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05-02-20, 11:41 PM | #1 | |
Commander
Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
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Quote:
There's a write black ring calculator that was recommended from the magui dev, mackman94(?), it's vital for manual navigation.
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... |
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05-05-20, 09:11 PM | #2 |
Ensign
Join Date: Apr 2016
Location: Near The Rockalls Bank
Posts: 235
Downloads: 253
Uploads: 0
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Need some advice from the old hands here.
This package is in the downloads section. Lighthouses and Entrance Points for NYGM 3.6F It allows you to have lighthouses at the harbor entrances and a marked spot on the map to allow you to meet your escort on the way into the harbor. Latest NYGM already has light houses. What I like about this is it allows you remove that from the package (so it doesn't add something you already have) and... puts the marker where to meet your escort into the harbor. Is this workable in NYGM? Description of package. "BETA - for experimental use Installation with JSGME. The mod does the following: 1. adds the lighthouses around the U-boat bases to the navigation map 2. adds the entrance points for the U-boats to the navigation map (marked with a sign "o"). The German mine escorts ("Sperrbrechers") are continuously looping between the entrance point "o" and the port 3. adds British minefields between the German U-boat bases and the mine escort entrance points This means that it'll be safer to travel in and out of the U-boat base following the Sperrbrecher closely, as there are some mines between the base and the entrance point. If you don't follow the mine escort you have a risk of running into a mine. I have only randomized very weak minefields, thinking that the Germans would have done their utmost to clear any mines from the U-boat entrance and exit routes. There are however a little bit stronger minefields around if you venture out of the usual entry and exit routes. In short: Follow the Sperrbrecher, he's there to take that mine explosion instead of you! The lighthouses are marked with a sign /| The entrance points are marked with a sign o The mod is only compatible with NYGM 3.6F. It also works with LGN1's Submarine Tracking Room V1. A big thank you goes to LGN1 without whose idea and help I wouldn't have created the minefields. If you don't want the mines, delete campaign_scr.mis from the mod. If you don't want the lighthouses marked to the navigation map, delete campaign_lnd.mis from the mod. sublynx"
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Leoz "Auf gefechtsstationen!" NYGM |
05-05-20, 09:54 PM | #3 | |
Ocean Warrior
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Yes, it works in NYGM however the later than 3.6f, 2017 version of NYGM contains the same files so it'd be best to merge this mod with the 2017 files vs. overwrite them. Alternatively, once one runs a few patrols it becomes obvious where to meet the escort anyway even without this mod.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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05-05-20, 11:04 PM | #4 |
Commander
Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
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I skip use it, even feeling this mod very interesting. 2017a modifies script comes off I'm not wrong.
Let me check tomorrow... You give me doubts.
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... |
05-06-20, 12:10 AM | #5 |
Ensign
Join Date: Apr 2016
Location: Near The Rockalls Bank
Posts: 235
Downloads: 253
Uploads: 0
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Thanks guys.
I would settle for even a little graphic for each port that shows where the escort shows up. I guess I could, at the start of a patrol, follow the escort out, and when it turns around, mark the spot on the map and wait for it on the way back?
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Leoz "Auf gefechtsstationen!" NYGM |
05-06-20, 01:49 AM | #6 |
Navy Seal
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By any chance is there any Wilhelmshaven St.Nazaire Schleuse and xtra ships v7 fully compatible with NYGM?
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05-06-20, 05:42 AM | #7 | |
Ocean Warrior
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Though like most mods, it could probably be adapted if desired by someone.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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05-06-20, 05:47 AM | #8 | |
Ocean Warrior
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Quote:
Theirs is a scripted action so if nothing else, just park outside the port and wait for them to do their patrol is the timing is off, and they're not nearby, though chances are you'll be able to see them anyway. It's not an exact science; you don't have to be literally next to them to use them as an escort. I used the mod briefly but then realized it wasn't really needed.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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torpedos through hull |
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