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View Full Version : any news on the relase of the new silent hunter 3 mod


ober lt lare
02-09-06, 10:13 AM
hi i was wondering is there any news on the mod of silent hunter 3 the mod that is supposed to delete the renown and concentrate on sinking more ships please let me know i know it was supposed to be released sometime in febuary but i wasnt sure when the target release date was

ober lt lare

irish1958
02-09-06, 10:56 AM
Check out NYGM crew management mod

ober lt lare
02-09-06, 06:15 PM
i cant find it will it be announced on the main page of subsiim.com when its going to be released thats all i wanted to know and if not where do i look to see when its released thanks

ober lt lare

HEMISENT
02-09-06, 06:35 PM
Are you talking about the crew management mod or the tonnage mod that was being discussed about a month ago?

Der Teddy Bar
02-09-06, 07:43 PM
hi i was wondering is there any news on the mod of silent hunter 3 the mod that is supposed to delete the renown and concentrate on sinking more ships please let me know i know it was supposed to be released sometime in febuary but i wasnt sure when the target release date was

ober lt lare
The NYGM Tonnage War Mod is expected to be ready for publication in the coming week/s.

It will include all the existing NYGM Mods with RUB 1.45 used as the 'base'.

The NYGM Franchise includes
1. NYGM Ship Damage Mod
2. NYGM Aircraft Damage Mod
3. NYGM Crew Management Mod
4. NYGM RUB Campaign Mod

The NYGM Tonnage War Mod will also include Stieblers Radar Detector & U-Tanker Mod.

We are using RUB 1.45 as there is no value in re-inventing the wheel.

Planned NYGM Mods
1. NYGM Draft Mod
2. NYGM Mediterranian Campaign Mod <= Author is Charlie901

We are interested in talking with any moders who may wish to have us consider their mod for inclusion with the NYGM Tonnage War Mod.

Rubini
02-09-06, 11:24 PM
Hi Teddy,

I will use your NYGM campaign files and others from your series as a base for the next HT. I'm only waiting a bit to NYGM series stabilize ("final" version). But we can talk when you want! :up:

Rubini.

Der Teddy Bar
02-10-06, 12:05 AM
Hi Teddy,

I will use your NYGM campaign files and others from your series as a base for the next HT. I'm only waiting a bit to NYGM series stabilize ("final" version). But we can talk when you want! :up:

Rubini.
That reminds me, I was going to e-mail you :rotfl:

HEMISENT
02-10-06, 07:59 AM
Teddy and Rubini
I really hope that you guys will be able to get together on these two great mods. I am a huge fan of the HT mod and I am very used to its resupply version so I do not wish to give that up but the NYGM damage and ship speeds mod has opened up a whole new level of gameplay for me. I have not tried the crew mgt version yet but I expect to be similiarly impressed.

Eagerly waiting for the tonnage mod.

Church SUBSIM
02-10-06, 11:55 AM
The NYGM crew management makes this game even more fun when played with the NYGM damage model.

Last night I tracked this convoy for about 3 days and finally the seas were manageable enough to mount an attack. I got in a good position and managed to hit and sink a Aux Cru and put 2 torps into the T3 tanker (1 torp under each mast) but while it was hurt, it pressed on. I took my boat down and started the reload process. Just about killed the crew (working hard but quiet) then managed to mount a second attack but by this time the crew were so tired (they are very green) I had to break it off after firing my second salvo. Took me almost a day and a half to remove the topside torpedos, get them in and then rest the crew. Went off again in search for the convoy. Found it again a day later.

Finally, this damn game plays the way it should have from the start ;)

Tikigod
02-10-06, 04:16 PM
The NYGM crew management makes this game even more fun when played with the NYGM damage model.


Church,
I'm using Hollywood Advanced for RUB/IUB as well as the Hol crew management models. I switched over to try the NYGM crew management models but I still have the Hollywood Advanced RUB/IUB model installed for the damge type you are describing (for the uboat itself). It sounds like the NYGM stuff is the same as what Hollywood but, what I want to know is what is the difference in their approaches to damage? and the NYGM damage model you speak of....is that the thing included with NYGM crew management mod? or is that the NYGM ship damage mod that effects the shipping? from what I understood the ship damage is only for ships sink times and not for the damage involved with the uboats themselves.....which is why I installed the Hollywood Advanced for that....so how are the two you talk about above related? I hope my confusion makes sense. :up: I just want to make sure I'm not misssing out on anything...stories like the one's you describe above make me want to drop everythign and get back into the game.

Church SUBSIM
02-10-06, 05:30 PM
The NYGM crew management makes this game even more fun when played with the NYGM damage model.


Church,
I'm using Hollywood Advanced for RUB/IUB as well as the Hol crew management models. I switched over to try the NYGM crew management models but I still have the Hollywood Advanced RUB/IUB model installed for the damge type you are describing (for the uboat itself). It sounds like the NYGM stuff is the same as what Hollywood but, what I want to know is what is the difference in their approaches to damage? and the NYGM damage model you speak of....is that the thing included with NYGM crew management mod? or is that the NYGM ship damage mod that effects the shipping? from what I understood the ship damage is only for ships sink times and not for the damage involved with the uboats themselves.....which is why I installed the Hollywood Advanced for that....so how are the two you talk about above related? I hope my confusion makes sense. :up: I just want to make sure I'm not misssing out on anything...stories like the one's you describe above make me want to drop everythign and get back into the game.

At the present time NYGM Damage Model and Crew Management are 2 diffrent mods. Something tells me we are going to get a whole new super pack featuring this guys work ... everything he has done (at least for me) has really raised the bar for this sim.

There are a few other mods he has done (aircraft and a mod for the Rub 1.45 campaign but I have not tried those two yet).

I have never used the Hollywood mod so I can not really say how the 2 are diffrent. They may be very similar in some respects but I can offer you some of my experiences with the NYGM Damage Model and the Crew model.

First off, with the crew model you basically have a crew member go from fully functional to totally in need of rest in about 18 hrs. I have adopted a 12 rotation for when I play (may not be hyper realistic but it's extremely playable for me). In addition to the crew simply getting tired, they have a real working moral system in place. Go weeks without doing anything and their morale drops. Sink a ship or two and it rises. That is a basic outline of the effects. The thread about it has a great deal of in depth detail and worth while read.

The NYGM Damage Model is amazing. Where you use to get a massive fire ball with a single shot on a Small merchant or a tramp steemer and 3 torps would take down a C2. That is gone. Toss it out the window.

Now a single shot may make a critical strilke and break a ships back (with a huge fire ball) or may simply drive a hole in the side of the ship and flood that compartment. If the torp creates damage between "the bulkhead" there is a chance that you will have damaged and thus created flooding in two compartments. What that means is the ship may reduce speed but she will keep going. Leave her alone and it can take up to 60 min (I have never had a ship go over 60 min) to finally sink. Some take 15 min, some 20, some 45 ... you never know. You *will* see listing, diffrent ways they sink, some will be hulks on the surface for a while, others sink like a rock. Another ship may drop from 7 kts to 2 knots, have a mean list to starbord but keep moving. In essence, you never really know. You have to manage your torps really well as well as you deck gun.

On a single merchant it's pretty easy to manage early in the war around the NE side of the Orkneys .... In a convoy with escorts .... you launch 2 stern, 2 forward at 1 target, 2 at another and then dive and reload. You hear their engines grinding, you think you hit them in 2 seperate spots (to create more flooded compartments) but you simply don't know for sure. Hours after evading the escorts, when you reach periscope depth, you really are not sure what you are going to find. I love it. Simply love it.

The deck gun really needs to be managed well too. Shots just under the waterline will create flooding and aid in sinking the ship. Shots high up will create holes, but if the water is not getting in, you simply are wasting ammo ... and it's precious.

Basically NYGM is a thinking mod. You are forced (willingly so) to make decisions. Thank god for that.

I use IUB 1.02, Integrated orders for IUB 1.2, NYGM Crew and NYGM ship damage along with a few other mods of my own making. Works like a charm.

I am going to try to run RuB 1.45 and HT 1.47 in a future patrol and see how it goes.

Go search for NYGM and you will find much more information in regards to the "franchise". Comes with good documentation too so you can see his logic as to not only how his mod works but also how the stock game works as well.

Please forgive any spelling errors in this post.

Thanks,
Church