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Old 10-27-2018, 05:50 PM   #1471
ArnoldR
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Quote:
Originally Posted by ThePrody View Post
TMT is this :
http://www.subsim.com/radioroom/showthread.php?t=153937

The More wounded... is just what it says, its a small mod, nothing important , you can find it here if you have access :
ftp://hartmuthaas.no-ip.org/Public/S...ITYMODS/H.SIE/
Thank you for the links!!
The second asks for name and password??....
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Old 10-27-2018, 11:15 PM   #1472
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Quote:
Originally Posted by ArnoldR View Post
Thank you for the links!!
The second asks for name and password??....
Username: Maik
Password: Woelfe
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Old 10-28-2018, 04:46 PM   #1473
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Had my first wolfpack attack the other day, after some time sending contact reports they sunk 3 or 4 ships, the rest like 8 of them escaped, very nice feature!

Last edited by Nicolas; 10-28-2018 at 04:57 PM.
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Old 11-02-2018, 11:53 AM   #1474
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First time ever that i try this NYGM mod, and have to say it’s a very interesting one!

Easy to install, nice graphics (but i enhanced to my taste with MEP V6), very fluent without any stutters or CTDs of any kind.
But most of all, the sub handling/behavior is probably the best i found over there
I love the way it’s slowly sinking if nothing is done
Even stock NYGM sounds doesn’t need Thomsen sound mod to my taste for first time!
Really hat’s off for this mod creator

A request though.... i know it’s creator wish to not have that much traffic all around, but could it be possible to get some more?
Not as much as GWX, but something so we don’t feel that alone in open seas and in harbors
It remains a game for fun IMHO, even if it doesn’t match 100% reality...
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Old 11-02-2018, 12:28 PM   #1475
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in the main NYGM 2.5 archive, there is a mod called Single Merchant Contact mod, that helps a bit by providing some radio contacts of single merchants in our vicinity
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Old 11-02-2018, 01:41 PM   #1476
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Quote:
Originally Posted by ThePrody View Post
in the main NYGM 2.5 archive, there is a mod called Single Merchant Contact mod, that helps a bit by providing some radio contacts of single merchants in our vicinity
Thanks for that

In fact, after i wrote my previous request, i found 3 lonely merchants by listening hydrophone
So there are there, up to us to flush them
Easier when you know where to wait for embush!
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Old 11-03-2018, 01:41 PM   #1477
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Do you think the German u-boat Compilation can work with NYGM?

Somebody already tried it?
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Old 11-03-2018, 02:32 PM   #1478
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Quote:
Originally Posted by Fifi View Post
Thanks for that

In fact, after i wrote my previous request, i found 3 lonely merchants by listening hydrophone
So there are there, up to us to flush them
Easier when you know where to wait for embush!
You don't get spammed with ships like in other mods that is for sure.
I made a little program long ago sh3 contacts 1.1 to be able to adjust contacts to your liking.
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Old 11-03-2018, 05:19 PM   #1479
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Quote:
First time ever that i try this NYGM mod, and have to say it’s a very interesting one!

Fifi,

Welcome to the "dark side" NYGM has been and still is my favorite SH3 overhaul mod. It is realistic, as best a simulation can be, and unforgiving if your tactics are not thought out. The ARB Wide Gui you like works well with it as well. You need a couple specific NYGM files to make it compatible..ThePrody already combined them and I downloaded it from his media fire page. I Have not tried the U Boat Compilation, but I always select U 123 a type IX ( I am a glutton for punishment ) and I am pretty happy with the NYGM skin.


Something you may run into, as I did today, is with the MFM interim beta mod. The ships added were not tested with NYGM if I remember right...you can run across a merchant that your torpedo's and shells will just pass right through the hull as if it is not there. I don't think this was ever corrected to my knowledge.

Kelly621

Last edited by Kelly621; 11-03-2018 at 05:49 PM.
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Old 11-04-2018, 01:26 AM   #1480
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Yes, i’m Running it with The Prody’s ARB Wide Gui New
ARB is perfect for NYGM and has everything needed for 100% difficulty experience.

I tested it with the u boat compilation, and first run was successful
I didn’t see any issue so far, of what I can tell…
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Old 11-08-2018, 03:37 PM   #1481
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Default MFM 3.3 and NYGM

Was the Merchant Fleet Mod v.3.3 ever tested with NYGM or has anyone used it with NYGM successfully? I know that the optional MFM beta was not tested and had the problem of torpedo's and shells passing through the hull of some merchant ships...just wondering if the same will be true for MFM v3.3?


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Old 11-08-2018, 07:25 PM   #1482
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Default MFM 3.3 and NYGM

I'm using it with NYGM. No issues to speak of.

Good Hunting,
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Old 11-08-2018, 07:52 PM   #1483
Kelly621
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FUBAR295,
Did you also enable IABL ShipsforNYGM new mod or only MFM 3.3?

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Old 11-08-2018, 09:12 PM   #1484
zeus
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Can you play with contacts in the map?

In options of realism active the option "contacts map" and ir does not work
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Old 11-08-2018, 10:13 PM   #1485
Kelly621
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Quote:
Can you play with contacts in the map?

Yes you can. Look inside the mod folder NYGM Tonnage War V2.5 ==Stand Alone ==
You will see a documentation folder and inside is the optional mod Restore God's Eye View. enable this mod through JSGME and it will restore contacts to the Nav map.


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