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Old 06-18-06, 08:21 PM   #9
Der Teddy Bar
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Join Date: Jan 2002
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Quote:
Originally Posted by sergbuto
Five torpedoes with no duds + deck gun shelling to sink a medium cargo? I see why you are having fun. Because it would be more boring in RLT. Would take a couple of torpedoes to kill the thing.
I believe if you were to read the NYGM Ship Damage Mod read me then you may conclude that this is not a NYGM feature, but a result of a so-so damage model and up to 10+ ships all sharing the same zones etc. At least that is what I hope

We hope that the community will help address this issue by taking up the challenge to configure the NYGM re-zoned ships. These ships are for anyone. We have no restrictions on who uses them, or in what mod they are used, or with what values. The only catch is we can use them with appropriate credit for the zone values.

Also additionally...
Some additional information on how damage works in SHIII.

If we have 2 zones that are 3 x 3 metres which are directly behind each other and each zone can only be directly ‘hit’ from one side. The armour value on the 1st zone we have set so that only a depth charge of maximum HP will cause any damage and on the 2nd zone the armour value is setup so that it can be damaged by all depth charges.

For this exercise the depth charge will explode 10 metres from the zone and has a maximum radius of 15. Again, each zone can only be directly ‘hit’ from the side that it is on. The maximum HP is 240, but the actual HP is 200.

Zone 1. A depth charge goes off next to the 1st zone that is of 200HP and as a result no damage is done.
Zone 2. A depth charge goes off next to the 2nd zone that is of 200HP and as a result damage is done.

Here is where the SHIII DM falls apart…

As the depth charge defeated the armour of the 2nd zone, the depth charge will now damage the 1st zone as it is within the 15 metre radius.

That is because each zones armour value is not calculated; only the value of the 1st zone encountered is.

A classic example of this was with the NYGM Aircraft Damage Mod. After configuring it all up and being happy with it I could not for the life of me understand why the Fuel Bunker kept going BOOM when it had such high armour as to not be penetrable. It ends up that the zone PlaneSmoke, a non damage zone, one used to create visual effects, was allowing the bullet through and as explained above, after that it was BOOM.

This is why, even when I can create zones at will for the ships, the aircraft and the u-boats that it is still so difficult to make a great Ship Damage Mod.

So that is why the scope is now getting less damage as the conning tower has a higher armour and HP and the periscope is now behind that zone.
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