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Old 02-15-2019, 05:14 AM   #1531
Stiebler
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@John Pancoast:
These are the lists you mentioned:

"1251:
Start with this foundation:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM HiRes Submarines
IABLShipsforNYGM_New
Harbor Traffic Add In
[...]
However, definitely you must install the H.sie hard-code fix before you install these further mods:
Supplement to V16B1 - NYGM
Stiebler4B_Addon_for_V16B1 - NYGM"

"1253:
My current mods list (using JSGME):
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
HSIE_V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubsFlag
IABLShipsforNYGM_New_Thomsen
Hitman Optics NYGM 3.6 (Fixed)
EnvSim10_HsieFix"

The differences are due to the fact that in post 1251 I was trying to imitate another user's request for mods from the NYGM list.
In post 1253, I have posted my own list.
Both these posts are quite old, and Stiebler4C_SubsFlag is no longer available after a request from the original owner of the mod that another user had modified for NYGM.

Some of these mods are now out of date - check the current list by clicking on the NYGM message below my signaturre.

I hope that helps,
Stiebler.
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Old 02-15-2019, 08:24 AM   #1532
John Pancoast
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Quote:
Originally Posted by Stiebler View Post
@John Pancoast:
These are the lists you mentioned:

"1251:
Start with this foundation:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM HiRes Submarines
IABLShipsforNYGM_New
Harbor Traffic Add In
[...]
However, definitely you must install the H.sie hard-code fix before you install these further mods:
Supplement to V16B1 - NYGM
Stiebler4B_Addon_for_V16B1 - NYGM"

"1253:
My current mods list (using JSGME):
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
HSIE_V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubsFlag
IABLShipsforNYGM_New_Thomsen
Hitman Optics NYGM 3.6 (Fixed)
EnvSim10_HsieFix"

The differences are due to the fact that in post 1251 I was trying to imitate another user's request for mods from the NYGM list.
In post 1253, I have posted my own list.
Both these posts are quite old, and Stiebler4C_SubsFlag is no longer available after a request from the original owner of the mod that another user had modified for NYGM.

Some of these mods are now out of date - check the current list by clicking on the NYGM message below my signaturre.

I hope that helps,
Stiebler.
Thanks, appreciate the reply. One question I have; in your list you have the IABL ships after Hsie's and your files, but in the install info. on the NYGM page via your sig link, it says "the first six files MUST be installed in order", and the IABL ships are #5 on that list ?

My install order is (title abbreviations used):

NYGM 2.5 full
NYGM New
NYGM 6f
NYGM 2017
IABL ships
Hitman Optics 3.6
Hsie's supplement
Your supplement
O2 guages
Extra files/Hsie's patch (I was using Evisim act10 here, but I noticed the evisim file in the Extra folder is the same, plus it has a newer ship collision file)

Running fine, I assume this is an ok install order ? I put the 02 and Extra files folders last, as they need to overwrite earlier versions of their files.
And if I want to install the hires sub folder, can that go last ? I haven't tried it yet to see if JSGME lists any conflicts that would cause trouble. Guess I could just do that and that would tell me the answer.

Really enjoying NYGM; 50 feet down right now shadowing a convoy. Was on the surface, but had to evade an escort that came to investigate.
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Last edited by John Pancoast; 02-15-2019 at 08:43 AM.
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Old 02-20-2019, 10:41 AM   #1533
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@John Pancoast:

Glad to hear you are enjoying NYGM.

This is my current mod list (Feb 2019):
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
HSIE_V16B1
Stiebler4C_Addon_for_V16B1
EnvSim10_HsieFix
Hitman Optics NYGM 3.6 (Fixed)
IABLShipsforNYGM_New_Thomsen
NYGM_2018 (not released - too few changes.)

Note that H.sie's O2 Gauge is wrapped within my folder for the H.sie fix, and Hitman Optics is lower in my list than in yours.
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Old 02-20-2019, 11:24 AM   #1534
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Quote:
Originally Posted by Stiebler View Post
@John Pancoast:

Glad to hear you are enjoying NYGM.

This is my current mod list (Feb 2019):
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
HSIE_V16B1
Stiebler4C_Addon_for_V16B1
EnvSim10_HsieFix
Hitman Optics NYGM 3.6 (Fixed)
IABLShipsforNYGM_New_Thomsen
NYGM_2018 (not released - too few changes.)

Note that H.sie's O2 Gauge is wrapped within my folder for the H.sie fix, and Hitman Optics is lower in my list than in yours.
Stiebler.
Sounds good, thanks. I know it's been awhile, but appreciate all your efforts.
I can only imagine the time and effort it required, but it turned a game into a sim.
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Old 02-21-2019, 02:17 AM   #1535
Niume
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Is stiebler patch integrated in this mod? Is i easy to install ?
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Old 02-21-2019, 06:33 AM   #1536
John Pancoast
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Quote:
Originally Posted by Niume View Post
Is stiebler patch integrated in this mod? Is i easy to install ?
Yes, and yes. Takes some editing of text files though. It's easy enough to do, but one has to know how to do it.
The instructions tell what is needed.
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".....contrary to the accepted wisdom - and mythology - at no time did the German U-boat force ever come close to winning the "Battle of the Atlantic...."

- Clay Blair
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Old 02-24-2019, 07:22 PM   #1537
John Pancoast
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I should add, editing files only pertains to using hsie's/Stiebler's patches on non-NYGM mods.
The work is already done for you when using NYGM.
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".....contrary to the accepted wisdom - and mythology - at no time did the German U-boat force ever come close to winning the "Battle of the Atlantic...."

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Old 03-07-2019, 05:14 AM   #1538
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it would be great if someone would make a mod that will activate Penang as a base , the mod has Indian Ocean traffic but since you cannot refit your sub at any Asian base, there isn't any incentive to linger in those waters until the end of the war .
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Old 03-17-2019, 08:58 AM   #1539
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Default SHIII Mods NYGM

Buebnos dias caballeros, he instalado estos mods NYGM, funciona todo perfectamente, excepto los zafarranchos de combate, repariciones,zafarrancho aereo, , y bajo el agua. Al clickar los iconos correspondientes no interactuan. Cunado se instala latripulación mnaualmente en sus puestos de combate, reparaicon y navegación, entonces si funcionan y bien. >Mi pregunta es ; si es esto normal con estos mods, y que haya que situar manualmente la dotacion en sus puestos para qeu actuen.Cordial saludo a todos. Gracias por su deferencia
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Old 04-03-2019, 03:47 PM   #1540
Anvart
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wolf_howl15 Maybe I do not understand something?

Hi, all.

Mod: Anvart_Stiebler_TurmsR01R02 ???
I was very surprised when I saw this mod name. I did not take part in this work... this is a pure self-activity of Stiebler. Many years ago, I animated DF antenna for NYGM, so you see the string 'Edited by Anvart'. I looked at the turms * .dat files ... from Turm2A_1_hd.dat to Turm7a_1_hd.dat no one edited the files after me... the rest of the files have traces of editing after me. Obviously, Stiebler edited the files... he said about above. Therefore, the string 'Anvart_' in the name of the mod is not true... must be 'Stiebler_TurmsR01R02'. What were done in this mod, I do not know, but something made me puzzled... see the pictures. Of course there was a period when the rotating radar antennas were mounted on the turms where an antenna case was absent. These antennas did not move Up/Down and such antenna was mounted in a special thickening of the wall of observation deck. So I do not understand what Stiebler wanted to do.

 


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Last edited by Anvart; 04-03-2019 at 03:55 PM.
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Old 04-03-2019, 03:57 PM   #1541
Anvart
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wolf_howl15

Many years ago I suggested using the State Machine Control System of behavior of NPC (crew) for animation of various objects (not NPC). I made a few mods to show what to do and how to do... IIRC: DF antenna, Radar antenna, submarines Flags, pennants, open hatch and so on (the best pupil was Diving Duck)... Therefore, all constructions animated in this way became sensitive to compression parameters:
 
If the player uses compression that exceeds the parameter 'CharacterAnim', then the animated structure loses the compulsory animation and takes the initial position.
Compression parametres in NYGM 2017 not correct:

and look this:
http://www.subsim.com/radioroom/show...49&postcount=7
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Last edited by Anvart; 04-03-2019 at 06:15 PM.
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Old 04-03-2019, 04:02 PM   #1542
Anvart
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wolf_howl15 About radar antenna Up/Down...

Many years ago, I offered Stiebler to introduce my new mod 'FM30_UpDown' into his mega mod, but he did not accept my proposal... he said that he was satisfied with my first mod on this theme, in which I used the Dial controller for raise/lower of antenna.
And suddenly I find out from 'Radar Rotation Problem' and from other threads that Tycho and Stiebler are inserting my mods into NYGM without even talking me about it. But the most unpleasant thing is that Tycho, not understanding, not knowing my work, is misleading the readers of his stupid writings. I skimmed through the NYGM_2017A files ... at first glance, he accurately copied my work to NYGM ... but there are inaccuracies.


 

Since Tycho"s knowledge is limited, he engaged not used (absurd) commands ("Not used").
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Last edited by Anvart; 04-13-2019 at 01:17 PM.
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Old 04-03-2019, 06:29 PM   #1543
Anvart
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wolf_howl15 H.sie code in sh3.exe

Many years ago I asked H.sie to find in the hard code (sh3.exe) the initialization of the Fumo30 radar and turn it off. He did it. But he added the second fix for prevent the radar from being turned off during a high wave (stormy sea) into the same patch where the first fix was... Since 2005, 2006, for this purpose, moders have used the simple editing of the MinSensorHeight parameter in the SensorData radar property. For example, assign MinSensorHeight = -2 and the radar will turn off when PvP antennas reach 2 meters below water level. In other words, the second fix of the she.exe file was not needed... The second fix led to the impossibility of applying the first fix (fixes are in one patch). The second fix led to a disruption the synchronization of radar work and antenna rotation ... IIRC, the antenna could rotate up to 12 ... 13 meters when submerging the submarine.
 
What I said now I have said repeatedly.

P.S.
If Stiebler doesn't mind, I wanted him to remove the second fix from the patch... then everyone could use the first fix.
Good luck.

Last edited by Anvart; 04-04-2019 at 07:07 PM.
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Old 04-04-2019, 08:55 AM   #1544
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Quote:
Originally Posted by Anvart View Post
....But the most unpleasant thing is that Tycho, not understanding, not knowing my work, is misleading the readers of his stupid writings. ....
i don't believe that Tycho is stupid. On the contrary , he is one of the best around and have offered many very (and i mean VERY) usefull additions.

But the theme is that you can't talk with these rude expressions for other members in public.
Would you like it if other members start talking to you in the same style ?
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Old 04-04-2019, 09:30 AM   #1545
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Anvart
By the way, it's the umpteenth time you come back to this topic,
For example here http://www.subsim.com/radioroom/show...postcount=1233

We understand your point of view, you don't need to remember it us in Aeternum, I don't think anyone has called you into question / offended as you do.
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Last edited by hauangua; 04-04-2019 at 09:45 AM.
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