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View Full Version : NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015)


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Stiebler
02-18-11, 03:35 PM
@Brett25:

Unfortunately H.sie's Realistic repairs fix sometimes causes CTDs with NYGM, which has its own repairs mod already installed.

However, all the other features function perfectly. The only difference between the NYGM and GWX versions of H.sie's V15E patch is that the repair fix is disabled for NYGM and not for GWX.

There will be very soon an 'Options Selector' package available, which resolves all these problems for you.

[H.sie and I are working on several other goodies too, for the next patch. That is why release of the Options Selector has been delayed.]

Stiebler.

brett25
02-18-11, 11:53 PM
Stiebler, one more issue that just popped up for me. This is the first time im experiencing this because its the first time I use a FuMo29 radar in NYGM. The radar "shroud" that's supposed to go around the front of the conning tower is appearing on the deck standing upright. very strange, Has anyone reported this before? not sure whats causing this. appears on both typ7c1 and 2 turms


EDIT: I think using the hi re submarine mod has fixed it, need to do more tests. Is this your experience too?

brett25
02-19-11, 03:32 AM
Hi Stiebler,

Ok after more extensive testing (tests were done with only NYGM up to 3.4 installed) I am almost certain there is a conflict between H.sei's "realistic repair patch for NYGM" and something in NYGM's NSS_Uboat7c.zon file. In base screen, the word "unlimited" appears next to the sonar and radar equipment upgrade options, and then the weird geometry issue will appear in game. Perhaps you guys already know about this (H.Sies's thread is 50 pages long and I tried to locate this issue in there), but hope this helps in your development:salute:

regards

LGN1
02-19-11, 04:06 AM
Hi Stiebler,

Ok after more extensive testing (tests were done with only NYGM up to 3.4 installed) I am almost certain there is a conflict between H.sei's "realistic repair patch for NYGM" and something in NYGM's NSS_Uboat7c.zon file. In base screen, the word "unlimited" appears next to the sonar and radar equipment upgrade options, and then the weird geometry issue will appear in game. Perhaps you guys already know about this (H.Sies's thread is 50 pages long and I tried to locate this issue in there), but hope this helps in your development:salute:

regards

Hi Brett25,

the radar problem is an old bug. But it should be fixed in NYGM :hmmm:

The 'unlimited' issue is a stock bug. Actually, the text string 4100 from your menu.txt is shown there. In stock SH3 'none' is written there. In GWX 'unlimited' and in my older NYGM version also 'none'. Are you sure you have a clean NYGM installation?

Cheers, LGN1

brett25
02-19-11, 04:14 AM
Hi LGN1 yes I downloaded the most recent files for NYGM. It must be something on my end I didnt realize this was an old bug, thanks for the reply. I can remove NSS_Uboat7c.zon from NYGM then it will work I suppose

Stiebler
02-19-11, 04:27 AM
@Brett25:
Stiebler, one more issue that just popped up for me. This is the first time im experiencing this because its the first time I use a FuMo29 radar in NYGM. The radar "shroud" that's supposed to go around the front of the conning tower is appearing on the deck standing upright. very strange, Has anyone reported this before? not sure whats causing this. appears on both typ7c1 and 2 turmsI have seen this effect also, while testing combinations which are not recommended and definitely should not be present in NYGM! The problem arises when SH3 cannot decide whether to use node R01 or R02 to place its radars.

There are two possible explanations:
a) Either you are using a version of SH3.exe in which the default reference to R01 (near the end of the file, use a hex editor to locate it with a text search) has been replaced by R02. (The '0' is a zero.)
b) The turms of your VIIc have had their positions for R01 and R02 altered. You can find these positions in the .eqp files (or maybe the .sns files, I forget which) for the U-boats, and also with Sd3Ditor for the U-boat turms in folder data\objects.

As LGN1 says (and thanks for your contribution LGN1), it seems that your installation of NYGM is defective. Probably safest to carry out a clean re-installation. Make sure you have the latest version of NYGM3_4A too, since an earlier version contained an unwanted extra file.

Stiebler.

brett25
02-19-11, 04:31 AM
Hi Stiebler, thanks I will try that. Something must have crept into my installation:timeout:

BUKER
02-19-11, 04:38 AM
Hi LGN1 yes I downloaded the most recent files for NYGM. It must be something on my end, but its def the NSS_Uboat7c.zon file in NYGM thats causing this with or with out H.Sei's patch. I didnt realize this was an old bug, thanks for the reply. I can remove NSS_Uboat7c.zon from NYGM then it will work I suppose
Hi brett25,

This is an old problem drain the game.
Solved it simply.
Replace file - Data/Library/Sensors"Dat" to any other.:woot:

brett25
02-19-11, 01:01 PM
problem solved and it was not in NYGM!

again sorry for the blind path, and thanks Stiebler for this most excellent mod (which i willl proceed to play with out further delay):rock:

Stiebler
02-19-11, 05:49 PM
@Brett25:

Good news, and many thanks for the positive feedback.

Stiebler.

brett25
02-19-11, 06:47 PM
hi stiebler good news here. I couldn't stop testing this (im sure you can relate to this:)) I have created a compatibility mod that will allow players to use Ace's super turms mod, which will in turn allow the use of Anvarts flags and Pendants, FM's light maps, testpilots UZO and Antenna, etc. All is in Aces thread here:

http://www.subsim.com/radioroom/showthread.php?t=170203&highlight=aces

Use of these excellent features was not possible in NYGM (as far as I know) due to this bug I mentioned earlier (which has been tracked down to some position settings in the Turm7c_1_hd.dat file) . If this is cool with you and the others involved I will start a new thread with this mod for download.

Now, for me, at least NYGM is the perfect mod:woot:

Stiebler
02-20-11, 05:43 AM
@Brett25:

Thanks for the information.

It is not clear to me whether you mean Ace's mod works for NYGM as it exists currently, or if you are planning to make a change to it for NYGM.

But in either case, definitely I would be interested to see it. Thanks for the offer.

Stiebler.

brett25
02-20-11, 01:14 PM
not it doesn't work currently with NYGM (the radar anntenna bug), but I have it working now, after some small edits to Aces data:salute:

silentwayIII
02-21-11, 11:13 PM
Steibler: I'm making headroads on the sound based CTD. After the last crash I played a game with no sound. Medium sized convoy, hung around, got chased, but CTD. So I decided to look at the problem differently. What all the crashes had were destroyers, DE's and merchantmen. Made the decision to take IABL Ships for NYGM 3 OUT!

Played the first game w/o IABL and no sound...no CTD.
Played the second game w/o IABL and sound...no CTD.

Played third game w/o IABL and sound...CTD. I wasn't very happy when the CTD happened, but I noticed something. My hard drive was reading and writing like crazy so I immediatley thought that maybe this CTD was memory related. Went on-line and looked for a solution. There were several mentions about the Vista OS and the names of files that could cause the hard drive to go crazy. I disabled the "Superfetch" service and increased my swap file to 1.5 times the size of my actual memory (8 gig) to 12 gig.

Played another game...no crashes and no crazy hard drive. Next step is to play another game, but this time put IABL back in. I'm thinking that all of the new ships and higher quality graphics of these ships may have overloaded the systems capacity to process all of it and in turn CTD.

I'm feeling the swap file size increase could be pivotal on the CTD issue because my entire NYGM installation is 6.3 gigs. Will let you know how things work out in the next day or so.

silentwayIII

Stiebler
02-22-11, 03:11 AM
@SilentwayIII:

That is very interesting and useful feedback.
Thanks very much.

Good luck with your further endeavours!

Stiebler.

silentwayIII
02-27-11, 08:19 PM
Update! Did two convoy attacks (small, 9 ships 3-4 escorts) (daylight and night) w/IABL-no CTD.

Did a convoy attack (DH47) large, 25+ ships and 10 escorts. Attacked by destroyers. K-guns and depth charges, no crash. Pulled back (f12) to view convoy CTD.
Attacked same convoy again. Was in the middle of convoy at 25 meters-CTD.
Decided other changes needed to be made because of inconsistent results. Removed Nividia driver (191.07) replaced with latest nivisia driver 266.58. Replayed same mission and attack (DH47). Took out IABL, No CTD. Put IABL back in played it again, NO CTD. BUT, image quality was really bad and I couldn't make it better so I tried another nividia driver 191.13.

Image quality returned with old settings, but needed OLC Horizon Fix for NYGM to get better horizon (took out long distance sparkling effects). Played new mission 30 ships and 6 escorts. Weather windy, high waves mid morning. Got to convoy, CTD.

Made a minor change to OLC Horizon Fix.

Played Happy Times single mission 3 times w/o IABL NO CTD
Played Happy Times single mission 3 times with IABL No CTD. BUT I notices something w/IABL in. At times there was a slight struttering...when there were many ships nearby and I was maneuvering through the convoy.

Decided to go into the nividia control panel and make a change to the number of pre-rendered frames...was 3 increased it to 6.

Went back to the DH47 convoy attack w/IABL and the last change. I killed 9 merchants and got out of there clean. No close call with escorts, but I'm now pretty certain it probably wasn't them to start with.

Summary: The elimination of a Vista file (memory consumer), the increased size of my sway file, a driver change, a slight change to OLC's mod and the increase of pre-renderd frames. Probably swap fiile and pre-rendered frames changes were the most significant.

silentwayIII

Stiebler
02-28-11, 04:04 AM
@SilentwayIII:

I must commend your perseverance!

And many thanks for the feedback. I have never used Vista.

Well done!

Stiebler.

Krabb
03-05-11, 03:59 PM
Hi Stiebler,

There are claims that the anti-humming mod is unrealistic. Would you make it optional, please?

Stiebler
03-06-11, 05:58 AM
@Krabb:

Who says that the NYGM Anti-Humming Bird mod is unrealistic, and what makes you think that you should believe them? Its purpose is simply to prevent players from stopping motionless in one place underwater while awaiting a convoy.

In fact, it would be very difficult to make this an optional extra. However, H.sie and I are currently considering ways to replace the Anti-Humming Bird Mod completely with an alternative mod linked to our forthcoming combined silent-running/slow-sinking mod for SH3.exe.

Just 'endure' the original mod for a little longer! It is a lot more realistic than hovering motionless underwater.

Stiebler.

Hitman
03-06-11, 07:13 AM
Krabb the problem is that there are times where uboats were trimmed positive and times negative. But we can't choose, we can only trim them one way by modding. Thus NYGM took as option the negative trim, as it was considered to suit better the majority of situations. Basically, it covers well two things: A) Being unable to stop and hover at constant depth when approaching a convoy (This can be achieved also and more historically correct with positive buoyancy, as uboats did so and the main risk was to broach the surface) B) Needing forward motion to prevent from sinking when evading at depth (Pumps could not work as they were noisy, and water accumulated in the bilge making the uboat heavier). As you see, for the small price of some innacurancy in A), we get an overall correct effect.

Krabb
03-06-11, 08:16 AM
@Stiebler, Hitman:

Thank you for your answers. I thought it was uboat crew, who does all this work. Thus, for the player it looks like uboat itself keeps the depth and does not sink or surface. Apparently, these claims were only about this (or these people are just not familiar with the reality). I know that uboat was difficult to keep at periscope depth, but did not thought about evasion maneuvers (thanks Hitman, interesting information).

About my request, I thought it would be easy to make (only small changes in Zones.cfg). But the new mod looks much more interesting!

brett25
03-06-11, 01:36 PM
Thus NYGM took as option the negative trim

Krabb, would you rather rise slowly from periscope depth during a convoy attack, or sink slowly:D

Krabb
03-06-11, 02:23 PM
@brett25:

I would rather not stop during attack. :) Seriously, I almost always start attack a bit far from the target. It is like a habit to me.

ryanwigginton
03-17-11, 12:36 PM
Can someone link me to an up-to-date manual for this mod without having to download the mod itself? I'm at work and my connection crawls here. I just want to see all the changes, features and additions compared with stock and/or GWX.

Salvadoreno
03-23-11, 03:24 PM
:cool: Well i hope my question doesnt go unanswered. I love NYGM mod a lot. And there has been a lot of mod improvements since this has come out. I was wondering if any of the mods im going to mention will conflict with NYGM.

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

etc... Mods like that who dont change the campaign.LND files (i think) but do add a lot more changes to the game.

brett25
03-23-11, 06:20 PM
FM_New Interiors

I can confirm that FM interior is working with NYGM:salute:

Torpedo Damage Final

as long as this is just graphics files (.tgas_ it should be ok)

Salvadoreno
03-23-11, 07:52 PM
dang no depth charge shake eh? O well.
Thanks for response!!!

::edit:: And thomsens sound mod v3? I know it only changes sound files but im always a little nervous putting in mods when already starting a campaign (successful one).

Buck_O
03-26-11, 01:03 AM
HI all, Im using SH3 Commander, and I've been trying to activate a new career in Nov. of 1944, with the intent to test out the type xxxiii uboat. I cant get SH3 Commander to allow for access to create a 13th Flotilla out of Stavanger. (No 13th in the drop down).

I added the files that came with the mod, into the Commander program

I enabled the FuMB37XXXIII mod via JSGME...

What am I missing?

Stiebler
03-26-11, 02:53 AM
@Buck_O:

HI all, Im using SH3 Commander, and I've been trying to activate a new career in Nov. of 1944, with the intent to test out the type xxxiii uboat. I cant get SH3 Commander to allow for access to create a 13th Flotilla out of Stavanger. (No 13th in the drop down).

I added the files that came with the mod, into the Commander program

I enabled the FuMB37XXXIII mod via JSGME...

What am I missing? You are not missing anything. SH3Commander does not recognise the 13th Flotilla (XXIII) in NYGM.

Unfortunately, JScones stopped development on SH3Commander a long time ago, because people get blaming it (wrongly) 'every time that their fridge magnets fell off'. I never had any trouble with SH3Commander at all.

Sorry.

Stiebler.

Buck_O
03-26-11, 03:33 AM
ah, ok ... thank you Stiebler. That is too bad. Ive never had problems with it either, its a fantastic tool.

Weisia
03-26-11, 06:36 AM
::edit:: And thomsens sound mod v3? I know it only changes sound files but im always a little nervous putting in mods when already starting a campaign (successful one).
Thomsens sound mod v3 works with NYGM.

Buck_O
03-26-11, 10:29 PM
Hmm, having problems trying to start a new career in a type XXXIII boat. I get the option to serve in the 10th flotilla in 1944. I know that the "FuMB37XXXIII" mod installed via JSGME is meant to be used only in 1945, but it doesnt seem to be working right. I get some really wierd results, ...the 10th flotilla says La Rochelle, (should be disbanded by this date) & its geographically placed in Stavanger. There is no 13th flotilla, but if you go ahead & start the career you are indeed in France at La Rochelle in a type XXXIII boat, not at Stavanger.

Before I try a fresh install, I thought I'd try to fool around with my JSGME install order, for that would be easier to fix. I've tried several diffrent orders of install & this below is my latest, but still no improvement. any suggestions would be greatly appreciated.

NYGM Tonnage War v2.5 Stand Alone Version
NYGM3_New
NYGM3_4A
IABLShipsforNYGM_New
AllAirTorpedoes
Harbor Traffic Add-In
NYGM Tonnage War Minefield Mod
FuMB37XXXIIINYGM
MaGui F
MaGui F Fix for NYGM3.4

I've always played GWX up till now, so I thought I'd give NYGM a stab. I like many of the additions they have made esp. the oppertunity to drive a XXXIII boat in the Inshore Campaign.
But perhaps I should try loading a early war Campaign 1st. Run a patrol & see if that somehow re-calibrates the new campaign dates, flotillas and locations of all the flotillas. Dont ask what my logic is in this.... I'm just desperate & hate doing a new install...

VONHARRIS
03-27-11, 01:29 PM
I have decided to give NYGM a try. I have been playing GWX until now.
I have some problems:

1. I can not change the pistol for the TIs , from magnetic to impact.
Edit : Problem still exists

2. Deck gun rounds and torpedoes have no effect on targets. They pass through them.
EDIT: Problem solved after reinstalling the mods and disabling the
Torpedo_HAHD_1024_GWX mod

3. I can not see all images in the recognition manual.
EDIT: The problem was the missing .TGA files of those ships. After replacing them they showed up OK. Also I had to add some names in the EnglishNames.cfg file.


This is the list from the Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_4A
IABLShipsforNYGM_New
SH3_Commander_Updates_for_NYGM:Installed manually (edit)
MFM-Interim-Beta_NYGM
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
Elite U-boat Binoculars
SH3-Blue Night Map
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 : NOT WORKING(edit)
Torpedo_HAHD_1024_GWX : NOT WORKING(edit)
TorpedoTubesFfireFinal vGW

Any help would be appriciated.

Salvadoreno
03-27-11, 09:44 PM
@VONHARRIS


How did you solve those problems in the recognition manual exactlly?

VONHARRIS
03-27-11, 11:15 PM
@VONHARRIS


How did you solve those problems in the recognition manual exactlly?

I had downloaded seperately the MFM interim beta to use it with GWX but it was not possible in my pc. So I took the sea folder from this and copied it to the NYGM section.

Salvadoreno
03-28-11, 12:17 AM
Ah thanks von im going to do just that.

On a seperate note. Just found a bug.

Its Dec 1939 i am close to British homeland in AN18. Found a large merchant tracked it for some time and finally got into a good position. Fired two torpedoes set at magnetic impact but the torpedoes just passed right through it.

The exact name of the ship is M14B. This is my 3rd patrol and have not yet incountered any problems like this.


http://img857.imageshack.us/img857/3773/jsmge.jpg (http://img857.imageshack.us/i/jsmge.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

And here is my JSGME screen. After Philipp Thomsens Deckgun Sound i want to add these mods in the following order. Id like to know if this is OK.

TDW Depth Charge Water Disturbances
Thomsens Sound Pack
MAGUI 3.4
MAGUI 3.4 Fix for NYGM
FM_NI_FIX for MAGUI 3.4
German Images MAGUI 3.4
No Stealthmeter MAGUI 3.4
Depth Charge Shake v2.01

That does not run well with the mods and causes CTD .

VONHARRIS
03-28-11, 02:32 AM
@ Salvadoreno
I only know about the Thomsen's sound pack V3.
It runs ok with my PC.

Any ideas about changing the pistol of the torpedoes?

EDIT : Problem taken care of !

LGN1
03-28-11, 02:13 PM
The fixed pistol is not a bug, it's a feature (see the NYGM manual)!

Since contact pistols are far too reliable, NYGM forces you to use magnetic pistols. They also have a contact fuse. In general, the purpose is just to increase the torpedo failure rate a bit (still too low if you ask me).

Cheers, LGN1

PS: I think that if you click on the torpedo pistol button (you should hear a 'click'), the pistol changes to impact, although the switch does not move. However, you will not be able to switch back to magnetic.

PS2: If you want to change it, just look at the file dials.cfg (and if necessary compare it with the torpedo pistol switch from a different mod.)

Salvadoreno
03-28-11, 02:43 PM
Hey LGN1,

Yes i knew about the impact/magnetic pistols but thats not the problem. The problem is that the torpedo just goes straight through the boat without being a dud or exploding. Like the merchantman isnt there.

On another note i made a copy of my SH3 just for mod testing purposes. I was pleasently suprised by the results.

http://img689.imageshack.us/img689/1739/mods2m.jpg (http://img689.imageshack.us/i/mods2m.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

I ran some tests in single player and it seems to be working fine. However i did find a CTD when i installed Depth Charge Shake v2.01 over all of these. I think the conflicts come with Thomsens Sound Mod and Depth Charge Shake. Every CTD i had was when a destryoer was passing overhead and DC's were about to explode. I dont know how the long term will be. But seems pretty stable. I am about to install it over my actual sh3 game right now. Good luck to me! And if anybody knows any information about conflicts please let me know!!! I think i found an AWESOME mod setup right now hopefully i dont lose it!

Buck_O
04-06-11, 12:36 AM
Im confused. I started a new career in a type VIIB, and I'm only outfitted with 5 torpedoes?...

I must delve back into the manual & see what gives. In the mean time can any one help explain this. I know that this boat historically could carry 14 torps.

Buck_O
04-06-11, 08:29 PM
Sigh..I cant figure this out. I even went on my first patrol with the 5 torps in hopes that I would somehow be given my full loadout of torps after. Not to be...

Since no one else seems to be having this problem I expect its my install. back to a re-install:down:

Buck_O
04-07-11, 10:16 PM
It was the "AllAir torpedoes" mod...:oops:, ...

I'm good, 14 torps are all back

Stiebler
05-13-11, 09:49 AM
NYGM 3_5 Patch. 4 May 2011

The main purpose of this patch is to ensure NYGM is compatible with the H.sie patches for SH3.exe, specifically for the HSIE-Stiebler patch that can be downloaded from my signature below. We anticipate that H.sie's new patch kits, including V15F, will continue to be compatible with this release of NYGM.

From the Readme:

Install this patch with JSGME, over your existing installation of NYGM 2.5 and NYGM 3_New. (Any other NYGM mods should be installed *after* you have added the NYGM3_5 patch.)

The patch includes the NYGM3_4A patch of January 2011, which can now be removed (if previously installed with JSGME).

The older NYGM 3_4A patch provided the following:
1. The campaign_RND.mis file, which had an error with Anvart's lighted neutral ships (sometimes caused CTDs in Baltic).
2. Some corrected .cfg and .zon files for ships used in NYGM.
3. Minor improvements to scene.dat and to the menu files (mostly correcting typos).
4. British 'Normal' Airbases have now been given increased medium range aircraft, with changes to airstrike.cfg, so that air cover over the Atlantic is now hugely improved.
5. IABL's 'Lifeboats and Debris' mod - seen after you sink an enemy ship.

The NYGM 3_5 patch provides the following extras:
6. New generic campaign_RND.mis file, with reduced radio signals from convoys (except during 1942-1943, when wolf-packs and decryption discovered many convoys).
7. TDW's fantastic Ship_Plane_Fire_Damage_v1_4_SH3 mod, where fire on board ships and aircraft actually causes damage (never occurred previously).
8. Whale-ship and factory ship by Rowi58/AOTD_MadMax/BlackPegasus.
9. Corrections by Anvart to various graphics problems (such as the crew halo effect in the control room) that were in the original SH3. Anvart has also corrected the wrong-facing compass in the U-boat turms. The compass fixes have been made to the high-res turms that can be downloaded from the NYGM page at SubSim under the title 'NYGM HiRes Submarines' (all else made by Mikhayl for NYGM).
10. The periscopes in the turms have been extended, for use with the H.sie-Stiebler patch for SH3.exe, see below. IMPORTANT! - The H.sie-Stiebler 'silent-running' fix causes the U-boat to sink slowly when running at slow speed at periscope depth. In order to continue to provide a periscope view, the periscopes of all the U-boats have been lengthened, so that they can be extended higher.
**This makes it easy for escorts to detect you!**
(It seems that the game algorithm does NOT measure the length of the periscope above the sea surface, as it ought, but measures simply the extension of the periscope from the base, when assessing the visibility of the periscope to other ships.)
11. A revised optional mod, FuMB37XXIIINYGM, long supplied with NYGM as an essential extra for use after October 1944, in the 'documentation' folder, has been updated to include the above revisions, and is included with NYGM3_5. Install it with JSGME, according to the mod's own instructions. It replaces all previous releases of FuMB37XXIIINYGM.
12. Stiebler's revised 'Bad Weather Fix' (file 'envsim.act'). It ends the game-breaking weeks-long foggy-storms caused by defective code in stock SH3 and hitherto not fixable with any other mods. (This uses a different approach from H.sie's better known replacement 'envsim.act', originally supplied with the NYGM 3_4A patch, and appears to give more varied weather. The Stiebler fix repairs the defective original weather code, the H.sie fix periodically stops the bad weather that results from the defective code. It is all a matter of personal taste.)


H.sie-Stiebler SH3.exe fix.
This fix, which comes as a patch downloaded from the NYGM download webpage at SubSim, and which alters your SH3.exe file, is guaranteed to work with NYGM 3.5, *provided* that the longer repair times fix is disabled as explained in the download package. (NYGM uses its own longer repair times mod.) The H.sie-Stiebler package will provide longer submerged times, by lowering rate of increase of carbon dioxide, and restricts used of schnorchel and periscope at excessive underwater speeds. In addition, the IWO will now leap automatically to the bridge when you surface, fixes have been made to the way in which war news and radio messages are received from BdU, and you can now dock properly at U-tankers. There is also a slow-sinking fix, so that your U-boat sinks very slowly when silent-running at low speed. All this is explained in the instructions for the H.sie-Stiebler patch.

All the above has been thoroughly tested with NYGM, including with the H.sie-Stiebler fix for SH3.exe, which is the real reason for this release. Unfortunately, for copyright reasons, the patched SH3.exe itself cannot be supplied with NYGM3_5. You must download the patch and apply it yourself to YOUR personal copy of SH3.exe.

Stiebler.

Hitman
05-13-11, 02:23 PM
Great to see all those updates coming to the good old NYGM :yeah:

It might not be the fanciest mod around, but the continued support you are providing, Stiebler, keeps it always on top :salute:

EDIT:

Just edited the thread title to reflect 3.5 update!

Stiebler
05-13-11, 03:07 PM
Many thanks, Hitman:up:

Buck_O
05-13-11, 06:54 PM
Fantastic Stiebler! Many thanks:salute:

Dani
05-15-11, 10:12 AM
:salute: for your dedication.

A little problem. From your HiRes Submarines folder :
For DF-aerial: SHIFT-V = up and rotate, CTRL-V = stop rotating and down.
It's not working for me. Tested with type VIIB and IXB.

Stiebler
05-17-11, 08:02 AM
@Dani:

Thanks for the feedback.

I have confirmed that there is a problem. Unfortunately, there is no way around it, without causing problems with the U-boat radar, and therefore I have reinstated Mikhayl's original NYGM Hi Res submarines mod. You should download this mod instead.

Sorry about that.

Stiebler.

Dani
05-17-11, 11:02 AM
Ok.:up:

vanjast
05-18-11, 02:02 PM
Stiebler:
I came across a V3_5 problem that caused my game to crash. The Campaign section seemed to cause this, as when removing this from the mod all was OK
This was with just the supermod files and nothing extra. I'll have a peek at these files later.

I'm playing on my laptop so it might just be a memory/graphic overflow problem.
:)

Anvart
05-18-11, 05:37 PM
...
The older NYGM 3_4A patch provided the following:
1. The campaign_RND.mis file, which had an error with Anvart's lighted neutral ships (sometimes caused CTDs in Baltic).

What is the cause of CTD? IDs conflict? or?

...
9. ...
The compass fixes have been made to the high-res turms that can be downloaded from the NYGM page at SubSim under the title 'NYGM HiRes Submarines' (all else made by Mikhayl for NYGM).
IIRC, I corrected (unwrap UVs) turms for original NYGM only and for original game textures.

Stiebler
05-19-11, 04:48 AM
@Anvart:

Lighted ships:
I have found that it is necessary to set the 'CargoExt=2' for your lighted ships in the campaign_RND.mis files. If the 'CargoExt' has some other values, including -1, then I get CTDs when returning to Kiel from patrols in the Baltic.

Of course, your lighted ships have no visible external cargo anyway. For example, the KSQ has nodes M01 and M02 for external cargo. Your lighted ship LSQ lacks these nodes. Probably this explains the problem.

There is no problem now with NYGM, provided that the CargoExt remains at 2. I have just checked that GWX uses CargoExt=1 for LSQ, which is (presumably) also acceptable.

IIRC, I corrected (unwrap UVs) turms for original NYGM only and for original game textures.
No, it was for Mikhayl's hi-res turms. At least, that was the intention! But we never resolved the conflict between radars on the U-boat with the turms. The radars always appeared in the wrong places on the turms, although I made several changes to the node positions (including changes to the SH3.exe code).

But I am very grateful for your efforts to help us, anyway. And your lighted ships are fantastic! One of the most important mods ever made for SH3!

Stiebler.

Hitman
05-19-11, 12:36 PM
And your lighted ships are fantastic! One of the most important mods ever made for SH3!

I agree! :up: If the ships only show the flag of neutral countries at night that is irrealistic because darkened ships were legitimate targets inside the war zone. But lighted neutral ships is historically correct and also GREAT to look at :yeah:

Anvart
05-19-11, 01:52 PM
@Anvart:

Lighted ships:
I have found that it is necessary to set the 'CargoExt=2' for your lighted ships in the campaign_RND.mis files. If the 'CargoExt' has some other values, including -1, then I get CTDs when returning to Kiel from patrols in the Baltic.

Of course, your lighted ships have no visible external cargo anyway.{????????}
For example, the KSQ has nodes M01 and M02 for external cargo. Your lighted ship LSQ lacks these nodes. Probably this explains the problem.

There is no problem now with NYGM, provided that the CargoExt remains at 2. I have just checked that GWX uses CargoExt=1 for LSQ, which is (presumably) also acceptable.
M01 and M02 are used for guns or for platforms (not for external cargo)...
...
My computer is :down:... therefore i can't see my data or something else...
IIRC, I don't remember exactly where, but I removed cfg#M... (guns and guns platforms) nodes from some lit ships (in *.dat and in *.eqp) at the request of users, therefore you should not have M01 & M02... nodes in *.eqp file for NLSQ_... for external cargo cfg#K01 and cfg#K02 nodes are used in dat-file only (not in *.eqp file)... and this nodes were left unchanged as in the original ship. External cargo are in incarcatura.dat file (and look CargoDef.cfg). I have no problem with any external cargo from incarcatura.dat file. :haha:

No, it was for Mikhayl's hi-res turms. At least, that was the intention! But we never resolved the conflict between radars on the U-boat with the turms. The radars always appeared in the wrong places on the turms, although I made several changes to the node positions (including changes to the SH3.exe code).
:)
It's (radar antenna position) stock game errors...
In GWX this problem was solved by changing the geometry of some turms... and FuMO29GEMO antenna was placed into Dummy Container ...
I haven't had time to help you in this regard because my computer :dead:...

But I am very grateful for your efforts to help us, anyway. And your lighted ships are fantastic! One of the most important mods ever made for SH3!

Stiebler.
http://img691.imageshack.us/img691/4290/litnksq.jpg

Good luck,
Alex.

Anvart
05-23-11, 12:24 AM
@ Stiebler
Given the above, the reason of CTD is or IDs conflict or errors in campaign's files, i think.

Martin C. Kendal
05-23-11, 07:28 AM
Many Thanks! This mod is super!

Stiebler
05-23-11, 07:59 AM
@Anvart:

Many thanks for your ideas.

You may be right about the ID conflict, but this is an old problem for NYGM. If the ExtCargo=-1, there are CTDs during return from Baltic to Kiel (when close to Kiel). If ExtCargo=2, no CTDs.

Thanks again,
Stiebler.

LGN1
05-23-11, 03:32 PM
Hi,

when Stiebler told me about the problem some time ago, I made some tests with GWX. It turned out that the LSS with ExtCargo=-1 leads to a CTD (IIRC, other lighted ships had no problems with ExtCargo=-1 and the LSS worked fine with ExtCargo not equal to -1).

If I'm not wrong, you cannot set ExtCargo=-1 within the Editor, only by editing the campaign files directly. So, probably the ExtCargo=-1 setting was never intended to work properly :hmmm: Anyway, at least in GWX and NYGM there are no lighted ships with ExtCargo=-1 (didn't check other campaign files). So, it's not a big problem.

@Anvart: As Hitman has already pointed out, the lighted ships are a great addition to the game! Thanks for making them back then!

Cheers, LGN1

Anvart
05-23-11, 05:51 PM
@Anvart:

Many thanks for your ideas.

You may be right about the ID conflict, but ...
Thanks again,
Stiebler.
... and the lit ships are no different from other. Lit ships have all the same (cargo nodes and entries) as other ships of Type 102.
...
May be i'm wrong, but i think, if lit ships were introduced (or edited) into a company manually, synchronization of the company's files (layers) can be broken in part of the external cargo.
...

@Anvart: As Hitman has already pointed out, the lighted ships are a great addition to the game! Thanks for making them back then!

Cheers, LGN1
Thanks.
... and you are right, i think... for Type 102 ships CargoExt can't be -1. This simply can be seen in the company in mission editor. One example: OTMST2, Type=101, CargoExt=-1 in ..._RND.mis... it's correct... why?... because this object does not have cfg#K01, cfg#K02 (and so on) nodes for external cargo in NOTM_T2.dat file.
...
May be, will be correctly... if you don't want to see cargo on deck of Type 102 ships, you must create an additional CargoEntry (may be with name Empty :haha:) without 3D objects (or may be with invisible 3D object) in files incarcatura.dat and CargoDef.cfg.
ex.:

[CargoEntry 10]
NodeName=Empty
LinkName=NULL
StartDate=19380101
EndDate=19451231
CargoType=0

FUBAR295
05-29-11, 03:35 PM
Stiebler,

Are you aware of any issue with the NYGM Periscope mod causing the IXB turm to not appear after completing a resupply with a UTanker? Here is what I experienced.

After completing my Patrol and docking at the Utanker, I went through the normal exiting of the Patrol. When I went back in I could not access the Bridge, had crew advising the at the periscopes, antennas and flak guns are destroyed. The external view showed no turm on my IXB Type Uboat.

Heres the list of mods currently loaded ...

NYGM 2.5
NYGM 3.2
NYGM 3.2B
NYGM 3.2C
IABL Ship Rezoned Final
NYGM HiRes
NYGM Periscope
CA Officer Icon
Harbor Traffic Add On
Head04
Lifeboats&Debris 3B
Longer Wakes
WAC SH4StyleFlags Full model
DFa UpDnRot Flags fin2
DD OH V3.09
DD OH V3.09 fix for Anvart FM30 Updown
Aces HiRes Uniform & medals
Weather transitions test fix V2

After some trial and error, when I remove the NYGM Periscope mod, everything is right as rain, had the turm back and no messages that equipment was destroyed and was able to continue on the new Patrol.

Good Hunting,
FUBAR295

Stiebler
05-30-11, 03:50 AM
@FuBar395:

What is this 'NYGM Periscope' mod? I have no such mod on my computer. But removing it apparently solves the problem!

I see no problem, then!

Stiebler.

h.sie
05-30-11, 03:57 AM
@FUBAR: The weather transitions test fix is not for playing. It is only for modding/testing.

FUBAR295
05-30-11, 09:44 AM
@FuBar395:

What is this 'NYGM Periscope' mod? I have no such mod on my computer. But removing it apparently solves the problem!

I see no problem, then!

Stiebler.

Stiebler,

The mod readme states :

"The NYGM Periscope fixes the periscopes so that they no longer stick up high out of the protective housing when they are fully lowered.

Apart from being a cosmetic fix, this will also reduce the damage incurred from depth charges when the periscope is fully lowered."

Not sure where I picked this up and was not aware it was not something official to NYGM. I wanted others to be made aware in case they encountered the same issue and needed a fix.

Good Hunting,
FUBAR295

FUBAR295
05-30-11, 09:57 AM
@FUBAR: The weather transitions test fix is not for playing. It is only for modding/testing.

h.sie,

I realize this and intended originally to help out with the testing but r/l interfered with my plans to assist. It works as advertised and am happy with the results. I will get around taking this out and updating NYGM when I have sufficient time.

Good Hunting,
FUBAR295

Stiebler
05-30-11, 09:59 AM
@Fubar295:

Acknowledged with thanks.

No, 'NYGM Periscopes' is not an official NYGM mod.

Stiebler.

LGN1
05-30-11, 11:40 AM
Concerning periscope housing:

On page 24 in NYGM_Tonnage_War_Manual 2.2a.pdf something similar is mentioned :hmmm: It seems it was added to NYGM 2.2. No idea where you got the stand-alone version from :06:

Cheers, LGN1

Krabb
05-30-11, 11:44 AM
As far as I remember, this is Hitman's mod: 147757 or 167126.

LGN1
05-30-11, 12:40 PM
I found an old thread from Teddy Bar:

http://www.subsim.com/radioroom/showthread.php?t=98220

I guess there was also a stand-alone release. Anyway, I'm sure the files are completely outdated by now and the improvements already incorporated into NYGM.

Cheers, LGN1

Stiebler
05-30-11, 12:49 PM
@LGN1:

I found an old thread from Teddy Bar:Yes, that must have been the explanation. Well observed!

However, I'm not at all sure that this mod was ever added to the mainstream of NYGM development.

[Edit] Hitman's mod affected the view from the periscope, not the periscope itself. But thanks for the suggestion, Krabb.

Stiebler.

Stiebler
09-23-11, 06:51 AM
NYGM 3_5A Patch. 21 September 2011.

This release contains minor bug-fixes for NYGM 3.5. It incorporates all of the previous release of NYGM 3.5, and replaces NYGM 3.5. The new release should have fewer crashes (CTDs) after reloading saved games.

The bug-fixes were identified by use of The Dark Wraith’s ‘Validator version 2.0.2’ tool, so many thanks to TDW for the release of this valuable tool.

The AI U-boats in the original NYGM, originally made by Sergbuto, have been replaced by copies improved by SquareSteelBar, and contain new IDs to reduce the chance of an ID conflict causing crashes. Many thanks also to SSB for permission to use these U-boats (and to Sergbuto, for original permissions).

This new patch is also compatible with H.sie’s V15G2 patch for SH3.exe, and with Stiebler’s Surrender-Smoke-CAM patch which overlays V15G2.

The campaign_RND.mis file included with this patch remains a (mostly) generic file, so that convoys can incorporate any new released ships (for example, from the Merchant Fleet release by IIamBecomeLife). However, generic convoys have some disadvantages, in that occasionally they all come to a standstill after an attack by your U-boat. A small selection of well-tested IABL ships and a special campaign_RND.mis which is NOT generic can also be downloaded from the NYGM web-page at SubSim. These never come to a standstill after an attack. (This IABL ship-pack is a replacement for the original pack.)

These new releases can be downloaded by clicking on my signature, below.

Stiebler.

FUBAR295
09-24-11, 10:50 AM
Stiebler,

Thanks! Can't wait to install this after my current Patrol.

Good Hunting
FUBAR295

BellJack95
09-24-11, 12:30 PM
Stiebler - thank you for the update to NYGM. Much appreciated!

h.sie
09-24-11, 12:48 PM
Thanks for the update, Stiebler. Very much of NYGM goes into my private Supermod NYWX. By the way: No need to take care for the forthcoming Wolfpacks, since it uses special clones of Sergs AI-Subs, called TypeVIIF, so there will not be any conflicts with the scripted AI-Subs Type VIIA in NYGM and LSH.

makman94
09-25-11, 08:35 PM
thank you for this update Stiebler :up:

pelucho25
09-26-11, 02:41 PM
Hey Captain, is there any mod compatible with this great work to put the Nazi flag in the tower of the submarine?

This latest version of NYGM is compatible with Final Magui Interface Mod?

Thank you very much for your attention!

Stiebler
09-27-11, 09:30 AM
@Pelucho25:

Is there any mod compatible with this great work to put the Nazi flag in the tower of the submarine?I believe not. That would run rather contrary to the principle of NYGM, which is about game-play, not about decoration.

This latest version of NYGM is compatible with Final Magui Interface Mod?
Sorry, I don't know. Best to ask Magui.

Sorry I cannot help further.
Stiebler.

NGT
09-27-11, 12:16 PM
NYGM 3_5A Patch. 21 September 2011.


The AI U-boats in the original NYGM, originally made by Sergbuto, have been replaced by copies improved by SquareSteelBar, and contain new IDs to reduce the chance of an ID conflict causing crashes. Many thanks also to SSB for permission to use these U-boats (and to Sergbuto, for original permissions).

...................However, generic convoys have some disadvantages, in that occasionally they all come to a standstill after an attack by your U-boat.

Stiebler.

Thank you very much Stiebler for all this improvements. Especialy for the new AI U-boats. :salute:

I would like to say that —fortunately— I never show the "standstill problem" inside NYGM, with IABL ships, almost full pack + generic campaign + yamatoforever ships + VonDos ships.

Thanks again :yeah:

toolsey2
09-28-11, 03:41 AM
Hello Stiebler
Thanks for great mod first of all.
I noticed you said you have installed h.sie's wolfpack mod onto your NYGM install, I would like to install mod onto my NYGM install but I am worried that I might mess it up due to the SH3.exe change and campaign layers involved.
Any chance of help with installation steps for latest NYGM patches including your surrender fix.
Cheers

Stiebler
09-28-11, 05:21 AM
@toolsey2:

Since H.sie/LGN1's Wolfpack mod is not yet 'final', there is no purpose yet in making any changes to NYGM.

In order to test the Wolfpack mod, simply patch your *original* version of SH3.exe with the Wolf-pack toolkit, following the patchkit instructions.

Then use JScones' famous JSGME (see sticky thread in this SH3Mods forum) in order to overlay the folder which you created for the wolfpack mod onto your NYGM setup.

This will have some strange side-effects, since it uses the en/de_menu.txt files from GWX, not NYGM, and the campaign_scr.mis file will be completely overwritten with the wolfpack file of the same name, which contains nothing but eight AI U-boats. However, you can play NYGM and test the Wolfpack mod like this.

Please note that you MUST NOT use my Surrender-Smoke-CAMship patch with the Wolf-pack patch. The two patches write to similar areas of memory, and this will cause a computer crash to desktop (CTD).

I shall rewrite my Surrender-Smoke-CAMship patch once the Wolfpack patch is finalised.

Stiebler.

Stiebler
09-28-11, 05:23 AM
@NGT:
Many thanks for the feedback.

I am glad to read that you do not suffer from the convoy 'standstill' problem. I wonder how common it is? Perhaps it depends on your other mods installed too.

Stiebler.

Hitman
10-19-11, 01:02 PM
Thread title updated to current version :shucks:

Stiebler
11-10-11, 06:48 AM
NYGM 3_6 Patch. 10 November 2011

This new patch is compatible with H.sie’s V16A3 patch for SH3.exe (the Wolf-pack patch), and with the Stiebler_Addon_for_V16A3 patch which overlays V16A3.

It contains already the necessary files en_menu.txt, de_menu.txt, AI_Sensors.dat, the Type VIIF ‘wolf-pack’ U-boats, and an adapted campaign_SCR.mis file.
In addition, the 3.6 patch contains upgraded versions of the late-war ‘FuMB37XXIIINYGM’ mod, Rubini’s popular ‘Harbor Traffic Mod’ and Hitman’s superb ‘Optics 3.2’ mod for manual targeting. All can be used without modification with H.sie’s Wolf-pack patch and the Stiebler_Addon_for_V16A3 over-lay. These are found in folder ‘Documentation’.

This release incorporates all of the previous release of NYGM 3.5 and also of NYGM 3.5A. If you have either of these patches already installed with JSGME, then remove them before installing NYGM 3.6. However, it is safe (but inefficient) to add NYGM 3.6 directly over NYGM 3.5/3.5A without after-effects.

Install this patch with JSGME, over your existing installation of NYGM 2.5 and NYGM 3_New. (Any other NYGM mods should be installed *after* you have added the NYGM3_6 patch.)

Download by clicking on my signature.

[Hitman - Sorry to ask so soon after your main-thread-title update, but could you update from 3.5A to 3.6 please? Many thanks.]


Stiebler.

Hitman
11-10-11, 10:27 AM
[Hitman - Sorry to ask so soon after your main-thread-title update, but could you update from 3.5A to 3.6 please? Many thanks.]

Sure was about to do it myself, and I will also add it to the subsim main page news :up:

coronas
11-10-11, 01:09 PM
Everyday better!
Thanks!
:salute:

Fish In The Water
11-10-11, 01:11 PM
Great to see the wolfpacks included. A big thank you to everyone involved! :salute:

Dani
11-10-11, 06:14 PM
One of the main reasons I play NYGM is it's frequent updates with new mods, witch gives you great gameplay experience and stable game.:up:

PS.
Very minor error to report.
It seams that the english name cfg in Sea folder from IABLShipsforNYGM_New is not in sinc with the same file from NYGM 3.6. So when you install IABLShipsforNYGM_New after the new patch you lose some ship names.

And one request.
Could you maybe update (in the next patch) all the files for the 3rd flotilla mod from the NYGM 2.5 full documentation folder? So we can can use it with all the stuff that came out after it's release.

Thank you!:salute:

BellJack95
11-11-11, 08:59 AM
Thanks for the update. It is amazing to know that wolfpacks are now in the game! I appreciate all the hard work from yourself and h.sie to get this function working.

Stiebler
11-11-11, 02:15 PM
@Dani:

For you: upgraded version of the 3rd U-boat Flotilla at La Rochelle.
http://www.subsim.com/mods1/nygm/3rd_Flotilla_Mod.7z

I cannot repeat your problem with incorrect names when the IABL ships for NYGM are downloaded. Please check your files. You should have file Englishnames.cfg (and Germannames.cfg) in folder silenthunteriii\Data\Sea, and both files should have date 4 July 2010.

Stiebler.

Dani
11-11-11, 03:55 PM
@Stiebler

Thank you for the 3rd flotilla!:yeah:

Regarding the the english names.

From NYGM 3.6:
;IABL ships
M35B=EMPIRE FREIGHTER
M36B=CAM-SHIP
L01B=LARGE CARGO
L02B=LARGE CARGO
L03B=LARGE CARGO
M10B=MEDIUM CARGO
M11B=ORE CARRIER
M12B=MEDIUM CARGO
M14B=MEDIUM CARGO
M15B=MEDIUM CARGO
M16B=MEDIUM CARGO
S01B=ORE CARRIER
S02B=SMALL MERCHANT
S03B=TRAMP STEAMER
S04B=SMALL MERCHANT
T01B=SMALL TANKER
T02B=MEDIUM TANKER
T04B=LARGE TANKER
T06B=LARGE TANKER
T13B=SMALL TANKER
P01B=SMALL TRANSPORT
L02A=LARGE CARGO
M10A=MEDIUM CARGO
M16A=MEDIUM CARGO
S03A=TRAMP STEAMER
T01A=SMALL TANKER
T02A=MEDIUM TANKER
T04A=LARGE TANKER
T06A=LARGE TANKER
T13A=SMALL TANKER
;Rowi58 ships
NKSMM=PASSENGER/FREIGHT SHIP
NSCT=COASTAL FREIGHTER
NPTB=SMALL TRANSPORT
NWFS=WHale Factory Ship
Whalechaser=Whalechaser
;Von Dos ships
ARA=ARANDONA LINER

From IABLShipsforNYGM_New:
;IABL ships
M35B=EMPIRE FREIGHTER
M36B=CAM-SHIP
L01B=LARGE CARGO
L02B=LARGE CARGO
L03B=LARGE CARGO
M10B=MEDIUM CARGO
M11B=ORE CARRIER
M12B=MEDIUM CARGO
M14B=MEDIUM CARGO
M15B=MEDIUM CARGO
M16B=MEDIUM CARGO
S01B=ORE CARRIER
S02B=SMALL MERCHANT
S03B=TRAMP STEAMER
S04B=SMALL MERCHANT
T01B=SMALL TANKER
T02B=MEDIUM TANKER
T04B=LARGE TANKER
T06B=LARGE TANKER
T10A=SMALL TANKER
T13B=SMALL TANKER
P01B=SMALL TRANSPORT
M10A=MEDIUM CARGO
S03A=TRAMP STEAMER
;Rowi58 ships
NKSMM=PASSENGER/FREIGHT SHIP
NSCT=COASTAL FREIGHTER
NPTB=SMALL TRANSPORT
;Von Dos ships
ARA=ARANDONA LINER


The names in red are missing in IABLShipsforNYGM_New.

Stiebler
11-12-11, 05:48 AM
@Dani:

Many thanks for pointing up the omissions in the list above.

However, most of the ships marked in red in the englishnames.cfg file do not exist in the IABL_ships_for_NYGM download. They were removed because we discovered that they had problems (torpedoes passed through them without exploding). The names of the ships remained in NYGM 3.6 in the hope that one day they might be replaced. In the meantime, the entries in englishnames.cfg cause no harm.

However, the omission of Rowi's two whaling ships from the englishnames.cfg file in the IABL_ships was indeed a mistake. I suggest that you cut-and-paste the names from the NYGM 3.6 englishnames.cfg file, and copy them into the same file for the IABL ships.

Thanks for bringing this problem to my attention.

Stiebler.

Dani
11-12-11, 10:22 AM
@Stiebler

No problem. Glad I can help.:up:

BTW.
If I want to play with a type XXI and have the FuMB37 on schnorchel, is it enough to activate the Library file out of the FuMB37XXIIINYGM mod?

Stiebler
11-13-11, 07:42 AM
@Dani:

The XXI should have already a radar-detector attached to its schnorchel.

If you wish to play a patrol with a XXI-boat, then it is not necessary to add any of the files from the FuMB37XXIIINYGM mod addition. Leave this mod deactivated.

Stiebler.

Dani
11-13-11, 08:44 AM
@Stiebler

Thanks!:salute:

U-Falke
11-13-11, 08:51 AM
Have tried NYGM, and saw the name fits well...
Since I am right now under 4 DDs and a airplane...
Also, I guess the fast needle in the hydrroom should be extended for
every other mods. Maybe SH5 too :-)
At first, you can get shocked by the lack of ships in harbor,
but as a consequence the game runs very smooth and stable.
Found some problems with the rec manual, ships without images.


Salute

Dani
11-17-11, 11:10 AM
@Stiebler

Is anything changed in Campaign_RND files in the new NYGM 3.6 compared to NYGM 3.5A?
Is it safe to use the NYGM 3.5A zigzag campaign layer?

And trivia question:
The wolf packs that are scripted to some convoys are still in, regardless of the new h.sie's wolf pack patch.
So, in theory a player could witness a double attack on the same convoy, from the scripted wolf pack and from the h.sie wolf pack, right?

Fish In The Water
11-17-11, 02:32 PM
At first, you can get shocked by the lack of ships in harbor,
but as a consequence the game runs very smooth and stable.

Seems like a fair trade to me, besides the shipwrecks more than made up for it. Plus it's great to have a lot of the newer mods built in so you don't have to dine on mod soup. :03:

I'm also quite enjoying the enhanced spray across the bow as well as the added buoyancy and handling dynamics of the subs. It adds a nice touch of realism that really enhances the feeling of being 'at sea.'

Nice environment and perhaps most importantly it's very stable. More testing to come, but so far very nice mod! :yeah:

iambecomelife
11-17-11, 02:59 PM
Great to see that this old game still has life. Thank you for the update. I have a nearly unmodded SH3 install on my HD - maybe I'll give NYGM a try.

Stiebler
11-18-11, 03:32 AM
Thanks for the compliments about NYGM, those who have posted recently.

@Dani:
1. LGN1-Zigzags NYGM campaign file. This should be safe to use, but it does cause a hit on performance on an older computer.
2. Two types of AI U-boat (VIIA and VIIF) attacking convoys. Yes, that is deliberate. Sometimes a U-boat took part in a wolf-pack attack on a convoy that others had discovered (VIIA boats) and sometimes it took part in a pack attack on a convoy which it had discovered (calling in VIIF U-boats).
So what happens if you call in VIIF U-boats to attack a convoy which is already being attacked by VIIA boats? The game becomes slower, but it remains stable (no crashes).

@U-Falke:
If you want harbor traffic, then just use JSGME to install Rubini's famous 'Harbor Traffic Mod'. which is fully updated to NYGM 3.6. You will find this mod in its own folder in the 'Documentation' folder supplied with NYGM 3.6.

Stiebler.

U-Falke
11-18-11, 10:06 PM
Thanks for the compliments about NYGM, those who have posted recently.

@U-Falke:
If you want harbor traffic, then just use JSGME to install Rubini's famous 'Harbor Traffic Mod'. which is fully updated to NYGM 3.6. You will find this mod in its own folder in the 'Documentation' folder supplied with NYGM 3.6.

Stiebler.

True, Harbor Traffic Mod is a very convenient add on.
You guys did a great job here, I must say that mods like these you've been releasing turn SH3 into an addicting experience.

Salute!

iambecomelife
11-18-11, 11:58 PM
Anyone else getting a CTD in Museum with 3 New or 3.6? My installation is clean so it's very strange.

Stiebler
11-19-11, 04:14 AM
@IamBecomeLife:

No problems with the Museum here. (Using version 3.6).

Stiebler.

iambecomelife
11-19-11, 11:29 AM
@IamBecomeLife:

No problems with the Museum here. (Using version 3.6).

Stiebler.

I have solved it for the time being by deleting the new units in data/sea etc.

Stiebler
11-19-11, 01:50 PM
I have solved it for the time being by deleting the new units in data/sea etc.
Which new units?

Stiebler.

iambecomelife
11-19-11, 02:51 PM
Which new units?

Stiebler.

I mean all of the units added in the various NYGM updates that are not in stock Silent Hunter, like M35B and M36B.

Buck_O
11-19-11, 04:13 PM
Stiebler

I'm confused on the patch process with 3.6. After I use the patched H.sie exe & then patch it with your addon;

Do I need to enable H.sie "Supplement to V16A (JSGME)" & your "Stiebler_Addon_for_V16A3" ... Or, do I just enable your "Stiebler_Addon_for _V16A3?

Stiebler
11-20-11, 07:07 AM
@IABL:
Your finding is an unusual one. Do you have any difficulty with the new ships in loading and playing a campaign?

@Buck_O:
You need to install both supplementary folders (for Hsie's patch and for my Addon patch) with JSGME.

Stiebler.

Buck_O
11-20-11, 02:35 PM
thanks Stieber...loving the latest patch:up:

Shado
11-26-11, 09:24 AM
Hey al,
I have one question. When I enable the new patch with the Hitman update, I loose the AOB calcuator slideout and the larger depth dial. When I move the cursor to the right I get the compass and not the AOB calculator. If I remove the updated Hitman mod, I get it back.

Question is, is there a way to have both? or have a messed something up when I installed the mods.

Here is the order I have
NYGM v2.5
MYGM 3_new
NYGM3_6
IABL new
3rd Flotilla Mod
NYGM HIRes subs
Hitman_GUI_NYGM3_1.1
Harbor Traffic Add in

When I add in the Hitman Optics NYGM 3.2 (Fixed)
I loose the AOB cal. and larger depth gauge.

Any help is appreciated :DL

Stiebler
11-26-11, 09:41 AM
@Shado:

You do not need both Hitman mods.

Install one or the other, decide which one you prefer, and stick with it. The 3_1.1 Optics mod has not been updated in its en_menu.txt file for the Hsie-Stiebler hard-code patches, so I recommend you remove this version and use the Hitman 3.2 (Fixed) patch.

Your order of installation of mods is correct.

Stiebler.

Shado
11-26-11, 10:15 AM
Thank You for the quick reply. I will try the 3.2 (fix) and see how it goes.
Thanks for keeping this mod going, I really enjoy it.

:D:salute:

Buck_O
11-28-11, 11:40 PM
@Shado:


The 3_1.1 Optics mod has not been updated in its en_menu.txt file for the Hsie-Stiebler hard-code patches, so I recommend you remove this version and use the Hitman 3.2 (Fixed) patch.


Stiebler.

Is this 3_1.1 Optics the same as Hitman GUI 1.0? & if not, is this GUI compatible with Hsie/Stiebler hard-code patches?

Stiebler
11-29-11, 04:18 AM
@Buck_O:

I believe that the versions 1.0 and 3_1.1 of Hitman's Optics mod are significantly different.

In any case, neither has been updated in their en/de_menu.txt files for NYGM 3.6.

If you wish to use these alternative versions, then cut-and-paste the extracts from the Stiebler_Addons mod folders for Add_to_your_en_menu.txt into the en_menu.txt file provided with the 1.0 or 3_1.1 versions of the Optics mod, as described in the detailed instructions provided with the Addons patch. Then search the en_menu.txt file provided with NYGM 3.6 for the key word 'H.sie', and cut-and-paste *all* the lines that follow into the en_menu.txt file provided with Hitman's mod.

It will be a lot simpler just to use Hitman's 3.2 Optics mod, though.

Stiebler.

Buck_O
11-30-11, 01:05 AM
Stiebler

Ok I found the optics 3_1.1 by Hitman in an older post for NYGM3.. I had no idea he made those, thus my confusion & its relation to his Gui 1.0..:oops:..Anyway, I realize that he updated those optics for NYGM3.6 & that you suggest I use it.. I tried it...its nice, but I still prefer his GUI1.0..which brings me to my next question.

Hitmans Gui 1.0 does not have a "en_menu.txt" file :hmmm:...It does however have a "de_menu.txt" file... so should I just edit these & not worry about the "en_menu.txt" files?..

Or am I missing something obvious..:damn:

Stiebler
11-30-11, 03:29 AM
@Buck_O:

You will have to edit the de_menu.txt file.
However, all your console messages will now be in German.

Stiebler.

Hitman
11-30-11, 03:39 AM
@Buck_O:

I'm a bit confused now about which optics mod you are using ... can you post a screenshot of it? I'm unsure if you are using my first, old mod, or the latest GUI which is currently updated to latest NYGM release by Stiebler. Maybe we are talking about different things :06:

Buck_O
11-30-11, 11:27 PM
HItman

I'll see if I can remember how to post a pic( its been a long time).. In the mean time I'll just say that the mod I'm trying to edit is the one at this post by you.

http://www.subsim.com/radioroom/showthread.php?t=167126


I believe its called "Hitman GUI 1.0 for NYGM3 and GWX3"

Btw... the pics in this post by you are identical to the screenies I took.

Hitman
12-01-11, 03:21 AM
OK no need to post pictures, I see which one you are using. I will check a few things in NYGM and come back :hmmm:

Sittingwolf
12-09-11, 05:05 PM
I like this mod. It's much less demanding then GWX.
I am always looking for realism along with best history accuracy plus a good looking graphic.

Beel
12-16-11, 12:17 AM
This Mod, combined with a few more, have drawn me back into SH3 , and luvin' it....great work ! ...quick coupla question's, though...why does it say " all u need are hot girl's " on the menu screen and where are they ??? ....Lol ! ....excellent Mod guy's and ta .

Hitman
12-16-11, 05:09 AM
why does it say " all u need are hot girl's " on the menu screen and where are they ???

OMG is that part of a "Bordeaux redlight nightclub" mod or what? AFAIK that doesn't come as stock in NYGM :haha:

Stiebler
12-16-11, 08:56 AM
Not part of stock NYGM.

However, you said you had installed un-named other mods as well.

Stiebler.

Beel
12-16-11, 08:58 AM
http://img198.imageshack.us/img198/4366/sh3img1712201104115326.jpg (http://imageshack.us/photo/my-images/198/sh3img1712201104115326.jpg/)

Very good !...2 Hr's outta St. Naziere at present...might take a run down to La Rochelle now though !!! Ta.

Elektranaut
01-07-12, 09:23 PM
...

Neco Divad
01-17-12, 02:27 AM
I remember playing this back in 2008, and now I'm downloading again. Thank you for the effort.

vanjast
01-20-12, 05:57 AM
I'm getting corrupt downloads on the big files - anyone else ??

Might be my archive extractor... which one are you using?
:)

Stiebler
01-20-12, 07:04 AM
NYGM 3.6A

Minor update to NYGM 3.6, which fixes a few very minor issues, and also introduces LGN1's MAD-mod.

Install as replacement for NYGM 3.6 using JSGME (or install it over NYGM 3.6). Any other mods should be installed after NYGM 3.6A. The NYGM 3.6A mod, and its sub-variants, contain all the subsidiary files needed in order to play H.sie's wolf-pack patch for SH3.exe, known as V16_A3 (or later version). For copyright reasons, H.sie's patch must be obtained and installed separately. This mod also contains the extra changes needed for compatibility with the Stiebler2_Addon_for_V16A3 patch. (See here:
http://www.subsim.com/radioroom/showthread.php?t=191695 )

The MAD-mod (MAD-sensor by LGN1).
This wonderfully-named mod provides selected American Catalinas with a MAD (magnetic anomaly detector) sensor. The MAD sensor is not very sensitive, and it has a short range, but it works day and night to detect the unexpected magnetic field of a submerged U-boat (functions to at least 100m depth) as the Catalina aircraft follows its scripted path overhead. If detected, the Catalina will attack immediately with bombs - and your U-boat will know nothing about it until the bombs start falling around. Pretty scary! Even the TC will not drop when this happens. Your only warning will be if you are using the SH3 Noise Meter, which will turn suddenly red - and you should not be using the Noise Meter for realistic play anyway.

However, before you panic too much, let us reassure you about the following conditions:
a) Not used before January 1943.
b) Used (in SH3) only around the British Isles, the Bay of Biscay and in the approaches west of Gibraltar. (We won't be more precise, so as to maintain the element of surprise.)
c) The sensor is not very sensitive and has only a short range. Attacks by MAD-Catalinas should be rare in a career, and even rarer in a single patrol. Just as in real life.

Minor Fixes.
1. The frequency with which Hurricane aircraft are spawned around the British Isles has been reduced by a random factor of about four. It was previously almost impossible to surface in 1940 in the vicinity of the British Isles, without being attacked.
2. The weather has again been improved (reduced chance of prolonged foggy-storms with a new file envsim.act. Foggy storms will now be stopped at the first code opportunity after 72 hours of fog. (However, it may take up to another 24 hours before the code is actually encountered.) This is a development of the previous NYGM-pattern of weather control, unrelated to H.sie's different approach for envsim.act.
3. Rubini's Harbor Traffic Mod also updated to include the MAD-Catalinas, and the package added as a folder in Documentation.

Download NYGM 3.6A by clicking on my 'NYGM Tonnage War Mod' message, below.

Stiebler. Release date 20/1/2012.

Hitman
01-20-12, 10:10 AM
:yeah: Thread title updated :salute:

Stiebler
01-21-12, 03:47 AM
Thanks, Hitman.

Stiebler.

LGN1
01-21-12, 09:27 AM
Hi Stiebler,

thanks a lot for your great work :up:

Just a small comment about the MAD-mod: The original idea is not from me, but from SH4 (IIRC, Ducimus was the first who used it :hmmm:). I only tested the mod in SH3 and tried different parameters (as you also did).

Regards, LGN1

NGT
01-21-12, 02:33 PM
@Stiebler,

Thank you very much for the new version :up:

Keep it alive !

Obltn Strand
01-26-12, 05:30 AM
When loading the game I get this warning message: Menu ID not found: 0x3f4e1000. Several others too just before actual game loads. Root of the problem is Hitman_GUI_NYGM3_1.1. No problem with Hitman Optics NYGM 3.3 (Fixed).
Can anyone help?

My mod list:
nygm_tonnage_war_v2.5_full_version
NYGM3_New
NYGM3_6
NYGM3_6A
1500 meter bearing overlay
Enhanced Nav Map Plotting Tools
NYGM Tonnage War Minefield Mod
Hitman_GUI_NYGM3_1.1
Harbor Traffic Add-In
IABLShipsforNYGM_New2
nygm_hires_submarines
NYGM 3.5A zigzag campaign layer
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
Thomsen's Sound Pack V3.2cg (sounds folder only)
Stiebler2A_Addon_for_V16A3
Torpedo Failures V1.1 for V16A3 (JSGME)
Torpedo Failures V1.1 for V16A3 (JSGME)
Diesel Damages V0.9.5 for V16A3 (JSGME)

Installing mods I followed instructions closely. Best of my ability anyway.

Stiebler
01-26-12, 07:28 AM
@Obltn Strand,

The problem is that Hitman_GUI_NYGM3_1.1 has not been updated for changes to the en_menu.txt and menu_1024_768.ini files, whereas Hitman Optics NYGM 3.3 (Fixed) is always updated (as the name suggests).

The simple solution is to return to Hitman Optics NYGM 3.3 (Fixed), which is more suitable for general use than the rather specialist use of Hitman_GUI_NYGM3_1.1.

Incidentally, it is not necessary now to have NYGM 3.6 installed. NYGM 3.6A replaces NYGM 3.6. I uploaded a new version of NYGM 3.6A a few days ago, with minor changes to en_menu.txt and de_menu.txt.

I believe that the NYGM Tonnage War Minefield Mod is also unnecessary, as it is now installed in the main NYGM 2.5 release.

Stiebler.

Obltn Strand
01-26-12, 08:01 AM
The problem is that Hitman_GUI_NYGM3_1.1 has not been updated for changes to the en_menu.txt and menu_1024_768.ini files, whereas Hitman Optics NYGM 3.3 (Fixed) is always updated (as the name suggests).
Problem is with menu_1024_768.ini files even though I made necessary changes as instructed by Stieblers2A Addon for V16A3. To en_menu.txt too, which was the easy part. Game loaded with warning messages and request new patrol grid worked. Finding something like 0x3f4e100 from menu_1024_768.ini is searching needle in haystack, for me anyway.

Hitman_GUI_NYGM3_1.1 without new patrol grid works with 3.6A provided that en_menu.txt is changed. But then I can't get WB's mid patrol orders to work even if I disable BdU messages which does the trick in GWX.

The simple solution is to return to Hitman Optics NYGM 3.3 (Fixed), which is more suitable for general use than the rather specialist use of Hitman_GUI_NYGM3_1.1.
But Hitman_GUI_NYGM3_1.1 is way cooler than Optics. Better compass, depth gauge and especially night attack with UZO which took some time and effort to master.

Incidentally, it is not necessary now to have NYGM 3.6 installed. NYGM 3.6A replaces NYGM 3.6. I uploaded a new version of NYGM 3.6A a few days ago, with minor changes to en_menu.txt and de_menu.txt.

I believe that the NYGM Tonnage War Minefield Mod is also unnecessary, as it is now installed in the main NYGM 2.5 release.

Still noob with this mod. Thanks for the info.

Stiebler
01-26-12, 11:42 AM
@Obltn Strand:

I am not familar with "WB's mid patrol orders" mod, and I cannot be expected to alter someone else's mod.

However, why do you need WB's mod if the 'Change Grid' function of the Stiebler2A_addon_for_V16A3 patch works well for you?

If you really must change patrol grids several times, then you can use 'SH3Patrol', which is supplied with NYGM. Look for it in the 'Documentations' folder.

Good luck!

Stiebler.

Obltn Strand
01-26-12, 12:46 PM
I am not familar with "WB's mid patrol orders" mod, and I cannot be expected to alter someone else's mod.

No, no of course not. I found modified version of it, should work with nygm.

However, why do you need WB's mod if the 'Change Grid' function of the Stiebler2A_addon_for_V16A3 patch works well for you?
Change grid function doesn't work with hitmans gui. Well it works but I get those those warning messages which in my books means trouble.

Mid patrol orders is sort of a stop gap measure before I (or some else) founds a solution. Having a radio button to get a new patrol orders is cool.

If you really must change patrol grids several times, then you can use 'SH3Patrol', which is supplied with NYGM. Look for it in the 'Documentations' folder.
Ah yes I forgot about SH3 patrol. That's good addition too especially when starting patrol from non home port.

Good luck!

I hope enough luck for this task excist.

Hitman
01-26-12, 02:53 PM
I don't remember exactly what was changed in en_menu.txt, but whatever it was it will have minimal impact if the whole file gets replaced by whatever modern versions of NYGM need to use. At most, some lettering here or there might not match a dial or so, but since you know already well how it all works youw ill probably not even notice it. So, if you like the GUI, keep it and simply overwrite the en_menu.txt with whatever file that works for the rest of mods :up:

Obltn Strand
01-26-12, 04:02 PM
I don't remember exactly what was changed in en_menu.txt, but whatever it was it will have minimal impact if the whole file gets replaced by whatever modern versions of NYGM need to use. At most, some lettering here or there might not match a dial or so, but since you know already well how it all works youw ill probably not even notice it. So, if you like the GUI, keep it and simply overwrite the en_menu.txt with whatever file that works for the rest of mods :up:
Ach! The master himself.

en_menu.txt is simple to change, no big problem at all. However after renumbering menu_1024_768.ini file it's whole different thing. Like separating individual grains of sand. I don't know how you guys deal with those notepad files.

I'll keep looking:damn:

Stiebler
01-27-12, 05:15 PM
@Obltn Strand:

I have updated Hitman's GUI for NYGM for you. Tested in one patrol with H.sie's Wolf-Packs mod (V16A3) and the Stiebler2A overlay for it. All seems to function OK.

Download from this link:

http://www.subsim.com/mods1/nygm/Hitman_GUI_NYGM3_6A.7z

Stiebler.

Obltn Strand
01-31-12, 10:19 AM
@Obltn Strand:

I have updated Hitman's GUI for NYGM for you. Tested in one patrol with H.sie's Wolf-Packs mod (V16A3) and the Stiebler2A overlay for it. All seems to function OK.


Thanks man. Mighty friendly of you.

Sepp von Ch.
01-31-12, 12:40 PM
Is there a St.nazaire and other harbour Schleuse mod (enhanced and detailled harbours) compatible with your NYGM mod?

Newinger
02-05-12, 06:30 AM
I just stumbled upon this Mod. Could please somebody tell me in short how this is compared to GWX, LSH and WAC, in terms of historical accuracy, graphics, ship models, stability? Merci!

J0313
02-07-12, 09:31 AM
I have had this happen to me twice now. I try to reload my external reloads and I staff my forward torpedo room with the full 14 men. Then I start the process of bringing my stern externals down into the boat. The time never decreases and my crew just fatigues down to where you get that little " E " in the corner of the crewman icon. The external reloads never even move. I tried doing it at a dead stop even but no luck. Keep in mind that I didn't staff the stern torpedo room and maybe that was the problem. Has anyone ever had this happen to them or have any idea as to what is going on?

OnEiRoN@UT
02-07-12, 03:40 PM
:yeah:***1086;***1090;***1083;***1080;***1095;***1 085;***1099;***1081; ***1084;***1086;***1076;

Jimbuna
02-07-12, 03:53 PM
:yeah:***1086;***1090;***1083;***1080;***1095;***1 085;***1099;***1081; ***1084;***1086;***1076;

Eh? :hmmm:

Hitman
02-09-12, 04:43 AM
Looks like problems with the cyrillic again :doh:

BTW registered since 2006 and only first posted today. Welcome ... even if belated :DL

FUBAR295
02-09-12, 09:24 PM
:yeah:***1086;***1090;***1083;***1080;***1095;***1 085;***1099;***1081; ***1084;***1086;***1076;

What is this? Not sure I grasp this, or am I dense?

Magic1111
02-10-12, 04:42 AM
What is this? Not sure I grasp this, or am I dense?

That´s the new "ENIGMA" Code from the 21th century...! :timeout: :haha:

FUBAR295
02-10-12, 09:10 PM
That´s the new "ENIGMA" Code from the 21th century...! :timeout: :haha:

Hmmmm ... then I am dense. :haha:

It reminds me of one of the math problems where you had to figure out what the next sequence of numbers would be.:timeout:

J0313
02-15-12, 09:31 AM
Here is something new. I recently switched to Stieblers 2A add on and now the emblems don't come up when I select special. Everything else works just not the special selection. That is strange. I have never had that happen before. I guess there is a first for everything. Any feedback on this?

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6A
NYGM HiRes Submarines
MFM-Interim-Beta_NYGM
Merchant_Fleet_Mod_3.2
MFM-v3-US+UK_Skins19420201
Harbor Traffic Add-In
Hitman Optics NYGM 3.6 (Fixed)
1500 meter bearing overlay
Enhanced Nav Map Plotting Tools
Restore Gods Eye View
Single Merchant Contact Mod
Elite U-boat NCO Uniforms
O2-Gauges v2
Stiebler2_Addon_for_V16A3

Capt. Morgan
03-05-12, 07:54 AM
I just stumbled upon this Mod. Could please somebody tell me in short how this is compared to GWX, LSH and WAC, in terms of historical accuracy, graphics, ship models, stability? Merci!

Stability is absolutely rock-solid, and the new Reality Patches (http://www.subsim.com/radioroom/showthread.php?t=174225) are all well integrated.

Includes an optional sub-set of ships from the Merchant Fleet Mod, and the whole M.F.M. will work without problem if your computer has the specs to run it.

Works well with any of Makmans environment mods and Makmans GUI (An optional version of Hitman's GUI is included in the mod).

Lacks the stunningly detailed harbours of LSH & WAC - all the action happens at sea in this one.

Stiebler
03-05-12, 12:19 PM
@Fubar:
It reminds me of one of the math problems where you had to figure out what the next sequence of numbers would be...Actually, the answer is ANY number could be next.

There are an infinite number of infinite series, and one of them is certain to give your answer.

For example, what is next in the series:
1,2,3,4,5,6,7,8,9,....?

Answer could be 10, but it could just as well be 7.8912345. Both answers are correct.

(That insight always impresses mathematically-inclined interviewers and examiners, but not, I suspect, the MENSA organisation.)

@CaptMorgan:
That was a very flattering review of NYGM that you gave above.

Thank you very much.

Stiebler.

von Kinderei
03-05-12, 08:48 PM
First time user of this MOD ...

Quick question : how do ya turn off the in game back ground music ... it's like I'm in a movie ?

Capt. Morgan
03-06-12, 04:56 AM
@Stiebler: Not at all, thank you for NYGM:salute:

...how do ya turn off the in game back ground music ... it's like I'm in a movie ?

Go to Options\sound from the main menu - I hate the movie-theme music too

Tigershark624
04-04-12, 05:02 AM
Are there any known issues with this mod and Windows 7? I copied a vanilla install of SH3 patched to 1.4 and tested a new career, which started up fine. I copied in a new SH3.exe from Stiebler's newest patch for h.sie's realism mod. I then installed just the NYGM stand-alone 2.5 version and loaded my new career from in base before mission 1. I get a CTD when I try to start a career or run a single mission. Naval academy missions work fine, but there's a weird graphics glitch with the clouds that make it look like there's helicopter rotors above my sub. I searched this thread but couldn't find any similar issues. Can anyone offer any suggestions?

Thanks,
Tigershark

Stiebler
04-04-12, 05:24 AM
@Tigershark:

Wrong installation order.

Copy onto your stock SH3.exe set-up all the NYGM files you want, as listed on the SubSim website for NYGM (click on my signature).

Afterwards, install your new SH3.exe, patched with Hsie's patch, then with the Stiebler patch. Don't forget that both H.sie's patch and the Stiebler patch for SH3.exe require further installation of a new mods folder, see the instructions. However, for NYGM, you will not need to modify any other files. (That is, you do not need to cut-and-paste pieces of text into particular files, nor to change existing entries in files already installed.)

Good luck!
Stiebler.

Tigershark624
04-04-12, 10:39 AM
Stiebler, just to be clear, if I paste the patched SH3.exe into the Add-on folder will it replace the 1.4 SH3.exe when the folder is activated by the Jones enabler? I thought I read that in the instructions for adding the NYGM AI sensor data, but I'm not on my home computer right now to check. Thanks for your help. I'll try again when I get home today.

TorpLos
04-05-12, 01:41 AM
Here is something new. I recently switched to Stieblers 2A add on and now the emblems don't come up when I select special. Everything else works just not the special selection. That is strange. I have never had that happen before. I guess there is a first for everything. Any feedback on this?

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6A
NYGM HiRes Submarines
MFM-Interim-Beta_NYGM
Merchant_Fleet_Mod_3.2
MFM-v3-US+UK_Skins19420201
Harbor Traffic Add-In
Hitman Optics NYGM 3.6 (Fixed)
1500 meter bearing overlay
Enhanced Nav Map Plotting Tools
Restore Gods Eye View
Single Merchant Contact Mod
Elite U-boat NCO Uniforms
O2-Gauges v2
Stiebler2_Addon_for_V16A3

Doesnt the MFM Interim Beta NYGM go after MFM and not before?

Stiebler
04-05-12, 01:45 AM
Doesnt the MFM Interim Beta NYGM go after MFM and not before?Correct.
if I paste the patched SH3.exe into the Add-on folder will it replace the 1.4 SH3.exe when the folder is activated by the Jones enabler?Also correct.

Stiebler.

TorpLos
04-05-12, 09:43 PM
Hey Stiebler i got something to ask.

There is no 16km in NYGM? I thought there was?

And another thing. Im currently in 1943 and aircraft are EVVERRRRYWHEERE. Which is awesome, kinda.. But the liberators and sunderlands never drop their bombs on the first pass. They pepper me with machine gun fire but leave the bombs for the second pass when i already dive. I thought at first it was because i ruined their bomb run with crazy manuvering, but i got caught too late to dive and manuver a few times and they only peppered me...

Stiebler
04-06-12, 02:19 AM
@Torplos:

There is a 16km vision limit in NYGM.

You can avoid most of the aircraft in the Bay of Biscay in 1943 and 1944 by taking the 'Piening Route' (sail out into the Atlantic as close to the North Spanish coast as possible.)

Whether aircraft attack with bombs (or depth-charges) on the first or second attack depends on hard-coded game parameters and also on the ability of the air-crew (elite/veteran/normal/novice).

Stiebler.

TorpLos
04-06-12, 01:27 PM
Any environment mods that go well with NYGM and improve to 16km?

Stiebler
04-07-12, 01:53 AM
NYGM already includes OLC's excellent environmental mod, with a 16 km range.

Stiebler.

Tigershark624
04-09-12, 05:50 PM
Stielber,

I'm having the devil's own time trying to get this mod to work. I have one base copy of SH3, from which I've copied and modded three times with GWX3.0, LSH3, and the War Aces Campaign. For some reason, I'm having the same problem with NYGM that I originally had. The game starts up and the Naval Academy missions run fine. Whenever I start a new career, the U-Boote Heraus load screen gets almost to the end and I get a CTD. I also can't get MultiSH3 to work either, but I worked around that by having a different Kaleun for each mod. Can you think of anything that might be causing this, or offer any advice?

Thanks,
Tigershark

Stiebler
04-10-12, 02:12 AM
Whenever I start a new career, the U-Boote Heraus load screen gets almost to the end and I get a CTD.Seems like a problem with one of the campaign files (campaign_lnd/rnd/scr.mis).

However, it is unwise to stack different super-mods on top of one another. Apart from any other consideration, they all share a common series of files in My Documents\sh3, which are unlikely to be mutually compatible (trying to start from different base locations, for example, might explain your problem). So you could try making a back-up of your existing sub-folder My Documents\sh3, then delete the original sub-folder. SH3 will then recreate this folder for its current set-up.

Nevertheless, as a principle, you should always make a fresh installation of SH3 for each supermod. If you have a copy of the original game, you will also need to patch it with the 1.4b patch, available fom Ubisoft, but all subsequent releases (since about 2006) have this patch already installed as part of the game. If you have several partitions on your hard-drive (eg drives C: D: E), then you can install a game on each.

Stiebler.

Tigershark624
04-10-12, 03:14 AM
I should have been more clear. I have in my Ubisoft folder a separate folder for each mod. They're not stacked. For each mod I copied in the working SH3 folder patched to 1.4, then installed SH3 Commander and Jones mod enabler into each one after renaming its folder for its respective mod. This was the method recommended in the MultiSH3 readme notes. So far it's worked for all the mods except NYGM. I also should have mentioned that the CTD occurs with no other mods enabled except the 2.5 stand alone mod. I can create a unique character and start a career under SH3 1.4 then install the NYGM 2.5 stand alone mod. If I then reload the career in base before mission 1 and start a new patrol I get the CTD. I'm really stumped on this one.

Stiebler
04-10-12, 11:24 AM
@Tigershark624:

Try renaming your folder My Documents\SH3, and then restart SH3 modded with NYGM.

Stiebler.

Tigershark624
04-10-12, 04:23 PM
I already have a folder in My Documents called SH3. I renamed it and tried to start NYGM and received an error message that it couldn't find the cfg file. I moved the folders out of the Careers folder, renamed the folder back to SH3 and tried again with a blank slate. I got the same CTD. There must be something wrong with my original version of SH3 that only bothers NYGM. I made a fresh install on my laptop, copied the resulting SH3 folder onto my flash drive, then tried to use that, but I couldn't even patch that to 1.4. The patch program kept giving me an error message that said the sensors file was unrecognizable. I'm going to try to tweak the fresh install on the laptop to get it patched to 1.4 and try to work with that.

Stiebler
04-11-12, 02:19 AM
Tigershark624:
Try to install ONLY NYGM 2.5 on your new installation, and see if that runs. Get rid of (or back-up) any existing subfolder My Documents\SH3 which is at present on the same installation. (SH3 re-creates this sub-folder whenever it cannot find an existing sub-folder.)

Stiebler.

Tigershark624
04-11-12, 06:26 PM
(Lack of) Progress report:

Here's what I did to try and find out why this mod won't work for me:

Installed SH3 from my original DVD onto my laptop, no other versions installed.
Patched successfully to 1.4
Followed the procedure to play SH3 without the disk outlined in the forums
Started SH3 and created a new career
Installed Generic Mod Enabler
Installed NYGM 2.5
Loaded career from In port before mission 1
CTD

MultiSH3 did work, however, so I'm going to use this new install as a base for my other mods to get the folders in My Documents sorted out. Unless NYGM doesn't like the modded exe or one of the modded dll's involved with the no-cd fix, I can't imagine what could be causing this. I'll try again tomorrow with the old exe, dll's and disk in the drive and see if that solves this, unless you have any other ideas.

Tigershark

Edited to add: Changed the save directory and started NYGM 2.5. Created a new career and got the same CTD. Hopefully better news tomorrow.

TorpLos
04-11-12, 11:01 PM
Ok so i feel like i got the perfect mod combo but it has frequent CTDs when i load up games. But sometimes it works ok. So i feel there is just a small problem.

Here is loadout..


http://img687.imageshack.us/img687/461/modloadout.jpg (http://imageshack.us/photo/my-images/687/modloadout.jpg/)

Stiebler
04-12-12, 02:03 AM
@Torplos:

If you cannot get even NYGM 2.5 to run without CTDs, then there is something fundamentally wrong with your set-up.

Can you get even SH3.exe (the stock game, patched with 1.4b) to run without CTDs?

I regret that I cannot give any further advice from this distance.

Stiebler.

Tigershark624
04-12-12, 03:11 AM
I don't know if you were asking me or TorpLos, but in my case SH3 1.4 runs fine, as do the other super mods. My suspicion is that it has something to do with the rld-sh14 no-cd fix. It can't be a Windows 7 issue because my laptop is running XP. I'll report back in when I've had a chance to test the original exe but for now that's what I'm thinking. I've got one more trick I can try if all else fails, but more on that later, if necessary.

Tigershark

TorpLos
04-12-12, 10:53 AM
Im sorry i wasnt clear. NYGM works fine but the problems seem to arise after MaGUIF installing and NvDriftetrs Depth Charge Shake. I just wanted help making those work together well. I guess ill have to choose one or the other but im pretty sure its not a huge issue. THe only thing those two mods conflict with is the CAMERAS.dat

Tigershark624
04-12-12, 05:14 PM
OK, my problem does not arise from the no-cd fix. A brand new clean install, patched to 1.4 with only the Generic Mod Enabler and NYGM 2.5 resulted in the same CTD. I'm down to my last option, and if this doesn't work I'm packing it in. Hopefully I'll have success over the weekend.


***UPDATE***

I installed Steam and SH3 onto my laptop then loaded SHC3.2, the Generic Mod enabler and NYGM 2.5. CTD. I'm now completely out of ideas. I've tried my original copy of SH3 from the DVD, with and without the rld-1.4 no CD fix and a clean install from Steam on both a Windows 7 desktop and Win XP laptop. Same result. If anyone has any further suggestion please let me know. Thanks to all who offered advice.

Tigershark

Kpt. Weyprecht
04-27-12, 05:13 AM
Hello all,
I just tried to create a multi-install of SH3, one copy being dedicated to NYGM.
I performed the installation procedure through JSGME. Now the last on the list of NYGM downloads is the Stiebler's patch: I still have to use the H.sie's one before, even if it is ont on the list?

EDIT: forget the question, I got the install right.

Phoenix3000
05-02-12, 01:51 PM
Hi everyone.

Well, its been a long time, over 2 years in fact, sine I last played SH3 and I've decided to come back to it after suffering SH5 for a few months.

I have previously used GWX and WAC but this time I would like to try out NYGM. Would one of you kindly check the procedure I followed as I'm having a few concerns with the install routine? Cheers.

1 - A couple of days ago I did a fresh install of SH3 then installed the EMEA 1.4b patch. I then launched the game once to get the SH3 folder created in the My Documents directory.

2 - JSGME was then added with a MODS folder created in C:\Program Files\Ubisoft\SilentHunterIII

3 - I downloaded all the required files from here: http://www.subsim.com/mods1/nygm/ and extracted them into separate directories.

4 - In JSGME I added the folders in this order:

EDIT -- EDIT -- EDIT -- EDIT

After listing my previous JSGME mod list I have now changed it to the following:

a - NYGM Tonnage War 2.5 - Stand Alone Version
b - NYGM3_New
c - NYGM3_6A
d - Merchant Fleet Mod 3.2 (Full download)
e - 3rd Flotilla Mod (From NYGM3_6A)
f - NYGM HiRes Submarines
g - MaGui F
h - MaGui F FIX for NYGM3.4
i - optional-stopwatch with speed lines for MaGui F
j - Restore Gods Eye View
k - Harbour Traffic Add-In From NYGM3_6A

There were several overwrite warnings but I assume it was OK to proceed?

So far, so good (hopefully).

When it comes to the last step of "Stiebler3A_V16B1_Addon" I'm at a bit of a loss with this. Guess my IT skills are wearing off. Give me a bit of time on that one. ;)

EDIT -- EDIT -- EDIT -- EDIT

Regarding the Stiebler mod, I think I have done this right and ran the patch.bat file on the original SH3.exe file. It said it was successful so fingers crossed.

I have also downloaded the full Merchant Fleet Mod 3.2 and the MFM v3 Skin Packs (361mb & 624mb respectively). Where in the JSGME list should I add those? I wanted to double check as I'm sure I misread the original instructions. EDIT -- As the Merchant Fleet Mod appears to be OK as listed above, can I add the Skin Packs at the end of the JSGME list (at the bottom of the above?)

SH3 Commander was also installed and the NYGM specific files have been added to the install and I can successfully launch SH3 with it.

Just a couple of other in-game related questions -

Firstly, when I go to launch a new mission (clicking on the map board) it tells me there are 'too many crew, go to barracks'. When I open the crew screen I often see 'Sailors 29/25' so I have to ditch 4 crew before continuing, is that normal? EDIT -- This 'may' be related to me having selected 'Realistic Crew' instead of 'Already in SH3'. After changing it to the latter I didn't get that message.

Secondly, how do you keep the sub level in a periscope attack? In GWX, setting the speed to ahead slow (2kts) would allow for a quiet approach and the sub would not get any lower in the water. With NYGM this doesn't seem to work and in an attack last night I had to travel at 5kts just to maintain the correct depth, but no doubt the noise told everyone I was there - soon realised when several destroyers came at me. Any advice? EDIT -- I tried another career and this time I was able to cruise at 2kts at 13m periscope depth. Was it a one-off or a normal occurence?

EDIT -- One last query. The periscopes keep lowering themselves. Both the attack and observation scopes kept retracting and the only way to keep them raised was to hold down the Page Up or Insert buttons. Anyone else seen this?

Cheers guys, sorry for the long post but I just want to ensure I have NYGM installed correctly before carrying on.

Thanks again! :salute:

Px3000

Stiebler
05-03-12, 11:03 AM
@Phoenix3000:

The important thing to remember, when adding new mods, is to add them one at a time with JSGME, testing the game after the addition of each new mod. Then you know immediately whether conflicts occur, and where the problem lies. If you just jumble everything together without testing, how will you know what caused the problem? How will anyone else know, since it is most unlikely that they have the same mod-mixture as you?

You should start with basic SH3 (patched, if necessary with Ubisoft's official 1.4b patch, but later releases of SH3 are supplied pre-patched). Make sure you can get this running properly first, or everything else is a waste of time!

Then you can add NYGM 2.5, 3_New and 3.6A (in that order) all at once, and test again, this time with a single patrol.

The MFM3.2 mod by IABL is enormous, you should add this last, because it may cause CTDs due to ID conflicts all by itself. But is safe *instead* to add the smaller IABL ship pack supplied with NYGM.

After that, add the other mods you listed one by one, testing after each addition.

You mentioned the Stiebler3a_Addon_patch_for V16B1. As the name suggests, you must FIRST patch your copy of SH3.exe with H.sie's V16B1 patch. This is essential! See this thread: http://www.subsim.com/radioroom/showthread.php?t=193301

I hope that helps,
Stiebler.

h.sie
05-03-12, 03:32 PM
Cite: One last query. The periscopes keep lowering themselves. Both the attack and observation scopes kept retracting and the only way to keep them raised was to hold down the Page Up or Insert buttons. Anyone else seen this?

This is surely caused by my "Periscopes Fix" that automatically lowers the peris at high speed. I am really astonished that you add the patches before having read what exactly you are adding in detail. I wrote the documentation not without intention.

Phoenix3000
05-03-12, 04:02 PM
OK guys, let me clarify. I did test each mod in succession instead of blindly adding them one after another. As a former GWX and WAC player I'm used to checking each mod in turn. :cool:

However, the periscope lowering problem is/was present even with only the NYGM mods (the first 3 in the list). I added further mods in the hope it may stop. Obviously not.

@h.sie - As already mentioned above, the periscope problem was there before I patched my SH3.exe file which I believe you are referring to, so no reason to be so astonished. :o

Having said that I have since done a fresh install and, as before, I still have the scopes lowering when I don't want them to. Stock SH3 is fine, but as soon as I add NYGM it occurs. :hmmm:

EDIT: Regarding the overwrite messages - these refer to adding the mods in the order described in this list: http://www.subsim.com/mods1/nygm/ I assumed each previous version of NYGM can be safely overwritten, hence my original comment.

I can't see how there are any orphan files left over from a previous (and distant) GWX install...

This weekend I can spend more time on it and I'll do a complete re-install, again with further testing.

Kpt. Weyprecht
05-06-12, 06:08 PM
Hello all,
I have anothes dummy question. It's surely somewhere in the documentation, but I can't find it.
I'm using NYGM 3.6 (on one of my multi installs) with MaGui Final and, recently when trying to introduce a newbie friend who was a little afraid of its multiple features and tools, we tried the original Hitman's GUI. Anyhow, I experience the probles of a ghost lens - or whatever it is - wisible at 1.5 magnification in the attack scope of the Typ IIA sub. I've found the image of the Typ IIA's corrected scope without this but I still don't know how what to enable?
Or is the fix incorporated in the original NYGM and broken by either GUI mods?

Stiebler
05-07-12, 02:42 AM
@Kpt Weyprecht:
MaGui Final and the original Hitman's GUI both share the same files to modify the periscope and UZO displays, rewritten in different ways. They are certain to be incompatible.

Use whichever mod you prefer. But never both.

It is because of these potential collisions that the main NYGM web site (click on my logo below) contains a short list of those mods that are guaranteed to function correctly with the main NYGM set-up. This does not mean that other mods are worthless, only that they may cause conflicts with the recommended list.

Therefore use mods from the recommended list. Add other mods at your own risk.

Stiebler.

Kpt. Weyprecht
05-07-12, 04:09 PM
Sorry for not having been clear.
I didn't try to enable bonth GUIs one on top of the other, I tried one, then the other. However, I still have that glitch in the Typ IIa's scope with either one.
In the NYGM 3_New package documentation, I see an image of the scope with the glitch and the "Teddy's Corrected scope" without it. I suppose Teddy's mod is included somewhere, but I can't find it, or it is incorporates in the package but broken by the GUI mods?

Stiebler
05-08-12, 02:34 AM
@Kpt Weyprecht:

Teddy's IIA periscope fix places the single file 'Turm_2A_1_hd.dat' into your folder silenthunteriii\data\objects\. Teddy's file has date 4 April 2010, and it replaces the original file. I have checked my own SH3-NYGM setup, which does have Teddy's file and does not have the IIA periscope glitch.

This file is not modified by Hitman's GUI. It is unlikely that MaGUI-final alters it either, but I no longer have a copy.

Check that your current setup has Teddy's file (with same date) in the folder stated above. If it does not, you need to reinstall the mod NYGM3_New, which means that you should remove all other mods (including NYGM 3.6A) that you installed after it, using JSGME.

Since your files have evidently become corrupted in some way, it might be a good idea to remove and reinstall NYGM 2.5 as well. Or even to reinstall SH3 completely.

Stiebler.

Kpt. Weyprecht
05-08-12, 09:08 AM
There it is: my file has a date 29/08/2009. Strange. Damn' it, I thought I finally had a working install!

Hitman
05-08-12, 11:14 AM
Most probably as Stiebler said, you need a fresh reinstall. Perhaps you missed a patch, or installed a patch with older files. I think that at some point a patch came out with some glitches and was re-uploaded and fixed, so maybe you only got the older version. Or whatever. Bottom line: Reinstall :hmmm:

Kpt. Weyprecht
05-08-12, 12:45 PM
All right. Actually, since I have a multi-install, I still have one copy of stock unchanged (and never launched) sh3 on my machine. Do you think I can just delete the NYGM-dedicated copy, paste a copy of the stock game and then apply enable mods from a copy of my "MODS" folder or is there a risk that my mods corrupted somewhere between download and unzipping?
I don't really feel like downloading, unzippind and patching everything anew...

Stiebler
05-09-12, 02:42 AM
@Kpt Weyprecht:
Actually, since I have a multi-install, I still have one copy of stock unchanged (and never launched) sh3 on my machine. Do you think I can just delete the NYGM-dedicated copy, paste a copy of the stock game and then apply enable mods from a copy of my "MODS" folder . . .That is obviously worth trying, but be sure to make a backup copy of your stock game first.
. . . or is there a risk that my mods corrupted somewhere between download and unzipping? There is always a risk that a download might become corrupted. No one can answer your question: unless to say that the probability is small, that a file may become corrupted during download or during unzipping.

Stiebler.

Scottlu
05-12-12, 05:27 AM
@Stiebler:
I am a noob playing NYGM MOD,
here is a issue:the torpedo denotation method permanently sticking at magnetic.
It is impossible to toggle the switch to Impact mode.


Is this a feature imbued with Mod ?

Friede Rösing
05-12-12, 09:29 AM
Hi...

I have a problem with de NYGM mod... I have been many campings with this mod ( i never got finished:oops:)... recently update to "Stiebler3_Additional_files_V16B1" ....

Since then strange thing happens. When firing a torpedo, its passes under the boat 3 or 4 meters , but i have configured correctly torpedo depht to 3 or 4 metres below the keel.

I'm back to reinstalling the mod but the problem persists

Stiebler
05-12-12, 10:55 AM
@Scottlu:
here is a issue:the torpedo denotation method permanently sticking at magnetic.
It is impossible to toggle the switch to Impact mode.
Is this a feature imbued with Mod ? Yes, it is. It simulates the probability of torpedo failure in the first years of the war. (The devs built the impact detonator to be more reliable than the magnetic). However, the 'magnetic' detonator actually functions in addition as a contact detonator, so direct contact with the target will also cause the torpedo to explode.

@CapSea:
recently update to "Stiebler3_Additional_files_V16B1" ....

Since then strange thing happens. When firing a torpedo, its passes under the boat 3 or 4 meters , but i have configured correctly torpedo depht to 3 or 4 metres below the keel.Please read the *short* documentation written by H.sie for his V16B1 patch for SH3.exe. The answer is provided in the section about torpedoes.

Stiebler.

Friede Rösing
05-12-12, 01:21 PM
@Scottlu:

@CapSea:
Please read the *short* documentation written by H.sie for his V16B1 patch for SH3.exe. The answer is provided in the section about torpedoes.

Stiebler.

Ok, i dont read this section... another dificult:DL .... thank you

Scottlu
05-12-12, 08:50 PM
[QUOTE=Stiebler;1882995]@Scottlu:
Yes, it is. It simulates the probability of torpedo failure in the first years of the war. (The devs built the impact detonator to be more reliable than the magnetic). However, the 'magnetic' detonator actually functions in addition as a contact detonator, so direct contact with the target will also cause the torpedo to explode.

Stiebler.[/QUOTE


That's great! good work.Thank you for your answering

Friede Rösing
05-17-12, 05:32 AM
Hi guys;

I see a problem with the new update of V16B1 of h.sie.


In "torpedo failure fix" secction explain the probability of failure depending wind-speed and storm.




But in the NYGM mod we dont know the wind-speed

Phoenix3000
05-20-12, 10:58 AM
Hi all

I've recently reinstalled NYGM and for the last week or so it's been going great - however, I have hit a problem with the mounting of the radar in 1942.

I've started a new career, and my second patrol began on May 16th 1942, out of Brest. Prior to departure (at the end of my first patrol) I modified the u-boats equipment; better batteries, hydrophone etc., including the radar.

When I put to sea the radar is in the wrong place as the screenshots below will show.

My JSGME list consists of NYGM mods only - i.e. those that came with the downloads and installed in the order listed on this page: http://www.subsim.com/mods1/nygm/

Right now I have:

NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM_6A
IABLShipsforNYGM_New
3rd Flotilla Mod
NYGM HiRes Submarines
Harbor Traffic Add-In
CaptainAmericaOfficerIcons
Restore Gods Eye View
Single Merchant Contact Mod
Stiebler3_Addon_for_V16B1

Now the screens. They have been reduced in size and quality so as not to eat your bandwidth:

http://i142.photobucket.com/albums/r103/PhoenixSH3/SH3Img20-5-2012_163241_718.jpg
http://i142.photobucket.com/albums/r103/PhoenixSH3/SH3Img20-5-2012_163557_468.jpg
http://i142.photobucket.com/albums/r103/PhoenixSH3/SH3Img20-5-2012_163419_62.jpg
http://i142.photobucket.com/albums/r103/PhoenixSH3/SH3Img20-5-2012_163236_390.jpg
http://i142.photobucket.com/albums/r103/PhoenixSH3/SH3Img20-5-2012_163232_109.jpg

Any ideas? I've read through various PDF's etc., but have I missed something? :hmmm:

@brett25, reading through this thread I see you had a similar problem in early 2011 prior to the latest release (?). What resolved it for you?

Thanks all!
Px3000

Dani
05-20-12, 11:21 AM
@Phoenix3000

This type of radar, the FUMO 29, will mount itself correctly only on:
Type VIIB turm 1 and 2
Type VIIC turm 1
Type IXB turm1
Type IXC turm1

I'm guessing that on the picture is type VIIC/41 (that is turm 3 for VII).
You should pass installing that radar and choose the next one (if available).:salute:

Phoenix3000
05-20-12, 11:32 AM
@Dani

Thanks for the reply, but prior to patrol that was the only one available. :hmmm:

Would it be best to not add it, and wait a few months for the next version or is it OK to play with it like this? I assume it's functioning ok?

Cheers,
Px3000

utops
05-30-12, 05:02 PM
http://i.imgur.com/naCOj.jpg?1

Wht's this and how to fix it?
V16B1 addons are on in JGSME, Sh3 is patched correctly and selector was used to turn on all realism/AOTD features are on.

Thx for support.

Oh and this just comes in: how to restore GWX/Stock torpedo settings? I've got 7 eels in the row going too deep and that was too "real" in my opinion.

utops
05-30-12, 10:23 PM
Wht's this and how to fix it?
V16B1 addons are on in JGSME, Sh3 is patched correctly and selector was used to turn on all realism/AOTD features are on.

Thx for support.

Oh and this just comes in: how to restore GWX/Stock torpedo settings? I've got 7 eels in the row going too deep and that was too "real" in my opinion.
Nevermind i resovle this problem thingy. (RTFM TWICE :oops:)

BTW It's normal to encounter cluster of flower corvettes near scapa in `39?
Second thing: Irsih Merchant was treated by "GAME" as enemy...
But maybe it's the Merchant fleet mod issue?
..or i am the man who give a judgment what to do? If so it would be nice,if game notice that and punish me or reward me for my actions.

Sorry to be such a whiner,but i try to get my perfect Sh3 game since monday last week and always fails at some point and im all out of coffe by now. :nope:

What i like to achieve is :
Historical accuracy.
Multi types of merchants and war ships nicely fit in to campaign.
Radio communication with BdU and wolfpack's
"Realistic" Ship sunk mechanics
Randomness in multi aspects of sim.

Can do it with proper configured NYGM?

Friede Rösing
05-31-12, 12:00 AM
http://i.imgur.com/naCOj.jpg?1

Wht's this and how to fix it?


you must modify "en_menu.txt" file, add this lines;

;; Add these lines to the bottom of YOUR en_menu.txt file
;; Found in your silenthunteriii\data\menu folder.

;NOTE: GWX has already a ‘2919=Radio Message’. Just delete it.
; Request for New Grid
2919=Request new Orders
2920=Request Denied. You must patrol original grid first!
2921=Request Denied. You have already requested new grid!
2922=Request Denied. Sorry, you have to stay in current grid.
2923=New patrol grid XXXX assigned. Good luck!
2924=Request Denied. Insufficient fuel for new patrol grid.
2925=Request to change grid acknowledged. Wait...

;; Stiebler Minimum TC Messages
4997=Minimum Time Compression switched ON (min. 128)
4998=Minimum Time Compression switched OFF
;; end of additional files.

IMPORTANT (1) - You must *also change* the existing contents of the en_menu.txt file entries to the texts show below:

566=Scuttling charges set! 10 minutes to abandon boat! Set U-boat to crash-dive!
2905=Abandon U-boat!
4809=Prepare to abandon U-boat!
4810=Prepare to abandon U-boat!

IMPORTANT (2) - It is **ESSENTIAL** to retain the English phrase "U-boat destroyed".
Required for Stiebler 'Surrender' hard-code patch.
Check entries 560, 561, 562 and 563 to ensure that all are present and that the phrase 'U-boat destroyed' in each line is spelled EXACTLY as shown.
Note the lower-case 'b' in U-boat!!

560=U-boat destroyed.
561=U-boat destroyed by collision.
562=U-boat destroyed by pressure.
563=U-boat destroyed by flooding.

utops
05-31-12, 03:39 PM
I know it already,it requires from me rereading manual twice.
Lesson learned i hope.

Borgneface
06-01-12, 01:36 PM
S! to all,
I just highgraded my pc after lots of problems....So I decided to have another go at palying NYGM ....I have managed to download all the files listed except the first one on the list:
NYGM_Tonnage_War_V2.5_Full_Version.7z (http://www.subsim.com/mods1/nygm/nygm_tonnage_war_v2.5_full_version.7z) (Essential, 322 MBytes)
I would be really grateful if any one could give me any help here!

Merci

Borgneface
06-06-12, 05:21 AM
S!
What I am really looking for is a link to somewhere I can download
NYGM tonnage war V2.5 full version??
I have tried to do it from the link (subsim) in my prvious post, 6 times now and the archive is damage when I am done downloading??

Thanks for your help

SquareSteelBar
06-06-12, 06:59 AM
Just downloaded it - nothing damaged.

There might be something wrong at your end...


Try Plissken's server (http://www.subsim.com/radioroom/showthread.php?p=1418782#post1418782) -> NYGM folder


.

Borgneface
06-06-12, 11:26 AM
Ok Thanks a lot......It is really odd cause all the other files were ok.

:hmmm:

Borgneface
06-07-12, 11:33 AM
Just downloaded it - nothing damaged.

There might be something wrong at your end...


Try Plissken's server (http://www.subsim.com/radioroom/showthread.php?p=1418782#post1418782) -> NYGM folder


.

SquareStellBar, Thanks for the suggestion....I did download it without any problem what so ever....:DL Merci encore

Harald_Lange
06-28-12, 04:43 PM
Ok after a year on GWX, I'm going to give this a whirl!! Exciting stuff.

BTW, is this some kind of secret government project? I can't find any youtube vids or images on the internet for NYGM. :hmm2:

Harald_Lange
06-28-12, 06:56 PM
Wow! Totally different feel to the game. Way more immersive in my opinion. Took a beating in 1939 from planes off the Shetland isles. Sank my first merchant for 5k tons with the deck gun, all the while expecting death from above. Congratulations to the NYGM crew this is awesome stuff!

Stiebler
07-23-12, 10:10 AM
This contains only slight alterations to the older NYGM3.6A.

None of the alterations are significant of themselves, but the accumulation of several minor changes since NYGM 3.6A has made a new letter ('B') essential, so that users of the original 3.6A understand that changes have been made.

The really important changes are:
1. Improved handling of air contacts.
2. Improved consistency with the Stiebler4B_Addon_for_V16B1 patch (http://www.subsim.com/radioroom/showthread.php?t=196674).
Most of the files which need complex alteration in the patch are done for you simply by downloading the NYGM 3.6B patch.

As previously, you will also need to download NYGM2.5 and NYGM3_New before adding this new 3.6B mod. All three mods can be downloaded from my logo, below.

Stiebler.

Sittingwolf
07-23-12, 12:12 PM
To Stiebler;

Is that true that I don't need to install Stiebler3B_Addon_for V16B1 before Stiebler4B_Addon_for V16B1?
From what I read in text files, last one overwrites/updates all or some of the data.
Or I am wrong and the previous version of the patch is still required.
Sorry mate, I am a little bit :doh: now

Sittingwolf

Hitman
07-23-12, 02:03 PM
That's cool, thread title updated :shucks:

Stiebler
07-24-12, 12:49 AM
@SittingWolf:
Is that true that I don't need to install Stiebler3B_Addon_for V16B1 before Stiebler4B_Addon_for V16B1? I presume that you refer to NYGM3.6A and 3.6B, not to the Stiebler4B_Addon_for V16B1.

You are correct, throw away NYGM3.6A, and add NYGM3.6B to your NYGM setup, using JSGME.

@Hitman:
Many thanks for the update to the thread title.

I hope that you noticed that finally I managed to reduce ship speeds in strong winds, as you suggested some time ago.
See here:
http://www.subsim.com/radioroom/showthread.php?t=196674

Stiebler.

Sittingwolf
07-24-12, 06:11 AM
@SittingWolf:
I presume that you refer to NYGM3.6A and 3.6B, not to the Stiebler4B_Addon_for V16B1.

You are correct, throw away NYGM3.6A, and add NYGM3.6B to your NYGM setup, using JSGME.

@Hitman:
Many thanks for the update to the thread title.

I hope that you noticed that finally I managed to reduce ship speeds in strong winds, as you suggested some time ago.
See here:
http://www.subsim.com/radioroom/showthread.php?t=196674

Stiebler.

Thanks Stiebler,

Maybe I weren't precised enough.
It's like you want to apply that Stiebler4B_Addon_for V16B1 over everything else done beforehand.
Anyway, roger your point.

Hitman
07-24-12, 02:06 PM
I hope that you noticed that finally I managed to reduce ship speeds in strong winds, as you suggested some time ago.

No I had not noticed, this is great news indeed!! :yeah:

U570
07-25-12, 02:32 AM
Hi all,
After deciding to download NYGM, I followed your (Stiebler) instructions on installation, but as soon as I enable NYGM3_6B and try to play a mission (doesn't matter what type; Single, Career or Naval Academy) it CTD's as soon as it loads. What is happening? It is also a clean install, with only NYGM on it.

Sittingwolf
07-25-12, 04:19 AM
Got same thing as U570!!!.
After installation as described and applying patch Stiebler4B_Addon_for V16B1 the game CTD's but when I disable only that addon; Stiebler4B, it works as normal.
Help guys!!!

PS: I run NYGM at the moment

Stiebler
07-25-12, 04:56 AM
@SittingBear, U570:

It seems that you are reporting two problems:

U570 cannot make NYGM3.6B run without CTDs.

SittingBear can make NYGM 3.6B run successfully, but there is a problem with the addon Stiebler4b_Addon_for_V16B1.

Since NYGM mods are all created by me and tested endlessly by me on my own computer, there cannot be a problem with the mods themselves. There must be a problem with the installation.

I suggest the following:

1. Locate folder MyDocuments\SH3 and rename the SH3 to something else. (I always use XXXSH3XXX, ie to give MyDocuments\XXXSH3XXX)
2. Remove all your existing mods from your copy of stock SH3 (if you are using JSGME; otherwise I regret that you must reinstall stock SH3 too).
3. Make clean reinstallations of all of NYGM using the three downloads (NYGM2.5, NYGM3_New, NYGM3.6B) from my logo below. Test *each* download briefly after installation to ensure that the game loads without a CTD.
4. Then patch your copy of SH3.exe with H.sie's V16B1 patch (only this patch, no others are suitable). Also, install H.sie's subsidiary files with JSGME.
5. Then patch again your Hsie-patched copy of SH3.exe with Stiebler4B_Addon_for_V16B1, and install with JSGME the supplied Stiebler4B_ADDON folder supplied with the patch. It is NOT necessary for any user of NYGM to make any of the alterations to files that users of stock or other supermods need to make, because NYGM has these extra items already included.
6. However, even NYGM users must make the changes to file menu_1024_768.ini as listed in the documentation for the Stiebler4b_Addon_for_V16B1 patch. The change is necessary only for those who use the new weather meter; you do not need to make changes to this file for the 'Change Grid' mod, since the existing NYGM menu_1024.768.ini file already has these additions.

I hope that helps.
Stiebler.

Harald_Lange
07-25-12, 05:33 AM
Although I think this mod is ABSOLUTELY AMAZING, I've moved back to GWX again, for one reason. I'm at the level of manual TDC, and identification, but not at the level of manual map position updates.


I've played with the settings in NYGM and it seems its either all or nothing, for example, pre-identified coloured ship icons, or no map auto updates at all.


Can anyone explain how I can strike the happy medium like I can in GWX, whereby I get the plain black squares for merchants, and diamonds for warships?

I like how I can get the level of realism with the category of ship being pointed out, but the type, allegiance and the speed/course etc being left to me.

Thanks.

U570
07-25-12, 06:42 AM
3. Make clean reinstallations of all of NYGM using the three downloads (NYGM2.5, NYGM3_New, NYGM3.6B) from my logo below. Test *each* download briefly after installation to ensure that the game loads without a CTD.

I have tested each mod (2.5, 3_new and 3.6B) and the only one I have problems with is 3.6B. I use JSGME, and there are no other mods.

4. Then patch your copy of SH3.exe with H.sie's V16B1 patch (only this patch, no others are suitable). Also, install H.sie's subsidiary files with JSGME.
I know this may sound stupid, but do I have to patch it, because I'm one of those finniky people who don't like messing with .exe's?

Sittingwolf
07-25-12, 07:23 AM
Thanks Stiebler, will try and report back.

Sittingwolf
07-25-12, 08:46 AM
@Stiebler,

So far, I've done it step by step as you suggested.
Now... when I reach the point where I run NYGM3.6B via JSGME, I got the same problem as U570, that means I go like one step back then I was before.
CTD after campaign loads :hmmm:

Stiebler
07-25-12, 02:57 PM
@U570, Sittingwolf:

1. You are correct, the download of NYGM3.6B contains an updated copy of the file envsim.act which also requires H.sie's V16B1-patched SH3.exe in order to operate. And guess how I tested NYGM3.6B? With V16B1 installed, sorry about that. And many thanks for your bug reports.

2. Therefore I have uploaded another copy of NYGM3.6B which contains the correct version of envsim.act - it does not require a patched SH3.exe in order to operate correctly. Please download this new version. I have tested it on a brand new copy of NYGM starting from a reinstallation of stock SH3, so it should work now for you too. I hope.

3. U570 - No, you do not need to patch your copy of SH3.exe in order for NYGM to function correctly (provided you have the new, correct copy of NYGM3.6B...). However, you will be missing much of the extended functionality of the game that H.sie and I have created through these patches.
But remember also that you cannot use my Stiebler4b_Addon_for_V16B1 unless you have first added H.sie's patch.

@HaraldLange:
I take your point about your preference for the black symbols for ships, that indicate presence but not type or nationality. It seems as though you need to copy the icons you like so much from GWX to NYGM. I shall investigate this further.

Stiebler.

U570
07-25-12, 04:11 PM
Would you please be able to put up a link please?

Sittingwolf
07-25-12, 07:29 PM
@Stiebler,

No worries mate.
Thanks for support.
Will try that out and report back. :salute:

Stiebler
07-26-12, 01:50 AM
@Harald Lange:
In order to obtain the symbols you like from GWX in NYGM, follow these instructions:
1. Create a new multiple folder (call it GWX_ICONS) in your existing MODS folder, thus:
MODS\GWX_ICONS\data\menu\gui\units.
2. Copy these files from your GWX folder silenthunteriii\data\menu\gui:
contline.tga, dashline.tga
into your new folder MODS\GWX_ICONS\data\menu\gui.
3. Copy these files from your GWX folder silenthunteriii\data\menu\gui\units:
UnitAir.tga, UnitAirL.tga, UnitAirM.tga
UnitLand.tga, UnitLandL.tga, UnitLandM.tga
UnitMship.tga, UnitMshipL.tga, UnitMshipM.tga
UnitWship,tga, UnitWshipL.tga, UnitWshipM.tga
(Possibly also UnitSub.tga, UnitSubL.tga, UnitSubM.tga if your prefer it)
into your new folder MODS\GWX_ICONS\data\menu\gui\units.
4. Activate your new GWX_ICONS mod with JSGME.

I've tested my own advice, the results are effective.

@U570:
Can you please make clear which link you require? Thanks.

Stiebler.

SquareSteelBar
07-26-12, 02:04 AM
Would you please be able to put up a link please?It's in Stiebler's sig.

U570
07-26-12, 05:14 AM
I'm looking for the 3.6B that has the correct envsim.act to use without the patches. I downloaded from the link, but it was the exact same file as before. :-?

SquareSteelBar
07-26-12, 05:28 AM
...Therefore I have uploaded another copy of NYGM3.6B which contains the correct version of envsim.act - it does not require a patched SH3.exe in order to operate correctly...@U570:
Did you a md5 checksum comparison of the included envsim.act?

old version <-> new version

Sittingwolf
07-26-12, 05:32 AM
@Stiebler,

NYGM3.6B works fine now but I still have the problem with Stiebler4B_Addon_for V16B1. I don't know, maybe I haven't done something.
There is that additional files folder to add files' correct values but I checked with that and these values are yet added to the all necessary files by you I guess. I don't know where the problem is :wah:.
Maybe you could check and upload new copy of Stiebler4B_Addon_for V16B1 either?

cheers.

Harald_Lange
07-26-12, 08:02 AM
@Harald Lange:
In order to obtain the symbols you like from GWX in NYGM, follow these instructions:
1. ....
Stiebler.

That sir, is fantastic, thank you! :rock:

Stiebler
07-26-12, 02:05 PM
@Sittingwolf:

There does not appear to be anything wrong with the Stiebler4b_Addon_for_V16B1 folder or its contents, and at least one NYGM user has got it to work without a CTD, see here:
http://www.subsim.com/radioroom/showpost.php?p=1913447&postcount=41

The same folder works without difficulty for me in my new installation of NYGM.

Therefore it seems that there is an error in your installation of the folder.

Firstly, have you installed H.sie's V16B1 patch (and its extra mods folder) BEFORE you added the Stiebler4b_Addon_for_V16B1 folder?
If not, you must fix this problem immediately!

If you still have CTDs:
If you have installed the Stiebler4b_Addon_for_V16B1 folder with JSGME (if not, why not?), then uninstall it again. Now simply rename each subfolder with a leading 'XXX'; I suggest you start by renaming the Stiebler4b_Addon_for_V16B1\Menu first to Stiebler4b_Addon_for_V16B1\XXXMenu.

Then reinstall with JSGME, and see if you still have a CTD. If so, rename the other folders one by one with an 'XXX' until the CTDs cease. Then you will know where the problem lies. (Note - you must rename the Stiebler4b_Addon_for_V16B1\Air and the Stiebler4b_Addon_for_V16B1\Roster folders together.)

I hope that helps.

Stiebler.

Sittingwolf
07-27-12, 04:01 AM
@Sittingwolf:

There does not appear to be anything wrong with the Stiebler4b_Addon_for_V16B1 folder or its contents, and at least one NYGM user has got it to work without a CTD, see here:
http://www.subsim.com/radioroom/showpost.php?p=1913447&postcount=41

The same folder works without difficulty for me in my new installation of NYGM.

Therefore it seems that there is an error in your installation of the folder.

Firstly, have you installed H.sie's V16B1 patch (and its extra mods folder) BEFORE you added the Stiebler4b_Addon_for_V16B1 folder?
If not, you must fix this problem immediately!

If you still have CTDs:
If you have installed the Stiebler4b_Addon_for_V16B1 folder with JSGME (if not, why not?), then uninstall it again. Now simply rename each subfolder with a leading 'XXX'; I suggest you start by renaming the Stiebler4b_Addon_for_V16B1\Menu first to Stiebler4b_Addon_for_V16B1\XXXMenu.

Then reinstall with JSGME, and see if you still have a CTD. If so, rename the other folders one by one with an 'XXX' until the CTDs cease. Then you will know where the problem lies. (Note - you must rename the Stiebler4b_Addon_for_V16B1\Air and the Stiebler4b_Addon_for_V16B1\Roster folders together.)

I hope that helps.

Stiebler.

Thanks Stiebler,

I think I really followed your previous instructions on how to install it correctly.
Anyhow, at some point, I must have done it wrong.
Will get to that again.

Stiebler
07-27-12, 06:52 AM
Sittingwolf:

Check out this post, where I have placed a folder for users of NYGM:
http://www.subsim.com/radioroom/showpost.php?p=1914753&postcount=56

Stiebler.

Sittingwolf
07-28-12, 01:31 PM
Sittingwolf:

Check out this post, where I have placed a folder for users of NYGM:
http://www.subsim.com/radioroom/showpost.php?p=1914753&postcount=56

Stiebler.

Ok, sadly I must say I give up.
After really following the instructions given by you and looking into that post you provided the link to.

The thing is, ALL the installation steps go fine and without any problems till I have to add that Stiebler4b_Addon_for_V16B1.
Even when I copy sh3.exe yet patched with H.sie's V16B1 into YOUR OWN folder downloaded from the link above, it just CTD's.
Without that addon EVERYTHING works correctly.

Just in case, I give you my procedure of installing everything from the very beginning, for analysis. Maybe you will tell me where my mistake lies. :wah:

1. I install the game and execute it once for SH3 folder in my documents.

2. All the downloaded and unpacked folders from NYGM Tonnage War Mod - More than a mod: it's an experience! (http://www.subsim.com/mods1/nygm/) go to JGMSE/MODS folder.
(I know that when I unpack all the contents, the folders are actually double), so I copy only inner folders containing files into JGMSE/MODS. After that they are activated one by one in the correct order shown on the NYGM website.
PLEASE MIND THAT I DO NOT ACTIVATE: H.sie's V16B1 patch, Stiebler3B_Addon_for V16B1 and Stiebler4B_Addon_for V16B1 in that way.

3. Now, I patch the original sh3.exe using H.sie's V16B1 patch and use mod selector. As I run 64Bit, it's activated as well. All the process goes fine and it's hunky-dory.

4. Sh3.exe yet patched with H.sie's V16B1, I copy into Stiebler3B_Addon_for V16B1. Same procedure, ALL GOOD but this time I copy patched executable into Stiebler3_addon_for_V16B1 (internal folder).
After that, the entire folder and only that one goes to JGMSE/MODS.

5. Sh3 folder patched with Stiebler3B_Addon_for V16B1 goes to Stiebler4B_Addon_for V16B1 this time. Same procedure. All the process goes fine. I use convenient mod selector again. All good. Done. Now I copy the patched sh3.exe into internal folder Stiebler4B_addon_for V16B1. Next, I copy internal folder Stiebler4B_addon_for V16B1, as the only one, into JSGME/MODS.

6. Now, having it all done, I activate it all in the, I think, correct order:
a) Supplement to V16B1 goes first.
B) Stiebler3_addon_for_V16B1 goes second.
C) Stiebler4_addon_for_V16B1 goes last, After all the mods activated beforehand.

Any mistakes?

Stiebler
07-28-12, 01:49 PM
@SittingBear:

You do not need the Stiebler3A patch at all.
All its elements are included within the later Stiebler4b patch.

Throw away the 3A patch. Forget it completely.

Therefore, you need to patch your original copy of SH3.exe only twice, once with H.sie's patch, once with the 4b patch.

Also, do NOT use the Options Selector until you have completed BOTH patches.

Your order of items 6a,6b,6c is correct, except that again you do not need the Stiebler3A contribution.

Use JSGME to remove the mods you have recently installed, back to NYGM 3.6B (keep NYGM 3.6B in place).
Then patch your original copy of SH3.exe again, with only the double-patch (Hsie, Stiebler4b). NOW you can use the Options Selector. Add the double-patched SH3.exe to the Stiebler4b folder.
Install first H.sie's Supplemental Folder, then the Stiebler4b folder.

Best of luck!
Stiebler.

Sittingwolf
07-28-12, 02:04 PM
@SittingBear:

You do not need the Stiebler3A patch at all.
All its elements are included within the later Stiebler4b patch.

Throw away the 3A patch. Forget it completely.

Therefore, you need to patch your original copy of SH3.exe only twice, once with H.sie's patch, once with the 4b patch.

Also, do NOT use the Options Selector until you have completed BOTH patches.

Your order of items 6a,6b,6c is correct, except that again you do not need the Stiebler3A contribution.

Use JSGME to remove the mods you have recently installed, back to NYGM 3.6B (keep NYGM 3.6B in place).
Then patch your original copy of SH3.exe again, with only the double-patch (Hsie, Stiebler4b). NOW you can use the Options Selector. Add the double-patched SH3.exe to the Stiebler4b folder.
Install first H.sie's Supplemental Folder, then the Stiebler4b folder.

Best of luck!
Stiebler.

Wow! Now I can see that I messed it up completely. Thank you Stiebler.

Sittingwolf
07-29-12, 10:55 AM
@Stiebler,

Did that and of course, works perfect.
Cheers mate.

Stiebler
07-29-12, 01:57 PM
@Sittingwolf:
Good! Thanks for the feedback.

Stiebler.

Sittingwolf
07-30-12, 05:59 AM
@Stiebler,

I have got another query mate. This time about something else.
When you order crash dive in whichever supermod you use, it's always due to aircraft attacking the u-boat.
How about creating something like; "Destroyer in attack run"?
I can't remember now but perhaps the crew on the bridge say something similar already.

Sepp von Ch.
08-03-12, 01:26 AM
Hello Kapitäne, which "Eyes candy" mods can I additionally use with NYGM? This megamod is simply great, I love it, but I wish to know what additional mods you use with this megamod (ports, explosions, pennants etc.).

Stiebler
08-03-12, 04:34 PM
@Posorschitz:

Eye-candy is not really NYGM's style. Game-play is its style.

However, 'Racerboys_203_SH4Effects' works very well with NYGM, and can be downloaded from the main SubSim Downloads page. Just install the main folder within it with JSGME, don't bother to adjust any files.

This mod brings a variety of scenic effects to SH3, ported from SH4 to SH3 by Racerboy (now known as TheDarkWraith), and explosions are particularly spectacular. The only potential problem is that it causes a big slow-down of frame rates on slower computers.

Also, don't forget Hitman's GUI mod, which can be downloaded from the main NYGM page (also included with the documentation folder for NYGM 3.6B). It is intended for manual targetting of ships, but you can cheat by using the weapon's officer if you prefer.

@SittingWolf:
'Destroyer in attack run' is already part of standard SH3.

Stiebler.

LGN1
08-05-12, 01:01 PM
Hi all,

I've updated my zigzag campaign layer for NYGM 3.6B (only one line changed). See here:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3306

Regards, LGN1

Sepp von Ch.
08-09-12, 02:27 AM
@Posorschitz:

Eye-candy is not really NYGM's style. Game-play is its style.



hello Stiebler,

yes, I know, but I mean blimps by US coast, Q-Ships, better ports etc.

Stiebler
08-09-12, 03:00 AM
@LGN1:

Many thanks for extending your past support for NYGM with your revised zig-zag mod.

@von Posorschitz:
I mean blimps by US coast, Q-Ships, better ports etc.
I think you need to play GWX. (Actually, I would like Q-ships for NYGM too.)

Stiebler.

Sepp von Ch.
08-09-12, 07:54 AM
I play GWX for many years (now with your last fixes). Now, I will try the last version of NYGM.

Q-Ships for NYGM sound good. Looking forward.

The Munster
08-09-12, 04:39 PM
Been a while since I passed by and found this update - excellent birthday present, can't wait to have a go ..
Cheers :up:

Nedlam
08-12-12, 08:23 AM
However, 'Racerboys_203_SH4Effects' works very well with NYGM, and can be downloaded from the main SubSim Downloads page.

I'm returning after a self imposed exile and I'm tweaking NYGM so it's up to date (more or less). I've done search after search on the DL page and cannot seem to find this mod. Was it taken down? if not what keyword should I use to find it because I sure can't!

The only one could find was, according the the title of the mod, for the GWX mod.

J0313
09-05-12, 04:17 PM
I am getting a crash now when I load a saved game. It only happens after I sink a ship. I dont know what could be causing it so I would appreciate some feed back on this. I have listed my mod order just in case.


NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6B
MFM-Interim-Beta_NYGM
Merchant_Fleet_Mod_3.2
NYGM HiRes Submarines
1500 meter bearing overlay
Enhanced Nav Map Plotting Tools
Hitman Optics NYGM 3.6 (Fixed)
NYGM Tonnage War Minefield Mod
Harbor Traffic Add-In
Restore Gods Eye View
Single Merchant Contact Mod
Alternate Dial Faces
CaptainAmericaOfficerIcons
Fubars crew skins 2+3+4+Elite II+Bärte
Privateer's-MG34_SH3
TheDarkWraith_DC_Water_Disturbance_v1_0_SH3
VonDos' HMS Warspite
VonDos' RMS Empress of Britain
VonDos' RMS Queen Elizabeth
VonDos' RMS Queen Mary
VonDos' RMS Titanic
VonDos' SS Normandie
VonDos' SS Rex
MFM-v3-US+UK_Skins19390901
New _hidrophone _layers for SH3 v1.1a_NYGM
Stiebler3_Addon_for_V16B1
O2-Gauges v2
SH3_LongPatrol_scriptV1.1

Obltn Strand
09-06-12, 01:39 AM
These three are in wrong order...

MFM-Interim-Beta_NYGM
Merchant_Fleet_Mod_3.2
NYGM HiRes Submarines

Correct order:

NYGM HiRes Submarines
Merchant_Fleet_Mod_3.2
MFM-Interim-Beta_NYGM

Other mods I'm not so sure because I don't use them.

Stiebler
09-06-12, 01:59 AM
@JO313:

There are many reasons why you might get a CTD during the reload of a saved game. The game is saved simply as a block of binary data, without examination, and reloaded into the same memory area. If the output data were originally corrupt for some reason, then CTD during reload.

Your mod 'TheDarkWraith_DC_Water_Disturbance_v1_0_SH3' is known to cause corrupt memory in SH3, and should be removed. This may (or may not) resolve your problem.

Stiebler.

prozorovsky
09-27-12, 12:45 AM
Found a bug with NYGM HiRes Submarines.

It causes the Type IIAs attack periscope to be visible from itself.

Thanks for all your hard work. I love the mod.

http://i.imgur.com/ZnmwQ.jpg?1