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Old 09-15-06, 08:45 AM   #16
down and out
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Quote:
Originally Posted by Immacolata
Quote:
Originally Posted by down and out
These revisited posts are a pain in the @ss
At least one a week rehashing OLD stuff
Yawn

Post them in the NYGM thread and save us all a load of drivel
Be a good boy, run out and play in the intersection.
Thats nice
Didnt realise this was the NYGM section - thought it was the MODs area
So if I dont like a revisited post every other day I am not allowed to mention it ?
Phah
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Old 09-15-06, 08:47 AM   #17
down and out
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Quote:
Originally Posted by Uber Gruber
Quote:
These revisited posts are a pain in the @ss
At least one a week rehashing OLD stuff
Yawn

Post them in the NYGM thread and save us all a load of drivel
Oh dear....etc. There's always one isn't there...you know the type knuckles on the floor, hair on the palm of their hands. Bless 'im!
Is that the official NYGM viewpoint ?
Dont like something then lets have a personnal attack on the author ?
Jeez great forum
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Old 09-15-06, 09:02 AM   #18
Immacolata
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Quote:
Originally Posted by down and out
Quote:
Originally Posted by Immacolata
Quote:
Originally Posted by down and out
These revisited posts are a pain in the @ss
At least one a week rehashing OLD stuff
Yawn

Post them in the NYGM thread and save us all a load of drivel
Be a good boy, run out and play in the intersection.
Thats nice
Didnt realise this was the NYGM section - thought it was the MODs area
So if I dont like a revisited post every other day I am not allowed to mention it ?
Phah
I didn't realize this was the cussing and being really obnoxious and rude section. At least not untill you did your drive-by post. And I cite "pain in the @ss". Afraid to be caught in the swear filter Roger Dodger, eh? And "yawn". Save us a load of drivel? Speak for your own ritalin induced selfル

ンou set the low and down standards. Gloves are off. I don't think the official view point is that NYGM is anything but what Der Teddy Bar said in his original post. But my viewpoint is that if there's any pain in the asses around here, its you. Go pester someone else.
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Old 09-15-06, 10:40 AM   #19
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Quote:
Originally Posted by down and out
Didnt realise this was the NYGM section - thought it was the MODs area
So if I dont like a revisited post every other day I am not allowed to mention it ?
Phah
You're right. It is the MODs area and guess what, NYGM is a mod. You've already mentioned that you don't enjoy it so you can drop it now.

In the future simply don't read, and especially don't reply to, posts you supposedly have no interest in please.
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Old 09-15-06, 11:23 AM   #20
down and out
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Thank you for your warmth in your replies
Sure you would be mighty impressed if Uboat war ace did the same or GW
Or if Anvart revisited every lit ship

Tossers
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Old 09-15-06, 11:47 AM   #21
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Quote:
Originally Posted by Dowly
Quote:
Originally Posted by Kaleu_Mihoo
Could someone tell me when the new 2.2 NYGM TGW will be released? I'm waiting impatient for it to start my new campaign. thanx mihoo
I´ve heard it´s a matter of weeks.
In that case, maybe the both team wish to release their mods in same time?! Last week I saw in one post that NYGM v.2.2 should appear this week, but that's not happened.Or maybe NYGM team make some supprise to us, maybe some graphics improvements or something like that.:hmm: All this is like ATI and nVidia.
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Old 09-15-06, 02:19 PM   #22
ref
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@ down and out
@ kylania
@ Immacolata
@ Uber Gruber

Come on guys, keep it civilized, I think that's enough with us (the modders) poking each others eyes , don't start a users war

Ref
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Old 09-15-06, 02:37 PM   #23
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Quote:
Originally Posted by Deimos01
Is there a way to add just the sensor mod to a clean game? And if so, which files need to be replaced?

Thanks and Cheers
Within reason it is fairly simple. In the near future we will be, where practical, offering NYGM modlets.

Modlets are a potential support nightmare. We will be seeking interested parties who will do the modlet support and answer installation questions and resolve installation issues.
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Old 09-15-06, 02:51 PM   #24
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Quote:
Originally Posted by down and out
These revisited posts are a pain in the @ss
At least one a week rehashing OLD stuff
Yawn

Post them in the NYGM thread and save us all a load of drivel
While respecting your right to express your views, the best way not to fall asleep while reading about what NYGM have done and/or brought to the game would be not to read the threads.

That aside, one of the reasons the old NYGM TW thread was removed was because it was impratical for people to gain anything meaningful from the thread with important posts getting lost in amongst the general conversation and questions etc

Which brings us back to "The principle behind the NYGM Feature Revisited is as we near the release of the NYGM TW 2.2, is to highlight important technical and game play aspects of the NYGM Tonnage War Mod that many new comers may not have seen or that the old salts missed during the busy hey days or have forgotten/take for granted since they have been there for so long."

And.... we all know that few actually read the manual supplied.

Anyway, the threads are clearly labled.
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Old 09-15-06, 03:03 PM   #25
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Quote:
Originally Posted by Notewire
Hey Teddy, or anybody who can answer - what is the effect of having all values in Sensors.dat = true for crew efficiency effects? For some reason, when I set them to true - it doesn't work with Longer Repair Times - not sure why it causes it to not work? ? ? Anybody know what those do - and why they would affect NvDrifters?
I presume that you meant Sensors.CFG?

The theory is, if 'Visual uses crew efficiency=True' then the % level of 'Compartment Effeciency' is to be use in the formula.

As nvdrifter discovered, the key value for repaires happens to be the MAX value for a compartments effeciency. When you raise this you reduce the % of effeciency compared to maximum and as a result the repair times are increased. A very cool find.

How do you know it is not working?
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Old 09-15-06, 03:08 PM   #26
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Well said Ref.

No matter how much you rant about all these 'revisited' threads, I´m pretty sure it wont chance anything. Then again, I´m still thinking that one 'NYGM features revisited' thread would be enough. Anyways, that´s just my opinion. They can make things as they want.
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Old 09-15-06, 11:31 PM   #27
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This may have been answered before,

Is the GW mod compatable w/ NYGM or vice versa.

I just want to know.
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Old 09-16-06, 01:52 AM   #28
Der Teddy Bar
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Quote:
Originally Posted by Deep-Six
This may have been answered before,

Is the GW mod compatable w/ NYGM or vice versa.

I just want to know.
They are not.
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Old 09-16-06, 10:38 AM   #29
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Quote:
Originally Posted by Der Teddy Bar
The AI can now see your periscope and snorkel. While the detection of these items when the AI is in normal alert mode is very low, when the AI is in a high alert mode the detection of your periscope may occur up to several thousand metres away. Remember, on high alert the escort AI is actively looking for you..
Being able to spot a periscope from several thousand meters away? Err...that better be only with close to a mirror like surface. Actively looking or not, the watch crew is still made up of humans, not supermen.
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Old 09-16-06, 02:04 PM   #30
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Quote:
Originally Posted by Darkseed
Quote:
Originally Posted by Der Teddy Bar
The AI can now see your periscope and snorkel. While the detection of these items when the AI is in normal alert mode is very low, when the AI is in a high alert mode the detection of your periscope may occur up to several thousand metres away. Remember, on high alert the escort AI is actively looking for you..
Being able to spot a periscope from several thousand meters away? Err...that better be only with close to a mirror like surface. Actively looking or not, the watch crew is still made up of humans, not supermen.
Bad grammar on my behalf. When I say "may occur" I meant that
A. there is a chance it may a actually happen, but not a definate
B. that it may occur up to 2000+ metres.

In game with the NYGM AI Sensor Mod the detection of the periscope has several considerations such as:
1. Current location in relation to last detetcted location (or where the AI thought you were)
2. The height of the scope
3. The time the scope has been up
4. The Alert Level of the AI
5. The sea state
6. The u-boat speed

In real life it was for the most part, not the physical scope that was 'detected' but the wake that it produced.

I hope this helps.
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