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Old 10-14-06, 06:45 PM   #1
Nimmo55
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Join Date: Mar 2004
Posts: 71
Downloads: 41
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Default 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
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