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Old 06-10-06, 06:13 AM   #1
Drebbel
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Quote:
Originally Posted by Der Teddy Bar
It is with great pleasure that I announce that NYGM's Tonnage War v2.0 is ready and is available for download via in the links below.

http://www.filefactory.com/?749de9
http://hosted.filefront.com/TeddyBar/
Is this also the link to diwnload the latest version ? So including the lookout and scope tweaks ?
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Old 06-10-06, 05:08 PM   #2
Der Teddy Bar
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Quote:
Originally Posted by Drebbel
Quote:
Originally Posted by Der Teddy Bar
It is with great pleasure that I announce that NYGM's Tonnage War v2.0 is ready and is available for download via in the links below.

http://www.filefactory.com/?749de9
http://hosted.filefront.com/TeddyBar/
Is this also the link to diwnload the latest version ? So including the lookout and scope tweaks ?
Drebbel,
The links are for the 330+Mb NYGM TW v2.0 which currently does not include the The NYGM IX/1 & IX/3 Tower ‘persiscope’ fix (available here http://www.filefactory.com/?104ae9) or the NYGM Tonnage War v2.0 - U-boat Visual Update (available here http://www.filefactory.com/?1ed0b0)
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Old 06-11-06, 10:49 AM   #3
Ghoost
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Question maybe it shall be like this but i find it a bit annoying hehe why is that sound from ship hit eithger torpedo impact or gun impact comes about 3 sec after impact aka sound delay ? can you fix that or ?
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Old 06-11-06, 06:46 PM   #4
Der Teddy Bar
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Quote:
Originally Posted by Ghoost
Question maybe it shall be like this but i find it a bit annoying hehe why is that sound from ship hit eithger torpedo impact or gun impact comes about 3 sec after impact aka sound delay ? can you fix that or ?
That is to simulate the real world delay of sound having to travel from where it occured to where you are.

Must admit, I am not a great fan of it, just used to the old way.

When we do the next updat I will get the original files included as an option.
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Old 06-11-06, 08:29 PM   #5
Ghoost
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Thx for the fast answer hehe
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Old 06-10-06, 07:20 AM   #6
rascal101
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Default Many, Many thanks for NYGM 2....but there is a problem with Escorts having new ESP!!

Hi to all, big time thanks for the work and creativity behind the NYGM mod series, thansk for saving SH3 and making it continue to be worth playing and an ongoing challenge.

Now for the problem, I'm sure others have alerted the dev team, but I think they over compensated re the escorts. Now they got ESP, not only do they know when your there, they can see you with X Ray vision, you cant get near the convoys on the surface without being detected. This would be expected from late 43 onwoards, but in 1939, in October, I keep get plastered every time I evn fart near a convoy, going deep and silent doesnt seem to make any difference.

Can the escorts be given less ESP?
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Old 06-10-06, 10:39 AM   #7
Sailor Steve
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Yes. I'm not sure exactly what the settings should be, or where to find them, but if you use any of the big mods from RUB on you'll find them much less capable, at least in the early years. Also, there have been several single mods over the last year to this same effect.
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Old 06-11-06, 10:27 PM   #8
jlwalker
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Default NYGM Tonnage War 2.0

Hello to all who created NYGM Tonnage 2.0 Mod,

I just wanted to say Great Work. You folks have improved SH3 and have given the game a new dimension. Since NYGM Tonnage 2.0 is new, I noticed there are 6 WAW Training missions under the Single Mission section. I also noticed that once the mission is completed there is no indication that the Primary objective or the secondary objectives have been completed. Maybe this is a bug that may have been missed in the testing stage. Has anyone else observed this problem and will there be a fix in the next upgrade?

Thanks again for a job well done.
Jlwalker

Last edited by jlwalker; 06-11-06 at 10:35 PM.
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Old 06-14-06, 04:31 AM   #9
Der Teddy Bar
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Quote:
Originally Posted by jlwalker
Hello to all who created NYGM Tonnage 2.0 Mod,

I just wanted to say Great Work. You folks have improved SH3 and have given the game a new dimension. Since NYGM Tonnage 2.0 is new, I noticed there are 6 WAW Training missions under the Single Mission section. I also noticed that once the mission is completed there is no indication that the Primary objective or the secondary objectives have been completed. Maybe this is a bug that may have been missed in the testing stage. Has anyone else observed this problem and will there be a fix in the next upgrade?

Thanks again for a job well done.
Jlwalker
I think that we will have to sack CCIP :rotfl:

A lot of the missions are designed to be played in conjunction to WaW where the player does these in pre-war trials etc.

Also, when the mission does not require a vessel to be sunk then the only other objective is reach a certain spot.

I hope that this answers your question satisfactorally
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Old 06-12-06, 09:38 AM   #10
U-Bones
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Does NYGM 2 model a difference between early and late war DC's and HH's ?

I am noticing a radical increase in ordinance lethality between the J's in Barham mission, and the Evarts's in 505. In one I feel like I wearing Platemail, in the other just my Soiled Silk PJ's. Just looking for confirmation and passing the notice along.

What takes the 8 J classes 2 hours real time to do, the 1 Evart is doing in 2 minutes - or less.

Driving the same boat, same crew.
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Old 06-14-06, 04:38 AM   #11
Der Teddy Bar
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Quote:
Originally Posted by U-Bones
Does NYGM 2 model a difference between early and late war DC's and HH's ?

I am noticing a radical increase in ordinance lethality between the J's in Barham mission, and the Evarts's in 505. In one I feel like I wearing Platemail, in the other just my Soiled Silk PJ's. Just looking for confirmation and passing the notice along.

What takes the 8 J classes 2 hours real time to do, the 1 Evart is doing in 2 minutes - or less.

Driving the same boat, same crew.
There is only 1 value sets for all depth charges and/or hedge hogs.

Can you send me a PM with greater detail of your 2 missions and then I will investigate.
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Old 06-14-06, 02:44 PM   #12
U-Bones
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by U-Bones
Does NYGM 2 model a difference between early and late war DC's and HH's ?

I am noticing a radical increase in ordinance lethality between the J's in Barham mission, and the Evarts's in 505. In one I feel like I wearing Platemail, in the other just my Soiled Silk PJ's. Just looking for confirmation and passing the notice along.

What takes the 8 J classes 2 hours real time to do, the 1 Evart is doing in 2 minutes - or less.

Driving the same boat, same crew.
There is only 1 value sets for all depth charges and/or hedge hogs.

Can you send me a PM with greater detail of your 2 missions and then I will investigate.
OK thanks for the answer, it is quite possible that what I am seeing is attributable to the sheer firepower of the Evarts, not even counting the HH's. The J's almost have to be lucky to hit you even when they know exactly where you are... very thin DC dispersal by comparison.
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Old 06-14-06, 09:25 PM   #13
Grey Legion
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#1 - AMAZING MOD I give it a big

Now silly newbie question time

What is the piece of wood that appears on the upper left portion of the screen, it is in all views and seems to do nothing ?? ( that I can figure )

If a screen shot is need to help with my question please tell me and I am happy to post one.

Once again thanks so much to the people that took the time to make a great game even better.

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Old 06-14-06, 10:15 PM   #14
U-Bones
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Quote:
Originally Posted by Grey Legion
#1 - AMAZING MOD I give it a big

Now silly newbie question time

What is the piece of wood that appears on the upper left portion of the screen, it is in all views and seems to do nothing ?? ( that I can figure )

If a screen shot is need to help with my question please tell me and I am happy to post one.

Once again thanks so much to the people that took the time to make a great game even better.

Its a Draggable -hint- crono.
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Old 06-16-06, 07:47 AM   #15
THE_MASK
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Explain the E above the crew again please . Read the manual quickly but couldnt see it .
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