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Old 12-19-06, 07:33 AM   #91
Krupp
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Hi!

I have a question about the Flak effeciency in the NYGM 2.3.

My boat was surprised by the Coastal Command Sunderland in Bay of Biscay (17th patrol and still alive), the aircraft was visible with the naked eye so, I had to try to fight the first pass. I have 2 double 20mm's and the FLak vierling installed... All weapons fired this Sunderland flying over us maybe 200m altitude and nothing happened (the tracers showed many many hits). It just attacked, went by and returned later while I was luckily submerged.

Since it seems, that (even) eight 20mm weapons are ineffective against this large and comparatively slow and low flying AC, there is very little point to "obey" Dönitz's command to "fight against AC's" The message I recently received.

Don't get me wrong, I love NYGM and I always avoid any contacts with airplanes if possible, It's too risky and stupid to fight with them, but the "man" said I have to to do so, so...

Dear NYGM users, is it just waste of time to shoot them, it looks and sounds good but it dosen't do any good. I haven't tried the (NYGM)Flak academy (done that qwazillion times with vanilla game when it came out..) so I have no idea about the weapon effeciency.
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Last edited by Krupp; 12-19-06 at 10:14 AM.
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Old 12-19-06, 12:08 PM   #92
Sailor Steve
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I'm glad to hear you're having these problems; not because you're in trouble, but because of the realism factor. I recently posted this clipping from real life. What I didn't include was the reference in the book that also mentioned Admiral Doenitz's order to fight back.

Anyway, enjoy the reality:
http://www.subsim.com/radioroom/show...oat+sunderland
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Old 12-19-06, 01:55 PM   #93
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Also to qualify - if you fight hard, you'll get your Sunderland. I've brought down as many as 4 on one patrol, which is certainly more than any U-boat ever managed to.

No, I think these things are precisely as tough in NYGM as they should be
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Old 12-19-06, 02:10 PM   #94
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Quote:
Originally Posted by CCIP
Also to qualify - if you fight hard, you'll get your Sunderland. I've brought down as many as 4 on one patrol, which is certainly more than any U-boat ever managed to.

No, I think these things are precisely as tough in NYGM as they should be
Heh, I absolutely have no need to get that or any other aircraft kill. Happy to hear that it is possible to destroy attacking enemy AC. NYGM rocks


@Sailor Steve: good story
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Old 12-23-06, 05:26 PM   #95
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lol krupp your a dam nun--avator:rotfl:
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Old 01-02-07, 05:24 AM   #96
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Default Optional New Officer Icons.

Optional new officer icons can now be installed for NYGM (all versions).

Please see this thread:

http://www.subsim.com/radioroom/showthread.php?t=103019

Stiebler.
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Old 01-08-07, 01:50 PM   #97
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Just a question......would it be possible to have snorkel-mast-mounted RWR antennas in NYGM as in the GW mod? :hmm:
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Old 01-26-07, 09:04 AM   #98
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I am playing NYGM ver 2.3 now and I notice while I was chasing a sound contact in heavy fog (visibility about 500 to 600 meters) I started to see the "neutral lights" come out of the fog and I thought "cool"...first time I have seen a neutral. But as I got closer I realize the target was still very far away (too far to see anything) yet the lights show through the fog for about 3000 meters or more! This allows me to see neutrals for a distance way longer then I should in fog. To repeat....I see the neutral marking lights (lights and windows) at 3000-5000 meters and the fog visibility is 500-600 meters.

I am using a 6600 GT card.

Any suggestions on my card settings?
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Old 01-27-07, 04:54 AM   #99
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Default NYGM 2_4 released!

NYGM Version 2.4.

This is a substantial new release for NYGM, that also showcases Anvart’s huge talents.

I think that this will be the last release of NYGM:
Der Teddy Bär has been buried under real-world problems, and has had to move house twice within a period of six months or so with all the upheaval thus caused. DTB says that he will return to modding when possible but will play less of an active role in SubSim.
Observer has been moved all around the globe in the last five months by his company, and is off again shortly.
I (Stiebler) cannot think of any new mods even in imagination to improve NYGM. The important issue of simulation of air attacks from American escort carriers in SH3 remains dismal, but there seems to be no solution. I cannot recall *ever* being attacked by an Avenger from a carrier (except in trials at very short range from the carrier). Also I have no interest in SH4.

Mod Philosophy:
The policy of NYGM has always been to create the best realism for the player. We define ‘realism’ as ‘reproducing the results that a real U-boat commander might have expected’ (in terms of tonnage sunk, rewards and promotions, probability of being attacked by warships or aircraft, likelihood of being killed). Moreover, we have always aimed at ‘compensatory realism’, where our target is the most realistic overall experience, and not over-attention to getting one detail right at the expense of another.
This makes NYGM a serious tool for researching U-boat operations in World War II. Don’t just read about the conclusions drawn by both sides during the war: experience the same reality and draw the same conclusions for yourself!
Therefore, generally we have not sought to improve the graphical experience although, where better graphics mods can be added with negligible effect on frame rate and RAM requirement, we have been willing to add them.

NYGM’s achievement has not been as well appreciated as it might have been. NYGM has always led the way in imagination, implementation and historical accuracy. One kind user suggested that SH3+NYGM was the equal of the late lamented ‘Aces of the Deep’; praise indeed (probably not true though).

So, to get to the important bit:

Download link:
http://hosted.filefront.com/TeddyBar/

Direct link:
http://files.filefront.com/NYGM2_47z.../fileinfo.html

NYGM 2.4

Updates for NYGM version 2.2 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. Version 2.4 supercedes and incorporates patch 2_3 for NYGM.
3. You do not need patch NYGM2_3 before installing this version 2.4.
4. If you have already installed NYGM patch 2_3, it is not necessary to uninstall it (it will be overwritten).

A principal feature of this mod is to provide stronger Allied air power.

1. New campaign files [mostly found already in patch 2.3].
* Gibraltar escorts improved to the standard of those operating around Britain. We have retained some of the fixed single patrols, but movements by patrol groups are now irregular and erratic in appearance and direction. Trying to get through the Gibraltar Strait into the Mediterranean is now very nasty - allow at least two hours of real time for playing and try to penetrate the Strait in poor weather and visibility, and at night, for safest results.
* British-escorts-style warships patrolling the oil terminals of Caracao and Port of Spain.
* Arctic convoys improved.
* No convoy anywhere has fewer than three escorts even early in war.
* Two new trans-Atlantic convoys simulated with permission from the German LSHIII mod.
* More traffic at Panama canal. Atlantic entrance of Panama canal is now marked with a port (‘Colon-Panama’).
* More unescorted ships, especially tankers, off the east coast of the USA from January to April 1942.
* Revised air bases, in part by correcting some positional errors from airbases in NYGM 2_2. A new special air base patrols the eastern part of the Bay of Biscay from 1 June 1944 to 31 December 1944, while another special air base patrols the Skagerrak and western Baltic from 1 January to 10 May 1945.
* Radar-less Liberator ‘NR’ deployed so that you cannot always rely on your radar detectors during daylight when at sea.

2. More use of Anvart’s fabulous lighted ships.
Two of his new creations, arriving too late for NYGM 2_2, are now incorporated.

3. Anvart’s brilliant Sensor Rotation mod.
The U-boats now have rotating antennae and radio aerials.
Note: owing to a coding bug by the Devs, the rotating later radar aerials (FuMO30 upwards) will not function properly with the smaller ‘Turm-I’ conning tower encountered for example with the standard Type VIIB boat (the rotating aerial types should not have been allowed with this Turm). Nor will a rotating aerial function properly with a Type VIIB ‘Turm-II’ conning tower. The aerial will appear to rotate backwards and forwards through the front of the conning tower.

4. Anvart’s fantastic Schnorchel-Radar-receiver combination.
Inspired by the original mod of Ref and vonHelsching, your U-boat will now have a radar receiver mounted on the schnorchel after 1 October 1944.

The mod works like this:
When you arrive at home base at some date after 1 October 1944, you will see the radar receiver ‘FuMB-37 (Do not Select!)’ as the last of the options for the radar receivers in the equipment menu. You must not actually choose this radar receiver, or you will break all the radar receivers on your boat. Instead, you must exit from SH3 to Windows, then use JScones’ ever popular JSGME to overlay the optional mod ‘FuMB37’. (FuMB37 is available as a folder in the documentation). This provides new files for sensors used only at this late stage of the war. Then return to SH3. Even now, you must not select FuMB-37, it is already installed.
We’ve done a lot of testing on this combination. The combined schnorchel-radar-receiver is very effective for picking up aircraft approaching, but almost useless (due to low height, surrounded by waves) for detecting approaching warships. Rely on your hydrophones to detect warships when you are submerged. Emergency procedure when you are detected by aircraft radar: lower the schnorchel, dive deep. Detection range of this radar-receiver/antenna combination is only 6 km. We would strongly recommend that you should have your schnorchel covered with Tarnmatte (available from the equipment menu), the synthetic rubber cover that reduces radio reflections.
Another amazing piece of modding by the talented Anvart.

5. U-Snafu’s Flak Defence for U-boat Pens.
These are placed on most of the U-boat pens. After proposals kindly made by Rubini, this mod has been altered so that it no longer causes the U-boat crew to give the irritating ‘aircraft sighted’ warnings.

6. Ail Sky Mod, by Ailantd and FLB Sale U-999.
New clouds, rather nice!

7. Flotillas.cfg.
Minor changes to make patrol grids more appropriate.

8. Basic.cfg.
Errors corrected that prevented Types II and Types IX boat from getting ‘Bold’ decoy.

9. Stavanger.
Stavanger base in Norway is now implemented as a base from which you can sail. (Stavanger became a very important U-boat base from about October 1944).

10. Sergbuto’s new released ships.
They will not (yet) be found in convoys, only as isolated ships.
These new ships as yet lack the NYGM slow-sinking-by-flooding model. However, they still have Sergbuto’s original flooding model.

11. Minor issues.
[Nothing important, see the ‘readme’.]

12. New Officer Icons.
Installed by default, to give highly-coloured officer icons that actually tell you their function, instead of forcing you to make wild guesses. However, for those who prefer decoration to function, the original officer icons by Captain America are supplied as an add-on extra in documentation (folder ‘CaptainAmericaOfficer Icons’), that can also be overlaid with JSGME.

13. SH3Patrol v1.6.
This should be placed in the folder ‘My Documents\SH3\data\cfg\’.
It is intended mostly for use after visiting a U-tanker, when the program will set a random time of 1-5 days at the tanker, and will subsequently allow you to set a patrol grid in place of the usual ‘NULL’. Refer to the main NYGM manual for instructions for use.

This will be my last post. I have spent too long testing mods.
Farewell all,

Stiebler.
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Old 01-27-07, 08:14 AM   #100
Corsair
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Many thks to all members of the team for spending so much time to bring us this great mod.
Wish you all the best for the times to come.
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Old 01-27-07, 10:55 AM   #101
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@ Der Teddy Barr, Observer, and Steibler,

Much has happened over the last year and a half, that I don't think any of us is exactly proud to consider...

...and I don't know if my words can be appreciated by you, but I am going to say them anyway.

The hard work done by your team has played what I feel to be a vital and necessary part of what has pushed collective modding of SH3 to such quality levels.

Whatever our differences... the player has won the day. Your conviction and dedication to the cause helped see to that.

At the end of the day... we all wore the same uniform.

I salute you all and wish you only the best in your future ventures.

I hope the sea is still calling you to go on patrol...

and to SINK THEM ALL!!!

Sincerely,

Kpt. Lehmann
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Old 01-31-07, 12:42 AM   #102
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Sh3 and the community will be somewhat lesser with the loss of the NYGM team regardless of members mod preferences.
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Old 02-07-07, 03:52 AM   #103
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I was using Beery's RuB in the old days and now I'm using NYGM. I'm very happy with the work of everyone involved in these mods, see you all back in port!
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Old 02-07-07, 05:15 PM   #104
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Default Type IXD/2 problems with NYGMV2.4

Query for Steibler:

Have installed and used V2.4 for a while now, a fine update - bravo. Couple of problems:
1. The rotating round radio antenna no longer rotates for me on the Type IXD/2.
2. The rotating radar screen (FuMo30) on the Type IXD/2 cuts into the forward conning tower - Hanna mentions the Type VII (WaW site), but it exists here too.
3. I get no spikes with a contact on the vertical green "waterfall" FuMo30 radar screen in the radio room, and the distance to contact dial remains at 00000 although a contact is marked on the nav map and a text contact is presented.
4. I am getting a "Sonar broken..." message at the beginning of the patrol with the Type IXD/2- others seem to have the same problem.

However, the old "Fuel tanks ruptured, Sir!" message with the Type IXD/2 is now gone.

It seems all the sub problems are with the IXD/2 boat. I'm sure you've heard about all of these, but the conversation about them is spread across various threads and needed to be brought together in one place. I'm also not certain I should bother you with these, but it seemed a proper place to start. Please excuse if I'm wrong and direct me to the correct attentive ear.

I dislike personal messages for two reasons: we all get too many of them, forum threads let others with similar problems assist with the solution and reassure those who are too shy to ask for help.
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Old 02-08-07, 09:48 AM   #105
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Quote:
Originally Posted by Archive1
Query for Steibler:

3. I get no spikes with a contact on the vertical green "waterfall" FuMo30 radar screen in the radio room, and the distance to contact dial remains at 00000 although a contact is marked on the nav map and a text contact is presented.
4. I am getting a "Sonar broken..." message at the beginning of the patrol with the Type IXD/2- others seem to have the same problem.
Hi,

do you know if these things are also happening in the stock game or with NYGM 2.2/3?

I think the chances for a reply from the NYGM team are rather small since they have not posted a lot in the last time. Probably it would be better to start a separate thread that more people read. Perhaps someone else can provide some help.

Cheers, LGN1
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