View Full Version : NYGM 3
codmander
12-22-06, 09:39 AM
Any release date for NYGM3 someone must know the real poop:p
http://home.comcast.net/~codmander
Ducimus
12-22-06, 12:11 PM
:rotfl:
Sailor Steve
12-22-06, 12:14 PM
Is something wrong with 2.3?
Not from what I've seen.
NYGM rocks.:rock:
Corsair
12-22-06, 03:23 PM
The way the world goes... something is just out, they all want something else already :D
mr chris
12-22-06, 03:24 PM
You for real with this thread? :hmm:
Have you not heard that DTB and Observer have run off.:yep:
The Munster
12-22-06, 03:40 PM
Any release date for NYGM3 someone must know the real poop:p
http://home.comcast.net/~codmander
Whale Watching in Cape Cod ? I don't need to go there to see them mate, I gottem here :up:
Jimbuna
12-22-06, 04:26 PM
Any release date for NYGM3 someone must know the real poop:p
http://home.comcast.net/~codmander
I think I heard the 12th of never from somewhere or other :arrgh!:
nvdrifter
12-22-06, 07:16 PM
Any release date for NYGM3 someone must know the real poop:p
http://home.comcast.net/~codmander (http://home.comcast.net/%7Ecodmander)
Please don't use the words 'NYGM' and 'poop' in the same sentence. Thank you for your cooperation. :rotfl::rotfl::rotfl:
I wonder where herr DTB is hiding. :hmm:
Corsair
12-23-06, 03:31 AM
Don't see anyway why a version 3 would be needed, present version is doing the job for me...
One thing I have been wondering is, Teddy Bear was working on "keel depth" mod, which makes various keel depth in relation to cargo load visually, and it just looked too awesome; then draft data in the rec manual is only reference and real draft would differ by the ship's load.
He presented this while first NYGM ship damage mod was in a close test, when there was yet any of NYGM anything released, I guess it was about late November 2005. It was mentioned in SimHQ's then SH3 forum where he was the moderator of the forum at that time...
I have not exclusively followed every discussion of NYGM thing but I have not seen this keel depth thing since then... Anyone knows if it was abandoned for a technical difficulty and all, perhaps?
Stiebler
12-23-06, 07:27 AM
Concerning keel depths of ships:
We had two ideas.
1. To create separate mods for every merchant ship with five different degrees of loading. This idea was hastily abandoned when we realised how many bytes every user would have to download: five versions of every merchant ship! (Check out the size of the existing single files).
2. To adopt a German idea in the campaign files, to lower the ship depths a little when laden, and to raise them when returning empty. There was a big snag with this. You had to lower the depths simultaneously of *all* the units in a group. So if you created heavy-laden convoy merchant ships, you also lowered the escorts. Then they sank.
We could have adopted this idea for single merchants, but it seemed to be inconsistent to do it for some merchants sailing alone, but not for merchants in convoy. Also, there was no programmatic way we could work out which single ships should be travelling laden and which unladen. To do this manually for all single ships, when we couldn't apply it to the convoys, seemed to be an enormous and pointless labour. So we didn't do it.
Stiebler.
That makes it very clear, thanks for detailed explanation. It's kinda sad, since it looked really amazing but I'd give up the idea for the same reason...
I wonder how they set the torp depth in real life... they must have some inaccurate info about marchant ship data, then they had to judge the depth visually and it must have been tough, and moreover depth keeping device is not very reliable. I would stick with impact pistol if I were one of them.
A couple things sorta on topic tho... I think it is very difficult or maybe not possible but in case if you could figuir out how to fix:
* night green reticle(? is the English word?) of UZO and Scope which looks like modern optics
* Scopes can rotate unrealistically fast (angle movement, too)
(actually I'm saying the above not based on real information but on my common sense, excuse me if that's my imagination :oops:)
* Cleaning my hydro guy's ear holes not possible?
That's my wishes but I'm not really hoping :cry:
I think the mod has reachead a mile stone. Just correct a few unimportant errors and glitches. New marchant ships are always nice, tho :D
Uber Gruber
12-23-06, 12:34 PM
I'm a big fan of NYGM and have just switched back from GWX as NYGM is my preferred mod.
One thing I really liked in GWX though is the way the u-Boat rolled based on sea state....very realistic. I would love to see that in NYGM....thats about it to be honest.
Cheers, Hans
codmander
12-23-06, 05:22 PM
no its just gwx is sooo awesome in some respects i was hoping some of those mods would be incorperated into nygm -nygm does not need any realism mod adds-- i think they are there!! --some sounds/ships and that sky in gwx are cool nice if nygm3 had some of that stuff
------------dedicated nygm user here:)
Sailor Steve
12-23-06, 05:41 PM
There are many things I would love to see combined, most of all a randomised loss-of-control at slow speed: the boat might rise or sink, or even have a very small chance of actually being in perfect trim, and you never know what it's going to do. That would bring real meaning to the AOD message "Unable to maintain depth while silent running, captain!"
I'd love to see more NYGM, but it depends on the team. In fact, as long as I have time (which I haven't for months), I'd be happy to help the team, especially in the campaign editing department. But if the bosses are out, well, it's the same story as RUb - end of the line. Although now there is far less in the game that's left uncracked.
Von Taticus
12-24-06, 06:09 AM
I prefer NYGM being a realism nut.
I have framerate issues with GWX even though my machine exceeds the "recomended spec" comfortably. NYGM runs really smooth though and I love the gameplay.
However there are a few nice graphical mods in GWx that would be great to add in.
The awesome skies in GWX, Is that a seaparate mod that can be added by JSGME ? Does anyone know the name of the separate mod?
I find that it really adds to realism with skies like that (probably a bit for a fps hit though).
Corsair
12-24-06, 07:41 AM
no its just gwx is sooo awesome in some respects i was hoping some of those mods would be incorperated into nygm -nygm does not need any realism mod adds-- i think they are there!! --some sounds/ships and that sky in gwx are cool nice if nygm3 had some of that stuff
------------dedicated nygm user here:)
For the sounds you can do it yourself if you have 2 separate installs...
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