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View Full Version : NYGM 2.0 rocks but...


r_wagner
06-09-06, 05:59 AM
There's been a discussion about this for a while in the mods forum. I, and a few others from what I can gather have been experiencing watch crew problems with nygm2 in that they don't spot enemy ships until they're up real close. Usually the enemy ship has to attack before it is spotted...

So my question is this: Of those of you that are running nygm2, how many are NOT experiencing this little bug? I am curious about your setup (did you do a full uninstall prior to installing nygm etc.) and which other mods are being run simultaneously. Also, if you're using sh3commander... what settings do you run there?

Thanks :up:

Taurolas
06-09-06, 06:31 AM
Hi

So far the watch crew in NYGM 2 have been ok in spotting ships at ranges upto 12km iirc... the only prob i do seem to be having is that they are reporting spotting the same ship several times!, sometimes this has been as many as 10 times in 30 seconds which when it happened the 1st time was quite alarming as i thought i'd been ambushed by 10 destroyers :o luckily a quick sweep of the horizon with the periscope brought my heart rate back to normal :D

Clean install
NYGM 2
and a few of the other mods packaged with it (1500m etc)
Oh and if anybody else has noticed this one of those compass images is upside down (cant remember which one)

r_wagner
06-09-06, 06:36 AM
Thanks for the reply!

Cheerio :yep:

don1reed
06-09-06, 06:52 AM
I've gone to the bridge after surfacing and scanned the horizon and saw smoke and the tops of ships...when I clicked on the WO, he THEN gives me range. Never a hint of the ship, however.

...also, I've torpedoed ships and never see the detonation plume, just the disturbance in the water.

CCIP
06-09-06, 10:32 AM
I don't think this is strictly related to NYGM, although you might notice some differences in the way it occurs due to the fact that NYGM reshuffles the conditions for detection. Still, I've seen this kind of behaviour occasionally even with the default game.

don1reed
06-09-06, 12:23 PM
Still, I've seen this kind of behaviour occasionally even with the default game.

It's a first for me...but, just started after loading TW2...I can live with it :)

caspofungin
06-09-06, 12:33 PM
in testing, turning the detection time to 0 reduces much of the chance factor and variable involved in detection by various sensors. give it a try in the .cfg files.

Salvadoreno
06-09-06, 04:34 PM
Im having terrible experiecnes spotting ships. My crew just cannot spot ships past 8kms.. But everything will be fixed soon, NYGM Modders are comming out witha fix!

Der Teddy Bar
06-09-06, 05:41 PM
Guys,
Thanks for the feedback and we are looking very hard into how to best balance out the more realistic improvements to the enemy visual abilities.

NYGM have not yet modded the u-boat visual.

I will state that in my current in game testing of the U-boat visuals, that my u-boat spots escorts no differently than previously. During the day I am spotting escorts at ranges from over the horizon to about 7000, possibly a fraction lower.

BUT... I am incurring more instances where the escort has spotted me before my crew have spotted him. This should not be the case.

This is my interpretation of what is happening before.
Previously an escort was essentially blind at distances over 3000 metres when travelling along. Because of this, an escort could come into your zone of detection; he could sail around up and down closer and further just as long as he stayed far enough away nothing would happen.

The escort could have, and most likely did, spend a lot of time within your detection zone before detection. That is, even though you detected the escort when he was on the horizon, the escort had been in out detection zone for 10 minutes.

This is my interpretation of what is happening now.
On a perfect day the escort can now see your u-boat bow on at approx 3000+ and side on at approx 8000+. This is a calm day, 0mps, no clouds, sunny....

Where as previously the escort would sail up and down in and out without detecting you, up until you detected him, he is now detecting you because he can see further.

As like the Crash Dive Blues, NYGM's modifications have exposed a standard SHIII behaviour that was either not an issue as it had been managed.

Having spent that last 4 days going over the U-boat visual sensor, I have come to the conclusion that the u-boat AI has no day/night differences and for all intensive purposed, the U-boat visual options in the sensors,cfg are operationally impaired.

I am releasing an interim patch to re-establish the balance between the u-boat and the enemy detection abilities. This patch simply reduces the required surface area required to detect an enemy ship.

This update changes the detection by your u-boat crew of an escort coming at you bow on from 8700 metres up to over 13,000 metres.

The update is here http://www.filefactory.com/?1ed0b0

The main menu will now read NYGM Tonnage War v2.01

Again, thankyou for your feedback and your support :up:

r_wagner
06-10-06, 05:48 AM
Super! I am trying it as we speak and I'll let you know how it goes.

:yep:

Drebbel
06-10-06, 06:05 AM
The main menu will now read NYGM Tonnage War v2.01

\Does the 2.01 version also include the Scope Tower Fix ?

Gizzmoe
06-10-06, 06:08 AM
Does the 2.01 version also include the Scope Tower Fix ?
No.

--

Der Teddy Bar
06-10-06, 07:01 AM
The main menu will now read NYGM Tonnage War v2.01
\Does the 2.01 version also include the Scope Tower Fix ? We are saving it for a 2.1 update :rotfl:

Drebbel
06-10-06, 10:26 AM
Strange, so people can still D/L the old 2.0 versin without these fixes ?

Why ?

Seminole
06-10-06, 02:20 PM
Strange, so people can still D/L the old 2.0 versin without these fixes ?

Why ?


Very good question!


In fact what all do we need to DL in addition to 2.0?

(for all of us that have not had time to read all the threads yet)

Gizzmoe
06-10-06, 02:24 PM
In fact what all do we need to DL in addition to 2.0?

This:
http://www.subsim.com/radioroom/showthread.php?t=94286

and this:
http://www.subsim.com/radioroom/showthread.php?t=94300

Seminole
06-10-06, 03:30 PM
In fact what all do we need to DL in addition to 2.0?

This:
http://www.subsim.com/radioroom/showthread.php?t=94286

and this:
http://www.subsim.com/radioroom/showthread.php?t=94300


Thanks.... I had caught these two....thought I may have missed a couple.:up:

Der Teddy Bar
06-10-06, 05:23 PM
Strange, so people can still D/L the old 2.0 versin without these fixes ?

Why ?
Once we have better field tested the U-boat visual changes (which is still being worked upon) and are happy that they should be the default values we will then repackage the base mod with these and the IX towers.

It is a lot of work to repackage and reload and re-link for every minor update.

We also thought it is better to make the IX towers available now rather than siton them for another few weeks.

Taurolas
06-12-06, 03:15 PM
Further to my original reply to r_wagners thread...

I've run the NYGM 2.0 mod over the last few days and so far my findings are these.

Ships... spotted out to 15km (so far my watch crew hasnt missed any at all, this has been checked with various weather conditions but 15km seems about the max on a good day)

Planes... so far i've had 4 attacks 3 during the day and 1 at night although you get the time compression dropped to 1 so far they've spotted them all outside the flak gun range they did then proceeded to shoot them down! way to go flak gunners:up: slightly baffled how they spotted a plane at night but hey my crew eat alot of carrots :)