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-   -   NYGM mod: Missing a lot now...more realistic? (https://www.subsim.com/radioroom/showthread.php?t=99500)

Nimmo55 10-14-06 06:45 PM

NYGM mod: Missing a lot now...more realistic?
 
Hi. I have a few questions about the NYGM mod I am usiong...and hope I might have someone shed some light on them.

1) I've noticed I have been missing a lot these days...for example, did the naval academy torp trg mission yesterday....couldn't hit a side door of a barn at 20 paces. I did everything right as far as I could tell....I got suspicious and utrned on the event camera...and I'm sure quite a few torps went under the ship without exploding. I then read the 2.2 NYGM manual...and digested the bit abut increasing the realism in failure and depth control for early war torps...and I take it the naval academy mission uses early war torps. Am I right in thinking that this realism tweak has made a MAJOR difference to these types of failure? I used to be ok before at hitting things...but my failure rate has gone well up now. Am I right in thinking this?

2) Another question..I know that if a ship is reported as going slow...it is running at about 6 knotts...if reported medium speed, it is about 9 knotts. What about fast...12 knotts?

3) Does the AI have ships travelling mainly on 'prime' radials? For example, if I plot a ship on course at 95 degrees east, can I assume I've made an error, and it is really doing 90 degrees? In all probability, 278 degrees plotted really means 270 degrees? And so on. The AI won't have shings going off the major radials (east, west, south, north, ENE, etc)? Grateful any views out there.

Finally...4) I'm having trouble marking distance with the ruler accurately. I know one has to subtract 50m off any displayed figure...but is there any other way to get a more accurate way of measuring distance when manually plotting? Grateful views.

That's it. Thanks in advance.

Nimmo55:)

KeldorKatarn 10-14-06 07:39 PM

I am not sure how the courses are set, some of them are most likely random. But I can tell you this much. If you always take the nearest 5, meaning 270 if 272 or 285 if 284 then you'll always be on the safe side in case you're using it for torpedo aiming. 2 or 3 degrees never made me miss a ship. The difference in aiming angle simply isn't big enough. Even 10 degrees would probably not make you miss the ship if it was traveling at under 15 knots and you're in the 3000m firing radius, even if you're in a 90° position to it.

kylania 10-14-06 09:42 PM

Quote:

Originally Posted by Nimmo55
Hi. I have a few questions about the NYGM mod I am usiong...and hope I might have someone shed some light on them.

1) I've noticed I have been missing a lot these days...Am I right in thinking that this realism tweak has made a MAJOR difference to these types of failure?

The Depth Keeping mod is part of the SH3 Commander changes. If you don't apply those you shouldn't have the depth keeping changes. The main problem with the training missions, is that they weren't considered in the development of any of the supermods, GW, NYGM or others. It's best to either skip them entirely (edit the career files if you want the renown, not needed with NYGM) or just know you know what you're doing and ignore the actual results during them.

Quote:

Originally Posted by Nimmo55
2) Another question..I know that if a ship is reported as going slow...it is running at about 6 knotts...if reported medium speed, it is about 9 knotts. What about fast...12 knotts?

Yes, fast is considered 12 kts. Keep in mind that NYGM 2.2 includes random and changing convoy speeds. While they might by 6kts when you see them one time, they might change to 8kts when you next spot them. Remember that variance when plotting intercepts.

Quote:

Originally Posted by Nimmo55
3) Does the AI have ships travelling mainly on 'prime' radials? For example, if I plot a ship on course at 95 degrees east, can I assume I've made an error, and it is really doing 90 degrees? In all probability, 278 degrees plotted really means 270 degrees? And so on. The AI won't have shings going off the major radials (east, west, south, north, ENE, etc)? Grateful any views out there.

Another change thta NYGM 2.2 brings is less exact convoy directions. While a reported convy might actually be going "ENE" NYGM will report it as going only "NE".

Quote:

Originally Posted by Nimmo55
Finally...4) I'm having trouble marking distance with the ruler accurately. I know one has to subtract 50m off any displayed figure...but is there any other way to get a more accurate way of measuring distance when manually plotting? Grateful views.

o.0 Didn't know about the 50m thing. There's a "Enhanced Nav Map Plotting Tools" mod that ships with NYGM, you might try that?

Der Teddy Bar 10-14-06 11:28 PM

I have never had any issues cause by the inaccuracy of the ruler and have a hit rate of around 90%.

I am also reasonably quick with my scoping and go for a good range measure not a 100% precise one. Near enough is good enough.

For new players I strongly recommend pausing the game and marking off the range and bearing. When you get more familiar with the process and come to have a better feel for how much time you have you will find that for the most part you will not need topause to plot but mark off the u-boats position to draw a line from.

What I do do is to take many range measurements (upwards of 5 for a single ship is not uncommon) and through this the averages of the range plots I am normally within 1 knot of the correct speed. Most of the time.

lumat83 10-15-06 12:38 AM

Another question please :)

With NYGM, there are no more radio contacts. Why ?

I think Radio contacts are realistics, They're the contacts reports sent to the uboats during their missions.

Can you tell me why have you removed it ? (I'm sure you have a very good reason to do that :D )



To restore them, It's the "Restore Gods Eye View" optionnal mod ?

KeldorKatarn 10-15-06 12:39 AM

His comment about the ruler is correct. If you draw a line and the lenght shows 1700m it is only 1650 yet. You can check that by drawing a line from your uboat across the bearing marker which also shows the distances from 0-1500 meters.
You'll notice that the point where the ruler says 1500m is 50m less than the 1500m circle of the bearing marker.
The only correct markings the ruler has are the dots it draws automatically at certain distances on the line.
The ruler was probably programmed in a way so it would display 1700m if it was 1700m +- 50m, which is also probably the best way to do it since you don't want it to still display 1600m if you have 1695m already.
That's why subtracting 50m isn't really necessary, the number you get is accurate enough for any kind of calculation you have to make ingame.

kylania 10-15-06 01:51 AM

.. you can edit the map while paused?! Why haven't I discovered this yet! Manual targeting here I come!

Nimmo55 10-15-06 05:12 AM

I want to thank everyone for their help and great ideas...I very much appreciate it. More practice for me I think. I'm interested to hear that most times, near enough is good enough...hmmm.....I seem to be missing quite a lot, so I don;t know really what I'm doing wrong - although I did pick something up here; I rarely use more than two plotting marks to get the ship info...seems like I'm going to have to do a lot more plots to get a sound idea of course and speed.

Thanks very much. One last thing: I notice the pistol button in the TDC screen does not change when I click it...it just makes a 'click'...but I can't seem to change it back to impact from magnetic. Anyone else had this?

cheers,

Nimmo55

PS: what a great simulation this is!

KeldorKatarn 10-15-06 06:33 AM

Quote:

Originally Posted by Nimmo55
Thanks very much. One last thing: I notice the pistol button in the TDC screen does not change when I click it...it just makes a 'click'...but I can't seem to change it back to impact from magnetic. Anyone else had this?

That's done on purpose, the magnetic pistol can't be turned off anymore, to keep the failure rate up a little higher. Since the player knows the magnetic pistol had some issues in the beginning he'd turn it off all the time. To prevent this it is always on.
But don't worry, the magnetic pistol is a 2nd pistol, it isn't replacing or turning off the impact pistol. The impact pistol is ALWAYS on.

Der Teddy Bar 10-15-06 01:59 PM

Quote:

Originally Posted by Nimmo55
I want to thank everyone for their help and great ideas...I very much appreciate it. More practice for me I think. I'm interested to hear that most times, near enough is good enough...hmmm.....I seem to be missing quite a lot, so I don;t know really what I'm doing wrong - although I did pick something up here; I rarely use more than two plotting marks to get the ship info...seems like I'm going to have to do a lot more plots to get a sound idea of course and speed.

Thanks very much. One last thing: I notice the pistol button in the TDC screen does not change when I click it...it just makes a 'click'...but I can't seem to change it back to impact from magnetic. Anyone else had this?

cheers,

Nimmo55

PS: what a great simulation this is!

Nimmo55,
A common problem is people do not open the torpedo door before firing meaning that the torpedo is launched nearly 2 seconds later which can often result in a miss. I manually doo all torpedo doors via the conning tower switches.

The next issue is the AOB is from the target to you and not you to the target.

Use the range plots to calc this and/or the square parts of the ship such as the bridge.

KeldorKatarn has answered the other question (thanks mate :up:)


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