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Kal_Maximus_U669
04-18-23, 03:32 PM
Hey Fifi greetings...:D
I have no problem with this version ... I even use my personal mods without problem
several reloading no problem... the ships no longer blacken...
several ships shot down...screen of the column...burning oil...no black spot of oil on the surface...:yep:
https://image.noelshack.com/fichiers/2023/16/2/1681849759-sh3img-18-4-2023-21-12-2-29.png
https://image.noelshack.com/fichiers/2023/16/2/1681849767-sh3img-18-4-2023-21-12-9-16.png
https://image.noelshack.com/fichiers/2023/16/2/1681849775-sh3img-18-4-2023-21-13-42-267.png
https://image.noelshack.com/fichiers/2023/16/2/1681849784-sh3img-18-4-2023-21-14-4-513.png
:salute:

Wolfstriked
04-19-23, 12:54 AM
Fifi,not sure if this goes against the hardcore aspect of NYGM but you might take a look at this mod that simply makes flags brighter.Just now I was doing some night attacks with it and its superb but it also fixes the issue I have that in broad daylight a flag is hard to see when the sun is at its back.A compromise is needed and off I went in search and a 2009 gem was found in a mod by Rubini and Diving duck(who found the emisive property) in flags.dat.



https://www.subsim.com/radioroom/showthread.php?t=152479


https://i.postimg.cc/wBYJWhBK/SH3-Img-19-4-2023-0-44-40-451.jpg
https://i.postimg.cc/g017ttZz/SH3-Img-19-4-2023-0-49-51-831.jpg

Fifi
04-19-23, 01:21 AM
Here is new torpedo impact fire column: https://www.mediafire.com/file/c5w74hu4e6s3i3u/Torpedo_Impact_Fire_Column.7z/file

The effect is lighter than before, and should not give CTD when impact.
On my computer it is CTD free using both ARB & DGUI, even in convoys where it needs memory.

Activate it anytime on top of Stand Alone.
Let me know if you still have issue with it :03:

:Kaleun_Salute:

Fifi
04-19-23, 01:49 AM
Fifi,not sure if this goes against the hardcore aspect of NYGM but you might take a look at this mod that simply makes flags brighter.Just now I was doing some night attacks with it and its superb but it also fixes the issue I have that in broad daylight a flag is hard to see when the sun is at its back.A compromise is needed and off I went in search and a 2009 gem was found in a mod by Rubini and Diving duck(who found the emisive property) in flags.dat.



https://www.subsim.com/radioroom/showthread.php?t=152479


https://i.postimg.cc/wBYJWhBK/SH3-Img-19-4-2023-0-44-40-451.jpg
https://i.postimg.cc/g017ttZz/SH3-Img-19-4-2023-0-49-51-831.jpg

I will not use the files you provided … main reason is they are more than double heavy than mine :yep:
Using others mods & mods & mods on top of mine, no surprise to get troubles at certain time …
Spending so much time to lighten files to avoid memory issues … quickly ruined :ping:

BUT… I can adjust my flag.dat & flagS.dat to get same result :yep:
Will do it for next update.
Keep in mind that in real, Kaleuns had great troubles to identify flags at night!

:Kaleun_Salute:

Dieselglock
04-19-23, 02:20 AM
BUT… I can adjust my flag.dat & flagS.dat to get same result :yep:
Will do it for next update.
Keep in mind that in real, Kaleuns had great troubles to identify flags at night!

:Kaleun_Salute:

If you do add this could you add it as a separate mod so we can keep the flags the way they are currently if not wanted.

GrenSo
04-19-23, 02:24 AM
If you do add this could you add it as a separate mod so we can keep the flags the way they are currently if not wanted.


I agree with this.

Wolfstriked
04-19-23, 03:15 AM
I will not use the files you provided … main reason is they are more than double heavy than mine :yep:
Using others mods & mods & mods on top of mine, no surprise to get troubles at certain time …
Spending so much time to lighten files to avoid memory issues … quickly ruined :ping:

BUT… I can adjust my flag.dat & flagS.dat to get same result :yep:
Will do it for next update.
Keep in mind that in real, Kaleuns had great troubles to identify flags at night!

:Kaleun_Salute:
Yes,of course.The link I posted is for GWX iirc and is missing many nation flags and as you pointed out is heavy in size.And you can fine tune it it to your night darkness settings for optimal effect.As for it being optional as asked above,I agree but I feel that if not overdone many will just use it.:hmmm:


EDIT;also I wonder if cutting all flags saturation in half before tweaking the emisive setting as they already appear over saturated and brightness will make them even more..

Fifi
04-19-23, 03:53 AM
After testing, I think I will leave it as it is.
Emissive=30 & emissive=50 is unrealistic and Arcade to me (furthermore that flags are not that pretty)

Maximum emissive you can put to keep some realism (if we can talk of realism) is =10…

Using SD3 it takes 10mn to change both files flags emissive, so if you feel (or need) to do it you can adjust it to your liking … but as everyone’s liking is different … and everyone’s monitors settings are different … best is to keep what we have :03:

:Kaleun_Salute:

Wolfstriked
04-19-23, 04:26 AM
After testing, I think I will leave it as it is.
Emissive=30 & emissive=50 is unrealistic and Arcade to me (furthermore that flags are not that pretty)

Maximum emissive you can put to keep some realism (if we can talk of realism) is =10…

Using SD3 it takes 10mn to change both files flags emissive, so if you feel (or need) to do it you can adjust it to your liking … but as everyone’s liking is different … and everyone’s monitors settings are different … best is to keep what we have :03:

:Kaleun_Salute:
Did you try cutting saturation down first.Brightening stuff "I think" increases its saturation.Either way Ill do it on my own if need be.

Kal_Maximus_U669
04-19-23, 06:55 AM
Could be a flashlight ...:har::har::har:

Kal_Maximus_U669
04-19-23, 06:59 AM
If you do add this could you add it as a separate mod so we can keep the flags the way they are currently if not wanted.
@GrenSo
:Kaleun_Salute:
:Kaleun_Applaud::Kaleun_Applaud:

Kal_Maximus_U669
04-19-23, 08:31 AM
Hey Fifi
there seems to be a problem with the impacts on the hull of the Uboat..
when I reloaded my save the hull was new again..:ping:
the integrity of the hull did not move 100%.. otherwise nothing else for the moment.. see you soon :salute:

Fifi
04-19-23, 11:45 AM
Hey Fifi
there seems to be a problem with the impacts on the hull of the Uboat..
when I reloaded my save the hull was new again..:ping:
the integrity of the hull did not move 100%.. otherwise nothing else for the moment.. see you soon :salute:

It is a known SH3 (and probably 4/5) bug … saves never reload external damage.
But interior damage, yes (broken glass etc)
That’s been said, the hull % damage is always kept :yep:
Best is to accomplish the whole patrol without saves (no problem with NYGM):D but it’s not always doable with our play time.

About damages, I know sometimes when you have destroyed periscopes, you still can use them … but not always! That’s also a bug I cannot solve.

:Kaleun_Salute:

Wolfstriked
04-19-23, 12:45 PM
We all have different monitors and the amount of brightness and black crush is staggering.I spent 1K dollars on mine as I like a very dark game that you can still see stuff in the darkness.My next purchase will be an Oled with its ultimate dark and blackness levels.This pic shows what an Oled brings in regards to black crush.Left side the rocks are all black while right side you can make details out.
https://blog.solidsignal.com/wp-content/uploads/2018/02/crushed.png



IMO this should be an individually done mod.As Fifi points out it "should":D only take 10 mins.I wanna be able to see a flag at 500m at noon but I understand on other peoples homes and monitors this is probably not an issue.

Kal_Maximus_U669
04-19-23, 01:59 PM
It is a known SH3 (and probably 4/5) bug … saves never reload external damage.
But interior damage, yes (broken glass etc)
That’s been said, the hull % damage is always kept :yep:
Best is to accomplish the whole patrol without saves (no problem with NYGM):D but it’s not always doable with our play time.

About damages, I know sometimes when you have destroyed periscopes, you still can use them … but not always! That’s also a bug I cannot solve.

:Kaleun_Salute:

Hey Fifi :D
Very good THX for the details for the moment is going according to plan 'no problemo'
Multiple backup reload NKL... :ouais:

Kal_Maximus_U669
04-19-23, 02:12 PM
We all have different monitors and the amount of brightness and black crush is staggering.I spent 1K dollars on mine as I like a very dark game that you can still see stuff in the darkness.My next purchase will be an Oled with its ultimate dark and blackness levels.This pic shows what an Oled brings in regards to black crush.Left side the rocks are all black while right side you can make details out.
https://blog.solidsignal.com/wp-content/uploads/2018/02/crushed.png



IMO this should be an individually done mod.As Fifi points out it "should":D only take 10 mins.I wanna be able to see a flag at 500m at noon but I understand on other peoples homes and monitors this is probably not an issue.

I don't think it's the instructor's fault very often it's the people who don't know what their equipment is used for...or better yet they don't know what they're buying...and regret after an explanation...:D:D

These flags are perfect!! do you believe that the German submariners saw flags in the middle of the dark and overcast night, I doubt they had to take risks by approaching their target, which is more logical, you will agree..:D

Now there are few.. backup questions we have been asked you have not answered.. it would be good to stick to what is happening here no when do you think?:ouais:

Wolfstriked
04-19-23, 03:00 PM
I don't think it's the instructor's fault very often it's the people who don't know what their equipment is used for...or better yet they don't know what they're buying...and regret after an explanation...:D:D

These flags are perfect!! do you believe that the German submariners saw flags in the middle of the dark and overcast night, I doubt they had to take risks by approaching their target, which is more logical, you will agree..:D

Now there are few.. backup questions we have been asked you have not answered.. it would be good to stick to what is happening here no when do you think?:ouais:


I know full well about monitors and I returned 4 back to local Microcenter from bad visuals.As for this brighter flags mod...where did I ever say that we should be able to see flags "in the middle of the dark and overcast night"?? On a clear night though well yeah I think we should see flags when close enough.



My flag issue started when I noticed the sun is behind a flag in daylight with clear skies and "I" cant see it.So I will adjust the emissives to get better effect in daylight and "clear" night too and you can stay with it as it is Kal.


As for backup questions? WHat question is this?:hmmm:

Kal_Maximus_U669
04-19-23, 03:33 PM
I know full well about monitors and I returned 4 back to local Microcenter from bad visuals.As for this brighter flags mod...where did I ever say that we should be able to see flags "in the middle of the dark and overcast night"?? On a clear night though well yeah I think we should see flags when close enough.



My flag issue started when I noticed the sun is behind a flag in daylight with clear skies and "I" cant see it.So I will adjust the emissives to get better effect in daylight and "clear" night too and you can stay with it as it is Kal.


As for backup questions? WHat question is this?:hmmm:

As I said no problem... see here in broad daylight...
https://image.noelshack.com/fichiers/2023/16/3/1681936382-sh3img-18-4-2023-21-11-12-796.png
As for backup issues? What is this question?
we had to ask if you were able to reload your career 3.7 on 3.8??
:yep::yep:

Wolfstriked
04-19-23, 03:49 PM
I am not doing a career right now just single missions.That is why I was constantly wondering what you meant.


As for that pic....you would never get so close to see a flag like that aboard a submarine.Do a pic in daylight clear skies thru a 6X scope at 1Km and taken from the opposite side from where sun is shining aka when the flag is in shadow.


But you know what...this is moot as you like your settings as is.I feel your making me out to be a scene stirrer here Kal.I posted a mod that Fifi may like and he tested it out and said honestly that he finds it garrish.I am ok with that and moved on.:hmmm:

Kal_Maximus_U669
04-19-23, 04:41 PM
I am not doing a career right now just single missions.That is why I was constantly wondering what you meant.


As for that pic....you would never get so close to see a flag like that aboard a submarine.Do a pic in daylight clear skies thru a 6X scope at 1Km and taken from the opposite side from where sun is shining aka when the flag is in shadow.


But you know what...this is moot as you like your settings as is.I feel your making me out to be a scene stirrer here Kal.I posted a mod that Fifi may like and he tested it out and said honestly that he finds it garrish.I am ok with that and moved on.:hmmm:

I'm going to stop there with you:ping::ping:... I usually don't talk to imbeciles, it might suddenly make them smart..
stop your useless polemics it's really heavy at the end..
you pollute the fils with your "bull****" :nope::nope::nope:
When you are asked a question and asked to perform tests you are unable to answer it... who is stirring what here..?? let me laugh.. Elsewhere you don't shine by your work here or elsewhere... now I realized that finally you are everywhere and nowhere at the same time...stop

900m drapeau.:har::har::haha::haha:
https://image.noelshack.com/fichiers/2023/16/2/1681849767-sh3img-18-4-2023-21-12-9-16.png

Kal_Maximus_U669
04-19-23, 05:22 PM
I would like to have @derstosstrupp's point of view on the flags.. if he links me
we need your knowledge... Thank you S.o.S
Sincerely Kal Maximus U669

Wolfstriked
04-19-23, 06:14 PM
Have some wine,get some fresh air,its only a game chill out:o

Mister_M
04-20-23, 01:30 AM
My flag issue started when I noticed the sun is behind a flag in daylight with clear skies and "I" cant see it.


Can you provide a screenshot ? You can't see the flag because it's invisible, or because it's too dark ?

Wolfstriked
04-20-23, 01:59 AM
Can you provide a screenshot ? You can't see the flag because it's invisible, or because it's too dark ?


The flag is visible but just a bit too dark when its in shadow so I cant see it.Easily fixable and I'll get around to it when I get a chance.That said,this is Fifi's thread on NYGME and out of respect I don't want to make anymore inroads into it.:salute:

Jimbuna
04-20-23, 05:31 AM
Cool heads everyone and I'd also appreciate an end to the insults and name calling.

Fifi
04-20-23, 10:52 AM
For those using DGUI hardcore gui, to send correct convoy heading (if you don't know):

https://i.postimg.cc/X77XTfMh/SH3-Img-20-4-2023-17-12-32-304.jpg

- 1) unlock tdc with button (must be blue)

- 2) now this dial can turn...select correct convoy heading

- 3) ask your radio guy to send contact report (with still tdc unlock!)

- 4) after, don't forget to re-lock your tdc with button!

- 5) you can verify your message sent with the heading you gave

Telling this because i figured out the good dial to turn not long ago! :haha:

:Kaleun_Salute:

Doolar
04-20-23, 11:14 AM
Thanx, I was never quite clear on that

Kal_Maximus_U669
04-20-23, 05:52 PM
Thanx, I was never quite clear on that

Hey Jerry my best regards..:D
Did you attack the Polish submarine...?? if so what do you think of the resistance of this one?? :salute::salute:KM U669

Kal_Maximus_U669
04-20-23, 05:56 PM
Cool heads everyone and I'd also appreciate an end to the insults and name calling.
Sorry D'Jim :ouais:.. j ai le dû recadrer.. there was no insult:D:D.. only truth no?? :timeout:
@Wolfstriked
I don't drink wine... and I take the air regularly... so all is well..:yep:

Wolfstriked
04-20-23, 06:05 PM
Sorry D'Jim :ouais:.. j ai le dû recadrer.. there was no insult:D:D.. only truth no?? :timeout:
@Wolfstriked
I don't drink wine... and I take the air regularly... so all is well..:yep:


Again with the idiotic behavior..... How old are you may I ask? :doh:

Doolar
04-20-23, 06:19 PM
No Kal, in the last 2 nights been busy, so I've only put about 2 hours into SHIII (NYGM Enh. v3.8). I'm on my way to AO59, but before I get there, I'm going to spend some off the North Coast of Poland or whats left of it. I'll keep my eye out though.

I do have a Non-Mod, Historical question for you or actually anyone is welcome to answer. This early in the war, 16 September 39. I noticed a lot of German traffic, mainly patrol boats. It's hard to believe that Poland tried to save what naval assets that they had remaining with a Naval "Breakout". With several choke points in the Baltic and entering the North Sea, how did they think they were going to pull this off ? And how sucessful were they ? I mean not only the choke points, there were several German Naval Bases close by, Not to mention Keil, Their task was very difficult to put it mildly. Thanx

Fifi
04-21-23, 12:55 AM
I do have a Non-Mod, Historical question for you or actually anyone is welcome to answer. This early in the war, 16 September 39. I noticed a lot of German traffic, mainly patrol boats. It's hard to believe that Poland tried to save what naval assets that they had remaining with a Naval "Breakout". With several choke points in the Baltic and entering the North Sea, how did they think they were going to pull this off ? And how sucessful were they ? I mean not only the choke points, there were several German Naval Bases close by, Not to mention Keil, Their task was very difficult to put it mildly. Thanx

That’s a good question I don’t know…
I think Polish did the best they could with their poor equipment, but soon as Hitler had the idea to invade them, their fate was settled anyway.
I know they had some small land success on some rare points, but on sea… dunno.

:Kaleun_Salute:

Fifi
04-21-23, 04:56 AM
I have fixed the head/hair weird looking when crew has no hat (couldn't stand it anymore)

Before

https://i.postimg.cc/KvYvLSJ8/SH3-Img-21-4-2023-11-39-22-602.jpg

Now

https://i.postimg.cc/FsnFVWBg/SH3-Img-21-4-2023-11-49-39-322.jpg

Furthermore they look a bit younger (to me anyway) Also files are very slightly lighter
For next update...

:Kaleun_Salute:

Wolfstriked
04-21-23, 05:39 AM
Dang Handsome:D


Just had a battle with another submarine which wrecked my deck cannon.NYGME fixed this right? The model was all damaged?

Fifi
04-21-23, 07:44 AM
Just had a battle with another submarine which wrecked my deck cannon.NYGME fixed this right? The model was all damaged?

Don’t catch what you asked :oops:

GrenSo
04-21-23, 08:38 AM
The current version works fine for me and I haven't any problems until now. But it was not possible to activate the torpedo impact fire column addon while I was on patrol. So I can test it just on my next patrol and hope everything woks fine like now. :Kaleun_Applaud:

Fifi
04-21-23, 08:51 AM
The current version works fine for me and I haven't any problems until now. But it was not possible to activate the torpedo impact fire column addon while I was on patrol. So I can test it just on my next patrol and hope everything woks fine like now. :Kaleun_Applaud:

Ok cool :yeah:

:Kaleun_Salute:

GrenSo
04-21-23, 11:20 AM
The torpedo impact fire column addon works fine too. Perfect work from you FiFi!


:Kaleun_Salute::Kaleun_Thumbs_Up:

Fifi
04-21-23, 12:35 PM
The torpedo impact fire column addon works fine too. Perfect work from you FiFi!


:Kaleun_Salute::Kaleun_Thumbs_Up:

Next update it will be included :up:

:Kaleun_Salute:

Wolfstriked
04-21-23, 02:49 PM
iirc you said you had fixed the issue where the deck gun damaged model would not show up when it was destroyed?

fitzcarraldo
04-21-23, 05:03 PM
I have fixed the head/hair weird looking when crew has no hat (couldn't stand it anymore)



Furthermore they look a bit younger (to me anyway) Also files are very slightly lighter
For next update...

:Kaleun_Salute:

Great!

Could you add a little mod for "hats ever look"? There was a mod for that compatible with GWX. I don´t know if it works with FiFi NYGM.

And: Could you add an optional mod for different clothes for the crew on deck? Those black clothes with eagles and swastikas look so "Waffen SS" to me. Pascal made a mod (years ago) for a more informal look of the deck crew, Das Boot movie style.

All working fine with 3.8, starting campaign from Wilhelmshaven.

Many thanks for all the work.

Fitzcarraldo :Kaleun_Salute:

Fifi
04-22-23, 01:11 AM
iirc you said you had fixed the issue where the deck gun damaged model would not show up when it was destroyed?

When destroyed, deck gun should still be there… but destroyed looking.
As the damage decals on hull disappearing on loading saves, destroyed deck gun could be the same … dunno, never tested on saves.
If not appearing destroyed looking, it’s a bug… like destroyed periscopes you still can use…and like few others SH3 bugs unfortunately we have sometimes… we have to live with them and enjoy what we have :03:

After testing again, it works as it should:

https://i.postimg.cc/PJ38tkbF/SH3-Img-22-4-2023-9-3-18-389.jpg

https://i.postimg.cc/HWBM0QG4/SH3-Img-22-4-2023-9-3-33-670.jpg

https://i.postimg.cc/jd27MLtV/SH3-Img-22-4-2023-9-4-3-238.jpg

Great!

Could you add a little mod for "hats ever look"? There was a mod for that compatible with GWX. I don´t know if it works with FiFi NYGM.

Fitzcarraldo :Kaleun_Salute:

Don’t know what is hats ever look sorry.

You’ll understand I can’t satisfy everyone’s clothes tastes here…knowing I have less & less time for SH3 each day actually …
Keep in mind I was just sharing my SH3 game at first :ping:

:Kaleun_Salute:

fitzcarraldo
04-22-23, 07:29 AM
When destroyed, deck gun should still be there… but destroyed looking.
As the damage decals on hull disappearing on loading saves, destroyed deck gun could be the same … dunno, never tested on saves.
If not appearing destroyed looking, it’s a bug… like destroyed periscopes you still can use…and like few others SH3 bugs unfortunately we have sometimes… we have to live with them and enjoy what we have :03:

After testing again, it works as it should:




Don’t know what is hats ever look sorry.

You’ll understand I can’t satisfy everyone’s clothes tastes here…knowing I have less & less time for SH3 each day actually …
Keep in mind I was just sharing my SH3 game at first :ping:

:Kaleun_Salute:

No problem FiFi. Many thanks!

With hats ever I mean a mod for the crew using their hats forever, on deck and inside the boat. I will try an old mod for that. Also for the crew clothes. I'll post if they work with this supermod.

I changed some sounds, too. No issues until now.

Best regards

Fitzcarraldo :salute:

John Pancoast
04-22-23, 07:53 AM
No problem FiFi. Many thanks!

With hats ever I mean a mod for the crew using their hats forever, on deck and inside the boat. I will try an old mod for that. Also for the crew clothes. I'll post if they work with this supermod.

I changed some sounds, too. No issues until now.

Best regards

Fitzcarraldo :salute:


If you want the crew to always have hats, it's a simple .cfg file edit. Just replace the line "HasHelmet=No" to "HasHelmet=Yes" in the crew.cfg file(s) you want changed.
This can also be done in the same files in a career folder.

Fifi
04-22-23, 08:38 AM
Just replace the line "HasHelmet=No" to "HasHelmet=Yes" in the crew.cfg file(s) you want changed.
This can also be done in the same files in a career folder.

With notepad application, in 1 click you can replace it in the whole file:03:

:Kaleun_Salute:

John Pancoast
04-22-23, 10:02 AM
With notepad application, in 1 click you can replace it in the whole file:03:

:Kaleun_Salute:

Yes, this is what I was trying to get across. :)

fitzcarraldo
04-22-23, 10:59 AM
If you want the crew to always have hats, it's a simple .cfg file edit. Just replace the line "HasHelmet=No" to "HasHelmet=Yes" in the crew.cfg file(s) you want changed.
This can also be done in the same files in a career folder.

Many thanks both John and FiFi.

Best regards.

Fitzcarraldo :salute:

Fifi
04-22-23, 12:39 PM
Many thanks both John and FiFi.

Best regards.

Fitzcarraldo :salute:

Well, you gave me a good idea :yep:
The new crew I was testing isn’t that good looking, and have trouble to give them skin right colors rendering mainly outside on deck due to my special environment lighting. So to solve the head & hair weird looking I had previously with some crew without hats, decided to give them all hats… fixed! :haha:
Some crew clothes discipline will not hurt :)

:Kaleun_Salute:

Wolfstriked
04-22-23, 03:28 PM
Fifi,I meant I really like the damaged model of deck gun when I saw it in game and recalled that its showing cause you fixed it.:up:

fitzcarraldo
04-22-23, 05:50 PM
Well, you gave me a good idea :yep:
The new crew I was testing isn’t that good looking, and have trouble to give them skin right colors rendering mainly outside on deck due to my special environment lighting. So to solve the head & hair weird looking I had previously with some crew without hats, decided to give them all hats… fixed! :haha:
Some crew clothes discipline will not hurt :)

:Kaleun_Salute:

:D That is why I want to put hats in all the crew (also because Prussian discipline). The crewmen look better with the hats :Kaleun_Wink:

You can made an optional mod for the hats, with the crew.cfg changed.

Best regards and thanks for all the work and help!

Fitzcarraldo :Kaleun_Salute:

Kal_Maximus_U669
04-23-23, 01:30 PM
Yes, this is what I was trying to get across. :)
:yeah:John:yeah: It's been a long time...:D it's good to see you already at work I see...:up: My best regards Kal Maximus U669 :salute:

Fifi
04-24-23, 04:10 AM
Next update, with DGUI Hardcore, you will have now the full hand bar orders, like in ARB:

https://i.postimg.cc/4d2B0sZx/SH3-Img-24-4-2023-11-5-42-542.jpg

missing icons have been added :up:

Also little detail, unside UZO view, the 7x50 has been changed for 8x60

https://i.postimg.cc/xCHTqTCX/SH3-Img-24-4-2023-11-16-42-206.jpg

:Kaleun_Salute:

Doolar
04-24-23, 07:56 AM
NICE !!

Fifi
04-24-23, 12:16 PM
Also, I think I will try to render the U-Boat interior more… claustrophobic.
Because I believe it was less lightened than what we have (to what I have read)
Some spaces seemed to be pretty dark … even hard to read dials etc. But I will not go that far :D
We can’t take in acount the interior actual pictures, lightened with modern electrical systems imho :yep:
To be continued …

:Kaleun_Salute:

Kal_Maximus_U669
04-24-23, 02:41 PM
Also, I think I will try to render the U-Boat interior more… claustrophobic.
Because I believe it was less lightened than what we have (to what I have read)
Some spaces seemed to be pretty dark … even hard to read dials etc. But I will not go that far :D
We can’t take in acount the interior actual pictures, lightened with modern electrical systems imho :yep:
To be continued …

:Kaleun_Salute:
https://thumbs.dreamstime.com/b/instruments-et-cadrans-%C3%A0-l-int%C3%A9rieur-d-un-vieux-sous-marin-dans-zeebrugge-belgique-indicateurs-du-type-fox-trot-b-u-submersible-145957514.jpg
Hey Fifi je soudainement ravie de cette decision...enfin
j avais deja dit a plusieurs reprise que ces bateaux devait avoir tres peu de lumiere..economie d energie surtout en plonger en plus si attaque il y a... donc tous doit etre gerer au millimetre...j aimerais avoir les cadrans au radium la nuit je suis sur que c est faisable pour un moddeur tallentueux comme toi Fifi
si tu assombrie l atmosphere supprimer les ombres inutilent qui pompe de la ressource inutilement d ailleur elle sont pas correcte pour la pluspard...
je t ai selectionner celle ci je ne pouvais pas la ramener mais il y a quelques temps sur printerest j en avais vue une autre qui prouve ce que je dit mais je ne la retrouve pas helas
https://pin.it/3QFHQ3I
si tu parviens a le realiser je te raconte meme pas l ambiance a bord en attaque nocturne..

GrenSo
04-24-23, 03:01 PM
Also, I think I will try to render the U-Boat interior more… claustrophobic.
Because I believe it was less lightened than what we have (to what I have read)
Some spaces seemed to be pretty dark … even hard to read dials etc. But I will not go that far :D
We can’t take in acount the interior actual pictures, lightened with modern electrical systems imho :yep:


But please not so dark like we see it in Das Boot, because this was just a movie and it was in reality not like that.

FalkeEins
04-24-23, 03:07 PM
RE: changes to crew outfits

One thing I'd really like is an option to remove the shoulder boards.

I have a "blank" file I use to overwrite them but it would be nice to have by default.

And that horrible black Kriegsmarine sweater :arrgh!:

Kal_Maximus_U669
04-24-23, 03:27 PM
here at the time a work that I had done ...for the HUD
https://brat01.mybb.rocks/viewtopic.php?id=201&p=5#p97775

Kal_Maximus_U669
04-24-23, 03:45 PM
But please not so dark like we see it in Das Boot, because this was just a movie and it was in reality not like that.

In "Das Boot" the dials are not good they are blue this was made for film shooting in reality they must be slightly fluorescent green or even slightly yellow green it is radium..
my dear GrenSo don't start before being beaten (if I can express myself that way)... let the master decide after all he's the boss let's see his approach .. let's berate him afterwards :03::03::har:

@FalkeEins the crew is very good... so if you don't like there are mods to fix it look a bit in the attic of the site
we must stop this kind of useless request... the flags are very good too anyway it stays like that... the boss has already said it... period.
nothing prevents you from getting started and proposing a mod..:yep::salute:

Kal_Maximus_U669
04-24-23, 03:52 PM
Next update, with DGUI Hardcore, you will have now the full hand bar orders, like in ARB:

https://i.postimg.cc/4d2B0sZx/SH3-Img-24-4-2023-11-5-42-542.jpg

missing icons have been added :up:

Also little detail, unside UZO view, the 7x50 has been changed for 8x60

https://i.postimg.cc/xCHTqTCX/SH3-Img-24-4-2023-11-16-42-206.jpg

:Kaleun_Salute:

attention Fifi ne rejoingnons pas Annerb sinon nous connaisson la suite..
cela dit tu as bien fais de supprimer l UZO icone en haut qui et inutile pour moi car il ne fonctionnait pas..
voyons si il fonctionne sur la prochaine mise a jours

Wolfstriked
04-24-23, 05:47 PM
A bit darker in daytime interiors would be icing on the cake:up:

FalkeEins
04-24-23, 07:18 PM
In "Das Boot" the dials are not good they are blue this was made for film shooting in reality they must be slightly fluorescent green or even slightly yellow green it is radium..
my dear GrenSo don't start before being beaten (if I can express myself that way)... let the master decide after all he's the boss let's see his approach .. let's berate him afterwards :03::03::har:

@FalkeEins the crew is very good... so if you don't like there are mods to fix it look a bit in the attic of the site
we must stop this kind of useless request... the flags are very good too anyway it stays like that... the boss has already said it... period.
nothing prevents you from getting started and proposing a mod..:yep::salute:

I know that. I already know how to replace them. I'm suggesting this to FiFi, not you, and I'm sorry that you find it a "useless request."

You don't need to be obtuse and offputting.

Wolfstriked
04-24-23, 07:43 PM
I know that. I already know how to replace them. I'm suggesting this to FiFi, not you, and I'm sorry that you find it a "useless request."

You don't need to be obtuse and offputting.


I use this and its good
https://www.mediafire.com/file/mujk2zy4bnu/Rapt0r%2527s_Uniforms_V2.0.rar/file

Kal_Maximus_U669
04-25-23, 07:55 AM
I know that. I already know how to replace them. I'm suggesting this to FiFi, not you, and I'm sorry that you find it a "useless request."

You don't need to be obtuse and offputting.

Well very well if you take it in this tone..
I invite you to read here on the first page
https://www.subsim.com/radioroom/showpost.php?p=2740106&postcount=1
This is not an official megamod build, it's just my own game that I modded for myself... and wanted to share with the Subsim community.
beginners should pass the way because it's not for your grandmother! (NYGM)

this thread is intended to identify errors on the mods.. offer suggestions to the creator..
and not come out of his hole and make personal requests...
we are not at the store... I would add that Fifi worked on the crew for the next update you should read... Now there are several mods here that solve these problems if you don't like it..
go here https://www.subsim.com/radioroom/downloads.php?do=cat&id=1
If you are unable to set up your additional mods we are here to help if necessary
it would be necessary to search a little and to read it becomes painful finally...
I'm not obtuse and off-putting. I'm tired of people delaying the project for such requests..
before asking ... it would be good to complete your personal profile it starts there.!!! it seems to me...!!

Fifi
04-25-23, 09:26 AM
I have reworked interior lights...
Slightly darker...
Also have deleted crew ranks on clothes (not on this pict)

https://i.postimg.cc/yYTH4NDX/SH3-Img-25-4-2023-13-5-44-853.jpg

For those who don’t like the dark kriegsmarine tee-shirt, easy enough to take the man and throw him in the torpedo room… replacing him by new one with desired clothes :03:
I will not delete him because I like it.

:Kaleun_Salute:

Wolfstriked
04-25-23, 04:13 PM
Fifi,I agree it a more atmospheric look with dimmed lights.:up:

fitzcarraldo
04-25-23, 05:33 PM
Fifi,I agree it a more atmospheric look with dimmed lights.:up:

+1. The darker interiors is more immersive to me. I was in the interior of U-505 in Chicago. The lamps were Edison (with filament) as the originals, the interior was darker than the default interior lights in SH3 vanilla.

Like it, FiFi. :Kaleun_Applaud:

Many thanks!

Fitzcarraldo :Kaleun_Salute:

Fifi
04-26-23, 05:05 AM
+1. The darker interiors is more immersive to me. I was in the interior of U-505 in Chicago. The lamps were Edison (with filament) as the originals, the interior was darker than the default interior lights in SH3 vanilla.

Like it, FiFi. :Kaleun_Applaud:

Many thanks!

Fitzcarraldo :Kaleun_Salute:

The lamp bulbs have all been changed for the one of picture above of type II (low power)

Also I’m not supporting anymore the full VII interior. It’s deleted for next update … because of the new interior lighting different, and the lack of memory it gives (we are already on the edge)

:Kaleun_Salute:

Fifi
04-26-23, 08:30 AM
STEEL COFFIN EDITION V3.9 IS OUT!

Bunker save compatible :yep:

- DGUI hardcore gui left hand order bar has been extended like in ARB
- Type VII full interior is not longer supported; type VII light interior mod has been integrated to standalone
- All U-Boats interiors have been slightly darkned for more claustrophobic feeling (lamp bulb changed etc) Also night red light has been adjusted too.

Rendering is very good on my monitor, but it can be slightly different on others computers monitors...can't do anything for that :03:

:Kaleun_Salute:

Kal_Maximus_U669
04-26-23, 09:10 AM
STEEL COFFIN EDITION V3.9 IS OUT!

Bunker save compatible :yep:

- DGUI hardcore gui left hand order bar has been extended like in ARB
- Type VII full interior is not longer supported; type VII light interior mod has been integrated to standalone
- All U-Boats interiors have been slightly darkned for more claustrophobic feeling (lamp bulb changed etc) Also night red light has been adjusted too.

Rendering is very good on my monitor, but it can be slightly different on others computers monitors...can't do anything for that :03:

:Kaleun_Salute:

:salute::up::D
je suis degouter pour les interieurs total

GrenSo
04-26-23, 11:04 AM
STEEL COFFIN EDITION V3.9 IS OUT!

Bunker save compatible :yep:

- DGUI hardcore gui left hand order bar has been extended like in ARB
- Type VII full interior is not longer supported; type VII light interior mod has been integrated to standalone
- All U-Boats interiors have been slightly darkned for more claustrophobic feeling (lamp bulb changed etc) Also night red light has been adjusted too.

Rendering is very good on my monitor, but it can be slightly different on others computers monitors...can't do anything for that :03:

:Kaleun_Salute:


Is your torpedo impact fire column addon included too?

Fifi
04-26-23, 12:21 PM
Is your torpedo impact fire column addon included too?

Yes :up:

:Kaleun_Salute:

FUBAR295
04-26-23, 01:44 PM
Fifi,


I want to let you know that I can now load NYGM just over 2:30 minutes with this new SSD. :yeah: Runs smooth, too.:03:


Thank you again for letting all of us enjoy your NYGM adventure.


Good hunting,
FUBAR295

Wolfstriked
04-26-23, 03:23 PM
I prefer the new lighting immensely! Its all the little things that add up to up the immersionzz. sometimes I boot up vanilla SH3 and wow the difference is mind boggling!


There is a light issue I have encountered already though.In TypeIIa,one of the bulbs(next to OBS scope)gives off a square light.I have so many issues with posting images as I would post pics but I cant even upload images to postimages.org for some reason!

Doolar
04-26-23, 09:41 PM
I also have an issue with the light in the Command room on a Type II Boat. It's the same as Wolfstriked's issue. Everything else seems to be great. Thanx again Fifi.

Fifi
04-27-23, 12:49 AM
There is a light issue I have encountered already though.In TypeIIa,one of the bulbs(next to OBS scope)gives off a square light.I have so many issues with posting images as I would post pics but I cant even upload images to postimages.org for some reason!

I also have an issue with the light in the Command room on a Type II Boat. It's the same as Wolfstriked's issue. Everything else seems to be great. Thanx again Fifi.

:hmmm: I will check this today even if I don’t have much time for SH3…
Could you post a picture to see the culprit exactly ?

:Kaleun_Salute:

Wolfstriked
04-27-23, 02:01 AM
Load in to the typeII interior and then scan the mouse around and the light behind the OBS scope will look normal and then suddenly the light will turn into a block shape where you can see the edge.


https://www.mediafire.com/file/nhgxup2f5ppmiw2/SH3Img@26-4-2023_16.18.23_715.bmp/file

Fifi
04-27-23, 02:42 AM
Fixed this bulb transparent square issue in type II :up:
Had to deactivate the first bulb in the torpedo room up the door...just because it's at the limit of torpedo room and sonar room, and give side effect.
In fact it was not only one square, but all of the torpedo room reflecting inside stock interior.
This torpedo room was added, and the lighting too (not by me)...that's the problem of modding.

PLEASE RE-DOWNLOAD VERSION 3.9. IT IS FIXED VERSION FOR TYPE II INTERIOR!

Sorry for the convenience.

:Kaleun_Salute:

Wolfstriked
04-27-23, 02:50 AM
Great thanks Fifi:D :salute:

Doolar
04-27-23, 05:59 AM
Thanx, Off to work dutys today, but will use tonite :Kaleun_Cheers:

Fifi
04-27-23, 10:00 AM
https://i.postimg.cc/j5jcLjwB/SH3-Img-27-4-2023-16-44-39-772.jpg

Added wonderful new DDJ Class from AlexB, in replacement of old model (next update)

:Kaleun_Salute:

Fifi
04-28-23, 02:52 AM
Corrected visual glitch in type II interior:

https://i.postimg.cc/kX6k3X7g/10.jpg

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

Also added missing needle on electronic item behind the hydro man.

:Kaleun_Salute:

GrenSo
04-28-23, 03:35 AM
Corrected visual glitch in type II interior:

https://i.postimg.cc/kX6k3X7g/10.jpg

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

Also added missing needle on electronic item behind the hydro man.

:Kaleun_Salute:


As new fix or new version or do you done it in you last fixed version 3.9?

Fifi
04-28-23, 04:35 AM
As new fix or new version or do you done it in you last fixed version 3.9?

For next update :yep:

:Kaleun_Salute:

GrenSo
04-29-23, 05:33 AM
This one seems to be a wrong graphic at the backside in radio room in type II. I didn't check the other subs, because I saw it right now on patrol.

https://i.postimg.cc/4f8KWQQF/SH3-Img-29-4-2023-12-25-57-674.jpg

Fifi
04-29-23, 10:31 AM
This one seems to be a wrong graphic at the backside in radio room in type II. I didn't check the other subs, because I saw it right now on patrol.


I will check … but it seems to be only in type II.
Problem of full interior I’m quite sure.
Will try to fix it, but not sure… sometimes I can’t do anything to those numerous tgas giving headaches :03:
Interiors are very complex & complicated.

:Kaleun_Salute:

Fifi
04-29-23, 12:47 PM
This one seems to be a wrong graphic at the backside in radio room in type II. I didn't check the other subs, because I saw it right now on patrol.


Ok checked… and can’t do anything to fix it actually.
Checked others megamods (Onealex, WAC5 etc) and they all have this glitch …even stock SH3!
Open type II interior CR.dat with S3D, and you’ll see :yep:

:Kaleun_Salute:

Fifi
04-30-23, 02:41 AM
Added new Goldenfel & Liberty skins by AlexB, so the game randomly choose it.

Waiting for VonDos release of German 1934 class DD to include in NYGM, and will release next version of Steel Coffin :up:

:Kaleun_Salute:

GrenSo
04-30-23, 05:33 AM
Ok checked… and can’t do anything to fix it actually.
Checked others megamods (Onealex, WAC5 etc) and they all have this glitch …even stock SH3!




Too bad. Thanks for checking. But that's not so wild, because you don't look at this point in the radio room anyway. :up:

Doolar
05-04-23, 09:07 PM
Hey Jerry my best regards..:D
Did you attack the Polish submarine...?? if so what do you think of the resistance of this one?? :salute::salute:KM U669

Got a question for you guys ... This is from post #1528, and has sparked my interest in the Polish Navy's submarines. I didn't even know Poland had submarines. So anyway, I did a Google search and found an artical in Wikipedia about the "ORZEL". I know it departed (escaped) Tallinn on Sept 18th 1939. I just happen to be patrolling grid AO59 at the current moment, which is Sept 18th 1939 too. Is this sub scripted in NYGM HC v3.9 ? If it isn't then, I learned something new and it's no big deal. If it is, then I'm gonna find her. Since this being Sept 18,39 already, Tallinn is to far to go and the "ORZEL" could easily slip past me. I'm in a Type IIa with 3 torpedos and about 50-60% fuel remaining and my speed is not all that great. Where I'm at currently the "ORZEL" could also easily sneak past via AO55 and since AO59 has kinda dried up, I did get a Polish Merchant early on in this patrol, but it's only friendly and neutral contacts now, I was thinking of sailing west to the choke point of AO76 and hang there until I'm almost out of fuel or out of torpedos, and see what comes along, I might get lucky. Well anyway I hope the "ORZEL" is in the game or my plan was just an idea that sounded good at the time.

GrenSo
05-06-23, 06:55 AM
Done today a skin for U-73 with camo paint.


https://i.postimg.cc/JRtRNYG6/SH3-Img-6-5-2023-14-18-26-944.jpg

https://i.postimg.cc/KZMFVK7t/SH3-Img-6-5-2023-14-18-41-760.jpg

FUBAR295
05-06-23, 08:17 AM
Got a question for you guys ... This is from post #1528, and has sparked my interest in the Polish Navy's submarines. I didn't even know Poland had submarines. So anyway, I did a Google search and found an artical in Wikipedia about the "ORZEL". I know it departed (escaped) Tallinn on Sept 18th 1939. I just happen to be patrolling grid AO59 at the current moment, which is Sept 18th 1939 too. Is this sub scripted in NYGM HC v3.9 ? If it isn't then, I learned something new and it's no big deal. If it is, then I'm gonna find her. Since this being Sept 18,39 already, Tallinn is to far to go and the "ORZEL" could easily slip past me. I'm in a Type IIa with 3 torpedos and about 50-60% fuel remaining and my speed is not all that great. Where I'm at currently the "ORZEL" could also easily sneak past via AO55 and since AO59 has kinda dried up, I did get a Polish Merchant early on in this patrol, but it's only friendly and neutral contacts now, I was thinking of sailing west to the choke point of AO76 and hang there until I'm almost out of fuel or out of torpedos, and see what comes along, I might get lucky. Well anyway I hope the "ORZEL" is in the game or my plan was just an idea that sounded good at the time.


Jerry,


There is/was a mod that included the Orzel. Here is the link for the Subsim thread ...


https://subsim.com/radioroom//showthread.php?p=976501


I never personally came across this in game.


Come to think about it, I do not recall seeing a whole lot of Polish shipping in NYGM. Kind of sparse, maybe? LSH3 has whole fleets of Polish merchant shipping making their way back to Poland. :o Ran out of torpedoes before I got to the Atlantic. :doh: But that's another story. :yep:



Good hunting,
FUBAR295

FUBAR295
05-06-23, 08:19 AM
Done today a skin for U-73 with camo paint.






Looking good !:up:

Kal_Maximus_U669
05-06-23, 02:35 PM
Hello Friends :D:salute:
Polish submarine ORP Orzeł in Rosyth in early 1940.
https://upload.wikimedia.org/wikipedia/commons/thumb/c/c3/ORP_Orzel.jpg/420px-ORP_Orzel.jpg
Personally, I shot down this submarine... in the North :03:
:Kaleun_Wink:https://www.subsim.com/radioroom/showpost.php?p=2863953&postcount=16886
I met him at AO95 then for lack of bad weather I lost him..!! then find then lost..!! on the 3rd day at nightfall I shot it down in calm seas.. I used two torpedoes...as well as about 30 cannon shots :yep:
the model of this submarine used is "Russian" Class Shchuka and not Polish but here use for scenario
all at least it seems to me... this submarine should have been completed with a single torpedo because here the resistance is clearly exaggerated...:har::har:
@GrenSo
I use this camo for a long time it is not new it comes from Onealex mods
https://image.noelshack.com/fichiers/2023/14/1/1680548737-sh3img-3-4-2023-18-22-24-372.png

GrenSo
05-06-23, 03:33 PM
@GrenSo
I use this camo for a long time it is not new it comes from Onealex mods

I know that. I didn't say that the camo is mine or made from me. I told only I used this camo for the skin of U-73, because it look better with this one.

https://wrecksite.eu/img/wrecks/u73-port.jpg
https://photos.wikimapia.org/p/00/02/26/39/94_big.jpg

Kal_Maximus_U669
05-06-23, 03:56 PM
I know that. I didn't say that the camo is mine or made from me. I told only I used this camo for the skin of U-73, because it look better with this one.

Very good GrenSo I thought you were on "the drawing board" sorry...:D

Doolar
05-06-23, 05:10 PM
Kal, I've long lost my opportunity then. It's now 6 days past last contact. I have played with and even lined up a shot (for practice with manual targeting) but broke off because it was a Russian Class Shchuka boat in AO59, 16 Sept. 1939 and we're not at war. Darn !

Kal_Maximus_U669
05-06-23, 05:44 PM
Kal, I've long lost my opportunity then. It's now 6 days past last contact. I have played with and even lined up a shot (for practice with manual targeting) but broke off because it was a Russian Class Shchuka boat in AO59, 16 Sept. 1939 and we're not at war. Darn !

Hey Jerry :Kaleun_Cheers:
If you go back to the North AO95 even on this date.. I have already come across it again
I replayed this period several times... it's to confirm that..
Have fun Jerry and may the force be with you..:D:D
My best regards My friends see you soon.. :salute::salute:

Doolar
05-07-23, 10:40 PM
Kal, I did re-engauge the sub (Shchuka Clas, maybe the Orzel). I fired 2 torpedos. 1 hit and blew most the entire Bow section, below the water line off. The 2nd missed the stern by a hair. That intense damage didn't seem to have any effect on him and it pulled away from me like i was standing still. I'll play this again at some point. I figured it would have slowed down a bit. Thanx for your input.

Fifi
05-08-23, 01:34 AM
That intense damage didn't seem to have any effect on him and it pulled away from me like i was standing still.

It has been corrected :up:
Now, British Russian & Polish submarines are sinking at first torpedo hit.
Changed their zones boxes & hit points.

Will release next update this afternoon if all goes well, with new ship (post above) and few adjustments and corrections.
Will be bunker save compatible :03:

:Kaleun_Salute:

torpille
05-08-23, 04:07 AM
I have the impression that the asdic do not work. that is to say no ping sound.
(8 mission IIA).:hmmm:

Fifi
05-08-23, 06:00 AM
I have the impression that the asdic do not work. that is to say no ping sound.
(8 mission IIA).:hmmm:

I’m in December 41 and asdic works fine.
But they don’t have all asdic at war start from memory (or at least they need to be veterans and higher skill)

:Kaleun_Salute:

Fifi
05-08-23, 08:00 AM
NEW VERSION V4 IS OUT!

Bunker save compatible :03:

:Kaleun_Salute:

GrenSo
05-08-23, 08:05 AM
NEW VERSION V4 IS OUT!

Bunker save compatible :03:



:up:


Perfect timing, because yesterday I ran into the harbor again and docked for the 2. patrol with U-73.

Kal_Maximus_U669
05-08-23, 08:26 AM
NEW VERSION V4 IS OUT!

Bunker save compatible :03:

:Kaleun_Salute:

Big thx Master for this..:up::salute:

Doolar
05-08-23, 08:48 AM
Thanx Fifi, Now it's back to AO59 in my TypeII. :Kaleun_Cheers:

Tigerzhunters
05-08-23, 09:31 AM
i have question is Fifi nygm is Laggy for old Gpu cuz im try that only stuck in loading screen :hmmm:

clowncarsplatoon
05-08-23, 10:51 AM
NEW VERSION V4 IS OUT!

Bunker save compatible :03:

:Kaleun_Salute:

what is the changelog of V4 to V3.9 ?

Thanks for your hard work.

Fifi
05-08-23, 11:38 AM
what is the changelog of V4 to V3.9 ?

Thanks for your hard work.

Nothing fancy … just new destroyer model (NDDJ class), new skins for some ships, type II interior glitch fixed (remains one I can’t), ennemy submarines prone to be destroyed with one torp, few others minors adjustments …

:Kaleun_Salute:

Kal_Maximus_U669
05-08-23, 02:27 PM
Nothing fancy … just new destroyer model (NDDJ class), new skins for some ships, type II interior glitch fixed (remains one I can’t), ennemy submarines prone to be destroyed with one torp, few others minors adjustments …

:Kaleun_Salute:

Hey Master..Greetings :D
everything is going according to plan... impeccable backup I'm tracking the submarine again just saw it but it escaped me but I'm going to get my hands on it again I'll let you know...:up::salute:
https://image.noelshack.com/fichiers/2023/19/1/1683574011-capture.jpg

Doolar
05-08-23, 06:06 PM
Kal, I still have 40% fuel and 1 torpedo remaining, and I'm tracking the ORZEL again now as we speak. Still on version 3.9 at the moment I'll switch to version 4 when I port. I'm going to get this guy !!!! It's personal now .... Let's Rock ... LOL

onee915
05-10-23, 08:59 PM
https://imgur.com/uOLBy8C

Thank you for your excellent work

I have a problem Even I follow all the instructions, the sky turns black..

I've tried dozens of re-installation CMD rollbacks, but they don't work Is there a solution?

Of course, I set the Windows 7 compatibility mode, and my system is Windows 11

Best regards :Kaleun_Salute:

onee915
05-11-23, 02:30 AM
Thank you for your hard work

When I run the game with Cmdr, there is a problem that the sky is fixed in black

https://imgur.com/a/u2HtGfG

I've tried Windows 7 compatibility, administrator privileges, reinstallation, Cmdr rollback and everything, but it hasn't worked yet

If I run it on Sh3.exe, I can see the sky
The other big mods didn't experience this problem
It only appears in NYGM

Once again, thank you for your great work
Can you help me try this cool modpack?

Best regards
onee915

Fifi
05-11-23, 03:12 AM
Thank you for your hard work

When I run the game with Cmdr, there is a problem that the sky is fixed in black

https://imgur.com/a/u2HtGfG

I've tried Windows 7 compatibility, administrator privileges, reinstallation, Cmdr rollback and everything, but it hasn't worked yet

If I run it on Sh3.exe, I can see the sky
The other big mods didn't experience this problem
It only appears in NYGM

Once again, thank you for your great work
Can you help me try this cool modpack?

Best regards
onee915

Hi Onee,
Never ever saw this! :o
For sure it’s an issue on your side.…
Make sure all your exe are win 7 compatible (SH3, Jsgme, Commander, Commander Jsgme ect)
Make sure the mods inside Commander are activated too.
Else I don’t know … could be a graphic card problem, or memory problem … maybe … maybe not. :hmmm:
Might be worth a complete fresh install, according to readme pdf instructions to the letter :yep:

:Kaleun_Salute:

Mister_M
05-11-23, 03:24 AM
When I run the game with Cmdr, there is a problem that the sky is fixed in black

Black sky is certainly due to a problem of compatibility between scene.dat and SkyColors_Atl.dat (data/Env folder). Especially the 3D models of the sky (SkyColors_Atl.dat) and the fog (scene.dat). Also the sky configuration (index) depending on the sun angle (scene.dat : Node - Sky --> EnvSim --> Sky).

onee915
05-11-23, 04:10 AM
Black sky is certainly due to a problem of compatibility between scene.dat and SkyColors_Atl.dat (data/Env folder). Especially the 3D models of the sky (SkyColors_Atl.dat) and the fog (scene.dat). Also the sky configuration (index) depending on the sun angle (scene.dat : Node - Sky --> EnvSim --> Sky).


So I took the scene.dat and SkyColors_Atl.dat right out of the 7z file

I replaced the file and running with Cmdr, once CTD occurs in carrier mode loading, then the next time it runs, it's fixed with black sky
I think something is corruption the files

Thank you for your opinion :Kaleun_Salute:

Mister_M
05-11-23, 04:58 AM
So the problem is solved ?

onee915
05-11-23, 05:08 AM
So the problem is solved ?

Unfortunately, no
I'm thinking of reinstalling Windows :hmmm:

onee915
05-11-23, 06:25 AM
Hi Onee,
Never ever saw this! :o
For sure it’s an issue on your side.…
Make sure all your exe are win 7 compatible (SH3, Jsgme, Commander, Commander Jsgme ect)
Make sure the mods inside Commander are activated too.
Else I don’t know … could be a graphic card problem, or memory problem … maybe … maybe not. :hmmm:
Might be worth a complete fresh install, according to readme pdf instructions to the letter :yep:

:Kaleun_Salute:

I off the set wave height and I can see the sky
Knowing this Cmdr setting is related to scene.dat
I take action and start to see the sky

https://imgur.com/om2gom6

I know I have to turn it on for the best experience, but I'm grateful that my problem has been solved

Maybe you should check out SH3 options.cfg Since the last revision date is May 8th, I doubt it

I can finally close my eyes :doh:

:Kaleun_Salute:

Fifi
05-11-23, 07:56 AM
I off the set wave height and I can see the sky
Knowing this Cmdr setting is related to scene.dat
I take action and start to see the sky

https://imgur.com/om2gom6

I know I have to turn it on for the best experience, but I'm grateful that my problem has been solved

Maybe you should check out SH3 options.cfg Since the last revision date is May 8th, I doubt it

I can finally close my eyes :doh:

:Kaleun_Salute:

Glad you solved it… but the waves height in Commander SH3 options.Cfg (for seasonal playing) are same than long ago.
Don’t understand why it gave you trouble…

:Kaleun_Salute:

onee915
05-11-23, 11:05 AM
Glad you solved it… but the waves height in Commander SH3 options.Cfg (for seasonal playing) are same than long ago.
Don’t understand why it gave you trouble…

:Kaleun_Salute:

Other modes have the same problem when I turn on Cmdr's set wave height option

my computer don't like that option :hmmm:

Thank you for your help I'll leave my computer specifications Maybe it's AMD's fault..

CPU : 7950X3D
GPU : 3080TI
RAM : DDR5 32GB

Best regards

:Kaleun_Salute:

Aktungbby
05-11-23, 11:16 AM
onee915! The infamous :subsim:-7-year-itch strikes again! Your 'silent run' is over!:Kaleun_Salute:

Fifi
05-12-23, 03:36 AM
https://i.postimg.cc/TYPB7r7j/SH3-Img-12-5-2023-10-0-32-996.jpg

:Kaleun_Salute:

Fifi
05-13-23, 07:50 AM
Next version will have wonderful new German destroyers (34/36 class) from VonDos team, as well as new settings for U-Boot depth.

Was fed up with the fact we always can escape depth charges diving at 200m in straight line staying unpunished :yep:
Now we will still be able, but at some costs … and keeping this depth for too long or a bit deeper should result in bad damages :D
If we want to keep 100% hull rate, and all our gauges intact (without some flooding) we’ll have to stay above the depth gauge red line!
Once starting to get damages below red line (with Commander random crash depth option activated can be any depth below red line) you couldn’t stay forever at this depth … meaning the more you stay the more you’ll have damages! (Hull percentage will slowly decrease at first then accelerate when loosing more and more percentage) hence you’ll have to recover a better depth (in the yellow line) to stay underwater no more damaged (the more damages you took, the higher you will have to recover to stay safe again) :ping:
This is the only turnaround I found to stay in the depth charges damages possible radius… it’s just a compromise … as always with this game :03:
Type II could have damages before the red line! (As in real) … Watch out when the CO will announce « you’re diving too deep!» (soon after first damages should occur). But again it’s random, due to Commander crash depth option.
This should be more challenging to keep NYGM spirit !

:Kaleun_Salute:

Wolfstriked
05-14-23, 07:46 AM
Noice!! :Kaleun_Wink:

880-5
05-15-23, 09:13 AM
[QUOTE=Fifi;2864340]Next update, with DGUI Hardcore, you will have now the full hand bar orders, like in ARB:

https://i.postimg.cc/4d2B0sZx/SH3-Img-24-4-2023-11-5-42-542.jpg

missing icons have been added :up:

Hi Fiffi, what file do I need to edit or add to get it in CCom. Sincerely

Fifi
05-15-23, 09:26 AM
[QUOTE=Fifi;2864340]

Hi Fiffi, what file do I need to edit or add to get it in CCom. Sincerely

From memory, it’s a section of G3F in menu.ini…(don’t recall what number precisely)
You need to compare this ARB file section with your own file section and add the missing lines in your file. Don’t forget the correct tga corresponding in menu/gui/layout…
And of course re number the below sections! (Cause you added lines) It will be very long renumbering all the G3F below… it’s a huge section!
Good luck :03:

:Kaleun_Salute:

880-5
05-15-23, 09:48 AM
Many thanks for your help.

Kal_Maximus_U669
05-15-23, 05:11 PM
Next version will have wonderful new German destroyers (34/36 class) from VonDos team, as well as new settings for U-Boot depth.

Was fed up with the fact we always can escape depth charges diving at 200m in straight line staying unpunished :yep:
Now we will still be able, but at some costs … and keeping this depth for too long or a bit deeper should result in bad damages :D
If we want to keep 100% hull rate, and all our gauges intact (without some flooding) we’ll have to stay above the depth gauge red line!
Once starting to get damages below red line (with Commander random crash depth option activated can be any depth below red line) you couldn’t stay forever at this depth … meaning the more you stay the more you’ll have damages! (Hull percentage will slowly decrease at first then accelerate when loosing more and more percentage) hence you’ll have to recover a better depth (in the yellow line) to stay underwater no more damaged (the more damages you took, the higher you will have to recover to stay safe again) :ping:
This is the only turnaround I found to stay in the depth charges damages possible radius… it’s just a compromise … as always with this game :03:
Type II could have damages before the red line! (As in real) … Watch out when the CO will announce « you’re diving too deep!» (soon after first damages should occur). But again it’s random, due to Commander crash depth option.
This should be more challenging to keep NYGM spirit !

:Kaleun_Salute:

Mes meilleurs salutation Fifi
Thx for details Master i love the Hardcore :har:

kaleu
05-16-23, 11:17 PM
Just DL'D and installed NYGMv4...no attack map only shows the TDC itself...everything else seems to work so far

Fifi
05-17-23, 12:09 AM
Just DL'D and installed NYGMv4...no attack map only shows the TDC itself...everything else seems to work so far

No useless attack map in DGUI hardcore. Replaced by complete TDC. So you are ok…
If you need attack map nevertheless, you can have it with ARB gui add on mod.

:Kaleun_Salute:

kaleu
05-17-23, 12:41 AM
No useless attack map in DGUI hardcore. Replaced by complete TDC. So you are ok…
If you need attack map nevertheless, you can have it with ARB gui add on mod.

:Kaleun_Salute:

Wow! Thanks for quick response. Looking forward to playing this game.
Kaleu

Fifi
05-17-23, 05:08 AM
NEW STEEL COFFIN VERSION V4.1 IS OUT!

Bunker save compatible :03:

In this new version, Steel Coffin never fit so well his name :D
New challenge for those who like challenges...

- Added new VonDos type 1934 German destroyer (thanks VonDos Team!)

- Added progressive damage when crossing depth gauge red line, to turnout the lack of very deep depth charges explosions. This way no more travelling for ever at 200m completely unpunish...(see yellow post above for more explanations). It's a compromise, as always in SH3. Don't tell me a German U-Boat CAN safely dive deeper!
Anyway you always can deactivate it via the Commander random crash dive option...

- Added Biscaye British sub hunters from 1943/01/01 to end of war, to better fit the progressive French harbors blocus.

- Fixed the Flower corvette hull glitch blinking

- Minor adjustments

:Kaleun_Salute:

Doolar
05-17-23, 08:58 AM
Thank you again Fifi for your devoted work. I have a quick question for you kind sir. In this latest version (v4.1) has Silent Hunter 3 Commander been modified or changed ? :Kaleun_Cheers:

Fifi
05-17-23, 09:46 AM
Thank you again Fifi for your devoted work. I have a quick question for you kind sir. In this latest version (v4.1) has Silent Hunter 3 Commander been modified or changed ? :Kaleun_Cheers:

Yes modified in SH3 option.Cfg (for the new red line depth)

:Kaleun_Salute:

Kal_Maximus_U669
05-17-23, 11:29 AM
Hey Master..Greetings..:salute:
For my part, I have not been able to restart on my backup...
After several attempts (6)...
So here I am punished and should start a new career
But thank you for the work, that goes without saying.
Sincerely Kal Maximus U669:salute:

Tigerzhunters
05-17-23, 11:52 AM
is this version based on Gwx Or Vannila?

Fifi
05-17-23, 12:46 PM
Hey Master..Greetings..:salute:
For my part, I have not been able to restart on my backup...
After several attempts (6)...
So here I am punished and should start a new career
But thank you for the work, that goes without saying.
Sincerely Kal Maximus U669:salute:

That is strange … perso, I was able to continue my career … from bunker of course :yep:
Well, I’m sorry you have to start over.

is this version based on Gwx Or Vannila?

None of both… based on Stiebler team work.

:Kaleun_Salute:

fitzcarraldo
05-17-23, 06:09 PM
NEW STEEL COFFIN VERSION V4.1 IS OUT!

Bunker save compatible :03:

In this new version, Steel Coffin never fit so well his name :D
New challenge for those who like challenges...

- Added new VonDos type 1934 German destroyer (thanks VonDos Team!)

- Added progressive damage when crossing depth gauge red line, to turnout the lack of very deep depth charges explosions. This way no more travelling for ever at 200m completely unpunish...(see yellow post above for more explanations). It's a compromise, as always in SH3. Don't tell me a German U-Boat CAN safely dive deeper!
Anyway you always can deactivate it via the Commander random crash dive option...

- Added Biscaye British sub hunters from 1943/01/01 to end of war, to better fit the progressive French harbors blocus.

- Fixed the Flower corvette hull glitch blinking

- Minor adjustments

:Kaleun_Salute:

Many thanks FiFi for the new update, an awesome way to die. Hope I 'll survive in the thin red zone.

Best regards.

Fitzcarraldo :salute:

Kal_Maximus_U669
05-20-23, 09:23 AM
Fifi I need you can you help me please..va sur le file de Beanie Fotrs..
que peux tu me dire la dessus...Merci Kal Maximus :salute:

Fifi
05-20-23, 10:04 AM
Fifi I need you can you help me please..va sur le file de Beanie Fotrs..
que peux tu me dire la dessus...Merci Kal Maximus :salute:

Pas grand chose … ça fait longtemps SH4 …

:Kaleun_Salute:

Fifi
05-20-23, 12:28 PM
Catastrophic end of my type IX career...after some hours, very badly damaged by depth charges of 3 destroyers, had to finally surface...and nicely rammed :ping:

https://i.postimg.cc/503L9NLs/SH3-Img-20-5-2023-19-21-30-550.jpg

:Kaleun_Salute:

Fifi
05-21-23, 01:09 AM
Next update will have wonderful Vondos new Schleswig-Holstein, with appropriate locations :up:
You should be able to see it at war start near Danzig, then in Kiel harbor, then participating to Denmark invasion in April 40, then escorting mine layers in Baltic in may 41, then staying in Gotenhafen harbor…

https://i.postimg.cc/W4rgGNZ7/SH3-Img-21-5-2023-8-2-44-421.jpg

Also revision adjustment of max depth for type IX & VIIB/C U-Boats...again.

:Kaleun_Salute:

Mister_M
05-25-23, 02:37 PM
Was fed up with the fact we always can escape depth charges diving at 200m in straight line staying unpunished :yep:
Now we will still be able, but at some costs … and keeping this depth for too long or a bit deeper should result in bad damages :D
If we want to keep 100% hull rate, and all our gauges intact (without some flooding) we’ll have to stay above the depth gauge red line!
Once starting to get damages below red line (with Commander random crash depth option activated can be any depth below red line) you couldn’t stay forever at this depth … meaning the more you stay the more you’ll have damages! (Hull percentage will slowly decrease at first then accelerate when loosing more and more percentage) hence you’ll have to recover a better depth (in the yellow line) to stay underwater no more damaged (the more damages you took, the higher you will have to recover to stay safe again)


Something which is not simulated in SH3 is that the british depth charges didn't "work" deeper than 600 feet (183 m). In practice, some german commanders went to 800 (244 m) or even 850 (259 m) feet to avoid DC...

... according to this video (at 13:53) :

https://youtu.be/sBbwspXoS9s?t=833

So, a way to simulate this is to limit the ASDIC range to 183 m, but this is historically wrong... :damn:

Fifi
05-26-23, 01:32 AM
Something which is not simulated in SH3 is that the british depth charges didn't "work" deeper than 600 feet (183 m). In practice, some german commanders went to 800 (244 m) or even 850 (259 m) feet to avoid DC...

... according to this video (at 13:53) :

So, a way to simulate this is to limit the ASDIC range to 183 m, but this is historically wrong... :damn:

Yes in SH3 a way or the other is not really that good in fact…
I’m finally not that satisfied with my last compromise in the last version :hmmm:
That’s why I have changed things again about depth, and made multiple adjustments & tests to close better accuracy for next update.
Furthermore I found out that in NYGM, later in war (in 42 for instance) depth charges can sometimes explode much deeper than what I thought!
Was destroyed once in career close to American coasts at 200m depth… so they can explode at this depth :yep:
New settings are close to what stock NYGM was, just slightly decreased :03:

:Kaleun_Salute:

Fifi
05-27-23, 03:23 AM
New VonDos German 1936 type destroyer has been added for next update :up:

https://i.postimg.cc/YqmFTtrX/SH3-Img-27-5-2023-10-18-23-397.jpg

:Kaleun_Salute:

John Pancoast
05-28-23, 04:47 AM
Yes in SH3 a way or the other is not really that good in fact…
I’m finally not that satisfied with my last compromise in the last version :hmmm:
That’s why I have changed things again about depth, and made multiple adjustments & tests to close better accuracy for next update.
Furthermore I found out that in NYGM, later in war (in 42 for instance) depth charges can sometimes explode much deeper than what I thought!
Was destroyed once in career close to American coasts at 200m depth… so they can explode at this depth :yep:
New settings are close to what stock NYGM was, just slightly decreased :03:

:Kaleun_Salute:


Hi Fifi;
Yes, meant to mention this earlier. The fixed 150m depth charge depth was addressed long ago, not only by NYGM iirc.

John Pancoast
05-28-23, 04:50 AM
Something which is not simulated in SH3 is that the british depth charges didn't "work" deeper than 600 feet (183 m). In practice, some german commanders went to 800 (244 m) or even 850 (259 m) feet to avoid DC...

... according to this video (at 13:53) :

https://youtu.be/sBbwspXoS9s?t=833

So, a way to simulate this is to limit the ASDIC range to 183 m, but this is historically wrong... :damn:


:up: I mentioned this as a valid tactic (go deep) awhile back but was met with skepticism :)

Mister_M
05-28-23, 07:07 AM
Hi Fifi;
Yes, meant to mention this earlier. The fixed 150m depth charge depth was addressed long ago, not only by NYGM iirc.

What is the way to prevent DC to explode beyond a certain depth ?

John Pancoast
05-28-23, 09:06 AM
What is the way to prevent DC to explode beyond a certain depth ?

I don't recall after all this time, but most likely via the depthcharges files in the library folder.

Mister_M
05-28-23, 02:56 PM
I don't recall after all this time, but most likely via the depthcharges files in the library folder.

In DepthCharges.sim, in the amun_DepthCharge controller, there is the parameter called "detonate_depth" and it's set to 25m, so I think it's the minimum depth for the explosion (to prevent blowing the stern of the ship which threw the DC). There is no parameter for the maximal depth.

John Pancoast
05-28-23, 03:16 PM
In DepthCharges.sim, in the amun_DepthCharge controller, there is the parameter called "detonate_depth" and it's set to 25m, so I think it's the minimum depth for the explosion (to prevent blowing the stern of the ship which threw the DC). There is no parameter for the maximal depth.

Maybe some other file then. Perhaps do a search for the earlier threads on the topic, maybe they'll yield some answers.

Mister_M
06-01-23, 06:31 AM
Something which is not simulated in SH3 is that the british depth charges didn't "work" deeper than 600 feet (183 m). In practice, some german commanders went to 800 (244 m) or even 850 (259 m) feet to avoid DC...

1) Here: http://www.navweaps.com/Weapons/WAMBR_ASW.php

Mark VII (standard DC of the first three years of WW2):
Settings = 300 feet (91 m) max, later units 500 feet (182 m) (I think they mean 600 feet)

So I think this is a main tactical point that should be represented in game, in a way or another! :yep:


2) By the way, interesting reading here: https://en.wikipedia.org/wiki/Depth_charge and here: https://www.quora.com/How-was-the-depth-adjusted-for-World-War-2-era-depth-charges


3) Also, I'm searching for the exact dimensions of the DC cylinder, but I can't find them. Anyone?

Mister_M
06-03-23, 03:27 AM
A compromise could be this one (with H=hydrophone, and N=ASDIC):

- for destroyers escorting a convoy: max depth detection for H and N limited to the max detonation depth of the DC (so 91 or 182 meters); the advantage of this is that the destroyers won't attack you for hours, which is historically correct because they had to return to the convoy to protect it.

- for destroyers of a hunter killer group: historical max depth detection for H and N.

You have to duplicate the devices in Sensors.dat/sim/zon. Then, to choose between the two options in the mission editor, just do as for the aircrafts (choosing between different bombs payloads). For this, you have to change the .cfg and .eqp files of a sea unit.

Then, you can mix between the two options for a same convoy, if some destroyers are specifically provided to chase a u-boat until destruction, which was a late-war tactic when there were enough destroyers to do this...

LaSurga_
06-04-23, 12:04 PM
Hello there everyone,

Long-time player of SHii and SHiii GWX - I've recently moved to NYGM and Fifi's excellent enhancement. Really appreciate the work done by the mod teams over the years - thank you!

I've experienced a couple of issues - first one is a CTD : I'm currently shadowing a convoy just off of Ireland, and wanted to ask BdU for assistance. The button in the main radio station (key m) to send a contact report does nothing, while asking the radio man directly to send a contact report causes a CTD.

Edit: I'm using 'stock' Steel Coffin 4.1:

Generic Mod Enabler - v2.6.0.157
[C:\Steam\steamapps\common\Silent Hunter 3\MODS]

NYGM Tonnage War Enhanced – Stand Alone Version


Secondly, the shortcut for the UZO does not work. I've looked at the commands.cfg file, which has the key config ignored:

[Cmd17]
Name=UZO_camera
Ctxt=1
;MnID=0x3F020014
;Key0=0x55,,"U"
Page=0x28000000,3718
GoBack=Conning_deck_camera

Assuming this is due to the conflict with raising the UZO with shift+U? If I wanted to remap the key, is it just a question of removing the ';'s and altering the hex value / "<alt key here>" of the Key0? I'm not sure about he MnID here, hence my query.

Thank you

LaSurga_

Fifi
06-04-23, 12:31 PM
Hello there everyone,

Long-time player of SHii and SHiii GWX - I've recently moved to NYGM and Fifi's excellent enhancement. Really appreciate the work done by the mod teams over the years - thank you!

I've experienced a couple of issues - first one is a CTD : I'm currently shadowing a convoy just off of Ireland, and wanted to ask BdU for assistance. The button in the main radio station (key m) to send a contact report does nothing, while asking the radio man directly to send a contact report causes a CTD.

Edit: I'm using 'stock' Steel Coffin 4.1:

Generic Mod Enabler - v2.6.0.157
[C:\Steam\steamapps\common\Silent Hunter 3\MODS]

NYGM Tonnage War Enhanced – Stand Alone Version


Secondly, the shortcut for the UZO does not work. I've looked at the commands.cfg file, which has the key config ignored:

[Cmd17]
Name=UZO_camera
Ctxt=1
;MnID=0x3F020014
;Key0=0x55,,"U"
Page=0x28000000,3718
GoBack=Conning_deck_camera

Assuming this is due to the conflict with raising the UZO with shift+U? If I wanted to remap the key, is it just a question of removing the ';'s and altering the hex value / "<alt key here>" of the Key0? I'm not sure about he MnID here, hence my query.

Thank you

LaSurga_

Your CTD with messages is not normal. Can’t tell you why you have that.
I always send contact reports and patrol reports without any issues for years now.

The UZO shortcut is not working intentionally … you have to raise it on deck before and click on it :03:

:Kaleun_Salute:

Strykr
06-04-23, 01:17 PM
First of all, thank you Fifi for ALL your work improving NYGM.

:Kaleun_Salute:

I have just recently installed your latest version, and am enjoying it.
I hate to say it, but I have been experiencing the same problem as LaSurga.

I shadow a convoy, and when I hit the send contact report I experience an INSTANT crash.

I went back to an earlier save and tried again, with the same results.
I made approximately 10 attempts.
This is not a complaint, just reporting in sir !

Thank you.

Fifi
06-05-23, 01:20 AM
Very hard to track down something I don’t have… but will try anyway… think I have a suspect that could be the culprit :03
Next version 4.2 should come soon… maybe tomorrow.
But should not be saves compatible.

:Kaleun_Salute:

Kal_Maximus_U669
06-05-23, 05:47 AM
Very hard to track down something I don’t have… but will try anyway… think I have a suspect that could be the culprit :03
Next version 4.2 should come soon… maybe tomorrow.
But should not be saves compatible.

:Kaleun_Salute:

ravis de savoir que c est pour bientot..:D
http://www.dailymotion.com/video/x6ufvoc
je me doutais pour les sauvegardes...:03::03:

Mister_M
06-05-23, 06:18 AM
Then, you can mix between the two options for a same convoy, if some destroyers are specifically provided to chase a u-boat until destruction, which was a late-war tactic when there were enough destroyers to do this...

But if some destroyers can detect you, maybe those which can't will also be able to attack you. :hmmm:

Fifi
06-07-23, 04:23 AM
NYGM ENHANCED STEEL COFFIN EDITION V4.2 IS OUT!

Should NOT be saves compatible (even in bunker) :03:

- Revised many things in zones.Cfg (that's why it's not saves compatible) including U-Boats max depth (as well as Commander options file)
- added new ship (see posts above)
- See posts above for changes

Not planning further updates, except for new ships 3D models release...

:Kaleun_Salute:

LaSurga_
06-07-23, 05:13 AM
NYGM ENHANCED STEEL COFFIN EDITION V4.2 IS OUT!

Should NOT be saves compatible (even in bunker) :03:

- Revised many things in zones.Cfg (that's why it's not saves compatible) including U-Boats max depth (as well as Commander options file)
- added new ship (see posts above)
- See posts above for changes

Not planning further updates, except for new ships 3D models release...

:Kaleun_Salute:

:Kaleun_Salute:

GrenSo
06-07-23, 07:05 AM
NYGM ENHANCED STEEL COFFIN EDITION V4.2 IS OUT!

Should NOT be saves compatible (even in bunker) :03:




Not the best message, but it is okay. With a new campaign, we all have new possibilities. :up:

FUBAR295
06-07-23, 08:48 AM
Thank you!


:Kaleun_Salute:

HW3
06-07-23, 09:14 AM
Thank You!!!
:Kaleun_Salute:

Kal_Maximus_U669
06-07-23, 10:01 AM
NYGM ENHANCED STEEL COFFIN EDITION V4.2 IS OUT!
Many thank"s Master Fifi :salute:

Strykr
06-07-23, 10:16 AM
Thank you Fifi !!!
Much appreciated.

:Kaleun_Salute:

Randomizer
06-07-23, 11:05 AM
Thanks for all you do here, Fifi!

-C

Doolar
06-07-23, 11:46 AM
Again, Thank You for the update :Kaleun_Cheers:

rik007
06-08-23, 10:21 AM
Great, I will install it.Thanks Fifi!

Fifi
06-08-23, 11:52 AM
For next update (not soon) French destroyers of THunter have been adapted for NYGM.
Campaign files also updated for those 2 new ships :up:

https://i.postimg.cc/ZqLLVQKw/SH3-Img-8-6-2023-18-28-8-78.jpg

https://i.postimg.cc/6pncGqsJ/SH3-Img-8-6-2023-16-5-15-281.jpg

:Kaleun_Salute:

fitzcarraldo
06-09-23, 01:37 PM
Many thanks for the update, FiFi! Downloading....:Kaleun_Cheers:

Best regards.

Fitzcarraldo :Kaleun_Salute:

rik007
06-10-23, 12:27 AM
Fifi, if you have some time, I have a little flaw for you. Once I pressed D (dive) the boat will dive to around 10m and stay there (VIIb & VIIc). It will not continue beyond that point. As far as I tested it, it seems to be related to the .zon file.

Not a big deal and I hope you can re-produce it.

Regards & thanks, Rik

Fifi
06-10-23, 01:22 AM
Added the very nice little merchant from AlexB :yeah:

https://i.postimg.cc/c4zMHTL4/SH3-Img-10-6-2023-7-58-46-180.jpg

:Kaleun_Salute:

Fifi
06-10-23, 01:31 AM
Fifi, if you have some time, I have a little flaw for you. Once I pressed D (dive) the boat will dive to around 10m and stay there (VIIb & VIIc). It will not continue beyond that point. As far as I tested it, it seems to be related to the .zon file.

Not a big deal and I hope you can re-produce it.

Regards & thanks, Rik

Just tested all U-Boats types, hitting D key they all dive to bottom sea…
Seems you have a little game issue on your side then :yep:

:Kaleun_Salute:

rik007
06-10-23, 01:44 AM
Just tested all U-Boats types, hitting D key they all dive to bottom sea…
Seems you have a little game issue on your side then :yep:

:Kaleun_Salute:

Thank you, I found it & solved it.

Tigerzhunters
06-13-23, 09:29 AM
For next update (not soon) French destroyers of THunter have been adapted for NYGM.
Campaign files also updated for those 2 new ships :up:

https://i.postimg.cc/ZqLLVQKw/SH3-Img-8-6-2023-18-28-8-78.jpg

https://i.postimg.cc/6pncGqsJ/SH3-Img-8-6-2023-16-5-15-281.jpg

:Kaleun_Salute:

:Kaleun_Applaud::Kaleun_Thumbs_Up::Kaleun_Wink:

FalkeEins
06-14-23, 05:30 PM
This update is wonderful and super, super stable! I appreciate the addition of removing the shoulder boards and ranks from crew!

My only hope at this point is that some day you'll consider adding the historical port layouts - while leaving port is a minor part of the game the proper ports and gates add so much more immersion.

Thanks for your great work and ongoing support and updates!

silentwayIII
06-15-23, 03:52 AM
Fifi
Thank you for all of your hard work.
silentwayIII

Fifi
06-15-23, 04:03 AM
This update is wonderful and super, super stable! I appreciate the addition of removing the shoulder boards and ranks from crew!

My only hope at this point is that some day you'll consider adding the historical port layouts - while leaving port is a minor part of the game the proper ports and gates add so much more immersion.

Thanks for your great work and ongoing support and updates!

Fifi
Thank you for all of your hard work.
silentwayIII

Glad you like it :yeah:

:Kaleun_Cheers:

Fifi
06-15-23, 11:35 AM
Ouch... by end of 42, along Venezuela coasts, got almost direct hit from American dive bomber...heavy flooding from few compartments, all guns destroyed, watch tower destroyed as well as all periscopes...not to say 4 died men...after succeful repairs, was very lucky to make it back home! :ping: hopefully both diesel were intact. But lost one of the electric …
What a mission, 2 month at sea with only 1 ship sunk of 6200 tons :timeout:

https://i.postimg.cc/GtX2J4Ts/SH3-Img-15-6-2023-17-38-43-919.jpg

https://i.postimg.cc/BZpXGV7Q/SH3-Img-15-6-2023-17-40-51-898.jpg

FalkeEins
06-15-23, 12:38 PM
It seems luck is on your side!

GrenSo
06-15-23, 01:46 PM
Ouch... by end of 42, along Venezuela coasts, got almost direct hit from American dive bomber...heavy flooding from few compartments, all guns destroyed, watch tower destroyed as well as all periscopes...not to say 4 died men...after succeful repairs, was very lucky to make it back home! :ping: hopefully both diesel were intact. But lost one of the electric …
What a mission, 2 month at sea with only 1 ship sunk of 6200 tons :timeout:

https://i.postimg.cc/GtX2J4Ts/SH3-Img-15-6-2023-17-38-43-919.jpg

https://i.postimg.cc/BZpXGV7Q/SH3-Img-15-6-2023-17-40-51-898.jpg

That‘s war with all bad things. You know, the most man on submarines died on sea.

Mister_M
06-16-23, 01:18 PM
watch tower destroyed as well as all periscopes...

So, you were no more able to spot any ship or aircraft for the return while on the surface?

Fifi
06-17-23, 12:44 AM
So, you were no more able to spot any ship or aircraft for the return while on the surface?

Good question :up:
Watch tower destroyed = no more watch crew on it… I couldn’t drop any crew in the tower slots, but in SH3, ships & planes were still detected! But not with speech announcements …
That must be why Stiebler gave so much hit points to the watch tower… he probably experienced same thing :yep:
So next update, I’ll give back watch tower stock NYGM hit points, to avoid this SH3 curiosity :03:

:Kaleun_Salute:

hauangua
06-18-23, 05:10 AM
hi Fifi and congratulations for your work. can you please post your jsgme mod list?

Fifi
06-18-23, 10:49 AM
hi Fifi and congratulations for your work. can you please post your jsgme mod list?

- NYGM Stand Alone
- 1941 air coverage

:Kaleun_Salute:

Kal_Maximus_U669
06-19-23, 09:50 AM
mine here
[MODS]
NYGM Tonnage War Enhanced – Stand Alone Version=1
NCVE_Bogue_NYGM_Enhanced_Hardcore=2
NYGM_Seafloormod KM=3
Nght Filter KM=4
NYGM_Enhanced_1941_AirCoverage=5
Static Crew Inside VII_NYGM_Enhanced_Hardcore=6

Fifi I tried the interiors of Toyotagt86 that I tinkered with... it works perfectly even at the port the fps are fine...:D:D

kaleu
06-23-23, 12:59 AM
I have installed every NYGM HARDCORE update since 2.9. I have probably 5 separate installations now. Can I safely uninstall previous versions as desktop is getting cluttered.

I'm enjoying this mod despite it being a steep learning curve for me (H.SIE, TORPEDO FIX, ETC)

Recently weird event observed...I had 1942 start at Lorient but when game loaded my boat was at sea outside of Cape Town and return home base was Danzig...I'll let you know if it becomes a problem

Kaleu

FalkeEins
06-24-23, 03:49 PM
I have installed every NYGM HARDCORE update since 2.9. I have probably 5 separate installations now. Can I safely uninstall previous versions as desktop is getting cluttered.

I'm enjoying this mod despite it being a steep learning curve for me (H.SIE, TORPEDO FIX, ETC)

Recently weird event observed...I had 1942 start at Lorient but when game loaded my boat was at sea outside of Cape Town and return home base was Danzig...I'll let you know if it becomes a problem

Kaleu

No sense in keeping multiple installs unless you have a reason.

I just delete previous versions as we go.

kaleu
06-25-23, 04:11 PM
Thanks FalkeEins

Kaleu

Aktungbby
07-01-23, 12:17 AM
LaSurga!:Kaleun_Salute:

Fifi
07-04-23, 12:30 PM
https://i.postimg.cc/505WSz1V/SH3-Img-3-7-2023-19-1-20-678.jpg

I'm off for family holidays until end of July...but after coming back for new update in test :up:

:Kaleun_Salute:

hauangua
07-05-23, 12:58 AM
https://i.postimg.cc/505WSz1V/SH3-Img-3-7-2023-19-1-20-678.jpg

I'm off for family holidays until end of July...but after coming back for new update in test :up:

:Kaleun_Salute:


Happy Holidays Fifi :up:

Fifi
07-29-23, 11:20 AM
Added new fishing boat as well as few other ships like the Cilicia liner and his sister ship (and their appropriate RDN file)

https://i.postimg.cc/cCqjj3Xz/SH3-Img-29-7-2023-18-15-26-56.jpg

https://i.postimg.cc/RCf2tP0x/SH3-Img-29-7-2023-18-16-18-336.jpg

Still testing new update :up:

:Kaleun_Salute:

fitzcarraldo
07-29-23, 02:07 PM
Many thanks FiFi! :Kaleun_Cheers:

Waiting the new update.

In think the CapZap version of ARB, as an optional, could be a great addon.

https://www.subsim.com/radioroom/showthread.php?t=254585&page=2

It is for GWX OneAlex, but I think you can adapt it for your version of NYGM.

The best is the centered scope, in the style of SH4 and SH5 TWoS/or with TDW UI.

Best regards.

Fitzcarraldo :Kaleun_Salute:

Fifi
07-29-23, 03:34 PM
Many thanks FiFi! :Kaleun_Cheers:

Waiting the new update.

In think the CapZap version of ARB, as an optional, could be a great addon.

https://www.subsim.com/radioroom/showthread.php?t=254585&page=2

It is for GWX OneAlex, but I think you can adapt it for your version of NYGM.

The best is the centered scope, in the style of SH4 and SH5 TWoS/or with TDW UI.

Best regards.

Fitzcarraldo :Kaleun_Salute:

Hi Fitz, I’m not using at all the ARB gui, cause I find the DGUI much better and lighter for NYGM. By the way, I have slightly enhanced binoculars & UZO view in it…
Ask CapZap if he can do it for us! :03:

:Kaleun_Salute:

fitzcarraldo
07-29-23, 04:26 PM
Hi Fitz, I’m not using at all the ARB gui, cause I find the DGUI much better and lighter for NYGM. By the way, I have slightly enhanced binoculars & UZO view in it…
Ask CapZap if he can do it for us! :03:

:Kaleun_Salute:

Many thanks! :up:

Fitzcarraldo :Kaleun_Salute:

Fifi
07-30-23, 01:10 AM
Many thanks! :up:

Fitzcarraldo :Kaleun_Salute:

But is this ARB different than the one I provided in the NYGM mods?
If yes, what difference ?

:Kaleun_Salute:

GrenSo
07-31-23, 12:35 AM
Added new fishing boat as well as few other ships like the Cilicia liner and his sister ship (and their appropriate RDN file)

https://i.postimg.cc/cCqjj3Xz/SH3-Img-29-7-2023-18-15-26-56.jpg

https://i.postimg.cc/RCf2tP0x/SH3-Img-29-7-2023-18-16-18-336.jpg

Still testing new update :up:

:Kaleun_Salute:


That looks and sound good. Looking forward. :Kaleun_Thumbs_Up:

fitzcarraldo
07-31-23, 04:56 PM
But is this ARB different than the one I provided in the NYGM mods?
If yes, what difference ?

:Kaleun_Salute:

The CapZap GUI for OneAlex is similar, but it doesn´t have the U-Jaghd and others niceties. For example, the tube selector for salvo is complete and changes with Commander according the boat.

Many thanks and best regards.:Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

Fifi
08-02-23, 04:20 AM
Update postponed.
Each time i load a save, i have to launch up to 3 time to be able to access game…
I think i have crossed the game stability…hence i have to find it back!
Back to latest version, and re do what i want in the limits .

Mister_M
08-02-23, 04:57 AM
Update postponed.
Each time i load a save, i have to launch up to 3 time to be able to access game…
I think i have crossed the game stability…hence i have to find it back!
Back to latest version, and re do what i want in the limits .


Probably those heavy units from WoWS... :03:

Fifi
08-02-23, 11:02 AM
Good news! I have managed to get back strong stability on my computer :yeah:
And I can keep those 2 ships above :)

I have also revised all ships sound’s dsd.
It was a little messy before… now all tankers have their own characteristic sound (with some practice you should identify them in hydrophone) as well as passenger ships ect … :up:

:Kaleun_Salute:

Fifi
08-04-23, 12:10 PM
VERSION 4.3 IS OUT!!
Not saves compatibles :03:

Many things have been adjusted, as well as new ships models.
1941 air coverage mod has been deleted (it’s now included in stock, with adaptation)
1943 air coverage still included if you need more air threat from this date.
Hydrophone ships sounds revised for better identification.

As usual, using no more than x256 TC by day time for best air threat experience!

:Kaleun_Salute:

Kal_Maximus_U669
08-04-23, 01:00 PM
https://i.gifer.com/fyU.gif

Strykr
08-04-23, 01:22 PM
Thanks again Fifi for all your work !

Really enjoying the 4.2 release.
I've been testing out (pushing the envelope) of night surface attacks....
and I've had some pretty good results.

I can NOT play without external cameras.

I must admire the ships !

Again, thank you Sir.

:Kaleun_Salute:

fitzcarraldo
08-04-23, 02:42 PM
Many thanks for the new update FiFi

Best regards.

Fitzcarraldo :salute:

GrenSo
08-05-23, 06:07 AM
VERSION 4.3 IS OUT!!
Not saves compatibles :03:

Many things have been adjusted, as well as new ships models.
1941 air coverage mod has been deleted (it’s now included in stock, with adaptation)
1943 air coverage still included if you need more air threat from this date.
Hydrophone ships sounds revised for better identification.

As usual, using no more than x256 TC by day time for best air threat experience!

:Kaleun_Salute:




Many thanks for this update. :Kaleun_Applaud:

FUBAR295
08-05-23, 06:32 AM
:Kaleun_Thumbs_Up: :Kaleun_Salute:


Thank you!

Fifi
08-10-23, 12:45 PM
Added AlexB latest small tanker T1 to my NYGM :up:

https://i.postimg.cc/5N9J1ZRs/SH3-Img-10-8-2023-16-32-8-63.jpg

:Kaleun_Salute:

fitzcarraldo
08-10-23, 01:10 PM
Added AlexB latest small tanker T1 to my NYGM :up:

https://i.postimg.cc/5N9J1ZRs/SH3-Img-10-8-2023-16-32-8-63.jpg

:Kaleun_Salute:

:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

GrenSo
08-12-23, 05:17 AM
Added AlexB latest small tanker T1 to my NYGM :up:

https://i.postimg.cc/5N9J1ZRs/SH3-Img-10-8-2023-16-32-8-63.jpg

:Kaleun_Salute:


:Kaleun_Thumbs_Up::Kaleun_Applaud:

Fifi
08-16-23, 08:50 AM
For next update, added VonDos Emden light cruiser (with location campaign files)

https://i.postimg.cc/VLH6xLR3/SH3-Img-15-8-2023-16-15-49-975.jpg

and Vondos TB 1924 torpedo boat (& files)

https://i.postimg.cc/Qd2MM4vm/SH3-Img-15-8-2023-17-13-46-943.jpg

Also many ships placement & path adjustments

:Kaleun_Salute:

GrenSo
08-16-23, 11:56 AM
Sounds good. :up:

fitzcarraldo
08-16-23, 05:16 PM
Waiting the update :Kaleun_Applaud:

Many thanks!

Fitzcarraldo :Kaleun_Salute:

Dieselglock
08-16-23, 09:10 PM
Thanks again Fifi:Kaleun_Applaud:

Fifi
08-17-23, 12:10 PM
Spent the whole day to add 2 French ships :)

The huge and fantastic detailed Strasbourg (from Rowi Ccom):

https://i.postimg.cc/c1Yf9TGg/SH3-Img-17-8-2023-19-0-37-315.jpg

https://i.postimg.cc/wjxJBpyL/SH3-Img-17-8-2023-19-1-14-95.jpg

https://i.postimg.cc/FsV3mRRh/SH3-Img-17-8-2023-19-0-22-95.jpg

https://i.postimg.cc/4NgVrtX8/SH3-Img-17-8-2023-18-59-39-145.jpg

And the Bourrasque class destroyer (from Rowi Ccom too):

https://i.postimg.cc/NM2Rwkyn/SH3-Img-17-8-2023-14-40-24-91.jpg

Poland will have Bourrasque too :03:

:Kaleun_Salute:

Fifi
08-20-23, 01:48 AM
Added for next update Admiral Scheer from VonDos:

https://i.postimg.cc/mkmcBFPp/SH3-Img-19-8-2023-11-9-41-780.jpg

The most succesful Panzerschiff German raider of whole war, with different locations and trip in campaign file :up:

:Kaleun_Salute:

Fifi
08-22-23, 09:16 AM
Also...replaced old NYGM models by latest wonderful Vondos Bismark, Tirpitz, Gneisenau, Scharnhorst:

https://i.postimg.cc/d0XCrRMT/SH3-Img-22-8-2023-8-53-52-648.jpg

https://i.postimg.cc/sXhhcByH/SH3-Img-22-8-2023-10-33-0-32.jpg

https://i.postimg.cc/5yWFkx24/SH3-Img-22-8-2023-15-30-30-505.jpg

https://i.postimg.cc/L5kgcrJz/SH3-Img-22-8-2023-16-4-26-533.jpg

And added the Queen Elizabeth class battleship (Valiant, Warspite, Barham, Malaya) from WAC

https://i.postimg.cc/xdqHXxZ2/SH3-Img-21-8-2023-13-24-5-301.jpg

:Kaleun_Salute:

GrenSo
08-22-23, 10:10 AM
:Kaleun_Applaud:

fitzcarraldo
08-22-23, 04:27 PM
Awesome. Can´t wait the update :Kaleun_Cheers:

Many thanks FiFi.

Fitzcarraldo :Kaleun_Salute:

Kal_Maximus_U669
08-23-23, 07:02 PM
hey Fifi :Kaleun_Cheers:
J ai hate de mettre la main dessus mon chere Fifi superbe... great works...:yeah:

Fifi
08-24-23, 12:32 PM
Today new ships...
New HMS Hood battleship in NYGM with campaign files

https://i.postimg.cc/C5847q6m/SH3-Img-23-8-2023-15-28-22-349.jpg

And ship replacement from WAC still. HMS Nelson:

https://i.postimg.cc/0NtZyxwd/SH3-Img-23-8-2023-12-14-58-330.jpg

Bogue:

https://i.postimg.cc/fWS5DGTm/SH3-Img-24-8-2023-15-15-43-306.jpg

Glorious

https://i.postimg.cc/50T383pX/SH3-Img-24-8-2023-16-40-44-172.jpg

Revenge:

https://i.postimg.cc/NM5DyV8h/SH3-Img-24-8-2023-8-58-53-163.jpg

Illustrious:

https://i.postimg.cc/qM0mwm4K/SH3-Img-24-8-2023-19-30-45-418.jpg

All adapted at NYGM standards of course :up:

:Kaleun_Salute:

Fifi
08-25-23, 12:07 PM
Also 2 new ships in NYGM: HMS Archer and HMS Ark Royal :D

https://i.goopics.net/q2d3pp.jpg

https://i.goopics.net/q3g8q3.jpg

HMS Archer will be viewable mainly on HX, ONS, and SL convoys...
Ark Royal on his duties.

:Kaleun_Salute:

fitzcarraldo
08-25-23, 12:19 PM
Awesome. Many thanks!

Fitzcarraldo :salute:

werner4voss
08-26-23, 12:15 AM
Many thanks FifI:Kaleun_Thumbs_Up:

Ive been playing this wonderful mod for a while and man this is the best mod if you want to do surface attacks against convoys! Even during 1943(early part of 1943 of course) you can still attempt surface attacks against convoys.

Now, there are also several feedbacks as well

First, Ive found that if you shoot superstructures of any merchants with your AA gun, it will go down without taking any torpedos or deckguns

Second, whenever a merchant goes down within the convoy, the convoy slams its break and slows down too much which is a bit unrealistic imo

Well thats all I need to say about this mod since all the rest is awesome

P.S GUC2 with some sensor patches run smooth with this mod as well

Fifi
08-26-23, 01:41 AM
Many thanks FifI:Kaleun_Thumbs_Up:

Ive been playing this wonderful mod for a while and man this is the best mod if you want to do surface attacks against convoys! Even during 1943(early part of 1943 of course) you can still attempt surface attacks against convoys.

Now, there are also several feedbacks as well

First, Ive found that if you shoot superstructures of any merchants with your AA gun, it will go down without taking any torpedos or deckguns

Second, whenever a merchant goes down within the convoy, the convoy slams its break and slows down too much which is a bit unrealistic imo

Well thats all I need to say about this mod since all the rest is awesome

P.S GUC2 with some sensor patches run smooth with this mod as well

Thanks for the feedback!
I agree for the AA gun, it will be adjusted.
Convoys speed droping is SH3 hard coded, can't do anything...


Changed the planes loadout for the British Archer...more accurate than American planes :03:

https://i.postimg.cc/4dDKWxFP/SH3-Img-26-8-2023-8-36-39-357.jpg

:Kaleun_Salute:

werner4voss
08-26-23, 09:52 PM
Thanks for the feedback!
I agree for the AA gun, it will be adjusted.
Convoys speed droping is SH3 hard coded, can't do anything...


Changed the planes loadout for the British Archer...more accurate than American planes :03:

https://i.postimg.cc/4dDKWxFP/SH3-Img-26-8-2023-8-36-39-357.jpg

:Kaleun_Salute:

:Kaleun_Cheers:

Fifi
08-27-23, 01:20 AM
I have adjusted the U-Boat AA efficiency; in my tests, a lot more complicated to sink cargos with it now. Small ships as fishing boats etc, are still sink able :up:
Firing at cargos superstructures like masts, funnels, lifeboats etc doesn’t affect cargo flotation.

All the above will be available next update (don’t know exactly when).

:Kaleun_Salute:

werner4voss
08-28-23, 03:52 AM
I have adjusted the U-Boat AA efficiency; in my tests, a lot more complicated to sink cargos with it now. Small ships as fishing boats etc, are still sink able :up:
Firing at cargos superstructures like masts, funnels, lifeboats etc doesn’t affect cargo flotation.

All the above will be available next update (don’t know exactly when).

:Kaleun_Salute:

Hey Fifi thanks for your work once again! Just one more suggestion(not so important haha),I think the tonnage values for medals should be slightly corrected. During ww2, the Knights Cross was given to commanders who sank over 100000t of shipping and the Oak leaves were added once they surpassed 200000t(many times the tonnage sunk were overestimated so there are many commanders who were given Oak leaves while sinking below 200000t of shipping). I know I can correct this myself by changing numbers in the Basic file but Im fearing I might break my career by doing this, having this changed in the first place in the next update will bring more realism to this amazing mod I think. Regards:Kaleun_Cheers:

Aktungbby
08-28-23, 09:45 AM
werner4voss!:Kaleun_Salute:

Fifi
08-30-23, 11:43 AM
STEEL COFFIN VERSION 4.4 IS OUT!

SHOULD BE SAVE COMPATIBLE... IF NOT ON YOUR COMPUTER, START OVER!
Loading times are slightly longer now due to all new ships!

- Added new ships model from AlexB :
small tanker T1

- From VonDos:
Cruiser Emden, TB 1924, Admiral Sheer, Bismark, Tirpitz, Gneisenau, Scharnhorst

- From Ccom:
Strasbourg battleship and Bourrasque destroyer (French ships - & Polish too for Bourrasque)

- From WAC:
Queen Elizabeth class, Nelson class, Revenge class, King George V class, HMS Hood, Bogue escort carrier, Glorious carrier, Illoustious carrier, Ark Royal carrier, Archer escort carrier.

- Adjusted zones.Cfg file and all ships zone file.

- Modified campaign files for new ships.

- Deck gun will no longer sink ships unless you aim at waterline and/or below! Above waterline you will just start fires, destroy lifeboats masts funels etc and/or go through ship's hull...

- Big Tankers are now slightly stronger to torpedoes

- Planes are now slightly weaker to AA

Feedback welcome!

:Kaleun_Salute:

Kal_Maximus_U669
08-30-23, 12:49 PM
:yeah::yeah::yeah::yeah::up: Merci Fifi
Deja en download.... bientot en patrouille
https://media.tenor.com/7okcI33LQPUAAAAM/submarine-naval.gif

Doolar
08-30-23, 04:40 PM
And Thank You Again Fifi. Still out at sea, so it will take a few days (my time) to get this rolling.

fitzcarraldo
08-30-23, 05:34 PM
Many thanks FiFi! :Kaleun_Cheers:

In my PC I use the mod with the full interiors of the previous versions. I don´t have problems (no CTD), but I don´t know if in these latest versions the interiors could modify sensors, etc.

I¨ll download it now and I´ll test it.

Best regards :Kaleun_Applaud:

Fiztcarraldo :Kaleun_Salute:

FUBAR295
08-30-23, 06:02 PM
:Kaleun_Thumbs_Up:
Thank you Fifi !


:Kaleun_Salute:

torpille
08-31-23, 05:28 AM
Comment dire ..............
Merci:Kaleun_Cheers:

rik007
08-31-23, 03:00 PM
Thanks again Fifi! Enjoying it! :up:

Fifi
09-03-23, 03:36 AM
Currently revisiting all ships skins & tgas, and verifying drafts & speed (correcting if needed) as well as equipments…
Correcting also all ships information text :up:

:Kaleun_Salute:

fitzcarraldo
09-03-23, 08:36 AM
Currently revisiting all ships skins & tgas, and verifying drafts & speed (correcting if needed) as well as equipments…
Correcting also all ships information text :up:

:Kaleun_Salute:

Nice :Kaleun_Applaud:

Many thanks FiFi!

Fitzcarraldo :Kaleun_Salute:

Fifi
09-03-23, 09:06 AM
In example, others new skins variation than what we have:

https://i.postimg.cc/QMSFMxPT/SH3-Img-3-9-2023-15-53-43-680.jpg

https://i.postimg.cc/sgdQ6L7v/SH3-Img-3-9-2023-15-8-51-529.jpg

https://i.postimg.cc/FHyf2xVG/SH3-Img-3-9-2023-15-9-19-359.jpg

https://i.postimg.cc/855jfgQn/SH3-Img-3-9-2023-16-1-13-985.jpg

:Kaleun_Salute:

rik007
09-04-23, 12:49 AM
Looks great Fifi!

Kal_Maximus_U669
09-04-23, 04:44 PM
Bonsoir Master :salute:
L idee des skins fantastique j aime la variation sur les cibles cela casse la monotonie excellent..
J ai aimer la remarque faite par @Werner4voss c est une chose a laquelle je n avais pas fait attention puisque je ne tire pas sur les navires avec le canon anti aerien ce qui est plutot logique non..!! Mais quand est t il avec le canon de pont et les obus Armour-piercing et les obus HE que pouvez vous dire...??? bien sur les obus AP doivent etres tirer sous la ligne de flottaison pour une efficaciter maximal..Mais un incendie a bord peu tres bien envoyer par le fond un navire...lol
Ironie du sort etre sur l eau et perir dans un incendie..explosions de cargaisons ou de la chaudiere.. la soute a carburant...etc... Une idee a creuser maitre Fifi quand pensez vous??? Bien sur dans la mesure du possible cela va s en dire..
Maintenant le mods et une perle..un des meilleurs de SH3 actuellement vraiment Fifi un "MUST" vous etes incroyable..tous les mods que vous avez corriger d ailleurs depuis plusieurs annee que je vous suis.. vous ete un "vieux routier" du modding quelle talent.. merci.. Les personnes comme vous sont rare ici..
Mais ça vous le savez deja...Amicalement Kal Maximus U669...:salute:

Good evening Master
I liked the remark made by @Werner4voss, it's something I hadn't paid attention to since I don't shoot at ships with the anti-aircraft gun, which is quite logical, no..!! But when is it with the deck gun and the Armor-piercing shells and the HE shells what can you say...??? of course the AP shells must be fired below the waterline for maximum efficiency..But a fire on board can very well send a ship to the bottom...lol
Irony of fate being on the water and perishing in a fire..explosions of cargo or the boiler..the fuel tank...etc... An idea to dig master Fifi when do you think??? Of course as far as possible this will be said..
Now the mods and a pearl..one of the best of SH3 currently really Fifi a "MUST" you are incredible..all the mods that you have corrected for several years that I have been following you..you are an "old hand" what a talent for modding.. thank you.. People like you are rare here..
But you already know that... Kind regards, Kal Maximus U669...

Fifi
09-06-23, 12:47 AM
Bonsoir Master :salute:
L idee des skins fantastique j aime la variation sur les cibles cela casse la monotonie excellent..
J ai aimer la remarque faite par @Werner4voss c est une chose a laquelle je n avais pas fait attention puisque je ne tire pas sur les navires avec le canon anti aerien ce qui est plutot logique non..!! Mais quand est t il avec le canon de pont et les obus Armour-piercing et les obus HE que pouvez vous dire...??? bien sur les obus AP doivent etres tirer sous la ligne de flottaison pour une efficaciter maximal..Mais un incendie a bord peu tres bien envoyer par le fond un navire...lol
Ironie du sort etre sur l eau et perir dans un incendie..explosions de cargaisons ou de la chaudiere.. la soute a carburant...etc... Une idee a creuser maitre Fifi quand pensez vous??? Bien sur dans la mesure du possible cela va s en dire..
Maintenant le mods et une perle..un des meilleurs de SH3 actuellement vraiment Fifi un "MUST" vous etes incroyable..tous les mods que vous avez corriger d ailleurs depuis plusieurs annee que je vous suis.. vous ete un "vieux routier" du modding quelle talent.. merci.. Les personnes comme vous sont rare ici..
Mais ça vous le savez deja...Amicalement Kal Maximus U669...:salute:

Good evening Master
I liked the remark made by @Werner4voss, it's something I hadn't paid attention to since I don't shoot at ships with the anti-aircraft gun, which is quite logical, no..!! But when is it with the deck gun and the Armor-piercing shells and the HE shells what can you say...??? of course the AP shells must be fired below the waterline for maximum efficiency..But a fire on board can very well send a ship to the bottom...lol
Irony of fate being on the water and perishing in a fire..explosions of cargo or the boiler..the fuel tank...etc... An idea to dig master Fifi when do you think??? Of course as far as possible this will be said..
Now the mods and a pearl..one of the best of SH3 currently really Fifi a "MUST" you are incredible..all the mods that you have corrected for several years that I have been following you..you are an "old hand" what a talent for modding.. thank you.. People like you are rare here..
But you already know that... Kind regards, Kal Maximus U669...

I think there is plenty thing remaining to be done :D

Actually I found a new way to lighten MFM ships tgas without any loss of quality.
Gain is quite substantial …
Also corrected many ships without any draft value in sim.dat :o By the way, this could be related to spawning bug where ships are half sunk in harbor… maybe …
And others minors finding also adjusted :up:

:Kaleun_Salute:

Fifi
09-10-23, 04:21 AM
Others examples of new skins for NYGM MFM ships:

https://i.postimg.cc/QMnTtwWL/SH3-Img-10-9-2023-11-12-46-941.jpg

https://i.postimg.cc/85Jrr4h7/SH3-Img-10-9-2023-11-13-34-658.jpg

Time consumer but worth it :yeah:

:Kaleun_Salute:

fitzcarraldo
09-10-23, 11:58 AM
Very nice! :Kaleun_Applaud:

Many thanks for all the work and help :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

Fifi
09-10-23, 01:38 PM
Thanks Fitz! :yeah:

All masts buggy reflection is also corrected by the way, as well as all ships draft, mass & speed… many drafts were set too deep for those MFM ships (in my opinion anyway)
All text files for museum corrected too.

Still plenty to do :ping:

:Kaleun_Salute:

GrenSo
09-10-23, 02:20 PM
I love your work FiFi and hope I will have the next weeks time to update and play your new version. :salute:

Fifi
09-22-23, 12:49 PM
Added one of the most detailed ship in this game:

https://i.postimg.cc/90JhxZ68/SH3-Img-22-9-2023-19-13-16-492.jpg

Still working on the new sea folder :up:
Very long work...

:Kaleun_Salute: