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NYGM Tonnage War (official thread)
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Enfilade



Joined: 20 Aug 2005
Posts: 73
Location: Sydney, Australia

PostPosted: Mon Apr 10, 2006 8:51 am    Post subject: No Credit for Ship Sunk Reply with quote

I'm running Rubini's Extended Unified Campaign which is essentially NYGM Tonnage War but with GW eye candy, sounds, etc.

I'm a big fan of the NYGM ship damage system but I just had a strange experience in my last patrol. I had torpedoed a C-2 and a Small Merchant in a convoy. Some hours later, after enduring a nasty depth charging by a pretty competent escort, I surfaced to find both the C-2 and the Small Merchant dead in the water... in fact half sunk. As I appproached (am using the GW 16K visibility btw), the stern of the C-2 slowly rose up out of the water and the ship sank vertically by the bow. It was impressive. The trouble is, I received NO CREDIT for the sinking. I had to put about 30 shells into the small merchant but she finally sank and I got credit for this. I think I've read some other posts mentioning similar experiences... is this a bug that is being addressed in the Ship Damage model?
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Der Teddy Bar



Joined: 10 Jan 2002
Posts: 1360

PostPosted: Mon Apr 10, 2006 5:51 pm    Post subject: Re: No Credit for Ship Sunk Reply with quote

Enfilade wrote:
I'm running Rubini's Extended Unified Campaign which is essentially NYGM Tonnage War but with GW eye candy, sounds, etc.

I'm a big fan of the NYGM ship damage system but I just had a strange experience in my last patrol. I had torpedoed a C-2 and a Small Merchant in a convoy. Some hours later, after enduring a nasty depth charging by a pretty competent escort, I surfaced to find both the C-2 and the Small Merchant dead in the water... in fact half sunk. As I appproached (am using the GW 16K visibility btw), the stern of the C-2 slowly rose up out of the water and the ship sank vertically by the bow. It was impressive. The trouble is, I received NO CREDIT for the sinking. I had to put about 30 shells into the small merchant but she finally sank and I got credit for this. I think I've read some other posts mentioning similar experiences... is this a bug that is being addressed in the Ship Damage model?

This is a bug with the SHIII game engine. I will ask Dan what he thinks. It is most likely something that NYGM or anyone else will be able to fix without going back to the BOOM of old.
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Observer



Joined: 05 May 2005
Posts: 486

PostPosted: Mon Apr 10, 2006 6:15 pm    Post subject: Re: Download Question Reply with quote

le adder noir wrote:
Hi all I just found out about the NYGM Tonnage War Mod but I am having trouble downloading from all the filefront servers and the rapidshare servers don’t allow download managers (and on a 56K modem a download manager is a must). Just wondering if there are any other servers I can download the mod from.

Thanks in advance


The last I checked it was available on Terrapins site. Unfortunately that is the only other place I know of were you can download with a download manager.
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le adder noir



Joined: 10 Apr 2006
Posts: 2

PostPosted: Mon Apr 10, 2006 9:20 pm    Post subject: Re: Download Question Reply with quote

The last I checked it was available on Terrapins site. Unfortunately that is the only other place I know of were you can download with a download manager.[/quote]

Thanks for the reply
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mikaelanderlund



Joined: 20 Apr 2005
Posts: 57

PostPosted: Wed Apr 12, 2006 7:09 am    Post subject: Reply with quote

Observer wrote:
Travis Reed wrote:
Well, I was having trouble posting this here, so I posted it on the Ubi forums. Since this one is more widely used, I'll try again to post it here.

From the Ubi forum:
Quote:
Originally posted by Virtual_Adept:
I was going to post this on SubSim, but it's timing out on me for some reason. So I'll post it here.

Quote:
First, I've got 1.0.3 and I have to say that it works well, no problems except the Russian Cities CTD that's part of even stock SH3. I've got the 'full' version but haven't installed the Terrain Mod yet.

As with most of the people I noted on the first couple of pages for this thread, I use a number of mods. Currently, the base is TW; with FUBAR's uboat skins; the Full Vulnerability mod; the sonar mod; Churc's Custom Emblems; and the Internal Life mod. Before installing TW, I had been using the Depth Guage Mod with Timetraveller's Crush Depth changer. I also use SH3 Commander 2.4 (and see no option for random tonnage).

There are a few things I'd like to change with TW, for my personal preference, and I'd like to be able to use the depth guage mod again.

TW has an Assisted Plotting mod of some kind which changes the way contacts are plotted on the maps. For me, it simply removes the icons used in the stock and replaces them with nothing else. The bearing lines drawn for hydrophone conacts are now dashed (and more difficult for me to see with my old monitor). And there's the measurement stuff on the right hand side of the navmap (I don't mind those, but I'd like to know how to use them). If I were running a uboat, I'd use as much data on a contact as I could and have it all plotted on a map, or have the Weapon Officer give me the data that could not feasibly be plotted on a map. I used to love being able to plot exactly where my torp would hit, and whether it'd be best to run under using the mag fuse, or let it hit the side with an impact fuse. In the stock this was based on the orientation of the icon on the map (and the lines drawn on the TDC map). As there is nothing drawn on the TDC map anyore I find it rather difficult to do this.

This said, I like some of the new tools, but I want the stock bearing lines, and ship/aircraft icons back (as well as the TDC plotted torp path line, as it no longer shows up).

I'd also like some reccommendations for better skins, etc. I've seen the AOTD and Grey Wolves mods named and mentioned, but the AOTD is in German...and I can't read the readme, etc. I want to keep using TW, but have the higher res skins, both for internal stuff, and for the uboat skin as well.

In looking at the FileFront link section I see this "NYGM Tonnage War - The Grey Wolves Add-In.7z" and am wondering what that is.

Any assistance/suggestioned would be appreciated.


I'm adding an option to restore the original icons and effectively remove the assisted plotting mod in the next version. It's on the list.

Quote:
In looking at the FileFront link section I see this "NYGM Tonnage War - The Grey Wolves Add-In.7z" and am wondering what that is.


That is a beta currently in internal testing. More to follow as we get closer to release, however it will address many of your comments about skins, look and feel, and so on.

The lines on the right hand side are for the time, distance, speed nomograph. This nomograph allows you to calculate a third parameter knowing any two parameters. If you know how long it took a contact to travel a certain distance, you would draw a line (starting on the right hand side) from the time, through the distance traveled. Where the line intersects the speed line (left hand line) is the speed the contact traveled in the known time/distance.

For example, a contact that traveling 500 meters in 3 minutes 15 seconds is moving at 5 knots. Try it on the nomograph to prove it.


So many mods! Is the NYGM TW-the Grey wolves add in similare to extended UC made by Rubini?

Mikael
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Observer



Joined: 05 May 2005
Posts: 486

PostPosted: Wed Apr 12, 2006 6:13 pm    Post subject: Reply with quote

Yes and no. The next version of NYGM Tonnage War will include the Unified Campaign, with additional improvements beyond the current version of the Unified Campaign available on this forum, as well as several other changes to the NYGM series of mods. The Grey Wolves Add-In will include the atmospheric aspects of the Grey Wolves mod, and will be fully tested for full compatibility with NYGM Tonnage War.
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BigDuke66



Joined: 18 Apr 2005
Posts: 75

PostPosted: Wed Apr 12, 2006 9:28 pm    Post subject: Reply with quote

Hi
Maybe I missed it in the manual but what about Jace11 Air Power Mod?
The last time I tried SH3 I also used Jace11 Air Power Mod. Finally the airplanes where dangerous.

Is something similar made in this mod?
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Observer



Joined: 05 May 2005
Posts: 486

PostPosted: Wed Apr 12, 2006 10:35 pm    Post subject: Reply with quote

Aircraft attacks have been reworked in order to reduce the occurrence of 4 or more bombers attacking at the same time. This will be further reworked in the NYGM Coastal Command Mod.
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Salvadoreno



Joined: 03 May 2005
Posts: 617

PostPosted: Thu Apr 13, 2006 5:50 am    Post subject: Reply with quote

Okay im getting really screwed here! I downloaded the NYGM mod and love it, but GW came out. I tried to use the Unified Campaign but everything i try never works and i crash to desktop. Here is my JSGME layout

NYGM tonnage War
UC_NYGM...

All i want is habor traffic and the charts and convoy grids on the navigators map. Plus some of the GW sounds and the "Operation Drumbeat" campaign. Do i have to get the extended unified campaign for that? And if so.. the layout for JSGME is??

CLean install 1.4b
Grey Woles
Tonnage War
Extened Unified Campaign
16km Light version
Sink Them All V2.2
Pascal Smoke
Konrad Krums VIIC
Fubar Skins
FUbar, IXC, IIA, IIB
Mahrks OCean madness,
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BigDuke66



Joined: 18 Apr 2005
Posts: 75

PostPosted: Thu Apr 13, 2006 3:13 pm    Post subject: Reply with quote

Hi guys.
What about integrating FLBSaleU-999 TDC Mod?
Take a look at it here.
http://forums-de.ubi.com/groupee/forums/a/tpc/f/2371008762/m/2841045803/p/25

Finally no more switching between UZO/Peri & TDC.

Here a link for a download.
http://rapidshare.de/files/13098065/TDC_Mod.zip.html
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BigDuke66



Joined: 18 Apr 2005
Posts: 75

PostPosted: Thu Apr 13, 2006 3:42 pm    Post subject: Reply with quote

Just checked filefront.com and found this file:
NYGM Tonnage War - The Grey Wo
NYGM Tonnage War - The Grey Wolves Add-In.7z
477.19 MB big

What's in it?
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BigDuke66



Joined: 18 Apr 2005
Posts: 75

PostPosted: Sat Apr 15, 2006 11:32 am    Post subject: Reply with quote

@Observer
Are you the "chief" of NYGM?
If so would you be interested in some small things I made?

-Completely reworked roster files(all data from www.uboat.net)

-New Fanfara_01.wav for leaving the harbour featuring both tracks that were played in the movie "Das Boot"(Nice clear version sounds like a band is playing it and NOT like a gramophone playback)

-small modifications on the basic.cfg to fit with my roster files(so player can be sure to get a new boat typ with a historical correct number)

-New flottillas.cfg & de_menu.txt for correct positions & naming of the sub bases on the starting screen for the campaign

-small modifications on the Flotilla.cfg to fit some historical flaws
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Salvadoreno



Joined: 03 May 2005
Posts: 617

PostPosted: Sat Apr 15, 2006 4:44 pm    Post subject: Reply with quote

Salvadoreno wrote:
Okay im getting really screwed here! I downloaded the NYGM mod and love it, but GW came out. I tried to use the Unified Campaign but everything i try never works and i crash to desktop. Here is my JSGME layout

NYGM tonnage War
UC_NYGM...

All i want is habor traffic and the charts and convoy grids on the navigators map. Plus some of the GW sounds and the "Operation Drumbeat" campaign. Do i have to get the extended unified campaign for that? And if so.. the layout for JSGME is??

CLean install 1.4b
Grey Woles
Tonnage War
Extened Unified Campaign
16km Light version
Sink Them All V2.2
Pascal Smoke
Konrad Krums VIIC
Fubar Skins
FUbar, IXC, IIA, IIB
Mahrks OCean madness,

can somebody help me out and help me successfully integrate nygm and gw. I definately want the habour traffic and other features GW ahs to offer with a NYGM way to play
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Observer



Joined: 05 May 2005
Posts: 486

PostPosted: Sat Apr 15, 2006 5:03 pm    Post subject: Reply with quote

Salvadoreno wrote:
Salvadoreno wrote:
Okay im getting really screwed here! I downloaded the NYGM mod and love it, but GW came out. I tried to use the Unified Campaign but everything i try never works and i crash to desktop. Here is my JSGME layout

NYGM tonnage War
UC_NYGM...

All i want is habor traffic and the charts and convoy grids on the navigators map. Plus some of the GW sounds and the "Operation Drumbeat" campaign. Do i have to get the extended unified campaign for that? And if so.. the layout for JSGME is??

CLean install 1.4b
Grey Woles
Tonnage War
Extened Unified Campaign
16km Light version
Sink Them All V2.2
Pascal Smoke
Konrad Krums VIIC
Fubar Skins
FUbar, IXC, IIA, IIB
Mahrks OCean madness,

can somebody help me out and help me successfully integrate nygm and gw. I definately want the habour traffic and other features GW ahs to offer with a NYGM way to play


Having looked through both GW and knowing the content in NYGM TW, I can tell you it is not a simple task to integrate the two and strongly depends on the desired results. I have been working on an "approved" add in for the next version of NYGM Tonnage War for several weeks. The only thing that makes it easier is my intimate knowledge of the NYGM content.

Sooooo.....I can offer you two suggestions, though neither will likely be the solution you are looking for. First, we are working on an add-in which addresses this problem. Second, I can see you have several mods which are redundant. They include:

Fubar Skins - Included in GW (or at least very, very similar)
FUbar, IXC, IIA, IIB - Included in GW (or at least very, very similar)
Mahrks OCean madness - Redundant with the 16 km visibility mode and included in NYGM TW. The only possible difference is you are using the light version and we had the dark version.

Sorry it took so long to answer this question.
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Observer



Joined: 05 May 2005
Posts: 486

PostPosted: Sat Apr 15, 2006 5:05 pm    Post subject: Reply with quote

BigDuke66 wrote:
Just checked filefront.com and found this file:
NYGM Tonnage War - The Grey Wo
NYGM Tonnage War - The Grey Wolves Add-In.7z
477.19 MB big

What's in it?


This is a very early beta version of an "approved" add-in for NYGM Tonnage War that brings the GW content to NYGM. This add-in has further evolved since the version posted on filefront.
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