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Old 04-16-06, 03:30 PM   #16
Seminole
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Yesterday I hit a 110 ton costal vessel from dead astern with one torp and it blew the thing through the air for a number of yards...and it sunk like a stone.

Right now I've got a 7000 ton medium cargo merchantman dead in the water from just one fish. I have two torps left and in a few minutes I'm booting up the game to see what I can accompish with those.....even if I have to reload the save a number of times.

If you read the PDF readme with NYGM it clearly states that the prime objective was to remove the certainty from the game play and keep the player guessing about the outcome.

I don't think anyone can question that this objective has been achieved. Whether or not this uncertain aspect appeals to you is purely a personal matter. I'm still on the fence myself....sometimes it is just too difficult to believe the results achieved compared to the damage that ought to have resulted from the hits inflicted.
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Old 04-16-06, 06:09 PM   #17
Seminole
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Well with the 2 remaining torpedoes I was able to cut the vessel into two sections and it sank within 2 minutes....less than one hour game time from the time my watch spotted it.



I don't think that it is that the ships are now too tough with NYGM...but rather it is a matter of exactly where you hit them. As the readme more or less stated.

Of course I was given an ideal situation in the above as the cargo ship was down to 0 knots and I had plenty of time to line up and aim the final blows. It would have been a much harder proposition in choppy seas and with moving targets ect...ect....But I am satisfied that the mod isn't impossibly hard but simply much more varied than before in the way the various ships take damage. No longer is it only a matter of hittng a C2 just behind the bridge area with a single torp and watching it go down in minutes.

Guess that is what the mod intended to accomplish....well done from what I have seen!


But a word of caution....had the ship not sank in a few minutes I was prepared to remain on station for as long as it took to see it go down. As it was I was leaving the area when a patrol plane from around Aberdeen came buzzing in and dropped a payload almost in my lap. I was lucky this time as we suffered no damage but next time I will leave (or remain watching) sumerged.
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Old 04-16-06, 07:02 PM   #18
Montbrun
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Quote:
This post is just an example for the folks who complain that the NYGM Tonnage MOD is "too hard." "Successful" patrols can happen using the NYGM Tonnage MOD.

On my present Career, the first 5 patrols were rather uneventful, sinking between 3.8K and 22K of tonnage. The first 5 patrols allowed me to work out the tactics necessary to have a successful patrol.

Patrol 6 - January - February, 1940 - I managed to sink 9 ships (2 x Tramp Steamers, 2 x Small Cargo, 2 x Medium Cargo, and 3 x Large Cargo) for 45,400 tons with 14 Torpedos. The crew also managed to shoot down 2 Hurricanes.

Patrol 7 - April, 1940 - I sank 3 x Troop Transports, 2 x Tribal Destroyers, and 1 x Fiji Light Cruiser with 12 Torpedos for 44,782 tons. These were all from the same Task Force that I ran into North of Norway. It was pure luck that this Task Force was sighted where I could maneuver into perfect shooting position.

I have found that, with the NYGM ship damage models, you need to take your time when manuevering for shot setup. Also, make sure that you are using the "compartment targeting." I have found that, more often that not, with the Fuel Bunker, or Ammo Bunker targetted, a "critical" hit will happen. This definately makes up for the times when I've had to wait 20+ hours for an incapacitated ship to sink....

I'm looking forward the the updated NYGM stuff coming.

Thanks,

Montbrun
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