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-   -   The Grey Wolves Supermod (official thread) (https://www.subsim.com/radioroom/showthread.php?t=90874)

Kruger 06-20-06 05:37 AM

Water transparency
 
Hi all. I'm sure that this matter has already been discussed here. Is there any way in GW for me to restore the stock water transparency ? It produced some nice cinematic effects...and i miss that.

WJR 06-20-06 07:09 AM

Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by WJR
Out of curiousity, is there any way to play GW without the NYGM?

Fantastic work GW team! :)

GW is designed to be a stand alone mod WJR.

Yep but i was under the belief that GW has NYGM built into it, please correct me if i'm wrong there, so is there any way to play the GW mod without the changes that NYGM makes?

Cheers

VonHelsching 06-20-06 07:18 AM

Quote:

Originally Posted by GabberHardcore
started a campaign mission

found out its already getting dark at 16.00 hour :huh:

if its dark, its complete dark, cant see nothing att all. now when i look outside during the night its not that dark

got a radio message:

Heavy Cruiser sighted AN7156

wich grid is that??????

You're probably somewhwere North, during winter. So, it's logical. Which mods are you using?

VonHelsching 06-20-06 07:38 AM

For GabberHardcore and WJR,

The Grey Wolves Supermod uses the NYGM 1.39 Damage Model. This model introduces a new way of sinking ships; by flooding, that is. On average, it is more challenging than the stock damage model, so in many cases one torpedo will not be enough for a FAST sinking. If you're unlucky, sinking sometimes takes hours, so you'll have to be patient.
Also the deck gun is more useful if you concentrate your firing around the waterline, in order to produce more flooding.:up:

There is no version of GW without the NYGM damage model.

GabberHardcore 06-20-06 09:12 AM

Alright i learned the full story of the new damage system right now, so i understeand its more realistic and i just have to relearn it.

But im using all mods exept no swastica wich i got with the installation.

I guess patience and disipline are the new keywords now. (not my strongest points)

But i still cant stand the total blackout during night hours, hard to imagen i cant see nothing at all.

I really apreciate the realism and the disign for the whole mod, but i prefer beeing able to select the hight of realism also in this mod.

bigboywooly 06-20-06 09:45 AM

Quote:

Originally Posted by WJR
Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by WJR
Out of curiousity, is there any way to play GW without the NYGM?

Fantastic work GW team! :)

GW is designed to be a stand alone mod WJR.

Yep but i was under the belief that GW has NYGM built into it, please correct me if i'm wrong there, so is there any way to play the GW mod without the changes that NYGM makes?

Cheers

The only way would be to replace the GW ships with ships from a stock installation

GabberHardcore 06-20-06 10:06 AM

but on the other hand i've been thinking...

how can a small merchant not get totally blowen away by a torpedo?

i mean detonating a 280kg bom under or against the ship wouldnt leave much afloat, even c2 cargo ships would have serious trouble keeping up alive. lat alone small merchants who should always sink like a brick.

i think the mod minimizes the power of the torpedo imho.

U-Bones 06-20-06 10:25 AM

Quote:

Originally Posted by GabberHardcore
but on the other hand i've been thinking...

how can a small merchant not get totally blowen away by a torpedo?

i mean detonating a 280kg bom under or against the ship wouldnt leave much afloat, even c2 cargo ships would have serious trouble keeping up alive. lat alone small merchants who should always sink like a brick.

i think the mod minimizes the power of the torpedo imho.

Sometimes a ship will sink quickly. Sometimes not. There are historical records that support both scenarios, for ships of all sizes.

As for the game, one one end of the scale there is arcade like "1 fish will always sink a small" to total unpredictability on the other end of the scale.

This mod is a nice middle of the road, sometime frustratingly hard, sometimes too easy, and occasionally predictable. For myself, I know that I will never again play SH3 with stock damage.

Sailor Steve 06-20-06 11:34 AM

Backing up U-Bones here: I've been going over the Japanese merchant records. I've read of ships sinking in in less than a minute, ships taking six torpedoes and five hours to sink. One ship took three torpedoes and was still afloat; another took it under tow. Several hours later it broke in two. The aft sank instantly, the bow a couple of hours later. The real-life variety seems endless.

Pants 06-20-06 11:42 AM

Read this and note the SS Ohio...sinking times are as varied as you and i
http://www.usmm.org/malta.html

GabberHardcore 06-20-06 01:19 PM

Quote:

Originally Posted by Sailor Steve
Backing up U-Bones here: I've been going over the Japanese merchant records. I've read of ships sinking in in less than a minute, ships taking six torpedoes and five hours to sink. One ship took three torpedoes and was still afloat; another took it under tow. Several hours later it broke in two. The aft sank instantly, the bow a couple of hours later. The real-life variety seems endless.

Im talking from about the smaller ships.Yea battleships are designed to take a beat. perhaps cruiseliners can 1 perhaps 2. Perhaps indead the big cargoships poses a large bouyency, they may stay afloat for longer, and take more hits.

But the SMALL merchants, and perhaps the mid sized, are not designed to take torpedoes. The force of the torpedo explosion would take away such a big part of the ship it loses its bouyency instantly.

U-Bones 06-20-06 01:49 PM

Quote:

Originally Posted by GabberHardcore
Quote:

Originally Posted by Sailor Steve
Backing up U-Bones here: I've been going over the Japanese merchant records. I've read of ships sinking in in less than a minute, ships taking six torpedoes and five hours to sink. One ship took three torpedoes and was still afloat; another took it under tow. Several hours later it broke in two. The aft sank instantly, the bow a couple of hours later. The real-life variety seems endless.

Im talking from about the smaller ships.Yea battleships are designed to take a beat. perhaps cruiseliners can 1 perhaps 2. Perhaps indead the big cargoships poses a large bouyency, they may stay afloat for longer, and take more hits.

But the SMALL merchants, and perhaps the mid sized, are not designed to take torpedoes. The force of the torpedo explosion would take away such a big part of the ship it loses its bouyency instantly.

WWII torps are not -that- big, and a 2000 ton small merchants is not -that- small. Unless the back is broken or you get a secondary explosion, the most you are going to get is a hole large enough to swim in and out of. Much of the torpedo warhead energy went in unproductive directions. They were designed to defeat hull integrity, not to blow up the ship. Torpedos did not generally blow up 2000 ton ships unless they were assisted by explosive cargo.

Koinonos 07-19-06 06:54 PM

Is the NYGM 2.0 compatible with GW 1.1?
 
I assume it is, but after browsing this thread and NYGM official thread I didn't see an explicit Yes/No?

I know the GW 1.1 uses the 1.39 NYGM, so I presume applying the NYGM 2.0 will not be an issue?

If I missed the relevant post about this, please feel free to let me know.

JScones 07-20-06 02:52 AM

Quote:

Originally Posted by shanec
I assume it is, but after browsing this thread and NYGM official thread I didn't see an explicit Yes/No?

I know the GW 1.1 uses the 1.39 NYGM, so I presume applying the NYGM 2.0 will not be an issue?

If I missed the relevant post about this, please feel free to let me know.

Missed *the* relevant post about this???? There's about 239 threads asking whether they are compatible (OK, I haven't counted, but if feels that way)! :rotfl:

No, they're not compatible. However, as has been posted a few times, if you can't decide which one you want, then it is possible to have one install of SH3 with NYGM and one install of SH3 with GW. Then you can play which ever one you want based on your mood at the time.

bat05 09-10-06 12:49 AM

realism problem
 
Upon installing GW,when I run the gsme, i am unable to set up realism optopns. I can click on an option to add or drop but there is no percentage of realism imdicated. Is there something I'm missing or is this a function of TGW install? thanks anyone.


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