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Old 06-23-15, 09:57 AM   #1171
Anvart
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Quote:
Originally Posted by Stiebler View Post
@Anvart,

Hallo Anvart again,
Answers to your questions:
Correct (yes.) But only if the Stiebler4C hard-code patch is installed on top of the H.sie patch.
Excellent news, Stiebler!
Quote:
The turms which I fixed in hard-code were the turms you supplied to me several years ago ... I am happy to acknowledge your considerable skills in achieving this. ...
And now I can do it. Are we not all lucky?

Stiebler.
I am fully satisfied...
You're Superman.

P.S.
I finally have tested H.Sie's mod Radar.Fix, who i himself ordered to H.Sie do a few years ago - "now the default state is OFF"... Unfortunately i cannot used this mod. Unlike the original, after installing this mod, radar automatically turns off, when submarine is dives on depth about 13 meters. Therefore, if a player has forgotten to turn off the radar, it will work under water and, accordingly, the radar antenna will rotate until the radar works.
My advice - do not use H.Sie Radar.Fix.
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Last edited by Anvart; 07-01-15 at 05:35 AM.
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Old 06-28-15, 03:45 PM   #1172
Anvart
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Originally Posted by Stiebler View Post
... , you receive a double reply "Yes, Sir"/"Yes,Sir" ...
Stiebler.
Any repetition can be easily adjusted in StateMachineClass.

@Stiebler

New wish (hardcode):
1) When the submarine surfaced, acoustic man must be removed from the Radio Room... and when the submarine submerged, acoustic man must be returned into the RadioRoom.
2) ... and at last... radar must be turned off during scene initialization. H.sie's radar.fix has wrong executed in part "Radar automatically switches back to ON state, when it has been switched OFF in high waves".
This part (as made h.sie) executes very simply by settings of SensorData controller.
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Last edited by Anvart; 07-31-15 at 01:46 PM.
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Old 07-01-15, 03:01 PM   #1173
Fahnenbohn
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Hello,

I have no idea of what NYGM supermod is. I read in the SH3 guide wrotten by Blitzkrieg that this supermod has '' the most realistic gameplay and the most expanded AI ''. What are the specific improvments compared to the other supermods ? Is there a manual explaining all that points in detail ? Thanks.
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Old 07-01-15, 10:47 PM   #1174
sublynx
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NYGM installation files have a couple of manuals that point out the changes. I've not read them that thoroughly so I'm not sure how the AI is changed. From gameplay I know that the escorts are difficult to escape from, from the start of the war. In GWX I only found it difficult to escape submerged from late 1943 onwards. I think the NYGM convoys have more air cover as well. Less single ships so it's more about hitting convoys, reloading and attacking the convoy again while avoiding the ever increasing airplanes.
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Old 07-01-15, 11:28 PM   #1175
Fahnenbohn
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Quote:
Originally Posted by sublynx View Post
NYGM installation files have a couple of manuals that point out the changes. I've not read them that thoroughly so I'm not sure how the AI is changed. From gameplay I know that the escorts are difficult to escape from, from the start of the war. In GWX I only found it difficult to escape submerged from late 1943 onwards. I think the NYGM convoys have more air cover as well. Less single ships so it's more about hitting convoys, reloading and attacking the convoy again while avoiding the ever increasing airplanes.
Thank you Sublynx. In Blitzkrieg's manual, it's wrotten for GWX : ''incorrect AI, way over the top as judged by real German U-Boot-KLs''. If I unterstand well, GWX gameplay is more difficult than it was in reality ? I don't know if i understood well the sentence (i'm french).
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Old 07-03-15, 05:25 AM   #1176
sublynx
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Only a U-boat veteran would have knowledge on how accurate the AI is. From BdU's war diary one gets the impression that if a U-boat was discovered it was often at least damaged by the attack. As a gamer I find NYGM's AI perfect for me. If I get better by practice the AI will become too easy.
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Old 07-03-15, 12:41 PM   #1177
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Hello Blitzkrieg !

Many thanks to have spent so much time to answer my questions. I'm going to read the detailed readme of both H.sie-patch and Stiebler-Addon. Concerning the game difficulty, there is also one thing that i can't bear : when you are submerged and detected by sonar, although the convoy's destroyers didn't know there was a submarine in the area .... I wonder if it has been corrected in a patch ??

And a last question... why this name : Not Your Grand Mother ??

Last edited by Fahnenbohn; 07-03-15 at 12:49 PM.
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Old 07-03-15, 01:19 PM   #1178
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Quote:
Originally Posted by Fahnenbohn View Post
Hello Blitzkrieg !

Many thanks to have spent so much time to answer my questions. I'm going to read the detailed readme of both H.sie-patch and Stiebler-Addon. Concerning the game difficulty, there is also one thing that i can't bear : when you are submerged and detected by sonar, although the convoy's destroyers didn't know there was a submarine in the area .... I wonder if it has been corrected in a patch ??
No need for a correction. Escorts were always listening - sprint and drift - and there have been discussions on these forums which confirm the historical precedent of escorts using active search (SONAR/ASDIC) with no prior passive contact. The escorts were always listening and searching. Nothing historically inaccurate here.

Quote:
And a last question... why this name : Not Your Grand Mother ??
You have the name slightly incorrect, which loses the sense. It's "Not Your Grand Mother's Supermod". As in: "Not For Little Old Ladies".
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Old 07-03-15, 01:25 PM   #1179
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Originally Posted by BigWalleye View Post
[...] there have been discussions on these forums which confirm the historical precedent of escorts using active search (SONAR/ASDIC) with no prior passive contact. The escorts were always listening and searching. Nothing historically inaccurate here.
So, why don't you hear sonar's pings when a destroyer (which doesn't know you are in the area) detects you with her sonar ?
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Old 07-03-15, 02:52 PM   #1180
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Quote:
Originally Posted by Fahnenbohn View Post
So, why don't you hear sonar's pings when a destroyer (which doesn't know you are in the area) detects you with her sonar ?
If they're pinging, you'll hear them. If they're just listening (which is what they do with hydrophones), they can hear you at a lot greater range, and you won't know when they do. Did you think they had to ping to hear you? Because they don't.

In WW2, as today, the primary ASW detection method is passive acoustic sensors. Active sensors were, and are, used primarily for localization and attack.
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Old 07-03-15, 05:06 PM   #1181
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Originally Posted by BigWalleye View Post
If they're pinging, you'll hear them. If they're just listening (which is what they do with hydrophones), they can hear you at a lot greater range, and you won't know when they do.
You didn't understand my problem BigWalleye : my U-Boot is totally silent (motors and crew) because I know they are able to detect me with their hydrophones ! So they CAN'T hear me !!! I've not been detected yet. If a destroyer passes near me, she will detect me.

And... Wait a minute !... I've just understood what happens in reality !! In fact, things are very logical ! A sonar operator who is searching for a U-Boot regularly varies the signal's direction. If the signal is not sent in your direction, you won't hear it. And as soon as the operator has detected you, he sends the signal always in your direction, and you hear it. OK for me.

Quote:
Originally Posted by BigWalleye View Post
There have been discussions on these forums which confirm the historical precedent of escorts using active search (SONAR/ASDIC) with no prior passive contact.
Yeah, you were right BigWalleye. I just never imagined that there were watchmen constantly using the sonar.

It is through discussion that things become clearer ! Thanks !
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Old 07-03-15, 06:11 PM   #1182
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Quote:
Originally Posted by Fahnenbohn View Post
You didn't understand my problem BigWalleye : my U-Boot is totally silent (motors and crew) because I know they are able to detect me with their hydrophones ! So they CAN'T hear me !!! I've not been detected yet. If a destroyer passes near me, she will detect me.

And... Wait a minute !... I've just understood what happens in reality !! In fact, things are very logical ! A sonar operator who is searching for a U-Boot regularly varies the signal's direction. If the signal is not sent in your direction, you won't hear it. And as soon as the operator has detected you, he sends the signal always in your direction, and you hear it. OK for me.



Yeah, you were right BigWalleye. I just never imagined that there were watchmen constantly using the sonar.

It is through discussion that things become clearer ! Thanks !
Are you saying that you believe "Schleichfahrt" means that the boat is literally silent?
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Old 07-03-15, 07:19 PM   #1183
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Originally Posted by BigWalleye View Post
Are you saying that you believe "Schleichfahrt" means that the boat is literally silent?
For me, Schleichfahrt + motors stopped = totally silent boat. Am I wrong ? What could cause any noise ??
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Old 07-17-15, 09:08 AM   #1184
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I'm away from my NYGM installation at the moment and can't lookup the mission editor files.

Does NYGM generate merchant/escort traffic off the east coast of South Africa? Grid squares KY or KZ? I've been reading some real life KTBs from that area mid '43 and realized I haven't ventured that far myself.

I wasn't sure if that was considered Indian Ocean/Monsun territory or what.

Thanks!

T
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Old 08-05-15, 09:39 AM   #1185
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At Plissken's site I saw data files (sensors.dat for instance and AI files) from NYGM mod made to use with GWX. Did you play using this pack? I often read opinions that NYGM is more realistic than GWX, but GWX looks better and more mods are compatible with GWX. Maybe merging data files from NYGM with GWX could give us the perfect game?
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