View Full Version : SH 3 Megamod Comparison
Macgregor the Hammer
01-14-20, 09:33 AM
I'm looking for some input regarding the 3 most popular megamods available for SH3. From what I've read, the difference between GWX Gold, LSH and NYGM is mostly realism and AI. GWX Gold is oriented more toward eyecandy and LSH & NYGM is a tougher AI and realism. Am I wrong in my impressions? I know the only way to form an opinion is try them, but as it stands, I have GWX Gold in-place and in the middle of a campaign.
Thanks for any input.....:salute:
Macgregor out--------
propbeanie
01-14-20, 11:28 AM
What you need is https://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gifMultiSH3 (https://maikhaas.synology.me:5001/fsdownload/SWSm28OHb/POTOROO) from maikhaas' download page. I thought it was on SubSim, but could not find it...
Anyway, you need a separate copy of SH3 for each mod. I have a Steam copy of the game, so I used 7zip (https://www.7-zip.org) on the contents of my original "C:\Games \Steam \SteamApp \common \Silent Hunter 3" install folder, and then copied the file I had named "SH3.7z", to a new folder I created named "SH3_GWX" in that same "common" folder, such that I had a "Silent Hunter 3" folder, and an "SH3_GWX" folder. Unzip the 7z file inside the folder, and added that "new" SH3.exe it to the Steam start menu, and renamed it. Then copy and use MultiSH3 to create a "GWX" Save folder. Same thing with NYGM and LSH for those mods. What ever you want to name the "new" Game folder and Save folder, only the Save folder can only be composed of 3 letters and / or numbers... With that though, you can try each mod, and they won't get in each others' way, other than taking up hard drive space... :salute:
John Pancoast
01-14-20, 03:53 PM
I've done a lot of campaigns in GWX and NYGM. Don't have the machine for LSH.
I haven't noticed much if any difference in AI between the two if one uses realistic tactics and mindset. If one doesn't any AI can be to easy or tough.
Personally, I think the AI in both is so-so, but a lot of that is due to game limitations. I also think GWX isn't just about eye candy; it's plenty "realistic" too and that includes the reasons for some of the eye candy.
NYGM does have some nice equipment/gameplay realism additions vs. GWX but that doesn't mean one couldn't add the same into GWX on their own.
There are various minor likes and dislikes I have in each, but nothing show stopping. Overall I prefer NYGM, but can't go wrong with either.
Both are great and those involved can't be thanked enough.
Did you participate in wolfpacks with subs IA?
With whitch are megamod are there moré wolfpacks?
John Pancoast
01-15-20, 05:41 PM
Did you participate in wolfpacks with subs IA?
With whitch are megamod are there moré wolfpacks?
Yes, participated with wolf packs many times. Stock, NYGM and GWX. Recently decimated two convoys with two separate pack attacks.
In term of the megamods, I only know two; NYGM and GWX.
NYGM *may* have slightly more packs, due to some convoys having them attached to them in the campaign files. Such packs get activated when the player contacts the convoy.
I believe GWX may have some attached too, but not sure. Anyone ?
In terms of calling them in via Hsie's patch, it would of course be equal as those packs are not part of any megamod files. As said above, it even works with stock (or any other type of SH3 install).
Levyathan89
02-04-20, 04:57 AM
From what I've read, the difference between GWX Gold, LSH and NYGM is mostly realism and AI. GWX Gold is oriented more toward eyecandy and LSH & NYGM is a tougher AI and realism.
LSH is definitely the eyecandy mod. The beauty queen of super mods. :D It's, at least in my opinion, waay to easy, though. There are so many enemy cargo ships everywhere that one will often be out of torpedos before even reaching the patrol grid. Also, the escorts are pretty dumb. Unless you're deliberately noisy(and sometimes eben then), they will not be able to harm you. From what I've read, the later years of the war, the mod goes from way to easy to frustratingly hard due to non-stop air attacks. I haven't checked this myself, though.
Aktungbby
02-04-20, 10:26 AM
Levyathan89!:Kaleun_Salute: after a long silent run!
Levyathan89
02-04-20, 12:29 PM
:Kaleun_Salute:
Yeah, I know, I've been a silent reader for quite a while now^^
John Pancoast
02-07-20, 03:04 PM
One nice thing about NYGM is that it has several good gameplay aspects that require a mod to be in GWX.
Not that they can't be in GWX, but requires a separate mod vs. being part of the megamod package already.
Just got back into SH3, but in the past, GWX was always my go to. Decided to try LSH this time and I think it's fantastic. It does what the name says, makes the world feel more alive. Bombing raids on ports while you're getting underway, more activity in the North Sea (which I appreciate as a type II captain in 1939/early 1940). Ship interiors for Type II and Type VII as default, etc. Very impressed so far.
You may give a try to Ccom12 also...same creator of LSH, but With more features than LSH...awesome ships, awesome campaigns with life everywhere :yep:
You have to start campaign at the training flotilla, and for each sub change too.
All equipments are limited along the war included torpedoes...
Just a hint :salute:
Aquelarrefox
04-22-20, 11:21 AM
I like this tread is very interesting.
I find nygm much hard.much traffic in Atlantic and very void in the coast and south. All from last nygm is more aggressive. Get into a convoy by a side is extremely complex compared to gwx is lsh. I'm not sure in wac. I didn't try ccom.
One thing I think is not than good in nygm is base bombardment and the lack of some historic petted than were raided.
Gwx also have 2 things no one should archive: travel to penang and black Sea.
I have had much good comments from ccom, is really so good to pick?
Only way to know it is to try it :03:
All depending your favorite gameplay, but it reach what i personally like for SH3.
The only big downside of this mod is no torpedoes are automatically loaded while in bunker...many times had to restart patrols because of empty slots!
And when refueling rearming at a Milchkuw you’ll have only 4 torpedoes (make sure the red slots are empty!)
Not to say singles missions are not playable because of no torpedoes loaded...
Ccom12 is only for career mode.
John Pancoast
04-22-20, 12:34 PM
I like this tread is very interesting.
I find nygm much hard.much traffic in Atlantic and very void in the coast and south. All from last nygm is more aggressive. Get into a convoy by a side is extremely complex compared to gwx is lsh. I'm not sure in wac. I didn't try ccom.
One thing I think is not than good in nygm is base bombardment and the lack of some historic petted than were raided.
Gwx also have 2 things no one should archive: travel to penang and black Sea.
I have had much good comments from ccom, is really so good to pick?
It's not hard to smack a NYGM convoy from the side either, but they are setup with different spacing vs. GWX's
NYGM ships are usually 700 meters apart while GWX's are usually 1000.
Aquelarrefox
04-22-20, 01:47 PM
It's not hard to smack a NYGM convoy from the side either, but they are setup with different spacing vs. GWX's
NYGM ships are usually 700 meters apart while GWX's are usually 1000.
Destroyer serch you better and you need to have much periscope dicipline, nygm ships spot you much easy even in night. im sure becouse i have to be more carfull when i move it from gw, nygm sensors of ships are wide sensitives.
Space also is interesting point for me a compact is much easy to attack. Errors have lees effect in 1/4 scale of convoy.
And nygm destroyer drop charges for more time if get a pin from gw.
John Pancoast
04-22-20, 01:57 PM
Destroyer serch you better and you need to have much periscope dicipline, nygm ships spot you much easy even in night. im sure becouse i have to be more carfull when i move it from gw, nygm sensors of ships are wide sensitives.
Space also is interesting point for me a compact is much easy to attack. Errors have lees effect in 1/4 scale of convoy.
And nygm destroyer drop charges for more time if get a pin from gw.
<shrug> Not been my experience, but like so much in this game everyone's experience can be different.
As to spacing, it can also make it easier for an escort(s) to cover a convoy.
John Pancoast
04-22-20, 02:12 PM
One other thing to keep in mnd if you don't already know it; in both GWX and NYGM the port/starboard escorts will eventually kick out on a wide flank search pattern.
This is done on a regular basis, so all one has to do is wait for them to do it and the convoy flank is completely unprotected.
Ktl_KUrtz
04-22-20, 03:43 PM
NYGM for me.
U-Boot sim all the way through!
:Kaleun_Thumbs_Up:
KUrtz
Aquelarrefox
04-22-20, 04:48 PM
Does ccom12 have air raids in uboat bases?
divemonkie
04-22-20, 07:26 PM
One other thing to keep in mnd if you don't already know it; in both GWX and NYGM the port/starboard escorts will eventually kick out on a wide flank search pattern.
This is done on a regular basis, so all one has to do is wait for them to do it and the convoy flank is completely unprotected.
Or they catch you like they got me. I'd made two attacks on a convoy, got out clean the first time second time they kept me deep for about two hr's.
when I finally came up for air and started my third track I'd been running 12 knts for a couple hrs a good 18 to 20 Km off their course when I ran smack into destroyer in the dead of night. Two crew dead, deck gun destroyed both scopes destroyed. LOL! it was a long way home...
That said I like GWX...there seems no end to what can be added to it...and it's pretty good eye candy.
John Pancoast
04-22-20, 07:31 PM
Or they catch you like they got me. I'd made two attacks on a convoy, got out clean the first time second time they kept me deep for about two hr's.
when I finally came up for air and started my third track I'd been running 12 knts for a couple hrs a good 18 to 20 Km off their course when I ran smack into destroyer in the dead of night. Two crew dead, deck gun destroyed both scopes destroyed. LOL! it was a long way home...
Well, they do always eventually come back to the convoy. :) I wait for them to kick out, attack, retreat to reload, go back to the convoy and again wait for them to kick out, repeat above.
I've started shooting four torpedoes per ship just to keep it from always being a turkey shoot with large tonnages per patrol, plus a lot of skippers did that a lot of the time anyway, for other reasons.
:)
divemonkie
04-22-20, 07:42 PM
Well, they do always eventually come back to the convoy. :) I wait for them to kick out, attack, retreat to reload, go back to the convoy and again wait for them to kick out, repeat above.
I've started shooting four torpedoes per ship just to keep it from always being a turkey shoot with large tonnages per patrol. :)
Nice :up:
I'l give that a try. I try four for two, but most days only get one.
damned torps keep running deep especially in fowl weather...That and BUCK FEVER! I get trigger happy :oops:
John Pancoast
04-22-20, 09:23 PM
Nice :up:
I'l give that a try. I try four for two, but most days only get one.
damned torps keep running deep especially in fowl weather...That and BUCK FEVER! I get trigger happy :oops:
Your torpedoes may not be running deep as much as the SH3 ships can be a bit rubber ducky in heavy seas and your shot is going under them as they bounce around in the waves.
Aquelarrefox
04-22-20, 11:21 PM
Ououou the sensors in ccom are really weak,I come into a convoy with a no much periscope discipline. In nygm I should be spoted until first shoot. And they don't pick me until several minuets after a hit with periscope a meter up water.
Even gwx3 sensor fix and destroyer fixes get harder. That's disappointing.
I like the roster and composition of traffic, and penang camping, I didn't know there was a choice from gw.
Ccom compared to nygm and gw have more wolfpack actions? In gw fixes I really was very hard get a wolfpack compare to nygm.
Does ccom12 have air raids in uboat bases?
Yes. Once leaving Brest was quite epic...hopefully there are plenty friendly AA guns around to help.
Ououou the sensors in ccom are really weak,I come into a convoy with a no much periscope discipline. In nygm I should be spoted until first shoot. And they don't pick me until several minuets after a hit with periscope a meter up water.
Even gwx3 sensor fix and destroyer fixes get harder. That's disappointing.
I like the roster and composition of traffic, and penang camping, I didn't know there was a choice from gw.
Ccom compared to nygm and gw have more wolfpack actions? In gw fixes I really was very hard get a wolfpack compare to nygm.
As the war goes on, they become better at detecting your periscope, and escorts are tougher, but not unplayable. The only nightmare remain planes.
Don’t know about Wolfpack. The only 2 times i sent contact report, Luftwaffe came up...
You may have to check Wolfpack box in Hsie, and configure the campaign file adding the 12 Wolfpack as in GWX though (didn’t do it myself as i don’t care about Wolfpack)
John Pancoast
04-23-20, 06:57 AM
Another easy way to get wolf packs is to just add them to convoys via the .rnd file like NYGM did.
I've done this to all my installs.
Aquelarrefox
04-23-20, 08:45 AM
Another easy way to get wolf packs is to just add them to convoys via the .rnd file like NYGM did.
I've done this to all my installs.
There they work fine. It's to had even with it get the attack moment with position and weather.
They are one of the best part of game.
No in 1941 you couldn't make what I did in ccom into nygm, that spot it, a ship go by my side and didn't spot the periscope.I'm not taking is a radar . Other time I comp approving to a single ship in middle of the day and it didn't detect me until 5000m, in mygm in same condition they could spot me around 7000-8000, if I not remember wrong similar to gw.
John Pancoast
04-23-20, 08:49 AM
There they work fine. It's to had even with it get the attack moment with position and weather.
No in 1941 you couldn't make what I did in ccom into nygm, that spot it, a ship go by my side and didn't spot the periscope.I'm not taking is a radar . Other time I comp approving to a single ship in middle of the day and it didn't detect me until 5000m, in mygm in same condition they could spot me around 7000-8000, if I not remember wrong similar to gw.
Well, there is a lot of variables/sensors that go into the spotting routines, so much so that to say one mod is better in this regard vs another is almost impossible.
To truly test, one would have to have the exact same total (weather, waves, time of day, sensor files, and more) parameters between two mods in the same test, and that is also almost impossible to do.
If you play them enough, you'll get the same "didn't spot me when they should have" experience in both GWX and NYGM. I've even rammed escorts in both on purpose at flank speed to test them, and they didn't even react.
Fortunately that is a very rare event.
Regarding adding wolf packs per my above example, I've done this to a GWX and modded stock install (as well as other installs) and they work perfect. No reason it wouldn't work in any install's .rnd file.
Aquelarrefox
04-23-20, 10:18 AM
Well, there is a lot of variables/sensors that go into the spotting routines, so much so that to say one mod is better in this regard vs another is almost impossible.
To truly test, one would have to have the exact same total (weather, waves, time of day, sensor files, and more) parameters between two mods in the same test, and that is also almost impossible to do.
If you play them enough, you'll get the same "didn't spot me when they should have" experience in both GWX and NYGM. I've even rammed escorts in both on purpose at flank speed to test them, and they didn't even react.
Fortunately that is a very rare event.
Regarding adding wolf packs per my above example, I've done this to a GWX and modded stock install (as well as other installs) and they work perfect. No reason it wouldn't work in any install's .rnd file.
where did you add it? rnd?
John Pancoast
04-23-20, 10:38 AM
where did you add it? rnd?
Yes. Just look at NYGM's .rnd file and search for "sstypeviia" and you'll see the convoys that have it.
Then just copy the needed sub files from NYGM into your install, modify your .rnd file with the same NYGM .rnd file info. and you're set.
I.e, sub files needed:
- the four turm7a files from the object folder.
- the sstypeviia.cfg file from the roster/german/submarine folder.
- the NSS_Type7a folder from the submarine folder.
Copy this entry from the NYGM .rnd file and put on whatever convoy(s) you want with the "XX" being the correct numbers for the .rnd file being used. If you don't have these correct, the game will ctd.
I.e., if you placed them in RndGroup 1 (just an example) and the last unit in RndGroup 1 is RndUnit 10 you'd number this entry below [RndGroup 1. RndUnit 11]. If you place them elsewhere in a convoy, just renumber all following units accordingly.
[RndGroup XX.RndUnit XX]
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
crewrating=4
FUBAR295
04-23-20, 01:50 PM
Yes. Just look at NYGM's .rnd file and search for "sstypeviia" and you'll see the convoys that have it.
Then just copy the needed sub files from NYGM into your install, modify your .rnd file with the same NYGM .rnd file info. and you're set.
I.e, sub files needed:
- the four turm7a files from the object folder.
- the sstypeviia.cfg file from the roster/german/submarine folder.
- the NSS_Type7a folder from the submarine folder.
Copy this entry from the NYGM .rnd file and put on whatever convoy(s) you want with the "XX" being the correct numbers for the .rnd file being used. If you don't have these correct, the game will ctd.
I.e., if you placed them in RndGroup 1 (just an example) and the last unit in RndGroup 1 is RndUnit 10 you'd number this entry below [RndGroup 1. RndUnit 11]. If you place them elsewhere in a convoy, just renumber all following units accordingly.
[RndGroup XX.RndUnit XX]
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
crewrating=4
Thank you for sharing. I might go in a add a few more for myself.
Good hunting,
FUBAR295
John Pancoast
04-23-20, 02:26 PM
Thank you for sharing. I might go in a add a few more for myself.
Good hunting,
FUBAR295
It's something to see when you come across a convoy with it. :up:
Aquelarrefox
04-24-20, 09:55 PM
I believe, I could hibridate nygm and Russian version of gwc3, I'm not sure why I have so much problem with file from original old mod (soup of fixes) and can run the black Sea and penang camping with nygm subs positive sensors and Ai.
Side not, some nygm old player, someone knows why the mod never add model for viic42, is because is to similar to 41 version or there's other reason,I need her ask steibler about it...
John Pancoast
04-24-20, 10:10 PM
I believe, I could hibridate nygm and Russian version of gwc3, I'm not sure why I have so much problem with file from original old mod (soup of fixes) and can run the black Sea and penang camping with nygm subs positive sensors and Ai.
Side not, some nygm old player, someone knows why the mod never add model for viic42, is because is to similar to 41 version or there's other reason,I need her ask steibler about it...
Don't know, but maybe because the VIIC42 was never even built let alone sailed/saw service.
FUBAR295
04-24-20, 10:28 PM
From Uboat.net on the VII/42 :
The VIIC/42 was designed 1942-1943 and was intended to replace the then retreating VIIC (https://www.uboat.net/types/viic.htm), she had a much stronger pressure hull (with plating thickness up to 28mm) and a bit better offensive punch (16 torpedoes against VIIC's 14). Her diving depth was designed to be 200 meters with 400 meters as crushing depth (VIIC figures: 100/200 meters). These boats would have been very similar in external appearance to the VIIC/41 (https://www.uboat.net/types/viic-41.htm) but with two periscopes in the tower as type IX (https://www.uboat.net/types/ix.htm).
All contracts for the VIIC/42 U-boats were cancelled on 30 September 1943 in favour of the new Elektro Boat XXI (https://www.uboat.net/types/xxi.htm).
https://www.uboat.net/types/viic-42.htm
Good hunting,
FUBAR295
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