a few questions:
1.I'm playing 100% realism with wazoo "wheel method"-range+bearing 2x connected with 3rd line to get course etc. and I use bearing overlay 3.0 in navi map to mark it.Is there sth newer than it? What do you guys use? The problem with this "mod" is insufficient precision at close distances. 2. I'm trying to put Das Boot Officer Icons on ver.3.1(and earlier-always failed).Pls take a look at screenshot. Thats my crew before docking, then I install mentioned mod and I get every face substitued EXCEPT this guy who is sitting in WP station. Every time, no matter where the is, he remains unchanged. Any clues?The mod was made by "(c) tikila". @Stiebler I turned off SH3 commander and I think that solved the problem of not being warned of incoming planes. [url=http://imageshack.us]http://img72.imageshack.us/img72/441...3954250hl7.png[/ |
@Kranz:
Officer icons: You need to replace file 'OfficerA.tga' in folder silenthunteriii\data\menu\gui\layout. There are a lot of alternatives out there. But should this question not have been better asked of "(c) tikila"? Thanks for the feedback on SH3Commander, but I don't think that can be the cause of the restoration of your warning about incoming planes. Probably some other mod was affected. Stiebler. |
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NYGM 3.1(happened too with 2.6) nygm 2.5 Transparente Konsole and Capt.America Off.Icons. That's whole list. Now I use hitman's optics, additional merchants+smoke for coal but the plane problem appeared before I've installed them so if you are refering to any mods this could only be those four above. |
troubles at the repair-station
I'm using NYGM-3.1 at the moment. I'm on my first patrol and recieved some minor damage in the "Hecktorpedoraum". But it seems I'm unable to repair that specific section. When in repair-screen, all I could select is section 2 and 7, countig from left to right (see pic in post #183). And the stuff on the bridge.
Any clues on this? cheers |
try putting there a few crewmen and wait for a moment.Do you see yellow color around this compartment?
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The situation remains the same even after a reload. mod-list: NYGM Tonnage War V2.5 – Stand Alone Version NYGM3_1 Harbor Traffic Add-In IABLShipsforNYGM3 NYGM Merchant Smoke Hitman 1.1 Optics NYGM 3.0 CaptainAmericaOfficerIcons NYGM Tonnage War Minefield Mod Single Merchant Contact Mod 1500 meter bearing overlay Enhanced Nav Map Plotting Tools Mute Seagulls cheers |
NYGM Mods
Where could I find a complete compilation of all the Mods available for NYGM3.1?
Thank you:yep: |
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This might have been mentioned before (sorry if it has already) but there is a mod out there that lets you sit on the ocean floor and not take damage. That might be a nice addition to the realism aspect of NYGM. I'm worried if I install it it will screw up the damage mod you implimented in NYGM. I thought of going through it and see if I can tweak it but I think it's beyond my modder abilities.
Also, did I miss the fatigue model that can be used with Sub Commander? I created a fatigue model myself for NYGM following the steps in the Sub Commander instructions. I'm worried I broke the morale portion of the fatigue model again. Love this mod. I've know I've said it before but thanks for all the work! @ itman You need to put crew in the compartments to fix them I think the only places the damage control team fixes now are the bridge, the forward crew compartment, flak guns and deck gun casing. It might take awhile even for minor damage. NYGM damage takes a lot longer to repair than the stock version I believe. Speaking of damage. I'm guessing that all of the extra submarine systems located in the bridge section (dive planes, torpedo tubes, etc) are there to simulate having to go outside of the sub to fix? |
Can this be incorporated?
http://www.subsim.com/radioroom/show...nd+room+camera Hopefully with the hatches open... ;) |
Thanks, Mikhayl. I knew there was a mod out there. I should have know it was yours. Great work as always.
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Another little suggestion for future NYGM installs: It seems that some users don't notice that in the folder "documentation" NYGM ships a series of optional mods. Moving them to a "Mods" folder that places them directly in the JGSME mods folder and makes them visible when initiating the tool would probably be a good idea.
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ok, I'm gonna answer you in a polite way though your post is kinda offensive. This is what Stiebler wrote:
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