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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
Uploads: 0
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![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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#2 |
Electrician's Mate
![]() Join Date: Dec 2005
Location: oklahoma
Posts: 136
Downloads: 20
Uploads: 0
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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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#3 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
Uploads: 0
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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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Nuke 'em till they glow! |
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#4 |
Ensign
![]() Join Date: Jan 2004
Location: Warsaw, Poland / Nagoya, Japan
Posts: 227
Downloads: 20
Uploads: 0
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Hello,
I`ve encountered an error with NYGM2.2 I `ve started new campaign, loaded it via SH3 Commander using all the files designed to be used with the mod. My objective was to test the XXI with NYGM and there appears to be a problem. The batteries are recharging endlessly. In a mission batteries have dropped to about 65-70% and it took over 24 hours to recharge to some 95% and was continuing. My guess it might be some casual bug, but... that`s just WEIRD. It looks that once used, the batteries cannot reach 100% again no matter how long recharged. And they recharge really, really SLOWLY. Apart from that everything seems to be OK. PS I`m using NYGM, enhanced plotting, 6 dials for NYGM and IXD2 skin mods. SH3 is loaded via SH3 Cmdr with rollbacks just in case.
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lasciate ogni speranza... voi, chi entrate ![]() |
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#5 | |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
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They took apart some game and "code" mechanics from the XXI to implement them in th rest of the other Boots in-game! The NYGM XXI is broken! It's also stated in the NYGM Manual! It's simply not meant to be! ![]() PS. Oh and update NYGM with the latest "2.4 upade"
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#6 |
Ensign
![]() Join Date: Jan 2004
Location: Warsaw, Poland / Nagoya, Japan
Posts: 227
Downloads: 20
Uploads: 0
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Oh I see. Thank you Myxale.
Forgot about this one, probably because I haven`t been playing with this type so far. Well, technically speaking it`s not that bad. The boat works well yet it needs more specialists than usual - with full asset of mechanics and torpedo mates ( doable with SH3 Cmdr only, to be honest ) everything`s OK. Except the batteries. Neverthless, I`ve just dlded 2.4 update. See if it changes anything. So far - I had one GREAT convoy battle. Managed to get a passenger liner, troop transporter and a C2 tanker and got out unscratched after 3hrs chase. Seems I was lucky anyway as only 3-4 escorts got a contact with me. All other could not find me or got deluded with Tauschkoerper. Just for such expierience I wish XXI worked well. EDIT: Checked with 2.4 The same. It took at least 24hrs to load batteries from 75% to 95-8%. Now that`s a pity. What should I do then to solve the problem ? I guess that a non-NYGM battery fix will affect the rest of the boat, right ? And if so, what should I do...
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lasciate ogni speranza... voi, chi entrate ![]() Last edited by XXi; 02-12-07 at 10:07 PM. |
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#7 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
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Sorry mate! The update won't change anything with the XXI.
It's just this; as long NYGM uses this kind of approach to mod the other subs, the XXI will remain "Bitchy" ![]() ![]() Besides the Update has some cool changes...like some planes in late war that don't use the radar, so that your radar warnings don't light up. Had a few close calls since then! :hmm: Damn cool stuff! Cheers
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#8 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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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: ![]() ![]() 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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#9 | |||
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
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Quote:
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:
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#10 |
Navy Dude
![]() Join Date: Aug 2005
Posts: 177
Downloads: 23
Uploads: 0
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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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#11 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
Downloads: 13
Uploads: 0
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Make backups of your menu_1024_768.ini. |
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#12 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
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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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#13 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
Uploads: 0
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Tedy.
Mod is up and running perfectly as advertized. I realize that you're inundated with questions so feel free to ignore this if you want. I'm doing some testing for a mod involving random sabotage and out of frustration I rammed a merchant at full speed. The usual loud crashing noises occurred but my VIIC sustained no damage whatsoever. Did you incorporate Gouldjg's Advanced Hollywood Mod as is or was the boat toughened up? Just curious as I've done this before with predictable results. Anyway, Thanks again for a great Mod. ![]() ![]() ![]()
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Nuke 'em till they glow! |
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#14 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
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#15 |
Bosun
![]() Join Date: Dec 2005
Posts: 64
Downloads: 0
Uploads: 0
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Okay this may seem like a remarkably dumb question but what visible indicators are there that I have installed the Mod correctly?
I rolled back SHIII Cmdr, uninstalled SHIII and all the mods I had loaded, reinstalled SHIII +1.4b, added NYGM Full plus the terrain package via JSGME and.... I see what looks like plain vanilla SHIII. No Bordinstrumente, no Kiel Canal. This, I guess, is indicative that something has gone awry - any suggestions? Previously I had quite a few individual elements of NYGM plus RuB and Bordinstrumente and they worked fine, but I seem to be struggling to get this one to work... |
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