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Old 06-09-06, 09:29 PM   #31
U-Bones
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by U-Bones
Thanks for the explanations. Care to expand on Floatability ?

My questions about the intentionality of all the changes still stand...
Critic Flotation= is the % value of the HitPoints= at which point flooding is to occur.

So, if the HitPoints=100 with a Critic Flotation=0.30, then when that compartment (zone) has 30 or more HP's of damage then it will start to flood.

To clarify... the number is damage in HP inflicted by a depth charge
20 = no flooding
10 + 10 = no flooding
10 + 10 + 9 = no flooding

20 + 10 = flooding
50 = flooding
5 + 5 + 5 + 5 +5 + 5 = flooding

I cannot answer the question of, if after the compartment, i.e. zone, has exceeded the value of Critic Flotation= so as to have induced flooding, does the flooding stops when the repairs are under the value as defined by the Critic Flotation= or only at the point that it is fully repaired.

I believe it to be when it goes below Critic Flotation=.....

BTW, all this is explained in great detail in the NYGM Ship Damage Mod section ot the NYGM Tonnage War Mod read me file.
I have read it, and appreciate your patience and explanations. However, the question was re Floatability=35 and Floatability=5, not the Critic Floatation. But I will re-read nonetheless.
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Old 06-09-06, 10:01 PM   #32
Der Teddy Bar
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Originally Posted by U-Bones
I have read it, and appreciate your patience and explanations. However, the question was re Floatability=35 and Floatability=5, not the Critic Floatation. But I will re-read nonetheless.
Well, don't I look silly :rotfl:

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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Old 06-09-06, 10:45 PM   #33
nvdrifter
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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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Old 06-09-06, 11:01 PM   #34
Der Teddy Bar
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Quote:
Originally Posted by nvdrifter
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.
GW will not have a restricted Damage Control Team implemented as it was released before I released this modlet.

I hope this helps.
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Old 06-09-06, 11:08 PM   #35
nvdrifter
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by nvdrifter
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.
GW will not have a restricted Damage Control Team implemented as it was released before I released this modlet.

I hope this helps.
Thanks for all your help!
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Old 06-10-06, 12:22 AM   #36
nvdrifter
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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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Old 06-10-06, 01:00 AM   #37
Der Teddy Bar
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Quote:
Originally Posted by nvdrifter
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?
Using TT Tools change the Crash Speed value... NYGM uses 0.10

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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Old 06-10-06, 01:06 AM   #38
Der Teddy Bar
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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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Old 06-10-06, 01:19 AM   #39
Gizzmoe
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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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Old 06-10-06, 01:22 AM   #40
nvdrifter
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Quote:
Originally Posted by Der Teddy Bar
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...
I'm not quite sure why your are asking it to be removed. All this mod does is overwrite some files. I think it should be up to each player whether to decide if they want the changes or not. For the people who can live without the anti-humminbird mod and would rather have much better damage repair times, shouldn't it be their choice?
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Old 06-10-06, 01:22 AM   #41
Der Teddy Bar
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Quote:
Originally Posted by Gizzmoe
Teddy, it´s an optional mod, no one is forced to install it. He should add a warning to the readme though.
But if breaks parts of our mod....

I am not rubbishing nvdrifter's work.
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Old 06-10-06, 01:25 AM   #42
Gizzmoe
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Quote:
Originally Posted by Der Teddy Bar
But if breaks parts of our mod....
So what? *I* don´t care about the Anti-Hummingbird feature and as long as nvdrifter makes it clear that his mod breaks it there is no problem.
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Old 06-10-06, 01:28 AM   #43
Der Teddy Bar
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Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Der Teddy Bar
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...
I'm not quite sure why your are asking it to be removed. All this mod does is overwrite some files. I think it should be up to each player whether to decide if they want the changes or not. For the people who can live without the anti-humminbird mod and would rather have much better damage repair times, shouldn't it be their choice?
You did not know that it broke the NYGM Anti Humming Bird mod until I noted such too you.

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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Old 06-10-06, 01:34 AM   #44
nvdrifter
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Der Teddy Bar
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...
I'm not quite sure why your are asking it to be removed. All this mod does is overwrite some files. I think it should be up to each player whether to decide if they want the changes or not. For the people who can live without the anti-humminbird mod and would rather have much better damage repair times, shouldn't it be their choice?
You did not know that it broke the NYGM Anti Humming Bird mod until I noted such too you.

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.
What's with the snobby attitude? My mod is still a work in progress (as everyone on this board is aware). If I am told (or find out) that it breaks other mods, I will place a warning in the readme file. You really need to lighten up. I am not trying to break other people's mods on purpose. And I really DO appreciate all the help you have given.

Last edited by nvdrifter; 06-10-06 at 01:37 AM.
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Old 06-10-06, 01:41 AM   #45
THE_MASK
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The true NYGM believers will only download official NYGM mods anyway .
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