View Full Version : [REL] Fifi Enhancements for NYGM
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Next update will be mainly about fine tune some settings, and still correcting small errors...nothing fancy but necessary :03:
Like the ship wake of the MFM ships.
Before:
https://i.postimg.cc/52fwqHpL/1.jpg
After:
https://i.postimg.cc/3x92LKb6/2.jpg
Those MFM ships gave me really tons of work :timeout:
:Kaleun_Salute:
Anvar1061
03-26-23, 03:44 PM
Next update will be mainly about fine tune some settings, and still correcting small errors...
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
--CHECK-- Roster:
DB_Roster.csv Line 60:
CVUSSEssexCV9.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\American\Sea\CVUSSEssexCV9.cfg ;CVUSSEssexCV9;American;9;==Line:36 "19431129 " Date length==
DB_Roster.csv Line 62:
DDFletcher.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\American\Sea\DDFletcher.cfg;DD Fletcher;American;4;==Line:802 "19601131" Date mismatch (or DateRange)==
DB_Roster.csv Line 408:
DERiver.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\British\Sea\DERiver.cfg;DERive r;British;3;==Line:37 "10571029" Date mismatch (or DateRange)==
DB_Roster.csv Line 409:
FFBlackSwan.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\British\Sea\FFBlackSwan.cfg;FF BlackSwan;British;2;==Line:157 "19460101" DOD < DOC==
DB_Roster.csv Line 560:
SSUndine.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\British\Submarine\SSUndine.cfg ;SSUndine;British;200;==Line:71 Name/DOD/DOC mismatch==
DB_Roster.csv Line 942:
SSTypeVIIC.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\German\Submarine\SSTypeVIIC.cf g;SSTypeVIIC;German;200;==Line:716 "19412309" Date mismatch (or DateRange)==
DB_Roster.csv Line 1625:
CDAAPlatform.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\CDAAPlatform. cfg;CDAAPlatform;SouthAfrica;404;==Entry not found== DisplayName
DB_Roster.csv Line 1626:
CDBunkerLarge.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\CDBunkerLarge .cfg;CDBunkerLarge;SouthAfrica;403;==Entry not found== DisplayName
DB_Roster.csv Line 1627:
CDBunkerMedium.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\CDBunkerMediu m.cfg;CDBunkerMedium;SouthAfrica;403;==Entry not found== DisplayName
DB_Roster.csv Line 1628:
CDBunkerSmall.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\CDBunkerSmall .cfg;CDBunkerSmall;SouthAfrica;403;==Entry not found== DisplayName
DB_Roster.csv Line 1629:
CDSearchLight.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\CDSearchLight .cfg;CDSearchLight;SouthAfrica;403;==Entry not found== DisplayName
DB_Roster.csv Line 1630:
NavalBase.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\NavalBase.cfg ;NavalBase;SouthAfrica;407;==Entry not found== DisplayName
--CHECK-- cfg Loadout:
AFB_Beaufighter;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\AFB_Beaufighter\AFB_Beaufighter.c fg;FBBeaufighter;301;Air;320.0;-;2x500Kg Bombs ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
AFB_Mosquito;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\AFB_Mosquito\AFB_Mosquito.cfg;FBM osquito;301;Air;380.0;-;4x250Kg Bombs ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
ALBS_SunderlandMKIII;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ALBS_SunderlandMKIII\ALBS_Sunderl andMKIII.cfg;LBSSunderlandMKIII;304;Air;350.000000 ;-;8xDepth Charge;8x250Kg Bombs;4x500Kg Bombs ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
ALBS_SunderlandMKIII - "LBSSunderlandMKIII" - "304" (Air) ==Loadout "4x500Kg Bombs" not found in eqp (diff cfg<>eqp)==
ALB_Tu2;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ALB_Tu2\ALB_Tu2.cfg;LBSTu2;301;Ai r;290.000000;-;6x250Kg Bombs;4x500Kg Bombs ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
ATB_Avenger - "TBAvenger" - "303" (Air) ==Loadout not exist in cfg (diff cfg<>eqp)==
Buoy_D2_FL;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\Buoy_D2_FL\Buoy_D2_FL.cfg;Buoy_D2 _FL;105;Sea;0;-;NORTH;EAST;SOUTH;WEST ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
Buoy_G1_FL;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\Buoy_G1_FL\Buoy_G1_FL.cfg;Buoy_G1 _FL;105;Sea;0;-;BuoyNumber01;BuoyNumber03;BuoyNumber05;BuoyNumber 07;BuoyNumber09;BuoyNumber11 ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
Buoy_O1_FL;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\Buoy_O1_FL\Buoy_O1_FL.cfg;Buoy_O1 _FL;105;Sea;0;-;BuoyNumber01;BuoyNumber02;BuoyNumber03;BuoyNumber 04;BuoyNumber05;BuoyNumber06;BuoyNumber07;BuoyNumb er08;BuoyNumber09;BuoyNumber10 ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
Buoy_R1_FL;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\Buoy_R1_FL\Buoy_R1_FL.cfg;Buoy_R1 _FL;105;Sea;0;-;BuoyNumber02;BuoyNumber04;BuoyNumber06;BuoyNumber 08;BuoyNumber10;BuoyNumber12 ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
--CHECK-- EQP:
DB_EqpLoadout.csv Line 29:
ALB_Tu2;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ALB_Tu2\ALB_Tu2.eqp;=="Eqp:7=17" Double Node entry==
DB_EqpLoadout.csv Line 114:
M21B;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M21B\M21B.eqp;==Dates Order== [Equipment 9] Start:19420106 (too early - or last End: too late)
DB_EqpLoadout.csv Line 294:
S04B_;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\S04B_\S04B_.eqp;==Line:65 "194106101" Date length==
--CHECK-- eqp Loadout:
ALBS_SunderlandMKIII (Air) ==Loadout "2x500Kg Bombs" not found in cfg (diff eqp<>cfg)==
ATB_Avenger (Air) ==Loadout "FIDO" not found in cfg (diff eqp<>cfg)==
Ehrenmal (Land) ==Loadout not exist in cfg (diff eqp<>cfg)==
EhrenmalMoltenort (Land) ==Loadout not exist in cfg (diff eqp<>cfg)==
--CHECK-- cfg sim MaxSpeed:
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ADB_JU87Stuka\ADB_JU87Stuka.cfg (DBJU87Stuka) ==MaxSpeed== Cfg:255.0 > Sim:221.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ALB_JU88\ALB_JU88.cfg (LBJU88) ==MaxSpeed== Cfg:280.0 > Sim:240.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ALB_SM79Sparviero\ALB_SM79Sparvie ro.cfg (LBSM79Sparviero) ==MaxSpeed== Cfg:270.0 > Sim:235.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\AM01A\AM01A.cfg (AM01A) ==MaxSpeed== Cfg:19.5 > Sim:12.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\AO02A\AO02A.cfg (AO02A) ==MaxSpeed== Cfg:18.5 > Sim:18.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\C1MAV1\C1MAV1.cfg (C1MAV1) ==MaxSpeed== Cfg:12.0 > Sim:11.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\Canterbury\Canterbury.cfg (Canterbury) ==MaxSpeed== Cfg:22.0 > Sim:21.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M07B\M07B.cfg (M07B) ==MaxSpeed== Cfg:11.5 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M07X\M07X.cfg (M07X) ==MaxSpeed== Cfg:11.5 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M10B\M10B.cfg (M10B) ==MaxSpeed== Cfg:14.0 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M12B\M12B.cfg (M12B) ==MaxSpeed== Cfg:12.0 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M17B\M17B.cfg (M17B) ==MaxSpeed== Cfg:10.5 > Sim:10.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M17X\M17X.cfg (M17X) ==MaxSpeed== Cfg:10.5 > Sim:10.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M18B\M18B.cfg (M18B) ==MaxSpeed== Cfg:10.5 > Sim:10.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M21B\M21B.cfg (M21B) ==MaxSpeed== Cfg:11.5 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M24B\M24B.cfg (M24B) ==MaxSpeed== Cfg:11.5 > Sim:10.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NAMC\NAMC.cfg (GeAuxCruiser) ==MaxSpeed== Cfg:17.5 > Sim:17.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NBB_Cesare\NBB_Cesare.cfg (BBCesare) ==MaxSpeed== Cfg:28.0 > Sim:27.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NBC_Scharnhorst\NBC_Scharnhorst.c fg (BCScharnhorst) ==MaxSpeed== Cfg:32.0 > Sim:30.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NCH_ItalianHC\NCH_ItalianHC.cfg (ItalianHC) ==MaxSpeed== Cfg:33.0 > Sim:32.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NCL_Southampton\NCL_Southampton.c fg (CLSouthampton) ==MaxSpeed== Cfg:32.0 > Sim:31.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NDD_Somers\NDD_Somers.cfg (DDSomers) ==MaxSpeed== Cfg:37.0 > Sim:35.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NDD_Tribal\NDD_Tribal.cfg (DDTribal) ==MaxSpeed== Cfg:36.3 > Sim:36.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NDD_Type34\NDD_Type34.cfg (DDType34) ==MaxSpeed== Cfg:36.5 > Sim:36.4
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NDE_FTboot\NDE_FTboot.cfg (Ftboot) ==MaxSpeed== Cfg:28.0 > Sim:24.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NKC3\NKC3.cfg (C3Cargo) ==MaxSpeed== Cfg:17.0 > Sim:16.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NKSs_\NKSs_.cfg (KSS) ==MaxSpeed== Cfg:13.0 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NLPL_\NLPL_.cfg (LPL) ==MaxSpeed== Cfg:31.0 > Sim:30.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NLTSf\NLTSf.cfg (LTSF) ==MaxSpeed== Cfg:11.0 > Sim:10.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NMSS\NMSS.cfg (NMSS) ==MaxSpeed== Cfg:14.0 > Sim:13.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NPT_Br\NPT_Br.cfg (PTElco) ==MaxSpeed== Cfg:44.0 > Sim:43.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NPT_Ge\NPT_Ge.cfg (PTSchnellboot) ==MaxSpeed== Cfg:40.0 > Sim:39.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NTRW_\NTRW_.cfg (PCTrawler) ==MaxSpeed== Cfg:12.0 > Sim:11.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\S02B_\S02B_.cfg (S02B) ==MaxSpeed== Cfg:15.0 > Sim:14.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T03A\T03A.cfg (T03A) ==MaxSpeed== Cfg:16.5 > Sim:16.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T03B\T03B.cfg (T03B) ==MaxSpeed== Cfg:16.5 > Sim:14.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T08B\T08B.cfg (T08B) ==MaxSpeed== Cfg:13.5 > Sim:13.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T16A\T16A.cfg (T16A) ==MaxSpeed== Cfg:16.5 > Sim:16.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T16B\T16B.cfg (T16B) ==MaxSpeed== Cfg:16.5 > Sim:16.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T17A\T17A.cfg (T17A) ==MaxSpeed== Cfg:18.0 > Sim:17.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Submarine\NSS_Uboat2D\NSS_Uboat2D.cfg (SSTypeIID) ==MaxSpeedSub== Cfg:7.9 > Sim:7.3
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.cfg (SSTypeVIIA) ==MaxSpeed== Cfg:11.0 > Sim:8.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Submarine\NSS_Uboat7f\NSS_Uboat7f.cfg (SSTypeVIIF) ==MaxSpeed== Cfg:11.0 > Sim:8.0
Wolfstriked
03-26-23, 11:07 PM
Superb as its the little things that all add up...keep it going!:up::up:
Forgot to say since Steel Coffin edition, ennemy guns (AA & cannon - not turrets) are easier to blow up with deck gun (88 & 105 mm)
You should see explosion and gun crew in the air…
After all, our 88mm isn’t throwing carrots too! :haha:
Also, try to shot at some oil barrels carried on some ships deck…
:Kaleun_Salute:
Bonus for next update... 2 new babies to deal with now:
French & FreeFrench ARRAS class
Early war:
https://i.postimg.cc/ncjp8kGn/SH3-Img-28-3-2023-8-35-59-499.jpg
1943 armament:
https://i.postimg.cc/h43c3wxC/1943.jpg
And new British/Canadian corvette ALGERINE class:
https://i.postimg.cc/L8jS58W7/SH3-Img-28-3-2023-10-37-55-333.jpg
https://i.postimg.cc/8P2DT6ZM/SH3-Img-28-3-2023-10-36-29-804.jpg
Of course with approriate campaign files for those 2 ships :03:
Counterpart will be new career mandatory :yep:
All adapted to latest Steel Coffin standards.
:Kaleun_Salute:
Mister_M
03-28-23, 05:23 AM
Also, try to shot at some oil barrels carried on some ships deck…
Oil doesn't explode, it just burns... could be a nice and realistic addition...
Oil doesn't explode, it just burns... could be a nice and realistic addition...
Yes they explode :)
(Maybe not each time)
But I have just corrected it so it explode each time
:Kaleun_Salute:
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
--CHECK-- Roster:
DB_Roster.csv Line 60:
CVUSSEssexCV9.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\American\Sea\CVUSSEssexCV9.cfg ;CVUSSEssexCV9;American;9;==Line:36 "19431129 " Date length==
DB_Roster.csv Line 62:
DDFletcher.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\American\Sea\DDFletcher.cfg;DD Fletcher;American;4;==Line:802 "19601131" Date mismatch (or DateRange)==
DB_Roster.csv Line 408:
DERiver.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\British\Sea\DERiver.cfg;DERive r;British;3;==Line:37 "10571029" Date mismatch (or DateRange)==
DB_Roster.csv Line 409:
FFBlackSwan.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\British\Sea\FFBlackSwan.cfg;FF BlackSwan;British;2;==Line:157 "19460101" DOD < DOC==
DB_Roster.csv Line 560:
SSUndine.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\British\Submarine\SSUndine.cfg ;SSUndine;British;200;==Line:71 Name/DOD/DOC mismatch==
DB_Roster.csv Line 942:
SSTypeVIIC.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\German\Submarine\SSTypeVIIC.cf g;SSTypeVIIC;German;200;==Line:716 "19412309" Date mismatch (or DateRange)==
DB_Roster.csv Line 1625:
CDAAPlatform.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\CDAAPlatform. cfg;CDAAPlatform;SouthAfrica;404;==Entry not found== DisplayName
DB_Roster.csv Line 1626:
CDBunkerLarge.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\CDBunkerLarge .cfg;CDBunkerLarge;SouthAfrica;403;==Entry not found== DisplayName
DB_Roster.csv Line 1627:
CDBunkerMedium.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\CDBunkerMediu m.cfg;CDBunkerMedium;SouthAfrica;403;==Entry not found== DisplayName
DB_Roster.csv Line 1628:
CDBunkerSmall.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\CDBunkerSmall .cfg;CDBunkerSmall;SouthAfrica;403;==Entry not found== DisplayName
DB_Roster.csv Line 1629:
CDSearchLight.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\CDSearchLight .cfg;CDSearchLight;SouthAfrica;403;==Entry not found== DisplayName
DB_Roster.csv Line 1630:
NavalBase.cfg;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Roster\SouthAfrica\Land\NavalBase.cfg ;NavalBase;SouthAfrica;407;==Entry not found== DisplayName
--CHECK-- cfg Loadout:
AFB_Beaufighter;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\AFB_Beaufighter\AFB_Beaufighter.c fg;FBBeaufighter;301;Air;320.0;-;2x500Kg Bombs ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
AFB_Mosquito;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\AFB_Mosquito\AFB_Mosquito.cfg;FBM osquito;301;Air;380.0;-;4x250Kg Bombs ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
ALBS_SunderlandMKIII;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ALBS_SunderlandMKIII\ALBS_Sunderl andMKIII.cfg;LBSSunderlandMKIII;304;Air;350.000000 ;-;8xDepth Charge;8x250Kg Bombs;4x500Kg Bombs ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
ALBS_SunderlandMKIII - "LBSSunderlandMKIII" - "304" (Air) ==Loadout "4x500Kg Bombs" not found in eqp (diff cfg<>eqp)==
ALB_Tu2;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ALB_Tu2\ALB_Tu2.cfg;LBSTu2;301;Ai r;290.000000;-;6x250Kg Bombs;4x500Kg Bombs ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
ATB_Avenger - "TBAvenger" - "303" (Air) ==Loadout not exist in cfg (diff cfg<>eqp)==
Buoy_D2_FL;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\Buoy_D2_FL\Buoy_D2_FL.cfg;Buoy_D2 _FL;105;Sea;0;-;NORTH;EAST;SOUTH;WEST ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
Buoy_G1_FL;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\Buoy_G1_FL\Buoy_G1_FL.cfg;Buoy_G1 _FL;105;Sea;0;-;BuoyNumber01;BuoyNumber03;BuoyNumber05;BuoyNumber 07;BuoyNumber09;BuoyNumber11 ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
Buoy_O1_FL;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\Buoy_O1_FL\Buoy_O1_FL.cfg;Buoy_O1 _FL;105;Sea;0;-;BuoyNumber01;BuoyNumber02;BuoyNumber03;BuoyNumber 04;BuoyNumber05;BuoyNumber06;BuoyNumber07;BuoyNumb er08;BuoyNumber09;BuoyNumber10 ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
Buoy_R1_FL;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\Buoy_R1_FL\Buoy_R1_FL.cfg;Buoy_R1 _FL;105;Sea;0;-;BuoyNumber02;BuoyNumber04;BuoyNumber06;BuoyNumber 08;BuoyNumber10;BuoyNumber12 ==Loadout not found (or Err) in eqp (diff cfg<>eqp)==
--CHECK-- EQP:
DB_EqpLoadout.csv Line 29:
ALB_Tu2;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ALB_Tu2\ALB_Tu2.eqp;=="Eqp:7=17" Double Node entry==
DB_EqpLoadout.csv Line 114:
M21B;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M21B\M21B.eqp;==Dates Order== [Equipment 9] Start:19420106 (too early - or last End: too late)
DB_EqpLoadout.csv Line 294:
S04B_;D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\S04B_\S04B_.eqp;==Line:65 "194106101" Date length==
--CHECK-- eqp Loadout:
ALBS_SunderlandMKIII (Air) ==Loadout "2x500Kg Bombs" not found in cfg (diff eqp<>cfg)==
ATB_Avenger (Air) ==Loadout "FIDO" not found in cfg (diff eqp<>cfg)==
Ehrenmal (Land) ==Loadout not exist in cfg (diff eqp<>cfg)==
EhrenmalMoltenort (Land) ==Loadout not exist in cfg (diff eqp<>cfg)==
--CHECK-- cfg sim MaxSpeed:
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ADB_JU87Stuka\ADB_JU87Stuka.cfg (DBJU87Stuka) ==MaxSpeed== Cfg:255.0 > Sim:221.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ALB_JU88\ALB_JU88.cfg (LBJU88) ==MaxSpeed== Cfg:280.0 > Sim:240.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Air\ALB_SM79Sparviero\ALB_SM79Sparvie ro.cfg (LBSM79Sparviero) ==MaxSpeed== Cfg:270.0 > Sim:235.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\AM01A\AM01A.cfg (AM01A) ==MaxSpeed== Cfg:19.5 > Sim:12.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\AO02A\AO02A.cfg (AO02A) ==MaxSpeed== Cfg:18.5 > Sim:18.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\C1MAV1\C1MAV1.cfg (C1MAV1) ==MaxSpeed== Cfg:12.0 > Sim:11.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\Canterbury\Canterbury.cfg (Canterbury) ==MaxSpeed== Cfg:22.0 > Sim:21.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M07B\M07B.cfg (M07B) ==MaxSpeed== Cfg:11.5 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M07X\M07X.cfg (M07X) ==MaxSpeed== Cfg:11.5 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M10B\M10B.cfg (M10B) ==MaxSpeed== Cfg:14.0 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M12B\M12B.cfg (M12B) ==MaxSpeed== Cfg:12.0 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M17B\M17B.cfg (M17B) ==MaxSpeed== Cfg:10.5 > Sim:10.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M17X\M17X.cfg (M17X) ==MaxSpeed== Cfg:10.5 > Sim:10.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M18B\M18B.cfg (M18B) ==MaxSpeed== Cfg:10.5 > Sim:10.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M21B\M21B.cfg (M21B) ==MaxSpeed== Cfg:11.5 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\M24B\M24B.cfg (M24B) ==MaxSpeed== Cfg:11.5 > Sim:10.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NAMC\NAMC.cfg (GeAuxCruiser) ==MaxSpeed== Cfg:17.5 > Sim:17.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NBB_Cesare\NBB_Cesare.cfg (BBCesare) ==MaxSpeed== Cfg:28.0 > Sim:27.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NBC_Scharnhorst\NBC_Scharnhorst.c fg (BCScharnhorst) ==MaxSpeed== Cfg:32.0 > Sim:30.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NCH_ItalianHC\NCH_ItalianHC.cfg (ItalianHC) ==MaxSpeed== Cfg:33.0 > Sim:32.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NCL_Southampton\NCL_Southampton.c fg (CLSouthampton) ==MaxSpeed== Cfg:32.0 > Sim:31.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NDD_Somers\NDD_Somers.cfg (DDSomers) ==MaxSpeed== Cfg:37.0 > Sim:35.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NDD_Tribal\NDD_Tribal.cfg (DDTribal) ==MaxSpeed== Cfg:36.3 > Sim:36.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NDD_Type34\NDD_Type34.cfg (DDType34) ==MaxSpeed== Cfg:36.5 > Sim:36.4
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NDE_FTboot\NDE_FTboot.cfg (Ftboot) ==MaxSpeed== Cfg:28.0 > Sim:24.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NKC3\NKC3.cfg (C3Cargo) ==MaxSpeed== Cfg:17.0 > Sim:16.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NKSs_\NKSs_.cfg (KSS) ==MaxSpeed== Cfg:13.0 > Sim:11.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NLPL_\NLPL_.cfg (LPL) ==MaxSpeed== Cfg:31.0 > Sim:30.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NLTSf\NLTSf.cfg (LTSF) ==MaxSpeed== Cfg:11.0 > Sim:10.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NMSS\NMSS.cfg (NMSS) ==MaxSpeed== Cfg:14.0 > Sim:13.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NPT_Br\NPT_Br.cfg (PTElco) ==MaxSpeed== Cfg:44.0 > Sim:43.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NPT_Ge\NPT_Ge.cfg (PTSchnellboot) ==MaxSpeed== Cfg:40.0 > Sim:39.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\NTRW_\NTRW_.cfg (PCTrawler) ==MaxSpeed== Cfg:12.0 > Sim:11.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\S02B_\S02B_.cfg (S02B) ==MaxSpeed== Cfg:15.0 > Sim:14.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T03A\T03A.cfg (T03A) ==MaxSpeed== Cfg:16.5 > Sim:16.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T03B\T03B.cfg (T03B) ==MaxSpeed== Cfg:16.5 > Sim:14.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T08B\T08B.cfg (T08B) ==MaxSpeed== Cfg:13.5 > Sim:13.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T16A\T16A.cfg (T16A) ==MaxSpeed== Cfg:16.5 > Sim:16.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T16B\T16B.cfg (T16B) ==MaxSpeed== Cfg:16.5 > Sim:16.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Sea\T17A\T17A.cfg (T17A) ==MaxSpeed== Cfg:18.0 > Sim:17.5
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Submarine\NSS_Uboat2D\NSS_Uboat2D.cfg (SSTypeIID) ==MaxSpeedSub== Cfg:7.9 > Sim:7.3
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.cfg (SSTypeVIIA) ==MaxSpeed== Cfg:11.0 > Sim:8.0
D:\SHIII\NYGM ENHANCED - STEEL COFFIN EDITION\data\Submarine\NSS_Uboat7f\NSS_Uboat7f.cfg (SSTypeVIIF) ==MaxSpeed== Cfg:11.0 > Sim:8.0
Really. Your mod doesn't even work but here you are.
Mister_M
03-29-23, 04:12 AM
Yes they explode
Nope. It's more of a fireball (huge flame) than an explosion, so you don't hear a "boom" and there is no shock wave.
It's not like compressed gaz cylinders that actually explode when they are on fire...
Nope. It's more of a fireball (huge flame) than an explosion, so you don't hear a "boom" and there is no shock wave.
It's not like compressed gaz cylinders that actually explode when they are on fire...
I have added oil explosion to them for next update … should work nice :up:
:Kaleun_Salute:
Hi all,
Has anyone succeeded to patch SH3.exe of latest Steel Coffin Edition, so the draggable chronometer works?
If yes, would be kind of you to send me it (just the SH3.exe) :)
Seems my computer doesn’t want to do it…
Thanks in advance
:Kaleun_Salute:
Kal_Maximus_U669
03-29-23, 02:18 PM
Hi all,
Has anyone succeeded to patch SH3.exe of latest Steel Coffin Edition, so the draggable chronometer works?
If yes, would be kind of you to send me it (just the SH3.exe) :)
Seems my computer doesn’t want to do it…
Thanks in advance
:Kaleun_Salute:
hey Master :up:
:Kaleun_Wink:
https://www.mediafire.com/file/9ldldlndfqbto6k/App_NYGM_patcher.7z/file
Kal_Maximus_U669
03-29-23, 02:27 PM
Pour le "exe" il est configurer d origine par tes soins..je n ai rien changer ..
Chez moi tous fonctionne chrono draggable viens de tester avant de t envoyer..
Tes problemes son etonnant Fifi... figure toi que j ai eu des problemes de souris double curseurs sur le jeu..puis avec d autre sh3 aussi apres j ai nettoyer ma souris a fond car elle etait horrible a l interieur..pensent regler le probleme puis au debut... puis c est revenue... j ai ete obliger de desactiver l optimmisation de bureau alors que je touche pas a celle ci habituellement..ce qui me frappe meme sur SH4 a chaque fois qu il y a des mise a jours window10 des choses etranges se produise je suis obliger de recontroller certains parametre...:timeout:
Wolfstriked
03-29-23, 09:10 PM
:salute: Fifi,is it possible to delay the red flares (starshells) shooting off.I hit a ship last night and the red flare shot out exactly at same time as the massive explosion.It is probably just tied in to a certain damage threshold so I am just wondering if this can be cured somehow.Just looks off a bit.
:salute: Fifi,is it possible to delay the red flares (starshells) shooting off.I hit a ship last night and the red flare shot out exactly at same time as the massive explosion.It is probably just tied in to a certain damage threshold so I am just wondering if this can be cured somehow.Just looks off a bit.
Red flares are tied to a zone box usually the last one to be destroyed (FlotUpper)
I even raised it higher on all NYGM ships…
But As you said, sometimes by high chance, this box can be destroyed at first hit.
That’s said, there is an other setting I can adjust, and I will for next update :yep:
:Kaleun_Salute:
Merci beaucoup for sharing....
Returnung to install SH3 after... dunno a decade? :)
BTW...
I am looking for Timetravellers crush depth mod, very old but very good enabling custom and random crushdepths.
Anybody got a link?
Thanks.
Wolfstriked
03-30-23, 04:01 AM
Red flares are tied to a zone box usually the last one to be destroyed (FlotUpper)
I even raised it higher on all NYGM ships…
But As you said, sometimes by high chance, this box can be destroyed at first hit.
That’s said, there is an other setting I can adjust, and I will for next update :yep:
:Kaleun_Salute:
Awesome to read:yeah:
Also,I was watching an NYGM SH3 video and the author was disappointed that spotlights on all the merchants in convoy were searching around.He claimed that merchants would not turn on spotlights during the night as that just makes it easier to be spotted in darkness.It looked way kool but I kinda agree with him that for realism they should not all be doing active searching.Destroyers and warships of course should be....
Awesome to read:yeah:
Also,I was watching an NYGM SH3 video and the author was disappointed that spotlights on all the merchants in convoy were searching around.He claimed that merchants would not turn on spotlights during the night as that just makes it easier to be spotted in darkness.It looked way kool but I kinda agree with him that for realism they should not all be doing active searching.Destroyers and warships of course should be....
I will think about it :up: They don’t all have spot lights you know.
I could easily turn off spot lights on all remaining merchants …
Have to take a decision :D
What others guys do you think ? :hmmm:
Only escorts in convoy.
Merchants sailing alone armed with deck guns should search and engage Uboats at night tough.
Only escorts in convoy.
Merchants sailing alone armed with deck guns should search and engage Uboats at night tough.
I can't turn off merchant spot lights ONLY when in convoys...
It's always, or not :03:
Cruel frustration of type II career... only damaged, and noway to finish the work...(out of torp)
https://i.postimg.cc/LX84rL2b/SH3-Img-30-3-2023-10-14-0-687.jpg
We can get rain & heavy fog for only few hours:
https://i.postimg.cc/xdRTxtDm/SH3-Img-29-3-2023-14-55-26-635.jpg
...or few days :)
:Kaleun_Salute:
Wolfstriked
03-30-23, 04:45 AM
I can't turn off merchant spot lights ONLY when in convoys...
It's always, or not :03:
It is what it is :salute:
I think I will turn off merchant search lights next update :yep:
Didn’t find obvious proof of existing on merchants cargos …
For sure, they were firing light flares though, and they will still in NYGM :03:
Furthermore, if they detect you at night, and if they have armament, they will fire at you even without search light!
:Kaleun_Salute:
FUBAR295
03-30-23, 06:53 AM
Merci beaucoup for sharing....
Returnung to install SH3 after... dunno a decade? :)
BTW...
I am looking for Timetravellers crush depth mod, very old but very good enabling custom and random crushdepths.
Anybody got a link?
Thanks.
Try here :
https://www.mediafire.com/file_premium/pi9o2n7b02d1c8e/SH3CrushDepthV2_build12.zip/file
FUBAR295
03-30-23, 06:57 AM
I will think about it :up: They don’t all have spot lights you know.
I could easily turn off spot lights on all remaining merchants …
Have to take a decision :D
What others guys do you think ? :hmmm:
I say no searchlights on merchants. :up:
I say no searchlights on merchants. :up:
I agree with FUBAR295.
Wolfstriked
03-30-23, 08:38 AM
Possible to have them only on armed merchants?:06:
Dieselglock
03-30-23, 08:38 AM
I say no searchlights on merchants. :up:
I agree turn them off
I say no searchlights on merchants. :up:
I agree with FUBAR295.
I agree turn them off
When the old NYGM fans are speaking … I must agree! :yeah:
Possible to have them only on armed merchants?:06:
… they are at 90% armed since 41…
No, I will turn them off, that’s better to the unanimity :03:
:Kaleun_Salute:
Dieselglock
03-30-23, 01:30 PM
Question for FIFI is the Type IX narrow hull "Schnelltauchback" featured in this mod. I never have made it far enough to see.
Please remove all searchlights from the merchants. They did not have those in the war. The first thing I do after downloading a mod (Fifi's, OneAlex) is to use a java program to remove all of those....
Also I hacks the width of the swimlanes (SPACING=) in the campaign.rnd file making it around 1 km and make different sensors for destroyers, warships and merchants. This allows for nightly surface intake from inside the convoy in Kretschmer style.
Dieselglock
03-30-23, 02:51 PM
Please remove all searchlights from the merchants. They did not have those in the war. The first thing I do after downloading a mod (Fifi's, OneAlex) is to use a java program to remove all of those....
Also I hacks the width of the swimlanes (SPACING=) in the campaign.rnd file making it around 1 km and make different sensors for destroyers, warships and merchants. This allows for nightly surface intake from inside the convoy in Kretschmer style.
One gripe I have always had with the SH series is how close together the ships columns are in the convoy's.
Mister_M
03-30-23, 04:21 PM
Armed merchants probably had (small) searchlights, but probably didn't use them when sailing into convoys... this is just my opinion.
One gripe I have always had with the SH series is how close together the ships columns are in the convoy's.
What was the distance between each ship in a convoy in reality ?
Wolfstriked
03-30-23, 09:17 PM
they are at 90% armed since 41…
No, I will turn them off, that’s better to the unanimity :03:
:Kaleun_Salute:
:up::up:
:hmmm:whats your thoughts on the sinking without zero speed effect that NYGM has?
Silent running sinking effect that occurred from the bilge pump being turned off is super realistic IMO.No way to pump water out and the bilge starts filling and more rapidly the deeper you go.
That said I feel that coming to a complete stop and maintaining depth should be possible because of the negative tank.In a real world sub when the ballast tanks are filled the subs have slight positive buoyancy (done opposite in NYGM).The sole purpose of the negative tank is to be able to counter this slight positive buoyancy,whether for faster crash dive or to maintain a set depth.....:hmmm:
I am just not sold on this sinking when stopped function of NYGM.I would as a captain order to maintain periscope depth and so the negative tank would be filled and drained to maintain and being right at surface at periscope depth I would think not much compressed air is needed to pump air into this small tank.Just wondering is all......
Dieselglock
03-31-23, 12:13 AM
[QUOTE What was the distance between each ship in a convoy in reality ?[/QUOTE]
It is my understanding that it varied due to the size of the convoy and the weather. From the data I have read it seems 1000M was quite common between columns.
Dieselglock
03-31-23, 12:30 AM
:up::up:
:hmmm:whats your thoughts on the sinking without zero speed effect that NYGM has?
Silent running sinking effect that occurred from the bilge pump being turned off is super realistic IMO.No way to pump water out and the bilge starts filling and more rapidly the deeper you go.
That said I feel that coming to a complete stop and maintaining depth should be possible because of the negative tank.In a real world sub when the ballast tanks are filled the subs have slight positive buoyancy (done opposite in NYGM).The sole purpose of the negative tank is to be able to counter this slight positive buoyancy,whether for faster crash dive or to maintain a set depth.....:hmmm:
I am just not sold on this sinking when stopped function of NYGM.I would as a captain order to maintain periscope depth and so the negative tank would be filled and drained to maintain and being right at surface at periscope depth I would think not much compressed air is needed to pump air into this small tank.Just wondering is all......
It is my understanding that the negative was flooded when traveling on the surface to allow for fast diving when planes were set to dive position and the ballast tanks were vented. Once the dive was underway and at around a depth of 20m the negative was blown otherwise the boat would be overly negative when the main ballast tanks were flooded. I think the boat would have to be negative to stay submerged. I have read that good planes men were necessary to keep selected depth. This would have to necessitate some forward motion. The tanks could be adjusted for the amount of negative or positive buoyancy but the planes seem to be the most logical to maintain pitch control.
I personally like the negative buoyancy in NYGM.
Question for FIFI is the Type IX narrow hull "Schnelltauchback" featured in this mod. I never have made it far enough to see.
Nope...but i could eventually try to add it...some day :03:
Wolfstriked
03-31-23, 02:22 AM
It is my understanding that the negative was flooded when traveling on the surface to allow for fast diving when planes were set to dive position and the ballast tanks were vented. Once the dive was underway and at around a depth of 20m the negative was blown otherwise the boat would be overly negative when the main ballast tanks were flooded. I think the boat would have to be negative to stay submerged. I have read that good planes men were necessary to keep selected depth. This would have to necessitate some forward motion. The tanks could be adjusted for the amount of negative or positive buoyancy but the planes seem to be the most logical to maintain pitch control.
I personally like the negative buoyancy in NYGM.
I think your right in that the negative tank being mainly for dive and quickly filled with air.Reading more into it a sub is very unstable in buoyancy.Food eaten,fresh water consumed,diesel fuel used and even weather all play into buoyancy and completely filled main ballast tanks can be negative or positive buoyancy with the above stuff taken into account.
Basically its hard to balance depth with ballast tanks alone in a sub as buoyancy constantly changes.Ok carry on fine folks :salute:
Question for FIFI is the Type IX narrow hull "Schnelltauchback" featured in this mod. I never have made it far enough to see.
:D :up:
https://i.postimg.cc/nzX9Wcmq/SH3-Img-31-3-2023-12-3-39-257.jpg
Should be available next update as add on mod when playing IXC/IXC40 career...
Mister_M
03-31-23, 07:56 AM
All in all, I think that neutral buoyancy should be kept in the game, because you can rely on your crew to correct the depth with ballast tanks... "Negative buoyancy global behaviour" (and not the "effect" which really existed) is probably more unrealistic than the "neutral buoyancy behaviour" of the original SH3 game. As we say : the road to hell is paved with good intentions. :O:
And, most of all, I think we should once and for all forget the idea of getting something close to the reality with this old and defective game... (I particulary think about this dumb, ultra basic and surrealist so called "artificial intelligence"... (we should call it "pre-programmed behavior")).
Sorry for being pessimistic, but this is my conclusion after years of playing and modding this game, and reading testimonies and history books on the (anti-)submarine warfare... Improvements are only possible at the margin and do not change much. Of course, I will never blame the work of modders who invest (many) hours of their free time. It sure adds some nice touch to the game (that we call "eye candy"). But again, after some time, one always realizes that this is mostly "cosmetic"...
I wish you all the best. After all, this game is just... a game... which has only a distant connection with historical reality (facts)... Games are designed to be funny and entertaining, not to be real simulations. War is boring, sad and horrible. It's a personal experience of the worst that humans can do. A "game" will never truly simulate a war (else, everyone, except psychopaths, would become pacifists... which would be a good thing IMO).
NYGM NEW VERSION V3.5 STEEL COFFIN EDITION IS OUT!
- U-Boat compartments strength slightly raised (from previous version, but still weaker than original NYGM)
- French & FreeFrench Sloop ARRAS added. You may encounter him early war in North Sea, and around Dakar later on. Of course also sometimes in convoy escort...
- British & Canadian ALGERINE Class Corvette added. Mainly in convoys escorts, but not always.
- All MFM ships wake adjusted & corrected.
- Oil barrels should explode more often when hitted.
- Red flares should launch later before ship sink.
- All merchants search lights turned off. They still fire light shells.
- Type IXC/IXC40 Schnelltauchback hull (narrow hull) added as add on mod.
You can activate it in bunker anytime from November 1943, in replacement of regular IXC/IXC40 hull.
Do not cheat, do not activate it before Nov 43!
Narrow hull is giving slightly better diving times, slightly better speed surfaced/submerged...
NEW CAREER MANDATORY !! (Fresh Documents/SH3 recommended)
Hope you'll enjoy it :yeah:
:Kaleun_Salute:
FUBAR295
03-31-23, 10:08 AM
:Kaleun_Salute: :Kaleun_Thumbs_Up: :Kaleun_Applaud:
Mister_M
03-31-23, 10:16 AM
- Type IXC/IXC40 Schnelltauchback hull (narrow hull) added as add on mod.
Narrow hull is giving slightly better diving times, slightly better speed surfaced/submerged...
With this modified hull, the type IX dived faster (by shortening the initial part of the dive), at least it was the intended purpose... But are you sure that it gave a better speed to the boot ? IMO, this modified hull had a negative effect on speed, because it would disturb the hydrodynamics of the vessel... (but at slow speeds, while submerged for example, this would probably be not noticeable... even if, IIRC, removing the deck gun had a beneficial effect on the underwater speed...). But maybe you can't do otherwise to simulate a faster dive, because of game limitations (as always)...
With this modified hull, the type IX dived faster (by shortening the initial part of the dive), at least it was the intended purpose... But are you sure that it gave a better speed to the boot ? IMO, this modified hull had no effect on the surface speed, and a negative effect while submerged, because it would disturb the hydrodynamics of the vessel... (but at slow speeds, this would probably be not noticeable... even if, IIRC, removing the deck gun had a beneficial effect on the underwater speed...). But maybe you can't do otherwise to simulate a faster dive, because of game limitations (as always)...
Said slightly … around 0,5 knot better speed, that’s quite nothing, but for gameplay attraction… anyway we can’t find almost anything on this hull modified…unfortunately.
Diving time should be +- 5 second better
Mister_M
03-31-23, 10:36 AM
Said slightly … around 0,5 knot better speed, that’s quite nothing, but for gameplay attraction… anyway we can’t find almost anything on this hull modified…unfortunately.
Diving time should be +- 5 second better
OK, thank you for the details ! :up:
OK, thank you for the details ! :up:
You are welcome :up:
5 seconds diving time should give type IX player better chance to survive late war :D … so the purpose of this new hull.
In reality, I suppose German engineers didn’t loose time to create this new hull without some advantages… even slightest … but that’s only my guess :03:
Dieselglock
03-31-23, 10:52 AM
NYGM NEW VERSION V3.5 STEEL COFFIN EDITION IS OUT!
Thank you FIFI for the new version and the Schnelltauchback
:Kaleun_Salute:
Kal_Maximus_U669
03-31-23, 11:18 AM
NYGM NEW VERSION V3.5 STEEL COFFIN EDITION IS RELEASED!
:wah::har:
I definitely won't be able to make a full career..:har::har:
but it does not matter considering the program of improvements of this mods...:o
THX Masters for 'Schnelltauchback' I love this one..:up:
the Uboat Schnelltauchback the modeling of the model is not exact we observe it here in real no cannon
https://image.noelshack.com/fichiers/2023/13/5/1680279834-34687-640.jpg
https://image.noelshack.com/fichiers/2023/13/5/1680280112-1642201010-1-hdpic-club-p-podvodnie-lodki-tipa-ix-2.jpg
https://image.noelshack.com/fichiers/2023/13/5/1680280301-1642201060-6-hdpic-club-p-podvodnie-lodki-tipa-ix-11.jpg
the original game model
https://i.postimg.cc/nzX9Wcmq/SH3-Img-31-3-2023-12-3-39-257.jpg
NYGM NEW VERSION V3.5 STEEL COFFIN EDITION IS RELEASED!
:wah::har:
I definitely won't be able to make a full career..:har::har:
but it does not matter considering the program of improvements of this mods...:o
THX Masters for 'Schnelltauchback' I love this one..:up:
the Uboat Schnelltauchback the modeling of the model is not exact we observe it here in real no cannon
https://image.noelshack.com/fichiers/2023/13/5/1680279834-34687-640.jpg
https://image.noelshack.com/fichiers/2023/13/5/1680280112-1642201010-1-hdpic-club-p-podvodnie-lodki-tipa-ix-2.jpg
https://image.noelshack.com/fichiers/2023/13/5/1680280301-1642201060-6-hdpic-club-p-podvodnie-lodki-tipa-ix-11.jpg
the original game model
https://i.postimg.cc/nzX9Wcmq/SH3-Img-31-3-2023-12-3-39-257.jpg
My screenshot have a deck gun because it was through the single mission… but in career, you should not have deck gun. They should be not available at this time :yep:
Sorry for the new career start mandatory :oops:
But can’t do other way…
Don’t worry, now I will slow down the updates coming. Have also plenty work to do in my garden at this season!
And I too want to keep going a career :D
:Kaleun_Salute:
Kal_Maximus_U669
03-31-23, 01:25 PM
Yes Fifi spring is coming cultivating is a plus you will at least know what you have on the plate unlike what we sold .. the career is not dramatic ... compared to the work you provide to improve things ... I take the time and will follow your recommendations..
continue at your pace I will not complain about this excellent work.. quite the contrary..
our "U Schnelltauchback" what I understand the situation in 1943 imposes on our Uboat a faster dive the "Jabo" its omnipresent as well as the new detection system for destroyers so we forget the aerial combat I would add that the Uboat has become fragile in version 3.4 I quickly learned it at my expense...
I put these screens for you so that we can observe the anatomical part of the hull, we notice that the lean-tos are too straight on the model in play...
photo No2 has a perfect model
after this is only a visual detail... we will note on the floor the port of the mine launchers is available if necessary...(photo2)
I agree with Mr. M in what he said for cosmetics and others..
For the lights I agree with FUBART.. Dieselglock..etc
here is Fifi I am delighted with this update despite everything.. the 3.5 already installed...
thank you Fifi see you soon
Patoche9999
03-31-23, 02:13 PM
Thank you Fifi for this version . It looks incredible. .and i tried to install, but i have a strange issue : at the end, the screen is not fully displayed. It stays on the stock SH3 size .
Certainly i did something wrong, but don t know what. Would you have idea how to fix it?
Kal_Maximus_U669
03-31-23, 02:51 PM
Thank you Fifi for this version . It looks incredible. .and i tried to install, but i have a strange issue : at the end, the screen is not fully displayed. It stays on the stock SH3 size .
Certainly i did something wrong, but don t know what. Would you have idea how to fix it?
it would be necessary to read a little my friend... it is about a subject to treat thousands times that becomes "painful" to drool...
https://image.noelshack.com/fichiers/2023/13/5/1680292230-capture.png
Wolfstriked
03-31-23, 07:54 PM
Again :D:up::timeout::salute:
fitzcarraldo
03-31-23, 08:17 PM
Many thanks for the new update!...I can´t finish a career with all the new awesome versions, but, also, I never reached the steel coffin level...:Kaleun_Wink: Death is death, but the new versions saved me, ever...:Kaleun_Applaud:
A simple question (or not): I prefer to use the ARB GUI, but I have the salvo selector without the tube numbers...I know how to repair it from the times of the old ARB GUI, with SH3C, but I don´t see (or I can´t see), the optional salvo selectors for SH3C according the boat used in SC NYGM. Is there some way with SC NYGM to have the respective selector without using SH3C (and the old mod for that from ARB GUI?
With the hardcore GUI all works fine with the selector.
Really, my dream GUI is a mix of the hardcore GUI with ARB GUI; I like the center position of the scope in ARB, with the Torpedovorhaltrechner separated in the tactical map...:Kaleun_Applaud:
Best regards.
Fitzcarraldo :Kaleun_Salute:
Wolfstriked
03-31-23, 10:09 PM
Maybe someone can help me.I have been trying to increase the range of the submarine wake sound so I hear it standing on the conning deck as it gives me a feeling of movement thru the water.If you go external and place camera at ship bow you will hear the sound playing but as you move backwards the sound cuts off at around the machine gun.That is until the latest NYGME and now the sound is completely gone. LOL
:k_confused:
Anyone have a clue as why that is?
Many thanks for the new update!...I can´t finish a career with all the new awesome versions, but, also, I never reached the steel coffin level...:Kaleun_Wink: Death is death, but the new versions saved me, ever...:Kaleun_Applaud:
A simple question (or not): I prefer to use the ARB GUI, but I have the salvo selector without the tube numbers...I know how to repair it from the times of the old ARB GUI, with SH3C, but I don´t see (or I can´t see), the optional salvo selectors for SH3C according the boat used in SC NYGM. Is there some way with SC NYGM to have the respective selector without using SH3C (and the old mod for that from ARB GUI?
With the hardcore GUI all works fine with the selector.
Really, my dream GUI is a mix of the hardcore GUI with ARB GUI; I like the center position of the scope in ARB, with the Torpedovorhaltrechner separated in the tactical map...:Kaleun_Applaud:
Best regards.
Fitzcarraldo :Kaleun_Salute:
I decided to delete the salvo numbers in ARB because of the mess it gives between periscope & attack map…
You can easily see what the salvo button is selecting even without numbers: just watch the green lamps on right hand side… :D
Nothing is perfect in this world. Always compromises :)
:Kaleun_Salute:
Maybe someone can help me.I have been trying to increase the range of the submarine wake sound so I hear it standing on the conning deck as it gives me a feeling of movement thru the water.If you go external and place camera at ship bow you will hear the sound playing but as you move backwards the sound cuts off at around the machine gun.That is until the latest NYGME and now the sound is completely gone. LOL
:k_confused:
Anyone have a clue as why that is?
You’ll learn that messing around with sound files in SH3 can introduce strange things…
Game cannot handle more than a certain number of sound files together, certainly linked to the memory limitation.
If you add, or move sound effects … this can result in a mess.
Good luck!
:Kaleun_Salute:
Do you delete the static Crew Addons ("Static Crew Inside IX_NYGM_Enhanced_Hardcore" and "Static Crew Inside VII_NYGM_Enhanced_Hardcore")? Are they incompatible with the new version or just because off memory?
Do you delete the static Crew Addons ("Static Crew Inside IX_NYGM_Enhanced_Hardcore" and "Static Crew Inside VII_NYGM_Enhanced_Hardcore")? Are they incompatible with the new version or just because off memory?
It seemed those add on mods gave problems with previous update if you remember …
So decided to delete them, no more issues :D
I think they are not essential to this game, but if you want them, you can always pick them back in previous version that of course you kept somewhere :D
It is possible of a memory issue cause we are on the edge of this game … the lighter it is, the best fluency we’ll keep.
:Kaleun_Salute:
It seemed those add on mods gave problems with previous update if you remember …
So decided to delete them, no more issues :D
I think they are not essential to this game, but if you want them, you can always pick them back in previous version that of course you kept somewhere :D
It is possible of a memory issue cause we are on the edge of this game … the lighter it is, the best fluency we’ll keep.
:Kaleun_Salute:
Yes, you are right. :salute:
One other thing, because if I'm right, this one is not included, if I read NYGM ENHANCED HARDCORE Readme.pdf.
Do you plan victory pennants or are they only for Typ II not available?
Patoche9999
04-01-23, 07:08 AM
it would be necessary to read a little my friend... it is about a subject to treat thousands times that becomes "painful" to drool...
https://image.noelshack.com/fichiers/2023/13/5/1680292230-capture.png
Thank you I knew that and reinstall. It doesnot work correctly. I checked the d3d9.cfg which is correct.
thank you again,
Kal_Maximus_U669
04-01-23, 07:22 AM
Thank you I knew that and reinstall. It doesnot work correctly. I checked the d3d9.cfg which is correct.
thank you again,
Why does it not work... according to you...! you should go see the parameters of your machine.. what is your config..? :yep:
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2645978&postcount=107
https://image.noelshack.com/fichiers/2023/13/6/1680353197-capture.png
As in real quite many UZO had 8x60 magnification, I changed ARB UZO x7 for x8 :03:
It’s now of more interest to call the UZO up :yep:
Because before it was same magnification as binoculars …
:Kaleun_Salute:
Patoche9999
04-01-23, 11:10 AM
Why does it not work... according to you...! you should go see the parameters of your machine.. what is your config..? :yep:
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2645978&postcount=107
https://image.noelshack.com/fichiers/2023/13/6/1680353197-capture.png
Thank you. yes off course according to me , on my computer. One Alex mod is working correctly, not this one.
I checked the configuration. It seems it is correct. But running the sh3.exe make it displaying on 1264 x 768
Thank you. yes off course according to me , on my computer. One Alex mod is working correctly, not this one.
I checked the configuration. It seems it is correct. But running the sh3.exe make it displaying on 1264 x 768
If you installed to the letter according the pdf included, this mod is running solid rock :yep:
That’s said, you may have some issue on your computer for the display :03:
:Kaleun_Salute:
Now we have the 8x60 magnification UZO on all our U Boats :D
https://i.postimg.cc/yN7QmkrY/SH3-Img-1-4-2023-18-48-11-723.jpg
:Kaleun_Salute:
FUBAR295
04-01-23, 02:31 PM
Thank you. yes off course according to me , on my computer. One Alex mod is working correctly, not this one.
I checked the configuration. It seems it is correct. But running the sh3.exe make it displaying on 1264 x 768
It could be the d3d9.dll and the d3d9.ini did not load or go into the correct place in the main file with SH3.exe.:hmmm:
They should be dated 05/09/2010 for the .dll file and 09/14/2014 for the .ini file for 1920x1080.
FUBAR295
04-01-23, 02:34 PM
Now we have the 8x60 magnification UZO on all our U Boats :D
https://i.postimg.cc/yN7QmkrY/SH3-Img-1-4-2023-18-48-11-723.jpg
:Kaleun_Salute:
Nice touch ! :up:
Kal_Maximus_U669
04-01-23, 03:18 PM
@Patoche9999
How do you want to get help if you don't follow the rules...
1-I seem to have asked you a question.... your machine the config ???
I have already given you some leads, it seems to me...
2-When you participate in a forum... the least you can do is fill out your profile page and other...
3-The forum is not a supermarket...we are not MaC Do.. I choose...I ask everyone questions...you have to read my friend. Fifi wrote a PDF have you read it... which I doubt...
4-Just because one mod works (Onealex) doesn't mean all the others will...we're not in a lottery!
5-I think it would be good to leave Fifi in peace.. in this modding work that takes him a lot of time for the good of the community here... (especially with this kind of question) lol...
I told you to read the forum and ask the right questions then would be desirable in the future thank you for your understanding
Patoche9999
04-01-23, 05:24 PM
@Patoche9999
How do you want to get help if you don't follow the rules...
1-I seem to have asked you a question.... your machine the config ???
I have already given you some leads, it seems to me...
2-When you participate in a forum... the least you can do is fill out your profile page and other...
3-The forum is not a supermarket...we are not MaC Do.. I choose...I ask everyone questions...you have to read my friend. Fifi wrote a PDF have you read it... which I doubt...
4-Just because one mod works (Onealex) doesn't mean all the others will...we're not in a lottery!
5-I think it would be good to leave Fifi in peace.. in this modding work that takes him a lot of time for the good of the community here... (especially with this kind of question) lol...
I told you to read the forum and ask the right questions then would be desirable in the future thank you for your understanding
Off course i understand sorry for dusturbing. Just to know if someone elle met this issue. Seems not. I.read and exécuté the fifi s pdf..
So i did something wrong. I will retry. Thanks à lot for the tips you provided me.
derstosstrupp
04-01-23, 10:09 PM
To the question about the negative tanks and buoyancy:
Correct, the negative tanks’ purpose was to break the surface tension quickly to get below. The difference was only seconds - the VIIB for example had no negative tanks and wasn’t at a huge disadvantage. These tanks were then blown out anywhere from 8 to 12 m as their purpose had been fulfilled. When the boat was trimmed at periscope depth daily, trim was achieved typically at KF, with a 0.5° - 1° “down bubble” (coarse trim angle changes with trim tanks fore/aft, fine maintenance of trim angle by the aft planesman). The negative tanks were not used to adjust buoyancy, that was the role of the regulating tanks and bunkers (called “regulators”). The contents of those were maintained on the surface, and changes in weight etc. over the course of the patrol would be logged in the dive logbook, and the necessary adjustments made to the regulators daily. The daily trim dive was a validation of the accuracy of the dive logbook (chief engineer and his control room mates were evaluated on this).
The result of the slight down bubble trim would be ever so slight positive buoyancy if momentum, and thus depth control, were lost. The sinking is not realistic.
Wolfstriked
04-01-23, 10:28 PM
To the question about the negative tanks and buoyancy:
Correct, the negative tanks’ purpose was to break the surface tension quickly to get below. The difference was only seconds - the VIIB for example had no negative tanks and wasn’t at a huge disadvantage. These tanks were then blown out anywhere from 8 to 12 m as their purpose had been fulfilled. When the boat was trimmed at periscope depth daily, trim was achieved typically at KF, with a 0.5° - 1° “down bubble” (coarse trim angle changes with trim tanks fore/aft, fine maintenance of trim angle by the aft planesman). The negative tanks were not used to adjust buoyancy, that was the role of the regulating tanks and bunkers (called “regulators”). The contents of those were maintained on the surface, and changes in weight etc. over the course of the patrol would be logged in the dive logbook, and the necessary adjustments made to the regulators daily. The daily trim dive was a validation of the accuracy of the dive logbook (chief engineer and his control room mates were evaluated on this).
The result of the slight down bubble trim would be ever so slight positive buoyancy if momentum, and thus depth control, were lost. The sinking is not realistic.
NYGM made it negative buoyancy for a reason that eludes me.GWX has positive buoyancy at full stop but they also have a mod to change it to negative buoyancy,maybe due to complaints for reasons....:06:
Fifi,great choice on a higher magnification UZO :salute:
NYGM made it negative buoyancy for a reason that eludes me.GWX has positive buoyancy at full stop but they also have a mod to change it to negative buoyancy,maybe due to complaints for reasons....:06:
Fifi,great choice on a higher magnification UZO :salute:
GWX never had negative buoyancy … only NYGM had it at first… it’s Stiebler who find this way to simulate perfectly the slow sinking at full stop when submerged.
Absolutely historical, as no U Boat could stay same level for ever fully stopped!
Just couldn’t play without this negative buoyancy.
:Kaleun_Salute:
Wolfstriked
04-02-23, 01:26 AM
DANG IT abort this file again.Just now playing an actual patrol and hence using the hydrophone I found the reason that the sub wake sound is only allowed to be played to range 15.When you go to hydrophone and then exit out back to sub the sub wake sound plays inside the sub while submerged but it should not play when submerged.
If you like the sub wake sound in your game and do not use the hydrophone yourself instead relying on your sonar man for contacts then its all good.
derstosstrupp
04-02-23, 06:32 AM
GWX never had negative buoyancy … only NYGM had it at first… it’s Stiebler who find this way to simulate perfectly the slow sinking at full stop when submerged.
Absolutely historical, as no U Boat could stay same level for ever fully stopped!
Just couldn’t play without this negative buoyancy.
:Kaleun_Salute:
There was no automatic negative buoyancy when motors were stopped underwater. It all depends on how the boat was trimmed. As I said, standard practice was to trim about 1° down bubble at the lowest speed. In this case, if you lose that speed, you would tend to rise very slowly. The bigger issue with stopping submerged, which the game doesn’t simulate, is the loss of longitudinal stability in anything but calm seas. At any rate, keeping depth while stopped for a WW2 sub was a laborious and loud affair.
The exception to all this was the so-called practice of “hanging the boat by the periscope”. In calm seas, a well-balanced boat could poke a scope out of the water and shut its motors off and effectively hang there.
FUBAR295
04-02-23, 07:46 AM
All of this has been discussed in ad nauseam :hmmm: :
https://www.subsim.com/radioroom/showthread.php?t=201357
https://www.subsim.com/radioroom/showthread.php?t=126278
and there are others if you care to search for them. :yep:
My feeling is if you don't like it, change it yourself or play GWX or other super mod.
Can we please move on? :06:
derstosstrupp
04-02-23, 08:14 AM
Alright well I’m just trying to point out historical realities, to hopefully improve mods in the direction of more realism.
I spend most of my free time studying the systems on these boats, and if I need answers, I don’t go to Subsim threads to get them - I have the contemporary documentation.
And if there are still underlying misconceptions about the basic operation of the boats, then I guess it really hasn’t been discussed enough? When people say they want realism, do they just want to guess at realism?
So I would appreciate it if people wouldn’t poo poo someone’s answer when they are just trying to improve the state of things based on their own research of the realities.
Kal_Maximus_U669
04-02-23, 01:10 PM
Off course i understand sorry for dusturbing. Just to know if someone elle met this issue. Seems not. I.read and exécuté the fifi s pdf..
So i did something wrong. I will retry. Thanks à lot for the tips you provided me.
Did you successfully install...?
Can you tell me more about your machine..?
CPU..Gpu..Ram..etc...
Does your screen support 1920x1080?
In order to take advantage of Fifi's fabulous work, it would be a shame to miss such a job.. no, when do you think..?
FUBAR295
04-02-23, 04:29 PM
Alright well I’m just trying to point out historical realities, to hopefully improve mods in the direction of more realism.
I spend most of my free time studying the systems on these boats, and if I need answers, I don’t go to Subsim threads to get them - I have the contemporary documentation.
And if there are still underlying misconceptions about the basic operation of the boats, then I guess it really hasn’t been discussed enough? When people say they want realism, do they just want to guess at realism?
So I would appreciate it if people wouldn’t poo poo someone’s answer when they are just trying to improve the state of things based on their own research of the realities.
derstosstrupp,
I did not mean to offend and my apology if so. I respect you and your work highly, have read all that you have written on Uboats, and utilize some your methods for data collection for firing solutions. They're first rate! :up:
I do not question any of your research. It is very thorough and your conclusions are most undoubtedly correct. A balance must be struck between realism and the limitations of SH3, not forgetting game play needs to be factored in also. :yep:
Additional, I do not have issue with what you are saying. All I am trying to get at is that all of this as been chewed over before, many times. I see both sides of the buoyancy discussion and the merits of each. Realism, like beauty, is in the eye of the beholder and realism does not always translates into better game play. Some, no matter what, will not like the stationary boat and others will. Personally, I do not care if the boat sinks, hovers or rises, I deal with the situation as a commander should and adapt. My main concern is keeping the boat and crew as intact as I can. I play as realistic as I can, keeping a KTB with weather reports every 4 hours, use data collection/ manual targeting and tactics by you and others that have been researched. I play DID. I am sure not many play like this even though it involves realism. It is not everyone's cup of tea. :03:
I use NYGM, GWX and CCoM, with each one having their own favor, as their creators saw as realism.
Bottom line, this Fifi's project and we are really just voyeurs :o in his modding of NYGM. Luckily, we enjoy what Fifi is willing to share of the fruits of labor. All of this is done for Fifi's likes and dislikes, no one else. :yep:
Again, if I have offend, my sincere apologies.
Good hunting,
FUBAR295
Patoche9999
04-02-23, 04:32 PM
Did you successfully install...?
Can you tell me more about your machine..?
CPU..Gpu..Ram..etc...
Does your screen support 1920x1080?
In order to take advantage of Fifi's fabulous work, it would be a shame to miss such a job.. no, when do you think..?
Yes it works now. I réinstalled : everything is working correctly.
I sûre did something wrong i n my préviens tries.
Thanks
Kal_Maximus_U669
04-02-23, 05:05 PM
Yes it works now. I réinstalled : everything is working correctly.
I sûre did something wrong i n my préviens tries.
Thanks
:up::yeah:
Very good I am delighted that you can enjoy now...
derstosstrupp
04-02-23, 05:23 PM
derstosstrupp,
I did not mean to offend and my apology if so. I respect you and your work highly, have read all that you have written on Uboats, and utilize some your methods for data collection for firing solutions. They're first rate! :up:
I do not question any of your research. It is very thorough and your conclusions are most undoubtedly correct. A balance must be struck between realism and the limitations of SH3, not forgetting game play needs to be factored in also. :yep:
Additional, I do not have issue with what you are saying. All I am trying to get at is that all of this as been chewed over before, many times. I see both sides of the buoyancy discussion and the merits of each. Realism, like beauty, is in the eye of the beholder and realism does not always translates into better game play. Some, no matter what, will not like the stationary boat and others will. Personally, I do not care if the boat sinks, hovers or rises, I deal with the situation as a commander should and adapt. My main concern is keeping the boat and crew as intact as I can. I play as realistic as I can, keeping a KTB with weather reports every 4 hours, use data collection/ manual targeting and tactics by you and others that have been researched. I play DID. I am sure not many play like this even though it involves realism. It is not everyone's cup of tea. :03:
I use NYGM, GWX and CCoM, with each one having their own favor, as their creators saw as realism.
Bottom line, this Fifi's project and we are really just voyeurs :o in his modding of NYGM. Luckily, we enjoy what Fifi is willing to share of the fruits of labor. All of this is done for Fifi's likes and dislikes, no one else. :yep:
Again, if I have offend, my sincere apologies.
Good hunting,
FUBAR295
Hi FUBAR, thanks for clarifying, I understand now and no offense taken! Agreed, Fifi has done great work and at the end of the day, it’s what he prefers that will make it into the modpack. I will keep that in mind and refrain from further suggestions. Any questions though and I am always happy to answer. :salute:
Kal_Maximus_U669
04-02-23, 06:00 PM
hey Guy"s
Thank you gentlemen, it is thanks to this kind of discussion that things are progressing...
I want to thank @FUBAR295 "a sea wolf" here... we can always get links forget... his availability as well as his knowledge in the evolution of mods...
@derstosstrupp
Someone who makes a lot of documents available.. as well as his YT channel which allows you to evolve more quickly when you are a novice...a real enthusiast...respect. Continue to bring your ideas and your knowledge I think that Fifi is open to any realization as far as possible with this aging engine...
I don't know what you both think... but Fifi's mod is one of the most successful currently, believe me, I've tried CCOM11&12 as well as the Fifi Ccom12 remasters.. LSH20.. as well as GwX which is the reference of the time .. ... When Wac 4.9 & 5.00 & 5.1 .. Gwr21 (too many problems I let go)
Too bad Hansolo is not continued on WaC because at the time it was one of my favorites in 4.9
everyone brings a different approach.
there is Onealex which is very good... currently waiting for the problems we all know...
GwX Enhanced which and the only mod with complete interiors in addition with open hatches a remarkable job with a perfect ARB from Toyotagt86
In this NYGM Enhanced I love the feeling that we have in the attacks with the lens of the periscope a unique feeling thanks to the HuD Diegogut. The other HuD ARBs.. Annerb.. I don't have the same feeling.. the weather plays a big role sometimes it is impossible to torpedo properly.. there has recently been the fragility of the Uboat.. the negative buoyancy.. Fifi has done a huge job on so many aspects which reinforces the immersion that I could not list them all... Maximum realism for me it is a "must"..
I look forward to Official GWX Knight's Cross Edition...from the Kpt team. Lehmann "Dynosaurs" from Subsim..When I heard the news I was on my ass
may these veterans be reunited again...
Well Said Kal :Kaleun_Salute::Kaleun_Thumbs_Up::Kaleun_Cheers:
FUBAR295
04-02-23, 06:59 PM
Hi FUBAR, thanks for clarifying, I understand now and no offense taken! Agreed, Fifi has done great work and at the end of the day, it’s what he prefers that will make it into the modpack. I will keep that in mind and refrain from further suggestions. Any questions though and I am always happy to answer. :salute:
I am sure he will be willing to entertain any suggestion(s) you may make to improve NYGM. Fifi's goal is to keep the original game play that NYGM has, but put in all of the eye candy and fix some of the issues with the Uboats and merchants and escorts. So far Fifi's upgrade has far surpassed expectations. :yeah:
FUBAR295
04-02-23, 07:30 PM
I don't know what you both think... but Fifi's mod is one of the most successful currently, believe me, I've tried CCOM11&12 as well as the Fifi Ccom12 remasters.. LSH20.. as well as GwX which is the reference of the time .. ... When Wac 4.9 & 5.00 & 5.1 .. Gwr21 (too many problems I let go)
Too bad Hansolo is not continued on WaC because at the time it was one of my favorites in 4.9 everyone brings a different approach.
there is Onealex which is very good... currently waiting for the problems we all know...
GwX Enhanced which and the only mod with complete interiors in addition with open hatches a remarkable job with a perfect ARB from Toyotagt86
In this NYGM Enhanced I love the feeling that we have in the attacks with the lens of the periscope a unique feeling thanks to the HuD Diegogut. The other HuD ARBs.. Annerb.. I don't have the same feeling.. the weather plays a big role sometimes it is impossible to torpedo properly.. there has recently been the fragility of the Uboat.. the negative buoyancy.. Fifi has done a huge job on so many aspects which reinforces the immersion that I could not list them all... Maximum realism for me it is a "must"..
I look forward to Official GWX Knight's Cross Edition...from the Kpt team. Lehmann "Dynosaurs" from Subsim..When I heard the news I was on my ass
may these veterans be reunited again...
KM,
I have been using NYGM since it was released, used RUB before that. Although it was a plain Jane compared to the other super mods, it is hardy and robust and seldom presented a CTD and fast load times. I liked Stiebler's and Teddybears approach with tonnage and provided an alternative to the renown system employed in SH3. So I am bias when it comes to NYGM and the other supermods.
Now, with that said, I do play CCOM (a real good mod with lots of aircraft dodging):up:, GWX by OneAlex (great mod with the kitchen sink included :haha: and very stable) and WAC 5.2 which looks lovely but is cantankerous to run at times. I have manage to get it somewhat stable and the CTD's are not a real issue presently. Make regular saves with WAC.:yep:
Also looking forward to the GWX Knight's Cross Edition. That is a great team working on that project.
Good hunting,
FUBAR295
Wolfstriked
04-03-23, 12:36 AM
I fixed the issue with my sound mod! When submerged and you went to hydrophone and back to 3D view the ship wake sound would play and this is wrong as you are submerged:timeout:.Now it works:up:
What this mod does....
"This mod first and foremost changes the sound of sub cutting thru the water to be able to hear on conning deck with a few other changes listed below.
Quieter interior ambient sound file from thompsens soundpack.Lessens the creaksing sound volume from pressure but retains NYGME scarieness levels as you dive further.Changed dive sequence sound file and raised the volume.Raised volume of the blow ballast sound files.Louder chrono tick sounds and louder scope bearing tick sounds.
Also has a music.cfg file that allows music at main menu only.You can easily just delete the music folder if you like music playing as you patrol."
https://www.mediafire.com/file/9nhkanopb6x2j7y/Wolfstriked_NYGM_sound_mod.7z/file
This file is Sober's green foam mod with just saturation cut in half.Looks great with NYGME water imo...
https://www.mediafire.com/file/338uf9wr5x6ashr/Wolfstriked_Sobers_Green_Foam_Saturation_cut_in_ha lf.7z/file
I think next update I will reinforce the British blockade between Orkneys & Shetlands, and Shetlands & Faroes islands … it’s still too easy to pass through without problems.
It was historically heavy guarded, and from war start :yep:
I think it will not require a career new start :)
:Kaleun_Salute:
Kal_Maximus_U669
04-03-23, 03:32 PM
I think next update I will reinforce the British blockade between Orkneys & Shetlands, and Shetlands & Faroes islands … it’s still too easy to pass through without problems.
It was historically heavy guarded, and from war start :yep:
I think it will not require a career new start :)
:Kaleun_Salute:
Merci pour le details Fifi ...commence ton jardin des que possible..:har::har::har::timeout:
I have a very stupid question, because I do not know if this can be the issue.
Is DBSM compatible with NYGM and with Fifi Enhancement too?
I ask, because since yesterday or better since today, SH3 crashed if I sink a ship. And it seems that the "SH3Sound.act" is the reason. :hmmm:
The only thing I changed was to active in port "DBSM_for_SH3". With other mods, like Onealex version of GMX, there wasn't any issues like this with DBSM.
Kal_Maximus_U669
04-04-23, 10:11 AM
I have a very stupid question, because I do not know if this can be the issue.
Is DBSM compatible with NYGM and with Fifi Enhancement too?
I ask, because since yesterday or better since today, SH3 crashed if I sink a ship. And it seems that the "SH3Sound.act" is the reason. :hmmm:
The only thing I changed was to active in port "DBSM_for_SH3". With other mods, like Onealex version of GMX, there wasn't any issues like this with DBSM.
For DBSM I think it will not work or will have to be modified I think it is dangerous it will cause "ctd"
here for you scary+creaks.... the Stormys credit
:Kaleun_Wink:
https://www.mediafire.com/file/4xzgbacqsp0ny3p/Optional+scary+creaks+K_M_U669.7z/file
For DBSM I think it will not work or will have to be modified I think it is dangerous it will cause "ctd"
If that's really the case, then that's a pity, because I think the voices of the plays fit the SH series perfectly. It is just weird because DBSM only replaced sound files 1:1 and nothing more.
I disabled it at my last save game, and it seems to work again without CtD's at the moment.
Kal_Maximus_U669
04-04-23, 11:25 AM
If that's really the case, then that's a pity, because I think the voices of the plays fit the SH series perfectly. It is just weird because DBSM only replaced sound files 1:1 and nothing more.
I disabled it at my last save game, and it seems to work again without CtD's at the moment.
Why do you want to put DBSM? to have the "Das BOAT" atmosphere...
Personally, I have some sound that does not play... I avoid tinkering with Fifi's mods, this avoids conflicts... his work is perfect and even beyond my expectations.. we must not forget that this mod was a personal mod that he had created for him. he was kind enough to let me try WiP
then he decided to make everyone benefit... since he has done a monumental job it would be a shame to destroy it...
I find that the atmosphere of the films "Das BOAT" is a bit outdated is too much playing here 'too Classic':timeout: I am looking for an atmosphere a la U571 with a commander like Thomas Kretschmann who I find sticks more to the modern atmosphere of today.. .
this is my personal opinion...:O:
https://image.noelshack.com/fichiers/2023/14/2/1680625456-capture.jpg
Is this normal and wanted that this both destroyers have no weapons to escort the mine layers? :o
:har::har::haha:
https://i.postimg.cc/HTHbL9YT/SH3-Img-4-4-2023-18-42-4-690.jpg
https://i.postimg.cc/xfkzZsR3/SH3-Img-4-4-2023-18-42-17-278.jpg
https://i.postimg.cc/wzPJNpqf/SH3-Img-4-4-2023-18-42-26-292.jpg
My NYGM is very special, and doesn’t support others mods than the ones provided…if nevertheless you want to break the rule, don’t be surprised to run into trouble!
NYGM I have provided is 100% stable as a rock, you can even save in ships vicinity, or not save at all for whole patrol without issue. I have already saved once underwater, and didn’t get any CTD! (But not recommended nevertheless)
Now you will be kind to not post here your problems with others mods, I will not support it anyway… hope you’ll understand me.
:Kaleun_Salute:
:agree: Consider any mod not provided by Fifi as off limits and verboten.
Now you will be kind to not post here your problems with others mods, I will not support it anyway… hope you’ll understand me.
:Kaleun_Salute:
This shouldn't be a criticism from me, just a general question, since I haven't experienced such problems with DBSM. After I deactivated DBSM, everything run stably and without problems again. So everything is fine. :up:
However, as far as the image of the destroyers is concerned, this one was made only with the mods you provided on a new patrol. At this time I had only this one active:
https://i.postimg.cc/QMdzQFRS/Screenshot-2023-04-04-193824.jpg
- "Gramophone Records Final v1.9 by GrenSo" are just some .ogg sound files at "\data\Sound\Gramophone" I sometime listen on a quiet trip to the home port
- "Das Boot Musik" replace just the "Menu_Master LOOP.ogg" file. So it doesn't affect the game
- "MySetup" add a individual image to "\SH3 Commander NYGM\Images" and a changed "Commands_de.cfg", because I will have the command to stop all engines on the 0 key, next the key 9
Was that an isolated case with the destroyers or was there still after-effects from DBSM in next patrol?
I like the way the updated damage model of the ships. Great work, Fifi!
Kal_Maximus_U669
04-04-23, 01:21 PM
This shouldn't be a criticism from me, just a general question, since I haven't experienced such problems with DBSM. After I deactivated DBSM, everything run stably and without problems again. So everything is fine. :up:
However, as far as the image of the destroyers is concerned, this one was made only with the mods you provided on a new patrol. At this time I had only this one active:
https://i.postimg.cc/QMdzQFRS/Screenshot-2023-04-04-193824.jpg
- "Gramophone Records Final v1.9 by GrenSo" are just some .ogg sound files at "\data\Sound\Gramophone" I sometime listen on a quiet trip to the home port
- "Das Boot Musik" replace just the "Menu_Master LOOP.ogg" file. So it doesn't affect the game
- "MySetup" add a individual image to "\SH3 Commander NYGM\Images" and a changed "Commands_de.cfg", because I will have the command to stop all engines on the 0 key, next the key 9
Was that an isolated case with the destroyers or was there still after-effects from DBSM in next patrol?
you already tinker...I told you not to tinker with anything...maybe a fresh install on the horizon:har::timeout:...have you kept a healthy base...:D
.
Wolfstriked
04-04-23, 01:35 PM
I like the way the updated damage model of the ships. Great work, Fifi!
Yeah its a blast! Lots of work to get done and its a treat to have.One other thing that I get a kick out of is the tweaks by Fifi to the night vision.When the skies are clear I can do night attacks and I enjoy that a bunch!Even slightly cloudy nights are doable for me.:salute:
FUBAR295
04-04-23, 02:13 PM
KM ....
Ohhhhh :doh:... I must really be in the dog house :D. I have 21 activated. :hmmm:
Now, everything works as it should and have had no real CTD with the current configuration of mods. Most I have used before Fifi's first upgrades and since then without issue. Most are for .tga files (for my tastes). :yep: They are NYGM compatible mods. Besides, I like to tinker. :salute:
Grenso ....
My guess he has a file name/parent id or the like conflict somewhere in the .dsd. I have used sound files with NYGM and have never had a real problem and never a CTD because of sound files like you have experienced. :hmmm:
Fifi has done an extensive overhaul of NYGM so I am sure you may encounter problems with introducing something new to the mix. :03: If you want to do some digging, it may be worth your while.
Good hunting,
FUBAR295
:agree: Consider any mod not provided by Fifi as off limits and verboten.
:Kaleun_Applaud: :Kaleun_Thumbs_Up: :Kaleun_Cheers:
I like the way the updated damage model of the ships. Great work, Fifi!
Thank you! Was weeks of work :yep:
Was that an isolated case with the destroyers or was there still after-effects from DBSM in next patrol?
What I can tell you is I never experienced such thing…but…my guess is you crossed the thin red line of your PC memory.
Just because once during my tests, I too have crossed this red line (voluntarily) and resulted in the loss of destroyers guns crew (but they were there!) :yep:
Seems game is choosing what elements to hide… before CTD if you push further.
In your case, I’m quite sure despite the fact you couldn’t see destroyers guns, they could fire at you! …
Well, keep in mind this NYGM is memory borderline. We have pushed the old SH3 engine to the limits with all the graphics and the stuff to load each launch…
See the numbers of units in both campaign files (RND & SCR) and see the numbers of ships existing in your sea folder… :03:
Not to say all others elements necessary to gameplay.
So a simple sound file addition (yes sound file are memory eaters) might push your computer over the SH3 red line…
:Kaleun_Salute:
Thanks FiFi, this is a clear answer. :Kaleun_Salute:
But I think this is not a limit of my PC. I think this is the way how SH3 handle with it. But in next weeks I will upgrade my CPU from a Ryzen 3800X to Ryzen 5800X3D and my Radeon 5600XT (OC) to Radeon 6750XT (OC). 32GB RAM with CL14 on a X570 chipset should be more as enough.
Maybe I can push the „red line“ a little Bit with new CPU and GPU. :D
Thanks FiFi, this is a clear answer. :Kaleun_Salute:
But I think this is not a limit of my PC. I think this is the way how SH3 handle with it. But in next weeks I will upgrade my CPU from a Ryzen 3800X to Ryzen 5800X3D and my Radeon 5600XT (OC) to Radeon 6750XT (OC). 32GB RAM with CL14 on a X570 chipset should be more as enough.
Maybe I can push the „red line“ a little Bit with new CPU and GPU. :D
Ok, but keep in mind the red line is not necessary coming from your pc too… meaning the red line is closed by the way (and how far) we modded it along years. I’m not sure back in the SH3 release date, the Romanian devs could imagine what their game engine will handle :)
:Kaleun_Salute:
Kal_Maximus_U669
04-05-23, 06:49 AM
Ok, but keep in mind the red line is not necessary coming from your pc too… meaning the red line is closed by the way (and how far) we modded it along years. I’m not sure back in the SH3 release date, the Romanian devs could imagine what their game engine will handle :)
:Kaleun_Salute:
:up::up:
I couldn't agree more ... the sound files .. very heavy to swallow for the games ... we see it very well during the acceleration of time in the games sometimes the sound no longer plays immediately ... !!! the power has nothing to do with what the game software is capable of managing my dear GrenSo... the elements you are missing... its due to the ignition delay of this old engine
@FUBART295
I also tinker... am I tinkering as far as reasonable like you with details here and there... but several times broken... so I stay in Fifi's way there is no problem... but nothing prevents to do a double install for tests with other mods..
@Fifi
Bravo a Monsieur M encore un detaille combler c est surpprenant tous ces choses possible qui n ont pas ete executer de la part des developpeurs...
Today, on the way back to home port, I met a British U-class submarine. There was a heavy firefight in which the enemy ended up losing out and sank. But before I shot his gun from the deck. :D:yeah:
https://i.postimg.cc/9MqkjLpV/SH3-Img-5-4-2023-18-0-35-711.jpg
https://i.postimg.cc/2yRKjncW/SH3-Img-5-4-2023-18-0-49-255.jpg
https://i.postimg.cc/MH7rnXNF/SH3-Img-5-4-2023-18-5-26-970.jpg
FUBAR295
04-05-23, 11:59 AM
^^^
Nice !
I have encountered a strange problem after trying to run campaign:
Engine Message
No CSubTorpedoCtrl*: cmihalache
Eny suggestions how to fix that? :k_confused:
Today, on the way back to home port, I met a British U-class submarine. There was a heavy firefight in which the enemy ended up losing out and sank. But before I shot his gun from the deck. :D:yeah:
https://i.postimg.cc/9MqkjLpV/SH3-Img-5-4-2023-18-0-35-711.jpg
https://i.postimg.cc/2yRKjncW/SH3-Img-5-4-2023-18-0-49-255.jpg
https://i.postimg.cc/MH7rnXNF/SH3-Img-5-4-2023-18-5-26-970.jpg
Yes, you can blow up any AA guns & small cannons … but no turrets unless many hits :D
:Kaleun_Salute:
Yes, you can blow up any AA guns & small cannons … but no turrets unless many hits :D
:Kaleun_Salute:
However, there were no bullet holes on the u-class, like we see it on the ships. But it is better not to ask me how many shot I needed to sink the u-class, because this is a very small target. :D
silentwayIII
04-06-23, 07:13 AM
Hi Fifi
I have read the recent posts regarding the possibility that sound is causing CTD. On my two missions with the IXC (1944) when I was only 10k from the sub pen in Lorient enemy aircraft were detected. I engaged the aircraft with the flak guns when the aircraft were within firing range. Maybe a minute into the engagement the sound from the flak guns stuttered, then the screen froze and I had a CTD.
I am running sh3 in win 10. My computer has 16 gigs of memory and my AMD video card has 4 gigs of memory. Except for the issues I have explained above, the 3.2 version runs great and there have been no issues with it.
Could memory be a factor with the CTD?
Could the sound files be corrupted?
Could sound volume be a factor?
Thanks.
silentwayIII
Hi Fifi
I have read the recent posts regarding the possibility that sound is causing CTD. On my two missions with the IXC (1944) when I was only 10k from the sub pen in Lorient enemy aircraft were detected. I engaged the aircraft with the flak guns when the aircraft were within firing range. Maybe a minute into the engagement the sound from the flak guns stuttered, then the screen froze and I had a CTD.
I am running sh3 in win 10. My computer has 16 gigs of memory and my AMD video card has 4 gigs of memory. Except for the issues I have explained above, the 3.2 version runs great and there have been no issues with it.
Could memory be a factor with the CTD?
Could the sound files be corrupted?
Could sound volume be a factor?
Thanks.
silentwayIII
:hmmm: Strange … have you encountered same issue with planes in others circonstances ?
I don’t really see what could be the cause … personally I didn’t have problems dealing with planes yet. But I’m far from 1944 too…and I never engage them !
But in tests, with many planes around (like academy flak exercise) all is ok :yep:
:Kaleun_Salute:
However, there were no bullet holes on the u-class, like we see it on the ships. But it is better not to ask me how many shot I needed to sink the u-class, because this is a very small target. :D
Now i think you will see the damage on British sub... :D
https://i.postimg.cc/yd49ptn2/SH3-Img-7-4-2023-9-25-12-682.jpg
I have also greatly decreased his resistance to 88mm...it was way to high!
Same for Russian sub.
EDIT: also added sweet spot to those ennemy subs… after all, their torpedo room have torpedoes :D
:Kaleun_Salute:
Now i think you will see the damage on British sub... :D
https://i.postimg.cc/yd49ptn2/SH3-Img-7-4-2023-9-25-12-682.jpg
I have also greatly decreased his resistance to 88mm...it was way to high!
Same for Russian sub.
EDIT: also added sweet spot to those ennemy subs… after all, their torpedo room have torpedoes :D
:Kaleun_Salute:
:Kaleun_Applaud::Kaleun_Applaud:
Wolfstriked
04-07-23, 04:55 AM
:D:up::subsim:
Mister_M
04-07-23, 07:04 AM
Do our own torpedo rooms explode when hit ? :D
Wolfstriked
04-07-23, 07:15 AM
Let Fifi smell the roses and just sit in his garden for awhile...LOL we ask and ask so much from him he may never enter his garden again.:D But yeah uhhhhh is this torpedo "zone" explosion only for the other subs???
Mister_M
04-07-23, 07:24 AM
Let Fifi smell the roses and just sit in his garden for awhile...LOL we ask and ask so much from him he may never enter his garden again.:D But yeah uhhhhh is this torpedo "zone" explosion only for the other subs???
"A day without laughter is a day wasted." Thanks to you, my day won't be wasted... :yeah:
Wolfstriked
04-07-23, 07:50 AM
"A day without laughter is a day wasted." Thanks to you, my day won't be wasted... :yeah:
:har: life is good
Do our own torpedo rooms explode when hit ? :D
Not actually … but it might be doable, well… maybe :D
One day I will try :)
:Kaleun_Salute:
Mister_M
04-07-23, 02:15 PM
Not actually … but it might be doable, well… maybe :D
One day I will try :)
But the problem is that the AI always aim at the coning tower. :shifty:
And why the torpedoes would explode because of depth charges ? :doh:
Better keep things as they are. :03:
Better keep things as they are. :03:
:up:
Next update coming up nicely soon … should work in bunker
- Have reinforced Orkneys/Shetlands/Faroes blocus from war start
- Have greatly optimized sea folder by deleting useless Dynamic Shadows controllers as well as all SHD nodes
- Added new periscopes to type II & VIIB (thanks to Grenso suggestion)
- Added the rotation keeping to all periscopes (thanks MisterM)
- Added Music only in Bunker/barracks add-on mod (thanks to Wolfstriked idea)
- UZO is now 8x60 magnification (binoculars stay 7x50)
- British & Russian submarine now have visible damage
- British & Russian submarine have resistance decreased, plus sweet spot around torpedo room
- Minors adjustments
:Kaleun_Salute:
STEEL COFFIN EDITION VERSION 3.6 IS OUT!
Is Bunker save compatible :03:
- Have reinforced Orkneys/Shetlands/Faroes blocus from war start
- Have greatly optimized sea folder by deleting useless Dynamic Shadows controllers as well as all SHD nodes
- Added new periscopes to type II & VIIB (thanks to Grenso suggestion)
- Added the rotation keeping to all periscopes (thanks MisterM)
- Added Music only in Bunker/barracks add-on mod (thanks to Wolfstriked idea)
- UZO is now 8x60 magnification (binoculars stay 7x50)
- British & Russian submarine now have visible damage
- British & Russian submarine have resistance decreased, plus sweet spot around torpedo room
- Minors adjustments
Happy Easter day to all (and happy 60th birthday to me :D )
:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:
Happy Birthday Fifi !!!
:Kaleun_Party:
torpille
04-08-23, 09:45 AM
Bonne anniversaire Fifi .
Les mois d'Avril sont les meilleurs !:Kaleun_Cheers:
fitzcarraldo
04-08-23, 09:56 AM
STEEL COFFIN EDITION VERSION 3.6 IS OUT!
Is Bunker save compatible :03:
- Have reinforced Orkneys/Shetlands/Faroes blocus from war start
- Have greatly optimized sea folder by deleting useless Dynamic Shadows controllers as well as all SHD nodes
- Added new periscopes to type II & VIIB (thanks to Grenso suggestion)
- Added the rotation keeping to all periscopes (thanks MisterM)
- Added Music only in Bunker/barracks add-on mod (thanks to Wolfstriked idea)
- UZO is now 8x60 magnification (binoculars stay 7x50)
- British & Russian submarine now have visible damage
- British & Russian submarine have resistance decreased, plus sweet spot around torpedo room
- Minors adjustments
Happy Easter day to all (and happy 60th birthday to me :D )
:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:
Condemned to ethernal life (because I never end a campaign, actualizing with the great updates), many thanks for the new upgrade. Downloading now :Kaleun_Cheers:
You have my vote, FiFi.
Best regards and happy Easter and happy Birthday (I´ll be 61 in October. we are old and grumpy sailors) :Kaleun_Applaud:
Fitzcarraldo :Kaleun_Salute:
Dieselglock
04-08-23, 11:09 AM
STEEL COFFIN EDITION VERSION 3.6 IS OUT!
Thank you FIFI and happy birthday:Kaleun_Cheers::Kaleun_Cheers:
Happy Birthday Fifi and thank you for 3.6. 66 soon to be 67 here.
Thank you all guys for your kind words :Kaleun_Thumbs_Up:
Yes some of us are old sailors now :ping:
Forgot to say about the Russian submarine … he is able now to fire at you, even when he is sideways (like almost all times you may encounter him)
Before he couldn’t … because of his crew position on tinny deck. I have chosen to forget about this crew position to make him fire anyway … because otherwise he wouldn’t fire at all except when coming frontal (rare chance)
:Kaleun_Salute::Kaleun_Cheers:
FUBAR295
04-08-23, 11:37 AM
STEEL COFFIN EDITION VERSION 3.6 IS OUT!
Is Bunker save compatible :03:
- Have reinforced Orkneys/Shetlands/Faroes blocus from war start
- Have greatly optimized sea folder by deleting useless Dynamic Shadows controllers as well as all SHD nodes
- Added new periscopes to type II & VIIB (thanks to Grenso suggestion)
- Added the rotation keeping to all periscopes (thanks MisterM)
- Added Music only in Bunker/barracks add-on mod (thanks to Wolfstriked idea)
- UZO is now 8x60 magnification (binoculars stay 7x50)
- British & Russian submarine now have visible damage
- British & Russian submarine have resistance decreased, plus sweet spot around torpedo room
- Minors adjustments
Happy Easter day to all (and happy 60th birthday to me :D )
:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:
HAPPY BIRTHDAY ! :Kaleun_Salute::Kaleun_Applaud::Kaleun_Thumbs_Up:
Thank you for the new update for NYGM ! :salute:
Can not wait to get this on my new desk top with a SSD. :Kaleun_Thumbs_Up:
Mister_M
04-08-23, 11:57 AM
Joyeux anniversaire ! :arrgh!:
Forgot to say about the Russian submarine … he is able now to fire at you, even when he is sideways
What type of submarine is it ?
Joyeux anniversaire ! :arrgh!:
What type of submarine is it ?
Merci :)
Russian Scuka…
Happy birthday Fifi and thanks again!
STEEL COFFIN EDITION VERSION 3.6 IS OUT!
Is Bunker save compatible :03:
- Have reinforced Orkneys/Shetlands/Faroes blocus from war start
- Have greatly optimized sea folder by deleting useless Dynamic Shadows controllers as well as all SHD nodes
- Added new periscopes to type II & VIIB (thanks to Grenso suggestion)
- Added the rotation keeping to all periscopes (thanks MisterM)
- Added Music only in Bunker/barracks add-on mod (thanks to Wolfstriked idea)
- UZO is now 8x60 magnification (binoculars stay 7x50)
- British & Russian submarine now have visible damage
- British & Russian submarine have resistance decreased, plus sweet spot around torpedo room
- Minors adjustments
Happy Easter day to all (and happy 60th birthday to me :D )
:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:
Thanks for the update and happy birthday to you! :Kaleun_Applaud:
Got all submarines the 8x60 UZO? I done the update in bunker and started as Test a new patrol with type II. Periscope are both changed and rotation seems to work too but I already have the old UZO with 7x50. If I remember correctly. I do not really had a look on the label on the UZO but the magnification was the same like binocular.
Happy Easter day to all (and happy 60th birthday to me :D )
:Kaleun_Salute: :Kaleun_Salute: :Kaleun_Salute:
Wolfstriked
04-08-23, 03:00 PM
:D:up::salute::subsim::yeah::arrgh!::O:
Happy birthday Fifi,enjoy this fine day and thanks for all the improvements to this fine game.The mention of me for the music in bunker only is funny as I just copied it from another mod.LOL hey I'll take the idea part.:D
As for other improvements,I ran ahead flank into the side of a destroyer today(friendly) but got no hull damage.I feel that crashing should be detrimental to the outer hull.
Is there an attack disc or similar tool available in ARB, like how there is the Lagewinkelscheibe in non-ARB? :hmmm:
Randomizer
04-08-23, 05:53 PM
Many Happy Returns on the occasion of your Birthday.
Downloaded v3.6 and all installed correctly and seems to run except snorkelling is impossible. Started a Type VIIC/41 career with Flotilla 11 at Bergen in July 1944. Snorkel raises and retracts but engine telegraph stays at all stop and no air is refreshed or battery charging takes place. Weather is fine.
Activated Mods:
NYGM Tonnage War Enhanced – Stand Alone Version
NYGM Enhanced_Light VII Interior
NYGM_Enhanced_1943_AirCoverage
TKSS18 Snorkel Side Pipe_NYGM_Enhanced_Hardcore
Any ideas? Thanks in advance.
-C
Thanks for the update and happy birthday to you! :Kaleun_Applaud:
Got all submarines the 8x60 UZO? I done the update in bunker and started as Test a new patrol with type II. Periscope are both changed and rotation seems to work too but I already have the old UZO with 7x50. If I remember correctly. I do not really had a look on the label on the UZO but the magnification was the same like binocular.
You are not playing with ARB right?
Next update type II will have the correct UZO tga too with 8x60 marking
My bad...i forget to make change in stock DGUI ...
------> easy fix: take the data/library/camera.dat of my ARB mod, and replace it in Stand Alone mod! (copy/paste)
It will be in next update
:Kaleun_Salute:
Many Happy Returns on the occasion of your Birthday.
Downloaded v3.6 and all installed correctly and seems to run except snorkelling is impossible. Started a Type VIIC/41 career with Flotilla 11 at Bergen in July 1944. Snorkel raises and retracts but engine telegraph stays at all stop and no air is refreshed or battery charging takes place. Weather is fine.
Activated Mods:
NYGM Tonnage War Enhanced – Stand Alone Version
NYGM Enhanced_Light VII Interior
NYGM_Enhanced_1943_AirCoverage
TKSS18 Snorkel Side Pipe_NYGM_Enhanced_Hardcore
Any ideas? Thanks in advance.
-C
Sorry but made test with VIIC in 1944 with your mod configuration...and snorkel is ok :yep:
Keep in mind of snorkel heavy limitations when bad weather in NYGM
Edit : made test with VIIC & VIIC41 in 1944 (via single missions) all is fine with snorkel. And can navigate for days without air issue!
:Kaleun_Salute:
Wolfstriked
04-09-23, 02:26 AM
Fifi,ARB GUI here and I have neither the periscope rotations or the new UZO in type IIs.
Fifi,ARB GUI here and I have neither the periscope rotations or the new UZO in type IIs.
:hmmm: That’s quite impossible … I have both here! Check your camera dat, you have UZO optical set to x8…in ARB of course.
The periscope rotation are fine here too.
Don’t understand.
There will be an update next week with some new adjustments, and small problems above fixed.
Detected a caustic problem with some late war u boats making turm weird looking underwater … it will be fixed :up:
Stay tuned
:Kaleun_Salute:
Wolfstriked
04-09-23, 04:13 AM
:hmmm: That’s quite impossible … I have both here! Check your camera dat, you have UZO optical set to x8…in ARB of course.
The periscope rotation are fine here too.
Don’t understand.
Everything is fine in all other subs....or at least those I tested.But typeII still shows UDF 7x50 graphic.I just removed all my mods and one of them changed something but I never messed with camera.dat.Now I have new scopes,rotation but the graphic still says 7x50.Again its fine in all other subs.
Edit;the typeII magnification is also correct in UZO again its just the graphic.
:k_confused:
EDIT 2; I spoke too soon.Ok stock NYGME aka no mods installed and in typeII.When in command room and I use the observation scope and set to say 180deg the 3D model in command room does not change position.When I go into conning tower the attack scope did not change either.But when standing on the conning deck all 3 scope heads are pointed backwards correctly.So the periscope viewing controls are not changing position and the UZO still reads UDF 7x50.
My bad...i forget to make change in stock DGUI ...
------> easy fix: take the data/library/camera.dat of my ARB mod, and replace it in Stand Alone mod! (copy/paste)
It will be in next update
:Kaleun_Salute:
It's okay, I'm just wondering. That's all.
I will do the workaround and everything is fine. :up:
-> Edit: The workaround doesn't work for me. :wah: But it's not so important and I can wait for your update.
Everything is fine in all other subs....or at least those I tested.But typeII still shows UDF 7x50 graphic.I just removed all my mods and one of them changed something but I never messed with camera.dat.Now I have new scopes,rotation but the graphic still says 7x50.Again its fine in all other subs.
Edit;the typeII magnification is also correct in UZO again its just the graphic.
:k_confused:
EDIT 2; I spoke too soon.Ok stock NYGME aka no mods installed and in typeII.When in command room and I use the observation scope and set to say 180deg the 3D model in command room does not change position.When I go into conning tower the attack scope did not change either.But when standing on the conning deck all 3 scope heads are pointed backwards correctly.So the periscope viewing controls are not changing position and the UZO still reads UDF 7x50.
Oh, ok… type II is missing the 8x60 marking on UZO … but it has the x8 in ARB;
All will be fixed next week :yep:
:Kaleun_Salute:
Wolfstriked
04-09-23, 07:40 AM
:Kaleun_Salute:
Kal_Maximus_U669
04-09-23, 09:42 AM
Hey Master..
merci pour votre travail cela vraiment plaisir en ces fetes de paques...
HAPPY BIRTHDAY ! Fifi :yeah: ...
https://media.tenor.com/QFUWnfRIGPEAAAAM/darth-vader-star-wars.gif
...
Russian Scuka…
:rotfl2:
M. B. Russian "Pike"?
:rotfl2:
M. B. Russian "Pike"?
https://en.wikipedia.org/wiki/Shchuka-class_submarine
Yes, 'Shchuka' (Щука) is a class of Russian submarine... "Щука" is a fish living in the lakes and rivers of Russia... 'Pike' is a similar english-language name for this fish... the primitive english analogue of the sound does not correspond to the original sound of the word Щука!
... so stick your link into... to somewhere.
... so stick your link into... to somewhere.
:roll:
For first time had a CTD at a torpedo impact with the new fire column sided to water column.
I know it’s coming from this new fire column effect :yep:
(And possibly the explosion sound file sided to torpedo impact sound file)
As I hate CTDs, I will re-work this effect if possible, if not possible I will simply delete it.
But have some ideas to replace it. Just need some little time …:)
:Kaleun_Salute:
Mister_M
04-10-23, 04:32 AM
The name "Shuka" would be better. Funny fact, "choucas" are birds in French...
Is a new carrier necessary if I will use "ARB WideGui" or can I activate in in port/bunker?
:roll:
For first time had a CTD at a torpedo impact with the new fire column sided to water column.
I know it’s coming from this new fire column effect :yep:
Hm... I have this issue too. And this is the reason I ask for the right time to activate "ARB WideGui".
Is a new carrier necessary if I will use "ARB WideGui" or can I activate in in port/bunker?
Hm... I have this issue too. And this is the reason I ask for the right time to activate "ARB WideGui".
Yes you can activate ARB anytime in bunker.
The CTD when torpedo impact has nothing to do with ARB, I’m working on solving this:03:
:Kaleun_Salute:
The CTD when torpedo impact has nothing to do with ARB, I’m working on solving this:03:
:Kaleun_Salute:
Please also check gun shooting on targets. Because I had the same problem when I shot the ship with the gun/flak gun, just before it starts to sink with my last shoots.
Maybe it's use the same sound file or effect like torpedo impact...?
clowncarsplatoon
04-10-23, 09:54 AM
After depth charge attack, both Attack and Observation periscopes are reported to be destroyed at crew & submarine page (F7), however I am able to normally operate, rise/lower them.
Is this some kind of bug ? I am playing the latest v3.6 version.
Please also check gun shooting on targets. Because I had the same problem when I shot the ship with the gun/flak gun, just before it starts to sink with my last shoots.
Maybe it's use the same sound file or effect like torpedo impact...?
I didn’t change anything to gun or flak effects.
Did you fired during the last explosion of sinking ship?
Anyway I will check :up:
After depth charge attack, both Attack and Observation periscopes are reported to be destroyed at crew & submarine page (F7), however I am able to normally operate, rise/lower them.
Is this some kind of bug ? I am playing the latest v3.6 version.
Got both periscope destroyed once too, and wasn’t able to rise them…
Same for hydrophone, couldn’t hear nothing when destroyed …
Maybe you had a small bug :hmmm:
I have solved the torp impact CTD with new fire column effect much lighter without sound & debris … I even prefer it!
:Kaleun_Salute:
Mister_M
04-10-23, 11:27 AM
After depth charge attack, both Attack and Observation periscopes are reported to be destroyed at crew & submarine page (F7), however I am able to normally operate, rise/lower them.
I've had this "bug" one day too, but I don't remember what mods I was using. Perhaps, it's a known "bug" of SH3... :06:
I have solved the torp impact CTD with new fire column effect much lighter without sound & debris … I even prefer it!
Yes, if a particular effect takes too much memory, the game will crash.
Yes, if a particular effect takes too much memory, the game will crash.
Exactly … that’s the SH3 engine problem; hopefully there is often a turn around without loosing too much eye candy :03:
Made tests with new effect into convoys, seems ok now. Blowed 3 ships without issue.
Made some changes also in the zones.Cfg to lighten some of the effects (planes included)
If all goes well (after a career patrol test) I will release new version :up:
:Kaleun_Salute:
I didn’t change anything to gun or flak effects.
Did you fired during the last explosion of sinking ship?
Anyway I will check :up:
Yes I did. I shot the magazine empty when the ship was the big explosion during the sinking and the red signal flare gone up.
I think this have nothing to do with the gun fire but with the sinking of the ship and the explosion there.
Yes I did. I shot the magazine empty when the ship was the big explosion during the sinking and the red signal flare gone up.
I think this have nothing to do with the gun fire but with the sinking of the ship and the explosion there.
Tested gun fire while ship sinking without problems.
You’re probably right, the final explosion made you cross the thin red line :03:
I will try to lighten this final explosion …if I can find it…didn’t yet.
:Kaleun_Salute:
Have to make a choice … this fire column when torpedo impact is nice, but… when torpedo run faulty and explode nowhere in the bad sea as usual, we have the water splash column AND the fire column!
At first didn’t think about this side effect…and I don’t really like it. Doesn’t make sense to see the fire column without hitting a ship!
And I’m unable to make it happen ONLY when hitting a ship…
So I think unfortunately I will delete it.
What do you think ? :hmmm:
FUBAR295
04-11-23, 12:00 PM
If a piece of eye candy makes a CTD, I would go with not using it. :up:
Functionality and stability goes over every eye candy effect.
Wolfstriked
04-11-23, 12:16 PM
Is that the cause of the CTDs people are having?if so then yeah it must go!
BTW Fifi,been going at it with my personal sub wave riding mod and its coming along nicely.But then I hit the wall that is the typeXXI.:oThis sub has many issues and I think its reason why no I have never seen a video of SH3 with the typeXXI.Sad though as its a nice machine.Here are the issues..........
When I enter game the damage screen always has radar in red and says destroyed.
When you surface with empty battery it never fills up completely.I ran for 7 days straight and it never said batteries 100% full nor did the propulsion switch back to standard mode.
When you surface the boat it takes so long for the remainder of main ballast to empty of water.2 mins after surface for crew to appear on deck and then 4min40secs for the front dive plane to retract which I assume means main ballast tanks fully blown.
When at periscope depth I noticed the sub just having the hardest time staying there.All SH3 sub diveplane drag settings are set as 0.025 friction while the XXI has diveplanes set at 0.01.I put it to 0.025 and it cures this odd behavior of sub.This 0.01 drag is stock SH3 though and I cant see why they would make it so low.
The snorkel depth may also be set wrong in NYGM.Mistake or intended?? Going by all the other subs the snorkel depth is usually 1 to 2 meters higher than periscope depth but NYGM has the typeXXI with snorkel depth lower at 16m and its periscope depth at 15.5m.
Sorry if this gives you headache like it has to me:oops:
Is that the cause of the CTDs people are having?if so then yeah it must go!
BTW Fifi,been going at it with my personal sub wave riding mod and its coming along nicely.But then I hit the wall that is the typeXXI.:oThis sub has many issues and I think its reason why no I have never seen a video of SH3 with the typeXXI.Sad though as its a nice machine.Here are the issues..........
When I enter game the damage screen always has radar in red and says destroyed.
When you surface with empty battery it never fills up completely.I ran for 7 days straight and it never said batteries 100% full nor did the propulsion switch back to standard mode.
When you surface the boat it takes so long for the remainder of main ballast to empty of water.2 mins after surface for crew to appear on deck and then 4min40secs for the front dive plane to retract which I assume means main ballast tanks fully blown.
When at periscope depth I noticed the sub just having the hardest time staying there.All SH3 sub diveplane drag settings are set as 0.025 friction while the XXI has diveplanes set at 0.01.I put it to 0.025 and it cures this odd behavior of sub.This 0.01 drag is stock SH3 though and I cant see why they would make it so low.
The snorkel depth may also be set wrong in NYGM.Mistake or intended?? Going by all the other subs the snorkel depth is usually 1 to 2 meters higher than periscope depth but NYGM has the typeXXI with snorkel depth lower at 16m and its periscope depth at 15.5m.
Sorry if this gives you headache like it has to me:oops:
No headache … I will not change anything at the moment on this sub… as I will never use it! :haha:
Wolfstriked, Wolfpack345 has a series staring the Type XXI. This is a thread about Fifi's versions of NYGM Enhanced so out of respect, I'll send you a PM.
Wolfstriked
04-11-23, 01:32 PM
No headache … I will not change anything at the moment on this sub… as I will never use it! :haha:
Yep that is what happened to the typeXXI.It needs work sadly.I fixed the diveplanes on my game and set the snorkel depth to 14 like stock SH3 and at least two issues resolved.Whats funny is that for the first time ever I was slamming into the ground with this sub in waters I usually just max TC thru.The 16m depth is enough to hit bottom in certain areas of map that I had no idea what was going on. After all the above issues I was at wits end and just like WTF now?!? You piece of crap sub what the hell!:har: How are you hitting something we are in the middle of open waters.:o
Another thing that breaks is snorkeling.The combination of the negative buoyancy mod coupled with the snorkeling fix means trouble.The issue is that when you snorkel and the weather changes and goes above 11 wind speed the engines cut off wherein the negative buoyancy mod then causes your sub to plummet at 1024 TC.Its a shame that no one noticed this as I am pretty sure Hsie could of just tweaked it so that instead of engine coming to full stop it just stayed at ahead slow.The Hsie.ini has a setting that I tried to tweak but there is nothing that you can really do there.
Wolfstriked
04-11-23, 01:34 PM
Wolfstriked, Wolfpack345 has a series staring the Type XXI. This is a thread about Fifi's versions of NYGM Enhanced so out of respect, I'll send you a PM.
Kool I will find it as I watch Wolfpack a lot. :salute:
Aktungbby
04-12-23, 01:01 AM
STEEL COFFIN EDITION VERSION 3.6 IS OUT!
Is Bunker save compatible :03:
- Have reinforced Orkneys/Shetlands/Faroes blocus from war start
- Have greatly optimized sea folder by deleting useless Dynamic Shadows controllers as well as all SHD nodes
- Added new periscopes to type II & VIIB (thanks to Grenso suggestion)
- Added the rotation keeping to all periscopes (thanks MisterM)
- Added Music only in Bunker/barracks add-on mod (thanks to Wolfstriked idea)
- UZO is now 8x60 magnification (binoculars stay 7x50)
- British & Russian submarine now have visible damage
- British & Russian submarine have resistance decreased, plus sweet spot around torpedo room
- Minors adjustments
Happy Easter day to all (and happy 60th birthday to me :D )
:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers: Most helpful:
Admiral FIFi : He is always responsive to queries, consistently online, technically proficient and his mods list is straightforward-in correct order, always improving and immediately available to the exploring nubs looking for wisdom in uncharted waters. And he can do it in Spanish with a mod for Vigo Bay, saving me a trip back to lLa Rochelle for resupply. As a computer dyslexic new guy myself, his advice is is among the top five that I routinely search out and follow in the Subsim fleet with confidence.http://www.subsim.com/radioroom/images/bestof_2103_small.png https://www.subsim.com/radioroom/showthread.php?t=254934 :Kaleun_Salute: The big 60 is a milestone! I see that wishing youself happy birthday is a sudden :subsim: trend!!!:O::haha: My precient faith in nominating you to your very first :subsim: 'most helpful' award a decade ago has exceeded my expectation ever since! This is an amazing thread!:Kaleun_Thumbs_Up: :Kaleun_Party: CARRY ON SIR!
http://www.subsim.com/radioroom/images/bestof_2103_small.png https://www.subsim.com/radioroom/showthread.php?t=254934 :Kaleun_Salute: The big 60 is a milestone! I see that wishing youself happy birthday is a sudden :subsim: trend!!!:O::haha: My precient faith in nominating you to your very first :subsim: 'most helpful' award a decade ago has exceeded my expectation ever since! This is an amazing thread!:Kaleun_Thumbs_Up: :Kaleun_Party: CARRY ON SIR!
Thanks a lot for your kind words Aktungbby!! :yeah:
:Kaleun_Cheers:
VERSION 3.7 IS OUT!
Should be bunker save compatible :03:
- Had to delete the fire column effect giving torpedo impact CTD
- Some changes to U-Boat resistance and depth charges power... :D
:Kaleun_Salute:
VERSION 3.7 IS OUT!
Should be bunker save compatible :03:
- Had to delete the fire column effect giving torpedo impact CTD
- Some changes to U-Boat resistance and depth charges power... :D
Yes, we can hit our targets again. :Kaleun_Applaud:
Do you fix or better add also the 8x60 UZO to type II?
Do you fix or better add also the 8x60 UZO to type II?
Yes!
But be careful … the types II are not as strong as before…
In fact, armor level has been decreased on all U-Boats as well as hit points (particularly type II)
On counterpart, flooding times has been increased to give better chance to repair.
Best is to get repair ability quite soon :D (but best remains to be very careful)
NYGM has recovered solid rock stability.
In my career test, I saved close to a convoy (in sight) and underwater … loaded save without issue ! :yep:
:Kaleun_Salute:
Wolfstriked
04-12-23, 11:01 AM
:timeout::up::up::shucks::salute:
Wolfstriked
04-12-23, 03:34 PM
Fifi,is it possible to add the animation of the observation periscope moving up and down in typeII command room.Also the attack scope doesn't move in the conning tower.
@Grenso,yes the typeII has the UDF 8x60 now
Fifi,is it possible to add the animation of the observation periscope moving up and down in typeII command room.Also the attack scope doesn't move in the conning tower.
@Grenso,yes the typeII has the UDF 8x60 now
What do you mean by doesn’t move ?
For obs periscope, not sure, maybe … but doesn’t have enough time anymore actually :03:
:Kaleun_Salute:
What do you mean by doesn’t move ?
For obs periscope, not sure, maybe … but doesn’t have enough time anymore actually :03:
I think he means the moving in the submarine in command room and in conning tower.
Free cam IS working in command room & conning tower type II.
Type II attack periscope keeping rotation IN the conning tower is not that important.
Most important IS the observation periscope wrong placement inside the command room!
I have moved it to correct place, under where it is supposed to raise on conning deck :yep:
Plus some crew lighting adjustment, and default fore camera placement adjusted...
Here is the little mod in the waiting of next update (will be included next time):
https://www.mediafire.com/file/4aczibw5v1gs1ms/Type_II_Obs_Periscope_Place.7z/file
Activate it in bunker anytime on top of Stand Alone :03:
:Kaleun_Salute:
Free cam IS working in command room & conning tower type II.
This is a misunderstanding. I do not mean the free cam in the submarine. I mean the moving/optical rotation of the "3D" model of the OBS and the periscope in the submarine. Or to put it another way, that will probably mean Wolfstriked.
Most important IS the observation periscope wrong placement inside the command room!
Now that you say it... you're right if we see where the OBS is in the command room of type II. The OBS would hit the periscope from below and destroy it when extended or it would come up behind the conning tower. :har::haha:
I have moved it to correct place, under where it is supposed to raise on conning deck :yep:
Plus some crew lighting adjustment, and default fore camera placement adjusted...
Here is the little mod in the waiting of next update (will be included next time):
https://www.mediafire.com/file/4aczibw5v1gs1ms/Type_II_Obs_Periscope_Place.7z/file
Activate it in bunker anytime on top of Stand Alone :03:
You are the best. :up:
Wolfstriked
04-13-23, 08:42 AM
You are the best. :up:
Dang Straight!!:up:the 3d OBS model fits seamlessly in its new position and I love command room camera position.:D
Dang Straight!!:up:the 3d OBS model fits seamlessly in its new position and I love command room camera position.:D
Cool, glad you like it :up:
The rotation keeping of attack periscope takes too much work to do it… it’s not like for external periscopes… plenty of buttons and lights to make follow the rotation …probably new 3D model + textures to do… not worth it :yep:
And I’m kind of lazy now :haha:
But maybe one day!
EDIT: thinking about it, I think I have an easy solution for it! Stay tuned
:Kaleun_Salute:
TYPE II OBS & ATTACK PERISCOPE FIX:Kaleun_Wink:
https://www.mediafire.com/file/ory5tpzxhdj5q4y/Type_II_Obs_Periscope_Place.7z/file
Replace previous little mod
Now you have also attack periscope rotation keeping in conning tower! :)
(as others U-Boats when on periscope seat)
Tell me if it's ok now :up:
Wolfstriked
04-13-23, 11:04 AM
Yes ATT now works but OBS still doesn't rotate or rise and lower.Don't beat yourself up with this though.:doh::yep::up:
TYPE II OBS & ATTACK PERISCOPE FIX:Kaleun_Wink:
https://www.mediafire.com/file/ory5tpzxhdj5q4y/Type_II_Obs_Periscope_Place.7z/file
Replace previous little mod
Now you have also attack periscope rotation keeping in conning tower! :)
(as others U-Boats when on periscope seat)
Tell me if it's ok now :up:
:yeah:
Everything works fine here, and I'm done a very short test in Kiel sunk some ships there. I hope they are still good to talk to me there. :D
Also with the gun works every thing like before and without any issue.
But I have to test this new little fix, because you released it after my little amok in the harbor. :har:
Maybe I can give this weekend an feedback.
Yes ATT now works but OBS still doesn't rotate or rise and lower.Don't beat yourself up with this though.:doh::yep::up:
What, inside command room ?? If so, it will never rise or rotate like type VII :03:
But when you click on it, in periscope view, it raise & rotate of course
If you feel doing it, go ahead my friend :D
(Not worth the work for me anyway)
:Kaleun_Salute:
Wolfstriked
04-13-23, 11:44 AM
Fifi,more stuff to drive you crazy!
Click on helmsman and you will see that you can move around in interior BUT everything works when in helmsman view.The two big things here are you can click to conning tower and up you go and also you can click on OBS and use it.You cant do either of these two in the normal interior free camera as it doesn't allow you to click on hatch or on OBS,though on certain subs you can click on certain objects while in free camera.To test this out go in type7b and right click to take space of helmsman and off you go.There has to be a way to make free camera behave exactly like type7b helmsman view does aka remember last position you had when you changed view and to allow you to clikc on OBS and on conning tower hatch.
I have my game setup this way already by simply tweaking the commands.cfg. I use WASD to move around command room with SPACE bar as previous camera button.So from command room I click on hatch to move up to conning tower and click on upper hatch to move to conning deck.To get back down I just press space bar and it cycles back down...... conning deck-conning tower-command room-nav map.SPACE bar again brings me back to command room.
I dont understand why this is not used?Conning deck camera functions great right?Then why not free camera as default in command room?:hmmm:
Fifi,more stuff to drive you crazy!
Click on helmsman and you will see that you can move around in interior BUT everything works when in helmsman view.The two big things here are you can click to conning tower and up you go and also you can click on OBS and use it.You cant do either of these two in the normal interior free camera as it doesn't allow you to click on hatch or on OBS,though on certain subs you can click on certain objects while in free camera.To test this out go in type7b and right click to take space of helmsman and off you go.There has to be a way to make free camera behave exactly like type7b helmsman view does aka remember last position you had when you changed view and to allow you to clikc on OBS and on conning tower hatch.
I have my game setup this way already by simply tweaking the commands.cfg. I use WASD to move around command room with SPACE bar as previous camera button.So from command room I click on hatch to move up to conning tower and click on upper hatch to move to conning deck.To get back down I just press space bar and it cycles back down...... conning deck-conning tower-command room-nav map.SPACE bar again brings me back to command room.
I dont understand why this is not used?Conning deck camera functions great right?Then why not free camera as default in command room?:hmmm:
In my game, I have exactly same as you with the num pad 0 instead of your space bar.
NYGM never had the clicking option when in free cam…and I don’t know how to do it (yet)
:Kaleun_Salute:
Wolfstriked
04-13-23, 12:41 PM
In my game, I have exactly same as you with the num pad 0 instead of your space bar.
NYGM never had the clicking option when in free cam…and I don’t know how to do it (yet)
:Kaleun_Salute:
Its possible as the conning deck camera and all the officer cameras show the ability to move around/remember last position and to click on objects.
Its better to use the weapons officer view as its kinda silly that he is standing there all day doing nothing and using his camera leaves the chief officer there in command room.Just click on WO to take his position and you can click on hatch and OBS scope just fine and it remembers the last position so when you move up and come back its at last spot.
EDIT...Why o why is there always something to screw it up.You can easily get free camera perfect functionality by using any of the officers views. The views seem hard coded as for example the navigation officer view allows you to click on the depth finder and get depth under keel.The Weapons officer view allows you to open and close tubes using the switches and chief engineer view allows you to do his duties like click on speed dials,rudder setting,compass etc.All 3 allow you to click on hatch and move to conning tower or to click on OBS.All is good and works perfectly EXCEPT for in the typeIIs! You cant click on the hatch or the OBS:wah:why?!
NEW TYPE II INTERIOR MOD with clickable periscope, conning access, telegraph, torpedo tubes, depth finder under keel etc when in FREE CAM mod
:Kaleun_Wink:
https://www.mediafire.com/file/5bj0rlgpjp6ydc6/Type_II_Obs_Periscope_Place.7z/file
You can delete previous little mod and replace by this one.
Also when in hydrophone view, while listening you can stop/run engine without leaving view by clicking on telegraph above the man :03:
Just like others u-Boat types...
:Kaleun_Salute:
This is slowly giving a VR feeling. :D
This is slowly giving a VR feeling. :D
Was thinking some time ago, to delete all keyboard & shortcuts and to allow only the mouse clicking objects to handle whole submarine … kind of like SH5… :)
:Kaleun_Salute:
Wolfstriked
04-14-23, 08:54 AM
Its has two same folders?
Type II Obs Periscope Place/Type II Obs Periscope Place/data/interior etc etc
Thanx Fifi for the patch "Type II Obs Periscope Place", you musta read my mind, Starting a new career from Keil (1st Flotilla) in a Type II, today. Love those those boats. :Kaleun_Cheers:
Thanx Fifi for the patch "Type II Obs Periscope Place", you musta read my mind, Starting a new career from Keil (1st Flotilla) in a Type II, today. Love those those boats. :Kaleun_Cheers:
:Kaleun_Thumbs_Up::Kaleun_Cheers:
End of old liner, 300km south ouest of Reykjavik... 33000 tons earned :ping:
https://i.postimg.cc/D0dhz8TL/SH3-Img-14-4-2023-17-15-56-549.jpg
https://i.postimg.cc/dtwvxm2B/SH3-Img-14-4-2023-17-22-54-119.jpg
https://i.postimg.cc/Jzh81rdH/SH3-Img-14-4-2023-17-23-27-930.jpg
https://i.postimg.cc/L6DRKYvM/SH3-Img-14-4-2023-17-24-45-630.jpg
They were quite upset...even sending some planes threat from Iceland :)
https://i.postimg.cc/dQ8w6Sy3/SH3-Img-14-4-2023-17-25-29-300.jpg
Thanks to VonDos for those amazing models! :yeah:
Wolfstriked
04-14-23, 12:20 PM
:Kaleun_Thumbs_Up::Kaleun_Cheers:
End of old liner, 300km south ouest of Reykjavik... 33000 tons earned :ping:
https://i.postimg.cc/L6DRKYvM/SH3-Img-14-4-2023-17-24-45-630.jpg
They were quite upset...even sending some planes threat from Iceland :)
Thanks to VonDos for those amazing models! :yeah:
Taking the fast line straight down to the depths!!
Fifi,BTW,the latest zip file cant work as its setup improperly.It has double folders before the data folder.:hmmm:
Taking the fast line straight down to the depths!!
Fifi,BTW,the latest zip file cant work as its setup improperly.It has double folders before the data folder.:hmmm:
Really? No big deal, just delete one! :O:
Wolfstriked
04-14-23, 12:30 PM
Really? No big deal, just delete one! :O:
:Kaleun_Cheers:
Wolfstriked
04-14-23, 12:54 PM
Was thinking some time ago, to delete all keyboard & shortcuts and to allow only the mouse clicking objects to handle whole submarine … kind of like SH5… :)
:Kaleun_Salute:
I like the idea! Here is some more craziness!:doh: Would you know how to change what clicking on an object in game does?
EDIT: how do I post pics?
Wolfstriked
04-14-23, 01:32 PM
Is it possible to change what a clickable area does.:doh: Its kinda uneasy to grab hold of camera in views and spin the camera around to then be able to click on other stuff and over and over.If it was setup so that in each default view you can easily click on object it would streamline it.
First pic shows pointer at attack periscope.
https://ibb.co/WtSdktb
Second pic shows pointer at periscope view.
https://ibb.co/KhLMXkD
Can these areas be changed to a different function?
Say you start from command room and click on hatch and enter conning tower.From there you have two options.Click on where its labeled "periscope view" to enter the attack periscope or click on the upper half where its labeled "attack scope" BUT this area instead moves you up to conning deck.
For same effect can you move the default command room position for same reasons as above,and how you have it in the typeII now?With position changed you wont have to swing view around to go from OBS to the conning hatch.This pic shows what I mean.Its placed right in front of hatch to radio room.This serves two purposes in that it give as large a view of command room as possible to reduce looking at a wall feeling and allows you to click on either the OBS or the conning hatch with ease.
https://ibb.co/XskhJ6m
Fifi,BTW,the latest zip file cant work as its setup improperly.It has double folders before the data folder.:hmmm:
Fixed: https://www.mediafire.com/file/5bj0rlgpjp6ydc6/Type_II_Obs_Periscope_Place.7z/file
:Kaleun_Salute:
NEW TYPE II INTERIOR MOD with clickable periscope, conning access, telegraph, torpedo tubes, depth finder under keel etc when in FREE CAM mod
https://www.mediafire.com/file/5bj0rlgpjp6ydc6/Type_II_Obs_Periscope_Place.7z/file
You can delete previous little mod and replace by this one.
Also when in hydrophone view, while listening you can stop/run engine without leaving view by clicking on telegraph above the man :03:
Just like others u-Boat types...
I have to tell you, that this version doesn't work for me and I got CTD if I activate it in bunker and start new patrol. Without, everything works fine. :wah:
Most important IS the observation periscope wrong placement inside the command room!
I have moved it to correct place, under where it is supposed to raise on conning deck :yep:
Plus some crew lighting adjustment, and default fore camera placement adjusted...
Here is the little mod in the waiting of next update (will be included next time):
https://www.mediafire.com/file/4aczibw5v1gs1ms/Type_II_Obs_Periscope_Place.7z/file
Activate it in bunker anytime on top of Stand Alone :03:
Can you please provide me this version, if you already have it? This one was your first one and this works for me perfectly. I delete it after you released the new version.
Forget what I said. With a new career it had worked now.
BUT I got CTD if I shot with the flag gun (type II on sep. 1939) and sink with it a ship. :wah: It's strange, because in my test where I'm sinking a German or a neutral ship in harbor Kiel everything was fine, like you can see it in these screenshots:
https://i.postimg.cc/rw0pPbYg/SH3-Img-15-4-2023-15-23-22-413.jpghttps://i.postimg.cc/26m835jX/SH3-Img-15-4-2023-15-24-53-939.jpghttps://i.postimg.cc/ZRcYNhCY/SH3-Img-15-4-2023-15-26-29-200.jpghttps://i.postimg.cc/Y2dqqk5b/SH3-Img-15-4-2023-15-27-34-167.jpghttps://i.postimg.cc/pXyVm4xx/SH3-Img-15-4-2023-15-27-48-60.jpghttps://i.postimg.cc/YCWp3Fhs/SH3-Img-15-4-2023-15-27-58-655.jpg
Is there something different between enemies, friend and neutral nations? Because if I do exactly the same with a polish enemy merchant ship, I got a CTD after this one was counted as destroyed. I tested both GUI's and got in both exactly the same issue, Even if I just sank a small fishing boat. I don't test VIIB until now. With your version 3.5 was everything fine. But I have this one not saved anymore to switch back to this older version.
Wolfstriked
04-15-23, 09:05 AM
Fixed: https://www.mediafire.com/file/5bj0rlgpjp6ydc6/Type_II_Obs_Periscope_Place.7z/file
:Kaleun_Salute:
:Kaleun_Cheers:
Done now a test with VIIB and sunk an English merchant ship (oct. 1939) with the flag gun and everything works:
https://i.postimg.cc/3xMLP1MX/SH3-Img-15-4-2023-17-25-1-528.jpg
https://i.postimg.cc/Z5rfZNZ1/SH3-Img-15-4-2023-17-25-6-667.jpg
Either there are problems with the Polish ships or with the type II I think.
IMG]
Either there are problems with the Polish ships or with the type II I think.
What problem please ?
What problem please ?
See my post before. https://www.subsim.com/radioroom/showpost.php?p=2863105&postcount=1455
Got a Type IIa Career and a Type VIIb going, all is good !!! Great job Fifi !!!
See my post before. https://www.subsim.com/radioroom/showpost.php?p=2863105&postcount=1455
Ah ok!
Should be fixed next update (well I think)
Do you remember what kind of polish ship it was exactly ?
Got a Type IIa Career and a Type VIIb going, all is good !!! Great job Fifi !!!
Thanks mate! :Kaleun_Cheers:
Ah ok!
Should be fixed next update (well I think)
Do you remember what kind of polish ship it was exactly ?
Yesterday at my testings it was "Fishing Boat" and "Old Steamer". In the past, with your version 3.6, where you had the issue with CTD with torpedo, if you remember, I had it with "Baltic Sea Steamer" and "Tramp Steamer". I doesn't meet any other Polish ships at the patrol in the Baltic Sea. The timeframe was sep. until dec. 1939 at my first patrols. Torpedo wasn't tested, just flag gun.
If I know it works with VIIB it's okay and I will start career with this one but I love this sweet small type II. Type II is so it's so comfortable and familiar. :D
Edit:
I'm done next test period, because I got with VIIB (sep. 1939) a CTD too. But this time I got it with his normal gun. Then I deactivated your additional mod "Music just in Bunker". You know, your small. "music.cfg" to have no music on patrol and I didn't got any CTD with VIIB if I sunk a ship with the gun.
Now I will test it without you "Music just in Bunker" addon with type II too and will tell you the result.
Kal_Maximus_U669
04-16-23, 07:36 AM
Hey Fifi my best regards Master :D:salute:
I confirm the words of GrenSo I encountered the same things... on 3.6 Now I'm on 3.7 I started recently.. I haven't had much time at the moment to play... I haven't had problems...for the moment...
I insist on the fact that using other mods than those provided leads to "CTD" or if you are sure of what you are modifying at the root of the Standlone NYGM the engine is very capricious it's normal a lot of things have drastically changed. .. so be careful we are at the limit I know it because I use the interiors .. when I do not use them it remains sensitive all the same ...
and let's not talk about sound files...
ah yes thank"s for the big work
Sincerely Kal Maximus U669 :salute:
Hey FiFi,
I think I found the root cause for the CTDs.
STEEL COFFIN EDITION VERSION 3.6 IS OUT!
- Added Music only in Bunker/barracks add-on mod (thanks to Wolfstriked idea)
In my last test, I deactivated your "Music just in Bunker" addon and I have not any issues with sinking enemies with torpedoes or flag gun and normal gun.
I know in the last version of your great mod 3.7 is this addon not present but I saved it from your version 3.6 and use it the current version, because I love the idea behind it. But it seems that your small change in the music.cfg are the reason for my problems.
Maybe someone can do a double check.
here is the changed music.cfg from FiFi he add as addon in his version 3.6 if needed:
;GW MINIMAL MUSIC MIXER
[GENERAL]
CertainityTime=1
MinDuration=20
FadeTime=2
[STATES]
States=8
State1=BEGIN
State2=NORMAL
State3=BATTLE
State4=TENSION
State5=HIGH TENSION
State6=VICTORY
State7=DEFEAT
State8=JOY
[BEGIN]
Tracks=1
Track1=Empty.ogg
;Track1=Intro_1_Master.ogg
;Track2=Intro_2_Master.ogg
;Track3=Intro_3_Master.ogg
[NORMAL]
Tracks=1
Track1=Empty.ogg
;Track1=Stalker_1_Mix.ogg
;Track2=Stalker_2_Mix.ogg
;Track3=Stalker_3_Mix.ogg
;Track4=Stalker_4_Mix.ogg
;Track5=Stalker_5_Mix.ogg
[BATTLE]
Tracks=1
Track1=Empty.ogg
;Track1=Battle_1_Mix.ogg
;Track2=Battle_2_Mix.ogg
;Track3=Battle_3_Mix.ogg
;Track4=Battle_4_Mix.ogg
;Track5=Battle_5_Mix.ogg
;Track6=Battle_6_Mix.ogg
[TENSION]
Tracks=1
Track1=Empty.ogg
;Track1=Tension_1_Mix.ogg
;Track2=Tension_2_Mix.ogg
;Track3=Tension_3_Mix.ogg
;Track4=Tension_4_Mix.ogg
;Track5=Tension_5_Master.ogg
[HIGH TENSION]
Tracks=1
Track1=Empty.ogg
;Track1=High_Tension_1_Master.ogg
;Track2=High_Tension_2_Master.ogg
;Track3=High_Tension_3_Master.ogg
;Track4=High_Tension_4_Master.ogg
;Track5=High_Tension_5_Master.ogg
[VICTORY]
Tracks=3
Track1=Empty
Track2=Empty
Track3=Empty
[DEFEAT]
Tracks=2
Track1=Defeat_1_Mix LOOP.ogg
Track2=Defeat_2_Master LOOP.ogg
[JOY]
Tracks=0
;Track1=Joy_1_Master.ogg
;Track2=Joy_2_Master.ogg
;Track3=Joy_3_Master.ogg
The "Empty.ogg" file as Track1 was not a part of the addon.
Just for curiosity sake, I went looking for the "Music just in Bunker" cfg file or mod or whatever it may be, and I can't seem to find anything like this. I've musta missed something in the past few days.
I'm running v3.7, both a Type II and a Type VII patrol. Been busy doing weekend stuff so I haven't got to far into it. Just getting to my Patrol Grids and no action yet so far, but I still haven't had any issues.
Just for curiosity sake, I went looking for the "Music just in Bunker" cfg file or mod or whatever it may be, and I can't seem to find anything like this. I've musta missed something in the past few days.
I'm done an edit of my post. This addon was in version 3.6 and was just a small modification. I also quoted the part of FiFi's post from the past.
Wolfstriked
04-16-23, 08:47 AM
Grenso,try this.At bottom of music.cfg it looks like this.
[JOY] Tracks=0 ;Track1=Joy_1_Master.ogg ;Track2=Joy_2_Master.ogg ;Track3=Joy_3_Master.ogg
Change that to
[JOY] Tracks=1 ;Track1=Joy_1_Master.ogg ;Track2=Joy_2_Master.ogg ;Track3=Joy_3_Master.ogg
Also, add this line as a sound sample for engine to use... ;Track1=empty.ogg
EDIT: iirc it will CTD if Tracks=0 is set to tracks="0" hence why GWX made the empty.ogg file in first place.
OK ... Gotcha, now I understand. So this is not in v3.7. Thanx, your last post cleared that up
Kal_Maximus_U669
04-16-23, 08:50 AM
I'm done an edit of my post. This addon was in version 3.6 and was just a small modification. I also quoted the part of FiFi's post from the past.
music bunker
For my part I tried both ... with and without the problems was present ...
I encountered problems just before Danzig Bay and problems with torpedoes hitting the bottom.... weak in these places..
I shoot manually so there are one or two that are kidding okay... but not all of them... I think the proximity to the bottom and the coast is the cause... all the special effects modifications. .. the engine is cornered again...
we would have to supplement 4gb more that would be great....:har::har:
yes if you add something "personal mods" the size of the files changes during the crushing the engine does not swallow them anymore after... the size of "tga" or other file varies is can be enough to break all..
ARB can also be a problem besides it is not perfect.. Fifi's mods were built on DGUI Diego a choice of Fifi to optimize as much as possible is that I approve by the way.. he should remove it ARB there is no need of several HUD that of Diego is very good especially for the person who does not see well.. now it is Fifi the Boss
I think Fifi has been distracted by all the requests from some lately and that has led to problems now...
Hey Fifi
"Bordel"... go to the garden refuel... for a better approach... you work too much (Of course I'm kidding Fifi and I confess to you that I prefer when you're on the work board for the pleasure of everyone here)
:D:Dstop distracting him, he worked better before...:har::har::har:
Yes, the music in bunker add-on mod will be deleted… don’t use it!
I have also deleted the fire column effect on torpedo hit… no more issues !
@Kal, if you don’t want ARB Gui, just don’t use it! That’s why it’s only an add-on mod! Perso i use it, but that’s not mandatory :03:
Almost done with the new update:up:
:Kaleun_Salute:
Yes, the music in bunker add-on mod will be deleted… don’t use it!
Do you delete because of issues, problems or CTD or what was the reason for it?
So last test for today. I changed the music.cfg like Wolfstriked told to this one:
;GW MINIMAL MUSIC MIXER
[GENERAL]
CertainityTime=1
MinDuration=20
FadeTime=2
[STATES]
States=8
State1=BEGIN
State2=NORMAL
State3=BATTLE
State4=TENSION
State5=HIGH TENSION
State6=VICTORY
State7=DEFEAT
State8=JOY
[BEGIN]
Tracks=1
Track1=Empty.ogg
;Track1=Intro_1_Master.ogg
;Track2=Intro_2_Master.ogg
;Track3=Intro_3_Master.ogg
[NORMAL]
Tracks=1
Track1=Empty.ogg
;Track1=Stalker_1_Mix.ogg
;Track2=Stalker_2_Mix.ogg
;Track3=Stalker_3_Mix.ogg
;Track4=Stalker_4_Mix.ogg
;Track5=Stalker_5_Mix.ogg
[BATTLE]
Tracks=1
Track1=Empty.ogg
;Track1=Battle_1_Mix.ogg
;Track2=Battle_2_Mix.ogg
;Track3=Battle_3_Mix.ogg
;Track4=Battle_4_Mix.ogg
;Track5=Battle_5_Mix.ogg
;Track6=Battle_6_Mix.ogg
[TENSION]
Tracks=1
Track1=Empty.ogg
;Track1=Tension_1_Mix.ogg
;Track2=Tension_2_Mix.ogg
;Track3=Tension_3_Mix.ogg
;Track4=Tension_4_Mix.ogg
;Track5=Tension_5_Master.ogg
[HIGH TENSION]
Tracks=1
Track1=Empty.ogg
;Track1=High_Tension_1_Master.ogg
;Track2=High_Tension_2_Master.ogg
;Track3=High_Tension_3_Master.ogg
;Track4=High_Tension_4_Master.ogg
;Track5=High_Tension_5_Master.ogg
[VICTORY]
Tracks=3
Track1=Empty.ogg
Track2=Empty.ogg
Track3=Empty.ogg
[DEFEAT]
Tracks=2
Track1=Defeat_1_Mix LOOP.ogg
Track2=Defeat_2_Master LOOP.ogg
[JOY]
Tracks=1
Track1=Empty.ogg
;Track1=Joy_1_Master.ogg
;Track2=Joy_2_Master.ogg
;Track3=Joy_3_Master.ogg I created the Empty.ogg file too as a mute sound file with a length of 0,5 sec.
Now it seems to work without any issue or CTD with type II and in the Baltic Sea near Danzig, when I sunk Polish ships with flag gun and torpedo. In the last days I was not able to see pictures like these, because I got every time CTD's in the moment of sinking them:
https://i.postimg.cc/QxfmnkrL/SH3-Img-16-4-2023-15-18-14-481.jpg
https://i.postimg.cc/ydhXh0Tb/SH3-Img-16-4-2023-17-47-43-746.jpg
Wolfstriked
04-16-23, 10:54 AM
music bunker
For my part I tried both ... with and without the problems was present ...
I encountered problems just before Danzig Bay and problems with torpedoes hitting the bottom.... weak in these places..
I shoot manually so there are one or two that are kidding okay... but not all of them... I think the proximity to the bottom and the coast is the cause... all the special effects modifications. .. the engine is cornered again...
we would have to supplement 4gb more that would be great....:har::har:
yes if you add something "personal mods" the size of the files changes during the crushing the engine does not swallow them anymore after... the size of "tga" or other file varies is can be enough to break all..
ARB can also be a problem besides it is not perfect.. Fifi's mods were built on DGUI Diego a choice of Fifi to optimize as much as possible is that I approve by the way.. he should remove it ARB there is no need of several HUD that of Diego is very good especially for the person who does not see well.. now it is Fifi the Boss
I think Fifi has been distracted by all the requests from some lately and that has led to problems now...
Hey Fifi
"Bordel"... go to the garden refuel... for a better approach... you work too much (Of course I'm kidding Fifi and I confess to you that I prefer when you're on the work board for the pleasure of everyone here)
:D:Dstop distracting him, he worked better before...:har::har::har:
So your saying to stop requesting stuff and then request ARB be removed? I and many others like ARB...please don't.
Fifi,I agree to get rid of no sound in bunker....but just for right now as it narrows down if CTD is from this mod or not.I never ever CTD and use my own music.cfg.It just needs a few tweaks.
Carry on and into the garden for a break here and there.:salute:
Wolfstriked
04-16-23, 11:05 AM
Do you delete because of issues, problems or CTD or what was the reason for it?
So last test for today. I changed the music.cfg like Wolfstriked told to this one:
;GW MINIMAL MUSIC MIXER
[GENERAL]
CertainityTime=1
MinDuration=20
FadeTime=2
[STATES]
States=8
State1=BEGIN
State2=NORMAL
State3=BATTLE
State4=TENSION
State5=HIGH TENSION
State6=VICTORY
State7=DEFEAT
State8=JOY
[BEGIN]
Tracks=1
Track1=Empty.ogg
;Track1=Intro_1_Master.ogg
;Track2=Intro_2_Master.ogg
;Track3=Intro_3_Master.ogg
[NORMAL]
Tracks=1
Track1=Empty.ogg
;Track1=Stalker_1_Mix.ogg
;Track2=Stalker_2_Mix.ogg
;Track3=Stalker_3_Mix.ogg
;Track4=Stalker_4_Mix.ogg
;Track5=Stalker_5_Mix.ogg
[BATTLE]
Tracks=1
Track1=Empty.ogg
;Track1=Battle_1_Mix.ogg
;Track2=Battle_2_Mix.ogg
;Track3=Battle_3_Mix.ogg
;Track4=Battle_4_Mix.ogg
;Track5=Battle_5_Mix.ogg
;Track6=Battle_6_Mix.ogg
[TENSION]
Tracks=1
Track1=Empty.ogg
;Track1=Tension_1_Mix.ogg
;Track2=Tension_2_Mix.ogg
;Track3=Tension_3_Mix.ogg
;Track4=Tension_4_Mix.ogg
;Track5=Tension_5_Master.ogg
[HIGH TENSION]
Tracks=1
Track1=Empty.ogg
;Track1=High_Tension_1_Master.ogg
;Track2=High_Tension_2_Master.ogg
;Track3=High_Tension_3_Master.ogg
;Track4=High_Tension_4_Master.ogg
;Track5=High_Tension_5_Master.ogg
[VICTORY]
Tracks=3
Track1=Empty.ogg
Track2=Empty.ogg
Track3=Empty.ogg
[DEFEAT]
Tracks=2
Track1=Defeat_1_Mix LOOP.ogg
Track2=Defeat_2_Master LOOP.ogg
[JOY]
Tracks=1
Track1=Empty.ogg
;Track1=Joy_1_Master.ogg
;Track2=Joy_2_Master.ogg
;Track3=Joy_3_Master.ogg I created the Empty.ogg file too as a mute sound file with a length of 0,5 sec.
Now it seems to work without any problem or CTD with type II and in the Baltic Sea near Danzig, when I sunk Polish ships with flag gun and torpedo.
https://i.postimg.cc/QxfmnkrL/SH3-Img-16-4-2023-15-18-14-481.jpg
https://i.postimg.cc/ydhXh0Tb/SH3-Img-16-4-2023-17-47-43-746.jpg
Grenso,I dont think the empty.ogg file is needed.I never used it in my sound mod and it works fine.Care to test it with new music.cfg changes and no empty.ogg? Sorry if that is a hassle for you.:yep:
Grenso,I dont think the empty.ogg file is needed.I never used it in my sound mod and it works fine.Care to test it with new music.cfg changes and no empty.ogg? Sorry if that is a hassle for you.:yep:
I can have a test, but not today. Otherwise, I will be sunk by my wife if I sit at the PC any longer today.
Kal_Maximus_U669
04-16-23, 11:37 AM
Hey Fifi rapport :timeout:
Deja plusieurs demarrage sans probleme...
tous se deroule normalement 4 sauvegardes... 2 navires couler ...
Bay Danzig AO95 mission effectuer sans prtobleme...
2 cibles non couler impossible trop de mauvais temps une chose que je remarque par 15/s les torpilles sont ineficace elle coule a 10m environ...
cela en attaque surface....et sous marine...en manuel ou en auto c est la meme...est ce voulue ?? car je trouve que c est un peu tirer par les cheveux...
autre chose le periscope d attaque la chaise doit pivoter de 180 quand le periscope est a zero autrement elle n est pas dans le bon sens...
je croie que les autres on deja signaler cela..
les test sont effectuer sans mod complementaire... puis avec tous mes bricoles... fonctionne pour ma part mais je suis au debut..
j utilise Diego pas d ARB mais il a fonctionner en 3.7 alors que sur 3.6 non
le correctif Type2+les interieurs+ mods Sea floor 512+ un tga nocturne map+un mods son leger bricoler par mes soins...
la version originale sens rien d autre est impeccable pas d ennuyes...
voila Fifi a plus tard...:subsim:
Kal_Maximus_U669
04-16-23, 11:46 AM
So your saying to stop requesting stuff and then request ARB be removed? I and many others like ARB...please don't.
Fifi,I agree to get rid of no sound in bunker....but just for right now as it narrows down if CTD is from this mod or not.I never ever CTD and use my own music.cfg.It just needs a few tweaks.
Carry on and into the garden for a break here and there.:salute:
I don't decide anything the boss is Fifi....
but I repeat that it is too heavy and filled with things that are not necessarily useful.. ..
I think he can alter the time to rent to Fifi's modding for nothing... mobilize his knowledge in useless futilities... to look for things or correct for nothing...
As for the garden you don't understand I think the language barrier
Wolfstriked
04-16-23, 11:47 AM
I can have a test, but not today. Otherwise, I will be sunk by my wife if I sit at the PC any longer today.
Der Führer does not control BDU in my house!! Wait,what? Dang I gotta go....seems there is streak marks on the dishes I dried.:o
:k_confused:
Wolfstriked
04-16-23, 11:51 AM
I don't decide anything the boss is Fifi....
but I repeat that it is too heavy and filled with things that are not necessarily useful.. ..
I think he can alter the time to rent to Fifi's modding for nothing... mobilize his knowledge in useless futilities... to look for things or correct for nothing...
As for the garden you don't understand I think the language barrier
The garden was when Fifi said he wants to get out to his garden and relax for awhile.I understand it fully but also know modders. I am agreeing with you when I say Fifi,enjoy the roses for a bit and don't burnout.:salute:
STEEL COFFIN EDITION V3.8 IS OUT!
Bunker save compatible :03:
- Type II new interior included
- New AVEROF model by VonDos added (viewable mainly in Med campaign)
- Fixed the visual glitch when ship is destroyed (hull turning dark suddently)
- The UZO view is now non clickable on UZO pole...only when UZO binoculars are up on deck & clicked.
- UZO is now visible underwater when big waves are submerging deck
- U Boats zones have been adjusted once more for more realism (ie engines zones are bigger, hence can be damaged easier)
- Deleted SHD nodes leftover & dynamic shadows controllers found (useless)
:Kaleun_Salute:
Kal_Maximus_U669
04-16-23, 12:44 PM
STEEL COFFIN EDITION V3.8 IS OUT!
Bunker save compatible :03:
- Type II new interior included
- New AVEROF model by VonDos added (viewable mainly in Med campaign)
- Fixed the visual glitch when ship is destroyed (hull turning dark suddently)
- The UZO view is now non clickable on UZO pole...only when UZO binoculars are up on deck & clicked.
- UZO is now visible underwater when big waves are submerging deck
- U Boats zones have been adjusted once more for more realism (ie engines zones are bigger, hence can be damaged easier)
- Deleted SHD nodes leftover & dynamic shadows controllers found (useless)
:Kaleun_Salute:
:sunny::rock::rock::yeah: in download
Kal_Maximus_U669
04-16-23, 01:37 PM
impossible to restart on backup 2 attempt... 90% load then CTD.. refresh install imminent lol...:o:timeout:
Wolfstriked
04-16-23, 02:25 PM
STEEL COFFIN EDITION V3.8 IS OUT!
Bunker save compatible :03:
- Type II new interior included
- New AVEROF model by VonDos added (viewable mainly in Med campaign)
- Fixed the visual glitch when ship is destroyed (hull turning dark suddently)
- The UZO view is now non clickable on UZO pole...only when UZO binoculars are up on deck & clicked.
- UZO is now visible underwater when big waves are submerging deck
- U Boats zones have been adjusted once more for more realism (ie engines zones are bigger, hence can be damaged easier)
- Deleted SHD nodes leftover & dynamic shadows controllers found (useless)
:Kaleun_Salute:
Waiting to install this as kal has some issues but I must say I like the new stuff.Especially for me this has bothered me for awhile---- UZO is now visible underwater when big waves are submerging deck
Kal_Maximus_U669
04-16-23, 03:41 PM
For my part, I unfortunately did not restart on my backup...
Now refresh install I started but had a Ctd I think it comes from my crew composition. So now on patrol...
That said, let's wait for GrenSo's feedback... Doolar':salute:Jerry' etc...
my dear Wolfi go for it!!!...have you tried with your backup..????:03:
Wolfstriked
04-16-23, 03:48 PM
my dear Wolfi go for it!!!...have you tried with your backup..????:03:
:doh::o:hmmm::O:
This newest version doesn't have the music only in bunker mod so it cant be that.
Kal_Maximus_U669
04-16-23, 03:51 PM
:doh::o:hmmm::O:
This newest version doesn't have the music only in bunker mod so it cant be that.
you just have to put it back on, maybe you'll be satisfied.. personally, I tested this music and don't use it.. it doesn't add anything to my mill....:D
the priority here is to know if the Backups work... so that Fifi can know where he is going..!!! the music is a "Secondary" mod.. so Badass :O::D:salute:
Wolfstriked
04-16-23, 04:10 PM
Now I know how good and amazing the "main menu music only" mod is but just a reminder and I'll say it again....I took the idea from GWX mod.I changed a few settings and tada. I tweaked it a bit so if grenso or anyone cares you can try this......er you know what....as amazing as the "main menu music only" mod is this is NYGME thread and so out of respect for Fifi I will not post the new improved "main menu music only" mod.:o
Kal_Maximus_U669
04-16-23, 04:13 PM
:doh::o:hmmm::O:
This newest version doesn't have the music only in bunker mod so it cant be that.
I didn't say that... I invite you to read it again here :D:yep:
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2863265&postcount=1469
Wolfstriked
04-16-23, 04:17 PM
Ok now this is just a misunderstanding.You posted that you don't understand me awhile back and I don't understand you that well.Its all good so lets leave Fifi's thread before he evicts is :D
:Kaleun_Salute:
fitzcarraldo
04-16-23, 06:13 PM
Many thanks for the new version 3.8 :Kaleun_Applaud:
Jumping from 3.6...Now downloading.
Best regards.
Fitzcarraldo :Kaleun_Salute:
So, did your bunker saves worked? … here no problem … that’s why I said it’s bunker save compatible :yep:
Otherwise start over a new one and it certainly will work. Sometimes computers are a bit twitchy :03:
:Kaleun_Salute:
The earliest I can test is on Thursday. If you haven't released a new version until then. :03::haha:
And yes Wolfstriked, I can test it with and without "music in bunker addon" :salute:
The earliest I can test is on Thursday. If you haven't released a new version until then.
Don’t worry no version until then :haha:
But as I’m obstinate :D I’m still trying to get the torpedo impact fire column … without CTD. I loved this effect, numerous times mentioned in real war testimonies.
If I can succeed, I will add it as small add-on mod, so if any problems with it (ie low power PC) easy to delete it :03:
:Kaleun_Salute:
Dieselglock
04-17-23, 08:48 AM
STEEL COFFIN EDITION V3.8 IS OUT!
No problems with this so far new career started with type IX 1940 July start. :salute:
took a break last nite , so I'm just getting started on another Type II patrol, this time with v3.8. I haven't finished my current patrol with v3.7, LOL. I'm gonna finish this patrol, for sure. So far so good. all looks good from here, nice job and thanx again.
Now for my request. I love Type II boats. As you know Sub-Skins for Type II's are scarce. I'm in search of Type II Skins compatable with NYGM Enh. 3.7 (TKSS18 U-Boats). If anyone has a cool Type II skin or 2 and wouldn't mind sharing, I would love to add them into my game.
Now for my request. I love Type II boats. As you know Sub-Skins for Type II's are scarce. I'm in search of Type II Skins compatable with NYGM Enh. 3.7 (TKSS18 U-Boats). If anyone has a cool Type II skin or 2 and wouldn't mind sharing, I would love to add them into my game.
Maybe I’ll try to make one for type II… if I find enough time :03:
My last patrol, I switched back to DGUI hardcore (the one provided in Standalone) and have to admit it is by far the best gui for my mod :yep:
Also I tested new torpedo impact fire column I made, and no more CTD even among convoys :up: (with both ARB & DGUI)
So I will certainly release it as little add-on mod for you guys to test it…soon :03:
:Kaleun_Salute:
Mister_M
04-18-23, 05:10 AM
Any pic of this famous fire column effect ? :)
Here you go:
https://i.postimg.cc/nLqK9jyy/SH3-Img-25-3-2023-15-21-47-411.jpg
https://image.noelshack.com/fichiers/2023/12/4/1679528369-sh3img-22-3-2023-23-35-55-415.png
https://image.noelshack.com/fichiers/2023/12/5/1679615811-sh3img-24-3-2023-0-23-14-352.png
The same a bit decreased for memory (without explosion sound & debris - just the normal hit sound)
:Kaleun_Salute:
Mister_M
04-18-23, 05:53 AM
Thanks ! Looks cool. :up:
Kal_Maximus_U669
04-18-23, 09:40 AM
Maybe I’ll try to make one for type II… if I find enough time :03:
My last patrol, I switched back to DGUI hardcore (the one provided in Standalone) and have to admit it is by far the best gui for my mod :yep:
Also I tested new torpedo impact fire column I made, and no more CTD even among convoys :up: (with both ARB & DGUI)
So I will certainly release it as little add-on mod for you guys to test it…soon :03:
:Kaleun_Salute:
I am happy with these precisions.. it confirms my tests.. ARB remains an excellent job it still needs a little polishing and will be perfect I congratulate the designer..:up:
I use Diegogut point barre:03:.. I may change later when most of the work will be stable in order to see the memory that remains...:yep::salute:
Kal_Maximus_U669
04-18-23, 11:22 AM
now comparison with the column of fire screen of version 3.8 beginning of career.. there clearly a difference... you are right to insist Fifi... we need it..
https://image.noelshack.com/fichiers/2023/16/2/1681834838-sh3img-18-4-2023-17-54-41-585.png
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