View Full Version : NYGM Tonnage War Mod (current v2.6) 8/11/07
turbidite
08-13-07, 02:42 PM
The documentation for the pseudo-XXIII boat includes my partial reconstruction of the original top-secret ‘Zeus’ patrol instructions. The handful of original copies were destroyed at the end of the war, but their contents can be inferred from other secret sources.
Stiebler.
Would it be possible to get access to the documentation/manual without downloading the whole mod ? I don't have high speed internet access but am very interested in history. I am curious about the source you used for this research (I don't remember seeing many infos about the type XXIII in the BDU war journal on uboatarchives - did you use "The Last year of the Kriegsmarine" by Tarrant ?)
Thanks
Turbidite
Stiebler
08-13-07, 03:24 PM
@Turbidite:
I've placed the NYGM 2.6 manual at this address:
http://files.filefront.com//;8303359;;/
(When I tried to compress it, the compressed file was scarcely smaller than the original PDF file, so I've given you the PDF file directly).
I obtained the information from many official but unpublished sources. Tarrant's book is very good, but I did not use it for Zeus. I don't use Internet sources, which are mostly of doubtful quality and very incestuous (that is, if one U-boat website or Wikipedia publishes nonsense, about a dozen other U-boat websites copy this nonsense without attribution). I'll bet you can't find any reference to Zeus instructions for the XXIII boats on these sites - until they read this post.
Stiebler.
Sardaukar67
08-14-07, 03:00 AM
I agree that it's most likely not a bug in NYGM 2.6 but stock-thing. It was patrol from port, so no at-sea-save. But might be related that I tried to load my "submerged-save" before and it failed. Might be residue from that. I was able to rise couple of times just fine by blowing ballast though...but didn't keep an eye on my compressed air. And without Electrical Engines, you are basicly SOL (**** out of luck)...:p
I was just thinking that something weird happened since I was able to reach 502m without any extra damage except "Sir, we have heavy flooding!" and no damage from hitting seabed...I assume it was seabed since descent stopped...:D Was in BF17, trying to intercept large convoy.
turbidite
08-14-07, 07:46 AM
@Turbidite:
I've placed the NYGM 2.6 manual at this address:
http://files.filefront.com//;8303359;;/
(When I tried to compress it, the compressed file was scarcely smaller than the original PDF file, so I've given you the PDF file directly).
Stiebler.
Thanks !
an overall interesting read. Did you know that the mission generator for SH2 (Kriegstanz) has a type XXIII mission ? (the boat is also modelled in stock sh2).
Stiebler
08-14-07, 02:33 PM
The stand-alone version NYGM 2.5 (which forms the base for 2.6) is again available from the Teddy Bar site at FileFront:
http://hosted.filefront.com/TeddyBar/
@turbidite:
No, I didn't know that SH2 had a XXIII. I once owned SH2. Good graphics, but I thought it made a poor simulation. Abandoned it to return to Aces of the Deep.
Stiebler.
coronas
08-15-07, 05:14 AM
Thanks for the work! It's great! :up:
xristoskaiti
08-18-07, 02:58 PM
the mines in 2.6 they is transparent ? I had certain accidents....:stare: :o :stare: :o :stare: :o :stare:
Stiebler
08-19-07, 05:00 AM
There are minefields defending most of the German U-boat bases and there are the giant British east coast minefields from 1940 to mid 1944. You can avoid the harbour mines by following the warship escort that leads your U-boat in and out of base. You can avoid the British minefields by not approaching the British east coast or the sea area between Dover and Dunkirk between 1940 and late 1944.
Check the locations of the mines in the documentation and in the pull-down maps in the top left of the screen.
Stiebler.
xristoskaiti
08-19-07, 09:15 AM
Check the locations of the mines in the documentation and in the pull-down maps in the top left of the screen.
Stiebler :D :D :D :Dthanks
New downloading for Nygm on http://www.mille-sabords.com (http://www.mille-sabords.com)
Full version 2.5 :
http://www.mille-sabords.com/forum/index.php?autocom=Downloads&showfile=259 (http://www.mille-sabords.com/forum/index.php?autocom=Downloads&showfile=259)
Update 2 .6 :
http://www.mille-sabords.com/forum/index.php?autocom=Downloads&showfile=260 (http://www.mille-sabords.com/forum/index.php?autocom=Downloads&showfile=260)
I have just downloaded the last two versions of Nygm in order to have a site of alternative downloading for Nygm.
Warning! It is a French site on which it is necessary to be recorded (sorry) to be able to download, but it is very simple : Go > " Inscription "
You will find the version 2.6a which corrects a bug of version 2.6.
Good hunting!
U768
Sardaukar67
08-23-07, 02:27 AM
Great stuff !! I play NYGM because I love 16km visibility and it still doesn't strain my Graphics Card the way GWX does. This is not to diss GWX, just that GWX is more demanding (and more beautiful) in graphics resources.
Stiebler
08-25-07, 02:37 AM
I have placed a revised version of NYGM 2.6 (version 2.6B, file NYGM2_6B.7z) on the NYGM website:
http://hosted.filefront.com/TeddyBar
The reason for this was that the presence of a docked XXI U-boat at Bergen (and two other ports) caused a strange bug: if you took a Type VII boat out to sea from Bergen, then saved and re-loaded the game at sea, the hydrophones and radar were frozen (ceased to rotate), a problem usually caused by identity clashes when a U-boat is spawned at base. The problem never affected a Type IX boat or a Type II. But we previously made large changes to the XXI boat in connection with NYGM's damage model. The docked XXI boats have been replaced by armed trawlers.
I've taken the opportunity to make a couple of other minor improvements (not bug fixes):
a) Large, veteran Canadian airbase added to Newfoundland. I always wondered why there were never any air attacks during patrols in grid BB. When I finally checked, there was virtually no useful air coverage!
b) There are now virtually no escorts in 1939-1940 with CrewRating greater than competent.
c) After adding the FuMB37 extension mod in October 1944, you can now change bases after just one patrol (mimicks the re-shuffling of bases that actually happened). Previously, after being compulsorily re-directed from a Biscay base to Bergen, you had to complete a full three patrols before being allowed to change base again.
d) Patrol grids in SH3Patrol altered for a Type IX sailing from Germany or Norway in 1944. Now much more realistic - the use of Type IXs in mid-Atlantic had largely ceased after the disasters of 1943.
e) Range of the new Halifax bomber by Denis_469 limited to 500 km so that it can be used properly in the 'SpecialAirBases' that provide saturation coverage around limited sea areas.
The play in NYGM really does seem to be reaching the limits of what can be achieved with SH3 now, and the earlier revised airstrike.cfg of NYGM 2.6 combined with the special airbases seems to be much more realistic than previously.
Extra note: the Inshore Campaign. You may be asked to patrol square AM53, just where heavy convoy traffic enters or leaves the north Irish Sea, and where there are very many warship patrols. The constant spawning of this heavy traffic, often more than one convoy at once, seems to confuse SH3. If you save a game after passing many convoys (as can easily happen in thick fog, at schnorchel depth), you will get a CTD after save and reloading. If you return to base safely, you may even get a CTD when you reach 30 km from base, as the game tries to save your parameters. All this can be avoided by spending no more than 24 hours in square AM53 (or similar squares, with crowded convoy traffic).
Stiebler.
Shelton
08-30-07, 12:25 AM
for a newbie - do I just download the latest version and all is good ?
Sardaukar67
08-30-07, 01:59 AM
IIRC, you need to get 2.5 full version and 2.6B update. Install them with JSGME in that order.
NYGM_Tonnage_War_V2.5_Fulon.7z
NYGM2_6B.7z
Both on TeddyBat-link above.
You also need to d/l 7-Zip program to unzip the .7z-archives.
Hi
What can happen if I don't install version 2.5 using JGSME ?I'm asking because I did so due to "freezing problems" with this software.So I only copied and pasted data folder and then used JGSME to install 2.6B.Everything seems to work fine but I cannot take type XXIII-it's not available in single mission roster.THX
Sardaukar67
08-31-07, 02:08 AM
Hi
What can happen if I don't install version 2.5 using JGSME ?I'm asking because I did so due to "freezing problems" with this software.So I only copied and pasted data folder and then used JGSME to install 2.6B.Everything seems to work fine but I cannot take type XXIII-it's not available in single mission roster.THX
Then you miss most of the things in NYGM, since 2.6B is update for 2.5 Full Version, not a stand-alone version. Might even lead to crashes to desktop and such.
Shelton
08-31-07, 03:00 AM
Hi
When ever I load up a IIB (or any UBOAT for that matter) I get a radar detection device on the conning tower rotating - now this is in April 1941 which I think is too early - anyone else see this or is this what I should be seeing ?
Regards
Shelton.
Hi
Sardaukar67-It's not the point-version 2.5 is installed but not with JSGME.As I said I just copied data folder to data-add and replace of files.How would you install mods if you hadn't JSGME ?The 2.5 was installed properly because I launched the game, saw the splash screen of NYGM 2.5, quit and than installed 2.6B using JGSME.
Sardaukar67
08-31-07, 04:54 AM
Hi
Sardaukar67-It's not the point-version 2.5 is installed but not with JSGME.As I said I just copied data folder to data-add and replace of files.How would you install mods if you hadn't JSGME ?The 2.5 was installed properly because I launched the game, saw the splash screen of NYGM 2.5, quit and than installed 2.6B using JGSME.
In that case, everything seems to be OK. JSMGE is just a tool to do that automatically. You may encounter some trouble with JSGME later when removing/adding stuff in way of warning messages..but I also did manual installation of NYGM2.3 and 2.4..everything seems to be fine apart from messages "this file was already modified by xxxxxxx and do you want to replace" when adding 2.5 and 2.6.
Hi
Shelton-In my opinion it is rather the RDF than radar detector.Please compare:
http://www.uboat.net/technical/detectors.htm and http://www.uboat.net/articles/id/51.
Shelton
08-31-07, 05:16 AM
Hi Kranz
Well you may be right, but I can explain to you what it looks like - it is rotating and it is a round device and its on the conning tower in 1941! Now is this correct? or there is a problem with my install ?
EDIT yes your right - its a RDF- what year did this come into Uboat operation ?
Thanks
Shelton.
Hi
It was first introducted in ver.2.4(I'm also using NYGM for sinking tommies so I know this antena).The uboat.net site doesn't give an answer to your(and also my question) but I will try to find when-the game gave me that in september 1939 so...
Shelton
08-31-07, 05:55 AM
ok thanks - yes i want to find out in real life in the war when did they use RDF.
Hi
I found this:The round antenna was called Peilrahmen H and allowed submeged uboats to receive long wave radio signals.According to the text(however there is no exact date)this device was being used from the very beginning of the war.So when I get this on September 1939 it isn't a bug.As far as I know there were differences between type II and VII when it comes to placing the antenna.Type II had this antenna mounted to the front of conning tower.I have a few photos if you want.Based on.Ubootwaffe vol.2 by W.Trojca
Shelton
09-01-07, 03:22 AM
Hi again
I am using NYGM mod 2.5
Ok I attack a convoy in the middle of the night and sink 2 big ones. Then i dive and dodge the charges, so half and hour goes by and then another hour (real time) and then i start to increase Time Compression - now 7 hours later I am still at a good depth, problem is there is one destroyer (Black Swan) that keeps going round and round pinging me every 5 mins and drops charges - this is one destroyer and 7 hours later!!! the year is 1941 - June 01. Now is this realistic or not? The convoy is long gone. It sounds like this crew had a lock on me as it kept on going on and on and on.
I am at 150meters depth, good sea conditions, silent running at 1 knt.
I am really enjoying this mod - really like the realistic sink times.
Shelton.
Shelton
09-01-07, 07:43 AM
OH MY - after 12 hours slogging it our trying to evade this destroyer, i eventually did it!! WOW you guys who created this AI mod really know what it was like!! - I thought this was a bug or something cause this guy would pretty much come over me on nearly every pass! On 2 occasions I thought I had evaded him, but was detected !!
Luckly he ran out of charges long time ago - dont know how I did it, but eventually he left - after like 2 hours real time of trying every trick in the book!! He really was challenge!! And now I know this mod is going to be really hard!!
So sorry for the previous post - I re-read the NYGM Manual again where it talks about AI sonar and detection and that gave me hope!!
Playing with stock SH3 v1.4b AI really made me so complacent!! Simple put her on 1 knt and go deep would work all the time - not anymore!! This reminds me so much of Aces of The Deep!! Trying to evade is such a thought process!! Excellent Stuff!
So thanks again for this excellent mod!! :up: :up:
Cheers
Shelton.
Yeah-NYGM kicks ass.Once I was spotted by one destroyer, I submerged and tried to escape.No way-after more then an hour he probably asked for help and I was in big trouble.There was only about 60 meters under keel so I all stopped and laid down on the bottom.It was my funeral.
Hi
I have a problem.I sank 2 british ships(1020 BRT-C..-don't remember the name)
and a tug boat.The date is 10th September 1939.After I sank the first one I saved
the game and saw that it was neutral.I returned to base and was given:promotion,
medals and 1020 renown points.I started once again from the save and sank the tug boat-both using deck gun.Same sit.-neutral ship.I'm using SH3 commander, NYGM 2.6B(but in previous ver.like 2.4 and 2.5 similar sinkings were scored like Allied ships sunk).Any idea why this happens?THX
PS:They were both british for sure-I double-checked via external view.
PS:Sorry for the confusion-even in "clear" sh3 sinking british C2 cargo was shown as neutral tonnage.Probably it has no influence on renown added.
Stiebler
09-13-07, 06:51 AM
British declared minefields (around the coast of Britain) are now marked on the NYGM map.
This is a large mod, and is unlikely (?) to be added to any future NYGM release. Having the minefields marked on the sea map makes it easier to avoid accidentally sinking yourself on a mine.
Full details here:
http://www.subsim.com/radioroom/showpost.php?p=644737&postcount=1
Download 'DeclaredMinefields.7z' mod at:
http://hosted.filefront.com/TeddyBar/
(Note: it's a very large file, even compressed).
Install mod with JSGME.
Stiebler.
xristoskaiti
09-18-07, 09:26 AM
doesn't the nygm 2.6v have the harbours in the "Ευξηνο Ποντο " Black Sea
a revision for this? I want to see what I can make in a "lake"......
with DII :arrgh!: :arrgh!: :arrgh!:
u.Prestige
09-24-07, 09:33 AM
I can't find NYGM2_6B.7z on the site, why?:hmm:
Stiebler
09-25-07, 03:03 AM
I can't find NYGM2_6B.7z on the site, why?
Typical, as soon as I go on holiday FileFront decides to delete a key file.
And it is always the *latest* files that get deleted, never the old ones.
I've uploaded NYGM2_6B.7z again. Please note that you need to unzip it with 7-zip or WinRAR, NOT with WinZip.
Stiebler.
Doesnt FF delete new files that have been downloaded only a few times and then have no download activity for a few weeks? Not 100% sure, tho... :hmm:
Strider_JD
09-25-07, 08:59 AM
Hi, Is NYGM TWM compatible with RUb 1.45. The description says this mod continues where Rub left off. So should I remove Rub or keep it installed. Thanks.
Uber Gruber
09-25-07, 10:26 AM
NYGM contains RUB so you can safely remove RUB if you're going to use NYGM.
On a seperate note, are there any plans to make any further releases for NYGM ? I ask because I wouldn't mind incorporating some of the eye candy stuff that will soon be made available.....I know NYGM isn't really an eye candy mod but some of the stuff being brought over from SHIV is a must in my humble oh so very low oppinion.
Cheers.....
Strider_JD
09-25-07, 11:00 AM
NYGM contains RUB so you can safely remove RUB if you're going to use NYGM.
...
Thanks
Strider_JD
09-25-07, 11:27 AM
Hi,
For some reason I can't download any of the NYGM files from FileFront. I keep getting a file called X6 each time. Any alternative links available?
coronas
09-25-07, 12:36 PM
On a seperate note, are there any plans to make any further releases for NYGM ? I ask because I wouldn't mind incorporating some of the eye candy stuff that will soon be made available.....I know NYGM isn't really an eye candy mod but some of the stuff being brought over from SHIV is a must in my humble oh so very low oppinion.
Cheers.....
I agree.
Stiebler
09-25-07, 01:48 PM
Will there ever be another NYGM mod release?
Probably.
For every NYGM release we try to add something that is significantly new, either made by us (these days, that means Der Teddy Bar and/or me) or made by other talented modders (especially our friend Anvart) to our specification.
Of course, we try also to include any exciting mods made independently by other people (including Anvart), with their permission. Usually these get slightly altered too, to meet our requirements.
So any new release depends on us having a new idea that we regard as worthwhile. At the moment DTB is working on a new idea to make it harder to float into a convoy directly from the front, without altering the AI detector sensitivities. It works fine in preliminary testing. Hence my use of the word 'probably', above. It may sound like a small game change, but it makes a huge difference to game play with NYGM.
Will we incorporate items taken/altered from SH4?
No, not knowingly. Sorry, but we must respect Ubisoft's copyright.
NYGM and RUB.
NYGM is indeed based on RUb, like most (all?) of the other large mods, but there are now a huge number of differences in appearance and game-play. RUb should not be present when you play NYGM. To be safe, start with a clean install of SH3, patch with 1.4b, install NYGM 2.5 Fulson (= Full Version), overlay with NYGM 2.6B. Also, delete or rename your folder 'My Documents\SH3' at this stage before attempting to play.
Stiebler.
Strider_JD- download this file, select it, press F2 and write e.g-"NYGM.7z" or just add .7z extension to the "X6" name.Then open the file using 7zip software.
u.Prestige
10-11-07, 09:13 PM
@Stiebler (http://www.subsim.com/radioroom/member.php?u=222167)
I want to extract the core tonnage based experience system related files from the NYGM pack so that other super mods can import them to use tonnage based system instead of renown based system with minimium changes.
Which files should I choose?
Thanks a lot:up:
bigboywooly
10-11-07, 09:19 PM
Doesnt FF delete new files that have been downloaded only a few times and then have no download activity for a few weeks? Not 100% sure, tho... :hmm:
No its deletes anything
I had one queued the other day had only uploaded a week before
:roll:
The only way to be sure is to log in
Dont bank on getting a warning email
Stiebler
10-13-07, 01:53 AM
@u.Prestige:
I want to extract the core tonnage based experience system related files from the NYGM pack so that other super mods can import them to use tonnage based system instead of renown based system with minimium changes.
Which files should I choose? There are several files involved, and I can no longer recall which files without an extensive search for which I regret that I lack the time. To give an idea of the extent of your problem, every single ship in NYGM has had its renown set equal to its tonnage, and this also needs to be done for any new ships added to NYGM (or to any mod that might incorporate the tonnage war model). Every acquired item (when you upgrade U-boat equipment) has had its renown set to zero.
In any case, though, you could not easily extract the cfg files and overlay them onto another mod, since other mods will certainly have altered the same files for their own purposes.
Stiebler.
Is there away to get rid of the tails and make all contacts grey? I have searched but I dont see anything. I know there was a mod for GWX just wonder if there is something for NYGM
Think I got it now. I used a mod from Rubini that I had for GWX seems to work.
Time to hunt
Stiebler,
Just reporting in: 2.6B runs very well, started a campaign in the Mediterranean March 1943 aircrafts are again a nightmare :up: Have no idea why they dissapeared in 2.5 for me, but it certainly is solved now :yep:
Looking forward to give the new Type XXIII a try later, will probably start a new, paralell, campaign in 1945 to use it. Wouldn't it be possible to use the fantastic 3D model done by Flakmonkey? :hmm: If not, any ideas what would need to be done in order to make it usable?
Thanks
xristoskaiti
10-20-07, 03:08 PM
I believe him they make for GW..............:damn:
Stiebler
10-21-07, 06:05 AM
@Hitman
Thanks for the feedback on aircraft power with NYGM 2_6B. It should indeed be much tougher now. Especially the Bay of Biscay in 1943-1944.
It is not possible to use Flak Monkey's Type XXIII boat for human play (only for AI). There was a discussion about this when the XXIII was first released. I believe that the boat was created in one piece, not in two (boat + turm) which created complications, and the boat lacks an interior.
Someone also posted that he and a small group were going to work on creating a human-playable Type XXIII boat. Nothing has been heard from them since.
While I understand and sympathize with a modder's need to state that he is about to make a new mod, to prevent competition with another modder accidently trying to make the same mod at the same time, this practice has the unfortunate result that talented modders are prevented from starting work on mods that others claim to be working on. Then the 'claimers' fail to deliver (but they *never* announce that they are abandoning work) and the modding community is left with nothing. Readers can probably think of their own examples from SH3, but this problem also appears to be affecting the SH4 modding community too.
Making 3-D U-boats or ships lies outside my skill-set. I have no knowledge as to what the GWX team may or may not be making.
Stiebler.
The Munster
10-21-07, 06:58 AM
[quote=Stiebler
While I understand and sympathize with a modder's need to state that he is about to make a new mod, to prevent competition with another modder accidently trying to make the same mod at the same time, this practice has the unfortunate result that talented modders are prevented from starting work on mods that others claim to be working on. Then the 'claimers' fail to deliver (but they *never* announce that they are abandoning work) and the modding community is left with nothing. Readers can probably think of their own examples from SH3, but this problem also appears to be affecting the SH4 modding community too.
Stiebler.[/quote]
I'm not a Modder but have spotted this happening time and time again.
Maybe there should be a stickied 'abandonement' thread where a Modder can declare he [or she] are unable to continue working/developing a Mod and a description/intention.
Probably never happen but just a thought.
xristoskaiti
10-21-07, 07:27 AM
:oops: :oops: :oops: :oops:
It is not possible to use Flak Monkey's Type XXIII boat for human play (only for AI). There was a discussion about this when the XXIII was first released. I believe that the boat was created in one piece, not in two (boat + turm) which created complications, and the boat lacks an interior.
Aye, I remember that :yep: The interior could probably be replaced by that of a Type II straight forward, but the conning tower/hull thing requires editing the model and making separate ones :hmm:
While I understand and sympathize with a modder's need to state that he is about to make a new mod, to prevent competition with another modder accidently trying to make the same mod at the same time, this practice has the unfortunate result that talented modders are prevented from starting work on mods that others claim to be working on. Then the 'claimers' fail to deliver (but they *never* announce that they are abandoning work) and the modding community is left with nothing. Readers can probably think of their own examples from SH3, but this problem also appears to be affecting the SH4 modding community too.
Very true. Though I'm still unsure if the GWX team might have picked the thing. We will need to wait until 1.04 comes out, but if they do not include a playable Type XXIII I will try to see if we can help some talents get together to do it.
Cheers
xristoskaiti
12-09-07, 01:12 AM
I placed SergButo_library_v2.0 in nygm 2.6β now I have Rocket launchers:
3InchRocketGB
5InchRocketUS for the planes :lol: :lol: :lol: I am very cheerful !!!!
I can't find Standalone NYGM2_5.7z... I need that file for the 2_6 update right ? (seems i can't find 2.6 either btw).
I can't find Standalone NYGM2_5.7z... I need that file for the 2_6 update right ? (seems i can't find 2.6 either btw).
2.5:
http://picturehost.realsimulation.com/UBRS_DLC/file.php?id=1498
I don't know where we can get 2.6 either.
Thank you, Jimmie. Will download once i get home from work :)
Stiebler
12-14-07, 07:28 AM
Thank you also from me Jimmie.
Once again, FileFront has deleted two large key files from DerTeddyBar's page there. As usual, no warning of deletion, but I'm keeping a record of deletion times. It averages about every three weeks, but the deletion is flagged at FileFront only for three days before being implemented. I don't check any website that frequently, without good reason!
I have reinstated patch NYGM2_6B.7z at FileFront, DerTeddyBar's page again.
Since it takes four hours to upload NYGM 2.5 stand-alone version, I shall rely on people using Jimmie's download address for as long as it lasts. Longer than three weeks, I hope.
Stiebler.
kiwi_2005
12-14-07, 08:05 AM
I went to teddybars and found the 2.5 was only 19mb, thought this is pretty small for a mod (First time for NYGM for me) then realised after DL it was an update:damn: Im downloading the Standalone version now of Realsimulation. After this DL i then DL the 2.6 update and that should be all i'll need? :hmm:
xristoskaiti
12-14-07, 10:18 AM
we can expect certain new nygm?:sunny:
Stiebler
12-15-07, 09:37 AM
@Kiwi_2005: Yes, NYGM2_5 standalone version and patch NYGM2_6B are all you need (plus SH3 and Ubisoft patch 1.4b, of course). Install the NYGM mods with JSGME.
@xristoskaiti: Yes. Der Teddy Bar and I have had some new ideas, some of which can be found currently in this SH3 Mods Forum.
xristoskaiti
12-15-07, 10:47 AM
:D :D :D
Stiebler
02-01-08, 08:55 AM
The RealWeatherFix mod is now available for NYGM. See this thread:
http://www.subsim.com/radioroom/showpost.php?p=765398&postcount=1
The next release of NYGM (version 2.7) will have this mod already built in.
Stiebler.
xristoskaiti
02-01-08, 09:41 AM
A text with the changes in the 2.7 ?? :sunny:
onelifecrisis
02-01-08, 11:46 AM
The RealWeatherFix mod is now available for NYGM. See this thread:
http://www.subsim.com/radioroom/showpost.php?p=765398&postcount=1
The next release of NYGM (version 2.7) will have this mod already built in.
Stiebler.
NYGM is still in development then? :hmm:
Heh, kewl! :up:
I've not tried NYGM for one simple reason which I hope you can help me with: I've been unable to find a decent description of what it does! Info is scattered about here and there, but... is there anywhere a single document/post giving an overview of all the features? And, if so, would you please direct me to it? :ping:
Many thanks,
OLC
OLC, would you like me to send you a couple of their Manuals in PDF format? You can PM me with an appropriate e-mail addy or upload site.
Take care man!
Hi Guys.
Been about a year since I have looked at SHIII. I notice that NYGM is up to 2.6 (I was on 2.4). Well a lot of water under the bridge and a new rig, so my question.
I am planning to run the following (installing in order listed):
NYGM 2.6
6 Dials Sim Feeling (the one on Teddy's filefront still compatible with 2.6??? Is it needed if using OLC GUI???)
Open Hatch 1.01
Fubars Skins (these have been updated from Teddy's NYGM version back in 2.2 days)
OLC GUI 1.2.1 (the generic one)
Can anyone see any tweaks (probably to menu_1024_768.ini) I will need to do to make a these compatible?
I have spent the last two days combing through the forums but cannot seen to see anyone running these.
onelifecrisis
02-01-08, 08:03 PM
OLC, would you like me to send you a couple of their Manuals in PDF format? You can PM me with an appropriate e-mail addy or upload site.
Take care man!
Great!
Sent you a PM :ping:
onelifecrisis
02-01-08, 08:07 PM
I am planning to run the following (installing in order listed):
...
6 Dials Sim Feeling (the one on Teddy's filefront still compatible with 2.6??? Is it needed if using OLC GUI???)
...
OLC GUI 1.2.1 (the generic one)
...
Can anyone see any tweaks (probably to menu_1024_768.ini) I will need to do to make a these compatible?
Heads up:
OLC GUI and 6 Dials Sim Feeling are mutually exclusive. I'm pretty sure that nobody has merged them either (I certainly have no plans to do so). Whether or not 6DSF is "needed" when playing with the OLC GUI is a matter of opinion. If you want mine: no, it's not needed. ;)
Hello all,
Just recently started playing the NYGM 2.5 mod and Just wondered if anyone can shed any light on the following;
Just done a patrol in a type IX in mid 1942, and ended up with 3 torpedoes left. There was a U-tanker on the map in mid Atlantic not far from where I was so I went to resupply. As this was my first `resupply` since playing with the stock SH3 with the relevant `Milk Cow` mod, it was a pleasant surprise to find an actual submarine instead of a ship waiting for me. However there was no conning tower on this other submarine at all, just the hull!.
At the time I thought it was a simple graphical problem of some sort so I thought "Oh well, I can live with that" and promptly berthed up to it.
Resupplied. Tea,cakes and medals for the crew,..blah,blah,blah..
Time to push off,...Oh dear......the U-tanker now had its own conning tower...
and mine did`nt! Looked pretty funny with the F12 view:D
There was nothing I could do about it except sail away from the tanker to a sufficient distance to be able to reluctantly kiss goodbye to the next part of the patrol and exit back to base:roll:
Is this a bug or something, or is there anything I can do to resolve it?
I`d appreciate any feedback.
Thanks
JC
xristoskaiti
02-27-08, 10:37 AM
I suppose that you have spoiled files.....:hmm:
Stiebler
05-08-08, 11:10 AM
Any NYGM player who wants to try Tomi's Type XXIII U-boat in 1945 can now download it from my signature. It replaces the old FuMB37 mod supplied with NYGM 2.6B.
But please read this link first:
http://www.subsim.com/radioroom/showpost.php?p=859089&postcount=306
A new release of NYGM will be coming soon. We haven't forgotten it!
Stiebler.
Cool!!! Downloading now :D
xristoskaiti
05-08-08, 11:42 AM
:rock: today the evening I will not sleep!!!!!
coronas
05-08-08, 12:15 PM
Any NYGM player who wants to try Tomi's Type XXIII U-boat in 1945 can now download it from my signature. It replaces the old FuMB37 mod supplied with NYGM 2.6B.
But please read this link first:
http://www.subsim.com/radioroom/showpost.php?p=859089&postcount=306
A new release of NYGM will be coming soon. We haven't forgotten it!
Stiebler.
Great work! I post in Tomi's Type XXIII U-boat threat about a possible error.
Waiting for the new release. Can you tell us any advance?
that sounds cool.But I beg you Stiebler-don't follow in GWX footsteps when it comes to game loading time
Excellent! I still keep a running install of NYGM! I just love it!:up:
Thank you!
Aleksandar the Great
05-09-08, 01:15 AM
Any NYGM player who wants to try Tomi's Type XXIII U-boat in 1945 can now download it from my signature. It replaces the old FuMB37 mod supplied with NYGM 2.6B.
But please read this link first:
http://www.subsim.com/radioroom/showpost.php?p=859089&postcount=306
A new release of NYGM will be coming soon. We haven't forgotten it!
Stiebler.
Excellent work, Stiebler!:up:
Waiting NYGM 2.7
Stiebler
05-09-08, 04:24 AM
@Coronas:
I post in Tomi's Type XXIII U-boat threat about a possible error.
Thanks. My reply is in the Type XXIII thread.
Waiting for the new release. Can you tell us any advance?
The new release will contain some significant new advances.
The main features are these:
1. The Type XXIII boat (obviously).
2. The Real Weather Fix.
3. Racerboy's exhaust smoke for all U-boats. (Used with permission.)
4. Iambecomelife's new merchant fleet, incorporated into convoys.
5. Key changes made to stop the way in which a U-boat could pass into a convoy from the front, at periscope depth, without ever being detected by the front escort. You will have to be much more careful now.
6. Schnorchelling improved, so that the crew doesn't die of exhaustion in stormy weather. (This is much more complicated than it sounds.)
7. 'Bold' asdic decoy made much more realistic with new, unpublished, research. [Incidentally, this new version of Bold is not included with the FuMB37XXIIINYGM mod, so you need to be more careful with the XXIII than the way I have been playing.]
8. SH3Patrol program updated with new patrol grids for the Type XXIII boat. (Also other changes.)
There are numerous small changes, fixes, adjustments to the campaign files and air power, and similar.
The whole mod is ready for release, except for the difficulty with rezoning some of IABL's merchant fleet, which has caused the long delay. Der Teddy Bar has been handling this part, I've been doing the torpedo testing and final adjustments of the corrected ships.
Stiebler.
Venatore
05-09-08, 07:14 AM
Sounds interesting, looking forward to the release. Thank you for the sitrep :up:
can you give any date when it's gonna be ready?
xristoskaiti
05-09-08, 10:51 AM
:D air DepthCharges? they will exist in new NYGM?
and..... RUBINI in the gw2.1 has made changes in the Radar Warning. perhaps
they is good idea it is also improved in nygm.....
coronas
05-09-08, 12:12 PM
Great news, Stiebler!
Waiting impatient!
Stiebler
05-09-08, 02:15 PM
Tomi_099 has confirmed by PM that he built his Type XXIII playable U-boat starting from Flakmonkey's XXIII (used only as an AI boat). I believed Tomi had started anew from the Type XXI.
Therefore Flakmonkey must have much credit for the new playable Type XXIII boat too. This is not at present acknowledged in the FuMB37XXIIINYGM mod readme file. The omission will be corrected when the final release is made.
Apologies to Flakmonkey for the oversight.
Date for release of new NYGM mod:
I cannot say, since it depends on other people. But not too long, I hope.
Stiebler.
is there any progress in making the update?
Stiebler
07-10-08, 02:50 AM
@Kranz:
I've been playing a full version of the new NYGM 3.0 since February.
The reason for the long delay in the release concerns re-zoning of some of IABL's new merchant fleet by Der Teddy Bar. Unfortunately DTB has had complicated personal problems in moving house, and therefore he has had to stop modding for about two-three months now. I can't continue alone, since DTB has a special tool for re-zoning.
Under the circumstances, I intend to release NYGM 3.0 at this weekend, with *some* of IABL's merchant ships as an additional overlay with their own campaign file. It's a good mixture, some fully re-zoned and given NYGM's slow-sinking property, some not re-zoned at all, but I've given them the NYGM special slow-sinking characteristics anyway. I've been playing this combination too for nearly three months.
Stiebler.
torpille
07-10-08, 03:56 AM
yepeeee:rock: .
good songs.
coronas
07-10-08, 05:27 AM
Excellent news. :rock:
I was planning to paint my room but it seems that the plan has to be changed.Good job Stiebler!
NYGM hits 3.0 :up:
Will that be a full new package, or a patch to put over 2.2+2.4+2.5+2.6b :doh: (What I currently do!)
Aleksandar the Great
07-10-08, 10:30 AM
NYGM 3.0-Exellent news!!!
Ahoy
@Kranz:
I've been playing a full version of the new NYGM 3.0 since February.
The reason for the long delay in the release concerns re-zoning of some of IABL's new merchant fleet by Der Teddy Bar. Unfortunately DTB has had complicated personal problems in moving house, and therefore he has had to stop modding for about two-three months now. I can't continue alone, since DTB has a special tool for re-zoning.
Under the circumstances, I intend to release NYGM 3.0 at this weekend, with *some* of IABL's merchant ships as an additional overlay with their own campaign file. It's a good mixture, some fully re-zoned and given NYGM's slow-sinking property, some not re-zoned at all, but I've given them the NYGM special slow-sinking characteristics anyway. I've been playing this combination too for nearly three months.
Stiebler.
Excellent news looking forward to this release. I cannot say enough about NYGM. I have 2.6b running and will add another install for 3.0.
Thank you!
Stiebler
07-10-08, 12:58 PM
NYGM 3.0 released.
Follow this post:
http://www.subsim.com/radioroom/showpost.php?p=899227&postcount=1
Or download the files from my signature below.
@Hitman: I hope the post referred to above answers your query fully. Just overlay NYGM 3.0 on top of your existing set-up. (You can, if you wish, remove patch 2,6B first, but this action is not essential.)
Stiebler.
biosthetique
01-02-09, 10:16 AM
-------------------------
original post
The NYGM team carries out a lot of research in order to create a mod with the highest realism that we can achieve for users.
At present, we are re-running some of our original past novelties in the NYGM sticky thread, to remind readers of what is already available.
The imminent version 2.2 release features heavily the British Inshore Campaign (1944-1945), as well as other innovations described in the sticky. In order to provide users, old and new, with an idea of what to expect from the Inshore campaign, we have published some of our original research:
http://wolvesatwar.org/files/InshoreCampaignEastUK.pdf
[I've tested that this link actually works in my browser!]
.
I have tested that link and it does not work today.
Is there a way to access that research work?...I am interested.
Please let me know;)
There is a sticky for NYGM latest version in the top of this forum, please go there for newest download links, patches and general discussion.
I'm locking this thread as it served his purpose already, unless Stiebler wants me to keep it open for some reason.
Thanks
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