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Old 04-03-21, 02:08 PM   #1
midnightcrisis
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Maybe i patched the SH3 exe. in a wrong way
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Old 04-04-21, 01:07 AM   #2
Fifi
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Quote:
Originally Posted by midnightcrisis View Post


Maybe i patched the SH3 exe. in a wrong way
Yes something went wrong in the patching process.
Have you followed the DGUI patch instructions to the letter?
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Old 04-04-21, 01:27 AM   #3
midnightcrisis
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Quote:
Originally Posted by Fifi View Post
Yes something went wrong in the patching process.
Have you followed the DGUI patch instructions to the letter?
As good as i understand it. I patched it a second time but with the same result. I'm using now the ARB WideGui and it works for the moment; all function included.

Great stuff

Many thanks for your work.
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Old 04-04-21, 03:30 AM   #4
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Quote:
Originally Posted by midnightcrisis View Post
As good as i understand it. I patched it a second time but with the same result. I'm using now the ARB WideGui and it works for the moment; all function included.
Great stuff
Many thanks for your work.
I am using WAC MaGui for NYGM and GWX and it works just fine.
Thanks again Fifi and Makman94.

KUrtz
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Old 04-04-21, 06:32 AM   #5
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Glad you like it guys

It was tested with DGUI, but all others GUI should work fine with my mod.
Just make sure the Commands_Eng allows Shift/Ctrl + D for deck crew, Ctrl + Page Up/Down for pennants, and Shift/Ctrl +U for UZO, Shift/Ctrl +V for DF antenna

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Old 04-08-21, 09:44 AM   #6
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Old 04-09-21, 12:34 PM   #7
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Quote:
Originally Posted by Fifi View Post

Thanks for this!
Now my wall paper!

KUrtz
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Old 04-24-21, 10:21 PM   #8
phooey
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Quote:
Originally Posted by Fifi View Post
Glad you like it guys

It was tested with DGUI, but all others GUI should work fine with my mod.
Just make sure the Commands_Eng allows Shift/Ctrl + D for deck crew, Ctrl + Page Up/Down for pennants, and Shift/Ctrl +U for UZO, Shift/Ctrl +V for DF antenna

Hey Fifi, I think I got it all.

Quote:
[Cmd118]
Name=Rise_UZO
Ctxt=1
Key0=0x55,sC,"SHIFT + U"

[Cmd119]
Name=Lower_whole_UZO
Ctxt=1
Key0=0x55,cC,"CTRL + U"

[Cmd121]
Name=Rise_whole_periscope
Ctxt=1
Key0=0x21,c,"CTRL+PgUp"

[Cmd123]
Name=Lower_whole_periscope
Ctxt=1
Key0=0x22,c,"CTRL+PgDn"

[Cmd150]
Name=Maneuver_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"

[Cmd204]
Name=Maneuver_officer_end
Ctxt=1
Key0=0x44,Cc,"CTRL+D"

[Cmd250]
Name=Navigation_officer
Ctxt=1
Key0=0x55,sC,"SHIFT + U"

[Cmd262]
Name=Navigation_officer_end
Ctxt=1
Key0=0x55,cC,"CTRL + U"

[Cmd418]
Name=DGuns_Update_target
Ctxt=1
Key0=0x22,Cc,"CTRL+PgDn"

[Cmd429]
Name=AAGuns_Update_target
Ctxt=1
Key0=0x21,Cc,"CTRL+PgUp"

[Cmd450]
Name=Radio_operator
Ctxt=1
Key0=0x56,Cs,"SHIFT+V"

[Cmd470]
Name=Radio_operator_end
Ctxt=1
Key0=0x56,Cc,"CTRL+V"
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Old 05-03-21, 05:16 AM   #9
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Old 11-15-22, 12:24 AM   #10
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Default Torpedoes

Started a 1939 September in the IIA and all 5 torpedoes ran too deep. I verified this with the external camera. Is there no way to improve my chances? All were fired in calm waters, 3 submerged at 4 knots and 2 surfaced at 1 knot.
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Old 11-15-22, 02:10 AM   #11
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Quote:
Originally Posted by somedude88 View Post
Started a 1939 September in the IIA and all 5 torpedoes ran too deep. I verified this with the external camera. Is there no way to improve my chances? All were fired in calm waters, 3 submerged at 4 knots and 2 surfaced at 1 knot.
You can, but then you lost the realism gameplay*, deactivate the Torpedo Failure Fix in the h.sie options


*https://de.wikipedia.org/wiki/Torpedokrise
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“Mankind must put an end to war, or war will put an end to mankind.” - J.F.K.
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Old 11-15-22, 03:16 AM   #12
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Quote:
Originally Posted by somedude88 View Post
Started a 1939 September in the IIA and all 5 torpedoes ran too deep. I verified this with the external camera. Is there no way to improve my chances? All were fired in calm waters, 3 submerged at 4 knots and 2 surfaced at 1 knot.
Quote:
Originally Posted by somedude88 View Post
Also, are fires just eye candy? I started a small fire on a 1000 tonner with my AA gun on the IIA and it didn't seem to spread or do further damage but it also wasn't extinguished, so I'm unsure if the fire was causing actual damage or not. Wanted to know if waiting around and watching the ship will eventually get me a confirmed kill.
In Hsie ini file, you can adjust the torpedo failure percentage rate to your liking.
Five bad torpedoes is really no chance!
What I do is prefer the T1 torpedo set to impact at 5 meters… it’s the more reliable way to get kills early war, for any ship any weather

Don’t think fire will sink any ship in NYGM. Would be too easy to start fire and just wait for damage until sinking
Type II AA Gun can sink only fishing boats and the like, no cargoes

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Old 11-15-22, 11:26 AM   #13
attwater
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Hi Fifi
Great!!!

but why

Introduced new V&W DD model by AlexB
but it existe already in the game ?
Why introduce a other ship with graphism more "silent hunter4 " or KSDII.
I think that is best staying in the spirit of game.
Best regards
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Old 11-15-22, 12:42 PM   #14
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Quote:
Originally Posted by attwater View Post
Hi Fifi
Great!!!

but why

Introduced new V&W DD model by AlexB
but it existe already in the game ?
Why introduce a other ship with graphism more "silent hunter4 " or KSDII.
I think that is best staying in the spirit of game.
Best regards
Because it’s a new 3D model. V&W was already existing, but old model less accurate and never enhanced.

If you want old looking spirit (or stock spirit of game), NYGM is still existing in his stock version … a little searching and you will find it

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Old 11-15-22, 12:54 PM   #15
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Encountered those guys right in the middle of North Sea...had great time for few hours...only 80m depth, and much more manoeuvrable than a destroyer
One thing to say, beware those sub chasers!



But survived...



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