View Full Version : NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015)
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BigWalleye
10-23-14, 07:26 AM
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
Thank you for the information. Probably just missed it, but I was unaware that MEP 4 included a fix to the Night Vision Fix. That's great!
I am currently using MEP 4.3. MEP 4.3 does not change the EnvColor files. I mentioned 4.2 because the EnvColor files that were overwritten are from 4.2, rather than the 4.3 update. I was just trying to keep the details accurate.
Again, thanks for the information and thanks for all the great contributions you have made.
makman94
10-23-14, 08:09 AM
Thank you for the information. Probably just missed it, but I was unaware that MEP 4 included a fix to the Night Vision Fix. That's great!
I am currently using MEP 4.3. MEP 4.3 does not change the EnvColor files. I mentioned 4.2 because the EnvColor files that were overwritten are from 4.2, rather than the 4.3 update. I was just trying to keep the details accurate.
Again, thanks for the information and thanks for all the great contributions you have made.
you are wellcome BigWalleye,
please, update the download link for the sensors at the quoted part at your post 1005
the download link for the correct sensors is:
http://speedy.sh/N9RVB/NYGM-Only-Cre...y-makman94.rar (http://speedy.sh/N9RVB/NYGM-Only-Crew-Visual-Sensors-by-makman94.rar)
Stiebler
10-23-14, 09:23 AM
@Makman94:
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 Night Vision Fix was included. in my tests i used your envsim.act (dated 07/07/2012)
In that case, I'd better run some more night-time patrols.
Thanks for the correction.
Stiebler.
Lanzfeld
10-23-14, 02:07 PM
Two quick questions for NYGM.
1. Does setting the water clarity in SH3 Commander have any effect on or in NYGM gameplay AI or is this just pure eye candy?
2. How do I add the flag recognition pullout to the map view?
thanks:up:
Lanzfeld
10-28-14, 07:36 AM
I read all the NYGM manuals but I couldn't find this addition.
Is Rubinis hydrophone workaround mod in NYGM?
http://www.subsim.com/radioroom/showthread.php?t=193199
It looks like a neat mod for our AI (only) hydrophone guys. It requires you to dive deeper to hear a greater distance.
Steibler? What do you think?
BigWalleye
10-28-14, 09:16 AM
I read all the NYGM manuals but I couldn't find this addition.
Is Rubinis hydrophone workaround mod in NYGM?
http://www.subsim.com/radioroom/showthread.php?t=193199
It looks like a neat mod for our AI (only) hydrophone guys. It requires you to dive deeper to hear a greater distance.
Steibler? What do you think?
I think it is not included in NYGM through version 3.6D. Two pieces of evidence: First, the version I use is called New _hidrophone _layers for SH3 v2.0_NYGM. It's one of several versions for various megamods included in the download New_Hydrophones_layersV2.0_reworked1.1.7z. Probably wouldn't have a version for NYGM if it is included. Second, New _hidrophone _layers for SH3 v2.0_NYGM includes a modified version of the file Sensors.cam. Sensors.cam is not modified by NYGM v2.5, NYGM3 New, or NYGM v3.6D. So I believe the separate Rubini mod is needed.
Rubini's mod works great! You can easily see the effect. At periscope depth, you hear nothing that isn't on top of you. Go a little deeper and you hear more ships. Go down to 30 m and suddenly you are picking them up a long way away. As you say, it only works for the sound guy. You can still hear ships if you listen yourself. But I am generally too busy fighting the boat to go and help a rating do his job.:)
Narci75
11-04-14, 05:45 PM
I'm trying to install NYGM 3.6 following every step: Clean installation of SH3, JSGME, download the mod, unzip, etc.
Everything seems to work fine but when I run the game, instead of the NYGM start screen, I see the Living Silent Hunter 3 screen (!). I'm confused, previously I had LSH3 installed but I think all files were correctly deleted. I don't find any LSH3 file on my computer but the issue persists.
What am I doing wrong? Thanks in advance.
*Solved*
Lanzfeld
11-08-14, 07:59 AM
I have all the Makman tweaks and I have adjusted my monitor and the sensors value but I notice that at certain times (dawn and dusk) you can see the merchant smoke wayyyyy before your crew does. The ships themselves in the haze are not visible but the smoke is seen above very easy. If you adjust the sensors so the crew sees the smoke then they see the ships way too soon at all other times of day. Might have something to do with the darker smoke mod aspect of NYGM?:06:
Just my opinion but I think that nights in NYGM are too light.
simanski40
11-17-14, 05:29 AM
Hi,
I want to install NYGM. What is a list of the necessary mods to date ?
Thanks.
Hello simanski40
you can find all the core parts of NYGM and install order here:
http://www.subsim.com/mods1/nygm/
Also, look in the first post of this thread for a link to the latest patch available.
Good hunting :salute:
BigWalleye
11-18-14, 08:16 AM
The NYGM dowload page contains a link to a file called MSM-Interim-Beta_NYGM. The notes on the webpage regarding this file say:
File (8) contains a small patch to improve IABL's large new MSM-interim-beta merchant fleet for use with NYGM. The fleet itself must be downloaded from IABL directly. Then install this mod (8) afterwards.
I am unable to locate MFM-Interim-Beta. I have found MFM-Lite-Beta. I currently am using Merchant_Fleet_Mod_3.2 with NYGM 3.6D and have experienced no problems so far. (Man falls off ten-story building. As he falls past the fifth floor, he calls out: “OK so far!”:D)
Should I be using MSM-Interim-Beta_NYGM with MFM 3.2? Should I be using MFM-Lite-Beta instead? Should MSM-Interim-Beta_NYGM be used with MFM-Lite-Beta? Is MSM-Interim-Beta_NYGM no longer needed?
Stiebler
11-21-14, 04:51 AM
@BigWalleye:
Should I be using MSM-Interim-Beta_NYGM with MFM 3.2? Should I be using MFM-Lite-Beta instead? Should MSM-Interim-Beta_NYGM be used with MFM-Lite-Beta? Is MSM-Interim-Beta_NYGM no longer needed?Good questions.
At the time I produced the NYGM add-on, MSM-Interim-Beta was available widely. However MFM 3.2 seems to have replaced it.
The purpose of the MSM-Interim-Beta_NYGM fix was that it rezoned these ships in order to make them compatible with the slow-sinking model used by NYGM. I've never produced a similar zone patch for IABL's MFM3.2.
However I can provide you with some reassurance:
1. Installing the MSM-Interim-Beta_NYGM patch after installing MFM 3.2 will improve the slow-sinking ability of ships found in both mods (which is a lot of them).
2. Ships 'fixed' in the NYGM patch but not actually present in MFM 3.2 will not be recognised by SH3, so there will be no unwanted side-effect.
3. Ships in MFM 3.2 not found in the NYGM patch will sink unexpectedly easily (a very few may even self-sink in strong winds/storms), but there should not be any other difficulties.
4. When, finally, I recognised the problem that some users of NYGM were installing ships not originally rezoned for the NYGM standard, I changed the zones.cfg file and all NYGM ships so that now the zones of non-NYGM ships will be recognised as the creators of these ships intended. Thus these non-NYGM ships will not sink slowly, but should otherwise be completely stable.
All clear?
Stiebler.
BigWalleye
11-21-14, 07:31 AM
@BigWalleye:
Good questions.
At the time I produced the NYGM add-on, MSM-Interim-Beta was available widely. However MFM 3.2 seems to have replaced it.
The purpose of the MSM-Interim-Beta_NYGM fix was that it rezoned these ships in order to make them compatible with the slow-sinking model used by NYGM. I've never produced a similar zone patch for IABL's MFM3.2.
However I can provide you with some reassurance:
1. Installing the MSM-Interim-Beta_NYGM patch after installing MFM 3.2 will improve the slow-sinking ability of ships found in both mods (which is a lot of them).
2. Ships 'fixed' in the NYGM patch but not actually present in MFM 3.2 will not be recognised by SH3, so there will be no unwanted side-effect.
3. Ships in MFM 3.2 not found in the NYGM patch will sink unexpectedly easily (a very few may even self-sink in strong winds/storms), but there should not be any other difficulties.
4. When, finally, I recognised the problem that some users of NYGM were installing ships not originally rezoned for the NYGM standard, I changed the zones.cfg file and all NYGM ships so that now the zones of non-NYGM ships will be recognised as the creators of these ships intended. Thus these non-NYGM ships will not sink slowly, but should otherwise be completely stable.
All clear?
Stiebler.
Absolutely transparent!
I am installing MSM-Interim-Beta_NYGM over Merchant_Fleet_Mod_3.2.
Thanks for all the information. And for NYGM, which IMO is the supermod!
hauangua
11-25-14, 09:36 AM
Hi everyone.
After using this great mod (super) with F magui want to try using hitman3.6 fix .... and here begins my problems:
-weapon officer does not identify the target? there is a way to get him to do?
-as we calculate the distance to the target?
-e angle AOB? ...
Can you explain how you doing?
Having until now used maguiF I am seriously in trouble but many of you commanders used hit3.6 and you are excited so I wanted to try it even I
Thanks for NYGM and congratulations for the forum you are always a big help
:salute:
P.S. My Recognition Manual is locked ... I open it and the pages do not change ... is this normal? or is it a problem in my installation?
Stiebler
11-25-14, 11:29 AM
@hauangua:
Pressing CTRL-T in Hitman's Optics 3.6 Mod toggles the ability to use the watch officer. When the UZO or periscope is locked to the target with CTRL-T, click on the watch officer for data in the usual way.
The method of working out course and speed of an enemy ship is stated in many places on this forum. In any case, one learns very quickly the ranges of ships from their size through a periscope or UZO, and the speed of ships from their bow-wash or the angle of their smoke.
Stiebler.
hauangua
11-25-14, 12:13 PM
Thanks Stiebler in practice then do everything from navigation map! ... Distance AOB and speed while there is also the stopwatch. that's right?
So vertical ticks optics are useless ... or almost
1270
hauangua
12-02-14, 01:56 PM
hi kaleuns :salute: I'm back any of you have the patience (thanks) to explain how to calculate the distance from optical periscope and the speed with hitman 3.6? ..... I try but I go into confusion :/\\!!
P.S: y mod list
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6D
IABLShipsforNYGM_New
3rd Flotilla Mod
NYGM HiRes Submarines
Restore Gods Eye View
Stiebler4B_Addon_for_V16B1
hunt the rodney-mission
Hitman Optics NYGM 3.6 (Fixed)
it's ok ?
I make one last try .... I promise to bore you more .... can someone help? Even in PM ... step by step .....and the intercept? used four bearing mode? (kuekuigs) or other?
thank you very much...and sorry again
Lanzfeld
12-02-14, 02:01 PM
Stiebler,
Are you considering an updated release of NYGM with Makman94's fixes?
Might be nice to consolidate all the downloads into one nice big download.:salute:
hauangua
12-03-14, 12:21 PM
[QUOTE=hauangua;2265754]hi kaleuns :salute: I'm back any of you have the patience (thanks) to explain how to calculate the distance from optical periscope and the speed with hitman 3.6? ..... I try but I go into confusion :/\\!!
P.S: y mod list
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6D
IABLShipsforNYGM_New
3rd Flotilla Mod
NYGM HiRes Submarines
Restore Gods Eye View
Stiebler4B_Addon_for_V16B1
hunt the rodney-mission
Hitman Optics NYGM 3.6 (Fixed)
it's ok ?
anyone can help me? thanks
hauangua
12-06-14, 03:08 PM
hi kaleuns I'm back any of you have the patience (thanks) to explain how to calculate the distance from optical periscope and the speed with hitman 3.6? ..... I try but I go into confusion
P.S: y mod list
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6D
IABLShipsforNYGM_New
3rd Flotilla Mod
NYGM HiRes Submarines
Restore Gods Eye View
Stiebler4B_Addon_for_V16B1
hunt the rodney-mission
Hitman Optics NYGM 3.6 (Fixed)
it's ok ?
I make one last try .... I promise to bore you more .... can someone help? Even in PM ... step by step .....and the intercept? used four bearing mode? (kuekuigs) or other?
thank you very much...and sorry again
makman94
12-07-14, 01:03 PM
hello guys,
all the posts that concern the Radar Rotation Problem are moved here (http://www.subsim.com/radioroom/showthread.php?t=217157)
Hey, My initial post does not belong to this category... bring back. :haha:
... otherwise I will have to delete my posts.
hauangua
12-08-14, 11:13 AM
ok realized that I have to fend alone .... nygm is a wonderful mod .... the problems are many ..... I understand you do everything possible to solve the most complicated ...excuse my ignorance....:oops:
Stiebler
12-08-14, 11:53 AM
@hauangua:
Try this old SubSim explanation:
http://www.subsim.com/radioroom/showthread.php?t=88961
Stiebler.
Lanzfeld
12-08-14, 10:28 PM
Stiebler,
Are you considering an updated release of NYGM with Makman94's fixes?
Might be nice to consolidate all the downloads into one nice big download.:salute:
Stiebler?
Any comment?
Stiebler
12-09-14, 03:00 AM
@Lanzfeld:
Are you considering an updated release of NYGM with Makman94's fixes?
Might be nice to consolidate all the downloads into one nice big download.Yes, I have a number of small items that I could release for an updated NYGM. Only small fixes, nothing very exciting, but Makman's addition is important.
I think it is better to keep the main NYGM in three parts (NYGM2.5 Standalone, NYGM3_New, NYGM3.6D -> 3.6E).
The reason is ease of updating for me, and ease of downloading for others. Only the smallest part (currently NYGM3.6D) needs to be updated and downloaded.
Stiebler.
Lanzfeld
12-09-14, 09:05 AM
Just a little helpful feedback (if you are still interested) on the damage model for our sub in NYGM. :hmm2:
Two points really.
1. Much of the lighter damage is still being fixed almost instantly. This might be that I use the "no fatigue" option in SHC. I just don't want to rotate the crew all the time so maybe I am causing the instant fixes on the boat. Do we HAVE to use fatigue in order to make NYGM repair model work?
2. I got brave in a convoy attack and stayed on the surface at night in a field of armed merchants. I took 4 or 5 deck gun hits (4 inch?) and had holes in my boat. This should really make the boat unable to dive but I am sensing that this might be out of the modders hands.
I really want to give the patch "realistic repair times" a shot in NYGM but I have read it is not compatible. Is there a certain area that is not compatible?
hauangua
12-09-14, 09:30 AM
@hauangua:
Try this old SubSim explanation:
http://www.subsim.com/radioroom/showthread.php?t=88961
Stiebler.
Thanks Stiebler is just what I was looking for ....
I apologize to the forum but I played in easy mode so far and thank you again for the patience that you're the best .... THANKS :salute:
Obltn Strand
12-11-14, 06:38 AM
I really want to give the patch "realistic repair times" a shot in NYGM but I have read it is not compatible. Is there a certain area that is not compatible?
I have used it for years now with NYGM. Haven't had any problems with it that I know of. Though it changes the NYGM idea that some equipment/systems can be repaired only from outside of the boat.
Stiebler
12-11-14, 08:09 AM
@Lanzfeld,
1. . . Do we HAVE to use fatigue in order to make NYGM repair model work?
I regret that I do not know. Observer did all this work for NYGM, and he departed a long time ago.
2. [Holes in the U-boat. . .] This should really make the boat unable to dive but I am sensing that this might be out of the modders hands.The seriousness of holes in the U-boat depends entirely on whether the pressure hull has been breached. Assume not.
I really want to give the patch "realistic repair times" a shot in NYGM but I have read it is not compatible. Is there a certain area that is not compatible?It was H.sie who made a new damage model in hard-code, but I was always happy with that of NYGM. However, I did a lot of testing with H.sie's model, mostly by ramming the U-boat aground near Bergen - lots of rammings, time after time. Sometimes CTDs occurred. That is the reason I do not recommend the H.sie hard-code damage model for NYGM, although I have seen several users (including Oblt Strand, above) write that they have had no difficulties.
However, H.sie adapted his hard-code damage for GWX, which has a damage model different from NYGM, so there is no reason to believe that the settings for H.sie's code are correct anyway (for NYGM).
Stiebler.
Stiebler
12-20-14, 07:13 AM
This 3.6E version form NYGM replaces the older 3.6D.
The main NYGM series for a long time has comprised NYGM_2.5_StandAlone and NYGM 3_new. The 3.6 series has provided predominantly a third component that contains compatibility with the H.sie and Stiebler hard-code patches, minor fixes to existing bugs, and any exciting new additions by other modders.
NYGM 3.6E continues this tradition: compatibility with the new Stiebler4C_V16B1 hard-code fix, some fixes to defects that still existed in 3.6D, and two new additions:
1. Anvart's old NYGM_DFa_UpdownRot mod now appears in NYGM as he intended. Somehow, I overlooked the mod in past additions. Apologies to Anvart for that. This same mod also is used in the Stiebler4C_V16B1 hard-code fix, with a large number of Anvart-generated turms.
2. Fsaconi's XB U-minelayer, with its excellent attention to detail, is now incorporated, and provides a U-tanker (a 'milk-cow') in the North Atlantic after mid 1943. It is well worth a visit if you are at sea in late 1943.
A new manual for the NYGM 3.6 series provides a complete list of all updates since the first release of the original 'NYGM3.6' in 2012.
If you have already NYGM 3.6D (or earlier 3.6 version) installed:
Use JSGME to uninstall 3.6D, then to install NYGM 3.6E.
Alternatively, you can safely copy NYGM 3.6E directly over 3.6D (or earlier version).
Use of JSGME is much preferred, since then you can install and un-install mods easily.
These, and other NYGM mods, and the updated hard-code fix, can be obtained from SubSim by clicking on my logo below.
Stiebler.
hauangua
12-21-14, 07:03 AM
thank Stiebler nygm is the best experience :) great work!
makman94
12-21-14, 10:55 AM
This 3.6E version form NYGM replaces the older 3.6D.
The main NYGM series for a long time has comprised NYGM_2.5_StandAlone and NYGM 3_new. The 3.6 series has provided predominantly a third component that contains compatibility with the H.sie and Stiebler hard-code patches, minor fixes to existing bugs, and any exciting new additions by other modders.
NYGM 3.6E continues this tradition: compatibility with the new Stiebler4C_V16B1 hard-code fix, some fixes to defects that still existed in 3.6D, and two new additions:
1. Anvart's old NYGM_DFa_UpdownRot mod now appears in NYGM as he intended. Somehow, I overlooked the mod in past additions. Apologies to Anvart for that. This same mod also is used in the Stiebler4C_V16B1 hard-code fix, with a large number of Anvart-generated turms.
2. Fsaconi's XB U-minelayer, with its excellent attention to detail, is now incorporated, and provides a U-tanker (a 'milk-cow') in the North Atlantic after mid 1943. It is well worth a visit if you are at sea in late 1943.
A new manual for the NYGM 3.6 series provides a complete list of all updates since the first release of the original 'NYGM3.6' in 2012.
If you have already NYGM 3.6D (or earlier 3.6 version) installed:
Use JSGME to uninstall 3.6D, then to install NYGM 3.6E.
Alternatively, you can safely copy NYGM 3.6E directly over 3.6D (or earlier version).
Use of JSGME is much preferred, since then you can install and un-install mods easily.
These, and other NYGM mods, and the updated hard-code fix, can be obtained from SubSim by clicking on my logo below.
Stiebler.
many thanks Stiebler :yeah:
hauangua
12-26-14, 02:59 AM
merry christmas :)
i want install sound mod thomsen's my answer is in mod list must be placed befor or after nygm mod?
thank u
Obltn Strand
12-29-14, 10:29 AM
Cool, a christmas present:)
Thanks Stiebler...
Son of 79
01-05-15, 07:14 PM
These destroyers are quite the dandy in making life hard for me - I never know if I will make it back to port or not and the uncertainty is priceless! Thanks for the NYGM mod. I enjoy every minute of it....even when I have to start over 5 times in a row lol. Don't take risks when you attack convoy formations with this mod!
Aktungbby
01-05-15, 07:22 PM
Son of 79!:salute:
hauangua
01-07-15, 10:05 AM
Hi guys
This is my mod list:
NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6E
NYGM HiRes Submarines
Harbor Traffic Add-In
NYGM Tonnage War Mod Minefield
CaptainAmericaOfficerIcons
1500 meter bearing overlay
Restore Gods Eye View
Single Merchant Contact Mod
MFM-Lite-Beta v4.1
MFM-Interim-Beta_NYGM
FM_NewInterior v2.1D
Magui F
Magui F FIX for NYGM3.4
TorpedoSolutionButton for Magui F (NYGM)
M.E.P v5
M.E.P v5 - VisualSensors for NYGM 3.6D
Torpedo_HAHD_1024_GWX
The Elite U-Boat Crew Uniform II
The Captain Uniform II
Thomsen's Sound Pack V3.2cg
Supplement V16B1
Stiebler4B Addon V16B1
What do you think? ....
Magui F in my list does not fine work well with Stiebler patch (problem with Weather Meter; and with Abandon Option)
You use these together Mod? (NYGM MAGUI F + NEW_INTERIOR 2.1D + Stiebler PATCH) you were able to solve these problems?
Alternatively that mod list advise me with NYGM + Magui F?
Thanks for your patience
Hello everybody in subsim forum....can somebody help about this mod :"harbour traffic add in" ?? I can´t find it. Thanks a lot
BigWalleye
01-07-15, 05:09 PM
Hello everybody in subsim forum....can somebody help about this mod :"harbour traffic add in" ?? I can´t find it. Thanks a lot
It is included in the Documentation folder of NYGM v2.5 and every update to NYGM 2.5. The latest version is in the Documentation folder of NYGM3.6E. AFAIK, it is compatible with NYGM only.
It is included in the Documentation folder of NYGM v2.5 and every update to NYGM 2.5. The latest version is in the Documentation folder of NYGM3.6E. AFAIK, it is compatible with NYGM only.
thank you for your quick help. :up:
great great work with your
NYGM3_6F and
Stiebler4C_SubsFlag, thanks a lots for everything you make for our SH3.
Congratulations for your updates in NYGM, Stiebler!!!!
Stiebler and BigWalleye, I need your opinions about a question:
Could you tell me the best list of mods to use in NYGM ??
Very important is the following:
That list would have the best compatible GWX and LSH3 mods to use them in NYGM.
Thanks.
Sittingwolf
01-12-15, 01:35 AM
Hey, can someone tell me where I can find this now? 'MSM-interim-beta merchant fleet'. Cheers.:salute:
Plissken_04
01-12-15, 02:13 AM
Hey, can someone tell me where I can find this now? 'MSM-interim-beta merchant fleet'. Cheers.:salute:
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/MFM-Lite-Beta-v4.zip
Username & Password in my Signature!!!
So Long
Maik
Can someone tell me the best list of mods to use in NYGM ??
Very important is the following:
That list would have the best compatible GWX and LSH3 mods to use them in NYGM.
Thanks.
__________________
Hi Aces
Could you put your mod list with the order of the mods like Magui F, youraces turm 7, Sh5 water to sh3 v84 16-20 km...and so on, all the news mods...
Thanks
BigWalleye
01-12-15, 07:54 AM
Hey, can someone tell me where I can find this now? 'MSM-interim-beta merchant fleet'. Cheers.:salute:
The NYGM dowload page contains a link to a file called MSM-Interim-Beta_NYGM. The notes on the webpage regarding this file say:
File (8) contains a small patch to improve IABL's large new MSM-interim-beta merchant fleet for use with NYGM. The fleet itself must be downloaded from IABL directly. Then install this mod (8) afterwards.
I am unable to locate MFM-Interim-Beta. I have found MFM-Lite-Beta. I currently am using Merchant_Fleet_Mod_3.2 with NYGM 3.6D and have experienced no problems so far. (Man falls off ten-story building. As he falls past the fifth floor, he calls out: “OK so far!”:D)
Should I be using MSM-Interim-Beta_NYGM with MFM 3.2? Should I be using MFM-Lite-Beta instead? Should MSM-Interim-Beta_NYGM be used with MFM-Lite-Beta? Is MSM-Interim-Beta_NYGM no longer needed?
@BigWalleye:
Good questions.
At the time I produced the NYGM add-on, MSM-Interim-Beta was available widely. However MFM 3.2 seems to have replaced it.
The purpose of the MSM-Interim-Beta_NYGM fix was that it rezoned these ships in order to make them compatible with the slow-sinking model used by NYGM. I've never produced a similar zone patch for IABL's MFM3.2.
However I can provide you with some reassurance:
1. Installing the MSM-Interim-Beta_NYGM patch after installing MFM 3.2 will improve the slow-sinking ability of ships found in both mods (which is a lot of them).
2. Ships 'fixed' in the NYGM patch but not actually present in MFM 3.2 will not be recognised by SH3, so there will be no unwanted side-effect.
3. Ships in MFM 3.2 not found in the NYGM patch will sink unexpectedly easily (a very few may even self-sink in strong winds/storms), but there should not be any other difficulties.
4. When, finally, I recognised the problem that some users of NYGM were installing ships not originally rezoned for the NYGM standard, I changed the zones.cfg file and all NYGM ships so that now the zones of non-NYGM ships will be recognised as the creators of these ships intended. Thus these non-NYGM ships will not sink slowly, but should otherwise be completely stable.
All clear?
Stiebler.
- Plissken04, regret contradicting you, but poster is looking for MFM_Interim_Beta, which, judging by Stiebler's post, is not the same as MFM_Lite_Beta. MFM_Lite_Beta is available on your wonderful FTP site (and thank you for the great resource that site provides!) But MFM_Interim_Beta does not appear to be available anywhere at this time. It appears to have been superseded by MFM v3.2. Based on Stiebler's recommendation, I use the full MFM v3.2, followed by MFM_Interim_Beta_NYGM and that combination works for me.
BigWalleye
01-12-15, 08:31 AM
Stiebler and BigWalleye, I need your opinions about a question:
Could you tell me the best list of mods to use in NYGM ??
No, I can't. That's too personal a choice. Do you like briefs or boxers?:D
I will happily post the mod list I use, though - which IMO, is the best for me. But I have very strange, indiosyncratic tastes which you might not share. Do you like kimchi? Or grappa?:D
That list would have the best compatible GWX and LSH3 mods to use them in NYGM. I don't play GWX any more and I've never played LSH, so I can't say which mods would be compatible. I do know that most mods come in several flavors, one compatible with each megamod. Any of those are not likely to be cross-compatible. Generally any mod named "MyMod-GWX3" is probably not compatible with anything but GWX3, and so on. (There are exceptions to that rule of thumb also!)
This is my most current mod list:
Generic Mod Enabler - v2.6.0.157
[C:\SH3-WYGM\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6E
NYGM Tonnage War Minefield Mod
NYGM HiRes Submarines
NYGM 3.6D zigzag campaign layer
Merchant_Fleet_Mod_3.2
MFM-Interim-Beta_NYGM
MFM mass correction - BW
Harbor Traffic Add-In
Scirè-Tikigod- repeated order
BritishAsdicMkIFinal
EAX_Sound_Sim_SH3
DD_OH_V3.09_20091209162038
FM_NewInterior v2.1D
Carotio_SH3_ClothesHatsFacesSkilledCrew
NeuUZO&PeriV.2
Capt. Teach's SH3 Color Icons for GWX 3.0 (Standard)
TorpedoTubesFfireFinal vStock
Spirit of machines
M.E.P v5
Optional - FSF for MEP v5
Optional - ShipVanishingHull for MEP v5
M.E.P v5 - VisualSensors for NYGM 3.6D
New _hydrophone _layers for SH3 v2.0_NYGM
Rbs1_SH4_Effects_GWX_21_204f
Thomsen Param Mod (MFM+Beta+Mass corr+RBs)
Sh3_volumetric_clouds&fog_V2.2
DeckKannon
Red Night Map
Seenot-Leuchtrakete - Do it yourself
Dertien No Rank On Crew
Pascal_Port_People
Hitman_GUI_NYGM3_1.1
Van1920x1080 v1.1
Anvart_Stiebler_TurmsR01R02
Supplement to V16B1 - NYGM
Stiebler4C_Addon_for_V16B1 - NYGM - AnvDF
O2-Gauges v2
BW On-Top Mod WYGM v1.0.8a
In addition, I use the following stand-alone programs: SH3 Commander, SH3 Log, SH3 Gen and, occassionally, SH3 Patrol.
WARNING!: The last mod on my list is a "magic box." In that mod,I include files, modified by me, which allow otherwise incompatible mods to work together. Without it, you will get incompatibilities. And that mod also does a bunch of other quirky stuff that probably no one but me would like, so I don't want to distribute it, even privately. (Would you like a sub with NO digital readouts for the dials?) If you want to use parts of this list, please add mods one at a time and test them for compatibility. This is very important. I don't want to be responsible for breaking someone's game and causing them to have to do a complete reinstallation. Anyone who doesn't feel comfortable experimenting with mods, please don't try to use this list. "Kids, don't try this at home!"
Excuse me BigWalleye, I don´t see your post in this thread. Thanks for your help. I know that I always can with help here, in this forum. there are a good people here. What do you prefer about these two mods? Which is the best to NYGM? and...more easy to learn??
MaGui F or Hitman_GUI_NYGM3_1.1 ??
Sittingwolf
01-12-15, 01:32 PM
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/MFM-Lite-Beta-v4.zip
Username & Password in my Signature!!!
So Long
Maik
@ Plissken_04 and BigWalleye,
Hey, thanks guys! I am indeed looking for this particular one. But since its not available I would go with MFM 3.2 for my NYGM installation. I remember like I never could get normal version to work so I guess I would need light one to avoid CTD's and stuff. Dont know where links are though.
Good hunting
Sittingwolf
Sittingwolf
01-12-15, 01:45 PM
@ Plissken_04,
Your link doesnt work!
Sittingwolf
ReallyDedPoet
01-12-15, 02:50 PM
What about this one? Just worked for me.
Here (ftp://Maik:Woelfe@hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/MFM-Lite-Beta-v4.zip)
Sittingwolf
01-12-15, 05:31 PM
What about this one? Just worked for me.
Here (ftp://Maik:Woelfe@hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/MFM-Lite-Beta-v4.zip)
@ReallyDedPoet,
Perfect!
Many thanks mate. :salute:
Sittingwolf.
BigWalleye
01-12-15, 09:47 PM
Excuse me BigWalleye, I don´t see your post in this thread. Thanks for your help. I know that I always can with help here, in this forum. there are a good people here. What do you prefer about these two mods? Which is the best to NYGM? and...more easy to learn??
MaGui F or Hitman_GUI_NYGM3_1.1 ??
Coke or Pepsi?
Both are well-executed mods. Both accurately model the U-boat scope optics. MaGUI provides useful tools to assist the player in setting up a firing solution. Hitman based his GUI on his examination of surviving U-boat scopes in several European museums. Hitman's GUI provides only the scope graticles. The player must make his measurements by eye, the way the historical U-boat skippers did it.
I use Hitman's GUI. To me, it seems to have the same geist as NYGM. But it does take some training. I'd suggest you try them both and see which one you like best.
Stiebler
01-13-15, 03:08 AM
Since the release of NYGM 3.6E, Tycho has adapted Anvart’s latest up/down code for raising and rotating the radars and DF aerial, and also for raising and lowering the Kriegsmarine flag on the back of the conning tower.
Therefore it seems appropriate to release NYGM 3.6F as a *replacement* (not an overlay) for NYGM 3.6E. For the avoidance of doubt, the animation code and the original turms supplied were all created by Anvart in a series of mods. Tycho consolidated these mods and adapted them for use with NYGM. I wish to thank both Anvart and Tycho for these improvements.
In other respects, NYGM 3.6F remains the same as NYGM 3.6E, of which the most important additions were:
- Fsaconi’s XB U-boat (NYGM 3.6E). This wonderfully modelled U-minelayer is adapted in NYGM for use as a north-Atlantic tanker, as in real life.
- Makman’s night vision files (NYGM 3.6E). Primarily for use with H.sie’s ‘Night vision’ code fix, views at night are now much more realistic. A mod by one of SubSim’s most talented specialists in the SH3 environment files.
Players of NYGM who have installed the NYGM 3.6E should un-install it, before adding NYGM 3.6F. These players should also check manually, with Windows Explorer, that the animation files found as silenthunteriii\data\animations\anva_anim.anm and silenthunteriii\data\library\anva_smc.dat are not present. If they remain in place, remove these files manually, in order to avoid confusion with the new Anvart files in NYGM 3.6F that replace them.
IMPORTANT NOTE FOR NYGM USERS: the latest Stiebler hard-code fix, version 4C, provides special Anvart-made turms that mount also both fixed and rotatable radars correctly. Owing to the impossibility of maintaining mod compatibility across NYGM and other super-mods, players of NYGM SHOULD NOT NOW USE the Anvart-Stiebler patch provided with the Stiebler hard-code fix 4C. Instead, download and install from the NYGM website at SubSim this patch: Stiebler4C_SubsFlag (put together by Tycho).
@álvaro (#1053 above):
Hmmm, you seem to be updating NYGM faster than I can report the updates!
Stiebler.
BigWalleye, thanks for everything you explain to me. :up:
sublynx
01-13-15, 07:49 AM
Thanks a lot! I really appreciate all the hard work here!
It's back to the drawing board for me now as I'm currently using NYGM 3.6D and have modified some things to suit my taste. I'm going have to drop the modifications, install 3.6F and then see if my modifications on top of 3.6D still work or if I need to do some editing again.
Or... I could leave it as it is and enjoy playing instead of trying to tweak this and tweak that...
My method is to compare the files from 3.6D/F, and install only the updated files, and completely new of course.
But before that, compare those files, if there have some that repeat the files, that I was edited in my installation.
For such files, search what is changed in the file. Then edit my files in proper way.
Lanzfeld
01-13-15, 12:35 PM
My vote for one big download!
Please, someone can help me to find the following mod ??
"Dertien No Rank On Crew"
Thanks
BigWalleye
01-13-15, 05:02 PM
Please, someone can help me to find the following mod ??
"Dertien No Rank On Crew"
Thanks
This one is NOT on Plissken's site!:D (One of the few useful mods that aren't.)
But it IS in the SubSim downloads section: http://www.subsim.com/radioroom/downloads.php?do=file&id=1286
Nice to have.
BigWalleye, as always, come to the aid of those who started in this world that is Silent Hunter III. Thank you again. Soon I'll start testing NYGM on my old machine ... we will see what he can ... do ...:D :up::salute:
Stiebler
01-14-15, 05:12 AM
Makman94 has drawn to my attention that the earlier release of NYGM3.6F lacks the visual settings in sensors.dat that he recommended, and the file command_en.cfg lacks some of the updates in commands_de.cfg.
Therefore, I have uploaded a revised (and briefly tested) version of NYGM 3.6F.
Those who have got the early version should remove it, and use the new version (NYGM3_6F.7z, dated 14 January 2015).
Sorry about that.
Stiebler.
Stiebler, I'm willing to try NYGM with these new updates. Thanks for a job and effort once more. Thanks also for the warning about the last update.
NYGM Tonnage War Mod - More than a mod: it's an experience!.....I totally agree with that !!!
Can anyone help me with this question that I have?
What is the meaning of the acronym NYGM?
thanks
What is the meaning of the acronym NYGM?
Not Your Grandmother
Jimbuna
01-14-15, 09:00 AM
Alternatively 'Now Your Getting Murdered' :03:
Not Your Grandmother
Thanks a lot Tycho. :up:
sublynx
01-14-15, 02:52 PM
LOL now your getting murdered. It certainly is not too easy to try keeping the boat intact!
Hello everyone. I'm about to make my list of mods to start my first patrol with NYGM after doing some tests. I have a few questions before I solve. ¿can I use the U-boats that appear in the compilation of Ahnenerbe (TKSS18) (waiting for Wise maravaillosos we present their new models ready to run) in NYGM ?? I know NYGM wears a mod for graphically improved models of submarines called "NYGM HiRes Submarines" ... this compilation will create a conflict? How I can do to add them in my list of mods?
By the way, I call attention to Stiebler and BigWalleye on the fact that the file (HiRes NYGM Submarines), is no longer in the download list that is in http://www.subsim.com/mods1/nygm/ where we observe is the new update of this marvelous "Big Mod" to v3.6F. ? What is the reason for that is not already?
Greetings to all
Stiebler
01-17-15, 07:28 AM
By the way, I call attention to Stiebler and BigWalleye on the fact that the file (HiRes NYGM Submarines), is no longer in the download list that is in http://www.subsim.com/mods1/nygm/ where we observe is the new update of this marvelous "Big Mod" to v3.6F. ? What is the reason for that is not already?I've withdrawn this mod (HiRes NYGM Submarines), since it is no longer compatible with NYGM 3.6F, nor with the Stiebler 4C hard-code addition.
Stiebler.
I've withdrawn this mod (HiRes NYGM Submarines), since it is no longer compatible with NYGM 3.6F, nor with the Stiebler 4C hard-code addition.
Stiebler.
If HiRes NYGM Submarines does not support V3.6F ... Can I use "The German U-boats Recopilation of Ahnenerbe in our NYGM? ... And if so, how do I do it?
Thanks for responding so quickly Stiebler. a greeting:up::salute:
Maybe I didn't install correctly or there's a real problem.
When I try to request " New Orders", it's not working correctly.
Maybe the "Depth Charges in the Water" message is affected too, or it's the Time Compression?
Anyway, I wait for the next release for now.
By the way, great Mod. Very tough (planes and destroyers... :/\\!!)
Thank you for you hard work... really appreciated.
Thanks for a great mod, Stiebler.
I've just come back to SH3 after a few years and I must admit that it's still a great game.
I have a couple of questions and excuse me if they've been asked before.
My recognition manual doesn't contain merchants. The 2 flags, navy and merchant are there on the cover, but whatever one I click there's only naval ships. Is it me or is that the way it is?
Also the Radio Direction Finder revolves but stays in its casing (not raised) revolving through the inside wall of the tower. I've not installed your
Stiebler_Addon_for_V16A3 patch or Anvart_Stiebler Turms yet. I'm not using any other mods except for NYGM.
Hope you can help. Thanks again:salute:
BigWalleye
01-17-15, 11:06 PM
Stiebler, I have noticed a peculiarity with the new 3.6F/Stiebler4C combination. When I start a mission with NYGM3.6F activated (or with NYGM 3.6F and Stiebler4C_SubsFlag both activated) the mission begins with the radar antenna up and rotating. But when I also activate Supplement to V16B1 and Stiebler4C_Addon_for_V16B1, the mission starts with the radar antenna up, but not rotating. The antenna must first be lowered, then raised, before it begins to rotate. Is this a feature? Am I doing something wrong?
Also, when I try to set the radar (FMO_30.dat) to start in the down position (and off!), I get the old "sticking out of the wall" problem. Have I botched the setup somehow?
Stiebler
01-18-15, 06:22 AM
@alvaro:
Can I use "The German U-boats Recopilation of Ahnenerbe in our NYGM?I have no idea. There are a very large number of mods out there. I cannot be expected to know any of them, unless they were designed for use with NYGM. Please ask the mod's creator.
@infini:
When I try to request " New Orders", it's not working correctly.
Maybe the "Depth Charges in the Water" message is affected too, or it's the Time Compression?I presume that you refer to the Stiebler 4C (or 4B) hard-code fix, not to NYGM.
It seems as though you have a problem with en_menu.txt. Either you have not made the changes to it required (although, if you are using NYGM as your program base, then the changes have already been made for you.) Alternatively, you have installed a new mod containing en_menu.txt over the NYGM mods, and this has overwritten the correct en_menu.txt file.
Very tough (mod)NYGM is neither tough nor easy. It is accurate.
@limkol:
My recognition manual doesn't contain merchants. The 2 flags, navy and merchant are there on the cover, but whatever one I click there's only naval ships. Is it me or is that the way it is?
The merchant ships are listed in the same block as the warships. NYGM has been like that for ages. This is probably a bug, but I don't know how to fix it.
Also the Radio Direction Finder revolves but stays in its casing (not raised) revolving through the inside wall of the tower.
That is a bug in the original stock SH3.exe, still present in NYGM 3.6F (and all preceding issues). You are sailing, I presume, a U-boat with a type /1 conning tower with FuMO30?
The bug is fixed in the Stiebler 4C hard-code fix (not the earlier A3 fix that you mentioned.)
@Walleye:
But when I also activate Supplement to V16B1 and Stiebler4C_Addon_for_V16B1, the mission starts with the radar antenna up, but not rotating. The antenna must first be lowered, then raised, before it begins to rotate. Is this a feature? Am I doing something wrong?This is a featue of H.sie's hard-code fix to stop the radar rotating as soon as you start a patrol at base. The radar is stopped, but in the up position.
Also, when I try to set the radar (FMO_30.dat) to start in the down position (and off!), I get the old "sticking out of the wall" problem. Have I botched the setup somehow? No botch, this is also an unintended feature. There is a limit to how much time should be spent on improving visual features for a supermod that is intended to be played for its game-realism (not its optical-realism).
Stiebler.
Thanks for the quick reply:salute:
BigWalleye
01-18-15, 11:24 AM
Stiebler, many thanks for the quick and clear response. Answers my questions completely.
There is a limit to how much time should be spent on improving visual features for a supermod that is intended to be played for its game-realism (not its optical-realism).
I quite agree. At the moment, I am in a quandary. 3.6F has pushed out HiRes Subs, losing a considerable visual enhancement to gain another. But it also conflicts with MEP5 Visual Sensors and Rubini's New Hydrophone Layers. Both of these mods affect gameplay. I am in the process of bootlegging around the incompatibilities of all three and expect success.
Still, I am also considering just extracting Fsaconi's TypXb and reverting to 3.6D. The biggest drawback to doing so is that my setup would be out of sync with the current version, and upgrading to future versions could become problematical. I shun radar - emitters on stealth platforms are at best an adjunct and tend to be detrimental to the primary mission - so the animations, while very cool, don't add that much to the way I play.
For now, I am going to finish compatiblizing 3.6F with HiRes Subs, MEP5 Visual Sensors, and Rubini's Hydrophone Layers. I'll get that working, and then make a decision to stay with 3.6F or go back to 3.6D.
Again, many thanks for all your fine modding work and for keeping NYGM an evolving game system. Work like yours is what keeps SH3 a vital game after 10 years.
[QUOTE=Stiebler;2279435]@alvaro:
I have no idea. There are a very large number of mods out there. I cannot be expected to know any of them, unless they were designed for use with NYGM. Please ask the mod's creator.
-------------------------------------------
Thank you for your quick response, Stiebler. I'll ask the creator to see what his opinion on the subject.
I want to associate myself with the thanks to you for Bigwalleye. You have done many good things for a long time in SH3 with your mods. Please, while those little inconveniences of 3.6F version are resolved, could you please upload again V3.6D? I removed it when he appeared 3.6E and 3.6F later. thank you very much
ReallyDedPoet
01-18-15, 11:40 AM
NYGM is neither tough nor easy. It is accurate.
That sums up everything that I understand this mod to be :yep::up:
BigWalleye
01-18-15, 08:37 PM
Stiebler, I believe I have ironed out the compatibility issues. All features of NYGM3.F/Stiebler4C_SubFlags/Stiebler4C are working properly. MEP5 Visual Sensors and Rubini's Hydrophone Layers integrate into the sensors.dat from 3.6F without causing any interference. NYGM HiRes Subs integrates by merging the NSS_Uboatxx.eqp files. I let SubFlags overwrite the Turmxx_x_hd.dat files, so I may be losing functionality from HiRes Subs, although I did not observe any effect. At the very least, the graphics of HiRes Subs are still accessible. (Won't have to begin patrols in a rust bucket!) It will be nice to leave/enter port with antennas stowed and the ensign flying!
BTW, I cleaned up some schmutz from NSS_Uboat7c_hull.tga and fixed the Turm7b_x_hd.dat. I'd be happy to send them and the merged files, if you want them.
Stiebler
01-19-15, 04:33 AM
For those who asked, NYGM 3.6D is still available on the NYGM site:
http://www.subsim.com/mods1/nygm/NYGM3_6D.7z
It is no longer listed in the available list of mods on the SubSim-NYGM page.
@Walleye:
Nice work, and I'd be very glad to receive your amended files if you can post them somewhere.
Can you just clarify, please, what you mean when you say:
"NYGM HiRes Subs integrates by merging the NSS_Uboatxx.eqp files."
Are you overlaying the eqp files from HiRes subs onto the NYGM3.6F eqp files, or vice-versa?
Stiebler.
BigWalleye
01-19-15, 08:00 AM
Can you just clarify, please, what you mean when you say:
"NYGM HiRes Subs integrates by merging the NSS_Uboatxx.eqp files."
Are you overlaying the eqp files from HiRes subs onto the NYGM3.6F eqp files, or vice-versa?
Stiebler.
Neither. I merged the contents of the .eqp files from 3.6F with the contents of the files from HiREs Subs. (There was only one additional entry needed in each file.) I put the merged file in with JSGME after both 3.6F and HiRes Subs were activated, so it overwrites them both. I think you could include the merged files in HiRes Subs, and the additional entry wouldn't cause harm for someone using an older version of NYGM. Needs to be checked. Also, someone who uses external cams should check and see if all the animations from HiRes Subs are still functioning.
I'll package up everything and PM you with a drop location - later. Right now, I'm taking my morning drugs. In the morning, I suffer from hypocaffeinemia (low blood caffeine) and am not functional until I get a couple of cups in me!
Thanks again for all the goodies! Now I may have to abort that patrol so I can upgrade to 3.6F. Never going to make it to '41! What was it Churchill said? "Better" is the enemy of "good enough.":)
-BW
Faquarl
01-19-15, 09:14 AM
Is it poosible to install the frog's fabulous destroyers into Nygm Campaign?
And if yes, how can I do it?
MfG Faquarl
@ Stiebler
Thanks for to put NYGM 3.6D again. It was a nice touch. :up:
@ Bigwalleeye
Great work trying to insert Hres Submarines in V3.6F. I look forward to seeing because besides this great mod is the most historic, my pc only has power to run properly NYGM and worst GWXV3.0 :up:
hauangua
01-19-15, 01:30 PM
Hi BigWalleye :salute:
can you give me your mod list with nygm? thank you
BigWalleye
01-19-15, 03:10 PM
Hi BigWalleye :salute:
can you give me your mod list with nygm? thank you
Please check post #1059 in this thread.
hauangua
01-20-15, 11:48 AM
Thanks BigWalleye :) .... but your list has the "secrets" ...
so I can not use it ...:hmmm:
BigWalleye
01-20-15, 12:23 PM
Thanks BigWalleye :) .... but your list has the "secrets" ...
so I can not use it ...:hmmm:
Not secrets really, but I have done a lot of tweaking to get rid of incompatibilities between mods that were not ever intended to work together. (A couple are specifically for GWX3, so they shouldn't be used with NYGM.) I regret that I don't have anything that I can easily share. My big "On Top" mod, which resolves all the incompatibilities, also has a lot of personal tweaks in it, all built around a setup that I use exclusively with SH3Speech voice command. Everything was just cobbled together as I kept adding mods, and now it would be a huge undertaking to pull out just the incompatibility fixes.
But what I did is not rocket science. As Dick Feynman used to say: "What one fool can figure out, another fool can figure out better." Maybe you can try some of the mods on my list and get them to play nice for your setup.
Good luck and good hunting!
ReallyDedPoet
01-20-15, 02:07 PM
Welcome to SUBSIM Faquarl :sunny:
Jimbuna
01-21-15, 06:38 AM
Welcome back Faquarl :sunny:
Stiebler
01-21-15, 12:25 PM
By popular request (and the labours of BigWalleye):
Mikhayl's HiRes submarines for NYGM is now updated to be compatible with NYGM 3.6F, and can be downloaded here:
http://www.subsim.com/mods1/nygm/NYGM_HiRes_Submarines_3_6F.7z
Please note that this is a very large download (ca. 104 MBytes), owing to the need to provide corrected turms.
Original work by Mikhayl in 2009; recent updates with work created by Anvart and adapted by Tycho; further updates for compatibility with NYGM 3.6F by BigWalleye.
My (our?) thanks to all.
Stiebler.
BigWalleye
01-21-15, 01:58 PM
By popular request (and the labours of BigWalleye):
Mikhayl's HiRes submarines for NYGM is now updated to be compatible with NYGM 3.6F, and can be downloaded here:
http://www.subsim.com/mods1/nygm/NYGM_HiRes_Submarines_3_6F.7z
Please note that this is a very large download (ca. 104 MBytes), owing to the need to provide corrected turms.
Original work by Mikhayl in 2009; recent updates with work created by Anvart and adapted by Tycho; further updates for compatibility with NYGM 3.6F by BigWalleye.
My (our?) thanks to all.
Stiebler.
Just to verify what may be obvious: Is Stiebler4C_SubFlags no longer needed if HiRes_Subs3.6F is used?
Stiebler
01-21-15, 02:17 PM
@BigWalleye:
Is Stiebler4C_SubFlags no longer needed if HiRes_Subs3.6F is used?
Correct, no longer needed.
Stiebler.
BigWalleye
01-21-15, 02:53 PM
I've been playing around with 3.6F. (Maybe one day I'll get back to actually playing the game.:)) Would like for the radar antenna to automatically lower when a dive is ordered, as the DF antenna does. But just adding commands in FMO30.dat doesn't work, because the radar must be switched off or the antenna continues to rotate. So, I tried command chaining and it works! Added the line "Key1=0x44,C,"D"" to Cmd462 (Radar_turn_off), and the antenna stops, comes down, and doesn't rotate in the housing. Now I'm going to tie the radar antenna to the other dive commands. I'm confident they'll all work.
I'm not sure yet how best to build this into a mod. There are so many mods that change the Commands.cfg file, that compatibility would be a nightmare! Maybe just instructions for editing? Anyone have any ideas?
EDIT: Since there is only 1 command entry that needs changing, editing instructions are obviously the best way.
Add to the entry in Data\Cfg\Commands_en.cfg
[Cmd462]
Name=Radar_turn_off
Ctxt=1
MnID=0x3F2B0004
Key0=0x52,Cc,"CTRL+R"
the following 4 lines:
Key1=0x44,C,"D"
Key2=0x43,C,"C"
Key3=0x50,C,"P"
Key4=0xBA,C,";"
Key5=0x2E,Cs,"SHIFT Delete"
That's it. Now the radar antenna will be stowed automatically when you order a dive. It will NOT redeploy when you surface. That would be just as easy to do, but I prefer to have more control over when my boat starts announcing its presence.
@ Stiebler, BigWalleye, Anvart, Mikhayl, Tycho
HiRes Submarines restored for NYGM 3.6F !!!!!!!!!!!!!!!
"Olé, Olé and Olé " as we say in my country (Spain). Thank you, thank you very much to continue doing so great for things in SH3. Your work is commendable. I am 47 years old and thought maybe was too late to enjoy this amazing game. It wears many years to develop and expand do not know if I'll make myself a day. I hope you continue doing so many wonderful things many years. Greetings to all and my personal congratulations to each of you and the rest of this forum where I feel like in my own home.
Long live the SH3 and good hunting to all.
Stiebler
01-22-15, 03:41 AM
@BigWalleye:
Add to the entry in Data\Cfg\Commands_en.cfg
[Cmd462]
Name=Radar_turn_off
Ctxt=1
MnID=0x3F2B0004
Key0=0x52,Cc,"CTRL+R"
the following 4 lines:
Key1=0x44,C,"D"
Key2=0x43,C,"C"
Key3=0x50,C,"P"
Key4=0xBA,C,";"
Key5=0x2E,Cs,"SHIFT Delete"Be careful for what you wish!
These kind of commands work well with the radar antenna, but if you apply them to the D/F aerial and to the flag, you receive a double reply "Yes, Sir"/"Yes,Sir" whenever you dive, while changes of depth with "D","C","P" or ";" once submerged cause the irritating message "Watch station not manned".
Stiebler.
Be careful for what you wish!
These kind of commands work well with the radar antenna, but if you apply them to the D/F aerial and to the flag,
The D/F aerial and the flags, already have this command in StateMachineClass orders, this trick is only for the radars.
Key5=0x2E,Cs,"SHIFT Delete"
For what, is this command?
BigWalleye
01-22-15, 07:26 AM
The D/F aerial and the flags, already have this command in StateMachineClass orders, this trick is only for the radars.
For what, is this command?
"Set_depth". Whatever that is and whatever it does. I don't know it and don't use it (obviously!:)), but it was included in the Condition list in DF_ANT.dat, so I included it for completeness.
@BigWalleye:
Be careful for what you wish!
These kind of commands work well with the radar antenna, but if you apply them to the D/F aerial and to the flag, you receive a double reply "Yes, Sir"/"Yes,Sir" whenever you dive, while changes of depth with "D","C","P" or ";" once submerged cause the irritating message "Watch station not manned".
Stiebler.
That last point is certainly true for the ensign, which is linked to the WO. But the DF and Radar antennas are linked to the RA, which should be manned when submerged. As for the double response, I haven't see (heard!) it. I don't think the RA has voice responses for commands.
BTW, I want all antennas safely stowed during gun actions, either flak or deck cannon. Neither radar nor DF is of any use with guns that only fire open sights. So I have both antennas rigged to retract when either gun is manned. When I order the guns to be manned, I get the response from the WO "Jawohl. Herr Kaleun" but only once. I control the DF antenna with DF_ANT.dat, but the radar with a command chain. The double response would drive me nuts, but I haven't encountered it so far. When I secure the guns with the "Watch_crew" command, the DF begins sweeping automatically, but I insist that radar activation be under my direct command. Again, just a single response from the WO.
EDIT: I have done some further checking and I have no idea where the "SHIFT-DEL" keybinding for the command "Set_depth" came from. "Set_depth" is Cmd190, and in every version of Commands_en.cfg that I have looked at, that command is not assigned a keybinding. The version of Commands_en.cfg that I actually use is a gemisch of lots of different versions, as this file is one of the biggest causes of mod conflicts. But none of them has "Set_depth" bound. Anyone recognise this one?
Ask, because I don't have key commands in my Commands_en.cfg.
Set_depth is used, when you click over depth dial in your gui.
BigWalleye
01-22-15, 08:18 AM
Ask, because I don't have key commands in my Commands_en.cfg.
Set_depth is used, when you click over depth dial in your gui.
Aha! I use SH3Speech to do the mouseclicking. I will test and see if that will also trigger the animations.
EDIT: Yes, it works fine. This opens up new possibilities. Thanks, Tycho!
Aktungbby
01-22-15, 12:47 PM
Faquari! :salute:
pedalboat
01-23-15, 01:06 PM
Both in NGYM 3 super-mod and GWX the coordinates for Ferrol are wrong. This is how they should look:
[Location 474] might be a different number according to your own installation
;Long=-8.215
;Lat=43.46048
;Heading=0 ; El Ferrol
Long=-8.231
Lat=43.47948
Heading=180
OnLand=false
ShowOnMap=true
FileName=Penang
LocationName=El Ferrol del Caudillo
History: Today, Ferrol is the only official name for the city. Since 30th September 1938 to 5th October 1984 its official name was El Ferrol del Caudillo. El Caudillo (Fuhrer, Duce) was dictator Francisco Franco, born in Ferrol.
I don't know how the Germans (or the Allies) reflected that name in their documents, but in Spain at that time it was El Ferrol del Caudillo.
El Ferrol never existed officially here. So, it's either Ferrol or El Ferrol del Caudillo.
@ pedalboat
Olé por ese español, aquí hay otro de Córdoba. Estoy absolutamente de acuerdo con tu estimación histórica. :up:Un cordial saludo.
BigWalleye
01-23-15, 01:49 PM
Both in NGYM 3 super-mod and GWX the coordinates for Ferrol are wrong. This is how they should look:
[Location 474] might be a different number according to your own installation
;Long=-8.215
;Lat=43.46048
;Heading=0 ; El Ferrol
Long=-8.231
Lat=43.47948
Heading=180
OnLand=false
ShowOnMap=true
FileName=Penang
LocationName=El Ferrol del Caudillo
History: Today, Ferrol is the only official name for the city. Since 30th September 1938 to 5th October 1984 its official name was El Ferrol del Caudillo. El Caudillo (Fuhrer, Duce) was dictator Francisco Franco, born in Ferrol.
I don't know how the Germans (or the Allies) reflected that name in their documents, but in Spain at that time it was El Ferrol del Caudillo.
El Ferrol never existed officially here. So, it's either Ferrol or El Ferrol del Caudillo.
Kewl! Thanks, Pedalboat. Personally, I like to have everything in my setup as historically accurate as I can make it. This adds a nice touch.
@ pedalboat and BigWalleye:
please, Where can I write that?
BigWalleye
01-23-15, 04:52 PM
@ pedalboat and BigWalleye:
please, Where can I write that?
File is:
Data\Terrain\locations.cfg
Open it in Notepad. Copy and paste pedalboat's changes. DON'T FORGET TO MAKE A BACKUP FIRST!
@ BigWalleye
thank you very much as always.:up:
pedalboat
01-23-15, 08:41 PM
Thanks for showing interest with this little but necessary fix for Ferrol.
The port is in the same place as it was 75 years back. You can google-earth it and see for yourself, and even someone with more knowledge than me can fine-tune the place.
And for Alvaro... you can download this (in Spanish). I uploaded it some weeks ago. I think you'll enjoy this a lot.
http://www.4shared.com/rar/o8OB4ic_ba/U-Boote.html
Hasta la vista!
@ pedalboat
Every detail, thank you very much my friend. I´m downloading but my connection is not very fast, so I'll make a little things in between. After I tell you something.
Un abrazo :up:
hauangua
01-26-15, 03:35 PM
Kaleun Stiebler I have a couple of questions
I used hitman_gui_NYGM3_1.1 ... now I tried 3.6fix
I have a couple of problems ... can I get / I install (as I do) LAGEWINKEL dials?
The "ENTFERNUNGSTABELLE FÜR NLSR 9 BIN / MON" is ideal for Hitman 1.1 .... with 3.6 FIX is not so simple (for me) it is possible to regain the optics of 1.1?
thanks Stiebler:salute:
ConteBlecio
01-30-15, 06:14 AM
Sorry for the inconvenience, but I'm a bit confused.
What can I install between:
Merchant_Fleet_Mod_3.2
IABLShips_NYGM3
In such cases I have to install the MFM-Interim-Beta_NYGM ?
I have to avoid copying the file ZOnes.cfg of these addons and preserve
that available with the patch NYGM3_6F?
And about the Campaign_RND ?
Tips for proper installation sequence?
Generic Mod Enabler - v2.6.0.157
[D:\Ubisoft\NYGM\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
1500 meter bearing overlay
3rd Flotilla Mod
Harbor Traffic Add-In
Enhanced Nav Map Plotting Tools
Hitman_GUI_NYGM3_1.1
Hitman Optics NYGM 3.6 (Fixed)
Alternate Dial Faces
CaptainAmericaOfficerIcons
NYGM Tonnage War Minefield Mod
NYGM_HiRes_Submarines_3_6F
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubsFlag
Thanks again for such trivial questions, but not finding
IABLShipsforNYGM_New2 I would avoid doing damage.
P.S: _OT_ You can not use the disc AOB of the first version of
Hitman_GUI_NYGM3_1.1 ?
hauangua
01-30-15, 07:10 AM
P.S: _OT_ You can not use the disc AOB of the first version of
Hitman_GUI_NYGM3_1.1 ?
I have the same problem .... I asked for help for this too .... but all is quiet
ConteBlecio
01-30-15, 07:28 AM
I have the same problem .... I asked for help for this too .... but all is quiet
Hi hauangua, mine was just a curiosity. Just to understand a little more about how the slides interact with the interface.
Tend to use the tools available on the map.
Greetings!
BigWalleye
01-30-15, 08:02 AM
Sorry for the inconvenience, but I'm a bit confused.
What can I install between:
Merchant_Fleet_Mod_3.2
IABLShips_NYGM3
Use one or the other, but not both. IABL's Ships for NYGM is a small subset of MFM. If your system can't handle the load of MFM, IABL's Ships is an alternative that requires less resources. MFM_Lite_Beta_v4 is another alternative, intermediate between the the other two in resource requirements and with more shipd than IABL's Ships.
Activate the 3rd Flotilla Mod only if you are starting a career in the 3rd Flotilla. The mod deactivates the 10th Flotilla.
Hitman's GUI and Hitman's Optics basically do the same thing: provide historically accurate optical devices (scopes, UZO). Hitman's GUI also includes (Wait for it!) a GUI. There is absolutely no reason to use both of them, and activating Hitman's Optics after Hitman's GUI will wipe out the GUI in Hitman's GUI.
Your problem with the RAOBF might be a result of installing Hitman's Optics over Hitman's GUi. AFAIK, the RAOBF in Hitman's GUI works fine.
ConteBlecio
01-30-15, 10:10 AM
Thanks a lot BigWalleye, I thought they were the optics for the gui ... hehehe.
Regarding ships conclude there are no problems with other files, since you did not mention anything.
Have a great WE.
BigWalleye
01-30-15, 01:05 PM
Thanks a lot BigWalleye, I thought they were the optics for the gui ... hehehe.
Regarding ships conclude there are no problems with other files, since you did not mention anything.
Have a great WE.
You should install MFM-Interim-Beta_NYGM after MFM v3.2 (or whatever lighter version you are using). It corrects some ship parameters for proper behavior in NYGM. You can use it with MFM v3.2, MFM_Lite_Beta_v4, or IABL_Ships_for_NYGM.
I notice that Supplement_for_V16B1 is missing from your mod list. Did you use h.sie's V16B1 -Patch-Kit before you used Stiebler4C? Because the Stiebler patches will ONLY work if used on an SH3.exe file which has first been patched with V16B1-Patch-Kit. Stiebler4C is NOT a stand-alone. And the Supplement_to_V16B1 mod folder contains files that h.sie's patcher needs in order to function.
ConteBlecio
01-30-15, 02:16 PM
Yep,patched first with V16B1-Patch-Kit but i have not installed the supplement.
Now I finalize everything. Thanks again. :up:
BigWalleye
01-30-15, 04:36 PM
Yep,patched first with V16B1-Patch-Kit but i have not installed the supplement.
Now I finalize everything. Thanks again. :up:
The Supplement to V16B1 contains, among other things, the AI subs for h.sie's wolfpacks. Don't leave Kiel without it!
Good luck and good hunting!
Stiebler
01-31-15, 06:24 AM
Thanks for providing the answers, BigWalleye.
All your information is accurate.
IABLShipsforNYGM_New2.7z :
I replaced that file with this some time ago: IABLShipsforNYGM_New_Thomsen.7z
(The 'Thomsen' label denotes that IABL's ships have been modified to have modder Thomsen's manoeuvering abilities.)
The NYGM mod-list (click on my logo below) is now updated to show the change.
Stiebler.
ConteBlecio
01-31-15, 11:33 AM
Now works,Bdu ordered to shadowing the convoy. Test few times.
About ships,I opted MFM 3.2 and the Interim patch.
Thanks Stiebler for this great mod, I used it long ago and now is a great pleasure to come back to use it and see the improvements continue.
The help of BigWalleye was useful!
Cheers!
Tupolev
02-19-15, 02:36 PM
I've been away from the SubSim world for a bit and returning to an updated NYGM is an excellent Welcome Back.
My huge thanks to Stiebler and all the modders keeping this mod alive. You guys are all truly an inspiration.
Just got up and running again, so I'll be seeing you guys in the North Atlantic!
T
Schmonzo
02-22-15, 06:30 PM
am I missing anything in my installation (the documentation folder confuses me quite a bit)
Generic Mod Enabler - v2.6.0.157
[D:\G\Sim\Silent Hunter 3\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
IABLShipsforNYGM_New_Thomsen
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
O2-Gauges v2
I am asking this because never has silent hunter 3 loaded so fast.
Also I am having a question regarding the periscope. It is really hard to use the slide down dial with only 6x zoom and 2 unit steps. How do you guys aim on true 100% difficulty in nygm?
And another question: ist it right that the ground mount and the actual observation scope are in different locations in my uboat and that the observation scope does not actually work (i.e. can't deploy or use it, eventhough I can see it undeployed on the bridge)?
Schmonzo
02-23-15, 11:38 AM
only one more question (for now :) ):
I can't turn on the radar myself, I have to tell the radar guy via his menu to do a continus sweep and the I can control all buttons on the radar in the radio room, except for the on/off switch... Is that wanted or did I do something wrong?
Is that wanted or did I do something wrong?
Yes, it is wanted for Anvart FuMO30 mod.
You turn the radar on/off through these keys commands:
Radar On:
- "SHIFT+R", Radar_continuous_sweep
or
- "R", Radar_one_sweep
Radar Off:
- "CTRL+R", Radar_turn_off
Or, through menu commands.
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
These mods contain important files that overlap one another. I do not know whether Ahnenerbe has prepared his files for use with "V16B1" and "Stiebler4C_Addon". If not, you have to manually do it. I advise you to carefully read all the documentation of these mods.
Also I am having a question regarding the periscope. It is really hard to use the slide down dial with only 6x zoom and 2 unit steps. How do you guys aim on true 100% difficulty in nygm?
And another question: ist it right that the ground mount and the actual observation scope are in different locations in my uboat and that the observation scope does not actually work (i.e. can't deploy or use it, eventhough I can see it undeployed on the bridge)?
I do not understand these two questions!
Schmonzo
02-24-15, 07:58 AM
Also I am having a question regarding the periscope. It is really hard to use the slide down dial with only 6x zoom and 2 unit steps.
http://i.imgur.com/v88IClZ.jpg
How do you guys aim on true 100% difficulty in nygm?
And another question: ist it right that the ground mount and the actual observation scope are in different locations in my uboat
http://i.imgur.com/rP1rQ2m.jpg
And the last one: I can't use the observation scope, by this I mean I can click on it's icon, but that does nothing, I simply get not teleportet into the observation scope, so it is of no use to me, eventhough I can deploy it via keyboard.
http://i.imgur.com/dBWOMVS.pngThank you so much for the radar help though Tycho, here is my new loadorder, so ahnerbe should not be a problem anymore:
Generic Mod Enabler - v2.6.0.157
[D:\G\Sim\Silent Hunter 3\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
Enhanced Nav Map Plotting Tools
Harbor Traffic Add-In
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-Gauges v2
BigWalleye
02-24-15, 08:19 AM
am I missing anything in my installation (the documentation folder confuses me quite a bit)
Generic Mod Enabler - v2.6.0.157
[D:\G\Sim\Silent Hunter 3\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
IABLShipsforNYGM_New_Thomsen
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
O2-Gauges v2
One problem is that you have the mods in the wrong order. You must install all other mods, except Supplement to V16B1 (JSGME) and Stiebler4C_Addon_for_V16B1, before you even begin setting up those two files. You use the menu_1024_768.ini, menu.txt, etc, that are in the game's Data folder after all other mods have been activated with JSGME. The you modify them according to the instructions, first for h.sie's V16B1-Patch-Kit, then for Stiebler4C, and place the modified files into the appropriate folders. Then you install the patches, first h.sie's, then Stiebler's. Then you activate all patches with the Option Selector in Stiebler4C and place the patched sh3.exe in Stiebler4C-Addon-for-V15B1. Now activate Supplement to V16B1 (JSGME) and Stiebler4C_Addon_for_V16B1 with JSGME. Lastly, add the O2-Gauges v2. The last three mods shown on your JSGME activated mods list should always be
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-Gauges v2
Right now, you are overwriting the files you prepared for the patcher supplements when you activate Ahnenerbe, which, IIRC, contains its own version of every file in the supplements. So the files you edited for V16B1 and Stiebler4C are never used.
JSGME does not change the contents of files. It changes entire files. If you activate File A from Mod_One, then File A from Mod_Two, only the Mod_Two version will actually remain in the game Data folder. You won't lose Mod_One's stuff - JSGME takes care of that - but you won't use it either.
Also I am having a question regarding the periscope. It is really hard to use the slide down dial with only 6x zoom and 2 unit steps. How do you guys aim on true 100% difficulty in nygm?
Actually, 1.5x-6x was all the RL Kaleuns had to work with, and they didn't have a stadimeter, except for the pre-war boats. Hitman's Optics and Hitman's GUI both incorporate the optical tools that you will find in the surviving U-boats in museums. The rest is Hollywood.
If you use the "normal approach" tactic (sub is 90 degrees to the target track at point of impact), range becomes unimportant. The German TDC (they called it a TVR) does an excellent job of calculating lead angle for you, as long as you get the target speed right. I am no crack shot, but on my last patrol, I put 13 of 14 torpedoes on the target. (They were all steamers, so I could see the entire run.) Not all were hits though, thanks to the Torpedo Directorate.:down:
Suggestions: Fix the patcher supplements. Look into the "normal approach" tactic. And practice. NYGM has two WAW practice missions as well as the school mission. Then you will find that 100% is quite doable. Maybe you will even try the Hitman mods!
Good luck and good hunting.
Schmonzo
02-24-15, 09:33 AM
hey Big Walley,
I already posted my new loadorder in my last post with the pictures :
[D:\G\Sim\Silent Hunter 3\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
Enhanced Nav Map Plotting Tools
Harbor Traffic Add-In
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-Gauges v2
and nygm seems to make the config changes of h.sie and stiebler for me, because I looked and even without them installed de_menu etc. are already altered in the right way. Only thing I needed to add were AI_Sensors.dat for Stiebler and change the campaign_SCR.mis for H.sie so wolfpacks would appear. I did not change Menu_1024_768.ini, because I did not activate the weather meter.
But thank you for your help! The thing about ahnerbe vs. hitman is, that I prefer the high resolution and that the game fills my screen. I know nygm players frown upon that kind of talk, but that is the one eye-candy fix I like.
My only problem still is the observation periscope thing from my last post...
BigWalleye
02-24-15, 11:22 AM
I already posted my new loadorder in my last post with the pictures :
Sorry about that. Cross-posted.
The thing about ahnerbe vs. hitman is, that I prefer the high resolution and that the game fills my screen. I know nygm players frown upon that kind of talk, but that is the one eye-candy fix I like.... Of course, you want 1920x1080! For anyone using NYGM, there is an equally good-looking alternative to Ahnenerbe.'s 1920x1080. It is Van1920x1080 http://www.subsim.com/radioroom//showthread.php?t=213527. In fact, VanJast is one of the modders Ahnenerbe credits.
Van1920x1080 works only with NYGM and only with Hitman's GUI. If you are using NYGM anyway, Van1920x1080 is not only compatible with Hitman's GUI, but requires it! No need to have to choose between hi-rez and Hitman's great optics.
Schmonzo
02-24-15, 04:13 PM
Sorry about that. Cross-posted.
Of course, you want 1920x1080! For anyone using NYGM, there is an equally good-looking alternative to Ahnenerbe.'s 1920x1080. It is Van1920x1080 http://www.subsim.com/radioroom//showthread.php?t=213527. In fact, VanJast is one of the modders Ahn
enerbe credits.
Van1920x1080 works only with NYGM and only with Hitman's GUI. If you are using NYGM anyway, Van1920x1080 is not only compatible with Hitman's GUI, but requires it! No need to have to choose between hi-rez and Hitman's great optics.
No need to apologize when you are helping :)
okay, so I installed van1920x1080 my modlist looks like this now:
Generic Mod Enabler - v2.6.0.157
[D:\G\Sim\Silent Hunter 3\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Harbor Traffic Add-In
NYGM_HiRes_Submarines_3_6F
IABLShipsforNYGM_New_Thomsen
Hitman_GUI_NYGM3_1.1
Van1920x1080
Enhanced Nav Map Plotting Tools
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-Gauges v2
the observation scope is still gone though in my VIIC in Jan 1941. Also is there a tutorial for aiming anywhere, because I never did it manually without the luxury aiming wheel that was used in olc_gui, magui_widescreen and ahnenerbes gui. I have no clue how I would measure distance or angle on bow and most importantly speed without guessing it.
BigWalleye
02-24-15, 05:48 PM
No need to apologize when you are helping :)
okay, so I installed van1920x1080 my modlist looks like this now:
Generic Mod Enabler - v2.6.0.157
[D:\G\Sim\Silent Hunter 3\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Harbor Traffic Add-In
NYGM_HiRes_Submarines_3_6F
IABLShipsforNYGM_New_Thomsen
Hitman_GUI_NYGM3_1.1
Van1920x1080
Enhanced Nav Map Plotting Tools
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-Gauges v2
the observation scope is still gone though in my VIIC in Jan 1941. Also is there a tutorial for aiming anywhere, because I never did it manually without the luxury aiming wheel that was used in olc_gui, magui_widescreen and ahnenerbes gui. I have no clue how I would measure distance or angle on bow and most importantly speed without guessing it.
There is material in the documentation folder for Hitman's GUI, and in the Documentation folder for Hitman's Optics, which is included in NYGM 3.6F. There are tutorials on YouTube under the name Dick O'Kane method and Wazoo's Fast 90 method. Some of them are for SH4, but they are even easier in a U-boat with a TVR to give you lead angles. The techniques for range, AoB, and speed using just the scope graticles are in Hitman's documents. Also the documentation that comes with the U-jagd tools http://www.subsim.com/radioroom/showthread.php?t=123373 is very helpful.
AFAIK, the simplest attack tactic is this:
Maneuver the boat so it is perpendicular to the target track and at a range to the track of 500-1500 m. Disengage the TVR ("TDC"). Set target AoB to 90 degrees (Make sure you set it to the correct side!) Set target speed to whatever you have determined (There are lots of ways to do this. I try to use at least two and make sure they agree.) Set the scope bearing to zero degrees (180 if using a stern tube). Engage the TVR. Turn the scope so the indicated torpedo gyro angle is zero. Wait! (May want to lower the scope while waiting.) When the target crosses the wire, "Fire!"
For this method, the only crucial parameter is target speed.
BTW, thanks to the TVR and its lead angle calculator, this technique works fine for attacking convoys. They're all on the same course at the same speed. You can swing the scope 10 degrees or more to either side, and the lead angle will adjust. So you can engage multiple targets without having to change the setup. Which IIRC was one of the purposes for the lead angle calculator.
BigWalleye
02-25-15, 08:40 AM
so, after giving my guys the order to dive (d) they are unwilling to change the ruder, so I keep on going down... any hints? Surface (s) lets them start to change the ruders for the fraction of a second, but then they go back to diving, I can't surface via (e) because there are destroyers up there waiting for me...
Don't know. But I never use the Dive order. I always order a particular depth. (I use voice command, so it's: "Make your depth three zero meters." and the crew does the rest. But you can do the same thing by clicking on the depth meter.) The boat goes to the ordered depth. Never have a problem. And I can't see anything in your mod list that might cause the bahavior you describe. I use the same mods myself (along with a bunch more).
Schmonzo, looking back over the problems you have described, I am beginning to wonder if you have a corrupt install of SH3, or maybe a corrupt mod package. Have you considered uninstalling everything, doing a registry cleanup, re-downloading all your mods, and then reinstalling. It sounds onerous, but it can often be easier and faster than trying to find assorted odd behaviors. Especially when a reinstall is often the fix you come to in the end.
Schmonzo
02-25-15, 08:49 AM
Don't know. But I never use the Dive order. I always order a particular depth. (I use voice command, so it's: "Make your depth three zero meters." and the crew does the rest. But you can do the same thing by clicking on the depth meter.) The boat goes to the ordered depth. Never have a problem. And I can't see anything in your mod list that might cause the bahavior you describe. I use the same mods myself (along with a bunch more).
Damn you are a quick helper :)
Seems like the destroyers hit my depth ruder without me noticing, because after I stopped silent running for a bit and sent my crew to the bow for repairs my ruders started responding again :)
Thanks anyway!
BigWalleye
02-25-15, 09:42 AM
Damn you are a quick helper :)
Seems like the destroyers hit my depth ruder without me noticing, because after I stopped silent running for a bit and sent my crew to the bow for repairs my ruders started responding again :)
Thanks anyway!
Glad that's all it was, although you could die from it!:D
Good luck and good hunting! Bring back ein Englisch WC-Sitz as a souvenir!:up:
hauangua
03-03-15, 09:19 AM
Kaleun Stiebler I have a couple of questions
I used hitman_gui_NYGM3_1.1 ... now I tried 3.6fix
I have a couple of problems ... can I get / I install (as I do) LAGEWINKEL dials?
The "ENTFERNUNGSTABELLE FÜR NLSR 9 BIN / MON" is ideal for Hitman 1.1 .... with 3.6 FIX is not so simple (for me) it is possible to regain the optics of 1.1?
thanks Stiebler
I've come back to SH3 once again and remember I quite liked NYGM. I do unfortunately not have the slightest recollection of how to set it up, I just remember it to be rather dreadful, especially if I want to play in 1920x1080.
Is there a comprehensive instruction for the most recent version? I've looked around in this thread but much of the info I've found seems to be obsolete now.
hauangua
03-18-15, 04:56 AM
Hello I have 2 questions
1- I want to play without god mod eyes ... give me a link where you explain how to intercept enemy ships with NYGM without god mod ?
2-This is my mod list what would you recommend to add?
3- Better IABLShipsforNYGM_New or Merchant Fleet Interim?..... and if instead I install MFM 3.2? .... works fine with NYGM?
Generic Mod Enabler - v2.6.0.157
[C:\Users\Elsa\Desktop\NYG\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
IABLShipsforNYGM_New
3rd Flotilla Mod
NYGM_HiRes_Submarines_3_6F
Thomsen's Sound Pack V3.2cg
Stiebler4C_SubsFlag
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Hitman Optics NYGM 3.6 (Fixed)
thanks Kaleuns :up: please answer me
hauangua
03-19-15, 10:42 AM
Ok non esagerate con le risposte gente di NYGM! .... incredibile che se chiedo qualcosa da qualche altra parte le risposte arrivino, qua no, sembrate una cerchia ristretta di illuminati....bah.... pazienza comunque di riffa o di raffa la soluzione la troverò
ciao gente!
sublynx
03-19-15, 10:59 AM
Learning to use the attack disc (Angriffsscheibe) helps in attacking without god's mode.
www.subsim.com/radioroom/showthread.php?t=126824
Maneuvering board techniques as well.
Sittingwolf
03-19-15, 02:45 PM
Cant stop loving the hardcore realism this mod gives.
hauangua
03-20-15, 02:19 AM
thanks for replies now better IABL or MFM interim? differences?
and is good my mod list? in post #1152
thanks Kaleuns
thanks for replies now better IABL or MFM interim? differences?
MFM interim have more ships and need more pc resources.
and is good my mod list? in post #1152
Probably isn't good! I install mods quite differently, but from what I know and read around the subject:
3rd Flotilla Mod - Only if you will playing with a 3rd flotilla, if not, do not install it.
Stiebler4C_SubsFlag - Should be after Stiebler4C_Addon, and is not needed if you use NYGM_HiRes_Submarines.
NYGM_HiRes_Submarines - "File (10) should be installed LAST of all mods in your set-up."
sublynx
03-20-15, 07:51 AM
Differences in IABL and MFM? The other major thing different is the fact that the ships in IABL are adjusted to NYGM's sinking model. Apparently the ships in MFM sink as easily as they do in vanilla and GWX. The ships in IABL are modified to fit NYGM's sinking model. It might take more torpedoes and/or time to sink the IABLnew/NYGM ships than MFM ships.
hauangua
03-20-15, 12:22 PM
Thanks for the advice you are wonderful ....:salute:
Last answer you used "Raduz sistem... or similar (3 lines...ecc) for intercept course target?
Thanks
After lot of fiddeling, reading and remembering I managed to get a functional mod setup running, only thing I am not sure about: What should I install: Stiebler Subflag or the Anvart_Stiebler turm mod? With the former I can raise a flag with Shift-F and an antenna with Shift-V (1941, no radar yet). The latter doesn't have flags, so I am inclined to keep the SubFlag mod.
Also, a gameplay question:
I have no assembled for the first time in this game a wolfpack on a convoy in the South Atlantic, shadowing it through the day and at last recieving an order to keep radio silence from now on and to expect a joint attack "tonight". But what does tonight mean?
I eventually got too eager and attacked around 1930 (it was already dark), but what would be the SOP in RL and with the wolfpack mod? Should I wait for a attack signal, wait till midnight or wait for the other boats to attack?
sublynx
03-22-15, 11:49 AM
@rokko: I think the real wolfpack attacks were not co-ordinated to the point of having exact attacking times. Without GPS and constant radio contact, it would have been too difficult. U-boat Commander's handbook will help you in getting the idea. Attack as quickly and destroy what you can with one pass, that was BdU's general idea.
@hauangua: in low visibility Raduz's methods work. Kuikueg's four bearing method is even better.
Stiebler
03-22-15, 03:36 PM
The correct mod order for the basic NYGM/Hsie/Stiebler system is this:
(On top of stock SH3):
NYGM 2.5 Stand-alone
NYGM 3_New
NYGM 3_6F
Hsie V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubFlag
Recommended optional extras that are added to the end of this set-up:
Hitman Optics NYGM 3.6 (Fixed) [supplied in the Documentation folder of NYGM 3_6F.]
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6F
Concerning attacks by a wolf-pack that you have called to the convoy:
Once BdU announces that the joint attack is ready, you can attack at any time. It will be easier if the other U-boats have attacked first, since then the convoy escorts will be distracted.
However...
The wolf-pack comes to the point where you made your last signal, after adjustment for reported convoy speed and direction. If the convoy changes course, or you made a big error with speed or direction, then the pack may not make contact with the convoy at all. And that is correct behaviour. You must make a decision concerning how long to wait before your attack. After midnight is about right.
Concerning IABL ships for NYGM:
As Sublynx has stated correctly, the IABL ships supplied with the IABLShipsforNYGM_New_Thomsen pack have been rezoned to fit the NYGM slow-sinking model. You have to wait around after hitting a large ship, in order to see whether it sinks. If it does not sink quickly, will it be necessary to waste another torpedo on the ship? If I leave the ship, planning to return later, will the ship have self-repaired and moved on slowly? Lots of uncertainty there, makes the game more interesting.
Stiebler.
Thats about how it went down. One hour after I struck the convoy other ships in it started exploding. The AI Kaleun was even kind enough to sink one of the corvettes that were depth charging me :)
I kinda expected the mod to just spawn some random torpedos on the convoy, but I noticed an actual AI boat going around at periscope depth, getting attacked by gunfire and depth charges, but appearently it was invulnerable.
(Yeah I cheated and looked around in the external cam)
sublynx
04-05-15, 10:55 AM
The correct mod order for the basic NYGM/Hsie/Stiebler system is this:
(On top of stock SH3):
NYGM 2.5 Stand-alone
NYGM 3_New
NYGM 3_6F
Hsie V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubFlag
Recommended optional extras that are added to the end of this set-up:
Hitman Optics NYGM 3.6 (Fixed) [supplied in the Documentation folder of NYGM 3_6F.]
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6F
Thanks:salute:
It seems I had a mistake in my mod order that I had fixed by an otherwise useless fix. Now hopefully in order :yep:
OK down loaded all these and one file NYGM 6_D So WHERE in the order does it go? And any other updates? It appears that this list should be updated…
The NYGM Mod contains several parts, for convenience of downloading and updating, as follows:
•1. NYGM_Tonnage_War_V2.5_Full_Version.7z (Essential, 322 MBytes)
•2. NYGM3_New.7z (Essential, 102 MBytes)
•3. NYGM3_6F.7z (Essential, 58 MBytes)
•4. IABLShipsforNYGM_New_Thomsen.7z (Optional, 14 MBytes)
•5. 3rd Flotilla Mod.7z (Optional, 60 KBytes)
•6. SH3_Commander_Updates_for_NYGM.7z (Optional, 0.07 MByte)
•7. MFM-Interim-Beta_NYGM.7z (Optional, 35 KBytes)
•8. Stiebler4C_V16B1.7z (Optional, an upgrade of the 3A variant but more complex to install; 22 MBytes; includes many new turms for radar.)
•9. Stiebler4C_SubsFlag.7z (Optional, 13 MBytes)
•10. NYGM_HiRes_Submarines_3_6F.7z (Optional, 104 MBytes - please observe large size to download)
Stiebler
04-08-15, 02:24 AM
@Fenian:
If by "NYGM 6_D" you mean NYGM 3_6D, it has been superceded by NYGM3_6F.
The list you give above, evidently taken from the NYGM download web-site at SubSim, is correct and up-to-date.
Stiebler.
hauangua
04-08-15, 05:14 AM
Hi I have a question as to title Use NYGM and find it super I wanted to add MaguiF + Magui fix for Nygm and maybe MEP5 + Fix for Nygm In your view, can I do it? or I can have problems with NYGM?
This is my current mod list:
NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6F
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-GAUGES V2
Stiebler4C_SubsFlag
Hitman Optics NYGM 3.6 (Fixed)... (From uninstall if I install Magui F)
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6Fu
1500bearing overlay
captainAmericaOfficerIcon
+ Sh3 commander following your instructions (NYGM)
BigWalleye
04-08-15, 06:48 AM
Hi I have a question as to title Use NYGM and find it super I wanted to add MaguiF + Magui fix for Nygm and maybe MEP5 + Fix for Nygm In your view, can I do it? or I can have problems with NYGM?
This is my current mod list:
NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6F
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-GAUGES V2
Stiebler4C_SubsFlag
Hitman Optics NYGM 3.6 (Fixed)... (From uninstall if I install Magui F)
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6F
1500bearing overlay
captainAmericaOfficerIcon
+ Sh3 commander following your instructions (NYGM)
Lppks pretty good. Supplement to V16B1 (JSGME) and Stiebler4C_Addon_for_V16B1 should be set up after all other mods, and then activated after the others. This means you have to set them up again if you add any mod that changes the files you edited in the setup. So a better order would be
NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6F
Hitman Optics NYGM 3.6 (Fixed)... (From uninstall if I install Magui F)
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6F
1500bearing overlay
captainAmericaOfficerIcon
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-GAUGES V2
Stiebler4C_SubsFlag
MEP5 should work fine with your mod list - no conflicts AFAIK. If you add MaGUI, then as you said, remove Hitman's Optics. You will have to change the setup for Stiebler4C when you do, because MaGUI has a different menu_1024_768.ini and there are items you need to add to make Stiebler4C work correctly. Activate both MaGUI and MEP5 before Supplement to V16B1 (JSGME). Everything should work fine together.
Good luck and good hunting!
hauangua
04-08-15, 07:11 AM
Lppks pretty good. Supplement to V16B1 (JSGME) and Stiebler4C_Addon_for_V16B1 should be set up after all other mods, and then activated after the others. This means you have to set them up again if you add any mod that changes the files you edited in the setup. So a better order would be
NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6F
Hitman Optics NYGM 3.6 (Fixed)... (From uninstall if I install Magui F)
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6F
1500bearing overlay
captainAmericaOfficerIcon
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
O2-GAUGES V2
Stiebler4C_SubsFlag
MEP5 should work fine with your mod list - no conflicts AFAIK. If you add MaGUI, then as you said, remove Hitman's Optics. You will have to change the setup for Stiebler4C when you do, because MaGUI has a different menu_1024_768.ini and there are items you need to add to make Stiebler4C work correctly. Activate both MaGUI and MEP5 before Supplement to V16B1 (JSGME). Everything should work fine together.
Good luck and good hunting!
Thanks Big Walleye What files should I add in menu ... you can tell me? Thanks again
BigWalleye
04-08-15, 10:16 AM
Thanks Big Walleye What files should I add in menu ... you can tell me? Thanks again
Files are called:
CHANGE_your_menu_1024_768.ini
ADD_to_your_commands_en.txt
ADD_to_your_en_menu.txt
Edit the text in these files into the appropriate game file after all your other mods have been activated.
Also change the name of AI_Sensors_NYGM.dat to AI_Sensors.dat and put it in the Data\Library folder of Stiebler4C_Addon_for_V16B1.
Obltn Strand
04-08-15, 10:39 AM
Haven't had any problems with M.E.P 5 or earlier versions...
hauangua
04-08-15, 02:49 PM
Many thanks Bigwalleye and obltn Strand for the advice
:up:
I really like the scarcity of ship traffic in this mod, but I'd like to further reduce the frequency of convoy reports (maybe by half), is this possible?
Stiebler
04-13-15, 02:27 AM
@Rokko:
I really like the scarcity of ship traffic in this mod, but I'd like to further reduce the frequency of convoy reports (maybe by half), is this possible? Possible, and easy (but tedious).
Locate file campaign_RND.mis in your silenthunteriii\data\campaigns\campaign folder. Make a copy of the campaign_RND.mis file so that you can load it over the existing file with JSGME. That is, you will have to make a separate folder silenthunteriii\mods\my_campaign_file\data\campaig ns\campaign, into which you copy your existing NYGM campaign_RND.mis file.
Load your copy campaign_RND.mis file into a word processor, and use the search command for the key word 'Convoy'. Check that this occurs as part of a GroupName=xxxxConvoyxxx, following the definition [RndGroup mn] (where mn = a number of 2-3 digits).
Then locate these two consecutive entries:
ReportPosMin=(a number, eg 1440)
ReportPosProb=(a different number, eg 25).
ReportPosMin contains the frequency with which the convoy will report its position (in minutes). So 1440 = every 24 hours.
ReportPosProb shows the percentage probability that the report will be made. Thus, in this example, there is a 25% chance that the convoy will make its 24 hour position report.
Therefore, manipulate these two variables as you think appropriate. Your request suggests that you should leave ReportPosProb alone, but double the values reported in ReportPosMin. But the alternative of reducing the percentage probability will increase the random factor. Or you can alter both variables, of course.
There are a lot of convoys.
Finally, install your revised campaign_RND.mis file into the game from its new folder with JSGME. Thus you can test your new file and, if necessary, uninstall it, modify it again, and reload again without affecting the original NYGM installation.
Stiebler.
Hi everyone! A problem is that the sonar operator does not mean the merchant ships. If you ask him to report to the nearest source you can always just put out a noise source to 000 degrees. The warship is true without any problems there is also a lack of speed with which it moves. I use the NYGM 3.6F, complete H.sie V16B1 and Stieber4C.
don1reed
05-18-15, 10:56 AM
Below is a copy of my Mods list for NYGM.
Here is my CPU:
Windows 7 Home Premium
Service Pack 1
HPE-112y
AMD Phenom(tm) II X4 925 Processor 2.8 GHz
RAM 8GB
64 bit OS
Generic Mod Enabler - v2.6.0.157
[C:\NYGM\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
IABLShipsforNYGM_New
3rd Flotilla Mod
SH3_Commander_Updates_for_NYGM
MFM-Interim-Beta_NYGM
NYGM_HiRes_Submarines_3_6F
30s Music
Das Boot Officers Mod
FuMB37XXIIINYGM
M.E.P v5
M.E.P v5 - VisualSensors for NYGM 3.6D
Optional - FSF for MEP v5
Optional - ShipVanishingHull for MEP v5
Optional - Stock Reflections for MEP v5
Optional - Zoomable Free Camera
Harbor Traffic Add-In
Flakmonkey's Twisty Periscope for Type VII
TMT mod(NYGM version)
FM_NewInterior v2.1D
Water_Stream_for_Uboats_V4
Widescreen MaGui v3.4-SA
Stiebler_EnvSim
Stiebler4C_Additional_files_V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubsFlag
Charts Addon 1.5 for Widescreen MaGuiNEW
Supplement to V16B1 (JSGME)
For the first time I just experienced a phantom ship. (Flying Dutchman?)
Date: 12.11.1939/21:11
Loc: GU ANTON MARTHA 3984, U-47, 7b, 2flot. 3d patrol.
SITREP Co 084 So 3 Depth 13. I began hearing prop wash @ Br138. I determined via paper MoBo that the ship was beyond sound detection range, but was heading about NNW at medium speed. My "crew" Soundman kept giving me, "No Sound Contact". I surfaced and gave pursuit. I dived and surfaced several times during my chase to reestablish the "target's" position. Finally, "she" became visible, a plump M16B Br347 @5500m. I plotted "her" C346T S6.5.
When the range between M16B and U-47 was 2400m, I fired a 3 torp (T-1(G7A)) @30knots salvo @ 1° spread, depth 7.5m. I watched all three pass beneath (or through) the target without exploding.
I brought the deckgun into action to no avail, the HE rounds were passing through the hull and splashing on the other side of the ship.
This became frustrating, so for sh*ts and grins I decided to ram the bugger...and, likewise, U-47 passed through the M16B without mishap.
The U-47 crew and I put SHIII on pause and poured ourself a martini.
Cheers,
hauangua
05-21-15, 01:46 PM
hi mate
You have a mod list rather "confused"
-For example IABLShipsforNYGM_New and MFM-Interim-Beta should NOT be installed together (but it says readme file)
-SH3_Commander_Updates_for_NYGM NOT be installed with JSGME but in sh3commander folder
-FM_NewInterior v2.1D + Widescreen Magui v3.4-SA ... and Widescreen Magui v3.4 FIX-SA for NYGM? ... And FM_NI FIX for Widescreen MaGui3.4? ........
Many errors in mod list Mate
However NYGM not like many extra mod
:salute:
don1reed
05-21-15, 02:08 PM
Tnx hauangua, I'll get it fixed.
slipper
06-05-15, 04:11 PM
Gents
I am just getting back into SH3 after a break for a while. I still have a heavily modified version of GWX installed, but i am keen to try NYGM as i hear the experience is more realistic and the AI in GWX is solid.
I am a sucker though for trying to mod my game to the maximum, with the best graphics, gui, and other gameplay mods.
Therefore could some of you post your installed mods lists please? To get me back up to speed on what i may have missed in the last year or so.
I am after a realistic as possible experience with NYGM, SH3 Commander etc
cheers
slipper
jakethescot
06-19-15, 07:34 AM
The in-game menu shows F12 as activating the free camera mode. However, when I try to use it, nothing happens. Any ideas?
hauangua
06-19-15, 08:47 AM
The in-game menu shows F12 as activating the free camera mode. However, when I try to use it, nothing happens. Any ideas?
Hi jake
Bur have you cheked option "free camera" in realism option?
jakethescot
06-19-15, 08:33 PM
Hi jake
Bur have you cheked option "free camera" in realism option?
I didn't know that option was there. Not the 'event' camera, but the one that moves about the u-boat.
Hi, Stiebler.
I did not understood... Now radar antennas FuMo30, 61, 64 are always mounted up in R02 nodes... but radar antennas FuMo29GEMO are always mounted up in R01 nodes... or no?
************************************************** *
I have not participated in the creation of NYGM 3.6 F, E and so on...
and I have a few questions to Stiebler.
Stiebler's citates:
"... Since the release of NYGM 3.6E, Tycho has adapted Anvart’s latest up/down code for raising and rotating the radars ..."
Wrong, it is not the last version... it's one of the first... two firsts variants were issued.
"... the animation files found as silenthunteriii\data\animations\anva_anim.anm and silenthunteriii\data\library\anva_smc.dat are not present. ..."
Where you found such junk... IIRC it's old experimental code... and I did not made code for ROD antenna never.
"... the Anvart-Stiebler patch provided with the Stiebler hard-code fix 4C ..."
"... Anvart_Stiebler Turms ..."
What is it? What is the relationship I have to your R01, R02 nodes?
IIRC, I've been doing (long time ago) retexturing of the compasses on turms.
And, ~ 5 years ago, I have asked you try change the hardcode, so that in campaign when selecting the type of radar was determined node of installation for radar antenna, node R01 (FuMo29GEMA) or node R02 (FuMo30, 61, 64).
You responded that you can't do it.
Stiebler
06-23-15, 08:23 AM
@Anvart,
Hallo Anvart again,
Answers to your questions:
Now radar antennas FuMo30, 61, 64 are always mounted up in R02 nodes... but radar antennas FuMo29GEMO are always mounted up in R01 nodes... or no? Correct (yes.) But only if the Stiebler4C hard-code patch is installed on top of the H.sie patch.
Stiebler's citates:
"... Since the release of NYGM 3.6E, Tycho has adapted Anvart’s latest up/down code for raising and rotating the radars ..."
Wrong, it is not the last version... it's one of the first... two firsts variants were issued.
"... the animation files found as silenthunteriii\data\animations\anva_anim.anm and silenthunteriii\data\library\anva_smc.dat are not present. ..."
Where you found such junk... IIRC it's old experimental code... and I did not made code for ROD antenna never.OK, thanks for the two corrections.
"... the Anvart-Stiebler patch provided with the Stiebler hard-code fix 4C ..."
"... Anvart_Stiebler Turms ..."
What is it? What is the relationship I have to your R01, R02 nodes?
IIRC, I've been doing (long time ago) retexturing of the compasses on turms.The turms which I fixed in hard-code were the turms you supplied to me several years ago. According to you (above) 'it is not the last version... it's one of the first'. However, it uses your animation files for raising and lowering the radar and radio D/F aerial. I am happy to acknowledge your considerable skills in achieving this.
And, ~ 5 years ago, I have asked you try change the hardcode, so that in campaign when selecting the type of radar was determined node of installation for radar antenna, node R01 (FuMo29GEMA) or node R02 (FuMo30, 61, 64).
You responded that you can't do it. And now I can do it. Are we not all lucky?
Stiebler.
@Anvart,
Hallo Anvart again,
Answers to your questions:
Correct (yes.) But only if the Stiebler4C hard-code patch is installed on top of the H.sie patch.
Excellent news, Stiebler! :up:
The turms which I fixed in hard-code were the turms you supplied to me several years ago ... I am happy to acknowledge your considerable skills in achieving this. ...
And now I can do it. Are we not all lucky?
Stiebler.I am fully satisfied...
You're Superman. :salute:
P.S.
I finally have tested H.Sie's mod Radar.Fix, who i himself ordered to H.Sie do a few years ago - "now the default state is OFF"... Unfortunately i cannot used this mod. Unlike the original, after installing this mod, radar automatically turns off, when submarine is dives on depth about 13 meters. Therefore, if a player has forgotten to turn off the radar, it will work under water and, accordingly, the radar antenna will rotate until the radar works.
My advice - do not use H.Sie Radar.Fix.
... , you receive a double reply "Yes, Sir"/"Yes,Sir" ...
Stiebler.
Any repetition can be easily adjusted in StateMachineClass.
@Stiebler
New wish (hardcode):
1) When the submarine surfaced, acoustic man must be removed from the Radio Room... and when the submarine submerged, acoustic man must be returned into the RadioRoom.
2) ... and at last... radar must be turned off during scene initialization. H.sie's radar.fix has wrong executed in part "Radar automatically switches back to ON state, when it has been switched OFF in high waves".
This part (as made h.sie) executes very simply by settings of SensorData controller.
Fahnenbohn
07-01-15, 03:01 PM
Hello,
I have no idea of what NYGM supermod is. I read in the SH3 guide wrotten by Blitzkrieg that this supermod has '' the most realistic gameplay and the most expanded AI ''. What are the specific improvments compared to the other supermods ? Is there a manual explaining all that points in detail ? Thanks.
sublynx
07-01-15, 10:47 PM
NYGM installation files have a couple of manuals that point out the changes. I've not read them that thoroughly so I'm not sure how the AI is changed. From gameplay I know that the escorts are difficult to escape from, from the start of the war. In GWX I only found it difficult to escape submerged from late 1943 onwards. I think the NYGM convoys have more air cover as well. Less single ships so it's more about hitting convoys, reloading and attacking the convoy again while avoiding the ever increasing airplanes.
Fahnenbohn
07-01-15, 11:28 PM
NYGM installation files have a couple of manuals that point out the changes. I've not read them that thoroughly so I'm not sure how the AI is changed. From gameplay I know that the escorts are difficult to escape from, from the start of the war. In GWX I only found it difficult to escape submerged from late 1943 onwards. I think the NYGM convoys have more air cover as well. Less single ships so it's more about hitting convoys, reloading and attacking the convoy again while avoiding the ever increasing airplanes.
Thank you Sublynx. In Blitzkrieg's manual, it's wrotten for GWX : ''incorrect AI, way over the top as judged by real German U-Boot-KLs''. If I unterstand well, GWX gameplay is more difficult than it was in reality ? I don't know if i understood well the sentence (i'm french). :hmmm:
sublynx
07-03-15, 05:25 AM
Only a U-boat veteran would have knowledge on how accurate the AI is. From BdU's war diary one gets the impression that if a U-boat was discovered it was often at least damaged by the attack. As a gamer I find NYGM's AI perfect for me. If I get better by practice the AI will become too easy.
Fahnenbohn
07-03-15, 12:41 PM
Hello Blitzkrieg !
Many thanks to have spent so much time to answer my questions. I'm going to read the detailed readme of both H.sie-patch and Stiebler-Addon. Concerning the game difficulty, there is also one thing that i can't bear : when you are submerged and detected by sonar, although the convoy's destroyers didn't know there was a submarine in the area .... I wonder if it has been corrected in a patch ??
And a last question... why this name : Not Your Grand Mother ??:-?
BigWalleye
07-03-15, 01:19 PM
Hello Blitzkrieg !
Many thanks to have spent so much time to answer my questions. I'm going to read the detailed readme of both H.sie-patch and Stiebler-Addon. Concerning the game difficulty, there is also one thing that i can't bear : when you are submerged and detected by sonar, although the convoy's destroyers didn't know there was a submarine in the area .... I wonder if it has been corrected in a patch ??
No need for a correction. Escorts were always listening - sprint and drift - and there have been discussions on these forums which confirm the historical precedent of escorts using active search (SONAR/ASDIC) with no prior passive contact. The escorts were always listening and searching. Nothing historically inaccurate here.
And a last question... why this name : Not Your Grand Mother ??:-?You have the name slightly incorrect, which loses the sense. It's "Not Your Grand Mother's Supermod". As in: "Not For Little Old Ladies".
Fahnenbohn
07-03-15, 01:25 PM
[...] there have been discussions on these forums which confirm the historical precedent of escorts using active search (SONAR/ASDIC) with no prior passive contact. The escorts were always listening and searching. Nothing historically inaccurate here.
So, why don't you hear sonar's pings when a destroyer (which doesn't know you are in the area) detects you with her sonar ? :hmmm: :hmmm: :hmmm:
BigWalleye
07-03-15, 02:52 PM
So, why don't you hear sonar's pings when a destroyer (which doesn't know you are in the area) detects you with her sonar ? :hmmm: :hmmm: :hmmm:
If they're pinging, you'll hear them. If they're just listening (which is what they do with hydrophones), they can hear you at a lot greater range, and you won't know when they do. Did you think they had to ping to hear you? Because they don't.
In WW2, as today, the primary ASW detection method is passive acoustic sensors. Active sensors were, and are, used primarily for localization and attack.
Fahnenbohn
07-03-15, 05:06 PM
If they're pinging, you'll hear them. If they're just listening (which is what they do with hydrophones), they can hear you at a lot greater range, and you won't know when they do.
You didn't understand my problem BigWalleye : my U-Boot is totally silent (motors and crew) because I know they are able to detect me with their hydrophones ! So they CAN'T hear me !!! I've not been detected yet. If a destroyer passes near me, she will detect me.
And... Wait a minute !... I've just understood what happens in reality !! In fact, things are very logical ! A sonar operator who is searching for a U-Boot regularly varies the signal's direction. If the signal is not sent in your direction, you won't hear it. And as soon as the operator has detected you, he sends the signal always in your direction, and you hear it. OK for me.
There have been discussions on these forums which confirm the historical precedent of escorts using active search (SONAR/ASDIC) with no prior passive contact.
Yeah, you were right BigWalleye. I just never imagined that there were watchmen constantly using the sonar.
It is through discussion that things become clearer ! Thanks !
BigWalleye
07-03-15, 06:11 PM
You didn't understand my problem BigWalleye : my U-Boot is totally silent (motors and crew) because I know they are able to detect me with their hydrophones ! So they CAN'T hear me !!! I've not been detected yet. If a destroyer passes near me, she will detect me.
And... Wait a minute !... I've just understood what happens in reality !! In fact, things are very logical ! A sonar operator who is searching for a U-Boot regularly varies the signal's direction. If the signal is not sent in your direction, you won't hear it. And as soon as the operator has detected you, he sends the signal always in your direction, and you hear it. OK for me.
Yeah, you were right BigWalleye. I just never imagined that there were watchmen constantly using the sonar.
It is through discussion that things become clearer ! Thanks !
Are you saying that you believe "Schleichfahrt" means that the boat is literally silent?
Fahnenbohn
07-03-15, 07:19 PM
Are you saying that you believe "Schleichfahrt" means that the boat is literally silent?
For me, Schleichfahrt + motors stopped = totally silent boat. Am I wrong ? What could cause any noise ?? :hmmm:
Tupolev
07-17-15, 09:08 AM
I'm away from my NYGM installation at the moment and can't lookup the mission editor files.
Does NYGM generate merchant/escort traffic off the east coast of South Africa? Grid squares KY or KZ? I've been reading some real life KTBs from that area mid '43 and realized I haven't ventured that far myself.
I wasn't sure if that was considered Indian Ocean/Monsun territory or what.
Thanks!
T
At Plissken's site I saw data files (sensors.dat for instance and AI files) from NYGM mod made to use with GWX. Did you play using this pack? I often read opinions that NYGM is more realistic than GWX, but GWX looks better and more mods are compatible with GWX. Maybe merging data files from NYGM with GWX could give us the perfect game?
Schmonzo
08-15-15, 10:03 AM
love how big walley first made a comment making fahnenbohn sound stupid but now does not explain his view on schleichfahrt...
BigWalleye
08-15-15, 09:11 PM
love how big walley first made a comment making fahnenbohn sound stupid but now does not explain his view on schleichfahrt...
I asked Fahnenbohn a question.
He answered that question.
I did not think his answer required any response from me.
If you have something to contribute to the topic under discussion, then I hope you will post it. That's what this forum is for.
Schmonzo
08-24-15, 11:51 AM
For me, Schleichfahrt + motors stopped = totally silent boat. Am I wrong ? What could cause any noise ?? :hmmm:
That was the question that followed your comment. I would also like an answer to it, I don't mind someone who is friendly answering it though, so don't feel obliged to do it yourself BigWalleye
:yeah:
BigWalleye
08-25-15, 07:16 AM
That was the question that followed your comment. I would also like an answer to it, I don't mind someone who is friendly answering it though, so don't feel obliged to do it yourself BigWalleye
:yeah:
If you were actually interested in an answer to the question, then a simple Google search would have led you to a contemporaneous thread where the topic was addressed by me and other posters.
Instead, you attempted to be confrontational while necroing a six-week-old post.
You give love, you get love.
Schmonzo
08-25-15, 03:08 PM
If you were actually interested in an answer to the question, then a simple Google search would have led you to a contemporaneous thread where the topic was addressed by me and other posters.
Instead, you attempted to be confrontational while necroing a six-week-old post.
You give love, you get love.
You answered a question with a snotty retort instead of answering it (while making it clear that the answer is super obvious to you) and now I am the rude one? Plus calling asking for an answer to a question that simply got ignored in an active thread does not seem like necroing to me. Well, maybe my social skills just suck, if that's the case I am sorry. But I must say that answering a question with a snotty question does not seem very helpful to me.
Anyway I just did a 'simple' google search :ping: on the topic again and was not able to find anything easily, not even on this forum (yes I did a 'site:www.subsim.com' search). Since my intelligence seems to rival my social skills would you be so kind to help me answer the question by linking the thread you were talking about or providing us with a search term for google please? I would be grateful for that.
Lanzfeld
09-15-15, 07:58 AM
Hi Stiebler :salute:
I'm back after a bit of a break. Of course, I am drawn right back to NYGM.
I was just wondering if you are planning anything interesting for this mod or are you happy with it in the current release? There was a mod out there (I can't find it now for some reason) that increased the range of the hydrophones (for the AI only I think) the deeper you went. It worked from periscope depth to something like 50 meters. I saw it before I gave sh3 a vacation and I was wondering if you ever merged it into your mod? Seems like a realistic addition.:hmmm:
Anyway I hope all is well and I look forward to your response as I reload this masterpiece of work!:rock:
PS. Is H.sie or Stiebler absolutely done hacking the .exe? I really wish we could kill the crew "squatting and spinning" when we are being hunted.
Stiebler
09-17-15, 04:00 AM
@Lanzfeld:
There's nothing much planned for NYGM at the moment, although Anvart has provided a revised radar mod (compatible with my hard-code mod) which has worked well in testing.
The hydrophone effect at different depths was created by Rubini. You should be able to find it by searching for his name. It's not added to NYGM because it slows down game-play. Every time you want to submerge and check for a sound location, you have to go sufficiently deep. It's quicker to pretend that you did that with a dive to periscope depth and surface again. Just click on keys 'P' and 'S' in quick succession.
H.sie announced some time ago that he has given up modding. It's been so long now that I looked at the assembly code that it would take me some time to get up to speed again. In any case, though, I would not be interested in changing visual effects. I'm only interested in changing game play.
Stiebler.
Lanzfeld
09-17-15, 07:40 AM
Ahoy Stiebler!:salute:
:timeout:
Well...the telltale crew is a gameplay change. They tell you with 100% certainty when you are and are not being hunted. I don't really care a bout graphics either but it's hard not to see them out of the corner of your eye when in the control room.:shifty:
Obltn Strand
09-17-15, 09:27 AM
:timeout:
Well...the telltale crew is a gameplay change. They tell you with 100% certainty when you are and are not being hunted. I don't really care a bout graphics either but it's hard not to see them out of the corner of your eye when in the control room.:shifty:
TC does the same...
Lanzfeld
09-17-15, 11:02 AM
TC does the same...
Well if I stay at TC 1-8 then no it does not. When being hunted I never go above TC 8.
I can always see that darn crew though.
Hi Lanzfeld,
this does not need any hacking. You can either remove the crew from the control room (very simple with S3D) or remove the animations. If you look at the files with S3D, you can see the 'logic' and change it. I have, e.g., once removed the 'duck and cover' of the crew on the bridge.
Regards, LGN1
Lanzfeld
09-17-15, 08:38 PM
S3d is a bit beyond me. I would not know where to begin
Lanzfeld
09-18-15, 07:35 AM
Hi Lanzfeld,
this does not need any hacking. You can either remove the crew from the control room (very simple with S3D) or remove the animations. If you look at the files with S3D, you can see the 'logic' and change it. I have, e.g., once removed the 'duck and cover' of the crew on the bridge.
Regards, LGN1
Any chance you could send me these modded files without the "duck and cover"? This is just what I am looking for.
Hi Lanzfeld,
I just sent you a PM.
If I will find some time, I might remove the animations for myself and then share my work. But I can't promise anything.
Regards, LGN1
Lanzfeld
09-25-15, 02:25 PM
Flak monkey interiors work ok with this?
hauangua
09-25-15, 03:31 PM
Flak monkey interiors work ok with this?
Hi Lanzfeld
Yes work fine
Lanzfeld
10-07-15, 09:03 AM
Would love to see an official "Stiebler approved" 1920 x 1080 version of NYGM.:up:
Seems like a great next step.
One click install type deal.
Lanzfeld
10-08-15, 04:56 PM
Actually, after playing for a bit again, the resolution is just fine the way it is.
Even on a 1080 monitor.:up:
BigWalleye
10-09-15, 12:52 PM
Actually, after playing for a bit again, the resolution is just fine the way it is.
Even on a 1080 monitor.:up:
Have you looked at VanJast's Van1920x1080 mod? It's not quite "Stiebler Approved," but it is built around NYGM and Hitman's GUI. Quite compatible, because it only supports one fileset. It's also compatible with the h.sie and Stiebler patches, although those aren't required. Like everything else in the known world:), you can find it at Plissken's.
zemstafreda
10-20-15, 02:26 PM
Are there any NYGM compatibile widescreen GUI's that work in resolutions lower than 1080p? My laptop can handle max 1600x900. I have tried MagUI but it looks like that it's replacing some important NYGM's files.
arnauld
10-24-15, 12:57 PM
Hello,
i am now trying NYGM mod, and i saw the following problem:
I fired 4 torpedoes at an M10B frighter and 3 torpedoes at an S04B frighter. The torpedoes went THROUGH the hull :hmmm:. All 7 was hits. Is this a bug or a failure simulation? I don´t use the h.sie torpedo failure fix.
Greetings, Arnauld
don1reed
10-24-15, 02:59 PM
I had similar problem, but later found Widescreen MaGui v3.4(StandAlone Ver1) was causing the glitch. Switching to ACM GUI Reloaded - h.sie's Edition V1.15 cured it for me.
I might add that Widescreen MaGui v3.4 works fine on my cpu with AOTD, CCoM, GWX, LSH3, and WAC. I only had problems when trying to use it with NYGM.
cheers
Stiebler
10-25-15, 05:19 AM
I regret that it will be impossible to create an 'official' NYGM wide-screen mod, since there are several screen sizes, and it would be a major effort to update every one for every new release of NYGM.
However, it is interesting to read how other users of NYGM are faring with their efforts.
Stiebler.
sublynx
10-25-15, 05:45 AM
Hello,
i am now trying NYGM mod, and i saw the following problem:
I fired 4 torpedoes at an M10B frighter and 3 torpedoes at an S04B frighter. The torpedoes went THROUGH the hull :hmmm:.
I had similar problem, but later found Widescreen MaGui v3.4(StandAlone Ver1) was causing the glitch.
This is curious. I haven't noticed torpedoes going through the hull myself (most of the time I don't see what is happening to the eels, though). I am not a user of MFM and NYGM, only used MFM with GWX. Is the problem you describe NYGM+MFM+MaGui 3.4 related or did you experience the problem even when not using MFM?
don1reed
10-25-15, 08:56 AM
Here is a snapshot of mods for NYGM I have on my laptop:
Generic Mod Enabler - v2.6.0.157
[C:\5NYGM\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
IABLShipsforNYGM_New
3rd Flotilla Mod
SH3_Commander_Updates_for_NYGM
MFM-Interim-Beta_NYGM
Stiebler4C_SubsFlag
30s Music
Flakmonkey's Twisty Periscope for Type VII
ACM-GUI Reloaded - h.sie's Edition V1.15
NYGM HiRes Submarines
(I'm not presently colocated with my desktop which has h.sie activated.)
When WSMaGui 3.4 was activated it worked fine except for torps passing through certain types of ships. (I never took the time to list which ones, sorry).
edit: I also tried firing the deckgun at the ships, but the rds passed thru as well. Then I tried ramming...my boat passed thru too.
sublynx
10-25-15, 09:16 AM
IIRC IABLnew and MFMinterim are alternatives and might be in conflict - but don't trust my memory: I'd suspect I have Alzheimer's if I hadn't been like this since early adulthood. Maybe worth checking, though.
don1reed
10-25-15, 11:22 AM
Rgr that, Sublynx. I enjoy SH3 so much and really appreciate all that you modders do for that enjoyment, I'm retirement-lazy and tend to 'not experiment' with what works to obtain a "Holy Cow!!" realism. :)
Tnx for the tip.
cheers
don1reed
10-26-15, 01:31 PM
sublynx, there is nothing wrong with your memory. You're spot on. Followed your tip and all is well.
Tnx agn.
sublynx
10-27-15, 02:46 AM
Good to hear!
don1reed
10-28-15, 10:14 AM
@Stiebler:
Pour_le_Mérite is well earned. Excellent MOD.
Schmonzo
11-06-15, 04:51 PM
Have you looked at VanJast's Van1920x1080 mod? It's not quite "Stiebler Approved," but it is built around NYGM and Hitman's GUI. Quite compatible, because it only supports one fileset. It's also compatible with the h.sie and Stiebler patches, although those aren't required. Like everything else in the known world:), you can find it at Plissken's.
Ahnenerbe widescreen also works fine with nygm
... , although Anvart has provided a revised radar mod ...
You have distorted a meaning, as always... this is the second version of my last two mods (RadAn) for GWX, now is adapted for NYGM. A few years ago I proposed adapt my GWX mods for your NYGM... you refused ... and in the end you chose to get adaptation from the third incompetent hands.
Jimbuna
11-23-15, 08:30 AM
You are responding to a post over two months old?
If there are issues please be kind enough to take them to PM.
I see, my posts don't give you sleep peacefully. :03:
Apparently, my PM for him was insufficient for understanding.
I recently reinstalled my previous gwx installation and modded sh3 to nygm 3.6 - a great mod ! What i miss really and had in gwx was the nice Feature of free camera on deck and open hatch mod. Can it be done in nygm ? my computer has some years and i,m not able to run fm interiors. One further question - i started with sh3 commander a test career in mid 1944 and was to my surprize able to peacefully sail the whole biscay bay and deep into the english channel before meeting the first pair of hurricanes. In 1944 it should be suicide i think. best regards
What additions do I need to make to SH3 commander to get its flotillas to match the ones in NYGM? I added all the cfg files from "sh3_commander_updates_for_nygm.7z" into the SH3 Commander cfg folder, but none of those implement the updated uboat types and flotillas.
Sittingwolf
01-06-16, 10:29 AM
Hi everyone, where can I find 'Harbor Traffic Add-In', as far as I know compatible with NYGM 3.6 F?
Sittingwolf
01-06-16, 10:44 AM
Also, theres some sort of incompatibility between those two:
Water stream for U-boats v4 and NYGN HiRes Submarines 3.6F, meaning, whatever enabled first, disables the second.
Last easily noticed result: water streams visible but no exhaust fumes.
My current Mod GME list:
NYGM 2.5
3 NEW
3.6F
3rd Flotilla Mod
JCW Officer Icon
Anvart_Stiebler Turms R01R02
Merchant Fleet Mod 3.2
TMT (NYGM)
SH3 Commander updated for NYGM
Supplement to V16B1
Stiebler4C addon for V16B1
Stiebler4C SubsFlag
IABLShips for NYGM New Thomsen
NYGM HiRes Submarines 3.6F
Water stream for Uboats v4
Ahnenerbe WideGui 1920x1080 Final
Hope it's not too bad :hmmm:
Stiebler
01-08-16, 05:55 AM
@ACR:
What i miss really and had in gwx was the nice Feature of free camera on deck and open hatch mod. Can it be done in nygm ? I regret that free camera and open hatch mods are not available for NYGM, and are not really compatible with its philosophy (game-play, not appearance).
i started with sh3 commander a test career in mid 1944 and was to my surprize able to peacefully sail the whole biscay bay and deep into the english channel before meeting the first pair of hurricanes. In 1944 it should be suicide i think.Suicide after 1 June 1944, yes, when the Allies began air-sweeps in the Channel to protect the invasion of 6 June.
However, there were no U-boats in the Channel from January-May 1944. There would have been too few potential targets. So, no strong air defences.
There should, however, be very strong air coverage of the western Bay of Biscay from 1 January to about November 1944. (The Biscay U-boat bases were abandoned during October.)
@andqui:
What additions do I need to make to SH3 commander to get its flotillas to match the ones in NYGM? I added all the cfg files from "sh3_commander_updates_for_nygm.7z" into the SH3 Commander cfg folder, but none of those implement the updated uboat types and flotillas. The flotillas in NYGM were never updated for SH3 Commander. Probably an oversight, sorry.
@Sittingbear:
Hi everyone, where can I find 'Harbor Traffic Add-In', as far as I know compatible with NYGM 3.6 F?
You can find Harbor Traffic Add-In in the folder NYGM3.6F\Documentation. If you use JSGME to install your mods (if not, why not?), then just copy the Harbor Traffic Add-In folder into JSGME's Mods folder.
Also, theres some sort of incompatibility between those two:
Water stream for U-boats v4 and NYGN HiRes Submarines 3.6F, meaning, whatever enabled first, disables the second.
Last easily noticed result: water streams visible but no exhaust fumes.
U-boats v4 is not a recognised mod for NYGM. If it is causing difficulty, then why not just remove it? How many times do you want to look at water-streams?
Stiebler.
Sittingwolf
01-08-16, 07:14 AM
Many thanks, Problem's long sorted now.
corporalspiffy
02-13-16, 10:23 PM
the grid overlay in the navigation map zooms in and out but the map itself doesnt.
is there a fix?
Hello. A quick question. There is an Envsim.act file included in Stiebler's 4C patch for hsie's v16B1. Do i have to keep the "Bad Weather Fix" box checked? (I'm currently playing GWX)
EDIT: My bad. The answer is obvious.:oops:
lederhosen
07-04-16, 07:41 AM
Q: which environment mod is used by NYGM3? I like it.
zombywoof92553
07-13-16, 07:08 PM
:arrgh!:
Aktungbby
07-13-16, 09:07 PM
zombywoof92553!:Kaleun_Salute:
Jimbuna
07-14-16, 07:25 AM
Welcome to SubSim zomby :salute:
zombywoof92553
07-14-16, 09:09 PM
Thanks to all.Got the work around for windows 7.YAY!I am having trouble finding latest sub commander.NYGM 3.6 is hard.Attacking convoys is scary.I stopped doing it unless I can dive to critical depth afterwards.The escorts have xray vision.:hmm2:
ghost02
08-19-16, 07:16 AM
How did you guys get ahnenerbe widegui to work with NYGM? It keeps coming up with missing menus for me. Perhaps I edited the steibler addon files incorrectly... (command and menu)
ghost02
10-04-16, 11:33 PM
I am torn between constantly adding things and just being happy the way my mods are set up.
I believe that I have finally messed my install up and it has been nothing but frustration. It reminds me of something steibler said earlier in the thread, do I want 'immersion' or a sim, and I know I want a sim.
Ergo, instead of the follow mod setup, that took forever to even get to start, I will go with a different one listed afterwords.
Original:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
IABLShipsforNYGM_New_Thomsen
Foam
Aces Hi Res Uniforms and Medals Mk 2
Thomsen's Sound Pack V3.2cg
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
FM_NewInterior v2.1D
Harbor Traffic Add-In
Rbs_SH4_effects_204f1
Restore Gods Eye View
Sh3_volumetric_clouds&fog_V2.2
SH-5 Water for SH-3 16 Km V84
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubsFlag
NYGM_HiRes_Submarines_3_6F
New list:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM HiRes Submarines
IABLShipsforNYGM_New
Thomsen's Sound Pack V3.2cg
Harbor Traffic Add In
FM_NewInterior v2.1D
M.E.P v5
M.E.P v5 - VisualSensors for NYGM 3.6d
Hitman_GUI_NYGM3_1.1
Van1920x1080 v1.1
Supplement to V16B1 - NYGM
Stiebler4B_Addon_for_V16B1 - NYGM
NYGM HiRes Submarines 3.6F
I think the only changes I will have to make besides the necessary hard code changes with menu and commands and such is to add the Newinterior commands to the commands text. Also, I just want to make sure that I should in fact install the AI_Sensors that came with the 4B_Addon as prescribed in the readme even though they are older than the ones in the MEP file. How does this look?
Stiebler
10-05-16, 06:00 AM
@ghost02:
It is important to establish a working foundation of NYGM before you make any other changes.
Start with this foundation:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM HiRes Submarines
IABLShipsforNYGM_New
Harbor Traffic Add In
Then add the other mods of your list one-by-one, testing that each functions correctly. I am not familiar with some of the mods on your list, and therefore cannot offer specific advice.
However, definitely you must install the H.sie hard-code fix before you install these further mods:
Supplement to V16B1 - NYGM
Stiebler4B_Addon_for_V16B1 - NYGM
Stiebler.
ghost02
10-05-16, 02:58 PM
Do you have any more or different mods enabled aside from the base NYGM files? I'm curious what your mod list looks like. I wouldn't be opposed to simply copying your list.
Thank you for your help, and for making such a fantastic mod.
Stiebler
10-07-16, 02:35 PM
My current mods list (using JSGME):
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
HSIE_V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubsFlag
IABLShipsforNYGM_New_Thomsen
Hitman Optics NYGM 3.6 (Fixed)
EnvSim10_HsieFix
Short and simple. I don't need one of the wide-screen fixes, using a 1920x1080 screen which just stretches the graphics a little from left to right. The Envsim10_HsieFix patch fixes the defective weather in stock SH3, and can be downloaded from the link on the logo below. (Download file http://www.subsim.com/mods1/nygm/EnvSimAct_10.7z - assumes you are using the H.sie hardcode fix installed as HSIE_V16B1 in my set-up.)
I hope that helps,
Stiebler.
ghost02
10-19-16, 12:13 AM
Absolutely fantastic.
Your mod truly is the best. Nothing beats sending three torpedoes off to have one premature, one go to deep, and another bounce. I can really understand the frustrations of the earlier years now. The depth, immersion, and shear reality of the game play is second to none. My attacks tend to read like actual ones.
Thank you so much for making this, I don't know what else to say.
Kelly621
10-26-16, 01:30 PM
Hi all,
The mode soup below is worked fine for me, but I am considering some sort of widescreen option. I am using a widescreen mod with my install of GWX and I like it. I was using MaGUI when NYGM was at version 3.4 and I found out quickly that it is a no go for V 3.6F. If anyone can suggest a mod that will work that would be appreciated.....if it isn't worth the effort please say so. ( Should mention my little laptop is 1600X900 so that kills my chances of using 1920x1080 WYGM mod.)
Stiebler.....as always thanks for great mod.
Generic Mod Enabler - v2.6.0.15
[C:\SH3\SH3_NYGM\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
S3H-H.sie-Patch-V16B1
Stiebler4C_Addon_for_V16B1
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
MFM-Interim-Beta_NYGM
Harbor Traffic Add-In
CaptainAmericaOfficerIcons
M.E.P v5 with GREEN Water
Single Merchant Contact Mod
Hitman Optics NYGM 3.6 (Fixed)
NYGM_HiRes_Submarines_3_6F
EnvSimAct_10
SH3Commander to manage my careers
Kelly621
ghost02
10-30-16, 02:05 PM
Hi all,
The mode soup below is worked fine for me, but I am considering some sort of widescreen option. I am using a widescreen mod with my install of GWX and I like it. I was using MaGUI when NYGM was at version 3.4 and I found out quickly that it is a no go for V 3.6F. If anyone can suggest a mod that will work that would be appreciated.....if it isn't worth the effort please say so. ( Should mention my little laptop is 1600X900 so that kills my chances of using 1920x1080 WYGM mod.)
Stiebler.....as always thanks for great mod.
Generic Mod Enabler - v2.6.0.15
[C:\SH3\SH3_NYGM\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
S3H-H.sie-Patch-V16B1
Stiebler4C_Addon_for_V16B1
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
MFM-Interim-Beta_NYGM
Harbor Traffic Add-In
CaptainAmericaOfficerIcons
M.E.P v5 with GREEN Water
Single Merchant Contact Mod
Hitman Optics NYGM 3.6 (Fixed)
NYGM_HiRes_Submarines_3_6F
EnvSimAct_10
SH3Commander to manage my careers
Kelly621
I'll take a stab at it. First of all, I don't know of a widescreen mod that would work at your resolution and would work out of the box for NYGM. It is possible to manually adjust any files that are changed to work with NYGM, but it is a huge, guaranteed, hassle. Most of my problems came from trying to shoe-horn in something that shouldn't be.
Secondly, I see you have the 3rd Flotilla Mod installed. Are you playing in that area? If not there is no reason for it to be installed. (Doesn't make to large of a difference though). Also, I see you have both IABl's ships and MFM installed. I believe that you should only have MFM installed with the actual base MFM files that are downloaded separately.
Are you guys planning updating NYGM?
Stiebler
10-31-16, 05:27 AM
There is no current plan for an update of NYGM.
I have some upgraded files that could be added, and I'm using them on my own system, and BlitzKrieg has sent me a version reworked for NYGM of VanJast's wide-screen mode (1920x1080). However, these days I'm using a 1920x1080 screen myself, and I prefer the small amount of wide-screen distortion, in full-screen view, to the effect with this mod. All a matter of personal taste, of course. If I need to return to the desktop, it is necessary only to press ALT-TAB.
There is no must-have mod that has been released in the past two years to justify the long hours of testing that a new release of NYGM would require.
The current version of NYGM is very stable and works well. The game-play (with H.sie and Stiebler hard-code fixes added) is very accurate to that of a real U-boat commander. I like it!
Stiebler.
ghost02
10-31-16, 09:20 AM
Perhaps the time has come for an .exe similar to gwx did? That with Blitzkrieg's automated patches would eliminate alot of install problems people have because, like me, we don't read the manual as well as we ought.
Of course, if you're not comfortable with a "final" version then it doesn't make much sense.
Kelly621
10-31-16, 04:43 PM
Also, I see you have both IABl's ships and MFM installed. I believe that you should only have MFM installed with the actual base MFM files that are downloaded separately.
Ghost02 you are correct...not sure why I did this :doh:
Looks like I will have to wait until I get a new PC in a couple months for the widescreen. Not a big issue...still enjoy NYGM as it currently displays. Will give WYGM a try with the new PC.
Thanks
Kelly621
Kendras
11-02-16, 06:06 PM
I though there was only GWX as supermod. Is NYGM better ? Why ? :hmmm:
Stiebler
11-04-16, 06:44 AM
WYGM (= Wide Screen Mod for NYGM, by VanJast, adapted for NYGM by BigWallEye and Blitzkrieg) is now available for download by clicking on the NYGM link below.
@Kendras:
I thought there was only GWX as supermod. Is NYGM better?That depends entirely on how you define 'better'. NYGM concentrates on accurate simulation of U-boat tactics.
Stiebler.
ValoWay
12-21-16, 04:26 PM
My current mods list (using JSGME):
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
HSIE_V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubsFlag
IABLShipsforNYGM_New_Thomsen
Hitman Optics NYGM 3.6 (Fixed)
EnvSim10_HsieFix
Short and simple. I don't need one of the wide-screen fixes, using a 1920x1080 screen which just stretches the graphics a little from left to right. The Envsim10_HsieFix patch fixes the defective weather in stock SH3, and can be downloaded from the link on the logo below. (Download file http://www.subsim.com/mods1/nygm/EnvSimAct_10.7z - assumes you are using the H.sie hardcode fix installed as HSIE_V16B1 in my set-up.)
I hope that helps,
Stiebler.
I'm interested in trying NYGM for the first time, however, it seems like I am unable to track down the 'Stiebler4C_SubsFlag' mod. Is that one something I create on my own when I install Stiebler's contribution to H.Sie's hard code fixes?
Stiebler
12-22-16, 01:28 PM
@ValoWay:
I am unable to track down the 'Stiebler4C_SubsFlag' mod.
I've had to withdraw this mod at the request of its originator.
So you won't be able to find it. Sorry about that.
The loss of this mod does not affect game-play.
Stiebler.
ValoWay
12-22-16, 05:26 PM
@ValoWay:
I've had to withdraw this mod at the request of its originator.
So you won't be able to find it. Sorry about that.
The loss of this mod does not affect game-play.
Stiebler.
thank you for posting and letting me know, stiebler! Now I can focus on the actual installation process of the mod :up:
Have a nice Christmas, mate :Kaleun_Cheers:
hauangua
12-31-16, 06:20 AM
Hi mate
Can I install nygm6F Stiebler 4C addon with
magui For ? ..what files should I change? some buttons do not work well ...is enough follow the instructions of Stiebler and use "magui F for nygm files" ? or need other correction?
thanks and Happy New Years
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