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John Pancoast 04-22-20 01:57 PM

Quote:

Originally Posted by Aquelarrefox (Post 2665289)
Destroyer serch you better and you need to have much periscope dicipline, nygm ships spot you much easy even in night. im sure becouse i have to be more carfull when i move it from gw, nygm sensors of ships are wide sensitives.
Space also is interesting point for me a compact is much easy to attack. Errors have lees effect in 1/4 scale of convoy.
And nygm destroyer drop charges for more time if get a pin from gw.

<shrug> Not been my experience, but like so much in this game everyone's experience can be different.

As to spacing, it can also make it easier for an escort(s) to cover a convoy.

John Pancoast 04-22-20 02:12 PM

One other thing to keep in mnd if you don't already know it; in both GWX and NYGM the port/starboard escorts will eventually kick out on a wide flank search pattern.
This is done on a regular basis, so all one has to do is wait for them to do it and the convoy flank is completely unprotected.

Ktl_KUrtz 04-22-20 03:43 PM

NYGM for me.
U-Boot sim all the way through!
:Kaleun_Thumbs_Up:
KUrtz

Aquelarrefox 04-22-20 04:48 PM

Does ccom12 have air raids in uboat bases?

divemonkie 04-22-20 07:26 PM

Quote:

Originally Posted by John Pancoast (Post 2665305)
One other thing to keep in mnd if you don't already know it; in both GWX and NYGM the port/starboard escorts will eventually kick out on a wide flank search pattern.
This is done on a regular basis, so all one has to do is wait for them to do it and the convoy flank is completely unprotected.

Or they catch you like they got me. I'd made two attacks on a convoy, got out clean the first time second time they kept me deep for about two hr's.

when I finally came up for air and started my third track I'd been running 12 knts for a couple hrs a good 18 to 20 Km off their course when I ran smack into destroyer in the dead of night. Two crew dead, deck gun destroyed both scopes destroyed. LOL! it was a long way home...

That said I like GWX...there seems no end to what can be added to it...and it's pretty good eye candy.

John Pancoast 04-22-20 07:31 PM

Quote:

Originally Posted by divemonkie (Post 2665379)
Or they catch you like they got me. I'd made two attacks on a convoy, got out clean the first time second time they kept me deep for about two hr's.

when I finally came up for air and started my third track I'd been running 12 knts for a couple hrs a good 18 to 20 Km off their course when I ran smack into destroyer in the dead of night. Two crew dead, deck gun destroyed both scopes destroyed. LOL! it was a long way home...

Well, they do always eventually come back to the convoy. :) I wait for them to kick out, attack, retreat to reload, go back to the convoy and again wait for them to kick out, repeat above.
I've started shooting four torpedoes per ship just to keep it from always being a turkey shoot with large tonnages per patrol, plus a lot of skippers did that a lot of the time anyway, for other reasons.
:)

divemonkie 04-22-20 07:42 PM

Quote:

Originally Posted by John Pancoast (Post 2665380)
Well, they do always eventually come back to the convoy. :) I wait for them to kick out, attack, retreat to reload, go back to the convoy and again wait for them to kick out, repeat above.
I've started shooting four torpedoes per ship just to keep it from always being a turkey shoot with large tonnages per patrol. :)

Nice :up:
I'l give that a try. I try four for two, but most days only get one.
damned torps keep running deep especially in fowl weather...That and BUCK FEVER! I get trigger happy :oops:

John Pancoast 04-22-20 09:23 PM

Quote:

Originally Posted by divemonkie (Post 2665381)
Nice :up:
I'l give that a try. I try four for two, but most days only get one.
damned torps keep running deep especially in fowl weather...That and BUCK FEVER! I get trigger happy :oops:

Your torpedoes may not be running deep as much as the SH3 ships can be a bit rubber ducky in heavy seas and your shot is going under them as they bounce around in the waves.

Aquelarrefox 04-22-20 11:21 PM

Ououou the sensors in ccom are really weak,I come into a convoy with a no much periscope discipline. In nygm I should be spoted until first shoot. And they don't pick me until several minuets after a hit with periscope a meter up water.
Even gwx3 sensor fix and destroyer fixes get harder. That's disappointing.

I like the roster and composition of traffic, and penang camping, I didn't know there was a choice from gw.

Ccom compared to nygm and gw have more wolfpack actions? In gw fixes I really was very hard get a wolfpack compare to nygm.

Fifi 04-23-20 01:00 AM

Quote:

Originally Posted by Aquelarrefox (Post 2665354)
Does ccom12 have air raids in uboat bases?

Yes. Once leaving Brest was quite epic...hopefully there are plenty friendly AA guns around to help.

Quote:

Originally Posted by Aquelarrefox (Post 2665401)
Ououou the sensors in ccom are really weak,I come into a convoy with a no much periscope discipline. In nygm I should be spoted until first shoot. And they don't pick me until several minuets after a hit with periscope a meter up water.
Even gwx3 sensor fix and destroyer fixes get harder. That's disappointing.

I like the roster and composition of traffic, and penang camping, I didn't know there was a choice from gw.

Ccom compared to nygm and gw have more wolfpack actions? In gw fixes I really was very hard get a wolfpack compare to nygm.

As the war goes on, they become better at detecting your periscope, and escorts are tougher, but not unplayable. The only nightmare remain planes.

Don’t know about Wolfpack. The only 2 times i sent contact report, Luftwaffe came up...
You may have to check Wolfpack box in Hsie, and configure the campaign file adding the 12 Wolfpack as in GWX though (didn’t do it myself as i don’t care about Wolfpack)

John Pancoast 04-23-20 06:57 AM

Another easy way to get wolf packs is to just add them to convoys via the .rnd file like NYGM did.
I've done this to all my installs.

Aquelarrefox 04-23-20 08:45 AM

Quote:

Originally Posted by John Pancoast (Post 2665451)
Another easy way to get wolf packs is to just add them to convoys via the .rnd file like NYGM did.
I've done this to all my installs.

There they work fine. It's to had even with it get the attack moment with position and weather.

They are one of the best part of game.

No in 1941 you couldn't make what I did in ccom into nygm, that spot it, a ship go by my side and didn't spot the periscope.I'm not taking is a radar . Other time I comp approving to a single ship in middle of the day and it didn't detect me until 5000m, in mygm in same condition they could spot me around 7000-8000, if I not remember wrong similar to gw.

John Pancoast 04-23-20 08:49 AM

Quote:

Originally Posted by Aquelarrefox (Post 2665486)
There they work fine. It's to had even with it get the attack moment with position and weather.

No in 1941 you couldn't make what I did in ccom into nygm, that spot it, a ship go by my side and didn't spot the periscope.I'm not taking is a radar . Other time I comp approving to a single ship in middle of the day and it didn't detect me until 5000m, in mygm in same condition they could spot me around 7000-8000, if I not remember wrong similar to gw.




Well, there is a lot of variables/sensors that go into the spotting routines, so much so that to say one mod is better in this regard vs another is almost impossible.
To truly test, one would have to have the exact same total (weather, waves, time of day, sensor files, and more) parameters between two mods in the same test, and that is also almost impossible to do.
If you play them enough, you'll get the same "didn't spot me when they should have" experience in both GWX and NYGM. I've even rammed escorts in both on purpose at flank speed to test them, and they didn't even react.
Fortunately that is a very rare event.

Regarding adding wolf packs per my above example, I've done this to a GWX and modded stock install (as well as other installs) and they work perfect. No reason it wouldn't work in any install's .rnd file.

Aquelarrefox 04-23-20 10:18 AM

Quote:

Originally Posted by John Pancoast (Post 2665489)
Well, there is a lot of variables/sensors that go into the spotting routines, so much so that to say one mod is better in this regard vs another is almost impossible.
To truly test, one would have to have the exact same total (weather, waves, time of day, sensor files, and more) parameters between two mods in the same test, and that is also almost impossible to do.
If you play them enough, you'll get the same "didn't spot me when they should have" experience in both GWX and NYGM. I've even rammed escorts in both on purpose at flank speed to test them, and they didn't even react.
Fortunately that is a very rare event.

Regarding adding wolf packs per my above example, I've done this to a GWX and modded stock install (as well as other installs) and they work perfect. No reason it wouldn't work in any install's .rnd file.

where did you add it? rnd?

John Pancoast 04-23-20 10:38 AM

Quote:

Originally Posted by Aquelarrefox (Post 2665516)
where did you add it? rnd?




Yes. Just look at NYGM's .rnd file and search for "sstypeviia" and you'll see the convoys that have it.
Then just copy the needed sub files from NYGM into your install, modify your .rnd file with the same NYGM .rnd file info. and you're set.

I.e, sub files needed:
- the four turm7a files from the object folder.
- the sstypeviia.cfg file from the roster/german/submarine folder.
- the NSS_Type7a folder from the submarine folder.

Copy this entry from the NYGM .rnd file and put on whatever convoy(s) you want with the "XX" being the correct numbers for the .rnd file being used. If you don't have these correct, the game will ctd.
I.e., if you placed them in RndGroup 1 (just an example) and the last unit in RndGroup 1 is RndUnit 10 you'd number this entry below [RndGroup 1. RndUnit 11]. If you place them elsewhere in a convoy, just renumber all following units accordingly.

[RndGroup XX.RndUnit XX]
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
crewrating=4


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