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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
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#17 |
Lucky Jack
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Dear NYGM Dev team.
Why is it that you must make dozens of threads all over the SubSim and WaW (Yes, I still read the WaW forums)? Wouldnt they all fit in to the NYGM sticky thread? No offence meant, but like those 'feature revisited' threads are just to get puplicity to NYGM. I assume that you have a documentation from which the player sees what he gets when he installs NYGM. FFS, even make a ONE thread called 'NYGM features revisited' and use it to tell about the features. And as for the waypoint speed thing. From WaW: All in all I feel that the NYGM Random Speed feature makes for a more historical simulation. And from SubSim: The waypoint speed variations are of course for the most part a non historical feature. Make your mind there, mate. It wont kill NYGM if something is not historical. ![]() I go now to rant somewhere else. ![]() |
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#18 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
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ive been away from SH3 for around a year and have just came back to it and found GW and NYGM. lookin at this thread i cant believe the really bitchy attitude of some the guys who r havin a pop at NYGM and this thread in particularly kpt. lehman.
seriously, i think if this thread is annoyin u that much then u cant have much of a life. both mods are great form the commumity so who cares if they made a are thread explaining some features. ive seen enough from the GW lads as well |
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#19 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
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#20 | ||
Lucky Jack
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Anyways, just my 2 cents, nothing I can do about it. |
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#21 | |
Pacific Aces Dev Team
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![]() As to "having too many threads", I can admit I hate to read long threads, prefer them to be split. On the other hand, having separate threads such as for every single modified aircraft with working guns may be not really necessary. Concerning the topic of the thread, nice read btw. Last edited by sergbuto; 08-30-06 at 07:29 AM. |
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#22 | ||
GWX Project Director
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#23 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
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#24 | ||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Dowly did |
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#25 |
Lucky Jack
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Yes, I was the one complaining, not Kpt. nor GW dev team, just me. Dont blame them of what I have said, because I have a GW signature below my post.
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#26 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
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#27 | |
Pacific Aces Dev Team
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On the other hand, one can use speed differences for producing strugglers to stay with convoy by creating and inserting into convoys ships with their top speed lower than the speed of the convoy. When a convoy is 3D-rendered at tens of kilometers from the player such strugglers will be significantly behind by the time the player reaches the convoy. Last edited by sergbuto; 08-30-06 at 09:31 AM. |
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#28 | ||
Lucky Jack
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#29 |
Soundman
![]() Join Date: Aug 2006
Posts: 143
Downloads: 75
Uploads: 0
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Ok, I am an old hand at SH3, been playing for years and modding and loving it - but I am new to these forums and my recent play has been interrupted by a year by my - er, real world deployments.
I absolutely play for max realism, on very low time compressions (rarely above 32, except ocean crossing) but I also play for the outstanding atmosphere and look of the game. So coming back, with IUB and RUB long gone - looking at Grey Wolves and NYGM - both seem to be very good mods. Can they be used together? I know Grey Wolves has had the insight to take some very good NYGM concepts (ala the Damage Model) and incorporate them. But the manual at NYGM is very good and describes some of the realism concepts to the base game. Specifically, has GW addressed "hovering" submarines, or premature detonating and deep running torpedo's? I also saw a question in one of the links concerning an explanation of GW 24 and 8 hour fatigue mods, are they imported from the ole Real Fatigue (I think I saw that in the readme. At any rate, both mods are worlds above where we were a year ago - well done!!! Can you mod NYGM with JSGME over GW's without crashing it? Would that be redundant? I have searched the forums and haven't seen a good compare/contrast thread - or maybe that would be inappropriate given the amount of really hard work put into each. I would like to close by saying, if you know the answers to any of the above, please help an old salt out. I am sure all of the above should be known to me, and is somewhere in these forums, but after several hours of searching, I thought I would just ask! |
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#30 | |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 168
Uploads: 0
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AFAIK NYGM and GW are not compatible: each has many of the same files modified in different ways that reflect the different styles of the two mod teams. I suppose one could try to merge the two, but from what I've seen it would be an entirely new creation, neither fish nor fowl (nor NYGM or GW) and probably with a lot of breakage and unexpected "features." Since both mod teams are actively working on updates, you'd probably have to redo a lot of integration work once the updates appeared. I personally tend to extract whatever I like from each mod, then use JSGME to overlay different files that I have modified to suit my personal taste, and deal with breakage as I go. Pablo |
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