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Aquelarrefox
05-22-20, 06:31 PM
What about MAD sensors?
not the sensor, its the few zones patroled, in nygm only patrol 3 zones, but dont appears the serch zones in us coast. it is not in a naval base, thats fine. i added that zones as scr

Leoz
05-26-20, 06:27 AM
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.

Is that officers only or enlisted too?

Leoz
05-26-20, 06:30 AM
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

Flotilla staff will toast you and your crew's achievements. :Kaleun_Cheers: :O:

Anvar1061
05-26-20, 07:28 AM
MADCatalina contains these sensors AirB_Visual Subm_Visual in
AI_Sensors.dat AI_Sensors_Submerged.dat

John Pancoast
05-26-20, 07:32 AM
Is that officers only or enlisted too?

Everyone.

Fifi
05-27-20, 09:35 AM
Does anybody knows at how many kilometers from a convoy we can safely make a save WITHOUT loosing the convoy next reload? Is it possible?
Just because sometimes it takes so long to shadow the convoy i can’t finish in same current cession...

Jimbuna
05-27-20, 10:14 AM
IIRC it is between 35km onwards but I aim for 50km.

When a convoy renders again anything previously sunk is replaced so I tend not to revisit it and should you attempt it there is a high percentage chance the save will be corrupted.

John Pancoast
05-27-20, 10:15 AM
Does anybody knows at how many kilometers from a convoy we can safely make a save WITHOUT loosing the convoy next reload? Is it possible?
Just because sometimes it takes so long to shadow the convoy i can’t finish in same current cession...

Not sure there is a set answer Fifi. Some say no closer than 50km, some say out of visibility/SH3 dome is enough, etc.
I've saved the game with ships in view with no issues one time, and then the next time I have gotten a corrupted save.
Best not to do I think.
Some solutions maybe though, what I do:

- If you're not, use tc even when shadowing. I use up to 16x all the time with no problems.
- Pause the game instead of exiting it. I do this a lot. Laptop goes to sleep, next time I want to play the game, I just wake it up and undo the game pause.

Aquelarrefox
05-27-20, 04:47 PM
Not sure there is a set answer Fifi. Some say no closer than 50km, some say out of visibility/SH3 dome is enough, etc.
I've saved the game with ships in view with no issues one time, and then the next time I have gotten a corrupted save.
Best not to do I think.
Some solutions maybe though, what I do:

- If you're not, use tc even when shadowing. I use up to 16x all the time with no problems.
- Pause the game instead of exiting it. I do this a lot. Laptop goes to sleep, next time I want to play the game, I just wake it up and undo the game pause.
It's true that this is a source of broken saved games.
Been around stoking around 18-25 km is the safe state but need lot out manual handle. I think pointing 50km to the limit where you are sure that will be a possible problem as jhon said.

Fifi
05-28-20, 12:22 AM
Ok thank you guys :up:
The pause and Computer sleep trick might be the best option to keep everything safe! Didn’t thought about this!

Aquelarrefox
05-28-20, 09:33 AM
Ok thank you guys :up:
The pause and Computer sleep trick might be the best option to keep everything safe! Didn’t thought about this!

You could pause and let the pc be suspended in win 10 (in win 7 it never workd with sh3 to me), from this i never have issues even if light go off.

Fifi
05-29-20, 05:02 AM
Is there an easy way to increase the air patrols in NYGM?
At least for 39 to 42, cause skies are always empty even close to GB...and can’t play at X250 (always X1080 max)

Ktl_KUrtz
05-29-20, 06:43 AM
Don't 'ja just love it when you see the escorts peel off and start to track you!
:Kaleun_Wink:
KUrtz

John Pancoast
05-29-20, 07:57 AM
Is there an easy way to increase the air patrols in NYGM?
At least for 39 to 42, cause skies are always empty even close to GB...and can’t play at X250 (always X1080 max)

To be clear; are you saying you play above 256tc ? If so, you'll never see aircraft regardless of what is done with the game files.
There is plenty of air activity around GB early war.

Fifi
05-29-20, 08:11 AM
To be clear; are you saying you play above 256tc ? If so, you'll never see aircraft regardless of what is done with the game files.
There is plenty of air activity around GB early war.

:hmmm: Strange thing is TC doesn’t mind in Ccom to see plenty airplanes...at X1024.
I guess NYGM is build different way?
Playing at 256 on long distances is more than boring. I’m all for realism, but it remains a game :03:

Fifi
05-29-20, 08:13 AM
Don't 'ja just love it when you see the escorts peel off and start to track you!
:Kaleun_Wink:
KUrtz

Yes of course! NYGM has the best escorts gameplay, but still missing the worst U-Boat threats: aircrafts (as it was in RL)

John Pancoast
05-29-20, 08:14 AM
:hmmm: Strange thing is TC doesn’t mind in Ccom to see plenty airplanes...at X1024.
I guess NYGM is build different way?
Playing at 256 on long distances is more than boring. I’m all for realism, but it remains a game :03:

The tc air limit is an SH3 item, not limited to NYGM. Not sure why you're seeing them in Ccom at 1024 but with the overly high numbers per attack in it maybe that has something to do with it.

John Pancoast
05-29-20, 08:17 AM
Yes of course! NYGM has the best escorts gameplay, but still missing the worst U-Boat threats: aircrafts (as it was in RL)

NYGM has an outstanding air element actually. If played per the Sh3 tc "rules" you'll find out :D
Having said that, I feel the rwr ranges are to long/give to much time so I've shortened them in my install.
They use the historical (lab room ?) specs and to me, are a good example of why using actual equipment specs in a game is sometimes not a good idea.

Fifi
05-29-20, 08:32 AM
Yes even at 1024 it’s impossible to miss them around England and others hot spots in Ccom :yep:
Maybe it has numerous more planes bases/layers? Probably...
Wondering what Would happen if i give same planes settings In NYGM?
Running no more X256 is a real pain...

John Pancoast
05-29-20, 08:34 AM
Yes even at 1024 it’s impossible to miss them around England and others hot spots in Ccom :yep:
Maybe it has numerous more planes bases/layers? Probably...
Wondering what Would happen if i give same planes settings In NYGM?

Only one way to find out. Those Ccom numbers aren't even close to being historically accurate but everyone gets to play the game their way :up:

Fifi
05-30-20, 09:21 AM
I don’t care for historically numbers, but historically game feelings/experience, no matter the Files numbers settings :yep:

As you told me, i tested X256 along England coast, and...few minutes after was crash diving because of plane!
That’s what i would like but at X1024.

So for next patrol, borrowed Ccom AirStrike file and will see what’s going on.
In fact only one number setting is different from Ccom and NYGM...I’ll tell you if that works.

John Pancoast
05-30-20, 09:29 AM
I don’t care for historically numbers, but historically game feelings/experience, no matter the Files numbers settings :yep:

As you told me, i tested X256 along England coast, and...few minutes after was crash diving because of plane!
That’s what i would like but at X1024.

So for next patrol, borrowed Ccom AirStrike file and will see what’s going on.
In fact only one number setting is different from Ccom and NYGM...I’ll tell you if that works.


:salute:

Fifi
05-30-20, 11:13 AM
Ok, test done...doesn’t work better. Still have to be X256 to see airplanes :doh:
So back to original NYGM AirStrike file.
To counter this boring X256 navigation, i Always can run X1024 at night and when overcast, and X256 on day light and sunny so i don’t miss planes! :haha:

John Pancoast
05-30-20, 11:22 AM
Ok, test done...doesn’t work better. Still have to be X256 to see airplanes :doh:
So back to original NYGM AirStrike file.
To counter this boring X256 navigation, i Always can run X1024 at night and when overcast, and X256 on day light and sunny so i don’t miss planes! :haha:

Well, until they get radar equipped anyway.

Fifi
05-30-20, 12:30 PM
Well, until they get radar equipped anyway.

:up:

Aquelarrefox
05-30-20, 05:25 PM
128x contract course correction with manual navigation plz, and all the plane like picky blinders

DURUK
06-01-20, 09:32 PM
And the itch for SH3 returns once again after years :Kaleun_Cheers:

Hello Kaleuns, this is my first time playing with NYGM and while I generally love the mod, I still have some issues with it even in my third clean install and modding to make sure everything is done right. My main problem is with the "assisted plotting" feature in NYGM. While it works fine for warships and friendly ships, whenever I engage a convoy or lone merchants, all ship figures are shown in high zoom level. Also, in the convoys while most of the merchant ships are shown with black icons, some merchants have red icons, thinking it may be due to their nationality or whatever, I check their flags but they are merchants from the same nation. Does this suppose to happen?

Also while being submerged the CO gives empty messages (probably concerning the percentage of remaining oxygen), it just writes CO:...... and drops down time compression.

Finally here is my mod list, in case I messed up something, would appreciate your thoughts.

NYGM Tonnage War V2.5
NYGM3 New
NYGM_6F
NYGM_2017A
IABLShipsforNYGM
3rd Flotilla Mod
SH3 Commander Updates for NYGM
Stiebler4C_Addon_for_V16B1
EnvSimAct_10
NYGM HiRes Submarines 3_6F
1500 meter bearing overlay
Harbor Traffic Add-In
Hitman_GUI_NYGM3_1.1

John Pancoast
06-01-20, 09:51 PM
And the itch for SH3 returns once again after years :Kaleun_Cheers:

Hello Kaleuns, this is my first time playing with NYGM and while I generally love the mod, I still have some issues with it even in my third clean install and modding to make sure everything is done right. My main problem is with the "assisted plotting" feature in NYGM. While it works fine for warships and friendly ships, whenever I engage a convoy or lone merchants, all ship figures are shown in high zoom level. Also, in the convoys while most of the merchant ships are shown with black icons, some merchants have red icons, thinking it may be due to their nationality or whatever, I check their flags but they are merchants from the same nation. Does this suppose to happen?

Also while being submerged the CO gives empty messages (probably concerning the percentage of remaining oxygen), it just writes CO:...... and drops down time compression.

Finally here is my mod list, in case I messed up something, would appreciate your thoughts.

NYGM Tonnage War V2.5
NYGM3 New
NYGM_6F
NYGM_2017A
IABLShipsforNYGM
3rd Flotilla Mod
SH3 Commander Updates for NYGM
Stiebler4C_Addon_for_V16B1
EnvSimAct_10
NYGM HiRes Submarines 3_6F
1500 meter bearing overlay
Harbor Traffic Add-In
Hitman_GUI_NYGM3_1.1




1. Your experience with the Asst. Plotting mod is producting incorrect results. The items you mention should not exist.


2. Your message errors are because of your incorrect mod install of Stiebler's addon.
It cannot be applied by itself; it works in conjunction with H.sie's mod which I don't see in your mod list. Both must be installed for Stiebler's to work. The O2 item you mention is part of H.sie's mod.


Hope this helps. Any questions, fire away.

DURUK
06-02-20, 07:21 AM
1. Your experience with the Asst. Plotting mod is producting incorrect results. The items you mention should not exist.


2. Your message errors are because of your incorrect mod install of Stiebler's addon.
It cannot be applied by itself; it works in conjunction with H.sie's mod which I don't see in your mod list. Both must be installed for Stiebler's to work. The O2 item you mention is part of H.sie's mod.


Hope this helps. Any questions, fire away.

Thank you very much for helping. However, my first try with installing NYGM was without Stiebler's addon (as it is optional), and I initially had the issue with ship icons being shown on the map then. Then, hoping that it may solve it, I activated Stiebler's addon on my second trial of installing, by following the provided instructions (first patched sh3.exe with h.sie's patch-kit, and then applied Stiebler's add-on on top of it). That also did not fix it, but loving all the options it brings regardless (I think I installed it right even only the mod named "Stiebler4C_Addon_for_V16B1" is seen in the JGME, are you positive that there should be also a folder seen and activated through JGME for H.sie's patch?).

By the way, removing Hitman_GUI_NYGM3_1.1 somehow brought back the CO's messages concerning oxygen (I exchanged it with Hitman Optics NYGM 3.6).

Today I encountered a liner ship, a large cargo, a DD and a Light Cruiser in the Mediterranean. While there were only circles as supposed to be for DD, Cruiser and the liner, the large cargo had the red ship icon at maximum zoom level. And when the game gives me God's Eye, I can't stop but looking through it :o

John Pancoast
06-02-20, 08:06 AM
Thank you very much for helping. However, my first try with installing NYGM was without Stiebler's addon (as it is optional), and I initially had the issue with ship icons being shown on the map then. Then, hoping that it may solve it, I activated Stiebler's addon on my second trial of installing, by following the provided instructions (first patched sh3.exe with h.sie's patch-kit, and then applied Stiebler's add-on on top of it). That also did not fix it, but loving all the options it brings regardless (I think I installed it right even only the mod named "Stiebler4C_Addon_for_V16B1" is seen in the JGME, are you positive that there should be also a folder seen and activated through JGME for H.sie's patch?).

By the way, removing Hitman_GUI_NYGM3_1.1 somehow brought back the CO's messages concerning oxygen (I exchanged it with Hitman Optics NYGM 3.6).

Today I encountered a liner ship, a large cargo, a DD and a Light Cruiser in the Mediterranean. While there were only circles as supposed to be for DD, Cruiser and the liner, the large cargo had the red ship icon at maximum zoom level. And when the game gives me God's Eye, I can't stop but looking through it :o


There is a number of things to do to correct the issues you're having, but none of them are difficult.
Re H.sie's patch, yes there is a folder in it called "Supplemental folder for...." (I'm away from my SH3 pc right now) It contains various files to make his patches functions work including the wolfpack ones. After the necessary modding, it is installed *before* Stiebler's patch when using both. Unlike Stiebler's patch, one can use H.sie's patch by itself if desired but both together is even better. Read H.sie's documentation and post if you have questions/problems installing it.
To reduce the chance of overwriting other file problems, H.sie's and Stiebler's patches should be installed last or near to it. Remember this when using JSGME; if files are being overwrote, the last patches files installed will be the files that dictate what happens in the game.
While you have the NYGM install order per the NYGM page here, re-read the info. there again. I.e., while Stiebler's patch and the Envsim file are listed in the order you installed them, their place in that list does not pertain to an install order. I.e., their are Envsim files in both H.sie's and Stiebler's patches so if you want to use Envsim10, it must be installed *after* those two patches so it overwrites their Envsim files. (As per my above "Remember this when using JSGME....." comment). Also, the Sh3 Commander files are not meant to be installed via JSGME. Simply place them in the relevant Commander folders. You can easily make the needed directory structure/folders to make it able to install via JSGME, but for now just copy them into your Commander install.
The reason why installing Hitman Optics 3.6 made the message work is because the files in that mod are already configured to work with the options of H.sie's and Stiebler's patches. I.e., the various file edits mentioned for the menu.ini, commands.cfg, etc. files are already done in it.
I'd recommend reading the patches instructions, then looking in the relevant Optics 3.6 file to see what I mean.
I have never seen the ship icon problems you mention in NYGM and haven't done a search to see if anyone else has.
But let's get H.sie's, Stiebler's patches and the SH3 Commander files installed/working right first before addressing that.

DURUK
06-02-20, 09:44 AM
Also, the Sh3 Commander files are not meant to be installed via JSGME.

:har: and I was sooo certain I did everything right :oops:

ok will try to remove all mods, reread and reapply them later tonight or tomorrow to see what I have missed and report back :salute: Thanks again.

John Pancoast
06-02-20, 09:56 AM
:har: and I was sooo certain I did everything right :oops:

ok will try to remove all mods, reread and reapply them later tonight or tomorrow to see what I have missed and report back :salute: Thanks again.


It is easy to make a mistake but once you have the hang of it, it is very easy not to <g>. I would recommend doing a complete new install. Delete everything including the relevant file in your Documents folder. It may be called something different but similar with your OS.
After that, just install the base NYGM mod ONE AT A TIME meaning:


NYGM 2.5
NYGM New
NYGM 3.6
NYGM 2017


Do each one at a time, start game, check out the icon issues you mention. You should not be having those problems.
Once this is done through all four of the above files, we can move onto other mods. I don't believe these files are the problem but one thing at a time will save time/effort in the long run.

Randomizer
06-02-20, 12:49 PM
I would argue that if you install NYGM3_6F you should not apply NYGM_2017 as they change mostly the same files and former is newer. I had issues with NYGM until I omitted re-applied NYGM_2017 and went solely with NYGM3_6F.

My mod soup looks like this and runs just fine:

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Functional Draggable Chrono for NYGM

... and blah, blah, blah. Your mileage may vary.

-C

John Pancoast
06-02-20, 01:25 PM
I would argue that if you install NYGM3_6F you should not apply NYGM_2017 as they change mostly the same files and former is newer. I had issues with NYGM until I omitted re-applied NYGM_2017 and went solely with NYGM3_6F.

My mod soup looks like this and runs just fine:

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Functional Draggable Chrono for NYGM

... and blah, blah, blah. Your mileage may vary.

-C

Not installing 2017 is anyone's choice but there is no reason not to install it. To state the files in 3.6f are newer is incorrect.
It adds features to the game and can be used trouble free with any other mod including those in your list.
If you had trouble with NYGM 2017 it was more likely due to an incorrect/conflict non-NYGM mod install vs any 2017 issue. I and many others have used 2017 with just about any kind of mod soup imaginable with no issues caused by it.

FUBAR295
06-02-20, 02:31 PM
I would argue that if you install NYGM3_6F you should not apply NYGM_2017 as they change mostly the same files and former is newer. I had issues with NYGM until I omitted re-applied NYGM_2017 and went solely with NYGM3_6F.

My mod soup looks like this and runs just fine:

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Functional Draggable Chrono for NYGM

... and blah, blah, blah. Your mileage may vary.

-C

Stiebler has this on his instructions ;

The NYGM Mod contains several parts, for convenience of downloading and updating, as follows:



1. (http://www.subsim.com/mods1/nygm/nygm_tonnage_war_v2.5_full_version.7z)NYGM_Tonnage _War_V2.5_Full_Version.7z (Essential, 322 MBytes)
2. NYGM3_New.7z (Essential, 102 MBytes)
3. NYGM3_6F.7z (Essential, 58 MBytes)
4. NYGM_2017A.7z (Essential, 14 MBytes)
5. IABLShipsforNYGM_New_Thomsen.7z (Optional, 14 MBytes. UPDATED VERSION March 2017 for NYGM_2017A.)
6. 3rd Flotilla Mod.7z (Optional, 60 KBytes)
7. SH3_Commander_Updates_for_NYGM.7z (Optional, 0.07 MByte)
8. MFM-Interim-Beta_NYGM.7z (Optional, 35 KBytes)
9. Stiebler4C_V16B1.7z (Optional, an upgrade of the 3A variant but more complex to install; 22 MBytes; includes many new turms for radar.)
10. EnvSimAct_10.7z (Optional, 5 KBytes)
11. NYGM_HiRes_Submarines_3_6F.7z (Optional, 104 MBytes - please observe large size to download)
12. WYGM.7z (Optional, 35 MBytes)
13. Hsie/Stiebler Options Selector (Optional, 157Kbytes) The first six of these mods MUST be installed in the order shown above. UNZIP the six files above with 7-zip (best) or with later versions of WinZip or WinRAR. Copy the un-zipped files into your Ubisoft\silenthunteriii\mods folder, as created above. Install the mods in the order shown with JSGME.
(You can later un-install the six mods in reverse order with JSGME.)
Files (7), (8), (9) and (10) contain their own instructions for installation.
File (11) should be installed LAST of all the above mods in your set-up.
File (12) - the wide-screen (1920x1080) mod should be installed after file (11).
File (13) - for use only with the H.sie and Stiebler hard-code patches.
Full instructions for use are found in the documentation folders of NYGM 2.5 and NYGM 3_New. A few additional small mods are included in the documentation folder of the latest overlay of NYGM, currently 3.6F (file (3)).

Files (1), (2), (3) and (4) comprise the main NYGM mod, as at this release date. Updated versions of Hitman's GUI mod for NYGM and Rubini's HarborTraffic mod are included as optional extras in the documentation folder of (4).



He is calling for NYGM 17A to be installed. But as John indicated it can be a choice to install or not.

Just my two cents.

Good hunting,
FUBAR295

John Pancoast
06-02-20, 04:04 PM
One other quick note Duruk. The icons you see on the map are controlled by the various UnitMship and UnitWship .tga files in the <yourmaininstall>/data/menu/gui/units path.
Only NYGM 2.5 has these files. I suspect if you compare the above tga files in your install, you'll find they are not the same as those in NYGM 2.5.
Many times a simple date created check of the files will show a difference.

DURUK
06-03-20, 03:50 PM
It is easy to make a mistake but once you have the hang of it, it is very easy not to <g>. I would recommend doing a complete new install. Delete everything including the relevant file in your Documents folder. It may be called something different but similar with your OS.
After that, just install the base NYGM mod ONE AT A TIME meaning:


NYGM 2.5
NYGM New
NYGM 3.6
NYGM 2017


Do each one at a time, start game, check out the icon issues you mention. You should not be having those problems.
Once this is done through all four of the above files, we can move onto other mods. I don't believe these files are the problem but one thing at a time will save time/effort in the long run.

Hey John, I struggled a bit more with trying to fix it before removing everything (updated sh commander as it was supposed to be, activated h.sie's supplement folder and stiebler's fixes as the last mods only before envsimact_10) and while it seemed to remove the icons, there still were some other issues so I decided to do everything from start as you advised with a clean install. Even reinstalled sh commander and jsgme. I've read the related readmes and instructions and activated mods accordingly (current modlist below). Admittedly, I could not check whether the problem persists with the application with each mode since the icons did show only for merchants (seemingly only in convoys) and only in campaigns :o For instance no ship icon could be seen in the single mission "Wolfpack". Also, the friendly/neutral shipping at the start of campaign patrols in your base do not show any icon. While just now, I activated the mods on top of a clean install of SH4, started a new campaign in 1940, 2nd Flotilla, set of from Lorient, spent one hour just managing tired crew members, got an convoy reported from BDU, plotted an intercept course, just to find all the merchants lined up on my map :/\\!! Just quit the game with frustration.

Also checked the tga's as advised, the ones I believe are relevant (UnitMShip.tga, UnitMShipL.tga, UnitMShipM.tga) are the same files in the game directory and NYGMV2.5 mod (all created on 7.10.2005).

Anyway thanks again for helping, would appreciate any other insights.
Current Mod List
NYGM Tonnage War V2.5
1500 meter bearing overlay (optional from NYGM V2.5 - not overwritten by any other mod)
CaptainAmericaOfficerIcons (optional from NYGM V2.5 - not overwritten by any other mod)
Enhanced Nav Map Plotting Tools (optional from NYGM V2.5 - not overwritten by any other mod)
NYGM Tonnage War Minefield Mod (optional from NYGM V2.5 - not overwritten by any other mod)
NYGM3 New
NYGM_6F
NYGM_2017A
Harbor Traffic Add-In
Hitman Optics NYGM 3.6 (Fixed)
IABLShipsforNYGM
Alternate Dial Faces
Radio Deutchland
Radio England
Radio Francais
Radio USA
NYGM HiRes Submarines 3_6F
Supplement to V16B1 (JSGME)
Stiebler4C Addon for V16B1
O2-Gauges v2 (from h.sie's patchkit / but will remove this since couldn't get this to work either, eventhough I select the related mod from the options selector)
EnvSimAct_10

John Pancoast
06-03-20, 05:57 PM
Hey John, I struggled a bit more with trying to fix it before removing everything (updated sh commander as it was supposed to be, activated h.sie's supplement folder and stiebler's fixes as the last mods only before envsimact_10) and while it seemed to remove the icons, there still were some other issues so I decided to do everything from start as you advised with a clean install. Even reinstalled sh commander and jsgme. I've read the related readmes and instructions and activated mods accordingly (current modlist below). Admittedly, I could not check whether the problem persists with the application with each mode since the icons did show only for merchants (seemingly only in convoys) and only in campaigns :o For instance no ship icon could be seen in the single mission "Wolfpack". Also, the friendly/neutral shipping at the start of campaign patrols in your base do not show any icon. While just now, I activated the mods on top of a clean install of SH4, started a new campaign in 1940, 2nd Flotilla, set of from Lorient, spent one hour just managing tired crew members, got an convoy reported from BDU, plotted an intercept course, just to find all the merchants lined up on my map :/\\!! Just quit the game with frustration.

Also checked the tga's as advised, the ones I believe are relevant (UnitMShip.tga, UnitMShipL.tga, UnitMShipM.tga) are the same files in the game directory and NYGMV2.5 mod (all created on 7.10.2005).

Anyway thanks again for helping, would appreciate any other insights.
Current Mod List
NYGM Tonnage War V2.5
1500 meter bearing overlay (optional from NYGM V2.5 - not overwritten by any other mod)
CaptainAmericaOfficerIcons (optional from NYGM V2.5 - not overwritten by any other mod)
Enhanced Nav Map Plotting Tools (optional from NYGM V2.5 - not overwritten by any other mod)
NYGM Tonnage War Minefield Mod (optional from NYGM V2.5 - not overwritten by any other mod)
NYGM3 New
NYGM_6F
NYGM_2017A
Harbor Traffic Add-In
Hitman Optics NYGM 3.6 (Fixed)
IABLShipsforNYGM
Alternate Dial Faces
Radio Deutchland
Radio England
Radio Francais
Radio USA
NYGM HiRes Submarines 3_6F
Supplement to V16B1 (JSGME)
Stiebler4C Addon for V16B1
O2-Gauges v2 (from h.sie's patchkit / but will remove this since couldn't get this to work either, eventhough I select the related mod from the options selector)
EnvSimAct_10

Thanks for the list, judging by your comments you're getting the hang of things.
Some notes though:
- You don't need both the "Alternate Dial Faces" mod and H.sie's 02 Gauges mod. One or the other. Fwiw, all H.sie's mod does is change the CO2 gauge into an O2 gauge but it's kind of handy.
- Make sure you have the latest version of the "Harbor Traffic" mod. All it is is the campaign.scr file, but with any NYGM mod, you want to start at the newest version of it which would be in the 2017 documentation folder for the Harbor mod. 2017 added a new .scr file, hence the new Harbor Traffic file. If you're not using the 2017 folder version of the Harbor Traffic mod, it is overwriting your 2017 scr file which would not be good.
Your other listed NYGM mods (I've not used them) are not found in any other documentation folder other than what you have listed, so they're good to go. If you haven't already, take a look at the various folders and you'll see what I mean.
- Put Hitman's mod last or at least after the H.sie/Stiebler mods. Those two mods can overwrite some in Hitman's mod (i.e., english menu. txt and commands.cfg) if you put your originals of these files into the mods for editing as their readmes mention.
Regarding the icons, you should never see any ship icon at any level in NYGM stock.
Are you saying when you found that convoy, it's ships icons were visible ?
If so, something is still not correct. What icons appear on the map is a simple process of the tga files in the units folder, so strange.

Only had time for a quick glance a things, I'll look again later. Check your pm too.

DURUK
06-03-20, 07:02 PM
Regarding the icons, you should never see any ship icon at any level in NYGM stock.
Are you saying when you found that convoy, it's ships icons were visible ?


All 12 of them lined up pretty orderly :yeah: Not the escorts/warships though. Only merchants.

The fact that it happens only in the campaign (not in single missions) and seemingly only when there are more than one merchant makes it even weirder. It may suggest it is caused by something affecting the campaign files.

Anyway, will try with a new configuration if I'll have time tomorrow and will hope NYGM be a little generous with convoys :)

John Pancoast
06-03-20, 07:07 PM
All 12 of them lined up pretty orderly :yeah: Not the escorts/warships though. Only merchants.

The fact that it happens only in the campaign (not in single missions) and seemingly only when there are more than one merchant makes it even weirder. It may suggest it is caused by something affecting the campaign files.

Anyway, will try with a new configuration if I'll have time tomorrow and will hope NYGM be a little generous with convoys :)


You are correct; things are pointing to your campaign files. In your list, the mods that have campaign files are 2017, Harbor Traffic, and IABL ships.
Regarding H.sie's patch, did you merge his wolfpack file with your campaign.scr file ?
If so, that isn't needed as 2017 has that already done.
Confusing, I know. :doh:

DURUK
06-03-20, 08:05 PM
You are correct; things are pointing to your campaign files. In your list, the mods that have campaign files are 2017, Harbor Traffic, and IABL ships.
Regarding H.sie's patch, did you merge his wolfpack file with your campaign.scr file ?
If so, that isn't needed as 2017 has that already done.
Confusing, I know. :doh:

I didn't manually edit anything during the patching process (other than changing the AI_Sensors_NYGM.dat to AI_Sensors.dat as instructed by Stiebler). Also did not select any of the three options of Stiebler that require manual editing of files.

Just wanted to have another quick try. Removed Harbor Traffic and Alternate Dial Faces (the O2 gauges still don't show by the way but that's not too important), and moved Hitman Optics to the end. 4096'd TC from sh commander, went for a quick search for a convoy, of course got spotted by a trawler and got DC'ed a bit, finally found the convoy, yet... the screenshot happened :D Those icons were not visible at a lower zoom, yet available at one more higher zoom by the way.

I will try by removing IABL ships tomorrow. Will let you know :salute:

John Pancoast
06-03-20, 08:34 PM
I didn't manually edit anything during the patching process (other than changing the AI_Sensors_NYGM.dat to AI_Sensors.dat as instructed by Stiebler). Also did not select any of the three options of Stiebler that require manual editing of files.

Just wanted to have another quick try. Removed Harbor Traffic and Alternate Dial Faces (the O2 gauges still don't show by the way but that's not too important), and moved Hitman Optics to the end. 4096'd TC from sh commander, went for a quick search for a convoy, of course got spotted by a trawler and got DC'ed a bit, finally found the convoy, yet... the screenshot happened :D Those icons were not visible at a lower zoom, yet available at one more higher zoom by the way.

I will try by removing IABL ships tomorrow. Will let you know :salute:

:wah: I'm sorry, I forgot all about your using IABL. It is the culprit. If you look in the Sea folder in that mod, you'll see *shp.tga in each ship's folder.
That is the tga giving you those icons in your screenshot. If you don't want them, simply rename them all (i.e. tgx) or delete them all.
I'd suggest making a JSGME mod to do such. If you're not sure how to do that, I'll make one up for you. Very easy.

Fifi
06-04-20, 01:06 AM
.
- Make sure you have the latest version of the "Harbor Traffic" mod. All it is is the campaign.scr file, but with any NYGM mod, you want to start at the newest version of it which would be in the 2017 documentation folder for the Harbor mod. 2017 added a new .scr file, hence the new Harbor Traffic file. If you're not using the 2017 folder version of the Harbor Traffic mod, it is overwriting your 2017 scr file which would not be good.


Ah crap, didn’t know there was more than one version :o

EDIT: by chance i took the 2017 Latest version...

DURUK
06-04-20, 02:32 AM
:wah: I'm sorry, I forgot all about your using IABL. It is the culprit. If you look in the Sea folder in that mod, you'll see *shp.tga in each ship's folder.
That is the tga giving you those icons in your screenshot. If you don't want them, simply rename them all (i.e. tgx) or delete them all.
I'd suggest making a JSGME mod to do such. If you're not sure how to do that, I'll make one up for you. Very easy.

HA! Makes very much sense with campaign ships being defected and IABL modifying exactly those. Yet strange that no one else has experienced the issue, since nothing is said in the pdf and readme documents coming with the mod.

There are 22 folders in the Sea folder of that mod, I suppose I should delete or rename all of their shp.tga files, right? A separate mod would be nicer for future use, yet I wouldn't want to trouble you anymore with making a mod specifically for me. Can you advise how I can get to overwrite tga files with tgx files?

I'm glad that the case seems to be solved with my enthusiasm to play not completely gone (it has been 5 days of trials and errors) :yep:

Thank you again for your help and to the nice people who wrote all these great modes :salute:

DURUK
06-04-20, 04:46 AM
:wah: If you don't want them, simply rename them all (i.e. tgx) or delete them all.


Hmmm.. deleting the files as a temporary solution now displays the writing "ship tga could not be found" on the map :doh:

Fifi
06-04-20, 05:01 AM
Hmmm.. deleting the files as a temporary solution now displays the writing "ship tga could not be found" on the map :doh:

Don’t delete them...just copy past the NKLs_ship.tga in all the ships folder (renaming it accordingly to the ship folder of course) and all ships icons will be transparent ! :up:

John Pancoast
06-04-20, 05:28 AM
Hmmm.. deleting the files as a temporary solution now displays the writing "ship tga could not be found" on the map :doh:

Ugh. Another thing I forgot about. Sorry about that. Have some real life stuff going on this week and my brain cells aren't smart enough to do two things at once.
Fifi's options is a good one.
Those tgas should only show at very high magnification on the map though anyway.
There is a way to change that too but that's for another day perhaps.
I'd be glad to make a JSGME mod per Fifi's idea if you want.

Fifi
06-04-20, 05:35 AM
Yes, strangely some tga are already transparent like the NKLs, others are not (and it’s the majority)

John Pancoast
06-04-20, 05:42 AM
Yes, strangely some tga are already transparent like the NKLs, others are not (and it’s the majority)

Yes, some of the ones that are not are ships added into NYGM past 2.5. To be honest, I very rarely even play at the mag needed to see those icons so have never even noticed them.
Thanks for your help Fifi !

Fifi
06-04-20, 06:07 AM
My pleasure :up:

DURUK
06-04-20, 07:01 AM
Don’t delete them...just copy past the NKLs_ship.tga in all the ships folder (renaming it accordingly to the ship folder of course) and all ships icons will be transparent ! :up:

Thanks for chipping in Fifi. I was not entirely sure at first what you meant, but later I found NKLs_ship.tga under the NKLS/Sea/Data of the main SH3 install, copied the same file into every folder available in IABL, and renamed them accordingly. Unfortunatelly the first ship I encountered testing this, a coastal freighter, still had a red ship icon on 3 zoom levels :wah:

Besides, I am not sure if I messed it somehow, or if it was wrong before, but please check the attached picture for the difference of angled and 90* AOB pictures in the recognition manual, they belong to different vessels :doh: I think I do need a mod for fixing this. Or I could go just without IABL (supposing that it would fix everything). How essential is it? Does it affect range measurements made with the scopes, etc.?

Fifi
06-04-20, 07:32 AM
Thanks for chipping in Fifi. I was not entirely sure at first what you meant, but later I found NKLs_ship.tga under the NKLS/Sea/Data of the main SH3 install, copied the same file into every folder available in IABL, and renamed them accordingly. Unfortunatelly the first ship I encountered testing this, a coastal freighter, still had a red ship icon on 3 zoom levels :wah:

Besides, I am not sure if I messed it somehow, or if it was wrong before, but please check the attached picture for the difference of angled and 90* AOB pictures in the recognition manual, they belong to different vessels :doh: I think I do need a mod for fixing this. Or I could go just without IABL (supposing that it would fix everything). How essential is it? Does it affect range measurements made with the scopes, etc.?

No, you have to add this transparent tga to each ship your sea folder have, not only IABL...
When all mods are activated, go to your SH3/data/sea and here you have ALL your ships!
Best is to build little mod with them and new tga :yep:

As for the ID book, don’t know what you have wrong here...

John Pancoast
06-04-20, 07:41 AM
To add on, whether IABL ships are necessary is up to each player. They do two things I like though:


- add more ships with better graphics to the campaign.
- they have Thompsen's parameters applied with make them sail better; not so "rubber duckey" in heavy weather.
These parameters can be applied to any ship btw.


Hitman's mods work fine with them.

DURUK
06-04-20, 07:50 AM
No, you have to add this transparent tga to each ship your sea folder have, not only IABL...
When all mods are activated, go to your SH3/data/sea and here you have ALL your ships!
Best is to build little mod with them and new tga :yep:

As for the ID book, don’t know what you have wrong here...

Got it, will try to make my first mod tonight then :yeah:
Concerning ID book, I've attached another picture. The pictures on the top (90* AOB) and bottom (0*, 20*, 45* AOBs) belong to different ship models, or am I seeing it wrong :doh: Just to make sure that I did not mess anything while copying and renaming files etc.

Fifi
06-04-20, 09:40 AM
I have same ID book error as you DURUK :yep:
Anyway seems a little mess in the ID book, as some ships have more than one page, a tga needs to be resized (we see only the stern) etc...probably like it was in real! :haha:

Have a question though: i tried to re supply at Vigo with the Bessel, but doing as i made in Ccom12 (esc/end patrol/continue) close to Bessel, i didn’t received any torp/fuel! :o
Have same Hsie settings as my Ccom...so why it doesn’t work the same in NYGM? :06:

John Pancoast
06-04-20, 09:47 AM
I have same ID book error as you DURUK :yep:
Anyway seems a little mess in the ID book, as some ships have more than one page, a tga needs to be resized (we see only the stern) etc...probably like it was in real! :haha:

Have a question though: i tried to re supply at Vigo with the Bessel, but doing as i made in Ccom12 (esc/end patrol/continue) close to Bessel, i didn’t received any torp/fuel! :o
Have same Hsie settings as my Ccom...so why it doesn’t work the same in NYGM? :06:

It works in NYGM. But you're supposed to choose "Continue Mission". That is a H.sie mod instruction, nothing to do with NYGM.
Also fwiw, historically the supply ships never supplied torpedoes.

Regarding the manual, anytime new ships are added to the game unless the manual is also updated, it will be incorrect.
I never use the manual so not sure how updating would be done. I would assume any ship mod would have to include it as part of the mod.

Fifi
06-04-20, 10:13 AM
It works in NYGM. But you're supposed to choose "Continue Mission". That is a H.sie mod instruction, nothing to do with NYGM.
Also fwiw, historically the supply ships never supplied torpedoes.

Regarding the manual, anytime new ships are added to the game unless the manual is also updated, it will be incorrect.
I never use the manual so not sure how updating would be done. I would assume any ship mod would have to include it as part of the mod.

:hmmm: After reading Hsie instructions regarding U-Tanker fix, it’s normal i can’t pseudo-dock at Bessel ship, because it’s not a U-Bessel!
In Ccom12, the Bessel at Vigo is named U-Bessel, that’s why it works there :yep:
If i want to pseudo-dock in NYGM at Bessel ship, i have to rename this ship in Campaign file as U-Bessel...

DURUK
06-04-20, 10:30 AM
Replacing all the xxx_shp.tga files through a mod seemed to solve my problem. Thank you both Kaleuns :salute: I particularly wanted this to work in order to get rid of my habit of pinpoint marking the bow of every ship so that I can acquire perfect solutions, and to work on my guessing the aob, range etc..
Well now I try to find the center of the empty circle with my marks :har: Seems to be a case of old dog and new tricks.

John Pancoast
06-04-20, 10:58 AM
Replacing all the xxx_shp.tga files through a mod seemed to solve my problem. Thank you both Kaleuns :salute: I particularly wanted this to work in order to get rid of my habit of pinpoint marking the bow of every ship so that I can acquire perfect solutions, and to work on my guessing the aob, range etc..
Well now I try to find the center of the empty circle with my marks :har: Seems to be a case of old dog and new tricks.


Great, have fun ! Also if you haven't noticed already, if you click on a circle it will be tracked as it moves on the map.

John Pancoast
06-04-20, 11:01 AM
:hmmm: After reading Hsie instructions regarding U-Tanker fix, it’s normal i can’t pseudo-dock at Bessel ship, because it’s not a U-Bessel!
In Ccom12, the Bessel at Vigo is named U-Bessel, that’s why it works there :yep:
If i want to pseudo-dock in NYGM at Bessel ship, i have to rename this ship in Campaign file as U-Bessel...


:salute:

Aquelarrefox
06-04-20, 09:59 PM
:hmmm: After reading Hsie instructions regarding U-Tanker fix, it’s normal i can’t pseudo-dock at Bessel ship, because it’s not a U-Bessel!
In Ccom12, the Bessel at Vigo is named U-Bessel, that’s why it works there :yep:
If i want to pseudo-dock in NYGM at Bessel ship, i have to rename this ship in Campaign file as U-Bessel...

Yes, I changed it in my files and added other supply ships from a old post from blitzkrieg in other forum and the old milkcow mod with have several more utanker. That's a critic to all megamod, there was as the double of utanker in real world. They add many alternatives for fat trips.

Fifi
06-05-20, 03:31 AM
Little old mod to get better smoke when ships in fire in NYGM (like in GWX enhanced effects)
It’s only 2 tga not affecting anything else.
I always found that fire smoke was too light in NYGM...
https://www.subsim.com/radioroom/downloads.php?do=file&id=624&act=down

Result:

https://i.goopics.net/lNpb2.jpg

Fifi
06-05-20, 10:51 AM
Are the convoys running faster later on the war? (After 41)
Because they are always slow until 41, not to say very slow...
Would like to see some around 8/10 knots :)
As for lone ships, almost never encountered one sailing fast :06:

If not, is there a way to set them faster without side effects of course?

Anvar1061
06-05-20, 11:36 AM
If not, is there a way to set them faster without side effects of course?

Sh3MissionEditor makes it possible.

Aquelarrefox
06-05-20, 10:46 PM
Sh3MissionEditor makes it possible.

This thing it's better to be checked by note++. I had issues with the types of ships editing random groups.

And fifi I have a similar sense for convoys speed in early war. But I'm not sure if there's a good solution for this, the speed was linked to slower ship in n the convoy...in real world. You point convoys in open Sea of the convoys strong British island?

I use onealex fx from his mod, similar to the wac5 but I feel safe that none have been urgeteando the files like with wac. Nygm is not likely visual in any way, only water reflection is interesting but water many times looks like oil.

Fifi
06-06-20, 02:15 AM
Well, I’ll leave it like that, i don’t want to mess my install :D
That’s right convoys speed were settled to match slower ships...but all ingame convoy ships were capable of 10 knots at least :yep:
Don’t remember of a ship max speed of 8 knots, nor 10. But could be wrong...

Fifi
06-09-20, 09:09 AM
Is it normal that in June 1941 convoys ships don’t have guns? :06:
And of my Lonely encounters, if they have guns it’s only one at the stern...
Don’t they are supposed to be all armed?

John Pancoast
06-09-20, 12:19 PM
Is it normal that in June 1941 convoys ships don’t have guns? :06:
And of my Lonely encounters, if they have guns it’s only one at the stern...
Don’t they are supposed to be all armed?

Depends. If you have the IABL mod installed, those are the ships you'll run across.
If not, you'll run into the "stock" NYGM ships. They weren't all armed historically either, not even close.

Fifi
06-09-20, 12:36 PM
Depends. If you have the IABL mod installed, those are the ships you'll run across.
If not, you'll run into the "stock" NYGM ships. They weren't all armed historically either, not even close.

I have the IALB Ships (from Stiebler download site) and the MFM 3.3 (with its Commander files)
It’s not that much of a problem to have convoy ships unarmed in fact...cause escorts are always here :D
And lonely ships are usually armed of one stern gun, despite their both gun elevated bases (stern/bow). The bow gun base is always empty...that’s why i asked :yep:
....and in Ccom/LSH3 all ships are heavily armed from 1941 (2 guns + AA guns)

Anvar1061
06-09-20, 03:52 PM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
In the Second World War the objective was to equip each ship with a low-angle gun mounted aft as defence against surfaced submarines and a high-angle gun and rifle-calibre machine guns for defence against air attack. 3,400 ships had been armed by the end of 1940 and all ships were armed by 1943.
https://en.wikipedia.org/wiki/Defensively_equipped_merchant_ship

The armament is in the ship.eqp file with the date of delivery of the corresponding armament. Edit. as you yourself think is right.

John Pancoast
06-09-20, 05:11 PM
I have the IALB Ships (from Stiebler download site) and the MFM 3.3 (with its Commander files)
It’s not that much of a problem to have convoy ships unarmed in fact...cause escorts are always here :D
And lonely ships are usually armed of one stern gun, despite their both gun elevated bases (stern/bow). The bow gun base is always empty...that’s why i asked :yep:
....and in Ccom/LSH3 all ships are heavily armed from 1941 (2 guns + AA guns)

If you're using the IABL mod you don't really need the MFM mod too.

John Pancoast
06-09-20, 05:17 PM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
In the Second World War the objective was to equip each ship with a low-angle gun mounted aft as defence against surfaced submarines and a high-angle gun and rifle-calibre machine guns for defence against air attack. 3,400 ships had been armed by the end of 1940 and all ships were armed by 1943.
https://en.wikipedia.org/wiki/Defensively_equipped_merchant_ship

The armament is in the ship.eqp file with the date of delivery of the corresponding armament. Edit. as you yourself think is right.

Note that this comment pertains only to the British ships section of the article.

Fifi
06-10-20, 01:13 AM
If you're using the IABL mod you don't really need the MFM mod too.

Oh really? :doh:
Double mod?...MFM doesn’t change anything on top of IALB?
Good to know then

John Pancoast
06-10-20, 06:52 AM
Oh really? :doh:
Double mod?...MFM doesn’t change anything on top of IALB?
Good to know then

Not that I know of. The only difference between the two, is that the IABL mod has the NYGM sinking aspect added to the ships.
If you look at the .rnd file that comes with the IABL mod, you'll see that the campaign then uses those ships.

FUBAR295
06-10-20, 07:07 AM
Not that I know of. The only difference between the two, is that the IABL mod has the NYGM sinking aspect added to the ships.
If you look at the .rnd file that comes with the IABL mod, you'll see that the campaign then uses those ships.


Readme form MFM3.2 disploacement correction mod :

The MFM3.2 displacement correction mod updates displacement values in iambecomelife's Merchant Fleet Mod Prerelease No. 3.2 for Silent Hunter 3. There were some ships that had incorrect 'mass' and/or 'displacement' values; for instance, the original surface displacement values for AO01A, AO02A, O01B, and O02A were 900,000 [tons].


I decided to go, one-by-one, through every ship in the MFM3.2 Data/Sea folder. For each one I checked the displacement documented in the .cfg file, then opened up the .sim file and set mass to zero and then set surfaced displacement to the same value as given in the .cfg file.

Instead of supplying all of the files contained in the MFM3.2 mod, the MFM3.2 dispacement correction mod only changes the .sim files. This way the mod is much smaller, and so much more quickly downloaded. Because of this you must *first* enable iambecomelife's MFM3.2 (via JSGME) and then enable the MFM3.2 dispacement correction mod.

All credit should go to iambecomelife. All I did was simply make some minor corrections to what is, by any definition, an immense and awesome mod.

~Albrecht von Hesse

John Pancoast
06-10-20, 07:11 AM
Readme form MFM3.2 disploacement correction mod :

The MFM3.2 displacement correction mod updates displacement values in iambecomelife's Merchant Fleet Mod Prerelease No. 3.2 for Silent Hunter 3. There were some ships that had incorrect 'mass' and/or 'displacement' values; for instance, the original surface displacement values for AO01A, AO02A, O01B, and O02A were 900,000 [tons].


I decided to go, one-by-one, through every ship in the MFM3.2 Data/Sea folder. For each one I checked the displacement documented in the .cfg file, then opened up the .sim file and set mass to zero and then set surfaced displacement to the same value as given in the .cfg file.

Instead of supplying all of the files contained in the MFM3.2 mod, the MFM3.2 dispacement correction mod only changes the .sim files. This way the mod is much smaller, and so much more quickly downloaded. Because of this you must *first* enable iambecomelife's MFM3.2 (via JSGME) and then enable the MFM3.2 dispacement correction mod.

All credit should go to iambecomelife. All I did was simply make some minor corrections to what is, by any definition, an immense and awesome mod.

~Albrecht von Hesse

This reminds me of another similar mod; the NYGM IABL mod also has Thompsen's Parameters applied to the ships so they're not so rubber ducky in heavy seas.
I'd recommend the parameters to be applied to any install for that matter, if it doesn't already have it applied.
Easy to do and it helps a lot.

John Pancoast
06-10-20, 07:17 AM
Readme form MFM3.2 disploacement correction mod :

The MFM3.2 displacement correction mod updates displacement values in iambecomelife's Merchant Fleet Mod Prerelease No. 3.2 for Silent Hunter 3. There were some ships that had incorrect 'mass' and/or 'displacement' values; for instance, the original surface displacement values for AO01A, AO02A, O01B, and O02A were 900,000 [tons].


I decided to go, one-by-one, through every ship in the MFM3.2 Data/Sea folder. For each one I checked the displacement documented in the .cfg file, then opened up the .sim file and set mass to zero and then set surfaced displacement to the same value as given in the .cfg file.

Instead of supplying all of the files contained in the MFM3.2 mod, the MFM3.2 dispacement correction mod only changes the .sim files. This way the mod is much smaller, and so much more quickly downloaded. Because of this you must *first* enable iambecomelife's MFM3.2 (via JSGME) and then enable the MFM3.2 dispacement correction mod.

All credit should go to iambecomelife. All I did was simply make some minor corrections to what is, by any definition, an immense and awesome mod.

~Albrecht von Hesse


Also, isn't v 3.3 the latest version of the MFM ? What I have for non-NYGM installs anyway.

FUBAR295
06-10-20, 07:25 AM
Also, isn't v 3.3 the latest version of the MFM ? What I have for non-NYGM installs anyway.

The 3.3 Improved is the current version.

Readme :

MFM 3.3 (at long last): 06/02/2017

IMPORTANT: This mod is JSGME compatible. It can be installed over old versions, buy I recommend a clean install (see further comments below).

Merchant Fleet Mod Version 3.3

Changes from 3.3:

-Altered damage specs for all cargo ships and tankers so that most will sink after about 2 torpedo hits. Many will sink with 1, and you will rarely need 3, except for large tankers etc.
-Altered buoyancy/weight for certain ships that tended to straggle due to the game's calculation of engine power &c.
-Corrected some weapons nodes that were in the wrong areas of several ships.

Note that this does NOT add new ships; it is simply to make the existing mod more playable.


Changes from 3.1:

-Removed Rose Castle Ore Carrier, Empire Freighter, CAM-Ship, and Improved T-2 to prevent possible CTD's with supermods.
-Recompressed due to reports of corruption.

Changes from 3.0:

-Added the Isherwood Type tanker (T19A) to the American roster and to Data\Sea.
-Removed the Belgian nationality, as this is not included on stock SH3 installations and was causing CTD's.
-Changed unit type for CAM-ship to 100 to avoid CTD's with GWX.
-Removed the roster files for the Rose Castle class, M35B, and M36B to avoid conflicts with GWX installations.


DESCRIPTION: An optional enhancement for stock SH3 v 1.4 and supermods like GWX. It contains hundreds of freighters, tankers, small craft, naval auxiliaries, and other surface craft likely to have been encountered in the Atlantic theatre between 1939 and 1945. Over 60 base models and thousands of skins represent vessels from nearly every major maritime nation and dozens of historical shipping companies.

DIRECTIONS:

-Uninstall any prior releases of my ships from your system. This supercedes individual mods like the Arrow Tanker, Auxiliaries Mod, etc - all these ships are bundled in this latest release.

-Download the various skin packs to your mods folder and enable the same way (highly recommended)

-Extract in JSGME's mod folder, and then enable. Ignore any messages about conflicts.

Use the various skin packs to simulate changes in ships' appearance depending on what year you are playing. Ignore any messages about file conflicts. As time goes on, more ships will be camoflaged, and fewer will have civilian funnel markings, company names, etc.



If you use GWX or another supermod, install this mod AFTER the supermod - it contains important updates for ships that I released earlier, such as the Empire Freighter and the CAM-Ship.

This mod should be compatible with virtually all other mods - it simply adds new ships to the game world and does not change game mechanics or environmental files. If you get error messages, try installing this mod on over a new career and/or clean install.


SYSTEM REQUIREMENTS

This enhancement contains high-poly units and detailed skins. Ideally, your computer should exceed SH3's minimum requirements. Computers with at least 2GB of RAM and the equivalent of a NVIDIA 8600 should be fine.


MUSEUM

Because of the new ships, load times will be increased in Museum. However, they will be manageable (3-5 minutes) on most modern PC's. Please note that scrolling too fast amongst the units in museum may cause CTD's. Also, CTD's are likely if you have about 300-400 custom units already installed.

NEUTRAL SHIPPING

Some ships may not fly flags while at sea. Others may only have neutrality markings on the hull, with flags, home ports, etc painted in distinctive colors. These ships may be transporting war materiel or they may be true neutrals. It is up to you as a commander to use your discretion when making attacks. Try examining vessel behavior, deck cargo, and course - ships around British ports, for example, are more likely to be enemy. This simulates the uncertainty that real submarine commanders had to deal with, in a world where belligerents camoflaged their ships and neutrals carried contraband illegally.

Fifi
06-10-20, 09:05 AM
Ok guys, so i think I’ll let the MFM 3.3 on top of IALB ships_New_Thomsen...
Can’t hurt anything!
:Kaleun_Salute:

John Pancoast
06-10-20, 12:23 PM
Ok guys, so i think I’ll let the MFM 3.3 on top of IALB ships_New_Thomsen...
Can’t hurt anything!
:Kaleun_Salute:

You are correct FiFi, I should have made that clear in my earlier post; won't hurt a thing. :up: However, any of the same ships in the MFM as are in the IABL won't have the NYGM damage model if they overwrite the IABL ships if that matters to you.
I only mentioned it in a time/effort saving way vs. any game (ctd, etc.) problems.

Wolf52
06-16-20, 11:33 PM
Is the "Restore God's Eye View" mod compatible with the most recent NYGM? I tried to enable it but completely wrecked my install. Call me a softie but I'm having a hard time adjusting. I'm used to playing GWX with it on.

Levyathan89
06-17-20, 12:05 AM
Is the "Restore God's Eye View" mod compatible with the most recent NYGM? I tried to enable it but completely wrecked my install. Call me a softie but I'm having a hard time adjusting. I'm used to playing GWX with it on.

It should be. Works perfectly fine with me. Maybe there's something with the load order? My complete mod list looks like this:

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
1500 meter bearing overlay
Restore Gods Eye View
Harbor Traffic Add-In
IABLShipsforNYGM_New_Thomsen
Thomsen's No Instant DeathScreen Mod V1.1
Thomsen's Sound Pack V3.2cg
Rapt0r's Uniforms V2.0 [Grey]
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch
No Medals On Crew [Patch]
TychoSh3Patch_v3
ARB WideGui 1920x1080_new
TKSS18 German U-Boats Compilation
German UBC_FuMO_Fix_SNS_NYGM
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
Supplement to V16B1 (JSGME)
EnvSimAct_10

Wolf52
06-17-20, 12:34 AM
Started over, got it working. Not sure what went wrong the first time. I can see again!

Wolf52
06-18-20, 12:01 AM
Also, what is the maximum recommended time compression on NYGM? I know when I was playing GWX I wouldn't go above 256 due to aircraft ambush. I also have the h.sie and stiebler exe fixes if that makes any difference.

Fifi
06-18-20, 12:39 AM
Also, what is the maximum recommended time compression on NYGM? I know when I was playing GWX I wouldn't go above 256 due to aircraft ambush. I also have the h.sie and stiebler exe fixes if that makes any difference.

X256 would be also recommended in NYGM to meet planes :yep:
They are present around Great Britain, but didn’t met any in 1941 in other areas...yet.

John Pancoast
06-18-20, 08:29 AM
To be clear the x256 tc max limit is an SH3 limitation; not caused by any megamod per se. :)

Wolf52
06-19-20, 07:23 PM
To be clear the x256 tc max limit is an SH3 limitation; not caused by any megamod per se. :)


Gotcha, makes sense. One other thing, is it normal for the weather to switch immediately on save game load? I saved in absolutely perfect weather, and then reloaded into a "storm" which wasn't actually visible yet.

John Pancoast
06-19-20, 08:46 PM
Gotcha, makes sense. One other thing, is it normal for the weather to switch immediately on save game load? I saved in absolutely perfect weather, and then reloaded into a "storm" which wasn't actually visible yet.

Yes, that happens sometimes. Reloading a saved game can "reset" the weather and it's timer, which controls when a change can occur.

Fifi
06-22-20, 11:15 AM
Ah finally got my first medium speed convoy! :up:
Sept 41 Was sailing 9 knots!
Grid CF88, great interception. First attack got 2 cargos and damaged 2 others, second attack the day after got again 1 cargo and 1 old liner...perfect sea condition to escape each time :03:

Ktl_KUrtz
06-22-20, 12:42 PM
Ah finally got my first medium speed convoy! :up:
Sept 41 Was sailing 9 knots!
Grid CF88, great interception. First attack got 2 cargos and damaged 2 others, second attack the day after got again 1 cargo and 1 old liner...perfect sea condition to escape each time :03:
Guta jadt!
KUrtz

Wolf52
06-23-20, 11:51 PM
After all of the hundreds of hours I've played this game, I just had the most heart stopping experience after installing this mod. Let me set the stage.



East coast of England, late December 1939. On a course east of the minefields on my way around Scapa Flow to the hunting grounds. Medium seas, heavy fog. Plodding along at 10 knots waiting for the storm to pass.



Ship spotted! Short range!


OH SHI---


To the bridge! Off the port bow, destroyer! Range must have been 200 meters.



AHEAD FLANK! DIVE!


As the longest dive I ever experienced was occurring, I was expecting the boom of cannons and the screams of wounded crewmembers. The seconds ticked by, but all I could hear was the ever louder whirring of the engines.



Underwater now, ping for depth. 80 meters. Set for 70. Passing 30, 40, 50. Rig for silent, change course.



Sound contact is close, but not getting closer. Engine speed not increasing.



Sound fades further and further.



I SURVIVED UNSCATHED!


This was the laziest watch/sonar crew on a destroyer ever, or a bug. Either way, I'm awake now! We had apparently passed each other in parallel.



God I love this game!

chevyhd1986
06-27-20, 02:31 PM
Hey gents, I'm hoping to find some help from one of you seasoned subsimmers. I am running NYGM and am loving the mod but I really want to use Hitmans gui but am having trouble getting it to fit my screen. I've tried scaling my resolution down and messing with the nvidia control panel. I was able to stretch it out to fit but all the dials and such become ovals and the picture quality drops considerably. Is there something else I can do or am out of options? I really like the old fashion look of his gui. Monitor is 24" native 1920x1080 if you need that info. Thanks to anyone that can point me in the right direction. I'm not looking to get 1080 out of it I know that's not possible but if I can just get it to fit my screen I'd be happy.

Aktungbby
06-28-20, 09:35 AM
chevyhd1986!:Kaleun_Salute:

Anvar1061
06-28-20, 11:04 AM
I'm not looking to get 1080 out of it I know that's not possible but if I can just get it to fit my screen I'd be happy.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2239474&postcount=1
https://www.designmodproject.de/en/download/download/29-mods/417-widegui-1920-x-1080-files-for-nygm-v-3-6

midnightcrisis
08-26-20, 11:15 PM
Hello Kaleuns:salute:

I have a question:
Can i resupply my boat in NYGM at sea?
I love this Mod, because it's very stable and compatible with many other Mods like German U-Boat compilation, Ahnenerbe's WideGui, M.E.P.v6 etc.
It is worth to check it out.:03:

Many thanks to all modders for the great Mod's here in the group.:Kaleun_Applaud:

PS.: How can i get the Full Map?

John Pancoast
08-31-20, 07:02 AM
Hello Kaleuns:salute:

I have a question:
Can i resupply my boat in NYGM at sea?
I love this Mod, because it's very stable and compatible with many other Mods like German U-Boat compilation, Ahnenerbe's WideGui, M.E.P.v6 etc.
It is worth to check it out.:03:

Many thanks to all modders for the great Mod's here in the group.:Kaleun_Applaud:

PS.: How can i get the Full Map?




Yes, resupply is possible via either supply boats in ports or u-boats at sea.

midnightcrisis
09-02-20, 08:14 AM
Yes, resupply is possible via either supply boats in ports or u-boats at sea.


Thanks for your answer.

I tried to resupply at Vigo, May '41, but there was no supplyboat in sight.

John Pancoast
09-02-20, 08:25 AM
Thanks for your answer.

I tried to resupply at Vigo, May '41, but there was no supplyboat in sight.

Both the ships and u-boats are only available for certain historically correct dates. Not sure why the Bessel wasn't in Vigo then.
Check your help screen (F1 key) for details. Also fwiw, historically the supply ships never supplied torpedoes (u-boat milk cows did) but the game allows it.

Post your mods list when possible.

midnightcrisis
09-02-20, 11:49 AM
https://www.subsim.com/radioroom/picture.php?albumid=1318&pictureid=11476

These are the basics, the game runs fine, but i'm not sure about supply units because i don't see any marks on the NAV-Map. I tried to rename the tankers in U-Bessel; U-Thalia etc. but ididn't found any file for it. U-Tanker Fix in hsie. patch is checked. Hm, i don't know what's wrong. Maybe i must re-install...

http://https://www.subsim.com/radioroom/picture.php?albumid=1318&pictureid=11475

John Pancoast
09-02-20, 06:37 PM
These are the basics, the game runs fine, but i'm not sure about supply units because i don't see any marks on the NAV-Map. I tried to rename the tankers in U-Bessel; U-Thalia etc. but ididn't found any file for it. U-Tanker Fix in hsie. patch is checked. Hm, i don't know what's wrong. Maybe i must re-install...

http://https://www.subsim.com/radioroom/picture.php?albumid=1318&pictureid=11475


I'm not overly familiar with Tychos Patch and the TKSS sub mod but wouldn't be surprised if there's problems there.


Do just a complete NYGM install and you should see them. Then install any other mods you want ONE AT A TIME until you see which is causing the problem.

midnightcrisis
09-03-20, 11:24 PM
I'm not overly familiar with Tychos Patch and the TKSS sub mod but wouldn't be surprised if there's problems there.


Do just a complete NYGM install and you should see them. Then install any other mods you want ONE AT A TIME until you see which is causing the problem.

I made a complete new install and noticed that U-boatsuppliers like U460, 462 etc. patrolling their PQ (careerstart 1942). No Tankers:hmmm: But it doesn't matter. For me it's only important at long-range missions at southern atlantik or patrols at southamerican coasts. And this is the main patrol area for the milkcows.

Many greetings from germany:Kaleun_Salute:

John Pancoast
09-04-20, 07:32 AM
I made a complete new install and noticed that U-boatsuppliers like U460, 462 etc. patrolling their PQ (careerstart 1942). No Tankers:hmmm: But it doesn't matter. For me it's only important at long-range missions at southern atlantik or patrols at southamerican coasts. And this is the main patrol area for the milkcows.

Many greetings from germany:Kaleun_Salute:
Glad you got it sorted, sounds like some other mod was conflicting with the base NYGM
Have fun !

all_my_loving
09-14-20, 10:05 PM
This mod is super-hard installation, the periscope rise/down switch is lost that I could not use it.
the mission loading progress bar is shifting up,

http://www.mediafire.com/view/rccyn0mvq5dqaa8/ererew.JPG/file
http://www.mediafire.com/view/dlygjrfuh2u6ed3/2020-09-15-10-47-23.png/file
http://www.mediafire.com/view/h8ps3nrin98oxm2/2020-09-15-10-47-00.png/file

John Pancoast
09-14-20, 10:11 PM
This mod is super-hard installation, the periscope rise/down switch is lost that I could not use it.
the mission loading progress bar is shifting up,

http://www.mediafire.com/view/rccyn0mvq5dqaa8/ererew.JPG/file
http://www.mediafire.com/view/dlygjrfuh2u6ed3/2020-09-15-10-47-23.png/file
http://www.mediafire.com/view/h8ps3nrin98oxm2/2020-09-15-10-47-00.png/file

The WYGM mod should be installed after the Hi-res sub mod, with H.sie's patch and the Envsim mod the last of all.

all_my_loving
09-15-20, 04:55 AM
The WYGM mod should be installed after the Hi-res sub mod, with H.sie's patch and the Envsim mod the last of all.
https://www.subsim.com/mods1/nygm/
I follow the above link and set them in the order of procedure, but there are so complicated to me, not easy to handle all matters,

John Pancoast
09-15-20, 07:09 AM
https://www.subsim.com/mods1/nygm/
I follow the above link and set them in the order of procedure, but there are so complicated to me, not easy to handle all matters,

Right and as said there, install the WYGM mod after the Hi-res sub mod. The last four mod install order should be:

Hi res subs
WYGM
H.sie's patch
Envsim.

Leoz
10-25-20, 04:06 AM
Team,
This will be my first upload. If anyone can point me to the correct forum link on how to upload something I would be grateful. Then, I can upload this. Any tips on proper protocol is always appreciated.


Draft:

WYGM-LPP -Oct 2020
Wide your grandmothers-- Leoz Personal Preferences.

The purpose of this upload is to share graphics changes I did to WYGM/Vanjast which is a wide-screen GUI for the NYGM mod.

I have made changes to the attack scope and nightscope/observation scope tga files and their two matching mask files. No other changes have been made to WYGM.

Any other work belongs to the respective authors of WYGM (Vanjast/Big Walleye), Hitman GUI, Charts add on- Sublynx. All the use and publication limits for those author's packages apply.

Package contents. 4 tga files, this readme text file and a folder with various WYGM screenshots.


Background. These are only my personal preferences. I didn't like the graphics for the periscopes so I changed them.
-Got rid of the people in the background on the periscopes.
-Added a few charts from Hitman GUI and Charts add on by Sublynx.
-Changed the mask files so certain items were properly illuminated at night.

The Hitman style of type VII and type IX attack and observation/night scopes has always been part of my preferred method. Including the AOB chart which helps remind me what a 5, 10 and 15 degree AOB visually look like at distance so I can make accurate attack plotting on the map.

This kind of method is not for everyone.

Creating Mods and similar creative efforts for this game take many hours of work. I would like to thank those authors. One cannot thank them enough for producing wonderful content for this game.

Information:

WYGM/Vanjast for Widescreen for NYGM.
https://www.subsim.com/radioroom/showthread.php?t=213527

Charts add on- Sublynx
https://www.subsim.com/radioroom/showthread.php?t=197685

Not part of this LPP but recommended for WYGM is this map package which is easier on my eyes.
---
Brown_grey_map, by IFRT-WHUFC
https://www.subsim.com/radioroom/showthread.php?t=163133


Installation instructions.

Requirements:
This assumes you are an existing NYGM and WYGM user and are experienced with these environments.
-An existing WYGM download that you already have. You will be making a copy of it and modifying it with this package.
-Associated Hitman GUI as mentioned in the WYGM install instructions.
-This download package.

1. Always use anti-virus/anti-malware scans on downloads. I take no responsibility for you messing up your system.

2. Make a duplicate copy of your WYGM gui folder; rename it to something you like.

3. Note the following 4 files from the WYGMLPP download:
- VanWide1920_AttackScope.tga , VanWide1920_AttackScopeMask.tga , VanWide1920_ObsScope.tga , VanWide1920_ObsScopeMask.tga

4. They go into the following folder NameOfYourRenamedCopyOfWYGM\data\menu\gui Say OK or yes to any over-write request as they replace the original files.

5. Note other install instructions for WYGM. Put your new, renamed copy of your WYGM folder into your Mods folder; activate with JSGME and test.

6. This has only been tested in NYGM with the following mod list:

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Harbor Traffic Add-In
Hitman_GUI_NYGM3_1.1
WYGMlpp <---renamed copy of WYGM with the modified files mentioned-
NYGM_HiRes_Submarines_3_6F
Amb_Sub_Interior_Redone
SpiritOfMachJMGME
Enhanced Nav Map Plotting Tools
Single Merchant Contact Mod
Brown_Grey_Map

----

https://i.imgur.com/a9HKZoP.jpg

https://i.imgur.com/SIEBj4y.jpg

https://i.imgur.com/sQd2Ysp.jpg

John Pancoast
10-25-20, 11:32 AM
Any idea where to get the brown map from these days ?

Anvar1061
10-25-20, 11:51 AM
Any idea where to get the brown map from these days ?
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.mediafire.com/file/nigbfiqv98970x7/Brown_Grey_Map.rar
I don't think you will like her
https://sun9-69.userapi.com/HM6St522XWJOM9fnY4RpmOovI3GUzgiYEL7_vw/uM-RfmZcYcI.jpg

John Pancoast
10-25-20, 02:41 PM
:Kaleun_Wink:
http://www.mediafire.com/file/nigbfiqv98970x7/Brown_Grey_Map.rar
I don't think you will like her



Thanks !

sublynx
11-02-20, 02:09 PM
[QUOTE=Leoz;2702689]Team,
This will be my first upload. If anyone can point me to the correct forum link on how to upload something I would be grateful. Then, I can upload this. Any tips on proper protocol is always appreciated.


Great work! Here's a link, fill and send this to Onkel Neal to gain the right to upload:

https://www.subsim.com/radioroom/private.php?do=newpm&u=209959

Leoz
11-02-20, 11:16 PM
THANKS!:Kaleun_Cheers:

John Pancoast
12-25-20, 08:20 PM
:) Received both of Stiebler's books as Christmas presents. If you don't have them, highly recommended.
Well written and two great subjects; u-boat tankers (milk cows) and the Inshore campaign.

Bergerbcn
12-26-20, 12:09 AM
I have a love-hate relationship with this super mod.

On the one hand, I consider it the best super mod. I like the tonnage war concept and time days spended for career advancement and sub improvement. No eye-candy, only gritty realism (less is more).

On the other hand, I find the installation (and later patching) terribly difficult and very confusing. Lots of guides pdf to read.

I wish someday there was an autoinstaller for NYGM.

Fifi
12-26-20, 01:15 AM
I have a love-hate relationship with this super mod.

On the one hand, I consider it the best super mod. I like the tonnage war concept and time days spended for career advancement and sub improvement. No eye-candy, only gritty realism (less is more).

On the other hand, I find the installation (and later patching) terribly difficult and very confusing. Lots of guides pdf to read.

I wish someday there was an autoinstaller for NYGM.

...

John Pancoast
12-26-20, 04:44 AM
I have a love-hate relationship with this super mod.

On the one hand, I consider it the best super mod. I like the tonnage war concept and time days spended for career advancement and sub improvement. No eye-candy, only gritty realism (less is more).

On the other hand, I find the installation (and later patching) terribly difficult and very confusing. Lots of guides pdf to read.

I wish someday there was an autoinstaller for NYGM.

If you have any questions/problems with NYGM's installation I'd be glad to help.
Its actually very easy once the process is understood.

Leoz
12-29-20, 04:05 AM
Hope everyone had a great Christmas. Enjoying my NYGM greatly. :Kaleun_Cheers:

An interesting thing I found about CAM ships. Below, interesting as I believe that while shadowing a convoy on at least two occasions, I think it was a Hurricane from a CAM ship that forced me to crash dive.

How are CAM ships scripted in NYGM in regard to their ASW ability as the historical info below claims they were used only when German aircraft were encountered and nothing more?

"Catapult Aircraft Merchantmen

Aircraft ranges were constantly improving, but the Atlantic was far too large to be covered completely by land-based types. A stop-gap measure was instituted by fitting ramps to the front of some of the cargo ships known as Catapult Aircraft Merchantmen (CAM ships), equipped with a lone expendable Hurricane fighter aircraft. When a German bomber approached, the fighter was fired off the end of the ramp with a large rocket to shoot down or drive off the German aircraft, the pilot then ditching in the water and (hopefully) being picked up by one of the escort ships if land was too far away. Nine combat launches were made, resulting in the destruction of eight Axis aircraft for the loss of one Allied pilot.

Although the results gained by the CAM ships and their Hurricanes were not great in enemy aircraft shot down, the aircraft shot down were mostly Fw 200 Condors that would often shadow the convoy out of range of the convoy's guns, reporting back the convoy's course and position so that U-boats could then be directed on to the convoy. The CAM ships and their Hurricanes thus justified the cost in fewer ship losses overall."

https://en.wikipedia.org/wiki/Battle_of_the_Atlantic#Catapult_Aircraft_Merchantm en

:Kaleun_Cheers:

Leoz
12-29-20, 04:24 AM
I have a love-hate relationship with this super mod.

On the one hand, I consider it the best super mod. I like the tonnage war concept and time days spended for career advancement and sub improvement. No eye-candy, only gritty realism (less is more).

On the other hand, I find the installation (and later patching) terribly difficult and very confusing. Lots of guides pdf to read.

I wish someday there was an autoinstaller for NYGM.

Hi Bergerbcn. I have found the HSIE hardcode fix my biggest challenge. No matter if it is converted Steam install or actual DVD. My HSIE add on install under all situations fails. To fix this I do the following.
1. Install SH3
2. Install Living Silent Hunter. I use it as a stalking horse as it automatically installs HSIE patch. I then save that HSIE patched SHIII for any future installs I do.
3. Delete the Silent Hunter install, all of it and install Silent Hunter again.
4. Install the latest JSGME.
5. Install NYGM mods via JSGME
6. Install SH3 Commander
7. Copy over the saved HSIE patch from the previous effort.
8. Enable whatever HSIE features I want including the 4GB patch. Then activate that via JSGME
9. And I have a pretty good NYGM setup. Including future installs where I don't have to go through the pain of HSIE creating as I have a patched-with-HSIE Silent Hunter stored and ready.
10. Interesting is doing a follow-on with the Steiber patch-all the steps for that work...so... must be a more forgiving script. I like Steiber but don't always use it when I do an install.
11. I suspect the Tyco patch works too but I just haven't gotten around to using it.

My current, modest mod list is as follows. -- Good hunting.

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Harbor Traffic Add-In
Single Merchant Contact Mod
NYGM_HiRes_Submarines_3_6F
Hitman_GUI_NYGM3_1.1
epWYGM (note, different backgrounds for the attack and night scope)
Brown_Grey_Map
O2-Gauges v2
Patch_HSIE-V16B1

Leoz
12-29-20, 04:35 AM
Been playing NYGM now for 4 years. I love this mod. For me, no other Mod gives me the kind of feel as if stories from U-boat.net came alive.

I love the fact that ship sinkings sometimes take hours. Example I have hit a convoy, been forced under, depth charged and later, come back up to search the kill zone and find a ship that was only damaged but is dead in the water.

I like the stock environment too. If you don't watch it, a destroyer can end up being closer than you want while shadowing a convoy and you can get chased off.

Spent yesterday, tracking a convoy from about 1400 hours to nightfall watching nothing but the smoke on the horizon and backing off and extending my distance when I had any hint of seeing an escort (usually on the waist position). Plotting bearings of one of the particular recognizable smoke plumes every 15 minutes. Sending off the occasional contact report after pacing the speed.

Then, setting up later a few hours after nightfall with a night surface attack,(all the torpedoes don't automatically work :p ) race away for an overhaul and setup for another attack on the convoy hours later.

I feel lucky that my family situation allows me to do this.

You can sometimes get involved in this game for hours just to resolve one convoy event. About the time it takes to play a long round of golf in real world time...if you are lucky.

Such a great game but I would not recommend this mod if you have family duties.

My current mod list...

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Harbor Traffic Add-In
Single Merchant Contact Mod
NYGM_HiRes_Submarines_3_6F
Hitman_GUI_NYGM3_1.1
epWYGM
Brown_Grey_Map
O2-Gauges v2
Patch_HSIE-V16B1

John Pancoast
12-29-20, 04:36 AM
Hope everyone had a great Christmas. Enjoying my NYGM greatly. :Kaleun_Cheers:

An interesting thing I found about CAM ships. Below, interesting as I believe that while shadowing a convoy on at least two occasions, I think it was a Hurricane from a CAM ship that forced me to crash dive.

How are CAM ships scripted in NYGM in regard to their ASW ability as the historical info below appears to make them out as a stop cap in case German aircraft were encountered and nothing more?

"Catapult Aircraft Merchantmen

Aircraft ranges were constantly improving, but the Atlantic was far too large to be covered completely by land-based types. A stop-gap measure was instituted by fitting ramps to the front of some of the cargo ships known as Catapult Aircraft Merchantmen (CAM ships), equipped with a lone expendable Hurricane fighter aircraft. When a German bomber approached, the fighter was fired off the end of the ramp with a large rocket to shoot down or drive off the German aircraft, the pilot then ditching in the water and (hopefully) being picked up by one of the escort ships if land was too far away. Nine combat launches were made, resulting in the destruction of eight Axis aircraft for the loss of one Allied pilot.

Although the results gained by the CAM ships and their Hurricanes were not great in enemy aircraft shot down, the aircraft shot down were mostly Fw 200 Condors that would often shadow the convoy out of range of the convoy's guns, reporting back the convoy's course and position so that U-boats could then be directed on to the convoy. The CAM ships and their Hurricanes thus justified the cost in fewer ship losses overall."

https://en.wikipedia.org/wiki/Battle_of_the_Atlantic#Catapult_Aircraft_Merchantm en

:Kaleun_Cheers:

The CAM Hurricanes are equipped with one 250kg bomb. The ships are found in the .rnd file and have no asw ability of their own.

Anvar1061
12-29-20, 04:39 AM
If you read the documentation carefully, you will notice that the M35 ship type has been changed to =8. This is how CAM works.

John Pancoast
12-29-20, 04:40 AM
Hi Bergerbcn. I have found the HSIE hardcode fix my biggest challenge. No matter if it is converted Steam install or actual DVD. My HSIE add on install under all situations fails. To fix this I do the following.
1. Install SH3
2. Install Living Silent Hunter. I use it as a stalking horse as it automatically installs HSIE patch. I then save that HSIE patched SHIII install for future use.
3. Delete the Silent Hunter install, all of it and install Silent Hunter again.
4. Install the latest JSGME.
5. Install NYGM mods via JSGME
6. Install SH3 Commander
7. Copy over the saved HSIE patch from the previous effort.
8. Enable whatever HSIE features I want including the 4GB patch. Then activate that via JSGME
9. And I have a pretty good NYGM setup. Including future installs where I don't have to go through the pain of HSIE creating as I have a patched-with-HSIE Silent Hunter stored and ready.
10. Interesting is doing a follow-on with the Steiber patch-all the steps for that work...so... must be a more forgiving script. I like Steiber but don't always use it when I do an install.
11. I suspect the Tyco patch works too but I just haven't gotten around to using it.

My current, modest mod list is as follows. -- Good hunting.

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Harbor Traffic Add-In
Single Merchant Contact Mod
NYGM_HiRes_Submarines_3_6F
Hitman_GUI_NYGM3_1.1
epWYGM (note, different backgrounds for the attack and night scope)
Brown_Grey_Map
O2-Gauges v2
Patch_HSIE-V16B1

Both H.sie's and Stiebler's patches are very easy to add to any SH3 install. Much easier than installing LSH just to get it, i.e.
I'd be glad to help if needed.

John Pancoast
12-29-20, 04:43 AM
Been playing NYGM now for 4 years. I love this mod. For me, no other Mod gives me the kind of feel as if stories from U-boat.net came alive.

I love the fact that ship sinkings sometimes take hours. Example I have hit a convoy, been forced under, depth charged and later, come back up to search the kill zone and find a ship that was only damaged but is dead in the water.

I like the stock environment too. If you don't watch it, a destroyer can end up being closer than you want while shadowing a convoy and you can get chased off.

Spent yesterday, tracking a convoy from about 1400 hours to nightfall watching nothing but the smoke on the horizon and backing off and extending my distance when I had any hint of seeing an escort (usually on the waist position). Plotting bearings of one of the particular recognizable smoke plumes every 15 minutes. Sending off the occasional contact report after pacing the speed.

Then, setting up later a few hours after nightfall with a night surface attack,(all the torpedoes don't automatically work :p ) race away for an overhaul and setup for another attack on the convoy hours later.

I feel lucky that my family situation allows me to do this.

You can sometimes get involved in this game for hours just to resolve one convoy event. About the time it takes to play a long round of golf in real world time...if you are lucky.

Such a great game but I would not recommend this mod if you have family duties.

My current mod list...

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Harbor Traffic Add-In
Single Merchant Contact Mod
NYGM_HiRes_Submarines_3_6F
Hitman_GUI_NYGM3_1.1
epWYGM
Brown_Grey_Map
O2-Gauges v2
Patch_HSIE-V16B1


Well one can always pause the game if needed too. :)

Bergerbcn
12-29-20, 04:30 PM
Thanks for your repplies.

There's any mod about colorless contacts showing tails?

John Pancoast
12-29-20, 06:33 PM
Thanks for your repplies.

There's any mod about colorless contacts showing tails?

There is this (https://www.subsim.com/radioroom/showthread.php?t=230808), don't know anything about it.

FUBAR295
12-29-20, 06:38 PM
This mod produces little squares in black but does not have tails, so it can be a challenge in coming up with a good heading for the contact. It is the one I use in NYGM.

Good hunting,
FUBAR295

John Pancoast
12-29-20, 06:39 PM
This mod produces little squares in black but does not have tails, so it can be a challenge in coming up with a good heading for the contact. It is the one I use in NYGM.

Good hunting,
FUBAR295

Ah, thanks Bob. I'm a fan of the assisted plotting mod default system in NYGM so don't know much about others.

John Pancoast
01-01-21, 10:40 AM
Following pertain to a stock NYGM install with only the H.sie and Stiebler patched applied, various months in 1943 starting in July and later.
I've been curious about the aircraft behavior in NYGM so I've been doing some testing/observing. Interested if anyone else has seen/does see similar.
Anyone else notice the Sunderlands being completely blind and worthless ? I've had them fly within a few hundred yards of my boat and never change course or attack. Finally did get one attack, did so only with guns.
I know the aircraft in the game only use visual sighting to find a u-boat whether radar equipped or not but they were in easy visual range.

The other aircraft have no problem finding my boat but there isn't much reason to dive to evade as they couldn't hit the broadside of a barn with their bombs/charges and many times they don't drop them anyway.

I believe these are all scripted aircraft. Really like and impressed by the work Stiebler has done with aircraft in NYGM but would like to see them more of a threat/danger.

propbeanie
01-01-21, 12:01 PM
Have you run Hebe Vollmaus's mySH3-Tool (https://www.subsim.com/radioroom/downloads.php?do=file&id=5022) on it yet John? He did a wonderful job on some of the tests that really help planes and ships. What s7rikeback and I found in the FotRSU mod with most of the instances of airplanes not attacking, was that their "Loadout" values did not match between the eqp file and the cfg files. There were even instances of planes using non-existent "equipment". You get those to match, and presto-change-oh! you have airplanes that attack - unless, of course, they are using an invalid "Visual" node... lol - which s7rikeback and CapnScurvy also found! There are still differences in airplanes, between the various models, but most of them now function as intended... :salute:

John Pancoast
01-01-21, 12:07 PM
Have you run Hebe Vollmaus's mySH3-Tool (https://www.subsim.com/radioroom/downloads.php?do=file&id=5022) on it yet John? He did a wonderful job on some of the tests that really help planes and ships. What s7rikeback and I found in the FotRSU mod with most of the instances of airplanes not attacking, was that their "Loadout" values did not match between the eqp file and the cfg files. There were even instances of planes using non-existent "equipment". You get those to match, and presto-change-oh! you have airplanes that attack - unless, of course, they are using an invalid "Visual" node... lol - which s7rikeback and CapnScurvy also found! There are still differences in airplanes, between the various models, but most of them now function as intended... :salute:

Didn't use Hebe's tool but did look at the mentioned files manually as I was thinking the same thing.
I'll give it a try though, thanks Rick !

Subtype Zero
01-02-21, 10:42 PM
This is probably a stupid question, but I assume that the optional NYGM mods in the Documentation folder have to be copied to the main JGSME MODS folder in order to activate and use them in the game?


Also, why are there multiple versions of these optional mods? Why not just use the most recent version? I suppose it allows the user to pick and choose which version of the optional mod they like the most, but it is somewhat confusing to new users.

John Pancoast
01-03-21, 03:15 AM
This is probably a stupid question, but I assume that the optional NYGM mods in the Documentation folder have to be copied to the main JGSME MODS folder in order to activate and use them in the game?


Also, why are there multiple versions of these optional mods? Why not just use the most recent version? I suppose it allows the user to pick and choose which version of the optional mod they like the most, but it is somewhat confusing to new users.

Correct; copy them into the mods folder. No idea about your second question but a good point.

Subtype Zero
01-03-21, 10:27 AM
Thanks!

I was able to install a few of the optional NYGM mods without problems and get everything to work with Subcommander, so my next step is to try to install H.sie's patch with Stiebler's add-on. After that, a few other of my other favorite mods and then one of the widescreen mods. Whew!

John Pancoast
01-03-21, 10:57 AM
Thanks!

I was able to install a few of the optional NYGM mods without problems and get everything to work with Subcommander, so my next step is to try to install H.sie's patch with Stiebler's add-on. After that, a few other of my other favorite mods and then one of the widescreen mods. Whew!

Any problems give a yell.

Subtype Zero
01-11-21, 09:20 PM
Oh, man...

That was an adventure, but I think I have successfully applied most of the mods I wanted to use. For this go-round, I decided to install the NYGM mod (in the past I used GWX). No real problems installing NYGM, once I figured out that most of the options and extra files are now included in the main installation (the readme instructions are not clear on this matter, so I spent a lot of time trying to determine what I had to manually change before I finally figured out that the mod now does this automatically).

Next, applied h.sie's and Stiebler's add-ons. No problems there (I think).

My next hurdle was picking a widescreen mod. I chose the ARB mod, but when I ran the game, the GUI didn't change. I thought I had installed 3.0 and the 3.1 hotfix correctly, but it turns out that I had only installed the hotfix (the two filenames are very similar, and I installed the hotfix twice--duh). Once that was sorted, everything looked great!

Then, on to a patrol. I decided to continue the patrol I was using to test all the various mods. For three days, no contacts at all, no reports, nothing. Plus, bad weather to boot! Bah! Once my assigned patrol was up (NE of Ponta Delgada), I headed for the southern end of the western approaches and BINGO, the largest convoy I have ever seen in SH3--around 25 ships, not including escorts. A little large, I thought, for October 1940, but whatever. The bad news was that the weather had cleared and it was now 7:30 in the morning, plus, I was low on fuel. But, since this was just a test run, I thought I'd see how badly my hunting skills had deteriorated. Turns out, quite a lot. Long story short, I botched my approach and was quickly forced to dive. In the end, I was chased by seven(!) escorts and sunk. By then, I noticed it was 2:45 in the morning, IRL. Time for bed!

One thing I noticed about the escorts. They chased and pinged me for almost three hours, game time, leaving the large convoy virtually un-escorted during that time. Is that normal? Seems at least a few of the escorts should have peeled off and returned to the convoy. No wonder I couldn't get away! Other than that, it was a lot of fun and SH3 looks great in widescreen!

John Pancoast
01-11-21, 09:45 PM
Oh, man...

That was an adventure, but I think I have successfully applied most of the mods I wanted to use. For this go-round, I decided to install the NYGM mod (in the past I used GWX). No real problems installing NYGM, once I figured out that most of the options and extra files are now included in the main installation (the readme instructions are not clear on this matter, so I spent a lot of time trying to determine what I had to manually change before I finally figured out that the mod now does this automatically).

Next, applied h.sie's and Stiebler's add-ons. No problems there (I think).

My next hurdle was picking a widescreen mod. I chose the ARB mod, but when I ran the game, the GUI didn't change. I thought I had installed 3.0 and the 3.1 hotfix correctly, but it turns out that I had only installed the hotfix (the two filenames are very similar, and I installed the hotfix twice--duh). Once that was sorted, everything looked great!

Then, on to a patrol. I decided to continue the patrol I was using to test all the various mods. For three days, no contacts at all, no reports, nothing. Plus, bad weather to boot! Bah! Once my assigned patrol was up (NE of Ponta Delgada), I headed for the southern end of the western approaches and BINGO, the largest convoy I have ever seen in SH3--around 25 ships, not including escorts. A little large, I thought, for October 1940, but whatever. The bad news was that the weather had cleared and it was now 7:30 in the morning, plus, I was low on fuel. But, since this was just a test run, I thought I'd see how badly my hunting skills had deteriorated. Turns out, quite a lot. Long story short, I botched my approach and was quickly forced to dive. In the end, I was chased by seven(!) escorts and sunk. By then, I noticed it was 2:45 in the morning, IRL. Time for bed!

One thing I noticed about the escorts. They chased and pinged me for almost three hours, game time, leaving the large convoy virtually un-escorted during that time. Is that normal? Seems at least a few of the escorts should have peeled off and returned to the convoy. No wonder I couldn't get away! Other than that, it was a lot of fun and SH3 looks great in widescreen!

The game's sim.cfg file has a setting called AI Detection. It's setting is a time factor of how long the escorts will look for you before giving up.
Various things control that but NYGM's time is 40 minutes and that time frame starts over each time you're required.
Unless you're using SH3 Commander that is the time being used.
If I understand you correctly you were able to reload a saved patrol after adding various mods, etc ?
If so you're lucky it even loaded. Normally doing such will result in a ctd due to the save file getting corrupted.
The escort AI in the game isn't very good so I'm sure with a little practice you'll have the upper hand.

Subtype Zero
01-12-21, 05:02 PM
Well, with seven escorts, it's not surprising I was constantly being reacquired. That must have been one important convoy for 1940!

In regard to the saves, I was careful not to save while submerged or within sight of land or a convoy. I find that usually prevents the CTD's.


EDIT: I do use SH3 Commander.

John Pancoast
01-12-21, 05:04 PM
Well, with seven escorts, it's not surprising I was constantly being reacquired. That must have been one important convoy for 1940!

In regard to the saves, I was careful not to save while submerged or within sight of land or a convoy. I find that usually prevents the CTD's.

Seven ! :o Bringing back Cuban cigars for Churchill. :D

Subtype Zero
01-13-21, 10:49 AM
Ha!

Leoz
01-15-21, 05:31 PM
Doing a Med campaign now. Something I never do.

Completely different kind of warfare and wild west show. :D :yeah:

Leoz
01-24-21, 01:15 AM
Just started the 6th patrol in the Med.

First patrol started, 1 June.

NYGM still in my opinion has the best balance of the aircraft threat as it applies to each year. :Kaleun_Cheers:

John Pancoast
01-24-21, 05:45 AM
Following pertain to a stock NYGM install with only the H.sie and Stiebler patched applied, various months in 1943 starting in July and later.
I've been curious about the aircraft behavior so I've been doing some testing/observing. Interested if anyone else has seen/does see similar.
Anyone else notice the Sunderlands being completely blind and worthless ? I've had them fly within a few hundred yards of my boat and never change course or attack. Finally did get one attack, did so only with guns.
I know the aircraft in the game only use visual sighting to find a u-boat whether radar equipped or not but they were in easy visual range.

The other aircraft have no problem finding my boat but there isn't much reason to dive to evade as they couldn't hit the broadside of a barn with their bombs/charges and many times they don't drop them anyway.

I believe these are all scripted aircraft. Really like and impressed by the work Stiebler has done with aircraft in NYGM but would like to see them more of a threat/danger.

Did a little digging and discovered this explanation for why the Biscay aircraft are blind at times. Usual SH3 limitation. Stiebler did some incredible work re Biscay air coverage. Unfortunate that SH3's limitations cause this flaw.
"2. All the aircraft (scripted or spawned from a land-base) seem to be blind to the U-boat if it is not directly in their line of vision ahead as they fly close. As mentioned previously, the spawned aircraft are given a direct line of flight to the U-boat by the code before they are visible from the U-boat. This makes them deadly. The scripted aircraft can fly in a straight line past your U-boat without seeing it, even if it is close, unless the U-boat is by chance almost directly ahead of the flight of the aircraft."
from here. (https://www.subsim.com/radioroom/showpost.php?p=2470230&postcount=11)
Combine this limitation with the one causing an aircraft many times to not release its bombs/depth charges on the first pass (and being wildly inaccurate when it does) and one gets an aircraft "threat" that, isn't.

Leoz
01-25-21, 03:50 AM
From what I have seen from 41 to 42 not too bad. 43 progressively worse for U-boating as it should be. Just my observations.

Leoz
01-25-21, 03:53 AM
11th flot.

Did a July 42 patrol out of Bergen.

Went way up north west. Got a convoy. Escort protection was impressive (as it should be).

Detected before attack, depth charged, damaged and forced to the surface.

I feel so motivated, I will now try one in '43.... :P

John Pancoast
01-25-21, 04:56 AM
From what I have seen from 41 to 42 not too bad. 43 progressively worse for U-boating as it should be. Just my observations.

If you're talking about aircraft, sure, numbers wise. Actual threat wise, not so much. :)
Another routine escort procedure missing from SH3 that would be nice is, even in early war via HF-DF they would run down the bearing of any shadowing/reporting u-boat.
Didn't result in many kills or even attacks but it drove the boat(s) down and/or away thus protecting the convoy.

Leoz
01-25-21, 08:31 PM
43,... Flot 11 found a convoy.... again, well protected. took a high aspect shot at a cruiser because in order to get the proper angle, well, the convoy was that well protected, (these convoys for historical reasons show some capital ships protecting them) and a cargo ship.
Hit the cruiser (sank later).
Barely avoided being rammed by a Flower-class.
Crash dive.
Took a beating of depth charges. Took some damage. If I didn't have decoys I would have been sunk.
Recovered. Later found the cargo ship above dead in the water (what I love about NYGM) sank it.

Damage was still a problem. Attack scope, radio and radar detector wrecked.

Trondheim was much closer than Bergen so I went there to end the patrol.

John Pancoast
01-29-21, 01:36 PM
:hmmm: Radar equipped Sunderland, 7/43 Bay of Biscay. Closed to within 4000 meters of me.
Never saw me visually :o (required with or without radar; another SH3 flaw) so no attack, kept on flying.
I didn't bother to even crash dive. :D

Leoz
01-29-21, 09:07 PM
Doing a patrol in original game resolution and aspect ratio filled out to a 34 inch monitor. Still not the worst thing in the world and allows you to play older original game mods.
7th Flot, VIIB
9.9.40 1049 sighted ship observed it for a half hour to get course and speed; course 75 @ 10 knots.
Then do an overhaul to setup for periscope attack.

1249 setup for periscope attack, verified British ID
1328 1 G7E launch @700m-800m, contact pistol, 4 meter depth
1329 Target hit forward of the bridge.
1339 Ship sunk, 8000GRT cargo, BF1776.


----

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Harbor Traffic Add-In
Single Merchant Contact Mod
NYGM_HiRes_Submarines_3_6F
Hitman Optics NYGM 3.6 (Fixed) (aka Hitman I)
Officer graphics from HitmanGUI (aka Hitman II)
BlueRadio
Johnfb's Sepia toned crew managment
SHIII Internal Life Mod v1.2
SpiritOfMachJMGME
RadioMessage - MorseCodeOnly
Patch_HSIE-V16B1 (with Tyco to display LAT/LONG on map

John Pancoast
01-30-21, 12:16 PM
Leoz, if you haven't already be sure to try Stiebler's NYGM Inshore Campaign. Very well done ! :up:

Leoz
01-30-21, 05:59 PM
Where is that at?

John Pancoast
01-30-21, 06:04 PM
Where is that at?


Its already built into NYGM; the 1944-45 patrols from the Norwegian bases.

LGN1
02-01-21, 04:09 PM
Did a little digging and discovered this explanation for why the Biscay aircraft are blind at times. Usual SH3 limitation. Stiebler did some incredible work re Biscay air coverage. Unfortunate that SH3's limitations cause this flaw.
"2. All the aircraft (scripted or spawned from a land-base) seem to be blind to the U-boat if it is not directly in their line of vision ahead as they fly close. As mentioned previously, the spawned aircraft are given a direct line of flight to the U-boat by the code before they are visible from the U-boat. This makes them deadly. The scripted aircraft can fly in a straight line past your U-boat without seeing it, even if it is close, unless the U-boat is by chance almost directly ahead of the flight of the aircraft."
from here. (https://www.subsim.com/radioroom/showpost.php?p=2470230&postcount=11)
Combine this limitation with the one causing an aircraft many times to not release its bombs/depth charges on the first pass (and being wildly inaccurate when it does) and one gets an aircraft "threat" that, isn't.


Hi John,


several years ago I made some tests concerning the 'blind' aircrafts. IIRC, there is no fundamental/hardcoded problem but only a sensor problem. It's much too insensitive for aircrafts.


According to my understanding of how sensors work in SH3, the game calculates every time interval of 0.?s for each sensor a probability that you are detected. This probability is determined according to a formula with parameters specified in sim.cfg. It then generates a random number and decides whether you have been detected, i.e., it's a nice 'Monte-Carlo' experiment.


Since an airplane has roughly 10-20x the speed of a ship, it spends less time in the region around a u-boat with a significant probability for detection. As a consequence, the total probability of being detected (not the probability in every single 'experiment') is much lower because the 'dice' is thrown less often for the plane.



My guess is that the devs didn't do a proper normalization of the probability to take the different speeds into account and thus fast objects have a disadvantage.


Best, LGN1

John Pancoast
02-01-21, 06:51 PM
Hi John,


several years ago I made some tests concerning the 'blind' aircrafts. IIRC, there is no fundamental/hardcoded problem but only a sensor problem. It's much too insensitive for aircrafts.


According to my understanding of how sensors work in SH3, the game calculates every time interval of 0.?s for each sensor a probability that you are detected. This probability is determined according to a formula with parameters specified in sim.cfg. It then generates a random number and decides whether you have been detected, i.e., it's a nice 'Monte-Carlo' experiment.


Since an airplane has roughly 10-20x the speed of a ship, it spends less time in the region around a u-boat with a significant probability for detection. As a consequence, the total probability of being detected (not the probability in every single 'experiment') is much lower because the 'dice' is thrown less often for the plane.



My guess is that the devs didn't do a proper normalization of the probability to take the different speeds into account and thus fast objects have a disadvantage.


Best, LGN1

Ah, thank you very much for the excellent information ! Makes perfect sense.
Sounds similar to the aircraft time compression problem.
I really like the flight paths Stiebler put in with these aircraft. Just wish they could see me better but thats not his fault.
Greatly appreciate the reply LGN1.

Leoz
02-06-21, 02:28 AM
Old saying---The Catalina was the only aircraft that climbed, dived, and cruised at 90 knots. :haha:

Subtype Zero
02-08-21, 12:06 PM
Tense moments with NYGM!

Setting: Early November, 1940 6:45 p.m. 150 km west-south-west of Gibraltar. Tracking a large convoy. Light seas, good visibility. Got inside outer lanes of convoy, sighted two transports. Two torpedoes each. Instantly sank the first transport, missed second. Dived to evade, but did not think to submerge under ships in convoy. Quickly located and pinged by escorts, dived to 120 meters. Hunted and depth-charged by four escorts for two-and-one-half hours. Light damage to flak gun, no other damage.

Eventually, three escorts left and went back to the convoy. Continued to be hunted by a Flower class corvette. This single escort continued to ping me, even after he ran out of depth-charges, for another NINE hours!! No matter how I evaded, he always seemed to know right where I was (this was before I learned that the sound of exploding depth-charges does NOT mask your sound of moving away). Out of desperation, I rose to periscope depth and fired an aft torpedo, which missed, of course. For some reason, he seemed to have more difficulty acquiring me at periscope depth and he eventually gave up and just before dawn, I escaped.

If anything, SH3 with NYGM will teach you to be patient! :salute:

John Pancoast
02-08-21, 12:14 PM
Tense moments with NYGM!

Setting: Early November, 1940 6:45 p.m. 150 km west-south-west of Gibraltar. Tracking a large convoy. Light seas, good visibility. Got inside outer lanes of convoy, sighted two transports. Two torpedoes each. Instantly sank the first transport, missed second. Dived to evade, but did not think to submerge under ships in convoy. Quickly located and pinged by escorts, dived to 120 meters. Hunted and depth-charged by four escorts for two-and-one-half hours. Light damage to flak gun, no other damage.

Eventually, three escorts left and went back to the convoy. Continued to be hunted by a Flower class corvette. This single escort continued to ping me, even after he ran out of depth-charges, for another NINE hours!! No matter how I evaded, he always seemed to know right where I was (this was before I learned that the sound of exploding depth-charges does NOT mask your sound of moving away). Out of desperation, I rose to periscope depth and fired an aft torpedo, which missed, of course. For some reason, he seemed to have more difficulty acquiring me at periscope depth and he eventually gave up and just before dawn, I escaped.

If anything, SH3 with NYGM will teach you to be patient! :salute:

Unfortunately, the noise of ships propellers in a convoy don't mask you either like it should though getting under them at least makes them physically get in the way of escorts which can help somewhat.
Also, 120 meters isn't deep enough. :)

Subtype Zero
02-08-21, 04:12 PM
Unfortunately, the noise of ships propellers in a convoy don't mask you either like it should though getting under them at least makes them physically get in the way of escorts which can help somewhat.
Thanks, John!
Also, 120 meters isn't deep enough. :)Oh, believe me, I (eventually) went much deeper than that! I think I got as deep as 235 meters at one point! My crew was giving me lots of nervous glances!

John Pancoast
02-08-21, 04:42 PM
Thanks, John!
Oh, believe me, I (eventually) went much deeper than that! I think I got as deep as 235 meters at one point! My crew was giving me lots of nervous glances!

Mine do that just by my returning to still command the boat ! :haha:

Subtype Zero
02-08-21, 05:20 PM
Tee hee! :gulp:

John Pancoast
02-10-21, 09:00 PM
Stz, regarding noises meant to also fyi this: repair/torpedo reloading noise isn't modeled in Sh3 either.

Subtype Zero
02-10-21, 09:53 PM
Doh! You mean all that clanking and banging doesn't increase your sound signature at all!!?

Next, someone will tell me that silent running has no effect either! Geez...

It's amazing how many basic aspects of submarine warfare were missed or unfinished by Ubisoft. I seem to recall discussions back in the day that Ubisoft rushed the final product to market. Too bad, they were so close!

Thanks for the heads-up, though!

John Pancoast
02-10-21, 10:14 PM
Doh! You mean all that clanking and banging doesn't increase your sound signature at all!!?

Next, someone will tell me that silent running has no effect either! Geez...

It's amazing how many basic aspects of submarine warfare were missed or unfinished by Ubisoft. I seem to recall discussions back in the day that Ubisoft rushed the final product to market. Too bad, they were so close!

Thanks for the heads-up, though!


There were/are a LOT of u-boat 101 items missing. :haha:

propbeanie
02-10-21, 11:25 PM
Doh! You mean all that clanking and banging doesn't increase your sound signature at all!!?

Next, someone will tell me that silent running has no effect either! Geez...

It's amazing how many basic aspects of submarine warfare were missed or unfinished by Ubisoft. I seem to recall discussions back in the day that Ubisoft rushed the final product to market. Too bad, they were so close!

Thanks for the heads-up, though!
John... I see that Bernard is visiting here also... :timeout:

John Pancoast
02-10-21, 11:37 PM
John... I see that Bernard is visiting here also... :timeout:


Same as always Rick; he's everywhere ! :haha:

propbeanie
02-11-21, 12:00 PM
:har: He has his hand in all aspects of our lives... :roll: :salute:

Subtype Zero
02-11-21, 12:34 PM
Well, Bernard has always enjoyed banging on the torpedoes with a monkey wrench, so it's all good!

John Pancoast
02-11-21, 12:49 PM
Well, Bernard has always enjoyed banging on the torpedoes with a monkey wrench, so it's all good!

And here the Germans thought the depth keeping, etc. issues were some mechanical/design defect ! Bernard !!! :haha:

Subtype Zero
02-11-21, 09:15 PM
https://www.subsim.com/radioroom/picture.php?albumid=1348&pictureid=11791

Bernaaard!!!

Ktl_KUrtz
02-12-21, 03:26 PM
Why can i not download this mod?
Many thanks if you can help.
KUrtz

John Pancoast
02-12-21, 03:40 PM
Why can i not download this mod?
Many thanks if you can help.
KUrtz

Working for me via Stiebler's subsim signature link. Any error message ?

Ktl_KUrtz
02-14-21, 01:02 PM
Working for me via Stiebler's subsim signature link. Any error message ?
Hi John,
Still no luck!

John Pancoast
02-14-21, 01:15 PM
Hi John,
Still no luck!

Try this. (https://www.mediafire.com/folder/1637p1s855ukz/Silent_Hunter_Mod_Collection#16rr5c655tk8w)

FUBAR295
02-14-21, 01:17 PM
Hi John,
Still no luck!

Try this link ;

https://www.subsim.com/mods1/nygm/

I checked and the down loads are available and working.

Good hunting,
FUBAR295

ivanov.ruslan
02-14-21, 06:50 PM
He seems to be old, but still, how can a good old man get an assist from a weapon officer in WAC Magui for NYGM :03:
Basically, i can with the right measurement

John Pancoast
02-15-21, 02:30 PM
Hi John,


several years ago I made some tests concerning the 'blind' aircrafts. IIRC, there is no fundamental/hardcoded problem but only a sensor problem. It's much too insensitive for aircrafts.


According to my understanding of how sensors work in SH3, the game calculates every time interval of 0.?s for each sensor a probability that you are detected. This probability is determined according to a formula with parameters specified in sim.cfg. It then generates a random number and decides whether you have been detected, i.e., it's a nice 'Monte-Carlo' experiment.


Since an airplane has roughly 10-20x the speed of a ship, it spends less time in the region around a u-boat with a significant probability for detection. As a consequence, the total probability of being detected (not the probability in every single 'experiment') is much lower because the 'dice' is thrown less often for the plane.



My guess is that the devs didn't do a proper normalization of the probability to take the different speeds into account and thus fast objects have a disadvantage.


Best, LGN1

Unfortunate that this was never corrected. Disappointing (to put it mildly) to see airplane after airplane fly by within easy visual range and never notice my boat.
To be clear, this is not limited to NYGM.

FUBAR295
02-15-21, 04:06 PM
Unfortunate that this was never corrected. Disappointing (to put it mildly) to see airplane after airplane fly by within easy visual range and never notice my boat.
To be clear, this is not limited to NYGM.

John,

I know that most of the aircraft will not react or see me, but I still do a crash dive when an aircraft is sighted. Keeps me in practice and for immersion. Don't like aircraft and avoid them at all cost. They are a complication I try to factor in when in transit and on station.

Good hunting,
FUBAR295

John Pancoast
02-15-21, 04:16 PM
John,

I know that most of the aircraft will not react or see me, but I still do a crash dive when an aircraft is sighted. Keeps me in practice and for immersion. Don't like aircraft and avoid them at all cost. They are a complication I try to factor in when in transit and on station.

Good hunting,
FUBAR295

I hear ya Bob. I'm the other way; it breaks any immersion for me. :) One of the major aspects of the u-boat war and its not even a threat to worry about.
Just had one that literally passed in front of my boat and didn't do a thing but turn and go the other way (July 1943, Bay of Biscay).

Ktl_KUrtz
02-15-21, 06:07 PM
Try this. (https://www.mediafire.com/folder/1637p1s855ukz/Silent_Hunter_Mod_Collection#16rr5c655tk8w)
Thanks John,
The link was spot on!
KUrtz

John Pancoast
02-15-21, 07:23 PM
Thanks John,
The link was spot on!
KUrtz

Not a problem, thanks for your mods !

LGN1
02-17-21, 03:07 PM
Unfortunate that this was never corrected. Disappointing (to put it mildly) to see airplane after airplane fly by within easy visual range and never notice my boat.
To be clear, this is not limited to NYGM.


Hi John,


IIRC, NYGM has its own visual sensor for airplanes. In this case you can try to just increase/decrease the corresponding sensitivity of this visual sensor.


Best, LGN1

John Pancoast
02-17-21, 03:50 PM
Hi John,


IIRC, NYGM has its own visual sensor for airplanes. In this case you can try to just increase/decrease the corresponding sensitivity of this visual sensor.


Best, LGN1

Thanks LGN1, yes, I've been looking at that. But I wonder if the visual problems Stiebler mentions with scripted aircraft will "override" any changes.
One way to find out. :)

John Pancoast
02-17-21, 04:13 PM
Hi John,


IIRC, NYGM has its own visual sensor for airplanes. In this case you can try to just increase/decrease the corresponding sensitivity of this visual sensor.


Best, LGN1

LGN1,
Looking at the relevant node in AI_sensors.dat all the air visual sensitivity settings are set at 0.01 which according to S3D, means this setting will override the sim.cfg one of 0.05.
There is also the message of "At (sensitivity * max range) we have a double detection time" in both the .dat files and the sim.cfg file regarding sensitivity.
I take it to mean that a lower number means less detection time needed per above ?
If so, than the 0.01 setting in the .dat file would appear to be as low as can be done. The visual sensitivity section info. in sim.cfg appears to state the same.
I wonder if maybe the .dat file setting really isn't overriding the sim.cfg one of 0.05.....:hmmm:

FUBAR295
02-17-21, 04:52 PM
LGN1,
Looking at the relevant node in AI_sensors.dat all the air visual sensitivity settings are set at 0.01 which according to S3D, means this setting will override the sim.cfg one of 0.05.
There is also the message of "At (sensitivity * max range) we have a double detection time" in both the .dat files and the sim.cfg file regarding sensitivity.
I take it to mean that a lower number means less detection time needed per above ?
If so, than the 0.01 setting in the .dat file would appear to be as low as can be done. The visual sensitivity section info. in sim.cfg appears to state the same.
I wonder if maybe the .dat file setting really isn't overriding the sim.cfg one of 0.05.....:hmmm:

John,

If your hunch proves correct, you get your wish for more respondent aircraft, I on the other hand will still crash drive. Will see if all the crew training will pay off.:D

Silent Hunter is unique as we keep perfecting ways to get our Uboat personas killed more efficiently than ever.:o

Good hunting,
FUBAR295

John Pancoast
02-17-21, 05:03 PM
John,

If your hunch proves correct, you get your wish for more respondent aircraft, I on the other hand will still crash drive. Will see if all the crew training will pay off.:D

Silent Hunter is unique as we keep perfecting ways to get our Uboat personas killed more efficiently than ever.:o

Good hunting,
FUBAR295

Well if I'm understanding these settings correctly, the aircraft visual ability can't get any better. :hmmm:
What is even more interesting, I haven't had this problem in GWX (Bay of Biscay comparisons) even though it too has some scripted aircraft.
Two differences: GWX has no separate aircraft visual node and it's sim.cfg setting is 0.01 vs. 0.05 in NYGM.
Different env. files too of course.

Mad Mardigan
02-17-21, 08:28 PM
Well if I'm understanding these settings correctly, the aircraft visual ability can't get any better. :hmmm:
What is even more interesting, I haven't had this problem in GWX (Bay of Biscay comparisons) even though it too has some scripted aircraft.
Two differences: GWX has no separate aircraft visual node and it's sim.cfg setting is 0.01 vs. 0.05 in NYGM.
Different env. files too of course.

What would be interesting, is if the sensitivity of them reacting, could be date controlled through SH3 Commander... so that the results would approximate that of actual effects during WW2 as it is known of.... :hmmm:

M. M.

:Kaleun_Salute:

John Pancoast
02-17-21, 08:35 PM
What would be interesting, is if the sensitivity of them reacting, ould be date controlled through SH3 Commander... so that the results would approximate that of actual effects during WW2 as it is known of.... :hmmm:

M. M.

:Kaleun_Salute:

Good idea but seeing as they must use visual spotting even if radar equipped to attack a u-boat not sure what could be done that way ?

propbeanie
02-18-21, 11:54 AM
What would be interesting, is if the sensitivity of them reacting, ould be date controlled through SH3 Commander... so that the results would approximate that of actual effects during WW2 as it is known of.... :hmmm:

M. M.

:Kaleun_Salute:

Good idea but seeing as they must use visual spotting even if radar equipped to attack a u-boat not sure what could be done that way ?
If multiple "types" of AI_Visual are used, the sns files can be used "by date" to change which sensor is mounted - if it even makes a difference doing that. That "technique" can be rather tedious and confusing to implement. KISS is key.

I would be curious to "see" the orientation of the AI_Visual node in NYGM (I don't have it on my computers anymore that I can find... sigh), and whether that orientation has a bearing on the "efficiency" of said sensor. As an example, the "Stock" AFB_HurricaneMK1 has this for its AI_Visual mounting and orientation:

https://i.imgur.com/XmlbXfM.jpg

GWX has similar. Notice the 3D "key" in the lower left, and the difference of the node rotation as applied to the "airplane". Does having the blue "Y" (vertical) axis rotated to horizontal port side, and the green "Z" axis rotated vertical, with the red "X" to the rear instead of starboard side make a difference? Does that have the "pilot" looking forward and down, or something?? I do know that the difference of "0.01" and "0.05" in the sim.cfg can be quite remarkable, depending upon other settings. :salute:

John Pancoast
02-18-21, 11:59 AM
If multiple "types" of AI_Visual are used, the sns files can be used "by date" to change which sensor is mounted - if it even makes a difference doing that. That "technique" can be rather tedious and confusing to implement. KISS is key.

I would be curious to "see" the orientation of the AI_Visual node in NYGM (I don't have it on my computers anymore that I can find... sigh), and whether that orientation has a bearing on the "efficiency" of said sensor. As an example, the "Stock" AFB_HurricaneMK1 has this for its AI_Visual mounting and orientation:

https://i.imgur.com/XmlbXfM.jpg

GWX has similar. Notice the 3D "key" in the lower left, and the difference of the node rotation as applied to the "airplane". Does having the blue "Y" (vertical) axis rotated to horizontal and the green "Z" axis rotated vertical, with the red "X" to the rear instead of starboard side make a difference? Does that have the "pilot" looking forward and down, or something?? I do know that the difference of "0.01" and "0.05" in the sim.cfg can be quite remarkable, depending upon other settings. :salute:

Great stuff and questions Rick ! In terms of "different things for different times of the war" though I'm still confused as to why that would be needed; we're talking visual spotting ability and I can't think how that changed during the war, i.e. ?
Regarding the 0.01, etc. settings am I correct in that a higher number results in a longer detection time needed by the "spotter" ?

propbeanie
02-18-21, 12:18 PM
I don't know why the "training" of a pilot would change either... Maybe he needs a new eyeglass prescription, and couldn't get new eye wear until after enlistment? Of course, how'd he get in the military - especially flight school - to begin with if he can't see?... Same with ships on the surface, and the differences between a military vessel and a merchant marine. My grandpa was merchant marine, and they definitely did not skimp on crew during the war, so probably had just as many "experts" as "slackards" as the military did when it came to staying awake while on watch.

As for the sim.cfg, it does seem to be a multiplier for delaying the detection time, so a smaller number makes them "see" something sooner, yes. Bigger number is slower. Go too low though, and you are getting your periscope hit from 5600 meters on the first shot, before you can even see over the waves, or a bomb down the conn hatch before its even open... :o - I am really curious about the node rotation though. s7rikeback and I are going to have to study this in FotRSU, because we have a selection of planes that once again seem to be ignoring the player's boat from 2900 yards while flying at 1500 feet... :roll: - I had a Betty do that last night, just flew straight-line right on by me when it came out of the sun practically parallel to my path... :arrgh!: - Of course, we have found that a loadout mis-match can do that also, and the use of Hebe's mySH3-tool is practically mandatory, as far as we're concerned.

John Pancoast
02-18-21, 12:46 PM
I don't know why the "training" of a pilot would change either... Maybe he needs a new eyeglass prescription, and couldn't get new eye wear until after enlistment? Of course, how'd he get in the military - especially flight school - to begin with if he can't see?... Same with ships on the surface, and the differences between a military vessel and a merchant marine. My grandpa was merchant marine, and they definitely did not skimp on crew during the war, so probably had just as many "experts" as "slackards" as the military did when it came to staying awake while on watch.

As for the sim.cfg, it does seem to be a multiplier for delaying the detection time, so a smaller number makes them "see" something sooner, yes. Bigger number is slower. Go too low though, and you are getting your periscope hit from 5600 meters on the first shot, before you can even see over the waves, or a bomb down the conn hatch before its even open... :o - I am really curious about the node rotation though. s7rikeback and I are going to have to study this in FotRSU, because we have a selection of planes that once again seem to be ignoring the player's boat from 2900 yards while flying at 1500 feet... :roll: - I had a Betty do that last night, just flew straight-line right on by me when it came out of the sun practically parallel to my path... :arrgh!: - Of course, we have found that a loadout mis-match can do that also, and the use of Hebe's mySH3-tool is practically mandatory, as far as we're concerned.

Ok thanks. Then the 0.01 setting in the NYGM air visual node is as good as it can get. Problem with setting the sim.cfg file to the same is that then all units, not just air visual, would be affected if I'm not mistaken.
Interesting that you have the same problem in FotRSU. :hmmm: I'll try to post a pic of the NYGM node per your example.

propbeanie
02-18-21, 01:33 PM
Well, most aspects of the game carry the decimal places to six digits. I don't know if the multipliers do that or not, but when we tried a "0.005" in FotRSU, it was near-instantaneous death to the player. We went back to 0.01. That setting does apply to all AI_Visual "devices"... The Sensors.cfg file also has a very similar construct between SH3 & SH4, dealing with range, light, fog, etc. factors. Then there are the Library Sensor dat, sim & zon files and their "Visual" geometries, to contend with :arrgh!:

John Pancoast
02-18-21, 01:37 PM
Well, most aspects of the game carry the decimal places to six digits. I don't know if the multipliers do that or not, but when we tried a "0.005" in FotRSU, it was near-instantaneous death to the player. We went back to 0.01. That setting does apply to all AI_Visual "devices"... The Sensors.cfg file also has a very similar construct between SH3 & SH4, dealing with range, light, fog, etc. factors. Then there are the Library Sensor dat, sim & zon files and their "Visual" geometries, to contend with :arrgh!:

:arrgh!: is right; I just realized 0.01 is less than, not more than 0.05.......:ping: Didn't get much sleep, what can I say :haha:

propbeanie
02-18-21, 01:40 PM
I thought you stated that correctly John - I repeated it backwards for dramatic effect - though I didn't sleep so well either... Bernard kept banging away on the machinery. We have no clue where he is hiding... some suspect that cookie is a ringer, and is in reality Bernard, but he does have proper papers... :hmmm:

John Pancoast
02-18-21, 01:51 PM
Hey Rick, I don't have any site to upload pics to to show the NYGM info. Would it work if I just uploaded the AI_sensors.dat and an aircraft.dat file for you to look at ? You've got loads of spare time, right ? :D

Mad Mardigan
02-18-21, 02:10 PM
What would be interesting, is if the sensitivity of them reacting, could be date controlled through SH3 Commander... so that the results would approximate that of actual effects during WW2 as it is known of.... :hmmm:

M. M.

:Kaleun_Salute:

Good idea but seeing as they must use visual spotting even if radar equipped to attack a u-boat not sure what could be done that way ?

Was just a thought.. as I know there are other stuff, that can & is date controlled... like the ext. torp load out that occurs later on during the war. Which I do use... :yep:

It would be grand, if this with the reaction from aircraft could be worked out to be date controlled so as to sim that as it occurred back then.. but... no rush & no pressure.. if you decide to tackle it.. I wish you all the best in succeeding in it. :up:

Like I said, was just a thought based on what I know of with things being implemented through SH3Cmdr... :shucks:

Am limited in knowing just what to do, to make mods.. but am well learned in making use of them, even if sometimes I end up with well.. lets just say, weird results... :haha: & I am like Wile E Coyote, back to the drawing board... speaking of ol' Wile, ever wonder if being the 'genius' he claimed to be, if He ever considered just who owned Acme, where he got all of the things used by him.... to disastrous ends... :har:

M. M.

:Kaleun_Salute:

propbeanie
02-18-21, 02:25 PM
Hey Rick, I don't have any site to upload pics to to show the NYGM info. Would it work if I just uploaded the AI_sensors.dat and an aircraft.dat file for you to look at ? You've got loads of spare time, right ? :D
Sure! All kinds of time... lol - 'Course, some guys are running around trying to fit me for a new long-sleeved jacket... :doh:

... Am limited in knowing just what to do, to make mods.. but am well learned in making use of them, even if sometimes I end up with well.. lets just say, weird results... :haha: & I am like Wile E Coyote, back to the drawing board... speaking of ol' Wile, ever wonder if being the 'genius' he claimed to be, if He ever considered just who owned Acme...
Ditto on the "weird results"... commonplace malady with mods... lol - As for Wile E Coyote, Genius (actually, Super Genius), why Bernard was a majority stakeholder with Acme... :yeah:

Skip to the 30 second mark... too "modern" before that:
https://www.youtube.com/watch?v=4Te1uEfgwfg

John Pancoast
02-18-21, 02:31 PM
Was just a thought.. as I know there are other stuff, that can & is date controlled... like the ext. torp load out that occurs later on during the war. Which I do use... :yep:

It would be grand, if this with the reaction from aircraft could be worked out to be date controlled so as to sim that as it occurred back then.. but... no rush & no pressure.. if you decide to tackle it.. I wish you all the best in succeeding in it. :up:

Like I said, was just a thought based on what I know of with things being implemented through SH3Cmdr... :shucks:

Am limited in knowing just what to do, to make mods.. but am well learned in making use of them, even if sometimes I end up with well.. lets just say, weird results... :haha: & I am like Wile E Coyote, back to the drawing board... speaking of ol' Wile, ever wonder if being the 'genius' he claimed to be, if He ever considered just who owned Acme, where he got all of the things used by him.... to disastrous ends... :har:

M. M.

:Kaleun_Salute:

Understood, I was just referring to the fact that nothing really changed during the war in regards to aircraft crews visual sighting abilities.
But keep the ideas coming !

John Pancoast
02-18-21, 02:32 PM
Sure! All kinds of time... lol - 'Course, some guys are running around trying to fit me for a new long-sleeved jacket... :doh:


[/url]

Let me guess; said jacket also ties in the back with the arms crossing........:haha:

Mad Mardigan
02-18-21, 02:33 PM
Sure! All kinds of time... lol - 'Course, some guys are running around trying to fit me for a new long-sleeved jacket... :doh:

... Am limited in knowing just what to do, to make mods.. but am well learned in making use of them, even if sometimes I end up with well.. lets just say, weird results... :haha: & I am like Wile E Coyote, back to the drawing board... speaking of ol' Wile, ever wonder if being the 'genius' he claimed to be, if He ever considered just who owned Acme...
Ditto on the "weird results"... commonplace malady with mods... lol - As for Wile E Coyote, Genius (actually, Super Genius), why Bernard was a majority stakeholder with Acme... :yeah:

Skip to the 30 second mark... too "modern" before that:
https://www.youtube.com/watch?v=4Te1uEfgwfg

Yeah, can very well attest to that fact... remember quite well, the mod soup I had a bit back for FotRS, I was using (a couple of updates back, as I recall... :yep:) That because of that mix, I ended up with running into a... 'Superman' of the IJN sub arm... & 1 merchie, iirc, at that... ahh yessss... good times that.. :D or was that, a surface warship... :hmmm: no matter, as I said, that was some many moons back... :shucks:

Ok, enough reminiscing... back to current events... :arrgh!:

M. M.

:Kaleun_Salute:

Mad Mardigan
02-18-21, 02:38 PM
Understood, I was just referring to the fact that nothing really changed during the war in regards to aircraft crews visual sighting abilities.
But keep the ideas coming !

If I think of any, during the course of times passage... I'll do that...

If I haven't done so, shall rectify it now.. some stuff that you've posted about, have helped with things I've run across that weren't right or made game more better as a result.. & for that.. as with all others like yourself, John.. many thanks & a tip o' the hat to ya, ol' bean.. :Kaleun_Thumbs_Up: :Kaleun_Wink::Kaleun_Cheers: :Kaleun_Salute:

M. M.

:Kaleun_Salute:

John Pancoast
02-18-21, 02:43 PM
If I think of any, during the course of times passage... I'll do that...

If I haven't done so, shall rectify it now.. some stuff that you've posted about, have helped with things I've run across that weren't right or made game more better as a result.. & for that.. as with all others like yourself, John.. many thanks & a tip o' the hat to ya, ol' bean.. :Kaleun_Thumbs_Up: :Kaleun_Wink::Kaleun_Cheers: :Kaleun_Salute:

M. M.

:Kaleun_Salute:

:salute: I haven't done anything much. Now propbeanie on the other hand. :o

LGN1
02-18-21, 03:05 PM
Hi,


I think it's exactly the opposite with the sensitivity value of the visual sensor: larger values mean better detection. Here's why I think so:


- A larger detection time means a smaller probability of being spotted at a single instant in time.
- With growing distance the probability of being spotted is decreased
- The text says "at (sensitivity * max range) we have a double detection time". Suppose Max_range = 10000; sensitivtiy = 0.1 --> at 1000 we have twice the detection time and thus half the probability at one instance in time. Suppose now sensitivity = 1 --> only at 10000 we have twice the detection time, i.e., the probability of being detected drops much slower with distance than in case of sens.=0.1.


To find out the truth I propose to create a test setup and make two experiments with sens.=0.1 and sens.=0.9 or even larger. The results should be very different.


Best, LGN1

John Pancoast
02-18-21, 06:26 PM
Here (http://www.mediafire.com/file/jrk58167pecm9qf/NYGM+4+Rick.7z/file) you go PB, the NYGM files. I enclosed the Sunderland files because it seems to be the one most blind. :) The "AirS" node in the AI_sensors.dat file is the aircraft node.

John Pancoast
02-18-21, 06:27 PM
Hi,


I think it's exactly the opposite with the sensitivity value of the visual sensor: larger values mean better detection. Here's why I think so:


- A larger detection time means a smaller probability of being spotted at a single instant in time.
- With growing distance the probability of being spotted is decreased
- The text says "at (sensitivity * max range) we have a double detection time". Suppose Max_range = 10000; sensitivtiy = 0.1 --> at 1000 we have twice the detection time and thus half the probability at one instance in time. Suppose now sensitivity = 1 --> only at 10000 we have twice the detection time, i.e., the probability of being detected drops much slower with distance than in case of sens.=0.1.


To find out the truth I propose to create a test setup and make two experiments with sens.=0.1 and sens.=0.9 or even larger. The results should be very different.


Best, LGN1


Thanks LGN1. Though PB's above test info. of the setting with FotRSU seems to show that a lower value means quicker detection ?

propbeanie
02-18-21, 10:08 PM
Here (http://www.mediafire.com/file/jrk58167pecm9qf/NYGM+4+Rick.7z/file) you go PB, the NYGM files. I enclosed the Sunderland files because it seems to be the one most blind. :) The "AirS" node in the AI_sensors.dat file is the aircraft node.
Well, I keep forgetting my mods... the NYGM SunderlandIII is the same as the Stock version... One difference is:
https://i.imgur.com/M5URM0v.jpg

The sensors.dat, which you kindly included... The Sunderland's *.sns file will tell you which it uses. My guess is it would be the top listing there, "AirB_Visual", of which I am guessing would be for "Bomber"... The settings are there in the dat file, under the "obj_Sensor" node.

Hi,


I think it's exactly the opposite with the sensitivity value of the visual sensor: larger values mean better detection. Here's why I think so:

- A larger detection time means a smaller probability of being spotted at a single instant in time.
- With growing distance the probability of being spotted is decreased
- The text says "at (sensitivity * max range) we have a double detection time". Suppose Max_range = 10000; sensitivtiy = 0.1 --> at 1000 we have twice the detection time and thus half the probability at one instance in time. Suppose now sensitivity = 1 --> only at 10000 we have twice the detection time, i.e., the probability of being detected drops much slower with distance than in case of sens.=0.1.

To find out the truth I propose to create a test setup and make two experiments with sens.=0.1 and sens.=0.9 or even larger. The results should be very different.

Best, LGN1
That would be greatly appreciated, to see what you find. I will try to do a test on the orientation of the node in the near future, but I am not certain how "near" that future is... sigh... :roll: :salute:

John Pancoast
02-18-21, 10:24 PM
PB you are correct; via the sns files AirB is the visual node used in the first sensor listing.

Fifi
03-31-21, 05:26 AM
If some guys are interested in my enhancements for NYGM, i could eventually share it :03:

(Crew on deck, pennants on periscope, better crew looking, splashes and water stream, environment as my Ccom & LSH3 mods etc)

https://i.goopics.net/d0ae7.jpg

https://i.goopics.net/wlbaD.jpg

https://i.goopics.net/ex3XL.jpg

https://i.goopics.net/GZ3xp.jpg

:Kaleun_Salute:

Ktl_KUrtz
03-31-21, 05:46 AM
Hi Fifi,
I am very interested!
Thanks if you can help.
:Kaleun_Cheers:
KUrtz

Jimbuna
03-31-21, 10:10 AM
If some guys are interested in my enhancements for NYGM, i could eventually share it :03:



Do you have the crew on deck and red distress flares as separate standalone mods?

Fifi
03-31-21, 11:42 AM
Do you have the crew on deck and red distress flares as separate standalone mods?

No, because crew on deck is included in my U-Boats hulls.
Don’t have the red distress flares...they are not included in NYGM already?

Jimbuna
03-31-21, 12:12 PM
No, because crew on deck is included in my U-Boats hulls.
Don’t have the red distress flares...they are not included in NYGM already?

Okay, thanks anyway.

Subtype Zero
03-31-21, 04:36 PM
If some guys are interested in my enhancements for NYGM, i could eventually share it :03:

(Crew on deck, pennants on periscope, better crew looking, splashes and water stream, environment as my Ccom & LSH3 mods etc)



Yes, please!

Fifi
04-01-21, 03:19 AM
Ok, so i will share my enhancements for NYGM once tests finished :up:

It’s adding a new dimension to this mega mod originally harder than others, bringing accurate darker nights and better sea states (to me anyway)
Meteorology is new important factor, making NYGM even more not for your gran mother :D

Will not change any original Stiebler settings values, except the AI guns accuracy that i find still too bad.

I’m using DGUI V1.4 for it, so i will recommend this GUI.

midnightcrisis
04-01-21, 07:06 AM
The real hunter- mod:salute:

Fifi
04-02-21, 03:51 AM
Forgot to say my mod will NOT be compatible with German U-Boat compilation, in any ways ... only high resolution original NYGM U-Boats :03:
(Like on my pictures above)

:Kaleun_Salute:

Ktl_KUrtz
04-02-21, 05:44 AM
I tried to get German U-Boat compilation to work with NYGM with no success, so that is not a problem.
:Kaleun_Cheers:
KUrtz

midnightcrisis
04-02-21, 05:52 AM
Ah, ok.
What's about MEP5

Fifi
04-02-21, 06:06 AM
MEP 5 or 6 is environnement mod.
My mod will contain its own environment, hence MEP will not be compatible either.

I tried to keep as much as possible Stiebler nice settings, and German U-Boat Compilation is changing many of them. That’s why i don’t want it, even if heavy editing could solve it :03:
Anyway, U-Boats will be as nice as in Ccom/LSH3.

FUBAR295
04-02-21, 06:44 AM
Fifi,

Have you looked at possibly using the SH3 Commander files of GUC to use. I think that is just basically a skin package.

Good hunting,
FUBAR295

Fifi
04-02-21, 06:47 AM
Fifi,

Have you looked at possibly using the SH3 Commander files of GUC to use. I think that is just basically a skin package.

Good hunting,
FUBAR295

As far as i know, GUC is not only a skin package at all :yep:

Anvar1061
04-02-21, 07:51 AM
As far as i know, GUC is not only a skin package at all :yep:

I know the SH3 Commander Skin Pack GUC is only compatible with GUC!

FUBAR295
04-02-21, 08:36 AM
As far as i know, GUC is not only a skin package at all :yep:

Looking at the files, there does not appear to be any sensor files and the like and just a config file. It appears to be basically just the skins, unless am missing something. :hmmm:

I just thought it might be easier to incorporate those for GUC without effecting sensors and the like.

Good hunting,
FUBAR295

FUBAR295
04-02-21, 08:38 AM
I know the SH3 Commander Skin Pack GUC is only compatible with GUC!

If so, never mind and forget my suggestion.

Fifi
04-02-21, 09:35 AM
https://i.goopics.net/xQ58o.jpg

Think it will be ready for tomorrow :03:

To make pennants compatible with NYGM, had to lower the attack periscope full raise to 5m (as others megamods) instead of original NYGM settings of 6.5m...
As i don’t know the real full raise height of an attack periscope, i suspect that Stiebler choice was because of his negative buoyancy.
This way even loosing 1 or 2 meters because of all stopped, we could still see something through the periscope...
Now that i had to lower it to 5m, it could be harder to keep the U-Boat steady when big waves...and still see something.
But i think it could be even more historical accurate to have sight difficulties when rough sea... :yep:
Anyway, it will be like that :D

Note: the observation periscope will still have original full height (6.5) and of what i recall, observation periscope was a bit higher than other. So for best view when rough sea, observation periscope will be welcomed!

Fifi
04-06-21, 12:31 PM
Could someone tell me why in NYGM you can only clic on those 2 boxes?
We can't clic on all the others to make repairs if needed! :doh:
(not coming from any external mods cause i tried with stock NYGM)

https://i.goopics.net/NgJR1.jpg

So the 2 only boxes we can access are bow & stern quarters...

John Pancoast
04-06-21, 01:13 PM
Could someone tell me why in NYGM you can only clic on those 2 boxes?
We can't clic on all the others to make repairs if needed! :doh:
(not coming from any external mods cause i tried with stock NYGM)

https://i.goopics.net/NgJR1.jpg

So the 2 only boxes we can access are bow & stern quarters...

Fifi, to answer some of your NYGM questions:

1. Be careful changing Stiebler's scope, etc. settings. NYGM's env. is carefully modded so that the scopes and snorkel work correctly. I.e., especially wave height.
I can't remember the exact details but a google should help.
2. Regarding repairs, many time NYGM doesn't use a dedicated repair crew. Instead, one loads the affected compartment with crew instead and they do the repairs.

Hope this helps.

Fifi
04-06-21, 01:40 PM
Ha ok...so we put repair crew into damaged compartments and they do the job...
Didn’t know that, thanks :up:

Didn’t changed any Stiebler setting for sub cfg.
I only made the attack scope full raising 5m instead of 6.5m, so the pennants could fit. All others sensors are stock.
Tested this change, and result is still ok even in rough sea :yep:

On side note, it seems in reality full length of periscope was 5m...just saying.

Anvar1061
04-06-21, 01:40 PM
Could someone tell me why in NYGM you can only clic on those 2 boxes?
We can't clic on all the others to make repairs if needed! :doh:
(not coming from any external mods cause i tried with stock NYGM)

So the 2 only boxes we can access are bow & stern quarters...
NYGM has several interfaces of changing file menu_1024_768.ini
1.NYGM Tonnage War V2.5 – Stand Alone Version
2NYGM3_New
3.NYGM3_6D
Stiebler4C_Addon_for_V16B1
Hitman_GUI_NYGM3_1.1
Hitman Optics NYGM 3.6 (Fixed)
Hitman_GUI_NYGM3_1.2
In this case, look for a block in Menu_1024_768.ini containing
DATA/Menu/Data/damage/Repar7.tga
DATA/Menu/Data/damage/Repar7_1.tga
DATA/Menu/Data/damage/Repar7_2.tga

Fifi
04-06-21, 01:45 PM
NYGM has several interfaces of changing file menu_1024_768.ini
1.NYGM Tonnage War V2.5 – Stand Alone Version
2NYGM3_New
3.NYGM3_6D
Stiebler4C_Addon_for_V16B1
Hitman_GUI_NYGM3_1.1
Hitman Optics NYGM 3.6 (Fixed)
Hitman_GUI_NYGM3_1.2
In this case, look for a block in Menu_1024_768.ini containing
DATA/Menu/Data/damage/Repar7.tga

Tested with ONLY NYGM mods (included NYGM wide gui) and result is the same.
Only 2 boxes clickable.
Must be Stiebler choice :yep:
As JP said, putting dedicated crew in damaged compartments do the job.

Fifi
05-05-21, 04:52 AM
NYGM remains best hard U-Boat experience so far (played 100% realism of course)

https://i.goopics.net/YqDpJ.jpg

https://i.goopics.net/Jq1w1.jpg

Levyathan89
05-06-21, 01:47 PM
NYGM remains best hard U-Boat experience so far (played 100% realism of course)

https://i.goopics.net/YqDpJ.jpg

https://i.goopics.net/Jq1w1.jpg

It's true. Man, the roster needs an overhaul, though. Patroling the seas for hours of real time without finding any targets is so frustrating.

Fifi
05-06-21, 02:14 PM
In 1942, lonely ships are rare in NYGM.
In real life, according to Kaleuns testimonies they were still some nevertheless...
But there are plenty convoys in NYGM :yep:
Not that easy to intercept though.
We have to dive and listen every few hours regularly.

Levyathan89
05-06-21, 02:20 PM
In 1942, lonely ships are rare in NYGM.
In real life, according to Kaleuns testimonies they were still some nevertheless...
But there are plenty convoys in NYGM :yep:
Not that easy to intercept though.
We have to dive and listen every few hours regularly.

I once tried to follow the convoy line to the air gap south of greenland and went back to Britain again, but i didn't find anything on the entire way. Was I just unlucky or is there nothing there?

John Pancoast
05-06-21, 02:55 PM
I once tried to follow the convoy line to the air gap south of greenland and went back to Britain again, but i didn't find anything on the entire way. Was I just unlucky or is there nothing there?

Unlucky timing. Plenty there.

John Pancoast
05-06-21, 02:57 PM
I actually consider GWX slightly more difficult, both escort and aircraft - wise, though no version of SH3 is particularly hard/difficult.

Jimbuna
05-07-21, 05:56 AM
I actually consider GWX slightly more difficult, both escort and aircraft - wise, though no version of SH3 is particularly hard/difficult.

John, you should ask some of these 'experts' where the campaign layers were taken from :03:

John Pancoast
05-07-21, 08:13 AM
John, you should ask some of these 'experts' where the campaign layers were taken from :03:

:salute:

shoiga
09-14-21, 08:05 PM
I installed NYGM.

But crew command button doesn't work.
For example, when I click "deck gun" , Nothing happens. Does not respond to PC mouse.

How to fix?

John Pancoast
09-14-21, 08:12 PM
I installed NYGM.

But crew command button doesn't work.
For example, when I click "deck gun" , Nothing happens. Does not respond to PC mouse.

How to fix?


The crew will not man the deck gun above certain wind speeds. 11 m/s is the default.
Is the wind speed that or above when this happens ?

shoiga
09-14-21, 08:20 PM
The crew will not man the deck gun above certain wind speeds. 11 m/s is the default.
Is the wind speed that or above when this happens ?

Not just deck gun.
All command buttons in crew management screen does not responce!

shoiga
09-14-21, 08:22 PM
And also UZO is strange.
There is not torpedo indicators...

shoiga
09-14-21, 08:29 PM
I installed mods like this

John Pancoast
09-14-21, 08:38 PM
I installed mods like this


I can't read your mod list (out of focus, fuzzy) but via your photos there is definately something conflicting with something. Maybe try taking another screenshot and posting it.

Remove all mods except the four base NYGM ones and try the game. Then you can add other mods ONE at a time, restarting and trying the game after each mod.
That will tell you where the problem is.

shoiga
09-14-21, 08:49 PM
I can't read your mod list (out of focus, fuzzy) but via your photos there is definately something conflicting with something. Maybe try taking another screenshot and posting it.

Remove all mods except the four base NYGM ones and try the game. Then you can add other mods ONE at a time, restarting and trying the game after each mod.
That will tell you where the problem is.

Sorry for my screen shot

From Top to Bottom


NYGM Stand Alone v2.5
NYGM3 NEW
NYGM3 6F
NYGM 2017 A
IABL ShipsforNYGM New Thomsen
NYGM HiRes Submarines 3 6F
TKSS18 German U Boats Compilation No Eagle
Rapt0r's Uniform V 2.0[Grey]
Rapt0r's Uniform V2.0[Grey-All Leather Patch]
WYGM
MEP.6

shoiga
09-14-21, 08:52 PM
Now I tried to like this

NYGM Stand Alone v2.5
NYGM3 NEW
NYGM3 6F
NYGM 2017 A

But same. Did not responce.

John Pancoast
09-14-21, 08:52 PM
Sorry for my screen shot

From Top to Bottom


NYGM Stand Alone v2.5
NYGM3 NEW
NYGM3 6F
NYGM 2017 A
IABL ShipsforNYGM New Thomsen
NYGM HiRes Submarines 3 6F
TKSS18 German U Boats Compilation No Eagle
Rapt0r's Uniform V 2.0[Grey]
Rapt0r's Uniform V2.0[Grey-All Leather Patch]
WYGM
MEP.6


Take out the TKSS mod and try things. It is known to cause problems with various installs.

John Pancoast
09-14-21, 08:54 PM
Now I tried to like this

NYGM Stand Alone v2.5
NYGM3 NEW
NYGM3 6F
NYGM 2017 A

But same. Did not responce.


Were the other problems gone ?

shoiga
09-14-21, 08:58 PM
Were the other problems gone ?

UZO fixed. But crew command is still not responce.
So I think maybe widescreen mod's issue...

John Pancoast
09-14-21, 09:00 PM
UZO fixed. But crew command is still not responce.
So I think maybe widescreen mod's issue...


Could very well be. Try removing it. Also don't forget about the wind speed affect.

shoiga
09-14-21, 09:01 PM
Could very well be. Try removing it. Also don't forget about the wind speed affect.

I already removed.
But same.