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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Seaman
![]() Join Date: Mar 2006
Posts: 34
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Jason,
I meant that surely there had to have been ships that would sink by flooding from a single torpedo hit. Maybe not often, but at times. As far as I can tell, with NYGM damage it is not possible to get a decent-size ship (ie, bigger than small or coastal) to go down without scoring a critical hit. I had hoped that if the upper limit on torp damage radius was raised, torps might have a better shot of sinking a ship by flooding. |
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#17 |
Swabbie
![]() Join Date: Sep 2003
Posts: 14
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What about things like Fishing Boats, Trawlers(the merchant kind, not armed ones), and Tugboats? Is there a way to make small ships where they can be destroyed by the deck gun?
Also, those damn patrol craft... I lit one up, huge boom, fires, everything, and it just steamed on and kept shooting, slowed down a little, but still showed no sign at all of sinking...
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#18 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
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You could manually reduce the coastal crafts' HPs with TimeTraveller's mini-tweaker without affecting any of the other ships.
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#19 |
Samurai Navy
![]() Join Date: Jan 2004
Posts: 571
Downloads: 77
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dont know if this has been addressed in a patch or mod yet...but what about the effect of Flooding on speed of a ship.....right now it seems the only way to slow a ship is to hit the engine room right? Flooding would cause two things that would slow a ship down....extra weight (water is very heavy) and extra drag...more of the ship is having to be pushed through the water as the ship sinks lower in the water.
Can the fire problem be fixed?? it should at least incapasatate the the ship ...making the crew abandon ship. I also thought I heard at some point that the ships indeed did have damage repair partys....obviously this is false with your research??? thanks for all your research on the subject matter......hopefully this will not go unnoticed by the next developer. |
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#20 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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One of the issues is the 'instant' "Enemy Ship Sunk" message. If I make a single compartment equal to the ship sinking we get an instant message. If I make 2 compartments equal to the ship sinking, I may or may not get an instant message. Everyone seems to overlook the issue of compromise required when up to 12 ships could use one value... Apart from that we must also look at consider how a system may be gamed, that is, how a player takes advantage of a design falw to thier advantage. Due to some of the inner working of the SHIII ship damage and the perfect funtioning 100% on the mark, not effected by depth and not effected by breaching the surface and an only a mild magnetic pistol issue, there are many ways to game the system. Also, only now can we 'edit' the zones. BUT there will never be a perfect system. |
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#21 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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Also, the Fishing boat, the small coastal vessel & the trawler will take quite a few rounds of 20mm to sink them. The NYGM SD V2 tugboat has been totally rezoned and should be a pleasure to sink. The NYGM SD V2 Elco has been totally re-zoned and is currently in testing and should take 2-6 hits from the deck gun to sink one. The 20mm required to sink one will hopefully (in testing now) be very high as these vessels were actually made of wood and most is above the water line. As far as the AI shooting after the boat was/is doomed, no-one but the Devs can fix that. |
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#22 | |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
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![]() ![]() (I can't wait for University to be over so I can gte back to playing. ![]() |
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#23 | |
Seaman
![]() Join Date: Mar 2006
Posts: 34
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#24 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
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Just a little background information I picked up from uboat.net:
"It was estimated that only 40% of the ships had been sunk by a single torpedo during that period [Operation Paukenschlag January - June 1942], while the rest had either required two or more, or had escaped after one or multiple hits." This figure does not take into account torpedo failures, and one has to consider that a large number of small coastal vessels were sunk on the U.S. coast as well, which definitely didn't require more than one torpedo. During that time the magnetic pistol was already fairly reliable. |
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#25 | ||
Loader
![]() Join Date: Sep 2005
Location: Denver, CO
Posts: 82
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#26 |
GWX Project Director
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@Kilamon
Look in your quotation of Teddy Barr in your last post here and you will find.... "The NYGM SD V2 tugboat has been totally rezoned and should be a pleasure to sink." You've already addressed your own concern Kilamon sir ![]() |
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#27 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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#28 | |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
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There seem to be plenty of people around who would like to use AP rounds with deckgun in GW. Kpt Lehmann's recent fix for stock deckgun behaviour did not change that issue.
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Cheers Uffe |
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#29 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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Hello fellow captains. Been awhile. What is the latest version for download NYGM Damage Mod?
I have only 1.36. It looks like 2.0 is still in production. Is there a version 1.39 to download? THX. ![]() http://u-boot.realsimulation.com Is Terrapin's site down for a time? The server says the links are not working :hmm: |
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#30 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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What is the latest version of NYGM Ship Damage Mod? 1.36 or 1.39?? I see no version 2.0 to d/l.
Anyone can help me please? Thanks. :P |
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