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-   -   NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015) (https://www.subsim.com/radioroom/showthread.php?t=139231)

h.sie 02-22-10 03:46 PM

Hello Stiebler,

first of all let me say thanks for your hard work. Are you doing this mod alone currently??

I am relatively new to NYGM and so I have a question:

Most of ships in the Campaign_scr.mis have a Cfg-Date in 1938 or 1939, even if they enter the game in 1944. Does that not mean, that most of the ships always have equipment from the early years and no ship has modern equipment regardless of the year I play?

Thanks,
h.sie

h.sie 02-23-10 03:16 AM

.... I ask, because 1 year ago I've written a little Java program to pimp my GWX-campaign, but I've never published it. It reads in the whole scr and rnd files and then edits the cfg-date of a certain percentage (user specifyable e.g. 50%) of the escorts and destroyers.

for these ships, the cfg-date is set to a value ramdomly somewhere between 01011938 and the GameEntryDate of the ship, so that the equipment changes for later years of the war according to the .eqp files (but it never sets the new Cfg-Date to an earlier value than the original Cfg-Date).

Don't know if that is realistic and useful. Just wanted to mention it.

Greetings,
h.sie

Stiebler 02-23-10 03:34 AM

Hallo H.sie again!

Nice to see you in this NYGM thread.

Essentially I am handling the NYGM mod alone now, although Der Teddy Bar will always offer support. But for some months now he has been heavily involved with designing/getting-built a new house.

More importantly though, several key modders are always keen to help to improve NYGM, because they appreciate NYGM's attention to realistic game-play rather than to 'screen-play' (ie, graphics). I won't mention names, because I'd be certain to forget someone and thus I would offend them.

So my role is:
1. to fix errors that I spot while playing NYGM myself (which I do, all the time).
2. to incorporate exceptional mods made by others, that are relevant to NYGM's philosophy of game play. So your 'colour-scheme hull-damage mod' is certain to appear fairly soon. And I'm hoping for something special too in the manual targetting interface, from our esteemed modder and moderator Hitman.

To answer your specific question about entry dates for Allied warships:
All should receive update equipment as the equipment passes the date for entry into the game. In game play, it is very clear that Allied escorts become much harder to avoid as the game proceeds, so the mechanism is working. (Presumably it works for other super-mods too.)

I'd be happy to incorporate your proposed randomisation of late equipment availability into NYGM, as an optional mod. Thank you for the offer.

Stiebler.

Hitman 02-23-10 09:15 AM

@h.sie:

I don't know wether that is intentional of not, but accounts of UBoat war often indicate that not all escrot vessels had the equipment up to date. In fact, most older escort/destroyer classes (V/W destroyers, 4-stack US destroyers, Flower corvettes, sloops, etc. ) received only progressively radar equipment, improved radar equipment, or even reparations to their damaged equipment, because they were pressed back into service with minimal repairs when the need was dire. Only new class units equipped from the start from radar should be guaranteed to have a radar set when they appear (F.e. River class, Buckley, etc). Thus, if you find older units with their early war configuration data still in 1943, that shouldn't be so wrong. IMHO it's from 1944 onwards that they should always be equipped up to date, but not before.

h.sie 02-23-10 11:05 AM

@Hitman: The cause for me to start programming one year ago were two posts from rowi58 (modder of the german Supermod LSH) in german forums about the so called "Cfg-Date Bug":

http://forums-de.ubi.com/eve/forums/...851089415/p/30

http://www.marinesims.de/wbb2/thread...a914178ae43496

There he said, that in the RND layer of GWX more than 90% of the ships have Cfg-Date = 1939 or earlier. That means that 90% of the randomly generated ships will never have modern equipment, even in 1945. No sonar, no radar. Because of this, he used a broader distribution of the Cfg-Date in the Campaign files of the LSH Supermod, depending on the GameEntryDate, in order to simulate the technical progress during the years and to have harder and better equipped escorts in the later years of war.

So I wrote a program which automatically changes the Cfg-Date of the ships in the GWX-Campaign files with a broader random distribution and depending on their GameEntryDate (but not depending on their ship class, but that can be added). I made these changes only for my private use, because I don't want to be responsible for problems caused by a change of a well designed and very successful campaign. So I never talked about it. If all are happy, nothing should be changed.

Now, relatively new to NYGM, I see, that in NYGM also many ships have Cfg-Date = 1939 and this is the reason for my posts. Don't get me wrong. It is not my intention to say that something is wrong. No, I cannot say this, because I am not an expert like you and Stiebler. I have only a few historical knowledge. I only want to discuss about that. But if you say, that it is historically correct to have the mayority of ships with equipment from 1939, there is no need for a change and I can finally start to play (after almost 2 years of trying to optimize SH3, without ever having played it seriously.....heeeeelp!).....

h.sie

Hitman 02-23-10 11:18 AM

No, no, what I say is that it is not wrong to have some ships in later years have 1939 equipment. However, all ships from 1944 onwards should have already modern equipment, and all new classes that appear 1942 onwards also have their start equipment. Your editor is sure worth using, but I wanted to highlight that you must consider that olders ships should be outdate until later in the war -if your editor can do that-

Thanks :up:

h.sie 02-23-10 11:45 AM

So ONLY if Stiebler is interested, I could adapt the program to produce historically (hopefully) correct Cfg-Dates. But since I'm no expert, I would need historical facts as programming rules:

For every destroyer/escort type and

For every GameEntryDate from 1938 (or was it 39?) to 1945

I need the desired distribution of CfgDate in the time range from (01011938) to (GameEntryDate)

Example:
---------
V&W class:
-----------
GameEntry=39: (90% CfgDat=38)+(10% CfgDat=39)
GameEntry=40: (70% CfgDat=38)+(20% CfgDat=39)+(10% CfgDat=40)
(...)
GameEntry=45: (20% CfgDat=38)+(30% CfgDat=39)+(....)+(10% CfgDat=45)


X&Y class:
-----------

and so on.

With that I could make an optional Mod, as Stiebler suggested....

h.sie

Stiebler 02-23-10 02:53 PM

The central issue is whether Rowie was right to say that ships with cfg files for 1939 do not get equipment dates.

I do not know what his evidence is for this. It is quite certain in game play that the escorts become much better at detecting U-boats later in the war, whether by Asdic or by radar.

I think it would be a good idea to find a way of randomising the addition of new equipment, instead of having it available at the same date each time you play, but I do not see any purpose in randomising the cfg files of the warships.

But maybe Rowi knows better than me. Has H.sie seen any improvement in game play with GWX after using his original program to make changes?

Stiebler.

h.sie 02-23-10 03:27 PM

hi stiebler,

i'm sorry to say that i've never played SH3 for more than maybe some hours (so i cannot say wheather my changes made an improvement). I seldom play, because i always see things which could be optimized. my current work: disassemble sh3.exe and find the reason for the instant repair times, but I'm pessimistic...

if the escorts really are equipped better and better during the game, there is no need for me to change anything (which would make me glad).

by the way: nice to read, that the colored hull indicator will perhaps find it's way into NYGM. maybe you'll like my new color coding with

grey = undamaged

better than the former green, because it's now the same coding as in the rest of the damage-room. it's easy to DIY with a paint program, but I can also send you the new HullInteg1.tga file for that coding, if you like.

h.sie

Stiebler 02-24-10 03:07 AM

Thanks for this, H.sie.

Yes, I shall be glad to add the coloured hull indicator to NYGM, for the next release.

At this time, I am hampered by difficulties with an unexpected problem with one of the NYGM 3.3 files (not connected with your mod).

In the meantime, because of the absence of definite information, it is not necessary for you to spend your time on altering warship cfg files. But thank you very much for the offer.

Stiebler.

Stiebler 03-01-10 11:44 AM

Revised version of three existing NYGM files
 
I have discovered that there is a bug in the campaign_RND.mis files incorporated with NYGM3_3B.7z and IABLships for NYGM.

The bug affects implementation of the lighted neutral ships LSS, LSQ and LLS for Sweden ONLY (random crashes when patrolling the Skagerrak south of Norway/Sweden, usually after returning to Kiel).

Strangely enough, this bug was never found with my old XP computer, but is found now with Windows-7 (64-bit). Problem was due to incorrect deck cargo for the Swedish ships.

I've fixed this problem. Users of NYGM are advised to download NYGM3_3B, IABLshipsfor NYGM and NYGM3_3C again.

Sorry about that, anyone who has been affected.

Stiebler.

h.sie 03-02-10 05:17 PM

Thank you for the bugfix.

h.sie

xristoskaiti 03-06-10 10:21 AM

The group NYGM will work with sh5? :hmmm:

h.sie 03-06-10 11:22 AM

NYGM does not work with sh5, but it does work in contrary to sh5

xristoskaiti 03-06-10 02:36 PM

Sorry for my bad English
I say if the group NYGM will work to improve the SH5 ? :DL


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