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Old 08-15-06, 09:16 AM   #736
enaceo
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In the cfg's you can script a certain "effect" to take place once a certain part of a ship takes an ammount of damage given in %.The crew-men if I am right are blown off when you destroy a cannon/machinegun or the command tower of the ship.

Edit:Here's an example Teddy Bar gave me to make me understand
You can find these script settings in the zones.cfg in the data folder of your game.
There you can see the ship , sub and plane dmg zones and some "effects" like these:




Effect1=#Fire_small, 40
Effect2=#Small_splinter_explosion, 100

This for example means that when the ship part reaches 40% damage it will start to burn.When it reaches 100% damage,you will see an explosion.

If instead of Effect2=#Small_splinter_explosion, 100 you write Effect2=Small_crewmans_splinter_explosion01, 100 then you would get the crew-men flying off the ship when it is destroyed. Don't however change anything else unless you know what you are doing,because you might disable the NYGM dmg model.
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Last edited by enaceo; 08-15-06 at 09:24 AM.
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Old 08-15-06, 06:04 PM   #737
Von Hinten
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Ah, I see. Well I think I though I’ve been messing with a file or two qualify as not knowing what I'm doing (or not enough anyway) in the NYGM department so I'll better leave those files alone.

Thanks for the explanation though m8, I appreciate the effort.
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Old 08-15-06, 09:08 PM   #738
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Wondering if Ship Speed has been taken into consideration in regards to the Damage model (not talking about Engine compartment and Prop hits). Specifically, what affect large amouts of Water (read Flooding) has on a ships speed. A Ship that takes on water, will in fact slow down due to two factors...one being excess weight of the water....and two being that a heavier ship displaces more water therefore having more of the hull under the water line hence increased drag (that the engines must over come to maintain speed). Now if a ship is traveling at its full speed, taking a torpedo hit should cause supstantial flooding and WILL slow down. Now how much it will slow down is a good question...and I am not a math major and do not have an equation for that.

This is important in regards to SH3. A Ship that is torpedoed in a convoy (fast) should in most cases not be able to maintain the speed of the convoy. A Ship that is fully loaded and low in the water already....should really feel the effects of flooding...thus slowing it down and falling out of a convoy.

What about heavy seas and ships falling out of convoys......a good portion of ships were sunk as stragglers from convoys (Uboat.net) (as well as damaged ships as mentioned above).

Not all damaged ships should fall out of convoys....but I would venture to say that a good amount would. Not all ships should fall out due to weather....but some smaller ships should most definitely struggle to stay in formation.

I'm assuming by now that if the damaged model could be altered to fix this stuff if would have by now...or if it has not...maybe there is still hope....or for a better damage model for future installations of SH.

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Old 08-20-06, 03:01 AM   #739
Fangschuss
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Hi NYGM Team

When we can expect the new NYGM2.2

and which new features we can expect

cheers,
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Old 08-22-06, 02:29 AM   #740
Laffertytig
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what other mods are people using with this one?
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Old 08-22-06, 08:51 PM   #741
Der Teddy Bar
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Quote:
Originally Posted by Fangschuss
Hi NYGM Team

When we can expect the new NYGM2.2

and which new features we can expect

cheers,
The release of the NYGM TW 2.2 is expected in 1 to 2 weeks and there will be a complete NYGM TW 2.2 download as well as a NYGM TW 2.2 update for use over a 2.0/2.1 install.

IMPROVEMENTS FOR NYGM TW v 2.2.
(Includes version 2.01)

1. The ‘Inshore Campaign’ (1945).

After the U-boats had been forced back to Norwegian and German bases in late 1944, most lacked the range to patrol further than around the British Isles. Therefore from November 1944 the Type VII U-boats were ordered to schnorchel into the shallow waters around the British coastline.

NYGM TW 2.2 mimics this with:
- New patrol grids for 1945.
- British east-coast convoys, with appropriate escorts (mostly weak).
- randomized warship patrols around Britain.
- New special targeted bomber type.
- Bubble-less all electric Type III Fat II pattern running torpedoes freely available in base.
- Correct deactivation of British east-coast minefields.
If you are using a large (Type IX) U-boat from earlier patrols, change it in base to a Type VIIC/41. Alternatively, use included mod ‘SH3Patrol’ to select a more distant patrol grid for your Type IX U-boat.

2. Neutral ships are ALL lighted.
We have included all of Anvart’s fabulous lighted ships as neutral ships.
ALL neutral ships are now lighted. ALL darkened ships are enemies and can be sunk on sight. This is historically correct. Note: some ships’ captains were slow to darken their ships after their neutral countries (eg USA, Norway) had newly been attacked by Germany. Therefore a few lighted ships may be legitimate targets for your U-boat shortly after their countries have been attacked.

3. Wolf-pack Operations.
We have attached one or two of Sergbuto’s superb wolf-pack U-boats to a few selected convoys (between 1941 and 1943). Just occasionally, you will not be alone in your attacks on a convoy. You may even see newly damaged ships and a disorganized convoy!

4. Greek merchant ships.
These are mostly under charter to the Allies and, like Panamanian ships, can be sunk on sight regardless of whether Greece is actually at war.

5. Targeted Air Bases.
Many Allied anti-submarine aircraft were deployed in highly-targeted areas, rather than in a general circle around their home airfield. We have created a ‘Special Liberator’ bomber with Sansal’s ‘Pack3D’, with limited range. This allows intense coverage of limited sea areas, including the British east-coast after 1944 and the Bay of Biscay from 1943-1944.

6. Convoy Escorts.
We now use specifically escort destroyers, rather than unsuitable fleet destroyers, to guard convoys. (Original idea by Wulfmann.)

7. Submerged Endurance Mod
This mod will simulates the approximate time each type of submarine could spend submerged based on battery size and discharge rate and the necessary time required to recharge batteries.

8. British Isles Escort and Coastal Command Mod
Enhances and randomizes warship and aircraft patrols around the British Isles to more realistically and randomly represent escort traffic and patrols. If you are detected by either warships or aircraft, expect an increased air response. This includes the necessary corrections for the Hurricane and Avenger machine guns.

9. Extended Repair Mod
Generally extends the times required to repair heavily damaged equipment without an excessively long compartment flooding time. (Original Idea my ndrifter)

10. U-boat Interiors and Gage Adjustment
Corrected numerous errors in the TypeII, VII, and IX interior gages, and meters including improvements to some of the non-functional displays.

11. TypeVII Interior Mod
Corrected location of TypeVII observation periscope and the location and animation of the CE.

12. Corrected/Adjusted 16 km Visibility Mod
Numerous corrections to the 16 km visibility mod. Ships will now appear “hull down” when over the horizon. The horizon band has been improved, and the extremely dark horizon band at sunrise/sunset has been improved. Sergbuto’s moon reflection fix is also included in this version. To aid in assessing range to targets, a range chart and table are provided in Excel format in the Documentation folder.

13. TDC and Torpedo Slide Out Displays
A TDC slide out has been added to the top of every screen. This TDC slide out allows for easy update on every screen, especially the nav plot screen for those who prefer manual targeting, and can be updated using the “CTRL T” key combo. In addition, FLB Sale999’s torpedo pull down display has been added to the periscope and UZO screens. A few minor modifications have been made to this version to accommodate the limited screen area available.

14. Conning Tower Periscope Corrections
Adjustments to the observation and attack periscope when viewed externally so they are now correctly housed when fully lowered.

15. Conning Tower Camera and Crew Adjustments
Various adjustments to the default camera position on the TypeII, VII and IX to improve visibility. This includes small adjustments to the default crew positions where required.

16. Large Cargo Draft
The large cargo draft has been adjusted to be consistent with the recognition manual.

17. Armed Trawler Equipment
Depth charge racks have been added to the armed trawler early in the war.

18. Sound Adjustments
The steam burst wave file volume (sound for the damaged compressor and flange leak) has been slightly reduced.

19. Engine Order Telegraph Mod
All engine order telegraph speeds have been adjusted. Now Ahead Slow when submerged will be about 2 knots and ahead 1/3 will be about 3 knots. Surfaced, the most efficient bell for extended travel is ahead standard.

20. Torpedo Mods
Torpedoes have been adjusted to always be set to the magnetic pistol to simulate premature detonations.

All torpedo depths have been set to 0 meters and will result in surface runners unless adjusted prior to firing.

New minimum depth of 3metres based upon historical data of practical torpedo use.

Depth keeping issues from 1939 to late 1942 where the torpedo may run deeper than set.

21. British Isles Escort Mod (see Special Notes)
The NYGM British Isles Escort Mod has no scripted escorts anywhere around the English Isles. That’s right, none, all escorts are continually generated and are deleted at the end of the plotted course. Eventually we will replace the escorts at Gibraltar, in the Med and along the American East Coast etc.

22. AI Fight Back Mod (see Special Notes)
The NYGM AI Fight Back Mod v1 is about beefing up the guns used by the AI. With this mod you will find that your u-boat is now relatively fragile when going toe to toe in a gun duel.

Enemy guns are now to be feared, even those of the aircraft. The Hurricane will now always (95%) use the machine guns when attacking and changes to the other aircraft’s guns will also result in more consistent firing at your u-boat.

We have also reduced the ammunition carried by the aircraft. The Hurricane no longer 5000 rounds per gun, but now has 450 rounds per gun. The Bomber's machine guns have now been reduced from 5000 rounds to 1000 rounds per gun.

23. 3rd Flotilla Mod
The 3rd Flotilla will be available as per historical locations and dates but at the expense of the 10th Flotilla.

24. Revised Aircraft Damage Mod
Major overhaul of the NYGM Aircraft Damage Mod increasing the planes damageable areas without making the planes a easy target. Total aircraft HP has been adjusted so that if you do not manage to damage a key area of the plane, such as an engine, wing, rear tail etc you will still be able to shoot down the plane by hitting it enough to remove its entire HP.

25. Revised Ship Damage Mod
Fine tuning of the NYGM Ship Damage Mod based upon user feedback. The changes will be subtle and are based upon random variables. The changes will see more single torpedo sinking of smaller ships and more variation in torpedoes required to sink larger ships.

26. Revised U-Boat Damage Mod
Fine tuning of the NYGM U-Boat Damage Mod to increase the focus on sinking by flooding.

Adjustments made so that the u-boat will be able dive deeper than previously possible for the same amount of Hull Integrity.

27. Revised AI Sensor Mod
Fine tuning of the NYGM AI Sensor Mod based upon user feedback.

28. Numerous other tweaks and adjustments to be documented.
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Old 08-23-06, 03:01 AM   #742
poor sailor
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It's great improvements in new version, NYGM team made this game more interesting and realistic. Which is size in MB of the 2.2 version?
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Old 08-23-06, 04:48 AM   #743
Pkunzipper
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Impressive number of additions/tweak! Can't wait!
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Old 08-23-06, 06:40 AM   #744
Fangschuss
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WOW Teddy Bar unbelievably

can´t wait
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Old 08-23-06, 07:30 PM   #745
baxter
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Sounds great!
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Old 08-23-06, 08:31 PM   #746
lbhskier37
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1 question, is the 2.xx version of the damage model added to all the stock ships in this version? I seem to remember in the last NYGM release only about half the ships had the new damage model. Also are any of the new 3rd party ships that were released in the last few months going to be in this release?
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Old 08-23-06, 08:45 PM   #747
jimmie
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So much biggies! That's more like Version 3 rather than 2.x minor update!
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Old 08-24-06, 05:47 AM   #748
Txema
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Yes, excellent list of improvements !!!

However, let me ask about the U-boat antennas. I remember that some time ago you were working to get a raisable loop antenna, and that we also discussed about the proper location for the radar antenna. Are you going to include these fixes for the antennas in the next release?

I also remember that you were working to make the depth charge explosions alter the performance of the hydrophones and ASDIC of the destroyers (i.e. to make the destroyers loose contact when the depth charges are exploding). This would be an excellent fix !!! Any news on it?

Anyway, thank you very much for your excellent mod !!!!


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Old 08-24-06, 08:41 AM   #749
enaceo
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Nice!Can't wait!But I have a question.Which version of NYGM will be used with W@W?Will we still be using 2.01 or will everyone have to upgrade to 2.2?Sure hope it's the later one
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Old 08-24-06, 11:50 AM   #750
fire-fox
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Hi i just loaded a save for a med campane (~35nm east of Gibb, come to think of it iv not seen a singule airplane?) iv got running with NYGM2.1 im in a 1942 Type 7B.

i just hit "C" to crash dive but instead of the usuale (flank and dive to ~60-70m) it floods the tanks ok but set's engins to STOP and didnt level out but just kept going down (i left it when i nottised the odd engin setting) but the crew is at full strength/moral and there all trained. thay also carnt seem to keep the sub level at anything less that "standed". also seems to haped with "D" for dive and manuely setting depth with the mouse?

using:
NYGM2.1 (FULL)
SH3Commander2.6
SH3Gen V0.7.1 (.NET2)
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