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Old 11-08-18, 11:13 PM   #1
Kelly621
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Quote:
Can you play with contacts in the map?

Yes you can. Look inside the mod folder NYGM Tonnage War V2.5 ==Stand Alone ==
You will see a documentation folder and inside is the optional mod Restore God's Eye View. enable this mod through JSGME and it will restore contacts to the Nav map.


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Old 11-29-18, 08:53 PM   #2
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Quote:
Originally Posted by Kelly621 View Post
Yes you can. Look inside the mod folder NYGM Tonnage War V2.5 ==Stand Alone ==
You will see a documentation folder and inside is the optional mod Restore God's Eye View. enable this mod through JSGME and it will restore contacts to the Nav map.


Kelly621
Thanks for this, just got this game in a UBISOFT sale and loaded the mod as a recommendation from a STEAM user.

There is the tutorial NAVAL ARTILLERY and there are a number of ships to sink with the deck gun. The targets are actively moving and they will leave the immediate area making them hard if not impossible to find if one (especially rookie players) are finding it takes a lot of shots to sink a freighter. I spent quite a bit of time sailing around after sinking two ships not finding the others, but learned about search patterns and compressed time in the meanwhile.

The contacts on the map should help and track down the other ships, again thanks for this

-------------------------
EDIT WOW, it takes like 30 shots to sink a tramp steamer in the tutorial, I do not think the gunnery is completable with this mod running. I'm out of ammo and 2 ships left.

---------------------------------

Edit 2

Tramp steamer sinking for the artillery tutitorial goes faster in VANILLA, however I think am going to open fire only at SHORT RANGE in the mod to see if that sinks them quicker without running out of ammo. The tutorial is elementary but needed if one is not familiar with the game, sice thos dials and what they do can be confusing at first.

Last edited by SteamSub; 12-01-18 at 11:12 AM.
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Old 01-05-19, 01:07 AM   #3
Leoz
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Quote:
Originally Posted by SteamSub View Post
Thanks for this, just got this game in a UBISOFT sale and loaded the mod as a recommendation from a STEAM user.

There is the tutorial NAVAL ARTILLERY and there are a number of ships to sink with the deck gun. The targets are actively moving and they will leave the immediate area making them hard if not impossible to find if one (especially rookie players) are finding it takes a lot of shots to sink a freighter. I spent quite a bit of time sailing around after sinking two ships not finding the others, but learned about search patterns and compressed time in the meanwhile.

The contacts on the map should help and track down the other ships, again thanks for this

-------------------------
EDIT WOW, it takes like 30 shots to sink a tramp steamer in the tutorial, I do not think the gunnery is completable with this mod running. I'm out of ammo and 2 ships left.

---------------------------------

Edit 2

Tramp steamer sinking for the artillery tutitorial goes faster in VANILLA, however I think am going to open fire only at SHORT RANGE in the mod to see if that sinks them quicker without running out of ammo. The tutorial is elementary but needed if one is not familiar with the game, sice thos dials and what they do can be confusing at first.
Good point. The gunnery school is harder. I do like NYGM for gunnery as it can take a lot of shots. Not unlike one of the stories you would read at www.uboat.net
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Old 01-05-19, 02:16 PM   #4
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@SteamSub:

"From VANILLA to NYGM Do not really like the officer roster in the lower left, looks too much like a placeholder graphic, made a change, found the original officerA.tga and pasted the labels under each so by color and label can tell who they are at a glance (which is why I think they were replaced by the mod to begin with)".

Your supposition is correct.

It annoys me endlessly that humanity spent about 6,000 years learning to read and write just so that modern manufacturers (cars, electronic devices, Ubisoft) can give us cave-paintings to 'read' for instructions.

So I replaced the officer roster with simple colour-coded icons bearing text that can be read easily with a glance.
Your solution, to replace the cave-paintings with paintings explained by text is a good idea as a half-way solution.

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Old 02-11-19, 03:47 PM   #5
John Pancoast
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Quote:
Originally Posted by Stiebler View Post
@SteamSub:

"From VANILLA to NYGM Do not really like the officer roster in the lower left, looks too much like a placeholder graphic, made a change, found the original officerA.tga and pasted the labels under each so by color and label can tell who they are at a glance (which is why I think they were replaced by the mod to begin with)".

Your supposition is correct.

It annoys me endlessly that humanity spent about 6,000 years learning to read and write just so that modern manufacturers (cars, electronic devices, Ubisoft) can give us cave-paintings to 'read' for instructions.

So I replaced the officer roster with simple colour-coded icons bearing text that can be read easily with a glance.
Your solution, to replace the cave-paintings with paintings explained by text is a good idea as a half-way solution.

Stiebler.

Hello Stiebler. I noticed in this post, http://www.subsim.com/radioroom/show...postcount=1253
you listed your mods installed. Is this the exact order you're using too ? Reason for asking is because a few posts above it, you list a different order as a base to start from.
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Old 02-15-19, 06:14 AM   #6
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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,
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Old 02-15-19, 09:24 AM   #7
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; 02-15-19 at 09:43 AM.
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