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-   -   NYGM Tonnage War Mod (current v2.6) 8/11/07 (https://www.subsim.com/radioroom/showthread.php?t=97459)

Hitman 04-30-07 11:44 AM

It would be really useful if some kind soul could upload a full 2.4 NYGM pack, so that any newcomers can download it in one pack. :up:

Kaleu. Jochen Mohr 04-30-07 01:32 PM

Quote:

Originally Posted by Hitman
It would be really useful if some kind soul could upload a full 2.4 NYGM pack, so that any newcomers can download it in one pack. :up:

i second that :yep:

Stiebler 05-08-07 06:43 AM

Hitman said:
Quote:

It would be really useful if some kind soul could upload a full 2.4 NYGM pack, so that any newcomers can download it in one pack.
Done it.

Find file NYGM_Tonnage_War_V25_Fulon.7z (sic) at the Filefront/Teddy Bar/ link on the first page of this thread.

Despite the peculiar name, this is NYGM 2.5, full version, requires only SH3 + patch 1.4b to run properly. Install it with JSGME [after un-zipping with WINRAR or 7-Zip (not WINZIP).]

Fangschuss 05-09-07 04:41 AM

THX Stiebler

Downloading now :up:

###EDIT###

Any other download mirrors ?

filefront give me only 9kb/s :huh:

thanks

Hitman 05-09-07 03:28 PM

Hummm

Stiebler, I just tried to have a look at the file and seems the filefront page of Teddy Bär in the first post is empty:hmm: Also why is NYGM labelled as 2.5? AFAIK only up to 2.4 patch exists. Can you clarify if there is a 2.5 update, so I can edit the title of the sticky to reflect that?

Thanks

EDIT: Link works again:hmm:. I have updated the thread title to NYGM 2.5

vanjast 05-09-07 04:05 PM

I've got 2.5 and it adds a few extras to 2.4 AFAIK. I'll have a quick check again..
:up:
back again with the readme from 2.5
--------------------------------------------------------------------------------
Updates for NYGM version 2.2/2.4 in form of an overlay that can be used by JSGME.

1. You must have a clean install of SH3 patched with 1.4b, then NYGM 2.2 installed.
2. You must have update NYGM2.4 installed with JSGME on top of 2.2.
3. Install version 2.5 on top of version 2.4 with JSGME.

1. Placed U-boats under bunkers at outset for Bergen, Bordeaux, Brest, Lorient, St Nazaire, using A6Intruder data. [Bordeaux actually scraped IXD2 slightly, so used GWX lat/long instead.] Also copied GWX data for La_Rochelle, not given by AI6Intruder.
2. Changed ‘MoraleStep=’ in Basic.cfg from Observer’s 0.000135 to 0.00004 (Crewmen seaman, able seaman, senior etc up to jr lt. Senior Lt set to 0.0000135 (10x less). Found that long cruises in IXD2 late in war (few ships found), or very long schnorchel patrols around British Isles in 1945, were crippling ability of crew to perform.
3. The Gulf of Guinea (west Africa) has been more heavily populated with ships.
4. Basic.cfg. Slightly altered torpedo load-outs for Type IX boats for 1942 and 1943, so that load-out is more appropriate when moving from a neutral base or a U-tanker.
5. Added one extra ship, the Empire Freighter by Iambecomelife, and modified slightly the .zon files of Sergbuto’s merchant ships previously included. All these ships lack the NYGM slow-sinking model, so they will be found only as random single ships, not as part of escorted convoys.
6. Torpedo damage by Ocean Blue. (SH3/Data/Misc/, Files Damage_metal_a.tga and Expl_mask01_a.tga). Shows a bigger hole in a ship’s side.
7. Increased ranges for Type II and Type III electric torpedoes. These are wrongly implemented in stock SH3 and all earlier NYGM. The ranges of these torpedoes depended on whether they were electrically pre-heated before use: ranges were (Type II:) 3 km cold, 4.7 km warm; (Type III:) 5 km cold, 7.5 km warm. In practice, an attacking U-boat would almost always be able to pre-heat its torpedoes, since it had the advantage of surprise. Thus the stock values of 3 km and 5 km are now increased to 4.7 km and 7.5 km. (SH3/Data/Library/torpedo.sim)
8. Mediterranean campaign (originally by the RUb team, then greatly augmented by Charles901) overhauled:
a) Genua provided with proper harbour, so that U-boats still have a base after September 1944.
b) Various time errors with units in file campaign_SCR.mis fixed, so that German warships will not patrol the Mediterranean nor engage fellow Italian escorts in convoys after 1944.
c) Greek and other ships no longer sail in and out of Axis-occupied Salamis harbour after Greece is an enemy! And especially they do not sail from Salamis to Allied Alexandria!
d) Frequency of Mediterranean traffic (MedTraffic_mn_xy) ships and small convoys greatly decreased. The Mediterranean was mostly barren until 1944.
--------------------------------------------------------------------------------
:)

I must have the udpdate versions as V2.4 = 20MB, and V2.5=3MB.
Is there a complete big version direct to V2.5 from the stock game??

Kaleu. Jochen Mohr 05-10-07 06:11 PM

Quote:

Originally Posted by vanjast
Is there a complete big version direct to V2.5 from the stock game??

i guess not...

Sardaukar67 05-11-07 04:01 AM

As far as I know, 2.5 is recent minor bug-fix/add-on by one of the NYGM-makers to be added on top of the 2.4. I think as a team, NYGM is no longer developed...which is pity.

Alex 05-11-07 07:11 AM

Quote:

Originally Posted by Kaleu. Jochen Mohr
Quote:

Originally Posted by vanjast
Is there a complete big version direct to V2.5 from the stock game??

i guess not...

At the top of the page :

Quote:

Originally Posted by Stiebler
Hitman said:
Quote:

It would be really useful if some kind soul could upload a full 2.4 NYGM pack, so that any newcomers can download it in one pack.
Done it.

Find file NYGM_Tonnage_War_V25_Fulon.7z (sic) at the Filefront/Teddy Bar/ link on the first page of this thread.

Despite the peculiar name, this is NYGM 2.5, full version, requires only SH3 + patch 1.4b to run properly. Install it with JSGME [after un-zipping with WINRAR or 7-Zip (not WINZIP).]


cunnutazzo 05-13-07 04:21 AM

Hello, I installed the last version of NYGM and started a new career in 29th flottilla, I have a type VII/C with this strange conning tower. Is it normal?
Also, when I launch the career through SH3Commander the color of the Mediterranean is very odd, in wich way I can return to the stock water colour?
Thanks

http://img154.imageshack.us/img154/7...6962qh4.th.jpg

Corsair 05-14-07 04:59 PM

It is SH3 Commander that uses the Med colour set and I think the Arctic one also.
Why do you want the dark Atlantic colours in the Med, I find them looking quite real (and I sailed a lot in the Med) specially the sunrise...

cunnutazzo 05-14-07 06:38 PM

I live on the Med sea and the SH3Commander Med color is slightly absurd. It is a punch on my eyes, please tell me how go back to the stock sea color without uninstalling SH3Commander (I love it). Thanks! :o :lol:

Hitman 05-15-07 07:24 AM

Quote:

I have a type VII/C with this strange conning tower. Is it normal?
I think NO:o Looks like the radar detector that should be in the front of the CT got sideways:hmm: Is this the only mod you are using? Have you installed VIIC skins or 3dmodels, or anything else than NYGM over SH3 1.4b?

RE the Mediterranean colour: Well I also live aside the Med and I also have sailed much on it, the accurancy of the colour depends a lot of the seafloor (Rocks or sand) but I also find a it a bit too turquoise, yet overall good. I think SH3 commander uses the file in this path: SH3 Commander\Flotilla\907\data\Env to set the Mediterranean color, so just swap it for the Env file of one of the Atlantic flotillas and that should o the trick. I think:hmm: Make backups first, OK?:88)

cunnutazzo 05-15-07 07:45 AM

yes, the Med color in SH3Commander is too much turquoise!
Regarding the conning tower problem, I'll try to reinstall NYGM.

JScones 05-16-07 03:02 AM

Woh guys! Let's be clear here. SH3Cmdr does NOT have anything to do with the actual colour of the water. The colour you all refer to is NOT part of SH3Cmdr, but part of the underlying mod, in this case NYGM.

All SH3Cmdr does is force SH3 to use the *existing* Med water textures when undertaking 29 Flotilla careers (it also forces Arctic water textures when in 11 Flotilla).

Thus the real solution is to fix (if indeed it is a problem - that's not my call) the water textures that are part of NYGM (contained in EnvColors_Med.dat). Then everything will be peachy.

However, if this is not possible, you can very easily remove the remapping from SH3Cmdr by doing no more than deleting ..\SH3 Commander\Flotilla\907\data\Env\Env.cfg. You'll see it is merely a text file.

You'll then get Atlantic water textures back, which IMHO is not realistic either. Thus, perhaps someone should have a go at fixing the Med texture in NYGM, or trying ones from other mod packages (or even the one from stock SH3 itself).

Also, don't forget that you should adjust SH3Cmdr's "Water clarity" setting when in 29 Flotilla. From the SH3Cmdr help file: "When undertaking careers in 29 Flotilla it is recommended that you disable the 'Adjust water density' option, or initially change the setting to 8 and adjust *up* from there to your liking. This is to cater for the lighter Mediterranean water textures. "


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