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Old 07-28-12, 04:19 PM   #1
Harald_Lange
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Default A few NYGM Tonnage War Questions

Hope this is the right place to ask this. I thought about tacking onto the current NYGM thread but felt it wasn't related to the actual mod installation.

A few things are bugging me about the awesome NYGM mod, and I suspect its my setup.

The sounds aren't in sync when I hit a ship with an eel or my deck gun. There is about a half-to a one second delay between the hit, and the sound. I appreciate that light travels faster than sound, but is this correct? It just seems a big difference after playing GWX.

I can't select Impact trigger on any of my eels (its Sept/Oct 39).

My eels won't go off! I've lined up numerous 90AOB, range 600-700m shots, and my eels have hit dead middle, but they just won't detonate. Its as if all my eels are duds. Say for example a medium cargo has a draft of 7.8M, I set my magnetic trigger to 8.5m, and they won't detonate. Is this normal or am I 'doing it wrong'?
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Old 07-28-12, 04:28 PM   #2
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I would guess that NYGM uses a delayed-sound mod. The further away from the target you are the longer the sound should take to reach you. The speed of sound at sea level is about 340 m/s, so even at 500 meters the sound of a torpedo explosion should take almost two seconds to reach you. At 1000 meters it's about three seconds.

SH3 is only capable of having one delay setting, so what you have is probably a good compromise. SH4 actually has varying delays.
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Old 07-29-12, 12:20 AM   #3
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Quote:
Originally Posted by Harald_Lange View Post
My eels won't go off! I've lined up numerous 90AOB, range 600-700m shots, and my eels have hit dead middle, but they just won't detonate. Its as if all my eels are duds. Say for example a medium cargo has a draft of 7.8M, I set my magnetic trigger to 8.5m, and they won't detonate. Is this normal or am I 'doing it wrong'?
I don't know if this is the cause of your problem or not, but having a 90 deg. AOB does not equate to a impact of 90 degrees. If you launch when the AOB is 90 deg., the ships has moved on some before the eels hit, and the impact (or torpedo track angle) will have changed.
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Old 07-29-12, 01:59 AM   #4
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Historically magnetic pistols were not allowed for some time because of the malfunctions in them. I think NYGM has this modelled and you can only use the contact pistol until the pistols start working again. Something like December 1942 if I remember correctly is when the Germans finally got the malfunctions sorted out and were able to start re-using the magnetic pistol.
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Old 07-29-12, 05:21 AM   #5
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Thanks for your replies

Quote:
I don't know if this is the cause of your problem or not, but having a 90 deg. AOB does not equate to a impact of 90 degrees. If you launch when the AOB is 90 deg., the ships has moved on some before the eels hit,
Sorry I actually meant the AOB was 90degrees at the time of impact, I'm firing at around a 10degree difference, or whatever the TDC gives me.

Quote:
Historically magnetic pistols were not allowed for some time because of the malfunctions in them. I think NYGM has this modelled and you can only use the contact pistol until the pistols start working again. Something like December 1942 if I remember correctly is when the Germans finally got the malfunctions sorted out and were able to start re-using the magnetic pistol.
Even stranger in that case, as I can only seem to select 'M'. ( In both F3 and F6 screens )
I'm not going mad am I? I stands for Impact and M stands for Magnetic right?


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Old 07-29-12, 10:29 AM   #6
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I googled this:

http://forums.ubi.com/showthread.php...-select-Forums

I guess one has to read NYGM readme file if one wants to get a grip on this thing...
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Old 07-29-12, 12:40 PM   #7
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Quote:
Originally Posted by sublynx View Post
I googled this:

http://forums.ubi.com/showthread.php...-select-Forums

I guess one has to read NYGM readme file if one wants to get a grip on this thing...
I did find something myself, it goes some way to explaining it for me:

Quote:
The abstract changes are the permanent use of the magnetic pistol and a minimum depth restriction on the
torpedoes. The real world result that we desire is to replicate through these are the early war high fail rate on
the torpedoes as well as a more realistic use of the torpedo in heavy seas.
I'm not sure how I should treat this though? So I set my torps in the usual way for magnetic trigger, just slightly below the draft of the target?

The thread you linked to reads like they've set the trigger to be multi-purpose, and that can't be the case.

Guess I'll just keep trying, out of 10+ torpedoes fired over 2 patrols, not a single one had detonated :-/
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Old 07-29-12, 01:39 PM   #8
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Quote:
Originally Posted by Harald_Lange View Post
I'm not sure how I should treat this though? So I set my torps in the usual way for magnetic trigger, just slightly below the draft of the target?
I would do what the Germans did when they found out their torpedoes didn't work - try the easier shots. That means impact hits at a 90 degree angle and not trying for the magnetic explosions. Magnetic torpedoes were modern high tech weaponry in 1939. Maybe doing it the old fashion way will help you. 90 degree, depth 2 - 4 meters for most targets.

Quote:
Originally Posted by Harald_Lange View Post
The thread you linked to reads like they've set the trigger to be multi-purpose, and that can't be the case.

Guess I'll just keep trying, out of 10+ torpedoes fired over 2 patrols, not a single one had detonated :-/
I think the pistols might be multipurpose. Once I lived to late 1943 and decided to try hitting with an acoustic torpedo the old fashioned way. The target was too slow for the acoustic mechanism to work, so I just fired it like a regular torpedo. No problem, as long as the angle is good. I have never tried shooting a magnetic torpedo like a regular one, though, so I don't know this for sure. There is only one way to find out... Experiment.

Your failure with the torpedoes is frustrating, however that is what it was like in 1939 - 1940 for some unlucky boats. Many boats were even found out right after firing the torpedo - it detonated too soon or became a surface runner giving the position of the boat away and many boats were lost this way.
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Old 07-29-12, 01:52 PM   #9
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Really appreciate the detailed advice sublynx.
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Old 07-29-12, 02:39 PM   #10
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No problem Hopefully someone more familiar with NYGM can help you some more.
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Old 07-29-12, 03:07 PM   #11
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Quote:
Originally Posted by Harald_Lange View Post
I can't select Impact trigger on any of my eels (its Sept/Oct 39).
My eels won't go off! I've lined up numerous 90AOB, range 600-700m shots, and my eels have hit dead middle, but they just won't detonate. Its as if all my eels are duds. Say for example a medium cargo has a draft of 7.8M, I set my magnetic trigger to 8.5m, and they won't detonate. Is this normal or am I 'doing it wrong'?
You can't Change detonators.
It's set to magnetic to simulate torpedo failures which doesn't happen with impact detonators.
Magnetic detonators works as impact detonator too. It's all about setting depth.
Some times magnetic detonator won't go off even if it barely dives under the keel.
Also if you use h.sie's torpedo failure fix you should take weather into account too when changing torpedo depth.

With NYGM you get torpedo failures, it's part of game.
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Old 07-31-12, 07:07 AM   #12
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Quote:
Originally Posted by Sailor Steve View Post
I would guess that NYGM uses a delayed-sound mod. The further away from the target you are the longer the sound should take to reach you. The speed of sound at sea level is about 340 m/s, so even at 500 meters the sound of a torpedo explosion should take almost two seconds to reach you. At 1000 meters it's about three seconds.
In reality you should get 2 sounds from far away explosions - One from within the sub would be first (sounds travels at approx 1000mps at sea level underwater), and then the slower surface sound, when standing on the bridge.

we can only wish
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Old 08-01-12, 02:40 PM   #13
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Quote:
Originally Posted by Obltn Strand View Post
You can't Change detonators.
It's set to magnetic to simulate torpedo failures which doesn't happen with impact detonators.
Magnetic detonators works as impact detonator too. It's all about setting depth.
Some times magnetic detonator won't go off even if it barely dives under the keel.
Also if you use h.sie's torpedo failure fix you should take weather into account too when changing torpedo depth.

With NYGM you get torpedo failures, it's part of game.
Thanks!
No joy, NOTHING is going off As far as the TDC is concerned I'm 'doing it right' as I can hit most stuff with GWX.

I'll do some reading on the forum, I'm missing something. (Pardon the pun)
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Old 08-01-12, 05:40 PM   #14
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Quote:
Originally Posted by Harald_Lange View Post
Thanks!
No joy, NOTHING is going off As far as the TDC is concerned I'm 'doing it right' as I can hit most stuff with GWX.

I'll do some reading on the forum, I'm missing something. (Pardon the pun)
Good fire solution is nice. Then I got 4 premature explosions in a row.
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Old 08-02-12, 04:52 PM   #15
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4 premature detonations you say?

I just tried again, I lined the shot up, set a spread of 4 eels, at about 5 metres depth. Fired them (admittedly the sea was choppy, but not rough), and they ALL detonated seconds after they left the tubes. Just 4 bangs, no sign of the torpedoes.

I can only think now that I have a faulty install, as this is blooming ridiculous.
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