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Old 08-29-06, 06:13 AM   #1
Stiebler
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Default NYGM Tonnage War Mod (current v2.6) 8/11/07

NYGM Tonnage War Mod:

http://hosted.filefront.com/TeddyBar/

Getting started with NYGM 2.4:
Requires Silent Hunter III patch 1.4b + NYGM Tonnage War 2.2 full version + NYGM 2.4 update
Available on the page linked above; some optional mods for it available there as well.

[edited by CCIP] - formerly this was the NYGM Research Sticky. As far as I am aware, development of NYGM Tonnage War for SHIII has ended as of February 2007

-------------------------
original post

The NYGM team carries out a lot of research in order to create a mod with the highest realism that we can achieve for users.

At present, we are re-running some of our original past novelties in the NYGM sticky thread, to remind readers of what is already available.

The imminent version 2.2 release features heavily the British Inshore Campaign (1944-1945), as well as other innovations described in the sticky. In order to provide users, old and new, with an idea of what to expect from the Inshore campaign, we have published some of our original research:

http://wolvesatwar.org/files/InshoreCampaignEastUK.pdf

[I've tested that this link actually works in my browser!]

NYGM - Not just a mod, but an experience!

Updated: 8/11/07 - Version 2.6 info

.

Last edited by Onkel Neal; 08-12-07 at 03:26 PM.
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Old 08-29-06, 07:35 PM   #2
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Very interesting! Thanks.
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Old 08-29-06, 08:06 PM   #3
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Wheres the research for multiple speed waypoints for convoys ?
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Old 08-29-06, 11:12 PM   #4
Der Teddy Bar
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Quote:
Originally Posted by bigboywooly
Wheres the research for multiple speed waypoints for convoys ?
The waypoint speed variations are of course for the most part a non historical feature. They are however part of a bigger game play concept than simply changing speeds for the sake of it.

The changing of speeds…
1. It removes the turkey shoot of “oh it’s a slow convoy so it is always 6 knots, it’s a medium convoy its 10 knots etc” or “it’s a merchant then the speed is always 6 knots and it is an escort the speed is always 14 knots”
2. Simulates different weather conditions effects that allowed a convoy to make better or worse speed something that doesn’t occur in the game
3. Simulates different ships & convoys on the same path i.e. better than creating 4 instances on the one convoy path for each speed possibility
4. Adds a new dimension to finding a convoy when within 24 hours a convoy could be anywhere within a 96 kilometre radius. Making the player 'hunt' for his convoy and not just have the convoy delivered to him.

As you can see, 4 GREAT game play features!

I am having trouble understanding why such an ardent GW supporter is spending SO much time looking for perceived ‘faults’ and ‘errors’ in the NYGM TW Mod and taking every opportunity to post on them in NYGM threads?

Constructive criticism is one thing that NYGM have never shirked away from, I do however fail to see the purpose of your posts to the NYGM threads and in the end what good this does for the community as a whole?

Regards,

Teddy Bär
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Old 08-29-06, 11:59 PM   #5
Kpt. Lehmann
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The title of the thread is "NYGM research"... and how it relates to the "highest realism" that NYGM hopes to achieve for users.

Quote:
Originally Posted by Stiebler
The NYGM team carries out a lot of research in order to create a mod with the highest realism that we can achieve for users.
... but then DTB you posted:

Quote:
Originally Posted by Der Teddy Bar
The waypoint speed variations are of course for the most part a non historical feature. They are however part of a bigger game play concept....
It is quite an ambiguous statement that has been made.
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Last edited by Kpt. Lehmann; 08-30-06 at 01:08 AM.
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Old 08-30-06, 01:46 AM   #6
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I fully agreed with Teddy, their team really hard working and try to make this game much realistic and also they have change some game conditions, way of playing and not only the graphic, new base, new ships and some cosmetics change of the game. Because of that I stay loyal to the NYGM mod. And the otherhand I believe that the tolerance is needed and think that is time to this two really great teams try to work together and made one big and great mod for us who really appreciate their works. Maybe in two variants for new players and for most experience players.This is only suggestion.
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Old 08-30-06, 02:21 AM   #7
Gizzmoe
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Quote:
Originally Posted by Kpt. Lehmann
It is quite an ambiguous statement that has been made.
Not really. He has explained why they made those changes. "Non-historical" doesn´t mean "unrealistic".

Last edited by Gizzmoe; 08-30-06 at 02:24 AM.
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Old 08-30-06, 08:55 AM   #8
sergbuto
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Quote:
Originally Posted by Der Teddy Bar
The waypoint speed variations are of course for the most part a non historical feature. They are however part of a bigger game play concept than simply changing speeds for the sake of it.

The changing of speeds…
1. It removes the turkey shoot of “oh it’s a slow convoy so it is always 6 knots, it’s a medium convoy its 10 knots etc” or “it’s a merchant then the speed is always 6 knots and it is an escort the speed is always 14 knots”
2. Simulates different weather conditions effects that allowed a convoy to make better or worse speed something that doesn’t occur in the game
3. Simulates different ships & convoys on the same path i.e. better than creating 4 instances on the one convoy path for each speed possibility
4. Adds a new dimension to finding a convoy when within 24 hours a convoy could be anywhere within a 96 kilometre radius. Making the player 'hunt' for his convoy and not just have the convoy delivered to him.

As you can see, 4 GREAT game play features!
I agree with this assessment. However, concerning point 2, variations in speed may lead to an odd situation when at good calm weather the whole convoy suddently slows down. Wouldn't an irregular zig-zag pattern take care of most of the points while keeping things more historical?

On the other hand, one can use speed differences for producing strugglers to stay with convoy by creating and inserting into convoys ships with their top speed lower than the speed of the convoy. When a convoy is 3D-rendered at tens of kilometers from the player such strugglers will be significantly behind by the time the player reaches the convoy.
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Last edited by sergbuto; 08-30-06 at 09:31 AM.
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Old 08-30-06, 02:47 AM   #9
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Oh puhlease, stop it!!!
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Old 09-01-06, 04:50 PM   #10
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Quote:
Originally Posted by Gizzmoe
Oh puhlease, stop it!!!
No kidding, Stiebler makes a post and someone has to quibble with what he is trying to say

To all: don't hijack the man's thread.
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Last edited by Onkel Neal; 09-01-06 at 04:54 PM.
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Old 09-04-06, 10:23 PM   #11
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Thanks, Teddy Bar, for coming back with a no hummingbird mod - appreciate the help - outstanding modding!!!
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Old 09-04-06, 11:27 PM   #12
Der Teddy Bar
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Quote:
Originally Posted by Notewire
Thanks, Teddy Bar, for coming back with a no hummingbird mod - appreciate the help - outstanding modding!!!
No problems mate
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Old 09-05-06, 10:53 AM   #13
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ive seen the phrase "imminent release" been used over the last fortnight with regards to your excellent mod. how close r we now, days or weeks?
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Old 02-07-07, 05:15 PM   #14
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Default Type IXD/2 problems with NYGMV2.4

Query for Steibler:

Have installed and used V2.4 for a while now, a fine update - bravo. Couple of problems:
1. The rotating round radio antenna no longer rotates for me on the Type IXD/2.
2. The rotating radar screen (FuMo30) on the Type IXD/2 cuts into the forward conning tower - Hanna mentions the Type VII (WaW site), but it exists here too.
3. I get no spikes with a contact on the vertical green "waterfall" FuMo30 radar screen in the radio room, and the distance to contact dial remains at 00000 although a contact is marked on the nav map and a text contact is presented.
4. I am getting a "Sonar broken..." message at the beginning of the patrol with the Type IXD/2- others seem to have the same problem.

However, the old "Fuel tanks ruptured, Sir!" message with the Type IXD/2 is now gone.

It seems all the sub problems are with the IXD/2 boat. I'm sure you've heard about all of these, but the conversation about them is spread across various threads and needed to be brought together in one place. I'm also not certain I should bother you with these, but it seemed a proper place to start. Please excuse if I'm wrong and direct me to the correct attentive ear.

I dislike personal messages for two reasons: we all get too many of them, forum threads let others with similar problems assist with the solution and reassure those who are too shy to ask for help.
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Old 02-08-07, 09:48 AM   #15
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Quote:
Originally Posted by Archive1
Query for Steibler:

3. I get no spikes with a contact on the vertical green "waterfall" FuMo30 radar screen in the radio room, and the distance to contact dial remains at 00000 although a contact is marked on the nav map and a text contact is presented.
4. I am getting a "Sonar broken..." message at the beginning of the patrol with the Type IXD/2- others seem to have the same problem.
Hi,

do you know if these things are also happening in the stock game or with NYGM 2.2/3?

I think the chances for a reply from the NYGM team are rather small since they have not posted a lot in the last time. Probably it would be better to start a separate thread that more people read. Perhaps someone else can provide some help.

Cheers, LGN1
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