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-   -   NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015) (https://www.subsim.com/radioroom/showthread.php?t=139231)

John Pancoast 04-24-19 11:48 AM

Files question
 
What do the AIsensorsSubmerged.dat and AIsensors_WP.dat files control ?

Anvar1061 04-25-19 02:53 AM

Quote:

Originally Posted by John Pancoast (Post 2605521)
What do the AIsensorsSubmerged.dat and AIsensors_WP.dat files control ?

IIRC
AI sensors Submerged - for underwater objects
AI sensors WP - observer
http://www.subsim.com/radioroom/imag..._Binocular.gif

John Pancoast 04-25-19 06:34 AM

Quote:

Originally Posted by Anvar1061 (Post 2605665)
IIRC
AI sensors Submerged - for underwater objects
AI sensors WP - observer
http://www.subsim.com/radioroom/imag..._Binocular.gif

Thanks for the reply.

jakethescot 05-05-19 01:34 PM

I thought I might try the Stiebler 4C V16B1 and the Stiebler Options Selector for use of the Wolf Patrol. However, it says not to attempt to edit files if you're not good at such things. I'm not. I'm afraid I'll screw my computer up if I try something like that. So, my question is: is there a 4gb patch, and everything already edited in the V16B1 that can be installed with JSGME?
The wolf patrol sounds like it would add a whole new level to NYGM. Just wondering.

John Pancoast 05-05-19 03:59 PM

Quote:

Originally Posted by jakethescot (Post 2607529)
I thought I might try the Stiebler 4C V16B1 and the Stiebler Options Selector for use of the Wolf Patrol. However, it says not to attempt to edit files if you're not good at such things. I'm not. I'm afraid I'll screw my computer up if I try something like that. So, my question is: is there a 4gb patch, and everything already edited in the V16B1 that can be installed with JSGME?
The wolf patrol sounds like it would add a whole new level to NYGM. Just wondering.

NYGM files come already edited for the wolfpack option. Specifically, the NYGM_2017a patch has it in it's campaign.scr file.
Most of the instructions in his patch are for those not using NYGM. The 4gb patch is part of the options selector and gets applied via it.
Even so, it wouldn't screw up your computer, just the game files.

1. Patch your sh3.exe file with Hsie's patch. Do not run the option selector in his folder.
2. Copy this .exe file to the Stiebler patch folder and patch it with his patch.
3. Now run the option selector in the Stiebler folder and choose what you want. If you're going to do wolf packs, choose both wolfpack options.
4. Copy the .exe file into Stiebler's "add on......" folder.
5. Copy the Hsie "supplement to...." folder from his patch, and the Stiebler folder from step #4 into your game's mods folder.
6. Enable both via JSGME, Hsie first.

And you're correct; wolf packs are really cool in the game.

jakethescot 05-05-19 04:24 PM

I'll give it a shot and let you know.

jakethescot 05-06-19 04:21 PM

Everything, as far as the install went, worked fine. I did one patrol and didn't get any messages to join patrol. It'll happen when it happens. But, a big thanks for your guidance on the install. I really appreciate it. :Kaleun_Salute:

John Pancoast 05-06-19 05:16 PM

Quote:

Originally Posted by jakethescot (Post 2607886)
Everything, as far as the install went, worked fine. I did one patrol and didn't get any messages to join patrol. It'll happen when it happens. But, a big thanks for your guidance on the install. I really appreciate it. :Kaleun_Salute:

No problem, glad it worked out ! But if I understand your post correctly, you won't receive messages to join a wolfpack.
Instead, *you* send convoy contact message which form a wolfpack, if subs are available.

jakethescot 05-06-19 06:47 PM

Ah, I see. Thanks once again.

John Pancoast 05-07-19 09:54 AM

Patrol date start mixup
 
After upgrading to a VIIC, the date advanced to a new patrol start date as it should; calendar flipped pages, etc. In this case to July 11.
However upon starting the patrol, the date showed March 13 instead of July 11. Previous patrol ended on Feb. 10.
I am using SH3 Commander and have tried it with both the Random days at base option enabled and not enabled.
Same results. Why isn't the July 11 date shown before starting the patrol, not showing after starting it ? (lower right corner of the gui date)

John Pancoast 05-07-19 10:59 AM

Quote:

Originally Posted by John Pancoast (Post 2608025)
After upgrading to a VIIC, the date advanced to a new patrol start date as it should; calendar flipped pages, etc. In this case to July 11.
However upon starting the patrol, the date showed March 13 instead of July 11. Previous patrol ended on Feb. 10.
I am using SH3 Commander and have tried it with both the Random days at base option enabled and not enabled.
Same results. Why isn't the July 11 date shown before starting the patrol, not showing after starting it ? (lower right corner of the gui date)

Figured it out after rtfm. The "news" page as a patrol loads has the wrong month, but the in-game date is correct, so that'll work.

Eikson 06-23-19 03:09 PM

Loving the mod so far.

Two small issues/questions that I have, maybe one of you has had something similar:

1) My crew doesnt get fatiqued. In the manual it says to leave the fatique option unchecked in Sh3Commander, which I did. But instead of the NYGM fatique model I just have none at all.

2) When I spawn in a XXI boat, I immediately get the message that my Hauptlenzpumpe (I guess main Bilge pump or something like that) is destroyed. It is supposed to be in the Command Room (Zentrale), but I cannot see it under the list. The command room is shown as red on the damage overview though.


Does anybody know something about these issues? Thank you very much.

Best
Eikson

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS]

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
MFM-Interim-Beta
MFM-Interim-Beta_NYGM
3rd Flotilla Mod
SH-5 Water for SH-3 16 Km V84
Supplement to V16B1 (JSGME)
Rapt0r's Uniforms V2.0 [Grey]
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch
SH3 oggvorbis2
German Hits Collection
Elite U-Boat Binoculars with Missing Binocular Fix
TKSS18 German U-Boats Compilation
EAX_Sound_Sim_SH3
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
ARB WideGui 1920x1080
raobf Fix
Color Dials with Light Compass
O2-Gauges v2
Das Boot Gramophone music
Haunting Atlantic Wind
Racerboy_SH4_Effects_for_SH3_2_03
Harbor Traffic Add-In
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
MFM-v3-US+UK_Skins19391101
U-Boat VIIB (Skin 1) Turm 1-2 V1
Darojax Officer Icons 1.0
Dertien No Rank On Crew
Depthcharge Shake v2.01
Sh3_volumetric_clouds&fog_V2.2
Lighthouses and Entrance Points for NYGM3.6F beta
HideMySub v1.2 (OLC Compatible)

Hebe Vollmaus 06-23-19 04:01 PM

Quote:

Originally Posted by Eikson (Post 2615470)
...
1) My crew doesnt get fatiqued. In the manual it says to leave the fatique option unchecked in Sh3Commander, which I did. But instead of the NYGM fatique model I just have none at all.

NYGM Basic.cfg may be replaced through TKSS18.

Quote:

2) When I spawn in a XXI boat, I immediately get the message that my Hauptlenzpumpe (I guess main Bilge pump or something like that) is destroyed. It is supposed to be in the Command Room (Zentrale), but I cannot see it under the list. The command room is shown as red on the damage overview though.
NYGM Zones.cfg may be replaced through TDW_Ejecting_Pilots.

Greetings.

Eikson 06-24-19 04:56 AM

Hebe,

Thank you very much for the tip. It was the basic.cfg for both problems. I usually manually merge the cfg files , but in this instance it seems that I have forgotten to include the merged cfg file back into the mod (stupid).

Everything appears to work properly now.

Thanks again.

Eikson 06-25-19 09:59 AM

Sorry, it's me again.

I get some weird behavior regarding depth charges. Even when they are dead on, they don't damage hull integrity. They can cause major flooding and destroy compartments/machinery, but hull integrity stays at 100%.

This is only the case for the regular (dropped) DCs. It does not happen with Hedgehogs or other fancy equipment, as they correctly damage the hull.

I cannot find info in the manuals that says that this is a wanted feature. I first thought one of the many mods caused it, but it also happens in this setup:


NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
ARB WideGui 1920x1080

To make extra sure there wasnt a mod messing with it, I reinstalled a clean NYGM 2.5, as that version is the one containing the depthcharges files. The zones.cfg in the most recent NYGM patch is also clean and fresh.

Any idea what might cause this?

Thank you all very much.

Best,

Eikson


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