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Old 09-18-07, 07:49 AM   #301
switch.dota
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I vote for classic if you're used to the TM 1.6.2 version of NSM
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Old 09-19-07, 01:45 AM   #302
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Quote:
Originally Posted by switch.dota
I vote for classic if you're used to the TM 1.6.2 version of NSM
I agree!
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Old 10-10-07, 12:25 PM   #303
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Hi Werner,

Just wanted to drop by and see if you had anymore plans for NSM?

I also wanted to get your feel for the sticking around to wait for the "ship" to sink.

I have been hunting off the West Coast of the Phillipines stalking the huge invasion fleet...playing cat and mouse with 4-5 DD's. I have managed to put torpedoes into 2 DDs and 1 Tender. Have no idea what the results were as its pretty much a "shoot and scoot", you cannot hang around to see what happened.

I am currently moving off and repositioning for another attack at dusk. The point is I will not get any tonnage credit with the current tactics. What can I do differently?

Excellent work by the way!

Wilcke
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Old 10-10-07, 09:14 PM   #304
WernerSobe
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you dont have to observe the sinking visualy.

You will score the tonnage when you are around. As long the vessel is rendered in 3d world (about 20 miles around your location) and sinks by your action you should score the kill.

In real life submarines often couldnt see the results because they had to dive away from escorts. In many cases they just heard them sinking. If they couldnt see or hear the ships sinking for sure, they assumed it was damaged even if it was sank. In some cases ships were damaged by torpedos and kept going for hours and even days before they had to be abandoned and sank by own escorts.

Now to your questions.

1. I still enjoy sh4 from time to time but its far less often now. For myself im happy with NSM 3.3 and it looks like the majority of skippers are happy too so i dont have any plans about it yet. There have been no bug reports or suggestions for long time so i guess its finished. It doesnt mean that i have abandoned it, but there is just nothing to do atm.


2. usualy it doesnt take long. Sinking can take hours but that is very rare. If you can observe the damage visualy you can evaluate if it is sinking or not. If you cannot see your victim but you know you have hit it - listen. Heavy damaged ships that are taking critical flooding usualy slow down or even stop. If its about to sink you will soon hear cracking sounds, a sure sign that a part of the ship is taking heavy flooding, in that case it shouldnt take long. If they keep going as usual then they are propebly only scratched.
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Old 10-11-07, 10:38 AM   #305
Wilcke
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Werner,

Thanks for the prompt and extensive reply. It answered my questions. I am currently back in Manila getting more Torps and will head back out to clean up all the wounded ducks I left in the water! Will be fun scouring the ocean for them!

Looks like the invasion fleet is heading North to Luzon.

Take care man, we appreciate the work you did on NSM and what it adds to the game! Just astonishing!

Wilcke
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Old 10-14-07, 12:29 PM   #306
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Default useless gun shells

Hi WernerSobe,

I don't know if I should ask my question here or in the TM thread.
But it's related to NSM in TM, so that's why I start here.

Last night I found a nice cargo ship, put 2 torps in her.
She started to sink slowly. I wanted to increase her sinking so I start putting high explosive shells in her. This did nothing. A small explosion and some graphic holes. Thats all. No new fires or explosions after more then 40 shells.

Is this related to your mod ? or a TM thing ?
Is it possible to make the shells more evective ?

Thanks for this great mod !

Foo


p.s. I use NSM light version..
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Old 10-14-07, 01:01 PM   #307
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are you using just TM or TM+NSM 3.3?

According to "History of Submarine Warfare" by Pillard shelldamage is realistic. There are reports about US Subs sinking 2000 tonns vessel with 110 shells. Of course that wasnt the rule, but you see 40 shells to a large ship is not unuasual.

It does also matter how you attack the vessel. Spreading the shells all over the hull is not effective, it will make many tiny holes in all compartments and will take forever to flood them all. Its better to concentrate on few compartments that are next to each other. Aim for same spot until it shows fast flooding there and then switch to another nearby.

Anyway, to your question. You can increase shells MinEF and MaxEF values. That will not speed up the sinking but you will need less shells for same effect. But afterall, Deckgun is not ment to be primary attack weapon agains merchants. Its more about to sink small trawlers and fishers that are not worth a torpedoe.
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Old 10-14-07, 01:27 PM   #308
FooFighters
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Quote:
Originally Posted by WernerSobe
are you using just TM or TM+NSM 3.3?

According to "History of Submarine Warfare" by Pillard shelldamage is realistic. There are reports about US Subs sinking 2000 tonns vessel with 110 shells. Of course that wasnt the rule, but you see 40 shells to a large ship is not unuasual.

It does also matter how you attack the vessel. Spreading the shells all over the hull is not effective, it will make many tiny holes in all compartments and will take forever to flood them all. Its better to concentrate on few compartments that are next to each other. Aim for same spot until it shows fast flooding there and then switch to another nearby.

Anyway, to your question. You can increase shells MinEF and MaxEF values. That will not speed up the sinking but you will need less shells for same effect. But afterall, Deckgun is not ment to be primary attack weapon agains merchants. Its more about to sink small trawlers and fishers that are not worth a torpedoe.
Thanks, in what .dat file can I change this ?
What were the original SH4 values ?



UPDATE : I found it.. thanks WernerSobe
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Last edited by FooFighters; 10-14-07 at 03:33 PM.
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Old 10-25-07, 05:41 PM   #309
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Default Bump!

Bump! for an indispensible mod that should be on page 1.
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Old 10-25-07, 07:05 PM   #310
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stickied RR
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Old 10-29-07, 08:30 AM   #311
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ooh update! yay. nice one, i LOVE this mod. this alone adds so much realism its untrue.

pete
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Old 10-30-07, 11:06 AM   #312
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Some amusing things happen to the smaller boats when hit by torpedoes, but it's only because they can't disintegrate like they should. I hit a mini-sub with a torp and it went so high in the air I lost track of it and it took about thirty seconds for it to come down! Curiously, it was STILL WORKING!!! Definitely an "E" ticket ride for those inside.

Also, I blew up a docked sub chaser and it broke in half and the two halves went spinniing away, bouncing all around the dock - one hit a crane and bounced behind a building.

Please understand that this is not a knock at all on this mod - the mod just reveals some game limitations, that's all. This is still on my "must have" list. It makes the top two, and I won't insult either of those mods by naming them in any particular order. This and ROW are my faves, and it's a tie.

Bill
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Old 10-31-07, 05:23 AM   #313
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Quote:
Originally Posted by billko
Also, I blew up a docked sub chaser and it broke in half and the two halves went spinniing away, bouncing all around the dock - one hit a crane and bounced behind a building.

Bill
Something like this?



Crappy pic quality, I know, but my rig barely meets the game's minimum requirements.

And ditto on the indispensability (did I just invent a word there?:hmm of this mod!
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Old 10-31-07, 07:57 AM   #314
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I had the most fun with this mod last night. on my way back to pearl i happened accross an enemy convoy. after giving 3 destroyers the slip i raced ahead at p-depth and turned into the convoy firing off first my forward then stern tubes! 10 torpedo's sent at a lovely unguarded convoy. unfortunatly i only hit three of my targets but i reckon as 3 torpedo's hit just the one ship i'd got her good. i went deep and waited for the inevitable depth charges but the dd's sped to meet the fleeing convoy instead and left their holed friends to my mercy.

after a while reloading i finished em off, and watched them go down. took ages too.

it was great tho, none of this, boom gone, next target. i slowed them to about 2knts each one even stopped alltogether and the rest left em behind for easy pickings. now THATS how a convoy attack should happen hehe.
pete
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Old 10-31-07, 10:38 AM   #315
billko
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Quote:
Originally Posted by Melonfish
I had the most fun with this mod last night. on my way back to pearl i happened accross an enemy convoy. after giving 3 destroyers the slip i raced ahead at p-depth and turned into the convoy firing off first my forward then stern tubes! 10 torpedo's sent at a lovely unguarded convoy. unfortunatly i only hit three of my targets but i reckon as 3 torpedo's hit just the one ship i'd got her good. i went deep and waited for the inevitable depth charges but the dd's sped to meet the fleeing convoy instead and left their holed friends to my mercy.

after a while reloading i finished em off, and watched them go down. took ages too.

it was great tho, none of this, boom gone, next target. i slowed them to about 2knts each one even stopped alltogether and the rest left em behind for easy pickings. now THATS how a convoy attack should happen hehe.
pete
That's the whole beauty of the mod. That, and the slower deck gun reload time makes you much less willing to dance with an armed merchant at close range.

Bill
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