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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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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
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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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#2 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
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I'm all in favor of the NYGM!
btw, before anyone asks, NYGM = Not Your Grandmother's Mod
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#3 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
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I LIKE THIS-GO FOR IT!
![]() ![]() ![]() Great idea Teddy
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#4 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Gettysburg PA
Posts: 845
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Id use it for sure...considering I never use the magnetic heads on the torpedoes anyway.Only use the Impact setting.
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#5 |
Grey Wolf
![]() Join Date: May 2005
Location: USA
Posts: 978
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too much realism ruins the game
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#6 | |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
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#7 | ||
Grey Wolf
![]() Join Date: May 2005
Location: USA
Posts: 978
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coulndnt you change that with SH3 mini tweeker possibly Quote:
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#8 |
Weps
![]() Join Date: Nov 2005
Posts: 351
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Good simulators can't have enough realism, so every bit we possibly can include is more than welcomed.
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"Gentlemen, we have no choice. Total engagement. Die with dignity." |
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#9 | |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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I find WAW keeps me interested.... cos its online and it feels like i belong to the greywolves - thats the sense of realism where no other MOD can beat. |
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#10 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
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I meant cos we go online to communicated and all contribute to the war. etc.,
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#11 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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![]() As it is, all you need to do is race in on the surface like a bull in a china shop and shoot. The merchant AI is so easy. Then, if an escort is within 20 k's it will head your way, if it is 21 k's away it will do nothing. But as the Lost contact time is only 40 minutes (default is 15) when the time runs out, well before the escort sees you, the escort will actually turn around and resumes its original course. A plane might come, might not either. Of course by now you have sank 5 ships in the space of 2 days all in the same grid, and the merchant ships keep comming the the AI escorts and planes don't. Yep, that can become boaring. So I would arque, that it is the lack of realism in SHIII that goes a long way to making SHIII not as exciting as it could be ![]() |
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#12 | |||
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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You might set the depth at less than 3 metres in very stormy weather when a ship is riding up and down on the crest of the waves. Then your torpedo set at 4 metres could go under the ship. You turned the magnetic pistol off and thus it doesn't explode. You might do it to target an escort with a impact pistol rather than risk a premature explosion. with the magnetic pistol. It should be noted, that the 3 metres was the depth for fair weather and not high sea states. |
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#13 |
Navy Dude
![]() Join Date: May 2005
Location: Finland
Posts: 177
Downloads: 61
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I could possibly use this to a certain degree. Not with every career, not necessarily in every patrol either, so it would be nice if you could have it as an option in realism settings or something. If you don't like it, you could return to default settings without all the fuss. All in all, it depends how good this mod would be. Every mod is a product of the modder and his/hers vision so it isn't necessarily everyone's cup of tea- too tough, too easy. After all, we've had lotsa of these 'realism' 'discussions' here before...
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#14 | |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
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![]() I wonder at what you modders would of done if you had access to the SDK. Boy SH3 would of been interesting to play. |
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#15 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
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