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Old 05-20-07, 03:30 AM   #1
poor sailor
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Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
Default Torpedo realism mod for GWX v.1.03

This mod is originaly made by NYGM team and It's a part of NYGM TW v.2.2
I very much like this mod and only I did is to make a version to work in GWX. I credit the work of original authors of this mod in readme, and not want to tell that I did this mod, only I want to use and to give the other players possibility to have this great mod in GWX. I'm old NYGM player and had a great time with that mod, but now I'm the GWX user and at the moment I have all I want and like from NYGM in my GWX.
Here is a originaly quote by Der Teddy Bar about this great mod:

"The NYGM Torpedo Realism v1 Mod comprises of a three areas. One change is real world change and two are abstract for a realistic real world result.

The real world change is the replication of the Germans Depth Keeping issue that occurred from 1939 to late 1942. This feature (only available with the use of SH3 Cmdr) is where 30% of the time the torpedo will be at the correct depth as set with the TDC and for the other 70% of the time that the torpedo depth will have an error from as little as 0.5 metres up to 3 metres.

The abstract changes are for a desired result and break from historical/real world to achieve a real world result.

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.

So why do it? Because the player knows that by disabling the magnetic pistol and setting the torpedo to a 1metre depth that they will not incur a realistic torpedo failure due to a premature detonation caused the torpedo slamming into the waves or a torpedo veering off course and/or heading towards the sea bed nor will the AI see a electric torpedo.


All the impact/magnetic pistol switch does is to disable only the magnetic pistol. The impact is never disabled. That is, with the magnetic pistol enabled the torpedo will use either the impact pistol or the magnetic pistol.


Pistol Chance for premature detonation per sea state
---------- Rough ---- Medium ---- Calm
Pi1 ---- 40% ---------- 15% -------- 5%
Pi2 ---- 15% ---------- 5% --------- 1%
Pi3 ---- 15% ---------- 5% --------- 1%
Pi4a --- 5% ---------- 1% ---------- 1%
Pi4b --- 5% ---------- 1% ---------- 1%
Pi4c --- 5% ---------- 1% ---------- 1%
Pi4d --- 5% ---------- 1% ---------- 1%
Pi6 ---- 5% ---------- 1% ---------- 1%


NOTE: the deeper the torpedo is set the less the % chance of a premature detonation is.

By permanently enabling the magnetic we increased the chance of a torpedo failure through the use of the magnetic pistol. These torpedo failures include such issues as electric battery/engine and gyroscope issues.

By setting a minimum depth of 3 metres we have for 95% of instances that a torpedo would be used, replicated the real world use. While a torpedo could be set at 1 metre depth, this in all but the most calm sea condition would most likely result in a ‘surface runner’.

As the player quickly gets new torpedoes and as a result pistols the failure rate falls to almost nothing.

As mentioned at the beginning of this section we are aiming for a real world result and that it should be remembered that a 40% chance of failure rate in heavy seas does not always equate to a 40% failure."


I release two version, the first is for clean GWX v.1.03, and another is for use with "My favourite dials mod" in combination.
Link for the first version http://files.filefront.com/GWX___Tor.../fileinfo.html
and for second
http://files.filefront.com/GWX___Tor.../fileinfo.html
Important: to use this mod as should SH3 Commander v.2.7 is must have.

Last edited by poor sailor; 05-20-07 at 04:27 AM.
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