View Full Version : NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015)
Pages :
[
1]
2
3
4
5
6
7
8
9
Stiebler
07-10-08, 12:52 PM
NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015)
This new patch replaces patch 3.5/3.5A, see here:
http://www.subsim.com/radioroom/showpost.php?p=1784696&postcount=582
Download the new version from my signature, at the bottom of this post. The SubSim web-page contains full details of which downloads you need to make, depending on how much of NYGM you have installed already.
Details of the original version 3.0 are given below:
New Features (for NYGM 3.0):
1. The new Type XXIII boat.
2. The Real Weather Fix.
3. Racerboy's exhaust smoke for all U-boats. (Used with permission.)
4. Iambecomelife's new merchant fleet, incorporated into convoys.
5. Key changes made to stop the way in which a U-boat could pass into a convoy from the front, at periscope depth, without ever being detected by the front escort. You will have to be much more careful now.
6. Schnorchelling improved, so that the crew doesn't die of exhaustion in stormy weather. (This is much more complicated than it sounds.)
7. 'Bold' asdic decoy made much more realistic with new, unpublished, research.
8. More realistic battery ranges underwater.
9. SH3Patrol program updated with new patrol grids for the Type XXIII boat. (Also other changes.)
10. New updates for NYGM for those who use SH3Commander.
11. The east-coast minefield mod included, marks the giant British east-coast minefields on your map.
There are numerous small changes, fixes, adjustments to the campaign files and air power, and similar.
Stiebler.
NYGM pictures (Thanks to LemonA)
Start
http://img.xrmb2.net/images/222805.jpeg
Menu
http://img.xrmb2.net/images/127928.jpeg
SingleMission start:
http://img.xrmb2.net/images/167747.jpeg
Loading screen Single mission
http://img.xrmb2.net/images/147236.jpeg
Ingame with FM's NI
http://img.xrmb2.net/images/770541.jpeg
Wow great job and just in time for the weekend patrols :D :up:
If time permits, I hope you can somewhen upload a full 3.0 version, as for those who are like me using 2.2 as basis and updating with all succesive patches it becomes a bit of a mess sometimes :doh:
ReallyDedPoet
07-10-08, 01:02 PM
Nice work :yep::up:
RDP
bigboywooly
07-10-08, 01:06 PM
Nice work Steibler and all who mod with him
Great to see the mod still being updated and supported
Iambecomelife's new merchant fleet, incorporated into convoys
Single released units OR the whole fleet :hmm:
Stiebler
07-10-08, 01:08 PM
@Hitman:
If time permits, I hope you can somewhen upload a full 3.0 version, as for those who are like me using 2.2 as basis and updating with all succesive patches it becomes a bit of a mess sometimes Good point, but it takes a long time both to upload a complete stand-alone package, and to download it.
I'll make a complete package if there is sufficent demand.
In the meantime, you can start again with NYGM 2.5 (stand-alone) + NYGM 3.0.
The IABL ships really have to be supplied separately, so that updates can be provided at some later date, without need for a complete re-installation.
Stiebler.
Onkel Neal
07-10-08, 01:09 PM
Nice, stickied.
Stiebler
07-10-08, 01:11 PM
@BBW:
IABL ships are released as a selection of his merchant fleet (not single releases from IABL, although some of these are included too).
Some are completely re-zoned, and also given NYGM's 'phase-2' slow-sinking mod.
Others have not been re-zoned (yet), but also have our 'phase-2' slow-sinking mod.
Stiebler.
Stiebler
07-10-08, 01:12 PM
@Neal Stevens:
Thanks Neal, 'sticky' is appreciated.
Stiebler.
bigboywooly
07-10-08, 01:13 PM
Thanx for you answer
Look forward to having a sail over the weend somtime :up:
coronas
07-10-08, 01:28 PM
Thanks, NYGM Team! It's time to begin another campaign! :up:
Subtype Zero
07-10-08, 02:21 PM
Congratulations, Stiebler, and the entire NYGM team! :up: :up:
melnibonian
07-10-08, 02:34 PM
That's great news. I am sure loads of people were waiting for this :up:
I will download the latest version and give it a shot over the week end.
Well done NYGM Team! Looking forward to going back to SH3.
Thank you!
MONOLITH
07-10-08, 04:02 PM
Finally...A reason to re-install SH3. :up:
Gorshkov
07-10-08, 04:22 PM
Hi!
Do limitations on minimum torpedo launching depth and lack of contact fuse are still present in NYGM 3.0?
I suppose the important question, and perhaps a taboo, is:
How does it compare to GWX?
Excellent...downloading now. :up:
Mast
Jimbuna
07-11-08, 06:18 AM
Nice work Steibler and all who mod with him
Great to see the mod still being updated and supported
100% in agreement http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
rascal101
07-11-08, 06:51 AM
HI great to See NYGM is still going strong, I used to play the original and it was fantastic but then I wnet to GWX when that mod was updated.
However I saw this new version and thought to give it a try. I hope I dont cause any upset, I always hoped GWX and NYGM would be merged, but as they are not I guess we have to see which suits our tastes. Both are great mods and their respective teams deserve full praise for their time and effort in producing these amasing mods.
Having said that, I am assuming the latest NYGM is not compatable with the latest GWX, and I am assuming that those of us who are coming at NYGM3.0 for the first imte need to update first with NYGM2.5FULON, then update to 3.0 and that we shoud remove any GWX mods can you confirm?
Also will OLCE2 work with the latest NYGM, please excuse me if my questions appear a bit dumb or lame, I have been away from the forums for quite a while with serious and ongoing computer issues so ham not enirely up to date with whats what and whose who
NYGM version 3.0 Released!
Because many people who use NYGM have slower computers, or slow internet connections, NYGM 3.0 has been released as an *overlay* for the existing full version NYGM 2.5 'FULON' stand-alone version.
If you have already installed NYGM 2.6B onto NYGM 2.5, then you can un-install it with JSGME, but it doesn't matter if you forget (NYGM 3.0 contains the 2.6B additions).
Download NYGM3_0.7z from my signature, unzip it with 7-Zip or WinRAR, and copy it into your folder silenthunteriii\mods. Then install the mod with JSGME.
*In addition*, you can download those ships from Iambecomelife's New Merchant Fleet that we have re-zoned and/or given the special sinking NYGM slow-sinking model. The package is also available by clicking on my signature, and the file is named IABLShipsforNYGM3.7z. Install it in the same way as NYGM 3.0 (you *must* install it AFTER NYGM 3.0). This package contaisn a good selection of IABL's ships, and a new campaign file.
Don't forget to read the manual!
New users.
You should install NYGM 2.5 stand-alone version onto a clean install of Silent Hunter III patched with Ubisoft's 1.4b patch. You will also need to read the NYGM 2 and NYGM 2.4/2.5 manuals supplied with NYGM 2.5.
New Features (just a reminder of what I copied earlier):
1. The new Type XXIII boat.
2. The Real Weather Fix.
3. Racerboy's exhaust smoke for all U-boats. (Used with permission.)
4. Iambecomelife's new merchant fleet, incorporated into convoys.
5. Key changes made to stop the way in which a U-boat could pass into a convoy from the front, at periscope depth, without ever being detected by the front escort. You will have to be much more careful now.
6. Schnorchelling improved, so that the crew doesn't die of exhaustion in stormy weather. (This is much more complicated than it sounds.)
7. 'Bold' asdic decoy made much more realistic with new, unpublished, research.
8. More realistic battery ranges underwater.
9. SH3Patrol program updated with new patrol grids for the Type XXIII boat. (Also other changes.)
10. New updates for NYGM for those who use SH3Commander.
11. The east-coast minefield mod included, marks the giant British east-coast minefields on your map.
There are numerous small changes, fixes, adjustments to the campaign files and air power, and similar.
Stiebler.
Jimbuna
07-11-08, 09:16 AM
I haven't tried NYGM yet, but hope to in the near future.
I should imagine GWX and NYGM are not compatable....they certainly haven't been in the past.
Rascal101,
Setup a seperate install of of SH3 with NYGM3.0. Whereas GWX has an installer. NYGM utilizes JSGME to enable.
NYGM 2.5 Full
NYGM 3.0
That should get you up and running and prevent many headaches.
As for OLC I just load OLC 1.2.6. which is just the interface.
There you are set to go.
Happy Hunting!
xristoskaiti
07-11-08, 01:00 PM
I a lot thank for new NYGM :sunny:
Sailor Steve
07-11-08, 03:03 PM
I always hoped GWX and NYGM would be merged...
The problem with 'merging' supermods is that they change different files to accomplish different things for different reasons. There's no reason why someone who knows what he's doing couldn't adapt and mate files to accomplish one thing or the other, but even if I could do a 'mated' version, it would be what I wanted to play and still not necessarily be what you wanted.
The only way to get exactly what you want out of games (or out of life) is to learn to do it yourself. Me, I'll use whatever one comes closest to my ideal, and then break it with too much fiddling around.:rotfl:
@ Stiebler: Congratulations on getting a new version out.
Stiebler
07-12-08, 02:41 AM
To address miscellaneous points raised:
Do limitations on minimum torpedo launching depth and lack of contact fuse are still present in NYGM 3.0? Limitations of launch depth: Yes.
Lack of contact fuse: I presume you mean 'will the torpedo explode on contact?' The answer is yes (unless the torpedo is a dud), even though only magnetic contact can be selected. NYGM uses this combination to try to mimic the unreliability of early-war torpedoes.
I am assuming the latest NYGM is not compatable with the latest GWX, and I am assuming that those of us who are coming at NYGM3.0 for the first imte need to update first with NYGM2.5FULON, then update to 3.0 and that we shoud remove any GWX mods can you confirm?
1. I doubt if any super-mod is compatible with any other, since the campaign files usually involve different ships and roster entries.
Specifically, NYGM (any version) is not compatible with GWX (any version).
2. No need to remove any GWX files, though. Just create a separate installation of SilentHunterIII, with a different folder name. This has been described many times before. Easiest is to use a new drive partition, if your hard drive is partitioned into several drives (C:, D:, E: etc). Then install NYGM on top of your new version of SH3.
As you have said, and others have confirmed, new users need to install only NYGM 2.5FULON, then patch with NYGM3.0 (lastly add the IABL ships download).
Will OLCE2 work with the latest NYGM?
Haven't tried it, sorry, but Wilcke has suggested (below) you try OLC 1.2.6. Thanks Wilcke.
Finally, many thanks to all who have congratulated us on our new release.
Stiebler.
xristoskaiti
07-12-08, 12:20 PM
I thank all the team nygm for her effort. I want I place question. nygm
3 does not have air DepthCharges..... exists some reason for this
absence?? :sunny:
nirwana
07-12-08, 03:22 PM
looks great - installed on top of it my favorite OLC2/OLE2 special without any problems
only using sh3com creating a new carrear i had an issue of 2 many crew members but could fix it easily by giving some of them the golden boot before leaving for patrol.
i worked the pdfs and readme files to find out if its by design in NYGM that there are no map updates of ships/subs whatsoever regardless of the reality settings with no success. I assume thats the case since it was already the case with the supermod active only.
Stiebler
07-13-08, 04:27 AM
@xristoskaiti:
I'm not familiar with an air depthcharge mod.
A quick search on this forum gives thousands of hits for depthcharges, while the extra key words "air" and "mod" are rejected as too short or too frequent.
If you know of an existing mod that does this, I shall look into it.
@nirwana:
Part of the NYGM2.5 installation (on which you place NYGM3.0) contains a JSGME compatible folder to restore ships on the map. Look in folder 'Documentation\Restore Gods Eye View'. Just copy this folder into your Mods folder, and install with JSGME.
Stiebler.
xristoskaiti
07-13-08, 05:10 AM
http://www.subsim.com/radioroom/showthread.php?t=132461&page=2
and http://www.subsim.com/radioroom/showthread.php?t=132461
with this mod air DepthCharges explosion in whoever depth you place in bobs.sim
filefront http://hosted.filefront.com/vonHesse/ (http://hosted.filefront.com/vonHesse/)
nirwana
07-13-08, 07:04 AM
Part of the NYGM2.5 installation (on which you place NYGM3.0) contains a JSGME compatible folder to restore ships on the map. Look in folder 'Documentation\Restore Gods Eye View'. Just copy this folder into your Mods folder, and install with JSGME.
Stiebler.
:D Great thats what i needed to emulate the map contacts using OLC's supermods in gwx and wac by activating it earlier in line then those. Activating it after takes too much realismus out of it. After playing it for a couple of thousend hours :rock:i might not even need any updates on the map other then the hydros.
Been playing the whole weekend in the Mediterranean and with the Type XXIII and I like the new version very much :up:
I have noticed however that now the medium clouds have dissapeared :hmm: now I have only either the very dark ones or no clouds at all. But the weather certainly stays fair more time than before, when frequent and long storms where the norm. I would suggest you make a JSGME enabable version without the weather fix for careers in the North Atlantic and Arctic. Seeing so much sun and clear skies there is a bit strange :-?
Also, you should contact Onelifecrisis for his horizon fix mod -makes the horizon be sharp and allows a correct visualisation of tops of masts-, as after playing some time with it I now miss it a lot in NYGM :hmm:
Great job anyway :up: :up:
Stiebler
07-14-08, 02:06 AM
@Hitman:
Thanks for your feedback. Glad you like the new version.
You should contact Onelifecrisis for his horizon fix mod -makes the horizon be sharp and allows a correct visualisation of tops of masts-, as after playing some time with it I now miss it a lot in NYGM OK.
JSGME-compatible Mod to restore original weather: OK.
@xristoskaiti:
Thanks for the links. I've downloaded and examined the ASW mod. Most of what it offers is already installed with NYGM, including aerial depthcharges which explode at 35 meters. The Catalina, Sunderland, Wellington bombers already drop depthcharges in NYGM.
The Liberator, which is used a lot, does not drop depth-charges. This should be pretty easy to alter, and I am testing it now.
Stiebler.
One more detail I have noticed: In 29th Flotilla careers started in March 1942 it is not unusual to get assigned to grid CJ26, which is in the north-east coast of Italy in the adriatic :-? Unless there is some historic action there I can't remember now, I would say that the assignement is an error?
I have customized my own Flotillas cfg replacing CJ26 with something more appropiate, and of course SH3 commander or SH3 patrol can solve the problem, but again it could be worth doing the 30 seconds job of changing it for the next NYGM patch/released fix :up:
Stiebler
07-18-08, 01:02 PM
@Hitman,
Yes, being sent to the north-eastern Adriatic in March 1942 (or at *any* time!) is a pretty poor patrol area.
I wonder how it arose originally? Anyway, thanks for the information, and I shall correct it.
Incidentally, don't forget that SH3Patrol (included with NYGM) will reassign patrol areas for you (although not for the very first patrol of a career):
SH3Commander uses the devs' original tables in flotilla.cfg for grid assignments. These grids are assigned according to your current flotilla, regardless of how inappropriate they may be (eg being directed from Norway in late 1944 with a giant IXD2 into the heavily-patrolled English Channel!)
SH3Patrol uses its own table created from a sampled and verified selection of patrol grids, taking only the most common patrol areas. These grids apply to your current U-boat type, the date, and the base. SH3Patrol mostly alters files different from SH3Commander, so that the two mods do not conflict.
Stiebler.
Thanks yes I already mentioned it: and of course SH3 commander or SH3 patrol can solve the problem
but the problem is exactly as described by you: This grid is assigned to you in the first patrol when starting in 1942 :damn:
Kaleu_Mihoo
07-19-08, 03:11 PM
I'd like to thank the NYGM team for their fabulous work! The XXIII is really so much fun :up: The only little disturbing thing I noticed is the position when on the bridge (F4) because of the UZO right before your nose. The way around this prob is adding
[2]
DropDownName=Position
search,UseInitialLocalPos,2,byte,>2,UseInitialLocalPosition
search,InitialLocalPos,4,single,>2,Captain´s viewpoint X-Value
search,InitialLocalPos,4,single,>6,Captain´s viewpoint Y-Value
search,InitialLocalPos,4,single,>10,Captain´s viewpoint Z-Value
to the minitweaker's NSS_Uboat21_cam.txt. Then alter the Y-Value to 0.1867 or whatever you want, making you see over the UZO.
The idea comes from the tweakfiles from DivingDuck and is only added by myself to the 21_cam, as this was the only file missing in his package.
greets
nirwana
07-19-08, 05:58 PM
Making it with 14 knts surfaced in the night through a swarm of escorts, elcos and destroyers from the atlantic to gibraltar harbor and attacked the anchored southhampton and being shot by every available gun (include the cooks dirty knives) of it caught by surprise since o am not used to anchored ships biting back in other supermods. So i went back to a saved game 1hr back in time and still 20 km away from the cruiser surounded by forts and lots of small warships previously not detecting me. As soon as the game finished loading every gun and searchlight in a 7 km range zeroed in unloading their weapons.
It is intended that u cannot save a game being surounded by enemies without being attacked after reloading the game when u exchanged fire before ? I tried another save just at the entrance of the straight with 4 escorts close by and they acted in the same way.
Stiebler
07-21-08, 10:39 AM
@Nirwana,
What you are describing is stand behaviour in the original un-modded SH3 game.
It is always a risk to save a game when other ships are nearby.
It is a bigger mistake to save a game if there is a convoy nearby - you often get a Crash-to-Desktop (CTD) when you reload.
It is the biggest mistake to save a game if there is more than one convoy nearby - you will often get a CTD after reloading the game.
Stiebler.
caspofungin
07-22-08, 07:05 AM
been away from sh3 for positively ages, thought i'd reinstall and give it a whirl -- an lo and behold, there's a brand new version of tonnage war out. sweet. nice work, stiebler and co, your efforts are appreciated.:up:
are any versions of the longer repair time mod compatible with this?
also, are you considering making u-boat mods for sh4 at any point in the future?
Stiebler
07-22-08, 12:37 PM
@Kaleu_Mihoo:
Thanks for the information concerning the _cam.txt file. I shall try it soon.
@caspofungin:
Thanks for the kind words. NYGM already incorporates a longer repair time mod. I don't know whether any other version might be compatible.
There is unlikely to be a version of NYGM for SH4. If there is, I shall not be part of the team, since I am largely ignorant about US fleet boats.
Stiebler.
caspofungin
07-23-08, 03:25 AM
but you're decidedly well-informed on u-boats -- what i meant was, now that the ubm add-on has brought u-boats to the sh4 engine, will you consider porting the work of nygm to sh4/ubm? ie a realism-oriented mod for the u-boat afficionados out there?
Well I hope there could be at least a limited version of NYGM for the U-Boat missions expansion :up: and who knows, maybe in the future add other small theatres like the Mediterranean and Arctic, or the so well worked "Inshore Campaign" for late war periods :rock:
rascal101
07-26-08, 05:15 AM
Hi to all I wonder if some one can help, I've just downloaded both the Fulon and latest NYGM3 via Flashget
I just tested both files before installing them via JSGMe and both report that they have broken files.
Now I have been having a lot of trouble downloading items from the net, not just games or patches, so I dont think its a problem with your site or where the files are lodged for people like me ot download them.
I wonder if there is someone out there with decent computer experience who can say what may be going on or suggest a sollution. Whenever I download a patch or mod, 7 out of ten times its corrupt or broken, whatevfer is not usable.
There is nothing about my computer not my internet that seems to be at fault, I use XP and Kaspersky anti virus.
Any ideas
Reascal
while trying to decompres 7z files from filefront-nygm etc using 7z software i got this message-try using power archiever, u may use it free for a few weeks-it always helped
rascal101
07-26-08, 08:21 PM
I just tried the same files with 7zip as you suggest and no problem. Is there some issue with rar?
What's your decompressing program ? With winrar, quite often I have the "archive corrupted" message on opening, and when I open the same file with 7zip no problem at all.
rascal101
07-27-08, 06:09 AM
Now for a second request, is there a list of NYGM3 compatible mods so those of us who cant refrain from fiddling can have something to fiddle with
R
Marriott
07-28-08, 08:36 PM
good job guys. I'm hoping to try it out sometime within the next few days
nirwana
08-01-08, 04:29 AM
After spotting a juicy large convoy heading to gibraltar i took out the leading black swan as usually and unload my eals onto the helpless cargos. Cause the 4 remaining escorts start zigzagging zeroing onto my position i decided not to engage them and going deep.
Inspite being directly below a c3-cargo until im deep enough for a runaway they dropped wabos like they give a damn about the health of it so i dived to 210m (im using a type IX) just a notch above where i get panicking comments from my helmsman. I could only stabilize the depth by going two third which enabled the foes above to keep in touch with me. After 10 min i didnt even use evasing maneuvres anymore and set TDC to x32 cause http://www.subsim.com/radioroom/images/icons/icon4.gif none of the dozends of wabos they dropped were close enough to even scratch my expensive 6 color airbrush hull. :o
After almost 5 hrs of wasting wabos of the last remaining escort chasing me and the sun went up it finally gave up or ran out of wabos and trolled back to his convoy.
Since i still have a full set external eals im gonne run after the same convoy and check if i can replicate it again.
Stiebler
08-02-08, 01:10 AM
@Nirwana:
You have described the 'crash-dive blues', when you have to go at 2/3 ahead submerged to avoid sinking.
This occurs when you interrupt a crash-dive before it has completed. For example, you extend the crash-dive depth from its normal depth to a much deeper depth while still in the crash-dive. Your U-boat settles in a stern-down position, which makes it hard to control. The only solution is to rise again to a depth *above* the crash-dive limit (80 meters for NYGM), then crash-dive again, this time allowing the crash-dive to complete.
The 'crash-dive blues' is a bug found in the unmodified game, but, owing to NYGM's damage model, it is much easier to notice (and much more serious) with NYGM.
The long-term solution is: Never interrupt a crash-dive until you have completed it!
I recommend the following approaches:
1. Crash-dive (key 'C') if an aircraft attacks.
2. Deep dive (key 'D') at full speed if a warship approaches (assuming that the warship has already detected you - otherwise dive very slowly).
The crash-dive goes a little faster to a depth of 80 meters, but the deep dive is much easier to control with warships around.
@rascal101:
I do not know of a list of NYGM-specific mods. Mods made specially for NYGM are usually incorporated into the next release.
I would advise very strongly, however, that you do not add new ships casually to NYGM. Our damage model for slow ship-sinking has made big changes to file zones.cfg, with unexpected results for new ships. If we like other designer's new ships (eg those of Iambecomelife, Sergbuto), we make changes to the zones to fit our pattern.
@Kranz:
NYGM is compressed with the 'ultra' setting in 7-zip. This is to reduce downloading times for those with slow internet connections.
It would appear from your comments that WinRAR does not open files compressed to such an extent. Perhaps in future I had better compress with default settings in 7-zip. But this program is free anyway, so no one is forced to use WinRAR.
@Hitman/Caspofungin:
It would take an enormous effort to transfer NYGM into SH4 + U-boats release 1.5.
At the end of all this effort, we would have the existing NYGM, a little prettier.
That's not much of an inducement to start, is it?
Lurker's Atlantic campaign mod for SH4 uses many NYGM mods and ideas, with our permission.
Stiebler.
Stiebler, thanks to you and your team for continuing and improving this mod. It´s nice to see that there are still alternatives to GWX.
Is there any way to get the "old" 8k scenery? Like in previous versions of NYGM? 16k is too much workload for my computer and playing convoy games with 4fps is no fun at all...
@Nirwana:
You can change the value of crash dive depth in cfg files of each u-boat.I reduced it to 20m for each.When it reaches 19 I set it to e.g 80m.Of course I can make the maneuver slower but it works good enough.
@Stiebler:
Actually I meant that I've never managed to open NYGM 2.5 (dl-ed from Der Teddy Bar file front page) with this 7 zip free software. I had to use Power Archiever every time.Besides 7 zip uses the disc space to decompress the file and since I have it reduced I encountered problems with it
nirwana
08-02-08, 07:27 AM
Originally my post wasnt about the issues of using crashdiving or trimming in general. I dived regulary with engines off. In general below 80m i have to go one third and below 150m two third with this boat in NYGM to trim it.I dont have any prob with it. It makes it more challenging.
My http://www.subsim.com/radioroom/images/icons/icon5.gif was:
Is it by design of NYGM that no wabos will come close enough to cause any damage at critical depth at two third (after wabos explosions i even was forced to run temporarly full ahead to get back to my desired depth of 210m) or unintended and therefor a cheat to use it.
Stiebler
08-03-08, 03:55 AM
@Kranz:
Besides 7 zip uses the disc space to decompress the file and since I have it reduced I encountered problems with it Are you saying that you have insufficient hard-disk space for 7-zip to open NYGM 2.5?
If so, there is nothing we can do about it.
@Goggy:
I doubt if the old 8km horizon can be restored, because all the sensors are configured for 16km horizon. Sorry.
@Nirwana:
NYGM has not been fixed so that running at two-third speed at critical depth. Indeed, it is normally very dangerous to do so, although if you keep turning you might be able to avoid the depthcharges (the faster you turn, the easier it is to evade depthcharges at any depth). However, it will be very difficult to escape detection by the escorts, and, the more times they attack, the more likely you are to be hit by a depthcharge.
Stiebler.
sergbuto
08-03-08, 05:04 AM
It would take an enormous effort to transfer NYGM into SH4 + U-boats release 1.5.
At the end of all this effort, we would have the existing NYGM, a little prettier.
That's not much of an inducement to start, is it?
I have to disagree. The SH4 engine is better than that of SH3, especially Campaign-wise. Additional possibilities provide an opportunity to have even more immersive and more realistic gameplay.
Not to mention, it would be great to have in SH4 a group of creative people, such as NYGM team, who in the process of working on the NYGM mod came up with a number of pioneering ideas which were later repeated/adopted in other super-mods/mod compilations.
@Stiebler:
Upss, my English sux. There are two kind of problems.First-unknown error while trying to open NYGM 2.5 using this freeware.I've dl-ed the file at least 5 times from the page. Second problem is the space.
Stiebler
08-07-08, 01:25 PM
@Sergbuto:
It is certainly very gratifying to receive such generous praise from you, one of SubSim's most talented modders. Thank you very much indeed.
However, although I take the points you raised, a version of NYGM for SH4 + U-boat add-on would definitely fall into the category of 'too much effort, too little return' (speaking only for myself).
@Kranz:
It seems to me that there is a problem with your downloading system, if 7-zip will not open the files after several downloads. There is certainly not a problem with the original file, which is byte-identical to the one which I uploaded to FileFront. (I always check with a file comparison utility after downloading files I have uploaded, in order to make sure the download is identical to the original file).
With regret, then, I believe that I cannot help. Sorry.
Stiebler.
yeah-it's really strange because Power Archiever opens this file without any problem.
nirwana
08-10-08, 05:59 AM
During my current patrol its now the 6th enemy vessel which disappears like it has a cloaking device. They dont appear on the map or in the log.
[/URL][URL="http://img396.imageshack.us/my.php?image=ghostshipeo2.jpg"]http://img396.imageshack.us/img396/1194/ghostshipeo2.th.jpg (http://img166.imageshack.us/my.php?image=ghostshipxu0.jpg)
Stiebler
08-12-08, 02:20 AM
Ghost ships?
That is a new problem for me. I have never seen it before, and I have played two complete careers (1939 to 1945) with NYGM 3.0, as well as numerous test patrols.
The ship you have illustrated in your three pictures is one of Iambecomelife's new merchant fleet. As stated in the download documentation, some of these ships have been properly rezoned for use with NYGM, and have good zone properties, some have not been properly rezoned but their existing sinking-zone properties have been altered to give them slow sinking times.
It is true that sometimes those ships not properly rezoned do not appear in your log after you have sunk them - however, this is rare.
Can you provide more details about ghost ships? For example, what are the weather conditions? Have you attacked them with guns or torpedoes? Do they ever vanish without being attacked? Thanks.
On a related subject:
Sometimes you may receive a radar-warning of an imminent attack by a radar-fitted bomber. However, the bomber never arrives. Instead, a 'ship-sunk' symbol appears on your map, because the aircraft has suddenly crashed before you saw it.
I have been trying to discover the cause of this behaviour, with no success yet. Unfortunately it happens so rarely, and the effect is not reproducible in controlled missions. It is particularly noticeable when passing on the surface north of the Faeroe Islands (Torshaven) late in the war, and it seems that strong winds are also required.
Stiebler.
nirwana
08-13-08, 01:57 AM
Alright here we go:
for the loner merchant in the screenshot:
- perfect wheather conditions except waves at 15m/s
- therefore only torpattack possible (1 eal only was necessairy to sink it)
- i repeated the attack on this ship about 3x with a saved file being 50km away from its actual position
- it started vanishing only just before its going down each time
above criterias applied to the convoy i attacked 1 day gametime earlier as well except it was nightime. i downed 8 cargos. 3 of them vanished in the same way. 1 of the 3 survived approx 3 hrs before it was finally unlockable, destroyed and vanished like the others.
zombiewolf
08-14-08, 10:53 PM
I cant find El Feroll.
Help down to 10% fuel!
F1 says go there to meet Max Albrecht
Captain Peachfuzz is lost again
http://i291.photobucket.com/albums/ll317/autozonesucks2000/SH3Img14-8-2008_20738_328.jpg
nirwana
08-15-08, 05:35 AM
umm it should be 50km E of caruna - in vigo was only the bessel til 41. if u cant get fuel use battery submerged only and recharge surfaced all engines stop.
http://img133.imageshack.us/img133/7274/elforrolbd3.th.jpg (http://img133.imageshack.us/my.php?image=elforrolbd3.jpg)
Stiebler
08-15-08, 06:42 AM
@Nirwana:
Concerning vanishing ships:
I have tested all 14 cargo ships (excluding tankers) from IABL's 'New Merchant Fleet' which are provided with NYGM. Tested in a single-mission convoy, with no escorts so I can sink the merchants easily. Winds set to 15 m/s.
12 of these 14 ships sank correctly, most with one torpedo, a few with two torpedoes.
Of the other two ships, one sank, but no credit was given. The other remained floating on the surface after being torpedoed, but could not be locked-on with the UZO or periscope. Credit for this was also not given.
These two unsuccessful ships have not been rezoned properly, so this is a known problem which does not always occur even with the same ships.
None of these ships became invisible while sinking. Nor have I ever seen this effect before in long testing. Are you perhaps using some other mods as well as NYGM?
Has anyone else had the problem of sinking ships becoming invisible?
Stiebler.
nirwana
08-15-08, 04:51 PM
Although not approved for NYGM i use OLC2 and the GUI of it but i cant imagine that is has anything to do with it. No others but some mapmods are added by me. Since my post it didnt occured again though im hunting in the same grid for 3 patrols now with comparable successrate.
btw. remember the post with wabos wont hit in critical depth ? Im now absolutly sure im safe there in a type IX to avoid any wabos no matter what speed im running or even being stationary. Its now my std evasive tactic after an attack on a convoy and it didnt failed for more then 8 attacks. I generally running in a circle with 2/3 chased by 2-3 escort wasting their wabos. Even if they still running over me not having any wabos left they leave for sure at sunrise or dawn.
zombiewolf
08-16-08, 02:15 PM
http://i291.photobucket.com/albums/ll317/autozonesucks2000/SH3Img16-8-2008_12813_421.jpg
I'll nurse her home thanks nirwana.
The max is not there
nirwana
08-16-08, 03:12 PM
Soon ill advance to the year where Max should be available. I missed the harbor and Max when i looked at ure 1st map jpeg. Will see if its there for me. If not its a bug of NYGM.
Stiebler
08-17-08, 04:10 AM
@zombiewolf:
For the Max Albrecht, you must install the 'Harbor Traffic Add-in' mod (originally made by Rubini, but modified for NYGM).
You can find it in folder \NYGM3_0\documentation\.
Copy the Harbor Traffic folder into your '\data\mods\' folder, then install it with JSGME.
You *must* be at a base to install the Harbor Traffic Mod.
@Nirwana:
1. OLC2 affects key files, and a version has never been made for NYGM. If it works for you, then OK, but it is dangerous to use in NYGM without alteration.
However, you say that the 'invisible' sinking ships have never returned, so it may have been a temporary bug. Saving and reloading a game often introduces strange artefacts to game play. The original devs never expected so many extra ships to be added.
It is particularly inadvisable to save a game near a convoy, or at any time after two convoys have spawned together near your U-boat.
2. If you have found a way to avoid depth-charges, then use it. This is called 'experience'. It is the reason why experienced U-boat commanders were more likely to survive the war than commanders without experience.
Stiebler.
nirwana
08-17-08, 05:26 AM
Well i sincerly hope olc will create a version for NYGM as he posted earlier. His enviromental modifications and GUI are indespendable for me.
a version of NYGM for SH4 + U-boat add-on would definitely fall into the category of 'too much effort, too little return' (speaking only for myself).
I agree if it is a matter of porting it all over. However, some isolated NYGM features should make his way to SH4 IMHo because as sergbuto said, the engine is much better and solves many limitations of SH3 (erratic air attacks over 256x TC, Resupply from Milk Cows, Faster loading times, weather, crew management...).
It would be nice if it started as the own NYGM did, i.e. with small but important modifications. I for one would like to see the NYGM U-Boat physics ported over to SH4, f.e., as a little but essential modification :up:
Kurt Lange
08-24-08, 05:16 PM
A late response, but thanks for this latest incarnation of NYGM. Its the mod thats accompanied all my SH3 playing time, and along with Wolves at War and SH3 Commander, makes my virtual U-boating experience complete.
Well done Stiebler, and all involved !
Stiebler
08-25-08, 02:29 AM
I am very pleased to announce that OneLifeCrisis has very kindly created a version of his horizon fix for NYGM 3.0.
I have tested it in two very extended patrols, involving twice refuelling from U-tankers for each patrol, in 1943-1944, and in a series of single missions with varying weather conditions. It works wonderfully!
This is a great addition to NYGM, and can be downloaded from my signature below. Look for file 'OLCHorizonFix.7z'.
Unzip it with 7-zip or (I hope) WinRAR, place it in your silenthunteriii\mods folder, and install with JSGME.
So thank you very much, OneLifeCrisis.
[EDIT: The changes should also fix the "black triangles on the horizon" and "flickering sun/moon/horizon" bugs that some people get (depending on their graphics card).]
Stiebler.
Stiebler
08-25-08, 02:44 AM
@Hitman:
It would be nice if it started as the own NYGM did, i.e. with small but important modifications. I for one would like to see the NYGM U-Boat physics ported over to SH4, f.e., as a little but essential modification. I don't have a copy of SH4, so it would take me ages to get up to speed.
To the best of my knowledge, Der Teddy Bar and Observer are not currently playing SH4 either, for domestic/real-life reasons.
So I can only repeat, NYGM will never appear in SH4 as a complete entity. We are happy to co-operate with those who want to make their own changes, but we are not going to make the changes ourselves.
Stiebler.
I am very pleased to announce that OneLifeCrisis has very kindly created a version of his horizon fix for NYGM 3.0.
I have tested it in two very extended patrols, involving twice refuelling from U-tankers for each patrol, in 1943-1944, and in a series of single missions with varying weather conditions. It works wonderfully!
Fantastic :D
I have been using for testing purposes OLC's environment directly on top of NYGM and it seems to work well and the AI visuals still work as intended. However, a specific version for NYGM is of course the way to go.:rock:
I will give this week the finishing touches to my optics & targetting mod for NYGM and release as soon as possible, should be a pleasure to use it with the fixed horizon.:ping:
Stiebler
08-25-08, 10:14 AM
@Hitman:
I will give this week the finishing touches to my optics & targetting mod for NYGM and release as soon as possible, should be a pleasure to use it with the fixed horizon.
I'll look forward to that!
Stiebler.
nirwana
08-25-08, 04:23 PM
Im using OLC2 with NYGM since the last version was released and i had no issues as well.
onelifecrisis
08-25-08, 08:46 PM
My pleasure Stiebler.
And, if I may...
*ahem*
To the chaps using OLCE2 with NYGM
To say that OLCE2 breaks NYGM might be an overstatement, but it does make some things function differently than NYGM's authors intended. Obviously ships will see worse at night. While this is arguably a good thing in GWX, the same cannot necessarily be said for NYGM, which has sensors set differently to GWX. Furthermore, using OLCE2 in NYGM will give you GWX's wave heights, which would "break" this part of NYGM:
Schnorchelling improved (Stiebler)
Maximum wave height has been reduced, partly again to improve visibility in stormy weather, partly to improve detection by escorts of the U-boat at periscope depth, but also to reduce crew fatigue while schnorchelling in stormy seas. The constant oscillation of the crew from diesel room to electric room as the schnorchel falls below the water surface has a very serious effect on crew fatigue, and this can have a drastic effect on the engine-room crew’s ability to perform during very long schnorchel cruises in late 1944 or early 1945. In stormy weather, schnorchel at night closer to the surface than usual in order to reduce this effect.
There may be other adverse effects as well.
In contrast, the OLC Horizon Fix for NYGM won't alter the NYGM gameplay in any way at all. It just fixes the horizon and some stock graphics bugs, as described above by Stiebler.
One little suggestion to all NYGM Type XXIII users :), you can with a very easy change switch the current Type XXI interior for the Type II one, which seems way more appropiate for the smaller dimensions of the boat.
To do it, once enabled the Type XXIII, go to:
data\Submarine\NSS_Uboat21
and open with notepad the file "NSS_Uboat21.cfg". You will see this as first block of text:
[Unit]
ClassName=SSTypeXXI
HumanPlayable=YES
Interior=data/Interior/NSS_Uboat21/NSS_Uboat21
UnitType=200
MaxSpeed=15.6
MaxSpeedSubmerged=16
Length=76.7
Width=6.6
Draft=6.3
RenownAwarded=200
Change this line: Interior=data/Interior/NSS_Uboat21/NSS_Uboat21
to: Interior=data/Interior/NSS_Uboat21/NSS_Uboat2
That's all :up:
nirwana
09-03-08, 04:41 AM
Alright after playing NYGM :/\\k: with 100% realitysettings for 2.5 years :rock:gametime (18 patrols) and removed any mod which makes it easier to play, im very happy with this mod though sometimes i cant find any targets for weeks in the patrol which how it worked in those days in WW2. I found only minor glitches of the scripts like a few ships of a convoy just quit moving and were bouncing around like they were glued to the waves or the whole convoy doublebacking on its projected course but thats nothing which shouldnt bother anyone.
The only issue which i personally find too easy is to get new boats/equippment without the requirement of having a certain amount of reputation to select them. Is there a way to change it with a mod or manually ? :hmm:
HI!
Where i can download this supermod?
try this
http://hosted.filefront.com/TeddyBar/
Stiebler
09-06-08, 01:33 AM
@Nirwana:
The only issue which i personally find too easy is to get new boats/equippment without the requirement of having a certain amount of reputation to select them. Is there a way to change it with a mod or manually ?
The renown to buy new equipment is related directly to tonnage sunk, in the original SH3.
Therefore, if you wish to restrict your ability to get new equipment until you think you have earned it, then the easy way is to set tonnage limits before asking for the new equipment.
For example, you cannot ask for a new U-boat until you have sunk 50,000 or 100,000 tons after your last boat.
The big advantage of this method is that you can set your own tonnage figures for whatever value you want. Any mod which tried to achieve the same result would displease different players in different ways.
Stiebler.
nirwana
09-06-08, 04:14 AM
My idea and ? was not to change the supermod itself but if there is a mod or way available to restrict it automaticly if the player desires it by adding/changing it. To disciplin myself with "No, i dont deserve the new shiny boat due to too many screwups" is like asking my cat not to touch the juicy salmon.
zombiewolf
09-09-08, 01:44 AM
I am cruising in an IXC40
Get message radar destoyed on launch http://i291.photobucket.com/albums/ll317/autozonesucks2000/fumb39-1.jpg
http://i291.photobucket.com/albums/ll317/autozonesucks2000/RADARBROKE.jpg
Stiebler
09-09-08, 04:10 AM
@ZombieWolf:
Radar destroyed message - insufficient information for a diagnosis, but it appears that you have a defective installtiion of NYGM. Try un-installing, then install everything again. Don't add any new mods, unless they have been downloaded from my signature below.
Stiebler.
Stiebler
09-09-08, 04:24 AM
The new Optics Mod from Hitman, for NYGM 3.0, is now available for download by clicking on my signature below. (Filefront, file: Hitman_Optics_NYGM_3.0.7z).
This a wonderful new 'realism' addition to NYGM 3.0, which requires the user to calculate his own ranges for torpedo firing, identify his own target ships manually, and provides a superb new interface for the UZO and the two periscopes. I have been playing it continuously for the past two weeks, so I know it works perfectly.
Of course, not everyone will want to calculate their own ranges and identify their own ships, so this should be regarded as an *optional* mod - but one which I recommend strongly that all NYGM users try!
We recommend that you install first OLC's NYGM Horizon Fix (also available from my signature below). The combination of the two is fantastic!
In addition, the included new files commands_en(or de).cfg contain two other options:
Pressing 'Enter' key brings time compression to 1x (previously this key had no effect).
Pressing 'Ctrl+W' provides an instant weather update. Useful when cruising at periscope depth.
Hitman has included detailed instructions with his package.
Unzip the file Hitman_Optics_NYGM_3.0.7z with 7-Zip (recommended) or (perhaps) with WinRAR, then move the unzipped folder into your folder silenthunteriii\mods.
Finally, install the mod with JScones' ever-popular JSGME.
Stiebler.
nirwana
09-09-08, 05:39 PM
--grr doublepost
nirwana
09-09-08, 05:57 PM
I created an extra fresh install with the following mods enabled:
- NYGM 2.5 and update to 3.0
- Harbor Traffic Add-In
- IABLShipsfor NYGM3
- OLCHorizonFix
- Hitman Optics NYGM 3.0
The new command_de.cfg file contains:
------------------------------------------
[Cmd313]
Name=Fire_torpedo
Ctxt=1
Key0=0x0D,,"Enter"
I thought "enter" would set TDC to x1 but it really fires a torpedo.
CTRL-W only worked after i added "CaptainAmericaIcons"
zombiewolf
09-09-08, 09:26 PM
@ZombieWolf:
Radar destroyed message - insufficient information for a diagnosis, but it appears that you have a defective installtiion of NYGM. Try un-installing, then install everything again. Don't add any new mods, unless they have been downloaded from my signature below.
Stiebler.
Will do thank you!
Stiebler
09-10-08, 01:41 AM
@Nirwana:
Thanks for reporting the problem.
You are correct about commands_de.cfg. I forgot to add a tiny change to this file when copying from the commands_en.cfg file.
Use JSGME to remove your HitmanOptics mod, then open the mod's command_de.cfg file. Go to [cmd313], and change this line:
Key0=0x0D,,"enter"
To:
Key0=0x0D,c,"enter" (lower-case 'c')
Save the changed file, and reinstall the mod with JSGME. All should be OK now. (You can now fire torpedoes with CTRL-C.)
The CTRL-W command is set up correctly in commands_de.cfg, therefore your problem is probably caused by the 'Enter' key problem. 'Captain America Icons' should have no effect.
I have uploaded a revised version of the Hitman Optics mod to Filefront, download by clicking on my signature below.
Stiebler.
can anyone explain me how to use it? I mean how to determine the range. I count the marks on the scope and then look into pdf file with funny tables. Lets say I want to sink the C2 from naval accademy.
Uber Gruber
09-10-08, 07:49 AM
I think its about time I hopped from GWX back to NYGM. I liked the graphical enhancements of GWX but i've always felt more "immersed" using NYGM. Teddy's earlier research postings convinced me that he knew what he was talking about. Also, NYGMs "openess" is more in tune with my oppinion of what a community should be so hurrah to you guys.:rock:
nirwana
09-10-08, 08:46 AM
@ Stiebler
After dl the new file and used 7zip
:o I found the problem with CTRL-W. I used winrar before which is causing this bug. By using 7zip its solved. Recommend vista 64bit user to avoid winrar whenever possible. I have another issue in the F1 screen tanker/hostile in NYGM ships (swapped content) for a long time. Gonne check if thats the prob as well.
I startet the installion from scratch unzipping everything with 7zip and voila...all minor glitches and weird behavior but the F1 glitch :p evaporated. Gonne make a post about it.
can anyone explain me how to use it? I mean how to determine the range. I count the marks on the scope and then look into pdf file with funny tables. Lets say I want to sink the C2 from naval accademy.
kranz
the tables have in the leftmost vertical colum the scope marks heigth (10, 20, 30....), and then the horizontal one is for mast heigth (15, 16, 17...)
Let us say that your C2 cargo mast reaches the "50" mark in your observation scope at 1,5x zoom. Since the C2 has a 23 metres mast you would first go right to the column with the "23" at the bottom, and then go up until the 50 mark in the left column. That gives you a result of 460 metres.
Hope that helps :up:
BTW I have some menu and load screens purposedly created for NYGM laying around, if there is interest in them let me know and I might upload them.
Example: Main menu:
http://img353.imageshack.us/img353/9611/menubh4.jpg (http://imageshack.us)
nirwana
09-10-08, 01:21 PM
:smug: The dude in the movie "Das Boot" who is likely the one in ure screen was the role model for the 20 years later created infamous Werner cartoon movies.
Der Teddy Bar
09-13-08, 04:26 AM
I think its about time I hopped from GWX back to NYGM. I liked the graphical enhancements of GWX but i've always felt more "immersed" using NYGM. Teddy's earlier research postings convinced me that he knew what he was talking about. Also, NYGMs "openess" is more in tune with my oppinion of what a community should be so hurrah to you guys.:rock:
Uber,
And we are happy to have you back :D
Der Teddy Bar
09-13-08, 08:12 AM
I am very pleased to announce that OneLifeCrisis has very kindly created a version of his horizon fix for NYGM 3.0.
OneLifeCrisis,
Thanks :up:
BTW I have some menu and load screens purposedly created for NYGM laying around, if there is interest in them let me know and I might upload them.
YES PLEASE, YES, IS INTEREST THERE !!!
Thank you very much.:up:
Does anyone know if there is a version of the Longer Repair Times mod which is compatible with the latest NYGM? Maybe an older version of the LRT mod?
nirwana
09-19-08, 04:02 PM
Something to fix ?
I have the max possible number of crew onboard and therefor most of the time crewmates in the "neutral" electric or diesel compartments. If there are more crewmembers in both compartments combined then the maximum in NYGM allowed slots per engine compartment and i issue any order which has anything to do with the depth the game fills upto 3 slots as well which are disabled by the smode. They are greyed out with a red void sign on top which doesnt prevent them getting tired if i dont move them out. It happens already with smode 2.5 and 3.0 installed only.
I have added extra installations with multish3 using downloads from different mirrors but all of them act in the same way.
I havnt noticed this til i replaced OLC2 special with hitmans optics mod and the default settings of NYGM regarding subs were restored.
Hello!
Recently been enjoying NYGM 3.0 for the past few weeks and have a couple of questions re the mod;
I have come across some ships which cannot be hit either by gunfire or torpedoes - in the latter case they go right through the hull without exploding. As an example I attacked a convoy of tankers earlier today, and I took some time to identify said ships for the purpose of sending this post....
1/ A `Medium Tanker`, with a white upper superstructure, black hull with brown keel. It had the letter `M` on the funnel, and the word `American` on the side of the hull with an american flag either side of it.
2/ `Large Tanker` with light grey upper superstructure, dark grey hull, brown keel. It has `Esso` on the funnel and the word `American` in black letters on the side of the hull with three US flag motifs visible at the bow, midships and stern.
3/ Another `Large Tanker`, identical to 2 but without the word `american` on the hull.
There is also another tanker - I think its a `large` type, which is an overall light grey in colour, texaco star on the funnel and three US flag motifs which also cannot be sunk.(Theres also a cargo ship with the same problem but I`ve yet to properly identify that one)
Anyone come across this problem at all? Is it a bug or something? Incidentally these ships are from the IAMBmerchantmod for NYGM 3.0.
Also during gameplay I have also noticed that on some occasions with an oncoming convoy in the distance, I have seen gunflashes on the horizon as if the escort ships are battling it out (against another sub?), and when I get nearer some of these escorts are burning and smoking,plus one or two of the merchants - but its usually the escorts..
I have also actually come across another submarine on one occasion (!) Its all very immersive and good to watch but I am just curious - are things like this scripted into NYGM? I only ask because I never saw anything like that in the stock game of SH3.
All in all a great mod.
Thanks
JC
nirwana
09-28-08, 03:50 AM
Initially i had some trouble with ghost ships of the extra ships mod as well. After reunpacking all mods with 7zip and not winrar those ghosting issues (and some others) were solved.
Regarding the burning ships if u receive a radio msg of a spotted convoy the chance is high that the report was originated from attacking AI subs. I myself never saw AI subs which tried to run they always fight the attacking escorts until they are busted.
balto63
10-04-08, 10:18 AM
Any other site to download this mod ??
It's the 7th time I try with filefront but is stop after 15/20 minutes :damn: :damn: :damn:
Hi to all
nirwana
10-04-08, 03:28 PM
Try this one:
EDITED: Wrong link, have removed it to prevent confussions in users. Hitman
The standard filefront dl link has a serious speadbrake atm. I guess the bandwidth limit was reached.
THE ABOVE LINK FROM «NIRWANA» CONCERNS OTHER SUPERMOD: THE WAC 3.0 AND NOT THE NYGM 3.0 :lol:
balto63
10-06-08, 02:17 AM
Try this one:
EDITED: Wrong link, have removed it to prevent confussions in users. Hitman
The standard filefront dl link has a serious speadbrake atm. I guess the bandwidth limit was reached.
Ok
Thanks a lot for the info
Hi to all
balto63
10-09-08, 07:57 AM
I'want to try this superMod and finally I've downladed from file front. :rock:
Can I use also "Torpedo Damage Final 2.0" Mod ???
TIA
I'want to try this superMod and finally I've downladed from file front. :rock:
Can I use also "Torpedo Damage Final 2.0" Mod ???
TIA
I have not looked into the innards of that mod if you provide a link I can peek into it and give you an opinion. My recommendation would be to use NYGM 3.0 as is, the team did a suberb job of custom zoning each ship and modifying many factors in how shipping sinks. Making it a very realistic mod.
Enjoy, its a great mod.
balto63
10-09-08, 03:04 PM
I'want to try this superMod and finally I've downladed from file front. :rock:
Can I use also "Torpedo Damage Final 2.0" Mod ???
TIA
I have not looked into the innards of that mod if you provide a link I can peek into it and give you an opinion. My recommendation would be to use NYGM 3.0 as is, the team did a suberb job of custom zoning each ship and modifying many factors in how shipping sinks. Making it a very realistic mod.
Enjoy, its a great mod.
Thank's a lot for your answer
This is the link to the mod http://www.subsim.com/radioroom/showthread.php?t=105298
I now it's only an eyecandy but is nice to see that holes in the hull ...:D :D
TIA
Hi to all
I'want to try this superMod and finally I've downladed from file front. :rock:
Can I use also "Torpedo Damage Final 2.0" Mod ???
TIA
I have not looked into the innards of that mod if you provide a link I can peek into it and give you an opinion. My recommendation would be to use NYGM 3.0 as is, the team did a suberb job of custom zoning each ship and modifying many factors in how shipping sinks. Making it a very realistic mod.
Enjoy, its a great mod.
Thank's a lot for your answer
This is the link to the mod http://www.subsim.com/radioroom/showthread.php?t=105298
I now it's only an eyecandy but is nice to see that holes in the hull ...:D :D
TIA
Hi to all
Thanks for the link. Yes, that mod is not a problem. You can use it. I run NYGM 3.0 and I get very nice holes in the ships that I hit.
Happy Hunting!
balto63
10-10-08, 01:12 PM
Thanks a lot for your answer Wilcke :up:
Another question it's better, using JSGME, install that mode before or after NYGM ?
TIA
Fandrich
10-13-08, 05:00 AM
Hi all,
Switched to NYGM from GWX few weeks ago because of weak system and in search for possibly more realism. Currently playing in the Med and I like this mod a lot. My question is in connection with radar warning tools. In NYGM (and in GWX and vanilla) when the officer reports enemy radar signal detected on the map I can see the contact line which shows the course and approximate distance. With this help I can easily close to the radar source from 25 or more kilometers which is usually a DD escorting merchants. In Aces of the Deep I only recieved the message enemy radar signal detected, no course, no distance, only the warning.
So, is it realistic at all? Did Naxos and Metox provide course and distance information? If not, is it possible to remove the these contact lines while still having contact lines for hydrophone contacts?
Fandrich
10-14-08, 06:31 AM
I have made a bit of research http://www.uboataces.com/radar-warning.shtml says: "Metox however could not differentiate between radar and non-radar signals, neither could it provide the bearing of the source of transmission." and also on a forum http://www.uboat.net/forums/read.php?20,59099,59120,quote=1 "Since no range information was available from the Metox the submarine commander had little choice but to break off battery charging and dive with an uncharged battery."
So it seems that there was neither range, nor bearing. Thus it would be nice to remove the radar warning contact lines if it is possible.
???
dinazor
10-14-08, 09:45 AM
I am really sory but I can not find NYGM 3.0 mod at http://hosted.filefront.com/TeddyBar/
Do you know different adress? :o
Thank you
I am really sory but I can not find NYGM 3.0 mod at http://hosted.filefront.com/TeddyBar/
Do you know different adress? :o
Thank you
Well crap, filefront must of done its magic again. You will still need the following file..NYGM_Tonnage_War_V2.5_Fulon.7z, which is still available at the above link but the NYGM 3.0 file is gone. Hopefully Stiebler will see this and take a look at the issue with Filefront.
Happy Hunting!
hi.
i tried to download from the signature, but am I blind or the nygm 3.0 disappeared from teddybear?
where can i download it?
thank for your help
Sardaukar67
10-18-08, 02:17 AM
3.0 seems to be gone from Filefront/TeddyBar. Please, upload it again so I can play it !! Thanks in advance ! :up:
Stiebler
10-18-08, 03:58 AM
I have just returned from holiday. Sorry for any inconvenience caused to anyone who has been unable to locate NYGM 3.0. Filefront has auto-deleted the file.
I shall place a slightly updated version of NYGM 3.0 onto the Filefront/TeddyBar web page in the next couple of days.
Stiebler.
Stiebler
10-18-08, 12:15 PM
I have now placed a copy of NYGM3_1.7z (i.e. NYGM version 3.1) onto the FileFront address that can be found in my signature below.
As previously, this needs to be installed with JSGME over the last stand-alone release, NYGM 2.5 Full version (Fulon), available from the same link. Version 3.1 completely replaces versions 2.6B and 3.0. If you have them already installed, remove them with JSGME before installing new version 3.1.
This is only a minor update. Main differences between 3.0 and 3.1:
1. Re-zoned heavy bombers, so that they are a little more easily shot down.
2. Very minor changes to campaign files, command files and menu files.
3. OneLifeCrisis's excellent horizon fix now built in.
4. Hitman's excellent Optics mod 1.1 provided as an optional extra (find it in 'Documentation').
5. Slight changes to the optional Type XXIII boat for use in 1944/45. Now uses the cramped Type II boat interior as per Hitman's suggestion, not the original spacious Type XXI interior.
6. Ocean Blue's 'Final' torpedo damage mod included (NYGM previously used an earlier version).
Don't forget: if you are using Iambecomelife's optional merchant ship pack for NYGM, this needs to be overlaid with JSGME *after* you have installed NYGM 3.1.
Happy hunting,
Stiebler.
Stiebler,
Thanks for the continued support. NYGM just keeps getting better and better. I cannot say enough about it to anyone who will listen.
Thank you,
:cry: something is really f...up. Here's the story: I have several saves for version 3.0. I deleted whole game-leaving those saves. (all files in data etc, everything deleted). I installed game, patches...Then:JSGME, NYGM 2.5, NYGM 3.1, Cap. America Officer Icons, TransparenteKonsole, IABL ships, olc horizont fix and sh3 overlay bearing lines using files that worked every time with no problem. Game loaded ok BUT I cannot load my saves. After Initializing I get We apologise for errors, send/not send report, SH3.exe has done something bad. What is wrong? So I disabled IABLships, olc horizont and NYGM 3.1 and loaded 3.0 with OLC and ships-all saves work fine. I could only load naval accademy with 3.1(haven't tried single mission)So-why my saves aren't working with 3.1? Currently I'm trying to load 8th save of 4th patrol so if u tell me how to copy them somewhere I will try load game form IN base after 3rd patrol.
Stiebler
10-21-08, 02:52 AM
@Kranz:
It is only very rarely that a game saved in mid-patrol will load successfully into an update of any of the major mods (including NYGM).
You should always start a new patrol in base for every update of any major mod. I have tested this new release heavily in patrols, and there are no problems in playing version 3.1 when starting a new patrol from your normal base.
Since you can reload your saved games by the restoration of NYGM 3.0, I suggest you return to base in version 3.0, and then replace it with version 3.1. Don't forget to add the IABL-ships mod *after* NYGM 3.1. You will not need the OLC Horizon fix after NYGM 3.1 is installed, because it is already installed with 3.1 (but not with 3.0).
Good luck!
Stiebler.
It's a miracle! Hallelujah! It's working.:up:
DarkStar173rd
10-26-08, 01:50 AM
To Stiebler and the NYGM Team Thank you so very much its the only simulation I play now and I've been playing sims since 1976. Stay deep
Respectfully,
DS
Corsair
10-27-08, 02:24 AM
After long break due to RL issues, finally downloaded the 3.1 update this week end and am back to business. Thks for keeping updating this great mod for us...:D
DarkStar173rd
10-30-08, 03:46 PM
Running NYGM 3.1 want to add the Harbor Traffic Add-In. Will it matter should it be added before, after or does it matter with the IABL ShipsforNYGM3 Add-In. Thank you again for such a great mod.
Respectfully,
DS
Try Harbor Traffic Add-In, then IABL ShipsforNYGM3 Works for me.
Stiebler
11-01-08, 04:06 AM
Running NYGM 3.1 want to add the Harbor Traffic Add-In. Will it matter should it be added before, after or does it matter with the IABL ShipsforNYGM3 Add-In ...
Try Harbor Traffic Add-In, then IABL ShipsforNYGM3. Works for me.
You seem to have worked it out for yourself!
Rubini's 'Harbor Traffic' Add-In replaces only the campaign_SCR.mis file. Therefore it should be added *last*. However, the IABL ships Add-In does not affect the campaign_SCR.mis file, so it can be added last instead. (The IABL Add-In adds a lot of new ships without replacing other ships; it replaces the campaign_RND.mis file, and it replaces the zones.cfg file.)
Stiebler.
DarkStar173rd
11-01-08, 09:39 PM
Luck was a factor for me on the Habor Add-In thought that one backwards thanx :up: Stiebler. Still on my 1st patrol and using your SH3 Cmdr 2.6 configuration settings for NYGM3.1 now with the final SH3 Cmdr3.1 new setting in Career Options-Start patrol at sea I leave uncheck....because somewhere between my 2nd and last patrol I'll use your SH3 Patrol Mod otherwise they would clash would'nt they? Thank you again for this great mod.
Respectfully,
DS
Stiebler
11-02-08, 04:28 AM
@DarkStar173rd:
No, SH3Patrol and SH3Commander don't clash, because they alter different files (deliberately).
However, there is no purpose in using both mods to achieve the same results, such as adjusting times at a U-tanker. SH3Commander requires you to exit completely from Silent Hunter III before use. SH3Patrol requires you only to exit from your patrol and return to the main menu, so it is more convenient for its particular purposes. Really, SH3Patrol is designed mainly to assist you when going to (and departing from) a U-tanker.
Stiebler.
Ktl_KUrtz
11-02-08, 09:41 AM
Hi Stiebler,
I want to say thanks for this excellent mod!
It is so cool to have something that my old computer (6 next Birthday) can run!
It is total Immersion running this game, the Best.
I am looking forward to running it with IABL new ships.
KUrtz
DarkStar173rd
11-02-08, 11:26 AM
Welcome aboard KTL NYGM its great ain't it. Ahh! guy I can smell the green paint on your motherboard its so...new compare to mine, why my final upgrading BIOS on a TH7-II Asus Mb, 2.6Gb processor (maxout),512 Rdram memory($300US to upgrade to 1Gb), 6800GS BFG Nvida AGP graphics card, CreaLive soundcard. Puts my powerhouse machine somewhere between 11-13 yrs. old, I built it and have the receipts but...the print has faded on them thats why Im not sure about the age. I not only run IABL Ships Mod and the Habor Add-In Mod with all heck breaking loose around me I still get 35-40FPS but on returning off this 1st patrol going to try PT Sound mod, so yeah enjoy NYGM its the best of the best. Oh Mr. Stiebler thanx for the heads-up on Sh3 Patrol thingee Im lovin it, Stay Deep All
Respectfully,
DS
Ktl_KUrtz
11-04-08, 12:57 PM
Hi Stiebler,
I keep getting this message everytime I try to start a SingleMission and sometimes it happens if i try to start a new Career.
I get the message..."Zu viele Matrasen! Gehen Sie zur Kaserne."
I play in German but I do not speak the language.
Can anybody tell me what it means and how to I get back to playing SingleMissions?
Thanks in advance.
KUrtz
Jimbuna
11-04-08, 01:02 PM
Hi Stiebler,
I keep getting this message everytime I try to start a SingleMission and sometimes it happens if i try to start a new Career.
I get the message..."Zu viele Matrasen! Gehen Sie zur Kaserne."
I play in German but I do not speak the language.
Can anybody tell me what it means and how to I get back to playing SingleMissions?
Thanks in advance.
KUrtz
Too many Matrasen! Go to the barracks
dinazor
11-05-08, 05:34 AM
I must thank to Stiepler at first for NYGM . He is a great man. :up:
But I have a problem.
I finished my last duty at N23 and turn back to Bergen. It was August 1944 and I had my new XXI ship at last. But it was impossible to select it because of the “to many officers” message. I did everything to solve that problem then my carrier deleted by mistake. :damn:
I begun new carrier at 1994 in Bergen with XXI. Selection torpedoes or manage crew was no problem. However, game newer started and my pc locked. :doh:
Now, I only want to learn that if anybody has same problem for XXI like me? If it’s not, that means I have to delete all SH3 files and reload again with NYGM3.1. :yep:
Thank you reading that message and future help for me. :roll:
Dinazor
(SH3+patch1.4.+NYGm2.5+NYGM3.1)
Ktl_KUrtz
11-05-08, 09:07 AM
Hi Stiebler,
I keep getting this message everytime I try to start a SingleMission and sometimes it happens if i try to start a new Career.
I get the message..."Zu viele Matrasen! Gehen Sie zur Kaserne."
I play in German but I do not speak the language.
Can anybody tell me what it means and how to I get back to playing SingleMissions?
Thanks in advance.
KUrtz
Too many Matrasen! Go to the barracks
Hi Jimbuna,
Forgive my ignorance but how do I get into the barracks do you know?
I also have guys on the boat who are blue with a red circle on em!
Can you tell me what that means?
Thanks if you can help.
KUrtz
I must thank to Stiepler at first for NYGM . He is a great man. :up:
But I have a problem.
I finished my last duty at N23 and turn back to Bergen. It was August 1944 and I had my new XXI ship at last. But it was impossible to select it because of the “to many officers” message. I did everything to solve that problem then my carrier deleted by mistake. :damn:
I begun new carrier at 1994 in Bergen with XXI. Selection torpedoes or manage crew was no problem. However, game newer started and my pc locked. :doh:
Now, I only want to learn that if anybody has same problem for XXI like me? If it’s not, that means I have to delete all SH3 files and reload again with NYGM3.1. :yep:
Thank you reading that message and future help for me. :roll:
Dinazor
(SH3+patch1.4.+NYGm2.5+NYGM3.1)
Too many oficers on XXI.
How many oficers? :hmm:
dinazor
11-05-08, 12:44 PM
I had only 5 officers. I deleted 2 officers and message changed. "to many pretty-officers" :rotfl: I went to barrac and deleted all of them till to green bar turn to red but message was same.
Please test it for me. Get a new career for 1944 at Bergen, select XXI. If you play game, it means some of my game files were broken and I have to reload everything.
It's very easy. Thank you :yep:
Sincerly yours
Dino
I had only 5 officers. I deleted 2 officers and message changed. "to many pretty-officers" :rotfl: I went to barrac and deleted all of them till to green bar turn to red but message was same.
Please test it for me. Get a new career for 1944 at Bergen, select XXI. If you play game, it means some of my game files were broken and I have to reload everything.
It's very easy. Thank you :yep:
Sincerly yours
Dino
Maybe something is wrong with Your Basic.Cfg file from lecalization:
Ubisoft/Silent Hunter 3/Data/Cfg...
You should check the scripted line for XXI from this file [basic.Cfg]
You can open this file in the windows Notepad. Im not a GWX user, but in the stock game this is look like this:
[SUBMARINE3]
NrMinOff=4
NrMaxOff=6
NrMinPO=14
NrMaxPO=24
NrMinSeamen=26
NrMaxSeamen=34
NbVersion=1
Version0=0 ; XIX
Name0=XXI
Month0=4
Year0=1944
DaysSpentInBase=28
Four first settings is for the minimum, and maximum crew members on the boat.
You can check it, but maybe in GWX the waiting for the XXI patrol takes about 2 months, but I don't know.
dinazor
11-05-08, 06:08 PM
Dear evan82; I check my basic.cfe and it was different only ;
DaysSpentInBase=28
My basic file was DaysSpentInBase=150; 256
I changed it acoording to your file but game was not start again. Now, it’s very clear that nobody has my problem then I decided reload to game completely. Thank you for your help and good humanity. :sunny:
Dino
Dear evan82; I check my basic.cfe and it was different only ;
DaysSpentInBase=28
My basic file was DaysSpentInBase=150; 256
I changed it acoording to your file but game was not start again. Now, it’s very clear that nobody has my problem then I decided reload to game completely. Thank you for your help and good humanity. :sunny:
Dino
150 days in base? It means You must wait 150 days in base for Your XXI patrol, or change this value by yourself.:hmm: Remember. Always make a copy of your all fine working files from the game. This is always the best option if you have some serious troubles with the game :yep:.
Stiebler
11-08-08, 02:36 AM
Troubles with the XXI?
I have retested the XXI boat in NYGM, and there are no problems with it.
I cannot understand how any legitimate message for the XXI can begin 'Too many officers', since the maximum for the XXI boat is six officers, no previous U-boat can have more than five officers, and starting a new career with an XXI boat in NYGM provides only four officers, until you add more at base.
Something is seriously wrong with the files of those who complain of this problem.
I'd advise reinstalling SH3, patch 1.4b, NYGM 2.5 and NYGM 3.1, and starting all over again. Don't add any other mods, from any source, until you have confirmed that the XXI single mission works properly for you.
Stiebler.
if there is ineterest for a printable ship-ID-manual (pdf format) for NYGM, please let me know.
dinazor
11-17-08, 03:29 PM
Yes Mr. Steibler, you are definitely right. I delete SH3 completely and reload again. No problem now. But l believe that some mods have side effect like antibiotics. For example, I could select XXI ship at the beginning of my new career in jan. 1943 (but it never played.) Secondly, I count 14-15 destroyers for only one convoy. Third, I spent more than 150 days at the port. That means my game moved quickly to the end.
I reload SH3 and NYGM again. Now, I can’t select XXI ship for my new career, I spent 28 days at the port and only 4-6 destroyers for a convoy.
Thank you for your helping and forgive that little dinosaur for his problems. :oops:
balto63
11-17-08, 05:58 PM
if there is ineterest for a printable ship-ID-manual (pdf format) for NYGM, please let me know.
Oh yesss :cool:
You are number :up:
I've downloaded the gwx version just to have a printable ID-manual but if you made a NYGM version I'll be happy .
I'm a new kaleun and I don' t want to be send to the eastern front ... it's so cold.:D :D
TIA
if there is ineterest for a printable ship-ID-manual (pdf format) for NYGM, please let me know.
Oh yesss :cool:
You are number :up:
I've downloaded the gwx version just to have a printable ID-manual but if you made a NYGM version I'll be happy .
I'm a new kaleun and I don' t want to be send to the eastern front ... it's so cold.:D :D
TIA
hi balto63, you can find the ID-manuals for NYGM 3.1 on my filefront-page
greetz, h.sie
balto63
11-19-08, 03:37 AM
Thanks a lot h.sie for the pdf, does it contain also the IABL ship for NYGM or I can find them in Community ID Pdf ?
Tia
if there is ineterest for a printable ship-ID-manual (pdf format) for NYGM, please let me know.
Oh yesss :cool:
You are number :up:
I've downloaded the gwx version just to have a printable ID-manual but if you made a NYGM version I'll be happy .
I'm a new kaleun and I don' t want to be send to the eastern front ... it's so cold.:D :D
TIA
hi balto63, you can find the ID-manuals for NYGM 3.1 on my filefront-page
greetz, h.sie
the ID-man contains all the ships which can be found in the SH3 Sea-Folder after installation of NYGM2.5 fulon plus NYGM 3.1 update.
what is IMBL??
balto63
11-19-08, 04:41 AM
the ID-man contains all the ships which can be found in the SH3 Sea-Folder after installation of NYGM2.5 fulon plus NYGM 3.1 update.
what is IMBL??
Sorry :damn: ....... Iambecomelife's New Merchant Fleet ad-on for NYGM.
TIA
the ID-man contains all the ships which can be found in the SH3 Sea-Folder after installation of NYGM2.5 fulon plus NYGM 3.1 update.
what is IMBL??
Sorry :damn: ....... Iambecomelife's New Merchant Fleet ad-on for NYGM.
TIA
I did not know about that. where can one find it.
please give me a reference....
balto63
11-19-08, 05:21 AM
Thanks for your answer
In the first post of this Thread.
TIA
Thanks for your answer
In the first post of this Thread.
TIA
thanks. i'll add these ships to the NYGM-ID- manual in the next 1-3 days.
Thanks for your answer
In the first post of this Thread.
TIA
thanks. i'll add these ships to the NYGM-ID- manual in the next 1-3 days.
Hi balto63. I've added the IABL ships to the IDmanual. You find it on my filefront-page.
h.sie
balto63
11-19-08, 09:23 AM
Thanks for your answer
In the first post of this Thread.
TIA
thanks. i'll add these ships to the NYGM-ID- manual in the next 1-3 days.
Hi balto63. I've added the IABL ships to the IDmanual. You find it on my filefront-page.
h.sie
Thanks a lot h.sie :up:
You are Mercury the god of speed :D :D :D :D
Ciao from Italy
balto63
11-19-08, 09:36 AM
thanks a lot Steibler for this mod, is great. :rock:
I'm in September 1939 and I've sunk my first victim an Ore Carrier :yep:
A question can I use skin for my beloved VIIB ? like the one you can find here: http://www.subsim.com/radioroom/showthread.php?t=124726
TIA
ReallyDedPoet
11-19-08, 12:16 PM
I am finally going to get around to re-visiting this great mod :yep::D
RDP
Uber Gruber
11-20-08, 08:53 AM
Does anyone have a comprehensive list of what mods are compatible with NYGM 3.1 ?
I'm not a graphics bunny but I would like to add the following mods:
1. Animated lifeboats and debris mod
2. OLC2
3. Maybe thomsen's water mod
Thanks in advance for any clarity.
balto63
11-20-08, 09:30 AM
Does anyone have a comprehensive list of what mods are compatible with NYGM 3.1 ?
I'm not a graphics bunny but I would like to add the following mods:
1. Animated lifeboats and debris mod
2. OLC2
3. Maybe thomsen's water mod
Thanks in advance for any clarity.
Number 1 NO i'm sure
Number 2 NO
Number 3 NO
Ciao from Italy
Hello Uber Gruber
I use Water Stream mod with NYGM 3.1, and it works very well.
I took all the .dat files of this mod.
I did changes in .val files of NYGM 3.1 according to the "Readme" of Water Stream mod. (with S3D)
Finally, I deleted all the .sim files.I use Lutzow Music Mod Vol. 2 (i use already Vol. 4 in GWX) without problem too.
The Transparent Dials Bar from Sale, without the changes in dials, works well too: In open see view (or inside Uboot) you have more visual space.
You can use any uniform mod, any Uboot skin mod, IMHO.
New depth gauges, thanks to Thomsen, going after 260 m. (I change the NYGM files, in the way Thomsen did because I don’t know if the original mod is compatible).
Redwine's Shell trace, according to the instructions of Redwine in the "readme": always NYGM files in the base and tweak according instructions.
No problems after all that in the loading time, remaining the faster supermod ever seeing.:rock:
I will use the new concept for ships “à la Thomsen” in the base of NYGM 3.1 ship files and following the instructions he gives. I can’t report something for the moment.
I need to say “Thank you” to NYGM people for this experience. More specifically to mister Stiebler for all he offer to the community, even reports in a scientific/comprehensible basis.
I can’t make public the Water Stream mod for NYGM 3.1 because I have not permission from Rubini The Great (I didn’t ask).
Hope you understand my English…:roll:
Belmondo
11-20-08, 01:09 PM
Witaj even82 nie wiedziałem że ty tu też się udzielasz co to jest co skomentowałeś "kimanou-96"
makman94
11-20-08, 01:20 PM
Witaj even82 nie wiedziałem że ty tu też się udzielasz co to jest co skomentowałeś "kimanou-96"
wewfeki fiejirje mjhjfdjy ! :up:
Uber Gruber
11-20-08, 02:03 PM
Hi NGT, many thanks for your replies. I managed to merge water stream and exhaust smoke with various other mods so I may have a go with NYGM as well. I will also spend some time looking at OLC2 to see if I can integrate that.
Its a shame more modders don't consider porting their work to NYGM as its obviously very popular. oh well, each to their own I suppose.
At the end of the day, I'm just gratefull NYGM still has the support and backing from some really talented individuals. :up:
2. OLC2
3. Maybe thomsen's water mod
OLC stated in this same topic some pages ago that such compatibility was not to be taken as granted. Specially certain things like waves amplitude and its effects in covering the snorkel would probably be wrong, and you must remember that the AI sensors are overwritten also.
That said, I have conducted two war patrols in NYGM using OLC2 in 1941, and the results were pretty satisfactory, the visual sensor works much to my liking, even may be more than the original NYGM one (Admittingly because it seems to make life a bit easier -not much, but enough to give me as poor Kaleun a chance-) :hmm:
Uber Gruber
11-21-08, 09:14 AM
Thanks Hitman for the feedback. I'll look into OLC2's changes this weekend to see if I can guage their effects.
I have to say, the NYGM experience is pretty damn cool...its great to return to it after 6 months of absence.
Philipp_Thomsen
11-21-08, 12:11 PM
2. OLC2
3. Maybe thomsen's water mod
OLC stated in this same topic some pages ago that such compatibility was not to be taken as granted. Specially certain things like waves amplitude and its effects in covering the snorkel would probably be wrong, and you must remember that the AI sensors are overwritten also.
That said, I have conducted two war patrols in NYGM using OLC2 in 1941, and the results were pretty satisfactory, the visual sensor works much to my liking, even may be more than the original NYGM one (Admittingly because it seems to make life a bit easier -not much, but enough to give me as poor Kaleun a chance-) :hmm:
My mod have smaller waves, smaller amplitude for waves, so the snorkel is not an issue.
:up:
Stiebler
11-22-08, 03:24 AM
@Balto63:
You should be able to use any U-boat skins as replacements for those supplied with NYGM. Be sure to add the new skin(s) via JSGME, so that you can easily remove it/them again. Why not try it and let us know whether you have success?
General:
My thanks to other users who are answering questions in this thread. It always helps, since often I don't know the answers myself!
But could I suggest very strongly to those using mods not authorized by NYGM, that they apply them with JSGME? Altering original files is certain to cause difficulties in the end. JSGME will not reinstate original files over original files that have been altered in the silenthunteriii\data folder (a deliberate decision by JScones to protect users' new changes from suddenly being overwritten accidentally).
Stiebler.
balto63
11-26-08, 04:48 AM
Sorry Stiebler not to respond to your message :shifty:
I've been busy triyng to reach BE61 in September 39 :yep:.
Your mod is great weather chenge :rock: :rock: :rock: from sun to rain from rain to overcast and so on, really beautiful.
Thanks a lot for the info about the skin .
Ciao from Italy
@Balto63:
You should be able to use any U-boat skins as replacements for those supplied with NYGM. Be sure to add the new skin(s) via JSGME, so that you can easily remove it/them again. Why not try it and let us know whether you have success?
General:
My thanks to other users who are answering questions in this thread. It always helps, since often I don't know the answers myself!
But could I suggest very strongly to those using mods not authorized by NYGM, that they apply them with JSGME? Altering original files is certain to cause difficulties in the end. JSGME will not reinstate original files over original files that have been altered in the silenthunteriii\data folder (a deliberate decision by JScones to protect users' new changes from suddenly being overwritten accidentally).
Stiebler.
the problem is not new to me but it happened so early for the first time, that is why I decided to ask here: sometimes I got no warning of incoming planes. TC reduces to 8 and I got bombed etc. I have an officer, 2 petty-officers with watch spec. and two sailors(all about 95% of efficiency) and it happens even with TC 32.Sometimes I get message-cannot say how often in per cent-and sometimes only the tc falls to 8(strange coz I've set it to 1x in SH3 commander for enemy planes)The question is:is it a bug, or the matter of a watch officer or has been done on purpose-coz not every single plane could be spotted by the watch ?
I recently reinstalled SHIII after a long absence. Admittedly I decided to try GWX this go round (I was a dedicated NYGM from the word go). GWX is a great mod, well put together but after sinking an armed trawler with my AA guns (I was just messing around) I decided to go back to NYGM.
Quick observation: I witnessed an air attack on my base as I was leaving and basically submerged so I can watch the carnage unfold using external view in relative safety. I noticed the Heavy Bombers (B-24's), once dropping their bombs, stayed around and strafed targets until all of the targets were gone. I'm actually more of a WWII air war buff than submariner and that behavior is sort of unrealistic. Granted the B-24's would also probably be at 17,000 ft or more but that's a constraint of the sim.
Great mod though. I'm glad to be back so to speak. :)
edit: I peeked into some of the a/c files and noticed that there are "level bombers" included in the sim. So maybe those were meant for me and not a scripted air attack on the base! I've since tweaked the number of air attacks down a bit so I get (on average) one or two attacks/sighting every few days. With occasional multiple attack/sightings in one day.
Stiebler
12-14-08, 12:28 PM
@Kranz
@Nedlam
The problems you both describe are hard-coded in SH3, and cannot be altered.
The air-attacks without warning could have many causes, but try rolling back SH3Commander and any other mods not supplied by NYGM to see if that improves matters.
Stiebler.
Stiebler
12-14-08, 12:36 PM
Mikhayl's funnel-smoke mod, adapting von Hesse's earlier effort, functions very well with NYGM 3.1 (I have now tested it), and makes it easier to detect those old coal-steamers.
The link for Mikhayl's thread is here:
http://www.subsim.com/radioroom/showthread.php?t=145450
Nice work by Mikhayl, it's an addition for NYGM that I can recommend.
Stiebler.
balto63
12-14-08, 12:44 PM
Thanks a lot Stiebler for your reccomandation.
I've dowloaded the mod but I'm in the middle of a patrol so I've to wait.
I've posted two screenshot of MYGM 3.1 with OLC 2 they look very well togheter. :up:
Ciao from Italy
Mikhayl's funnel-smoke mod, adapting von Hesse's earlier effort, functions very well with NYGM 3.1 (I have now tested it), and makes it easier to detect those old coal-steamers.
The link for Mikhayl's thread is here:
http://www.subsim.com/radioroom/showthread.php?t=145450
Nice work by Mikhayl, it's an addition for NYGM that I can recommend.
Stiebler.
I'd have one request for any future update of NYGM: If possible, it would be great to have the large slide out compass by FLBSale999 on the right side of the screen like GWX already has. When using manual targeting, precision to read course and make course changes is essential, and nothing allows it like a larger compass rose. The other enlarged dials (Speed, telegraph, depth, etc,) are not that important, but the compass is a MUST. :up:
Your mod is great weather chenge :rock: :rock: :rock: from sun to rain from rain to overcast and so on, really beautiful.
Seconded, I was having problems with weather using another mod. One month of 15 m/s winds basically changing direction and varying states of visibility and cloud cover/rain. Damn near impossible to conduct a patrol. So far, in a patrol I've been using to get use to the NYGM again The sea/weather states seem natural. The weather started taking a turn for the worse. Then I had seven days of the worst weather imaginable in SHIII that gradually changed back to calmer weather. Maybe I just got 'lucky' but I like it.
Oh and it being the Christmas season and all and adding too the wish list started by Hitman... I'd like to see the Seabed repair mod included. It might be beyond my modding skills to attempt to impliment it myself.
Much love Stiebler and the rest of the NYGM team! :up:
Uber Gruber
12-17-08, 08:58 AM
Have to agree with Hitman on that one, a large compass would be very handy.
Stiebler
12-28-08, 01:35 PM
@Hitman, Uber Gruber:
The large compass dial can already be downloaded from my signature at Filefront as the 'Six-dials' simulation by FLBSale999.
However, it is true that this mod makes extra changes also, which you may not want.
Therefore, I have added the large compass to my current experimental version of NYGM, after some hours (!) of study of the six-dials mod. The new compass now works well, and I have also added it to Hitman's 'Optics' mod 1.1. Both these will be available in due course for a future NYGM 3.2.
Stiebler.
bigboywooly
12-28-08, 01:38 PM
Nice to see you Stiebler
Seasons greetings
Nice to know NYGM is still being updated too :up:
More choices the better
Stiebler
12-29-08, 04:16 AM
@BigBoyWooly:
Many thanks for the greetings, BBW, and compliments of the season to you too.
I see you've managed to recover from delivering all the Christmas post, finally!
Stiebler.
I have added the large compass to my current experimental version of NYGM, after some hours (!) of study of the six-dials mod. The new compass now works well, and I have also added it to Hitman's 'Optics' mod 1.1. Both these will be available in due course for a future NYGM 3.2.
Fantastic :up: :up:
Being able to select a precise course is essential to certain caluclations and observations with 100% manual targeting :)
@ Stiebler
Is there a release data for the future NYGM 3.2 set?
Roughly?
Anything new?
Some spoilers?
Something?
Nothing?
So,your gonna play it tough like the GWX team,a?
You can't blame me for trying.;)
All the best in the new 2009.
Stiebler
01-03-09, 04:54 AM
@Dani:
Re: NYGM 3.2:
It is getting harder and harder to find/invent anything new worth adding to NYGM.
So we're talking about the new compass, mentioned above, a small handful of other minor improvements; also Mikhayl's new smoke for coal-burning merchants, and a selection of other additions from Mikhayl, which I am evaluating now. These include higher-resolution external details for the U-boats, so will probably be available as an optional extra.
Hitman's Optics 1.1 Mod will also be bundled as an optional extra. I like it very much, and use it all the time now.
I shall probably make this release quite soon, just for the benefit of those who need the new compass.
Stiebler.
a few questions:
1.I'm playing 100% realism with wazoo "wheel method"-range+bearing 2x connected with 3rd line to get course etc. and I use bearing overlay 3.0 in navi map to mark it.Is there sth newer than it? What do you guys use? The problem with this "mod" is insufficient precision at close distances.
2. I'm trying to put Das Boot Officer Icons on ver.3.1(and earlier-always failed).Pls take a look at screenshot. Thats my crew before docking, then I install mentioned mod and I get every face substitued EXCEPT this guy who is sitting in WP station. Every time, no matter where the is, he remains unchanged. Any clues?The mod was made by "(c) tikila".
@Stiebler
I turned off SH3 commander and I think that solved the problem of not being warned of incoming planes.
[url=http://imageshack.us]http://img72.imageshack.us/img72/441/sh3img312009123954250hl7.png[/
Stiebler
01-03-09, 08:36 AM
@Kranz:
Officer icons:
You need to replace file 'OfficerA.tga' in folder silenthunteriii\data\menu\gui\layout. There are a lot of alternatives out there.
But should this question not have been better asked of "(c) tikila"?
Thanks for the feedback on SH3Commander, but I don't think that can be the cause of the restoration of your warning about incoming planes. Probably some other mod was affected.
Stiebler.
@Kranz:
Officer icons:
You need to replace file 'OfficerA.tga' in folder silenthunteriii\data\menu\gui\layout. There are a lot of alternatives out there.
But should this question not have been better asked of "(c) tikila"?
yeah, I know how it works but as I said-all were replaced by das boot faces except for this one.Ok, nvm.I got used to those by Cap.America
Thanks for the feedback on SH3Commander, but I don't think that can be the cause of the restoration of your warning about incoming planes. Probably some other mod was affected.
Stiebler.
The problem is that all the mods I had/have are listed below:
NYGM 3.1(happened too with 2.6)
nygm 2.5
Transparente Konsole and Capt.America Off.Icons. That's whole list. Now I use hitman's optics, additional merchants+smoke for coal but the plane problem appeared before I've installed them so if you are refering to any mods this could only be those four above.
I'm using NYGM-3.1 at the moment. I'm on my first patrol and recieved some minor damage in the "Hecktorpedoraum". But it seems I'm unable to repair that specific section. When in repair-screen, all I could select is section 2 and 7, countig from left to right (see pic in post #183). And the stuff on the bridge.
Any clues on this?
cheers
try putting there a few crewmen and wait for a moment.Do you see yellow color around this compartment?
try putting there a few crewmen and wait for a moment.Do you see yellow color around this compartment?
Won't do so far. All I could select (highlight in yellow) is section 2 and 7.
The situation remains the same even after a reload.
mod-list:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_1
Harbor Traffic Add-In
IABLShipsforNYGM3
NYGM Merchant Smoke
Hitman 1.1 Optics NYGM 3.0
CaptainAmericaOfficerIcons
NYGM Tonnage War Minefield Mod
Single Merchant Contact Mod
1500 meter bearing overlay
Enhanced Nav Map Plotting Tools
Mute Seagulls
cheers
biosthetique
01-05-09, 02:05 PM
Where could I find a complete compilation of all the Mods available for NYGM3.1?
Thank you:yep:
Where could I find a complete compilation of all the Mods available for NYGM3.1?
Thank you:yep:
imo sth like does this not exist but you can: find Sticky post at the top of mods section and browse it, get NYGM 2.5-it has several mods that were mentioned above, use Search button or ask here:D
This might have been mentioned before (sorry if it has already) but there is a mod out there that lets you sit on the ocean floor and not take damage. That might be a nice addition to the realism aspect of NYGM. I'm worried if I install it it will screw up the damage mod you implimented in NYGM. I thought of going through it and see if I can tweak it but I think it's beyond my modder abilities.
Also, did I miss the fatigue model that can be used with Sub Commander? I created a fatigue model myself for NYGM following the steps in the Sub Commander instructions. I'm worried I broke the morale portion of the fatigue model again.
Love this mod. I've know I've said it before but thanks for all the work!
@ itman
You need to put crew in the compartments to fix them I think the only places the damage control team fixes now are the bridge, the forward crew compartment, flak guns and deck gun casing. It might take awhile even for minor damage. NYGM damage takes a lot longer to repair than the stock version I believe.
Speaking of damage. I'm guessing that all of the extra submarine systems located in the bridge section (dive planes, torpedo tubes, etc) are there to simulate having to go outside of the sub to fix?
Can this be incorporated?
http://www.subsim.com/radioroom/showthread.php?t=136442&highlight=command+room+camera
Hopefully with the hatches open... ;)
Thanks, Mikhayl. I knew there was a mod out there. I should have know it was yours. Great work as always.
I'm using NYGM-3.1 at the moment. I'm on my first patrol and recieved some minor damage in the "Hecktorpedoraum". But it seems I'm unable to repair that specific section. When in repair-screen, all I could select is section 2 and 7, countig from left to right (see pic in post #183). And the stuff on the bridge.
Any clues on this?
cheers
I've encountered the same today. Red marking around compartment remained even after reparing it. I instaled sh3 commander and I think it may be the reason.Are you using sh3 commader too?
JScones
01-25-09, 07:18 PM
@Stiebler
I turned off SH3 commander and I think that solved the problem of not being warned of incoming planes.
...Red marking around compartment remained even after reparing it. I instaled sh3 commander and I think it may be the reason.Are you using sh3 commader too? Kranz, may I recommend that you read the SH3Cmdr User Guide and learn what it does, and does not do, before pinning every problem you have onto it. ;)
Another little suggestion for future NYGM installs: It seems that some users don't notice that in the folder "documentation" NYGM ships a series of optional mods. Moving them to a "Mods" folder that places them directly in the JGSME mods folder and makes them visible when initiating the tool would probably be a good idea.
ok, I'm gonna answer you in a polite way though your post is kinda offensive. This is what Stiebler wrote:
@Kranz
@Nedlam
The problems you both describe are hard-coded in SH3, and cannot be altered.
The air-attacks without warning could have many causes, but try rolling back SH3Commander and any other mods not supplied by NYGM to see if that improves matters.
Stiebler.
so I followed his advice and said what happened after that. I am NOT "pinning" any malfunctions that happen in game to your software. Ok-I agree-I should have posted this last one checking this only once. But-would I regard you program as crap and still tried to use?No. I'm just trying to find a solution and sometimes I post sth in regard to what I saw in game. That was an answer to that guy who could repair compartment etc-but I was using sh3 commander for several patrols and did NOT complain-I just have no idea why it doesn't work now. I mean whole game-not sh3 commander.
I have also a proposal for the future update.
A integrated orders mod for NYGM would be very helpful,so that my eyes don't like this:o anymore.(trying to find the right key while playing in the dark).
yeah, I know I'm a pain in the ass but I'm only trying to get everything perfect. So the question is:are there any known issues with Default Action set for certain event-like air attack etc? I depart let's say on 16 April 1940, I go near Hull and those minefields there and I'm attacked by a plane. Message appears, I set Go to Scope depth and set as Default. After some time(sth like 5-7 days) after I'm attacked the Default Action is not performed even after reseting it in options. I was installing IABL ships and minor graphic mod while in port between patrols so maybe this has sth do do with it?
Stiebler
02-19-09, 04:44 AM
I have uploaded new .cfg files for the benefit of those who use SH3Commander with NYGM. The files should be installed into the \cfg folder of SH3Commander, *not* into the \cfg folder of SilentHunteriii\data.
These new files make available the new facility in SH3Commander 3.2 to generate random ship tonnages and names after each patrol.
Thanks to Jaesen for letting me have a trial version of SH3Commander 3.2, and special thanks to Sailor Steve for his laborious work in providing unique ship names for all the ships generally, but especially for the ships of IABL's 'New Merchant Fleet' already provided with NYGM 3.1.
Download the file SH3_Commander_Updates_forGM.7z from my signature at the bottom.
Stiebler.
Stiebler
02-19-09, 04:48 AM
@Kranz:
The problems you describe with setting default actions when attacked from the air are not caused by NYGM. Probably a stock bug.
Stiebler.
coronas
02-19-09, 05:12 AM
Thanks, Stiebler!
Uber Gruber
02-19-09, 10:46 AM
Are there any WaW people here that use NYGM for WaW ? If so, could I ask you to list your activated mods (using JSGMEs "export mod list" function) ? I ask because i'm playing around with mods to find an optimum mod set-up for when WaW III starts (very shortly).
I've posted something similar over at WaW so please excuse the double post.
Thanks, Hans.
@Kranz:
The problems you describe with setting default actions when attacked from the air are not caused by NYGM. Probably a stock bug.
Stiebler.
sounds possible.But does it mean that it appears in every game or only mine is bugged?
Stiebler
02-20-09, 03:37 PM
I have newly downloaded an update to NYGM, version 3.2, to FileFront. The file has the .7z extension, and can be extracted with 7-Zip (or WinRAR, if a recent version).
This new patch needs to be installed over the full stand-alone version, NYGM 2.5 'Fulon', available from the same site. The new patch completely replaces all previous patches, including NYGM 2.6B, 3.0 and 3.1. It will cause no harm to install NYGM 3.2 over the older patches, but your computer will be cleaner if you un-install these older patches first (assuming you used JSGME to install them in the first place). Then install NYGM 3.2 with JSGME.
New users:
1. Create a clean installation of Silent Hunter 3 and patch 1.4b. Then create a folder 'silenthunteriii\mods.
2. Download NYGM 2.5 Standalone (Fulon) version and unzip it into your new \mods folder. Then install it with JSGME.
3. Download and unzip NYGM 3.2 patch into the \mods folder and install with JSGME.
3. (Optional) Download and install IABLShips_NYGM3 with JSGME. This adds NYGM's version of IamBecomeLife's 'New Merchant Fleet' and a new campaign file.
There is very little new in this release, because it is now becoming hard to find anything interesting to add. However, some people require the new compass to aid manual targetting, hence this premature release.
New items (as well as minor tweaks):
1. Updated equipment upgrade chart (upgradeschart.tga) for use when equipping the U-boat at base.
2. Hitman's easy-to-read new compass as a pull-out item from the right hand of the screen.
3. Latest version of Hitman's optics mod for NYGM. Essential for manual targetting, and excellent even if you cheat by using the weapon's officer to set the dials! When installed (optional), this mod has also the pull-out compass.
4. Merchant smoke made much denser for coal-fired merchant ships (Mikhayl). This mod has also been added to some of the IABL ships, so that the IABLShips_NYGM3 file has been updated too. (Therefore users already possessing IABL's new merchant fleet will have to download it again if they want the smoke improvement.)
5. NYGM updates for SH3Commander, as described in my earlier post.
Optional Extra: Mikhayl's High-Res U-boats mod for NYGM.
This is a very large file, and therefore is included as an optional download from the FileFront site. It adds a lot of detail to individual U-boats, and I have tested it thoroughly.
Because this file is so large, and takes a long time to upload to FileFront, I would suggest that all potential users should download this mod *quickly*, before Filefront decides to delete it. Unzip and install it as described for the NYGM 3.2 patch. This patch should be the last mod added of the four mentioned (NYGM 2.5 1st, NYGM 3.2 2nd, IABL ships 3rd, High-Res U-boats 4th).
A manual describing these and all earlier changes made since version 2.5 is included as an Acrobat PDF file in folder 'documentation' supplied with the NYGM 3.2 patch.
All these mods can be obtained by clicking on the NYGM FileFront link below.
Stiebler.
irish1958
02-20-09, 05:41 PM
Stiebler,
Thanks for the mod and the updates;
If one uses Hitman's optic mod, does that go in last, or does it make any difference?
Great to have 3.2 out! :up:
Irish,
form what I see in the list, it shouldn't matter because my optics mod will only interfere with other mods that change the menu.ini, and none of those listed in the new items will. In any case, when you enable them via JGSME you will be warned if there is a conflict or not. In that case, the file/mod you install last will obviously prevail.
Stiebler
02-21-09, 07:59 AM
Hitman is right, you can add the Optics mod last.
You can add other optional mods in the 'Documentation' folder of NYGM 3.2 in any convenient order.
You can also add Hitman's 'U-505 compass' (see current thread) as an optional extra after you have installed the Optics mod.
Stiebler.
coronas
02-21-09, 08:32 AM
Thanks, Stiebler! It's gratefull see NGYM alive! :yeah:
I have another request for a future NYGM update or simply as an optional tweak. I would like to have again the icons for assigning the crew to "normal cruising", "Damage repair", "Surface attack" and so on, which currently are deactivated. Reason is I play with no fatigue model and I prefer to make the big crew rotations according to the situation (combat/repair/cruise) with just one click and then simply minor adjustments.
Thanks :up:
Thank you, Stiebler and company, well done!
USS Sea Tiger
02-23-09, 11:04 PM
Hi
I followed the link looking for 3.0, and there is a 2.7 and a 3.7, which is the basic first install for NGYM please, I want to try your XXIII!!!
Mike D
USS Sea Tiger,
If you don't have NYGM yet, you just need to download and install over a clean copy of SH3 patched to 1.4, the following:
First, the main NYGM install:
http://files.filefront.com/NYGM+Tonnage+War+V25+Fulon7z/;10063652;/fileinfo.html
Second, the latest patch (3.2):
http://files.filefront.com/NYGM3+27z/;13331275;/fileinfo.html
Optionally (Not required but nice to have):
Hi-res U-Boats:
http://files.filefront.com/NYGM+HiRes+Submarines7z/;13330836;/fileinfo.html
IABL Merchants:
http://files.filefront.com/IABLShips+NYGM37z/;13329681;/fileinfo.html
Once you have installed that, you just start JGSME and enable the mod that includes the Type XXIII, which is the one called "FuMB37XXIIINYGM"
Happy hunting :salute:
USS Sea Tiger
02-25-09, 03:39 AM
I followed your order
instaled and activated in this order,
2.5 then
3.2 then
hires, then
FuMB37XXIIINYGM
the game loads and runs ,, Great effects by the way,
I followed the dirctions in the PDF included in the FuMB37XXIIINYGM folder
started a new game in 1945, but only have the 11 flot and one in Germany,, nothing at all on the 13th ,, where the XXIII's are supposed to be stationed.
any clue what is wrong please??
Stiebler
02-25-09, 04:33 AM
@USS Sea Tiger:
If in 1945 you have only the 11th flotilla in Norway and the 33rd in Germany, then for some reason the FuMB37XXIIINYGM mod is not installed properly.
Go to JSGME and check you have loaded it. If it appears that you have, then probably you have created nested folders in your silenthunteriii\mods folder (to which you should have copied the FuMB37XXIIINYGM mod). If this mod is in the correct place, check in Windows Explorer that you have the file structure silenthunteriii\mods\FuMB37XXIIINYGM\data\... correctly set up.
Once all this is correct, reload the FuMB37XXIIINYGM mod with JSGME.
(You will have to start a new career after making these changes.)
Good luck!
Stiebler.
USS Sea Tiger
02-25-09, 07:35 AM
deleted the old name,, started a new,
DiD all you said, even deleted and reloaded a fresh disk to it.
I even tried loading it and not the high res boats.
Still nly the 7th, 11th, and 33rd offered in 1945 under a new game
thanks for any help or clues offerd!!!
USS Sea Tiger
02-25-09, 07:52 AM
found the problem,, almost embarrased to say what it is but I will, in case anyone else ever encounters it. and they can correct it.
when You unzip the file, it puts it into a file by the name
"FuMB37XXIIINYGM "
problem is, in this file is only one file ,, also named
"FuMB37XXIIINYGM "
in this file is all the working files
there must be only one ile named "FuMB37XXIIINYGM " and all the date in it,
no sub files als named FuMB37XXIIINYGM
all of this in the mod folder of course!!
in Short
mod/FuMB37XXIIINYGM /FuMB37XXIIINYGM /Data
BAD
mod/FuMB37XXIIINYGM/Data
GOOD
IFEEL like a dope on this one, Time to go to 50 Fathoms and let BDU laugh it off!!!
Back to the game,, I am quite giddy, finaly fighting with the XXIII ,, Thanks a MILLION guys
Stiebler
02-26-09, 05:06 AM
@USS Sea Tiger,
Thanks for the feedback and the helpful advice to others.
Hope you enjoy roaring into action with the 'electric' Type XXIII U-boat! Remember: one torpedo - one ship at very close range, and no aiming at escorts!
Stiebler.
Stiebler
02-26-09, 05:14 AM
Hitman has newly provided a revised and improved version of his improved Optics mod, which is even better than the previous. (So strongly recommended to all players!)
Selection of torpedoes from the observation periscope now works as well as with the attack periscope.
The only residual problem, which appears to be due to the original hard code, is that the salvoes may be wrongly numbered for the types VII and II boats (the problem is negligible with the VII boats) when using either periscope. The TDC gives identical function for the salvoes to the original.
I've tested this mod thoroughly with NYGM 3.2, and it *replaces* the earlier Hitman Optics mod found in the documentation folder for NYGM 3.2. The new mod is called Hitman_Optics_NYGM_3.2.7z. Download it from my signature below, unzip it with 7-zip or with recent versions of WinRAR into your silenthunteriii\mods folder, then install with JSGME.
Great work by Hitman. To say it again - every user of NYGM should install this mod even if you prefer to continue with aid from the weapons officer when targetting ships.
Stiebler.
msalama
03-01-09, 02:36 AM
there's a "NYGM modpack" on my filefront page
Are the SRM files for NYGM still available Mikhayl? I searched all around Filefront but couldn't find them anywhere :cry:
PS / EDIT: Got it hacked together from your GWX SRM mod. Just needed to modify some zone box values (i.e. change the index numbers) and add index & definition entries for the keel to the config file...
Otto Heinzmeir
03-19-09, 09:17 AM
Does anyone know if there is a version of the Longer Repair Times mod which is compatible with the latest NYGM? Maybe an older version of the LRT mod?
There is a do it yourself version. Its not hard to do. This is a good alternative because all mods use specific files. This manual shows what you need to edit to make repairs average around 20 minutes. Its the LittleLongerRepairMod Link is below:
http://www.subsim.com/radioroom/showthread.php?t=141586
EDIT- I have since learned this uber mod doesn't need Longer repair times as repairs are handled differently and as a result already take longer.
I installed the NYGM3.2 mod. Looking good! My thanks to the mod team. Looking forward to dodging DC attacks :yeah:
Otto Heinzmeir
03-25-09, 05:26 PM
The more I play this, the more I like it. :yeah: One of the biggest differences is the waves are not as large when the wind reaches 15mps. As a result I have less torpedoes breech the waves under these conditions and am able to successfully hit targets by running the fish at a depth of 4.2m
In other mods I have had torps set at a depth of 6.5m breech. So this mod is actually playable in 15mps winds.
Am going to try out the anti-humming bird mod for this in my next mission.
Am going to try out the anti-humming bird mod for this in my next mission.
IIRC it's already part of the mod. The separate download is for those who want to use it with stock Sh3 :hmmm:
Otto Heinzmeir
03-27-09, 01:32 AM
Ok. My IIA kept wanting to breech at Periscope depth if I was at 0 kts. I never tried the VIIb before I added the humming bird mod. Adding the mod didn't seem to hurt anything but I guess I can remove it. I installed through JGME so not a problem. Thanks for the info.:up:
Did the mod turned of the ability to quickly send crew to stations when pressing one of the quick selection boxes under the crew-compartment display?
Otto Heinzmeir
03-29-09, 05:57 AM
Did the mod turned of the ability to quickly send crew to stations when pressing one of the quick selection boxes under the crew-compartment display?
I have to manually drag the crew to man the deck crew. Never tried the flak gun as I always dive when I spot planes. Its likely the same. I'm just a player so my opinion is unofficial. I would have to say, yes you have to manually man the stations, except for the watch crew. It may or may not be by design as a lot of stuff had to be changed to get some of the realism in the crew. Repairing is all done differently also. Personally I like to have to manually man the gun. Its actually more realistic to put one guy in there at a time as in real life it did not happen instantly. Except for the first 2 or 3 rounds, all the shells were passed up through the conning tower.
coronas
03-29-09, 06:39 AM
Did you try drag guncrew by WO orders?
Man deck gun & man AA gun orders put gunners in their site. :yep:
weldroid
05-19-09, 04:37 PM
Ahoy fellow Kaleuns!
I just dropped by to say hello and thank you for all the hard work that made NYGM into what it is today. Ever since the RuB times I have been an avid fan of this package for its campaign improvements and no-compromise approach to realism (at least within the boundaries of the SH3 engine).
cheers,
weldroid
ReallyDedPoet
05-19-09, 05:59 PM
Welcome to SUBSIM weldroid, thanks for dropping in :up:
Am i missing something or has the 3.0 and 3.2 versions gone? I can only find the NYGM V25 Fulon7z version on the link in Stiebler's posts?
Slightly confussed.
Stiebler
05-31-09, 10:35 AM
Filefront had deleted several files.
I have reinstated the most important ones.
Specificially, you can download NYGM version 3.2 again. Click on my signature.
Stiebler.
Many thanks Stiebler. :up:
Andrakis
06-03-09, 09:07 PM
I'm having trouble with the download from Filefront. When I unzip the files, it informs me a number are corrupt. Could this be Filefront hosting badly or my computer being unhappy?
I'm really excited to try this mod.
I see the same as Andrakis, downloaded V2.5_Fulon from FF and number of files are reported as corrupted, I use 7zip 4.62.
I see the same as Andrakis, downloaded V2.5_Fulon from FF and number of files are reported as corrupted, I use 7zip 4.62.
I suspect Filefront crippled the download.
I have downloaded it three times and when extracting with WinRar 3.51 a message always popped up telling 1401 files were damaged.
If this is the case, I would like to ask Stiebler if he possibly could reupload the V2.5_Fulon file.
Stiebler
06-25-09, 03:37 AM
I have checked the Filefront site, and agree that the NYGM 2.5 Fulon version has somehow become corrupted, although it still contains exactly the same number of bytes as the original version.
Therefore I have reloaded NYGM 2.5 Fulon to FileFront. I have also verified that all files on the Filefront account are identical to those which I uploaded originally.
It took me half an hour to download the NYGM 2.5 Fulon version with a supposed 10 Mb/s broadband connection. I think the new owner may be capping download speeds - alternatively there is a lot of very heavy traffic on the line these days.
Stiebler.
John, you should upload 2.5 here at subsim.com if it isn't already. :hmmm:
silentwayIII
06-27-09, 11:13 AM
Can a periscope and snorkle wake be implemented in NYGM. It's a realistic feature and adds a lot to the immersion aspect of the game. Can this be done?
silentwayIII
silentwayIII
06-27-09, 09:27 PM
I've noticed that when the snorkle is in operation it does not have a wake. Can this be implemeted in NYGM?
silentwayIII
'lo
Firstly, thank you Stiebler and Co for making this mod, I think its brilliant. ;)
Now for my noobish question: I have searched all over for the "HiRes Submarines mod" made by Mikhayl . I saw someone mentioning it earlier in this thread and also in the NYGM 3.2 Manual as an "Optional Extra", however I cant seem to find it at all, and the one d/l link I did find was dead. :cry:
I would very much appreciate it if someone could help me find it, or atleast point me in the right direction, or is there something similar compatible with NYGM? <3
Degis
Stiebler
07-03-09, 03:25 PM
By kind permission of Neal Stevens (owner of SubSim), the NYGM supermod is now available from this link:
http://www.subsim.com/mods1/nygm/
Alternatively, click on my signature, below.
This is after continued difficulties with the FileFront web-site.
There are several NYGM manuals, since each new release has its own additional features. They are all collected together in the documentation folders for:
1. the NYGM 2.5 stand-alone version (the largest manual);
2. the NYGM 3.2 additional overlay.
Stiebler.
Rickster1
07-07-09, 12:35 PM
I have loaded via jsgme in the advised order nygm2.5,nygm3.0,ect but when I load the game it comes up on the loading\menu screen as nygm 2.5, whats wrong
Seems that somehow the versions after 2.5 didn't install properly. At first guess, check that you don't have an extra sub-folder in the 3.2 update. There must be in JGSME mods folder a folder for NYGM 3.2 -whose name you wills ee in the list when you start the tool- and then inside it already the data and other subfolders, NOT another NYGM 3.2 folder, or whatever similar.
Another way to check it: When you enable the mod while looking inside the SH3 folder, you shouldn't see NEW folders appearing, copied by JGSME.
Rickster1
07-08-09, 01:02 PM
Thanks, thats what it was , an extra file
Stiebler
07-11-09, 12:32 PM
Many thanks for your help with Rickster1, Hitman, while I was away.
It seems that many people have difficulty in opening 7-zip files (.7z extender) with WinRAR. When you open, for example, NYGM3_2.7z in your silenthunteriii\mods folder with 7-zip, you should get the file structure:
silenthunteriii\mods\NYGM3_2\data\etc.
It seems that (for many users) if you open the same file with WinRAR, you get this file structure:
silenthunteriii\mods\NYGM3_2\NYGM3_2\data\etc (double NYGM3_2 folders).
You need to move everything in the data folder NYGM3_2\NYGM3_2\data\etc into the first NYGM3_2 folder, to give silenthunteriii\mods\NYGM3_2\data\etc as shown above.
I hope that what I have written is clear!
Stiebler.
[Edit: word 'folder' -> 'file']
Stiebler
07-17-09, 11:41 AM
This release is little more than a patch for NYGM 3.2. Download it from my signature below.
It fixes the radar-warning receiver range problem for Metox and Tunis, which had caused some problems causing aircraft to crash unexpectedly. (Sensors.dat)
It makes small adjustments to visual detection ranges to complement OLC’s Horizon Fix, already included with NYGM 3.2. (AI_Sensors.dat and Sensors.dat)
The robustness of aircraft in NYGM has been substantially altered, so that they are no longer almost bullet-proof. The Liberator bomber now carries guns only fore and aft, and not in dorsal, ventral and middle positions; in real life they were removed to save weight and increase aircraft range over the ocean. (Zones.cfg and sim files for some aircraft.)
Diving times of some U-boats have been made more accurate.
The 7th Flotilla now moves to Bergen after leaving France (suggestion of ‘U 768’), and a minor fix to the Bergen base in the FuMB37 optional mod made (‘Silentway’).
The FuMB37XXIIINYGM Mod, which contains a schnorchel radar search receiver and also a playable Type XXIII ‘electric’ U-boat has had to be updated to reflect these changes, and is therefore included again in full in folder ‘documentation’. It should be moved to your silenthunteriii\mods folder and installed with JSGME in or after October 1944.
ORDER OF INSTALLATION OF NYGM MODS:
1. Onto a clean install of Silent Hunter III patched with 1.4c, install NYGM 2.5 full version, using JSGME.
2. Then install NYGM 3.2 with JSGME.
3. If desired, install IABL’s merchant ship mod with JSGME.
4. If desired, install Mikhayl’s NYGM Hi-Res submarines with JSGME.
5. If desired, install Hitman’s Optics mod with JSGME.
6. Finally, install the NYGM 3.3 patch with JSGME.
The 3.3 patch MUST be installed LAST! (However the FuMB37XXIIINYGM mod can be installed as #7 in October 1944.)
Happy hunting!
Stiebler.
bojan811
07-25-09, 11:57 AM
Hi everybody.
I have this problem with the I/T torpedo switch.
He wont work, at least in academy have not played the patrol yet.
The mod is grat by the way, maybe the graphic could be much more enchanced but hey who am I to complain.
Keep up the good work , and yes the manual is great, I just love to read the manuals.
bye
Ou 1 more thing how to make sh3 comander 3,2 to work with my nygm? I instaled a fresh version of sh3 com at sh3nygm golder but when it starts it starts like stock sh3, but in the task bar of the sh3 stands that sh3 comander is lunched via nygm tonage war but i repeat when i enter the game (only tried to start the academy it is quckest to load and play ) it`s not working.I mean it`s working but it is stock sh3 not a nygm sh3.
any ideas for this prob.
thanks in front
Stiebler
07-25-09, 01:30 PM
@bojan811:
The I/T switch is not intended to function in NYGM, to give the effect of unreliable torpedoes.
If you are launching stock SH3 then:
Either you have two installations of SH3, and SH3Commander is pointing to the wrong version;
Or you have not installed NYGM, although you think you have. (Installed to a wrong folder, perhaps?)
Stiebler.
.................................................. ..............................
.................................................. ..............................
Ou 1 more thing how to make sh3 comander 3,2 to work with my nygm? .................................................. .......
.................................................. .............................
.................................................. .............................
any ideas for this prob.
thanks in front
Hello,
Go to: http://www.subsim.com/mods1/nygm/
and take the number 7:
SH3_Commander_Updates_for_NYGM.7z (http://www.subsim.com/radioroom/../mods1/nygm/sh3_commander_updates_for_nygm.7z) (Optional, 0.07 MByte)
Have fan :DL
bojan811
07-25-09, 07:27 PM
@bojan811:
The I/T switch is not intended to function in NYGM, to give the effect of unreliable torpedoes.
If you are launching stock SH3 then:
Either you have two installations of SH3, and SH3Commander is pointing to the wrong version;
Or you have not installed NYGM, although you think you have. (Installed to a wrong folder, perhaps?)
Omg , ok i did not look that way for the torpedos.So how to aim under keel or on it?Wich pistol is then in use?
I have 4 instalations of sh3 and 3 instals of sh3 commander.
gwx and wac mod work just fine with sh3commander , but nygm mod is not.
I instaled sh3comm in the folder named ubisoft nygm (it worked just fine for the previous 2 mods listed above), i than added those files in the folder of sh3comm like you sad "File (7) contains the latest files for NYGM, to be installed with JScones' popular SH3Commander mod. Full instructions provided with file (7). But you must have SH3Commander installed for these files to serve any purpose, and the files should be installed in the SH3Commander folder as stated in their documentation. (Optional.) " but i still can run sh3comm with nygm.
bojan811
07-25-09, 07:30 PM
Hello,
Go to: http://www.subsim.com/mods1/nygm/
and take the number 7:
SH3_Commander_Updates_for_NYGM.7z (http://www.subsim.com/radioroom/../mods1/nygm/sh3_commander_updates_for_nygm.7z) (Optional, 0.07 MByte)
Have fan :DL
Ben there done that! (http://www.benstegink.com/)
Didn`t work! :hmmm:
Stiebler
07-28-09, 09:30 AM
Having received new, improved files for the Type XXIII U-boat by a modder who wishes to remain anonymous, I have added these files to the existing NYGM3_3 mod available by clicking on my signature.
This has provided the opportunity to move the bases of Lorient and Penang to more suitable positions; Lorient to the ocean edge so it is no longer necessary to spend 10 minutes simply on sailing slowly down river, and Penang from Malaya onto Penang island.
I have also fixed the Ascension Island airbase so that it works. It had a depth of 4 feet in the campaign_LND.mis file, and was therefore buried about 400 feet under a mountain! This was never apparent in SH3 Mission Editor, since it automatically moves all airbases and other land objects to the top of the nearest land and shows the corrected value instead.
Anyone who has already installed the NYGM3_3 patch should un-install it, download the replacement (also called NYGM3_3.7z, but creates a folder NYGM3_3A instead), and install the replacement with JSGME.
Stiebler.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.