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View Full Version : NYGM (Super-mod) revisited


Stiebler
09-07-09, 10:15 AM
A new patch for NYGM 3 (NYGM3.3B) has just been released.

This contains predominantly minor fixes, but there are also three new ships, courtesy of Rowi58 and VonDos.

There are many new users of SH3 since the NYGM super-mod was first released in 2006. For those unfamiliar with NYGM it is perhaps worth mentioning some of its distinctive qualities:

A strong emphasis on realism in game play. NYGM made many innovations in such areas as variable convoy speeds, randomly patrolling escort hunter groups that sometimes double back on themselves, sensible radar warning detectors, slow-sinking torpedoed ships, submarine tankers (the 'milk cows') and improvements to gun (flak and main armament), bomb and torpedo accuracies. In particular, the detection sensors for U-boat and warships are very accurate. And it is not necessary to micro-manage the crew!

Major contributions by talented external modders, which have resulted in:
Improved horizon and effects (OneLifeCrisis), with sensors adapted to it.
Availability of new ships (Sergbuto, Rowi58, VonDos), and especially the inclusion of a well balanced selection of Iambecomelife's merchant fleet, all stable ships rezoned for use with the NYGM slow-sinking model. (NYGM is the only mod that currently uses IABL's ships).
The original, user-playable Type XXIII 'electric' U-boat (Tomi_99 and others).
High-resolution U-boats (optional, Mikhayl).
Ships found in harbours (optional, Rubini's 'Harbor Traffic' mod).
Excellent manual targetting system for those who like to do things the hard way (optional mod, Hitman).

The whole package can be downloaded in several parts (for ease of downloading, installation and any subsequent updates with JSGME) from my signature below.

Be sure to observe the correct installation sequence, described on the download page.

Stiebler.