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#1 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
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I have been asked about ‘new’ moded ships and NYGM.
I quote ‘There are several ship types, which are not included in the ship damage mod. It's sad, because, they would bring some more fun in the game. Do you have plans to make them also NYGM compatible?’ All existing and ‘new’ moded ships use the zones.cfg for its compartment values. So if the NYGM zones.cfg is installed, then the NYGM values that make the ships sink will come into play. For the most part what will be different between the NYGM ships and the ‘new’ moded ships is the total HP’s for the ships. In the NYGM ships they have 2160 where as I presume that most ‘new’ moded ships will have the very low default values such as 200 etc. To make the ‘new’ moded ships better for an NYGM install would require the HP’s to be raised to 2160. Now we have to consider the compartment behaviour. As changing the location of the 3D structures does not change the damage zones. For instance, if on a tanker I move the engine (i.e. structure indicating the engine is below me) forward 25 metres, the damage zone for the engine is still in the original location! This will obviously result in uncoordinated hit and effects/results. Apart from this there is also the issue of how the ship sinks. NYGM only tested the stock default ships. The NYGM Tonnage War read me details the difficulties and compromises in great detail and I will not go into that here, but to just say, that the ‘new’ moded ships that have 2160 HP’s may sink in a way as to be ‘not right’. This could be the compartment values, refer to the NYGM Tonnage War read me for details, or it could be the ships Gravity Centre which as required was also moded in the NYGM ships. I hope this answers the original question. |
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#2 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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Well, I can increase the HP's for the Converted Whale Factory so that it is more compatible with NYGM.
![]() Version 1.1 will include both a NYGM and non-NYGM .zon file. In the meantime, the value can be tweaked with Timetraveler's Mini-Tweaking tool. Of course, most people here probably already know that but I am just making sure. |
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#3 |
Silent Hunter
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I understand these compartment limitations, and I'm not surprised. That's why I'm glad the Liberty Ship is so well suited to vessel modding. I've made about 4 new freighters of about 5000-5500 tons, and there aren't any major zone problems since they have the same basic engines amidships configuration as a Liberty. However, on the Ross/McKnight Class tanker I still need to move the engine room aft. The engine smoke comes from the right location but it just won't feel right if you can immobilize it with a hit to the midships section. I want to move the engines aft but I doubt it's going to be a simple process...
http://visseraa.topcities.com/German/23580140.jpg |
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