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

Reply
 
Thread Tools Display Modes
Old 12-16-06, 03:23 AM   #1
VonHelsching
Ace of the Deep
 
Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
Downloads: 0
Uploads: 0
Default

rascal101,

The basic part of damage modeling is damage itself and they way the ships are destroyed / sunk, and also the most difficult and most consuming part. The way the SHIII works, there is a fine balance between sinking by flooding and structural integrity loss. This is where I worked the most. Also, in conjuction with the type of cargo carried.

Basic things that the GWX DM addressed include:

1) That hitting a ship with a second torpedo in the same spot inflicted real damage. In real life there were many similar cases and such a hit resulted in even more damage, since the second torpedo had the chance to inflict even more "internal" damage. It might not enable additional flooding, but severe damage was sustained. This has been brought back through the GWX Damage Model. This way the player can be assured that even gargantuan size merchants can be destroyed with a reasonable amout of torpedoes. At the same time, GWX is moving away also from the stock damage model, through tweaks beyond the scope of this manual.

2)That hitting a ship with the deck gun in places other than under the waterline inflicts damage. No one can argue that a hit in the command deck of a merchant ship would result in severe damage and loss of coordinated control (along with the command deck crew). Also multiple hits on the deck, the cargo or other parts of the superstructure and the hull above the waterline contributed to a real life damage and havoc that cannot be ignored, and in many cases to the loss of the structural indegrity of the ship. This has been modeled in the GWX model, retaining also the flooding by hits under the waterline.

3)Flooding of the compartments takes place within a reasonable amout of time. In real life Uboat captains rarely stayed beside to their pray waiting for the ship to sink; their priority was to leave as soon as possible before Allied airplanes or warships appeared. In multiple cases, Uboat fired salvos,some explosions were heard while the Uboat tried to evade detection by escorts and the fate of the hit merchant ships was never known. Of course there were cases in real life where ships stayed afloat for days before sinking. These are the kind of stories the Allied WWII media loved, and that is why they are well known. It must be noted that these were the exceptions that confirmed the rule: Most ships received salvos of at least two torpedoes, in order to cover the possibility of a miss. Most of the ships did not require more than two torpedoes.

4) Also magnetic torpedos can break the keel of the ship more often (not so often like stock though)

Work was also done regarding effects. Now, more things explode and fly from the ship's deck
Lastly, a lot of tweaks and corrections were done to ships made from modders outside the GWX Dev team regarding their physics models (collision mesh).

Von
__________________
VonHelsching is offline   Reply With Quote
Old 12-16-06, 04:17 AM   #2
Kiwi Commandant
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by VonHelsching
rascal101,


Most ships received salvos of at least two torpedoes, in order to cover the possibility of a miss. Most of the ships did not require more than two torpedoes.


Von
In SH3 + GW, in the torp controller, there is a switch to choose one torp or a salvo. Is it possible to pick the number of torps you wish to use if you want a salvo, but don't want to, say, fire all 4 tubes in a VII? If so, I haven't figured out how to do that.

Last edited by Kiwi Commandant; 12-16-06 at 09:43 AM.
  Reply With Quote
Old 12-16-06, 04:53 AM   #3
Corsair
Ace of the Deep
 
Join Date: Nov 2006
Location: Toulouse France
Posts: 1,140
Downloads: 51
Uploads: 0
Default

There is a big rotating button on he top left where you choose how many and which tubes are concerned by the salvo shot. Besides that you have on the right a needle to decide for the spread angle.
If you fire a 2 torp salvo with a 2 degree angle, each will hit 2 degrees left or right of your aiming point. If 3 torps are fired, one will be on the spot and the two other 2 degrees left and right.

Edit : after re-read this is the layout of the slideout I have at periscope and UZO. In TDC viex it is down and not top. Couldn't remember as I don't use the TDC view since I have all controls as slideouts.
__________________


NYGM 3.4A / Living SH3 V5.1 + SH3 Commander

Last edited by Corsair; 12-16-06 at 10:37 AM.
Corsair is offline   Reply With Quote
Old 12-16-06, 09:14 AM   #4
U-snafu
XO
 
Join Date: Jun 2006
Location: North Carolina
Posts: 405
Downloads: 28
Uploads: 0
Default

A Big thumbs up to VON
Besides all of the intitial work, He was tireless and receptive (as the whole dev team was) on the testing board. Their actions and responses there showed us testers that we wern't just there for a formality or "rubber stamp".
Iv'e tried the majority of the differen't mod "damage models" availuable. I might still be too 'noobish' to articulate what the major differences are, but IMHO the one he has done has the best in game results for me personally.
__________________
.."Some men are born mediocre, some men acheive mediocrity, and some men have mediocrity thrust upon them"...
U-snafu is offline   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 07:22 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.