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View Full Version : How much does GWX and NYGM overlap?


XanderF
03-11-07, 06:44 PM
As above. Looking at the docs for each, they both list an enormous amount of things added, and some that seem like they'd overlap (added harbor traffic, "new and corrected ships", etc).

I think I'd like to run both (along with the GWX skins, SH3 Commander and SH3Gen as the fullest extent of my willingness-to-mod endeavors), but...are there any conflicts?

EDIT: Nevermind, a search on the forums turns up more useful into that the docs of either one. Imagine that! So, it's either/or. Hmm. Interesting.

bigboywooly
03-11-07, 06:46 PM
Yep loads
You cant add one over the top of the other

You could try to seperate the things you like from one to add to the other

Ducimus
03-11-07, 07:47 PM
Yep loads
You cant add one over the top of the other

You could try to seperate the things you like from one to add to the other


Took the words, right out of my mouth.

BBW speaks the truth. I've disected both mods, and while you can pull "features" out of one to use in the other (if your careful), thats about the extent of it. Anything dealing with the roster / sea/ air / and campaign directories is more trouble then its worth.

Dekessey
03-11-07, 11:21 PM
So inversely, what characterizes those two mods then? What sets them apart?

I've read both manuals, and I find it hard to tell the main differences between the two except for stuff like more boats, different fatigue models, convoys... etc.

If I was to choose one or the other, on what aspect should I base myself?

Dowly
03-11-07, 11:45 PM
If you would ask the difference between GW & NYGM, IŽd say that NYGM is more realism based. But GWX has raised the par to meet up with NYGM in the realism, so to exclude all the small differences (Bouyance, ships damage model etc.), IŽd say that where NYGM still is aiming just for the realism, GWX does that and adds tons of other new stuff. Historical skins for warships, new sounds, new flotillas (other than atlantic ones), new aircraft just to mention the "tip of the iceberg". I could go on for half the page, but instead, I just say: Read the HUGE manual and you get the idea.

Before GWX, I would propably say; "Try both mods and use the one you like more", but now I just say: "Take the GWX". (Just my opinion, I doubt that without NYGM GWX wouldnt be as good as it is now. A little competition made the both teams to strive for the perfection:up:)

CCIP
03-11-07, 11:47 PM
My own primary play config is NYGM with a good bit of the extras pulled from GWX.

I think both do 'realism', just differently. I greatly prefer NYGMs sensor model, which is what (mainly) keeps me with it.

If only I had time to play... :cry:

Corsair
03-12-07, 11:59 AM
You can make a multiple install and enjoy both...;) I use NYGM 2.4 for the "serious stuff", this is full realism, DiD and manual navigation. From time to time for a break I make a "relax" GWX patrol in some exotic place (the Med, Black Sea,...) - no fatigue, external cam.

Ducimus
03-12-07, 12:32 PM
So inversely, what characterizes those two mods then? What sets them apart?


NYGM difference, in rough terms.

- the spawning of random planes and ships in the RND layer as opposed to use the scripted layer.

- AI sensors are alot more touchy, hence requires a bit more discipline on the part of the player.

- some settings are forced on the player to achieve what they saw as realistic results. (IE, forced magnetic pistol settings and 4 meter min depth on all torpedo's)

- sink model is a bit more.. i dunno.. hardcore? Ships generally take longer to sink.

- deck gun , takes much more interaction on the part of the player in order to get some effectiveness out of it. (IE must hit ships below the waterline, otherwise your wasting your time)

- single merchant contacts removed. Im not sure how they did this, it goes beyond just replacing the contact TGA file. The acutal info of course, speed, heading and such has been removed.

- AI visual implentation. various ships models using their own visual node based on type, instead of all units sharing the same visual node.

- uboat physis model. Its set on a slight negative boyancy. Try and sit in one spot with your motors off and you slowly sink. You must have your motors at least a little bit, to maintain depth.



As much as ive digged around their mod, this is, off the top of my head, the primary differences.

Corsair
03-12-07, 01:39 PM
Not forgetting in NYGM what is to me also very important in the gameplay :

No more need to "spend renown" to "buy stuff"...;)

This is replaced by time spent in port for repairs when you come back damaged and commissioning new boats and / or upgrading equipments. (Which means less time at sea)

Ducimus
03-12-07, 02:04 PM
I feel its a minor point. It's still renown, just used in a different way. NYGM didn't get rid of renown, just used it differently.

Personnaly i think people dislike the renown sytem because they acutally have to be successful in order to obtain upgrades.

Ive always maintained that renown is a very reasonable model of how the tools and material aquisition works in a real military. In the real world, it's all about who you know, or who knows you. if your joe schmoe nobody, you simply dont have the connections. Theires how the military is supposed to be, and then theres how the miltary really is. Its a harsh reality. If you don't have the connections, your just SOL. This is renown in action.