SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 04-17-06, 08:37 AM   #1
vois2
Engineer
 
Join Date: Apr 2005
Location: Southwestern Ohio
Posts: 213
Downloads: 0
Uploads: 0
Default A few quirks in GW + NYGM + EUC

I took a good long weekend to play GW + NYGM + EUC for the first time, running through my first career patrol (Oct 1939). I think it's an excellent enhancement to the game, and I was wondering about the following observations:

(1) CRASH DAMAGE UPON EACH LOAD: I had the misfortune of having a surprise torpedo boat shoot me up pretty good around 25% through my patrol. Upon each saved-game load up subsequent to this event, the interior sub lights would flash and the instrument panels would crack and damage would be reported, even though I had just started up the game in the middle of the Atlantic with no enemy nearby. (I suspect it's an error, unless it is not an error -- used as a method to remind the player their sub suffered damage to the hull previously.)

(2) SEEMS TO BE MUCH MORE POPULATED OCEAN: Before I even started the new career, I had decided to avoid the temptation of using the good old (on F5 NavMap) "FPS slowdown means unseen convoy within 50km" evidence from the stock game. This meant much more calculation necessary on the part of the processor and/or graphical engines. However, in GW/NYGM/EUC, I notice that FPS slowdowns happen quite often (I don't mind this) and I suspect it is because there is a more populated ocean now. Also, I wondered whether the presence of coastal mines would cause these more advanced calulcations, too.

(3) THREE GHOST ENGINE ROOM SLOTS: I have no problem with the fatigue, ship damage, or own-sub damage models in GW/NYGM/EUC. But I consistently needed to remove the three 'X'd out men (type VIIB) from the engine room where the stock game wishes to place them upon each submerge and surfacing. These three ghost men increased the efficiency of the engine room, bit it was clear they were not intended to be used in the room.

Patrol 1 results: 21,162 tons
4 allied boats (3 large cargo, and 1 trawler)
+3 unsuccessful attacks
80% hull remainder
__________________

I donate to Subsim because it is one of the best communities on the Interwebs.
Stick around a couple of years, and you will see. You're never far from a friend here.
Sunk at location vois22 [at] gmail . com
vois2 is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:36 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.