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Old 02-24-15, 08:19 AM   #1128
BigWalleye
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Join Date: Jul 2012
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Quote:
Originally Posted by Schmonzo View Post
am I missing anything in my installation (the documentation folder confuses me quite a bit)
Generic Mod Enabler - v2.6.0.157
[D:\G\Sim\Silent Hunter 3\MODS]

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
IABLShipsforNYGM_New_Thomsen
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
O2-Gauges v2

One problem is that you have the mods in the wrong order. You must install all other mods, except Supplement to V16B1 (JSGME) and Stiebler4C_Addon_for_V16B1, before you even begin setting up those two files. You use the menu_1024_768.ini, menu.txt, etc, that are in the game's Data folder after all other mods have been activated with JSGME. The you modify them according to the instructions, first for h.sie's V16B1-Patch-Kit, then for Stiebler4C, and place the modified files into the appropriate folders. Then you install the patches, first h.sie's, then Stiebler's. Then you activate all patches with the Option Selector in Stiebler4C and place the patched sh3.exe in Stiebler4C-Addon-for-V15B1. Now activate Supplement to V16B1 (JSGME) and Stiebler4C_Addon_for_V16B1 with JSGME. Lastly, add the O2-Gauges v2. The last three mods shown on your JSGME activated mods list should always be

Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-Gauges v2

Right now, you are overwriting the files you prepared for the patcher supplements when you activate Ahnenerbe, which, IIRC, contains its own version of every file in the supplements. So the files you edited for V16B1 and Stiebler4C are never used.

JSGME does not change the contents of files. It changes entire files. If you activate File A from Mod_One, then File A from Mod_Two, only the Mod_Two version will actually remain in the game Data folder. You won't lose Mod_One's stuff - JSGME takes care of that - but you won't use it either.

Quote:
Also I am having a question regarding the periscope. It is really hard to use the slide down dial with only 6x zoom and 2 unit steps. How do you guys aim on true 100% difficulty in nygm?
Actually, 1.5x-6x was all the RL Kaleuns had to work with, and they didn't have a stadimeter, except for the pre-war boats. Hitman's Optics and Hitman's GUI both incorporate the optical tools that you will find in the surviving U-boats in museums. The rest is Hollywood.

If you use the "normal approach" tactic (sub is 90 degrees to the target track at point of impact), range becomes unimportant. The German TDC (they called it a TVR) does an excellent job of calculating lead angle for you, as long as you get the target speed right. I am no crack shot, but on my last patrol, I put 13 of 14 torpedoes on the target. (They were all steamers, so I could see the entire run.) Not all were hits though, thanks to the Torpedo Directorate.

Suggestions: Fix the patcher supplements. Look into the "normal approach" tactic. And practice. NYGM has two WAW practice missions as well as the school mission. Then you will find that 100% is quite doable. Maybe you will even try the Hitman mods!

Good luck and good hunting.
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