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02-18-23, 12:54 PM | #1111 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,344
Downloads: 475
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Fifi has done a great job with NYGM and use the Airstrike.cfg file unaltered.
It has the right feel and correct balance. Did I mention I hate aircraft.
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02-19-23, 07:13 PM | #1112 | |
Seaman
Join Date: Dec 2016
Location: Finland
Posts: 39
Downloads: 35
Uploads: 0
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Also, taking a longer route which is further away from the airbases may be less tedious since you won't run into the planes so often, meaning less time spent diving and more continuous time compression usage. All that being said, if the patrol area you want to go to is in Britain's backyard then remember that this is Not Your Grandmother's Mod. |
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02-20-23, 12:46 AM | #1113 | ||
Navy Seal
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As in reality, they had to avoid some areas to reach Atlantic, like along Norway coasts instead of Scotland coasts… making the trip a bit longer. Quote:
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02-20-23, 01:49 PM | #1114 |
Watch
Join Date: Nov 2014
Posts: 23
Downloads: 28
Uploads: 0
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Waiting for the new update with bated breath.
Looks great! Impressively groundbreaking work for a game as old as SHIII. |
02-20-23, 02:23 PM | #1115 | |
Navy Seal
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I think it will be a major update, maybe the most important one After the last ship reworked, I have to test all that in career mode, even if I already tested them separately in the Academy for shorter loading times. Stay tuned with some patience
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02-22-23, 03:50 AM | #1116 |
Navy Seal
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Just for information, showing how wrong are the MFM ships zon boxes & spheres...
Spheres offset Boxes offset Fire boxes offset in the air! Masts spheres offset as well as their boxes (same for funnels, rudders etc etc) Not to say many others elements errors, boxes not corresponding to our zones.Cfg file values (very important), as well as controllers ID all the same! (not good for conflicts)... 90% of NYGM ships are now corrected, and not only MFM ships... Ships various explosions have been enhanced too, better not stay too close WILL BE AVAILABLE ONLY IN NEXT UPDATE PS: NYGM MFM & IALB ships corrected will not be usable in others megamods … because boxes types are corresponding to NYGM zones.Cfg!
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02-22-23, 09:03 AM | #1117 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,344
Downloads: 475
Uploads: 0
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^^^
Wow! That is really wonked out. I had always thought something was wrong at times, especially with stern shots to the props and rudder and some merchantmen. Very nice work and can't wait to try it out.
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
02-22-23, 11:25 AM | #1118 |
Grey Wolf
Join Date: Jan 2002
Location: Holland
Posts: 752
Downloads: 122
Uploads: 0
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Looking forward to it! But take your time, thanks in advance!
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02-22-23, 02:44 PM | #1119 |
Sea Lord
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NYGM Enhanced
Hey Fifi..
What work...I don't even count the time to spend...you are "priceless"..Fantastic..again it promises...terrible explosions excellent master... Quelle travaille...je ne compte meme pas le temps passer..vous etes "impayable"..Fantastique..encore une fois cela promet...de terrible explosions excellent maitre... |
02-23-23, 01:44 PM | #1120 |
Navy Seal
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Discovered that in huge number of ships Sim/Dsd/Val.dat files, the controllers ID are the same!
That’s not good for conflicts … not at all. I will have to change all of them The zon ID are now all different by the way
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02-26-23, 06:16 AM | #1121 |
Navy Seal
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A discover bringing always an other, bad surprise bringing always others bad surprises, I discovered not only ships had zones box & files problems… but all planes too… and our GUC submarines as well!!! (We don’t even have any turm zon.dat except for 2 IX types…)
It has to be corrected and fixed, as well as all the non desired same controller’s ID… So I’m taking the time to do it fine, and as we use to say, it will be ready when it will be ready But it will be an other game in my opinion I don’t give up, and never will!
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02-26-23, 07:01 AM | #1122 |
Grey Wolf
Join Date: Apr 2011
Posts: 756
Downloads: 230
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02-26-23, 09:37 AM | #1123 | |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,344
Downloads: 475
Uploads: 0
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Quote:
What I am getting at is, if the boxes/zones for ships were wacked and the same is for aircraft and Uboats, we would not know any difference and chalk everything up as bad luck or a odd occurrence. I can only surmise that with your corrections, it will make for a even more stable game environment and lessen save game issues. And maybe possibly reduce load times. It definitely will be a different game. So take your time, it will be well worth the wait.
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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02-26-23, 11:11 PM | #1124 |
Grey Wolf
Join Date: Apr 2011
Posts: 756
Downloads: 230
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I just cracked open a beer cause of my attempt at manual plotting.
I have given it a few days and I dunno,maybe my brain is not meant for this.Thing is though,the gods eye view really detracts from a feeling of realism.So I got a bit depressed and cracked open said beer.But reading a bit I found out about assisted plotting mod built into NYGM and while I am now 3 beers in there is hope on the horizon,hangover be damned!! Having to measure range and bearing to find the hidden target icon sounds perfect and same with having sonar lines with no range indication. Is this option not available in NYGM Enhanced?I would think this was a mod to click in JSGME but I see no indication of this. |
02-27-23, 01:03 AM | #1125 | |
Navy Seal
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