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Old 05-15-06, 02:07 PM   #62
Der Teddy Bar
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Join Date: Jan 2002
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Quote:
Originally Posted by GlobalExplorer
Without doing any extensive testing, I must disagree.

I have only played two patrols, and some test runs torpedoing static ships in La Spezia I had:
- a T3 blown up and sunk - I saw it blow up with my own eyes, just a few hundred meters away - and no credit given
So what does this have to do with NYGM?

Quote:
Originally Posted by GlobalExplorer
a C3 completely disappeared from convoy, almost definitely sunk, about one hour after torpedoeing - no credit given
The "almost definitely sunk" I think sums it up nicely...


Quote:
Originally Posted by GlobalExplorer
I did not:
-reload or anything (I had other sinkings not credted after reloading but I know this a bug)

I might have done a save in between - but not reload - is this forbidden too?
Never caused me any issues.....



Quote:
Originally Posted by GlobalExplorer
NOTE: I believe that my problems might be a particular problem of sinking tankers in ports, because the hull will settle on the ground and not sink.
The 'when' a ship is sunk is still a mystery to me in so far as I have had AG124's Park ship during tests listed as sunk before any part of the deck has been tounched by water and at other times have had the same ship, with the same values when hit in a different location being 2/3rds under the water before being listed as sunk.

There is little NYGM can do about this


Quote:
Originally Posted by GlobalExplorer
But here are the facts.

Attack on docked T2 Tanker from 500-800 m AOB ~90deg:

>two torps in the two bow sections - bow sinks, but ship not sunk
>another two torps the two stern sections - nothing happens except small fire. Stern doesnt even sink.
>a fifth torpedo in the middle - fire goes off and ship is destroyed - out of hitpoints

All torps were set to 11m depth, magnetic impact, and all hit different parts of the ship. I use time compression between torps to see effects of hits.
I have not seen how many HP's the GW ship has. If it uses the NYGM Ship Damage Mod file then it would require 12 torpedoes to run out of HP's.

Quote:
Originally Posted by GlobalExplorer
As said before, I use GW1.1.

And yes, I had other ships which sank fine.

The german destroyers still have the old damage model right? They usually blew up from one torp.
Yes the German ships have not had thier HP raised in the NYGM SD Mod, however they still by default use the NYGM SD values as that is how the game works.


It is obvious that the NYGM Ship Damage Mod is far from perfect, I am not trying to say that it is. Never have, never will.

But as I have always stated... "within the limitations of the SHIII Damage Engine"
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