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Old 07-10-08, 02:34 PM   #1
melnibonian
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That's great news. I am sure loads of people were waiting for this

I will download the latest version and give it a shot over the week end.
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Old 07-10-08, 03:56 PM   #2
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Well done NYGM Team! Looking forward to going back to SH3.

Thank you!
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Old 07-10-08, 04:02 PM   #3
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Finally...A reason to re-install SH3.
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Old 07-10-08, 04:22 PM   #4
Gorshkov
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Hi!

Do limitations on minimum torpedo launching depth and lack of contact fuse are still present in NYGM 3.0?
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Old 03-17-11, 12:36 PM   #5
ryanwigginton
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Can someone link me to an up-to-date manual for this mod without having to download the mod itself? I'm at work and my connection crawls here. I just want to see all the changes, features and additions compared with stock and/or GWX.
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Old 03-23-11, 03:24 PM   #6
Salvadoreno
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Default man i hope somebody sees this.

Well i hope my question doesnt go unanswered. I love NYGM mod a lot. And there has been a lot of mod improvements since this has come out. I was wondering if any of the mods im going to mention will conflict with NYGM.

FM_New Interiors
Depth Charge Shake
Pascals Damage Screen
Torpedo Damage Final
DFANT_subflag

etc... Mods like that who dont change the campaign.LND files (i think) but do add a lot more changes to the game.
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Old 03-23-11, 06:20 PM   #7
brett25
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Quote:
FM_New Interiors
I can confirm that FM interior is working with NYGM

Quote:
Torpedo Damage Final
as long as this is just graphics files (.tgas_ it should be ok)
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Old 05-13-11, 09:49 AM   #8
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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   #9
Hitman
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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   #10
Stiebler
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Many thanks, Hitman
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Old 05-18-11, 05:37 PM   #11
Anvart
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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   #12
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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 02-24-13, 06:47 AM   #13
LemonA
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Are there any pictures / videos for NYGM-mod?
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Old 02-24-13, 12:21 PM   #14
Rokko
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I'm trying to install this mod, but I am confused. There is Hitman GUI 1.1.
and Hitman Optics 3.6 (fixed).
Which one is recommended and is more recent? It appears they are mutually exclusive, but the Optics mod lacks a lot of stuff for calculating a firing solutions.
Also, is it possible to add the RAOBF Wheel and the U-Jagd-Chronometer to the mod? Cause I don't really know how to get solutions elsewise in SH3 (I'm only used to the NewUI and SH5 atm).
And, could it be that these mods are incompatible with JFO! 2.0?
Because, when I edit the menu_1024_768 according to the JFO instructions with either mod activated I get a CTD when starting the game.
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Old 02-24-13, 05:06 PM   #15
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@LemonA:
Quote:
Pictures/videos of NYGM?
None (so far as I know).

@Rokko:
Quote:
I'm trying to install this mod, but I am confused. There is Hitman GUI 1.1. and Hitman Optics 3.6 (fixed).
Hitman's Optics 3.6B version is easier to use, and can be used in conjunction with the weapons' officer, if desired, or manually. It is an updated version of the older 'Hitman 1.2 NYGM 3.2' mod. Since it is also much superior to the default SH3 UZO screen, it is the mod of choice for most players.
Hitman's Optics 3.6A is for those who want life harder and more manual.
The two 3.6 versions serve different purposes.
Hitman's GUI 1.1 is obsolete for NYGM.

Quote:
Is it possible to add the RAOBF Wheel and the U-Jagd-Chronometer to the mod? Cause I don't really know how to get solutions elsewise in SH3 (I'm only used to the NewUI and SH5 atm).
And, could it be that these mods are incompatible with JFO! 2.0?
Because, when I edit the menu_1024_768 according to the JFO instructions with either mod activated I get a CTD when starting the game.
No idea to both questions, I'm afraid. Neither is necessary with Hitman's two solutions.

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