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

brett25 03-23-11 06:20 PM

Quote:

FM_New Interiors
I can confirm that FM interior is working with NYGM:salute:

Quote:

Torpedo Damage Final
as long as this is just graphics files (.tgas_ it should be ok)

Salvadoreno 03-23-11 07:52 PM

dang no depth charge shake eh? O well.
Thanks for response!!!

::edit:: And thomsens sound mod v3? I know it only changes sound files but im always a little nervous putting in mods when already starting a campaign (successful one).

Buck_O 03-26-11 01:03 AM

HI all, Im using SH3 Commander, and I've been trying to activate a new career in Nov. of 1944, with the intent to test out the type xxxiii uboat. I cant get SH3 Commander to allow for access to create a 13th Flotilla out of Stavanger. (No 13th in the drop down).

I added the files that came with the mod, into the Commander program

I enabled the FuMB37XXXIII mod via JSGME...

What am I missing?

Stiebler 03-26-11 02:53 AM

@Buck_O:

Quote:

HI all, Im using SH3 Commander, and I've been trying to activate a new career in Nov. of 1944, with the intent to test out the type xxxiii uboat. I cant get SH3 Commander to allow for access to create a 13th Flotilla out of Stavanger. (No 13th in the drop down).

I added the files that came with the mod, into the Commander program

I enabled the FuMB37XXXIII mod via JSGME...

What am I missing?
You are not missing anything. SH3Commander does not recognise the 13th Flotilla (XXIII) in NYGM.

Unfortunately, JScones stopped development on SH3Commander a long time ago, because people get blaming it (wrongly) 'every time that their fridge magnets fell off'. I never had any trouble with SH3Commander at all.

Sorry.

Stiebler.

Buck_O 03-26-11 03:33 AM

ah, ok ... thank you Stiebler. That is too bad. Ive never had problems with it either, its a fantastic tool.

Weisia 03-26-11 06:36 AM

Quote:

Originally Posted by Salvadoreno (Post 1626491)

::edit:: And thomsens sound mod v3? I know it only changes sound files but im always a little nervous putting in mods when already starting a campaign (successful one).

Thomsens sound mod v3 works with NYGM.

Buck_O 03-26-11 10:29 PM

Hmm, having problems trying to start a new career in a type XXXIII boat. I get the option to serve in the 10th flotilla in 1944. I know that the "FuMB37XXXIII" mod installed via JSGME is meant to be used only in 1945, but it doesnt seem to be working right. I get some really wierd results, ...the 10th flotilla says La Rochelle, (should be disbanded by this date) & its geographically placed in Stavanger. There is no 13th flotilla, but if you go ahead & start the career you are indeed in France at La Rochelle in a type XXXIII boat, not at Stavanger.

Before I try a fresh install, I thought I'd try to fool around with my JSGME install order, for that would be easier to fix. I've tried several diffrent orders of install & this below is my latest, but still no improvement. any suggestions would be greatly appreciated.

NYGM Tonnage War v2.5 Stand Alone Version
NYGM3_New
NYGM3_4A
IABLShipsforNYGM_New
AllAirTorpedoes
Harbor Traffic Add-In
NYGM Tonnage War Minefield Mod
FuMB37XXXIIINYGM
MaGui F
MaGui F Fix for NYGM3.4

I've always played GWX up till now, so I thought I'd give NYGM a stab. I like many of the additions they have made esp. the oppertunity to drive a XXXIII boat in the Inshore Campaign.
But perhaps I should try loading a early war Campaign 1st. Run a patrol & see if that somehow re-calibrates the new campaign dates, flotillas and locations of all the flotillas. Dont ask what my logic is in this.... I'm just desperate & hate doing a new install...

VONHARRIS 03-27-11 01:29 PM

New to NYGM
 
I have decided to give NYGM a try. I have been playing GWX until now.
I have some problems:

1. I can not change the pistol for the TIs , from magnetic to impact.
Edit : Problem still exists

2. Deck gun rounds and torpedoes have no effect on targets. They pass through them.
EDIT: Problem solved after reinstalling the mods and disabling the
Torpedo_HAHD_1024_GWX mod

3. I can not see all images in the recognition manual.
EDIT: The problem was the missing .TGA files of those ships. After replacing them they showed up OK. Also I had to add some names in the EnglishNames.cfg file.


This is the list from the Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_4A
IABLShipsforNYGM_New
SH3_Commander_Updates_for_NYGM:Installed manually (edit)
MFM-Interim-Beta_NYGM
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
Elite U-boat Binoculars
SH3-Blue Night Map
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 : NOT WORKING(edit)
Torpedo_HAHD_1024_GWX : NOT WORKING(edit)
TorpedoTubesFfireFinal vGW

Any help would be appriciated.

Salvadoreno 03-27-11 09:44 PM

@VONHARRIS


How did you solve those problems in the recognition manual exactlly?

VONHARRIS 03-27-11 11:15 PM

Quote:

Originally Posted by Salvadoreno (Post 1629283)
@VONHARRIS


How did you solve those problems in the recognition manual exactlly?

I had downloaded seperately the MFM interim beta to use it with GWX but it was not possible in my pc. So I took the sea folder from this and copied it to the NYGM section.

Salvadoreno 03-28-11 12:17 AM

Ah thanks von im going to do just that.

On a seperate note. Just found a bug.

Its Dec 1939 i am close to British homeland in AN18. Found a large merchant tracked it for some time and finally got into a good position. Fired two torpedoes set at magnetic impact but the torpedoes just passed right through it.

The exact name of the ship is M14B. This is my 3rd patrol and have not yet incountered any problems like this.


http://img857.imageshack.us/img857/3773/jsmge.jpg
Uploaded with ImageShack.us

And here is my JSGME screen. After Philipp Thomsens Deckgun Sound i want to add these mods in the following order. Id like to know if this is OK.

TDW Depth Charge Water Disturbances
Thomsens Sound Pack
MAGUI 3.4
MAGUI 3.4 Fix for NYGM
FM_NI_FIX for MAGUI 3.4
German Images MAGUI 3.4
No Stealthmeter MAGUI 3.4
Depth Charge Shake v2.01

That does not run well with the mods and causes CTD .

VONHARRIS 03-28-11 02:32 AM

@ Salvadoreno
I only know about the Thomsen's sound pack V3.
It runs ok with my PC.

Any ideas about changing the pistol of the torpedoes?

EDIT : Problem taken care of !

LGN1 03-28-11 02:13 PM

The fixed pistol is not a bug, it's a feature (see the NYGM manual)!

Since contact pistols are far too reliable, NYGM forces you to use magnetic pistols. They also have a contact fuse. In general, the purpose is just to increase the torpedo failure rate a bit (still too low if you ask me).

Cheers, LGN1

PS: I think that if you click on the torpedo pistol button (you should hear a 'click'), the pistol changes to impact, although the switch does not move. However, you will not be able to switch back to magnetic.

PS2: If you want to change it, just look at the file dials.cfg (and if necessary compare it with the torpedo pistol switch from a different mod.)

Salvadoreno 03-28-11 02:43 PM

Hey LGN1,

Yes i knew about the impact/magnetic pistols but thats not the problem. The problem is that the torpedo just goes straight through the boat without being a dud or exploding. Like the merchantman isnt there.

On another note i made a copy of my SH3 just for mod testing purposes. I was pleasently suprised by the results.

http://img689.imageshack.us/img689/1739/mods2m.jpg
Uploaded with ImageShack.us

I ran some tests in single player and it seems to be working fine. However i did find a CTD when i installed Depth Charge Shake v2.01 over all of these. I think the conflicts come with Thomsens Sound Mod and Depth Charge Shake. Every CTD i had was when a destryoer was passing overhead and DC's were about to explode. I dont know how the long term will be. But seems pretty stable. I am about to install it over my actual sh3 game right now. Good luck to me! And if anybody knows any information about conflicts please let me know!!! I think i found an AWESOME mod setup right now hopefully i dont lose it!

Buck_O 04-06-11 12:36 AM

Im confused. I started a new career in a type VIIB, and I'm only outfitted with 5 torpedoes?...

I must delve back into the manual & see what gives. In the mean time can any one help explain this. I know that this boat historically could carry 14 torps.


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