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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | ||
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
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#32 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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Flotability= This value is not to be interpreted as a u-boat (or ship) has 100 points of Flotability and when that is reached it sinks. This also means that if Flotability=35.0 it is not 35% of that vessels total Flotability. Vessels have a axis, almost always situated in the middle of the vessel. SHIII and buoyancy. 1. Ships in SHIII do not have a set bouyancy value to cause a ship to sink. That is, the total "Flotability=" to sink each class of ship is different . 2. The total "Flotability=" required to sink a class of ship varies with where it is hit For example, these are the Liberty ships figures from the NYGM SD V2. In this scenario we have seperated out the cargo spaces, that is, instead of 1 config value for all 5 cargo spaces (that is the same for 8 other ships) we have set each cargo damage zone to have its own unique set of figures. I then set all other damage zones to have Flotability=0, i.e. no sinking value. Cargo1 30 = above 35 = bow under 40 = 1st mast 50 = sunk Cargo2 50 = bow just above 60 = 1st mast 70 = sunk Cargo3 70 = 1+ metres from deck 90 = soft sink, but 'she's going down message Cargo4 50=at base of superstructure 55=at first deck of superstructure did not test to sunk value Cargo5 45=at first deck of superstructure did not test to sunk value Additionally Machinery space 65= past rear mast 70= past rear mast 75 = bridge 1/2 submerged 80 = sunk I hope this helps. |
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#33 |
Stowaway
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Does anyone know if Grey Wolves mod limits damage control team slots in any way? Sorry, I don't have that mod downloaded. But if the slots are modded the same way as NYGM Tonnage mod, then it should be ok.
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#34 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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I hope this helps. |
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#35 | ||
Stowaway
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#36 |
Stowaway
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Another question. Does anyone know what file and what line was changed that slowed down damage to the pressure hull hitpoints (due to going past crush depth) in NYGM Tonnage mod?
Last edited by nvdrifter; 06-10-06 at 12:26 AM. |
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#37 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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HP reduction with these crash speeds would be.. 0.01 = 1 HP reduction 96 seconds or 1.6 minutes = 10 HP per 16 minutes 0.05 = 1 HP reduction 20 seconds or 0.33 minutes = 10 HP per 3 minutes 18 seconds 0.10 = 1 HP reduction 10 seconds or 0.16 minutes = 10 HP per 1 minute 39 seconds For a u-boat that had 60 HP’s left, that would work out to be… 0.01 = 960 minutes 0.05 = 19 minutes 48 seconds 0.10 = 9 minutes 54 seconds |
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#38 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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While supporting this mod in principle, I must advise all NYGM users that this mod BREAKS the NYGM Anti-Humming Bird Mod.
Due to this reason, and only this reason I ask that the NYGM Version be removed. Thanks in advance... |
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#39 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
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Teddy, it´s an optional mod, no one is forced to install it. He should add a warning to the readme though.
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#40 | |
Stowaway
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#41 | |
Blade Master
![]() Join Date: Jan 2002
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I am not rubbishing nvdrifter's work. |
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#42 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
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#43 | ||
Blade Master
![]() Join Date: Jan 2002
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So basically you have no issue with releasing work that damages or breaks other peoples mods? An interesting perspective. Especially in return the all the assistance that I have offered you in this thread. |
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#44 | |||
Stowaway
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Last edited by nvdrifter; 06-10-06 at 01:37 AM. |
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#45 |
Ace of the deep .
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The true NYGM believers will only download official NYGM mods anyway .
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