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Hi mates....
I love this mod... but i have a request for Stiebler.... in the next update can you add a big deep dial? :03: the actual dial is very small, it´s very dificult especify a depth.... :arrgh!: |
The Hitman GUI includes one ... enable with JGSME and see if that is what you want. If it is, you can either keep that GUI or copy the relevant section and files to your default GUI :up:
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thanks...:03:
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I cannot praise this mod enough. Coupled with H.sie's optional mods in the new SH3.exe, everything seems so...realistic. :up: I always play Dead Is Dead, and the realism in this mod has me seldome getting past 4 patrols before I am sunk.
Anyways, my question is about the torpedoes sinking after late '42 when historically the Germans fixed (most) of these problems. I start a new campaign in April '43, lock onto a ship in a convoy, and the same thing happens with my torpedoes. This time the weather was all but still. No whitecaps to be seen and moving at 1/3 speed. These were a mix of III's and FAT torpedoes. At what point after late '42 will the torpedoes become more 'reliable'. The documentation the come with NYGM seems to state that in early '43 I should have little problem with them sinking, but maybe I missed/forgot something since there is a lot to read for a new-ish player of this superb mod. |
H.sie's fixes cannot be held responsible for the high realism of NYGM. H.sie's fixes are available for all supermods or stock SH3. Even the Stiebler Addons for H.Sie's fixes are for all supermods or stock SH3.
The question is what makes the NYGM supermod more realistic than for example GWX? The accuracy(date, location, speed, qty of ships & destroyers in the convoy etc.) of implemented shipping-routes? I dont know. I saw that NYGM has 1030 ships defined when others have 5632 ships (GWX) in the campaign file. And yesterday when i departured from Kiel harbour to test the mod (my 1st carreer) the harbour was nearly empty... Mods:# NYGM Tonnage War V2.5 – Stand Alone Version NYGM3_New NYGM3_6B MaGui 3.4 MaGui 3.4 FIX for NYGM3.4 MaGui 3.4 - UZO MaGui 3.4 - Konvoy 3rd Flotilla Mod NYGM_SingleMissions_with_Lat_Long_info NYGM HiRes Submarines BritishAsdicMkIFinal DasBootSehrohr DeckKannon NYGM_Neutrale_Buoyancy MaGui 3.4 - Range Merchant_Fleet_Mod_3.2 MFM-Interim-Beta_NYGM Supplement to V16B1 (JSGME) Stiebler4B_Addon_for_V16B1 M.E.P v3 RealNavigation |
more ships
I notice you have not got iablships for NYGMnew in your mod list, this mods loads more merchant ships. I have played both for many years now I find GWX to have more traffic in home ports and to be more difficult and computer heavy. I find nygm to be more realistic as per when convoys sailed and events happen as per real history.
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Hi. I have problem. Sometimes in the middle of Atlantic, or North Sea, or near Island my career ends because of collision... But this thing I'm hitting is invisible to me on map, to watch crew, and to me from any view. What's happening? Help... :(
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Maybe a mine ??
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Thank you for the trouble. Very much I love your mod.:rock:
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I am now trying NYGM , and i have started a career in 1. january 1941 with IXb. One Questition: I can´t find any supply-ship. Is this a bug or do NYGM don´t have supply-ships.
Greetins, Arnauld |
I'm new here, thank you very much for this amazing mod. Still not done with my first patrol and was attacked by two aircraft and fired four torpedoes defective .... :arrgh!:
I have only one question: When one uses the UZO and off TDC (CTRL + T), it is impossible to adjust the "bearing". However, in the other stations are not the same problem. A file to be modified? List of Mods: NYGM Tonnage War V2.5 - Stand Alone Version NYGM3_New NYGM3_6B 3rd Flotilla Mod NYGM HiRes Submarines Merchant_Fleet_Mod_3.2 MFM-Interim-Beta_NYGM Supplement to V16B1 (JSGME) Stiebler4B_Addon_for_V16B1 Hitman Optics NYGM 3.6 (Fixed) CaptainAmericaOfficerIcons Thanks for attention. [Apologize for my bad English]:/\\!! |
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