SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

View Poll Results: No underwater external repairs, are you ready?
Bring it on. Repairing the bow planes at 100 metres under a depth charge attack is silly 63 90.00%
You got to be kidding! Surely the Germans were advanced enough to repair anything up to 275 metres 7 10.00%
Voters: 70. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 05-10-06, 05:06 AM   #1
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default No underwater external repairs, are you ready?

There has been much discussion about the Operationally Impared u-boat damage and repair setup. Something that will sadly never be fully functional.

However, NYGM are currently testing a new setup where external components, such as the bow planes, rudders, fuel tanks, torpedo tubes etc can only be repaired when you are on the surface.

Under the new NYGM U-Boat Mod if your external fuel bunker gets damaged you will not be able to repaire it until you have surfaced. All the while your will be loosing precious fuel and possibly marking your spot for the AI.

More to follow...
Der Teddy Bar is offline   Reply With Quote
Old 05-10-06, 05:32 AM   #2
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default



I like the ideas Father Ted , Im still interested if you have yet found a way to completely remove the repair squad options though.

Slightly OT but then again worth discussing with you and your team,

You may or may not be interested, but I have found a way to get some nice delayed after effects for sinking ships as they slowly slip into the water.

It kinda adds some nice eycandy to the game and gives the player a sence that internal damage is being caused as the ship sinks.

I had a Titanic moment whilst early testing

It has always bugged me, when a ship sinks without so much as a splutter. I know they did at times IRL but at other times gamewise, I like the feel of delayed destruction and some eye candy. I could never get things to self destruct with water contact so have tried a new method and it looks very promising.

PM me and I will give you a run down and you may be able to add some as a option to NYGM v2
__________________
My Mods

Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
gouldjg is offline   Reply With Quote
Old 05-10-06, 06:14 AM   #3
Pablo
Commodore
 
Pablo's Avatar
 
Join Date: Apr 2005
Posts: 641
Downloads: 168
Uploads: 0
Default

Hi!

Not a bad idea, but it seems to me the "rudder" and "diving planes" are each systems that include the external component (rudder or diving plane) and internal components, such as mechanical linkages, hydraulic components, electric motors, etc., that translates helm control movement to rudder and diving plane movement.

Is there a way for this mod to differentiate between damage to internal components (which could be fixed under water) and external components (which could not), or to perhaps track damage to both internal and external parts, allowing a portion of repairs to occur under water and the remainder on the surface?

Pablo
Pablo is offline   Reply With Quote
Old 05-10-06, 06:54 AM   #4
HEMISENT
Ace of the Deep
 
Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
Uploads: 0
Default

Quote:
Originally Posted by gouldjg


You may or may not be interested, but I have found a way to get some nice delayed after effects for sinking ships as they slowly slip into the water.

It kinda adds some nice eycandy to the game and gives the player a sence that internal damage is being caused as the ship sinks.

It has always bugged me, when a ship sinks without so much as a splutter. I know they did at times IRL but at other times gamewise, I like the feel of delayed destruction and some eye candy. I could never get things to self destruct with water contact so have tried a new method and it looks very promising.

PM me and I will give you a run down and you may be able to add some as a option to NYGM v2
Gouldjg, sounds good, when might we see it. Will it be in the Chaos mod?
__________________
Nuke 'em till they glow!
HEMISENT is offline   Reply With Quote
Old 05-10-06, 07:15 AM   #5
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

gouldjg,
Mate Observer & I am looking into it & make no promises :rotfl:

I am excited about your delayed after effects

I'll send you an e-mail.
Der Teddy Bar is offline   Reply With Quote
Old 05-10-06, 08:35 AM   #6
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Pablo
Hi!

Not a bad idea, but it seems to me the "rudder" and "diving planes" are each systems that include the external component (rudder or diving plane) and internal components, such as mechanical linkages, hydraulic components, electric motors, etc., that translates helm control movement to rudder and diving plane movement.

Is there a way for this mod to differentiate between damage to internal components (which could be fixed under water) and external components (which could not), or to perhaps track damage to both internal and external parts, allowing a portion of repairs to occur under water and the remainder on the surface?

Pablo
Quite correct but this is well beyond SHIII's damage engine.

SHIII uses a zone which is essentially a box to represent something that can be damaged. The box is square/rectangular.

The U-boat has zones that represent the compartments, while obvious, these are not actually related to what you see. For example, the stern crew quarters on the VII was actually located at the very rear of the u-boat directly over the end of the keel and not behind the command room and before the diesel engine room. This has now been rectified in the NYGM U-Boat Mod, more on the zone changes etc later.

There are additional zones that represent the damageable parts, such as the keel, fuel bunker, batteries etc.

An item, such as the rudder can only be represented by 1 zone. As might be assumed, for the rudder, that zone is located at the rudder you can see and is of the size and shape of the rudder.

That is essentially it.

In short if the box is within a certain range of the explosion then the variables concerning if any damage will occur are then done, if damage has been deemed possible then it is applied. If the items total HP are exceeded by the explosion then it is destroyed if not it is damaged. If damaged then the % of damage is set against the Critical Flotation value and if that is exceeded then it starts to flood.

As the only time the rudder gets damaged or destroyed is at the visible location then it was decided that this would be an external repair.
Der Teddy Bar is offline   Reply With Quote
Old 05-10-06, 08:55 AM   #7
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

Sent you email on wip ,

I do think you will see the logic in it. I was going to also try oil slicks as a effect 2 but forgot what the oil effect name was (I had this 6 months ago but could not think of where to put it..

Any ideas?

Concerning sub damage DT, it sounds as though it will be a great thing.
__________________
My Mods

Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
gouldjg is offline   Reply With Quote
Old 05-10-06, 09:30 AM   #8
Myxale
Admiral
 
Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
Default


You Guys are amazing. The things you come up with.
Well it sounds promising as hell, and i would like to see how this work ingame!

But if you ask me you blokes can't do wrong.
__________________
SH3+GWX
SH5+WoS
Still Sailing....still Deep

Myxale is offline   Reply With Quote
Old 05-10-06, 10:22 AM   #9
CWorth
Grey Wolf
 
Join Date: Apr 2005
Location: Gettysburg PA
Posts: 845
Downloads: 38
Uploads: 0
Default

Sounds like an awsome addition to the game..look forward to seeing this done.
CWorth is offline   Reply With Quote
Old 05-10-06, 10:58 AM   #10
U-Schultz
Medic
 
Join Date: Mar 2005
Location: North Atlantic
Posts: 162
Downloads: 73
Uploads: 0
Default

I have to agree with a previous post.

I would be concerned if EVERY external repair has to be from the surface.

For example... the "jammed rudder" or "jammed diveplanes" that you always read about in the books. I believe that most of these repairs are internal....but I could be wrong.

I guess, to sum up, I would be concerned if ALL repairs to the rudder/diveplanes, etc, HAVE to be while surfaced. It would be nice to have a mix but this may be beyond SH3's capabilities. If all such repairs have to be from the surface I guess I would prefer things the way they are....perhaps the repair time could be modded to simulate complicated repairs.
__________________
Theres nothing wrong with a little shooting as long as the right people get shot
U-Schultz is offline   Reply With Quote
Old 05-10-06, 11:33 AM   #11
Dhampy
Nub
 
Join Date: May 2005
Location: Storming the beaches of Lake Michigan
Posts: 3
Downloads: 4
Uploads: 0
Default

The Germans had automated repair robots to repair the sub underwater. Look it up, it's true. Or not.
__________________
Wenn ist das Nunstruck git und Slotermeyer? Ja! ... Beiherhund das Oder die Flipperwaldt gersput.

O God, I could be bounded in a nut shell and count myself a king of infinite space, were it not that I have bad dreams. Hamlet, Act II, Scene II

Check out the Tomatoforum, where men are men and cows are tomatos: www.tomatocow.com - click on \"Forum\".
Dhampy is offline   Reply With Quote
Old 05-10-06, 11:34 AM   #12
GreyOctober
Sonar Guy
 
Join Date: Apr 2006
Location: Bucharest, Romania
Posts: 394
Downloads: 30
Uploads: 0
Default

I think U-Schultz has some valid points there, which should be take into consideration, but...

Due to the fact that most damage is caused by DC, the blast could either bend, rip apart or dislodge the (lets say) diveplane. Internal damage in this case would be from vibration and shock only and insignificant.
Totally agree that external components (dive planes, rudder, prop) should be fixed on the surface.

Cheers!
__________________
GreyOctober is offline   Reply With Quote
Old 05-10-06, 01:02 PM   #13
Keelbuster
Ace of the Deep
 
Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
Uploads: 0
Default

This proposed mod is a _great_ idea.

Kb
__________________
Keelbuster is offline   Reply With Quote
Old 05-10-06, 08:08 PM   #14
Sailor Steve
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Sounds good to me.
  Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:20 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.