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View Full Version : Kaelun,the recognition manual is super dark RANT


Wolfstriked
02-25-23, 10:31 AM
The recognition manual is super dark to point of being like a comedy skit I watched recently.

Man1:I am better than you cause "I" have gone solar!!
Man2: I guess
Man1:I rarely use local city electricity and all my light bulbs are fluorescent and max 35 watts!
Man2:Oh yeah?! Well...I can't see you....you are dim....YOUR DIM!!


https://www.facebook.com/watch/?v=10154277590353215

This darkness is cause of trying to simulate eye adaptation but somewhere someone went overboard.:D heck even when its done just slightly I have a hard time reading the info.

But there is other issues.So many ships in Sh3 since my last foray 9yrs ago now its a huge task to find what the ship is to point of not being realistic...IMO.I use NYGM Enhanced and can tell you its downright impossible at times.I use the weapons operator to identify ship to find the type but the name doesn't pop up anywhere.So now I must scroll thru(290 ships folders)numerous kinda nauseating amounts of pics searching for an elusive check mark that I can hardly see.:doh:

In real life no doubt when you were tasked to go patrol waters around the Polish port you had info on what countries were trading with the Polish and what to look out for.Not a merchant book filled with numerous unreadable pics of ships.:hmmm:

So now,how to fix something that with more and more ships being added will only get worse and worse??

Please be gentle....btw :subsim:





For anyone interested I brightened up the NYGM Enhanced manual here


https://www.mediafire.com/file/lwdakln63lq40w2/NYGM_Enhanced_Brighter_Recognition_Manual.7z/file

Hooston
02-26-23, 05:44 PM
i get your point, but NYGM is supposed to be difficult. I don't see how a recognition manual could be used efficiently at night on a surfaced u-boat (although maybe someone will "enlighten" me). Try GWX or LSH or a different GUI for an easier life.

I'm discovering that in real life establishing an accurate range and speed was very difficult and attack procedures were designed to get round that. Things could be estimated "by eye" in real life much easier than in game, but nowhere near as accurately as the game watch officer can do it.
In particular getting speed, range and angle on the bow from the map distance travelled in 3 minutes 15 seconds is just not realistic.

Take a look at Tonci87's recent playthrough to see how it was really done. https://www.youtube.com/watch?v=LA_Icl0akrw&list=PLOWnCqHDRIVLtu0-VcvIg-rUT4Z3fOPPS
The exact ship draughts in the manual (laden or unladen?) and the need to set magnetic torpedo running depths so accurately cannot be right either.



As a work-around it might be better for you to have a printout of the recognition manual so you can whizz through it without all the click click. I'm sure there's a copy on this forum somewhere.

Wolfstriked
02-26-23, 07:11 PM
A recognition manual you cant use because its too dark does not simulate anything but is just broken.I am not the only person who stated the super dark recognition manual when using ARB GUI in NYGM Enhanced.Fifi said its not gonna change and I took that as that is up to the maker of ARB GUI as Fifi has his hands full.


And Tonci87 uses onealex which has a brighter hence easier to read recognition manual.And the reason why I use the WO to calculate a solution is cause I cant read the recognition manual.I can take a speed measurement but then look at manual that WO has identified but cant read the ships length so its useless for me.


And please,I hope to not come across as a person who doesn't appreciate what modders make for us for free.:salute:

Wolfstriked
02-26-23, 07:16 PM
I don't see how a recognition manual could be used efficiently at night on a surfaced u-boat (although maybe someone will "enlighten" me).


Most likely someone inside sub near a light source would take cues from person on scope and search in the manual with a light source.Also,I would assume that they had some type of info as to who was trading with who and what merchants ships certain countries were using.

Wolfstriked
02-26-23, 07:22 PM
The exact ship draughts in the manual (laden or unladen?) and the need to set magnetic torpedo running depths so accurately cannot be right either.


I agree about laden and unladen.:up: Just read yesterday that what was great about magnetic pistol was it had magnetic detonator but also a pistol detonator.If it hit the side of ship it would still detonate.I think they just took draft of a laden ship as the default and if ship was unladen oh well it misses....but no big deal as it wasnt carrying anything anyway.

Fifi
02-27-23, 01:00 AM
Things could be estimated "by eye" in real life much easier than in game

That’s exactly how I’m playing NYGM (or any other megamod) with great success :03:

Never use the recon book, never calculate or draw anything on Nav map (except to intercept convoys)… all by eye estimation !
Magnetic torp always set to 6 meters for any ships, contact torp always set to 5 meters (or little higher for small ships)
Target speed set by visual estimation (or with help of sonar man announcing) as well as AOB… only few experience required :03:
What to say about target distance? I never calculate it :haha:
Only visual estimation again … more than 90% hit success…
Don’t loose time to scroll the recon book, or draw things on map for heavy calculations useless … only visual estimation and experience (as it was in real!) is the key :ping:

:Kaleun_Salute:

Hooston
02-27-23, 03:24 AM
There's a real US navy recognition manual on the web here: https://archive.hnsa.org/doc/id/oni208j-japan-merchant-ships/pg135.htm There are a LOT of pages! The big differences between claims and actual tonnages show that U-boat captains were not very good at identifying merchants. My understanding from this forum is that the stadimeter was deleted from U boats quite early in the war, presumably because it was not all that useful in practice.

i have seen plots used in real life to aid an attack, most famously the sinking of U-864 by HMS Venturer; it's just the accuracy of the ranges (and even bearings) from the game watch officer are way too good, even with the HSie mod. It would be nice to have some properly rubbish ranges dependent on the watch officer's ability.



i suppose making the manual too dark to read at night is going a bit far, the realism fanatics (like me) can always choose to not look at it. It's a bit like choosing whether to ask the watch officer for range and bearing or to identify a target, or locking on to targets you cannot actually see... i guess it's a bug.

Wolfstriked
02-27-23, 11:54 AM
The link you posted is dead.Can you fix that?Not that I would use it just wanna see what an official recognition manual looks like.

Hooston
02-27-23, 05:21 PM
Hmmm.. the link works for me...


Try this https://archive.hnsa.org/doc/id/oni208j-japan-merchant-ships



It's very like the SH3 game manual, but has a more logical order and is WAAAY bigger! It has both loaded and light draft - there's a big difference.



Obviously it's US vs Japan, I've not seen a Kriegsmarine one.

Wolfstriked
02-27-23, 07:04 PM
I guess SH3 devs just never bothered with unloaded draft as the ships we sink are supposed to be loaded. Thanks for the link,its nice to see an actual manual.


As to my original post I am going "the way of Fifi"! NYGM Enhanced with map contacts on is superb.My foray into all boxes checked and set sail did not end well even though I managed a ship or two.This just feels more real to me,especially the dotted lines for sonar contacts.


On the surface I think it could be slightly improved by having ship spotted leave a box where ship was seen but it doesnt track the ship and the box fades after awhile.To get a new location for the ship you must get on a scope,lock target and press identify to get a new box so you can mark on map.Would add a bit of involvement for player as he must get on scope and then mark and find ships course over time.:hmmm:Maybe maybe not?

Hooston
02-28-23, 03:34 AM
A Uboat underwater had a very limited ability to sense the outside world. SH3 is good because it gives so little information to the player, which also hides a lot of problems in AI behaviour and simulation. I would go further by trying to better simulate the errors in the sensors - especially in range. I have seen TV programmes about training real submarine commanders and the key skill was holding a mental picture of the tactical situation from limited inputs. I've also watched SH5 and Uboat playthroughs, where cleaning up the presentation of information is unrealistic and "gamey", and in turn asks too much of the simulation and AI.

Despite a lot of good work by modders SH3 struggles in surfaced attacks, simply because there is so much information available and it is so hard to draw a night time view realistically. This is a shame because it is how the uboats usually attacked until mid 1943. I'm not sure how to put this right, "God's eye view" is too powerful (except for US subs with PPI radar!) but on the other hand I think someone in the control room would be running a plot and it's not realistic to expect the player to do it all. A button "Locked target info" to give a lousy ID, bearing and range on a locked target - e.g. "destroyer, 325 degrees, 5000 metres" and put an X on the map might be a way.

Kal_Maximus_U669
02-28-23, 07:47 AM
This NYGM is very good as well as Onealex...
I think that if you played in "Hardcore" that is to say without any help..!! without the periscope lock... without target update map... without the help of the fire officer...etc...full realism option...
I don't agree with you Fifi's work has greatly improved things especially with the weather sometimes torpedoing is not possible in bad weather you will have to follow the target for hours and wait for better weather conditions to attack...
You talk about night attack for me it's quite possible I don't see where the problem is.. you compare the SH4 SH5 they have nothing to do with each other...
is different in many things which is bad for modders
Do you want night attack play at TMO de BH you will be served at the dificulter level..
I look forward to GWX (Grey Wolves eXpansion Mod) from the Kpt team. Lehmann who in my opinion will send heavy ..

Wolfstriked
02-28-23, 11:16 AM
In NYGM the sonar doesnt give range anymore so that is great.But just popping up periscope and then back to nav map and target new location is marked and easily tracked allowing a bit too accurate ships course from far away.What if you leave the sonar dotted line but remove only the surface ship icons?


When submerged and pressing identify the SO speaks but the WO cant as he is now inside the sub.But submerged with scope up and the target icon still gets marked on map as if the WO is inputting this info still.



Removing the surface map icons and to plot course on surface you ask WO for nearest visual contact,he gives bearing and range and you mark on map with info given.Wait a bit and ask again and mark etc.Yes WO is still too accurate but instead of just marking the target box for location you must use the tools and take his bearing and range and then mark.Its a bit more involved.



Then when submerged the WO can no longer give his super accurate range as he is inside of sub and with surface ship icons removed you are now on your own in regards to range.....which some say doesn't matter ;)

Kal_Maximus_U669
02-28-23, 01:00 PM
In NYGM the sonar doesnt give range anymore so that is great.But just popping up periscope and then back to nav map and target new location is marked and easily tracked allowing a bit too accurate ships course from far away.What if you leave the sonar dotted line but remove only the surface ship icons?


When submerged and pressing identify the SO speaks but the WO cant as he is now inside the sub.But submerged with scope up and the target icon still gets marked on map as if the WO is inputting this info still.



Removing the surface map icons and to plot course on surface you ask WO for nearest visual contact,he gives bearing and range and you mark on map with info given.Wait a bit and ask again and mark etc.Yes WO is still too accurate but instead of just marking the target box for location you must use the tools and take his bearing and range and then mark.Its a bit more involved.



Then when submerged the WO can no longer give his super accurate range as he is inside of sub and with surface ship icons removed you are now on your own in regards to range.....which some say doesn't matter ;)

You have never activated "full realism" which is why you make these remarks which are not all true, I would add that Uboats do not have sonar on the surface... :D

Fifi
02-28-23, 01:30 PM
Best to play NYGM is to play 100% realism (except external cam for screen shot) :yep:
No icons just use your own sensors.
The WO range announcement is not 100% accurate! There is a difference sometimes few hundred meters…that’s good like that for me…

:Kaleun_Salute:

Wolfstriked
02-28-23, 01:43 PM
You have not read any of my posts.I have said that I suck at full realism and this is why I am trying to make the game a bit easier BUT not too easy.


I never said that uboats have sonar on surface. :hmmm::o

Kal_Maximus_U669
02-28-23, 03:08 PM
You have not read any of my posts.I have said that I suck at full realism and this is why I am trying to make the game a bit easier BUT not too easy.


I never said that uboats have sonar on surface. :hmmm::o

I'm having trouble following you so let's see this together
here an attack we are in the "naval academy" Full Hard
http://image.noelshack.com/fichiers/2023/09/2/1677613383-sh3img-28-2-2023-20-28-37-18.png
nous plaçons le personelle aux postes clefs pour avoir le maximum d efficaciter
http://image.noelshack.com/fichiers/2023/09/2/1677613404-sh3img-28-2-2023-20-34-33-40.png
here the output periscope we see that the sonar messages evaluate the nearest target.. it gives us an estimate for you to evaluate
http://image.noelshack.com/fichiers/2023/09/2/1677613397-sh3img-28-2-2023-20-33-20-760.png
here is the attack map as we see it there is no sonar dotting no representation of ship it's up to you to take out the instruments be a real commander for once. Hehehe...
http://image.noelshack.com/fichiers/2023/09/2/1677613391-sh3img-28-2-2023-20-32-24-222.png

now if you want to play super easy here are the settings
http://image.noelshack.com/fichiers/2023/09/2/1677613387-sh3img-28-2-2023-20-30-10-209.png
here but I estimate that NYGM cannot and should not be played like that..lol!! Fifi works hard, it's not for nothing :ouais::ouais:

Wolfstriked
02-28-23, 04:10 PM
I tried manual plotting and my brain hurts and I prefer a bit or easiness as I think it coincides with realism as the captain was not doing everything.



I have removed all surface icons from my game and now find that Hsie mod "inaccurate range estimations" from WO works well.You cant have pin point accuracy this way as I mark the spot my WO says and the marks never line up and giving me just a relative bearing,albeit close enough to set up an attack.The only thing needed is a way to show what ship was identified.In ARB GUI the notepad was removed to give way for the Ujagd and so the area where the ship identity would post is gone.

Kal_Maximus_U669
02-28-23, 05:47 PM
I tried manual plotting and my brain hurts and I prefer a bit or easiness as I think it coincides with realism as the captain was not doing everything.



I have removed all surface icons from my game and now find that Hsie mod "inaccurate range estimations" from WO works well.You cant have pin point accuracy this way as I mark the spot my WO says and the marks never line up and giving me just a relative bearing,albeit close enough to set up an attack.The only thing needed is a way to show what ship was identified.In ARB GUI the notepad was removed to give way for the Ujagd and so the area where the ship identity would post is gone.

For my part I find it very well ... because a real commander had to have his method according to the attack conditions ... It is very difficult to establish with calculates Realiter knowing that many parameters come into account in the Ocean .. The meteo is an important factor The speed of the ship which is not perfect the draft etc ... Today the electronics solves these problems we see this in Ukraine.
I find that it gives a good aspect to the simulation It is necessary this by inaccuracy which reinforces this aspect in nygm
If you play the periscope not locking in bad weather you will see it is very difficult to effect outlets .. and shoot ... especially at long distance the meteo is an important factor during attacks, that is what I love in nygm
ARB 0.4 would suit you better but helas it does not work a few errors well.
UJag is very useful as well as the Torpedo table.. graduation periscope..
I invite you to go see here
http://www.mille-sabords.com/forum/index.php?showtopic=58833
Wolfstriked I'm sorry for my bad English ... I hope I have helped ...
Sincerely Kal Maximus U669:salute:

Wolfstriked
02-28-23, 09:43 PM
I understand you as the only two words that I didn't understand was meteo and helas and google translate helped there.Meteo is weather and helas is alas.


As for the locking of ships in bad weather I have done away with that completely in my game.I set a key for "identify ship" and manually hold the scope on ship and the WE will identify.


As for the page you linked me too:timeout:...its in French:D I will be lost way more than just translating a few words here.

Hooston
03-01-23, 04:06 AM
i think we're getting to the root of it. We're a long way from the book being too dark :yep:.

If you play 100% realism NYGM you tend to do everyone else's job. i think some real uboat Kaleuns actually did operate in this way :03:, but a better skipper would make better use of his crew (e.g. Morton and O'Kane).
Unfortunately SH3 is not great at simulating the activities of the rest of the crew, they tend to have superhuman abilities but no initiative. If allowed they will generate a plot so good you don't actually need to look through the periscope or UZO. They know every ship on the ocean. They will not warn you about a destroyer 1001m away if there is a merchant at 1000m.

As the automation is a bit "gamey" (a trap that SH5 and uboat fell into IMHO) looks like "100% realism", minimum use of complicated toys like the stadimeter and autocratic management style is your best bet. i think I'm going further down that route in future, but I'm going to have to invest in a PC that can handle enhanced graphics mods at more than 5fps...

Wolfstriked
03-01-23, 10:56 AM
Not only is the book too dark but its not in alphabetical order so its even harder.:doh:Great point about superhuman crew that have no initiative.I guess we take what we can get LOL

Fifi
03-01-23, 12:53 PM
Not only is the book too dark but its not in alphabetical order so its even harder.:doh:Great point about superhuman crew that have no initiative.I guess we take what we can get LOL

They are not in alphabetical order, but in class order :03:
If you want brighter image in the recon book, take all the ship silhouette tga (in all data/sea/xx ship folder) with photoshop and adjust them to your liking!
You will have some busy hours …

:Kaleun_Salute:

Wolfstriked
03-01-23, 01:13 PM
Seems simple enough Fifi.Exposure back up to 100%.Maybe that is too bright though as that is stock vanilla setting.

Wolfstriked
03-01-23, 01:21 PM
They are not in alphabetical order, but in class order :03:
If you want brighter image in the recon book, take all the ship silhouette tga (in all data/sea/xx ship folder) with photoshop and adjust them to your liking!
You will have some busy hours …

:Kaleun_Salute:


The outer area where the ship info like mast height and length etc is still dark.You know the name of that tga and location?


Also,what do you mean class order?

Fifi
03-01-23, 02:34 PM
The outer area where the ship info like mast height and length etc is still dark.You know the name of that tga and location?


Also,what do you mean class order?

All tankers are together, cargos together etc…
Don’t remember the tga name & location

:Kaleun_Salute:

Wolfstriked
03-01-23, 02:41 PM
Copy thanks:up:

Wolfstriked
03-01-23, 04:16 PM
3 hours later its done
:Kaleun_Cheers:


https://www.mediafire.com/file/lwdakln63lq40w2/NYGM_Enhanced_Brighter_Recognition_Manual.7z/file

Kal_Maximus_U669
03-01-23, 05:04 PM
3 hours later its done
:Kaleun_Cheers:


https://www.mediafire.com/file/lwdakln63lq40w2/NYGM_Enhanced_Brighter_Recognition_Manual.7z/file

Thanks dude :Kaleun_Applaud:
https://media.tenor.com/but9Su7UER8AAAAC/race-sylvester.gif
the impeccable recce manual in ARB great job THXXXL
Now the tube selector add the single tube to the button of the control panel correct the multi tubes in the OBS & ATTACK periscopes
"same" on the attack card if you know how to fix it we will have a perfect ARB

Wolfstriked
03-01-23, 05:11 PM
Your welcome. :up:


Are you talking about the tube selector TDC dial not matching?

Kal_Maximus_U669
03-01-23, 05:19 PM
Your welcome. :up:


Are you talking about the tube selector TDC dial not matching?

Absolutely the numbers do not match periscope "Attack" "Obs" and map Attack :up:

Wolfstriked
03-01-23, 05:32 PM
try this:salute:

https://www.mediafire.com/file/or9rsu4ikrir8tc/NYGM_correct_TDC_dials_for_all_subs.7z/file

Kal_Maximus_U669
03-01-23, 06:00 PM
try this:salute:


https://www.mediafire.com/file/je6jraukedtbu7v/NYGM_correct_TDC_dials_for_all_subs.7z/file

here the single tubes label is good.. the multi tubes bad
http://image.noelshack.com/fichiers/2023/09/3/1677711024-sh3img-1-3-2023-23-41-3-907.png
here in the Obs & Atk periscopes there are no single tube labels 1.2.3.4
http://image.noelshack.com/fichiers/2023/09/3/1677711069-sh3img-1-3-2023-23-41-32-854.png
If you have repaired you can open a beer to my health... but not before finishing the work it's bad... :har::har::har:
:salute:

Wolfstriked
03-01-23, 06:13 PM
Sh3 commander sometimes works and sometimes doesn't.


Give me a second I am trying to learn how to cut and paste in a paint program I dont know how to use.Ill make it so you select the specific sub your in with JSGME and all dials will be correct.:Kaleun_Applaud:


That is if I can do this ;)

Kal_Maximus_U669
03-01-23, 06:33 PM
Sh3 commander sometimes works and sometimes doesn't.


Give me a second I am trying to learn how to cut and paste in a paint program I dont know how to use.Ill make it so you select the specific sub your in with JSGME and all dials will be correct.:Kaleun_Applaud:


That is if I can do this ;)

A story of TGA take your time...:D

Wolfstriked
03-01-23, 11:40 PM
Regarding fixing the salvo and single selection dials its one or the other with ARB.If you make the dials look better in the scope views then it looks bad in the F5 attack map view and vice versa.I never use attack map so I rather have a working salvo selection dial in the scope views and will use the mod I posted though this comes stock with ARB GUI.



Also,ARB was based on Ahnenerbe GUI and that mod itself doesn't have a working single selector switch at the uzo,attack and observation so that will never work until its fixed.
:k_confused:

Fifi
03-02-23, 01:43 AM
Also those numbers on the salvo dial are different between type II VII &IX…
Best would be to leave it blank without numbers, and watch the torp tube light on right hand when selecting the different salvos … solved :D

:Kaleun_Salute:

Kal_Maximus_U669
03-02-23, 08:11 AM
yes Fifi is right...
the solution will be to create a file for type 2 then for type 7 then and 9 & 21
these files would be used via JSGME and activated according to the submarine used
this solution was used in the knight of the depths with the interface of Vivens "KSD II"
we don't have this problem in Ahnenerbe WideGui 1920 x 1080
it must be possible
problem is not new...
personally I use that of Diego gut which works like a charm it avoids conflicts I don't like the "MdR" on the screen Fifi knows that I have already told him these remarks...
thanks to Wolfstriked for his devotion here..:up:

Wolfstriked
03-02-23, 10:43 AM
Also those numbers on the salvo dial are different between type II VII &IX…
Best would be to leave it blank without numbers, and watch the torp tube light on right hand when selecting the different salvos … solved :D

:Kaleun_Salute:
If you like not having any numbers at all in the scope view tube dial then you can just make copy of single.tga and rename it salvo.tga as the single.tga is blank.It also is just like this in default ARB 4.0 but is changed with ARB 4.0 that ships in NYGME.

Wolfstriked
03-02-23, 10:58 AM
yes Fifi is right...
the solution will be to create a file for type 2 then for type 7 then and 9 & 21
these files would be used via JSGME and activated according to the submarine used
this solution was used in the knight of the depths with the interface of Vivens "KSD II"
we don't have this problem in Ahnenerbe WideGui 1920 x 1080
it must be possible
problem is not new...
personally I use that of Diego gut which works like a charm it avoids conflicts I don't like the "MdR" on the screen Fifi knows that I have already told him these remarks...
thanks to Wolfstriked for his devotion here..:up:


As I posted above Ahnenerbe was also not working properly.I tested this myself to see if maybe ARB added in this problem and yes Ahnenerbe GUI also had all these issues.

Kal_Maximus_U669
03-02-23, 02:46 PM
when I told you about "Ahnenerbe WideGui 1920 x 1080 Final" I did not say that it was compatible with NYGM enhanced by Fifi but it should be possible to adapt it

FUBAR295
03-02-23, 04:28 PM
I use ARB Wide GUI 1920x1080 v 3.0 & 3.1 combined for NYGM, with no issues with NYGM. :up:

You need to install and activate the SH3 Commander file included with ARB. That has the dials for the Salvo tube selector switch. :03: Not sure if they correctly reflect the selection desired, I just double check visually for the green lights to verify. I do not recall there being a problem.

Kal_Maximus_U669
03-02-23, 05:44 PM
I use ARB Wide GUI 1920x1080 v 3.0 & 3.1 combined for NYGM, with no issues with NYGM. :up:

You need to install and activate the SH3 Commander file included with ARB. That has the dials for the Salvo tube selector switch. :03: Not sure if they correctly reflect the selection desired, I just double check visually for the green lights to verify. I do not recall there being a problem.

Hey FUBAR 295 Salutation :Kaleun_Cheers:
Merci pour ces éclaircissement :D:D
https://image.noelshack.com/fichiers/2023/09/4/1677797054-sh3img-2-3-2023-19-58-54-903.png

Wolfstriked
03-02-23, 06:42 PM
Thanks guys.I am trying out onealex for awhile as it has the Ahnenerbe GUI already.Nice to have choice like this huh? NGL sometimes I get torn between super mods which always have certain something you really like while the other has other aspects which tears you apart....first world problems!
:k_confused:

Wolfstriked
03-02-23, 06:43 PM
https://image.noelshack.com/fichiers/2023/09/4/1677797054-sh3img-2-3-2023-19-58-54-903.png
That pic looks dangerous!:doh:

Wolfstriked
03-03-23, 12:25 AM
Ok I am back to NYGME and I dunno why I just like it :03: plus my personal mods are all geared for it.



I touched up the brighter recognition manual a bit as some pics were over exposed and others a bit dark.


https://www.mediafire.com/file/ekm8eqkjdvr3l74/NYGM_Enhanced_Brighter_Recognition_Manual.7z/file

Wolfstriked
04-12-23, 03:27 PM
Brighter recognition manual stopped working with recent NYGME releases.Here is a fixed version for anyone interested.This fix is only needed if you use ARB GUI.Stock NYGME uses DGUI Hardcore which works perfectly....though I must say I have no idea how that is.:doh:


Anyway here ya go:D


https://www.mediafire.com/file/ybvrnlfmyrdus3u/Wolfstriked_NYGME__Brighter_Recognition_Manual.7z/file

kyle9154
04-12-23, 04:03 PM
In NYGM the sonar doesnt give range anymore so that is great.But just popping up periscope and then back to nav map and target new location is marked and easily tracked allowing a bit too accurate ships course from far away.What if you leave the sonar dotted line but remove only the surface ship icons?


When submerged and pressing identify the SO speaks but the WO cant as he is now inside the sub.But submerged with scope up and the target icon still gets marked on map as if the WO is inputting this info still.



Removing the surface map icons and to plot course on surface you ask WO for nearest visual contact,he gives bearing and range and you mark on map with info given.Wait a bit and ask again and mark etc.Yes WO is still too accurate but instead of just marking the target box for location you must use the tools and take his bearing and range and then mark.Its a bit more involved.



Then when submerged the WO can no longer give his super accurate range as he is inside of sub and with surface ship icons removed you are now on your own in regards to range.....which some say doesn't matter ;)


Quick simple answer, keep weapon officer assistance on and when you lock on to the ship, get him to identify it for you and click the name of the ship on the notepad, it will auto flip to the exact page in the rec manual so you don't have to go scrolling through it. You can still do manual targeting, just use him to identify only. As for the darkness thats the UI that Fifi and NYGM players prefer and I did say his mod was more tailored to hardcore manual targeting players.

Wolfstriked
04-12-23, 04:25 PM
Quick simple answer, keep weapon officer assistance on and when you lock on to the ship, get him to identify it for you and click the name of the ship on the notepad, it will auto flip to the exact page in the rec manual so you don't have to go scrolling through it. You can still do manual targeting, just use him to identify only. As for the darkness thats the UI that Fifi and NYGM players prefer and I did say his mod was more tailored to hardcore manual targeting players.


Thanks but the ARB version that NYGM uses is 4.0 where the notepad was removed and replaced by Ujagd.The one that Onealex uses is iirc ARB 3.0 and does have the notepad.I ran with 3.0 for a bit in NYGME but I grown to like how 4.0 looks.

kyle9154
04-12-23, 04:50 PM
Thanks but the ARB version that NYGM uses is 4.0 where the notepad was removed and replaced by Ujagd.The one that Onealex uses is iirc ARB 3.0 and does have the notepad.I ran with 3.0 for a bit in NYGME but I grown to like how 4.0 looks.

Whatever floats your boat, I only mentioned it because you were making quite the scene about earlier in the thread and didn't know if you knew that or not.

Wolfstriked
04-12-23, 05:00 PM
Whatever floats your boat, I only mentioned it because you were making quite the scene about earlier in the thread and didn't know if you knew that or not.


Quite the scene?:doh::har: I guess I may have been a bit overwhelmed when I first came back to SH3 LOL.My eye sight being one thing and then the dark manual threw me for a loop.But I purchased reading glasses and its all good now.:up:

Wolfstriked
04-23-23, 06:20 PM
Something I kept noticing when using ARB WideGUI in NYGME(might not be an issue in stock vanilla SH3) was that it seemed to have 2 reticles super imposed with one over the other.I made them both blank and the stock vanilla reticles are there.Seems hardcoded in engine as there is no image file texture to alter.Any reticle image you place in game gets placed over the stock vanilla reticles causing the double range tick marks etc.
https://ratfactor.com/images/uboats/sh3-boom1.jpg
The pic above is vanilla reticle for attack scope and is exactly what this mod changes the reticles to look like.All I did was add in the numbers 10 at the 10 tick mark spots as it wasn't showing in game.From what I gather stock vanilla SH3 reticle is exact replica of what you see in "many" old WW2 german submarine pics.Its not cluttered and so easy to range ships with. https://www.westpalmbeach.com/wp-content/uploads/2019/06/U-Boat.jpg


Stock SH3 reticle matches with the ARB 6x attack scope perfectly so works for range as intended but ARB also changes the OBS scope to 6x.Luckily the game engine auto changes it to use the correct 6x reticule.So its the same reticule for OBS and attack scope as its hardcoded in engine.

The UZO reticle is also stock vanilla 7x and is where we have a slight problem.NYGME changes the UZO to 8x so it is slightly off the 7x reticle of stock SH3 game.I must add here to please do not bother Fifi with this mod.:up:

Well after fixing this I decided to try to bring back the rigged for red lighting that was missing in ARB.UZO at night is darker while attack and OBS scopes are darker and red same as with nav map.I particulary like the surface attacks with UZO.:D

I made the attack scope actually dark at night to simulate the fact that the OBS scope was also called the night scope.The smaller head of attack scope lets in less light and when sun goes down its hard to use.

I also fixed the dark recognition manual thingy.

Again this is not Fifi's mod so do not bother the man.I tested it vigorously so it should work but SH3 is finicky AF!!! I made some "simpler" to use bearing and line tools and it would crash game until I found out for some reason my uniforms mod I was using was conflicting.:o:hmmm:
https://www.mediafire.com/file/nh3fa7rhv70tn84/Wolfstriked_ARB_Wide_GUI_Tweaked.7z/file

Fifi
04-24-23, 01:55 AM
While you are at fixing things in ARB... you should try to fix all the charts & maps & flags visible UNDER all the dials:03:

https://i.postimg.cc/g0DppJKG/SH3-Img-24-4-2023-8-46-36-358.jpg

(the recon book is still dark even with changing semicolon in menu ini)

:Kaleun_Salute:

Wolfstriked
04-24-23, 02:18 AM
Argghh the recognition manual works but I have it as a separate mod and is why I did not notice it was missing.


The charts and flags etc though is beyond my comprehension as of now.Its a layers thing and comes down to how the mod was setup.I'll look a bit for a clue but doubt I will find anything....I'm not a wizard Fifi:timeout:....I am just a truck driver with a long lay off and time to spare!:O: Do you know if the original ARB mod had this issue of floating dials? I guess I can look but thats for tomorrow.......:salute:

Kal_Maximus_U669
04-24-23, 09:46 AM
If you want your manual to be normal use the files of the ARB Onealex
I think it's the work of CapZap1970 & s7rikeback on the salve label..
Many thanks to them for the correction.:up::salute:
ARB vers 0.8 parfaitement fonctionnelle sur Onealex 1.53 screens:thx Captaines for the work
https://image.noelshack.com/fichiers/2023/17/1/1682351889-sh3img-24-4-2023-17-37-25-260.png
https://image.noelshack.com/fichiers/2023/17/1/1682351896-sh3img-24-4-2023-17-38-8-58.png

Kal_Maximus_U669
04-24-23, 11:19 AM
the problem that Fifi has exposed is the same on this personal version I would place the flags file on the main map like Diego it doesn't bother me...

CapZap1970
04-24-23, 01:16 PM
If you want your manual to be normal use the files of the ARB Onealex
I think it's the work of CapZap1970 & s7rikeback on the salve label..
Many thanks to them for the correction.:up::salute:
ARB vers 0.8 parfaitement fonctionnelle sur Onealex 1.53 screens:thx Captaines for the work

My pleasure Kal! :Kaleun_Cheers::Kaleun_Salute:

Wolfstriked
04-26-23, 01:23 AM
Anyone have a clue as to why the estimated time to impact doesnt always show on Ujagd and chronometer?I am close to removing all the charts from the 3 scopes so the bug where the charts pass under the dials is just not there anymore.


With the flag chart I decided to steal the chronometer function as its always on top and its not really usable as the Ujagd serves same function.So I got flag chart on main screen now but I noticed that the estimated impact min and second lines was missing on ujagd.BUT I just tested it now with just base DGUI and its also missing the estimated lines.

EDIT and now the lines are showing again in DGUI!!! Arghhh

Fifi
04-26-23, 05:00 AM
Anyone have a clue as to why the estimated time to impact doesnt always show on Ujagd and chronometer?I am close to removing all the charts from the 3 scopes so the bug where the charts pass under the dials is just not there anymore.


With the flag chart I decided to steal the chronometer function as its always on top and its not really usable as the Ujagd serves same function.So I got flag chart on main screen now but I noticed that the estimated impact min and second lines was missing on ujagd.BUT I just tested it now with just base DGUI and its also missing the estimated lines.

EDIT and now the lines are showing again in DGUI!!! Arghhh

Estimate times on chronometers are in menu.ini :03:
Good luck changing anything in there :)
They are always working in DGUI hardcore …

:Kaleun_Salute:

FUBAR295
04-26-23, 07:50 AM
Anyone have a clue as to why the estimated time to impact doesnt always show on Ujagd and chronometer?I am close to removing all the charts from the 3 scopes so the bug where the charts pass under the dials is just not there anymore.


With the flag chart I decided to steal the chronometer function as its always on top and its not really usable as the Ujagd serves same function.So I got flag chart on main screen now but I noticed that the estimated impact min and second lines was missing on ujagd.BUT I just tested it now with just base DGUI and its also missing the estimated lines.

EDIT and now the lines are showing again in DGUI!!! Arghhh


I kind of think it adds to the suspense of the anticipated hit. :D

Wolfstriked
04-26-23, 04:41 PM
I kind of think it adds to the suspense of the anticipated hit. :D


The only reason to set range is to get time to impact.It is nice to actually have this working as a "feel" of when your torps would hit.I say feel cause if you range manually its never super pinpoint accurate.



Anyway I removed the flag chart from the chronometer and onto the least used tool aka the sextant! A question for you Fubar is do you use the draggable chronometer? I ask cause it seems redundant as the Ujagd is what you click on to make the chronometer actually work.I am thinking to just remove the chronometer completely off screen as NGL its like an eyesore for me.Just the edge showing off the side of screen.:har:


Also,I have left the 30kts/40kts/44kts charts on the attack scope page but just moved the tabs top dead center of screen.This way they just move less underneath the dials when in use.Seems a good compromise to instead of moving them to the navigation map and taking over the wind,signal flags and signal charts.As useless as those charts seem they are probably used by someone somewhere.



This is for ARB WideGUI.


EDIT: hey I am a Grey Wolf now!! :salute::up::D