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Old 07-30-13, 02:06 AM   #826
Ligne Maginot
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@ Stiebler:

I have two questions for you, they are probably stupid questions:

1. - When playing with a TC higher than 128, sometimes falls to 8, and no report appears in the console. Then if you look at the horizon or dive to periscope depth (listening), you can always find something a ship or warship (at least 75% of the time). It was designed this way? Or maybe it's a problem with my computer?.

2. - Generally, to be placed on a course parallel to a ship, it's a matter of establishing a true course multiple of 22.5 ° (0 °, 22.5 °, 45 °, ..., 90 °, etc..). But in 3.6c, until now, the pattern shows no iteration. Was there any change? (or I'm getting blind).

Thanks for attention.
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Old 07-30-13, 03:50 AM   #827
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@Linea Maginot:
Quote:
1. - When playing with a TC higher than 128, sometimes falls to 8, and no report appears in the console. Then if you look at the horizon or dive to periscope depth (listening), you can always find something a ship or warship (at least 75% of the time).
This effect means that a ship has detected you, and you have not detected the ship. This depends partly on the experience of your crew, and partly on the quality of enemy lookouts or late radar.

Quote:
2. - Generally, to be placed on a course parallel to a ship, it's a matter of establishing a true course multiple of 22.5 ° (0 °, 22.5 °, 45 °, ..., 90 °, etc..). But in 3.6c, until now, the pattern shows no iteration. Was there any change?
There has been no deliberate change between 3.6b and 3.6c.

Stiebler.
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Old 07-30-13, 01:50 PM   #828
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Quote:
Originally Posted by Stiebler View Post
@Linea Maginot:
This effect means that a ship has detected you, and you have not detected the ship. This depends partly on the experience of your crew, and partly on the quality of enemy lookouts or late radar.
Thanks for the reply. I know when an enemy detects you TC falls to 8, it can be found in "main.cfg" (there are two of them, one in the game folder and another in my documents). Is possible that someone detect me, even when my crew did not detect anything (that's good). But be warned before you find something. That's not fair to the enemy.

In the first case the TC drops to 8, but when you're near a convoy and escort changes their course straight to you, for example and that is reported.

But the second case is completely unrealistic, you navigate through the ocean and suddenly you know:

1.- There is someone in the area.

2.- And, someone has detected you.

Those two things would be deductibles, thanks to the fall of the TC. Without your crew or you make something.

Do you understand Sir?,

Thanks for attention.

“He who sees first, has won!”

Last edited by Ligne Maginot; 07-30-13 at 05:49 PM.
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Old 07-31-13, 02:17 AM   #829
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Another thing that is clearly noticeable, if you analyze the files, you've used the "ThomsenParamApp" with ships of the NYGM stock. If you place I can work with "MFM-Lite-Beta-v4" for the development of "MFM-Interim-Beta_NYGM". I hope you can understand that is the only way I can find to say thanks for the time you invest.

Thank you for attention.
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Old 07-31-13, 11:15 AM   #830
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@Linea Maginot:

1. As you say, when the enemy sees the U-boat, tc falls to 8 (default value).
I believe that this behaviour is true of stock SH3 and all the Super Mods.

If the enemy has detected you, but your crew has not yet detected the enemy, then you are alerted because tc has fallen to 8. You consider this to be wrong.

I agree, it is wrong, but there is nothing we can do about the problem. When this situation occurs to me, I continue on course as though nothing has happened.
Except... now I go to the bridge and search the horizon constantly with the binoculars. This is what your crew should do anyway. Now you are doing it for them.

When finally I see the enemy through the binoculars, then I take action (for example, to dive).

It is not necessary to react when tc falls to 8. For fair play, you must discover the cause first. Then you can react.

2. Yes, you are right that NYGM3C now contains NYGM ships corrected for the Thomsen parameters.

I have also IABL's MFM fleet with corrected parameters, but I have not released these corrections.
The reason is that occasionally the extra IABL ships have adverse effects on the game - sometimes you see a corvette floating just above the ocean, unable to move because the propellor is not in the water. This is rare, but the original IABL_NYGM ship collection does not cause this effect.

Stiebler.
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Old 07-31-13, 11:20 AM   #831
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At the first thread you wrote now tih Wolfpacks. Onlay with h.sies patch or in the mod included?
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Old 07-31-13, 05:48 PM   #832
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Quote:
Originally Posted by Stiebler View Post
The reason is that occasionally the extra IABL ships have adverse effects on the game - sometimes you see a corvette floating just above the ocean, unable to move because the propellor is not in the water. This is rare, but the original IABL_NYGM ship collection does not cause this effect.
Thanks for the reply.

One time pursuing a convoy, which had already attacked, I found a "CARGO STEAMER" literally above the ocean.

I also know that "IABLShipsforNYGM_New2" is more stable, but contains a "campaign_RND.mis" last modified 17/09/2011. While "NYGM3_6C" also contains a "campaign_RND.mis" with a modification date 09/07/2012. It would be risky to install?

Long live to the NYGM.
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Old 08-01-13, 02:28 AM   #833
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@SnipersHunter:

NYGM can have two different types of wolf-packs:
1. Its own added AI U-boats, attached to a few convoys.
2. H.sie's AI U-boats (if you have H.sie's patch applied to SH3.exe) which you call into the attack.

Sometimes it happens that both types of AI U-boats attack the convoy as you come close. Little remains of the convoy afterwards!

@Linea Maginot:
NYGM3.6B and 3.6C both contain a generic campaign_RND.mis file. That is, random merchant ships will be inserted into convoys.
IABLShipsforNYGM_New2 contains a defined campaign_RND.mis file, where every ship is specified exactly in its place in the convoys.

The 3.6B/C variant gives a wide range of random convoys - but sometimes mixes ships that should not be together (hence the occasional airborne ship).
The IABLShipsforNYGM_New2 variant gives no problems at all. It has been very well tested, and no problems seen. However, there is a smaller range of ships present.

Stiebler.
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Old 08-01-13, 06:26 AM   #834
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Stiebler, I may be the last clueless person to have observed this, in which case, I apologize for a dumb question. But I tried googling and turned up nothing.

Does the Hitman Optics mod have no provision for pattern-running torpedoes? I haven't been able to find any. I have tried all the late-war missions and subs and have yet to be issued a FAT, so I haven't been able to confirm this. Of course, the Hitman GUI has an obvious FAT/LUT panel, but does Hitman Optics have one?
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Old 08-01-13, 07:01 AM   #835
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Ok thanks Stiebler
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Old 08-01-13, 03:00 PM   #836
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Quote:
Originally Posted by Stiebler View Post
@Linea Maginot:
NYGM3.6B and 3.6C both contain a generic campaign_RND.mis file. That is, random merchant ships will be inserted into convoys.
IABLShipsforNYGM_New2 contains a defined campaign_RND.mis file, where every ship is specified exactly in its place in the convoys.

The 3.6B/C variant gives a wide range of random convoys - but sometimes mixes ships that should not be together (hence the occasional airborne ship).
The IABLShipsforNYGM_New2 variant gives no problems at all. It has been very well tested, and no problems seen. However, there is a smaller range of ships present.
Thanks Stiebler.

By the way, those who have problems downloading something from "ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS". You can use my mediafire account to download "MFM-Lite-Beta-v4.1" (among other things). This is the link:

http://www.mediafire.com/folder/sadc...M-Lite-Beta-v4

Regards.

Last edited by Ligne Maginot; 08-04-13 at 04:30 PM.
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Old 08-05-13, 01:49 PM   #837
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There is something interesting that I'd like to ask (yesterday I read all the documentation available in the mod and did not find anything about it).

When you press "SHIFT+H" you can activate the hydrophone at all stations, which is great (I have not seen this in other super mods). But to find contacts you must press ">" or "<"?.

The problem is for those who play on notebook PC, the keyboard has only one key "> / <" signs alternating both with the use of shift. Someone could tell me how to set other buttons. Looks like they have to be two, as they are in Commands_en.cfg.

Thank you very much (while I will try to find a way to do it).
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Old 08-05-13, 04:48 PM   #838
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LM, on a QWERTY keyboard, ">" is "Camera_on_next_unit" and "<" is "Camera_on_prev_unit" (which I don't use). And "H" is the hydrophone station even in stock SH3. So I can't give you specific directions as to what to change any key binding to. However, if you go into commands_en.cfg and find the entry Key0=0xBE,,">", you can change the "BE" to the key code for any key you are not using. That's all there is to it.

For ease of use, I'd suggest you NOT change the data/cfg/commands_en.cfg file. Copy the file to your desktop, make the changes, then make a mod (My_Keyboard_Mod, or whatever). It should contain My_Keyboard_Mod/Data/cfg/commands_en.cfg. Pop that into your JSGME mods folder and activate last. Should give you the change you want.

Good luck.
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Old 08-05-13, 05:45 PM   #839
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Quote:
Originally Posted by BigWalleye View Post
LM, on a QWERTY keyboard, ">" is "Camera_on_next_unit" and "<" is "Camera_on_prev_unit" (which I don't use). And "H" is the hydrophone station even in stock SH3. So I can't give you specific directions as to what to change any key binding to. However, if you go into commands_en.cfg and find the entry Key0=0xBE,,">", you can change the "BE" to the key code for any key you are not using. That's all there is to it.

For ease of use, I'd suggest you NOT change the data/cfg/commands_en.cfg file. Copy the file to your desktop, make the changes, then make a mod (My_Keyboard_Mod, or whatever). It should contain My_Keyboard_Mod/Data/cfg/commands_en.cfg. Pop that into your JSGME mods folder and activate last. Should give you the change you want.

Good luck.
Maybe I was not specific, but I use Hitman Optics NYGM 3.6 (Fixed). And at least for me "Camera_on_next_unit" and "Camera_on_prev_unit" are the buttons ";" and ":", which I do not use (I do not know why the difference). The point is that if you press "shift + H" you can hear by the hydrophone, for example in the control room or even on the bridge (on the bridge will not hear anything if you use the V16B1 of h.sie). I hope to be clear.

Thanks for the prompt reply.

Give me a second and I upload a picture to illustrate it.

Last edited by Ligne Maginot; 08-05-13 at 07:30 PM.
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Old 08-05-13, 05:53 PM   #840
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This is what I mean, look at the book in the upper right corner, you can listen even when you're in this station.



The idea is to be able to rotate the display, as if you were in front of the hydrophone.

Regards.

Last edited by Ligne Maginot; 08-05-13 at 07:26 PM.
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