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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#886 |
Canadian Wolf
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Well said indeed.
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#887 |
Torpedoman
![]() Join Date: Dec 2013
Location: pennsylvania
Posts: 112
Downloads: 1218
Uploads: 117
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Hello everyone
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#888 |
Samurai Navy
![]() Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
Uploads: 0
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How is it to play with this mod? Just played GWX and thinking about trying this out
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#889 |
Sea Lord
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If you wil read the 14 posts immediately preceding yours, I think you will find they pretty much answer your question. The oldest was posted six weeks ago, so not too much has changed.
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#890 |
Samurai Navy
![]() Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
Uploads: 0
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Is there somewehre a gameplay vid of nygm on yt or sth?
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#891 |
Sea Lord
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The download is free, and only about a quarter the size of GWX. You can make a copy of your game folder, so you don't have to disrupt what you have going now. Why not just try it and see for yourself how it looks, feels, and plays. That will tell you much more than any vid clip.
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#892 |
Fuel Supplier
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Thank you for those kind words about NYGM, all those contributors above.
So far as switching from one super-mod to another is concerned: I would always advise renaming your existing SH3 folder folder found in 'My Documents'. For example, if you were playing GWX, rename the folder My Documents\SH3 to My Documents\SH3_GWX. Then you can return to it at a later date, if required. This has the result that the NYGM installation (or any other new super-mod) will create a new folder My Documents\SH3, so there is no danger of contamination of files causing problems with the new super-mod. If you wish to return to GWX (in this example), just delete My Documents\SH3 and rename My Documents\SH3_GWX to My Documents\SH3. It will be necessary to have two different installations of SH3, of course. That means a second installation of your SH3 DVD-ROM into a folder different from the original. Do NOT install the game into C:\program files! Always causes more trouble than it is worth. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#893 |
Samurai Navy
![]() Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
Uploads: 0
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Ok thank you Stiebler
If i have the basic version from ur side i just need to apply the patch , right? Last edited by SnipersHunter; 05-06-14 at 01:56 PM. |
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#894 |
Samurai Navy
![]() Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
Uploads: 0
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Downloaded it now , i like the kind of gameplay, good work stiebler.
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#895 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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#896 |
Seasoned Skipper
Join Date: Jan 2002
Location: Freeman Missouri
Posts: 1,784
Downloads: 1416
Uploads: 0
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is there a wide screen mod for this just install it and like it so far good job
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#897 |
Nub
![]() Join Date: Sep 2012
Posts: 2
Downloads: 56
Uploads: 0
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Hi,
I'm puzzled as to how the return voyage using Kiel canal works. In GWX, I just had to place the waypoint marker over the "Kiel canal" dot on the map, and the search pattern button did the job. But in NYGM, the dot isn't on the map. How do I use the waypoint button for the return voyage? Thanks. |
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#898 |
Fuel Supplier
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@les green0:
Wide-screen mod. There is none, I regret to say. The problem with all wide screen mods is that they alter so many SH3 files, a fact which tends to destroy a lot of other mods if installed before the wide-screen mod, or the other mods wreck the wide-screen mod if they are installed afterwards. Anyone who wants to adapt a wide-screen mod must install it first over SH3, and then alter every subsequent mod that affects the files changed by the wide-screen mod. There is no easy solution, since users of SH3 have different preferences for different mods. And you have to know what alterations to make, of course. @Pertinax: (Have you been reading second-century Roman History recently?) The waypoint dot on the map screen, for the Kiel passage, doesn't exist. Ironic really, considering that it was Der Teddy Bar of NYGM who first invented this auto-navigation tool. When you sail through the Kiel canal, you will travel at a maximum time compression (tc) of (default) 4x, which makes a very slow passage. And there isn't actually anything to see anyway in the Kiel Canal. Much better to travel the long way round, north of Denmark, at tc 1024 or more! It was Ref (later of GWX) who created the Kiel Canal in SH3. Undoubtedly a great achievement by a master of SH3, but I've always thought that it was a mistake, because it adds nothing to game-play but hugely increases the size of the map file, already by far the biggest single file supplied with SH3. The effect of Ref's even-more-enormous map file is to act as a big drag on download times for SH3 super-mods (a real nightmare before the arrival of Broadband connections, and it would not have been necessary to include the map file at all without Ref's changes), and to delay loading times of SH3 itself into computer RAM. Having said that, it would clearly be a good idea to add the waypoint dot to the map of NYGM. Thanks for the suggestion. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#899 | |
Sonar Guy
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If you ride like lightning, you're gonna crash like thunder. |
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#900 |
XO
![]() Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
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In NYGM TW 2.0 manual all of this for Kiel plotting is very well explained how to use. Everyone have this manual in "Documentation" folder of NYGM TW v2.5 stand alone version.
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Tags |
torpedos through hull |
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