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11-13-18, 07:19 AM | #1486 |
Sea Lord
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Fifi, can you take a look in your menu_1024_768.ini file? Item G26 I107 should be the chronometer. Or anybody else with this issue, would you please take a look? Ideally, check in the nod itself, rather than in the active /data folder.
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11-13-18, 02:41 PM | #1487 |
Navy Seal
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Yes, it's the chrono, but can't see it...
here is what i have in menu file: ;======================================= ; 6.- CHRONOMETER PANEL ;======================================= [G26 I107] Name=Chrono Type=1026;Menu group ItemID=0x26020000 ParentID=0x26000000 ;Pos=608,764,136,52 ;Pos=33,383,200,300 Pos=70,400,200,300 Color=0xFFFFFFFF [G26 I108] Name=Reflection Type=1030;Static bmp ItemID=0x26020001 ParentID=0x26020000 Pos=-12,-12,256,256 Materials=1 Display=0;No stretch Mat 0=data/menu/gui/Reflex.tga MatFlags=0x2 TexFmt=0x9 Drag=false [G26 I109] Name=Sec Type=1031;Stat bmp array ItemID=0x26020002 ParentID=0x26020000 Pos=85,-92,14,150 Materials=1 Display=5;Linear&rotation Mat 0=data/menu/gui/Hanhart_Sec.tga Crop 0=0,0,0.5,1 MatFlags=0x29 TexFmt=0x9 Drag=false BmpState=1 NeedFocus=false SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G26 I110] Name=Min Type=1031;Stat bmp array ItemID=0x26020003 ParentID=0x26020000 Pos=85,-116,14,40 Materials=1 Display=5;Linear&rotation Mat 0=data/menu/gui/Hanhart_Min.tga Crop 0=0,0,1,1 MatFlags=0x29 TexFmt=0x9 Drag=false BmpState=1 NeedFocus=false SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G26 I111] Name=Estim Sec Type=1031;Stat bmp array ItemID=0x26020004 ParentID=0x26020000 Pos=85,-92,14,150 Materials=1 Display=5;Linear&rotation Mat 0=data/menu/gui/Hanhart_Sec_Red.tga Crop 0=0,0,0.5,1 MatFlags=0x29 TexFmt=0x9 Drag=false BmpState=1 NeedFocus=true SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G26 I112] Name=Estim Min Type=1031;Stat bmp array ItemID=0x26020005 ParentID=0x26020000 Pos=85,-116,14,40 Materials=1 Display=5;Linear&rotation Mat 0=data/menu/gui/Hanhart_Min_Red.tga Crop 0=0,0,1,1 MatFlags=0x29 TexFmt=0x9 Drag=false BmpState=1 NeedFocus=true SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G26 I113] Name=Dial Type=1031;Stat bmp array ItemID=0x26020001 ParentID=0x26020000 Pos=0,0,200,300 ;180,990,183,256 Materials=1 Display=0;No stretch Mat 0=data/menu/gui/H_Chronometer.tga MatFlags=0x29 TexFmt=0x9 Drag=false BmpState=1 NeedFocus=true SelOne=true IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF ;======================================= ; BACKGROUND IMAGE ;======================================= [G26 I114] Name=Background Type=1030;Static bmp ItemID=0x26000001 ParentID=0x26000000 Pos=0,1080,1920,1080 Color=0xFFFFFFFF Materials=1 Display=0 Mat 0=data/menu/gui/VanWide1920_AttackScope.tga Crop 0=0,0,1,1 MatFlags=0x21 TexFmt=0x9
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11-13-18, 02:57 PM | #1488 |
Fuel Supplier
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"I have a rookie crew-first mission.
The depth keeping abilities is very poor-anything less than STD speed at periscope depth causes the boat to sink. Wears out the batteries pretty quick. As these guys improve(experience), does the depth keeping improve? I am hoping so. Now silent running is useless as the boat sinks like a stone." This is an example of the "Crash-dive Blues", which continues to trouble new players of NYGM. If you interrupt a crash-dive *before* it has reached its standard dive-depth of 80 metres, the U-boat fails to level out correctly. This is not a problem with stock SH3, nor with other super-mods (eg GWX), which have the standard diving model. (U-boat tends to rise slowly at slow speed.) However, NYGM's diving model is biased towards a realistic slow sinking anyway, which is made much worse by an interrupted crash-dive. There is an easy solution: Return to the surface and perform another crash-dive. But on this occasion allow the U-boat to reach 80 metres and level-out, before you continue the dive to a deeper depth. Of course, this is not possible if there is a destroyer overhead. So practise first in safe waters! Stiebler.
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11-13-18, 10:21 PM | #1489 |
Sea Lord
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Fifi, was that entry from the mod or from the active Data folder? If it's from the mod, then VanJast's menu_1024_768.ini file is getting overwritten by another mod. If it's from the active Data folder, then perhaps something is corrupted in the download?
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11-14-18, 02:25 AM | #1490 |
Navy Seal
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From the mod...but it is activated last on the list...so should be the active one
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11-14-18, 07:30 AM | #1491 |
Sea Lord
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<Scratching head.>
Is there another G26 I107? And is there a missing G26 I106? Either will cause a problem. The menu_1024_768.ini my copy of Van's mod is date stamped 7/19/2014. 4:29 PM. Does yours match? Just as a cross-check, does the identical set of items appear in the menu_1024_768,ini in the active Data folder? Last edited by BigWalleye; 11-14-18 at 08:27 AM. |
11-19-18, 08:04 PM | #1492 |
Officer
Join Date: Dec 2012
Location: North Carolina
Posts: 237
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BigWalleye,
You were absolutely right about the chronometer in WYGM. I should never, never post when I am stressed out and up for 29 hours Thanks for the kind words concerning my wife's surgery. It was life threating condition, but she came through the surgery fine and will be back home tomorrow. Kelly621 |
11-19-18, 10:56 PM | #1493 | |
Sea Lord
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Quote:
Glad you found the chronometer OK. Last edited by BigWalleye; 11-19-18 at 11:04 PM. |
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11-20-18, 06:09 PM | #1494 |
Lieutenant
Join Date: Aug 2009
Posts: 266
Downloads: 971
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Hello people
I am playing with the megamod NYMN 2017 (The most realistic one) and when I attack a ship launching torpedoes they across the ship and no explote, everyone, I have deactivated the "not torpedos dud" and not the hie patch "torpedo fix" Do you know if it is a bug? |
11-21-18, 02:42 AM | #1495 | |
Navy Seal
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Quote:
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11-29-18, 08:53 PM | #1496 | |
Watch
Join Date: Nov 2018
Posts: 18
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Quote:
There is the tutorial NAVAL ARTILLERY and there are a number of ships to sink with the deck gun. The targets are actively moving and they will leave the immediate area making them hard if not impossible to find if one (especially rookie players) are finding it takes a lot of shots to sink a freighter. I spent quite a bit of time sailing around after sinking two ships not finding the others, but learned about search patterns and compressed time in the meanwhile. The contacts on the map should help and track down the other ships, again thanks for this ------------------------- EDIT WOW, it takes like 30 shots to sink a tramp steamer in the tutorial, I do not think the gunnery is completable with this mod running. I'm out of ammo and 2 ships left. --------------------------------- Edit 2 Tramp steamer sinking for the artillery tutitorial goes faster in VANILLA, however I think am going to open fire only at SHORT RANGE in the mod to see if that sinks them quicker without running out of ammo. The tutorial is elementary but needed if one is not familiar with the game, sice thos dials and what they do can be confusing at first. Last edited by SteamSub; 12-01-18 at 11:12 AM. |
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11-29-18, 09:54 PM | #1497 | |
Grey Wolf
Join Date: Jul 2011
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Quote:
Post your MOD list please
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11-30-18, 03:34 PM | #1498 |
Lieutenant
Join Date: Aug 2009
Posts: 266
Downloads: 971
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ok
NYGM Tonnage war v2.5-Stand Alone Version NYGM3_New NYGM3_6F NYGM_2017A IABLShipsforNYGM_New_Thomsen 3rd Flotilla Mod MFM-Interim-Beta_NYGM Harbor Traffic Add-in NYGM Tonnage War Minefield Mod Hitman Optics NYGM 3.6 (Fixed) Restore Gods Eye View Basic Dark SB_cameras_mod_sh3 |
12-01-18, 03:23 AM | #1499 | |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
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Quote:
NEVER use togheter MFM interim beta + IABL Thomsen ship!! Or use one or the other this is your mod problem
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12-01-18, 10:22 AM | #1500 | |
Officer
Join Date: Dec 2012
Location: North Carolina
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I believe the problem of the torpedo's is specific to MFM interm beta. Striebler posted this some time ago when asked about torpedo's passing through merchants and not exploding:
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torpedos through hull |
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