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11-02-18, 01:41 PM | #1456 | |
Navy Seal
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Quote:
In fact, after i wrote my previous request, i found 3 lonely merchants by listening hydrophone So there are there, up to us to flush them Easier when you know where to wait for embush!
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11-03-18, 01:41 PM | #1457 |
Navy Seal
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Do you think the German u-boat Compilation can work with NYGM?
Somebody already tried it?
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11-03-18, 02:32 PM | #1458 | |
Commander
Join Date: Jun 2007
Location: Uruguay
Posts: 453
Downloads: 196
Uploads: 4
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I made a little program long ago sh3 contacts 1.1 to be able to adjust contacts to your liking. |
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11-03-18, 05:19 PM | #1459 | |
Officer
Join Date: Dec 2012
Location: North Carolina
Posts: 237
Downloads: 336
Uploads: 0
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Quote:
Fifi, Welcome to the "dark side" NYGM has been and still is my favorite SH3 overhaul mod. It is realistic, as best a simulation can be, and unforgiving if your tactics are not thought out. The ARB Wide Gui you like works well with it as well. You need a couple specific NYGM files to make it compatible..ThePrody already combined them and I downloaded it from his media fire page. I Have not tried the U Boat Compilation, but I always select U 123 a type IX ( I am a glutton for punishment ) and I am pretty happy with the NYGM skin. Something you may run into, as I did today, is with the MFM interim beta mod. The ships added were not tested with NYGM if I remember right...you can run across a merchant that your torpedo's and shells will just pass right through the hull as if it is not there. I don't think this was ever corrected to my knowledge. Kelly621 Last edited by Kelly621; 11-03-18 at 05:49 PM. |
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11-04-18, 02:26 AM | #1460 |
Navy Seal
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Yes, i’m Running it with The Prody’s ARB Wide Gui New
ARB is perfect for NYGM and has everything needed for 100% difficulty experience. I tested it with the u boat compilation, and first run was successful I didn’t see any issue so far, of what I can tell…
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11-08-18, 04:37 PM | #1461 |
Officer
Join Date: Dec 2012
Location: North Carolina
Posts: 237
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MFM 3.3 and NYGM
Was the Merchant Fleet Mod v.3.3 ever tested with NYGM or has anyone used it with NYGM successfully? I know that the optional MFM beta was not tested and had the problem of torpedo's and shells passing through the hull of some merchant ships...just wondering if the same will be true for MFM v3.3?
Kelly621 |
11-08-18, 08:25 PM | #1462 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,357
Downloads: 475
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MFM 3.3 and NYGM
I'm using it with NYGM. No issues to speak of.
Good Hunting, FUBAR295
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
11-08-18, 08:52 PM | #1463 |
Officer
Join Date: Dec 2012
Location: North Carolina
Posts: 237
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FUBAR295,
Did you also enable IABL ShipsforNYGM new mod or only MFM 3.3? Kelly621 |
11-08-18, 10:12 PM | #1464 |
Lieutenant
Join Date: Aug 2009
Posts: 266
Downloads: 971
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Can you play with contacts in the map?
In options of realism active the option "contacts map" and ir does not work |
11-08-18, 11:13 PM | #1465 | |
Officer
Join Date: Dec 2012
Location: North Carolina
Posts: 237
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Quote:
Yes you can. Look inside the mod folder NYGM Tonnage War V2.5 ==Stand Alone == You will see a documentation folder and inside is the optional mod Restore God's Eye View. enable this mod through JSGME and it will restore contacts to the Nav map. Kelly621 |
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11-08-18, 11:22 PM | #1466 | |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,357
Downloads: 475
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Quote:
NYGM Tonnage War V2.5 – Stand Alone Version NYGM3_New NYGM3_6F Hitman 1.2 Optics NYGM 3.2 IABLShipsforNYGM_New_Thomsen IABLShipsRezonedFinal MFM-Improved MFM3.2 displacement correction mod 3rd Flotilla Mod Supplement to V16B1 (JSGME) NYGM_HiRes_Submarines_3_6F Kapstadt Blockade NYGM3.3 Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D DD_OH_V3.09_20091209162038 Conning Tower open Hatch093food DD_OH_V3.09_Fix_for_NVD_DC_Shake_001 New Lorient v1 - NYGM 3.6F Harbor Traffic Add-In FM_NewInterior v2.1D Flakmonkey's Interior with crew Black Sawfish Emblem On Cap Longer Wakes v1.0 for GWX Aces Hi Res Uniforms and Medals Mk 2 Sh3_volumetric_clouds&fog_V2.2 SH-5 Water For SH-3 Ultimate V10 16 Km Improved Smoke TheBestSonarPing Stiebler4C_SubsFlag Aces' Crew On Deck - Stand alone mod v1 GWX Version Authentic_Off_Faces #2 Without Labels Evil Jesters Emblems New _hidrophone _layers for SH3 v1.0a_NYGM SRM01 - Seabed Repair Mod Rapt0r's Das Boot Skin RB_7b_Flags&Ps_1_04_14b NEW VERSION OF IXB&IXC Type Kurfürst's Schnelltauchback Radar Fix for sh3 Sub Image mod MFM_v3_Skin_Packs The MFM Improved listed is MFM 3.3. As I had said before, everything runs without issue. Trust this helps you. Good Hunting, FUBAR295
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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11-08-18, 11:30 PM | #1467 |
Officer
Join Date: Dec 2012
Location: North Carolina
Posts: 237
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FUBAR295
Thanks I appreciate you posting your JSGME mod list....that more than answered the question I had ...plus gives me a few mods to think about I have not tried with NYGM. Kelly621 |
11-09-18, 07:56 AM | #1468 | |
Grey Wolf
Join Date: Sep 2011
Posts: 955
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Quote:
I thought that MFM 3.3 incorporated the MFM 3.2 displacement correction? |
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11-09-18, 08:10 AM | #1469 | |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,357
Downloads: 475
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Quote:
Good Hunting, FUBAR295
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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11-09-18, 11:39 AM | #1470 | ||
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
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Quote:
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"Hi iambecomelife Is possible use new MFM3.3 with NYGM+mfm interim beta? " The answer " That will interfere with the changes made to the .zon files in this update. I don't think it would be game breaking and cause crashes, but I do not recommend it." http://www.subsim.com/radioroom/show...postcount=1348
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torpedos through hull |
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