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Old 12-22-06, 09:39 AM   #1
codmander
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Default NYGM 3

Any release date for NYGM3 someone must know the real poop:p


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Old 12-22-06, 12:11 PM   #2
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:rotfl:
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Old 12-22-06, 12:14 PM   #3
Sailor Steve
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Is something wrong with 2.3?
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Old 12-22-06, 02:58 PM   #4
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Not from what I've seen.

NYGM rocks.
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Old 12-22-06, 03:23 PM   #5
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The way the world goes... something is just out, they all want something else already
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Old 12-22-06, 03:24 PM   #6
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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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Old 12-22-06, 03:40 PM   #7
The Munster
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Quote:
Originally Posted by codmander
Any release date for NYGM3 someone must know the real poop:p


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Whale Watching in Cape Cod ? I don't need to go there to see them mate, I gottem here
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Old 12-22-06, 04:26 PM   #8
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Quote:
Originally Posted by codmander
Any release date for NYGM3 someone must know the real poop:p


http://home.comcast.net/~codmander
I think I heard the 12th of never from somewhere or other
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Old 12-22-06, 07:16 PM   #9
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Quote:
Originally Posted by codmander
Any release date for NYGM3 someone must know the real poop:p


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Please don't use the words 'NYGM' and 'poop' in the same sentence. Thank you for your cooperation. :rotfl::rotfl::rotfl:

Last edited by nvdrifter; 12-22-06 at 07:44 PM.
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Old 12-22-06, 08:29 PM   #10
Dowly
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I wonder where herr DTB is hiding. :hmm:
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Old 12-23-06, 03:31 AM   #11
Corsair
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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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Old 12-23-06, 04:51 AM   #12
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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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Old 12-23-06, 07:27 AM   #13
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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.

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Old 12-23-06, 08:13 AM   #14
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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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Old 12-23-06, 12:34 PM   #15
Uber Gruber
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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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