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Old 08-15-2008, 06:35 AM   #61
nirwana
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umm it should be 50km E of caruna - in vigo was only the bessel til 41. if u cant get fuel use battery submerged only and recharge surfaced all engines stop.


Last edited by nirwana; 08-15-2008 at 07:01 AM.
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Old 08-15-2008, 07:42 AM   #62
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@Nirwana:

Concerning vanishing ships:
I have tested all 14 cargo ships (excluding tankers) from IABL's 'New Merchant Fleet' which are provided with NYGM. Tested in a single-mission convoy, with no escorts so I can sink the merchants easily. Winds set to 15 m/s.

12 of these 14 ships sank correctly, most with one torpedo, a few with two torpedoes.
Of the other two ships, one sank, but no credit was given. The other remained floating on the surface after being torpedoed, but could not be locked-on with the UZO or periscope. Credit for this was also not given.
These two unsuccessful ships have not been rezoned properly, so this is a known problem which does not always occur even with the same ships.

None of these ships became invisible while sinking. Nor have I ever seen this effect before in long testing. Are you perhaps using some other mods as well as NYGM?

Has anyone else had the problem of sinking ships becoming invisible?

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Old 08-15-2008, 05:51 PM   #63
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Although not approved for NYGM i use OLC2 and the GUI of it but i cant imagine that is has anything to do with it. No others but some mapmods are added by me. Since my post it didnt occured again though im hunting in the same grid for 3 patrols now with comparable successrate.

btw. remember the post with wabos wont hit in critical depth ? Im now absolutly sure im safe there in a type IX to avoid any wabos no matter what speed im running or even being stationary. Its now my std evasive tactic after an attack on a convoy and it didnt failed for more then 8 attacks. I generally running in a circle with 2/3 chased by 2-3 escort wasting their wabos. Even if they still running over me not having any wabos left they leave for sure at sunrise or dawn.
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Old 08-16-2008, 03:15 PM   #64
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http://i291.photobucket.com/albums/l..._12813_421.jpg


I'll nurse her home thanks nirwana.

The max is not there
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Old 08-16-2008, 04:12 PM   #65
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Soon ill advance to the year where Max should be available. I missed the harbor and Max when i looked at ure 1st map jpeg. Will see if its there for me. If not its a bug of NYGM.
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Old 08-17-2008, 05:10 AM   #66
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@zombiewolf:

For the Max Albrecht, you must install the 'Harbor Traffic Add-in' mod (originally made by Rubini, but modified for NYGM).
You can find it in folder \NYGM3_0\documentation\.
Copy the Harbor Traffic folder into your '\data\mods\' folder, then install it with JSGME.
You *must* be at a base to install the Harbor Traffic Mod.

@Nirwana:
1. OLC2 affects key files, and a version has never been made for NYGM. If it works for you, then OK, but it is dangerous to use in NYGM without alteration.
However, you say that the 'invisible' sinking ships have never returned, so it may have been a temporary bug. Saving and reloading a game often introduces strange artefacts to game play. The original devs never expected so many extra ships to be added.
It is particularly inadvisable to save a game near a convoy, or at any time after two convoys have spawned together near your U-boat.

2. If you have found a way to avoid depth-charges, then use it. This is called 'experience'. It is the reason why experienced U-boat commanders were more likely to survive the war than commanders without experience.

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Old 08-17-2008, 06:26 AM   #67
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Well i sincerly hope olc will create a version for NYGM as he posted earlier. His enviromental modifications and GUI are indespendable for me.
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Old 08-22-2008, 11:29 AM   #68
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Quote:
a version of NYGM for SH4 + U-boat add-on would definitely fall into the category of 'too much effort, too little return' (speaking only for myself).
I agree if it is a matter of porting it all over. However, some isolated NYGM features should make his way to SH4 IMHo because as sergbuto said, the engine is much better and solves many limitations of SH3 (erratic air attacks over 256x TC, Resupply from Milk Cows, Faster loading times, weather, crew management...).

It would be nice if it started as the own NYGM did, i.e. with small but important modifications. I for one would like to see the NYGM U-Boat physics ported over to SH4, f.e., as a little but essential modification
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Old 08-24-2008, 06:16 PM   #69
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A late response, but thanks for this latest incarnation of NYGM. Its the mod thats accompanied all my SH3 playing time, and along with Wolves at War and SH3 Commander, makes my virtual U-boating experience complete.

Well done Stiebler, and all involved !
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Old 08-25-2008, 03:29 AM   #70
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Default OLC Horizon Fix available

I am very pleased to announce that OneLifeCrisis has very kindly created a version of his horizon fix for NYGM 3.0.

I have tested it in two very extended patrols, involving twice refuelling from U-tankers for each patrol, in 1943-1944, and in a series of single missions with varying weather conditions. It works wonderfully!

This is a great addition to NYGM, and can be downloaded from my signature below. Look for file 'OLCHorizonFix.7z'.
Unzip it with 7-zip or (I hope) WinRAR, place it in your silenthunteriii\mods folder, and install with JSGME.

So thank you very much, OneLifeCrisis.

[EDIT: The changes should also fix the "black triangles on the horizon" and "flickering sun/moon/horizon" bugs that some people get (depending on their graphics card).]

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Old 08-25-2008, 03:44 AM   #71
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@Hitman:

Quote:
It would be nice if it started as the own NYGM did, i.e. with small but important modifications. I for one would like to see the NYGM U-Boat physics ported over to SH4, f.e., as a little but essential modification.
I don't have a copy of SH4, so it would take me ages to get up to speed.
To the best of my knowledge, Der Teddy Bar and Observer are not currently playing SH4 either, for domestic/real-life reasons.

So I can only repeat, NYGM will never appear in SH4 as a complete entity. We are happy to co-operate with those who want to make their own changes, but we are not going to make the changes ourselves.

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Old 08-25-2008, 07:35 AM   #72
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Quote:
I am very pleased to announce that OneLifeCrisis has very kindly created a version of his horizon fix for NYGM 3.0.

I have tested it in two very extended patrols, involving twice refuelling from U-tankers for each patrol, in 1943-1944, and in a series of single missions with varying weather conditions. It works wonderfully!
Fantastic

I have been using for testing purposes OLC's environment directly on top of NYGM and it seems to work well and the AI visuals still work as intended. However, a specific version for NYGM is of course the way to go.

I will give this week the finishing touches to my optics & targetting mod for NYGM and release as soon as possible, should be a pleasure to use it with the fixed horizon.
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Old 08-25-2008, 11:14 AM   #73
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@Hitman:

Quote:
I will give this week the finishing touches to my optics & targetting mod for NYGM and release as soon as possible, should be a pleasure to use it with the fixed horizon.
I'll look forward to that!

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Old 08-25-2008, 05:23 PM   #74
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Im using OLC2 with NYGM since the last version was released and i had no issues as well.
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Old 08-25-2008, 09:46 PM   #75
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My pleasure Stiebler.
And, if I may...

*ahem*

To the chaps using OLCE2 with NYGM
To say that OLCE2 breaks NYGM might be an overstatement, but it does make some things function differently than NYGM's authors intended. Obviously ships will see worse at night. While this is arguably a good thing in GWX, the same cannot necessarily be said for NYGM, which has sensors set differently to GWX. Furthermore, using OLCE2 in NYGM will give you GWX's wave heights, which would "break" this part of NYGM:
Quote:
Originally Posted by NYGM 3.0 Manual

Schnorchelling improved (Stiebler)

Maximum wave height has been reduced, partly again to improve visibility in stormy weather, partly to improve detection by escorts of the U-boat at periscope depth, but also to reduce crew fatigue while schnorchelling in stormy seas. The constant oscillation of the crew from diesel room to electric room as the schnorchel falls below the water surface has a very serious effect on crew fatigue, and this can have a drastic effect on the engine-room crews ability to perform during very long schnorchel cruises in late 1944 or early 1945. In stormy weather, schnorchel at night closer to the surface than usual in order to reduce this effect.

There may be other adverse effects as well.

In contrast, the OLC Horizon Fix for NYGM won't alter the NYGM gameplay in any way at all. It just fixes the horizon and some stock graphics bugs, as described above by Stiebler.

Last edited by onelifecrisis; 08-25-2008 at 09:58 PM.
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