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Old 04-06-11, 08:29 PM   #541
Buck_O
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Sigh..I cant figure this out. I even went on my first patrol with the 5 torps in hopes that I would somehow be given my full loadout of torps after. Not to be...

Since no one else seems to be having this problem I expect its my install. back to a re-install
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Old 04-07-11, 10:16 PM   #542
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It was the "AllAir torpedoes" mod..., ...

I'm good, 14 torps are all back
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Old 05-13-11, 09:49 AM   #543
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Default NYGM 3.5 released

NYGM 3_5 Patch. 4 May 2011

The main purpose of this patch is to ensure NYGM is compatible with the H.sie patches for SH3.exe, specifically for the HSIE-Stiebler patch that can be downloaded from my signature below. We anticipate that H.sie's new patch kits, including V15F, will continue to be compatible with this release of NYGM.

From the Readme:

Install this patch with JSGME, over your existing installation of NYGM 2.5 and NYGM 3_New. (Any other NYGM mods should be installed *after* you have added the NYGM3_5 patch.)

The patch includes the NYGM3_4A patch of January 2011, which can now be removed (if previously installed with JSGME).

The older NYGM 3_4A patch provided the following:
1. The campaign_RND.mis file, which had an error with Anvart's lighted neutral ships (sometimes caused CTDs in Baltic).
2. Some corrected .cfg and .zon files for ships used in NYGM.
3. Minor improvements to scene.dat and to the menu files (mostly correcting typos).
4. British 'Normal' Airbases have now been given increased medium range aircraft, with changes to airstrike.cfg, so that air cover over the Atlantic is now hugely improved.
5. IABL's 'Lifeboats and Debris' mod - seen after you sink an enemy ship.

The NYGM 3_5 patch provides the following extras:
6. New generic campaign_RND.mis file, with reduced radio signals from convoys (except during 1942-1943, when wolf-packs and decryption discovered many convoys).
7. TDW's fantastic Ship_Plane_Fire_Damage_v1_4_SH3 mod, where fire on board ships and aircraft actually causes damage (never occurred previously).
8. Whale-ship and factory ship by Rowi58/AOTD_MadMax/BlackPegasus.
9. Corrections by Anvart to various graphics problems (such as the crew halo effect in the control room) that were in the original SH3. Anvart has also corrected the wrong-facing compass in the U-boat turms. The compass fixes have been made to the high-res turms that can be downloaded from the NYGM page at SubSim under the title 'NYGM HiRes Submarines' (all else made by Mikhayl for NYGM).
10. The periscopes in the turms have been extended, for use with the H.sie-Stiebler patch for SH3.exe, see below. IMPORTANT! - The H.sie-Stiebler 'silent-running' fix causes the U-boat to sink slowly when running at slow speed at periscope depth. In order to continue to provide a periscope view, the periscopes of all the U-boats have been lengthened, so that they can be extended higher.
**This makes it easy for escorts to detect you!**
(It seems that the game algorithm does NOT measure the length of the periscope above the sea surface, as it ought, but measures simply the extension of the periscope from the base, when assessing the visibility of the periscope to other ships.)
11. A revised optional mod, FuMB37XXIIINYGM, long supplied with NYGM as an essential extra for use after October 1944, in the 'documentation' folder, has been updated to include the above revisions, and is included with NYGM3_5. Install it with JSGME, according to the mod's own instructions. It replaces all previous releases of FuMB37XXIIINYGM.
12. Stiebler's revised 'Bad Weather Fix' (file 'envsim.act'). It ends the game-breaking weeks-long foggy-storms caused by defective code in stock SH3 and hitherto not fixable with any other mods. (This uses a different approach from H.sie's better known replacement 'envsim.act', originally supplied with the NYGM 3_4A patch, and appears to give more varied weather. The Stiebler fix repairs the defective original weather code, the H.sie fix periodically stops the bad weather that results from the defective code. It is all a matter of personal taste.)


H.sie-Stiebler SH3.exe fix.
This fix, which comes as a patch downloaded from the NYGM download webpage at SubSim, and which alters your SH3.exe file, is guaranteed to work with NYGM 3.5, *provided* that the longer repair times fix is disabled as explained in the download package. (NYGM uses its own longer repair times mod.) The H.sie-Stiebler package will provide longer submerged times, by lowering rate of increase of carbon dioxide, and restricts used of schnorchel and periscope at excessive underwater speeds. In addition, the IWO will now leap automatically to the bridge when you surface, fixes have been made to the way in which war news and radio messages are received from BdU, and you can now dock properly at U-tankers. There is also a slow-sinking fix, so that your U-boat sinks very slowly when silent-running at low speed. All this is explained in the instructions for the H.sie-Stiebler patch.

All the above has been thoroughly tested with NYGM, including with the H.sie-Stiebler fix for SH3.exe, which is the real reason for this release. Unfortunately, for copyright reasons, the patched SH3.exe itself cannot be supplied with NYGM3_5. You must download the patch and apply it yourself to YOUR personal copy of SH3.exe.

Stiebler.
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Old 05-13-11, 02:23 PM   #544
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Great to see all those updates coming to the good old NYGM

It might not be the fanciest mod around, but the continued support you are providing, Stiebler, keeps it always on top

EDIT:

Just edited the thread title to reflect 3.5 update!
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Old 05-13-11, 03:07 PM   #545
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Many thanks, Hitman
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Old 05-13-11, 06:54 PM   #546
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Fantastic Stiebler! Many thanks
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Old 05-15-11, 10:12 AM   #547
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for your dedication.

A little problem. From your HiRes Submarines folder :
For DF-aerial: SHIFT-V = up and rotate, CTRL-V = stop rotating and down.
It's not working for me. Tested with type VIIB and IXB.
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Old 05-17-11, 08:02 AM   #548
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@Dani:

Thanks for the feedback.

I have confirmed that there is a problem. Unfortunately, there is no way around it, without causing problems with the U-boat radar, and therefore I have reinstated Mikhayl's original NYGM Hi Res submarines mod. You should download this mod instead.

Sorry about that.

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Old 05-17-11, 11:02 AM   #549
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Ok.
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Old 05-18-11, 02:02 PM   #550
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Stiebler:
I came across a V3_5 problem that caused my game to crash. The Campaign section seemed to cause this, as when removing this from the mod all was OK
This was with just the supermod files and nothing extra. I'll have a peek at these files later.

I'm playing on my laptop so it might just be a memory/graphic overflow problem.
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Old 05-18-11, 05:37 PM   #551
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Quote:
Originally Posted by Stiebler View Post
...
The older NYGM 3_4A patch provided the following:
1. The campaign_RND.mis file, which had an error with Anvart's lighted neutral ships (sometimes caused CTDs in Baltic).
What is the cause of CTD? IDs conflict? or?
Quote:
...
9. ...
The compass fixes have been made to the high-res turms that can be downloaded from the NYGM page at SubSim under the title 'NYGM HiRes Submarines' (all else made by Mikhayl for NYGM).
IIRC, I corrected (unwrap UVs) turms for original NYGM only and for original game textures.
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Old 05-19-11, 04:48 AM   #552
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@Anvart:

Lighted ships:
I have found that it is necessary to set the 'CargoExt=2' for your lighted ships in the campaign_RND.mis files. If the 'CargoExt' has some other values, including -1, then I get CTDs when returning to Kiel from patrols in the Baltic.

Of course, your lighted ships have no visible external cargo anyway. For example, the KSQ has nodes M01 and M02 for external cargo. Your lighted ship LSQ lacks these nodes. Probably this explains the problem.

There is no problem now with NYGM, provided that the CargoExt remains at 2. I have just checked that GWX uses CargoExt=1 for LSQ, which is (presumably) also acceptable.

Quote:
IIRC, I corrected (unwrap UVs) turms for original NYGM only and for original game textures.
No, it was for Mikhayl's hi-res turms. At least, that was the intention! But we never resolved the conflict between radars on the U-boat with the turms. The radars always appeared in the wrong places on the turms, although I made several changes to the node positions (including changes to the SH3.exe code).

But I am very grateful for your efforts to help us, anyway. And your lighted ships are fantastic! One of the most important mods ever made for SH3!

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Old 05-19-11, 12:36 PM   #553
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Quote:
And your lighted ships are fantastic! One of the most important mods ever made for SH3!
I agree! If the ships only show the flag of neutral countries at night that is irrealistic because darkened ships were legitimate targets inside the war zone. But lighted neutral ships is historically correct and also GREAT to look at
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Old 05-19-11, 01:52 PM   #554
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Quote:
Originally Posted by Stiebler View Post
@Anvart:

Lighted ships:
I have found that it is necessary to set the 'CargoExt=2' for your lighted ships in the campaign_RND.mis files. If the 'CargoExt' has some other values, including -1, then I get CTDs when returning to Kiel from patrols in the Baltic.

Of course, your lighted ships have no visible external cargo anyway.{????????}
For example, the KSQ has nodes M01 and M02 for external cargo. Your lighted ship LSQ lacks these nodes. Probably this explains the problem.

There is no problem now with NYGM, provided that the CargoExt remains at 2. I have just checked that GWX uses CargoExt=1 for LSQ, which is (presumably) also acceptable.
M01 and M02 are used for guns or for platforms (not for external cargo)...
...
My computer is ... therefore i can't see my data or something else...
IIRC, I don't remember exactly where, but I removed cfg#M... (guns and guns platforms) nodes from some lit ships (in *.dat and in *.eqp) at the request of users, therefore you should not have M01 & M02... nodes in *.eqp file for NLSQ_... for external cargo cfg#K01 and cfg#K02 nodes are used in dat-file only (not in *.eqp file)... and this nodes were left unchanged as in the original ship. External cargo are in incarcatura.dat file (and look CargoDef.cfg). I have no problem with any external cargo from incarcatura.dat file.
Quote:
No, it was for Mikhayl's hi-res turms. At least, that was the intention! But we never resolved the conflict between radars on the U-boat with the turms. The radars always appeared in the wrong places on the turms, although I made several changes to the node positions (including changes to the SH3.exe code).

It's (radar antenna position) stock game errors...
In GWX this problem was solved by changing the geometry of some turms... and FuMO29GEMO antenna was placed into Dummy Container ...
I haven't had time to help you in this regard because my computer ...
Quote:
But I am very grateful for your efforts to help us, anyway. And your lighted ships are fantastic! One of the most important mods ever made for SH3!

Stiebler.


Good luck,
Alex.
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Last edited by Anvart; 05-23-11 at 12:28 AM.
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Old 05-23-11, 12:24 AM   #555
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@ Stiebler
Given the above, the reason of CTD is or IDs conflict or errors in campaign's files, i think.
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