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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015) (https://www.subsim.com/radioroom/showthread.php?t=139231)

JuanLiquid 01-07-18 03:46 PM

Does this mod has any kind of chronometer? I'm getting crazy to calculate ships speed without it :06: (unless there is another method)

hauangua 01-08-18 12:56 AM

Quote:

Originally Posted by JuanLiquid (Post 2535384)
Does this mod has any kind of chronometer? I'm getting crazy to calculate ships speed without it :06: (unless there is another method)

Your Mod. List?
More information need

: salute:

JuanLiquid 01-08-18 05:11 AM

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

hauangua 01-09-18 01:35 AM

Quote:

Originally Posted by JuanLiquid (Post 2535434)
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

First of all this is correct list:



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

JuanLiquid 01-09-18 06:10 AM

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!

Obltn Strand 01-09-18 01:25 PM

Try Hitman's GUI. It has both 30 and 60 second Hanharts.... other cool stuff too...

ghost02 01-10-18 06:07 PM

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?

hauangua 01-10-18 11:36 PM

Quote:

Originally Posted by ghost02 (Post 2535936)
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?

For me absolutely Yes!
:salute:

ghost02 01-11-18 09:03 PM

Works pretty well with it, a necessary addition.

schlechter pfennig 01-21-18 08:08 AM

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!

ivanov.ruslan 01-21-18 10:42 AM

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

ThePrody 04-05-18 02:22 PM

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?

J0313 04-05-18 03:35 PM

Quote:

Originally Posted by schlechter pfennig (Post 2537585)
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!

hsie and stieblers mods actually intergrate seamlessy with NYGM. That mod has been designed to use both.

J0313 04-16-18 08:48 AM

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.

Stiebler 04-16-18 04:03 PM

@ThePrody:
Quote:

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?
Your statement about the error in NYGM3_New is correct - well observed.
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:

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.
No demand, is the short and simple answer. Until now.
Quote:

Never mind. Fixed it.
Well done!

Stiebler.


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