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Old 08-25-07, 02:37 AM   #262
Stiebler
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Join Date: Oct 2005
Location: London, UK
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Default NYGM 2.6B

I have placed a revised version of NYGM 2.6 (version 2.6B, file NYGM2_6B.7z) on the NYGM website:

http://hosted.filefront.com/TeddyBar

The reason for this was that the presence of a docked XXI U-boat at Bergen (and two other ports) caused a strange bug: if you took a Type VII boat out to sea from Bergen, then saved and re-loaded the game at sea, the hydrophones and radar were frozen (ceased to rotate), a problem usually caused by identity clashes when a U-boat is spawned at base. The problem never affected a Type IX boat or a Type II. But we previously made large changes to the XXI boat in connection with NYGM's damage model. The docked XXI boats have been replaced by armed trawlers.

I've taken the opportunity to make a couple of other minor improvements (not bug fixes):
a) Large, veteran Canadian airbase added to Newfoundland. I always wondered why there were never any air attacks during patrols in grid BB. When I finally checked, there was virtually no useful air coverage!
b) There are now virtually no escorts in 1939-1940 with CrewRating greater than competent.
c) After adding the FuMB37 extension mod in October 1944, you can now change bases after just one patrol (mimicks the re-shuffling of bases that actually happened). Previously, after being compulsorily re-directed from a Biscay base to Bergen, you had to complete a full three patrols before being allowed to change base again.
d) Patrol grids in SH3Patrol altered for a Type IX sailing from Germany or Norway in 1944. Now much more realistic - the use of Type IXs in mid-Atlantic had largely ceased after the disasters of 1943.
e) Range of the new Halifax bomber by Denis_469 limited to 500 km so that it can be used properly in the 'SpecialAirBases' that provide saturation coverage around limited sea areas.

The play in NYGM really does seem to be reaching the limits of what can be achieved with SH3 now, and the earlier revised airstrike.cfg of NYGM 2.6 combined with the special airbases seems to be much more realistic than previously.

Extra note: the Inshore Campaign. You may be asked to patrol square AM53, just where heavy convoy traffic enters or leaves the north Irish Sea, and where there are very many warship patrols. The constant spawning of this heavy traffic, often more than one convoy at once, seems to confuse SH3. If you save a game after passing many convoys (as can easily happen in thick fog, at schnorchel depth), you will get a CTD after save and reloading. If you return to base safely, you may even get a CTD when you reach 30 km from base, as the game tries to save your parameters. All this can be avoided by spending no more than 24 hours in square AM53 (or similar squares, with crowded convoy traffic).

Stiebler.
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