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Old 11-09-2018, 11:39 AM   #1486
hauangua
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Quote:
Originally Posted by 3catcircus View Post
I thought that MFM 3.3 incorporated the MFM 3.2 displacement correction?
Quote:
Originally Posted by FUBAR295 View Post
Things run just fine. If that is true, then at some future time I will remove it.

Good Hunting,
FUBAR295
Hi. Time ago I asked iambecomelife this:
"Hi iambecomelife
Is possible use new MFM3.3 with NYGM+mfm interim beta? "
The answer " That will interfere with the changes made to the .zon files in this update. I don't think it would be game breaking and cause crashes, but I do not recommend it."

http://www.subsim.com/radioroom/show...postcount=1348
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Old 11-09-2018, 12:01 PM   #1487
FUBAR295
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Quote:
Originally Posted by hauangua View Post
Hi. Time ago I asked iambecomelife this:
"Hi iambecomelife
Is possible use new MFM3.3 with NYGM+mfm interim beta? "
The answer " That will interfere with the changes made to the .zon files in this update. I don't think it would be game breaking and cause crashes, but I do not recommend it."

http://www.subsim.com/radioroom/show...postcount=1348
As far as I can determine I am not running the Beta file and I have no issues ... If files are not needed, at some point in the future I will remove it, but presently I have several careers I am running and not taking down NYGM at this time to make adjustments for a non issue.

Good Hunting,
FUBAR295
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Old 11-10-2018, 09:14 AM   #1488
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There is an excellent mod that was only made to alter GWX files. It was made for GWX 2 and worked just as well for GWX 3-I used it for years.

http://www.subsim.com/radioroom/down...do=file&id=957

Just started my first career in NYGM, and with all credit to the original modder, is it possible to convert it to NYGM? How could it be done?

The beauty of the mod is it allows you to settle to the bottom and get no additional damage. Saved my butt more than once.

Thanks for looking.
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Old 11-10-2018, 02:47 PM   #1489
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Rconch,
Apparently it does. Look at FUBAR295 mods list for NYGM a few post above, he has SRM01 - Seabed Repair Mod listed so it must be working for him. I am getting ready to try it myself.


Kelly621

Rconch,
Just tried a few times and the boat settled on the bottom without issues....will keep the mod loaded and see if any problems show up

Last edited by Kelly621; 11-10-2018 at 04:20 PM.
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Old 11-11-2018, 07:48 AM   #1490
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Thanks Kelly, I will load it and try it.

You should never leave home without it.
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Old 11-11-2018, 11:41 AM   #1491
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Probably a stupid question again, but using the wide gui that comes with NYGM (WYGM) how do you calculate boat speed and distance?
Playing without map contact of course...so no calculation on nav map.

Iím using ARB gui, so i have U-Jagd and stadimeter. No problem.
But i like the WYGM concept for periscope view...and iím Unable to get accurate solution without U-Jagd and stadimeter
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Old 11-11-2018, 12:50 PM   #1492
Hebe Vollmaus
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Quote:
Originally Posted by Rconch View Post
There is an excellent mod that was only made to alter GWX files. It was made for GWX 2 and worked just as well for GWX 3-I used it for years.

http://www.subsim.com/radioroom/down...do=file&id=957

Just started my first career in NYGM, and with all credit to the original modder, is it possible to convert it to NYGM? How could it be done?
8<--

Rconch,
you may compare NYGM/Zones.cfg and Seabed Repair Mod/Zones.cfg with Winmerge. You will see, that these files are completly different in respect to the "Zones List". You may also compare the Submarines *.zon-files included with Seabed Repair Mod to the NYGM Submarines with Silent3ditor S3D. Maybe the additional (213) UboatKeel in the *zon-files is not the only Change, i dont know.
By use of Seabed Repair Mod (for GWX.2) without any modifications in NYGM, i think you loose some of NYGMs functionality/behavior.

Greetings.
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Old 11-11-2018, 04:20 PM   #1493
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Fifi,
Range:


Speed:



Both of these methods have worked well for me. Bstanko6 videos are well done and helpful.

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Old 11-12-2018, 01:51 AM   #1494
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Thanks Kelly, appreciate your help... but what i mean is i donít even see a chronometer in the WYGM gui is it hidden somewhere?

The gui on the videos you posted looks like Magui?
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Old 11-12-2018, 07:38 AM   #1495
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Tried a quick review of the various manuals and I may have missed this.

Is it possible to restore the "return to base" function with the exit patrol.
The choices are continue or abandon career.

If it is not possible-how close to my base do I have to go when I return?
I use the "start at sea" mode in SH3Cmdr. How will I know I have reached a "end of mission" without losing my tonnage?

Do I have to put her in the pen and tuck her in?

Thanks for looking.
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Old 11-12-2018, 09:06 AM   #1496
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Another question.

I have a rookie crew-first mission.

The depth keeping abilities is very poor-anything less than STD speed at periscope depth causes the boat to sink. Wears out the batteries pretty quick.

As these guys improve(experience), does the depth keeping improve? I am hoping so.

Now silent running is useless as the boat sinks like a stone.

Thanks for any responses.
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Old 11-12-2018, 09:13 AM   #1497
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Quote:
Originally Posted by Rconch View Post
Another question.

I have a rookie crew-first mission.

The depth keeping abilities is very poor-anything less than STD speed at periscope depth causes the boat to sink. Wears out the batteries pretty quick.

As these guys improve(experience), does the depth keeping improve? I am hoping so.

Now silent running is useless as the boat sinks like a stone.

Thanks for any responses.
The sub is slowly sinking only when stoped. You have to run at least 1 knot to stay leveled. Itís a NYGM nice feature to simulate real sub behavior.

If you are sinking like a stone (without any damage) itís not normal, and you should check what mods you have activated on top of NYGM. Something might have break the mod...
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Old 11-12-2018, 10:16 AM   #1498
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Thank you-started a new career-the early one was a test with loading mods.

With the new career-depth keeping is normal and no problems now. All good, even silent running.

Thanks for your response.
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Old 11-12-2018, 05:23 PM   #1499
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Fifi,
nope, no chronometer in WYGM. The range formula in the video should work since WYGM uses 6X power.


Sorry for the slow reply...wife just got out of surgery.


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Old 11-12-2018, 08:08 PM   #1500
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Kelly, I hope your wife is doing well. Added a prayer for her.

No chronometer in WYGM? Since when? There's a lovely Hanhart to the left of the optics window in both periscope screens and the UZO screen, at least in my version. And it's in menu_1024_768.ini, item G26 I107 et sec, in both VanJast's original file and my corrected one. If you don't see it, I suspect some other mod is overwriting VanJast's mod. FWIW, the whole reason for the correction to VanJast's original file was to clean up a minor bug in the placement and operation of the chronometer hands.

-BW
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