Does this mod has any kind of chronometer? I'm getting crazy to calculate ships speed without it :06: (unless there is another method)
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More information need : salute: |
Just NYGM with OLCE2. I just need to enable hardfix patch, but I was testing if this megamod was suitable for me before doing the hard work:
Generic Mod Enabler - v2.6.0.157 [C:\sh3\MODS] NYGM Tonnage War V2.5 – Stand Alone Version Alternate Dial Faces CaptainAmericaOfficerIcons Enhanced Nav Map Plotting Tools 1500 meter bearing overlay NYGM3_New NYGM3_6F NYGM_2017A Harbor Traffic Add-In (NYGM) Hitman Optics NYGM 3.6 (Fixed) OLCE2 IABLShipsforNYGM_New_Thomsen 3rd Flotilla Mod NYGM_HiRes_Submarines_3_6F WYGM |
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NYGM Tonnage War V2.5 - NYGM3_New NYGM3_6F NYGM_2017A IABLShipsforNYGM_New_Thomsen Hitman Optics NYGM 3.6 NYGM_HiRes_Submarines_3_6F WYGM PS without Hsie + Stiebler patch you you can not appreciate NYGM |
Yes, I know about H.Sie patch. But I didn't want to lose my time installing it without testing again NYGM. My biggest frustation with it is that there is no way to calculate the merchant speeds (or I do not find it in its multiple manuals).
The others mods I installed were from the Documentation folder for each NYGM mod, except the OLCE2, which is just an environment I like (dark nights, dark underwaters, nice waves). Ahnnenerbe Wide GUI has a suplement to being usable with NYGM, I will test this afternoon - if that works, then it will be great because it has the attack disk and a chronometer at least! |
Try Hitman's GUI. It has both 30 and 60 second Hanharts.... other cool stuff too...
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The recently released Torpedo Alarm Mod
http://www.subsim.com/radioroom/showthread.php?t=236184 brings up a good point. What is a 'realistic' reaction to a premature torpedo? Is it something to add to NYGM? |
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:salute: |
Works pretty well with it, a necessary addition.
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H.sie hardcode question
I have a question about the h.sie hardcode fix. I've checked the thread but haven't found an answer.
Is the hardcode fix compatible with NYGM? If so, that should be run first, prior to any mod enabling, correct? As well, if compatible, are all the options compatible? Thanks! |
According to the readmefile, all compatible without options 1 and point 3 of the III Installation
On the top of NYGM Try it at the top ,after the supplements http://www.subsim.com/radioroom/showthread.php?t=225353 |
I noticed that in the documentation of NYGM, at some point in manual 2.2a it is said :
; "> Corrected/Adjusted 16 km Visibility Mod Ships will now appear “hull down” when over the horizon. Numerous corrections to the 16 km visibility mod to improve the horizon banding and the extremely dark horizon band at sunrise/sunset. However the ships dont appear hull down, they kind of float above the horizon, i noticed that the earth radius value in the main mod is 640000 which i guess is fine since it's double the value of the vanilla SH3 ( a 16 km vs a 8 km environment ). Now, the NYGM3_New mod modifies the scene.dat and Earth Radius value is now 9999999 - a kind of flat disc for us . Now, if i change it back to 640000, ships will appear hull down which is something i like ; if anybody knows : are there other implications also for changing that value or only affects how we perceive objects on the horizon? |
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Why doesn't the SH3 Commander files for NYGM not have anything related to the 3rd flotilla? I've looked through the cfg files and 3rd flotilla isn't in there. And I can't pick it.
Never mind. Fixed it. |
@ThePrody:
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If you change EarthRadius parameter back to 640000 in scene.dat, it restores the hull-down aspect as it was previously. I don't think that there will be any other consequences. I've sent you a PM concerning another idea that you had about the EarthRadius. @J0313: Quote:
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Stiebler. |
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