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GrenSo
09-23-23, 04:04 AM
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


:Kaleun_Applaud::Kaleun_Applaud:

Fifi
09-26-23, 11:19 AM
Also added Benham class destroyer & Benson class destroyer for American side :up:

https://i.postimg.cc/KjdLrVs2/Benham.jpg

https://i.postimg.cc/053psM5B/Benson.jpg

Back to enhance new sea folder :ping:

:Kaleun_Salute:

Jimbuna
09-26-23, 12:45 PM
Very nice :Kaleun_Salute:

Fifi
09-27-23, 12:08 PM
Replaced old Fletcher model by AlexB one:

https://i.postimg.cc/ZnTjQLL7/Fletcher.jpg

And added new Russian destroyer Gnevny class (AlexB too):

https://i.postimg.cc/qBL139k9/Gevny.jpg

:Kaleun_Salute:

fitzcarraldo
09-27-23, 04:14 PM
Very nice :Kaleun_Applaud:

Many thanks FiFi.

Fitzcarraldo :Kaleun_Salute:

Fifi
09-28-23, 09:10 AM
... and new Somers destroyer model added in replacement of old one :ping:

https://i.postimg.cc/3JkkBZr1/somers.jpg

Also added crew to some models without (like at the depth charges rack)

:Kaleun_Salute:

Fifi
09-29-23, 04:16 AM
Same punish for Buckley :)

https://i.postimg.cc/MT16R7nd/Buckley.jpg

:Kaleun_Salute:

Kal_Maximus_U669
10-01-23, 05:17 PM
Really careful work... Master as always with you... Fantastic..:yeah:

CaptJulius
10-02-23, 11:09 AM
Wow these new models look fantastic :up:
Also were the full interiors for subs removed with the latest release ?

Fifi
10-05-23, 10:38 AM
Even the most popular ship (and used) in NYGM is replaced by new model from AlexB: the Black Swan :03:

https://i.postimg.cc/Cxg89qJ1/SH3-Img-5-10-2023-16-25-5-762.jpg

https://i.postimg.cc/P5Xxmz2m/SH3-Img-5-10-2023-16-26-23-691.jpg

https://i.postimg.cc/tCtJZmtq/SH3-Img-5-10-2023-16-29-21-288.jpg

EDIT:

...and new Russian destroyer Minsk class:

https://i.postimg.cc/FHTYhjqs/SH3-Img-5-10-2023-19-4-23-874.jpg

https://i.postimg.cc/s21vxMdP/SH3-Img-5-10-2023-19-5-11-906.jpg

:Kaleun_Salute:

fitzcarraldo
10-05-23, 01:41 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Superbe!

Many thanks!

Fitzcarraldo :Kaleun_Salute:

CaptJulius
10-07-23, 05:53 PM
Loving the mod, amazing work Fifi :salute:

Fifi
10-08-23, 01:07 AM
Thanks guys :yeah:

Still lot of work on the table until next release…
The small details are the longer to achieve :yep: and fixed plenty unexpected things too.

:Kaleun_Salute:

Fifi
10-10-23, 03:46 AM
Very long time I wanted to fix the ships wires that are badly flickering at long distance …
Finally solved!! :ping: :yeah:

I just have to make them appear at a certain distance via minrenderdim controller! (In real life, we can’t see any wire at 800m without binoculars anyway!)
Only thing is I have to take apart all the 3D wires of every ships to make them independent … so I can apply the controller. Long work but worth it! Working perfectly :up:

I wish the ships modders here could make all ships wires independent at ships creation! (Like the sunrise/rickmers for instance) :D

:Kaleun_Salute:

Mister_M
10-10-23, 04:25 AM
I just have to make them appear at a certain distance via minrenderdim controller! (In real life, we can’t see any wire at 800m without binoculars anyway!)

I wish the ships modders here could make all ships wires independent at ships creation!


Great idea, I will test it !

Fifi
10-10-23, 04:56 AM
Great idea, I will test it !

Minrenderdim=100 should be quite good, but need testing for each ship! :up:
(Only for wires, not masts! Masts should stay visible)

:Kaleun_Salute:

yagura
10-10-23, 11:18 AM
Hello everyone!

Does anyone know if there is a compatible mod to make the periscope views larger (larger periscope lens window/view, similar to SH5)?

Mister_M
10-10-23, 11:28 AM
Hello everyone!

Does anyone know if there is a compatible mod to make the periscope views larger (larger periscope lens window/view, similar to SH5)?


Yes : onelifecrisis GUI 1.2.7 mod with Manos Optics mod.

https://maikhaas.synology.me:5001/fsdownload/VphX4Orix/ONELIFECRISIS
https://maikhaas.synology.me:5001/fsdownload/3DuU8HhBB/MAKMAN94


But I don't know if it's compatible with Fifi mod....

Fifi
10-10-23, 12:30 PM
But I don't know if it's compatible with Fifi mod....

Don’t really know (never used it) but don’t think so… only very few stuff compatible with my NYGM without braking something :03:

:Kaleun_Salute:

FUBAR295
10-10-23, 01:21 PM
Hello everyone!

Does anyone know if there is a compatible mod to make the periscope views larger (larger periscope lens window/view, similar to SH5)?


I do not recall any NYGM Gui mod ever having a large view like you are asking, unless it is magnification you are looking for.

FUBAR295
10-10-23, 01:23 PM
Don’t really know (never used it) but don’t think so… only very few stuff compatible with my NYGM without braking something :03:

:Kaleun_Salute:


Manos is a great mod, but it does not work well with NYGM and broke a couple of things as I recall.

fitzcarraldo
10-10-23, 01:49 PM
Hello everyone!

Does anyone know if there is a compatible mod to make the periscope views larger (larger periscope lens window/view, similar to SH5)?

NYGM Fifi has included as addon the ARB GUI with larger periscope lens, more than the DGUI hard way default. I do not think there is another SH3 GUI with larger optics for 1920x1080 resolution.

Regards

Fitzcarraldo :salute:

Fifi
10-11-23, 12:24 AM
NYGM Fifi has included as addon the ARB GUI with larger periscope lens, more than the DGUI hard way default. I do not think there is another SH3 GUI with larger optics for 1920x1080 resolution.

Regards

Fitzcarraldo :salute:

Yes, Fitz is right! Latest ARB Gui included has the largest periscope lens view of all known GUIs :yep:

:Kaleun_Salute:

yagura
10-11-23, 02:06 PM
Thanks guys! ARB is quite good, but if I do use it I wish for the attack disc very much - it seems that ARB does not have an attack disc (Angriffsscheibe) available?

Dieselglock
10-11-23, 02:21 PM
Thanks guys! ARB is quite good, but if I do use it I wish for the attack disc very much - it seems that ARB does not have an attack disc (Angriffsscheibe) available?

You have to highlight the weapon officer and you will have front side and the back side with slide rule.

yagura
10-12-23, 06:47 AM
You have to highlight the weapon officer and you will have front side and the back side with slide rule.

Thank you!! :salute:

clowncarsplatoon
10-15-23, 06:35 AM
is it just me or escorts are not so hard in version 4.X ?

easy to get in & out of the convoy, quick diving to 180 m and beyond results in escorts losing interest in purchase, no more depth charge hell for several hours as in version 3.X (9/1942 campaign and later).

Heck I dont even get sunk on my first missions anymore :haha:

FUBAR295
10-15-23, 09:11 AM
is it just me or escorts are not so hard in version 4.X ?

easy to get in & out of the convoy, quick diving to 180 m and beyond results in escorts losing interest in purchase, no more depth charge hell for several hours as in version 3.X (9/1942 campaign and later).

Heck I dont even get sunk on my first missions anymore :haha:


Ohhh... now you've done it. :D Fifi is probably tweaking harder escorts as we speak.:hmmm:

Interesting, I just loaded up 4.4, as I finished up careers and stuff on 3.5, I have not had the opportunity as yet to in encountering escorts. Running a Type IX on a old WAW mission down to the Sud Atlantik and Cape Horn. Just started this career and undertaking so I really can not say if the escorts are changed in agressiveness. Guess we will see.

Fifi
10-15-23, 04:16 PM
Guys, didn’t changed anything in escorts yet! :yep:
So you were probably lucky … keep in mind escorts are not elite in first war times.

:Kaleun_Salute:

FUBAR295
10-15-23, 06:33 PM
Guys, didn’t changed anything in escorts yet! :yep:
So you were probably lucky … keep in mind escorts are not elite in first war times.

:Kaleun_Salute:


I didn't think you did. Nothing seemed amiss with 3.5 with the escorts, and as I said previously, I just started a new mission in 4.4 so I have no nothing to do a comparison with as yet. :salute:

Dieselglock
10-15-23, 09:46 PM
is it just me or escorts are not so hard in version 4.X ?

easy to get in & out of the convoy, quick diving to 180 m and beyond results in escorts losing interest in purchase, no more depth charge hell for several hours as in version 3.X (9/1942 campaign and later).

Heck I dont even get sunk on my first missions anymore :haha:

I think FIFI has done a job with the escorts as they are now. At least for me I find water conditions and luck play a big part on how the evasion of escorts goes.

FalkeEins
10-17-23, 09:27 AM
Looking forward to the new update - can't wait to get back on the high seas.

Fifi
10-28-23, 11:20 AM
No more nasty flickering mast wires :up:
At a certain distance, around 1000/1200 meters, we don't see wires anymore :03:

https://i.postimg.cc/tRrzTKhD/SH3-Img-28-10-2023-18-8-44-674.jpg

A little closer we see all wires:

https://i.postimg.cc/PrPQ8SyH/SH3-Img-28-10-2023-18-8-50-869.jpg

Had to edit around 290 ships! It's not totally finished yet.
(Not obvious on screen shots, but much better in game)

:Kaleun_Salute:

FUBAR295
10-28-23, 01:05 PM
:Kaleun_Thumbs_Up:




:Kaleun_Salute:

fitzcarraldo
10-28-23, 01:27 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Waiting...waiting...:Kaleun_Salivating:

Many thanks FiFi!

Fitzcarraldo :Kaleun_Salute:

Kal_Maximus_U669
10-28-23, 05:14 PM
:o:yeah: Cela promet Master:yep::yeah:

rik007
10-28-23, 11:52 PM
Great action again Fifi!

Rod999
10-30-23, 06:23 PM
No more nasty flickering mast wires :up:
At a certain distance, around 1000/1200 meters, we don't see wires anymore :03:





https://i.postimg.cc/tRrzTKhD/SH3-Img-28-10-2023-18-8-44-674.jpg

A little closer we see all wires:

https://i.postimg.cc/PrPQ8SyH/SH3-Img-28-10-2023-18-8-50-869.jpg

Had to edit around 290 ships! It's not totally finished yet.
(Not obvious on screen shots, but much better in game)

:Kaleun_Salute:


If you have a NVidia GPU, set AA compatibility to Diablo III and use 8xMSAA plus AA Transparency at 8xSGSS in NPI and you wont have any flickering.

Rod999
10-30-23, 06:28 PM
No more nasty flickering mast wires :up:
At a certain distance, around 1000/1200 meters, we don't see wires anymore :03:

https://i.postimg.cc/tRrzTKhD/SH3-Img-28-10-2023-18-8-44-674.jpg

A little closer we see all wires:

https://i.postimg.cc/PrPQ8SyH/SH3-Img-28-10-2023-18-8-50-869.jpg

Had to edit around 290 ships! It's not totally finished yet.
(Not obvious on screen shots, but much better in game)

:Kaleun_Salute:


If you have a NVidia GPU, set AA compatibility to Diablo III and use 8xMSAA plus AA Transparency at 8xSGSS in NPI and you wont have any flickering mast wires anymore.

Fifi
10-31-23, 01:26 AM
If you have a NVidia GPU, set AA compatibility to Diablo III and use 8xMSAA plus AA Transparency at 8xSGSS in NPI and you wont have any flickering mast wires anymore.

:) Thank you, but still… those settings that I gave long ago.

Ships wires are not the same, some are thick some are very thin depending the boat and the creator … you can do whatever you want, the thin ones flickers like hell.
Original stock SH3 ships have the more acceptable wires, but they are too thick and disproportionate! (That’s why they almost don’t flicker)
So the disappearing wires at distance is the best solution still. Anyway you can’t see wires at kilometers without binoculars …

:Kaleun_Salute:

Rod999
10-31-23, 03:20 AM
:) Thank you, but still… those settings that I gave long ago.

Ships wires are not the same, some are thick some are very thin depending the boat and the creator … you can do whatever you want, the thin ones flickers like hell.
Original stock SH3 ships have the more acceptable wires, but they are too thick and disproportionate! (That’s why they almost don’t flicker)
So the disappearing wires at distance is the best solution still. Anyway you can’t see wires at kilometers without binoculars …

:Kaleun_Salute:


That's very strange. I am using your and Onealex's mod and there is absolutely zero flickering on any of the mast wires at any given situation (thin or thick). None. Everything looks smooth 100%. So, maybe it's your GPU? I have a 1070 GTX. Anyway, here are my NPI settings, just in case. And BTW, thank you for this fantastic mod. I am enjoying it a lot. :)

5869

Aktungbby
10-31-23, 09:40 AM
Rod999!:Kaleun_Salute: after a 6-year 'silent run'!:up:

fitzcarraldo
10-31-23, 09:55 AM
That's very strange. I am using your and Onealex's mod and there is absolutely zero flickering on any of the mast wires at any given situation (thin or thick). None. Everything looks smooth 100%. So, maybe it's your GPU? I have a 1070 GTX. Anyway, here are my NPI settings, just in case. And BTW, thank you for this fantastic mod. I am enjoying it a lot. :)

5869

It is known Line Gamma on and AA more than 4x produces the flattering sun effect (sub as a ball) in SH3. From long years ago, with Nvidia GC, was recommended to put 4x AA as the maximum, and no line gamma correction.

Tell us if you see well the sun in your installation. In mine, with more than 4xAA, it looks very bad.

Regards.

Fitcarraldo :Kaleun_Salute:

Rod999
10-31-23, 12:35 PM
It is known Line Gamma on and AA more than 4x produces the flattering sun effect (sub as a ball) in SH3. From long years ago, with Nvidia GC, was recommended to put 4x AA as the maximum, and no line gamma correction.

Tell us if you see well the sun in your installation. In mine, with more than 4xAA, it looks very bad.

Regards.

Fitcarraldo :Kaleun_Salute:


I don't have any flattering sun effect either. Did you try my NPI settings I attached in the comment above? The most important settings are Diablo3 in AA compatibility, then override any app configuration and above all Sparse Grid Supersampling at 8x (NOT just 4x or using only Supersampling). 8xSGSS seems to be the only way to smoothen everything out in this older game. To have full effect it requires a good GPU though.

Best regards, Rod :Kaleun_Salute:

Rod999
10-31-23, 12:49 PM
Rod999!:Kaleun_Salute: after a 6-year 'silent run'!:up:


Haha, good one. Cheers!

:Kaleun_Cheers:

Fifi
10-31-23, 01:43 PM
. Did you try my NPI settings I attached in the comment above?
Best regards, Rod :Kaleun_Salute:

Picture way too small, can’t see nothing sorry :yep:

:Kaleun_Salute:

Rod999
10-31-23, 03:04 PM
Picture way too small, can’t see nothing sorry :yep:

:Kaleun_Salute:


Try again. There is another window that opens with the big picture.
:Kaleun_Salute:

fitzcarraldo
10-31-23, 03:33 PM
I don't have any flattering sun effect either. Did you try my NPI settings I attached in the comment above? The most important settings are Diablo3 in AA compatibility, then override any app configuration and above all Sparse Grid Supersampling at 8x (NOT just 4x or using only Supersampling). 8xSGSS seems to be the only way to smoothen everything out in this older game. To have full effect it requires a good GPU though.

Best regards, Rod :Kaleun_Salute:

I tried it with SH3 GWX OneAlex and NYGM FiFi and I have the flat sun, a little ball of golf...Doesn´t work in my installation.

I need to set AA 4x without Line Gamma for a good sun with halo.

Many thanks!

Fitzcarraldo :Kaleun_Salute:

Rod999
10-31-23, 03:45 PM
https://postimg.cc/TprKy2hX


Above the link in case the attachment I posted before won't show up as a big image. For any reason I can't insert the pic here in this forum. Neither with the "Insert Image" option nor with the following coding .... Strange.
:Kaleun_Salute:
https://postimg.cc/TprKy2hX

Aktungbby
10-31-23, 07:39 PM
/\...all I see from the posted site is a watch sale site?

fitzcarraldo
10-31-23, 09:04 PM
https://i.imgur.com/K3BK2aN.jpg

This is the post discussed. Uploaded by me to IMGUR.

Many thanks to the author Rod999! :Kaleun_Cheers:

Regards.

Fitzcarraldo :Kaleun_Salute:

Rod999
11-01-23, 03:25 AM
/\...all I see from the posted site is a watch sale site?


Sorry for that. I haven't seen any ads when checking the link, just the uploaded image. Probably because I have Firefox with ad blocker installed. Next time, I will try another site.

:Kaleun_Salute:

Jimbuna
11-01-23, 05:40 AM
/\...all I see from the posted site is a watch sale site?

Link looks okay at this end.

Fifi
11-01-23, 12:01 PM
NEW STEEL COFFIN EDITION V5 IS OUT!

Probably not save compatible....:03:

Jumped to version 5, because so many changes... :)

Hope you'll like it as much as me :up:

:Kaleun_Salute:

fitzcarraldo
11-01-23, 01:08 PM
NEW STEEL COFFIN EDITION V5 IS OUT!

Probably not save compatible....:03:

Jumped to version 5, because so many changes... :)

Hope you'll like it as much as me :up:

:Kaleun_Salute:

Many thanks!

Going to download it 👏👏👏

Fitzcarraldo :salute:

Hawkins
11-02-23, 03:11 AM
Looking good!:Kaleun_Applaud:

FUBAR295
11-02-23, 06:48 AM
NEW STEEL COFFIN EDITION V5 IS OUT!


:Kaleun_Thumbs_Up::Kaleun_Salute:

GrenSo
11-02-23, 07:53 AM
NEW STEEL COFFIN EDITION V5 IS OUT!




Thanks Fifi for your hard work. :up:

Kal_Maximus_U669
11-02-23, 08:37 AM
NEW STEEL COFFIN EDITION V5 IS OUT! :yeah:
Thanks Master...I couldn't wait to get my hands on it...excellent..Especially after this graphic lesson..lol.:har::har::timeout:let's see this more closely...https://imageresizer.static9.net.au/sNgQMHasIKUIv1vvdkT_cZ848gc=/500x0/https%3A%2F%2Fprod.static9.net.au%2F_%2Fmedia%2FIm ages%2F2015%2FNovember%2F20%2F151120_RAW_TonyHawk. gif

Dieselglock
11-02-23, 09:01 AM
NEW STEEL COFFIN EDITION V5 IS OUT!

Probably not save compatible....:03:

Jumped to version 5, because so many changes... :)

Hope you'll like it as much as me :up:

:Kaleun_Salute:

Thank you FIFI

:Kaleun_Cheers::Kaleun_Cheers:

Rod999
11-02-23, 10:01 AM
NEW STEEL COFFIN EDITION V5 IS OUT!

Probably not save compatible....:03:

Jumped to version 5, because so many changes... :)

Hope you'll like it as much as me :up:

:Kaleun_Salute:


Fantastic! Cheers,
:Kaleun_Cheers:

kyle9154
11-02-23, 10:12 AM
Quick question Fifi, how were you able to make the skins smaller (mb wise) at 512 x 512 pixel depth, i'm assuming you were using a .tga file editor?

I have paint.net, just wondering if I can do whatever you did with that application?

Aktungbby
11-02-23, 10:16 AM
Link looks okay at this end....no problem here either, I just ordered myself a new Detomaso timepiece!!https://www.detomasowatches.com/media/image/52/2a/54/D02-35-09_001_700x700.webp:shucks: Today the site shows only: https://i.postimg.cc/jd1PFLbC/sh3-NPI.jpg:hmmm::timeout:

Kal_Maximus_U669
11-02-23, 10:34 AM
Hey Master...:D:saluer::Ouais:
les bateaux sont superbe...Fifi de mieux en mieux... je viens de faire un petit tour de roue..deja..c est magnifique... les explosions... le ciel...etc..
l upload du mods.. la vitesse mediafire de la bombe 25s pour moi ...
bon j ai du boulot pour toi hihi..peu le reparer..la jauge du scope..ne fonctionne pas..!!!:ouais:
https://image.noelshack.com/fichiers/2023/44/4/1698939117-sh3img-2-11-2023-15-37-40-301.png

Fifi
11-02-23, 01:41 PM
Quick question Fifi, how were you able to make the skins smaller (mb wise) at 512 x 512 pixel depth, i'm assuming you were using a .tga file editor?

I have paint.net, just wondering if I can do whatever you did with that application?

Photoshop :yep:

:Kaleun_Salute:

bweiss
11-02-23, 02:06 PM
Running into an issue with Enhanced v4.4 and v5 where after loading it all up, it runs fine and shows the correct versions at the menu, just as it does in the youtube install video. However, if I just exit SH3 there at the menu, I get a windows error after the game cuts out. The one that says Windows will try and figure it out someday.

If I otherwise try to run single missions or careers it freezes up my system after the load bar finishes. Oddly it loads and plays the Academy training missions just fine. The freeze/lockup happens after the red load bar finishes, (must use ctr, alt, del to bring up task mgr to cancel out of SH3). Have gone explicitly by the instructions all the way. I'm using one of the US DVD's for a XP SP2 DVD version, no Starforce drivers found, and updated with the US DVD 1.4b patch. I have tried all versions I know of/possess, of the no disk patch, including those contained in the old rld-sh14.rar. Nothing alters the freeze issue.

SH3 runs fine if I deactivate the Enhanced NYGM standalone mod, and the two SH3 Cmdr mods for cloud and escort skins. So I presume then the issue is somewhere in the Enhanced v4.4 or v5 files and my version of the DVD, and or the no cd patch. I have three or four version of those, and none of them alter the issue.

The old NYGM runs fine also. Cannot figure out what in the Enhanced NYGM isn't working.


Installed on F:/ (Samsung Portable SSD T5)
Win 8.1
Intel Core i7 4790K
NVIDIA GeForce GTX 980

Aktungbby
11-02-23, 03:14 PM
bweiss!:Kaleun_Salute: back on the surface after a 12-year 'silent run'!:up:

Kal_Maximus_U669
11-02-23, 03:40 PM
Le travaille est tous simplement stupefiant surtout sur les navires.. les explosion ne sont pas en reste ..incendie.. fumee noire..les ajustement aussi pour le tir au canon j ai encore pas tester le reste... vous etes inpayable Master encore une foie vous depasser tous ce que j ai deja vue dans ces mods ....
Graphiquement une tuerie...:up::D:yeah:

The work is simply astonishing, especially on ships.. the explosions are not left out..fire..black smoke..the adjustments also for cannon firing I have yet to test the rest...that promise me I tells you...!!! you are unpayable Master once again and you surpass everything I have already seen in this mods....
Graphically a killing....
https://image.noelshack.com/fichiers/2023/44/4/1698957430-sh3img-2-11-2023-20-35-50-584.png
https://image.noelshack.com/fichiers/2023/44/4/1698957433-sh3img-2-11-2023-21-14-3-294.png
https://image.noelshack.com/fichiers/2023/44/4/1698957436-sh3img-2-11-2023-21-15-59-728.png
https://image.noelshack.com/fichiers/2023/44/4/1698957442-sh3img-2-11-2023-21-18-48-162.png
https://image.noelshack.com/fichiers/2023/44/4/1698957447-sh3img-2-11-2023-21-24-58-230.png

:yeah:STEEL COFFIN EDITION V5 IS OUT!:yeah:
:subsim:

FUBAR295
11-02-23, 04:22 PM
Running into an issue with Enhanced v4.4 and v5 where after loading it all up, it runs fine and shows the correct versions at the menu, just as it does in the youtube install video. However, if I just exit SH3 there at the menu, I get a windows error after the game cuts out. The one that says Windows will try and figure it out someday.

If I otherwise try to run single missions or careers it freezes up my system after the load bar finishes. Oddly it loads and plays the Academy training missions just fine. The freeze/lockup happens after the red load bar finishes, (must use ctr, alt, del to bring up task mgr to cancel out of SH3). Have gone explicitly by the instructions all the way. I'm using one of the US DVD's for a XP SP2 DVD version, no Starforce drivers found, and updated with the US DVD 1.4b patch. I have tried all versions I know of/possess, of the no disk patch, including those contained in the old rld-sh14.rar. Nothing alters the freeze issue.

SH3 runs fine if I deactivate the Enhanced NYGM standalone mod, and the two SH3 Cmdr mods for cloud and escort skins. So I presume then the issue is somewhere in the Enhanced v4.4 or v5 files and my version of the DVD, and or the no cd patch. I have three or four version of those, and none of them alter the issue.

The old NYGM runs fine also. Cannot figure out what in the Enhanced NYGM isn't working.


Installed on F:/ (Samsung Portable SSD T5)
Win 8.1
Intel Core i7 4790K
NVIDIA GeForce GTX 980


Generally, I find if it freezes at start up it is a mod conflict, something is not loading correctly, stalling windows.


Give a list of the mods your using.

bweiss
11-02-23, 05:07 PM
Tks Aktungbby, yes it's been a minute or two. I dabbled with NYGM 2.5 et., al., for a few. Figured I'd try out this lovely new mod.



Generally, I find if it freezes at start up it is a mod conflict, something is not loading correctly, stalling windows.


Give a list of the mods your using.


Tks Fubar, I only have the required "NYGM Tonnage War Enhanced – Stand Alone Version" activated via JSGME in the SH3 root. And the two SH3 Cmdr, "Clouds Variety", and "Escorts Skins" activated via it's JSGME in the Sh3 Cmdr folder. As per the install instruc's, I activated the NYGM Tonnage War Enhanced – Stand Alone Version first, then went to the SH3 Cmdr folder JSGME, and installed it within the SH3 Commander folder, making sure those two mods there were activated.

However, one note. The old install you tube video for this, shows opening the SH3.exe after activating the NYGM Tonnage War Enhanced – Stand Alone Version in JSGME. Confirming the NYGM version, and that the program starts, and as a result activating the CFG folder. Which is needed to start a game via SH3 Cmdr. At least, prior loads of this require a SH3.exe start. I think that's what it's for, I've fooled around with this game so long now, I've forgotten 3/4 of what I ever learned. Anyway, with or without a SH3 start after activating the Enhanced NYGM stand alone, it still gives the same two errors (shutdown Windows error, and the single mission/career mission freeze).

But, the error that I also get shutting down the game from Windows happens even before I activate the SH3 Cmdr folder, and it's two mods. Just activating the NYGM Stand alone causes the shutdown error even with out SH3 Cmdr installed in it's folder with the two mods. So whatever it is, happens upon initial load of the NYGM Tonnage War Enhanced – Stand Alone Version, and gives a Windows error on shutdown even without playing the game, (single mission or career), just opening it, then shutting it down via game menu.

The freeze happens when I go ahead and attempt to run a single mission or career. The shutdown error happens upon initial activation of the NYGM Stand alone. It continues with or without the SH3 Cmdr's two mods activated.

I have nothing else in this but the "NYGM ENHANCED STEEL COFFIN EDITION V5.7z" files contained in the zip. (Or v4.4 files, same results). One more note. If I deactivate the SH3 Cmdr's two mods (clouds and escort skins), and deactivate the "NYGM Tonnage War Enhanced – Stand Alone Version", then open the sh3.exe, the game runs fine and no longer gives a shutdown error.


Oh and yes this is through multiple SH3 game deletions/clean reinstalls (about 12 times in all), using CC Cleaner to nix out any SH3 entries in the registry after every SH3 deletion.


This is killing me. This mod appears to be the pentacle of them all. Wouldn't ya know. Always got to be one in the crowd. Woe, is me.

Kal_Maximus_U669
11-02-23, 05:39 PM
Oh Boy"admire the quality of these ships...THXXXl Master a remarkable job...:yep:
https://image.noelshack.com/fichiers/2023/44/4/1698964653-sh3img-2-11-2023-22-59-23-567.png

FUBAR295
11-02-23, 06:31 PM
Tks Aktungbby, yes it's been a minute or two. I dabbled with NYGM 2.5 et., al., for a few. Figured I'd try out this lovely new mod.

Tks Fubar, I only have the required "NYGM Tonnage War Enhanced – Stand Alone Version" activated via JSGME in the SH3 root. And the two SH3 Cmdr, "Clouds Variety", and "Escorts Skins" activated via it's JSGME in the Sh3 Cmdr folder. As per the install instruc's, I activated the NYGM Tonnage War Enhanced – Stand Alone Version first, then went to the SH3 Cmdr folder JSGME, and installed it within the SH3 Commander folder, making sure those two mods there were activated.

However, one note. The old install you tube video for this, shows opening the SH3.exe after activating the NYGM Tonnage War Enhanced – Stand Alone Version in JSGME. Confirming the NYGM version, and that the program starts, and as a result activating the CFG folder. Which is needed to start a game via SH3 Cmdr. At least, prior loads of this require a SH3.exe start. I think that's what it's for, I've fooled around with this game so long now, I've forgotten 3/4 of what I ever learned. Anyway, with or without a SH3 start after activating the Enhanced NYGM stand alone, it still gives the same two errors (shutdown Windows error, and the single mission/career mission freeze).

But, the error that I also get shutting down the game from Windows happens even before I activate the SH3 Cmdr folder, and it's two mods. Just activating the NYGM Stand alone causes the shutdown error even with out SH3 Cmdr installed in it's folder with the two mods. So whatever it is, happens upon initial load of the NYGM Tonnage War Enhanced – Stand Alone Version, and gives a Windows error on shutdown even without playing the game, (single mission or career), just opening it, then shutting it down via game menu.

The freeze happens when I go ahead and attempt to run a single mission or career. The shutdown error happens upon initial activation of the NYGM Stand alone. It continues with or without the SH3 Cmdr's two mods activated.

I have nothing else in this but the "NYGM ENHANCED STEEL COFFIN EDITION V5.7z" files contained in the zip. (Or v4.4 files, same results). One more note. If I deactivate the SH3 Cmdr's two mods (clouds and escort skins), and deactivate the "NYGM Tonnage War Enhanced – Stand Alone Version", then open the sh3.exe, the game runs fine and no longer gives a shutdown error.


Oh and yes this is through multiple SH3 game deletions/clean reinstalls (about 12 times in all), using CC Cleaner to nix out any SH3 entries in the registry after every SH3 deletion.


This is killing me. This mod appears to be the pentacle of them all. Wouldn't ya know. Always got to be one in the crowd. Woe, is me.


Alright, do you have the "Compatibility" set up along with "Run as Admin" in Properties? This needs to be done with SH3.exe, along with any program that SH3 relies upon for operation.

bweiss
11-02-23, 07:04 PM
Alright, do you have the "Compatibility" set up along with "Run as Admin" in Properties? This needs to be done with SH3.exe, along with any program that SH3 relies upon for operation.


Jawohl, Herr Kaleun! :up:

Have set Admin authority for all .exe files, as well as Compatibility for Win 7 on all of them, as well as tried compat for XP SP2, and Win 8, and all combinations thereof. Even tried allowing the app to choose its own native tongue as my SH3 (and the one from Enhanced NYGM), wants XPSP2 if you allow it to choose, where as the copy of SH3 Cmdr in the mod wants "Vista".

No matter how I set the admin rights or compats, it does not alter the two issues even when they are all set to Win 7, and Admin.

I'm running out of things to try other than things that shouldn't matter. Like maybe loading it on my C:/ drive instead of an SSD? I suppose I'll go there. I really want to get this to work.

I have three SH3 DVD's. Two are the same XP SP2 version US DVD, but one is a SH3 DVD from 2004, which I think was like one of the first ones that came out. It won't update. I tried the v1.1, 1.2, 1.3, and 1.4b, even tried the Euro 1.4b, and it won't accept any updates. I was going to try that to see if it would work with Enhanced NYGM since it lists as a Win7, Vista version on the CD print. But no, it won't update. Arrggg. :wah:

FUBAR295
11-02-23, 07:40 PM
Jawohl, Herr Kaleun! :up:

Have set Admin authority for all .exe files, as well as Compatibility for Win 7 on all of them, as well as tried compat for XP SP2, and Win 8, and all combinations thereof. Even tried allowing the app to choose its own native tongue as my SH3 (and the one from Enhanced NYGM), wants XPSP2 if you allow it to choose, where as the copy of SH3 Cmdr in the mod wants "Vista".

No matter how I set the admin rights or compats, it does not alter the two issues even when they are all set to Win 7, and Admin.

I'm running out of things to try other than things that shouldn't matter. Like maybe loading it on my C:/ drive instead of an SSD? I suppose I'll go there. I really want to get this to work.

I have three SH3 DVD's. Two are the same XP SP2 version US DVD, but one is a SH3 DVD from 2004, which I think was like one of the first ones that came out. It won't update. I tried the v1.1, 1.2, 1.3, and 1.4b, even tried the Euro 1.4b, and it won't accept any updates. I was going to try that to see if it would work with Enhanced NYGM since it lists as a Win7, Vista version on the CD print. But no, it won't update. Arrggg. :wah:


Previously you wrote "The freeze/lockup happens after the red load bar finishes, (must use ctr, alt, del to bring up task mgr to cancel out of SH3)." Did you ALT/TAB back out to the desk top to see if you have error messages. If you have a conflict, you will see notifications on the issue.

Fifi
11-03-23, 03:51 AM
YOU CAN DELETE THE ESCORT SKIN MOD IN THE SH3 COMMANDER MODS FOLDER… I FORGOT TO DO IT… IT’S USELESS & UNWANTED NOW :yep:
JUST KEEP ACTIVATED THE CLOUDS VARIETY MOD!

@bweiss:
I’m afraid it’s an issue on your side… no freeze or CTDs issues here at all.
I suspect you have a lack of memory on your computer, hence the freeze when launching career mode (requiring the max memory, unless in the academy)
NYGM Steel Coffin V5 requires good pc performances now, and will probably encounter troubles running on laptop or edge line pc…

:Kaleun_Salute:

bweiss
11-03-23, 09:05 AM
Previously you wrote "The freeze/lockup happens after the red load bar finishes, (must use ctr, alt, del to bring up task mgr to cancel out of SH3)." Did you ALT/TAB back out to the desk top to see if you have error messages. If you have a conflict, you will see notifications on the issue.

Cannot Alt/Tab out of the freeze. It's a dead screen freeze. Only means of escape is to Ctl/Alt/Del to task manager, twice! Which then shows a split screen with half blank, and half showing Task Mgr, with a SH3 game icon on the lower menu bar which I can then right click on the mouse over it to close the game icon out shutting down SH3. Or, choose it in Task Mgr and close it out.



YOU CAN DELETE THE ESCORT SKIN MOD IN THE SH3 COMMANDER MODS FOLDER… I FORGOT TO DO IT… IT’S USELESS & UNWANTED NOW :yep:
JUST KEEP ACTIVATED THE CLOUDS VARIETY MOD!

@bweiss:
I’m afraid it’s an issue on your side… no freeze or CTDs issues here at all.
I suspect you have a lack of memory on your computer, hence the freeze when launching career mode (requiring the max memory, unless in the academy)
NYGM Steel Coffin V5 requires good pc performances now, and will probably encounter troubles running on laptop or edge line pc…

Oh no doubt about it being on my end ole Chap. From the 122 plus pages in this thread, there are sufficient witnesses that can attest to it's successful deployment. Tis I who seems to be the odd man out. You are all very gracious in trying to assist, much appreciated.


Back on point, the exact same things happen with NYGM SSC v4.4, so it's not just V5. Also, this system has 16 gb mem at 3990 mhz, the GTX 980 has 4096 mb GDDR5, clocked at 1165 mhz GPU, 1753 mhz Mem, with 1266 mhz Boost base, no overclocking. Frame rates on NYGM 3.3c, fully and I mean heavily modded hits 120 fps open sea, and approx. 60-80 fps in shore terrain visible (trees, buildings, ships, etc).

I'll pull the escorts skins out of SH3 Cmdr, and try that. But I doubt that's the issue. The game shutdown Windows error begins with the JSGME load of the NYGM Stand Alone mod. Immediately results in a game shutdown Windows error. as listed below in items 1 thru 4. If I pull the NYGM Stand Alone out with JSGME, then SH3 runs just fine, albeit in normal non-wide screen display. But no shutdown error, and no freeze.

So really there are two issues. The shutdown error, and the freeze. Which may or may not be connected, but I suspect they are and the way the system is acting my gut says it is a display issue, somewhere in the NYGM Stand Alone mod. I'll try and reverse dissection of the mod and using different d3d9.dll and d3d9.ini files and see what happens.

I remember having to monkey around with NYGM 3.6D, and NYGM 2017A, to get the MaGui 3.4 SA widescreen 1920x1080 to work. My display can run at 4096x2160, but normally I use a 3840x2160 display for all other games. For SH3, I've never found a means of widescreen that will run above 1920x1080, though I didn't spend that much time trying to make it work in the old NYGM above 1920x1080 as it throws other menu graphics off in size.


It could be, but I doubt it is memory. I run IL-2 Sturmovik 1946 B.A.T., with tons of stuff and still hit fps above 100 (never below), schmoove... Still, reverse engineering this Enhanced NYGM might lead me to see where the issue resides and appears to be the only means of finding these two issue(s), if they are indeed two separate or perhaps one combined issue which remains a mystery.



Here is the error pattern when the install instructions are followed and NYGM Enhanced v4.4 or v5 is loaded (along with the SH3 Cmdr mod(s).


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
(Any load of the sh3.exe, without going into any menu item - just open and shut, results in a Windows error when exiting, if NYGM Enhanced v4.4 or v5 is activated.) - Shutdown error meaning after the sh3.exe has closed out, and the screen returns to Windows, then the little Windows error notification pops up.


When executing sh3.exe, then choosing a menu item, the following occurs:


(1). Museum selection results in an immediate dead lock screen freeze (task manager to exit).


(2). Single Mission results in a dead lock screen freeze following a full red bar load at it's finish (task mgr to exit).


(3). Career Mission results in a dead lock screen freeze following a full red bar load at it's finish (task mgr to exit).


However... (4). Academy Training missions load just fine and run successfully, no freeze but still get a shutdown error upon exiting the game.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

So there is a key question right there. What is the common link between items 1-3, that does not exist for item 4 in the SH3 executable process?



To contradict my own suspicion, that would "not" seem to be a display issue since the display is a 1920x1080 for the Academy Training missions which run fine. (scratches head). Thanks guys, I appreciate everyone's input. I am going to keep plucking away at this.


There is a clue there with the four items above. Just have to find it.

Salute~ :Kaleun_Salute:

FUBAR295
11-03-23, 09:16 AM
@bweiss:
I’m afraid it’s an issue on your side… no freeze or CTDs issues here at all.
I suspect you have a lack of memory on your computer, hence the freeze when launching career mode (requiring the max memory, unless in the academy)
NYGM Steel Coffin V5 requires good pc performances now, and will probably encounter troubles running on laptop or edge line pc…


Fifi does have a very good point. What is your machine specs?

bweiss
11-03-23, 09:43 AM
@bweiss:
I’m afraid it’s an issue on your side… no freeze or CTDs issues here at all.
I suspect you have a lack of memory on your computer, hence the freeze when launching career mode (requiring the max memory, unless in the academy)
NYGM Steel Coffin V5 requires good pc performances now, and will probably encounter troubles running on laptop or edge line pc…


Fifi does have a very good point. What is your machine specs?


Win 8.1 (All Updates)
Intel Core i7 4790k Haswell, Family 6, Core Speed: 4389.52 Mhz
Main Board: Gigabyte Z97X-UD5H, Intel Southbridge Z97
Memory: 16 Gb, Dual Channel DDR3 3990.5 Mhz
Graphics: Nvidia GeForce GTX 980, 4 Gb, GDDR5, GPU Core Speed 1753 Mhz, Memory Speed 1165 Mhz.
Installed on a Samsung SSD T5 labled as drive (F).


No overclocking. Nvidia driver 473.04, dtd: Jan 17, 2022, Win 8.1, 64 bit.

Fifi
11-03-23, 01:39 PM
For next update, i have reintroduced this ship as a new one (because i replaced it by nice AlexB model previously)

https://i.postimg.cc/VkPmpxSn/SH3-Img-2-11-2023-10-21-40-154.jpg

... and created this little coastal cargo, from my SH4 DW and others parts...
Perso i like it, and even if it's not 100% historical accurate, it's always nice to have more little buddies :)

https://i.postimg.cc/W1mTv5rK/SH3-Img-3-11-2023-19-30-21-502.jpg

https://i.postimg.cc/Dz2Fy1Pz/SH3-Img-3-11-2023-19-26-9-34.jpg

Starting to love ships creation :haha:

:Kaleun_Salute:

bweiss
11-03-23, 03:53 PM
Ah HAH!! Hot diggity doggies, I got it to work. And it is beautiful. The ships, the ocean, the wave actions against the boat, the Uboat skins, the crew, the boat interior, all just gorgeous, simply gorgeous. Can't wait to set sail.

Open ocean levels at 120-130 fps on deck, up close to the convoy in the "Happy Times" single mission I get 55-65 fps with a tanker burning and sinking. Can't ask for more.

Okay, the secret sauce to my delimma was in the Main.cfg file.

Original Main.cfg file contained in the NYGM ENHANCED STEEL COFFIN EDITION V5 reads:

[VIDEO]
Resolution=1024 x 800
DynamicShadows=No
FullScreen=Yes
Synchronized=No
ParticleDensity=100
TextureResolutionHigh=Yes

All I did was change it to:

[VIDEO]
Resolution=1920 x 1080
DynamicShadows=No
FullScreen=Yes
Synchronized=Yes
ParticleDensity=100
TextureResolutionHigh=Yes

...and Presto!

Works like a charm. No more Windows shutdown error, no more screen freeze.


How can it be that simple?


5871 "Oh, man. I only ride em, I don't know what makes em work."


First I would like to thank the academy, and my first grade teacher Ms. Yarnhouse, and of course Fifi and Fubar for all their talented and hard work, and my two Tom Cats who patiently await my attention...

Danke alte kameraden! :Kaleun_Cheers:

FUBAR295
11-03-23, 04:08 PM
^^


:Kaleun_Thumbs_Up: :Kaleun_Applaud: :Kaleun_Salute:

Kal_Maximus_U669
11-03-23, 05:53 PM
Ah HAH!! Hot diggity doggies, I got it to work. And it is beautiful. The ships, the ocean, the wave actions against the boat, the Uboat skins, the crew, the boat interior, all just gorgeous, simply gorgeous. Can't wait to set sail.

Open ocean levels at 120-130 fps on deck, up close to the convoy in the "Happy Times" single mission I get 55-65 fps with a tanker burning and sinking. Can't ask for more.

Okay, the secret sauce to my delimma was in the Main.cfg file.

Original Main.cfg file contained in the NYGM ENHANCED STEEL COFFIN EDITION V5 reads:

[VIDEO]
Resolution=1024 x 800
DynamicShadows=No
FullScreen=Yes
Synchronized=No
ParticleDensity=100
TextureResolutionHigh=Yes

All I did was change it to:

[VIDEO]
Resolution=1920 x 1080
DynamicShadows=No
FullScreen=Yes
Synchronized=Yes
ParticleDensity=100
TextureResolutionHigh=Yes

...and Presto!

Works like a charm. No more Windows shutdown error, no more screen freeze.


How can it be that simple?


5871 "Oh, man. I only ride em, I don't know what makes em work."


First I would like to thank the academy, and my first grade teacher Ms. Yarnhouse, and of course Fifi and Fubar for all their talented and hard work, and my two Tom Cats who patiently await my attention...

Danke alte kameraden! :Kaleun_Cheers:

https://youtu.be/HJZU29_LQjQ
you have to have faith my ducky...especially in what you do...right...??:timeout::timeout:
well done, I'm delighted that FUBAR & Fifi have faith in you...!!!:yep:
This mod is the best in the genre thanks to the phenomenal work of Fifi...:yeah:

bweiss
11-04-23, 11:50 AM
"Have a little faith baby, have a little faith."


I love that movie, "Kelly's Hero's". I always thought the plot was actually far more realistic than they had originally planned.

Couple things I found out along the way (probably what everyone else already knows and no one told me), but with SH3 and Enhanced NYGM, et., al., installed on my platform C:\ drive (an older WD spindle drive), as opposed to the F:\ drive (a Samsung SSD T5), makes quite a difference in a few ways. The data load times for the SSD are of course, far faster. The red data load bar zips through in about 3 seconds. But then as the system attempts to load all that data, (like sucking cement through a straw), it sits there for about 3 mins, then springs to life.
If installed on the older WD spindle drive, the red load bar then takes about 3 mins to load, then pops opens the game. Kinda six of one and half dozen of the other. Either way, the load of all that data takes time for the PC to digest.

Now more interestingly, when installed on the older WD spindle drive, a single mission, test mission acquired from I don't remember where, but it's an open ocean start (no one else around) though an aircraft off the West Afrika shore eventually shows up, the FPS rates are around 120-130, dropping to around 110-120 when firing up the diesels (caused by sound file playing slow down I imagine). It's normal. If installed on the Samsung SSD, then on that same test mission the open ocean FPS hits (and this is hard to believe but...), FPS hits 170-180, then drops to around 160-170 with the engines running. That's just outstanding. I've never hit anywhere close to those figures with NYGM mods. That may well be the true hidden gem in this new mod from Fifi.

So somewhere far above my knowledge level I'm sold on the SSD as the game drive and this mod as an achievement in graphical process efficiency. All in all, the SSD transfers data far faster not only in load times, but also in the process of running the game apparently. I did not know that as I've always loaded most all my games on SSD's for a while now.

When installed on the SSD, initially I got the Windows shutdown error again, even with the main.cfg file fix inserted first. But then after loading up a single mission, it stopped and has not returned. Seemingly, the system had to open an active running portion of the game to get used to the requested screen display. Weird. None of that happens on the WD spindle drive once the data\main.cfg file was altered. This platform has always been squirrely if running a game on a display level other than it's native 3840 x 2160. It takes some monkeying around to make it work. I guess it gets confused and wants to run home to Momma.


Thanks again guys for this mod. I've been an NYGM follower since the old days, and this just tops it all off! Hats off to you Fifi, and all of those who made this thing happen. Incredible piece of work.

:yeah:

Kal_Maximus_U669
11-04-23, 03:10 PM
I love this old film. I saw it when I was a kid. Besides, I still have the DVD..!! Kelly & HotBall 2 excellent character..
Coming back to your SSD story...yes the SSD is much better...fast, reliable if invested in a good brand...
As for the resolution I haven't tried to upscale it because currently I'm still on my old PC "Ga P55 UD3" so you see the table my cute...! :D:D
Now as I told you, I am delighted that you are benefiting from Fifi's exceptional work.
Kind regards, Kal Maximus U669 :up::salute:

Doolar
11-04-23, 06:43 PM
V5 runs GREAT !!! Ran a 4 hour TEST PATROL. Thank You again Fifi. Beautiful !!!!!

rik007
11-05-23, 06:28 AM
It is rock stable. Really great!

Fifi
11-05-23, 12:44 PM
For next update, i'm fixing ships textures troubles...MFM ships have plenty!
Such as those platform foot:

Before
https://i.postimg.cc/4N4gpLYk/SH3-Img-5-11-2023-16-39-7-175.jpg

After
https://i.postimg.cc/DyCK6rGW/SH3-Img-5-11-2023-18-0-31-654.jpg

Also modifying some ships 3D model details to better accuracy (to me)

Again very long work...

:Kaleun_Salute:

fitzcarraldo
11-05-23, 01:04 PM
For next update, i'm fixing ships textures troubles...MFM ships have plenty!
Such as those platform foot:



Also modifying some ships 3D model details to better accuracy (to me)

Again very long work...

:Kaleun_Salute:

Your micro details work is awesome. Many thanks! :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

Fifi
11-05-23, 02:26 PM
Thank you! Yes small details are time consuming, mainly because there are so many ships! :)

:Kaleun_Salute:

Autopilotman
11-06-23, 02:40 AM
I've noticed a bug with the Kiel canal autopilot.
It seems to be upside-down using both DGUI and ARB options.

Rod999
11-06-23, 04:31 AM
I am using this fantastic mod with the ARB gui, since I prefer having the TDC in periscope view (unlike the already installed Dgui where I have to switch stations). I use to play at 100% realism with one exception: I don't like do run through the recognition manual. Therefore, I leave the weapon officer unchecked in options and change the position parameters of the solution button so that it disappears from the view. In other words, the weapon officer is only used for recognition. When using the ARB gui, the weapon officer identifies the ship, but it doesn't show up (like in the Dgui), as far as I can see. You could only view the name of the ship by clicking on it in the nav map after identification and then search for it in the manual, but I play without updating the contact map. So, the ARB gui would be perfect for me if I knew a way to implement a ship identification field in periscope view (similar to the Dgui) that also opens the corresponding ship in the recognition manual. I know how to implement the notepad that would give me this option, but I don't use it and don't want to do that because the U-Jagd chrono comes in handy sometimes and would be overwritten. Anyone knows a way to add such an option to the periscope view in the ARB gui? Thx.

:Kaleun_Salute:

GrenSo
11-06-23, 06:40 AM
I've noticed a bug with the Kiel canal autopilot.
It seems to be upside-down using both DGUI and ARB options.


I also had this problem this weekend. I just didn't think about it and set the course manually. But yes, it's seems there is a small issue.

Fifi
11-06-23, 06:55 AM
I also had this problem this weekend. I just didn't think about it and set the course manually. But yes, it's seems there is a small issue.

:hmmm: I will look into it :up:

:Kaleun_Salute:

HW3
11-06-23, 11:08 AM
I will look into it

It happened when the subs starting position was changed from the bunker to the dock, it threw all the replot waypoints off.

Doolar
11-06-23, 02:49 PM
I've noticed a bug with the Kiel canal autopilot. I NEVER used the Kiel canal autopilot. The other morning when I was doing a "TEST RUN" on v5, I tried it just for the heck of it. The waypoints lined up fine but my boat didn't follow them. I was thinking it was my fault because I activated it a second after I started moving and not before hand as your suppose to. No big deal, I plot my own coarse anyway.

Dieselglock
11-07-23, 06:18 PM
I am still running V4.4. I just arrived in the Mediterranean and on leaving La Spezia January 17 1942 (Type 7C) the escort sails straight into the the bank opposite the uboat dock. I would check V5 and see if it is the same. If v5 is good then I wouldn't bother to fix it. I started the career in the 29th as soon as Breast became available.

Fifi
11-08-23, 02:02 AM
I've noticed a bug with the Kiel canal autopilot. I NEVER used the Kiel canal autopilot. The other morning when I was doing a "TEST RUN" on v5, I tried it just for the heck of it. The waypoints lined up fine but my boat didn't follow them. I was thinking it was my fault because I activated it a second after I started moving and not before hand as your suppose to. No big deal, I plot my own coarse anyway.

Yes, you have to plot waypoints first, then order move, last click on follow course… otherwise your sub will not follow waypoints!

I am still running V4.4. I just arrived in the Mediterranean and on leaving La Spezia January 17 1942 (Type 7C) the escort sails straight into the the bank opposite the uboat dock. I would check V5 and see if it is the same. If v5 is good then I wouldn't bother to fix it. I started the career in the 29th as soon as Breast became available.

Will check this, but don’t bother with escorts… quite hard to set AI waypoints course, close to shoreline with SH3 engine. From memory manual says to keep minimum distance from shores about 500m…otherwise AI may not follow waypoints. Plenty places are tiny than that…
There is also a minimum distance to respect between ships for the spawning … it was almost never respected in populated harbors (hence the spawning issue sometime) in each megamod.
:Kaleun_Salute:

Fifi
11-08-23, 04:54 AM
Those MFM ships never have been so nice with new textures and textures coordinate adjustments and all corrections :ping:

https://i.postimg.cc/3xrK21HN/SH3-Img-8-11-2023-10-41-58-469.jpg

Very long work, but again worth it to my opinion :yep:

:Kaleun_Salute:

FalkeEins
11-09-23, 12:05 PM
A masterful update, surely!

Still missing the historical ports, though. Wilhelmshaven without gates is just jarring.

Fifi
11-10-23, 09:41 AM
New L01B reworked.
New textures, all textures corrected & adjusted as it should be, new decks elements etc... brand new ship! :ping:

https://i.postimg.cc/sXp5dnqy/SH3-Img-10-11-2023-15-35-47-724.jpg

Next one...

Kal_Maximus_U669
11-10-23, 01:46 PM
Hey Masters Mes meilleurs Salutations...:Kaleun_Cheers:
Vraiment ça claque ...C est magnifique... encore fois vous etonnez toujours...:yeah:
https://media.tenor.com/vS0JJv98hHAAAAAC/surprise-hein.gif

FUBAR295
11-10-23, 03:31 PM
Very nice targets! :Kaleun_Thumbs_Up:

bweiss
11-11-23, 10:53 AM
I confess I have not read through all 124 or so pages of this thread before asking this; but I just have to know. Pardon me if it has already been discussed.


Is there any compatibility for this beautiful mod with "Turm 7C_1 Your Way" and TYW 7B emblems without having to hack into the Object folder's Turmxx_1_hd.dat file? I figure the answer is no since I see no screenies with evidence of it's use. But I've been wrong before, couple times anyway. :o


Someone please surprise me. If not, then is there any hope for adding it in the future?

Fifi
11-12-23, 02:06 AM
I confess I have not read through all 124 or so pages of this thread before asking this; but I just have to know. Pardon me if it has already been discussed.


Is there any compatibility for this beautiful mod with "Turm 7C_1 Your Way" and TYW 7B emblems without having to hack into the Object folder's Turmxx_1_hd.dat file? I figure the answer is no since I see no screenies with evidence of it's use. But I've been wrong before, couple times anyway. :o


Someone please surprise me. If not, then is there any hope for adding it in the future?

I’m afraid I will not surprise you :haha:
Not compatible & probably not in the future :timeout:

:Kaleun_Salute:

bweiss
11-12-23, 09:11 AM
Thanks Fifi, I didn't want to try and tinker with this and mess it up so appreciate the info. No tinkering... :03:


So I'm trying to leave the port of Brest, Oct-Dec 1941, and experiencing RAF air attacks at midnight, during rain storms, overcast, overcast weather conditions or sea mist doesn't seem to matter, the tommies show up like modern day drones. I can't make it to sea. They hit me before I can get to deep enough water to dive while I'm near the Escort location marker on the map. It's only 20 meters or so deep there. And the RAF seems pretty accurate at that depth.


I looked in the AirStrike.cfg file but didn't see anything that appeared to relate to this. And I don't want to be a tinker... :D



In one instance they attacked while I was along side my escort, and an interesting battle took place. Was fun watching the escort archie hitting them, but the strafing damages my hull integrity, even though not a soul was hit on deck. In another instance, they bombed a schnellboot on patrol and it blew up in a ball of fire. Wow. I'm figuring some of this is the 20 year old code in the base game, and again a question arises that has probably already been answered but; is there any way to tell the Brits that their cheating by flying in the pouring down rain at midnight? It's not Cricket, what! :wah:

Mister_M
11-13-23, 11:57 AM
So I'm trying to leave the port of Brest, Oct-Dec 1941, and experiencing RAF air attacks at midnight, during rain storms, overcast, overcast weather conditions or sea mist doesn't seem to matter, the tommies show up like modern day drones.



is there any way to tell the Brits that their cheating by flying in the pouring down rain at midnight? It's not Cricket, what! :wah:


So, the Brits are cheating....:hmmm: Well, let's cheat yourself then... :03: After all, this is war, and no holds barred. :O:

Fifi
11-13-23, 12:46 PM
Haha they are not cheating … it’s just Not for Your Grand Mother :D

:Kaleun_Salute:

bweiss
11-14-23, 12:10 PM
Ha ha ha, very true. :Kaleun_Thumbs_Up:
With the ole NYGM 3.6f, et., al., I could cruise in and out of Brest all day long and never was molested by the tommies. So I guess no more lounging in my bunk listening to the radio... This, is War!

This mod continues to amaze me. But the biggest surprise is the fps I'm getting. With the old NYGM, and Harbor_Traffic_Add_In mod, I would get maybe 22 fps when the mission loaded and I was sitting in a sub pen, once out into the harbor, maybe I'd get 25-30 fps, and on the open ocean I felt good about hitting 60-80 fps.

This mod floors me. Sitting in a sub pen I open the game at 44 fps (in the sub pen!), out in the harbor it's like 60 something bounces a bit depending on the harbor traffic (nice seeing a beautiful Sharnhorst and Gneisenau as I'm leaving Brest).

Out at sea, even in heavy seas, mist, and rain, I'm getting an unbelievable 160 - 170 fps. When the weather is clear, it's a good 180 fps when no one is around. I know I read where Fifi had revamped a bunch of internal scripts/files, etc. It appears to me that it resulted in a huge difference in the graphical processing speed and load on my Nvidia chip.

I've even bumped up my Nvidia settings using a Global DSR Factor of 4.00x, DSR Smoothness of 33%, Aniso 8x, and Antialias 4x, with MFAA on, and High Quality. With the old NYGM I had to reduce those to no Antialias, and just Quality for the texture filtering and no global DSR.

Outstanding, just outstanding. :up:

And all that is before one even gets to all the eye candy, and the "Not Your Grandma's War" improvements. So now I got poor old Genglebach's boat, U-574, I've done my test run, making sure everything works to satisfaction, and so I'm agonna head South and see's what happening off Casablanca. I heard there might be gambling going on at Rick's club.

clowncarsplatoon
11-14-23, 12:22 PM
Escort AI seems to be better in version 5, although they are not trying so hard as in version 3.

However, 80 % of my torpedo hits result in instant red flare and Enemy ship sunk regardless of tonnage. All this playing on 100 % difficulty. In version 4 it took on average 1 torpedo per 3000 tons to sunk a ship. (e.g. 1 torpedo for Small merchant and 2 for Liberty Cargo). No flooding over time sinking for several hours or dead afloat as in previous version ? Ships in convoys either instantly explode or continue their route. Sunk 12 ships so far and never saw a damaged dropout from convoy.

Would it be possible to create a zone with reduced enemy aircraft attacks of 10- 20 miles from port exit ? I know that Luftwaffe is doing its job poorly but I got constantly bombed literally at green Escort point right outside harbour.

Regardless of my complaints, many thanks for your hard work !!

Fifi
11-14-23, 02:26 PM
Ha ha ha, very true. :Kaleun_Thumbs_Up:
With the ole NYGM 3.6f, et., al., I could cruise in and out of Brest all day long and never was molested by the tommies. So I guess no more lounging in my bunk listening to the radio... This, is War!

This mod continues to amaze me. But the biggest surprise is the fps I'm getting. With the old NYGM, and Harbor_Traffic_Add_In mod, I would get maybe 22 fps when the mission loaded and I was sitting in a sub pen, once out into the harbor, maybe I'd get 25-30 fps, and on the open ocean I felt good about hitting 60-80 fps.

This mod floors me. Sitting in a sub pen I open the game at 44 fps (in the sub pen!), out in the harbor it's like 60 something bounces a bit depending on the harbor traffic (nice seeing a beautiful Sharnhorst and Gneisenau as I'm leaving Brest).

Out at sea, even in heavy seas, mist, and rain, I'm getting an unbelievable 160 - 170 fps. When the weather is clear, it's a good 180 fps when no one is around. I know I read where Fifi had revamped a bunch of internal scripts/files, etc. It appears to me that it resulted in a huge difference in the graphical processing speed and load on my Nvidia chip.

I've even bumped up my Nvidia settings using a Global DSR Factor of 4.00x, DSR Smoothness of 33%, Aniso 8x, and Antialias 4x, with MFAA on, and High Quality. With the old NYGM I had to reduce those to no Antialias, and just Quality for the texture filtering and no global DSR.

Outstanding, just outstanding. :up:

And all that is before one even gets to all the eye candy, and the "Not Your Grandma's War" improvements. So now I got poor old Genglebach's boat, U-574, I've done my test run, making sure everything works to satisfaction, and so I'm agonna head South and see's what happening off Casablanca. I heard there might be gambling going on at Rick's club.

Yes many things has been optimized … and still doing so when possible :yep:

Escort AI seems to be better in version 5, although they are not trying so hard as in version 3.

However, 80 % of my torpedo hits result in instant red flare and Enemy ship sunk regardless of tonnage. All this playing on 100 % difficulty. In version 4 it took on average 1 torpedo per 3000 tons to sunk a ship. (e.g. 1 torpedo for Small merchant and 2 for Liberty Cargo). No flooding over time sinking for several hours or dead afloat as in previous version ? Ships in convoys either instantly explode or continue their route. Sunk 12 ships so far and never saw a damaged dropout from convoy.

Would it be possible to create a zone with reduced enemy aircraft attacks of 10- 20 miles from port exit ? I know that Luftwaffe is doing its job poorly but I got constantly bombed literally at green Escort point right outside harbour.

Regardless of my complaints, many thanks for your hard work !!

Again, I didn’t touch any escort behavior … so don’t know how they could be better in V5… or worst than V3!

As in real, ennemy aircraft were waiting U-Boats outside the harbors before they reached high seas :yep: They sunk a lot this way.
You’ll have to wait for night, or exit submerged as they did… read Werner testimony (iron coffin) and you’ll see it’s quite close to what it was :yep:
Was hard enough to get them this way, I will not step backwards I’m sorry :03:

:Kaleun_Salute:

clowncarsplatoon
11-14-23, 03:01 PM
OK I understand.

What about torpedoes insta-killls ? Rate seems to be quite high now. In my last convoy attack 4 shots 4 large merchant sunk (5000 - 7000 tons ) within 1-2 minutes according to patrol log (9.48, 9.48, 9.48, 9.59). It took way longer to sink before and more torpedoes.

FUBAR295
11-14-23, 03:16 PM
OK I understand.

What about torpedoes insta-killls ? Rate seems to be quite high now. In my last convoy attack 4 shots 4 large merchant sunk (5000 - 7000 tons ) within 1-2 minutes according to patrol log (9.48, 9.48, 9.48, 9.59). It took way longer to sink before and more torpedoes.




Fifi went in and corrected the zones in all of the merchantmen and warships, including the Uboats. If you are on target now and the hit is in a vital zone, you will likely get a sinking with one eel. With that said, I have had many that took two eel to get a sinking and these were under 3000 tons. I tend to send two eels to the target to insure I get a sinking anyway.:up:


I did run into a large tanker that took four eels to sink. So it is possible.


With the corrected zones the ship sinking times have changed, too. I have seen a change in sinking times, but nothing that I will get hung up on. :03:

HW3
11-14-23, 03:34 PM
What about torpedoes insta-killls ? Rate seems to be quite high now. In my last convoy attack 4 shots 4 large merchant sunk (5000 - 7000 tons ) within 1-2 minutes according to patrol log (9.48, 9.48, 9.48, 9.59). It took way longer to sink before and more torpedoes.

Silent Otto Kretschmer, as he was known as, was once known to say "Fire one torpedo per target, not fanned salvoes".

Fifi
11-15-23, 02:47 AM
With the corrected zones the ship sinking times have changed, too. I have seen a change in sinking times, but nothing that I will get hung up on. :03:

Yes they changed, but for next update, they should be back slightly to what they were :)

:Kaleun_Salute:

rik007
11-15-23, 12:54 PM
Hi Fifi,

I send you a pm.

Rik007

Fifi
11-15-23, 01:10 PM
Hi Fifi,

I sinds you a pm.

Rik007

:oops: Forgot to answer you, sorry.
Now it’s done! :up:

:Kaleun_Salute:

bweiss
11-16-23, 09:55 AM
On a different subject here, let me ask someone in the know as to the purpose of selecting the "Use Fatigue Model" in SH3 Cmdr, and then leaving a specific fatigue model deselected? That is both Fifi's recommended default setting, as well as the old NYGM 2.5/3.6f recommendation. But what does that actually result in?

The old NYGM was confusing to me in its explanation of what they were attempting to do. NYGM had the Not_Your_Grand_Mothers_Crew_Management_Mod_1.1, which I actually liked a lot, but it came with a host of associated files that needed to be hacked into compatibility with other mods. And then it also had crew compartment limits that showed a blued out crewman and a circle red x, if that crewman was in an unused compartment position for which SH3 would then not put a crewman in those compartment slots on its own. The player could, but SH3 would just ignore those compartment slots.

I wouldn't even attempt to tinker with those files with this new mod. But it seemed to me that the NYGM readme was alluding to a modified form of their fatigue model embedded in NYGM 2.5 or 3.6f, couldn't figure that out either, but perhaps I just misunderstood all that. Never the less it seemed to result in some type of fatigue model in the old NYGM. Selecting that is; the "Use Fatigue Model", and then not selecting an actual fatigue model.

So then the question is; why select "Use Fatigue Model" in SH3 Cmdr, if no specific fatigue model is going to be selected? What does that do in and of itself? Why not just deselect "Use Fatigue Model" in SH3 Cmdr in the first place?


Hope that's not too confusing, I'm trying to understand but clearly don't know as much about this as I once thought. :o

FUBAR295
11-16-23, 11:50 AM
On a different subject here, let me ask someone in the know as to the purpose of selecting the "Use Fatigue Model" in SH3 Cmdr, and then leaving a specific fatigue model deselected? That is both Fifi's recommended default setting, as well as the old NYGM 2.5/3.6f recommendation. But what does that actually result in?

The old NYGM was confusing to me in its explanation of what they were attempting to do. NYGM had the Not_Your_Grand_Mothers_Crew_Management_Mod_1.1, which I actually liked a lot, but it came with a host of associated files that needed to be hacked into compatibility with other mods. And then it also had crew compartment limits that showed a blued out crewman and a circle red x, if that crewman was in an unused compartment position for which SH3 would then not put a crewman in those compartment slots on its own. The player could, but SH3 would just ignore those compartment slots.

I wouldn't even attempt to tinker with those files with this new mod. But it seemed to me that the NYGM readme was alluding to a modified form of their fatigue model embedded in NYGM 2.5 or 3.6f, couldn't figure that out either, but perhaps I just misunderstood all that. Never the less it seemed to result in some type of fatigue model in the old NYGM. Selecting that is; the "Use Fatigue Model", and then not selecting an actual fatigue model.

So then the question is; why select "Use Fatigue Model" in SH3 Cmdr, if no specific fatigue model is going to be selected? What does that do in and of itself? Why not just deselect "Use Fatigue Model" in SH3 Cmdr in the first place?

Oh, almost forgot. What in the world is the "Default SH3" fatigue model in Cmdr? I honestly never noticed that before. SH3 Cmdr has a fatigue model of its own right out of the box? What is that?


Hope that's not too confusing, I'm trying to understand but clearly I don't. :o




I do not use the Fatigue models, can't be bother moving those tiny little figure here and there, waste of time. :03:


Anyway, I would take it that it is Fifi's setup that is the default. There are various options listed in SH3 Cmdr, you can go through the options and select each one and try them out. The RUB version is one of the first I believe, to use a crew fatigue management system outside of what was provided in SH3.



I do have a copy of the NYGM Crew Management Mod and can convert it over to a JSGME file, if you really like that mod. :up:


Good hunting,
FUBAR295

bweiss
11-16-23, 12:51 PM
I do have a copy of the NYGM Crew Management Mod and can convert it over to a JSGME file, if you really like that mod. :up:

Good hunting,
FUBAR295


Oh wow, thanks Fubar. I was just looking thru the NYGM CMM 1.1 mod, and figured I could probably modify all the necessary files, except for the data/Submarine/NSS_Uboatxxx.sim files for each boat that I presume (perhaps incorrectly), need to be modified for Steel Coffin v.5? I've never been able to get the S3D tool to work for me very well. I'm also not sure about all the Data/Cfg files though. Most are pretty straight forward, some not so much.

Are these CMM 1.1 Submarine NSS files compatible without modification? Don't want to look a gift horse in the mouth. But since I would need to use S3D to find out, I'm in the dark as to the compatibility question with Fifi's SC v.5.

So the question is;

1. Are the NYGM CMM 1.1, Data/Submarine/NSS_Uboatxxx.sim files compatible with the Steel Coffin v.5 version where one can just replace them and CMM will work with SC v.5?

(Providing one also then converts (inserts data), into the Data/Cfg files (basic, sim, and all the crew files, and the Data/Menu/en_menu.txt, and finally the "menu_1024_768.ini" file entries).

I'm presuming all of these files need to have their internal information inserted into Fifi's files, or perhaps not all of them need changed at all? Not sure about all that either. The "en_menu.txt" and "menu_1024_768.ini" are simple enough. Basic.cfg, and Sim.cfg, I'm not entirely sure about. They change aspects, but whether or not that's compatible with SC v.5, I do not know. I can see i.e,. Fifi changed renown values in the Basic.cfg file, that CMM 1.1 alters. They (NYGM and Fifi), are approaching the aspect of how renown is granted and the ultimate outcome of it for one's career, and both take a bit of a different approach. So I don't want to mess up what Fifi has done here, but I also would like to try CMM 1.1 as I prefer it to those fatigue models currently in SH3 Cmdr. I've been using onealex and Kaa's fatigue models, but CMM 1.1 keeps haunting me. Just not sure what it does to how Fifi approached this aspect of SH3.

But yeah, if you have an already compatible JSGME version I'd love to have that old friend, ole pal, ole kamerade o mine... :D

Or, if you can just answer some questions as I work my way thru it would be a kind enough gift. Much appreciate.



Here are a couple of items from the NYGM CMM 1.1 readme files which bring up questions relative to how this mod would interact with Fifi's SC v.5.


(From the CMM Crew Management - addendum doc):

"3. The default crew configurations are designed to give you the necessary crew members qualifications to run the boat properly. You will need to fill out the remaining warrant officer and seamen crew slots to get an effective operating crew. Crew configurations for the Type II, VII and IX have been reduced to more accurately reflect actual crew numbers."

(My Comment): Are they simply recommending that one needs to add crew members (Warrant and seaman)? Because then it goes on to say: "Crew configurations for the Type II, VII and IX have been reduced to more accurately reflect actual crew numbers." Okay, so which is it? Either the crew numbers have been reduced and that's how they intended it to be, or one needs to bulk up on crewman before putting to sea which seems counter-intuitive to their original intent?

"4. The basic.cfg and en_menu.txt have a number of changes not related to fatigue. The goal of these changes are to convert the reward system into a tonnage based system. Be careful when using this with existing careers. The changes necessary to create a tonnage based reward system necessitated changes to the main.cfg. The included file will need to be placed in the My Docs/SH3/data/cfg folder."

(My Comment): This then gets at the issue I alluded to above. Fifi took a bit of a different route concerning the reward system I believe. He cut down on the renown gained in certain places, like actually going to your patrol grid for 24 hrs. No criticism meant here, but I tend to like the idea of the reward system and morale being tied to tonnage as acquired/destroyed, kind of a risk/reward system. So at the 10,000 foot level, how would/will using CMM 1.1 with Fifi's SC v.5, cooperate. Or will this mess up Fifi's strategy completely? Which I hesitate to do. Perhaps I'm overthinking this?



(From the CMM Crew Management.doc):

"The helmsman qual is no longer required and has been eliminated."

(My Comment): How does this play with SC v.5?

Otherwise, with the Basic.cfg file I suppose using winmerge and comparing Fifi's Basic.cfg, and CMM's Basic.cfg, would tell me what needs changed in Fifi's file to make it compatible. But the crew.cfg files throw me a bit. Do I just replace Fifi's crew.cfg files, or use winmerg and make changes? Editing the menu_1024_768.ini file is self explanatory.

Same with the Sim.cfg file. It's a small file, simple enough. But the settings for CMM are different than Fifi's. So I'm presuming the Sim.cfg file is just replaced with the CMM Sim.cfg. But, how does that impact Fifi's settings, or does it. In other words, all I want is to make the necessary changes to work with CMM, and not alter other aspects of Fifi's settings.



And then there's those pesky Submarine/NSS_Uboatxxx.sim files that I have no clue about since I can't get S3D to cooperate to even take a peek inside.



Maybe I should have stuck with checkers. :hmmm:

bweiss
11-16-23, 04:40 PM
Wait a minute, should have asked this first. I was thinking, never recommended, that perhaps one can just cut and paste the NYGM CMM "Crew fatigue model.cfg", section for CMM and put it in the SH3 Cmdr "Crew fatigue models.cfg file. Would that work?


Thing is, CMM also has a "Medals and renown.cfg" in which they say the following;

"Make backups of and replace the "Crew fatigue models.cfg" and "Medals and renown.cfg" files in the SH3 Commander\Cfg folder with the provided files. No further action is necessary and the NYGM CMM will be integrated into your SH3 install when using SH3 Commander for the first time. A file has also been included to allow the selction of the NYGM CMM in the Gameplay Settings of the SH3 Commander Options screen. You may check the "Use fatigue model" box and select the "NYGM CMM" from the list of available options. This is provided as an option, however is not necessary."


Well there is no Medals and renown.cfg in the SH3/Cfg folder nor anywhere else I can find. So I would be adding a file with instructions that may or may not play well with Fifi's settings.


What happens if one only cuts and pastes the CMM fatigue model cfg file into the SH3 Cmdr "Use Fatigue Options" file? There wouldn't be any changes to Fifi's renown and rewards correct? It would just be using the CMM crew fatigue rather like kaa or GWX.
At least then one could use the CMM fatigue model without all the trimmings. Or am I wrong about that and it would end up not working correctly without the Medals and Renown.cfg file and other host of files in CMM?

Fifi
11-17-23, 02:25 AM
What happens if one only cuts and pastes the CMM fatigue model cfg file into the SH3 Cmdr "Use Fatigue Options" file? There wouldn't be any changes to Fifi's renown and rewards correct?

Correct :up:
Remains the best option to make changes in the fatigue model … copy in a safe place original file, in case of trouble :03:

:Kaleun_Salute:

bweiss
11-17-23, 09:07 AM
Correct :up:
Remains the best option to make changes in the fatigue model … copy in a safe place original file, in case of trouble :03:

:Kaleun_Salute:
Thanks Fifi, I figured that was the best solution. :up:

Doolar
11-17-23, 12:16 PM
bweiss, I normally play with CREW FATIGUE - off. I haven't followed your post closely. What exactly will your changes bring to SH3. You have my attention and I might be interested. No hurry and thank you.

Fifi
11-17-23, 12:34 PM
You will not recognize the MFM ships in next update :D
They look much much better the new way:

https://i.postimg.cc/d3bsHCLv/SH3-Img-17-11-2023-18-26-27-779.jpg

https://i.postimg.cc/NGSjf3bV/SH3-Img-17-11-2023-18-27-43-757.jpg

As example, here the M06X in 2 skins :ping:
All the X models (neutrals) will have no more deck gun & AA empty platform remaining…

:Kaleun_Salute:

FUBAR295
11-17-23, 01:44 PM
:Kaleun_Thumbs_Up:
Looking really nice!

Rod999
11-17-23, 03:09 PM
Have been away from SH3 for years. Recently coming back I tried all the supermods from the last years. Onealex was the one I liked the most until I found Fifi's enhanced NYGM mod. This mod is absolutely amazing in every aspect. For me, what stands out by far compared to other mods is the very realistic environment, the weather changes, clouds etc. that create an emergence I have never experienced before. So, a big THANK YOU to you Fifi. Keep up the great work!
Cheers!
:Kaleun_Cheers:

Fifi
11-18-23, 01:44 AM
Thank you for your kind words :) That’s good to be supported like that :yeah:

:Kaleun_Cheers:

bweiss
11-18-23, 09:43 AM
bweiss, I normally play with CREW FATIGUE - off. I haven't followed your post closely. What exactly will your changes bring to SH3. You have my attention and I might be interested. No hurry and thank you.

Well I'm not really changing anything other than to add NYGM CMM 1.1 fatigue model to the SH3 Cmdr, "Use Fatigue Model", option in the Gameplay Settings.

However, it is only the CMM fatigue model, and not all the bells and whistles that were originally a part of the NYGM CMM 1.1, that I'm trying to use. Not the entire mod. In brief, NYGM CMM's goal was to reorient the game so that tonnage acquired/destroyed, effected renown, crew morale, and a bunch of other stuff I've forgotten, but essentially it was just another means of attempting to make SH3 more realistic. As such, the fatigue model was wrapped around those concepts and geared towards that end essentially effecting how the overall game career played out. Now the question I still have is; by just cutting out the fatigue model and putting it in SH3 Cmdr by itself (and not the associated "Medals and renown.cfg" file, let alone all the other CMM files), I'm not entirely sure of the final result. I'm testing it now. I was hoping someone that might have already done this would wander in here and enlighten us. But no, we're on our own on this one I fear... :hmmm:

The "final result" being, since I'm only using the fatigue model and not all of the other aspects of NYGM CMM, it remains to be seen just how this works out. So far in my testing, so good. But this is but one patrol. What happens over the course of an entire career is another question since NYGM CMM was built around the concept of effecting promotions, medals, renown, morale, experience, exhaustion, etc., etc. Most of which I've dropped so that there would be no interference with Fifi's settings in Steel Coffin. Which are different than NYGM CMM. And I've dropped the use of all of the NYGM CMM files which included changes to the Submarine/NSS_Uboatxx.sim files, the aforementioned Medals and renown.cfg file, and changes to the en_menu.txt file and the 1024 file, plus other files. Many of which altered the various crew stations on the uboat.

Originally, NYGM CMM reduced the crew size for various compartments, so those files I didn't use call for reductions in crew zones and active zone slots, and CMM changes non-use zones to neutral, and also created neutral slots within the used zones. Like the engine room, which only required six crewman (I believe), in CMM and left two slots in that zone neutral. So if one put crew into those two slots, they did not suffer any fatigue. That won't work the way I've done it, those slots are now in use. Those kind of aspects can only be done if one loads the entire NYGM CMM 1.1 mod, and then we're back to interfering with Fifi's settings and potentially creating conflicts.

One main reason I prefer CMM over let's say, Kaa's model, is that NYGM CMM's fatigue model makes the unused zones neutral. Meaning that if one puts extra crewman in the stern torp section, when it is not in use, they do not gain or loose any fatigue. It's a neutral zone now when not in use (turn off auto-load). So extra crew placed there remain as they are fatigue wise. If you see what I mean, where Kaa's fatigue and GWX (at least as I'm testing them), do have some type of effects on the crew in the neutral zones.

Yes, one can avoid that altogether if you reduce your crew size to 39 or less, but most boats did have a 43 man crew. It varied of course, but 43 was a standard VIIC crew manifest historically. Besides, I've spent so many years using NYGM in one fashion or another, I'm now used to the CMM fatigue model and I still like it. Providing this turns out well.

So if I haven't confused you enough, all I'm doing is adding CMM's fatigue model to the SH3 Cmdr option for my use, while being careful not to create any conflicts with what Fifi's setting are geared to accomplish and avoid any conflict glitches in the game.

It's easy to do, just cut and paste the required fatigue section from the CMM file "Crew fatigue models.cfg", at the bottom of it and starts with "[4] Desc=NYGM CMM", and paste that into your SH3 Cmdr /Cfg/Crew fatigue models.cfg file (at the bottom of it), and change the [4] number to whatever the next number of fatigue models is, might be [5], or [8], depends on how many you have in there. When done, it will then show up in your SH3 Commander options under Game Settings as a fatigue model labled "NYGM CMM". Which I believe infers that the crew in the torp compartments are gaining experience as they suffer fatigue. Not so in neutral zones like diesel compartment when submerged. No fatigue there also means no experience gained there.


That's what I was trying to point out about CMM and it's neutral zones and neutral slots in active zones. They provided a safe spot for extra crew, but at a cost of experience like the bunking compartments except they didn't gain relief in those zones either.



Look at this... :o I been a Swabbie in this here forum since 2009, and I'm only now getting promoted to Watch crewman. Ppfffit!


Should a been at least a Rear Admiral by now... :O:



Oh, forgot. In quick sets of testing CMM's fatigue model with SC v.5, it appears the bow torp compartment is active. Crew stationed there in high seas will incur fatigue at a normal rate even if not in use. The stern torp compartment is also active, but crew suffers a much lighter amount of fatigue when stationed there even when not in use. On the other hand, crew stationed in the diesel engine compartment when submerged, or in the electric engine compartment when surfaced do not suffer any fatigue nor gain any relief. I do not believe that is how CMM intended it so far as the bow torp and stern torp compartments, but as I say not using all their files may produce varying results other than what NYGM intended.


I'll add what I find out as I go along from time to time if anyone else is interested in using CMM's fatigue model with SC. Or be compulsive like me and cast hesitation, if not common sense, to the wind!

Doolar
11-18-23, 01:14 PM
Thanx for the highly detailed response :Kaleun_Cheers:

FUBAR295
11-18-23, 01:31 PM
Bweiss,


Here is the link for your JSGME file for SH3 NYGM Crew Management Mod.


https://www.mediafire.com/file/9wakbzvdzhpzcfi/SHIII+NYGM+Crew+Management+Mod+1.1.7z/file

https://www.mediafire.com/file/jvreoo7oa54dslg/SHIII_NYGM_Crew_Management__Mod_SH3_Cmdr_Files.7z/file



No guarantees, as it loads on my machine with no effort. Hopefully you will not have issues.


Best regards,
FUABR295

fitzcarraldo
11-18-23, 04:45 PM
You will not recognize the MFM ships in next update :D
They look much much better the new way:

https://i.postimg.cc/d3bsHCLv/SH3-Img-17-11-2023-18-26-27-779.jpg

https://i.postimg.cc/NGSjf3bV/SH3-Img-17-11-2023-18-27-43-757.jpg

As example, here the M06X in 2 skins :ping:
All the X models (neutrals) will have no more deck gun & AA empty platform remaining…

:Kaleun_Salute:

Beautiful targets!:Kaleun_Applaud::Kaleun_Applaud:

Many thanks!

Fitzcarraldo :Kaleun_Salute:

bweiss
11-18-23, 05:19 PM
Bweiss,


Here is the link for your JSGME file for SH3 NYGM Crew Management Mod.


https://www.mediafire.com/file/9wakbzvdzhpzcfi/SHIII+NYGM+Crew+Management+Mod+1.1.7z/file

No guarantees, as it loads on my machine with no effort. Hopefully you will not have issues.


Best regards,
FUABR295


Thanks Fubar.



I ran a 4 day test patrol in high seas and overall just using the CMM fatigue model worked okay, as intended as it turns out I was wrong (3rd time since 1953). :oops:


The bow and stern torp compartments are "not" neutral zones in CMM's fatigue model. Just the unused engine compartment. So the torp compartments are as I see in my test, setup just as NYGM stated: Bow Torp Compartment is about 3x times the fatigue of the stern.




From the NYGM Readme for CMM 1.1:

"1. In general this mod is designed for two watch sections (port and starboard), however it's based on an 18 hour model (at full morale) so the crew won't get too tired. Crew members will tire faster in the engine rooms and bridge, and the bridge will tire faster in poor weather. Crew members in the bow torpedo room will tire 3x faster than any other compartment, though this compartment isn't normally manned. Keep this in mind when submerging though because it is the default location for the bridge crew. The engine room not in use is a "neutral zone". This means crew members will not recover efficiency in this room, but also will not lose it.
Quirk: Avoid putting seamen in the neutal zone. Any time you save the patrol, or exit and save, seamen in the neutral zone will be moved into the active engine room. This is a SH3 behavior I haven't figured out how to turn off. I'm not even sure turning it off is a good idea. You can avoid this quirk two ways: only put warrant officers without a machinist badge in the neutral zone (such as the medic) or put seamen/warrant officers in the stern torpedo room. Crew members occupying unintended slots will be outlined in blue and have a red circle & slash designation. These crew members should be moved to another slot or compartment."


The larger question hangs in the room. What happens to morale and health over the long haul just using CMM's fatigue model and not the rest of the mod?


The hoped for answer is, Fifi's settings take the place of the other CMM settings regarding those aspects for promotions, medals, morale, and exhaustion/health, and everything works out just dandy. The elephant in the room is; will that work out as intended over the course of an entire career or long patrol?


Unfortunately I do not possess the knowledge to know what all the settings in the CMM fatigue model crew config files mean, or change. So comparing them with other fatigue models is useless for me. All I can see is that CMM's fatigue model for SH3 Cmdr insertion is far larger than say Kaa or GWX, et al. So NYGM has a whole lot of something in there that's different.

It would appear that regardless of my desire not to, I'm a gonna have to take S3D seriously and figure out how to use it, and at least see what Fifi and CMM have in common or not, in those pesky Submarine sim files. The rest of CMM I think could be made to work with SC, but it would mean changing what Fifi's 10,000 foot level approach to career promotions/medals, etc, are. Yeah, back to that.


Don't know I'm up for that. Maybe after I get to know SC a bit better and how it works over the long haul. For now, I'm just going to use the CMM fatigue model via SH3 Cmdr. It will take a long combat patrol of weeks to months to see what ultimately happens to morale, health, and renown, etc., running the CMM fatigue model in this way. Otherwise I'm going to tread lightly on changing any of Fifi's settings. I'm tired of my past experienced in having to chase down a gazillion conflicts and fix them by adding so may mods over top of each other. You end up spending your time fixing the game instead of enjoying it.


Wow, thanks to Fifi's Steel Coffin I've written more stuff in here in a couple days than the last 14 years. It's a banner year. I even got promoted... will make Admiral yet, you'll see. :salute:

FUBAR295
11-18-23, 08:20 PM
Thanks Fubar.



I ran a 4 day test patrol in high seas and overall just using the CMM fatigue model worked okay, as intended as it turns out I was wrong (3rd time since 1953). :oops:


:salute:


Glad it worked for you out of the box. :up: Getting the menu_1028_768 to work was the hard part.:D

FUBAR295
11-18-23, 11:42 PM
Forgot to add to SH3 Cmdr files for the NYGM Crew Management so here are the links again :


https://www.mediafire.com/file/9wakbzvdzhpzcfi/SHIII_NYGM_Crew_Management_Mod_1.1.7z/file



https://www.mediafire.com/file/jvreoo7oa54dslg/SHIII_NYGM_Crew_Management__Mod_SH3_Cmdr_Files.7z/file


Good hunting,
FUBAR295

Fifi
11-23-23, 10:40 AM
Just finished the new M12B :ping:

https://i.postimg.cc/Rh5yKN6d/SH3-Img-23-11-2023-16-37-5-952.jpg

https://i.postimg.cc/JnBSsbnt/SH3-Img-23-11-2023-16-34-42-647.jpg

https://i.postimg.cc/wMXPVgDp/SH3-Img-23-11-2023-16-35-27-569.jpg

:Kaleun_Salute:

fitzcarraldo
11-24-23, 01:01 PM
Just finished the new M12B :ping:



:Kaleun_Salute:


It looks very nice. :Kaleun_Applaud::Kaleun_Applaud:

Question: with the hardcore vanilla GUI, I don´t have the "help" of the WO. Is there some way to activate /restore it? I like to play with manual targeting, but attacking great convoys I like to call my WO and request some little help...:03:

Mnay thanks for the work!

Fitzcarraldo :Kaleun_Salute:

bweiss
11-24-23, 03:08 PM
It looks very nice. :Kaleun_Applaud::Kaleun_Applaud:

Question: with the hardcore vanilla GUI, I don´t have the "help" of the WO. Is there some way to activate /restore it? I like to play with manual targeting, but attacking great convoys I like to call my WO and request some little help...:03:

Mnay thanks for the work!

Fitzcarraldo :Kaleun_Salute:


Oh, oh, I get to help somebody. If you select manual targeting in the difficulty settings, and uncheck the "No WO Assistance", or something on that order, then you get the speed, range, and AOB, course all input automatically, but he won't give you the specifics on screen. It's input to the TC by the WO, and the WO also won't give target type or range on screen. Otherwise you get a pretty accurate shot. It also changes some things if you're using the single contact ability. I use it, but limit it to 10 km range, and these settings will block out the type/name of the ship, and just show the NE/NW/SE/etc., direction and the little black box. No ID.

There is also a modifier out there somewhere to dummy down the WO's estimates on range, course, speed and AOB when you set things to use Manual targeting, but allow the WO to assist, so as to not make it too easy but still allow the WO to assist. There were different percentages of accuracy for which one could modify files to their liking but I forget the name of the mod, (dunno if Fifi used it in this). I don't use manual targeting.



Now, I need help from someone. Anyone know how to disable the current SC5 "N" key? It's from the mod that gives the Max/Min 128 speed which has become popular, but I don't use it and it creates issues for me when like I try to save a patrol file and use the name ANxx, or anything with an "n" in it. Soon as I hit the N key even when saving the game, it pops up a message that I've entered the 128 zone, and if I return to the game without saving, or when I reload it, I'm doing 128 Mph. Cops don't like that.

Caused me to hit bottom in shallow water other day. :oops:


Someone please tell me how to disable the N key 128 Max/Min setting/



Thanks, :salute:

Doolar
11-24-23, 08:52 PM
This is justa guess, I don't use the function but you might have depressed the Shift key or Ctrl key. Maybe even the Caps Lock is on.

From the Read Me:

Shift+N X128 (Blocked)
Ctrl+N X128 (Unblocked)

Just a shot in the dark ... Jerry

bweiss
11-25-23, 10:05 AM
This is justa guess, I don't use the function but you might have depressed the Shift key or Ctrl key. Maybe even the Caps Lock is on.

From the Read Me:

Shift+N X128 (Blocked)
Ctrl+N X128 (Unblocked)

Just a shot in the dark ... Jerry


I think you're right. I read that you quoted above on the F1 key last night and dawned on me that the Save Patrol function operates in lower case and upper case keys. I usually save patrol files with the grid number first, like AN370110, so I know the grid and the day and month of the save.


I guess so as long as I don't use the upper case "N", I'm okay. Pffft.


Would still like to disable it. I'll have to track down that mod that originally hosted this idea, and see what they did so I can safely remove it. I don't want to hose up the key sets guessing at it.


Anyone remember the name of that mod? The 128 min/max setting mod that is, or did that pop out of one of the Super mods?

Fifi
11-25-23, 01:48 PM
Anyone remember the name of that mod? The 128 min/max setting mod that is, or did that pop out of one of the Super mods?

The shift+N x128 feature is from Hsie option selector (Stiebler part, from memory)

:Kaleun_Salute:

bweiss
11-25-23, 02:02 PM
The shift+N x128 feature is from Hsie option selector (Stiebler part, from memory)

:Kaleun_Salute:


Ah thanks Fifi, you da man. Well I'll have to wait till I feel like messing with Stieble's selector at some point. It's a nice idea, but gets in the way when saving a patrol, well if one uses a capital "N" in the save ID.

I still think it did it when I hit lower case "n". Haven't tried it since that one time.


Oh, and I found out (no one told me...), that Danish merchants are neutral. Yes I know they were a protectorate of Germany in real life. 5th SS Pzr, "Wiking" Division among others were recruited there. But, the conn flag chart shows Denmark as an enemy (Allied), during the war.


So I ran across one in AO78 on my test run of U-570 (A boat history which is a strange war story if ever there was one). The rain was heavy with thick sea mist that kept the Tramp almost invisible until I nearly ran over her, spotted it at 1000 meters. She was an armed Tramp, crew at her guns, I figured her for a blockade runner. Don't think she ever saw me on the surface. Her crew never fired a shot. (First clue I missed). So I put two fish into her and split her in two. I kept checking the flaggen chart, and it kept telling me it was an enemy ship, even though I knew it really wasn't. What a show! Watching this thing getting hit with the first fish was beautiful, then the after explosions, fires, all manner of stuff blowing up in the air. Nice.

All proud of meself I radio Doenitz thinking I'd get a big cigar when back in port, instead I get a radio response telling me to stop sinking neutral ships.


So is this like Norwegian ships? Where they are neutral when sailing on their own, but considered an enemy ship when in an Allied convoy? I guess so from that experience.

War is so confusing. :timeout:

fitzcarraldo
11-25-23, 04:03 PM
Oh, oh, I get to help somebody. If you select manual targeting in the difficulty settings, and uncheck the "No WO Assistance", or something on that order, then you get the speed, range, and AOB, course all input automatically, but he won't give you the specifics on screen. It's input to the TC by the WO, and the WO also won't give target type or range on screen. Otherwise you get a pretty accurate shot. It also changes some things if you're using the single contact ability. I use it, but limit it to 10 km range, and these settings will block out the type/name of the ship, and just show the NE/NW/SE/etc., direction and the little black box. No ID.

There is also a modifier out there somewhere to dummy down the WO's estimates on range, course, speed and AOB when you set things to use Manual targeting, but allow the WO to assist, so as to not make it too easy but still allow the WO to assist. There were different percentages of accuracy for which one could modify files to their liking but I forget the name of the mod, (dunno if Fifi used it in this). I don't use manual targeting.



Now, I need help from someone. Anyone know how to disable the current SC5 "N" key? It's from the mod that gives the Max/Min 128 speed which has become popular, but I don't use it and it creates issues for me when like I try to save a patrol file and use the name ANxx, or anything with an "n" in it. Soon as I hit the N key even when saving the game, it pops up a message that I've entered the 128 zone, and if I return to the game without saving, or when I reload it, I'm doing 128 Mph. Cops don't like that.

Caused me to hit bottom in shallow water other day.


Someone please tell me how to disable the N key 128 Max/Min setting/

This is justa guess, I don't use the function but you might have depressed the Shift key or Ctrl key. Maybe even the Caps Lock is on.

From the Read Me:

Shift+N X128 (Blocked)
Ctrl+N X128 (Unblocked)

Just a shot in the dark ... Jerry


The shift+N x128 feature is from Hsie option selector (Stiebler part, from memory)



Many thanks for all the help. I´ll try it now.

Best regards.

Fitzcarraldo :Kaleun_Salute:

Rod999
11-27-23, 02:48 AM
Reshade
This mod looks great, but for those interested in tweaking the visuals even more here is a video explaining how to get Reshade running in SH3 with widescreen mod. Works like a charm. I added some common parameters useful for older games, tuned them to my liking and the sim looks fantastic. No CTD so far. Note: The poster of the video uses Reshade for better night view. I am not using his tweak. My purpose of using Reshade is a general improvement of the sim's look.
https://youtu.be/mzFQQcNwcrc
:Kaleun_Salute:

Fifi
11-27-23, 05:51 AM
https://i.postimg.cc/bvWqJLp3/SH3-Img-27-11-2023-11-44-4-839.jpg

:Kaleun_Cheers:

fitzcarraldo
11-27-23, 06:33 AM
:Kaleun_Cheers:

Very nice! :Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

Fifi
12-01-23, 05:16 AM
M17B finished in 2 skins

https://i.postimg.cc/wMZ8R7WR/SH3-Img-1-12-2023-11-11-16-828.jpg

https://i.postimg.cc/8k0V001k/SH3-Img-1-12-2023-11-13-22-586.jpg

:Kaleun_Salute:

GrenSo
12-01-23, 05:43 AM
:Kaleun_Applaud:

fitzcarraldo
12-01-23, 07:28 AM
Awesome. Many thanks!

Fitzcarraldo :salute:

FUBAR295
12-01-23, 09:01 AM
Looking good my friend. :up:

bweiss
12-04-23, 09:32 AM
Wow, beautiful new models.



:Kaleun_Salute:

rik007
12-04-23, 03:30 PM
They look great Fifi! :Kaleun_Cheers:

bweiss
12-06-23, 02:47 PM
Crikey! Those nice looking Abnenerbe skins from Onealex, and the ones that weren't included in Onealex, (VIIC Skins 6, 7, and 8), separately dl'd, really chew up the FPS.It's not so noticeable at sea, but in port sitting at dock it drops around 20-25 FPS.

Fifi has done a masterful job of increasing FPS by among other things, reducing graphic and sound file size loads. The crew uniforms were cut in half, (1024x1024 halved), so you can change them just fine, but one needs to follow Fifi's method of reducing the size. They look great and help the FPS. Don't know what all graphics he reduced throughout the game, but the crew uniforms can really chew up FPS. The bigger they are the more they use. It didn't occur to me that the sub skins worked the same (duh). And so do the sound files. I tried to replace Fifi's "amb_SubmarineInterior.wav" with an old favorite of mine thats 141mb (Fifi's is like 27mb), and that also chewed into my FPS. I went back to Fifi's file.

The Fifi default skin, at least for the VIIC, does not use an inordinate amount of FPS. This is an unfortunate circumstance as the Onealex Abnenerbe skins are beautiful. Would really like to use those. So now my question is; how's come the default VIIC skin doesn't have the same effect? Or, put another way, why do the other skins from Onealex and Abnenerbe really kill my FPS? And I figure if they do that in port, they will also do it in the midst of a convoy. Since I don't like surprises, I'll just stick with the Fifi default VIIC skin (which is beautiful in it's own right).

Wonder what happens if one does a 1024x768 halved of the boat skin graphic files? Can that even be done? Gonna give that a shot, see what happens.

...it's always the lil things. :wah:

iambecomelife
12-06-23, 03:32 PM
Wow, my old modded merchants are still being seen here and there lol! I appreciate the interest, nice work. They are quite ancient, over 10 yrs mostly, so I look forward to retiring them in the coming years.....but good job on the old girls! :) This will be their last "hurrah" before much more advanced ships take their place. Regarding frame rates, I also look forward to seeing what can be tweaked to improve performance; I get excellent framerates for SH4 on an old PC so I think lots can be done with the various DATs and TGA's cluttering SH3.:Kaleun_Applaud:

bweiss
12-06-23, 04:07 PM
Well, my idea worked for me. I'm also using an older but gooder rig with a GTX 980. Does pretty well, but is showing it's age.

Yeah, so if FPS is an issue with the nice Abnenerbe boat skins, try using IrFan View or something and just reduce the boat skin graphic file size. I just picked 1024x768 cause it's easier in Irfan View to do it that way for me anyway, then pushed the half button, save and presto.

That bumped up my in-dock FPS by 30 something. In nice weather sitting listening to the band at berth in Lorient gets me 58ish FPS, using Abnenerbe skin 8, w/reduced size and all the original graphic files (guns, conn, etc). There's a slight loss of granular detail, but not enough to bother me. Beauty's in the eye of the beholder. But the boat is still a beauty and FPS is schmoove. :up:


Re-did the reduction in a 1024x1024 halved, and that turns out much better. More granular detail and same FPS savings.

Fifi
12-07-23, 03:26 AM
Love this one in its 2 skins :ping:

https://i.postimg.cc/qqyXDYfH/SH3-Img-7-12-2023-9-20-53-497.jpg

https://i.postimg.cc/05wfN6zX/SH3-Img-7-12-2023-9-22-26-646.jpg

:Kaleun_Salute:

fitzcarraldo
12-07-23, 11:31 AM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Superbe.

It would be nice to have an Olympic Class and Queen Mary with camo/greyish skin. :Kaleun_Wink:

Many thanks FiFi!

Fitzcarraldo :Kaleun_Salute:

Fifi
12-07-23, 01:10 PM
Wow, my old modded merchants are still being seen here and there lol! I appreciate the interest, nice work. They are quite ancient, over 10 yrs mostly, so I look forward to retiring them in the coming years.....but good job on the old girls! :) This will be their last "hurrah" before much more advanced ships take their place. Regarding frame rates, I also look forward to seeing what can be tweaked to improve performance; I get excellent framerates for SH4 on an old PC so I think lots can be done with the various DATs and TGA's cluttering SH3.:Kaleun_Applaud:

Is it you who made them? … yes they are old and full of unnecessary 3D polygons, seems they are left over…also seems they were made of plenty 3D elements stacked over each other :doh:
Furthermore had to adjust many textures that were quite off…

Huge work to dive into the heart of those boats … only 1 or 2 done per day!
Still a lot waiting for correction … you’ll have to be patient for next update!
But that’s interesting and I learned a lot using 3D application :)

Edit: had to delete some (very few fortunately) because my application detected bad saves, and was unable to modify them.

:Kaleun_Salute:

Fifi
12-07-23, 01:19 PM
It seems with last update, few destroyers takes fire in very bad weather …

If you notice this, could you take picture of the culprit, so I can correct it … there are so many models… thanks in advance!
(And thanks to Greenso who started sending me a DD Hunt)

:Kaleun_Salute:

Dieselglock
12-07-23, 01:30 PM
It seems with last update, few destroyers takes fire in very bad weather …

If you notice this, could you take picture of the culprit, so I can correct it … there are so many models… thanks in advance!
(And thanks to Greenso who started sending me a DD Hunt)

:Kaleun_Salute:


Not sure if you got the image from the PM. Just in case here it is again.


https://imagizer.imageshack.com/v2/800x600q70/924/I13jcE.png


:Kaleun_Salute:

Fifi
12-07-23, 03:52 PM
Not sure if you got the image from the PM. Just in case here it is again.


https://imagizer.imageshack.com/v2/800x600q70/924/I13jcE.png


:Kaleun_Salute:

Yes sorry… it was you, not Greenso…

:Kaleun_Salute:

FUBAR295
12-07-23, 11:23 PM
If anyone is interested, I have worked up skins for Types II, VII and IX which have a new paint look, no rust. :D I am not a big fan of rusty Uboats. :03:


Below are a couple screen shots of the Type IX :



https://i.ibb.co/h8p5Gsc/sh3-2023-12-07-20-53-41-51.jpg


https://i.ibb.co/826JHpt/sh3-2023-12-07-20-53-14-53.jpg

The mod is available here :


https://www.mediafire.com/file/bqtdzwql904rybd/NYGM_Tonnage_War_Enhanced_New_Paint_Uboat_Skin_Mod s.7z/file



These skins will only work in Fifi's NYGM Steel Coffin Editions. Have fun, enjoy! :salute:


Good hunting,
FUBAR295

Dieselglock
12-07-23, 11:35 PM
If anyone is interested, I have worked up skins for Types II, VII and IX which have a new paint look, no rust. :D I am not a big fan of rusty Uboats. :03:


Below are a couple screen shots of the Type IX :



https://i.ibb.co/h8p5Gsc/sh3-2023-12-07-20-53-41-51.jpg


https://i.ibb.co/826JHpt/sh3-2023-12-07-20-53-14-53.jpg

The mod is available here :


https://www.mediafire.com/file/bqtdzwql904rybd/NYGM_Tonnage_War_Enhanced_New_Paint_Uboat_Skin_Mod s.7z/file



These skins will only work in Fifi's NYGM Steel Coffin Editions. Have fun, enjoy! :salute:


Good hunting,
FUBAR295

Awesome thank you

Silentmauri89
12-08-23, 08:00 AM
Hi everyone, I am having issue with the radar use.
Even tough I use the necessary mod for the radar, i get the "radar destroyed message". The issue arises only with the Fumo 30 - fumo 29 works perfectly.

fitzcarraldo
12-08-23, 08:33 AM
If anyone is interested, I have worked up skins for Types II, VII and IX which have a new paint look, no rust. :D I am not a big fan of rusty Uboats. :03:


Below are a couple screen shots of the Type IX :



https://i.ibb.co/h8p5Gsc/sh3-2023-12-07-20-53-41-51.jpg


https://i.ibb.co/826JHpt/sh3-2023-12-07-20-53-14-53.jpg

The mod is available here :


https://www.mediafire.com/file/bqtdzwql904rybd/NYGM_Tonnage_War_Enhanced_New_Paint_Uboat_Skin_Mod s.7z/file



These skins will only work in Fifi's NYGM Steel Coffin Editions. Have fun, enjoy! :salute:


Good hunting,
FUBAR295

Mnay thanks! Nice for starting a 1939 campaign.

Regards.

Fitzcarraldo :Kaleun_Salute:

Fifi
12-08-23, 12:21 PM
Last model done, the M26B...(didn't show you all ones)

https://i.postimg.cc/fbM6xK4c/SH3-Img-8-12-2023-18-16-25-584.jpg

https://i.postimg.cc/SKVHVMqw/SH3-Img-8-12-2023-18-16-2-570.jpg

https://i.postimg.cc/Z5zkqmVD/SH3-Img-8-12-2023-18-15-24-772.jpg

https://i.postimg.cc/13GknddR/SH3-Img-8-12-2023-18-16-59-140.jpg

:Kaleun_Salute:

FUBAR295
12-08-23, 12:31 PM
Nice work! :yeah:

iambecomelife
12-08-23, 07:40 PM
Is it you who made them? … yes they are old and full of unnecessary 3D polygons, seems they are left over…also seems they were made of plenty 3D elements stacked over each other :doh:
Furthermore had to adjust many textures that were quite off…

Huge work to dive into the heart of those boats … only 1 or 2 done per day!
Still a lot waiting for correction … you’ll have to be patient for next update!
But that’s interesting and I learned a lot using 3D application :)

Edit: had to delete some (very few fortunately) because my application detected bad saves, and was unable to modify them.

:Kaleun_Salute:

I was a bit younger then and my modding methods were a bit crude.... maybe they still are lol...😆 Lots of trial and error and weird work arounds...but fun times over 10 years ago.

Dieselglock
12-12-23, 01:01 AM
Not sure if you got the image from the PM. Just in case here it is again.


https://imagizer.imageshack.com/v2/800x600q70/924/I13jcE.png


:Kaleun_Salute:

Here are another 2 destroyers on fire.

https://imagizer.imageshack.com/v2/800x600q70/924/tdNjSE.png (https://imageshack.com/i/potdNjSEp)

Fifi
12-12-23, 02:00 AM
Thank you Diesel :up:
Again Hunt class… seems the only giving trouble with fire.
Will be corrected next update.

:Kaleun_Salute:

Fifi
12-12-23, 06:34 AM
Last one done:

https://i.postimg.cc/MTqHX0R8/SH3-Img-12-12-2023-12-31-55-983.jpg

https://i.postimg.cc/3R1RGyC0/SH3-Img-12-12-2023-12-32-46-539.jpg

:Kaleun_Salute:

Dieselglock
12-12-23, 07:58 AM
Thank you Diesel :up:
Again Hunt class… seems the only giving trouble with fire.
Will be corrected next update.

:Kaleun_Salute:

Yes only Hunt class. I have seen the effect even with the wind at 7.

Dieselglock
12-12-23, 08:00 AM
Last one done:

https://i.postimg.cc/MTqHX0R8/SH3-Img-12-12-2023-12-31-55-983.jpg

https://i.postimg.cc/3R1RGyC0/SH3-Img-12-12-2023-12-32-46-539.jpg

:Kaleun_Salute:

Nice work FIFI :Kaleun_Applaud:

Fifi
12-13-23, 01:16 PM
Today's M31B finished in its 2 suits :ping:

https://i.postimg.cc/YC840Yf4/SH3-Img-13-12-2023-19-13-5-207.jpg

https://i.postimg.cc/7LWfM4Rw/SH3-Img-13-12-2023-19-13-59-219.jpg

:Kaleun_Cheers:

Fifi
12-17-23, 01:12 PM
Finished the new Empire ship model :up:
Here with its late war marchandise...

https://i.postimg.cc/jq3Cxb1c/SH3-Img-17-12-2023-19-9-8-800.jpg

https://i.postimg.cc/gj70NVhQ/SH3-Img-17-12-2023-19-8-21-467.jpg

:Kaleun_Salute:

Mister_M
12-17-23, 05:14 PM
Pretty work! :up:

fitzcarraldo
12-18-23, 09:01 AM
Waiting the next update...:Kaleun_Wink:

Many thanks!

Fitzcarraldo :Kaleun_Salute:

Fifi
12-19-23, 05:01 AM
Built this one from Nagara in replacement of M38B that couldn't be reworked (3D model porked)

https://i.postimg.cc/63rTk4Zw/SH3-Img-19-12-2023-10-16-6-308.jpg

https://i.postimg.cc/mZ3FqJ3M/SH3-Img-19-12-2023-10-15-31-241.jpg

Still some time to go for next update...all the MFM tankers to rework!

:Kaleun_Salute:

FUBAR295
12-19-23, 07:55 AM
Very nice targets there! :yeah: Looking good.:yep:

Fifi
12-21-23, 03:02 AM
New nice target available: O01B type :ping:

https://i.postimg.cc/bYK7t4ML/SH3-Img-21-12-2023-8-51-21-815.jpg

:Kaleun_Salute:

fitzcarraldo
12-21-23, 07:59 AM
I could spend three eels in that beautiful ship...

Many thanks!

Fitzcarraldo :salute:

bweiss
12-21-23, 09:20 AM
Beautiful O01B type Fifi.



:Kaleun_Applaud:

VonDos
12-21-23, 09:57 AM
New nice target available: O01B type :ping:

https://i.postimg.cc/bYK7t4ML/SH3-Img-21-12-2023-8-51-21-815.jpg

:Kaleun_Salute:

Really well done reworks!

:salute:

Best regards,
Vd

Fifi
12-22-23, 09:43 AM
Thank you guys, and it's an honor from VonDos himself! :yeah:

Last cargo done before starting tankers:

https://i.postimg.cc/c4HnbvJT/SH3-Img-22-12-2023-15-36-34-320.jpg

https://i.postimg.cc/mk6tsSrj/SH3-Img-22-12-2023-15-37-36-498.jpg

Here the small SO3A in its 2 suits.

:Kaleun_Salute:

FUBAR295
12-22-23, 09:58 AM
So much better looking than the original. :Kaleun_Salute:
Thank you!

Kal_Maximus_U669
12-22-23, 07:41 PM
:Kaleun_Wink:a big blue thumb...
Mes meilleurs salutation..Master..vos creations un travaille d'orfèvre..:yeah:
https://64.media.tumblr.com/2d551ecfab2be25889de2311af201b98/fea7138a30e95ac4-92/s540x810/cd0add115294a306824eed1d414ce07bd646d3dd.gif

Tabris
12-23-23, 04:00 AM
I've only just gotten this mega-mod installed, and I'm really liking what I'm seeing so far! Thanks to Fifi et al for all the hard work. I have yet to go out on patrol as I've never done manual targeting before and I need to learn it first. I've been trying to work out the system in a controlled environment. It isn't going well.

How on earth does manual ranging work??? I've tried both DGUI and ARB as included with Steel Coffins Edition and most of the time, the RAOBF tool is just...wrong? Here is my process for learning/testing it:

1) Target ships in port while the boat and targets are stationary
2) ask the Weapons Officer for target ID and a solution (using lower difficulty settings for this so the WE can be exact and to give us God's-eye view, but Manual Targeting is turned on as always) and/or check the target's range on the Nav map or TDC screen
3) check the RAOBF to see if I'm understanding it correctly, working "backwards" basically

Most of the time, when I match up the target's range and mast height on the "outer ring," it's just slightly off. i.e. the "inner ring" shows 1.7 but when I look at the target I see 1.4. Sometimes it's just completely wrong, like the RAOBF indicating 4.0 when with my eyes I'm seeing 6.0. Sometimes it's exactly right, but I get the feeling if the crosshair isn't calibrated, the "correct" answers are flukes anyway.

I've checked the various reticles available to me as they're all on a different scale and found that the red crosshair that pops up when you open the RAOBF is the least inaccurate compared to the values in the scope itself or in the UZO.

I'm not assuming there's something wrong with the mod itself - perhaps my installation of course though it seemed simple enough - rather I think I'm just missing something. Possibilities:
- This whole system is supposed to be inaccurate, as it's simulating a series of estimations based on guesses in a historical context
- Some or most ships in the recognition manual don't have correct mast heights (again, on purpose)

It's shockingly difficult to find discussion on this matter. Lots of very detailed instructional guides on calculating AOB and speed, which are assuming you have the range already, but the range is the only problem I'm having! I viewed the instructional videos found in "OLC's Video Tutorials" https://www.subsim.com/radioroom/downloads.php?do=file&id=1112 which make the RAOBF sound like a pretty accurate and foolproof tool, but I know we're talking about different mods here. I appreciate any advice anyone can give.

- Tabris

Grauwulf33333
12-23-23, 05:44 AM
Awesome mod:Kaleun_Applaud: Have one question; how do you access the interior (machineroom, torpedoroom) ? I tried shift h, but it only open the radioroom hatch.

Rod999
12-23-23, 07:15 AM
I've only just gotten this mega-mod installed, and I'm really liking what I'm seeing so far! Thanks to Fifi et al for all the hard work. I have yet to go out on patrol as I've never done manual targeting before and I need to learn it first. I've been trying to work out the system in a controlled environment. It isn't going well.

How on earth does manual ranging work??? I've tried both DGUI and ARB as included with Steel Coffins Edition and most of the time, the RAOBF tool is just...wrong? Here is my process for learning/testing it:

1) Target ships in port while the boat and targets are stationary
2) ask the Weapons Officer for target ID and a solution (using lower difficulty settings for this so the WE can be exact and to give us God's-eye view, but Manual Targeting is turned on as always) and/or check the target's range on the Nav map or TDC screen
3) check the RAOBF to see if I'm understanding it correctly, working "backwards" basically

Most of the time, when I match up the target's range and mast height on the "outer ring," it's just slightly off. i.e. the "inner ring" shows 1.7 but when I look at the target I see 1.4. Sometimes it's just completely wrong, like the RAOBF indicating 4.0 when with my eyes I'm seeing 6.0. Sometimes it's exactly right, but I get the feeling if the crosshair isn't calibrated, the "correct" answers are flukes anyway.

I've checked the various reticles available to me as they're all on a different scale and found that the red crosshair that pops up when you open the RAOBF is the least inaccurate compared to the values in the scope itself or in the UZO.

I'm not assuming there's something wrong with the mod itself - perhaps my installation of course though it seemed simple enough - rather I think I'm just missing something. Possibilities:
- This whole system is supposed to be inaccurate, as it's simulating a series of estimations based on guesses in a historical context
- Some or most ships in the recognition manual don't have correct mast heights (again, on purpose)

It's shockingly difficult to find discussion on this matter. Lots of very detailed instructional guides on calculating AOB and speed, which are assuming you have the range already, but the range is the only problem I'm having! I viewed the instructional videos found in "OLC's Video Tutorials" https://www.subsim.com/radioroom/downloads.php?do=file&id=1112 which make the RAOBF sound like a pretty accurate and foolproof tool, but I know we're talking about different mods here. I appreciate any advice anyone can give.

- Tabris

I think the RAOBF was not used in WW2 or just at the beginning. Please, somebody correct me if I am wrong. Nevertheless, if you use it, be aware that Fifi's mod comes with inaccurate range estimations for WatchOfficer and Weapons Officer already activated (V16B1 Patch). So, that might be one reason why you are getting different results, when checking "backwards". I have been using the RAOBF myself sometimes and it seemed to work just fine, but I can't assure you that there won't be any flaw. Maybe somebody more experienced here in this forum can give you a better answer on that. Apart from that, a correct range estimation is not that important in setting up the TDC.
:Kaleun_Salute:

FUBAR295
12-23-23, 09:09 AM
Awesome mod:Kaleun_Applaud: Have one question; how do you access the interior (machineroom, torpedoroom) ? I tried shift h, but it only open the radioroom hatch.




If you are in a Type IX, there is no access to the aft compartments. Only Type VII can you access the whole interior fore and aft. :up:

Fifi
12-23-23, 11:45 AM
HAPPY XMAS TO ALL, AND STAY SAFE FOR THE NEW YEAR COMING! (from the AK03 somewhere in the virtual seas)

https://i.postimg.cc/brPXbck6/SH3-Img-23-12-2023-17-7-19-630.jpg

https://i.postimg.cc/vH3R1KBz/SH3-Img-23-12-2023-17-8-9-890.jpg

:Kaleun_Cheers: (with moderation)
:Kaleun_Salute:

Grauwulf33333
12-23-23, 01:02 PM
If you are in a Type IX, there is no access to the aft compartments. Only Type VII can you access the whole interior fore and aft. :up:

Thanks for the quick reply!...I'm in a VII... Is shift H the 'magical' opening?

My setup; NYGM enhanced Steel Coffin edition V5 with ARB widegui V 0.4.
Already did several reinstalls, without succes. Followed the install instructions to the letter. The mod would be perfect with the interior added...:yep:

Fifi
12-23-23, 01:13 PM
Thanks for the quick reply!...I'm in a VII... Is shift H the 'magical' opening?

My setup; NYGM enhanced Steel Coffin edition V5 with ARB widegui V 0.4.
Already did several reinstalls, without succes. Followed the install instructions to the letter. The mod would be perfect with the interior added...:yep:

If you are asking for full interior, there is no full interior in NYGM from long time now. Way too much performance hit, and there is no chance that I will add it back.
The shortcuts are visible in the readme pdf, and when hitting F1 :03:

:Kaleun_Salute:

yagura
12-23-23, 01:55 PM
How on earth does manual ranging work???

As far as I know there have been errors in mast height data etc. in the recognition manual. I do not know if they have been fixed.

Regardless, I do not use the manual, except for special ships (e.g. well-known warships.) Mainly this is for historical accuracy, as it would have been very difficult to get good data on the vast amount of different ships etc. The captain would just see "a ship" in the periscope and would not really know what type it is, how large it is exactly and so on.

I estimate the mast height (some example defaults I use for different ship types: destroyers 20m, medium cargo ships 30m, large cargo ships 40m+) and compare that to how many vertical tick marks it is in height visually. I have created an attack table to compare these values according to the zoom level of the periscope to estimate the target range. The attack table I use is similar to the SH5 table attached to this message (NOT intended for SH3 use!) but I do not know where the original file is. I can not do it at this very moment, but later on I can recreate the attack table I use for DGUI (I do not remember how accurately it works for ARB.) It is not perfect but has served me well, and also when you are close to the target and/or not shooting a torpedo that has to turn too much the range to target is not too imporant to judge accurately. :up:

I also estimate the target length for speed readings. You can similarly use visual estimations for RAOBF usage.

Grauwulf33333
12-23-23, 02:53 PM
If you are asking for full interior, there is no full interior in NYGM from long time now. Way too much performance hit, and there is no chance that I will add it back.
The shortcuts are visible in the readme pdf, and when hitting F1 :03:

:Kaleun_Salute:

Thanks for clearing that up.
This is the youtube play where the interior is presented as part of the mod-config;

https://www.youtube.com/watch?v=9bVGheEJwhc

Like to know the mod that is used, and if performance is bad (agree, that's likely...), I will remove it.

Anyway, must say that this mod config is one of the best I encountered in my subsim career, since silent service....:Kaleun_Thumbs_Up:

Tabris
12-23-23, 04:07 PM
I think the RAOBF was not used in WW2 or just at the beginning. Please, somebody correct me if I am wrong.

no, I've heard that too, I think you're right, but I'll use whatever tools are built into the mod. It's more realistic than the stadiometer anyway.

I estimate the mast height (some example defaults I use for different ship types: destroyers 20m, medium cargo ships 30m, large cargo ships 40m+)

thanks, I guess that's how I'll do it moving forward, might as well just get out there and see how it goes.

(I do not remember how accurately it works for ARB.)

Like I said I did try both mods, and could not see any difference between the scale of the crosshair markings at all. If someone can say for sure that they're different, I'd be eager to hear it! There's a lot I like about DGUI but I'm really not a fan of how it handles the maneuvering instruments.

Rod999
12-24-23, 03:59 AM
[QUOTE=Tabris;2896678]no, I've heard that too, I think you're right, but I'll use whatever tools are built into the mod. It's more realistic than the stadiometer anyway.

I don't think there is any stadimeter in this mod anyway. There are other historically more accurate firing methods you might want to look into, the "Ausdampfverfahren" and "Auswanderungsverfahren", very well explained at https://www.subsim.com/radioroom/showthread.php?t=222377 and several Youtube videos.

Aktungbby
12-24-23, 04:31 AM
Grauwulf33333!:Kaleun_Salute:

Grauwulf33333
12-24-23, 08:13 AM
Grauwulf33333!:Kaleun_Salute:

Jawohl Herr Kaleun!:Kaleun_Salute:

fitzcarraldo
12-24-23, 09:09 AM
HAPPY XMAS TO ALL, AND STAY SAFE FOR THE NEW YEAR COMING! (from the AK03 somewhere in the virtual seas)

https://i.postimg.cc/brPXbck6/SH3-Img-23-12-2023-17-7-19-630.jpg

https://i.postimg.cc/vH3R1KBz/SH3-Img-23-12-2023-17-8-9-890.jpg

:Kaleun_Cheers: (with moderation)
:Kaleun_Salute:

Merry Christmas FiFi and many thanks for all the work of this year!

The best for 2024.

Fitzcarraldo :Kaleun_Salute:

Rod999
12-24-23, 11:01 AM
HAPPY XMAS TO ALL, AND STAY SAFE FOR THE NEW YEAR COMING! (from the AK03 somewhere in the virtual seas)

https://i.postimg.cc/brPXbck6/SH3-Img-23-12-2023-17-7-19-630.jpg

https://i.postimg.cc/vH3R1KBz/SH3-Img-23-12-2023-17-8-9-890.jpg

:Kaleun_Cheers: (with moderation)
:Kaleun_Salute:

Same to you, Fifi! Can't wait for the next update. Absolutely amazing work! All the best for the New Year!
Rod:Kaleun_Cheers:

bweiss
12-24-23, 12:54 PM
Astounding artwork!


:Kaleun_Applaud:

rik007
12-24-23, 12:55 PM
Merry Christmas to everybody!

VonDos
12-24-23, 02:41 PM
Merry Christmas!!

iambecomelife
12-25-23, 10:52 AM
Nice work with the dazzle skin...and that thing sure is heavily armed.

Doolar
12-25-23, 10:57 AM
Merry Christmas from CA45 (Baltimore Md)

Tabris
12-25-23, 08:42 PM
Merry Christmas all! and thanks again for the earlier advice on manual targeting ITT. I carried out my first convoy attack in this mod last night and achieved 28,000 tons in one pass. The shooting feels great in this mod! So does everything else really. This is a more polished and generally fantastic mega mod experience than I even thought possible in SH3. I'm hooked again.

Kal_Maximus_U669
12-26-23, 08:46 AM
Fifi "Master" Greetings.. :salute:
What to say...??? There are so many things...
Once again all this year you have produced work that far exceeds what I know of the previous mods known here...Your personal project "NYGM Enhanced" has become the reference of the genre here..Bravo Continue in this direction c is fabulous...it's a treat with each new update...I would add that the detractors who use ARB...who find that it doesn't work well...ARB was not in the mod at the base..and it was not planned..Using Diego's which is remarkable and difficult in hard..the optics of the periscopes have one of the best sensations in attack... I know this because I have already tried all the HuD interfaces who were modded for this game Hitman.. Cornus.. Annerb...etc..
All this on several completely different screen sizes 19..22..27..42..inches..
Fifi... I wish you happy holidays..
Kal Maximus U669 :yeah:

Fifi
12-28-23, 11:36 AM
Thanks guys :yeah:

After the cargos, the tankers... here the big T03B as example, in its 2 suits.
They will look globaly like that :03:

https://i.postimg.cc/3NjWtcHR/SH3-Img-28-12-2023-17-3-33-504.jpg

https://i.postimg.cc/J4mssMbB/SH3-Img-28-12-2023-17-5-47-106.jpg

HAPPY NEW YEAR TO ALL!

:Kaleun_Cheers:

John Pancoast
12-28-23, 05:09 PM
Late to the party, nice job Fifi! :salute:

Though I have to admit, I was hoping for a nod in the documentation for all the questions about how NYGM worked I answered for you. :)

Kal_Maximus_U669
12-28-23, 05:45 PM
Hello Fifi...
Rik007: SH-3 Night surface attack project tu valide ou pas ...??
je l ai mis sur le bancs d essaye.... j ai une "error parametre" au depart ...
L assemblage avec Moon mod...???
https://image.noelshack.com/fichiers/2023/52/4/1703803177-capture.png

My list
[MODS]
NYGM Tonnage War Enhanced – Stand Alone Version=1
NCVE_Bogue_NYGM_Enhanced_Hardcore=2
NYGM_Enhanced_1943_AirCoverage=3
NYGM_Seafloormod=4
Nght Filter KM=5
Optional scary creaks KM=6
Static Crew Inside VII_NYGM_Enhanced_Hardcore=7
SH-5 Moon mod=8
SH-5 Moon mod settings for original environment of fifi's=9
SH-5 Volumetric Clouds for Moon mod=10

Salut Fifi j attends de savoir???

FUBAR295
12-28-23, 11:43 PM
^^^


KM :Kaleun_Wink:



https://www.subsim.com/radioroom/showpost.php?p=2897385&postcount=33

Kal_Maximus_U669
12-29-23, 10:38 AM
^^^


KM :Kaleun_Wink:



https://www.subsim.com/radioroom/showpost.php?p=2897385&postcount=33

hey FUBAR295 Merry Christmas
Big thanks"s work..
I have a little difficulty with the environment mod..the color..etc.. the original fifi mod I find it better..now I have not yet tested the patrol let's see if all that is said about the detection working because I understood that John came across a ship moving with a lighthouse on...
Have you tested it?? if yes what can you say..? does it work as it should..??I would like some feedback John Pancoast..Dieselglock..
I tested a bit of all the options proposed... but I haven't finished... currently I'm on the graphic rendering... I'm looking for what I like the most... then test the moon detection etc. .

FUBAR295
12-29-23, 12:03 PM
hey FUBAR295 Merry Christmas
Big thanks"s work..
I have a little difficulty with the environment mod..the color..etc.. the original fifi mod I find it better..now I have not yet tested the patrol let's see if all that is said about the detection working because I understood that John came across a ship moving with a lighthouse on...
Have you tested it?? if yes what can you say..? does it work as it should..??I would like some feedback John Pancoast..Dieselglock..
I tested a bit of all the options proposed... but I haven't finished... currently I'm on the graphic rendering... I'm looking for what I like the most... then test the moon detection etc. .


KM,


Glad it worked.


Yes, I am one of the testers for this project :yep: and yes, the mod works very well as intended. :up: I did not encounter any merchants that used search lights or flares other than the red distress flares as John Pancoast had happen. IIRC, that Fifi removed the search lights and the like on one of his updates. John is working with GWX Onealex Version merchant ships.


Use the SH5 Naval Academy single mission to test your graphic changes. :D



Good hunting,
FUBAR295

Kal_Maximus_U669
12-29-23, 02:33 PM
Use the SH5 Naval Academy single mission to test your graphic changes:D

Yes :yep:, I read the documentation that accompanies it, it works wonderfully...I just started putting it...excerpt here
NYGM ENHANCED STEEL COFFIN EDITION V5
SH-5 Water for SH-3 20 Km Atlantic V999=8
SH-5 Water for SH-3 Bigger Sun take 2=9
SH-5 Water for SH-3 Bigger waves=10
SH-5 Moon mod=11
SH-5 Moon mod settings for fifi's=12
SH-5 Volumetric Clouds for Moon mod=13
https://image.noelshack.com/fichiers/2023/52/5/1703877176-sh3img-28-12-2023-22-57-51-411.png
https://image.noelshack.com/fichiers/2023/52/5/1703877182-sh3img-29-12-2023-12-38-50-309.png
https://image.noelshack.com/fichiers/2023/52/5/1703877193-sh3img-29-12-2023-13-10-50-547.png
I have another install...
NYGM ENHANCED STEEL COFFIN EDITION V5 Originale environement
SH-5 Moon mod=8
SH-5 Moon mod settings for original environment of fifi's=9
SH-5 Volumetric Clouds for Moon mod=10
https://image.noelshack.com/fichiers/2023/52/5/1703878301-sh3img-29-12-2023-13-47-30-769.png
https://image.noelshack.com/fichiers/2023/52/5/1703878310-sh3img-29-12-2023-17-58-53-882.png
I kept the original NYGM version without these mods..as you see I'm tinkering...but I have to test the moon attacks..etc..so it's long especially when you want to compare all these versions.. .
Yesterday I patched Onealex 1.53 I had no problem...everything is going well...I really thank you for the details...kind regards Kal Maximus U669 :salute:

rik007
12-30-23, 10:10 AM
Now Fifi's ships look even better :Kaleun_Cheers: So I m looking out for the ships that are now in progress.

John Pancoast
12-30-23, 12:54 PM
Anyone else getting the old "bug" of ships getting damaged/on fire due to damage in bad weather, with the seasonal waves used?

I had two destroyers have it recently.

Fifi
12-30-23, 12:59 PM
Anyone else getting the old "bug" of ships getting damaged/on fire due to damage in bad weather, with the seasonal waves used?

I had two destroyers have it recently.

Yes fixed for next update :up:

https://i.postimg.cc/qRfwf4sy/SH3-Img-30-12-2023-11-11-34-384.jpg

https://i.postimg.cc/sxsJXm02/SH3-Img-30-12-2023-11-12-41-558.jpg

https://i.postimg.cc/rmSJM3jb/SH3-Img-30-12-2023-15-25-26-912.jpg

:Kaleun_Cheers::Kaleun_Cheers:

Fifi
12-30-23, 01:27 PM
Sounds good, thanks.

Another question; while shadowing a convoy, my sub stopped and no longer responds to engine controls.
Crew fatigue is good, I do not have malfunctions/sabotage enabled (won't work correctly with anything but the stock affected files anyway), no ship damage, etc., etc.

Ideas why?

Nope… never had that :hmmm:

:Kaleun_Salute:

John Pancoast
12-30-23, 01:30 PM
Nope… never had that :hmmm:

:Kaleun_Salute:

You're too quick :) ; I just deleted the message as now the engine controls are working again.

Maybe something on my pc was the cause, who knows. :hmmm:

Tabris
12-30-23, 04:02 PM
just a quick question, sorry if this is stated plainly further back in this thread, my forum searching skills still have room for improvement.

In the newest version, is there in fact a maximum depth for DCs? 152m until 1942, when it switches to the vanilla game max of 300m, or something like that? If it is in fact date-dependent, can someone also share when exactly the switch happens?

I just carried out two very exciting attacks in May 1941, and despite sweating bullets while disengaging, getting pushed around by near misses aplenty, in retrospect I do get the feeling that all the bombs aimed at us were set too shallow. We were at 160-175 whenever under attack.

having a blast with the mod in any case!

Fifi
12-31-23, 09:15 AM
I have to rebuild the last 18 tankers because of MFM bad saves (otherwise they can't be modified)...
Just finished the first one almost from scratch, here the T07B:

https://i.postimg.cc/zXXQ75QJ/SH3-Img-31-12-2023-15-8-41-487.jpg

https://i.postimg.cc/ZK7MD2k6/SH3-Img-31-12-2023-15-5-0-743.jpg

https://i.postimg.cc/nV15qM0R/SH3-Img-31-12-2023-15-2-57-143.jpg

Don't search, this 3D model doesn't exist in MFM...it's a Fifi one :haha:

:Kaleun_Salute: & :Kaleun_Cheers:

fitzcarraldo
12-31-23, 10:16 AM
Very nice!

Have a Happy New Year! :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

Fifi
01-03-24, 03:48 AM
Created this new tanker to replace old porked T10A/B/X...from others ships present in NYGM.
Hope you'll like it :ping:

10A:
https://i.postimg.cc/kM2ymr2W/SH3-Img-2-1-2024-16-45-10-549.jpg

10B:
https://i.postimg.cc/7PjnPBzd/SH3-Img-2-1-2024-16-46-22-899.jpg

10X:
https://i.postimg.cc/4xgvVmB1/SH3-Img-2-1-2024-19-2-18-316.jpg

:Kaleun_Salute:

GrenSo
01-03-24, 04:22 AM
Created this new tanker to replace old porked T10A/B/X...from others ships present in NYGM.

https://i.postimg.cc/kM2ymr2W/SH3-Img-2-1-2024-16-45-10-549.jpg





Very nice. :Kaleun_Applaud:

nik112
01-03-24, 05:06 AM
Hi Fifi and a happy New Year
May i ask if i can add these beauties to gwx or i ll have troubles?
cheers

:Kaleun_Cheers::k_confused:

Fifi
01-03-24, 09:22 AM
Hi Fifi and a happy New Year
May i ask if i can add these beauties to gwx or i ll have troubles?
cheers

:Kaleun_Cheers::k_confused:

Don’t know, you’ll have to try and dig into the different textures to catch them too. I know they work perfectly with my NYGM, but can’t tell for others mods…
Happy new year to you too!

:Kaleun_Salute:

Fifi
01-03-24, 10:22 AM
Also... figured how to give all MFM X ships a flag corresponding to their hull marking, independantly to the campaign file :yeah:
(for next update too)

https://i.postimg.cc/1X03Bc1H/SH3-Img-3-1-2024-11-19-50-248.jpg

https://i.postimg.cc/jdXjJXXq/SH3-Img-3-1-2024-11-20-23-998.jpg

:Kaleun_Salute:

Tabris
01-07-24, 12:55 AM
Hi everyone, I am having issue with the radar use.
Even tough I use the necessary mod for the radar, i get the "radar destroyed message". The issue arises only with the Fumo 30 - fumo 29 works perfectly.

'fraid I have to report the same issue. I'm trying to get the XXI to work (infamous problem for this boat in SH3 I know). I tried following the instructions in "Radar_FuMO-391_Bugfix" and those did not help. No radar set I install on the XXI seems to work regardless of how I set up the game.

I'd be fine with giving up on the schnorkel-mounted set and try to get the RWR up there instead, but the boat must have a working radar set somewhere at least.

hope someone knows the magic trick. Thanks in advance.

Fifi
01-07-24, 04:47 AM
'fraid I have to report the same issue. I'm trying to get the XXI to work (infamous problem for this boat in SH3 I know). I tried following the instructions in "Radar_FuMO-391_Bugfix" and those did not help. No radar set I install on the XXI seems to work regardless of how I set up the game.

I'd be fine with giving up on the schnorkel-mounted set and try to get the RWR up there instead, but the boat must have a working radar set somewhere at least.

hope someone knows the magic trick. Thanks in advance.

After testing career with VIIC in 43, I don’t seem to get this issue … all seems good to me. First mission ok, second one too…didn’t pushed further.
Of course I activated the late war sensors on top of main mod.
Don’t know about type XXI as I never play this one. But one day I’ll probably look into it when I will be done with others things first …

:Kaleun_Salute:

Tabris
01-07-24, 04:58 AM
After testing career with VIIC in 43, I don’t seem to get this issue … all seems good to me. First mission ok, second one too…didn’t pushed further.
Of course I activated the late war sensors on top of main mod.
Don’t know about type XXI as I never play this one. But one day I’ll probably look into it when I will be done with others things first …

:Kaleun_Salute:

:Kaleun_Salute: thanks for checking! yes the older types are working fine for me too. My poor unloved XXI, it has so much potential... I've spent a good deal of time tweaking files to customize things for the XXI in GWX. If I get everything working here, I will report back :up:

Mister_M
01-07-24, 05:21 AM
Hi Fifi! Meilleurs voeux pour la nouvelle année! :03:

Your work on ships is very good. IMO, the ships would look even better with a better model for the life rafts. I guess you put them in a library file, so it will be quick and easy to correct all the ships at once.

Fifi
01-07-24, 06:11 AM
Hi Fifi! Meilleurs voeux pour la nouvelle année! :03:

Your work on ships is very good. IMO, the ships would look even better with a better model for the life rafts. I guess you put them in a library file, so it will be quick and easy to correct all the ships at once.

Well, the life raft are not all the same (2 models for now) but maybe I’ll change them one day if I find better ones …

The new ships far better detailed are even loading faster than before :o
Might be the corrections I gave to 3D models… computing mysteries :haha:

EDIT: thinking about those MFM life raft, they always looked way too big to me… never found an historical picture with such rafts.
I think I will make something to replace them.

:Kaleun_Salute:

Fifi
01-08-24, 03:53 AM
Sooo...new cargos life rafts more accurate to me, new flags too...and new Tanker T16B! :D:ping:

https://i.postimg.cc/26tFX1yt/SH3-Img-8-1-2024-9-47-15-496.jpg

:Kaleun_Cheers::Kaleun_Salute:

fitzcarraldo
01-08-24, 06:53 PM
That is a very nice ship to sink. :Kaleun_Wink:

Many thanks for all the job!

Fitzcarraldo :Kaleun_Salute:

Fifi
01-09-24, 11:44 AM
New tanker around 4000 tons to replace T18A/B/X :ping:
They now can have more than 1 flag, other than nationality ... :up:

https://i.postimg.cc/Z5dyZWP1/SH3-Img-9-1-2024-17-39-43-975.jpg

https://i.postimg.cc/k5N66Lps/SH3-Img-9-1-2024-17-40-22-787.jpg

:Kaleun_Cheers:

FUBAR295
01-09-24, 12:18 PM
:Kaleun_Thumbs_Up::Kaleun_Applaud::Kaleun_Cheers:
Very nice !!!

Fifi
01-09-24, 01:22 PM
Thanks!
Here as example the Texaco flag for some of the American tankers:

https://i.postimg.cc/MKTcVyKk/SH3-Img-9-1-2024-19-21-14-106.jpg

:Kaleun_Salute:

Comrade K
01-09-24, 10:16 PM
Hello Fifi, thank you for the great mod you've created. Is it possible to combine all the campaigns in this mod into one, instead of having to switch them every time I play in a different base? In my opinion, changing campaign scenarios in every gaming session increases the likelihood of a crash to desktop (CTD).

Anvar1061
01-10-24, 07:08 AM
Hello Fifi, thank you for the great mod you've created. Is it possible to combine all the campaigns in this mod into one, instead of having to switch them every time I play in a different base? In my opinion, changing campaign scenarios in every gaming session increases the likelihood of a crash to desktop (CTD).

Merging campaigns will lead to an increase in the size of .mis files, which will undoubtedly lead to even more frequent CTD.

Fifi
01-10-24, 01:35 PM
Hello Fifi, thank you for the great mod you've created. Is it possible to combine all the campaigns in this mod into one, instead of having to switch them every time I play in a different base? In my opinion, changing campaign scenarios in every gaming session increases the likelihood of a crash to desktop (CTD).

Merging campaigns will lead to an increase in the size of .mis files, which will undoubtedly lead to even more frequent CTD.

Absolutely :yep:

:Kaleun_Salute:

Fifi
01-11-24, 10:14 AM
Last tanker done!
New T19A:

https://i.postimg.cc/fTBFJnPs/SH3-Img-11-1-2024-16-12-22-770.jpg

https://i.postimg.cc/GmtfDg0y/SH3-Img-11-1-2024-16-13-4-272.jpg

:Kaleun_Salute:

fitzcarraldo
01-11-24, 02:39 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Many thanks!

Fitzcarraldo :Kaleun_Salute:

Grauwulf33333
01-13-24, 07:52 AM
Well my single contact mod provide only a black square without any informations except the hour!
Very hard to intercept...

When clicking on these contacts I got an direction (text) of the course of the ship, making intercepts very easy. Any (easy) possibility to get this course info removed? Or did something went wrong with the mod installation?

fitzcarraldo
01-15-24, 06:23 PM
Congrats for your award, FiFi. Well deserved.

:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

Kal_Maximus_U669
01-15-24, 06:57 PM
:Kaleun_Applaud: Fifi.. Fitzcarraldo..Grenso..Beanie..BH..KM..VonDos..etc :Kaleun_Cheers:

Fifi
01-16-24, 01:12 AM
Thank you all for the new award :yeah: … and congratulations too to the others.

:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:

VonDos
01-16-24, 11:00 AM
Thank you all for the new award :yeah: … and congratulations too to the others.

:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:

Congratulations to you, Fifi, a really deserved award!
And congrats to the others too!! :03:

Best regards, :salute:
Vd


:Kaleun_Applaud: Fifi.. Fitzcarraldo..Grenso..Beanie..BH..KM..VonDos..etc :Kaleun_Cheers:

Thank you, and congratulations to you too!
In my case, i can say that this honor is not for me, not only, but for everyone helped me during this year and in previous years, to everyone who kindly allowed me to improve. If you read credits from a "readme" from one of my files, you'll found a long list of people who can share this award and this idea with me, i guess. Flush_deck, Stefan Timme, JapLance, GWX Dev Team, Anvar1061 who always help me on how to improve and fix my models, various authors of original models who allow me to put my hands on them, and many many others... Everyone who give me an advice or a suggestion. The community, mates! :subsim:

Best regards,
Vd

Kal_Maximus_U669
01-16-24, 04:49 PM
Dear VonDos I completely agree with you...
I invite you to read this... if you want.
:Kaleun_Wink:https://www.subsim.com/radioroom/showpost.php?p=2898257&postcount=26

Fifi
01-19-24, 01:07 PM
:D

https://i.postimg.cc/NGKV1PRd/SH3-Img-19-1-2024-10-35-17-795.jpg

little head up... i'm still working on ships. You'll have still to be patient for next update :03:
I am reworking also the big ships front siaj wake that was not really correct in regard of the ship size...
Now it looks like this at 10 knots:

https://i.postimg.cc/v8CKXLzb/SH3-Img-19-1-2024-18-55-44-456.jpg

Before, we could barely see the ship front wake, way too small.
Discovered too that it's much better to separate the siajF and siajF2 nodes on each hull side...sometimes of 0,01/0,02/0,03 depending bow size...
Ships creators never do this unfortunately (all 3 nodes siajF/F2 and aud fore are all together)

:Kaleun_Salute:

rik007
01-19-24, 03:53 PM
The last one looks very realistic due to the better proportions.