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View Full Version : NYGM Anti Humming Bird Mod is now available for Grey Wolves


Der Teddy Bar
09-04-06, 02:07 PM
For many reasons it has not been practical for the NYGM Anti Humming Bird Mod to be released as a single mod until now.

The NYGM Anti Humming Bird Mod is now available to install into Grey Wolves and ndrifter’s Longer U-boat Repair Times mod.

The Mod is under the NYGM download section at our web site at the NYGM Tonnage War Web Site (http://www.wolvesatwar.org/nygm/)

For hose unfamiliar with the NYGM Anti Humming Bird Mod, it is a feature where the u-boat can no longer hover at all stop. At all stop, the u-boat will slowly sink at a very slow rate. I would have preferred to have positive buoyancy but this has too many bad side effects vs reward.

I know what your thinking, “Oh no! I am going to sink and die when I get to the crush depth because I wasn’t glued to the computer screen!!” Thankfully not. For the VII U-boat to reach its crush depth of 346 metres it will take 3 hrs and 48 minutes to happen.

At speeds of 0 knots you will slowly sink at the rates listed below. At speeds of 1 knot you can maintain depth but not change to a lesser depth. To change depth you need speeds of 2+ knots.

Sink rates per 10 metres at 0 knots is IIa = 12 minutes; IId = 15 minutes; VII = 16 minutes and the IX = 21 minutes.

NOTE: The VII u-boat will take 3 hrs and 48 minutes to reach its crush depth of 346 metres

The NYGM Anti Humming Bird Mod was designed for the Type II, VII & IX and as a result breaks the XXI.

Additional fixes
With the NYGM Anti Humming Bird Mod now when the Type II batteries are destroyed this will result in 100% loss of battery power and not 75% as was the case previously.

Compatibility with other Mods
The NYGM Anti Humming Bird Mod is compatible with all mods including Grey Wolves 1.1 & nvdrifter’s various longer/extended repair mods with the proviso that the NYGM Anti Humming Bird Mod breaks the XXI.

Special Note for users of nvdrifter's various longer/extended repair mods. The NYGM Anti Humming Bird effect may cause increased depth keeping difficulties.

I quote lurker_hlb3 "The various NSS_Uboat*.sim files within the Data\Submarine\ of this mode are not compatable Grey Wolves as it makes changes to the basic performances of the subs: I.E. Surface Range/Sub-Surface engine power and range (Real Battery Life AKA Advanced NASA Battery Fix v2). Special note: the NSS_Uboat*.sim files are “not required” for the NYGM Anti Humming Bird Mod to work."

I will investigate this... I quote lurker_hlb3 "The NSS_Uboat2A.sim file is has a different file size 2744 v 2714. This causes changes in the binary offset addresses. If any one is using SH3 Commander 2.5/2.6 to make changes to this file, the file will be corrupted at load time and SH3 will “hang-up” and fail to launch."

Compatibility with other Mods when using SH3 Cmdr - thank to lurker_hlb3 (http://www.subsim.com/radioroom/member.php?u=215688) for finding this
I quote lurker_hlb3 "The various NSS_Uboat*.zon files within the Data\Submarine\ of this mode are not compatable Grey Wolves or any other mod that use SH3 Commander 2.5 or 2.6 to mod and launch SH3. This is due to changes to the binary offsets that are within the various NSS_Uboat*.zon. If a user launches GW or any other mod with SH3 Commander 2.5/2.6, when SH3 Commander changes the “crush depth”, the NSS_Uboat*.zon file will become corrupted and SH3 will “hang-up” and fail to launch."

This can be resolved by replacing the text below in the SH3 Options.cfg
in the SH3 Options.cfg replace the crush depth values as per below ;----------------------------------------------------------------------------------
[CRUSH DEPTH] ;THIS BLOCK CAN BE DELETED IF UNWANTED
;Randomises/sets crush depth for each sub type
;<SUBTYPE>=<folder/file name>|<.zon offset>|<default crush depth in metres>
;Upper and Lower provides the randomisation range
;Written to each sub's .zon file
Upper=1
Lower=0.9

IIA=NSS_Uboat2A|x2688|175
IID=NSS_Uboat2D|x2688|200
IXB=NSS_Uboat9b|x2CA2|275
IXC=NSS_Uboat9c|x3066|275
IXC/40=NSS_Uboat9c|x3066|275
IXD2=NSS_Uboat9d2|x2CA2|275
VIIB=NSS_Uboat7b|x1A86|250
VIIC=NSS_Uboat7c|x1A86|300
VIIC/41=NSS_Uboat7c|x1A86|350
VIIC/42=NSS_Uboat7c|x1A86|450
XXI=NSS_Uboat21|x35A8|350


Rezoned U-boats
NYGM have redesigned the u-boat damage zones to be historical in size and location from u-boat plans so that damage is better represented (see image below). Note for example how we have reduced the Bow Crew Quarters from being larger in size than the fore torpedo room to the size of the sonar/radio room and relocated the Stern Quarters to the correct location.

We also reduced the torpedo damage zones and as a result the torpedo room can be damaged without the torpedo tube being damaged or visa versa. We have also greatly reduced the size of the engine zones and at the same time moved them further into the centre of the u-boat.

http://img140.imageshack.us/img140/7187/nygmuboatmod5ir.jpg


CRASH DIVE BLUES...
Let me start by saying that the interrupted crash dive behaviour is evident in a vanilla install of SHIII 1.4b, this "feature" is brought to the fore by the NYGM U-Boat Mod.

If you order a crash dive and before the u-boat reaches the crash dive depth (normally about 70 metres) you order the u-boat to another depth (higher or lower) then what happens is that the u-boat sits down by the stern at an angle of about 10 degree angle!!! The only way to get the u-boat back onto an even keel is then to order another crash dive and of course let it complete.

Due to the abundance of positive buoyancy that allows the U-Boat to hover like a Humming Bird this "feature" was not seen by the player. It would have however made the u-boat sink or sink more severely when the stern of the u-boat was flooding but this is something that the player would have expected and hard to tell the difference between flooding occurrences.

So if you order a crash dive ensure that you let the u-boat go the full distance, you can however change speed & direction without issue.

Shahed
09-04-06, 02:34 PM
Brilliant work ! This modding community is exemplary.

I have a few questions:

May I ask how this mod breaks the XXI ?
I did not understand that bit having never played in a XXI (but am looking forward to it though).
How did you extend the crush depth to 346 meters for the VII ?
Can we please have similar graphical representations of the original and new NYGM damage models for the U-Boots ?Many thanks in advance and FANTASTIC work ! Another AWESOME additon to the game.

:up:

Pants
09-04-06, 03:17 PM
Nice one DTB :yep:

kylania
09-04-06, 05:38 PM
With stock/GW/NYGM is there any functional difference between declaring flank speed and a 70m depth than there would be with declaring a crash dive? Other than of course missing out on the wonderful "ALAAARRRRM!!!" sound. :)

Redwine
09-04-06, 07:22 PM
Many thanks for job Teddy :up:

Good if you can release an "stand alone" version for this mod and for the NYGM Ship Damage Model :up: :up:

Cdre Gibs
09-04-06, 07:56 PM
To GW users, this is not an approved Addon to GW nor will it be supported. Therefor we cant recommend it.

Marriott
09-04-06, 08:45 PM
To GW users, this is not an approved Addon to GW nor will it be supported. Therefor we cant recommend it. Is it because it was originally made for NYGM?

Cdre Gibs
09-04-06, 08:53 PM
Well it certainly wasn't made by GW for GW, now was it! Nor were we consulted, nor given a build to test. With so many bits of NYGM breaking other mods in general and vice versa, and like wise for GW, we can't in all honesty give it a thumbs up now can we.

So its a user beware situation and any problems you may have are to be directed to NYGM since we are not responsible for this addon.

Our recommendation would be not to use it, but its your call, not ours.

Notewire
09-04-06, 10:17 PM
Thanks DTB - I appreciate you helping us all out with the anti-hummingbird!!! We, the players, cannot thank you enough for your tireless efforts at game improvement!!!

Thanks also for the new zones - etc.

One question - will updating the zones.cfg file fix the anti-hummingbird, or do you have to take on the whole damage model?

Regardless, thanks again!!,
Yarre Notewire.

Der Teddy Bar
09-04-06, 11:07 PM
Brilliant work ! This modding community is exemplary.

I have a few questions:
May I ask how this mod breaks the XXI ?
I did not understand that bit having never played in a XXI (but am looking forward to it though).
How did you extend the crush depth to 346 meters for the VII ?
Can we please have similar graphical representations of the original and new NYGM damage models for the U-Boots ?Many thanks in advance and FANTASTIC work ! Another AWESOME additon to the game.

:up:
1. We have used a zone from the XXI, the PUMPSXXI. I added this zone to the U-boats to create the effect.
2. TT Tools can do it
3. I am not sure 100% on what you are asking so I will await for you to rfrase the question for me.

Thank you for the kind words of support.

Der Teddy Bar
09-04-06, 11:09 PM
With stock/GW/NYGM is there any functional difference between declaring flank speed and a 70m depth than there would be with declaring a crash dive? Other than of course missing out on the wonderful "ALAAARRRRM!!!" sound. :)
The crash dive will get you submerged quicker.

I use a 20 metres crash dive depth see highlighted below. Not realistic :lol:
[Properties]
PeriscopeDepth=12;meters
SnorkelDepth=10;meters
CrashDepth=20;meters
MaxDepth=300;meters
SurfaceDepth=8;meters
TorpLaunchMaxDepth=20;meters
StormConditions=11,0.1;max wind speed [m/s], max rain intensity [0,1]

Der Teddy Bar
09-04-06, 11:11 PM
Many thanks for job Teddy :up:

Good if you can release an "stand alone" version for this mod and for the NYGM Ship Damage Model :up: :up:
A pleasure and I will see what can be done...

Der Teddy Bar
09-04-06, 11:25 PM
Thanks DTB - I appreciate you helping us all out with the anti-hummingbird!!! We, the players, cannot thank you enough for your tireless efforts at game improvement!!!

Thanks also for the new zones - etc.

One question - will updating the zones.cfg file fix the anti-hummingbird, or do you have to take on the whole damage model?

Regardless, thanks again!!,
Yarre Notewire. Thanks :D

If you are installing new into a clean install, a GW install or a LRT install All files supplied are required as well as replacing the PUMPSXXI values in the zones.cfg as per the documentation.

When you say fix I presume you mean as removing the NYGM Anti Humming Bird affect while keeping the improved zone configuration? If so then simply replace the PUMPSXXI with the original value as per the documentation.

mikaelanderlund
09-05-06, 12:21 AM
Cool:up: :up: :up:

Mikael

Der Teddy Bar
09-05-06, 12:29 AM
Nice one DTB :yep:
I hope you enjoy it, really adds to the tension when making an attack as you have to consider your approach etc

Cap_Observatore
09-05-06, 12:30 AM
Thanks a lot DTB, I was waiting that feature for mutch time. :up: :rock: Now my SH3 is almost complete with tonage war and realistic repair times. As my wishs about playability are reality now, Im looking ahead for eye candy stuff. Im really wish merger all grafic upgrads from GW.:|\\ How can I do this? Are any tutorial for this? I have merged campaing from Rubine. But I wanna all that spectacular grafic stuff from GW. PLease any one, help-me!


If that post, isn´t adjusted for it´just show-me the way.

thx and cheers for all moder. You are great and heros. this game is what it is today from sweat of that mod comunity.

Cap_Observatore
09-05-06, 12:53 AM
Thanks a lot DTB, I was waiting that feature for mutch time. :up: :rock: Now my SH3 is almost complete with tonage war and realistic repair times. As my wishs about playability are reality now, Im looking ahead for eye candy stuff. Im really wish merger all grafic upgrads from GW.:|\\ How can I do this? has any tutorial for this? I have merged campaing from Rubine. But I wanna all that spectacular grafic stuff from GW. PLease any one, help-me!


If that post, isn´t adjusted for it´just show-me the way.

thx and cheers for all moder. You are great and heros. this game is what it is today from sweat of that mod comunity.
http://207.44.214.111/subsim.com/radioroom/smartdark/user_online.gif

THE_MASK
09-05-06, 01:09 AM
thanks:up:

Hakahura
09-05-06, 03:37 AM
:up: Excellent work ! Thanks.

Immacolata
09-05-06, 03:46 AM
Well it certainly wasn't made by GW for GW, now was it! Nor were we consulted, nor given a build to test. With so many bits of NYGM breaking other mods in general and vice versa, and like wise for GW, we can't in all honesty give it a thumbs up now can we.

So its a user beware situation and any problems you may have are to be directed to NYGM since we are not responsible for this addon.

Our recommendation would be not to use it, but its your call, not ours.

Sounds like the grapes are sour?

Dowly
09-05-06, 04:40 AM
Well it certainly wasn't made by GW for GW, now was it! Nor were we consulted, nor given a build to test. With so many bits of NYGM breaking other mods in general and vice versa, and like wise for GW, we can't in all honesty give it a thumbs up now can we.

So its a user beware situation and any problems you may have are to be directed to NYGM since we are not responsible for this addon.

Our recommendation would be not to use it, but its your call, not ours.
Sounds like the grapes are sour?
Herr Gibs is just saying that if there are 'unofficial' mods made to GW and it messes something up, we are not responsible nor oblicated to clear things out. NO matter if the mod is made by NYGM team or an invidual person. If you mod GW with other mods, you do it with your own risk. This has been our policy for a good long time now.

Notewire
09-05-06, 05:32 AM
Thanks :D

If you are installing new into a clean install, a GW install or a LRT install All files supplied are required as well as replacing the PUMPSXXI values in the zones.cfg as per the documentation.

When you say fix I presume you mean as removing the NYGM Anti Humming Bird affect while keeping the improved zone configuration? If so then simply replace the PUMPSXXI with the original value as per the documentation.

DTB, outstanding - I am using the Long Repair Times mod, and am pretty sure that the new U-Boat files would have tanked that (obviously making the zones more realistic however) - so I am going to just import hte PUMPS XXI values.

Thanks so much for all the hard work, we, the community, can't thank you guys enough!!

Yarre Notewire,
U-9

Der Teddy Bar
09-05-06, 06:21 AM
DTB, outstanding - I am using the Long Repair Times mod, and am pretty sure that the new U-Boat files would have tanked that (obviously making the zones more realistic however) - so I am going to just import hte PUMPS XXI values.

Thanks so much for all the hard work, we, the community, can't thank you guys enough!!

Yarre Notewire,
U-9 Notewire,
Without the NYGM Submarine files and the PUMPSXXI changes the NYGM Anti Humming Bird Mod will not function. That is, if you make the PUMPSXXI changes only then it will not work as the physical zon will not be part of the u-boat. NYGM added this zone to the II, VII & IX u-boats.

However there is no cause for concern as all the Submarine files UboatName.zon in nvdrifter's Drifter's Realism Mod v1.01a are those from the the NYGM Uboat Mod.

Though it does not specify it in the read me files the UboatName.zon files supplied in nvdrifters 'Drifter_s_Realism_Mod_v1.01a.zip' in the sub folders Drifter's Realism Mod v1.0 UNMODDED GAME ONLY compatible; Drifter's Realism Mod v1.01a (Grey Wolves v1.1 compatible) & of course Drifter's Realism Mod v1.01a (NYGM v2.0 compatible) are the NYGM Uboat Mod rezoned files as per above.

Shahed
09-05-06, 08:39 AM
Brilliant work ! This modding community is exemplary.

I have a few questions:

May I ask how this mod breaks the XXI ?
I did not understand that bit having never played in a XXI (but am looking forward to it though).
How did you extend the crush depth to 346 meters for the VII ?
Can we please have similar graphical representations of the original and new NYGM damage models for the U-Boots ?Many thanks in advance and FANTASTIC work ! Another AWESOME additon to the game.

:up:
1. We have used a zone from the XXI, the PUMPSXXI. I added this zone to the U-boats to create the effect.
2. TT Tools can do it
3. I am not sure 100% on what you are asking so I will await for you to rfrase the question for me.

Thank you for the kind words of support.

Thanks for the reply DTB.

For the last question: I was asking if we can please have images which show us the changes in the damage model for each boot.

GT182
09-05-06, 10:08 AM
Two questions. TorpLaunchMaxDepth=20;meters, why is it even listed? From what I've seen in SHIII you can't fire any torpedos submerged below periscope depth, tried it several times. You need to have a visual sighting of a target. Surfaced and at periscope depth you can fire the fore tubes only anytime, aft tubes not at all with no visual target. This isn't correct I believe, as in real life you could fire any tube below periscope depth with sonar tracking.

Can this be changed in SHIII or is it hard coded?

Dowly
09-05-06, 11:02 AM
You can fire torps without visual contact. Just input the data manually to TDC and you´re done. :up:

Cap_Observatore
09-05-06, 01:56 PM
Becouse that peopleware problem with comunication, I was almost a day to fizx this mod, becouse I was losting mutch time trying to find this file::damn:

course Drifter's Realism Mod v1.01a (NYGM v2.0 compatible)

http://home.arcor.de/gizzmoe/files/D...Mod_v1.01a.zip

As it´s just a link alone what I can find. Im posting for other guys who was lefting timing trying find this.

and when I sad about peopleware problem with comunication, was about this:

http://www.subsim.com/radioroom/showthread.php?t=96437&page=2&highlight=Drifter%27s+Realism+v1.01a+NYGM

:nope:

EmeAzul
09-05-06, 02:57 PM
Oi Capitao do Recife, aqui e' o Tenente Gaucho, do you have another URL address for the discussion group mentioned in your signature section? That particular URL does not seem to work and it looks very interesting to me. Thanks

Gizzmoe
09-05-06, 02:59 PM
That particular URL does not seem to work and it looks very interesting to me.

Use this link:
http://home.arcor.de/gizzmoe/files/Drifter_s_Realism_Mod_v1.01a.zip

Der Teddy Bar
09-05-06, 03:38 PM
For the last question: I was asking if we can please have images which show us the changes in the damage model for each boot.
OK I am on the same page now, an image like the one above for the II & IX...

Can do but might be few days as study is full on at this time. But I will have it done by some time next week.

Cap_Observatore
09-05-06, 03:53 PM
Oi Capitao do Recife, aqui e' o Tenente Gaucho, do you have another URL address for the discussion group mentioned in your signature section? That particular URL does not seem to work and it looks very interesting to me. Thanks


Ola Gaucho, Você é naturalizado Americano? ou tá só de passagem? About discussion group, we have yahoo link:

http://www.grandesguerras.com.br/lista/index.php?lnk=2

But say to me what are going on with my link.

www.grandesguerras.com.br (http://www.grandesguerras.com.br) not work? for me is tottaly ok. Você consegue entender bem Português?

Cheers

Cap_Observatore
09-05-06, 04:03 PM
Teddy Bar, please help-me if you can. I was using all version of NYGM with out problems from begin. But when I installed with JSGME, allways when I try to load 1940 VIIB campaing with SH3cmdr. My SH3 is freezing when it´s loading bar before 3D simulation are charging. what can I do?

My list of mods:

NYGM Tonnage War v2.0=1
NYGM_TW_2[1].0_U-Boat_Visual_Sensor_Update_to_2.01=2
NYGM Tonnage War Minefield Mod=3
1500 meter bearing overlay=4
Enhanced Nav Map Plotting Tools=5
Drifter's Realism Mod v1.01a (NYGM v2.0 compatible)=6
Quieter broken steam pipe sound (optional for all 3 compatible versions)=7
Repeating flooding voice removed (optional for all 3 compatible versions)=8
larger flood timer icons (optional)=9
NYGM Anti Humming Bird Mod=10
Fubars crew skins=11
FUBARS IXBPLAIN=12
FUBARS TYPE 2a=13
FUBARS VIIB PLAIN=14
Harbor Traffic Add-In=15
Krillers screaming soundmod=16
Marcosom=17
CrewCheers_DE=18
NemGunMod=19

I tryed all yet. Did 2 clean installs from zero, reseted shecmdr all times when i was anabling our disabling a new mod. disable and anable most mods many times and nothing, downloaded and changed all what you sad. But im still having same bug. If im missing some thing I apreciate your help.:-? :cry:

thx cheers

Der Teddy Bar
09-05-06, 05:57 PM
Cap_Observatore,
Is this a saved career or a new one.

A in patrol saved career will crash. A in base saved career should not.

The only practical way to trouble shoot such issues is to start with a fresh install and after each mod has been installed launch the game and see if you can start a new career patrol.

lurker_hlb3
09-05-06, 08:32 PM
The following statement from NYGM Anti Humming Bird Mod is in error:

“Compatibility with other Mods
The NYGM Anti Humming Bird Mod is 100% compatible with all mods including nvdrifter’s various longer/extended repair mods & Grey Wolves with the proviso that the NYGM Anti Humming Bird Mod breaks the XXI.”


1.The various NSS_Uboat*.zon files within the Data\Submarine\ of this mode are not compatable with Grey Wolves or any other mod that use SH3 Commander 2.5 or 2.6 to mod and launch SH3. This is due to changes to the binary offsets that are within the various NSS_Uboat*.zon. If a user launches GW or any other mod with SH3 Commander 2.5/2.6, when SH3 Commander changes the “crush depth”, the NSS_Uboat*.zon file will become corrupted and SH3 will “hang-up” and fail to launch.

2.The various NSS_Uboat*.sim files within the Data\Submarine\ of this mode are not compatable with Grey Wolves as it makes changes to the basic performances of the subs: I.E. Surface Range/Sub-Surface engine power and range (Real Battery Life AKA Advanced NASA Battery Fix v2). Special note: the NSS_Uboat*.sim files are “not required” for the NYGM Anti Humming Bird Mod to work.

3.The NSS_Uboat2A.sim file has a different file size 2744 v 2714. This causes changes in the binary offset addresses. If any one is using SH3 Commander 2.5/2.6 to make changes to this file, the file will be corrupted at load time and SH3 will “hang-up” and fail to launch.




The following was confirmed with TT Mini-Tweaker,Compare It v3.8.6 and Beyond Compare 2 v 2.4.1

Der Teddy Bar
09-05-06, 09:33 PM
The following statement from NYGM Anti Humming Bird Mod is in error:

“Compatibility with other Mods
The NYGM Anti Humming Bird Mod is 100% compatible with all mods including nvdrifter’s various longer/extended repair mods & Grey Wolves with the proviso that the NYGM Anti Humming Bird Mod breaks the XXI.”


1.The various NSS_Uboat*.zon files within the Data\Submarine\ of this mode are not compatable Grey Wolves or any other mod that use SH3 Commander 2.5 or 2.6 to mod and launch SH3. This is due to changes to the binary offsets that are within the various NSS_Uboat*.zon. If a user launches GW or any other mod with SH3 Commander 2.5/2.6, when SH3 Commander changes the “crush depth”, the NSS_Uboat*.zon file will become corrupted and SH3 will “hang-up” and fail to launch.

2.The various NSS_Uboat*.sim files within the Data\Submarine\ of this mode are not compatable Grey Wolves as it makes changes to the basic performances of the subs: I.E. Surface Range/Sub-Surface engine power and range (Real Battery Life AKA Advanced NASA Battery Fix v2). Special note: the NSS_Uboat*.sim files are “not required” for the NYGM Anti Humming Bird Mod to work.

3.The NSS_Uboat2A.sim file is has a different file size 2744 v 2714. This causes changes in the binary offset addresses. If any one is using SH3 Commander 2.5/2.6 to make changes to this file, the file will be corrupted at load time and SH3 will “hang-up” and fail to launch.




The following was confirmed with TT Mini-Tweaker,Compare It v3.8.6 and Beyond Compare 2 v 2.4.1 lurker_hlb3
Thankyou for your post and excellent find. You may also wish to let nvdrifter know as he also uses the NYGM UboatName.zon files.

I will update the initial posts with this information.

For those using SH3 Cmdr this will resolve the crush depth issue.

in the SH3 Options.cfg replace the crush depth values as per below ;----------------------------------------------------------------------------------
[CRUSH DEPTH] ;THIS BLOCK CAN BE DELETED IF UNWANTED
;Randomises/sets crush depth for each sub type
;<SUBTYPE>=<folder/file name>|<.zon offset>|<default crush depth in metres>
;Upper and Lower provides the randomisation range
;Written to each sub's .zon file
Upper=1
Lower=0.9

IIA=NSS_Uboat2A|x2688|175
IID=NSS_Uboat2D|x2688|200
IXB=NSS_Uboat9b|x2CA2|275
IXC=NSS_Uboat9c|x3066|275
IXC/40=NSS_Uboat9c|x3066|275
IXD2=NSS_Uboat9d2|x2CA2|275
VIIB=NSS_Uboat7b|x1A86|250
VIIC=NSS_Uboat7c|x1A86|300
VIIC/41=NSS_Uboat7c|x1A86|350
VIIC/42=NSS_Uboat7c|x1A86|450
XXI=NSS_Uboat21|x35A8|350

The Noob
09-05-06, 10:39 PM
I hope that this is the First step thorwards the end of the "Mod Hostility" and that, to some degree, more Co-Operation will start. Like Anti-Hummingbird mod begin Released for the use with GW ect.

Anyway, :up:!

Der Teddy Bar
09-05-06, 10:42 PM
I hope that this is the First step thorwards the end of the "Mod Hostility" and that, to some degree, more Co-Operation will start. Like Anti-Hummingbird mod begin Released for the use with GW ect.

Anyway, :up:!
Could not agree more...

mikaelanderlund
09-06-06, 01:18 AM
I hope that this is the First step thorwards the end of the "Mod Hostility" and that, to some degree, more Co-Operation will start. Like Anti-Hummingbird mod begin Released for the use with GW ect.

Anyway, :up:!


I totaly agree:yep: :yep:

Mikael

Notewire
09-06-06, 05:47 AM
The following statement from NYGM Anti Humming Bird Mod is in error:

“Compatibility with other Mods
The NYGM Anti Humming Bird Mod is 100% compatible with all mods including nvdrifter’s various longer/extended repair mods & Grey Wolves with the proviso that the NYGM Anti Humming Bird Mod breaks the XXI.”


1.The various NSS_Uboat*.zon files within the Data\Submarine\ of this mode are not compatable with Grey Wolves or any other mod that use SH3 Commander 2.5 or 2.6 to mod and launch SH3. This is due to changes to the binary offsets that are within the various NSS_Uboat*.zon. If a user launches GW or any other mod with SH3 Commander 2.5/2.6, when SH3 Commander changes the “crush depth”, the NSS_Uboat*.zon file will become corrupted and SH3 will “hang-up” and fail to launch.

2.The various NSS_Uboat*.sim files within the Data\Submarine\ of this mode are not compatable with Grey Wolves as it makes changes to the basic performances of the subs: I.E. Surface Range/Sub-Surface engine power and range (Real Battery Life AKA Advanced NASA Battery Fix v2). Special note: the NSS_Uboat*.sim files are “not required” for the NYGM Anti Humming Bird Mod to work.

3.The NSS_Uboat2A.sim file has a different file size 2744 v 2714. This causes changes in the binary offset addresses. If any one is using SH3 Commander 2.5/2.6 to make changes to this file, the file will be corrupted at load time and SH3 will “hang-up” and fail to launch.




The following was confirmed with TT Mini-Tweaker,Compare It v3.8.6 and Beyond Compare 2 v 2.4.1

Just so I understand #2, as the uninformed gamer - you are saying that the NSS_Uboat*.sim files will not work with a GW mod - but that those files are "not required" for DTB's hummingbird mod to work - IE, you don't need to copy those files just make the Pumps XXI changes?

Please help me understand, that confused me a bit.

Yarre.

lurker_hlb3
09-06-06, 06:25 AM
The following statement from NYGM Anti Humming Bird Mod is in error:

“Compatibility with other Mods
The NYGM Anti Humming Bird Mod is 100% compatible with all mods including nvdrifter’s various longer/extended repair mods & Grey Wolves with the proviso that the NYGM Anti Humming Bird Mod breaks the XXI.”


1.The various NSS_Uboat*.zon files within the Data\Submarine\ of this mode are not compatable with Grey Wolves or any other mod that use SH3 Commander 2.5 or 2.6 to mod and launch SH3. This is due to changes to the binary offsets that are within the various NSS_Uboat*.zon. If a user launches GW or any other mod with SH3 Commander 2.5/2.6, when SH3 Commander changes the “crush depth”, the NSS_Uboat*.zon file will become corrupted and SH3 will “hang-up” and fail to launch.

2.The various NSS_Uboat*.sim files within the Data\Submarine\ of this mode are not compatable with Grey Wolves as it makes changes to the basic performances of the subs: I.E. Surface Range/Sub-Surface engine power and range (Real Battery Life AKA Advanced NASA Battery Fix v2). Special note: the NSS_Uboat*.sim files are “not required” for the NYGM Anti Humming Bird Mod to work.

3.The NSS_Uboat2A.sim file has a different file size 2744 v 2714. This causes changes in the binary offset addresses. If any one is using SH3 Commander 2.5/2.6 to make changes to this file, the file will be corrupted at load time and SH3 will “hang-up” and fail to launch.




The following was confirmed with TT Mini-Tweaker,Compare It v3.8.6 and Beyond Compare 2 v 2.4.1
Just so I understand #2, as the uninformed gamer - you are saying that the NSS_Uboat*.sim files will not work with a GW mod - but that those files are "not required" for DTB's hummingbird mod to work - IE, you don't need to copy those files just make the Pumps XXI changes?

Please help me understand, that confused me a bit.

Yarre.
The *.sim files change the GW "default" values for the Surface Range/Sub-Surface engine power and range of the various Uboats. During testing I noted that the *.sim files were not required to get the mode to work, How ever your still going to need the *.zon files to get it to work

Notewire
09-06-06, 07:33 AM
I couldn't have asked for a more rapid or clear response, thanks for the help lurker, and huzzah to joint cooperation between NYGM and GW.

Thanks for the mod DTB!!

Yarre.

Cap_Observatore
09-06-06, 02:59 PM
Firstly Im giving my excuses for not respond this so fast as other users, unhappy I don´t have many time to participate actively in this forum as I wanna. Our I play SH3 our I talk in forums. with my short play time, I prefer stay with play SH3.


I can say I was thinking serious find my psicanalist for some talk when My moded TW stoped work after installed that mod :rotfl: :|\\ But Im really beem thankfull to DTB and lurker_hlb3 for spare their time to help other players that can´t solve their MOD problems alone like me.:up:


I understand all what you do is for personal satisfaction and for free. And other players like me never could change their SH3 for better standardization that you bring to us.

Im lefting my wishis here, that this comuniy continue triading that share way as we are seeing from begin here. when I read some missunderstands in conversations, I have bad feelings like about Falcon 4 comunitis in the past. If some one here moded and played Falcon 4, knows what about Im talking.

My great wish, in mods is for GW and NYGM teams, merge all their works toguether, if not becouse thinking conflicts, them just do a 3rd option of some great mod merged. I love GW work but I think it is unfinished in some playabilitis aspects. I can´t play SH3 without TW, becouse for me, their playabiliti aprouch is better. not better them others, just right way for me.:up: :rock:

Best wishs for all moders and cheers from Brazil.

Hey almost forget, I love Drifter´s realism mod to, and I can say with out it, playability in any mod will be unfinished. My wishs is for he continue suport NYGM team, and for NYGM guys just think 2 our 3 times before say some thing, we have N ways to say and solve problems. And some times our work, could be great, but never 100% complete our better them others.

supposedtobeworking
09-07-06, 03:00 PM
Can this mod be activated while in mid patrol? I am about to intercept a convoy and would like to try it out.... using gw 1.1a

kylania
09-07-06, 03:19 PM
Can this mod be activated while in mid patrol? I am about to intercept a convoy and would like to try it out.... using gw 1.1a

As I understand it you should NEVER make any changes mid patrol. There will be other convoys. :)

Kpt. Lehmann
09-07-06, 07:44 PM
Der Teddy Barr and NYGM team,

Thank you for your consideration in offering your hummingbird mod for use by GW players. Unfortunately, it will be superceded by the GWX Real-Life U-boat Behavior mod upon release of GWX.

However, since the inception of the first lines of code we wrote into GW 1.0 more than a year ago, it has always been our position that come what may, we will continue to offer an independant stand alone mod package to broaden the choices available to the SH3 user base.

This decision was not made with the intent to drive a wedge in the community... or to incite all the flame wars we have had to fight.

At the end of the day, we have and will continue to have differences in philosophy, interpretation of data, and methodology of mod implementation that would in truth make for an unbearable working environment if any effort to merge and blend the major mod packages was attempted. Additionally, with the ever-increasing complexity of modifications made by both mod teams, such a venture is highly impractical. The degree of which, the typical user is unaware of.

In the interest of peace, the GWX mod team has unanimously declined the idea of attempting a merger. This decision ensures our freedom of movement in any modding direction we choose to travel. For this and other reasons our mission to remain independant will remain unchanged for the duration.

The player will always be the winner of any perceived "competition." He or she will have a choice without having to deal with 1001 complications.

For those that go on to mod their own game... this leads to discovery and all come out on top!

To all GW mod users who have asked the GWX dev team about the possibility of implementing the NYGM Anti-Hummingbird mod, please see the following link: http://www.subsim.com/radioroom/showthread.php?p=305322#post305322

kylania
09-10-06, 03:48 AM
NOTE: The VII u-boat will take 3 hrs and 48 minutes to reach its crush depth of 346 metres

Is this in NYGM 2.0 right now? Because I took a VIIB out from Kiel. Crash dove to 50m than stopped. The in game clock read 16:38. I immediately started to slowly fall. Within 10 game minutes I'd dropped 110m more to 160m. By 17:11 I finally hit 405m and game over. Didn't take any damage really before it was over though, just some hull damage around 300m or so I think it was? So from dead stop to dead in under an hour game time.

Immacolata
09-10-06, 04:11 AM
Did you get the patch to update nygm to 2.1? You should try that if you didn't already, and try your test one more time. If you did upgrade, well then its sounds as if there is an issue...

Der Teddy Bar
09-10-06, 01:43 PM
NOTE: The VII u-boat will take 3 hrs and 48 minutes to reach its crush depth of 346 metres
Is this in NYGM 2.0 right now? Because I took a VIIB out from Kiel. Crash dove to 50m than stopped. The in game clock read 16:38. I immediately started to slowly fall. Within 10 game minutes I'd dropped 110m more to 160m. By 17:11 I finally hit 405m and game over. Didn't take any damage really before it was over though, just some hull damage around 300m or so I think it was? So from dead stop to dead in under an hour game time.
It sounds as if you are suffering the Crash Dive Blues which is a default SHIII bug.

kylania
09-10-06, 03:27 PM
Did you get the patch to update nygm to 2.1? You should try that if you didn't already, and try your test one more time. If you did upgrade, well then its sounds as if there is an issue...

Umm.. nope, just NYGM_Tonnage_War_v2.0.7z, NYGM_Persicope_Mod_V1.1.7z and NYGM_TW_2.0_Visual_Updateto2.01.7z along with the SH3_Commander_R2.6_v1.7z fix.

And thanks Teddy Bar, it might be the crash dive problem too maybe. When I originally crash dove it just kept going and going, I finally stopped it at 120m, went back up to 50m than stopped. Crash dive was extremely fast too, less than a minute to get down to 60m.

supposedtobeworking
09-10-06, 10:13 PM
patch? I thought 2.1 was just slang for 2.01...which is what I have...is this wrong? uh oh...I got NYGM2.0+periscope+visual update...that is not everything?

Werewolf
01-24-07, 05:25 PM
The NYGM Anti Humming Bird Mod was designed for the Type II, VII & IX and as a result breaks the XXI.


:hmm: .......erhm.....I love the work you have done and this is not to be taken as criticism, but, for those of us who are looking forward to take the type XXI on patrol would there be any solution to the above mentioned problem? :)