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Old 11-08-2018, 10:12 PM   #1486
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, 11:13 PM   #1487
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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Old 11-08-2018, 11:22 PM   #1488
FUBAR295
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Quote:
Originally Posted by Kelly621 View Post
FUBAR295,
Did you also enable IABL ShipsforNYGM new mod or only MFM 3.3?

Kelly621
Here's my mod list :

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Hitman 1.2 Optics NYGM 3.2
IABLShipsforNYGM_New_Thomsen
IABLShipsRezonedFinal

MFM-Improved
MFM3.2 displacement correction mod

3rd Flotilla Mod
Supplement to V16B1 (JSGME)
NYGM_HiRes_Submarines_3_6F
Kapstadt Blockade NYGM3.3
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
DD_OH_V3.09_20091209162038
Conning Tower open Hatch093food
DD_OH_V3.09_Fix_for_NVD_DC_Shake_001
New Lorient v1 - NYGM 3.6F
Harbor Traffic Add-In
FM_NewInterior v2.1D
Flakmonkey's Interior with crew
Black Sawfish Emblem On Cap
Longer Wakes v1.0 for GWX
Aces Hi Res Uniforms and Medals Mk 2
Sh3_volumetric_clouds&fog_V2.2
SH-5 Water For SH-3 Ultimate V10 16 Km
Improved Smoke
TheBestSonarPing
Stiebler4C_SubsFlag
Aces' Crew On Deck - Stand alone mod v1 GWX Version
Authentic_Off_Faces #2
Without Labels
Evil Jesters Emblems
New _hidrophone _layers for SH3 v1.0a_NYGM
SRM01 - Seabed Repair Mod
Rapt0r's Das Boot Skin
RB_7b_Flags&Ps_1_04_14b
NEW VERSION OF IXB&IXC Type
Kurfürst's Schnelltauchback
Radar Fix for sh3
Sub Image mod
MFM_v3_Skin_Packs

The MFM Improved listed is MFM 3.3. As I had said before, everything runs without issue.

Trust this helps you.

Good Hunting,
FUBAR295
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Old 11-08-2018, 11:30 PM   #1489
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FUBAR295

Thanks I appreciate you posting your JSGME mod list....that more than answered the question I had ...plus gives me a few mods to think about I have not tried with NYGM.


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Old 11-09-2018, 07:56 AM   #1490
3catcircus
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Quote:
Originally Posted by FUBAR295 View Post
Here's my mod list :

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Hitman 1.2 Optics NYGM 3.2
IABLShipsforNYGM_New_Thomsen
IABLShipsRezonedFinal

MFM-Improved
MFM3.2 displacement correction mod

3rd Flotilla Mod
Supplement to V16B1 (JSGME)
NYGM_HiRes_Submarines_3_6F
Kapstadt Blockade NYGM3.3
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
DD_OH_V3.09_20091209162038
Conning Tower open Hatch093food
DD_OH_V3.09_Fix_for_NVD_DC_Shake_001
New Lorient v1 - NYGM 3.6F
Harbor Traffic Add-In
FM_NewInterior v2.1D
Flakmonkey's Interior with crew
Black Sawfish Emblem On Cap
Longer Wakes v1.0 for GWX
Aces Hi Res Uniforms and Medals Mk 2
Sh3_volumetric_clouds&fog_V2.2
SH-5 Water For SH-3 Ultimate V10 16 Km
Improved Smoke
TheBestSonarPing
Stiebler4C_SubsFlag
Aces' Crew On Deck - Stand alone mod v1 GWX Version
Authentic_Off_Faces #2
Without Labels
Evil Jesters Emblems
New _hidrophone _layers for SH3 v1.0a_NYGM
SRM01 - Seabed Repair Mod
Rapt0r's Das Boot Skin
RB_7b_Flags&Ps_1_04_14b
NEW VERSION OF IXB&IXC Type
Kurfürst's Schnelltauchback
Radar Fix for sh3
Sub Image mod
MFM_v3_Skin_Packs

The MFM Improved listed is MFM 3.3. As I had said before, everything runs without issue.

Trust this helps you.

Good Hunting,
FUBAR295

I thought that MFM 3.3 incorporated the MFM 3.2 displacement correction?
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Old 11-09-2018, 08:10 AM   #1491
FUBAR295
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Quote:
Originally Posted by 3catcircus View Post
I thought that MFM 3.3 incorporated the MFM 3.2 displacement correction?
Things run just fine. If that is true, then at some future time I will remove it.

Good Hunting,
FUBAR295
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Old 11-09-2018, 11:39 AM   #1492
hauangua
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Quote:
Originally Posted by 3catcircus View Post
I thought that MFM 3.3 incorporated the MFM 3.2 displacement correction?
Quote:
Originally Posted by FUBAR295 View Post
Things run just fine. If that is true, then at some future time I will remove it.

Good Hunting,
FUBAR295
Hi. Time ago I asked iambecomelife this:
"Hi iambecomelife
Is possible use new MFM3.3 with NYGM+mfm interim beta? "
The answer " That will interfere with the changes made to the .zon files in this update. I don't think it would be game breaking and cause crashes, but I do not recommend it."

http://www.subsim.com/radioroom/show...postcount=1348
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Old 11-09-2018, 12:01 PM   #1493
FUBAR295
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Quote:
Originally Posted by hauangua View Post
Hi. Time ago I asked iambecomelife this:
"Hi iambecomelife
Is possible use new MFM3.3 with NYGM+mfm interim beta? "
The answer " That will interfere with the changes made to the .zon files in this update. I don't think it would be game breaking and cause crashes, but I do not recommend it."

http://www.subsim.com/radioroom/show...postcount=1348
As far as I can determine I am not running the Beta file and I have no issues ... If files are not needed, at some point in the future I will remove it, but presently I have several careers I am running and not taking down NYGM at this time to make adjustments for a non issue.

Good Hunting,
FUBAR295
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Old 11-10-2018, 09:14 AM   #1494
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There is an excellent mod that was only made to alter GWX files. It was made for GWX 2 and worked just as well for GWX 3-I used it for years.

http://www.subsim.com/radioroom/down...do=file&id=957

Just started my first career in NYGM, and with all credit to the original modder, is it possible to convert it to NYGM? How could it be done?

The beauty of the mod is it allows you to settle to the bottom and get no additional damage. Saved my butt more than once.

Thanks for looking.
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Old 11-10-2018, 02:47 PM   #1495
Kelly621
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Rconch,
Apparently it does. Look at FUBAR295 mods list for NYGM a few post above, he has SRM01 - Seabed Repair Mod listed so it must be working for him. I am getting ready to try it myself.


Kelly621

Rconch,
Just tried a few times and the boat settled on the bottom without issues....will keep the mod loaded and see if any problems show up

Last edited by Kelly621; 11-10-2018 at 04:20 PM.
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Old 11-11-2018, 07:48 AM   #1496
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Thanks Kelly, I will load it and try it.

You should never leave home without it.
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Old 11-11-2018, 11:41 AM   #1497
Fifi
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Probably a stupid question again, but using the wide gui that comes with NYGM (WYGM) how do you calculate boat speed and distance?
Playing without map contact of course...so no calculation on nav map.

I’m using ARB gui, so i have U-Jagd and stadimeter. No problem.
But i like the WYGM concept for periscope view...and i’m Unable to get accurate solution without U-Jagd and stadimeter
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Old 11-11-2018, 12:50 PM   #1498
Hebe Vollmaus
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Quote:
Originally Posted by Rconch View Post
There is an excellent mod that was only made to alter GWX files. It was made for GWX 2 and worked just as well for GWX 3-I used it for years.

http://www.subsim.com/radioroom/down...do=file&id=957

Just started my first career in NYGM, and with all credit to the original modder, is it possible to convert it to NYGM? How could it be done?
8<--

Rconch,
you may compare NYGM/Zones.cfg and Seabed Repair Mod/Zones.cfg with Winmerge. You will see, that these files are completly different in respect to the "Zones List". You may also compare the Submarines *.zon-files included with Seabed Repair Mod to the NYGM Submarines with Silent3ditor S3D. Maybe the additional (213) UboatKeel in the *zon-files is not the only Change, i dont know.
By use of Seabed Repair Mod (for GWX.2) without any modifications in NYGM, i think you loose some of NYGMs functionality/behavior.

Greetings.
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Old 11-11-2018, 04:20 PM   #1499
Kelly621
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Fifi,
Range:


Speed:



Both of these methods have worked well for me. Bstanko6 videos are well done and helpful.

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Old 11-12-2018, 01:51 AM   #1500
Fifi
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Thanks Kelly, appreciate your help... but what i mean is i don’t even see a chronometer in the WYGM gui is it hidden somewhere?

The gui on the videos you posted looks like Magui?
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