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

balto63 10-09-08 07:57 AM

I'want to try this superMod and finally I've downladed from file front. :rock:
Can I use also "Torpedo Damage Final 2.0" Mod ???

TIA

Wilcke 10-09-08 09:18 AM

Quote:

Originally Posted by balto63
I'want to try this superMod and finally I've downladed from file front. :rock:
Can I use also "Torpedo Damage Final 2.0" Mod ???

TIA

I have not looked into the innards of that mod if you provide a link I can peek into it and give you an opinion. My recommendation would be to use NYGM 3.0 as is, the team did a suberb job of custom zoning each ship and modifying many factors in how shipping sinks. Making it a very realistic mod.

Enjoy, its a great mod.

balto63 10-09-08 03:04 PM

Quote:

Originally Posted by Wilcke
Quote:

Originally Posted by balto63
I'want to try this superMod and finally I've downladed from file front. :rock:
Can I use also "Torpedo Damage Final 2.0" Mod ???

TIA

I have not looked into the innards of that mod if you provide a link I can peek into it and give you an opinion. My recommendation would be to use NYGM 3.0 as is, the team did a suberb job of custom zoning each ship and modifying many factors in how shipping sinks. Making it a very realistic mod.

Enjoy, its a great mod.

Thank's a lot for your answer

This is the link to the mod http://www.subsim.com/radioroom/showthread.php?t=105298

I now it's only an eyecandy but is nice to see that holes in the hull ...:D :D

TIA

Hi to all

Wilcke 10-10-08 09:55 AM

Quote:

Originally Posted by balto63
Quote:

Originally Posted by Wilcke
Quote:

Originally Posted by balto63
I'want to try this superMod and finally I've downladed from file front. :rock:
Can I use also "Torpedo Damage Final 2.0" Mod ???

TIA

I have not looked into the innards of that mod if you provide a link I can peek into it and give you an opinion. My recommendation would be to use NYGM 3.0 as is, the team did a suberb job of custom zoning each ship and modifying many factors in how shipping sinks. Making it a very realistic mod.

Enjoy, its a great mod.

Thank's a lot for your answer

This is the link to the mod http://www.subsim.com/radioroom/showthread.php?t=105298

I now it's only an eyecandy but is nice to see that holes in the hull ...:D :D

TIA

Hi to all

Thanks for the link. Yes, that mod is not a problem. You can use it. I run NYGM 3.0 and I get very nice holes in the ships that I hit.

Happy Hunting!

balto63 10-10-08 01:12 PM

Thanks a lot for your answer Wilcke :up:

Another question it's better, using JSGME, install that mode before or after NYGM ?

TIA

Fandrich 10-13-08 05:00 AM

Hi all,

Switched to NYGM from GWX few weeks ago because of weak system and in search for possibly more realism. Currently playing in the Med and I like this mod a lot. My question is in connection with radar warning tools. In NYGM (and in GWX and vanilla) when the officer reports enemy radar signal detected on the map I can see the contact line which shows the course and approximate distance. With this help I can easily close to the radar source from 25 or more kilometers which is usually a DD escorting merchants. In Aces of the Deep I only recieved the message enemy radar signal detected, no course, no distance, only the warning.

So, is it realistic at all? Did Naxos and Metox provide course and distance information? If not, is it possible to remove the these contact lines while still having contact lines for hydrophone contacts?

Fandrich 10-14-08 06:31 AM

I have made a bit of research http://www.uboataces.com/radar-warning.shtml says: "Metox however could not differentiate between radar and non-radar signals, neither could it provide the bearing of the source of transmission." and also on a forum http://www.uboat.net/forums/read.php...,59120,quote=1 "Since no range information was available from the Metox the submarine commander had little choice but to break off battery charging and dive with an uncharged battery."
So it seems that there was neither range, nor bearing. Thus it would be nice to remove the radar warning contact lines if it is possible.
???

dinazor 10-14-08 09:45 AM

where is NYGM 3.0 Mod?
 
I am really sory but I can not find NYGM 3.0 mod at http://hosted.filefront.com/TeddyBar/

Do you know different adress? :o

Thank you

Wilcke 10-14-08 12:26 PM

Quote:

Originally Posted by dinazor
I am really sory but I can not find NYGM 3.0 mod at http://hosted.filefront.com/TeddyBar/

Do you know different adress? :o

Thank you

Well crap, filefront must of done its magic again. You will still need the following file..NYGM_Tonnage_War_V2.5_Fulon.7z, which is still available at the above link but the NYGM 3.0 file is gone. Hopefully Stiebler will see this and take a look at the issue with Filefront.

Happy Hunting!

UAbel 10-17-08 05:45 PM

hi.

i tried to download from the signature, but am I blind or the nygm 3.0 disappeared from teddybear?
where can i download it?
thank for your help

Sardaukar67 10-18-08 02:17 AM

3.0 seems to be gone from Filefront/TeddyBar. Please, upload it again so I can play it !! Thanks in advance ! :up:

Stiebler 10-18-08 03:58 AM

I have just returned from holiday. Sorry for any inconvenience caused to anyone who has been unable to locate NYGM 3.0. Filefront has auto-deleted the file.

I shall place a slightly updated version of NYGM 3.0 onto the Filefront/TeddyBar web page in the next couple of days.

Stiebler.

Stiebler 10-18-08 12:15 PM

NYGM 3.1
 
I have now placed a copy of NYGM3_1.7z (i.e. NYGM version 3.1) onto the FileFront address that can be found in my signature below.

As previously, this needs to be installed with JSGME over the last stand-alone release, NYGM 2.5 Full version (Fulon), available from the same link. Version 3.1 completely replaces versions 2.6B and 3.0. If you have them already installed, remove them with JSGME before installing new version 3.1.

This is only a minor update. Main differences between 3.0 and 3.1:
1. Re-zoned heavy bombers, so that they are a little more easily shot down.
2. Very minor changes to campaign files, command files and menu files.
3. OneLifeCrisis's excellent horizon fix now built in.
4. Hitman's excellent Optics mod 1.1 provided as an optional extra (find it in 'Documentation').
5. Slight changes to the optional Type XXIII boat for use in 1944/45. Now uses the cramped Type II boat interior as per Hitman's suggestion, not the original spacious Type XXI interior.
6. Ocean Blue's 'Final' torpedo damage mod included (NYGM previously used an earlier version).

Don't forget: if you are using Iambecomelife's optional merchant ship pack for NYGM, this needs to be overlaid with JSGME *after* you have installed NYGM 3.1.

Happy hunting,
Stiebler.

Wilcke 10-19-08 03:39 PM

Stiebler,

Thanks for the continued support. NYGM just keeps getting better and better. I cannot say enough about it to anyone who will listen.

Thank you,

kranz 10-20-08 01:48 PM

:cry: something is really f...up. Here's the story: I have several saves for version 3.0. I deleted whole game-leaving those saves. (all files in data etc, everything deleted). I installed game, patches...Then:JSGME, NYGM 2.5, NYGM 3.1, Cap. America Officer Icons, TransparenteKonsole, IABL ships, olc horizont fix and sh3 overlay bearing lines using files that worked every time with no problem. Game loaded ok BUT I cannot load my saves. After Initializing I get We apologise for errors, send/not send report, SH3.exe has done something bad. What is wrong? So I disabled IABLships, olc horizont and NYGM 3.1 and loaded 3.0 with OLC and ships-all saves work fine. I could only load naval accademy with 3.1(haven't tried single mission)So-why my saves aren't working with 3.1? Currently I'm trying to load 8th save of 4th patrol so if u tell me how to copy them somewhere I will try load game form IN base after 3rd patrol.


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