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Old 03-05-13, 10:28 AM   #781
Obltn Strand
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Quote:
Originally Posted by Rokko View Post
Is MEP v3 compatible with NYGM?
Yes it is. Just remember to activate NYGM's very own sensor pack for it. However, night vision fix isn't compatible with MEP v3.
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Old 03-08-13, 10:28 PM   #782
LemonA
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Quote:
Originally Posted by Rokko View Post
Ok thanks, I found a different solution and am now using the MaGUI mod, which has both RAOBF wheel and a chronometer. Some little adjustments in the menu.txt were necessary but it works like a charm now.
I will try MaGUI also. What is the installation order?
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Old 03-12-13, 09:15 AM   #783
Friede Rösing
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Hi mates....

I love this mod... but i have a request for Stiebler.... in the next update can you add a big deep dial?

the actual dial is very small, it´s very dificult especify a depth....

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Old 03-12-13, 09:47 AM   #784
Hitman
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The Hitman GUI includes one ... enable with JGSME and see if that is what you want. If it is, you can either keep that GUI or copy the relevant section and files to your default GUI
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Old 03-12-13, 02:33 PM   #785
Friede Rösing
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thanks...
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Old 03-17-13, 10:13 AM   #786
Son of 79
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I cannot praise this mod enough. Coupled with H.sie's optional mods in the new SH3.exe, everything seems so...realistic. I always play Dead Is Dead, and the realism in this mod has me seldome getting past 4 patrols before I am sunk.

Anyways, my question is about the torpedoes sinking after late '42 when historically the Germans fixed (most) of these problems. I start a new campaign in April '43, lock onto a ship in a convoy, and the same thing happens with my torpedoes. This time the weather was all but still. No whitecaps to be seen and moving at 1/3 speed. These were a mix of III's and FAT torpedoes.

At what point after late '42 will the torpedoes become more 'reliable'. The documentation the come with NYGM seems to state that in early '43 I should have little problem with them sinking, but maybe I missed/forgot something since there is a lot to read for a new-ish player of this superb mod.
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Old 03-17-13, 06:17 PM   #787
LemonA
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H.sie's fixes cannot be held responsible for the high realism of NYGM. H.sie's fixes are available for all supermods or stock SH3. Even the Stiebler Addons for H.Sie's fixes are for all supermods or stock SH3.
The question is what makes the NYGM supermod more realistic than for example GWX?
The accuracy(date, location, speed, qty of ships & destroyers in the convoy etc.) of implemented shipping-routes? I dont know.

I saw that NYGM has 1030 ships defined when others have 5632 ships (GWX) in the campaign file. And yesterday when i departured from Kiel harbour to test the mod (my 1st carreer) the harbour was nearly empty...

Mods:#
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6B
MaGui 3.4
MaGui 3.4 FIX for NYGM3.4
MaGui 3.4 - UZO
MaGui 3.4 - Konvoy
3rd Flotilla Mod
NYGM_SingleMissions_with_Lat_Long_info
NYGM HiRes Submarines
BritishAsdicMkIFinal
DasBootSehrohr
DeckKannon
NYGM_Neutrale_Buoyancy
MaGui 3.4 - Range
Merchant_Fleet_Mod_3.2
MFM-Interim-Beta_NYGM
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
M.E.P v3
RealNavigation
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Old 03-18-13, 03:44 AM   #788
Rickster1
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Default more ships

I notice you have not got iablships for NYGMnew in your mod list, this mods loads more merchant ships. I have played both for many years now I find GWX to have more traffic in home ports and to be more difficult and computer heavy. I find nygm to be more realistic as per when convoys sailed and events happen as per real history.
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Old 03-20-13, 11:05 AM   #789
Obltn Strand
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Quote:
Originally Posted by LemonA View Post

I saw that NYGM has 1030 ships defined when others have 5632 ships (GWX) in the campaign file. And yesterday when i departured from Kiel harbour to test the mod (my 1st carreer) the harbour was nearly empty...

Mods:#
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6B
MaGui 3.4
MaGui 3.4 FIX for NYGM3.4
MaGui 3.4 - UZO
MaGui 3.4 - Konvoy
3rd Flotilla Mod
NYGM_SingleMissions_with_Lat_Long_info
NYGM HiRes Submarines
BritishAsdicMkIFinal
DasBootSehrohr
DeckKannon
NYGM_Neutrale_Buoyancy
MaGui 3.4 - Range
Merchant_Fleet_Mod_3.2
MFM-Interim-Beta_NYGM
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
M.E.P v3
RealNavigation
Add Add harbour traffic mod and harbours won't be so empty. NYGM is not a mod with pretty harbours anyway...
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Old 04-20-13, 05:24 AM   #790
scramasax
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Hi. I have problem. Sometimes in the middle of Atlantic, or North Sea, or near Island my career ends because of collision... But this thing I'm hitting is invisible to me on map, to watch crew, and to me from any view. What's happening? Help...
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Old 04-20-13, 10:34 AM   #791
vanjast
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Maybe a mine ??
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Old 04-20-13, 03:15 PM   #792
scramasax
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Quote:
Originally Posted by vanjast View Post
Maybe a mine ??
I don't know. In scr file this is clean area.
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Old 05-01-13, 11:00 AM   #793
Paninejro
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Thank you for the trouble. Very much I love your mod.
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Old 05-01-13, 11:50 AM   #794
arnauld
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I am now trying NYGM , and i have started a career in 1. january 1941 with IXb. One Questition: I can´t find any supply-ship. Is this a bug or do NYGM don´t have supply-ships.

Greetins, Arnauld
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Last edited by arnauld; 05-02-13 at 03:49 AM.
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Old 06-17-13, 11:08 PM   #795
Ligne Maginot
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I'm new here, thank you very much for this amazing mod. Still not done with my first patrol and was attacked by two aircraft and fired four torpedoes defective ....
I have only one question: When one uses the UZO and off TDC (CTRL + T), it is impossible to adjust the "bearing". However, in the other stations are not the same problem. A file to be modified?

List of Mods:

NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6B
3rd Flotilla Mod
NYGM HiRes Submarines
Merchant_Fleet_Mod_3.2
MFM-Interim-Beta_NYGM
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
Hitman Optics NYGM 3.6 (Fixed)
CaptainAmericaOfficerIcons

Thanks for attention. [Apologize for my bad English]
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