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Old 09-28-06, 05:00 PM   #91
Ducimus
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Thanks for ripping off some of my work your passing off as one of your optional mods and not even have the decency to mention where you got it.
http://www.subsim.com/radioroom/showthread.php?t=93647

Some things around here, won't ever change i see.
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Old 09-28-06, 06:31 PM   #92
Der Teddy Bar
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Quote:
Originally Posted by Phantom II
Another thing I noticed. You guys moved the Observation Scope, but forgot to move the metal cylindrical thing that goes underneath it, which is still where the Scope used to be. And also, is it just me, or does the TDC go a bit messed up when you try to switch from Magnetic pistol to Impact pistol? On mine, I only hear the clicking sound, but the knob doesn't actually turn. Whats up with that?

-Phantom
-Phantom,
With regards to the "the metal cylindrical thing that goes underneath it" this is not a seperate piece to the floor. A 3D artisit might be able to move it but we are unable too.

This thread ==> TW 2.2 Torpedo Realism v1 Mod <== will explain further why we disabled the impact/magnetic switch. I have include a small section below, but strongly recommend visiting the thread for data to support this etc


Quote:
The NYGM Torpedo Realism v1 Mod comprises of a three areas. One change is real world change and two are abstract for a realistic real world result.

The real world change is the replication of the Germans Depth Keeping issue that occurred from 1939 to late 1942. This feature (only available with the use of SH3 Cmdr) is where 30% of the time the torpedo will be at the correct depth as set with the TDC and for the other 70% of the time that the torpedo depth will have an error from as little as 0.5 metres up to 3 metres.

The abstract changes are for a desired result and break from historical/real world to achieve a real world result.

The abstract changes are the permanent use of the magnetic pistol and a minimum depth restriction on the torpedoes. The real world result that we desire is to replicate through these are the early war high fail rate on the torpedoes as well as a more realistic use of the torpedo in heavy seas.

So why do it? Because the player knows that by disabling the magnetic pistol and setting the torpedo to a 1metre depth that they will not incur a realistic torpedo failure due to a premature detonation caused the torpedo slamming into the waves or a torpedo veering off course and/or heading towards the sea bed nor will the AI see a electric torpedo.
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Old 09-28-06, 06:37 PM   #93
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Keelbuster,
Just a thought, another reason for the slow down clould be due to the TW 2.2 British Isles Escorts Mod and additional ships/convoys Stiebler has been doing for the British Isles.

While not a video item they will be taking up CPU time and causing a slow down?


EDIT, just noticed you have a ATI 9700, I have the ATI 9800 Pro 256Mb, what drivers are you using and what video settings.
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Old 09-28-06, 06:41 PM   #94
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Having a problem here:

I downloaded and saved the 2.27z (The full version since I didn't have this mod there before) into the SHIII MODS folder created by JSGME but it isn't reading it as being there, am I doing something wrong?
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Old 09-28-06, 06:50 PM   #95
Der Teddy Bar
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Quote:
Originally Posted by Laffertytig
some questions after doin my 1st patrol in sep 39. i like the fact that ships can take hours to sink but do u have to be in visual range to get the credit for them?
No, I have been over 30 kilometres away when I received credit for the ship sinking and notification of such from my Nav officer.

Quote:
Originally Posted by Laffertytig
would i be correct in assuming that adding in the single ship contact mod greatly increases single ship contacts. i installed it and get lots of contacts on the map that are within range which seems a little gamey. what exactly does this mod do?
It essentially shows you the single ship contacts instead of leaving them hidden and yes it is very gamey.

Quote:
Originally Posted by Laffertytig
also i got 1 radio report about a convoy in a grid but there was no mark on the map, just the grid ref, is this intentional?
Yes it is. It is about extending the game play so that you become more involved as a Captain and I feel makes the successes more rewarding.

Quote:
Originally Posted by Laffertytig
i was also attacked 4 times by aircraft. thought i would chance it on the surface but each time no damage was sustained, and this was without evasive action. dunno if i was just lucky or your aircraft ai aint workin properly.
You were lucky. The NYGM AI Fight Back Mod while empowering the enemy guns has we hoped met a good balance.


The NYGM AI Fight Back Mod v1 is about empowering the guns used by the AI. With this mod you will find that your u-boat is now relatively fragile. In addition, the NYGM AI Fight Back Mod has enabled better use of the canons & machine guns on aircraft.

The NYGM AI Fight Back Mod has no instances of bullets 'penetrating' the u-boats pressure hull. You will not have any bullet that will penetrate the pressure hull which as a result would make it impossible for you to submerge. This will never happen. If you are hit and receive damage that removes Hull Integrity then you will still be able to submerge. You may get some minor flooding at worst, but your pressure hull is never 'holed'.

The ‘Hull Integrity’ loss from the machine guns/canons is battle damage from the hits that your u-boats receives. The more hits you receive the less structurally sound your u-boat may become.

For the most part few bullets will cause any loss of Hull Integrity, however it is a variable and as such each instance is unique.

How do we only have ‘some’ hits cause damage? We use the SHIII random Armour Piercing formula to determine the variable armour piercing bonus assigned to a shell. Still with me? For example, if we had an armour value of 30 and the shells armour piercing value was 31 then it would always penetrate the armour causing damage. If we changed that to armour value of 30 and the shells armour piercing value was 29 then it would never penetrate the armour and no damage would occur. But when the variable is taken into account, then the armour with a value of 30 may be pierced by a shell with an original armour piercing of 29 when the random value adjusts the armour piercing value from 29 to say 31.

The Hurricane is now a plane that should be avoided as it will 95% of the time use the 20mm canons when attacking! Yes, the Hurricane will almost always uses the canons. If hit you could find you have at the very best only incurred a small amount of damage, possibly a small loss of hull integrity and at worst many wounded/dead crew!

The bomber guns have had changes that will see the bombers using their guns more and in some instances of guns for the first time.

In line with the improved ‘punching’ power of the machine guns and canons used by the aircraft we have also reduced the ammunition carried by the aircraft. The Hurricane now has only 450 rounds per gun instead of the original 5000 rounds. The Bomber's machine guns have also been reduced to 1000 rounds per gun from 5000 rounds.

In addition to the amount of ammunition carried we have made changes to the magazine sizes and the reload times. Magazine sizes have been reduced to 250 rounds and the reload time increased 4 fold to 45 seconds.

Most have probably not noticed, as the Aircraft AI rarely uses the guns to any great extent, if at all, that the Aircraft AI’s aim is very good. NYGM have taken steps to reduce the accuracy of not only the bomber’s guns but also that of the Hurricane.

With all the aircraft now using their machine guns & canons the need to make evasive manoeuvres is now very important. While this is stating the obvious I will clarify and hopefully assist you to minimise any potential damage.

When you encounter aircraft attempt to put them at the right angle.

For fighters just prior to the fighter makes its diving attack at you turn into the aircraft. It is recommended that you set the AA to fight at short distances only.

For bombers the battle is a constant exercise in evasion. You are required to constantly be under a course change weaving left and right without pause. I find that when the aircraft attacks to turn into the aircraft and when it is retreating, well it’s all luck.

I have found that with continual changes in course etc that I have, depending upon luck, been able to escape undamaged, even after a battle that has had the bomber pass over my u-boat more than 10 times. In a lot of battles lasting 10 passes or more I have come out with no damage or only 10%. However at other times I have come out with 30% + damage and many dead crews. It is skill and luck.



Quote:
Originally Posted by Laffertytig
and after playin for 3 hours i thought i would return via the kiel canal. i plotted a course and increased TC. 100k's from kiel my sub sunk
I always save before using the canal as 1 in every 50 trips will incur this result when the ship does not see you soon enough or cannot get out of your way due to the restricted size of the canal.
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Old 09-28-06, 06:57 PM   #96
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Quote:
Originally Posted by Quagmire
Hey Teddy!

Totally awesome man! I have two patrols under my belt with NYGM 2.0 and I can't wait to try 2.2.

Quick question though. Do I still have to worry about the "CRASH DIVE BLUES?" I stopped crash diving after you pointed out the problem in 2.0.

Thanks!
Sadly the crash dive blues will be with us forever. This is why we set the crash dive depth to 30 metres in a hope to reduce how often it occurs.

SHIII 1.4b also suffers the Crash Dive Blues, but under normal use with the default configurations ability to hover like a humming bird you do not suffer any ill effects until you have flooding in the rear section of your u-boat.

If you order a crash dive and say at 30 metres order a depth of 20 wait until it has been at 20 for a short while and then use the external view.

What you will see is that the stern of your u-boat is down by about 10%
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Old 09-28-06, 07:04 PM   #97
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Ok, figured out how to get the JSGME to read the 2.2z but I am unable to "open" the file to extract the optional mods.

What now?
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Old 09-28-06, 07:11 PM   #98
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Quote:
Originally Posted by Deimos01
Im on my 2nd patrol with NYGM 2.2. Presently in AM51. I have yet to run into a convoy but I have managed to sink several single ships. Now for the fun part. I got one fish left in the aft tube and figured Id go ahead and finish patroling my grid. Next thing I get is the "we are being engaged message". Pop up to the deck and sure enough, theres a hunter killer group on the horizon at exteme range. I must mention that its a clear day and the ocean is like a mill pond. So, at present I am at about 150m doing 1kt seeing if its possible to evade 3 escort detroyers and 2 corvets. :rotfl: I got about 2 maybe 3 pinging me at the same time while the others line up to make attack runs on me. So, far they got me pinned but not exactly. The charges are close but no damage after 1 hour.

I'll let you know how this one plays out.......
Yes it can be done! but may I suggest that you go Deeper! deeper!!

May I suggest that you head over to
Wolves At War! (<== link) and in the "Scheherazade" Night Club you will find a wealth of information regarding how best to evade escorts along with some incredible patrol data in the War Diaries that shows how with NYGM TW 2.0/2.2 it is possible to attack convoys on the surface at night while being within 800 metres of the convoy!

When over there you must read "U-123 Convoy Attack Report, April 7th 1941" in the War Diary section where Jochen Mohr performs a submerged attack and he describes how his cool head and steely nerve paid handsome dividends even though an escort was sevral times within a few hundred metres of his u-boat!
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Old 09-28-06, 07:13 PM   #99
Der Teddy Bar
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Quote:
Originally Posted by Yahoshua
Ok, figured out how to get the JSGME to read the 2.2z but I am unable to "open" the file to extract the optional mods.

What now?
I think your problem is that you have placed the zipped TW 2.2 file there instead of unzipping the TW 2.2 into there.

I hope this helps.
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Old 09-28-06, 07:17 PM   #100
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So I just download winzip and unzip it?

I'll try that and see if it works.
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Old 09-28-06, 07:24 PM   #101
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Quote:
Originally Posted by Yahoshua
So I just download winzip and unzip it?

I'll try that and see if it works.
You need http://www.7-zip.org/
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Old 09-28-06, 07:24 PM   #102
Yahoshua
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Ok I think I need to download it again........
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Old 09-28-06, 07:56 PM   #103
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WinRAR will open 7z files as well.
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Old 09-28-06, 08:22 PM   #104
Ducimus
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You know what's sweet, it didnt take me but 5 minutes of examination to confirm two ideas "borrowed" from elsewhere (go go access to the GW development forums that you shoudlnt have had), not to mention a minor bug which crashes the game to the desktop. A shining example of through testing! Great job! Kudo's!
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Old 09-28-06, 08:27 PM   #105
Yahoshua
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Whats your problem?

If somebody missed something just PM them about it.

No need to air out dirty laundry in public.

Thx for the link Teddy Bar.........Guess it shows I'm not a comp expert =).

Anyhow, could you give me a rundown on what the mods in the documentation file do?

(I'm REALLY gonna have to brush up on my math skills to even get a torp in the right direction).
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Last edited by Yahoshua; 09-28-06 at 08:45 PM.
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