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Old 02-09-2012, 09:24 PM   #646
FUBAR295
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Quote:
Originally Posted by OnEiRoN@UT View Post
***1086;***1090;***1083;***1080;***1095;***1 085;***1099;***1081; ***1084;***1086;***1076;
What is this? Not sure I grasp this, or am I dense?
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Old 02-10-2012, 04:42 AM   #647
Magic1111
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Originally Posted by FUBAR295 View Post
What is this? Not sure I grasp this, or am I dense?
That´s the new "ENIGMA" Code from the 21th century...!
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Old 02-10-2012, 09:10 PM   #648
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Originally Posted by Magic1111 View Post
That´s the new "ENIGMA" Code from the 21th century...!
Hmmmm ... then I am dense.

It reminds me of one of the math problems where you had to figure out what the next sequence of numbers would be.
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Old 02-15-2012, 09:31 AM   #649
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Default Emblems not working.

Here is something new. I recently switched to Stieblers 2A add on and now the emblems don't come up when I select special. Everything else works just not the special selection. That is strange. I have never had that happen before. I guess there is a first for everything. Any feedback on this?

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6A
NYGM HiRes Submarines
MFM-Interim-Beta_NYGM
Merchant_Fleet_Mod_3.2
MFM-v3-US+UK_Skins19420201
Harbor Traffic Add-In
Hitman Optics NYGM 3.6 (Fixed)
1500 meter bearing overlay
Enhanced Nav Map Plotting Tools
Restore Gods Eye View
Single Merchant Contact Mod
Elite U-boat NCO Uniforms
O2-Gauges v2
Stiebler2_Addon_for_V16A3
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Old 03-05-2012, 07:54 AM   #650
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Quote:
Originally Posted by Newinger View Post
I just stumbled upon this Mod. Could please somebody tell me in short how this is compared to GWX, LSH and WAC, in terms of historical accuracy, graphics, ship models, stability? Merci!
Stability is absolutely rock-solid, and the new Reality Patches are all well integrated.

Includes an optional sub-set of ships from the Merchant Fleet Mod, and the whole M.F.M. will work without problem if your computer has the specs to run it.

Works well with any of Makmans environment mods and Makmans GUI (An optional version of Hitman's GUI is included in the mod).

Lacks the stunningly detailed harbours of LSH & WAC - all the action happens at sea in this one.
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Old 03-05-2012, 12:19 PM   #651
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@Fubar:
Quote:
It reminds me of one of the math problems where you had to figure out what the next sequence of numbers would be...
Actually, the answer is ANY number could be next.

There are an infinite number of infinite series, and one of them is certain to give your answer.

For example, what is next in the series:
1,2,3,4,5,6,7,8,9,....?

Answer could be 10, but it could just as well be 7.8912345. Both answers are correct.

(That insight always impresses mathematically-inclined interviewers and examiners, but not, I suspect, the MENSA organisation.)

@CaptMorgan:
That was a very flattering review of NYGM that you gave above.

Thank you very much.

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Old 03-05-2012, 08:48 PM   #652
von Kinderei
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First time user of this MOD ...

Quick question : how do ya turn off the in game back ground music ... it's like I'm in a movie ?
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Old 03-06-2012, 04:56 AM   #653
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@Stiebler: Not at all, thank you for NYGM

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Originally Posted by von Kinderei View Post
...how do ya turn off the in game back ground music ... it's like I'm in a movie ?
Go to Options\sound from the main menu - I hate the movie-theme music too
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Old 04-04-2012, 06:02 AM   #654
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Are there any known issues with this mod and Windows 7? I copied a vanilla install of SH3 patched to 1.4 and tested a new career, which started up fine. I copied in a new SH3.exe from Stiebler's newest patch for h.sie's realism mod. I then installed just the NYGM stand-alone 2.5 version and loaded my new career from in base before mission 1. I get a CTD when I try to start a career or run a single mission. Naval academy missions work fine, but there's a weird graphics glitch with the clouds that make it look like there's helicopter rotors above my sub. I searched this thread but couldn't find any similar issues. Can anyone offer any suggestions?

Thanks,
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Old 04-04-2012, 06:24 AM   #655
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@Tigershark:

Wrong installation order.

Copy onto your stock SH3.exe set-up all the NYGM files you want, as listed on the SubSim website for NYGM (click on my signature).

Afterwards, install your new SH3.exe, patched with Hsie's patch, then with the Stiebler patch. Don't forget that both H.sie's patch and the Stiebler patch for SH3.exe require further installation of a new mods folder, see the instructions. However, for NYGM, you will not need to modify any other files. (That is, you do not need to cut-and-paste pieces of text into particular files, nor to change existing entries in files already installed.)

Good luck!
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Old 04-04-2012, 11:39 AM   #656
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Stiebler, just to be clear, if I paste the patched SH3.exe into the Add-on folder will it replace the 1.4 SH3.exe when the folder is activated by the Jones enabler? I thought I read that in the instructions for adding the NYGM AI sensor data, but I'm not on my home computer right now to check. Thanks for your help. I'll try again when I get home today.
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Old 04-05-2012, 02:41 AM   #657
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Quote:
Originally Posted by J0313 View Post
Here is something new. I recently switched to Stieblers 2A add on and now the emblems don't come up when I select special. Everything else works just not the special selection. That is strange. I have never had that happen before. I guess there is a first for everything. Any feedback on this?

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6A
NYGM HiRes Submarines
MFM-Interim-Beta_NYGM
Merchant_Fleet_Mod_3.2
MFM-v3-US+UK_Skins19420201
Harbor Traffic Add-In
Hitman Optics NYGM 3.6 (Fixed)
1500 meter bearing overlay
Enhanced Nav Map Plotting Tools
Restore Gods Eye View
Single Merchant Contact Mod
Elite U-boat NCO Uniforms
O2-Gauges v2
Stiebler2_Addon_for_V16A3
Doesnt the MFM Interim Beta NYGM go after MFM and not before?
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Old 04-05-2012, 02:45 AM   #658
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Quote:
Doesnt the MFM Interim Beta NYGM go after MFM and not before?
Correct.
Quote:
if I paste the patched SH3.exe into the Add-on folder will it replace the 1.4 SH3.exe when the folder is activated by the Jones enabler?
Also correct.

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Old 04-05-2012, 10:43 PM   #659
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Hey Stiebler i got something to ask.

There is no 16km in NYGM? I thought there was?

And another thing. Im currently in 1943 and aircraft are EVVERRRRYWHEERE. Which is awesome, kinda.. But the liberators and sunderlands never drop their bombs on the first pass. They pepper me with machine gun fire but leave the bombs for the second pass when i already dive. I thought at first it was because i ruined their bomb run with crazy manuvering, but i got caught too late to dive and manuver a few times and they only peppered me...
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Old 04-06-2012, 03:19 AM   #660
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@Torplos:

There is a 16km vision limit in NYGM.

You can avoid most of the aircraft in the Bay of Biscay in 1943 and 1944 by taking the 'Piening Route' (sail out into the Atlantic as close to the North Spanish coast as possible.)

Whether aircraft attack with bombs (or depth-charges) on the first or second attack depends on hard-coded game parameters and also on the ability of the air-crew (elite/veteran/normal/novice).

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