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05-06-20, 05:47 AM | #1681 | |
Ocean Warrior
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Theirs is a scripted action so if nothing else, just park outside the port and wait for them to do their patrol is the timing is off, and they're not nearby, though chances are you'll be able to see them anyway. It's not an exact science; you don't have to be literally next to them to use them as an escort. I used the mod briefly but then realized it wasn't really needed.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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05-06-20, 06:18 AM | #1682 | |
Navy Seal
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Locks are good addition too.
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05-06-20, 06:32 AM | #1683 | |
Ocean Warrior
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Adding the necessary ships, locks, etc. would probably be the most difficult part but that's just an edumucated guess. Locks to me are like walking through the sub; do it a few times and then I lose interest in it. I've done it in GWX. Heck, I prefer the way AOD handles leaving/returning to ports. But that's just me and I realize others like other ways.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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05-06-20, 01:31 PM | #1684 |
Navy Seal
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Except the harbor stuff, I’m reconciled with this mod
I particularly like the escorts behavior, the hydro line not giving a precise idea where they are, the NYGM global sensors, the way it handle nicely TKSS18 GUC...and...the torpedo impact sound! (Probably the best I’ve ever heard - i even stolen it for my Ccom12) The global environment with the NYGM scene.dat is also good too (to me) For some reason I’ve encountered more planes than in my last attempt with this mod. More single merchants too... Maybe because this time I’m not applying any others mods that could have break something... Only addition is the MFM 3.3 and its Commander files + GUC
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05-06-20, 01:57 PM | #1685 | |
Ocean Warrior
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Sounds good. If you don't already know, the extra MFM ships that you added won't appear in the NYGM campaign convoys. It has a non-generic campaign.rnd file that already has all the convoys composed of some of the MFM ships. Take a look at the file if interested.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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05-06-20, 03:38 PM | #1686 | |
Commander
Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
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For mfm, I had this recomendation from extra ships, go and erase camping folder from the mod. For the others I have split into 4 mods (see and roster) to add 30 ships per mod, so I load one at a time to don't overload to much.going in rotation is the same. In my hybrid I have 137 ships, sound 60-70 are merchants, so add 30 is enough, I feel fine with that proportion using nygm rdn leyer.
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... |
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05-06-20, 04:14 PM | #1687 |
Navy Seal
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Didn’t ported any file from Ccom, but the inverse!
NYGM have the best torpedo impact sound (Using head set)
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05-06-20, 06:14 PM | #1688 |
Commander
Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
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Ahhh, yes it's nice, I miss understand. I don't like ccom not lsh so I have not idea of its better than nygm. I believe sound is better than gwx in general, fur engines I use the heart of machine.
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... |
05-08-20, 03:33 AM | #1689 |
Officer
Join Date: Apr 2016
Location: Near The Rockalls Bank
Posts: 247
Downloads: 260
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Figured it out. Just some careful observation and you will see where the harbor escort route is.
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Leoz "Auf gefechtsstationen!" NYGM |
05-08-20, 04:01 AM | #1690 | |
Navy Seal
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More difficult is to catch escort in, for some of them. Escort is not that important playing Kiel/Wilhelmshaven, but for Brest/Lorient/St Nazaire they can be of great help (against air raids in Ccom for instance - NYGM i don’t know yet)
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05-10-20, 06:02 AM | #1691 |
Torpedoman
Join Date: Jan 2012
Posts: 112
Downloads: 124
Uploads: 0
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NYGM Torpedo's
Evening All.
Always played GWX just started having a crack at NYGM, very impressed with the AI compared to GWX although the visuals in GWX seem to be better with all mods added. I am running with the Stiebler patch and I have noticed I just cannot hit anything the torpedo's failure rate is unbelievable, I fired 14 torpedos into a convoy and got 1 hit then on the east coast of America I fired another 14 and got none! Understand NYGM plays around with the torpedo settings and then you have the Stiebler option with the depth keeping issues but I think it may of gone a little bit to Far, I think GWX models it well. Anybody else run into this issue as I think 0 from 14 is a bit much. Maybe I uncheck the stiebler depth keeping issues and see how that goes Cheers |
05-10-20, 06:34 AM | #1692 | |
Soundman
Join Date: Feb 2015
Location: Dresden, Germany
Posts: 147
Downloads: 49
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Apart from that: have you activated the torpedo failure fix in H.Sie's/Stiebler's patch? Because I also noticed that torpedo malfunction simulation in NYGM will only work properly if it's activated. When I had that fix deactivated, each time I attacked, either all torpedos would be hits or all torpedos would be duds. |
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05-10-20, 06:53 AM | #1693 | |
Ocean Warrior
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If you're using Stiebler's patch, you have to have H.sie's patch applied first. Did you ? If so, did you adjust the torpedo running depth based on the weather before firing ? If not, that is the problem.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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05-10-20, 06:57 AM | #1694 |
Torpedoman
Join Date: Jan 2012
Posts: 112
Downloads: 124
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Wind was low for the convoy attack 5 metres so almost perfect conditions.
Unchecked the torpedo failure fix in the steibler patch and they hit a bit too much now LOL. I might re activate it and give it another go and see what happen's going to have a another go now. |
05-10-20, 06:58 AM | #1695 |
Navy Seal
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I don’t check the torpedo fix in Hsie patch, hence playing with stock NYGM duds, and get reasonable duds rate.
As for Stiebler patch, i don’t have it either.
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torpedos through hull |
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