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Old 06-01-06, 11:05 AM   #16
Sailor Steve
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Quote:
Originally Posted by sober
One suggestion . Can you not use the dark blue writing in your posts . I cannot see it .
If you highlight the dark blue with your mouse it shows up as white-very easy to read.

Quote:
Originally Posted by Myxale
I wouldn't even mind damage that takes hours! :hmm:
I'll second that sentiment.
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Old 06-01-06, 05:43 PM   #17
Der Teddy Bar
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The current setup is solid which realitically will need refinement based upon user feedback as getting depth charged just right is such a hard thing to do, I mean it is either no real damage all or 10 depth charges at once! :rotfl:

As a result of removal the Humming Bird affect your u-boat will also now be more effected by flooding which will make it a more serious issue.

What I have found is that I am unable to leave a compartment partially flooded as I have previously had been. Resulting in longer periods of non silent running and possibly at increased speeds which when coupled with the Hydro/Sonar changes means more chance of detection/re-detection.
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Old 06-02-06, 01:34 AM   #18
Myxale
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Hey Teddy, but there is still a amount of flooding you can take till the tendency shows right? :hmm:
And you still can have a compartment partially flooded without sinking like a stone or?
:hmm:
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Old 06-02-06, 02:35 AM   #19
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Originally Posted by Myxale
Hey Teddy, but there is still a amount of flooding you can take till the tendency shows right? :hmm:
And you still can have a compartment partially flooded without sinking like a stone or?
:hmm:
Yes to all the above.

However with a partially flooded compartment you may not be able to maintain depth with a speed of ~1 knot.

Why this is important to know is we now have a Hydrophone setup that has removed the U-boats Klingon Invisibility Cloak when at 3knots and Silent Running.

Silent running is now only effecting at <2 knots.

This is of course relative to the distance that you are from the escort.
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Old 06-04-06, 03:17 AM   #20
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Bump for picture update...
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Old 06-09-06, 10:46 AM   #21
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Recently I suffered a DC attack that left me flooding in the forward Torpedo room. The sub sunk nose first to the ocean floor (luckily it was shallow). After repairing the damage (only the hydrophones were destroyed) I made attempt to move on. Only the sub handled as if the compartment was still flooded. I had to move at 6 kts to gain any rise, where anything less to 2 kts kept me level and below 2, I sank.

My query is 2 fold. First, is flooding incremental as any in, any previous flooding impares current flooding till you can't surface no matter how fast you go? Evidence would show that flooding modifiers stick to the negative boyance even after a repair.

Also, when repairing, I noticed the repair time only reduced when I placed crew in the compartment that increased the relevant efficiency of that compartment only, ie. Torpedo qualified crew in the torp room, or helm in control etc. So the relevancy of repairs in a specific compartment is based on the compartments efficiency and NOT the repair efficiency of any repair qualified crew IN it?

Please clarify.
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Old 06-09-06, 07:03 PM   #22
Der Teddy Bar
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Quote:
Originally Posted by Totenkopf
Recently I suffered a DC attack that left me flooding in the forward Torpedo room. The sub sunk nose first to the ocean floor (luckily it was shallow). After repairing the damage (only the hydrophones were destroyed) I made attempt to move on. Only the sub handled as if the compartment was still flooded. I had to move at 6 kts to gain any rise, where anything less to 2 kts kept me level and below 2, I sank.

My query is 2 fold. First, is flooding incremental as any in, any previous flooding impares current flooding till you can't surface no matter how fast you go? Evidence would show that flooding modifiers stick to the negative boyance even after a repair.
During our testing of the Anti-Humming Bird zone we have seen a behavior that was initially hard to understand due to not being able to get the behaviour to occur consistantly and because of not being able to control how and where the u-boat was damaged.

The behavior was that the u-boat was not able to maintain depth at 1-2 knots after being damaged but with no apparent flooding.

The answer is I believe that there was some flooding but it was below the % required to be displayed. I have come to this answer come via the 'damage_#.cfg files and an entry there that specified "icon damage till 30 %"...

So even when an item is damaged if it is not over a certain value it will not show up as damaged.

What was happening was that the u-boat was partially flooded and it would slowly sink.

In my testing when I moved men, or extra men into the various compartments that have been damaged it was my interpretation of the results the the men, or additional men, did 'repair' the hidden flooding.


Quote:
Originally Posted by Totenkopf
Also, when repairing, I noticed the repair time only reduced when I placed crew in the compartment that increased the relevant efficiency of that compartment only, ie. Torpedo qualified crew in the torp room, or helm in control etc. So the relevancy of repairs in a specific compartment is based on the compartments efficiency and NOT the repair efficiency of any repair qualified crew IN it?

Please clarify.
Repair times have always been linked to compartment efficiency. So when the electric engine room is damaged it is advisiable to add additional or better rested crew.

I will investigate the effects of the repair qualified personel when in a damaged compartment. I might need some feedback from non modified players regarding how it does or does not work for them
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Old 06-10-06, 12:11 PM   #23
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Lo NYGM Guys, why moving the Batteries into the torpedo room?:hmm:
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Old 06-10-06, 01:07 PM   #24
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use a mine---then you can launch it your self and ram it with the u-boat--back into it and the rear of the sub will take damage--head into it normally and the front of the sub will take damage---place it at depth and submerge onto it and mid sections will take damage--

edit the amount of damage the mine does and you can use it for some reasoanably straight froward quick easy damage testing lol...had to be use-full for summat lol
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Old 06-10-06, 05:35 PM   #25
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Quote:
Originally Posted by CB..
use a mine---then you can launch it your self and ram it with the u-boat--back into it and the rear of the sub will take damage--head into it normally and the front of the sub will take damage---place it at depth and submerge onto it and mid sections will take damage--

edit the amount of damage the mine does and you can use it for some reasoanably straight froward quick easy damage testing lol...had to be use-full for summat lol
Thankyou!!! that is a brilliant idea...
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Old 06-11-06, 10:32 AM   #26
Myxale
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I just need a few hints from the NYGM guys. Lately i start to take closer looks at the whole files that SH3 and and the mods come with. Please don't let ME start modding

On one of my SH3 installs i have the NYGM 2.0 and I'm messin' with it to learn more!

I noticed that the batteries moved more towards the bow.
How can you move/assing the said machines or elements of the Boot to another compartment?
A few pointer in the right direction and I'll bugger off!

Last edited by Myxale; 06-11-06 at 10:34 AM.
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Old 06-11-06, 12:11 PM   #27
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Quote:
Originally Posted by Myxale
I just need a few hints from the NYGM guys. Lately i start to take closer looks at the whole files that SH3 and and the mods come with. Please don't let ME start modding

On one of my SH3 installs i have the NYGM 2.0 and I'm messin' with it to learn more!

I noticed that the batteries moved more towards the bow.
How can you move/assing the said machines or elements of the Boot to another compartment?
A few pointer in the right direction and I'll bugger off!
I moved them like this... the example is in basic.cfg under the [SUBMARINE1];typevii section
You may want address it in the other subs types as well
=====================
Original NYGM 2.0
=====================
Comp5=5; BowTorpedo
Nb5=3
Subs50=Hydrophones_Receivers
Hydrophones_Receivers=43;E_Hydrophones_Receivers
TimeRecovery50=1
Subs51=ForwardBatteries
ForwardBatteries=16; E_ForwardBatteries
TimeRecovery51=3
Subs52=AftBatteries
AftBatteries=17; E_AftBatteries
TimeRecovery52=3

Comp6=6; BowQuarters
Nb6=0

Comp7=7; SternQuarters
Nb7=0
=============================
Changed to
=============================
Comp5=5; BowTorpedo
Nb5=1
Subs50=Hydrophones_Receivers
Hydrophones_Receivers=43;E_Hydrophones_Receivers
TimeRecovery50=1

Comp6=6; BowQuarters
Nb6=1
Subs60=ForwardBatteries
ForwardBatteries=16; E_ForwardBatteries
TimeRecovery60=3

Comp7=7; SternQuarters
Nb7=1
Subs70=AftBatteries
AftBatteries=17; E_AftBatteries
TimeRecovery70=3
======================

One of my main reasons I did this is that it gives the poor Damage Control team something to do while submerged. I agree wholeheartedly with moving some items to surfaced stations to prevent submerged repairs, but nerfing DC beyond that I have issues with. Given the Longer Repairs testing I have been doing, I am starting to hate the leash on the DC Team. I think freeing them to do their job is the next thing on my list...

Edit: I guess I should specify that I am not part of the NYGM team for clarity, given how you addressed the question.

Last edited by U-Bones; 06-11-06 at 12:14 PM.
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Old 06-11-06, 12:42 PM   #28
Myxale
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"Thanx Bones" (hee that sounded like Cpt. Kirk) anyway..thank you for those examples.
After lookin' over them i start to understand how this all works.
I'm also runnin' some tests on the floodin thing! And beside 3 of 5 tests always left my boot with broken batteries after some close DC's!

Disclaimer:
I understand that U-Bones is not part of the NYGM Team, or somwhow related to DR.McCoy!
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Old 06-11-06, 03:10 PM   #29
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Just to note, the compartment where the part is listed has absolutely NOTHING to do with the location of the item.

The batteries are in the torpedo room only for damage control purposes. Their actual location is still completely where they ought to be!
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Old 06-11-06, 03:20 PM   #30
U-Bones
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Quote:
Originally Posted by CCIP
Just to note, the compartment where the part is listed has absolutely NOTHING to do with the location of the item.

The batteries are in the torpedo room only for damage control purposes. Their actual location is still completely where they ought to be!
Understood, that (actual location) is enumerated in zones.cfg
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