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Old 06-16-06, 08:44 AM   #16
Seminole
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So the prophecy came true. SH3 has divided itself into two separate camps....or at least seems to be beginning to.

So much for "celebrating diversity."

Diversity breeds division.
Division breeds contention.
Contention breeds...well any thing from open debate, to argument, to all out warfare.

Guess we will soon see where all this is heading. Mean while I'll happily play either mod. I don't see it as a choice of one over the other. In point of fact I like the unified version better than either one individually.
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Old 06-16-06, 10:50 AM   #17
Sailor Steve
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Good points, Seminole, but even 'unified' is in the eye of the beholder. One player might want the 'hummingbird' effect from NYGM and the Campaign Layers from GW; another player might want just the opposite. If there's a unified campaign for every player's preference there are going to need to be many different downloads so everyone is catered to.

Which 'Unified' is your favorite?
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Old 06-16-06, 04:39 PM   #18
rascal101
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Default I use NYGM2 and GW together and have a few observations

HI to all,
I have NYGM2 and GW, GW update and GW additional ships. I loaded them all through the JSGME, however I have noticed some strange things as I play the game and I wonder if having GW and NYGM2 is actually causing some issues deeper in the game.

For instance I have noticed when I attack small merchants or tramp steamers when they are by them selves, they simply wont sink, and they burn with flames that are so intense it throws my video card into a tails spin if I 'look' directly at the flames.
I have to put up to six torps into the burning hulk for it to sink. This does not happen with other ship types or when the small merchants/tramp steamers are in convoy, then they sink as you would expect with one or two torps.

Another bit of odd behaviour. I found a convoy of about 9-10 small merchants and one medium merchant just off the coast of NW Scotland in shallow water. When I closed to attack I noticed two or three ships were already on fire. I sank two smallies and the medium and then had to go deep to evade the escorts. While I was down all the remaining ships in the convoy got into trouble, either they developed fires or foundered.
By the time I shook off the escorts the entire convoy minus the three that I scored had all sunk. Unless some one has successfully modded wolfpacks or we were all playing in a mine field there is no accounting for this incident. I am therefore assuming there are some incompatabilities between NYGM2 and GW.

Any thoughts
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Old 06-16-06, 05:19 PM   #19
bigboywooly
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Quote:
Originally Posted by Grey Legion
Quote:
Originally Posted by Kpt. Lehmann
No worries Grey Legion. I wasn't having a go at you. My statement is really directed to the community here in general.

The GW Dev team is tired of being considered "sound and graphics" artists only and we are putting an end to that school of thought.

As it states on our website... "While some mods concentrate on one subject only such as "realism" or "graphic quality," the TGW team is the first to approach and address the entire package in such a sweeping way. Dozens of code corrections, increased realism modifications, sound and graphic replacements or enhancements, and new concept inclusions create an environment that is epic in scale."

We consider each of the three fields equally (and very) important.

We are also going to prove it. Many people here are being TOLD what "realism" is and are blindly accepting it. That being said, there is more than one way of INTERPRETING a problem... and more than one way of dealing with it in-game.

I will only say this... We have no advantage when it comes to things that are truly hard-coded... but I WISH I had a dime for every time someone has stated that certain things were hard-coded.
I agree with your statement 100%, I guess some people simple listen while other strive to learn, I consider myself the latter I want to learn all I can about the MODS to make the most educated choice as to which one I choose, this being said I will never say one is better thanthe other as people always views things differently.

I am running another mod at the moment and I am enjoying the game but with that being said I would like very much to test the GW mod as well and try them side by side. Is it possible to install the same game twice on a single HD and install a different mod on each, I understand that all saved games have to stay exclusive to the mod they were originally played on.

A simple guide would be cool for the computer challenged..LOL

Thanks to all the people that devoted there time to help us enjoy ours !!
Since you already have a mod installed the easiest thing IMHO to do would be to rename your current install ie; "SilentHunterIII NYGM" then run install from your CD\DVD and choose repair
This will create a brand new folder in the Ubisoft directory "SilentHunterIII" which you can then patch to 1.4 and add another mod - renaming say "SilentHunterIIIGreyWolves" or whatever the mod is - giving you two different installs

Of course once you have a clean patched SHIII folder you can copy and paste that to give as many as you want
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Old 06-16-06, 06:34 PM   #20
Grey Legion
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Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by Grey Legion
Quote:
Originally Posted by Kpt. Lehmann
No worries Grey Legion. I wasn't having a go at you. My statement is really directed to the community here in general.

The GW Dev team is tired of being considered "sound and graphics" artists only and we are putting an end to that school of thought.

As it states on our website... "While some mods concentrate on one subject only such as "realism" or "graphic quality," the TGW team is the first to approach and address the entire package in such a sweeping way. Dozens of code corrections, increased realism modifications, sound and graphic replacements or enhancements, and new concept inclusions create an environment that is epic in scale."

We consider each of the three fields equally (and very) important.

We are also going to prove it. Many people here are being TOLD what "realism" is and are blindly accepting it. That being said, there is more than one way of INTERPRETING a problem... and more than one way of dealing with it in-game.

I will only say this... We have no advantage when it comes to things that are truly hard-coded... but I WISH I had a dime for every time someone has stated that certain things were hard-coded.
I agree with your statement 100%, I guess some people simple listen while other strive to learn, I consider myself the latter I want to learn all I can about the MODS to make the most educated choice as to which one I choose, this being said I will never say one is better thanthe other as people always views things differently.

I am running another mod at the moment and I am enjoying the game but with that being said I would like very much to test the GW mod as well and try them side by side. Is it possible to install the same game twice on a single HD and install a different mod on each, I understand that all saved games have to stay exclusive to the mod they were originally played on.

A simple guide would be cool for the computer challenged..LOL

Thanks to all the people that devoted there time to help us enjoy ours !!
Since you already have a mod installed the easiest thing IMHO to do would be to rename your current install ie; "SilentHunterIII NYGM" then run install from your CD\DVD and choose repair
This will create a brand new folder in the Ubisoft directory "SilentHunterIII" which you can then patch to 1.4 and add another mod - renaming say "SilentHunterIIIGreyWolves" or whatever the mod is - giving you two different installs

Of course once you have a clean patched SHIII folder you can copy and paste that to give as many as you want
Thank you for the clear instructions I will be D'L'ing GW soon and try that trick !!
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Old 06-16-06, 09:48 PM   #21
dc1962
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Let me get this straight--GW1.1 and NYGM 1.03 used to be compatable , but the two upgrades are not?! IS there a list of what is included in each mod?

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Old 06-16-06, 10:18 PM   #22
JScones
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Quote:
Originally Posted by dc1962
Let me get this straight--GW1.1 and NYGM 1.03 used to be compatable , but the two upgrades are not?! IS there a list of what is included in each mod?

Go to The Grey Wolves website. Click on "full list of inclusions" to see a list of all GW inclusions/features.

You can also access the online readme from the homepage too.

To my knowledge there's no NYGM v GW comparison available. Personally, I don't think one would be helpful anyway. Both mods replace x files and update y files. A direct comparison would only be useful if they served the same purpose, like a washing machine.

But they don't. They utilise different methodologies and philosophies. They may change the same files, but in different ways. To that end, you'll get more out of reading each mod's associated readme files to understand the approach that each mod has taken.

Last edited by JScones; 06-16-06 at 10:24 PM.
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Old 06-17-06, 08:56 AM   #23
CWorth
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Quote:
Originally Posted by rascal101
HI to all,
I have NYGM2 and GW, GW update and GW additional ships. I loaded them all through the JSGME, however I have noticed some strange things as I play the game and I wonder if having GW and NYGM2 is actually causing some issues deeper in the game.

For instance I have noticed when I attack small merchants or tramp steamers when they are by them selves, they simply wont sink, and they burn with flames that are so intense it throws my video card into a tails spin if I 'look' directly at the flames.
I have to put up to six torps into the burning hulk for it to sink. This does not happen with other ship types or when the small merchants/tramp steamers are in convoy, then they sink as you would expect with one or two torps.

Another bit of odd behaviour. I found a convoy of about 9-10 small merchants and one medium merchant just off the coast of NW Scotland in shallow water. When I closed to attack I noticed two or three ships were already on fire. I sank two smallies and the medium and then had to go deep to evade the escorts. While I was down all the remaining ships in the convoy got into trouble, either they developed fires or foundered.
By the time I shook off the escorts the entire convoy minus the three that I scored had all sunk. Unless some one has successfully modded wolfpacks or we were all playing in a mine field there is no accounting for this incident. I am therefore assuming there are some incompatabilities between NYGM2 and GW.

Any thoughts
Are you saying that you have both installed at the same time on the same SH3 installation?

If that is the case then of course there will be problems as the 2 mods are not compatible with one another.You can only run one or the other in a single install.If you want to use both you have to have 2 installations of SH3 and GW in one and NYGM in the other.They cannot work together.
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