My idea and ? was not to change the supermod itself but if there is a mod or way available to restrict it automaticly if the player desires it by adding/changing it. To disciplin myself with "No, i dont deserve the new shiny boat due to too many screwups" is like asking my cat not to touch the juicy salmon.
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I am cruising in an IXC40
Get message radar destoyed on launch http://i291.photobucket.com/albums/l...0/fumb39-1.jpg http://i291.photobucket.com/albums/l...RADARBROKE.jpg |
@ZombieWolf:
Radar destroyed message - insufficient information for a diagnosis, but it appears that you have a defective installtiion of NYGM. Try un-installing, then install everything again. Don't add any new mods, unless they have been downloaded from my signature below. Stiebler. |
Hitman Optics
The new Optics Mod from Hitman, for NYGM 3.0, is now available for download by clicking on my signature below. (Filefront, file: Hitman_Optics_NYGM_3.0.7z).
This a wonderful new 'realism' addition to NYGM 3.0, which requires the user to calculate his own ranges for torpedo firing, identify his own target ships manually, and provides a superb new interface for the UZO and the two periscopes. I have been playing it continuously for the past two weeks, so I know it works perfectly. Of course, not everyone will want to calculate their own ranges and identify their own ships, so this should be regarded as an *optional* mod - but one which I recommend strongly that all NYGM users try! We recommend that you install first OLC's NYGM Horizon Fix (also available from my signature below). The combination of the two is fantastic! In addition, the included new files commands_en(or de).cfg contain two other options: Pressing 'Enter' key brings time compression to 1x (previously this key had no effect). Pressing 'Ctrl+W' provides an instant weather update. Useful when cruising at periscope depth. Hitman has included detailed instructions with his package. Unzip the file Hitman_Optics_NYGM_3.0.7z with 7-Zip (recommended) or (perhaps) with WinRAR, then move the unzipped folder into your folder silenthunteriii\mods. Finally, install the mod with JScones' ever-popular JSGME. Stiebler. |
--grr doublepost
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I created an extra fresh install with the following mods enabled:
- NYGM 2.5 and update to 3.0 - Harbor Traffic Add-In - IABLShipsfor NYGM3 - OLCHorizonFix - Hitman Optics NYGM 3.0 The new command_de.cfg file contains: ------------------------------------------ [Cmd313] Name=Fire_torpedo Ctxt=1 Key0=0x0D,,"Enter" I thought "enter" would set TDC to x1 but it really fires a torpedo. CTRL-W only worked after i added "CaptainAmericaIcons" |
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Will do thank you! |
@Nirwana:
Thanks for reporting the problem. You are correct about commands_de.cfg. I forgot to add a tiny change to this file when copying from the commands_en.cfg file. Use JSGME to remove your HitmanOptics mod, then open the mod's command_de.cfg file. Go to [cmd313], and change this line: Key0=0x0D,,"enter" To: Key0=0x0D,c,"enter" (lower-case 'c') Save the changed file, and reinstall the mod with JSGME. All should be OK now. (You can now fire torpedoes with CTRL-C.) The CTRL-W command is set up correctly in commands_de.cfg, therefore your problem is probably caused by the 'Enter' key problem. 'Captain America Icons' should have no effect. I have uploaded a revised version of the Hitman Optics mod to Filefront, download by clicking on my signature below. Stiebler. |
can anyone explain me how to use it? I mean how to determine the range. I count the marks on the scope and then look into pdf file with funny tables. Lets say I want to sink the C2 from naval accademy.
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I think its about time I hopped from GWX back to NYGM. I liked the graphical enhancements of GWX but i've always felt more "immersed" using NYGM. Teddy's earlier research postings convinced me that he knew what he was talking about. Also, NYGMs "openess" is more in tune with my oppinion of what a community should be so hurrah to you guys.:rock:
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I corned the problem !
@ Stiebler
After dl the new file and used 7zip :o I found the problem with CTRL-W. I used winrar before which is causing this bug. By using 7zip its solved. Recommend vista 64bit user to avoid winrar whenever possible. I have another issue in the F1 screen tanker/hostile in NYGM ships (swapped content) for a long time. Gonne check if thats the prob as well. I startet the installion from scratch unzipping everything with 7zip and voila...all minor glitches and weird behavior but the F1 glitch :p evaporated. Gonne make a post about it. |
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the tables have in the leftmost vertical colum the scope marks heigth (10, 20, 30....), and then the horizontal one is for mast heigth (15, 16, 17...) Let us say that your C2 cargo mast reaches the "50" mark in your observation scope at 1,5x zoom. Since the C2 has a 23 metres mast you would first go right to the column with the "23" at the bottom, and then go up until the 50 mark in the left column. That gives you a result of 460 metres. Hope that helps :up: |
BTW I have some menu and load screens purposedly created for NYGM laying around, if there is interest in them let me know and I might upload them.
Example: Main menu: http://img353.imageshack.us/img353/9611/menubh4.jpg |
:smug: The dude in the movie "Das Boot" who is likely the one in ure screen was the role model for the 20 years later created infamous Werner cartoon movies.
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And we are happy to have you back :D |
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Thanks :up: |
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Thank you very much.:up: |
Does anyone know if there is a version of the Longer Repair Times mod which is compatible with the latest NYGM? Maybe an older version of the LRT mod?
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Something to fix ?
I have the max possible number of crew onboard and therefor most of the time crewmates in the "neutral" electric or diesel compartments. If there are more crewmembers in both compartments combined then the maximum in NYGM allowed slots per engine compartment and i issue any order which has anything to do with the depth the game fills upto 3 slots as well which are disabled by the smode. They are greyed out with a red void sign on top which doesnt prevent them getting tired if i dont move them out. It happens already with smode 2.5 and 3.0 installed only. I have added extra installations with multish3 using downloads from different mirrors but all of them act in the same way. I havnt noticed this til i replaced OLC2 special with hitmans optics mod and the default settings of NYGM regarding subs were restored. |
Unsinkable ships?
Hello!
Recently been enjoying NYGM 3.0 for the past few weeks and have a couple of questions re the mod; I have come across some ships which cannot be hit either by gunfire or torpedoes - in the latter case they go right through the hull without exploding. As an example I attacked a convoy of tankers earlier today, and I took some time to identify said ships for the purpose of sending this post.... 1/ A `Medium Tanker`, with a white upper superstructure, black hull with brown keel. It had the letter `M` on the funnel, and the word `American` on the side of the hull with an american flag either side of it. 2/ `Large Tanker` with light grey upper superstructure, dark grey hull, brown keel. It has `Esso` on the funnel and the word `American` in black letters on the side of the hull with three US flag motifs visible at the bow, midships and stern. 3/ Another `Large Tanker`, identical to 2 but without the word `american` on the hull. There is also another tanker - I think its a `large` type, which is an overall light grey in colour, texaco star on the funnel and three US flag motifs which also cannot be sunk.(Theres also a cargo ship with the same problem but I`ve yet to properly identify that one) Anyone come across this problem at all? Is it a bug or something? Incidentally these ships are from the IAMBmerchantmod for NYGM 3.0. Also during gameplay I have also noticed that on some occasions with an oncoming convoy in the distance, I have seen gunflashes on the horizon as if the escort ships are battling it out (against another sub?), and when I get nearer some of these escorts are burning and smoking,plus one or two of the merchants - but its usually the escorts.. I have also actually come across another submarine on one occasion (!) Its all very immersive and good to watch but I am just curious - are things like this scripted into NYGM? I only ask because I never saw anything like that in the stock game of SH3. All in all a great mod. Thanks JC |
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