View Full Version : NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015)
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Phoenix3000
10-01-12, 09:39 AM
Hi everyone.
I have a question about a re-install of SH3 and NYGM - particularly the editing of the menu_1024_768.ini file.
Right now my mod list in JSGME is as follows. I have placed a (G) next to those that appear grey in JSGME:
NYGM Tonnage War V2.5 - Stand Alone Version - (G)
NYGM3_New - (G)
NYGM3_6B - (G)
IABLShipsforNYGM_New
3rd Flotilla Mod - (G)
NYGM HiRes Submarines
Hitman Optics NYGM 3.6 (Fixed)
Harbor Traffic Add-In
Restore Gods Eye View - (G)
Single Merchant Contact Mod
CaptainAmericaOfficerIcons
Stiebler4B_Addon_for_V16B1
DBSM - (G)
DBSM_SH3_Speech_Fix
I have installed the NYGM files according to this install procedure: http://www.subsim.com/mods1/nygm/
I appear to have correctly patched my SH3.exe file with the first and second of Stiebler's downloads, but here's where my question lies - which menu_1024_768.ini file do I edit?
Looking through the list from bottom to top the first ini file is located in the Hitman Optics mod - do I use that one?
I also see one in the C:\Program Files\Ubisoft\SilenthunterIII\data\Menu folder. Which one is it? I plan to copy it, edit it accordingly, and put it back via JSGME, so it will effectively be the last added to the mod list above.
I hope this question makes sense. :)
Thanks for your help guys!
PX3000
Stiebler
10-01-12, 10:51 AM
@Phoenix3000:
Edit the file in the folder that is installed last.
Of course, not every folder installed with JSGME contains the menu_1024_768.ini file, but copy this file (from the last installed folder which does include it) into the folder that you will install last of all with JSGME.
The very last folder should be:
Either Stiebler4B_Addon_for_V16B1
OR Hitman Optics NYGM 3.6 (Fixed) (which you should install AFTER Stiebler4B_Addon_for_V16B1, and which contains already its own menu_1024_768.ini file)
I recommend use of Hitman's Optics mod, it is a big help in the game.
Stiebler.
Phoenix3000
10-01-12, 02:06 PM
@Stiebler, many thanks for the clarification. :up:
I will re-arrange my mod list and install Hitman's Optics mod last, right now it's seventh in the list.
Once done I'll edit Hitman's menu_1024_768 file, hopefully I'll get all the changes right. :)
Thanks again!
Sepp von Ch.
10-17-12, 10:55 AM
And is there any news about Q-ships and blimps for US coast for NYGM?;)
Sepp von Ch.
10-19-12, 12:10 AM
if there is ineterest for a printable ship-ID-manual (pdf format) for NYGM, please let me know.
Hello h.sie, can you please send me the printable ID manual for NYGM?
Silenthuntsman
12-07-12, 01:40 PM
Nice Mod
Thanks
Magic1111
12-12-12, 02:46 AM
Nice Mod
Thanks
:salute::salute:Welcome aboard!!!:salute::salute:
Sittingwolf
02-07-13, 11:54 AM
@ Stiebler,
Ahoy mate. Do I have to apply that supplement to V16B1 located in the main h.sie's V16B1 folder? What actually does it do or change? and if I have to apply that do I have to do that before Stiebler's4B addon for V16B1 so all the fixes work correctly then?
Sorry if that question was asked before but I couldn't find anything in the V16B1 manual and possibly forum now.
Cheers for that :salute:
EnigmaMan
02-09-13, 04:56 AM
I just started playing this mod. I might just be paranoid but the green bar that goes across the command room and the others; shouldn't it go pretty much the whole way across the top when you have more then guy with the same qual like in the original and GWX?
Jimbuna
02-09-13, 06:18 AM
Nice Mod
Thanks
Welcome :sunny:
Stiebler
02-09-13, 06:39 AM
@SittingWolf:
Yes, you MUST apply H.sie's "supplement to V16B1" folder located in the main H.sie's V16B1 folder. I can't remember now what its purpose is, but you must have it.
The Stiebler 4B patch is then applied afterwards, and it will overwrite some of H.sie's files.
@EnigmaMan:
I'm not sure to what 'green bar' you are referring. Your message suggests that you can see a green bar at the top in some places, but not in others. If you mean the pull-down menus, you can find them on the top right, top left and side left of your screen. Just move the mouse around the edge of the screen and you should locate several types of sub-menu.
Stiebler.
EnigmaMan,
I guess you mean the green bars on the crew management screen (F7), do you?
IIRC, NYGM uses a similar approach as the old 'Longer repair times'-mod to increase repair times, i.e., it reduces the crew efficiency (indicated by the green bars) to achieve longer repair times.
Regards, LGN1
Stiebler
02-10-13, 05:48 PM
Ah, that explains it. Thanks for the clarification LGN1.
Also, your further explanation about the cause of the 'longer repair times' mod, and its effect on the green bars in the repairs' screen (key press F7), is correct.
Stiebler.
Sittingwolf
02-11-13, 05:35 PM
Thanks Stiebler.:salute:
Are there any pictures / videos for NYGM-mod?
I'm trying to install this mod, but I am confused. There is Hitman GUI 1.1.
and Hitman Optics 3.6 (fixed).
Which one is recommended and is more recent? It appears they are mutually exclusive, but the Optics mod lacks a lot of stuff for calculating a firing solutions.
Also, is it possible to add the RAOBF Wheel and the U-Jagd-Chronometer to the mod? Cause I don't really know how to get solutions elsewise in SH3 (I'm only used to the NewUI and SH5 atm).
And, could it be that these mods are incompatible with JFO! 2.0?
Because, when I edit the menu_1024_768 according to the JFO instructions with either mod activated I get a CTD when starting the game.
Stiebler
02-24-13, 05:06 PM
@LemonA:
Pictures/videos of NYGM? None (so far as I know).
@Rokko:
I'm trying to install this mod, but I am confused. There is Hitman GUI 1.1. and Hitman Optics 3.6 (fixed).Hitman's Optics 3.6B version is easier to use, and can be used in conjunction with the weapons' officer, if desired, or manually. It is an updated version of the older 'Hitman 1.2 NYGM 3.2' mod. Since it is also much superior to the default SH3 UZO screen, it is the mod of choice for most players.
Hitman's Optics 3.6A is for those who want life harder and more manual.
The two 3.6 versions serve different purposes.
Hitman's GUI 1.1 is obsolete for NYGM.
Is it possible to add the RAOBF Wheel and the U-Jagd-Chronometer to the mod? Cause I don't really know how to get solutions elsewise in SH3 (I'm only used to the NewUI and SH5 atm).
And, could it be that these mods are incompatible with JFO! 2.0?
Because, when I edit the menu_1024_768 according to the JFO instructions with either mod activated I get a CTD when starting the game. No idea to both questions, I'm afraid. Neither is necessary with Hitman's two solutions.
Stiebler.
Ok thanks, I found a different solution and am now using the MaGUI mod, which has both RAOBF wheel and a chronometer. Some little adjustments in the menu.txt were necessary but it works like a charm now. And the JFO mod CTD appearently came from faulty installation instructions in ther German readme, no problems when using the English instructions, don't know why though.
I do have two other questions, though:
Is there some optional mod for NYGM that adds a little more radio traffic? I'm feeling a little lonely out there ;)
and:
I've read in the NYGM manual that all convoys -even early war convoys- have at least 3 escorts. Why is that? And is it even true for convoys in the Atlantic that are out of escort range? I haven't encountered any convoys so far so I can't tell.
Stiebler
02-25-13, 04:41 AM
@Rokko:
1. Few radio mesages: This was deliberate, because every time you receive a radio message tc drops to 1. That is a real nuisance if you are trying to sail at tc = 1024 (or higher) across the ocean to a distant patrol grid. It makes it difficult to read a book while you are waiting. So only a handful of key messages are included with NYGM.
Today, one can remove this tc=1 problem by installing H.sie's hard-code mod (check the sticky at the top of the mods page) that prevents tc from falling to 1. (Actually it was my code, I got so exasperated with this problem, reworked by H.sie for inclusion in his mod.)
If you want to add a lot more messages - and I don't recommend it unless you have H.sie's code patch installed - try here:
http://www.subsim.com/radioroom/downloads.php?do=cat&id=25&sort=date
2. All convoys -even early war convoys- have at least 3 escorts.Yes, this is (largely) true. Forget the widely held view that early in the war convoys were unescorted once they reached a certain point west in the Atlantic. It is not true. [Ahem - see my book, 'The Milk Cows', an updated version of the old 'U-boat Tankers 1941-45'.]
Stiebler.
If you want to add a lot more messages - and I don't recommend it unless you have H.sie's code patch installed - try here:
http://www.subsim.com/radioroom/downloads.php?do=cat&id=25&sort=date
Good info.
[ see my book, 'The Milk Cows', an updated version of the old 'U-boat Tankers 1941-45'.]
http://www.amazon.com/MILK-COWS-U-Boat-Tankers-1941/dp/184884008X ??
@LemonA:
None (so far as I know).
NYGM pictures
Start
http://img.xrmb2.net/images/222805.jpeg
Menu
http://img.xrmb2.net/images/127928.jpeg
SingleMission start:
http://img.xrmb2.net/images/167747.jpeg
Loading screen Single mission
http://img.xrmb2.net/images/147236.jpeg
Ingame with FM's NI
http://img.xrmb2.net/images/770541.jpeg
So far, so good, but the bad news is: the mod creator has chosen to bring back the "No Humming bird effect" in the mod, which is a bad decision IMO. A sub must be capable , in all circumstances and any depth, to be stationary in the water for hours when it's NOT in Silent Running mode.
Am i wrong?
Stiebler
02-28-13, 07:47 AM
@LemonA:
Thanks for all the pictures - very helpful.
the bad news is: the mod creator has chosen to bring back the "No Humming bird effect" in the mod, which is a bad decision IMO. A sub must be capable , in all circumstances and any depth, to be stationary in the water for hours when it's NOT in Silent Running mode.
This has been discussed at some length in the past.
In practical terms, WW2 submarines could not hover, the calculations were too fearsome to be carried out without a computer.
Stiebler.
Harald_Lange
02-28-13, 07:56 AM
I prefer the 'no hummingbird' mod, it's all about realism.
My solution is to crawl at 1 knot, back and forth whilst I'm lying in wait.
Another way is to run parallel to the ships track at a knot, thus keeping my range consistent, then when the target is almost level with me, hard turn into the track until i'm at 90 degrees to his track, and BOOM! or CLANG, depending on whether its a dud or not.
I like this mod very much this far. The humming bird thingie is a little annoying when doing the four-bearings-method but I can live with that.
I kinda like how sparse enemy shipping is in this. I am on a first patrol which has lasted almost a month so far and without the Single Merchant Contact addition I wouldn't have sunk a single ship so far!
Only thing I don't really like is how bright the nights are. Even under cloudy conditions I can see perfectly at night. Are there alternative environment mods compatible with this?
Obltn Strand
03-01-13, 12:24 AM
Only thing I don't really like is how bright the nights are. Even under cloudy conditions I can see perfectly at night. Are there alternative environment mods compatible with this?I use Rik's SH-5 Water for SH-3 20 Km V84 mod and so far have been pleased with results.
I use Rik's SH-5 Water for SH-3 20 Km V84 mod and so far have been pleased with results.
I am not pleased with the results, especially when looking at the night pictures ...
http://www.subsim.com/radioroom/showpost.php?p=1214592&postcount=1
Stiebler
03-01-13, 10:44 AM
@Rokko:
If you install H.sie's code patch V16B (find it in the sticky threads in this MODS thread, http://www.subsim.com/radioroom/showthread.php?t=174225), then you can adjust the darkness as you wish.
This mod 'Night Vision Fix' was originally made by H.sie and Rubini and Makman94.
Stiebler.
I have updated the first post of this thread by Stiebler with LemonA's pictures (Credit is given). This will allow easily sending people who want to see some to that first post. If you prefer to keep the first post without them, then please just delete them John, you are the host :up:
Stiebler
03-02-13, 06:21 AM
Many thanks for the idea, Hitman.
Placing the images in the first post will be very helpful to other potential new users of NYGM.
Thanks again also to LemonA.
Stiebler.
I have all of the code fixes installed, my problem is the brightness of the scenery entirely. Spotting at night seems to be right, but it just looks too bright for a night where you can't see the stars. I remember GWX had nice dark nights.
Tried the SH5 water mod, but it's still to dark at night and during storms (in fog). Also the underwater graphics are worse than with only NYGM in my opinion.
Is MEP v3 compatible with NYGM?
Obltn Strand
03-05-13, 10:28 AM
Is MEP v3 compatible with NYGM?
Yes it is. Just remember to activate NYGM's very own sensor pack for it. However, night vision fix isn't compatible with MEP v3.
Ok thanks, I found a different solution and am now using the MaGUI mod, which has both RAOBF wheel and a chronometer. Some little adjustments in the menu.txt were necessary but it works like a charm now.
I will try MaGUI also. What is the installation order?
Friede Rösing
03-12-13, 09:15 AM
Hi mates....
I love this mod... but i have a request for Stiebler.... in the next update can you add a big deep dial? :03:
the actual dial is very small, it´s very dificult especify a depth....
:arrgh!:
The Hitman GUI includes one ... enable with JGSME and see if that is what you want. If it is, you can either keep that GUI or copy the relevant section and files to your default GUI :up:
Friede Rösing
03-12-13, 02:33 PM
thanks...:03:
Son of 79
03-17-13, 10:13 AM
I cannot praise this mod enough. Coupled with H.sie's optional mods in the new SH3.exe, everything seems so...realistic. :up: I always play Dead Is Dead, and the realism in this mod has me seldome getting past 4 patrols before I am sunk.
Anyways, my question is about the torpedoes sinking after late '42 when historically the Germans fixed (most) of these problems. I start a new campaign in April '43, lock onto a ship in a convoy, and the same thing happens with my torpedoes. This time the weather was all but still. No whitecaps to be seen and moving at 1/3 speed. These were a mix of III's and FAT torpedoes.
At what point after late '42 will the torpedoes become more 'reliable'. The documentation the come with NYGM seems to state that in early '43 I should have little problem with them sinking, but maybe I missed/forgot something since there is a lot to read for a new-ish player of this superb mod.
H.sie's fixes cannot be held responsible for the high realism of NYGM. H.sie's fixes are available for all supermods or stock SH3. Even the Stiebler Addons for H.Sie's fixes are for all supermods or stock SH3.
The question is what makes the NYGM supermod more realistic than for example GWX?
The accuracy(date, location, speed, qty of ships & destroyers in the convoy etc.) of implemented shipping-routes? I dont know.
I saw that NYGM has 1030 ships defined when others have 5632 ships (GWX) in the campaign file. And yesterday when i departured from Kiel harbour to test the mod (my 1st carreer) the harbour was nearly empty...
Mods:#
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6B
MaGui 3.4
MaGui 3.4 FIX for NYGM3.4
MaGui 3.4 - UZO
MaGui 3.4 - Konvoy
3rd Flotilla Mod
NYGM_SingleMissions_with_Lat_Long_info
NYGM HiRes Submarines
BritishAsdicMkIFinal
DasBootSehrohr
DeckKannon
NYGM_Neutrale_Buoyancy
MaGui 3.4 - Range
Merchant_Fleet_Mod_3.2
MFM-Interim-Beta_NYGM
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
M.E.P v3
RealNavigation
Rickster1
03-18-13, 03:44 AM
I notice you have not got iablships for NYGMnew in your mod list, this mods loads more merchant ships. I have played both for many years now I find GWX to have more traffic in home ports and to be more difficult and computer heavy. I find nygm to be more realistic as per when convoys sailed and events happen as per real history.
Obltn Strand
03-20-13, 11:05 AM
I saw that NYGM has 1030 ships defined when others have 5632 ships (GWX) in the campaign file. And yesterday when i departured from Kiel harbour to test the mod (my 1st carreer) the harbour was nearly empty...
Mods:#
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6B
MaGui 3.4
MaGui 3.4 FIX for NYGM3.4
MaGui 3.4 - UZO
MaGui 3.4 - Konvoy
3rd Flotilla Mod
NYGM_SingleMissions_with_Lat_Long_info
NYGM HiRes Submarines
BritishAsdicMkIFinal
DasBootSehrohr
DeckKannon
NYGM_Neutrale_Buoyancy
MaGui 3.4 - Range
Merchant_Fleet_Mod_3.2
MFM-Interim-Beta_NYGM
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
M.E.P v3
RealNavigation
Add Add harbour traffic mod and harbours won't be so empty. NYGM is not a mod with pretty harbours anyway...
scramasax
04-20-13, 05:24 AM
Hi. I have problem. Sometimes in the middle of Atlantic, or North Sea, or near Island my career ends because of collision... But this thing I'm hitting is invisible to me on map, to watch crew, and to me from any view. What's happening? Help... :(
vanjast
04-20-13, 10:34 AM
Maybe a mine ??
scramasax
04-20-13, 03:15 PM
Maybe a mine ??
I don't know. In scr file this is clean area.
Paninejro
05-01-13, 11:00 AM
Thank you for the trouble. Very much I love your mod.:rock:
arnauld
05-01-13, 11:50 AM
I am now trying NYGM , and i have started a career in 1. january 1941 with IXb. One Questition: I can´t find any supply-ship. Is this a bug or do NYGM don´t have supply-ships.
Greetins, Arnauld
Ligne Maginot
06-17-13, 11:08 PM
I'm new here, thank you very much for this amazing mod. Still not done with my first patrol and was attacked by two aircraft and fired four torpedoes defective .... :arrgh!:
I have only one question: When one uses the UZO and off TDC (CTRL + T), it is impossible to adjust the "bearing". However, in the other stations are not the same problem. A file to be modified?
List of Mods:
NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6B
3rd Flotilla Mod
NYGM HiRes Submarines
Merchant_Fleet_Mod_3.2
MFM-Interim-Beta_NYGM
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
Hitman Optics NYGM 3.6 (Fixed)
CaptainAmericaOfficerIcons
Thanks for attention. [Apologize for my bad English]:/\\!!
Stiebler
06-18-13, 03:08 AM
@Linea Maginot:
When one uses the UZO and off TDC (CTRL + T), it is impossible to adjust the "bearing". However, in the other stations are not the same problem.
You are correct.
You are also very observant. I had not noticed this problem before.
This is, I think, a problem due to the installation of the "Hitman Optics NYGM 3.6 (Fixed)" mod.
Perhaps Hitman can provide the answer, or the solution, to this problem.
Thanks for your notification of this error.
Stiebler.
Ligne Maginot
06-18-13, 08:53 AM
Thanks for the reply. The mod is glorious!!! :salute:
I found the problem, one of the entries in Dials.cfg not coincided with corresponding menu_1024_768.ini. You need to make the following change:
[Dial76]
Name=Sol_Bearing
Type=24; DIAL_SOL_BEARING
Cmd=Set_TDC_bearing
Dial=0x3F4900FF;; NEW ----> Dial=0x284900FF
CrtVal=0x28490001
NewVal=0x0
DialVal=0,360
RealVal=0,360; degrees
Circular=Yes
CmdOnDrag=Yes
SndStep=5
SndList=1,Menu.TDC.Bearing,360
You need to change the lines, I hope that does not alter other entry....
Stiebler
06-19-13, 11:00 AM
@Linea Maginot:
I have confirmed that your fix works, and does not appear to affect other functionality.
Good work!
Many thanks for finding the problem AND for finding the solution!
Stiebler.
tonton68
07-08-13, 11:22 AM
hello!
i'm playing to sh3 since 3 months....after 1.4 version(standard) , and Rub 1.45(very good !) , now i'm playing to NGYM 3.6b version
great thanks !
BUT : NGYm is very "hard":wah:....
is it possible to have sonar détection by DD not so hard ? more easy ?
it is possible to change anything in the playgame (files zones.cfg ??...) maybe ?
THANKS FOR ALL !:up:
desertstriker
07-08-13, 12:54 PM
all is changable with the right tools and knowing what to change.
Stiebler
07-09-13, 01:47 AM
@Tonton68:
NYGM is intended to give realistic play.
I don't think real U-boat commanders could ask the Allies to make their 'game' easier.
Therefore, sorry, but I shall make no change.
However, for your own use, you could try replacing NYGM's AI_Sensors.dat file with the original from stock SH3.
Stiebler.
tonton68
07-09-13, 05:50 AM
However, for your own use, you could try replacing NYGM's AI_Sensors.dat file with the original from stock SH3.
yeh....super ! greats thanks ! it's good for me ! :up:
when I will have some more experience , may be i will take NGYm "full"...
so , it's a very good Mod for Sh3....
IIRC there is also an option in the game menu for "realistic sensors" ?
Try disabling that ...
Where can I find the fixes made after the release of version 3.6b (23 July 2012)?
Thanks.
Stiebler
07-10-13, 11:06 AM
@Anvart:
Where can I find the fixes made after the release of version 3.6b (23 July 2012)?There are no significant fixes - I upload files for NYGM to update NYGM 3.6B after every significant fix.
There are a couple of minor fixes not yet uploaded, such as that from Linea Maginot (Reply # 797 above).
I hope that helps.
Stiebler.
Stiebler
07-11-13, 04:21 AM
@Anvart:
I've been checking the files that you have sent me.
I have no record of any mod that should alter [Dial76], indeed the NYGM dials.cfg only reaches [Dial68]. [Higher with Hitman's Optics 3.2 Mod installed.]
I have two mods from you with altered files for the U-boat Turms. One dated 2007, and one dated 2011. However, the 2011 .7z file contains only object files dated for year 2005.
The issue of the turms for the U-boats is greatly complicated, since:
1. I cannot remember changes made more than one year ago.
2. Other people have also submitted changed work which may or may not have started from your original work.
I am sorry that I cannot be more helpful. However, I can place your two mods for the turms on the NYGM website at SubSim for you to examine, if you wish.
You may wish also to examine NYGM_HirResSubmarines.7z, also available from the NYGM website at SubSim.
I hope that helps,
Stiebler.
BigWalleye
07-11-13, 06:44 AM
As near as I can tell, the [Dials76] item only exists in Hitman's Optics Mod. I assume Linea Maginot is using it. But the error he reported doesn't seem to be present in the basic NYGM mod.
Ligne Maginot
07-12-13, 01:18 AM
Hello, I need help with the following: at certain times of day, especially at dusk or sunrise, the Watch Officer is not able to find contacts, even when the column of smoke which emit merchant, is several meters. Here I have an example:
http://www.mediafire.com/view/n89ud3emgkb0hb1/2.jpg
As you can see, the contact is between 12km and 13km, but still without notifying absolutely nothing (even though one of them is on fire = D). Analyzing Sensors.cfg file, there are three values that are accompanied by other, very different after a ";", these are:
; Visual.
Visual range factor = 1.4 ;0.5
Visual fog factor = 1 ;0.85
Visual light factor = 1.6 ;1.5
These duplicates are alternatives?
@ Hitman:
Lo que trato de decir es que en determinadas condiciones el oficial de puente es incapaz de reportar un contacto, a pesar de que la columna de humo emitida por los buques es bastante nítida por encima del horizonte. Hay unos valores en el Sensors.cfg indicados arriba que vienen antecedidos de unos “;” que me gustaría saber que función cumplen, claro esta que el juego trabaja sobre los primeros. Pero si los segundos son adecuados agradecería que me dieras una mano.
Por cierto los mods que estoy usando en este momento son:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6B
Hitman Optics NYGM 3.6 (Fixed)
(es una lista bastante escueta , pero intento determinar que mejoras del V16B1 representan un aporte significativo al NYGM 3.6B).
Gracias por tu atención.
Atte. Ligne Maginot. :salute:
BigWalleye
07-12-13, 05:54 AM
ANYTHING in a text file following a semicolon ; is ignored by the game engine. The line
;Visual
is a comment to help programmers/modders locate the section of Sensors.cfg which pertains to visual sensors.
The values after the semicolon (1.4;0.5) are also comments. They may refer to the value of the parameter in the stock Sensors.dat file. In Airstrike.cfg, they give acceptable ranges for the parameter. In other files, they may refer to something else entirely. They are not used by the game engine, which always stops reading a line in a text file when it encounters a semicolon.
In some cases, the values in the comment might refer to acceptable alternative values. But they serve whatever purpose the programmer/modder who wrote or altered the file intended. So you must infer the intent from context, and should not assume that the values have any particular significance.
Commented lines abound in commands_xx.cfg, where they are just a way to disable a line without removing it. So you can see the history of changes in the commented lines - if you can figure out what was changed when.:)
Stiebler
07-12-13, 09:30 AM
@Linea Maginot:
; Visual.
Visual range factor = 1.4 ;0.5
Visual fog factor = 1 ;0.85
Visual light factor = 1.6 ;1.5The values after the ';' are the original values, and are commented out by the ';'.
Concerning your original complaint, that ships are not seen even when quite close:
The quality of the crew in general (including the lookouts) is determined by their experience.
If you have an inexperienced crew, they will see very little. If you have a very experienced crew (at sea for years), they will report ships which you cannot see yourself (except, perhaps, as a shadow, when using binoculars.)
Stiebler.
Ligne Maginot
07-12-13, 10:34 AM
@ BigWalleye:
Thanks for the reply, I understand now. :salute:
@ Stiebler:
I'll have to put the crew to gain experience, if they survive after 1941. :wah:
Thanks for the explanation.
This mod every day it gets better. :arrgh!:
Hello, I search fix for this. Guess that this thing must be under ObsPeriscope?
http://imageshack.us/scaled/thumb/46/r1ov.jpg (http://imageshack.us/scaled/landing/46/r1ov.jpg)
NYGM 2.5
NYGM3_New
NYGM3_6B
IABLShipsforNYGM_New2
3rd Flotilla Mod
Stiebler4B_V16B1_Revised
Hitman_GUI_NYGM3_1.1
Ligne Maginot
07-20-13, 06:37 PM
Hello, I search fix for this. Guess that this thing must be under ObsPeriscope?
http://imageshack.us/scaled/thumb/46/r1ov.jpg (http://imageshack.us/scaled/landing/46/r1ov.jpg)
NYGM 2.5
NYGM3_New
NYGM3_6B
IABLShipsforNYGM_New2
3rd Flotilla Mod
Stiebler4B_V16B1_Revised
Hitman_GUI_NYGM3_1.1
Maybe it helpful to read the introduction of "NYGM_Tonnage_War_Manual_3_2", NYGM not have good graphics, but provides an opportunity to get a good accurate death :salute:
regards...
desertstriker
07-21-13, 12:09 AM
never had that probleme before... sounds like a possible corrupt file:hmmm: you listed all your mods right?
Stiebler
07-21-13, 05:05 AM
The periscope gap is due to the fact that I got tired of never being able to see clearly over the waves in stormy weather, so I raised the periscope extension length (both periscopes).
It seems that this has had the effect of moving all the periscope out of its base in the control room, if the periscope is extended far enough.
Not a problem really, the devs didn't provide a long enough periscope!
Those who play the game (instead of looking at it) will discover quickly that a sufficient periscope length above the waves is far more important than a gap in the control tower below the periscope.
Stiebler.
Those who play the game (instead of looking at it)
You are right, i don't play now. I lost first 10 days for tuning Hitman Gui, for myself. Will start first patrol, tonight. Wish me good hunting.:)
The periscope gap is due to the fact that I got tired of never being able to see clearly over the waves in stormy weather, so I raised the periscope extension length (both periscopes)...
Maybe Stiebler had not understood the question?
... and when the interior part of the periscope became connected with the turm part of the peri? :haha:
SnipersHunter
07-22-13, 12:29 PM
Is this the final version of the mod?
Ligne Maginot
07-26-13, 01:25 PM
Is this the final version of the mod?
There is a new version NYGM 3.6 C, searches in the Stiebler signature. I found it yesterday and I want to see what it is. :D
Long live to the NYGM.
BigWalleye
07-28-13, 06:56 AM
Stiebler, can you give us the 411 on what this "C" version includes? Should I drop my current patrol and install it right now, or wait till I'm back in port? NYGM 3.6B is one of the first mods in my stack, so the lot will have to come out to replace it.
Stiebler
07-28-13, 07:39 AM
The 3.6c component replaces the older 3.6b component, and contains only slight updates. You can install it directly over the 3.6b component with JSGME, if you wish, or remove the 3b component with JSGME first and then add the 3.6c component.
Edit: However, you must remove and reinstall all mods added after the 3b component, before using the 3.6c component.
However, Anvart will doubtless be pleased to read that it contains his 2011 turms for NYGM. (These turms are NOT the turms that would be needed to load my planned code, described elsewhere, to separate out completely the fixed FuMO29 radar and the later rotating radars, such as FuMO30.)
Another fix is the small one recommended for Hitman's Optics mod. THe updated Hitman mod can be found in the Documentation folder of 3.6c.
I was curious to know whether anyone would notice the change. No point in updating NYGM if no one is making downloads!
Stiebler.
BigWalleye
07-28-13, 10:46 AM
Thanks, Stiebler, you're work is always appreciated. Since my NYGM 3.6B is located at the bottom of the stack, I will have to drill down all the way to replace it! Think I'll wait till my next port visit!
Ligne Maginot
07-28-13, 08:31 PM
Some time ago, I found a "NYGM_RPM_chart" of CapSea, which can be found in
http://www.subsim.com/radioroom/showthread.php?t=193770&highlight=NYGM_RPM_chart
This chart was designed to "NYGM 3.6 A" and includes the ships present in "IABLShipsforNYGM_New".
My question is if anyone knows one that includes "MFM-Lite-Beta-v4"? If this does not exist, I am interested in expanding it. I have to request permission to CapSea or just give appropriate credit?.
The second question, anyone know how fast the ships travel in the "Museum" (it would be a good start).
Thanks for attention.
Long live to the NYGM.
You are right, i don't play now. I lost first 10 days for tuning Hitman Gui, for myself. Will start first patrol, tonight. Wish me good hunting.:)
Did you tune the Hitman GUI or the Hitman Optics?
In view of replacing the Hitman GUI with the Hitman Optics in the later NYGM versions, which represents a major setback for the gameplay, i tried also to bring back that original Hitman GUI but with limited success.
Yes, the Hitman_GUI_NYGM3_1.1! Everything works fine in my game. What exactly is your problem? I will help if I can.
Ligne Maginot
07-30-13, 02:06 AM
@ Stiebler:
I have two questions for you, they are probably stupid questions:
1. - When playing with a TC higher than 128, sometimes falls to 8, and no report appears in the console. Then if you look at the horizon or dive to periscope depth (listening), you can always find something a ship or warship (at least 75% of the time). It was designed this way? Or maybe it's a problem with my computer?.
2. - Generally, to be placed on a course parallel to a ship, it's a matter of establishing a true course multiple of 22.5 ° (0 °, 22.5 °, 45 °, ..., 90 °, etc..). But in 3.6c, until now, the pattern shows no iteration. Was there any change?:D (or I'm getting blind).
Thanks for attention. :salute:
Stiebler
07-30-13, 03:50 AM
@Linea Maginot:
1. - When playing with a TC higher than 128, sometimes falls to 8, and no report appears in the console. Then if you look at the horizon or dive to periscope depth (listening), you can always find something a ship or warship (at least 75% of the time). This effect means that a ship has detected you, and you have not detected the ship. This depends partly on the experience of your crew, and partly on the quality of enemy lookouts or late radar.
2. - Generally, to be placed on a course parallel to a ship, it's a matter of establishing a true course multiple of 22.5 ° (0 °, 22.5 °, 45 °, ..., 90 °, etc..). But in 3.6c, until now, the pattern shows no iteration. Was there any change?There has been no deliberate change between 3.6b and 3.6c.
Stiebler.
Ligne Maginot
07-30-13, 01:50 PM
@Linea Maginot:
This effect means that a ship has detected you, and you have not detected the ship. This depends partly on the experience of your crew, and partly on the quality of enemy lookouts or late radar.
Thanks for the reply. I know when an enemy detects you TC falls to 8, it can be found in "main.cfg" (there are two of them, one in the game folder and another in my documents). Is possible that someone detect me, even when my crew did not detect anything (that's good). But be warned before you find something. That's not fair to the enemy.
In the first case the TC drops to 8, but when you're near a convoy and escort changes their course straight to you, for example and that is reported.
But the second case is completely unrealistic, you navigate through the ocean and suddenly you know:
1.- There is someone in the area.
2.- And, someone has detected you.
Those two things would be deductibles, thanks to the fall of the TC. Without your crew or you make something.
Do you understand Sir?,
Thanks for attention.
“He who sees first, has won!”
Ligne Maginot
07-31-13, 02:17 AM
Another thing that is clearly noticeable, if you analyze the files, you've used the "ThomsenParamApp" with ships of the NYGM stock. If you place I can work with "MFM-Lite-Beta-v4" for the development of "MFM-Interim-Beta_NYGM". I hope you can understand that is the only way I can find to say thanks for the time you invest.
Thank you for attention. :salute:
Stiebler
07-31-13, 11:15 AM
@Linea Maginot:
1. As you say, when the enemy sees the U-boat, tc falls to 8 (default value).
I believe that this behaviour is true of stock SH3 and all the Super Mods.
If the enemy has detected you, but your crew has not yet detected the enemy, then you are alerted because tc has fallen to 8. You consider this to be wrong.
I agree, it is wrong, but there is nothing we can do about the problem. When this situation occurs to me, I continue on course as though nothing has happened.
Except... now I go to the bridge and search the horizon constantly with the binoculars. This is what your crew should do anyway. Now you are doing it for them.
When finally I see the enemy through the binoculars, then I take action (for example, to dive).
It is not necessary to react when tc falls to 8. For fair play, you must discover the cause first. Then you can react.
2. Yes, you are right that NYGM3C now contains NYGM ships corrected for the Thomsen parameters.
I have also IABL's MFM fleet with corrected parameters, but I have not released these corrections.
The reason is that occasionally the extra IABL ships have adverse effects on the game - sometimes you see a corvette floating just above the ocean, unable to move because the propellor is not in the water. This is rare, but the original IABL_NYGM ship collection does not cause this effect.
Stiebler.
SnipersHunter
07-31-13, 11:20 AM
At the first thread you wrote now tih Wolfpacks. Onlay with h.sies patch or in the mod included?
Ligne Maginot
07-31-13, 05:48 PM
The reason is that occasionally the extra IABL ships have adverse effects on the game - sometimes you see a corvette floating just above the ocean, unable to move because the propellor is not in the water. This is rare, but the original IABL_NYGM ship collection does not cause this effect.
Thanks for the reply.
One time pursuing a convoy, which had already attacked, I found a "CARGO STEAMER" literally above the ocean.
I also know that "IABLShipsforNYGM_New2" is more stable, but contains a "campaign_RND.mis" last modified 17/09/2011. While "NYGM3_6C" also contains a "campaign_RND.mis" with a modification date 09/07/2012. It would be risky to install?
Long live to the NYGM. :salute:
Stiebler
08-01-13, 02:28 AM
@SnipersHunter:
NYGM can have two different types of wolf-packs:
1. Its own added AI U-boats, attached to a few convoys.
2. H.sie's AI U-boats (if you have H.sie's patch applied to SH3.exe) which you call into the attack.
Sometimes it happens that both types of AI U-boats attack the convoy as you come close. Little remains of the convoy afterwards!
@Linea Maginot:
NYGM3.6B and 3.6C both contain a generic campaign_RND.mis file. That is, random merchant ships will be inserted into convoys.
IABLShipsforNYGM_New2 contains a defined campaign_RND.mis file, where every ship is specified exactly in its place in the convoys.
The 3.6B/C variant gives a wide range of random convoys - but sometimes mixes ships that should not be together (hence the occasional airborne ship).
The IABLShipsforNYGM_New2 variant gives no problems at all. It has been very well tested, and no problems seen. However, there is a smaller range of ships present.
Stiebler.
BigWalleye
08-01-13, 06:26 AM
Stiebler, I may be the last clueless person to have observed this, in which case, I apologize for a dumb question. But I tried googling and turned up nothing.
Does the Hitman Optics mod have no provision for pattern-running torpedoes? I haven't been able to find any. I have tried all the late-war missions and subs and have yet to be issued a FAT, so I haven't been able to confirm this. Of course, the Hitman GUI has an obvious FAT/LUT panel, but does Hitman Optics have one?
SnipersHunter
08-01-13, 07:01 AM
Ok thanks Stiebler:up:
Ligne Maginot
08-01-13, 03:00 PM
@Linea Maginot:
NYGM3.6B and 3.6C both contain a generic campaign_RND.mis file. That is, random merchant ships will be inserted into convoys.
IABLShipsforNYGM_New2 contains a defined campaign_RND.mis file, where every ship is specified exactly in its place in the convoys.
The 3.6B/C variant gives a wide range of random convoys - but sometimes mixes ships that should not be together (hence the occasional airborne ship).
The IABLShipsforNYGM_New2 variant gives no problems at all. It has been very well tested, and no problems seen. However, there is a smaller range of ships present.
Thanks Stiebler. :salute:
By the way, those who have problems downloading something from "ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS". You can use my mediafire account to download "MFM-Lite-Beta-v4.1" (among other things). This is the link:
http://www.mediafire.com/folder/sadcdpugnzppn/MFM-Lite-Beta-v4
Regards.
Ligne Maginot
08-05-13, 01:49 PM
There is something interesting that I'd like to ask (yesterday I read all the documentation available in the mod and did not find anything about it).
When you press "SHIFT+H" you can activate the hydrophone at all stations, which is great (I have not seen this in other super mods). But to find contacts you must press ">" or "<"?.
The problem is for those who play on notebook PC, the keyboard has only one key "> / <" signs alternating both with the use of shift. Someone could tell me how to set other buttons. Looks like they have to be two, as they are in Commands_en.cfg.
Thank you very much (while I will try to find a way to do it). :/\\!!
BigWalleye
08-05-13, 04:48 PM
LM, on a QWERTY keyboard, ">" is "Camera_on_next_unit" and "<" is "Camera_on_prev_unit" (which I don't use). And "H" is the hydrophone station even in stock SH3. So I can't give you specific directions as to what to change any key binding to. However, if you go into commands_en.cfg and find the entry Key0=0xBE,,">", you can change the "BE" to the key code for any key you are not using. That's all there is to it.
For ease of use, I'd suggest you NOT change the data/cfg/commands_en.cfg file. Copy the file to your desktop, make the changes, then make a mod (My_Keyboard_Mod, or whatever). It should contain My_Keyboard_Mod/Data/cfg/commands_en.cfg. Pop that into your JSGME mods folder and activate last. Should give you the change you want.
Good luck.
Ligne Maginot
08-05-13, 05:45 PM
LM, on a QWERTY keyboard, ">" is "Camera_on_next_unit" and "<" is "Camera_on_prev_unit" (which I don't use). And "H" is the hydrophone station even in stock SH3. So I can't give you specific directions as to what to change any key binding to. However, if you go into commands_en.cfg and find the entry Key0=0xBE,,">", you can change the "BE" to the key code for any key you are not using. That's all there is to it.
For ease of use, I'd suggest you NOT change the data/cfg/commands_en.cfg file. Copy the file to your desktop, make the changes, then make a mod (My_Keyboard_Mod, or whatever). It should contain My_Keyboard_Mod/Data/cfg/commands_en.cfg. Pop that into your JSGME mods folder and activate last. Should give you the change you want.
Good luck.
Maybe I was not specific, but I use Hitman Optics NYGM 3.6 (Fixed). And at least for me "Camera_on_next_unit" and "Camera_on_prev_unit" are the buttons ";" and ":", which I do not use (I do not know why the difference). The point is that if you press "shift + H" you can hear by the hydrophone, for example in the control room or even on the bridge (on the bridge will not hear anything if you use the V16B1 of h.sie). I hope to be clear.
Thanks for the prompt reply. :salute:
Give me a second and I upload a picture to illustrate it.
Ligne Maginot
08-05-13, 05:53 PM
This is what I mean, look at the book in the upper right corner, you can listen even when you're in this station.
http://www.mediafire.com/convkey/d010/am9hyaf4b5ip3774g.jpg (http://www.mediafire.com/view/?am9hyaf4b5ip377)
The idea is to be able to rotate the display, as if you were in front of the hydrophone.
Regards. :salute:
BigWalleye
08-05-13, 08:57 PM
Have you tried putting a keybinding entry into [Cmd48] "Rotate_hydrophone" to see if the [Cmd48] is active? As Key0=0xXX,,"X". Might work.
Ligne Maginot
08-05-13, 11:42 PM
Have you tried putting a keybinding entry into [Cmd48] "Rotate_hydrophone" to see if the [Cmd48] is active? As Key0=0xXX,,"X". Might work.
I tried and not work, but thanks for the suggestion.
I thought others players used it, but apparently not because nothing is said about it in the documentation. Anyway, it's a bit unrealistic (unless the headphones have extension cables :hmm2: :rotfl2:).
More troubling is the loss of audition, every time you change the depth being submerged. What appears to be caused by the "Hydrophone-Fix" that provides h.sie with his V16B1.
Are only a few seconds, but added to this the constant loss of depth ("Silent-running Fix" Stiebler4B Add-ons), when one tries to escape from 2 or 3 escorts, things get complicated.
The player loses the audition as well as the sonar man, you must be constantly ordering to report the closest contact, while you try to keep track of the others.
That happens to you Sir?
Regards. :salute:
I wonder, is it really in nygm not have sh3.sdl, or it is simply forgotten?
Because there have sound file like one from Lifeboat mod, but no sh3.sdl in which this file is wrote.
Hello everyone:)
Been out of Sh3 for a while, got back into it just recently and brought NYGM up to speed with the latest updates (except the wolf pack addition - not got round to it yet).
Anyway, played a few patrols and everything OK. Just a couple of questions though; normally I usually only attack convoys, but on a couple of occasions I went for a task force (tankers etc), and on both I experienced a CTD, which, even though my system is well past its sell by date, is very rare with any game, not just SH3.
I was just wondering if anyone else has experienced this with a task force, or am I just unlucky?
My second question concerns gameplay. I was attacking a convoy in the `Atlantic Gap` one time recently, where, historically, allied land-borne aircraft could not reach. At some point I was attacked by single engined aircraft (two Avengers), which of course forced me to take evasive action. In real life it would have been impossible for these aircraft to be out that far into the Atlantic - unless of course they came from an aircraft carrier? My question is this; is this a historical glitch or would there have actually been a carrier in the vicinity of that particular game I was playing, to justify the presence of that particular type of aircraft? Have scenarios like this been allowed for and written into the game? It would be great if it was (!)
Best regards
JC
Stiebler
09-27-13, 06:35 AM
@Tycho:
NYGM does not have the sh3.sdl file.
@JC1959:
1. There should be no CTDs with NYGM. I play it all the time, and I never have a CTD (except, very rarely, after a reload of a corrupted saved game, usually caused by trying to save in an area with two convoys present).
2. Avengers are flown off carrier groups. There are hunting groups with carriers from 1943, and escort carriers protecting convoys from 1942. Probably the 1942 date is a little early.
In addition, CAM-ships can fly off single Hurricanes from 1941.
Stiebler.
complutum
10-01-13, 05:45 PM
Could someone tell me how can i change the time spended when commisioning a new uboat?
Stiebler
10-03-13, 06:19 AM
@Completum:
Find file silenthunteriii\data\cfg\basic.cfg.
Search for "[SubmarineX]" (without the quotes), where X = 0,1,2,3.
For each [SubmarineX], find "DaysSpentinBase=".
Replace the existing values with whatever values you prefer.
Stiebler.
complutum
10-03-13, 07:53 AM
@Stiebler thanks for your reply. i will try it asap
Stiebler
10-14-13, 03:17 AM
This latest small update to NYGM contains several small fixes pointed up by NGT, after he made a careful study of the files. Many thanks to NGT for his hard work.
In addition, air power has been rebalanced slightly to reduce air attacks. Also sim files for many ships altered to change surfaced draught from 0 to the figure stated in the ship's cfg file. This seems to make the ships more steady on the sea. Inconsistencies between displacements stated in the cfg file and the sim file for the same ship have also been corrected.
The new mod replaces completely the older NYGM 3.6C (and also the even older NYGM 3.6B, for those who had failed to notice the upgrade from B to C!) NYGM 3.6C/B should be un-installed.
Download from my signature below.
Stiebler.
sublynx
10-14-13, 06:19 AM
Oh :/\\!! just as I got my mod soup just about cooked :dead:
Well, what can one do but face the task ahead :Kaleun_Binocular:
Thanks a lot Stiebler and NGT :salute:
BigWalleye
10-14-13, 08:27 AM
Thank you, Stiebler, but it will have to wait until my next RTB. Hope I don't die in an air attack in the meantime!:D
Thank you.:up:
Are the additional mods in Documentation folder(3 flottila,harbor traffic...) changed or can I use the 3_C version of the mods?
If the sim files of the ships are changed should I re-download NYGM IABLShipsforNYGM_New2?
Stiebler
10-15-13, 03:24 AM
@Dani:
You can retain the NYGM 3.6C version for supplementary mods, although there are 2 minor changes to the Hitman Optics folder (affects en_menu.txt and de_menu.txt only, updated to show NYGM3.6D on loading screen, previously NYGM3.6C).
No need to reload NYGM IABLShipsforNYGM_New2 - only some stock ships and NACG have needed their sim files changed.
Stiebler.
for those who had failed to notice the upgrade from B to C!
Like me :oops:
Thread title now updated with latest version :up:
Stiebler
10-15-13, 10:02 AM
Many thanks for making the title change, Hitman.
Could I ask, please, that you add the *year* to the release date?
I didn't publicise the release of NYGM 3.6C, because I wanted to discover how many people were actually checking the NYGM download site at SubSim. (Not very many, hence the public announcement of NYGM 3.6D!)
Thanks again,
Stiebler.
Rickster1
10-15-13, 10:48 AM
Also thanks.
makman94
10-15-13, 11:40 AM
Many thanks for making the title change, Hitman.
Could I ask, please, that you add the *year* to the release date?
I didn't publicise the release of NYGM 3.6C, because I wanted to discover how many people were actually checking the NYGM download site at SubSim. (Not very many, hence the public announcement of NYGM 3.6D!)
Thanks again,
Stiebler.
many thanks for the update Stiebler and to NGT for his corrections :up:
Stiebler
10-16-13, 03:22 AM
Thanks again, Hitman.
Stiebler.
Thanks for the update, Stiebler!
I have updated my zigzag mod
http://www.subsim.com/radioroom/downloads.php?do=file&id=3306
accordingly for players who like to use it.
Regards, LGN1
sublynx
10-16-13, 05:29 PM
Some very quick updating there LGN, thanks a lot! :yeah:
The RND Campaign file provided with the "IABLShipsforNYGM_New" is older than the one that comes with "NYGM3_6D". Is that fix obsolete, or was it not updated?
thanks
NYGM3.6B and 3.6C both contain a generic campaign_RND.mis file. That is, random merchant ships will be inserted into convoys.
IABLShipsforNYGM_New2 contains a defined campaign_RND.mis file, where every ship is specified exactly in its place in the convoys.
The 3.6B/C variant gives a wide range of random convoys - but sometimes mixes ships that should not be together (hence the occasional airborne ship).
The IABLShipsforNYGM_New2 variant gives no problems at all. It has been very well tested, and no problems seen. However, there is a smaller range of ships present.
Stiebler.
I suppose this is true and for 3.6D.
The choice is yours!
jakethescot
11-13-13, 08:24 PM
Is there a list somewhere of the mods compatible with NYGM?
Ligne Maginot
11-14-13, 05:23 PM
It is a Christmas gift in advance, thank you very much Stiebler.
Long live NYGM! :salute:
bandit484
12-12-13, 01:01 PM
This is a AWESOME mod I wish I would have used it earlier. I truelly love the feel of this mod. Thank you so much for all of your hard work and dedication to this simulation!:salute:
bandit484
12-12-13, 08:32 PM
I have a question. When I accidentally sink a neutral ship am I penalized the amount of tonnage that the ship is worth?:hmmm:
Stiebler
01-21-14, 12:15 PM
Is there a list somewhere of the mods compatible with NYGM?Sorry, but I keep no such list. The reason is that NYGM becomes updated occasionally with big changes to many files, but usually mods made by other people are not equally updated, at any rate not for NYGM.
The official list of continually updated mods for NYGM remains that at the NYGM website at SubSim. Click on my signature below to find it.
@Bandit484:
You are penalised if you sink a neutral ship, yes.
Stiebler.
hoover2701
02-16-14, 01:02 PM
Hi there! Is there a Waterstream and Exhaust Combi Mod that is compatible with NYGM? I believe my subs have the exhaust smoke but no water stream in NYGM. I've searched everywhere, but to no avail! Thank you for a short answer!
Leitender
02-17-14, 11:42 AM
Hi!
One question to the NYGM Kaleuns: What experiences did you make with ASDIC in shallow water? Had the DD´s lost contact? Was/is it possible to evade? And beyond, did you have the feeling that it´s useful to show your narrow site to the enemy? Some reports would be really appreciated. Thank you in advance.
Leitender
Demoman
02-23-14, 03:42 PM
Hi all:
First of all, very great mod! ;)
Now my lil problem:
Playing a career, i got detected by a destroyer and tried to escape. But unfortunately, he depth charged me and my submarine got damanged with flooding. The problem came because in the management screen, at the repair screen, i couldnt select the section of my submarine that was flooding, clicking and clicking and clicking, but keeping unselected, and...well, you know what happens when you dont repair a flooding.
Actually, i can only select the conning tower sections, the aft room and the upp room in the repair screen, but the rest of sections cannot be selected.
Happens the same with the down-right side icons (where to send your crew to repair, cruise mode, attack mode...), they cannot be clicked correctly.
Any solution to this issue? Thank you! ;)
PD: Nevermind. Reading the manuals inside the mod, there is a section which tell you that there is no "damage team" and you must put all your men in the damanged compartiments and pray for them to be quickly repairing... XD
BigWalleye
02-24-14, 08:05 AM
Hi all:
First of all, very great mod! ;)
Now my lil problem:
Playing a career, i got detected by a destroyer and tried to escape. But unfortunately, he depth charged me and my submarine got damanged with flooding. The problem came because in the management screen, at the repair screen, i couldnt select the section of my submarine that was flooding, clicking and clicking and clicking, but keeping unselected, and...well, you know what happens when you dont repair a flooding.
Actually, i can only select the conning tower sections, the aft room and the upp room in the repair screen, but the rest of sections cannot be selected.
Happens the same with the down-right side icons (where to send your crew to repair, cruise mode, attack mode...), they cannot be clicked correctly.
Any solution to this issue? Thank you! ;)
PD: Nevermind. Reading the manuals inside the mod, there is a section which tell you that there is no "damage team" and you must put all your men in the damanged compartiments and pray for them to be quickly repairing... XD
IIRC, the section you cited refers to repair of damage by target ships. The sub's damage control party should work normally. And the mode buttons should work also. (They do for me.)
Do you have NYGM updated to 3.6D? And are you using h.sie's and Stiebler's patches?
EDIT 2.24: Demoman, I apologize. What I wrote above is entirely INCORRECT. Your post is correct. I have been bouncing between GWX and NYGM and got the damage control procedures mixed up. Please excuse my advancing senility!
Tupolev
03-06-14, 02:55 PM
Edit: Disregard my questions. My praise still stands though!!
So I've made the switch from GWX and have been supremely impressed thus far. Lots of great work put into this mod and I'm loving it.
T
jakethescot
03-18-14, 04:40 PM
Edit: Disregard my questions. My praise still stands though!!
So I've made the switch from GWX and have been supremely impressed thus far. Lots of great work put into this mod and I'm loving it.
T
I'm with you on that. I don't see the attraction of GWX. Almost every time I see someone having problems with this, or that, it's GWX. They show a mod list with about 30 mods. To be the so-called 'best mod', you sure have to add a lot of other mods to improve it.
I love NYGM. The only thing I would like to see changed would be to add the Wilhelmshaven from WAC to it.
I don't see the attraction of GWX
Many people do, it's a matter of taste and the great thing is to have options to choose from :up:
To be the so-called 'best mod', you sure have to add a lot of other mods to improve it.
After GWX Gold the mod did not get any further development. At the time, it was the most complete mod around regarding everything integrated on it, and worked like an atomic clock. Of course with a mod soup of 30+ things you are bound for trouble.
But yeah, I personally also tend to favour NYGM's flavour, though I use GWX for some Mediterranean/Black Sea/Indian Ocean patrols sometimes. The content added there is unsurpassing, and since I almost only add my own GUI I don't have any problems. :rock:
Tupolev
03-20-14, 07:15 AM
I spent about 2 years playing GWX. I quickly realized i was spending more time trying to get my mod soup to play nice than actually patrolling. Then I streamlined my setup and enjoyed the game play. I definitely love the amount of content.
I'm currently running a VII and IX career with NYGM and I'm loving it. The feel of the game play is outstanding. Cheers to the team and thank you for the hours of gametime to come!
Huge fan of the GUI, Hitman. My thanks to you as well!
T
barel80
03-20-14, 03:23 PM
Hello. I'm still playing GWX 3.0 and need something fresh.
Please tell me why NYGM is better than GWX ? All the advantages...
Is it possible to run NYGM in widescreen mode 16:9 ?
Maybe it's time to change and try something new ?
vanjast
03-20-14, 03:34 PM
Hello. I'm still playing GWX 3.0 and need something fresh.
Please tell me why NYGM is better than GWX ? All the advantages...
AFAIK, GWX was geared for visual presentation, whereas Your Grandmother 'talks to you straight down the line'. Don't they always :-)
It's difficult now to differentiate amongst the MODs as they've mostly incorporated each others ideas. NYGM has always been geared for 'realism' over 'visual arts'. I never ventured out of the NYGM compound so cannot give a true perspective, but I've always been happy with NYGM... it's a challenge.
Is it possible to run NYGM in widescreen mode 16:9 ?
Yes.. find the MacGui Widescreen mod. I think GWX might have copied from his idea.
Friede Rösing
03-21-14, 02:37 AM
Hello. I'm still playing GWX 3.0 and need something fresh.
Please tell me why NYGM is better than GWX ? All the advantages...
Is it possible to run NYGM in widescreen mode 16:9 ?
Maybe it's time to change and try something new ?
NYGM is the best mod with you will play for SHIII, is true that graphically is not much, but it is certainly the most realistic of all, the experience of playing a campaign with it's magnificent.
If you decide to start a campaign with this mod you must change your thinking. Your order will be above survive anything, destroyers and corvettes are ruthless ... If you are located ... run and do not stop running
goog luck, you will need :salute:
Stiebler
03-21-14, 07:08 AM
Thank you very much for all the compliments, gentlemen above.
I like NYGM too!
Stiebler.
BigWalleye
03-21-14, 08:29 AM
Just my two cents worth, but I find GWX a little “brighter” in atmosphere, a little more fun. NYGM seems more serious. In GWX, I go out to bag some tonnage, to test my skills. In NYGM, I go out to survive! In GWX, I can enjoy the graphics, the sound, the built-in gee-whiz toys. In NYGM, I’m there to fight. In GWX, if I’m canny and lucky, I just might survive the war. In NYGM, I know the odds are stacked way, way against me and there will be no nach dem krieg.
Both games are good and pretty realistic. But IMO, GWX leans just that little bit toward shoot-em-up, toward personal score and an enjoyable experience. NYGM leans more toward grim reality.
But I’m a reality freak. I prefer NYGM. To me, it just feels the way I think it should. I still play GWX from time to time. But NYGM is my favorite. YMMV.
jakethescot
03-21-14, 09:12 AM
Just my two cents worth, but I find GWX a little “brighter” in atmosphere, a little more fun. NYGM seems more serious. In GWX, I go out to bag some tonnage, to test my skills. In NYGM, I go out to survive! In GWX, I can enjoy the graphics, the sound, the built-in gee-whiz toys. In NYGM, I’m there to fight. In GWX, if I’m canny and lucky, I just might survive the war. In NYGM, I know the odds are stacked way, way against me and there will be no nach dem krieg.
Both games are good and pretty realistic. But IMO, GWX leans just that little bit toward shoot-em-up, toward personal score and an enjoyable experience. NYGM leans more toward grim reality.
But I’m a reality freak. I prefer NYGM. To me, it just feels the way I think it should. I still play GWX from time to time. But NYGM is my favorite. YMMV.
Exactly. When I played GWX I spent more time uninstalling and reinstalling updates to mods to make it look better, I never finished a career. Now, I don't finish a career because I'm dead.
As I said in my previous post, the fun for me is when I'm being hunted and trying to sneak away.
ReallyDedPoet
03-21-14, 09:16 AM
As I said in my previous post, the fun for me is when I'm being hunted and trying to sneak away.
Makes it all worth it in the end :yep:
Tupolev
03-21-14, 11:21 AM
Just my two cents worth, but I find GWX a little “brighter” in atmosphere, a little more fun. NYGM seems more serious. In GWX, I go out to bag some tonnage, to test my skills. In NYGM, I go out to survive! In GWX, I can enjoy the graphics, the sound, the built-in gee-whiz toys. In NYGM, I’m there to fight. In GWX, if I’m canny and lucky, I just might survive the war. In NYGM, I know the odds are stacked way, way against me and there will be no nach dem krieg.
Both games are good and pretty realistic. But IMO, GWX leans just that little bit toward shoot-em-up, toward personal score and an enjoyable experience. NYGM leans more toward grim reality.
But I’m a reality freak. I prefer NYGM. To me, it just feels the way I think it should. I still play GWX from time to time. But NYGM is my favorite. YMMV.
This. Well said...
T
ReallyDedPoet
03-21-14, 07:59 PM
Well said indeed.
TheGreatElector
03-21-14, 09:42 PM
Hello everyone:arrgh!: , can someone send me a link for sh3 warship mod 2.0? thanks:)
SnipersHunter
04-16-14, 11:45 AM
How is it to play with this mod? Just played GWX and thinking about trying this out :06:
BigWalleye
04-16-14, 12:29 PM
How is it to play with this mod? Just played GWX and thinking about trying this out :06:
If you wil read the 14 posts immediately preceding yours, I think you will find they pretty much answer your question. The oldest was posted six weeks ago, so not too much has changed.
SnipersHunter
05-05-14, 01:09 PM
Is there somewehre a gameplay vid of nygm on yt or sth?:hmmm:
BigWalleye
05-05-14, 03:46 PM
Is there somewehre a gameplay vid of nygm on yt or sth?:hmmm:
The download is free, and only about a quarter the size of GWX. You can make a copy of your game folder, so you don't have to disrupt what you have going now. Why not just try it and see for yourself how it looks, feels, and plays. That will tell you much more than any vid clip.
Stiebler
05-06-14, 02:14 AM
Thank you for those kind words about NYGM, all those contributors above.
So far as switching from one super-mod to another is concerned:
I would always advise renaming your existing SH3 folder folder found in 'My Documents'. For example, if you were playing GWX, rename the folder My Documents\SH3 to My Documents\SH3_GWX. Then you can return to it at a later date, if required.
This has the result that the NYGM installation (or any other new super-mod) will create a new folder My Documents\SH3, so there is no danger of contamination of files causing problems with the new super-mod. If you wish to return to GWX (in this example), just delete My Documents\SH3 and rename My Documents\SH3_GWX to My Documents\SH3.
It will be necessary to have two different installations of SH3, of course. That means a second installation of your SH3 DVD-ROM into a folder different from the original. Do NOT install the game into C:\program files! Always causes more trouble than it is worth.
Stiebler.
SnipersHunter
05-06-14, 08:43 AM
Ok thank you Stiebler
If i have the basic version from ur side i just need to apply the patch , right?
SnipersHunter
05-08-14, 07:03 AM
Downloaded it now , i like the kind of gameplay, good work stiebler.
SquareSteelBar
05-08-14, 07:17 AM
Another possibility (http://www.subsim.com/radioroom/downloads.php?do=file&id=1869)
les green01
05-16-14, 09:10 PM
is there a wide screen mod for this just install it and like it so far good job
pertinax
05-23-14, 11:39 PM
Hi,
I'm puzzled as to how the return voyage using Kiel canal works. In GWX, I just had to place the waypoint marker over the "Kiel canal" dot on the map, and the search pattern button did the job. But in NYGM, the dot isn't on the map. How do I use the waypoint button for the return voyage?
Thanks.
Stiebler
05-24-14, 09:02 AM
@les green0:
Wide-screen mod. There is none, I regret to say.
The problem with all wide screen mods is that they alter so many SH3 files, a fact which tends to destroy a lot of other mods if installed before the wide-screen mod, or the other mods wreck the wide-screen mod if they are installed afterwards.
Anyone who wants to adapt a wide-screen mod must install it first over SH3, and then alter every subsequent mod that affects the files changed by the wide-screen mod. There is no easy solution, since users of SH3 have different preferences for different mods. And you have to know what alterations to make, of course.
@Pertinax:
(Have you been reading second-century Roman History recently?)
The waypoint dot on the map screen, for the Kiel passage, doesn't exist. Ironic really, considering that it was Der Teddy Bar of NYGM who first invented this auto-navigation tool.
When you sail through the Kiel canal, you will travel at a maximum time compression (tc) of (default) 4x, which makes a very slow passage. And there isn't actually anything to see anyway in the Kiel Canal. Much better to travel the long way round, north of Denmark, at tc 1024 or more!
It was Ref (later of GWX) who created the Kiel Canal in SH3. Undoubtedly a great achievement by a master of SH3, but I've always thought that it was a mistake, because it adds nothing to game-play but hugely increases the size of the map file, already by far the biggest single file supplied with SH3. The effect of Ref's even-more-enormous map file is to act as a big drag on download times for SH3 super-mods (a real nightmare before the arrival of Broadband connections, and it would not have been necessary to include the map file at all without Ref's changes), and to delay loading times of SH3 itself into computer RAM.
Having said that, it would clearly be a good idea to add the waypoint dot to the map of NYGM. Thanks for the suggestion.
Stiebler.
Hi,
I'm puzzled as to how the return voyage using Kiel canal works. In GWX, I just had to place the waypoint marker over the "Kiel canal" dot on the map, and the search pattern button did the job. But in NYGM, the dot isn't on the map. How do I use the waypoint button for the return voyage?
Thanks.
When you use Out pattern, mark with pencil last waypoint, and use it for start Kiel In pattern.
poor sailor
05-24-14, 01:56 PM
In NYGM TW 2.0 manual all of this for Kiel plotting is very well explained how to use. Everyone have this manual in "Documentation" folder of NYGM TW v2.5 stand alone version.
Are someone with NYGM installation will be confirm that, there no bow wake/sprays and ship wave for Type 2D boat?
http://oi62.tinypic.com/2mdsa6g_th.jpg] (http://oi62.tinypic.com/2mdsa6g.jpg) http://oi58.tinypic.com/2a7t0m8_th.jpg (http://oi58.tinypic.com/2a7t0m8.jpg)
Aktungbby
05-24-14, 07:57 PM
Pertinax!:Kaleun_Salute:
Are someone with NYGM installation will be confirm that, there no bow wake/sprays and ship wave for Type 2D boat?
It seems that you have environment mods installed, maybe something went wrong and deleted the wake?
poor sailor
05-25-14, 04:21 AM
It seems that you have environment mods installed, maybe something went wrong and deleted the wake?
Just installed MEP v.4.3 over NYGM v.3.6d patched with h.sie and Stiebler's patches. Everything installed as should. Environment is great and also having a 20km atmosphere. But I noticed that my crew on bridge can see the ship which I don't see that moment with binoculars. Is that ok? Without MEP, when crew see something (ship smoke...) and I could see also with binoculars. I'm using your excellent Gui mod, must have addition. What is your opinion about this great environment addition (MEP v.4.3) to have in combination with NYGM? I really appreciate your opinion as submarine expert.
Jimbuna
05-25-14, 04:58 AM
Hi,
I'm puzzled as to how the return voyage using Kiel canal works. In GWX, I just had to place the waypoint marker over the "Kiel canal" dot on the map, and the search pattern button did the job. But in NYGM, the dot isn't on the map. How do I use the waypoint button for the return voyage?
Thanks.
Welcome Matey :sunny:
What is your opinion about this great environment addition (MEP v.4.3) to have in combination with NYGM? I really appreciate your opinion as submarine expert.
MEP is definitely my preferred environment mod. But the only guarantee of the sensors working as intended by the NYGM team is obviosly their default environment. I know Manos also worked hard at the sensors to ensure everything will be OK, but I don't know if the results are the same as with the original mod. In my opinion, as long as you don't find too big discrepancies, the MEP is a great addon that adds much to the game :up:
poor sailor
05-25-14, 03:04 PM
Many thanks for your answer. After some time of playing for now everything is fine. In the beginning I was just a little confused because I didn't saw ship at the moment with the binoculars after the message "Ship spotted..." but after some time, not so long, maybe a couple of seconds, not longer then minute, the smoke was on sight. Also tested with WO, nearest visual contact I easily can see smoke at 20000m on clear conditions. So, everything is ok now and I really enjoy with this environment mod and NYGM. Of course I added Thomsen sound pack and turned off that boring original music when playing. Now the atmosphere is realistic as I like. Thanks to NYGM for the great mod and also thank you Hitman for great GUI. Couldn't play without it.
It seems that you have environment mods installed, maybe something went wrong and deleted the wake?
No, I find some info and fixed it (second screenshot). The problem was in NSS_Uboat2D.val file. But because of my specific installation, I'm not sure if this is NYGM problem. The file date is 2007, definitely not original SH3 file. And I'm lazy to download NYGM files again, to compare them.
pertinax
05-26-14, 08:54 AM
Thanks for all the answers! I'm coming back to SH3 after quitting for a while, and I'm glad to see that the SH3 community is still thriving.
I followed the instructions on the NYGM 2.0 as poor sailor suggested, and and it works! I was not even aware that a manual existed, and I'm now reading it thoroughly.:salute:
vanjast
06-02-14, 03:10 PM
@les green0:
Wide-screen mod. There is none, I regret to say.
There is ONE and it's Hitmans GUI based (with artistic license) over NYGM 3.6D :D
http://www.subsim.com/radioroom/showthread.php?t=213527
The problem with all wide screen mods is that they alter so many SH3 files, a fact which tends to destroy a lot of other mods if installed before the wide-screen mod, or the other mods wreck the wide-screen mod if they are installed afterwards.
This is true.. your main files to look out for are the Menu_1024_768.ini (as usual) Cameras.dat, Dial.cfg, Maps.cfg and one or two other files, as these control the visual parameters of the game. As long as you keep an eye on this when using JSGME.. you should have no problems.
With files that overwrite these specific files, it would be an idea to incorporate the new modifications in a 'structured way' - this will go a long way in not breaking the game - so to speak.
:up:
Ligne Maginot
06-05-14, 06:24 PM
Do not forget that the mod "Widescreen MaGui v3.4(StandAlone Version)" developed by makman94, has an adaptation for NYGM, this is "WideScreen Magui-SA v3.4 FIX for NYGM v3.6D.rar".
I have used it a couple of patrols and is a very good mod.:up:
Best Regards.
Ligne Maginot
06-05-14, 07:22 PM
@ Stiebler:
Hello Sir, I was wondering it would be possible increase the time it takes to heal the crew members. Most of the time, the medic is able to perform almost instantaneous healings. :06: Maybe a little bit.
In advance thanks for the attention.
Best Regards.:salute:
Stiebler
06-06-14, 10:53 AM
@Ligne Maginot:
I've looked through all the SH3 game files, but I cannot discover the file(s) in which I can change the time taken by the medics to heal the injured sailors.
Does anyone else know the solution to this problem? I don't think I have ever seen it mentioned before.
Stiebler.
Ligne Maginot
06-06-14, 11:20 AM
In my case, I never let the medic do other tasks. So, his efficiency level remains almost unchanged. I will try to measure the rate of cure. Assuming a base of 100 health points (to put it in some way) and taking the time it takes to perform a complete healing of an injured crew member. Anyway, it's really high.
Best Regards.
nutworld
06-06-14, 12:50 PM
Hello everyone.
I've been extraordinarily frustrated because I recently purchased a new computer to play SH III. (maybe you've seen my posts)
Having enjoyed playing this Simulation using GWX Gold and having crashes I am giving this a try.
What suggestions do you experienced sailors using this mod have to help a newbie?
I am installing a new version of SH III to my D drive. I already have a version there and when I try and install I get an error message- Can not install. Install to a valid drive...
What is a valid drive destination?
If you can help please PM me or post here..Thanks
Ligne Maginot
06-06-14, 02:08 PM
I have an estimated value. If "hp" are health points (estimated from 1 to 100) and "pt" play time in minutes (min), then the observed ratio (hp / pt) on 10 cases of varying severity, was 1.3 hp / min. This means that a medic takes less than 80min cure a sailor who has received severe damage, such as machine-gun fire from aircraft, in a submarine of the Second World War.
Best Regards.
Stiebler
06-06-14, 04:27 PM
@Ligne Maginot,
I take your point, but I cannot make any useful suggestions, unfortunately.
@Nutworld,
We need a little more information.
For example, what is your D: drive?
Is it a partition on your hard-disk (in which case why not install to the conventional C:\ drive? - but never install SH3 by default to "Program Files (x86)" on your C: drive, always make your own folder, eg C:\Ubisoft.)
Or is it a USB-drive? A DVD-drive?
Are you even using Windows?
Stiebler.
nutworld
06-06-14, 05:21 PM
I recently purchased a new computer (basically to run SHIII)
Toshiba Qosmio
16.0 GB RAM
Intel Cor i7-4700MQ CPU @2.40GHz 2.40 GHz
64-bit OS
NVIDIA GeForce GTX 770M
Windows 8.1
I have 2 hard drives on this computer
My C drive holds my OS information and is the "default" drive and also hold Program Files destination.
I have NO SH III or Ubisoft information installed on that drive except in the default "documents" and appropriate information.
My "D" Drive has 930 GB of space available and is my destination drive for my "big" folders
My D drive also currently has my GWX 3.0 GOLD SH III version installed and that might be part of the program for my current "install conflict"- as I was attempting to install my SH III NYGM on that drive as well
I am currently running SH III GWX 3.0 Gold
updated with 4Gb patch
I hope I have followed the recommendations and can lend my assistance to the community
I am running the following Mods (in installation order) using JSGME
GWX 16km Atmosphere
GWX English Nav Map and Grid Reference
GWX Enhanced Damage Effects
GWX No Medals On Crew
Dertien No Rank On Crew
Evan82's Uniforms II
GWX Open Hatch Mod
MaGuiF
LifeboatDebris v4
Torpedo Damage v2
TMTv2 + ThomsensShipsv4.4
Salvo Selector Labels
Type VII Salvo Selector
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
My hope is to be able to run GWX 3 Wilhelmshaven St Naz v5 or v7 (preferred)
Thomsens sound pack
SubLynx- Charts Addon
And
Just follow Orders (sorry forget who created it)
The problem I am having is that I keep getting "SHIII has stopped working) errors despite numerous attempts at loading the MODS in JSGME- in different orders.
I am NOT saving my game within 51Km of land
I AM saving them with different "save names" ie; Patrol 02a, Patrol 02b, Patrol 02c etc.
I am not saving the game during time compression.
Using my last crash as an example. I started my most recent patrol using the above configuration and had saved my patrol after being at sea for 2 days..with my saves being Patrol 02, and Patrol 02a.
I HOPE this amount of information can be useful for those willing to help me figure out my problems
Stiebler
06-07-14, 01:53 AM
@Nutworld:
Thanks for the extra information.
You have two issues:
1. SH3-GWX will not work for you.
2. You wish to try NYGM.
Both on your D: drive.
Step1:
Locate folder C:\My Documents\SH3 and rename it temporarily (eg, call it folder SH3_GWX.) Corrupted files here often cause problems with running SH3.
Step 2:
Now try to play GWX again, and see if your problems persist. You should first remove all mods that are not part of the basic GWX file structure. (I'm assuming you are using JSGME to install mods - if not, you had better remove your existing SH3 installation and start all over again, if you want to use GWX in the future.)
Regardless of the results of the above:
To install NYGM:
Step 3: Create a new folder on your D:\ drive, and install SH3 itself into that folder.
Step 4: Rename your new folder C:\My Documents\SH3 (created in step 2 above) to something memorable, depending on whether you want to keep it or not.
Step 5: Test SH3 itself created in Step 3 above, to ensure that it works OK.
Step 6. When it does function properly, use JSGME to install all the main components of NYGM, downloaded from my logo below, one at a time, testing each step with a single quick patrol as you go. (Return to base from each patrol.)
As and when you want to add any more mods, add them one a time with JSGME, then test to check for any conflicts.
If you want to return to GWX, rename your folder My Documents\SH3 to SH3_NYGM, so that you can reuse the folder again at some future date, and restore your folder My Documents\SH3_GWX to SH3.
I hope that helps,
Stiebler.
Ligne Maginot
06-07-14, 05:58 PM
@Ligne Maginot,
I take your point...
I have no doubt about that and I appreciate your concern. I just wanted to put some numbers to get an idea of the situation.
I've been missing for some time. And since there was no denouement in the thread "Radars and Conning Towers (Turms)", I decided to ask what happened at the end: We will see the new code? :D
Thanks again and the best regards.:up:
Tupolev
06-12-14, 10:08 AM
Stiebler, quick question for you:
Since NYGM (and does a great job) of representing accuracy, I'm curious asto your take on engine upgrades in this Mod.
I'm surprised you've left an option for players to boost a few knots past the accepted max speeds. Though I've learned through some research that IXs could hit upwards of 20 kts for very short durations with help from the e-motors.
Anyway, I'm just curious as to how you intended the upgrades as far as historical game play is concerned.
Thanks!
T
Stiebler
06-16-14, 09:13 AM
@ Ligne Maginot:
since there was no denouement in the thread "Radars and Conning Towers (Turms)", I decided to ask what happened at the end: We will see the new code?There was insufficient demand to provide the new code for the altered radar positions on the turms. With the new code, ALL the affected turms, released for SH3 by modders as well as the original SH3 turns, would have to be altered by their users.
It seems that most users would rather have fancy new turms, than the older ones working properly.
The code works properly; it is installed on my own version of SH3.exe and my set-up has the positions of the radars on the turms altered for the purpose.
@Tupolev:
I'm surprised you've left an option for players to boost a few knots past the accepted max speeds.This is another example of what I once called "compensatory realism":
http://www.subsim.com/phpBB_archive1/viewtopic.php?p=422980&sid=4969357ed346aed6d0d202b286ce697b
A U-boat should be able to out-run a corvette in any weather. However, in stock SH3, the speed of the U-boat was affected by bad weather, but the speed of the chasing corvette was not. Therefore, the NYGM team gave the U-boat a higher speed to compensate.
My hard-code fix (an addition to H.sie's hard-code fix) corrected this error finally, but many people do not use these hard-code fixes for many reasons. For example, the fixes are quite difficult to create from stock SH3.exe, and other files have to be modified too.
Therefore the IX U-boat remains with a higher speed than normal.
Anyway, I'm just curious as to how you intended the upgrades as far as historical game play is concerned. I have nothing new planned, and Der Teddy Bar and Observer of NYGM left this forum a long time ago.
However, I shall add small fixes once a sufficient number have accumulated.
Sorry for the delay in the replies. I've been on holiday.
Stiebler.
Anvar1061
07-10-14, 01:04 PM
There was insufficient demand to provide the new code for the altered radar positions on the turms.
This code for all Turms in all a gigamods is necessary to us. Otherwise we receive artifacts
http://sd.uploads.ru/bsp0f.jpg
Stiebler
07-11-14, 02:53 AM
@Anvar1061:
Your picture above certainly does not show a turm from NYGM. Also, my new turm code would not fix your problem with the radar position.
You should contact the modder who created your U-boat turm mod.
Stiebler.
Anvar1061
07-11-14, 04:01 AM
Ok!:Kaleun_Salute:
Tupolev
07-12-14, 01:51 PM
I just had a great NYGM convoy encounter.
January 1942, cruising surfaced to the US coast, I run into an inbound convoy south of Iceland. Well, by run into, I mean I notice gun flashes and explosions way in the distance.
I close at GF and discover burning ships and escorts firing away at some unseen U-boat. While gathering targeting data, I can see several ships sink in the distance. I make my approach surfaced and sink 2 ships. Just before dawn, I'm driven off by an escort prior to my second attack.
I withdraw surfaced and in the early morning light, I notice the port flank escort is missing. Thinking about my easy pickings to come, I set in on shadowing.
That's when it happens: Aircraft sighted. Crash Dive!
No damage, so I surface and regain contact. Then another aircraft sighted. I'm able to identify the Hurricane before we crash dive. Its a CAM ship!
I'm sighted 4 more times by this aircraft before a destroyer comes to investigate. He keeps me under for 3 hours and I'm unable to regain contact with the convoy. Luckily I take no damage and continue my patrol.
This whole event was a great game experience. From the far off sighting due to gunfire (muzzle flashes) to expecting easy pickings from a now under-defended convoy to getting driven off by combined air cover and escorts. Reads nearly exactly how a lot of real convoy battles went. That's how U-Boat sim should be!
T
BigWalleye
07-12-14, 02:35 PM
I just had a great NYGM convoy encounter.
January 1942, cruising surfaced to the US coast, I run into an inbound convoy south of Iceland. Well, by run into, I mean I notice gun flashes and explosions way in the distance.
I close at GF and discover burning ships and escorts firing away at some unseen U-boat. While gathering targeting data, I can see several ships sink in the distance. I make my approach surfaced and sink 2 ships. Just before dawn, I'm driven off by an escort prior to my second attack.
I withdraw surfaced and in the early morning light, I notice the port flank escort is missing. Thinking about my easy pickings to come, I set in on shadowing.
That's when it happens: Aircraft sighted. Crash Dive!
No damage, so I surface and regain contact. Then another aircraft sighted. I'm able to identify the Hurricane before we crash dive. Its a CAM ship!
I'm sighted 4 more times by this aircraft before a destroyer comes to investigate. He keeps me under for 3 hours and I'm unable to regain contact with the convoy. Luckily I take no damage and continue my patrol.
This whole event was a great game experience. From the far off sighting due to gunfire (muzzle flashes) to expecting easy pickings from a now under-defended convoy to getting driven off by combined air cover and escorts. Reads nearly exactly how a lot of real convoy battles went. That's how U-Boat sim should be!
T
When the game plays like history reads, that's a sim! Sounds like a great experience. NYGM rocks!
Good luck and good hunting!
Stiebler
07-13-14, 04:14 AM
@Tupolev:
Thanks for the detailed feedback.
As Big Walleye says, that's how it is meant to be.
If you've got H.sie's hard-code patch in place as well, you can additionally call up further U-boats with contact reports. I've seen the occasional convoy cut to pieces by this kind of combined attack:
1. U-boats already attacking convoys.
2. You make contact reports to attract further U-boats, which then add to the devastation.
3. Your own U-boat makes its own contribution to sinkings.
The CAM-ship:
If you have also my (Stiebler) hard-code fix applied over H.sie's hard-code fix, for your file SH3.exe, the attacks by aircraft from CAM-ships will cease after the first five attacks. (Until you start a new patrol.)
And to make these hard-code fixes easier, NYGM 3.6D has already all files pre-altered correctly for the hard-code patches. So you need only patch your original SH3.exe file. [EDIT:](And add the extra files supplied with the Stiebler patch.)
You can download the Stiebler hard-code fix (as well as the NYGM mod itself) by clicking on my NYGM logo below. You *must* patch your SH3.exe file first with H.sie's patch, which can be downloaded from H.sie's own thread. Just follow H.sie's instructions, but remember that you do not need to alter any of NYGM's files. (The H.sie patch replaces some of NYGM's files, and adds some other files.)
Stiebler.
Add man
07-20-14, 10:01 PM
Probably a stupid question, but is this compatible with GWX 3.0?
torpille
07-21-14, 03:09 AM
yes it is.:/\\!!
banryu79
07-21-14, 03:10 AM
Probably a stupid question, but is this compatible with GWX 3.0?
AFAIK the answer is No.
GWX and NYGM are two "supermod", you use one or the other, not both at the same time.
EDIT
I read now the answer of torpille; well, sorry for the disinformation.
I myself have just learn something new.
Tupolev
07-21-14, 12:02 PM
@Add man - If you're referring to NYGM as a whole, no. GWX and NYGM are standalone mods exclusive to themselves. If you are referring to h.sie's patch and/or Stiebler's hard code fixes, then yes. There is some manual installation required, but both patches run on GWX.
T
hocking
07-25-14, 10:00 AM
I am having problems with the "Hitman Optics NYGM 3.6 (Fixed)" mod that came in the documents folder of NYGM3_6D. I assume this is the latest version of Hitman's GUI. However, when I install only that file using JSGME I lose much of the functionality that Hitman's previous version offered (i.e., NYGM3_1.0 and NYGM3_1.1).
Is the "Hitman Optics NYGM 3.6 (Fixed)" file supposed to be installed on top of the previous version of this mod like a patch, or is it supposed to be installed by itself? If it is supposed to be installed by itself why am I losing so much of Hitman's GUI's functionality?
BigWalleye
07-25-14, 11:32 AM
I am having problems with the "Hitman Optics NYGM 3.6 (Fixed)" mod that came in the documents folder of NYGM3_6D. I assume this is the latest version of Hitman's GUI. However, when I install only that file using JSGME I lose much of the functionality that Hitman's previous version offered (i.e., NYGM3_1.0 and NYGM3_1.1).
Is the "Hitman Optics NYGM 3.6 (Fixed)" file supposed to be installed on top of the previous version of this mod like a patch, or is it supposed to be installed by itself? If it is supposed to be installed by itself why am I losing so much of Hitman's GUI's functionality?
For the differences between Hitman's Optics and Hitman's GUI, please check my post here: http://www.subsim.com/radioroom/showthread.php?p=2227924#post2227924
PhilipWebb059
07-29-14, 03:30 PM
Hi all;
Downloaded and started a campaign in 1940 using a a type 7b. A strange thing happened after I loaded a saved game. At periscope depth the sub started to "sink" and not in a "normal" way. I fired a spread at a T-3 and crash dived and a hard turn to starboard to evade an attacking DD. I thought it would recover at 60m. It didn't I could not recover until 160m. I headed for periscope depth and she acted stern heavy (I had no damage), when I slowed to creep it started to head down to a dangerous depth. I decided not to blow ballast because doing a gun fight with four DD would not go well. The sub went past crush depth and is now at the bottom in over 1000m of ocean.
Any ideas about this?
Thanks and thanks for the mod.
Tupolev
07-29-14, 04:28 PM
In NYGM your ability to maintain depth is a effected by your speed. Below 2 kts and your hydroplanes don't have enough effectiveness to keep your depth. Doubly true if you're in silent running.
Also, if you're using the unofficial patches, definitely read the docs regarding how to adjust your dpeth when using that option.
If you're not using the patches, maybe it was the "crash dive blues"?
T
Steeltrap
08-14-14, 10:26 PM
I am back after a LONG time.
Decided to fire up SHIII for various reasons.
So I got it on Steam.
Now how do I get NYGM to run on the Steam version? Does it matter that it's in c.../steamapps/common/sh3?
I tried doing it, got all the files, loaded Jones' mod thingy, enabled the mods in the order stipulated. Now maybe I've done something wrong with it.
So should there be a different way of starting the game? If I simply start SH3 I seem to get generic, because the NYGM load screen doesn't show etc.
I used to know all this stuff (I had an original SH3 with that crap virus junk thing it came with, lol) but it's years since I've done it. Would it be too much to ask for a really basic step by step set of instructions if I need to do anything different? Even with JGSME (is that it?) I'm not entirely sure if it's in the right place (seems to be a folder inside SH3 root, and 'mods' is a folder within that..I just unzipped all those mod files into there then enabled them in the order stipulated..interestingly, JGSME seems only to think the last 3 are enabled as the first 3 are greyed out, but maybe that's a function of the changes the others made to them?).
Would really appreciate some help as NYGM was the best version of this game I played, and I'm not interested in vanilla nor the later versions of SH as frankly I thought they were junk (never bought SH5; I seem to recall saying I wouldn't way back when there were threads discussing it when it was still being developed).
Oh, and for anyone who might remember me (rather small chance of that), hello to you all again and hope everyone's been well.
Cheers
Steeltrap
08-14-14, 11:00 PM
I forgot to ask about bolting Sh 3 Commander into the mix. I remember using it, too, and thought it great. Particularly like 'no fatigue', because I found fatigue one of those aspects that made sense conceptually but became a micromanagement nightmare. Sh 4 at least gave you (bugged) watch rotations.
All in all, however, fatigue is more of a nuisance than something that added anything positive to the game IMO.
So any points on how to add it, too, would be good.
I know I've asked a lot, but it's been several years since I last played.
Look at my 'joined' date. Does that earn me some indulgence?
:D
I decided to scrap GWX and try this mod, I am enabling everything in the order that Stiebler lists and I'm getting conflicts with each file in JGSME, is that ok? I'm doing everything as Stiebler says, just getting the conflict pop-up where it says blah blah blah has already been modified by ****, do you wish to continue?
I just finished installing everything for the Mod (I think). If I can't get this to work, Stiebler: if I make a donation on your page would you be willing to remote into my machine and patch my game properly? lol, I'm being serious ;P
Seems to be running good, really liking this mod. Can someone tell me what I need to be able to have my weapons officer calculate ship distances? I need to enable hitman optics, no? Right now I have hitman optics for GWX, but I cant seem to find it for NYGM unless this file I already have is also for NYGM. I really need to figure this out though because I have no desire to manually calculate distances, Thanks.
Here's what mods I have enabled right now:
http://i7.photobucket.com/albums/y297/bwjones/Capture_zpsf10d83c2.jpg
BigWalleye
08-17-14, 06:37 PM
Seems to be running good, really liking this mod. Can someone tell me what I need to be able to have my weapons officer calculate ship distances? I need to enable hitman optics, no? Right now I have hitman optics for GWX, but I cant seem to find it for NYGM unless this file I already have is also for NYGM. I really need to figure this out though because I have no desire to manually calculate distances, Thanks.
Here's what mods I have enabled right now:
Hitman Optics NYGM 3.6 (Fixed) is in the Documentation folder of NYGM 3.6D. But it won't give you a weapons officer who will calculate range for you. As Hitman explains in the documentation for Hitman Optics, Uboats commissioned during the war, and even pre-war Typ VIIs, didn't have a stadimeter. It was removed to allow room for stereo optics, which the KM felt were more useful (but are useless to us.:O:). His sources are the original German documentation and an examination of surviving U-boat optyics in European museums. Hitman documents the technique RL U-boat skippers used to estimate range and AoB with the graticle in the scopes and UZO . It's actually not hard to do with a little practice, faster than a stadimeter and about as accurate, though it does involve calculating some numbers in your head. But that is how they did it.
With the exception of Hitman's GUI and Hitman's Optics, every other GUI mod I've seen incorporates a stadimeter. Most players like 'em. Only a few of us hard-core authenticity freaks use graticles.
So there's no easy way to calculate the distance like in GWX? Will it change when I get a type 9 or higher? Oh boy, I think I'm gonna get my ass kicked in this mod.
Another thing, when I'm on deck and use my binoculars it's a single optic or really limited, is there a way around that?
BigWalleye
08-17-14, 07:48 PM
So there's no easy way to calculate the distance like in GWX? Will it change when I get a type 9 or higher? Oh boy, I think I'm gonna get my ass kicked in this mod.
Another thing, when I'm on deck and use my binoculars it's a single optic or really limited, is there a way around that?
That's only Hitman's mods. NYGM has the standard SH3 optics with stadimeter and notepad. And you can add MaGUI, which has high-power optics and IIRC zoom binoculars. Or hsGUI, by h.sie, which seems to have some elements from MaGUI and some from Hitman. I've never tried either, but it seems a lot of people use MaGUI. MaGUI has a widescreen version, too. If you like NYGM, there are plenty of options.
Hey Walleye, strangely enough I enabled the Hitman Optics 2.6 and it brought back the wideview Binoculars, weird. And it brought back the UZO I'm used to with the Lock button. So I'm pretty much all set now, The only thing I don't like is that I can't calculate how far ships are. I tried looking around the web and manuals but I still don't have a clue how to do it manually. It was a piece of cake in GWX.
Really Loving this Mod, glad I decided to try it. Better Graphics and realism all around.
atleiker
09-08-14, 12:19 PM
Finally got SH3 to work with windows 7 and decided to try this mod after hearing about it for years.
Tappedops
09-28-14, 08:44 PM
Thanks Team NYGM and Hitman for keeping this sim at #1 for Lord knows how many years---Love, is what kept it alive.
Alls Well with the mod...Love comes to mind again--- only the hi-rez sub file puts a snow-white paint job on my ship---everthing else works fine, i even tried turning up my particle count hmmm---yes my machines a oldie but shes sees everthing else just fine---any clues? Thanks Crew...Many...
Tappedops
09-29-14, 09:59 PM
Stand down all...Sorry Men---The texture qual high must be ON to see the hi-rez tex---duh---my bad... carry on Men...:dead:
Lanzfeld
10-03-14, 03:29 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
Ok I have a question about this comment (made long ago). You see I am reading this entire thread before I dive into this incredible sounding mod as I want to understand most everything about it. 64 pages of reading...not too bad.:yeah:
Stiebler (if you are still around),
You stated that the NYGM convoys long ago were already modded to have zig zags in them. If so, why would one want to use the mod from LGN1? I am just trying to get the big picture here.
Thanks and keep up the great work :rock:
EDIT: New question again for Stiebler, I see you were/are a fan of the "THOMSEN PARAMETERS APP" mod. Since I really like your approach to realism I assume I would like it as well. Is there a reason you did not include it in NYGM?
P.S. I have your book. I bought it long ago. Funny seeing you here! Cheers!
Stiebler
10-04-14, 03:48 AM
@Lanzfeld,
Well, if you've got my book, I'd better answer. Have you got the original Airlife version or the revised Pen & Sword version?
NYGM zigzags - They have always been present (derived from the older RUb mod, actually), in the sense that the convoys make periodic deviations in course.
LGN1's convoys make much, much more frequent deviations in course. This creates a very large campaign_RND.mis file, with a substantial effect on second-stage loading times (after you exit from the 'office' to start a patrol). Not everyone wants that, so not included as standard.
Thomson Parameters' App - same argument applies. This app affects the manoeuvrability of individual ships. Not everyone wants this to be changed; some may have a better idea about how to do it (the App I provided had default values, but users could make their own changes.)
Enjoy NYGM!
Stiebler.
Lanzfeld
10-04-14, 07:24 AM
I think it is the first one. "U-Tankers 41-45"? Great book, tons of research in there!
What is strange is that I read the book again a week or two ago before I decided to get back into SH-3 after a LOOOOOONG break (many years) and I come to find out you are the author!:salute:
If I may ask, what mods, besides the ones on the NYGM webpage, do you like to play with (if you still play)? Do you use both the Thomson Para mod and LGN1's mod? Anything else you recommend?
Do you guys plan on re-hacking the exe to see if you can find more tweakable goodness in there?
Also, I was a bit surprised to see that you didn't choose to use the damage repair part of the exe hack in NYGM. Is there a major reason for this? Keep in mind I have not played the game yet as I am still doing my homework and reading all the readme's. I am guessing that maybe the hack and NYGM damage system is about the same?
Sorry for all the questions but I am just giddy about rediscovering this game with NYGM and the exe hack!:arrgh!:
Finally.....SH-5.....thoughts?:hmm2:
Hi Lanzfeld,
as Stiebler has pointed out the course changes are much more frequent. With the zigzag file it's about every 15-25km and without the file it's only every few hundred km, i.e., there will be most likely no course changes during an attack, see the threads mentioned/linked in the readme/download section.
With the zigzag file you will often see a course change screwing up your attack approach (esp. if you are using a 16km environment and have to dive at 10+km).
The file is indeed rather big, however, on my old computer (Pentium IV, 2.8GHz, 2 GB RAM) loading times have increased only from 3:10 to 3:25, i.e., by approx. 15sec. I think that's worth it. And BTW I also use it with the new ship parameters.
Regards, LGN1
Stiebler
10-04-14, 04:24 PM
@Lanzfeld:
If I may ask, what mods, besides the ones on the NYGM webpage, do you like to play with (if you still play)? Do you use both the Thomson Para mod and LGN1's mod? Anything else you recommend?Thomsen mod: sometimes.
LGN1 mod: sometimes.
I don't use other mods, excepting those on the NYGM web-site.
Do you guys plan on re-hacking the exe to see if you can find more tweakable goodness in there?
H.sie has left this forum. I can't think of anything else worth adding. H.sie's main idea was to fix things that were obviously wrong, and which irritated him. My idea was to add components which had been present in the old AOD (Aces of the Deep), and were missing in SH3. So we were quite complementary.
Also, I was a bit surprised to see that you didn't choose to use the damage repair part of the exe hack in NYGM. Is there a major reason for this? The NYGM damage repair model is substantially different from the GWX model, which H.sie was using for his damage repair mod. H.sie's fix caused CTDs (crashes-to-desktop) with NYGM, so not used.
Stiebler.
Obltn Strand
10-06-14, 08:08 AM
The NYGM damage repair model is substantially different from the GWX model, which H.sie was using for his damage repair mod. H.sie's fix caused CTDs (crashes-to-desktop) with NYGM, so not used.
Actually I have used H.sie's damage repair mod with NYGM for quite some time now. I haven't had any ingame CTDs just failed saves and even those are rare occurance.
Stiebler
10-07-14, 02:31 AM
@Obltn Strand:
Actually I have used H.sie's damage repair mod with NYGM for quite some time now. I haven't had any ingame CTDs just failed saves and even those are rare occurance.
Interesting.
I carried out a series of tests in NYGM for H.sie, in which I created damage to a U-boat off Bergen by running it aground deliberately at different speeds to create random damage. I had many CTDs as soon as I tried to dock at Bergen, or abandon the game, although not every time. There were no CTDs without H.sie's damage model.
Perhaps subsequently H.sie changed the code.
Stiebler.
Obltn Strand
10-07-14, 08:53 AM
I have taken all kinds of damage without ctd. Only thing changed is fixing the damage. For example if one of my bow torpedo tubes are damaged it is fixed in bow torpedo room but shows in either bridge or bow cannon.
I will try to report if it's some specific damage that causes ctd.
Lanzfeld
10-09-14, 08:46 PM
Couple of install questions here.
1. I see that on the website there is a 3rd flotilla mod. There is also one inside the NYGM3_6D patch. Are these the same or is one more up to date?
2. You have 3 base files that are installed in the order of Full Version, New, and 6D. There are the same mods in each of these (like AI harbor traffic). Do I just use the mod that comes with the latest patch (6D)?
I am still getting all my mods set up and testing in the academy. As soon as I figure out how to do the exe hacks I will start my patrols!:arrgh!:
PS...anyone know if there is a PRINTABLE ship ID book with all the NYGM ships in it?
BigWalleye
10-09-14, 09:14 PM
Couple of install questions here.
1. I see that on the website there is a 3rd flotilla mod. There is also one inside the NYGM3_6D patch. Are these the same or is one more up to date?
2. You have 3 base files that are installed in the order of Full Version, New, and 6D. There are the same mods in each of these (like AI harbor traffic). Do I just use the mod that comes with the latest patch (6D)?
I am still getting all my mods set up and testing in the academy. As soon as I figure out how to do the exe hacks I will start my patrols!:arrgh!:
PS...anyone know if there is a PRINTABLE ship ID book with all the NYGM ships in it?
The easiest way I know to tell whether a mod is the same or a newer version is to look at the dates of the included files. For instance, the 3rd Flotilla Mod included with NYGM v2.5 has files dated from 2007. The same files in the 3rd Flotilla Mod included with NYGM 3.6D has files dated 2013. Now, the files might be identical, but I know which ones I want to use.:)
Lanzfeld
10-10-14, 06:41 AM
Got it! Thanks.
Anyone have a PDF of all the ships in NYGM ID book?
BigWalleye
10-10-14, 07:30 AM
Got it! Thanks.
Anyone have a PDF of all the ships in NYGM ID book?
The best printable rec manuals are from LGN!. You can find links to them here: http://www.subsim.com/radioroom/showthread.php?t=152714.
These are GWX and MFM ships, but NYGM ships are all covered AFAIK, especially if you use IABL's ships for NYGM. The color rec manual v2 has just about everything. It isn't specifically for NYGM, but I find it very useful. (I do play with Hitman's GUI, which makes exact ID unnecessary.)
Lanzfeld
10-10-14, 10:15 AM
Bigwalleye, Double thanks!:up::salute:
Stiebler
10-10-14, 11:27 AM
The easiest way I know to tell whether a mod is the same or a newer version is to look at the dates of the included files. For instance, the 3rd Flotilla Mod included with NYGM v2.5 has files dated from 2007. The same files in the 3rd Flotilla Mod included with NYGM 3.6D has files dated 2013. Now, the files might be identical, but I know which ones I want to use.
Yes, the later files are the correct files.
I'd forgotten the 3rd Flotilla Mod is still shown on the NYGM web-page. I must delete it or update it.
Stiebler.
Lanzfeld
10-10-14, 03:56 PM
Ok Some more questions about the sensors in NYGM. I am hoping that Stiebler will have an idea about these through all his testing.:hmmm:
1. Does going decks awash (7.5 meters on the depth meter) have any effect on being spotted? I am thinking early war, night, decks awash, less than 10 knots and bow on aspect for best results? I just would like to know if it makes a difference?:arrgh!:
2. After a depth charge blast how long (if at all) are the escorts deaf? I hope this is simulated! :hmm2: Sure would help in trying to escape.
3. This one is a bit out there but I was wondering if the game uses the same data for the academy training and the career? The convoy mission is in 1939 but the escort (hunt class) seems to have ESP on where to find you even after a 3000 meter torpedo attack. I run from my launch point for a quite a large distancet and then dive to 90 meters and silent running (I even go 1 knot!) yet this escort with 1939 tech comes right at me . Sigh.....ever feel like the AI cheats Stiebler?:shifty::shifty::shifty:
UPDATE: Played few more times and saw that the escort couldn't find me all the time. I guess it is just luck.
Enjoying getting up to speed before the big career! Thanks for the great MOD!:rock:
P.S. Anyone recommend a good sound mod for louder depth charges and louder escort screws?
Stiebler
10-11-14, 02:33 AM
@Lanzfeld:
1. Does going decks awash (7.5 meters on the depth meter) have any effect on being spotted? I am thinking early war, night, decks awash, less than 10 knots and bow on aspect for best results?
Decks awash has no effect on chance of being spotted. The purpose of decks awash is to dive faster. Low speed and bow-on does reduce chance of being spotted.
2. After a depth charge blast how long (if at all) are the escorts deaf? I hope this is simulated!
So far as I am aware, this is not simulated in stock SH3 nor in any mod, including NYGM.
However, NYGM does mimick the fact that the escorts cannot hear you astern, due to the noise of their propellers.
3. I was wondering if the game uses the same data for the academy training and the career?
Yes it does. You seem to have discovered this for yourself later.
Thanks for the kind comment about NYGM.
Stiebler.
Lanzfeld
10-12-14, 08:17 AM
Hello again Stiebler,
When you and Hsie were hacking into the .exe file did you guys ever try to find a way to make the sub use compressed air to change depth? As you know, this was a big deal for real sub commanders as too many dives and depth changes left them with depleted air so they had to use the compressor to reload the air and that took awhile.
In game, EVERYTIME I surface after a dive I do it by blowing ballast (and using compressed air) to simulate this. Not sure if this will work after I apply the hack (with the new air usage hack).
I read that SH-5 does simulate the air usage and that is what made me think of this.
Cheers:sunny:
P.S. YUCK! I see that the crew still does that "you are being hunted" nervous squat and spin so as to blow all uncertainty out the window. THAT would have been a great bug to hack!
Stiebler
10-13-14, 06:36 AM
@Lanzfeld:
did you guys ever try to find a way to make the sub use compressed air to change depth?No, is the short answer.
Most depth changes would be made with hydroplanes, much quieter. Compressed gas was used predominantly to come to the surface (and to freshen the air in the U-boat).
Don't forget that our hard-code fixes included a slow-sinking effect when below 100 metres, if using silent-running.
Stiebler.
Lanzfeld
10-13-14, 12:38 PM
Okay....finally installing all the hacks! Hsie and NYGM.
HUGE QUESTION!
Activation order in JGME? Which one first?
Supplement to V16B1
or
Stiebler 4B_Addon_for_V16B1?
...and if I did this right Stiebler Addon has the SH#.exe in it???
Also...what o2 times for NYGM in the hack? 2.0 for each???
Lanzfeld
10-15-14, 05:41 AM
Ok I patched the .exe file and here is my JSGME order:
V2.5
New
3_6D
IABL New
3rd Flotilla
NYGM Hires subs
Harbor traffic
Hitman optics 3.6 fixed
Enhanced plotting tools
Supplement to V16B1
Stiebler4B_Addon_for_V16B1 (<---- This has the .exe in it)
O2-Gauges v2
Does this look correct?
I would like to say that Stiebler made it very easy to do the patch. All the corrections to the en_menu, commands.CFG, and the menu_1024_768 file are already done for you if you use NYGM!
Well...with the exception of one. Not sure if this was a mistake but this entry in the 1024 file was NOT done Stiebler:
[G3F I209]
Name=RO Report
Type=1026;Menu group
ItemID=0x3F290000
ParentID=0x3F0B0000
;;Pos=0,-45,436,560
Pos=0,-45,370,560
Color=0xFFFFFFFF
I had to make the correction myself. No big deal but I thought it was odd because all the other changes are already in there. <Shrugs>
So I am off for my first career!:arrgh!:
Just one more thing....O2 settings for NYGM in the patch 2.0/2.0 correct?
P.S. Sorry for asking all these questions but I was RTFM and I have another one. What values do you use in the "sensors.cfg" file for the first 3 lines under "visual"? The notes for Hsie patch and the "night vision fix" has us change the first 3 of these. The default settings for NYGM are quite a bit different. NYGM default are 1.4, 1, and 1.6. Hsie wants 0.5, 1.02, and 0.8 <----sound right?
Thanks for all your help
BigWalleye
10-15-14, 07:15 AM
Ok I patched the .exe file and here is my JSGME order:
V2.5
New
3_6D
IABL New
3rd Flotilla
NYGM Hires subs
Harbor traffic
Hitman optics 3.6 fixed
Enhanced plotting tools
Supplement to V16B1
Stiebler4B_Addon_for_V16B1 (<---- This has the .exe in it)
O2-Gauges v2
Does this look correct?
I would like to say that Stiebler made it very easy to do the patch. All the corrections to the en_menu, commands.CFG, and the menu_1024_768 file are already done for you if you use NYGM!
Well...with the exception of one. Not sure if this was a mistake but this entry in the 1024 file was NOT done Stiebler:
[G3F I209]
Name=RO Report
Type=1026;Menu group
ItemID=0x3F290000
ParentID=0x3F0B0000
;;Pos=0,-45,436,560
Pos=0,-45,370,560
Color=0xFFFFFFFF
I had to make the correction myself. No big deal but I thought it was odd because all the other changes are already in there. <Shrugs>
So I am off for my first career!:arrgh!:
Just one more thing....O2 settings for NYGM in the patch 2.0/2.0 correct?
P.S. Sorry for asking all these questions but I was RTFM and I have another one. What values do you use in the "sensors.cfg" file for the first 3 lines under "visual"? The notes for Hsie patch and the "night vision fix" has us change the first 3 of these. The default settings for NYGM are quite a bit different. NYGM default are 1.4, 1, and 1.6. Hsie wants 0.5, 1.02, and 0.8 <----sound right?
Thanks for all your help
The change to Item 209 is not shown in red. I believe that is because that particular change is just housekeeping and is not necessary. All it does is decrease the width of the area set aside for the RO Report buttons. Since the extra space is not needed and not used, leaving the area oversize has no impact. Making the change has no impact either, so if you have done so, you don't have to change it back. Either way, the Stiebler patches should work just fine.
Interesting, though, that AFAIK no one has ever reported this small inconsistency before.
Lanzfeld
10-15-14, 11:16 AM
Thanks for replying Bigwaleye. You seem to always offer help and I really appreciate that.
Nobody noticed it because nobody is so OCD about getting this mod correct!:dead::dead::dead:
That is one questioned answered. Lets hope I can get some advice about these sensors (visual) settings!:arrgh!:
I did a test run with the wolfpack mission to test the patch and dammit that was fun! Sent reports to BDU every hour while they tried to assemble a wolfpack. After 4 hours I had to stop as life got in the way. Looks promising though.:rock:
Stiebler
10-15-14, 01:11 PM
[G3F I209]
Name=RO Report
Type=1026;Menu group
ItemID=0x3F290000
ParentID=0x3F0B0000
;;Pos=0,-45,436,560
Pos=0,-45,370,560
Color=0xFFFFFFFFHmm. Thanks for pointing this up, Lanzfeld.
I'm not sure of the significance of the change now, it dates back to NYGM 3.6B, which is of the same date as my hard-code fixes, so probably related. As you say, all NYGM updates have all the changes made already.
Whatever, I have updated the Stiebler hard-code patch for this very small change on the NYGM web-site. Click on my logo below, or on this link:
http://www.subsim.com/mods1/nygm/Stiebler4B_V16B1_Revised.7z
Equally I have updated the files for users of GWX3, struggling with the standard update. - It's all pre-patched for such users.
http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z
Stiebler.
Lanzfeld
10-15-14, 01:53 PM
Whats your opinion about the visual sensors in NYGM Stiebler? Should I set mine like H.sie's readme says to?:hmmm: .5, 1.02, and .8?
Cheers!
Lanzfeld
10-15-14, 04:40 PM
Just a heads up for people doing the H.sie and Stiebler patches.
Possible pitfall.
You edit the command, menu, and 1024 files for some of the mods. BUT if you edit these and then put in the flotilla mod or the hitman fixed mod these will overwrite the changes you made! So make sure you activate these mods first THEN edit the files.:/\\!!
Tripped me up.
Stiebler
10-16-14, 02:32 AM
@Lanzfeld:
Whats your opinion about the visual sensors in NYGM Stiebler? Should I set mine like H.sie's readme says to?:hmmm: .5, 1.02, and .8?
H.sie used GWX, where the night time settings are much darker than for NYGM.
I use the options selector to disable H.sie's Night Vision Fix visual option completely. Otherwise you will have to experiment. H.sie's suggested values definitely do not apply to NYGM.
Stiebler.
Lanzfeld
10-16-14, 12:43 PM
Crud! I thought you approved of the night fix for NYGM. I guess I was wrong.:doh:
While on the subject...any other fixes you don't like from H.sie's part of the patch?:hmmm:
Please note also that monitor brightness plays an important role. I suggest that before getting annoyed when your crew signals a ship you can't see, you increase monitor brightness and double check. The only situation where you can say that sensors worked bad is if the ship is not rendered on screen. If it is, the problem lies in your brightness settings. The opposite is true, if you can see ships that your crew can't, reduce brightness until it becomes invisible.
It is impossible to produce sensor ranges that work for every monitor and user's setting out there, hence some cooperation from the player is needed for the best experience :shucks:
makman94
10-16-14, 08:43 PM
@Lanzfeld:
H.sie used GWX, where the night time settings are much darker than for NYGM.
I use the options selector to disable H.sie's Night Vision Fix visual option completely. Otherwise you will have to experiment. H.sie's suggested values definitely do not apply to NYGM.
Stiebler.
hello Stiebler ,
during the development of Night Vision Fix ,we (me,H.Sie and Rubini) discovered that the night time settings and especially the ''Visual light factor'' (and not only this factor) in sensors.cfg (the file that is responsible for player's visuals) have no impact in game at all ! yes, i know that this may sounds strange to all of you but it is true.we are sure about it becuase we had tools that were showing us ,in real time on screen, the output of probabillity of detection.
in NYGM the ''Visual light factor'' value is 1.6 and in gwx is 5 and i ensure you that if you make this value 100 nothing is changing in game. H.Sie's values are ok for all supermods as a base.there ,may , need some tiny adjustment ,especially at the ''Visual fog factor'' value, but all these are explained in the readme files of the mod.
Night Vision Fix is one of the greatest hardcoded fixes ever made and the reason is simply becuase it is working, becuase it has no side effects and finally becuase there were never good working crew visuals to any supermod.
the way it is working can't hurt anyone as it simply moves the fog certain closer to user during the night times.
there are four night states in sh3, in the state of the clear night you can see here the results from a test i made on a stock NYGM setup (problem is not exclusively to NYGM though but to all supermods):
http://www.subsim.com/radioroom/showpost.php?p=1789927&postcount=31
look only at the results at ''on pure NYGM installation (no mods enabled and no tweaks at NYGM's files)'' , don't pay attention to the rest stuff there as all the rest were earlier to Night Vision Fix that born later. if you believe that spotting a ship at even 14km during night is acceptable then i really don't know what to say more about the Night Vision Fix.
with Night Vision Fix , H.Sie gave the player the opportunity to reduce these distances to whatever percent player likes.with Night Vision Fix you can reduce these values to even 70% or 80% or a little bit if you like so why not to use it ?
in my opinion , Night Vision Fix is one of the best mods ever made for sh3
ps: Stiebler , don't take anything personal , NYGM has nothing to do with this. the bug is a sh3's one and it is fixed,i suggest you to take a closer look at it. i remember that there were some issues though on the way the mod worked on NYGM's enviro (and only on NYGM's enviro) but this,if i remember correct, was easily healed with some slight changes at fog's colors during night. i can help you with that ,if you like, and let you see it happening on your screen too.
two of the most important and experienced moders (H.Sie - Rubini) dealed with it and i ensure you that if you had the opportunity to look at the background during the development you would have no doupt about it today.
all the best,
Manos
Lanzfeld
10-16-14, 09:03 PM
Incredible news Makman! This stuff is golden.
So in the Hsie readme it says to adjust the following for the night vision fix:
·
Visual range factor = 0.5
·
Visual fog factor = 1.02
· Visual light factor = 0.8
So you say the Vis Light Factor does nothing? What about the first one? The Vis Range Factor? Hsie says to adjust the Visual Fog Factor for your monitor so that one must do something.
I wonder why the other two are in the readme if Hsie knows they do nothing? (the Range and Light Factors)?
makman94
10-16-14, 09:24 PM
Incredible news Makman! This stuff is golden.
So in the Hsie readme it says to adjust the following for the night vision fix:
·
Visual range factor = 0.5
·
Visual fog factor = 1.02
· Visual light factor = 0.8
So you say the Vis Light Factor does nothing? What about the first one? The Vis Range Factor? Hsie says to adjust the Visual Fog Factor for your monitor so that one must do something.
I wonder why the other two are in the readme if Hsie knows they do nothing? (the Range and Light Factors)?
the range has impact , (not all factors are useless) and as for the Light factor , it doesn't matter what to put there,H.Sie gave just one value ,the ...stock value
as, for the fog factor , that is the most sensitive one and ,yes , people must 'play' with value,as H.Sie explains, in order to sychronize your crew visuals with your bino-uzo visuals .becuase this value is very sensitive, users must slight changes on this value during the tests (changing steps of 0.01 are fine)
Lanzfeld
10-16-14, 09:43 PM
Thanks Makman94.
Can you remember, exactly what Visual Range Factor does?
makman94
10-16-14, 09:51 PM
Thanks Makman94.
Can you remember, exactly what Visual Range Factor does?
no , i can't remember such stuff as it was long ago , but i remember that we kept the stock value for Visual Range Factor during all the tests ,thats why H.Sie's gave you this value there.
you can create a simple single mission by yourself and start making your own changes - experiments on this value and see how hard or soft is behaving. if i am not mistaken , it was a hard one too.
Stiebler
10-17-14, 02:32 AM
@Makman94:
Night Vision Fix is one of the greatest hardcoded fixes ever made and the reason is simply becuase it is working, becuase it has no side effects and finally because there were never good working crew visuals to any supermod . . . in my opinion , Night Vision Fix is one of the best mods ever made for sh3.OK, Makman, I bow to superior knowledge.
I shall start to use the Night Vision Fix myself.
Thanks for the correction.
Stiebler.
makman94
10-18-14, 12:41 PM
@Makman94:
OK, Makman, I bow to superior knowledge.
...from all of my message ,the most important parts were the ones that you quoted ?
a reply in this style ,especially from you, was really a (sad) surprise.
i was never rude or disrespectful towards you.
from all the features ,that yours and H.Sie's fixes made availiable to users, i said that i prefer (and believe as best) the Night Vision Fix. what this has to do with the ''superior knowledge'' that you are posting?:o
@Makman94:
I shall start to use the Night Vision Fix myself.
...
Stiebler.
you will fail. i don't believe that the Night Vision Fix can work on NYGM's enviro as your enviro is.if i remember correct some slight changes to fog's colors during night are necessery to be done (have to check it though first).
another good question is: have you include in your patch all the necessery parts for the Night Vision Fix , exactly as these were released by H.Sie ?
especially , does the envsim.act that comes with your patch contains the Night Vision Fix exactly as it was written by H.Sie?
@Makman94:
Thanks for the correction.
Stiebler.
what ...correction? still till today ,you haven't enjoy the Night Vision Fix.
you are talking for the work at NYGM's crew visual at night like they are ok !
you are posting that you disable the Night Vision Fix and i am asking you why ? did you see the Night Vision Fix working at night ?
and if you saw it working (which i don't believe that ever happened) you prefered the current NYGM's crew visuals at night ? you prefered to spot ships at night at even 14 kilometers away ? :o
i am repeating you that this is not a personal attack to NYGM crew visual setiings . this is happening to ALL supermods and we managed to fix it.Night Vision Fix made the night ...to be ,at last,a night and user must forget shadowing ships from 10+km away at nights.
@Stiebler:
about the ''superior knowledge'':
nobody is cleverer than others,everything is a matter of the time you are willing to divode to.(the difference is that to someones it takes longer).
we spend ,maybe, a hundrend of hours exactly for the Night Vision Fix so i can say that in this specific part (crew visuals at night) i know much more things than you so ,it looks a bit odd to see you dumping mods that you never saw how they are when they are working. i remember how much excited Rubini ,H.Sie and me were ,when H.Sie managed to locate the fog certain and altered it...he was making a great step forward
Stiebler
10-18-14, 01:33 PM
@Makman94:
Sorry, I meant that I bow (I concede, I give way gracefully) to *your* superior knowledge.
Just an English slang expression, which you misunderstood.
Sorry again.
Stiebler.
makman94
10-18-14, 01:57 PM
@Makman94:
Sorry, I meant that I bow (I concede, I give way gracefully) to *your* superior knowledge.
Just an English slang expression, which you misunderstood.
Sorry again.
Stiebler.
i am asking a sincere sorry to you too for the misunderstanding ,Stiebler(i am very huppy that i took it wrong) :yep: but i have no superior knowledge at all. the specific part that you quoted is just my prefered feature of the availiable hardcore fixes and i had no intention to insinuate that the rest fixes are bad. what this has to do with knowledge?
still , i need an answer to this question:
have you include in your patch all the necessery parts for the Night Vision Fix , exactly as these were released by H.Sie ?
i need to know this becuase i am thinking to make a mini mod with all the necessery adjustments at NYGM's enviro in order the users that prefer NYGM's enviro to be able to use the Night Vision Fix
Lanzfeld
10-18-14, 02:12 PM
I would love to be able to use this in NYGM but I must say that now I am confused if this will work or not.:doh:
It sounds like a great addition if it can be made to work well with NYGM files
hauangua
10-19-14, 01:21 AM
Hi guys I have a problem: how to calculate the speed of the target by hitman optic 3.6 fix? There is a detailed explanation of how to use Hit 3.6 fix for nygm? thanks to all
Lanzfeld
10-19-14, 08:21 AM
Hi guys I have a problem: how to calculate the speed of the target by hitman optic 3.6 fix? There is a detailed explanation of how to use Hit 3.6 fix for nygm? thanks to all
There are several ways.
1. Plot the target. Wait 3:15 and plot the target again. Distance in meters is speed in knots. Actually you don't need to wait 3:15 seconds. Just use whatever time you want (longer time is more accurate) and use the lines at the right side of the map screen to calculate speed.
2. Go directly at target at slow and close to 60-120 AOB. Time how long it takes the ship to cross your UZO or periscope line. Then use formula Ship length/time*1.94=speed. I use 2 instead of 1.94 because it is quicker and just as accurate for our purpose.
Stiebler
10-19-14, 08:41 AM
@Makman94:
I have just checked my copy of H.sie's V16B1.7z download. Although it has the option to use the night vision fix, there do not seem to be any other files that are related to the night vision fix.
However, you posted earlier that the night vision fix requires H.sie's envsim.act file. This is not provided with the V16B1.7z download. I have a copy of H.sie's envsim.act, but I cannot remember from where I obtained it. The file is dated 18 February 2012.
My Stiebler hard-code patch overwrites SH3Sim.act, SH3Sound.act and envsim.act, all with later-dated versions. I believe that the SH3Sim.act and SH3Sound.act files were based on H.sie's last posted files, but that was more than two years ago, and I cannot recall clearly now.
The envsim.act file is definitely different, but my documentation advised users to take whichever envsim.act file they preferred.
Sorry I can't provide more help. I tested the beta version of H.sie's night-vision fix in NYGM, but I was not happy with the results. Again, I can no longer recall the reason.
@hauangua:
As you say, Hitman does not explain how to measure a ship's speed. What I do is this: judge a merchant-ship's speed from the angle of its smoke. Average is 7 knots.
Assume a warship's speed is 12 knots when hunting your U-boat. Assume 25 knots if the warship has not seen you.
Edit: I've just seen Lanzfeld's reply and the time. It took me more than 20 minutes to write this answer.
Stiebler.
Lanzfeld
10-19-14, 10:41 AM
I just tried the night fix in NYGM wolfpack mission and my lookouts could not see ships in the dark long after I saw them.
I'm going to disable this and do some testing
makman94
10-20-14, 05:23 AM
@Makman94:
I have just checked my copy of H.sie's V16B1.7z download. Although it has the option to use the night vision fix, there do not seem to be any other files that are related to the night vision fix.
However, you posted earlier that the night vision fix requires H.sie's envsim.act file. This is not provided with the V16B1.7z download. I have a copy of H.sie's envsim.act, but I cannot remember from where I obtained it. The file is dated 18 February 2012.
My Stiebler hard-code patch overwrites SH3Sim.act, SH3Sound.act and envsim.act, all with later-dated versions. I believe that the SH3Sim.act and SH3Sound.act files were based on H.sie's last posted files, but that was more than two years ago, and I cannot recall clearly now.
The envsim.act file is definitely different, but my documentation advised users to take whichever envsim.act file they preferred.
Sorry I can't provide more help. I tested the beta version of H.sie's night-vision fix in NYGM, but I was not happy with the results. Again, I can no longer recall the reason.
-------
Stiebler.
Hello Stiebler,
the reason that you were not huppy is becuase the NightVisionFix is NOT working at NYGM's enviro no matter if you have enabled it or not. i checked the files yesterday and it is ,indead, some adjustments needed to your enviro colors in order to be able to enjoy the NightVisionFix.
The good news is that your last patch contains the NightVisionFix and we can make it work ( i checked your files called ''Stiebler4B_V16B1_Revised'',these are your latest,right?).
you are wrong at saying:
However, you posted earlier that the night vision fix requires H.sie's envsim.act file. This is not provided with the V16B1.7z download.
in H.Sie's patch (called ''V16B1-Patch-Kit'') ,in the ''Supplement to V16B1 (JSGME)'', there is the envsim.act (dated at 19/2/2012).better check this file ,becuase of this one day difference, as H.Sie usually made tiny changes at the last moment before releases.
anyway , time to see how the NightVisionFix looks when it is working and time to see what it really does.
first ,download this test mission here:
http://speedy.sh/fMWqN/TestingMission-for-NightVisionFix.rar
at this mission ,we have the Nelson in front of us at 17km far away.
now, as NYGM currently is setted up (with the NightVisionFix disabled),run the test mission ,go to bridge and look through the bino or uzo.you will note that Nelson is slightly vissible even at 17km away ! (remember we are extremely close to fog's limits so you must look very closely for it.ingame is a little bit easier to notice it than the pic):
http://i61.tinypic.com/dcswnr.jpg
Now,start your engines and wait for the CREW to spot the ship. repeat the mission several times and you will see that other times the ship is spotted at ,for example , 14700m far away :
http://i58.tinypic.com/14lu0ww.jpg
or ,other times is spotted at ,for example, 5700m away:
http://i62.tinypic.com/13yf5f.jpg
this is the current situation at NYGM's crew night visuals (and not only for NYGM but for all supermods and for the stock too that uses 16km enviros).
NightVisionFix is absolutely correcting all these:
1. H.Sie managed to locate the fog curtain and altered it like when the game turns to night mode,the fog curtain comes closer to user. the even more good part at this ,is the fact that H.Sie gave to users the abillity to alter themselfs how much close this fog curtain would like to come (from the ''hsie'' configuration settings file). that way ,when a ship is behind this fog curtain is absolutely invissible to user and to the crew . so its all up to you and adjustable by you,how much visuality want to have at night.
2. after this success of H.Sie ,we were able with the provided visual sensors settings to have the abillity to synchronize user visuals with the crew visuals to the level we want. (i will explain how to do it ,probably later tonight)
@Stiebler:
Later today i will prepare the edited colors for your enviro in order to make NightVisionFix working on NYGM and i will send you the necessery sensors settings for synchronizing user-crew visuals.
Lanzfeld
10-20-14, 02:51 PM
Strange...:hmmm:
I just returned to Keil after my first patrol in a dugout canoe. I sank 3 merchants east of London and did not get credit in SH3 or SH Commander. I saw them go down and had the red "sunk" icon on my map view but no credit.
Any ideas?
EDIT: Nevermind. I added crew before my first patrol and I guess that is a no-no. Stupid stupid bugs.:shifty:
makman94
10-20-14, 03:31 PM
hello again Stiebler and Lanzfeld,
here is the Night Vision Fix files for NYGM
-------------------------------------------
A. the adjustments at NYGM's enviro :
http://speedy.sh/JzqkS/NYGM-Enviro-Adjustments-for-NightVisionFix-by-makman94.rar
and
B. the adjustments at NYGM's crew visual settings :
http://speedy.sh/N9RVB/NYGM-Only-Crew-Visual-Sensors-by-makman94.rar
installing the mod :
--------------------
1. firstly , enable the Night Vision Fix at the executables fixes
2. look for the configuration settings file called as ''hsie.ini'' and set there the value 0,4 . look at pic:
http://i57.tinypic.com/2a4s135.jpg
then enable the supplements for V16B1 & Stiebler4B_V16B1
3. enable the ''NYGM Enviro Adjustments for NightVisionFix by makman94''
4. enable the ''NYGM Only Crew Visual Sensors by makman94''
here is shown my mod list on the NYGM's setup:
http://i60.tinypic.com/5kpp9d.jpg
testing the NightVisionFix :
----------------------------
run again the test mission i posted at my previous post and go to the bridge. Nelson is at 17000m far away but absolutely nothing is vissible anymore:
http://i59.tinypic.com/24ebcir.jpg
now , start your engine and wait for Nelson to start fading at horizon. this will happen at about 6600m ( i hate to revealing distances but ,in this case, is necessery. the 6600m is the result of the value 0,4 that you puted in the hsie.ini configuration settings file. the ''0,4'' gives a 60% reduction to fog's curtain. in the absolutely clear nights ,like the one in our test mission, a 60% reduction means that the fog curtain will be at about 6600m).
as you can understand , its up to you now how close you want to put the fog curtain during night. a value ,for example, like 0,2 will give you 80% reduction and so on.
here is the Nelson starts fading at about 6600m :
http://i60.tinypic.com/2j35ged.jpg
now , its time for the sensors to 'talk' . short after the Nelson's appearing the spot will come. its up to you how fast you want this to come.
becuase of the different monitors -enviros ,here you have to take a little time and synchronize yours and crew visuals.
if your crew is spotting the ship before you then you must raise a little bit the Visual Fog Factor that is located in sensors.cfg (steps of .01 at this sensitive factor are ok for making your experiments).
if you are spotting the ship before your crew then you must start lowering the Visual Fog Factor.
here is the spoting of Nelson a little bit later:
http://i59.tinypic.com/5k37z6.jpg
now, everything is in your hands to create as much darker environments as your tastes are and with the Night Vision Fix you can control the fog curtain and make your nights as more realistic as you want ,being in harmony with your environment. plus, you can have a sunchronized crew with your visuals.
Isn't this one of the most evolutionary gameplay features that hardcode fixes provided? gameplay at night is really hard now (in fact ,it is as more harder as you want it to be) .
H.Sie managed way much more things than the ones me and Rubini were aftering. we had some disagreements on what the 'realistic' default reductions would be and suddenly he come in and said : ''calm down guys, i will make it adjustable by a .ini file so everybody will be huppy !''. me and Rubini ,not even to our best dreams, ever imagined that all these will be a reality for sh3.
i hope to enjoy it you too , as much as i do
Lanzfeld
10-21-14, 08:07 AM
I was patrolling around east of England and I can see the graphics of a neutral ship like 20 or more km away through the mist. Is this normal?:shifty:
Also, with Hitmans Optics (fixed) there is a graphics bug when looking through the attack scope on a type II when you look to the bow. It is like a ghost periscope head. I think someone brought this up before.
Stiebler
10-22-14, 06:00 AM
@Makman94:
Thanks for your downloads.
I've been experimenting with two proper patrols in mid-Atlantic in 1941, using the default settings you provided.
Everything seems to work very well, in fact, and I agree that the night vision fix is now a valuable addition.
Pity I have to use H.sie's weather with it too!
In particular, you have also fixed, probably accidently, the old problem where a merchant ship on a calm sunny day (wind 0-5 m/s) could see the U-boat before the U-boat crew saw the merchant ship.
It will be interesting to see what happens when the crew has acquired more experience, that is the reason for running patrols.
At present, I can recommend this night vision fix, as Makman has supplied it (and with his recommended alteration to change hsie.ini to 0.4), to all users of NYGM.
Nice work, Makman94!
Stiebler.
Lanzfeld
10-22-14, 06:29 AM
Hmm. Thanks for pointing this up, Lanzfeld.
I'm not sure of the significance of the change now, it dates back to NYGM 3.6B, which is of the same date as my hard-code fixes, so probably related. As you say, all NYGM updates have all the changes made already.
Whatever, I have updated the Stiebler hard-code patch for this very small change on the NYGM web-site. Click on my logo below, or on this link:
http://www.subsim.com/mods1/nygm/Stiebler4B_V16B1_Revised.7z
Equally I have updated the files for users of GWX3, struggling with the standard update. - It's all pre-patched for such users.
http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z
Stiebler.
Still not fixed.
Also, in the en_menu.txt file this line is missing.
4834=Severe damages! Return to base as directed.
These are no big deal as we can change them ourselves. I just thought you would want to know this if you want to tweak your download files to make them perfect.:up:
BigWalleye
10-22-14, 07:59 AM
hello again Stiebler and Lanzfeld,
here is the Night Vision Fix files for NYGM
-------------------------------------------
A. the adjustments at NYGM's enviro :
http://speedy.sh/JzqkS/NYGM-Enviro-Adjustments-for-NightVisionFix-by-makman94.rar
and
B. the adjustments at NYGM's crew visual settings :
http://www.speedyshare.com/N9RVB/NYGM-Only-Crew-Visual-Sensors-by-makman94.rar
installing the mod :
--------------------
1. firstly , enable the Night Vision Fix at the executables fixes
2. look for the configuration settings file called as ''hsie.ini'' and set there the value 0,4 . look at pic:
then enable the supplements for V16B1 & Stiebler4B_V16B1
3. enable the ''NYGM Enviro Adjustments for NightVisionFix by makman94''
4. enable the ''NYGM Only Crew Visual Sensors by makman94''
here is shown my mod list on the NYGM's setup:
testing the NightVisionFix :
----------------------------
run again the test mission i posted at my previous post and go to the bridge. Nelson is at 17000m far away but absolutely nothing is vissible anymore:
now , start your engine and wait for Nelson to start fading at horizon. this will happen at about 6600m ( i hate to revealing distances but ,in this case, is necessery. the 6600m is the result of the value 0,4 that you puted in the hsie.ini configuration settings file. the ''0,4'' gives a 60% reduction to fog's curtain. in the absolutely clear nights ,like the one in our test mission, a 60% reduction means that the fog curtain will be at about 6600m).
as you can understand , its up to you now how close you want to put the fog curtain during night. a value ,for example, like 0,2 will give you 80% reduction and so on.
here is the Nelson starts fading at about 6600m :
now , its time for the sensors to 'talk' . short after the Nelson's appearing the spot will come. its up to you how fast you want this to come.
becuase of the different monitors -enviros ,here you have to take a little time and synchronize yours and crew visuals.
if your crew is spotting the ship before you then you must raise a little bit the Visual Fog Factor that is located in sensors.cfg (steps of .01 at this sensitive factor are ok for making your experiments).
if you are spotting the ship before your crew then you must start lowering the Visual Fog Factor.
here is the spoting of Nelson a little bit later:
now, everything is in your hands to create as much darker environments as your tastes are and with the Night Vision Fix you can control the fog curtain and make your nights as more realistic as you want ,being in harmony with your environment. plus, you can have a sunchronized crew with your visuals.
Isn't this one of the most evolutionary gameplay features that hardcode fixes provided? gameplay at night is really hard now (in fact ,it is as more harder as you want it to be) .
H.Sie managed way much more things than the ones me and Rubini were aftering. we had some disagreements on what the 'realistic' default reductions would be and suddenly he come in and said : ''calm down guys, i will make it adjustable by a .ini file so everybody will be huppy !''. me and Rubini ,not even to our best dreams, ever imagined that all these will be a reality for sh3.
i hope to enjoy it you too , as much as i do
Thanks for all the effort it took to get h.sie's Night Vision Fix to work properly.
I have a question, though. Implementing your new NYGM Enviro Adjustments for NightVisionFix by makman94 changes the environment colors from your M.E.P. 4.2 and completely replaces the Optional Flat Sun Fix. A quick check showed that important color values are different. So which should I use? Will the new NYGM Enviro Adjustments for NightVisionFix by makman94 negatively affect M.E.P 4.2 (which I really like and don't want to lose)? Are the EnvColor values in the new mod the ones you are currently using, and are they compatible with M.E.P 4.2?
makman94
10-23-14, 07:02 AM
.....
Pity I have to use H.sie's weather with it too!
hello Stiebler,
no , actually you haven't to.if you reread my post you will see that i checked your files ( called as ''Stiebler4B_V16B1_Revised'') and i saw that the Nignt Vision Fix was included. in my tests i used your envsim.act (dated 07/07/2012)
In particular, you have also fixed, probably accidently, the old problem where a merchant ship on a calm sunny day (wind 0-5 m/s) could see the U-boat before the U-boat crew saw the merchant ship.
from the way you are describing this problem, i am thinking that the 'old problem' is not a problem at user's uboat visual sensors.
if the merchant was spotting you,at clear weather, before the u-boat there is a douzine of reasons that must be checked:
1. sensors equipment for this specific ship ,in case that ,by fault, a strong radar is assign to this ship
2. totally wrong placed visual node for this ship.
3. ship is using wrong visuals category from the AI Sensors
4. in case that all the above are correct , your AI Sensors ranges are wrong and need readjustments. i never checked your AI Sensors ranges but if ,indead, there are in there settings for the merchant ships to look at even enviro's limits , then this needs a fixing.
you ,maybe, see this 'old problem' as fixed now becuased ,at the uboat's visuals that i released,i raised your crew visuals to your enviro's limits* so ,maybe, this extra range at your crew visuals is now beyond this merchant's visuals.
*edit: i made a tiny error at the sensors settings. NYGM's enviro limits is 17000m and i had setted it ,by mistake, as 17500m at sensors's settings. i fixed this error and i updated the download link at post 1001 so download this new one.
Nice work, Makman94!
Stiebler.
thank you Stiebler,enjoy the challenging nights !
all the best
makman94
10-23-14, 07:08 AM
Thanks for all the effort it took to get h.sie's Night Vision Fix to work properly.
I have a question, though. Implementing your new NYGM Enviro Adjustments for NightVisionFix by makman94 changes the environment colors from your M.E.P. 4.2 and completely replaces the Optional Flat Sun Fix. A quick check showed that important color values are different. So which should I use? Will the new NYGM Enviro Adjustments for NightVisionFix by makman94 negatively affect M.E.P 4.2 (which I really like and don't want to lose)? Are the EnvColor values in the new mod the ones you are currently using, and are they compatible with M.E.P 4.2?
hello BigWalleye,
that files (both of them) are only for the NYGM settup. you can't use either of them anywhere.
MEP v4.3 (really why are still using v4.2?) is designed to work with Night Vision Fix (in fact,that was the main reason that i created the v4 of the mod) so you don't need to change anything at MEP. it is ready to use
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