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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#286 | |
Swabbie
![]() Join Date: Feb 2006
Location: London
Posts: 6
Downloads: 1
Uploads: 0
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------------------------------------------------------- Mods: RUB 145, SH3 Commander 2.4.0.65, JSGME |
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#287 |
Swabbie
![]() Join Date: Feb 2006
Location: London
Posts: 6
Downloads: 1
Uploads: 0
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Hi,
For some reason I can't download any of the NYGM files from FileFront. I keep getting a file called X6 each time. Any alternative links available?
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------------------------------------------------------- Mods: RUB 145, SH3 Commander 2.4.0.65, JSGME |
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#288 | |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
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#289 |
Fuel Supplier
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Will there ever be another NYGM mod release?
Probably. For every NYGM release we try to add something that is significantly new, either made by us (these days, that means Der Teddy Bar and/or me) or made by other talented modders (especially our friend Anvart) to our specification. Of course, we try also to include any exciting mods made independently by other people (including Anvart), with their permission. Usually these get slightly altered too, to meet our requirements. So any new release depends on us having a new idea that we regard as worthwhile. At the moment DTB is working on a new idea to make it harder to float into a convoy directly from the front, without altering the AI detector sensitivities. It works fine in preliminary testing. Hence my use of the word 'probably', above. It may sound like a small game change, but it makes a huge difference to game play with NYGM. Will we incorporate items taken/altered from SH4? No, not knowingly. Sorry, but we must respect Ubisoft's copyright. NYGM and RUB. NYGM is indeed based on RUb, like most (all?) of the other large mods, but there are now a huge number of differences in appearance and game-play. RUb should not be present when you play NYGM. To be safe, start with a clean install of SH3, patch with 1.4b, install NYGM 2.5 Fulson (= Full Version), overlay with NYGM 2.6B. Also, delete or rename your folder 'My Documents\SH3' at this stage before attempting to play. Stiebler. |
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#290 |
The Old Man
![]() Join Date: Aug 2007
Location: Poland
Posts: 1,430
Downloads: 5
Uploads: 0
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Strider_JD- download this file, select it, press F2 and write e.g-"NYGM.7z" or just add .7z extension to the "X6" name.Then open the file using 7zip software.
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#291 |
Loader
![]() Join Date: Apr 2007
Posts: 85
Downloads: 30
Uploads: 0
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@Stiebler
I want to extract the core tonnage based experience system related files from the NYGM pack so that other super mods can import them to use tonnage based system instead of renown based system with minimium changes. Which files should I choose? Thanks a lot ![]() |
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#292 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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I had one queued the other day had only uploaded a week before ![]() The only way to be sure is to log in Dont bank on getting a warning email |
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#293 | |
Fuel Supplier
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@u.Prestige:
Quote:
In any case, though, you could not easily extract the cfg files and overlay them onto another mod, since other mods will certainly have altered the same files for their own purposes. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#294 |
Loader
![]() Join Date: Feb 2006
Location: Ontario
Posts: 84
Downloads: 389
Uploads: 0
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Is there away to get rid of the tails and make all contacts grey? I have searched but I dont see anything. I know there was a mod for GWX just wonder if there is something for NYGM
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#295 |
Loader
![]() Join Date: Feb 2006
Location: Ontario
Posts: 84
Downloads: 389
Uploads: 0
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Think I got it now. I used a mod from Rubini that I had for GWX seems to work.
Time to hunt |
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#296 |
Pacific Aces Dev Team
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Stiebler,
Just reporting in: 2.6B runs very well, started a campaign in the Mediterranean March 1943 aircrafts are again a nightmare ![]() ![]() Looking forward to give the new Type XXIII a try later, will probably start a new, paralell, campaign in 1945 to use it. Wouldn't it be possible to use the fantastic 3D model done by Flakmonkey? :hmm: If not, any ideas what would need to be done in order to make it usable? Thanks
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One day I will return to sea ... |
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#297 |
Lieutenant
![]() Join Date: May 2007
Location: pireas
Posts: 256
Downloads: 482
Uploads: 0
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I believe him they make for GW..............
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#298 |
Fuel Supplier
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@Hitman
Thanks for the feedback on aircraft power with NYGM 2_6B. It should indeed be much tougher now. Especially the Bay of Biscay in 1943-1944. It is not possible to use Flak Monkey's Type XXIII boat for human play (only for AI). There was a discussion about this when the XXIII was first released. I believe that the boat was created in one piece, not in two (boat + turm) which created complications, and the boat lacks an interior. Someone also posted that he and a small group were going to work on creating a human-playable Type XXIII boat. Nothing has been heard from them since. While I understand and sympathize with a modder's need to state that he is about to make a new mod, to prevent competition with another modder accidently trying to make the same mod at the same time, this practice has the unfortunate result that talented modders are prevented from starting work on mods that others claim to be working on. Then the 'claimers' fail to deliver (but they *never* announce that they are abandoning work) and the modding community is left with nothing. Readers can probably think of their own examples from SH3, but this problem also appears to be affecting the SH4 modding community too. Making 3-D U-boats or ships lies outside my skill-set. I have no knowledge as to what the GWX team may or may not be making. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#299 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
Posts: 1,243
Downloads: 2
Uploads: 0
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[quote=Stiebler
While I understand and sympathize with a modder's need to state that he is about to make a new mod, to prevent competition with another modder accidently trying to make the same mod at the same time, this practice has the unfortunate result that talented modders are prevented from starting work on mods that others claim to be working on. Then the 'claimers' fail to deliver (but they *never* announce that they are abandoning work) and the modding community is left with nothing. Readers can probably think of their own examples from SH3, but this problem also appears to be affecting the SH4 modding community too. Stiebler.[/quote] I'm not a Modder but have spotted this happening time and time again. Maybe there should be a stickied 'abandonement' thread where a Modder can declare he [or she] are unable to continue working/developing a Mod and a description/intention. Probably never happen but just a thought. Last edited by The Munster; 10-21-07 at 07:20 AM. |
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#300 |
Lieutenant
![]() Join Date: May 2007
Location: pireas
Posts: 256
Downloads: 482
Uploads: 0
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