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Notewire
08-31-06, 10:52 AM
Forgive my use of the message spread shot, but with little data in my TDC, I wasn't sure who to write.

I am working on the mod that best fits my play style, and comparing GW Mod, which is awesome, with NYGM, which is awesome.

I have seen the posts comparing the two, and would like to start some unbiased, adult discussion on the relative strengths and weaknesses - or even the difference. Maybe I should start a new thread on the topic. I certainly don't intend to be inflammatory, but even after a couple of days back (had to stop playing for a year - back in the RUB and IUB days) I have noticed specific differences that if discussed openly, might help some (very, very appreciative) gamers make an informed decision, or even pick and choose pieces of one and input into another, as is the nature of our community. Also, and I add this humbly, detailed discussion of the differences might bring to light things for inclusion or even things that could borrowed one to the other.

It seems hard to determine the difference, for me, as GW Mod has a list of inclusions, but without explanations (most of which I remember from the old days). On the other hand, NYGM has a beautiful readme - but doesn't list it's atmospheric inclusions, anywhere that I could find.

For example, and correct me if I am wrong, but after only 2 days back I have noticed some differences:

In NYGM - your boat can't hover underwater, and in GW Mod, it can - if you want to play GW mod, but want to have a sinking boat - you could transfer lines of code _______ from one to the other (I haven't found what makes your boat sink yet).

In GW Mod, there are more ships, but you can transfer ships pretty easily with some file modding.

In NYGM - the destroyers are able to detect you more efficiently, and you can adjust this in the Sensors.cfg.

The fatigue models are different, but I think everybody knows how to alter those - so if you want to play with 8 hour Realfatigue in NYGM you can pretty easily bring in the parts from basic.cfg.

Those are some examples, I was just wondering if anybody had discussed the specific differences anywhere, beyond the A is realistic and B is atmospheric.

So, in summary, this might start discussion, but does anybody know how I can make my U-Boat sink? :lol:

Highest Regards,
Yarre Notewire, U-9.

Anachronous
08-31-06, 11:10 AM
What we need is a technical schematic of the two mods :P

The only way to find out some of these changes is to play them both. Its going to be a challenge deciding what to keep and what to change for a fair combination of the two.

Good luck. I've only been running NYGM for a day, but there were a few problems already and few things that I didnt personally like compared to the personally selected mods I had before.

For me, the best option would be a combination of the campaigns from NYGM and GW, but leaving everything else an individual mod. This is similar to the way I had it, but I couldnt get past a certain point of the campaign with the unified vanilla campaign and didnt know how to fix it. As seen in this thread (http://www.subsim.com/radioroom/showthread.php?t=92665)

enaceo
08-31-06, 11:13 AM
Not sure about transfering the "anti-hummingbird" from NYGm to GW but one of the 2 dev teams members might help out.
Also,one important difference is that in NYGM the "silent running" won't act as a cloaking shield generator anymore.
They both use the same ship damage model...
NYGM uses Tonnage ,so you can now freely upgrade your sub but it takes more time in-game ,while GW uses the same Renown system...
NYGM crew can detect ships further than in GW...but I think it works the same way around(other ships are better at spotting you)
They both have the same plotting tools and charts on the nav-map....
They both have alternate depth/speed/heading gauges...
NYGM has 100% difficulty set for only a few options,while GW uses a closer to the original difficulty setting...
There are some more but these are the ones I can think of now.

Wulfmann
08-31-06, 12:14 PM
Bottom line. GW looks better but is way too easy. I use a sort of GW but I have gone to NYGM sensors (I have tweaked each one separtely but NYGM is almost right on as it is released, IMO).
However, their NA convoys, while much better than GW in the NA are still too wealky defended later (43 on) so I have a complete RND redo (as well as a SCR redo).
I also reduced the damage DC and HGs can do.
I have spent a lot of testing time on this as my desire was not to prevent my sinking just to prolong the agony.
Once damage occurs with any flooding one must go off silent. With 4 escorts (every one in my game is 3 rated) even if you get it repaired they have you so set up you start a progression of damage repair silent pray (a lot) and while it is possible to escape with 4 escorts and 4 hours of real time a new career is most likely.
(When a convoy has 12-20 escorts they can leave 4 to work you over)
As modders we all have the right to experiment and test to suit our own imagination of reality. Both GW and NYGM have added so much that advances our ability to make the final tweaking to suit what ever we want that to be.
IMO, there is no one mod, it is the one you enjoy or somewhere in between.
Time travelers tools makes this search an interesting project for sure and his fine tools are the third dememsion of combining the two great mods along with your own slant.
Of course this all changes when GWX is released. I am looking forward to that!

Wulfmann

ref
08-31-06, 12:25 PM
Bottom line. GW looks better but is way too easy.

Again ???? :down:
That will be my only comment on the subject

Ref

Notewire
08-31-06, 12:27 PM
Wulfman, that was a good laydown.

Which files did you change to get the convoys more heavily protected? I am not sure I understood.

Still looking to get my motionless U-Boat to sink a little - anybody know how to anti-himmingbird me?

Thanks for all the input.

Yarre.

Anachronous
08-31-06, 01:04 PM
Bottom line. GW looks better but is way too easy.

Again ???? :down:
That will be my only comment on the subject

Ref

I think you will find, that most the long term players will find all but the hardest game "way too easy". In comparison with NYGM from what i read, this is a fair statement. Although to a lot of players, its certainly not easy even in the standard game.

I would agree, from what I hear, that on a difficulty scale of 1, 2, 3. It would go, vanilla, GW, NYGM.



In regards to NYGM, im not sure i like the tonnage model. As it seems even easier than the renown model. As I experienced today. I missed 2 years of the war during upgrades. This doesnt work too well for me, as I want to prolongue the game, not shorten it.

NYGM also isnt good for those who like high time compression. You end up dead.

GW on the other hand looks much better with more texture enhancements and visual candy.

A couple other dislikes of NYGM so far has been the lack of life within the main flotilla harbours that you spend most the game in. Also i always liked starting from the sub pens. Using an escort vessel (that doesnt run itself to ground) to navigate the mines. Lack of air-power.

The sub damage and crew compartment transfers are also a little bugged. Unable to assign compartments that need repair and excess crewmen.

Im still downloading the latest GW, so I have not tried the latest installment for fair comparison.

Dowly
08-31-06, 01:59 PM
but does anybody know how I can make my U-Boat sink? :lol:


There´s multiple ways to do this, but my favorite is to hit the 'D' for dive. Tho, some use an alternative method of surfacing in the middle of a enemy taskforce. :-j:rotfl:

kylania
08-31-06, 02:52 PM
Also i always liked starting from the sub pens. Using an escort vessel (that doesnt run itself to ground) to navigate the mines.

Wait a minute... are you talking about GW here? I love starting in pens too, but is that stupid destroyer that wouldn't get out of my way my escort and I can use him to get me through the mines instead of hoping for the best?!

bigboywooly
08-31-06, 03:07 PM
Also i always liked starting from the sub pens. Using an escort vessel (that doesnt run itself to ground) to navigate the mines.

Wait a minute... are you talking about GW here? I love starting in pens too, but is that stupid destroyer that wouldn't get out of my way my escort and I can use him to get me through the mines instead of hoping for the best?!

Yes thats your escort through the minefields and your AA cover :rotfl:

Notewire
08-31-06, 04:52 PM
Does anybody know how to transpose the slowly sinking, non - hummingbird effect?

I have figured out how to transpose most of the rest, but this one escapes me.

Help if you can.

Kaluen Notewire,
U-9.