![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
Posts: 1,992
Downloads: 300
Uploads: 0
|
![]()
I am posting this question here since I got no reply when I posted it to the Mods workshop section.
http://www.subsim.com/radioroom/showthread.php?t=139231 post No 532 I downloaded the NYGM tonnage war mod , installed it following the procedure given. I also installed the MFM interim beta and the whole thing loaded and run. (Great so far since I was not able to run the MFM with the GWX) Now , I can not change the firing pistol of the TI from magnetic to impact. I even tried the silent 3ditor (very good tool!) to edit the torpedo.sim file but I found nothing. I tried the documentation of the NYGM mods as well but I didn't find anything. The NYGM is installed on a clean 1.4b version of SH3(registry cleaned) I also use the latest version of SH3 Commander and JSGME Please help me. |
![]() |
![]() |
![]() |
#2 |
Gunner
![]() Join Date: Oct 2006
Location: Finland
Posts: 97
Downloads: 10
Uploads: 0
|
![]()
I haven't played NYGM for a while, but it used (and quite possibly still does) to disable impact only pistols, to more accurately simulate torpedo failures.
Remember that magnetic pistols also have an impact pistol, so they work for 90 degree hull impact hits too, in addition to beneath the hull magnetic explosions. |
![]() |
![]() |
![]() |
#3 |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
Posts: 1,992
Downloads: 300
Uploads: 0
|
![]()
Tom , I agree with you.
On the other hand magnetic detonators are known for their premature explosions in heavy seas. Good news: I solved my problem. The original loadout was made of TIs only. When I added a TII to No1 bow tube everything came back to normal. I really can't explain it. |
![]() |
![]() |
![]() |
#4 | |
SUBSIM Newsman
|
Quote:
![]()
__________________
Nothing in life is to be feard,it is only to be understood. Marie Curie ![]() |
|
![]() |
![]() |
![]() |
#5 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
|
![]() |
![]() |
![]() |
![]() |
#6 |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
Posts: 1,992
Downloads: 300
Uploads: 0
|
![]()
The fact is that the change of torps didn't solve the problem as I later discovered.
I was able to change the pistol when I applied the Capt. Teach's SH3 Color Icons with Integrated Orders mod to NYGM. When I tried to enable the mod with JSGME it stated the file Dials.cfg was changed by the NYGM mod. This is the answer. In the folder \data\Menu\cfg there is a file Dials.cfg. Open this file and find the block: [Dial2] Name=Torp_Pistol Type=19; DIAL_TORP_PISTOL Cmd=Set_torpedo_pistol Dial=0x3B0800FF CrtVal=0x3B080001 NewVal=0x0 DialVal=45,45 In NYGM this line is DialVal=45,45 and it doesn't let the switch to turn. Adding the minus - before the first 45 restores the setting that is DialVal=-45,45 and both pistols are available If you change the line to DialVal=-45,-45 you have only impact pistols. RealVal=0,1; 0-impact or 1-magnetic Circular=Yes CmdOnDrag=Yes SndStep=1 SndList=2,Menu.TDC.Pistol_I,0.1,Menu.TDC.Pistol_M, 1, |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|