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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
XO
![]() Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
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I dont' have idea what is going on with NYGM v2.2. This is a great mod and I very like them but I have a realy strange problems. In two patrols I started, I was depth charged and dead
![]() ![]() the training mission (Torpedo) and try to discover how this new torpedo mod works. Very strange, I don't have even one hit. Then I enabled the event camera to see what is going on, I fired after that about 10 torpedoes and each of them just run under keel but no explosion, like the magnetic function don't work. I played NYGM v.2.0 and I have excellent sinking results in my patrols.I don't have idea what is going on, but if I don't find a solution for this, I will back to NYGM v.2.0. I realy appreciate every solution for my problem.I use NYGM v.2.2 in combination with SH3 commander 2.6.1 also I have some small graphic mods installed. And I run game in 1280x1024 with d3d9.dll. |
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#2 |
XO
![]() Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
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Finally I have got a hit! When I set the deep for torpedo to 5m, the torpedo hit the Medium Cargo under keel, but I'm a little confused because in manual the draft of Medium Cargo is 7.8m, and earlier(NYGM v.2.0 for example) when I used the magnetic pistol I was set the 9m and have a hit.Maybe I start to understand this torpedo mod, but I like someone to tell me if I wrong or not.
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#3 |
Frogman
![]() Join Date: Jun 2006
Location: Pennsylvania
Posts: 309
Downloads: 102
Uploads: 0
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You're encountering realistic & historic problems with the torpedoes. The early war torpedoes ran deep and the magnetic pistols were far too sensitive (i.e., they'd explode if they passed over an iron ore deposit). The torpedoes were so bad, in fact, that they held a court of inquiry and imprisoned the persons responsible for testing them.
If you don't want to experience the same level of frustration as the historical U-boat commanders, there is a workaround for this problem: Simply go to your Weapon Officer's station (right click on the icon for his station), which will allow you to manually adjust the torpedo speed, pistol type (i.e., you can now use impact pistols), and running depth. If you do this, you'll override the historical features and your torpedoes will perform almost perfectly. Good luck!
__________________
"Come into port greatly, or sail with God the seas..." - Emerson |
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#4 |
XO
![]() Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
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Thank You, SubConscious, I think I understand now!
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#5 |
Frogman
![]() Join Date: Jun 2006
Location: Pennsylvania
Posts: 309
Downloads: 102
Uploads: 0
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Glad I could help, Poor Sailor! Happy hunting!
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__________________
"Come into port greatly, or sail with God the seas..." - Emerson |
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