing the HP for these compartments is less conducive to achieving a more realistic outcome.


Compared with the NYGM Ship Damage Mod, the NYGM Aircraft Damage Mod is harder to test in-game as an aircraft encounter is so different to that of a ship. First you have to get yourself attacked, then there is how far away the aircraft is when spotted and in addition there is the instances where your AI Gunner will sit on 2 bullets and at the critical times you find that the AI Gunner is getting reloaded and last but far from least, the Aircraft AI behaviour during the attack.


I have tested the NYGM Aircraft Damage Mod with canned missions where the Aircraft AI behavior is very rigid in it execution of the flight path etc and none of the in-game behaviours are seen. This did allow me to test the basic effectiveness of this Mod.



Fighters: Hurricane & Lightning. The target areas are the engine and front wings.

Special Notes…
- Fuel bunker armour value is ignored on the Hurricane as when I use 99.0 armour it will still go BOOM. Did not test this on the Lightning.
- Rear wing does not have any effect.
- No propeller value



Light Bombers: Avenger & Swordfish. The target areas are the engine and front wings.

Special Notes…
- Fuel bunker armour value is ignored as when I use 99.0 armour it will still go BOOM.
- Rear wing does not have any effect.
- No propeller value



Medium Bombers: Catalina & Wellington. Target area is the engines. One damaged engine will result in the plane crashing.

Special Notes…
- Removed front wing due to overly large area and high hit rate.
- Removed rear wing and rudder as the hits to this area is astronomical!
- The Props appear to be bullet proof.
- For the engines to take damage I needed to up the damage radius to 2 (had it set as 1).

The Wellington appears to have a damage zone in the body that is ‘flooding’ the plane and causing it to land tail first.

The Catalina has a damage zone that emits smoke from the area on the right or right hand side of the cockpit. It doesn’t appear to have any other effect.



Heavy Bombers: B24 Liberator & Sunderland. Target area is the propellers, which in testing works great. Two damaged propellers will result in the plane crashing i.e. one damaged propeller and the plane will continue to fly.

Special Notes…
- Removed rear wing and rudder as the hits to this area is astronomical!
- Removed front wing due to overly large area and high hit rate.
-
B24 Liberator has a damage zone that emits smoke from the area on top and just behind the cockpit. It doesn’t appear to have any other effect.


Please check out the u-boat.net's page on aircraft shot down http://uboat.net/history/aircraft_losses.htm.

HEMISENT 02-09-06 06:23 PM

Teddy
Thanks I'll give it a shot
BTW.
Don't you guys ever sleep?


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