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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
![]() Join Date: Mar 2001
Location: cape cod mass.
Posts: 678
Downloads: 59
Uploads: 0
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#2 |
Rear Admiral
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:rotfl:
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#3 |
Eternal Patrol
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Is something wrong with 2.3?
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“Never do anything you can't take back.” —Rocky Russo |
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#4 |
Helmsman
![]() Join Date: Jun 2006
Posts: 106
Downloads: 68
Uploads: 0
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Not from what I've seen.
NYGM rocks. ![]()
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"There is nothing so likely to produce peace as to be well prepared to meet the enemy." - George Washington |
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#5 |
Ace of the Deep
![]() Join Date: Nov 2006
Location: Toulouse France
Posts: 1,140
Downloads: 51
Uploads: 0
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The way the world goes... something is just out, they all want something else already
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![]() NYGM 3.4A / Living SH3 V5.1 + SH3 Commander |
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#6 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Herefordshire, England
Posts: 3,562
Downloads: 216
Uploads: 0
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You for real with this thread? :hmm:
Have you not heard that DTB and Observer have run off. ![]()
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#7 | |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
Posts: 1,243
Downloads: 2
Uploads: 0
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#8 | |
Chief of the Boat
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#9 | |
Stowaway
Posts: n/a
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Last edited by nvdrifter; 12-22-06 at 07:44 PM. |
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#10 |
Lucky Jack
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I wonder where herr DTB is hiding. :hmm:
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#11 |
Ace of the Deep
![]() Join Date: Nov 2006
Location: Toulouse France
Posts: 1,140
Downloads: 51
Uploads: 0
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Don't see anyway why a version 3 would be needed, present version is doing the job for me...
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![]() NYGM 3.4A / Living SH3 V5.1 + SH3 Commander |
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#12 |
Lieutenant
![]() Join Date: Apr 2005
Location: Japan
Posts: 259
Downloads: 0
Uploads: 0
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One thing I have been wondering is, Teddy Bear was working on "keel depth" mod, which makes various keel depth in relation to cargo load visually, and it just looked too awesome; then draft data in the rec manual is only reference and real draft would differ by the ship's load.
He presented this while first NYGM ship damage mod was in a close test, when there was yet any of NYGM anything released, I guess it was about late November 2005. It was mentioned in SimHQ's then SH3 forum where he was the moderator of the forum at that time... I have not exclusively followed every discussion of NYGM thing but I have not seen this keel depth thing since then... Anyone knows if it was abandoned for a technical difficulty and all, perhaps? |
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#13 |
Fuel Supplier
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Concerning keel depths of ships:
We had two ideas. 1. To create separate mods for every merchant ship with five different degrees of loading. This idea was hastily abandoned when we realised how many bytes every user would have to download: five versions of every merchant ship! (Check out the size of the existing single files). 2. To adopt a German idea in the campaign files, to lower the ship depths a little when laden, and to raise them when returning empty. There was a big snag with this. You had to lower the depths simultaneously of *all* the units in a group. So if you created heavy-laden convoy merchant ships, you also lowered the escorts. Then they sank. We could have adopted this idea for single merchants, but it seemed to be inconsistent to do it for some merchants sailing alone, but not for merchants in convoy. Also, there was no programmatic way we could work out which single ships should be travelling laden and which unladen. To do this manually for all single ships, when we couldn't apply it to the convoys, seemed to be an enormous and pointless labour. So we didn't do it. Stiebler. |
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#14 |
Lieutenant
![]() Join Date: Apr 2005
Location: Japan
Posts: 259
Downloads: 0
Uploads: 0
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That makes it very clear, thanks for detailed explanation. It's kinda sad, since it looked really amazing but I'd give up the idea for the same reason...
I wonder how they set the torp depth in real life... they must have some inaccurate info about marchant ship data, then they had to judge the depth visually and it must have been tough, and moreover depth keeping device is not very reliable. I would stick with impact pistol if I were one of them. A couple things sorta on topic tho... I think it is very difficult or maybe not possible but in case if you could figuir out how to fix: * night green reticle(? is the English word?) of UZO and Scope which looks like modern optics * Scopes can rotate unrealistically fast (angle movement, too) (actually I'm saying the above not based on real information but on my common sense, excuse me if that's my imagination ![]() * Cleaning my hydro guy's ear holes not possible? That's my wishes but I'm not really hoping ![]() I think the mod has reachead a mile stone. Just correct a few unimportant errors and glitches. New marchant ships are always nice, tho ![]() |
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#15 |
Stowaway
Posts: n/a
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I'm a big fan of NYGM and have just switched back from GWX as NYGM is my preferred mod.
One thing I really liked in GWX though is the way the u-Boat rolled based on sea state....very realistic. I would love to see that in NYGM....thats about it to be honest. Cheers, Hans |
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