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

John Pancoast 05-06-20 05:47 AM

Quote:

Originally Posted by Leoz (Post 2668612)
Thanks guys.

I would settle for even a little graphic for each port that shows where the escort shows up.

I guess I could, at the start of a patrol, follow the escort out, and when it turns around, mark the spot on the map and wait for it on the way back?

Yes, but you'd have to be sure not to use the "erase all" tool during your patrol. I've also noticed as I approach a harbor upon return the escort is usually spotted anyway well before getting to the port, so one could do it that way too.
Theirs is a scripted action so if nothing else, just park outside the port and wait for them to do their patrol is the timing is off, and they're not nearby, though chances are you'll be able to see them anyway.
It's not an exact science; you don't have to be literally next to them to use them as an escort. I used the mod briefly but then realized it wasn't really needed.

Fifi 05-06-20 06:18 AM

Quote:

Originally Posted by John Pancoast (Post 2668650)
Don't know, I've never been much interested in port activity so have never tried.
Though like most mods, it could probably be adapted if desired by someone.

It would be more for the harbor right place than harbor traffic for me...
Locks are good addition too.

John Pancoast 05-06-20 06:32 AM

Quote:

Originally Posted by Fifi (Post 2668656)
It would be more for the harbor right place than harbor traffic for me...
Locks are good addition too.

Locations are controlled via parameters in the relevant game file(s), so that probably wouldn't be a problem.
Adding the necessary ships, locks, etc. would probably be the most difficult part but that's just an edumucated guess. :)

Locks to me are like walking through the sub; do it a few times and then I lose interest in it. I've done it in GWX.
Heck, I prefer the way AOD handles leaving/returning to ports. :D

But that's just me and I realize others like other ways.

Fifi 05-06-20 01:31 PM

Except the harbor stuff, I’m reconciled with this mod :)
I particularly like the escorts behavior, the hydro line not giving a precise idea where they are, the NYGM global sensors, the way it handle nicely TKSS18 GUC...and...the torpedo impact sound! (Probably the best I’ve ever heard - i even stolen it for my Ccom12)
The global environment with the NYGM scene.dat is also good too (to me)
For some reason I’ve encountered more planes than in my last attempt with this mod. More single merchants too... Maybe because this time I’m not applying any others mods that could have break something...
Only addition is the MFM 3.3 and its Commander files + GUC :03:

John Pancoast 05-06-20 01:57 PM

Quote:

Originally Posted by Fifi (Post 2668738)
Except the harbor stuff, I’m reconciled with this mod :)
I particularly like the escorts behavior, the hydro line not giving a precise idea where they are, the NYGM global sensors, the way it handle nicely TKSS18 GUC...and...the torpedo impact sound! (Probably the best I’ve ever heard - i even stolen it for my Ccom12)
The global environment with the NYGM scene.dat is also good too (to me)
For some reason I’ve encountered more planes than in my last attempt with this mod. More single merchants too... Maybe because this time I’m not applying any others mods that could have break something...
Only addition is the MFM 3.3 and its Commander files + GUC :03:




Sounds good. If you don't already know, the extra MFM ships that you added won't appear in the NYGM campaign convoys.
It has a non-generic campaign.rnd file that already has all the convoys composed of some of the MFM ships.
Take a look at the file if interested.

Aquelarrefox 05-06-20 03:38 PM

Quote:

Originally Posted by Fifi (Post 2668738)
Except the harbor stuff, I’m reconciled with this mod :)
I particularly like the escorts behavior, the hydro line not giving a precise idea where they are, the NYGM global sensors, the way it handle nicely TKSS18 GUC...and...the torpedo impact sound! (Probably the best I’ve ever heard - i even stolen it for my Ccom12)
The global environment with the NYGM scene.dat is also good too (to me)
For some reason I’ve encountered more planes than in my last attempt with this mod. More single merchants too... Maybe because this time I’m not applying any others mods that could have break something...
Only addition is the MFM 3.3 and its Commander files + GUC :03:

Witch sound files you ported from ccom ? I'm interested.

For mfm, I had this recomendation from extra ships, go and erase camping folder from the mod. For the others I have split into 4 mods (see and roster) to add 30 ships per mod, so I load one at a time to don't overload to much.going in rotation is the same.
In my hybrid I have 137 ships, sound 60-70 are merchants, so add 30 is enough, I feel fine with that proportion using nygm rdn leyer.

Fifi 05-06-20 04:14 PM

Didn’t ported any file from Ccom, but the inverse!
NYGM have the best torpedo impact sound :yep:
(Using head set)

Aquelarrefox 05-06-20 06:14 PM

Quote:

Originally Posted by Fifi (Post 2668810)
Didn’t ported any file from Ccom, but the inverse!
NYGM have the best torpedo impact sound :yep:
(Using head set)

Ahhh, yes it's nice, I miss understand. I don't like ccom not lsh so I have not idea of its better than nygm. I believe sound is better than gwx in general, fur engines I use the heart of machine.

Leoz 05-08-20 03:33 AM

Figured it out. Just some careful observation and you will see where the harbor escort route is. :up:

Fifi 05-08-20 04:01 AM

Quote:

Originally Posted by Leoz (Post 2669097)
Figured it out. Just some careful observation and you will see where the harbor escort route is. :up:

Yes, it seems all megamods available around here have escort out/in harbors.
More difficult is to catch escort in, for some of them.
Escort is not that important playing Kiel/Wilhelmshaven, but for Brest/Lorient/St Nazaire they can be of great help (against air raids in Ccom for instance - NYGM i don’t know yet)

Eastwa 05-10-20 06:02 AM

NYGM Torpedo's
 
Evening All.

Always played GWX just started having a crack at NYGM, very impressed with the AI compared to GWX although the visuals in GWX seem to be better with all mods added. I am running with the Stiebler patch and I have noticed I just cannot hit anything the torpedo's failure rate is unbelievable, I fired 14 torpedos into a convoy and got 1 hit then on the east coast of America I fired another 14 and got none!

Understand NYGM plays around with the torpedo settings and then you have the Stiebler option with the depth keeping issues but I think it may of gone a little bit to Far, I think GWX models it well.

Anybody else run into this issue as I think 0 from 14 is a bit much.

Maybe I uncheck the stiebler depth keeping issues and see how that goes

Cheers

Levyathan89 05-10-20 06:34 AM

Quote:

Originally Posted by Eastwa (Post 2669677)
Evening All.
I am running with the Stiebler patch and I have noticed I just cannot hit anything the torpedo's failure rate is unbelievable, I fired 14 torpedos into a convoy and got 1 hit then on the east coast of America I fired another 14 and got none!

Cheers

How was the weather? I noticed that if the wind is stronger than 11 m/s, one shouldn't even try to attack, because the torpedoes will always fail.

Apart from that: have you activated the torpedo failure fix in H.Sie's/Stiebler's patch? Because I also noticed that torpedo malfunction simulation in NYGM will only work properly if it's activated. When I had that fix deactivated, each time I attacked, either all torpedos would be hits or all torpedos would be duds.

John Pancoast 05-10-20 06:53 AM

Quote:

Originally Posted by Eastwa (Post 2669677)
Evening All.

Always played GWX just started having a crack at NYGM, very impressed with the AI compared to GWX although the visuals in GWX seem to be better with all mods added. I am running with the Stiebler patch and I have noticed I just cannot hit anything the torpedo's failure rate is unbelievable, I fired 14 torpedos into a convoy and got 1 hit then on the east coast of America I fired another 14 and got none!

Understand NYGM plays around with the torpedo settings and then you have the Stiebler option with the depth keeping issues but I think it may of gone a little bit to Far, I think GWX models it well.

Anybody else run into this issue as I think 0 from 14 is a bit much.

Maybe I uncheck the stiebler depth keeping issues and see how that goes

Cheers


If you're using Stiebler's patch, you have to have H.sie's patch applied first.

Did you ?
If so, did you adjust the torpedo running depth based on the weather before firing ?
If not, that is the problem.

Eastwa 05-10-20 06:57 AM

Wind was low for the convoy attack 5 metres so almost perfect conditions.

Unchecked the torpedo failure fix in the steibler patch and they hit a bit too much now LOL.

I might re activate it and give it another go and see what happen's going to have a another go now.

Fifi 05-10-20 06:58 AM

I don’t check the torpedo fix in Hsie patch, hence playing with stock NYGM duds, and get reasonable duds rate.
As for Stiebler patch, i don’t have it either.


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