SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-23-15, 09:57 AM | #1171 | ||
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
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You're Superman. P.S. I finally have tested H.Sie's mod Radar.Fix, who i himself ordered to H.Sie do a few years ago - "now the default state is OFF"... Unfortunately i cannot used this mod. Unlike the original, after installing this mod, radar automatically turns off, when submarine is dives on depth about 13 meters. Therefore, if a player has forgotten to turn off the radar, it will work under water and, accordingly, the radar antenna will rotate until the radar works. My advice - do not use H.Sie Radar.Fix.
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Alex ® Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-01-15 at 05:35 AM. |
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06-28-15, 03:45 PM | #1172 | |
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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@Stiebler New wish (hardcode): 1) When the submarine surfaced, acoustic man must be removed from the Radio Room... and when the submarine submerged, acoustic man must be returned into the RadioRoom. 2) ... and at last... radar must be turned off during scene initialization. H.sie's radar.fix has wrong executed in part "Radar automatically switches back to ON state, when it has been switched OFF in high waves". This part (as made h.sie) executes very simply by settings of SensorData controller.
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Alex ® Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-31-15 at 01:46 PM. |
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07-01-15, 03:01 PM | #1173 |
Ace of the Deep
Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
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Hello,
I have no idea of what NYGM supermod is. I read in the SH3 guide wrotten by Blitzkrieg that this supermod has '' the most realistic gameplay and the most expanded AI ''. What are the specific improvments compared to the other supermods ? Is there a manual explaining all that points in detail ? Thanks. |
07-01-15, 10:47 PM | #1174 |
Sea Lord
Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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NYGM installation files have a couple of manuals that point out the changes. I've not read them that thoroughly so I'm not sure how the AI is changed. From gameplay I know that the escorts are difficult to escape from, from the start of the war. In GWX I only found it difficult to escape submerged from late 1943 onwards. I think the NYGM convoys have more air cover as well. Less single ships so it's more about hitting convoys, reloading and attacking the convoy again while avoiding the ever increasing airplanes.
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
07-01-15, 11:28 PM | #1175 | |
Ace of the Deep
Join Date: Sep 2013
Location: France
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07-03-15, 05:25 AM | #1176 |
Sea Lord
Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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Only a U-boat veteran would have knowledge on how accurate the AI is. From BdU's war diary one gets the impression that if a U-boat was discovered it was often at least damaged by the attack. As a gamer I find NYGM's AI perfect for me. If I get better by practice the AI will become too easy.
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
07-03-15, 12:41 PM | #1177 |
Ace of the Deep
Join Date: Sep 2013
Location: France
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Hello Blitzkrieg !
Many thanks to have spent so much time to answer my questions. I'm going to read the detailed readme of both H.sie-patch and Stiebler-Addon. Concerning the game difficulty, there is also one thing that i can't bear : when you are submerged and detected by sonar, although the convoy's destroyers didn't know there was a submarine in the area .... I wonder if it has been corrected in a patch ?? And a last question... why this name : Not Your Grand Mother ?? Last edited by Fahnenbohn; 07-03-15 at 12:49 PM. |
07-03-15, 01:19 PM | #1178 | ||
Sea Lord
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07-03-15, 01:25 PM | #1179 |
Ace of the Deep
Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
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So, why don't you hear sonar's pings when a destroyer (which doesn't know you are in the area) detects you with her sonar ?
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07-03-15, 02:52 PM | #1180 | |
Sea Lord
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In WW2, as today, the primary ASW detection method is passive acoustic sensors. Active sensors were, and are, used primarily for localization and attack. |
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07-03-15, 05:06 PM | #1181 | ||
Ace of the Deep
Join Date: Sep 2013
Location: France
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And... Wait a minute !... I've just understood what happens in reality !! In fact, things are very logical ! A sonar operator who is searching for a U-Boot regularly varies the signal's direction. If the signal is not sent in your direction, you won't hear it. And as soon as the operator has detected you, he sends the signal always in your direction, and you hear it. OK for me. Quote:
It is through discussion that things become clearer ! Thanks ! |
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07-03-15, 06:11 PM | #1182 | |
Sea Lord
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07-03-15, 07:19 PM | #1183 |
Ace of the Deep
Join Date: Sep 2013
Location: France
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07-17-15, 09:08 AM | #1184 |
Hauptman
Join Date: Mar 2013
Location: FL410
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I'm away from my NYGM installation at the moment and can't lookup the mission editor files.
Does NYGM generate merchant/escort traffic off the east coast of South Africa? Grid squares KY or KZ? I've been reading some real life KTBs from that area mid '43 and realized I haven't ventured that far myself. I wasn't sure if that was considered Indian Ocean/Monsun territory or what. Thanks! T |
08-05-15, 09:39 AM | #1185 |
The Old Man
Join Date: Mar 2005
Location: Poland
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At Plissken's site I saw data files (sensors.dat for instance and AI files) from NYGM mod made to use with GWX. Did you play using this pack? I often read opinions that NYGM is more realistic than GWX, but GWX looks better and more mods are compatible with GWX. Maybe merging data files from NYGM with GWX could give us the perfect game?
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torpedos through hull |
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