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Old 12-15-06, 06:27 PM   #1
gouldjg
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I just wanted to clarify that Vonhelsing did 90% of the work on the new damage model in GWX and I only did about 10% and then had to leave the team.

I am saying this because I know that Von deserves all the credits that he gets regarding the new work done on the damage model for the last six months.

GWX were too kind by mentioning me as a contributor but in reality, they were left in the lurch and Von had to spend 6 months doing the work that was meant for two persons.

Please give him “a well done mate sign” if you like the new stuff he has provided.

I know that he had to look at almost every ship in a one by one fashion and that he spent hours upon hours tweaking things over the lat 6 months.

My hat goes off to people like von as I know first hand how hard things can be for new comers.

Well done Von, you are the damage master in my book and deserve every minute bit of praise.
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Old 12-15-06, 06:34 PM   #2
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Might big of you gouldjg to say that.

I say to ALL contributors, no matter what thier contribution, THANKS!!

I know I enjoy TGW 1.1a..... GWX will probably keep me hooked for MONTHS!

Now if my new PC would have shipped in time...Im not getting it until monday, and I was waiting for IT to arrive so I could make a fresh load of SH3 and GWX the FIRST thing on its shinny new HDD platters!
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Old 12-15-06, 06:47 PM   #3
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I will use this opportunity to applaude von for his damage model. (Since I have actually tried it)

Its the best damage model I have seen in SH3, but that isnt enough, as there haven`t been that many good ones. This one is just mega.

I posted something along these lines in the beta forum a while ago, since you can add beautiful ships to the game (oh, they are stunners), but the one thing that improves the experience most is a good damage model. Sinking ships is what we do, right?

The best thing about this is that you dont even have to take my word for it, just see for yourselves tomorrow.

(von seems to be a pretty darned great guy too, not that thats important re damage)


Damn it: I feel I have to add the U-Boat behavior to this, although its an different matter. Prepare to have more things to keep track of. Great job, Darth Lehmann!
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Old 12-15-06, 07:36 PM   #4
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Yes Von has made a great damage model
Dont belittle your contribution gouldjg

Every bit helps in a team effort

Having said that Von has worked his nutz off the last few months and deserves to sit back and enjoy the game
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Old 12-15-06, 08:26 PM   #5
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Well gouldjg, it was our conversations that helped me start in the first place. IMHO your greatest contrivution to the community was the Holwood DM for the Uboat, the model in which the principles of Uboat DM of GW1.1a was ocnstructed upon. And guess what was one of those few things that went to GWX almost untouched...

Regarding the damage model, I was pretty pleased that the Beta Testers liked it. But, you know the best testimony that the ship and aircraft is OK, will be actually the *lack of comments*. If it looks normal and accurate, then the majority of the players will never bother to comment. That would be the ultimate reward for me.

I admit that I'm alittle burned out with damage and physics (collision) modelling, but the building of the armoured cruiser G. Averof and the Late War Sensors Mod helped me stay on top of things.

It was a great experience working with you guys. Now let's go add some TIE fighters escroting the Bismark :rotfl:
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Old 12-15-06, 09:07 PM   #6
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As a Beta Tester I have to say that the Damage Model is absolutelly Brilliant. The explosions, the fires, the smoke and the way ships go down is fantastic. I think that the merge of the flooding (NYGM) style sinking with the actual big bang type is matched in a very accurate way, that gives the player a unique experience every time. I mean I have fired at the same ships a number of times and they all go down in a different way. Some blow up and vanish within seconds in a fiery inferno while others stay in the surface listing up until they go down in a quiet manner. In my opinion it is this diversity that gives the GWX Damage Model the edge. You always have the feeling that 'yes that's the way ships used to sink during WWII'. A big thumbs up to Von and the rest of the team for a job well done

Thanks guys.

PS As far as the TIE Fighters in the Bismark mission. I'm with you Von and upport you 10000% as long as they are TIE Interceptors, my favourite ones from the Return of the Jedi
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Old 12-15-06, 09:25 PM   #7
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Re yuur quote below, I would ask if you can give any comparison between GWX and NGYM damage, I've heard all about the GWX eye candy , but this is my main point of interest I'm trying to get a handle on how GWX has modeled damed ships sinking ships, smoke, fires, and secondary explosions

Quote:
Originally Posted by stabiz
I will use this opportunity to applaude von for his damage model. (Since I have actually tried it)

Its the best damage model I have seen in SH3, but that isnt enough, as there haven`t been that many good ones. This one is just mega.

I posted something along these lines in the beta forum a while ago, since you can add beautiful ships to the game (oh, they are stunners), but the one thing that improves the experience most is a good damage model. Sinking ships is what we do, right?

The best thing about this is that you dont even have to take my word for it, just see for yourselves tomorrow.

(von seems to be a pretty darned great guy too, not that thats important re damage)


Damn it: I feel I have to add the U-Boat behavior to this, although its an different matter. Prepare to have more things to keep track of. Great job, Darth Lehmann!
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Old 12-16-06, 03:23 AM   #8
VonHelsching
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rascal101,

The basic part of damage modeling is damage itself and they way the ships are destroyed / sunk, and also the most difficult and most consuming part. The way the SHIII works, there is a fine balance between sinking by flooding and structural integrity loss. This is where I worked the most. Also, in conjuction with the type of cargo carried.

Basic things that the GWX DM addressed include:

1) That hitting a ship with a second torpedo in the same spot inflicted real damage. In real life there were many similar cases and such a hit resulted in even more damage, since the second torpedo had the chance to inflict even more "internal" damage. It might not enable additional flooding, but severe damage was sustained. This has been brought back through the GWX Damage Model. This way the player can be assured that even gargantuan size merchants can be destroyed with a reasonable amout of torpedoes. At the same time, GWX is moving away also from the stock damage model, through tweaks beyond the scope of this manual.

2)That hitting a ship with the deck gun in places other than under the waterline inflicts damage. No one can argue that a hit in the command deck of a merchant ship would result in severe damage and loss of coordinated control (along with the command deck crew). Also multiple hits on the deck, the cargo or other parts of the superstructure and the hull above the waterline contributed to a real life damage and havoc that cannot be ignored, and in many cases to the loss of the structural indegrity of the ship. This has been modeled in the GWX model, retaining also the flooding by hits under the waterline.

3)Flooding of the compartments takes place within a reasonable amout of time. In real life Uboat captains rarely stayed beside to their pray waiting for the ship to sink; their priority was to leave as soon as possible before Allied airplanes or warships appeared. In multiple cases, Uboat fired salvos,some explosions were heard while the Uboat tried to evade detection by escorts and the fate of the hit merchant ships was never known. Of course there were cases in real life where ships stayed afloat for days before sinking. These are the kind of stories the Allied WWII media loved, and that is why they are well known. It must be noted that these were the exceptions that confirmed the rule: Most ships received salvos of at least two torpedoes, in order to cover the possibility of a miss. Most of the ships did not require more than two torpedoes.

4) Also magnetic torpedos can break the keel of the ship more often (not so often like stock though)

Work was also done regarding effects. Now, more things explode and fly from the ship's deck
Lastly, a lot of tweaks and corrections were done to ships made from modders outside the GWX Dev team regarding their physics models (collision mesh).

Von
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Old 12-16-06, 04:17 AM   #9
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Quote:
Originally Posted by VonHelsching
rascal101,


Most ships received salvos of at least two torpedoes, in order to cover the possibility of a miss. Most of the ships did not require more than two torpedoes.


Von
In SH3 + GW, in the torp controller, there is a switch to choose one torp or a salvo. Is it possible to pick the number of torps you wish to use if you want a salvo, but don't want to, say, fire all 4 tubes in a VII? If so, I haven't figured out how to do that.

Last edited by Kiwi Commandant; 12-16-06 at 09:43 AM.
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Old 12-16-06, 04:53 AM   #10
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There is a big rotating button on he top left where you choose how many and which tubes are concerned by the salvo shot. Besides that you have on the right a needle to decide for the spread angle.
If you fire a 2 torp salvo with a 2 degree angle, each will hit 2 degrees left or right of your aiming point. If 3 torps are fired, one will be on the spot and the two other 2 degrees left and right.

Edit : after re-read this is the layout of the slideout I have at periscope and UZO. In TDC viex it is down and not top. Couldn't remember as I don't use the TDC view since I have all controls as slideouts.
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Old 12-16-06, 09:14 AM   #11
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A Big thumbs up to VON
Besides all of the intitial work, He was tireless and receptive (as the whole dev team was) on the testing board. Their actions and responses there showed us testers that we wern't just there for a formality or "rubber stamp".
Iv'e tried the majority of the differen't mod "damage models" availuable. I might still be too 'noobish' to articulate what the major differences are, but IMHO the one he has done has the best in game results for me personally.
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Old 12-16-06, 09:41 AM   #12
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Quote:
Originally Posted by VonHelsching
........ but the building of the armoured cruiser G. Averof and the Late War Sensors Mod helped me stay on top of things.........
VON,
came across this beauty----if you ever want to compliment your Computer modeling and have the time.
http://steelnavy.com/YSMPAveroffJB.htm
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Old 12-16-06, 10:16 AM   #13
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Quote:
Originally Posted by U-snafu
Quote:
Originally Posted by VonHelsching
........ but the building of the armoured cruiser G. Averof and the Late War Sensors Mod helped me stay on top of things.........
VON,
came across this beauty----if you ever want to compliment your Computer modeling and have the time.
http://steelnavy.com/YSMPAveroffJB.htm
Great details. This is though as I recognise it, the WWI armament. If I have the time...
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Old 12-16-06, 12:43 PM   #14
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Quote:
Originally Posted by gouldjg
I just wanted to clarify that Vonhelsing did 90% of the work on the new damage model in GWX and I only did about 10% and then had to leave the team.

I am saying this because I know that Von deserves all the credits that he gets regarding the new work done on the damage model for the last six months.

GWX were too kind by mentioning me as a contributor but in reality, they were left in the lurch and Von had to spend 6 months doing the work that was meant for two persons.

Please give him “a well done mate sign” if you like the new stuff he has provided.

I know that he had to look at almost every ship in a one by one fashion and that he spent hours upon hours tweaking things over the lat 6 months.

My hat goes off to people like von as I know first hand how hard things can be for new comers.

Well done Von, you are the damage master in my book and deserve every minute bit of praise.
Very well put and said gouldjg....my congratulations and gratitude to you both
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