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Old 03-19-15, 02:45 PM   #1141
Sittingwolf
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Cant stop loving the hardcore realism this mod gives.
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Old 03-20-15, 02:19 AM   #1142
hauangua
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thanks for replies now better IABL or MFM interim? differences?
and is good my mod list? in post #1152
thanks Kaleuns
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Old 03-20-15, 05:47 AM   #1143
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Quote:
Originally Posted by hauangua View Post
thanks for replies now better IABL or MFM interim? differences?
MFM interim have more ships and need more pc resources.
Quote:
Originally Posted by hauangua View Post
and is good my mod list? in post #1152
Probably isn't good! I install mods quite differently, but from what I know and read around the subject:

3rd Flotilla Mod - Only if you will playing with a 3rd flotilla, if not, do not install it.

Stiebler4C_SubsFlag - Should be after Stiebler4C_Addon, and is not needed if you use NYGM_HiRes_Submarines.

NYGM_HiRes_Submarines - "File (10) should be installed LAST of all mods in your set-up."
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Old 03-20-15, 07:51 AM   #1144
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Differences in IABL and MFM? The other major thing different is the fact that the ships in IABL are adjusted to NYGM's sinking model. Apparently the ships in MFM sink as easily as they do in vanilla and GWX. The ships in IABL are modified to fit NYGM's sinking model. It might take more torpedoes and/or time to sink the IABLnew/NYGM ships than MFM ships.
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Old 03-20-15, 12:22 PM   #1145
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Thanks for the advice you are wonderful ....

Last answer you used "Raduz sistem... or similar (3 lines...ecc) for intercept course target?

Thanks

Last edited by hauangua; 03-21-15 at 06:53 AM.
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Old 03-22-15, 08:40 AM   #1146
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After lot of fiddeling, reading and remembering I managed to get a functional mod setup running, only thing I am not sure about: What should I install: Stiebler Subflag or the Anvart_Stiebler turm mod? With the former I can raise a flag with Shift-F and an antenna with Shift-V (1941, no radar yet). The latter doesn't have flags, so I am inclined to keep the SubFlag mod.

Also, a gameplay question:
I have no assembled for the first time in this game a wolfpack on a convoy in the South Atlantic, shadowing it through the day and at last recieving an order to keep radio silence from now on and to expect a joint attack "tonight". But what does tonight mean?
I eventually got too eager and attacked around 1930 (it was already dark), but what would be the SOP in RL and with the wolfpack mod? Should I wait for a attack signal, wait till midnight or wait for the other boats to attack?
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Old 03-22-15, 11:49 AM   #1147
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@rokko: I think the real wolfpack attacks were not co-ordinated to the point of having exact attacking times. Without GPS and constant radio contact, it would have been too difficult. U-boat Commander's handbook will help you in getting the idea. Attack as quickly and destroy what you can with one pass, that was BdU's general idea.

@hauangua: in low visibility Raduz's methods work. Kuikueg's four bearing method is even better.
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Old 03-22-15, 03:36 PM   #1148
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The correct mod order for the basic NYGM/Hsie/Stiebler system is this:

(On top of stock SH3):
NYGM 2.5 Stand-alone
NYGM 3_New
NYGM 3_6F
Hsie V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubFlag

Recommended optional extras that are added to the end of this set-up:
Hitman Optics NYGM 3.6 (Fixed) [supplied in the Documentation folder of NYGM 3_6F.]
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6F

Concerning attacks by a wolf-pack that you have called to the convoy:
Once BdU announces that the joint attack is ready, you can attack at any time. It will be easier if the other U-boats have attacked first, since then the convoy escorts will be distracted.
However...
The wolf-pack comes to the point where you made your last signal, after adjustment for reported convoy speed and direction. If the convoy changes course, or you made a big error with speed or direction, then the pack may not make contact with the convoy at all. And that is correct behaviour. You must make a decision concerning how long to wait before your attack. After midnight is about right.

Concerning IABL ships for NYGM:
As Sublynx has stated correctly, the IABL ships supplied with the IABLShipsforNYGM_New_Thomsen pack have been rezoned to fit the NYGM slow-sinking model. You have to wait around after hitting a large ship, in order to see whether it sinks. If it does not sink quickly, will it be necessary to waste another torpedo on the ship? If I leave the ship, planning to return later, will the ship have self-repaired and moved on slowly? Lots of uncertainty there, makes the game more interesting.

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Old 03-22-15, 04:34 PM   #1149
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Thats about how it went down. One hour after I struck the convoy other ships in it started exploding. The AI Kaleun was even kind enough to sink one of the corvettes that were depth charging me

I kinda expected the mod to just spawn some random torpedos on the convoy, but I noticed an actual AI boat going around at periscope depth, getting attacked by gunfire and depth charges, but appearently it was invulnerable.
(Yeah I cheated and looked around in the external cam)
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Old 04-05-15, 10:55 AM   #1150
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Quote:
Originally Posted by Stiebler View Post
The correct mod order for the basic NYGM/Hsie/Stiebler system is this:

(On top of stock SH3):
NYGM 2.5 Stand-alone
NYGM 3_New
NYGM 3_6F
Hsie V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubFlag

Recommended optional extras that are added to the end of this set-up:
Hitman Optics NYGM 3.6 (Fixed) [supplied in the Documentation folder of NYGM 3_6F.]
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6F
Thanks

It seems I had a mistake in my mod order that I had fixed by an otherwise useless fix. Now hopefully in order
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Old 04-07-15, 08:33 PM   #1151
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Default MOD Order without optional mods at first

OK down loaded all these and one file NYGM 6_D So WHERE in the order does it go? And any other updates? It appears that this list should be updated…

The NYGM Mod contains several parts, for convenience of downloading and updating, as follows:
•1. NYGM_Tonnage_War_V2.5_Full_Version.7z (Essential, 322 MBytes)
•2. NYGM3_New.7z (Essential, 102 MBytes)
•3. NYGM3_6F.7z (Essential, 58 MBytes)
•4. IABLShipsforNYGM_New_Thomsen.7z (Optional, 14 MBytes)
•5. 3rd Flotilla Mod.7z (Optional, 60 KBytes)
•6. SH3_Commander_Updates_for_NYGM.7z (Optional, 0.07 MByte)
•7. MFM-Interim-Beta_NYGM.7z (Optional, 35 KBytes)
•8. Stiebler4C_V16B1.7z (Optional, an upgrade of the 3A variant but more complex to install; 22 MBytes; includes many new turms for radar.)
•9. Stiebler4C_SubsFlag.7z (Optional, 13 MBytes)
•10. NYGM_HiRes_Submarines_3_6F.7z (Optional, 104 MBytes - please observe large size to download)
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Old 04-08-15, 02:24 AM   #1152
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@Fenian:
If by "NYGM 6_D" you mean NYGM 3_6D, it has been superceded by NYGM3_6F.

The list you give above, evidently taken from the NYGM download web-site at SubSim, is correct and up-to-date.

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Old 04-08-15, 05:14 AM   #1153
hauangua
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Default NYGM+MaguiF+MEP5....is possible?

Hi I have a question as to title Use NYGM and find it super I wanted to add MaguiF + Magui fix for Nygm and maybe MEP5 + Fix for Nygm In your view, can I do it? or I can have problems with NYGM?

This is my current mod list:
NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6F
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-GAUGES V2
Stiebler4C_SubsFlag
Hitman Optics NYGM 3.6 (Fixed)... (From uninstall if I install Magui F)
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6Fu
1500bearing overlay
captainAmericaOfficerIcon

+ Sh3 commander following your instructions (NYGM)

Last edited by hauangua; 04-08-15 at 05:41 AM.
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Old 04-08-15, 06:48 AM   #1154
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Quote:
Originally Posted by hauangua View Post
Hi I have a question as to title Use NYGM and find it super I wanted to add MaguiF + Magui fix for Nygm and maybe MEP5 + Fix for Nygm In your view, can I do it? or I can have problems with NYGM?

This is my current mod list:
NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6F
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-GAUGES V2
Stiebler4C_SubsFlag
Hitman Optics NYGM 3.6 (Fixed)... (From uninstall if I install Magui F)
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6F
1500bearing overlay
captainAmericaOfficerIcon

+ Sh3 commander following your instructions (NYGM)
Lppks pretty good. Supplement to V16B1 (JSGME) and Stiebler4C_Addon_for_V16B1 should be set up after all other mods, and then activated after the others. This means you have to set them up again if you add any mod that changes the files you edited in the setup. So a better order would be

NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6F
Hitman Optics NYGM 3.6 (Fixed)... (From uninstall if I install Magui F)
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6F
1500bearing overlay
captainAmericaOfficerIcon
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-GAUGES V2
Stiebler4C_SubsFlag

MEP5 should work fine with your mod list - no conflicts AFAIK. If you add MaGUI, then as you said, remove Hitman's Optics. You will have to change the setup for Stiebler4C when you do, because MaGUI has a different menu_1024_768.ini and there are items you need to add to make Stiebler4C work correctly. Activate both MaGUI and MEP5 before Supplement to V16B1 (JSGME). Everything should work fine together.

Good luck and good hunting!
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Old 04-08-15, 07:11 AM   #1155
hauangua
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Quote:
Originally Posted by BigWalleye View Post
Lppks pretty good. Supplement to V16B1 (JSGME) and Stiebler4C_Addon_for_V16B1 should be set up after all other mods, and then activated after the others. This means you have to set them up again if you add any mod that changes the files you edited in the setup. So a better order would be

NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6F
Hitman Optics NYGM 3.6 (Fixed)... (From uninstall if I install Magui F)
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6F
1500bearing overlay
captainAmericaOfficerIcon
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-GAUGES V2
Stiebler4C_SubsFlag

MEP5 should work fine with your mod list - no conflicts AFAIK. If you add MaGUI, then as you said, remove Hitman's Optics. You will have to change the setup for Stiebler4C when you do, because MaGUI has a different menu_1024_768.ini and there are items you need to add to make Stiebler4C work correctly. Activate both MaGUI and MEP5 before Supplement to V16B1 (JSGME). Everything should work fine together.

Good luck and good hunting!


Thanks Big Walleye What files should I add in menu ... you can tell me? Thanks again
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