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Old 01-29-07, 11:33 AM   #31
KLARCH
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Quote:
Originally Posted by Lanzfeld
Quote:
Originally Posted by KLARCH
Quote:
Originally Posted by Lanzfeld
Hey KLARCH,

Where did you learn to make that change I asked about above?

Is there a link to a bunch of little tricks like that?

Thanks again!
No problem, glad I could help. I got that change from the "Sliding_Stations_Panel_1.01.rar" from http://u-boot.realsimulation.com/ .

I have since changed to the 6 big dial mod with the smaller console but I still make sure to have it slide out of sight when not using it. I'm not sure if the side shortcuts are included with that mod to slide out, but it's simple to just change that entry to the "menu_1024_768.ini" file as well.
That website is great but how the heck do you know what mods you want??? There are so many with no description!
I know what you mean about no descriptions LOL.

I usually go there and slash and burn grabbing anything sounding like what I'm looking for. Then I look it all over after downloading and delete what I didn't want or have duplicates of.

Alot of times I'll just grab sections of the readme outlining changes to a text file like the one I gave you and just save that to my SH3 changes notepad file so I can manually change the menu_1024_768.ini,en_menu.txt file myself. If a mod I'm going to install includes a new menu_1024_768.ini or any other text file, using it to overwrite my existing one will erase any changes I've already made so I have to write in any changes manually. :rotfl:

For instance, when I installed the 6 dial simfeeling mod it used the same line numbers in the menu_1024_768.ini as the slideout TDC dials used so I had to adjust the numbering of the TDC dials to be AFTER the simfeeling ones.
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Old 01-29-07, 11:46 AM   #32
KLARCH
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Quote:
Originally Posted by Lanzfeld
Not to beat this horse too much but is there a way to have to center section of simfeelings mod (the clock display and text field) only and not have the large dials?
I'm sure it is. My version of that mod isthe 6AnzeigenSimfeelingEN_DE.zip and the readme gave a GREAT step by step process for installing each section of the mod. I would assume you can just install the sliding console and then stop before installing the remaining dials.

Backup your menu_1024_768.ini before trying.
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Old 01-29-07, 02:26 PM   #33
Uber Gruber
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@LANZFIELD

If you manage to do this then please share your method....I for one would be very interested in this.

Thanks, Hans.
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Old 01-29-07, 03:37 PM   #34
Camaero
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Originally Posted by Camaero
Question: In the documentation folder there are mods such as "harbor traffic add in" etc... Do I have to manually install those or are they already installed with the mod?
Anyone know the answer? Or know where I can find the answer? Or know who knows where to find someone who knows the answer to where I can find the answer?
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Old 01-29-07, 04:13 PM   #35
Lanzfeld
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Quote:
Originally Posted by Camaero
Quote:
Originally Posted by Camaero
Question: In the documentation folder there are mods such as "harbor traffic add in" etc... Do I have to manually install those or are they already installed with the mod?
Anyone know the answer? Or know where I can find the answer? Or know who knows where to find someone who knows the answer to where I can find the answer?
You have to install yourself. Its in the readme.
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Old 01-29-07, 04:31 PM   #36
Corsair
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They are all optional mods (Harbour Traffic, 6 dials NYGM 2.2, Enhanced plotting tools, 1500m Bearing overlay) and they have to be installed with JSGME, after installing NYGM 2.2 + 2.4 update.
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Old 01-29-07, 10:32 PM   #37
Camaero
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Cheers mates. Guess I missed it while searching through the pdf.
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Old 01-30-07, 08:58 AM   #38
Uber Gruber
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They are also supplied with NYGM 2.2 so you simply have to copy them into JSGME's MOD directory and then activate them using JSGME.
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Old 01-31-07, 06:44 PM   #39
Lanzfeld
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I have done a few patrols in my type IIA in NYGM 2.4 bu my DF antenna never comes up. I thought that the readme said that this was added?
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Old 02-01-07, 08:37 AM   #40
Lanzfeld
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Quote:
Originally Posted by Anvart
Quote:
Originally Posted by Lanzfeld
I have done a few patrols in my type IIA in NYGM 2.4 bu my DF antenna never comes up. I thought that the readme said that this was added?
I think NYGM team used my RadarSonarDFantenna Rotation mod. I did not do DF antenna rotation for Turm2, since I do not have Turm2a, Turm2d_1 and Turm2d_2 *.dat, *.sim files for NYGM 2.3.
Not turm but type IIA

...or is it the same?
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Old 02-01-07, 08:46 AM   #41
Uber Gruber
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I think Turm is the word for the bridge....most boats can have a number of Turms. He needs the NYGM Turms so he can modify them to make the radars rotate.....at least that's my understanding...but then I'm a little bit dense in the noggin so I could be wrong.

Helpfully, Hans.
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Old 02-01-07, 08:55 AM   #42
Lanzfeld
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This is a framerate question but I will post here instead of starting a new thread.

I have a 6600 GT video card w/ 128MB and I get around 70-90 FPS at sea. Yesterday, however, I put an eel into a small merchants fuel bunker and it started a intense fire that I have not seen before. I mean this was no normal fire. It was blazing. My FPS when I looked at the fire (especially through binocs) went into the teens. The fire was this way for about 3 minutes and then it went to a normal fire. FPS came back to normal.

I only have Antiscopic running (16X) and no anti alaising.

Is this FPS drop normal with fires?
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