View Full Version : NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015)
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hauangua
12-01-18, 10:48 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:
Kelly621
Kelly621 wrote correctly ,but your MOD list, Leoz have a basic error.
If you want play with MFM interim beta you need install so.. For example
NYGM Tonnage War V2.5 stand alone
NYGM3_New
NYGM3_6F
NYGM 2017A
Merchant_Fleet_Mod_3.2---->need!
MFM-Interim-Beta_NYGM
Etc
Etc
Etc....
So you play with more ship
But possible little bug with some(few) ships
If you want play with JABL Thomsen :
NYGM Tonnage War V2.5 stand alone
NYGM3_New
NYGM3_6F
NYGM 2017A
IABL ship for NYGM Thomsen ships
Etc
Etc
Etc..
No many ship...more realistic ( for me!)
And Work good 100% with every ships
But the important is that you do NOT mix these 2 mod together
SteamSub
12-01-18, 11:15 AM
A note about the interface.
Appreciate the large slide out dial for course changes!
From VANILLA to NYGM Do not really like the officer roster in the lower left, looks too much like a placeholder graphic, made a change, found the original officerA.tga and pasted the labels under each so by color and label can tell who they are at a glance (which is why I think they were replaced by the mod to begin with)
------------------------
FYI thanks for the previous post about the MOD list, mine looked similar to the problematic load, going to reload the mod list to the one that "works good 100% with every ships." Seems exciting enough to have duds and angle bounce offs and can leave off with the passthroughs
hauangua
12-01-18, 12:11 PM
FYI thanks for the previous post about the MOD list, mine looked similar to the problematic load, going to reload the mod list to the one that "works good 100% with every ships." Seems exciting enough to have duds and angle bounce offs and can leave off with the passthroughs
:salute:
This is my MOD list**
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
Widescreen MaGui v3.4-SA
WideScreen MaGui v3.4-SA FIX for NYGM v2017A
TMT mod(NYGM version)
IABLShipsforNYGM_New_Thomsen
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
NYGM_HiRes_Submarines_3_6F
M.E.P v6
M.E.P v6 - VisualSensors for NYGM 3.6F..................(For Stiebelr patch, need read Readme file for good work)
Extra_files_for_Hsie_patch_V16B1
Tycho patch (with Tycho Crono Patch)
Kelly621
12-01-18, 04:58 PM
SteamSub,
My mod list is a bit different, but so far has worked well with no CTD's.
Generic Mod Enabler - v2.6.0.157
[C:\SH3-NYGM\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
MFM-Improved (MFM V. 3.3)
SH3 Commander MFM skins
SH3_Commander_Updates_for_NYGM
Single Merchant Contact Mod
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Anvart_Stiebler_TurmsR01R02
depth charge noise - Rev A - NYGM
My Environment
New _hydrophone _layers for SH3 v2.0_NYGM
Rubini´s Underwater dust&plancton v1
Sh3_volumetric_clouds&fog_V2.2
Evan82_Unfs
NYGM Torpedo Alarm Mod
TDW's DC Water Disturbance v4.0 (SH3 Cmdr)
torpedo trail and wake fix
NYGM_HiRes_Submarines_3_6F
New Lorient v1 - NYGM 3.6F
Optional O2-Gauges v2 (for V16B1)
Improved Smoke
More wounded & less dead crew v2 - for V16B1 (JSGME)
NYGM Enviro Adjustments for NightVisionFix by makman94
WB's SH3 Cmdr extra promotions
SRM01 - Seabed Repair Mod
Aces' Crew On Deck - Stand alone mod Bearded Crew Add-on
NEW VERSION OF IXB&IXC Type
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
Conus' Historically Accurate U-boat Emblems 1.3
TychoSh3Patch
ARB WideGui 1920x1080_new
Thanks!!!!
this megamod is the best
Aktungbby
12-02-18, 02:51 AM
SteamSub!:Kaleun_Salute:
SteamSub
12-08-18, 11:15 AM
@Aktungbby (http://www.subsim.com/radioroom/member.php?u=313053) Thank you!
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.
Good point. The gunnery school is harder. I do like NYGM for gunnery as it can take a lot of shots. Not unlike one of the stories you would read at www.uboat.net :Kaleun_Salute:
Stiebler
01-05-19, 02:16 PM
@SteamSub:
"From VANILLA to NYGM Do not really like the officer roster in the lower left, looks too much like a placeholder graphic, made a change, found the original officerA.tga and pasted the labels under each so by color and label can tell who they are at a glance (which is why I think they were replaced by the mod to begin with)".
Your supposition is correct.
It annoys me endlessly that humanity spent about 6,000 years learning to read and write just so that modern manufacturers (cars, electronic devices, Ubisoft) can give us cave-paintings to 'read' for instructions.
So I replaced the officer roster with simple colour-coded icons bearing text that can be read easily with a glance.
Your solution, to replace the cave-paintings with paintings explained by text is a good idea as a half-way solution.
Stiebler.
John Pancoast
02-11-19, 03:47 PM
@SteamSub:
"From VANILLA to NYGM Do not really like the officer roster in the lower left, looks too much like a placeholder graphic, made a change, found the original officerA.tga and pasted the labels under each so by color and label can tell who they are at a glance (which is why I think they were replaced by the mod to begin with)".
Your supposition is correct.
It annoys me endlessly that humanity spent about 6,000 years learning to read and write just so that modern manufacturers (cars, electronic devices, Ubisoft) can give us cave-paintings to 'read' for instructions.
So I replaced the officer roster with simple colour-coded icons bearing text that can be read easily with a glance.
Your solution, to replace the cave-paintings with paintings explained by text is a good idea as a half-way solution.
Stiebler.
Hello Stiebler. I noticed in this post, http://www.subsim.com/radioroom/showpost.php?p=2439296&postcount=1253
you listed your mods installed. Is this the exact order you're using too ? Reason for asking is because a few posts above it, you list a different order as a base to start from.
Stiebler
02-15-19, 06:14 AM
@John Pancoast:
These are the lists you mentioned:
"1251:
Start with this foundation:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM HiRes Submarines
IABLShipsforNYGM_New
Harbor Traffic Add In
[...]
However, definitely you must install the H.sie hard-code fix before you install these further mods:
Supplement to V16B1 - NYGM
Stiebler4B_Addon_for_V16B1 - NYGM"
"1253:
My current mods list (using JSGME):
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
HSIE_V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubsFlag
IABLShipsforNYGM_New_Thomsen
Hitman Optics NYGM 3.6 (Fixed)
EnvSim10_HsieFix"
The differences are due to the fact that in post 1251 I was trying to imitate another user's request for mods from the NYGM list.
In post 1253, I have posted my own list.
Both these posts are quite old, and Stiebler4C_SubsFlag is no longer available after a request from the original owner of the mod that another user had modified for NYGM.
Some of these mods are now out of date - check the current list by clicking on the NYGM message below my signaturre.
I hope that helps,
Stiebler.
John Pancoast
02-15-19, 09:24 AM
@John Pancoast:
These are the lists you mentioned:
"1251:
Start with this foundation:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM HiRes Submarines
IABLShipsforNYGM_New
Harbor Traffic Add In
[...]
However, definitely you must install the H.sie hard-code fix before you install these further mods:
Supplement to V16B1 - NYGM
Stiebler4B_Addon_for_V16B1 - NYGM"
"1253:
My current mods list (using JSGME):
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
HSIE_V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubsFlag
IABLShipsforNYGM_New_Thomsen
Hitman Optics NYGM 3.6 (Fixed)
EnvSim10_HsieFix"
The differences are due to the fact that in post 1251 I was trying to imitate another user's request for mods from the NYGM list.
In post 1253, I have posted my own list.
Both these posts are quite old, and Stiebler4C_SubsFlag is no longer available after a request from the original owner of the mod that another user had modified for NYGM.
Some of these mods are now out of date - check the current list by clicking on the NYGM message below my signaturre.
I hope that helps,
Stiebler.
Thanks, appreciate the reply. One question I have; in your list you have the IABL ships after Hsie's and your files, but in the install info. on the NYGM page via your sig link, it says "the first six files MUST be installed in order", and the IABL ships are #5 on that list ?
My install order is (title abbreviations used):
NYGM 2.5 full
NYGM New
NYGM 6f
NYGM 2017
IABL ships
Hitman Optics 3.6
Hsie's supplement
Your supplement
O2 guages
Extra files/Hsie's patch (I was using Evisim act10 here, but I noticed the evisim file in the Extra folder is the same, plus it has a newer ship collision file)
Running fine, I assume this is an ok install order ? I put the 02 and Extra files folders last, as they need to overwrite earlier versions of their files.
And if I want to install the hires sub folder, can that go last ? I haven't tried it yet to see if JSGME lists any conflicts that would cause trouble. Guess I could just do that and that would tell me the answer.
Really enjoying NYGM; 50 feet down right now shadowing a convoy. Was on the surface, but had to evade an escort that came to investigate.
Stiebler
02-20-19, 11:41 AM
@John Pancoast:
Glad to hear you are enjoying NYGM.
This is my current mod list (Feb 2019):
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
HSIE_V16B1
Stiebler4C_Addon_for_V16B1
EnvSim10_HsieFix
Hitman Optics NYGM 3.6 (Fixed)
IABLShipsforNYGM_New_Thomsen
NYGM_2018 (not released - too few changes.)
Note that H.sie's O2 Gauge is wrapped within my folder for the H.sie fix, and Hitman Optics is lower in my list than in yours.
Stiebler.
John Pancoast
02-20-19, 12:24 PM
@John Pancoast:
Glad to hear you are enjoying NYGM.
This is my current mod list (Feb 2019):
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
HSIE_V16B1
Stiebler4C_Addon_for_V16B1
EnvSim10_HsieFix
Hitman Optics NYGM 3.6 (Fixed)
IABLShipsforNYGM_New_Thomsen
NYGM_2018 (not released - too few changes.)
Note that H.sie's O2 Gauge is wrapped within my folder for the H.sie fix, and Hitman Optics is lower in my list than in yours.
Stiebler.
Sounds good, thanks. I know it's been awhile, but appreciate all your efforts.
I can only imagine the time and effort it required, but it turned a game into a sim.
Is stiebler patch integrated in this mod? Is i easy to install ?
John Pancoast
02-21-19, 07:33 AM
Is stiebler patch integrated in this mod? Is i easy to install ?
Yes, and yes. Takes some editing of text files though. It's easy enough to do, but one has to know how to do it.
The instructions tell what is needed.
John Pancoast
02-24-19, 08:22 PM
I should add, editing files only pertains to using hsie's/Stiebler's patches on non-NYGM mods.
The work is already done for you when using NYGM.
ThePrody
03-07-19, 06:14 AM
it would be great if someone would make a mod that will activate Penang as a base , the mod has Indian Ocean traffic but since you cannot refit your sub at any Asian base, there isn't any incentive to linger in those waters until the end of the war .
ZorroJusticiero
03-17-19, 08:58 AM
Buebnos dias caballeros, he instalado estos mods NYGM, funciona todo perfectamente, excepto los zafarranchos de combate, repariciones,zafarrancho aereo, , y bajo el agua. Al clickar los iconos correspondientes no interactuan. Cunado se instala latripulación mnaualmente en sus puestos de combate, reparaicon y navegación, entonces si funcionan y bien. >Mi pregunta es ; si es esto normal con estos mods, y que haya que situar manualmente la dotacion en sus puestos para qeu actuen.Cordial saludo a todos. Gracias por:Kaleun_Salute::Kaleun_Cheers: su deferencia
Hi, all.
Mod: Anvart_Stiebler_TurmsR01R02 ???
I was very surprised when I saw this mod name. I did not take part in this work... this is a pure self-activity of Stiebler. Many years ago, I animated DF antenna for NYGM, so you see the string 'Edited by Anvart'. I looked at the turms * .dat files ... from Turm2A_1_hd.dat to Turm7a_1_hd.dat no one edited the files after me... the rest of the files have traces of editing after me. Obviously, Stiebler edited the files... he said about above. Therefore, the string 'Anvart_' in the name of the mod is not true... must be 'Stiebler_TurmsR01R02'. What were done in this mod, I do not know, but something made me puzzled... see the pictures. Of course there was a period when the rotating radar antennas were mounted on the turms where an antenna case was absent. These antennas did not move Up/Down and such antenna was mounted in a special thickening of the wall of observation deck. So I do not understand what Stiebler wanted to do.
https://i.postimg.cc/dQkzHKQ5/Stiebler-Node-R02.jpg
https://i.postimg.cc/JngSrpx3/Stiebler-Node-R02-AI.jpg
Many years ago I suggested using the State Machine Control System of behavior of NPC (crew) for animation of various objects (not NPC). I made a few mods to show what to do and how to do... IIRC: DF antenna, Radar antenna, submarines Flags, pennants, open hatch and so on (the best pupil was Diving Duck)... Therefore, all constructions animated in this way became sensitive to compression parameters:
If the player uses compression that exceeds the parameter 'CharacterAnim', then the animated structure loses the compulsory animation and takes the initial position.
Compression parametres in NYGM 2017 not correct:
https://i.postimg.cc/SsjwbB6N/Compression.jpg
and look this:
http://www.subsim.com/radioroom/showpost.php?p=2560249&postcount=7
Many years ago, I offered Stiebler to introduce my new mod 'FM30_UpDown' into his mega mod, but he did not accept my proposal... he said that he was satisfied with my first mod on this theme, in which I used the Dial controller for raise/lower of antenna.
And suddenly I find out from 'Radar Rotation Problem' and from other threads that Tycho and Stiebler are inserting my mods into NYGM without even talking me about it. But the most unpleasant thing is that Tycho, not understanding, not knowing my work, is misleading the readers of his stupid writings. I skimmed through the NYGM_2017A files ... at first glance, he accurately copied my work to NYGM ... but there are inaccuracies.
https://i.postimg.cc/Znh7ptkj/NYGM-Command2.jpg
https://i.postimg.cc/wMmZ7D4C/NYGM-Command.jpg
Since Tycho"s knowledge is limited, he engaged not used (absurd) commands ("Not used").
Many years ago I asked H.sie to find in the hard code (sh3.exe) the initialization of the Fumo30 radar and turn it off. He did it. But he added the second fix for prevent the radar from being turned off during a high wave (stormy sea) into the same patch where the first fix was... Since 2005, 2006, for this purpose, moders have used the simple editing of the MinSensorHeight parameter in the SensorData radar property. For example, assign MinSensorHeight = -2 and the radar will turn off when PvP antennas reach 2 meters below water level. In other words, the second fix of the she.exe file was not needed... The second fix led to the impossibility of applying the first fix (fixes are in one patch). The second fix led to a disruption the synchronization of radar work and antenna rotation ... IIRC, the antenna could rotate up to 12 ... 13 meters when submerging the submarine.
https://i.postimg.cc/SxZvyyyF/Hsie-rad-Fixes.jpghttps://i.postimg.cc/ncVpRxF3/Auto-Switch.jpgWhat I said now I have said repeatedly.
P.S.
If Stiebler doesn't mind, I wanted him to remove the second fix from the patch... then everyone could use the first fix.
Good luck.
makman94
04-04-19, 08:55 AM
....But the most unpleasant thing is that Tycho, not understanding, not knowing my work, is misleading the readers of his stupid writings. ....
i don't believe that Tycho is stupid. On the contrary , he is one of the best around and have offered many very (and i mean VERY) usefull additions.
But the theme is that you can't talk with these rude expressions for other members in public.
Would you like it if other members start talking to you in the same style ?
hauangua
04-04-19, 09:30 AM
Anvart
By the way, it's the umpteenth time you come back to this topic,
For example here http://www.subsim.com/radioroom/showpost.php?p=2360775&postcount=1233
We understand your point of view, you don't need to remember it us in Aeternum, I don't think anyone has called you into question / offended as you do.
Jimbuna
04-04-19, 10:05 AM
Might I suggest any misgivings and or concerns be taken to PM please.
Anvart
By the way, ...
Captain do not drive the wave... obviously you do not understand much.
:salute:
hauangua
04-05-19, 02:14 AM
Sorry Jimbuna you right, just my last think..
... obviously you do not understand much.
:salute:
Thank God ἓν οἶδα ὅτι οὐδὲν οἶδα
"Certo sono più sapiente io di quest'uomo, anche se poi, probabilmente, tutti e due non sappiamo proprio un bel niente; soltanto che lui crede di sapere e non sa nulla, mentre io, se non so niente, ne sono per lo meno convinto, perciò, un tantino di più ne so di costui, non fosse altro per il fatto che ciò che non so, nemmeno credo di saperlo.“ — Socrate, cap. 6
:salute:
:rotfl2:
"Shall not create for yourself an idol, captain."
Moses.
i don't believe that Tycho is stupid. On the contrary , he is one of the best around and have offered many very (and i mean VERY) usefull additions.
But the theme is that you can't talk with these rude expressions for other members in public.
Would you like it if other members start talking to you in the same style ?
Of course he can, he did that many times without consequences. So, it is obvious, a matter of choice. I'm a little tempted to also try that. :03:
I barely remember what his problem is. Something about the way I use the radar.
Of course, I will continue to use it that way. My antennas, radars and flags are long ago setup how I want, and don't even think about that anymore.
About my attempt to integrate radar, antenna and flag mods in NYGM!
Was some years ago. I already have them in my NYGM based installation, and thought, I can make this for NYGM and give them to Stiebler.
I can not know who to whom, what was offered, why and when refused, and so on. I ask Stiebler, are you want, he say OK.
I take the available at this time versions and transfer them one to one to the NYGM files.
At this time, parallel is running the topic "Radar rotation problem", where this person began to stink about the way, we discuss and experiment with things.
From all there, I understood that, he think that there is only one way, his way. And no one can try, experiment, discuss and play with something different.
After that, I have no desire to have anything common with this.
From then I have no occasions to communicate with Stiebler.
So, about "NYGM_2017A", I have no idea what is inside.
And what are these key commands, I don't have key commands.
I don't use this patch, it is incompatible with my game, need to be manually integrated, don't found time for this yet.
So, don't put me there, and generally, don't bother me with yourself.
John Pancoast
04-24-19, 11:48 AM
What do the AIsensorsSubmerged.dat and AIsensors_WP.dat files control ?
Anvar1061
04-25-19, 02:53 AM
What do the AIsensorsSubmerged.dat and AIsensors_WP.dat files control ?
IIRC
AI sensors Submerged - for underwater objects
AI sensors WP - observer
http://www.subsim.com/radioroom/images/smilies/Kaleun_Binocular.gif
John Pancoast
04-25-19, 06:34 AM
IIRC
AI sensors Submerged - for underwater objects
AI sensors WP - observer
http://www.subsim.com/radioroom/images/smilies/Kaleun_Binocular.gif
Thanks for the reply.
jakethescot
05-05-19, 01:34 PM
I thought I might try the Stiebler 4C V16B1 and the Stiebler Options Selector for use of the Wolf Patrol. However, it says not to attempt to edit files if you're not good at such things. I'm not. I'm afraid I'll screw my computer up if I try something like that. So, my question is: is there a 4gb patch, and everything already edited in the V16B1 that can be installed with JSGME?
The wolf patrol sounds like it would add a whole new level to NYGM. Just wondering.
John Pancoast
05-05-19, 03:59 PM
I thought I might try the Stiebler 4C V16B1 and the Stiebler Options Selector for use of the Wolf Patrol. However, it says not to attempt to edit files if you're not good at such things. I'm not. I'm afraid I'll screw my computer up if I try something like that. So, my question is: is there a 4gb patch, and everything already edited in the V16B1 that can be installed with JSGME?
The wolf patrol sounds like it would add a whole new level to NYGM. Just wondering.
NYGM files come already edited for the wolfpack option. Specifically, the NYGM_2017a patch has it in it's campaign.scr file.
Most of the instructions in his patch are for those not using NYGM. The 4gb patch is part of the options selector and gets applied via it.
Even so, it wouldn't screw up your computer, just the game files.
1. Patch your sh3.exe file with Hsie's patch. Do not run the option selector in his folder.
2. Copy this .exe file to the Stiebler patch folder and patch it with his patch.
3. Now run the option selector in the Stiebler folder and choose what you want. If you're going to do wolf packs, choose both wolfpack options.
4. Copy the .exe file into Stiebler's "add on......" folder.
5. Copy the Hsie "supplement to...." folder from his patch, and the Stiebler folder from step #4 into your game's mods folder.
6. Enable both via JSGME, Hsie first.
And you're correct; wolf packs are really cool in the game.
jakethescot
05-05-19, 04:24 PM
I'll give it a shot and let you know.
jakethescot
05-06-19, 04:21 PM
Everything, as far as the install went, worked fine. I did one patrol and didn't get any messages to join patrol. It'll happen when it happens. But, a big thanks for your guidance on the install. I really appreciate it. :Kaleun_Salute:
John Pancoast
05-06-19, 05:16 PM
Everything, as far as the install went, worked fine. I did one patrol and didn't get any messages to join patrol. It'll happen when it happens. But, a big thanks for your guidance on the install. I really appreciate it. :Kaleun_Salute:
No problem, glad it worked out ! But if I understand your post correctly, you won't receive messages to join a wolfpack.
Instead, *you* send convoy contact message which form a wolfpack, if subs are available.
jakethescot
05-06-19, 06:47 PM
Ah, I see. Thanks once again.
John Pancoast
05-07-19, 09:54 AM
After upgrading to a VIIC, the date advanced to a new patrol start date as it should; calendar flipped pages, etc. In this case to July 11.
However upon starting the patrol, the date showed March 13 instead of July 11. Previous patrol ended on Feb. 10.
I am using SH3 Commander and have tried it with both the Random days at base option enabled and not enabled.
Same results. Why isn't the July 11 date shown before starting the patrol, not showing after starting it ? (lower right corner of the gui date)
John Pancoast
05-07-19, 10:59 AM
After upgrading to a VIIC, the date advanced to a new patrol start date as it should; calendar flipped pages, etc. In this case to July 11.
However upon starting the patrol, the date showed March 13 instead of July 11. Previous patrol ended on Feb. 10.
I am using SH3 Commander and have tried it with both the Random days at base option enabled and not enabled.
Same results. Why isn't the July 11 date shown before starting the patrol, not showing after starting it ? (lower right corner of the gui date)
Figured it out after rtfm. The "news" page as a patrol loads has the wrong month, but the in-game date is correct, so that'll work.
Loving the mod so far.
Two small issues/questions that I have, maybe one of you has had something similar:
1) My crew doesnt get fatiqued. In the manual it says to leave the fatique option unchecked in Sh3Commander, which I did. But instead of the NYGM fatique model I just have none at all.
2) When I spawn in a XXI boat, I immediately get the message that my Hauptlenzpumpe (I guess main Bilge pump or something like that) is destroyed. It is supposed to be in the Command Room (Zentrale), but I cannot see it under the list. The command room is shown as red on the damage overview though.
Does anybody know something about these issues? Thank you very much.
Best
Eikson
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
MFM-Interim-Beta
MFM-Interim-Beta_NYGM
3rd Flotilla Mod
SH-5 Water for SH-3 16 Km V84
Supplement to V16B1 (JSGME)
Rapt0r's Uniforms V2.0 [Grey]
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch
SH3 oggvorbis2
German Hits Collection
Elite U-Boat Binoculars with Missing Binocular Fix
TKSS18 German U-Boats Compilation
EAX_Sound_Sim_SH3
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
ARB WideGui 1920x1080
raobf Fix
Color Dials with Light Compass
O2-Gauges v2
Das Boot Gramophone music
Haunting Atlantic Wind
Racerboy_SH4_Effects_for_SH3_2_03
Harbor Traffic Add-In
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
MFM-v3-US+UK_Skins19391101
U-Boat VIIB (Skin 1) Turm 1-2 V1
Darojax Officer Icons 1.0
Dertien No Rank On Crew
Depthcharge Shake v2.01
Sh3_volumetric_clouds&fog_V2.2
Lighthouses and Entrance Points for NYGM3.6F beta
HideMySub v1.2 (OLC Compatible)
Hebe Vollmaus
06-23-19, 04:01 PM
...
1) My crew doesnt get fatiqued. In the manual it says to leave the fatique option unchecked in Sh3Commander, which I did. But instead of the NYGM fatique model I just have none at all.
NYGM Basic.cfg may be replaced through TKSS18.
2) When I spawn in a XXI boat, I immediately get the message that my Hauptlenzpumpe (I guess main Bilge pump or something like that) is destroyed. It is supposed to be in the Command Room (Zentrale), but I cannot see it under the list. The command room is shown as red on the damage overview though. NYGM Zones.cfg may be replaced through TDW_Ejecting_Pilots.
Greetings.
Hebe,
Thank you very much for the tip. It was the basic.cfg for both problems. I usually manually merge the cfg files , but in this instance it seems that I have forgotten to include the merged cfg file back into the mod (stupid).
Everything appears to work properly now.
Thanks again.
Sorry, it's me again.
I get some weird behavior regarding depth charges. Even when they are dead on, they don't damage hull integrity. They can cause major flooding and destroy compartments/machinery, but hull integrity stays at 100%.
This is only the case for the regular (dropped) DCs. It does not happen with Hedgehogs or other fancy equipment, as they correctly damage the hull.
I cannot find info in the manuals that says that this is a wanted feature. I first thought one of the many mods caused it, but it also happens in this setup:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
ARB WideGui 1920x1080
To make extra sure there wasnt a mod messing with it, I reinstalled a clean NYGM 2.5, as that version is the one containing the depthcharges files. The zones.cfg in the most recent NYGM patch is also clean and fresh.
Any idea what might cause this?
Thank you all very much.
Best,
Eikson
John Pancoast
06-25-19, 10:32 AM
Sorry, it's me again.
I get some weird behavior regarding depth charges. Even when they are dead on, they don't damage hull integrity. They can cause major flooding and destroy compartments/machinery, but hull integrity stays at 100%.
This is only the case for the regular (dropped) DCs. It does not happen with Hedgehogs or other fancy equipment, as they correctly damage the hull.
I cannot find info in the manuals that says that this is a wanted feature. I first thought one of the many mods caused it, but it also happens in this setup:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
ARB WideGui 1920x1080
To make extra sure there wasnt a mod messing with it, I reinstalled a clean NYGM 2.5, as that version is the one containing the depthcharges files. The zones.cfg in the most recent NYGM patch is also clean and fresh.
Any idea what might cause this?
Thank you all very much.
Best,
Eikson
Haven't seen that myself, but possibly the damage occurred without major damage to the hull; enough to change the integrity color bar ?
It can stay full integrity down to 90%, minor damage included.
Thanks for your reply. In ARB the Hull Integrity is shown in percent (like in the base game, not like in stock NYGM) and it is not affected at all. It's not like it happened once, I did around 10 runs of the U-505 mission at it was always the same. Bullets, grenades, hedgehogs all damage the hull integrity, while depth charges do not.
I'll do a complete reinstall, maybe some file somewhere is messed up.
John Pancoast
06-25-19, 01:58 PM
Thanks for your reply. In ARB the Hull Integrity is shown in percent (like in the base game, not like in stock NYGM) and it is not affected at all. It's not like it happened once, I did around 10 runs of the U-505 mission at it was always the same. Bullets, grenades, hedgehogs all damage the hull integrity, while depth charges do not.
I'll do a complete reinstall, maybe some file somewhere is messed up.
I'm wondering if the ARB mod somehow affects things, but wouldn't know how it could.
I don't use it, and the 505 mission for my NYGM install results in expected damage/destruction in tests I've done in the past.
After having quite a blast running the U-505 mission over and over again I think there are just a few oddities with the damage model now and then (might also be a stock game issue).
I ran dozens of tests with all sub types and different mod setups that went from just NYGM to the extensive list you'll see at the bottom.
What I found was:
1) All "impact weapons" (shells, hedgehogs, bullets) work fine. The hitbox for the sub seems to be a little off in some cases, where hedgehogs detonate without hitting your boat or where they float through your boat without detonating. I dont know whether this is the game simulating duds or whether it's just a collision detection issue.
2) Depth charges work properly most of the time. Sometimes hits that should have taken the sub out don't do enough damage. Maybe this is just the game being nice or faulty proximity simulation. Hard to say. Contact hits, where the charge lands on your deck, seem to work fine. One hit of that kind was usually enough to kill the sub.
3) Ramming is odd. I've had a destroyer run into my periscope, pushing the entire boat to the side with zero damage to anything. This leads to the weird situation that (without hedgehogs) staying at periscope depth or a few meters deeper is the safest option, as the depth charges detonate below you and the destroyers rarely aim to ram your turret, as they usually do a slight turn beforehand. Of course this is kind of gamey and I wouldn't do it in a campaign, just wanted to point it out.
Again, all this also holds for my tests of just NYGM without any additional mods.
I've been careful to make sure that the other mods do not overwrite any files that deal with collision/damage/zones etc.
I'd be happy to hear about your experiences. The U-505 mission allows testing the damage functions easily.
Best,
Eikson
My list:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
MFM-Interim-Beta
MFM-Interim-Beta_NYGM
Lighthouses and Entrance Points for NYGM3.6F beta
Harbor Traffic Add-In
Das Boot Gramophone music
German Hits Collection
Haunting Atlantic Wind
Racerboy_SH4_Effects_for_SH3_2_03
SH3 oggvorbis2
Sh3_volumetric_clouds&fog_V2.2
SH-5 Water for SH-3 16 Km V84
Rapt0r's Uniforms V2.0 [Grey]
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch
Dertien No Rank On Crew
EAX_Sound_Sim_SH3
TKSS18 German U-Boats Compilation
U-Boat IXC (Skin 3 (U-532)) Turm 1-2-3
TKSS German U-Boats Compilation FuMO_Fix_SNS
Supplement to V16B1 (JSGME)
Extra_files_for_Hsie_patch_V16B1
ARB WideGui 1920x1080 NYGM
raobf Fix
O2-Gauges v2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
John Pancoast
06-27-19, 07:36 AM
Awhile back, I had similar test collision experiences with NYGM and GWX both.
While I've since become satisfied that escort ramming works well sub collision-wise most of the time, getting hit while at periscope depth by a merchant never seems to cause damage of any kind. Tested a merchant out again just recently in NYGM; it knocked me down twenty meters. Nary a scratch.
Another facet that AOD handles much better.
Regarding escort weapons performance, I've noticed similar as you. I think it could be improved (along with many AI aspects), but at least it causes damage when it should.
Regarding staying at shallow depth, I seem to recall that was an actual tactic if one had the nerves for it. Asdic, etc. couldn't read that shallow at the time.
But of course, they had to actually worry about collision damage unlike the game at times.
All in all, I believe the megamod makers have done the best they could with the game's limitations and SH3 is great fun to play.
But I also believe AOD is a better sim in reference to overall AI, damage modeling, etc.
John Pancoast
06-27-19, 07:49 AM
Here is a thread of mine about ramming:
https://www.subsim.com/radioroom/showthread.php?t=240168&highlight=ramming
Anvar1061
07-07-19, 01:28 PM
No one for all time has paid attention to the fact that the Turm VIIB-1 at 11.NYGM_HiRes_Submarines_3_6F provides an eagle, but it is not. This JSGME mod is ready to fix this misunderstanding.
https://pp.userapi.com/c850136/v850136220/18d3fc/VaSNfP9PXEU.jpg
http://shmf.larsbundgaard.dk/Smileys/extended/download.gif (http://www.mediafire.com/file/qxyd97971pru0mi/NYGM_HiRes_Submarines_VIIB+_pre-war_eagle.7z)
FUBAR295
07-07-19, 04:24 PM
Danke!
John Pancoast
07-15-19, 09:17 PM
I'm sailing along on a patrol at 30 meters depth riding out a storm at 1x tc. Step away from the game for a few minutes..........and there has been a petty officer machinist added to the game/crew screen ?!?
Instead of the usual 12 pos, I now have 13..............huh ?
Noobicum4Ever
07-17-19, 02:23 AM
I did not found the name of the SuperMod:
GWX = Grey Wolves eXpansion
NYGM = ???
LSH3 = Living Silent Hunter 3
WAC = War Ace Campaign
ThePrody
07-17-19, 04:55 AM
@Noobicum4Ever (https://www.subsim.com/radioroom/member.php?u=400450) NYGM stands for something very deep and historical :
:Kaleun_Wink: Not Your Grandma Mod
John Pancoast
07-17-19, 06:36 AM
I did not found the name of the SuperMod:
GWX = Grey Wolves eXpansion
NYGM = ???
LSH3 = Living Silent Hunter 3
WAC = War Ace Campaign
Not Your Grandmother's Mod.
Noobicum4Ever
07-17-19, 07:37 AM
Thank you... I did not expect
Randomizer
08-09-19, 11:35 PM
NYGM3_6F, it is May 1944 and I just was attacked and sunk while snorkelling by an invisible aircraft with the observation periscope raised and at 1 x TC.
Currently using NYGM, no enemy aircraft are visible on the map even with "No Map Updates" disabled. The problem is when snorkelling, you have no way of knowing when an enemy plane comes within visual range.
There is a "Restore God's Eye View" mod but I do not want that, I just want to be able to spot enemy planes on the map using the periscope alone. You can do this is GWX3 with "No Map Update" disabled.
Any help anywhere? Thanks in advance.
-C
John Pancoast
08-10-19, 08:22 AM
NYGM3_6F, it is May 1944 and I just was attacked and sunk while snorkelling by an invisible aircraft with the observation periscope raised and at 1 x TC.
Currently using NYGM, no enemy aircraft are visible on the map even with "No Map Updates" disabled. The problem is when snorkelling, you have no way of knowing when an enemy plane comes within visual range.
There is a "Restore God's Eye View" mod but I do not want that, I just want to be able to spot enemy planes on the map using the periscope alone. You can do this is GWX3 with "No Map Update" disabled.
Any help anywhere? Thanks in advance.
-C
There is a .tga file for aircraft that is probably disabled with no map update enabled. There is for single ship contacts in the same situation.
Maybe look for that and reactivate it in it's relevant folder. But then that may have them always show up one the map, scope or not....
Randomizer
08-10-19, 03:38 PM
Ok thanks, have found what may be the offending file and replaced it with one that should be less offensive. Will create a new late-war career and see what happens. Cheers.
-C
EDIT
Will confirm for all of you late-war career aficionados that swapping out the ...\NYGM\data\Menu\Gui\Units\UnitAir.tga file with stock or that found in GWX3 restores the airplane icon to the map view when the Map Updates option is in effect.
NYGM is still an amazing mod after all this time.
I have a question for the expert mod programers.
1. My mod list is shown in (6) below.
2. I am trying to have the watch officer only give out bearing info while on the surface and not bearing and range. I have been unsuccessful with coding this change.
3. I have done the following change to ACM-GUI Reloaded-h.sie's Edition (Commands_en.cfg) and enabled via JSGME. Result: no change.
This from the esteemed "Bilge_Rat" dated: 12-26-2012, 01:16 PM. (link: https://www.subsim.com/radioroom/archive/index.php/t-200812.html)
ok, found it, it was in the MENU.txt file.
changed line 4616 from:
4616=Nearest visual contact at bearing %03.Of, range %. Of %s!
to
4616=Nearest visual contact at bearing %03.Of!
now I only get the bearing and not the range. Its already that way in RFB.
Thanks everyone.
4. Any expert ideas what I missed?
5. Thanks in advance and I suspect NYGM will have another 20 years of use :) .Everything else runs rock solid stable and fun.
6. Mod list.
Win10. 16GB RAM.
SH3 via Steam
NYGM
4GB patch
SH3 Commander v3.2.0.203
https://i.imgur.com/Xb44kTd.jpg
RESOLVED---user error. Silent Hunter Commander had not been rolled back.
Current mod list for my NYGM install.
Of interest, I am using a 34" monitor and the old stock resolution is "good enough". Not bad.
Also the GUI used below is related to AMC reloaded and the old OLC. Part of the goal of the Hsie AMC reloaded variant was to be compatible with NYGM.
This also has the old "dark files" built in. In this case I think it helps keep the lack of high resolution, tolerable.
Again, while not a high res setup. Not bad; playable and fun.
https://i.imgur.com/RMkOpfD.jpg
Interesting little event with La Rochelle. Type VIIC.
Twice around the circle x area (going by memory), ran aground. Took damage.
https://i.imgur.com/pX1JeOJ.jpg
3rd time, stuck to the escort ship's tail (the plotted track) and got out to sea safely.
The blue vertical line is a rough (inaccurate) location of the minefield.
Otherwise everything works perfect.
My mod list during this event below.
https://i.imgur.com/CucOcWI.jpg
Deadmode
09-25-19, 06:04 PM
Can someone please explain how I install NYGM please. I have downloaded a file 'NYGM V3.8 Revision' and read the documentation but it makes little sense.
Of all the games I have ever modded, SH3 is by FAR the most confusing :(
Any help is appreciated.
FUBAR295
09-25-19, 06:39 PM
Go to here :
https://www.subsim.com/mods1/nygm/
Follow the instructions as listed, installing each section in the correct order.
Good Hunting,
FUBAR295
John Pancoast
09-25-19, 07:44 PM
Can someone please explain how I install NYGM please. I have downloaded a file 'NYGM V3.8 Revision' and read the documentation but it makes little sense.
Of all the games I have ever modded, SH3 is by FAR the most confusing :(
Any help is appreciated.
Never heard of "NYGM V3.8 Revision"; where did you get it?
John Pancoast
09-25-19, 10:42 PM
Been using this with NYGM for awhile now, but just noticed that many of his files in this folder are much older than the same files of 3.6f and 2017 NYGM updates.
So, which is supposed to be used; the older Hsie files or the newer NYGM ones ?
All the NYGM install methods say install Hsie's after the core NYGM files.........but even when they're older files than the NYGM ones ?
Anvar1061
09-26-19, 12:56 AM
Never heard of "NYGM V3.8 Revision"; where did you get it?
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.mediafire.com/file/234wohl96avns00/NYGM_V3.8_REViSi0N.7z/file
Deadmode
09-26-19, 07:56 AM
Go to here :
https://www.subsim.com/mods1/nygm/
Follow the instructions as listed, installing each section in the correct order.
Good Hunting,
FUBAR295
You're a diamond, sir. o7
FUBAR295
09-26-19, 08:35 AM
:Kaleun_Wink:
http://www.mediafire.com/file/234wohl96avns00/NYGM_V3.8_REViSi0N.7z/file
Interesting.
DEF (Doenitz Elite Flotilla) took and added mods to NYGM and made a very large file. I failed to find the installation instructions for this. So I am guessing this goes over a patched stock version of SH3???
What does this do to the load time? Currently I can get NYGM loaded in about 3 minutes even with my mod soup. What if you do not like some of the mods incorporated into this, are they easy to remove?
Unfortunately, I will stick with my NYGM and mod soup. However some may want to use this who not adept to installing mods.
Good Hunting,
FUBAR295
FUBAR295
09-26-19, 08:39 AM
You're a diamond, sir. o7
No problem.
Good Hunting,
FUBAR295
John Pancoast
09-26-19, 09:03 AM
Interesting.
DEF (Doenitz Elite Flotilla) took and added mods to NYGM and made a very large file. I failed to find the installation instructions for this. So I am guessing this goes over a patched stock version of SH3???
What does this do to the load time? Currently I can get NYGM loaded in about 3 minutes even with my mod soup. What if you do not like some of the mods incorporated into this, are they easy to remove?
Unfortunately, I will stick with my NYGM and mod soup. However some may want to use this who not adept to installing mods.
Good Hunting,
FUBAR295
I noticed that too. They like to do a lot of mp/def campaigns; wonder if it's just set up for that for them.
FUBAR295
09-26-19, 09:23 AM
I noticed that too. They like to do a lot of mp/def campaigns; wonder if it's just set up for that for them.
I would suspect that it is set up for their (DEF) use.
Good Hunting,
FUBAR295
Greetings Team,
This post is an unconventional method for getting your NYGM with the HSIE patch, up and running and out on patrol in fast method.
Background. I have been playing Silent Hunter 3 since April of 2016. That would still be junior status compared to some of you.
I love this game yet don't have a lot of real life time to do coding, modding fixes. Thus the time I have I like to be out on patrol.
I have a lot of hours in playing Silent Hunter III in full "realism" mode. I have only played GWX3 and NYGM mods.
I take full responsibility for my inability to get the HSIE patch and its follow on upgrades integrated. It isn't for a lack of trying, re-reading specific published instructions and trying again from scratch. I just have never been able to get the HSIE patch to integrate with my system.
I am a Windows 10 user and get my Silent Hunter III via Steam. I suspect this is part of my difficulty and I may just have to someday get a proper Silent Hunter III DVD and do everything that way. However that takes time I don't really have.
So, I stumbled on a way that gets NYGM up with HSIE in a fast and reliable way given my configuration. This works for me yet I can't claim it will work with you. Use at your own risk. The root of the process uses a really great mod, Living Silent Hunter 3 2015 as a stalking horse.
So here are the steps that worked for me.
1. Install Steam on your Windows 10 PC.
2. Buy/Install Silent Hunter III via Steam.
3. Once the install is done, copy the full Silent Hunter III folder to a new folder you have created on your C drive. Example, C:\NYGM
4. Copy the full contents of your Living Silent Hunter3 2015 install files into this folder.
5. Run the install for Living Silent Hunter.
6. Once done, open up the MODS folder that LSH3 2015 created.
7. Create a folder called LSH and put all of the LSH3 2015 packages in that folder minus the _LSH3-2015__Patch_HSIE-V16B1
8. Put into the Mods folder all of your favorite NYGM packages.
9. Out in the root SH3 install. Delete the folder that has all of your Silent Hunter 3 Commander content.
10. Install the classic Silent Hunter Commander program that would work normally with NYGM.
11. Activate your JSGME packages as per NYGM requirements.
12. Arrange your shortcuts in a space you like for your Silent Hunter 3 (now called LSH3 2015 Start), JSGME (now called LSH3 2015 JSGME), SH3 Commander, and your LSH3 2015 HSIE Options.
13. Set original Exe files that the Shortcuts point to in compatibility mode for Windows 7 and to Launch as Administrator.
14. For the HSIE Options selector, only use it when your JSGME HSIE package is deactivated.
15. Of course in your Mod Soup, _LSH3-2015__Patch_HSIE-V16B1 should be activated with JSGME, last.
16. Deactivate Steam if necessary. You will not be involving Steam anyway as you will be launching your NYGM setup via the root of the folder in C drive you created.
Yes, this is:
1. An ugly way to do this.
2. It is fast with minimal hassle.
3. In the spirit of things falls into a useful fidelity with the creators of Silent Hunter III: you did purchase it.
I want to personally thank NYGM for creating such a wonderful product. It is fun and fills it what would be golf time or bass boat time for other people in a really rewarding way.
This is my first time using the HSIE patch. Using NYGM with the HSIE add on is amazing. I like the watch officer posting properly and the Oxygen management to mention a few.
My JSGME setup. That LSH on the left is a folder with all installed Living Silent Hunter 3 2015 packages that are not used.
https://i.imgur.com/fFgbyF9.jpg
My desktop shortcuts (ignore the 4th one, an unrelated text file).
https://i.imgur.com/vTdUTz7.jpg
My HSIE Options when you open it. However note, I am still learning what I should use.
https://i.imgur.com/eg8XLIK.jpg
John Pancoast
09-30-19, 01:34 PM
Greetings Team,
This post is an unconventional method for getting your NYGM with the HSIE patch, up and running and out on patrol in fast method.
Background. I have been playing Silent Hunter 3 since April of 2016. That would still be junior status compared to some of you.
I love this game yet don't have a lot of real life time to do coding, modding fixes. Thus the time I have I like to be out on patrol.
I have a lot of hours in playing Silent Hunter III in full "realism" mode. I have only played GWX3 and NYGM mods.
I take full responsibility for my inability to get the HSIE patch and its follow on upgrades integrated. It isn't for a lack of trying, re-reading specific published instructions and trying again from scratch. I just have never been able to get the HSIE patch to integrate with my system.
I am a Windows 10 user and get my Silent Hunter III via Steam. I suspect this is part of my difficulty and I may just have to someday get a proper Silent Hunter III DVD and do everything that way. However that takes time I don't really have.
So, I stumbled on a way that gets NYGM up with HSIE in a fast and reliable way given my configuration. This works for me yet I can't claim it will work with you. Use at your own risk. The root of the process uses a really great mod, Living Silent Hunter 3 2015 as a stalking horse.
So here are the steps that worked for me.
1. Install Steam on your Windows 10 PC.
2. Buy/Install Silent Hunter III via Steam.
3. Once the install is done, copy the full Silent Hunter III folder to a new folder you have created on your C drive. Example, C:\NYGM
4. Copy the full contents of your Living Silent Hunter3 2015 install files into this folder.
5. Run the install for Living Silent Hunter.
6. Once done, open up the MODS folder that LSH3 2015 created.
7. Create a folder called LSH and put all of the LSH3 2015 packages in that folder minus the _LSH3-2015__Patch_HSIE-V16B1
8. Put into the Mods folder all of your favorite NYGM packages.
9. Out in the root SH3 install. Delete the folder that has all of your Silent Hunter 3 Commander content.
10. Install the classic Silent Hunter Commander program that would work normally with NYGM.
11. Activate your JSGME packages as per NYGM requirements.
12. Arrange your shortcuts in a space you like for your Silent Hunter 3 (now called LSH3 2015 Start), JSGME (now called LSH3 2015 JSGME), SH3 Commander, and your LSH3 2015 HSIE Options.
13. Set original Exe files that the Shortcuts point to in compatibility mode for Windows 7 and to Launch as Administrator.
14. For the HSIE Options selector, only use it when your JSGME HSIE package is deactivated.
15. Of course in your Mod Soup, _LSH3-2015__Patch_HSIE-V16B1 should be activated with JSGME, last.
16. Deactivate Steam if necessary. You will not be involving Steam anyway as you will be launching your NYGM setup via the root of the folder in C drive you created.
Yes, this is:
1. An ugly way to do this.
2. It is fast with minimal hassle.
3. In the spirit of things falls into a useful fidelity with the creators of Silent Hunter III: you did purchase it.
I want to personally thank NYGM for creating such a wonderful product. It is fun and fills it what would be golf time or bass boat time for other people in a really rewarding way.
This is my first time using the HSIE patch. Using NYGM with the HSIE add on is amazing. I like the watch officer posting properly and the Oxygen management to mention a few.
My JSGME setup. That LSH on the left is a folder with all installed Living Silent Hunter 3 2015 packages that are not used.
https://i.imgur.com/fFgbyF9.jpg
My desktop shortcuts (ignore the 4th one, an unrelated text file).
https://i.imgur.com/vTdUTz7.jpg
My HSIE Options when you open it. However note, I am still learning what I should use.
https://i.imgur.com/eg8XLIK.jpg
Nice job ! Regarding the O2 settings, I believe the thought is that the oxygen should be set at 3, and the compressed at 1 for best results.
Some also recommend NOT using the Hsie realistic repairs option when using his patch with NYGM. Said to cause ctds. But I have been using it for awhile now with no problems, and prefer it's damage model to the NYGM one.
The O2 thing should be interesting. With the variety of square cubic area of the different boat types and growing crew sizes as the war went on.
Good to hear from yourself being one of the "old hands". Thanks!!!
A side note: this really started when I was unsuccessful at getting LSH3 2015 going. CTD when selecting campaign, museum etc. Even after following its' strict instructions and a few tries. So I put that also in the "too hard" category for now and will reattack that someday when I get a proper SHIII DVD as opposed to the current Steam thingy.
John Pancoast
09-30-19, 06:33 PM
The O2 thing should be interesting. With the variety of square cubic area of the different boat types and growing crew sizes as the war went on.
Good to hear from yourself being one of the "old hands". Thanks!!!
A side note: this really started when I was unsuccessful at getting LSH3 2015 going. CTD when selecting campaign, museum etc. Even after following its' strict instructions and a few tries. So I put that also in the "too hard" category for now and will reattack that someday when I get a proper SHIII DVD as opposed to the current Steam thingy.
Yeah, no first hand experience but I believe the Steam version can be a headache at times.
Anvar1061
10-01-19, 10:56 AM
Nice job ! Regarding the O2 settings, I believe the thought is that the oxygen should be set at 3, and the compressed at 1 for best results.
Some also recommend NOT using the Hsie realistic repairs option when using his patch with NYGM. Said to cause ctds. But I have been using it for awhile now with no problems, and prefer it's damage model to the NYGM one.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
I’ve carried out further tests with SH3, and I consider that values of 3.5 (renewable supply) and 1.0 (non-renewable supply, bottled oxygen) should now be recommended. Maximum permitted underwater times (before use of oxygen tank) with these values (full crew, not silent-running) measured in SH3 thus:
Type II: 21 hours; Type VII 23.5 hours; Type IX 28.5 hours; Type XXI 29.75 hours.
https://www.subsim.com/radioroom/showpost.php?p=2544583&postcount=1
3.5 & 1
https://pp.userapi.com/c852224/v852224112/a17e4/MA-Gnxmsq3k.jpg
John Pancoast
10-01-19, 11:16 AM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2544583&postcount=1
3.5 & 1
https://pp.userapi.com/c852224/v852224112/a17e4/MA-Gnxmsq3k.jpg
Thanks for the O2 link Anvar. Regarding the diesel damage option, I used to use it but feel it's to easy to damage them with it and it happens to quickly; few times I couldn't even decrease power in time.
Randomizer
10-04-19, 05:40 PM
For the first time I decided to try a Type XXI career in NYGM-6F. When starting got an error message that the Main Pump was destroyed and the command room showed red although no pump is listed in that compartment.
A Forum search disclosed this issue has been reported before with the fix as:
NYGM Zones.cfg may be replaced through TDW_Ejecting_Pilots.
I have no idea what this means and without context it is just gibberish. A viewing of the Zones.cfg and comparing with the same file in GWX3 file does not indicate that any particular pump related entry is incorrect or missing. So what is a TDW_Ejecting_Pilots and what does it have to do with pumps not being destroyed on starting a Type XXI career?
Thanks in advance for any insights.
-C
John Pancoast
10-04-19, 06:37 PM
For the first time I decided to try a Type XXI career in NYGM-6F. When starting got an error message that the Main Pump was destroyed and the command room showed red although no pump is listed in that compartment.
A Forum search disclosed this issue has been reported before with the fix as:
I have no idea what this means and without context it is just gibberish. A viewing of the Zones.cfg and comparing with the same file in GWX3 file does not indicate that any particular pump related entry is incorrect or missing. So what is a TDW_Ejecting_Pilots and what does it have to do with pumps not being destroyed on starting a Type XXI career?
Thanks in advance for any insights.
-C
TDW_Ejecting_Pilots is a mod by The Dark Wraith. I've never bothered with the XXI, so not sure of problem details/solutions.
Randomizer
10-04-19, 10:47 PM
@John Pancoast,
Thanks, did some edits to the zones.cfg file and sorted the problem out. Had no intention of downloading yet another mod to fix issues apparently dating from NYGM v2.5.
All seems to work as intended now.
-C
Anvar1061
10-05-19, 07:01 AM
did some edits to the zones.cfg file and sorted the problem out.
Write specifically that you changed.
Randomizer
10-05-19, 12:39 PM
Copied the values from the GWX3 Zones.cfg for the PumpsXXI entry into the same paragraph in the NYGM-6F Zones.cfg file and the problem went away. The only exception was no change was made to the line:
father=32
The value in GWX3 is father=30 but since I have no idea what the entry is in reference to, it seemed prudent not to arbitrarily change it. The other values like armor or flooding provide some clues as to what the values represent and so it was easier to edit them.
Am going to continue the career to see if any unintended consequences of the changes show up.
-C
Stiebler
10-13-19, 01:59 PM
@Randomizer:
"For the first time I decided to try a Type XXI career in NYGM-6F. When starting got an error message that the Main Pump was destroyed and the command room showed red although no pump is listed in that compartment."
Your basic.cfg file is at fault, probably by addition of non-NYGM mods. The basic NYGM set-up does not show the problem you mention above.
Search in basic.cfg for '[submarine3]' - this is the type XXI U-boat. Search for the line '117=7', which is a reference to zones.cfg. Comment out this line, eg place a ';;' in front of it.
The following lines in basic.cfg should also be commented out:
;;subs410=Main Pump
;;Main pump=7
;;TimeRecovery410=1
In zones.cfg, we have line '117=PumpsXXI', but there is no need to alter zones.cfg at all.
I hope that helps,
Stiebler.
Randomizer
10-13-19, 05:34 PM
Thanks for this; made the suggested edits, restored the zone.cfg to its NYGM stock and all works as advertised in a new Type-XXI career. The issue was the necessary edits were not in the Basic.cfg file found in the FuMB37 mod but are present in the FuMB37XXIIINYGM mod, the latter being incompatible with a Type-XXI career and not activated.
You have done great service to the SH3 community with your mods for the game so a public thanks from here is overdue. That and I appreciate your taking the time to offer a fix.
Last question concerns Allied air cover in NYGM3_6F. My last Type-VII career in June 1944 ended badly but not before I managed to sail on the surface from Bergen to Rockall without once having to dive to avoid an air attack and in generally good weather. This new XXI career and 48-hours in with Lerwick bearing NNE about 300km and not a single aircraft has appeared to disturb my surface transit. This despite wonderfully clear late summer conditions on the Norwegian Sea. It's almost like one might expect in September 1939 and not 1944! Should I not be seeing more planes?
PS - I understand that SH3 may have a glitch where TC > x516 causes aircraft to disappear so at no time does TC exceed x256 when I play the game.
PPS - The last mod that overwrites the files in the Campaign folder is NYGM3_6F and I have edited none of those files.
Thanks again for your work and thanks in advance for any insights on where Coastal Command might be hiding.
-C
John Pancoast
10-13-19, 09:17 PM
Thanks for this; made the suggested edits, restored the zone.cfg to its NYGM stock and all works as advertised in a new Type-XXI career. The issue was the necessary edits were not in the Basic.cfg file found in the FuMB37 mod but are present in the FuMB37XXIIINYGM mod, the latter being incompatible with a Type-XXI career and not activated.
You have done great service to the SH3 community with your mods for the game so a public thanks from here is overdue. That and I appreciate your taking the time to offer a fix.
Last question concerns Allied air cover in NYGM3_6F. My last Type-VII career in June 1944 ended badly but not before I managed to sail on the surface from Bergen to Rockall without once having to dive to avoid an air attack and in generally good weather. This new XXI career and 48-hours in with Lerwick bearing NNE about 300km and not a single aircraft has appeared to disturb my surface transit. This despite wonderfully clear late summer conditions on the Norwegian Sea. It's almost like one might expect in September 1939 and not 1944! Should I not be seeing more planes?
PS - I understand that SH3 may have a glitch where TC > x516 causes aircraft to disappear so at no time does TC exceed x256 when I play the game.
PPS - The last mod that overwrites the files in the Campaign folder is NYGM3_6F and I have edited none of those files.
Thanks again for your work and thanks in advance for any insights on where Coastal Command might be hiding.
-C
Randomizer, fwiw, I get plenty of aircraft in NYGM. But I never go above 128x tc.
From what I've read 256 shouldn't be a problem either, but anyway.
Randomizer
10-14-19, 12:59 AM
I do as well, in one early 1943 career it took over five game-days just to get out of the Bay of Biscay because of the frequency of the air attacks but not, it seems, during 1944 in NORLANT or the Norwegian Sea...
-C
John Pancoast
10-14-19, 08:54 AM
I do as well, in one early 1943 career it took over five game-days just to get out of the Bay of Biscay because of the frequency of the air attacks but not, it seems, during 1944 in NORLANT or the Norwegian Sea...
-C
That is strange. Sometimes I think the developers of the game tried to make things to complex and/or tried to do to much.
Not a bad idea, if it can be done and work correctly.
So much left undone in the stock game, that was started. The things that were finished have so many game variables that can affect them each time, especially the AI.
Might have been better to have kept things simpler.
Stiebler
10-14-19, 04:09 PM
@Randomizer:
"This new XXI career and 48-hours in with Lerwick bearing NNE about 300km and not a single aircraft has appeared to disturb my surface transit. This despite wonderfully clear late summer conditions on the Norwegian Sea. It's almost like one might expect in September 1939 and not 1944! Should I not be seeing more planes?
"PS - I understand that SH3 may have a glitch where TC > x516 causes aircraft to disappear so at no time does TC exceed x256 when I play the game.
"PPS - The last mod that overwrites the files in the Campaign folder is NYGM3_6F and I have edited none of those files."
I've checked the NYGM files, and all the basic mods that have a separate basic.cfg include the change to eliminate the Type XXI U-boat problem that results in the problem of the Main Pump being destroyed as soon as the player begins a patrol. So the problem may lie elsewhere, perhaps with a corrupted zones.cfg file. My set-up runs with no problems with the type XXI.
Concerning the problem of lack of aircraft - there should be a lot of them in the western half of the North Sea and around Iceland. This may be due to another corrupted file. This issue can be easily checked - just reinstall the main NYGM mods in the correct order and then play with a Type XXI U-boat.
Concerning the issue of aircraft availability at different time compressions. I've covered this issue somewhere in the distant pass, but I can't find the link. But the central point is that you get a sighting of an aircraft when you are within visual range of it. If you play at high TC, the aircraft makes large jumps from place to place at each time point, while your U-boat is also moving in large jumps.
So the higher the TC, the more likely an aircraft is to jump over your U-boat without ever being visible, and equally the greater the chance of your U-boat jumping under the aircraft without seeing it. The aircraft are not invisible, they just keep jumping around you in large leaps at high TC, so most of the time they are out of visual distance. Even so, you will sometimes, by the law of averages, see aircraft at even very high TC - just less often than at (say) 256 TC.
Good luck!
Stiebler.
Randomizer
10-15-19, 12:26 AM
Well I tried to figure out why no aircraft in 1944 and somehow borked my NYGM installation. Self inflicted PEBCAK* but it did force me back to basics. Removed NYGM entirely and checked the stock installation - no problems.
Did a complete NYGM install from scratch and once everything was restored started a July 1944 career with the 7th Flotilla in St. Nazaire and for my sins they had my boat leave in broad daylight. Less than two-hours out every B-24 Liberator in coastal command showed up and after shooting down three, was sunk attempting to race back to base.
So I said to myself, "Self", and knew it was me since the Cat was still asleep on my lap, "Self, this is now working as intended so let's try again in Norway".
Started a new Type VII/C41 career July 1944 with 11th Flotilla and depart Bergen and lo and behold, the skies remained void of aircraft for 48-game hours while crossing the Norwegian Sea and entering NORLANT. Same deal as before...
Will treat this as the new normal and move on. Thanks anyway.
-C
*PEBCAK = Problem Encountered Between Chair And Keyboard for those who might be unaware.
toolsey2
10-31-19, 05:52 AM
Hello I am returning to SH3 after a few years and I want to mod it to the latest version of NYGM also I would like to have all the open compartments included so I can walk the length of the sub and see the crew at work plus the latest manual periscope graphic mod and some graphic improvements for the immersion factor and what is the state of any Wolfpack mod
Also I will be using the steam version because I have no cd drive attached as I have a win 10 laptop with decent specs will this be possible any help gratefully accepted. I also donate to the websight so I have respect to the modders who have made the game what it has become
I posted this in the main SH3 forum when I think I should have posted in this NYGM post sorry for posting twice
Thanks and regards.
John Pancoast
10-31-19, 07:09 AM
Hello I am returning to SH3 after a few years and I want to mod it to the latest version of NYGM also I would like to have all the open compartments included so I can walk the length of the sub and see the crew at work plus the latest manual periscope graphic mod and some graphic improvements for the immersion factor and what is the state of any Wolfpack mod
Also I will be using the steam version because I have no cd drive attached as I have a win 10 laptop with decent specs will this be possible any help gratefully accepted. I also donate to the websight so I have respect to the modders who have made the game what it has become
I posted this in the main SH3 forum when I think I should have posted in this NYGM post sorry for posting twice
Thanks and regards.
Walking the length of the sub is possible with at least two mods I know of.
-https://www.subsim.com/radioroom/showthread.php?t=201502
and
-https://subsim.com/radioroom/showthread.php?t=214215
Some of the supermods have these or a version of them already in them. Can't recall which maybe someone else can.
Re wolf packs they are available and work well via Hsie's patch mod.
-https://www.subsim.com/radioroom/showthread.php?t=174225
Anvar1061
11-01-19, 06:03 AM
so that all open compartments are turned on
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
CCoM_8.x_Bug_Hecktorpedoraum_v1.0
http://www.mediafire.com/file/snli8y2ihr4caq4/CCoM_8.x_Bug_Hecktorpedoraum_v1.0.7z
From Aces Try This
http://www.mediafire.com/file/jhe5bxkh2gbmfgf/From_Aces_Try_This.rar
Torpedoraum Typ II for Postalbyke
https://www.subsim.com/radioroom/showpost.php?p=1897416&postcount=1
WAC5.0 Full_Interior
https://www.mediafire.com/file/jlrdsd6c6js4z1d/WAC5.0_Full_Interior.7z
John Pancoast
11-01-19, 11:35 AM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
CCoM_8.x_Bug_Hecktorpedoraum_v1.0
http://www.mediafire.com/file/snli8y2ihr4caq4/CCoM_8.x_Bug_Hecktorpedoraum_v1.0.7z
From Aces Try This
http://www.mediafire.com/file/jhe5bxkh2gbmfgf/From_Aces_Try_This.rar
Torpedoraum Typ II for Postalbyke
https://www.subsim.com/radioroom/showpost.php?p=1897416&postcount=1
WAC5.0 Full_Interior
https://www.mediafire.com/file/jlrdsd6c6js4z1d/WAC5.0_Full_Interior.7z
I've always like Aces interior, especially the helmsmen only appearing when the sub is submerged as it should be.
I just wish the command room camera view was closer to the observation scope vs. under the conning tower hatch.
Looked in the cr.dat file, but not sure what to change.
Hey all. Had to get a new PC.
The following below is the mod list I am using with my Steam/Win10 setup including SH3 Commander.
1. Runs well.
2. Stock resolution on a 34 inch monitor looks good enough. Actually not bad.
3. Nothing flashy but still good fun and enjoyment.
4. As you can see, not running any HSIE et al setups. I am fine with that.
5. Of interest with this Mod list you get Lifeboat debris, SHIFT V and CNTRL V for the RDF antenna, SHIFT F and CNTRL F for the flag.
6. Incredibly nice ship buoyancy.
7. I prefer MEPS for the way it does night time and overall look.
8. Again, lots of fun.
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
Enhanced Nav Map Plotting Tools
Harbor Traffic Add-In
Single Merchant Contact Mod
NYGM_HiRes_Submarines_3_6F
Hitman Optics NYGM 3.6 (Fixed)
CaptainAmericaOfficerIcons
Johnfb's Red Light Crew Management
RadioMessage - MorseCodeOnly
M.E.P v5 with GREEN Water
Optional - FSF for MEP v5 with GREEN Water
Optional - ShipVanishingHull for MEP v5 with GREEN Water
M.E.P v5 - VisualSensors for NYGM 3.6D
---Forgot to mention
If you are looking for amazing flash and Rolls Royce Wide Screen, experience in NYGM.... Makman has this:
https://www.subsim.com/radioroom/showthread.php?t=242420
I traditionally use the older Hitman for older VIIs and IXs and the Hitman GUI for everything else. Amazing how the 1.5x and 6x zoom in the periscope gives good visual references with range on the mils scale... scary even when you run all your numbers and the stopwatch isn't far off on target impact.
John Pancoast
11-17-19, 12:24 AM
Hey all. Had to get a new PC.
The following below is the mod list I am using with my Steam/Win10 setup including SH3 Commander.
1. Runs well.
2. Stock resolution on a 34 inch monitor looks good enough. Actually not bad.
3. Nothing flashy but still good fun and enjoyment.
4. As you can see, not running any HSIE et al setups. I am fine with that.
5. Of interest with this Mod list you get Lifeboat debris, SHIFT V and CNTRL V for the RDF antenna, SHIFT F and CNTRL F for the flag.
6. Incredibly nice ship buoyancy.
7. I prefer MEPS for the way it does night time and overall look.
8. Again, lots of fun.
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
3rd Flotilla Mod
Enhanced Nav Map Plotting Tools
Harbor Traffic Add-In
Single Merchant Contact Mod
NYGM_HiRes_Submarines_3_6F
Hitman Optics NYGM 3.6 (Fixed)
CaptainAmericaOfficerIcons
Johnfb's Red Light Crew Management
RadioMessage - MorseCodeOnly
M.E.P v5 with GREEN Water
Optional - FSF for MEP v5 with GREEN Water
Optional - ShipVanishingHull for MEP v5 with GREEN Water
M.E.P v5 - VisualSensors for NYGM 3.6D
---Forgot to mention
If you are looking for amazing flash and Rolls Royce Wide Screen, experience in NYGM.... Makman has this:
https://www.subsim.com/radioroom/showthread.php?t=242420
I traditionally use the older Hitman for older VIIs and IXs and the Hitman GUI for everything else. Amazing how the 1.5x and 6x zoom in the periscope gives good visual references with range on the mils scale... scary even when you run all your numbers and the stopwatch isn't far off on target impact.
Hitman's stuff is the best. Why aren't you running Hsie/Stiebler's patches ?
hauangua
11-17-19, 02:22 AM
Hey all. Had to get a new PC.
The following below is the mod list I am using with my Steam/Win10 setup including SH3 Commander.
1. Runs well.
2. Stock resolution on a 34 inch monitor looks good enough. Actually not bad.
3. Nothing flashy but still good fun and enjoyment.
4. As you can see, not running any HSIE et al setups. I am fine with that
Hitman's stuff is the best. Why aren't you running Hsie/Stiebler's patches ?
Hi Leoz
Given that everyone plays as they like, I agree with @jonn_Pancoast, hsie patch adds much more realism ... but as I said it's a personal opinion
:salute:
Yeah, it was a matter of my situation.
Being a Steam users there are some hoops to jump through to get HSIE et al up and running.
I had just got the new PC and am happy to do without those nice add-ons as:
1. I don't have a traditional DVD of SHIII which makes the process easier.
2. I used to play the old board wargames so I am used to self imposed rules. Example: when one can load torpedoes; when they can be brought in from deck storage and a variety of of other things.
3. If you look a few posts back you will note I did that hack with LSH to get HSIE in an NYGM environment on my last PC.
4. The above will show someone new to the game, let us say someone who just downloaded SHIII on Steam and loves the history, some encouragement.
5. Interesting with the latest '17 update to NYGM, without the HSIE et al..... the convoy, wolfpack setup works pretty well. I have run into convoys that have been beat up by the AI wolfpack and sometimes in complete disorder.
6. Anyway, I am enjoying the heck out of it. Someday if I get a DVD I will set it up properly with the HSIE et al.
:Kaleun_Cheers:
John Pancoast
11-18-19, 06:32 AM
Yeah, it was a matter of my situation.
Being a Steam users there are some hoops to jump through to get HSIE et al up and running.
I had just got the new PC and am happy to do without those nice add-ons as:
1. I don't have a traditional DVD of SHIII which makes the process easier.
2. I used to play the old board wargames so I am used to self imposed rules. Example: when one can load torpedoes; when they can be brought in from deck storage and a variety of of other things.
3. If you look a few posts back you will note I did that hack with LSH to get HSIE in an NYGM environment on my last PC.
4. The above will show someone new to the game, let us say someone who just downloaded SHIII on Steam and loves the history, some encouragement.
5. Interesting with the latest '17 update to NYGM, without the HSIE et al..... the convoy, wolfpack setup works pretty well. I have run into convoys that have been beat up by the AI wolfpack and sometimes in complete disorder.
6. Anyway, I am enjoying the heck out of it. Someday if I get a DVD I will set it up properly with the HSIE et al.
:Kaleun_Cheers:
Nothing wrong with playing the game the way one wants to ! I'm doing the same.
Heck, I have a vanilla campaign going with Hsie/Stiebler and a few other patches that some would think I'm crazy doing, but it's great fun too (I'm not a fan of the slow sinking mod in some mega-mods, i.e.).
For that matter, I have another going in AOD.
Regarding #2 and #5 of your post:
2. Me too ! Still have some old boardgames. I actually don't use the Hsie torpedo loading options, but self-impose them myself. I also don't attack with windspeeds above 10 m/s though the game allows it. Converting those windspeeds to the Beaufort scale would have made attacks impossible in real life I believe.
Only surface attacks at night though the game allows otherwise, etc.
I have similar rules I use in AOD.
5. I've experienced this too, with the Hsie/Stiebler patches fwiw. As you probably know, NYGM has a few convoys with a wolfpack attached that becomes activated when the player is near enough.
I've never bothered with Steam. Don't think I ever will; seems to cause nothing but problems.
Have fun !
Of interest, early Hitman allows for the:
Shift+ F / Cntrl + F ( flag up/flag down)
Shift +V / Cntrl + F (RDF up/RDF down)
The following newer Hitman GUI does not:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Enhanced Nav Map Plotting Tools
Harbor Traffic Add-In
Single Merchant Contact Mod
NYGM_HiRes_Submarines_3_6F
Hitman_GUI_NYGM3_1.0
Johnfb's Red Light Crew Management
RadioMessage - MorseCodeOnly
M.E.P v5 with GREEN Water
Optional - FSF for MEP v5 with GREEN Water
Optional - ShipVanishingHull for MEP v5 with GREEN Water
M.E.P v5 - VisualSensors for NYGM 3.6D
--Personal preferences: as I have mentioned before, I tend to use the early Hitman on 7B and 9B boats, and Hitman GUI for anything newer.
Interesting.
Have seen this before but not enough times to know if it is consistent.
April '42.
Between Norfolk and Charleston, off U.S. coast.
I am only seeing tankers as single merchants. No freighters. I have seen this before on a few patrols but I don't know enough about the scripting of traffic to know anymore.
Example: 4 tankers within a week. No freighters.
Hello!
Question is:In my campaign ,Nygm,summer 1941,only airplanes
are Fairey Swordfishes and Hurricanes.Could be fix that?:hmmm:
xristoskaiti
12-02-19, 03:57 PM
Hello!
Question is:In my campaign ,Nygm,summer 1941,only airplanes
are Fairey Swordfishes and Hurricanes.Could be fix that?:hmmm:
I think that's realistic.
*
Aktungbby
12-02-19, 07:47 PM
xrsitoskaiti!:Kaleun_Salute: in the seventh year on your silent run... the infamous :subsim:seven-year-itch strikes again!:Kaleun_Thumbs_Up:
I think that's realistic.
*
Scout planes,Sunderlands,Blenheims?
xristoskaiti
12-03-19, 12:14 PM
xrsitoskaiti!:Kaleun_Salute: in the seventh year on your silent run... the infamous :subsim:seven-year-itch strikes again!:Kaleun_Thumbs_Up:
ha ha!
thanks!:Kaleun_Cheers:
xristoskaiti
12-03-19, 12:23 PM
Scout planes,Sunderlands,Blenheims?
the planes in Nygm is in the folder Air
later in the war you will see more.:salute:
more planes it has gwx
the planes in Nygm is in the folder Air
later in the war you will see more.:salute:
more planes it has gwx
Yes,you are right.:up:But is it a solution transfer all GWX air folder
replace Nygm?
Otherwise Nygm is very fine!
xristoskaiti
12-03-19, 02:46 PM
Yes,you are right.:up:But is it a solution transfer all GWX air folder
replace Nygm?
Otherwise Nygm is very fine!
that is difficult for many reasons.
if you want too much, here to try
https://www.subsim.com/radioroom/showthread.php?t=206493
that is difficult for many reasons.
if you want too much, here to try
https://www.subsim.com/radioroom/showthread.php?t=206493
Yep,there are point.I think i try only change air folder.Then we see...:06:
John Pancoast
12-03-19, 04:34 PM
Of interest, early Hitman allows for the:
Shift+ F / Cntrl + F ( flag up/flag down)
Shift +V / Cntrl + F (RDF up/RDF down)
The following newer Hitman GUI does not:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Enhanced Nav Map Plotting Tools
Harbor Traffic Add-In
Single Merchant Contact Mod
NYGM_HiRes_Submarines_3_6F
Hitman_GUI_NYGM3_1.0
Johnfb's Red Light Crew Management
RadioMessage - MorseCodeOnly
M.E.P v5 with GREEN Water
Optional - FSF for MEP v5 with GREEN Water
Optional - ShipVanishingHull for MEP v5 with GREEN Water
M.E.P v5 - VisualSensors for NYGM 3.6D
--Personal preferences: as I have mentioned before, I tend to use the early Hitman on 7B and 9B boats, and Hitman GUI for anything newer.
I've never used his guis, only his optics work. It also includes the flag/rdf controls.
Interesting trivia. I am using Makman's WAC MaGui for NYGM.(a widescreen mod).
I altered it only slightly. I got rid of the AOB wheel. I have been unable to find any wartime photos of attack or night scopes that had them (at least on type 7 and 9 boats). So, only personal preference. I removed them.
Running a 34" monitor with this mod.
Beautiful!!! and useful
The hash marks on both the scopes are set "close enough" for 1.5x an 6.0 zoom.
I am getting visual range calculations that are close enough.
Example: let us say I declare that a ship's stack is 15m above water.
let us say it shows as 20 milirads or whatever you call it on the scope.
1.5 zoom 15 divided by 2 is 750 meters away....
When viewing as 6x power, x4 for 6 x power about 3000 meters away for 20 milirads.
Again, not perfect but good enough for plots. Very impressive.
John Pancoast
12-31-19, 12:04 AM
Interesting trivia. I am using Makman's WAC MaGui for NYGM.(a widescreen mod).
I altered it only slightly. I got rid of the AOB wheel. I have been unable to find any wartime photos of attack or night scopes that had them (at least on type 7 and 9 boats). So, only personal preference. I removed them.
Running a 34" monitor with this mod.
Beautiful!!! and useful
The hash marks on both the scopes are set "close enough" for 1.5x an 6.0 zoom.
I am getting visual range calculations that are close enough.
Example: let us say I declare that a ship's stack is 15m above water.
let us say it shows as 20 milirads or whatever you call it on the scope.
1.5 zoom 15 divided by 2 is 750 meters away....
When viewing as 6x power, x4 for 6 x power about 3000 meters away for 20 milirads.
Again, not perfect but good enough for plots. Very impressive.
Yeah, that mod is nice. I have to hdmi the game onto my big flatscreen tv when I use it though; can't read the various number displays otherwise.
But that's because of my old eyes <g>
John Pancoast
01-12-20, 03:20 PM
Having a problem getting the shift + h open hatch command to work. Loads fine, everything else works.
Via some testing it works on stock sh3 and gwx but after installing even just NYGM 2.5 only, shift + h doesn't work.
I am loading it last in jsgme so it's not the commands file.
I'm thinking something in the changes NYGM does to the sub and/or turm files is the problem.
Search didn't provide any answers; anyone have an idea ?
ThePrody
01-12-20, 04:05 PM
ofc, the first question is : is the Weapon Officer at his station when you try to open the hatch ?
John Pancoast
01-12-20, 04:35 PM
ofc, the first question is : is the Weapon Officer at his station when you try to open the hatch ?
<dope slap> That did the trick, many thanks !
John Pancoast
01-28-20, 02:13 PM
Just got sunk by one of these, 1943. Darn watch crew never saw the plane (afternoon, came in out of the sun I believe. I saw it flying low after the attack), no rwr notice. It gave me minor damage on a machine gun pass over.
I dived and a couple minutes or so later, I get the "Incoming torpedo !" notice.
Well done Stiebler !
John Pancoast
01-30-20, 10:00 PM
I like this. Just another thing that should have been in the game originally. Wish it wasn't tied to a radio message though.
Hard to send the message if your radio is destroyed.
Ktl_KUrtz
02-01-20, 07:04 AM
This is a great mod but is there an "open hatch" version? :k_confused:
KUrtz
ThePrody
02-01-20, 07:46 AM
the open-hatch mod works for NYGM, i'm using it :
https://www.subsim.com/radioroom/showthread.php?t=104514
there is a link for it in that post , this is the mod :
DD_OH_V3.09_20091209162038
Now, it also depends what GUI mod do you use, not sure it will work with just the base NYGM mods ,try it . i'm also using stuff like New Interiors , Ahnenerbe .
FM30_UpDown_NYGM_
DD_OH_V3.09_20091209162038
FM_NewInterior v2.1D
FM_NI_Fix_for_Anvart_FM30_UpDown
ARB WideGUI
John Pancoast
02-01-20, 08:01 AM
the open-hatch mod works for NYGM, i'm using it :
https://www.subsim.com/radioroom/showthread.php?t=104514
there is a link for it in that post , this is the mod :
DD_OH_V3.09_20091209162038
Now, it also depends what GUI mod do you use, not sure it will work with just the base NYGM mods ,try it . i'm also using stuff like New Interiors , Ahnenerbe .
FM30_UpDown_NYGM_
DD_OH_V3.09_20091209162038
FM_NewInterior v2.1D
FM_NI_Fix_for_Anvart_FM30_UpDown
ARB WideGUI
Since FM_NewInterior v2.1d already has the the same functions as DD_OH_V3.09_20091209162038 in it, what is that being used for ?
Been meaning to try it.
ThePrody
02-01-20, 12:22 PM
Unfortunately i forgot why i decided to use them both a couple of years ago, i think it might have something to do with the Fm30 radar and mod, it didnt worked as it should without it or something, i can't remember, definitely i wasn't using them both initially .
John Pancoast
02-01-20, 03:03 PM
Unfortunately i forgot why i decided to use them both a couple of years ago, i think it might have something to do with the Fm30 radar and mod, it didnt worked as it should without it or something, i can't remember, definitely i wasn't using them both initially .
Ok, thanks.
Ktl_KUrtz
02-01-20, 06:20 PM
the open-hatch mod works for NYGM, i'm using it :
https://www.subsim.com/radioroom/showthread.php?t=104514
there is a link for it in that post , this is the mod :
DD_OH_V3.09_20091209162038
Now, it also depends what GUI mod do you use, not sure it will work with just the base NYGM mods ,try it . i'm also using stuff like New Interiors , Ahnenerbe .
FM30_UpDown_NYGM_
DD_OH_V3.09_20091209162038
FM_NewInterior v2.1D
FM_NI_Fix_for_Anvart_FM30_UpDown
ARB WideGUI
Many thanks for this.
I will give it a go.
KUrtz
John Pancoast
03-22-20, 07:23 PM
Just in case Stiebler mosies on by..................have you ever thought of adding these to NYGM ?
They were in quite a few convoys at one time.
John Pancoast
03-27-20, 11:47 AM
NYGM uses the old Improved Convoys mod as a base in it's campaign, with 700 meter column spacing.
I changed this to 900 meters for every convoy, saved the file, and it shows every convoy having 900 spacing.
But in the game, the 900 isn't showing. In fact the convoy's are now 500 meter spacing !?!
Ideas ?
Hebe Vollmaus
03-28-20, 07:32 AM
NYGM uses the old Improved Convoys mod as a base in it's campaign, with 700 meter column spacing.
I see many 500m, some 600m and some 700m for Convoy Group-Spacing in RND-campaigne file. And 1500m for Air. :hmmm:
Greetings.
John Pancoast
03-28-20, 07:34 AM
I see many 500m, some 600m and some 700m for Convoy Group-Spacing in RND-campaigne file. And 1500m for Air. :hmmm:
Greetings.
Yes, I changed all the ship ones to 900 meters. Then some how they all changed to 500.
Strange.
propbeanie
03-28-20, 08:00 AM
Are you using the Mission Editor for your edits, or a text editor John Pancoast? The ME has a tendency to put things the way it wants them, not the way you want them (kind of like Windows does :roll: ). 500m is the "default" spacing for ships, and planes are at 300m. If your ships are all at 500m, your planes are probably now set to 300m also. If you use a text editor and do a Search and Replace, you would have better luck with it staying the way you want... usually... Search and Replace can be your friend, but it can also be your enemy if you don't want all occurrences of something to change... :salute:
Edit: forgot to mention... If you have RGG (Random Generated Groups) in the scripted file (Campaign_SCR) or scripted Groups / Units in the RGG file (Campaign_RND), things really go wonky when you use the ME...
John Pancoast
03-28-20, 08:01 AM
I also changed all the escorts to veteran or elite and they reverted back to the default settings.
John Pancoast
03-28-20, 08:02 AM
Are you using the Mission Editor for your edits, or a text editor John Pancoast? The ME has a tendency to put things the way it wants them, not the way you want them (kind of like Windows does :roll: ). 500m is the "default" spacing for ships, and planes are at 300m. If your ships are all at 500m, your planes are probably now set to 300m also. If you use a text editor and do a Search and Replace, you would have better luck with it staying the way you want... usually... Search and Replace can be your friend, but it can also be your enemy if you don't want all occurrences of something to change... :salute:
Thanks I first tried it via the ME but then when I saw that this happened so I then just did it again via Notepad.
Still had the problem.
propbeanie
03-28-20, 08:17 AM
I cannot say for certain, but maybe it's the Save folder doing it to you now, pulling old data... :hmmm: - You could try to copy your Save folder somewhere for safe-keeping, then delete what is in there now, and see if the text edits "keep"... I don't really think it's that though... It's been forever since I edited SH3 campaign files, and cannot remember much about it, other than it was a nightmare because the game is very 'sensitive' about them...
Did you make yourself a little "modlet" for your edits? If you do that, you can go back and forth as you do your "testing" of the edits. If prior to activating your mod, the Space= lines are all set the way you want, and then when you "activate" your mod, they all change to 500m after running the game again, you'll know there is something wrong in your version of the file ("Thank you Mr Obvious :roll: 2800 RGG and "something" is incorrect... sigh...") :arrgh!: :salute:
John Pancoast
03-28-20, 08:23 AM
I cannot say for certain, but maybe it's the Save folder doing it to you now, pulling old data... :hmmm: - You could try to copy your Save folder somewhere for safe-keeping, then delete what is in there now, and see if the text edits "keep"... I don't really think it's that though... It's been forever since I edited SH3 campaign files, and cannot remember much about it, other than it was a nightmare because the game is very 'sensitive' about them...
Did you make yourself a little "modlet" for your edits? If you do that, you can go back and forth as you do your "testing" of the edits. If prior to activating your mod, the Space= lines are all set the way you want, and then when you "activate" your mod, they all change to 500m after running the game again, you'll know there is something wrong in your version of the file ("Thank you Mr Obvious :roll: 2800 RGG and "something" is incorrect... sigh...") :arrgh!: :salute:
I'll try that save folder idea, worth a shot, thanks. Yep, have a mod folder made up for it though I then also just replaced the file in data/campaigns/campaign itself to try, with the same results.
NYGM 2017 has the .rnd file in question, so I can always just copy it back into the game folder if needed.
While the spacing change would be nice, I'd really like the crew rating changes to hold to try to make the escorts a bit more escort-like.
John Pancoast
03-28-20, 08:42 AM
Have an idea that Hebe's and your posts brought to mind. As I said, I changed the 500 meter spacing to 700 too.
Since everything changes to 500 afterwards, I bet my changing those is the cause of the problem.
I'll try to just changing the convoys originally 700 meters to 900 and see what happens.
If that works I'll use the same method to figure out why the crew ratings aren't holding either.
propbeanie
03-28-20, 08:55 AM
OK, using my GWX as a test bed (NYGM is on a different computer :roll: ), I just did some "Spacing=" edits using Notepad and went to activate my little mod... Nothing... :har: When I looked in the Campaign folder, I had inadvertently gorfotten to change the "Save" parameters in Notepad to "All | *.*" and instead of "Campaign_RND.mis" I had a "Campaign_RND.mis.txt" file in there... Whoops! :oops: Be sure your oldmanitis isn't attacking you right now also! I used my Notepad++ (https://notepad-plus-plus.org) instead, did a "blanket" Search and Replace, changing all "Spacing=500" lines to "Spacing=562" so that they would be easier to see with the human eye, and after running a new career, they are all still at "562"... :salute:
John Pancoast
03-28-20, 09:01 AM
OK, using my GWX as a test bed (NYGM is on a different computer :roll: ), I just did some "Spacing=" edits using Notepad and went to activate my little mod... Nothing... :har: When I looked in the Campaign folder, I had inadvertently gorfotten to change the "Save" parameters in Notepad to "All | *.*" and instead of "Campaign_RND.mis" I had a "Campaign_RND.mis.txt" file in there... Whoops! :oops: Be sure your oldmanitis isn't attacking you right now also! I used my Notepad++ (https://notepad-plus-plus.org) instead, did a "blanket" Search and Replace, changing all "Spacing=500" lines to "Spacing=562" so that they would be easier to see with the human eye, and after running a new career, they are all still at "562"... :salute:
Oldmanitis !?! Hey, I resemble that remark ! :) Anyway, all files are named correctly, thanks though.
Have you contacted a convoy yet ? My changes would look fine in the file, but as soon as I hit a convoy it's spacing was 500.
propbeanie
03-28-20, 09:35 AM
No, I did not stay in long enough to even leave the docks. Just long enough to see if the game changed the files... So your text-edited files remain "valid" looking to you after-the-fact, but the game seemingly interprets them into "Ubisoft SHIII" language instead, and does what it wants anyway?... :hmmm: ?? :hmmm: :hmmm: - I'll be a while, and I'll get on my other computer later this afternoon... I'll have to take me a break from the "Honey-Do" list I've got (which is now longer than my arm :doh: ) later on, and I'll use that as my "break time"... :har: :timeout: "why yes, dear? No, I'm just checking my email. That "boom!" noise? Oh no, it was nothing. I almost fell out of the chair is what that was!"... :roll: :arrgh!:
John Pancoast
03-28-20, 09:43 AM
No, I did not stay in long enough to even leave the docks. Just long enough to see if the game changed the files... So your text-edited files remain "valid" looking to you after-the-fact, but the game seemingly interprets them into "Ubisoft SHIII" language instead, and does what it wants anyway?... :hmmm: ?? :hmmm: :hmmm: - I'll be a while, and I'll get on my other computer later this afternoon... I'll have to take me a break from the "Honey-Do" list I've got (which is now longer than my arm :doh: ) later on, and I'll use that as my "break time"... :har: :timeout: "why yes, dear? No, I'm just checking my email. That "boom!" noise? Oh no, it was nothing. I almost fell out of the chair is what that was!"... :roll: :arrgh!:
Yes, I'd look at them while sailing and all was good. Then I'd hit a convoy and the spacing would be 500 meters !
I'm going to do my idea per above after the current patrol and see what happens.
Just like the basic physics law of for every action, there is an opposite and equal reaction, you realize any "Honey-Do" list has a "Honey-Don't" list as in........................"Honey, don't bother me now I'm busy !" :D
propbeanie
03-28-20, 11:00 AM
My "Honey Don't" list was apparently written with invisible ink - her's was written in bold, red, super-sized text... :o - may-haps me needs to do a pinch more of "Honey Do"... ?? :yeah: :har:
John Pancoast
03-28-20, 11:33 AM
My "Honey Don't" list was apparently written with invisible ink - her's was written in bold, red, super-sized text... :o - may-haps me needs to do a pinch more of "Honey Do"... ?? :yeah: :har:
<furtively looking over shoulder> Hey, show her who's boss ! <quickly posting and getting out of subsim.com>
propbeanie
03-29-20, 12:34 PM
Eh, the last few-couple of days around midwest U.S. of A. have not been good... thunder-boomers have been on the attack, and I keep losing the internet and electricity in the middle of trying to "fix" my Steam SH3 on a Win10 laptop, which is in itself not going well... Either Steam or Windows or Ubisoft or myself (primary suspect) have mucked things up...
Anyway John Pancoast, one thing to remember about Random Generated Groups (RGG), which would (should) be in the Campaign_RND file, and the "regular" groups and units, which should be in the Campaign_SCR layer, is that the devs apparently did not fully-develop "convoying" as a paradigm. It seems to only be approximated. You have a Group "leader", and you have waypoints, and while it would be nice to see proper "convoying" in the groups, the AI just can't quite do it. All of the vessels want to go toward that set waypoint, and in geometric terms, all of the various ships' (and planes') paths will meet at or near that point.
Then there is the issue of the "set speed" for the groups. As an example, in a given groups' Properties page, there is a "MaxSpeed", and each waypoint will have a "Speed" setting, of necessity, the inside units of a formation would have to slow down, while the outside units would have to speed up, for the group to maintain "convoying" as they negotiate the waypoint location. The AI attempts this, but usually only from a "collision avoidance" perspective - at least, near as I can tell. You also have the "rudder" and "drag" effect that slows a vessel as it turns. The game allows for some "flexibility" in this regard, just by virtue of its math, but nothing specific to handle it.
Taking into consideration that the game has a minimum spacing of 500 meters for ships, and a 300 meters spacing for planes, once you "see" what they do at waypoints, you can begin to appreciate why they have those "minimums", and also why setting the value higher does not always function the way us mere humans think they should. Just so long as they don't run into each other too often, much beyond the realm of believability, unless its a collier running over the DD about to pounce on you... :roll: - you sometimes also have to adjust the "routing", and not make the "turns" so sharp, of a lesser degree and longer period of time... :salute:
John Pancoast
03-29-20, 04:20 PM
Eh, the last few-couple of days around midwest U.S. of A. have not been good... thunder-boomers have been on the attack, and I keep losing the internet and electricity in the middle of trying to "fix" my Steam SH3 on a Win10 laptop, which is in itself not going well... Either Steam or Windows or Ubisoft or myself (primary suspect) have mucked things up...
Anyway John Pancoast, one thing to remember about Random Generated Groups (RGG), which would (should) be in the Campaign_RND file, and the "regular" groups and units, which should be in the Campaign_SCR layer, is that the devs apparently did not fully-develop "convoying" as a paradigm. It seems to only be approximated. You have a Group "leader", and you have waypoints, and while it would be nice to see proper "convoying" in the groups, the AI just can't quite do it. All of the vessels want to go toward that set waypoint, and in geometric terms, all of the various ships' (and planes') paths will meet at or near that point.
Then there is the issue of the "set speed" for the groups. As an example, in a given groups' Properties page, there is a "MaxSpeed", and each waypoint will have a "Speed" setting, of necessity, the inside units of a formation would have to slow down, while the outside units would have to speed up, for the group to maintain "convoying" as they negotiate the waypoint location. The AI attempts this, but usually only from a "collision avoidance" perspective - at least, near as I can tell. You also have the "rudder" and "drag" effect that slows a vessel as it turns. The game allows for some "flexibility" in this regard, just by virtue of its math, but nothing specific to handle it.
Taking into consideration that the game has a minimum spacing of 500 meters for ships, and a 300 meters spacing for planes, once you "see" what they do at waypoints, you can begin to appreciate why they have those "minimums", and also why setting the value higher does not always function the way us mere humans think they should. Just so long as they don't run into each other too often, much beyond the realm of believability, unless its a collier running over the DD about to pounce on you... :roll: - you sometimes also have to adjust the "routing", and not make the "turns" so sharp, of a lesser degree and longer period of time... :salute:
Thanks for the info. The main reason I want to increase the column spacing is to maybe help the AI in NYGM to do this sort of sorting in a better fashion, along with their reaction to a sunk ship in their column(s).
GWX has larger spacing and I haven't noticed this problem as much in it vs. NYGM. Maybe that's just luck though, don't know.
But I've got a lot of time in both.
Makes one wonder if the stock sinking model was at least partly done to get a hit ship out of the way asap so as not to disrupt the other ships movement.
Though this problem also exists in stock at times, so perhaps not.
Anyway, now today my editing of the .rnd file is holding; go figure.
propbeanie
03-29-20, 08:34 PM
...
Makes one wonder if the stock sinking model was at least partly done to get a hit ship out of the way asap so as not to disrupt the other ships movement.
Though this problem also exists in stock at times, so perhaps not...
:har: - could be, but the quick sinking in stock is just because of human nature "why won't this ship sink in less than a minute?" :har:
propbeanie
04-01-20, 12:36 PM
John Pancoast, I am having a time of it getting my SH3 to properly copy and allow a mod. If I get one mod to run, it ruins the other copies of the game. If I then get a 2nd mod to run, it ruins the settings in the first... I am at a loss as to what the Windows Update and / or the UPlay update the other day did to my machine... Have you gotten satisfaction with your edits? :salute:
John Pancoast
04-01-20, 03:24 PM
John Pancoast, I am having a time of it getting my SH3 to properly copy and allow a mod. If I get one mod to run, it ruins the other copies of the game. If I then get a 2nd mod to run, it ruins the settings in the first... I am at a loss as to what the Windows Update and / or the UPlay update the other day did to my machine... Have you gotten satisfaction with your edits? :salute:
Yes, I did nothing different that I know of but everything's holding now.
Very strange.
Haven't seen in noticeable difference in escort behavior with the crew ratings changes but have only run into a couple convoys.
John Pancoast
04-02-20, 06:26 PM
Well propbeanie, just had another 500 m convoy when all spacing still reads 900 in the .rnd.
Who knows. I guess the crew ratings changes didn't do anything either as I just attacked submerged in broad daylight with my scope fully up the entire time (11 m/s wind) with two escorts within 500 m of me.
Approx. ten minutes or so of this.
No reaction what so ever. The AI in this game would have to improve just to be bad.
propbeanie
04-03-20, 08:53 AM
Well, I have been busy with raccoons in the attic for this past week, and have not had the time necessary to dedicate to serious attempts at getting my Win10 laptop going with SH3. I have a Steam version, and something either they or Windows did with their recent updates trashed all but my Stock copy, which I then proceeded to ruin trying to get NYGM & GWX back up and running, so I have not been able to begin to attempt to look at what my set-up would do. All I can suggest would be to make certain you haven't accidentally overwritten the AI Visual, or sonar, etc., since it seemed to me that NYGM was rather adept at seeing my periscope if I kept it up while moving... although 11ms winds will whip the waves pretty good... :hmmm: - but 500 meters is rather close... Is the convoy zig-zagging? Had it recently turned? :salute:
John Pancoast
04-03-20, 09:13 AM
Well, I have been busy with raccoons in the attic for this past week, and have not had the time necessary to dedicate to serious attempts at getting my Win10 laptop going with SH3. I have a Steam version, and something either they or Windows did with their recent updates trashed all but my Stock copy, which I then proceeded to ruin trying to get NYGM & GWX back up and running, so I have not been able to begin to attempt to look at what my set-up would do. All I can suggest would be to make certain you haven't accidentally overwritten the AI Visual, or sonar, etc., since it seemed to me that NYGM was rather adept at seeing my periscope if I kept it up while moving... although 11ms winds will whip the waves pretty good... :hmmm: - but 500 meters is rather close... Is the convoy zig-zagging? Had it recently turned? :salute:
Ugh. Racoons. Good luck, be careful; they like to carry rabies.
Re the game, no, no sensor files overwrote, no convoy changes. Not the first time this has happened for that matter.
Even when the SH3 ai is at it's best, it's not much. Modders did some great work but if you put whip cream on a horse turd, it's still a horse turd underneath. :D
It is what it is.
Levyathan89
04-11-20, 03:51 AM
Just a quick guestion, I wasn't able to find anything about it in the manuals:
Where's the chronometer/stopwatch? I just wanted to 03:15 my first ship and realized that I coudn't find the watch. I'm using the 1920x1080 GUI that comes with the mod. Sorry If I sound a little stupid, maymbe I missed something^^
John Pancoast
04-11-20, 05:52 AM
Just a quick guestion, I wasn't able to find anything about it in the manuals:
Where's the chronometer/stopwatch? I just wanted to 03:15 my first ship and realized that I coudn't find the watch. I'm using the 1920x1080 GUI that comes with the mod. Sorry If I sound a little stupid, maymbe I missed something^^
Usually off the right side of the screen though I don't use that gui. It's easy to add if needed though.
Let me know if you need that info.
Levyathan89
04-12-20, 11:48 AM
I just found a draggable white...object that starts ticking when I click on it. There seems to be something wrong with the GUI (even though the crono fix is supposed to be included). The notepad and stadimeter is also missing. Which GUi do you use?
John Pancoast
04-12-20, 12:28 PM
I just found a draggable white...object that starts ticking when I click on it. There seems to be something wrong with the GUI (even though the crono fix is supposed to be included). The notepad and stadimeter is also missing. Which GUi do you use?
I use either the stock gui with SH3 Speech or if I'm not using SH3 Speech, I use Hitman's Optics.
But as said, I run both of those at 1024 x 768.
If you want, upload your 1024x768_menu.ini or it's widescreen equivalent somewhere, and I'll edit it for you.
Upload your chrono.tga file too.
Or maybe someone else using the gui can chime in ?
Levyathan89
04-12-20, 02:16 PM
Thank you for the offer! I appreciate it. I found two 1024_768.ini files in the data\menu folder, one named men_1024_768(fixed).ini. I uploaded them both + the chrono.tga.
Here's the link:
http://www.mediafire.com/folder/eonepmznxgnvf/Silent_Hunter_3
John Pancoast
04-12-20, 02:38 PM
Thank you for the offer! I appreciate it. I found two 1024_768.ini files in the data\menu folder, one named men_1024_768(fixed).ini. I uploaded them both + the chrono.tga.
Here's the link:
http://www.mediafire.com/folder/eonepmznxgnvf/Silent_Hunter_3
Don't know what I was thinking; I can just download that gui myself to get the files. :oops:
I'll get back to you.
John Pancoast
04-12-20, 03:31 PM
Thank you for the offer! I appreciate it. I found two 1024_768.ini files in the data\menu folder, one named men_1024_768(fixed).ini. I uploaded them both + the chrono.tga.
Here's the link:
http://www.mediafire.com/folder/eonepmznxgnvf/Silent_Hunter_3
Ok, think we've found the problem.
1. Both the .ini files are the exact same. They already include the chronometer fix; you do not have to do that. I also compared them to the widescreen mod's ini files and they match those too.
2. However, if you open up these files and use the notepad "find" function for the word "chronometer" you'll see the .tga files that are required for this mod to work. THESE .TGA FILES ARE NOT INCLUDED IN THE WIDESCREEN MOD FILE.
That means they must be provided from elsewhere.
3. In reading the documention "Wide Screen Mod.pdf" that comes with this mod, you'll see it is built off of the NYGM mod *and* the Hitman_GUI_NYGM3_1.0 mod. <-- This mod is where you'll find the above needed .tga files for the widescreen mod to work.
4. This Hitman gui mod is found in your documentation folder of the NYGM_New mod folder.
So, to get this widescreen mod to work, you must install the above Hitman gui first. The widescreen mod is installed after.
See the above pdf file for a photo/info.
Also, make sure you're installing NYGM etc. per the order listed on it's download page at this site.
In a nutshell, I'm betting you don't have Hitman's gui installed and that is the problem.
Hope this helps, let me know.
Levyathan89
04-13-20, 03:50 AM
In a nutshell, I'm betting you don't have Hitman's gui installed and that is the problem.
Hope this helps, let me know.
You were exactly right, i installed Hitman's GUI and now the chronometer is there. Thanks again for your help!
John Pancoast
04-13-20, 04:51 AM
You were exactly right, i installed Hitman's GUI and now the chronometer is there. Thanks again for your help!
Great, have fun ! Be sure to read that pdf if you haven't yet, it's got more info. on the mod.
Aquelarrefox
04-18-20, 12:47 AM
steibler is working in some revamp of something this year?
John Pancoast
04-18-20, 07:37 AM
steibler is working in some revamp of something this year?
Haven't heard of anything. Doubtful.
Ktl_KUrtz
04-19-20, 11:33 AM
Haven't heard of anything. Doubtful.
Sad!
it is such a great mod!
:Kaleun_Cheers:
KUrtz
Aquelarrefox
04-21-20, 06:34 PM
i could be interesting if its posible to make a mega mod based in NYGM, its the most stable and free of bugs, but theres some weak points as lack of a modern fx, fire, smoke, ships models and the convoy random file is quiet empty.
port raids was historical, somthing its not good in nygm. even somthing simple as use campaing files from even gw3 should be incredible. i try an hybrid with wac5 but there was relative easy i still have probem and a ship from wac make the most incredible bug i have seen in game vanishing after a torpedo impact, use gw3 file have much work becose i know some values used in nygm and wac are the same but diferent from gw.
i dont know i wish to see more nygm.
John Pancoast
04-21-20, 07:17 PM
i could be interesting if its posible to make a mega mod based in NYGM, its the most stable and free of bugs, but theres some weak points as lack of a modern fx, fire, smoke, ships models and the convoy random file is quiet empty.
port raids was historical, somthing its not good in nygm. even somthing simple as use campaing files from even gw3 should be incredible. i try an hybrid with wac5 but there was relative easy i still have probem and a ship from wac make the most incredible bug i have seen in game vanishing after a torpedo impact, use gw3 file have much work becose i know some values used in nygm and wac are the same but diferent from gw.
i dont know i wish to see more nygm.
Importing campaign files from gwx into nygm (or vice versa) isn't just a matter of swapping campaign files, but you probably already know that.
Aquelarrefox
04-21-20, 08:29 PM
of course... thats why i use wac witch needs much less work, but im become more and more concern of the stability from things that comes from wac. In reality wac 5 have so many ctd that i didnt play so long.
NYGM is the best base for every thing. i have never had a crash with it. and gw is the most close in stability but with an amount of non cannonic fixes...
and its not that i dont like the concept steibler try to make, but limit it to atlantic wolfpaking.
Actualy theres ruskies working in a version of GW and they have worked on those fiules and rosters...
install NYGM actually is not so simple and make a selection of mods could be lovely... i dont know. Also the complication to install a mod by itself make many people just get into GW becosue the instaler or try wac becose its much easy. And many dont try NYGM only becose they have fear to the empty sea... that s pain.
merge wac and nygm take me 3 mounths and i was alone so dont see me imposible... theres few things i could fix as cam ships. and i notice (i haven play in a year) that i donesnt load milkcows(merchant resuply ship does, MC did but mybe i touch something later).
John Pancoast
04-21-20, 09:06 PM
of course... thats why i use wac witch needs much less work, but im become more and more concern of the stability from things that comes from wac. In reality wac 5 have so many ctd that i didnt play so long.
NYGM is the best base for every thing. i have never had a crash with it. and gw is the most close in stability but with an amount of non cannonic fixes...
and its not that i dont like the concept steibler try to make, but limit it to atlantic wolfpaking.
Actualy theres ruskies working in a version of GW and they have worked on those fiules and rosters...
install NYGM actually is not so simple and make a selection of mods could be lovely... i dont know. Also the complication to install a mod by itself make many people just get into GW becosue the instaler or try wac becose its much easy. And many dont try NYGM only becose they have fear to the empty sea... that s pain.
merge wac and nygm take me 3 mounths and i was alone so dont see me imposible... theres few things i could fix as cam ships. and i notice (i haven play in a year) that i donesnt load milkcows(merchant resuply ship does, MC did but mybe i touch something later).
Strange; I've done numerous campaigns in NYGM and found GWX to actually have less traffic. In fact, it's one of the things I prefer GWX over NYGM for.
With no shortage, including single ships, in either overall.
Aquelarrefox
04-21-20, 09:46 PM
Strange; I've done numerous campaigns in NYGM and found GWX to actually have less traffic. In fact, it's one of the things I prefer GWX over NYGM for.
With no shortage, including single ships, in either overall.
Personally I don't have a problem with traffic, in gwx you get less convoy but much traffic in hubs and possible more traffic in us coast. All Gw, wac or nygm traffic feels fine to me, but I have seen comments about criticism on this. Is a bit complex to compare.
The wac script and random are true interesting, in fact it was the idea behind the hybrid. I'm not sure if it's only a didn't perception but the composition of convoys and composition is much interesting, but strange things happens sometimes with wac models...
Aquelarrefox
04-30-20, 01:35 PM
something strange happens with hires subs, i enable the rotation and comands for antenas rise command, radio antena works fine but i find that the radar rise well but its located in the front of the connintower instead of their position (his hole in connin tower? is a problem with a library file or ehats happens? anyone have this?
John Pancoast
04-30-20, 06:03 PM
something strange happens with hires subs, i enable the rotation and comands for antenas rise command, radio antena works fine but i find that the radar rise well but its located in the front of the connintower instead of their position (his hole in connin tower? is a problem with a library file or ehats happens? anyone have this?
Check out the Stiebler patch documentation for a possible fix. Anvart's turms patch.
Back to NYGM probably for good due to separation anxiety issues. :haha:
Been doing some Mediterranean campaigns. A few various thoughts.
1. Some interesting background on thoughts of how they created the Med add on for NYGM here going back to...2006 !
https://simhq.com/forum/ubbthreads.php/topics/78001/Re:_NYGM_Mediterranean_Campaig
2. Interesting, in NYGM and SH Commander, the first two months of the 29th flotilla put you in Brest. You can select the mod for your next campaign you want to do, look at the location dates for the flotilla in SH Commander; start in Brest and go into the Med.
First time I did this the whole watch crew got killed (WO and 4 enlisted). Got away and into the Med but just barely. Then when the month comes around for your Italy basing change for your flotillia you get a radio message and just end your patrol there.
3. Different kind of combat for sure. Most merchants travel with an escort or two. Since pickings are pretty slim, I just shoot a spread of 4 torpedoes, even if it is a small merchant because waiting around to finish it off is a bad idea if you are going to have to deal with two destroyers.
4. Lots of fun.
Now.... weather. I have used a variety of water environments. The current one shown below I like for two reasons. I happen to like the "sunken ships" look at distance. It is a 20k environ and I like how it does cloudy days.
--I don't like the fast moving clouds.
With that, are there any add ons out there that better represent Mediterranean water and weather?
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Harbor Traffic Add-In
NYGM_HiRes_Submarines_3_6F
Single Merchant Contact Mod
NYGM3.3 Mediterranean Campaign Only
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
Darojax Officer Icons 1.0
ail Das Boot officers mod v2.19
UzoBkgr
SHIII Internal Life Mod v1.2
TheRealPing
RadioMessage - MorseCodeOnly
SH-5 Water for SH-3 20 Km V84
S3H-H.sie-Patch-V16B1
Disclaimer. This post is not to be critical of any mod as everyone likes to play the game differently. They are only my personal preferences.
I have always liked Ahnenerbe WideGui 1920 x 1080 Final in NYGM but never warmed up to the reticle for either scope. I just could never make it work for distance measurement. I also do not prefer AOB wheels attached to the scope. I mostly do type VII and type IX boats in the game.
For years I played using Hitman GUI and the older Hitman and like the idea that each scope had a proper 1.5x and 6x zoom setting on both scopes. The range marks worked nice too. Example: 50mils over an object that is 25 meters high at 6x means about a 2000 meter distance. The little guide in the original Hitman goes through this. Hitman GUI mostly uses charts for perceive length of the ship vs. distance but also has good zoom and reticle settings.
After years of using this, I like it.
This is still a work in progress but with Ahnenerbe I deleted the AOB wheel, took the reticle from Hitman GUI and enlarged it some and used that instead.
After some trial and error (including SilentEditor) I got the results I like.
I may at sometime use this hash I made and make the reticle sharp in a vector-based graphics program then convert it to TGA however, again it is good enough for now and I can press on with playing the game how I like.
:Kaleun_Salute::Kaleun_Cheers:
https://www.subsim.com/radioroom/picture.php?albumid=1050&pictureid=11035
John Pancoast
05-02-20, 10:21 PM
Disclaimer. This post is not to be critical of any mod as everyone likes to play the game differently. They are only my personal preferences.
I have always liked Ahnenerbe WideGui 1920 x 1080 Final in NYGM but never warmed up to the reticle for either scope. I just could never make it work for distance measurement. I also do not prefer AOB wheels attached to the scope. I mostly do type VII and type IX boats in the game.
For years I played using Hitman GUI and the older Hitman and like the idea that each scope had a proper 1.5x and 6x zoom setting on both scopes. The range marks worked nice too. Example: 50mils over an object that is 25 meters high at 6x means about a 2000 meter distance. The little guide in the original Hitman goes through this. Hitman GUI mostly uses charts for perceive length of the ship vs. distance but also has good zoom and reticle settings.
After years of using this, I like it.
This is still a work in progress but with Ahnenerbe I deleted the AOB wheel, took the reticle from Hitman GUI and enlarged it some and used that instead.
After some trial and error (including SilentEditor) I got the results I like.
I may at sometime use this hash I made and make the reticle sharp in a vector-based graphics program then convert it to TGA however, again it is good enough for now and I can press on with playing the game how I like.
:Kaleun_Salute::Kaleun_Cheers:
https://www.subsim.com/radioroom/picture.php?albumid=1050&pictureid=11035
Nice work. I'm a big fan of Hitman's work too.
Aquelarrefox
05-02-20, 11:41 PM
Disclaimer. This post is not to be critical of any mod as everyone likes to play the game differently. They are only my personal preferences.
I have always liked Ahnenerbe WideGui 1920 x 1080 Final in NYGM but never warmed up to the reticle for either scope. I just could never make it work for distance measurement. I also do not prefer AOB wheels attached to the scope. I mostly do type VII and type IX boats in the game.
For years I played using Hitman GUI and the older Hitman and like the idea that each scope had a proper 1.5x and 6x zoom setting on both scopes. The range marks worked nice too. Example: 50mils over an object that is 25 meters high at 6x means about a 2000 meter distance. The little guide in the original Hitman goes through this. Hitman GUI mostly uses charts for perceive length of the ship vs. distance but also has good zoom and reticle settings.
After years of using this, I like it.
This is still a work in progress but with Ahnenerbe I deleted the AOB wheel, took the reticle from Hitman GUI and enlarged it some and used that instead.
After some trial and error (including SilentEditor) I got the results I like.
I may at sometime use this hash I made and make the reticle sharp in a vector-based graphics program then convert it to TGA however, again it is good enough for now and I can press on with playing the game how I like.
:Kaleun_Salute::Kaleun_Cheers:
https://www.subsim.com/radioroom/picture.php?albumid=1050&pictureid=11035
I put anhenerve reticule un magui 3.4 +extracharts, also get the beating out the visor, and make it crapy, also I use a logarithmic uzo make I didn't know from where I pick it or is firm extra charts. In magui I have ver precises distance mesuments, relative good aob from ring., later I will post a pick, all for nygm. I want to put the weather meter into the gui, I never added.is a quiet complex in magui.
There's a write black ring calculator that was recommended from the magui dev, mackman94(?), it's vital for manual navigation.
Need some advice from the old hands here.
This package is in the downloads section.
Lighthouses and Entrance Points for NYGM 3.6F
It allows you to have lighthouses at the harbor entrances and a marked spot on the map to allow you to meet your escort on the way into the harbor.
Latest NYGM already has light houses. What I like about this is it allows you remove that from the package (so it doesn't add something you already have) and... puts the marker where to meet your escort into the harbor.
Is this workable in NYGM?
Description of package.
"BETA - for experimental use
Installation with JSGME.
The mod does the following:
1. adds the lighthouses around the U-boat bases to the navigation map
2. adds the entrance points for the U-boats to the navigation map (marked with a sign "o"). The German mine escorts ("Sperrbrechers") are continuously looping between the entrance point "o" and the port
3. adds British minefields between the German U-boat bases and the mine escort entrance points
This means that it'll be safer to travel in and out of the U-boat base following the Sperrbrecher closely, as there are some mines between the base and the entrance point. If you don't follow the mine escort you have a risk of running into a mine.
I have only randomized very weak minefields, thinking that the Germans would have done their utmost to clear any mines from the U-boat entrance and exit routes. There are however a little bit stronger minefields around if you venture out of the usual entry and exit routes. In short: Follow the Sperrbrecher, he's there to take that mine explosion instead of you!
The lighthouses are marked with a sign /|
The entrance points are marked with a sign o
The mod is only compatible with NYGM 3.6F. It also works with LGN1's Submarine Tracking Room V1. A big thank you goes to LGN1 without whose idea and help I wouldn't have created the minefields.
If you don't want the mines, delete campaign_scr.mis from the mod. If you don't want the lighthouses marked to the navigation map, delete campaign_lnd.mis from the mod.
sublynx"
John Pancoast
05-05-20, 09:54 PM
Need some advice from the old hands here.
This package is in the downloads section.
Lighthouses and Entrance Points for NYGM 3.6F
It allows you to have lighthouses at the harbor entrances and a marked spot on the map to allow you to meet your escort on the way into the harbor.
Latest NYGM already has light houses. What I like about this is it allows you remove that from the package (so it doesn't add something you already have) and... puts the marker where to meet your escort into the harbor.
Is this workable in NYGM?
Description of package.
"BETA - for experimental use
Installation with JSGME.
The mod does the following:
1. adds the lighthouses around the U-boat bases to the navigation map
2. adds the entrance points for the U-boats to the navigation map (marked with a sign "o"). The German mine escorts ("Sperrbrechers") are continuously looping between the entrance point "o" and the port
3. adds British minefields between the German U-boat bases and the mine escort entrance points
This means that it'll be safer to travel in and out of the U-boat base following the Sperrbrecher closely, as there are some mines between the base and the entrance point. If you don't follow the mine escort you have a risk of running into a mine.
I have only randomized very weak minefields, thinking that the Germans would have done their utmost to clear any mines from the U-boat entrance and exit routes. There are however a little bit stronger minefields around if you venture out of the usual entry and exit routes. In short: Follow the Sperrbrecher, he's there to take that mine explosion instead of you!
The lighthouses are marked with a sign /|
The entrance points are marked with a sign o
The mod is only compatible with NYGM 3.6F. It also works with LGN1's Submarine Tracking Room V1. A big thank you goes to LGN1 without whose idea and help I wouldn't have created the minefields.
If you don't want the mines, delete campaign_scr.mis from the mod. If you don't want the lighthouses marked to the navigation map, delete campaign_lnd.mis from the mod.
sublynx"
Yes, it works in NYGM however the later than 3.6f, 2017 version of NYGM contains the same files so it'd be best to merge this mod with the 2017 files vs. overwrite them.
Alternatively, once one runs a few patrols it becomes obvious where to meet the escort anyway even without this mod.
Aquelarrefox
05-05-20, 11:04 PM
I skip use it, even feeling this mod very interesting. 2017a modifies script comes off I'm not wrong.
Let me check tomorrow... You give me doubts.
Thanks guys.
I would settle for even a little graphic for each port that shows where the escort shows up.
I guess I could, at the start of a patrol, follow the escort out, and when it turns around, mark the spot on the map and wait for it on the way back?
:hmmm: By any chance is there any Wilhelmshaven St.Nazaire Schleuse and xtra ships v7 fully compatible with NYGM?
John Pancoast
05-06-20, 05:42 AM
:hmmm: By any chance is there any Wilhelmshaven St.Nazaire Schleuse and xtra ships v7 fully compatible with NYGM?
Don't know, I've never been much interested in port activity so have never tried.
Though like most mods, it could probably be adapted if desired by someone.
John Pancoast
05-06-20, 05:47 AM
Thanks guys.
I would settle for even a little graphic for each port that shows where the escort shows up.
I guess I could, at the start of a patrol, follow the escort out, and when it turns around, mark the spot on the map and wait for it on the way back?
Yes, but you'd have to be sure not to use the "erase all" tool during your patrol. I've also noticed as I approach a harbor upon return the escort is usually spotted anyway well before getting to the port, so one could do it that way too.
Theirs is a scripted action so if nothing else, just park outside the port and wait for them to do their patrol is the timing is off, and they're not nearby, though chances are you'll be able to see them anyway.
It's not an exact science; you don't have to be literally next to them to use them as an escort. I used the mod briefly but then realized it wasn't really needed.
Don't know, I've never been much interested in port activity so have never tried.
Though like most mods, it could probably be adapted if desired by someone.
It would be more for the harbor right place than harbor traffic for me...
Locks are good addition too.
John Pancoast
05-06-20, 06:32 AM
It would be more for the harbor right place than harbor traffic for me...
Locks are good addition too.
Locations are controlled via parameters in the relevant game file(s), so that probably wouldn't be a problem.
Adding the necessary ships, locks, etc. would probably be the most difficult part but that's just an edumucated guess. :)
Locks to me are like walking through the sub; do it a few times and then I lose interest in it. I've done it in GWX.
Heck, I prefer the way AOD handles leaving/returning to ports. :D
But that's just me and I realize others like other ways.
Except the harbor stuff, I’m reconciled with this mod :)
I particularly like the escorts behavior, the hydro line not giving a precise idea where they are, the NYGM global sensors, the way it handle nicely TKSS18 GUC...and...the torpedo impact sound! (Probably the best I’ve ever heard - i even stolen it for my Ccom12)
The global environment with the NYGM scene.dat is also good too (to me)
For some reason I’ve encountered more planes than in my last attempt with this mod. More single merchants too... Maybe because this time I’m not applying any others mods that could have break something...
Only addition is the MFM 3.3 and its Commander files + GUC :03:
John Pancoast
05-06-20, 01:57 PM
Except the harbor stuff, I’m reconciled with this mod :)
I particularly like the escorts behavior, the hydro line not giving a precise idea where they are, the NYGM global sensors, the way it handle nicely TKSS18 GUC...and...the torpedo impact sound! (Probably the best I’ve ever heard - i even stolen it for my Ccom12)
The global environment with the NYGM scene.dat is also good too (to me)
For some reason I’ve encountered more planes than in my last attempt with this mod. More single merchants too... Maybe because this time I’m not applying any others mods that could have break something...
Only addition is the MFM 3.3 and its Commander files + GUC :03:
Sounds good. If you don't already know, the extra MFM ships that you added won't appear in the NYGM campaign convoys.
It has a non-generic campaign.rnd file that already has all the convoys composed of some of the MFM ships.
Take a look at the file if interested.
Aquelarrefox
05-06-20, 03:38 PM
Except the harbor stuff, I’m reconciled with this mod :)
I particularly like the escorts behavior, the hydro line not giving a precise idea where they are, the NYGM global sensors, the way it handle nicely TKSS18 GUC...and...the torpedo impact sound! (Probably the best I’ve ever heard - i even stolen it for my Ccom12)
The global environment with the NYGM scene.dat is also good too (to me)
For some reason I’ve encountered more planes than in my last attempt with this mod. More single merchants too... Maybe because this time I’m not applying any others mods that could have break something...
Only addition is the MFM 3.3 and its Commander files + GUC :03:
Witch sound files you ported from ccom ? I'm interested.
For mfm, I had this recomendation from extra ships, go and erase camping folder from the mod. For the others I have split into 4 mods (see and roster) to add 30 ships per mod, so I load one at a time to don't overload to much.going in rotation is the same.
In my hybrid I have 137 ships, sound 60-70 are merchants, so add 30 is enough, I feel fine with that proportion using nygm rdn leyer.
Didn’t ported any file from Ccom, but the inverse!
NYGM have the best torpedo impact sound :yep:
(Using head set)
Aquelarrefox
05-06-20, 06:14 PM
Didn’t ported any file from Ccom, but the inverse!
NYGM have the best torpedo impact sound :yep:
(Using head set)
Ahhh, yes it's nice, I miss understand. I don't like ccom not lsh so I have not idea of its better than nygm. I believe sound is better than gwx in general, fur engines I use the heart of machine.
Figured it out. Just some careful observation and you will see where the harbor escort route is. :up:
Figured it out. Just some careful observation and you will see where the harbor escort route is. :up:
Yes, it seems all megamods available around here have escort out/in harbors.
More difficult is to catch escort in, for some of them.
Escort is not that important playing Kiel/Wilhelmshaven, but for Brest/Lorient/St Nazaire they can be of great help (against air raids in Ccom for instance - NYGM i don’t know yet)
Evening All.
Always played GWX just started having a crack at NYGM, very impressed with the AI compared to GWX although the visuals in GWX seem to be better with all mods added. I am running with the Stiebler patch and I have noticed I just cannot hit anything the torpedo's failure rate is unbelievable, I fired 14 torpedos into a convoy and got 1 hit then on the east coast of America I fired another 14 and got none!
Understand NYGM plays around with the torpedo settings and then you have the Stiebler option with the depth keeping issues but I think it may of gone a little bit to Far, I think GWX models it well.
Anybody else run into this issue as I think 0 from 14 is a bit much.
Maybe I uncheck the stiebler depth keeping issues and see how that goes
Cheers
Levyathan89
05-10-20, 06:34 AM
Evening All.
I am running with the Stiebler patch and I have noticed I just cannot hit anything the torpedo's failure rate is unbelievable, I fired 14 torpedos into a convoy and got 1 hit then on the east coast of America I fired another 14 and got none!
Cheers
How was the weather? I noticed that if the wind is stronger than 11 m/s, one shouldn't even try to attack, because the torpedoes will always fail.
Apart from that: have you activated the torpedo failure fix in H.Sie's/Stiebler's patch? Because I also noticed that torpedo malfunction simulation in NYGM will only work properly if it's activated. When I had that fix deactivated, each time I attacked, either all torpedos would be hits or all torpedos would be duds.
John Pancoast
05-10-20, 06:53 AM
Evening All.
Always played GWX just started having a crack at NYGM, very impressed with the AI compared to GWX although the visuals in GWX seem to be better with all mods added. I am running with the Stiebler patch and I have noticed I just cannot hit anything the torpedo's failure rate is unbelievable, I fired 14 torpedos into a convoy and got 1 hit then on the east coast of America I fired another 14 and got none!
Understand NYGM plays around with the torpedo settings and then you have the Stiebler option with the depth keeping issues but I think it may of gone a little bit to Far, I think GWX models it well.
Anybody else run into this issue as I think 0 from 14 is a bit much.
Maybe I uncheck the stiebler depth keeping issues and see how that goes
Cheers
If you're using Stiebler's patch, you have to have H.sie's patch applied first.
Did you ?
If so, did you adjust the torpedo running depth based on the weather before firing ?
If not, that is the problem.
Wind was low for the convoy attack 5 metres so almost perfect conditions.
Unchecked the torpedo failure fix in the steibler patch and they hit a bit too much now LOL.
I might re activate it and give it another go and see what happen's going to have a another go now.
I don’t check the torpedo fix in Hsie patch, hence playing with stock NYGM duds, and get reasonable duds rate.
As for Stiebler patch, i don’t have it either.
John Pancoast
05-10-20, 07:02 AM
Wind was low for the convoy attack 5 metres so almost perfect conditions.
Unchecked the torpedo failure fix in the steibler patch and they hit a bit too much now LOL.
I might re activate it and give it another go and see what happen's going to have a another go now.
There is no torpedo failure fix in Stiebler's patch. It is part of H.sie's patch. Did you apply that before the Stiebler patch, as required ?
John Pancoast
05-10-20, 07:05 AM
Wind was low for the convoy attack 5 metres so almost perfect conditions.
Unchecked the torpedo failure fix in the steibler patch and they hit a bit too much now LOL.
I might re activate it and give it another go and see what happen's going to have a another go now.
What was your torpedo depth setting with that wind setting ? If you just left it at the default three meters deep, that is the problem.
If you're using Stiebler's patch, you have to have H.sie's patch applied first.
Yeah ran the patch then used the H,sie option selector.
Did you ?
If so, did you adjust the torpedo running depth based on the weather before firing ?
If not, that is the problem.
I did have a play around with the depth settings didn't seem to make much dif, going to have another crack at it now.
Cheers
John Pancoast
05-10-20, 07:12 AM
I did have a play around with the depth settings didn't seem to make much dif, going to have another crack at it now.
Cheers
How about the H.sie patch; did you apply that first as required when using the Stiebler patch ?
John Pancoast
05-10-20, 07:15 AM
I just noticed buried in a reply that you said, "Yeah ran the patch then used the H,sie option selector."
If you ran the selector *before* applying the Stiebler patch, that is incorrect.
Your failure rates are incorrect, so chances are your patching is the culprit.
John Pancoast
05-10-20, 08:04 AM
I don’t check the torpedo fix in Hsie patch, hence playing with stock NYGM duds, and get reasonable duds rate.
As for Stiebler patch, i don’t have it either.
You're missing out on some great (Stiebler) stuff FiFi. :)
Right just did another patrol to US east coast in Jan 42 so rich hunting grounds.
Ended up sinking 6 for about 42000 tons.
First ship the weather was 3 MPS I had the eels at the default setting of 3 metres , 2 miss, 2 hits.
Second ship the weather was at 6 MPS, fired 6 eels at default settings all missed, change depth setting of eels to 6 metres, 2 hit sunk.
Rest of the ships I sank weather was 9 MPS and I sank all of them with no more misses at depth setting of 6 metres.
So obviously I had my setting incorrectly tuned as john mentioned, not used to that with GWX I just let the IWO do it for me.
Cheers
I just noticed buried in a reply that you said, "Yeah ran the patch then used the H,sie option selector."
If you ran the selector *before* applying the Stiebler patch, that is incorrect.
Your failure rates are incorrect, so chances are your patching is the culprit.
Do you have to run the patch everytime you make a change in the option selector ?
So typically I unlock the mod from JSGME copy the SH3 file back to the folder where the option selector is then run the selector and click whatever I want, it usually says patch updated then I copy the SH3 file back to the mod then reactivate it, all the options always seem to work unless I'm missing something.
John Pancoast
05-10-20, 08:56 AM
Do you have to run the patch everytime you make a change in the option selector ?
So typically I unlock the mod from JSGME copy the SH3 file back to the folder where the option selector is then run the selector and click whatever I want, it usually says patch updated then I copy the SH3 file back to the mod then reactivate it, all the options always seem to work unless I'm missing something.
You are doing it correctly per your second paragraph.
You do not have to run the patch every time you make an option change; only have to run the selector as you're doing.
Levyathan89
05-10-20, 09:09 AM
Speaking of NYGM and torpedoes:
I stumpled upon an NYGM review from 2016, posted here in this forum. User Leoz wrote the following:
Torpedoes. NYGM covers the early war torpedo reliability by forcing you to use the magnetic pistol; which is both magnetic when used in that attack method and contact if used that way. As opposed to contact-only. All of my previous attacks in stock SHIII and GWX were always contact-only as I don't have time to setup a shot and then hope the pistol works.
Can anyone say something about this? Is this still the case that you have to use the magnetic pistol? I'm doing it anyway because of this very review^^
John Pancoast
05-10-20, 09:38 AM
Speaking of NYGM and torpedoes:
I stumpled upon an NYGM review from 2016, posted here in this forum. User Leoz wrote the following:
Can anyone say something about this? Is this still the case that you have to use the magnetic pistol? I'm doing it anyway because of this very review^^
It is a part of the core NYGM files. Various optional guis can change things so you can select either impact or magnetic.
But in terms of NYGM to get it's torpedo failure rate simulation, yes you have to use it.
Yup. That is the stock mod designer's intention. Magnetic only but you can still set depth for contact shots even with the mag pistol set. It is for game purposes so the torpedoes are less than perfect.
Off topic trivia: Multi function pistols didn't come out until late 42?
Anyway a few wrong assumptions I made in that "review". Have been playing NYGM for some years now and the spirit of the game is... if the torpedo doesn't work.... "better luck next time". :)
Using multiple methods to determine the target speed is crucial. Lots of observation over time.
Had an interesting user error. Using a steam torpedo and saw it go several degrees off course. ......
Had the AOB set to 90 port instead of 90 starboard.
John Pancoast
05-10-20, 07:28 PM
Yup. That is the stock mod designer's intention. Magnetic only but you can still set depth for contact shots even with the mag pistol set. It is for game purposes.
Trivia: Multi function pistols didn't come out until late 42?
Anyway a few wrong assumptions I made in that "review". Have been playing NYGM for some years now and the spirit of the game is... if the torpedo doesn't work.... "better luck next time". :)
Using multiple methods to determine the target speed is crucial. Lots of observation over time.
Had an interesting user error. Using a steam torpedo and saw it go several degrees off course. ......
Had the AOB set to 90 port instead of 90 starboard.
I don't think the switch is simulating a multi-function pistol as much as the choice of one or the other pistol per torpedo.
In reality, that wasn't as easy as turning a switch but it's a nice gameplay aspect.
Aquelarrefox
05-11-20, 08:24 AM
Yup. That is the stock mod designer's intention. Magnetic only but you can still set depth for contact shots even with the mag pistol set. It is for game purposes so the torpedoes are less than perfect.
Off topic trivia: Multi function pistols didn't come out until late 42?
Anyway a few wrong assumptions I made in that "review". Have been playing NYGM for some years now and the spirit of the game is... if the torpedo doesn't work.... "better luck next time". :)
Using multiple methods to determine the target speed is crucial. Lots of observation over time.
Had an interesting user error. Using a steam torpedo and saw it go several degrees off course. ......
Had the AOB set to 90 port instead of 90 starboard.
i was looking into the selectable pistols for a review of jfo, and yes selctables was avaible in 1942, by electrical contact. Until that appears to be combined pistols but you need to open "fuselage" and swith. One comment said around 20 minutes, of cours not silent running. this is a resume, but if you want to understand theres a paper called Wolves Without Teeth: The German Torpedo Crisis. or check this chart (http://uboatarchive.net/KTB/KTBNotesArmament.htm)
So far (mid-1941) it looks like my u-boat is perfectly safe from both depth charges and water pressure at 200 meter depth. I can run at flank speed, reload torpedoes, repair boat and do whaterver I want at this depth, when escorts are near...depth charges always explode way above me.
So is that intended, and will it change in 1942 and later?
I know at war start British didn’t know U-Boats could dive that deep, but thought in 1941 they learned it...
John Pancoast
05-17-20, 07:18 AM
So far (mid-1941) it looks like my u-boat is perfectly safe from both depth charges and water pressure at 200 meter depth. I can run at flank speed, reload torpedoes, repair boat and do whaterver I want at this depth, when escorts are near...depth charges always explode way above me.
So is that intended, and will it change in 1942 and later?
I know at war start British didn’t know U-Boats could dive that deep, but thought in 1941 they learned it...
The escorts in SH3 become a little tougher as the war goes on, but they're never much to worry about in any version. Yes, the ability to reload and fix damage can be done anytime anywhere with no consequences in my experience which is of course, not realistic in any sense.
You can be sunk at those depths later in the war. The one time in NYGM I was sunk by an escort was around 210 but I was trying to see the same thing you mention above; if I could be located. Until I tried to be located, there was no problem escaping escorts in a short time frame.
Whether a hedgehog hit me or a depth charge, I don't know but something did.
It was a direct hit whatever it was.
The weakness of escorts in SH3 is it's largest flaw imo. That is not meant to knock anyone's work as it's more of a basic game engine aspect than anything.
Levyathan89
05-17-20, 07:44 AM
So far (mid-1941) it looks like my u-boat is perfectly safe from both depth charges and water pressure at 200 meter depth. I can run at flank speed, reload torpedoes, repair boat and do whaterver I want at this depth, when escorts are near...depth charges always explode way above me.
So is that intended, and will it change in 1942 and later?
I know at war start British didn’t know U-Boats could dive that deep, but thought in 1941 they learned it...
I noticed the same thing which is why I don't go deeper than 120 or 130 m until I take some damage^^
Does anyone know when exactly thre British had depth charges that could go deeper than 90 meters? According to this website, "later versions" of the Mark VII (which was the British standard depth charge) had a max depth of 182 m, before that it was only lousy 90 m. The Mark X* with it's max depth of 195 meters was introduced in 1943. Which begs the question how the Brits had been able to sink any U-Boats with depth charges before 1943.
http://www.navweaps.com/Weapons/WAMBR_ASW.php
Aquelarrefox
05-17-20, 07:45 AM
The safety in sh3 crash deep, make much valuable the possibility to randomize the crush deep using the commander sh3.
The escort in 41 are not very harsh still, but if they pick you in surface or pick the periscope, things get harder, as they goes directly in the zone the time you go under 80/90 you are in high risk of damage by depth charges. When you goes deep is like you mentioned.
John Pancoast
05-17-20, 07:55 AM
I noticed the same thing which is why I don't go deeper than 120 or 130 m until I take some damage^^
Does anyone know when exactly thre British had depth charges that could go deeper than 90 meters? According to this website, "later versions" of the Mark VII (which was the British standard depth charge) had a max depth of 182 m, before that it was only lousy 90 m. The Mark X* with it's max depth of 195 meters was introduced in 1943. Which begs the question how the Brits had been able to sink any U-Boats with depth charges before 1943.
http://www.navweaps.com/Weapons/WAMBR_ASW.php
Many of the sunk/damaged/surrendered boats were surprised on the surface throughout the war by escorts ( including pre-radar) resulting in not getting very deep by the time the charges showed up.
The escorts were also able to get and maintain submerged contact to a much greater degree than is done in SH3 including before 1943.
Aquelarrefox
05-17-20, 08:14 AM
You say asdic is not so sensitive in nygm as in real life, or the positron prediction of Ai is still to rought?
:hmmm: So it seems best thing to do to keep a virtual stress/anxiety to the game and trying to avoid this very safe deep layer, would be to activate the random crush depth via Commander :yep:
John Pancoast
05-17-20, 08:37 AM
You say asdic is not so sensitive in nygm as in real life, or the positron prediction of Ai is still to rought?
Don't know if there are any game technical reasons but it is a game's AI which can never completely simulate human actions. Plus, most gamers wouldnt' be interested in a u-boat game that depicted things 100% accurately.
But there is no doubt we players can get away with things that wouldn't have been the case in real life. One can limit some of that by using their own set of self-imposed rules.
Partly though it's because of the silly "detection timer" aspect of the game where an escort gives up after x amount of time.
John Pancoast
05-17-20, 08:40 AM
:hmmm: So it seems best thing to do to keep a virtual stress/anxiety to the game and trying to avoid this very safe deep layer, would be to activate the random crush depth via Commander :yep:
Always used it myself but I've never noticed much difference; always able to still dive deep.
Maybe others have.
Always used it myself but I've never noticed much difference; always able to still dive deep.
Maybe others have.
Probably a customizable file For depth in Commander?
Aquelarrefox
05-17-20, 08:47 AM
Well that's a weak point in game, hull should start he hurted by diving deep like pineal in time.
Would be nice once it could be done by an act as malfunction based in time like a game patch. Change hull integrity ruining the game is possible h.sie did it, so get like some malfunction as get damaged or destroyed is possible to, he did it in his patch too. A patch looking this thing could be a quality update to the game.
Aquelarrefox
05-17-20, 08:50 AM
Probably a customizable file For depth in Commander?
It's customizable, but nygm have some thing commented out on commander, you should check.also using German uboat compilation you should use other random some beige entries are different, wac used guc so his random events some should work
John Pancoast
05-17-20, 09:10 AM
Probably a customizable file For depth in Commander?
:salute: I was just going to post that; yep one could always edit the file in SH3 Commander.
Randomizedevents.cfg or something like that. I edited it to make the malfunctions, etc. work in NYGM by deleting the "commented out" parts (semi-colons) Aquelarrefox mentions.
Found the file in Commander, but don’t really catch how it works yet.
For example it says VIIC=300 (meters i guess)
Randomized:
Upper=1
Lower=0,9
Don’t catch the 1 and 0,9...
John Pancoast
05-17-20, 09:15 AM
Well that's a weak point in game, hull should start he hurted by diving deep like pineal in time.
Would be nice once it could be done by an act as malfunction based in time like a game patch. Change hull integrity ruining the game is possible h.sie did it, so get like some malfunction as get damaged or destroyed is possible to, he did it in his patch too. A patch looking this thing could be a quality update to the game.
The hull isn't indestructible with or without Commander; to deep will crush it either way.
Aquelarrefox
05-17-20, 09:15 AM
Found the file in Commander, but don’t really catch how it works yet.
For example it says VIIC=300 (meters i guess)
Randomized:
Upper=1
Lower=0,9
Don’t catch the 1 and 0,9...
Use guc or hi res subs?
John Pancoast
05-17-20, 09:16 AM
Found the file in Commander, but don’t really catch how it works yet.
For example it says VIIC=300 (meters i guess)
Randomized:
Upper=1
Lower=0,9
Don’t catch the 1 and 0,9...
I'm not able to look at that file right now but I believe at the top it explains how to change things, what various numbers mean, etc.
I'm thinking 0.9 is a percentile rating but would have to look to be sure.
Aquelarrefox
05-17-20, 09:22 AM
The hull isn't indestructible with or without Commander; to deep will crush it either way.
I was pointing other thing. Hull integrity reduce (possible lineal) the crush deep. In the game hull integrity is reduced by hit ( gun, depth charge, Collision) but there's no stress for going in unsafe depths, crash dive (is a shock of stress diverged of a show sumerge).
This kind of addition in-game world be very valuable.
The idea is trim and make player reluctance to go deep.
John Pancoast
05-17-20, 09:40 AM
I was pointing other thing. Hull integrity reduce (possible lineal) the crush deep. In the game hull integrity is reduced by hit ( gun, depth charge, Collision) but there's no stress for going in unsafe depths, crash dive (is a shock of stress diverged of a show sumerge).
This kind of addition in-game world be very valuable.
The idea is trim and make player reluctance to go deep.
Ah, yes, that would be nice !
Finally managed to get my NYGM SH3.exe patched with Stiebler patch... on top of Hsie :yeah:
Dunno why, but first attempt were unsuccessful.
Aquelarrefox
05-18-20, 02:29 PM
Finally managed to get my NYGM SH3.exe patched with Stiebler patch... on top of Hsie :yeah:
Dunno why, but first attempt were unsuccessful.
Uncheck the abandon the boat. For your safe.
Welcome to the smoke in the horizon club.
Uncheck the abandon the boat. For your safe.
Welcome to the smoke in the horizon club.
:up:
John Pancoast
05-18-20, 04:19 PM
Uncheck the abandon the boat. For your safe.
Welcome to the smoke in the horizon club.
What do you consider wrong with the "Abandon boat" feature ?
Aquelarrefox
05-18-20, 05:05 PM
I don't recommend get actived. When you need it s needed save active reload and use it. I had some sub destroyed by accident, as the manual say, you cannot revert.
John Pancoast
05-18-20, 05:08 PM
I don't recommend get actived. When you need it s needed save active reload and use it. I had some sub destroyed by accident, as the manual say, you cannot revert.
How did your sub get destroyed by accident ?
Aquelarrefox
05-18-20, 06:35 PM
How did your sub get destroyed by accident ?
the button next to send contact get abadon the ship... miss picking, iots also posible to pick the key asigned and fool it. its my recommendation. If you are not going to do it, deactive it.
John Pancoast
05-18-20, 07:02 PM
the button next to send contact get abadon the ship... miss picking, iots also posible to pick the key asigned and fool it. its my recommendation. If you are not going to do it, deactive it.
Ah, so you just clicked on the wrong button ? Use the "m" key and then send the message from that screen if needed.
It works well, I've always enabled it though it requires sending a radio message on the surface and then crash diving, which can be problematic when there are escorts nearby and they sink you before you can send the message and crash dive.
But then the SH3 Commander surrender function covers that.
Just got a strange thing in my current career:
3rd September 40 at bunker Kiel, when clicking for next patrol was said your base changed for St Nazaire ... ok, but my BDU orders are still starting Kiel, and return to Kiel :doh:
I think i was supposed to start from St Naz ... how come?
(I’m in 7th Flotilla)
Is it because i have applied the Stiebler patch while in bunker? ... and not at career start?
ÉDIT: I’m now 23 sept 40, and received a radio message as a new base is available at St Nazaire!
Well, I’ll see next mission if I’m teleported to St Naz...but should be!
John Pancoast
05-20-20, 07:22 AM
Just got a strange thing in my current career:
3rd September 40 at bunker Kiel, when clicking for next patrol was said your base changed for St Nazaire ... ok, but my BDU orders are still starting Kiel, and return to Kiel :doh:
I think i was supposed to start from St Naz ... how come?
(I’m in 7th Flotilla)
Is it because i have applied the Stiebler patch while in bunker? ... and not at career start?
ÉDIT: I’m now 23 sept 40, and received a radio message as a new base is available at St Nazaire!
Well, I’ll see next mission if I’m teleported to St Naz...but should be!
The Stiebler patch doesn't have anything that would change flotillas, etc. I've never done anything from Kiel so not sure what's going on there, sorry.
What this button icon for please?
https://i.goopics.net/X5n4l.jpg
FUBAR295
05-21-20, 10:45 AM
Never seen those icons before in NYGM. :hmmm:
They could be associated with on mod you installed for wide screen????
Good hunting,
FUBAR295
John Pancoast
05-21-20, 10:51 AM
What this button icon for please?
https://i.goopics.net/X5n4l.jpg
Hey Fifi, unrelated but if you want all your crew to have hats go to your crewconfig files (including any in your career and/or SH3 Commander folders) and replace "HasHelmet=No" with HasHelmet=Yes".
You can also add an emblem to the hats if desired. I.e., I have the laughing sawfish on my crew's hats.
Re your question as said, that isn't part of NYGM.
Thanks John for the tip :up:
I don’t have anymore the stock NYGM crew anyway :D
I have stolen the Ccom12 one wich is more detailed...even more than LSH3.
About the icon, it’s part of ARB gui. Never known what it was for :06:
John Pancoast
05-21-20, 11:52 AM
Thanks John for the tip :up:
I don’t have anymore the stock NYGM crew anyway :D
I have stolen the Ccom12 one wich is more detailed...even more than LSH3.
About the icon, it’s part of ARB gui. Never known what it was for :06:
That tip will work with any crew files. Thanks for the Ccom crew tip, I'll have to look at that myself !
That tip will work with any crew files. Thanks for the Ccom crew tip, I'll have to look at that myself !
Yes, you’ll see the officier hat for instance, much more details!
If you know, where exactly are located the pants & shirts tga?
John Pancoast
05-21-20, 01:30 PM
Yes, you’ll see the officier hat for instance, much more details!
If you know, where exactly are located the pants & shirts tga?
data/crew/body/body 1 & 2
:Kaleun_Thumbs_Up::Kaleun_Cheers:
Aquelarrefox
05-21-20, 02:42 PM
Today I sunk a British carrier but then I feel the ai fear, 5 destroyer very hungry but I couldn't scape, I was hit by a plan be early did I don't go so deep and get implosion after an hour under a rain of deep charges... It's lovely this nightmare
Aquelarrefox
05-21-20, 06:52 PM
theres only 3 planes with mad (madcatalina) in all the game, disapointing, i will find some more zones to add to my files, actual zones is west of Gibraltar, Faeroes gap and off Cape Finisterre.
Edit: In fact the "mad cats" where asigned to this location in this dates, but until than they patroles bermuda at least even if they dont spot nothing there, but you know how unluky are we playing nygm
Aquelarrefox
05-21-20, 08:42 PM
if some one is interested would use this entries for madcatalina, 3 first are the sam in game with corrected dates, the last 3 are the us coast and bermuda patrol:
[Unit 1]
Name=US MAD Catalina#1
Class=LBSMADCatalina
Type=304
Origin=American
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=false
Loadout=8x250Kg Bombs
GameEntryDate=19431216
GameEntryTime=0
GameExitDate=19450601
GameExitTime=0
EvolveFromEntryDate=false
Long=-724600.000000
Lat=4317600.000000
Height=200.000000
Heading=93.489304
Speed=90.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 1.Waypoint 1]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-708200.000000
Lat=4316600.000000
Height=200.000000
[Unit 1.Waypoint 2]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-688000.000000
Lat=4315200.000000
Height=200.000000
[Unit 1.Waypoint 3]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-671000.000000
Lat=4315400.000000
Height=200.000000
[Unit 1.Waypoint 4]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-657400.000000
Lat=4320200.000000
Height=200.000000
[Unit 1.Waypoint 5]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-656000.000000
Lat=4314600.000000
Height=200.000000
[Unit 1.Waypoint 6]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-671000.000000
Lat=4310400.000000
Height=200.000000
[Unit 1.Waypoint 7]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-689000.000000
Lat=4309800.000000
Height=200.000000
[Unit 1.Waypoint 8]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-709600.000000
Lat=4310800.000000
Height=200.000000
[Unit 1.Waypoint 9]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-721400.000000
Lat=4311200.000000
Height=200.000000
[Unit 1.Waypoint 10]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-721400.000000
Lat=4306800.000000
Height=200.000000
[Unit 1.Waypoint 11]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-707800.000000
Lat=4306400.000000
Height=200.000000
[Unit 1.Waypoint 12]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-688600.000000
Lat=4305200.000000
Height=200.000000
[Unit 1.Waypoint 13]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-670600.000000
Lat=4306000.000000
Height=200.000000
[Unit 1.Waypoint 14]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-658400.000000
Lat=4312200.000000
Height=200.000000
[Unit 1.Waypoint 15]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-664000.000000
Lat=4320000.000000
Height=200.000000
[Unit 1.Waypoint 16]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-681200.000000
Lat=4313800.000000
Height=200.000000
[Unit 1.Waypoint 17]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-701800.000000
Lat=4314000.000000
Height=200.000000
[Unit 1.Waypoint 18]
Speed=90.000000
Radius=0.000000
Loop=0
LoopProbability=100
Long=-720400.000000
Lat=4314200.000000
Height=200.000000
[Unit 2]
Name=US MAD Catalina#2
Class=LBSMADCatalina
Type=304
Origin=American
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19430101
DeleteOnLastWaypoint=false
DockedShip=false
Loadout=8x250Kg Bombs
GameEntryDate=19450101
GameEntryTime=0
GameExitDate=19450601
GameExitTime=0
EvolveFromEntryDate=false
Long=-869000.000000
Lat=7176000.000000
Height=200.000000
Heading=0.000000
Speed=90.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 2.Waypoint 1]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-869000.000000
Lat=7273000.000000
Height=200.000000
[Unit 2.Waypoint 2]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-849000.000000
Lat=7274000.000000
Height=200.000000
[Unit 2.Waypoint 3]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-849000.000000
Lat=7118000.000000
Height=200.000000
[Unit 2.Waypoint 4]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-835000.000000
Lat=7120000.000000
Height=200.000000
[Unit 2.Waypoint 5]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-832000.000000
Lat=7277000.000000
Height=200.000000
[Unit 2.Waypoint 6]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-817000.000000
Lat=7278000.000000
Height=200.000000
[Unit 2.Waypoint 7]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-824000.000000
Lat=7129000.000000
Height=200.000000
[Unit 2.Waypoint 8]
Speed=90.000000
Radius=0.000000
Loop=0
LoopProbability=100
Long=-870000.000000
Lat=7129000.000000
Height=200.000000
[Unit 3]
Name=US MAD Catalina#3
Class=LBSMADCatalina
Type=304
Origin=American
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19430101
DeleteOnLastWaypoint=false
DockedShip=false
Loadout=8x250Kg Bombs
GameEntryDate=19430724
GameEntryTime=0
GameExitDate=19431212
GameExitTime=0
EvolveFromEntryDate=false
Long=-1051000.000000
Lat=5266000.000000
Height=200.000000
Heading=0.000000
Speed=90.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 3.Waypoint 1]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1052000.000000
Lat=5316500.000000
Height=200.000000
[Unit 3.Waypoint 2]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1040500.000000
Lat=5316500.000000
Height=200.000000
[Unit 3.Waypoint 3]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1041500.000000
Lat=5224500.000000
Height=200.000000
[Unit 3.Waypoint 4]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1031500.000000
Lat=5224500.000000
Height=200.000000
[Unit 3.Waypoint 5]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1029000.000000
Lat=5318500.000000
Height=200.000000
[Unit 3.Waypoint 6]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1019500.000000
Lat=5319000.000000
Height=200.000000
[Unit 3.Waypoint 7]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1022500.000000
Lat=5227500.000000
Height=200.000000
[Unit 3.Waypoint 8]
Speed=90.000000
Radius=0.000000
Loop=0
LoopProbability=100
Long=-1052000.000000
Lat=5226000.000000
Height=200.000000
[Unit 10]
Name=US MAD Catalina#1
Class=LBSMADCatalina
Type=304
Origin=American
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=false
Loadout=8x250Kg Bombs
GameEntryDate=19430404
GameEntryTime=0
GameExitDate=19430624
GameExitTime=0
EvolveFromEntryDate=false
Long=-9787300.000000
Lat=2943200.000000
Height=200.000000
Heading=93.489304
Speed=90.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 10.Waypoint 1]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9713600.000000
Lat=2948300.000000
Height=200.000000
[Unit 10.Waypoint 2]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9694600.000000
Lat=2932980.000000
Height=200.000000
[Unit 10.Waypoint 3]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9687500.000000
Lat=2863780.000000
Height=200.000000
[Unit 10.Waypoint 4]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9707800.000000
Lat=2850200.000000
Height=200.000000
[Unit 10.Waypoint 5]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9725300.000000
Lat=2928200.000000
Height=200.000000
[Unit 10.Waypoint 6]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9757100.000000
Lat=2927200.000000
Height=200.000000
[Unit 10.Waypoint 7]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9738100.000000
Lat=2843800.000000
Height=200.000000
[Unit 10.Waypoint 8]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9762000.000000
Lat=2835000.000000
Height=200.000000
[Unit 10.Waypoint 9]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9778000.000000
Lat=2922500.000000
Height=200.000000
[Unit 10.Waypoint 10]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9796700.000000
Lat=2919400.000000
Height=200.000000
[Unit 10.Waypoint 11]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9786725.000000
Lat=2834300.000000
Height=200.000000
[Unit 10.Waypoint 12]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9812900.000000
Lat=2827200.000000
Height=200.000000
[Unit 10.Waypoint 13]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9823800.000000
Lat=2919800.000000
Height=200.000000
[Unit 10.Waypoint 14]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9817650.000000
Lat=2942000.000000
Height=200.000000
[Unit 11]
Name=US MAD Catalina#5
Class=LBSMADCatalina
Type=304
Origin=American
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=false
Loadout=8x250Kg Bombs
GameEntryDate=19430404
GameEntryTime=0
GameExitDate=19430624
GameExitTime=0
EvolveFromEntryDate=false
Long=-9732399.000000
Lat=3710000.000000
Height=200.000000
Heading=93.489304
Speed=90.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 11.Waypoint 1]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9643399.000000
Lat=3657500.000000
Height=200.000000
[Unit 11.Waypoint 2]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9618599.000000
Lat=3692900.000000
Height=200.000000
[Unit 11.Waypoint 3]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9718699.000000
Lat=3759000.000000
Height=200.000000
[Unit 11.Waypoint 4]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9706099.000000
Lat=3778100.000000
Height=200.000000
[Unit 11.Waypoint 5]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9589899.000000
Lat=3719500.000000
Height=200.000000
[Unit 11.Waypoint 6]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9572399.000000
Lat=3740000.000000
Height=200.000000
[Unit 11.Waypoint 7]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9685399.000000
Lat=3810000.000000
Height=200.000000
[Unit 11.Waypoint 8]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9660199.000000
Lat=3839400.000000
Height=200.000000
[Unit 11.Waypoint 9]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9519399.000000
Lat=3768000.000000
Height=200.000000
[Unit 11.Waypoint 10]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9491899.000000
Lat=3803500.000000
Height=200.000000
[Unit 11.Waypoint 11]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9634399.000000
Lat=3871500.000000
Height=200.000000
[Unit 11.Waypoint 12]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9592899.000000
Lat=3893000.000000
Height=200.000000
[Unit 11.Waypoint 13]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9463399.000000
Lat=3837500.000000
Height=200.000000
[Unit 11.Waypoint 14]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-9709399.000000
Lat=3814500.000000
Height=200.000000
[Unit 12]
Name=US MAD Catalina#6
Class=LBSMADCatalina
Type=304
Origin=American
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=false
Loadout=8x250Kg Bombs
GameEntryDate=19430404
GameEntryTime=0
GameExitDate=19430624
GameExitTime=0
EvolveFromEntryDate=false
Long=-7932300.000000
Lat=3739000.000000
Height=200.000000
Heading=93.489304
Speed=90.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 12.Waypoint 1]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7769300.000000
Lat=3741000.000000
Height=200.000000
[Unit 12.Waypoint 2]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7613300.000000
Lat=3652000.000000
Height=200.000000
[Unit 12.Waypoint 3]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7503300.000000
Lat=3860500.000000
Height=200.000000
[Unit 12.Waypoint 4]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7597300.000000
Lat=3881500.000000
Height=200.000000
[Unit 12.Waypoint 5]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7495300.000000
Lat=4050000.000000
Height=200.000000
[Unit 12.Waypoint 6]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7600300.000000
Lat=4144000.000000
Height=200.000000
[Unit 12.Waypoint 7]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7755800.000000
Lat=4091000.000000
Height=200.000000
[Unit 12.Waypoint 8]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7907400.000000
Lat=4183400.000000
Height=200.000000
[Unit 12.Waypoint 9]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7961900.000000
Lat=4060800.000000
Height=200.000000
[Unit 12.Waypoint 10]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-8018000.000000
Lat=3931780.000000
Height=200.000000
[Unit 12.Waypoint 11]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7956300.000000
Lat=3776400.000000
Height=200.000000
[Unit 12.Waypoint 12]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7795300.000000
Lat=3873400.000000
Height=200.000000
[Unit 12.Waypoint 13]
Speed=90.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7938800.000000
Lat=3743500.000000
Height=200.000000
Anvar1061
05-22-20, 11:12 AM
What about MAD sensors?
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