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#77348 - 11/09/05 10:20 PM NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
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 Management
We 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
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!


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#77349 - 11/09/05 10:53 PM Re: NYGM SHIII Tonnage War Mod
-Avatar- Offline
Senior Member

Registered: 11/08/02
Posts: 3980
Loc: CT, USA
Cool stuff! Thanks for sharing it with us. S!
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#77350 - 11/10/05 11:07 AM Re: NYGM SHIII Tonnage War Mod
letterboy1 Offline
(Heterosexual)Tchaikovsky Ballet Fan
Lifer

Registered: 12/30/00
Posts: 20002
Loc: Columbus, GA USA
Hmmm . . . looks like I'll have to try this with my next campaign. \:\)
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#77351 - 11/10/05 09:13 PM Re: NYGM SHIII Tonnage War Mod
LukeFF Offline
Amasser of Mosins
Hotshot

Registered: 06/11/01
Posts: 9065
Loc: Riverside, California, USA
Looking forward to it!

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#77352 - 11/14/05 02:13 AM Re: NYGM SHIII Tonnage War Mod
The Avon Lady Offline
Junior Member

Registered: 01/31/02
Posts: 74
Loc: Jerusalem, ISRAEL
Will this great sounding mod be compatible with major mods, like RUb and IUb.

When I say "compatible", I don't exclude changing some of the things these mods already affect. I'm simply referring to the ability of being able to install TWM above RUb or IUb, without breaking anything else that should not be affected?
_________________________
The Avon Lady
INTEL: THE OFP FAQ and THE SH3 FAQ

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#77353 - 11/15/05 04:32 PM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
It is our intention to make the mod compatable with others. That is something that we will look at once we have our initial release SimHQ Tonnage War mod ready.
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

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#77354 - 11/15/05 08:39 PM Re: NYGM SHIII Tonnage War Mod
Simcan Offline
Junior Member

Registered: 09/14/05
Posts: 66
Loc: Vancouver, B.C.
Great news, I want to keep RUB \:D


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#77355 - 11/16/05 04:55 AM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
And I want people to keep RUB. Our mod was always intended to be a great addition to the original game and to RUB. After all, I have contributed a lot to RUB.

The SimHQ Tonnage War mod is coming along in leaps and bounds. Though it will take some getting used to for the majority. A C2 may now take 1 torpedo or 5, it may sink instantly or take over an hour. You may have to move around to the other side of the ship to make the torpedo effective.

You can have a ship that WILL sink, albeit when it is good and ready \:D , that could be in 10 minutes or 45 minutes, but until the ship starts to slip under the water your WO will not call the ship sunk. There will be the rare exception.

The on going deck gun issues will now be a thing of the past.

It will be essential to aim at or just below the water line. No longer will targeting the pointy end of the bow sink any merchant vessel in the game.

People can keep their quick reload times, and even the targeting cross hair as it of little value plummeting the upper deck with the deck gun. And thes two items offer no additional benifit under the new ship model. In fact, I would say that the cross has to now stay as it would be impractical to aim at the water line otherwise. A nice discret dot would be nice though.

As a consequence of having to aim at the water line, you also now have to be a lot further from the vessel, again making it harder.
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

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#77356 - 11/16/05 12:19 PM Re: NYGM SHIII Tonnage War Mod
Simcan Offline
Junior Member

Registered: 09/14/05
Posts: 66
Loc: Vancouver, B.C.
Sounds great!

SH3 is becoming the game it should have been.


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#77357 - 11/26/05 03:35 AM Re: NYGM SHIII Tonnage War Mod
Hawkw1nd Offline
Senior Member

Registered: 06/17/02
Posts: 3170
Loc: Sydney, AUSTRALIA
Keep us posted on your progress! \:\)
_________________________
Charter member of the FanATIcal nVidiots Society of Uranus

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#77358 - 11/27/05 06:11 AM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
Update to come this week...
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

Top
#77359 - 11/27/05 10:09 AM Re: NYGM SHIII Tonnage War Mod
Subguru Offline
Member

Registered: 01/07/04
Posts: 244
Loc: Alabama
I hope it will be here in time for Christmas!

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#77360 - 11/28/05 06:56 AM Re: NYGM SHIII Tonnage War Mod
Rubini_dup1 Offline
Junior Member

Registered: 06/04/06
Posts: 1
Loc: São Paulo, Brasil
Hi Teddy Bar,

I'm working with dates and grids for HT mod and notice that SH3 don't manage correctly the dates and grids when you frequently use a large amount of days for upgrades. It's a stock SH3 bug. So look for this with attention, ok?

Rubini.

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#77361 - 11/28/05 05:57 PM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
Rubini,
Thankyou kindly for your insight.

Edit... Observer explained the issue to be this
You end your last patrol on 1 Dec 1941. Your nbdaysinbase value is 14 (just to make the math easy). When you ended your mission, the office calander said 1 Dec 1941. You quit playing and reload SH3 later and enter the office (you loaded the in base before patrol save game). This time the calander says 15 Dec 1941 (1 Dec + 14 days). Lets say you decide to upgrade some widget before patrol which has a 7 day upgrade period. You install the widget and go back to the office to start the patrol. The calander will correctly say 21 Dec. 1941. When you start the mission, the clock on the boat will say 15 Dec. 1941.

You were supposed to get penalized for time when installing the widget. You didn't. The reason why is because SH3 uses the basic.cfg nbdaysinbase value in all cases, and does not update this value when you install equipment upgrades even though the calander (value stored in the Patrols.cfg and Patrols_0.cfg) are updated.

As it only occurs after loading a saved game, it is something that someone could game, but for most people they will not use it and it would rarely effect them.
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

Top
#77362 - 11/30/05 06:51 AM Re: NYGM SHIII Tonnage War Mod
Anonymous
Unregistered


Quick question, could you work to the average tonnage of the ships the Uboots encouter in the game. They are always to large to achieve realistic results in a patrol. Or if harcoded do you plan to have a reduction factor (I feel 1:2 if not 1:3) for the promotion/awards mechanism?

TIA

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#77363 - 12/20/05 08:05 PM Re: NYGM SHIII Tonnage War Mod
Observer Offline
Member

Registered: 07/20/03
Posts: 152
Here is a bit of info on morale and efficiency in the crew mangement mod:


Efficiency: A measure of how capable the crew member is of conducting certain tasks. Many factors have an impact on crew efficiency such as fatigue and proficiency.

In this model, awards and promotions will tend to improve crew member performance. This behavior can be correlated to the promotion and award systems in modern navies where those sailors better able to perform tasks in a given rating are given awards and/or promotions to higher ranks. While SH3 does not model individual crew members well, this system can be applied such that those crew members receiving awards or promotions are those deserving the recognition and as a consequence receive a “bonus” to performance. This performance bonus allows higher ranking crew members to recover efficiency 10% faster than the next lower rank.

The decay rate for crew efficiency has undergone many tweaks. The version of the “Not you grandmothers crew management mod” will cause all crew efficiencies to be at a minimum after about 18 hours, however many other factors will influence how well compartments function. The rate at which efficiency is lost varies based upon the location of the crew member. For example, crew members in the torpedo rooms, engine spaces, damage control and the bridge will reach minimum efficiency first. During harsh weather, crew members on the bridge will reach minimum efficiency even faster.

In order to offset the lack of additional crew berthing, “neutral” spaces have been established in the engine room not currently in use. Crew members will not regain efficiency, but they will not lose efficiency either.

Crew members at minimum efficiency will be denoted with an “E” next to the character portrait.


Morale: This is a measure of the emotional condition, or confidence, of the crew. Morale has a dramatic impact of crew effectiveness. Crew member injury or death has a tremendous negative impact on crew morale, and can devastate the entire crew morale. Sinking ships, on the other hand provides a boost to crew morale. In the “Not you grandmothers crew management mod” four to five crew deaths or eight to ten crew injuries will result in the crew reaching minimum morale. Like the efficiency statistic above, crew members at minimum morale will be denoted with an “E” next to their portrait. Due to the limitations in SH3 it is not possible to differentiate between minimum efficiency and minimum morale without looking at the individual crew members. The easiest way is to avoid situations resulting in crew injury or death. When crews are at minimum efficiency, most compartments will stop working after about 12 hours, though it does vary by compartment.

The current system starts every crew member at maximum moral. This morale is slowing reduced during the course of the patrol. This can be thought of as a long term sort of "combat fatigue". Morale has been timed to go down very slowly over about a six to seven week period. If you sink ships during this period of time, you will increase crew morale and extend the amount of time before crew morale reaches a minimum.


Health: As the name implies, this is the physical well being of an individual crew member. Rank no longer provides improvements in health with every crew member on an equal basis.

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#77364 - 02/02/06 08:55 PM Re: NYGM SHIII Tonnage War Mod
Razman23 Offline
Member

Registered: 12/27/04
Posts: 471
Anybody know the status on this mod?
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Raz

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#77365 - 02/04/06 03:05 PM Re: NYGM SHIII Tonnage War Mod
Hawkw1nd Offline
Senior Member

Registered: 06/17/02
Posts: 3170
Loc: Sydney, AUSTRALIA
Bumpety-bump...
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#77366 - 02/04/06 05:05 PM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
Sorry for the delay in replying....

The Tonnage War Mod will incorperate the NYGM Mods and also the tonnage aspects. As it will include the smaller mods they are being released first.

Not Your Grand Mothers Ship Damage - Not Your Grand Mothers Ship Damage Mod Beta 0.1.36

Not Your Grand Mothers Crew Management - Out NOW ==> Not Your Grand Mothers Crew Management Mod 1.1

Not Your Grand Mothers RUB Campaign Mod- Version 1.1 now available!
Not Your Grand Mothers RUB Campaign Mod Ver 1.1 NON rub Version
Not Your Grand Mothers RUB Campaign Mod Ver 1.1 RUB 1.45 Version
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

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#77367 - 02/09/06 10:51 PM Re: NYGM SHIII Tonnage War Mod
wokelly Offline
Junior Member

Registered: 02/08/06
Posts: 16
Loc: Canada
It cant find the file so I cant download, GRRRRR.,

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#77368 - 02/10/06 02:26 AM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
Uhm, what file/s specifically?
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

Top
#77369 - 02/10/06 03:43 PM Re: NYGM SHIII Tonnage War Mod
wokelly Offline
Junior Member

Registered: 02/08/06
Posts: 16
Loc: Canada
All of them. I use Star Downloader, and when I click to download I get "Error: File not found"

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#77370 - 02/10/06 06:27 PM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
wokelly,
Mate I hate to say this, but Star Downloader and any program simular to this are bogus. In the case of Star Downloader, also functionally impared.

I can only suggest not using it to download the files.
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

Top
#77371 - 02/10/06 08:32 PM Re: NYGM SHIII Tonnage War Mod
wokelly Offline
Junior Member

Registered: 02/08/06
Posts: 16
Loc: Canada
I know, but one advantage is my download speed never decreases. I can manage at most 300kb/s, however without the program it usually drops as low as 100kbs, and some times as low as 30kb/s. With this program that never happens. I know it doesnt make it faster to download, but my speed has never dropped for any reason other then downloading multiple files.

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#77372 - 02/10/06 09:43 PM Re: NYGM SHIII Tonnage War Mod
wokelly Offline
Junior Member

Registered: 02/08/06
Posts: 16
Loc: Canada
Anyways I downloaded all the mods, but how exactly do I know they are working. I didn't have them over-write the original files because I was unsure if I want that to happen. Do I want to overwrite the original files with these new files?

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#77373 - 02/11/06 03:43 AM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
wokelly,
tou must overwtite the original files for the mod to be installed.
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

Top
#77374 - 03/16/06 11:16 AM Re: NYGM SHIII Tonnage War Mod
- Ice Offline
Hotshot

Registered: 06/23/05
Posts: 7395
Loc: Philippines / North East UK
Teddy,

Do I have to download and install each and every mod on your downloads page? Or are they all in the "full install" mod file?
_________________________
- Ice

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#77375 - 03/21/06 10:40 AM Re: NYGM SHIII Tonnage War Mod
Al Lowe Offline
Sgt. in charge of the booze
Member

Registered: 01/30/02
Posts: 104
Loc: Mason, MI USA
I went to download these files and it said they've been deleted by the uploader. What gives???
_________________________
Al Lowe

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#77376 - 03/21/06 10:31 PM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
The single component files have now been removed due to the release of the full NYGM Tonnage War Mod.

I will update this page, sorry for the confusion.

Please see this thread here http://www.simhq.com/simhq3/sims/boards/bbs/ultimatebb.php?ubb=get_topic;f=129;t=001563
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

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