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Old 03-06-06, 03:17 PM   #106
Txema
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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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Old 03-06-06, 03:22 PM   #107
602Sqn_Puff
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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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Old 03-06-06, 03:40 PM   #108
Montbrun
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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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Old 03-06-06, 04:16 PM   #109
KaleunPeter
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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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Old 03-06-06, 04:33 PM   #110
Der Teddy Bar
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Quote:
Originally Posted by 602Sqn_Puff
RE: the other thread I posted , the problems with no conning tower appears with just the Tonnage mod enabled. Any ideas Der Teddy Bar?
I am sure that the issue is one of Mod residue. The Mod enablers are great tools, however, I would say that they do not always return the SHIII install back to the prior condition when a mod is un-installed.

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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Old 03-06-06, 04:36 PM   #111
Der Teddy Bar
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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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Old 03-06-06, 05:04 PM   #112
THE_MASK
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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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Old 03-06-06, 06:02 PM   #113
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Quote:
Originally Posted by Nedlam
Alright, I admit it. I occasionally want to go out and mess around in the North Atlantic using my No Map Updates aka "Gods-eye mode." I also use it for practice. It appears the tonnage mod disables this feature. Can someone tell me how to get it back?

I read the brief snippit in the user manual about it having to be turned off to use the "Assisted Plotting Mod" (which I didn't even know existed). I just want the option.

If anyone does know how to do it a PM will do so I don't clutter up this thread with my silly request.

EDIT: Actually I kinda like it. It's less of a "cheat" now. I don't feel as guilty using it as I did before
Convoys will be displayed on the nav map, however single merchants will not. All of the questions on this topic indicates I should have included a single merchant map contact as an option. I did not, so for those wanting this option, you'll have to wait a bit for me to put it together.

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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Old 03-06-06, 06:05 PM   #114
Observer
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Quote:
Originally Posted by Tikigod
Quote:
Originally Posted by tedhealy
4. now here is what I'm asking about. Lastly you have "Use Crew:" followed by a drop down box. Within the drop down box your options are Standard sh3, data, and realistic. You are forced to pick one of them.

Now please very simply, which one of those should be selected? Standard sh3, data, or realistic? I'll go out on a limb and ask what do these 3 settings do and what is their effect on NYGM?

Ok Samwolf, that leads me to believe selecting data is right. Can a NYGM modder confirm this?
that is strange...his original release of NYGM crew fatigue had a seperate folder from the mod specificaly for sh3 Commander...maybe he forgot to include it in the tonage mod...

I included the NYGM crew fatigue model in my crew fatigue pack that you can download here:
http://www.subsim.com/phpBB/viewtopi...hlight=#453928

As you can see the NYGM CMM is the last preset you can select as an option in this pack. Why he doesn't have it in tonage mod or in the same format as before is a good question. :hmm:
I didn't add it because it wasn't necessary, though I might have missed the options for starting a new career. To be honest I've had little enough time to play I haven't used SH3 Commander to start a new career. All of my test careers were started from inside SH3.

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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Old 03-06-06, 06:10 PM   #115
Observer
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Quote:
Originally Posted by Montbrun
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?
1) Appendix A has instructions on how to deal with this.

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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Old 03-06-06, 06:12 PM   #116
Observer
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Quote:
Originally Posted by Txema
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 !!!
If it wasn't a part of RUB, then I didn't add it. Please post a link to the mod so we can evaluate for future releases.

And thanks!
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Old 03-06-06, 06:13 PM   #117
Observer
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Quote:
Originally Posted by XXi
Just one stupid question before getting the MOD into working on my machine: does it affect in any way the Hollywood Advanced RUB mod ? I like the way it handles the U Boot`s damage...


Thanks in advance.
The Hollywood damage mod is included in NYGM TW.
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Old 03-06-06, 06:14 PM   #118
Observer
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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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Old 03-06-06, 06:31 PM   #119
irish1958
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Default tonnage mod

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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Old 03-06-06, 06:41 PM   #120
Observer
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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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