View Full Version : NYGM Tonnage War v2.0 - Released!
Der Teddy Bar
06-05-06, 02:20 AM
Ladies and Gentlemen,
Your attention please, uhmmmm, your attention please....
It is with great pleasure that I announce that NYGM's Tonnage War v2.0 is ready and is available for download via the links below.
http://www.filefactory.com/?749de9
http://hosted.filefront.com/TeddyBar/ (http://hosted.filefront.com/TeddyBar/1637976)
Thankyou for your patience.
Salvadoreno
06-05-06, 02:21 AM
YES!!!!!!!! Dhase
1@?$F?V@!!$?B :know: :smug: :shifty: :doh: :ping: :|\\ ;)
Oh the filefront does not allow access because im not part of the "group". lol
Der Teddy Bar
06-05-06, 02:28 AM
Oh the filefront does not allow access because im not part of the "group". lol
oops, I have rectified that :up:
Fangschuss
06-05-06, 02:53 AM
THX NYGM-Team
Downloading Now :up:
THE_MASK
06-05-06, 03:31 AM
I can stop holding my breath and resume my sub commander life .
Totenkopf
06-05-06, 04:18 AM
WOW! That was imminent! DLing as I type! Feels like Xmas :rock:
Salvadoreno
06-05-06, 04:46 AM
question.. In the additional mods, the Sh3 Commander folder. Where do i install that? Couldnt find it in documentation. Do i install via JSGME?
Phylacista
06-05-06, 05:49 AM
:up:Great Teddy!
Now I have to sort out all those tiny mods I did to TW 1.03 and do it again... *sigh*
But I know its worth the trouble. Great that the draggable Chrono is there now.
Question: In the readme it is stated that the new damage mod only applies to the smaller merchants. Is this still up to date? And if so, when will it be released for the bigger merchants and warships, too?
HEMISENT
06-05-06, 06:06 AM
Teddy
No joy. Filefront still restricting access to your group only-access denied & File factory is a maze-seems impossible to DL anything from them.
HEMISENT
06-05-06, 06:15 AM
Ok, finally able to navigate thru File factory-DL in process.
Can't wait.
Thanks to the entire NYGM team.
Observer
06-05-06, 06:44 AM
Teddy
No joy. Filefront still restricting access to your group only-access denied & File factory is a maze-seems impossible to DL anything from them.
I just changed it. Hope it works this time.
HEMISENT
06-05-06, 07:30 AM
I just changed it. Hope it works this time.
Thanks Observer. The DL from File factory went south 50% of the way thru. I'll give it a shot on File front again.
HawkerT
06-05-06, 09:12 AM
Just did a problem free, speedy (88.7 KB/Sec) dl from Filefront.
Looking so much forward to read and play ... will relish every second of NYGM.
To the NYGM crew: Thank you so much for sharing your labour of love.
All the best
Frans
ReaperJester
06-05-06, 09:24 AM
To echo Herr HawkerT, thank you all for the fine work and sharing it with us. Reading about the changes and all the work put in has made me nothing short of giddy at the chance to play with it.
NYGM team and all others, thank you all for your work :rock:
Georg_Unterberg
06-05-06, 09:56 AM
Thanks NYGM-team!
I'm about to install 2.0. There's one question regarding the NYGM-version of the SH3-Commander file "miscellaneous.cfg". Under [CRUSH DEPTH] there are some hex values different than in the original Cfg. Is this supposed to be this way?
Is the IXC and IXD problem "starboard diesel destroyed" gone with these settings?
Jscones made some corrections to the IXC and IXD values in his file to get rid of this dreaded message - and I don't want this problem back. Should we install the NYGM- cfg?
Cheers
Sailor Steve
06-05-06, 10:08 AM
Oh well, bit by poverty again. It's 338 MB, and my little flash drive only holds 256. I know where I can get a bigger one cheap, so it's really only a matter of days until I can look at it.
U-Bones
06-05-06, 10:28 AM
Oh well, bit by poverty again. It's 338 MB, and my little flash drive only holds 256. I know where I can get a bigger one cheap, so it's really only a matter of days until I can look at it.
Check PM.
Hmmm. Loaded it up, but it froze loading into my first patrol. I believe this may be my system (only 504 RAM) and nothing to do with the mod. I'll try again. But I'll be bummed if my girl can't manage to play it. I was rather looking forward to it.
Observer
06-05-06, 10:50 AM
For those having problems it is absolutely essential you do a clean install. You don't want any hint of mod residue to cause problems.
The new hex offsets are required in order to use SH3 Commander. This is due to changes in the AI_Sensors.dat.
DAMMIT! I really want this mod, but I'm in a mid patrol attack on the biggest convoy ive ever seen, so I don't wanna corrupt the files... Guess I'll just have to wait till the patrol is over :cry:.
ti-louis
06-05-06, 12:18 PM
Thanks to the NYGM dev team :D
supersloth
06-05-06, 01:18 PM
*falls out of chair*
Salvadoreno
06-05-06, 01:24 PM
MY crew still does not see at 16km. What am i doing wrong I did a clean install of both silent hunter and sh3. added necesssary files to Commander, and have no sensors really conflitcing in JSGME.
U-Bones
06-05-06, 02:23 PM
For anyone else that wants a 2 part or low bandwidth alternative.
To avoid browser issues with 7z extension, use right click, save as.
Part 1 is everything except data/sounds and data/textures and is 234,841,073 bytes. http://mysite.verizon.net/~vze33y78/NYGM2_1of2.7z (http://mysite.verizon.net/%7Evze33y78/NYGM2_1of2.7z)
Part 2 is data/sounds and data/textures and is 61,960,919 bytes. http://mysite.verizon.net/~vze33y78/NYGM2_2of2.7z (http://mysite.verizon.net/%7Evze33y78/NYGM2_2of2.7z)
Compressed with 7z Maximum compression instead of Normal which saves about 50 MB on the download. I will leave this up a week or so.
Der Teddy Bar
06-05-06, 03:00 PM
Now I have to sort out all those tiny mods I did to TW 1.03 and do it again... *sigh* Which ones were they and we might be able to include them in the next release... Yes NYGM TW 3.0 is being mapped out as I type :)
Question: In the readme it is stated that the new damage mod only applies to the smaller merchants. Is this still up to date? And if so, when will it be released for the bigger merchants and warships, too? The NYGM Ship Damage Mod v2 is being done for the larger ships.
Currently the Small Tanker & the Liberty Ship are work in progress. It is an extremely labour intensive task. The ships will be released as they are ready.
There is more to it than just re-zoning the ships, we have to over come the way that damage is applied and then also make the ships sink and not have the instant message of "Enemy Ship Sunk" when the ship looks as if it just come off the production line or is only slightly down by the bow...
We need to ensure that it isn't gamey. For example, we don't want it that you just shoot 3 torpedoes at the one spot instead of 3 seperate spots.
Der Teddy Bar
06-05-06, 03:06 PM
For anyone else that wants a 2 part or low bandwidth alternative.
Part 1 is everything except data/sounds and data/textures and is 234,841,073 bytes. http://mysite.verizon.net/~vze33y78/NYGM2_1of2.7z (http://mysite.verizon.net/%7Evze33y78/NYGM2_1of2.7z)
Part 2 is data/sounds and data/textures and is 61,960,919 bytes. http://mysite.verizon.net/~vze33y78/NYGM2_2of2.7z (http://mysite.verizon.net/%7Evze33y78/NYGM2_2of2.7z)
Compressed with 7z Maximum compression instead of Normal which saves about 50 MB on the download. I will leave this up a week or so.
Thank you, your a legend :up:
Der Teddy Bar
06-05-06, 03:10 PM
MY crew still does not see at 16km. What am i doing wrong I did a clean install of both silent hunter and sh3. added necesssary files to Commander, and have no sensors really conflitcing in JSGME.
Could you give details about the situation/s that you have found yourself in that lead you to believe that you have an issue.
You seem to imply other Mods are installed... If so, what are they and what was the install order?
Der Teddy Bar
06-05-06, 03:18 PM
Guys,
Thankyou for your words of appreciation and support, it means a lot to me and the team.
Der Teddy Bar
06-05-06, 03:21 PM
Hmmm. Loaded it up, but it froze loading into my first patrol. I believe this may be my system (only 504 RAM) and nothing to do with the mod. I'll try again. But I'll be bummed if my girl can't manage to play it. I was rather looking forward to it.
Did you install mid patrol? This will cause a crash.
Did you install over a clean SHIII install?
Is there HT in it? And is it GW - Unified Mod compatable (sorry if this has already been answered...)?
HEMISENT
06-05-06, 03:47 PM
For anyone else that wants a 2 part or low bandwidth alternative.
Part 1 is everything except data/sounds and data/textures and is 234,841,073 bytes. http://mysite.verizon.net/~vze33y78/NYGM2_1of2.7z (http://mysite.verizon.net/%7Evze33y78/NYGM2_1of2.7z)
Part 2 is data/sounds and data/textures and is 61,960,919 bytes. http://mysite.verizon.net/~vze33y78/NYGM2_2of2.7z
Compressed with 7z Maximum compression instead of Normal which saves about 50 MB on the download. I will leave this up a week or so.
U bones, Thanks this 2 part DL seems to be just the ticket however when I click either link I get an endless page of gibberish. Am I doing something wrong here? Your assistance is greatly appreciated.
There is a Harbor Traffic add-in included as an option - see the documentation folder for the campaign file.
The mod uses Extended Unified Campaign (that has relevant features from both earlier NYGM and GW campaigns). A GW add-in (with all the relevant graphics mods) may be forthcoming later.
Great! :D. I LOVE YOU NYGM TEAM!
Did you install mid patrol? This will cause a crash.
Did you install over a clean SHIII install?
I have the same problem: Freezing during the load of the first campaign patrol. Works ok with single missions.
Clean install. Gave it a spin when everything was ready and the campaign worked fine. Started a new campaign with ShCommander and it froze up. Latest Shcomm. Worked fine with last version of nygm. Only two things I had checked differently on Commander between 1.03 and 2.0 was random number of days in port (checked yes this time,) and Medal and badge labels to german (from English last time,)
Will try again.
Salvadoreno
06-05-06, 04:32 PM
Could you give details about the situation/s that you have found yourself in that lead you to believe that you have an issue.
You seem to imply other Mods are installed... If so, what are they and what was the install order?
The only Mods i have installed with NYGM are in this order
Sh3 Clean Install
1.4b Patch
Nygm 2.0
Flower Corvette Skin-Pack
Fubars Skins
Fubars VIIC U552
GreyWolvesSoundPack(i used greywolves sound folder and installed it via JSGME-works perfect)
The thing is with the new Escort detection system its nearly impossible to be sneaky with a 8km visual range. My crew sees the escorts at 6-7 kms and by then they usually already detect me. I go with time compression 256x.
Der Teddy Bar
06-05-06, 04:41 PM
I have the same problem: Freezing during the load of the first campaign patrol. Works ok with single missions.
Clean install. Gave it a spin when everything was ready and the campaign worked fine. Started a new campaign with ShCommander and it froze up. Latest Shcomm. Worked fine with last version of nygm. Only two things I had checked differently on Commander between 1.03 and 2.0 was random number of days in port (checked yes this time,) and Medal and badge labels to german (from English last time,)
Will try again.
If I understand you correctly you are saying is that it freezes with SH3 Cmdr but not when starting SHIII via its shortcut?
Der Teddy Bar
06-05-06, 04:47 PM
The thing is with the new Escort detection system its nearly impossible to be sneaky with a 8km visual range. My crew sees the escorts at 6-7 kms and by then they usually already detect me. I go with time compression 256x.
I think that the issue is that U-boat Sensors may need work. By co-incidence the U-Boat Sensors is a planned mini update.
Am I to assume that the 8k visual range you refer to is not the 8k mod/default setting but the maximum visibility for that day? Or the distance that your guys finally saw the escort?
Observer
06-05-06, 04:55 PM
I have the same problem: Freezing during the load of the first campaign patrol. Works ok with single missions.
Clean install. Gave it a spin when everything was ready and the campaign worked fine. Started a new campaign with ShCommander and it froze up. Latest Shcomm. Worked fine with last version of nygm. Only two things I had checked differently on Commander between 1.03 and 2.0 was random number of days in port (checked yes this time,) and Medal and badge labels to german (from English last time,)
Will try again.
This is very important.
If you are using SH3 Commander you must place the file located in the NYGM Tonnage War 2.0\Documentation\SH3 Commander Optional Updates folder in your SH3 Commander\Cfg folder. NYGM Tonnage War v2.0 will not work without this change!
This change is necessary due to changes in the hex offsets in the AI_Sensors.dat file. If you do not make this change when using SH3 Commander, you will get crashes and lockups. Be sure.
(As an aside, this is not a fault of SH3 Commander, or NYGM, it's a function of the changes in the hex offsets.)
Salvadoreno
06-05-06, 04:58 PM
I think that the issue is that U-boat Sensors may need work. By co-incidence the U-Boat Sensors is a planned mini update.
Am I to assume that the 8k visual range you refer to is not the 8k mod/default setting but the maximum visibility for that day? Or the distance that your guys finally saw the escort?
But the NYGM has default 16km range right?? My crew is fully rested and they still detect at 6-7000. Its not fun.. Is there any work around this?? Makes it difficult to play. Can I install the 16km Light mod without any conflict or crashing?? By the way the mod is simply amazing!!!
Observer
06-05-06, 05:00 PM
The only Mods i have installed with NYGM are in this order
Sh3 Clean Install
1.4b Patch
Nygm 2.0
Flower Corvette Skin-Pack
Fubars Skins
Fubars VIIC U552
GreyWolvesSoundPack(i used greywolves sound folder and installed it via JSGME-works perfect)
The thing is with the new Escort detection system its nearly impossible to be sneaky with a 8km visual range. My crew sees the escorts at 6-7 kms and by then they usually already detect me. I go with time compression 256x.
If I understand what you are saying correctly, this is a function of the U-Boat sensors, not the escort sensors. Depending on your aspect, the escort should have trouble seeing, but that doesn't mean your crew should have trouble seeing the escort. This was a compromise to the U-boat sensors as a part of the original 16 km mod. As Teddy mentions, it's on our list for version 3.0.
Observer
06-05-06, 05:01 PM
But the NYGM has default 16km range right?? My crew is fully rested and they still detect at 6-7000. Its not fun.. Is there any work around this?? Makes it difficult to play. Can I install the 16km Light mod without any conflict or crashing?? By the way the mod is simply amazing!!!
Thanks. U-boat spotting is a a compromise (as I mentioned above), but mostly for the sake of night spotting. If the crew could see that far at day, they would have vampire vision at night. Rest assured, it's in the works for version 3.0, and we'll do what we can.
me likes the loading screens very much...:up:
Salvadoreno
06-05-06, 05:14 PM
Thanks. U-boat spotting is a a compromise (as I mentioned above), but mostly for the sake of night spotting. If the crew could see that far at day, they would have vampire vision at night. Rest assured, it's in the works for version 3.0, and we'll do what we can.
So do i have to wait till NYGM 3.0 to get a correct 16km vision?? Right now im approaching a small merchant that i can see from very far away, but crew hasnt picked them up yet. Im seeing the smoke, Im pretty sure its farther than 8kms, but the damn crew! arrggg..
As i was asking, is it safe to install the 16km light or dark mod?? Can i do any changes to the files?
Observer
06-05-06, 05:23 PM
So do i have to wait till NYGM 3.0 to get a correct 16km vision?? Right now im approaching a small merchant that i can see from very far away, but crew hasnt picked them up yet. Im seeing the smoke, Im pretty sure its farther than 8kms, but the damn crew! arrggg..
As i was asking, is it safe to install the 16km light or dark mod?? Can i do any changes to the files?
What you describe is the compromise I talked about. We might be able to do something sooner, but I couldn't promise a date at this point.
The 16 km dark mod is already included.
Salvadoreno
06-05-06, 05:41 PM
Thanks for your answers and guidance Observer and Teddy!! I will await the fix and play with complete awareness now!
boshunter
06-05-06, 05:42 PM
been i donno how many hours and still being stalk by a c-class DD
3 hours of dodging depth charge by 1 DD and 1 covertte
my radio antenna/deckgun/flak are destoryed
the DD just wont give up
running low on juice and co2 at 50%
no way of escaping..
btw, I got a problem also.. i read the hummingbird mod change
which said i can stay level with 1 kt and 2 kt to change depth
but i can't seem to do that in game, my VIIB just wouldn't stay level even at 2kt and it takes 4 kt for me to raise my depths whiich mean i am too loud and the destoyer detect me
it that suppose to happen?
oh almost forgot to say
"GREAT MOD", I love how you have change the detect range on the escorts
Thank you for taking so much time!!!
I'll try it again without SH3Cmdr. I just wanted to try that cannal route, and didn't want to be stuck at 1 TC the whole time. :p
As far as I know, I did put that file into SH3Cmdr (copy / paste), and it's a 100% clean install for everything. But, I'd reinstalled it three times (I'd never used the Mod Installer, and I'm just dumb so it took me three times to figure it out) so maybe I did that copy/paste everytime except the last one.
I'll do it again just to be sure.
Der Teddy Bar
06-05-06, 06:07 PM
So do i have to wait till NYGM 3.0 to get a correct 16km vision?? Right now im approaching a small merchant that i can see from very far away, but crew hasnt picked them up yet. Im seeing the smoke, Im pretty sure its farther than 8kms, but the damn crew! arrggg..
As i was asking, is it safe to install the 16km light or dark mod?? Can i do any changes to the files? There is a random visual detection probability in play where at times your crew will see an escort at 14k and at other times at a much closer distance.
The extent to which this happens only came to my attention over the last fews days with lots of career mode testing where the escort now might on occassion have the advantage.
I will say that I have never been caught with an escort below 6000 to 7000 metres. But, we should see them first, so it needs to be fixed.
Your Watch Crew's EFFECIENCY has a direct impact on thier ability to detect an enemy vessel. So the more tired they are, the less chance of detecting a vessel further out.
An Visual U-boat sensors update will be delivered as soon as it is ready and is something that I will be starting on today.
Observer
06-05-06, 06:09 PM
been i donno how many hours and still being stalk by a c-class DD
3 hours of dodging depth charge by 1 DD and 1 covertte
my radio antenna/deckgun/flak are destoryed
the DD just wont give up
running low on juice and co2 at 50%
no way of escaping..
btw, I got a problem also.. i read the hummingbird mod change
which said i can stay level with 1 kt and 2 kt to change depth
but i can't seem to do that in game, my VIIB just wouldn't stay level even at 2kt and it takes 4 kt for me to raise my depths whiich mean i am too loud and the destoyer detect me
it that suppose to happen?
oh almost forgot to say
"GREAT MOD", I love how you have change the detect range on the escorts
Thank you for taking so much time!!!
You keep getting detected on the passive sensor because of your speed. A couple of things to check:
-Make sure all of your compartments are fully repaired.
-Place crew in each compartment and secure from silent running. You may have a small amount of flooding which is not visible.
-Make sure you do not interrupt the crash dive sequence. This will also result in the behavior you describe. For more details on this, please see this thread:
http://www.subsim.com/radioroom/showthread.php?t=92883&highlight=crash+dive+blues
My apologies, since this topic was supposed to be covered in the user manual.
Der Teddy Bar
06-05-06, 06:12 PM
been i donno how many hours and still being stalk by a c-class DD
3 hours of dodging depth charge by 1 DD and 1 covertte
my radio antenna/deckgun/flak are destoryed
the DD just wont give up
running low on juice and co2 at 50%
no way of escaping..
btw, I got a problem also.. i read the hummingbird mod change
which said i can stay level with 1 kt and 2 kt to change depth
but i can't seem to do that in game, my VIIB just wouldn't stay level even at 2kt and it takes 4 kt for me to raise my depths whiich mean i am too loud and the destoyer detect me
it that suppose to happen?
oh almost forgot to say
"GREAT MOD", I love how you have change the detect range on the escorts
Thank you for taking so much time!!! The issue I will presume is related to the phenomenon we describe as the Crash Dive Blues.
Let me start by saying that the interrupted crash dive behaviour is a evident in a vanilla install of SHIII 1.4b, this ‘feature’ is brought to the fore by the NYGM U-Boat Mod.
If you order a crash dive and before the u-boat reaches the crash dive depth (normally about 70 metres) you order the u-boat to another depth (higher or lower) then what happens is that the u-boat sits down by the stern at an angle of about 10 degrees! The only way to get the u-boat back onto an even keel is then to order another crash dive and of course let it complete.
Due to the abundance of positive buoyancy that allows the U-Boat to hover like a Humming Bird this ‘feature’ was not seen by the player. It would have however made the u-boat sink or sink more severely when the stern of the u-boat was flooding but this is something that the player would have expected and hard to tell the difference between flooding occurrences.
So if you order a crash dive ensure that you let the u-boat go the full distance, you can however change speed & direction without issue.
As the SHIII crash dive is no faster than a normal dive I would suggest just ordering a depth at ahead flank.
I worked when not using Commander. So that's good. YAY!
What I'm thinking is that Copy / Paste is not the way to put those files into Commander Cfg perhaps?
I have all the settings in Cmdr set as specified.
Either way, I'll keep trying. I don't mind figuring things out for myself, and as I said with the Mod Enabler, sometimes I'm not the sharpest tack. :88)
Oh, just a thought. I don't have SH3 Commander in the Mods Enabler, I figured that was not needed as it runs 'outside' the game. Is that not the case?
boshunter
06-05-06, 06:35 PM
Thanks for the reply.. I will test it out
THE_MASK
06-05-06, 06:57 PM
OK , I just tried the WaW 6 single mission . :huh: :up::up: :up: :rock: :yep:
Observer
06-05-06, 07:15 PM
I worked when not using Commander. So that's good. YAY!
What I'm thinking is that Copy / Paste is not the way to put those files into Commander Cfg perhaps?
I have all the settings in Cmdr set as specified.
Either way, I'll keep trying. I don't mind figuring things out for myself, and as I said with the Mod Enabler, sometimes I'm not the sharpest tack. :88)
Oh, just a thought. I don't have SH3 Commander in the Mods Enabler, I figured that was not needed as it runs 'outside' the game. Is that not the case?
Make sure you are installing the three SH3 Commander files in the following directory:
x:\Program Files\SH3 Commander\Cfg directory (where x: is the drive SH3 Commander is installed on...usually C: ). This should be the location you have SH3 Commander installed, NOT SH3.
NOTE: The SH3 Commander files DO NOT GO IN YOUR \SilentHunterIII\data\cfg folder.
Observer
06-05-06, 07:16 PM
OK , I just tried the WaW 6 single mission . :huh: :up::up: :up: :rock: :yep:
Good 'eh? Thanks to CCIP for the excellent mission!
Thanks to Teddy and the NYGM team...you're the best!
Yes, that's how I did it.
What happens is, while loading it freezes. And looking at the Task Manager shows that SH3.exe is then using 100% of the PC.
I think I'll just play some single missions w/o Cmdr for awhile. As, I don't think I'm a very good captain, and could use the practice with the NYGM changes anyway. :arrgh!:
Observer
06-05-06, 07:35 PM
Yes, that's how I did it.
What happens is, while loading it freezes. And looking at the Task Manager shows that SH3.exe is then using 100% of the PC.
I think I'll just play some single missions w/o Cmdr for awhile. As, I don't think I'm a very good captain, and could use the practice with the NYGM changes anyway. :arrgh!:
Just curious, are you using the latest version of SH3 Commander? It should be R2.5.
Yes, didn't realize I didn't have the latest so I downloaded it last night.
Oh man! This is the way SH3 was meant to be right out of the box. There's only one thing that sucks about TW 2.0:
Teddy and the gang aren't multi-millionaires as a result of the fine work they're doing.
I think we should see about getting a statue of Herr Bär put right in front of the Laboe monument in Kiel.
I do have one question though. If map contacts are on, what do the circles around the ships mean? I know the circle around merchants is max visual detection range. I see there's now a cut out in the back. I would expect this for sonar detection by escorts, but not for visual detection by any ship.
And for the escorts, there are a bunch of circles and lines which I've never quite understood. I had asked long ago and was told the outer circle is visual detection range, then passive sonar, then hedgehog range, and lastly ASDIC. I buy that all except for the hedgehog. But since you've modded the ranges I figured one of the NYGM TW 2.0 team would know.
For example, the Black Swan used to have:
circle at 8000m
forward arc (approx 270º) at 6500m
circle at 3000m
forward arc (approx 90º) at 1650m
Now it has:
circle at 12000m
forward arc (approx 270º) at 4000m
circle at 3000m
forward arc (approx 160º) at 1500m
I would guess the 12000m circle is visual, the arc at 4000 is passive sonar and the arc at 1500 is ASDIC. But what is the circle at 3000? And maybe I'm wrong about the other circles as well.
Observer
06-05-06, 09:00 PM
Based on the ranges it seems like:
-Visual
-Hydrophone
-Radar
-Active
I honestly don't know for sure because I've never used map updates like this before. Maybe someone else can answer.
U-Bones
06-05-06, 09:15 PM
U bones, Thanks this 2 part DL seems to be just the ticket however when I click either link I get an endless page of gibberish. Am I doing something wrong here? Your assistance is greatly appreciated.
Your browser is trying to load the 7z ;) Try right clicking, save as.
Wonderful mod, I'm really liking it... BUT... Where is the Funkraum mod? I went to the captains bunk and there were no special bed-covers or anything like that. Also, hummingbird is still on... I dived to PD and went to 0 kts, but no sinking...
Oh, by the way, I have it activated at the same time as GW and Unified Mod... Is Unified overwriting these updates? Thanks :D.
Wonderful mod, I'm really liking it... BUT... Where is the Funkraum mod? I went to the captains bunk and there were no special bed-covers or anything like that. Also, hummingbird is still on... I dived to PD and went to 0 kts, but no sinking...
Oh, by the way, I have it activated at the same time as GW and Unified Mod... Is Unified overwriting these updates? Thanks :D.
That's what it could be. I have both the Funkraum and the U-boat mod working just fine for me with NYGM :hmm:
Cdre Gibs
06-05-06, 11:14 PM
I d/l nygmv2 last night and had a peek, being curious to see what the nygm team had done. At first I was going to reply straight away but decided to sleep it over first and cool off before posting. Didn't work!
Buried in among 74 page of dribble stating over and over how great nygm is, 1 can find a pittiful excuse for a disclaimer and credit statement. I must be the only 1 who is insulted by what the nygm team call their supposed disclaimer and credit statement.
"Disclaimer
The Mods, fixes and alterations contained in this compilation, and files contained in the compressed 7z archives, are owned by their individual authors. This compilation is freeware and maynot be disturbuted in whole or part on CD-ROM, disk, or other physical media for a fee without the written permission of the individual authors."
Thats all well and good IF the individual Authors ( like myself ) had been ASKED or CREDITED about the inclusion of their works into the nygmod.
The closest thing to a Credit statement in nygm ( if 1 can call it thus ).
Additional Changes and Additions
Additional modifications included in NYGM Tonnage War v2.0 are outlined below:
Date Name and Author
060206 New officer icons - Captain America
060206 Weathered awards - Pascal
060206 Improved sea spray and wakes - Pascal
060206 Fixed reflections on various U-boats - Sergbuto
060206 Precision periscope bearing overlay - Redwine
060206 Added Liegh Lights to B24, Wellington, PBY, and Sunderland - CCIP, CB and
Col7777
060206 Improved torpedo textures - Marhkimov
060206 Enhanced default view distance and environmental colors - Marhkimov
060206 Improved and FPS friendly smoke textures - Marhkimov
060315 Canal Terrain Mods – ref
060315 Kiel Canal Traffic - CCIP
060515 JonZ’s Sliding Chronometer – JonZ
060515 JonZ’s Improved Recognition Manual - JonZ
060515 Navi-Map Mod - FLB Sale9999
060531 Bordinstrumente 1.2 and Funkraum Upgrade - Donots76
060531 Improved U-Boat sounds - CCIP
I see that some ppl and even other major mods are missing from the above list, myself included. I dont know about any1 else and I can't speak for them, but to me this is just 1 more slap in the face to the modding community in general by the nygm team. Its what I have come to expect from the nygm team, a total lack of respect for the modding community in general. I recall a while ago when I released a wee lil mod and I gave a some what same broad sweeping credit statement, that the modding community formed a lynching mod and swung my sorry arse from a tree. There seems to be no angry lynching mob now! Well look again, an angry lynching mod of 1! The double standards that get applied around here is sickening, its ok for some but lo an behold to those who aint excempt!
The normal convention held about using other ppls works is roughly as follows ( as far as I am aware of ) :
1.) Ask if its ok to encompass/use/change/add to, before you use some1 else's work. Failing that if you cant or forgot to.
2.) Make damn sure you give credit to those who's work's you have encompass/use/change/add to, after the fact in a credit statement clearly stating all those who's works are involved in your release.
On a personal note I also would suggest that 1 finds out if the authors works your about to fú©k around with is ok with what you intend to do with it and include it in with. I'm not ok with it at all.
In light of that I hereby state, cease and desist in the use of my works that are included in the nygm v2 release. I have no desire for any of my works to be included in with the nygmod.
Alright, calm down!
I'd rather you state which mods had been affected and how it could be rectified. There is no conspiracy to underplay anyone's work, I can guarantee you that, just possible oversights in the documentation, which was put together mostly at the last moment to maximize the time to work on testing the mod. It has been worked on by Observer primarily as far as I'm aware, who's had no part of any conflicts with other modder(s) so far that I know of.
Even if there is a real problem, this is not a reason to start attacking anyone personally just yet. I'm not going to tolerate any more flaming in here. :-?
Cdre Gibs
06-05-06, 11:41 PM
I see no credit's to any of the shipwrites who's work's have been included into the nygmod (Ibecomelife, Serg, myself included ect ect), nor do I see any credits to those who's skins for said ships have been included. Nor do I see any credits to work's ( that I'm pretty sure was soley made for gw, you'd have to ask them about that) that are basicly the province of gw.
That is probably an oversight due to the crossing-over of the Extended Unified Campaign by Rubini. The most likely explanation is that, having obtained Rubini's permission (and he was involved with both NYGM and GW campaigns originally anyway, like myself), Observer/Teddy simply put the whole mod folder in without checking the contents.
I agree that it would help to fix this. The same probably applies to many of the RUb mods that NYGM absorbed.
VonHelsching
06-06-06, 12:27 AM
Kudos to the NYGM Team for their release and helping this great game, Silent Hunter III live longer.
I hope the problem with the crediting of mod authors is resolved soon. There is nothing more satisfying for the author of a mod / ship / tweak to be mentioned as a part of a bigger mod pack.
I have a feelin' that the W@W Guys are goin' to have more U-Boot losses this time :oround!
Pkunzipper
06-06-06, 02:08 AM
A big "Thank you" to the whole team!
Thanks for spending so many hours bringing us such great mod!! :up:
The Noob
06-06-06, 05:21 AM
*falls out of chair*
Me too!:shifty:
A big "Thank you" to the whole team!
Thanks for spending so many hours bringing us such great mod!! :up:
Ahmen to that!:yep:
sergbuto
06-06-06, 11:47 AM
I I see that some ppl and even other major mods are missing from the above list, myself included. I dont know about any1 else and I can't speak for them, but to me this is just 1 more slap in the face to the modding community in general by the nygm team. Its what I have come to expect from the nygm team, a total lack of respect for the modding community in general. I recall a while ago when I released a wee lil mod and I gave a some what same broad sweeping credit statement, that the modding community formed a lynching mod and swung my sorry arse from a tree. There seems to be no angry lynching mob now! Well look again, an angry lynching mod of 1! The double standards that get applied around here is sickening, its ok for some but lo an behold to those who aint excempt!
Part of the reason for not having lynching :D is that not everyone is using the NYGM mod and even not every user tends to read a long Readme/User manual. As you might know :D I always try to voice my concern when I see that someone's work is not appropriately credited while in use. But I run the vanilla version of the game and therefore have not had an opportunity to take a look at the NYGM mod download/content.
Now after you mentioned it I downloaded the NYGM manual and agree that better job should be done in terms of crediting the work of other modders included in the NYGM download. After reading through the manual one might get an impression that the whole download is an original work by the NYGM team except for some limited additions by other modders. Except for abstract mentioning of the RUB-team, there is no clear statement that the NYGM absorbes in part the RUB mod which is in turn a compilation of mod by quite a number of people.
A paragraph like this
"The NYGM Tonnage War mod is a compilation of several of these mini-projects along with the basic change to the reward system. It is built on the great work already accomplished by the RUB team, so users of the RUB modification should find the NYGM Tonnage War very familiar. It is important to note that the NYGM modifications do change many of the fundamentals of the SHIII experience, and these changes are in some ways very different from the stock SHIII or Real U-Boat modifications, though like RUB historical accuracy is at the heart of the NYGM changes."
leaves you wonder whether NYGM indeed uses RUB or the NYGM content is quite different from RUB and both mods have in common only trend to historical accuracy.
Why not include in the download the RUB Readme with an appropriate reference to it in the NYGM manual in terms of credits?
Have you included Captain America UBoat_Instrument_Patch in your super-mod? If not, could you please consider including it in the next release? Is it safe to install it just over NYGM Tonnage War?
Thank you very much for your help and for all your efforts with SH3. You are building an exellent super-mod !!!
Txema
r_wagner
06-06-06, 12:25 PM
Looks excellent and I can't wait to have a go!
One question, I have been running my game with GW, NYGM and EUC combined. Will this work with NYGM 2.0 or should I run it separately?
Thanks :D
I tried it but EUC overwrites some NYGM 2 stuff so for now just use NYGM 2 alone (SH3 commander is fine if you want it). A GW graphics addon for NYGM 2.0 will be made available soon.
Ted and Observer;
:up: Yes, putting the right files in the right place had a beneficial result. Although, like a fool, it took me two atempts to understand that sh3commander/cfg meens, um, Sh3commander/cfg..Lol, goes to show that nothing is idiot-proof. Observer: I promise not to embarress 1.st flot over at WaW....:D
Shcom created and launched careers now work as they should.
To be fair to myself, though. I thought I had been thourough in going through the documentation. Note to self: Must try harder.
I'd also like to comment on what Cdre Gibs says. As someone who worked on various things in RUB and is responsible (along with Nico, CCIP and one or two others.) for most of the extra cities and ports on the map, plus other things, it would of course have been nice to get a shout somewhere, just like everyone who has worked hard on something. I don't know what the unified campaign is, exactly, but if it based on the map alterations we did for RUB then my work is definately in there.
However, I also realise that what the NYGM boys have done is taken the mod we started to a whole new level so I can't complain too much. none of the changes which make NYGM seperate from RUB have anything to do with me. Crediting the RUB stuff to RUB is fine, although perhaps, as Sergbuto points out, cutting in the relevent credits from the RUB read_me would be better.
Anyway, thats all I have to say on it. I'm mostly just glad that somone still wants to work on this game. I burned out after running my billionth test patrol to figure out the spawn rates for aircraft. I'm happy other seem to thrive on it.
Good work. (All round.)
U-Bones
06-06-06, 01:59 PM
...but if it based on the map alterations we did for RUB then my work is definately in there.
However, I also realise that what the NYGM boys have done is taken the mod we started to a whole new level so I can't complain too much. none of the changes which make NYGM seperate from RUB have anything to do with me. Crediting the RUB stuff to RUB is fine, although perhaps, as Sergbuto points out, cutting in the relevent credits from the RUB read_me would be better.
Anyway, thats all I have to say on it. I'm mostly just glad that somone still wants to work on this game. I burned out after running my billionth test patrol to figure out the spawn rates for aircraft. I'm happy other seem to thrive on it.
Good work. (All round.)
For those who missed it:
NYGM Tonnage War v2.0\Documentation\Additional Documentation\Readme_RUb.txt
Credits galore, even if the file was not specifically referenced in the main doc. After all, the main doc is about the new package, so I for one will forgive this. (not as if I had a personal credit due me, mind you).
Ditto on the "Good work. (All round.)"
Montbrun
06-06-06, 02:41 PM
...Ubisoft owns all the rights. Credits for a MOD are just a courtesy.
BTW, awesome continuation of the NYGM MOD. Kudos to the NYGM Team!
Salvadoreno
06-06-06, 03:14 PM
Just finished 1st patrol in 1939 November and im quite impressed. The traffic around britian is brilliant!!! I have just ran into a convoy running on the east side of Britian!!! Woooho! Its heavily guarded with at least 8 escorts!! So im still planning my attack.
Anyway results from patrol 1 are 4 ships sunk for ovver 14,000 tons! Sunk a coastal with my deck gun. Had an excellent encounter when i put 3 torps into a coastal merchant. After 2 torps it was dead so i waited for it to sink, them all of a sudden it was engulfed in flameS!! So i turned around and put another torp in it, and bamoo.. gone.. Such a great mod guys!!
Fangschuss
06-06-06, 03:35 PM
Salve,
Ok first Partol with NYGM2.0
Having some problems with this Mod on periscope depth, trying to attack any single merchant in morning hours, bringing the uboat in position at periscope depth, but after i stoped my engine to cal. enemy speed, the sub starts sinking like a stone :o !! No chance to hold the uboat on Periscope depth. Order Full Head to bringe the boat up to periscope depth, no chance to run a attack. :roll:
sergbuto
06-06-06, 03:51 PM
...Ubisoft owns all the rights. Credits for a MOD are just a courtesy.
Ubisoft does not own the rights for original textures, 3D models, and similar stuff. These costs money, sometimes much more than you have paid for your copy of the game. Some people make such things available for free. Therefore, a courtesy is the least one could do for them.
Kpt. Lehmann
06-06-06, 04:00 PM
Ubisoft does not own the rights for original textures, 3D models, and similar stuff. These costs money, sometimes much more than you have paid for your copy of the game. Some people make such things available for free. Therefore, a courtesy is the least one could do for them.
Do ya hear that Montbrun!!!!! ??????? !!!!! :nope: :nope: :nope:
Salvadoreno
06-06-06, 04:02 PM
Salve,
Ok first Partol with NYGM2.0
Having some problems with this Mod on periscope depth, trying to attack any single merchant in morning hours, bringing the uboat in position at periscope depth, but after i stoped my engine to cal. enemy speed, the sub starts sinking like a stone :o !! No chance to hold the uboat on Periscope depth. Order Full Head to bringe the boat up to periscope depth, no chance to run a attack. :roll:
err ur kidding right?? Its the U-boat Mod via NYGM, where there is not longer any "humming bird" uboat. U have to go 1 knot to hold your boats depth and 2 knots to change depth. No longer can u hover at 0 knots submerged. Read the User Manual
Well done to whoever figured out how to move the weather report to the watch officer. That one was bugging me since the day the game came out.
Just keepin' testing!
Had a mission in 44' Was hunted by 3 DD's almost no chance to escape! :shifty:
Pings everywhere. From all sides in stereo ...not strike that...pings in dolby!:o
Silent and deep. Lots and Lots of DC's rainin' down on me, rockin my Boot all night long! (AC/DC anyone?;))
Went deeper and deeper till my boot started to protest and my LI turned red like the "no-no area" of the Tiefenmesser.
And everytime they dropped the load "schnell" flank ahead. As soon as the DC's cut off, down to 1knot silent.....
...ping...bollocks they found me again! Now imagine this scenarion over and over again one hour Real time!:o
But guess what! I made it!:rock:
Fangschuss
06-06-06, 04:23 PM
err ur kidding right?? Its the U-boat Mod via NYGM, where there is not longer any "humming bird" uboat. U have to go 1 knot to hold your boats depth and 2 knots to change depth. No longer can u hover at 0 knots submerged. Read the User Manual
Ok Thx for reply
but how to calculate enmey ship speed when moving :hmm: like i now we have to stop, to calculate the speed ... ok i give it a try :up:
You don't need to stop to calculate the speed for the TDC.
Salvadoreno
06-06-06, 04:53 PM
1 knot is fine to calculate speed
Fangschuss
06-06-06, 06:07 PM
Ok thanks guy´s :up:
And still one asks
I would like to have an handwritten "Captians Logbook" the default fonttype looks sooo badly :doh:
Did any one now´s how to tweak this setting in the menu.ini ?
don1reed
06-06-06, 06:20 PM
Fangschuss said:
but how to calculate enmey ship speed when moving :hmm: like i now we have to stop, to calculate the speed ... ok i give it a try :up:
I guess most everyone goes to Wazoo's sticky in the beginning of the posts; however, you can calculate the target's speed without using the 3:15 min. rule and plotting ranges etc.
Here's how it's done:
Own speed : sin Target's AoB : : Target's speed : sin Target's Bearing
yep, its accomplished using ratio and proportion...multiply the extremes, then divide by the means.
First: After sighting target (with UZO or scope), adjust your course and speed to get into a COLLISION COURSE, this occurs when the target stays at the same bearing and doesn't move. You would eventually collide with the target if either of you kept on your present courses and maintained your present speeds.
Second: Determine the Target's AoB and Bearing.
Third: Plug the data into the ratio and proportion formula.
example:
My speed = 3 kn.
Target's AoB = 25° Red
Target's Bearing = 070°Relative
3 kn : sin 25° : : ______ : sin 070°
3 x sin 070° / sin 25° = 6.67 kn.
edit: (aka the law of sines)
If you have and use a circular sliderule, it's extremely easy, but, works quite well with an electronic calc also.
cheers,
Just keepin' testing!
Had a mission in 44' Was hunted by 3 DD's almost no chance to escape! :shifty:
Pings everywhere. From all sides in stereo ...not strike that...pings in dolby!:o
Silent and deep. Lots and Lots of DC's rainin' down on me, rockin my Boot all night long! (AC/DC anyone?;))
Went deeper and deeper till my boot started to protest and my LI turned red like the "no-no area" of the Tiefenmesser.
And everytime they dropped the load "schnell" flank ahead. As soon as the DC's cut off, down to 1knot silent.....
...ping...bollocks they found me again! Now imagine this scenarion over and over again one hour Real time!:o
But guess what! I made it!:rock:
Whats the LI? ________ indicator im assuming?
don1reed
06-06-06, 06:33 PM
Leitender ingineer (sp?) The Boat's Engineer.
Thanks, NYGM team! Outstanding work!
Enfilade
06-06-06, 06:40 PM
Running first patrol under NYGM 2/SH3 Commander (a carryover career from NYGM 1.03): couple of issues. The main one is the crew fatigue model doesn't seem to be working as it should. My crew in active compartments are losing efficiency quickly despite TC of 500 (I'm just exiting port area). Previously, this setting would maintain their efficiency without appreciable decay. The only change I made in Commander which I hadn't done under 1.03 was to match 3D Views TC with Max TC setting of 1024. I have 'fatigue model' unchecked in Commander (same as previous patrol under 1.03) as per instructions and have moved the three necessary NYGM 2 compatibility files into SH3 Commander.cfg. Any ideas?
Also, experimenting with the 'Kiel Canal' outbound automated egress feature puts the course over land, not the Canal.
Der Teddy Bar
06-06-06, 07:19 PM
Enfilade,
3DRender is the value that things like crew fatique work at.
For example, if you have...
3DRender=128
Maximum=256
This means that at compression levels up to, and including 128x, the crew will fatigue.
At maximum compression, 256x, the crew will no longer fatigue.
Der Teddy Bar
06-06-06, 07:22 PM
Ok Thx for reply
but how to calculate enmey ship speed when moving :hmm: like i now we have to stop, to calculate the speed ... ok i give it a try :up:
I am presuming that you are using the notepad speed calculation? That process is really operationally impared at the best of times :D
If I presume wrong, you moving does not effect making speed calculations as everything is relative.
Der Teddy Bar
06-06-06, 07:24 PM
I have a feelin' that the W@W Guys are goin' to have more U-Boot losses this time around!
I know that my tonnage will be down on my last career :up:
Enfilade
06-06-06, 07:49 PM
Enfilade,
3DRender is the value that things like crew fatique work at.
For example, if you have...
3DRender=128
Maximum=256
This means that at compression levels up to, and including 128x, the crew will fatigue.
At maximum compression, 256x, the crew will no longer fatigue.
Ok, so if I have max TC set to 1024 and 3D render also at 1024, then my crew will fatigue up to 1024x? (!) I changed my 3D render from 32 to 1024 because I thought the NYGM installation instructions said to match 3D Views with Max TC settings in SH3 Commander. But this way is a game killer because I have to swap crews every thirty seconds...lol. I'll revert to my old way. Tks for the info. I think I understand it correctly...
Der Teddy Bar
06-06-06, 08:01 PM
Ok, so if I have max TC set to 1024 and 3D render also at 1024, then my crew will fatigue up to 1024x? (!)
Yes.
I changed my 3D render from 32 to 1024 because I thought the NYGM installation instructions said to match 3D Views with Max TC settings in SH3 Commander.
You understand correctly that it is our instruction to set the 3DRender to the same value as Maximum to ensure that the Morale feature of the NYGM Crew Management works.
But this way is a game killer because I have to swap crews every thirty seconds...lol. I'll revert to my old way. Tks for the info. I think I understand it correctly...
Yes it would be. We however play at much lower compression speed due to bugs in aircraft spawning/detection by radar when higher than 256x.
I admitedly also play in window mode so that I may while nothing is occuring do such things as make posts in this forum.
Enfilade
06-06-06, 08:09 PM
[quote=Der Teddy Bar]Yes.
Yes it would be. We however play at much lower compression speed due to bugs in aircraft spawning/detection by radar when higher than 256x.
quote]
I also play at TC of 256x or lower when in enemy waters or where enemy air cover is present. However, in friendly waters (leaving port or nearing it on return) I want to be able to crank up TC to 1024x as RL has other demands on my time....lol. So my 1024x/32x framework works well for me. But now at least I understand what the terminology is all about!
Der Teddy Bar
06-06-06, 08:23 PM
Guys,
Thankyou for you words of support.
U-Bones
06-06-06, 08:27 PM
Very impressed with Kiel Canal Nav Tool ! Startin real partol #1 IIa, 1st Flot '39...
Enfilade
06-06-06, 09:13 PM
Glad to see the WO has the weather report back again... but I'm noticing that he now only provides the bearing and not the range when he gets a visual contact. I'm assuming this is intentional and not a bug?
Der Teddy Bar
06-06-06, 10:05 PM
Glad to see the WO has the weather report back again... but I'm noticing that he now only provides the bearing and not the range when he gets a visual contact. I'm assuming this is intentional and not a bug?
Yes it is. The idea is to get you the player more involved by having you follow the ship and determine if it is coming closer or moving away.
This idea centres mainly around the ship being an escort.
Der Teddy Bar
06-06-06, 10:06 PM
Very impressed with Kiel Canal Nav Tool ! Startin real partol #1 IIa, 1st Flot '39...
Yes Observer is a tricky guy :rotfl:
Enfilade
06-06-06, 10:59 PM
Yes it is. The idea is to get you the player more involved by having you follow the ship and determine if it is coming closer or moving away.
This idea centres mainly around the ship being an escort.
A good concept that. But with merchants, it's certainly going to make it very tough to make speed observations on the surface when the stadimeter is impractical due to distance or rough seas.
Have you included Captain America UBoat_Instrument_Patch in your super-mod? If not, could you please consider including it in the next release? Is it safe to install it just over NYGM Tonnage War?
Thank you very much for your help and for all your efforts with SH3. You are building an exellent super-mod !!!
Txema
I really enjoy this mod but I have a problem. When I shut down my computer and go to start it again it takes forever to boot up. I have numerous crashes before I get to sign on to my person account. When I remove the mod I have no troubles with the start up. I had this situation with the previous installment.
I did a complete reinstall of SH3 but had the same results. I have GW installed and I have no problems.
Any thoughts on what is going wrong. I can't see how this mod would effect the start up of my puter. Have to be doing something wrong.
... go to start it again it takes forever to boot up ...
I have renamed the two intro movies in directory
...\SilentHunterIII\data\Movies\Intro
They have zero byte length and IIRC some systems have problems with that.
Edit: misread your post, sorry. It's the coldstart that takes so long ...
Ok do I need to disable the previous version of NYGM Mod 1.3 Before I enable 2.0
It should just wright over it I know but when I load 1.3 it works fine but when I enable 2.0 the game only loads half way then freezes:damn:
Ok do I need to disable the previous version of NYGM Mod 1.3 Before I enable 2.0
Well, they say for best results you should start with a fresh installation of the game patched to 1.4b. personally, i would always disable the previous version of a mod before using a newer version. You are using the mod enabler?
It should just wright over it I know but when I load 1.3 it works fine but when I enable 2.0 the game only loads half way then freezes:damn:
You are using Shcommander, right? This was already mentioned in this thread. I had the same problem. You need to go to the documentation folder included with nygm, copy the files from the 'shcommander optional files' folder and paste them into shcommander/cfg.
once i did this it worked fine.
Der Teddy Bar
06-07-06, 02:36 PM
I really enjoy this mod but I have a problem. When I shut down my computer and go to start it again it takes forever to boot up. I have numerous crashes before I get to sign on to my person account. When I remove the mod I have no troubles with the start up. I had this situation with the previous installment.
I did a complete reinstall of SH3 but had the same results. I have GW installed and I have no problems.
Any thoughts on what is going wrong. I can't see how this mod would effect the start up of my puter. Have to be doing something wrong.
Can you give me more details on your computer setup and if for example you have copied the SHIII + GW to another location etc. How did you install the mod etc.
How are you situated for free hard disk space? With a lack of free hard disk space to write the Virtual Memory file to the computer will be forever jugling stuff around. I have seen many a server go belly up when there was not enough free disk space.
Der Teddy Bar
06-07-06, 02:38 PM
Ok do I need to disable the previous version of NYGM Mod 1.3 Before I enable 2.0
It should just wright over it I know but when I load 1.3 it works fine but when I enable 2.0 the game only loads half way then freezes:damn:
In addition to Egans excellent advice, are you trying to start a in progress patrol? If so, it will in almost all situation, crash.
If this is the case, head back to port, once in port you will be able to install TW v2.0 and start your next patrol without issue.
Montbrun
06-07-06, 02:45 PM
Do ya hear that Montbrun!!!!! ??????? !!!!! :nope: :nope: :nope:
Yeah, I hear it. My statement wasn't meant to sound ****ty, if it did. You can't copyright something that is created in a MOD, to be used in an existing system. That's all. I surely don't want to create more "Drama" than there already is....LOL
Well, they say for best results you should start with a fresh installation of the game patched to 1.4b. personally, i would always disable the previous version of a mod before using a newer version. You are using the mod enabler?
You are using Shcommander, right? This was already mentioned in this thread. I had the same problem. You need to go to the documentation folder included with nygm, copy the files from the 'shcommander optional files' folder and paste them into shcommander/cfg.
once i did this it worked fine.
Thank You Egan, this worked Well I did all this before but for some reason it didn't take so I started over and shazaam it worked this time. I might had missed a step last time or something :oops:
Anyway I just want to say that after playing this for little over a year now with the help of NYGM I finally have this game the way I want it :rock:and now I can actually start playing a career and not just testing mods, modding can be addictive :doh:
Can you give me more details on your computer setup and if for example you have copied the SHIII + GW to another location etc. How did you install the mod etc.
How are you situated for free hard disk space? With a lack of free hard disk space to write the Virtual Memory file to the computer will be forever jugling stuff around. I have seen many a server go belly up when there was not enough free disk space.
Teddy Bar thanks for responding here is some of the info I could find
Pentium 4 CPU 2.66 Ghz 1 gig of Ram
FX5200 Video Card 128
78 Gig Harddrive with 39gig free
OS Name Microsoft Windows XP Home Edition
Version 5.1.2600 Service Pack 2 Build 2600
OS Manufacturer Microsoft Corporation
System Manufacturer Seanix Technology Inc.
System Model AWRDACPI
System Type X86-based PC
Processor x86 Family 15 Model 4 Stepping 1 GenuineIntel ~2666 Mhz
BIOS Version/Date Phoenix Technologies, LTD 6.00 PG, 07/03/2005
SMBIOS Version 2.2
Windows Directory C:\WINDOWS
System Directory C:\WINDOWS\system32
Boot Device \Device\HarddiskVolume1
Locale Canada
Hardware Abstraction Layer Version = "5.1.2600.2180 (xpsp_sp2_rtm.040803-2158)"
Time Zone Eastern Daylight Time
Total Physical Memory 1,024.00 MB
Available Physical Memory 673.73 MB
Total Virtual Memory 2.00 GB
Available Virtual Memory 1.96 GB
Page File Space 1.61 GB
Page File C:\pagefile.sys
Think that is about it.
I use jgme to install the mods. I had no problems installing the mod it ran great. I completly removed the previous game and files and restalled fresh with the patch. I like what I saw. I turn off the puter. My son wanted to use it shortly afterwards I turned it off. Aint that the way with kids. It wouldnt boot up. I would get to the blue XP screen with that account name but this was a blank blue screen and the puter would shut off. Did this about 10 times then just shut off. Of course as any good parent would do is blame the boy he he he. I unplugged it for about 1/2hrs and it booted up fine. Rolled back Sh3C and removed the mod. Started the game and it came up fine. set up a career and it didnt ctd. Shut down the game. Turn off the puter. Restart everything fine. Roll back SH3C install the mod. No extras. start game. Setup career. No CTD can play. Shut down game. turn off puter. Restart. Crash at the blue screen. Tries to keep restarting then gives up. Unplug for 1/2 hr and restart fine. Roll Back SH3C remove NYGM. Restart game career no probs. Turn off game blah blah blah restart puter fine. I then reinstalled GW and played awhile lastnight with no problem. Puter starts up fine. I also had this problem with the previous version of TW but I didnt really investigate I just wanted to play. I like this mod and the way it relates to what I want to feel when I play the game. I would like to use it but I dont think the constant crashing is a good thing. It has only happened when I have installed this mod. I have used GW, IUB with no problems.
messenger42
06-07-06, 04:43 PM
Does SH3 Weather compatible with NYGM ver.2
Thamks!
I used to have rain now I don't anymore just dark clouds, thunder and lightning
what happened to the rain?
r_wagner
06-07-06, 05:31 PM
Just started using the mod and it looks great. Really great job guys!
There was however a resurfacing of an old problem in that my watch crew can't see anything. I got the message "we're under attack" and damage... and there's a destroyer about 1500 m to our starboard side. I was running at 256x so that should not have been a problem. I checked the Sensors.dat via File Tweaker and the settings seem fine. (Precise range = 15500 and MAx range = 16000)
Any advice on how to handle this?
Ps. I included the following mods:
1500 meter bearing overlay (love that thing)
Harbor traffic add-on
Restory gods-eye view
Single merchants contact mod
Thanks :up:
Der Teddy Bar
06-07-06, 05:52 PM
Does SH3 Weather compatible with NYGM ver.2
Thamks!
I am 99% sure.
Der Teddy Bar
06-07-06, 05:54 PM
I used to have rain now I don't anymore just dark clouds, thunder and lightning
what happened to the rain?
Nothing has been done in this area.
Before I investigate, has anyone else experienced this with and without a Mod, any Mod?
Der Teddy Bar
06-07-06, 06:04 PM
Just started using the mod and it looks great. Really great job guys! Thankyou!
There was however a resurfacing of an old problem in that my watch crew can't see anything. I got the message "we're under attack" and damage... and there's a destroyer about 1500 m to our starboard side. I was running at 256x so that should not have been a problem. I checked the Sensors.dat via File Tweaker and the settings seem fine. (Precise range = 15500 and MAx range = 16000)
Any advice on how to handle this? First up we have not yet done anything with the U-boat visual configuration, that is as we speak a high priority project.
What were the weather conditions etc.
What was your crew effeciency? This has a bearing on their ability... That said, the U-Boat visual abilities are currently defficient, but it will still be the case with the NYGM U-boat visual update.
r_wagner
06-07-06, 06:14 PM
Thankyou!
First up we have not yet done anything with the U-boat visual configuration, that is as we speak a high priority project.
What were the weather conditions etc.
What was your crew effeciency? This has a bearing on their ability... That said, the U-Boat visual abilities are currently defficient, but it will still be the case with the NYGM U-boat visual update.
The weather conditions were clear skies, and calm in May 1942. Just off of the US east coast recharging the batteries in the middle of the night. Good visibility though.
I don't like to manually move my men around every so often so I play with no fatigue. That said, the crew had full efficiency so the ability should have been maximized. Do you think changing the value of Sensitivity in Data/Cfg/sim.cfg will have any bearing on this? It is currently set to 0.05...
Der Teddy Bar
06-07-06, 06:39 PM
The weather conditions were clear skies, and calm in May 1942. Just off of the US east coast recharging the batteries in the middle of the night. Good visibility though.
I don't like to manually move my men around every so often so I play with no fatigue. That said, the crew had full efficiency so the ability should have been maximized. Do you think changing the value of Sensitivity in Data/Cfg/sim.cfg will have any bearing on this? It is currently set to 0.05...
The SIM.CFG is the values for the Escorts and merchant ships and airplanes etc...
There is a random visual detection probability in play where at times your crew will see an escort at 14k and at other times at a much closer distance.
The extent to which this happens only came to my attention over the last fews days with lots of career mode testing where the escort now might on occassion have the advantage.
I am currently mapping out the Sensors.cfg & the Sensors.DAT values and hope to have a better U-boat visual configuration done ASAP.
r_wagner
06-07-06, 06:48 PM
The SIM.CFG is the values for the Escorts and merchant ships and airplanes etc...
There is a random visual detection probability in play where at times your crew will see an escort at 14k and at other times at a much closer distance.
The extent to which this happens only came to my attention over the last fews days with lots of career mode testing where the escort now might on occassion have the advantage.
I am currently mapping out the Sensors.cfg & the Sensors.DAT values and hope to have a better U-boat visual configuration done ASAP.
Great! Look forward to having another go... :up:
Observer
06-07-06, 08:06 PM
Well, they say for best results you should start with a fresh installation of the game patched to 1.4b. personally, i would always disable the previous version of a mod before using a newer version. You are using the mod enabler?
You are using Shcommander, right? This was already mentioned in this thread. I had the same problem. You need to go to the documentation folder included with nygm, copy the files from the 'shcommander optional files' folder and paste them into shcommander/cfg.
once i did this it worked fine.
I forgot to do so yesterday, but I thought I'd take the opportunity to say thanks for the assist. Again!
And I tell you. I think WaWII is going to be a whole new game. I somehow think I'm going to have many more letters to write this time than the last. :cry: Sorry for the OT, back to your regularly scheduled program.
Salvadoreno
06-08-06, 04:40 AM
Leigh Lights in Feburary 1941?? Hmm.. And im still not understanding why my watch crew is so terrible at spotting objects. I was attacked by a damn Catalina at nighttime with leigh lights and they never reported it. I just heard the explosion and saw a big black mark just aft of my conning tower. But.. No Damage?? Hmm must just be hull damage. This aint cool! Need a FIx!!!!!
Crew efficiency at 90%!!! Not tired at all. Morale high. Anyway perfection is going to be reached once this issue is resolved!
Der Teddy Bar
06-08-06, 06:49 AM
Leigh Lights in Feburary 1941?? Hmm.. And im still not understanding why my watch crew is so terrible at spotting objects. I was attacked by a damn Catalina at nighttime with leigh lights and they never reported it. I just heard the explosion and saw a big black mark just aft of my conning tower. But.. No Damage?? Hmm must just be hull damage. This aint cool! Need a FIx!!!!!
Crew efficiency at 90%!!! Not tired at all. Morale high. Anyway perfection is going to be reached once this issue is resolved! We have not done anything regarding the u-boat sensors... Nothing, zilch... They are as they always have been :cry:
The U-boat AI do not see lights, they do not see smoke... So we could put twenty lights on a ship and the AI will be none the wiser :damn:
We also have not done anything on the AI Radar...
That said, looking at the U-boat visual sensor has left thinking that the U-boat visual sensor may be for the most part non functional. I keep to myself, so this may already have been discussed, but the night value has no effect.
It looks for the most part that reducing the m2 required for the u-boat to detect an object may be the only balance available.
Anyway, in this case it is not the AI Visual as all night flights require radar and the Ai does not see lights...
r_wagner
06-08-06, 07:44 AM
We have not done anything regarding the u-boat sensors... Nothing, zilch... They are as they always have been :cry:
The U-boat AI do not see lights, they do not see smoke... So we could put twenty lights on a ship and the AI will be none the wiser :damn:
We also have not done anything on the AI Radar...
That said, looking at the U-boat visual sensor has left thinking that the U-boat visual sensor may be for the most part non functional. I keep to myself, so this may already have been discussed, but the night value has no effect.
It looks for the most part that reducing the m2 required for the u-boat to detect an object may be the only balance available.
Anyway, in this case it is not the AI Visual as all night flights require radar and the Ai does not see lights...
I had this problem first when I installed EUC accompanying gw and nygm, in that case fixing Sensors.dat did the trick as mentioned above. Is it therefore possible that the problem lies in whatever part it is that includes the files for Unified Campaign?
Also, where do I go to reduce the "m2" to fiddle around with possible outcomes?
Der Teddy Bar
06-08-06, 05:10 PM
Also, where do I go to reduce the "m2" to fiddle around with possible outcomes?
Use TT & load Sensors_dat.txt go to visual and then to surface and change 150 to say 50....
r_wagner
06-08-06, 05:26 PM
Okay I'll give that a try. I do agree with Salvadoreno thought that this mod is damn close to perfection... :rock:
Keep up the good work!
r_wagner
06-08-06, 06:51 PM
For what it's worth i did a little tweaking and with maxrange & preciserange sitting at 48000 & 46500 respectively and surface = 50 my watch crew detects a closing destroyer at 8000m once out of 8 tries, at 4-6000m twice and at 2000 or less five times.
Meanwhile I was able to see the smoke from that ship at 15000m...
Any advice, anyone?
U-Bones
06-08-06, 11:43 PM
Here is some weird science at work. I sent my last T1 1m under the aft keel of a Small Coastal and it basically jumped, settled, (as normal) then popped up into the air and landed about 200m ahead on its PIM, facing the wrong way. Weirdest thing - no splash to speak of, was settled before the torp bubble settled down. You can see it below - PIM was left to right, you see the torp disturbance on the left and the ship way off to the right...
Using NYGM v2.0, minor cosmetic and interface tweaking, platforms and weapons untouched.
http://members.bellatlantic.net/%7Evze33y78/overkill.GIF
Observer
06-08-06, 11:46 PM
How odd. I have no ideas what might have caused it.
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