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Old 03-12-07, 12:32 PM   #7
Ducimus
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Quote:
Originally Posted by Dekessey
So inversely, what characterizes those two mods then? What sets them apart?
NYGM difference, in rough terms.

- the spawning of random planes and ships in the RND layer as opposed to use the scripted layer.

- AI sensors are alot more touchy, hence requires a bit more discipline on the part of the player.

- some settings are forced on the player to achieve what they saw as realistic results. (IE, forced magnetic pistol settings and 4 meter min depth on all torpedo's)

- sink model is a bit more.. i dunno.. hardcore? Ships generally take longer to sink.

- deck gun , takes much more interaction on the part of the player in order to get some effectiveness out of it. (IE must hit ships below the waterline, otherwise your wasting your time)

- single merchant contacts removed. Im not sure how they did this, it goes beyond just replacing the contact TGA file. The acutal info of course, speed, heading and such has been removed.

- AI visual implentation. various ships models using their own visual node based on type, instead of all units sharing the same visual node.

- uboat physis model. Its set on a slight negative boyancy. Try and sit in one spot with your motors off and you slowly sink. You must have your motors at least a little bit, to maintain depth.



As much as ive digged around their mod, this is, off the top of my head, the primary differences.
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