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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Jun 2003
Location: Portland, OR
Posts: 554
Downloads: 14
Uploads: 0
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As above. Looking at the docs for each, they both list an enormous amount of things added, and some that seem like they'd overlap (added harbor traffic, "new and corrected ships", etc).
I think I'd like to run both (along with the GWX skins, SH3 Commander and SH3Gen as the fullest extent of my willingness-to-mod endeavors), but...are there any conflicts? EDIT: Nevermind, a search on the forums turns up more useful into that the docs of either one. Imagine that! So, it's either/or. Hmm. Interesting. |
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#2 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Yep loads
You cant add one over the top of the other You could try to seperate the things you like from one to add to the other |
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#3 | |
Rear Admiral
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Took the words, right out of my mouth. BBW speaks the truth. I've disected both mods, and while you can pull "features" out of one to use in the other (if your careful), thats about the extent of it. Anything dealing with the roster / sea/ air / and campaign directories is more trouble then its worth. |
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#4 |
Torpedoman
![]() Join Date: Jun 2004
Posts: 112
Downloads: 7
Uploads: 0
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So inversely, what characterizes those two mods then? What sets them apart?
I've read both manuals, and I find it hard to tell the main differences between the two except for stuff like more boats, different fatigue models, convoys... etc. If I was to choose one or the other, on what aspect should I base myself? |
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#5 |
Lucky Jack
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If you would ask the difference between GW & NYGM, IŽd say that NYGM is more realism based. But GWX has raised the par to meet up with NYGM in the realism, so to exclude all the small differences (Bouyance, ships damage model etc.), IŽd say that where NYGM still is aiming just for the realism, GWX does that and adds tons of other new stuff. Historical skins for warships, new sounds, new flotillas (other than atlantic ones), new aircraft just to mention the "tip of the iceberg". I could go on for half the page, but instead, I just say: Read the HUGE manual and you get the idea.
Before GWX, I would propably say; "Try both mods and use the one you like more", but now I just say: "Take the GWX". (Just my opinion, I doubt that without NYGM GWX wouldnt be as good as it is now. A little competition made the both teams to strive for the perfection ![]() |
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#6 |
Navy Seal
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My own primary play config is NYGM with a good bit of the extras pulled from GWX.
I think both do 'realism', just differently. I greatly prefer NYGMs sensor model, which is what (mainly) keeps me with it. If only I had time to play... ![]() |
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#7 |
Ace of the Deep
![]() Join Date: Nov 2006
Location: Toulouse France
Posts: 1,140
Downloads: 51
Uploads: 0
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You can make a multiple install and enjoy both...
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__________________
![]() NYGM 3.4A / Living SH3 V5.1 + SH3 Commander |
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#8 | |
Rear Admiral
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- 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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#9 |
Ace of the Deep
![]() Join Date: Nov 2006
Location: Toulouse France
Posts: 1,140
Downloads: 51
Uploads: 0
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Not forgetting in NYGM what is to me also very important in the gameplay :
No more need to "spend renown" to "buy stuff"... ![]() This is replaced by time spent in port for repairs when you come back damaged and commissioning new boats and / or upgrading equipments. (Which means less time at sea)
__________________
![]() NYGM 3.4A / Living SH3 V5.1 + SH3 Commander |
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#10 |
Rear Admiral
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I feel its a minor point. It's still renown, just used in a different way. NYGM didn't get rid of renown, just used it differently.
Personnaly i think people dislike the renown sytem because they acutally have to be successful in order to obtain upgrades. Ive always maintained that renown is a very reasonable model of how the tools and material aquisition works in a real military. In the real world, it's all about who you know, or who knows you. if your joe schmoe nobody, you simply dont have the connections. Theires how the military is supposed to be, and then theres how the miltary really is. Its a harsh reality. If you don't have the connections, your just SOL. This is renown in action. |
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