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Old 05-02-20, 11:41 PM   #1
Aquelarrefox
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Quote:
Originally Posted by Leoz View Post
Disclaimer. This post is not to be critical of any mod as everyone likes to play the game differently. They are only my personal preferences.

I have always liked Ahnenerbe WideGui 1920 x 1080 Final in NYGM but never warmed up to the reticle for either scope. I just could never make it work for distance measurement. I also do not prefer AOB wheels attached to the scope. I mostly do type VII and type IX boats in the game.

For years I played using Hitman GUI and the older Hitman and like the idea that each scope had a proper 1.5x and 6x zoom setting on both scopes. The range marks worked nice too. Example: 50mils over an object that is 25 meters high at 6x means about a 2000 meter distance. The little guide in the original Hitman goes through this. Hitman GUI mostly uses charts for perceive length of the ship vs. distance but also has good zoom and reticle settings.

After years of using this, I like it.

This is still a work in progress but with Ahnenerbe I deleted the AOB wheel, took the reticle from Hitman GUI and enlarged it some and used that instead.
After some trial and error (including SilentEditor) I got the results I like.
I may at sometime use this hash I made and make the reticle sharp in a vector-based graphics program then convert it to TGA however, again it is good enough for now and I can press on with playing the game how I like.


I put anhenerve reticule un magui 3.4 +extracharts, also get the beating out the visor, and make it crapy, also I use a logarithmic uzo make I didn't know from where I pick it or is firm extra charts. In magui I have ver precises distance mesuments, relative good aob from ring., later I will post a pick, all for nygm. I want to put the weather meter into the gui, I never added.is a quiet complex in magui.
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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Old 05-05-20, 09:11 PM   #2
Leoz
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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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Old 05-05-20, 09:54 PM   #3
John Pancoast
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Quote:
Originally Posted by Leoz View Post
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"



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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Old 05-05-20, 11:04 PM   #4
Aquelarrefox
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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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Old 05-06-20, 12:10 AM   #5
Leoz
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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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Old 05-06-20, 01:49 AM   #6
Fifi
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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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Old 05-06-20, 05:42 AM   #7
John Pancoast
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Quote:
Originally Posted by Fifi View Post
By any chance is there any Wilhelmshaven St.Nazaire Schleuse and xtra ships v7 fully compatible with NYGM?
Don't know, I've never been much interested in port activity so have never tried.
Though like most mods, it could probably be adapted if desired by someone.
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Old 05-06-20, 05:47 AM   #8
John Pancoast
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Quote:
Originally Posted by Leoz View Post
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?
Yes, but you'd have to be sure not to use the "erase all" tool during your patrol. I've also noticed as I approach a harbor upon return the escort is usually spotted anyway well before getting to the port, so one could do it that way too.
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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