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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#11 |
GWX Project Director
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HEY, KPT. LEHMANN!!! HOW COME THAT SHIP WON'T SINK!!!
Read on... very important! GW incorporates the NYGM ship damage model beta 0.1.39 It is a work of GENIUS on Teddy Barr's and the NYGM team efforts. Ships now sink by flooding and take varying times to sink. Sometimes this means 15 minutes, sometimes this means hours. It also removes the certainty of knowing whether or not you have caused enough damage to sink a vessel... this is a good thing and can cause all kinds of interesting situations!!! It is also still a work in progress and things will get better given a little time. If I need to I will reduce hit-points and create a patch that will be included in the first GW Update. This would be a "bandage" of sorts that for certain ships would mean basically nullifying the NYGM damage model, but for most ships this will be unecessary. The GW Team will stay up to date with the NYGM ship damage model inasfar as is possible and as long as the GW mod is supported. No ship is "unsinkable" in GW or in the NYGM ship damage models. Some ships like the small tanker are very hard to sink at the moment. The hit points for all vessels in GW have been raised in line with the NYGM ship damage model. Once again I will review the .zon files before releaseing an update patch for GW. Also, in line with realistic modelling aims GW has reduced the damage potential of the deck guns which is explained below. Armor piercing rounds have been removed from the GW mod as our research indicates that typically the only type of round carried by the U-boats was "HE" or "High-Explosive." Furthermore, the crew when ordered to the deck gun takes time to load the first shell... instead of the instant BANG you got in stock SH3. A little compromise we made too was including 20 starshell lumination rounds per boat and extended the range of the starshell closer to the range of a standard HE round. In real life you can shoot one just as far as the other... I've done it. A side effect of this is found in the Academy Naval Artillery missions. You don't have enough ammunition to pass the test. This was a trade-off that may get better with the GW update in a few weeks. (If I come up with a good temporary band-aid for this problem I will upload it for everyone early.) There has been no other mod that has even approached the sinking time issues that Teddy Barr and the NYGM team are successfully addressing. I am CERTAIN that many many hours went into its development. Like Captain America's gauge fix mod, using it for the sake of common sense becomes mandatory in light of the utterly fake way that ships sink in stock SH3. We ditched our own entire custom ship damage model and much hard work as a result. Even more... the NYGM ship damage mod in my opinion has successfully NULLIFIED the deck-gun reload time debate by making it a matter of ammunition/damage output totality instead of any worry of posessing an "uber" deck gun. I have been a proponent of this for some time and have been chastised by someone before who completely dismissed my seven years of artillery and heavy weapons experience as totally irrelevant. Though I was not a U-Boat deck gunner myself, general artillery concepts DO apply! Also,you must inderstand that U-boat deck guns are LIGHT artillery weapons. I think that people in general do not fully understand what it would mean to shoot-up a great big ship with what amounts to a pop-gun. (22 rifle versus floating garbage can if you will... it will sink but will take some time to do so.) In GW and NYGM you really need to consider the deck gun to be a SUPPLEMENTAL weapon used to sink small vessels and/or assist in sinking ships that have been damaged by torpedos already. (Make sure you aim below the waterline... hits above the waterline will reduce the hit points of the vessel... but not assist in its "rate of sink" or "floatability.") |
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