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Old 07-19-22, 02:07 AM   #331
Fifi
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2 more DD...Somers and Fletcher







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Old 07-20-22, 01:58 AM   #332
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Few more amazing models











Have to assign some random patrol areas to this last one sub chaser... a real threat for submarines...not existing in Nygm yet.
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Old 07-20-22, 11:54 AM   #333
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Last 2 ones







Now have to assign the last one to Russian convoys
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Old 07-20-22, 12:58 PM   #334
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Looks great for a Black Sea campaign.
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Old 07-21-22, 12:54 AM   #335
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Quote:
Originally Posted by FUBAR295 View Post
Looks great for a Black Sea campaign.
After the next update with all the above, I plan to rework the Black Sea campaign as well as the Med campaign …
Looking at those campaign files, I think Stiebler mainly focused on Atlantic campaign
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Old 07-21-22, 05:47 AM   #336
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Goodness Fifi!!!!!

I just started playing again (a big NYGM fan) after about a 10 month break and........come back to this.

VERY NICE and appreciate the hard work.
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Old 07-21-22, 07:25 AM   #337
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Quote:
Originally Posted by Fifi View Post
After the next update with all the above, I plan to rework the Black Sea campaign as well as the Med campaign …
Looking at those campaign files, I think Stiebler mainly focused on Atlantic campaign

Both those campaigns in NYGM left somethings to be desired. They seemed light. Always used GWX when playing either of those campaigns. So any improvement is always welcome.

Again, THANK YOU, for breathing new life in to my favorite mod.
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Old 07-21-22, 11:56 AM   #338
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Thanks guys

… but have bad news… my pc can’t handle all those new ships… way too heavy.
Single missions are ok but career overpass the capacity.
And loading times are awful

So I will have to make choices
Sad news I’m sorry.
Still investigating …
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Old 07-21-22, 12:15 PM   #339
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Quote:
Originally Posted by Fifi View Post
Thanks guys

… but have bad news… my pc can’t handle all those new ships… way too heavy.
Single missions are ok but career overpass the capacity.
And loading times are awful

So I will have to make choices
Sad news I’m sorry.
Still investigating …

What kind of hardware do you have? Maybe some others can play this hardcore version with alle this nice ships.
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Old 07-21-22, 12:20 PM   #340
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Fifi,

How about making those ships into a separate add on mod, for those with larger machines, or they can pick and choose which ships to include for themselves.

Along with possibly breaking the ships down to theater of action, i.e. Atlantic, Mittelmeer, and Black Sea to be activated when those campaigns are accessed.

Just thinking outside the box here.

I would be more than willing to assist if needed.

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Old 07-22-22, 04:58 AM   #341
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Hey Fifi... doing a good career today.

Type VII, 7Flot, 9/1940....

This includes some good work that is classic NYGM sinkings which I like.

One thing on this mod.

I am unable to find what to click to see how much fuel I am using. So, I will have to guess for a while....only 15 days out so far...
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Old 07-22-22, 09:47 AM   #342
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Quote:
Originally Posted by Leoz View Post
I am unable to find what to click to see how much fuel I am using. So, I will have to guess for a while....only 15 days out so far...
Hi Leoz,
You have to click down the speed telegraph (green button) and see on the right hand screen fuel level



Next update will come soon, with plenty new stuff (except full bunch of ships - only the lighter ones)
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Old 07-22-22, 02:21 PM   #343
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So is the number of ships/objects related to loading time?

Your Mod loads in about 5-minutes whereas Onealex' Mod takes more than 16-minutes, CCoM 12 takes roughly seven minutes and that is about as long as I am prepared to spend waiting for a typical SH-3 session. Once loaded all are stable, run well and give excellent frame rates but un-modded NYGM and GWX load in ~2.5 and ~3.5 minutes respectively.

Quarter-hour plus load times are awful and typically I need to commit to several hours of SH to make the wait for the Onealex Mod to load a reasonable investment. The only problem is that these latest iterations of SH-3 Mods are all so great, deciding which to play is tough.

Thanks for making this.

-C
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Old 07-22-22, 06:51 PM   #344
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Quote:
Originally Posted by Fifi View Post
Hi Leoz,
You have to click down the speed telegraph (green button) and see on the right hand screen fuel level
THANKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Old 07-22-22, 06:54 PM   #345
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Quote:
Originally Posted by Randomizer View Post
So is the number of ships/objects related to loading time?

Your Mod loads in about 5-minutes whereas Onealex' Mod takes more than 16-minutes, CCoM 12 takes roughly seven minutes and that is about as long as I am prepared to spend waiting for a typical SH-3 session.

-C
Yes, this is part of the limits of a 32-bit program. Adding a lot of cool features can occupy the limited amount of memory the program is allowed to address.
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