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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#241 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
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We have done so, but I think you are refering to Harbour Traffic by Rubini, coming to NYGM TW soon! |
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#242 |
Navy Dude
![]() Join Date: Nov 2002
Posts: 176
Downloads: 12
Uploads: 0
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Alright thanks!
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#243 | |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
Uploads: 0
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Thanks
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#244 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
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As a result of Customer Feedback :rotfl: Observer will have a pre-done NON stop watch version of the menu_1024_768.ini for download.
He will also be doing a single ship contact version. |
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#245 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 276
Uploads: 0
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there´s a small issue with the battery fix patching program for NYGM.
It patches all type IX .sim files to 39 miles underwater range. In the original fix by vonHelsching it was 36 miles for the type IXd2 and 39 for the other iX subs. No biggi and easy to fix with TT tweaker. I´ve uploaded a manually tweaked .sim file based on the NYGM one where the range was set back to 36 miles like in the battery fix package done for vanilla game. http://rapidshare.de/files/15133941/..._NYGN.rar.html |
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#246 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
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#247 |
Mate
![]() Join Date: Jun 2003
Posts: 55
Downloads: 10
Uploads: 0
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Any news on how to get the single contacts on the nav map up yet ?
Cheers Easty |
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#248 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
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He will also be doing a single ship contact version. |
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#249 |
Mate
![]() Join Date: Aug 2005
Location: Italy
Posts: 53
Downloads: 21
Uploads: 0
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After asking some questions I just noticed I still have to comment this mod....
I think You guys did really a GREAT job! ![]() Finally it's difficult to end a patrol with more than 30.000 T, and the level of uncertainity the player has (if playing with 100% realism) is unmatched! A big THANKS for having spent so many time into this project! ![]() Here's 2 questions/suggestion: 1- Is it possible to add new torpedoes types? (please, answer this question, later I'll tell why I asked) 2- Is it possible to make submarines equipment (like engines, batteries, pumps, torpedoes tubes, etc...) more fragile? Currently even after 4/5 hit (direct and near misses) by a merchant deck gun all the equipment could be fully repaired (except recovering floatation that, realistically, took more time) in about 15 minutes... I'd like to see some equipment fully destroyed! |
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#250 | |
Fuel Supplier
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Gammel wrote:
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It's a little too early to download it from the RealSimulation site yet. But, when available, you can just use it exactly like the original version. The great joy of over-stamping data is that it doesn't matter what anyone else has done to the files previously. The new SH3Battery1_1.zip will overstamp the slight error in the original. Stiebler. |
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#251 | |
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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#252 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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FIrst the good stuff!
![]() VICTORY! :/\rlz: Finally made it work Der Teddy Bar... But got to report this old strange thing that hapend to me again after instaling everything and the MOD... :hmm: I started the game just with NYGM Mod instaled over the SHIII patched 1.4b, and as it hapend before didn't started, black screen and nothing... ![]() And strangelly the game started normally without problems, and your NYGM start screen poped up and everything was where its supose to be.... Perfect ![]() Just to tell you that about the intro folder that it seams somehow either curropted or simply not working as it should...Can also be that you've done it with some diferent movie hardware that i do not have it and cause of that it whont launch at mi PC...!...Do no but had fixed it myself and now i can say .... ......SUPERB,BRILLIANT,IMAGINATIVE MOD YOU, GUYS HAD DONE! Now i've got a cople of questions guys... - NYGM terrain add in shal i install it now? - Battery fix also? -Can install the follow upgrades on graphics and game menus: -Dragable Chronometer in ALL screens -CA's instrument patch -6 Dials- Simfeeling Mod. - 6SlideoutAnzeigen -Boris's Interface Mod -And finally any graphic mod upgrade . Just cause i need to know if with your MOD i can normally make changes to the game as before...? ![]() Another detaille Der Teddy Bar, somehow my winrar version was uncapable of extracting the all files and so i downloaded the 7z version file comp. and it's now understod part of my previouse problems! ![]() Guys thanks in advance ... |
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#253 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
Uploads: 0
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Finally got my German language modifications made, my stuff backed up, SH3 cleanly re-installed and patched etc., and got the NYGM-TW mod installed last night. It seemed to hang for a long time on the last little loading screen (with the message from SH3 Commander) just before you find yourself in the control room, but when I hit the "esc" key it finished loading in.
It was so late by then that I didn't really have a chance to test it out, but I noticed a couple of odd things: 1. My effort to restore the rudder dials was unsuccessful - probably because I only altered the dials.cfrg file and not menu_1024_768.ini for that purpose - I noted a post earlier that said a "restored rudder dials version" of menu_1024_768.ini would be ready soon - so thanks for that ![]() 2. I was using the "navimap" mod before, and I really liked the draggable flags sheet, speed charts and mine/net maps, so I wanted to use it with NYGM-TW as well. However, although when I installed Navimap with JSGME I didn't get any conflicts notifications, in game there was no sign of any of those draggable pages from the navimap mod - any idea why this would not have been reflected? (maybe I screwed something up with my dials.cfg changes I made trying to get my rudder dials back?) I can't wait to get this thing tweaked and working - sounds like some real nice additions to the game - thanks for all the hard work ![]()
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#254 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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Sorry yet have another question, this battery fix mod, done it and just draged out the OLDsubs files from Submarine folder ,no shall i remove the battery programe that is in that folder and used to mod the subs files?
Or shall i live it there? ![]() Thanks in advance... Can't whayt to make all changes yet to be done on the ini file and dial cfg file and add all the other graphic changes into the game for beeing able to finally start palying this brilliant MOD... ![]() ![]() |
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#255 | |
Fuel Supplier
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JCWolf said:
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Stiebler (programmer of SH3Battery.exe). |
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