View Full Version : perception of traffic in diferent mods
Aquelarrefox
04-21-20, 10:49 PM
i was posting in nygm tread and im started to ask wich is the perception of the ships traffic in the megamods.
i have played gw3, nygm and wac. i dont tested ccom and very few LSH3.
posible the experice is very linked in the way you play and the campaings you do.
personaly i find gw3 with less convoys but more costal trafic and intense hubs, (also the posibility of more harbour raids)
nygm is the inverse, more convoys in main paths and less isolated ships or us costal shipping. less trafic at south atlantic.
wac is much variated, more common to find 2/3 ships convoys even a 2 ship unscored convoy in 1942. also i see much planes in wac.
is my perception wrong?
personaly i like wac traffic, i couldnt test mediterranean campaing 5.1, for example, it was so inestable. Also i may have 4/7 of the time was in gw. 2/7 in nygm and 1/7 in wac.
if some one have palyed this mods im interested in your opinion.
Hi Aquelarrefox,
You’re right about NYGM and GWX.
WAC i don’t really know as i couldn’t go that far with all the CTDs (and i gave up)...but my first experiences in it closes to what you said too.
I can comment about Ccom12 as I’m a big fan of this mod.
First of all, Ccom12 as LSH3 have the best ships variety of all mega mods available around :yep:
They all have been re-worked for an awesome rendering.
Ccom traffic is very various, quite different to LSH3 though, with more small light escorted convoys at war start, plenty coastal traffic everywhere (at war start) and enemy planes patrolling along the British coastline.
What I really like is they are not sitting ducks for figuration. They really defend the British areas, always asking for reinforcement as soon as you are spotted.
Later in the war, you have still here and there lonely ships to attack, but more of all sizes convoys sometimes very well defended.
Some of them have carriers and send their planes patrolling around the convoy to avoid U-Boat attacks. Very hard to shadow the convoy in such conditions I tell you…
Also German harbor traffic is very well done with plenty sea patrols and air patrols (but no CTDs...)
Also was pleasantly surprised to see Luftwaffe (end of 40) attacking my convoy 700 km west of ST Nazaire and sinking 4 ships! As the British, they are not for figuration!
I really like ships behavior, planes behavior, even if they are really dangerous (they can be up to 7 to attack you simultaneously!) and become your worst nightmare...just as i believe it was in real.
But what i prefer in this mega mod is everything is all included. No need for extra mods that certainly will break the base! All is in there, except the nice U-Boats models you have in WAC5.2.
I have tried to import them with some success, but Ccom become unstable with the exact WAC problems...so i gave up.
:Kaleun_Salute:
John Pancoast
04-22-20, 07:05 AM
As I mentioned earlier, I find the traffic in GWX and NYGM to be more or less similar; plenty of convoys and single ships in both with maybe marginally less in GWX.
Fifi, what German planes were attacking at that range ! :o
As I mentioned earlier, I find the traffic in GWX and NYGM to be more or less similar; plenty of convoys and single ships in both with maybe marginally less in GWX.
Fifi, what German planes were attacking at that range ! :o
It was not stukas for sure, but i don’t really remember as i only watch them from quite far away. Twins engines certainly, maybe JU88 or even ME210...
I should have hit external cam and close the scene :yep:
I know there are some FW200 ingame too.
John Pancoast
04-22-20, 07:53 AM
It was not stukas for sure, but i don’t really remember as i only watch them from quite far away. Twins engines certainly, maybe JU88 or even ME110...
I should have hit external cam and close the scene :yep:
I know there are some FW200 ingame too.
Yeah, the Condor was the only plane capable of that range. Cool !
Well, the JU88 could pass the 1500 km as well as the ME210 :03:
Unfortunately for Doenitz, Luftwaffe didn’t really supported submarine warfare, except in very few cases...
Big Goering had better occupations elsewhere :haha:
I remember once i asked for help (sending contact report) and few time later a bunch of Stukas appeared to bomb very successfully my small convoy...but it was close to Denmark coasts.
John Pancoast
04-22-20, 08:12 AM
Well, the JU88 could pass the 1500 km as well as the ME210 :03:
Unfortunately for Doenitz, Luftwaffe didn’t really supported submarine warfare, except in very few cases...
Big Goering had better occupations elsewhere :haha:
I remember once i asked for help (sending contact report) and few time later a bunch of Stukas appeared to bomb very successfully my small convoy...but it was close to Denmark coasts.
Those two could do the range decked out to do so; extra fuel, stripped down, etc. but with a bomb load probably not.
Goering was a big, fat drug addicted idiot. :D
Aquelarrefox
04-22-20, 09:03 AM
In wac I seem condor patroling biscay in the middle of the war. Plane traffic is other feature, I believe gw is a bit more balance, nygm is focus in enemy planes and air wac is hard to say.
Really I never play ccom, sounds interesting.
That's another mega mod I never downloaded.
Rooster is another topic and is true that adding ships as madman is not a solution. Nygm gw and if it's true ccom ships are stable things with test, wav ships I breakouts that not. Few packs of ships out of there are well tested like fmf 3 and von doss ships.
What about the amount of traffic in convoys and in us coast? Is similar to gw?
John Pancoast
04-22-20, 09:09 AM
Yes, I have Ccom installed just haven't got around to it yet. Definitely mean to. Think I'll edit the Allied squadrons though to get rid of the ahistorical multi-aircraft attacks.
Those two could do the range decked out to do so; extra fuel, stripped down, etc. but with a bomb load probably not.
Goering was a big, fat drug addicted idiot. :D
I must agree with both your assertions lol :D
Talking about aircraft ranges, I have always wondered on the correctness of their setting by several mods/modders.
In most cases, the range figures stated by websites and books are the ferry range. According to Wiki's definition, this is «the maximum range the aircraft can fly. This usually means maximum fuel load, optionally with extra fuel tanks and minimum equipment. It refers to transport of aircraft without any passengers or cargo».
Nonetheless, I believe that the MaxRadius stored in air units' cfg file is meant to represent (more or less) the combat range i.e. «the maximum range the aircraft can fly when carrying ordnance. Combat radius is a related measure based on the maximum distance a warplane can travel from its base of operations, accomplish some objective, and return to its original airfield with minimal reserves».
This confusion might have led to some completely wrong settings. Even considering that distances from point A to point B are remarkably longer in the SH-world than they are in real world (especially near the poles and for W-to-E/E-to-W courses), I think that halving aircraft ranges as stated by many sources before entering them in game, would provide a more realistic gameplay.
John Pancoast
04-22-20, 09:18 AM
I must agree with both your assertions lol :D
Talking about aircraft ranges, I have always wondered on the correctness of their setting by many mods/modders.
In most cases, the range figures stated by many websites and books are the ferry range. According to Wiki's definition, this is «the maximum range the aircraft can fly. This usually means maximum fuel load, optionally with extra fuel tanks and minimum equipment. It refers to transport of aircraft without any passengers or cargo».
Nonetheless, I believe that the MaxRadius stored in air units' cfg file is meant to represent (more or less) the combat range i.e. «the maximum range the aircraft can fly when carrying ordnance. Combat radius is a related measure based on the maximum distance a warplane can travel from its base of operations, accomplish some objective, and return to its original airfield with minimal reserves».
This confusion might have led to some completely wrong settings. Even considering that distances from point A to point B are remarkably longer in the SH-world than they are in real world (especially near the poles and for W-to-E/E-to-W courses), I think that halving aircraft ranges as stated by many sources before entering them in game, would provide a more realistic gameplay.
Agreed.
I also believe the same "problem" can occur in the game with modded ordinance or equipment specs; sometimes, they're based on paper/testing specs vs. actual in use/field specs and the two rarely are the same.
Agreed.
I also believe the same "problem" can occur in the game with modded ordinance or equipment specs; sometimes, they're based on paper/testing specs vs. actual in use/field specs and the two rarely are the same.
Sure, gun ranges, train/elevation rates and rates of fire are often set up according to trial stats rather than on performances attained in field conditions. Even worse are ammo loadouts. Take aircraft bullets or naval depth charges as an example. In-game figures are totally fictional, and in most cases they are ludicrously exaggerated. I realise that they might offer better in-game challenge, but that's not always the case...
John Pancoast
04-22-20, 10:42 AM
Sure, gun ranges, train/elevation rates and rates of fire are often set up according to trial stats rather than on performances attained in field conditions. Even worse are ammo loadouts. Take aircraft bullets or naval depth charges as an example. In-game figures are totally fictional, and in most cases they are ludicrously exaggerated. I realise that they might offer better in-game challenge, but that's not always the case...
:yeah:
Hi guys
what about the appearing of capital ships in ccom 12? In wac there are few
of them
cheers
Already crossed the path of a carrier...illustrious or so...
Crossed German heavy cruisers too.
They are there, but you have to be at the right place at the right moment!
Aquelarrefox
04-22-20, 01:51 PM
i saw a carrier in norway campaing in wac, so exaited i get very noise and even i set torpedoes i fail (a horrible storm), then destroyer serch me and was not a good end.
ccom have hd capital ships?
Hey installed ccom12 and i see why the ship roster is interesting, but I have a crash in first patrol serving in a convoy zone.... Also anenerve gui version seem have some issues but I don't believe they should make a crash
Aquelarrefox
04-23-20, 10:16 AM
i look in campaing file and i found something even more interesting nygm have all ships generics while ccom have all defined.
i like much generic but its strange becouse at least gulf convoys should have 1/2 tankers forced, also this means you could not have benefits from mfm in ccom even a partial extension.
script files from nygm are so empty compared to any other mod.
CCom hae much content and wac scrpt is a explotion!
John Pancoast
04-23-20, 10:42 AM
i look in campaing file and i found something even more interesting nygm have all ships generics while ccom have all defined.
i like much generic but its strange becouse at least gulf convoys should have 1/2 tankers forced, also this means you could not have benefits from mfm in ccom even a partial extension.
script files from nygm are so empty compared to any other mod.
CCom hae much content and wac scrpt is a explotion!
Look in NYGM's .rnd file. It is not generic. That's the one that generates vast majority of convoys, if not all. Also, you can have the MFM used with any non-generic file, you just have to make the file generic (easiest) or edit the non-generic file groups with the MFM ships desired (much more work).
To make a non-generic file generic, this is done by getting rid of the "Class" section of group in the file.
Do not use MFM with Ccom12!
In fact, do not use any other mods than the ones provided by download.
Except for ARB and its fix if you don’t like the Ahnenerbe one.
John Pancoast
04-25-20, 05:32 AM
Do not use MFM with Ccom12!
In fact, do not use any other mods than the ones provided by download.
Except for ARB and its fix if you don’t like the Ahnenerbe one.
What happens if one tries to use MFM with Ccom ? Strange it wouldn't work.
What happens if one tries to use MFM with Ccom ? Strange it wouldn't work.
First, MFM ships are they present in Ccom12? I don’t know...
Second all Ccom12 ships have already been re-worked for best rendering. I think MFM is completely unnecessary...
Around 340 sea units in sea folder!
Aquelarrefox
04-25-20, 10:14 AM
First, MFM ships are they present in Ccom12? I don’t know...
Second all Ccom12 ships have already been re-worked for best rendering. I think MFM is completely unnecessary...
Around 340 sea units in sea folder!
wrong, but the files in random are set with few generics so ccom with ships mod will not have much new content.
wrong, but the files in random are set with few generics so ccom with ships mod will not have much new content.
Wrong, what is wrong?
John Pancoast
04-25-20, 11:02 AM
wrong, but the files in random are set with few generics so ccom with ships mod will not have much new content.
One can always make a .rnd file generic to accept other ships if desired. Five second job.
Aquelarrefox
04-30-20, 02:12 PM
Does gwx3 have neutral ships in random convoys? i dont remember, nygm not for sure, its mentioned in documentation.
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