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10-28-14, 09:16 AM | #1006 | |
Sea Lord
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Quote:
Rubini's mod works great! You can easily see the effect. At periscope depth, you hear nothing that isn't on top of you. Go a little deeper and you hear more ships. Go down to 30 m and suddenly you are picking them up a long way away. As you say, it only works for the sound guy. You can still hear ships if you listen yourself. But I am generally too busy fighting the boat to go and help a rating do his job. |
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11-04-14, 05:45 PM | #1007 |
Swabbie
Join Date: Dec 2009
Location: Spain
Posts: 5
Downloads: 16
Uploads: 0
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I'm trying to install NYGM 3.6 following every step: Clean installation of SH3, JSGME, download the mod, unzip, etc.
Everything seems to work fine but when I run the game, instead of the NYGM start screen, I see the Living Silent Hunter 3 screen (!). I'm confused, previously I had LSH3 installed but I think all files were correctly deleted. I don't find any LSH3 file on my computer but the issue persists. What am I doing wrong? Thanks in advance. *Solved* Last edited by Narci75; 11-08-14 at 02:12 PM. |
11-08-14, 07:59 AM | #1008 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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I have all the Makman tweaks and I have adjusted my monitor and the sensors value but I notice that at certain times (dawn and dusk) you can see the merchant smoke wayyyyy before your crew does. The ships themselves in the haze are not visible but the smoke is seen above very easy. If you adjust the sensors so the crew sees the smoke then they see the ships way too soon at all other times of day. Might have something to do with the darker smoke mod aspect of NYGM?
Just my opinion but I think that nights in NYGM are too light. |
11-17-14, 05:29 AM | #1009 |
Bilge Rat
Join Date: Mar 2010
Posts: 1
Downloads: 413
Uploads: 0
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nygm mods
Hi,
I want to install NYGM. What is a list of the necessary mods to date ? Thanks. |
11-17-14, 09:55 AM | #1010 |
Pacific Aces Dev Team
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Hello simanski40
you can find all the core parts of NYGM and install order here: http://www.subsim.com/mods1/nygm/ Also, look in the first post of this thread for a link to the latest patch available. Good hunting
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One day I will return to sea ... |
11-18-14, 08:16 AM | #1011 |
Sea Lord
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The NYGM dowload page contains a link to a file called MSM-Interim-Beta_NYGM. The notes on the webpage regarding this file say:
File (8) contains a small patch to improve IABL's large new MSM-interim-beta merchant fleet for use with NYGM. The fleet itself must be downloaded from IABL directly. Then install this mod (8) afterwards. I am unable to locate MFM-Interim-Beta. I have found MFM-Lite-Beta. I currently am using Merchant_Fleet_Mod_3.2 with NYGM 3.6D and have experienced no problems so far. (Man falls off ten-story building. As he falls past the fifth floor, he calls out: “OK so far!”) Should I be using MSM-Interim-Beta_NYGM with MFM 3.2? Should I be using MFM-Lite-Beta instead? Should MSM-Interim-Beta_NYGM be used with MFM-Lite-Beta? Is MSM-Interim-Beta_NYGM no longer needed? |
11-21-14, 04:51 AM | #1012 | |
Fuel Supplier
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@BigWalleye:
Quote:
At the time I produced the NYGM add-on, MSM-Interim-Beta was available widely. However MFM 3.2 seems to have replaced it. The purpose of the MSM-Interim-Beta_NYGM fix was that it rezoned these ships in order to make them compatible with the slow-sinking model used by NYGM. I've never produced a similar zone patch for IABL's MFM3.2. However I can provide you with some reassurance: 1. Installing the MSM-Interim-Beta_NYGM patch after installing MFM 3.2 will improve the slow-sinking ability of ships found in both mods (which is a lot of them). 2. Ships 'fixed' in the NYGM patch but not actually present in MFM 3.2 will not be recognised by SH3, so there will be no unwanted side-effect. 3. Ships in MFM 3.2 not found in the NYGM patch will sink unexpectedly easily (a very few may even self-sink in strong winds/storms), but there should not be any other difficulties. 4. When, finally, I recognised the problem that some users of NYGM were installing ships not originally rezoned for the NYGM standard, I changed the zones.cfg file and all NYGM ships so that now the zones of non-NYGM ships will be recognised as the creators of these ships intended. Thus these non-NYGM ships will not sink slowly, but should otherwise be completely stable. All clear? Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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11-21-14, 07:31 AM | #1013 | |
Sea Lord
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Quote:
I am installing MSM-Interim-Beta_NYGM over Merchant_Fleet_Mod_3.2. Thanks for all the information. And for NYGM, which IMO is the supermod! |
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11-25-14, 09:36 AM | #1014 |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
Uploads: 0
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Hitman optics 3.6fix
Hi everyone.
After using this great mod (super) with F magui want to try using hitman3.6 fix .... and here begins my problems: -weapon officer does not identify the target? there is a way to get him to do? -as we calculate the distance to the target? -e angle AOB? ... Can you explain how you doing? Having until now used maguiF I am seriously in trouble but many of you commanders used hit3.6 and you are excited so I wanted to try it even I Thanks for NYGM and congratulations for the forum you are always a big help P.S. My Recognition Manual is locked ... I open it and the pages do not change ... is this normal? or is it a problem in my installation? Last edited by hauangua; 11-25-14 at 10:17 AM. |
11-25-14, 11:29 AM | #1015 |
Fuel Supplier
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@hauangua:
Pressing CTRL-T in Hitman's Optics 3.6 Mod toggles the ability to use the watch officer. When the UZO or periscope is locked to the target with CTRL-T, click on the watch officer for data in the usual way. The method of working out course and speed of an enemy ship is stated in many places on this forum. In any case, one learns very quickly the ranges of ships from their size through a periscope or UZO, and the speed of ships from their bow-wash or the angle of their smoke. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
11-25-14, 12:13 PM | #1016 |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
Uploads: 0
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Thanks Stiebler in practice then do everything from navigation map! ... Distance AOB and speed while there is also the stopwatch. that's right?
So vertical ticks optics are useless ... or almost sh3.jpg |
12-02-14, 01:56 PM | #1017 |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
Uploads: 0
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hi kaleuns I'm back any of you have the patience (thanks) to explain how to calculate the distance from optical periscope and the speed with hitman 3.6? ..... I try but I go into confusion
P.S: y mod list NYGM Tonnage War V2.5 – Stand Alone Version NYGM3_New NYGM3_6D IABLShipsforNYGM_New 3rd Flotilla Mod NYGM HiRes Submarines Restore Gods Eye View Stiebler4B_Addon_for_V16B1 hunt the rodney-mission Hitman Optics NYGM 3.6 (Fixed) it's ok ? I make one last try .... I promise to bore you more .... can someone help? Even in PM ... step by step .....and the intercept? used four bearing mode? (kuekuigs) or other? thank you very much...and sorry again Last edited by hauangua; 12-06-14 at 03:06 PM. |
12-02-14, 02:01 PM | #1018 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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Stiebler,
Are you considering an updated release of NYGM with Makman94's fixes? Might be nice to consolidate all the downloads into one nice big download. |
12-03-14, 12:21 PM | #1019 |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
Uploads: 0
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[QUOTE=hauangua;2265754]hi kaleuns I'm back any of you have the patience (thanks) to explain how to calculate the distance from optical periscope and the speed with hitman 3.6? ..... I try but I go into confusion
P.S: y mod list NYGM Tonnage War V2.5 – Stand Alone Version NYGM3_New NYGM3_6D IABLShipsforNYGM_New 3rd Flotilla Mod NYGM HiRes Submarines Restore Gods Eye View Stiebler4B_Addon_for_V16B1 hunt the rodney-mission Hitman Optics NYGM 3.6 (Fixed) it's ok ? anyone can help me? thanks |
12-06-14, 03:08 PM | #1020 |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
Uploads: 0
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Hitman optics 3.6fix
hi kaleuns I'm back any of you have the patience (thanks) to explain how to calculate the distance from optical periscope and the speed with hitman 3.6? ..... I try but I go into confusion
P.S: y mod list NYGM Tonnage War V2.5 – Stand Alone Version NYGM3_New NYGM3_6D IABLShipsforNYGM_New 3rd Flotilla Mod NYGM HiRes Submarines Restore Gods Eye View Stiebler4B_Addon_for_V16B1 hunt the rodney-mission Hitman Optics NYGM 3.6 (Fixed) it's ok ? I make one last try .... I promise to bore you more .... can someone help? Even in PM ... step by step .....and the intercept? used four bearing mode? (kuekuigs) or other? thank you very much...and sorry again |
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