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Old 03-11-06, 10:35 AM   #286
Stiebler
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Quote:
No milk cow's between Sept 1 1939 and Apr 10 1942 is this correct?
Yes.

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Old 03-11-06, 12:43 PM   #287
Axlwolf
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Finally i've managed to install the rudder-gauge
And i've fixed my XXI battery,now they work properly,the only small problem it's the underwater speed when snorkeling.At ahead flank i can reach 20 knots.Maybe i have to thinker with the drag :hmm:
GreaT GreaT GreaT

Small edit:not all coastal city or harbour are marked on the map...i just managed to destroy my boat againt a dock just out of the Kiel canal,near Cuxhaven
This should be fixed
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Old 03-11-06, 01:05 PM   #288
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Teddy clean install and this awesome mod, and it rules.
Added some custom sounds and some eye-candy. Works like a charm!

Thanx for bringing back the ruder dial.
Wonder why you even considered the stopwatch in the first?

Respect guys!
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Old 03-11-06, 01:31 PM   #289
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Quote:
Originally Posted by Myxale
Thanx for bringing back the ruder dial.
Wonder why you even considered the stopwatch in the first?

Respect guys!
Before JonZ figured out how to make the draggable stopwatch work (awesome achievement there JonZ, BTW ), this rudder gauge as watch approach was a pretty good workaround (though I never really liked it much myself as I use my rudder controls too often), but now that the draggable stopwatch works I'm real glad they changed/fixed this mod to bring back the rudder gauge - incredible responsiveness by the mod team - thanks guys

I just had my first combat enounter with TW, and everything went very well. I spotted a small convoy consisting of a coastal frieghter and a small freighter escorted by an armed trawler headed south well off the coast of Spain. The weather was calm and I was in a good position so I decided to try to take out the trawler so I could finish off the merchants with my deck gun. The plan worked well - spent one torp for each ship - the trawler went down quickly (maybe 3 minutes) as expected, the coastal settled quickly by the bow and only took about 10 shells from my deck gun, sinking in maybe 30 minutes, and the small freighter stopped dead in the water but took about 30 shells to finish her off, sinking in about 4 hours.

But here's the kicker - I really need my Navimap mod (with its draggable flag sheet) to work with this TW mod - all three ships turned out to be Irish - so when did neutral countries start sailing in their own convoys??? Unfortunately, the help file that is up under F1 that lists the countries and their enemy/neutral status during various years doesn't have any listing for Ireland - is there an updated version of this help file that reflects all the extra countries' ships that have been added to the game along the way?

Since this TW mod doesn't seem to use the "renown" concept like the stock game did, am I correct in assuming that the usual renown hit for sinking neutrals isn't going to come into play for this? (I had previously modded out the renown penalty for neutrals manually myself before TW came along, to compensate for the erroneous presence of renown-negative neutrals inside allied convoys, where they were fair game targets, but I don't know if that manual renown fix would have survived the TW installation process).

Also, any chance of figuring out how to make the navimap mod work with TW?
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Old 03-11-06, 01:43 PM   #290
Myxale
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I also would like the navimap-mod once more in my sim!
I came to use it constantly!
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Old 03-11-06, 01:47 PM   #291
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Quote:
Originally Posted by Myxale
I also would like the navimap-mod once more in my sim!
I came to use it constantly!
It's very easy to add considering you are just adding to the menu 1024 ini file. You only have to continue the number sequence so there really isn't any editing at all, just copy and paste. Oh, and don't forget to drop the tga files in too. It took me all of 2 minutes.
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Old 03-11-06, 01:55 PM   #292
booger2005
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I have a few issues. I have only NYGM 1.03 on a clean 1.4b install.

1) I'm geting 2 weird radio messages at the start of a new single mission. I think its because there is a flaw in the time trigger in single missions, and the messages are implemented in the SCR layer?

2) Why can't we use SHIII Commander to adjust the water density? I don't like the RUB water. Can I tweak it?

3) Why can't we use SHIII commander to adjust deck gun reload times?
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Old 03-11-06, 02:21 PM   #293
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Panthercules said:
Quote:
But here's the kicker - all three ships turned out to be Irish - so when did neutral countries start sailing in their own convoys???
You're supposed to check the flags before you attack a ship!

RUb (on which NYGM is based) has several neutral convoys. I don't remember an Irish one, but there are certainly neutral Vichy French convoys in the Bay of Biscay.

It's not unknown for neutral countries to form their own convoys. The best known examples come from the Spanish civil war, when several countries united to protect their shipping in the area from attack.

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Old 03-11-06, 02:32 PM   #294
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Quote:
Originally Posted by Stiebler

RUb (on which NYGM is based) has several neutral convoys. I don't remember an Irish one, but there are certainly neutral Vichy French convoys in the Bay of Biscay.
I see those guys every time I leave St. Nazaire, a 3 ship vichy convoy.

I use 'em to make practice attack runs
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Old 03-11-06, 02:36 PM   #295
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Quote:
Originally Posted by tedhealy
Quote:
Originally Posted by Myxale
I also would like the navimap-mod once more in my sim!
I came to use it constantly!
It's very easy to add considering you are just adding to the menu 1024 ini file. You only have to continue the number sequence so there really isn't any editing at all, just copy and paste. Oh, and don't forget to drop the tga files in too. It took me all of 2 minutes.
The pasting into the menu_1024 file and the .tgas don't seem to be a big deal, but what about the 4320_2160.raw file, that was also apparently changed by the TW mod - what does that file do and should we use the version of that file that came with Navimod or with TW? What (if anything) would we lose with TW if we use the Navimap version of this file?
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Old 03-11-06, 02:42 PM   #296
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Quote:
Originally Posted by Stiebler
Panthercules said:
Quote:
But here's the kicker - all three ships turned out to be Irish - so when did neutral countries start sailing in their own convoys???
You're supposed to check the flags before you attack a ship!
I did - but without my Navimap flag sheet I didn't recognize the Irish flag (and there's no listing for Ireland in the F1 help file) so I didn't know what country they were from (didn't find out till I was out of game and checked the web) - since they were traveling in an armed/escorted convoy, I decided to have a go at them anyway since I didn't expect neutrals to be running their own convoys and I knew they weren't friendly (one of the benefits of not having many Axis partners, I guess - easy to remember all your friends' flags)

At any rate, it was a fun encounter either way, but I hope I can get my Navimap flags back soon
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Old 03-11-06, 02:45 PM   #297
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omg WOW!! I just had an exciting occurence in NYGM TW!!!!

Med Campaign.. Just sunk a coastal traveling in a "small convoy" which consisted of the coastal tanker and a flower corvette. Well i evaded the corvette, and headed towards gibralter (my patrol zone) and my watch spots a catalina!! I decide to test out my new twin guns and fight it out. Well check this out..

6:45am.. Plane makes first attack run. drops 1 bomb, gets hit a couple times with my flak guns. no visible damage
6:48am.. COmes around for a second attack, gets hit numerous times with flak gun, plane aborts attack.
7:00am.. Plane comes in and drops 3 more bombs, misses, gets hit a few more times...
7:01am.. PBY Catalina is losing control..


7:02am.. PBY Catalina behaving erratticly, only 20 meters away from water..
7:04am.. Crash lands in water. ::UNIT DESTROYED:: icon comes up.

THAT WAS AWESOME!! Instead of the plane breaking up, it lost control, and the pilots crash lnaded in the ocean!! THANK YOU NYGM TEAM!!!!

::edit::
Ahh!! 1 hour later i get hit by another PBY catalina and badly dammaged!! LOVING IT!!!
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Old 03-11-06, 03:24 PM   #298
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Well, I managed to get my Navimap things back OK as far as I can tell, and just didn't use the 4320_2160.raw file that came with Navimap - I still don't know what that file does, but it seems to work just fine using TW's version of that file instead of navimap's version.

Of course, after all that I discovered that the navimap flag sheet doesn't include Ireland either, so it wouldn't have helped in my attack against that Irish convoy after all. Oh well, c'est la guerre, as my new lady friends in Lorient keep saying. That'll teach the Irish to form their own armed convoys though - if they hadn't been running with an escort I might have left them alone since I couldn't identify them as belligerents. Neither Doenitz nor the Fuhrer seem to be too upset about it, based on the radio message I received from BdU, so I quess I won't worry about it too much myself
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Old 03-11-06, 03:38 PM   #299
Samwolf
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Any word on when the HT.147 version of the Tonnage Mod will be out?
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Old 03-11-06, 03:45 PM   #300
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I have tried everything that has been mentioned and I still can't get the navimap mod to work I am so frustrated I'm doing this right now
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