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03-23-17, 03:47 PM | #1 |
Engineer
Join Date: May 2016
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03-23-17, 04:00 PM | #2 |
Stowaway
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03-23-17, 05:01 PM | #3 |
Stowaway
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Another question : the small icons that enables to quickly assign crew to specific tasks (damage control, submerged attack, submerged cruise ...) are not working. Is it intentional ?
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03-23-17, 05:30 PM | #4 | |||
Sonar Guy
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And this too: Quote:
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If you ride like lightning, you're gonna crash like thunder. |
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03-24-17, 06:57 AM | #5 |
Fuel Supplier
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Hi Tycho,
Nice to hear from you again. And thanks very much for your clarification of the NYGM damage model. I play only NYGM and I had forgotten the differences between the NYGM damage model and stock SH3 and other super-mods like GWX (which uses the stock damage model - I've just checked.) Reported Difficulties with NYGM Damage Model. This still leaves the issue of how Kendras and Benzin1973 have files without the necessary commenting out of the icons, eg ;[ICON1]. If you download NYGM 2.5 Tonnage War from the SH3-SubSim site again, you can confirm for yourselves that the damage1-3.cfg files have various icons commented out. So all you have to do is use JSGME to remove all existing mods from your SH3 set-up, then reinstall the NYGM 2.5 Tonnage War mod again to overwrite completely your incorrect damage1-3.cfg files (and any other incorrect files). Then load the other parts of NYGM into place. And can I be the first to remark?, before anyone else does, that the FuMB37XXIIIINYGM mod, intended for overlay of NYGM in 1944-5, contains a menu\cfg\damage3.cfg file that does NOT have the icons commented out. This is for compatibility with Tomi's XXIII U-boat, an excellent model. This does not affect any of the other U-boats (unless you are still using a Type II, which is supposed to be obsolete by 1944 anyway!). Restore magnetic/impact pistol switch in NYGM. This was removed by Der Teddy Bar (fixed magnetic switch) in order to simulate the unreliability of torpedoes early in the war. Therefore I do not recommend that you change this mod. However... if you are also using H.sie's hard-code patch, which also makes the torpedoes less reliable, then probably it is better to allow the magnetic/impact pistol switch again. Locate file Data\Menu\Cfg\Dials.cfg (make a back-up somewhere). Open Dials.cfg in Notepad and search for 'DIAL_TORP_PISTOL' - there should be four entries, numbered differently depending on whether you are using the original NYGM optics, or the same file in Hitman's Optics mod, which is supplied as part of the NYGM_2017A package in folder 'Documentation'. (Hitman's Optics is much superior to the stock system.) For these four search hits, change the associated value of DialVal=45,45 to DialVal=-45,45. That is all that is required. [Edit - I forgot to mention that Hitman's Optics mod included with NYGM_2017A already includes the change of the four DialVals to -45,45.] [Edit 2 - Belatedly noticed that the NYGM_2017A.7z download file contains both NYGM_2017 AND NYGM_2017A. Of course, you need to install only NYGM_2017A. I've put another copy of NYGM_2017A.7z onto the SubSim-NYGM web-site, identical to the previous except that it lacks the unwanted NYGM_2017 folder. Sorry about that.] Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! Last edited by Stiebler; 03-24-17 at 07:21 AM. |
03-24-17, 09:46 AM | #6 |
Swabbie
Join Date: Jul 2004
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Thanks for the answer, but maybe I don't express myself well in English, since it is not my native language. What I would like to ask is how to insert the torpedo pistol dial graphic into the pericope and uzo screens of Hitman Optics.
I mean the TDC part of these screens. I think it would be better not having to go to another screen just to change the switch. As Hitman stated in the readme, he repositioned the "Lock" button in the place where the torpedo pistol dial was. |
03-24-17, 03:16 PM | #7 |
Fuel Supplier
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@Warsteiner:
I regret that I cannot help with your request. You will have to ask Hitman - if he can still remember after making the mod many years ago. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
03-24-17, 06:19 PM | #8 |
Engineer
Join Date: May 2016
Posts: 217
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03-24-17, 09:59 PM | #9 | |
Engineer
Join Date: May 2016
Posts: 217
Downloads: 151
Uploads: 0
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Need some help in evasion techniques
Ibe read this on the NYGM manual:
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I guess i would do it when im on his rear and he cant hear me, but how would i know when he has his back turned to me? Can someone provide an example of how i would use this technique of speeding up to get away? |
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03-25-17, 03:36 AM | #10 | |
Fuel Supplier
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@Benzin1973:
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Life becomes confusing when one who never uses anything but NYGM, such as myself, encounters one who has never played it before, such as you and Kendras, doesn't it? Anyway, I'm glad that that is all resolved, and thanks for the clarification. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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03-25-17, 10:44 AM | #11 |
Nub
Join Date: Mar 2017
Posts: 3
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Ghost Ships?
Hey, I recently downloaded and installed the NYGM mod package through step 8 and have been having a blast. However upon stalking an M13B class merchant ship (I saved upon initial approach) off the southern English Coast I tried to put a torpedo into it. I have the event box open since as this is my first career playthru on the mod and I've been off SH3 for a while didn't wana dive into full realism yet till I see how much harder the mod is. The torpedo looked like it went straight through the damn ship oddly enough. Baffled, I closed in and decided this was a job for the deck gun. at 1500 meters I was starting to be sure my shots were going through it. at 100 meters I was unamusingly able to see the splashes as they literally were hitting the water after passing through it. So then I sailed my ship right through the damn thing. Mind you my stealth meter was red soon as I opened fire with the deck gun and it even gave me the "Enemy ship engaging us!" message.
Is this a known issue or is there a fix? =/ I'd hate to have such an amazing seeming mod packages immersion shattered by such a thing. Rest of the mod worked great this is my 2nd patrol first patrol I scored 12 kills all of different types of ships and hadn't ran into this problem yet. Thanks! -silent |
03-25-17, 11:21 AM | #12 | |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
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post your jsgme mod list...I think you have a problem here...you have add any mod?
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Parked under the balcony with my U-27 waiting Juliet finish makeup Last edited by hauangua; 03-25-17 at 11:34 AM. |
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03-25-17, 11:55 AM | #13 |
Nub
Join Date: Mar 2017
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03-25-17, 11:58 AM | #14 | |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
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for example: NYGM stand alone NYGM new etc.... but if you can send screenshot is better
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Parked under the balcony with my U-27 waiting Juliet finish makeup |
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03-25-17, 12:00 PM | #15 |
Fuel Supplier
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@Silent771:
M13B is not part of the official release of that part of IABL's large merchant fleet adapted for NYGM (with permission). 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. Best is to check with IABL. He made a post recently saying that he was upgrading his old merchant fleet. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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torpedos through hull |
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