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Old 11-02-2018, 01:41 PM   #1456
Fifi
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Quote:
Originally Posted by ThePrody View Post
in the main NYGM 2.5 archive, there is a mod called Single Merchant Contact mod, that helps a bit by providing some radio contacts of single merchants in our vicinity
Thanks for that

In fact, after i wrote my previous request, i found 3 lonely merchants by listening hydrophone
So there are there, up to us to flush them
Easier when you know where to wait for embush!
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Old 11-03-2018, 01:41 PM   #1457
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Do you think the German u-boat Compilation can work with NYGM?

Somebody already tried it?
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Old 11-03-2018, 02:32 PM   #1458
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Quote:
Originally Posted by Fifi View Post
Thanks for that

In fact, after i wrote my previous request, i found 3 lonely merchants by listening hydrophone
So there are there, up to us to flush them
Easier when you know where to wait for embush!
You don't get spammed with ships like in other mods that is for sure.
I made a little program long ago sh3 contacts 1.1 to be able to adjust contacts to your liking.
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Old 11-03-2018, 05:19 PM   #1459
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First time ever that i try this NYGM mod, and have to say it’s a very interesting one!

Fifi,

Welcome to the "dark side" NYGM has been and still is my favorite SH3 overhaul mod. It is realistic, as best a simulation can be, and unforgiving if your tactics are not thought out. The ARB Wide Gui you like works well with it as well. You need a couple specific NYGM files to make it compatible..ThePrody already combined them and I downloaded it from his media fire page. I Have not tried the U Boat Compilation, but I always select U 123 a type IX ( I am a glutton for punishment ) and I am pretty happy with the NYGM skin.


Something you may run into, as I did today, is with the MFM interim beta mod. The ships added were not tested with NYGM if I remember right...you can run across a merchant that your torpedo's and shells will just pass right through the hull as if it is not there. I don't think this was ever corrected to my knowledge.

Kelly621

Last edited by Kelly621; 11-03-2018 at 05:49 PM.
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Old 11-04-2018, 01:26 AM   #1460
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Yes, i’m Running it with The Prody’s ARB Wide Gui New
ARB is perfect for NYGM and has everything needed for 100% difficulty experience.

I tested it with the u boat compilation, and first run was successful
I didn’t see any issue so far, of what I can tell…
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Old 11-08-2018, 03:37 PM   #1461
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Default MFM 3.3 and NYGM

Was the Merchant Fleet Mod v.3.3 ever tested with NYGM or has anyone used it with NYGM successfully? I know that the optional MFM beta was not tested and had the problem of torpedo's and shells passing through the hull of some merchant ships...just wondering if the same will be true for MFM v3.3?


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Old 11-08-2018, 07:25 PM   #1462
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Default MFM 3.3 and NYGM

I'm using it with NYGM. No issues to speak of.

Good Hunting,
FUBAR295
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Old 11-08-2018, 07:52 PM   #1463
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FUBAR295,
Did you also enable IABL ShipsforNYGM new mod or only MFM 3.3?

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Old 11-08-2018, 09:12 PM   #1464
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Can you play with contacts in the map?

In options of realism active the option "contacts map" and ir does not work
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Old 11-08-2018, 10:13 PM   #1465
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Can you play with contacts in the map?

Yes you can. Look inside the mod folder NYGM Tonnage War V2.5 ==Stand Alone ==
You will see a documentation folder and inside is the optional mod Restore God's Eye View. enable this mod through JSGME and it will restore contacts to the Nav map.


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Old 11-08-2018, 10:22 PM   #1466
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Quote:
Originally Posted by Kelly621 View Post
FUBAR295,
Did you also enable IABL ShipsforNYGM new mod or only MFM 3.3?

Kelly621
Here's my mod list :

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Hitman 1.2 Optics NYGM 3.2
IABLShipsforNYGM_New_Thomsen
IABLShipsRezonedFinal

MFM-Improved
MFM3.2 displacement correction mod

3rd Flotilla Mod
Supplement to V16B1 (JSGME)
NYGM_HiRes_Submarines_3_6F
Kapstadt Blockade NYGM3.3
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
DD_OH_V3.09_20091209162038
Conning Tower open Hatch093food
DD_OH_V3.09_Fix_for_NVD_DC_Shake_001
New Lorient v1 - NYGM 3.6F
Harbor Traffic Add-In
FM_NewInterior v2.1D
Flakmonkey's Interior with crew
Black Sawfish Emblem On Cap
Longer Wakes v1.0 for GWX
Aces Hi Res Uniforms and Medals Mk 2
Sh3_volumetric_clouds&fog_V2.2
SH-5 Water For SH-3 Ultimate V10 16 Km
Improved Smoke
TheBestSonarPing
Stiebler4C_SubsFlag
Aces' Crew On Deck - Stand alone mod v1 GWX Version
Authentic_Off_Faces #2
Without Labels
Evil Jesters Emblems
New _hidrophone _layers for SH3 v1.0a_NYGM
SRM01 - Seabed Repair Mod
Rapt0r's Das Boot Skin
RB_7b_Flags&Ps_1_04_14b
NEW VERSION OF IXB&IXC Type
Kurfürst's Schnelltauchback
Radar Fix for sh3
Sub Image mod
MFM_v3_Skin_Packs

The MFM Improved listed is MFM 3.3. As I had said before, everything runs without issue.

Trust this helps you.

Good Hunting,
FUBAR295
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Old 11-08-2018, 10:30 PM   #1467
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FUBAR295

Thanks I appreciate you posting your JSGME mod list....that more than answered the question I had ...plus gives me a few mods to think about I have not tried with NYGM.


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Old 11-09-2018, 06:56 AM   #1468
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Quote:
Originally Posted by FUBAR295 View Post
Here's my mod list :

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Hitman 1.2 Optics NYGM 3.2
IABLShipsforNYGM_New_Thomsen
IABLShipsRezonedFinal

MFM-Improved
MFM3.2 displacement correction mod

3rd Flotilla Mod
Supplement to V16B1 (JSGME)
NYGM_HiRes_Submarines_3_6F
Kapstadt Blockade NYGM3.3
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
DD_OH_V3.09_20091209162038
Conning Tower open Hatch093food
DD_OH_V3.09_Fix_for_NVD_DC_Shake_001
New Lorient v1 - NYGM 3.6F
Harbor Traffic Add-In
FM_NewInterior v2.1D
Flakmonkey's Interior with crew
Black Sawfish Emblem On Cap
Longer Wakes v1.0 for GWX
Aces Hi Res Uniforms and Medals Mk 2
Sh3_volumetric_clouds&fog_V2.2
SH-5 Water For SH-3 Ultimate V10 16 Km
Improved Smoke
TheBestSonarPing
Stiebler4C_SubsFlag
Aces' Crew On Deck - Stand alone mod v1 GWX Version
Authentic_Off_Faces #2
Without Labels
Evil Jesters Emblems
New _hidrophone _layers for SH3 v1.0a_NYGM
SRM01 - Seabed Repair Mod
Rapt0r's Das Boot Skin
RB_7b_Flags&Ps_1_04_14b
NEW VERSION OF IXB&IXC Type
Kurfürst's Schnelltauchback
Radar Fix for sh3
Sub Image mod
MFM_v3_Skin_Packs

The MFM Improved listed is MFM 3.3. As I had said before, everything runs without issue.

Trust this helps you.

Good Hunting,
FUBAR295

I thought that MFM 3.3 incorporated the MFM 3.2 displacement correction?
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Old 11-09-2018, 07:10 AM   #1469
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Quote:
Originally Posted by 3catcircus View Post
I thought that MFM 3.3 incorporated the MFM 3.2 displacement correction?
Things run just fine. If that is true, then at some future time I will remove it.

Good Hunting,
FUBAR295
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Old 11-09-2018, 10:39 AM   #1470
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Quote:
Originally Posted by 3catcircus View Post
I thought that MFM 3.3 incorporated the MFM 3.2 displacement correction?
Quote:
Originally Posted by FUBAR295 View Post
Things run just fine. If that is true, then at some future time I will remove it.

Good Hunting,
FUBAR295
Hi. Time ago I asked iambecomelife this:
"Hi iambecomelife
Is possible use new MFM3.3 with NYGM+mfm interim beta? "
The answer " That will interfere with the changes made to the .zon files in this update. I don't think it would be game breaking and cause crashes, but I do not recommend it."

http://www.subsim.com/radioroom/show...postcount=1348
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