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Old 09-26-06, 01:56 PM   #31
The Noob
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Quote:
Originally Posted by kylania
Quote:
Originally Posted by The Noob
Do the ".dat" files in the submarine folder do something important or can they be overwritten? :hmm:

Cause of sub skins wich modify the "U-Boat.dat" files.
They are important. Teddy will be looking at Fubar's Skin Mod's effects on the DAT files tonite hopefully. Till than, they'll work, but might break some of NYGMs features.
Hmmm. Okay, but if i extract the .tga's from the dat's and manually add them to the NYGM .dat's, this should work...i think. :hmm:
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Old 09-26-06, 02:31 PM   #32
WilhelmSchulz.
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DAMMM! You beat GWX TeddyBar! Anyhow its nice to see your still at work!
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Old 09-26-06, 02:40 PM   #33
kylania
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Quote:
Originally Posted by jaxa
One question - why NYGM 2.2 (stand alone) is smaller file than NYGM 2.0?
It's just packed better for download. 2.2 is actually larger!

NYGM Tonnage War v2.0
916 MB (961,086,938 bytes)
2265 files, 455 folders

NYGM Tonnage War V2.2 – Stand Alone Version
1.04 GB (1,122,241,626 bytes)
2557 files, 479 folders
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Old 09-26-06, 02:49 PM   #34
Deimos01
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Downloaded and started my first ever NYGM patrol last night. Gonna take some getting used to with the higher realism and all. Should be a fun challenge. Managed to sink a small merchie so far. One nice little tidbit I noticed was the delay in the torpedo hitting the ship and hearing the sound. Nice touch

Cant wait to play it some more and hopefully find me a nice juicy convoy.
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Old 09-26-06, 02:51 PM   #35
KeldorKatarn
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Any reason why some ships exist twice? To give have different BRT values for one ship maybe?
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Old 09-26-06, 03:07 PM   #36
kylania
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Quote:
Originally Posted by KeldorKatarn
Any reason why some ships exist twice? To give have different BRT values for one ship maybe?
Some of those "dupe" ships are a lighted and non lighted versions of them. Medium Cargo are my favorites. Their spot lights are shining up on the flag. It's neat.

Saw a lighted hostipal ship the other night as well.
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Old 09-26-06, 03:32 PM   #37
Hartmann
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i was donloading the filefront upgrade version and i found another version that say this

This version has a typo error
NYGM_Tonnage_War_V2.2__Upon.7z

it means that is corrupted or has errors ?
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Old 09-26-06, 03:41 PM   #38
kylania
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Quote:
Originally Posted by Hartmann
i was donloading the filefront upgrade version and i found another version that say this

This version has a typo error
NYGM_Tonnage_War_V2.2__Upon.7z

it means that is corrupted or has errors ?
I believe that version had a type in en_menu.txt with the 3rd Flotilla mod loaded which referred to the install as a beta and would show up as such when loaded with SH3 Commander. It's been fixed in the other downloads I believe. (Verified as fixed in the full version, only one I've got at work!)
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Old 09-26-06, 04:12 PM   #39
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All right, everyone having fun? :rotfl:

kylania has done an excellent job answering your questions correctly, thanks mate!

There was a 2nd Typo in the manual that contradicted the advice where I had left out the "not" when we said "If the files “Randomised events_1939.cfg” through to Randomised events_1945.cfg are not deleted there may be possible game play issues."
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Old 09-26-06, 04:29 PM   #40
The Noob
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Quote:
Originally Posted by Der Teddy Bar
All right, everyone having fun? :rotfl:
I can't speak for all the others, but i have! :rotfl:
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Old 09-26-06, 05:10 PM   #41
lafeeverted
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Noticed that I am no longer getting distances to targets reported by the watch officer. Is that a change made in 2.0/2.2 ? I don't think my realism settgns(100%) have changed.
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Old 09-26-06, 05:18 PM   #42
Deimos01
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1st question. Was the default crash dive depth reset? I tried a crash dive and my boat went to 19m and stayed there. Or could this maby be one of those random malfunctions from SH3commander? Didnt have time to do a repeat test last night.

If it was reset how do I set it again? Im aware of the crash dive blues problem and thought maybe this was a work around for it?
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Old 09-26-06, 06:20 PM   #43
kylania
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Yes, in NYGM 2.2 the default Crash Dive setting is 20m. You can change it as shown below:

Default Crash Dive depth is found in:

data\submarine\<subtype>\<subtype>.cfg under [Properties].

For example in NYGM 2.2 the VIIC's crash depth is 20m as seen in:

data\submarine\NSS_Uboat7c\NSS_Uboat7c.cfg

[Properties]
PeriscopeDepth=12;meters
SnorkelDepth=10;meters
CrashDepth=20;meters
MaxDepth=300;meters
SurfaceDepth=8;meters
TorpLaunchMaxDepth=20;meters
StormConditions=11,0.1;max wind speed [m/s], max rain intensity [0,1]
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Old 09-26-06, 07:12 PM   #44
baxter
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Teddy, thanks for clarifying the typo regarding SH3 Commander...that had me seriously confused.
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Old 09-26-06, 07:12 PM   #45
Der Teddy Bar
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Quote:
Originally Posted by lafeeverted
Noticed that I am no longer getting distances to targets reported by the watch officer. Is that a change made in 2.0/2.2 ? I don't think my realism settings (100%) have changed.
Yes it was change that we brought in in TW 2.0.

The idea behind the change extending the game play and to have you, the player, more involved in the experience as a Captain and at the same time heighten the tension felt.

As a result of removing the distance you will now have to look at the escort and gauge how far way he is and his base course. Then plot your escape or if trying to attack either the escort or the convoy or the port, your way past the escort. Having to now rely upon your own visual input we now have to pay close attention to the escort and treat them with respect.

You will never know 'precisely' how far the escort is away or how far he has come towards you and at what speed and as a result you will now experience a more tense battle of cat and mouse that will test your resolve and nerves as you play a game of bluff with the escort.


I hope this will assist you to enjoy what I consider a great enhancement to the game from such a small change.
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