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Old 09-24-11, 10:50 AM   #571
FUBAR295
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Stiebler,

Thanks! Can't wait to install this after my current Patrol.

Good Hunting
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Old 09-24-11, 12:30 PM   #572
BellJack95
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Stiebler - thank you for the update to NYGM. Much appreciated!
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Old 09-24-11, 12:48 PM   #573
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Thanks for the update, Stiebler. Very much of NYGM goes into my private Supermod NYWX. By the way: No need to take care for the forthcoming Wolfpacks, since it uses special clones of Sergs AI-Subs, called TypeVIIF, so there will not be any conflicts with the scripted AI-Subs Type VIIA in NYGM and LSH.
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Old 09-25-11, 08:35 PM   #574
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thank you for this update Stiebler
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Old 09-26-11, 02:41 PM   #575
pelucho25
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Hey Captain, is there any mod compatible with this great work to put the Nazi flag in the tower of the submarine?

This latest version of NYGM is compatible with Final Magui Interface Mod?

Thank you very much for your attention!
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Old 09-27-11, 09:30 AM   #576
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@Pelucho25:

Quote:
Is there any mod compatible with this great work to put the Nazi flag in the tower of the submarine?
I believe not. That would run rather contrary to the principle of NYGM, which is about game-play, not about decoration.

Quote:
This latest version of NYGM is compatible with Final Magui Interface Mod?
Sorry, I don't know. Best to ask Magui.

Sorry I cannot help further.
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Old 09-27-11, 12:16 PM   #577
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@Stiebler

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Originally Posted by Stiebler View Post
NYGM 3_5A Patch. 21 September 2011.


The AI U-boats in the original NYGM, originally made by Sergbuto, have been replaced by copies improved by SquareSteelBar, and contain new IDs to reduce the chance of an ID conflict causing crashes. Many thanks also to SSB for permission to use these U-boats (and to Sergbuto, for original permissions).

...................However, generic convoys have some disadvantages, in that occasionally they all come to a standstill after an attack by your U-boat.

Stiebler.
Thank you very much Stiebler for all this improvements. Especialy for the new AI U-boats.

I would like to say that —fortunately— I never show the "standstill problem" inside NYGM, with IABL ships, almost full pack + generic campaign + yamatoforever ships + VonDos ships.

Thanks again
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Old 09-28-11, 03:41 AM   #578
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Default Wolfpack mod

Hello Stiebler
Thanks for great mod first of all.
I noticed you said you have installed h.sie's wolfpack mod onto your NYGM install, I would like to install mod onto my NYGM install but I am worried that I might mess it up due to the SH3.exe change and campaign layers involved.
Any chance of help with installation steps for latest NYGM patches including your surrender fix.
Cheers
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Old 09-28-11, 05:21 AM   #579
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@toolsey2:

Since H.sie/LGN1's Wolfpack mod is not yet 'final', there is no purpose yet in making any changes to NYGM.

In order to test the Wolfpack mod, simply patch your *original* version of SH3.exe with the Wolf-pack toolkit, following the patchkit instructions.

Then use JScones' famous JSGME (see sticky thread in this SH3Mods forum) in order to overlay the folder which you created for the wolfpack mod onto your NYGM setup.

This will have some strange side-effects, since it uses the en/de_menu.txt files from GWX, not NYGM, and the campaign_scr.mis file will be completely overwritten with the wolfpack file of the same name, which contains nothing but eight AI U-boats. However, you can play NYGM and test the Wolfpack mod like this.

Please note that you MUST NOT use my Surrender-Smoke-CAMship patch with the Wolf-pack patch. The two patches write to similar areas of memory, and this will cause a computer crash to desktop (CTD).

I shall rewrite my Surrender-Smoke-CAMship patch once the Wolfpack patch is finalised.

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Old 09-28-11, 05:23 AM   #580
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@NGT:
Many thanks for the feedback.

I am glad to read that you do not suffer from the convoy 'standstill' problem. I wonder how common it is? Perhaps it depends on your other mods installed too.

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Old 10-19-11, 01:02 PM   #581
Hitman
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Thread title updated to current version
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Old 11-10-11, 06:48 AM   #582
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Default NYGM 3_6 Patch Released (Wolfpacks release)

NYGM 3_6 Patch. 10 November 2011

This new patch is compatible with H.sie’s V16A3 patch for SH3.exe (the Wolf-pack patch), and with the Stiebler_Addon_for_V16A3 patch which overlays V16A3.

It contains already the necessary files en_menu.txt, de_menu.txt, AI_Sensors.dat, the Type VIIF ‘wolf-pack’ U-boats, and an adapted campaign_SCR.mis file.
In addition, the 3.6 patch contains upgraded versions of the late-war ‘FuMB37XXIIINYGM’ mod, Rubini’s popular ‘Harbor Traffic Mod’ and Hitman’s superb ‘Optics 3.2’ mod for manual targeting. All can be used without modification with H.sie’s Wolf-pack patch and the Stiebler_Addon_for_V16A3 over-lay. These are found in folder ‘Documentation’.

This release incorporates all of the previous release of NYGM 3.5 and also of NYGM 3.5A. If you have either of these patches already installed with JSGME, then remove them before installing NYGM 3.6. However, it is safe (but inefficient) to add NYGM 3.6 directly over NYGM 3.5/3.5A without after-effects.

Install this patch with JSGME, over your existing installation of NYGM 2.5 and NYGM 3_New. (Any other NYGM mods should be installed *after* you have added the NYGM3_6 patch.)

Download by clicking on my signature.

[Hitman - Sorry to ask so soon after your main-thread-title update, but could you update from 3.5A to 3.6 please? Many thanks.]


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Old 11-10-11, 10:27 AM   #583
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Quote:
[Hitman - Sorry to ask so soon after your main-thread-title update, but could you update from 3.5A to 3.6 please? Many thanks.]
Sure was about to do it myself, and I will also add it to the subsim main page news
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Old 11-10-11, 01:09 PM   #584
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Everyday better!
Thanks!
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Old 11-10-11, 01:11 PM   #585
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Great to see the wolfpacks included. A big thank you to everyone involved!
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