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Old 08-29-2006, 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; 08-12-2007 at 03:26 PM.
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Old 08-29-2006, 07:35 PM   #2
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Very interesting! Thanks.
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Old 08-29-2006, 08:06 PM   #3
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Wheres the research for multiple speed waypoints for convoys ?
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Old 08-29-2006, 11:12 PM   #4
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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 08-29-2006, 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; 08-30-2006 at 01:08 AM.
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Old 08-30-2006, 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 08-30-2006, 02:05 AM   #7
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Just imagine GW + NYGM Super-duper-mega-ultra MOD.
All the features you want in one single mod.
Ahh...just dreams
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Old 08-30-2006, 02:21 AM   #8
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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; 08-30-2006 at 02:24 AM.
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Old 08-30-2006, 02:28 AM   #9
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Gizzmoe's Response just anticipated mine.

BigBoyWooly and Kpt Lehmann have confused "research" with "application of research to SH3".

Stiebler.

NYGM Tonnage War Mod - More than a mod; its an experience!
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Old 08-30-2006, 02:29 AM   #10
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Convoys didn't make constant speed across the ocean, certainly not to the point where a U-Boat Captain could just assume their speed. I like this NYGM feature.

PD
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Fifth war patrol, USS BATFISH
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Old 08-30-2006, 02:42 AM   #11
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Quote:
Originally Posted by Stiebler
Gizzmoe's Response just anticipated mine.

BigBoyWooly and Kpt Lehmann have confused "research" with "application of research to SH3".

Stiebler.
Ahh, I see... It is your team's interpretation of data and how you apply it to your modding of SH3.

In that regard... a differing interpretation of data other than your own may be no less "well researched" and is by no means any "less realistic."
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Old 08-30-2006, 02:47 AM   #12
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Oh puhlease, stop it!!!
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Old 08-30-2006, 02:50 AM   #13
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Fair enough I say. It's a novel way of making things more uncertain for the player and I suppose it would be effective at that.
However I prefer everything to behave like it should (historically) and let this create it's own realism. The more things behave historically the more acurate the final picture will be. So while statistically and over averages things may work out better with the NYGM mod, I prefer to observe realistic behaviour.
Another example is the deck gun reload, which common sense and military experience tells me is far too long. While statistically things pan out better with long reload times, I prefer to have my gun reload in a reasonable space of time.

I probably seem a little unclear on this, but I hope you guys get what I mean.
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Old 08-30-2006, 03:02 AM   #14
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Who needs Sh4 , crackin open a beer and waitin for World War 3 .
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Old 08-30-2006, 05:16 AM   #15
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Stiebler, can you please point me to the NYGM sticky thread ? I cant seem to find it.
Thanks.
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