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Old 02-28-23, 11:16 AM   #1
Wolfstriked
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In NYGM the sonar doesnt give range anymore so that is great.But just popping up periscope and then back to nav map and target new location is marked and easily tracked allowing a bit too accurate ships course from far away.What if you leave the sonar dotted line but remove only the surface ship icons?


When submerged and pressing identify the SO speaks but the WO cant as he is now inside the sub.But submerged with scope up and the target icon still gets marked on map as if the WO is inputting this info still.



Removing the surface map icons and to plot course on surface you ask WO for nearest visual contact,he gives bearing and range and you mark on map with info given.Wait a bit and ask again and mark etc.Yes WO is still too accurate but instead of just marking the target box for location you must use the tools and take his bearing and range and then mark.Its a bit more involved.



Then when submerged the WO can no longer give his super accurate range as he is inside of sub and with surface ship icons removed you are now on your own in regards to range.....which some say doesn't matter
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Old 02-28-23, 01:00 PM   #2
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Quote:
Originally Posted by Wolfstriked View Post
In NYGM the sonar doesnt give range anymore so that is great.But just popping up periscope and then back to nav map and target new location is marked and easily tracked allowing a bit too accurate ships course from far away.What if you leave the sonar dotted line but remove only the surface ship icons?


When submerged and pressing identify the SO speaks but the WO cant as he is now inside the sub.But submerged with scope up and the target icon still gets marked on map as if the WO is inputting this info still.



Removing the surface map icons and to plot course on surface you ask WO for nearest visual contact,he gives bearing and range and you mark on map with info given.Wait a bit and ask again and mark etc.Yes WO is still too accurate but instead of just marking the target box for location you must use the tools and take his bearing and range and then mark.Its a bit more involved.



Then when submerged the WO can no longer give his super accurate range as he is inside of sub and with surface ship icons removed you are now on your own in regards to range.....which some say doesn't matter
You have never activated "full realism" which is why you make these remarks which are not all true, I would add that Uboats do not have sonar on the surface...
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Old 02-28-23, 01:30 PM   #3
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Best to play NYGM is to play 100% realism (except external cam for screen shot)
No icons just use your own sensors.
The WO range announcement is not 100% accurate! There is a difference sometimes few hundred meters…that’s good like that for me…

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Old 03-01-23, 04:06 AM   #4
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i think we're getting to the root of it. We're a long way from the book being too dark .

If you play 100% realism NYGM you tend to do everyone else's job. i think some real uboat Kaleuns actually did operate in this way , but a better skipper would make better use of his crew (e.g. Morton and O'Kane).
Unfortunately SH3 is not great at simulating the activities of the rest of the crew, they tend to have superhuman abilities but no initiative. If allowed they will generate a plot so good you don't actually need to look through the periscope or UZO. They know every ship on the ocean. They will not warn you about a destroyer 1001m away if there is a merchant at 1000m.

As the automation is a bit "gamey" (a trap that SH5 and uboat fell into IMHO) looks like "100% realism", minimum use of complicated toys like the stadimeter and autocratic management style is your best bet. i think I'm going further down that route in future, but I'm going to have to invest in a PC that can handle enhanced graphics mods at more than 5fps...
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Old 03-01-23, 10:56 AM   #5
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Not only is the book too dark but its not in alphabetical order so its even harder.Great point about superhuman crew that have no initiative.I guess we take what we can get LOL
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Old 03-01-23, 12:53 PM   #6
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Quote:
Originally Posted by Wolfstriked View Post
Not only is the book too dark but its not in alphabetical order so its even harder.Great point about superhuman crew that have no initiative.I guess we take what we can get LOL
They are not in alphabetical order, but in class order
If you want brighter image in the recon book, take all the ship silhouette tga (in all data/sea/xx ship folder) with photoshop and adjust them to your liking!
You will have some busy hours …

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Old 03-01-23, 01:13 PM   #7
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Seems simple enough Fifi.Exposure back up to 100%.Maybe that is too bright though as that is stock vanilla setting.
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Old 03-01-23, 01:21 PM   #8
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Quote:
Originally Posted by Fifi View Post
They are not in alphabetical order, but in class order
If you want brighter image in the recon book, take all the ship silhouette tga (in all data/sea/xx ship folder) with photoshop and adjust them to your liking!
You will have some busy hours …


The outer area where the ship info like mast height and length etc is still dark.You know the name of that tga and location?


Also,what do you mean class order?
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Old 02-28-23, 01:43 PM   #9
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You have not read any of my posts.I have said that I suck at full realism and this is why I am trying to make the game a bit easier BUT not too easy.


I never said that uboats have sonar on surface.
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Old 02-28-23, 03:08 PM   #10
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Quote:
Originally Posted by Wolfstriked View Post
You have not read any of my posts.I have said that I suck at full realism and this is why I am trying to make the game a bit easier BUT not too easy.


I never said that uboats have sonar on surface.
I'm having trouble following you so let's see this together
here an attack we are in the "naval academy" Full Hard

nous plaçons le personelle aux postes clefs pour avoir le maximum d efficaciter

here the output periscope we see that the sonar messages evaluate the nearest target.. it gives us an estimate for you to evaluate

here is the attack map as we see it there is no sonar dotting no representation of ship it's up to you to take out the instruments be a real commander for once. Hehehe...


now if you want to play super easy here are the settings

here but I estimate that NYGM cannot and should not be played like that..lol!! Fifi works hard, it's not for nothing uais:uais:
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Old 02-28-23, 04:10 PM   #11
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I tried manual plotting and my brain hurts and I prefer a bit or easiness as I think it coincides with realism as the captain was not doing everything.



I have removed all surface icons from my game and now find that Hsie mod "inaccurate range estimations" from WO works well.You cant have pin point accuracy this way as I mark the spot my WO says and the marks never line up and giving me just a relative bearing,albeit close enough to set up an attack.The only thing needed is a way to show what ship was identified.In ARB GUI the notepad was removed to give way for the Ujagd and so the area where the ship identity would post is gone.
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Old 02-28-23, 05:47 PM   #12
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Quote:
Originally Posted by Wolfstriked View Post
I tried manual plotting and my brain hurts and I prefer a bit or easiness as I think it coincides with realism as the captain was not doing everything.



I have removed all surface icons from my game and now find that Hsie mod "inaccurate range estimations" from WO works well.You cant have pin point accuracy this way as I mark the spot my WO says and the marks never line up and giving me just a relative bearing,albeit close enough to set up an attack.The only thing needed is a way to show what ship was identified.In ARB GUI the notepad was removed to give way for the Ujagd and so the area where the ship identity would post is gone.
For my part I find it very well ... because a real commander had to have his method according to the attack conditions ... It is very difficult to establish with calculates Realiter knowing that many parameters come into account in the Ocean .. The meteo is an important factor The speed of the ship which is not perfect the draft etc ... Today the electronics solves these problems we see this in Ukraine.
I find that it gives a good aspect to the simulation It is necessary this by inaccuracy which reinforces this aspect in nygm
If you play the periscope not locking in bad weather you will see it is very difficult to effect outlets .. and shoot ... especially at long distance the meteo is an important factor during attacks, that is what I love in nygm
ARB 0.4 would suit you better but helas it does not work a few errors well.
UJag is very useful as well as the Torpedo table.. graduation periscope..
I invite you to go see here
http://www.mille-sabords.com/forum/i...howtopic=58833
Wolfstriked I'm sorry for my bad English ... I hope I have helped ...
Sincerely Kal Maximus U669

Last edited by Kal_Maximus_U669; 02-28-23 at 06:45 PM.
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Old 02-28-23, 09:43 PM   #13
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I understand you as the only two words that I didn't understand was meteo and helas and google translate helped there.Meteo is weather and helas is alas.


As for the locking of ships in bad weather I have done away with that completely in my game.I set a key for "identify ship" and manually hold the scope on ship and the WE will identify.


As for the page you linked me too...its in French I will be lost way more than just translating a few words here.
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Old 04-12-23, 04:03 PM   #14
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Quote:
Originally Posted by Wolfstriked View Post
In NYGM the sonar doesnt give range anymore so that is great.But just popping up periscope and then back to nav map and target new location is marked and easily tracked allowing a bit too accurate ships course from far away.What if you leave the sonar dotted line but remove only the surface ship icons?


When submerged and pressing identify the SO speaks but the WO cant as he is now inside the sub.But submerged with scope up and the target icon still gets marked on map as if the WO is inputting this info still.



Removing the surface map icons and to plot course on surface you ask WO for nearest visual contact,he gives bearing and range and you mark on map with info given.Wait a bit and ask again and mark etc.Yes WO is still too accurate but instead of just marking the target box for location you must use the tools and take his bearing and range and then mark.Its a bit more involved.



Then when submerged the WO can no longer give his super accurate range as he is inside of sub and with surface ship icons removed you are now on your own in regards to range.....which some say doesn't matter

Quick simple answer, keep weapon officer assistance on and when you lock on to the ship, get him to identify it for you and click the name of the ship on the notepad, it will auto flip to the exact page in the rec manual so you don't have to go scrolling through it. You can still do manual targeting, just use him to identify only. As for the darkness thats the UI that Fifi and NYGM players prefer and I did say his mod was more tailored to hardcore manual targeting players.
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Old 04-12-23, 04:25 PM   #15
Wolfstriked
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Originally Posted by kyle9154 View Post
Quick simple answer, keep weapon officer assistance on and when you lock on to the ship, get him to identify it for you and click the name of the ship on the notepad, it will auto flip to the exact page in the rec manual so you don't have to go scrolling through it. You can still do manual targeting, just use him to identify only. As for the darkness thats the UI that Fifi and NYGM players prefer and I did say his mod was more tailored to hardcore manual targeting players.

Thanks but the ARB version that NYGM uses is 4.0 where the notepad was removed and replaced by Ujagd.The one that Onealex uses is iirc ARB 3.0 and does have the notepad.I ran with 3.0 for a bit in NYGME but I grown to like how 4.0 looks.
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