Quote… "One of the stupidest things in game design is the lack of uncertainty given to the player"
The SimHQ Tonnage War mod will encompass several key aspects that complement each other and we expect to make a more in-depth gaming experience.
NYGM Tonnage War – As it says, Tonnage is in, renown is out. Upgrades are FREE but take time.
NYGM Ship Damage Mod – Ladies and Gentlemen, I give you a ship that sinks by flooding!
NYGM Crew Management Mod – Your successes, failures or bad luck will impact upon your men’s performance.
NYGM Campaign Mod - How fast were you going back there son?
NYGM Aircraft Damage Mod – The AI AA gun no longer has a Laser Guided Aiming System.
NYGM Mediterranean Campaign Mod The Mediterranean gets a historical correct update.
The SimHQ Tonnage War Mod crew include, Observer, Stiebler, Mersservy, Charlie901, Rubini & Teddy Bär.
NYGM Tonnage War The NYGM Tonnage War mod will put the emphasis back into sinking ships. Essentially moving away from the renown based upgrade system.
Everything is free. However, upgrades will now take time. Upgrade from a Type II to a VII will take 75 days. It will take 35 days to get your diesel engines upgrades and 45 days to get a new AA platform (i.e. conning tower) installed. The times will be as historically correct as we can be within the confines of the game.
Your medals will be given according to your tonnage and as per the historical average.
Not Your Grand Mothers Ship Damage The overall aim of the Not Your Grand Mothers Ship Damage Mod was to make ships ‘sink’… and not just run out of Hit Points.
The Not Your Grand Mother's Ship Sinking Mod does not aim nor intend to make it harder to sink ships than it was historically. It cannot be denied that the Not Your Grand Mother's Ship Sinking Mod does make it more challenging to sink ships than it was in the stock game, but I am sure that even the most ardent Silent Hunter III fan will acknowledge that the sinking of ships in the standard game is at the gamey end of the realism scale.
In attaining our goal, the Not Your Grand Mothers Ship Damage Mod has achieved a level of uncertainty never before seen in a u-boat/submarine simulation.
Not Your Grand Mothers Ship Damage Mod Preview #1 Not Your Grand Mothers Ship Damage Mod Preview #2 Not Your Grand Mothers Ship Damage Mod Preview #3 Not Your Grand Mothers Crew ManagementWe have moved away from punishing the player through overly zealous ‘fatigue’ and made it so that your successes will now have a direct impact on how well your men perform!
As weeks go by Morale will slowly be removed impacting upon the performance of your men. By sinking ships you will raise or keep your men's morale high resulting in keeping your men’s performance at it peak.
Reckless actions and/or bad luck, where your men are injured or die will cause the crew's morale to plummet which in turn effects their performance.
Go a long time (about 6 weeks) between sinking’s and again, this will impact upon your men’s performance through Morale attrition.
Not Your Grand Mothers Campaign Mod *** Release notes can be found here *** The Campaign files have been modified so that the "its a merchant it must be going 7 knots" and "its an escort it must be going 11 knots" are no longer.
As it is now, in the default game and the RUB modified game, even on manual TDC, it is simply a point N shoot situation. When getting into a firing position ahead of the vessel, it is a simple race ahead, submerge and wait ## minutes. No need to look as the vessel is always travelling at the same old speed.
NO LONGER! The chase has now got so much more exciting! Every ship and convoy in the game now has a random speed associated with every waypoint. There is no rhyme or reason to the speeds, they are truly random based on the ships original speed.
You will need to continually monitor your prey, constantly re-checking its speed. Not sure of its speed? Better use a spread of torpedos as a real Captain would have been forced to!
No longer will there be the boring same old same old when attacking a ship. Imagine... you plot the convoy’s course and speed and see that you might just make it if it doesn't maintain its current speed. Do you risk the chase on the off chance that the convoy will slow down? Taking the plunge you arriving at where the convoy should be and not finding it... do you head back home or maybe wait as the convoy is yet to arrive?
Not Your Grand Mothers Aircraft Damage Mod I cannot stress enough, that your AI AA crew are not useless, but, they no longer have a Laser Guided Aiming System.
The AA gun no longer has a Laser Guided Aiming System. You AI AA gunners are now not going to be able to ‘nail an aircraft to the wall’ from over 2000 metres.
Aircraft will now be something to be feared and respected. The planes are not impossible. They are now both harder too hit as well as armoured.
The ability for a bullet to pierce the armour is determined by the bullet’s HP or if the bullet’s HP value alone is not enough it still may still get through when the bullet’s HP in conjunction with random Armour Piercing modifier give it enough HP’s. However, the Min-Max HP range for the bullet is large which will result in some bullets never getting through even with the modifiers.
Not Your Grand Mothers Aircraft Damage Mod Read Me Not Your Grand Mothers Mediterranean Campaign Mod - This will be released as part of the NYGM Tonnage War Mod
The Mediterranean Campaign has been long overdue for a historical correct update.
Not Your Grand Mothers Mediterranean Campaign Mod Preview Read Me