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Old 06-17-06, 11:59 AM   #1
kholdstayr
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Default nygm mod is fun!

I was just playing my first patrol with the NYGM mod. I was playing as a Type IX and I had found a medium convoy in the BF15 area. It was only escorted by two destroyers. My initial approach wasn't too good so I was only able to get really close to a medium cargo ship (as they are called in NYGM). There were some juicy tankers but I wasn't close enough to them and I just wanted to at least kill something. I fired two torpedos at the medium cargo, which was less than 1000m away. I then fired two more torps at a distance tanker, about 1700m away, but I missed both because of the distance and since I use manual TMA and my TMA solutions are often not too great. However, in my periscope I saw that both my torpedos hit on the medium cargo. I then dove at flank speed to get away from the inevitable destroyer assault.

The actual destroyer attack wasn't as bad as I had expected. I was used to trying out the practice mission that comes with NYGM, which sets you up with three angry destroyers. I haven't been able to complete that practice mission yet. Anyway, the two destroyers found me and started their depth charge runs, but since the water was around 200m deep I seemed to be fairly safe. After a bit of evasion, I decided to try something..... unrealistic I guess. I got bored of waiting for the destroyers to go away so I went as deep as I could without scraping on the bottom, set my speed for 1 knot, and used time compression. It worked, after about an hour and a half or so on time compression the destroyers got bored of me I guess and left.

Can destroyers in this game run out of depth charges? Maybe that is why they had left. Either that or the depth I was at maybe put me below their ASDIC cone. After they had left I went to periscope depth and saw the medium cargo vessel that I had hit earlier, now about 4000m away. The stern of the vessel was sunk into the water from the two torpedos I had fired earlier. I closed on the vessel and fired one torpedo. The torpedo hit the stern of the vessel and didn't appear to add any more sinking damage to the ship since that is where my other torps hit earlier. So then I attacked the nose of the ship with two more torpedos. They hit and the ship started to sink even more. I decided that I should put it out of its misery, so I surfaced and deck gunned the water line at the bow of ship, which is where the ship appeared to have some bouyancy left. Finally it really started to sink and I got credit for the kill.
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Old 06-17-06, 12:12 PM   #2
theluckyone17
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I had a DD last night run out of depth charges, trying to sink me. I was just north-north-east of Ireland, where the water was running about 50-60m deep. He made several runs at me, dropping all of his depth charges (nerve wracking experience in my armchair, much less in an actual Uboat). He apparently ran out of DC's, since he stopped dropping them. He continued to make the runs, though... circling around, ASDIC'ing me, passive listening, then charging straight over my position.

I was deep enough that I could run silent at ~2 knots, but not deep enough to avoid his pings. Just after using his ASDIC, he'd make the run at me, without dropping. Fairly sure he knew exactly where I was, but couldn't attack.

I headed for a section of deep water, reached it, and dropped below his ASDIC scan. Once he left, I surfaced, only to get spotted by an aircraft and forced to dive again. 'Course, the DD returns to the area, trying to find me, and apparently couldn't (sailed off again). No DC's dropped here, either.

His technique was working as long as he could detect me... by staying around me, he kept me submerged. Keep that up indefinitely, and I was going to run out of air or battery or both. Keeping an eye on those gauges kept me nervous 'til I could shake him.
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Old 06-17-06, 02:06 PM   #3
Der Teddy Bar
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Great feed back guys and a good read!

Yes the escorts are not impossible, but they sure do need some respect

WhooHoo!!! No more attacking a convoy, speeding off while reloading and attacking the comvoy again before brunch

I think it is great how now it is more important to remain undetected in the first instance instead of charging in like a bull in a china shop with little regard for the escorts.

Go the Good Guys!!
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Old 06-17-06, 03:12 PM   #4
Seminole
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Quote:
Originally Posted by theluckyone17
I had a DD last night run out of depth charges, trying to sink me.
I was wondering if that possibility was modeled into SH3. Good news to hear.
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Old 06-17-06, 04:42 PM   #5
Der Teddy Bar
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Quote:
Originally Posted by Seminole
Quote:
Originally Posted by theluckyone17
I had a DD last night run out of depth charges, trying to sink me.
I was wondering if that possibility was modeled into SH3. Good news to hear.
Default SH3 inclusion
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Old 06-17-06, 05:46 PM   #6
kholdstayr
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They do seem to run out of the depth charges but the destroyers have no problem sticking around after they run out. Thats how I keep losing in the practice mission with the three destroyers that attack. I can get them to run out of charges but they keep me down and don't let me back up.

Luckily in the convoy attack I was over on the starboard side of the convoy and the two destroyers were way off on the port side, which allowed me to get in pretty easily. After my torps hit though the sonar operator reported a minute or two afterwards that the destroyers were closing fast. They definitely responded right away but since there were two of them and a somewhat deep ocean bottom I was fine.
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Old 06-18-06, 03:30 AM   #7
sergbuto
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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.
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Old 06-18-06, 10:35 AM   #8
CCIP
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I think that's a deficiency in the damage zone modeling that NYGM hasn't been able to deal with - if you hit the same areas of the ship with multiple torpedoes, it will be pretty ineffective.

I'm actually slowly learning how to hit ships in the critical zones or make them sink by hitting different parts, so it rarely takes me more than a couple of torpedoes now. Never went up to 5 fish per ship yet! (curiously, that happened to me at least a couple of times in default SHIII though, 5 torpedoes to sink a ship that is)
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Old 06-18-06, 08:21 PM   #9
Der Teddy Bar
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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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