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Old 04-23-20, 08:45 AM   #1
Aquelarrefox
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Originally Posted by John Pancoast View Post
Another easy way to get wolf packs is to just add them to convoys via the .rnd file like NYGM did.
I've done this to all my installs.
There they work fine. It's to had even with it get the attack moment with position and weather.

They are one of the best part of game.

No in 1941 you couldn't make what I did in ccom into nygm, that spot it, a ship go by my side and didn't spot the periscope.I'm not taking is a radar . Other time I comp approving to a single ship in middle of the day and it didn't detect me until 5000m, in mygm in same condition they could spot me around 7000-8000, if I not remember wrong similar to gw.
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Old 04-23-20, 08:49 AM   #2
John Pancoast
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Originally Posted by Aquelarrefox View Post
There they work fine. It's to had even with it get the attack moment with position and weather.

No in 1941 you couldn't make what I did in ccom into nygm, that spot it, a ship go by my side and didn't spot the periscope.I'm not taking is a radar . Other time I comp approving to a single ship in middle of the day and it didn't detect me until 5000m, in mygm in same condition they could spot me around 7000-8000, if I not remember wrong similar to gw.



Well, there is a lot of variables/sensors that go into the spotting routines, so much so that to say one mod is better in this regard vs another is almost impossible.
To truly test, one would have to have the exact same total (weather, waves, time of day, sensor files, and more) parameters between two mods in the same test, and that is also almost impossible to do.
If you play them enough, you'll get the same "didn't spot me when they should have" experience in both GWX and NYGM. I've even rammed escorts in both on purpose at flank speed to test them, and they didn't even react.
Fortunately that is a very rare event.

Regarding adding wolf packs per my above example, I've done this to a GWX and modded stock install (as well as other installs) and they work perfect. No reason it wouldn't work in any install's .rnd file.
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Old 04-23-20, 10:18 AM   #3
Aquelarrefox
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Originally Posted by John Pancoast View Post
Well, there is a lot of variables/sensors that go into the spotting routines, so much so that to say one mod is better in this regard vs another is almost impossible.
To truly test, one would have to have the exact same total (weather, waves, time of day, sensor files, and more) parameters between two mods in the same test, and that is also almost impossible to do.
If you play them enough, you'll get the same "didn't spot me when they should have" experience in both GWX and NYGM. I've even rammed escorts in both on purpose at flank speed to test them, and they didn't even react.
Fortunately that is a very rare event.

Regarding adding wolf packs per my above example, I've done this to a GWX and modded stock install (as well as other installs) and they work perfect. No reason it wouldn't work in any install's .rnd file.
where did you add it? rnd?
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Old 04-23-20, 10:38 AM   #4
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where did you add it? rnd?



Yes. Just look at NYGM's .rnd file and search for "sstypeviia" and you'll see the convoys that have it.
Then just copy the needed sub files from NYGM into your install, modify your .rnd file with the same NYGM .rnd file info. and you're set.

I.e, sub files needed:
- the four turm7a files from the object folder.
- the sstypeviia.cfg file from the roster/german/submarine folder.
- the NSS_Type7a folder from the submarine folder.

Copy this entry from the NYGM .rnd file and put on whatever convoy(s) you want with the "XX" being the correct numbers for the .rnd file being used. If you don't have these correct, the game will ctd.
I.e., if you placed them in RndGroup 1 (just an example) and the last unit in RndGroup 1 is RndUnit 10 you'd number this entry below [RndGroup 1. RndUnit 11]. If you place them elsewhere in a convoy, just renumber all following units accordingly.

[RndGroup XX.RndUnit XX]
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
crewrating=4
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Old 04-23-20, 01:50 PM   #5
FUBAR295
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Quote:
Originally Posted by John Pancoast View Post
Yes. Just look at NYGM's .rnd file and search for "sstypeviia" and you'll see the convoys that have it.
Then just copy the needed sub files from NYGM into your install, modify your .rnd file with the same NYGM .rnd file info. and you're set.

I.e, sub files needed:
- the four turm7a files from the object folder.
- the sstypeviia.cfg file from the roster/german/submarine folder.
- the NSS_Type7a folder from the submarine folder.

Copy this entry from the NYGM .rnd file and put on whatever convoy(s) you want with the "XX" being the correct numbers for the .rnd file being used. If you don't have these correct, the game will ctd.
I.e., if you placed them in RndGroup 1 (just an example) and the last unit in RndGroup 1 is RndUnit 10 you'd number this entry below [RndGroup 1. RndUnit 11]. If you place them elsewhere in a convoy, just renumber all following units accordingly.

[RndGroup XX.RndUnit XX]
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
crewrating=4
Thank you for sharing. I might go in a add a few more for myself.

Good hunting,
FUBAR295
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Old 04-23-20, 02:26 PM   #6
John Pancoast
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Originally Posted by FUBAR295 View Post
Thank you for sharing. I might go in a add a few more for myself.

Good hunting,
FUBAR295



It's something to see when you come across a convoy with it.
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Old 04-24-20, 09:55 PM   #7
Aquelarrefox
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I believe, I could hibridate nygm and Russian version of gwc3, I'm not sure why I have so much problem with file from original old mod (soup of fixes) and can run the black Sea and penang camping with nygm subs positive sensors and Ai.

Side not, some nygm old player, someone knows why the mod never add model for viic42, is because is to similar to 41 version or there's other reason,I need her ask steibler about it...
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