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Old 11-05-06, 06:53 AM   #1
poor sailor
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Join Date: May 2006
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Default NYGM v.2.2 problem, please help!

I dont' have idea what is going on with NYGM v2.2. This is a great mod and I very like them but I have a realy strange problems. In two patrols I started, I was depth charged and dead , and that part of game is so real that I found myself in skin of real u-boat commander .In that 2 patrol I didn't sink anything (I started patrols in 1940 in Lorient, and that DD's found me near the English channel), but when I started the third patrol and found one target and when I fired 4 torpedo but nothing,I decided to play
the training mission (Torpedo) and try to discover how this new torpedo mod works. Very strange, I don't have even one hit. Then I enabled the event camera to see what is going on, I fired after that about 10 torpedoes and each of them just run under keel but no explosion, like the magnetic function don't work. I played NYGM v.2.0 and I have excellent sinking results in my patrols.I don't have idea what is going on, but if I don't find a solution for this, I will back to NYGM v.2.0. I realy appreciate every solution for my problem.I use NYGM v.2.2 in combination with SH3 commander 2.6.1 also I have some small graphic mods installed. And I run game in 1280x1024 with d3d9.dll.
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Old 11-05-06, 10:30 AM   #2
poor sailor
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Finally I have got a hit! When I set the deep for torpedo to 5m, the torpedo hit the Medium Cargo under keel, but I'm a little confused because in manual the draft of Medium Cargo is 7.8m, and earlier(NYGM v.2.0 for example) when I used the magnetic pistol I was set the 9m and have a hit.Maybe I start to understand this torpedo mod, but I like someone to tell me if I wrong or not.
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Old 11-05-06, 10:46 AM   #3
SubConscious
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You're encountering realistic & historic problems with the torpedoes. The early war torpedoes ran deep and the magnetic pistols were far too sensitive (i.e., they'd explode if they passed over an iron ore deposit). The torpedoes were so bad, in fact, that they held a court of inquiry and imprisoned the persons responsible for testing them.

If you don't want to experience the same level of frustration as the historical U-boat commanders, there is a workaround for this problem: Simply go to your Weapon Officer's station (right click on the icon for his station), which will allow you to manually adjust the torpedo speed, pistol type (i.e., you can now use impact pistols), and running depth. If you do this, you'll override the historical features and your torpedoes will perform almost perfectly.

Good luck!
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Old 11-05-06, 11:13 AM   #4
poor sailor
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Thank You, SubConscious, I think I understand now!
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Old 11-05-06, 06:19 PM   #5
SubConscious
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Glad I could help, Poor Sailor! Happy hunting!
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