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Stiebler
08-29-06, 06:13 AM
NYGM Tonnage War Mod:

http://hosted.filefront.com/TeddyBar/

Getting started with NYGM 2.4:
Requires Silent Hunter III patch 1.4b + NYGM Tonnage War 2.2 full version + NYGM 2.4 update
Available on the page linked above; some optional mods for it available there as well.

[edited by CCIP] - formerly this was the NYGM Research Sticky. As far as I am aware, development of NYGM Tonnage War for SHIII has ended as of February 2007

-------------------------
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!]

NYGM - Not just a mod, but an experience!

Updated: 8/11/07 - Version 2.6 info (http://www.subsim.com/radioroom/showpost.php?p=618505&postcount=227)

.

baxter
08-29-06, 07:35 PM
Very interesting! Thanks.

bigboywooly
08-29-06, 08:06 PM
Wheres the research for multiple speed waypoints for convoys ?

Der Teddy Bar
08-29-06, 11:12 PM
Wheres the research for multiple speed waypoints for convoys ? The waypoint speed variations are of course for the most part a non historical feature. They are however part of a bigger game play concept than simply changing speeds for the sake of it.

The changing of speeds…
1. It removes the turkey shoot of “oh it’s a slow convoy so it is always 6 knots, it’s a medium convoy its 10 knots etc” or “it’s a merchant then the speed is always 6 knots and it is an escort the speed is always 14 knots”
2. Simulates different weather conditions effects that allowed a convoy to make better or worse speed something that doesn’t occur in the game
3. Simulates different ships & convoys on the same path i.e. better than creating 4 instances on the one convoy path for each speed possibility
4. Adds a new dimension to finding a convoy when within 24 hours a convoy could be anywhere within a 96 kilometre radius. Making the player 'hunt' for his convoy and not just have the convoy delivered to him.

As you can see, 4 GREAT game play features! :up:

I am having trouble understanding why such an ardent GW supporter is spending SO much time looking for perceived ‘faults’ and ‘errors’ in the NYGM TW Mod and taking every opportunity to post on them in NYGM threads?

Constructive criticism is one thing that NYGM have never shirked away from, I do however fail to see the purpose of your posts to the NYGM threads and in the end what good this does for the community as a whole?

Regards,

Teddy Bär

Kpt. Lehmann
08-29-06, 11:59 PM
The title of the thread is "NYGM research"... and how it relates to the "highest realism" that NYGM hopes to achieve for users.

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.

... but then DTB you posted:

The waypoint speed variations are of course for the most part a non historical feature. They are however part of a bigger game play concept....

It is quite an ambiguous statement that has been made.

poor sailor
08-30-06, 01:46 AM
I fully agreed with Teddy, their team really hard working and try to make this game much realistic and also they have change some game conditions, way of playing and not only the graphic, new base, new ships and some cosmetics change of the game. Because of that I stay loyal to the NYGM mod. And the otherhand I believe that the tolerance is needed and think that is time to this two really great teams try to work together and made one big and great mod for us who really appreciate their works. Maybe in two variants for new players and for most experience players.This is only suggestion.:up:

enaceo
08-30-06, 02:05 AM
Just imagine GW + NYGM Super-duper-mega-ultra MOD.
All the features you want in one single mod.
Ahh...just dreams

Gizzmoe
08-30-06, 02:21 AM
It is quite an ambiguous statement that has been made.
Not really. He has explained why they made those changes. "Non-historical" doesn´t mean "unrealistic".

Stiebler
08-30-06, 02:28 AM
Gizzmoe's Response just anticipated mine.

BigBoyWooly and Kpt Lehmann have confused "research" with "application of research to SH3".

Stiebler.

NYGM Tonnage War Mod - More than a mod; its an experience! (http://www.wolvesatwar.org/nygm/)

PeriscopeDepth
08-30-06, 02:29 AM
Convoys didn't make constant speed across the ocean, certainly not to the point where a U-Boat Captain could just assume their speed. I like this NYGM feature.

PD

Kpt. Lehmann
08-30-06, 02:42 AM
Gizzmoe's Response just anticipated mine.

BigBoyWooly and Kpt Lehmann have confused "research" with "application of research to SH3".

Stiebler.


Ahh, I see... It is your team's interpretation of data and how you apply it to your modding of SH3.

In that regard... a differing interpretation of data other than your own may be no less "well researched" and is by no means any "less realistic."

Gizzmoe
08-30-06, 02:47 AM
Oh puhlease, stop it!!!

Boris
08-30-06, 02:50 AM
Fair enough I say. It's a novel way of making things more uncertain for the player and I suppose it would be effective at that.
However I prefer everything to behave like it should (historically) and let this create it's own realism. The more things behave historically the more acurate the final picture will be. So while statistically and over averages things may work out better with the NYGM mod, I prefer to observe realistic behaviour.
Another example is the deck gun reload, which common sense and military experience tells me is far too long. While statistically things pan out better with long reload times, I prefer to have my gun reload in a reasonable space of time.

I probably seem a little unclear on this, but I hope you guys get what I mean.

THE_MASK
08-30-06, 03:02 AM
Who needs Sh4 , crackin open a beer and waitin for World War 3 .

bill clarke
08-30-06, 05:16 AM
Stiebler, can you please point me to the NYGM sticky thread ? I cant seem to find it.
Thanks.

Gizzmoe
08-30-06, 05:18 AM
Stiebler, can you please point me to the NYGM sticky thread ? I cant seem to find it.

http://www.subsim.com/radioroom/showthread.php?t=90285

Dowly
08-30-06, 05:44 AM
Dear NYGM Dev team.

Why is it that you must make dozens of threads all over the SubSim and WaW (Yes, I still read the WaW forums)? Wouldnt they all fit in to the NYGM sticky thread? No offence meant, but like those 'feature revisited' threads are just to get puplicity to NYGM. I assume that you have a documentation from which the player sees what he gets when he installs NYGM. FFS, even make a ONE thread called 'NYGM features revisited' and use it to tell about the features.

And as for the waypoint speed thing.

From WaW:
All in all I feel that the NYGM Random Speed feature makes for a more historical simulation.

And from SubSim:
The waypoint speed variations are of course for the most part a non historical feature.

Make your mind there, mate. It wont kill NYGM if something is not historical. :up:

I go now to rant somewhere else.;)

Laffertytig
08-30-06, 06:02 AM
ive been away from SH3 for around a year and have just came back to it and found GW and NYGM. lookin at this thread i cant believe the really bitchy attitude of some the guys who r havin a pop at NYGM and this thread in particularly kpt. lehman.

seriously, i think if this thread is annoyin u that much then u cant have much of a life. both mods are great form the commumity so who cares if they made a are thread explaining some features. ive seen enough from the GW lads as well

Gizzmoe
08-30-06, 06:09 AM
Dear NYGM Dev team.

Why is it that you must make dozens of threads all over the SubSim and WaW (Yes, I still read the WaW forums)? Wouldnt they all fit in to the NYGM sticky thread? No offence meant, but like those 'feature revisited' threads are just to get puplicity to NYGM.

I agree! Look at the GW team, they only use the GW sticky thread to spread informations. And the "Work Underway on the next Grey Wolves" thread. And "GWX Update"... :hmm:

Dowly
08-30-06, 06:33 AM
Dear NYGM Dev team.

Why is it that you must make dozens of threads all over the SubSim and WaW (Yes, I still read the WaW forums)? Wouldnt they all fit in to the NYGM sticky thread? No offence meant, but like those 'feature revisited' threads are just to get puplicity to NYGM.
I agree! Look at the GW team, they only use the GW sticky thread to spread informations. And the "Work Underway on the next Grey Wolves" thread. And "GWX Update"... :hmm:

Dont get me wrong, I meant all the not-so-important threads, it might be just me, but I really cant understand the point of the soon-to-be 2000 'feature revisited' threads. One thread would be enough, sure you get alot of puplicity when every other thread on the forum is 'NYGM feature revisited #'.

Anyways, just my 2 cents, nothing I can do about it.

sergbuto
08-30-06, 06:57 AM
ive been away from SH3 for around a year and have just came back to it and found GW and NYGM. lookin at this thread i cant believe the really bitchy attitude of some the guys who r havin a pop at NYGM and this thread in particularly kpt. lehman.

seriously, i think if this thread is annoyin u that much then u cant have much of a life. both mods are great form the commumity so who cares if they made a are thread explaining some features. ive seen enough from the GW lads as well

Since you just come back, my advise is not to hurry up with conclusions on anyone's attitude or "who started what" before reading the old threads. I am not taking any sides (pity that there are sides), just going by history. On second thought, maybe you better not to read old threads. :) Hopefully things will get smoothed out eventually.

As to "having too many threads", I can admit I hate to read long threads, prefer them to be split. On the other hand, having separate threads such as for every single modified aircraft with working guns may be not really necessary.

Concerning the topic of the thread, nice read btw.

Kpt. Lehmann
08-30-06, 07:30 AM
Dear NYGM Dev team.

Why is it that you must make dozens of threads all over the SubSim and WaW (Yes, I still read the WaW forums)? Wouldnt they all fit in to the NYGM sticky thread? No offence meant, but like those 'feature revisited' threads are just to get puplicity to NYGM.

I agree! Look at the GW team, they only use the GW sticky thread to spread informations. And the "Work Underway on the next Grey Wolves" thread. And "GWX Update"... :hmm:

Whatever mate. Whatever... There are just as many threads by the NYGM team buddy.:nope:

Gizzmoe
08-30-06, 07:40 AM
Whatever mate. Whatever... There are just as many threads by the NYGM team buddy.:nope:

Bingo! That was exactly my point. So why complain about their posting behaviour?

bigboywooly
08-30-06, 07:57 AM
Whatever mate. Whatever... There are just as many threads by the NYGM team buddy.:nope:

Bingo! That was exactly my point. So why complain about their posting behaviour?

He didnt
Dowly did

Dowly
08-30-06, 08:14 AM
Yes, I was the one complaining, not Kpt. nor GW dev team, just me. Dont blame them of what I have said, because I have a GW signature below my post.

Gizzmoe
08-30-06, 08:44 AM
Dont blame them of what I have said, because I have a GW signature below my post.

I don´t.

sergbuto
08-30-06, 08:55 AM
The waypoint speed variations are of course for the most part a non historical feature. They are however part of a bigger game play concept than simply changing speeds for the sake of it.

The changing of speeds…
1. It removes the turkey shoot of “oh it’s a slow convoy so it is always 6 knots, it’s a medium convoy its 10 knots etc” or “it’s a merchant then the speed is always 6 knots and it is an escort the speed is always 14 knots”
2. Simulates different weather conditions effects that allowed a convoy to make better or worse speed something that doesn’t occur in the game
3. Simulates different ships & convoys on the same path i.e. better than creating 4 instances on the one convoy path for each speed possibility
4. Adds a new dimension to finding a convoy when within 24 hours a convoy could be anywhere within a 96 kilometre radius. Making the player 'hunt' for his convoy and not just have the convoy delivered to him.

As you can see, 4 GREAT game play features! :up:

I agree with this assessment. However, concerning point 2, variations in speed may lead to an odd situation when at good calm weather the whole convoy suddently slows down. Wouldn't an irregular zig-zag pattern take care of most of the points while keeping things more historical?

On the other hand, one can use speed differences for producing strugglers to stay with convoy by creating and inserting into convoys ships with their top speed lower than the speed of the convoy. When a convoy is 3D-rendered at tens of kilometers from the player such strugglers will be significantly behind by the time the player reaches the convoy.

Dowly
08-30-06, 09:34 AM
Dont blame them of what I have said, because I have a GW signature below my post.
I don´t.

Good. :up:

Notewire
08-30-06, 11:58 AM
Ok, I am an old hand at SH3, been playing for years and modding and loving it - but I am new to these forums and my recent play has been interrupted by a year by my - er, real world deployments.

I absolutely play for max realism, on very low time compressions (rarely above 32, except ocean crossing) but I also play for the outstanding atmosphere and look of the game.

So coming back, with IUB and RUB long gone - looking at Grey Wolves and NYGM - both seem to be very good mods. Can they be used together? I know Grey Wolves has had the insight to take some very good NYGM concepts (ala the Damage Model) and incorporate them. But the manual at NYGM is very good and describes some of the realism concepts to the base game.

Specifically, has GW addressed "hovering" submarines, or premature detonating and deep running torpedo's? I also saw a question in one of the links concerning an explanation of GW 24 and 8 hour fatigue mods, are they imported from the ole Real Fatigue (I think I saw that in the readme.

At any rate, both mods are worlds above where we were a year ago - well done!!!

Can you mod NYGM with JSGME over GW's without crashing it? Would that be redundant? I have searched the forums and haven't seen a good compare/contrast thread - or maybe that would be inappropriate given the amount of really hard work put into each.

I would like to close by saying, if you know the answers to any of the above, please help an old salt out. I am sure all of the above should be known to me, and is somewhere in these forums, but after several hours of searching, I thought I would just ask!

Pablo
08-30-06, 05:25 PM
So coming back, with IUB and RUB long gone - looking at Grey Wolves and NYGM - both seem to be very good mods. Can they be used together?Hi!

AFAIK NYGM and GW are not compatible: each has many of the same files modified in different ways that reflect the different styles of the two mod teams. I suppose one could try to merge the two, but from what I've seen it would be an entirely new creation, neither fish nor fowl (nor NYGM or GW) and probably with a lot of breakage and unexpected "features." Since both mod teams are actively working on updates, you'd probably have to redo a lot of integration work once the updates appeared.

I personally tend to extract whatever I like from each mod, then use JSGME to overlay different files that I have modified to suit my personal taste, and deal with breakage as I go.

Pablo

Boris
08-30-06, 05:44 PM
No, you cannot use both together, there was once a mod that combined the two but that has since been abandonned.
The different approach to realism that each has, means that one will break features of the other.

I would tell you what I think is different between the two mods, but this would only cause dispute.
GW struggled for some time after it's release becasue some were quick to label it a graphics and sound mod, and NYGM was often percieved to be the realistic alternative.

Of course this wasn't true, as GW was (and is) also a realism mod, but one that incorporated a lot of visual and audio content as well for better immersiveness.

In the end people always generally agreed that the two mods had different, but both valid approaches to realism or historical accuracy... and the advice given: try both and see which one you like.

The next GW release, while I'm not going to reveal any content, I can assure you pushes the realism envelope much further, while keeping the game playable. I get the impression from what the team has done so far, that the improvement between GW 1.1 and GWX will be almost as great as that between GW 1.1 and Stock SH3. Only the final product will tell though.

Try both and pick you're favourite, but be sure to try GWX when it's released!

Notewire
08-31-06, 05:41 PM
Does anybody know how to make your Sub not a hummingbird, but without installing the whole NYGM mod?

Onkel Neal
09-01-06, 04:50 PM
Oh puhlease, stop it!!!

No kidding, Stiebler makes a post and someone has to quibble with what he is trying to say :shifty:

To all: don't hijack the man's thread.

Notewire
09-04-06, 10:23 PM
Thanks, Teddy Bar, for coming back with a no hummingbird mod - appreciate the help - outstanding modding!!!

Der Teddy Bar
09-04-06, 11:27 PM
Thanks, Teddy Bar, for coming back with a no hummingbird mod - appreciate the help - outstanding modding!!!
No problems mate :up:

Laffertytig
09-05-06, 10:53 AM
ive seen the phrase "imminent release" been used over the last fortnight with regards to your excellent mod. how close r we now, days or weeks?

Der Teddy Bar
09-05-06, 03:56 PM
ive seen the phrase "imminent release" been used over the last fortnight with regards to your excellent mod. how close r we now, days or weeks?
We held the release back at the last minute to make a few changes. We expect a release next week.

The Noob
09-05-06, 10:57 PM
ive seen the phrase "imminent release" been used over the last fortnight with regards to your excellent mod. how close r we now, days or weeks? We held the release back at the last minute to make a few changes. We expect a release next week.

Very Good. How Big will the download be, do you have any idea?

PeriscopeDepth
09-06-06, 01:51 AM
ive seen the phrase "imminent release" been used over the last fortnight with regards to your excellent mod. how close r we now, days or weeks? We held the release back at the last minute to make a few changes. We expect a release next week.

:rock:

PD

poor sailor
09-06-06, 02:54 AM
ive seen the phrase "imminent release" been used over the last fortnight with regards to your excellent mod. how close r we now, days or weeks? We held the release back at the last minute to make a few changes. We expect a release next week.

Very Good. How Big will the download be, do you have any idea?
Yes, the same question I have in another thread, and still wait for answer.

Kruger
09-06-06, 11:01 AM
Where can I download please NYGM, since the downloads section on Subsim seems to be down ?

poor sailor
09-06-06, 11:46 AM
Where can I download please NYGM, since the downloads section on Subsim seems to be down ?
http://www.wolvesatwar.org/nygm/

Immacolata
09-07-06, 06:42 AM
ive seen the phrase "imminent release" been used over the last fortnight with regards to your excellent mod. how close r we now, days or weeks?
We held the release back at the last minute to make a few changes. We expect a release next week.

Such teases. Like waving a pair of knickers in front of a ravenous sailor after 5 weeks below decks in a tin can.

pampanito
09-09-06, 06:31 PM
Hello,
I have been out of contact with SH3 for 8 months (RUb1.45 was the last I used), now on return after upgrading my PC, I see so much things changed.
I am delighted to see these Super-Mods being developed by two teams, I have just downloaded GW and I hope NYGM will finish downloading in two more hours.

But I'm not so much delighted to find this cross-fire of messages, it's sad to see two 'sides', and still sadder because I see well-known and respectable names on both trenches. I can only hope that both teams are ultimately doomed to co-existence and mutual understanding.

And what happened with Real Uboat? There was much enthusiasm around it when I last played SH3. Fortunately I see much of it has survived into one or another of the new Super-Mods (Improved Convoys was a favourite of mine). Was RUb dumped because of compatibility issues? Is everyone now using the new Super-Mods (or personalizing them)?

Is someone wishing, after testing BOTH packs, to tell me the long-term differences I will find doing a career with GW or NYGM? More convoy contacts with one or the other? More single ships sunk? More aircraft attacks? If someone changed from one pack to the other, what was the decisive factor?
And please, please, don't anyone just tell 'mine is better', I know BOTH must be good and hard-worked.

Thanks to everyone (in both trenches!).

Immacolata
09-10-06, 02:32 AM
Well you summed it up yourself. Each mod has a few interesting features that is not found in the other mod. The wolves mod also has a lot of visual and aural improvements, so if you like that why not start with that?

As for trench digging, I believe Teddy bär just released a nygm mod componenet for the wolves mod, so at least there doesn't seem to be grudges held in that direction.

Stiebler
09-10-06, 03:35 AM
To Pampanito:

The primary reason RUb (last version 1.45) fell by the wayside was because its principal architect, Beery, decided that a) there didn't seem to be any worthwhile new mods to incorporate at that time; b) he was personally more interested in using film-making software.

However, RUb forms the basis of both NYGM and Grey Wolves (maybe of other mods too), with both sides adding subsequent new ideas to it.

This issue of two separate groups (NYGM/GW), and their mutual incompatability, keeps cropping up, and might as well be addressed again here.

It is impossible to reconcile all ideas and/or opinions about what to incorporate into just one mod, so as to please everyone.

To cite my usual example: Rubini's Harbour Traffic mod. It has been obvious from many posts over many months that a lot of people love it, and wouldn't want to be without it. Equally, it is obvious that many other players hate its effect on frame rates when in harbour. How can these diametrically opposite views be reconciled? NYGM tries to cater for both groups by adding Rubini's HT as an optional overlay (even so, traffic in U-boat bases has been reduced). But this means that all changes in the basic campaign_SCR.mis file have to be copied over into the HT file too. This is very tedious, and potentially liable to cause errors. It also increases the time for mod-checking before release.

One can think of many other examples of mods with strong views for and against their inclusion. To provide options for each and every one of these mods would create a massive, time-consuming and error-prone burden on the underlying super-mod. Until all SH3 users decide that they all want the same mod components, there are always bound to be several giant mods. The surprising thing, in retrospect, is that RUb was uncontested for so long, although even this evolved into sub-groups like IUb.

Competition also tends to stimulate new ideas, to everyone's benefit.

Stiebler.

LaikaFatBum
09-18-06, 12:40 AM
Competition also tends to stimulate new ideas, to everyone's benefit.

Stiebler.
Respectfully not agree. Bothe teams not working together means bothe doing same thing. same thing done twice no one benifits because less is done by bothe.

Immacolata
09-18-06, 02:43 AM
Well respectfully disagree. Who says its bad two teams work on the same aspects? You get various interpretations. I've tried both mods, and they are NOT the same. Choice is good. And what if they don't like each other? Not a lot of good corporation comes from that.

Zinmar
10-01-06, 12:39 AM
Is there a way to get a version of NYGM 2.2 without all the crew changes? I don't want to move the crew around, I know it isn't realisitic but neither is my being in a german submarine. I really enjoy what NYGM has done to all the other aspects of the game but I don't want to do crew management. SH3 Commandeer let me set it up so that fatigue was no longer a factor, and now 2.2 makes it impossible to play with fatigue disabled unless you don't use SH3 Cdr. Could you put out a version that doesn't have that in it or inform us how to disable that feature? I love everything else you have done and will use the program that you have made if fatigue can be avoided.

Der Teddy Bar
10-01-06, 02:15 AM
Is there a way to get a version of NYGM 2.2 without all the crew changes? I don't want to move the crew around, I know it isn't realisitic but neither is my being in a german submarine. I really enjoy what NYGM has done to all the other aspects of the game but I don't want to do crew management. SH3 Commandeer let me set it up so that fatigue was no longer a factor, and now 2.2 makes it impossible to play with fatigue disabled unless you don't use SH3 Cdr. Could you put out a version that doesn't have that in it or inform us how to disable that feature? I love everything else you have done and will use the program that you have made if fatigue can be avoided.
If you set 3DRender= to say 32 i.e. 3DRender=32; in the file main.cfg under My Documents\SH3\data\cfg then at 64x and higher the crew do not incur fatigue.

This effectively turns off the NYGM Fatigue.

Zinmar
10-01-06, 10:35 AM
Awesome!! Thanks much!!

Steeltrap
10-02-06, 07:40 PM
Is there a way to get a version of NYGM 2.2 without all the crew changes? I don't want to move the crew around, I know it isn't realisitic but neither is my being in a german submarine. I really enjoy what NYGM has done to all the other aspects of the game but I don't want to do crew management. SH3 Commandeer let me set it up so that fatigue was no longer a factor, and now 2.2 makes it impossible to play with fatigue disabled unless you don't use SH3 Cdr. Could you put out a version that doesn't have that in it or inform us how to disable that feature? I love everything else you have done and will use the program that you have made if fatigue can be avoided.
If you set 3DRender= to say 32 i.e. 3DRender=32; in the file main.cfg under My Documents\SH3\data\cfg then at 64x and higher the crew do not incur fatigue.

This effectively turns off the NYGM Fatigue.

Teddy, as a matter of interest which do you prefer? I've found I need to rotate the crew in the watch and engine spaces every 4 hours to prevent excessive fatigue. This is realistic but a pain in the glutius maximus! I know there can't be a 'roster' system developed due to code constraints - which would have made the best mix of realism and playability - so I'm curious as to which YOU prefer.

Incidentally, I max my TC at 256x as I gather, from reading the documentation (which, by the way, is excellent), that higher levels can do odd things to air attacks (is that right, or am I slowing things needlessly?).

Appreciate your feedback. BTW, NYGM 2.2 is brilliant!

Cheers

Der Teddy Bar
10-02-06, 11:41 PM
Teddy, as a matter of interest which do you prefer? I've found I need to rotate the crew in the watch and engine spaces every 4 hours to prevent excessive fatigue. This is realistic but a pain in the glutius maximus! I know there can't be a 'roster' system developed due to code constraints - which would have made the best mix of realism and playability - so I'm curious as to which YOU prefer.

Incidentally, I max my TC at 256x as I gather, from reading the documentation (which, by the way, is excellent), that higher levels can do odd things to air attacks (is that right, or am I slowing things needlessly?).

Appreciate your feedback. BTW, NYGM 2.2 is brilliant!

Cheers
Steeltrap,
I use an 12+ hour shift rotation and have no real issues unless I get a very long stint of 10+ mps winds so I am surprised to hear about your 'forced' 4 hour roster and I feel that you may not be using the NYGM Crew Management modlet of TW 2.2.

This can happen via Sh3 Cmdr.

If using SH3 Cmdr roll back the app and then copy the NYGM TW 2.2 basic.cfg file back.

My maximum compression is set to 128x so that I get the best experience with regards to aircraft encounters. At 128x you are more likely to encounter them.

While I do not like having to change the men I do like what it brings to the game and that I do not have a BORG machine.

I need to consider potential engagements and as such I might need to 'rest' the crew once in a while. Something that would happen in real life with the daily trim dives.

Thanks for the feedback and welcome aboard!

Steeltrap
10-03-06, 07:19 PM
"I feel that you may not be using the NYGM Crew Management modlet of TW 2.2.

This can happen via Sh3 Cmdr.

If using SH3 Cmdr roll back the app and then copy the NYGM TW 2.2 basic.cfg file back."

Hmmm....OK, so 'rollback' SH3 Cmds then copy the basic.cfg file from the 2.2 stand alone into the basic.cfg in Cmdr, or where?

Definitely sounds like I don't have the crew management working per intention. NO way I could do 12hrs at present unless I'm happy to have efficiency in the toilet by the end of it....

BTW, thanks for your reply. This mod is outstanding, as is the level of support and tips constantly available.

kylania
10-03-06, 09:17 PM
You should only have to copy the files from NYGM Tonnage War V2.2 – Stand Alone Version\Documentation\SH3 Commander Optional Updates to C:\Program Files\SH3 Commander\Cfg once.

Then in SH3 Commander leave SH3 Options / Gameply Settings / Use Fatigue Model unchecked.

Steeltrap
10-03-06, 11:34 PM
You should only have to copy the files from NYGM Tonnage War V2.2 – Stand Alone Version\Documentation\SH3 Commander Optional Updates to C:\Program Files\SH3 Commander\Cfg once.

Then in SH3 Commander leave SH3 Options / Gameply Settings / Use Fatigue Model unchecked.

Thanks....believe that is what I did.

Perhaps I have unrealistic expectations.

How far should I expect efficiency to drop over 12hrs in standard to 5m/s winds?

What about for winds over that?

Anyway, if I rollback Cmdr and then drop the files again, will that cause any issues if I'm not changing anything else (i.e. not re-installing the mod)?

kylania
10-03-06, 11:58 PM
Nope, rollback and recopying the files won't hurt anything.

Ummm.. 12 hours straight in fine weather in NYGM will still result in your crew being nearly exhausted I believe.

I've read in a few places that it's ok, no problem because an exhausted crew works just as hard as a fresh crew. So I tried that the other night.. i finally got the message "not enough people in the engine room" and my ship stopped. So obviously that's incorrect. :)

I've tried setting the 3D view down and using the "trick" of high TC to keep your crew static till battle. While it works for a while, eventually you'll end up with two sets of mostly exhausted crews and it's a nightmare trying to rest some while the other work, but not too hard and blah blah. It's almost easier (buy far too many clickdrags) to just use the 8 hour shifts.

8 hour shift rotations means a painful amount of clicking and dragging, but you've always got a rested crew on duty and a partially rested crew in reserve in case things go wrong.

I set up two crews for each compartment, then three watch crews. At 0800, 1600 and 0000 I swap in one of the three watch crews and rotate everyone else. Just wish there was an easier way of doing that. :)

Steeltrap
10-04-06, 12:05 AM
You've pretty much summed up my experience to date/view.

Trouble with 'disabling' fatigue is it ALSO disables recovery from fatigue (unless I'm mistaken). That means you get stuck once you've done some 'real time' playing as you can't recover the fatigue without the other 'half' getting it etc....

Might just disable it entirely. While it's unrealistic, I find mucking around with the crew the whole time a real pain in the arse....in fact it's the one thing I do more than anything else in the sim, and that's clearly NOT right.

raymond6751
10-07-06, 05:54 AM
Enough sniping from GW in this thread. Go and browse your own GW stuff and stop filling this thread with nit picking comments that do nobody any service.

I have and use both mods and love them both. Each is marvelous by itself and this cheap shot kind of stuff is unworthy of you.

Personally, I value all information about either mod and would prefer to spend time reading valuable information than a 'war in words' between two modder groups.

It is natural to research the 'other one' but childish to try and belittle their efforts. It isn't necessary guys.

Immacolata
10-07-06, 07:58 AM
Some kids never learn, ray.

Anyways, I must chime in on the fatigue thing. It works okay when you keep your TC low, but as soon as you impatiently scoot across the ocean you get RSI from moving crew about. If you cruise about at 64/128 it isnt felt so badly.

The most elegant solution would be to either lessen or entirely remove the exhaustion/fatiguges efficiency modifier. Let it be up to morale really.

Der Teddy Bar
10-07-06, 02:06 PM
Some kids never learn, ray.

Anyways, I must chime in on the fatigue thing. It works okay when you keep your TC low, but as soon as you impatiently scoot across the ocean you get RSI from moving crew about. If you cruise about at 64/128 it isnt felt so badly.

The most elegant solution would be to either lessen or entirely remove the exhaustion/fatiguges efficiency modifier. Let it be up to morale really. For long patrol across the Atlantic the best solution to be able to keep the NYGM Crew Management Mod intact for when you get there and for normal patrols, is to set the 3DRender=128 and then at 256x the fatigue is not running.

Correct the crew will not recuperate when at 256x but this is for the transit periods so you could rest them before making the return trip.

Any Crew Management, including the NYGM Crew Management, are a pain when you scoot around at 1024x etc.

Immacolata
10-07-06, 02:09 PM
Aye its the very crew model of SH3 that is flawed. No kaleun should be forced to micromanage their crew like that. Leave that to the quartermaster or the gefreiter or whatever his name is :)

kylania
10-07-06, 05:06 PM
Enough sniping from GW in this thread.

:o

Umm. the last thing mentioned about GW was nearly a month ago, and all it was was a post pointing out how it's a different mindset. What are you talking about?

Immacolata
10-07-06, 05:13 PM
hmm Im having my problems with the AI spotting range at daylight. Im as far away from a convoy as I possibly can be, they are merely hazy smoke on the horizon so tiny you can barely pick them up without binocs. Yet the destroyers spot me with their evil stare :stare: IF they have radar in july 1942, aren't they supposed to work at 5000 m or less? If not, why is it not even possible for me to track the convoy at the far range of the visual bubble?

They are supposed to be able to spot me at 7000m. I am pretty sure they are further away than that, but if it really IS radar Im of course busted fair and square. I don't have metox yet so I can't tell if it is visual or electronic sensing that detects me.

raymond6751
10-10-06, 05:51 AM
Enough sniping from GW in this thread.

:o

Umm. the last thing mentioned about GW was nearly a month ago, and all it was was a post pointing out how it's a different mindset. What are you talking about?
I took the time to read through the posts and found the discussion about research in NYGM and the sarcastic comments from GW folks. It may have been old, but it is in the forum and folks read it.

Stiebler
10-16-06, 03:22 AM
I asked the question in another thread of what is the optimum speed to patrol your assign grid square (eg BE65).

This provoked a number of answers as to how people *actually* patrol, but no responses to how they *ought* to patrol.

So I made a computer model. Results can be found here (file SH3Grids.pdf):
http://files.filefront.com//;6027268;;/

Stiebler.

Steeltrap
10-16-06, 11:28 PM
Stiebler

Very interesting reading! Nice to see some stats analysis in here, even if a lot of people won't have the foggiest as to what it's about..... :yep:

FUBAR295
10-17-06, 08:42 AM
Stiebler,

To echo, an excellent and informative read.

Although you used and based your findings on the zigzag pattern, I was wondering if other search pattern scenarios were run and if simular results were obtained and if not any chance that you would.

I think the zigzag pattern is the most efficent way to search a given area, at least in my experience and the one I use and favor. Any idea if the KM sanctioned any method(s) over another.

Again, thanks for a excellent analysis.

Good Hunting,
FUBAR

Stiebler
10-17-06, 12:46 PM
I haven't tried any other form of search pattern. In fact, I've never seen a description of search patterns used by individual U-boats when sailing alone. They might be described in the U-boat Commander's Handbook, but I don't have a copy of that book. Commanders were constantly exhorted to use their 'hunting instinct'.

Apologies if the statistics seemed to be a little impenetrable. One of the uses of statistics is to determine whether two actions that appear to differ from one another really do differ, or if the apparent difference arises merely by chance. If the probability that two events differ is better than 0.95, then conventionally one says that the probability that the two events are different is 95% (alternatively, that the probability that the two events are really the same, but appear to differ, is less than 5%). In both cases, the result is 'significant' (at the 95% level). Anything that occurs with a probability better than 99% is 'highly significant'.

Stiebler.

FUBAR295
10-17-06, 01:34 PM
I checked the Uboat Commanders Handbook but could not locate any reference to recommended search patterns. This might have been covered in Training and would have been common knowledge to those who needed to know such things, just speculating here. Maybe someone might pipe up who really knows the answer.

Good Hunting,
FUBAR

THE_MASK
10-29-06, 05:08 AM
When will we see the MEM mod (mediterranian escorts mod).

Der Teddy Bar
10-29-06, 05:22 PM
When will we see the MEM mod (mediterranian escorts mod).It is my intention to have it in the next TW release.

I am trying to get a better idea of dates, numbers & locations so as to give a historical feel.

Anyone with information please feel free to submit it.

THE_MASK
11-14-06, 08:43 AM
Ok thanks.

1mPHUNit0
11-15-06, 08:55 AM
What about going diagonal?
It's the shorter pattern and the most closer to other point.
Diagonal and not so slow ....but not from corner to corner
from almost there to almost there....the boat must stay on the center
all the time...in a central zone i mean.
Or zig zag up down ....but the same ...stay central.
Zig zag it's more long but it has less time holes...i mean
it's more professonal....less lucky ..... if you are not lucky
you have another chance in next swap

nygm not a supermod but a working great mod!!!
Buon coding

Sailor Steve
11-15-06, 11:48 AM
I run diaganally across the grid, then down one side, diagonal again, then small diagonals dividing it into quarters, crossing vertically and horizontally once in a while, finally around the perimeter and then start all over again. I get dizzy once in a while, but I figure that's as good a pattern as any, and it always worked in AOD.

1mPHUNit0
11-15-06, 12:35 PM
I think quite correct...and AOD super game stil actual and working
but...... down one side wery fast then diagonal again but mediun speed..

Stiebler
11-20-06, 09:34 AM
Our most recent thoughts on the poor air-power in SH3 can be found 'adorning' the following thread:

http://www.subsim.com/radioroom/showthread.php?t=101106

Stiebler.

Corsair
11-22-06, 04:50 PM
I joined the forum lately after reading for a long time and would like to thank you guys for your NYGM 2.2 mod, corresponds precisely to my ideas about this sim. One feature I did not like from start was the renown system for upgrades and find your approach of time consuming for refiting the boat right on. Waiting for next version, but already very pleased with this one...:up:

Stiebler
12-02-06, 01:38 PM
The NYGM 2.3 patch/update is now available.

Check this link:
http://www.subsim.com/radioroom/showthread.php?t=101553

Stiebler.

hobnailboot
12-07-06, 10:03 AM
I was just thinking, when the weather is wild and the waves are crashing over the uzo, and when using the binoculers, why they do not take a few seconds for the water to drain off just like the periscope? Is that possible to mod?

NYGM IS FAAAAANTASTIC:up:

1mPHUNit0
12-10-06, 01:22 PM
Periscope it's not so well.
Black grades on black in the night ....but not visibles
I think was better SH2 periscope with grades on the bottom.
Or green grades, like in the dark night

Lanzfeld
12-12-06, 05:09 PM
Der Teddy Bear:
I read the "readme" from NYGM and I was interested in your average data for visual detection ranges for the AI.
Did you ever do any experiments or do you know if running decks awash makes any difference???

CCIP
12-12-06, 06:21 PM
It wouldn't make a difference, I think. Just the way the game handles things, there's only a 'submerged' and 'surfaced' state for anything. I might be wrong on this, but my own experience with NYGM shows nothing.

That said, I tend to run decks awash in surface attacks anyway - besides realism, it also means MUCH faster dives if you screw up :p

Lanzfeld
12-12-06, 06:49 PM
Not doubting you CCIP...But I have heard people swear to both sides...it does and it doesnt. I just wanted to know if anyone REALLY knows???:damn:

sergbuto
12-12-06, 07:48 PM
I seem to recall SH3 devs saying that sensor efficiency depends on silhouette/profile size but would not bet on it. On the other hand, NYGM could tweak sensors to the extent that the silhouette/profile does not matter any more and one gets detected anyway asa soon surfaced.

CCIP
12-12-06, 08:58 PM
What I'm not sure of is whether this silhouette takes depth into the account if you're in the 'surfaced' state. I haven't seen any signs that it is...

Lanzfeld
12-12-06, 09:12 PM
I have to say that it is so frustrating that the sim has been out this long and we dont have a firm answer on this.:damn: :damn: :damn:

Immacolata
12-13-06, 06:21 AM
It wouldn't make a difference, I think. Just the way the game handles things, there's only a 'submerged' and 'surfaced' state for anything. I might be wrong on this, but my own experience with NYGM shows nothing.

That said, I tend to run decks awash in surface attacks anyway - besides realism, it also means MUCH faster dives if you screw up :p

My experience with NYGM says that it does matter. I was sailing at a perpendicular angle to a convoy, decks awash. I hit S key by mistake and surfaced completely. Turned red. I quickly set the decks awash again and my stealth-o-meter turned green. I've experimented several times and I am positive that decks awash has an effect on detection. The actual effect is limited to a short distance however, and you will only have it work at the very edge of their detection range.

jimmie
12-19-06, 05:10 AM
Maybe this is not the right place to post but I thought it wasn't too important to make a new thread and perhaps it would be buried quickly by new GWX threads, so..

First, thanks for the great work, always. I've found a short free time and re-installed SH3, NYGM 2.3, simfeeling mod. And here's a few minor errors in graphics etc..

Some of ships in rec manual has brighter background and wrong horizontal scale guide and no angle legends. Sorry for not even listing which ones here.. (btw, could it be improved for same-type-different-tonage ships so it wouldn't feel next-prev page button broken :dead:)

I know simfeeling mod is originally created by FLB Sale 666 maybe a year ago, and since it's not the official part of NYGM so talking about it is not really right but... In the map section its drag & drop feature of msg field (not firmly confirmed, just my assamption) introduces back ground picture draggable as well which is very annoying and I think it would be better rather msg field not draggable. And the font is a bit too much distorted for comfortable reading dispite it may be pretty and match to other fonts, I changed it to font=1 (the same type face of original) and maybe this infomation be included in the readme.

Edit: there is a mistake in 1024 txt where a section "leer.tga" is in. The file set as drag=true and should be set as false. And this is not related to msg field draggable. I also changed the font for the current time, from font=5 to font=14 for readability

en/de menu.txt included in Simfeeling pack for NYGM 2.2 should be replaced with 2.3 files.

At least an error in speed chart #1 (8 knots for 8 hours says 188.53km)

So, those are minor boring errors but correcting them would make already great super mod better ;)

I'm basically quite happy with 2.3. But here are a few personal wishes (mostly unimportant things...).

Forcing pistol selector feature is too much against default interface and very unintuitive IMHO. (I know I can select impact pistol if I so wish) At least please clearly state "how to select impact pistol and back to magnetic" and "what happens when you hear clicking sound (only once) when impact pistol selected," I mean, "how exactly it works now" in the manual)

With your wisdom can you improve hydro man's hearing range so it could match close to the player (I)?

Own-ship icon on the mark (the dark blurry black circle) is VERY ugly; can it not be replaced with simple circle or at least something NOT blurry... (I know it's inherited from RuB tho)

Inlucsion of *fancy* crew clothes :lol:


Thanks again for your great work! :up:

jimmie
12-19-06, 05:14 AM
Oh by the way, I wouldn't know until now that hydro man can report sound contact while I'm on the surface - it was 15m storm and that's why tho.

Krupp
12-19-06, 07:33 AM
Hi!

I have a question about the Flak effeciency in the NYGM 2.3.

My boat was surprised by the Coastal Command Sunderland in Bay of Biscay (17th patrol and still alive:88)), the aircraft was visible with the naked eye so, I had to try to fight the first pass. I have 2 double 20mm's and the FLak vierling installed... All weapons fired this Sunderland flying over us maybe 200m altitude and nothing happened (the tracers showed many many hits). It just attacked, went by and returned later while I was luckily submerged.

Since it seems, that (even) eight 20mm weapons are ineffective against this large and comparatively slow and low flying AC, there is very little point to "obey" Dönitz's command to "fight against AC's" The message I recently received.

Don't get me wrong, I love NYGM and I always avoid any contacts with airplanes if possible, It's too risky and stupid to fight with them, but the "man" said I have to to do so, so...:doh:

Dear NYGM users, is it just waste of time to shoot them, it looks and sounds good but it dosen't do any good. I haven't tried the (NYGM)Flak academy (done that qwazillion times with vanilla game when it came out..) so I have no idea about the weapon effeciency.

Sailor Steve
12-19-06, 12:08 PM
I'm glad to hear you're having these problems; not because you're in trouble, but because of the realism factor. I recently posted this clipping from real life. What I didn't include was the reference in the book that also mentioned Admiral Doenitz's order to fight back.

Anyway, enjoy the reality:
http://www.subsim.com/radioroom/showthread.php?t=101670&highlight=u-boat+sunderland

CCIP
12-19-06, 01:55 PM
Also to qualify - if you fight hard, you'll get your Sunderland. I've brought down as many as 4 on one patrol, which is certainly more than any U-boat ever managed to.

No, I think these things are precisely as tough in NYGM as they should be :cool:

Krupp
12-19-06, 02:10 PM
Also to qualify - if you fight hard, you'll get your Sunderland. I've brought down as many as 4 on one patrol, which is certainly more than any U-boat ever managed to.

No, I think these things are precisely as tough in NYGM as they should be :cool:
Heh:), I absolutely have no need to get that or any other aircraft kill. Happy to hear that it is possible to destroy attacking enemy AC. NYGM rocks:up:


@Sailor Steve: good story:yep:

codmander
12-23-06, 05:26 PM
lol krupp your a dam nun--avator:rotfl:

Stiebler
01-02-07, 05:24 AM
Optional new officer icons can now be installed for NYGM (all versions).

Please see this thread:

http://www.subsim.com/radioroom/showthread.php?t=103019

Stiebler.

Werewolf
01-08-07, 01:50 PM
Just a question......would it be possible to have snorkel-mast-mounted RWR antennas in NYGM as in the GW mod? :hmm:

Lanzfeld
01-26-07, 09:04 AM
I am playing NYGM ver 2.3 now and I notice while I was chasing a sound contact in heavy fog (visibility about 500 to 600 meters) I started to see the "neutral lights" come out of the fog and I thought "cool"...first time I have seen a neutral. But as I got closer I realize the target was still very far away (too far to see anything) yet the lights show through the fog for about 3000 meters or more! This allows me to see neutrals for a distance way longer then I should in fog. To repeat....I see the neutral marking lights (lights and windows) at 3000-5000 meters and the fog visibility is 500-600 meters.

I am using a 6600 GT card.

Any suggestions on my card settings?

Stiebler
01-27-07, 04:54 AM
NYGM Version 2.4.

This is a substantial new release for NYGM, that also showcases Anvart’s huge talents.

I think that this will be the last release of NYGM:
Der Teddy Bär has been buried under real-world problems, and has had to move house twice within a period of six months or so with all the upheaval thus caused. DTB says that he will return to modding when possible but will play less of an active role in SubSim.
Observer has been moved all around the globe in the last five months by his company, and is off again shortly.
I (Stiebler) cannot think of any new mods even in imagination to improve NYGM. The important issue of simulation of air attacks from American escort carriers in SH3 remains dismal, but there seems to be no solution. I cannot recall *ever* being attacked by an Avenger from a carrier (except in trials at very short range from the carrier). Also I have no interest in SH4.

Mod Philosophy:
The policy of NYGM has always been to create the best realism for the player. We define ‘realism’ as ‘reproducing the results that a real U-boat commander might have expected’ (in terms of tonnage sunk, rewards and promotions, probability of being attacked by warships or aircraft, likelihood of being killed). Moreover, we have always aimed at ‘compensatory realism’, where our target is the most realistic overall experience, and not over-attention to getting one detail right at the expense of another.
This makes NYGM a serious tool for researching U-boat operations in World War II. Don’t just read about the conclusions drawn by both sides during the war: experience the same reality and draw the same conclusions for yourself!
Therefore, generally we have not sought to improve the graphical experience although, where better graphics mods can be added with negligible effect on frame rate and RAM requirement, we have been willing to add them.

NYGM’s achievement has not been as well appreciated as it might have been. NYGM has always led the way in imagination, implementation and historical accuracy. One kind user suggested that SH3+NYGM was the equal of the late lamented ‘Aces of the Deep’; praise indeed (probably not true though).

So, to get to the important bit:

Download link:
http://hosted.filefront.com/TeddyBar/

Direct link:
http://files.filefront.com/NYGM2_47z/;6623774;;/fileinfo.html

NYGM 2.4

Updates for NYGM version 2.2 in form of an overlay that can be used by JSGME.

1. You must have a clean install of SH3 patched with 1.4b, then NYGM 2.2 installed.
2. Version 2.4 supercedes and incorporates patch 2_3 for NYGM.
3. You do not need patch NYGM2_3 before installing this version 2.4.
4. If you have already installed NYGM patch 2_3, it is not necessary to uninstall it (it will be overwritten).

A principal feature of this mod is to provide stronger Allied air power.

1. New campaign files [mostly found already in patch 2.3].
* Gibraltar escorts improved to the standard of those operating around Britain. We have retained some of the fixed single patrols, but movements by patrol groups are now irregular and erratic in appearance and direction. Trying to get through the Gibraltar Strait into the Mediterranean is now very nasty - allow at least two hours of real time for playing and try to penetrate the Strait in poor weather and visibility, and at night, for safest results.
* British-escorts-style warships patrolling the oil terminals of Caracao and Port of Spain.
* Arctic convoys improved.
* No convoy anywhere has fewer than three escorts even early in war.
* Two new trans-Atlantic convoys simulated with permission from the German LSHIII mod.
* More traffic at Panama canal. Atlantic entrance of Panama canal is now marked with a port (‘Colon-Panama’).
* More unescorted ships, especially tankers, off the east coast of the USA from January to April 1942.
* Revised air bases, in part by correcting some positional errors from airbases in NYGM 2_2. A new special air base patrols the eastern part of the Bay of Biscay from 1 June 1944 to 31 December 1944, while another special air base patrols the Skagerrak and western Baltic from 1 January to 10 May 1945.
* Radar-less Liberator ‘NR’ deployed so that you cannot always rely on your radar detectors during daylight when at sea.

2. More use of Anvart’s fabulous lighted ships.
Two of his new creations, arriving too late for NYGM 2_2, are now incorporated.

3. Anvart’s brilliant Sensor Rotation mod.
The U-boats now have rotating antennae and radio aerials.
Note: owing to a coding bug by the Devs, the rotating later radar aerials (FuMO30 upwards) will not function properly with the smaller ‘Turm-I’ conning tower encountered for example with the standard Type VIIB boat (the rotating aerial types should not have been allowed with this Turm). Nor will a rotating aerial function properly with a Type VIIB ‘Turm-II’ conning tower. The aerial will appear to rotate backwards and forwards through the front of the conning tower.

4. Anvart’s fantastic Schnorchel-Radar-receiver combination.
Inspired by the original mod of Ref and vonHelsching, your U-boat will now have a radar receiver mounted on the schnorchel after 1 October 1944.

The mod works like this:
When you arrive at home base at some date after 1 October 1944, you will see the radar receiver ‘FuMB-37 (Do not Select!)’ as the last of the options for the radar receivers in the equipment menu. You must not actually choose this radar receiver, or you will break all the radar receivers on your boat. Instead, you must exit from SH3 to Windows, then use JScones’ ever popular JSGME to overlay the optional mod ‘FuMB37’. (FuMB37 is available as a folder in the documentation). This provides new files for sensors used only at this late stage of the war. Then return to SH3. Even now, you must not select FuMB-37, it is already installed.
We’ve done a lot of testing on this combination. The combined schnorchel-radar-receiver is very effective for picking up aircraft approaching, but almost useless (due to low height, surrounded by waves) for detecting approaching warships. Rely on your hydrophones to detect warships when you are submerged. Emergency procedure when you are detected by aircraft radar: lower the schnorchel, dive deep. Detection range of this radar-receiver/antenna combination is only 6 km. We would strongly recommend that you should have your schnorchel covered with Tarnmatte (available from the equipment menu), the synthetic rubber cover that reduces radio reflections.
Another amazing piece of modding by the talented Anvart.

5. U-Snafu’s Flak Defence for U-boat Pens.
These are placed on most of the U-boat pens. After proposals kindly made by Rubini, this mod has been altered so that it no longer causes the U-boat crew to give the irritating ‘aircraft sighted’ warnings.

6. Ail Sky Mod, by Ailantd and FLB Sale U-999.
New clouds, rather nice!

7. Flotillas.cfg.
Minor changes to make patrol grids more appropriate.

8. Basic.cfg.
Errors corrected that prevented Types II and Types IX boat from getting ‘Bold’ decoy.

9. Stavanger.
Stavanger base in Norway is now implemented as a base from which you can sail. (Stavanger became a very important U-boat base from about October 1944).

10. Sergbuto’s new released ships.
They will not (yet) be found in convoys, only as isolated ships.
These new ships as yet lack the NYGM slow-sinking-by-flooding model. However, they still have Sergbuto’s original flooding model.

11. Minor issues.
[Nothing important, see the ‘readme’.]

12. New Officer Icons.
Installed by default, to give highly-coloured officer icons that actually tell you their function, instead of forcing you to make wild guesses. However, for those who prefer decoration to function, the original officer icons by Captain America are supplied as an add-on extra in documentation (folder ‘CaptainAmericaOfficer Icons’), that can also be overlaid with JSGME.

13. SH3Patrol v1.6.
This should be placed in the folder ‘My Documents\SH3\data\cfg\’.
It is intended mostly for use after visiting a U-tanker, when the program will set a random time of 1-5 days at the tanker, and will subsequently allow you to set a patrol grid in place of the usual ‘NULL’. Refer to the main NYGM manual for instructions for use.

This will be my last post. I have spent too long testing mods.
Farewell all,

Stiebler.

Corsair
01-27-07, 08:14 AM
Many thks to all members of the team for spending so much time to bring us this great mod.
Wish you all the best for the times to come.:up:

Kpt. Lehmann
01-27-07, 10:55 AM
@ Der Teddy Barr, Observer, and Steibler,

Much has happened over the last year and a half, that I don't think any of us is exactly proud to consider...

...and I don't know if my words can be appreciated by you, but I am going to say them anyway.

The hard work done by your team has played what I feel to be a vital and necessary part of what has pushed collective modding of SH3 to such quality levels.

Whatever our differences... the player has won the day. Your conviction and dedication to the cause helped see to that.

At the end of the day... we all wore the same uniform.

I salute you all and wish you only the best in your future ventures.:ping:

I hope the sea is still calling you to go on patrol...

and to SINK THEM ALL!!! :up: :up: :up:

Sincerely,

Kpt. Lehmann

U-snafu
01-31-07, 12:42 AM
Sh3 and the community will be somewhat lesser with the loss of the NYGM team regardless of members mod preferences.

Jonte
02-07-07, 03:52 AM
I was using Beery's RuB in the old days and now I'm using NYGM. I'm very happy with the work of everyone involved in these mods, see you all back in port!:smug:

Archive1
02-07-07, 05:15 PM
Query for Steibler:

Have installed and used V2.4 for a while now, a fine update - bravo. Couple of problems:
1. The rotating round radio antenna no longer rotates for me on the Type IXD/2.
2. The rotating radar screen (FuMo30) on the Type IXD/2 cuts into the forward conning tower - Hanna mentions the Type VII (WaW site), but it exists here too.
3. I get no spikes with a contact on the vertical green "waterfall" FuMo30 radar screen in the radio room, and the distance to contact dial remains at 00000 although a contact is marked on the nav map and a text contact is presented.
4. I am getting a "Sonar broken..." message at the beginning of the patrol with the Type IXD/2- others seem to have the same problem.

However, the old "Fuel tanks ruptured, Sir!" message with the Type IXD/2 is now gone.

It seems all the sub problems are with the IXD/2 boat. I'm sure you've heard about all of these, but the conversation about them is spread across various threads and needed to be brought together in one place. I'm also not certain I should bother you with these, but it seemed a proper place to start. Please excuse if I'm wrong and direct me to the correct attentive ear.

I dislike personal messages for two reasons: we all get too many of them, forum threads let others with similar problems assist with the solution and reassure those who are too shy to ask for help.

LGN1
02-08-07, 09:48 AM
Query for Steibler:

3. I get no spikes with a contact on the vertical green "waterfall" FuMo30 radar screen in the radio room, and the distance to contact dial remains at 00000 although a contact is marked on the nav map and a text contact is presented.
4. I am getting a "Sonar broken..." message at the beginning of the patrol with the Type IXD/2- others seem to have the same problem.



Hi,

do you know if these things are also happening in the stock game or with NYGM 2.2/3?

I think the chances for a reply from the NYGM team are rather small since they have not posted a lot in the last time. Probably it would be better to start a separate thread that more people read. Perhaps someone else can provide some help.

Cheers, LGN1

Werewolf
02-18-07, 10:59 PM
I have a question regarding crew effeciency. I have noticed that since the crew has gotten less efficient then it's impossible to run normal on diesels. Either I am lumbering away on a rediculous 7-8 knots and have a long range or, I am running at 10-12 knots as before, but have to make turns for 14-16 knots and there by I have to use a U-tanker even with a IXD2 boat because of the enormous diesel consumption. This is annyoing....any solution to this problem?

Myxale
02-19-07, 02:39 AM
I have a question regarding crew effeciency. I have noticed that since the crew has gotten less efficient then it's impossible to run normal on diesels. Either I am lumbering away on a rediculous 7-8 knots and have a long range or, I am running at 10-12 knots as before, but have to make turns for 14-16 knots and there by I have to use a U-tanker even with a IXD2 boat because of the enormous diesel consumption. This is annyoing....any solution to this problem?

I'm not sure what you're pinnin' at mate.:hmm:

The average speed for long range was between 7 to 9 knots. (i favor 9 knot with myIXB.)
A U-Boot was not meant to go fast all the time. Only for the hunt or to catch up with a convoy. Going flak is a huge waste of Diesel.

I face the same problems. The crew in my IXB will eventually start to wane after a long patrol period! Make sure you rotate them well and rest the crew while submerged. (Stormy weather is crew killer!)
Or shorten the watches!

The NYGM crew Mod is one of the best aspect of the mod.

Sorry if i didn't get your questions right!:doh:

Myxale
02-19-07, 02:42 AM
Query for Steibler:

3. I get no spikes with a contact on the vertical green "waterfall" FuMo30 radar screen in the radio room, and the distance to contact dial remains at 00000 although a contact is marked on the nav map and a text contact is presented.
4. I am getting a "Sonar broken..." message at the beginning of the patrol with the Type IXD/2- others seem to have the same problem.


Hi,

do you know if these things are also happening in the stock game or with NYGM 2.2/3?

I think the chances for a reply from the NYGM team are rather small since they have not posted a lot in the last time. Probably it would be better to start a separate thread that more people read. Perhaps someone else can provide some help.

Cheers, LGN1
Some of our mates at W@W are curently looking into that. Have a bit o' patience!;)

You could load a new test career Kiel and cruise around testing the radar. While going to your Radio room and change the settings on the Radar manually. The range setting fo example! And look for the spike to show or the the radar operato to call out contacts!

The "sonar broken" thingie is an old !Stock! Bug that sadly still exists. Bad, bad Ubisoft....no cookie for you!

Werewolf
02-19-07, 11:43 AM
@Myxale:

What I'm pinning at is ineffecient running of the diesel engines. I know that a sub is not supposed to run at flank speed which is my whole point. I do not use the ahead 1/3, standard, full and flank settings, I order turns ie. order the crew to make the diesels make turns for x knots (by clicking on the speed I want on the speed dial, not the engine telegraph). From the information I have, the most effecient cruising speed for a type 9 sub was between 10-12 knots, this is where you get the most effecient advance compared to diesel consumption, especially the type 9D2 was made for long cruises with high speeds of 12 knots. Now comes the point, when I order a speed of 12 knots I only get 8! When I order a speed of 16 I get 12. The engine telegrap´s rough division of quarters of engine power is a sequency of rpm on the engine and to make 12 knots crusing speed should be in the aheah standard area between 200-300 rpm, now with the lower effeciency it is ahead full above 300 rpm, the least fuel economic number of rpm. The conclusion is; the engines have become less effecient than before the 2.4 patch.

In reality the weather could be an effect, this is modelled in the game, but even in clear quiet weather with no wind this phenomenon is the same, so it's not the weather. In reality it could be age and/or badly maintained fuel system, such as fuel injection valves etc., but this is not modelled in SHIII so that leaves only one thing left that I know has been altered since NYGM 2.2, the compartment effeciency! Which is significantly lower than before.

Sorry for a long and maybe to you boring and confusing explanation and my bad English, but this is what I'm pinning at, my point. :)

mountainmanUK
02-19-07, 12:44 PM
@Werewolf

Are you by any chance using SH3 Commander, with "Malfunctions and/or Sabotage" enabled? That will give very similar results.
Just a thought!

I do know that the NYGM Team slightly changed things with regard to the basic SH3 speed settings for Slow, 1/3, Standard, Full and Flank speeds. Basically the speed, when selected on the Telegraph, was reduced , with the intention of making Standard speed a more fuel-efficient but slower speed than the "vanilla" SH3 setting. sorry, but I don't know actually how this was done, as I'm not that techy!!! :88)

hope this helps a little!
Cheers
Dave

Myxale
02-19-07, 02:09 PM
Mountainman has a point here!

Check first if your not running into sabotage or malfunktion stuff of SH3 Commander.

There is an scenario that makes the Machines consume more Diesel, with only half the rpm-.
Or in your case, where you order 12 knots and the boot is only able to push 8.:hmm:

Werewolf
02-19-07, 08:08 PM
@mountain man and Myxale

No, I'm not using SH3 cmdr. with sabotage enabled :D ..........life in a uboat is complicated enough without having to worry about that as well :lol:

But thanks for replying :)

codmander
02-23-07, 06:58 PM
NYGM ROCKS!! :rock: dont know what/or if theres a fuss about it but i have played both and find nygm a more realistic mod and give a great job done salute to all involved:rock:

LGN1
02-24-07, 08:12 AM
Hi,

I think I have found a bug in NYGM. In the campaign files the hospital ship NHSL is used as a british and italian ship. However, I can find the file HSL.cfg only in
.../Roster/Italian/Sea and .../Roster/Brasil/Sea . I guess 'Brasil' should be 'British'. To solve the problem one can just copy the HSL.cfg file to .../Roster/British/Sea . I think one can even remove it from the Brasil directory, but it is not necessary.

If I have checked all the files correctly, I think that the second hospital ship NHOS is not needed anywhere, i.e., in principle one can remove it. However, since it does not hurt, propably it is better to not remove it.

It would be nice if someone could confirm my findings.

Cheers, LGN1

Althar93
02-25-07, 10:02 PM
Hi all,

Is it me, or are all the download links dead? I've tried all the links proposed and I can't manage to get NYGM v2.2.
The only file I managed to get was on Uboat simulation "NYGM_TW_V2.2_Full_Version.7z", and it was corrupted, both times I downloaded it.

Could someone please tell me where to get it, it seems to be an awsome mod.

Thanks in advance ;)

Von Manteuffel
03-01-07, 11:43 PM
I've checked every possible source for downloading NYGM. I can find the latest upgrades and a few add-ons, but not the full versio (2.2) or earlier versions to upgrade

Help, please.

poor sailor
03-02-07, 03:11 AM
Go to this site http://www.u-boot.realsimulation.com/ and find UBRS download section and then SH3 mods and in that section, there is all version of NYGM mod. I checked right now.

wovik
03-09-07, 10:12 AM
There are dl links on the main NYGM site. http://wolvesatwar.org/nygm/

Click the "Download NYGM" in the menu at the top and it will bring you to the links.

The Filefront link works and has the full 2.2 as well as the 2.4 update and other related files.

The Rapidshare link works but a screen comes up saying it can't find the file.

Of course, it can also be found on the U-Boat RealSimulation site also.

There is also a link for Bittorent link for the 2.2 full version but I can't test that one.

panthercules
03-16-07, 10:04 PM
So - does anybody have a working link to the 2.4 update? I D/L'd NYGM 2.2 a while ago, but haven't been back to base for a long time so never got around to installing it - I'd planned to try it out at version 2.4 when I finish my current patrol, but none of the links to the 2.4 update seem to be working for me at the moment.

If the links are busted for now, has anybody got a copy of 2.4 they can upload somewhere?

poor sailor
03-17-07, 02:29 AM
So - does anybody have a working link to the 2.4 update? I D/L'd NYGM 2.2 a while ago, but haven't been back to base for a long time so never got around to installing it - I'd planned to try it out at version 2.4 when I finish my current patrol, but none of the links to the 2.4 update seem to be working for me at the moment.

If the links are busted for now, has anybody got a copy of 2.4 they can upload somewhere?
http://files.filefront.com/NYGM2_47z/;6623774;;/fileinfo.html

panthercules
03-17-07, 10:47 AM
So - does anybody have a working link to the 2.4 update? I D/L'd NYGM 2.2 a while ago, but haven't been back to base for a long time so never got around to installing it - I'd planned to try it out at version 2.4 when I finish my current patrol, but none of the links to the 2.4 update seem to be working for me at the moment.

If the links are busted for now, has anybody got a copy of 2.4 they can upload somewhere?
http://files.filefront.com/NYGM2_47z/;6623774;;/fileinfo.html

Thanks, but that link also seems not to be working - I keep getting this error message every time i try it :

There was an error processing your request; it appears to be invalid or there was an error with your conection. Please wait while your request is retried...

Then it just hangs forever - anybody got a link that works?

poor sailor
03-17-07, 11:08 AM
So - does anybody have a working link to the 2.4 update? I D/L'd NYGM 2.2 a while ago, but haven't been back to base for a long time so never got around to installing it - I'd planned to try it out at version 2.4 when I finish my current patrol, but none of the links to the 2.4 update seem to be working for me at the moment.

If the links are busted for now, has anybody got a copy of 2.4 they can upload somewhere?
http://files.filefront.com/NYGM2_47z/;6623774;;/fileinfo.html

Thanks, but that link also seems not to be working - I keep getting this error message every time i try it :

There was an error processing your request; it appears to be invalid or there was an error with your conection. Please wait while your request is retried...

Then it just hangs forever - anybody got a link that works?
I will upload this mod for You!

poor sailor
03-17-07, 12:06 PM
Here you go http://files.filefront.com/NYGM2_47z/;6956322;;/fileinfo.html

panthercules
03-17-07, 01:55 PM
Here you go http://files.filefront.com/NYGM2_47z/;6956322;;/fileinfo.html

Thanks so much - this one seems to be working :up:

poor sailor
03-17-07, 02:20 PM
Here you go http://files.filefront.com/NYGM2_47z/;6956322;;/fileinfo.html

Thanks so much - this one seems to be working :up:
No problem, I'm glad to help.;)

kjuice
03-17-07, 02:49 PM
thank you also from me, i was having the same problem. all links on file fronnt were dead ended. Having just recovered from a comp crash, i can get back into it. this time i will save onto disk.

jimmie
03-18-07, 09:54 PM
Those links to the file description page somehow doesn't have a link to the actual file. Try uploader's page which contains a list of all uploaded files such as this:

http://hosted.filefront.com/poorsailor

and click on "download now" link; don't click the link on the name of the file.

The thing is, winrar gives me error upon extracting the 7zip file and I wonder if they're corrupted.


Update: file by poorsailor has no problem.

poor sailor
03-19-07, 05:42 AM
Those links to the file description page somehow doesn't have a link to the actual file. Try uploader's page which contains a list of all uploaded files such as this:

http://hosted.filefront.com/poorsailor

and click on "download now" link; don't click the link on the name of the file.

The thing is, winrar gives me error upon extracting the 7zip file and I wonder if they're corrupted.


Update: file by poorsailor has no problem.
Yes, I'm right now tested the file and has no errors. This is the original file I've downloaded from DTB link when the update was released.

Corsair
03-19-07, 06:38 AM
Just for info, while searching on UBRS last night, I found the NYGM TW 2.2 mod is in the Grey Wolves section...:D

jimmie
03-19-07, 07:07 AM
I haven't played SH3 for some while but the open hatch mod alone made me fire it up again. Alright, now there's very unlikely any answer from NYGM team, I have some questions if you guys know the answer...

1) DTB says in ver 2 manual that crash depth of VII is 325m. Is it true (I mean under NYGM)? I got the sound which may be representing hull damage at about 235m.

2) DDs are very deadly since ver 2. I can't remember how many times I could escape from them at shallower than 100m once detected, 1 knot silent running wouldn't save my as*. But it seems I can simply be quiet and wait at deeper than 165m... Am I may be observating too casually (with only a few samples of experience)?

3) Anyone experienced a situation where the sub is sinking after ordering shallower depth than current and there's no visible damge shown in the crew screen? (this may be related to anti-humming thing + crash-dive C key?)

4) Anyone experiences CTD after 6 - 8 hours of playing or crash dialog at game termination? (this is probably only me tho. This crash is kind of resemble to hot hardware related crash but since it's not got that hot I wonder..)

5) This is not really a NYGM question but... when I read "try to minimize your profile to counter ASDIC"... while I get the idea about this, but when you're pinged by a couple of DDs, you are 1 knot shut-up slow snail who takes 3 minutes even to make a 90 degree turn while they're 30 times faster and circling around you. How on the earth can you head your bow at his as* or head so that to minimize your profile to them in this kind of situation?

Corsair
03-19-07, 05:10 PM
4. Since i have a dual install NYGM / GWX I have sometimes the crash dialog bug on exiting the game. Not everytime though and doesn't seem to hurt anything...

5. Imho the idea of the minimum profile is to use before you have been located. Once you have 2 DDs circling around you, not much you can do in this respect... The urgency is to avoid DCs. Most of the time one will make the DC runs while the other is moving slow listening. Once you localize this one thru the hydrophone (as i don't use external cam, I sit at the sound station when under attack) try as much as you can to have a minimal profile to this one...

jimmie
03-21-07, 05:04 AM
Thanks Corsair, it looks like 4) is indeed most probably my system: hardware/driver related, I guess. Actually it seemed like corrupted nForce driver.

I like NYGM pacakge over other mega mods so I use it, but enemy sensor seems a bit superhuman in ver 2.4 (I guess it's same since 2.2).

I've played Gibraltar mission and triple Revenge mission about 30 times to check enemy'd detection ability. In Gibraltar mission, I get detected with: silent running, 2 knots or 1 knot, and no matter how deep I am (tested about between 100m - 210m). It is probably enemys were at "high alart" but getting detected under such condition feels a bit unWWII.. In triple Revenge mission, once mission starts, I stir to various degrees between 35 - 60 port, with 2 knots or 1 knot, and remain at periscope depth. When 1st Revenge is at about 3km, one of DDs is always very close to me (this is not natural for their coruse). The thing is, I always get detected and slummed and depth charged at the same time by him. I didn't even rasie periscope. I don't know the historical value but to me this also feels a bit too advanced technology for the time. They didn't show me a sign of my detection upon mission start (checked via external view).

But this is not critisize to the mod; I think NYGM team did what they achieved their best (hey, thanks for the hard work seriously). So to my personal preference...I tweaked enemy hydro sensor a biiiit - lowered the noise value by 0.02. So let's see how this feels now...

BTW, I finally made a sucess with Gibraltar mission with ver 2.4! It took me about 10 real world hours. Most time I had to go about 200m at 2 konts silent. It's very hard to get out of their screen once detected (15+ DDs in max and crazy pingers). 1 knot silent and still gets detected (even after 3-4km away from the centor of death circle) At last I had some battery still but CO2 level was near critical and it would have been a guranteed death had I once more detected (200m, 2knots silent). I managed to not detected at last and could give crew the fresh air finally. I found a tiny British convoy (1 DD and 2 cargos) on the way La Spatia but I didn't even bother to try to sink... So, I mostly won't be killed at 200m but I might not be able to get up due to enemy detection.

PS. Will those text files not saved in ISO-8859 be result in a immediate CDT?

Sardaukar67
04-07-07, 03:31 AM
Is NYGM still worked on ? Just installing it as my first mod after playing stock till 1942.

Also, I d/lled twice the file on TeddyBar's Filefront page and it seems to be corrupted.

OK..now got it..this works:

http://files.filefront.com/NYGM2_47z/;6956322;;/fileinfo.html

Corsair
04-07-07, 05:04 AM
Unfortunately, due to real life issues the NYGM team has clearly stated the 2.4 version would be the last one. Personnally am quite happy with it...:)

Sardaukar67
04-07-07, 11:52 AM
By the way..is there reason why max time compression of 1024x is to be set for NYGM ? Is it something in game engine or why ? I'm experienced with AOD/CAOD but just recently got into SHIII...and I loved that in AOD you could go up to 4096x.

Sailor Steve
04-07-07, 03:55 PM
The Time Compression in SH3 is adjustable. The easiest way to do it is with SH3 Commander. It is a separate tool that works with most mods and lets you do many things. TC can be set to 4096, but there are some lag problems and sometimes potential encounters are skipped, so you miss them. A lot of folks here have gone to living with long patrols at x128 max, but at least with Commander you can experiment and see what works for you.
http://www.subsim.com/radioroom/showthread.php?t=101815

prowler3
04-07-07, 07:44 PM
Yep...when the sound starts to "skip" and the graphics get "jerky"...you have overstepped your time compression limit and ugly things can happen. My limit is usually 1024x at the beginning of a patrol but is reduced as the patrol continues (not sure why that is). If I try and cruise above this I have been surprised by ASW ships gunning the crap out of me BEFORE I get a chance to react...especially true with the smaller, harder to spot units (Flower and armed trawlers).

Corsair
04-08-07, 04:06 AM
By the way..is there reason why max time compression of 1024x is to be set for NYGM ? Is it something in game engine or why ? I'm experienced with AOD/CAOD but just recently got into SHIII...and I loved that in AOD you could go up to 4096x.
Normally the standard max TC in NYGM is 256...:) Using high TC you will miss a lot of events...

Sardaukar67
04-09-07, 01:41 AM
Normally the standard max TC in NYGM is 256...:) Using high TC you will miss a lot of events...

Wouldn't mind if I had missed my last event in NYGM.... I was trying to sink measly 113 t coastal ship..113 tons..grr...with deck gun. Suddenly a Brit fighter arrived and killed gun crew (3) and wounded my watch officer. Flak didn't deter it much. Damn thing also holed my sub to 90% hull integrity...:nope:

Are those MGs really so effective in 1939 ? I mean I got several compartments drilled...
Well, didn;t see if it was a bomb..but I think it was strafing. Crew I can understand, but making sub a swiss cheese ?

Corsair
04-09-07, 07:09 AM
Some of them fighters have 20 mm guns and these sure make holes...:D

Yahoshua
04-09-07, 01:52 PM
I seem to be having a hell of a time updating from 2.2 to 2.4 and I think it's the Filefront server itself that's causing the problems as all the 2.4 updates I've downloaded were corrupted.

Am I doing something wrong here?

Sardaukar67
04-11-07, 01:23 AM
I seem to be having a hell of a time updating from 2.2 to 2.4 and I think it's the Filefront server itself that's causing the problems as all the 2.4 updates I've downloaded were corrupted.

Am I doing something wrong here?
Only 2.4 update that worked for me was the one poor sailor linked to.

http://files.filefront.com/NYGM2_47z/;6956322;;/fileinfo.html

Hmmm...doesn't seem to work now...FileFront sucks...

Sardaukar67
04-11-07, 05:41 AM
I have *BIG* troubles with this mod.

Somehow I just end up sinking deeper when running submerged after crash dive...cannot change depth without blowing ballast even when not running silent. No change when I try run engines with faster speeds. Hull integrity is 91 % because another Brit fighter strafed me..Jan 1940. Exactly *what* Brit plane has guns able to pierce my hull 1939-40 ? Looks to me like bad historical research...

What's with my depth control ? I have no system damage or flooding. Command room is fully manned with reasonable fresh guys. No damage to diving planes.

(Edit) When I do order crash dive, sub dives as planned. When at 50m, I order slow ahead and course/depth change. And I sink..and sink..and sink until I blow ballast. Which is *bad*. My pumps are fully functional too. Sub doesn't react to orders to change depth, order to surface boat or order to go to periscope depth after crash dive...orders are acknowledged but sub just sinks... Speed change doesn't help either. And sub is not under attack...yet... After having to blow ballast it will be...

Looks to me that there is something strange going on... Maybe 2.4 d/l is corrupted ? No such problems with stock game.

I think NYGM is going to Recycle bin...pity, since I liked the fatigue model. Other than that, it's bye bye for this for now.

poor sailor
04-11-07, 07:57 AM
I have *BIG* troubles with this mod.

Somehow I just end up sinking deeper when running submerged after crash dive...cannot change depth without blowing ballast even when not running silent. No change when I try run engines with faster speeds. Hull integrity is 91 % because another Brit fighter strafed me..Jan 1940. Exactly *what* Brit plane has guns able to pierce my hull 1939-40 ? Looks to me like bad historical research...

What's with my depth control ? I have no system damage or flooding. Command room is fully manned with reasonable fresh guys. No damage to diving planes.

(Edit) When I do order crash dive, sub dives as planned. When at 50m, I order slow ahead and course/depth change. And I sink..and sink..and sink until I blow ballast. Which is *bad*. My pumps are fully functional too. Sub doesn't react to orders to change depth, order to surface boat or order to go to periscope depth after crash dive...orders are acknowledged but sub just sinks... Speed change doesn't help either. And sub is not under attack...yet... After having to blow ballast it will be...

Looks to me that there is something strange going on... Maybe 2.4 d/l is corrupted ? No such problems with stock game.

I think NYGM is going to Recycle bin...pity, since I liked the fatigue model. Other than that, it's bye bye for this for now.
It's a "crash dive blues", there is a thread about that but I don't know where it is. When you order crash dive, you must wait to reach the ordered depth (I think that's about 80m in NYGM) and after that you may change the depth. You may change a speed but must to wait to reach 80m. That's it, maybe you can find thread about that, when explained better then I did. NYGM is great mod, version 2.4 is the final version but support of the team members is a little low from now I think. Maybe that's the reason because I removed the version 2.4 from my Filefront page. Well, If the team members don't have the time for users of their mod, what I'm doing then?

danurve
04-11-07, 10:57 AM
Well this is just wrong.
Ok I haven't tried NYGM since 2.0 but just because the NYGM team has other things going on with their lives is not a reason this Mod has to fade. If it's a good mod people should know about it for an option.
Someone tell me where I can find a GOOD copy of the 2.4 version and I will upload it to mysh3.info downloads. The site is paid for has decent speed, no friggin pop-ups or stinkin pornography either.
Is 2.4 an update to 2.2 or a full version btw?

poor sailor
04-11-07, 11:47 AM
Well this is just wrong.
Ok I haven't tried NYGM since 2.0 but just because the NYGM team has other things going on with their lives is not a reason this Mod has to fade. If it's a good mod people should know about it for an option.
Someone tell me where I can find a GOOD copy of the 2.4 version and I will upload it to mysh3.info downloads. The site is paid for has decent speed, no friggin pop-ups or stinkin pornography either.
Is 2.4 an update to 2.2 or a full version btw?
Well, I understand that the team finished their work with the mod. Thanks to them for the great mod!:up: I only have a notice that they didn't provide a good download links for their mod! Well, I'm uploaded the version v.2.4, but about some time after that nobody from their team not uploaded the version again (officially by their side) I decided to remove mod from my FileFront page. Maybe I'm wrong for someone but that is my opinion, I saw DTB active on SH4 forum but can't believe that he didn't saw the posts in this thread, after so much time included for making this great mod.:hmm: If someone of them don't have a time to upload that's not a problem someone or I will upload again, but no one post is being made by them and that's a very unusual to me! Version 2.4 is only update mod for full version 2.2.

Sardaukar67
04-11-07, 12:43 PM
Bugger....so it's game engine bug then ?

Hmm..I wonder what happens then if you order crash dive i shallow water... maritime version of "lawn dart" ? :p

Very annoying thing.

Salvadoreno
04-11-07, 06:18 PM
Well after about a year i have returned to SH3 just to see some of the new features 2.4 has. I was in love with NYGM and continue to be, thanks to NYGM i have had some of the best computer gaming experiences ever! Thanks to all and im sorry to see you go!!!

Anyway i had a question, i was off the east coast of britain in my lil IID trying to get the feel for SH3 again. After i dove avoiding a destroyer i came up to a nice Large Cargo off my bow. I wiped the dust of my tools and started calculating a good intercept route, had it figured, and was just buying my time till i got in range. Well as i had it in my binoculars BOOOOM!!!!!!!!!!! An explosion right in the middle of the ship!! I was astonished!! I didnt know wHAT to do! I figured it may have been an AI boat but i did not detect it. Then i stopped to watch, and then BOOOOM again and the ship exploded in 2!!!! What happened?!??!?!

jimmie
04-11-07, 09:24 PM
It was 80m but now it's gotta be 25m since v2.2 or v2.3. I've had the same problem. I also would like further information about this since I don't remember this explained in the later manual. This is a critical bug because we can be forced to underwater for very long hours while we can't afloat. I once opted for ordering max speed and dive instead of "crash dive" but sometimes, especially when an airplain attacks, I can't help pressing 'C' automatically.

jimmie
04-11-07, 09:27 PM
Well after about a year i have returned to SH3 just to see some of the new features 2.4 has. I was in love with NYGM and continue to be, thanks to NYGM i have had some of the best computer gaming experiences ever! Thanks to all and im sorry to see you go!!!

Anyway i had a question, i was off the east coast of britain in my lil IID trying to get the feel for SH3 again. After i dove avoiding a destroyer i came up to a nice Large Cargo off my bow. I wiped the dust of my tools and started calculating a good intercept route, had it figured, and was just buying my time till i got in range. Well as i had it in my binoculars BOOOOM!!!!!!!!!!! An explosion right in the middle of the ship!! I was astonished!! I didnt know wHAT to do! I figured it may have been an AI boat but i did not detect it. Then i stopped to watch, and then BOOOOM again and the ship exploded in 2!!!! What happened?!??!?!

wolfpack mod (included in NYGM) perhaps?

Sardaukar67
04-12-07, 01:48 AM
It was 80m but now it's gotta be 25m since v2.2 or v2.3. I've had the same problem. I also would like further information about this since I don't remember this explained in the later manual. This is a critical bug because we can be forced to underwater for very long hours while we can't afloat. I once opted for ordering max speed and dive instead of "crash dive" but sometimes, especially when an airplain attacks, I can't help pressing 'C' automatically.

If I got the idea right from "Crash Dive Blues" thread on this forum, one has to let the sub go to it's crash dive depth and level there (25m in NYGM ?) before ordering more depth changes. Changing speed and direction orders are fine. And if you accidentally change depth before that, you keep sinking..so just order another crash dive (it should take the sub 25 m deeper again ?) and let it settle before ordering new depth change. Not too bad, but very annoying.

Search forum for "crash dive blues" thread for more info from TeddyBar. Seems it's bug in game engine rather than NYGM bug..just more prevalent in NYGM for some reason.

poor sailor
04-12-07, 01:53 AM
Well after about a year i have returned to SH3 just to see some of the new features 2.4 has. I was in love with NYGM and continue to be, thanks to NYGM i have had some of the best computer gaming experiences ever! Thanks to all and im sorry to see you go!!!

Anyway i had a question, i was off the east coast of britain in my lil IID trying to get the feel for SH3 again. After i dove avoiding a destroyer i came up to a nice Large Cargo off my bow. I wiped the dust of my tools and started calculating a good intercept route, had it figured, and was just buying my time till i got in range. Well as i had it in my binoculars BOOOOM!!!!!!!!!!! An explosion right in the middle of the ship!! I was astonished!! I didnt know wHAT to do! I figured it may have been an AI boat but i did not detect it. Then i stopped to watch, and then BOOOOM again and the ship exploded in 2!!!! What happened?!??!?!

wolfpack mod (included in NYGM) perhaps?
Yes, the Wolfpacks included in NYGM started with v.2.2
In v.2.2 the crash dive depth is set to 25m yes, but in 2.4 is return to 80m.
For crash dive blues I found this thread
http://www.subsim.com/radioroom/showthread.php?t=92883&highlight=crash+dive+blues

Corsair
04-12-07, 03:57 AM
Anyway it's always possible to edit the sub files and set the crash dive depth to your liking...

jimmie
04-12-07, 07:07 AM
Yes, the Wolfpacks included in NYGM started with v.2.2
In v.2.2 the crash dive depth is set to 25m yes, but in 2.4 is return to 80m.


Ah, thanks for the info. I didn't know that. I've just fixed.

danurve
04-12-07, 08:23 AM
Salvadoreno; Mines?

btw could someone point out where a good d/l for 2.4 might be please? Thanx.

poor sailor
04-13-07, 01:37 AM
To all, I've found one link might works http://www.jeuxdeguerre.com/index.php?p=dl&t=44&id=1009&op=4 Try It!

Sardaukar67
04-13-07, 05:25 AM
I just love this mod (despite the Crash Dive Blues and been unlucky with enemy aircraft..now I can avoid it). I especially like the realism combined with playability.

And IMHO fatigue model is very good. Not too daunting but offers good incentives to actually think about promotions, awards and qualifications. I can rotate crew every 12 hrs if good weather..which is good for long cruises...and rotate bridge watch every 4-6 hrs if having rough weather.

I especially did like that after some combat lasting quite some time including torpedo reloads and moving torpedoes from deck to inside, I had to pass some contacts because my crew was just too tired for combat and I had to think ahead to get them back to combat readiness.

Good stuff !! I hope that someone will continue the developement of NYGM.

Wilcke
04-13-07, 09:28 AM
Someone was kind enough to post the file a few weeks back. I have been enjoying NYGM 2.4, I am beginning to see and appreciate the differences in this MOD to GWX.

I run three installs of SH3, (aren't these big HD's just great), the above posted link is working. I encourage all to try it....I think that with SH3 I have finally found a solid sim that can hold my attention for a long time.

Cheers

Wilcke

Salvadoreno
04-13-07, 03:13 PM
Ack!! My first patrol back after a year using NYGM was terrible!! (a good way ;)) But i have another question...

Er.. I understand the crash dive blues, but my lil IID had some problems. Matter of fact LOTS of problems.. I try to crash dive but my boat gets stuck at 20m.. Then when i just go down manually i can go down as far as needed. But then my boats hull integrity started getting damaged at 50m!! Then my damn top speed was 10 knots!! Ugh. After that i was too scared to dive, and the plans came right off the Shetlands. So basically. 5 dead.. 0 tonnage. U-12 heavily damaged. docked... lol.

Imma try a new patrol to see if this is a continuing problem.

Okay tried a new patrol. Crash dive set at 20m i guess. But whats up with the top speeds? Im in a VIIC and my top is at 12-13 knots. I remember before it was 17!!!

Sardaukar67
04-14-07, 02:12 AM
Okay tried a new patrol. Crash dive set at 20m i guess. But whats up with the top speeds? Im in a VIIC and my top is at 12-13 knots. I remember before it was 17!!!

Weather is rough ? That slows speeds quite a lot. Also if you don't have diesel engine superchargers (or what-the names-for engine-upgrade) you have less speed.

Sardaukar67
04-14-07, 02:14 AM
But then my boats hull integrity started getting damaged at 50m!! Then my damn top speed was 10 knots!! Ugh. After that i was too scared to dive, and the plans came right off the Shetlands. So basically. 5 dead.. 0 tonnage. U-12 heavily damaged. docked... lol.


You might have hit the bottom. Or maybe plane just got lucky with depth charges...some seem to carry those too.

Sardaukar67
04-14-07, 06:07 AM
Are there actually Escorts that do not have 100 % capability of locating you underwater ? :damn:

Been chased by Destroyer and 3 Flower corvettes SW of England..cannot get deeper than 110 m. Tried every evasive manouver I know from Aces of Deep experience and get about minute before "enemy is pinging us" every time. Getting really frustrated after 18 hrs or something underwater. Unreal detection capabilities, I'd say. :nope:

Hunter-killer groups in March 1940 ? Every time I get to like this mod, it throws another one at me...:stare:

Stiebler
04-14-07, 10:07 AM
My attention has been drawn to the fact that potential users of NYGM are having difficulty with downloads.

I have verified that you can still download NYGM2_2 and 2_4 correctly from the web-site given on the first page of this thread (FileFront/TeddyBar). The NYGM2_4.7z file is byte-identical to the original file I sent to FileFront. Thus, it cannot be corrupt.

I have added to the same site a collection of bits and pieces that I am now using for NYGM. This collection is flattered by the title NYGM2_5, although it contains very little new, as follows:

1. U-boats placed under their concrete pens, where available.
2. Morale affecting crewmen made less obtrusive.
3. The 'Empire Freighter' by Iambecomelife included.
4. Small changes to default torpedo load-out (necessary when you depart from a base that is not the home base).
5. 'Torpedo Damage Mod' by Ocean Blue included.
6. Longer ranges for electric torpedoes Types II and III. The original ranges assumed no preheating was allowed.
7. Mediterranean theatre overhauled, and target density reduced.
8. SH3Patrol v2.0.

The most useful addition is SH3Patrol v.2.0 (which can be run with any mod, not just NYGM). The original patrol grids assigned to a U-boat pay little attention to the type of U-boat that you have when assigned to the grid. SH3Patrol now allows random selection of patrol grids from a huge selection appropriate for your U-boat, based on a computer analysis of the options originally available in flotillas.cfg. All you have to do is just use SH3Patrol every time you are in port, after assigning crew medals.

This trick will not function if you change U-boat type while in base. In that case, you can now head to sea, save the game, and use SH3Patrol to select a random patrol area that will now be appropriate to your U-boat type. Another valuable function of SH3Patrol 2.0 is that it will automatically provide you with the latest radar detectors when you are at a distant base, starting some three months after first release of each radar detector. So you can now consider a trip to Penang and back during 1943-45, without worrying too much about lagging radar technology.

The existing functions of SH3Patrol remain, such as randomly setting a delay of 1-5 days for docking at a U-tanker.

All the above is explained in more detail in the readme.rtf file.

This post is just a public service for frustrated NYGM users, and I shall now return to my slumber. See you again in SH5 - if it's set in the Atlantic.

Stiebler.

Salvadoreno
04-14-07, 11:52 AM
Okay tried a new patrol. Crash dive set at 20m i guess. But whats up with the top speeds? Im in a VIIC and my top is at 12-13 knots. I remember before it was 17!!!

Weather is rough ? That slows speeds quite a lot. Also if you don't have diesel engine superchargers (or what-the names-for engine-upgrade) you have less speed.

No i dont have the superchargers yet. But top speed of 13 kknots?? ehh? that right? Then the crash dive at 20m?? wut is going on here!?

Alex
04-14-07, 01:57 PM
This post is just a public service for frustrated NYGM users, and I shall now return to my slumber. See you again in SH5 - if it's set in the Atlantic.

Stiebler.

Several files on the 2_4 update of DTB FF account are corrupted.... :hmm:
Please upload it one more time. :sunny:

Sardaukar67
04-14-07, 02:53 PM
No i dont have the superchargers yet. But top speed of 13 kknots?? ehh? that right? Then the crash dive at 20m?? wut is going on here!?

I think crash dive was set to 20m in 2.2...probably because of "Crash Dive Blues". In 2.4 it seems to be 80m. That can be bad news if in really shallow water...;)

Salvadoreno
04-14-07, 05:49 PM
No i dont have the superchargers yet. But top speed of 13 kknots?? ehh? that right? Then the crash dive at 20m?? wut is going on here!?

I think crash dive was set to 20m in 2.2...probably because of "Crash Dive Blues". In 2.4 it seems to be 80m. That can be bad news if in really shallow water...;)

Doh i see the problem. I havent set my boat at standard propulsion, stuck in rechrage. Now my topspeed is a lil better. And the crash dive problem isnt really that bad. as long as it gets me under ;)

Yahoshua
04-14-07, 08:04 PM
Thanks for posting the download link.

Just got it downloaded. Should I see the ticker tape read 2.4 instead of 2.2 if I've installed the update correctly?

Corsair
04-16-07, 07:20 AM
Iirc, the ticker tape stayed at 2.2, had to change the text manually myself...

danurve
04-17-07, 09:45 AM
Just to follow up;
I have re-uploaded the posted NYGM 2.4 update to http://mysh3.info/sh3downloads.html for an alternate d/l site.

Yahoshua
04-17-07, 07:47 PM
Thx for the followup Dan and corsair. Your help is much appreciated.

Werewolf
04-25-07, 12:54 PM
I was just wondering, would it be possible to implement air support into this wonderful mod like thay have in GW? I like that feature and it's not unrealistic either :D

I'm running 2.4....

Bilge_Rat
04-27-07, 08:11 AM
Am I missing something?

When i click on the link on the first page, I see the 2.2 upgrade, but no 2.0 or 2.2 full, are there files missing?

heartc
04-29-07, 05:39 AM
Am I missing something?

When i click on the link on the first page, I see the 2.2 upgrade, but no 2.0 or 2.2 full, are there files missing?
Yeah. I have the same problem. I cleaned up some HD space recently and wanted to re-install SHIII with this excellent mod but can't find the basic 2.0 or 2.2 versions anywhere. Just some upgrades. :-?

mountainmanUK
04-29-07, 09:14 AM
"These are not the droids you are looking for"

(However...this IS the file you need!:D )

http://hosted.filefront.com/mountainmanUK

Full "Stand alone" version 2.2 of NYGM

Enjoy!;)

Dave

heartc
04-29-07, 10:54 AM
Thank you (here as well)! :up:

Kaleu. Jochen Mohr
04-29-07, 05:17 PM
whats actualy NYGM ? :-?
never heared of it

Sardaukar67
04-30-07, 03:05 AM
whats actualy NYGM ? :-?
never heared of it

One of the "super-mods" like GWX, lot smaller download, though. You should give it a try if stock-game doesn't feel good enough.

Kaleu. Jochen Mohr
04-30-07, 07:24 AM
whats actualy NYGM ? :-?
never heared of it

One of the "super-mods" like GWX, lot smaller download, though. You should give it a try if stock-game doesn't feel good enough.

do it needs its own instalation or can it be played with GWX or WAC?

Bilge_Rat
04-30-07, 10:15 AM
"These are not the droids you are looking for"

(However...this IS the file you need!:D )

http://hosted.filefront.com/mountainmanUK

Full "Stand alone" version 2.2 of NYGM

Enjoy!;)

Dave


thanks.

Hitman
04-30-07, 11:44 AM
It would be really useful if some kind soul could upload a full 2.4 NYGM pack, so that any newcomers can download it in one pack. :up:

Kaleu. Jochen Mohr
04-30-07, 01:32 PM
It would be really useful if some kind soul could upload a full 2.4 NYGM pack, so that any newcomers can download it in one pack. :up:

i second that :yep:

Stiebler
05-08-07, 06:43 AM
Hitman said:
It would be really useful if some kind soul could upload a full 2.4 NYGM pack, so that any newcomers can download it in one pack.

Done it.

Find file NYGM_Tonnage_War_V25_Fulon.7z (sic) at the Filefront/Teddy Bar/ link on the first page of this thread.

Despite the peculiar name, this is NYGM 2.5, full version, requires only SH3 + patch 1.4b to run properly. Install it with JSGME [after un-zipping with WINRAR or 7-Zip (not WINZIP).]

Fangschuss
05-09-07, 04:41 AM
THX Stiebler

Downloading now :up:

###EDIT###

Any other download mirrors ?

filefront give me only 9kb/s :huh:

thanks

Hitman
05-09-07, 03:28 PM
Hummm

Stiebler, I just tried to have a look at the file and seems the filefront page of Teddy Bär in the first post is empty:hmm: Also why is NYGM labelled as 2.5? AFAIK only up to 2.4 patch exists. Can you clarify if there is a 2.5 update, so I can edit the title of the sticky to reflect that?

Thanks

EDIT: Link works again:hmm:. I have updated the thread title to NYGM 2.5

vanjast
05-09-07, 04:05 PM
I've got 2.5 and it adds a few extras to 2.4 AFAIK. I'll have a quick check again..
:up:
back again with the readme from 2.5
--------------------------------------------------------------------------------
Updates for NYGM version 2.2/2.4 in form of an overlay that can be used by JSGME.

1. You must have a clean install of SH3 patched with 1.4b, then NYGM 2.2 installed.
2. You must have update NYGM2.4 installed with JSGME on top of 2.2.
3. Install version 2.5 on top of version 2.4 with JSGME.

1. Placed U-boats under bunkers at outset for Bergen, Bordeaux, Brest, Lorient, St Nazaire, using A6Intruder data. [Bordeaux actually scraped IXD2 slightly, so used GWX lat/long instead.] Also copied GWX data for La_Rochelle, not given by AI6Intruder.
2. Changed ‘MoraleStep=’ in Basic.cfg from Observer’s 0.000135 to 0.00004 (Crewmen seaman, able seaman, senior etc up to jr lt. Senior Lt set to 0.0000135 (10x less). Found that long cruises in IXD2 late in war (few ships found), or very long schnorchel patrols around British Isles in 1945, were crippling ability of crew to perform.
3. The Gulf of Guinea (west Africa) has been more heavily populated with ships.
4. Basic.cfg. Slightly altered torpedo load-outs for Type IX boats for 1942 and 1943, so that load-out is more appropriate when moving from a neutral base or a U-tanker.
5. Added one extra ship, the Empire Freighter by Iambecomelife, and modified slightly the .zon files of Sergbuto’s merchant ships previously included. All these ships lack the NYGM slow-sinking model, so they will be found only as random single ships, not as part of escorted convoys.
6. Torpedo damage by Ocean Blue. (SH3/Data/Misc/, Files Damage_metal_a.tga and Expl_mask01_a.tga). Shows a bigger hole in a ship’s side.
7. Increased ranges for Type II and Type III electric torpedoes. These are wrongly implemented in stock SH3 and all earlier NYGM. The ranges of these torpedoes depended on whether they were electrically pre-heated before use: ranges were (Type II:) 3 km cold, 4.7 km warm; (Type III:) 5 km cold, 7.5 km warm. In practice, an attacking U-boat would almost always be able to pre-heat its torpedoes, since it had the advantage of surprise. Thus the stock values of 3 km and 5 km are now increased to 4.7 km and 7.5 km. (SH3/Data/Library/torpedo.sim)
8. Mediterranean campaign (originally by the RUb team, then greatly augmented by Charles901) overhauled:
a) Genua provided with proper harbour, so that U-boats still have a base after September 1944.
b) Various time errors with units in file campaign_SCR.mis fixed, so that German warships will not patrol the Mediterranean nor engage fellow Italian escorts in convoys after 1944.
c) Greek and other ships no longer sail in and out of Axis-occupied Salamis harbour after Greece is an enemy! And especially they do not sail from Salamis to Allied Alexandria!
d) Frequency of Mediterranean traffic (MedTraffic_mn_xy) ships and small convoys greatly decreased. The Mediterranean was mostly barren until 1944.
--------------------------------------------------------------------------------
:)

I must have the udpdate versions as V2.4 = 20MB, and V2.5=3MB.
Is there a complete big version direct to V2.5 from the stock game??

Kaleu. Jochen Mohr
05-10-07, 06:11 PM
Is there a complete big version direct to V2.5 from the stock game??

i guess not...

Sardaukar67
05-11-07, 04:01 AM
As far as I know, 2.5 is recent minor bug-fix/add-on by one of the NYGM-makers to be added on top of the 2.4. I think as a team, NYGM is no longer developed...which is pity.

Alex
05-11-07, 07:11 AM
Is there a complete big version direct to V2.5 from the stock game??

i guess not...

At the top of the page :

Hitman said:
It would be really useful if some kind soul could upload a full 2.4 NYGM pack, so that any newcomers can download it in one pack.

Done it.

Find file NYGM_Tonnage_War_V25_Fulon.7z (sic) at the Filefront/Teddy Bar/ link on the first page of this thread.

Despite the peculiar name, this is NYGM 2.5, full version, requires only SH3 + patch 1.4b to run properly. Install it with JSGME [after un-zipping with WINRAR or 7-Zip (not WINZIP).]

cunnutazzo
05-13-07, 04:21 AM
Hello, I installed the last version of NYGM and started a new career in 29th flottilla, I have a type VII/C with this strange conning tower. Is it normal?
Also, when I launch the career through SH3Commander the color of the Mediterranean is very odd, in wich way I can return to the stock water colour?
Thanks

http://img154.imageshack.us/img154/7421/shot1179046962qh4.th.jpg (http://img154.imageshack.us/my.php?image=shot1179046962qh4.jpg)

Corsair
05-14-07, 04:59 PM
It is SH3 Commander that uses the Med colour set and I think the Arctic one also.
Why do you want the dark Atlantic colours in the Med, I find them looking quite real (and I sailed a lot in the Med) specially the sunrise...

cunnutazzo
05-14-07, 06:38 PM
I live on the Med sea and the SH3Commander Med color is slightly absurd. It is a punch on my eyes, please tell me how go back to the stock sea color without uninstalling SH3Commander (I love it). Thanks! :o :lol:

Hitman
05-15-07, 07:24 AM
I have a type VII/C with this strange conning tower. Is it normal?


I think NO:o Looks like the radar detector that should be in the front of the CT got sideways:hmm: Is this the only mod you are using? Have you installed VIIC skins or 3dmodels, or anything else than NYGM over SH3 1.4b?

RE the Mediterranean colour: Well I also live aside the Med and I also have sailed much on it, the accurancy of the colour depends a lot of the seafloor (Rocks or sand) but I also find a it a bit too turquoise, yet overall good. I think SH3 commander uses the file in this path: SH3 Commander\Flotilla\907\data\Env to set the Mediterranean color, so just swap it for the Env file of one of the Atlantic flotillas and that should o the trick. I think:hmm: Make backups first, OK?:88)

cunnutazzo
05-15-07, 07:45 AM
yes, the Med color in SH3Commander is too much turquoise!
Regarding the conning tower problem, I'll try to reinstall NYGM.

JScones
05-16-07, 03:02 AM
Woh guys! Let's be clear here. SH3Cmdr does NOT have anything to do with the actual colour of the water. The colour you all refer to is NOT part of SH3Cmdr, but part of the underlying mod, in this case NYGM.

All SH3Cmdr does is force SH3 to use the *existing* Med water textures when undertaking 29 Flotilla careers (it also forces Arctic water textures when in 11 Flotilla).

Thus the real solution is to fix (if indeed it is a problem - that's not my call) the water textures that are part of NYGM (contained in EnvColors_Med.dat). Then everything will be peachy.

However, if this is not possible, you can very easily remove the remapping from SH3Cmdr by doing no more than deleting ..\SH3 Commander\Flotilla\907\data\Env\Env.cfg. You'll see it is merely a text file.

You'll then get Atlantic water textures back, which IMHO is not realistic either. Thus, perhaps someone should have a go at fixing the Med texture in NYGM, or trying ones from other mod packages (or even the one from stock SH3 itself).

Also, don't forget that you should adjust SH3Cmdr's "Water clarity" setting when in 29 Flotilla. From the SH3Cmdr help file: "When undertaking careers in 29 Flotilla it is recommended that you disable the 'Adjust water density' option, or initially change the setting to 8 and adjust *up* from there to your liking. This is to cater for the lighter Mediterranean water textures. "

Hitman
05-16-07, 07:50 AM
Sorr for the misunderstanding JSCones, you are right:oops: I should have explained better that SH3 commander just forces the already existing mediterranean water:doh:

Urdhuk
05-25-07, 03:05 PM
I have been experiencing issues with moon, sun and sky since I started my patrol.
Currently I am using v. 2.4 with the High resolution patch.

I can only see the moon briefly from 6.00 to 6.30. I spent moonless nights every day (or night).

The sun also rises very late in the morning. I remember last time I checked, that the interior lights changed from red to with at about 10.30 a.m.

Last thing, I have not seen a single cloud in the sky.

Is there a fix for these issues?

By the way, NYGM is fantastic. A pity that is no longer developed.

Barium
05-29-07, 09:01 AM
Am I right in thinking that there is no development going on for NYGM?
I still prefer it over GWX...plus it´s less stress due to some optical improvments in GWX which my elderly PC isn´t up to.

Von Manteuffel
05-29-07, 11:38 AM
Being totally new to NYGM, is there a source of patches & additional mods for it, please? Plus where can I download an NYGM manual, if one exists?

Thanks

Hitman
05-29-07, 12:57 PM
AFAIK there is no official development of NYGM, yet it wouldn't surprise me that team members come up sometimes with little add-ons, may be simply when adapting new mods or to fix issues they find when playing. Such happened with the current 2.5 patch.

The manual should come in the "documentation" folder of the mod.:know:

As for mods and tweaks, I think there were some compatible with NYGM, are you looking for one in particular?

Von Manteuffel
05-30-07, 07:13 AM
@Hitman

I'm not ssure what's included in NYGM at the moment. I was thinking of mods such as Fubar's skins, Additional Merchants; Hollywood - mainly graphics stuff

Hitman
05-30-07, 07:17 AM
Hollywood is either included or included-modified, see the readme. Additional merchants are already most included, and any extra one you add will spawn in the campaign only in the "generic" merchant entries. Skins can be easily added if they just change teh skin, not the .dat files.

Hope that helps.

danurve
06-01-07, 12:15 PM
Heya, if you guys are interested the Community Manual (http://www.mysh3.info/shiii) is back online and could use a page for NYGM in the Mods (http://www.mysh3.info/shiii/index.php/Mods) section. A few NYGM users could volunteer to make edits and help with the presentation page. Links are already set-up and there's a template available. Anyone interested will need an account to log on and know a little about wiki mark-up.
Would be excellent to have the NYGM page-information there!

Yahoshua
06-02-07, 02:07 AM
How do I know if I installed NYGM 2.5 correctly? Should I see it on the ticker tape after loading it with SH3 Cmdr?

Hitman
06-02-07, 10:48 AM
How do I know if I installed NYGM 2.5 correctly? Should I see it on the ticker tape after loading it with SH3 Cmdr?


You probably mean installing it with JSGME:yep: , and yes you will get that plus new loading screen (Displaying the version also) and menus, so if you see all of that your install should be OK:up:

Yahoshua
06-02-07, 02:19 PM
Okay, thx.

Yahoshua
06-03-07, 11:35 PM
Well, I'm on my first patrol using NYGM 2.5, but none of the slide out dials for the TDC or engine room work. How do I correct this?

danurve
06-05-07, 09:31 AM
Fyi: http://www.mysh3.info/shiii/index.php/Not_Your_Grandmothers_Mod

Started a page for NYGM, it could a little work, some details etc. :know:

Chowhound
06-22-07, 12:53 PM
Hitman said:
It would be really useful if some kind soul could upload a full 2.4 NYGM pack, so that any newcomers can download it in one pack.

Done it.

Find file NYGM_Tonnage_War_V25_Fulon.7z (sic) at the Filefront/Teddy Bar/ link on the first page of this thread.

Despite the peculiar name, this is NYGM 2.5, full version, requires only SH3 + patch 1.4b to run properly. Install it with JSGME [after un-zipping with WINRAR or 7-Zip (not WINZIP).]

Followed your advice, but the file does not appear in the group. Any suggestions on where to find it?

Sardaukar67
06-23-07, 01:35 AM
There seems to be only Upgrade versions of 2.2, 2.4 and 2.5 available...what the heck happened to full version..be it even 2.0 ? Kind of difficult for folks to play NYGM if there are no full version..just patches...:o

Stiebler
06-28-07, 04:50 AM
I've re-loaded NYGM 2.5 full stand-alone version (NYGM_Tonnage_War_V2.5_Ful[l_Versi]on.7z) to the FileFront address on the first page of this thread.

I've also checked it by down-loading the file from FileFront, and it is byte-identical to the file that I uploaded.

So please no complaints about "corrupt files" on FileFront.

Stiebler.

Hitman
06-28-07, 07:18 AM
Thanks Stiebler:up:

Any idea why it dissapeared before? :-? It had been uploaded not long ago, so it shouldn't have been auto deleted by Filefront :hmm:

bigboywooly
06-28-07, 01:22 PM
Thanks Stiebler:up:

Any idea why it dissapeared before? :-? It had been uploaded not long ago, so it shouldn't have been auto deleted by Filefront :hmm:

Currently auto deletion is happening every other week or so
Sometimes I get emails sometimes not
Tis a pain but the only thing to do is to log in regulary to the account

Nice to see you anyway Stiebler

ReallyDedPoet
06-28-07, 01:29 PM
Welcome:up: Chowhound

RDP

Chowhound
06-28-07, 04:05 PM
I've re-loaded NYGM 2.5 full stand-alone version (NYGM_Tonnage_War_V2.5_Ful[l_Versi]on.7z) to the FileFront address on the first page of this thread.

I've also checked it by down-loading the file from FileFront, and it is byte-identical to the file that I uploaded.

So please no complaints about "corrupt files" on FileFront.

Stiebler.
Thanks Stiebler!! It's gonna be a NYGM night........

Stiebler
06-29-07, 12:47 AM
BigBoyWooly said:
Currently auto deletion is happening every other week or so
Sometimes I get emails sometimes not
Tis a pain but the only thing to do is to log in regulary to the account
Ah, that explains it. Neither Der Teddy Bar (who owns the Filefront page) nor myself (with access to the same account) had knowingly done anything to affect the files. Probably insufficient downloads of the full version, since the patches NYGM 2.2, NYGM 2.4 and NYGM 2.5 have survived. Or maybe rapid auto-deletion only affects recently uploaded files.

Thanks BBW.

Stiebler.

Sardaukar67
06-29-07, 06:03 AM
Good news !! Especially for us "graphic cards challenged" :)

Hitman
07-09-07, 11:29 AM
Hummm I'm having strange effects in my current NYGM 2.5 campaign in the Mediterranean (Purposedly done new clean install of SH3+1.4+NYGM2.2+2.4+2.5 patches). It's march 1943, I do not go pass 256x time compression and in 3 days near Malta (Less than 500 km) I have not seen a single aircraft from the RAF :-? Is this normal??

EDIT I also did not see any enemy ships since I left La Spezia, a week ago...

Heibges
07-14-07, 02:12 PM
Ladies and Gentlemen,

I think I have NYGM loaded correctly because I see it on the Tickertape as 2.5.

I got the standalone version from Uboat Real Simulation.

Here is my question.

In Documentation, I can choose which additional mods I want to load?

If I load the FuMB37 mod before it is available, does that do anything?

Also, the 16KM mod is now part of NYGM?

Thank you guys in advance.

DarkStar173rd
07-14-07, 05:45 PM
Ladies and Gentlemen,

I think I have NYGM loaded correctly because I see it on the Tickertape as 2.5.

I got the standalone version from Uboat Real Simulation.

Here is my question.

In Documentation, I can choose which additional mods I want to load?

If I load the FuMB37 mod before it is available, does that do anything?

The 16k mod has been part of NYGM since TW 2.2a

Also, the 16KM mod is now part of NYGM?

Thank you guys in advance.
Yes on the FuMB37 loading it now will break every sonar-radar set in your Uber and yes I think on the 16k mod don't hold me too it.

Brouse:know:

Heibges
07-14-07, 06:54 PM
Thank you DarkStar.

One last thing. Does it matter which order you install the Add-ons to NYGM in the Documentation folder?

DarkStar173rd
07-14-07, 10:56 PM
Thank you DarkStar.

One last thing. Does it matter which order you install the Add-ons to NYGM in the Documentation folder?

I personally install from the top down and uninstall bottom up. DO NOT install the FuMB37 Heibges,

4. Anvart
’s fantastic Schnorchel-Radar-receiver combination.


Inspired by the original mod of Ref and vonHelsching, your U-boat will now have a

radar receiver mounted on the schnorchel after 1 October 1944.
The mod works like this:
When you arrive at home base at some date after 1 October 1944, you will see the

radar receiver
‘FuMB-37 (Do not Select!)’ as the last of the options for the radar


receivers in the equipment menu. You must not actually choose this radar receiver, or
you will break all the radar receivers on your boat. Instead, you must exit from SH3 to
Windows, then use JScones

’ ever popular JSGME to overlay the optional mod



FuMB37’. (FuMB37 is available as a folder in the documentation). This provides


new files for sensors used only at this late stage of the war. Then return to SH3. Even
now,

you must not select FuMB-37, it is already installed.


We
’ve done a lot of testing on this combination. The combined schnorchel-radarreceiver


is very effective for picking up aircraft approaching, but almost useless (due
to low height, surrounded by waves) for detecting approaching warships. Rely on
your hydrophones to detect warships when you are submerged. Emergency procedure
when you are detected by aircraft radar: lower the schnorchel, dive deep. Detection
range of this radar-receiver/antenna combination is only 6 km. We would strongly
recommend that you should have your schnorchel covered with Tarnmatte (available
from the equipment menu), the synthetic rubber cover that reduces radio reflections.
Another amazing piece of modding by the talented Anvart.
Hope that helps you.

Brouse:up:

The Munster
07-15-07, 10:03 AM
How do I know if I installed NYGM 2.5 correctly? Should I see it on the ticker tape after loading it with SH3 Cmdr?


You probably mean installing it with JSGME:yep: , and yes you will get that plus new loading screen (Displaying the version also) and menus, so if you see all of that your install should be OK:up:

Hitman, could you post a Screenshot of the [2.5] loading screen ? That way, people will know if it's been correctly installed/added/whatever.

Heibges
07-15-07, 11:30 AM
If I did install the FuMB37, is it possible to rollback with JGSME or do I have to reinstall SH3 from scratch?

DarkStar173rd
07-15-07, 05:35 PM
Herb, I don't think u have2 reinstall sh3, yea rollback Cmdr, deactivaed FUMB37, launch sh3 (not Cmdr) delete the career that started with the install FUMB37, launch Cmdr start a new career. You should be good but.....yeah pretty sure the radar set is broken and will be broken till you get a new career.

Brouse:|\\

Hitman
07-16-07, 08:39 AM
Hitman, could you post a Screenshot of the [2.5] loading screen ? That way, people will know if it's been correctly installed/added/whatever.

Sure....anyway it is the same as always albeit with the 2.5 version indicated in RED. Once in-game, the scrolling message on the menu reads now also 2.5:up:

http://aycu13.webshots.com/image/20012/2005139257127904554_fs.jpg

Stiebler
08-11-07, 03:00 AM
NYGM Version 2.6.

Update for NYGM version 2.5 in form of an overlay that can be used by JSGME. Return to base before attempting to install this mod.

1. You must have a clean install of SH3 patched with 1.4b, then NYGM 2.5 installed.
2. Install version 2.6 on top of version 2.5 with JSGME.

This update to NYGM was influenced by some of the exciting work newly available for SH3, and includes several mods made by other people.
My thanks to (alphabetically): Anvart, Denis_469, FlakMonkey, Rowi58, Sergbuto, SquareSteelBar for their excellent mods, and who all generously allowed me to incorporate their work and to make minor modifications where I felt it necessary to bring their original work into line with NYGM’s existing mods.

The most important introduction is:
Stavanger, Type XXIII U-boat and the Inshore Campaign (Anvart, Stiebler).
When you add the FuMB37 mod with JSGME after October 1944 (see details in NYGM 2.4 manual), you will now also add simultaneously a mod to provide the 13th Flotilla based at Stavanger and a playable pseudo-XXIII U-boat.
Full details are in the readme, but the exciting bits are given here. The pseudo-XXIII boat is actually a Type IID (which makes it playable), heavily modified to have the attributes of a Type XXIII. The schnorchel was added by the multi-talented Anvart. All other changes by Stiebler, listed in the documentation. It plays almost like a true XXIII boat, and it is an extraordinary experience to roar into a convoy at 9 knots, sink one-two ships, then creep out again at a silent speed of 3 kts. Usually undetected. With only two torpedoes, sinking ships becomes a real test of firing accuracy too. In comparative trials, the pseudo-XXIII boat performs far better than a Type XXI against convoys in the shallow waters east of Britain - you are much less likely to be detected and attacked. And, unlike the XXI boats, the Type XXIII boats really were deployed successfully against the British east coast in 1945.

Yes, it is true that the IID doesn’t look like a XXIII boat. However, since you will be submerged for almost the whole patrol, who cares? This was the leap of imagination required to make the whole concept possible. Now the whole British Inshore Campaign, already heavily featured in NYGM with great realism, acquires a new dimension. One other point: crash-dive time is an excruciating 60 seconds. And yes, I know everyone else says 10 seconds, or less, but that is the time for the boat itself to dive. In real life, you had to allow another 50 seconds for the watch crew to get down the extremely cramped conning tower. So that’s another reason to stay always submerged.
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.

SH3Patrol v2.1. (New version for the XXIII U-boat.)
This should be placed in the folder ‘My Documents\SH3\data\cfg\’.
Refer to the enclosed document SH3Patrol2_1.rtf for new instructions. The principal extra features are that you can now select patrol areas adapted to the U-boat type, data and starting base, and you can also change your patrol area in mid patrol if wanted (for example, after acquiring a new U-boat for which the previous patrol for the old U-boat was inappropriate). SH3Patrol will now accept patrol grids starting with ‘0’, eg AN01, AL03. But note that you cannot change patrol area during your very first patrol.
Note: SH3Patrol can be used with any of the so-called ‘super mods’. Its original purpose was to make it possible to dock at any U-tanker or German naval base and play on almost as if you were docked at your home base.

Other mods in release 2.6 are as follows:
1. Added ‘authentic’ Type XXIII U-boat as stationary AI U-boat in selected harbours (including Stavanger). U-boat by FlakMonkey, conning-tower populated and other improvements by SquareSteelBar. (This U-boat is not human-playable.)
2. Conning tower of NYGM’s U-tankers now populated by SquareSteelBar.
3. The conning tower and control room of the IID U-boat have been improved with Anvart’s mods.
4. Halifax bomber by Denis_469, incorporated into the ‘large British air base’. Minor alterations to mod by Stiebler, to bring it further into line with the NYGM air model.
5. Faster hydrophones. As described by Rubini, in a post on SubSim. The hydrophone dial now rotates faster.
6. Airbase.cfg again altered, to try to increase air attacks. [The lack of air attacks is SH3’s biggest weakness.]
7. Again altered torpedo load-outs for U-boats for 1942 - 1944, so that load-out is more appropriate when moving from a neutral base or a U-tanker.
8. Incorporated Sergbuto’s NACG ships into convoys using a randomisation process appropriate for country and date. These ships have been re-zoned by Der Teddy Bar to give them NYGM’s ‘revision-2’ slow-sinking model, with Sergbuto’s kind permission. Adjustments to zoning properties by Stiebler.
Also incorporated Iambecomelife’s Empire Freighter and Rowi58’s Kümo-ship into convoys. These ships, and also Sergbuto’s NTSteamer, slightly altered by Stiebler to bring them into line with the original NYGM slow-sinking mod. The NTSteamer is added as a generic ship, not in convoys.
9. Partly replaced the standard patrols by PTElcos with Sergbuto’s PTVosper boat.
10. All campaign files have been overhauled, corrected when occasionally necessary, and improved by the incorporation of the items above.

Download this mod from:
http://hosted.filefront.com/TeddyBar/

And finally....
Once again, the 322 MByte Standalone NYGM2_5.7z file has disappeared from FileFront, despite weekly downloads. Since shorter, older, files remain, it appears that FileFront is ruthlessly deleting large files after a fixed period of time. Can anyone suggest a better home for these files?

Good hunting.
Stiebler.

U-Schultz
08-11-07, 03:10 AM
Wow...very cool.

I really didn't know that NYGM was still being worked on here. Guess I'd better pay more attention!

Friedl9te
08-11-07, 05:09 AM
Download this mod from:
http://hosted.filefront.com/TeddyBar/

And finally....
Once again, the 322 MByte Standalone NYGM2_5.7z file has disappeared from FileFront, despite weekly downloads. Since shorter, older, files remain, it appears that FileFront is ruthlessly deleting large files after a fixed period of time. Can anyone suggest a better home for these files?

Good hunting.
Stiebler.

Divide it into 4 parts, then maybe the files will remain.

Mast
08-11-07, 08:33 AM
the 322 MByte Standalone NYGM2_5.7z file has disappeared from FileFront
322mb? I downloaded the same file but it's 314mb? I downloaded it at U-boat.Realsimulations.com. Do I have the right NYGM 2.5 standalone mod? I'm curious due to the file size.

Mast

Stiebler
08-11-07, 09:02 AM
Mast said:
322mb? I downloaded the same file but it's 314mb? I downloaded it at U-boat.Realsimulations.com. Do I have the right NYGM 2.5 standalone mod? I'm curious due to the file size.
I can't read the file size on Filefront, because it isn't there any more. Windows Explorer on my reference file says 322,257 KB. Maybe I should learn to divide by 1024, and not by 1000.

Nice to know that RealSimulations is still making the 2.5 download available. Thanks for the information.

Stiebler.

Alex
08-11-07, 09:44 AM
NYGM Version 2.6.

[...]

And finally....
Once again, the 322 MByte Standalone NYGM2_5.7z file has disappeared from FileFront, despite weekly downloads. Since shorter, older, files remain, it appears that FileFront is ruthlessly deleting large files after a fixed period of time. Can anyone suggest a better home for these files?

Good hunting.
Stiebler.

BUMP ! ;)

bigboywooly
08-11-07, 10:13 AM
Filefront carries out routine deletions
Any size file

You should get an advance warning by email but not always the case
The only cure is to visit your account regulary and remove the files from the deletion queue

A pain but better than losing them

Mast
08-11-07, 12:03 PM
I'm still curious if the file I have is broken. Because of the file size (314mb vs. 322mb). Any info on this? Would hate to install and find out later that it is broken.

Mast

Stiebler
08-11-07, 12:35 PM
@Mast.
322,257 KBytes = 314 MBytes (rounded). Please see my previous post. Your download is probably OK - if it functions.

@Friedl9te:
I considered sub-division of the file, but it is hard to decide how many parts to make. The disadvantage of having too many parts is that people will keep losing them or forgetting them, so that there will be countless complaints that the files are 'corrupt'. On the other hand, if fewer parts are too large, they will still be deleted anyway.

@BigBoyWooly:
File-size definitely seems to be an issue here, concerning FileFront deletions.

Stiebler.

Mast
08-11-07, 01:48 PM
Thanks Stiebler. Went back to your previous post and now see what you wrote. Sorry about that. :oops:

Mast

nautilus42
08-11-07, 03:14 PM
Hi Stiebler,

I have found some errors in the new Version NYGM 2.6.
1. Missing entrys in the Sea-Folder-German & EnglishNames.cfg
PTVosper=Vosper Torpedoboot
PTHSL=RAF High Speed Boot
2. Missing unit: NPT_HSL in the Sea Folder ( in the Roster/British/Sea is the entry PTHSL.cfg but no Unit in the Sea Folder )

sorry for my poor english.

greetings from nautilus42

DarkStar173rd
08-11-07, 04:31 PM
Hi Stiebler,

I have found some errors in the new Version NYGM 2.6.
1. Missing entrys in the Sea-Folder-German & EnglishNames.cfg
PTVosper=Vosper Torpedoboot
PTHSL=RAF High Speed Boot
2. Missing unit: NPT_HSL in the Sea Folder ( in the Roster/British/Sea is the entry PTHSL.cfg but no Unit in the Sea Folder )

sorry for my poor english.

greetings from nautilus42

Hello Nautilus42...let me ask U a question, where did U put the file: "Zones.cfg" that came with the NYGM 2.6 download ??? In My documents cfg folder? Just downloaded 2.6 maybe 20minutes ago filefront(teddybar) shows 0 downloads I extracted the 1st time got a 6kb unknown file along with the rest of 2.6, downloaded it again still show 0 downloads at filefront but this time I got a file "Zones.cfg along with the 2.6 data, documentation,etc. It was better than sex when Stiebler came from somewhere beyond the thermals with 2.6 stick with it. NYGM any version best mod out there.

stay deep

Sardaukar67
08-12-07, 01:56 AM
Yay !!! NYGM lives !!!:rock::rock::up::arrgh!:

Stiebler
08-12-07, 06:06 AM
Nautilus42 said:
I have found some errors in the new Version NYGM 2.6.
1. Missing entrys in the Sea-Folder-German & EnglishNames.cfg
PTVosper=Vosper Torpedoboot
PTHSL=RAF High Speed Boot
2. Missing unit: NPT_HSL in the Sea Folder ( in the Roster/British/Sea is the entry PTHSL.cfg but no Unit in the Sea Folder )

There was no intention to add the PTHSL. The roster entry was a mistake, confused with the hospital ship.

I've removed the original 2_6 update from FileFront, and replaced it with a new NYGMUpdate2_6.7z. To be completely sure, I have removed the roster entry for the PTHSL, but added the sea entry (which should not actually appear in the game). Likewise, I've updated both English/GermanNames.cfg for PTVosper and PTHSL, even though PTHSL should never appear.

I'd advise anyone who downloaded the original update 2.6, and is having difficulties with it, to download the new version. Sorry about that.

Thanks for this information, Nautilus42.

@DarkStar173rd.
The zones.cfg should go into the data folder, replacing the one already there. It should be overwritten automatically, if you are using JSGME.

Stiebler.

ReallyDedPoet
08-12-07, 06:09 AM
Nice to see this mod get a new version, nice work:up::up:


RDP

The Munster
08-12-07, 09:24 AM
Nautilus42 said:
I have found some errors in the new Version NYGM 2.6.
1. Missing entrys in the Sea-Folder-German & EnglishNames.cfg
PTVosper=Vosper Torpedoboot
PTHSL=RAF High Speed Boot
2. Missing unit: NPT_HSL in the Sea Folder ( in the Roster/British/Sea is the entry PTHSL.cfg but no Unit in the Sea Folder )

There was no intention to add the PTHSL. The roster entry was a mistake, confused with the hospital ship.

I've removed the original 2_6 update from FileFront, and replaced it with a new NYGMUpdate2_6.7z. To be completely sure, I have removed the roster entry for the PTHSL, but added the sea entry (which should not actually appear in the game). Likewise, I've updated both English/GermanNames.cfg for PTVosper and PTHSL, even though PTHSL should never appear.

I'd advise anyone who downloaded the original update 2.6, and is having difficulties with it, to download the new version. Sorry about that.

Thanks for this information, Nautilus42.

@DarkStar173rd.
The zones.cfg should go into the data folder, replacing the one already there. It should be overwritten automatically, if you are using JSGME.

Stiebler.



@Stiebler, cannot find 2.6, update etc. on Teddy Bear's FF page; it has the 2.5 .. am I looking in the wrong place ?!

Stiebler
08-12-07, 11:18 AM
I spent about an hour this morning (UK time) downloading NYGMUpdate2_6.7z to FileFront, usual page (TeddyBar).

It seems that I achieved this feat while their site was down for maintenance. The file failed to turn up on the Teddy Bar page.

Finally, finally, I have been able to upload the same file, now called NYGM2_6A.7z.

Why the minor change of name? Because FileFront insists that NYGMUpdate2_6.7z has been installed, even though we can see that it has not been.

I have managed to download the new file NYGMUpdate2_6A.7z successfully now.
It is byte-identical to that which I sent to FileFront, so no complaints about 'corrupt files', please.

Stiebler. (Exhausted.)

DarkStar173rd
08-12-07, 11:20 AM
Stiebler, :up: ...its an honor to meet 1 of the Dev's of the Best Mods ever made bar none. NYGM 2.6 is up and running as I type, no errors. Thank You again and your team.

Stay Deep

Stiebler
08-12-07, 11:27 AM
DarkStar173rd said:
NYGM 2.6 is up and running as I type, no errors. Thank goodness for that!

And thanks for the compliment.

Stiebler.

Kpt. Lehmann
08-12-07, 11:35 AM
<Pours Steibler a cup of coffee>

Congrats on your latest release.:up:

Stiebler
08-12-07, 12:45 PM
Kpt Lehmann said:
Congrats on your latest release.
Thank you.
And good luck with yours forthcoming.

Stiebler.

Sardaukar67
08-13-07, 03:47 AM
Something strange just happened to me in NYGM 2.6.

I have my trusty U-51 approaching a convoy. See 2 DD and one Black Swan Frigate, September 41. I decide to try to sneak in between them, quick surface dash with slow submerged approach after that since I'm close but not close enough to merchants. And there is quite a gap between escorts, even for daytime.

But I think I was spotted by radar since 1 DD turns towards me..so I make a dive...heading towards him with hope that I make him overshoot with DCs when I go Flank when he's close to me and closing speeds are large..plus I'm diving deeper. Worked fine...but one DC suddenly took out both of my Electric engines and Compressor...Game Over, I thought.

I thought I was close to crush depth since took water in and went down...blowed ballast few times. Went down..250m...300m..350m..400m..settled down on seabed..502 m...:o:o Well..fat help that was...since I am sitting there with ample electrical power, no leaks, but no compressed air and no engines...:shifty: Hull integrity 88%

Even without Electrical engines, speed did show 2 knots (probably my rate of descent..:p) but how come I was able to go to 502m without hull failure ? :o

I was thinking that it's probably "Kursk"-thing since my boat's aft department (Aft Torpedo) was showing red in F7-screen even after repairs (when you directly click department..all departments where you assign repair crew were white...)..but what is weird, I was able to repair flooding etc. even in that department and place crew there. Must been good divers I had to do that....esp under 500m of depth...

Stiebler
08-13-07, 10:29 AM
@ Sardaukar67:

502 metres???

I can't explain that. It is nothing to do with changes made in NYGM update 2.6.

Stiebler.

poor sailor
08-13-07, 02:05 PM
I have once situation like Sardaukar67 described, when I played my WaW career. But it was related to my mistake and probably SH3 stock bug, I saved patrol when I was submerged and after reload the patrol again, suddenly after "Initializing" text my sub goes deeper and deeper, tried with blow balast also, but no helps, also in this depth I think was about 500m I don't remember very well. But the point of this is that I never again save my patrol when my sub is submerged, only at surface. Is this happened to you when you reloaded game maybe or in game?