SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Closed Thread
 
Thread Tools Display Modes
Old 08-29-06, 06:13 AM   #1
Stiebler
Fuel Supplier
 
Stiebler's Avatar
 
Join Date: Oct 2005
Location: London, UK
Posts: 1,237
Downloads: 29
Uploads: 4


Default NYGM Tonnage War Mod (current v2.6) 8/11/07

NYGM Tonnage War Mod:

http://hosted.filefront.com/TeddyBar/

Getting started with NYGM 2.4:
Requires Silent Hunter III patch 1.4b + NYGM Tonnage War 2.2 full version + NYGM 2.4 update
Available on the page linked above; some optional mods for it available there as well.

[edited by CCIP] - formerly this was the NYGM Research Sticky. As far as I am aware, development of NYGM Tonnage War for SHIII has ended as of February 2007

-------------------------
original post

The NYGM team carries out a lot of research in order to create a mod with the highest realism that we can achieve for users.

At present, we are re-running some of our original past novelties in the NYGM sticky thread, to remind readers of what is already available.

The imminent version 2.2 release features heavily the British Inshore Campaign (1944-1945), as well as other innovations described in the sticky. In order to provide users, old and new, with an idea of what to expect from the Inshore campaign, we have published some of our original research:

http://wolvesatwar.org/files/InshoreCampaignEastUK.pdf

[I've tested that this link actually works in my browser!]

NYGM - Not just a mod, but an experience!

Updated: 8/11/07 - Version 2.6 info

.

Last edited by Onkel Neal; 08-12-07 at 03:26 PM.
Stiebler is offline  
Old 08-29-06, 07:35 PM   #2
baxter
中国水兵
 
Join Date: Jun 2005
Location: New York
Posts: 282
Downloads: 0
Uploads: 0
Default

Very interesting! Thanks.
baxter is offline  
Old 08-29-06, 08:06 PM   #3
bigboywooly
Rear Admiral
 
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
Default

Wheres the research for multiple speed waypoints for convoys ?
__________________


My mediafire page http://www.mediafire.com/?11eoq19bq9r41
bigboywooly is offline  
Old 08-29-06, 11:12 PM   #4
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by bigboywooly
Wheres the research for multiple speed waypoints for convoys ?
The waypoint speed variations are of course for the most part a non historical feature. They are however part of a bigger game play concept than simply changing speeds for the sake of it.

The changing of speeds…
1. It removes the turkey shoot of “oh it’s a slow convoy so it is always 6 knots, it’s a medium convoy its 10 knots etc” or “it’s a merchant then the speed is always 6 knots and it is an escort the speed is always 14 knots”
2. Simulates different weather conditions effects that allowed a convoy to make better or worse speed something that doesn’t occur in the game
3. Simulates different ships & convoys on the same path i.e. better than creating 4 instances on the one convoy path for each speed possibility
4. Adds a new dimension to finding a convoy when within 24 hours a convoy could be anywhere within a 96 kilometre radius. Making the player 'hunt' for his convoy and not just have the convoy delivered to him.

As you can see, 4 GREAT game play features!

I am having trouble understanding why such an ardent GW supporter is spending SO much time looking for perceived ‘faults’ and ‘errors’ in the NYGM TW Mod and taking every opportunity to post on them in NYGM threads?

Constructive criticism is one thing that NYGM have never shirked away from, I do however fail to see the purpose of your posts to the NYGM threads and in the end what good this does for the community as a whole?

Regards,

Teddy Bär
Der Teddy Bar is offline  
Old 08-29-06, 11:59 PM   #5
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,875
Downloads: 115
Uploads: 0


Default

The title of the thread is "NYGM research"... and how it relates to the "highest realism" that NYGM hopes to achieve for users.

Quote:
Originally Posted by Stiebler
The NYGM team carries out a lot of research in order to create a mod with the highest realism that we can achieve for users.
... but then DTB you posted:

Quote:
Originally Posted by Der Teddy Bar
The waypoint speed variations are of course for the most part a non historical feature. They are however part of a bigger game play concept....
It is quite an ambiguous statement that has been made.
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock

Last edited by Kpt. Lehmann; 08-30-06 at 01:08 AM.
Kpt. Lehmann is offline  
Old 08-30-06, 01:46 AM   #6
poor sailor
XO
 
Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
Default

I fully agreed with Teddy, their team really hard working and try to make this game much realistic and also they have change some game conditions, way of playing and not only the graphic, new base, new ships and some cosmetics change of the game. Because of that I stay loyal to the NYGM mod. And the otherhand I believe that the tolerance is needed and think that is time to this two really great teams try to work together and made one big and great mod for us who really appreciate their works. Maybe in two variants for new players and for most experience players.This is only suggestion.
poor sailor is offline  
Old 08-30-06, 02:05 AM   #7
enaceo
XO
 
Join Date: Jul 2006
Posts: 401
Downloads: 10
Uploads: 0
Default

Just imagine GW + NYGM Super-duper-mega-ultra MOD.
All the features you want in one single mod.
Ahh...just dreams
__________________
Came back after a long time ...ahoy mates!
enaceo is offline  
Old 08-30-06, 02:21 AM   #8
Gizzmoe
Silent Hunter
 
Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by Kpt. Lehmann
It is quite an ambiguous statement that has been made.
Not really. He has explained why they made those changes. "Non-historical" doesn´t mean "unrealistic".

Last edited by Gizzmoe; 08-30-06 at 02:24 AM.
Gizzmoe is offline  
Old 08-30-06, 02:28 AM   #9
Stiebler
Fuel Supplier
 
Stiebler's Avatar
 
Join Date: Oct 2005
Location: London, UK
Posts: 1,237
Downloads: 29
Uploads: 4


Default

Gizzmoe's Response just anticipated mine.

BigBoyWooly and Kpt Lehmann have confused "research" with "application of research to SH3".

Stiebler.

NYGM Tonnage War Mod - More than a mod; its an experience!
Stiebler is offline  
Old 08-30-06, 02:29 AM   #10
PeriscopeDepth
Sea Lord
 
Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
Default

Convoys didn't make constant speed across the ocean, certainly not to the point where a U-Boat Captain could just assume their speed. I like this NYGM feature.

PD
PeriscopeDepth is offline  
Old 08-30-06, 02:42 AM   #11
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,875
Downloads: 115
Uploads: 0


Default

Quote:
Originally Posted by Stiebler
Gizzmoe's Response just anticipated mine.

BigBoyWooly and Kpt Lehmann have confused "research" with "application of research to SH3".

Stiebler.
Ahh, I see... It is your team's interpretation of data and how you apply it to your modding of SH3.

In that regard... a differing interpretation of data other than your own may be no less "well researched" and is by no means any "less realistic."
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline  
Old 08-30-06, 02:47 AM   #12
Gizzmoe
Silent Hunter
 
Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
Default

Oh puhlease, stop it!!!
Gizzmoe is offline  
Old 08-30-06, 02:50 AM   #13
Boris
Sea Lord
 
Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
Default

Fair enough I say. It's a novel way of making things more uncertain for the player and I suppose it would be effective at that.
However I prefer everything to behave like it should (historically) and let this create it's own realism. The more things behave historically the more acurate the final picture will be. So while statistically and over averages things may work out better with the NYGM mod, I prefer to observe realistic behaviour.
Another example is the deck gun reload, which common sense and military experience tells me is far too long. While statistically things pan out better with long reload times, I prefer to have my gun reload in a reasonable space of time.

I probably seem a little unclear on this, but I hope you guys get what I mean.
Boris is offline  
Old 08-30-06, 03:02 AM   #14
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,225
Downloads: 901
Uploads: 73


Default

Who needs Sh4 , crackin open a beer and waitin for World War 3 .
THE_MASK is offline  
Old 08-30-06, 05:16 AM   #15
bill clarke
Captain
 
Join Date: Apr 2005
Location: Wagga Wagga, NSW Australia
Posts: 519
Downloads: 40
Uploads: 0
Default

Stiebler, can you please point me to the NYGM sticky thread ? I cant seem to find it.
Thanks.
bill clarke is offline  
Closed Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:02 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.