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Old 03-09-06, 11:16 AM   #211
Gammel
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@Axlwolf

uploading soundfiles now...


http://rapidshare.de/files/15083684/...delay.rar.html
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Old 03-09-06, 11:39 AM   #212
Axlwolf
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Thanks samwolf,but i have to configure outlook on the other PC
It's better if you do a rapidshare file (I hope it's not a problem for you)
Maybe someone else other than me could find that file useful.

GAMMEL you're a life-saver
Many thanks

Sorry everyone for all the problem i'm making
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Old 03-09-06, 12:00 PM   #213
Samwolf
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Quote:
Originally Posted by Axlwolf

Thanks samwolf,but i have to configure outlook on the other PC
It's better if you do a rapidshare file (I hope it's not a problem for you)
Maybe someone else other than me could find that file useful.

GAMMEL you're a life-saver
Many thanks

Sorry everyone for all the problem i'm making
Let me know if this works out for you. I'm waiting to finish a patrol before enabling the NYGM mod.


http://rapidshare.de/files/15086695/...h_Fix.zip.html
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Old 03-09-06, 12:10 PM   #214
TonyH
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by TonyH
Ok, a great mod and the new clear dials are good and my framerates are better than before!.............but, there are a number of 'flaws'.

1. Sometimes, I get a black sky for no reason at all during a mission and it stays. It doesn't go away. Its like the normal blue sky becomes inverted.

2. Ships are harder to sink and thats both good and bad. Its good that the NYGM boats are tougher targets, but bad because now they are far too hard to down. Last night I slammed two torps into a small 3000 ton merchant, 0ne fore and one aft and it didn't even alter its stride! The ship kept going at a steady 3 kts. I pulled alongside and fired about 100+ shells into her all over, including her Stern, to try and stop her by destroying her props. The ship was a flamming wreck, but STILL going at 3 kts!!!!!!!! Eventually after many hours, she stopped and sank.

I fired four torpedoes at a large cargo (7000 tons?) too, all at four seperate points on the same side and she just didn't go down. She listed badly and stopped moving. Thats all. After 15 hours of waiting for her to sink, I gave up.

Now, I don't think a ship of such size could take such a number of blows and simply not sink at all and likewise, a small 3000 ton boat shouldn't survive the punishment that was handed it.

The problem with making the ships so hard to sink is that firing a spreaded salvo into a convoy is pointless, as one torpedo strike simply will not sink a ship, of any size it seems.

Tony
Tony,
I strongly recommend that you read both the NYGM Tonnage War User Manual which contains the NYGM Ship Damage Mod read me.

I would also strongly recommend reading the 9 pages in this thread here http://www.subsim.com/phpBB/viewtopic.php?t=47519

Doenitz calculated that in 1942 from January to June,
40% of ships sunk with 1 torpedo
38% of ships sunk required two or more torpedoes
22% of ships hit with 1 to 4 torpedoes escaped

I am not saying that the NYGM Ship Damage Mod is perfect, it is however, considering everything, dam good. Again, until you have read the NYGM Ship Damage Mod Read Me you will not get the best out of this Mod.

I can sink a small/coastal merchant with 1 torpedo, sometimes I need 2. I have often sank a medium cargo with 1 torpedo.

This was part of my WaW patrol tonight...
2 ships sighted. Liberty and Medium cargo
Submerged for attack
Ships identified as a Liberty and Victory Ship
Estimated speed 6 knots
10.32 2 torpedoes at liberty - 2 hits
10.35 2 torpedoes at Victory - 1 hit
10.49 1 torpedo at Victory - 10.51 - 1 hit
10.52 Victory ship torpedo hit in bow and stern
10.52 liberty ship heaverly down by bow
11.12 1 torpedo at Victory - 11.14 - 1 hit
11.40 1 torpedo at liberty - 11.42 - 1 hit
12.44 distant explosions heard - no sighting of liberty ship
13.34 1 torpedo at Victory ship - 13.34 - 1 hit - ships destructs
OK Ted, I'll read the manual more closely tonight. However, I still think that maybe the team have gone a little overboard on the ability of the boats to resist damage and I do think that it would make an attack on a convoy with a salvo rather useless, if more than one hit is required for the majority of boats.

Likewise, I am still dubious that ANY ship of 3000 tons would be able to take two torps in vunerable positions fore and aft and 100+ rounds from a deck gun. :hmm:

I'll keep going with the mod anyway and see if these were freak occurances. I don't mean to dis your mod, I do like it. So please don't take this as a nasty post.

Tony
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Old 03-09-06, 12:19 PM   #215
Axlwolf
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The game load after the following warning window appear:
Menu ID not found: 0x3f40000l
I Alt+Tab out of the game to close the window and then return in-game...the game load...
I load the test mission:Get the same error:Same procedure(Alt+Tab,close window,return to game)
The dial show but it doesnt work.I can't give it any command.
But now i can do some cross-check to see if i'm able to mod my old file
Thanks anyway
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Old 03-09-06, 12:21 PM   #216
JCWolf
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It sims like nothing works with this MOD guys!!!!I'm sorry maybe it's just me that i'm doing something rong here but never before had so much trouble with a Mod instalation...


I'm reinstalling The SHIII, allover again and will try out the Mod one more time but, i'm losing hope and also pacience....


Again can someone pls. tell me on mi above last post what could it mean those Errors messags.

And also be paciente yoursellfs with me and mi game probs. & mi bad english speling guys!!! :rotfl:


But need a lote of HELP
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Old 03-09-06, 12:56 PM   #217
HEMISENT
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Quote:
Originally Posted by jcwolf


I'm reinstalling The SHIII, allover again and will try out the Mod one more time but, i'm losing hope and also pacience....

Again can someone pls. tell me on mi above last post what could it mean those Errors messags.
And also be paciente yoursellfs with me and mi game probs. & mi bad english speling guys!!! :rotfl:

But need a lote of HELP
Just a thought I've done this a zillion times
my procedure is:
Rollback Commander
Complete uninstall SH3
delete SH3 folder
Reboot
Re-install
I did this last night and worked as advertized right away.

Sometimes it's the simplest, stupidest things that throw the game sideways
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Old 03-09-06, 01:04 PM   #218
Samwolf
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Quote:
Originally Posted by Axlwolf
The game load after the following warning window appear:
Menu ID not found: 0x3f40000l
I Alt+Tab out of the game to close the window and then return in-game...the game load...
I load the test mission:Get the same error:Same procedure(Alt+Tab,close window,return to game)
The dial show but it doesnt work.I can't give it any command.
But now i can do some cross-check to see if i'm able to mod my old file
Thanks anyway
Thanks for the feed back, I'll look into it and see what I missed. Sounds like one of the FBAC changes.
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Old 03-09-06, 01:33 PM   #219
K_Sea6
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So far I'm very impressed with the Mod I've been waiting for this for a very long time, its like christmas for me, and I know beggers can't be choosers but I have but one concern with it as I miss the gods eye mode I believe it is called, where you can see your contacts on the map once you have established there wherabouts this is the only realistic part I don't mind compromising because as I see it there is so much that I have to take care of the Nav officer can take care of contact positions for me which in itself would be realistic I suppose.

My question, is there a file that I can Modify myself to get the map contacts (gods eye) back into game play.

Otherwise Excellent Work!!!
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Old 03-09-06, 01:36 PM   #220
HEMISENT
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I just re enabled the God's Eye View mod to see what happens and it works great-you should still be able to find it.
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Old 03-09-06, 04:33 PM   #221
JCWolf
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Hello guys, it's me again....


Whell, this is mi report, after 2 long days of instaling and uninstaling , the SHIII and the Mod.... :hmm:


Now finaly made the game launching and until that great the normal stuff, no problems, it sims that your mod intro file creats some kind of bug and doesn't let the game starts, do no why but after pasting the old original intro file everything whent as normal and the game started...


Untill that ok, but the problem or mi lack of nolidge maybe, started when i tested the game in one of the single missions, just to check on the graphics and on the mod itself....


now, a cople of things just called mi imediate atention,... :hmm:

First of all, i had no console, you know the one that haves the ingame time and hour and the time comprestion gizmo....

Second the so called slide out interfaces and gauges that you mention on your manual, doesn't exist at all, none off them....

the repair department it's somehow reduced to the 4 man capacity , this means that i can not add anymore than 4 man to fix possible subs damage, but thought i now that is one off the parts that you've moded, so i'm just asking if this is ok?

Last i whould like to know if i can now make mi one choices and instal the diferent mods that i'm missing ther , like :

- Dragable Chronometer in ALL screens

-Bordinstrumente FABC slideout

-6 Dials- Simfeeling Mod.

-slide out console


Among some others litlle but usefull and cool detailles???



Or if by any mistake of mine this isn't working how can i fix this???


Thanks guys and sorry about all the troubles i'm causeing with mi ignorance!
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Old 03-09-06, 05:14 PM   #222
Der Teddy Bar
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Quote:
Originally Posted by Axlwolf
Maybe i'm dense but....
I would really get rid of the stopwatch and return back to the old rudder command.
I've tryed to see if i can using the documentation but i really don't understand what i have to do.
I'll get Observer to do a non-stop watch version and get it posted up.

Quote:
Originally Posted by Axlwolf
Plus another Q:Im not sure because lately my audio card is acting strangely(But now it seems to work )
The question is:Are the Explosion sound delayed in some way?Because i see the explosion and i hear the sound a bit after.
It's that a mod?I seems to remember a small mod that do the same thing.I would like to return to the old sound.
This the 'Speed of Sound' mod by Average Joe. This mod does take some getting used too. I feel that it is probably a fraction out in that the sound is too slow.

These are the files that it replaces data\Sound\
Depth charges exploding from submarine.wav
P05_@Depthcharge_explosion.wav
P06_#Splinter_explosion.wav
P09_$Gun_muzzle_flash.WAV
P10_#Shell_fire_explosion.wav
P11_@ref_torp_great_explosion.wav
P16_#oil_explosion.wav

I have uploaded the default SHIII files to File Front DOWNLOAD LINK - ALL Versions & Terrain Add-In

Quote:
Originally Posted by Axlwolf
Now it time for congratulations...your mod is really impressive.Even the documentation is impressive(Too impressive...my head hurt)

Ah...i love the new crash dive sequence
Great to gear
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Old 03-09-06, 05:17 PM   #223
Axlwolf
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Thanks,almost all my issues are resolved
I'll wait the new file for my rudder...for now i will do some training,mainly crash dive....
I love crash diving

EDIT:I just noted i've reached the 100 post...for me it's a record:In almost 8 year on the net and in various forum,this is my longest period in a forum (My average count usually it's about 10 post...then i disappear)

I must celebrate...what i can do? :hmm:
Right!
! ! ! ALARM ! ! !
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Old 03-09-06, 05:44 PM   #224
tedhealy
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Quote:
Originally Posted by jcwolf

Last i whould like to know if i can now make mi one choices and instal the diferent mods that i'm missing ther , like :

- Dragable Chronometer in ALL screens

-Bordinstrumente FABC slideout

-6 Dials- Simfeeling Mod.

-slide out console

It took a bit of careful menu_1024_768.ini editing, but I have nygm with the dragable chrono, 6 dials-simfeeling, and slide out console. It took under 20 minutes. So it's very doable.

Make backups of your menu_1024_768.ini.
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Old 03-09-06, 05:48 PM   #225
Der Teddy Bar
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jcwolf,
Let me start by saying that the NYGM Tonnage War Mod works, and it works without issue. So your issue will be one of the ones below.

BTW, yellow is impossible to read....

The issues encounted by users have revolved around...
1. Roll back issues from Mod Installers
2. Mod installer issues
3. Mod cross overs

The issue with the Mod installers is more likely an issue of Mod cross overs that becomes so numerous that it just gets to a point that you have to roll back 1/2 the installed mods or do a clean install.

Some people have had an issue when not using the latest Mod Installer.

I would suggest that you may need to take drastic action and re-install, patch to 1.4b, add NYGM Tonnage War Mod, check that it works, copy the directory to somewhere else, then add the additional mods...
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