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-   -   NYGM Ship damage mod Q's (https://www.subsim.com/radioroom/showthread.php?t=90509)

Maui 03-11-06 03:07 AM

NYGM Ship damage mod Q's
 
I'm not quick to jump into mods, but I'm really interested in the NYGM ship damage mod. I was hoping someone might help answer a couple Q's I have about it:

1) Is it fairly easy to include the ship damage portion of the mod without including the increased torp failures? I'm up for more realism in general, but really high torp failure rates is something I can live without. Which files should I leave out? If this means taking out the deck gun nerfing as well, that's okay, but I'd prefer to keep the deck gun nerf, just not the bad torps.

2) From the sound of it, in addition to making ship sinking more realistic (slower), it will also take more torps to sink the ships. From people that are using it, just how much harder is it?

Thanks.

booger2005 03-11-06 05:27 AM

1) AFAIK, it doesn't increase the chances of torpedo failre at all

2) It only takes more if you hit the same compartment multiple times. Sometimes, it actually takes less. For Example, the T3 has 2 spots that I found that will always bring it down in about 15-40 min. In stock, a tanker always needed about 3 if it didn't explode. Also, there is a small chance that only 1 torp hit anywhere will cause a catistrophic explosion.

Der Teddy Bar 03-11-06 05:56 AM

Quote:

Originally Posted by booger2005
1) AFAIK, it doesn't increase the chances of torpedo failre at all

2) It only takes more if you hit the same compartment multiple times. Sometimes, it actually takes less. For Example, the T3 has 2 spots that I found that will always bring it down in about 15-40 min. In stock, a tanker always needed about 3 if it didn't explode. Also, there is a small chance that only 1 torp hit anywhere will cause a catistrophic explosion.

Thanks booger2005.

BTW, Your Da Man too :up:

Maui 03-11-06 08:44 PM

Quote:

Originally Posted by booger2005
1) AFAIK, it doesn't increase the chances of torpedo failre at all.

Thanks for the response. Teddy's damage mod preview #3 is what let me to believe the torps had a higher failure rate with the mod:

I would have preferred to be able to raise the premature detonation rate to 80% compensate for the many issues associated with this pistol, but I cannot. As such, I have implemented through various means the net effect of the above.
http://www.simhq.com/cgi-bin/ultimat...f=129&t=001482

But if "various means" doesn't mean more torps that fail, cool.

Also, one more question about the critical hits: I have generally been setting my torps to run about .5 to 1.0 meters under keel on magnetic (paranoid of setting it too deep). On a couple occasions I have hit a C2 under the bridge on this setting and had it split in half. I assume these were critical chance kills? If so does that mean the torps hit the keel after all? In that same preview Teddy states:

I will reiterate, for a Critical Chance to occur, the torpedo must impact the compartment. This is a SHIII game engine design.

An impact hit on the keel has a 50% chance of being critical. A non critical impact hit upon the keel, or a magnetic explosion under the keel, will damage the ship in a normal way.

Maui 03-11-06 09:30 PM

Update: Ship damage mod crashing SHIII
 
So I went ahead and tried installing both .39 and .36 using the JoneSoft mod enabler. In both cases SH3 crashes after the "Initializing" stage when loading the career I have going. I tried playing a single mission and I don't immediately see any problems there.

Any ideas what is going on? The only other mod I am currently using is the d3d9.dll to allow higher resolutions (I'm running at 1280x1024). Also, I'm playing the Direct-to-Drive version of SH3 if that makes any difference.

I guess I'll just continue my career without the mod for now and hope that later on I am able to use the mod with my career... but this has me nervous about possibly crashing while in-game.

Der Teddy Bar 03-11-06 10:38 PM

Maui,
It is unlikely that you have 2 corrupt downloads.... This issue is unusual for this Mod as it has been out for 2 months and no reported install issues.

It does seem like an installer issue, do you have the latest version of SH3 Cmdr?

May I suggest installing the Mod Manually? You do this by copying or extracting the zipped data directory over the games zipped data directory and say yes to all.

I would recommend that you just use the NYGM Ship Damage Mod V 1.0.39.

Maui 03-11-06 11:48 PM

Teddy,

Okay, thanks for the suggestion and trying to help. But I found another thread where lafeeverted makes a suggestion that may be relavent to my problem:

Quote:

When was yout CTD happening? Does SH3 load properly ? If you were trying to continue an old career it is possible that the game will CTD while trying to load the mission/career due to conflicts in the save game data. adding some of the old mods back that were existing before NYGM will allow the save game to load.
http://www.subsim.com/phpBB/viewtopi...=asc&start=125

The data conflict idea sounds plausible since in the save I was loading I was in the thick of it. I think I'll try to enable the mod again when I am back in base where maybe there wouldn't be a data conflict (if that is indeed what the problem is). Like I said, individual missions seemed to be running.

Oh, and though I haven't yet had a chance to see it in action, thanks for your work and being so attentive to feedback/problems.


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