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Old 06-25-19, 10:32 AM   #1546
John Pancoast
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Quote:
Originally Posted by Eikson View Post
Sorry, it's me again.

I get some weird behavior regarding depth charges. Even when they are dead on, they don't damage hull integrity. They can cause major flooding and destroy compartments/machinery, but hull integrity stays at 100%.

This is only the case for the regular (dropped) DCs. It does not happen with Hedgehogs or other fancy equipment, as they correctly damage the hull.

I cannot find info in the manuals that says that this is a wanted feature. I first thought one of the many mods caused it, but it also happens in this setup:


NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
ARB WideGui 1920x1080

To make extra sure there wasnt a mod messing with it, I reinstalled a clean NYGM 2.5, as that version is the one containing the depthcharges files. The zones.cfg in the most recent NYGM patch is also clean and fresh.

Any idea what might cause this?

Thank you all very much.

Best,

Eikson
Haven't seen that myself, but possibly the damage occurred without major damage to the hull; enough to change the integrity color bar ?
It can stay full integrity down to 90%, minor damage included.
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Old 06-25-19, 01:25 PM   #1547
Eikson
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Thanks for your reply. In ARB the Hull Integrity is shown in percent (like in the base game, not like in stock NYGM) and it is not affected at all. It's not like it happened once, I did around 10 runs of the U-505 mission at it was always the same. Bullets, grenades, hedgehogs all damage the hull integrity, while depth charges do not.

I'll do a complete reinstall, maybe some file somewhere is messed up.
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Old 06-25-19, 01:58 PM   #1548
John Pancoast
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Quote:
Originally Posted by Eikson View Post
Thanks for your reply. In ARB the Hull Integrity is shown in percent (like in the base game, not like in stock NYGM) and it is not affected at all. It's not like it happened once, I did around 10 runs of the U-505 mission at it was always the same. Bullets, grenades, hedgehogs all damage the hull integrity, while depth charges do not.

I'll do a complete reinstall, maybe some file somewhere is messed up.
I'm wondering if the ARB mod somehow affects things, but wouldn't know how it could.
I don't use it, and the 505 mission for my NYGM install results in expected damage/destruction in tests I've done in the past.
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Old 06-27-19, 05:01 AM   #1549
Eikson
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After having quite a blast running the U-505 mission over and over again I think there are just a few oddities with the damage model now and then (might also be a stock game issue).

I ran dozens of tests with all sub types and different mod setups that went from just NYGM to the extensive list you'll see at the bottom.

What I found was:

1) All "impact weapons" (shells, hedgehogs, bullets) work fine. The hitbox for the sub seems to be a little off in some cases, where hedgehogs detonate without hitting your boat or where they float through your boat without detonating. I dont know whether this is the game simulating duds or whether it's just a collision detection issue.

2) Depth charges work properly most of the time. Sometimes hits that should have taken the sub out don't do enough damage. Maybe this is just the game being nice or faulty proximity simulation. Hard to say. Contact hits, where the charge lands on your deck, seem to work fine. One hit of that kind was usually enough to kill the sub.

3) Ramming is odd. I've had a destroyer run into my periscope, pushing the entire boat to the side with zero damage to anything. This leads to the weird situation that (without hedgehogs) staying at periscope depth or a few meters deeper is the safest option, as the depth charges detonate below you and the destroyers rarely aim to ram your turret, as they usually do a slight turn beforehand. Of course this is kind of gamey and I wouldn't do it in a campaign, just wanted to point it out.

Again, all this also holds for my tests of just NYGM without any additional mods.

I've been careful to make sure that the other mods do not overwrite any files that deal with collision/damage/zones etc.

I'd be happy to hear about your experiences. The U-505 mission allows testing the damage functions easily.

Best,

Eikson

My list:

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS]

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
MFM-Interim-Beta
MFM-Interim-Beta_NYGM
Lighthouses and Entrance Points for NYGM3.6F beta
Harbor Traffic Add-In
Das Boot Gramophone music
German Hits Collection
Haunting Atlantic Wind
Racerboy_SH4_Effects_for_SH3_2_03
SH3 oggvorbis2
Sh3_volumetric_clouds&fog_V2.2
SH-5 Water for SH-3 16 Km V84
Rapt0r's Uniforms V2.0 [Grey]
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch
Dertien No Rank On Crew
EAX_Sound_Sim_SH3
TKSS18 German U-Boats Compilation
U-Boat IXC (Skin 3 (U-532)) Turm 1-2-3
TKSS German U-Boats Compilation FuMO_Fix_SNS
Supplement to V16B1 (JSGME)
Extra_files_for_Hsie_patch_V16B1
ARB WideGui 1920x1080 NYGM
raobf Fix
O2-Gauges v2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
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Old 06-27-19, 07:36 AM   #1550
John Pancoast
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Awhile back, I had similar test collision experiences with NYGM and GWX both.
While I've since become satisfied that escort ramming works well sub collision-wise most of the time, getting hit while at periscope depth by a merchant never seems to cause damage of any kind. Tested a merchant out again just recently in NYGM; it knocked me down twenty meters. Nary a scratch.
Another facet that AOD handles much better.

Regarding escort weapons performance, I've noticed similar as you. I think it could be improved (along with many AI aspects), but at least it causes damage when it should.

Regarding staying at shallow depth, I seem to recall that was an actual tactic if one had the nerves for it. Asdic, etc. couldn't read that shallow at the time.
But of course, they had to actually worry about collision damage unlike the game at times.

All in all, I believe the megamod makers have done the best they could with the game's limitations and SH3 is great fun to play.

But I also believe AOD is a better sim in reference to overall AI, damage modeling, etc.
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Old 06-27-19, 07:49 AM   #1551
John Pancoast
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Here is a thread of mine about ramming:

https://www.subsim.com/radioroom/sho...hlight=ramming
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Old 07-07-19, 01:28 PM   #1552
Anvar1061
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No one for all time has paid attention to the fact that the Turm VIIB-1 at 11.NYGM_HiRes_Submarines_3_6F provides an eagle, but it is not. This JSGME mod is ready to fix this misunderstanding.


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Old 07-07-19, 04:24 PM   #1553
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Danke!
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Old 07-15-19, 09:17 PM   #1554
John Pancoast
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Default Here's an interesting one......

I'm sailing along on a patrol at 30 meters depth riding out a storm at 1x tc. Step away from the game for a few minutes..........and there has been a petty officer machinist added to the game/crew screen ?!?
Instead of the usual 12 pos, I now have 13..............huh ?
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Old 07-17-19, 02:23 AM   #1555
Noobicum4Ever
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I did not found the name of the SuperMod:

GWX = Grey Wolves eXpansion
NYGM = ???
LSH3 = Living Silent Hunter 3
WAC = War Ace Campaign

Last edited by Noobicum4Ever; 07-17-19 at 03:43 AM.
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Old 07-17-19, 04:55 AM   #1556
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@Noobicum4Ever NYGM stands for something very deep and historical :

Not Your Grandma Mod
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Old 07-17-19, 06:36 AM   #1557
John Pancoast
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Quote:
Originally Posted by Noobicum4Ever View Post
I did not found the name of the SuperMod:

GWX = Grey Wolves eXpansion
NYGM = ???
LSH3 = Living Silent Hunter 3
WAC = War Ace Campaign
Not Your Grandmother's Mod.
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Old 07-17-19, 07:37 AM   #1558
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Icon14

Thank you... I did not expect
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Old 08-09-19, 11:35 PM   #1559
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NYGM3_6F, it is May 1944 and I just was attacked and sunk while snorkelling by an invisible aircraft with the observation periscope raised and at 1 x TC.

Currently using NYGM, no enemy aircraft are visible on the map even with "No Map Updates" disabled. The problem is when snorkelling, you have no way of knowing when an enemy plane comes within visual range.

There is a "Restore God's Eye View" mod but I do not want that, I just want to be able to spot enemy planes on the map using the periscope alone. You can do this is GWX3 with "No Map Update" disabled.

Any help anywhere? Thanks in advance.

-C
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Old 08-10-19, 08:22 AM   #1560
John Pancoast
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Quote:
Originally Posted by Randomizer View Post
NYGM3_6F, it is May 1944 and I just was attacked and sunk while snorkelling by an invisible aircraft with the observation periscope raised and at 1 x TC.

Currently using NYGM, no enemy aircraft are visible on the map even with "No Map Updates" disabled. The problem is when snorkelling, you have no way of knowing when an enemy plane comes within visual range.

There is a "Restore God's Eye View" mod but I do not want that, I just want to be able to spot enemy planes on the map using the periscope alone. You can do this is GWX3 with "No Map Update" disabled.

Any help anywhere? Thanks in advance.

-C



There is a .tga file for aircraft that is probably disabled with no map update enabled. There is for single ship contacts in the same situation.

Maybe look for that and reactivate it in it's relevant folder. But then that may have them always show up one the map, scope or not....
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