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03-07-10, 02:17 PM | #331 |
Admiral
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Ah, now I understand. Maybe Stiebler can answer your question.
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03-08-10, 03:37 AM | #332 | |
Fuel Supplier
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Quote:
For technical and contractual reasons caused by concerns about computer security, I am unable to connect my main computer to the Internet. Therefore, I cannot use the current version of SH5 with its requirement for a permanent Internet connection. My web-connected computer, on which I am typing this reply, lacks the specification to run SH5. Therefore, it is unlikely that I shall be playing SH5 for some time - until Ubisoft removes the internet requirement or I buy a better-specified web computer. Neither of these events is likely to occur soon. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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03-08-10, 02:29 PM | #333 |
Lieutenant
Join Date: May 2007
Location: pireas
Posts: 256
Downloads: 456
Uploads: 0
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I could not ever play PLEASANT something other than the sh3 with NYGM I've played with all the mods in SH3 and SH4 .... there was always something that bothered me more or less ... |
03-08-10, 05:44 PM | #334 |
Swabbie
Join Date: Jan 2010
Posts: 8
Downloads: 129
Uploads: 0
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NYGM 3
hello
i installer ur mod with all the packs since 2.5 full till 3.3 , i really luv the new interface,playability and more.. just noticed something that does not help nothing... why dont my silhouettes / ship-shape icons appear in my navigation map? (only the "times" to reach them appear),, how can i get this icons back like in vannilla? thanks |
03-12-10, 08:08 AM | #335 |
Helmsman
Join Date: Mar 2005
Location: Manchester
Posts: 102
Downloads: 70
Uploads: 0
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hi keminsky i think you need to load the "restore gods eye view" folder in jsgme,it should be with your nygm folders.
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03-13-10, 09:41 PM | #336 | |
Soundman
Join Date: Jun 2006
Location: NY
Posts: 149
Downloads: 144
Uploads: 0
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Link?
Quote:
Thank you
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03-14-10, 04:40 AM | #337 |
Fuel Supplier
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@nycoroner05:
You are a little behind the times. NYGM 3.0 was replaced with NYGM 3.2 (currently 3.2b) some time ago. Check out the list of files on my signature below, and install them in the order stated there. Note that several of the download files are optional for use. Note also that the documentation folders of some of the downloads also contain optional additional mods (such as the Gods-Eye View mentioned above - thanks Fender74). Where you find the same additional mod in the documentation folder of several NYGM versions, use the most recent version provided. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
03-14-10, 11:01 AM | #338 | |
Soundman
Join Date: Jun 2006
Location: NY
Posts: 149
Downloads: 144
Uploads: 0
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Thank you
Quote:
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03-14-10, 01:02 PM | #339 |
Seasoned Skipper
Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
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hello stiebler, and thank you and the team for this great mod. I'm just setting it up now for the first time. I wanted to ask what tweaking, if any, have you done to the convoy routes? Did you attempt to make these more in line with historical accuracy? If we follow the historical convoy routes as they changed through the war years, will we find this reflected in NYGM (ie better chance at catching the convoys)? To what extent, if any, do the convoys resemble ones based on historical composition, size, etc? thanks !
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03-15-10, 03:56 AM | #340 |
Fuel Supplier
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Convoy Composition in NYGM
@Brett25:
The convoys as provided in the original SH3 game were loosely correct, with fast and slow convoys running between North America and the UK, later some between the UK and the Soviet Union, and other convoys between Gibraltar and the UK. The convoys fire off at random time intervals, and do not mimick exact time of sailings of real convoys. This is very important - the player must not know when to intercept a convoy as soon as it sails. The old Real U-boat (RUb) team, especially CCIP, spent hours and hours putting in convoy zig-zags manually, which are one of the few features from RUb that no one has ever changed since! Another RUb modder, whose name I forget, created 'Realistic convoys', in which the average composition of the SH3 convoys resembled the average composition of the real-life originals, depending on route. The NYGM team then took over and considerably expanded the RUb mod. We used self-devised computer programs to modify the campaign files automatically, resulting in the following improvements: 1. Each convoy waypoint in mid-ocean, which had been a narrow point, was expanded to up to 50 sea miles, so that a U-boat could no longer know exactly where to expect the convoy. I spent ages checking these waypoints, especially near narrow straits, such as ports and Gibraltar. 2. Each convoy was automatically given a variable speed between waypoints, based on its original average speed which had never varied. This mimicked the effects of winds and tides on convoy speed, so as again to introduce uncertainty. The player could no longer expect a convoy, reported at one place two days ago, to arrive at another place today. 3. Again computer programs were used to substitute existing ships in the convoys with new ships - most importantly, of the same type to maintain the original 'Realistic convoys'. These new ships had been created by other modders, especially Sergbuto and IABL. NYGM now contains quite a fleet of IABL's merchant ships, which are all stable. 4. Neutral ships are generally no longer found in convoys. The only significant exception is for the PQ/QP Arctic convoys, which inconveniently straddle the entry of the USA into the war in December 1941. For a few months in 1941, neutral US ships can be found in PQ/QP convoys. 5. Many new convoys have been added, by some of the old RUb team, others by the NYGM team, two have been taken with permission from the German LSH3 team (see their sticky in this forum). The new NYGM convoys are mostly centred on the Caribbean and eastern USA, British inshore waters, and South African waters. 6. The composition of the convoy escorts and their effectiveness has been modified extensively. Convoy escorts begin mostly inefficient - but with a handful of exceptions to make the U-boat commander pay attention! - but then become increasingly aggressive, as well as being fitted with better anti-U-boat equipment. After May 1943, convoys are massively defended; you may see up around 16-20 escorts defending a convoy. Escort carriers are attached to many late Atlantic convoys. 7. Individual AI U-boats (created by Sergbuto) have been attached to some of the convoys, and appear semi-randomly. They stretch the convoy defence, sink ships, and make convoy attacks for the player more interesting. 8. All ships, including those in convoys, have been given improved zoning for their sinking properties. So you may have to wait some hours to see a torpedoed ship sink. Or it may not sink at all. 9. Detached escorts, not escorting convoys directly, patrol in random, looping patterns, so that their course is never predictable. These are encountered mostly around the shores of the UK and also in the Straits of Gibraltar. That's pretty good, isn't it? I enjoyed writing that. I hope you enjoy the fruits of our labours. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
03-15-10, 12:17 PM | #341 | |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi Stiebler and h.sie,
just a belated comment about the "Cfg-Date Bug": I made a small test with a set of campaign files containing only a Black Swan (cfg-date: 1938(9)). If I start a campaign in 1944/45 it has radar, hedgehogs,... I did not try to start a campaign in 1939 and continue until 1944 to see whether the result is the same, but I guess I would get the same results. So, until there is more evidence from rowi58, I doubt there is a problem. It would be great if rowi58 could say some words why he thinks there is a bug. Cheers, LGN1 Quote:
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03-15-10, 12:44 PM | #342 |
Admiral
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Hey LGN1, thanks for that news.
Really funny. One year ago, when I read about that Cfg-Date Bug, I made a test single mission with a certain destroyer. I removed all sensors except for the visual sensor which I set to be available since let's say 01011942. Test A) Cfg-Date = 01011939. Result: Destroyer was blind regardless of the current playing date. I could surface next to him without being seen and attacked. Test B) Cfg-Date = 01011943. Result: He suddenly could see me and attacked me of course. This seems to confirm what rowi says. But: Maybe this only happens in SingleMissions. Maybe in Campaign there is different behaviour. Maybe I made a mistake. h.sie |
03-15-10, 12:54 PM | #343 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi h.sie,
try it in the campaign. I guess it's different for single missions. It would be really stupid for scripting in the campaign because if you had the same unit/route over the whole war you had to script it via several entries to get it correct I guess people had realized pretty early that there are hardly any hedgehogs in the campaigns in late war. Best, LGN1 |
03-15-10, 01:24 PM | #344 |
Seasoned Skipper
Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
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Stiebler, thanks very much for that informative reply. That was just what I wanted to know. I can tell by your reply that you are really dedicated to these types of details that make the game historically accurate and realistic. I now know I made a good choice in using this mod! Im up and running in my first career patrol. I think im going to like this! thanks again, mate
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03-15-10, 05:30 PM | #345 |
Fuel Supplier
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@Brett25:
Thanks for the compliment. @Hsie, LGN1: Surely both your tests describe the same result? As a warship proceeds through the war, it gets fitted with new sensors (including Hsie's test visual sensor from 1/1/1942) as they become available. This is what I thought too, but it is not, apparently, what Rowie thought. Or have I misunderstood something? I agree with LGN1, that it would be very tedious to have to keep scripting new warships in the campaign files every time a new piece of equipment became available for the original warships. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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torpedos through hull |
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