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03-25-17, 11:58 AM | #1336 | |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
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Quote:
for example: NYGM stand alone NYGM new etc.... but if you can send screenshot is better
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Parked under the balcony with my U-27 waiting Juliet finish makeup |
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03-25-17, 12:00 PM | #1337 |
Fuel Supplier
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@Silent771:
M13B is not part of the official release of that part of IABL's large merchant fleet adapted for NYGM (with permission). The official release is found in mod IABLShipsforNYGM_New_Thomsen. All the ships in this mod have been tested very carefully, with torpedoes fired at every one of them successfully. M13B is instead part of IABL's larger release of merchant ships, some of which, as you have discovered, are transparent to torpedoes. This very large release is accommodated with the NYGM mod overlay 'MFM_Interim_Beta_NYGM', which alters files .cfg, .eqp, .sns, .zon to match NYGM's requirements. However, the ships themselves have not been individually tested with NYGM. Best is to check with IABL. He made a post recently saying that he was upgrading his old merchant fleet. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
03-25-17, 12:09 PM | #1338 | |
Fuel Supplier
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@Benzin1973:
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How can you tell when you are in the warship's wake? Ask your soundman, who will tell you that the warship is moving closer, moving away etc. After some practice with the stealth meter (turning red when detected), you learn how to do it safely. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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03-25-17, 12:10 PM | #1339 |
Nub
Join Date: Mar 2017
Posts: 3
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Ah thanks for the replies guys. I was confused because I had put all the mods into one folder i named TONNAGE WARS, so thats all that showed up when I reactivated the JSGME.exe. the folder consists of the compilation of these, all properly and successfully integrated and installed. I thought I could test it out so far and see if it worked then backup the folder and attempt steps 8-11 at a later time if it playtested well so far:
1. NYGM_Tonnage_War_V2.5_Full_Version.7z (Essential, 322 MBytes) 2. NYGM3_New.7z (Essential, 102 MBytes) 3. NYGM3_6F.7z (Essential, 58 MBytes) 4. NYGM_2017A.7z (Essential, 14 MBytes) 5. IABLShipsforNYGM_New_Thomsen.7z (Optional, 14 MBytes. UPDATED VERSION March 2017 for NYGM_2017A.) 6. 3rd Flotilla Mod.7z (Optional, 60 KBytes) 7. SH3_Commander_Updates_for_NYGM.7z (Optional, 0.07 MByte) i got worried though since upon activating the mods with JSGME it changed my base directories files as well so I had thought [i mightve been imagining it this was the last thing i did after being awake 30 hours or so] and decided to leave it as is for now so since the file resides with IABL's ships mod im assuming theres no way to alter it without corrupting the save and will just have to bear with it for the time being.. and wait for an update to his mod? and I wish it was just torpedo transparency the whole damn thing was a ghost ship ^^ it was funny cause when I sailed through it my ship became invisible and I got green stealth and upon coming out the other side it resent the "enemy ships engaging you" message so it made me come up with the evil genius plan of hiding in one of those ships in a super gamey way to escape back towards Wilhemshaven if i ever got in a super bad pinch. |
03-25-17, 12:22 PM | #1340 |
Gefallen Engel U-666
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welcome aboard!
silent771!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
03-25-17, 12:29 PM | #1341 | |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
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Quote:
for your problem with M013B STIEBLER explained... but I see this: sh3 commander file not in jsgme... is wrong... you must copy File and paste in sh3 commander cfg folder IMPORTANT follow this tutorial and send http://www.subsim.com/radioroom/show...75&postcount=9
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Parked under the balcony with my U-27 waiting Juliet finish makeup Last edited by hauangua; 03-25-17 at 12:46 PM. |
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03-27-17, 06:37 PM | #1342 | |
Engineer
Join Date: May 2016
Posts: 217
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Quote:
Just had a running with a corvette, the showdown lasted about 2hrs (ingame), i ended up with light damage on two decks, and its only 1940 ! haha In the end i did manage to get away, but the incident made obvious the need for me to improve my evasion tactics. First note to self: Do Not, enter the english channel, i no longer own it. |
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04-02-17, 06:01 PM | #1343 |
Grey Wolf
Join Date: Nov 2010
Location: Texas
Posts: 887
Downloads: 1823
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I am having issues with CTD's when receiving replies after xmitting patrol report's?
NYGM Tonnage War V2.5 – Stand Alone Version NYGM3_New NYGM3_6F NYGM_2017A Harbor Traffic Add-In 3rd Flotilla Mod NYGM Tonnage War Minefield Mod Restore Gods Eye View Merchant_Fleet_Mod_3.2 MFM-Interim-Beta_NYGM MFM3.2 displacement correction mod NYGM Enviro Adjustments for NightVisionFix by makman94 RCB_Textures Extra_files_for_Hsie_patch_V16B1 BritishAsdicMkIFinal Supplement to V16B1 (JSGME) Stiebler4C_Addon_for_V16B1 depth charge explosions and fire light Damage Texturen V2 by Vikinger Real ASW Mod v.3 Beta 4 NYGM_HiRes_Submarines_3_6F Stiebler4C_SubsFlag More wounded & less dead crew v2 - for V16B1 (JSGME) Aces' Modified Headphones John's_Crew_Config Hitman_GUI_NYGM3_1.0 Van1920x1080 v1.1 VansSolution New en_menu Cmnd_en_CFG LGN1 Airbase New Campaign file Wolfehunter_VIIB_Final In Sh3 Commander SH3-Frozen Harbors_CommanderMOD SH3_Commander_Updates_for_NYGM Ship Names April 2015 TDW's DC Water Disturbance v4.0 (SH3 Cmdr date) WB's SH3 Cmdr mod for IABL's MFM Skin Pack v3 WB's Combimod (SH3 Cmdr) 2. WB's Decks Awash 3. WB's Fuel Economy 4. WB's Renown Replacement |
04-03-17, 08:52 AM | #1344 | |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
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Quote:
This is a real mod soup! And it is hard to see where the problem lies .. I think more than one! First of all NYGM not love so much mod.. however, my advice is this (by Old thread of Stiebler ) First of, remove ALL the long list of mods that you have listed. Retain just your basic NYGM installation. plus supplement ti V16B1 plus Stiebler addon for V16B1 ...then play Test to see if this functions correctly... Do not add any other mods until you have got this combination working correctly in a normal career patrol... if crash now is need reinstall SH3 (new installation )... if work Go ahead: After that : 1. Remove the Stiebler4A and Hsie V16B1 patches. 2. Add the other mods in batches of four at a time. Then add the additional mod folders for V16B1 and for the Stiebler4A_Addon after each additional batch of 4 files - all mods to be added with JSGME. 3. Test after each batch. Then you will know where the problem lies, and can narrow down the batch of four files to one offending file.... while doing these tests : Start the game no by Sh3 Commander.... because here too so much mods... Or reinstall Sh3 Cmdr (plus NYGM files for sh3 cmdr) and start with this
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Parked under the balcony with my U-27 waiting Juliet finish makeup Last edited by hauangua; 04-03-17 at 09:09 AM. |
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04-03-17, 08:02 PM | #1345 |
Grey Wolf
Join Date: Nov 2010
Location: Texas
Posts: 887
Downloads: 1823
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Thanks hauangua but It is something relatively simple. It is the only thing that isn't working correctly and that isn't bad considering how many mods I have installed. So I will just have to give it some thought and figure it out without uninstalling everything. But thanks for the advice mate.
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04-04-17, 12:19 AM | #1346 | |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
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Quote:
TDW's DC Water Disturbance v4.0 The mod causes CTDs with NYGM.
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Parked under the balcony with my U-27 waiting Juliet finish makeup |
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04-06-17, 08:38 PM | #1347 |
Engineer
Join Date: May 2016
Posts: 217
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Why remove radio contact information?
I notice that on NYGM, radio contact reports do not have a speed report, and their reported heading used to be something more or less usable like NNE, SSW, N, etc. (something with say a 22.5º precision). But as of version 2017A (or maybe it was even before that?), we dont even get that, instead we get NE instead of NNE or ENE, or S instead of ESE.
We do get a speed report when the report comes in about a convoy or task group (via the messages window), but not for single ships. And the heading is just as innacurate (NE instead of ENE or NNE). Personally i find that trying to intercept a radio report with such little information, (no speed and a 70º tolerant heading), is no longer a matter of doing carefull and accurate plotting for an intercept course followed by setting up an adecuate search pattern for the area, but has become more of a "luck" factor, just point the bow somewhere infront of the contacts general direction, make a saw pattern and maybe you find something. Now, im not "complaining" about this, if thats the way the mod is, well thats that. And besides, i allready made and use a small mod that restores speed (slow, fast, etc) and heading (NNE, ESE, etc) information on radio reports, both for convoys and single ship reports. But i am curious why was this intentional lack of information implemented? Is it historically accurate? only make the game "harder"? Historically, Dint those reports come from the (few) German planes patroling, intercepted communications from the ships, lookouts on "neutral" ships and such? If so then i think a more accurate heading like SSE and an aproximate speed would have been provided. In any case, i must say i prefeer to have better contact information available, like speed (slow, medium, etc), and an estimate heading like NNE, ESE, etc. One of my favorite parts of the game is getting a report, making the calculations to plot an intercept course with a set speed, considering the reported speed of the contact, plotting the course, the anticipation during the trip there if i will actually find something (if i did the math right), etc. It felt like a "mini mission". Some purpuse other than just patroling random squares of ocean. But i cant do any calculation to anything with just a "NE" and no speed. Last edited by Benzin1973; 04-07-17 at 04:51 AM. Reason: just correcting a few errors |
04-07-17, 06:20 AM | #1348 | |
Fuel Supplier
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@Benzin1973:
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U-boats made inaccurate reports of convoy speeds and directions - not surprising, since the convoys kept zig-zagging unexpectedly. If you don't like it, locate your original file of data\menu\en_menu.txt (in stock SH3), and copy as many lines as you think appropriate from entries 2110 onwards into the same file in NYGM_2017 (don't forget to de-install NYGM with JSGME first, before making the changes, then re-install. Don't forget too that other mods may alter en_menu.txt.) Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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04-07-17, 07:38 AM | #1349 | |
Engineer
Join Date: May 2016
Posts: 217
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Quote:
Allready made a very small mod that makes those changes to menu.txt Its no problem at all really. (i still love NYGM haha) I was just curious as to why it was decided it was to be this way. |
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04-07-17, 07:43 AM | #1350 |
Engineer
Join Date: May 2016
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About wolfpacks...
Here i am again with my dumb questions
Just to confirm: To use wolfpacks in NYGM, the only thing i have to do i check the "Wolfpacks" option in the HSIE options selector, and use that sh3.exe file. right? NYGM allready includes the Neccesary changes to the campaign files. Correct? Reason i ask, is because i tought id give it a try, so i enabled wolfpack in the hsie options selector, then on patrol came across a convoy, and the second i hit the "report contact" button, the game CTD. Used the hsie options again, un-checked wolfpacks, loaded the game and the send contact report worked fine (no CTD). and no wolfpack of course. Any idea of what i might be doing wrong? |
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torpedos through hull |
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