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Old 08-05-13, 08:57 PM   #841
BigWalleye
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Have you tried putting a keybinding entry into [Cmd48] "Rotate_hydrophone" to see if the [Cmd48] is active? As Key0=0xXX,,"X". Might work.
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Old 08-05-13, 11:42 PM   #842
Ligne Maginot
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Quote:
Originally Posted by BigWalleye View Post
Have you tried putting a keybinding entry into [Cmd48] "Rotate_hydrophone" to see if the [Cmd48] is active? As Key0=0xXX,,"X". Might work.
I tried and not work, but thanks for the suggestion.

I thought others players used it, but apparently not because nothing is said about it in the documentation. Anyway, it's a bit unrealistic (unless the headphones have extension cables ).

More troubling is the loss of audition, every time you change the depth being submerged. What appears to be caused by the "Hydrophone-Fix" that provides h.sie with his V16B1.

Are only a few seconds, but added to this the constant loss of depth ("Silent-running Fix" Stiebler4B Add-ons), when one tries to escape from 2 or 3 escorts, things get complicated.

The player loses the audition as well as the sonar man, you must be constantly ordering to report the closest contact, while you try to keep track of the others.

That happens to you Sir?

Regards.

Last edited by Ligne Maginot; 08-06-13 at 12:12 AM.
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Old 09-23-13, 01:32 PM   #843
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I wonder, is it really in nygm not have sh3.sdl, or it is simply forgotten?
Because there have sound file like one from Lifeboat mod, but no sh3.sdl in which this file is wrote.
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Old 09-26-13, 10:25 PM   #844
JC1959
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Default Aircraft in NYGM 3.6C

Hello everyone

Been out of Sh3 for a while, got back into it just recently and brought NYGM up to speed with the latest updates (except the wolf pack addition - not got round to it yet).
Anyway, played a few patrols and everything OK. Just a couple of questions though; normally I usually only attack convoys, but on a couple of occasions I went for a task force (tankers etc), and on both I experienced a CTD, which, even though my system is well past its sell by date, is very rare with any game, not just SH3.
I was just wondering if anyone else has experienced this with a task force, or am I just unlucky?

My second question concerns gameplay. I was attacking a convoy in the `Atlantic Gap` one time recently, where, historically, allied land-borne aircraft could not reach. At some point I was attacked by single engined aircraft (two Avengers), which of course forced me to take evasive action. In real life it would have been impossible for these aircraft to be out that far into the Atlantic - unless of course they came from an aircraft carrier? My question is this; is this a historical glitch or would there have actually been a carrier in the vicinity of that particular game I was playing, to justify the presence of that particular type of aircraft? Have scenarios like this been allowed for and written into the game? It would be great if it was (!)

Best regards

JC
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Old 09-27-13, 06:35 AM   #845
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@Tycho:
NYGM does not have the sh3.sdl file.

@JC1959:
1. There should be no CTDs with NYGM. I play it all the time, and I never have a CTD (except, very rarely, after a reload of a corrupted saved game, usually caused by trying to save in an area with two convoys present).
2. Avengers are flown off carrier groups. There are hunting groups with carriers from 1943, and escort carriers protecting convoys from 1942. Probably the 1942 date is a little early.
In addition, CAM-ships can fly off single Hurricanes from 1941.

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Old 10-01-13, 05:45 PM   #846
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Could someone tell me how can i change the time spended when commisioning a new uboat?
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Old 10-03-13, 06:19 AM   #847
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@Completum:

Find file silenthunteriii\data\cfg\basic.cfg.

Search for "[SubmarineX]" (without the quotes), where X = 0,1,2,3.
For each [SubmarineX], find "DaysSpentinBase=".

Replace the existing values with whatever values you prefer.

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Old 10-03-13, 07:53 AM   #848
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@Stiebler thanks for your reply. i will try it asap
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Old 10-14-13, 03:17 AM   #849
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Default NYGM 3.6D released

This latest small update to NYGM contains several small fixes pointed up by NGT, after he made a careful study of the files. Many thanks to NGT for his hard work.

In addition, air power has been rebalanced slightly to reduce air attacks. Also sim files for many ships altered to change surfaced draught from 0 to the figure stated in the ship's cfg file. This seems to make the ships more steady on the sea. Inconsistencies between displacements stated in the cfg file and the sim file for the same ship have also been corrected.

The new mod replaces completely the older NYGM 3.6C (and also the even older NYGM 3.6B, for those who had failed to notice the upgrade from B to C!) NYGM 3.6C/B should be un-installed.

Download from my signature below.

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Old 10-14-13, 06:19 AM   #850
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Oh just as I got my mod soup just about cooked



Well, what can one do but face the task ahead

Thanks a lot Stiebler and NGT
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Old 10-14-13, 08:27 AM   #851
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Thank you, Stiebler, but it will have to wait until my next RTB. Hope I don't die in an air attack in the meantime!
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Old 10-14-13, 10:02 AM   #852
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Thank you.

Are the additional mods in Documentation folder(3 flottila,harbor traffic...) changed or can I use the 3_C version of the mods?

If the sim files of the ships are changed should I re-download NYGM IABLShipsforNYGM_New2?

Last edited by Dani; 10-14-13 at 05:23 PM.
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Old 10-15-13, 03:24 AM   #853
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@Dani:
You can retain the NYGM 3.6C version for supplementary mods, although there are 2 minor changes to the Hitman Optics folder (affects en_menu.txt and de_menu.txt only, updated to show NYGM3.6D on loading screen, previously NYGM3.6C).

No need to reload NYGM IABLShipsforNYGM_New2 - only some stock ships and NACG have needed their sim files changed.

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Old 10-15-13, 09:22 AM   #854
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Quote:
for those who had failed to notice the upgrade from B to C!
Like me

Thread title now updated with latest version
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Old 10-15-13, 09:46 AM   #855
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@Stiebler

Thanx!
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