View Full Version : NYGM question
VONHARRIS
03-28-11, 12:46 PM
I am posting this question here since I got no reply when I posted it to the Mods workshop section.
http://www.subsim.com/radioroom/showthread.php?t=139231 post No 532
I downloaded the NYGM tonnage war mod , installed it following the procedure given.
I also installed the MFM interim beta and the whole thing loaded and run.
(Great so far since I was not able to run the MFM with the GWX)
Now , I can not change the firing pistol of the TI from magnetic to impact.
I even tried the silent 3ditor (very good tool!) to edit the torpedo.sim file but I found nothing.
I tried the documentation of the NYGM mods as well but I didn't find anything.
The NYGM is installed on a clean 1.4b version of SH3(registry cleaned)
I also use the latest version of SH3 Commander and JSGME
Please help me.
I haven't played NYGM for a while, but it used (and quite possibly still does) to disable impact only pistols, to more accurately simulate torpedo failures.
Remember that magnetic pistols also have an impact pistol, so they work for 90 degree hull impact hits too, in addition to beneath the hull magnetic explosions.
VONHARRIS
03-28-11, 02:50 PM
Tom , I agree with you.
On the other hand magnetic detonators are known for their premature explosions in heavy seas.
Good news: I solved my problem. The original loadout was made of TIs only. When I added a TII to No1 bow tube everything came back to normal. I really can't explain it.
Tom , I agree with you.
On the other hand magnetic detonators are known for their premature explosions in heavy seas.
Good news: I solved my problem. The original loadout was made of TIs only. When I added a TII to No1 bow tube everything came back to normal. I really can't explain it. Possible that your guardian angel came to you :DL
Fish In The Water
03-28-11, 06:01 PM
Good news: I solved my problem. The original loadout was made of TIs only. When I added a TII to No1 bow tube everything came back to normal. I really can't explain it.
Sometimes explanations are overrated... ;)
Glad to hear you got it sorted!
VONHARRIS
03-29-11, 02:18 PM
The fact is that the change of torps didn't solve the problem as I later discovered.
I was able to change the pistol when I applied the Capt. Teach's SH3 Color Icons with Integrated Orders mod to NYGM.
When I tried to enable the mod with JSGME it stated the file Dials.cfg was changed by the NYGM mod.
This is the answer.
In the folder \data\Menu\cfg there is a file Dials.cfg.
Open this file and find the block:
[Dial2]
Name=Torp_Pistol
Type=19; DIAL_TORP_PISTOL
Cmd=Set_torpedo_pistol
Dial=0x3B0800FF
CrtVal=0x3B080001
NewVal=0x0
DialVal=45,45 In NYGM this line is DialVal=45,45 and it doesn't let the switch to turn. Adding the minus - before the first 45 restores the setting
that is DialVal=-45,45 and both pistols are available
If you change the line to DialVal=-45,-45 you have only impact pistols.
RealVal=0,1; 0-impact or 1-magnetic
Circular=Yes
CmdOnDrag=Yes
SndStep=1
SndList=2,Menu.TDC.Pistol_I,0.1,Menu.TDC.Pistol_M, 1,
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