Log in

View Full Version : NYGM 2.3 Patch/Update


Stiebler
12-02-06, 01:33 PM
NYGM2_3Updates.

Since Observer and Teddy Baer remain in absentia, it falls to me to provide this update for NYGM 2.2. Size is 8.61 MBytes.
Link: http://files.filefront.com//;6286407;;/

The update is provided in the form of an overlay that can be used by JSGME. The update is overlaid onto NYGM 2.2. Remove any other mods first. Install when your U-boat is in base. If in use, roll back SH3Commander before installation.

Note that the title screen will still show version "2.2", but the scrolling message on the main menu screen will now show "NYGM 2.3"

This patch has been released by me now partly due to the need to correct some omissions from 2.2, that were intended to be present but got overlooked. The other objective is to improve the feeble air power of the original SH3 aircraft still further. However, some other new items have also been included.

There is a short 'readme' as part of the update. It contains the following list of features:

1. New campaign files.
* 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.
* British-escorts-style warships patrolling the oil terminals of Caracao and Port of Spain.
* Revised air bases, in part by correcting some positional errors from airbases in NYGM 2_2. Another special air base patrols the eastern part of the Bay of Biscay from 1 June 1944 to 31 December 1944.
* 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. U-Snafu’s Flak Defence for U-boat Pens.
These are placed on most of the U-boat pens. Because of the way they are constructed, they will give ‘Aircraft seen’ messages in port.

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

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

6. 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.
[Credits in documentation.]

7. SH3Patrol v1.6.
This should be placed in the folder ‘My Documents\SH3\data\cfg\’.
Refer to the main NYGM manual for instructions for use.

Released by Stiebler 2 December 2006.

NYGM Tonnage War Mod - more than a mod; it's an experience! (http://www.wolvesatwar.org/nygm/)

THE_MASK
12-02-06, 04:50 PM
Bloody ripper mate .

Oldgold
12-02-06, 07:31 PM
Sounds great. but can someone mirror this download? Filefront downloads very slow.

poor sailor
12-03-06, 04:07 AM
Yes, I also have problem with download from FileFront. Another mirror please!

jazzcat
12-03-06, 09:10 AM
No problems here, it took 45 seconds. Thx for the update, great mod.

Lanzfeld
12-20-06, 01:14 AM
Stiebler,

1. Are you going to release another update to fix the damage model on Sergbutos new ships?

2. If I install NYGM 2.2 then NYGM 2.3 on top I do NOT need to add the anti-hummingbird mod because it is already in NYGM 2.2?

3. I am confused about the u-boat damage mod in NYGM. Can you explain it in more detail to me? Is it a mod from NVDRIFTER?

Many thanks.

nvdrifter
12-20-06, 01:19 AM
NYGM2_3Updates.

Since Observer and Teddy Baer remain in absentia, it falls to me to provide this update for NYGM 2.2. Size is 8.61 MBytes.
Link: http://files.filefront.com//;6286407;;/

The update is provided in the form of an overlay that can be used by JSGME. The update is overlaid onto NYGM 2.2. Remove any other mods first. Install when your U-boat is in base. If in use, roll back SH3Commander before installation.

Note that the title screen will still show version "2.2", but the scrolling message on the main menu screen will now show "NYGM 2.3"

This patch has been released by me now partly due to the need to correct some omissions from 2.2, that were intended to be present but got overlooked. The other objective is to improve the feeble air power of the original SH3 aircraft still further. However, some other new items have also been included.

There is a short 'readme' as part of the update. It contains the following list of features:

1. New campaign files.
* 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.
* British-escorts-style warships patrolling the oil terminals of Caracao and Port of Spain.
* Revised air bases, in part by correcting some positional errors from airbases in NYGM 2_2. Another special air base patrols the eastern part of the Bay of Biscay from 1 June 1944 to 31 December 1944.
* 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. U-Snafu’s Flak Defence for U-boat Pens.
These are placed on most of the U-boat pens. Because of the way they are constructed, they will give ‘Aircraft seen’ messages in port.

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

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

6. 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.
[Credits in documentation.]

7. SH3Patrol v1.6.
This should be placed in the folder ‘My Documents\SH3\data\cfg\’.
Refer to the main NYGM manual for instructions for use.

Released by Stiebler 2 December 2006.

NYGM Tonnage War Mod - more than a mod; it's an experience! (http://www.wolvesatwar.org/nygm/)

I'm sorry, but you are posting in the wrong forum. This is the GWX forum. And I have never heard of this NYGM that you speak of. Please post in the correct forum.

Just joking, mate. :p

Lanzfeld
12-20-06, 01:21 AM
Since you are here Drifter...

Is that your damage mod in NYGM?

nvdrifter
12-20-06, 01:24 AM
Since you are here Drifter...

Is that your damage mod in NYGM?
Lol. :D They borrowed my idea and put it into NYGM. They did mention my name in the NYGM manual. I have no problem at all with it. The main difference is that they made the repair times much shorter than the LRT mod. Sort of a compromise I suppose.

Stiebler
12-20-06, 05:40 AM
@Lanzfeld:
"1. Are you going to release another update to fix the damage model on Sergbutos new ships?"
Not unless someone can find Der Teddy Baer (absent for two months now).

"2. If I install NYGM 2.2 then NYGM 2.3 on top I do NOT need to add the anti-hummingbird mod because it is already in NYGM 2.2?"
Correct.

"3. I am confused about the u-boat damage mod in NYGM. Can you explain it in more detail to me? Is it a mod from NVDRIFTER?"
As stated above by NVDrifter.

Stiebler.

Lanzfeld
12-21-06, 08:32 AM
Thanks for the PM Stiebler. You have cleared up alot for me. I just have one thing that doesnt make sense to me then I'll leave you alone!:lol:

If I update the campaign files with 2.3 then I activate the HT mod that came in the 2.2 doc files....wont that negate the changes in 2.3?:hmm:

poor sailor
12-21-06, 09:26 AM
Thanks for the PM Stiebler. You have cleared up alot for me. I just have one thing that doesnt make sense to me then I'll leave you alone!:lol:

If I update the campaign files with 2.3 then I activate the HT mod that came in the 2.2 doc files....wont that negate the changes in 2.3?:hmm:
Interesting question, I think from myself about that and when I installed v.2.3 I didn't install HT mod because I think that I will lose the changes in 2.3 for campaign_scr.mis file. Or maybe in that file v.2.3 is already included the HT mod:hmm: .Stiebler only know the answer for this.

Mast
12-21-06, 09:30 AM
Since I've got a blizzard going on outside my house, guess I'll download this and give it a try. :) Nothing like a White Christmas.

Mast

Stiebler
12-21-06, 10:02 AM
If I update the campaign files with 2.3 then I activate the HT mod that came in the 2.2 doc files....wont that negate the changes in 2.3?:hmm:
No, the HT mod in the 2.2 doc affects only the campaign_SCR.mis file from either 2.2 or 2.3. So you can lay it straight on top of everything else after installing NYGM patch 2.3 on top of NYGM 2.2. The HT mod has been updated to reflect most changes in campaign_SCR.mis supplied with 2.2 and 2.3. However, it (the HT mod) does lack U-Snafu's flak guns over the U-boat bases. Since no aircraft ever fly over the bases in NYGM (a deliberate design decision), this is not as serious as it sounds.

Sorry for any confusion caused to those using HT.

Stiebler.

poor sailor
12-21-06, 12:00 PM
I have a solution for adding HT mod to NYGM v.2.3 Campaign_SCR.mis file.

1- Open SH3 mission editor
2- Open scripted layer
3- Select Campaign file from data\campaigns\campaign\Campaign_SCR.mis (that file which came with v.2.3)
4- Select Merge option from file menu
5- Mark merged data as savable and tick the savable box and OK
6- Now find the file which came in additonal documentation in NYGM v2.2 Harbor traffic mod - Campaign_SCR.mis
7- Open it
8- Click on Save scripted layer as in File menu
9- Now again find In your directory installed game as said in #3 Campaign_SCR.mis
10- Click on Save, overwrite it and that's it

You have the HT mod and NYGM v.2.3 Campaign_SCR file.
Stiebler correct me if I wrong, but I think that it's a good solution.

CCIP
12-21-06, 12:54 PM
I recently made an HT add-in for NYGM 2.3 on request of a couple of people from WaW.

Here it is:

http://www.megaupload.com/?d=PHDGM82A

U768
12-21-06, 07:39 PM
I would like to ask a question to Steibler on the 3rd flotilla, its use is not foreseen in the version 2.3, it is pity!
It would be possible to revise the flotilla file certainly?

Zinmar
12-21-06, 08:38 PM
Are ya'll going to help upgrading the mod Avant has come out with enabling the radar to rotate and be stored away? Just curious....(nudge, nudge)

Rubini
12-21-06, 11:42 PM
Stiebler wrote
...
3. U-Snafu’s Flak Defence for U-boat Pens.
These are placed on most of the U-boat pens. Because of the way they are constructed, they will give ‘Aircraft seen’ messages in port.
...

I solve this little trick for GWX: no more "Aircraft spotted" for AA on roofs. If you want and U-Snafu agree I can show you how you can adjust it for NYGM's users. Just contact me.

Rubini.

Rubini
12-22-06, 12:02 AM
I have a solution for adding HT mod to NYGM v.2.3 Campaign_SCR.mis file.

1- Open SH3 mission editor
2- Open scripted layer
3- Select Campaign file from data\campaigns\campaign\Campaign_SCR.mis (that file which came with v.2.3)
4- Select Merge option from file menu
5- Mark merged data as savable and tick the savable box and OK
6- Now find the file which came in additonal documentation in NYGM v2.2 Harbor traffic mod - Campaign_SCR.mis
7- Open it
8- Click on Save scripted layer as in File menu
9- Now again find In your directory installed game as said in #3 Campaign_SCR.mis
10- Click on Save, overwrite it and that's it

You have the HT mod and NYGM v.2.3 Campaign_SCR file.
Stiebler correct me if I wrong, but I think that it's a good solution.

This will not work. When you merge files using the ME the result is that all the same units will be overwrite and will collied as soon as you enter in game.
Better use the one provide by CCIP.;)

poor sailor
12-22-06, 04:51 AM
Thanks Rubini, I've learn every day:know:
Your idea of no more "Aircraft spotted" for AA on roofs is very well. I would like that fix for NYGM mod.

Potoroo
12-22-06, 09:54 PM
Will SH3Patrol v1.6 be released as a stand-alone mod to replace 1.2A?

Lanzfeld
12-23-06, 08:43 PM
Still confused.

So the HT that came in 2.2 goes OVER the 2.3 install. I only lose sub pen AA?

KLARCH
12-24-06, 05:33 AM
The above link by CCIP for HT add in for NYGM 2.3 is HT plus AA for subpens.

Rubini
12-24-06, 10:48 PM
Stiebler ask me to show here how to get rid of that "Aircraft spotted" issue for the U-Snafu AAroof mod.
I make this solution for GWX, but as we are all players and I'm not owner of any mod only for me, I offered the solution for NYGM players too. This community deserves peace and integration.
I said to Stiebler that this requires at least some skill to adjust as this is not really a mod but a way to sortie things on the SH3 folders structure. Well, let me try to explain how to do this (sorry for my bad english):

1. First of all I suggest to make a correct clone of the stock AA platform. So we will have the stock one for land uses and the new one for roof use.
2. After rename it correctly is then necessary to change its type to 306 (air environmental), this way we get rid of that camera bug and also no more "Aircraft spotted", it's easy. But have another secrets below.
3. Then, put the main cloned and renamed files on the data\air folder.
4. Until here we get rid of that camera bug and that message. But the unit will still appears on air folder and also on the Museum as an airplane. Then...
5. Put the respective .cfg file ( attention to use correct names) in the land folder of the countries that you want (for example: Data\Roster\German\Land, not on the Data\Roster\German\Air folder ). This now get rid of the museum problems. (Air unit on roster land folder? yes, exactly this!)
6. It's all. Just open the Mission editor and place this new AA over the subpens roofs . The high is 25m IIRC. All will run well. In GWX we also use Search lights on roofs then is very cool to see an air attacks on ports with AA and search lights on roof , etc.

Well, I guess that this need some skills with modding job so perhaps the NYGM team could make it for the NYGM players.
All credits of the AAroof mod are for U-Snafu.

I hope that this could help!
Marry Xmas and Happy New Year.
Peace to our world!

Rubini.

Corsair
12-25-06, 07:43 AM
Thks, mate will give it a try...

Also totally agree with you on your statement : "This community deserves peace and integration."

This is the exact time for peace...

Lanzfeld
12-26-06, 04:35 AM
Stiebler (or anyone else in the know...,)

Can I use "Moosemeasure Accurate Ruler Mod" with NYGM?

Also...the alternate dials mod in 2.2 just changes the face of the heading indicator?

Lanzfeld
12-26-06, 02:53 PM
When i do enable the alternate dials mod the only difference I can see is the small heading indicator. Anyone else see anything else different? I like the first one (the one that installs with 2.2) better.

jimmie
12-26-06, 03:01 PM
The default is from boadinstrument mod which has red bezel for 3 dials. The alternate one is from I-can't-remember-by-who-now which has slightly different dials face but particularly different in the compass (look at the inner dial - which caused some discussion the other day) and that's also may be default of GWX.

Stiebler
12-28-06, 05:22 PM
@Rubini,

Many thanks indeed for generously posting your fix (above) for U-Snafu's flak guns for the benefit of NYGM users.

Happy New Year to you!

Stiebler.

U-snafu
01-01-07, 09:42 AM
Yes--many thanks for Rubini sharing his fix:up:. The AA mod was kind of unfinished when released:oops: but he has made it complete and worthy of putting it with any supermod:D

Enfilade
01-09-07, 12:45 AM
I've just installed the NYGM 2.3 update (via JSGME after rolling back SH3 Commander) but the scrolling bar running on the main menu screen continues to read 'NYGM 2.2.' I do see the AA guns on the roof of the subpen in Brest so I assume the update has taken effect. Harbor traffic also appears to have vanished - as expected I guess.

Before installing, I disabled a couple of minor mods but (probably mistakenly) kept the following enabled in JSGME: NYGM TW V 2.0, HT Add-In, NYGM Vis Sensors Update 2.1, NYGM 2.2 Upgrade Version. I enabled the NYGM 2.3 update via JSGME over the top of these files.

Based on this, will the update work as planned? Also, I'd like to ditch the earlier HT add-on (when next in port) and use the new HT version for 2.3 mentioned above. But as it is not JSGME friendly, can someone fill me in on the installation procedure?

Thanks.

Stiebler
01-09-07, 04:27 AM
@Enfilade:

Your set up ought to work fine, although it contains a certain amount of duplication. For example, NYGM 2.2 upgrade includes and replaces the sensor upgrade 2.1. However, there is no need to un-install anything.

You had previously replaced your NYGM 2.2 campaign_SCR.mis file with the same file from the HT Harbor add-in.
Then adding NYGM 2.3 replaced the campaign_SCR.mis file again, removing the harbour traffic. So what you've got to do is to overlay the original HT Harbor add-in file again.

To reinstall the Harbor Traffic mod, use Windows Explorer to locate MODS\NYGM2.2\DOCUMENTATION\HARBOR TRAFFIC ADDIN,

then copy this whole folder to MODS.
(Since you are already using JSGME, presumably you can find this folder).

Now you can copy across the HT mod. However, you *will* lose the flak guns on the U-boat pens. This will be fixed at some lalter date.

Enfilade
01-09-07, 07:28 AM
Thanks for the clarification. I'm not unduly fussed about losing the flak guns on the sub pens since as you point out, air raids on ports are deliberately disabled in NYGM anyway.