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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: Mar 2006
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There's been a discussion about this for a while in the mods forum. I, and a few others from what I can gather have been experiencing watch crew problems with nygm2 in that they don't spot enemy ships until they're up real close. Usually the enemy ship has to attack before it is spotted...
So my question is this: Of those of you that are running nygm2, how many are NOT experiencing this little bug? I am curious about your setup (did you do a full uninstall prior to installing nygm etc.) and which other mods are being run simultaneously. Also, if you're using sh3commander... what settings do you run there? Thanks ![]() |
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#2 |
Medic
![]() Join Date: Jun 2005
Location: Notts UK
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Hi
So far the watch crew in NYGM 2 have been ok in spotting ships at ranges upto 12km iirc... the only prob i do seem to be having is that they are reporting spotting the same ship several times!, sometimes this has been as many as 10 times in 30 seconds which when it happened the 1st time was quite alarming as i thought i'd been ambushed by 10 destroyers ![]() ![]() Clean install NYGM 2 and a few of the other mods packaged with it (1500m etc) Oh and if anybody else has noticed this one of those compass images is upside down (cant remember which one) Last edited by Taurolas; 06-09-06 at 06:39 AM. |
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#3 |
Mate
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Thanks for the reply!
Cheerio ![]() |
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#4 |
Ace of the Deep
![]() Join Date: Dec 2004
Location: Valhalla: Silent Generation
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I've gone to the bridge after surfacing and scanned the horizon and saw smoke and the tops of ships...when I clicked on the WO, he THEN gives me range. Never a hint of the ship, however.
...also, I've torpedoed ships and never see the detonation plume, just the disturbance in the water.
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[SIGPIC][/SIGPIC] During times of universal deceit, telling the truth becomes a revolutionary act. ~ George Orwell |
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#5 |
Navy Seal
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I don't think this is strictly related to NYGM, although you might notice some differences in the way it occurs due to the fact that NYGM reshuffles the conditions for detection. Still, I've seen this kind of behaviour occasionally even with the default game.
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#6 | |
Ace of the Deep
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[SIGPIC][/SIGPIC] During times of universal deceit, telling the truth becomes a revolutionary act. ~ George Orwell |
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#7 |
Commander
![]() Join Date: Apr 2005
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in testing, turning the detection time to 0 reduces much of the chance factor and variable involved in detection by various sensors. give it a try in the .cfg files.
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#8 |
Grey Wolf
![]() Join Date: May 2005
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Im having terrible experiecnes spotting ships. My crew just cannot spot ships past 8kms.. But everything will be fixed soon, NYGM Modders are comming out witha fix!
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#9 |
Blade Master
![]() Join Date: Jan 2002
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Guys,
Thanks for the feedback and we are looking very hard into how to best balance out the more realistic improvements to the enemy visual abilities. NYGM have not yet modded the u-boat visual. I will state that in my current in game testing of the U-boat visuals, that my u-boat spots escorts no differently than previously. During the day I am spotting escorts at ranges from over the horizon to about 7000, possibly a fraction lower. BUT... I am incurring more instances where the escort has spotted me before my crew have spotted him. This should not be the case. This is my interpretation of what is happening before. Previously an escort was essentially blind at distances over 3000 metres when travelling along. Because of this, an escort could come into your zone of detection; he could sail around up and down closer and further just as long as he stayed far enough away nothing would happen. The escort could have, and most likely did, spend a lot of time within your detection zone before detection. That is, even though you detected the escort when he was on the horizon, the escort had been in out detection zone for 10 minutes. This is my interpretation of what is happening now. On a perfect day the escort can now see your u-boat bow on at approx 3000+ and side on at approx 8000+. This is a calm day, 0mps, no clouds, sunny.... Where as previously the escort would sail up and down in and out without detecting you, up until you detected him, he is now detecting you because he can see further. As like the Crash Dive Blues, NYGM's modifications have exposed a standard SHIII behaviour that was either not an issue as it had been managed. Having spent that last 4 days going over the U-boat visual sensor, I have come to the conclusion that the u-boat AI has no day/night differences and for all intensive purposed, the U-boat visual options in the sensors,cfg are operationally impaired. I am releasing an interim patch to re-establish the balance between the u-boat and the enemy detection abilities. This patch simply reduces the required surface area required to detect an enemy ship. This update changes the detection by your u-boat crew of an escort coming at you bow on from 8700 metres up to over 13,000 metres. The update is here http://www.filefactory.com/?1ed0b0 The main menu will now read NYGM Tonnage War v2.01 Again, thankyou for your feedback and your support ![]() |
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#10 |
Mate
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Super! I am trying it as we speak and I'll let you know how it goes.
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#11 | |
Dutch Sea Lord
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#12 | |
Silent Hunter
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#13 | ||
Blade Master
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#14 |
Dutch Sea Lord
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Strange, so people can still D/L the old 2.0 versin without these fixes ?
Why ? |
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#15 | |
Ace of the Deep
![]() Join Date: Sep 2002
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Very good question! In fact what all do we need to DL in addition to 2.0? (for all of us that have not had time to read all the threads yet) |
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