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-   -   NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015) (https://www.subsim.com/radioroom/showthread.php?t=139231)

BigWalleye 11-13-18 07:19 AM

Fifi, can you take a look in your menu_1024_768.ini file? Item G26 I107 should be the chronometer. Or anybody else with this issue, would you please take a look? Ideally, check in the nod itself, rather than in the active /data folder.

Fifi 11-13-18 02:41 PM

Yes, it's the chrono, but can't see it...

here is what i have in menu file:

;=======================================
; 6.- CHRONOMETER PANEL
;=======================================
[G26 I107]
Name=Chrono
Type=1026;Menu group
ItemID=0x26020000
ParentID=0x26000000
;Pos=608,764,136,52
;Pos=33,383,200,300
Pos=70,400,200,300
Color=0xFFFFFFFF

[G26 I108]
Name=Reflection
Type=1030;Static bmp
ItemID=0x26020001
ParentID=0x26020000
Pos=-12,-12,256,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Reflex.tga
MatFlags=0x2
TexFmt=0x9
Drag=false

[G26 I109]
Name=Sec
Type=1031;Stat bmp array
ItemID=0x26020002
ParentID=0x26020000
Pos=85,-92,14,150
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Sec.tga
Crop 0=0,0,0.5,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I110]
Name=Min
Type=1031;Stat bmp array
ItemID=0x26020003
ParentID=0x26020000
Pos=85,-116,14,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Min.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I111]
Name=Estim Sec
Type=1031;Stat bmp array
ItemID=0x26020004
ParentID=0x26020000
Pos=85,-92,14,150
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Sec_Red.tga
Crop 0=0,0,0.5,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I112]
Name=Estim Min
Type=1031;Stat bmp array
ItemID=0x26020005
ParentID=0x26020000
Pos=85,-116,14,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Min_Red.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


[G26 I113]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x26020001
ParentID=0x26020000
Pos=0,0,200,300 ;180,990,183,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/H_Chronometer.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

;=======================================
; BACKGROUND IMAGE
;=======================================
[G26 I114]
Name=Background
Type=1030;Static bmp
ItemID=0x26000001
ParentID=0x26000000
Pos=0,1080,1920,1080
Color=0xFFFFFFFF
Materials=1
Display=0
Mat 0=data/menu/gui/VanWide1920_AttackScope.tga
Crop 0=0,0,1,1
MatFlags=0x21
TexFmt=0x9

Stiebler 11-13-18 02:57 PM

"I have a rookie crew-first mission.
The depth keeping abilities is very poor-anything less than STD speed at periscope depth causes the boat to sink. Wears out the batteries pretty quick.
As these guys improve(experience), does the depth keeping improve? I am hoping so.
Now silent running is useless as the boat sinks like a stone."

This is an example of the "Crash-dive Blues", which continues to trouble new players of NYGM.
If you interrupt a crash-dive *before* it has reached its standard dive-depth of 80 metres, the U-boat fails to level out correctly.
This is not a problem with stock SH3, nor with other super-mods (eg GWX), which have the standard diving model. (U-boat tends to rise slowly at slow speed.)
However, NYGM's diving model is biased towards a realistic slow sinking anyway, which is made much worse by an interrupted crash-dive.

There is an easy solution:
Return to the surface and perform another crash-dive. But on this occasion allow the U-boat to reach 80 metres and level-out, before you continue the dive to a deeper depth.
Of course, this is not possible if there is a destroyer overhead. So practise first in safe waters!


Stiebler.

BigWalleye 11-13-18 10:21 PM

Fifi, was that entry from the mod or from the active Data folder? If it's from the mod, then VanJast's menu_1024_768.ini file is getting overwritten by another mod. If it's from the active Data folder, then perhaps something is corrupted in the download?

Fifi 11-14-18 02:25 AM

Quote:

Originally Posted by BigWalleye (Post 2577128)
Fifi, was that entry from the mod or from the active Data folder? If it's from the mod, then VanJast's menu_1024_768.ini file is getting overwritten by another mod. If it's from the active Data folder, then perhaps something is corrupted in the download?

From the mod...but it is activated last on the list...so should be the active one :hmmm:

BigWalleye 11-14-18 07:30 AM

<Scratching head.>

Is there another G26 I107? And is there a missing G26 I106? Either will cause a problem.

The menu_1024_768.ini my copy of Van's mod is date stamped 7/19/2014. 4:29 PM. Does yours match?

Just as a cross-check, does the identical set of items appear in the menu_1024_768,ini in the active Data folder?

Kelly621 11-19-18 08:04 PM

BigWalleye,

You were absolutely right about the chronometer in WYGM. I should never, never post when I am stressed out and up for 29 hours :o

Thanks for the kind words concerning my wife's surgery. It was life threating condition, but she came through the surgery fine and will be back home tomorrow.

Kelly621

BigWalleye 11-19-18 10:56 PM

Quote:

Originally Posted by Kelly621 (Post 2578049)
BigWalleye,

Thanks for the kind words concerning my wife's surgery. It was life threating condition, but she came through the surgery fine and will be back home tomorrow.

Kelly621

God bless you both.

Glad you found the chronometer OK.

zeus 11-20-18 06:09 PM

Hello people

I am playing with the megamod NYMN 2017 (The most realistic one) and when I attack a ship launching torpedoes they across the ship and no explote, everyone, I have deactivated the "not torpedos dud" and not
the hie patch "torpedo fix"

Do you know if it is a bug?

Fifi 11-21-18 02:42 AM

Quote:

Originally Posted by zeus (Post 2578168)
Hello people

I am playing with the megamod NYMN 2017 (The most realistic one) and when I attack a ship launching torpedoes they across the ship and no explote, everyone, I have deactivated the "not torpedos dud" and not
the hie patch "torpedo fix"

Do you know if it is a bug?

That’s why you just said « the most realistic one » ! :D

SteamSub 11-29-18 08:53 PM

Quote:

Originally Posted by Kelly621 (Post 2576340)
Yes you can. Look inside the mod folder NYGM Tonnage War V2.5 ==Stand Alone ==
You will see a documentation folder and inside is the optional mod Restore God's Eye View. enable this mod through JSGME and it will restore contacts to the Nav map.


Kelly621

Thanks for this, just got this game in a UBISOFT sale and loaded the mod as a recommendation from a STEAM user.

There is the tutorial NAVAL ARTILLERY and there are a number of ships to sink with the deck gun. The targets are actively moving and they will leave the immediate area making them hard if not impossible to find if one (especially rookie players) are finding it takes a lot of shots to sink a freighter. I spent quite a bit of time sailing around after sinking two ships not finding the others, but learned about search patterns and compressed time in the meanwhile.

The contacts on the map should help and track down the other ships, again thanks for this

-------------------------
EDIT WOW, it takes like 30 shots to sink a tramp steamer in the tutorial, I do not think the gunnery is completable with this mod running. I'm out of ammo and 2 ships left.

---------------------------------

Edit 2

Tramp steamer sinking for the artillery tutitorial goes faster in VANILLA, however I think am going to open fire only at SHORT RANGE in the mod to see if that sinks them quicker without running out of ammo. The tutorial is elementary but needed if one is not familiar with the game, sice thos dials and what they do can be confusing at first.

hauangua 11-29-18 09:54 PM

Quote:

Originally Posted by zeus (Post 2578168)
Hello people

I am playing with the megamod NYMN 2017 (The most realistic one) and when I attack a ship launching torpedoes they across the ship and no explote, everyone, I have deactivated the "not torpedos dud" and not
the hie patch "torpedo fix"

Do you know if it is a bug?

Hi Zeus
Post your MOD list please

zeus 11-30-18 03:34 PM

ok

NYGM Tonnage war v2.5-Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
MFM-Interim-Beta_NYGM
Harbor Traffic Add-in
NYGM Tonnage War Minefield Mod
Hitman Optics NYGM 3.6 (Fixed)
Restore Gods Eye View
Basic Dark
SB_cameras_mod_sh3

hauangua 12-01-18 03:23 AM

Quote:

Originally Posted by zeus (Post 2579529)
ok

NYGM Tonnage war v2.5-Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
MFM-Interim-Beta_NYGM
Harbor Traffic Add-in
NYGM Tonnage War Minefield Mod
Hitman Optics NYGM 3.6 (Fixed)
Restore Gods Eye View
Basic Dark
SB_cameras_mod_sh3

You have a error in your mod list
NEVER use togheter MFM interim beta + IABL Thomsen ship!!
Or use one or the other this is your mod problem
:salute:

Kelly621 12-01-18 10:22 AM

I believe the problem of the torpedo's is specific to MFM interm beta. Striebler posted this some time ago when asked about torpedo's passing through merchants and not exploding:

Quote:

The official release is found in mod IABLShipsforNYGM_New_Thomsen. All the ships in this mod have been tested very carefully, with torpedoes fired at every one of them successfully.

M13B is instead part of IABL's larger release of merchant ships, some of which, as you have discovered, are transparent to torpedoes. This very large release is accommodated with the NYGM mod overlay 'MFM_Interim_Beta_NYGM', which alters files .cfg, .eqp, .sns, .zon to match NYGM's requirements. However, the ships themselves have not been individually tested with NYGM.
Kelly621


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