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FUBAR295
12-29-22, 07:31 AM
Down loaded ... Thank you!! :Kaleun_Applaud::Kaleun_Salute:

Fifi
12-29-22, 11:20 AM
For those who don’t know yet… if playing type IX, and crossing Allies air covering with relatively flat sea, you can order the decks awash in order to make what they called « Stuka diving »… ordering 7m depth to your Chief officer, you still have your watch crew on deck, but in case of plane attack, the big IX is diving a lot faster! :03:
Can save you some hull percentage :ping:

:Kaleun_Salute:

Kal_Maximus_U669
12-29-22, 02:32 PM
Hey Master Fifi "Happy New Year"...:D:salute:
Thank you for the daily updates :yep:.. bombing in the air I say...lol :har:
https://www.gizmodo.com.au/wp-content/uploads/sites/2/2015/09/12/1426337125943886625.gif?quality=80&resize=1280,720

Doolar
12-29-22, 07:45 PM
Thanx for v2.9, just finished a patrol.Installing tomorrow.

Kal_Maximus_U669
12-30-22, 10:50 AM
Hey Fifi..Salutation
Hey Fifi
I need this this one :haha::haha:
http://www.u-historia.com/uhistoria/historia/articulos/u530u967-2usa/u530yu977.jpg :yep:

GrenSo
12-30-22, 03:50 PM
VERSION 2.9 IS OUT!

Have a wonderful happy new year all :Kaleun_Cheers:

:Kaleun_Salute:

I hope I will find time for SH3 and also SH5 again. But your new version is installed. :salute:

Wish you a happy new year too.:Kaleun_Cheers:

rik007
12-31-22, 05:06 PM
Thank you Fifi for your great mod. Enjoying it after some changes and additional mods and my own stuff on top of it.

Fifi
01-02-23, 05:03 AM
VIIC U-451 12th & 13th patrols 26 September - October 1941 from Brest.
Still able to make convoys night surface attacks...one of the best i've ever made in the last patrol, quite intense trying to escape full speed around the escort barrier.

https://i.postimg.cc/HkSrCm2D/Sans-titre.jpg

https://i.postimg.cc/cH3CYnN0/Sans-titre2.jpg

Back on interception area to finish work on damaged ships during convoy attack

https://i.postimg.cc/tJHTz4XP/SH3-Img-30-12-2022-17-50-19-10.jpg

Fifi
01-04-23, 02:48 AM
Next update will have as optional mod, the latest ARB gui by Brodaga for those who don’t like the DGui … and also slightly faster weather changes, as I don’t believe in the zero wind flat sea in North Atlantic for days and days :03:
But due to SH3 game weather limitation, if the zero wind will not last so longer, the others wind/waves as well…we can’t limit only one wind type unfortunately.

:Kaleun_Salute:

KOT1986
01-05-23, 06:57 AM
:Kaleun_Thumbs_Up::Kaleun_Cheers:Next update will have as optional mod, the latest ARB gui by Brodaga for those who don’t like the DGui … and also slightly faster weather changes, as I don’t believe in the zero wind flat sea in North Atlantic for days and days :03:
But due to SH3 game weather limitation, if the zero wind will not last so longer, the others wind/waves as well…we can’t limit only one wind type unfortunately.

:Kaleun_Salute:

Aktungbby
01-05-23, 01:46 PM
KOT1986!:Kaleun_Salute: on a 'silent-run' since 2015?!!...the infamous :subsim: seven-year-itch strikes again...!:up:

fitzcarraldo
01-05-23, 04:02 PM
Next update will have as optional mod, the latest ARB gui by Brodaga for those who don’t like the DGui … and also slightly faster weather changes, as I don’t believe in the zero wind flat sea in North Atlantic for days and days :03:
But due to SH3 game weather limitation, if the zero wind will not last so longer, the others wind/waves as well…we can’t limit only one wind type unfortunately.

:Kaleun_Salute:

:Kaleun_Wink::Kaleun_Applaud::Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

Fifi
01-06-23, 02:53 AM
VERSION 3 IS OUT!

- Latest ARB gui as add on mod
- Weather changes slightly reduced
- U Boat crush depth reduced for the Commander option

If you want the ARB draggable chrono to work, find the Tycho patch V3 (in ARB download) and according to instructions patch your SH3 exe...
My computer doesn't allow me to do it here...anyway i never use this chrono so i don't care.

:Kaleun_Cheers::Kaleun_Salute:

FUBAR295
01-06-23, 07:45 AM
Thank you! :Kaleun_Salute:

GrenSo
01-06-23, 08:45 AM
:Kaleun_Applaud::Kaleun_Thumbs_Up::Kaleun_Applaud:

rik007
01-06-23, 12:33 PM
Thanks Fifi ... downloading... :haha:

Doolar
01-06-23, 04:03 PM
thank you again Fifi

fitzcarraldo
01-07-23, 01:00 PM
Many thanks FiFi for v3. You have another vote for Best Modder 2022 :Kaleun_Cheers:

Question: Aside the Onealex mod skins, are there another skins to apply in NYGM?

And: Is there some repaint-base file to make my own skins? I mean, a PS, GIMP, JPGE, BMP base file....

Best regards and have a great 2023 :Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

yagura
01-07-23, 02:33 PM
- Weather changes slightly reduced

What happened to upcoming change of "slightly faster weather changes"? :hmmm:

fitzcarraldo
01-07-23, 03:53 PM
What happened to upcoming change of "slightly faster weather changes"? :hmmm:

It is implemented in v3, I believe.

Fifi
01-08-23, 02:04 AM
What happened to upcoming change of "slightly faster weather changes"? :hmmm:

As Fitz said, it’s included in V3 :03: (in scene.dat)
Winds changes can now be faster (or not depending game rolling dice)
Had fog & rain for only few hours (less than a day); not before…
Same for others wind types.
Make sure you don’t have the Hsie bad weather fix checked!

:Kaleun_Salute:

Kal_Maximus_U669
01-08-23, 01:31 PM
Hello Fifi.. :D
I have problems with ARB as you can see on the screen
on the flotillas page then the salvo selector does not display the tube numbers does not tell me to go to order it is already activated..
http://image.noelshack.com/fichiers/2023/01/7/1673202586-sh3img-8-1-2023-17-34-27-619.png
Dgui impeccable... je ne comprends pas..install fresh..ARB defectueux? :hmmm:
Merci pour la mise a jour quotidienne..THxxxl

FUBAR295
01-08-23, 01:57 PM
Kal,

You are missing to top section of harta01 .tag you are only seeing display harta02.

Check data/Menu/Data/harta01 .tga and harta02.tga. If you have those .tga files, then check if you are missing code in you menu_1024_768.ini file :

[G64 I49]
Type=1031;Stat bmp array
ItemID=0x64000008
ParentID=0x64000000
Pos=0,1080,1920,824
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/data/harta01.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G64 I50]
Name=New Stat bmp array
Type=1031;Stat bmp array
ItemID=0x64000031
ParentID=0x64000000
Pos=0,256,1920,256
Materials=1
Display=2;Linear
Mat 0=data/menu/data/harta02.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

The problem may be that the .tga file is named harta01 .tga and the .ini file has it as harta01.tga. that will cause this issue.

:salute:

Good hunting,
FUBAR295

Kal_Maximus_U669
01-08-23, 02:10 PM
Kal,

You are missing to top section of harta01 .tag you are only seeing display harta02.

Check data/Menu/Data/harta01 .tga and harta02.tga. If you have those .tga files, then check if you are missing code in you menu_1024_768.ini file :

[G64 I49]
Type=1031;Stat bmp array
ItemID=0x64000008
ParentID=0x64000000
Pos=0,1080,1920,824
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/data/harta01.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G64 I50]
Name=New Stat bmp array
Type=1031;Stat bmp array
ItemID=0x64000031
ParentID=0x64000000
Pos=0,256,1920,256
Materials=1
Display=2;Linear
Mat 0=data/menu/data/harta02.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

The problem may be that the .tga file is named harta01 .tga and the .ini file has it as harta01.tga. that will cause this issue.

:salute:

Good hunting,
FUBAR295

Thank you my dear FUBAR295... :D:up:
I suspected the thing.. the positioning is still "INI" but I was too lazy to correct... so here I am saved thanks to you Big ThX
By the way, I take this opportunity to wish you a happy new year.
your friend Kal Maximus U669 :salute:

Kal_Maximus_U669
01-08-23, 03:43 PM
http://image.noelshack.com/fichiers/2023/01/7/1673210320-sh3img-8-1-2023-21-19-56-102.png
If you want to repair the flotillas page do this
grab the files in the Dgui
rename the tga : harta03.tga
harta04.tga
puis corriger les lignes de votre "ini"
Mat 0=data/menu/data/harta03.tga
Mat 0=data/menu/data/harta04.tga

[G64 I49]
Type=1031;Stat bmp array
ItemID=0x64000008
ParentID=0x64000000
Pos=0,1080,1920,824
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/data/harta03.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G64 I50]
Name=New Stat bmp array
Type=1031;Stat bmp array
ItemID=0x64000031
ParentID=0x64000000
Pos=0,256,1920,256
Materials=1
Display=2;Linear
Mat 0=data/menu/data/harta04.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

The label salvo does not work, everything is wrong.. I won't fix it tonight, I don't have time and it's not easy to fix.. I haven't had my hands in the engine for a long time..HIHI.. :har::har:

FUBAR295
01-08-23, 03:52 PM
http://image.noelshack.com/fichiers/2023/01/7/1673210320-sh3img-8-1-2023-21-19-56-102.png
If you want to repair the flotillas page do this
grab the files in the Dgui
rename the tga : harta03.tga
harta04.tga
puis corriger les lignes de votre "ini"
Mat 0=data/menu/data/harta03.tga
Mat 0=data/menu/data/harta04.tga

[G64 I49]
Type=1031;Stat bmp array
ItemID=0x64000008
ParentID=0x64000000
Pos=0,1080,1920,824
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/data/harta03.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G64 I50]
Name=New Stat bmp array
Type=1031;Stat bmp array
ItemID=0x64000031
ParentID=0x64000000
Pos=0,256,1920,256
Materials=1
Display=2;Linear
Mat 0=data/menu/data/harta04.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

The label salvo does not work, everything is wrong.. I won't fix it tonight, I don't have time and it's not easy to fix.. I haven't had my hands in the engine for a long time..HIHI.. :har::har:

Kal,

Glad to see you got the Harta file corrected.

The Salvo labels need to be activated in SH3 Commander Mod list. :03: It is named "ARB Salvo Dial".

Good hunting,
FUBAR295

Kal_Maximus_U669
01-08-23, 04:05 PM
Kal,

Glad to see you got the Harta file corrected.

The Salvo labels need to be activated in SH3 Commander Mod list. :03: It is named "ARB Salvo Dial".

Good hunting,
FUBAR295

it's done but I don't know there is something nothing corresponds to the tubes with types 7 :ping:

FUBAR295
01-08-23, 04:15 PM
it's done but I don't know there is something nothing corresponds to the tubes with types 7 :ping:

Mine works on and for all type Uboats.

Try this one ;

https://www.mediafire.com/folder/670n3uppbwmvq/ARB+Dials

Good hunting,
FUBAR295

Kal_Maximus_U669
01-08-23, 04:38 PM
Mine works on and for all type Uboats.

Try this one ;

https://www.mediafire.com/folder/670n3uppbwmvq/ARB+Dials

Good hunting,
FUBAR295

the link does not work update premium...???

Kal_Maximus_U669
01-08-23, 06:02 PM
???:ping:your links don't work it requires premium
I noticed that the incorrect positioning...
http://image.noelshack.com/fichiers/2023/02/1/1673219189-sh3img-8-1-2023-22-17-14-67.png
my incorrect selector even in periscopes.. Obs & Atck
http://image.noelshack.com/fichiers/2023/02/1/1673219195-sh3img-8-1-2023-22-31-54-208.png

FUBAR295
01-08-23, 06:38 PM
???:ping:your links don't work it requires premium




That's not going to happen. Sorry.

FUBAR295
01-08-23, 09:17 PM
Kal,

Try these, hopefully they work ;

https://www.mediafire.com/folder/eqyhq5lawxs5x/VIIB

https://www.mediafire.com/folder/4nw5i5mvgn8sf/VIIC

Good hunting,
FUBAR295

FUBAR295
01-08-23, 09:40 PM
???:ping:your links don't work it requires premium
I noticed that the incorrect positioning...
http://image.noelshack.com/fichiers/2023/02/1/1673219189-sh3img-8-1-2023-22-17-14-67.png
my incorrect selector even in periscopes.. Obs & Atck
http://image.noelshack.com/fichiers/2023/02/1/1673219195-sh3img-8-1-2023-22-31-54-208.png

You have a different StartCampaign.tga file. The text and .ini coordinates are set up for for this .tga file below ;

https://i.ibb.co/1LS41dq/Start-Campaign.jpg (https://ibb.co/ZVZb5Y8)

Fifi
01-09-23, 02:26 AM
:o Nice mod soup! :o
How is it possible to not get the correct tgas? :timeout:

Kal_Maximus_U669
01-09-23, 05:10 AM
Je me demande pourquoi..?? je n ai rien toucher dans le telechargement comme je l ai dit le salve label est bien activer des le debuts je ne comprends pas..suis je le seule a avoir ces problemes ? bon apres Ce n eest pas dramatique car il consomme du framarate a mort..

Fifi
01-09-23, 05:50 AM
Je me demande pourquoi..?? je n ai rien toucher dans le telechargement comme je l ai dit le salve label est bien activer des le debuts je ne comprends pas..suis je le seule a avoir ces problemes ? bon apres Ce n eest pas dramatique car il consomme du framarate a mort..

Pas ici, quasiment pas de différence en FPS! Sinon restes avec le DGUI, c’est pour cela que je l’ai mis en add on mod…
Je n’ai pas les problèmes de tgas que tu rencontres non plus, tout est ok (sinon je n’aurais pas mis en ligne!)

:Kaleun_Salute:

yagura
01-09-23, 06:56 AM
Hi, I also have the black upper-half on the year/flotilla selection screen when I use ARB. Just telling because I noticed you were wondering if anyone else has had the same!

I didn't do too much testing with ARB so not sure if there is something else, seemed to work OK.

FUBAR295
01-09-23, 07:49 AM
yagura,

The issue you are having with missing the top part of the screen is a easy fix. Go to data/Menu/Data/harta01 .tga and remove the space between the 1 and the . , so the file is labeled harta01.tga and that should fix the problem.

Good hunting,
FUBAR295

Fifi
01-09-23, 09:13 AM
yagura,

The issue you are having with missing the top part of the screen is a easy fix. Go to data/Menu/Data/harta01 .tga and remove the space between the 1 and the . , so the file is labeled harta01.tga and that should fix the problem.

Good hunting,
FUBAR295

Ok, checked my own version and I have this space too… it will be fixed for next update, but don’t understand why I don’t have same problem as you! :o
Even with this space, I have full correct screen :hmmm:

Edit : DGUI needs this space for Harta tga… while ARB don’t! So next time, ARB will get his own Harta tga.

:Kaleun_Salute:

FUBAR295
01-09-23, 09:34 AM
Ok, checked my own version and I have this space too… it will be fixed for next update, but don’t understand why I don’t have same problem as you! :o
Even with this space, I have full correct screen :hmmm:

:Kaleun_Salute:

The issue is with the ARB mod, as some of the .tga file differ from what is in the menu_1024 .ini file. I went and corrected some things, but in version 3.0. I would imagine that the same errors are carried over from there.

I redid the .tga files to be 1920x1080 ( means splicing the top and bottom together ) and updated the Menu_1024 file. The harta files along with the SPmission files need to be combined. There may be a couple others, I did not remember, but will look. I can forward you some of the .tga and menu changes I made if you like.

Fifi
01-09-23, 10:26 AM
The issue is with the ARB mod, as some of the .tga file differ from what is in the menu_1024 .ini file. I went and corrected some things, but in version 3.0. I would imagine that the same errors are carried over from there.

I redid the .tga files to be 1920x1080 ( means splicing the top and bottom together ) and updated the Menu_1024 file. The harta files along with the SPmission files need to be combined. There may be a couple others, I did not remember, but will look. I can forward you some of the .tga and menu changes I made if you like.

Ok then…

Kal_Maximus_U669
01-09-23, 10:28 AM
Hello Fifi & FUBAR295...Thanks for the details...
Good very well so I was not the street... Fifi did you try the salvo..??
I will redownload v3 because that day, several things were in action so you never know....
As I said yesterday.. I corrected with those of DGUI and renamed "INI"
So "TGA DGUI" are not good for ARB...
Fifi I tell you that he fambe the Ram ... for me it turns but the "Fram" is not constant .. therefore a source of instability .. Fifi I do not criticize for having put ARB on the contrary it is "class" I like the zoom camera that the DGUI does not have.. as well as other details but it would have to be relieved a little more like Alex does with his, moreover, are the "tga" not compatible.?? I will watch sometimes...
Thank you FUBAR295 for your dedication to my cause...
Fifi it happens to be wrong.... especially with the colossal work that you provide.... you are entirely forgiven how would you like us to be angry with you, our official supplier...:D:har::up:
I hope you will keep it as optional mods I like to change HUD it breaks the monotony a bit
A "Big THXXXL" has both for the "up":subsim::yeah:

Fifi
01-09-23, 10:58 AM
Hello Fifi & FUBAR295...Thanks for the details...
Good very well so I was not the street... Fifi did you try the salvo..??
I will redownload v3 because that day, several things were in action so you never know....
As I said yesterday.. I corrected with those of DGUI and renamed "INI"
So "TGA DGUI" are not good for ARB...
Fifi I tell you that he fambe the Ram ... for me it turns but the "Fram" is not constant .. therefore a source of instability .. Fifi I do not criticize for having put ARB on the contrary it is "class" I like the zoom camera that the DGUI does not have.. as well as other details but it would have to be relieved a little more like Alex does with his, moreover, are the "tga" not compatible.?? I will watch sometimes...
Thank you FUBAR295 for your dedication to my cause...
Fifi it happens to be wrong.... especially with the colossal work that you provide.... you are entirely forgiven how would you like us to be angry with you, our official supplier...:D:har::up:
I hope you will keep it as optional mods I like to change HUD it breaks the monotony a bit
A "Big THXXXL" has both for the "up":subsim::yeah:

Don’t worry ARB will remain optional add on mod :yep:
On my side, I don’t have any frame rate slow down… hopefully :03:

I will release a quick update very soon

:Kaleun_Salute:

Kal_Maximus_U669
01-09-23, 11:03 AM
Don’t worry ARB will remain optional add on mod :yep:
On my side, I don’t have any frame rate slow down… hopefully :03:

I will release a quick update very soon

:Kaleun_Salute:

C est pas enorme mais il y en un peu ..allez Fifi soyez bon joueur :har::har:
j ajouterais DGUI impeccable donc on peux jouer auncun probleme..
:)

Fifi
01-12-23, 10:26 AM
VERSION 3.1 IS OUT!

Something needed to be fixed...all merchants have now correct visuals :up:
(before V3.1, some merchants could see further than others)

:Kaleun_Salute:

FUBAR295
01-12-23, 11:15 AM
^^^

Downloaded ... Thank you!

GrenSo
01-12-23, 12:05 PM
VERSION 3.1 IS OUT!




Many many thanks! :Kaleun_Applaud::Kaleun_Thumbs_Up:

Fifi
01-12-23, 12:26 PM
^^^

Downloaded ... Thank you!

Many many thanks! :Kaleun_Applaud::Kaleun_Thumbs_Up:

Detected an upload error :timeout:
Please re download in few minutes with new link …
Sorry for the convenience

:Kaleun_Salute:

FUBAR295
01-12-23, 12:29 PM
Not a problem.:up:

Fifi
01-12-23, 01:11 PM
ok good now :yeah:

FUBAR295
01-12-23, 02:36 PM
:Kaleun_Thumbs_Up: :Kaleun_Salute:

Kal_Maximus_U669
01-12-23, 05:38 PM
Thx Master ...:up::D
in Download
https://64.media.tumblr.com/a4ae2eef8f6d148c6a25fb46cfae65ce/fe25326abcbb46f0-04/s540x810/d2e7e977f2af391d5347e259538fe51b3fbddd0c.gif
:D:D in being assembled super fast..nice

Kal_Maximus_U669
01-12-23, 07:26 PM
apres un premiers tours..."Fresh Install" ARB le selecteur est encore un probleme ..affiche pas les bons tubes... les boutons du selecteur les chiffres ce supperpose apres utilisations..
le manuel de reco est tous sombre...
la pages de campagne pas corriger... les flottes sont bonnes..
voila Fifi ce sera tous pour ce soir..
http://image.noelshack.com/fichiers/2023/02/5/1673569586-sh3img-13-1-2023-0-27-22-281.png

Fifi
01-13-23, 04:37 AM
I’m afraid it will stay like that …

:Kaleun_Salute:

yagura
01-13-23, 05:47 AM
VERSION 3.1 IS OUT!

Wake up babe, new NYGM Enhanced version is out! :subsim:

Kal_Maximus_U669
01-13-23, 11:26 AM
I’m afraid it will stay like that …

:Kaleun_Salute:

Hey Fifi..
Ces problemes viennent du fais que DGUI est integrer dans le mods Standlone..
Les problemes de selecteur de tubes sont a cause de Types 2.. nombre de tubes ...pour le manuel je ne sais pas..mais c est quelque chose que j ai deja vue chez certains Fifi souvient toi quand tu travaillais sur CcoM12 deja des problemes du meme types avec l ARB Brodaga222...

Kal_Maximus_U669
01-13-23, 12:24 PM
Encore une fois c est INI qui est pas bon ..je vais boire l apero mais je vois de quoi il s agit :D:D

Fifi
01-15-23, 12:52 PM
I would like to thank all the Subsim members who voted for me, to get the 2022 award :yeah:
You guys are a great community :yep:

:Kaleun_Applaud: :Kaleun_Salute:

yagura
01-15-23, 03:26 PM
Hi, I wanted to make sure I understand the best way to use the increased plane threat mods. First, is it OK to activate the 1941 extra plane threat mod even if I am playing earlier years?

Second, the documentation says "DO NOT activate it after 1943/03/31! (NYGM Enhanced Commander has already a plane threat increased starting 1943/04/01)". This wording confuses me a little bit because there is a 1943 plane threat mod as well. I assume it means "do not activate 1941 air threat mod," correct?

GrenSo
01-15-23, 03:30 PM
I would like to thank all the Subsim members who voted for me, to get the 2022 award

You just deserve it. :Kaleun_Salute:

FUBAR295
01-15-23, 04:02 PM
I would like to thank all the Subsim members who voted for me, to get the 2022 award :yeah:
You guys are a great community :yep:

:Kaleun_Applaud: :Kaleun_Salute:

:Kaleun_Applaud::Kaleun_Thumbs_Up::Kaleun_Salute:

Dieselglock
01-15-23, 10:01 PM
I would like to thank all the Subsim members who voted for me, to get the 2022 award :yeah:
You guys are a great community :yep:

:Kaleun_Applaud: :Kaleun_Salute:

Extremely well deserved :Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:

Fifi
01-16-23, 01:25 AM
Hi, I wanted to make sure I understand the best way to use the increased plane threat mods. First, is it OK to activate the 1941 extra plane threat mod even if I am playing earlier years?

Second, the documentation says "DO NOT activate it after 1943/03/31! (NYGM Enhanced Commander has already a plane threat increased starting 1943/04/01)". This wording confuses me a little bit because there is a 1943 plane threat mod as well. I assume it means "do not activate 1941 air threat mod," correct?

1) yes in fact you can activate it whenever you want more planes threat.
But it is matching better what was in second half 1941. Of course as usual with SH3, if you play with high time compression during day, you won’t see much difference … you have to slow down TC to x256 to see something

2) yes, documentation will be corrected … a bit confusing :oops:
Just activate either one or the other, but not both! The 1943 will increase even more the planes threat radius.

:Kaleun_Salute:

Kal_Maximus_U669
01-16-23, 12:26 PM
GrenSo... Fifi ...:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Salute:

kyle9154
01-16-23, 04:42 PM
I would like to thank all the Subsim members who voted for me, to get the 2022 award :yeah:
You guys are a great community :yep:

:Kaleun_Applaud: :Kaleun_Salute:

Congrats Fifi, I knew it was going to be you or Onealex that won modder and mod of the year for SH3. Keep up the great work because its always nice to have choices between different styles of mega mods.

Doolar
01-16-23, 11:49 PM
Congrats Fifi , keep up the great work :Kaleun_Cheers::Kaleun_Applaud::Kaleun_Thumbs_Up:

Fifi
01-17-23, 01:30 PM
Next update will have all smokes (funnels & fires) wind dependent, and brighter nights for overcast & overcast + rain… I’m fed up with crew seeing ships while we can’t see a damn thing :ping:
Plus some sea color adjustments … and waiting for VonDos new German destroyers!

Currently in tests

:Kaleun_Salute:

Fifi
01-20-23, 04:12 AM
VERSION 3.2 IS OUT!
Should be bunker save compatible :03:

Version is noticeable only here now:

https://i.postimg.cc/SKx1B79Z/SH3-Img-19-1-2023-10-50-6-280.jpg

All smokes are wind dependent now (funnels & fires)

https://i.postimg.cc/bYDWYTBW/SH3-Img-18-1-2023-17-15-0-383.jpg

Salvo dial of ARB has been adjusted.

Nights are now brighter when overcast & overcast rain.
I'm very happy with this new environment... also some colors have been adjusted (sea color when overcast rain)

Flags have been reverted back to old ones mainly to save LOT of ram memory ingame, and to be able to identify them when bad weather.

Missing sound of fires have been added.

Few minor adjustments.

:Kaleun_Salute:

GrenSo
01-20-23, 05:41 AM
VERSION 3.2 IS OUT!
Should be bunker save compatible :03:



:Kaleun_Salute:




This is how every weekend should start. :Kaleun_Applaud:

FUBAR295
01-20-23, 07:29 AM
Thank you! :Kaleun_Salute:

Dieselglock
01-21-23, 02:15 PM
VERSION 3.2 IS OUT!
Should be bunker save compatible :03:
:

Fifi I am in a career using v2.9 can I upgrade to v3.2 in the bunker?

Fifi
01-22-23, 02:54 AM
Fifi I am in a career using v2.9 can I upgrade to v3.2 in the bunker?

V 2.9 is quite dating … I don’t really know … should be good though… but don’t blame me too much if not :D
Or save your whole V2.9 game somewhere, and try new version :yep:

:Kaleun_Salute:

FUBAR295
01-22-23, 09:10 AM
Fifi,

Got 3.2 up and running yesterday and this is not NYGM, but much better! :yep:

First, the load time seems to be cut down a bit more, and continues to be very stable. Starts up right out of the box. :D Second, I like the directional smoke (nice touch) on vessels. :03: Have not had a DC attack, so I have a anxious wait time to see the results of that tweak. :hmmm:

Did I tell how much I HATE aircraft, well your little add on makes me HATE them even more. :nope: It seems not as bad though, as CCoM, but real close. :up:

I am not sure how much more you have in mind to do, but keep it coming. :yep:

Good hunting,
FUBAR295

FUBAR295
01-22-23, 09:22 AM
V 2.9 is quite dating … I don’t really know … should be good though… but don’t blame me too much if not :D
Or save your whole V2.9 game somewhere, and try new version :yep:

:Kaleun_Salute:

You were cranking out those updates pretty frequently (no complaints about that :yep:) so some may not have been able to catch up. I do not think a save at sea from 2.9 will start up in 3.2 as there have been changes to some of the files that the game engine looks at, at start up. Usually that means CTD if they are changed, IMHO. :wah:

Dieselglock
01-22-23, 10:52 AM
V 2.9 is quite dating … I don’t really know … should be good though… but don’t blame me too much if not :D
Or save your whole V2.9 game somewhere, and try new version :yep:

:Kaleun_Salute:

Thanks Fifi, I will start a new carrer with V3.2

Dieselglock
01-22-23, 10:54 AM
You were cranking out those updates pretty frequently (no complaints about that :yep:) so some may not have been able to catch up. I do not think a save at sea from 2.9 will start up in 3.2 as there have been changes to some of the files that the game engine looks at, at start up. Usually that means CTD if they are changed, IMHO. :wah:

Thank you, Fubar295 for the info :up:

Fifi
01-22-23, 11:58 AM
You were cranking out those updates pretty frequently (no complaints about that :yep:) so some may not have been able to catch up. I do not think a save at sea from 2.9 will start up in 3.2 as there have been changes to some of the files that the game engine looks at, at start up. Usually that means CTD if they are changed, IMHO. :wah:

He was asking from bunker (bunker save) :yep:
Plenty changes can work when it’s bunker save :yep:

:Kaleun_Salute:

FUBAR295
01-22-23, 12:57 PM
V 2.9 is quite dating … I don’t really know … should be good though… but don’t blame me too much if not :D
Or save your whole V2.9 game somewhere, and try new version :yep:

:Kaleun_Salute:

He was asking from bunker (bunker save) :yep:
Plenty changes can work when it’s bunker save :yep:

:Kaleun_Salute:

Yes, he can try from the bunker and see. Percentages are in his favor. :D

silentwayIII
01-23-23, 03:57 PM
Hi Fifi
The latest version of your mod, 3.2 is the best yet. The tweets you made to the weather patterns, wind and scene colors are fantastic and make the mod more realistic and more enjoyable to use. Thank you.
silentwayIII

fitzcarraldo
01-23-23, 05:52 PM
Many thanks FiFi for the new version :Kaleun_Cheers:

Only problem I have to start a new campaign with each update! Your speedy work is going ahead the Battle of Atlantic! :k_confused:

Awesome work and well deserved award. Congrats.

Fitzcarraldo :Kaleun_Salute:

Fifi
01-24-23, 02:42 AM
Thank you, your kind words are heartwarming :yep:

Next update will have more interesting tweaks, but not demanding new career start for sure, don’t worry :ping:

Huge explosion will be enhanced & increased, as well as the flames rendering adjusted.
Others tweaks will concern the AI weapons (more destructible by our deck gun) and ships rudders now able to be destroyed (not only visually as before)

:Kaleun_Cheers:

Fifi
01-24-23, 01:11 PM
Also revising the ships zones boxes to get better fires/flames/smokes… :ping:
Should be quite long though. Very time consuming …

:Kaleun_Salute:

FUBAR295
01-24-23, 01:24 PM
Next update will have more interesting tweaks, but not demanding new career start for sure, don’t worry :ping:

Huge explosion will be enhanced & increased, as well as the flames rendering adjusted.

Others tweaks will concern the AI weapons (more destructible by our deck gun) and ships rudders now able to be destroyed (not only visually as before)

Also revising the ships zones boxes to get better fires/flames/smokes… :ping:
Should be quite long though. Very time consuming …

:Kaleun_Salute:

I have looked at some of the tweaks you have done and I am amazed how quickly you had them completed and working. :o :up: :D

It would be nice to have a ships rudder damaged or destroyed. I have countless times hit that rudder with torpedoes and deck gun fire but have the ship continue on like nothing happened, even zigzag. :hmmm:

Take all the time you need. I got 3.2 loaded up and putting it through its paces. So far, excellent work.:yeah:

Fifi
01-25-23, 11:59 AM
Have to say MFM ships zone boxes are a mess... just like was MFM ships water reflection!
Very time consuming to correct boxes (and spheres by the way - mainly masts and funnels)... plus adding some missing, deleting non necessary ones...

But i'm very satisfied with my new ships with fire zones boxes fixed, like this one:

https://i.postimg.cc/6QdbyFWK/SH3-Img-25-1-2023-15-15-2-523.jpg

Quite hot around :D

:Kaleun_Salute:

kyle9154
01-25-23, 05:55 PM
Have to say MFM ships zone boxes are a mess... just like was MFM ships water reflection!
Very time consuming to correct boxes (and spheres by the way - mainly masts and funnels)... plus adding some missing, deleting non necessary ones...

But i'm very satisfied with my new ships with fire zones boxes fixed, like this one:

https://i.postimg.cc/6QdbyFWK/SH3-Img-25-1-2023-15-15-2-523.jpg

Quite hot around :D

:Kaleun_Salute:

I was wondering Fifi, can I use your MFM .zon files when you complete them for my Community Units addon for Onealex mod? Your reflections was a nice addition and hope to have these as well. All credits will go to you of course and you can use anything from my Community Units mod like CapZap's newly updated MFM .sils and VonDos length, mast, draft corrections for them too. Apparently there was a lot of issues with the original MFM ships with wrong dimensions, fake .sil pictures that didn't match the models in their .dat files, no reflections (which you corrected), bad .zon files etc. WI like how the community has come together to correct/fix popular mods from the past.

Fifi
01-26-23, 02:34 AM
I was wondering Fifi, can I use your MFM .zon files when you complete them for my Community Units addon for Onealex mod? Your reflections was a nice addition and hope to have these as well. All credits will go to you of course and you can use anything from my Community Units mod like CapZap's newly updated MFM .sils and VonDos length, mast, draft corrections for them too. Apparently there was a lot of issues with the original MFM ships with wrong dimensions, fake .sil pictures that didn't match the models in their .dat files, no reflections (which you corrected), bad .zon files etc. WI like how the community has come together to correct/fix popular mods from the past.

Yes no problem, you can use it :03:
Just one thing: those .zon files will be adjusted for NYGM particules & materials… meaning for instance, we have only 2 fires types, big & small. No medium fires, so I have changed the medium fires for big or small, depending ship size or class…
Same for zon firebigga not existing in NYGM.

Edit : fire medium & fire bigga are in fact linked to the others fires (fire medium to fire small, and fire bigga to fire big) in zones.Cfg

:Kaleun_Salute:

kyle9154
01-26-23, 08:03 AM
Yes no problem, you can use it :03:
Just one thing: those .zon files will be adjusted for NYGM particules & materials… meaning for instance, we have only 2 fires types, big & small. No medium fires, so I have changed the medium fires for big or small, depending ship size or class…
Same for zon firebigga not existing in NYGM.

:Kaleun_Salute:

Okay i'll keep that in mind, the biggest improvement is how you lessened the size/weight of all the MFM ship .dat files by getting rid of the unneeded redundant stuff. That really helped the load time and was the most significant optimization you've done. :Kaleun_Thumbs_Up:

GrenSo
01-26-23, 01:32 PM
Have to say MFM ships zone boxes are a mess... just like was MFM ships water reflection!
Very time consuming to correct boxes (and spheres by the way - mainly masts and funnels)... plus adding some missing, deleting non necessary ones...

But i'm very satisfied with my new ships with fire zones boxes fixed, like this one:

https://i.postimg.cc/6QdbyFWK/SH3-Img-25-1-2023-15-15-2-523.jpg

Quite hot around :D

:Kaleun_Salute:


Burning water or rather burning oil in the water would be nice.
Do you know if something like this exist for SH3?

Fifi
01-26-23, 01:45 PM
Burning water or rather burning oil in the water would be nice.
Do you know if something like this exist for SH3?

Yes burning oil on water exist in NYGM (and SH3) but not happening very often I must admit… probably depending the ship’s load inside.
I’ve already seen it with tankers nevertheless :yep:
Burning oil (and oil smoke) exist in particules.dat… I have enhanced the effects for next update.

:Kaleun_Salute:

Fifi
01-27-23, 01:34 PM
Burning water or rather burning oil in the water would be nice.
Do you know if something like this exist for SH3?

Here you go with burning oil in NYGM :)

https://i.postimg.cc/t4Y99498/SH3-Img-27-1-2023-19-30-32-762.jpg

:Kaleun_Salute:

FUBAR295
01-27-23, 02:06 PM
Fifi,

Very nice. :yeah:

I don't see burning oil often, rare actually, even with tankers. :hmmm: Is this something that could be tagged to all tankers to burn on the surface almost all the time?

I never looked at the burning oil as I was more interested in the tonnage for sinking. I generally do not hang around near targets after I get the "She's going down". I pay more attention to escorts or other threats. :yep: However, with your enhancements I am paying more attention to the eye candy now but not to much. Makes thing all the better. :up:

Great job on my old favorite!:salute:

Good hunting,
FUBAR295

Kal_Maximus_U669
01-27-23, 03:20 PM
Hello Fifi :salute:
ARB toujours pas bon... toujours pareille dans les scopes le selecteur n est pas bon le manuel de reco toujours noire ...allez sinon pas mal la derniere mise a jours..la detection est la meteo sont au beaux fixe :D:D

Fifi
01-28-23, 02:09 AM
Hello Fifi :salute:
ARB toujours pas bon... toujours pareille dans les scopes le selecteur n est pas bon le manuel de reco toujours noire ...allez sinon pas mal la derniere mise a jours..la detection est la meteo sont au beaux fixe :D:D

Hello Kal, ARB restera comme ça.
Le sélecteur est bon les chiffres correspondent aux tubes ouverts, et le manuel est sombre pour ne pas éblouir la nuit (de toutes façons je ne vais pas refaire les centaines de ship silhouettes)
Désolé, là je suis sur beaucoup plus important …

:Kaleun_Salute:

Fifi
01-29-23, 05:28 AM
What a mess in those zon boxes :timeout:
Plenty are offset, even out of sector!
Spheres too are many times offset. Not to say the ones missing…
No wonder why some ships never took fire!

That said, it’s not only concerning MFM ships… but ships imported from others megamod … :doh: …even some warships :ping:
Wondering if people understood how some boxes are working. Well anyway it will be corrected after huge amount of time…

:Kaleun_Salute:

Leoz
01-29-23, 07:21 AM
As always. Thanks!!!!!!!!!!!!!!! Been away for a while. Have downloaded the latest and will do some patrols!:Kaleun_Cheers:

GrenSo
01-29-23, 07:23 AM
Here you go with burning oil in NYGM :)

https://i.postimg.cc/t4Y99498/SH3-Img-27-1-2023-19-30-32-762.jpg

:Kaleun_Salute:


Nice, very very nice. :Kaleun_Applaud:

Kal_Maximus_U669
01-29-23, 02:39 PM
Hello Kal, ARB restera comme ça.
Le sélecteur est bon les chiffres correspondent aux tubes ouverts, et le manuel est sombre pour ne pas éblouir la nuit (de toutes façons je ne vais pas refaire les centaines de ship silhouettes)
Désolé, là je suis sur beaucoup plus important …

:Kaleun_Salute:
Hey Fifi salutation
Oui Fifi ...de toute façon je ne l utilse pas..comme cela c est regler...
C'etait simplement mon rapport sur le mod continuez votre excelent travaille..vous franchissez des etapes importante c est tres bon..
ce NYGM c est du collector..:D:D le meilleur SH3 sans doute..

Fifi
01-31-23, 11:46 AM
Revising zon boxes to my liking gives impressive result.
Plenty corrections needed for the whole sea folder...almost half done :yeah:

Only one torpedo hitting tanker at the right spot can now gives this result:

https://i.postimg.cc/26JKHLJf/SH3-Img-31-1-2023-11-30-57-820.jpg

back to work...

:Kaleun_Salute:

rik007
02-01-23, 04:22 AM
Thank you very much for your hard work Fifi! It looks great!

CapZap1970
02-01-23, 11:51 AM
Amazing! :Kaleun_Thumbs_Up:

Leoz
02-03-23, 10:13 PM
Really enjoy the latest update.

One thing of interest. And, unfortunately this would take a heck of a lot of work.

There are no ship models that have their lights on at night when they are neutral.

Typically, if a ship is not lit at night it is fair game and should be sunk.

Twice I had problems with this near Spain and Portugal. Nighttime, low visibility and neutral ships are not lit.

Otherwise. Really REALLY like this update.

Thank you!

:Kaleun_Cheers:

Fifi
02-04-23, 01:46 AM
Really enjoy the latest update.

One thing of interest. And, unfortunately this would take a heck of a lot of work.

There are no ship models that have their lights on at night when they are neutral.

Typically, if a ship is not lit at night it is fair game and should be sunk.

Twice I had problems with this near Spain and Portugal. Nighttime, low visibility and neutral ships are not lit.

Otherwise. Really REALLY like this update.

Thank you!

:Kaleun_Cheers:

Yes, only very few ships have night lights for neutral. But there are some, I’ve already encountered them :03:

Glad you’re enjoying it!
Keep in mind next update coming should be even much better… but still lot of work to do :yep:

:Kaleun_Salute:

Fifi
02-08-23, 02:01 AM
Next update is slowly coming nicely :yeah:
It will be brand new game :ping:
I ‘m reworking all ships zon boxes, spheres & hit points where I found so many errors :timeout:
Not only MFM ships…

:Kaleun_Salute:

GrenSo
02-08-23, 02:31 AM
Next update is slowly coming nicely :yeah:
It will be brand new game :ping:
I ‘m reworking all ships zon boxes, spheres & hit points where I found so many errors :timeout:
Not only MFM ships…

:Kaleun_Salute:


There the anticipation increases. :Kaleun_Applaud:

Fifi
02-13-23, 12:43 PM
Can’t believe how wrong are the zon boxes of ALL ships… :timeout:
Absolutely all ships needed serious big adjustments.
Not to say about the boxes missing…or completely offset :o
Still around 20/30 ships to go :up:

:Kaleun_Salute:

Doolar
02-13-23, 01:45 PM
No problem and no rush my friend

Levyathan89
02-18-23, 10:22 AM
Hey man, I really love your edition of NYGM (this mod really needed a face lift) :Kaleun_Thumbs_Up:


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.

Kal_Maximus_U669
02-18-23, 11:08 AM
Hey man, I really love your edition of NYGM (this mod really needed a face lift) :Kaleun_Thumbs_Up:


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.

Yes indeed.. me personally I find it very good..
:up: during the day do not get detected by the aviation.. you will have business with the destroyers in a short time...
I find that the aviation plays its role of guardian of the coast perfectly.
personally I have already experienced this kind of air attack problem... very little depth and the destroyers on your back you will have to take the initiative on them otherwise you will not escape them...
I would add that Fifi has made a point of detection in all weathers, especially with the latest update, moreover, I look forward to his last work when you see all that he has accomplished, it's remarkable..
Sincerely Kal Maximus U669 :salute:

FUBAR295
02-18-23, 12:05 PM
Hey man, I really love your edition of NYGM (this mod really needed a face lift) :Kaleun_Thumbs_Up:


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.

I have this in my notes (sorry, but I do not remember who the author is to give credit:timeout:), it breaks down the various function of the Airstrike config file.

Airstrike.cfg File

If you look in the ...Steam\SteamApps\common\Silent hunter 3\data\Cfg folder you have Airstrike.cfg Open it with Notes or any texteditor. Here you can set Max range for the planes, too long in vanilla game, modifier for different airbases, different air strike probabilitys, atenuation factor and steps between air strikes.

The problem in vanilla game is the long range of aircrafts that will have you in range of several air bases and the high probability for more aircrafts joining in the attack, giving waves after wave of planes. In GWX the settings are like this:

Maximum Aircraft Range=2000
Poor Airbase Modifier=0.2
Novice Airbase Modifier=0.6
Competent Airbase Modifier=1.4
Veteran Airbase Modifier=2.4
Elite Airbase Modifier=3.0
Night Modifier=0.2
Default Air Strike Probability=35
Enemy Air Strike Probability Increase on Radio Messages Sent=25
Friendly Air Strike Probability Increase on Contact Report Sent=50
Enemy Air Strike Probability Increase on Player Detection=40
Atenuation Factor=10
Logic Steps Between Air Sessions=20

There are other things changed in GWX ofc but this will give you harder but fewer planes per attack.

The modifier for airbases gives harder enemy air power with higher settings.
Night modifier gives more air attacks at night with higher settings.
Default air strike probability gives a higher amount of attacks with higher settings.
Increase on radio messages sent, contacts sent and player detection gives a higher risk of air attacks over the default setting with higher settings.
Atenuation factor I am not sure on, but should give a faster decrease from increased probability on each air session with higher settings.
Logic steps between air sessions should give longer times between each take off from airfields with higher settings.

So setting shorter range gives less airbases that cover your position, lower modifier gives more misses from the planes, lower default gives less risk for air attacks, lower increase settings gives less risk for more attacks after you have been detected, higher atenuation will drop back the enemy from alerted to default setting faster. And a higher setting on logical steps gives you some more time between each patrol flight. More time for recharging..

On the snorkel, even with the radar coating on it you will be picked up by radar if you pop the scope, or if your conning tower breaches the waves. You are close to the surface when snorkling.. In RL they could on use the snorkel in flat seas as it would shut a valve and suck air from the interior of the boat everytime a wave drowned the snorkel. Not good for the crew. And on a flat sea a snorkel is easily seen from the air, radar or no radar.

Makes understanding how this config file works a little easier. You may be able to tweak the file so that it meets your requirements.:hmmm:

Fifi
02-18-23, 12:20 PM
Hey man, I really love your edition of NYGM (this mod really needed a face lift) :Kaleun_Thumbs_Up:


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.

The more you close the coasts, the more planes you’ll encounter …
Playing x256 you get max air threat, playing x512 a bit less, x1024 again less close to zero.
You’ll understand I can’t satisfy everyone taste here, I made this game close to my taste first … unfortunately for others :oops:
But I believe it’s close to what it was, and of what I readed.
Furthermore with this SH3 engine, we always have to make compromises. Nothing can be perfect :03:

:Kaleun_Salute:

FUBAR295
02-18-23, 12:54 PM
Fifi has done a great job with NYGM and use the Airstrike.cfg file unaltered. :up:

It has the right feel and correct balance. :yep:

Did I mention I hate aircraft.:D

yagura
02-19-23, 07:13 PM
As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.

As far as I know, you do not suffer a penalty (maybe a very minor one?) for going somewhere else than the patrol area assigned to you by BdU.

Also, taking a longer route which is further away from the airbases may be less tedious since you won't run into the planes so often, meaning less time spent diving and more continuous time compression usage.

All that being said, if the patrol area you want to go to is in Britain's backyard then remember that this is Not Your Grandmother's Mod. :)

Fifi
02-20-23, 12:46 AM
As far as I know, you do not suffer a penalty (maybe a very minor one?) for going somewhere else than the patrol area assigned to you by BdU.

Right, no penalty, only few renown points less

As in reality, they had to avoid some areas to reach Atlantic, like along Norway coasts instead of Scotland coasts… making the trip a bit longer.

All that being said, if the patrol area you want to go to is in Britain's backyard then remember that this is Not Your Grandmother's Mod. :)

Absolutely! :)

:Kaleun_Salute:

FalkeEins
02-20-23, 01:49 PM
Waiting for the new update with bated breath.

Looks great! Impressively groundbreaking work for a game as old as SHIII.

Fifi
02-20-23, 02:23 PM
Waiting for the new update with bated breath.

Looks great! Impressively groundbreaking work for a game as old as SHIII.

Still lot of work for next update…slowly coming up.
I think it will be a major update, maybe the most important one :yep:
After the last ship reworked, I have to test all that in career mode, even if I already tested them separately in the Academy for shorter loading times.
Stay tuned with some patience :ping:

:Kaleun_Salute:

Fifi
02-22-23, 03:50 AM
Just for information, showing how wrong are the MFM ships zon boxes & spheres...

Spheres offset

https://i.postimg.cc/yYQ9n6pt/1.jpg

Boxes offset

https://i.postimg.cc/3xkGqMPR/2.jpg

Fire boxes offset in the air!

https://i.postimg.cc/P50Ds3jM/3.jpg

Masts spheres offset as well as their boxes (same for funnels, rudders etc etc)

https://i.postimg.cc/VNMCYqsP/4.jpg

Not to say many others elements errors, boxes not corresponding to our zones.Cfg file values (very important), as well as controllers ID all the same! (not good for conflicts)...

90% of NYGM ships are now corrected, and not only MFM ships...:D

Ships various explosions have been enhanced too, better not stay too close :ping:
WILL BE AVAILABLE ONLY IN NEXT UPDATE

https://i.postimg.cc/mDsFhPhz/SH3-Img-22-2-2023-9-24-7-185.jpg

PS: NYGM MFM & IALB ships corrected will not be usable in others megamods … because boxes types are corresponding to NYGM zones.Cfg!

:Kaleun_Salute:

FUBAR295
02-22-23, 09:03 AM
^^^

Wow! :o That is really wonked out. :doh:

I had always thought something was wrong at times, especially with stern shots to the props and rudder and some merchantmen.

Very nice work and can't wait to try it out. :up:

rik007
02-22-23, 11:25 AM
Looking forward to it! But take your time, thanks in advance! :yeah:

Kal_Maximus_U669
02-22-23, 02:44 PM
Hey Fifi..
What work...I don't even count the time to spend...you are "priceless"..Fantastic..again it promises...terrible explosions excellent master...:sunny:
Quelle travaille...je ne compte meme pas le temps passer..vous etes "impayable"..Fantastique..encore une fois cela promet...de terrible explosions excellent maitre...
http://i.imgur.com/DSBEnij.gif

Fifi
02-23-23, 01:44 PM
Discovered that in huge number of ships Sim/Dsd/Val.dat files, the controllers ID are the same! :doh:
That’s not good for conflicts … not at all.
I will have to change all of them :yep:
The zon ID are now all different by the way :up:

:Kaleun_Salute:

Fifi
02-26-23, 06:16 AM
A discover bringing always an other, bad surprise bringing always others bad surprises, I discovered not only ships had zones box & files problems… but all planes too… and our GUC submarines as well!!! (We don’t even have any turm zon.dat :doh: except for 2 IX types…)
It has to be corrected and fixed, as well as all the non desired same controller’s ID…:yep:

So I’m taking the time to do it fine, and as we use to say, it will be ready when it will be ready :)
But it will be an other game in my opinion :03:
I don’t give up, and never will!

:Kaleun_Salute:

Wolfstriked
02-26-23, 07:01 AM
:D:up::salute:

FUBAR295
02-26-23, 09:37 AM
A discover bringing always an other, bad surprise bringing always others bad surprises, I discovered not only ships had zones box & files problems… but all planes too… and our GUC submarines as well!!! (We don’t even have any turm zon.dat :doh: except for 2 IX types…)
It has to be corrected and fixed, as well as all the non desired same controller’s ID…:yep:

So I’m taking the time to do it fine, and as we use to say, it will be ready when it will be ready :)
But it will be an other game in my opinion :03:
I don’t give up, and never will!

:Kaleun_Salute:

"It is true our troops are green, but their troops are green also, all of us are green together." Abraham Lincoln

What I am getting at is, if the boxes/zones for ships were wacked and the same is for aircraft and Uboats, we would not know any difference :doh: and chalk everything up as bad luck or a odd occurrence. :timeout:

I can only surmise that with your corrections, it will make for a even more stable game environment and lessen save game issues. And maybe possibly reduce load times. :up: It definitely will be a different game. :)

So take your time, it will be well worth the wait. :yep:

Wolfstriked
02-26-23, 11:11 PM
:o I just cracked open a beer cause of my attempt at manual plotting. :oops:


I have given it a few days and I dunno,maybe my brain is not meant for this.Thing is though,the gods eye view really detracts from a feeling of realism.So I got a bit depressed and cracked open said beer.But reading a bit I found out about assisted plotting mod built into NYGM and while I am now 3 beers in there is hope on the horizon,hangover be damned!! Having to measure range and bearing to find the hidden target icon sounds perfect and same with having sonar lines with no range indication.



Is this option not available in NYGM Enhanced?I would think this was a mod to click in JSGME but I see no indication of this.

Fifi
02-27-23, 01:03 AM
:o I just cracked open a beer cause of my attempt at manual plotting. :oops:


I have given it a few days and I dunno,maybe my brain is not meant for this.Thing is though,the gods eye view really detracts from a feeling of realism.So I got a bit depressed and cracked open said beer.But reading a bit I found out about assisted plotting mod built into NYGM and while I am now 3 beers in there is hope on the horizon,hangover be damned!! Having to measure range and bearing to find the hidden target icon sounds perfect and same with having sonar lines with no range indication.



Is this option not available in NYGM Enhanced?I would think this was a mod to click in JSGME but I see no indication of this.

:Kaleun_Wink: https://www.subsim.com/radioroom/showpost.php?p=2855308&postcount=6

Wolfstriked
02-27-23, 11:34 AM
:Kaleun_Cheers: perfect thanks Fifi.....


Is assisted plotting still in NYGM? Also,does anyone have a working link for Black contacts in map for NYGM 2017A?


EDIT:...NM I never play with map contacts on so did not notice its all already there in NYGM.

Kal_Maximus_U669
02-28-23, 12:54 PM
Hello Fifi :D
I am delighted that you have spotted all these errors I am sure that we will have great super stable NYGM is super beautiful the must of modding
How about adding the option more periscope lock in the mod for those who want it... :salute:

Wolfstriked
02-28-23, 01:44 PM
Hello Fifi :D
I am delighted that you have spotted all these errors I am sure that we will have great super stable NYGM is super beautiful the must of modding
How about adding the option more periscope lock in the mod for those who want it... :salute:


What do you mean by more periscope lock?:06:

Kal_Maximus_U669
02-28-23, 02:45 PM
What do you mean by more periscope lock?:06:
hey Wolfstriked :salute:
I'm sorry but I admit that I have trouble following you.. here is the periscope lock :yep:
http://image.noelshack.com/fichiers/2023/09/2/1677613397-sh3img-28-2-2023-20-33-20-760.png

yagura
02-28-23, 03:37 PM
Periscope lock is simple to understand, but what is "more periscope lock" ? :hmmm:

Wolfstriked
02-28-23, 04:01 PM
hey Wolfstriked :salute:
I'm sorry but I admit that I have trouble following you.. here is the periscope lock :yep:
http://image.noelshack.com/fichiers/2023/09/2/1677613397-sh3img-28-2-2023-20-33-20-760.png
Its kool American here and you are french and written words can be hard to decipher.:salute:

Kal_Maximus_U669
02-28-23, 06:15 PM
Periscope lock is simple to understand, but what is "more periscope lock" ? :hmmm:
the increased difficulty especially in bad weather...:D

FalkeEins
03-03-23, 10:55 AM
Simply put - periscope lock (not locking the target) locks the vertical movement of the periscope's FOV.

Think of it as periscope optic stabilization or a horizon lock.

That is... If I'm understanding the question correctly.

I find this setting to be "more realistic" when set to ON - if we were operating the periscope IRL we'd likely be stabilizing the FOV via our autonomous body balance movements.

Set to OFF the periscope is affected by vertical and lateral movements we'd be controlling "gyroscopically" with our hands, eyes and head.

Wolfstriked
03-03-23, 11:19 AM
I think your confusing periscope lock with scope stabilization option in difficulty settings.Periscope lock is when you turn the scope view until the ship is centered with vertical line and then press lock and now the scope view stays locked onto the target.Stabilization is when the scope gets thrown up and down from waves and if you check this stabilization box the scope stays on the horizon.

FalkeEins
03-03-23, 11:21 AM
I think your confusing periscope lock with scope stabilization option in difficulty settings.Periscope lock is when you turn the scope view until the ship is centered with vertical line and then press lock and now the scope view stays locked onto the target.Stabilization is when the scope gets thrown up and down from waves and if you check this stabilization box the scope stays on the horizon.

Right, I just don't know in which context "more periscope lock" is meant.

Kal_Maximus_U669
03-03-23, 11:36 AM
Simply put - periscope lock (not locking the target) locks the vertical movement of the periscope's FOV.

Think of it as periscope optic stabilization or a horizon lock.

That is... If I'm understanding the question correctly.

I find this setting to be "more realistic" when set to ON - if we were operating the periscope IRL we'd likely be stabilizing the FOV via our autonomous body balance movements.

Set to OFF the periscope is affected by vertical and lateral movements we'd be controlling "gyroscopically" with our hands, eyes and head.

Simply put - periscope lock (not locking the target) locks the vertical movement of the periscope's FOV.

Think of it as periscope optic stabilization or a horizon lock.

That is... If I'm understanding the question correctly. :ouais::ouais:

Set to OFF the periscope is affected by vertical and lateral movements we'd be controlling "gyroscopically" with our hands, eyes and head. :nope:
No I think you will have to balance your speed according to the m/s force which eliminates the sway in the ocean there are currents the weather etc. I like this side in NYGM by Fifi the HuD Diego the lens gives a great effect during attacks... the feeling is very good in the other HuDs not the same feeling... the size of the optics no doubt.. in NYGM you can't stay still... you will have to take the initiative... wait for the right moment because of the weather..
this reinforces the real aspect I find all at least for me :D
in reality the "u boats" did not lock and did not stay still..:timeout:

Wolfstriked
03-03-23, 12:09 PM
Right, I just don't know in which context "more periscope lock" is meant.
Sometimes when in bad weather and you lock scope onto a ship the lock disengages forcing you to place vertical line back onto target and press lock again.I think he wants it easier to disengage locking onto the ship.

Fifi
03-03-23, 01:46 PM
in reality the "u boats" did not lock and did not stay still..:timeout:

Absolutely :up:
And I really don’t like the periscope lock button (of course I never use it) completely arcade & unrealistic… if it was me, I would just delete all those so call aids :D

Work of next update is still running on. Very long work, probably the longest I’ve ever done for this game … but result should be awesome in my opinion (other wise I would prefer doing something else :haha )

:Kaleun_Salute:

Wolfstriked
03-03-23, 02:19 PM
Absolutely :up:
And I really don’t like the periscope lock button (of course I never use it) completely arcade & unrealistic… if it was me, I would just delete all those so call aids :D

Work of next update is still running on. Very long work, probably the longest I’ve ever done for this game … but result should be awesome in my opinion (other wise I would prefer doing something else :haha )

:Kaleun_Salute:


I don't agree about the periscope lock button being unrealistic as its a game and you must let go of control of scope to be able to click buttons onscreen.I had removed the periscope lock button previously but have since re-enabled it.In my game Pressing F locks scope to target and then pressing Shift+F identifies target.This way I can open up the recognition manual and click with the mouse thru the ships.If there was a way to bind keys to scroll thru the recognition manual I would disable it again.


BTW,will the work your doing on zones fix the horribleness of getting a stern shot that destroys the propellers but ship keeps going?

FUBAR295
03-03-23, 03:10 PM
Work of next update is still running on. Very long work, probably the longest I’ve ever done for this game … but result should be awesome in my opinion (other wise I would prefer doing something else :haha )

:Kaleun_Salute:

Modding is a bit like eating peanuts or potato chips, once you start you can not stop and your appetite is never quite satisfied. :D :03: :yep: :up:

Keep going my friend. :salute:

Fifi
03-04-23, 02:07 AM
BTW,will the work your doing on zones fix the horribleness of getting a stern shot that destroys the propellers but ship keeps going?

That’s a good question.
90% of ships have correct propeller zone box (now 100%) but it seems they keep going on once destroyed.
I suspect a hard coded bug that I can’t fix right now…
Only way to stop ship for sure is to destroy engine room, so I will test later on replacing propeller box by engine room box…and see what happens :03:
Maybe a turn around could help fixing this bug.

:Kaleun_Salute:

Wolfstriked
03-04-23, 03:41 AM
That’s a good question.
90% of ships have correct propeller zone box (now 100%) but it seems they keep going on once destroyed.
I suspect a hard coded bug that I can’t fix right now…
Only way to stop ship for sure is to destroy engine room, so I will test later on replacing propeller box by engine room box…and see what happens :03:
Maybe a turn around could help fixing this bug.

:Kaleun_Salute:


Interesting! :yeah:maybe just remove the propeller box zone and extending the engine room zone to cover the area.

Mister_M
03-04-23, 10:51 AM
That’s a good question.
90% of ships have correct propeller zone box (now 100%) but it seems they keep going on once destroyed.
I suspect a hard coded bug that I can’t fix right now…
Only way to stop ship for sure is to destroy engine room, so I will test later on replacing propeller box by engine room box…and see what happens :03:
Maybe a turn around could help fixing this bug.


Strange ! :hmmm:

Every time I've destroyed the propeller of a ship, then there was no more smoke coming out of the funnel and the ship would eventually come to a halt.


I'm going to test again...

FUBAR295
03-04-23, 11:26 AM
Strange ! :hmmm:

Every time I've destroyed the propeller of a ship, then there was no more smoke coming out of the funnel and the ship would eventually come to a halt.


I'm going to test again...

It does not happen all the time. :timeout: It is certain ships that this is a issue with, I just never noted which ship(s) were involved. It has happened to me more than a handful of times over the years. :yep:

Wolfstriked
03-04-23, 12:48 PM
It does not happen all the time. :timeout: It is certain ships that this is a issue with, I just never noted which ship(s) were involved. It has happened to me more than a handful of times over the years. :yep:


Interesting as this coincides with Fifi's comment that the propeller zone was correct for 90% of ships.

Fifi
03-04-23, 01:44 PM
When I will have finish actual work (how many days I dunno) I will investigate this propeller problem from closer…
It could come from the propeller settings in zone Cfg file too, maybe not appropriate …

Actually I had to rebuild from scratch many of our destroyers zones box… again, had bad surprises when checking them.
Found ships without any fire boxes (VonDos) or not correct at all (mainly imported SH4 ships)… added many new boxes too, so all masts & lifeboats & funnels etc are now destructible.
280 ships to check and rebuild to my standards that a lot of work and time :timeout:

:Kaleun_Salute:

fitzcarraldo
03-04-23, 04:28 PM
When I will have finish actual work (how many days I dunno) I will investigate this propeller problem from closer…
It could come from the propeller settings in zone Cfg file too, maybe not appropriate …

Actually I had to rebuild from scratch many of our destroyers zones box… again, had bad surprises when checking them.
Found ships without any fire boxes (VonDos) or not correct at all (mainly imported SH4 ships)… added many new boxes too, so all masts & lifeboats & funnels etc are now destructible.
280 ships to check and rebuild to my standards that a lot of work and time :timeout:

:Kaleun_Salute:

Many thanks FiFi for all the hard work :Kaleun_Applaud:

Enjoying now your version 3.2.

Best regards.

Fitzcarraldo :Kaleun_Salute:

Wolfstriked
03-04-23, 11:09 PM
Is crew efficiency intentionally set this low when starting out in NYGME? Quite a few times my SO doesn't hear anything and we are being circled above by ships.Other times I go up on deck and see a ship 500m away and ask WO nearest visual contact and he replies no visual contacts.I noticed that the efficiency of these compartments is very low like 15%.


Watch video of George Haeder here where he is baffled by how good the AI of DD escorts are but angry about his SO :har: Earlier in video he was ranting about being done and moving on! @ 1:50:00

https://www.youtube.com/watch?v=O3b3RoV5FV0&t=770s

Fifi
03-05-23, 01:47 AM
Is crew efficiency intentionally set this low when starting out in NYGME?

Yes, it was Stiebler desire, I never changed this part of game.
At start, you have the minimum, but after some time your crew will gain experience & grade with promotions and the efficiency should raise a bit :yep:
But I’ve never seen 100% efficiency in NYGM … and I like it this way.

:Kaleun_Salute:

Wolfstriked
03-05-23, 01:40 PM
Its a nice idea done to extreme aka the evolution of the darker manual.:D

NYGM screams realism but I feel this part does not match well with the others.Maybe an option in JSGME for half efficiency that goes to full when you get your crew in better shape so it keeps a bit of NYGM idea intact but you start with a semi functioning crew....

Wolfstriked
03-06-23, 11:17 PM
I have chased this ship 3 times already.It shows as a merchant on sonar and WE identifies ship as tugboat.
https://imgur.com/RcGVYOF


I saved and then drove at it to see if it behaves as merchant and it attacked.
https://i.imgur.com/7qcRVLL.png

Fifi
03-07-23, 01:53 AM
I have chased this ship 3 times already.It shows as a merchant on sonar and WE identifies ship as tugboat.
https://imgur.com/RcGVYOF


I saved and then drove at it to see if it behaves as merchant and it attacked.
https://i.imgur.com/7qcRVLL.png

And?
Don’t rely on your AI crew only… plenty merchants will attack you if armed.

:Kaleun_Salute:

Wolfstriked
03-07-23, 03:28 AM
And?
Don’t rely on your AI crew only… plenty merchants will attack you if armed.

:Kaleun_Salute:


I thought same thing.Adds a bit of uncertainty. :Kaleun_Applaud:

Fifi
03-07-23, 11:06 AM
Oh my god! :o When zones boxes are correct & at the right place, it’s an other game !! :ping:
For instance, finished the minelayer revision. When firing the 88mm deck gun at the mines on the ships deck… what a fireworks :o
Excellent !

:Kaleun_Salute:

rik007
03-07-23, 12:22 PM
Enjoying your modding? Great!

Wolfstriked
03-07-23, 01:59 PM
Its kinda crazy to think of how perfectly simulated a simulation of submarine warfare is.Exact bearing and range pushing out to encompass a whole world to exact detail so it all works together.Accurate sun and stars etc etc etc.


And then they just gave up at accurate ship damage zones and you just have to:k_confused:
Thanks for the work Fifi,your doing Gods work :D

Fifi
03-08-23, 06:02 AM
I think I have found how to solve this propeller problem :up:
At least theoretically … and it’s logical … to test it yet …after current work.

:Kaleun_Salute:

FalkeEins
03-10-23, 03:52 PM
I can't wait to pick up SHIII again once this update drops!

Fifi
03-11-23, 04:58 AM
Total 280 ships revision is done :up:
All zone boxes adjusted, collision spheres, as well as all nodes…not to say about controllers ID now without interferences between ships.
Zones boxes adjusted & corrected to fit NYGM zones Cfg file.
New zones boxes created into zones.Cfg file to fit some ships tonnage characteristics (for sinking)…
Numerous errors have been fixed and corrected.
Now they are all done to my standards :03:

Actually started our U-boats zones revision; already found many things that need to be adjusted and/or corrected! :ping:
No wonder some events or damages never happened…

:Kaleun_Salute:

FUBAR295
03-11-23, 07:45 AM
:rock::Kaleun_Salivating:

Fifi
03-11-23, 01:22 PM
:haha: When you see how wrong are all boxes & spheres...in example the type XXIII here...still some work on the table! :D

https://i.postimg.cc/HW5rrxFb/1.jpg

https://i.postimg.cc/dtYLrFKp/2.jpg

Already done type II, VII, IX & XXI today :up:
Will revise also all the sensors zones boxes (i noticed some are missing or at wrong place!)

:Kaleun_Salute:

Fifi
03-12-23, 12:23 PM
Finally managed to get what i have readed in some war testimonies...
When torpedo is hitting, not only water column in the air (like before) but also great explosion column!!
Not to say by night the effect is terrific :D

https://i.postimg.cc/B6JzN1md/SH3-Img-12-3-2023-18-11-22-781.jpg

https://i.postimg.cc/Hx3hNsKj/SH3-Img-12-3-2023-18-12-1-218.jpg

Huge revision is in its last steps... remaining total planes rework :up:

:Kaleun_Cheers: :Kaleun_Salute:

fitzcarraldo
03-12-23, 04:18 PM
Finally managed to get what i have readed in some war testimonies...
When torpedo is hitting, not only water column in the air (like before) but also great explosion column!!
Not to say by night the effect is terrific :D

Huge revision is in its last steps... remaining total planes rework :up:

:Kaleun_Cheers: :Kaleun_Salute:

Looks awesome :Kaleun_Applaud::Kaleun_Applaud:

Have you checked this?: https://www.subsim.com/radioroom/showthread.php?p=2857524#post2857524

I´m downloading it now, to try...

Many thanks for all the work :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

Wolfstriked
03-12-23, 07:10 PM
:Kaleun_Thumbs_Up::Kaleun_Cheers::Kaleun_Cheers:

GrenSo
03-13-23, 01:22 AM
Great! :Kaleun_Applaud:

Fifi
03-13-23, 05:29 AM
Same problems with planes files… bad zones & spheres offsets + commons ID.
I’m reworking the whole planes set :yep:
Hopefully there are lot less than ships!

:Kaleun_Salute:

Kongo Otto
03-15-23, 02:36 PM
Is crew efficiency intentionally set this low when starting out in NYGME? Quite a few times my SO doesn't hear anything and we are being circled above by ships.Other times I go up on deck and see a ship 500m away and ask WO nearest visual contact and he replies no visual contacts.I noticed that the efficiency of these compartments is very low like 15%.


Watch video of George Haeder here where he is baffled by how good the AI of DD escorts are but angry about his SO :har: Earlier in video he was ranting about being done and moving on! @ 1:50:00

https://www.youtube.com/watch?v=O3b3RoV5FV0&t=770s


Yeah, well the SO is kind of a moron, tbh.
Lat time he was shouting "I didn't hear nothing, Colonel Hogan, absolutely nothing!" all the time (Just kidding, ofc) :D
I might transfer him to the Infantry! :hmmm:

But I really do like the mod, really great work done by FiFi.
Need to get back to base and then I will upgrade to FiFi's new version of the mod.
Sadly I had no time to do a video for the last two weeks.

Wolfstriked
03-15-23, 03:23 PM
Yeah, well the SO is kind of a moron, tbh.
Lat time he was shouting "I didn't hear nothing, Colonel Hogan, absolutely nothing!" all the time (Just kidding, ofc) :D
I might transfer him to the Infantry! :hmmm:

But I really do like the mod, really great work done by FiFi.
Need to get back to base and then I will upgrade to FiFi's new version of the mod.
Sadly I had no time to do a video for the last two weeks.


LOL yeah its a bit harsh NYGM "feature".I got my crew to a bit better efficiency and trained 2 petty officers with sonar and it helped a bit.But then I started changing some sounds in my personal game and was just starting up SH3 commander over and over.Each time I noticed the sailors transferring out but just brushed it off.So after about 15 restarts I head out to sea and this is where I realized all my crew who had any skill where the ones transferring out.:o I still had my petty officer trained in flak gunner though!:har:

Fifi
03-16-23, 01:34 AM
LOL yeah its a bit harsh NYGM "feature".I got my crew to a bit better efficiency and trained 2 petty officers with sonar and it helped a bit.But then I started changing some sounds in my personal game and was just starting up SH3 commander over and over.Each time I noticed the sailors transferring out but just brushed it off.So after about 15 restarts I head out to sea and this is where I realized all my crew who had any skill where the ones transferring out.:o I still had my petty officer trained in flak gunner though!:har:

About crew, new version will be…different from what we have all experienced :03:
Mainly deck gun crew & flak crew … they are now more prawn to be badly wounded when shells whistle all around :D
Also deck gun & flak guns have different zones boxes, generally weaker than before, plus collisions spheres added to them so you can/should loose them outright…
Same for plenty others items, such as KDB etc…

:Kaleun_Salute:

Wolfstriked
03-16-23, 03:37 AM
About crew, new version will be…different from what we have all experienced :03:
Mainly deck gun crew & flak crew … they are now more prawn to be badly wounded when shells whistle all around :D
Also deck gun & flak guns have different zones boxes, generally weaker than before, plus collisions spheres added to them so you can/should loose them outright…
Same for plenty others items, such as KDB etc…

:Kaleun_Salute:


Watching a video of (iirc) SH5 and a massive ship gets torpedoed in stern and the mast on bow of th ship explodes and falls.:k_confused:
Great stuff Fifi:up:


How do you feel about enemy ship accuracy?I watched a SH3(not NYGM) video a few days ago and the sub was on the surface with 2DDs firing at it at medium range.I was yelling crash dive but player was calm and collected and stayed on surface to complete the attack.I prey on lone merchants only,even this early in the war so little experience to the accuracy of enemy cannons.just wondering how you geel about NYGM ship weapon accuracy.....

Fifi
03-16-23, 07:32 AM
Watching a video of (iirc) SH5 and a massive ship gets torpedoed in stern and the mast on bow of th ship explodes and falls.:k_confused:
Great stuff Fifi:up:


How do you feel about enemy ship accuracy?I watched a SH3(not NYGM) video a few days ago and the sub was on the surface with 2DDs firing at it at medium range.I was yelling crash dive but player was calm and collected and stayed on surface to complete the attack.I prey on lone merchants only,even this early in the war so little experience to the accuracy of enemy cannons.just wondering how you geel about NYGM ship weapon accuracy.....

In my NYGM, ennemy ships are usually deadly … their guns accuracy is not that bad.
In future next version, they can give you more damage also:03:
In my tests, attacking a very well armed cargo (AK01A), I lost half of my crew using deck gun :D not to say how bad my sub was damaged!
Same for planes attack test with the AA gun…
Now you have to think twice before engaging any ennemy … better to be far enough of him/them.

Currently testing career mode, very good news is I gained 2mn loading time on new version (on my PC). That’s quite a lot, not sure about the cause … I corrected so many things!

Forgot to say now we can activate Hsie realistic repair times option in NYGM !
Working great so far :up:

:Kaleun_Salute:

Fifi
03-16-23, 11:05 AM
Also… added new AlexB C1 small cargo (revised for new NYGM standards)
Also… added planes pilot ejection when engine destroyed (ejection if pilot have enough time - not always)
Also… all U Boat have now conning tower visible damage
Etc

:Kaleun_Salute:

Wolfstriked
03-16-23, 03:32 PM
:Kaleun_Applaud: etc :D:up:

fitzcarraldo
03-16-23, 07:25 PM
The "etc..." are very promising :Kaleun_Wink:

Great job FiFi. Indeed, this mod is a must have for our oldie SH3.

Best regards.

Fitzcarraldo :Kaleun_Salute:

Fifi
03-17-23, 02:00 AM
The "etc..." are very promising :Kaleun_Wink:

Great job FiFi. Indeed, this mod is a must have for our oldie SH3.

Best regards.

Fitzcarraldo :Kaleun_Salute:

:) In the etc, there is also the fix for the visual glitch on water, when u boat damaged (bad water reflection of damage decals all around the sub)
Numerous months that I tried to solve it unsuccessfully … now it’s done! :yeah:

This incoming version 3.3 will really be a major one!

:Kaleun_Salute:

GrenSo
03-17-23, 02:52 AM
This incoming version 3.3 will really be a major one!



That's sound very, very interesting. :Kaleun_Applaud:

Fifi
03-17-23, 08:26 AM
Actually trying to fix a last thing before release:
When our deck gun or flak gun destroyed or damaged, there is a damaged gun (flak or 88mm/105mm) 3D model ingame that never appears and showing …
I will try to make it appear … if I can :D

EDIT: solved, was not a bug, just a hit points setting too strong …

:Kaleun_Salute:

Fifi
03-17-23, 02:33 PM
New AlexB ship C1

https://i.postimg.cc/BnqvG8TH/SH3-Img-14-3-2023-19-35-2-210.jpg

Night torpedo hit

https://i.postimg.cc/qvjvBkwY/SH3-Img-16-3-2023-16-2-6-565.jpg

broken deckgun appearing when conditions reached

https://i.postimg.cc/RFnSTwm5/SH3-Img-17-3-2023-16-46-58-127.jpg

turm damage visible now without water reflection glitch

https://i.postimg.cc/FKzs72nK/SH3-Img-17-3-2023-9-23-18-165.jpg

Pilot parachute ejection when dead engine

https://i.postimg.cc/s2LfSwt4/SH3-Img-17-3-2023-9-24-20-965.jpg

etc ... :haha:

Kal_Maximus_U669
03-17-23, 03:01 PM
Hey Fifi :D:salute::salute:
https://media0.giphy.com/media/6iK3puhCuNms8/giphy.gif

FUBAR295
03-17-23, 04:01 PM
:o Whaoooooooooo! :D :up:

:yeah:

fitzcarraldo
03-17-23, 07:07 PM
This is gorgeous, awesome and it seems a new game :Kaleun_Cheers::Kaleun_Cheers:

God bless you, Fifi :Kaleun_Applaud:

Waiting...this weekend? :Kaleun_Salivating:

Regards.

Fitzcarraldo :Kaleun_Salute:

Wolfstriked
03-17-23, 08:18 PM
:o
:timeout:
:doh:
:)
:D
:03:
:Kaleun_Salute:

Doolar
03-17-23, 09:41 PM
I've been holding of starting a new career in antiticpation, Can't wait. Looks good.

Fifi
03-18-23, 01:20 AM
Thanks guys :)

I've been holding of starting a new career in antiticpation, Can't wait. Looks good.

Yes this update will require fresh new install, hence new career mandatory :yep:

Still some tests to run, to fine tune some elements.
Many things have changed with our U Boat, he is slightly weaker than before, and you’ll have to take care of him more than ever :D
After all, ennemy isn’t throwing carrots at us! :haha: … and let’s not forget the NYGM meaning.

:Kaleun_Salute:

GrenSo
03-18-23, 05:02 AM
I Can't wait for the release.

Dieselglock
03-18-23, 09:56 AM
Thanks again for your hard work FIFI:Kaleun_Thumbs_Up:

Fifi
03-19-23, 06:07 AM
While testing our U Boats damage zones against ennemy guns (cannon), realized those ennemies warships are really throwing carrots at us :doh:

Started to revise guns shells dat, and now first direct hit of cannon shell in our conning tower instantly kills the crew standing there (as it should be!)
1/2 directs hit in U Boat hull should give quite bad damage too…
So again many tests to come, and update will be ready when it will be ready! :D

:Kaleun_Salute:

Mister_M
03-19-23, 06:21 AM
Yes, the whole damage system has to be revised... Good luck ! :salute:

Kal_Maximus_U669
03-19-23, 08:36 AM
the update will be ready when it's ready :yep::D
I am confident given the announced program that promises ... we are ready :haha::haha::yeah:
https://image.noelshack.com/fichiers/2023/11/7/1679233317-01.jpg

Fifi
03-19-23, 01:16 PM
Yes, the whole damage system has to be revised... Good luck ! :salute:

I will do what I can, even if it’s not 100% perfect :03:
But it should be better anyway (for me at least)

:Kaleun_Salute:

Wolfstriked
03-19-23, 06:51 PM
You know good stuff etc is being developed when sub does back down to periscope depth
:lurk:

Fifi
03-21-23, 11:33 AM
What happened to British fairplay? :D

https://i.postimg.cc/q74FDpqG/SH3-Img-21-3-2023-13-42-40-647.jpg

https://i.postimg.cc/2S4Jx1k6/SH3-Img-21-3-2023-13-41-46-812.jpg

Update coming very very soon!

:Kaleun_Salute:

torpille
03-21-23, 11:37 AM
:Kaleun_Cheers::Kaleun_Thumbs_Up:

Fifi
03-21-23, 12:26 PM
NEW UPDATE V3.3 IS OUT!

So here is my new baby, after so many days of work :)
The base is still old NYGM, but they are so many changes I decided to call it « Steel Coffin edition »… it’s a brand new game!
:Kaleun_Wink:

NYGM Enhanced - Steel Coffin edition - (V3.3)

SHIPS:

- Zones boxes and spheres revised
- Command deck box added to all ships
- Sweet spot added to some ships for gun & torpedo hit
- All elements destroyable when possible (masts/funnels/lifeboats/pipes/rudders/propellers etc)
- New zones boxes created with different flooding (some small cargos can sink faster)
- New effects (fire/smoke/explosions)
- Torpedo hit explosion fire column added
- Flames water reflection adjusted
- AlexB latest small cargo C1 added
- AI guns shells more powerful (cannons)
- Ships loosing rudder or/and propeller should stop now
- Visual damage re-worked (ship size taken in account)
- Destroyers are now a bit stronger to torpedo hit

PLANES:

- Zones boxes and spheres revised
- Pilot ejection added with parachute
- New effects

U-BOATS:

- Zones boxes and spheres revised (ie Aft batteries at correct place, engines boxes slightly enlarged etc)
- Deck gun & Flak revised, now weaker (also to depth charges)
- Deck gun & Flak damaged 3D model now appearing when they are destroyed
- Visual damage decals corrected
- Damage decals water reflection glitch fixed
- Conning tower have now damage decals appearing
- Visual damaged including AI U-Boats
- Sensors zones boxes revised
- Watch tower, periscope, hydrophone receivers weaker to depth charges
- U-Boat is globally weaker in all aspects now…

I find it more challenging, you MUST take care of your U-Boat, beware the planes and the destroyers like ever…
Small ships should sink faster than before, big ships should take some time…or not…all depending where you hit. Sweet spots for deck gun & torpedo has been added :D

FRESH INSTALL RECOMMENDED - NO SAVE GAME COMPATIBLE !

Have fun, hope you’ll enjoy this version! :03:

:Kaleun_Cheers::Kaleun_Salute:

GrenSo
03-21-23, 12:48 PM
NEW UPDATE V3.3 IS OUT!

So here is my new baby, after so many days of work :)
The base is still old NYGM, but they are so many changes I decided to call it « Steel Coffin edition »… it’s a brand new game!
:Kaleun_Wink:


:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:


I will install and test it one the weekend.

Dieselglock
03-21-23, 02:56 PM
NEW UPDATE V3.3 IS OUT!

So here is my new baby, after so many days of work :)
The base is still old NYGM, but they are so many changes I decided to call it « Steel Coffin edition »… it’s a brand new game!


:

:Kaleun_Salute::Kaleun_Applaud::Kaleun_Cheers:

fitzcarraldo
03-21-23, 05:36 PM
NEW UPDATE V3.3 IS OUT!



Steel Coffin Edition? What a wonderful life! :k_rofl:

Downloading this gem. Many thanks for all the work, FiFi. This is a new standard for SH3.


Best regards :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

Wolfstriked
03-21-23, 07:04 PM
Fifi is "The Man".:Kaleun_Applaud:
Thank you for the hard work.....:up:

Fifi
03-22-23, 02:58 AM
Forgot to say during my tests for depth charging, for very first time ever in SH3, my sonar man announced me « destroyer in attack run » !!! :o:o
Text was in the dedicated box too…

That’s very strange after all those years, suddenly one of the sound file that never worked … was working. Once, only one time unfortunately.
Probably a very special parameter was finally reached … maybe … still a mystery :)

rik007
03-22-23, 04:47 AM
That would be great...! After more than 15 years... ! Thank you very much for year update... downloading...

Doolar
03-22-23, 06:52 AM
Thank you Fifi, working great, looking fantastic.

FalkeEins
03-22-23, 10:02 AM
Sadly, I don't seem to be able to start a career at all.

Fresh, new install of SHIII (via Steam) with everything copied over, mods enabled, using SH3C to generate the career, enter game, start mission and it crashes to desktop after loading for 5-10 minutes.

GrenSo
03-22-23, 10:12 AM
Hi Fifi,


if I will start a new career with active "ARB WideGui 1920x1080 v0.4" it works only without SH3 Comander and I have to use the normal SH3.exe. If I start the game with SH3 Comander the game crashed (CTD) after loading the patrol.



Single missions work fine.



:k_confused:

Do you have any idea what I have to change in the settings?



Here are the mod list
https://i.postimg.cc/J4Hyn7b8/Screenshot-2023-03-22-161145.jpg

Fifi
03-22-23, 11:05 AM
Strange :hmmm:
I just launched a new career without issue here :doh:
Will investigate later, I’m not home right now …

:Kaleun_Salute:

Kal_Maximus_U669
03-22-23, 12:02 PM
Hi Fifi,


if I will start a new career with active "ARB WideGui 1920x1080 v0.4" it works only without SH3 Comander and I have to use the normal SH3.exe. If I start the game with SH3 Comander the game crashed (CTD) after loading the patrol.



Single missions work fine.



:k_confused:

Do you have any idea what I have to change in the settings?



Here are the mod list
https://i.postimg.cc/J4Hyn7b8/Screenshot-2023-03-22-161145.jpg

when do you start?

Kal_Maximus_U669
03-22-23, 12:09 PM
Bonjours Masters Fifi :D:salute::salute:
je dois dire que je ne m attendais pas a cette sortie rapide de la mise a jours...
Fifi je viens de monter comme tu le sais j ai pour habitude de faire un tour coter academy naval pour observer ton travaille.. :yep:
je suis sur le "cul" un travaille qui depasse tous ce que j ai pu voir au niveau des explosions vraiment Masters vous etes incroyable magnifique...
je nai pas encore tester tous.. en particulier les torpilles et carriere naval..
mais vue le programme je le sens bien... :D
Pour le problemes de GrenSo qu il enleve l ARB 0.4 puis les mecaniciens types 9 ...lors de la phase d entrer en carriere je recommande ne rien trafiquer..dans ce premiers tour ne pas actriver des choses tiers..de plus je lai dit L ARB a besoin de corrections..a moins que Fifi l ai fait je n ai pas tous regarder encore..
mais j en doute il ne peut etre partout...lol
rien ajouter au mods afin de detecter les problemes...a moins de maitriser ce que vous faites...
ici un cour extraits des explosions beaucoup de chose on ete realiser tester.. vous le verrez..cest pourquoi j ajouterais rien tellement il y a dire... thx Fifi c est un sans faute.. :yeah:
extraits:
https://image.noelshack.com/fichiers/2023/12/3/1679504796-sh3img-22-3-2023-17-13-41-593.png
https://image.noelshack.com/fichiers/2023/12/3/1679504804-sh3img-22-3-2023-17-14-52-815.png
https://image.noelshack.com/fichiers/2023/12/3/1679504812-sh3img-22-3-2023-17-28-34-239.png
https://image.noelshack.com/fichiers/2023/12/3/1679505705-sh3img-22-3-2023-17-15-20-330.png
https://image.noelshack.com/fichiers/2023/12/3/1679504820-sh3img-22-3-2023-17-36-18-526.png
https://image.noelshack.com/fichiers/2023/12/3/1679504829-sh3img-22-3-2023-17-36-57-174.png
Hello Masters Fifi
I must say that I did not expect this rapid release of the update...
Fifi I just went up as you know I usually take a ride to the naval academy to observe your work..
I am on the "ass" a work that exceeds all that I have seen in terms of explosions really masters you are incredible...
I have not yet tested all of them, in particular the torpedoes and naval quarry..
but considering the program I feel it...
for the problems of GrenSo that he removes the ARB 0.4 then the type 9 mechanics ... during the phase of entering the career I recommend not to tamper with anything .. in this first round do not activate third-party things .. moreover I have it says ARB needs corrections..unless Fifi did I haven't looked at all of them yet..
but I doubt it it can't be everywhere...lol
add nothing to the mods in order to detect problems... unless you know what you are doing...
here a short extract from the explosions a lot of things we have been doing to test.. you will see it.. that is why I would add nothing so much there is to say thx Fifi is faultless..

GrenSo
03-22-23, 12:36 PM
Strange :hmmm:
I just launched a new career without issue here :doh:
Will investigate later, I’m not home right now …

:Kaleun_Salute:

I also find it strange.

And I found something other strange too. Li told the diesel reserve is down to 50 % after 10 days on sea, but I can't see it.

https://i.postimg.cc/hg5d7Lx4/SH3-Img-22-3-2023-18-30-43-56.jpg



when do you start?


At the first day of the war. 1st September 1939 in 1st flotilla.

Kal_Maximus_U669
03-22-23, 01:09 PM
I also find it strange.

And I found something other strange too. Li told the diesel reserve is down to 50 % after 10 days on sea, but I can't see it.

https://i.postimg.cc/hg5d7Lx4/SH3-Img-22-3-2023-18-30-43-56.jpg






At the first day of the war. 1st September 1939 in 1st flotilla.

I just started 1st September 1939 in 1st flotilla..8 to 9 mm loading start without problem ... :D:up:
In your list why are you using NYGM_Enhanced_1941_AirCoverage:hmmm:
since this is not the right time to activate..:timeout:
I head tile AO59 patrol the first :yep::salute::salute:
I'll tell you more about the rest... but I have to progress but know that you have to be careful with your speed, especially in immersion... but I think you know that, don't you? :yep::salute:

GrenSo
03-22-23, 01:17 PM
In your list why are you using NYGM_Enhanced_1941_AirCoverage:hmmm:
since this is not the right time to activate..:timeout:



I will test it on the weekend without and with active "ARB WideGui 1920x1080 v0.4" again.



I head tile AO59 patrol the first :yep::salute::salute:


I got the same patrol area. :Kaleun_Salute:

Kal_Maximus_U669
03-22-23, 01:19 PM
I will test it on the weekend without and with active "ARB WideGui 1920x1080 v0.4" again.






I got the same patrol area. :Kaleun_Salute:
your photo shows the reserve of oxi etc ... not the diesel it is the other where you choose your speed then you will have diesel in the right circles widdjet of your screen

Perfect like that.. we could compare :D:D

Fifi
03-22-23, 01:22 PM
GRENSO:

Clic on first green button! :Kaleun_Wink:

https://i.postimg.cc/nzYBtXtM/SH3-Img-22-3-2023-19-2-32-893.jpg

TO ALL OTHERS:

ARB GUI IS WORKING FINE.
ONLY STATIC CREW MODS SEEMS TO HAVE PROBLEM...WILL FIX IT.

THIS SET UP IS WORKING FINE (with 1943 air coverage too):

https://i.postimg.cc/1tZwTp2L/Sans-titre.jpg

Let me know if this set up is working for you!
:Kaleun_Salute:

silentwayIII
03-22-23, 01:39 PM
Hi Fifi
No issues with 3.3 in my setup unlike some of the others who have commented they are experiencing various issues and CTD. the only issue I have encountered is when driving the XXI (1944) with 3.3, the radar antenna does not rotate when in the up position.

I tried the antenna with my previous install (3.2) the antenna does rotate with that version when in the up position.
silentwayIII

GrenSo
03-22-23, 01:43 PM
your photo shows the reserve of oxi etc ... not the diesel it is the other where you choose your speed then you will have diesel in the right circles widdjet of your screen

Perfect like that.. we could compare :D:D

Ops... my fault :D:D

GRENSO:
Clic on first green button! :Kaleun_Wink:
https://i.postimg.cc/nzYBtXtM/SH3-Img-22-3-2023-19-2-32-893.jpg


I'm sorry but last time I use only ARB Gui. It's my fault. :k_confused: I'm realy realy sorry.



TO ALL OTHERS:

ARB GUI IS WORKING FINE.
ONLY STATIC CREW MODS SEEMS TO HAVE PROBLEM...WILL FIX IT.

THIS SET UP IS WORKING:
https://i.postimg.cc/1tZwTp2L/Sans-titre.jpg

:Kaleun_Salute:

I will test it, but not today, because my wife is waiting. Otherwise, she will kill me. :D

Fifi
03-22-23, 04:36 PM
Ops... my fault :D:D


I'm sorry but last time I use only ARB Gui. It's my fault. :k_confused: I'm realy realy sorry.



I will test it, but not today, because my wife is waiting. Otherwise, she will kill me. :D

Ok :up:
It’s recommended to use light VII interior when using type VII… to save memory.
For type IX no need, it’s not full interior anyway.
Try to not activate static crew mod, again to save memory :yep:
You can use again ARB, there is no problems with it!
:Kaleun_Salute:

Fifi
03-22-23, 05:12 PM
Hi Fifi
No issues with 3.3 in my setup unlike some of the others who have commented they are experiencing various issues and CTD. the only issue I have encountered is when driving the XXI (1944) with 3.3, the radar antenna does not rotate when in the up position.

I tried the antenna with my previous install (3.2) the antenna does rotate with that version when in the up position.
silentwayIII

Thanks, I will check this type XXI antenna … I never use this type…

:Kaleun_Salute:

Kal_Maximus_U669
03-22-23, 06:51 PM
hey Master
Tous ce deroule selon le plan...debut impeccable effets speciaux.. meteo.. incendie.. au top..!!
rechargement de sauvegarde un peu capricieux mais c est pas nouveau...cela depends des zones mais cela fonctionne...
Bravo Fifi encore... un travaille superbe ...felicitation et je suis qu au debut..!!!

:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2859414&postcount=16843

GrenSo
03-23-23, 02:13 AM
And once more Fifi. I didn't got the UZO view, when I push the U key on keyboard and I had to click on the UZO to got it. I had compared the German and English command file, but both are identical. I use German key layout.
Did you change any settings in the command.cfg file?

And another topic. Can someone tell me how to use the binocular from the ARB Gui with in DGUI?
The textures I have to use are clear, and I tried it yesterday and edit the menu file, but something was missing.

Fifi
03-23-23, 02:26 AM
And once more Fifi. I didn't got the UZO view, when I push the U key on keyboard and I had to click on the UZO to got it. I had compared the German and English command file, but both are identical. I use German key layout.
Did you change any settings in the command.cfg file?

And another topic. Can someone tell me how to use the binocular from the ARB Gui with in DGUI?
The textures I have to use are clear, and I tried it yesterday and edit the menu file, but something was missing.

In this game, to raise UZO, it was never just U key…
To raise UZO it is Shift + U from long time :D
From memory you can see it also in F1 help menu!…and the readme pdf…
And it works this way with DGUI & ARB :yep:
But with ARB you can use also the icon on left hand bar appearing …

@Kal
Thank you for your kind words & Feedback :up:

:Kaleun_Salute:

GrenSo
03-23-23, 02:41 AM
In this game, to raise UZO, it was never just U key…
To raise UZO it is Shift + U from long time :D


No, no, this is a misunderstanding. The raise with Shift+U and the lower with Ctrl+U of the UZO work's fine like in the past. I just mean the view of or better through the UZO.

In both command files I saw a comment out with a ; in the command of the UZO_camera. I Can't tell you the exact Cmd number, because I'm not at home.

Fifi
03-23-23, 03:19 AM
No, no, this is a misunderstanding. The raise with Shift+U and the lower with Ctrl+U of the UZO work's fine like in the past. I just mean the view of or better through the UZO.

In both command files I saw a comment out with a ; in the command of the UZO_camera. I Can't tell you the exact Cmd number, because I'm not at home.

Oh yes...it was intentional!
This way you can see through the uzo ONLY when it is raised on deck!
And if uzo destroyed (yes it can) you can't see anymore through it! :D
It was done few updates ago

GrenSo
03-23-23, 03:51 AM
Oh yes...it was intentional!
This way you can see through the uzo ONLY when it is raised on deck!
And if uzo destroyed (yes it can) you can't see anymore through it! :D
It was done few updates ago


Ah okay. The last version I used was 2.9 and I just downloaded the newer one but I don't use it. :D
If I understand you correctly, the view through the UZO works just with clicking on it, if it's raised or with the key U if it's raise too?

And the other thing about the binocular from the ARB Gui with DGUI, can you help me, maybe with a PM if you have the time, or should I request it separately?

Fifi
03-23-23, 04:10 AM
IMPORTANT TIP FOR A GOOD CAREER START AND SAVE GAME LOADINGS:

As usual, choose name, flotilla, start date, sub number...and launch.

https://i.postimg.cc/sD9FwfTJ/1.jpg

Make sure the starting year & flotilla correspond well before clicking start

https://i.postimg.cc/3rmzxJQH/3.jpg

Then DO NOT CHANGE ANYTHING to your U Boat crew and equipment for first mission!! Not even emblem or torpedoes! Leave it stock and start your first mission like that.
(Only realism can be changed of course)

https://i.postimg.cc/zvCQtpFf/4.jpg

Leave harbor as usual, and once in high seas where nobody is around, save and exit game FROM NAV MAP (always)

https://i.postimg.cc/prb7J387/5.jpg

Back to your desktop, open Commander and try to update your personal file

https://i.postimg.cc/HkBq1ZDc/2.jpg

It should open this window on your computer

https://i.postimg.cc/PqJBXWT6/6.jpg

If not there is a problem (and even if yes follow the steps!) —->go to your Documents/SH3/Data/Cfg/Careers/XXName and open your Patrol_0.Cfg
You should see the start dates hour & minutes there:

https://i.postimg.cc/DzNR8Sz7/7.jpg

If not, open your Documents/SH3/Data/Cfg/Careers/XXName/Folder0/XX.Clg file, and you will find there the date hours minutes to past in your Patrol_0.Cfg (so your file has correct date hours minutes instead of nothing)

Then open your Documents/SH3/Data/Cfg/Careers/XXName and open your Careers_0.Cfg, and under your captain name, make sure the informations correspond to the Clg ones

https://i.postimg.cc/bJ2WbqGk/8.jpg

To resume, you should see in Patrol_0 & Careers_0 files, your starting dates hours etc!

Once all this checked, your Commander personal file should work correctly, and can launch your last save and keep going your first mission...it should be 100% fine for the rest of this career :03:
The old SH3 known bug for career saves should be turned around.

Kal_Maximus_U669
03-23-23, 06:26 AM
I will add for those who have problems reloading saves... :ping::ping:
in the "Next Patrol Grid" enclave it may be after loading a save that it crashes then you indicate "Null" use the randommiser give it the tile you were assigned then restart... for me everything worked like this after this kind of problem..
https://image.noelshack.com/fichiers/2023/12/4/1679570713-capture.png
:D:D
Once again I insist on the fact that nothing should be tampered with during a patrol...
During the first patrol do not add anything no emblem (you can but it is not advisable) do not modify the crew just take the required sailors no "skins" nothing that is not part of the mods once you pass this step " Weddigen" at the second patrol you can modify as you wish...
don't tinker with anything if you don't know what you're doing... it's not because you've seen the list of neighbors that he does it... that you have to do it...
there are subtleties..always this game is cerebral when you tinker with it you need the necessary skill...you have been warned..
not everyone has the in-depth knowledge of Fifi, believe me, it takes hours.. days.. to have the sum of knowledge....
@ GrenSo I told you ARB is not ready yet...(minor corrections...)
it was not part of the mods at the start.. it requires adjustments
personally I prefer that Fifi concentrates on mods than on this kind of thing... which is not useful here
but he is the "boss" so he does as he wishes...
Really a lot of work has been done here it's all simply incredible.. detection.. fire.. weather.. etc.. so much to say..

GrenSo
03-23-23, 06:45 AM
IMPORTANT TIP FOR A GOOD CAREER START AND SAVE GAME LOADINGS:

Back to your desktop, open Commander and try to update your personal file

https://i.postimg.cc/HkBq1ZDc/2.jpg

It should open this window on your computer

https://i.postimg.cc/PqJBXWT6/6.jpg

If not there is a problem (and even if yes follow the steps!) —->go to your Documents/SH3/Data/Cfg/Careers/XXName and open your Patrol_0.Cfg
You should see the start dates hour & minutes there:

https://i.postimg.cc/DzNR8Sz7/7.jpg

If not, open your Documents/SH3/Data/Cfg/Careers/XXName/Folder0/XX.Clg file, and you will find there the date hours minutes to past in your Patrol_0.Cfg (so your file has correct date hours minutes instead of nothing)

Then open your Documents/SH3/Data/Cfg/Careers/XXName and open your Careers_0.Cfg, and under your captain name, make sure the informations correspond to the Clg ones

https://i.postimg.cc/bJ2WbqGk/8.jpg

To resume, you should see in Patrol_0 & Careers_0 files, your starting dates hours etc!

Once all this checked, your Commander personal file should work correctly, and can launch your last save and keep going your first mission...it should be 100% fine for the rest of this career :03:
The old SH3 known bug for career saves should be turned around.


This fact is very interesting, because I had in past often issues with corrupted save game. This was also the reason why I already use version 2.9 of your mod.
Next time if I have the same issue, I will handle it like you told.


:Kaleun_Salute:

Fifi
03-23-23, 08:25 AM
This fact is very interesting, because I had in past often issues with corrupted save game. This was also the reason why I already use version 2.9 of your mod.
Next time if I have the same issue, I will handle it like you told.


:Kaleun_Salute:

Imho it has nothing to do with wich version of NYGM enhanced …
Following this career start tip above (pasted also first page of thread) using only the mods provided without any file changes, preferring the light VII interior instead of VII full interior, saving only surfaced from Nav map, and with a fresh Document/SH3… it’s a 100% CTD free game! :yep:

:Kaleun_Salute:

Kal_Maximus_U669
03-23-23, 10:00 AM
hey Fifi :Kaleun_Salute:
je suis tomber sur lui carreau AO59 au Nord ayant reçus un message d un sous marin AO94 en attente de ravitaillement ...
j ai abattu un navire streamer dans ce carreau hors je ne connait pas ce batiment il semble Russe..
j ai ouvert le feu.. une torpille en plein centre sous la quille a environ 1300m... il n a pas couler des heures durant je l ai suivie..il etait certe en difficulté... trop de mauvais temps impossible de le rachever +9/Ms il a riposter comme tu peux le voir le Uboat porte les stigmates...vraiment jaime ca...:D
il aurait du couler.. deplus lui a la possibilter de tirer au cannon et DCA par mauvais temps..pas moi :timeout:
https://image.noelshack.com/fichiers/2023/12/4/1679583405-sh3img-23-3-2023-14-10-59-453.png
https://image.noelshack.com/fichiers/2023/12/4/1679583413-sh3img-23-3-2023-14-27-24-753.png
https://image.noelshack.com/fichiers/2023/12/4/1679583419-sh3img-23-3-2023-15-3-14-130.png
hey Fifi :Kaleun_Salute:
I fell on him tile AO59 in the North having received a message from an AO94 submarine waiting for refueling...
I shot down a streamer ship in this square outside I don't know this building it seems Russian..
I opened fire.. a torpedo right in the center under the keel at about 1300m... it didn't sink for hours during I followed it.. it was certainly in trouble... too much bad weather impossible to rescue it +9/Ms he retaliated as you can see the Uboat bears the marks...really I like it

Fifi
03-23-23, 10:43 AM
LITTLE FIX FOR U BOAT COMPARTMENTS ZONES:

Before, the sub compartment zones were quite strange (don't know why Stiebler did that :hmmm: )
Like in the watch tower containing bow dives planes, stern dive planes etc:

https://i.postimg.cc/fknx7gsH/1.jpg

Now with the fix, back to appropriate zones in appropriate compartments:

https://i.postimg.cc/nV65wFcW/2.jpg

https://i.postimg.cc/fW3pKtZX/3.jpg

https://i.postimg.cc/65nPkk8p/4.jpg

https://i.postimg.cc/QdDzhf7k/5.jpg

Furthermore, i have corrected a Stiebler typo small error for type II compartment

:Kaleun_Wink: https://www.mediafire.com/file/9gdngsbgkfwti07/Basic_Fix_for_zones.7z/file

ACTIVATE THIS FIX ON TOP OF ALL ONLY WHEN IN BUNKER, BEFORE MISSION!

PS: It will be included in next update

:Kaleun_Salute:

Dieselglock
03-23-23, 11:09 AM
LITTLE FIX FOR U BOAT COMPARTMENTS ZONES:

Before, the sub compartment zones were quite strange (don't know why Stiebler did that :hmmm: )
Like in the watch tower containing bow dives planes, stern dive planes etc:



ACTIVATE THIS FIX ON TOP OF ALL ONLY WHEN IN BUNKER, BEFORE MISSION!

PS: It will be included in next update

:Kaleun_Salute:


I seem to remember reading he did that so that you can not repair things like the bow planes when submerged.

GrenSo
03-23-23, 11:30 AM
THIS SET UP IS WORKING FINE (with 1943 air coverage too):

https://i.postimg.cc/1tZwTp2L/Sans-titre.jpg

Let me know if this set up is working for you!
:Kaleun_Salute:

With this setup it works for me too. :up:

Fifi
03-23-23, 12:37 PM
I seem to remember reading he did that so that you can not repair things like the bow planes when submerged.

Ohhh ok then :up:
That’s good point, but I have to think about it … maybe it’s better to leave it like before … anyway there is the type II typo to correct.

With this setup it works for me too. :up:

That’s cool :yeah:

:Kaleun_Salute:

Fifi
03-23-23, 12:56 PM
Ok decided to keep Stiebler original idea (thanks DieselGlock), so we can't repair bow/stern planes, fuel tank, torpedo tubes, rudders, propellers while submerged. So forget about previous file...

But here is the typo fix for type II in basic file.
It was very small error, that the game seemed to ignore anyway...but who knows...better to have correct file.

:Kaleun_Wink: https://www.mediafire.com/file/1q00xexrurd23tf/Basic_Typo_Fix.7z/file

It will be included in next update anyway.

:Kaleun_Salute:

Randomizer
03-23-23, 03:39 PM
I have been using the June 2022 Fifi-NYGM because the versions before Steel Coffins took better than 21-minutes to load on my gaming rig. Steel Coffins loads in a mere 16+ minutes but I am still keeping the earlier version as sort of a Fifi backup for now. That plus I have a really interesting 1942 Type-VIIc career on the go.

Started a late war Steel Coffins career and while everything seems to run as designed and looks positively gorgeous, when I exit, the Desktop appears but the "Silent Hunter Has Stopped Working and needs to close" window opens and I need to use the Win-7 Task Manager to shut down the program completely.

This happens every single time. No other programs are open in the background and this features at the end of every single session. No other SH-3 super mod has acted like this except GWR, which I could never get to run properly anyway. This includes NYGM, Onealex 1.53, Fifi's June 2022 update or CCoM 1.2 plus WAC and LSH, neither of which I use anymore.

This is not game breaking problem but it is quite irritating and hints that there is something wrong somewhere in the installation. Any ideas as to what's happening and how to troubleshoot/fix the issue? Thanks in advance.

-C

Edit for Fifi and Team: Forgot to say Thanks: Thank You for Steel Coffins!

Kal_Maximus_U669
03-23-23, 04:07 PM
I have been using the June 2022 Fifi-NYGM because the versions before Steel Coffins took better than 21-minutes to load on my gaming rig. Steel Coffins loads in a mere 16+ minutes but I am still keeping the earlier version as sort of a Fifi backup for now. That plus I have a really interesting 1942 Type-VIIc career on the go.

Started a late war Steel Coffins career and while everything seems to run as designed and looks positively gorgeous, when I exit, the Desktop appears but the "Silent Hunter Has Stopped Working and needs to close" window opens and I need to use the Win-7 Task Manager to shut down the program completely.

This happens every single time. No other programs are open in the background and this features at the end of every single session. No other SH-3 super mod has acted like this except GWR, which I could never get to run properly anyway. This includes NYGM, Onealex 1.53, Fifi's June 2022 update or CCoM 1.2 plus WAC and LSH, neither of which I use anymore.

This is not game breaking problem but it is quite irritating and hints that there is something wrong somewhere in the installation. Any ideas as to what's happening and how to troubleshoot/fix the issue? Thanks in advance.

-C

Edit for Fifi and Team: Forgot to say Thanks: Thank You for Steel Coffins!

hey Randomizer greetings..:D
Could you give precisions on your version of Sh3 and your configuration of the pc.. proc.. ram.. gpu..
I give you this little program to try
:Kaleun_Wink:
https://www.mediafire.com/file/c2s6f1rjstp7h24/BLOCK_GameExplorer.zip/file
Loading times are huge... the biggest times I had are with WAC5.02 is gwR21 a long time ago....i use them more since it doesn't work as it should..
you should also adapt to windo 10..
I too have been a great aficionado of windo 7 and Xp Pro... :haha::yep:
here is my friend see soon... :salute:

Fifi
03-23-23, 04:11 PM
I have been using the June 2022 Fifi-NYGM because the versions before Steel Coffins took better than 21-minutes to load on my gaming rig. Steel Coffins loads in a mere 16+ minutes but I am still keeping the earlier version as sort of a Fifi backup for now. That plus I have a really interesting 1942 Type-VIIc career on the go.

Started a late war Steel Coffins career and while everything seems to run as designed and looks positively gorgeous, when I exit, the Desktop appears but the "Silent Hunter Has Stopped Working and needs to close" window opens and I need to use the Win-7 Task Manager to shut down the program completely.

This happens every single time. No other programs are open in the background and this features at the end of every single session. No other SH-3 super mod has acted like this except GWR, which I could never get to run properly anyway. This includes NYGM, Onealex 1.53, Fifi's June 2022 update or CCoM 1.2 plus WAC and LSH, neither of which I use anymore.

This is not game breaking problem but it is quite irritating and hints that there is something wrong somewhere in the installation. Any ideas as to what's happening and how to troubleshoot/fix the issue? Thanks in advance.

-C

Edit for Fifi and Team: Forgot to say Thanks: Thank You for Steel Coffins!

Hi Randomizer, I’m afraid you have a memory issue, on a probably not enough powerful PC…
Here game is loading in around 3 minutes, faster than any previous versions.
Quitting game never gave me such thing either, so don’t know what to say to you…except trying it on other rig.
I’m really sorry

:Kaleun_Salute:

Randomizer
03-23-23, 11:21 PM
@Kal_Maximus_U-669,
It's not a great rig but it does everything that I ask of it except give reasonable load times when running Wings Over Flander's Fields or certain SH-3 mods. I get 40+ FPS in FS9 running with all sliders to the right and extensive AI and some complex add-on sceneries in use.

300GHz DELL CPU with 1-TB hard drive running Win-7 Professional SP1,
8 GB RAM,
Nvidia GForce GT-710

Like me it's old and past its "use by" date but it gets the job done. Not sure what that program you linked to actually does. Went into the registry and could find no entry for any game controller and so am not inclined to run it without more data.

@Fifi,
Please do not be sorry, my first-world computer problems should be of no concern to you.

Noted with the 1944 career start that the radar antenna does not appear on the Type VII bridge screen even after activating the Late War snorkel pipe and Late War Sensor mods. Did note that the mods overwrite each other so am wondering if there is a particular activation order.

-C

Doolar
03-24-23, 12:14 AM
By the way Fifi, again, thank you for your latest version of NYGM Enhanced Steel Coffin. Everything works perfectly. I'm on my sesond patrol. The first being a "Tester Patrol", the second being an actual "Combat Patrol". I do have a quick GAMEPLAY question, that not only pertains to Steel Coffin but to your earlier versions too. Does the 10th Flotilla transfer to Panang at some point. I looked around, and probably missed it. But I didn't see anything. Thanx

:Kaleun_Cheers:

Fifi
03-24-23, 01:42 AM
Noted with the 1944 career start that the radar antenna does not appear on the Type VII bridge screen even after activating the Late War snorkel pipe and Late War Sensor mods. Did note that the mods overwrite each other so am wondering if there is a particular activation order.
-C

:hmmm: I will look at that… thanks :03:

By the way Fifi, again, thank you for your latest version of NYGM Enhanced Steel Coffin. Everything works perfectly. I'm on my sesond patrol. The first being a "Tester Patrol", the second being an actual "Combat Patrol". I do have a quick GAMEPLAY question, that not only pertains to Steel Coffin but to your earlier versions too. Does the 10th Flotilla transfer to Panang at some point. I looked around, and probably missed it. But I didn't see anything. Thanx

:Kaleun_Cheers:

I don’t think Stiebler made Penang a starting base…only from Bordeaux, operating South Atlantic or Indian Ocean … but I think you can resupply at Penang nevertheless :yep:

:Kaleun_Salute:

Fifi
03-24-23, 02:52 AM
Noted with the 1944 career start that the radar antenna does not appear on the Type VII bridge screen even after activating the Late War snorkel pipe and Late War Sensor mods. Did note that the mods overwrite each other so am wondering if there is a particular activation order.

-C

Only the side pipe mod is necessary:

https://i.postimg.cc/GpTKtF3z/SH3-Img-24-3-2023-7-57-56-522.jpg

BUT...i detected a problem with my new zones boxes for Flak...it makes the flak destroyed at mission start...i have solved this issue and will provide new version fix as soon as possible today.
It's only concerning later turms. Stay tuned and sorry for this convenience

:Kaleun_Salute:

J0313
03-24-23, 05:02 AM
The link for the compartment fix is dead? Can you upload again. Thanks.

Fifi
03-24-23, 05:11 AM
PLEASE DOWNLOAD AND REPLACE V3.3 by new V3.4!

Should be Bunker save compatible:03:

No need for the typo fix anymore, it is included in V3.4

I have corrected the turms Flak box, because game doesn't accept more than 1 box for Flak (when there are multi Flak mount) :03:
At mission start, we had the flak destroyed message...

All is fine now :up:

:Kaleun_Salute:

Kal_Maximus_U669
03-24-23, 08:39 AM
Hey Fifi..salutation
For this correction I see this tonight...
A really impressive job you will end up producer of the sh3 series.. :D:D:up:

@Randomizer I'm coming back to you tonight... (the things in life you know how it is...!!) :yep:

Kal_Maximus_U669
03-24-23, 12:47 PM
@Kal_Maximus_U-669,
It's not a great rig but it does everything that I ask of it except give reasonable load times when running Wings Over Flander's Fields or certain SH-3 mods. I get 40+ FPS in FS9 running with all sliders to the right and extensive AI and some complex add-on sceneries in use.

300GHz DELL CPU with 1-TB hard drive running Win-7 Professional SP1,
8 GB RAM,
Nvidia GForce GT-710

Like me it's old and past its "use by" date but it gets the job done. Not sure what that program you linked to actually does. Went into the registry and could find no entry for any game controller and so am not inclined to run it without more data.

@Fifi,
Please do not be sorry, my first-world computer problems should be of no concern to you.

Noted with the 1944 career start that the radar antenna does not appear on the Type VII bridge screen even after activating the Late War snorkel pipe and Late War Sensor mods. Did note that the mods overwrite each other so am wondering if there is a particular activation order.

-C

A little reading in order to have the necessary understanding...
in order to understand your problem ... question give the exact name of the Dell PC
The nomenclature of the machine... "the precision of the material here is important" the exact name..
Read this file for the implementation of the program...
https://brat01.mybb.rocks/viewtopic.php?id=204&p=8#p97718
I'm sure you can do something with good settings even if this machine is old...

Randomizer
03-24-23, 01:38 PM
A little reading in order to have the necessary understanding..
Thanks for the PM, have replied in kind. One small edit on the PM, please amend it to read "... virtually no problems saving even submerged or in contact"
Salute.

@Fifi, Only the side pipe mod is necessary

Makes sense, thanks.

-C

Kal_Maximus_U669
03-24-23, 03:47 PM
Hey Randomizer...:salute:
I don't understand your answer here, can you put it another way?
this is my version games SH3 no starforce in perfect state :yep:
https://image.noelshack.com/fichiers/2023/12/5/1679692277-img-0444-copie.jpg
You can reduce your loading times by x2 if you equip your machine with a good quality SSD like "Cruciale ..Samsung Evo" or "Pro" you can find them at good prices...
You will see it gives a second youth to your machine...
A little Ram if you can increase... Set your paging file to the top
Anyway, Windows7 is BaDass... Windows10 Pro is perfect when you take the time to set it up properly... I have to admit that it's full of useless bull****... a Microsoft habit is to take us for "Piggy banks" the Sockets with these Chipsets should be changed every year moreover it seems to me that he had said that he would have more new Windos at the time of the launch of Window10... You see once again he is starting over with Windos 11. .. Intel & Nvidia we tend to take ourselves for Apple with prices that are not justified... I am happy recently a lot of players are moving AMD & ATI which have more than correct performance is especially with reasonable prices ...their sales will end up falling, no more profis with a vengeance, we may end up going back to the time when 2007 when there was real competition.. it will be good for these greedy people.. the market for Playstation consoles will end up the assets since the last R ysen equips these bikes ... the Microsoft console is in trouble with them especially with their commercial methods the catalog of games is really miserable compared to Sony who are long-time experts in this field ...

@Fifi I'm a little off topic here but it may help him make choices for a future machine... :D

Fifi
03-25-23, 02:04 AM
@Fifi I'm a little off topic here but it may help him make choices for a future machine... :D

That's ok with me :03:

NEW DOWLOAD AVAILABLE, SAME VERSION 3.4...

Yesterday, i have forgotten the type VIIB/2 Flak box...it is now fixed.
Going to fast in work, sorry my bad :oops:
No problem to activate it in bunker :up:

:Kaleun_Salute:

rik007
03-25-23, 05:16 AM
Hi FiFi,

No excuses needed. With so many improvements you made errors are inevitable. Compared to your efferts is a download and re-install of your mod no effort at all ! Thanks again! :Kaleun_Cheers:

Kal_Maximus_U669
03-25-23, 09:18 PM
That's ok with me :03:

NEW DOWLOAD AVAILABLE, SAME VERSION 3.4...

Yesterday, i have forgotten the type VIIB/2 Flak box...it is now fixed.
Going to fast in work, sorry my bad :oops:
No problem to activate it in bunker :up:

:Kaleun_Salute:

Hey Fifi :D
Big thx Master...:up:
je viens de remettre de l ordre:yep:.. vraiment Fifi ce mods "c est du fameux"lol...:salute:
https://image.noelshack.com/fichiers/2023/12/7/1679797057-sh3img-26-3-2023-4-8-0-124.png

Tigerzhunters
03-26-23, 08:30 AM
Can i knew What the system Req cause im using old Gpu And proccesor :haha:

fitzcarraldo
03-26-23, 09:01 AM
Trying v3.4 now, all well, starting 1941 with VIIC, ARB GUI.

Many thanks FiFi!

Fitzcarraldo :Kaleun_Salute:

Fifi
03-26-23, 09:44 AM
Can i knew What the system Req cause im using old Gpu And proccesor :haha:

I’m afraid only way to know is try it… but in anyway, it’s requiring at least a middle end computer :yep:
I don’t have a top Nasa computer myself, but it requires good Ram memory and at least an I5 processor, with not too old graphic card (I have a GTX 1050ti)
With only an I3 processor, you will run into problems …

Trying v3.4 now, all well, starting 1941 with VIIC, ARB GUI.

Many thanks FiFi!

Fitzcarraldo :Kaleun_Salute:

You’re welcome, have fun like I’m having :yeah: