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View Poll Results: Would you consider using the NYGM Keel Mod
Yes I would use the NYGM Keel Mod 50 74.63%
No I would not use the NYGM Keel Mod 17 25.37%
Voters: 67. You may not vote on this poll

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Old 01-08-06, 08:55 PM   #1
Der Teddy Bar
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Default Realism, do you really want it -now includes in game images

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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Old 01-08-06, 09:08 PM   #2
Marhkimov
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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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Old 01-08-06, 10:44 PM   #3
HEMISENT
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I LIKE THIS-GO FOR IT!


Great idea Teddy
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Old 01-09-06, 02:17 AM   #4
CWorth
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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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Old 01-09-06, 02:25 AM   #5
gdogghenrikson
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too much realism ruins the game
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Old 01-09-06, 02:26 AM   #6
Marhkimov
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Quote:
Originally Posted by gdogghenrikson
too much realism ruins the game
Well, Teddy Bar calls it realism.... but neverminding what he calls the NYGM, it looks fun to me...
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Old 01-09-06, 02:59 AM   #7
gdogghenrikson
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Quote:
3. The game does not model surface runners etc.
Interesting, you're right, it doesnt (I just check for myself)
coulndnt you change that with SH3 mini tweeker possibly

Quote:
real world a torpedo had a very high chance of being a surface runner when set to less than 3 metres
why would you want to set it <3 meters?.........enlighten me
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Old 01-09-06, 04:33 AM   #8
Krupp
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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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Old 01-09-06, 06:40 AM   #9
kiwi_2005
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Quote:
too much realism ruins the game
True, im bored to death with RUB 1.45, Im bored to death with 100% realism that i now play with officer help cos im bored to death configureing and setting up the boring targets....

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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Old 01-09-06, 06:41 AM   #10
kiwi_2005
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I meant cos we go online to communicated and all contribute to the war. etc.,
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Old 01-09-06, 06:58 AM   #11
Der Teddy Bar
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Quote:
too much realism ruins the game
I think that SHIII's lack of realism in so far as the AI is as thick as a lump of 4x2, the airplanes are even thicker, say a lump of 4x4, the escorts have their moments, mostly through cheating and then there is no overiding AI to simulate Coastal Command. All this goes a long way to making SHIII not as exciting as it could be.

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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Old 01-09-06, 07:06 AM   #12
Der Teddy Bar
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Quote:
Originally Posted by gdogghenrikson
Quote:
3. The game does not model surface runners etc.
Interesting, you're right, it doesnt (I just check for myself)
coulndnt you change that with SH3 mini tweeker possibly

Quote:
real world a torpedo had a very high chance of being a surface runner when set to less than 3 metres
why would you want to set it <3 meters?.........enlighten me
Surface runners and faulty depth keeping are not modelled in SHIII. Sadly, we can fired in any sea state.

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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Old 01-09-06, 07:56 AM   #13
Detritus
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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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Old 01-09-06, 08:56 AM   #14
kiwi_2005
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Quote:
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.


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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Old 01-09-06, 09:11 AM   #15
Letum
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Sounds great!
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