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Old 02-24-13, 05:30 PM   #1
Rokko
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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. And the JFO mod CTD appearently came from faulty installation instructions in ther German readme, no problems when using the English instructions, don't know why though.

I do have two other questions, though:
Is there some optional mod for NYGM that adds a little more radio traffic? I'm feeling a little lonely out there

and:
I've read in the NYGM manual that all convoys -even early war convoys- have at least 3 escorts. Why is that? And is it even true for convoys in the Atlantic that are out of escort range? I haven't encountered any convoys so far so I can't tell.
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Old 02-25-13, 04:41 AM   #2
Stiebler
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@Rokko:

1. Few radio mesages: This was deliberate, because every time you receive a radio message tc drops to 1. That is a real nuisance if you are trying to sail at tc = 1024 (or higher) across the ocean to a distant patrol grid. It makes it difficult to read a book while you are waiting. So only a handful of key messages are included with NYGM.

Today, one can remove this tc=1 problem by installing H.sie's hard-code mod (check the sticky at the top of the mods page) that prevents tc from falling to 1. (Actually it was my code, I got so exasperated with this problem, reworked by H.sie for inclusion in his mod.)

If you want to add a lot more messages - and I don't recommend it unless you have H.sie's code patch installed - try here:
http://www.subsim.com/radioroom/down...d=25&sort=date

2.
Quote:
All convoys -even early war convoys- have at least 3 escorts.
Yes, this is (largely) true. Forget the widely held view that early in the war convoys were unescorted once they reached a certain point west in the Atlantic. It is not true. [Ahem - see my book, 'The Milk Cows', an updated version of the old 'U-boat Tankers 1941-45'.]

Stiebler.
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Old 02-25-13, 06:41 AM   #3
LemonA
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Quote:
Originally Posted by Stiebler View Post

If you want to add a lot more messages - and I don't recommend it unless you have H.sie's code patch installed - try here:
http://www.subsim.com/radioroom/down...d=25&sort=date
Good info.

Quote:
Originally Posted by Stiebler View Post
[ see my book, 'The Milk Cows', an updated version of the old 'U-boat Tankers 1941-45'.]
http://www.amazon.com/MILK-COWS-U-Bo.../dp/184884008X ??
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Old 03-08-13, 10:28 PM   #4
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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   #5
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   #6
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   #7
Friede Rösing
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thanks...
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Old 03-17-13, 10:13 AM   #8
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   #9
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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