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06-25-19, 10:32 AM | #1546 | |
Ocean Warrior
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Quote:
It can stay full integrity down to 90%, minor damage included.
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06-25-19, 01:25 PM | #1547 |
Seaman
Join Date: Oct 2011
Posts: 32
Downloads: 54
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Thanks for your reply. In ARB the Hull Integrity is shown in percent (like in the base game, not like in stock NYGM) and it is not affected at all. It's not like it happened once, I did around 10 runs of the U-505 mission at it was always the same. Bullets, grenades, hedgehogs all damage the hull integrity, while depth charges do not.
I'll do a complete reinstall, maybe some file somewhere is messed up. |
06-25-19, 01:58 PM | #1548 | |
Ocean Warrior
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Quote:
I don't use it, and the 505 mission for my NYGM install results in expected damage/destruction in tests I've done in the past.
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06-27-19, 05:01 AM | #1549 |
Seaman
Join Date: Oct 2011
Posts: 32
Downloads: 54
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After having quite a blast running the U-505 mission over and over again I think there are just a few oddities with the damage model now and then (might also be a stock game issue).
I ran dozens of tests with all sub types and different mod setups that went from just NYGM to the extensive list you'll see at the bottom. What I found was: 1) All "impact weapons" (shells, hedgehogs, bullets) work fine. The hitbox for the sub seems to be a little off in some cases, where hedgehogs detonate without hitting your boat or where they float through your boat without detonating. I dont know whether this is the game simulating duds or whether it's just a collision detection issue. 2) Depth charges work properly most of the time. Sometimes hits that should have taken the sub out don't do enough damage. Maybe this is just the game being nice or faulty proximity simulation. Hard to say. Contact hits, where the charge lands on your deck, seem to work fine. One hit of that kind was usually enough to kill the sub. 3) Ramming is odd. I've had a destroyer run into my periscope, pushing the entire boat to the side with zero damage to anything. This leads to the weird situation that (without hedgehogs) staying at periscope depth or a few meters deeper is the safest option, as the depth charges detonate below you and the destroyers rarely aim to ram your turret, as they usually do a slight turn beforehand. Of course this is kind of gamey and I wouldn't do it in a campaign, just wanted to point it out. Again, all this also holds for my tests of just NYGM without any additional mods. I've been careful to make sure that the other mods do not overwrite any files that deal with collision/damage/zones etc. I'd be happy to hear about your experiences. The U-505 mission allows testing the damage functions easily. Best, Eikson My list: Generic Mod Enabler - v2.6.0.157 [C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS] NYGM Tonnage War V2.5 – Stand Alone Version NYGM3_New NYGM3_6F NYGM_2017A MFM-Interim-Beta MFM-Interim-Beta_NYGM Lighthouses and Entrance Points for NYGM3.6F beta Harbor Traffic Add-In Das Boot Gramophone music German Hits Collection Haunting Atlantic Wind Racerboy_SH4_Effects_for_SH3_2_03 SH3 oggvorbis2 Sh3_volumetric_clouds&fog_V2.2 SH-5 Water for SH-3 16 Km V84 Rapt0r's Uniforms V2.0 [Grey] Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch Dertien No Rank On Crew EAX_Sound_Sim_SH3 TKSS18 German U-Boats Compilation U-Boat IXC (Skin 3 (U-532)) Turm 1-2-3 TKSS German U-Boats Compilation FuMO_Fix_SNS Supplement to V16B1 (JSGME) Extra_files_for_Hsie_patch_V16B1 ARB WideGui 1920x1080 NYGM raobf Fix O2-Gauges v2 New U-Boat Guns Fixed Reworked (for German U-Boats Compilation) |
06-27-19, 07:36 AM | #1550 |
Ocean Warrior
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Awhile back, I had similar test collision experiences with NYGM and GWX both.
While I've since become satisfied that escort ramming works well sub collision-wise most of the time, getting hit while at periscope depth by a merchant never seems to cause damage of any kind. Tested a merchant out again just recently in NYGM; it knocked me down twenty meters. Nary a scratch. Another facet that AOD handles much better. Regarding escort weapons performance, I've noticed similar as you. I think it could be improved (along with many AI aspects), but at least it causes damage when it should. Regarding staying at shallow depth, I seem to recall that was an actual tactic if one had the nerves for it. Asdic, etc. couldn't read that shallow at the time. But of course, they had to actually worry about collision damage unlike the game at times. All in all, I believe the megamod makers have done the best they could with the game's limitations and SH3 is great fun to play. But I also believe AOD is a better sim in reference to overall AI, damage modeling, etc.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
06-27-19, 07:49 AM | #1551 |
Ocean Warrior
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
07-07-19, 01:28 PM | #1552 |
Ocean Warrior
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,395
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07-07-19, 04:24 PM | #1553 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
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Danke!
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
07-15-19, 09:17 PM | #1554 |
Ocean Warrior
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Here's an interesting one......
I'm sailing along on a patrol at 30 meters depth riding out a storm at 1x tc. Step away from the game for a few minutes..........and there has been a petty officer machinist added to the game/crew screen ?!?
Instead of the usual 12 pos, I now have 13..............huh ?
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
07-17-19, 02:23 AM | #1555 |
Torpedoman
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I did not found the name of the SuperMod:
GWX = Grey Wolves eXpansion NYGM = ??? LSH3 = Living Silent Hunter 3 WAC = War Ace Campaign Last edited by Noobicum4Ever; 07-17-19 at 03:43 AM. |
07-17-19, 04:55 AM | #1556 |
not dead yet
Join Date: May 2017
Location: Romania
Posts: 193
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07-17-19, 06:36 AM | #1557 |
Ocean Warrior
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Not Your Grandmother's Mod.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper |
07-17-19, 07:37 AM | #1558 |
Torpedoman
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Thank you... I did not expect
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08-09-19, 11:35 PM | #1559 |
Weps
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NYGM3_6F, it is May 1944 and I just was attacked and sunk while snorkelling by an invisible aircraft with the observation periscope raised and at 1 x TC.
Currently using NYGM, no enemy aircraft are visible on the map even with "No Map Updates" disabled. The problem is when snorkelling, you have no way of knowing when an enemy plane comes within visual range. There is a "Restore God's Eye View" mod but I do not want that, I just want to be able to spot enemy planes on the map using the periscope alone. You can do this is GWX3 with "No Map Update" disabled. Any help anywhere? Thanks in advance. -C |
08-10-19, 08:22 AM | #1560 | |
Ocean Warrior
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Quote:
There is a .tga file for aircraft that is probably disabled with no map update enabled. There is for single ship contacts in the same situation. Maybe look for that and reactivate it in it's relevant folder. But then that may have them always show up one the map, scope or not....
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torpedos through hull |
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