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Old 03-27-10, 09:42 AM   #361
h.sie
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Default Made ACM-GUI Reloaded compatible to NYGM

Just finished to make ACM-GUI Reloaded compatible to NYGM. Tried hard (and hopefully succeeded) to not touch any of the NYGM specific gameplay settings. Can be downloaded from my mediafire page.

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Old 03-28-10, 07:25 AM   #362
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Found a little bug in ACM-GUi for NYGM. Apologize for that.
You can download a corrected version 1.10b from my mediafire page.
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Old 03-28-10, 07:50 AM   #363
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Hello Stiebler,

I have a question regarding the radio messages in NYGM. Are they important for the gameplay, or are they more like ear-candy.

Thanks,
h.sie
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Old 03-31-10, 10:11 AM   #364
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Going through some files I just noticed something. The pack with IABL's ships for NYGM equips them with the ordinary AI_visual sensor, the same used on warships, instead of the M_visual used in merchants. Is that correct?
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Old 03-31-10, 01:05 PM   #365
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@Hitman:

You are correct - IABL's ships (in NYGM) did have for a time the AI Sensor.

However, I replaced them with the M_Sensor (Merchant sensor) some time ago.

Try downloading the NYGM-IABL ships again from my signature. You may have an early release.

@H.sie:
Thanks for the update. I've been away a few days.

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Old 03-31-10, 02:33 PM   #366
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Cheers, thanks
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Old 04-02-10, 04:13 AM   #367
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@H.Sie:

Quote:
I have a question regarding the radio messages in NYGM. Are they important for the gameplay, or are they more like ear-candy.
Radio messages in NYGM, and in all other super-mods, are ear-candy. There is no way of linking them to actual events.

This means the messages need careful selection. If there are too many, the game keeps dropping to tc=1, and there is no known method to avoid this either, unless by removing the radioman from his position.

NYGM restricts itself solely to messages of strategic importance - about events of the war which will affect U-boats at sea. There are many messages at the outbreak of war, providing general information, a cluster of U-boat sinkings in spring 1941 (in order to hint that the British have a new method of U-boat detection), statements that Germany is at war with various different countries when appropriate, and a cluster of desperate exhortations from Doenitz in 1945. So radio messages in NYGM are always intended to affect your behaviour at sea as the commander of a U-boat, but have no other significance.

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Old 04-04-10, 06:40 PM   #368
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Quote:
Originally Posted by h.sie View Post
By the way: Perhaps I found the reason why in the NYGM damage model, torpedo tubes and other systems are assigned to the turm: I found the following older post in this forum (which has not been answered):

Nedlam wrote: "Speaking of damage. I'm guessing that all of the extra submarine systems located in the bridge section (dive planes, torpedo tubes, etc) are there to simulate having to go outside of the sub to fix?"

For me this is sounds like a good reason !

h.sie
Hi h.sie,

You are correct that the reason these are assigned to the conning tower to simulate having to go outside of the u-boat to fix and in addition they are there to help the virtual Captain be more considered in the risks he takes.
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Old 04-05-10, 11:11 AM   #369
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Default Hitman's Revised Optics for NYGM

Hitman's brilliant new Optics mod for manual targeting in NYGM is now available for download from the NYGM webpage on SubSim, by clicking on my signature. It replaces completely his older optics mod, which should now be discarded.

Although this is an optional mod for NYGM, I would still strongly advise all users to download it for greater realism in game-play. It looks good too!

For more details, see this link:
http://www.subsim.com/radioroom/show...22&postcount=1


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Old 04-06-10, 09:55 AM   #370
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Quote:
Try downloading the NYGM-IABL ships again from my signature. You may have an early release.
I'm right now downloading the IABL ships from the subsim page, but have noticed that it is only 13MB. The older versions I had (Have two) are 48MB. What shall I do, simply install the new one or overwrite the older install?
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Old 04-06-10, 12:46 PM   #371
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Concerning reduced size of NYGM package for IABL ships.

It became apparent during prolonged testing that some of the American ships in the package could not be torpedoed.

The torpedoes passed right *through* (not under) the ships without exploding, easily confirmed by firing air-powered torpedoes and watching camera views of the torpedo trails. These ships could however be sunk by gunfire, and were in other ways stable.

I made the difficult decision to withdraw these defective American ships from the package. Instead, the American roster files now contain references to the original British IABL ships, which can be torpedoed. (Also, some of the original American ships remain in the package.) I have removed a few of the skins for the British ships which are too obviously British only - it would look odd to see an American-flagged ship with an obvious British skin.

This is the package which is now available for download as 'IABL ships for NYGM'. It has the (unintended) advantage that there is a slightly smaller hit on game performance than was the case with the original larger package.

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Old 04-07-10, 10:22 AM   #372
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Thanks John

BTW I have updated this thread's title to refelect the current 3.3C version of NYGM

Cheers
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Old 04-08-10, 07:52 PM   #373
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I have no idea, the damage control work was done by Observer, who departed this forum long ago.
I still check in from time to time.

BTW, good job keeping things up-to-date.
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Old 04-09-10, 06:02 AM   #374
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Hallo again Observer!,

Nice to see you in this forum again.

Any chance of you taking a more active interest?

Best wishes,
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Old 04-09-10, 10:17 PM   #375
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Hallo again Observer!,

Nice to see you in this forum again.

Any chance of you taking a more active interest?

Best wishes,
Stiebler.
Thanks!

I suppose it depends on what you're looking to do. The truth is, I've forgotten an awful lot. Unfortunately, I wouldn't be able to commit to anything until the next couple of weeks as I'm pretty tied up right now.
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