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Old 10-07-06, 02:06 PM   #61
Der Teddy Bar
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Quote:
Originally Posted by Immacolata
Some kids never learn, ray.

Anyways, I must chime in on the fatigue thing. It works okay when you keep your TC low, but as soon as you impatiently scoot across the ocean you get RSI from moving crew about. If you cruise about at 64/128 it isnt felt so badly.

The most elegant solution would be to either lessen or entirely remove the exhaustion/fatiguges efficiency modifier. Let it be up to morale really.
For long patrol across the Atlantic the best solution to be able to keep the NYGM Crew Management Mod intact for when you get there and for normal patrols, is to set the 3DRender=128 and then at 256x the fatigue is not running.

Correct the crew will not recuperate when at 256x but this is for the transit periods so you could rest them before making the return trip.

Any Crew Management, including the NYGM Crew Management, are a pain when you scoot around at 1024x etc.
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Old 10-07-06, 02:09 PM   #62
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Aye its the very crew model of SH3 that is flawed. No kaleun should be forced to micromanage their crew like that. Leave that to the quartermaster or the gefreiter or whatever his name is
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Old 10-07-06, 05:06 PM   #63
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Quote:
Originally Posted by raymond6751
Enough sniping from GW in this thread.


Umm. the last thing mentioned about GW was nearly a month ago, and all it was was a post pointing out how it's a different mindset. What are you talking about?
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Old 10-07-06, 05:13 PM   #64
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hmm Im having my problems with the AI spotting range at daylight. Im as far away from a convoy as I possibly can be, they are merely hazy smoke on the horizon so tiny you can barely pick them up without binocs. Yet the destroyers spot me with their evil stare IF they have radar in july 1942, aren't they supposed to work at 5000 m or less? If not, why is it not even possible for me to track the convoy at the far range of the visual bubble?

They are supposed to be able to spot me at 7000m. I am pretty sure they are further away than that, but if it really IS radar Im of course busted fair and square. I don't have metox yet so I can't tell if it is visual or electronic sensing that detects me.
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Last edited by Immacolata; 10-07-06 at 05:18 PM.
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Old 10-10-06, 05:51 AM   #65
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Default What I'm talking about

Quote:
Originally Posted by kylania
Quote:
Originally Posted by raymond6751
Enough sniping from GW in this thread.


Umm. the last thing mentioned about GW was nearly a month ago, and all it was was a post pointing out how it's a different mindset. What are you talking about?
I took the time to read through the posts and found the discussion about research in NYGM and the sarcastic comments from GW folks. It may have been old, but it is in the forum and folks read it.
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Old 10-16-06, 03:22 AM   #66
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Default NYGM Research

I asked the question in another thread of what is the optimum speed to patrol your assign grid square (eg BE65).

This provoked a number of answers as to how people *actually* patrol, but no responses to how they *ought* to patrol.

So I made a computer model. Results can be found here (file SH3Grids.pdf):
http://files.filefront.com//;6027268;;/

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Old 10-16-06, 11:28 PM   #67
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Stiebler

Very interesting reading! Nice to see some stats analysis in here, even if a lot of people won't have the foggiest as to what it's about.....
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Old 10-17-06, 08:42 AM   #68
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Stiebler,

To echo, an excellent and informative read.

Although you used and based your findings on the zigzag pattern, I was wondering if other search pattern scenarios were run and if simular results were obtained and if not any chance that you would.

I think the zigzag pattern is the most efficent way to search a given area, at least in my experience and the one I use and favor. Any idea if the KM sanctioned any method(s) over another.

Again, thanks for a excellent analysis.

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Old 10-17-06, 12:46 PM   #69
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I haven't tried any other form of search pattern. In fact, I've never seen a description of search patterns used by individual U-boats when sailing alone. They might be described in the U-boat Commander's Handbook, but I don't have a copy of that book. Commanders were constantly exhorted to use their 'hunting instinct'.

Apologies if the statistics seemed to be a little impenetrable. One of the uses of statistics is to determine whether two actions that appear to differ from one another really do differ, or if the apparent difference arises merely by chance. If the probability that two events differ is better than 0.95, then conventionally one says that the probability that the two events are different is 95% (alternatively, that the probability that the two events are really the same, but appear to differ, is less than 5%). In both cases, the result is 'significant' (at the 95% level). Anything that occurs with a probability better than 99% is 'highly significant'.

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Old 10-17-06, 01:34 PM   #70
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I checked the Uboat Commanders Handbook but could not locate any reference to recommended search patterns. This might have been covered in Training and would have been common knowledge to those who needed to know such things, just speculating here. Maybe someone might pipe up who really knows the answer.

Good Hunting,
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Old 10-29-06, 05:08 AM   #71
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When will we see the MEM mod (mediterranian escorts mod).
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Old 10-29-06, 05:22 PM   #72
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Quote:
Originally Posted by sober
When will we see the MEM mod (mediterranian escorts mod).
It is my intention to have it in the next TW release.

I am trying to get a better idea of dates, numbers & locations so as to give a historical feel.

Anyone with information please feel free to submit it.
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Old 11-14-06, 08:43 AM   #73
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Ok thanks.
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Old 11-15-06, 08:55 AM   #74
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What about going diagonal?
It's the shorter pattern and the most closer to other point.
Diagonal and not so slow ....but not from corner to corner
from almost there to almost there....the boat must stay on the center
all the time...in a central zone i mean.
Or zig zag up down ....but the same ...stay central.
Zig zag it's more long but it has less time holes...i mean
it's more professonal....less lucky ..... if you are not lucky
you have another chance in next swap

nygm not a supermod but a working great mod!!!
Buon coding

Last edited by 1mPHUNit0; 11-15-06 at 09:52 AM.
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Old 11-15-06, 11:48 AM   #75
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I run diaganally across the grid, then down one side, diagonal again, then small diagonals dividing it into quarters, crossing vertically and horizontally once in a while, finally around the perimeter and then start all over again. I get dizzy once in a while, but I figure that's as good a pattern as any, and it always worked in AOD.
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