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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#106 |
中国水兵
![]() Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
Uploads: 0
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Does the "NYGM Tonnage War Mod" include the latest "Cablefix V2.0" mod by Jungman?
I know this last version is not included in RuB 1.45, but is it included in "NYGM Tonnage War Mod"? Txema P.S. You have done a superb work on NGYM mod. Congratulations !!! |
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#107 |
Ensign
![]() Join Date: Apr 2002
Location: Saltcoats, Ayrshire, Scotland
Posts: 233
Downloads: 322
Uploads: 0
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RE: the other thread I posted , the problems with no conning tower appears with just the Tonnage mod enabled. Any ideas Der Teddy Bar?
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#108 |
Torpedoman
![]() Join Date: Feb 2006
Location: Raleigh, NC
Posts: 115
Downloads: 52
Uploads: 0
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Awesome work guys! I'm currently using IUB, but will try this mod this evening. SH3 is an excellent game "out of the box," but the modder community is making this game a simulation (as close as can be done within the hard-coded system). I recently picked up this game, and started re-reading Clay Blair's "Hitler's U-Boat War." Teddy Bar's notes about the KM's torpedo problems, and the radar and radar detection equipment seem to be right on target. The "dud" rate for early-war torpedos was awful, until the impact trigger (eventually copied from captured British torpedos to fix the problem), and depth issues were resolved. During the Norwegian Campaign, U-Boats operating in the "northern latitudes" had a near 100% failure rate! Another thing that was a problem was engine malfunctions. Any given U-Boat had about a 50% chance of non-catastrophic engine failure, resulting in aborting the patrol.
A few questions about the Mod: 1) Please expand on the notes from the NYM manual concerning the conflict between SH3 Commander "random tonnage" and NYM Tonnage, and how to fix it. 2) Has this Mod addressed the Snorkel and resultant depth issues? Thanks, Montbrun
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\"Ein U-boot ohne Sehrohr ist heute angekomman - A U-Boat without a periscope arrived today.\" - Message sent to Gunther Prien in U-47 during the Norwegian Campaign by Karl Doenitz to tell Prien about the birth of his second daughter... |
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#109 |
Swabbie
![]() Join Date: Oct 2005
Posts: 8
Downloads: 0
Uploads: 0
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Awesome. Thank you very much!
Installed over a fresh SH3 1.4, works like a charm. Now on to fiddle the NavimapMod in manually. The only mod I cannot live without which wasn't included yet. Which is a real improvement, considering my previous reinstallation took several hours until I was ready to go. Great work. |
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#110 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
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As there is nothing that NYGM can do about the various Mod enabler issues, I would suggest that the only answer to this is a clean install patched to 1.4b and then the NYGM Tonnage War Mod. |
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#111 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
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To all who have PM'd me. Expect a reply within the next day or so as I must fulfill my Distant Guns! obligations. And yes, Distant Guns! is looking good!
Sorry for the delay.... |
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#112 |
Ace of the deep .
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I notice that the compass on the waypoint tool is back to front . North points south etc .
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#113 | |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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For those that do not wish to use the Assisted Plotting mod, I would suggest searching the forum for the Unrealuboat mod. It's rather old, but restores map contacts back to the stock configuration. (Sorry, don't have the link handy). Those not getting convoy contacts on the map should look into possible mod residue problems. |
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#114 | ||
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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I'm going to have to look into it. I'll get back to those who've asked when I figure it out. I don't suspect it's very hard, but I obviously forgot about this test case. Sorry. ![]() |
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#115 | |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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I had one solution in mind for SH3 Commander that would very easily solve the problem, but thinking about it this morning I thought I might be kind of neat to make the player "Confirm" tonnage sunk during the patrol. This could be a button they push in SH3 Commander which might randomize the tonnage for the ships sunk (again), and provide a random chance for one (or more) of the sinkings to be removed (over claims after all were a very common problem after all). What are the thoughts on this idea? Any solution will not be until after Jaesen Jones has completed his move. 2) Can you expand on this further? |
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#116 | |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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And thanks! ![]() |
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#117 | |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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#118 |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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I think we've gotten all of the open questions. If there are any We've missed feel free to point them out. I'd like to make sure all of the questions get answered to the best of our ability.
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#119 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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I installed the tonnage mod on a fresh install of SH3, 1.4b. I got a black sky.
I installed the mod on another computer, also with a fresh SH3, 1.4b install and got the same thing. Conputers: 1) HP 2.4GB P4,1gb memory, ati 9800SE video card desktop; 2) HP laptop AMD 4000+ athelon, 1gb mem, ati mobility Radeon espress 200 Both video cards have the Omega 3.8.221 drivers bases on the Catalyst 6.2 drivers. I tried starting the game with and without SH3 CMDR, and with and without SH3 Weather generator 1.02 Always a black sky. I removed the mod (via JSGME) and the sky was blue. I have no other mods installed. Any ideas? irish1958 |
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#120 |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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Back sky is an indication that the scene.dat file (at a min...maybe more files) is not properly installed. As others have suggested, I suspect mod residue is a problem (yes, even with JSGME). Please try a clean install and see if you still have the problem.
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