View Full Version : NYGM Tonnage War Mod out first week of March
Der Teddy Bar
02-24-06, 02:35 AM
The NYGM Team are happy to announce that the NYGM Tonnage War Ver 1.0 will be released late next week! That is, by 04/03/2006.
The NYGM Tonnage War Mod will include all the current NYGM Mods. See list below.
The NYGM team have some very exciting mods coming up after the NYGM Tonnage War Mod.
1. NYGM Coastal Command Mod – The RAF will get the NYGM treatment.
2. NYGM Ship Damage Mod Ver 2 – If you thought that the current version is great, wait till you see what we do to take the ship damage to the next level.
3. NYGM Merchant Deck Gun Mod – Possible inclusion in the first release.
~ NYGM Tonnage War <= Tonnage is in, Renown is out. Everything is free, but takes time.
~ NYGM Ship Damage Mod
~ NYGM Aircraft Damage Mod
~ NYGM Crew Management Mod
~ NYGM Campaign Mod <= will inlcude a massive historical update of the Med
~ Stiebler's U-Tankers Mod
~ Stiebler's Radar Detection Mod
~ RUB 1.45 <= obviously a LOT gets changed by the NYGM Mods
~ Bordinstrumente 1.0
~ Hollywood Submarine Damage Mod
We also have a Non Graphic version with just the essentials.
~ NYGM Tonnage War <= Tonnage is in, Renown is out. Everything is free, but takes time.
~ NYGM Ship Damage Mod
~ NYGM Aircraft Damage Mod
~ NYGM Crew Management Mod
~ NYGM Campaign Mod <= will inlcude a massive historical update of the Med
~ Stiebler's U-Tankers Mod
~ Stiebler's Radar Detection Mod
~ RUB 1.45 <= obviously a LOT gets changed by the NYGM Mods
~ Hollywood Submarine Damage Mod
:up: :|\ :sunny: :rock: :arrgh!: :ping: :P :-j
Axlwolf
02-24-06, 04:57 AM
Is it possible to have only some part of your mod?
I'm interested in the:
NYGM Tonnage War
NYGM Crew Management Mod
NYGM Ship Damage Mod Ver 2
Or maybe it's already divided by type?
Hope you guys have made co-operation with the Grey Wolves team regarding to campaign files and you would be using same files. :hmm:
It would be sad to see two totally different sets of campaign files and the another one is missing the good parts from the other. :roll:
Hope you guys have made co-operation with the Grey Wolves team regarding to campaign files and you would be using same files. :hmm:
It would be sad to see two totally different sets of campaign files and the another one is missing the good parts from the other. :roll:
I was thinking the same thing.
Fangschuss
02-24-06, 05:45 AM
yep the biggest mod´s of the community Rub,NYGM,GW should work together, to have best possible gameplay and realism without losing and feature of this great mod´s :up:
HEMISENT
02-24-06, 07:13 AM
Teddy
I did not see Harbor Traffic Mod in the list. Is that included?
Redwine
02-24-06, 07:23 AM
Thanks a lot Teddy....!
I tested some of your previous releases and that i tested is wonderful.....
Wonderful to see you include a new time the U-tanker removed from NYGM Campaign Mod....... :up:
Will you do the mod with a one by one installation ?
Because may be we dont want some parts of the complete mod.... in example crew management, or may be we have some of the files changed by another mods.
Panama Red
02-24-06, 08:01 AM
"The NYGM Team are happy to announce that the NYGM Tonnage War Ver 1.0 will be released late next week! That is, by 04/04/2006."
Since this is Feb 24, did you mean Apr 4 (04/04/06) of Mar 4 (03/04/2006) ????
Church SUBSIM
02-24-06, 09:48 AM
Really looking forward to this but like was stated before ....
I hope it can be modular, the campaign files are compatable and HT is addable.
Side note .... I am playing currently with Rub 1.45, HT 1.47 and Hollywood and the whole NYGM production line and I notice the escorts fire on neutral merchants in convoys .... not saying for sure this is a NYGM issue, just wondering if this has been experienced by others.
Can't wait for the release!
GlobalExplorer
02-24-06, 10:48 AM
Hope you guys have made co-operation with the Grey Wolves team regarding to campaign files and you would be using same files. :hmm:
It would be sad to see two totally different sets of campaign files and the another one is missing the good parts from the other. :roll:
I was thinking the same thing.
As much as I know how much we all want a simple one click installation for all the newest mod but - just to say my personal opinion - these demands keep coming up and are getting somewhat annoying. The guys invest hundreds of hours into these mods. So is it really so hard that we invest some time of our own and learn how to use them?
I cannot speak for TB and his crew but I am sure there is no way we can have the best features of all current mods integrated into this one. I am sure the creators would want to cooperate with each other but the projects are too far advanced to integrate them.
Don't be so lazy. If you want to use all mods, all you have to do is to create backup folders of SHIII, and copy/rename them according to situation. You could of course wait for the day there will be the "final" mod, but the wait could be a long one. My advice is to to learn to live with diversity and how to get the best out of it.
Der Teddy Bar
02-24-06, 01:55 PM
Is it possible to have only some part of your mod?
I'm interested in the:
NYGM Tonnage War
NYGM Crew Management Mod
NYGM Ship Damage Mod Ver 2
Or maybe it's already divided by type?
Unfortunately no, due to the way that files cross over. This is why when the NYGM Aircraft Damage Mod was released it also included the NYGM Ship Damage Mod.
The Tonnage War Mod was always the intention, with the NYGM Mods being released singularly for a couple of reasons…
Firstly, it was to slowly introduce the player to a higher level of realism. As many know, the NYGM franchise has taken the game up a few notches in realism and game play. However, even when a player does want that extra realism, it can be difficult changing after a year of having a game play in a certain way.
With this in mind, we decided to introduce each module as it was sufficiently completed.
Secondly, it was in part, a large public beta test. We have tested these the NYGM Mods for months, the NYGM Ship Damage Mod was ‘ready’ before Christmas, but not released till we were satisfied. But as a small beta team we can only test for so much. Thankfully, for the most part the external testing mimicked our internal testing. The feedback has allowed us to fine tune the mods.
As discussed, the various Mods cross over each other in many files, and to try and keep 5 or more versions (as the next series of NYGM Mods come about) is just impractical. Then we would need to keep combinations of the various Mods.
So the NYGM Mod/s will now always be released as the NYGM Tonnage War Mod.
Der Teddy Bar
02-24-06, 02:04 PM
Hope you guys have made co-operation with the Grey Wolves team regarding to campaign files and you would be using same files. :hmm:
It would be sad to see two totally different sets of campaign files and the another one is missing the good parts from the other. :roll:
NYGM has already approached the Grew Wolves to see how we may work together, either as two seperate Mod's or as a team to ensure that we minimise having a fractured community where no-one gets the best outcome.
Der Teddy Bar
02-24-06, 02:05 PM
Teddy
I did not see Harbor Traffic Mod in the list. Is that included?
Not currently, and not in this release.
Der Teddy Bar
02-24-06, 02:08 PM
"The NYGM Team are happy to announce that the NYGM Tonnage War Ver 1.0 will be released late next week! That is, by 04/04/2006."
Since this is Feb 24, did you mean Apr 4 (04/04/06) of Mar 4 (03/04/2006) ????
:rotfl:
You got me, I was too busy considering the yanks, as the rest of the world uses DD/MM/YYYY, where they have to be different and use MM/DD. Anyway, I got distracted and....
Kudos Mates, for all the hard work.
:rock:
AtaruGolan
02-24-06, 03:00 PM
Sound good
AtaruGolan
02-24-06, 03:00 PM
Sound good :up:
Great...I'm really looking forward to the package.
Church SUBSIM wrote:Side note .... I am playing currently with Rub 1.45, HT 1.47 and Hollywood and the whole NYGM production line and I notice the escorts fire on neutral merchants in convoys .... not saying for sure this is a NYGM issue, just wondering if this has been experienced by others.
I had the same experience when I first started using the NYGM ship damage and campaign mods (with RuB 1.45). Now I'm playing later in the war so it hasn't been happening. I don't know if it was the NYGM mods but it had never happened before in the course of about 25 careers.
Der Teddy Bar
02-24-06, 04:37 PM
Side note .... I am playing currently with Rub 1.45, HT 1.47 and Hollywood and the whole NYGM production line and I notice the escorts fire on neutral merchants in convoys .... not saying for sure this is a NYGM issue, just wondering if this has been experienced by others.
Not sure that this is a NYGM induced issue per say. We did remove neutral's from the convoys as any ship in a convoy, even of a neutral country, is not a neutral ship.
The issue as I understand it is one where a country turns from friend to enemy. So the once friendly ship, is now stuck in the convoy as an enemy ship :rotfl:
Can you chaps provide some info? Such as ship nationality, escort nationality, date, location, ship type and anything else you can think of.
Hope you guys have made co-operation with the Grey Wolves team regarding to campaign files and you would be using same files. :hmm:
It would be sad to see two totally different sets of campaign files and the another one is missing the good parts from the other. :roll:
NYGM has already approached the Grew Wolves to see how we may work together, either as two seperate Mod's or as a team to ensure that we minimise having a fractured community where no-one gets the best outcome.
This could really make for the best mod ever made if you guys could find ways to work together.
Maybe each release your own and then afterwards combine what you can into the Ultimate Uboat Realism Mod.
Axlwolf
02-24-06, 05:54 PM
It seems i will have to make a decision :hmm:
I'll see.
Good work anyway :up:
Der Teddy Bar wrote:
Sturm wrote:
Hope you guys have made co-operation with the Grey Wolves team regarding to campaign files and you would be using same files.
It would be sad to see two totally different sets of campaign files and the another one is missing the good parts from the other.
NYGM has already approached the Grew Wolves to see how we may work together, either as two seperate Mod's or as a team to ensure that we minimise having a fractured community where no-one gets the best outcome.
CWorth wrote:
This could really make for the best mod ever made if you guys could find ways to work together.
Maybe each release your own and then afterwards combine what you can into the Ultimate Uboat Realism Mod.
Teddy,
Guys,
This is really all we want here. I'm not the GW's Project Manager but my dream, as a SH3 modder, is to unify these great works. These are the core of a great new game. I already said to Teddy that I have all my campaign files (mods) as a separated files, then will be easy to merge them with some adjusts. This is also true for graphical/sound parts. I should like to propose now that the next update of these mods must be a unified version of them. Both use RUB 1.45 as a base, both have the same goals, both have great modders (and some modders are the "same person" on both teams!!!). And i'm sure that Teddy Bär and Kpt. Lehmann already knows that any team members will decrease with time because the modders have a real life and others games to play. It's the natural way. So, merge the GW and NYGM team and the mods itself will be not a difficult task. I only suggest that this could be done before the next first update, this way both mods will have time to clearly find their highlights and downsides but they continue similar, so the merge processes will be yet possible.
But in my mind I yet dream that they already begin as only one....
IMHO!
Rubini.
Church SUBSIM
02-24-06, 06:41 PM
Can you chaps provide some info? Such as ship nationality, escort nationality, date, location, ship type and anything else you can think of.
Sure ... and like I say .... I am not sure this is a NYGM issue ... it's just something that I have had happen now on 3 or 4 test runs I have been doing on some custom AI_sensor files.
Data ....
October 29th,1940 - Grid AM 43
English Convoy ... escorts ... Black Swan in front, Corvett in back.
16 ships. 2 "Neutrals" 1 Is a Greek t2 tanker (goes enemy 11/13/40) and the other was a Netherlands C3 (went enemy on 5/10/40). Both getting attacked. I made a torpedo run on a english t2 tanker next to it and the Corvette while searching for me (his pattern did change upon impact on the tanker) he seemingly was more interested in the Ned. C3.
I don't have the specific type data for the others but I did notice this .... some Inbound convoys have a warship in the center (Dido or a Nelson) and those convoys will have a Neutral (last one I just did about 5 min ago was a Tramp Steermer/Coastal Merch) from Norway (granted it is enemy now turned on 4/9/40) but I thought that might help you since he was not getting attacked.
Again ... I have experienced this about 3 or 4 times ... all within the AM areas (south of AM51) and all had Greek and Niederlande Merchants in the convoy. All had Fowler and BSF escorts. One even had a Aux. Cruiser in the 2nd row of merchants laying the wood to the poor greeks.
I will look over some other of my notes and forward you more details if I have it.
Your mods make this game a joy. Thanks for your work!
My Mods in Order:
RUb 1.45
HT 1.47
Intergrated Orders for RUb 1.47
NYGM RUb Camp Fix
NYGM Crew Management
NYGM Air Beta and Ship Sinking 0.39
Hollywood
and then it's graphics and sounds....
Nothing Camp related in Sub Commander's Dates or Random folders.
Stiebler
02-24-06, 06:43 PM
Church SUBSIM wrote:
Side note .... I am playing currently with Rub 1.45, HT 1.47 and Hollywood and the whole NYGM production line and I notice the escorts fire on neutral merchants in convoys .... not saying for sure this is a NYGM issue, just wondering if this has been experienced by others.
I changed the great majority of 'neutral' merchant ships to Allied ships for the NYGM campaign files. There were a few deliberately left unchanged, in order to provide variety. These occur with convoys which overlap with a country changing from neutral to Allied in the war. An obvious example would be where a convoy spawns from (let us say) November 1941 to June 1943, and contains American ships. The American merchants were only briefly neutral in this convoy, so I left them in.
Even so, I can't think of any example where the 'neutral' convoy ships suddenly became enemies. You have several mods installed with their own campaign files. I wonder if you are looking at campaign files provided by someone else, not by NYGM? As Teddy Bar suggested, could you please provide details?
Stiebler.
Stiebler
02-24-06, 06:55 PM
Axlwulf said (of the difference between NYGM and Grey Wolves):
It seems i will have to make a decision Hmmm
I'll see.
Good work anyway
It is, perhaps, worth pointing out that the NYGM mod contains new ideas (predominantly those of Teddy Bar and Observer) to make the playing of SH3 more realistic. In this sense, NYGM is the true heir of the now defunct RUb ('Real U-boat') series.
The Grey Wolves project (judging by the pronouncements made to this date) is more concerned with improving the graphics of SH3. That is why you will need to store a full gigabyte of data on your hard-drive. Unfortunate if you use a dial-up modem!
Only individual players can decide which they prefer.
Stiebler.
Stiebler
02-24-06, 07:02 PM
Sorry Church SUBSIM,
My post evidently collided with yours giving details.
But please check your campaign files to discover their origin.
Steibler.
Church SUBSIM
02-24-06, 07:02 PM
Church SUBSIM wrote:
[quote] You have several mods installed with their own campaign files. I wonder if you are looking at campaign files provided by someone else, not by NYGM? As Teddy Bar suggested, could you please provide details?
I have removed the Camp files from the mods that went over the top of NYGM .... I am pretty sure this is NYGM, as my convoys always switch speeds at their waypoints. Plus I go through my config with a fine tooth comb prior to installing any mod. Several of my adds are hybieds so as not to conflict with those they overwrite.
As far as details in regards to the actual contacts ... I think I gave you all that I have. Other than their speed being 8 knots...I am running a test in game right now but am almost done. Once I can get on that machine I will give you a exact breakdown of my mods.
======================== update =================
Ok... as per JSGME:
RUb 1.45
Harbor Traffic 1.47 for RUb 1.45
Integrated Orders HT 1.47 fix (RUb 1.45)
NYGM RUb 1.45 Campain Fix
NYGM Crew Management 1.1
NYGM Aircraft 0.06 Beta and Ship Damage Mod 0.39
Hollywood Advanced RUb Version
Advanced Hollywood and NYGM Zones.cfg (a mix - his UBoat setting s - all others NYGM)
Atmosphere Mod 2.0 RUb 1.44 and 1.45 Fix
I do realize now that I am using the NYGM RUb 1.45 Camp Fix without the Scripted Layers as per a post by teddy regarding running that mod with HT. So only the RND and LND campaign files are running from NYGM and the Scripted is HT 1.47's
There in lies the problem I am sure. It seems that HT will not be a part of the NYGM Tonnage Mod? Or a modified form of it? Intial posts said it would be but now seems like that last post there is not reffrence to it in the for sure side of it.
Hope this helps.
As far as the NYGM/GW issue -
I personally hope that there will be an effort to at least make room for integration between the two mods. As Stiebler mentioned, there seems to be a slight difference of area and scale for the mods; in that sense, GW is closer to IUb by its initial idea, and NYGM - to RUb.
The only issue is that here, both are based on the same starting point, RUb 1.45. If we can't find a way to integrate the two mods completely (and I hope that there is, although this decision would have to be in NYGM's favour, which is inevitably a tough call for GW), the next best thing is to allow for a seamless combination of the two based on user preference.
The trouble with NYGM is that it's a drastic (and, to me, an extremely positive) change for many aspects of the game which not everyone can immediately adapt to. The trouble with GW is that it aims to be an all-inclusive package that will solve the problems of looking for that perfect multi-mod config once and for all - but making that package also means making choices that may or may not be agreed with by others.
What I want to stress, though, is that there has to be some sort of compromise either way. I don't want to see an uncompromising split in the direction of major mod efforts. If anything, I would much rather see the trend set by RUb/IUb continued, along with the trend of SHIII Commander and UnRUb tweaks that allowed player a way to fine-tune their config easily.
That is unless everyone wants to be like me and spend months putting together their very own perfect SHIII data folder :88)
Church SUBSIM
02-24-06, 07:51 PM
That is unless everyone wants to be like me and spend months putting together their very own perfect SHIII data folder :88)
Damn! That link is inactive! :-j
Well said CCIP.
Der Teddy Bar
02-25-06, 01:36 PM
Guys,
Just a heads up that the NYGM Tonnage War will be using the default AirStrike.cfg file.
NYGM now has the AirStrike & AirBase formula along with how it was to work etc. Which will form the bases of the NYGM Coastal Command Mod.
Using the formula, it is easy to see why the RUB & AirPower AirStrike.cfg have the results that they have.
Having the formula is only part of creating a solution, as it is not just so simple as 'lets change a few numbers and all will be better/perfect'. We will need to validate the formula's values to effects, and from there we expect to be able to create a better Coastal Command.
As such, it was decided that though in itself not perfect, the default AirStrike.cfg is better than the current RUB & AirPower versions.
Church SUBSIM
02-25-06, 02:08 PM
Having the formula is only part of creating a solution, as it is not just so simple as 'lets change a few numbers and all will be better/perfect'. We will need to validate the formula's values to effects, and from there we expect to be able to create a better Coastal Command.
Sounds like typical NYGM standards of Excellence are being applied ;)
Can't wait for this too.
THE_MASK
02-25-06, 07:47 PM
I am currently using the NYG mods but i would like to install the new thermal layers mod using Commander 2.4 . My question is can i use commander 2.4 and still use the NYG mods .
Stiebler
02-26-06, 11:22 AM
Church SUBSIM said:
.... I am playing currently with Rub 1.45, HT 1.47 and Hollywood and the whole NYGM production line and I notice the escorts fire on neutral merchants in convoys .... not saying for sure this is a NYGM issue, just wondering if this has been experienced by others.
[Further details followed.]
I've investigated this. The problem is due to the defside.cfg file, where Denmark and Holland are said to be German (sic) between 1940 and 1944/5. Actually, of course, they were German-occupied, but their forces outside German control fought on the Allied side. This error must go all the way back to the first days of RUb. By contrast, Norway is correctly handled.
It's mildly surprising that no one has spotted the problem you reported before. However, as part of my cleaning of the campaign_RND file, I introduced several more Dutch ships, and a few Danish ships, to replace those in late 1940 that were clearly neutral, such as American ships. Therefore the problem has become more visible (although I never noticed it in heavy testing - the NYGM campaign files have gone through nearly two complete campaign cycles 1939-1945 in my hands).
This problem will be fixed for the NYGM release. It is really only apparent between June and December 1940.
Stiebler.
Stiebler wrote:I've investigated this. The problem is due to the defside.cfg file, where Denmark and Holland are said to be German (sic) between 1940 and 1944/5. Actually, of course, they were German-occupied, but their forces outside German control fought on the Allied side. This error must go all the way back to the first days of RUb. By contrast, Norway is correctly handled.
It's mildly surprising that no one has spotted the problem you reported before. However, as part of my cleaning of the campaign_RND file, I introduced several more Dutch ships, and a few Danish ships, to replace those in late 1940 that were clearly neutral, such as American ships. Therefore the problem has become more visible (although I never noticed it in heavy testing - the NYGM campaign files have gone through nearly two complete campaign cycles 1939-1945 in my hands).
This problem will be fixed for the NYGM release. It is really only apparent between June and December 1940.
Now it all makes sense. One time when I experienced this problem there was a ship that the escorts were attacking. When I surfaced after the convoy passed I found the ship they were attacking dead in the water. I torpedoed it and it sunk, but when I left the game I saw I was credited (actually penalized) with sinking an Axis ship! I'm glad this is going to be cleared up.
Der Teddy Bar
02-27-06, 06:49 AM
Stiebler,
Great work as always :up:
Razman23
03-02-06, 07:50 PM
Status? :hmm:
Observer
03-02-06, 09:27 PM
Status? :hmm:
We have a beta package in production currently undergoing final testing. We had hoped to have it out by this weekend though it looks like it may be delayed a couple of days due to other matters (nothing to do with the mod).
THE_MASK
03-03-06, 06:45 AM
OK Its march and i am on holidays and i need mods :hulk:
The Avon Lady
03-05-06, 04:25 AM
Before you release this mod, have a look at these realism issues (http://www.subsim.com/phpBB/viewtopic.php?t=49412).
They seem to be very important to increasing our suffering, if they turn out to be true and accurate.
Der Teddy Bar
03-05-06, 01:59 PM
Before you release this mod, have a look at these realism issues (http://www.subsim.com/phpBB/viewtopic.php?t=49412).
They seem to be very important to increasing our suffering, if they turn out to be true and accurate.
Thanks for the heads up. We have already locked down and 'uploaded' the NYGM Tonnage War Mod.
We will need to do an NYGM update for this mod as we have UboatName.sim changes. What a great addition!
Stiebler
03-05-06, 04:44 PM
Avon Lady/Teddy Bar:
Concerning the reduced-range batteries:
I was rushing through at very short notice a short C-program that will stamp the new ranges onto *any and all* sub.sim files, as the quickest way of adding them to NYGM. It's running now, and currently testing on my computer with a Type IXC. So far, all seems to be well.
But the release as predicted of the NYGM Tonnage War has beaten me to it. I'll release the program as an adjunct to the NYGM series when testing is complete. I can relax over it now.
Stiebler.
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