View Full Version : NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015)
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Stiebler
01-01-17, 07:55 AM
@hauangua:
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? The official wide-screen mod for NYGM is WYGM, created by vanJast and adapted for NYGM by BigWallEye and Blitzkrieg. It can be downloaded by clicking on the NYGM link below.
WYGM should be installed after ALL other official mods for NYGM. 'Official' mods are those that appear in the list of mods on the NYGM SubSim page, again click on the NYGM link below.
Good luck! (And Happy New Year!)
Stiebler.
hauangua
01-01-17, 11:27 AM
Thanks mate
but I have resolution problem... my monitor not 1920x1080 impossible for me play... Max for me 1366x768 good work with Magui F or magui widescreen 3.4 ...but with files problem.
Victor Schutze
02-14-17, 02:54 PM
After a 5 year break I newly reinstalled Sh3 from Steam, can I install directly NYGM in the Steam folder? e.g:
C:/Steam/steamapps/common
or do I need another location to bypass Steam? :hmmm:
Thanks for your help.
:Kaleun_Salute:
desertstriker
02-14-17, 04:11 PM
It is still HIGHLY recommended to use JSGME to install mods.
You can DL that from subsim at the link below
http://www.subsim.com/radioroom/downloads.php?do=file&id=4725 (JSGME)
justaman
02-14-17, 04:31 PM
Question about the "keeping depth" with NYGM. Currently running SH3+NYGM+S.hie+STiebler+Commander. I read in the readme before installing that you "slowly" sink if you dont maintain some speed underwater.
After the start of my carreer (VIIB) I intercepted a convoy after 11 day's of patrolling. When attacking(undamaged) I tried to penetrate the convoy while silent running. I went from periscop depth to 80meters in about 3 minutes... to just maintain depth I had to go "halbe kraft voraus". This does not really feel historically correct... from 15 to 80 meters in under 5 minutes of slow running would mean that in reallity a u boat crew could not maintain silent running for more than 10 minutes before going into critical depth? I read in some threads that the "sinking" effect is made worse by the stieblers patch? Is this correct? I can't attack anything while submerged unless I keep half to max speed?
I have the "sabotage and malfunctions" enabled in commander. Could this be a sabotage feature?
Just to be sure, I am not trying to question the research by modders or other individuals. It just does not feel correct...
Thx in advance
Victor Schutze
02-14-17, 06:37 PM
It is still HIGHLY recommended to use JSGME to install mods.
You can DL that from subsim at the link below
http://www.subsim.com/radioroom/downloads.php?do=file&id=4725 (JSGME)
This was not the question. I have JSGME. :doh:
Victor Schutze
02-14-17, 06:39 PM
I newly reinstalled Sh3 from Steam, can I install directly NYGM in the Steam folder? e.g:
C:/Steam/steamapps/common
or do I need another location to bypass Steam? :hmmm:
because Steam seems to be a problem to mod SH3!
Thanks for your help.
:Kaleun_Salute:
Question about the "keeping depth" with NYGM. Currently running SH3+NYGM+S.hie+STiebler+Commander. I read in the readme before installing that you "slowly" sink if you dont maintain some speed underwater.
After the start of my carreer (VIIB) I intercepted a convoy after 11 day's of patrolling. When attacking(undamaged) I tried to penetrate the convoy while silent running. I went from periscop depth to 80meters in about 3 minutes... to just maintain depth I had to go "halbe kraft voraus". This does not really feel historically correct... from 15 to 80 meters in under 5 minutes of slow running would mean that in reallity a u boat crew could not maintain silent running for more than 10 minutes before going into critical depth? I read in some threads that the "sinking" effect is made worse by the stieblers patch? Is this correct? I can't attack anything while submerged unless I keep half to max speed?
I have the "sabotage and malfunctions" enabled in commander. Could this be a sabotage feature?
Just to be sure, I am not trying to question the research by modders or other individuals. It just does not feel correct...
Thx in advance
It tells you in the NYGM users manual that the SABOTAGE and MALFUNCTION option in Sh3 Commander should not be used.
ghost02
02-14-17, 09:05 PM
I newly reinstalled Sh3 from Steam, can I install directly NYGM in the Steam folder? e.g:
C:/Steam/steamapps/common
or do I need another location to bypass Steam? :hmmm:
because Steam seems to be a problem to mod SH3!
Thanks for your help.
:Kaleun_Salute:
Yes you will, especially if you use the hard code fixes.
Victor Schutze
02-14-17, 09:38 PM
I managed to solve my Steam issue after a (long) research in these forums. Thank you all!
:Kaleun_Thumbs_Up:
Stiebler
02-15-17, 06:06 AM
@Justaman:
I went from periscop depth to 80meters in about 3 minutes... to just maintain depth I had to go "halbe kraft voraus". This does not really feel historically correct... from 15 to 80 meters in under 5 minutes of slow running would mean that in reallity a u boat crew could not maintain silent running for more than 10 minutes before going into critical depth? I read in some threads that the "sinking" effect is made worse by the stieblers patch? Is this correct? I can't attack anything while submerged unless I keep half to max speed?
Yes, that rate of sinking really would be terrible! And very unrealistic unless the U-boat had massive flooding.
As JO313 has already said, disable the Sabotage and Malfunction options in SH3Commander.
The NYGM super-mod has Der Teddy Bar's original fix that causes the U-boat to sink slowly when stationary at any depth. You should not sink at slow speed.
The Stiebler patch provides additionally a separate slow-sinking function that is hard-coded, and operates only at 100m or deeper. It is a fudge-fix, that simply drags the boat down a little below these depths, and will always occur at slow U-boat speed. Thus, when attacked by escorts, you have to decide whether to keep sinking slowly and silently, or to go briefly and noisily to half-speed to restore your correct depth. This can cause some tricky decisions for the player - stay silent and sink a bit more, or recover depth by making some noise from the propellers at half-speed.
Stiebler.
justaman
02-15-17, 01:05 PM
Stiebler, thx for your reply. I am going to give you an exact account of a test patrol I did today.
I quit my carreer, disabled the sabotage and malfuntions option in commander and started a new carreer. Type IXC, 1940. First patrol started ok. Did some testing in deep waters. This time the boat kept periscope depth while silent running. After that I did an crash test dive and even this gave me no problems. At minimal speed I kept 80m depth for more than 30 minutes. A few days later(in the game) I got a contact report for a convoy. I raced my sub to intercept it about 12 hours later. Dived to 30 meters, did a soundcheck (convoy was closing). Decided to stay at periscope depth and manouvred my sub inside the convoy. Fired 6 torpedos (2hits2miss2duds) dove to 30 meters and came back to periscope depth behind the convoy. Escorts were looking in the wrong place. I resurfaced and started reloading while getting back in attack position. This time a did a surface attack, sunk a large tanker and I was discovered by a escort. I decided to to a crash dive and THAT is when I encountered the problem. The crash dive did nog stop at 80m, the boat kept dropping and could only rise at minimum of 5rpm with straight rudder. Even when I rised to 60 meters it kept dropping back. I had no damage to my sub and I was not hit by the escort. 3 times I tried to blow ballast only to rise 10 meters before going back down at a rate of 1m/3seconds. Because I had no change of evading in silent running a let my sub rest at the bottom at 138meters. I had to go to work so I saved the game a few times and will continue tonight. Do you have a clue as to what triggers this extreme sinking behaviour? Seems to be triggered by the crash dive but only during the convoy attack... not during my first test crash dive. Blowing ballast in this case does not help? If I survice the attack I am going to do some more testing. My realism settings are all checked exept for realistic repair time (becuase this is already in the patch) and external view. All advice is welcome
Stiebler
02-15-17, 04:45 PM
@Justaman:
Your problem seems like an extreme example of the 'Crash-dive blues'. If you make a crash-dive, and then interrupt the dive (eg, by levelling off) before reaching 80 metres, the U-boat will continue to sink. The problem is that the U-boat has not settled to an even keel, as it should, and the only long-term solution is to return to the surface and crash-dive again.
If you crash-dive, allow the U-boat to settle off at 80 metres before diving deeper. Use a crash-dive if attacked by aircraft, when you can level off safely at 80m. Otherwise, dive deep without a crash-dive.
Stiebler.
Obltn Strand
02-16-17, 03:22 AM
And 'Crash-dive blues' can be fixed with h.sie-fix...
justaman
02-16-17, 03:27 AM
And 'Crash-dive blues' can be fixed with h.sie-fix...
Thx for the answers. I have the h.sie fix installed with the stiebler patch. I found a work arround for the problem for now... I gave full power to go from 120 to 60 meters and then gave the order to crash dive again... it went to 80m and finally levelled of.
TheBadCaptainOfAU-Boot
02-24-17, 10:09 AM
Hello,
i have downloaded NYGM, and it seems that i cannot get it to work. The 2.5 works perfectly, but when i put the New6.7z and 6F.7z it crashes when it is trying to load the menu.
need help.
FUBAR295
02-24-17, 10:29 AM
Below is a copy of part of my mods. I am showing just the NYGM related mods. On the download section Stiebler lists the correct sequence in which to load the mods here ... http://www.subsim.com/mods1/nygm/
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Hitman 1.2 Optics NYGM 3.2
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
Supplement to V16B1 (JSGME)
NYGM_HiRes_Submarines_3_6F
Stiebler4C_SubsFlag
Kapstadt Blockade NYGM3.3
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
Are you installing zip files into your Mods folder? You need to unzip the files before inserting into the game. You may want to reinstall a new copy of 3_New and 3_6F as you may have a corrupt files. Also try installing each one, one at a time. Install the first and start up SH3. If everything is working install the next mod and test SH3 to insure every thing is working as it should.
Good Hunting
FUBAR295
justaman
03-08-17, 04:38 PM
Dear members after some trial and error I finally succeeded in getting the Shie and stiebler patches working. Thx for the quick reply's and advice here.
I tested one carreer starting in 1944 and patrolled near freetown, to guantamo and back to lorient without spotting any enemy ships. Worried that it my have been a bug, so next patrol run for the closest English port and was hunted to death within 10minutes of being dedected. Problem solved. Sure as hell it was no bug.
I now started a carreer in 1939, Sunk 6 ships and had 4 dud torpedo's(loved the realistic torp crisis). Blew up one diesel engine while running at full speed. After 6 years of GWX, I cant help but say that I love NYGM more than GWX. I only miss the open hatch mode and the no medals on crew part of GWX although these are only details.
Thx for all the help
FUBAR295
03-08-17, 04:53 PM
I only miss the open hatch mode and the no medals on crew part of GWX although these are only details.
Thx for all the help
You can run the Ace's Hi Res Uniform and Medals and also DD's Open Hatch mods with NYGM. That should put you back in eye candy bliss.
Good Hunting,
FUBAR295
Aktungbby
03-08-17, 06:39 PM
TheBadCaptainOfAU-Boot!:Kaleun_Salute:
Stiebler
03-18-17, 05:19 AM
I have placed a copy of 'NYGM_2017' onto the NYGM web-page here at SubSim (http://www.subsim.com/mods1/nygm/). (Or click on my signature below.)
It contains a series of small mods added over the past three years onto my own system.
These include an updated version of Anvart's FM30_UpDown_NYGM (which Anvart kindly sent to me in 2014...);
a series of small changes to the campaign files;
my latest version of EnvSim10.act that cures almost all the weather problems of SH3, and which has been available for separate download since 2016;
and the results of my efforts to improve scripted aircraft over the Bay of Biscay, as well as Hitman's clever idea to have an invisible moving air-base travelling around the Bay of Biscay during most of 1943 and early 1944. (See http://www.subsim.com/radioroom/showthread.php?t=229807).
For those who wish only to download the NYGM_2017 mod itself, click this link:
http://www.subsim.com/mods1/nygm/NYGM_2017.7z
(This mod overlays NYGM2.5+NYGM3_New + NYGM_3.6F.)
For those who wish to have the wide-screen 1920x1080 experience, WYGM (VanJast's and SeeAdler's work adapted by BlitzKrieg and BigWallEye for NYGM) is also available as a separate download from the main NYGM web-site stated above.
Also check the NYGM main web-site to find the correct order of installation of all the official NYGM mods.
NYGM has always aimed to be the most accurate SH3 simulation for game-play. That is, you are most likely to have the results experienced by real U-boat commanders.
Stiebler.
hauangua
03-18-17, 05:43 AM
I have placed a copy of 'NYGM_2017' onto the NYGM web-page here at SubSim (http://www.subsim.com/mods1/nygm/). (Or click on my signature below.)
It contains a series of small mods added over the past three years onto my own system.
These include an updated version of Anvart's FM30_UpDown_NYGM (which Anvart kindly sent to me in 2014...);
a series of small changes to the campaign files;
my latest version of EnvSim10.act that cures almost all the weather problems of SH3, and which has been available for separate download since 2016;
and the results of my efforts to improve scripted aircraft over the Bay of Biscay, as well as Hitman's clever idea to have an invisible moving air-base travelling around the Bay of Biscay during most of 1943 and early 1944. (See http://www.subsim.com/radioroom/showthread.php?t=229807).
For those who wish only to download the NYGM_2017 mod itself, click this link:
http://www.subsim.com/mods1/nygm/NYGM_2017.7z
(This mod overlays NYGM2.5+NYGM3_New + NYGM_3.6F.)
For those who wish to have the wide-screen 1920x1080 experience, WYGM (VanJast's and SeeAdler's work adapted by BlitzKrieg and BigWallEye for NYGM) is also available as a separate download from the main NYGM web-site stated above.
Also check the NYGM main web-site to find the correct order of installation of all the official NYGM mods.
NYGM has always aimed to be the most accurate SH3 simulation for game-play. That is, you are most likely to have the results experienced by real U-boat commanders.
Stiebler.
Thank Stiebler :salute:
NYGM is always more realistic mod
simply The Best
Obltn Strand
03-18-17, 09:48 AM
NYGM has always aimed to be the most accurate SH3 simulation for game-play. That is, you are most likely to have the results experienced by real U-boat commanders.
Stiebler.
Frustration, gray hair and broken house wares....
Envsimact10 is a nice addition. Trailing convoys during bad weather is worth to try now. Sometimes it even changes weather immediately aftet leaving the port. However save, exit and reload forces the game to change weather. Cheat if you do it during rain or is this intentional?
Still nothing to report using h.sie's longer repair times option.
Anyway thanks for the update. I'll throw in an admission fee to Vesikko if you're ever visit this part pf the world. Hell, guess I add ferry fare and bewerage or two... ;)
Stiebler
03-19-17, 07:17 AM
@Obltn Strand:
However save, exit and reload forces the game to change weather. Cheat if you do it during rain or is this intentional?It was neither intentional nor accidental - I noticed it during testing, and decided that it was a useful addition.
If you don't like the change of weather during save/reload a game, then avoid saving the game until the weather is good and you are far from any other ships (which is wise anyway, to avoid CTDs). Most importantly, if you think it is unfair to cheat with the weather by saving and reloading, then don't cheat!
Incidentally, most of the CTDs that are caused by game saves are due to previous corruption of data stored in RAM. This is as a result of too much data being written to RAM, corrupting previous data. It is really a problem caused by all the mods - especially for new ships - that have been added to SH3 since the game was originally released. If two large convoys spawn next to the U-boat, then a huge amount of new data is written. The original stock game only caused CTDs very rarely. Happily, however, modern computers have much more RAM than in 2005 (release date of SH3), so the problem is becoming rarer again.
Stiebler.
Obltn Strand
03-19-17, 01:17 PM
@Obltn Strand:
If you don't like the change of weather during save/reload a game, then avoid saving the game until the weather is good and you are far from any other ships (which is wise anyway, to avoid CTDs). Most importantly, if you think it is unfair to cheat with the weather by saving and reloading, then don't cheat!
Sometimes man's just gotta save and go to bed...that's how I figured it out. Small pain for a good addition...
Warsteiner
03-20-17, 10:25 AM
What is the new correct order of installation?
If I install IABLShipsforNYGM_New_Thomsen the campaign_RND.mis overwrites the one of NYGM_2017.
Thank you for this great mod
AllenZ1Sgt
03-20-17, 12:04 PM
Hello all, when I install NYGM_2017 My periscopes (Obs and Atk) and UZO display becomes just a square "window" and if I move the mouse out of this window it leaves permanent trails. My install order is:
Generic Mod Enabler - v2.6.0.157
[K:\SilentHunterIII-NYGM\MODS]
1_NYGM Tonnage War V2.5
2_NYGM3_New
3_NYGM3_6F
NYGM_2017
Has anyone seen this? Did I leave anything out from the install? Many thanks for any assistance.
also when i deactivate NYGM-2017 all is well
FUBAR295
03-20-17, 12:15 PM
Hello all, when I install NYGM_2017 My periscopes (Obs and Atk) and UZO display becomes just a square "window" and if I move the mouse out of this window it leaves permanent trails. My install order is:
Generic Mod Enabler - v2.6.0.157
[K:\SilentHunterIII-NYGM\MODS]
1_NYGM Tonnage War V2.5
2_NYGM3_New
3_NYGM3_6F
NYGM_2017
Has anyone seen this? Did I leave anything out from the install? Many thanks for any assistance.
This is the order in which to load the mods, which you seem to have in the correct order.
:The NYGM Mod contains several parts, for convenience of downloading and updating, as follows:
1. NYGM_Tonnage_War_V2.5_Full_Version.7z (http://www.subsim.com/mods1/nygm/nygm_tonnage_war_v2.5_full_version.7z) (Essential, 322 MBytes)
2. NYGM3_New.7z (http://www.subsim.com/mods1/nygm/NYGM3_New.7z) (Essential, 102 MBytes)
3. NYGM3_6F.7z (http://www.subsim.com/mods1/nygm/NYGM3_6F.7z) (Essential, 58 MBytes)
4. NYGM_2017.7z (http://www.subsim.com/mods1/nygm/NYGM_2017.7z) (Optional, 12 MBytes)
5. IABLShipsforNYGM_New_Thomsen.7z (http://www.subsim.com/mods1/nygm/IABLShipsforNYGM_New_Thomsen.7z) (Optional, 14 MBytes)
6. 3rd Flotilla Mod.7z (http://www.subsim.com/mods1/nygm/3rd_Flotilla_Mod.7z) (Optional, 60 KBytes)
7. SH3_Commander_Updates_for_NYGM.7z (http://www.subsim.com/mods1/nygm/sh3_commander_updates_for_nygm.7z) (Optional, 0.07 MByte)
8. MFM-Interim-Beta_NYGM.7z (http://www.subsim.com/mods1/nygm/MFM-Interim-Beta_NYGM.7z) (Optional, 35 KBytes)
9. Stiebler4C_V16B1.7z (http://www.subsim.com/mods1/nygm/Stiebler4C_V16B1.7z) (Optional, an upgrade of the 3A variant but more complex to install; 22 MBytes; includes many new turms for radar.)
10. EnvSimAct_10.7z (http://www.subsim.com/mods1/nygm/EnvSimAct_10.7z) (Optional, 5 KBytes)
11. NYGM_HiRes_Submarines_3_6F.7z (http://www.subsim.com/mods1/nygm/NYGM_HiRes_Submarines_3_6F.7z) (Optional, 104 MBytes - please observe large size to download)
12. WYGM.7z (http://www.subsim.com/mods1/nygm/WYGM.7z) (Optional, 35 MBytes)
The first six of these mods MUST be installed in the order shown above. UNZIP the six files above with 7-zip (best) or with later versions of WinZip or WinRAR. Copy the un-zipped files into your Ubisoft\silenthunteriii\mods folder, as created above. Install the mods in the order shown with JSGME. "
I can only guess that you have corrupted file. Try reinstalling and test SH3 after each mod place into the game.
Good Hunting,
FUBAR295
FUBAR295
03-20-17, 12:18 PM
What is the new correct order of installation?
If I install IABLShipsforNYGM_New_Thomsen the campaign_RND.mis overwrites the one of NYGM_2017.
Thank you for this great mod
This is the correct order :
The NYGM Mod contains several parts, for convenience of downloading and updating, as follows:
1. NYGM_Tonnage_War_V2.5_Full_Version.7z (http://www.subsim.com/mods1/nygm/nygm_tonnage_war_v2.5_full_version.7z) (Essential, 322 MBytes)
2. NYGM3_New.7z (http://www.subsim.com/mods1/nygm/NYGM3_New.7z) (Essential, 102 MBytes)
3. NYGM3_6F.7z (http://www.subsim.com/mods1/nygm/NYGM3_6F.7z) (Essential, 58 MBytes)
4. NYGM_2017.7z (http://www.subsim.com/mods1/nygm/NYGM_2017.7z) (Optional, 12 MBytes)
5. IABLShipsforNYGM_New_Thomsen.7z (http://www.subsim.com/mods1/nygm/IABLShipsforNYGM_New_Thomsen.7z) (Optional, 14 MBytes)
6. 3rd Flotilla Mod.7z (http://www.subsim.com/mods1/nygm/3rd_Flotilla_Mod.7z) (Optional, 60 KBytes)
7. SH3_Commander_Updates_for_NYGM.7z (http://www.subsim.com/mods1/nygm/sh3_commander_updates_for_nygm.7z) (Optional, 0.07 MByte)
8. MFM-Interim-Beta_NYGM.7z (http://www.subsim.com/mods1/nygm/MFM-Interim-Beta_NYGM.7z) (Optional, 35 KBytes)
9. Stiebler4C_V16B1.7z (http://www.subsim.com/mods1/nygm/Stiebler4C_V16B1.7z) (Optional, an upgrade of the 3A variant but more complex to install; 22 MBytes; includes many new turms for radar.)
10. EnvSimAct_10.7z (http://www.subsim.com/mods1/nygm/EnvSimAct_10.7z) (Optional, 5 KBytes)
11. NYGM_HiRes_Submarines_3_6F.7z (http://www.subsim.com/mods1/nygm/NYGM_HiRes_Submarines_3_6F.7z) (Optional, 104 MBytes - please observe large size to download)
12. WYGM.7z (http://www.subsim.com/mods1/nygm/WYGM.7z) (Optional, 35 MBytes) The first six of these mods MUST be installed in the order shown above. UNZIP the six files above with 7-zip (best) or with later versions of WinZip or WinRAR. Copy the un-zipped files into your Ubisoft\silenthunteriii\mods folder, as created above. Install the mods in the order shown with JSGME.
Good Hunting,
FUBAR295
Warsteiner
03-20-17, 01:12 PM
I've been playing NYGM for almost 2 years and I think that the installation order for this 2017 add on is not well explained. Stiebler wrote in the readme that all scripted aircraft flights in the campaign_rnd.mis are moved to campaign_scr.mis. So the campaign_rnd.mis from IABLShipsforNYGM_New_Thomsen overwrites the hard work.
Also, all minefields and subnets are missing in the campaign.scr.mis of NYGM_2017. And what happens to the Harbor Traffic Add-in from NYGM3_6F then?
Sorry, but I think this launch of NYGM_2017 has to be revised.
Warsteiner
03-20-17, 01:27 PM
I forgot to mention that I've seen in the mission editor German battleships and cruisers in the mediterranean. But there are italian warships in the museum that are clones of the germans but reskinned that would be more appropriate
. Maybe the campaign files need a revision...
Kendras
03-20-17, 01:49 PM
edit : SOLVED
AllenZ1Sgt
03-20-17, 02:57 PM
Thanks for the response FUBAR295, I had the install order as you listed and when NYGM_2017 came out I redid my jsgme to get in 4th on the list. Since no one else seems to have this problem I think your suggestion of corrupt file is probably it, I'll re-download NYGM-2017 before I go all the way to a full reinstall. Thanks again.
FUBAR295
03-20-17, 06:47 PM
I've been playing NYGM for almost 2 years and I think that the installation order for this 2017 add on is not well explained. Stiebler wrote in the readme that all scripted aircraft flights in the campaign_rnd.mis are moved to campaign_scr.mis. So the campaign_rnd.mis from IABLShipsforNYGM_New_Thomsen overwrites the hard work.
Also, all minefields and subnets are missing in the campaign.scr.mis of NYGM_2017. And what happens to the Harbor Traffic Add-in from NYGM3_6F then?
Sorry, but I think this launch of NYGM_2017 has to be revised./QUOTE]
[QUOTE=Warsteiner;2473865]I forgot to mention that I've seen in the mission editor German battleships and cruisers in the mediterranean. But there are italian warships in the museum that are clones of the germans but reskinned that would be more appropriate
. Maybe the campaign files need a revision...
These are somethings that Steibler has to address for you. Sorry, I can not help out on this.
Good Hunting,
FUBAR295
Warsteiner
03-21-17, 05:12 AM
I have discovered that the campaign files can be opened with a text editor. The reason for the missing minefields and subnets in campaign_scr.mis is that it must be added before line "[OrdnanceUnit 1.Waypoint 1]" this:
[OrdnanceUnit 1]
Name=Dover BR Minefield 1
Class=Minefield
Type=500
Origin=British
Side=1
GameEntryDate=19391001
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
Long=213300.000000
Lat=6147600.000000
Height=0.000000
Heading=0.000000
RandStartRadius=0.000000
Density=5.000000
HeightIntervalMin=-15.000000
HeightIntervalMax=-15.000000
NextWP=0
I can now modify the ships on my own.
Stiebler
03-21-17, 07:10 AM
@Warsteiner,
Sorry about the delayed reply. I've been checking your claims of faulty campaign files.
1. I agree with your discovery about the campaign_SCR.mis file not showing any mines in Mission Editor. The explanation, I was about to write, but I see that you have written faster, is that a cut-and-paste operation for the scripted aircraft accidently overwrote the first unit of the Ordnance group, without over-writing its waypoints. This 'disabled' all the ordnance units, which was not apparent during the lengthy testing that I have carried out.
2. The IABLShipsforNYGM_New_Thomsen mod contains its own campaign_RND.mis file, which over-writes that in NYGM_2017.
True, I'd completely forgotten about that. The Thomsen file needs the St. Eval-Musketry and Chieveley-Musketry scripted flights removed (Nos. 2029 and 2030), and the next entries renumbered.
3. The HarborTrafficMod needs the new scripted aircraft. I'd forgotten about that too.
Thanks for all this information, and I'll fix it as soon as possible.
DO NOT attempt to make fixes in SH3 Mission Editor! This often stamps its own ideas about what was intended onto campaign files, which were not what the user intended. Mission Editor is good for checking, but not for modifying, existing campaign files.
And finally - there seems to be a bug in the new radar mod, when FuMO61 is used. The aerial rotates, but detects nothing. Sometimes the aerial is destroyed during loading a new patrol. These faults might be due to the ordnance problem in (1) above, though.
Apologies to others affected by these errors. It's difficult to test every permutation of NYGM.
I'll make a replacement as soon as possible, named NYGM_2017A to avoid confusion.
Meanwhile, I shall leave the mod available on the NYGM web-site, because some others want to see how NYGM now handles the issue of scripted aircraft and moving air-bases.
Stiebler.
Benzin1973
03-21-17, 07:32 AM
Hello all, first off i want to thank Stiebler for this OUTSTANDING mod. The very best super mod available for sh3 imho.
I also want to ask you guys, i want to use the gods eye view on the map, but the mod to enable it that comes with NYGM (under main mod/documentation) puts back everything, ship colors (neutral, foe, et), bearing, etc. I would like to use gods eye, but with black contacts, no bearing indicators, etc. Kind of like the ones in GWX3.
It think it would be great to have the contacts on the map (mainly to avoid all the tedious plotting), but without those squares giving away too much info, like if the ship is neutral or enemy, course, etc.
Anyone know if such a mod exsists for NYGM?
thanks in advance!
Warsteiner
03-21-17, 08:32 AM
Thank you Stiebler for this mod. For a long time I didn´t play sh3 but a couple of years ago I installed this mod on my old computer and now I can not stop playing. :salute:
Benzin1973
03-21-17, 06:19 PM
I couldnt find a mod that restores the gods eye view but with black contacts, so i made my own.
Im pasting the readme.txt info below, as well as the download link. if anyone finds it usefull, feel free to download and use it. :up:
A note for Stiebler:
I modified some of your original files in the mod "restore gods eye view" included in NYGM to make this small mod. If i i did something wrong, or for some reason you are not Ok with me using these files (and redistributing them on this mod), please let me know and ill take the mod down immediatelly.
Also, While editing the xxx_ship.tga files in the original "Restore gods eye view" to make make them black, i noticed that the file P01B_shp.tga under \data\Sea\P01B\ appears to be blank. Using gimp i cant see any image at all. Not a big deal at all, i just tought id let you know.
Download link:
http://www.mediafire.com/file/ksff6a348wbjk2w/Restore_Gods_Eye_View_-_Black_Contacts_For_NYGM.zip
Readme.txt
----- Restore Gods view Black contacts For NYGM v1.0 by Benzin -----
Restores the Gods view on the navigation map (provided you uncheck the no map contact update under realism settings), but shows all contacts in black color and optionally without "tail" so you wont know exactly where they are heading.
All contact information on the map is displayed in black color. From the square boxes all the way to the zoomed in ship silouettes, and the "tails" as well. Air contacts are also showed on map.
The idea of this mod is to avoid all the tedious plotting needed when not having the contacts show up on the map at all, but without giving away so much information such as if its a neutral or enemy unit, so you still have to ID its flag, check the date, and decide if you shoot at it or not.
-- Installation --
1.- This mod comes in two flavors, pick the one you want:
- Restore Gods view Black contacts: Restores contacts in black colors WITH their "tails" so you can know where they are heading.
Or
- Restore Gods view Black contacts NB: As above, but without any Bearing tails. Only a black square is shown.
2.- After you decided wich one you want, copy it to your mods folder and install with JSGME after your complete NYGM installation.
Enjoy!
- Benzin
Hello all, first off i want to thank Stiebler for this OUTSTANDING mod. The very best super mod available for sh3 imho.
I also want to ask you guys, i want to use the gods eye view on the map, but the mod to enable it that comes with NYGM (under main mod/documentation) puts back everything, ship colors (neutral, foe, et), bearing, etc. I would like to use gods eye, but with black contacts, no bearing indicators, etc. Kind of like the ones in GWX3.
It think it would be great to have the contacts on the map (mainly to avoid all the tedious plotting), but without those squares giving away too much info, like if the ship is neutral or enemy, course, etc.
Anyone know if such a mod exsists for NYGM?
thanks in advance!
hauangua
03-22-17, 05:32 AM
I couldnt find a mod that restores the gods eye view but with black contacts, so i made my own.
Im pasting the readme.txt info below, as well as the download link. if anyone finds it usefull, feel free to download and use it. :up:
A note for Stiebler:
I modified some of your original files in the mod "restore gods eye view" included in NYGM to make this small mod. If i i did something wrong, or for some reason you are not Ok with me using these files (and redistributing them on this mod), please let me know and ill take the mod down immediatelly.
Also, While editing the xxx_ship.tga files in the original "Restore gods eye view" to make make them black, i noticed that the file P01B_shp.tga under \data\Sea\P01B\ appears to be blank. Using gimp i cant see any image at all. Not a big deal at all, i just tought id let you know.
Download link:
http://www.mediafire.com/file/ksff6a348wbjk2w/Restore_Gods_Eye_View_-_Black_Contacts_For_NYGM.zip
Readme.txt
----- Restore Gods view Black contacts For NYGM v1.0 by Benzin -----
Restores the Gods view on the navigation map (provided you uncheck the no map contact update under realism settings), but shows all contacts in black color and optionally without "tail" so you wont know exactly where they are heading.
All contact information on the map is displayed in black color. From the square boxes all the way to the zoomed in ship silouettes, and the "tails" as well. Air contacts are also showed on map.
The idea of this mod is to avoid all the tedious plotting needed when not having the contacts show up on the map at all, but without giving away so much information such as if its a neutral or enemy unit, so you still have to ID its flag, check the date, and decide if you shoot at it or not.
-- Installation --
1.- This mod comes in two flavors, pick the one you want:
- Restore Gods view Black contacts: Restores contacts in black colors WITH their "tails" so you can know where they are heading.
Or
- Restore Gods view Black contacts NB: As above, but without any Bearing tails. Only a black square is shown.
2.- After you decided wich one you want, copy it to your mods folder and install with JSGME after your complete NYGM installation.
Enjoy!
- Benzin
Hi Benzin
Thanks I think this is good idea!!!
I'm sure download and probe your mod..
thanks again mate
:salute:
Stiebler
03-22-17, 05:46 AM
NYGM 2017A is now uploaded to the SubSim NYGM site (click on the NYGM signature below).
Re-released 22/3/2017 with NYGM_2017A.7z dated 22/3/2017 08:48.
Tested it quite extensively with patrols testing aircraft and the new radars (and radar-receivers) in 1943 in Bay of Biscay, and also testing radars including FuMO61 and radar-receivers in 1945 from Bergen. All OK.
Also checked presence of minefields in SH3 Mission Editor;
and that other functions all present with revised IABLShipsforNYGM_New_Thomsen (RND file had to be altered to remove scripted Musketry patrols), which has been also uploaded to NYGM web-site (also dated 21/3/2017);
and with revised HarborTraffic mod (included with the NYGM_2017A package in documentation);
and with revised Hitman Optics mod (included with the NYGM_2017A package in documentation) for Anvart's new radar operations.
Permutations of IABL and HarborTraffic with NYGM_2017A tested with and without Hsie/Stiebler code-fixes present. All seems to be good.
This NYGM_2017A download replaces the defective NYGM_2017 version previously released.
Thanks to Warsteiner for drawing to my attention the defects/oversights of NYGM_2017.
Stiebler.
Stiebler
03-22-17, 05:49 AM
@Benzin1973:
It's fine to release a mod based on NYGM files, but don't forget that you may need to update it as and when the original NYGM files get updated!
Good luck with your mod!
Stiebler.
Kendras
03-22-17, 07:41 AM
This NYGM_2017A download replaces the defective NYGM_2017 version previously released.
Thanks to Warsteiner for drawing to my attention the defects/oversights of NYGM_2017.
Thank you very much !
:salute:
Kendras
03-22-17, 10:14 AM
Hi,
I have a problem with NYGM. In the repairs screen, I can't assign the crew to other compartments than flak, canon and (both) quarters. For example, I can't repair the control room.
http://i.imgur.com/mC4vW2A.png
Any idea ? Here is my mod list, perhaps there's a problem here :
http://i.imgur.com/Bffh6Ew.png
hauangua
03-22-17, 10:31 AM
Hi,
I have a problem with NYGM. In the repairs screen, I can't assign the crew to other compartments than flak, canon and (both) quarters. For example, I can't repair the control room.
http://i.imgur.com/mC4vW2A.png
Any idea ? Here is my mod list, perhaps there's a problem here :
http://i.imgur.com/Bffh6Ew.png
Hi Kendras
probably some of your personal mod overwrites some file.. it creates some problems with NYGM....
for example... shortcut?
FUBAR295
03-22-17, 10:49 AM
Hi,
I have a problem with NYGM. In the repairs screen, I can't assign the crew to other compartments than flak, canon and (both) quarters. For example, I can't repair the control room.
http://i.imgur.com/mC4vW2A.png
Any idea ? Here is my mod list, perhaps there's a problem here :
http://i.imgur.com/Bffh6Ew.png
Have you tried assigning an Offizer to the Damage Control Team, you then should be able to deploy the team to the damaged compartments. There also does not seem to be any damage in the Control Room, so no need to assign there, according the the screen shot.
You also seem to be short an Offizer and crewmen.
Good Hunting,
FUBAR295
Kendras
03-22-17, 11:04 AM
Thank you guys, but it still doesn't work.
Moreover, is it normal that the hull integrity indicator is red, although I have no damage at all ? :hmmm:
hauangua
03-22-17, 11:10 AM
Thank you guys, but it still doesn't work.
Moreover, is it normal that the hull integrity indicator is red, although I have no damage at all ? :hmmm:
by manual of NYGM
But now I found a way to display the hull integrity in 4 colors:
gray: Integrity 90% - 100% (no or minor damage)
yellow: Integrity 60% - 89% (damage)
orange: Integrity 30% - 59% (heavy damage)
red: Integrity 0% - 29% (critical damage)
PS... I not use hull integrity
Stiebler
03-22-17, 01:54 PM
@Kendras:
Try removing the last three mods from your displayed list:
1. Anvart-Stiebler Turms is included with both the Stiebler 4C hard-code fix AND the Hi-Res Submarines fix.
2. Hi-Res submarines fix - remove it anyway, for bug testing purposes.
3. Restore God's eye view - remove it also for test purposes.
I can't explain the 'red' damage with no actual damage present.
But certainly you must start again in port after making these changes.
Did you make a reload from a saved game?
Good luck!
Stiebler.
Benzin1973
03-22-17, 03:48 PM
Im having the same problem, Except my damage control team doesnt have the weird looking slots. But still i was unable to assign the repair crew to fix my electric engines. I cant even click on some sections of the sub to assign repairs.
My mods:
1 - NYGM Tonnage War V2.5 – Stand Alone Version
2 - NYGM3_New
3 - NYGM3_6F
4- IABLShipsforNYGM_New_Thomsen
5 - 3rd Flotilla Mod
10 - NYGM_HiRes_Submarines_3_6F
Map Bearing overlay
Rubini´s Underwater dust&plancton v1_no blur
Stiebler4C_Addon_for_V16B1
Widescreen MaGui v3.4-SA
WideScreen MaGui v3.4-SA FIX for NYGM v3.6D
Restore Gods Eye View - Black Contacts (MAGUI)
DasBoot Cheers
I had tried disabling the magui gui (and everything after it) fearing a mod conflict, but the problem remained.
Hi,
I have a problem with NYGM. In the repairs screen, I can't assign the crew to other compartments than flak, canon and (both) quarters. For example, I can't repair the control room.
http://i.imgur.com/mC4vW2A.png
Any idea ? Here is my mod list, perhaps there's a problem here :
http://i.imgur.com/Bffh6Ew.png
Benzin1973
03-22-17, 04:18 PM
Hi Benzin
Thanks I think this is good idea!!!
I'm sure download and probe your mod..
thanks again mate
:salute:
Thanks hauangua! I am currently testing a new version wich includes restoring the contact information on the map (e.g. speed: slow, tye:unknown, etc), wich i find indispensable to plot intercept courses to reported convoys/contacts. I will upload the new version as soon as im 100% sure its bug free. :)
@Benzin1973:
It's fine to release a mod based on NYGM files, but don't forget that you may need to update it as and when the original NYGM files get updated!
Good luck with your mod!
Stiebler.
Thank you Stiebler! I do plan to keep it up to date. Im just about to check if it needs any changes with the new patch you released.
Kendras
03-22-17, 04:20 PM
I've found the solutions !
So :
1/ About the problem of compartments that are impossible to access to repair them :
It comes from this mod : NYGM (1) Tonnage War V2.5 – Stand Alone Version
Folder : data\Menu\cfg\game
Files : damage_1 to 3.cfg ---> delete them. (I don't know what is wrong with them)
2/ About the red mark always displayed :
It comes from this mod : NYGM (9) Stiebler4C_Addon_for_V16B1
Folder : data\Menu
File : en_menu.txt : there is a blank space after 589= ---> write 589=HULL INTEGRITY %s %
---
Edit : in order to have a green mark instead of gray, go in mod NYGM (2) NYGM3_New
Folder : data\Menu\Fonts : change name of HullInteg1.tga, and rename HullInteg1_opt.tga to HullInteg1.tga
http://i.imgur.com/tAjc57n.png
Kendras
03-22-17, 05:04 PM
By the way, what do you think about my new main NYGM menu screen ?
http://i.imgur.com/rHBUoJB.png
Benzin1973
03-22-17, 05:32 PM
@Kendras:
Great find about the "cant repair" problem!
But im concerned about what effects will deleting those files will have on the whole mod? they must be there because they introduce some changes to the subs.
I Love your menu screen! its simple & elegant.
Any chance you could make a widescreen version of it? :)
I use a widescreen UI with MYGM (Magui), and would love to have that as my menu screen.
Benzin1973
03-22-17, 05:36 PM
Stiebler: I just wanted to let you know, at least one of the new files contained in the patch you released today (NYGM_2017A) is being overwritten by the 3rd flotilla mod. This file is en_menu.txt. I dont know if other files are being overwritten as well (files with new content i mean).
Then 3rd Flotilla mod needs to be updated to include the new version of this file.
Not complaining or anything, just tought id let you know :)
Kendras
03-22-17, 05:39 PM
Any chance you could make a widescreen version of it? I use a widescreen UI with MYGM (Magui), and would love to have that as my menu screen.
Why not ?
Just send me a screenshot at scale 1:1 with the Options screen displayed.
Anvar1061
03-22-17, 09:47 PM
By the way, what do you think about my new main NYGM menu screen
Kendras! Could you release NYGM_2017A_Fix with a new main menu screen?
hauangua
03-23-17, 03:40 AM
I've found the solutions !
So :
1/ About the problem of compartments that are impossible to access to repair them :
It comes from this mod : NYGM (1) Tonnage War V2.5 – Stand Alone Version
Folder : data\Menu\cfg\game
Files : damage_1 to 3.cfg ---> delete them. (I don't know what is wrong with them)
2/ About the red mark always displayed :
It comes from this mod : NYGM (9) Stiebler4C_Addon_for_V16B1
Folder : data\Menu
File : en_menu.txt : there is a blank space after 589= ---> write 589=HULL INTEGRITY %s %
---
Edit : in order to have a green mark instead of gray, go in mod NYGM (2) NYGM3_New
Folder : data\Menu\Fonts : change name of HullInteg1.tga, and rename HullInteg1_opt.tga to HullInteg1.tga
http://i.imgur.com/tAjc57n.png
Hi kendras
This solution #2 had been left by Stiebler years ago as an option:
http://subsim.com/radioroom/showthread.php?t=96547 post #5
Solution#1
You are sure is useful to advise deleting files without first discussing with Stiebler?
Kendras
03-23-17, 03:48 AM
Hi kendras
This solution #2 had been left by Stiebler years ago as an option:
http://subsim.com/radioroom/showthread.php?t=96547 post #5
Yes, I read somewhere in a readme that I can delete the text after 589= if I don't want to have the hull integr displayed. The fact is that this text is deleted only from NYGM (9) Stiebler4C_Addon_for_V16B1, not before, that's what I've discovered.
Solution#1
You are sure is useful to advise deleting files without first discussing with Stiebler?
That's why I post here. If Stiebler has something against this, let's discuss! As I stated, I don't know what's wrong with these files. I'm just saying that when deleted, it solves my problem. So, the question to Stiebler is : do these files bring something special to NYGM ?
Kendras
03-23-17, 04:08 AM
Kendras! Could you release NYGM_2017A_Fix with a new main menu screen?
Why NYGM_2017A_Fix in particular ?
With my own screen ?
In what proportions ?
Anvar1061
03-23-17, 06:16 AM
Why NYGM_2017A_Fix in particular ?
With my own screen ?
In what proportions ?
Now it is already possible in two. The usual 3:4 and widescreen.
http://i.imgur.com/rHBUoJB.png
Stiebler
03-23-17, 06:59 AM
@Benzin1973, Kendras,
Your mod lists show that you have troubles with versions of NYGM that are basic versions (NYGM2.5, NYGM3_New, NYGM_3.6F) that have been around since early 2015 at latest. They are completely stable versions, therefore you must have some other problem.
Other problems fall into 4 categories:
1. Other mods that have also been installed onto this NYGM foundation.
2. Corruption of some of the game files in My Documents\SH3\....
3. Corruption of your basic SH3 set-up by mis-use of JSGME. (You have changed some files in your setup that have been added with JSGME, and therefore they have not been removed.)
4. Corruption caused by misuse of SH3Commander. (Useful, but not required with NYGM.)
Strategies for problems 1-4 above:
1. Remove non-NYGM mods from your mixture and try again.
2. Rename your My Documents\SH3\data\.... to My Documents\XXXSH3XXX\data.... This means you will start again with a completely fresh series of files, but you can if necessary recover your game-save data at a later date from the XXXSH3XXX\data folder.
3. Use JSGME to UNLOAD all your mods from your current set-up. At the end, you should be left with only the basic SH3 game files pre-dating the end of 2006 (I don't know about Steam versions, they might have later dates). Having established the integrity of these files, use JSGME to reload the basic NYGM components up to and including NYGM_2017 again. Test that this combination functions correctly. Then continue by adding your other preferred mods.
4. I have little knowledge of SH3Commander, so can't help much. Check the main SH3Commander thread. However, I recall that not unwinding past changes before starting new changes can cause a lot of problems.
Adopting the above strategies will certainly get NYGM running for you properly again, at least up to the NYGM_2017A level.
Stiebler.
Stiebler
03-23-17, 07:49 AM
Concerning other issues raised above by users of NYGM, specifically new release NYGM_2017A.
In no particular order:
1. PO1B ship - the ship.tga appears to be blank. In PaintShopPro, the ship tga differs from most of the other ship tga files from IABL in that it has a vertical white stripe (whereas the others have a vertical black stripe). I have no idea what this signifies, but the PO1B ship looks fine in the Museum of SH3 (small transport).
2. 3rd Flotilla mod. I checked these before release and could see no real reason to change them. The en_menu.txt should be fine for the basic NYGM set-up, but will need to have further entries added if you are using the H.sie (and perhaps also the Stiebler4c) hard-code addons - see the documentation of the hard-code mods.
3. FuMB37XXIIINYGM mod for 1944-45. I've already checked this in tests, before anyone mentions it - it seems to be OK. No important files altered.
4. Someone writing recently in this thread - I forget whom - is using the Stiebler4C hard-code mod without first installing the H.sie hard-code mod! This will cause all kinds of strange results!
5. Kendras' new screen menu. It looks pretty good to me, although personally I prefer the original. No reason it shouldn't be an optional extra for NYGM - and there should be no copyright issues about this screen with Ubisoft, unlike alterations to the initial loading screen with its Ubisoft copyright logos.
I think that's about it for now.
Stiebler.
Warsteiner
03-23-17, 10:21 AM
Stiebler, could you explain how to re-enable the torpedo pistol dial of Hitman Optics, now that we can switch between magnetic and impact torpedoes again with your updated version? I'm using H.sie's hard-code fix with unreliable torpedoes.
As stated in the readme file of Hitman Optics NYGM 3.6:
-Torpedo Pistol dial deleted, as per original NYGM settings. You can't switch from magnetic exploder anymore.
-"Lock" button repositioned in the place where the torpedo pistol dial was.
Kendras
03-23-17, 11:02 AM
Other problems fall into 4 categories:
1. Other mods that have also been installed onto this NYGM foundation.
2. Corruption of some of the game files in My Documents\SH3\....
3. Corruption of your basic SH3 set-up by mis-use of JSGME. (You have changed some files in your setup that have been added with JSGME, and therefore they have not been removed.)
4. Corruption caused by misuse of SH3Commander. (Useful, but not required with NYGM.)
Strategies for problems 1-4 above:
1. Remove non-NYGM mods from your mixture and try again.
2. Rename your My Documents\SH3\data\.... to My Documents\XXXSH3XXX\data.... This means you will start again with a completely fresh series of files, but you can if necessary recover your game-save data at a later date from the XXXSH3XXX\data folder.
3. Use JSGME to UNLOAD all your mods from your current set-up. At the end, you should be left with only the basic SH3 game files pre-dating the end of 2006 (I don't know about Steam versions, they might have later dates). Having established the integrity of these files, use JSGME to reload the basic NYGM components up to and including NYGM_2017 again. Test that this combination functions correctly. Then continue by adding your other preferred mods.
4. I have little knowledge of SH3Commander, so can't help much. Check the main SH3Commander thread. However, I recall that not unwinding past changes before starting new changes can cause a lot of problems.
Adopting the above strategies will certainly get NYGM running for you properly again, at least up to the NYGM_2017A level.
Honestly, that's what I've done :
- disabled all mods with JSGME
- then testing without mods --> it worked (so, no corruption of the files, fresh install after all)
- testing with only one new mod at once --> with the first NYGM, I couldn't repair some compartments.
I don't use SH3 Commander.
I believe you when you say that NYGM mods are stable.
I will try to re-enable your damage.cfg files to be 200 % sure.
Maybe Benzin1973 can confirm with his electric engine ?
Kendras
03-23-17, 11:15 AM
OK. I think I've found the problem.
I have compared the stock damage.cfg files with yours. The only differences between them : in your files, there is ";" at the beginning of the following lines :
In damage_0.cfg :
;[ICON1] ; RadioSonar
;[ICON2] ; CommandRoom
;[ICON3] ; Diesel Engine
;[ICON4] ; Electric Engine
;[ICON5] ; Bow Torpedo
In damage_1.cfg :
;[ICON1] ; Mini7Radio
;[ICON2] ; Mini7Command
;[ICON3] ; Mini7Diesel
;[ICON4] ; Mini7Electric
;[ICON5] ; Mini7BowTor
;[ICON8] ; Mini7SternTor
In damage_2.cfg :
;[ICON1] ; Mini9Radio
;[ICON2] ; Mini9Command
;[ICON3] ; Mini9Diesel
;[ICON4] ; Mini9Electric
;[ICON5] Mini9BowTor
;[ICON8] ; Mini9SternTor
Is it normal ? ...
FUBAR295
03-23-17, 11:28 AM
The semicolon (;) tells the program to ignore the following after the ; as you most likely know. Not sure why those files are like that.
Did notice that you have a missing ; after the ICON5 Mini9bowTor as below. Not sure if that is a problem.
In damage_2.cfg :
;[ICON1] ; Mini9Radio
;[ICON2] ; Mini9Command
;[ICON3] ; Mini9Diesel
;[ICON4] ; Mini9Electric
;[ICON5] Mini9BowTor
;[ICON8] ; Mini9SternTor
I have used NYGM since the beginning and seldom had any significant issues, mostly with add on mods and just need to get them in the correct order. I never experienced what you are currently seeing.
Kendras
03-23-17, 11:31 AM
Did notice that you have a missing ; after the ICON5 Mini9bowTor as below. Not sure if that is a problem.
Yep, but it changes nothing because the whole line is ignored.
Not sure why those files are like that.
I don't know. I've downloaded the mod from the "official" page : http://www.subsim.com/mods1/nygm/
Stiebler
03-23-17, 01:33 PM
@Kendras:
I've downloaded the existing version of NYGM_2.5 Tonnage War from the official SubSim-NYGM site and checked the damage files you showed.
The icons that you mentioned are all commented out, for example as in
damage_0.cfg :
;[ICON1] ; RadioSonar
;[ICON2] ; CommandRoom
;[ICON3] ; Diesel Engine
;[ICON4] ; Electric Engine
;[ICON5] ; Bow Torpedo
Thus somehow you have installed a false copy of these damage_n.cfg files (and perhaps other files as well.)
I suggest downloading the main NYGM files again and reinstalling.
Incidentally, it was Observer, one of the founders of NYGM, who created the damage model. I have little knowledge of it myself.
Anyway, I hope that helps,
Stiebler.
Kendras
03-23-17, 02:33 PM
@Kendras:
I've downloaded the existing version of NYGM_2.5 Tonnage War from the official SubSim-NYGM site and checked the damage files you showed.
The icons that you mentioned are all commented out, for example as in
damage_0.cfg :
;[ICON1] ; RadioSonar
;[ICON2] ; CommandRoom
;[ICON3] ; Diesel Engine
;[ICON4] ; Electric Engine
;[ICON5] ; Bow Torpedo
But precisely, the problem comes from these semi-colons at the beginning of each lines which have to be deleted in order to be able to repair the compartments !
Benzin1973
03-23-17, 03:44 PM
I can confim that my damage_0.cfg - 3 files, are exactly like the ones kendras posted. And just like in his case, uncommenting those [ICON] lines so they are like the vanilla files resolves the problem of not being able to repair some compartments on the sub.
In fact i compared those files with the vanilla ones using winmerge, and those commented out lines are the only diference.
Benzin1973
03-23-17, 03:47 PM
Why not ?
Just send me a screenshot at scale 1:1 with the Options screen displayed.Thanks, what screen do you mean, the realism options screen?
Kendras
03-23-17, 04:00 PM
Thanks, what screen do you mean, the realism options screen?
No no. Only click on "Options" in the main menu screen. You should see graphic and sound options for example.
Kendras
03-23-17, 05:01 PM
Another question : the small icons that enables to quickly assign crew to specific tasks (damage control, submerged attack, submerged cruise ...) are not working. Is it intentional ?
Another question : the small icons that enables to quickly assign crew to specific tasks (damage control, submerged attack, submerged cruise ...) are not working. Is it intentional ?
Yes.
And this too:
damage_0.cfg :
;[ICON1] ; RadioSonar
;[ICON2] ; CommandRoom
;[ICON3] ; Diesel Engine
;[ICON4] ; Electric Engine
;[ICON5] ; Bow Torpedo
This is NYGM No Damage Control Mod:
The idea for the NYGM No Damage Control Mod was gouldjg’s. It was his request for this that prompted me to search out a way to stop the use of the Damage Control team for certain compartments. Now, the Damage Control Team can only be used for the crew quarters, the conning tower & AA/Deck guns. All damage for a compartment must be done by the men within that compartment. We have also moved the repair (only) of the batteries from the crew quarters to the bow torpedo room. The only times that you will have a use for the Damage Control Team is for flooding of the crew quarters or for external repairs.
So, do not hurry to declare a problem or bug, it is a feature. First get to know more about the NYGM.
Stiebler
03-24-17, 06:57 AM
Hi Tycho,
Nice to hear from you again.
And thanks very much for your clarification of the NYGM damage model. I play only NYGM and I had forgotten the differences between the NYGM damage model and stock SH3 and other super-mods like GWX (which uses the stock damage model - I've just checked.)
Reported Difficulties with NYGM Damage Model.
This still leaves the issue of how Kendras and Benzin1973 have files without the necessary commenting out of the icons, eg ;[ICON1].
If you download NYGM 2.5 Tonnage War from the SH3-SubSim site again, you can confirm for yourselves that the damage1-3.cfg files have various icons commented out. So all you have to do is use JSGME to remove all existing mods from your SH3 set-up, then reinstall the NYGM 2.5 Tonnage War mod again to overwrite completely your incorrect damage1-3.cfg files (and any other incorrect files). Then load the other parts of NYGM into place.
And can I be the first to remark?, before anyone else does, that the FuMB37XXIIIINYGM mod, intended for overlay of NYGM in 1944-5, contains a menu\cfg\damage3.cfg file that does NOT have the icons commented out. This is for compatibility with Tomi's XXIII U-boat, an excellent model. This does not affect any of the other U-boats (unless you are still using a Type II, which is supposed to be obsolete by 1944 anyway!).
Restore magnetic/impact pistol switch in NYGM. This was removed by Der Teddy Bar (fixed magnetic switch) in order to simulate the unreliability of torpedoes early in the war. Therefore I do not recommend that you change this mod.
However... if you are also using H.sie's hard-code patch, which also makes the torpedoes less reliable, then probably it is better to allow the magnetic/impact pistol switch again.
Locate file Data\Menu\Cfg\Dials.cfg (make a back-up somewhere).
Open Dials.cfg in Notepad and search for 'DIAL_TORP_PISTOL' - there should be four entries, numbered differently depending on whether you are using the original NYGM optics, or the same file in Hitman's Optics mod, which is supplied as part of the NYGM_2017A package in folder 'Documentation'. (Hitman's Optics is much superior to the stock system.)
For these four search hits, change the associated value of DialVal=45,45 to DialVal=-45,45. That is all that is required.
[Edit - I forgot to mention that Hitman's Optics mod included with NYGM_2017A already includes the change of the four DialVals to -45,45.]
[Edit 2 - Belatedly noticed that the NYGM_2017A.7z download file contains both NYGM_2017 AND NYGM_2017A. Of course, you need to install only NYGM_2017A. I've put another copy of NYGM_2017A.7z onto the SubSim-NYGM web-site, identical to the previous except that it lacks the unwanted NYGM_2017 folder. Sorry about that.]
Stiebler.
Warsteiner
03-24-17, 09:46 AM
Thanks for the answer, but maybe I don't express myself well in English, since it is not my native language. What I would like to ask is how to insert the torpedo pistol dial graphic into the pericope and uzo screens of Hitman Optics.
I mean the TDC part of these screens.
I think it would be better not having to go to another screen just to change the switch. As Hitman stated in the readme, he repositioned the "Lock" button in the place where the torpedo pistol dial was.
Stiebler
03-24-17, 03:16 PM
@Warsteiner:
I regret that I cannot help with your request.
You will have to ask Hitman - if he can still remember after making the mod many years ago.
Stiebler.
Benzin1973
03-24-17, 06:15 PM
Hello Stiebler,
I think there has been a misunderstanding regarding this whole repairs & [ICON] stuff :)
Our files (mine at least, but think i can speak for Kendras as well) as downloaded with the NYGM mod are in fact correct. With the proper [ICON] sections commented out.
Kendras and myself tought that not being able to assign the repair team to certain compartments was a bug of some sort, and that uncommenting those sections ([ICON]) in the files fixed this "bug".
But as Tycho pointed out, there is no bug. It was i (we) who dint understand how the NYGM repair mod worked.
Youre right Tycho, i should have read the NYGM manual more carefully.
So dont worry, there is no bug. Just a couple of users who dint understand how this feature works.
On a side note, the more i (carefully) read the manual, the more i fall in love with NYGM. Its hard, but realisticly hard. Ibe played with GWX most of my 500hrs of SH3, and was allways bothered by certain things wich i considered unrealistic. Like an escort sometimes detecting me "somehow" at 15km, at night, while im submerged and standin still (saw my persicope @ 15km at night i guess?), so much that i made a mod to tweak these things i dint like.
In NYGM on the other hand, every aspect of the game that seems "severe" or "unfair", has a perfectly realistic explaination behind it.
So again, Thank you for this great mod.
Benzin1973
03-24-17, 06:19 PM
No no. Only click on "Options" in the main menu screen. You should see graphic and sound options for example.Ok mate, thanks. Ill take the screenshot, just gotta configure the directx.ini file used in the widsescreen magui to save the screenshots.
Benzin1973
03-24-17, 09:59 PM
Ibe read this on the NYGM manual:
We would like to point out that using speed when appropriate is now as important as
staying silent and slow. We are not referring to using speed to avoid depth charges, but
using speed to move away from the escorts search area.Sounds reasonable, but say i have a destroyer looking for me at 700 meters. Im going 2knots on silent running to avoid his hydrophone. If i suddenly order 4 or 5 knots to get away from him faster, ¿wont the escort pick me up immediately on his hydrohone?
I guess i would do it when im on his rear and he cant hear me, but how would i know when he has his back turned to me?
Can someone provide an example of how i would use this technique of speeding up to get away?
Stiebler
03-25-17, 03:36 AM
@Benzin1973:
Kendras and myself tought that not being able to assign the repair team to certain compartments was a bug of some sort, and that uncommenting those sections ([ICON]) in the files fixed this "bug".
Now I understand.
Life becomes confusing when one who never uses anything but NYGM, such as myself, encounters one who has never played it before, such as you and Kendras, doesn't it?
Anyway, I'm glad that that is all resolved, and thanks for the clarification.
Stiebler.
silent771
03-25-17, 10:44 AM
Hey, I recently downloaded and installed the NYGM mod package through step 8 and have been having a blast. However upon stalking an M13B class merchant ship (I saved upon initial approach) off the southern English Coast I tried to put a torpedo into it. I have the event box open since as this is my first career playthru on the mod and I've been off SH3 for a while didn't wana dive into full realism yet till I see how much harder the mod is. The torpedo looked like it went straight through the damn ship oddly enough. Baffled, I closed in and decided this was a job for the deck gun. at 1500 meters I was starting to be sure my shots were going through it. at 100 meters I was unamusingly able to see the splashes as they literally were hitting the water after passing through it. So then I sailed my ship right through the damn thing. Mind you my stealth meter was red soon as I opened fire with the deck gun and it even gave me the "Enemy ship engaging us!" message.
Is this a known issue or is there a fix?
=/ I'd hate to have such an amazing seeming mod packages immersion shattered by such a thing. Rest of the mod worked great this is my 2nd patrol first patrol I scored 12 kills all of different types of ships and hadn't ran into this problem yet.
Thanks!
-silent
hauangua
03-25-17, 11:21 AM
Hey, I recently downloaded and installed the NYGM mod package through step 8 and have been having a blast. However upon stalking an M13B class merchant ship (I saved upon initial approach) off the southern English Coast I tried to put a torpedo into it. I have the event box open since as this is my first career playthru on the mod and I've been off SH3 for a while didn't wana dive into full realism yet till I see how much harder the mod is. The torpedo looked like it went straight through the damn ship oddly enough. Baffled, I closed in and decided this was a job for the deck gun. at 1500 meters I was starting to be sure my shots were going through it. at 100 meters I was unamusingly able to see the splashes as they literally were hitting the water after passing through it. So then I sailed my ship right through the damn thing. Mind you my stealth meter was red soon as I opened fire with the deck gun and it even gave me the "Enemy ship engaging us!" message.
Is this a known issue or is there a fix?
=/ I'd hate to have such an amazing seeming mod packages immersion shattered by such a thing. Rest of the mod worked great this is my 2nd patrol first patrol I scored 12 kills all of different types of ships and hadn't ran into this problem yet.
Thanks!
-silent
Hi silent771
post your jsgme mod list...I think you have a problem here...you have add any mod?
silent771
03-25-17, 11:55 AM
Hi silent771
post your jsgme mod list...I think you have a problem here...
sorry I have no idea exactly which files/pictures you want me to post. screenshots of my game directories and folders or a certain file/textfile?
hauangua
03-25-17, 11:58 AM
sorry I have no idea exactly which files/pictures you want me to post. screenshots of my game directories and folders or a certain file/textfile?
jsgme folder ...or you write your mod list
for example:
NYGM stand alone
NYGM new
etc....
but if you can send screenshot is better
Stiebler
03-25-17, 12:00 PM
@Silent771:
M13B is not part of the official release of that part of IABL's large merchant fleet adapted for NYGM (with permission).
The official release is found in mod IABLShipsforNYGM_New_Thomsen. All the ships in this mod have been tested very carefully, with torpedoes fired at every one of them successfully.
M13B is instead part of IABL's larger release of merchant ships, some of which, as you have discovered, are transparent to torpedoes. This very large release is accommodated with the NYGM mod overlay 'MFM_Interim_Beta_NYGM', which alters files .cfg, .eqp, .sns, .zon to match NYGM's requirements. However, the ships themselves have not been individually tested with NYGM.
Best is to check with IABL. He made a post recently saying that he was upgrading his old merchant fleet.
Stiebler.
Stiebler
03-25-17, 12:09 PM
@Benzin1973:
Can someone provide an example of how i would use this technique of speeding up to get away?
I believe that NYGM is unique in SH3, in that Allied warships have a dead zone behind them, where the U-boat cannot be heard. So you can accelerate to get away for a short while.
How can you tell when you are in the warship's wake? Ask your soundman, who will tell you that the warship is moving closer, moving away etc. After some practice with the stealth meter (turning red when detected), you learn how to do it safely.
Stiebler.
silent771
03-25-17, 12:10 PM
Ah thanks for the replies guys. I was confused because I had put all the mods into one folder i named TONNAGE WARS, so thats all that showed up when I reactivated the JSGME.exe. the folder consists of the compilation of these, all properly and successfully integrated and installed. I thought I could test it out so far and see if it worked then backup the folder and attempt steps 8-11 at a later time if it playtested well so far:
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. NYGM_2017A.7z (Essential, 14 MBytes)
5. IABLShipsforNYGM_New_Thomsen.7z (Optional, 14 MBytes. UPDATED VERSION March 2017 for NYGM_2017A.)
6. 3rd Flotilla Mod.7z (Optional, 60 KBytes)
7. SH3_Commander_Updates_for_NYGM.7z (Optional, 0.07 MByte)
i got worried though since upon activating the mods with JSGME it changed my base directories files as well so I had thought [i mightve been imagining it this was the last thing i did after being awake 30 hours or so] and decided to leave it as is for now
so since the file resides with IABL's ships mod im assuming theres no way to alter it without corrupting the save and will just have to bear with it for the time being.. and wait for an update to his mod? and I wish it was just torpedo transparency the whole damn thing was a ghost ship ^^ it was funny cause when I sailed through it my ship became invisible and I got green stealth and upon coming out the other side it resent the "enemy ships engaging you" message so it made me come up with the evil genius plan of hiding in one of those ships in a super gamey way to escape back towards Wilhemshaven if i ever got in a super bad pinch.
Aktungbby
03-25-17, 12:22 PM
silent771!:Kaleun_Salute:
hauangua
03-25-17, 12:29 PM
Ah thanks for the replies guys. I was confused because I had put all the mods into one folder i named TONNAGE WARS, so thats all that showed up when I reactivated the JSGME.exe. the folder consists of the compilation of these, all properly and successfully integrated and installed. I thought I could test it out so far and see if it worked then backup the folder and attempt steps 8-11 at a later time if it playtested well so far:
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. NYGM_2017A.7z (Essential, 14 MBytes)
5. IABLShipsforNYGM_New_Thomsen.7z (Optional, 14 MBytes. UPDATED VERSION March 2017 for NYGM_2017A.)
6. 3rd Flotilla Mod.7z (Optional, 60 KBytes)
7. SH3_Commander_Updates_for_NYGM.7z (Optional, 0.07 MByte)
i got worried though since upon activating the mods with JSGME it changed my base directories files as well so I had thought [i mightve been imagining it this was the last thing i did after being awake 30 hours or so] and decided to leave it as is for now
so since the file resides with IABL's ships mod im assuming theres no way to alter it without corrupting the save and will just have to bear with it for the time being.. and wait for an update to his mod? and I wish it was just torpedo transparency the whole damn thing was a ghost ship ^^ it was funny cause when I sailed through it my ship became invisible and I got green stealth and upon coming out the other side it resent the "enemy ships engaging you" message so it made me come up with the evil genius plan of hiding in one of those ships in a super gamey way to escape back towards Wilhemshaven if i ever got in a super bad pinch.
Hi silent771
for your problem with M013B STIEBLER explained... but I see this:
sh3 commander file not in jsgme... is wrong... you must copy File and paste in sh3 commander cfg folder
IMPORTANT
follow this tutorial and send
http://www.subsim.com/radioroom/showpost.php?p=2182975&postcount=9
:salute:
Benzin1973
03-27-17, 06:37 PM
@Benzin1973:
I believe that NYGM is unique in SH3, in that Allied warships have a dead zone behind them, where the U-boat cannot be heard. So you can accelerate to get away for a short while.
How can you tell when you are in the warship's wake? Ask your soundman, who will tell you that the warship is moving closer, moving away etc. After some practice with the stealth meter (turning red when detected), you learn how to do it safely.
Stiebler.Thanks Stiebler.
Just had a running with a corvette, the showdown lasted about 2hrs (ingame), i ended up with light damage on two decks, and its only 1940 ! haha
In the end i did manage to get away, but the incident made obvious the need for me to improve my evasion tactics.
First note to self: Do Not, enter the english channel, i no longer own it. :haha:
I am having issues with CTD's when receiving replies after xmitting patrol report's?
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
Harbor Traffic Add-In
3rd Flotilla Mod
NYGM Tonnage War Minefield Mod
Restore Gods Eye View
Merchant_Fleet_Mod_3.2
MFM-Interim-Beta_NYGM
MFM3.2 displacement correction mod
NYGM Enviro Adjustments for NightVisionFix by makman94
RCB_Textures
Extra_files_for_Hsie_patch_V16B1
BritishAsdicMkIFinal
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
depth charge explosions and fire light
Damage Texturen V2 by Vikinger
Real ASW Mod v.3 Beta 4
NYGM_HiRes_Submarines_3_6F
Stiebler4C_SubsFlag
More wounded & less dead crew v2 - for V16B1 (JSGME)
Aces' Modified Headphones
John's_Crew_Config
Hitman_GUI_NYGM3_1.0
Van1920x1080 v1.1
VansSolution
New en_menu
Cmnd_en_CFG
LGN1 Airbase
New Campaign file
Wolfehunter_VIIB_Final
In Sh3 Commander
SH3-Frozen Harbors_CommanderMOD
SH3_Commander_Updates_for_NYGM
Ship Names April 2015
TDW's DC Water Disturbance v4.0 (SH3 Cmdr date)
WB's SH3 Cmdr mod for IABL's MFM Skin Pack v3
WB's Combimod (SH3 Cmdr)
2. WB's Decks Awash
3. WB's Fuel Economy
4. WB's Renown Replacement
hauangua
04-03-17, 08:52 AM
I am having issues with CTD's when receiving replies after xmitting patrol report's?
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
Harbor Traffic Add-In
3rd Flotilla Mod
NYGM Tonnage War Minefield Mod
Restore Gods Eye View
Merchant_Fleet_Mod_3.2
MFM-Interim-Beta_NYGM
MFM3.2 displacement correction mod
NYGM Enviro Adjustments for NightVisionFix by makman94
RCB_Textures
Extra_files_for_Hsie_patch_V16B1
BritishAsdicMkIFinal
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
depth charge explosions and fire light
Damage Texturen V2 by Vikinger
Real ASW Mod v.3 Beta 4
NYGM_HiRes_Submarines_3_6F
Stiebler4C_SubsFlag
More wounded & less dead crew v2 - for V16B1 (JSGME)
Aces' Modified Headphones
John's_Crew_Config
Hitman_GUI_NYGM3_1.0
Van1920x1080 v1.1
VansSolution
New en_menu
Cmnd_en_CFG
LGN1 Airbase
New Campaign file
Wolfehunter_VIIB_Final
In Sh3 Commander
SH3-Frozen Harbors_CommanderMOD
SH3_Commander_Updates_for_NYGM
Ship Names April 2015
TDW's DC Water Disturbance v4.0 (SH3 Cmdr date)
WB's SH3 Cmdr mod for IABL's MFM Skin Pack v3
WB's Combimod (SH3 Cmdr)
2. WB's Decks Awash
3. WB's Fuel Economy
4. WB's Renown Replacement
Hi j0313
This is a real mod soup!
And it is hard to see where the problem lies .. I think more than one!
First of all NYGM not love so much mod..
however, my advice is this (by Old thread of Stiebler )
First of, remove ALL the long list of mods that you have listed. Retain just your basic NYGM installation. plus supplement ti V16B1 plus Stiebler addon for V16B1 ...then play Test to see if this functions correctly...
Do not add any other mods until you have got this combination working correctly in a normal career patrol...
if crash now is need reinstall SH3 (new installation )... if work Go ahead:
After that :
1. Remove the Stiebler4A and Hsie V16B1 patches.
2. Add the other mods in batches of four at a time. Then add the additional mod folders for V16B1 and for the Stiebler4A_Addon after each additional batch of 4 files - all mods to be added with JSGME.
3. Test after each batch. Then you will know where the problem lies, and can narrow down the batch of four files to one offending file....
while doing these tests :
Start the game no by Sh3 Commander.... because here too so much mods...
Or reinstall Sh3 Cmdr (plus NYGM files for sh3 cmdr) and start with this
Thanks hauangua but It is something relatively simple. It is the only thing that isn't working correctly and that isn't bad considering how many mods I have installed. So I will just have to give it some thought and figure it out without uninstalling everything. But thanks for the advice mate.
hauangua
04-04-17, 12:19 AM
Thanks hauangua but It is something relatively simple. It is the only thing that isn't working correctly and that isn't bad considering how many mods I have installed. So I will just have to give it some thought and figure it out without uninstalling everything. But thanks for the advice mate.
TDW's DC Water Disturbance v4.0
The mod causes CTDs with NYGM.
Benzin1973
04-06-17, 08:38 PM
I notice that on NYGM, radio contact reports do not have a speed report, and their reported heading used to be something more or less usable like NNE, SSW, N, etc. (something with say a 22.5º precision). But as of version 2017A (or maybe it was even before that?), we dont even get that, instead we get NE instead of NNE or ENE, or S instead of ESE.
We do get a speed report when the report comes in about a convoy or task group (via the messages window), but not for single ships. And the heading is just as innacurate (NE instead of ENE or NNE).
Personally i find that trying to intercept a radio report with such little information, (no speed and a 70º tolerant heading), is no longer a matter of doing carefull and accurate plotting for an intercept course followed by setting up an adecuate search pattern for the area, but has become more of a "luck" factor, just point the bow somewhere infront of the contacts general direction, make a saw pattern and maybe you find something.
Now, im not "complaining" about this, if thats the way the mod is, well thats that.
And besides, i allready made and use a small mod that restores speed (slow, fast, etc) and heading (NNE, ESE, etc) information on radio reports, both for convoys and single ship reports.
But i am curious why was this intentional lack of information implemented?
Is it historically accurate? only make the game "harder"?
Historically, Dint those reports come from the (few) German planes patroling, intercepted communications from the ships, lookouts on "neutral" ships and such?
If so then i think a more accurate heading like SSE and an aproximate speed would have been provided.
In any case, i must say i prefeer to have better contact information available, like speed (slow, medium, etc), and an estimate heading like NNE, ESE, etc.
One of my favorite parts of the game is getting a report, making the calculations to plot an intercept course with a set speed, considering the reported speed of the contact, plotting the course, the anticipation during the trip there if i will actually find something (if i did the math right), etc.
It felt like a "mini mission". Some purpuse other than just patroling random squares of ocean.
But i cant do any calculation to anything with just a "NE" and no speed.
Stiebler
04-07-17, 06:20 AM
@Benzin1973:
I notice that on NYGM, radio contact reports do not have a speed report, and their reported heading used to be something more or less usable like NNE, SSW, N, etc. (something with say a 22.5º precision). But as of version 2017A (or maybe it was even before that?), we dont even get that, instead we get NE instead of NNE or ENE, or S instead of ESE.
We do get a speed report when the report comes in about a convoy or task group (via the messages window), but not for single ships. And the heading is just as innacurate (NE instead of ENE or NNE).This is all deliberate in NYGM from the first NYGM version.
U-boats made inaccurate reports of convoy speeds and directions - not surprising, since the convoys kept zig-zagging unexpectedly.
If you don't like it, locate your original file of data\menu\en_menu.txt (in stock SH3), and copy as many lines as you think appropriate from entries 2110 onwards into the same file in NYGM_2017 (don't forget to de-install NYGM with JSGME first, before making the changes, then re-install. Don't forget too that other mods may alter en_menu.txt.)
Stiebler.
Benzin1973
04-07-17, 07:38 AM
@Benzin1973:
This is all deliberate in NYGM from the first NYGM version.
U-boats made inaccurate reports of convoy speeds and directions - not surprising, since the convoys kept zig-zagging unexpectedly.
If you don't like it, locate your original file of data\menu\en_menu.txt (in stock SH3), and copy as many lines as you think appropriate from entries 2110 onwards into the same file in NYGM_2017 (don't forget to de-install NYGM with JSGME first, before making the changes, then re-install. Don't forget too that other mods may alter en_menu.txt.)
Stiebler.Thanks for the reply stiebler!
Allready made a very small mod that makes those changes to menu.txt :)
Its no problem at all really. (i still love NYGM haha) I was just curious as to why it was decided it was to be this way.
Benzin1973
04-07-17, 07:43 AM
Here i am again with my dumb questions :oops:
Just to confirm: To use wolfpacks in NYGM, the only thing i have to do i check the "Wolfpacks" option in the HSIE options selector, and use that sh3.exe file. right? NYGM allready includes the Neccesary changes to the campaign files.
Correct?
Reason i ask, is because i tought id give it a try, so i enabled wolfpack in the hsie options selector, then on patrol came across a convoy, and the second i hit the "report contact" button, the game CTD.
Used the hsie options again, un-checked wolfpacks, loaded the game and the send contact report worked fine (no CTD). and no wolfpack of course.
Any idea of what i might be doing wrong?
Benzin1973
04-09-17, 05:50 AM
Here i am again with my dumb questions :oops:
Just to confirm: To use wolfpacks in NYGM, the only thing i have to do i check the "Wolfpacks" option in the HSIE options selector, and use that sh3.exe file. right? NYGM allready includes the Neccesary changes to the campaign files.
Correct?
Reason i ask, is because i tought id give it a try, so i enabled wolfpack in the hsie options selector, then on patrol came across a convoy, and the second i hit the "report contact" button, the game CTD.
Used the hsie options again, un-checked wolfpacks, loaded the game and the send contact report worked fine (no CTD). and no wolfpack of course.
Any idea of what i might be doing wrong?Just tried it again, reenabled wolfpacks in options selector, and called it in when i made contact with a convoy. No CTD at all (tried it 3 times). It worked as expected.
Must have been a glitch.
Stiebler
04-09-17, 06:24 AM
Benzin1973:
Glad you sorted out your wolf-packs problem.
I couldn't reproduce the fault here.
Still, you can now enjoy the full benefit of the H.sie/LGN1 wolf-packs option.
NYGM also has its own variant (non-coded) of other U-boats attacking convoys, and both methods function properly - sometimes both at the same time!
Stiebler.
Benzin1973
04-21-17, 02:42 AM
I noticed that when having map contact updates on, and using the optional IABLShipsforNYGM_New_Thomsen mod, if i zoom all the way in on the map, i can see the ship's silouettes. This is i assume a bug, since the other (regular) ships dont show their silouettes at all.
This is a Bug right?
So i made a little fix for it, it just replaces the XXX_shp.tga files for the thompsen ships silouettes so they dont show up.
(edit: its the xxx_shp.tga files i replaced, NOT the xxx_sil.tga ones!)
http://www.mediafire.com/file/417ivxmp3x5abag/NYGM_-_New_Thomsen_ships_silouette_fix.zip
Just unzip, and activate with JSGME as usual anywhere after the IABLShipsforNYGM_New_Thomsen mod. No risk of any conflicts since its just a few .tga files.
Feel free to use it if you wish. :Kaleun_Salute:
JuanLiquid
04-27-17, 03:02 PM
I have a lot of pages from my identification book without the merchant picture. I installed NYGM going step by step, all the evening, I did it twice, and still I miss a lot of merchants from that book.
What am I doing wrong?
Benzin1973
04-29-17, 01:07 AM
I have a lot of pages from my identification book without the merchant picture. I installed NYGM going step by step, all the evening, I did it twice, and still I miss a lot of merchants from that book.
What am I doing wrong?maybe a mod installed in the wrong order?
Please post your JSGME modlist.
JuanLiquid
04-29-17, 08:37 AM
Hi, this is my mod list:
http://i67.tinypic.com/25rjou8.png
And this is the result... only some ships appear, the most of them are like this and I cannot identify them:
http://i68.tinypic.com/2uq0kdg.png
hauangua
04-29-17, 08:55 AM
Hi, this is my mod list:
http://i67.tinypic.com/25rjou8.png
And this is the result... only some ships appear, the most of them are like this and I cannot identify them:
http://i68.tinypic.com/2uq0kdg.png
Hi JuanLiquid
I see 2 errors in your mod list
1-You do not have to install iabl and mfm together ... either one or the other (by mainly page of NYGM :
If you install the MSM-interim-beta fleet, you *must not* install the earlier IABL fleet, file (4) above. )
2-envsimact always last mod
(by readme file of envsimact10:
This EnvSim_10 mod folder should always be the LAST mod installed with JSGME.
For example if you have Stiebler_4C_Revised hard-code package installed on top of the H.sie patch (it must always be installed after the H.sie patch), then the EnvSim_10 mod MUST follow after the Stiebler_4C_Revised mod.)
salute:
JuanLiquid
04-29-17, 12:01 PM
Thank you hauangua, it was the first mistake, now I can enjoy fully :Kaleun_Salute:
Btw, did someone noticed that nights aren't dark at all? Even in the stock SH3 you can see too much, but with NYGM they seem like an evening.
hauangua
04-29-17, 12:14 PM
Thank you hauangua, it was the first mistake, now I can enjoy fully :Kaleun_Salute:
Btw, did someone noticed that nights aren't dark at all? Even in the stock SH3 you can see too much, but with NYGM they seem like an evening.
maybe in moonlight or always you say?
JuanLiquid
04-30-17, 06:38 AM
Always. I tried again, it's April, and I'm close to France, there is no moon today and I see like it was a simple evening (it's 00:30). In real life the water would be almost black, and everything should be more dark in general (I'm from a coastal city).
I have the savegame too if you want to check. After all uboots could close to the merchants in the surface without being seen, and I'm sure with all this light they would see me in a range of 4 Km.
Is there any mod or option to change this?
http://i67.tinypic.com/2uorl07.png
Kendras
04-30-17, 07:23 AM
Always. I tried again, it's April, and I'm close to France, there is no moon today and I see like it was a simple evening (it's 00:30). In real life the water would be almost black, and everything should be more dark in general (I'm from a coastal city).
I have the savegame too if you want to check. After all uboots could close to the merchants in the surface without being seen, and I'm sure with all this light they would see me in a range of 4 Km.
Is there any mod or option to change this?
http://www.subsim.com/radioroom/showthread.php?t=231005
:Kaleun_Salute:
Stiebler
05-01-17, 03:47 AM
@JuanLiquid:
Always. I tried again, it's April, and I'm close to France, there is no moon today and I see like it was a simple evening (it's 00:30). In real life the water would be almost black, and everything should be more dark in general (I'm from a coastal city).
I have the savegame too if you want to check. After all uboots could close to the merchants in the surface without being seen, and I'm sure with all this light they would see me in a range of 4 Km.
Is there any mod or option to change this?
This is an old complaint, that dates back almost to the first release of SH3.
As well as environmental mods like that of Kendras (above), H.sie's hard-code mod has a dark-night option that reduces visibility greatly. It's a very useful patch for many other required code fixes too.
Stiebler.
JuanLiquid
05-01-17, 05:01 AM
Thanks for the replies. I took a look to these mods, I tried to install them, they are beauty, however they overwrite a lot of NYGM files!!
If I start the game with any of them enabled, I see a lot of black glitches in the horizon. Maybe they're not usable with NYGM?
I wanted to start a Youtube campaing once I solve the night vision problem.
BigWalleye
05-01-17, 07:09 AM
NYGM is very compatible with h.sie's patches. Many of the file edits needed for the patches are already incorporated into NYGM. h.sie's instructions are thorough and detailed, but they must be followed precisely. I suggest you completely remove the patches and revert to your saved sh3.exe. Then reread h.sie's instructions and make sure you understand and are comfortable with what you have to do. Then reinstall the patches. The problem should go away.
Many people use h.sie's and Steibler's patches with no problems, especially with NYGM. You should get a good result.
Stiebler
05-02-17, 11:09 AM
@Bl!tzKrieg:
Did you not just update NYGM to 3.7F/2017 or did I read that wrong?You read it correctly, but the changes were so minor that it hardly seems to be worth updating the thread title.
Anyone who downloads NYGM from the official web-site will see the complete list of files to download.
Can the files 01-04 not be put into one pack? Or is there any reason to go back to V2.5 or V3 ?Files 1-4 (ie, NYGM Tonnage War 2.5, NYGM 3_New, NYGM 3.6F, NYGM 2017A) are kept apart for ease of updating. If any errors occur, then I need only to change the most recent component, not the entire package. It makes quality control much easier - as for example when I needed to replace NYGM 2017 with 2017A.
There was also the original idea that it was very tedious to download large files in the days of telephone dial-up connections to the Internet. Less relevant now, when most users have Broadband connections.
Stiebler.
I have installed NYGM but I get CTD when I install the Hires or WYGM mods.
Also how do I install the Stiebler mods, I seem to have more than one.
http://i747.photobucket.com/albums/xx115/ridleyrumpus/js.jpg
Stiebler
05-14-17, 04:39 AM
@Ridley:
Sorry you have problems with the NYGM installation.
Can you clarify that the list of mods that you have installed already is playable? If not, remove mods one at a time from your installed list, until you do have a payable game. Then report what fails to function
To answer your other query (installation of Stiebler mod):
You must not install any of the Stiebler mods (except those that bear the name 'envsim' as part of the title) until you have first installed the H.sie hard-code patch. Test this and make sure that it is functioning before you do anything else. Then install the Stiebler hard-code4C patch - full instructions included.
Summary:
a) Remove all installed mods back to NYGM2017A (leave this and preceding mods from your list in place). Test all functions in a quick patrol.
b) Now install the H.sie hard-code patch (if you wish, following the instructions to modify the SH3.exe file and other SH3 files). Test another patrol.
c) Now install the Stiebler hard-code patch (if you wish, following the instructions to modify the SH3.exe file you made with H.sie's patch - save a back-up of H.sie's patched SH3.exe first. Then modify the other SH3 files according to the Stiebler4C instructions.) Test another patrol.
d) You may or may not have installed hard-code patches (2) and (3), as you prefer. In either case, install the other mods one at a time, testing with a single patrol. Then we will know where your problem lies.
What ever path you take, please note the following:
1. You do not need mods Stiebler_EnvSim AND Envsim10.act. Version 10 has replaced Stiebler_EnvSim, but note that are TWO versions 10: one without the H.sie patch already present, one for the H.sie patch installed, See the documentation.
2. You must choose whether you want the NYGM merchant-ships mod (carefully tested with NYGM) OR the full IABL merchant ships mod.Note that MFM_Interim_Beta_NYGM is an OVERLAY for IABL's MFM_Interim_Beta merchants ship mod, it is not a mod by itself. That is the MFM_Interim_Beta_NYGM mod adapts IABL's original merchant ship mod to make it compatible with NYGM. You must download IABL's mod elsewhere.
3. The Anvart_Stiebler_Turms mod functions ONLY if the Stiebler hard-code patch is already present.
4. The Stiebler4C Additional files and Addons folders must be used according to the instructions for adding the Stiebler4C hard-code patch, and should be installed just as you find them (see the instructions with the 4C hard-code patch).
5. The SH3Commander patch is to patch J Scones' SH3Commander for NYGM, and not NYGM or SH3.exe. It should not appear in your mods list at all.
Stiebler.
It should be installed correctly but when i load it it loads just as expected but when i start a career or single mission it goes loads a bit then it just stops and crashes i werent able to install it ona completly fresh SH3 As i dont know how to revert to a fresh one if anyone is able to help me whit this its aprichiated
hauangua
05-29-17, 02:59 AM
It should be installed correctly but when i load it it loads just as expected but when i start a career or single mission it goes loads a bit then it just stops and crashes i werent able to install it ona completly fresh SH3 As i dont know how to revert to a fresh one if anyone is able to help me whit this its aprichiated
Hi Hampus
Can you post your jsgme mod list?
Aktungbby
05-29-17, 03:13 AM
Hampus!:Kaleun_Salute:
after a very long break, I am ready to hunt some more ships with NYGM ofcourse. But when trying to get to the download page of the most recent version, it seems the link is broken. Does anyone have a valid link or another source for NYGM 3.6? Thank you:Kaleun_Salute:
gatordad
08-20-17, 05:58 PM
I am also looking for the base NYGM v3 and latest update (3.6 or later). All links so far are dead in the water.
Thanks from an old squid getting back into SH3.
Kendras
08-21-17, 02:45 AM
Try there : ftp://hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/NYGM%20-%20Not%20Your%20GrandMother's%20Mod/
User = Maik
Password = Woelfe
:salute:
Thank you, downloading right now! Just to be sure about the right order of install (last time I played SH3 I remember NYGM 2.5 to be the latest version): does NYGM_New replace NYGM? And what is the difference between NYGM_2017 and NYGM_2017A?
Kendras
08-23-17, 04:50 AM
Thank you, downloading right now! Just to be sure about the right order of install (last time I played SH3 I remember NYGM 2.5 to be the latest version): does NYGM_New replace NYGM? And what is the difference between NYGM_2017 and NYGM_2017A?
NYGM is probably the most difficult mod to install. Read carefully all the Readme files. As a basic rule, always read Readme files before installing a mod, especially a supermod...
The main download site isn't working. This needs to be addressed. It has the order in which things are suppose to be installed.
Stiebler
08-31-17, 05:22 AM
The main download site isn't working. This needs to be addressed. It has the order in which things are suppose to be installed.
The index page had been deleted somehow (perhaps by me accidentally...).
However, there was a duplicate on the web-site, and I had a duplicate on my computer too.
So all is working again.
Apologies to all who had tried and failed to access the NYGM web-site.
Stiebler.
Obltn Strand
08-31-17, 11:18 AM
That pic was cool :D
The index page had been deleted somehow (perhaps by me accidentally...).
However, there was a duplicate on the web-site, and I had a duplicate on my computer too.
So all is working again.
Apologies to all who had tried and failed to access the NYGM web-site.
Stiebler.
Thank you Stiebler.
3catcircus
10-10-17, 02:09 PM
With latest version of NYGM, is Stiebler4C_SubsFlag still required? If so, where can I find it?
3catcircus
10-10-17, 03:23 PM
With latest version of NYGM, is Stiebler4C_SubsFlag still required? If so, where can I find it?
Disregard - I found the answer.
Aquelarrefox
10-15-17, 02:15 PM
Any time some one has built a black sea or Indic camping for nygm?
Many question was solved reading all the manuals frmo older to new version but some remains:
in 3.6 say that random campaing file is most generic for the incorporation of MFM ships (3.3 is the newest). In early manual it talks about serius changes. Its a bad interpretation i have made or the waypoint speed and other improvement are still there and the generic is only about ship composition?
ThePrody
10-23-17, 12:23 PM
i like the mod but i find the anti-hummingbird feature too brutal and inconsistent , especially in a type IX -there are situations when silent running 2knt and 100 rpm is not enough, for some reason the sub sinks , if there are escorts pounding you this is really nasty , not to mention that we can kiss goodbye the 0.5 kn / 50 rpm tactics .
I had moments when a type IXB will continue to sink for any speed lower than 4knt, also a type VIIC needed ahead-one-third 2-3knt/150 prm otherwise it continued to sink .
I would love a mod that alters this feature, for example you sink only at full stop or something like that .
Aquelarrefox
10-23-17, 02:08 PM
i like the mod but i find the anti-hummingbird feature too brutal and inconsistent , especially in a type IX -there are situations when silent running 2knt and 100 rpm is not enough, for some reason the sub sinks , if there are escorts pounding you this is really nasty , not to mention that we can kiss goodbye the 0.5 kn / 50 rpm tactics .
I had moments when a type IXB will continue to sink for any speed lower than 4knt, also a type VIIC needed ahead-one-third 2-3knt/150 prm otherwise it continued to sink .
I would love a mod that alters this feature, for example you sink only at full stop or something like that .
Are you using play h.sie patch or the steibler patch with the silent ruining fix. I have no problem with xb at 3knts, with second patch.
ThePrody
10-23-17, 02:46 PM
NO, i don't have any of those two mods I'm still trying to understand this, i started two campaigns for testing, one with a type IXC and the other with a VIIc/41 and they both maintain depth (100 m+) without problems not only at 2knt/100 rpm but even at 1kn/50 rpm .
I dont understand why my IXB in the main campaign that i'm in right now is such a mule and sinks like a brick at speed under 4knt .
Aquelarrefox
10-23-17, 06:19 PM
they are not mod, are patchs, the fix errors in game and add new things.
3catcircus
10-28-17, 07:08 AM
Mid 1940 in a VIIB and I've somehow lost all my reloads after taking an engine upgrade. Not just external reloads - all of them.
Any ideas how to fix this?
Stiebler
10-29-17, 04:38 AM
NO, i don't have any of those two mods I'm still trying to understand this, i started two campaigns for testing, one with a type IXC and the other with a VIIc/41 and they both maintain depth (100 m+) without problems not only at 2knt/100 rpm but even at 1kn/50 rpm .
I dont understand why my IXB in the main campaign that i'm in right now is such a mule and sinks like a brick at speed under 4knt . This is another example of the old and well-known 'crash dive blues' fault in the original SH3 game. It affects NYGM especially, because of its inbuilt slow-sinking mod.
If you *interrupt* a crash-dive before the U-boat has reached its proper depth (usually 80 metres), then the U-boat will not level out properly. Therefore it will continue to try to sink quite quickly.
The solution is this: rise to a depth of 20 to 50 metres, and then crash-dive again. Allow the U-boat to reach its correct depth for the crash-dive (80 metres) before you dive deeper.
Stiebler.
1mPHUNit0
11-03-17, 12:11 PM
hartmuthaas.nomore -ip i think
I try to import some files to NYGM from others moods, let see
i was doing the same using as base wac.5 CTD
Aquelarrefox
11-03-17, 04:04 PM
hartmuthaas.nomore -ip i think
I try to import some files to NYGM from others moods, let see
i was doing the same using as base wac.5 CTD
Use sh validator.
Don't mix sun files, don't mix needed library folder files. Read carefully and you will find wish should Neff from every mod.
Land, terrain and scripted files should came from same mod. Some roster files should be changed because of conflict.
If you want to use the plane Catalina with magnetic sensor, should add this to wac files, they are more complete.
Some unit type definition have to be changed (4or 5, manually in cfg and camping files.
I prefer nygm as base, better features as support for steibler patch, better sensor, random speed in random camping file.
Obltn Strand
11-22-17, 05:52 AM
Does 1st, 2nd, and 7th flotillas change their name for example from Flotilla Weddigen to 1st flotilla? In my game they doesn't and I just figured it out after years of gaming with this mod.
Doesn't affect gaming. Only very minor inconvenience.
Aquelarrefox
11-22-17, 06:43 AM
i thinks need to run commander for that, but sometimes it gets some buggy becose appears the 2 names in menu, with magui 34 ws. on the rest of screens inplay patrol are right. try commander in early war with nygm files.
Obltn Strand
11-22-17, 07:45 AM
I use SH3 Commander with correct files.
Aquelarrefox
11-22-17, 06:15 PM
well i dont know sometimes it loads it some other times it dont load it. i bealive its a minor problem
Think in this, i use JFO and commander sometimes dont updates the files with 20min of loading... now im loading as separate mod in order as diferent folder...
Obltn Strand
11-23-17, 01:56 PM
well i dont know sometimes it loads it some other times it dont load it. i bealive its a minor problem
True that...
Quess I figure it out eventually...
JuanLiquid
01-07-18, 03:46 PM
Does this mod has any kind of chronometer? I'm getting crazy to calculate ships speed without it :06: (unless there is another method)
hauangua
01-08-18, 12:56 AM
Does this mod has any kind of chronometer? I'm getting crazy to calculate ships speed without it :06: (unless there is another method)
Your Mod. List?
More information need
: salute:
JuanLiquid
01-08-18, 05:11 AM
Just NYGM with OLCE2. I just need to enable hardfix patch, but I was testing if this megamod was suitable for me before doing the hard work:
Generic Mod Enabler - v2.6.0.157
[C:\sh3\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
Alternate Dial Faces
CaptainAmericaOfficerIcons
Enhanced Nav Map Plotting Tools
1500 meter bearing overlay
NYGM3_New
NYGM3_6F
NYGM_2017A
Harbor Traffic Add-In (NYGM)
Hitman Optics NYGM 3.6 (Fixed)
OLCE2
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
NYGM_HiRes_Submarines_3_6F
WYGM
hauangua
01-09-18, 01:35 AM
Just NYGM with OLCE2. I just need to enable hardfix patch, but I was testing if this megamod was suitable for me before doing the hard work:
Generic Mod Enabler - v2.6.0.157
[C:\sh3\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
Alternate Dial Faces
CaptainAmericaOfficerIcons
Enhanced Nav Map Plotting Tools
1500 meter bearing overlay
NYGM3_New
NYGM3_6F
NYGM_2017A
Harbor Traffic Add-In (NYGM)
Hitman Optics NYGM 3.6 (Fixed)
OLCE2
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
NYGM_HiRes_Submarines_3_6F
WYGM
First of all this is correct list:
NYGM Tonnage War V2.5 -
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Hitman Optics NYGM 3.6
NYGM_HiRes_Submarines_3_6F
WYGM
PS without Hsie + Stiebler patch you you can not appreciate NYGM
JuanLiquid
01-09-18, 06:10 AM
Yes, I know about H.Sie patch. But I didn't want to lose my time installing it without testing again NYGM. My biggest frustation with it is that there is no way to calculate the merchant speeds (or I do not find it in its multiple manuals).
The others mods I installed were from the Documentation folder for each NYGM mod, except the OLCE2, which is just an environment I like (dark nights, dark underwaters, nice waves).
Ahnnenerbe Wide GUI has a suplement to being usable with NYGM, I will test this afternoon - if that works, then it will be great because it has the attack disk and a chronometer at least!
Obltn Strand
01-09-18, 01:25 PM
Try Hitman's GUI. It has both 30 and 60 second Hanharts.... other cool stuff too...
ghost02
01-10-18, 06:07 PM
The recently released Torpedo Alarm Mod
http://www.subsim.com/radioroom/showthread.php?t=236184
brings up a good point. What is a 'realistic' reaction to a premature torpedo? Is it something to add to NYGM?
hauangua
01-10-18, 11:36 PM
The recently released Torpedo Alarm Mod
http://www.subsim.com/radioroom/showthread.php?t=236184
brings up a good point. What is a 'realistic' reaction to a premature torpedo? Is it something to add to NYGM?
For me absolutely Yes!
:salute:
ghost02
01-11-18, 09:03 PM
Works pretty well with it, a necessary addition.
schlechter pfennig
01-21-18, 08:08 AM
I have a question about the h.sie hardcode fix. I've checked the thread but haven't found an answer.
Is the hardcode fix compatible with NYGM? If so, that should be run first, prior to any mod enabling, correct? As well, if compatible, are all the options compatible?
Thanks!
ivanov.ruslan
01-21-18, 10:42 AM
According to the readmefile, all compatible without options 1 and point 3 of the III Installation
On the top of NYGM
Try it at the top ,after the supplements http://www.subsim.com/radioroom/showthread.php?t=225353
ThePrody
04-05-18, 02:22 PM
I noticed that in the documentation of NYGM, at some point in manual 2.2a it is said :
; "> Corrected/Adjusted 16 km Visibility Mod
Ships will now appear “hull down” when over the horizon. Numerous corrections to the 16 km visibility
mod to improve the horizon banding and the extremely dark horizon band at sunrise/sunset.
However the ships dont appear hull down, they kind of float above the horizon, i noticed that the earth radius value in the main mod is 640000 which i guess is fine since it's double the value of the vanilla SH3 ( a 16 km vs a 8 km environment ).
Now, the NYGM3_New mod modifies the scene.dat and Earth Radius value is now 9999999 - a kind of flat disc for us .
Now, if i change it back to 640000, ships will appear hull down which is something i like ; if anybody knows : are there other implications also for changing that value or only affects how we perceive objects on the horizon?
I have a question about the h.sie hardcode fix. I've checked the thread but haven't found an answer.
Is the hardcode fix compatible with NYGM? If so, that should be run first, prior to any mod enabling, correct? As well, if compatible, are all the options compatible?
Thanks!
hsie and stieblers mods actually intergrate seamlessy with NYGM. That mod has been designed to use both.
Why doesn't the SH3 Commander files for NYGM not have anything related to the 3rd flotilla? I've looked through the cfg files and 3rd flotilla isn't in there. And I can't pick it.
Never mind. Fixed it.
Stiebler
04-16-18, 04:03 PM
@ThePrody:
However the ships dont appear hull down, they kind of float above the horizon, i noticed that the earth radius value in the main mod is 640000 which i guess is fine since it's double the value of the vanilla SH3 ( a 16 km vs a 8 km environment ).
Now, the NYGM3_New mod modifies the scene.dat and Earth Radius value is now 9999999 - a kind of flat disc for us .
Now, if i change it back to 640000, ships will appear hull down which is something i like ; if anybody knows : are there other implications also for changing that value or only affects how we perceive objects on the horizon? Your statement about the error in NYGM3_New is correct - well observed.
If you change EarthRadius parameter back to 640000 in scene.dat, it restores the hull-down aspect as it was previously. I don't think that there will be any other consequences.
I've sent you a PM concerning another idea that you had about the EarthRadius.
@J0313:
Why doesn't the SH3 Commander files for NYGM not have anything related to the 3rd flotilla? I've looked through the cfg files and 3rd flotilla isn't in there. And I can't pick it.No demand, is the short and simple answer. Until now.
Never mind. Fixed it. Well done!
Stiebler.
Just started playing NYGM and i was wondering:
1) What is the range of the hydrophones? According to sensors.dat it is 20km, which only makes it a tad better than the 16km watch crew, no?
2) At the Navigation Station, there is a map showing the air coverage and convoy routes during WWII Is that a cheat sheet or were the captains actually aware of those?
3) What is the highest TC recommended, without missing a ship and/or glitches to occur?
And Stiebler, thanks for your work on this mod and your general info about the U-boot krieg. This forum is a treasure trove of information about it. :subsim:
Obltn Strand
05-01-18, 12:04 AM
1)I think it's 20km...longer with convoys...
2) I don't think so...besides germans where actually very well informed of allied convoy routes.
3)×256 max
BigWalleye
05-01-18, 02:14 PM
Just started playing NYGM and i was wondering:
2) At the Navigation Station, there is a map showing the air coverage and convoy routes during WWII Is that a cheat sheet or were the captains actually aware of those?
Whether it's a cheat or not is up to you - it's your game. But seeing "Allied Air Coverage -1943" when game time is October 1939 is a serious immersion-breaker for me. YMMV.
Thanks for the answers so far, they’ve really helped. I have a couple more though:
1. How do ships spawn?
For example, I’m thinking about getting a type IX and going to the East coast of the US/Gulf of Mexico.
Will I encouter ships and convoys, or will I be outside of the spawn points zone?
2. Where can I find out how many depth charges ships have?
EDIT: And also, why the difference between “Merchant tonnage ” and “patrol tonnage”: https://imgur.com/a/WwD2mCf
Aktungbby
05-21-18, 09:42 AM
Sub187!:Kaleun_Salute:
TorpedomanDan
06-09-18, 09:00 PM
Hey Gentlemen:
I've got a little problem. I'm setting up NYGM Tonnage War with all of the different parts. I'm trying to patch my SH3.exe with the H.sie v1.6B1 patch. I'm using an original copy of SH3.exe but every time I try to install the patch, it tells me it can't find an original SH3.exe file. Both are in the same folder. I used the 4GB patch on my SH3.exe file before attempting H.sie's patch. Is that the reason the patch is failing to work? Should I start with an SH3.exe file that does not have the 4GB patch. Before I saved my vanilla copy of SH3 I patched it with the 4GB patch. Trying to save some work.
Thanks,
TorpedomanDan
schlechter pfennig
06-09-18, 09:08 PM
I used the 4GB patch on my SH3.exe file before attempting H.sie's patch. Is that the reason the patch is failing to work?
Yup, that's the problem. The SH3.exe has to be completely unmodified in any respect, including the 4GB patch.
TorpedomanDan
06-09-18, 11:37 PM
Thanks a million. I thought that might be the problem. I'll just start from scratch again.
TorpedomanDan
Yup, that's the problem. The SH3.exe has to be completely unmodified in any respect, including the 4GB patch.
I have same trouble with GWX...
does it mean you can’t use the 4GB patch after installing H.sie exe patch?
Édit: forget about it, it’s already included in H.sie patch ... sorry
caodwolf
08-03-18, 09:02 AM
Hello- I reinstalled SH III after several years of inactivity and giving NYGM Tonnage war mod a go. I installed all the required files and a few optional. Installation was smooth but I noticed in the ship recognition manual there are many blank pages. To get to the merchant ship section I have to click by 15-20 blank pages. Ships labeled Ao1A, AO02A, TO1a etc... are blank. Even the Hospital Ship page is blank. I removed the IBL Shipsfor NYGM mod thinking this was the problem but I have the same.
Any thoughts as to what is causing this.
Thank you
Dave T
UPDATE:
p.s. Removing the MFM-Interim-Beta_NYGM mod corrects this issue....
caodwolf
08-13-18, 08:36 AM
Into my 2nd patrol and NYGM is performing nicely. One stickler is with the Recognition Manual; there a few tankers, cargo and merchant ships which do not have the visual angle of the bow views. This section is just blank. I've searched the forums with no luck.
Is this by design ? I'm thinking of reinstalling everything but that is alot of work and the sim is running smoothly.
Thanks
Dave
hauangua
08-13-18, 08:42 AM
Into my 2nd patrol and NYGM is performing nicely. One stickler is with the Recognition Manual; there a few tankers, cargo and merchant ships which do not have the visual angle of the bow views. This section is just blank. I've searched the forums with no luck.
Is this by design ? I'm thinking of reinstalling everything but that is alot of work and the sim is running smoothly.
Thanks
Dave
Hi caodwolf
Which your jsgme mod list?
ThePrody
08-13-18, 08:53 AM
yes, not all ships have the complete angle views, maybe they are imported from the IABL mod like this, i dont know .
hauangua
08-13-18, 09:00 AM
Error. Delete this
Thanks
Lanzfeld
09-30-18, 11:59 AM
This was my favorite SH-3 Mod when I stop playing awhile time ago,
Stiebler......
Since I really like your style..... what do you play nowadays? Do you Prefer LSH?
1akula1
10-15-18, 02:22 PM
Hi!
Is there a working mod that adds Kiel canal locks to NYGM? I find this mod to be by far the best mod for SH3 in terms of gameplay since it doesn't allow you to pull a Kretschmer every single campaign with ease!
I just miss old Kiel canal from LSH/GWX and that would make it perfect!
:Kaleun_Salute:
Kelly621
10-15-18, 08:10 PM
I remember seeing something about Nautilus42's Kiel Canal Locks mod. I do know that it part of a combination mod for GWX on the 5th page of the Graphics download section here at subsim, but I have no idea if his mod is available separately or that it will work with NYGM....maybe someone else here would know.
Kelly621
1akula1
10-16-18, 03:41 AM
I remember seeing something about Nautilus42's Kiel Canal Locks mod. I do know that it part of a combination mod for GWX on the 5th page of the Graphics download section here at subsim, but I have no idea if his mod is available separately or that it will work with NYGM....maybe someone else here would know.
Kelly621
Thanks! I found the GWX combination in downloads but can't find standalone Nautilus42 Kiel locks mod.
Edit: I believe I managed to extract GWX and St. Naz. stuff out of it and got it working (to my surprise)...Its not an animated version of locks like in LSH but it still looks really good and is way better than plain estuary-like entrance to canal like in stock version.
Since old Trainer42's files are nowhere to be found I could upload it if it's okay with folks.
1akula1
10-16-18, 04:02 PM
So I used assets from "GWX St. Naz and Schleuse" and tinkered with it to make those sweet Kiel locks compatible for NYGM, since that was the only thing I was missing in this wonderful mod!
Tell me how you like it and I hope original author Nautilus42 doesn't mind I played with his files a little bit.
Link:
http://www.mediafire.com/file/2k9y1zber6q9rmj/Kiel_Locks_NYGM.rar/file
:Kaleun_Salute:
Nicolas
10-21-18, 03:47 PM
NYGM is my favorite big mod, however i would like to ask: does a mod that adds snorkel radar warning exists to the xxi, do other subs have snorkel radar warning? because it is safer to go on the surface it seems with radar warning than dive and be blind. Or i'm mistaken?
It is bad having the snorkel and want to use it but you can't because no radar warning.
Any help?
ArnoldR
10-21-18, 04:18 PM
NYGM is my favorite big mod, however i would like to ask: does a mod that adds snorkel radar warning exists to the xxi, do other subs have snorkel radar warning? because it is safer to go on the surface it seems with radar warning than dive and be blind. Or i'm mistaken?
It is bad having the snorkel and want to use it but you can't because no radar warning.
Any help?
Indeed, I've read that you must not use the XXI type in NYGM. It's bad because I like it!! But I'm at the beginning of the installation, and I will start a career in 1939. However, I would like to play with the XXI in 1944 and 1945. May I ask if there is any chance to have a mod in order to go on patrol with a type XXI in NYGM?
It's too bad to not be able to play with the last secret weapon of Germany! :down:
Nicolas
10-21-18, 04:38 PM
Indeed, I've read that you must not use the XXI type in NYGM. It's bad because I like it!! But I'm at the beginning of the installation, and I will start a career in 1939. However, I would like to play with the XXI in 1944 and 1945. May I ask if there is any chance to have a mod in order to go on patrol with a type XXI in NYGM?
It's too bad to not be able to play with the last secret weapon of Germany! :down:
I reached the end of the war with it, you can use it, however my post was to see if radar warning can be added to the snorkel, because i'm sure type xxi has no radar warning on it, i don't know about the other subs though.
I love the feeling of being submerged with the snorkel, real submarine technology and that, but most probable outcome in the game is being bombed to hell.
ThePrody
10-21-18, 06:04 PM
You can add the FuMB37XXIII mod for Schnorchel-Radar-receiver combination, it is provided in the NYGM3_New add-on as an optional , what i understand is that if you add the mod you will not be able to use the type XXI anymore, instead the mod also enables a type XXIII , check the "NYGMManual2_4&2_5" and the "FuMB37XXXIII readme" .pdfs that are provided in the documentation section of the NYGM3_New folder .
Nicolas
10-21-18, 07:47 PM
You can add the FuMB37XXIII mod for Schnorchel-Radar-receiver combination, it is provided in the NYGM3_New add-on as an optional , what i understand is that if you add the mod you will not be able to use the type XXI anymore, instead the mod also enables a type XXIII , check the "NYGMManual2_4&2_5" and the "FuMB37XXXIII readme" .pdfs that are provided in the documentation section of the NYGM3_New folder .
Thanks, but it doesn't appeal to me, i prefer the xxi to finish careers i would love to have radar warning in the snorkel. Anyone can lend a hand? is it too hard to implement? i could edit some files if someone gives clues.
I tried putting fumo391 as radar warning like stiebler said in an old post but that didn't work.
Nicolas
10-21-18, 10:55 PM
Ok, i made the radar warning on the xxi work. Turning fumo391 to radar warning and adding a sensor with it to the the xxi .sns file and basic.cfg so you can choose another one so it doesn't get destroyed. Thanks to some old posts and mods.
For anyone interested:
Prepare a mod to enable with jsgme.
Edit with silent editor fumo391 in sensors.dat to an radar warning instead or radar. copy the different values in fumo391 belonging to radar from another radar warning device (sweep etc all of that).
Change min sensor height to something less than 1 like 0.1.
Copy the NSS_Uboat21.sns from this mod:
http://www.subsim.com/radioroom/downloads.php?do=file&id=952
That needs to be placed in data\submarine\nss_uboat21\
I don't know if the following step is neccesary but:
edit basic.cfg
search for 1279 and delete that entry the whole of it.
Add this to the end of items in section EQUIP5
NameIdx8=1279
Year8=1943
Month8=12
NbSub8=1
Sub80=3; Type XXI
Renown8=0
Name8=FuMO391
In the same section EQUIP5 change this:
[EQUIP5]; Radar Warning Receiver
DaysSpent=3; 2
Nb=9;;7; zeta/Anvart/Stiebler <----------------- from 8 to 9.
NameIdx0=1280
Year0=1942
Month0=8
NbSub0=4
Sub00=0
Sub01=1
Sub02=2
Sub03=3
Renown0=0; 100
Name0=FuMB1Metox
Save all modified files to your new mod and enable it. Thats it.
AND, don't choose fumo391 in equipment screen choose another one. The device will be added automatically if you want to change the date that becomes available edit the .sns file (search for fumo391).
ArnoldR
10-22-18, 12:23 AM
Ok, i made the radar warning on the xxi work. Turning fumo391 to radar warning and adding a sensor with it to the the xxi .sns file and basic.cfg so you can choose another one so it doesn't get destroyed. Thanks to some old posts and mods.
For anyone interested:
Prepare a mod to enable with jsgme.
Edit with silent editor fumo391 in sensors.dat to an radar warning instead or radar. copy the different values in fumo391 belonging to radar from another radar warning device (sweep etc all of that).
Change min sensor height to something less than 1 like 0.1.
Copy the NSS_Uboat21.sns from this mod:
http://www.subsim.com/radioroom/downloads.php?do=file&id=952
That needs to be placed in data\submarine\nss_uboat21\
I don't know if the following step is neccesary but:
edit basic.cfg
search for 1279 and delete that entry the whole of it.
Add this to the end of items in section EQUIP5
NameIdx8=1279
Year8=1943
Month8=12
NbSub8=1
Sub80=3; Type XXI
Renown8=0
Name8=FuMO391
In the same section EQUIP5 change this:
[EQUIP5]; Radar Warning Receiver
DaysSpent=3; 2
Nb=9;;7; zeta/Anvart/Stiebler <----------------- from 8 to 9.
NameIdx0=1280
Year0=1942
Month0=8
NbSub0=4
Sub00=0
Sub01=1
Sub02=2
Sub03=3
Renown0=0; 100
Name0=FuMB1Metox
Save all modified files to your new mod and enable it. Thats it.
AND, don't choose fumo391 in equipment screen choose another one. The device will be added automatically if you want to change the date that becomes available edit the .sns file (search for fumo391).
Thanks for sharing!! But.........that sounds like black magic to me!! :o
.......Is it reallt working?
Nicolas
10-22-18, 06:29 AM
Thanks for sharing!! But.........that sounds like black magic to me!! :o
.......Is it reallt working?
I tested it submerged in port and yes it works. Even a little antenna on top of the snorkel shows.
ArnoldR
10-22-18, 03:21 PM
I tested it submerged in port and yes it works. Even a little antenna on top of the snorkel shows.
Wow!!!! That's fantastic!!!
:Kaleun_Smile: :Kaleun_Applaud:
Maybe, when you're sure the mod is well working, you can share with us the mod foilder. I can't install myself, because I understand nothing in what you said above..... :oops:
Nicolas
10-22-18, 07:58 PM
Wow!!!! That's fantastic!!!
:Kaleun_Smile: :Kaleun_Applaud:
Maybe, when you're sure the mod is well working, you can share with us the mod foilder. I can't install myself, because I understand nothing in what you said above..... :oops:
OK here you are
http://www.subsim.com/radioroom/showthread.php?t=238920
Just tested it in my career, had to edit the original files since my files are heavily tweaked.
ArnoldR
10-23-18, 11:33 AM
Wow!! Thank you Sir!!!!
:salute:
Nicolas
10-24-18, 06:22 PM
One question about the hard coded fixes if someone knows, my game seems to work fine but, i installed it some time ago and,
where is this 'Supplement to V16B1' available to download or it is not needed anymore?, the addon 4C documentation does not mention it, some people have it on their mod list some don't...
After patching files with hsie v16b1 and then patching it with the addon 4c files you are good to go? well and editing files if neccesary?
Thanks.
FUBAR295
10-24-18, 07:45 PM
If you have and loaded a NYGM mod file titled "Supplement to V16B1(JSGME)" then those additional file are in there.
Good Hunting,
FUBAR295
Nicolas
10-24-18, 11:20 PM
If you have and loaded a NYGM mod file titled "Supplement to V16B1(JSGME)" then those additional file are in there.
Good Hunting,
FUBAR295
Yes of course i did not deleted them, but...
i don't know, have doubts if it is neccesary to enable that mod now? also i cannot find it anywhere here to read what was about.
See this recommended mod list from stiebler:
(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
:S ???
hauangua
10-25-18, 12:11 AM
Yes of course i did not deleted them, but...
i don't know, have doubts if it is neccesary to enable that mod now? also i cannot find it anywhere here to read what was about.
See this recommended mod list from stiebler:
(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
:S ???
Supplement file folder is in
HSIE V16b1 ...
http://www.mediafire.com/file/27tcm2yg29gsqqc/
Nicolas
10-25-18, 04:27 AM
Supplement file folder is in
HSIE V16b1 ...
http://www.mediafire.com/file/27tcm2yg29gsqqc/
Thank you for clearing that up!
hauangua
10-25-18, 05:26 AM
Thank you for clearing that up!
:salute:
ArnoldR
10-27-18, 01:29 PM
Hello,
I have a question about the radras in NYGM. In the manual of v3.6, I read:
"The latest Stiebler hard-code fix, version 4C, provides special Anvart-made turms that also mount 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)"
It's not clear. With Stiebler patch, you can select an option called "Fix for radar on turms", and then you have to enable the mod "ANVART_STIEBLER_TURMSR01R02" with JSGME. Moreover, there is the mod "HiRes_Submarines_3_6F" coming with NYGM v3.6.
So, what to activate or not in fact???? I'm completly lost!!.....
ThePrody
10-27-18, 02:37 PM
Here are some of the mods that i use with NYGM and they work perfect, never had any problem with any of them :
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
NYGM Tonnage War Minefield Mod
Minefield JPGs
Harbor Traffic Add-In
NYGM_HiRes_Submarines_3_6F
IABLShipsforNYGM_New_Thomsen
TMT mod (NYGM version)
Thomsen Sound mod
More wounded & less dead crew v2 - for V16B1 (JSGME)
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Single Merchant Contact Mod
FM30_UpDown_NYGM_
DD_OH_V3.09_20091209162038
FM_NewInterior v2.1D
FM_NI_Fix_for_Anvart_FM30_UpDown
etc.
I also had some issues with that text from the documentation and the FM30 (the radar didnt spawned where it should) until i found the FM30 UpDown NYGM mod ( at some point it was part of the mega mod but afterwards it was not anymore ) . You dont need that "flags" mod .
You can find the mod on my mediafire page, do not click on the link, use copy/paste :
https://www.mediafire.com/folder/4f2g0kbgsbwt7/SH3
ArnoldR
10-27-18, 03:21 PM
Here are some of the mods that i use with NYGM and they work perfect, never had any problem with any of them :
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
NYGM Tonnage War Minefield Mod
Minefield JPGs
Harbor Traffic Add-In
NYGM_HiRes_Submarines_3_6F
IABLShipsforNYGM_New_Thomsen
TMT mod (NYGM version)
Thomsen Sound mod
More wounded & less dead crew v2 - for V16B1 (JSGME)
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Single Merchant Contact Mod
FM30_UpDown_NYGM_
DD_OH_V3.09_20091209162038
FM_NewInterior v2.1D
FM_NI_Fix_for_Anvart_FM30_UpDown
etc.
I also had some issues with that text from the documentation and the FM30 (the radar didnt spawned where it should) until i found the FM30 UpDown NYGM mod ( at some point it was part of the mega mod but afterwards it was not anymore ) . You dont need that "flags" mod .
You can find the mod on my mediafire page, do not click on the link, use copy/paste :
https://www.mediafire.com/folder/4f2g0kbgsbwt7/SH3
Thank you for the help!
Anyway, I can't find the "Stiebler4C_SubsFlag" mod....
Indeed, that FM30 UpDown NYGM mod is no more in NYGM 2017A, there is only the readme txt!!!! :doh:
Else, what is "TMT mod (NYGM version)" ?
I'm also searching where to download the "More wounded & less dead crew v2 - for V16B1 (JSGME)"
ThePrody
10-27-18, 05:12 PM
You wont find those mods because later there were were some disagreements between the authors or something, forget about it .
TMT is this :
http://www.subsim.com/radioroom/showthread.php?t=153937
The More wounded... is just what it says, its a small mod, nothing important , you can find it here if you have access :
ftp://hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/H.SIE/
ArnoldR
10-27-18, 05:50 PM
TMT is this :
http://www.subsim.com/radioroom/showthread.php?t=153937
The More wounded... is just what it says, its a small mod, nothing important , you can find it here if you have access :
ftp://hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/H.SIE/
Thank you for the links!!:up:
The second asks for name and password??....:06:
Anvar1061
10-27-18, 11:15 PM
Thank you for the links!!:up:
The second asks for name and password??....:06:
Username: Maik
Password: Woelfe
Nicolas
10-28-18, 04:46 PM
Had my first wolfpack attack the other day, after some time sending contact reports they sunk 3 or 4 ships, the rest like 8 of them escaped, very nice feature!
First time ever that i try this NYGM mod, and have to say it’s a very interesting one! :up:
Easy to install, nice graphics (but i enhanced to my taste with MEP V6), very fluent without any stutters or CTDs of any kind.
But most of all, the sub handling/behavior is probably the best i found over there :)
I love the way it’s slowly sinking if nothing is done :yep:
Even stock NYGM sounds doesn’t need Thomsen sound mod to my taste for first time!
Really hat’s off for this mod creator :Kaleun_Thumbs_Up:
A request though.... i know it’s creator wish to not have that much traffic all around, but could it be possible to get some more?
Not as much as GWX, but something so we don’t feel that alone in open seas and in harbors :D
It remains a game for fun IMHO, even if it doesn’t match 100% reality...
ThePrody
11-02-18, 12:28 PM
in the main NYGM 2.5 archive, there is a mod called Single Merchant Contact mod, that helps a bit by providing some radio contacts of single merchants in our vicinity
in the main NYGM 2.5 archive, there is a mod called Single Merchant Contact mod, that helps a bit by providing some radio contacts of single merchants in our vicinity
Thanks for that :up:
In fact, after i wrote my previous request, i found 3 lonely merchants by listening hydrophone :haha:
So there are there, up to us to flush them :D
Easier when you know where to wait for embush!
Do you think the German u-boat Compilation can work with NYGM?
Somebody already tried it? :D
Nicolas
11-03-18, 02:32 PM
Thanks for that :up:
In fact, after i wrote my previous request, i found 3 lonely merchants by listening hydrophone :haha:
So there are there, up to us to flush them :D
Easier when you know where to wait for embush!
You don't get spammed with ships like in other mods that is for sure.
I made a little program long ago sh3 contacts 1.1 to be able to adjust contacts to your liking.
Kelly621
11-03-18, 05:19 PM
First time ever that i try this NYGM mod, and have to say it’s a very interesting one!
Fifi,
Welcome to the "dark side" :03: NYGM has been and still is my favorite SH3 overhaul mod. It is realistic, as best a simulation can be, and unforgiving if your tactics are not thought out. The ARB Wide Gui you like works well with it as well. You need a couple specific NYGM files to make it compatible..ThePrody already combined them and I downloaded it from his media fire page. I Have not tried the U Boat Compilation, but I always select U 123 a type IX ( I am a glutton for punishment ) and I am pretty happy with the NYGM skin.
Something you may run into, as I did today, is with the MFM interim beta mod. The ships added were not tested with NYGM if I remember right...you can run across a merchant that your torpedo's and shells will just pass right through the hull as if it is not there. :06: I don't think this was ever corrected to my knowledge.
Kelly621
Yes, i’m Running it with The Prody’s ARB Wide Gui New :up:
ARB is perfect for NYGM and has everything needed for 100% difficulty experience.
I tested it with the u boat compilation, and first run was successful :)
I didn’t see any issue so far, of what I can tell…
Kelly621
11-08-18, 04:37 PM
Was the Merchant Fleet Mod v.3.3 ever tested with NYGM or has anyone used it with NYGM successfully? I know that the optional MFM beta was not tested and had the problem of torpedo's and shells passing through the hull of some merchant ships...just wondering if the same will be true for MFM v3.3?
Kelly621
FUBAR295
11-08-18, 08:25 PM
I'm using it with NYGM. No issues to speak of.
Good Hunting,
FUBAR295
Kelly621
11-08-18, 08:52 PM
FUBAR295,
Did you also enable IABL ShipsforNYGM new mod or only MFM 3.3?
Kelly621
Can you play with contacts in the map?
In options of realism active the option "contacts map" and ir does not work
Kelly621
11-08-18, 11:13 PM
Can you play with contacts in the map?
Yes you can. Look inside the mod folder NYGM Tonnage War V2.5 ==Stand Alone ==
You will see a documentation folder and inside is the optional mod Restore God's Eye View. enable this mod through JSGME and it will restore contacts to the Nav map.
Kelly621
FUBAR295
11-08-18, 11:22 PM
FUBAR295,
Did you also enable IABL ShipsforNYGM new mod or only MFM 3.3?
Kelly621
Here's my mod list :
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Hitman 1.2 Optics NYGM 3.2
IABLShipsforNYGM_New_Thomsen
IABLShipsRezonedFinal
MFM-Improved
MFM3.2 displacement correction mod
3rd Flotilla Mod
Supplement to V16B1 (JSGME)
NYGM_HiRes_Submarines_3_6F
Kapstadt Blockade NYGM3.3
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
DD_OH_V3.09_20091209162038
Conning Tower open Hatch093food
DD_OH_V3.09_Fix_for_NVD_DC_Shake_001
New Lorient v1 - NYGM 3.6F
Harbor Traffic Add-In
FM_NewInterior v2.1D
Flakmonkey's Interior with crew
Black Sawfish Emblem On Cap
Longer Wakes v1.0 for GWX
Aces Hi Res Uniforms and Medals Mk 2
Sh3_volumetric_clouds&fog_V2.2
SH-5 Water For SH-3 Ultimate V10 16 Km
Improved Smoke
TheBestSonarPing
Stiebler4C_SubsFlag
Aces' Crew On Deck - Stand alone mod v1 GWX Version
Authentic_Off_Faces #2
Without Labels
Evil Jesters Emblems
New _hidrophone _layers for SH3 v1.0a_NYGM
SRM01 - Seabed Repair Mod
Rapt0r's Das Boot Skin
RB_7b_Flags&Ps_1_04_14b
NEW VERSION OF IXB&IXC Type
Kurfürst's Schnelltauchback
Radar Fix for sh3
Sub Image mod
MFM_v3_Skin_Packs
The MFM Improved listed is MFM 3.3. As I had said before, everything runs without issue.
Trust this helps you.
Good Hunting,
FUBAR295
Kelly621
11-08-18, 11:30 PM
FUBAR295
Thanks I appreciate you posting your JSGME mod list....that more than answered the question I had:salute: ...plus gives me a few mods to think about I have not tried with NYGM.
Kelly621
3catcircus
11-09-18, 07:56 AM
Here's my mod list :
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Hitman 1.2 Optics NYGM 3.2
IABLShipsforNYGM_New_Thomsen
IABLShipsRezonedFinal
MFM-Improved
MFM3.2 displacement correction mod
3rd Flotilla Mod
Supplement to V16B1 (JSGME)
NYGM_HiRes_Submarines_3_6F
Kapstadt Blockade NYGM3.3
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
DD_OH_V3.09_20091209162038
Conning Tower open Hatch093food
DD_OH_V3.09_Fix_for_NVD_DC_Shake_001
New Lorient v1 - NYGM 3.6F
Harbor Traffic Add-In
FM_NewInterior v2.1D
Flakmonkey's Interior with crew
Black Sawfish Emblem On Cap
Longer Wakes v1.0 for GWX
Aces Hi Res Uniforms and Medals Mk 2
Sh3_volumetric_clouds&fog_V2.2
SH-5 Water For SH-3 Ultimate V10 16 Km
Improved Smoke
TheBestSonarPing
Stiebler4C_SubsFlag
Aces' Crew On Deck - Stand alone mod v1 GWX Version
Authentic_Off_Faces #2
Without Labels
Evil Jesters Emblems
New _hidrophone _layers for SH3 v1.0a_NYGM
SRM01 - Seabed Repair Mod
Rapt0r's Das Boot Skin
RB_7b_Flags&Ps_1_04_14b
NEW VERSION OF IXB&IXC Type
Kurfürst's Schnelltauchback
Radar Fix for sh3
Sub Image mod
MFM_v3_Skin_Packs
The MFM Improved listed is MFM 3.3. As I had said before, everything runs without issue.
Trust this helps you.
Good Hunting,
FUBAR295
I thought that MFM 3.3 incorporated the MFM 3.2 displacement correction?
FUBAR295
11-09-18, 08:10 AM
I thought that MFM 3.3 incorporated the MFM 3.2 displacement correction?
Things run just fine. If that is true, then at some future time I will remove it.:yep:
Good Hunting,
FUBAR295
hauangua
11-09-18, 11:39 AM
I thought that MFM 3.3 incorporated the MFM 3.2 displacement correction?
Things run just fine. If that is true, then at some future time I will remove it.:yep:
Good Hunting,
FUBAR295
Hi. Time ago I asked iambecomelife this:
"Hi iambecomelife
Is possible use new MFM3.3 with NYGM+mfm interim beta? "
The answer " That will interfere with the changes made to the .zon files in this update. I don't think it would be game breaking and cause crashes, but I do not recommend it."
http://www.subsim.com/radioroom/showpost.php?p=2492146&postcount=1348
FUBAR295
11-09-18, 12:01 PM
Hi. Time ago I asked iambecomelife this:
"Hi iambecomelife
Is possible use new MFM3.3 with NYGM+mfm interim beta? "
The answer " That will interfere with the changes made to the .zon files in this update. I don't think it would be game breaking and cause crashes, but I do not recommend it."
http://www.subsim.com/radioroom/showpost.php?p=2492146&postcount=1348
As far as I can determine I am not running the Beta file and I have no issues ... If files are not needed, at some point in the future I will remove it, but presently I have several careers I am running and not taking down NYGM at this time to make adjustments for a non issue.:03:
Good Hunting,
FUBAR295
There is an excellent mod that was only made to alter GWX files. It was made for GWX 2 and worked just as well for GWX 3-I used it for years.
http://www.subsim.com/radioroom/downloads.php?do=file&id=957
Just started my first career in NYGM, and with all credit to the original modder, is it possible to convert it to NYGM? How could it be done?
The beauty of the mod is it allows you to settle to the bottom and get no additional damage. Saved my butt more than once.
Thanks for looking.:Kaleun_Salute:
Kelly621
11-10-18, 02:47 PM
Rconch,
Apparently it does. Look at FUBAR295 mods list for NYGM a few post above, he has SRM01 - Seabed Repair Mod listed so it must be working for him. I am getting ready to try it myself.
Kelly621
Rconch,
Just tried a few times and the boat settled on the bottom without issues....will keep the mod loaded and see if any problems show up
Thanks Kelly, I will load it and try it.
You should never leave home without it.:Kaleun_Cheers:
Probably a stupid question again, but using the wide gui that comes with NYGM (WYGM) how do you calculate boat speed and distance?
Playing without map contact of course...so no calculation on nav map.
I’m using ARB gui, so i have U-Jagd and stadimeter. No problem.
But i like the WYGM concept for periscope view...and i’m Unable to get accurate solution without U-Jagd and stadimeter :hmmm:
Hebe Vollmaus
11-11-18, 12:50 PM
There is an excellent mod that was only made to alter GWX files. It was made for GWX 2 and worked just as well for GWX 3-I used it for years.
http://www.subsim.com/radioroom/downloads.php?do=file&id=957
Just started my first career in NYGM, and with all credit to the original modder, is it possible to convert it to NYGM? How could it be done?
8<--
Rconch,
you may compare NYGM/Zones.cfg and Seabed Repair Mod/Zones.cfg with Winmerge. You will see, that these files are completly different in respect to the "Zones List". You may also compare the Submarines *.zon-files included with Seabed Repair Mod to the NYGM Submarines with Silent3ditor S3D. Maybe the additional (213) UboatKeel in the *zon-files is not the only Change, i dont know.
By use of Seabed Repair Mod (for GWX.2) without any modifications in NYGM, i think you loose some of NYGMs functionality/behavior.
Greetings.
Kelly621
11-11-18, 04:20 PM
Fifi,
Range:
http://www.youtube.com/watch?v=tpSPKsd25yM
Speed:
http://www.youtube.com/watch?v=sAlQezf609c
Both of these methods have worked well for me. Bstanko6 videos are well done and helpful.
Kelly621
Thanks Kelly, appreciate your help... but what i mean is i don’t even see a chronometer in the WYGM gui :hmmm: is it hidden somewhere?
The gui on the videos you posted looks like Magui?
Tried a quick review of the various manuals and I may have missed this.
Is it possible to restore the "return to base" function with the exit patrol.
The choices are continue or abandon career.
If it is not possible-how close to my base do I have to go when I return?
I use the "start at sea" mode in SH3Cmdr. How will I know I have reached a "end of mission" without losing my tonnage?
Do I have to put her in the pen and tuck her in?
Thanks for looking.:Kaleun_Cheers:
Another question.
I have a rookie crew-first mission.
The depth keeping abilities is very poor-anything less than STD speed at periscope depth causes the boat to sink. Wears out the batteries pretty quick.
As these guys improve(experience), does the depth keeping improve? I am hoping so.
Now silent running is useless as the boat sinks like a stone.:k_confused:
Thanks for any responses.:Kaleun_Salute:
Another question.
I have a rookie crew-first mission.
The depth keeping abilities is very poor-anything less than STD speed at periscope depth causes the boat to sink. Wears out the batteries pretty quick.
As these guys improve(experience), does the depth keeping improve? I am hoping so.
Now silent running is useless as the boat sinks like a stone.:k_confused:
Thanks for any responses.:Kaleun_Salute:
The sub is slowly sinking only when stoped. You have to run at least 1 knot to stay leveled. It’s a NYGM nice feature to simulate real sub behavior.
If you are sinking like a stone (without any damage) it’s not normal, and you should check what mods you have activated on top of NYGM. Something might have break the mod...
Thank you-started a new career-the early one was a test with loading mods.
With the new career-depth keeping is normal and no problems now. All good, even silent running.
Thanks for your response.
Kelly621
11-12-18, 05:23 PM
Fifi,
nope, no chronometer in WYGM. The range formula in the video should work since WYGM uses 6X power.
Sorry for the slow reply...wife just got out of surgery.
Kelly621
BigWalleye
11-12-18, 08:08 PM
Kelly, I hope your wife is doing well. Added a prayer for her.
No chronometer in WYGM? Since when? There's a lovely Hanhart to the left of the optics window in both periscope screens and the UZO screen, at least in my version. And it's in menu_1024_768.ini, item G26 I107 et sec, in both VanJast's original file and my corrected one. If you don't see it, I suspect some other mod is overwriting VanJast's mod. FWIW, the whole reason for the correction to VanJast's original file was to clean up a minor bug in the placement and operation of the chronometer hands.
-BW
Thanks for reply Kelly and BW.
No i don’t see any chrono in WYGM...maybe a corrupted file, because even running stock NYGM without any external mods others than Stiebler’s download page, nothing there :hmmm:
Anyway no big deal, there is the ARB gui running fine :salute:
BigWalleye
11-13-18, 07:19 AM
Fifi, can you take a look in your menu_1024_768.ini file? Item G26 I107 should be the chronometer. Or anybody else with this issue, would you please take a look? Ideally, check in the nod itself, rather than in the active /data folder.
Yes, it's the chrono, but can't see it...
here is what i have in menu file:
;=======================================
; 6.- CHRONOMETER PANEL
;=======================================
[G26 I107]
Name=Chrono
Type=1026;Menu group
ItemID=0x26020000
ParentID=0x26000000
;Pos=608,764,136,52
;Pos=33,383,200,300
Pos=70,400,200,300
Color=0xFFFFFFFF
[G26 I108]
Name=Reflection
Type=1030;Static bmp
ItemID=0x26020001
ParentID=0x26020000
Pos=-12,-12,256,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Reflex.tga
MatFlags=0x2
TexFmt=0x9
Drag=false
[G26 I109]
Name=Sec
Type=1031;Stat bmp array
ItemID=0x26020002
ParentID=0x26020000
Pos=85,-92,14,150
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Sec.tga
Crop 0=0,0,0.5,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
[G26 I110]
Name=Min
Type=1031;Stat bmp array
ItemID=0x26020003
ParentID=0x26020000
Pos=85,-116,14,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Min.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
[G26 I111]
Name=Estim Sec
Type=1031;Stat bmp array
ItemID=0x26020004
ParentID=0x26020000
Pos=85,-92,14,150
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Sec_Red.tga
Crop 0=0,0,0.5,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
[G26 I112]
Name=Estim Min
Type=1031;Stat bmp array
ItemID=0x26020005
ParentID=0x26020000
Pos=85,-116,14,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Min_Red.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
[G26 I113]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x26020001
ParentID=0x26020000
Pos=0,0,200,300 ;180,990,183,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/H_Chronometer.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
;=======================================
; BACKGROUND IMAGE
;=======================================
[G26 I114]
Name=Background
Type=1030;Static bmp
ItemID=0x26000001
ParentID=0x26000000
Pos=0,1080,1920,1080
Color=0xFFFFFFFF
Materials=1
Display=0
Mat 0=data/menu/gui/VanWide1920_AttackScope.tga
Crop 0=0,0,1,1
MatFlags=0x21
TexFmt=0x9
Stiebler
11-13-18, 02:57 PM
"I have a rookie crew-first mission.
The depth keeping abilities is very poor-anything less than STD speed at periscope depth causes the boat to sink. Wears out the batteries pretty quick.
As these guys improve(experience), does the depth keeping improve? I am hoping so.
Now silent running is useless as the boat sinks like a stone."
This is an example of the "Crash-dive Blues", which continues to trouble new players of NYGM.
If you interrupt a crash-dive *before* it has reached its standard dive-depth of 80 metres, the U-boat fails to level out correctly.
This is not a problem with stock SH3, nor with other super-mods (eg GWX), which have the standard diving model. (U-boat tends to rise slowly at slow speed.)
However, NYGM's diving model is biased towards a realistic slow sinking anyway, which is made much worse by an interrupted crash-dive.
There is an easy solution:
Return to the surface and perform another crash-dive. But on this occasion allow the U-boat to reach 80 metres and level-out, before you continue the dive to a deeper depth.
Of course, this is not possible if there is a destroyer overhead. So practise first in safe waters!
Stiebler.
BigWalleye
11-13-18, 10:21 PM
Fifi, was that entry from the mod or from the active Data folder? If it's from the mod, then VanJast's menu_1024_768.ini file is getting overwritten by another mod. If it's from the active Data folder, then perhaps something is corrupted in the download?
Fifi, was that entry from the mod or from the active Data folder? If it's from the mod, then VanJast's menu_1024_768.ini file is getting overwritten by another mod. If it's from the active Data folder, then perhaps something is corrupted in the download?
From the mod...but it is activated last on the list...so should be the active one :hmmm:
BigWalleye
11-14-18, 07:30 AM
<Scratching head.>
Is there another G26 I107? And is there a missing G26 I106? Either will cause a problem.
The menu_1024_768.ini my copy of Van's mod is date stamped 7/19/2014. 4:29 PM. Does yours match?
Just as a cross-check, does the identical set of items appear in the menu_1024_768,ini in the active Data folder?
Kelly621
11-19-18, 08:04 PM
BigWalleye,
You were absolutely right about the chronometer in WYGM. I should never, never post when I am stressed out and up for 29 hours :o
Thanks for the kind words concerning my wife's surgery. It was life threating condition, but she came through the surgery fine and will be back home tomorrow.
Kelly621
BigWalleye
11-19-18, 10:56 PM
BigWalleye,
Thanks for the kind words concerning my wife's surgery. It was life threating condition, but she came through the surgery fine and will be back home tomorrow.
Kelly621
God bless you both.
Glad you found the chronometer OK.
Hello people
I am playing with the megamod NYMN 2017 (The most realistic one) and when I attack a ship launching torpedoes they across the ship and no explote, everyone, I have deactivated the "not torpedos dud" and not
the hie patch "torpedo fix"
Do you know if it is a bug?
Hello people
I am playing with the megamod NYMN 2017 (The most realistic one) and when I attack a ship launching torpedoes they across the ship and no explote, everyone, I have deactivated the "not torpedos dud" and not
the hie patch "torpedo fix"
Do you know if it is a bug?
That’s why you just said « the most realistic one » ! :D
SteamSub
11-29-18, 08:53 PM
Yes you can. Look inside the mod folder NYGM Tonnage War V2.5 ==Stand Alone ==
You will see a documentation folder and inside is the optional mod Restore God's Eye View. enable this mod through JSGME and it will restore contacts to the Nav map.
Kelly621
Thanks for this, just got this game in a UBISOFT sale and loaded the mod as a recommendation from a STEAM user.
There is the tutorial NAVAL ARTILLERY and there are a number of ships to sink with the deck gun. The targets are actively moving and they will leave the immediate area making them hard if not impossible to find if one (especially rookie players) are finding it takes a lot of shots to sink a freighter. I spent quite a bit of time sailing around after sinking two ships not finding the others, but learned about search patterns and compressed time in the meanwhile.
The contacts on the map should help and track down the other ships, again thanks for this
-------------------------
EDIT WOW, it takes like 30 shots to sink a tramp steamer in the tutorial, I do not think the gunnery is completable with this mod running. I'm out of ammo and 2 ships left.
---------------------------------
Edit 2
Tramp steamer sinking for the artillery tutitorial goes faster in VANILLA, however I think am going to open fire only at SHORT RANGE in the mod to see if that sinks them quicker without running out of ammo. The tutorial is elementary but needed if one is not familiar with the game, sice thos dials and what they do can be confusing at first.
hauangua
11-29-18, 09:54 PM
Hello people
I am playing with the megamod NYMN 2017 (The most realistic one) and when I attack a ship launching torpedoes they across the ship and no explote, everyone, I have deactivated the "not torpedos dud" and not
the hie patch "torpedo fix"
Do you know if it is a bug?
Hi Zeus
Post your MOD list please
ok
NYGM Tonnage war v2.5-Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
MFM-Interim-Beta_NYGM
Harbor Traffic Add-in
NYGM Tonnage War Minefield Mod
Hitman Optics NYGM 3.6 (Fixed)
Restore Gods Eye View
Basic Dark
SB_cameras_mod_sh3
hauangua
12-01-18, 03:23 AM
ok
NYGM Tonnage war v2.5-Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
MFM-Interim-Beta_NYGM
Harbor Traffic Add-in
NYGM Tonnage War Minefield Mod
Hitman Optics NYGM 3.6 (Fixed)
Restore Gods Eye View
Basic Dark
SB_cameras_mod_sh3
You have a error in your mod list
NEVER use togheter MFM interim beta + IABL Thomsen ship!!
Or use one or the other this is your mod problem
:salute:
Kelly621
12-01-18, 10:22 AM
I believe the problem of the torpedo's is specific to MFM interm beta. Striebler posted this some time ago when asked about torpedo's passing through merchants and not exploding:
The official release is found in mod IABLShipsforNYGM_New_Thomsen. All the ships in this mod have been tested very carefully, with torpedoes fired at every one of them successfully.
M13B is instead part of IABL's larger release of merchant ships, some of which, as you have discovered, are transparent to torpedoes. This very large release is accommodated with the NYGM mod overlay 'MFM_Interim_Beta_NYGM', which alters files .cfg, .eqp, .sns, .zon to match NYGM's requirements. However, the ships themselves have not been individually tested with NYGM.
Kelly621
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