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Old 03-23-17, 03:44 PM   #1321
Benzin1973
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I can confim that my damage_0.cfg - 3 files, are exactly like the ones kendras posted. And just like in his case, uncommenting those [ICON] lines so they are like the vanilla files resolves the problem of not being able to repair some compartments on the sub.

In fact i compared those files with the vanilla ones using winmerge, and those commented out lines are the only diference.

Last edited by Benzin1973; 03-23-17 at 03:52 PM.
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Old 03-23-17, 03:47 PM   #1322
Benzin1973
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Quote:
Originally Posted by Kendras View Post
Why not ?

Just send me a screenshot at scale 1:1 with the Options screen displayed.
Thanks, what screen do you mean, the realism options screen?
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Old 03-23-17, 04:00 PM   #1323
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Quote:
Originally Posted by Benzin1973 View Post
Thanks, what screen do you mean, the realism options screen?
No no. Only click on "Options" in the main menu screen. You should see graphic and sound options for example.
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Old 03-23-17, 05:01 PM   #1324
Kendras
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Another question : the small icons that enables to quickly assign crew to specific tasks (damage control, submerged attack, submerged cruise ...) are not working. Is it intentional ?
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Old 03-23-17, 05:30 PM   #1325
Tycho
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Quote:
Originally Posted by Kendras View Post
Another question : the small icons that enables to quickly assign crew to specific tasks (damage control, submerged attack, submerged cruise ...) are not working. Is it intentional ?
Yes.
And this too:
Quote:
damage_0.cfg :
;[ICON1] ; RadioSonar
;[ICON2] ; CommandRoom
;[ICON3] ; Diesel Engine
;[ICON4] ; Electric Engine
;[ICON5] ; Bow Torpedo
This is NYGM No Damage Control Mod:
Quote:
Originally Posted by Der Teddy Bar View Post
The idea for the NYGM No Damage Control Mod was gouldjg’s. It was his request for this that prompted me to search out a way to stop the use of the Damage Control team for certain compartments. Now, the Damage Control Team can only be used for the crew quarters, the conning tower & AA/Deck guns. All damage for a compartment must be done by the men within that compartment. We have also moved the repair (only) of the batteries from the crew quarters to the bow torpedo room. The only times that you will have a use for the Damage Control Team is for flooding of the crew quarters or for external repairs.
So, do not hurry to declare a problem or bug, it is a feature. First get to know more about the NYGM.
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Old 03-24-17, 06:57 AM   #1326
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Hi Tycho,
Nice to hear from you again.

And thanks very much for your clarification of the NYGM damage model. I play only NYGM and I had forgotten the differences between the NYGM damage model and stock SH3 and other super-mods like GWX (which uses the stock damage model - I've just checked.)

Reported Difficulties with NYGM Damage Model.
This still leaves the issue of how Kendras and Benzin1973 have files without the necessary commenting out of the icons, eg ;[ICON1].

If you download NYGM 2.5 Tonnage War from the SH3-SubSim site again, you can confirm for yourselves that the damage1-3.cfg files have various icons commented out. So all you have to do is use JSGME to remove all existing mods from your SH3 set-up, then reinstall the NYGM 2.5 Tonnage War mod again to overwrite completely your incorrect damage1-3.cfg files (and any other incorrect files). Then load the other parts of NYGM into place.

And can I be the first to remark?, before anyone else does, that the FuMB37XXIIIINYGM mod, intended for overlay of NYGM in 1944-5, contains a menu\cfg\damage3.cfg file that does NOT have the icons commented out. This is for compatibility with Tomi's XXIII U-boat, an excellent model. This does not affect any of the other U-boats (unless you are still using a Type II, which is supposed to be obsolete by 1944 anyway!).

Restore magnetic/impact pistol switch in NYGM. This was removed by Der Teddy Bar (fixed magnetic switch) in order to simulate the unreliability of torpedoes early in the war. Therefore I do not recommend that you change this mod.
However... if you are also using H.sie's hard-code patch, which also makes the torpedoes less reliable, then probably it is better to allow the magnetic/impact pistol switch again.
Locate file Data\Menu\Cfg\Dials.cfg (make a back-up somewhere).
Open Dials.cfg in Notepad and search for 'DIAL_TORP_PISTOL' - there should be four entries, numbered differently depending on whether you are using the original NYGM optics, or the same file in Hitman's Optics mod, which is supplied as part of the NYGM_2017A package in folder 'Documentation'. (Hitman's Optics is much superior to the stock system.)

For these four search hits, change the associated value of DialVal=45,45 to DialVal=-45,45. That is all that is required.
[Edit - I forgot to mention that Hitman's Optics mod included with NYGM_2017A already includes the change of the four DialVals to -45,45.]
[Edit 2 - Belatedly noticed that the NYGM_2017A.7z download file contains both NYGM_2017 AND NYGM_2017A. Of course, you need to install only NYGM_2017A. I've put another copy of NYGM_2017A.7z onto the SubSim-NYGM web-site, identical to the previous except that it lacks the unwanted NYGM_2017 folder. Sorry about that.]

Stiebler.

Last edited by Stiebler; 03-24-17 at 07:21 AM.
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Old 03-24-17, 09:46 AM   #1327
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Thanks for the answer, but maybe I don't express myself well in English, since it is not my native language. What I would like to ask is how to insert the torpedo pistol dial graphic into the pericope and uzo screens of Hitman Optics.
I mean the TDC part of these screens.
I think it would be better not having to go to another screen just to change the switch. As Hitman stated in the readme, he repositioned the "Lock" button in the place where the torpedo pistol dial was.
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Old 03-24-17, 03:16 PM   #1328
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@Warsteiner:

I regret that I cannot help with your request.
You will have to ask Hitman - if he can still remember after making the mod many years ago.

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Old 03-24-17, 06:15 PM   #1329
Benzin1973
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Hello Stiebler,
I think there has been a misunderstanding regarding this whole repairs & [ICON] stuff
Our files (mine at least, but think i can speak for Kendras as well) as downloaded with the NYGM mod are in fact correct. With the proper [ICON] sections commented out.

Kendras and myself tought that not being able to assign the repair team to certain compartments was a bug of some sort, and that uncommenting those sections ([ICON]) in the files fixed this "bug".
But as Tycho pointed out, there is no bug. It was i (we) who dint understand how the NYGM repair mod worked.
Youre right Tycho, i should have read the NYGM manual more carefully.

So dont worry, there is no bug. Just a couple of users who dint understand how this feature works.

On a side note, the more i (carefully) read the manual, the more i fall in love with NYGM. Its hard, but realisticly hard. Ibe played with GWX most of my 500hrs of SH3, and was allways bothered by certain things wich i considered unrealistic. Like an escort sometimes detecting me "somehow" at 15km, at night, while im submerged and standin still (saw my persicope @ 15km at night i guess?), so much that i made a mod to tweak these things i dint like.
In NYGM on the other hand, every aspect of the game that seems "severe" or "unfair", has a perfectly realistic explaination behind it.
So again, Thank you for this great mod.
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Old 03-24-17, 06:19 PM   #1330
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Quote:
Originally Posted by Kendras View Post
No no. Only click on "Options" in the main menu screen. You should see graphic and sound options for example.
Ok mate, thanks. Ill take the screenshot, just gotta configure the directx.ini file used in the widsescreen magui to save the screenshots.
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Old 03-24-17, 09:59 PM   #1331
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Default Need some help in evasion techniques

Ibe read this on the NYGM manual:

Quote:
We would like to point out that using speed when appropriate is now as important as
staying silent and slow. We are not referring to using speed to avoid depth charges, but
using speed to move away from the escorts search area.
Sounds reasonable, but say i have a destroyer looking for me at 700 meters. Im going 2knots on silent running to avoid his hydrophone. If i suddenly order 4 or 5 knots to get away from him faster, ¿wont the escort pick me up immediately on his hydrohone?
I guess i would do it when im on his rear and he cant hear me, but how would i know when he has his back turned to me?

Can someone provide an example of how i would use this technique of speeding up to get away?
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Old 03-25-17, 03:36 AM   #1332
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@Benzin1973:
Quote:
Kendras and myself tought that not being able to assign the repair team to certain compartments was a bug of some sort, and that uncommenting those sections ([ICON]) in the files fixed this "bug".
Now I understand.
Life becomes confusing when one who never uses anything but NYGM, such as myself, encounters one who has never played it before, such as you and Kendras, doesn't it?

Anyway, I'm glad that that is all resolved, and thanks for the clarification.

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Old 03-25-17, 10:44 AM   #1333
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Default Ghost Ships?

Hey, I recently downloaded and installed the NYGM mod package through step 8 and have been having a blast. However upon stalking an M13B class merchant ship (I saved upon initial approach) off the southern English Coast I tried to put a torpedo into it. I have the event box open since as this is my first career playthru on the mod and I've been off SH3 for a while didn't wana dive into full realism yet till I see how much harder the mod is. The torpedo looked like it went straight through the damn ship oddly enough. Baffled, I closed in and decided this was a job for the deck gun. at 1500 meters I was starting to be sure my shots were going through it. at 100 meters I was unamusingly able to see the splashes as they literally were hitting the water after passing through it. So then I sailed my ship right through the damn thing. Mind you my stealth meter was red soon as I opened fire with the deck gun and it even gave me the "Enemy ship engaging us!" message.

Is this a known issue or is there a fix?
=/ I'd hate to have such an amazing seeming mod packages immersion shattered by such a thing. Rest of the mod worked great this is my 2nd patrol first patrol I scored 12 kills all of different types of ships and hadn't ran into this problem yet.

Thanks!
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Old 03-25-17, 11:21 AM   #1334
hauangua
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Quote:
Originally Posted by silent771 View Post
Hey, I recently downloaded and installed the NYGM mod package through step 8 and have been having a blast. However upon stalking an M13B class merchant ship (I saved upon initial approach) off the southern English Coast I tried to put a torpedo into it. I have the event box open since as this is my first career playthru on the mod and I've been off SH3 for a while didn't wana dive into full realism yet till I see how much harder the mod is. The torpedo looked like it went straight through the damn ship oddly enough. Baffled, I closed in and decided this was a job for the deck gun. at 1500 meters I was starting to be sure my shots were going through it. at 100 meters I was unamusingly able to see the splashes as they literally were hitting the water after passing through it. So then I sailed my ship right through the damn thing. Mind you my stealth meter was red soon as I opened fire with the deck gun and it even gave me the "Enemy ship engaging us!" message.

Is this a known issue or is there a fix?
=/ I'd hate to have such an amazing seeming mod packages immersion shattered by such a thing. Rest of the mod worked great this is my 2nd patrol first patrol I scored 12 kills all of different types of ships and hadn't ran into this problem yet.

Thanks!
-silent
Hi silent771
post your jsgme mod list...I think you have a problem here...you have add any mod?
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Last edited by hauangua; 03-25-17 at 11:34 AM.
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Old 03-25-17, 11:55 AM   #1335
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Quote:
Originally Posted by hauangua View Post
Hi silent771
post your jsgme mod list...I think you have a problem here...
sorry I have no idea exactly which files/pictures you want me to post. screenshots of my game directories and folders or a certain file/textfile?
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