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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 | ||
Admiral
![]() Join Date: May 2005
Location: Berlin
Posts: 2,015
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I have only played two patrols, and some test runs torpedoing static ships in La Spezia I had: - a T3 blown up and sunk - I saw it blow up with my own eyes, just a few hundred meters away - and no credit given - a C3 completely disappeared from convoy, almost definitely sunk, about one hour after torpedoeing - no credit given I did not: -reload or anything (I had other sinkings not credted after reloading but I know this a bug) I might have done a save in between - but not reload - is this forbidden too? Quote:
NOTE: I believe that my problems might be a particular problem of sinking tankers in ports, because the hull will settle on the ground and not sink. But here are the facts. Attack on docked T2 Tanker from 500-800 m AOB ~90deg: >two torps in the two bow sections - bow sinks, but ship not sunk >another two torps the two stern sections - nothing happens except small fire. Stern doesnt even sink. >a fifth torpedo in the middle - fire goes off and ship is destroyed - out of hitpoints All torps were set to 11m depth, magnetic impact, and all hit different parts of the ship. I use time compression between torps to see effects of hits. As said before, I use GW1.1. And yes, I had other ships which sank fine. The german destroyers still have the old damage model right? They usually blew up from one torp.
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#62 | ||||||
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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There is little NYGM can do about this Quote:
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It is obvious that the NYGM Ship Damage Mod is far from perfect, I am not trying to say that it is. Never have, never will. But as I have always stated... "within the limitations of the SHIII Damage Engine" |
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#63 | |||
Blade Master
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A ship will only of the Flotability= exceeds what is required to make the ship sink Quote:
Now I have to say again, ALL of this is explained to the end degree in the NYGM user manual. Cheers, Teddy |
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#64 | |||
Admiral
![]() Join Date: May 2005
Location: Berlin
Posts: 2,015
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I don't know why you are trying to read between the lines to prove that the mistake was on my side, not on the mods. If I am getting at your nerves, and I think I do, just let me know, and I will not post any more experiences with NYGM. Your mod is cool, and I think you will succeed with V2, but I know what I've seen and I've seen that the current version is not working for me (yet).
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#65 | |||
Blade Master
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And as afar as the ship should have sunk, well... you have not shown me any credible evidence that you were not credited when a ship sank. Quote:
It appears to me that you have made your mind up and that is it. The fact that mine and many others experiences are different does not matter to you. If you want a one sided discussion fine, but address your posts to someone else. If you want to discuss, i.e. where I don't have to agree with you but can still respect your opinion, the NYGM SD V1 with me, I am more than happy to do so, but as long as you have read the read me file and have understood it. I keep saying read the read me file as I am certain that I explained the process, the issues, the compromises, the warts and all of the NYGM SD Mod. I have openly admitted the faults of the NYGM Ship Damage Mod from before it was released, I made it clear in the read me file, I have posted it numerous times. I think the best idea is to remove the NYGM Ship Damage mod all together. |
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#66 | ||||
Admiral
![]() Join Date: May 2005
Location: Berlin
Posts: 2,015
Downloads: 165
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I think we should all check the tone we are talking with each other I am directing this to myself as much as to DTB or anybody else. I am not thinking about uninstalling anything - NYGM will hopefully stay with me for a long time - and I will continue to support fine mod efforts like this. This is a very complex mod, so it probably needs a longer testing period before it is working in a satisfying way. So the little problems some people are having are anything but unexpected. I suggest the TW team find someone who can rewrite the documentation, to more simply and comprehensibly point out the problems and requirements of the sinking mod. GE
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#67 |
Rear Admiral
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I just intergrated this damage model for ships into my own "home brew" mod package last night and i really got to hand it to the NYGM. Well done. This mod really puts some of the zest back into SH3 for me. The unrealistic tonnage you could reap before always bugged me in more ways then i care to list, so this really put back my enthusiasm to sink ships. My only complaint is wondering why i didnt try this mod earlier.
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#68 | ||
Blade Master
![]() Join Date: Jan 2002
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May I suggest that you consider our Sensor updates at a slightly quicker pace ![]() |
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#69 |
Swabbie
![]() Join Date: May 2006
Posts: 10
Downloads: 26
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gotta love ur mod...
i actually gave up on sh3 since i was expecting more when i got it months ago, but with ur mod it made the game alot better than before and give me reason to play it =) i think i am lucky so far.. take avg 2.5 to take out a large tanker/cargo but i did have some problem with the escorts... if i hit the DD at the stern or the bow they usually go down within an hour when it hit in the center/engine room area it doesn't even sink it would just stay dead in the water and doesn't look like it is flooding at all i stay on external to watch it for 4-5 hours... it have happen a around 3 times first 2 times was c-class, and the last one was a tribal i set the depth of my torp to be 5meters once again thank you for all the hard work you have put in.. Last edited by boshunter; 06-03-06 at 02:40 PM. |
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#70 |
Rear Admiral
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Ok i have to ask, what exactly did NYGM do to these ships besides make them sink by flooding?
1.) Draft is off. (or was there an updated RecManual that i forgot to use? ) I set up a perfect 90 shot on Large tanker (aka T3), and watched my fish sail clean under it at 13 meters and not detonate under whats supposed to be a 12 meter draft. 2.) Gunners on these ships seem alot more accurate then i recall them being. 3.) WHere's the cargo? Decks are empty. |
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#71 |
Navy Seal
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Points 1 and 3 are intentional I believe. The draft is to help throw off the clearly over-effective magnetics, and the cargo... Teddy thought that it's far too unrealistic for all the ships to have so much on decks, so he took it off most of them.
As for 2 - eh? I always saw the opposite with NYGM. :hmm: |
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#72 | |
Blade Master
![]() Join Date: Jan 2002
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All magentic torpedos exploded under the ship when set to exactly 13 metres. Of course all tests were concucted in 0mps conditions. |
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#73 | ||
Rear Admiral
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edit: Quote:
Last edited by Ducimus; 06-09-06 at 12:49 AM. |
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