View Full Version : NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015)
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Hallo.
I'd like to ask if the "No fatigue" setting (SH3 Commander) will work with NYGM 3.3.
Thanks in advance.
Hallo.
I'd like to ask if the "No fatigue" setting (SH3 Commander) will work with NYGM 3.3.
Thanks in advance.
Its working in my install.
I see, thanks for your answer. I'll check it out too.
:arrgh!:
Salute everyone:
I decided to sail again with NYGM, this time with ver 3.3. I was greatly surprised with the inclusion of High resolution U- boats. I believe there would never be graphical enhancements for this mod. The only complaint is the attack periscope appears outside its case in my Type II U- boat.
Is there a way that I can fix this problem manually without having to remove skins? I also installed Hitman´s sights.
Thanks
Stiebler
08-22-09, 03:51 AM
@Urdhuk:
Concerning position of the attack periscope on the Type II U-boat:
It is probably best to contact the creator of the NYGM Hi-Res U-boats, who is the illustrious and talented MIKHAYL (private message: http://www.subsim.com/radioroom/private.php?do=newpm&u=238150 (http://www.subsim.com/radioroom/private.php?do=newpm&u=238150), or search for Mikhayl in the captain's roster.)
NYGM has always been very fortunate to enjoy the fruits of the labours of many of SubSim's finest modders.
Stiebler.
Hello, Mikhayl. Currently I am running NYGM 3.3 in widescreen resolution (1680*1050), so I cannot use the original CTRL + F11 to take a screenshot. Do you or any member of the community know by change which shortcut could I use in order to take a screenshot?
Thanks
coronas
08-27-09, 01:02 PM
@Urdhuk:
Hook printscreen keypress to save TGA screenshot. Write path to save in d3d9.cfg before (screenshotPath= Everywhere you want save)
The best way to take screenshots: http://www.howiesfunware.com/
Quick Screen Capture.
Saludos, viejo! :salute:
Many thanks to all the ones that help me. Wonderfull community indeed!!!
@coronas: muchas gracias por la información.
@Mikhayl: I have embebbed a picture that could help you see the attack periscope protrudding ahead of its case in a Type IIa u-boat.
I fear depth charges could damage further outside its case.
http://img90.imageshack.us/img90/1053/shot1251423948converted.jpg
I have installed these Mods in the following order:
NYGM 2.5 Full
1500 meter bearing overlay
Enhanced Nav map plotting tools
NYGM 3.2
IABLShips Rezoned Final
NYGM HiRes Submarines
Hitman Optics NYGM 3.2 (Fixed)
NYGM 3.3
Thanks
Mikhayl
08-29-09, 06:20 AM
Hi Urdhuk, your mod list looks fine, I checked the files and I actually overlooked that problem when creating the mod.
Here's a fix for players who use the Type IIA, enable it with JSGME after "NYGM HiRes Submarines", and click "yes" when prompted. Enable it while in port, not mid-patrol (may CTD):
http://www.mediafire.com/download.php?ljmgltwg1ym
Sorry about that, cheers :)
Stiebler
08-29-09, 08:59 AM
Nice work, Mikhayl.
I can confirm that the original bug, as reported, existed, and it has now been cured by your new TypeIIA bug fix.
Stiebler.
Stiebler
09-07-09, 10:46 AM
There is an updated release of NYGM 3.3 now available, see my signature.
This combines into one download the three small patches 3.3, 3.3A and 3.3B.
The combination now includes three new ships, courtesy of Rowi58 (2) and VonDos (1), together with a selection of fixes of various accumulated minor problems.
Specific problems fixed in this new patch:
1. Campaign files:
Brest, Faeroes, Lorient, Bergen, Penang bases all improved. Reykjavik now spelled correctly.
Ascension Island and Natal (Brazil) airbases now actually send out aircraft.
American ships removed from those remaining convoys whose spawning dates precede the declaration of war by Germany on the USA in December 1941.
2. Air attacks:
Aircraft are now easier to shoot down, instead of being almost bullet-proof.
Radar-warning ranges altered for Metox and Tunis, to prevent the 'air-crash' problem. Also altered for Naxos, since 'Naxos' actually should include both a long-range long-wavelength receiver and a short-range, short wave-length receiver, as it is modelled in the game. Naxos has been made less reliable in compensation.
Borkum radar-warning search receiver is now available from about the correct date, and not in November 1943.
3. Sensors:
Visibilities have been adjusted to accommodate OLC's horizon fix. Also, you can now lock on to enemy ships at much greater ranges than before.
4. Ships:
Added three new ships, Rowi's coastal freighter and small transport, and VonDos's Arandona large transport, all adapted for use with NYGM's slow-sinking model.
The 'Old Passenger Steamer' (NLOL) is finally recognised in EnglishNames.cfg.
External cargo has been removed from most (probably all) neutral ships.
Canadian corvettes are now available from September 1939, so some early convoys may now actually have the expected escorts!
5. Type XXIII U-boat:
Updated, as previously described, with new graphics improvements.
The new mod NYGM3_3 available from my signature replaces the early versions. Those who have installed the earlier versions should remove these with JSGME, and install the latest version. It will generate a folder 'NYGM3_3B'.
Those who have chosen to install IABL's NYGM3 pack of new merchant ships should also un-install it with JSGME, and download the revised version with the same name (new campaign files).
Please pay attention to a different order of installation of the parts of the mod, as detailed on the index page of my signature.
Stiebler.
Thank you Stiebler
You give us new taste for playing the best sensors supermod :yep:
I hope you will take the challenge of SH5, we need you. :rock:
Thanks again.
Thanks Stiebler!
Sounds great.
Keep up the good work, indeed we need YOU! :yep:
Just wondering if we still need NYGM Hi-Res Subs IIA Fix.zip (601.57 KB) too with the latest update?
Graf Paper
09-07-09, 01:47 PM
Thanks for keeping on top of things, Stiebler. :up:
I've been having a lot of fun with NYGM and even have a friend who likes it for multiplayer with the lean, efficient structure of the game causing very little system lags and stuttering.
You guys done good work here! :yeah:
NYGM - The Gold Standard others can only imitate!
xristoskaiti
09-07-09, 01:55 PM
and i I wait for team NYGM in the sh5.............:yep: :sunny:
Great news, downloading now :up:
Has the Type XXIII crew position on the bridge improved? :DL I hope it now stands higher :yep:, not that we get to be on the bridge very much, but when going in/out from the port is is annoying to be in the smallest conventional (Not midget) submarine the KM had, and yet feel like a dwarf in the bridge :D
Stiebler
09-07-09, 02:53 PM
Many thanks for the compliments, everyone.
@Rafael: Just wondering if we still need NYGM Hi-Res Subs IIA Fix.zip (601.57 KB) too with the latest update? I had forgotten to update Mikhayl's Hi-Res Subs file on the SubSim download page. However, I have just fixed that oversight, so, no, it is not necessary to apply the IIA Fix.zip any more.
@Hitman: the position of the crew on the bridge was changed some time ago, but there are no recent changes. So I am not sure whether the current crew positions are to your liking or not.
Stiebler.
coronas
09-08-09, 03:46 AM
Thanks, Stiebler! Everyday NYGM is better. :salute:
Good day! :-)
It would be my question how the hostile armored trawler sinks why after he threw his depht charges down? Nygm 3.3b I am useful.
Good day! :-)
It would be my question how the hostile armored trawler sinks why after he threw his depht charges down? Nygm 3.3b I am useful.
From my experience this 'problem' is in every supermod. Probably it is hard coded and modders cannot fix this specific problem? :hmmm:
Maybe someone on subsim.com knows a better answer.
please help ,have downloaded 3 times all files from subsim site & once from filefront , teddybear site . then load as per instructions from site , using clean install ? of sh3 , loading files into jsgme , sh3 crashes straight away . although I can load WAC3.1 , 4.0 , 4.1 / SEAWOLFU57 & WARSHIP MOD , into jsgme & every thing works fine , please help . :damn:
Stiebler
10-15-09, 05:39 AM
@Foz:
It sounds from your description (that you have several major mods running) that your folder My Documents\SH3 is confused.
The easy solution is to rename this folder SH3 to something temporary (eg XXXSH3XXX) so that you do not lose its contents, then try to start up SH3/NYGM again.
Please note that the files on SUBSIM are correct for NYGM (see my signature at the bottom of this post). Any files on Filefront are now out-of-date, and are not being maintained. Throw away any FileFront NYGM files that you have. I would advise downloading the official NYGM files from SubSim again, just to be sure you have the correct files.
You must always install any of the supermods, or updates to them, while at base, not at sea.
If there remains a problem after renaming your file My Doccuments\SH3, as I have just described, then start again with a fresh installation of Silent Hunter III, make sure you have official patch 1.4b installed, then run the game just once (one patrol in career mode, returning quickly to base) to make sure all is well thus far. Delete your new folder My Documents\SH3.
Then install NYGM 2.5 all by itself from a MODS folder you have created (Ubisoft\silenthunteriii\mods) and install NYGM 2.5 with JScones' JSGME. Check again that all is well. Your folder structure BEFORE using JSGME should look like this:
ubisoft\silenthunteriii\mods\NYGM Tonnage War 2.5\data\...
Some users report that, after unzipping the NYGM 2.5.7z file with WinRAR, (the file is best unzipped with the free 7-zip), they get this mod structure instead:
ubisoft\silenthunteriii\mods\NYGM Tonnage War 2.5\NYGM Tonnage War 2.5\data\...
If this happens move all the data folder from the second occurence of NYGM 2.5 Tonnage War into the first sub-folder NYGM Tonnage War 2.5.
When you are happy that NYGM 2.5 is working on your computer, then you can install the other overlays, as listed in the instructions in the NYGM page on the SubSim download site.
I hope that resolves all problems.
Good luck!
Stiebler.
thanks for your help stiebler tried the my doco thing, did not work on drive with xp, don`t know . but worked fine on vista drive & looks good its great to try all mods . thanks again for your help :salute:
Stiebler
10-17-09, 02:28 AM
Thanks for the feed-back, Foz.
Stiebler.
buy the way , Stiebler is this mod still available, FuMB37XXIII_NYGM_3.2.7z
something different a XXIII . thanks again .
Stiebler
10-21-09, 11:46 AM
You will find the XXIII boat in the folder 'documentation', after installing the NYGM 3.3B.
Look for folder FuMB37XXIII in 'documentation', then copy this folder across to your mods folder. Then install it with JSGME.
You should only install this mod (FuMB37XXIII) after October 1944. It installs several extra features, such as radar warning receivers for the schnorchels. You can only use the XXIII from January 1945.
Stiebler.
thanks once more .:salute:
ConteBlecio
11-04-09, 06:21 AM
Hi guys,
i need to know if it's better install the harbour traffic add-in before or after the NYGM 3_3 .
All the optional files must be activated before or after?
Sorry for my confusion.
Thanks for your help.
Thanks and hang-on to all the NYGM staff :up:
In case of conflict, the latest patch should always prevail. Install 3.3 always last, as otherwise some things included in that patch would not work, or not work properly.
ConteBlecio
11-04-09, 08:32 AM
In case of conflict, the latest patch should always prevail. Install 3.3 always last, as otherwise some things included in that patch would not work, or not work properly.
Hi Hitman,thank you.
I can't understand why i've found poor traffic in the Wilhelmshaven harbour...after install the harbour traffic for last...perhaps it was deliberately reduced the traffic??
Cheers!
I would need to check it carefully, but may be the 3.3 patch updated only the standard files (No harbor traffic add-in) and didn't add the new fixes to the traffic add-in. Per default, NYGM has little traffic in the harbours, as this consumes resources (Memory) and you only will see them when leaving/entering part, which is a tiny part of your patrol.
Stiebler will be able to tell better wether changes in 3.3 also apply to the optional harbour traffic add-in, in which case you can safely enable it and enjoy the mod.
ConteBlecio
11-04-09, 09:05 AM
I would need to check it carefully, but may be the 3.3 patch updated only the standard files (No harbor traffic add-in) and didn't add the new fixes to the traffic add-in. Per default, NYGM has little traffic in the harbours, as this consumes resources (Memory) and you only will see them when leaving/entering part, which is a tiny part of your patrol.
Stiebler will be able to tell better wether changes in 3.3 also apply to the optional harbour traffic add-in, in which case you can safely enable it and enjoy the mod.
Ok perfect, thank you again...
Stiebler
11-04-09, 10:45 AM
Sorry for the confusion, ConteBlecio and Hitman.
In general, extra mods found in the documentation folder of NYGM should be installed *after* the most recent edition of NYGM (currently 3.3B) has been loaded.
This ensures that any existing extra mods in the documentation folder are always brought up to date with the latest releases of NYGM.
Stiebler.
ConteBlecio
11-04-09, 12:04 PM
Sorry for the confusion, ConteBlecio and Hitman.
In general, extra mods found in the documentation folder of NYGM should be installed *after* the most recent edition of NYGM (currently 3.3B) has been loaded.
This ensures that any existing extra mods in the documentation folder are always brought up to date with the latest releases of NYGM.
Stiebler.
Hi Stiebler,
I had assumed they came installed last. I gather it is right to overwrite the old documentation folder with the new....
Sorry for my english
Thanks Stiebler
i love your work :salute:
Stiebler
11-04-09, 02:43 PM
I gather it is right to overwrite the old documentation folder with the new....
You are correct.
Stiebler.
Stiebler
11-15-09, 10:45 AM
I have adapted Racerboy's Starshell mod for NYGM. (Nearly) all the larger merchants in the NYGM mod will now fire star shells if they detect your U-boat, usually with conditions where they would also fire a gun at you.
This additional extra mod is available by clicking on my signature, below. Install it last, with JSGME, after all other mods have been installed. The mod also includes a gif picture of a night-attack by a surfaced U-boat on a convoy - quite a cluster of flares can be seen lighting up the whole area.
Stiebler.
coronas
11-15-09, 07:33 PM
Thanks for updating, Stiebler :salute:
Got it, looking forward to see it in action :yeah:
Mod is awesome but I have 2 little issues
1.- When I choose the Type IXD2 on Jan 43 12 flotilla (with SH3 commander), SH3 crashes with 10% loading bar but when I choose the IXC/40 and I check the sub while on patrol it says im using the IXD2 is this normal?
2.- Is there anyway I can get rid of the exhaust smoke in my u-boot since my integrated card has a eternal struggle against heavy smoke stuff?
Stiebler
11-19-09, 03:49 AM
1.- When I choose the Type IXD2 on Jan 43 12 flotilla (with SH3 commander), SH3 crashes with 10% loading bar but when I choose the IXC/40 and I check the sub while on patrol it says im using the IXD2 is this normal?
2.- Is there anyway I can get rid of the exhaust smoke in my u-boot since my integrated card has a eternal struggle against heavy smoke stuff?
1. You have described a conflict of mods. Roll-back SH3Commander, and try again, starting in your home base. Make sure that you have only NYGM mods installed at this point. You can install any further mods later. [Edit - the problem does not lie with SH3Commander itself, but you must roll it back to make any changes. Check NYGM works properly without SH3Commander, before returning to SH3Commander.]
2. Mikhayl created a service pack for NYGM some time ago, which removes exhaust smoke. I can no longer remember the link, but you can contact Mikhayl by PM (check the spelling).
Alternatively, remove the NYGM mods with JSGME, go to your mod folder NYGM3_2, find the folders NYGM3_2\data\submarine\NSS....,
and for each NSS folder remove the .val file. Then reinstall all the NYGM mods, making sure to keep to the correct order.
I see that you are a user of GWX3. If you are switching between NYGM and GWX, then be sure to make a backup of your folder 'my documents\sh3' each time you switch, and delete the original folder after you have made the backup.
Stiebler.
1. You have described a conflict of mods. Roll-back SH3Commander, and try again, starting in your home base. Make sure that you have only NYGM mods installed at this point. You can install any further mods later. [Edit - the problem does not lie with SH3Commander itself, but you must roll it back to make any changes. Check NYGM works properly without SH3Commander, before returning to SH3Commander.]
2. Mikhayl created a service pack for NYGM some time ago, which removes exhaust smoke. I can no longer remember the link, but you can contact Mikhayl by PM (check the spelling).
Alternatively, remove the NYGM mods with JSGME, go to your mod folder NYGM3_2, find the folders NYGM3_2\data\submarine\NSS....,
and for each NSS folder remove the .val file. Then reinstall all the NYGM mods, making sure to keep to the correct order.
I see that you are a user of GWX3. If you are switching between NYGM and GWX, then be sure to make a backup of your folder 'my documents\sh3' each time you switch, and delete the original folder after you have made the backup.
Stiebler.
Thanks for the answers
My problem with the IXD2 was on a fresh install of SH3 / NYGM, since GWX took around 8 GB of my HD and I've been running out of space lately plus I wanted to try NYGM.
About the smoke I'll search for it and If I fail I'll ask Mikhayl
Also I tried to enable NYGM via JSGME but after 40 minutes the mod never applied, thus I had to copy & paste all the stuff manually, perhaps this messed something up (I did follow instructions).
Also I tried to enable NYGM via JSGME but after 40 minutes the mod never applied, thus I had to copy & paste all the stuff manually, perhaps this messed something up (I did follow instructions).
I would strongly advice against installing via JSGME the main bulk of NYGM. The PC, unless it is very powerful, tends to lock in the process of copying/backing up so many files, and in any case it is unnecessary. Make a dedicated install of NYGM and use MultiSH3 to get an individualized folder in My Documents, and then install the main NYGM there directly, overwriting everything. Then use JGSME exclusively to install the latest patch that appear. Once you are sure they wroked well, you can even make it permanent by overwriting directly.
Hello,
Currently playing NYGM 3.0, and I was wondering if it was possible to alter the torpedo loadout that you get when you resupply from a U Boat at sea? At the moment you get a mix of torpedoes after the RV, but I would like my loadout to be all of one type of torpedo, namely the T I (G7a).
If it is possible to change it by altering a file or two, can someone tell how please? I also assume that I`d have to make the alteration between missions to avoid any problems,yes?
Thanks in advance.
Stiebler
11-21-09, 07:43 AM
@JC1959:
Sorry, but there is no known way of changing the torpedo load-out after docking at a U-tanker (milk cow) - nor many other parameters, such as the patrol area (set to NULL). The only way you might be able to change matters is by changing the default torpedo load-out for all bases in all war years. That would give you any load-out you wanted. But it would be highly inconvenient when you are not at a U-tanker.
I have spent a very long time investigating this problem, and I believe that JScones (SH3Commander) has spent a long time also.
The problem is that, however the files are altered, the original values get written back in again as soon as you reload your career after docking at the U-tanker.
What is really needed is the ability to remember the U-boat's load-out just as it docks at the U-tanker, then provide the same load-out when it leaves the U-tanker. There is no method at all for doing this.
Stiebler.
Stiebler
11-26-09, 05:45 AM
A user of NYGM has asked this query:
I recently read in the NYGM 2.2 manual that by using SHCommander one can randomize the running depth of the torpedos. Since I like the idea a lot, I have checked the present SHCommander config. files for NYGM, but I could not find any file that does the randomization :06: I guess the feature has been removed. Could you please give me a hint which file in SH3 controls the running depth of the torpedos or how you did it in NYGM 2.2? Did you use the dials.cfg for it (introduce a shift between real and shown value)?Since the question is of general interest, I answer it here:
1. I can not remember any method of setting torpedo depths with SH3Commander, and I believe that it is not possible with the present NYGM files for SH3Commander.
2. The randomisation of torpedo depths referred to the fact that the default depth for torpedoes in NYGM is only 3 meters. This means that the depth is affected by waves. The stronger the wind, the rougher the waves, and the more variation in the depth as the torpedo runs towards the target. It may also explode prematurely or run on the surface under these conditions. This action mimicks the behaviour of real, defective, early-war German torpedoes.
3. You can easily set the depth of the torpedoes differently in each patrol, just by clicking on the torpedo depth guage.
4. If you wish to alter permanently the default depth of the torpedoes, make these changes:
To set torpedo depth to eg 4 metres (currently 3 metres), go to data\menu\cfg\dials.cfg and change the lines from:
DialVal = 65, 330 to DialVal = 12 x n + 30, 330 (where n = 4,5 etc)
RealVal = 0, 25 to RealVal = n, 25.
Stiebler.
Hi Stiebler,
thank you very much for your reply. I was referring to the following text in the manual NYGM_Tonnage_War_Manual 2.2a.pdf (end of page 19):
Torpedo Realism changes
The NYGM Torpedo Realism v1 Mod comprises of a three areas. One change is real world change and two are abstract for a realistic real world result.
The real world change is the replication of the Germans Depth Keeping issue that occurred from 1939 to late 1942. This feature (only available with the use of SH3 Cmdr) is where 30% of the time the torpedo will be at the correct depth as set with the TDC and for the other 70% of the time that the torpedo depth will have an error from as little as 0.5 metres up to 3 metres. The abstract changes are for a desired result and break from historical/real world to achieve a real world result.
So, I thought NYGM had some SH3 Cmdr files that via randomisation change the running depth of the torpedo.
Anyway, I think it is a great idea to have some random running depth. A possible idea to achieve this might be to introduce a random shift between the real value and the dial's value in the dials.cfg via SH3 Cmdr. Thus, if one sets the tropedo to 3m it is actually running at 3.5m or 4.0m or maybe even 3.2m. What do you think? Is it possible to 'break' the formula given above and have some shift between the dial value and the real value? If I know it correctly, the torpedo ran up to 2.7m too deep, especially after extended time below the surface.
Edit: Works fine! See post below!
Best, LGN1
BTW: Are the chances for a premature detonation (depending on the sea state) hardcoded or can they be changed?
Hi,
I have implemented the idea in SH Commander, see here
http://www.subsim.com/radioroom/showthread.php?t=158642
Cheers, LGN1
Stiebler
11-29-09, 08:07 AM
Well done, and good work, LGN1, concerning randomized torpedo failures.
I've just read the thread you listed (sorry, been away a few days).
I shall try your idea too.
Stiebler.
Sorry for the confusion, ConteBlecio and Hitman.
In general, extra mods found in the documentation folder of NYGM should be installed *after* the most recent edition of NYGM (currently 3.3B) has been loaded.
This ensures that any existing extra mods in the documentation folder are always brought up to date with the latest releases of NYGM.
Stiebler.
So when do I install the optional mods found in the documentation folder of version 2.5, before or after the installation of update 3.3B? And if a newer version comes up do I have to uninstall all optional mods and then reinstall them after updating NYGM?
Thanks for your help!
Stiebler
12-09-09, 03:40 AM
@Mido:
Each additional installation of later versions of NYGM (preferably with JSGME) updates those additional mods found in the documentation folder - if they need updating.
Therefore install all the main NYGM upgrades in sequence, as shown in the download list given by clicking on my signature, and then all the additional mods in the documentation folder will be up to date.
It is now, after installing all the main mods, that you can safely install the additional mods from the documentation folder.
I hope this explanation is not too confusing for what should really be a simple process. It is rather hard to explain in words.
Stiebler.
@Mido:
Each additional installation of later versions of NYGM (preferably with JSGME) updates those additional mods found in the documentation folder - if they need updating.
Therefore install all the main NYGM upgrades in sequence, as shown in the download list given by clicking on my signature, and then all the additional mods in the documentation folder will be up to date.
It is now, after installing all the main mods, that you can safely install the additional mods from the documentation folder.
I hope this explanation is not too confusing for what should really be a simple process. It is rather hard to explain in words.
Stiebler.
Dear Stiebler,
thanks for your quick reply!
I still don't understand if I have to install the additional mods found in version 2.5 before upgrading to 3.2 and then finally to 3.3b or before.
How can the additional mods be updated by newer versions of NYGM if they are to be installed only after the main mods?
Or could it be that I don't have to install the mods found in the documentation folder of 2.5 at all after updating to 3.3b but only the ones found in 3.3b?
The way I have it installed now is like this:
First I installed the 2.5 stand alone and then the 3.2 and 3.3b. After that I activated all the additional mods in the 2.5 documentation folder, the 3.2 documentation folder (overwriting previous versions) and finally the 3.3b documentation folder. Is this correct?
Sorry for asking the same thing again but I really like NYGM and would like to make sure I got everything wright.
Stiebler
12-09-09, 02:32 PM
@Mido:
You have installed correctly the NYGM part-mods in sequence: NYGM 2.5, NYGM 3.2, NYGM 3.3 (+ IABL merchant ships, optional).
Ah, now I understand your problem. I had got it into my wooden head that JSGME would install folders from each mod documentation folder into the SH3 documentation folder - it does not.
Therefore, when installing the additional mods, always use the latest version which is available, starting from the NYGM 3.3B package, then working backwards.
There is no need to install the additional mods in the 'documentation' folder oif NYGM 2.5 (or later version) if the same additional mod exists in an upgrade to the NYGM mod. Each of the additional mods is completely self-contained, and does not require any earlier version to be present.
I hope that is clear - my error in what I wrote two posts back.
Stiebler.
Dear Stiebler,
thank you for the clarification.
Hello,
is the optional mod FuMB37 found in the documentation folder of version 2.5 replaced by FuMB37XXIII or are these different mods?
Stiebler
12-29-09, 07:15 AM
is the optional mod FuMB37 found in the documentation folder of version 2.5 replaced by FuMB37XXIII or are these different mods?The FUMB37XXIII mod replaces the FuMB37 mod found in NYGM 2.5.
Sorry for any confusion - the XXIII boat was added later.
Stiebler.
Stiebler
01-02-10, 01:25 PM
For the beginning of year 2010, I have added a few very minor improvements to NYGM version 3:
1. Minor bug fixes.
2. Racerboy's starshells, modified so that they do not fire so frequently.
3. Rubini's 'Clear Blue Skies' mod for NYGM.
Download these from my signature, as file NYGM_3.3C.7z.
Install after ALL other NYGM downloads. (But note that optional extras found in the NYGM documentation files should be added *after* NYGM 3.3C.)
If you have already downloaded and installed NYGM's version of Racerboy's Starshells mod, you should remove this version. It is completely replaced by NYGM 3.3C.
I have also updated the IABL merchant fleet used in NYGM. These are beautiful ships, well tested, stable, and re-zoned by Der Teddy Bar and myself. The main improvement is to add the starshells mod and to provide the correct merchant ship visual ability, previously overlooked.
Download file 'iablships_nygm3_2010.7z' and use it it to replace the original 'iablships_nygm3.7z' file.
Stiebler.
Is there an option to install de hydrophone contact lines?
If I remember correctly I had hydrophone contact lines when I was playing NYGM 3.0 in the past, giving a estimate on direction and range. I just reinstalled a new game with NYGM 3.3c but the contact lines aren't there anymore. This is probably quite easy to enable, but my search on the forum didn't have any results.
Stiebler
01-13-10, 02:40 PM
@Weisia:
It seems that you need to reinstall the mod 'Restore Gods Eye View', found in the documentation folder of the NYGM 2.5 stand-alone version.
Stiebler.
Corsair
01-15-10, 04:58 AM
Hi Stiebler, thanks for the updates and a happy new year 2010 for you and all NYGM Kaleuns.:salute:
tonschk
01-21-10, 05:59 PM
:yeah: Well done , thank you :DL
Hi Stiebler. I am still trying to get the hydrophone lines to work. What I am looking for is something like this. only I don't want to have a continues 'sound contact line', but one which is interrupted with empty spaces:
http://farm1.static.flickr.com/150/364715122_f70591bc01_o.png
Here is the mod-list I am currently using, as you see I have the restore gods eye activated:
NYGM2.5
1500 METER BEARING OVERLAY
ALTERNATE DIAL FACES
CAPTAINAMERICAOFFICER ICONS
NYGM TONNAGE WAR MINEFIELD MOD
NYGM3.2
NYGM3.3B
NYGM3.3C
IABLSHIPSREZONEDFINAL
THOMSEN'S SOUNDPACK V3.2
RAPTOR'S INSTRUMENTS V3.1
LIFEBOAT&DEBRIS V4
HITMAN OPTICS NUGM 3.2(FIXED)
SINGLE MERCHANG CONTACT MOD
RESTORE GODS EYE VIEW.
Could it be that I have overlooked a mod which might be the answer to my problem?
Thank you,
Stiebler
01-29-10, 03:30 PM
@Weisia:
The sonar contact lines are supposed to be unbroken.
I regret that I know of no mod which changes the unbroken lines to broken lines (lines with spaces).
Sorry.
Stiebler.
I'm trying to use the sliding-out torpedo panel in other gui. I have copied the necessary options and it works ok, but I have one problem:
I have a clear salvo dial, without torpedo numbers. What option is responsible for showing the torpedo numbers on slide-out torpedo panel, as here: ?
http://i47.tinypic.com/397k8.jpg
Stiebler
02-20-10, 05:44 AM
@verte:
This issue with the number of torpedo salvo options on custom-made screens is an old one, and I believe that no one knows the answer or the solution.
It would be best to seek advice from Hitman or Makman, who have done a lot of work on these kind of screens.
Stiebler.
Hello Stiebler,
first of all let me say thanks for your hard work. Are you doing this mod alone currently??
I am relatively new to NYGM and so I have a question:
Most of ships in the Campaign_scr.mis have a Cfg-Date in 1938 or 1939, even if they enter the game in 1944. Does that not mean, that most of the ships always have equipment from the early years and no ship has modern equipment regardless of the year I play?
Thanks,
h.sie
.... I ask, because 1 year ago I've written a little Java program to pimp my GWX-campaign, but I've never published it. It reads in the whole scr and rnd files and then edits the cfg-date of a certain percentage (user specifyable e.g. 50%) of the escorts and destroyers.
for these ships, the cfg-date is set to a value ramdomly somewhere between 01011938 and the GameEntryDate of the ship, so that the equipment changes for later years of the war according to the .eqp files (but it never sets the new Cfg-Date to an earlier value than the original Cfg-Date).
Don't know if that is realistic and useful. Just wanted to mention it.
Greetings,
h.sie
Stiebler
02-23-10, 03:34 AM
Hallo H.sie again!
Nice to see you in this NYGM thread.
Essentially I am handling the NYGM mod alone now, although Der Teddy Bar will always offer support. But for some months now he has been heavily involved with designing/getting-built a new house.
More importantly though, several key modders are always keen to help to improve NYGM, because they appreciate NYGM's attention to realistic game-play rather than to 'screen-play' (ie, graphics). I won't mention names, because I'd be certain to forget someone and thus I would offend them.
So my role is:
1. to fix errors that I spot while playing NYGM myself (which I do, all the time).
2. to incorporate exceptional mods made by others, that are relevant to NYGM's philosophy of game play. So your 'colour-scheme hull-damage mod' is certain to appear fairly soon. And I'm hoping for something special too in the manual targetting interface, from our esteemed modder and moderator Hitman.
To answer your specific question about entry dates for Allied warships:
All should receive update equipment as the equipment passes the date for entry into the game. In game play, it is very clear that Allied escorts become much harder to avoid as the game proceeds, so the mechanism is working. (Presumably it works for other super-mods too.)
I'd be happy to incorporate your proposed randomisation of late equipment availability into NYGM, as an optional mod. Thank you for the offer.
Stiebler.
@h.sie:
I don't know wether that is intentional of not, but accounts of UBoat war often indicate that not all escrot vessels had the equipment up to date. In fact, most older escort/destroyer classes (V/W destroyers, 4-stack US destroyers, Flower corvettes, sloops, etc. ) received only progressively radar equipment, improved radar equipment, or even reparations to their damaged equipment, because they were pressed back into service with minimal repairs when the need was dire. Only new class units equipped from the start from radar should be guaranteed to have a radar set when they appear (F.e. River class, Buckley, etc). Thus, if you find older units with their early war configuration data still in 1943, that shouldn't be so wrong. IMHO it's from 1944 onwards that they should always be equipped up to date, but not before.
@Hitman: The cause for me to start programming one year ago were two posts from rowi58 (modder of the german Supermod LSH) in german forums about the so called "Cfg-Date Bug":
http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/4851089415/p/30
http://www.marinesims.de/wbb2/thread.php?threadid=10575&page=2&sid=d572a7d1d5b8938c2fa914178ae43496
There he said, that in the RND layer of GWX more than 90% of the ships have Cfg-Date = 1939 or earlier. That means that 90% of the randomly generated ships will never have modern equipment, even in 1945. No sonar, no radar. Because of this, he used a broader distribution of the Cfg-Date in the Campaign files of the LSH Supermod, depending on the GameEntryDate, in order to simulate the technical progress during the years and to have harder and better equipped escorts in the later years of war.
So I wrote a program which automatically changes the Cfg-Date of the ships in the GWX-Campaign files with a broader random distribution and depending on their GameEntryDate (but not depending on their ship class, but that can be added). I made these changes only for my private use, because I don't want to be responsible for problems caused by a change of a well designed and very successful campaign. So I never talked about it. If all are happy, nothing should be changed.
Now, relatively new to NYGM, I see, that in NYGM also many ships have Cfg-Date = 1939 and this is the reason for my posts. Don't get me wrong. It is not my intention to say that something is wrong. No, I cannot say this, because I am not an expert like you and Stiebler. I have only a few historical knowledge. I only want to discuss about that. But if you say, that it is historically correct to have the mayority of ships with equipment from 1939, there is no need for a change and I can finally start to play (after almost 2 years of trying to optimize SH3, without ever having played it seriously.....heeeeelp!).....
h.sie
No, no, what I say is that it is not wrong to have some ships in later years have 1939 equipment. However, all ships from 1944 onwards should have already modern equipment, and all new classes that appear 1942 onwards also have their start equipment. Your editor is sure worth using, but I wanted to highlight that you must consider that olders ships should be outdate until later in the war -if your editor can do that-
Thanks :up:
So ONLY if Stiebler is interested, I could adapt the program to produce historically (hopefully) correct Cfg-Dates. But since I'm no expert, I would need historical facts as programming rules:
For every destroyer/escort type and
For every GameEntryDate from 1938 (or was it 39?) to 1945
I need the desired distribution of CfgDate in the time range from (01011938) to (GameEntryDate)
Example:
---------
V&W class:
-----------
GameEntry=39: (90% CfgDat=38)+(10% CfgDat=39)
GameEntry=40: (70% CfgDat=38)+(20% CfgDat=39)+(10% CfgDat=40)
(...)
GameEntry=45: (20% CfgDat=38)+(30% CfgDat=39)+(....)+(10% CfgDat=45)
X&Y class:
-----------
and so on.
With that I could make an optional Mod, as Stiebler suggested....
h.sie
Stiebler
02-23-10, 02:53 PM
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?
Stiebler.
hi stiebler,
i'm sorry to say that i've never played SH3 for more than maybe some hours (so i cannot say wheather my changes made an improvement). I seldom play, because i always see things which could be optimized. my current work: disassemble sh3.exe and find the reason for the instant repair times, but I'm pessimistic...
if the escorts really are equipped better and better during the game, there is no need for me to change anything (which would make me glad).
by the way: nice to read, that the colored hull indicator will perhaps find it's way into NYGM. maybe you'll like my new color coding with
grey = undamaged
better than the former green, because it's now the same coding as in the rest of the damage-room. it's easy to DIY with a paint program, but I can also send you the new HullInteg1.tga file for that coding, if you like.
h.sie
Stiebler
02-24-10, 03:07 AM
Thanks for this, H.sie.
Yes, I shall be glad to add the coloured hull indicator to NYGM, for the next release.
At this time, I am hampered by difficulties with an unexpected problem with one of the NYGM 3.3 files (not connected with your mod).
In the meantime, because of the absence of definite information, it is not necessary for you to spend your time on altering warship cfg files. But thank you very much for the offer.
Stiebler.
Stiebler
03-01-10, 11:44 AM
I have discovered that there is a bug in the campaign_RND.mis files incorporated with NYGM3_3B.7z and IABLships for NYGM.
The bug affects implementation of the lighted neutral ships LSS, LSQ and LLS for Sweden ONLY (random crashes when patrolling the Skagerrak south of Norway/Sweden, usually after returning to Kiel).
Strangely enough, this bug was never found with my old XP computer, but is found now with Windows-7 (64-bit). Problem was due to incorrect deck cargo for the Swedish ships.
I've fixed this problem. Users of NYGM are advised to download NYGM3_3B, IABLshipsfor NYGM and NYGM3_3C again.
Sorry about that, anyone who has been affected.
Stiebler.
Thank you for the bugfix.
h.sie
xristoskaiti
03-06-10, 10:21 AM
The group NYGM will work with sh5? :hmmm:
NYGM does not work with sh5, but it does work in contrary to sh5
xristoskaiti
03-06-10, 02:36 PM
Sorry for my bad English
I say if the group NYGM will work to improve the SH5 ? :DL
Ah, now I understand. Maybe Stiebler can answer your question.
Stiebler
03-08-10, 03:37 AM
'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.
xristoskaiti
03-08-10, 02:29 PM
:yawn:
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 ...
keminsky
03-08-10, 05:44 PM
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
Fender74
03-12-10, 08:08 AM
hi keminsky i think you need to load the "restore gods eye view" folder in jsgme,it should be with your nygm folders. :up:
nycoroner05
03-13-10, 09:41 PM
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
Stiebler
03-14-10, 04:40 AM
@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.
nycoroner05
03-14-10, 11:01 AM
@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
brett25
03-14-10, 01:02 PM
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 !
Stiebler
03-15-10, 03:56 AM
@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.
Stiebler.
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
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?
Stiebler.
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
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 :nope: I guess people had realized pretty early that there are hardly any hedgehogs in the campaigns in late war.
Best, LGN1
brett25
03-15-10, 01:24 PM
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!:yeah: Im up and running in my first career patrol. I think im going to like this! thanks again, mate
Stiebler
03-15-10, 05:30 PM
@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.
Hi Stiebler,
as I understand h.sie's test, the destroyer did not see him in the first case even after the visual sensor became available. In the second test, the destroyer always saw him (or at least after the sensor became available, it's not clear from his post).
My present understanding is that in single missions you can determine the configuration of the ships via the cfg-date entry. This makes sense because it allows more flexibility. You can have some DDs with new equipment, some with old,... However, in the campaign files the configuration is chosen according to the date when it becomes available (maybe you can get it earlier by setting a later cfg-date. I don't know. I didn't test it). This also makes sense because you do not want to script the same traffic again and again to reflect different equipments. The drawback is that all same ships get the same equipment at the same time (again, maybe you can have it earlier by choosing a later cfg-date. Didn't test it.).
According to rowi58 around 90% of the ships in GWX's rnd layer have a cfg date of 1939. As I understand it according to him that means that 90% of the destroyers do not have hedgehogs,... later. I guess the same applies to deck guns for merchants. I doubt this. Most(all?) ships I encounter are equipped with deck guns later in the war.
So, it looks to me that everything is fine and there is no 'cfg-bug'. I hope rowi58 can comment this or give some more details how he came to the conclusion that there is a bug.
Cheers, LGN1
@ LGN1, Stiebler.
I sent a PM to rowi and asked him to comment the Cfg-Date Bug.
@ LGN1: Currently your focus is on campaign files. Is there something new in work?
@Stiebler: I more and more begin to love NYGM. Thanks for the hard and precise work.
h.sie
Hello Stiebler,
I have two questions:
1. Why are the Torpedo Tubes in the NYGM damage model assigned to the Turm and not, as I would think, assigned to the Front or Bow Torpedo Room?
2. I read that the Anti-Hummingbird mod is included in NYGM but breaks the XXI. What do I have to do in order to play the XXI? Disable that mod?
Thank you,
h.sie
Stiebler
03-17-10, 03:20 AM
@h.sie:
1. (Torpedo tubes assigned to turm). I have no idea, the damage control work was done by Observer, who departed this forum long ago.
2. (Use of XXI). In fact, you can use the XXI without any difficulty. Originally one received the message 'Main pump broken' as soon as the game was loaded (for the XXI), but I fixed that some time ago. Whether you can control flooding easily is unclear. I have used the XXI so rarely that I am not sure now whether there remain any issues. (The anti-humming bird mod has no obvious effect on play with the XXI.)
Perhaps you can tell me how you find the experience?
Stiebler.
Thanks, Stiebler.
Another question: Is there a manual or similar that describes how to adapt a GUI to the NYGM damage model (there are some changes necessary in the crew control screen?). Would be nice and make work easier.
Currently I plan to adapt my version of the ACM-GUI for the use with NYGM. It's intended for my private use, but if there is interest (and with your permission) it is possible to share it with others.
h.sie
Stiebler
03-17-10, 11:43 AM
@H.sire:
Sorry, there is no manual or other description of the NYGM damage model, and I cannot correct it myself. There has never been any previous reason to do so; Observer did an excellent job.
You are welcome to create for distribution an NYGM version of your ACM-GUI.
Stiebler.
Hello Stiebler,
you misunderstood me. I did not want to change the NYGM damage model, I just want to implement it into ACM-GUI. Compared to GWX or Stock SH3, there are some changes necessary in the GUI, because the NYGM damage screen seems to hide some crew positions, e.g. in order to reduce the size of the repair team and so on. But I can also copy&paste the whole NYGM-damage screen into ACM-GUI - with your permission, which I think I now have.
Greetings,
h.sie
By the way: Perhaps I found the reason why in the NYGM damage model, torpedo tubes and other systems are assigned to the turm: I found the following older post in this forum (which has not been answered):
Nedlam wrote: "Speaking of damage. I'm guessing that all of the extra submarine systems located in the bridge section (dive planes, torpedo tubes, etc) are there to simulate having to go outside of the sub to fix?"
For me this is sounds like a good reason !
h.sie
Stiebler
03-18-10, 02:20 PM
@H.sie,
You can definitely repair torpedo tubes *within* the U-boat in NYGM (and presumably all other mods).
I really know very little about why Observer did things the way he did, but they work perfectly, so I prefer not to enquire any further! However, what I do know, is that part of the damage screen/model is to implement his morale/fatigue model also. The two engine room compartments have some extra places where a crew member can be 'rested' - he becomes neither more tired nor less tired.
Certainly, you can copy the NYGM damage model files for your ACM_GUI.
Regards
Stiebler.
Hi Stiebler,
my intention is to understand the damage system - not to change it.
Thanks.
Hello Stiebler,
while adapting ACM-GUI to NYGM, I found some differences between the "Enemies of Germany" entries in en_help.txt and de_help.txt. Since you are english, I think the en_help.txt is the up-to-date one. Tell me if you need help in translation.
Then, I found translation errors in de_menu.txt.
EN: 3955=RESUPPLY INFO
DE: 3955=FEINDE. Better: "NACHSCHUB-AUSKUNFT"
EN: 3956=MERCHANT INFO
DE: 3956=TANKER. Better: "HANDELSSCHIFF-AUSKUNFT"
EN: 4002=Briefing
DE: 4002=Genaues Better: "Anweisungen" or "Details"
And a last question: Is it okay to have a flag chart in the ACM-GUI?
I ask, because in NYGM there is none.
Regards,
h.sie
Stiebler
03-22-10, 03:24 AM
@H.sie,
Thanks for these details, H.sie. I shall correct them as and when there is a new release of NYGM. I do not know from where these German translations came originally.
Certainly add a flag chart. That would be useful.
Good luck with your mod.
Stiebler.
ambarata
03-26-10, 02:02 PM
Hi
My submarine only floats with speed. If i stop the subs goes down.
Comments
AMBarata
Hi
My submarine only floats with speed. If i stop the subs goes down.
Comments
AMBarata
As designed in the mod :up:
This is the result of simulating real buoyancy in the extent that the game allows it. Another take on the same problem is what GWX does by adding the opposite effect, positive buoyancy. Real WW2 submarines could not stay at constant depth for long if stopped, they needed some speed for the dive planes to act and "lift" or keep the boat down by constant minor corrections (Like an airplane's wings).
Thus: Never go below 2 knots or your sub will keep sinking slowly. For more info, read the NYGM manual, it is well explained there (The feature is called "Anti-humming bird")
ambarata
03-26-10, 03:38 PM
As designed in the mod :up:
This is the result of simulating real buoyancy in the extent that the game allows it. Another take on the same problem is what GWX does by adding the opposite effect, positive buoyancy. Real WW2 submarines could not stay at constant depth for long if stopped, they needed some speed for the dive planes to act and "lift" or keep the boat down by constant minor corrections (Like an airplane's wings).
Thus: Never go below 2 knots or your sub will keep sinking slowly. For more info, read the NYGM manual, it is well explained there (The feature is called "Anti-humming bird")
Thank you!
and keep the good work
AMBarata
Just finished to make ACM-GUI Reloaded compatible to NYGM. Tried hard (and hopefully succeeded) to not touch any of the NYGM specific gameplay settings. Can be downloaded from my mediafire page.
h.sie
Found a little bug in ACM-GUi for NYGM. Apologize for that.
You can download a corrected version 1.10b from my mediafire page.
h.sie
Hello Stiebler,
I have a question regarding the radio messages in NYGM. Are they important for the gameplay, or are they more like ear-candy.
Thanks,
h.sie
Going through some files I just noticed something. The pack with IABL's ships for NYGM equips them with the ordinary AI_visual sensor, the same used on warships, instead of the M_visual used in merchants. Is that correct? :hmmm:
Stiebler
03-31-10, 01:05 PM
@Hitman:
You are correct - IABL's ships (in NYGM) did have for a time the AI Sensor.
However, I replaced them with the M_Sensor (Merchant sensor) some time ago.
Try downloading the NYGM-IABL ships again from my signature. You may have an early release.
@H.sie:
Thanks for the update. I've been away a few days.
Stiebler.
Stiebler
04-02-10, 04:13 AM
@H.Sie:
I have a question regarding the radio messages in NYGM. Are they important for the gameplay, or are they more like ear-candy.
Radio messages in NYGM, and in all other super-mods, are ear-candy. There is no way of linking them to actual events.
This means the messages need careful selection. If there are too many, the game keeps dropping to tc=1, and there is no known method to avoid this either, unless by removing the radioman from his position.
NYGM restricts itself solely to messages of strategic importance - about events of the war which will affect U-boats at sea. There are many messages at the outbreak of war, providing general information, a cluster of U-boat sinkings in spring 1941 (in order to hint that the British have a new method of U-boat detection), statements that Germany is at war with various different countries when appropriate, and a cluster of desperate exhortations from Doenitz in 1945. So radio messages in NYGM are always intended to affect your behaviour at sea as the commander of a U-boat, but have no other significance.
Stiebler.
Der Teddy Bar
04-04-10, 06:40 PM
By the way: Perhaps I found the reason why in the NYGM damage model, torpedo tubes and other systems are assigned to the turm: I found the following older post in this forum (which has not been answered):
Nedlam wrote: "Speaking of damage. I'm guessing that all of the extra submarine systems located in the bridge section (dive planes, torpedo tubes, etc) are there to simulate having to go outside of the sub to fix?"
For me this is sounds like a good reason !
h.sie
Hi h.sie,
You are correct that the reason these are assigned to the conning tower to simulate having to go outside of the u-boat to fix and in addition they are there to help the virtual Captain be more considered in the risks he takes.
Stiebler
04-05-10, 11:11 AM
Hitman's brilliant new Optics mod for manual targeting in NYGM is now available for download from the NYGM webpage on SubSim, by clicking on my signature. It replaces completely his older optics mod, which should now be discarded.
Although this is an optional mod for NYGM, I would still strongly advise all users to download it for greater realism in game-play. It looks good too!
For more details, see this link:
http://www.subsim.com/radioroom/showpost.php?p=1348122&postcount=1
Stiebler.
:up:
Try downloading the NYGM-IABL ships again from my signature. You may have an early release.
I'm right now downloading the IABL ships from the subsim page, but have noticed that it is only 13MB. The older versions I had (Have two) are 48MB. What shall I do, simply install the new one or overwrite the older install? :-?
Stiebler
04-06-10, 12:46 PM
Concerning reduced size of NYGM package for IABL ships.
It became apparent during prolonged testing that some of the American ships in the package could not be torpedoed.
The torpedoes passed right *through* (not under) the ships without exploding, easily confirmed by firing air-powered torpedoes and watching camera views of the torpedo trails. These ships could however be sunk by gunfire, and were in other ways stable.
I made the difficult decision to withdraw these defective American ships from the package. Instead, the American roster files now contain references to the original British IABL ships, which can be torpedoed. (Also, some of the original American ships remain in the package.) I have removed a few of the skins for the British ships which are too obviously British only - it would look odd to see an American-flagged ship with an obvious British skin.
This is the package which is now available for download as 'IABL ships for NYGM'. It has the (unintended) advantage that there is a slightly smaller hit on game performance than was the case with the original larger package.
Stiebler.
Thanks John :up:
BTW I have updated this thread's title to refelect the current 3.3C version of NYGM
Cheers
Observer
04-08-10, 07:52 PM
I have no idea, the damage control work was done by Observer, who departed this forum long ago.
I still check in from time to time.;)
BTW, good job keeping things up-to-date.:up:
Stiebler
04-09-10, 06:02 AM
Hallo again Observer!,
Nice to see you in this forum again.
Any chance of you taking a more active interest?
Best wishes,
Stiebler.
Observer
04-09-10, 10:17 PM
Hallo again Observer!,
Nice to see you in this forum again.
Any chance of you taking a more active interest?
Best wishes,
Stiebler.
Thanks!
I suppose it depends on what you're looking to do. The truth is, I've forgotten an awful lot. Unfortunately, I wouldn't be able to commit to anything until the next couple of weeks as I'm pretty tied up right now.
Stiebler
04-10-10, 02:08 AM
@Observer:
Thanks for the reply.
I had nothing specific in mind, but you always had a lot of interesting ideas.
Perhaps you can come up with some new ideas:DL?
You (with DTB) were one of the founders of NYGM, after all!
Stiebler.
Corsair
04-14-10, 03:17 AM
@ Hitman
Thanks for the fantastic job on the new optics mod... Whizz wheel and new compass are superb. :up:
Makes us Kaleuns try to stick close to real tactics. Read mes also very interesting.
DaveP63
04-14-10, 07:07 PM
Don't know if it's been mentioned, my apologies if it has, but has anyone mentioned a problem with the smaller freighters and ASW ships incurring damage and sinking in heavy weather?
Don't know if it's been mentioned, my apologies if it has, but has anyone mentioned a problem with the smaller freighters and ASW ships incurring damage and sinking in heavy weather?
What exactly is the problem?
On my last partrol it happened two times in row: I was on attack run when suddenly the target dissapeared from the hydrophone.
I believe to think this is somewhat realistic.
dinazor
04-15-10, 05:42 AM
We compared SH3 (NYGM) and SH5 last month with my friend. He played SH5 with 84% reality. We begin at September 1939. He passes to channel easily and attacks a convoy without warships. He sunk 84.000 tons ship. Then I started to cross the channel. But the planes were attacked immediately. My hull integrator drop 74% I dived to 30 m with silent mode. But I did not stable because of the damage. I sailed standard speed, warships caught me easily and sunk in few minutes. Now, my friend is in November 1940 and he told me 470 000 tons ships sunk. I suppose SH3 and SH5 are very different games
DaveP63
04-15-10, 06:39 PM
What exactly is the problem?
On my last partrol it happened two times in row: I was on attack run when suddenly the target dissapeared from the hydrophone.
I believe to think this is somewhat realistic.
Wind 15 meters per second in seas that wash over the conning tower, yes, I'd agree. However, they last ones were in seas that were just breaking over the deck at normal surface trim. Not getting worked up over it, just asking the question.
Corsair
04-19-10, 03:20 AM
We compared SH3 (NYGM) and SH5 last month with my friend. He played SH5 with 84% reality. We begin at September 1939. He passes to channel easily and attacks a convoy without warships. He sunk 84.000 tons ship. Then I started to cross the channel. But the planes were attacked immediately. My hull integrator drop 74% I dived to 30 m with silent mode. But I did not stable because of the damage. I sailed standard speed, warships caught me easily and sunk in few minutes. Now, my friend is in November 1940 and he told me 470 000 tons ships sunk. I suppose SH3 and SH5 are very different games
I don't play SH5 because my gaming rig is not connected to internet (and because I disapprove this kind of practice) but from what you can read on the forums it seems that SH5 has been "downgraded" to appeal more to the casual gamer who is just interested in running around and sinking ships. This being wrapped in some eye candy for same reason. The figures you give confirm this tonnage sunk is totally unrealistic.
But on the other hand, you need games for every type of people, it is just the comparison that doesn't seem to make sense...
AHS Centaur RIP
04-22-10, 11:16 PM
Exactly what I think:up:, I really love nygm for SH3 with having to actually make ships sink realistically, not just arcade like hit points run down.
Vandecker
04-23-10, 06:31 AM
Liking NYGM so far, still need to get used to no longer having a notepad to aid me in seeing ships that my crew can see but I can't at night.
I do have one problem however. Whats with not being able to keep a stable depth with any speed below standard?
I went to periscope depth at one third to make a periscope check and then surface. A minute later I noticed that I hadn't surfaced and was in fact dropping below 40 metres:timeout:.
It wasn't until I brought the engines to standard that the boat started to rise again.
Have I encountered a bug and if not how do I disable this feature? I tend to spend long periods of time not looking at the screen using voice commands instead whilst doing homework and other chores and I'd hate to lose a boat because I accidentally dived at one third and forgot to accelerate to standard.
Thanks for your hard work good luck in all future projects.
I do have one problem however. Whats with not being able to keep a stable depth with any speed below standard?
I went to periscope depth at one third to make a periscope check and then surface. A minute later I noticed that I hadn't surfaced and was in fact dropping below 40 metres:timeout:.
It wasn't until I brought the engines to standard that the boat started to rise again.
Have I encountered a bug and if not how do I disable this feature? I tend to spend long periods of time not looking at the screen using voice commands instead whilst doing homework and other chores and I'd hate to lose a boat because I accidentally dived at one third and forgot to accelerate to standard.
http://www.subsim.com/radioroom/showpost.php?p=1335501&postcount=358
Vandecker
04-23-10, 09:23 AM
I am aware that the sub will slowly sink if it drops below 2 knots, but I thought that was the extent of it.
I was at one third engine power, so 3-4 knots and I was still sinking like a stone.
It wasn't until I came up to standard engine power, 5 knots, before the boat started to rise.
Is this a bug then?
Maybe this is what Stiebler calls the "Crash Dive Blues" - a stock SH3 bug. If I remember right, it happens when a crash dive is interrupted. Search this NYGM-forum for this bug. Stiebler did explain how to avoid it.
Ah yes, has happened to me once and certainly it seems to be related to that crash dive blues. BUT I also noticed that it was much more evident with a green crew in your first/second patrol :hmmm:
Stiebler
04-23-10, 02:05 PM
Crash Dive blues:
http://www.subsim.com/radioroom/showpost.php?p=914046&postcount=48
Stiebler.
Vandecker
04-23-10, 06:21 PM
Ah, that along with the green crew on its first patrol sounds like it fits they symptoms to a T. Will be crashdiving shortly to fix it.
Thank you very much for your help.
AHS Centaur RIP
04-24-10, 07:44 PM
Can anyone tell me what is new in the latest NYGM version 3.3 released please since version 2, or a page saying Id really appreciate? Thanks.
AHS,
here you will find all you need: http://www.subsim.com/mods1/nygm/
Everything is clearly marked, what is essential and what is optional.
Good hunting
AHS Centaur RIP
04-25-10, 04:43 AM
Thank you Hitman, thats what I wanted to know. Exploring now :DL
Kind regards
OTHGamer
04-26-10, 09:50 PM
Can someone please tell me which mods in the documentation folders should be copied and moved to the SH3 Mods folder? For example, in NYGM 2.5 documentation folder, copy " " to SH3 Mods folder; in NYMG 3.2 documentation folder, copy " " to the SH3 Mods folder; and etc. I am confused by the various mods in the different folders.
Thank you.
Stiebler
04-27-10, 03:09 AM
Copy all the optional mods in the documentation folder of NYGM versions into a folder called silenthunteriii\mods (I assume that your original SH3 folder is found in silenthunteriii\data).
Copy these optional mods in the order of their versions.
That is, start by copying the mods from NYGM 2.5, then from NYGM 3.2, then from NYGM 3.3B, then from NYGM3.3C.
You will discover that some of the later optional mods replace earlier versions. That is deliberate, always copy the latest version last.
Finally, use J Scones' ever-popular, always valuable, JSGME to install selected optional mods from silenthunteriii\mods into your games folder silenthunteriii\data.
Then later you can remove any optional mods easily, if you do not like them. Some are intended only for use at different times of the war; for example the FuMB37XXIII mod should never be installed before October 1944.
All the optional mods have their own (short) documentation, so read these documents first.
Stiebler.
Stiebler
04-27-10, 03:11 AM
@OTHGamer:
I forgot to mention....
Your first post! Welcome to SubSim!
Stiebler.
OTHGamer
05-01-10, 10:29 PM
Thank you Stiebler.
For any other newbs that may have the same question, here are the mods I copied from the documentation folders:
3rd Flotilla Mod
1500 Meter Bearing Overlay
Alternate Dial Faces
Captain America Officer Icons
Enhanced Nav Map Plotting Tools (I think these tools were incorporated into 1.4b patch)
FuMB37
Harbor Traffic Add-In
NYGM Tonnage War Minefield Mod
Restore Gods Eye View
Single Merchant Contact Mod
FuMB37XXIINYGM
With respect to SH3Patrol, v3.0 appears to be the latest version (found in NYGM3_2), and I copied it to My Documents\SH3\data\cfg folder.
With respect to SH3 Commander, I configured it as follows, per NYGM manuals:
1. Gameplay Options - Use fatigue model and adjust water clarity (i.e., density) are unchecked per manual. No longer have maximum loading times as option, only minimum loading times. Loading times left unchecked. With respect to remaining gameplay options, can I adjust them as I please?
2. Time Compression - I set maximum and when in 3D views to 256. With respect to remaining time compression options, can I adjust them as I please?
3. Text Settings - although not mentioned in manual, I believe this needs to be set to "show" so I can view UBoat's level of damage.
Finally, when I start a new career or single mission, crew needs to be left as "already in SH3." With respect to remaining new career or single mission options, can I adjust them as I please?
With respect to any other SH3 Commander options not mentioned above, can I adjust them as I please?
Ran a test patrol, and, overall, enjoyed the mod.
Thanks.
Tamaris
05-02-10, 04:53 PM
Amazing job!
Just one issue; getting map contacts back? Is it possible to do?
Thanks!
Tamaris
05-02-10, 05:31 PM
I figured it out :salute: Sorry !
pickinthebanjo
05-04-10, 12:58 AM
I just ran into a problem, I went to dive after an air attack and it was like my bow planes were stuck. I had to blow ballast to bring it back up, going 8 knots couldn't work, it just dove deeper faster. After surfacing I ran into a ship some 2000km away, went to periscope depth, and again same problem.
Thing is with the damage management screen changed the planes and many other things don't show up anymore (torpedo tubes also) so I couldn't even say if the dive planes were broken or not, is there a fix to change the damage managment back?
Seems like a good mod though. I rather like how the naval ships react now, also like the fact that it is enabled through JSGME and not installed permanently
Stiebler
05-04-10, 02:55 AM
@PickintheBanjo:
"Crash dive blues".
See post #388 in this thread.
@OTHGamer:
SH3Commander - you can pick any options you want with NYGM.
However, not all of them function (the sabotage option is not enabled, for example). You will not cause any serious problems with NYGM however you configure SH3Commander.
Use SH3Patrol (included in the documentation folder of NYGM) when docked at a U-tanker (milk cow). Read the short documentation for SH3Patrol first, so you understand what is, and what is not, possible while docked. There is no way of adjusting the torpedoes load-out, for example.
Stiebler.
pickinthebanjo
05-04-10, 02:07 PM
K the diving problem is solved, but I notice silent running is useless now. When activated you just sink, is there any fix to that?
K the diving problem is solved, but I notice silent running is useless now. When activated you just sink, is there any fix to that?
Sounds like another example of the 'crash dive blues'. If you use the crash dive command and don't wait till the boat settles around 80 meters you will encouter the problem as described by you.
I don't know any solution to fix the blues in game. You might want to try to reload a saved game and see if the sinking still happens. Otherwise you will have to sail to your homeport and start a new patrol.
Another possibility is that you have suffered some damage making it unable to trim to boat correctly.
pickinthebanjo
05-05-10, 10:16 AM
yeah I just tried silent running in convoy training and it seems to still work, so I will try again on a new patrol in career and see what happens
brett25
05-06-10, 01:13 PM
i rarely use crash dive. As soon as a threat is detected i hit flank speed "5", wait till she gets up to speed, then hit "d", and you will knife under nicely. aside from the all the issues with crash dive, i think you actually submerge slower because you beigin to submerge immediately, before you get full speed. When using d, just be sure to choose a depth you want once you get under, or you will go all the way down
Hello Stiebler,
please allow me one more question:
why do 5 of the UNARMED ship types in nygm have SEARCHLIGHTS?
NHSL = HOSPITAL SHIP
NLLs_ = MEDIUM CARGO
NLSQ_ = TRAMP STEAMER
NLSs_ = SMALL MERCHANT
NLTMs_ = LARGE TANKER
I thought, searchlights only make sense, if there are weapons available. without weapons, the searchlights only would tell the enemy the position of the ship. or where is my mistake?
Thanks & greetings,
h.sie
Stiebler
05-08-10, 01:29 AM
@H.sie:
All the ships you name are lighted ships (ships that have their lights turned on deliberately). They are lighted to reveal their presence, so that U-boats understand that they are unarmed neutrals (and can easily see the ships in order to come close to check for themselves).
Thus the presence or absence of searchlights makes no difference.
Stiebler.
IIRC H.Sie, the searchlights actually are aimed at the flags and neutrality markings, so they are visible perfectly at night :yep:
@Stiebler, Hitman: Ah, I see. Thanks.
Is there a way I can print the reg. manual?
Well I have been confirming lately something I had observed in previous campaigns played during Drumbeat; there seems to be IMHO to few shipping along the US East Coast in Dec 1941 onwards. I have been several times there during a campaign and noticed it, and wondered if it was just an impression, a bad choice of the spot to patrol, etc, but a check with the editor seems most revealing: There is not a thick traffic there as you would think. During Drumbeat it was not strange at all for a commander to be engaged in sinking a ship and suddenly another appearing around; in the current status of the campaign in NYGM this won't happen and you need several weeks of patrolling to locate one or two -many times small- ships.
Should be easy to fix, I suppose, by increasing the spawn rate. Probably the origin of the problem rootes to the time when Pentallion, Jace and Nico applied the 20/20 fix to the excessive shipping and US east coast shipping got that treatment too? :hmmm:
Stiebler
06-13-10, 03:41 AM
Hitman said (of poor traffic density of east coast of USA in 1942):
Should be easy to fix, I suppose, by increasing the spawn rate. True, I'll do that for the next release of NYGM.
Probably the origin of the problem rootes to the time when Pentallion, Jace and Nico applied the 20/20 fix to the excessive shipping and US east coast shipping got that treatment too?I don't know whether that is correct, these fixes were before my time on SubSim.
Stiebler.
@Stiebler
Can you maybe fix the torpedo load for type IXB.
In NYGM there is only 21 torpedos, but in RL it had 22.
:salute:
Stiebler
06-15-10, 03:14 AM
@Dani:
Can you maybe fix the torpedo load for type IXB.
In NYGM there is only 21 torpedos, but in RL it had 22.True. Yes, I can fix that.
There is a bug in the stock SH3 which sometimes causes odd screen effects when reloading six external torpedoes at once. You don't get it with the IXB, but you do with IXC, IXC/40 and IXD2. If I make the change, this bug will also appear for the IXB.
Stiebler.
Thanks for the fast answer.:yeah:
I never had reloaded all 6 externals at once. I'm reloading only if wind is 5 m/s or less, so there is a very rare oportunity and time to take them all inside the boat. So I'm ok with the change.
Can I ask what else your plan for the next patch?
Stiebler
07-10-10, 07:07 AM
After the release of IABL's new merchant fleet, I have decided to consolidate NYGM releases to make it easier for users to try out the new ships.
Therefore all the old versions of NYGM version 3 (3.2, 3.3B, 3.3C) are now consolidated into NYGM3_New.7z, and the opening page of the mod when loaded will show version '3.4'.
A few changes requested by users in this thread have been added, including H.sie's hull damage mod (previously available only as part of Hitman's GUI package for NYGM).
Hitman's GUI package and his Mediterranean campaign files are now included as optional extras within the documentation folder of NYGM3_New, and therefore are no longer available as stand-alone items to download.
Another key change is that IABL's original merchant fleet for NYGM has been given a big overhaul. Users should download the new package (IABLShipsforNYGM_New.7z), and discard the old (iablships_nygm3_2010.7z). The old IABL package is not compatible with NYGM3_New!
The most important change to the NYGM 3_New package concerns the campaign_RND.mis file. This was originally fixed, to show definite ships in specified convoys. (The reason was to make bug-testing easier after crashes-to-desktop caused by defective ships - however, NYGM has been completely stable in this respect for a long time now.)
Now most (but not all) of the definite merchant ships have been changed to generic types. Thus convoys you encounter will contain a much more mixed selection of ships, including those imported from outside NYGM. I have made some key changes to the zones.cfg file so that NYGM is now more tolerant of ships not designed originally for NYGM.
The change to generic merchants has resulted in some other changes to convoys. Some convoys were so fast (> 12 kts) that only fast merchant ships can maintain their positions. If some of these ships can be changed to generic types, there might be ships that can make only 8 kts maximum, or 11 knots maximum, in these fast convoys, so the convoy will disintegrate. Therefore NYGM3_New now lacks any convoy that has an *average* speed faster than 9 kts.
This also makes possible the use of IABL's current MSM-Interim-Beta merchant fleet http://www.filefront.com/16730755/MFM-Interim-Beta.7z with NYGM.
However, if you do use this package, then:
a) Do NOT install NYGM existing small merchant fleet of highly tested IABL ships.
b) DO install the NYGM fix for MSM-Interim-Beta.
c) Even so, this Beta merchant fleet is NOT guaranteed to be stable with NYGM (unlike NYGM's existing IABL merchant fleet, which is guaranteed).
All these mods can now be downloaded from my signature.
Happy hunting.
Stiebler.
In your overlay for MSM-Interim-Beta merchant fleet ,in the cfg file for ship M01B there is no 2DCompartments entry. This is the only ship without it.
Should it be this way?
And just to be sure,if I install the MSM-Interim-Beta merchant fleet with your fix ,these ships will be in convoys?
And thanx for the new NYGM :up:
Stiebler
07-11-10, 02:17 PM
@Dani:
In your overlay for MSM-Interim-Beta merchant fleet ,in the cfg file for ship M01B there is no 2DCompartments entry. This is the only ship without it.
Should it be this way?Well spotted. I had not noticed that error.
The original .cfg file for the M01B in the MSM-Interim-Beta mod, from which the NYGM overlay was created, also lacks the 2DCompartments entry.
It will be necessary to seek advice from IABL about how to fix this missing information. I shall make a post in his merchant shop sticky thread.
EDIT: In the meantime, copy and paste the M01A 2DCompartments into the M01B eqp file. From previous examples of IABL's ships, this should be correct.
And just to be sure,if I install the MSM-Interim-Beta merchant fleet with your fix ,these ships will be in convoys?Yes, these ships will be in convoys.
Stiebler.
Corsair
07-12-10, 03:01 AM
Thks for update, Stiebler. Downloading and installing right away. I am currently on stand by in Lorient awaiting new patrol orders, just the right time to install new files...
I'm encountering a strange problem with my IXB right now. I have 3.4 installed, and this patrol (my 3rd with this boat) I am having major depth keeping problems. I just attacked a convoy off of Gibraltar on the atlantic side, and after I attacked (and sunk) three ships i proceeded to go ahead flank down to the limit of the yellow region on my depth gauge. Normally, i can just hit silent running once i level off and i can stay there for as long as i want. However, this time I just kept on dropping like a stone. I fed the order through again to a higher depth, but i still kept slipping. Only when i make 5 knots or faster can i keep depth or make progress towards the surface. I cant really figure out why this would suddenly happen, the only thing ive done differently this patrol is dock and refuel at one of the u boat tenders at a spanish port. Any ideas?
Stiebler
07-23-10, 01:30 AM
@Wolf52:
This is an old, and well documented, problem caused by a bug with SH3 which is more obvious in NYGM.
Crash-dive-blues:
http://www.subsim.com/radioroom/showpost.php?p=914046&postcount=48
Stiebler.
Thanks a lot Stiebler! I'm really surprised that this is the first time ive encountered this, as I have played quite a lot of SH3 in my time. The last time that happened it actually turned out quite humorously for me, since i couldnt get away from a flower corvette (not being able to run silent kept him around) i decided to blow ballast and fight it out on the surface. I managed to take both him and a friend who joined the party later out with my deck gun. Quite rewarding and surprising! Hardly took any damage as well.
Sokolov
07-29-10, 05:35 PM
Whats in NYGM with repair times? Is NYGM compatible with LRT mod? Help me pls
Stiebler
07-30-10, 05:54 AM
@Sokolov:
NYGM has its own custom-designed damage model. (Made long ago by Observer.)
Our damage model works excellently, doesn't need any other mods, and probably won't function with other mods either.
Stiebler.
Sokolov
07-30-10, 06:06 PM
tnx, thats great!
mike133
10-15-10, 03:31 AM
where I can download mod ?
page http://www.subsim.com/mods1/nygm/ is blank
Here: http://www.subsim.com/radioroom/downloads.php?do=file&id=1225
Be sure to also find and install the later patches (Up to 3.3c) :up:
wasn't it V3.4 in the meantime?
Doooh :doh: you are right!
Thanks for pointing that out :up:
Link to Stiebler's presentation of 3.4 (It's in thsi same thread we are now): http://www.subsim.com/radioroom/showpost.php?p=1440593&postcount=415
Will also fix the thread title in a moment...
mookiemookie
10-17-10, 07:22 PM
Here: http://www.subsim.com/radioroom/downloads.php?do=file&id=1225
Be sure to also find and install the later patches (Up to 3.3c) :up:
That link still directs to the same blank page ( http://www.subsim.com/mods1/nygm/ )
You mean the link in the first page of this thread? I thought Stiebler kept them updated :hmmm:
I do not want to edit someone's else post for this unless it's necessary, so I will leave some days and see if he fixes it (May be he has stored the mod elsewhere he wants to link to or whatever reason I prefer to respect).
mookiemookie
10-18-10, 08:03 AM
You mean the link in the first page of this thread? I thought Stiebler kept them updated :hmmm:
I do not want to edit someone's else post for this unless it's necessary, so I will leave some days and see if he fixes it (May be he has stored the mod elsewhere he wants to link to or whatever reason I prefer to respect).
Yes, the link in Steibler's sig goes to the same blank page that the Subsim download link goes to.
Stiebler
10-18-10, 09:07 AM
I have done nothing to the link. The files remain in place on the link address in my signature (confirmed with an FTP test), but I confirm that the files cannot be seen by those who click on the link in my signature.
I shall have to ask Uncle Neal.
Stiebler.
Hawk U-375
10-19-10, 09:05 AM
Is there any other place we can download this from?
Stiebler
10-21-10, 08:32 AM
The NYGM page at SubSim (see my signature) is now restored to proper working order.
The index page had been set to blank, probably during testing while the false 'attack site' nuisance was being tested.
Happy hunting!
Stiebler.
Hawk U-375
10-21-10, 10:14 AM
Thank You Herr Stiebler!:yeah:
mookiemookie
10-21-10, 10:21 AM
The NYGM page at SubSim (see my signature) is now restored to proper working order.
The index page had been set to blank, probably during testing while the false 'attack site' nuisance was being tested.
Happy hunting!
Stiebler.
Thank you. Looking forward to finally giving NYGM a try. :yeah:
@Stiebler
From the NYGM2.2 manual :
" The real world change is the replication of the Germans Depth Keeping issue that occurred from 1939 to late
1942. This feature (only available with the use of SH3 Cmdr) is where 30% of the time the torpedo will be at
the correct depth as set with the TDC and for the other 70% of the time that the torpedo depth will have an
error from as little as 0.5 metres up to 3 metres."
"Chance for premature detonation per sea state
Pistol Rough Medium Calm
Pi1 40% 15% 5%
Pi2 15% 5% 1%
Pi3 15% 5% 1%
Pi4a 5% 1% 1%
Pi4b 5% 1% 1%
Pi4c 5% 1% 1%
Pi4d 5% 1% 1%
Pi6 5% 1% 1%
NOTE: the deeper the torpedo is set the less the % chance of a premature detonation is."
What means only available with the use of SH3 Cmdr ?
Are these values changeable ?
Can you maybe make a mod with much higher % chance for premature detonation ?
I just want to have more torpedo failures to get more realistic tonnage score.
Cheers
Dani
Stiebler
11-13-10, 02:18 PM
@Dani,
So far as I am aware, having checked the files and the documentation for NYGM 2.0 up to 2.5, the only changes made to NYGM torpedoes, in order to mimick early war unreliability, are these:
1. Magnetic torpedo set as default (however you can change this to impact if you prefer to have better reliability).
2. Torpedo depth set to 3 metres. Again, it is easy enough to change this to make the torpedo more reliable, simply by setting the torpedo depth to 4 or 5 metres.
There are no changes made with SH3 Commander (including the special NYGM replacement data files for SH3Commander) that affect NYGM torpedoes. I checked carefully.
Stiebler.
I hope this is the right thread....
I do have a problem with NYGM 3.4, everything works fine, but after upgrading my VIIC with the conning-tower VIIC/2 and the FuMo39 (the first radar which gets available in 1942) my rage with 9knots is reduced to ~6000km.
No way I can reach DJ like I did before where the indicated range was something ~23000km.:cry:
At first I thought it's because of sabotage or malfuntions, went to the harbour go to next patrol, but it's the same. So I disabled malfunctions & sabotage, went back to the conning tower 1 -> 23000km, back again install tower 2 and am down to 6000km :dead:.
Stiebler
11-16-10, 04:38 AM
@Barium:
Yes, this is the right thread.
Unfortunately, though, I have been unable to reproduce your problem on my setup for NYGM. I ran several trials with a VIIC in late 1941, with the MAN exhaust supercharger installed. (Presumably that was what you are using, since you talk about range at 9 kts, which is most economical cruising speed with the supercharger at 1/3 ahead (9kts is 1/2 ahead without the supercharger). I had ranges of around 18,000 km. (Oddly enough, also around 18,000 km at 1/3 ahead without the supercharger, at 9 kts). This was all with conning tower-1.
Then I upgraded to conning tower-2. Same ranges (18,000 km) at 9 kts with supercharger installed, 1/3 ahead.
I believe that your problem may be that you forgot the effect of installing a supercharger on speed and endurance. Alternatively, to obtain 9 kts on the standard engines is sometimes 1/3 ahead on a flat sea and 1/2 ahead in heavy seas. Or you have made some similar oversight.
The only other possibility is that using SH3-Commander, as evidently you are, you have at some point forgotten to roll-back Commander before adding some kind of mod. This can affect key files. Incidentally, have you remembered to add the special NYGM files for SH3 Commander? You can download them from my signature.
Sorry I can't help any further.
Stiebler.
Thanks for your replay.
It is with the supercharger, MAN I think, at speed set via the "2" key. On flat oceans about 10kn and with some wind and waves about 9kn.
And yes, I am useing SH3 Commander and I installed it in according to your installation help.
As I am currently on patrol with the type VIIC with conning tower 1 I can't look up what I have installed. But no mods were installed / removed since starting the campaign at the beginning of the war.
@Stiebler
When using SH3 Commander and choosing 10 flotilla + type IXd2 + 1943, I'm always getting AM grids (around Britain) to patrol.
Till december 1942 it's south atlantic.
Maybe the reason for this is because the four type IXD2 of the 10 flotilla where by the end of '42 transferred to the 12 flotilla,
so the 10 flotilla had no type IXd2 in '43?
Stiebler
11-20-10, 03:58 AM
@Dani,
This is a well known problem with stock SH3, where patrol areas take no account of your type of U-boat. SH3 Commander uses stock patrol areas. I don't understand why you are getting AM patrol areas though - whatever your U-boat.
There is an easy solution: When in base, use SH3Patrol (supplied with NYGM, in the documents folder) to provide patrol areas appropriate for your type of U-boat. SH3Patrol is intelligent enough to detect which type of U-boat you have, which base you are using, and the current year and month. It then provides an appropriate patrol grid from its internal look-up tables.
If you wish to use both SH3Commander and SH3Patrol, make sure you use SH3Patrol *after* SH3Commander.
Stiebler.
JScones
11-20-10, 04:12 AM
@Stiebler: Just to clarify, SH3 DOES cater for U-boat type (thus so does SH3Cmdr, for as you mentioned it reads from the SH3 flotilla.cfg file)...provided the modder has utilised the correct logic when setting patrol grids in flotilla.cfg.
I figured out the logic waaay back when I was working on GWX (over 3 years ago), but shelved it when I left the team. It lay dormant until 18 months later when I shared the logic with WB who used it in his XXI mod. Here's a post of mine from two years ago...
Yes, to echo WB's words, SH3 does consider sub type when allocating grids - always has. If you understand its logic, then you can set unique grids for each sub type in each flotilla, meaning (for example) that your VIIC Kaleun can be sent to totally different parts of the world than your XXI Kaleun, despite them being in the same flotilla at the same time. This is the piece of the puzzle that is always missing from the "XXI in 1939" solutions found in this forum, hence the usual "NULL" grid allocations.
TBH I totally forgot about this finding - I worked it out over 18 months ago (it's quite straight forward) and had even started building a new Flotilla.cfg file for GWX2.0. But when I left the GWX team I simply shelved all my unfinished work (although it was no secret to the team), including this and the nearly completed "Fantasy Flotilla" mod that gave players an option of either having all boats and equipment at war's start, or boats and equipment roughly 1 or so years earlier than historically available, all under the "story" of the player being attached to a "secret testing flotilla" based in Hamburg.
Anyway, glad to see you got it working with your mod. :up:
@WB: I had a quick look at your files; you need to set valid grids for Jan0130 through July0134 and Jan0130 through July0134. ;)
From http://www.subsim.com/radioroom/showthread.php?p=982254#post982254
Ah yes I remember that post. But I don't remember that you ever explained there or elsewhere how the patrol grid logic worked? Would myself be interested in knowing that, so if you still have your notes many of us would be thankful if you share them :up:
JScones
11-20-10, 05:34 AM
I went looking for my notes when I made the above post, but couldn't find them...and with the passage of time I have clear forgot what the rules were. :(
Hopefully Wreford-Brown still has my emails - I've no problem with him posting the logic. IIRC it's quite simple.
I did just find this thread though; WB's post from Dec 2008 seems how I recall it... http://www.subsim.com/radioroom/showthread.php?p=1014483 , so it's not been a secret.
Cheers, seems that most of the info needed is already explained in that thread :up: I know it wasn't secret, it's just that somehow nobody seemed to have posted all the relevant info compiled in just one place
Thanks again :salute:
Thank you Stiebler for your answer.
I have SH3Patrol ,but you can't used it for the first patrol of a new career.
Stiebler
11-20-10, 10:42 AM
Originally Posted by Pisces
As I suspected. These seem to be the ones that were intended (start of the war, 2nd flottila):
Aug1000=BF13
Aug1001=BF11
Aug1002=BF14
Aug1003=BF15
Aug1004=BF12
the numbers 1000-1004 seem to be related with a indexing system in the file. It has no relavance to a year or date, other than the month shown.
Hmm, you could try to spend 24 hours in each of them and find out which one is the real one. ;)
Wreford-Brown replied:
JScones has very patiently explained this to me and the format is month, flotilla, year, submarine type, random grid
Where:
Month = Jan through Dec.
Flotilla = The flotilla index (0 to 7).
Year = The year (0 to 6). 0 = 1939 and 6 = 1945
Submarine type = Key for the sub in question. (0=II, 1=VII, 2=IX, 3=XXI).
Random grid = A way to randomise the allocated grid between 0 and 4.Nice work, Jaeson, I hadn't realised the significance of the flotilla and year entries.
In case you're interested, what I did was to use a self-penned short program just to identify the most common grid references in flotilla.cfg for each year. Then I worked out which U-boat types were most likely to reach them (eg, not a type II to the Americas, nor a IXD2 to the English Channel) and made a series of look-up tables based on these most common grid references and indexed by U-boat type, starting base, and year (sometimes divided into half-years). Then I added a few less common entries to add interest. And finally I added a lot of patrol grids around the coast of Britain for Type VII and Type II (=Type XXIII) boats for October 1944 onwards (Inshore campaign).
This was much more efficient than the huge number of entries in flotilla.cfg, but the devs weren't interested in it for SH5. I don't know what they have done there.
@Dani:
Point taken, about SH3Patrol not functioning on the very first patrol.
Stiebler.
Hi Stiebler,
First let me thank you for the great work!:yeah:
Personally for me it's the best mod!:rock::rock:
Now the question.
Recently discovered a case (screenshot).
It must be so, or I missed something?
By the way can it was an accident, but I have been dreaming about it!
http://img830.imageshack.us/img830/8058/13179217.jpg
More...
http://img703.imageshack.us/img703/2959/21501074.jpg
http://img26.imageshack.us/img26/8413/96356530.jpg
http://img703.imageshack.us/img703/2959/21501074.jpg
http://img714.imageshack.us/img714/7830/44447969.jpg
http://img25.imageshack.us/img25/3930/71693204.jpg
Stiebler
11-26-10, 03:58 AM
@Buker,
Nice snapshot of your SH3 U-boat, but I have no idea how it has a complete flak crew AND a complete bridge crew.
I have never seen that myself.
Probably a corrupt reload from a saved game has caused this kind of behaviour. Corrupt reloads cause all kinds of unexpected difficulties. Another possibility is a clash of mods.
However, since you are happy with the situation, carry on with it until you return to base!
Happy hunting,
Stiebler.
@Buker,
Nice snapshot of your SH3 U-boat, but I have no idea how it has a complete flak crew AND a complete bridge crew.
I have never seen that myself.
.................................................. ....................
.................................................. ....................
Stiebler.
Hello Buke and Stiebler
I have ALWAYS BOTH watch crew AND flak crew and/or deck gun crew when:
After the whole crew in flak is killed, the watch crew go up to the bridge. However, the death crew remains in place, red coloured in interface. (invisible with external cameras)
If I replace death crew with new alive crew, the watch crew stays in the tower
Never CDT
Sorry, I can not remember if occurs only with NYGM or with any supermod/stock game.
But one can test that in Academy, in flak-gun tutorial.
I MUST ADMIT that I modified U-boot to have water-streams (I failed for VII-C, no water-streams)
Best regards :salute:
After the whole crew in flak is killed, the watch crew go up to the bridge. However, the death crew remains in place, red coloured in interface. (invisible with external cameras)
Sorry, I can not remember if occurs only with NYGM or with any supermod/stock game.
Hi NGT,
You're right, my crew during the battle with the Liberator suffered heavy losses!
But I have not seen more of this phenomenon in other supermode!
Generally, it should be noted that in the NYGM most realistic aircraft attack!:rock::rock:
Again, personally I really like it!:yeah:
Another episode.
Completely missing crew on the bridge!
By the way is very realistic!
Indeed, in a real fight so often happened, the crew was hiding in the hull submarine.
To avoid needless loss.
Hi Stiebler,
Is it possible to translate this idea into reality?:hmmm:
http://img146.imageshack.us/img146/4938/sh3img2711201020744390.jpg
http://img808.imageshack.us/img808/5503/sh3img2711201020733906.jpg
Stiebler
11-28-10, 04:06 PM
Thanks for your observations, NGT. I had never noticed the effect of replacement of dead crew members with live ones previously.
@Buker: Sorry, but I cannot help. All the crew changes and their compartments were made by Observer, who departed this forum long ago. I lack the necessary knowledge.
Stiebler.
@Stiebler
Since the far east bases are present in NYGM and the tanker Brake, is there any traffic in the Indian Ocean and the east coast of Africa?
Can I expect to find something there?
@Buker: Sorry, but I cannot help. All the crew changes and their compartments were made by Observer, who departed this forum long ago. I lack the necessary knowledge.
.
Sorry ...
If I understand you right, the updates are also not worth waiting for?
Stiebler
11-30-10, 03:08 AM
@Dani,
NYGM has augmented traffic in the Indian Ocean and off the east coast of Africa, including a few convoys. Especially from the Persian Gulf to the Suez Canal. There are also some nasty aircraft in the area.
However, as in real life, the number of ships is much lower than in the Atlantic. There are no ships in the Pacific Ocean.
@Buker:
To which updates do you refer?
Stiebler.
Thank you , Stiebler. :salute:
@Buker:
To which updates do you refer?
Personally, I'll be glad to any add-ons!
Even if it's just one texture ...:wah:
For example the texture on the menu.
Here is my modest attempt to ...
Screenshots:
http://img256.imageshack.us/img256/2890/12650025.jpg
http://img222.imageshack.us/img222/1671/13047859.jpg
Stiebler
12-02-10, 01:56 PM
@Buker:
Nice pictures, good luck with them!
There is still further work being carried out on NYGM, see for example the 'Bad Weather' thread by H.sie, where we are attempting to solve the problem of continuous bad weather.
Stiebler.
Stiebler
12-06-10, 06:52 AM
There is an error in the campaign_RND.mis file for NYGM_3New, which causes occasional CTDs after a lighted neutral ship is encountered in the Baltic.
I have now replaced the campaign_RND.mis file in the download available from my signature below.
For those who do not wish to download the large NYGM_3New file again, a simple patch is available here:
http://www.subsim.com/mods1/nygm/NYGM3_NewPatch.7z
The patch is NOT available from my signature, in order to avoid cluttering of the main NYGM mods page.
Stiebler.
Hi Stiebler,
The question has arisen.
Such a long time not seen, and thought with version 3.4 this can not be, but ...
I spent two ships seven torpedoes!:har:
And only then discovered the reason ...
How do I fix this?
http://img576.imageshack.us/img576/8508/99317049.jpg
http://img715.imageshack.us/img715/7977/32858893.jpg
http://img258.imageshack.us/img258/3240/88067098.jpg
http://img249.imageshack.us/img249/6355/39329454.jpg
Stiebler
12-08-10, 05:16 AM
@Buker,
I have seen this problem too. It occurs only when you attack a convoy which has also an AI U-boat to make earlier attacks.
There is no known solution to this problem. Probably there is a conflict of IDs for ships and AI U-boat.
However, the problem is very rare. You can always sink ships floating above the water with gunfire. Occasionally, you can sink big ships with a shallow (3 metre) slow magnetic torpedo.
Sorry about that.
Stiebler.
However, the problem is very rare.
Yes, the problem is really rare and therefore not critical.
Stiebler
Want to laugh?
Unbelievable but true!
Sometimes it happens...:rotfl2:
http://img703.imageshack.us/img703/6011/111k01.jpg
Stiebler
12-10-10, 04:22 AM
@Buker:
I have never seen this problem before either.
Perhaps you should re-install NYGM? (Perhaps even SH3 also.)
Stiebler.
@Buker:
I have never seen this problem before either.
Perhaps you should re-install NYGM? (Perhaps even SH3 also.)
Stiebler.
No, I already did ....
I have now surprisingly stable it works ...
Thank you for your answers!:salute:
Corsair
12-24-10, 06:40 PM
A "Frohe Weinachten" to all NYGM Kaleuns. Gute Jagd und fette Beute...
Stiebler
01-04-11, 11:58 AM
I have just placed this patch (NYGM3_4A) for NYGM onto the SubSim site.
It fixes a few bugs, but also contains H.sie's 'Bad Weather Fix', which provides a complete solution to the interminable foggy-storms of stock SH3 and all subsequent mods.
The patch also provides much more intense air cover than any previous release of NYGM, and seems finally to be well balanced in this area.
As usual, the new patch has been very well tested. I have run a complete campaign from 1939 to 1945 with the patch installed.
Instructions for installation with JSGME can be found by clicking on my signature and reading the general NYGM page that arises. Or read the 'readme.txt' file from the patch.
Stiebler.
Excellent! Thread title updated :up:
Corsair
01-04-11, 07:31 PM
Thanks Stiebler for the update.
I've already used Bad Weather Fix on LSH3 V5 and it makes great weather changes.
Is it interfering with Real Weather Fix previously provided with NYGM ?
@Corsair: I programmed and tested the "Bad waether fix" with the settings of the "Real weather fix" enabled in scene.dat, so they won't interfere.
Hi Stiebler,
Thanks for the patch!:yeah:
Your work is much appreciated!
Corsair
01-05-11, 06:57 PM
@Corsair: I programmed and tested the "Bad waether fix" with the settings of the "Real weather fix" enabled in scene.dat, so they won't interfere.
Thks for reply and for the great job on weather...:yeah:
Stiebler
01-06-11, 04:14 AM
Hallo Anvart, old friend,
It is wonderful to see you back in the SH3 forum.
Where i can take files (free) without StarForce:
sh3.exe
MissionEngine.dll
SimData.dll
StateMachine.dll
Utils.dll
We are not permitted to post links to fixes for executable files in SubSim.
However, here is the official post by Neal Stevens:
http://www.subsim.com/radioroom/showpost.php?p=1234315&postcount=1
And this is what Neal says:
You will need to do a web search for archive rld-sh14.rar or search for Silent hunter 3 v1.4b No DVD/Fixed exe to get the archive. Do not post links in this forum, everyone should know how to use Google.Stiebler.
hi dear Anvart
u will find the link in our SH3-Installation Manual here http://www.lsh3.com/dl/v5/LSH3_V5.1_Installation_EN.pdf (http://www.lsh3.com/dl/v5/LSH3_V5.1_Installation_EN.pdf)
check page 9 :yep:
greet from Urmel
SquareSteelBar
01-07-11, 04:35 AM
Sorry, Stiebler.
I know rules... and i use NoDVD since 2006...
but i want clear files... above...http://www.amazon.de/Purple-Hills-Silent-Hunter-3/dp/B002YNS4FY
Thanks, Urmel & SquareSteelBar, this info is known for me.
SquareSteelBar
01-07-11, 06:00 AM
...and this is no option for you?
I bought that Purple Hills edition some months ago - it's patched to v1.4b and it's really StarForce free !
SquareSteelBar
01-07-11, 07:38 AM
I bought it at a supermarket.
No supermarkets or PC markets in Екатеринбург ?
U-boat luver
01-08-11, 10:11 PM
quick question...In the stock vanilla version of SH3, during a patrol on the surface, you could click exit, and then abandon career and end up back at base. I would do this all the time back in Vanilla, because I was wayyyy to lazy to sail all the way back to base. However in NYGM when I do the same thing I get back to base and when I check my save games my commander is marked as dead. Is this a bug or a deliberate thing?
Stiebler
01-09-11, 07:05 AM
@Anvart:
I installed NYGM 2.5 + NYGM 3 New + NYGM 3.4A... without addons...
and what i see... old errors... Head4, compass on the bridge, Halo through crew body... and so on... Today 2011! True, but none of these items affects NYGM's superlative game play.
Try Mikhayl's optional 'NYGM HiRes Submarines' add-on. (Download from my signature.)
@U-boat Luver:
In the stock vanilla version of SH3, during a patrol on the surface, you could click exit, and then abandon career and end up back at base. I would do this all the time back in Vanilla, because I was wayyyy to lazy to sail all the way back to base. However in NYGM when I do the same thing I get back to base and when I check my save games my commander is marked as dead. Is this a bug or a deliberate thing? Deliberate, sorry.
Stiebler.
... and visual images (визуальные образы) is main part of it...Yes, the game's 3D environment and looks can be a decisive realism feature as GWX showed, but NYGM has not always favoured that route for several reasons:
1.- User's computer processing power. NYGM is a mod that runs well on "older" systems, and adding more eyecandy will interfere with that. Because of this, the visual aspect has often been a bit neglected (Admitingly), both the really processor consuming stuff, and the one that is not, but falls under the "eyecandy" category.
2.- NYGM own "processing" power. Reduced to a team of one -Stiebler- with ocasional valuable external colaboration, there have always been other prioritary areas where Stiebler has wanted to work.
Of course we all would love to see someone fixing that stuff you rightfully point out as bugged :yep: but right now there is nobody in the team with time for doing that, even if it might appear as a simple fix.
I know, but when you stay away from the graphic department, you do it normally in all things, eyecandy and simple errors that do not modify game behaviour. That's what I was trying to explain, that this area has been long overlooked in NYGM for the reasons mentioned above.:up:
Stiebler
01-09-11, 03:19 PM
@Anvart,
Perhaps you could tell me which mods fix the problems you have mentioned?
If there is truly no performance-hit when they are installed, I shall be happy to add these mods to NYGM (if their authors permit it).
Many thanks.
Stiebler.
@Stiebler: I tested Anvarts "Halo Not visible through body" mod with NYGM and GWX and it worked good.
Stiebler
01-10-11, 04:20 AM
@Anvart:
Compass fix (UV map changing of model) i made only for stock Turm7c_3_hd.dat (as example)...
but if you want i can do this work for NYGM turms.
Many thanks for this generous offer, Anvart.
If you could kindly post a link to one turm for NYGM, then I could test it. (Before you make all the other turms!)
Perhaps it will be best if you use the turm from Mikhayl's 'HiRes Submarines' mod, to combine the advantages of both mods.
@H.sie:
Thanks for the feedback about the Anvarts "Halo Not visible through body" mod.
Stiebler.
Stiebler
01-10-11, 07:16 AM
@Anvart:
Why? You do not use NYGM HiRes Submarines in main NYGM3_New :o
It is a question of maintaining a low memory size for NYGM files (eg NYGM3_New) which are essential, for the benefit of those who have slow download connections.
However, those who wish to have improved graphics for turms surely wish to have an improved graphics appearance for the U-boat?
Perhaps other people agree with you and not with me. Are there any other opinions from other players?
Stiebler.
Stiebler
01-10-11, 11:43 AM
@anvart:
You want i to have changed files of NYGM HiRes Submarines only? or no? It is best, I think, if we wait for some feedback from other users.
Look pic.
1) I can not change deck textures (to normal) and change UV map of the forward compass.
2) I can change deck textures (to normal) and change UV map of the rear compass.
What do you want? The NYGM compass arrangement was created by other modders.
I cannot answer your question - I have never seen these pictures before.
Therefore, since you have the skills, it is better if you make the judgement.
I regret that I cannot help you more. These judgements are outside my area of expertise.
Stiebler.
Stiebler
01-16-11, 04:40 PM
While testing other mods, I discovered suddenly that the new patch 3_4A contains an unwanted file: menu_1024_768.ini.
This causes most strange views from the periscope, unless you have later added Hitman's excellent UZO mod. (Which you ought to do, as I always do, which is why I missed this error in testing!)
I have uploaded to Subsim a revised version of the NYGM 3_4A patch, which lacks the unwanted file. Download it from my signature.
Sorry about that, everyone.
Stiebler.
Where i can find new separate file menu_1024_768.ini. :wah:
Stiebler
01-26-11, 04:26 PM
@Anvart:
The latest menu_1024_768.ini file can be found in NYGM3_New, which probably you have already.
However, I have also provided for you a direct link to the file - see your PM.
Stiebler.
silentwayIII
02-14-11, 08:26 AM
I use an XXI beginning in Jan 44. When attacking an escorted convoy and I'm being chased by DE's or destroyers I get a CTD when K-guns are fired. This seems to happen when the DE or destroyer is near. Occationally it has happened when a destroyer or DE passes overhead and drops depth charges, but always when the k-guns are fired nearby.
Currently I am using the stock sounds (folder) from the 1.4b version and the additonal sounds provided by the different versions of NYGM. My setup (mods) does not have other sound mods activated.
My computer is fairly new, running Vista 64 and has 8 mgs of memory. The system uses a mother board sound system. I have the latest Realtex driver. Although I don't play many games, only SHIII and NYGM CTD. I have experimented using GWX, but so far have not had the CTD with the XXI in the GWX install.
When using other types of submarines, VIIc and IXD2, again all starting in Jan of 44 I get not CTD when depth charges or k-guns are used against me.
I've looked for a specific sound file that relates to the k-gun when it is fired, but haven't located it. If it does exist and I can remove it can see if the CTD still occurs.
Any thoughts on this subject, work around...other would be appreciated...NYGM is my choice.
silentwayIII
Stiebler
02-15-11, 07:54 AM
Sorry, Silentway, but I have no idea what causes your problem.
I have never seen this problem myself.
Of course, the XXI is used very little in NYGM anyway, because the main pump is used by NYGM for the 'anti-humming-bird' mod. However, that is the only important change that we have made to the original (stock) SH3 mod for the XXI. The .sim and .zon files have been altered a little, but these changes should not interact with a sound file.
In any case, you say that you see the same problem with stock SH3.exe, which seems to eliminate a problem with NYGM.
It seems to me that you may have a corrupted installation of files, since clearly you are mixing mods together. A clean re-installation may be your best answer.
Does anyone else have any suggestions?
Stiebler.
silentwayIII
02-16-11, 12:37 AM
Will try a clean install and see if it corrects the CTD issue.
silentwayIII
02-16-11, 06:02 PM
Re-installed to 1.4 then NYGM from scratch...CTD when destroyer fired K-guns. Only happens when using the XXI, not when using VIIc and IDX2.
The other side of the coin is that the XXI test missions I do in GWX (similar convoy attack) don't CTD under the exact same circumstances.
It's a sound issue, but particular to NYGM. Will swap the sound folder with GWX and give the same (did save it before attacking convoy) mission another try.
Stiebler
02-17-11, 06:07 AM
@Silentway III:
Many thanks for the feedback.
Could I suggest that a better strategy would be to remove sound files from NYGM in half-blocks at a time, rather than to reintroduce sound files from GWX? They might not be compatible with NYGM in any case.
By 'remove in half-blocks', I mean:
a) Remove a random half of the sound files from NYGM (perhaps the top half, for example). Then test with the XXI.
b) If the problem persists, restore the removed half, and remove the original half that you had not removed. Re-test.
c) Once you have found the defective half, then repeat the process, removing half at a time until you loate the defective quarter of sound files.
d) Then continue half-blocking until there remains only one defective file. That is the guilty file. THEN you can try replacing it with the original file from Stock SH3. If that is OK, try the corresponding GWX file.
[The above technique is a standard 'dictionary-search' procedure taken from Artificial Intelligence, and is VERY fast to locate a problem. But it will work only if there is just one defective sound file. It will not work if there are two or more defective files - especially if they interfere with one another. Of course, if you could be *sure* that there is only one defective sound file, it would not be necessary to continue to remove the files which did not cause a problem.]
And please let me know which is the guilty file!
Good luck!
Stiebler.
silentwayIII
02-17-11, 12:56 PM
Thanks for the advise will work on it this afternoon. This is what I've done so far:
played 1x k-guns fired-CTD
Played 1x k-guns fired-CTD
Installed 4 gb patch
played 1x k-guns splash-CTD
Took two POUL sound files out (snorkle and periscope)-Plyed 1x-CTD
Took NYGM 2.5 sound file (PO.9_$Gun_Muzzle_Flash out (sounded like K-gun file-CTD-played 1x-CTD
Took k-gun splash files out-CTD
Swapped Sound folder (NYGM with GWX)-CTD
Will update you when I begin "your" process of elimination
Thanks.
silentwayIII
Stiebler
02-18-11, 03:26 AM
@SilentwayIII:
Don't forget that, if you remove half of the sound files, and your problem persists, and then you restore the first half of the sound files while removing the second half, and still the problem persists, then:
Either more than one sound file is responsible for your problem.
Or (more probably) your sound-CTD is a symptom of a different, underlying, problem.
Good luck again,
Stiebler.
brett25
02-18-11, 02:24 PM
Hi Stiebler, not sure if this has been asked, but is it advisable to use H.Sie's "realistic repair and flooding times" patch mod (http://www.subsim.com/radioroom/showthread.php?t=174225&highlight=weather) with NYGM? He has created a version specifically for NYGM. My question is will this mod compliment NYGM's repair times and or add features not already in NYGM? THe mod has some very cool tweaks and I wanted to know how this would merge with NYGM's already improved gameplay. Thanks !:salute:
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