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Old 02-24-13, 12:21 PM   #766
Rokko
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I'm trying to install this mod, but I am confused. There is Hitman GUI 1.1.
and Hitman Optics 3.6 (fixed).
Which one is recommended and is more recent? It appears they are mutually exclusive, but the Optics mod lacks a lot of stuff for calculating a firing solutions.
Also, is it possible to add the RAOBF Wheel and the U-Jagd-Chronometer to the mod? Cause I don't really know how to get solutions elsewise in SH3 (I'm only used to the NewUI and SH5 atm).
And, could it be that these mods are incompatible with JFO! 2.0?
Because, when I edit the menu_1024_768 according to the JFO instructions with either mod activated I get a CTD when starting the game.
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Old 02-24-13, 05:06 PM   #767
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@LemonA:
Quote:
Pictures/videos of NYGM?
None (so far as I know).

@Rokko:
Quote:
I'm trying to install this mod, but I am confused. There is Hitman GUI 1.1. and Hitman Optics 3.6 (fixed).
Hitman's Optics 3.6B version is easier to use, and can be used in conjunction with the weapons' officer, if desired, or manually. It is an updated version of the older 'Hitman 1.2 NYGM 3.2' mod. Since it is also much superior to the default SH3 UZO screen, it is the mod of choice for most players.
Hitman's Optics 3.6A is for those who want life harder and more manual.
The two 3.6 versions serve different purposes.
Hitman's GUI 1.1 is obsolete for NYGM.

Quote:
Is it possible to add the RAOBF Wheel and the U-Jagd-Chronometer to the mod? Cause I don't really know how to get solutions elsewise in SH3 (I'm only used to the NewUI and SH5 atm).
And, could it be that these mods are incompatible with JFO! 2.0?
Because, when I edit the menu_1024_768 according to the JFO instructions with either mod activated I get a CTD when starting the game.
No idea to both questions, I'm afraid. Neither is necessary with Hitman's two solutions.

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Old 02-24-13, 05:30 PM   #768
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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   #769
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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'.]

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Old 02-25-13, 06:41 AM   #770
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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:
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[ 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 02-27-13, 04:16 PM   #771
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Quote:
Originally Posted by Stiebler View Post
@LemonA:
None (so far as I know).
NYGM pictures

Start



Menu



SingleMission start:



Loading screen Single mission



Ingame with FM's NI



So far, so good, but the bad news is: the mod creator has chosen to bring back the "No Humming bird effect" in the mod, which is a bad decision IMO. A sub must be capable , in all circumstances and any depth, to be stationary in the water for hours when it's NOT in Silent Running mode.
Am i wrong?
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Old 02-28-13, 07:47 AM   #772
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@LemonA:
Thanks for all the pictures - very helpful.

Quote:
the bad news is: the mod creator has chosen to bring back the "No Humming bird effect" in the mod, which is a bad decision IMO. A sub must be capable , in all circumstances and any depth, to be stationary in the water for hours when it's NOT in Silent Running mode.
This has been discussed at some length in the past.

In practical terms, WW2 submarines could not hover, the calculations were too fearsome to be carried out without a computer.

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Old 02-28-13, 07:56 AM   #773
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I prefer the 'no hummingbird' mod, it's all about realism.

My solution is to crawl at 1 knot, back and forth whilst I'm lying in wait.
Another way is to run parallel to the ships track at a knot, thus keeping my range consistent, then when the target is almost level with me, hard turn into the track until i'm at 90 degrees to his track, and BOOM! or CLANG, depending on whether its a dud or not.
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Old 02-28-13, 02:02 PM   #774
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I like this mod very much this far. The humming bird thingie is a little annoying when doing the four-bearings-method but I can live with that.
I kinda like how sparse enemy shipping is in this. I am on a first patrol which has lasted almost a month so far and without the Single Merchant Contact addition I wouldn't have sunk a single ship so far!
Only thing I don't really like is how bright the nights are. Even under cloudy conditions I can see perfectly at night. Are there alternative environment mods compatible with this?
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Old 03-01-13, 12:24 AM   #775
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Quote:
Originally Posted by Rokko View Post
Only thing I don't really like is how bright the nights are. Even under cloudy conditions I can see perfectly at night. Are there alternative environment mods compatible with this?
I use Rik's SH-5 Water for SH-3 20 Km V84 mod and so far have been pleased with results.
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Old 03-01-13, 10:10 AM   #776
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Quote:
Originally Posted by Obltn Strand View Post
I use Rik's SH-5 Water for SH-3 20 Km V84 mod and so far have been pleased with results.
I am not pleased with the results, especially when looking at the night pictures ...
http://www.subsim.com/radioroom/show...92&postcount=1
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Old 03-01-13, 10:44 AM   #777
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@Rokko:

If you install H.sie's code patch V16B (find it in the sticky threads in this MODS thread, http://www.subsim.com/radioroom/showthread.php?t=174225), then you can adjust the darkness as you wish.

This mod 'Night Vision Fix' was originally made by H.sie and Rubini and Makman94.

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Old 03-01-13, 03:25 PM   #778
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I have updated the first post of this thread by Stiebler with LemonA's pictures (Credit is given). This will allow easily sending people who want to see some to that first post. If you prefer to keep the first post without them, then please just delete them John, you are the host
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Old 03-02-13, 06:21 AM   #779
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Many thanks for the idea, Hitman.

Placing the images in the first post will be very helpful to other potential new users of NYGM.

Thanks again also to LemonA.

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Old 03-02-13, 03:00 PM   #780
Rokko
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I have all of the code fixes installed, my problem is the brightness of the scenery entirely. Spotting at night seems to be right, but it just looks too bright for a night where you can't see the stars. I remember GWX had nice dark nights.
Tried the SH5 water mod, but it's still to dark at night and during storms (in fog). Also the underwater graphics are worse than with only NYGM in my opinion.
Is MEP v3 compatible with NYGM?
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