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Steeltrap
10-08-06, 11:29 PM
One thing I've noticed:

When diving, I hear a snippet from "Das Boot". Trouble is, it's the sound from someone calling people to 'surface stations' ("afthaustatzionen" or something....)!

Anyone else noticed this? Not that it matters, but it did make me think I'd hit the wrong command or something at first (this doesn't happen if I order periscope depth or a 'crash') and gave me a bit of a laugh.

Cheers

Nope, it's the correct command. The LI isn't saying "Auftauchstationen" but "Auf Tauchstationen" meaning "On Diving stations!"
I know that in English one doesn't use the 'on' but simply commands the name of the station like "Diving stations!" or "Action Stations!"
but in German you use the term 'Auf' meaning 'on' before it. E.g. it would also be "Auf Gefechtsstationen!"
Hope that clearifies it.
That's similar to the usage of rank. In English it's just "Yes, Lieutenant", in German it is "Jawohl, HERR Leutnant" meaning, "Yes, Mr. Lieutenant". That may sound funny but it's the correct use for any title including Doctor and Professor and such since it is also "Guten Tag, Herr Professor", "Auf Wiedersehen, Herr Doktor"

Brilliant...thanks for the lesson! Obviously I don't speak German and the command is rattled out pretty quickly (in fact they speak somewhat like an MG42....)!! :rotfl:

Steeltrap
10-08-06, 11:44 PM
The planes and their bullets are now very dangerous. Before NYGM, they was too weak but now they're too strong.

In my last mission, I lost 25 crews under only an attack, without bomb, only bullets:cry: . It's excessive no ?

May be it's realistic. In this case, no problem :oops: but, in reality (cf. Books like Das Boot ou admiral Wolves...), I think the Uboat was able to avoid many planes attacks. In this mod, it's impossible, everytime, the planes see the uboat, attack and often cause heavy damages.

At least, I think the crews should be able to see the planes at a greater distance, to have a chance to avoid them.

I love this mod, sincerely, but in this case, here, it's very disappointing :shifty:

My idea is :
1- The planes are too strong
or
2- The crews detect planes too later

25 crew???

Well in NYGM if you see an aircraft you dive - QUICKLY!!

I have on watch at all times the following:

1 x Officer with watch skill
1 x PO with watch skill
1 x PO with 'no' skill
2 x '3 stripe' seamen

I've found I see things with sufficient warning to bail fairly safely. I suspect the real horror will come with medium bombers using radar at night. :o

Closest I've been to a surface contact at night before seeing it was 4500 (a DD no less - gave me a shock and a mild panic!). With the changes to the sensors, however, I altered course to present a narrow profile and it didn't spot me (seas were heavy and strong winds, plus I was travelling at 1/3 speed). This was great as it was pretty realistic - VERY rare for a U-boat to be detected by an escort before the U-boat detected it, before radar at least.

One reason I haven't bothered playing stock is due to the many 'unrealistic' happenings I've read in the forums. I suspect they might have given people bad habits, like trying to fight aircraft instead of diving ASAP......

So, I don't think aircraft are too strong (certainly not in my experience so far) BUT they WILL dump on you if you remain on the surface, as was historically the case. You're a SUBmarine - USE IT!!!

Krupp
10-09-06, 01:30 AM
Hi

My (anyone else?) boat (VIIB) is behaving strangely when diving and surfacing. The 3D inside view from the command room tilts to opposite it should, i.e. when diving, the bow is rising and vice versa when surfacing. Not a big deal, but the immersion suffers for sure. What should I do to have it fixed? :hmm: ( installed over clean 1.4b, no other mods + SHCommander )


Thanks, exellent mod this TW 2.2 :up:


K

kylania
10-09-06, 01:49 AM
Krupp, I've noticed that "backwards" movement too with both GW and NYGM and actually, if you turn your camera a bit when you see that effect it almost seems to "right" itself. At least for me it does. :)

Krupp
10-09-06, 02:01 AM
Copy that kylania :), I'll try that cam trick.

Thanks for your quick reply.

K

Immacolata
10-09-06, 03:45 AM
That's similar to the usage of rank. In English it's just "Yes, Lieutenant", in German it is "Jawohl, HERR Leutnant" meaning, "Yes, Mr. Lieutenant". That may sound funny but it's the correct use for any title including Doctor and Professor and such since it is also "Guten Tag, Herr Professor", "Auf Wiedersehen, Herr Doktor"

Brilliant...thanks for the lesson! Obviously I don't speak German and the command is rattled out pretty quickly (in fact they speak somewhat like an MG42....)!! :rotfl:


Don't forget the germans are europes masters of language abbreviation. Wonder why :hmm: Kaleun, u-boot. BdU. LkW. Great examples.

KeldorKatarn
10-09-06, 04:04 AM
That's similar to the usage of rank. In English it's just "Yes, Lieutenant", in German it is "Jawohl, HERR Leutnant" meaning, "Yes, Mr. Lieutenant". That may sound funny but it's the correct use for any title including Doctor and Professor and such since it is also "Guten Tag, Herr Professor", "Auf Wiedersehen, Herr Doktor"

Brilliant...thanks for the lesson! Obviously I don't speak German and the command is rattled out pretty quickly (in fact they speak somewhat like an MG42....)!! :rotfl:


Don't forget the germans are europes masters of language abbreviation. Wonder why :hmm: Kaleun, u-boot. BdU. LkW. Great examples.

German's not so much as the German military.

Try if you can find these on the web ;)

GeZi
FdU
GröFaZ
UvD
OvWa
KzH
OFähnr
EK
Lfz
FlaRak
EloKaEloOffz
OHG
AbküFiBw

;)

btw that doesn't even come close to what I've seen in the US' military lol. They are really crazy in that department *g*

Immacolata
10-09-06, 07:16 AM
And lest we forget, the much used flak is short for FlugAbwehrKanone. Somehow the anti-tank variety never got the same foothold in language. Well maybe with nintendo, but I don't think they were thinking about german war material when they used it for their NES cartrides. Can you guess it?

But the german language in general is fond of shorting things up. I know people who live in Kaki. Eh? Kalten Kirchen. Oh. There.

John Pancoast
10-09-06, 07:25 AM
The planes and their bullets are now very dangerous. Before NYGM, they was too weak but now they're too strong.

In my last mission, I lost 25 crews under only an attack, without bomb, only bullets:cry: . It's excessive no ?

May be it's realistic. In this case, no problem :oops: but, in reality (cf. Books like Das Boot ou admiral Wolves...), I think the Uboat was able to avoid many planes attacks. In this mod, it's impossible, everytime, the planes see the uboat, attack and often cause heavy damages.

At least, I think the crews should be able to see the planes at a greater distance, to have a chance to avoid them.

I love this mod, sincerely, but in this case, here, it's very disappointing :shifty:

My idea is :
1- The planes are too strong
or
2- The crews detect planes too later

25 crew???

Well in NYGM if you see an aircraft you dive - QUICKLY!!

I have on watch at all times the following:

1 x Officer with watch skill
1 x PO with watch skill
1 x PO with 'no' skill
2 x '3 stripe' seamen

I've found I see things with sufficient warning to bail fairly safely. I suspect the real horror will come with medium bombers using radar at night. :o

Closest I've been to a surface contact at night before seeing it was 4500 (a DD no less - gave me a shock and a mild panic!). With the changes to the sensors, however, I altered course to present a narrow profile and it didn't spot me (seas were heavy and strong winds, plus I was travelling at 1/3 speed). This was great as it was pretty realistic - VERY rare for a U-boat to be detected by an escort before the U-boat detected it, before radar at least.

One reason I haven't bothered playing stock is due to the many 'unrealistic' happenings I've read in the forums. I suspect they might have given people bad habits, like trying to fight aircraft instead of diving ASAP......

So, I don't think aircraft are too strong (certainly not in my experience so far) BUT they WILL dump on you if you remain on the surface, as was historically the case. You're a SUBmarine - USE IT!!!


Iirc, wasn't a four man watch the standard in real life ?

panthercules
10-09-06, 10:17 AM
Iirc, wasn't a four man watch the standard in real life ?

I would think that you would want to have at least 5 under normal circumstances - 4 lookouts (1 to cover each quarter) and an officer/leader to give overall direction and also to communicate to the rest of the command crew below. According the the U-boat Commander's Handbook (para. 221), in heavy rain/seas (at least at night) there would be an extra man sent topside to keep wiping the binoculars and making dry spares available.

NiKuTa
10-09-06, 11:51 AM
NYGM crew, could you add more fire on ships?? My last sunked ships moustly dont fire (even tankers), or smoke a little. And could you add a bigger oil sticks?

John Pancoast
10-09-06, 01:22 PM
Iirc, wasn't a four man watch the standard in real life ?

I would think that you would want to have at least 5 under normal circumstances - 4 lookouts (1 to cover each quarter) and an officer/leader to give overall direction and also to communicate to the rest of the command crew below. According the the U-boat Commander's Handbook (para. 221), in heavy rain/seas (at least at night) there would be an extra man sent topside to keep wiping the binoculars and making dry spares available.

I seem to remember reading about the number four, but unfortunately, can't remember where or even if so.

As to the heavy rain/seas at night example, sure, but then:

a. that extra member wasn't performing watch duties per se.
b. "standard" would not necessarily include such non-standard conditions as heavy rains/seas at night.

Der Teddy Bar
10-09-06, 11:13 PM
NYGM crew, could you add more fire on ships?? My last sunked ships moustly dont fire (even tankers), or smoke a little. And could you add a bigger oil sticks?
Will see what we can do ;)

KeldorKatarn
10-10-06, 12:41 AM
I seem to remember reading about the number four, but unfortunately, can't remember where or even if so.

As to the heavy rain/seas at night example, sure, but then:

a. that extra member wasn't performing watch duties per se.
b. "standard" would not necessarily include such non-standard conditions as heavy rains/seas at night.

People, don't forget there's a commander aboard who makes those decisions. If he thinks another man is necessary then he simply orders it, no matter what the normal conditions are. That's what officers are for *g*

About stuff that's been written, I've also read about a case when they had one additional soldier on the bridge just to watch the sky while the others concentrated on the horizon.
But as I said, there are many possibilities and if the commander thinks it is necessary or gives him an advantage then he will simply do it. Not everything in the military is done as it is written somewhere or standard procedure.

=)

THE_MASK
10-10-06, 01:58 AM
Any chance of a NYGM 2.2 darker night sky?

LGN1
10-10-06, 06:26 AM
A darker night would be really great. I hope the NYGM team will make some statement about this.

Cheers, LGN1

kylania
10-10-06, 09:03 AM
Here's Brest at night in NYGM 2.2 in a storm. Dark enough? :)

http://www.kylania.com/sh3/wolves/patrol9/tn_BrestSubPensAhead.jpg

KeldorKatarn
10-10-06, 09:28 AM
The best night sky&water combination I've ever seen is definately the one found in this thread by Beery:

http://www.subsim.com/radioroom/showthread.php?t=83723

http://img.photobucket.com/albums/v207/Beery/Night2.jpg

http://img.photobucket.com/albums/v207/Beery/Harbour.jpg

John Pancoast
10-10-06, 12:54 PM
I seem to remember reading about the number four, but unfortunately, can't remember where or even if so.

As to the heavy rain/seas at night example, sure, but then:

a. that extra member wasn't performing watch duties per se.
b. "standard" would not necessarily include such non-standard conditions as heavy rains/seas at night.

People, don't forget there's a commander aboard who makes those decisions. If he thinks another man is necessary then he simply orders it, no matter what the normal conditions are. That's what officers are for *g*

About stuff that's been written, I've also read about a case when they had one additional soldier on the bridge just to watch the sky while the others concentrated on the horizon.
But as I said, there are many possibilities and if the commander thinks it is necessary or gives him an advantage then he will simply do it. Not everything in the military is done as it is written somewhere or standard procedure.

=)

Ah, at least that explains why the WO is so quick; I've given him an additional soldier to help :D

Now I can keep using him without feeling "guilty" :D

Schultzy
10-10-06, 05:56 PM
Noooo whatever you do NYGM team, please, for the love of god and all things sacred, do not, i repeat, do not mess with the night sky. I've only just started, thanks to your mod, being able to even see my watch crew, let alone enemy ships. Don't make it darker again! Please! hehe

If you have to, can you perhaps do a darker nights add in for those that want it, but please leave it as is atm for people like me. :D :D

gets up off his knees :)

Der Teddy Bar
10-10-06, 09:51 PM
Twinkle twinkle little start how I wonder how you are...

I am more than willing to look at an 'optional' install of a darker night sky for TW. You others do not panic, I said optional :rotfl:


The night time abilities of my crew really does annoy me, they are just unrealistically good. Problem is, as I see it, if you reduce the night time vision by changing the Visual range factor= to 0.5 (currently 1.4) to get a range somewhere in the vicinity 5000 metres (this is going off memory, may be more or less but it is idicative) then you also get the same for day time visual detection which is just as unrealistic in the reverse.

Some will say what about the Visual light factor= for night time but my initial testing showed it did not function.

value and range that crew detected ship at night.
Visual light factor=0.8 8700 <-- default value
Visual light factor=0.1 8700
Visual light factor=3.0 8700
Visual light factor=100 8400
Visual light factor=800 8400
Visual light factor=3000 8400

Steeltrap
10-10-06, 11:24 PM
Teddy, thanks for that - I've often wondered how my crew spotted a DD @ 13,000 at 2am!! Night and day visibility the same? That's plain idiotic!!!

Interstingly, in fog I saw a DD only @ 4,500. There was medium (I think) fog, but it DIDN'T seem to make my screen look significantly different. Is this a problem in my setup somewhere, or a common thing (i.e. I've noticed 'light' fog fairly often, but it doesn't seem any different on-screen....)?

As for the DD @ 4,500, I turned to put him at 210 degrees and headed away at 2/3 speed. Heavy seas and he didn't see me. That's an excellent result - would expect not to be found (until radar that is!).

Lastly, as for darkness level at night, I found it depended very much on my monitor. Originally couldn't see ANYTHING. Swapped monitors and now it's really a bit TOO light at night (but better than not even being able to see my watch crew from the bridge station!!). Still waiting on my Samsung 20.1", 1600 x 1280 res, 5ms - will see what that does.

Cheers

lumat83
10-11-06, 12:40 AM
I would like to resume the range detections. Can you help me to complete them ? :)

1/ Visual detections

- Day - clear : 16000 m
- Day - medium fog : 5000 m
- Day - Heavy fog : ?
And the night there are the same values ?

2/ Hydro detections

And with hydro ? What the range of detection ? Between 15000 and 20000m according to the date of the war ?

Der Teddy Bar
10-11-06, 04:06 AM
Steeltrap,
The sensors values for the AI are for the most part working.

Ego aside, NYGM have done a brilliant job of making the AI Visual work as it should for all weather conditions where sea state and night effects the AI.

For the U-boat AI the issue for me is to keep the day time range at around 15,000 metres in perfect weather. This represents detecting the ships smoke and/or masts over the horizon.

I can get the night time vision way down, but it always drags down the daytime vision.

For example if I change the Precise Range to 5000 (default 15,500) & leave the Maximum Range at 16,000 and use Visual light factor=0.99 then night = 9,500+ day = 12,500.

On top of this we need to consider the visual detection of aircraft. Currently a NYGM U-boat will detect a Hurricane fighter at around 12,000 metres on a perfect day. This is I feel about right.

If we say OK we can live with 12,500+ metres for ships then we probably will have the aircraft being detected back under 7000 metres....

Hopefully someone will attain realistic u-boat daytime ranges of around 15,000 metres and night time ranges of 5000+ metres.

Fender74
10-11-06, 04:06 AM
how could i get beery's water mod to work with nygm?
i tried it a few days ago but the water at night had funny colours on it.:hmm:

The Noob
10-11-06, 07:09 AM
One stupid question: Is NYGM including the Addtional Merchants mod? :hmm:

Der Teddy Bar
10-11-06, 01:42 PM
One stupid question: Is NYGM including the Addtional Merchants mod? :hmm:
They can be used but may have unusual sinking characteristics.

Laffertytig
10-24-06, 01:18 PM
couple of questions

are the the bug fixes that are available for the XXI boat in nygm?

on page 1 of this forum there is a large list of ships availabel for download. would it be a simple matter of downloadin and adding them to nygm or would it cause probs?

kylania
10-24-06, 01:36 PM
couple of questions

are the the bug fixes that are available for the XXI boat in nygm?

Unsure, I've never last that long, but the single mission I did in NYGM using an XXI did run into some problems with crew mangement after a while.

on page 1 of this forum there is a large list of ships availabel for download. would it be a simple matter of downloadin and adding them to nygm or would it cause probs?

Not exactly since the new NYGM 2.2 zones wouldn't be customized for those ships. You can of course use them, but be aware that some funky types of damage models might happen for you.

Der Teddy Bar
10-24-06, 04:29 PM
To add to kylania's reply. NYGM have ignored the XXI completely & since then we have canibalised it.

The decision to ignore the XXI was originally made when Observer was designing the NYGM Crew Management Mod. You may not be aware, but each compartment does not have its own crew value, rather a compartment has a number of men associated with it and it is the number of men that the fatigue values are associated with.

As you can imagine this leads to all sorts of overlapping where the one fatigue value had to be balanced out so as to be workable with the damage crew of one u-boat type, the engine room of another u-boat type and the stern torpedo room of yet another u-boat type. No need for a 4th u-boat type when it did not see combat.


The canabilism of the XXI was by use of the XXIPumps zone. This zone is the one we use to create the NYGM Anti Humming Bird Mod.

Originally when I wanted to stop the u-boat from hovering I though it would be simply a matter of adding an additional zone to the u-boat, make it have a value that made the u-boat sink. It kind of worked. What would happen is that the u-boat would sink while moving but not while stationary!

I gave up for a few weeks and then had an idea, what if the zones for the u-boat were hard coded and this is how we ended up using the XXIPumps zone with this mod.


The ships can be added with no problems. They will work and they will sink. However, the ships zones either type and/or location in conjunction with the zones.cfg sinking values may result in behaviour that does not gel. So for example they may either sink too easily or too hard.

Without 'rubbishing' anyones work. Ensure that the ship in question has no recent CTD history.

Stiebler
10-25-06, 03:25 AM
Laffertytig asked:
on page 1 of this forum there is a large list of ships availabel for download. would it be a simple matter of downloadin and adding them to nygm or would it cause probs?
Provided that you know how to install them, or the creators give instructions, then there will be no problem about adding these ships to NYGM. But will you ever see them?

New ships added to SH3 can be used either generically, when they substitute another generic ship of the same type, or they can be used as named ship 'classes'.

NYGM increasingly uses ships of fixed classes to achieve the proper balance of ship types. For example Anvart's lighted ships cannot be used generically, they have to be reserved for neutrals. NYGM's convoys are taken from the 'Improved Convoys' mod (I think by Jaeson Jones originally), which are all of fixed ship classes for historical accuracy. The Mediterranean convoys (by Charles901) also use historical types. So new merchant ships are only going to be seen as generic substitutes for a few wandering ships or some two-ship convoys.

To put it another way, new ships are never going to replace ships already in NYGM that are already of a named class.

This isn't so final as it sounds, as NYGM is always willing to consider for inclusion new ships. It's my job to fit them comfortably into the campaign files. However, as Teddy Baer has remarked in this thread, they will show unusual sinking behaviour by NYGM standards.

I personally am unenthusiastic about new ships. There is the practical problem, again mentioned by Teddy Baer above, that they may not have been tested to what we consider acceptable standards. But, just as serious to my mind, is the general uselessness of most of them. SH3 really doesn't need more capital ships (aircraft carriers, battleships, heavy cruisers). How often did a real U-boat encounter them? How often does the average SH3 player want to keep staring at them in harbour? What SH3 needs is more basic merchant ships, because this is what the player does see at sea all the time and it would add variety.

Sadly, there are very few modders making merchant ships. While I admire greatly the skills of those who make any new ship for SH3, it seems - again in my personal opinion only - that Sergbuto, Anvart and AG124 are the only people making useful new ships.

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

THE_MASK
10-25-06, 06:26 AM
BIE mod , the best thing to happen to SH3 since it came out . Cannot wait for more randomness in the future .:up:

Der Teddy Bar
10-25-06, 05:21 PM
BIE mod , the best thing to happen to SH3 since it came out . Cannot wait for more randomness in the future .:up:
Thanks. I am rather chuffed with the result myself.

ctown
10-25-06, 08:43 PM
. . .each compartment does not have its own crew value, rather a compartment has a number of men associated with it and it is the number of men that the fatigue values are associated with. Der Teddy Bar,
Could you please clarify this?
Thanks alot, and keep up the good work.

Der Teddy Bar
10-26-06, 06:22 AM
. . .each compartment does not have its own crew value, rather a compartment has a number of men associated with it and it is the number of men that the fatigue values are associated with. Der Teddy Bar,
Could you please clarify this?
Thanks alot, and keep up the good work.
The basic.cfg has the crew fatigue/recovery values under [COMPARTMENT]

NumberOfCrew1=6 means that this is for 6 men & NumberOfCrew2=9 is for 9 men.

So if a compartment has 6 men such as the Stern torpedo room VII & the Electric & Diesel Engines of the Type II then the values associated NumberOfCrew1=6 is applied to all of them.

I don't have the list handy, but this happens for a lot of compartments over the 4 u-boat types. It can be quite difficult trying to balance out the needs of one compartment against another compartment.

I hope this helps.

Enfilade
10-26-06, 06:58 AM
Teddy, quick question. Our WaW careers haven't reached the late-war era yet but I was wondering if Rubini's Harbor Traffic Mod Add-In that shipped with 2.2 includes the late-war Allied air raids on ports such as Brest - a feature that I found especially cool in Rubini's earlier work.... I tried a quick test out of Brest in May '44 but there were no air raids. Tks.

Stiebler
10-26-06, 07:08 AM
Sorry, but I removed the air-raids over ports from Rubini's HT add-on for NYGM, since they kept bringing the time compression down to one everytime you tried to leave harbour.

I didn't find this so cool.

Stiebler.

NYGM Tonnage War Mod - more than a mod; it's an experience! (http://www.wolvesatwar.org/nygm/)

Enfilade
10-26-06, 07:33 AM
No worries, I suspected that was the reason for their absence... they no doubt would get repetitive after a bit I suppose anyway.. :-?

Church SUBSIM
10-27-06, 03:49 PM
I have been away from SHIII for several months and have just recently started playing again. I downloaded the NYGM 2.2 mod (update actually) and must say, my god this is impressive. I tip my hat to the team and all the others that have continued modding. Fantastic work.

I noticed that the GW team has since updated their mod as well. I am sure it is equally is fantastic. Let me pay my compliments in advance of installing it ;)

Thanks community ... still the best one in gaming .... by miles and miles

Church

Der Teddy Bar
10-27-06, 05:41 PM
I have been away from SHIII for several months and have just recently started playing again. I downloaded the NYGM 2.2 mod (update actually) and must say, my god this is impressive. I tip my hat to the team and all the others that have continued modding. Fantastic work.

I noticed that the GW team has since updated their mod as well. I am sure it is equally is fantastic. Let me pay my compliments in advance of installing it ;)

Thanks community ... still the best one in gaming .... by miles and miles

Church
Thanks for the kind words. As they, "but wait, there's more..." to come!

tASE
10-28-06, 03:54 PM
Nice mob, love the GUI and all.

But is there a way to get the defaul icon for the sub when viewing the map at long range, so instead of a black point it's the default circle with the "trail" line ? Helps figure out the direction of the ship, ive gotten back the circle but not the line.

And when receiving a radio report of a convoy or task force, putting back the information that was displayed on the map instead of just the time of the sighting.

Oh and get the default lines for sonar contacts so instead of it being a long spread pointed line it's the good'ol hard line ?

Also whats up with the very low crew efficiency ? I have 4 Qualified Torpedomen and a Qualifed Officer Torpedoman in the torp room, and i don't even hit 25% efficiency, and there fully rested ! Samething goes for the sonar, engines and helmsmen.

But appart from that, im new to NYGM and i like it so far, started out a new carrer to get my tonnage right (had 280k sunk and showed 7k Carrer Tonnage)

P.S: Downloaded FUBARS U-Boat Skins for NYGM TW 2.2 and there are no Textures for a couple of U-Boats, whats up with that ?

Der Teddy Bar
10-28-06, 04:15 PM
tASE,
Welcome aboard.

The NYGM TW Mod is designed around involving the player more and removing the unrealistic real time/excess data. As such the requests that you have made will not be revised etc

The 'Efficiency' bar is the way it is as we used nvdrifter's ground breaking find, where the relationship between the crew's real value to the maximum efficiency value effects the repair rate, to create a NYGM friendly version of his extended repair rime mod.

Luckily the crews abilities are tied to other values other than the maximum and as such the amount of efficiency on the bar is not indicative of their true efficiency.

You need to be more specific regarding Fubar's skins.

Welcome aboard.

tASE
10-28-06, 04:37 PM
.Too bad, more time figuring it out myself, and the NA should know where the U-boat is heading imo, and also the information stated in the convoy/task force report message should be transcribed to the map, but thats just me.

Folders in 'FUBARS U-Boat Skins for NYGM TW 2.2' created 27/10/2006 6:36 PM
Of which not containing a 'Texture' folder:

FUBARS TYPE IIA for NYGM TW 2.2
FUBARS Type IID Camo for NYGM TW 2.2 (Only UFlak_High.tga)
FUBARS TYPE IID for NYGM TW 2.2
FUBARS Type IXB Plain for NYGM TW 2.2
FUBARS Type IXC Camo for NYGM TW 2.2
FUBARS Type IXC Plain for NYGM TW 2.2
FUBARS Type IXD2 Plain for NYGM TW 2.2 (Only UFlak_High.tga Typ 21_20mm_UFlak.tga mask_type9d.tga)
FUBARS Type VIIB Plain for NYGM TW 2.2 (Only mask_type7.tga NSS_Uboat7c_coning.tga UFlak_High.tga)
FUBARS Type VIIB Camo for NYGM TW 2.2 (Only mask_type7.tga NSS_Uboat7c_coning.tga UFlak_High.tga)

These folders do contain 'Objects' and 'Submarine' items, but, noticalbly for the 'Camo' skins, couldn't change anything to the actual look of the submarine.

Also regarding the effiency bar, i guess i should be ignoring it's lenght unless it's in the repair section right ?

EDIT: Also, i consider the sonar line being pure eye candy, but it can't be that hard to change myself, but still i don't think it has anything to do with realism.

Laffertytig
10-29-06, 05:47 PM
what range do the hydrophones have in nygm at present and is there a certain depth u must be under to use them?

Immacolata
10-29-06, 06:23 PM
Thanks for the kind words. As they, "but wait, there's more..." to come!

What, a set of steak knives if we download NOW!!! while operators are standing by? :rotfl:

Laffertytig
10-30-06, 12:13 PM
what file do i have to open to see what range i can hear ships on my hydophone and the ai can as well. i assume this has nothing to do with the Sh3.sdl file which had some setting like "destroyer.hyd max radius 1000" metres???

ive been on patrol now for 3 weeks game time and have yet to make a single contact. my routine is surface by day and between 20 60 metres by night with me checking the hydrophones every 4 hours. im gettin paranoid something aint working correctly

Laffertytig
10-31-06, 04:03 AM
well i just finished a 4 week patrol due to a never ending storm with no visual or audio contact. what range does the hydrophones have both for the human player and ai sonarman and how much is it reduced in bad weather?

on a seperate note when we delete the sub commander randomized 39-45 files does this mean we wont get all the possible sabotage and malfunctions?

Der Teddy Bar
10-31-06, 01:19 PM
what range do the hydrophones have in nygm at present and is there a certain depth u must be under to use them?
They are at the default values.

Der Teddy Bar
10-31-06, 01:35 PM
what file do i have to open to see what range i can hear ships on my hydophone and the ai can as well. i assume this has nothing to do with the Sh3.sdl file which had some setting like "destroyer.hyd max radius 1000" metres???

ive been on patrol now for 3 weeks game time and have yet to make a single contact. my routine is surface by day and between 20 60 metres by night with me checking the hydrophones every 4 hours. im gettin paranoid something aint working correctly
Sensors.dat/sim/zone

I have on occasion had patrols that were devoid of a lot of contacts. Others have been a series of sinking's.

Laffertytig
10-31-06, 05:08 PM
the bad weather couldnt have helped. sorry teddy but i cant find that file anywhere

Steeltrap
10-31-06, 06:17 PM
Laffertytig, stick with it. I've had similar experiences. Fact is the Atlantic is HUGE and you have a very small sensor range compared with it (I once saw a calculation of how many vessels could be in the Nth Atlantic at once with a search diameter of 20 miles and not one of them being able to see another - the number was in the thousands!!).

I think you might want to check out the weather mod thingy just posted, too, as I do find I get sick of sailing along in (or, more accurately, under) heavy winds, rain and fog for a week or more.

Cheers

Laffertytig
11-01-06, 05:34 AM
yeah point taken. u mean sh3 weather mod or something else? thats what i use at the moment

mainexpress
11-01-06, 11:39 PM
first off want to say that i love NYGM_2.2, very well done the realism is awesome!:up: ,im on first patrol new career in a type IXB,and i just docked at a u-tanker.then i was trying to learn how to use SH3patrol for the first time,i ALT-tabbed out of the game to use SH3patrol,clicked on my career and picked north atlantic tanker,then i wanted to enter my patrol grid in the box where it says ___ assuming thats what you do,because you dont want to leave the tanker with no patrol grid [null] and not collect the renown,i went with my original patrol grid BDU gave me when i left home port. but when i got back in the game it still read null,and not only that my conning tower on my u-boat was completely missing when i sailed away from the u-tanker,[the u-tanker stole my conning tower LOL] im wondering what is wrong here:hmm:. i tried reading the readme to SH3patrol but it still isnt clear to me.

Stiebler
11-02-06, 09:32 AM
@MainExpress:

Owing to the complexities of the SH3 code, SH3Patrol has to be used at a U-tanker in two separate steps.

1. After docking at the U-tanker, return to the SH3 main menu, press ALT-TAB, run SH3Patrol and select any ocean fuelling zone. This sets your release date from the tanker randomly between 1-5 days (usually 1-2 days). Setting the grid serves no purpose at the U-tanker, since it will be overwritten with 'NULL' as soon as you return to patrol (The purpose of allowing the grid to be set is so that you can use SH3Patrol at your home base to change the patrol area). Then return to SH3 and load the next patrol.

2. After you have departed from the U-tanker for at least 30 km (to be safe, use 100 km), with your patrol grid still NULL, save-and-exit. Return to the main SH3 menu screen, ALT-TAB again for SH3Patrol. Now you can set your patorl grid (or allow SH3Patrol to do it for you, based on date, your U-boat type, and your sea location). Return to SH3, reload the saved game (the patrol grid will still show NULL during loading). When the game restarts, check 'Orders'. You will now find your new patrol grid assigned.

SH3Patrol affects only two text files in your SH3 folder in MyDocuments. It cannot possibly affect your conning tower, there must another cause (Have you tried to reboot the computer and reload?).

But make sure that you have the latest version (1.5) of SH3Patrol, since it fixes a date error in earlier versions. We forgot to include 1.5 with NYGM2.2, you can get it from here:
http://files.filefront.com//;5547302;;/

Stiebler (programmer, SH3Patrol).

mainexpress
11-02-06, 03:06 PM
i tried starting my patrol at an earlier save point before i reached the u-tanker,to see if i could get my conning tower back,and it worked,my conning tower only dissapears after i dock at the u-tanker,now i have 2 seperate installs of SH3 1.Grey Wolves and 2. NYGM 2.2, and also running 2 SH3 Cmdr, one for each mod,last night messing around trying to fix this, i accidentally launched Grey Wolves Cmdr for my career but it only got as far as the main menu of Grey Wolves then i quickly exited out of the game,not being sure if i rolled back the files in Cmdr,so im thinking theres a posibility i cross polinated the files,sheesh i hope not:damn: but like i said when i choose an earlier save point in my patrol before reaching the tanker my conning tower is intact.

THE_MASK
11-04-06, 05:46 AM
NYGM 2.2, 100%
This has to be the convoy of the war . Liner plus multiple large transports ,troop transports,large cargos,large tankers plus assorted others . When i sighted them i discovered that a lot were already damaged . WOOHOO.:rock:
Just part of the convoy.
http://img138.imageshack.us/img138/7827/convoyko1.jpg (http://imageshack.us)

dize
11-04-06, 07:29 AM
yo!

i installed sh3 again last week, after an absence or several month. i got bored by some of the key game things, like the dd vs uboat encounters. we all know the story...
after seing nygm2.2 feature list, i decided to reinstall and give it a go again.

tbh, im very pleased on how nygm has improved the game in many regards, especialy the dd vs uboat encounters. with the old stock/old gw sensors and dd behaviour, sh3 was realy a downer for me in the end, since i never thought that dd's where that incompetent in hunting a uboat.
the latest nygm has realy improved the game, and brought it to a much more enjoyable level. respect.
i started out in early 41, and prgressed with careers along the timeline. im now at my 6th career in jan 45. the first 2 got benched, by sh3 commander, while the latter 3 ended in a more or less tragic way. im trying to get the 6th one all the way to the end. fingers crossed, argentina here we come. buenos dias muchachos.
here are a few points tho id like to make tho...

airpower. from early 43 to 44, i got through completely unmolested. i had like 6 biscaya crossings, and i wasnt even attacked once by an aircraft. in late 44, i can surface and cruise around in the north sea, when the wave height is bothering me at snorkeling, again rather untouched.

carriers. has any1 ever been attacked by a naval aircraft? i had an ancounter in late 43, with a hunter killer group. perfect immersion, i got lucky with my aproach, calm sea, dawn, and the dd's had a bad setup. three torpedos fired, and two hits. scratch one bouge class flattop!
the following counterattck, resulted in a 5 hour gametime depthcharge hunt, from 3 dd's. this was realy realy, how i imagined sh3 should be in a setup like this. the dd's didnt gave up on me, and after a nervewrecking, endless series of dcharge attacks, i got sunk. awww. i never felt chanceless tho, since i managed to get away several times, and only at the last moment, one of em cought up again.
i do think that the dc radius should be bigger tho, giving me more slight damages, which should accumulate over time.
i had three further encounters with convoys, who had a carrier included, and i was able to shadow the convoy for several hours, at good weather. no avanger sighted yet. historicly, at good weather, the hunter killer/convoy escort airgroup should reach out, search and locate me in advance, before i can just cruise in for the kill at their beloved carrier.

radar waring. it is way too effective imho. i can even use it to locate and track allied formations precisely.

Safe-Keeper
11-04-06, 12:55 PM
airpower. from early 43 to 44, i got through completely unmolested. i had like 6 biscaya crossings, and i wasnt even attacked once by an aircraft. in late 44, i can surface and cruise around in the north sea, when the wave height is bothering me at snorkeling, again rather untouched. With all due respect, have you set your time compression to less than 1024? Otherwise the game won't throw aircraft at you. It's a stock game bug.

mainexpress
11-07-06, 02:50 AM
i tried docking at another u-tanker and i still have a missing conning tower,and have the latest SH3patrol installed 1.5.0.0:damn:

Bill Seiko
01-07-07, 06:29 PM
Been trying to get Career mode going and would like to know if this mod puts me in at a difficult level or do I have a choice.
So far I have never played career and would like to start in 1939.

Thanks in anticipation.

Bill Seiko

Corsair
01-08-07, 07:48 AM
Although this mod is imho best played at high realism settings, you have basically the same settings possibilities as stock game.
When you leave "No maps updates" unchecked, the stock mode of showing everything is gone. It is replaced by an "assisted plotting" mode? There will be hydrophone lines drawn but they won't tell you how far the ship is. When you have a visual contact, there is a "mouse rollover" that shows you where the sighted target is.
Plse also be aware that even at low realism settings, the allied warships are no sitting ducks anymore, so you will have to seriously rethink your approach tactics. The "invisible sound cone" where you could escape submerged simply by going silent running is not there anymore. There are also a lot of DD patrol groups around the UK.
You can also forget going through the english channel (mines, DDs, patrol boats, planes, you name it, and no depth to escape.
In a word : have a good read of the well done manual...

Werewolf
01-08-07, 01:57 PM
I've seen someone writing about NYGM 2.3, is there a 2.3 version out there some where?

codmander
01-08-07, 05:32 PM
2.3 is out has been for sometime just some basic tweeks n fixs


whats even better is nygm 2.3 with gwx sounds i fricken love my sh3 right now

Werewolf
01-08-07, 06:33 PM
@Codmander:

Where can I get it?

Corsair
01-08-07, 06:55 PM
Search the forum, there was a thread from Stiebler.

Hartmann
01-08-07, 10:14 PM
I remember with Rub and HT that i can dock in the tanker or some spanish ports and then return to patrol with null grid withouth ALT+tab and any external program.

Time in port was reduced to 1 day and emblem change to 15 days, so , when you return to base you can choose stay only one day at port, or change emblem two times and stay 30 days..:roll:

could be possible use the same system in NYGM ??

Werewolf
01-09-07, 11:38 AM
@Hartmann:

Sure....if you use SH3 Cmdr. then set the days spent in port to 1, start up the game once in order to make SH3 Cmdr. alter the files. Then go to the Basic cfg. and find your emblem, last block at the bottom, and then change the daysspent= to 15, this is how I would do it :)

Capa
11-05-07, 11:46 AM
I was wondering what's the advised way to install the latest NYGM from the ground up? With all the different versions and file sizes it's a bit confusing. It looks like I'm a TW player since it's lighter on my borderline system than GWX and it looks good from what I've played but my version hasn't been stably installed at all yet. It's 2.5 stand alone, so by the name I assumed it was a cumulative install. I can play some of the WaW missions, but most of the others and career either freeze while loading or CTD while loading. It's probably all the permanent sound and graphics mods though, I'm reinstalling fresh now.