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Old 03-07-10, 02:17 PM   #331
h.sie
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Ah, now I understand. Maybe Stiebler can answer your question.
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Old 03-08-10, 03:37 AM   #332
Stiebler
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Quote:
'Will the NYGM team work to improve SH5?'
At this time there is no NYGM team, just me carrying out maintenance on the SH3-NYGM mod.

For technical and contractual reasons caused by concerns about computer security, I am unable to connect my main computer to the Internet. Therefore, I cannot use the current version of SH5 with its requirement for a permanent Internet connection.

My web-connected computer, on which I am typing this reply, lacks the specification to run SH5. Therefore, it is unlikely that I shall be playing SH5 for some time - until Ubisoft removes the internet requirement or I buy a better-specified web computer. Neither of these events is likely to occur soon.

Stiebler.
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Old 03-08-10, 02:29 PM   #333
xristoskaiti
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I could not ever play PLEASANT something other than the sh3 with NYGM
I've played with all the mods in SH3 and SH4 .... there was always something that bothered me more or less ...
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Old 03-08-10, 05:44 PM   #334
keminsky
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Default NYGM 3

hello

i installer ur mod with all the packs since 2.5 full till 3.3 , i really luv the new interface,playability and more..
just noticed something that does not help nothing... why dont my silhouettes / ship-shape icons appear in my navigation map? (only the "times" to reach them appear),,

how can i get this icons back like in vannilla?

thanks
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Old 03-12-10, 08:08 AM   #335
Fender74
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hi keminsky i think you need to load the "restore gods eye view" folder in jsgme,it should be with your nygm folders.
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Old 03-13-10, 09:41 PM   #336
nycoroner05
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Quote:
Originally Posted by Stiebler View Post
NYGM version 3.0 Released!

Because many people who use NYGM have slower computers, or slow internet connections, NYGM 3.0 has been released as an *overlay* for the existing full version NYGM 2.5 'FULON' stand-alone version.

If you have already installed NYGM 2.6B onto NYGM 2.5, then you can un-install it with JSGME, but it doesn't matter if you forget (NYGM 3.0 contains the 2.6B additions).

Download NYGM3_0.7z from my signature, unzip it with 7-Zip or WinRAR, and copy it into your folder silenthunteriii\mods. Then install the mod with JSGME.

*In addition*, you can download those ships from Iambecomelife's New Merchant Fleet that we have re-zoned and/or given the special sinking NYGM slow-sinking model. The package is also available by clicking on my signature, and the file is named IABLShipsforNYGM3.7z. Install it in the same way as NYGM 3.0 (you *must* install it AFTER NYGM 3.0). This package contaisn a good selection of IABL's ships, and a new campaign file.

Don't forget to read the manual!

New users.
You should install NYGM 2.5 stand-alone version onto a clean install of Silent Hunter III patched with Ubisoft's 1.4b patch. You will also need to read the NYGM 2 and NYGM 2.4/2.5 manuals supplied with NYGM 2.5.

New Features (just a reminder of what I copied earlier):

1. The new Type XXIII boat.
2. The Real Weather Fix.
3. Racerboy's exhaust smoke for all U-boats. (Used with permission.)
4. Iambecomelife's new merchant fleet, incorporated into convoys.
5. Key changes made to stop the way in which a U-boat could pass into a convoy from the front, at periscope depth, without ever being detected by the front escort. You will have to be much more careful now.
6. Schnorchelling improved, so that the crew doesn't die of exhaustion in stormy weather. (This is much more complicated than it sounds.)
7. 'Bold' asdic decoy made much more realistic with new, unpublished, research.
8. More realistic battery ranges underwater.
9. SH3Patrol program updated with new patrol grids for the Type XXIII boat. (Also other changes.)
10. New updates for NYGM for those who use SH3Commander.
11. The east-coast minefield mod included, marks the giant British east-coast minefields on your map.

There are numerous small changes, fixes, adjustments to the campaign files and air power, and similar.

Stiebler.
I go to your d/l site but do not see the update.

Thank you
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Old 03-14-10, 04:40 AM   #337
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@nycoroner05:

You are a little behind the times.

NYGM 3.0 was replaced with NYGM 3.2 (currently 3.2b) some time ago.
Check out the list of files on my signature below, and install them in the order stated there. Note that several of the download files are optional for use.

Note also that the documentation folders of some of the downloads also contain optional additional mods (such as the Gods-Eye View mentioned above - thanks Fender74). Where you find the same additional mod in the documentation folder of several NYGM versions, use the most recent version provided.

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Old 03-14-10, 11:01 AM   #338
nycoroner05
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Quote:
Originally Posted by Stiebler View Post
@nycoroner05:

You are a little behind the times.

NYGM 3.0 was replaced with NYGM 3.2 (currently 3.2b) some time ago.
Check out the list of files on my signature below, and install them in the order stated there. Note that several of the download files are optional for use.

Note also that the documentation folders of some of the downloads also contain optional additional mods (such as the Gods-Eye View mentioned above - thanks Fender74). Where you find the same additional mod in the documentation folder of several NYGM versions, use the most recent version provided.

Stiebler.
Just got bavk into sub sims recently. Got a lot of catching up to do
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Old 03-14-10, 01:02 PM   #339
brett25
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hello stiebler, and thank you and the team for this great mod. I'm just setting it up now for the first time. I wanted to ask what tweaking, if any, have you done to the convoy routes? Did you attempt to make these more in line with historical accuracy? If we follow the historical convoy routes as they changed through the war years, will we find this reflected in NYGM (ie better chance at catching the convoys)? To what extent, if any, do the convoys resemble ones based on historical composition, size, etc? thanks !
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Old 03-15-10, 03:56 AM   #340
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Default Convoy Composition in NYGM

@Brett25:

The convoys as provided in the original SH3 game were loosely correct, with fast and slow convoys running between North America and the UK, later some between the UK and the Soviet Union, and other convoys between Gibraltar and the UK.

The convoys fire off at random time intervals, and do not mimick exact time of sailings of real convoys. This is very important - the player must not know when to intercept a convoy as soon as it sails.

The old Real U-boat (RUb) team, especially CCIP, spent hours and hours putting in convoy zig-zags manually, which are one of the few features from RUb that no one has ever changed since! Another RUb modder, whose name I forget, created 'Realistic convoys', in which the average composition of the SH3 convoys resembled the average composition of the real-life originals, depending on route.

The NYGM team then took over and considerably expanded the RUb mod. We used self-devised computer programs to modify the campaign files automatically, resulting in the following improvements:
1. Each convoy waypoint in mid-ocean, which had been a narrow point, was expanded to up to 50 sea miles, so that a U-boat could no longer know exactly where to expect the convoy. I spent ages checking these waypoints, especially near narrow straits, such as ports and Gibraltar.
2. Each convoy was automatically given a variable speed between waypoints, based on its original average speed which had never varied. This mimicked the effects of winds and tides on convoy speed, so as again to introduce uncertainty. The player could no longer expect a convoy, reported at one place two days ago, to arrive at another place today.
3. Again computer programs were used to substitute existing ships in the convoys with new ships - most importantly, of the same type to maintain the original 'Realistic convoys'. These new ships had been created by other modders, especially Sergbuto and IABL. NYGM now contains quite a fleet of IABL's merchant ships, which are all stable.
4. Neutral ships are generally no longer found in convoys. The only significant exception is for the PQ/QP Arctic convoys, which inconveniently straddle the entry of the USA into the war in December 1941. For a few months in 1941, neutral US ships can be found in PQ/QP convoys.
5. Many new convoys have been added, by some of the old RUb team, others by the NYGM team, two have been taken with permission from the German LSH3 team (see their sticky in this forum). The new NYGM convoys are mostly centred on the Caribbean and eastern USA, British inshore waters, and South African waters.
6. The composition of the convoy escorts and their effectiveness has been modified extensively. Convoy escorts begin mostly inefficient - but with a handful of exceptions to make the U-boat commander pay attention! - but then become increasingly aggressive, as well as being fitted with better anti-U-boat equipment. After May 1943, convoys are massively defended; you may see up around 16-20 escorts defending a convoy. Escort carriers are attached to many late Atlantic convoys.
7. Individual AI U-boats (created by Sergbuto) have been attached to some of the convoys, and appear semi-randomly. They stretch the convoy defence, sink ships, and make convoy attacks for the player more interesting.
8. All ships, including those in convoys, have been given improved zoning for their sinking properties. So you may have to wait some hours to see a torpedoed ship sink. Or it may not sink at all.
9. Detached escorts, not escorting convoys directly, patrol in random, looping patterns, so that their course is never predictable. These are encountered mostly around the shores of the UK and also in the Straits of Gibraltar.

That's pretty good, isn't it? I enjoyed writing that. I hope you enjoy the fruits of our labours.

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Old 03-15-10, 12:17 PM   #341
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Hi Stiebler and h.sie,

just a belated comment about the "Cfg-Date Bug": I made a small test with a set of campaign files containing only a Black Swan (cfg-date: 1938(9)). If I start a campaign in 1944/45 it has radar, hedgehogs,... I did not try to start a campaign in 1939 and continue until 1944 to see whether the result is the same, but I guess I would get the same results. So, until there is more evidence from rowi58, I doubt there is a problem. It would be great if rowi58 could say some words why he thinks there is a bug.

Cheers, LGN1

Quote:
Originally Posted by Stiebler View Post
The central issue is whether Rowie was right to say that ships with cfg files for 1939 do not get equipment dates.

I do not know what his evidence is for this. It is quite certain in game play that the escorts become much better at detecting U-boats later in the war, whether by Asdic or by radar.

I think it would be a good idea to find a way of randomising the addition of new equipment, instead of having it available at the same date each time you play, but I do not see any purpose in randomising the cfg files of the warships.

But maybe Rowi knows better than me. Has H.sie seen any improvement in game play with GWX after using his original program to make changes?

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Old 03-15-10, 12:44 PM   #342
h.sie
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Hey LGN1, thanks for that news.

Really funny. One year ago, when I read about that Cfg-Date Bug, I made a test single mission with a certain destroyer. I removed all sensors except for the visual sensor which I set to be available since let's say 01011942.

Test A) Cfg-Date = 01011939.

Result: Destroyer was blind regardless of the current playing date.
I could surface next to him without being seen and attacked.

Test B) Cfg-Date = 01011943.

Result: He suddenly could see me and attacked me of course.

This seems to confirm what rowi says.

But:

Maybe this only happens in SingleMissions.
Maybe in Campaign there is different behaviour.
Maybe I made a mistake.

h.sie
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Old 03-15-10, 12:54 PM   #343
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Hi h.sie,

try it in the campaign. I guess it's different for single missions.

It would be really stupid for scripting in the campaign because if you had the same unit/route over the whole war you had to script it via several entries to get it correct I guess people had realized pretty early that there are hardly any hedgehogs in the campaigns in late war.

Best, LGN1
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Old 03-15-10, 01:24 PM   #344
brett25
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Stiebler, thanks very much for that informative reply. That was just what I wanted to know. I can tell by your reply that you are really dedicated to these types of details that make the game historically accurate and realistic. I now know I made a good choice in using this mod! Im up and running in my first career patrol. I think im going to like this! thanks again, mate
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Old 03-15-10, 05:30 PM   #345
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@Brett25:
Thanks for the compliment.

@Hsie, LGN1:
Surely both your tests describe the same result?
As a warship proceeds through the war, it gets fitted with new sensors (including Hsie's test visual sensor from 1/1/1942) as they become available.

This is what I thought too, but it is not, apparently, what Rowie thought.
Or have I misunderstood something?

I agree with LGN1, that it would be very tedious to have to keep scripting new warships in the campaign files every time a new piece of equipment became available for the original warships.

Stiebler.
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