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Hello,
Kpt. Lehmann, this was fast - thank you. @Jonz: you wrote " ...The whole purpose of nerfing the deck gun was to make it useless as it was at the time. You cannot use the DG unless it finish of a cripled ship. ... I have yet to read successful stories about the deck guns". I cannot show a website, but i can quote some books. I still have to find the passages again though, so i'll need time. The deck guns became somehow obsolete in 1943, but even after some were still used in the caribbean and along the coast of Africa. Thanks and greetings, Catfish |
:D :D Thank you, Kpt.! :D :D
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http://files.filefront.com/NYGM_Comp.../fileinfo.html
I am re-posting this to make sure that all are on the same sheet of music regarding the currently available NYGM beta 1.39 ship damage model compliant small merchant from Teddy Barr's Tonnage war mod. Includes .sim, .zon, and Equip files. No changes to these files were made by the GW team. Kpt. Lehmann Feel free to use this mod in your personal game or for inclusion in mod packs. No permission will be given for this mod to be used to obtain commercial gain. This mod is JGSME compatible. Use this mod at your own risk. |
This is a perfect example of why devs should solicit response for their projects online. He asked what we don't like and what we are having problems with, then he provided fixes for the most nagging problems in a timely manner. (and he did all of this with a job too!)
I wrote this little spot because there are other issues involved which only furthered my respect for K.L. He obviously doesn't agree with a large portion of the players out there in regards to the power of the deck gun. Yet he listened and provided a fix to those users who found it too tough to help them out with their enjoyment of SH3 and the GW mod. This partial reversion to the former unrealistic uberDG may never be integrated back into the full blown GW package. But he at least provided a very easy to apply package for those of us who requested something be done. He could have just told us to shut it, and that nothing would be done because it is how he wants it to be. Instead, he took the problem and worked a solution that fit our requests. He still managed to fit his vision for where he wants GW to go in the future and help his users. I hope this fix goes into the docs and optional folder of the next official release. Until then will it be hosted up on realsim so I can link to it from the FAQ/Errata page? Thanks K.L., I'm tipping my hat to you again! |
A bit of confusion on my part....
Are the NYGM_Compliant_SM files the same as what came in the GW 1.0 package? GW used 1.39 NYGM damage mod, so we already have these ones right? This is just to make sure people have unaltered files from the original GW? NYGM_Compliant_SM is different than GW_Armed_Trawler_Fix.zip. Correct? |
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I suspect one of the Bittorrent downloads might have been incomplete or corrupt. ...and Vodkajello... thanks for your thoughts a couple of posts back. |
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I said even if someone pointed me that a u-Boat had a victory against a merchant it doesn't change the fact it was underpowered, hence the removal of the DG in 1943. So the GWDG is pretty realistic IMHO and should not even came close to a Torpedo damage in a decent fire rate. I could agree to one thing, Torpedos could be more effective smaller tonners instead of taking 3-4 torpedos. :shifty: |
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GW missed a small detail
The current game date is: June 12, 1941 at 23:43 local time My base is Lorient and I was on my way to the sea for another trivial patrol mission. I often pass through a sub (npc) going up river (to the port)... beside other sub that is also stationary in the docks... All to well with a small detail exception... Both subs are VIIC/41 type. If I'm not wrong, VIIC/41 will be released some day in October 1943 PS: Let me know if you need some printscreen. Thanks |
@ TONNAGE ACE
I didn't ignore your post regarding night-time skies being overly dark. I simply missed it. This problem is monitor, and possibly video-card related. It is the reason that TWO different variants of the atmosphere mods were created for both 8km and 16km visibility mods to accommodate those people who are having those kinds of problems. The 8km "Lighter Skies" variant is the default for GW. The other variants are located in the GW optional mods file. All I can recommend for you now is to make sure you are using the lighter skies variant and adjust the properties of your monitor. |
Hello JonZ,
you wrote "... Did you read my entire post? I said even if someone pointed me that a u-Boat had a victory against a merchant it doesn't change the fact it was underpowered, hence the removal of the DG in 1943. ... " I think i did read it, that is why i posted another opinion. The deck gun was not underpowered relating to other deck guns, in fact it was not removed because of its weakness or inability to sink ships, but because surface attacks by U-boats had become too chancy, due to air superiority but especially (in 1943) because almost all freighters had been equipped with guns and MGs. U-boats were too vulnerable in surface encounters. They were able to sink defenseless merchants with the deck gun, but they would not try in a battle. Anyway there is no evidence (Peillard, Cremer, Ott and others) that a merchant ever sank a U-boat. If you think of installing a 20 cm gun this would have been probably able to sink merchants with a few shots, but this was never an option. Hitting merchants from 2000 or more meters was probably "possible", but it was not done apart from a warning shot before the bow. That's why i asked if it would be possible to make it harder to hit remote targets (the auto-leveling gun countering wave action came with a lot of problems). I understand you in a way that there has to be a "virtual" disadvantage in the early war to compensate for the impossibility in the later war. Thus the overall sinking rate with the deck gun is somehow levelled out over the six years of the war. But this is not necessary, i would never attack an armed surface target from 1943 on in the game, because the in-game merchants will instantly ruin my boat. The hit rate of the merchants in the later war is just too good. So if you want a "levelled" deck gun performance this is already there - in my opinion, that is. I'll just try it out and go back to the original GW deck gun modeling when it's to easy for me. Thanks and greetings, Catfish |
I have to join Tonnage_Ace begging for less dark night. I'm using the 16km light version but it's simply too dark for may monitor (I know it is a monitor issue). I have to turn bright and contast setting to it's highest values then I'm able to see the ocean, sky, watch on the bridge etc. BUT the interier is TOO bright black is not black but grey (really bad in command room) and the worst case is scope and UZO view torpedo panel and the whole right side shines as sun and I'm not able to recognise water from sky (I can dream about ships)...I know that night shold be dark but
my setup: ATi X800GTO and CRT monitor Samsung 959NF I've tried: - increase gamma value (not good black is not black) - lowering contrast in periscope.tga and uzo.tag (in photoshop) - make the radmask darker nothing really helped I know that night shold be dark in real life but then I couldn't perform any night action. (where is the moon??) other GW related comments: I've added following things to my GW install so I wuld really happy to see them in next update (some of them) - integrated orders - Sale's 6anzeigensimfeeling - precision scope - NYGM enhanced navmap plotting tools and 1500m bearing overlay - Rubini's United campaign - quiter tic-tacking - some minor personal adjustments eg. radio messages font (nothing important) DG theme: I agree the DG is secondary weapon mostly used for finishing crippled ships. Large cargo after 2 torps hit waiting for it's end then 50-60 88mm rounds and it's gone. I use 10s realod time. Damage model: It would be nice to have some 1 torp ships even if non-critical hit. I know the NYGM damage model is still developing so I'll hope next versions will bring some evolution. sorry for so long multi-thematic post and of course the whole GW team :rock: :rock: :rock: |
As a solution to the not light enough nights.....I use the 16km Light version. If the night is not light enough for me I use a tool called ATItraytool to add gamma correction to a set of hot keys. So on my PC Ctrl-Alt-numpad plus and Ctrl-Alt-numpad minus control my gamma correction.
On my LCD screen the middle is a bit darker than the sides when displaying really dark colours, so this gamma correction thing was really needed for me. http://downloads.guru3d.com/download.php?det=733 |
I don't know if it has been discussed but I discovered the Recognition manual don't open on these following countries:
Albanien Belgien Kolumbien Tschechien Danemark Estland Finnland Ungarn Irland Lettland Litauen Mexico Portugal Slowakei and Red Cross. Only the title on the recognition manual show, but I can't open. I also find the italien's warship seems to not been named properly (scharnhorst battlecruiser is instead named Italien BattleCruiser) These may be minor changes, I was concerned about these issues because of my release of the new improved Recognition manual. |
Lights on Neutral ships.
Ships belonging to neutral countries don't have their lights on, either have navigation lights on. Would be possible for all ships beloging to neutral countries have lights on... navigation lights, lights at their aft - to show ship's name (of course SH3 doesn't have names on ships - but can simulate the protocol) and flag. Its normal that ships of countries at war avoid to switch on their lights to remain unseen at distance. But that is not a rule for ships of countries that aren't at war, because would be normal and preferable have all lights on to be reconized as neutral. Cheers |
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zz |
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In fact that one clear indicate that might be feasable and I bet it that might appear someday in GW... However since nobody addressed this issue here under GW subject for enchancement... I felt compelled to post here. Especially after intercepting several Brazilian ships cruising near North Africa. In pitch black background and in stormy waters is quite hard to see a flag from a periscope... any ship with a blackout is a potential target. I reckon that "lights on" is a comum practice on neutral ships, to avoid to be destroyed by any of the countries at war. Cheers :) |
I just finished my first patrol. Suffered yet another crash to desktop, lost nothing but some time... What I am wondering about is that after sinking 43K tons there were no promotions for myself or crew, and no medals either... is this to be expected?
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cheers zz |
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I need some help here. I'm stucked inside an enemy port with a armed trawler right in front, my torps pass right through it making no effect. Is not a range issue because the armor trawler is 630m from me) I saw your post (that I quote) and I've update the GW with the above file. But when I tried to reload the save-game I got a CTD. I've now rollback to the old .zon leaving the .cfg... no CTD on loading the save... But I'm also back to the same problem... torps don't affect Armor Trawler. :help: |
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