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Silentmauri89
12-11-24, 07:58 PM
Thank you, FiFi.
I reinforced my personal crew configuration adding more repairing petty officers, so I can have a chance.
I will follow your suggestions, thank you. I will assign as many POs as possible in the compartment, leaving some other in the repair team to fix the damage. I try to avoid warships and planes, but sometimes they appear too close to my position, and I have to decide what to do - quickly.
I adjusted the RWR antennas ranges in order to resemble the real situation at the time - just for the sake of complicating my life even more.
From what I read, the Naxos, Tunis, and especially the Borkum were never working as expected and their range was limited; sometimes leaving just sufficient time to submerge before being attacked; so once I receive a radar signal, I usually have about a minute to submerge. That was my decision, and I'm happy with that, but as You can Imagine, I get pretty close to the mortality rate of WW2 U-boat crews.
When I see everything's lost, I blow ballast so I can save as many crew as possible.
The time I survived ( the one I was mentioning in the previous post), once on the surface, I realized that it was not possible to pump the water out; The compartment was in Yellow, and with about 65% flooded stern section, but the crew was not pumping the water out. So every time I was submerging, I could not manoeuvre properly underwater - Suffering a steep pitch that didn't allow me to carry on. After three failed attempts, I abandoned the uboat close to the American coasts. Was this intended or a bug? I mean, If the compartment is flooded, can you remove the water, later, or it remains there?
Anyway playing in the late war with your mod - Wow - I mean: Decks awash, scared to be spotted at night, Rocketed most of the times ( pretty spectacular ), and suffering great amounts of damage during attacks. That is pretty realistic, for real.
I would like to ask you: what about the "Air Fido"? I don't think I was ever attacked with one of them, but the option is checked...
Thank you for the Bergen position, FiFi. I think there is the same issue in Bordeaux, but I'm not sure.
Thank you, FiFi.
I reinforced my personal crew configuration adding more repairing petty officers, so I can have a chance.
I will follow your suggestions, thank you. I will assign as many POs as possible in the compartment, leaving some other in the repair team to fix the damage. I try to avoid warships and planes, but sometimes they appear too close to my position, and I have to decide what to do - quickly.
I adjusted the RWR antennas ranges in order to resemble the real situation at the time - just for the sake of complicating my life even more.
From what I read, the Naxos, Tunis, and especially the Borkum were never working as expected and their range was limited; sometimes leaving just sufficient time to submerge before being attacked; so once I receive a radar signal, I usually have about a minute to submerge. That was my decision, and I'm happy with that, but as You can Imagine, I get pretty close to the mortality rate of WW2 U-boat crews.
When I see everything's lost, I blow ballast so I can save as many crew as possible.
The time I survived ( the one I was mentioning in the previous post), once on the surface, I realized that it was not possible to pump the water out; The compartment was in Yellow, and with about 65% flooded stern section, but the crew was not pumping the water out. So every time I was submerging, I could not manoeuvre properly underwater - Suffering a steep pitch that didn't allow me to carry on. After three failed attempts, I abandoned the uboat close to the American coasts. Was this intended or a bug? I mean, If the compartment is flooded, can you remove the water, later, or it remains there?
Anyway playing in the late war with your mod - Wow - I mean: Decks awash, scared to be spotted at night, Rocketed most of the times ( pretty spectacular ), and suffering great amounts of damage during attacks. That is pretty realistic, for real.
I would like to ask you: what about the "Air Fido"? I don't think I was ever attacked with one of them, but the option is checked...
Thank you for the Bergen position, FiFi. I think there is the same issue in Bordeaux, but I'm not sure.
To pump water out, make sure to not be silent running, and make sure to not get a damaged pump…otherwise no water out!
Then there are some cases when water flooding is stopped but you can’t empty compartment due to heavy damage. Don’t ask me why, it’s not me who built this!
You can uncheck the air Fido, it’s not working in my mod (or leave it, doesn’t matter)
Late war (44), you shouldn’t be running surfaced … surfaced U-Boats were dead.
Me too I like the challenge :)
:Kaleun_Salute:
Silentmauri89
12-12-24, 09:27 AM
[QUOTE=Fifi;2936004]To pump water out, make sure to not be silent running, and make sure to not get a damaged pumpÂ…otherwise no water out!
Then there are some cases when water flooding is stopped but you canÂ’t empty compartment due to heavy damage. DonÂ’t ask me why, itÂ’s not me who built this!
I see. Thank you for clearing that out. So sorry for the Fido.
And Yes! 1944 was certain death on the surface - I agree with that.
I would like to ask you one more question? How do I record a video of the game? With ctrl+F11 It takes a series of video frames that fill up my game folder...How should I put them together? Or is there a better way?
Silentmauri89
12-12-24, 01:16 PM
https://i.postimg.cc/6Qh6ncsd/SH3-Img-27-11-2024-9-27-31-817.jpg
Rocketed, depth charged, and gunned down at the same time. My daily routine.
fitzcarraldo
12-12-24, 01:58 PM
https://i.postimg.cc/6Qh6ncsd/SH3-Img-27-11-2024-9-27-31-817.jpg
Rocketed, depth charged, and gunned down at the same time. My daily routine.
Be more agressive :Kaleun_Wink:
Regards.
Fitzcarraldo :Kaleun_Salute:
I would like to ask you one more question? How do I record a video of the game? With ctrl+F11 It takes a series of video frames that fill up my game folder...How should I put them together? Or is there a better way?
I think you need to get Fraps… it’s a freeware application to get videos from any game :yep:
I never made videos myself, so I’m sorry
:Kaleun_Salute:
FUBAR295
12-12-24, 04:42 PM
It`s freeware ... you can get it here and is also included in LSH3.
https://fraps.com/
:Kaleun_Salute:
vanjast
12-13-24, 06:16 AM
Gee, Had Fraps for , I'm sure it's about 15+ years now. Worked perfectly every time.
It does large uncompressed raw video (etc) dumps (what you see on screen is what you get), so you must have plenty disc space to play with.
I've considere other software but these have been 'limiting' for want of a word. FRAPs has no usage demands or limitations
:Kaleun_Applaud:
vanjast
12-13-24, 06:32 AM
Don't think this is mod related.. as I've had this before.. many 'moons' ago.
Lousy weather, so brought sub to a full stop to allow ship to pass, for IDing and possible sinking. Ship was neutral so let go.
Then could not get sub going again, although engines were 'running'. The game was visually responding to the commands.. but no physical action.
Looking aft showed no engine action = water calm.
Tried surfacing but surface-running produced the same result.
So did an emergency dive, and this effectively got the sub up and running as normal again.
Anyone had a similar experience ?
Don't think this is mod related.. as I've had this before.. many 'moons' ago.
Lousy weather, so brought sub to a full stop to allow ship to pass, for IDing and possible sinking. Ship was neutral so let go.
Then could not get sub going again, although engines were 'running'. The game was visually responding to the commands.. but no physical action.
Looking aft showed no engine action = water calm.
Tried surfacing but surface-running produced the same result.
So did an emergency dive, and this effectively got the sub up and running as normal again.
Anyone had a similar experience ?
No, not that way, but sometimes very rarely, when I order any forward running, nothing happens. Have to order backwards running once, then forward … and everything is well again …
It’s not mod related, but a game small bug as all others mods do the same sometimes.
:Kaleun_Salute:
Actually revising the locations file (found some mistakes - nothing bad), revised the lighthouses positions (some couldn’t appear due to bad setting!), and revised some defenses bunkers & cities that were off coasts due to new Astvitaly Bathymetry mod…
:Kaleun_Salute:
Mister_M
12-13-24, 10:58 AM
sometimes very rarely, when I order any forward running, nothing happens. Have to order backwards running once, then forward … and everything is well again …
It’s not mod related, but a game small bug as all others mods do the same sometimes.
Indeed, I'm facing this bug very often even with the vanilla game...
Silentmauri89
12-16-24, 10:05 AM
https://i.postimg.cc/fy3K47xm/SH3-Img-15-12-2024-11-0-33-855.jpg
https://i.postimg.cc/52GQTcs7/SH3-Img-15-12-2024-11-0-27-461.jpg
https://i.postimg.cc/ZqtK6J7S/SH3-Img-15-12-2024-11-1-4-690.jpg
https://i.postimg.cc/9fJKCpqn/SH3-Img-15-12-2024-11-1-20-200.jpg
https://i.postimg.cc/BvKpwBBF/SH3-Img-15-12-2024-11-5-1-302.jpg
https://i.postimg.cc/d0sQ55YH/SH3-Img-15-12-2024-11-5-12-816.jpg
https://i.postimg.cc/zf7CQ2RV/SH3-Img-15-12-2024-11-6-41-640.jpg
https://i.postimg.cc/xjz5R2Pd/SH3-Img-15-12-2024-12-15-58-811.jpg
Late November 1943 - not yet equipped with snorkel, but forced to go at sea anyway. Enjoy the pics. Thank you for your hard work, FIFI.:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up:
Nice screens :yeah:
Locations Cfg file has been revised, and while at it, I’m checking cities correct placement around harbors… quite long job, but via academy/navigation quick launching, I can see empty harbors and cities (even lighthouses) :yep:
Added some new villages here and there too.
:Kaleun_Salute:
Silentmauri89
12-16-24, 11:49 PM
Hi, Fifi. I noticed a castle without textures ( plain white ), outside Lorient.
Hi, Fifi. I noticed a castle without textures ( plain white ), outside Lorient.
Will check it, but here I have correct textures :yep:
EDIT: yes, the 5 textures of Fort Louis are correctly included in NYGM standalone/data/textures/Tnormal/tex…
If they are not loading in your game, it’s an issue on your side am afraid.
Maybe others could confirm this castle is ok?
:Kaleun_Salute:
Silentmauri89
12-18-24, 02:08 AM
Will check it, but here I have correct textures :yep:
EDIT: yes, the 5 textures of Fort Louis are correctly included in NYGM standalone/data/textures/Tnormal/tex…
If they are not loading in your game, it’s an issue on your side am afraid.
Maybe others could confirm this castle is ok?
:Kaleun_Salute:
Hi, Fifi. Fort Louis is fine, you were right. I had removed few textures that happened to be the same of the interior. I loaded an untouched version of the "stand alone mod" and the fort is showing just fine. Very beautiful by the way.
Hi, Fifi. Fort Louis is fine, you were right. I had removed few textures that happened to be the same of the interior. I loaded an untouched version of the "stand alone mod" and the fort is showing just fine. Very beautiful by the way.
Here what happens when messing around with mod files! :D
@ to all:
I highly recommend to not change any files or add anything to my mod! … even if you think it’s working with your files, at a moment or an other, it will bring bad side for sure. NYGM Steel Coffins is already sailing at the edge of SH3 red line loads, do not brake this fragile playing card fortress ! :ping:
:Kaleun_Salute:
Kal_Maximus_U669
12-18-24, 06:16 PM
Here what happens when messing around with mod files! :fff:
:Kaleun_Wink::o
https://www.subsim.com/radioroom/showpost.php?p=2935917&postcount=2745
If you use my DIY interiors I gave it to fitz..not long ago... it doesn't work you will have problems you have to fix them...
https://image.noelshack.com/fichiers/2024/51/4/1734563394-0111.png
:subsim::salute:
VERSION 7.1 IS OUT!
Should be save compatible in bunker...if any doubt, restart career :03:
Version 7,1 :
- Added Rendsburger Drehbrücke ;
- Adjusted start at sea points ;
- Fixed some lighthouses placement ;
- Revised Location Cfg ;
- Added & corrected some cities placement ;
- Added Bengazi, Cardiff & Southampton harbors missing (now NYGM have the most complete harbors set out there);
- Replaced 2nd Lorient Fort Louis not existing in RL by a village ;
- Optimized few remaining things ;
:Kaleun_Salute:
vanjast
12-19-24, 07:27 AM
Nice.. :Kaleun_Applaud:
I can only get as far as about 200km close to my patrol point, when Dunnutz calls me back again for a restart of the War..:arrgh!::03:
At least this time, I nailed a small ship on the aiming point. I was impressed.:yeah:
Kal_Maximus_U669
12-19-24, 09:13 AM
Hey Fifi ..:03:
Thxxxl..:yep::arrgh!::yeah:
https://image.noelshack.com/fichiers/2024/51/4/1734617605-sh3img-19-12-2024-14-50-27-252.png
:salute::subsim:
FUBAR295
12-19-24, 10:41 AM
VERSION 7.1 IS OUT!
:Kaleun_Salute:
Outstanding, thank you!
:Kaleun_Thumbs_Up:
BONUS: For the ARB GUI players, here a lighter optimized version (62 Mo lighter than in V7.1)
This works only for my NYGM Steel Coffins!
Not available anymore as it’s included in V7.2
Activate on top of Stand Alone as usual!
Will be included in next update
:Kaleun_Cheers::Kaleun_Salute:
VERSION 7.2 IS OUT!
Absolutely compatible with bunker saves:03:
Version 7,2 :
- Fixed overcast layer for better accurate nights (when overcast);
- Changed Alborg city for more accurate place ;
- Now we can cut Northern Denmark via Alborg ;
- Added some life to this kanal ;
- Made some adjustments
- ARB Gui lighter included with rec manual fix
:Kaleun_Salute:
fitzcarraldo
12-21-24, 01:21 PM
Many thanks FiFi!
A very nice gift for this year's end.
Merry Christmas and happy 2025!
Fitzcarraldo :salute:
Happy Christmas to you too :up:
Currently adding Kermit last fantastic work to my NYGM Steel Coffins :yeah:
Also lighted U-Boats turms files by deleting embedded images, and putting them in textures folder …
Will be available for next update :up:
:Kaleun_Salute:
FUBAR295
12-22-24, 04:47 PM
^^^^
:Kaleun_Salivating:
Randomizer
12-23-24, 03:52 PM
First thing, Merry Christmas and thanks for all of your work.
I posted this issue on the SH3 forum but after some 200+ views, nobody had any useful comments so in desperation, I'll try here.
Installed Fifi's Steel Coffins on my Win-11 laptop and it loaded in minutes, ran fine and looked great. Then Win-11 updated and now it crashes to desktop right when the "Initialising" screen should appear.
Curiously, Stock SH3 runs fine as does Steel Coffins with the Black Sea Only campaign activated. The Windows event logger classifies the crash as an error 1000 event in module ntdll.dll. An Internet search for a solution has produced a rash of conflicting possible actions and no consistent explanation or likely fix. I have spent hours tweaking compatibility, memory, file integrity and graphic settings with zero results and am ready to just remove SH3 entirely.
SH4 with FOTRS-U runs flawlessly on the laptop and looks spectacular.
Steel Coffins runs perfectly on my Win-7 desktop but takes north of 20-minutes just to load, which sucks the fun out of the otherwise outstanding Mod.
Thanks in advance for any insights.
-C
Kal_Maximus_U669
12-23-24, 04:30 PM
First thing, Merry Christmas and thanks for all of your work.
I posted this issue on the SH3 forum but after some 200+ views, nobody had any useful comments so in desperation, I'll try here.
Installed Fifi's Steel Coffins on my Win-11 laptop and it loaded in minutes, ran fine and looked great. Then Win-11 updated and now it crashes to desktop right when the "Initialising" screen should appear.
Curiously, Stock SH3 runs fine as does Steel Coffins with the Black Sea Only campaign activated. The Windows event logger classifies the crash as an error 1000 event in module ntdll.dll. An Internet search for a solution has produced a rash of conflicting possible actions and no consistent explanation or likely fix. I have spent hours tweaking compatibility, memory, file integrity and graphic settings with zero results and am ready to just remove SH3 entirely.
SH4 with FOTRS-U runs flawlessly on the laptop and looks spectacular.
Steel Coffins runs perfectly on my Win-7 desktop but takes north of 20-minutes just to load, which sucks the fun out of the otherwise outstanding Mod.
Thanks in advance for any insights.
-C
I think Windows defender maybe because of the Hsie patch...:hmmm:
Kal_Maximus_U669
12-23-24, 04:40 PM
Hey Master Happy Christmas:03:
The work is remarkable as ever...
https://image.noelshack.com/fichiers/2024/52/1/1734989844-sh3img-23-12-2024-21-17-54-912.png
tell me Fifi that she works with @Kermit ..because he made several mods...which are also excellent...
a modder that I love for his quality work among other things his sound mods..:yeah:
Randomizer
12-23-24, 05:56 PM
I think Windows defender maybe because of the Hsie patch...:hmmm:
Good idea, had not considered Win-Defender as an agent of evil but disconnecting from the Internet and turning it off had no result. Thanks for the thought though.
Conflicts with the Hsie patch may explain why Stock runs without issues but doesn't explain why the Black Sea campaign runs but the Steel Coffins full-meal deal crashes.
-C
Kal_Maximus_U669
12-23-24, 06:19 PM
Good idea, had not considered Win-Defender as an agent of evil but disconnecting from the Internet and turning it off had no result. Thanks for the thought though.
Conflicts with the Hsie patch may explain why Stock runs without issues but doesn't explain why the Black Sea campaign runs but the Steel Coffins full-meal deal crashes.
-C
While the game is running, go to the game menu and do... Ctrl+Alt+Del..look in the process execution to see what is happening in the background...
If you see defender right click end tasks...
another thing: deactivate your anti virus...
Securiter windows go here also sometimes it can cause problems with certain applications so deactivate in order to take control..
voir screen:
https://image.noelshack.com/fichiers/2024/52/2/1734996013-capture-d-cran-2024-12-24-001434.png
I will add that you do not need antivirus 'defender' is very good... sometimes even too good.:har::har::/\\!!:/\\!!:sunny::sunny:.!!! if you know what you are doing with your machine..you will gain in performance and productivity
Kal_Maximus_U669
12-24-24, 08:00 AM
Hey Master....
:03:I just saw the work of a-kermit..very good super...
Hey Master....
:03:I just saw the work of a-kermit..very good super...
Yes, but not total of his work will be included … because I don’t have full interior, guns are not the same as in LSH3 ect…
Only partial work will be included :yep:
:Kaleun_Salute:
Hello! First of all Merry Christmas and thank you for your awesome work.
I have a question regarding the instructions PDF. It says:
Make sure the Cloud variety mod is activated in your SH3 Commander folder ! (Via SH3
Commander JSGME)
But the folder is empty. Its the intruction from and older version?
thank you very much and sorry for my english
Randomizer
12-24-24, 03:02 PM
While the game is running, go to the game menu and do...
The problem with this is that Steel Coffins won't run. I have tried disabling both firewall and virus scanner without effect. Thanks for the suggestion though.
If I could figure out why Stock SH3 or the Steel Coffins Black Sea campaign run fine when the Steel Coffins full campaign fails to load at all, I might determine a fix. I absolutely hate Win-11.
Happy Christmas All.
-C
Sounds to me like a lack of memory issue. Fifi has stated that Steel Coffins really pushes the limit of available usable memory. I know I have to be very careful in what I do to get it running on my desktop, even then I sometimes have to attempt to load a save 1 or 2 times before it will load all the way up.
Jeff-Groves
12-24-24, 03:32 PM
Try something like JetBoost.
It shuts down some things not needed for Gaming. I get a 40% improvement.
Kal_Maximus_U669
12-25-24, 08:29 AM
Sounds to me like a lack of memory issue. Fifi has stated that Steel Coffins really pushes the limit of available usable memory
Personally I'm on 7700k.. Ram 16gb..RtX2070oc..Windo11..Mother Asus rog strix 270e..
there is no problem I measured 75 to 80 fps in the port at the beginning of the career.. I note that when I played with the interiors :poste:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2917251&postcount=2462
Steel Coffins Black Sea campaign run fine when the Steel Coffins full campaign fails to load at all, I might determine a fix. I absolutely hate Win-11.
Personally I recommend you install fresh.. in order to start on a clean ..
if you play the Black Sea campaign do a dedicated install..For the Atlantic Same..etc..
all this must be done in a folder type.. ex:D:\Sh3\SilentHunterIIINYGM\sh3.exe
THX D"Jeff .. app logic...:/\\k::salute:
Randomizer
12-26-24, 03:53 PM
Well, thanks but I am on my fourth fresh installation with no joy.
My new laptop exceeds my old Win-7 desktop in all key technical areas; RAM, CPU speed, GPU memory and so on ad nauseam, but the laptop is Win-11 and refuses to run SH3 with any of the super mods. The old desktop runs just about anything and delivers excellent frame rates and stability in all the Silent Hunter series' regardless of mods. It just takes forever for the sims to load.
Still, if this is the worst thing to happen to me for 2025, I will count my blessings.
-C
a-kermit
12-26-24, 04:19 PM
@FIFI
I have tested this with LSH 3 V 22.
There it works without errors.
Then I removed the Cameras.dat.
And now I saw your problem.
Question:...did you use my C-Dat or did you adapt yours?
mfG Kermit
Kal_Maximus_U669
12-26-24, 04:25 PM
Well, thanks but I am on my fourth fresh installation with no joy.
My new laptop exceeds my old Win-7 desktop in all key technical areas; RAM, CPU speed, GPU memory and so on ad nauseam, but the laptop is Win-11 and refuses to run SH3 with any of the super mods. The old desktop runs just about anything and delivers excellent frame rates and stability in all the Silent Hunter series' regardless of mods. It just takes forever for the sims to load.
Still, if this is the worst thing to happen to me for 2025, I will count my blessings.
-C
So the solution I recommend to you... to speed up loading will be the NVME SSD you will see it is much better...
Otherwise what is the brand of your laptop with W11: Spec.. Techni..
I am sure it is a problem with App Windo ...
Still, if this is the worst thing to happen to me for 2025, I will count my blessings.
https://i.gifer.com/WBON.gif
Computers can be a challenge sometimes... Be sure you will come out of it stronger if you give yourself the means....leave the bad "swear words" it will only make it worse :yep::arrgh!::salute:Courage my dear friend Randomizer
@ to all:
I highly recommend to not change any files or add anything to my mod! … even if you think it’s working with your files, at a moment or an other, it will bring bad side for sure. NYGM Steel Coffins is already sailing at the edge of SH3 red line loads, do not brake this fragile playing card fortress ! :ping:
Sorry Fifi but I can't help but break the rules. I've already got my beloved Type XXI working in 1944 and I've added the G7ut (Hydrogen Peroxide) back into the game :rock: Thank you again for fixing the radar!
We now have all the animated crew of Kermit modder! :yeah:
We salute you
https://i.postimg.cc/X7V1J9HN/SH3-Img-27-12-2024-11-11-34-246.jpg
Waiting for gun & AA targets
https://i.postimg.cc/L5VyDsXM/SH3-Img-27-12-2024-11-2-44-116.jpg
https://i.postimg.cc/gcyBmgKB/SH3-Img-27-12-2024-11-4-1-144.jpg
Few more details to adjust, and will be avalaible soon :up:
:Kaleun_Salute:
a-kermit
12-27-24, 09:08 AM
Moin ...
... I took a look at the cap of the deckguns (LSH 88, 105)
... it flickered down to the right with every shot and then back again.
... have now changed that ...
... “Occupy deckgun” ... after 13 sec it is gone, leave deckgun ... back on ...
I think it's better this way, nobody has put the cap on after every shot
https://vimeo.com/1042452111
mfg Kermit
Moin ...
... I took a look at the cap of the deckguns (LSH 88, 105)
... it flickered down to the right with every shot and then back again.
... have now changed that ...
... “Occupy deckgun” ... after 13 sec it is gone, leave deckgun ... back on ...
I think it's better this way, nobody has put the cap on after every shot
https://vimeo.com/1042452111
mfg Kermit
:hmmm: Don’t understand what you mean … it looks superb the way it is!
Wait a minute, you’re taking about the gun plug?… I don’t have it, neither the barrel rounded rope…so no problem :03:
Have a look on first screen above… not same gun as yours.
:Kaleun_Salute:
a-kermit
12-27-24, 12:44 PM
@FIFI
... ahhh... ok ... :Kaleun_Salute:
LAST UPDATE VERSION 7.3 OF THE YEAR IS OUT!
Should be bunker save compatible, but if any trouble, restart career! (not tested with previous saves)
Version 7,3 :
- Replaced old static crew on deck by new Kermit animated crew on deck ;
- Added Kermit new animated helmsman for type VII, IX & II ;
- Added Kermit new animated control room crew man for type VII & IX ;
- Added Kermit new deck gun animated crew & AA gun crew ;
- Revised all AA sim (fire rate, rotation speed etc) ;
- Adjusted type II control room crew position & light render ;
- Adjusted some conning deck crew position & watching surveillance ;
- Kiel base docked starting will be now backward, so our deck crew saluting people will be always the correct side (exiting & entering dock) ;
- Added new better La Spezia harbor with locks ;
About new animated crew:
- Helmsman sometimes (rarely) stands up!
- Deck crew saluting all stopped, but when U-Boat is moving, they salute & agitate caps! (Maj/Ctrl + D for crew on deck/crew inside)
- Dive planes men are appearing when ordering diving, but with delay for both. They will desappear again only when you are surfaced & completely all stopped with delay!
- Deck gun crew will appear with delay, and when firing the shells are ejecting!
- AA guns crew will appear with delay at the end of the sound animation...
HAPPY NEW YEAR TO ALL!! ... AND A BIG THANKS TO KERMIT FOR HIS HARD WORK! :Kaleun_Cheers:
:Kaleun_Salute:
FUBAR295
12-29-24, 01:35 PM
:Kaleun_Thumbs_Up:
Down loaded!
:Kaleun_Salute:
Happy New Year, my friend!
Dieselglock
12-29-24, 03:31 PM
Thank you FiFi
Happy New Year :Kaleun_Cheers:
Could someone post the Year and date of the 3rd Flotilla bases in this mod.
Kal_Maximus_U669
12-29-24, 04:35 PM
Hey Fifi...Happy New Year :arrgh!::yep:
Big thxxxl for the work ...:yeah: a-kermit :yeah:
This really brings a plus
https://image.noelshack.com/fichiers/2024/52/7/1735508046-sh3img-29-12-2024-21-24-8-801.png
https://image.noelshack.com/fichiers/2024/52/7/1735508049-sh3img-29-12-2024-21-25-18-18.png
Thank you both..:up::subsim:
Downloaded, Thankyou Fifi!!! :Kaleun_Salute:
fitzcarraldo
12-29-24, 04:58 PM
Many thanks FiFi!
Have the best year 2025. Prost! :Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:
Downloading now.:Kaleun_Applaud:
Greetings
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
12-30-24, 10:31 AM
Doing now the first patrol of the campaign, 9/1/1939. Quadrant assigned: AO95, Type VIIB.
The crew on deck works flawesly. Also, the helmsman and the dive planes guys.
Viewing the crew on deck, wonder if it is possible to cloth the crew on the CT deck (Wintergarten), with the black or grey jackets for bad weather (the crew on deck has it in black). I mean: the jackets of bad weather without the hat for bad weather. I think this is more realistic and immersive (a good weather but cold isn´t for those shirts the crew ever uses). Maybe it is possible to do, directly or via a JSGME submod.
Only a desire...:Kaleun_Wink:
Many thanks for all the work. Nominated both, you FiFi and Kermit, for best modders 2024. Well deserved.
About this: remember all the people to write your vote Bests of SUBSIM 2024 in the dedicated thread:
https://www.subsim.com/radioroom/showthread.php?t=254324
Best regards and Happy New Year! :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
a-kermit
12-30-24, 12:06 PM
Joo, it's possible ... but ... unfortunately only these existing animations work, you just can't clone a SH3 crew directly ...
... so ... you can still add crew members on the winter garden ... had the “smoking shipyard worker” in mind back then ... on the winter garden ...
Silentmauri89
01-03-25, 09:37 AM
Hi, FIFI. Once again thank you for your work.
I just installed version 7.3, but when I launched the game, I noticed that the periscope textures were different. The shiny metal periscopes of the previous versions are gone. Now they have almost the same dark metal colors. Was this intended?
I am using a clean version, and I gave up any personal adaptments. Plus I did a clean start, so to exclude other problems.
But the periscopes keep having a dark texture. Is I:doh:t a problem on my side?
Kal_Maximus_U669
01-03-25, 11:03 AM
Hi, FIFI. Once again thank you for your work.
I just installed version 7.3, but when I launched the game, I noticed that the periscope textures were different. The shiny metal periscopes of the previous versions are gone. Now they have almost the same dark metal colors. Was this intended?
I am using a clean version, and I gave up any personal adaptments. Plus I did a clean start, so to exclude other problems.
But the periscopes keep having a dark texture. Is I:doh:t a problem on my side?
I'm afraid it's coming from your side...I don't have this type of problem...everything works perfectly for now...:hmmm:
Silentmauri89
01-03-25, 01:24 PM
I see...:hmmm:This is what I mean, anyway: One screenshot is taken from 7.2,and the other from 7.3.
I just activated the newly unpacked "Stand Alone Version" - nothing else.
https://i.postimg.cc/RZm5DM6F/SH3-Img-3-1-2025-10-18-24-412.jpg
https://i.postimg.cc/jSh0VGPh/SH3-Img-3-1-2025-19-9-52-884.jpg
Hi, FIFI. Once again thank you for your work.
I just installed version 7.3, but when I launched the game, I noticed that the periscope textures were different. The shiny metal periscopes of the previous versions are gone. Now they have almost the same dark metal colors. Was this intended?
I am using a clean version, and I gave up any personal adaptments. Plus I did a clean start, so to exclude other problems.
But the periscopes keep having a dark texture. Is I:doh:t a problem on my side?
Will check this! What sub?
Currently making a big revision of materials & particules.dat…
I have enhanced fires, different smokes (fixed the blinking smoke too), different explosions (huge now), strafing bullets in water etc…plenty new cool stuff!
Added also latest AlexB new small ships :up:
:Kaleun_Salute:
Silentmauri89
01-03-25, 01:55 PM
Will check this! What sub?
Currently making a big revision of materials & particules.dat…
I have enhanced fires, different smokes (fixed the blinking smoke too), different explosions (huge now), strafing bullets in water etc…plenty new cool stuff!
Added also latest AlexB new small ships :up:
:Kaleun_Salute:
Hi, FIFI. It happens on all types of conning towers, and for both periscopes.https://i.postimg.cc/134CMXsw/SH3-Img-3-1-2025-10-47-11-575.jpg
https://i.postimg.cc/zXx2nKZq/SH3-Img-3-1-2025-10-51-48-967.jpg
Kal_Maximus_U669
01-03-25, 03:52 PM
as I told you here is the opposite...:D here type: VII
https://image.noelshack.com/fichiers/2025/01/5/1735937505-sh3img-3-1-2025-21-49-49-946.png
It seems that you have touched something else, your previous images prove it, they are clearly brighter
Hey master... the second series seems to be on the types XI...:03:Iadd that you did not take them at the same times...don't you have vision problems?:timeout::D
Silentmauri89
01-03-25, 05:08 PM
as I told you here is the opposite...:D here type: VII
https://image.noelshack.com/fichiers/2025/01/5/1735937505-sh3img-3-1-2025-21-49-49-946.png
It seems that you have touched something else, your previous images prove it, they are clearly brighter
Hey master... the second series seems to be on the types XI...:03:Iadd that you did not take them at the same times...don't you have vision problems?:timeout::D
Ok...I will now compare two pics: The first one is with version 7.2 loaded...
https://i.postimg.cc/wTfJjDCG/SH3-Img-3-1-2025-22-43-19-695.jpg This is a type VIIB in academy.
As you can see, the periscopes have the usual metal textures - as they always have had.
Now with version 7.3 loaded...
https://i.postimg.cc/SNNC4gv9/SH3-Img-3-1-2025-22-50-53-51.jpg This is a type VIIB in academy.
You see the difference in textures? That what I was asking to FIFI, whether it was intended or not, or something was wrong. But I clean installed the game, and I don't know what else to do.
The second set of pictures were taken from a type IX, and from a Type II, with version 7.3.
And of course the pictures look darker, they were taken at the sunset, you know, less sun, but the darker textures of the periscopes are still there.
Ok...I will now compare two pics: The first one is with version 7.2 loaded...
As you can see, the periscopes have the usual metal textures - as they always have had.
Now with version 7.3 loaded...
You see the difference in textures? That what I was asking to FIFI, whether it was intended or not, or something was wrong. But I clean installed the game, and I don't know what else to do.
The second set of pictures were taken from a type IX, and from a Type II, with version 7.3.
And of course the pictures look darker, they were taken at the sunset, you know, less sun, but the darker textures of the periscopes are still there.
THIS IS FIXED FOR NEXT UPDATE! :up:
:Kaleun_Salute:
Kal_Maximus_U669
01-04-25, 08:04 AM
Hey Silentmauri89..:Kaleun_Applaud::Kaleun_Salute:
I must apologize to you, you are right, the barrel of the periscope is indeed not the same..
At first I thought you were talking about the head of the periscope...
I bow, you do indeed have a good view..:o:O:
Silentmauri89
01-04-25, 08:40 AM
THIS IS FIXED FOR NEXT UPDATE! :up:
:Kaleun_Salute:
Thanks, FIFI.:Kaleun_Salute::Kaleun_Cheers:
Silentmauri89
01-04-25, 08:43 AM
Hey Silentmauri89..:Kaleun_Applaud::Kaleun_Salute:
I must apologize to you, you are right, the barrel of the periscope is indeed not the same..
At first I thought you were talking about the head of the periscope...
I bow, you do indeed have a good view..:o:O:
It's ok, Kal_Maximus_U669 :Kaleun_Salute: apologies accepted.
I have a question regarding the instructions PDF. It says:
Make sure the Cloud variety mod is activated in your SH3 Commander folder ! (Via SH3
Commander JSGME)
But the folder is empty. Its the intruction from and older version?
Yes it is old, if I remember correctly you do not need to do this anymore! :yeah:
Yes it is old, if I remember correctly you do not need to do this anymore! :yeah:
As you said, yes it’s old and not needed anymore :up:
I have to update the readme pdf :oops:
:Kaleun_Salute:
I think next update will be released in a couple of days :up:
Few things to finish, and some cool stuff are coming … :yep:
:Kaleun_Cheers::Kaleun_Salute:
Sounds good! My crew needs the time off to get settled in Lorient after the trip from Wilhelmshaven by way of DG99. :Kaleun_Cheers: :Kaleun_Salute:
FUBAR295
01-06-25, 05:11 PM
Likewise here. Look forward to the next release!
:Kaleun_Salute:
clowncarsplatoon
01-06-25, 07:01 PM
Anyone else has "Invalid argument to date encode" in SH3 Commander ?
Running Windows 11 24H2 and SH3 installation from Steam (also have a DVD version of game but not installed, so I dont know if this applies only to Steam version or to both). Game is in folder D:\NYGM FIFI (I have two hard disks C: and D:). All files that are of application type are set to run in Windows 7 Compatibility mode & Run as Administrator (SH3.exe, JSGME.exe, SH3 Commander.exe and so on)
Whenever I try to "Update your Personnel File" in SH3 Commander to see my progress after first patrol, I always get an error message. Also, SH3 Commander settings compatibility mode windows 7 & run as an administrator are all reset to blank.
Yes I do all the steps as in this post by FIFI https://www.subsim.com/radioroom/showpost.php?p=2859457&postcount=1222
None of that works as when in game at the end of my patrol I click "Dock at XYZ",I see my patrol tonnage always as 0 even if I sink ships.
When I try to "Update your Personnel File" in SH3 Commander after completed first patrol I get an error message.
Anyone else has "Invalid argument to date encode" in SH3 Commander ?
Running Windows 11 24H2 and SH3 installation from Steam (also have a DVD version of game but not installed, so I dont know if this applies only to Steam version or to both). Game is in folder D:\NYGM FIFI (I have two hard disks C: and D:). All files that are of application type are set to run in Windows 7 Compatibility mode & Run as Administrator (SH3.exe, JSGME.exe, SH3 Commander.exe and so on)
Whenever I try to "Update your Personnel File" in SH3 Commander to see my progress after first patrol, I always get an error message. Also, SH3 Commander settings compatibility mode windows 7 & run as an administrator are all reset to blank.
Yes I do all the steps as in this post by FIFI https://www.subsim.com/radioroom/showpost.php?p=2859457&postcount=1222
None of that works as when in game at the end of my patrol I click "Dock at XYZ",I see my patrol tonnage always as 0 even if I sink ships.
When I try to "Update your Personnel File" in SH3 Commander after completed first patrol I get an error message.
:hmmm: Dumb question: couldn’t be just because you have 2 HD D/?…your Documents/SH3 is on same HD as game folder?…
Otherwise maybe try to launch a new career, then immediately dock before sailing, exit game and start next mission…then when out high sea, save and exit and try to update your personal file in Commander :yep:
:Kaleun_Salute:
clowncarsplatoon
01-07-25, 07:12 AM
:hmmm: Dumb question: couldnÂ’t be just because you have 2 HD D/?Â…your Documents/SH3 is on same HD as game folder?Â…
Otherwise maybe try to launch a new career, then immediately dock before sailing, exit game and start next missionÂ…then when out high sea, save and exit and try to update your personal file in Commander :yep:
:Kaleun_Salute:
I have Documents/SH3 on C:\ drive and NYGM FIFI folder on D:\. Will do fresh install to have both folders on C:\ drive.
My question is why does the action "Update your Personnel File" in SH3 Commander changes compatibility and administrator settings of SH3Cmdr.exe everytime I hit it ? I have had to click SH3Cmdr-Properties - Compatibility - Change setting for all and check windows 7 mode & run as an admin,so only then it stays this way when I click on "Update your Personnel File". But I still get "Invalid argument to date encode"
fitzcarraldo
01-07-25, 08:01 AM
I have Documents/SH3 on C:\ drive and NYGM FIFI folder on D:\. Will do fresh install to have both folders on C:\ drive.
My question is why does the action "Update your Personnel File" in SH3 Commander changes compatibility and administrator settings of SH3Cmdr.exe everytime I hit it ? I have had to click SH3Cmdr-Properties - Compatibility - Change setting for all and check windows 7 mode & run as an admin,so only then it stays this way when I click on "Update your Personnel File". But I still get "Invalid argument to date encode"
I have my documents in a C: drive, and SH3 with FiFi in another E: drive. Working fine, the same with SH4 and SH5. It's not a problem.
I have SH3.exe and SH3Cmdr. exe with Windows XP/2 compatibility, using W11 OS. And put and exception in my firewall, AV, UAC and DEP. All is free roam...
Regards.
Fitzcarraldo :Kaleun_Salute:
My question is why does the action "Update your Personnel File" in SH3 Commander changes compatibility and administrator settings of SH3Cmdr.exe everytime I hit it ? I have had to click SH3Cmdr-Properties - Compatibility - Change setting for all and check windows 7 mode & run as an admin,so only then it stays this way when I click on "Update your Personnel File". But I still get "Invalid argument to date encode"
It’s not normal that every launch your SH3 exe change compatibility & admins rights! There must be a problem somewhere … but where I don’t know …
:Kaleun_Salute:
Silentmauri89
01-07-25, 06:13 PM
I think next update will be released in a couple of days :up:
Few things to finish, and some cool stuff are coming … :yep:
:Kaleun_Cheers::Kaleun_Salute:
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
NEW VERSION 7.4 IS OUT!
Should be bunker save compatible. If any doubt, restart career!
Version 7,4 :
- Fixed the periscopes textures ;
- Revised fires & smokes;
- Added new huge explosion effect & others effects;
- Enhanced the water strafing effects ;
- Added AlexB new coastal ships : Mathis, Coastal Vessel II (CV02), Nimbin in replacement of old NKSMM, Coastal Vessel I in replacement of old F01B ;
- Re-introduced TDW plane smoke & fire damage (from NYGM 6F, adapted for actual NYGM) ;
- Revised planes zones & damages ;
- La Spezia have now its own Italian fanfara music ;
- Changed deck crew helmets for better ones with side badges ;
- Fixed sound of life boats (help me) & ships flare & distress flare launch;
- Ships distress flare are now not launching immediatly ;
- Revised the SH3.sdl & added few new sounds (ie Avenger engine etc...);
- Readme PDF has been updated !
Hope you will like it! Gute Jagd!
:Kaleun_Salute:
FUBAR295
01-08-25, 08:17 AM
^^^
:Kaleun_Thumbs_Up: :Kaleun_Applaud:
:Kaleun_Salute:
fitzcarraldo
01-08-25, 01:13 PM
NEW VERSION 7.4 IS OUT!
Should be bunker save compatible. If any doubt, restart career!
Version 7,4 :
- Fixed the periscopes textures ;
- Revised fires & smokes;
- Added new huge explosion effect & others effects;
- Enhanced the water strafing effects ;
- Added AlexB new coastal ships : Mathis, Coastal Vessel II (CV02), Nimbin in replacement of old NKSMM, Coastal Vessel I in replacement of old F01B ;
- Re-introduced TDW plane smoke & fire damage (from NYGM 6F, adapted for actual NYGM) ;
- Revised planes zones & damages ;
- La Spezia have now its own Italian fanfara music ;
- Changed deck crew helmets for better ones with side badges ;
- Fixed sound of life boats (help me) & ships flare & distress flare launch;
- Ships distress flare are now not launching immediatly ;
- Revised the SH3.sdl & added few new sounds (ie Avenger engine etc...);
- Readme PDF has been updated !
Hope you will like it! Gute Jagd!
:Kaleun_Salute:
Wonderful! Working very well. Many thanks, FiFi! :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
Kal_Maximus_U669
01-08-25, 05:30 PM
Hey Master THX for the Work :yep::03::salute:
https://media3.giphy.com/media/65VziYMfEj7QBdh1nq/giphy.gif?cid=6c09b9524qfk2r25d1y4h8b911efrjeyfa9a wrnshsma9k8w&ep=v1_gifs_search&rid=giphy.gif&ct=g
Silentmauri89
01-09-25, 05:33 PM
NEW VERSION 7.4 IS OUT!
Should be bunker save compatible. If any doubt, restart career!
Version 7,4 :
- Fixed the periscopes textures ;
- Revised fires & smokes;
- Added new huge explosion effect & others effects;
- Enhanced the water strafing effects ;
- Added AlexB new coastal ships : Mathis, Coastal Vessel II (CV02), Nimbin in replacement of old NKSMM, Coastal Vessel I in replacement of old F01B ;
- Re-introduced TDW plane smoke & fire damage (from NYGM 6F, adapted for actual NYGM) ;
- Revised planes zones & damages ;
- La Spezia have now its own Italian fanfara music ;
- Changed deck crew helmets for better ones with side badges ;
- Fixed sound of life boats (help me) & ships flare & distress flare launch;
- Ships distress flare are now not launching immediatly ;
- Revised the SH3.sdl & added few new sounds (ie Avenger engine etc...);
- Readme PDF has been updated !
Hope you will like it! Gute Jagd!
:Kaleun_Salute:
:Kaleun_Thumbs_Up::Kaleun_Cheers:
I have fixed the deck gun shells ejection animation (present in 7.3, missing in 7.4) :up:
Will be available for next update …
:Kaleun_Salute:
NEW VERSION 7.5 IS OUT!
Is compatible bunker saves :03:
- Fixed few details on OTMST2 & added new skins ;
- Fixed some water reflection problems ;
- Fixed deck gun shell ejection animation missing in 7.4 ;
- All radio messages have been classified in good date order ;
- Restaured the distress flare as it was before to prevent ships firing red flare once underwater ;
- Restaured the torpedo impact big white splash instead of the brownish one (as well as the depth charges explosion splash) ;
- Fixed type IX UZO pivot rendering ;
- Slightly adjusted ships RPM in .Sim & ships sound in .DSD ;
- Tried to fix the moon rendering by night when partial clouds by changing the Nori_00 TGA for better one (this TGA transparency is affecting moon rendering using binoculars)
- Minor things
----> Thank you for the impressive number of downloads! (even if i don't receive any money for it)
:Kaleun_Salute:
Kal_Maximus_U669
01-19-25, 05:14 AM
Thxxxl
Thank you for the impressive number of downloads!
For my part, it doesn't surprise me, quality work... a lot of downloading...
I'm repeating myself but your work is the best I've ever tested... and you know Fifi, I've tried them all and that's without counting the personal soup assemblies...
I salute you Fifi and my crews..:03::har::up:
https://image.noelshack.com/fichiers/2025/02/4/1736387780-sh3img-9-1-2025-2-2-44-399.png
Well I just received it..I'm going up immediately..
Thxxxl
For my part, it doesn't surprise me, quality work... a lot of downloading...
I'm repeating myself but your work is the best I've ever tested... and you know Fifi, I've tried them all and that's without counting the personal soup assemblies...
I salute you Fifi and my crews..:03::har::up:
https://image.noelshack.com/fichiers/2025/02/4/1736387780-sh3img-9-1-2025-2-2-44-399.png
Thank you my friend for the kind words :yeah:
:Kaleun_Cheers:
fitzcarraldo
01-19-25, 07:20 AM
Great Fifi! I´m downloading now :Kaleun_Cheers:
Wonder if it is compatible with 7.4 savegames.
As ever, many thanks and congrats for the awesome work. :Kaleun_Applaud:
Regards.
Fitzcarraldo :Kaleun_Salute:
Great Fifi! I´m downloading now :Kaleun_Cheers:
Wonder if it is compatible with 7.4 savegames.
As ever, many thanks and congrats for the awesome work. :Kaleun_Applaud:
Regards.
Fitzcarraldo :Kaleun_Salute:
Yes, 7.5 is compatible with 7.4 saves (in bunker) :up:
:Kaleun_Salute:
Silentmauri89
01-19-25, 09:32 AM
NEW VERSION 7.5 IS OUT!
Is compatible bunker saves :03:
- Fixed few details on OTMST2 & added new skins ;
- Fixed some water reflection problems ;
- Fixed deck gun shell ejection animation missing in 7.4 ;
- All radio messages have been classified in good date order ;
- Restaured the distress flare as it was before to prevent ships firing red flare once underwater ;
- Restaured the torpedo impact big white splash instead of the brownish one (as well as the depth charges explosion splash) ;
- Fixed type IX UZO pivot rendering ;
- Slightly adjusted ships RPM in .Sim & ships sound in .DSD ;
- Tried to fix the moon rendering by night when partial clouds by changing the Nori_00 TGA for better one (this TGA transparency is affecting moon rendering using binoculars)
- Minor things
----> Thank you for the impressive number of downloads! (even if i don't receive any money for it)
:Kaleun_Salute:
Hi, FIFI. Thank you for the new version.
You get an impressive number of downloads because your work is impressive. My congratulations:Kaleun_Applaud::Kaleun_Salute:
FUBAR295
01-19-25, 10:11 AM
NEW VERSION 7.5 IS OUT!
----> Thank you for the impressive number of downloads! (even if i don't receive any money for it)
:Kaleun_Salute:
:Kaleun_Applaud::Kaleun_Thumbs_Up:
fitzcarraldo
01-19-25, 11:05 AM
Yes, 7.5 is compatible with 7.4 saves (in bunker) :up:
:Kaleun_Salute:
Ok. Many thanks!
Fitzcarraldo :Kaleun_Salute:
Dieselglock
01-20-25, 09:38 AM
:Kaleun_Applaud:Downloaded thank you FIFI
Randomizer
01-21-25, 12:28 PM
Thank You, Fifi. One question, how to exit La Rochell in a 3rd Flotilla career without hitting a defensive mine? Twice now I have died from friendly mines when departing for a first patrol and there's no mine chart for the port.
-C
Thank You, Fifi. One question, how to exit La Rochell in a 3rd Flotilla career without hitting a defensive mine? Twice now I have died from friendly mines when departing for a first patrol and there's no mine chart for the port.
-C
Are you sure it’s friendly mines… could be ennemy mines. Yes, no mines chart… would be too easy :D
I’m sure you’ll find the way :)
:Kaleun_Salute:
Hooston
01-21-25, 01:42 PM
I think you need a sperrbrecher. BdU really should arrange for one to escort you...
Randomizer
01-21-25, 01:58 PM
Are you sure it’s friendly mines… could be ennemy mines. Yes, no mines chart… would be too easy :D
I’m sure you’ll find the way :)
:Kaleun_Salute:
I found a way alright, disabling the 3rd Flotilla option. When Steel Coffins takes north of 20-minutes to load, continually dying before even reaching the escort departure point makes the mod tremendously frustrating. Sorry.
-c
Dieselglock
01-21-25, 06:37 PM
I found a way alright, disabling the 3rd Flotilla option. When Steel Coffins takes north of 20-minutes to load, continually dying before even reaching the escort departure point makes the mod tremendously frustrating. Sorry.
-c
You have to follow the Sperrbrecher at least once till you get the route down. Happened to me too first couple of times.
FUBAR295
01-21-25, 06:47 PM
What Dieselglock said :03: If you are using the harbor start in any port with NYGM, you should follow the escort out in convoy until you hit the "Escort Point" on the map and the escort moves off.
Lugermann
01-22-25, 12:50 PM
How update?
a) In bunker
b) Uninstall the mods installed with JSGME
c) Replace MODS folder in directory installation
d) Install the mods with JSGME
It's correct?
I understand (in this case) that it is not necessary to replace the rest of the files/folders.
Thanks!
How update?
a) In bunker
b) Uninstall the mods installed with JSGME
c) Replace MODS folder in directory installation
d) Install the mods with JSGME
It's correct?
I understand (in this case) that it is not necessary to replace the rest of the files/folders.
Thanks!
C) You must replace all the files provided by the new version downloaded!
:Kaleun_Salute:
Lugermann
01-22-25, 02:26 PM
Thanks, Fifi.
:salute:
I'm completely redoing my NYGM Enh. v7.5 set up. My SH3 install could use a fresh coat of paint so to say. I was considering the MOON Mod (Surface Attact Project). i read in the whats new for NYGM Enh v6.4 that " All ships gloss adjusted for moon reflection (moon light is enhanced, keep moon behind you for nights attacks for better visibility)", Would that make the Moon Mod unnecessary ? If thats been covered .... sorry. I missed it. And Thank you for v7.5
FUBAR295
01-25-25, 08:58 AM
I consider the Moon Mod a must. Have it install on all of on SH3 mega mods. :03:
Beside having the moon and in correct phases, the transition between clear and cloudy conditions is gradual over a period of about 10 to 15 minutes, no all of a sudden overcast from bright sunny day. :up:
The moon light now shows correctly on ships and Uboat, so the shiny surfaces will now be a bit more noticeable. The moon light also makes you consider which direction to attack a target(s) as you will be noticed if the moon light is bright enough. So keeping the moon behind you and/or on a side that does not show the reflection of the light. :yep:
My $.02 worth.
Dieselglock
01-25-25, 10:45 AM
I'm completely redoing my NYGM Enh. v7.5 set up. My SH3 install could use a fresh coat of paint so to say. I was considering the MOON Mod (Surface Attact Project). i read in the whats new for NYGM Enh v6.4 that " All ships gloss adjusted for moon reflection (moon light is enhanced, keep moon behind you for nights attacks for better visibility)", Would that make the Moon Mod unnecessary ? If thats been covered .... sorry. I missed it. And Thank you for v7.5
I agree 100% with everything Fubar295 said.
I would not consider playing SH3 without it. I also have it installed in all my SH3 installs.
The Moon mod adds a whole new dimension to the game.
I do use the Moon Mod on my other mod set-ups. On NYGM Enh 7.5 the water looks a bit too lite blue for me. The Moon Mod doesn't efect my other mods like that. I mean it might be my 68 year old eyes or my monitor settings but NYGM without the Moon Mod the water looks better. Any takes on this is welcome.
FUBAR295
01-25-25, 12:55 PM
I do use the Moon Mod on my other mod set-ups. On NYGM Enh 7.5 the water looks a bit too lite blue for me. The Moon Mod doesn't efect my other mods like that. I mean it might be my 68 year old eyes or my monitor settings but NYGM without the Moon Mod the water looks better. Any takes on this is welcome.
Not sure why you have lighter water effects. Have you tried reinstalling the mod to see if the issue persists? What order do you have the mod installed?
:Kaleun_Salute:
1. The NYGM War Enhanced Tonnage Stand Alone v7.5
2. SH-5 Moon Mod
3. SH-5 Moon Mod Settings for fifi
4. Sh-5 Volumetric Clouds for moon Mod
5. Skin Type IIA
FUBAR295
01-25-25, 01:39 PM
Try this arrangement with the Moon Mod :
SH-5 Moon mod
SH-5 Moon mod optional - Stiebler's wheather fix
SH-5 Moon mod settings for Fifi's
SH-5 Water for SH-3 20 Km Atlantic V1000
SH-5 Volumetric Clouds for Moon mod with new cloud pictures
SH-5 Water for SH-3 Bigger waves
SH-5 Moon mod moon fix
:Kaleun_Salute:
I'm running v1.20. Not sure what "Moon Mod Moon Fix" is. I know this threead is for NYGM so I don;t want to devert it anymore then I already have. So with this answer, I'll figure it out
FUBAR295
01-25-25, 02:27 PM
If it helps, I sent this to Fifi, he will look at including it in NYGM.
https://www.mediafire.com/file/9y68h9leegeqs2l/Moon_Mod_for_Fifi_%25282%2529.7z/file
This is what I am using currently. Works very well.
:Kaleun_Salute:
If it helps, I sent this to Fifi, he will look at including it in NYGM.
This is not fully sure … as it seems to change too many things in my beloved environment. Have to test and think about it :)
If I don’t include it, you’ll always have the current add-on mod you are actually using.
:Kaleun_Salute:
Kal_Maximus_U669
01-26-25, 06:03 AM
This is not fully sure Â… as it seems to change too many things in my beloved environment. Have to test and think about it :)
If I donÂ’t include it, youÂ’ll always have the current add-on mod you are actually using.
:Kaleun_Salute:
Yes I tested it some time ago ... the moon does the job.. (Fifi's works very well too..) but as for the water the waves are less good... The cloud mass... The sky is often empty.. Now I do not criticize his work but for me Fifi is better...
There is no point in overloading mods via JSGME Fifi's work does not need more Fifi made it clear no additional mods. So it's up to you to see..:03:
Yes I tested it some time ago ... the moon does the job.. (Fifi's works very well too..) but as for the water the waves are less good... The cloud mass... The sky is often empty.. Now I do not criticize his work but for me Fifi is better...
There is no point in overloading mods via JSGME Fifi's work does not need more Fifi made it clear no additional mods. So it's up to you to see..:03:
Actually, and after some tests with files provided by Fubar295, I fully agree with your statement :yep:
:Kaleun_Salute:
Kal_Maximus_U669
01-27-25, 04:48 PM
Hey Master ... Good evening
When I say that the work is really very good..
I replay the Polish campaign.. I had a torpedo failure rate of more than 50%..as soon as the weather is very bad between 12 to 15 m:s almost impossible to torpedo. Other things: I forgot to put WO officer back on the bridge, my sailors spotted a target anyway and that's more than 10,000m away in clear weather at sunset...incredible..lol
during the storm it is not uncommon to spot a distant target and then lose it...it's very good
something already said but I repeat beware of very poorly armed ships they can do a lot of damage...
the mod is very difficult when you play without any help it's very good...:up::yeah:
Once again Fifi the work exceeds what I have already tried before...
I will try to continue because it promises if time allows me...
Your prize for this year is greatly deserved..
now I have noted a problem with the deck gun the crew does not go up if you go through the crew management screen.. you have to call it with the WO officer on the bridge... (somewhere it is not really a problem at least for me...):hmmm::D:subsim:
Oh yes, be careful, diesel engines are fragile... if you push them to the limit... Personally, I find that they get damaged too... quickly... I think that it's not real enough
A topic that I will discuss with you shortly with a few other small points
a-kermit
01-28-25, 10:13 AM
Moin ...
... this is part of my “AZC” (Animated Additional Crew) mod ... so that the additional crew is called to the deck gun ...
... so that the corresponding animation is played, you have to call the crew via the key combination and or via the WO.
... or you can pull up your “favorite shooters” via the crew menu and then press the key combination or WO menu, then the animation starts and your “favorites” are on station ...
...mfG Kermit
Kal_Maximus_U669
01-28-25, 10:49 AM
Moin ...
... this is part of my “AZC” (Animated Additional Crew) mod ... so that the additional crew is called to the deck gun ...
... so that the corresponding animation is played, you have to call the crew via the key combination and or via the WO.
... or you can pull up your “favorite shooters” via the crew menu and then press the key combination or WO menu, then the animation starts and your “favorites” are on station ...
...mfG Kermit
Hey a-kermit Salutation..
Thx for the details ... it suits me perfectly ... I find it very good because it forces the player to manage his crew I want to thank you for your work which as usual is excellent..
Amicalement Kal Maximus U669:03:
Thanks guys for the clear up :)
:Kaleun_Salute:
Kal_Maximus_U669
01-28-25, 06:30 PM
Hey Fifi good evening..
I got attacked... see this hole....the integrity of the hull remained at 100%:hmmm:I have the "crush deph randomizer" activated..in "Commander" but I don't think that it affects this problem..
https://image.noelshack.com/fichiers/2025/05/3/1738105800-sh3img-28-1-2025-23-56-27-598.png
When I say that these Poles can be mean even when lightly armed..
he even fired a flare to make sure he didn't miss me...:D
https://image.noelshack.com/fichiers/2025/05/3/1738106084-sh3img-28-1-2025-23-57-3-96.png
Attack Carreau AO59 in the morning around 7:00 am
The backups work wonderfully because I tried to force at different periods everything worked "NKL":up:
a-kermit
01-29-25, 03:39 AM
... 😉
... is there a way to play the animation when you pull up the deckgun crew via the crew management, is there a mechanism?
... Greetings Kermit
Hey Fifi good evening..
I got attacked... see this hole....the integrity of the hull remained at 100%:hmmm:I have the "crush deph randomizer" activated..in "Commander" but I don't think that it affects this problem..
Size of the damage hole decal is not related to the % hull remaining. The hole decal is purely cosmetic when you get hitted …
But… you can adjust the minimum number of hit points that generate a damage decal, in each sub .val file (visualDamage)
I have decreased it to 0,1 very long time ago, because otherwise they couldn’t be generated…
Maybe you could re-increase it a little.
In those .val files, you can also adjust the radius of the damage decal for minimum / maximum damage.
But needs tons of tests in plenty different situations to be satisfied, and you’ll find out you will never be… as me :D
:Kaleun_Salute:
Kal_Maximus_U669
01-29-25, 11:21 AM
Size of the damage hole decal is not related to the % hull remaining. The hole decal is purely cosmetic when you get hitted Â…
ButÂ… you can adjust the minimum number of hit points that generate a damage decal, in each sub .val file (visualDamage)
I have decreased it to 0,1 very long time ago, because otherwise they couldnÂ’t be generatedÂ…
Maybe you could re-increase it a little.
In those .val files, you can also adjust the radius of the damage decal for minimum / maximum damage.
But needs tons of tests in plenty different situations to be satisfied, and youÂ’ll find out you will never beÂ… as me :D
:Kaleun_Salute:
Hello Fifi
from what you explain to me it is a problem of impact zone depending on the situation.. I am not going to tinker... I would not have time to carry out these tests.. I would have liked to give you a hand... Alas I already do not have much time to play so 'Real Life'.. I must admit that I provoked the situation a little but I did not expect such a firm reaction from these Poles I find that very good Fifi.. I like this challenge of difficulty during the attacks once again Bravo it is cool..
https://image.noelshack.com/fichiers/2025/05/3/1738167641-sh3img-28-1-2025-23-53-51-966.png
Another thing: here our Hydrophone operator always turns the steering wheel in the same direction I find that he uses script unnecessarily from memory...
When starting the campaign he should not even be at his post since it is useless... can we remove it. This forces the player to manage his personal. Would it be possible that when he is at his post to establish a script that would give a real value on the dial when he detects a target he would stop gesticulating unnecessarily... Now Fifi I know that what I am asking you is not easy but given the threshold of competence that you have acquired with your personal experience from all these years of "modding" you already have great mastery..:salute:
Kal_Maximus_U669
01-29-25, 11:34 AM
... 😉
... is there a way to play the animation when you pull up the deckgun crew via the crew management, is there a mechanism?
... Greetings Kermit
Hey a-kermit salut
You should contact D "Jeff(Jeff Groves) he is the specialist in this kind of thing..:D
he created a post with tools for this..:03:
Ktl_KUrtz
01-29-25, 11:59 AM
schönen Tag Herr Kaleun,
Vielen Dank für den tollen Mod!
Gute Jagd!
a-kermit
01-29-25, 12:11 PM
Hello Fifi
from what you explain to me it is a problem of impact zone depending on the situation.. I am not going to tinker... I would not have time to carry out these tests.. I would have liked to give you a hand... Alas I already do not have much time to play so 'Real Life'.. I must admit that I provoked the situation a little but I did not expect such a firm reaction from these Poles I find that very good Fifi.. I like this challenge of difficulty during the attacks once again Bravo it is cool..
https://image.noelshack.com/fichiers/2025/05/3/1738167641-sh3img-28-1-2025-23-53-51-966.png
Another thing: here our Hydrophone operator always turns the steering wheel in the same direction I find that he uses script unnecessarily from memory...
When starting the campaign he should not even be at his post since it is useless... can we remove it. This forces the player to manage his personal. Would it be possible that when he is at his post to establish a script that would give a real value on the dial when he detects a target he would stop gesticulating unnecessarily... Now Fifi I know that what I am asking you is not easy but given the threshold of competence that you have acquired with your personal experience from all these years of "modding" you already have great mastery..:salute:
Joo, that is possible ...
... simply use the same rotine as for the depth rudder crew
... is work, but doable ...
... Greetings Kermit
a-kermit
01-29-25, 12:16 PM
... there the depth rudder crew is not on station even when sailing above water ... only from the dive command ... after the surfacing command, they remain on station for a time X ,,, just in case and then leave it until the next dive command ...
a-kermit
01-29-25, 12:23 PM
Ani_Crew.sim ... TRG ...
Dieselglock
01-29-25, 12:47 PM
... there the depth rudder crew is not on station even when sailing above water ... only from the dive command ... after the surfacing command, they remain on station for a time X ,,, just in case and then leave it until the next dive command ...
Hello and thank you for your great work,
Is there any way to increase the time for the planes men to reach there station when diving? They seem to get there super fast.
a-kermit
01-29-25, 01:18 PM
... sorry ... but please explain this in more detail ...
Dieselglock
01-29-25, 02:14 PM
... sorry ... but please explain this in more detail ...
From what I have read in diving procedures for WW2 German U-boats. The forward plane would be manned by the 1st Petit officer of the watch which would normally be in the tower when surfaced. The rear plane would would be manned by the 3rd petit officer of the watch that would also be in the tower when surfaced. It would seem it would take longer for the planes men to arrive at the diving station.
I can try to find the manual I read this from tonight when I get home.
Kal_Maximus_U669
01-29-25, 02:17 PM
Joo, c'est possible...
... il suffit d'utiliser la męme routine que pour l'équipage du gouvernail de profondeur
... c'est du travail, mais faisable...
... Salutations Kermit
Hey Kermit thx for this details good idee
... sorry ... but please explain this in more detail ...
I think he wants the crew to take more time to get to their position, that is to say to the diving helm..he is right..
Salutation Glock diesel..:D:salute:
Dieselglock
01-29-25, 02:36 PM
Hey Kermit thx for this details good idee
I think he wants the crew to take more time to get to their position, that is to say to the diving helm..he is right..
Salutation Glock diesel..:D:salute:
Exactly what I meant
Salutation KAL
Jeff-Groves
01-29-25, 03:59 PM
I'd say adjust the timing on the animations to hold them off station a bit longer.
Dieselglock
01-29-25, 04:14 PM
I'd say adjust the timing on the animations to hold them off station a bit longer.
Exactly :up:
Ktl_KUrtz
01-30-25, 05:28 AM
Hallo zusammen,
Ein toller Mod, vielen Dank.
:Kaleun_Cheers:
Hallo zusammen,
Ein toller Mod, vielen Dank.
:Kaleun_Cheers:
:Kaleun_Cheers: :Kaleun_Thumbs_Up:
Kal_Maximus_U669
01-30-25, 06:20 PM
:haha::har:Pfff I don't believe it...lol
https://i.gifer.com/2Gpq.gif
Ktl_KUrtz
02-01-25, 05:23 PM
Hi Fifi,
A great mod man!
Can I install The_Frogs A_to_Z destroyers?
Many thanks if you can help.
KUrtz
:Kaleun_Cheers:
Can I install The_Frogs A_to_Z destroyers?
Don’t know, what is it about?
:Kaleun_Salute:
Anvar1061
02-02-25, 03:25 AM
Don’t know, what is it about?
:Kaleun_Salute:
https://www.subsim.com/radioroom/showpost.php?p=1857077&postcount=1
https://www.subsim.com/radioroom/showpost.php?p=1976194&postcount=1
Ok, then A to Z destroyers are useless …
NYGM destroyers are already changed for latest models.
Even if NYGM doesn’t have A or O or whatever destroyers, they won’t appear in game as they are not specified in any campaign file :yep:
At 99%, there is no random choice of destroyers in campaign file.
So forget it…
:Kaleun_Salute:
Ktl_KUrtz
02-02-25, 06:11 AM
Hi,
Ok.
KUrtz
Ktl_KUrtz
02-05-25, 07:45 AM
Hi Fifi,
I played your excellent enhancment last night and had a great time!
Do you plan to add further enhancements to NYGM or start a complete mod of your own from the beginning?
A "start from stratch" mod by you might be cool!
:Kaleun_Cheers:
KUrtz
Hi Fifi,
I played your excellent enhancment last night and had a great time!
Do you plan to add further enhancements to NYGM or start a complete mod of your own from the beginning?
A "start from strach" mod by you might be cool!
:Kaleun_Cheers:
KUrtz
Cool, glad you like it :yeah:
No, I will not start from scratch …
My only plan is to release next update when Rik’s moon mod will be finished in adaptation for my NYGM (as add-on mod for players who like it)
:Kaleun_Salute:
Ktl_KUrtz
02-05-25, 10:56 AM
:Kaleun_Cheers:
KUrtz
Silentmauri89
02-05-25, 02:35 PM
HI, FIFI. :Kaleun_Salute:
May I ask you to add some new skins for the type IXD2 uboat? (If any are adaptable, of course):yeah:
Adaptation of Rik's moon mod for NYGM Steel Coffins coming out nicely :yeah:
Here in career testing:
https://i.postimg.cc/MGSHkn3p/SH3-Img-6-2-2025-15-27-1-272.jpg
https://i.postimg.cc/xCjdCW2r/SH3-Img-6-2-2025-15-31-26-893.jpg
https://i.postimg.cc/HL9xTTF4/SH3-Img-6-2-2025-15-32-31-859.jpg
https://i.postimg.cc/ydf8Sv1D/SH3-Img-6-2-2025-17-12-44-116.jpg
https://i.postimg.cc/J0G43Z0P/SH3-Img-6-2-2025-16-38-15-976.jpg
Thanks to Rik & Fubar295 for their help in that mod!
If all goes well, it will be avalaible in next update as add-on mod, with others adjustments...
:Kaleun_Cheers: :Kaleun_Salute:
Adaptation of Rik's moon mod for NYGM Steel Coffins coming out nicely :yeah:
Thanks to Rik & Fubar295 for their help in that mod!
If all goes well, it will be avalaible in next update as add-on mod, with others adjustments...
Perfect. :Kaleun_Applaud:
FUBAR295
02-06-25, 02:36 PM
Adaptation of Rik's moon mod for NYGM Steel Coffins coming out nicely :yeah:
Here in career testing:
https://i.postimg.cc/MGSHkn3p/SH3-Img-6-2-2025-15-27-1-272.jpg
https://i.postimg.cc/xCjdCW2r/SH3-Img-6-2-2025-15-31-26-893.jpg
https://i.postimg.cc/HL9xTTF4/SH3-Img-6-2-2025-15-32-31-859.jpg
https://i.postimg.cc/ydf8Sv1D/SH3-Img-6-2-2025-17-12-44-116.jpg
https://i.postimg.cc/J0G43Z0P/SH3-Img-6-2-2025-16-38-15-976.jpg
Thanks to Rik & Fubar295 for their help in that mod!
If all goes well, it will be avalaible in next update as add-on mod, with others adjustments...
:Kaleun_Cheers: :Kaleun_Salute:
:shucks: :up: :D
Honestly, Rik’s moon mod is a must have for NYGM :yep:
It’s adding so much to the environment and night ambiance!
I think i couldn’t play without it anymore …
I will include it as add-on mod, but it’s so nice I’m wondering if I should include it definitely as whole part of NYGM … :hmmm:
Not decided yet :)
:Kaleun_Salute:
i don't play without it. I love it. That would be one great addition.
FUBAR295
02-09-25, 08:35 AM
i don't play without it. I love it. That would be one great addition.
Glad you got it working. :yeah:
Kal_Maximus_U669
02-09-25, 11:03 AM
Honestly, RikÂ’s moon mod is a must have for NYGM :yep:
ItÂ’s adding so much to the environment and night ambiance!
I think i couldnÂ’t play without it anymore Â…
I will include it as add-on mod, but itÂ’s so nice IÂ’m wondering if I should include it definitely as whole part of NYGM Â… :hmmm:
Not decided yet :)
:Kaleun_Salute:
Hey Fifi for my part... I would opt for an additional mod at first. As I said the moon is fine but the waves... the sea less good and it really doesn't please...
A request that I make to you my dear Fifi I would like to see less salamis in the command room while facing the officer on the right the salamis prevent me from seeing my dials... I find that there are too many everywhere.. "Not real"... maybe review the layout.... What do you think master.??
I agree with you on the water. I use : The Moon Mod ... SH5 Moon Mod Settings for Fifi .... the Moon Mod Fix (not sure what that does, but no negitive effects sofar anyway) and finely SH5 Volumetric Clouds. I don't use the SH5 Water for SH3 20km Atlantic v1000 or SH5 Water for SH3 Bigger waves. If this can be "tailored" by Rik007 and Fifi for NYGM Enhanced V7.xx, that would be the best of both worlds by 2 masters. I live near the Mid Atlantic Ocean and the Chesapeake Bay and have a pretty good idea what the water I would like to see, to be. No matter what my opinion is, Rik007"s mod is a must have. Once you go Moon Mod, there's no going back.
My original environment will NOT change with the moon mod (because I like it first)
The moon mod will just greatly enhance my original environment (but waves, sea colors etc will stay as they were)
:Kaleun_Salute:
Dieselglock
02-10-25, 12:09 PM
Honestly, Rik’s moon mod is a must have for NYGM :yep:
It’s adding so much to the environment and night ambiance!
I think i couldn’t play without it anymore …
I will include it as add-on mod, but it’s so nice I’m wondering if I should include it definitely as whole part of NYGM … :hmmm:
Not decided yet :)
:Kaleun_Salute:
I have played/tested NYGM Enhanced with the Moon Mod for almost a year and a half now.
I play in the most historical way that the game will allow. I play 100% realistic with no rec manual and only use historical methods to gather target data.
The Moon Mod to me, allows night surface attacks to be conducted in greater authenticity to how they were conducted according to many hours of research. Conducting attacks while having to consider moon phases and direction of targets relative to the direction of the moon gives the game new chapter in realism.
I feel the contribution of the Moon Mod to the game has value right up there with the great patches H.sie and Stiebler.
Many hours have spent playing with the V1000 environment and with Fifi's environment. I like both for different reasons. The V1000 environment was always optional.
The addition of the Moon Mod in my humble opinion will push FiFi's NYGM head and shoulders above the rest in the Sh3 mega mod world.
I have played/tested NYGM Enhanced with the Moon Mod for almost a year and a half now.
I play in the most historical way that the game will allow. I play 100% realistic with no rec manual and only use historical methods to gather target data.
The Moon Mod to me, allows night surface attacks to be conducted in greater authenticity to how they were conducted according to many hours of research. Conducting attacks while having to consider moon phases and direction of targets relative to the direction of the moon gives the game new chapter in realism.
I feel the contribution of the Moon Mod to the game has value right up there with the great patches H.sie and Stiebler.
Many hours have spent playing with the V1000 environment and with Fifi's environment. I like both for different reasons. The V1000 environment was always optional.
The addition of the Moon Mod in my humble opinion will push FiFi's NYGM head and shoulders above the rest in the Sh3 mega mod world.
I agree with you :yep:
In any ways of next release (add-on or full inclusion) the moon mod will be for my last original environment (not the v1000) without changes in the scene dat (except for the nice Rik’s moon rendering) and without changes in the Env folder.
Also Rik made me a special Stiebler EnvSim act, so Bergen harbor has now correct sea state :yeah:
:Kaleun_Salute:
Kal_Maximus_U669
02-10-25, 04:05 PM
Good evening Fifi..I am delighted with the details...I was afraid that you would touch the waves and others.. as I said his mod is very good for the moon and the polar auroras. But I like the rest less now that remains my opinion ...But I salute his work which brings a plus..yours was very good too..
I am a little more on Uboat at the moment... I tame it. Slowly but I am really disappointed by certain things that taint the experience. That said Graphically terrible a huge potential but we still have to wait...
Well I hope you will eat all salami:har::har::03:...for the next update..
Thanks for your work Fifi..see you soon
Last career mission test and release will be out! … :ping:
:Kaleun_Salute:
FUBAR295
02-11-25, 10:29 AM
:Kaleun_Wink::Kaleun_Thumbs_Up::Kaleun_Applaud:
VERSION 7.6 IS OUT!
Should be bunker save compatible :03:
Version 7,6 :
- Added Rik's SH5 moon mod (called NYGM_Enhanced_Moon mod) to be activated on top of all if needed (ready to use, already patched);
- SH5 Cfg file of Moon mod is adjusted for NYGM Steel Coffins ;
- Added the moon calendar to the nav map charts when moon mod is activated (only DGUI);
- Gave more underwater visibility;
- Fixed PC Trawler (early war escort) burning when 15m/s waves;
- Fixed a ship texture not showing correctly;
- Fixed the IX D2 hull to hide inside deck crew ;
- Minors adjustments
DON’T FORGET TO GIVE ALL THE EXE INSIDE THE MOON MOD FOLDER THE WIN 7 COMPATIBILITY AS WELL AS ADMINS RIGHTS!
NOTE - Known minor problem:
- Crew detection distances by night are slightly further when waves than flat sea (impossible to fix)
- Crew on deck saluting are not lightned by full moon of moon mod (still searching a fix)
Also using the moon mod, keep in mind the best for night surface attack is by quarter moon (or lower)... because by full moon, if you can see better ships, don't forget they can see you better too!
To make it short, you can close ships quite close when no full moon, but when full moon they can detect you around more or less 2500m...
Of course, this is all changing if mist or not!
Thanks to Rik's for his SH5 Cfg settings for my NYGM environment! :yeah:
:Kaleun_Salute:
fitzcarraldo
02-12-25, 02:11 PM
Many Thanks FiFi! 👍👍👍
Downloading now...
Regards.
Fitzcarraldo :Salute:
FUBAR295
02-12-25, 02:16 PM
Thank you !
:Kaleun_Salute:
Anvar1061
02-12-25, 02:55 PM
Many Thanks Fifi!
Downloading now...
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif
vanjast
02-12-25, 04:57 PM
Out at the Rock...
https://www.youtube.com/watch?v=D1rRFpjzEoE
Nice real nice, thanks to you and Rik007
Out at the Rock...
https://www.youtube.com/watch?v=D1rRFpjzEoE
7 torp for 2 ships, that’s not bad as you say… plenty times could be for nothing!
Nice vid! :up:
:Kaleun_Salute:
Forgot to say the moon mod is ready to use, exe inside already patched, and I have added Rik's trick at the scene.dat to get the progressive weather change when switching to rain & mist :up:
Thanks again to him!
:Kaleun_Salute:
Ktl_KUrtz
02-13-25, 07:25 AM
"Silent as a midnight mouse"... and you all know what that is!
(Great addy!)
:Kaleun_Cheers:
KUrtz
VERSION 7.6 B IS OUT!
Compatible bunker saves :03:
Just got from Rik the latest correct SH5 act, for correct moon phase when reloading saves... otherwise the moon calendar become offset!
So please, re-download this correct version with few others things.
Version 7,6 B :
- Added the SH5 Patcher mod, needed if you want to patch again your SH3 exe);
- Changed the name NYGM_Enhanced_Moon mod, for SH5 Moon mod (absolutely needed if you want to patch again SH3 exe) ;
- Added Rik's PDF in the Documentation folder ;
- Changed the SH5 act of moon mod for correct latest one provided by Rik, to get correct moon phase when reloading saves ;
- Adjusted type VIB conning deck interior for less moon light reflection (was too bright under full moon)
Sorry for the convenience :oops:
:Kaleun_Salute:
FUBAR295
02-13-25, 03:47 PM
:Kaleun_Salute:
Lugermann
02-15-25, 12:07 PM
I'm confusing.
- Fresh install Silent Hunter III
- Copy files (as always) of Fifi's mod 7.6B
- Go to SH5 Patcher in the MODS folder and applied patch. Message: OK done
- After this enable in JSGME the Mod SH5 Moon Mod and NYGM Tonnage War Enhanced Standalone (in that order)
SH3.exe its Windows 7 Compatible and Administrator rights.
- Run SH3 Commander and then...
https://i.postimg.cc/CMk0TKYX/error.png
After this error message the game runs. Version number in the startmenu of the game: 1.6D1
:k_confused:
Hope this helps. After copying the downloaded NYGM ENHANCED v7.6b files over to your freshly installed SHIII game as instructed. I activate the " NYGM TONNAGE WAR ENHANCED STANDALONE, first, via JSGME. Secondly I would activate the "SH5 MOON MOD" next. There is no need to repatch it. The sh3.exe inside the "MOON MOD" folded is already patched. Fifi states :
*Added Rik's SH5 moon mod (called NYGM_Enhanced_Moon mod now newly renamed to "SH5 Moon mod") to be activated on top of all if needed. (ready to use, already patched)
Don't forget to change all .exe's to the capatabillity of Win7 and Run as Administrator. Including the sh3.exe located inside the "MOON MOD" folder.
* Added the SH5 Patcher mod, needed if you want to patch again your SH3 exe) Your "MOON MOD' is already patched. Not sure why you'd want to repatch it again, but it's nice to include the "PATCHER" anyway.
This worked for me, on both my computer's NYGM ENHANCED v7.6b installs
Lugermann
02-15-25, 01:09 PM
Thanks for the help, Doolar, but Fifi says to enable the SH5 Moon Mod on top of all. That's why I activate the Moon Mod first.
I try the other way.
Thanks again.
Thanks for the help, Doolar, but Fifi says to install the SH5 Moon Mod on top of all. That's why I activate the Moon Mod first.
I try the other way.
Thanks again.
Always the standalone first (main NYGM mod) and then the moon mod.
No need to patch it, it’s already done!
If you want to use the ARB wide gui instead of stock DGUI, activate ARB on top of all (in that order: standalone / moon mod / ARB)
I think it’s explained in the readme pdf inside documentation …
:Kaleun_Salute:
I saw that, I just assumed that since we're running NYGM ENHANCED, the NYGM TONNAGE WAR Standalone Mod would have to activated first. The MOON MOD would be the next first if that makes sense. The game is just Vanilla without the NYGM TONNAGE WAR Standalone Mod, activated. I could be wrong in my assumptions. But I'm up and running with no issues.
I saw that, I just assumed that since we're running NYGM ENHANCED, the NYGM TONNAGE WAR Standalone Mod would have to activated first. The MOON MOD would be the next first if that makes sense. The game is just Vanilla without the NYGM TONNAGE WAR Standalone Mod, activated. I could be wrong in my assumptions. But I'm up and running with no issues.
Exactly !! :up:
:Kaleun_Salute:
Lugermann
02-15-25, 01:22 PM
Thanks, guys. :Kaleun_Thumbs_Up:
Kal_Maximus_U669
02-18-25, 04:20 PM
ThXXXl Master for your update
..it must be said with this release of KC GWX..we don't know where to look..I have however taken the time to assemble it and try it as you know I am an aficionado of your work...Fifi ... for me you remains in the top one billboard...
Well finally the Lune mod @rik007..a rather successful integration..I will tell you more soon..:salute:
torpille
02-20-25, 02:33 AM
:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up::Kaleun_Thumbs _Up:
Next update is coming soon :yeah:
Mainly optimization … and other things like moon mod fully integrated.
Still in tests actually.
:Kaleun_Salute:
Silentmauri89
02-25-25, 01:54 PM
Thank you FIFI.
Can't wait to try It:Kaleun_Thumbs_Up:
Silentmauri89
02-25-25, 04:28 PM
Is there an easy way to scroll through the pages of the recognition book? Like a shortcut? My mouse pad is on fire:)
Is there an easy way to scroll through the pages of the recognition book? Like a shortcut? My mouse pad is on fire:)
Unfortunately not…
But maybe you could print all the ships tga silhouette found in sea folder :yep:
:Kaleun_Salute:
Next update will be a full game download ready to play!
Standalone mod included, Moon mod included, CVE Bogue add-on mod included.
All settings already done
:Kaleun_Salute:
vanjast
02-26-25, 10:28 AM
Top Secret - For Kaleun eyes only. :yep:
I'll upload the packaged 'mod' here in a day or so.
A new secret weapon ! :o
https://www.youtube.com/watch?v=8CNMbtj_Rgs
Silentmauri89
02-26-25, 11:44 AM
Next update will be a full game download ready to play!
Standalone mod included, Moon mod included, CVE Bogue add-on mod included.
All settings already done
:Kaleun_Salute:
Great, FIFI. :Kaleun_Wink:
That's a great news:up:
Kirienko
02-26-25, 11:49 AM
Next update will be a full game download ready to play!
Standalone mod included, Moon mod included, CVE Bogue add-on mod included.
All settings already done
:Kaleun_Salute:
Looking forward to it.
Thanks for your great work, Fifi.
:Kaleun_Applaud:
vanjast
02-26-25, 12:37 PM
Anyone know a a free file server upload/download site, where you don't have to register/pay/etc.
Thanks
Kal_Maximus_U669
02-26-25, 01:05 PM
Anyone know a a free file server upload/download site, where you don't have to register/pay/etc.
Thanks
Mediafire but it depends on the size of your file...:hmmm:
Next update will be a full game download ready to play!
Standalone mod included, Moon mod included, CVE Bogue add-on mod included.
All settings already done
I can't wait to see this, dear Fifi.:yeah:
Anyone know a a free file server upload/download site, where you don't have to register/pay/etc.
Thanks
Mediafire! I use it for years and it’s free…
Free space is way enough for your mod :yep:
NEW UPDATE V7.7 IS OUT!
---> Should be bunker save compatible :03:
Delete your whole V7.6 installation, and replace by this new one ---> this is FULL GAME download ready to play (after giving all the exe inside, the Win7 compatibility & admins rights)
Version 7.7 :
- Full game ready to play included in the dowload, no need anymore to make clean install first ;
- Fully included the Standalone mod to the game ;
- Fully included the moon mod to the game (SH3 exe already patched for it);
- Deleted useless left over TGA remaining from vanilla ;
- Added the moon calendar to ARB Wide GUI ;
- Adjusted ARB Wide GUI camera dat for NYGM latest standard ;
- Adjusted the deck guns (88/105mm) colors to match a more grey paint as U-Boat others parts ;
- Restaured all ships ambiant occlusion (previously deleted for memory save) ;
- Ships TGA have been revised and optimized ;
- Game TGA have been revised to save memory ;
- CVE Bogue add-on mod fully integrated to the game & optimized (in replacement of old model);
- All interiors lights revised ;
- Few new ships added in replacement of old models, like generic big freighter from AlexB replacing old M28B (as seen on picture below) ;
- Minors adjustments
Loading times around 5/6 minutes here on average PC.
https://i.postimg.cc/MTvc55qR/SH3-Img-26-2-2025-15-23-46-199.jpg
Hope you'll like it :03:
:Kaleun_Salute:
NEW UPDATE V7.7 IS OUT!
---> Should be bunker save compatible :03:
:Kaleun_Salute:
:Kaleun_Applaud::Kaleun_Thumbs_Up:
vanjast
02-27-25, 05:16 AM
Mediafire! I use it for years and it’s free…
Free space is way enough for your mod :yep:
OK thanks..
I'll update it to V7.7 before uploading.
FUBAR295
02-27-25, 04:21 PM
NEW UPDATE V7.7 IS OUT!
---> Should be bunker save compatible :03:
Delete your whole V7.6 installation, and replace by this new one ---> this is FULL GAME download ready to play (after giving all the exe inside, the Win7 compatibility & admins rights)
Version 7.7 :
- Full game ready to play included in the dowload, no need anymore to make clean install first ;
- Fully included the Standalone mod to the game ;
- Fully included the moon mod to the game (SH3 exe already patched for it);
- Deleted useless left over TGA remaining from vanilla ;
- Added the moon calendar to ARB Wide GUI ;
- Adjusted ARB Wide GUI camera dat for NYGM latest standard ;
- Adjusted the deck guns (88/105mm) colors to match a more grey paint as U-Boat others parts ;
- Restaured all ships ambiant occlusion (previously deleted for memory save) ;
- Ships TGA have been revised and optimized ;
- Game TGA have been revised to save memory ;
- CVE Bogue add-on mod fully integrated to the game & optimized (in replacement of old model);
- All interiors lights revised ;
- Few new ships added in replacement of old models, like generic big freighter from AlexB replacing old M28B (as seen on picture below) ;
- Minors adjustments
Loading times around 5/6 minutes here on average PC.
Hope you'll like it :03:
:Kaleun_Salute:
Downloaded. :Kaleun_Thumbs_Up:
Kpt. Lehmann
02-28-25, 12:52 PM
NEW UPDATE V7.7 IS OUT!
---> Should be bunker save compatible :03:
---> this is FULL GAME download ready to play
I know that I am a bit late, but congratulations on your v7.7 release.
You do great works, Fifi. :salute:
Kal_Maximus_U669
02-28-25, 12:59 PM
NEW UPDATE V7.7 IS OUT!
Thank you Fifi for your work...download now..:salute:
Running aType II from Kiel to AN49. With v7.7. Locks and Canal and all. This mod is very well done. Looks and game play. Thank You.
Murdock
02-28-25, 03:34 PM
Great Mod Love it Thanks:Kaleun_Applaud:
Kal_Maximus_U669
02-28-25, 05:34 PM
NEW UPDATE V7.7 IS OUT!
It seems to have a positioning problem, it creaks in the port at the start of career...
https://image.noelshack.com/fichiers/2025/09/5/1740782037-sh3img-28-2-2025-22-27-9-768.png
:03:
the lights inside.. I find it too white.. the interior is too washed out austere... GWX KC has a real interior ambiance of its own.. I haven't seen it in any other mod like this.. Captain Lehmann is really more in the right for me....
you have to lower the intensity
https://image.noelshack.com/fichiers/2025/09/5/1740782552-sh3img-28-2-2025-19-35-11-276.png
NEW UPDATE V7.7 IS OUT!
It seems to have a positioning problem, it creaks in the port at the start of career...
https://image.noelshack.com/fichiers/2025/09/5/1740782037-sh3img-28-2-2025-22-27-9-768.png
:03:
the lights inside.. I find it too white.. the interior is too washed out austere... GWX KC has a real interior ambiance of its own.. I haven't seen it in any other mod like this.. Captain Lehmann is really more in the right for me....
you have to lower the intensity
https://image.noelshack.com/fichiers/2025/09/5/1740782552-sh3img-28-2-2025-19-35-11-276.png
That’s the famous docking problem in SH3 (and probably others SH)
It cannot spawn a ship the exact position each time (but sometimes it does)
It’s even worse when coming back from mission … well known issue.
I was actually correcting all interiors TGA. Next update will have better interiors rendering, more crispy image, dials & gauges more neat…
I agree with you, KC did a fantastic job with interiors :yep:
But I can’t satisfy everyone’s taste here… my taste always beeing the first on the list :D
Perfection isn’t inside Silent Hunter :03:
:Kaleun_Salute:
Kal_Maximus_U669
03-01-25, 10:18 AM
ThatÂ’s the famous docking problem in SH3 (and probably others SH)
It cannot spawn a ship the exact position each time (but sometimes it does)
ItÂ’s even worse when coming back from mission Â… well known issue.
Hey Master Salutation..
Yes I see what you mean... I thought you had fixed it... It's been a while since I had this problem..:yep:
I was actually correcting all interiors TGA. Next update will have better interiors rendering, more crispy image, dials & gauges more neatÂ…
Yes I am delighted to hear that..if we could have more authentic dials if you know what I mean...:har::timeout:
I agree with you, KC did a fantastic job with interiors
Yes Kpt Lehmann & TEAM KC have done a great in-depth job, the TEAM is staffed with specialists: derstosstrupp.. VikingGrandad..etc. As I told you, I think it's the best interior mod I've tested... you know I've tried them all and nothing beats the work of veterans, I learned that from my apprenticeship here.. On all the assemblies I've done, their mods are always the best... That said, there are some new modders like D'Jimimadrid...GrenSo.Kermit..etc..who have some talent
But I canÂ’t satisfy everyoneÂ’s taste hereÂ… my taste always beeing the first on the list
It goes without saying...:D:03:
Perfection isnÂ’t inside Silent Hunter
Of course Fifi you are right .. your work so good .. it should not deprive itself of the best for maximum authenticity:). As long as it does not impact performance ..:O:
Fixed an important color problem giving strange colors reflection on ships & U-Boat exteriors at certain hours of daylight :yeah:
The bluish greenish mixed U-Boat rendering is gone, now the grey is back.
Looking perfect for me now :)
Will be available for next soon update …
:Kaleun_Salute:
Kirienko
03-02-25, 07:04 AM
Fixed an important color problem giving strange colors reflection on ships & U-Boat exteriors at certain hours of daylight :yeah:
The bluish greenish mixed U-Boat rendering is gone, now the grey is back.
Looking perfect for me now :)
Will be available for next soon update …
:Kaleun_Salute:
Thanks for all your hard work mate, your mod is excellent. I will start a career game here on the next days. :salute:
vanjast
03-02-25, 12:04 PM
A little mod to Ver7.7
https://www.mediafire.com/file/z2e52npscue34go/Vans_NYGM7_7.zip/file
I removed a few items and replaced it with 'simple to use' targeting. :hmmm:
The readme gives a brief.
Video... (maybe I need to improve this vid)
https://youtu.be/8CNMbtj_Rgs
A little mod to Ver7.7
https://www.mediafire.com/file/z2e52npscue34go/Vans_NYGM7_7.zip/file
I removed a few items and replaced it with 'simple to use' targeting. :hmmm:
The readme gives a brief.
Video... (maybe I need to improve this vid)
https://youtu.be/8CNMbtj_Rgs
Thank you Van, I will try it when I will have some free time :up:
Cheers
:Kaleun_Salute:
fitzcarraldo
03-03-25, 02:41 PM
Many thanks for the new update FiFi!:Kaleun_Cheers:
Best regards.
Fitzcarraldo :Kaleun_Salute:
Discovered a cool thing after all those years!
To get both maps on navigator table displaying real time maps...
Simple maneuvre:
- Go to nav map, zoom a little and exit back to command room normal view
- Click on the navigator guy to open navigator guy view and exit back to command room normal view
- Go to TDC and exit back to command room normal view
- Click on weapon guy to open weapon guy view and exit back to command room normal view
- That's it! You have both maps activated in real time for the game session!
- The conning tower little map is also activated!
- Both map are keeping the latest zoom applied on nav map!
Before activation (i played from years like that! :haha: )
https://i.postimg.cc/SKHCk3wR/SH3-Img-6-3-2025-10-7-30-467.jpg
After activation using tip above:
https://i.postimg.cc/Y0HFmg2w/SH3-Img-6-3-2025-10-8-7-218.jpg
vanjast
03-06-25, 04:18 AM
It must be there in the code but not enabled properly.
This would be typical, of C++ (and higher level) programming, where a lot of things are assumed to work, but don't.
It must be there in the code but not enabled properly.
This would be typical, of C++ (and higher level) programming, where a lot of things are assumed to work, but don't.
With tip above, it works :yep:
But maybe you meant it should work from start without this little maneuver …
:Kaleun_Salute:
vanjast
03-06-25, 07:10 AM
Yes.. :yep: :arrgh!:
NEW VERSION V7.8 IS OUT!
Should be bunker save compatible :03:
Version 7,8 :
- Interiors corrected and revised (gauges more neat, image more crisp);
- Textures folder cleaned (useless TGA leftover deleted) ;
- One crew suit changed ;
- Fixed some env colors giving greeenish effect on ships & U-Boat ;
- All VonDos ships diffuse color adjusted for NYGM (better rendering) ;
- Reverted back the standard 3D deck guns with ambiant occlusion (better color match, and most of all lighter) ;
- All emblems colors saturation have been tuned down ;
- IXD2 exhaust smoke corrected (darker) ;
- Some radio messages corrected (English) ;
- Deleted the useless ZX-SH3 exe (leftover from Rik's moon mod) ;
Gute Jagd!
:Kaleun_Salute:
Nippelspanner
03-07-25, 04:52 AM
For some reason, ever since you switched to the "full releases" where a pre-installed SH3 is not needed, my game CTDs every time when starting a patrol.
I installed it by placing the NYGM folder into C:\Program Files (x86), added the Win7 and launch as admin compatibility to the .exe files (SH3 and SH3 Commander), launched SH3 once so it creates the SH3 folder in documents, closed it after setting languages (all) to German, launched SH3 commander, set it up accordingly, started a new career, fit out crew and u-boat, launched... and after 5 minutes of loading, at the very end, it crashes to desktop.
This is happening since 7.7, before that, your mod ran fine for me. :hmmm:
Edit1: Career setup was June 1942, 11th Flotilla in Bergen with a VIIC.
Edit2: Starting the naval academy convoy attack mission works, however. Just my careers are bonkers. Any ideas?
For some reason, ever since you switched to the "full releases" where a pre-installed SH3 is not needed, my game CTDs every time when starting a patrol.
I installed it by placing the NYGM folder into C:\Program Files (x86), added the Win7 and launch as admin compatibility to the .exe files (SH3 and SH3 Commander), launched SH3 once so it creates the SH3 folder in documents, closed it after setting languages (all) to German, launched SH3 commander, set it up accordingly, started a new career, fit out crew and u-boat, launched... and after 5 minutes of loading, at the very end, it crashes to desktop.
This is happening since 7.7, before that, your mod ran fine for me. :hmmm:
Edit1: Career setup was June 1942, 11th Flotilla in Bergen with a VIIC.
Edit2: Starting the naval academy convoy attack mission works, however. Just my careers are bonkers. Any ideas?
Don’t know what to answer you… everything works fine here … maybe some others fellows playing NYGM could confirm there is no problem loading career with latest V7.8? :hmmm:
:Kaleun_Salute:
torpille
03-07-25, 06:36 AM
For some reason, ever since you switched to the "full releases" where a pre-installed SH3 is not needed, my game CTDs every time when starting a patrol.
I installed it by placing the NYGM folder into C:\Program Files (x86), added the Win7 and launch as admin compatibility to the .exe files (SH3 and SH3 Commander), launched SH3 once so it creates the SH3 folder in documents, closed it after setting languages (all) to German, launched SH3 commander, set it up accordingly, started a new career, fit out crew and u-boat, launched... and after 5 minutes of loading, at the very end, it crashes to desktop.
This is happening since 7.7, before that, your mod ran fine for me. :hmmm:
Edit1: Career setup was June 1942, 11th Flotilla in Bergen with a VIIC.
Edit2: Starting the naval academy convoy attack mission works, however. Just my careers are bonkers. Any ideas?
je pense que l'installation dans C:\Program Files (x86) est une erreur:o.
essayez sur c :\
torpille
03-07-25, 06:59 AM
je pense que l'installation dans C:\Program Files (x86) est une erreur:o.
essayez sur c :\
I think the installation in C: Program Files (x86) is an error.
try on c:
Kirienko
03-07-25, 08:04 AM
Don’t know what to answer you… everything works fine here … maybe some others fellows playing NYGM could confirm there is no problem loading career with latest V7.8? :hmmm:
:Kaleun_Salute:
In v7.7 I started a new career and I didn't experience any crash in the 3-4 sessions I did so far.
I haven't tried v7.8 yet.
Nippelspanner
03-07-25, 08:27 AM
I think the installation in C: Program Files (x86) is an error.
try on c:
Good call, but no joy.
fitzcarraldo
03-07-25, 08:45 AM
Many thanks Master FiFi for 7.8 update.
:Kaleun_Cheers:
Best regards.
Fitzcarraldo :Kaleun_Salute:
Kirienko
03-07-25, 09:16 AM
Good call, but no joy.
Try setting english just for the text (I also use german audio), just to check if that is the cause.
Nippelspanner
03-07-25, 03:55 PM
Try setting english just for the text (I also use german audio), just to check if that is the cause.
Thanks, but no luck either.
This is really odd. It worked before. Last I played was GWC KC, but ther eI experienced a CTD as well, in that case it might very well be mod relate,d however, due to it being freshly released and I have read other reports about CTDs.
Ugh! Just want to sink some ships after work! :wah:
I will play around with NVIDIA settings on the weekend and report back in case of a solution.
Next update will occur only early July now, due to special permission asked …
By this time, also certainly new ships will be available for inclusion.
:Kaleun_Salute:
vanjast
03-11-25, 05:05 AM
Next update will occur only early July now, due to special permission asked …
By this time, also certainly new ships will be available for inclusion.
:Kaleun_Salute:
Any chance of obtaining just the 'SEA' folder of the new ships, so i can update my mod :arrgh!:
I need only two files from the (sea) Ships .. the "*.cfg" and "*_sil.tga" files.
Any chance of obtaining just the 'SEA' folder of the new ships, so i can update my mod :arrgh!:
I need only two files from the (sea) Ships .. the "*.cfg" and "*_sil.tga" files.
Ok, if I add new ships, I’ll send you the files :up:
:Kaleun_Salute:
FalkeEins
03-11-25, 09:02 AM
Next update will occur only early July now, due to special permission asked …
By this time, also certainly new ships will be available for inclusion.
:Kaleun_Salute:
I'm confused... You're being asked/told not to update your mod till July..?
I'm confused... You're being asked/told not to update your mod till July..?
For the idea I want to borrow, yes. No big deal here :03:
:Kaleun_Salute:
greetings... where is attack map on F6? and torpedo going below ship keel in rough waters...my realism is 76% Aut.targeting....Do i must to set torpedo to go higher deeper,and where is that setting in F3 wnen I targeting throw periscope...I usualy look ships manual, ships draft, to set torpedo depth,magnetic or impact pistol
I try desk map activation simple maneuver but I can't do that I don't know why
As far as the Attact Map on the F6 Key, that was replaced in a earlier version of NYGM ENHANCED HARDCORE (STEEL COFFINS EDITION) with a full TDC screen. for realism purposes. I believe the GUI is the DGUI HARDCORE version. I could be wrong with the GUI's name. Anyway it took me a little time to get ues to switching between the Scope and the TDC at the F6 key and back to the scope and NAV MAP and back to the TDC and so on, but it gets easier the more you do it.
As for torpedos running deep. If you read the more discriptive explanation in the included Documents Folder, "Read-ME v16B1 pdf under HardCore Fixes Discription" #18 Torpedo Failure Fix. you'll find this : The torpedo failures caused by this fix are ADDED to the already existing failures, resulting
from bad impact angle etc. The fix models a failure by simply setting the torpedo depth to 25m. Setting your torpedos with correct targeting data in early war is a craps shoot. A failure is a failure. As the war goes on these failures become less. Also, the torpedo depth is set in the TDC.
Hope this helps
Yes, as Doolar said, no attack map in NYGM (DGUI gui).
As the author of DGUI, I believe attack map is useless and kind of arcade stuff … but it’s only our opinion :03:
Much better to access the TDC screen instead !
You should play without auto targeting as I never tested it! I don’t even know if it’s working correctly :haha: … never used it!
NYGM is more for confirmed players in opinion of many players.
Many torpedoes were bad runners at early war, but also a bit later.
Moreover when high waves … I tend to avoid launching torpedoes when 15m/s because many of them run deep or dud (even with Hsie ini set to minimum).
Usely I set all torp to 5m depth, and impact (early war) avoiding more than 20° shots. This way you can hit almost all ships available in convoys.
When calm weather, it opens others settings windows…
:Kaleun_Salute:
vanjast
03-12-25, 01:23 PM
... Also my ship ID problems, :03: but getting in close works well.:arrgh!:
https://youtu.be/kmvvLSJk5ek
Yes, as Doolar said, no attack map in NYGM (DGUI gui).
As the author of DGUI, I believe attack map is useless and kind of arcade stuff … but it’s only our opinion :03:
Much better to access the TDC screen instead !
You should play without auto targeting as I never tested it! I don’t even know if it’s working correctly :haha: … never used it!
NYGM is more for confirmed players in opinion of many players.
Many torpedoes were bad runners at early war, but also a bit later.
Moreover when high waves … I tend to avoid launching torpedoes when 15m/s because many of them run deep or dud (even with Hsie ini set to minimum).
Usely I set all torp to 5m depth, and impact (early war) avoiding more than 20° shots. This way you can hit almost all ships available in convoys.
When calm weather, it opens others settings windows…
:Kaleun_Salute:
:Kaleun_Salute: thanks
As far as the Attact Map on the F6 Key, that was replaced in a earlier version of NYGM ENHANCED HARDCORE (STEEL COFFINS EDITION) with a full TDC screen. for realism purposes. I believe the GUI is the DGUI HARDCORE version. I could be wrong with the GUI's name. Anyway it took me a little time to get ues to switching between the Scope and the TDC at the F6 key and back to the scope and NAV MAP and back to the TDC and so on, but it gets easier the more you do it.
As for torpedos running deep. If you read the more discriptive explanation in the included Documents Folder, "Read-ME v16B1 pdf under HardCore Fixes Discription" #18 Torpedo Failure Fix. you'll find this : The torpedo failures caused by this fix are ADDED to the already existing failures, resulting
from bad impact angle etc. The fix models a failure by simply setting the torpedo depth to 25m. Setting your torpedos with correct targeting data in early war is a craps shoot. A failure is a failure. As the war goes on these failures become less. Also, the torpedo depth is set in the TDC.
Hope this helps
Interesting thing you said... thanks for helping
... Also my ship ID problems, :03: but getting in close works well.:arrgh!:
https://youtu.be/kmvvLSJk5ek
This ship silhouette will be corrected for next update :up:
:Kaleun_Salute:
I started to play another campaign from 1939 everything is ok,I try another Gui 1920 tdc is now turned on...But I notice there is no patrol German Luftwaffe planes across English channel...I know from history books and tv that Luftwaffe making havoc in English channel 39,40,41 especially on Sea Lion operation on 1940...It would be a good idea for helping from air...
I started to play another campaign from 1939 everything is ok,I try another Gui 1920 tdc is now turned on...But I notice there is no patrol German Luftwaffe planes across English channel...I know from history books and tv that Luftwaffe making havoc in English channel 39,40,41 especially on Sea Lion operation on 1940...It would be a good idea for helping from air...
There are Luftwaffe planes in this area (not that much I agree) even V1 later on…
To see some planes in SH3, do not pass x250 TC !
:Kaleun_Salute:
Hooston
03-13-25, 05:30 PM
I know from history books and tv that Luftwaffe making havoc in English channel 39,40,41
The Luftwaffe only tried briefly in July and August 1940 to interrupt convoys in the American Channel (as it is now known :doh:). This sank about 30000 tons of (mostly small) shipping and lost about 200 aircraft. See https://en.wikipedia.org/wiki/Kanalkampf.
Outside this period the Channel convoys were mostly threatened by air dropped mines and e-boats (or more properly s-boats). The Luftwaffe were largely doing "more important" things.
Uboats avoided the Channel from 1940 to mid 1944 as it was too dangerous, and went around Scotland instead. See https://uboat.net/maps/channel.htm. Of course you can do what you want, but watch out for mines!!!
I'm sure Fifi has all this coded into the campaign files :D:D:D:D
I'm sure Fifi has all this coded into the campaign files :D:D:D:D
Yes and by the way, for next update I have revised all the minefields that were already present in NYGM … some were set too deep to me, so I raised them a bit… could give some surprises around England :D
:Kaleun_Salute:
The Luftwaffe only tried briefly in July and August 1940 to interrupt convoys in the American Channel (as it is now known :doh:). This sank about 30000 tons of (mostly small) shipping and lost about 200 aircraft. See https://en.wikipedia.org/wiki/Kanalkampf.
Outside this period the Channel convoys were mostly threatened by air dropped mines and e-boats (or more properly s-boats). The Luftwaffe were largely doing "more important" things.
Uboats avoided the Channel from 1940 to mid 1944 as it was too dangerous, and went around Scotland instead. See https://uboat.net/maps/channel.htm. Of course you can do what you want, but watch out for mines!!!
I'm sure Fifi has all this coded into the campaign files :D:D:D:D
I heard about Condor aircraft first couple of years,they are really good at bombing the merchant ships,specifically in Irish sea 40 and 41 they are breaking the convoys for Liverpool....when you mention mines I just ran on them on my last patrol with my VIIb sub.mine was in the middle betwen Dover and French coast,sub has badly damaged,must reload save near Dutch coast and I managed to pass English channel second try
The Luftwaffe only tried briefly in July and August 1940 to interrupt convoys in the American Channel (as it is now known :doh:). This sank about 30000 tons of (mostly small) shipping and lost about 200 aircraft. See https://en.wikipedia.org/wiki/Kanalkampf.
Outside this period the Channel convoys were mostly threatened by air dropped mines and e-boats (or more properly s-boats). The Luftwaffe were largely doing "more important" things.
Uboats avoided the Channel from 1940 to mid 1944 as it was too dangerous, and went around Scotland instead. See https://uboat.net/maps/channel.htm. Of course you can do what you want, but watch out for mines!!!
I'm sure Fifi has all this coded into the campaign files :D:D:D:D
Yes you are rights
There are Luftwaffe planes in this area (not that much I agree) even V1 later on…
To see some planes in SH3, do not pass x250 TC !
:Kaleun_Salute:
Understand captain
Added magnificent VonDos HMS Warspite to the game :yeah:
The most decorated British warship of all war.
Inclusion in campaign files according to what he did and where he was.
https://i.postimg.cc/QCRbgNGt/SH3-Img-14-3-2025-10-11-13-787.jpg
https://i.postimg.cc/D0W6bJNH/SH3-Img-14-3-2025-10-8-8-47.jpg
Available for next update...
:Kaleun_Salute:
FUBAR295
03-14-25, 09:30 AM
Nice target.... :D :up:
Anvar1061
03-14-25, 12:50 PM
Nice target.... :D :up:
https://sun9-55.userapi.com/impg/eesXcCR1gfe0AGpVLQvUhjydtphaj2euAdvimQ/JLoJZQk5HjU.jpg?size=1024x768&quality=95&sign=be23f9433726a230ba77dbdc23c080bb&type=album
Nice target.... :D :up:
Yes! And will be visible in Atlantic escorting early Halifax / Liverpool convoy (as in real), then in North Atlantic at Scapa Flow and operating along Norwegian waters up to Narvik (where he supported firing Narvik coast in April 40), then in Mediterranean theater (mostly resting at Alexandria), then supporting fire for the DDay along coast up to Le Havre…
This ship has a fantastic historical story to read :yep:
:Kaleun_Salute:
https://sun9-55.userapi.com/impg/eesXcCR1gfe0AGpVLQvUhjydtphaj2euAdvimQ/JLoJZQk5HjU.jpg?size=1024x768&quality=95&sign=be23f9433726a230ba77dbdc23c080bb&type=album
Hope you have corrected VonDos zones box… because you can easily sink it with only one torp at the bow area… not really accurate.
Some flotshow box to replace by genb box :03:
Same at the rear.
:Kaleun_Salute:
Anvar1061
03-14-25, 02:49 PM
I hit the bow with one torpedo. Thanks for the explanation.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif
Kirienko
03-14-25, 06:05 PM
I made a recognition manual PDF with all the ships in version 7.8.
Download link in this post: https://www.subsim.com/radioroom/showthread.php?p=2948699#post2948699
Cheers!!
https://i.postimg.cc/XqvcvKjq/shipbook-sample.jpg
Kirienko
03-14-25, 08:18 PM
I might be wrong but I think the ship in sea/NLGH folder has an incorrect UnitType (105=Iceberg?).
I improved the recon manual with ship types and bookmarks and jumped into this.
Thanks for your great work Fifi :salute:
Cheers!
I don't understand for what thing I need this,everything is right,date,start hour year...I was only change sub in second patrol to IXB
https://i.ibb.co/v6Sc6GLq/Patrols-my-documents.jpg
https://i.ibb.co/6JWwcgMK/sh3-commander.jpg
https://i.ibb.co/FLJrBqYC/Screenshot-1.jpg
I play normally NYGM no ctd,save and load normally
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