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VonDos
01-20-24, 12:33 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

:up::up:

Tabris
01-22-24, 06:01 PM
I'm not the only one with the instantaneous weather changing bug, am I? Last night I was chasing a tanker in bad weather at the edge of visibility from 2000m and then the weather instantly improved, causing him to see us and fire upon us. I feel like I've seen others discuss it but I haven't found any posts about it. Doubt it's fixable but it's rarely a big deal. Thrilled to be playing this mod in any case!

FUBAR295
01-22-24, 06:46 PM
I'm not the only one with the instantaneous weather changing bug, am I? Last night I was chasing a tanker in bad weather at the edge of visibility from 2000m and then the weather instantly improved, causing him to see us and fire upon us. I feel like I've seen others discuss it but I haven't found any posts about it. Doubt it's fixable but it's rarely a big deal. Thrilled to be playing this mod in any case!


Check this out.


https://www.subsim.com/radioroom/showthread.php?t=256218


You have about 15 minutes between weather changes.:up:


Good hunting,
FUBAR295

Tabris
01-22-24, 07:07 PM
Check this out.

I will! thank you.

Fifi
01-25-24, 06:00 AM
Of course next update will have the new ships released meanwhile...:ping:
For instance this one from AlexB in replacement of the worst SH3 model still active! :)

https://i.postimg.cc/XvTYcG9n/SH3-Img-24-1-2024-8-25-14-579.jpg

:Kaleun_Salute:

rik007
01-25-24, 02:32 PM
Looking forward to it, Fifi! One thing I like is that you can safe the game near or even inside a convoy and have a painless reload after it.

So for thd progress: how many ships you intend still to go?

Fifi
01-26-24, 06:10 AM
So for thd progress: how many ships you intend still to go?

Biggest work is done for the ships. Still some small adjustments to do though (but it should go fast)
I have reworked all the flags too (aspect/water reflection/& decreased colors saturation rendering) as well as re-introduced the small flags for small ships (FlagS).
They also are not visible underwater anymore.
Created new Flag.dat for all the neutrals X ships, as well for new additional flags (Shell/Texaco/Mobil ect now visible on some oilers)

Will be ready when it’s ready :D

:Kaleun_Salute:

rik007
01-27-24, 11:08 AM
Great to hear that Fifi! Take your time of course. I'm looking forward to it. :Kaleun_Cheers:

Fifi
01-29-24, 11:22 AM
Others new ships in NYGM:

https://i.postimg.cc/Kv6JSQWr/SH3-Img-29-1-2024-17-10-42-875.jpg

This one adapted from SH4:

https://i.postimg.cc/8c3wCbzG/SH3-Img-29-1-2024-16-46-19-484.jpg

https://i.postimg.cc/ncj0PN3h/SH3-Img-29-1-2024-17-4-14-173.jpg

:Kaleun_Salute:

Fifi
01-30-24, 02:43 AM
Latest AlexB small Capetan added also

https://i.postimg.cc/0jFwNXHp/SH3-Img-30-1-2024-7-47-3-131.jpg

Have increased the convoys ships spacement from 700 to 1000m for convoys of first war years (for night surface attack). Others remain as it was.

Next update should come in only few days now :)

:Kaleun_Salute:

GrenSo
01-30-24, 06:55 AM
Next update should come in only few days now :)



:Kaleun_Thumbs_Up::k_confused::Kaleun_Applaud:

Silentmauri89
01-30-24, 01:29 PM
Hi Fifi, how do you properly use the 'Med only mod' properly. Every time I attempt to cross Gibraltar and I reach Ceuta ( more or less, because you made it quite impossible to cross the strait - my congratulations.) The game CTD...
I tried following your indication, but whatever I do, it goes
to CTD.
Can you explain me what is the correct way to make it work?
It only works if I start in Toulon In September 1943.
Thank you.

fitzcarraldo
01-30-24, 02:02 PM
Latest AlexB small Capetan added also


Have increased the convoys ships spacement from 700 to 1000m for convoys of first war years (for night surface attack). Others remain as it was.

Next update should come in only few days now :)

:Kaleun_Salute:

Good news! Many thanks FiFi. :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

Fifi
01-31-24, 01:04 AM
Hi Fifi, how do you properly use the 'Med only mod' properly. Every time I attempt to cross Gibraltar and I reach Ceuta ( more or less, because you made it quite impossible to cross the strait - my congratulations.) The game CTD...
I tried following your indication, but whatever I do, it goes
to CTD.
Can you explain me what is the correct way to make it work?
It only works if I start in Toulon In September 1943.
Thank you.

Did you tried with or without the Med mod?
From memory, best is to reach Med harbors without the mod activated, and then activate it before first official patrol there.
Otherwise I need more information on when the CTD occurs exactly.
Place on map, date, ships around or planes etc…
Note: all this part of game was made by Stiebler team; I didn’t touched it (yet)

:Kaleun_Salute:

Silentmauri89
01-31-24, 01:47 AM
Did you tried with or without the Med mod?
From memory, best is to reach Med harbors without the mod activated, and then activate it before first official patrol there.
Otherwise I need more information on when the CTD occurs exactly.
Place on map, date, ships around or planes etc…
Note: all this part of game was made by Stiebler team; I didn’t touched it (yet)

:Kaleun_Salute:


I tried in different ways:
- I tried without the mod, heading to G.strait at the end of November ( by installing new batteries, so I leave around 29 th )and once I receive the message that the base was changed to La spezia, I force the passage; CTD in grid CG9596 - High traffic of destroyers and PTboats ( no problems until that grid - and I get wildly chased and bombed)
- I tried without mod leaving Brest in December, with the mission briefing already telling me to end my patrol in Las spezia; CTD in grid CG9596 - High traffic, bad weather, and a convoy on the surface ( But again, until that grid, I don't have any issue );
-I tried by installing the 'med enhanced mod' and with La spezia as a base; CTD at half of the loading bar;
- I even tried To start in December 41 from La spezia and without mod; CTD on the loading bar.
All the time I approach the Strait by slithering very close to the african coast, but no matter what I do, It CTDs in grid CG9596. I thought it was the case to ask, because it crashes even on the loading bar. The mods I have installed, never caused me a CTD until now, and I've been playing pushing hard, and your mod is very Stable. It looks like La spezia Is not even there - but if I start from Toulon with the Med-enhanced mod, no problem, and the game runs smooth ( And planes and Destroyer at that point we're are a pain...
Could you test it to verify the problem?
If you need more infos, just tell me.

Fifi
01-31-24, 04:21 AM
I tried in different ways:
- I tried without the mod, heading to G.strait at the end of November ( by installing new batteries, so I leave around 29 th )and once I receive the message that the base was changed to La spezia, I force the passage; CTD in grid CG9596 - High traffic of destroyers and PTboats ( no problems until that grid - and I get wildly chased and bombed)
- I tried without mod leaving Brest in December, with the mission briefing already telling me to end my patrol in Las spezia; CTD in grid CG9596 - High traffic, bad weather, and a convoy on the surface ( But again, until that grid, I don't have any issue );
-I tried by installing the 'med enhanced mod' and with La spezia as a base; CTD at half of the loading bar;
- I even tried To start in December 41 from La spezia and without mod; CTD on the loading bar.
All the time I approach the Strait by slithering very close to the african coast, but no matter what I do, It CTDs in grid CG9596. I thought it was the case to ask, because it crashes even on the loading bar. The mods I have installed, never caused me a CTD until now, and I've been playing pushing hard, and your mod is very Stable. It looks like La spezia Is not even there - but if I start from Toulon with the Med-enhanced mod, no problem, and the game runs smooth ( And planes and Destroyer at that point we're are a pain...
Could you test it to verify the problem?
If you need more infos, just tell me.

Thanks :up:
Ok, it seems problem is lying in grid CG9596… some unit (plane or ship) is giving CTD when spawning in this grid for instance … will have a look, but those issues can be hard to find :03:
Until then, best is to stay in Atlantic … or directly start Med campaign in La Spezia when base will be available via Commander with Med files mod activated (and not try to pass Gibraltar of course)

:Kaleun_Salute:

Tabris
01-31-24, 05:09 AM
speaking of the Med, I have a question about the campaign files. How come there are so many Hippers and Bismarcks in the Med in 1940? Since the player isn't supposed to be in the Med during that time, I'm guessing it serves some sort of under-the-hood purpose, so to speak?

Specifically, for those curious: search for "Naples Convoy 1141" and "AJ17" in the scripted layer.

- Tabris

PS, I have spent the last several days fiddling with the Type XXI in this mod. I have fixed the incorrect battery charge indicator and speedometer readouts, corrected the propulsion and range parameters to resemble real-life values (370nm underwater endurance, ~4.5hr to recharge from 60% battery), and applied some changes to improve the boat's stability as per Evan82's recommendations. Slow surfacing is still a problem, though it's easy to mitigate by ordering "surface," ordering "blow ballast" once the boat has reached about 9m, then ordering "depth 0 meters" as soon as the crew appear on deck so you don't burn all your compressed air. Sadly I was wholly unable to do anything about "radar destroyed!" despite several hours of attempts to make sense of it. If anyone is interested I'm happy to share the relevant files which should make the XXI at least playable.

Plissken_04
01-31-24, 07:27 AM
@Tabris

if your Type XXI Boat uses the Fumo-391 Radar, then download the Radar Fix for it, under following link.

https://gofile.me/2YNK2/gHWYEXx7b

Fifi
01-31-24, 08:38 AM
speaking of the Med, I have a question about the campaign files. How come there are so many Hippers and Bismarcks in the Med in 1940? Since the player isn't supposed to be in the Med during that time, I'm guessing it serves some sort of under-the-hood purpose, so to speak?


Yes, those are left over units in Med from old Stiebler Med campaign.
Bismarck & Hipper units were to simulate Italian heavy warships he didn’t have physically.
But as you said you are not supposed to be in Mediterranean at this time…:haha:
Or without my new Med campaign files activated!
You shouldn’t go in Med without the new Med files activated AND at the incorrect time :D
Have to totally delete them one day …

:Kaleun_Salute:

Silentmauri89
01-31-24, 10:00 AM
Thanks :up:
Ok, it seems problem is lying in grid CG9596… some unit (plane or ship) is giving CTD when spawning in this grid for instance … will have a look, but those issues can be hard to find :03:
Until then, best is to stay in Atlantic … or directly start Med campaign in La Spezia when base will be available via Commander with Med files mod activated (and not try to pass Gibraltar of course)

:Kaleun_Salute:

I just tried that. It CTDs...nothing seems to work...

Silentmauri89
01-31-24, 10:10 AM
Thanks :up:
Ok, it seems problem is lying in grid CG9596… some unit (plane or ship) is giving CTD when spawning in this grid for instance … will have a look, but those issues can be hard to find :03:
Until then, best is to stay in Atlantic … or directly start Med campaign in La Spezia when base will be available via Commander with Med files mod activated (and not try to pass Gibraltar of course)

:Kaleun_Salute:

I tried using Sh3 with and without commander. I loaded the Med only mod and started a campaign form La spezia in Dec 41 for both of the options ...CTD...

Fifi
01-31-24, 10:43 AM
I tried using Sh3 with and without commander. I loaded the Med only mod and started a campaign form La spezia in Dec 41 for both of the options ...CTD...

Of course, you activate the Med only files ON TOP of standalone mod?

Fifi
01-31-24, 10:46 AM
speaking of the Med, I have a question about the campaign files. How come there are so many Hippers and Bismarcks in the Med in 1940? Since the player isn't supposed to be in the Med during that time, I'm guessing it serves some sort of under-the-hood purpose, so to speak?


Ok it has been corrected … no more German heavy warships in Med now… even if you don’t have to be there before La Spezia availability :D

:Kaleun_Salute:

Silentmauri89
01-31-24, 11:04 AM
Of course, you activate the Med only files ON TOP of standalone mod?

Yes, Sir. Of course.

Silentmauri89
01-31-24, 11:56 AM
Thanks :up:
Ok, it seems problem is lying in grid CG9596… some unit (plane or ship) is giving CTD when spawning in this grid for instance … will have a look, but those issues can be hard to find :03:
Until then, best is to stay in Atlantic … or directly start Med campaign in La Spezia when base will be available via Commander with Med files mod activated (and not try to pass Gibraltar of course)

:Kaleun_Salute:

I just realized by checking the SCR.mis for "med enhanced only mod" ,that in "Imperia base" there are naval units, but Imperia base is not even on the map anymore in the game. Could it cause the CTD, Fifi? As long as I know, it could .

FUBAR295
01-31-24, 12:14 PM
I just realized by checking the SCR.mis for "med enhanced only mod" ,that in "Imperia base" there are naval units, but Imperia base is not even on the map anymore in the game. Could it cause the CTD, Fifi? As long as I know, it could .


I run a Mediterranean campaign in NYGM Enhanced v3.5 and there are no issues I can find with the Med campaign file associated with that version.


Might try firing up the campaign in version 5.0 and see what happens? :hmmm: I am taking it that it is the version you are using, correct? :06:


Good hunting,
FUBAR295

Fifi
01-31-24, 12:26 PM
I just realized by checking the SCR.mis for "med enhanced only mod" ,that in "Imperia base" there are naval units, but Imperia base is not even on the map anymore in the game. Could it cause the CTD, Fifi? As long as I know, it could .

Don’t know this base :doh:
Where is it located ?
I suspect you have a big mess up in your game files I’m afraid

Silentmauri89
01-31-24, 01:35 PM
I run a Mediterranean campaign in NYGM Enhanced v3.5 and there are no issues I can find with the Med campaign file associated with that version.


Might try firing up the campaign in version 5.0 and see what happens? :hmmm: I am taking it that it is the version you are using, correct? :06:


Good hunting,
FUBAR295

Good evening. I am using the latest; v5.
I think I should try a older version. How can you find older versions? In the link I only see the latest.
Thank you for the suggestion.

Silentmauri89
01-31-24, 01:38 PM
Don’t know this base :doh:
Where is it located ?
I suspect you have a big mess up in your game files I’m afraid

Imperia is west of Genova in Italy.
I am actually re-installing everything and start clean. I'm gonna let you know soon. How can I get an older version?

Silentmauri89
01-31-24, 02:05 PM
Don’t know this base :doh:
Where is it located ?
I suspect you have a big mess up in your game files I’m afraid

Here I am. I Just reinstalled the whole game from Ubisoft connect. I unpacked the latest version following the procedure. Then I loaded the stand alone version and med files, only. I started in La Spezia in December 1941...CTD on the loading bar.
Don't know what else to do, I'd really love to play med campaign with your amazing mod.

propbeanie
01-31-24, 03:57 PM
Run JSGME.exe Silentmauri89, then click on "Tasks..." in the middle, and choose "Export activated mods list to --->", and if in v2.6 of the app, choose "Clipboard" to paste the list immediately into your next SubSim post, or "Text file" to copy and paste it here later. If you have v2.2, then the only choice is "text file". That list will tell us where you have the game installed and your mod list. Thanks :salute:

Silentmauri89
01-31-24, 04:49 PM
Run JSGME.exe Silentmauri89, then click on "Tasks..." in the middle, and choose "Export activated mods list to --->", and if in v2.6 of the app, choose "Clipboard" to paste the list immediately into your next SubSim post, or "Text file" to copy and paste it here later. If you have v2.2, then the only choice is "text file". That list will tell us where you have the game installed and your mod list. Thanks :salute:

Good evening, here it is.
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 3\MODS]

NYGM Tonnage War Enhanced – Stand Alone Version
NYGM_Enhanced_Med Files Only

This are the only two mods I have activated...but crashed anyway:k_confused:

Tabris
01-31-24, 06:10 PM
@Tabris

if your Type XXI Boat uses the Fumo-391 Radar, then download the Radar Fix for it, under following link.

https://gofile.me/2YNK2/gHWYEXx7b

No dice whatsoever I'm afraid, have you personally seen this working on new releases of NYGM? It's certainly possible I screwed something up, but these files are from 2006, well before the HD German Submarine Compilation mod came along. None of the radar sets are playing nice with the new XXI's new model. I tried moving the nodes around in the .dat file and didn't get anywhere. Thanks for the suggestion regardless.

FUBAR295
01-31-24, 06:50 PM
Good evening. I am using the latest; v5.
I think I should try a older version. How can you find older versions? In the link I only see the latest.
Thank you for the suggestion.


You have a PM. :up:

FUBAR295
01-31-24, 06:58 PM
Good evening, here it is.
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 3\MODS]

NYGM Tonnage War Enhanced – Stand Alone Version
NYGM_Enhanced_Med Files Only

This are the only two mods I have activated...but crashed anyway:k_confused:


I see your problem. You have this in the 86x Program file, and you will never get it to work correctly.


[C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 3\MODS]


Reinstall on you hard drive outside of the 86x Program file as I have mine directly like this on my c:\ Silent Hunter III NYGM Enhanced v5.0 and runs just fine or what ever your main drive maybe.


Hope this works for you. :up:


Good hunting,

FUBAR295

Fifi
02-01-24, 05:42 AM
Speaking of campaign files, I decided to update Med & Black Sea files to latest ships… and revising also the dates & waypoints (detected few inconsistencies)…
Want also to clear up the Gilbraltar strait issue reported above.
It might take some more time than few days, but I want it done for next update too; hope you will understand.

:Kaleun_Salute:

Silentmauri89
02-01-24, 08:54 AM
I see your problem. You have this in the 86x Program file, and you will never get it to work correctly.


[C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 3\MODS]


Reinstall on you hard drive outside of the 86x Program file as I have mine directly like this on my c:\ Silent Hunter III NYGM Enhanced v5.0 and runs just fine or what ever your main drive maybe.


Hope this works for you. :up:


Good hunting,

FUBAR295

FUBAR295, thank you very much. I'll let you know how it goes. And I'm planning to write a small story with screenshots of my Gibraltar crossing...if I survive.

Silentmauri89
02-01-24, 08:55 AM
Speaking of campaign files, I decided to update Med & Black Sea files to latest ships… and revising also the dates & waypoints (detected few inconsistencies)…
Want also to clear up the Gilbraltar strait issue reported above.
It might take some more time than few days, but I want it done for next update too; hope you will understand.

:Kaleun_Salute:

Thank you, Fifi.

Fifi
02-04-24, 05:52 AM
Black Sea campaign done!
Currently adding all Med files to standalone mod :doh::D:haha:
So next update will not have separated files anymore (except for Med water & colors if desired)
Sailing back and forth into Mediterranean will be possible any date (more populated from La Spezia starting date though - 01/10/1942)

Work almost half done, career tested starting 01/10/42 at La Spezia… loading time=less than 4 mn! :o
Quite incredible :hmmm: the more I add units, the faster it loads! :haha:
(Made many optimizations and corrected some values inconsistencies that could explain faster loadings)

:Kaleun_Salute:

Kal_Maximus_U669
02-05-24, 08:46 AM
Black Sea campaign done!
Currently adding all Med files to standalone mod :doh::D:haha:
So next update will not have separated files anymore (except for Med water & colors if desired)
Sailing back and forth into Mediterranean will be possible any date (more populated from La Spezia starting date though - 01/10/1942)

Work almost half done, career tested starting 01/10/42 at La Spezia… loading time=less than 4 mn! :o
Quite incredible :hmmm: the more I add units, the faster it loads! :haha:
(Made many optimizations and corrected some values inconsistencies that could explain faster loadings)

:Kaleun_Salute:

Hey Fifi Kindest greetings.. :03:
I'm really looking forward
to some super refreshing news...
it's excellent as usual with you..

Fifi
02-05-24, 01:32 PM
Hey Fifi Kindest greetings.. :03:
I'm really looking forward
to some super refreshing news...
it's excellent as usual with you..

Thank you my friend for your kind words :)
Each day spent is a step forward to the release … :ping:

:Kaleun_Cheers:

rik007
02-06-24, 12:55 AM
Well Fifi, if you can speed op the loading, you will also speed up the releasing :)

FUBAR295
02-06-24, 08:42 AM
But Yogi Berra of the NY Yankees said, "it ain't over till it's over", or as I like to say, "you know when it's the end when the fat lady sings". :D


Patience my sage.:)

enuosi
02-06-24, 09:23 AM
Awesome modpack! But why do the clouds look like this ? Seems to happen when it's overcast :hmmm:

https://i.imgur.com/8azgfjZ.png

Aktungbby
02-06-24, 12:29 PM
enuosi:Kaleun_Salute:...finally surfaced after a long 'silent run'! Actually that's what the skys are like during the pineapple express's endless rain(& hurricane winds) where I'm at!:yep::O:

enuosi
02-06-24, 02:34 PM
It's good to be here :Kaleun_Salute: . Well after a simple restart the clouds are back to normal. Been playing several hours without issue now :Kaleun_Cheers:

EDIT: So far, after even more hours in and absolutely no problems. Though after sinking 3 convoy ships, this escort that's been pursuing me managed to blow itself up somehow! It's been stationary for some time. 0 m/s wind and nothing out of the ordinary so I wonder what happened
https://i.imgur.com/qvusFmG.png

Silentmauri89
02-07-24, 08:09 AM
Black Sea campaign done!
Currently adding all Med files to standalone mod :doh::D:haha:
So next update will not have separated files anymore (except for Med water & colors if desired)
Sailing back and forth into Mediterranean will be possible any date (more populated from La Spezia starting date though - 01/10/1942)

Work almost half done, career tested starting 01/10/42 at La Spezia… loading time=less than 4 mn! :o
Quite incredible :hmmm: the more I add units, the faster it loads! :haha:
(Made many optimizations and corrected some values inconsistencies that could explain faster loadings)

:Kaleun_Salute:

Fifi, you are 👍. Waiting for next update. Can't wait to try the Mediterranean campaign.

Fifi
02-08-24, 01:02 AM
…this escort that's been pursuing me managed to blow itself up somehow! It's been stationary for some time. 0 m/s wind and nothing out of the ordinary so I wonder what happened


Sometimes it can happen, but rarely hopefully.
That’s when depth charges explode too close from the ship (ie swallow waters)
This PC trawler (on your picture) is also quite slow to drop depth charges.
Destroyers are faster to move away from explosions :yep:

Out of curiosity, do you remember the date & place exactly ?

:Kaleun_Salute:

enuosi
02-08-24, 06:02 AM
Sometimes it can happen, but rarely hopefully.
That’s when depth charges explode too close from the ship (ie swallow waters)
This PC trawler (on your picture) is also quite slow to drop depth charges.
Destroyers are faster to move away from explosions :yep:

Out of curiosity, do you remember the date & place exactly ?

:Kaleun_Salute:
That one was middle or late september 1939, my first patrol. Grid AM53 I think, near that line in the sea where it's much deeper and cozy for a u-boat. Also the lead escort (a flower corvette I think) of another convoy I found somewhere west of France (BF or BE grid) was on fire as well but the seas were very rough this time so maybe that's why.
And on my 2nd patrol I've found 2 warships on fire as well north of Scotland lol, task force I think. It caught my eye that on the stern they were designated in big letters as RN-66 and RN-16 If I remember correctly

Btw since I might as well ask this here. Is there any better way of browsing the recognition manual besides clicking the next page button like a maniac ?

Fifi
02-08-24, 01:36 PM
That one was middle or late september 1939, my first patrol. Grid AM53 I think, near that line in the sea where it's much deeper and cozy for a u-boat. Also the lead escort (a flower corvette I think) of another convoy I found somewhere west of France (BF or BE grid) was on fire as well but the seas were very rough this time so maybe that's why.
And on my 2nd patrol I've found 2 warships on fire as well north of Scotland lol, task force I think. It caught my eye that on the stern they were designated in big letters as RN-66 and RN-16 If I remember correctly

Btw since I might as well ask this here. Is there any better way of browsing the recognition manual besides clicking the next page button like a maniac ?

Should be fixed next update.
No, no other way for the manual …

:ping: EDIT : you can deactivate the seasonal waves option in Commander…should help for the escorts in fire :03:

:Kaleun_Salute:

Richard.W
02-08-24, 05:51 PM
First of all, I realise this will be a "ME issue" and not a fault of the mod or game but after successfully modding one copy of SH3 with GW, trying to mod another copy with NYGM has got me beat.


I have a virgin clean installation of SH3, outside of the program files and X86. In my case it's (D)>steam>steamapps>common>Silent Hunter 3


Installing JSGME and MODS folder = Done.
NYGM Super Mod (all 13 parts) downloaded = Done.
First 6 files in the list, unzipped and copied to MODS folder = Done.
Run JSGME as admin and all 6 mod elements show on the left = Done.


Now my problems start... Following the instructions, "Install mods in order shown", I activated NYGM Tonnage War V2.5 Full Version. That was fine but when I then tried to activate NYGM3 New, I got a warning message about conflicting parts due to files having already been changed by part 1... I elected to activate anyway but again, activating the remaining 4 parts of the first 6, all produced warnings of conflict issues.


Feeling fairly sure I'm doing something wrong, I stopped there and deactivated (moved back to the left of JSGME) all 6 sections and decided it would be wise to ask for some help before making mod soup.


While I'm here, asking, I'd also like to run JScones SH3 Commander mod. Reading the information on file 7 of NYGM, am I correct in thinking I should install SH3 Commander before NYGM?


Finally, if I also run the JFO mod, should that be installed before or after the other two


Sorry to be a PITA but I prefer to admit my ignorance and ask those who know, instead of plunging blindly ahead and throwing a tantrum when nothing works.


Thanks.
Richard.

Fifi
02-09-24, 12:14 AM
.. I elected to activate anyway but again, activating the remaining 4 parts of the first 6, all produced warnings of conflict issues.


Feeling fairly sure I'm doing something wrong, I stopped there and deactivated (moved back to the left of JSGME) all 6 sections and decided it would be wise to ask for some help before making mod soup.

Thanks.
Richard.

Go ahead, don’t be afraid of the warnings :yep:

But this is not my mod, this is not the correct place to ask … you should ask on NYGM original thread :03:

:Kaleun_Salute:

rik007
02-09-24, 02:45 PM
Fifi, as you are already working on the random convoy file... Will you also enlarge the convoy lane spacing up to a historical correct 1000 meter?

Fifi
02-10-24, 01:09 AM
Fifi, as you are already working on the random convoy file... Will you also enlarge the convoy lane spacing up to a historical correct 1000 meter?

As I said few posts above, some have been enlarged but not all.
Up to the Kaleuns to estimate if there is enough space :D
More seriously, enlarged mainly the early war convoys.

:Kaleun_Salute:

rik007
02-10-24, 01:16 AM
Thank you Fifi!

:Kaleun_Applaud:

The nightmare for a convoy commodore - he was responsible for the whole convoy - was crashing ships. So therefor they kept the distance of around 1000 meters during the war. An even bigger nightmare was by-the-way convoys which crossed each other (this did happen).

Fifi
02-10-24, 08:54 AM
Campaign SCR done… now working on campaign RND.
Noticed plenty small issues that I will correct (for instance waypoints radius over coasts, convoys may stop there etc etc)
Huge work again :03:

:Kaleun_Salute:

enuosi
02-10-24, 10:33 AM
What does SCR and RND stand for ? I'm eagerly waiting for the next version release btw :Kaleun_Cheers:

Silentmauri89
02-10-24, 11:06 AM
Campaign SCR done… now working on campaign RND.
Noticed plenty small issues that I will correct (for instance waypoints radius over coasts, convoys may stop there etc etc)
Huge work again :03:

:Kaleun_Salute:

Fifi, I noticed that the deck rails are missing on the type Viib. Do you think it would be possible to add them in the future updates?
Thank you for your great job👍.

Fifi
02-10-24, 01:35 PM
Fifi, I noticed that the deck rails are missing on the type Viib. Do you think it would be possible to add them in the future updates?
Thank you for your great job👍.

Don’t see what you mean … :hmmm:

:Kaleun_Salute:

Fifi
02-10-24, 01:37 PM
What does SCR and RND stand for ? I'm eagerly waiting for the next version release btw :Kaleun_Cheers:

Scripted & random :03:

:Kaleun_Salute:

Silentmauri89
02-11-24, 07:22 AM
Don’t see what you mean … :hmmm:

:Kaleun_Salute:

I mean the hand ( Guard ) rails the crew used as a protection when operating on the deck. :Kaleun_Salute:

FUBAR295
02-11-24, 08:54 AM
Here is a recent screen shot and it shows railings are there.



https://i.ibb.co/h8p5Gsc/sh3-2023-12-07-20-53-41-51.jpg (https://ibb.co/rynPBk3)


You may have a corrupt file maybe?

fitzcarraldo
02-11-24, 10:27 AM
Here is a recent screen shot and it shows railings are there.



https://i.ibb.co/h8p5Gsc/sh3-2023-12-07-20-53-41-51.jpg (https://ibb.co/rynPBk3)


You may have a corrupt file maybe?

He means VIIB, and this is a IXB. Personally I prefer the VIIB model included in OneAlex GWX.

Regards.

Fitzcarraldo :Kaleun_Salute:

FUBAR295
02-11-24, 10:56 AM
Okay ... here's the Type VIIB with railings.:salute:



https://i.ibb.co/HFxNBYr/sh3-2024-01-30-22-57-04-85.jpg


My point was that the railings are there regardless of the Uboat type. :D

fitzcarraldo
02-11-24, 11:04 AM
Okay ... here's the Type VIIB with railings.:salute:



https://i.ibb.co/HFxNBYr/sh3-2024-01-30-22-57-04-85.jpg


My point was that the railings are there regardless of the Uboat type. :D

The VIIB of the image without rails is that of the U-Boat school and the 1939 campaign start. Please, check if the VIIB of the sub school has the railings.

I´m not in my PC with NYGM now (I´m far from home), but I don´t remember if the initial VIIB has the railings...

Many thanks and best regards! :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

FUBAR295
02-11-24, 11:18 AM
You are correct, here's proof : :salute: :up:


https://i.ibb.co/PzLKqnB/sh3-2024-02-11-11-12-37-29.jpg (https://ibb.co/Z1j5qPy)


I rarely go into the Academy so I am not sure what is in there. :hmmm:

Fifi
02-12-24, 01:46 PM
Monumental work going on … with the RND file.
Corrected tons of waypoints today, where the radius were not good (overlapping islands & coast etc)
Even some path were going through land…
No wonder some traffic wasn’t good :ping:

Tomorrow starting all convoys precisely, one by one… path & ships :03:

Tested many campaigns loading any dates, always around 3mn loading! :yeah:

:Kaleun_Salute:

Fifi
02-13-24, 05:46 AM
Some convoys (mainly late war) are quite fast… plenty ships can’t even reach the speed :doh: so… decided to give all 101/102/103 ships better speed :yep:
Furthermore, I always thought that 10 knots max speed (for plenty cargos) was too slow. Now they can reach at least 15 knots.

:Kaleun_Salute:

Kal_Maximus_U669
02-13-24, 05:07 PM
:yeah:Monumental work going on … with the RND file.
Corrected tons of waypoints today, where the radius were not good (overlapping islands & coast etc)
Even some path were going through land…
No wonder some traffic wasn’t good :ping:

Tomorrow starting all convoys precisely, one by one… path & ships :03:

Tested many campaigns loading any dates, always around 3mn loading! :yeah:

:Kaleun_Salute:

Hey Fifi
Cela promet master...:yeah:
https://vl-media.fr/wp-content/uploads/2019/08/voiture-volante.gif
Once again fantastic news.... especially for the download times... same for the problems of the Mediterranean campaign... I always had problems.. I knew that a few things were wrong. . I have had several problems with the camera .. other... ctd...
As for the speed of the convoys... will it take the weather into account... without incident, nothing is less certain.. wait and see...Good luck in this endeavor... worthy of a pharaoh...

Fifi
02-14-24, 02:01 AM
As for the speed of the convoys... will it take the weather into account …

With very bad weather In SH3, unless the convoy is already spawned, it will follow the speed given in campaign file :03:
In others words, it will take weather into account only when spawned around you :yep:

:Kaleun_Salute:

Kal_Maximus_U669
02-14-24, 08:47 AM
Hey Master Greetings..:salute:
I am confident with you... I know that you will make the best of the possibilities available to you... no worries when I see your mastery of modding... which brings a real breath of fresh air... compared to before...
In the meantime, thank you for your work on this project..Bravo master "Pharaon"... :D:haha::yeah::yeah:

Fifi
02-14-24, 09:26 AM
Hey Master Greetings..:salute:
I am confident with you... I know that you will make the best of the possibilities available to you... no worries when I see your mastery of modding... which brings a real breath of fresh air... compared to before...
In the meantime, thank you for your work on this project..Bravo master "Pharaon"... :D:haha::yeah::yeah:

Thanks :up:

About some CTD you had, no wonder… I found some dates errors who may bring certainly CTDs :03:
Currently correcting plenty things in the campaign files that will make this game even better & more fluent… I have to check EACH unit of those files!!
Huge work, but it should give an excellent result :yep:

:Kaleun_Salute:

Anvar1061
02-15-24, 03:04 AM
Thanks :up:

About some CTD you had, no wonder… I found some dates errors who may bring certainly CTDs :03:
Currently correcting plenty things in the campaign files that will make this game even better & more fluent… I have to check EACH unit of those files!!
Huge work, but it should give an excellent result :yep:

:Kaleun_Salute:

Of course, you know, but I remind you that a new version of mySH3-TooL v2.1e by HEB has been released.

Fifi
02-15-24, 06:04 AM
Of course, you know, but I remind you that a new version of mySH3-TooL v2.1e by HEB has been released.

Thanks :up:
You have the download link please ?

:Kaleun_Salute:

FUBAR295
02-15-24, 08:07 AM
Fifi,


Here's the link :


https://www.subsim.com/radioroom/showthread.php?t=227227


Thanks for everything.


Good hunting,
FUBAR295

Fifi
02-15-24, 01:01 PM
With my new campaign files, today I beat my loading career record :o
Less than 3mn to load game career in 1941 (2mn 52 precisely)
2268 random groups & 4583 scripted units & 186 scripted groups :doh:

Back to work on RND file optimization & correction :up:

:Kaleun_Cheers:

rik007
02-15-24, 01:40 PM
My current record is 1m45 for 5.7 campaigning. So upgrading hardware will safe you time and allow for more testruns. But I'm looking forward for the extra bonus you are squeezing out!

:Kaleun_Applaud:

Fifi
02-15-24, 02:34 PM
My current record is 1m45 for 5.7 campaigning. So upgrading hardware will safe you time and allow for more testruns. But I'm looking forward for the extra bonus you are squeezing out!

:Kaleun_Applaud:

In 5.7 campaign you don’t have new Med files… They are still separated :)

:Kaleun_Salute:

rik007
02-15-24, 03:17 PM
Yeah! We can seamlessly continue after we passed Gibraltar provided we survived... :D another step forward!

Tabris
02-15-24, 03:27 PM
Been without internet for a while, but playing the mod while offline. Having almost finished a very long and realistic IXC/40 career, I gotta say, Fifi has done an amazing job with the campaign files, so with more improvements on the way I'm just thrilled.

On the subject of campaigns, I do have some feedback about the air coverage which may be helpful:

Since installing this mod I've been on three patrols to the North American coast in 1942, in which we saw almost no air cover. We were attacked by one Catalina off Halifax, and one K-Ship off Virginia, but nothing more. Is this low air attack frequency deliberate?

In total I've carried out eight patrols with this mod, mostly normal Atlantic patrols and transits from Germany to France. In Biscay and in the deep water North and East of Britain, it has been almost exclusively Beauforts/Blenheims (can't remember which!). The frequency has seemed about right, with about 1-3 air attacks every 24 hours in good conditions if staying mostly surfaced, but there's no variety. The only other types we've encountered have been Hurricanes, twice, and a single attack by a Mosquito, not counting carrier-based aircraft. No 4-engine bombers, no Catalinas.

Hope this helps!

FUBAR295
02-15-24, 03:32 PM
Did you activate the mods NYGM Tonnage War Enhanced - Enhanced_1941_AirCoveragee and NYGM Tonnage War Enhanced - Enhanced_1943_AirCoveragee? That could be your issue. :03:

Tabris
02-15-24, 03:44 PM
well duh! Next time I should check JSGME before opening my big fat mouth. Thanks once again FUBAR :Kaleun_Salute:

Anvar1061
02-16-24, 06:39 AM
Thanks :up:
You have the download link please ?

:Kaleun_Salute:

https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gifhttps://www.subsim.com/radioroom/showpost.php?p=2902668&postcount=2075

Anvar1061
02-16-24, 06:41 AM
Thanks :up:
You have the download link please ?

:Kaleun_Salute:

Fifi,


Here's the link :


https://www.subsim.com/radioroom/showthread.php?t=227227


Thanks for everything.


Good hunting,
FUBAR295
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

Fifi
02-19-24, 06:05 AM
Currently correcting many waypoints errors, sides errors, dates errors ect…
Whole RND file will be reworked unit by unit, as well as SCR file.
Only way to correct things.
Even quite incredible this game could run well with all those errors.
By the way, No program could detect those waypoints errors.
Huge work but very much worth it :yep:

:Kaleun_Salute:

FUBAR295
02-19-24, 08:00 AM
Wow :o, your reviewing over 800,000 lines of entries in those campaign files. As I have said before , "THANK YOU" for taking on this massive undertaking. :yeah:


It goes to show you how resilient the game engine is to run with all the stuff that can be messed up. :D


Things should run like a top when your done. :up: Really worth the effort.

propbeanie
02-19-24, 08:05 AM
Currently correcting many waypoints errors, sides errors, dates errors ect…
Whole RND file will be reworked unit by unit, as well as SCR file.
Only way to correct things.
Even quite incredible this game could run well with all those errors.
By the way, No program could detect those waypoints errors.
Huge work but very much worth it :yep:
It is definitely worth going through those files. While it won't find any routing errors across dry land Fifi, the use of Hebe Vollmaus's mySH3-Tool can really help with the SH3 campaign files, and will generate an error list that displays in WinMerge and highlights all of the "Speed" and other errors. It is definitely a mountain of data it generates, but can help the game run better. It is a bit of an involved process, and you do have to correct all of the other errors in the files before you do the campaign files, but he has plenty of documentation in the first post of his thread mySH3-TooL_v1 small SH3 Mod-Helper Tool (https://www.subsim.com/radioroom/showthread.php?p=2425044#post2425044) - he is up to v2.1e currently.

FUBAR295
02-19-24, 08:32 AM
It is definitely worth going through those files. While it won't find any routing errors across dry land Fifi, the use of Hebe Vollmaus's mySH3-Tool can really help with the SH3 campaign files, and will generate an error list that displays in WinMerge and highlights all of the "Speed" and other errors. It is definitely a mountain of data it generates, but can help the game run better. It is a bit of an involved process, and you do have to correct all of the other errors in the files before you do the campaign files, but he has plenty of documentation in the first post of his thread mySH3-TooL_v1 small SH3 Mod-Helper Tool (https://www.subsim.com/radioroom/showthread.php?p=2425044#post2425044) - he is up to v2.1e currently.




Fifi is aware of the program but is having issues getting it up and running. I have attempted to assist helping Fifi, but no joy so far. :nope:

FUBAR295
02-19-24, 02:50 PM
I mean the hand ( Guard ) rails the crew used as a protection when operating on the deck. :Kaleun_Salute:


I cobbled together this for railings on the Type VIIB. The turm appears to come from the CCoM Type VIIB which does not include the hand rails, those are located on the hull. I just remarried the Turm in Fifi's mod and the hull file from CCoM.


https://www.mediafire.com/file/5su1z5sezffg5w8/NYGM+Uboat+Type+VIIB+Hull+With+Railings.zip/file


I gave it a cursory test and it seems to work okay. I did not experience any CTD or things not working. No guarantees though. The Crew on Deck faces to opposite or the original port side, if starting from the dock.


Here's a screen shot :


https://i.ibb.co/hH6mKBx/sh3-2024-02-19-14-28-15-02.jpg (https://ibb.co/RPFDC3G)



Good hunting,
FUBAR295

Orffen
02-20-24, 01:53 AM
Thank you Fifi, looking forward to the new updates when they are ready! :up:

I'm a little bit confused about the UI currently - I remember some time ago only 1920x1080 was supported, is that still the case or are there options for running in smaller resolutions?

It's been a while since I've played SH3 as well and I can't recall, can it run in windowed mode or only full screen?

Silentmauri89
02-20-24, 09:13 AM
I cobbled together this for railings on the Type VIIB. The turm appears to come from the CCoM Type VIIB which does not include the hand rails, those are located on the hull. I just remarried the Turm in Fifi's mod and the hull file from CCoM.


https://www.mediafire.com/file/5su1z5sezffg5w8/NYGM+Uboat+Type+VIIB+Hull+With+Railings.zip/file


I gave it a cursory test and it seems to work okay. I did not experience any CTD or things not working. No guarantees though. The Crew on Deck faces to opposite or the original port side, if starting from the dock.


Here's a screen shot :


https://i.ibb.co/hH6mKBx/sh3-2024-02-19-14-28-15-02.jpg (https://ibb.co/RPFDC3G)



Good hunting,
FUBAR295

Thank you very much FUBAR295. It looks amazing, can't wait to try it. I'm downloading it now.

FUBAR295
02-20-24, 09:41 AM
Thank you very much FUBAR295. It looks amazing, can't wait to try it. I'm downloading it now.




:Kaleun_Thumbs_Up::Kaleun_Salute:

Fifi
02-20-24, 11:30 AM
Thank you Fifi, looking forward to the new updates when they are ready! :up:

I'm a little bit confused about the UI currently - I remember some time ago only 1920x1080 was supported, is that still the case or are there options for running in smaller resolutions?

It's been a while since I've played SH3 as well and I can't recall, can it run in windowed mode or only full screen?

Next update, can tell you this will be a completely brand new game :03:

Highly recommended for 1920x1080, never tried others resolutions… so can’t tell you.

:Kaleun_Salute:

silentwayIII
02-22-24, 09:39 AM
Hi Fifi
Is the XXIII available in your mod? I saw that in the Submarine folder of your mod there is a folder for the XXIII. I inserted the folder in the original XXIII mod for NYGM replacing the original Submarine folder in that mod, but the hull of the XXI is what shows up when the mission starts.


The XXIII mod was available a number of years ago, and I did use it because the submarine was actually used at the end of the war unlike the XXI. Is there a way to change the hull type that shows up when I insert your XXIII folder into the original XXIII mod?


Because the XXIII is historically real and was used in combat missions it would be a great addition to your mod.


silentwayIII

FUBAR295
02-22-24, 10:43 AM
The Type XXIII was included in the NYGM 3.2. From the readme ;


"FuMB37XXIIINYGM mod - enables use of a Type XXIII ‘electric’ U-boat, and installs a radar receiver onto schnorchel heads, as well as other minor changes. Must only be used after October 1944.


In checking the Submarine file there is a Type XXIII included but the config shows the following :



[Unit]
ClassName=SSTypeXXIII
HumanPlayable=NO
;;Interior=data/Interior/NSS_Uboat2/NSS_Uboat2
UnitType=200
MaxSpeed=9.7
MaxSpeedSubmerged=12.5
Length=37.4
Width=3.0
RenownAwarded=110


[Salvo]
1=1,2

[Properties]
PeriscopeDepth=10.5;meters
SnorkelDepth=9;meters
CrashDepth=80;meters
MaxDepth=300;meters
SurfaceDepth=7;meters
TorpLaunchMaxDepth=16;meters
StormConditions=9,0.1;max wind speed [m/s], max rain intensity [0,1]

[EngineProperties]
AllStop=0.0
AheadSlow=0.25
AheadOneThird=0.40
AheadStandard=0.60
AheadFull=0.90
AheadFlank=1.00
BackSlow=-0.26
BackStandard=-0.40
BackFull=-0.53
BackEmergency=-0.66



In looking at the file it shows it is not available for the human player. So I am not sure what happened along the way, but it appears not intended for use by the player. when installed.


The Type XXIII has a complete model :


https://i.ibb.co/Sf7J4r1/S3-D-2024-02-22-09-50-53-43.jpg (https://ibb.co/2ZY51NL)


Not sure why you have a Type XXI hull.


It may be that you need to install "FuMB37XXIIINYGM mod" which enables use of a Type XXIII ‘electric’ U-boat.




I found that file and is available here ;


https://www.mediafire.com/file/w47ig5ohtmgqd4l/FuMB37XXIIINYGM.zip/file


Read the install instruction fully.:03:


Good hunting
FUBAR295

Fifi
02-22-24, 12:27 PM
The XXIII model is not human player in NYGM … maybe it has been some early days, but Stiebler decided to not use it anymore … don’t know why :hmmm:

Anyway, after next update, it was in my plan to try to re-launch it!
Patience patience … I’m still far to finish my campaign files :03:
But every day is a step forward :)

:Kaleun_Salute:

FUBAR295
02-22-24, 12:52 PM
Fifi,


You can with the mod. In looking at it it is listed as a Type XXI but pulling up the model in the .dat file it shows this ;


https://i.ibb.co/hMw2v8S/Type-XXIII-Listeds-as-XXI.jpg (https://ibb.co/N3bWzYM)


It bypasses the config in the XXIII file and changes the model. So it looks like it is there. :yep:


If it works or not, don't know. Could try and find out. :D


Good hunting,
FUBAR295

FUBAR295
02-22-24, 01:15 PM
Here's a screen shot ;


https://i.ibb.co/hWJg1wD/sh3-2024-02-22-13-10-22-02.jpg (https://ibb.co/2t1FYHg)


You can go into the Uboast as it has a Type II interior, but nothing works with this mod out of the box. It still does not let the player operate things. Also the crew numbers need to be adjusted, so it needs work as Fifi has indicated.

J0313
02-22-24, 02:22 PM
The type XXIII was in NYGM for sure because I played it. Although I haven't tried it in years

FUBAR295
02-22-24, 03:39 PM
The type XXIII was in NYGM for sure because I played it. Although I haven't tried it in years


It may have been playable previously, but there has been so many changes to NYGM, I did not really expect it to work out of the box, but it still loaded but nothing works such as periscopes, UZO, getting the boat to even get out of the pen, it does not move. radar and so on. You can go inside, but you see a Type II interior.



Fifi will have to give a look.:yep:

J0313
02-23-24, 12:45 AM
The old NYGM had the Type 23 as an extra addon mod. It wasn't part of the main mod folder. You had to activate it after installing the main NYGM folder.

J0313
02-23-24, 01:04 AM
Just to check I just downloaded the original game files and the mod is in there. So Fifi I guess didn't decide to use the type 23 mod in his revision of NYGM. Dunno.

J0313
02-23-24, 01:19 AM
Fifi I sent you a PM. I'm not sure if it went through though.

J0313
02-23-24, 01:25 AM
You also have to read the read me file because it tells you that it replaces the Type XXI boat and with the type XXIII mod activate you cannot play the type XXI. And it also states that you have to start a career at Stavanger in 1945. I think your best bet is to go to the NYGM original thread and download it from the link.

silentwayIII
02-23-24, 07:48 AM
Thanks for the replies.
I found two stand alone mods for the XXIII in a long ago buried backup CD of mine. One was labeled XXIII_NYGM and the other XXIII_GWX.

Both versions are stand alone mods and only for the use of the XXIII.

I loaded each one as the last mod after Fifi's 4.4 Tonnage War Enhanced stand alone and the ARB Gui. They both work.

The configuration of the GWX version is a little different than the NYGM version. Boat speed is too high (more like the XXI) but can be dialed back so that it is correct for the XXIII both surfaced and submerged.
The GWX version uses Fifi's model of the FuMB26Tunis RWR and it rotates.
The GWX version torpedo's have a range of 5k meters.
The GWX version base is Bergen.


The configuration of the NYGM version is different than the GWX version. Boat speed is correct both surfaced and submerged.
The NYGM version does not use Fifi's model of the FuMB26Tunis RWR.
The NYGM version's torpedo's have a range of 7.3k meters.
The NYGM version's base is Stavanger.
The NYGM version has a flapping flag I would like to remove.


I will try a full mission with each mod soon and let you know how they perform.


silentwayIII

Fifi
02-23-24, 09:39 AM
Told you guys it’s in my plan to re launch the XXIII model… not in replacement of XXI :03:
But not for the moment, I’m full load on campaign files :ping:

:Kaleun_Salute:

FUBAR295
02-23-24, 11:52 AM
I went back and reinstalled the Type XXIII mod and got it working as such.:D


Here's some screen shots ;


https://i.ibb.co/BLLYWm4/sh3-2024-02-23-10-45-03-42.jpg (https://ibb.co/311P6wf)


https://i.ibb.co/pbX15Zb/sh3-2024-02-23-10-31-14-05.jpg (https://ibb.co/2WKFHPW)



I think the first install was corrupted and why I was not able to get things working properly. :yep: It is a interesting boat, but not much you can do with two torpedoes.



But, all in all, I think I will wait for Fifi's version. :up:

Fifi
02-23-24, 01:09 PM
Finished years 39/40/41 of RND file.
Started year 42 :yeah:

:Kaleun_Salute:

FUBAR295
02-23-24, 02:15 PM
Yeah ... :Kaleun_Applaud:

fitzcarraldo
02-24-24, 03:49 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Waiting...:Kaleun_Salivating:

Many thanks!

Fitzcarraldo :Kaleun_Salute:

Kal_Maximus_U669
02-24-24, 06:03 PM
Hey Fifi mes meilleurs salutations..
If you continue the UBI Devs may hire you especially at the moment... they really need it.....:har::up:
Fifi stands out with its productivity and quality of its modding :up::yep::Kaleun_Cheers:

Tabris
02-26-24, 12:01 AM
Did you activate the mods NYGM Tonnage War Enhanced - Enhanced_1941_AirCoverage

I'm struck with a sinking feeling that I've made a grave error. in JSGME, I do not have this mod, only 1943 air coverage. Have I misunderstood something about the install process? I took it that the DL link in Fifi's signature was a ready "out-of-the-box" mod - but this situation is making me think I was supposed to install it on top of other NYGM components.

Please tell me it's not that, and that there's a simpler explanation.

FUBAR295
02-26-24, 12:25 AM
Both mods were included in the earlier versions of Iron Coffin, but I seem to remember that Fifi folded in the 1941 air coverage and all is needed for the current version is the 1943 mod. :03:


Additionally, there is no 1941 air coverage in the mod section for version 5.0. :salute:


Which version are you playing?

Tabris
02-26-24, 12:28 AM
thank goodness! Shame about the number of Beauforts then, but I'm glad everything is working as intended. Thanks for the reply.

edit: missed your last question. It's the one in Fifi's sig. "NYGM ENHANCED STEEL COFFIN EDITION V5"

Fifi
03-01-24, 10:37 AM
Finished years 39/40/41 of RND file.
Started year 42 :yeah:

:Kaleun_Salute:

Year 42 & 43 done :yeah:
Starting 44 to end now.

Shame about the number of Beauforts then…


Number of Beauforts has been reduced :up:

:Kaleun_Salute:

fitzcarraldo
03-01-24, 11:39 AM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Many thanks

Fitzcarraldo :Kaleun_Salute:

FUBAR295
03-01-24, 01:48 PM
Year 42 & 43 done :yeah:
Starting 44 to end now.


:Kaleun_Salute:




:Kaleun_Applaud::Kaleun_Thumbs_Up:

Kal_Maximus_U669
03-02-24, 03:14 PM
Year 42 & 43 done :yeah:
Starting 44 to end now.



Number of Beauforts has been reduced :up:

:Kaleun_Salute:

Hey Masters Fifi :Kaleun_Cheers:
I tell myself that the imminent release smells good... how good ..:yeah:
Fifi, I love it when you come and give us this kind of news..It's really nice...Because the news in the world....is really rotten at the moment..
I pity our friend Alex lol...:yep:

Tabris
03-03-24, 01:43 PM
after finally making just the right tiny change to the .dat file, I finally got the radar to work on the Type XXI. This, in combination with other changes, means the boat is fully functional and playable with the sole exception of the slow surfacing issue (solved by blowing ballast) I know nobody plays this type but me :03: but if there's any interest now or later, I can upload the modified file.

Silentmauri89
03-05-24, 04:39 AM
after finally making just the right tiny change to the .dat file, I finally got the radar to work on the Type XXI. This, in combination with other changes, means the boat is fully functional and playable with the sole exception of the slow surfacing issue (solved by blowing ballast) I know nobody plays this type but me :03: but if there's any interest now or later, I can upload the modified file.

Please, upload it. I love to play with the XXI uboat. Thank you:Kaleun_Salute:

Fifi
03-05-24, 01:53 PM
I tell myself that the imminent release smells good...

Imminent, imminent not really … well yet… still lot of work to correct all those random units :yep:
And after, I have the SCR file to check too :timeout:
Each unit one by one… manually editing … have to check all the unit waypoints path … many errors giving plenty units crashing into islands or coasts… hence never seen in high seas! :yep:
Not to say about wrong dates, or wrong sides! (Found plenty Germans side 1 !)
Very time consuming.
8 hours by days, each days… even sundays… wife is VERY patient :D

PS: all units will have now latest equipment available at the travel date… that was not the case … at all!!
(Ie, none unit could have the Hhog in career, any date!)

:Kaleun_Salute:

FUBAR295
03-05-24, 02:35 PM
Glad your wife is understanding :D.... otherwise we would be running in the dark. :yep:


Sounds like you have correct many possible issue and things not working as they should. :up:


Kudos to you!:salute:

Mister_M
03-06-24, 03:33 AM
Not to say about wrong dates, or wrong sides! (Found plenty Germans side 1 !)

Are you sure that it leads to a CTD? I would guess SH3 will correct this automatically when loading a campaign.

Tabris
03-06-24, 04:39 AM
Please, upload it. I love to play with the XXI uboat. Thank you:Kaleun_Salute:

Rather than take up space in the sticky, I've posted a new thread dedicated to the subject, and you can find the link there :salute:

- Tabris

Fifi
03-07-24, 12:49 AM
Are you sure that it leads to a CTD? I would guess SH3 will correct this automatically when loading a campaign.

Wrong dates could bring CTD yes. If you spawn a ship whose appearance date is later… or inverse :03:

Wrong side will not bring CTD, but quite annoying gameplay speaking …

I even found nations that are not compatible in same convoy :)
No CTD either here, but some unwanted action for sure inside the rows!
That will be corrected anyway.

Back to work :ping:

:Kaleun_Salute:

Fifi
03-09-24, 05:19 AM
Still correcting RND file :yep:

Convoys around England very close to coasts, could not work correctly due to incorrect waypoints radius (again)…
Now, I think (well, I’m sure in fact) they will travel without beaching from start to end :ping:
Corrected the row spacing too (of all game convoys) so they can spawn correctly everywhere without touching coasts…
The demanding of wide spacing of 1000m cannot work everywhere :yep: so they are not ALL 1000m spaced!

Also found dozens of double random groups :doh: … so I changed them for new units & path, to populate others planet parts :up:

Back to work :ping:

:Kaleun_Salute:

FUBAR295
03-09-24, 10:07 AM
Thanks for the update! :Kaleun_Salute:

Fifi
03-09-24, 12:36 PM
Thanks for the update! :Kaleun_Salute:

De nada my friend :)

About the incorrect waypoints radius making ships collide coast… I believe that as long as the ship (or convoy) has not reached the last waypoint (ship will beach and stay there) game will not spawn new units at group starting point! Hence quite important that path must be smooth and correct :yep:

:Kaleun_Salute:

Fifi
03-12-24, 06:09 AM
:hmmm: Don’t know who made NYGM units path waypoints, but there are so many errors :o
Plenty units couldn’t sail very far from start, when the loop=-1 and loop probability=0 (or 25)…
That’s gonna be an other game can tell you!

:Kaleun_Salute:

torpille
03-12-24, 06:21 AM
hello Fifi,

Could other mods have the same problems?

:D:D

Fifi
03-12-24, 08:11 AM
hello Fifi,

Could other mods have the same problems?

:D:D

Only way is to check via the mission editor application, and the campaign file :yep:
I know some of the groups are coming from GWX and even Ccom, but not sure those groups have issues :03:

Anyway they will be ok in NYGM soon.

:Kaleun_Salute:

Tabris
03-14-24, 02:30 PM
an idea just occurred to me, it may not be realistic or relevant so I'll keep it short:

if the burning escort problem is often caused by gun battles with the AI wolfpack u-boats, why not remove the guns, or even just the deck gun ammo, from the AI boats?

I've been encountering a great many burning escorts, almost always the lead escort and almost always a fleet DD, so it's on my mind.

- Tabris

Fifi
03-15-24, 02:42 AM
an idea just occurred to me, it may not be realistic or relevant so I'll keep it short:

if the burning escort problem is often caused by gun battles with the AI wolfpack u-boats, why not remove the guns, or even just the deck gun ammo, from the AI boats?

I've been encountering a great many burning escorts, almost always the lead escort and almost always a fleet DD, so it's on my mind.

- Tabris

It’s not coming from Wolfpack as I almost made them impossible to spawn.
Next update they will be totally deleted (when an ai u boat is spotted, all armed cargos are firing to it, blowing all ships in their trajectory - huge mess)

If you’re looking to a radical solution, delete the fire boxes from this DD :D
Problem solved.

:Kaleun_Salute:

rik007
03-16-24, 12:19 AM
Fifi, is it possible to include more single ship contacts? They always seem to come in pairs. Or is it me who is having bad luck everytime? :o For example if a destroyer is spotted you can be sure that a second one is with it. So that restrains me attack. :wah:

The same goes for merchants. Maybe it can be done the SpawnProbability.

Fifi
03-16-24, 05:20 AM
Fifi, is it possible to include more single ship contacts? They always seem to come in pairs. Or is it me who is having bad luck everytime? :o For example if a destroyer is spotted you can be sure that a second one is with it. So that restrains me attack. :wah:

The same goes for merchants. Maybe it can be done the SpawnProbability.

There are already more than enough single ships :yep:
Pairs may come more in first years, but with luck (or no luck depending) you can still encounter them.

:Kaleun_Salute:

Fifi
03-17-24, 11:57 AM
Finally ended the RND file rework :yeah:
All is corrected and fine tuned now. Weeks and weeks of work.
Now I will start to check the SCR file… hopping it will be faster :03:

:Kaleun_Salute:

FUBAR295
03-17-24, 05:23 PM
Once again, thank you for the update! :Kaleun_Salute:

Fifi
03-18-24, 01:43 PM
… hopping it will be faster :03:


… I’m afraid not :timeout:

Already corrected plenty groups errors, dates and waypoints radius issues :yep:
55 first groups already done :up:

:Kaleun_Salute:

rik007
03-18-24, 02:22 PM
Well Fifi, make sure you create regular backups of your monumental work. Preferable remote ... :haha::haha:

Kal_Maximus_U669
03-18-24, 02:55 PM
… I’m afraid not :timeout:

Already corrected plenty groups errors, dates and waypoints radius issues :yep:
55 first groups already done :up:

:Kaleun_Salute:

Hey Master..:D :salute:
Since I have known you this time it is beyond comprehension 3 to 4 months of development.. I must admit that this tedious work.. must take up an invaluable amount of time...lol
Master I wish you good luck in this pharaonic enterprise, bravo for the technical prowess...
https://media.tenor.com/2K-S4kFmBLgAAAAd/the-mask-machine-gun.gif
Il sera pret.. quand il sera..!! :ouais: :arrgh!:

Tabris
03-18-24, 02:55 PM
I just remembered something from forever ago! With a brand new install of the mod, I would get a consistent crash from trying to view the battleship HMS Anson in the museum. might want to have a look at her.

Couldn't be more excited for the update! Thanks for everything.

Fifi
03-19-24, 01:54 AM
I just remembered something from forever ago! With a brand new install of the mod, I would get a consistent crash from trying to view the battleship HMS Anson in the museum. might want to have a look at her.

Couldn't be more excited for the update! Thanks for everything.

I don’t have any battleship Anson in my game!

Do you mean King George V?

:Kaleun_Salute:

Fifi
03-19-24, 02:12 AM
No, no problem looking around all battleships in the museum :03: (of any nation)

https://i.postimg.cc/XXSTYprt/SH3-Img-19-3-2024-8-10-35-172.jpg

No ship crashing at all in the museum by the way. You have a problem on your side if so...

:Kaleun_Salute:

Tabris
03-20-24, 12:25 AM
sincerest apologies to waste your time - it's CL Southampton that crashes for me (got too confident in my own memory, this time I went and looked it up).

Odds are it won't be a problem on your end anyway, probably a me thing.

Fifi
03-20-24, 04:38 AM
sincerest apologies to waste your time - it's CL Southampton that crashes for me (got too confident in my own memory, this time I went and looked it up).

Odds are it won't be a problem on your end anyway, probably a me thing.

Ah ok… this was the case with old & ugly version (GWX Southampton) of last update…
Next update all ships are corrected and new version ! No more problems :up:

:Kaleun_Salute:

Silentmauri89
03-20-24, 07:12 AM
Thank you very much FUBAR295. It looks amazing, can't wait to try it. I'm downloading it now.

Hi, FUBAR295. I tried your 'deck railing' mod, but I'm having some issues.
I only loaded the 'stand alone' mod, and your 'deck railings' mod.
The result, is attached, as pictures.:k_confused:

Silentmauri89
03-20-24, 09:01 AM
I would like to ask something else: Is the HF radio antenna "animated" in NYGM enhanced? I read that a shift+A/ctrl+A command exists, but I didn't find any trace in command_en. Furthermore, I saw that the ROD antenna animation is inside the folder. I wanted to create a specific one for thr HF rod, but at this point is legit to ask whether this animation exists or not. In "super turm" mod for LSH, a rod antenna anim exists. Can you help me, Kaleuns?:Kaleun_Salute:

FUBAR295
03-20-24, 10:44 AM
Hi, FUBAR295. I tried your 'deck railing' mod, but I'm having some issues.
I only loaded the 'stand alone' mod, and your 'deck railings' mod.
The result, is attached, as pictures.:k_confused:


Here ... try this :


https://www.mediafire.com/file/benknuxrx3pzqfo/NYGM_Tonnage_War_Enhanced_Type_VIIB_Hull_With_Rail ings_New_Paint_Mod.7z/file


:Kaleun_Salute:
Good hunting,
FUBAR295

Fifi
03-22-24, 07:37 AM
Added also latest AlexB small cargo Alamosa :up:

https://i.postimg.cc/K8XqC0rp/SH3-Img-22-3-2024-12-22-53-710.jpg

Back to my SCR campaign file …

:Kaleun_Salute:

Mister_M
03-22-24, 04:19 PM
At last, merchant ships are starting to look realistic in this game !... :haha: :D

rik007
03-23-24, 04:28 AM
Thank you for your mod Fubar :up:. I will try it!

FUBAR295
03-23-24, 08:29 AM
Thank you for your mod Fubar :up:. I will try it!


:Kaleun_Salute:

Fifi
03-24-24, 10:14 AM
Have repaired the game Hhog that was broken, added Tribal destroyer avalaible to Hhog as well as C&D destroyer, and now destroyers Hhog equipped are really using it from 1943/09/01 :yeah:

Back to my campaign file … :ping:

:Kaleun_Salute:

rik007
03-24-24, 02:28 PM
:Kaleun_Salute:

It looks great Fubar :Kaleun_Thumbs_Up:

Silentmauri89
03-27-24, 02:40 AM
Good morning, Captains.
I just realized now - after many campaigns - that I never encountered a plane equipped with Leigh lights.
I play mainly after Dec 41 - with frequent campaigns in the late war period (43-44.) - but besides deadly destroyers; besides deadly hunter killers groups; besides evil warplanes that unleash the hell on me every time I pop my conning tower out of the water, I was never attacked during the night with Leigh lights - even when not equipped with RWR.
I usually start campaigns with 1941 or 1943 allied air coverage, but even like that - no Leigh lights.
I usually travel submerged at night, but when I dare to run on the surface, I'm not getting surprised and attacked by planes equipped with leigh lights.
I'm not complaining at all, and until now, the warplanes have been a real problem during my navigation; and I was sunk, around ...15 times, I guess - so, Thank you, FIFI: Your mod has finally revived all my passion for this fantastic videogame.
When they find me, it is usually too late to dive without getting blown up few feet below the surface - so my best choice is: Full ahead flank, rudder to the side where the planes are coming from, and: Let the flak guns sing!

So, my question: Is it just a case that I don't get Leigh lighted during navigation, or maybe there's something else?

yagura
03-27-24, 02:55 AM
So, my question: Is it just a case that I don't get Leigh lighted during navigation, or maybe there's something else?

As far as I know, Leigh lights do not exist in NYGM!

Fifi
03-28-24, 01:23 AM
Yes Leigh lights do exist in NYGM of course.
It’s an equipment to be called at the right date.

But they could not be called!
I have repaired it...now you should see leigh lights from 1942/06

https://i.postimg.cc/L4x7zvy8/SH3-Img-28-3-2024-8-49-16-616.jpg

:Kaleun_Salute:

Silentmauri89
03-28-24, 05:28 AM
Yes Leigh lights do exist in NYGM of course.
It’s an equipment to be called at the right date.

But they could not be called!
I have repaired it...now you should see leigh lights from 1942/06

https://i.postimg.cc/L4x7zvy8/SH3-Img-28-3-2024-8-49-16-616.jpg

:Kaleun_Salute:

FIFI, thank you very much. Can't wait to try your next update.

rik007
03-29-24, 10:48 AM
By the way Fifi: do the Leigh lights actually work? So are we in for a surprise at night? :D

Are is that what you mean with called?

John Pancoast
03-29-24, 01:18 PM
By the way Fifi: do the Leigh lights actually work? So are we in for a surprise at night? :D

Are is that what you mean with called?

Hi rik007. If by "work" you mean light up an area, then yes. They illuminate the u-boat and have been around since shortly after the game's release via a mod and then added into the megamods of the time. But the lights only indicate that the ships are searching for you, or that planes are attacking you. In terms of game mechanics, they really have no effect on the unit behavior.

Very easy to add via a plane's .eqp file.

John Pancoast
03-29-24, 01:19 PM
As far as I know, Leigh lights do not exist in NYGM!

Yes they do and have since NYGM was started. However, stock NYGM has them all the time vs their historical entry of 6/42.

Fifi
03-29-24, 01:41 PM
SCR campaign file half done :up:

Had some bad surprises, like double ships at same exact place (British harbors mainly)
Only way to see this is to move each ship slightly, and we see they are double! :timeout:
Also many ships had wrong place & orientation :yep:

Re-organized harbors ships placement & ships class according to all the new ships available actually (around 300 models)
Very long work for all those thousands units…
Also added the harbor name to all units (when in harbor) so we can easily find them back, in case…

:Kaleun_Salute:

FUBAR295
03-29-24, 01:49 PM
:Kaleun_Salute:


Thank you for the update!

rik007
03-29-24, 02:20 PM
Hi rik007. If by "work" you mean light up an area, then yes. They illuminate the u-boat and have been around since shortly after the game's release via a mod and then added into the megamods of the time. But the lights only indicate that the ships are searching for you, or that planes are attacking you. In terms of game mechanics, they really have no effect on the unit behavior.

Very easy to add via a plane's .eqp file.

Thanks John, I even found out that you are the specialist :):

https://www.subsim.com/radioroom/downloads.php?do=file&id=5929

I looked into the equipment files and understands the trick :up:

John Pancoast
03-29-24, 04:57 PM
Thanks John, I even found out that you are the specialist :):

https://www.subsim.com/radioroom/downloads.php?do=file&id=5929

I looked into the equipment files and understands the trick :up:

:up:

Silentmauri89
03-30-24, 12:16 AM
SCR campaign file half done :up:

Had some bad surprises, like double ships at same exact place (British harbors mainly)
Only way to see this is to move each ship slightly, and we see they are double! :timeout:
Also many ships had wrong place & orientation :yep:

Re-organized harbors ships placement & ships class according to all the new ships available actually (around 300 models)
Very long work for all those thousands units…
Also added the harbor name to all units (when in harbor) so we can easily find them back, in case…

:Kaleun_Salute:

Thanks for the job you are doing.

Fifi
03-30-24, 02:09 AM
Thanks John, I even found out that you are the specialist :):

https://www.subsim.com/radioroom/downloads.php?do=file&id=5929

I looked into the equipment files and understands the trick :up:

If using this mod in my NYGM (that I don’t recommend) be careful of the corresponding bombs loads for each plane in RND & SCR file!
Otherwise planes could not drop anything …
Anyway with next update this will be outdated.

:Kaleun_Salute:

rik007
03-30-24, 02:49 AM
If using this mod in my NYGM (that I don’t recommend) be careful of the corresponding bombs loads for each plane in RND & SCR file!
Otherwise planes could not drop anything …
Anyway with next update this will be outdated.

:Kaleun_Salute:

Thank you very much Fifi. During all these years I never had the experience of a Leigh lights attack - or at least I cannot remember :) - so I'm very curious. I am certainly looking forward to your next update. :up:

I really appreciate the effort you put into it and your drive for quality! :yeah:

John Pancoast
03-30-24, 05:55 AM
Fwiw regarding a/c not dropping bombs, this has long been known to be a problem with scripted a/c placed in the .rnd file and to a lesser extent even in the .scr file. They also tend to be blind as a bat even if placed in the .scr file, another known problem. The a/c in SH3 have a number of very bad hardcoded problems that still exist that make them no where near as dangerous (and somewhat silly to boot) as they were irl and therefore much to weak in the game. Stiebler explained the whys behind all this long ago and if one plays the game a bit they will be obvious.

I can't remember the details but it was also discovered long ago that the crew rating of veteran or elite affected their attacks with veteran being the better compromise iirc; whether bombs released, etc.

In terms of my old mod above, as Fifi says, don't use it as is in his mod. It was made for stock NYGM campaign files.
It's .eqp files can be used as a reference/how to though for anyone wishing to know about placing leigh lights in a campaign.
Just don't use them actually in an install of anything but stock NYGM campaign files.

rik007
03-30-24, 06:54 AM
Hi John, thank you very much for your additional info :Kaleun_Cheers:

I will use it in the naval academy in a seperate install so no worries...:)

John Pancoast
03-30-24, 10:07 AM
My pleasure rik007. Now that you've solved the moonlight problems in the game (mod of the year, it's that important) how about fixing the next biggest problem with the game; the silly and poorly done sub damage model in relation to depth charge attacks? :)

rik007
03-30-24, 01:08 PM
Well John, my and I think also your hope is that we will soon have an AI Decompiler-Text-To-Sh3 bot like OpenAi Sora to fullfill any of your requests ... :)

Though it will make Fifi unemployed :doh:

John Pancoast
03-30-24, 04:28 PM
:up:

hauangua
03-31-24, 03:10 AM
Hi Fifi, is it possible to play with 1360 x 768 screen resolution with your mod?

Fifi
03-31-24, 11:19 AM
Hi Fifi, is it possible to play with 1360 x 768 screen resolution with your mod?

Never tried! But I don’t think so …

:Kaleun_Salute:

fitzcarraldo
03-31-24, 05:39 PM
Hi Fifi, is it possible to play with 1360 x 768 screen resolution with your mod?

You can try with 1360x768 MaGUI, but probably you will lose some key commands, and the hardcore TDC...Also, if you have GWX OneAlex, you can try the optional GUI for 1360x768 in your NYGM FiFi, but also, you may lose some of the key commands (example: flags, crew on deck, etc...).

Good luck!

Fitzcarraldo :Kaleun_Salute:

hauangua
04-01-24, 02:56 AM
You can try with 1360x768 MaGUI, but probably you will lose some key commands, and the hardcore TDC...Also, if you have GWX OneAlex, you can try the optional GUI for 1360x768 in your NYGM FiFi, but also, you may lose some of the key commands (example: flags, crew on deck, etc...).

Good luck!

Fitzcarraldo :Kaleun_Salute:
many thanks Fitzcarraldo, I will use magui mod, which I know well and I will work on 1024 menus to try to recover some functions.

hauangua
04-01-24, 03:24 AM
Hi Fifi, what can I say... you did a wonderful job, thanks to you and the Modders who keep Silent Hunter 3 alive, the best chapter of the SH saga. Thanks again Fifi, sh3 will never die

Fifi
04-06-24, 02:31 AM
Hi Fifi, what can I say... you did a wonderful job, thanks to you and the Modders who keep Silent Hunter 3 alive, the best chapter of the SH saga. Thanks again Fifi, sh3 will never die

Thank you for the kind words :yeah:

Next update should be awesome …
All those little tugboats type & COT type are now warships and attack you with guns & Kguns (DepthCharges)… and can hear you :D
They are no more for the nice scenery :haha:
Beware them!

:Kaleun_Salute:

Fifi
04-07-24, 04:59 AM
Little head up… 1537 units left to check in the SCR file… and it’s done!!
After that I’ll look for the U-Boat hands rail (if I can add it according to NYGM standards) and the release of new version will be here :yeah:

:Kaleun_Salute:

FUBAR295
04-07-24, 07:07 AM
Thank you for the update. :salute:

fitzcarraldo
04-07-24, 08:43 AM
Little head up… 1537 units left to check in the SCR file… and it’s done!!
After that I’ll look for the U-Boat hands rail (if I can add it according to NYGM standards) and the release of new version will be here :yeah:

:Kaleun_Salute:

Good news! :Kaleun_Salivating:

Many thanks for all the work FiFi.

Fitzcarraldo :Kaleun_Salute:

Silentmauri89
04-08-24, 03:48 AM
Little head up… 1537 units left to check in the SCR file… and it’s done!!
After that I’ll look for the U-Boat hands rail (if I can add it according to NYGM standards) and the release of new version will be here :yeah:

:Kaleun_Salute:

Thank you, FIFI. I can't wait to play it! :Kaleun_Thumbs_Up:

FalkeEins
04-08-24, 09:08 AM
Thank goodness! I've been going through extreme NYGM withdrawal and I've thought about spinning v5.7 up but this upcoming patch just looks too tasty.

Thanks FiFi! Can't wait!

Silentmauri89
04-14-24, 03:51 AM
Good morning, Captains.
I have a question: What program do you recommend me to use, in order to create an Interior 3d model? I have been planning to create interior models for a long time, and that time has come! But I would like to have your opinion on what 3d program should I use. I would dedicate to model interiors for NYGM.

Thank you in advance.

Fifi
04-20-24, 12:20 AM
All campaigns files finished, and VIIB new handrails done :up:
3 minutes to load a career session on my PC!

Now have to run some tests for few more days, and next week the new release will be launched :yep:

:Kaleun_Cheers::Kaleun_Salute:

FUBAR295
04-20-24, 07:14 AM
That's good news!:Kaleun_Thumbs_Up:
Thanks for the update ... looking forward to the release. :Kaleun_Salute:

fitzcarraldo
04-20-24, 08:50 AM
All campaigns files finished, and VIIB new handrails done :up:
3 minutes to load a career session on my PC!

Now have to run some tests for few more days, and next week the new release will be launched :yep:

:Kaleun_Cheers::Kaleun_Salute:

:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

GrenSo
04-22-24, 12:37 AM
I'm looking forward to your new version. :salute: :up:



Hope I will find the time for it next to SH5 and improvements of my work. :D

Fifi
04-22-24, 04:14 AM
Tomorrow or after tomorrow should be good for next update :yeah:

Major re-work of my NYGM Steel Coffin, with so many changes I can’t explain all here…

But the biggest work was the total re-work of around 300 ships, and the campaigns files associated with few thousands units…

New ships ARE NOT compatible with others megamods!
Some ships have changed of unit type too.

Stay tuned soon :ping:

:Kaleun_Salute:

FUBAR295
04-22-24, 10:49 AM
:Kaleun_Salivating: :Kaleun_Thumbs_Up:

Fifi
04-22-24, 11:30 AM
Also forgot to say that Med files are not separated anymore !
Only Black Sea files are separated

:Kaleun_Salute:

rik007
04-22-24, 12:35 PM
A kind of one-man GWX knight cross edition operation... Do you also have other occupations besides modding? :doh:

But looking forward to it!

:Kaleun_Applaud:

Fifi
04-22-24, 01:31 PM
A kind of one-man GWX knight cross edition operation... Do you also have other occupations besides modding? :doh:

But looking forward to it!

:Kaleun_Applaud:

Yes, I have the house & garden to work on also… and sometimes we keep the children of my son in law, like right now :)

:Kaleun_Salute:

Tabris
04-22-24, 01:35 PM
Couldn't be more excited. Thanks Fifi! The Med is the first place I'm headed.

rik007
04-22-24, 11:43 PM
Good to hear that Fifi! :up:

Mister_M
04-23-24, 01:22 AM
Major re-work of my NYGM Steel Coffin, with so many changes I can’t explain all here…


I know it's a lot of work, but... did you prepare a Manual (pdf) to explain all the details of your mod? I like to know what I'm downloading... :03:

Fifi
04-23-24, 11:02 AM
I know it's a lot of work, but... did you prepare a Manual (pdf) to explain all the details of your mod? I like to know what I'm downloading... :03:

Nope… base is same as before, only new ships optimized, new files optimized and tons of details :03:
If you have a doubt, of course don’t download it!

:Kaleun_Salute:

Kal_Maximus_U669
04-23-24, 02:45 PM
Hey Master Greetings...
I am delighted to see that all the phenomenal work is reaching the goal...!!!
I would say that your work is beyond comprehension.... you have spent a long time... compared to the previous update... fantastic work... in the previous version the models are superb... the fires. .the weather..etc..so much to say...although I haven't seen everything...but I fully intend to lead a complete campaign on the one that will come..
Thank you for your hard work... because every time it's Christmas with you...
See you soon Fifi, friendly Kal Maximus U669:salute:

Fifi
04-24-24, 12:40 PM
Thank you guys :)

Soooo… tomorrow morning is the big day of the new update!!
Have added 2 new ships for Germany.
An old reefer ship (NTTS) and an harbor small tug boat.

Stay tuned :yeah:

:Kaleun_Salute:

FUBAR295
04-24-24, 12:45 PM
Sounds like a plan ... :Kaleun_Applaud::Kaleun_Thumbs_Up:

fitzcarraldo
04-24-24, 04:18 PM
Thank you guys :)

Soooo… tomorrow morning is the big day of the new update!!
Have added 2 new ships for Germany.
An old reefer ship (NTTS) and an harbor small tug boat.

Stay tuned :yeah:

:Kaleun_Salute:

:Kaleun_Party::Kaleun_Party::Kaleun_Party:

Party Day!

Many thanks FiFi!

Fitzcarraldo :Kaleun_Salute:

Fifi
04-25-24, 02:07 AM
NEW VERSION 5.5 IS OUT!
(Download in my signature spoiler, or first page of this thread)

Few changes that come to mind:

- Leigh Lights repaired, should be fonctional when date is reached (at night!)

- New flags (and some ships may have more than one!)

- New Ships (from Ccom12 & AlexB and adapted)

- Old ships completely re-worked and optimized

- Campaign files configuration dates adjusted, so units have latest equipment

- Campaign files waypoints adjusted & corrected

- Campaign files convoys units adjusted, so units are same at save reload!

- Campaign files harbor units adjusted

- Roster & roster definition sides corrected

- Black Sea campaign files also adjusted

- VIIB type have now handrails!

- Escorts burning in bad weather SHOULD be fixed (if not, try to play WITHOUT seasonal waves activated in Commander options)

- Loading times are even shortned due to optimization

- Etc etc (i don't recall all the changes :haha:)

Forgot to say I was unable to repair the Kiel kanal waypoints plotting … so until I find out a solution, I deleted the waypoints.

Hope you will enjoy it!
To me, it's my best version ever!

:Kaleun_Cheers: :Kaleun_Salute:

torpille
04-25-24, 02:19 AM
:Kaleun_Salute::Kaleun_Cheers::Kaleun_Applaud:

Kal_Maximus_U669
04-25-24, 02:24 AM
NEW VERSION 5.5 IS OUT!
Yesssssssssssss..thxxxl Master ...
A la fraiche mon Fifi...!!!
https://media1.giphy.com/media/9r1isaLSyHY1cnvUT9/200w.gif?cid=6c09b952mffpjati0cbbpmdiaw3pqdnx2nkpa pk25nmjtja4&ep=v1_gifs_search&rid=200w.gif&ct=g

GrenSo
04-25-24, 02:40 AM
NEW VERSION 5.5 IS OUT!





Perfect timing, because I am on vacation starting next week. :D:up:

Silentmauri89
04-25-24, 02:42 AM
Hi, Fifi. Thank you very much for your hard work, really. And thank you for including the type viib handrails - I'll download the new version tonight, and in the next days: Gibraltar crossing. ( I hope to survive... )

fitzcarraldo
04-25-24, 06:41 AM
:Kaleun_Salivating:

This weekend I´ll start a campaign and hope to survive...

Superbe work, this is a must have.

Many thanks for all the patience and work FiFi!:Kaleun_Cheers:

Best regards.

Fitzcarraldo :Kaleun_Salute:

FUBAR295
04-25-24, 07:28 AM
Thank you my friend. :Kaleun_Salute:


Will start set up this morning. :Kaleun_Salivating:

Kal_Maximus_U669
04-25-24, 11:11 AM
Hey FUBAR295 greetings..:D

I installed it this morning...it's really super rare that I do that but when it's Fifi there is an exception...he makes us work early and at the right time and in a good mood.. install no problem....it works loading time a little long my usual WW2 config...but I haven't tried it on my other Asus rog strix machine I just finished mounting it 2 days ago... .I thank you for the handrails it has been authentic for all this time... amicalement
KM U669:salute:

rik007
04-25-24, 12:52 PM
Thank you very much Fifi!

The Night Surface attack project took me a year to accomplish so I now what it is. :)

I never told you but without your mods development of the hard code part of the Night Surface attack project would have been much more difficult. Your mods are so stable that once I had a CTD I could be pretty sure that there was some issue in the assembly-code or code-injections part of the mod.

Enough talk! Let's fire it up! :up:

So again thank you for your effort

:Kaleun_Cheers:

Mister_M
04-25-24, 05:14 PM
Is the Night Surface attack mod integrated in v 5.5 so the game becomes a little bit realistic ? :hmm2:

Fifi
04-26-24, 12:09 AM
Is the Night Surface attack mod integrated in v 5.5 so the game becomes a little bit realistic ? :hmm2:

No

:Kaleun_Salute:

Silentmauri89
04-26-24, 04:55 AM
Hi, Fifi. I performed a fresh installation and then I installed your mod. I was testing a 1942 campaign leaving from Bordeaux and as the game started, two merhant ships were blown out of the water. I managed to see that they were very close to the mooring. I attached a photo, so you can see. They are french units, I think. I just activated your stand alone mod, nothing else.:Kaleun_Thumbs_Up:

Fifi
04-26-24, 05:19 AM
Hi, Fifi. I performed a fresh installation and then I installed your mod. I was testing a 1942 campaign leaving from Bordeaux and as the game started, two merhant ships were blown out of the water. I managed to see that they were very close to the mooring. I attached a photo, so you can see. They are french units, I think. I just activated your stand alone mod, nothing else.:Kaleun_Thumbs_Up:

:hmmm: Thanks, will check it.

:Kaleun_Salute:

Kal_Maximus_U669
04-26-24, 05:45 AM
Is the Night Surface attack mod integrated in v 5.5 so the game becomes a little bit realistic ? :hmm2:

Hey Mister_M greetings :D
Have you personally tried the Surface attack mod with NYGM Enhanced?
For my part I tried it the weather is much better with the Fifi mods..
I wanted to discuss this theme with him but I preferred to let him work on his project so as not to distract him with something else...
the Night Surface attack mod
I tried it several times... with 3 different montages... that is to say with its weather is without its weather and the original Fifi mods.. the result for my part the waves are not as good.. especially at 15/s there is a big difference...there are also clouds there are practically none...the sky is often too blue...now I don't criticize his work which requires a lot of effort I agree..but it turns out that Fifi's work is much better..at least for me..I discussed these cloud problems with him..he made changes but that doesn't suit me. .I have not tried its work on GWX.. LSH2020..which may work better..!!
I also tried it on Onealex but the same I had "ctd" the same problems reported by other members here... there seems to be a problem with Kyle's merchant fleet which since then I believe to be corrected..it is It was apparently an overload of the engine...
since then I no longer use it.. Now if rik007 improves it I would try again..
But on update 5.5 I play original without any other mods except with the interiors of its production which are not available here...so as not to break the mod... to spot the errors...

I recommend that you try it to get your point of view on the matter...

Kind regards, Kal Maximus U669 :03:

Kal_Maximus_U669
04-26-24, 08:25 AM
Hey master...
the loading times have more than doubled for me compared to 8 minutes before... I'm at 17 minutes and I don't find that normal!!!... I know you're adding units but still ... before the one that took me the longest was WaC5.2 with 14 minutes
My old config... maybe but with ssd hyperX fury + hdd Western blue 256mo
I don't usually have a problem like ...

Fifi
04-26-24, 09:11 AM
Hi, Fifi. I performed a fresh installation and then I installed your mod. I was testing a 1942 campaign leaving from Bordeaux and as the game started, two merhant ships were blown out of the water. I managed to see that they were very close to the mooring. I attached a photo, so you can see. They are french units, I think. I just activated your stand alone mod, nothing else.:Kaleun_Thumbs_Up:

Ok, solved & fixed :up:

Few units didn’t have correct orientation & place… sorry for this, they went through my checking at Bordeaux :oops:

I will soon re-upload new version, with Carl Peters new ship as well as new Pinguin & Komet from VonDos :yeah:
(With their campaign file integrated)

:Kaleun_Salute:

Fifi
04-26-24, 09:17 AM
Hey master...
the loading times have more than doubled for me compared to 8 minutes before... I'm at 17 minutes and I don't find that normal!!!... I know you're adding units but still ... before the one that took me the longest was WaC5.2 with 14 minutes
My old config... maybe but with ssd hyperX fury + hdd Western blue 256mo
I don't usually have a problem like ...

Problem on your side my friend I’m afraid … always between 3 to 4 minutes here, any date any flotilla :yep:
In fact loading times never been so short on my computer (and i didn’t buy a new one)
Don’t be upset Kal, I’m just sharing my SH3 game. It’s not official release in any ways.

:Kaleun_Salute:

astvitaliy1982
04-26-24, 09:45 AM
Hello Fi-Fi. I'm not sure, maybe it's just me who has the problem, but please take a look. On the command bridge, move your mouse forward, up and back. I can't do this. When looking up, the camera sharply directs my view downward.

Dieselglock
04-26-24, 09:46 AM
I installed and started a new career yesterday. I have found the loading time to be about the same. The loading time on my laptop is between 3 and 4 minutes on all the latest versions from about 4.0 on to the latest.


Thanks for your work FiFi. :Kaleun_Salute:

Fifi
04-26-24, 10:24 AM
Hello Fi-Fi. I'm not sure, maybe it's just me who has the problem, but please take a look. On the command bridge, move your mouse forward, up and back. I can't do this. When looking up, the camera sharply directs my view downward.

Tested, all ok with camera … up, down, back, forward … I think it’s on your side, I’m afraid :yep:

astvitaliy1982
04-26-24, 10:52 AM
Thank you!) I still have a problem with the frame rate, but I’m sure I’ll find a solution somewhere on one of the forums) Thanks for your amazing work!)))

Tom Moore
04-26-24, 11:05 AM
Gentlemen,

I have been trying to use both the NYGM Hardcore and the Hardcore-Steel
-coffin addition. It is slow to load and crashes. What is the RAM memory recommendation for these mods. My old computer only has 4GBs.

Fifi
04-26-24, 11:11 AM
VERSION 5.6 IS OUT!

Please download lastest 5.6 version... Bordeaux harbor ships have been fixed.

Bonus: Added Vondos German Carl Peters ship, plus Vondos Komet & Pinguin ship...and of course their campaign files.

Also added new harbor East of South Afrika: Port Elizabeth (and its ships)… useful for flotilla 12 campaign from Bordeaux.

Hope you'll like it.

:Kaleun_Salute:

Kal_Maximus_U669
04-26-24, 11:26 AM
Problem on your side my friend I’m afraid … always between 3 to 4 minutes here, any date any flotilla :yep:
In fact loading times never been so short on my computer (and i didn’t buy a new one)
Don’t be upset Kal, I’m just sharing my SH3 game. It’s not official release in any ways.

:Kaleun_Salute:

Thank you Fifi I think you're right a little while ago I experienced some problems... Well it doesn't matter I'm going to switch to the other machine this evening.. thank you for the correction...
ah yes I'm a little calmer :har:...I don't get angry about this kind of thing :D.. I know that although the release is not official...
But that said I found it strange given that I am the only one to complain about it...plus you said that the downloads were much better...
see you soon :03:

rik007
04-26-24, 12:37 PM
Is the Night Surface attack mod integrated in v 5.5 so the game becomes a little bit realistic ? :hmm2:

Hi Mister_M,

If you already have a install including a patched sh3.exe you can re-deploy the mod.

So:

- disable all the SH-5 Night surface attack mods
- install fifi's 5.5 mods
- enable all the SH-5 Night surface attack mods

rik007
04-26-24, 01:14 PM
Loadtime over here is 2 minutes and 25 seconds. So no problems!

FUBAR295
04-26-24, 04:37 PM
The same experience here, around 2:30 minutes to load, similar to NYGM 2.5 modded up. Nice job! :up:

Fifi
04-27-24, 05:59 AM
For next update, I have replaced old German FTBoot model (base was a Buckley!) by nice VonDos FTBoot model, much more accurate of course.

Also have added Bermuda ships/planes & traffic that was still missing.

:Kaleun_Salute:

FUBAR295
04-27-24, 08:27 AM
:Kaleun_Applaud:
Something to look forward too!

chevyhd1986
04-27-24, 09:08 AM
It seems I have found a potential bug. If I select 3/1941 start with the 7th flottila type VIIC U-boat in commander. When you go to start your patrol instead of being at the base's dock it starts you in the middle of the golf of guinea off the west coast of Africa. Just thought I would let you know. Great job Fifi with this mod pack its awesome!

GrenSo
04-27-24, 09:16 AM
Thanks for the great update. :up:

Kal_Maximus_U669
04-27-24, 10:09 AM
Hi Fifi :D
in fact it comes from my machine... everything is back to normal.....
Recently I activated some functions of my Windows 10 which consume resources in the background, which is why the loading times had doubled.
I don't know why... you told me not to get angry...!!! because I'm not tense with this kind of thing lol... it's just a game... :har:
loading time -2 mins on the old config "around 6 to 7 mins" before 8 to 9 mins.
I haven't tried it on the other one yet.. I didn't have time yesterday.!!.. I'm confident since it is equipped with high performance NVME...
I take this opportunity to salute VonDos and its team who embellish the mod with superb ship models, a big up for this work, thank you to them..
see you soon...

Fifi
04-28-24, 01:57 AM
It seems I have found a potential bug. If I select 3/1941 start with the 7th flottila type VIIC U-boat in commander. When you go to start your patrol instead of being at the base's dock it starts you in the middle of the golf of guinea off the west coast of Africa. Just thought I would let you know. Great job Fifi with this mod pack its awesome!

Thanks for reporting this! Yes there is a problem … and I found it :yep:
In the campaign file, instead of St Nazaire, I have written St Nazaire… without the space between St and Nazaire :yep: that’s crazy.

i finish a work I’m doing and I will upload new version with the fix in just few hours … sorry again for this :oops:

:Kaleun_Salute:

Fifi
04-28-24, 03:24 AM
:ping: PLEASE DELETE VERSION 5.6 AND INSTALL NEW VERSION 5.7! :ping:

- St Nazaire 7th flotilla bug has been corrected

- Old German FTBoot has been replaced by Vondos FTBoot model

- Added WAC HMS Norfolk heavy cruiser, adaptated for NYGM with campaign files inclusion.

- Added missing Bermuda ships/planes and traffic units


Not compatible with old saves, so start new careeer!

Sorry for the convenience. Have fun!

:Kaleun_Salute:

GrenSo
04-28-24, 04:04 AM
:ping: PLEASE DELETE VERSION 5.6 AND INSTALL NEW VERSION 5.7! :ping:




Your wish is my command! :salute:

rik007
04-28-24, 04:28 AM
That's a pretty hefty update that we have to restart the campaign(s). Are you sure?

For me it actually reloaded from port without issues!

Fifi
04-28-24, 06:09 AM
That's a pretty hefty update that we have to restart the campaign(s). Are you sure?

For me it actually reloaded from port without issues!

Yes because campaign files added with Bermuda units :yep:

:Kaleun_Salute:

FUBAR295
04-28-24, 07:01 AM
He,he,he, figures, as I just got 5.6 up running last night.:doh::D No worries.:yep:


This will give me something to do to keep out of trouble with the Mrs.:03::up:


:Kaleun_Salute:

fitzcarraldo
04-28-24, 08:07 AM
Great! I was planning to write about the St. Nazaire issue, and then we have the solution.

Awesome work FiFi. Downloading now.

Many thanks!

Fitzcarraldo :salute:

Fifi
04-28-24, 12:19 PM
New target for future update :D

https://i.postimg.cc/G3PsTk0g/SH3-Img-28-4-2024-18-1-40-491.jpg

Heavy cruiser London

:Kaleun_Salute:

Fifi
04-29-24, 02:49 AM
Increasing small civilian shipyard for more variety...new small coastal fishing/trawler (from Ccom that i completely transformed for NYGM):

https://i.postimg.cc/R0FHDVfn/SH3-Img-29-4-2024-9-43-33-874.jpg

:Kaleun_Salute:

Fifi
04-29-24, 10:45 AM
Next update will have also new important harbors (3D model) that were still missing in NYGM.
Like Scapa Flow, Leningrad and Oslo to name just a few …

:Kaleun_Salute:

rik007
04-29-24, 11:17 AM
Increasing small civilian shipyard for more variety...new small coastal fishing/trawler (from Ccom that i completely transformed for NYGM):

https://i.postimg.cc/R0FHDVfn/SH3-Img-29-4-2024-9-43-33-874.jpg

:Kaleun_Salute:

At night the fishing boats used light to attrack fish. The u--boot commanders reported a lot of these boats. Evading or diving, before the fishing boats used wireless to call for help. Of course also during day time.

Fifi, the ships in 5.7 release look great by the way. Great work! Enjoying it!:up:

Kal_Maximus_U669
04-29-24, 05:22 PM
Hey Master.. :03:
More good news, the ships are superb...
I imagine the ports
I find @rik007's remark really interesting...
Couldn't we make this happen in the game...
the danger would be omnipresent...
I can already imagine the fishermen communicating with the patrol on the Aviation & Destroyer coast..
The difficulty would increase even less success..:hmmm:
Fifi, are you the Boss when do you think..??
Otherwise I corrected 5.7 everything is fine but I wonder if I will one day be able to do this campaign..hihihhi
I'll do a backup...lol :D

Silentmauri89
04-30-24, 08:55 AM
Hi, everybody. The refuelling operations are over. My U-84 is waiting for the order to leave the pens.
Mission objective: Gibraltar crossing.
Hope everything goes well.

Brest 29, November 1941.

Fifi
04-30-24, 12:10 PM
Doxford class cargo ship added (from AlexB) :up:

https://i.postimg.cc/LhdFMmp1/SH3-Img-30-4-2024-19-6-20-377.jpg

Scapa Flow, Leningrad, Kirkwall, Oslo, Horten, Durban, Mahajanga and Zanzibar harbors & ships added! :yeah:

:Kaleun_Salute:

Silentmauri89
05-01-24, 03:31 PM
Hi, FIFI.
U-84 reporting from inside the Mediterranean: The crossing was successful. I'm currently heading to La spezia base, and I should reach it in a few days.
What to say? Remarkable job, FIFI!
No CTD, and the number of units you put in there...well, I was lucky that is was raining heavily, and I could sneak through, undetected.
I was spotted and flared, just outside the port of Tanger, but thanks to the horrible weather, it was almost impossible for the surfaced units to find me.
Once they called down the search, I proceeded eastward, and endured an impressive 19 hours of periscope depth immersion. I was inspecting the surface from time to time - checking the weather, and to be sure nobody was too close to my position.
After Ceuta, I surfaced - Just to find out that another frigate was heading south to my direction.
I was able to avoid contact, and I kept periscope depth for a few hours more.
The number of units on the surface...that was great, FIFI.
Once they spotted me, they called all the available units on the place. At a point, I think, there were 11/12 units looking for me. Thank you for the amazing Job you did, really.

Fifi
05-01-24, 11:56 PM
Hi, FIFI.
U-84 reporting from inside the Mediterranean: The crossing was successful. I'm currently heading to La spezia base, and I should reach it in a few days.
What to say? Remarkable job, FIFI!
No CTD, and the number of units you put in there...well, I was lucky that is was raining heavily, and I could sneak through, undetected.
I was spotted and flared, just outside the port of Tanger, but thanks to the horrible weather, it was almost impossible for the surfaced units to find me.
Once they called down the search, I proceeded eastward, and endured an impressive 19 hours of periscope depth immersion. I was inspecting the surface from time to time - checking the weather, and to be sure nobody was too close to my position.
After Ceuta, I surfaced - Just to find out that another frigate was heading south to my direction.
I was able to avoid contact, and I kept periscope depth for a few hours more.
The number of units on the surface...that was great, FIFI.
Once they spotted me, they called all the available units on the place. At a point, I think, there were 11/12 units looking for me. Thank you for the amazing Job you did, really.

Cool! Glad you’re having fun! :yeah:

:Kaleun_Cheers: