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Old 11-29-2018, 07:53 PM   #1516
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Quote:
Originally Posted by Kelly621 View Post
Yes you can. Look inside the mod folder NYGM Tonnage War V2.5 ==Stand Alone ==
You will see a documentation folder and inside is the optional mod Restore God's Eye View. enable this mod through JSGME and it will restore contacts to the Nav map.


Kelly621
Thanks for this, just got this game in a UBISOFT sale and loaded the mod as a recommendation from a STEAM user.

There is the tutorial NAVAL ARTILLERY and there are a number of ships to sink with the deck gun. The targets are actively moving and they will leave the immediate area making them hard if not impossible to find if one (especially rookie players) are finding it takes a lot of shots to sink a freighter. I spent quite a bit of time sailing around after sinking two ships not finding the others, but learned about search patterns and compressed time in the meanwhile.

The contacts on the map should help and track down the other ships, again thanks for this

-------------------------
EDIT WOW, it takes like 30 shots to sink a tramp steamer in the tutorial, I do not think the gunnery is completable with this mod running. I'm out of ammo and 2 ships left.

---------------------------------

Edit 2

Tramp steamer sinking for the artillery tutitorial goes faster in VANILLA, however I think am going to open fire only at SHORT RANGE in the mod to see if that sinks them quicker without running out of ammo. The tutorial is elementary but needed if one is not familiar with the game, sice thos dials and what they do can be confusing at first.

Last edited by SteamSub; 12-01-2018 at 10:12 AM.
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Old 11-29-2018, 08:54 PM   #1517
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Originally Posted by zeus View Post
Hello people

I am playing with the megamod NYMN 2017 (The most realistic one) and when I attack a ship launching torpedoes they across the ship and no explote, everyone, I have deactivated the "not torpedos dud" and not
the hie patch "torpedo fix"

Do you know if it is a bug?
Hi Zeus
Post your MOD list please
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Old 11-30-2018, 02:34 PM   #1518
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ok

NYGM Tonnage war v2.5-Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
MFM-Interim-Beta_NYGM
Harbor Traffic Add-in
NYGM Tonnage War Minefield Mod
Hitman Optics NYGM 3.6 (Fixed)
Restore Gods Eye View
Basic Dark
SB_cameras_mod_sh3
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Old 12-01-2018, 02:23 AM   #1519
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Originally Posted by zeus View Post
ok

NYGM Tonnage war v2.5-Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
MFM-Interim-Beta_NYGM
Harbor Traffic Add-in
NYGM Tonnage War Minefield Mod
Hitman Optics NYGM 3.6 (Fixed)
Restore Gods Eye View
Basic Dark
SB_cameras_mod_sh3
You have a error in your mod list
NEVER use togheter MFM interim beta + IABL Thomsen ship!!
Or use one or the other this is your mod problem
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Old 12-01-2018, 09:22 AM   #1520
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I believe the problem of the torpedo's is specific to MFM interm beta. Striebler posted this some time ago when asked about torpedo's passing through merchants and not exploding:

Quote:
The official release is found in mod IABLShipsforNYGM_New_Thomsen. All the ships in this mod have been tested very carefully, with torpedoes fired at every one of them successfully.

M13B is instead part of IABL's larger release of merchant ships, some of which, as you have discovered, are transparent to torpedoes. This very large release is accommodated with the NYGM mod overlay 'MFM_Interim_Beta_NYGM', which alters files .cfg, .eqp, .sns, .zon to match NYGM's requirements. However, the ships themselves have not been individually tested with NYGM.
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Old 12-01-2018, 09:48 AM   #1521
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Quote:
Originally Posted by Kelly621 View Post
I believe the problem of the torpedo's is specific to MFM interm beta. Striebler posted this some time ago when asked about torpedo's passing through merchants and not exploding:



Kelly621
Kelly621 wrote correctly ,but your MOD list, Leoz have a basic error.

If you want play with MFM interim beta you need install so.. For example
NYGM Tonnage War V2.5 stand alone
NYGM3_New
NYGM3_6F
NYGM 2017A
Merchant_Fleet_Mod_3.2---->need!
MFM-Interim-Beta_NYGM
Etc
Etc
Etc....
So you play with more ship
But possible little bug with some(few) ships

If you want play with JABL Thomsen :

NYGM Tonnage War V2.5 stand alone
NYGM3_New
NYGM3_6F
NYGM 2017A
IABL ship for NYGM Thomsen ships
Etc
Etc
Etc..
No many ship...more realistic ( for me!)
And Work good 100% with every ships

But the important is that you do NOT mix these 2 mod together
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Last edited by hauangua; 12-01-2018 at 10:22 AM.
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Old 12-01-2018, 10:15 AM   #1522
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A note about the interface.
Appreciate the large slide out dial for course changes!

From VANILLA to NYGM Do not really like the officer roster in the lower left, looks too much like a placeholder graphic, made a change, found the original officerA.tga and pasted the labels under each so by color and label can tell who they are at a glance (which is why I think they were replaced by the mod to begin with)

------------------------

FYI thanks for the previous post about the MOD list, mine looked similar to the problematic load, going to reload the mod list to the one that "works good 100% with every ships." Seems exciting enough to have duds and angle bounce offs and can leave off with the passthroughs

Last edited by SteamSub; 12-01-2018 at 10:40 AM.
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Old 12-01-2018, 11:11 AM   #1523
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Quote:
Originally Posted by SteamSub View Post

FYI thanks for the previous post about the MOD list, mine looked similar to the problematic load, going to reload the mod list to the one that "works good 100% with every ships." Seems exciting enough to have duds and angle bounce offs and can leave off with the passthroughs


This is my MOD list**

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
Widescreen MaGui v3.4-SA
WideScreen MaGui v3.4-SA FIX for NYGM v2017A
TMT mod(NYGM version)
IABLShipsforNYGM_New_Thomsen
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
NYGM_HiRes_Submarines_3_6F
M.E.P v6
M.E.P v6 - VisualSensors for NYGM 3.6F..................(For Stiebelr patch, need read Readme file for good work)
Extra_files_for_Hsie_patch_V16B1
Tycho patch (with Tycho Crono Patch)
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Last edited by hauangua; 12-01-2018 at 12:43 PM.
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Old 12-01-2018, 03:58 PM   #1524
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SteamSub,

My mod list is a bit different, but so far has worked well with no CTD's.

Generic Mod Enabler - v2.6.0.157
[C:\SH3-NYGM\MODS]

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
MFM-Improved (MFM V. 3.3)
SH3 Commander MFM skins
SH3_Commander_Updates_for_NYGM
Single Merchant Contact Mod
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Anvart_Stiebler_TurmsR01R02
depth charge noise - Rev A - NYGM
My Environment
New _hydrophone _layers for SH3 v2.0_NYGM
Rubini´s Underwater dust&plancton v1
Sh3_volumetric_clouds&fog_V2.2
Evan82_Unfs
NYGM Torpedo Alarm Mod
TDW's DC Water Disturbance v4.0 (SH3 Cmdr)
torpedo trail and wake fix
NYGM_HiRes_Submarines_3_6F
New Lorient v1 - NYGM 3.6F
Optional O2-Gauges v2 (for V16B1)
Improved Smoke
More wounded & less dead crew v2 - for V16B1 (JSGME)
NYGM Enviro Adjustments for NightVisionFix by makman94
WB's SH3 Cmdr extra promotions
SRM01 - Seabed Repair Mod
Aces' Crew On Deck - Stand alone mod Bearded Crew Add-on
NEW VERSION OF IXB&IXC Type
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
Conus' Historically Accurate U-boat Emblems 1.3
TychoSh3Patch
ARB WideGui 1920x1080_new
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Old 12-01-2018, 06:04 PM   #1525
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Thanks!!!!

this megamod is the best
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Old 12-02-2018, 01:51 AM   #1526
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Default welcome aboard!

SteamSub!
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Old 12-08-2018, 10:15 AM   #1527
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@Aktungbby Thank you!
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Old 01-05-2019, 12:07 AM   #1528
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Quote:
Originally Posted by SteamSub View Post
Thanks for this, just got this game in a UBISOFT sale and loaded the mod as a recommendation from a STEAM user.

There is the tutorial NAVAL ARTILLERY and there are a number of ships to sink with the deck gun. The targets are actively moving and they will leave the immediate area making them hard if not impossible to find if one (especially rookie players) are finding it takes a lot of shots to sink a freighter. I spent quite a bit of time sailing around after sinking two ships not finding the others, but learned about search patterns and compressed time in the meanwhile.

The contacts on the map should help and track down the other ships, again thanks for this

-------------------------
EDIT WOW, it takes like 30 shots to sink a tramp steamer in the tutorial, I do not think the gunnery is completable with this mod running. I'm out of ammo and 2 ships left.

---------------------------------

Edit 2

Tramp steamer sinking for the artillery tutitorial goes faster in VANILLA, however I think am going to open fire only at SHORT RANGE in the mod to see if that sinks them quicker without running out of ammo. The tutorial is elementary but needed if one is not familiar with the game, sice thos dials and what they do can be confusing at first.
Good point. The gunnery school is harder. I do like NYGM for gunnery as it can take a lot of shots. Not unlike one of the stories you would read at www.uboat.net
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Old 01-05-2019, 01:16 PM   #1529
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@SteamSub:

"From VANILLA to NYGM Do not really like the officer roster in the lower left, looks too much like a placeholder graphic, made a change, found the original officerA.tga and pasted the labels under each so by color and label can tell who they are at a glance (which is why I think they were replaced by the mod to begin with)".

Your supposition is correct.

It annoys me endlessly that humanity spent about 6,000 years learning to read and write just so that modern manufacturers (cars, electronic devices, Ubisoft) can give us cave-paintings to 'read' for instructions.

So I replaced the officer roster with simple colour-coded icons bearing text that can be read easily with a glance.
Your solution, to replace the cave-paintings with paintings explained by text is a good idea as a half-way solution.

Stiebler.
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Old 02-11-2019, 02:47 PM   #1530
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Quote:
Originally Posted by Stiebler View Post
@SteamSub:

"From VANILLA to NYGM Do not really like the officer roster in the lower left, looks too much like a placeholder graphic, made a change, found the original officerA.tga and pasted the labels under each so by color and label can tell who they are at a glance (which is why I think they were replaced by the mod to begin with)".

Your supposition is correct.

It annoys me endlessly that humanity spent about 6,000 years learning to read and write just so that modern manufacturers (cars, electronic devices, Ubisoft) can give us cave-paintings to 'read' for instructions.

So I replaced the officer roster with simple colour-coded icons bearing text that can be read easily with a glance.
Your solution, to replace the cave-paintings with paintings explained by text is a good idea as a half-way solution.

Stiebler.

Hello Stiebler. I noticed in this post, http://www.subsim.com/radioroom/show...postcount=1253
you listed your mods installed. Is this the exact order you're using too ? Reason for asking is because a few posts above it, you list a different order as a base to start from.
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