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Old 08-30-06, 05:18 AM   #16
Gizzmoe
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Quote:
Originally Posted by bill clarke
Stiebler, can you please point me to the NYGM sticky thread ? I cant seem to find it.
http://www.subsim.com/radioroom/showthread.php?t=90285
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Old 08-30-06, 05:44 AM   #17
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Dear NYGM Dev team.

Why is it that you must make dozens of threads all over the SubSim and WaW (Yes, I still read the WaW forums)? Wouldnt they all fit in to the NYGM sticky thread? No offence meant, but like those 'feature revisited' threads are just to get puplicity to NYGM. I assume that you have a documentation from which the player sees what he gets when he installs NYGM. FFS, even make a ONE thread called 'NYGM features revisited' and use it to tell about the features.

And as for the waypoint speed thing.

From WaW:
All in all I feel that the NYGM Random Speed feature makes for a more historical simulation.

And from SubSim:
The waypoint speed variations are of course for the most part a non historical feature.

Make your mind there, mate. It wont kill NYGM if something is not historical.

I go now to rant somewhere else.
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Old 08-30-06, 06:02 AM   #18
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ive been away from SH3 for around a year and have just came back to it and found GW and NYGM. lookin at this thread i cant believe the really bitchy attitude of some the guys who r havin a pop at NYGM and this thread in particularly kpt. lehman.

seriously, i think if this thread is annoyin u that much then u cant have much of a life. both mods are great form the commumity so who cares if they made a are thread explaining some features. ive seen enough from the GW lads as well
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Old 08-30-06, 06:09 AM   #19
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Quote:
Originally Posted by Dowly
Dear NYGM Dev team.

Why is it that you must make dozens of threads all over the SubSim and WaW (Yes, I still read the WaW forums)? Wouldnt they all fit in to the NYGM sticky thread? No offence meant, but like those 'feature revisited' threads are just to get puplicity to NYGM.
I agree! Look at the GW team, they only use the GW sticky thread to spread informations. And the "Work Underway on the next Grey Wolves" thread. And "GWX Update"... :hmm:
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Old 08-30-06, 06:33 AM   #20
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Quote:
Originally Posted by Gizzmoe
Quote:
Originally Posted by Dowly
Dear NYGM Dev team.

Why is it that you must make dozens of threads all over the SubSim and WaW (Yes, I still read the WaW forums)? Wouldnt they all fit in to the NYGM sticky thread? No offence meant, but like those 'feature revisited' threads are just to get puplicity to NYGM.
I agree! Look at the GW team, they only use the GW sticky thread to spread informations. And the "Work Underway on the next Grey Wolves" thread. And "GWX Update"... :hmm:
Dont get me wrong, I meant all the not-so-important threads, it might be just me, but I really cant understand the point of the soon-to-be 2000 'feature revisited' threads. One thread would be enough, sure you get alot of puplicity when every other thread on the forum is 'NYGM feature revisited #'.

Anyways, just my 2 cents, nothing I can do about it.
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Old 08-30-06, 06:57 AM   #21
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Quote:
Originally Posted by Laffertytig
ive been away from SH3 for around a year and have just came back to it and found GW and NYGM. lookin at this thread i cant believe the really bitchy attitude of some the guys who r havin a pop at NYGM and this thread in particularly kpt. lehman.

seriously, i think if this thread is annoyin u that much then u cant have much of a life. both mods are great form the commumity so who cares if they made a are thread explaining some features. ive seen enough from the GW lads as well
Since you just come back, my advise is not to hurry up with conclusions on anyone's attitude or "who started what" before reading the old threads. I am not taking any sides (pity that there are sides), just going by history. On second thought, maybe you better not to read old threads. Hopefully things will get smoothed out eventually.

As to "having too many threads", I can admit I hate to read long threads, prefer them to be split. On the other hand, having separate threads such as for every single modified aircraft with working guns may be not really necessary.

Concerning the topic of the thread, nice read btw.
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Old 08-30-06, 07:30 AM   #22
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Quote:
Originally Posted by Gizzmoe
Quote:
Originally Posted by Dowly
Dear NYGM Dev team.

Why is it that you must make dozens of threads all over the SubSim and WaW (Yes, I still read the WaW forums)? Wouldnt they all fit in to the NYGM sticky thread? No offence meant, but like those 'feature revisited' threads are just to get puplicity to NYGM.
I agree! Look at the GW team, they only use the GW sticky thread to spread informations. And the "Work Underway on the next Grey Wolves" thread. And "GWX Update"... :hmm:
Whatever mate. Whatever... There are just as many threads by the NYGM team buddy.
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Old 08-30-06, 07:40 AM   #23
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Quote:
Originally Posted by Kpt. Lehmann
Whatever mate. Whatever... There are just as many threads by the NYGM team buddy.
Bingo! That was exactly my point. So why complain about their posting behaviour?
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Old 08-30-06, 07:57 AM   #24
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Quote:
Originally Posted by Gizzmoe
Quote:
Originally Posted by Kpt. Lehmann
Whatever mate. Whatever... There are just as many threads by the NYGM team buddy.
Bingo! That was exactly my point. So why complain about their posting behaviour?
He didnt
Dowly did
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Old 08-30-06, 08:14 AM   #25
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Yes, I was the one complaining, not Kpt. nor GW dev team, just me. Dont blame them of what I have said, because I have a GW signature below my post.
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Old 08-30-06, 08:44 AM   #26
Gizzmoe
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Quote:
Originally Posted by Dowly
Dont blame them of what I have said, because I have a GW signature below my post.
I don´t.
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Old 08-30-06, 08:55 AM   #27
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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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Old 08-30-06, 09:34 AM   #28
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Quote:
Originally Posted by Gizzmoe
Quote:
Originally Posted by Dowly
Dont blame them of what I have said, because I have a GW signature below my post.
I don´t.
Good.
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Old 08-30-06, 11:58 AM   #29
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Ok, I am an old hand at SH3, been playing for years and modding and loving it - but I am new to these forums and my recent play has been interrupted by a year by my - er, real world deployments.

I absolutely play for max realism, on very low time compressions (rarely above 32, except ocean crossing) but I also play for the outstanding atmosphere and look of the game.

So coming back, with IUB and RUB long gone - looking at Grey Wolves and NYGM - both seem to be very good mods. Can they be used together? I know Grey Wolves has had the insight to take some very good NYGM concepts (ala the Damage Model) and incorporate them. But the manual at NYGM is very good and describes some of the realism concepts to the base game.

Specifically, has GW addressed "hovering" submarines, or premature detonating and deep running torpedo's? I also saw a question in one of the links concerning an explanation of GW 24 and 8 hour fatigue mods, are they imported from the ole Real Fatigue (I think I saw that in the readme.

At any rate, both mods are worlds above where we were a year ago - well done!!!

Can you mod NYGM with JSGME over GW's without crashing it? Would that be redundant? I have searched the forums and haven't seen a good compare/contrast thread - or maybe that would be inappropriate given the amount of really hard work put into each.

I would like to close by saying, if you know the answers to any of the above, please help an old salt out. I am sure all of the above should be known to me, and is somewhere in these forums, but after several hours of searching, I thought I would just ask!
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Old 08-30-06, 05:25 PM   #30
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Quote:
Originally Posted by Notewire
So coming back, with IUB and RUB long gone - looking at Grey Wolves and NYGM - both seem to be very good mods. Can they be used together?
Hi!

AFAIK NYGM and GW are not compatible: each has many of the same files modified in different ways that reflect the different styles of the two mod teams. I suppose one could try to merge the two, but from what I've seen it would be an entirely new creation, neither fish nor fowl (nor NYGM or GW) and probably with a lot of breakage and unexpected "features." Since both mod teams are actively working on updates, you'd probably have to redo a lot of integration work once the updates appeared.

I personally tend to extract whatever I like from each mod, then use JSGME to overlay different files that I have modified to suit my personal taste, and deal with breakage as I go.

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