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Old 10-10-17, 03:23 PM   #1381
3catcircus
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With latest version of NYGM, is Stiebler4C_SubsFlag still required? If so, where can I find it?
Disregard - I found the answer.
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Old 10-15-17, 02:15 PM   #1382
Aquelarrefox
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Any time some one has built a black sea or Indic camping for nygm?

Many question was solved reading all the manuals frmo older to new version but some remains:

in 3.6 say that random campaing file is most generic for the incorporation of MFM ships (3.3 is the newest). In early manual it talks about serius changes. Its a bad interpretation i have made or the waypoint speed and other improvement are still there and the generic is only about ship composition?
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Old 10-23-17, 12:23 PM   #1383
ThePrody
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i like the mod but i find the anti-hummingbird feature too brutal and inconsistent , especially in a type IX -there are situations when silent running 2knt and 100 rpm is not enough, for some reason the sub sinks , if there are escorts pounding you this is really nasty , not to mention that we can kiss goodbye the 0.5 kn / 50 rpm tactics .
I had moments when a type IXB will continue to sink for any speed lower than 4knt, also a type VIIC needed ahead-one-third 2-3knt/150 prm otherwise it continued to sink .

I would love a mod that alters this feature, for example you sink only at full stop or something like that .
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Old 10-23-17, 02:08 PM   #1384
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i like the mod but i find the anti-hummingbird feature too brutal and inconsistent , especially in a type IX -there are situations when silent running 2knt and 100 rpm is not enough, for some reason the sub sinks , if there are escorts pounding you this is really nasty , not to mention that we can kiss goodbye the 0.5 kn / 50 rpm tactics .
I had moments when a type IXB will continue to sink for any speed lower than 4knt, also a type VIIC needed ahead-one-third 2-3knt/150 prm otherwise it continued to sink .

I would love a mod that alters this feature, for example you sink only at full stop or something like that .
Are you using play h.sie patch or the steibler patch with the silent ruining fix. I have no problem with xb at 3knts, with second patch.
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Old 10-23-17, 02:46 PM   #1385
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NO, i don't have any of those two mods I'm still trying to understand this, i started two campaigns for testing, one with a type IXC and the other with a VIIc/41 and they both maintain depth (100 m+) without problems not only at 2knt/100 rpm but even at 1kn/50 rpm .
I dont understand why my IXB in the main campaign that i'm in right now is such a mule and sinks like a brick at speed under 4knt .
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Old 10-23-17, 06:19 PM   #1386
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they are not mod, are patchs, the fix errors in game and add new things.
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Old 10-28-17, 07:08 AM   #1387
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Mid 1940 in a VIIB and I've somehow lost all my reloads after taking an engine upgrade. Not just external reloads - all of them.

Any ideas how to fix this?
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Old 10-29-17, 04:38 AM   #1388
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NO, i don't have any of those two mods I'm still trying to understand this, i started two campaigns for testing, one with a type IXC and the other with a VIIc/41 and they both maintain depth (100 m+) without problems not only at 2knt/100 rpm but even at 1kn/50 rpm .
I dont understand why my IXB in the main campaign that i'm in right now is such a mule and sinks like a brick at speed under 4knt .
This is another example of the old and well-known 'crash dive blues' fault in the original SH3 game. It affects NYGM especially, because of its inbuilt slow-sinking mod.

If you *interrupt* a crash-dive before the U-boat has reached its proper depth (usually 80 metres), then the U-boat will not level out properly. Therefore it will continue to try to sink quite quickly.
The solution is this: rise to a depth of 20 to 50 metres, and then crash-dive again. Allow the U-boat to reach its correct depth for the crash-dive (80 metres) before you dive deeper.

Stiebler.
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Old 11-03-17, 12:11 PM   #1389
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hartmuthaas.nomore -ip i think
I try to import some files to NYGM from others moods, let see
i was doing the same using as base wac.5 CTD
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Old 11-03-17, 04:04 PM   #1390
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hartmuthaas.nomore -ip i think
I try to import some files to NYGM from others moods, let see
i was doing the same using as base wac.5 CTD

Use sh validator.

Don't mix sun files, don't mix needed library folder files. Read carefully and you will find wish should Neff from every mod.

Land, terrain and scripted files should came from same mod. Some roster files should be changed because of conflict.

If you want to use the plane Catalina with magnetic sensor, should add this to wac files, they are more complete.

Some unit type definition have to be changed (4or 5, manually in cfg and camping files.

I prefer nygm as base, better features as support for steibler patch, better sensor, random speed in random camping file.
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Old 11-22-17, 05:52 AM   #1391
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Does 1st, 2nd, and 7th flotillas change their name for example from Flotilla Weddigen to 1st flotilla? In my game they doesn't and I just figured it out after years of gaming with this mod.

Doesn't affect gaming. Only very minor inconvenience.
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Old 11-22-17, 06:43 AM   #1392
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i thinks need to run commander for that, but sometimes it gets some buggy becose appears the 2 names in menu, with magui 34 ws. on the rest of screens inplay patrol are right. try commander in early war with nygm files.
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Old 11-22-17, 07:45 AM   #1393
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I use SH3 Commander with correct files.
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Old 11-22-17, 06:15 PM   #1394
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well i dont know sometimes it loads it some other times it dont load it. i bealive its a minor problem

Think in this, i use JFO and commander sometimes dont updates the files with 20min of loading... now im loading as separate mod in order as diferent folder...
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Old 11-23-17, 01:56 PM   #1395
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well i dont know sometimes it loads it some other times it dont load it. i bealive its a minor problem
True that...

Quess I figure it out eventually...
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