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View Poll Results: Would you consider using the NYGM Keel Mod | |||
Yes I would use the NYGM Keel Mod |
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50 | 74.63% |
No I would not use the NYGM Keel Mod |
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17 | 25.37% |
Voters: 67. You may not vote on this poll |
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#1 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
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Guys,
Though the 100% sinking, 100% of the time from an under keel detonation has been removed from the NYGM Ship Damage Mod, the under keel detonation can still have a more powerfull punch than does the impact. All within the contraints of the game, I can only do so much. For each class of ship, for example, the Coastal, every Coastal ship’s draft is always exactly 6.9 metres, never varies. Obviously the C3’s is 9.0 etc. What I am proposing is to create a NYGM Keel Mod where a class of ship will have up to 6 keel depth variations. For example, a Coastal Merchant may have the default keel depth of 6.9, as well as 6.4, 6.7, 7.2, 7.5 & 7.75. In game, the recognition will not show separate ships with separate keel depths. These keel variations are to simulate different cargo loads. 1. The game does not model depth keeping issues for torpedos - issue caused a torpedo to run up to 2.7+ metres deeper than set 2. The game does not have a minimum depth for torpedos - real world a torpedo had a very high chance of being a surface runner when set to less than 3 metres 3. The game does not model surface runners etc. 4. We cannot disable the magnetic pistol for torpedos So what does this proposed NYGM Keel Mod add? 1. It again adds uncertainty, it makes the player ‘Look’ at the ship he is attacking instead of ‘yep that a Coastal’ and going straight off to the torpedo screen to set the depth at 7.9. 2. It makes him consider should he chance a better result with the magnetic pistol or should he make sure with either 2 torpedos (1xM & 1xI) or should he just go impact? As it is now, it is monkey see monkey do, once the speed is worked out we have the easy results coming back. 3. It replicates that a ships keel depth is dependent upon it load 4. It goes some way to address the perfect depth keeping abilities of the torpedo – depth errors are not implemented. The German torpedos could end up as much at 2.7+ metres below the specified depth. In game examples... Keel depth at 5.9 ![]() Keel depth at 6.9 <== Default ![]() Keel depth at 7.9 ![]() |
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