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Old 03-25-06, 10:06 AM   #121
Kpt. Lehmann
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Quote:
Originally Posted by Cdre Gibs
Umm Guys, I think you have a problem with the LND layer. I keep getting CTD's every time I'm to the west of Loch Ewe near that new base (IIRC its call Stornoway?).

I decided to check the Campaign files, see if I could find the cause of the CTD's. So we crank up the trusty Mission editor to have a look see. The SCR open's fine, the RND opens fine (My GOD what a mess ), But do you think that bloody LND layer will open, HELL NO! Every time I try, the Mission Editor ALSO CTD's.

I have always been able to open the RND before, no probs. I can only come to the conclusion that its broke some how, as I'm NOT gonna go poking around via Notepad/word to try to see whats wrong. I dont find that method agreeable for troubleshooting (but Rubini just might - I hope). Anyway I'm gonna have to steer clear of the Loch Ewe area till I hear back from some1 on this.
Can you tell me what date in-game you refer to? I checked the mission editor immediately and had no problems opening it or the LND layer... though I am not an expert on the M.E., I din't see anything fishy at a glance.

I need a little more info... as will Rubini. This will be investigated.
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Old 03-25-06, 10:18 AM   #122
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The in game CTD was 1/1/945 (left Bergen) - headed over to Scarpa (no probs, sunk every thing) - headed over to Loch Ewe (no probs, sunk the BB an CL's) headed west to go down the channel - CTD. And before you ask I was on the surface and did NOT hit a mine. I had got about ¾ of the way across the channel and that was all she wrote !

And in the M.E. I cant even open the LND. It will CTD every time.

I had the same sort of drama 1's with Liverpool. The in game Habour was NOT at the same place as the BASE on the map. every time I got any where near Liverpool, CTD. It was only when I finaly changed the settings to place it correctly that the game behaved its self.


PS: I have to be up at 06:00H an its now 23:25h (Off to a New Ship Commissioning Ceramony - Training Ship Cockburn - pronunced cO-Burn before any1 gets funny ideas ) so I'll be gone till late tomorrow arvo.
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Old 03-25-06, 10:34 AM   #123
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Quote:
Originally Posted by thyro
The damage mod in GW is now irritating me!

All due to "invencible" ships... like (medium/small cargos) taking 3, 4, 6 torpedos, blowing up and keeping floating... (even the lock wouldn't be able to lock) so its assumed that they went down... actually some even go down but is not registered as a sink/kill in the capt logs (even days after the supposed kill).

I reload the save before the attack and then sometimes (exactly from the same position) with 1 or even 2 torps are enough to make the cargo ship fly in the sky in flames and go imediatly under waters and the sink is logged.

The damage mod in GW really need to be reviewed asap

Meantime... Would someone know how to rollback this bugged damaged mod? Is really spoiling my game and GW Many thanks

irish1958 wrote:
"Since most ship sink because of uncontrolled flooding, it takes a long time, sometimes hours.
irish1958 "

My response:

Exactly, and with the smaller ships, striking the same spot with a subsequent torpedo may have little or no effect in sinking the ship.

You can think of the ships as having more than one compartment that is "water-tight." Therefore, you really need to hit more than one place on the ship. There is always the chance for a critical hit... but largely you should never count on a critical.

Another thing about smaller ships and compartments... you can think of these compartments as being a little closer together, which can be a good thing or a bad thing for you... depending on where your torps hit.

Furthermore, re-modelling damage for one boat can actually have a cascade effect and cause problems in other boats.

There are some smaller ships/boats where I am going to review the DM, but I am still deciding as to whether or not the small merchants need futher attention at the moment.

At the very least... engaging enemy ships will yield an uncertain outcome for you... You will find yourself seriously asking "Is she worth another torpedo? Should I risk surfacing and using the deck gun?" Your decision may have a definite impact on your total end-of-patrol tonnage score.

Stock SH3 was full of certainties... These certainties are things that are going the way of the dinosaur.

Lack of certainty is a GOOD thing.

If you are unhappy with the damage model itself, try de-selecting "realistic sinking times" in your realism settings. I don't know what effect this will have for you because the GW mod aims at achieving higher levels of realism in this area... but it may accelerate the death of enemy shipping that you encounter.
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Old 03-25-06, 10:49 AM   #124
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But how about they get sunk and not recorded in the capts log?

Beside 5 torps seem overwelming firepower for a small size hull, well enough for a smal marchant to go pin down in seconds. But instead of that, it simple blow up all its deck, remained flouting for a day or so, then finally went down the waters. No message "she's going down" either record on capts log that sink.

As I mentioned, reloading the savegame and the outcome is totally different, where for 2 times were enouhg to use 1 single torp to blow it up from the water and sink it in seconds... beside it was recorded in the capts log.

So I really find a bit odd that this damage mod trys to be more real when in fact seem a bit faulty.

Fair enough the lack of certainty but lack of record the sink in the capts log for me is a fault.

But please lets avoid to go extrems to a point that is almost required to use a nuke to pin down a small merchant.
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Old 03-25-06, 11:48 AM   #125
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Quote:
Originally Posted by thyro
But how about they get sunk and not recorded in the capts log?

Beside 5 torps seem overwelming firepower for a small size hull, well enough for a smal marchant to go pin down in seconds. But instead of that, it simple blow up all its deck, remained flouting for a day or so, then finally went down the waters. No message "she's going down" either record on capts log that sink.

As I mentioned, reloading the savegame and the outcome is totally different, where for 2 times were enouhg to use 1 single torp to blow it up from the water and sink it in seconds... beside it was recorded in the capts log.

So I really find a bit odd that this damage mod trys to be more real when in fact seem a bit faulty.

Fair enough the lack of certainty but lack of record the sink in the capts log for me is a fault.

But please lets avoid to go extrems to a point that is almost required to use a nuke to pin down a small merchant.
Something to remember too, that when stating that issue "X" needs to be addressed... is that a little patience from you is required.

GW largely uses the NYGM ship damage model as stated in the readme. I am 95% happy with it and feel that by and large it is working properly.

Both teams are perfecting their mods and some things will change over time. I think I can speak for all of the large mod captains when I say that we have a sense of loyalty to people who choose to use the mods we were involved in bringing you... However, we also have other responsibilities... families, jobs, and other events that keep us from spending the time we would like to here.

Hang in there. I will answer all questions as best as I can. If I need to I will ask for help.

I am not so proud as to think that I can do it all by myself. Nor do I have the attitude that one particular mod will make everyone happy.
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Old 03-25-06, 03:00 PM   #126
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With regard to not getting credit for a sinking: My experience has been that SH3 doesn't give you credit for a ship if you attack it but save the game and then reload the game before the ship actually sinks. This was always the case. With the NYGM damage model its a little more obvious since ships take longer to sink now, but its not the mod that interferes with getting credit for a sinking. Overall I think the ship damage model is one of the greatest improvements ever to come along for this game. It is far more realistic and as Kpt. Lehmann points out adds uncertainty to the game.
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Old 03-25-06, 03:26 PM   #127
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Quote:
Originally Posted by baxter
With regard to not getting credit for a sinking: My experience has been that SH3 doesn't give you credit for a ship if you attack it but save the game and then reload the game before the ship actually sinks. This was always the case. With the NYGM damage model its a little more obvious since ships take longer to sink now, but its not the mod that interferes with getting credit for a sinking. Overall I think the ship damage model is one of the greatest improvements ever to come along for this game. It is far more realistic and as Kpt. Lehmann points out adds uncertainty to the game.
Thanks baxter, I was sure that had been addressed before and had been hunting through my notes for some time. Cheers mate!
Another issue goes into the "Resolved" stack.
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Old 03-25-06, 04:15 PM   #128
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At first I wasn't too sure what to think about the damage model. Initial thoughts were, "I don't like it." Since I have gotten used to it now, I actually like it. I did the XXI single mission and actually enjoyed watching the carriers slowly sink, which was dangerous because by that time I had attracted a cult following. :rotfl: I enjoy watching the ships sink again, and always kind of felt that one torpedo seemed kind of unrealistic to sink a C3 or C3.

Additionally, I have another question. I had unticked the manual targeting and was messing around. When the options appeared in the recognition manual to choose which part of the ship to aim for, I noticed that when the torpedo hit there were no indications of a critical hit. Were the critical hit points altered as well? The target was a C2, and I chose to aim for the fuel bunker. This was during the convoy training mission.
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Old 03-25-06, 04:30 PM   #129
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Quote:
Originally Posted by baxter
With regard to not getting credit for a sinking: My experience has been that SH3 doesn't give you credit for a ship if you attack it but save the game and then reload the game before the ship actually sinks. This was always the case. With the NYGM damage model its a little more obvious since ships take longer to sink now, but its not the mod that interferes with getting credit for a sinking. Overall I think the ship damage model is one of the greatest improvements ever to come along for this game. It is far more realistic and as Kpt. Lehmann points out adds uncertainty to the game.
Hi

I'm sorry if I got wrong... but I think that you got sliglty wrong about what I wrote in my previous posts

I save the game before attack and not after... and always with the target between 400m-500m positioned from one of target sides.

So the missing credits has nothing todo with pos-attack save-game possible bug.

But a problem with certain ships that even after landing on the sea bed, do not give any credits (either their sank are logged the captain's log) and this always happens with a medium/small merchants...(when take torp after torp to fill them with water and take amost one/two or more days to finally start sinking)

With GW I had to recur to save-game due to this issue (as workaround) the problem.

And most of the times that I do the reload, the same target goes bang with one/two torps like this damage mod didn't exist... with other advantage beside saving torps... I get the sink logged and its credits.

I have to say this caviat, is anoying (due to the time that takes to reload the game). For that reason that I've asked in one of my posts if someone would know where I could rollback this damage mod.

Note: I'm not criticising the ideas that this damage mod introduces. But the fact that in certain circunstances it doesn't seem to work properly, specially when the target sanks and no log is recorded (eventually no credits added).

I'm sorry I don't know how to better express the circusntaces to help someone to look into and tweek what needs to be tweeked.
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Old 03-25-06, 07:48 PM   #130
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This NYGM Ship Damage Mod is far from perfect. It is however very good considering the limitations imposed by the SHIII format.


Sorry Kpt but I feel that I have no choice but to hijack this thread over the NYGM Ship Damage Mod.

I think that players need to become accustomed to the NYGM Ship Damage Mod. You will find 225 posts over 9 pages discussing how it all works in the 'Not Your Grand Mothers Ship Damage Mod Beta 0.1.36' thread here - http://www.subsim.com/phpBB/viewtopi...highlight=nygm

I would strongly suggest also reading the NYGM Tonnage War v1.03 User Manual.pdf found here http://hosted.filefront.com/TeddyBar In the NYGM Tonnage War v1.03 User Manual is 12 pages outlining how the ship damage was implemented in SHIII and what NYGM did to attain what is currently in use.

The overall aim of the Not Your Grand Mothers Ship Damage Mod was to make ships ‘sink’… and not just run out of HP’s i.e. Hit Points.

The Not Your Grand Mother's Ship Sinking Mod does not aim nor intend to make it harder to sink ships than it was historically. It cannot be denied that the Not Your Grand Mother's Ship Sinking Mod does make it more challenging to sink ships than it was in the stock game, but I am sure that even the most ardent Silent Hunter III fan will acknowledge that the sinking of ships in the standard game is at the gamey end of the realism scale.

The Read Me file also contains very important data on how it all works so that you may get better results from this Mod.

There is not doubt that the occasional quirk where a ship takes excessive torpedoes and shells to sink, or will sink unusually, the same thing happened in real life. So I would ask that before making any wild statements that this or that doesn't work is that you sit back and think about it some more, make sure that it happens again and again and then make sure to support your claim with screen shots and relevant data on torpedo hit location/s etc etc.

There are some very imposing limitations such as 1 set of configuration data may be used by up to 10 ships, and to fix one ship may break 5 others.

The time for the sinking affect, should generally be 1-2 hours at most. It may take longer, I can’t say for sure. I will try and make sure that most sinking occurs well within 2 hours.

The big question is will I get credit after I have left the area? The answer is yes. I have tested this and have been as far away as 31 kilometres when I have been notified that the ship sunk.
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Old 03-25-06, 09:01 PM   #131
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I love the aspect of sinking now, the fact that after an engagement, after you've broken off from a convoy, you may end up getting that "She's going down!" response some time after. But I came across a Fiji and a Dido moored in Gibraltar and sunk the Fiji with one torp aimed for his ammo bunker, I wasn't too surprised because I've always been a one torpedo, one ship kind of guy. But this Dido took one on her starboard side and four(two salvos) on her port side, both salvos aimed at her fuel and ammo bunkers below the gun emplacements. I'm all for the fact that if I missed these areas, targeting a ship in a convoy, she may still sink, but what if I hit those spots, dead-on, that seems to be the only peeve I have with the DM.
Does anyone know if the critical chance areas have been moved or altered in GW and can we have a rec manual highlighting these areas in the next patch? Game is too dark at night too.
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Old 03-25-06, 10:50 PM   #132
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Well, I'm sorry to be here again, but this will be my last post under GW topic.

The damage mod has a serious issue that need your attention.

GW is going be moved out from SH3 until I see some note regarding solving the issue.

For me a game is meant to be funny and not a pain. I praise all devs that build the GW package. Because they made SH3 alive and a bit more realistic in certain ways. Realism that I always wanted to see in this game, but this issue have been testing my patience... and I'm about to give it up.

Meantime let me share my last experience that took me several hours dodging DDs to get my sub into the right position and then this...

A Large Tanker received 11 torps across its right side. All spread from ships rear to its front.

After 18 hours (game time at 32 speed) the ship remained in the same state (floating), engines stopped, with water washing its right deck. (my sub without torps left)

I'm sorry but this is far from real and this kind of "realism" isn't working for me.

Usually a tanker contains... fuel and usually fuel ignite with flames (explosions). So what would I need to have/do to pin down this ship?

I suppose that 11 torps spread all over one of its side is well beyond the acceptable... I am facing again one unsinkable ship, beside I can't fire the 12th torp because my sub ran out of them.

by-the-way, I'm playing in career mode (if this makes any difference)

Anyway... to recap the issues that are happening in my GW game:

1) unsinkable ships (like above example)

2) almost unsinkable ships which take several hours to go down, once they land on seabed there are no credits and the sunk isn't recoded in "Capitain's log" (now if this is related or not to damage mod I don't know!)

<---- GW player now bit disapointed (due to damage mod issue) and waiting for next version of GW (or any patch that solves this issue)

Many thanks for your attention.

Bye
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Old 03-26-06, 12:19 AM   #133
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@ Thyro.

After comparing the information from different GW players regarding the ship damage model and based on my own experience with it in-game... I find it to be working properly and basically as intended.

Furthermore, any potential changes will not occur overnight and will be carefully considered. I asked you for a little patience earlier, but you gave none. Apparently we are unable to move quickly enough to meet your requirements.

I am sorry that you are unhappy with the GW mod. I hope you will find an alternative that meets your standards.

Cheers
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Old 03-26-06, 06:22 AM   #134
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sorry lehmann, but this is realy an issue. im very well aware of all the facts, but i have serious problems with the damage mod aswell. best example is my current (2nd gw) career.
i just finished the 3rd patrol, and i got no credits for all of the 4 ships i had sunk on my first patrol whatsoever. i can see the shipnames in sh3 commander, but i got no credit fo it. on my 2nd patrol a found a lone med (c2) merchant, and he swallowed 5 torpedoes till he went down. my last convoy aproach in that career ended with three single torpedo hits on three different med merchants, and not one of them even bothered to develope a list, or even drop out of formation. overall i have to say i have problems sinking more than 4 ships in one patrol, since i rarely sink a ship with one torpedo. im have to use the deck gun too.
im well aware how gamey stock sh3 made the sinking look etc, but tbh the damage allocation, or bang for the buck factor, felt much more realistic.
the nygm mod went a bit too far imho, with the attempt to slow down sinking times. and pls, this is no flukeing for me, since i have it in pretty much every patrol im playing with nygm. atm the negative sideeffects are starting to outweight the positive, mainly immersion, factors...
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Old 03-26-06, 06:57 AM   #135
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If the Damage (or lack there of) settings are not to your liking I would suggest that you just overwrite the Zones.cfg with the stock 1 for SH3. It will leave all the other GW goodness in and give you the sinkings you deserve.

This at least would be a temp measure until the GW team make up their minds as to how they want to handel this issue if they feel inclined to do so.
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