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Old 08-24-06, 01:18 PM   #751
enaceo
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hmmm...the first thing is probably because of the "malfunction" feature in SH3CMDR 2.6.It can cause your engine to not respond to some commands so that's what probably happened.And don't worry about the crew not being able to keep depth-it's a feature in NYGM called anti-hummingbird so your sub doesn't hover anymore at 0 knts.You can keep depth at 1-2 knots but you can only change it at 3 or more knts.
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Old 08-25-06, 10:37 AM   #752
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yer but thay should be abule to run level at 2-3+ knots and there not, at any depth its like the forword dive planes are stuck at 30-40` up.

and i just looked in the NSS_typ7b.cfg file (and this could be SH3Cdr) and the crashdepth is set to 200m but looking at my crush depth with a crushdepth viewer thats set 270m?
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Old 08-25-06, 01:07 PM   #753
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sorted it was sh3commander after all, i loaded sh3 up threw commander and it rerite its files and know i dont have a permanent sinking fealing lol
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Old 08-27-06, 11:44 PM   #754
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I'm having an odd problem with NYGM. I installed it over a clean install, and for some reason the fatigue is not working. I use SH3 Commander but left the fatigue box unchecked as directed. The problem is not that the crewmen tire, but that they do not recover in the sleeping quarters. They don't tire there, just don't recover either. It's like the quarters are a neutral zone. Does anyone know a fix for this? Are there any values i should be looking for in a file? Any help would be great!
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Old 08-28-06, 02:13 AM   #755
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Lest we forget....

With the imminent release of NYGM TW v 2.2, it's worth remembering some of the earlier key innovative features for serious players.

Random variable speed for all ships and convoys.

This feature where NYGM took the stock game's "it is a merchant then the speed is always 6 knots and it is an escort the speed is always 14 knots" and created variable way point speeds based upon the ship's class and the convoy's designation of slow/medium/fast.

Teddy Baer's innovation took the convoy's starting and way-point speeds and then programmatically altered them randomly by +/- 1 kt or +/- 2 kts (for VERY FAST convoys a possibility of +/- 4kts ), but must not exceed limits of SLOW- min = 4 kts, max = 8 kts; FAST- min = 6 kts, max = 10 kts; VERY FAST- min = 8 kts, max = 15 kts.

The NYGM Random Speed feature makes every encounter something that requires a manual TDC user to check and recheck the targets speed and encourages the player to use multiple torpedo spread to ensure a hit.

The NYGM Random Speed feature also adds a new dimension to finding a convoy when within 24 hours a convoy could be anywhere within a 96 kilometre radius. Making the player 'hunt' for his convoy and not just have it delivered to him.

Random Waypoint Radii.

We had also programmatically changed the great majority of the waypoint radii to increase further the difficulty of finding convoys and other moving ships.

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Old 08-28-06, 03:41 PM   #756
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Hi, I'm using NYGM Tonnage 1.03 (Lite) and very happy with it except for one thing.. I keep getting sent to the same grid (AM 41) :hmm: ; I don't suppose it is relevant as renown is not awarded for reaching and patrolling the grid but has anybody experienced this ?
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Old 08-28-06, 03:46 PM   #757
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Quote:
Originally Posted by Stiebler
Lest we forget....

With the imminent release of NYGM TW v 2.2, it's worth remembering some of the earlier key innovative features for serious players.

Random variable speed for all ships and convoys.

This feature where NYGM took the stock game's "it is a merchant then the speed is always 6 knots and it is an escort the speed is always 14 knots" and created variable way point speeds based upon the ship's class and the convoy's designation of slow/medium/fast.

Teddy Baer's innovation took the convoy's starting and way-point speeds and then programmatically altered them randomly by +/- 1 kt or +/- 2 kts (for VERY FAST convoys a possibility of +/- 4kts ), but must not exceed limits of SLOW- min = 4 kts, max = 8 kts; FAST- min = 6 kts, max = 10 kts; VERY FAST- min = 8 kts, max = 15 kts.

The NYGM Random Speed feature makes every encounter something that requires a manual TDC user to check and recheck the targets speed and encourages the player to use multiple torpedo spread to ensure a hit.

The NYGM Random Speed feature also adds a new dimension to finding a convoy when within 24 hours a convoy could be anywhere within a 96 kilometre radius. Making the player 'hunt' for his convoy and not just have it delivered to him.

Random Waypoint Radii.

We had also programmatically changed the great majority of the waypoint radii to increase further the difficulty of finding convoys and other moving ships.

Stiebler.
Not all ships would have the same FUEL capacity as every other ship in a convoy. Speed for the convoy is dictated by the FUEL consumption of the WORST ship in the convoy with a RESERVE left over for emergency use. Ergo if a small ship has only enough fuel to make the crossing at 5knts with a 10% reserve for emergency use, then convoy speed the ENTIRE crossing will be 5knts. Merchants did NOT have the same means as a Warship to refuel at sea. Nor was there a Refueling ship attached to convoys for merchants. Any speed variation would require a replotting of the convoys route and waypoints plus mean average speed to determine if ALL ships had the fuel to reach the designated Port. Since fuel was in such short supply the needless waste of varing speeds at every waypoint would never take place. Thats why ships all list a cruising speed. That being the MAXIMUM range the ship can travel at best speed with a Reserve. Cruising speed is a hell of a lot less that maximum attainable speed.

As well as the fact that fuel consumption would be paramount in convoy speed settings, the other is as plain as day. Why, if you were a slow merchant ship packed to the gills with goodies you KNOW the enemy will want to sink (and most of your cargo is probably all highly combustable), would you spend 1 more day at sea tempting fate than you would have too? Best speed for the convoy would be maintained at all costs. Even to the extent that stragglers and damaged ships would/were indeed left BEHIND. The needs of the many out weigh the needs of the few.........or the 1.

The only exception to the straggler rule would be :
If the cargo that the straggler carried was so vital it meant victory or defeat at its final destination, then all attempts humanly possible would be made to get the straggler home. However this would NEVER be at the expence of the rest of the convoy. If needed, a rescue/recovery mission would be mounted from the nearest friendly port, with only any spare escorts the convoy could reasonably do without (usually just 1) minding the straggler till that help arrived. The escort that would be tasked with minding the straggler would also have been the most expenable. ie: the oldest, slowest escort of the convoy. The reason being that any 1 left behind was to all extents considered already lost.

The Action is called :
Inderpendant Command Picket.
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Old 08-29-06, 02:12 AM   #758
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Just wanted to ask something-how will NYGM 2.2 be compatible with SH3CMDR?Will we need some compatibility files again,or will it work just as it is?Thanks!
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Old 08-29-06, 03:34 AM   #759
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Be interesting to see how the torpedo mod works out, and with hull down ships I will be in heaven!

PD
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Old 08-29-06, 05:31 AM   #760
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Enaceo said:
Quote:
Just wanted to ask something-how will NYGM 2.2 be compatible with SH3CMDR?Will we need some compatibility files again,or will it work just as it is?Thanks!
Compatability files will be needed. I believe these are provided with the download.
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Old 08-29-06, 05:36 AM   #761
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NYGM Feature revisited #2

The feature in the spotlight today is the removal of the u-boat's Laser Guided AA guns.

In the default SHIII the u-boats AA guns could take out the 3rd propeller blade on the right far most engine at 2500 paces in 15mps winds… Essentially in the default SHIII, except for the first couple of rounds, every bullet fired from the time the AI opened up until they stopped while the aircraft is in range will hit the aircraft.

NYGM’s solution to this was to modify the AA guns excessive ability to compensate for both the roll and pitch of the u-boat as well as the changes in course/height of the aircraft.

What sets the NYGM solution apart from others is the fact that it works in all weather conditions, that is, in 0 mps winds the AI AA crew are effected and as the winds increase so does the effect.

We cannot stress enough, that your AI AA crew are not useless, but they no longer have a Laser Guided Aiming System.

In WWII only 120 aircraft were shot down for the entire war and most of those were from 1942 onwards with the introduction of more machine guns with configurations like two 20mm twins & a 37mm cannon or even a quadruple 20mm mounting.

However for the 120 aircraft lost there we 277 u-boats lost. U-Boats lost to aircraft in 1942 = 38, 1943 = 141, 1944 = 78, 1945 = 20



Between 1939 & 1943 only 10 aircraft were shot down...
1939 - 2 - U-30 2x Blackburn Skua NOTE: one was 'shot' down by its own bomb bouncing off the water and exploding in the air.
1940 - 0
1941 - 1 - U-131 1 x Martlet
1942 - 7 - U-73 1 x Hudson, U-256 1 x Whitley, U-259 1 x Hudson, U-505 1 x Hudson, U-561 1 x Liberator, U-565 1 x Hudson, U-606 Catalina,

As far as we can tell, the most aircraft shot down by one u-boat is an astounding number of 4!

2 Sep, 1942
(British Whitley aircraft, Squadron 77/H)

11 Mar, 1944
(Canadian Wellington aircraft, Squadron 407/H)
The aircraft seems to have crashed on its own during preparations for the attack run.

19 Mar, 1944
(British Liberator aircraft, Squadron 224/F)
The aircraft smashed into the sea 500m away from the boat and exploded.

7 Jun, 1944
(British Liberator aircraft, Squadron 224/M)
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Old 08-29-06, 08:11 AM   #762
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Can anyone give some info of how many uboat tried to shoot down planes?
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Old 08-29-06, 09:21 AM   #763
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Quote:
Originally Posted by Dowly
Can anyone give some info of how many uboat tried to shoot down planes?
Yes, this would show what kind of efficiency they had to shoot down the plane. But the experience of U-flak boats tells that the efficiency was not likely high.

On the other hand most of the lost-to-aircraft U-boats were probably attacked suddenly by aircrafts with radars so that the crew were not able to properly man the AA guns.
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Old 08-30-06, 01:27 AM   #764
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or any idea why nobody recovers from fatigue in the crew quarters?
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Old 08-30-06, 02:49 AM   #765
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@BigBoyWooly

You overlooked the effect of weather on convoy speeds.

Stiebler.
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