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Der Teddy Bar
09-25-06, 03:27 PM
Guys,
The NYGM TW 2.2 now available http://wolvesatwar.org/forums/images/smiles/PDT_alc.gif

I would like to offer my heartfelt thanks to the WaW beta testers who gave up their valuable time to assist in making the TW 2.2 what it is.

In alphabetical order the WaW beta testers...
BDU
Claus Korth
Heinz Fischer
Jens-Dieter Heldt
Reinhart Hayden
Trudi Hartmann
Von
Werner Hartmann

While it cannot be denied that I am the best looking of the NYGM Team, there are two very important members who have been there since the beginning and without them the NYGM TW would not have been possible.

The not as good looking NYGM Team Members are...
Observer
Stiebler

No I cannot include pictures of them as children might get scared http://wolvesatwar.org/forums/images/smiles/icon_lol.gif

I would also like to make a special mention about caspofungin & Charlie901 who through real life are currently not active NYGM Team members. Their contributions to the Sonar & Med campaign will not be soon forgotten.

================================================== =======
================================================== =======

NYGM Tonnage War V2.2 – Upgrade Version- This version is an UPGRADE and requires that the NYGM TW 2.0 or 2.1 to be installed prior to this file being installed. Failure to do so will cause a corrupt SHIII install.

DOWNLOAD LINKS:
File Factory: Currently down for reloading due to type error in menu txt and user manual
Rapid Share: http://rapidshare.de/files/34461301/NYGM_Tonnage_War_V2.2___Upgrade_Version.7z.html
File Front: http://hosted.filefront.com/TeddyBar/
U-boat RealSimulation: http://mpgweb.de/downloads/index.php?act=view&id=917 <-- thanks to the generosity of terrapin

================================================== =======

NYGM Tonnage War V2.2 – Full Version - This version has all files from the NYGM TW 2.0/2.1 as well as the NYGM TW 2.2 and does not require the previous versions to be installed.

DOWNLOAD LINKS:
File Front: http://hosted.filefront.com/TeddyBar/
Bittorrent: http://home.arcor.de/gizzmoe/files/NYGM_TW_2.2_Full_Version.torrent <-- thanks to the generosity of Gizzmoe
Rapid Share: http://rapidshare.de/files/34488961/NYGM_Tonnage_War_V2.2___Full_Version.7z.html
U-boat RealSimulation: http://mpgweb.de/downloads/index.php?act=view&id=918 <-- thanks to the generosity of terrapin

================================================== =======
================================================== =======


Forum links to new NYGM feature threads
TW 2.2 British Isles Escorts Mod (http://www.subsim.com/radioroom/showthread.php?t=98520)
TW 2.2 NYGM Torpedo Depth Error Mod... who's game? (http://www.subsim.com/radioroom/showthread.php?t=98474)
TW 2.2 New Depth Charges & Racks (http://www.subsim.com/radioroom/showthread.php?t=98528)
TW 2.2 Torpedo Realism v1 Mod (http://www.subsim.com/radioroom/showthread.php?t=98510)
TW 2.2 NYGM's Elco with Depth Charges!! (http://www.subsim.com/radioroom/showthread.php?t=98473)
Revision of NYGM Ship Damage Mod on the way (http://www.subsim.com/radioroom/showthread.php?t=98021)
TW 2.2 - Detection for aircraft has been increased by a massive 40% (http://www.subsim.com/radioroom/showthread.php?t=98687)
TW 2.2 & getting the most out of your u-boat (http://www.subsim.com/radioroom/showthread.php?t=98952)



Forum links to previous NYGM feature threads
NYGM Feature revisited #1 - Random variable speed for all ships and convoys. (http://www.subsim.com/radioroom/showthread.php?t=97634)
NYGM Feature revisited #2 - Removal of the u-boats Laser Guided AA guns (http://www.subsim.com/radioroom/showthread.php?t=97648)
NYGM Feature revisited #3 - NYGM U-Tankers (http://www.subsim.com/radioroom/showthread.php?t=97663)
NYGM Feature revisited #4 - NYGM Crew Management Mod (http://www.subsim.com/radioroom/showthread.php?t=97721)
NYGM Feature revisited #5 - NYGM Ship Damage Mod (http://www.subsim.com/radioroom/showthread.php?t=97860)
NYGM Feature revisited #6a - NYGM AI Visual Sensor Mod (http://www.subsim.com/radioroom/showthread.php?t=98060)
NYGM Feature revisited #6b - NYGM AI Hydrophone & Sonar Sensor Mod (http://www.subsim.com/radioroom/showthread.php?t=98142)
NYGM Feature revisited #7 - NYGM Mediterranean Campaign (http://www.subsim.com/radioroom/showthread.php?t=98173)
NYGM Feature revisited #8 - NYGM Periscope Mod (http://www.subsim.com/radioroom/showthread.php?t=98220)
NYGM U-Boat Mod & No Damage Control Mod for NYGM TW 2.0 (http://www.subsim.com/radioroom/showthread.php?t=93844)
In the immortal words of Ali G ‘Respect’, a new way of playing… (http://www.subsim.com/radioroom/showthread.php?t=93981)


Forum link to SHIII Bug known as the "Crash Dive Blues! (http://www.subsim.com/radioroom/showthread.php?t=92883)" <== Important Read!!


SH3Patrol version 1.5 now available LINK: http://files.filefront.com//;5547302;;/ (http://www.subsim.com/radioroom/showthread.php?t=98659)
Unfortunately this latest version was accidently omitted from the new NYGM_TW_2.2 release. Users should download the new version which fixes a couple of minor issues raised by users of the earliest version.

Briefly, the purpose of SH3Patrol is to improve the use of U-tankers (milkcows) by allocating randomly a time of 1-5 days for docking, and subsequently providing a grid patrol area instead of 'NULL'. It will also supply grid patrol areas when proceeding from German ports that are not the U-boat's base, and will allow you to change your patrol grid while actually at your U-boat base.

Full instructions are included in the zip file.

I've tested the strange-looking download link, and it works.


Fubar's excellent U-boat skins are now available for NYGM TW 2.2!! (http://hosted.filefront.com/TeddyBar/)
Fubar's incredible u-boat skins add more than just high quality textures, they add atmosphere that allows for even greater player immersion.

Even if you do not use the external view the improvement from the conning tower etc is just incredible.

There is some cross over with various DAT & TGA files. So it is recommended that you only use one DAT/TGA set at a time. I would also recommend that best practice would be to install only when in base.

I wish to extend my heart felt thanks to Fubar for allowing the use of his great work in the NYGM TW Mod.

Side Note: I adding Fubar's skins to the NYGM TW DAT files with TimeTraveller's SH3 Unpacker. Another great tool from the guy who's tools opened up SHIII for all moders.

These files are intended to be used only with the NYGM TW 2.2 Mod and their use with other versions of TW or other mods could result in unexpected behaviour/issues.



FLB sale U-999's 6 Dials- Simfeeling Mod for use with NYGM TW 2.2 (http://hosted.filefront.com/TeddyBar/)
A very big thanks to neo from the NYGM Team for importing and then making FLB sale U-999's 6 Dials- Simfeeling Mod for the TW 2.2 users.

Great work and as a result we will be including 6 dials simfeeling mod & the Transparent torpedo reloading screen as part of the next TW release.

Well done mate :up:

I wish to extend my heart felt thanks to FLB sale U-999 for allowing the use of his great work in the NYGM TW Mod.

These files are intended to be used only with the NYGM TW 2.2 Mod and their use with other versions of TW or other mods could result in unexpected behaviour/issues.


Traduction Française pour NYGM 2.2 (http://hosted.filefront.com/TeddyBar/)

A installer apres le patch Tripartite.
J'ai fait certain choix personnel différent de la Tripartite originale en changeant un certain nombre de termes qui me paraissent mieux adaptés au jeu.
Le fichier d’aide est également modifié en fonction de NYGM.
J’ai corrigé aussi un bug de Silent Hunter III avec un Fix pour avoir les indications en français dans le bloc-notes.
Pour les Officiers, je suis revenu à la dénomination Anglaise plus standard.

Installe avec Jsgme.

Pour avoir l'intégralité du mods en Français, il faut installer ensuite le Fix dans MODS avec Jsgme une fois le patch Fr installé.

Amusez-vous bien avec NYGM 2.2 !

U768 Buttjer

Alta Vista translation ... Ces dossiers sont prévus pour être employés seulement avec le mod de NYGM TW 2.2 et leur utilisation avec d'autres versions de TW ou d'autres mods pourrait avoir comme conséquence behaviour/issues inattendu... Alta Vista translation

gatordad
09-25-06, 03:56 PM
Thank you very much for this much anticipated update! :up:

pokara
09-25-06, 04:16 PM
Thanks a lot.. :up:
But Im trying to download but its fu_k__n slowly.. :down:

Any posibility for mirror, like filefront or similar??? :yep: ??

perdu
09-25-06, 06:00 PM
good work...:rock: :rock: :rock:
but very bad timming ... releasing just before i have to go to sleep ... why are you so cruel :damn: :damn: :damn: :damn: :damn: :damn: :damn:


:)

baxter
09-25-06, 06:05 PM
Thanks, Teddy and all the other contributers!

lurker_hlb3
09-25-06, 06:56 PM
I see that you have changed the AI_sensor.dat format again. Do you have a new Ai_sensors_dat.txt file for TT Mini-tweaker ?? If yes will you please post.

Sailor Steve
09-25-06, 06:59 PM
good work...but very bad timming ... releasing just before i have to go to sleep ... why are you so cruel
Poor you...I can't even play these days, and may not for several weeks to come.:rotfl:

Looks good, NYGM crew.:sunny:

Hartmann
09-25-06, 07:14 PM
Thanks !

very useful the upgrade version , good for dail-up users :lol:

is included the new damage model ??

poor sailor
09-25-06, 07:24 PM
I've just downloaded NYGM v.2.2, many thanks to NYGM team! I can't play SH3 without NYGM mod!!!:up: :up: :up:

Der Teddy Bar
09-25-06, 07:34 PM
I see that you have changed the AI_sensor.dat format again. Do you have a new Ai_sensors_dat.txt file for TT Mini-tweaker ?? If yes will you please post.
I do not use the TT's Mini Tweaker, incredible program!

If you have any issues creating one let me know and I will be happy to assist.

Der Teddy Bar
09-25-06, 07:37 PM
Rather than replying to each individual post I will post a collective thanks for your supportive words.

Be rest assured that we have more goodies to come and they will be discussed further on, for now, enjoy!

Mast
09-25-06, 07:39 PM
Thanks Der Teddy Bar!:rock:

Mast

El-Fish
09-25-06, 09:55 PM
NYGM TW v.2.2 it out!!??

Time to reinstall SHIII :up:

Onkel Neal
09-25-06, 10:23 PM
Good work, Teddy! Added to Subsim News.

Tuddley3
09-25-06, 10:25 PM
Thanks a lot.. :up:
But Im trying to download but its fu_k__n slowly.. :down:

Any posibility for mirror, like filefront or similar??? :yep: ??

Try the Filefront link he posted;)

Fangschuss
09-25-06, 11:14 PM
Thx to the NYGM TW Dev´s

Downloading now :sunny:

Keep up the great work :up:

Gizzmoe
09-26-06, 12:43 AM
Full version also available via Bittorrent:
http://home.arcor.de/gizzmoe/files/NYGM_TW_2.2_Full_Version.torrent

Der Teddy Bar
09-26-06, 01:51 AM
Full version also available via Bittorrent:
http://home.arcor.de/gizzmoe/files/NYGM_TW_2.2_Full_Version.torrent

Thankyou I am most grateful :up:

Gizzmoe
09-26-06, 01:55 AM
You´re welcome! :up: Don´t forget to add the link to the Download links... :)

bruschi sauro
09-26-06, 02:02 AM
well done.....:rock:

Myxale
09-26-06, 03:31 AM
Yay!:rock:

Kudos to you mates!


Lemme do the drunken Kaleun Dance!:arrgh!:

The Noob
09-26-06, 04:00 AM
Looks....*meep*ing....good. :o

W...T...H?!

*Downloads*

For now, this has some advantage above GW1.1a. So, till GWX comes out, i will sure play this!

Thank you Teddy Bar! :up:

I always thought this would be stupid, but i really consider 2 installs now...:hmm:

Time to get used to MultiSH3. :lol:

terrapin
09-26-06, 04:14 AM
UBRS Mirrors should be up soon

Der Teddy Bar
09-26-06, 04:50 AM
UBRS Mirrors should be up soon
Cheers mate :up:

Stiebler
09-26-06, 08:57 AM
We inadvertantly left out the revised version of SH3Patrol (NYGM TW 2.2 contains an earlier version).

You can download the latest version (file SH3Patrol1_5.zip) from here:
http://files.filefront.com//;5547302;;/

It should replace the version supplied as an extra under 'documentation'.

Stiebler.

The Noob
09-26-06, 10:08 AM
Does NYGM 2.2 TW include new U-Boat skins? :hmm:

jaxa
09-26-06, 10:10 AM
It's time to check it. Good work guys!
One question - why NYGM 2.2 (stand alone) is smaller file than NYGM 2.0?

longdog499
09-26-06, 11:54 AM
Been waiting weeks for this.Great mod.Thanks:up:

The Noob
09-26-06, 01:10 PM
Do the ".dat" files in the submarine folder do something important or can they be overwritten? :hmm:

Cause of sub skins wich modify the "U-Boat.dat" files.

kylania
09-26-06, 01:39 PM
Do the ".dat" files in the submarine folder do something important or can they be overwritten? :hmm:

Cause of sub skins wich modify the "U-Boat.dat" files.

They are important. Teddy will be looking at Fubar's Skin Mod's effects on the DAT files tonite hopefully. Till than, they'll work, but might break some of NYGMs features.

The Noob
09-26-06, 01:56 PM
Do the ".dat" files in the submarine folder do something important or can they be overwritten? :hmm:

Cause of sub skins wich modify the "U-Boat.dat" files.
They are important. Teddy will be looking at Fubar's Skin Mod's effects on the DAT files tonite hopefully. Till than, they'll work, but might break some of NYGMs features.

Hmmm. Okay, but if i extract the .tga's from the dat's and manually add them to the NYGM .dat's, this should work...i think. :hmm:

WilhelmSchulz.
09-26-06, 02:31 PM
DAMMM! You beat GWX TeddyBar! Anyhow its nice to see your still at work!:up:

kylania
09-26-06, 02:40 PM
One question - why NYGM 2.2 (stand alone) is smaller file than NYGM 2.0?

It's just packed better for download. 2.2 is actually larger!

NYGM Tonnage War v2.0
916 MB (961,086,938 bytes)
2265 files, 455 folders

NYGM Tonnage War V2.2 – Stand Alone Version
1.04 GB (1,122,241,626 bytes)
2557 files, 479 folders

Deimos01
09-26-06, 02:49 PM
Downloaded and started my first ever NYGM patrol last night. Gonna take some getting used to with the higher realism and all. Should be a fun challenge. Managed to sink a small merchie so far.:oops: One nice little tidbit I noticed was the delay in the torpedo hitting the ship and hearing the sound. Nice touch:up:

Cant wait to play it some more and hopefully find me a nice juicy convoy. :arrgh!:

KeldorKatarn
09-26-06, 02:51 PM
Any reason why some ships exist twice? To give have different BRT values for one ship maybe?

kylania
09-26-06, 03:07 PM
Any reason why some ships exist twice? To give have different BRT values for one ship maybe?

Some of those "dupe" ships are a lighted and non lighted versions of them. Medium Cargo are my favorites. Their spot lights are shining up on the flag. It's neat.

Saw a lighted hostipal ship the other night as well.

Hartmann
09-26-06, 03:32 PM
i was donloading the filefront upgrade version and i found another version that say this

This version has a typo error
NYGM_Tonnage_War_V2.2__Upon.7z

it means that is corrupted or has errors ? :roll:

kylania
09-26-06, 03:41 PM
i was donloading the filefront upgrade version and i found another version that say this

This version has a typo error
NYGM_Tonnage_War_V2.2__Upon.7z

it means that is corrupted or has errors ? :roll:

I believe that version had a type in en_menu.txt with the 3rd Flotilla mod loaded which referred to the install as a beta and would show up as such when loaded with SH3 Commander. It's been fixed in the other downloads I believe. (Verified as fixed in the full version, only one I've got at work!)

Der Teddy Bar
09-26-06, 04:12 PM
All right, everyone having fun? :rotfl:

kylania has done an excellent job answering your questions correctly, thanks mate! :up:

There was a 2nd Typo in the manual that contradicted the advice where I had left out the "not" when we said "If the files “Randomised events_1939.cfg” through to Randomised events_1945.cfg are not deleted there may be possible game play issues." :damn:

The Noob
09-26-06, 04:29 PM
All right, everyone having fun? :rotfl:
I can't speak for all the others, but i have! :up: :yep: :lol::rotfl:

lafeeverted
09-26-06, 05:10 PM
Noticed that I am no longer getting distances to targets reported by the watch officer. Is that a change made in 2.0/2.2 ? I don't think my realism settgns(100%) have changed.

Deimos01
09-26-06, 05:18 PM
1st question. Was the default crash dive depth reset? I tried a crash dive and my boat went to 19m and stayed there. Or could this maby be one of those random malfunctions from SH3commander? Didnt have time to do a repeat test last night.

If it was reset how do I set it again? Im aware of the crash dive blues problem and thought maybe this was a work around for it?

kylania
09-26-06, 06:20 PM
Yes, in NYGM 2.2 the default Crash Dive setting is 20m. You can change it as shown below:

Default Crash Dive depth is found in:

data\submarine\<subtype>\<subtype>.cfg under [Properties].

For example in NYGM 2.2 the VIIC's crash depth is 20m as seen in:

data\submarine\NSS_Uboat7c\NSS_Uboat7c.cfg

[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]

baxter
09-26-06, 07:12 PM
Teddy, thanks for clarifying the typo regarding SH3 Commander...that had me seriously confused.

Der Teddy Bar
09-26-06, 07:12 PM
Noticed that I am no longer getting distances to targets reported by the watch officer. Is that a change made in 2.0/2.2 ? I don't think my realism settings (100%) have changed. Yes it was change that we brought in in TW 2.0.

The idea behind the change extending the game play and to have you, the player, more involved in the experience as a Captain and at the same time heighten the tension felt.

As a result of removing the distance you will now have to look at the escort and gauge how far way he is and his base course. Then plot your escape or if trying to attack either the escort or the convoy or the port, your way past the escort. Having to now rely upon your own visual input we now have to pay close attention to the escort and treat them with respect.

You will never know 'precisely' how far the escort is away or how far he has come towards you and at what speed and as a result you will now experience a more tense battle of cat and mouse that will test your resolve and nerves as you play a game of bluff with the escort.


I hope this will assist you to enjoy what I consider a great enhancement to the game from such a small change.

Deimos01
09-26-06, 08:21 PM
Yes, in NYGM 2.2 the default Crash Dive setting is 20m. You can change it as shown below:

Default Crash Dive depth is found in:

data\submarine\<subtype>\<subtype>.cfg under [Properties].

For example in NYGM 2.2 the VIIC's crash depth is 20m as seen in:

data\submarine\NSS_Uboat7c\NSS_Uboat7c.cfg

[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]

Ahh, Thx fer the quick answer. :up:

kylania
09-26-06, 08:43 PM
Ahh, Thx fer the quick answer. :up:

No problem! I usually just stick with 20m and let unrecoverable damage take the rest of the way!! ;)

Cap_Observatore
09-26-06, 09:47 PM
:cool: :cool: At least, Thxs a lot :rock: :rock: :rock: :lol:

KeldorKatarn
09-27-06, 12:23 AM
Hmm. after my first patrol I stayed only 1 day in base although I see the 31 days are set in the basic.cfg...

anyone else noticed that or is my SH going crazy again?

kylania
09-27-06, 01:30 AM
Hmm. after my first patrol I stayed only 1 day in base although I see the 31 days are set in the basic.cfg...

anyone else noticed that or is my SH going crazy again?

Which base did you dock at? Your home base or one of the other blue dots on the map?

Also, did you start with SH3 Commander? You can adjust that time from that program.

KeldorKatarn
09-27-06, 02:28 AM
Kiel, same base I started, as usual. And no, I don't use SH3 Cmdr. That's what's confusing me. I'll report back if I get this after my next patrol too. Maybe it was a one time glitch.

terrapin
09-27-06, 04:43 AM
Finally...

Update Version (http://mpgweb.de/downloads/index.php?act=view&id=917) + Full Version (http://mpgweb.de/downloads/index.php?act=view&id=918) from UBRS

Der Teddy Bar
09-27-06, 05:29 AM
Finally...

Update Version (http://mpgweb.de/downloads/index.php?act=view&id=917) + Full Version (http://mpgweb.de/downloads/index.php?act=view&id=918) from UBRS
Thankyou.

Immacolata
09-27-06, 05:52 AM
Is there a accumulated readme somewhere or a whatsnew for 2.2?

Deimos01
09-27-06, 07:08 AM
Ya, check the documentation folder that came with the download.

terrapin
09-27-06, 07:49 AM
Finally...

Update Version (http://mpgweb.de/downloads/index.php?act=view&id=917) + Full Version (http://mpgweb.de/downloads/index.php?act=view&id=918) from UBRS
Thankyou.

np...:D

terrapin
09-27-06, 07:51 AM
Is there a accumulated readme somewhere or a whatsnew for 2.2?

sure - check this UBRS download (http://mpgweb.de/downloads/index.php?act=view&id=916)

Immacolata
09-27-06, 12:03 PM
Ya, check the documentation folder that came with the download.

I was thinking one that was OUTSIDE the main file so that you could read about it while you waited for the download to trickle in :rotfl:

Frenssen
09-27-06, 01:09 PM
The first thing I did when I came home from work today
was installing the mod and starting a Med 1943 campaign:D
My first impression is that I really like the new engine speed settings and the 20m crash dive. makes it easier to get to periscope depth. Haven`t been in combat yet so we`ll see then.

kylania
09-27-06, 01:24 PM
I tried a Med patrol last nite too. Sunk two merchants a trawler and a destroyer. They were all friendlies though. :) Then I went after a hospital ship but it despawned before I got to it.

It was about than that my crew finally mutined and threw me overboard for killing every ship that was in the starter harbor with me. :)

Kruger
09-27-06, 01:44 PM
I have just installed it...looks great. Tell me...do I just get the feeling, or the harbours are alittle bit empty ? This reminds me of the vanilla flavour. Also, is NYGM compatible with transparent dials officer and Fubar's skins ?

I;m sorry...I don;t want to offend anybody, but I've allways been a GW player, and it;s the first time I use NYGM.

Great work NYGM team...thank you a lot for all you;ve done.



LE: Guess not....I had to reset my PC 3 times. The game freezes if I try to enable either Transparent Dials, or any boat skin :(. It's a fresh sh3 install.

KeldorKatarn
09-27-06, 02:36 PM
I've just been sunk for the first time in like 40 patrols or so.
Was ordered by a radio message (integrated several radio messages from GW) to grid AN 79. First I managed to evade 2 destroyers in the dark, in the morning I was attacked by an Elco, and stupid me I sunk it with the cannon. Next think I know his friends are paying me a visit. Two additional Elcos. First I saw only one and let the artillery shoot at it again. Then I suddenly noticed the second one, who sneaked in from behind me. I was already thinking about diving away when suddenly shells hit the water next to me. I turned around and those two destroyers were coming my way :huh: .
Crash diving to 25 meters, then a horrible 1 hour of depth charge pursuit (played in real time) I made one evasive action after another. But they took turns pinging me and then attacking. While one was starting his run, the other one was pinging me again and so on. With only 30+ meters of water to work with I didn't stand a chance.
In the end I wanted to evade to starboard at one point and turned right into a salvo. One charge was a direct hit on my cunning tower. All hands lost...

So much about those new random enemy patrols near the British coast...

Those destroyers sure got my respect. And I know for the future now that remaining unseen on the surface is more important than ever in SH3 with NYGM TW2.2...

Stiebler
09-27-06, 02:45 PM
Kruger said:
I have just installed it...looks great. Tell me...do I just get the feeling, or the harbours are alittle bit empty ? You can find Rubini's Harbour Traffic file included with "documentation". The file is campaign_SCR.mis, and it replaces the existing campaign_SCR.mis file in folder data\campaigns\campaign\.

The easiest way to install it is with J Scones' JSGME mod-installation program.

Stiebler.

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

Der Teddy Bar
09-27-06, 02:53 PM
I have just installed it...looks great. Tell me...do I just get the feeling, or the harbours are alittle bit empty ? This reminds me of the vanilla flavour. Also, is NYGM compatible with transparent dials officer and Fubar's skins ?

I;m sorry...I don;t want to offend anybody, but I've allways been a GW player, and it;s the first time I use NYGM.

Great work NYGM team...thank you a lot for all you;ve done.



LE: Guess not....I had to reset my PC 3 times. The game freezes if I try to enable either Transparent Dials, or any boat skin :(. It's a fresh sh3 install.
In the documents folder you will find Rubini's Harbor Traffic Add-In!

I am slowly catching up on everything such as PM's, e-mails and the likes, and will hopefully have a the Fubar skins and the dials looked at in the coming days.

Der Teddy Bar
09-27-06, 03:02 PM
I've just been sunk for the first time in like 40 patrols or so.
Was ordered by a radio message (integrated several radio messages from GW) to grid AN 79. First I managed to evade 2 destroyers in the dark, in the morning I was attacked by an Elco, and stupid me I sunk it with the cannon. Next think I know his friends are paying me a visit. Two additional Elcos. First I saw only one and let the artillery shoot at it again. Then I suddenly noticed the second one, who sneaked in from behind me. I was already thinking about diving away when suddenly shells hit the water next to me. I turned around and those two destroyers were coming my way :huh: .
Crash diving to 25 meters, then a horrible 1 hour of depth charge pursuit (played in real time) I made one evasive action after another. But they took turns pinging me and then attacking. While one was starting his run, the other one was pinging me again and so on. With only 30+ meters of water to work with I didn't stand a chance.
In the end I wanted to evade to starboard at one point and turned right into a salvo. One charge was a direct hit on my cunning tower. All hands lost...

So much about those new random enemy patrols near the British coast... Sad to hear about your fate but that is a cool story.

Those destroyers sure got my respect. And I know for the future now that remaining unseen on the surface is more important than ever in SH3 with NYGM TW2.2... Said like a real u-boat/submarine Captain!

John Pancoast
09-27-06, 03:05 PM
http://i14.photobucket.com/albums/a317/JPancoast/oops.jpg

Noticed this just via doing a 360 with my mouse in the control room. It's the shoulder of the Metallic Circular Controls Flow Adjustment Technician.......otherwise known as "the guy standing by the guages" :)

Anyway, not a problem really, just a fwiw.

Immacolata
09-27-06, 04:27 PM
I have a similiar tale of woe. 1942 june and in a VIIC. Radio intercept. I get near the convoy around noon but Im red even before I can spot their smoke columns. Within the hour I am hounded by a corvette and a destroyer and I had to give up. Shocking :D

Any tips for how to better stalk a convoy when you are spotted like a sun at maximum range? I can get closer at dark, sure, but how do I keep the convoy tagged untill then?

kylania
09-27-06, 04:35 PM
Any tips for how to better stalk a convoy when you are spotted like a sun at maximum range? I can get closer at dark, sure, but how do I keep the convoy tagged untill then?
This has to do with the new NYGM AI Sensor Mod. You can read more about it in the NYGM Feature revisited #6a (http://www.subsim.com/radioroom/showthread.php?t=98060)post. For daylight attacks the relevant part is this:


The bow on/off examples are not to be taken as written in stone, there are many circumstances such as time of day, your speed, the AI’s ability that will make the figures at times smaller or larger.

For BOW ON and clear day with:
0 mps a ESCORT might detect you at around 4500
10 mps a ESCORT might detect you at around 3300

For BOW OFF (i.e. Side On) and clear day with:
0 mps a ESCORT might detect you at around 7400
10 mps a ESCORT might detect you at around 6000


Personally I try to either plot my initial intercept to meet at darkness, or fall to 12-16km distant and parallel the convoy till night falls.

Der Teddy Bar
09-27-06, 04:40 PM
I have a similiar tale of woe. 1942 june and in a VIIC. Radio intercept. I get near the convoy around noon but Im red even before I can spot their smoke columns. Within the hour I am hounded by a corvette and a destroyer and I had to give up. Shocking :D

Any tips for how to better stalk a convoy when you are spotted like a sun at maximum range? I can get closer at dark, sure, but how do I keep the convoy tagged untill then?
It also could be enemy radar...

Immacolata
09-27-06, 04:41 PM
Radar? Blast. What do I then do? Put on my tinfoil hat? Or give up :cry:

kylania, problem is I am not even sure where the convoy is exactly before they spot me. Suddenly I go red, maybe because of radar, so I cannot figure out how to trail them properly. I use my hydros now and then to get an idea of their bearing. But I cannot estimate their range this way it seems.

Immacolata
09-27-06, 04:51 PM
Surprised that I have no visual with them when they spot me. And I am approaching them with my nose first, so I do not think my angle could be much better :(

kylania
09-27-06, 04:52 PM
Escorts will see you from farther away if you're presenting your side to them, 7.4km away, but if you approach head on they won't see you till 4.5km away or so in calm seas during the day.

Surprised that I have no visual with them when they spot me. And I am approaching them with my nose first, so I do not think my angle could be much better

If it was radar, you're screwed no matter what direction you're facing! :) Radar could pick up your periscope barely sticking out of the water. heh I think '42 was about when they started to introduce that right?

John Pancoast
09-27-06, 04:54 PM
Escorts will see you from farther away if you're presenting your side to them, 7.4km away, but if you approach head on they won't see you till 4.5km away or so in calm seas during the day.

Yeah, I misread that info :damn:

Excuse me while I delete a post.......

Keelbuster
09-27-06, 10:16 PM
TW 2.2 gave me a reason to have another campaign. I've started an IXC in mid 42. We're headed to CA73 right now.

First - my speed has taken a hit - ahead 1/3 is 6-8kts, rather than the 11 i was used to. That's fine.

But second - my framerate seems to have taken a serious hit in any weather involving waves. Was something added to the graphics on this version of the mod? - I had smooth framerates with TW2.0.

Kb

kylania
09-28-06, 12:10 AM
TW 2.2 gave me a reason to have another campaign. I've started an IXC in mid 42. We're headed to CA73 right now.

First - my speed has taken a hit - ahead 1/3 is 6-8kts, rather than the 11 i was used to. That's fine.
Great to hear you're enjoying it! As for the speed difference, that's intended:


Engine Order Telegraph Mod
All engine order telegraph speeds have been adjusted. Now Ahead Slow when submerged will be about 2 knots and ahead 1/3 will be about 3 knots.

Surfaced, the most efficient bell for extended travel is ahead standard.

I don't have exact amounts for all the bells though, but can try to find that out for you.

As for the frame rate problem I'm not sure. I know antialiasing causes a hit for me, but looks sooo good. :)

Yahoshua
09-28-06, 12:32 AM
Do I download the 2.2 ont my desktop and run it from there?

And in addition to the 2.2, to the best of my knowledge, all I need is the SH3 Cmdr (most recent version?), and the Rubini HB mod.

Is this everything I'll be needing? (or everything that would bring me close to real?).

(I'm too tired to be excited but I look forward to trying out the NYGM for the first time).

-Yaho

kylania
09-28-06, 12:56 AM
Do I download the 2.2 ont my desktop and run it from there?

And in addition to the 2.2, to the best of my knowledge, all I need is the SH3 Cmdr (most recent version?), and the Rubini HB mod.

Is this everything I'll be needing? (or everything that would bring me close to real?).

(I'm too tired to be excited but I look forward to trying out the NYGM for the first time).

-Yaho
Here's how I did a fresh install.

1. SH3

2. SH3 Patch 1.4 - At this point COPY the entire install to a new folder to use as a backup if anything goes wrong.

3. JSGME 1.4.1 (http://www.users.on.net/%7Ejscones/software/products/jsgme.zip) - Install into the SilentHunterIII folder, run it once, exit, run it again and use the Tasks.. to create a snapshot.

4. NYGM 2.2 - Stand Alone (http://hosted.filefront.com/TeddyBar/) - Unpack and move the included folder into the MODS directory you created by running JSGME. Run JSGME again and activate NYGM.

5. Copy any desired optional mods from C:\Program Files\Ubisoft\SilentHunterIII\MODS\NYGM Tonnage War V2.2 – Stand Alone Version\Documentation\ into C:\Program Files\Ubisoft\SilentHunterIII\MODS\ and active by running JSGME again. One of those is the Harbor Traffic mod you wanted.

6. SH3 Commander 2.6.1 (http://www.users.on.net/%7Ejscones/software/products/SH3Cmdr261.exe) - Before you run it do step 6.

7. Ensure you apply the SH3 Commander files from NYGM 2.2. Copy the files in C:\Program Files\Ubisoft\SilentHunterIII\MODS\NYGM Tonnage War V2.2 – Stand Alone Version\Documentation\SH3 Commander Optional Updates into C:\Program Files\SH3 Commander\Cfg then run SH3 Commander. Also delete the specifically numbered Random Events.cfg files ie, Randomised events_19*.cfg.

8. Can also use SH3 Patrol (found in Documentation folder also but an upgraded version is available here (http://www.subsim.com/radioroom/showthread.php?t=98659)) if you use a milk cow during a patrol. This goes in the cfg folder of your C:\Documents and Settings\<yourusername>\My Documents\SH3\data\cfg folder.

Stiebler
09-28-06, 03:44 AM
Immacolata:

You didn't say what the weather was for your approach in mid 1942.

In good weather, you ought to see the convoy before the escort radar spots you (but don't forget that Allied radar gets better as the war progresses!).

In mild weather, it is a toss-up as to who sees whom first.

In bad weather, the escort radar will definitely see you first.

If you are being red-lighted on the stealth meter in good weather before you see the convoy, then the explanation might be that you have been sighted by an aircraft. Did you look for one?

Stiebler.
[I got sunk yesterday, having forgotten that the crash-dive now goes only to 20 m, not 80 m. Just a reminder to everybody.]

Laffertytig
09-28-06, 04:07 AM
i see there are a lot of mods allowing for more ships to be downloaded, are these compatible with this mod? or how about the 3 merchant mods which add some eye candy the merchants?

Immacolata
09-28-06, 04:26 AM
Stiebler it was partial clouds, preciptations none and light fog I think. The fog had to be REALLY light coz I can't see it at all. They must've used radar. When do the subs get Athos/Metox detection system? How much of a difference do light fog make to none when it comes to visual range?

Phantom II
09-28-06, 06:26 AM
Another thing I noticed. You guys moved the Observation Scope, but forgot to move the metal cylindrical thing that goes underneath it, which is still where the Scope used to be. And also, is it just me, or does the TDC go a bit messed up when you try to switch from Magnetic pistol to Impact pistol? On mine, I only hear the clicking sound, but the knob doesn't actually turn. Whats up with that?

-Phantom

Keelbuster
09-28-06, 08:54 AM
I don't have exact amounts for all the bells though, but can try to find that out for you.

As for the frame rate problem I'm not sure. I know antialiasing causes a hit for me, but looks sooo good. :)
Yea - don't worry about the bells - i'll get used to it (just recalibrate myself:)

Weird thing about the framerate is that with 2.0 I ran with 2x AA and 2x AF, and had great performance, with only the occasional stutter in a _giant_ convoy. Right now, with 2.2, in stormy weather, no contact, you can feel it spacing the frames out a bit; I wonder if there's a new high quality sea-texture or something. I'm a little off about it because I don't want to upgrade, and my machine was basically perfect for SH3. I've just turned off AF (groan) to see if that helps. It's a shame because AF makes the colouring look RICH. I refuse to live without AA because of the edging that happens on the horizon, conning tower, crewmembers...I can't stand it.

...

yea - dropping AF seems to have helped. Not sure what changed...AF interacts with texturing I think - so that would corroborate the sea-texture idea. Not sure though...maybe my Radeon 9700 is finally senile.

Kb

Laffertytig
09-28-06, 09:23 AM
some questions after doin my 1st patrol in sep 39. i like the fact that ships can take hours to sink but do u have to be in visual range to get the credit for them?

would i be correct in assuming that adding in the single ship contact mod greatly increases single ship contacts. i installed it and get lots of contacts on the map that are within range which seems a little gamey. what exactly does this mod do?

also i got 1 radio report about a convoy in a grid but there was no mark on the map, just the grid ref, is this intentional?

i was also attacked 4 times by aircraft. thought i would chance it on the surface but each time no damage was sustained, and this was without evasive action. dunno if i was just lucky
or your aircraft ai aint workin properly.

and after playin for 3 hours i thought i would return via the kiel canal. i plotted a course and increased TC. 100k's from kiel my sub sunk:damn:

kylania
09-28-06, 09:57 AM
and after playin for 3 hours i thought i would return via the kiel canal. i plotted a course and increased TC. 100k's from kiel my sub sunk:damn:

The return Kiel auto plot has to be plotted from a specific point and specifc heading based on the Outbound plot. In otherwords you need to setup some marks before you complete the departure from Kiel.

Refer to pages 65 - 67 in the NYGM_Tonnage_War_Manual 2_0.pdf in the Documentation folder of your install for pictures and a full description.

As a side note, I believe you actually need a 0 heading not 90, but play with it to see for sure. :)

Keelbuster
09-28-06, 10:21 AM
OMG - this is totally crazy. So I'm approaching a convoy - it's nightime, grand banks, 50m depth, misty, high seas, tense, etc. In the distance I see flashes coming from the direction of the convoy. I figure it's lightning, but it's too regular. I think - maybe it's a new feature - ships signalling one another with lights, in the fog?? Not sure. I keep approaching, and then get too curious so I switch to external cam and zoom in to the convoy. To my surprise, the convoy is swerving evasively as if under attack, and the rear escort is firing his main gun down the line of sight from his spotlight. He's also firing machine gun rounds like crazy, sort of back up the convoy. It's twisted - has there been a detection bug? Did they find me somehow? Has this guy lost his mind? Is there a german ship accidentally placed in the convoy? BUG! But then, I look a roudn a bit more. The rear escort is circling...firing on a specific spot...so I go underneath....

UBOAT!! - there's a VII at PD, with his scope up, trailing the convoy! WHAT!

Totally crazy! I'm going to keep watching because I have to see this play out. I don't expect any interesting behaviour because I know that the AI uboats are extremely limited but damn, what a surprise! I've never seen this sort of thing before.

Bravo NYGM team!!!

Kb


-----


Okay - so the VII just got DCed HARD, right up the boat. Engine stopped, oil leaks visible. The escort buggered off, and the VII seems to be dead in the water, oil leaks having stopped, sittng at PD. Interesting....

Quagmire
09-28-06, 10:46 AM
Hey Teddy!

Totally awesome man! I have two patrols under my belt with NYGM 2.0 and I can't wait to try 2.2.

Quick question though. Do I still have to worry about the "CRASH DIVE BLUES?" I stopped crash diving after you pointed out the problem in 2.0.

Thanks!

kylania
09-28-06, 02:18 PM
UBOAT!! - there's a VII at PD, with his scope up, trailing the convoy! WHAT!
Wolfpack!! I experienced one of those during a Wolves at War patrol. I spotted a convoy with the standard destroyer ahead and two Swans/Flowers on the rear edges of the convoy. I also noticed that the Flower Corvette was on fire, and two merchants were extra smoking?

So I think "Oh, neat, it's the wolfpack mod, they add in some extra damage and you pretend that there's a wolfpack, how cool!"

I take a run at the convoy, sink a few ships, then drop to 40m and start to sneak away to the tail of the convoy. As I'm moving slowly under the them all my sonar guy announces he's heard a new warship ahead and short range. I think about it and wonder how the heck the outside escorts got INTO the convoy and ahead of me so quickly. So I drop to 80m and on a whim pop up my observation periscope to try to see the lower hull of the ship as it passed.

As I look up I think there must be some problem, I'm looking at myself!? Than I realize that no, that's actually another u-boot here with me, a real u-boot!!!

http://www.kylania.com/sh3/wolves/tn_wolfpack.jpg (http://www.kylania.com/sh3/wolves/wolfpack.jpg)
(click to enlarge, image brightened a bit to make the sub easier to see)

I was sooo psyched. :) Not quite as exciting an encounter as Keelbusters, but still pretty damn cool seeing another u-boot in the depths with me.

Deimos01
09-28-06, 02:40 PM
Im on my 2nd patrol with NYGM 2.2. Presently in AM51. I have yet to run into a convoy but I have managed to sink several single ships. Now for the fun part. I got one fish left in the aft tube and figured Id go ahead and finish patroling my grid. Next thing I get is the "we are being engaged message". Pop up to the deck and sure enough, theres a hunter killer group on the horizon at exteme range. I must mention that its a clear day and the ocean is like a mill pond. So, at present I am at about 150m doing 1kt seeing if its possible to evade 3 escort detroyers and 2 corvets.:damn: :rotfl: I got about 2 maybe 3 pinging me at the same time while the others line up to make attack runs on me. So, far they got me pinned but not exactly. The charges are close but no damage after 1 hour.

I'll let you know how this one plays out.......:ping:

WilhelmSchulz.
09-28-06, 02:42 PM
UBOAT!! - there's a VII at PD, with his scope up, trailing the convoy! WHAT!
Wolfpack!! I experienced one of those during a Wolves at War patrol. I spotted a convoy with the standard destroyer ahead and two Swans/Flowers on the rear edges of the convoy. I also noticed that the Flower Corvette was on fire, and two merchants were extra smoking?

So I think "Oh, neat, it's the wolfpack mod, they add in some extra damage and you pretend that there's a wolfpack, how cool!"

I take a run at the convoy, sink a few ships, then drop to 40m and start to sneak away to the tail of the convoy. As I'm moving slowly under the them all my sonar guy announces he's heard a new warship ahead and short range. I think about it and wonder how the heck the outside escorts got INTO the convoy and ahead of me so quickly. So I drop to 80m and on a whim pop up my observation periscope to try to see the lower hull of the ship as it passed.

As I look up I think there must be some problem, I'm looking at myself!? Than I realize that no, that's actually another u-boot here with me, a real u-boot!!!

http://www.kylania.com/sh3/wolves/tn_wolfpack.jpg (http://www.kylania.com/sh3/wolves/wolfpack.jpg)
(click to enlarge, image brightened a bit to make the sub easier to see)

I was sooo psyched. :) Not quite as exciting an encounter as Keelbusters, but still pretty damn cool seeing another u-boot in the depths with me.

:huh: :dead:

Stiebler
09-28-06, 04:54 PM
Keelbuster said:
UBOAT!! - there's a VII at PD, with his scope up, trailing the convoy! WHAT!
...
Bravo NYGM team!!!
The real credit must go to Sergbuto. His Wolf-pack U-boats used with permission (and a lot of testing).

Stiebler.

Ducimus
09-28-06, 05:00 PM
Thanks for ripping off some of my work your passing off as one of your optional mods and not even have the decency to mention where you got it.
http://www.subsim.com/radioroom/showthread.php?t=93647

Some things around here, won't ever change i see.

Der Teddy Bar
09-28-06, 06:31 PM
Another thing I noticed. You guys moved the Observation Scope, but forgot to move the metal cylindrical thing that goes underneath it, which is still where the Scope used to be. And also, is it just me, or does the TDC go a bit messed up when you try to switch from Magnetic pistol to Impact pistol? On mine, I only hear the clicking sound, but the knob doesn't actually turn. Whats up with that?

-Phantom -Phantom,
With regards to the "the metal cylindrical thing that goes underneath it" this is not a seperate piece to the floor. A 3D artisit might be able to move it but we are unable too.

This thread ==> TW 2.2 Torpedo Realism v1 Mod (http://www.subsim.com/radioroom/showthread.php?t=98510) <== will explain further why we disabled the impact/magnetic switch. I have include a small section below, but strongly recommend visiting the thread for data to support this etc


The NYGM Torpedo Realism v1 Mod comprises of a three areas. One change is real world change and two are abstract for a realistic real world result.

The real world change is the replication of the Germans Depth Keeping issue that occurred from 1939 to late 1942. This feature (only available with the use of SH3 Cmdr) is where 30% of the time the torpedo will be at the correct depth as set with the TDC and for the other 70% of the time that the torpedo depth will have an error from as little as 0.5 metres up to 3 metres.

The abstract changes are for a desired result and break from historical/real world to achieve a real world result.

The abstract changes are the permanent use of the magnetic pistol and a minimum depth restriction on the torpedoes. The real world result that we desire is to replicate through these are the early war high fail rate on the torpedoes as well as a more realistic use of the torpedo in heavy seas.

So why do it? Because the player knows that by disabling the magnetic pistol and setting the torpedo to a 1metre depth that they will not incur a realistic torpedo failure due to a premature detonation caused the torpedo slamming into the waves or a torpedo veering off course and/or heading towards the sea bed nor will the AI see a electric torpedo.

Der Teddy Bar
09-28-06, 06:37 PM
Keelbuster,
Just a thought, another reason for the slow down clould be due to the TW 2.2 British Isles Escorts Mod (http://www.subsim.com/radioroom/showthread.php?t=98520) and additional ships/convoys Stiebler has been doing for the British Isles.

While not a video item they will be taking up CPU time and causing a slow down?


EDIT, just noticed you have a ATI 9700, I have the ATI 9800 Pro 256Mb, what drivers are you using and what video settings.

Yahoshua
09-28-06, 06:41 PM
Having a problem here:

I downloaded and saved the 2.27z (The full version since I didn't have this mod there before) into the SHIII MODS folder created by JSGME but it isn't reading it as being there, am I doing something wrong?

Der Teddy Bar
09-28-06, 06:50 PM
some questions after doin my 1st patrol in sep 39. i like the fact that ships can take hours to sink but do u have to be in visual range to get the credit for them? No, I have been over 30 kilometres away when I received credit for the ship sinking and notification of such from my Nav officer.

would i be correct in assuming that adding in the single ship contact mod greatly increases single ship contacts. i installed it and get lots of contacts on the map that are within range which seems a little gamey. what exactly does this mod do?
It essentially shows you the single ship contacts instead of leaving them hidden and yes it is very gamey.

also i got 1 radio report about a convoy in a grid but there was no mark on the map, just the grid ref, is this intentional?
Yes it is. It is about extending the game play so that you become more involved as a Captain and I feel makes the successes more rewarding.

i was also attacked 4 times by aircraft. thought i would chance it on the surface but each time no damage was sustained, and this was without evasive action. dunno if i was just lucky or your aircraft ai aint workin properly. You were lucky. The NYGM AI Fight Back Mod while empowering the enemy guns has we hoped met a good balance.


The NYGM AI Fight Back Mod v1 is about empowering the guns used by the AI. With this mod you will find that your u-boat is now relatively fragile. In addition, the NYGM AI Fight Back Mod has enabled better use of the canons & machine guns on aircraft.

The NYGM AI Fight Back Mod has no instances of bullets 'penetrating' the u-boats pressure hull. You will not have any bullet that will penetrate the pressure hull which as a result would make it impossible for you to submerge. This will never happen. If you are hit and receive damage that removes Hull Integrity then you will still be able to submerge. You may get some minor flooding at worst, but your pressure hull is never 'holed'.

The ‘Hull Integrity’ loss from the machine guns/canons is battle damage from the hits that your u-boats receives. The more hits you receive the less structurally sound your u-boat may become.

For the most part few bullets will cause any loss of Hull Integrity, however it is a variable and as such each instance is unique.

How do we only have ‘some’ hits cause damage? We use the SHIII random Armour Piercing formula to determine the variable armour piercing bonus assigned to a shell. Still with me? For example, if we had an armour value of 30 and the shells armour piercing value was 31 then it would always penetrate the armour causing damage. If we changed that to armour value of 30 and the shells armour piercing value was 29 then it would never penetrate the armour and no damage would occur. But when the variable is taken into account, then the armour with a value of 30 may be pierced by a shell with an original armour piercing of 29 when the random value adjusts the armour piercing value from 29 to say 31.

The Hurricane is now a plane that should be avoided as it will 95% of the time use the 20mm canons when attacking! Yes, the Hurricane will almost always uses the canons. If hit you could find you have at the very best only incurred a small amount of damage, possibly a small loss of hull integrity and at worst many wounded/dead crew!

The bomber guns have had changes that will see the bombers using their guns more and in some instances of guns for the first time.

In line with the improved ‘punching’ power of the machine guns and canons used by the aircraft we have also reduced the ammunition carried by the aircraft. The Hurricane now has only 450 rounds per gun instead of the original 5000 rounds. The Bomber's machine guns have also been reduced to 1000 rounds per gun from 5000 rounds.

In addition to the amount of ammunition carried we have made changes to the magazine sizes and the reload times. Magazine sizes have been reduced to 250 rounds and the reload time increased 4 fold to 45 seconds.

Most have probably not noticed, as the Aircraft AI rarely uses the guns to any great extent, if at all, that the Aircraft AI’s aim is very good. NYGM have taken steps to reduce the accuracy of not only the bomber’s guns but also that of the Hurricane.

With all the aircraft now using their machine guns & canons the need to make evasive manoeuvres is now very important. While this is stating the obvious I will clarify and hopefully assist you to minimise any potential damage.

When you encounter aircraft attempt to put them at the right angle.

For fighters just prior to the fighter makes its diving attack at you turn into the aircraft. It is recommended that you set the AA to fight at short distances only.

For bombers the battle is a constant exercise in evasion. You are required to constantly be under a course change weaving left and right without pause. I find that when the aircraft attacks to turn into the aircraft and when it is retreating, well it’s all luck.

I have found that with continual changes in course etc that I have, depending upon luck, been able to escape undamaged, even after a battle that has had the bomber pass over my u-boat more than 10 times. In a lot of battles lasting 10 passes or more I have come out with no damage or only 10%. However at other times I have come out with 30% + damage and many dead crews. It is skill and luck.



and after playin for 3 hours i thought i would return via the kiel canal. i plotted a course and increased TC. 100k's from kiel my sub sunk:damn: I always save before using the canal as 1 in every 50 trips will incur this result when the ship does not see you soon enough or cannot get out of your way due to the restricted size of the canal.

Der Teddy Bar
09-28-06, 06:57 PM
Hey Teddy!

Totally awesome man! I have two patrols under my belt with NYGM 2.0 and I can't wait to try 2.2.

Quick question though. Do I still have to worry about the "CRASH DIVE BLUES?" I stopped crash diving after you pointed out the problem in 2.0.

Thanks!
Sadly the crash dive blues will be with us forever. This is why we set the crash dive depth to 30 metres in a hope to reduce how often it occurs.

SHIII 1.4b also suffers the Crash Dive Blues, but under normal use with the default configurations ability to hover like a humming bird you do not suffer any ill effects until you have flooding in the rear section of your u-boat.

If you order a crash dive and say at 30 metres order a depth of 20 wait until it has been at 20 for a short while and then use the external view.

What you will see is that the stern of your u-boat is down by about 10%

Yahoshua
09-28-06, 07:04 PM
Ok, figured out how to get the JSGME to read the 2.2z but I am unable to "open" the file to extract the optional mods.

What now?

Der Teddy Bar
09-28-06, 07:11 PM
Im on my 2nd patrol with NYGM 2.2. Presently in AM51. I have yet to run into a convoy but I have managed to sink several single ships. Now for the fun part. I got one fish left in the aft tube and figured Id go ahead and finish patroling my grid. Next thing I get is the "we are being engaged message". Pop up to the deck and sure enough, theres a hunter killer group on the horizon at exteme range. I must mention that its a clear day and the ocean is like a mill pond. So, at present I am at about 150m doing 1kt seeing if its possible to evade 3 escort detroyers and 2 corvets.:damn: :rotfl: I got about 2 maybe 3 pinging me at the same time while the others line up to make attack runs on me. So, far they got me pinned but not exactly. The charges are close but no damage after 1 hour.

I'll let you know how this one plays out.......:ping: Yes it can be done! but may I suggest that you go Deeper! deeper!!

May I suggest that you head over to Wolves At War! (http://www.wolvesatwar.org/) (<== link) and in the "Scheherazade" Night Club you will find a wealth of information regarding how best to evade escorts along with some incredible patrol data in the War Diaries that shows how with NYGM TW 2.0/2.2 it is possible to attack convoys on the surface at night while being within 800 metres of the convoy!

When over there you must read "U-123 Convoy Attack Report, April 7th 1941" in the War Diary section where Jochen Mohr performs a submerged attack and he describes how his cool head and steely nerve paid handsome dividends even though an escort was sevral times within a few hundred metres of his u-boat!

Der Teddy Bar
09-28-06, 07:13 PM
Ok, figured out how to get the JSGME to read the 2.2z but I am unable to "open" the file to extract the optional mods.

What now?
I think your problem is that you have placed the zipped TW 2.2 file there instead of unzipping the TW 2.2 into there.

I hope this helps.

Yahoshua
09-28-06, 07:17 PM
So I just download winzip and unzip it?

I'll try that and see if it works.

Der Teddy Bar
09-28-06, 07:24 PM
So I just download winzip and unzip it?

I'll try that and see if it works.
You need http://www.7-zip.org/

Yahoshua
09-28-06, 07:24 PM
Ok I think I need to download it again........:damn:

kylania
09-28-06, 07:56 PM
WinRAR will open 7z files as well.

Ducimus
09-28-06, 08:22 PM
You know what's sweet, it didnt take me but 5 minutes of examination to confirm two ideas "borrowed" from elsewhere (go go access to the GW development forums that you shoudlnt have had), not to mention a minor bug which crashes the game to the desktop. A shining example of through testing! Great job! Kudo's!

Yahoshua
09-28-06, 08:27 PM
Whats your problem?

If somebody missed something just PM them about it.

No need to air out dirty laundry in public.

Thx for the link Teddy Bar.........Guess it shows I'm not a comp expert =).

Anyhow, could you give me a rundown on what the mods in the documentation file do?

(I'm REALLY gonna have to brush up on my math skills to even get a torp in the right direction).

Onkel Neal
09-28-06, 08:33 PM
You know what's sweet, it didnt take me but 5 minutes of examination to confirm two ideas "borrowed" from elsewhere (go go access to the GW development forums that you shoudlnt have had), not to mention a minor bug which crashes the game to the desktop. A shining example of through testing! Great job! Kudo's!

Pretty heavy accusation. If you see anything you have questions about, ask the designers in private. At this point, all these supermods are chock full of collaborated work. To accuse someone publicly like this is not the most effective nor professional way to go about it.

raymond6751
09-28-06, 08:44 PM
First, thanks for this mod.
I have had to reinstall SH3 and the 1.3 patch. Now I find that any mod I try causes a crash. As I am downloading your new version, I have concerns.
I have noticed that the SH3 folder and contents are all read only and I cannot change them. This may be why the addon manager from Jonesy cannot mod.
I get a crash saying that a menu cannot be found. When I unload all mods, it loads fine!!!

Anybody run into this?

I want to try this new mod and hope for a solution!:cry:

Der Teddy Bar
09-28-06, 09:00 PM
First, thanks for this mod.
I have had to reinstall SH3 and the 1.3 patch. Now I find that any mod I try causes a crash. As I am downloading your new version, I have concerns.
I have noticed that the SH3 folder and contents are all read only and I cannot change them. This may be why the addon manager from Jonesy cannot mod.
I get a crash saying that a menu cannot be found. When I unload all mods, it loads fine!!!

Anybody run into this?

I want to try this new mod and hope for a solution!:cry: I am unsure if the 1.3 is a typo, if not you will need to patch your base installation to 1.4b (note the B).

The latest patches are here http://www.silent-hunteriii.com/uk/updates.php

Read only? Hmmm, select the top folder and righ click and go to properites and in properties unselect read only and a ok to to sub folders.

I am presuming that you downloaded the FULL version and not the upgrade version?

NYGM Tonnage War V2.2 - Upgrade Version
This version is an UPGRADE and requires that the NYGM TW 2.0 or 2.1 to be installed prior to this file being installed. Failure to do so will cause a corrupt SHIII install.

NYGM Tonnage War V2.2 – Full Version
This version has all files from the NYGM TW 2.0/2.1 as well as the NYGM TW 2.2 and does not require the previous versions to be installed.

I hope this helps.

PeriscopeDepth
09-28-06, 09:04 PM
Congrats on the new NYGM, haven't had the time to try it out but can't wait to do so.

On a side note, I'd hate to see the SHIII modding scene degenerate into the petty political conflicts that have tarred the Falcon world. It's a game people.

PD

Onkel Neal
09-28-06, 09:53 PM
On a side note, I'd hate to see the SHIII modding scene degenerate into the petty political conflicts that have tarred the Falcon world. It's a game people.

PD

Agreed. No bickering. I just found out I can suspend people for x number of days, what a neat feature this forum has. It's like giving a hammer to Babe Ruth. :lol:

Now, back on topic we go, all together--heave!

Ducimus
09-28-06, 10:00 PM
Annotating who's work your basing your own work off isnt that hard. There's a couple things missing here. Those two things are INTEGRITY and ACCOUNTABLITY. Much could be solved if select person(s) would show some backbone and adopt those two traits.
Thats all i have to say that is constructive.

I could give a little history about certain events (thats plural) that transpired in this modding community so people would have a basis for this angst that i have expressed; and people would probably agree with me that this angst is not misplaced if they understood the source. However said posting would only be deleted or whitewashed so the proverbial pot wont boil over again. Hence, theres really nothing more to say, but i feel infinatly better for having said this much.

Der Teddy Bar
09-28-06, 10:12 PM
Guys,
Let us re-focus on the topic of this thread, that is the NYGM TW 2.2 Mod :yep:

There is no need to be distracted replying to unconstructive posts.

Yahoshua
09-28-06, 10:18 PM
Finally got it installed!!

Got a question though, I have some files floating around in my SHIII folder and I dunno if they're supposed to be enabled via JSGME or if they're just there for no good reason.

They're titled: Nightclub, U-boat, Flotilla, Personnel files, Images, and Random.

They appeared right after I installed SH3Cmdr

Fangschuss
09-28-06, 11:40 PM
Moin moin Kaleuns

I using NYGM2.2 and SH3Gen, after the update to Nygm2.2 the Sh3Gen makes some strange entries.
Take a look here (www.fangarts.de/screenshots/fsscr007.jpg)

Someone has the same problems and how to fix this ?

Thx

P.S.: Please forgive my poor english :oops:

NYGM :rock:

kylania
09-28-06, 11:41 PM
Did you try to install SH3 Commander via JSGME? If so, use JSGME to remove that and delete it from your MODS folder.

Then reinstall SH3 Commander into it's normal location, c:\program files\sh3 commander

You'll run it by it's icon on your desktop or program menu. Always be sure to rollback SH3 Commander before making any mod changes to your SH3 install.

kylania
09-28-06, 11:42 PM
Moin moin Kaleuns

I using NYGM2.2 and SH3Gen, after the update to Nygm2.2 the Sh3Gen makes some strange entries.
Take a look here (http://www.fangarts.de/screenshots/fsscr007.jpg)

Someone has the same problems and how to fix this ?


Yup, I got the same errors with SH3 Gen that you're seeing there. I believe it has to do with the ship lists in the campaign files but haven't looked into it too much.

I'll take a closer look and see if I can figure it out for ya. :)

Fangschuss
09-29-06, 12:00 AM
thx for your fast reply :up:

I made a clean install of SH3,Sh3Gen and NYGM2.2

Kruger
09-29-06, 02:02 AM
Teddy...any news in the compatibility problem with sub skins and transparent dials and officers ? :cry: I really cannot play with those stock skins and with the solid bar.

JScones
09-29-06, 03:15 AM
Got a question though, I have some files floating around in my SHIII folder and I dunno if they're supposed to be enabled via JSGME or if they're just there for no good reason.

They're titled: Nightclub, U-boat, Flotilla, Personnel files, Images, and Random.

They appeared right after I installed SH3Cmdr
You don't install SH3Cmdr via JSGME - it's a stand alone, third-party add-on. Following kylania's post above should set you straight.

One suggestion though, please thoroughly read the SH3Cmdr Help.html file BEFORE running SH3Cmdr, so that you know exactly what you "are getting". :up:

Immacolata
09-29-06, 05:27 AM
I did as you wrote here JScones. And as the readme states. But the game stalls upon load. When ever I launch via SH3C the load screen dies about halfway into the game (not the menu, it loads up first, but you cannot start a patrol or continue a career). If I rollback SH3C I can launch NYGM 2.2 just fine. Any clues to what I should be checking for conflicts?

Der Teddy Bar
09-29-06, 06:06 AM
Teddy...any news in the compatibility problem with sub skins and transparent dials and officers ? :cry: I really cannot play with those stock skins and with the solid bar.
I have spoken with Fubar and he has graciously agreed to let NYGM put his skins into the NYGM DAT files etc

So I will be addressing this over the next few days.

I will look at the transparent dial after that.

BTW, it is amazing what you miss when doing a mod along the lines of the NYGM TW. Just not enough hours in the day. Anyway your request had me look at Fubar's work, and WOW trully amazing work and I was just blown away. I am currently running with the VIIC v2, So thanks :up:

Der Teddy Bar
09-29-06, 06:12 AM
I did as you wrote here JScones. And as the readme states. But the game stalls upon load. When ever I launch via SH3C the load screen dies about halfway into the game (not the menu, it loads up first, but you cannot start a patrol or continue a career). If I rollback SH3C I can launch NYGM 2.2 just fine. Any clues to what I should be checking for conflicts? Did you copy over the NYGM SH3 Cmdr files from the C:\Program Files\Ubisoft\SilentHunterIII\documentation\SH3 Commander Optional Updates directory?

From the NYGM TW 2.2 manual
SH3 Commander v2.6 when used with the “SH3 Commander Optional Updates” is fully compatible with NYGM Tonnage War 2.2.

Files required to ensure compatibility with SH3 Commander v2.6 have been included in the NYGM Tonnage War v2.0\Documentation\SH3 Commander Optional Updates folder.

You must install these files if you plan on using SH3 Commander with NYGM Tonnage War v2.2 otherwise it will cause crashes and possible data loss.

The files “Randomised events_1939.cfg” through to Randomised events_1945.cfg in your SH3 Commander\Cfg folder should be deleted. NOTE: the randomised events still occur via the Randomised events.cfg file.

If the files “Randomised events_1939.cfg” through to Randomised events_1945.cfg are not deleted there may be possible game play issues.

Be sure to roll back SH3 Commander before installing the NYGM Tonnage War or any other modification

Also when using the NYGM SH3 Cmdr files the TW 2.2 NYGM Torpedo Depth Error Mod (http://www.subsim.com/radioroom/showthread.php?t=98474) (<== link) is working.

I hope this resolves the issue.

Deimos01
09-29-06, 07:21 AM
Im on my 2nd patrol with NYGM 2.2. Presently in AM51. I have yet to run into a convoy but I have managed to sink several single ships. Now for the fun part. I got one fish left in the aft tube and figured Id go ahead and finish patroling my grid. Next thing I get is the "we are being engaged message". Pop up to the deck and sure enough, theres a hunter killer group on the horizon at exteme range. I must mention that its a clear day and the ocean is like a mill pond. So, at present I am at about 150m doing 1kt seeing if its possible to evade 3 escort detroyers and 2 corvets.:damn: :rotfl: I got about 2 maybe 3 pinging me at the same time while the others line up to make attack runs on me. So, far they got me pinned but not exactly. The charges are close but no damage after 1 hour.

I'll let you know how this one plays out.......:ping: Yes it can be done! but may I suggest that you go Deeper! deeper!!

May I suggest that you head over to Wolves At War! (http://www.wolvesatwar.org/) (<== link) and in the "Scheherazade" Night Club you will find a wealth of information regarding how best to evade escorts along with some incredible patrol data in the War Diaries that shows how with NYGM TW 2.0/2.2 it is possible to attack convoys on the surface at night while being within 800 metres of the convoy!

When over there you must read "U-123 Convoy Attack Report, April 7th 1941" in the War Diary section where Jochen Mohr performs a submerged attack and he describes how his cool head and steely nerve paid handsome dividends even though an escort was sevral times within a few hundred metres of his u-boat!


I'll have to check that out. NYGM is deffinately presenting a challenge. :up: Im looking forward to getting home and playing this one out. Whatever happens, its pretty damn cool so far. In a wierd way I liked that fact that the H/K group spotted me 1st at such long range. Like the it says, uncertainty is good. Now I can no longer sail around in complete confidence that I will see them before they see me. :up:

Fangschuss
09-29-06, 07:35 AM
Moin moin Kaleuns

I using NYGM2.2 and SH3Gen, after the update to Nygm2.2 the Sh3Gen makes some strange entries.
Take a look here (http://www.fangarts.de/screenshots/fsscr007.jpg)

Someone has the same problems and how to fix this ?

Thx

P.S.: Please forgive my poor english :oops:

NYGM :rock:
***BUMP***

LGN1
09-29-06, 08:24 AM
Dear Teddy Bar,

I have just two questions for you and hope you can answer them.

1.) Is it possible that by adding any graphic files/textures to the data/.../Tex directory I break some features of the NYGM mod? Actually, I cannot imagine that this can happen, but it would be nice if you could say something regarding that.

2.) Can I use the ChessmasterTexExtract tool to change the tga files in some dat files?

It is nice that you include Fubar's skins in NYGM but please keep in mind that there are many different tastes. Thus it would be really nice if the users themselves could do that. In my opinion, it should be possible for all users to decide themselves which graphic mods they want to install. This is especially important for those of us who do not have a high-end machine and must be careful with using large textures. I always liked it that NYGM does not include tons of graphic mods since, as I already said, these are very often a matter of taste and can hit your frame rate quite hard.

Anyway, thank you very much for all the hard work!

Cheers, LGN1

LGN1
09-29-06, 08:29 AM
@ Fangschuss:

With the new version of NYGM came a file in data/menu/fonts (or something like that). Try to use the old font file instead. Perhaps it works. I replaced the new file and it changed the writings when I marked a contact. No idea if helps but you can try it.

Fangschuss
09-29-06, 08:57 AM
Thx LGN1

i will give a try :up:

Fangschuss
09-29-06, 11:29 AM
SOLVED

Big Thx LGN1

Removing the NYGM font solved the problem :sunny:

Yahoshua
09-29-06, 12:28 PM
Yep I did everything Kylania said to......I'll just leave things as they are and see if it works.....I really am afraid of screwing it up if I tweak with it any more than I already have.

Immacolata
09-29-06, 01:18 PM
I did as you wrote here JScones. And as the readme states. But the game stalls upon load. When ever I launch via SH3C the load screen dies about halfway into the game (not the menu, it loads up first, but you cannot start a patrol or continue a career). If I rollback SH3C I can launch NYGM 2.2 just fine. Any clues to what I should be checking for conflicts? Did you copy over the NYGM SH3 Cmdr files from the C:\Program Files\Ubisoft\SilentHunterIII\documentation\SH3 Commander Optional Updates directory?

I hope this resolves the issue.


No. I did as written and the game still stalls upon loading the world. I removed all files named randomized*.* from SH3 Commander's CFG folder. I copied the SH3 Command Optional Files folder to the JGSME Mods folder and used JGSME to enable this mod as the last of them. Rolling back SH3 Commander and I can resume playing NYGM TW 2.2.

kylania
09-29-06, 03:19 PM
SOLVED

Big Thx LGN1

Removing the NYGM font solved the problem :sunny:

The SH3 Gen problem? Bah, way easier than I was thinking. Good to hear, I'll try it now!

kylania
09-29-06, 03:22 PM
I have spoken with Fubar and he has graciously agreed to let NYGM put his skins into the NYGM DAT files etc

So I will be addressing this over the next few days.

<sings>
Did you ever know that you're my hero,
add'n ev'rything I would like since RuB?
I can fly higher than an eagle,
which is unfortunate since I'm in a sub...
</sings>

:up::rock::rock::rock::yep::/\\k:

Yahoshua
09-29-06, 04:09 PM
When I patch up SHIII is it supposed to say 1.4b or just 1.4?

Also, what is the mod that puts the pictures of the station in the controls? (Like the one that DTB has on his rig). The only photos I remember well enough (I can't seem to find the link since I dunno the name of the mod) is where the nav station shows the Nav map (from inside the sub looking at the desk w/ the map on it) and looking up the ladder to the bridge for the W/O.

Der Teddy Bar
09-29-06, 04:50 PM
Dear Teddy Bar,

I have just two questions for you and hope you can answer them.

1.) Is it possible that by adding any graphic files/textures to the data/.../Tex directory I break some features of the NYGM mod? Actually, I cannot imagine that this can happen, but it would be nice if you could say something regarding that. This is perfectly safe and this is how I am currently using Fubar's way cool VIIC v2 skin.


2.) Can I use the ChessmasterTexExtract tool to change the tga files in some dat files?
I presume so as I have to date I have only tested the inclusion of Fubar's skins by using TT's SH3 Unpacker.

It is nice that you include Fubar's skins in NYGM but please keep in mind that there are many different tastes. Thus it would be really nice if the users themselves could do that. In my opinion, it should be possible for all users to decide themselves which graphic mods they want to install. This is especially important for those of us who do not have a high-end machine and must be careful with using large textures. I always liked it that NYGM does not include tons of graphic mods since, as I already said, these are very often a matter of taste and can hit your frame rate quite hard.

Anyway, thank you very much for all the hard work!

Cheers, LGN1 I agree that if users are confident enough that they should just go for it. It is only a texture inside the DAT and if you the wrong one it will just look funny. Exit the game and redo, no harm done.


What I plan to do is to upload the NYGM compatible ones over the coming week to the Teddy Bar File Front area.

Der Teddy Bar
09-29-06, 05:39 PM
When I patch up SHIII is it supposed to say 1.4b or just 1.4?

Also, what is the mod that puts the pictures of the station in the controls? (Like the one that DTB has on his rig). The only photos I remember well enough (I can't seem to find the link since I dunno the name of the mod) is where the nav station shows the Nav map (from inside the sub looking at the desk w/ the map on it) and looking up the ladder to the bridge for the W/O. As long as you have downloaded the 1.4b from the previous web link you will be OK.

If I understand you correctly you are asking about the mod that allows you to see 360 degrees from the various stattions that previously had a restricted view?

Link ==> What can you see?!? Looking Around (http://www.subsim.com/radioroom/showthread.php?t=98523) <== but I never posted a picture on this, hmmmm

Or are you more refering to 'your' new position in the VII we did when we also moved the sky periscope?

Yahoshua
09-29-06, 05:42 PM
I'm referring to the panel that has the officer faces replaced with the images of the respective stations.

kylania
09-29-06, 06:01 PM
I'm referring to the panel that has the officer faces replaced with the images of the respective stations.

You mean like this:

http://www.kylania.com/sh3/icons.jpg

That's NYGM 2.2, your install should look like that for Officer icons.

Yahoshua
09-29-06, 06:19 PM
K...I guess all I have to do now is activate the mods, SH3 Patrol, and SH3 Cmdr and I'm set.

Der Teddy Bar
09-29-06, 07:01 PM
K...I guess all I have to do now is activate the mods, SH3 Patrol, and SH3 Cmdr and I'm set.

Good luck!

Yahoshua
09-29-06, 07:02 PM
I activated the NYGM 2.2 via the JSGME, the minefield mod, and the enhanced plotting tools, but the JSGME is telling me that some of the optional mods, such as harbor traffic, alternate dial faces, 1500 meter overlay and single merchant contacts were already altered by the 2.2 activation.

Would it matter if I activated these (if JSGME is correct in telling me that they're already there and active)?

kylania
09-29-06, 07:49 PM
Nope, that's fine, they are meant to replace those files. Just remember when removing files, remove them in the order you put them on.

Like this:

foo.dat file originally says "Boo!"

Big Mod 2.2 makes it say "Bar!"
Mod Update 1 makes it say "Baz!"

If you uninstall Big Mod 2.2 but not Mod Update 1, you'll end up restoring the original "Boo!" file, instead of the "Baz!" file you wanted to keep.

Pretty sure the above makes no sense, and JSGME might even prevent it, but it's best to keep that in mind. :)

I'm going to go lay down now...

THE_MASK
09-30-06, 01:12 AM
Only just started a career so cannot really comment accept that night time is far too light . Not realistic at all .

Der Teddy Bar
09-30-06, 02:35 AM
Only just started a career so cannot really comment accept that night time is far too light . Not realistic at all .
Yes the night sky is never quit right, either too dark or too light.

I hope that SHIV has varying degrees of night time from no moon to full moon and of course, that the AI's visual is linked to it. We can live in hope!

SubConscious
09-30-06, 12:25 PM
*Standing Ovation* A big thank you to the NYGM TW Development Team! Great job!! :up:

On my first patrol out of Wilhelmshaven in my Type VIIB, I very quickly came across a Tramp Steamer. The weather was nice with winds at 5 knots, so I had the crew unlimber the deck gun. The first thing I noticed was the sound of the 88mm quick-firing gun - very nice "crack!" instead of the dull "boom" from the stock game. I also liked the smoke, though I was cursing it at the same time, as it made it more difficult (albeit realistically so) to spot my hits.

It took about 25 rounds to sink that steamer. In the stock game, I've accomplished this with as few as 3 rounds and very seldom more than 5, so I was greatly pleased with the increased realism. I also enjoyed the pyrotechnic effects as well as the reflection of the fire on the water.

The other big thing I noticed was how the deck gun handled. In the stock game, I could wait until the boat was in at the low point of riding a wave and consistently hit my target with pinpoint accuracy, as the lowest point reached never put the barrel of the cannon below the horizon. Well, surprise surprise - when I tried this in NYGM 2.2, I was shooting fish! I'm now faced with the much more realistic challenge of timing my shot based upon the sea state. Rather than a sequence of perfect below-the-waterline shots, I'm hitting the superstructure, placing shots well above the waterline and horror of horrors, completely missing at times. I love it! :D

The only constructive criticisms I can offer are:

1. I miss the acknowledgment when the torpedo doors are opened. It would be nice to have acknowledgment when the doors are closed as well, but this wasn't in the stock game, so I don't know if this is possible.

2. After we receive the message from BdU on September 8, 1939 that "Torpedo Directorate advises that magnetic pistols be set back two zones to reduce sensitivity. Experts advise impact pistols on ships less than 3000 tons." it would be nice if we were allowed to adjust our torpedoes from magnetic to impact pistols.

NYGM 2.2 has brought new life into the game for me. I love the increased complexity and I'm looking forward to experiencing more of the features as I go on subsequent patrols. Thank you for your time and effort! It is very much appreciated!

panthercules
09-30-06, 03:20 PM
I'm really looking forward to loading this up as soon as I get back to port. One thing though, I agree with the poster above that I would like the option to restore the choice of impact vs magnetic pistols - I followed the other thread on this and I understand and agree with the concept of trying to model the failure percentage better, but I'm pretty particular in my gme play with trying to match the historical advice and time frames for using each type of pistol (flavored by my own experience in the career - i.e., I generally don't stop using magnetics until my Kaleun has experienced enough failures to put 2+2 together for himself, if he hasn't heard from BdU by then), and I like the option of being able to decide to take a greater risk and use magnetics when the situation calls for them or else playing it safer and going with the impact. And, if I do set up for an impact-type shot and get my TDC settings wrong, I'd rather suffer the consequences of bouncing off from too sharp an angle or too deep a setting, rather than be "saved" from my error by the fact that the magnetic pistol will still explode the torp in those unfavorable situations.

Is there any reasonably simple way to defeat the "forced magnetic" aspect without losing the depth-keeping error and other benefits?

kylania
09-30-06, 03:54 PM
Is there any reasonably simple way to defeat the "forced magnetic" aspect without losing the depth-keeping error and other benefits?
I believe if you set the TDC settings from the 3D view Weapons Officer console that you can still set Impact triggers and a higher than 3m depth run. At least in my tests the torpedo I set to run at 1m with Impact certainly was running higher than the 7m magnectic torpedo as seen here:

http://www.kylania.com/sh3/wolves/impactvsmag.jpg

When setting this shot up I was unable to set Impact from the UZO or TDC, but was able to from the 3D view. Hope that helps (and doesn't break anything! :))

Der Teddy Bar
09-30-06, 03:57 PM
*Standing Ovation* A big thank you to the NYGM TW Development Team! Great job!! :up:

On my first patrol out of Wilhelmshaven in my Type VIIB, I very quickly came across a Tramp Steamer. The weather was nice with winds at 5 knots, so I had the crew unlimber the deck gun. The first thing I noticed was the sound of the 88mm quick-firing gun - very nice "crack!" instead of the dull "boom" from the stock game. I also liked the smoke, though I was cursing it at the same time, as it made it more difficult (albeit realistically so) to spot my hits.

It took about 25 rounds to sink that steamer. In the stock game, I've accomplished this with as few as 3 rounds and very seldom more than 5, so I was greatly pleased with the increased realism. I also enjoyed the pyrotechnic effects as well as the reflection of the fire on the water.

The other big thing I noticed was how the deck gun handled. In the stock game, I could wait until the boat was in at the low point of riding a wave and consistently hit my target with pinpoint accuracy, as the lowest point reached never put the barrel of the cannon below the horizon. Well, surprise surprise - when I tried this in NYGM 2.2, I was shooting fish! I'm now faced with the much more realistic challenge of timing my shot based upon the sea state. Rather than a sequence of perfect below-the-waterline shots, I'm hitting the superstructure, placing shots well above the waterline and horror of horrors, completely missing at times. I love it! :D

The only constructive criticisms I can offer are:

1. I miss the acknowledgment when the torpedo doors are opened. It would be nice to have acknowledgment when the doors are closed as well, but this wasn't in the stock game, so I don't know if this is possible.

2. After we receive the message from BdU on September 8, 1939 that "Torpedo Directorate advises that magnetic pistols be set back two zones to reduce sensitivity. Experts advise impact pistols on ships less than 3000 tons." it would be nice if we were allowed to adjust our torpedoes from magnetic to impact pistols.

NYGM 2.2 has brought new life into the game for me. I love the increased complexity and I'm looking forward to experiencing more of the features as I go on subsequent patrols. Thank you for your time and effort! It is very much appreciated! Well picked up on regarding the changes made to reduce the gun's ability to compensate for the u-boat rocking/rolling. I have experienced conditions where the course of the ship was such that the wave action made it nearly impossible to hit the side of a barn and required me position my self so as to be coming into the ship on it's 'T' and as you can imagine I had to constantly break off the attack to reposition my self.

Regarding #1, it should not be too hard for someone with a bit of sound skill to add a voice over at the end of the 'Torpedo tube opening.wav' to signify the torpedo tube has opened. As long as this is not the same file that is used when closing the torpedo tube.

Regarding #2, the disabling of the impact/magnetic switch never disables the impact pistol. The switch only ever enables/disables the magnetic pistol.

May I be so bold as to suggest giving it a try for a period because the failures caused by the always on magnetic pistol cover many failure types and even in 1944 there were 33 failures (10%) in the 341 operational shots of the TV torpedo!

The failures resolved them selves into:
17 tube runners
7 prematures
3 duds
1 tube-sticker
1 surface breaker
1 torpedo failure
3 unexplained failures.

Thankyou for not only the kind words but also the nice 'NYGM' moment with your use of the deck gun.

Der Teddy Bar
09-30-06, 04:11 PM
I'm really looking forward to loading this up as soon as I get back to port. One thing though, I agree with the poster above that I would like the option to restore the choice of impact vs magnetic pistols - I followed the other thread on this and I understand and agree with the concept of trying to model the failure percentage better, but I'm pretty particular in my gme play with trying to match the historical advice and time frames for using each type of pistol (flavored by my own experience in the career - i.e., I generally don't stop using magnetics until my Kaleun has experienced enough failures to put 2+2 together for himself, if he hasn't heard from BdU by then), and I like the option of being able to decide to take a greater risk and use magnetics when the situation calls for them or else playing it safer and going with the impact. And, if I do set up for an impact-type shot and get my TDC settings wrong, I'd rather suffer the consequences of bouncing off from too sharp an angle or too deep a setting, rather than be "saved" from my error by the fact that the magnetic pistol will still explode the torp in those unfavorable situations.

Is there any reasonably simple way to defeat the "forced magnetic" aspect without losing the depth-keeping error and other benefits?
An excellent argument and one that we debated often. Especially under the circumstances that the magnetic pistol was disabled from mid 1940 for the end of 1942/early 1943.

Maybe we should enact the non magnetic pistol between mid 1940/late 1942 but in this period increase the chances of a depth error?

To re-enable the switch so as to disable the magnetic pistol in the Dials.cfg change the values for the 'DialVal=45,45' to DialVal=-45,45 under the 'Name=Torp_Pistol' entries.

Der Teddy Bar
09-30-06, 05:58 PM
Fubar's skins come in 2 formats, the DAT version & the TGA version. There is also come that are a combination of both.

There are some cross over with various DAT & TGA files. So it is recommended that you only use one DAT/TGA set at a time. I would also recommend that best practice would be to install only when in base.


These TGA only versions are fully compatible as is...
FUBAR VIIC_v2
Fubars_Das_boot_VIIC
FUBARSVIIC U552
fubars IXC U805
FUBARS IXD2 late war

These DAT & TGA versions are fully compatible as is...
FUBARS VIIB PLAIN
FUBARS VIIBcamo


The DAT version may or may not compatible as is and NYGM will investigate these versions in the coming days...
FUBARS TYPE 2a
FUBARS TYPE 2d
Fubars_camo_IID_U141
FUBARSVIIC PLAIN(3)
FUBARSVIIC med camo
FUBARS IXD




These DAT version may or may not compatible as is and NYGM will investigate these versions in the coming days. BUT these files contain an unrequired directory and files that is used will break TW features and/or cause unwelcome behaviour if used

The directory is called 'Library' with the files GUNS_SUB.dat & Sensors.dat. These are KEY NYGM TW files and will break TW features and/or cause unwelcome behaviour if used.


FUBARS IXCcamo
FUBARS IXCPLAIN
FUBARS IXBPLAIN

If in doubt exists about if you are using the NYGM files please manually copy these files from the NYGM TW Mod files.

You will find both files in the NYGM Tonnage War V2.2 – Full Version and for those who have the NYGM Tonnage War V2.2 – Upgrade Version you will need to copy the GUNS_SUB.dat from the NYGM Tonnage War V2.0 file and then the Sensors.dat from the NYGM Tonnage War V2.2 – Upgrade Version file.


I ask your patience as real life is having a large impact on the more important things in life, such as TW 2.2 :up:

Immacolata
10-01-06, 04:45 AM
A Short question: how do I disable the soundtrack in NYGM? I find it rather bothersome after 40 hours of patrolling :)

THE_MASK
10-01-06, 05:45 AM
When the game loads instead of going to career go to options and in the sound options untick the music option box at the top . How long have you been playing this;) :hmm:

Immacolata
10-01-06, 06:24 AM
LOL a long time. Since april 2005. So long I forgot you could turn the music off. I thought it had to be modded out :rotfl:

Samwolf
10-01-06, 09:22 AM
Is there a accumulated readme somewhere or a whatsnew for 2.2?

sure - check this UBRS download (http://mpgweb.de/downloads/index.php?act=view&id=916)

I downloaded this file but I only get the first 31 pages.

John Pancoast
10-01-06, 10:05 AM
Is there a accumulated readme somewhere or a whatsnew for 2.2?

sure - check this UBRS download (http://mpgweb.de/downloads/index.php?act=view&id=916)

I downloaded this file but I only get the first 31 pages.


Cool pic Samwolf. Where did you get it ?

Samwolf
10-01-06, 10:52 AM
Is there a accumulated readme somewhere or a whatsnew for 2.2?

sure - check this UBRS download (http://mpgweb.de/downloads/index.php?act=view&id=916)

I downloaded this file but I only get the first 31 pages.


Cool pic Samwolf. Where did you get it ?

www.military-art.com/u-boats.htm (http://www.military-art.com/u-boats.htm)

John Pancoast
10-01-06, 11:43 AM
Is there a accumulated readme somewhere or a whatsnew for 2.2?

sure - check this UBRS download (http://mpgweb.de/downloads/index.php?act=view&id=916)

I downloaded this file but I only get the first 31 pages.


Cool pic Samwolf. Where did you get it ?

www.military-art.com/u-boats.htm (http://www.military-art.com/u-boats.htm)

Thanks !

Yahoshua
10-01-06, 03:30 PM
I seem to be having a problem keeping a ship locked in the Periscope.

I'm submerged and moving parralell (apx.) to target course but the freaking scope will NOT stay locked onto the ship!

I didn't dive any deeper and no water washed up over the periscope, but it still breaks the lock!

Der Teddy Bar
10-01-06, 03:44 PM
I seem to be having a problem keeping a ship locked in the Periscope.

I'm submerged and moving parralell (apx.) to target course but the freaking scope will NOT stay locked onto the ship!

I didn't dive any deeper and no water washed up over the periscope, but it still breaks the lock!
That is to be expected when the seas are a little rough amd/or the distance is too great and/or the scope needs to be higher.

Of course having the scope higher means a greater chance of detection.

Yahoshua
10-01-06, 04:13 PM
k......so I'm a bit far off at nearly 8 km.:yep:

kylania
10-01-06, 04:58 PM
Is there a accumulated readme somewhere or a whatsnew for 2.2?
sure - check this UBRS download (http://mpgweb.de/downloads/index.php?act=view&id=916)
I downloaded this file but I only get the first 31 pages.

2.2 manual is actually an add on to the 2.0 manual, you need both and they are included together with the Stand Alone install.

I'll ask about a combined, comprehensive manual.

Samwolf
10-01-06, 06:01 PM
Is there a accumulated readme somewhere or a whatsnew for 2.2?
sure - check this UBRS download (http://mpgweb.de/downloads/index.php?act=view&id=916)
I downloaded this file but I only get the first 31 pages.

2.2 manual is actually an add on to the 2.0 manual, you need both and they are included together with the Stand Alone install.

I'll ask about a combined, comprehensive manual.

Thanks. I have to 2.0 manual, I was confused because I saw it should have about 70 pages, never cosidered that it might have just been an "add-on"

LGN1
10-02-06, 04:07 AM
Dear Teddy Bar,

Thanks a lot for your answer regarding the skins. I will use Timetraveller's tool to extract the tga files from the skin mods and then import them again with TT's tool.

After playing almost the whole week-end I have two other questions.

1.) Is it possible to create a darker night? I enjoy very much using the night time to get very close on the surface but the night is so bright that it feels strange. It is really great that you can get so close on the surface before beeing detected, but the bright night destroys the immersion. So a darker version would be really great.

2.) I have found some ships twice in the recognition manual (I think the small merchant for instance) with different tonnage. Is it possible to remove one of those? Or why are there two?

Thank you and your team very much for this splendid mod!

Cheers, LGN1

Immacolata
10-02-06, 05:16 AM
I wonder if one could use SH3 Commander to make different sky darkness depending on season?

Der Teddy Bar
10-02-06, 05:25 AM
Dear Teddy Bar,

Thanks a lot for your answer regarding the skins. I will use Timetraveller's tool to extract the tga files from the skin mods and then import them again with TT's tool.
Yes Fubar's skins are really cool even when not using the external view.



After playing almost the whole week-end I have two other questions.

1.) Is it possible to create a darker night? I enjoy very much using the night time to get very close on the surface but the night is so bright that it feels strange. It is really great that you can get so close on the surface before beeing detected, but the bright night destroys the immersion. So a darker version would be really great. I will speak to Observer on that as this was his area.


2.) I have found some ships twice in the recognition manual (I think the small merchant for instance) with different tonnage. Is it possible to remove one of those? Or why are there two? The 2 of certain ships is the result of having Anvart's great light ships. The recognition manual just picks up everything in the Sea folder.

Thank you and your team very much for this splendid mod!

Cheers, LGN1 Thanks for the kind words from all the team and lest we forget the beta testers who's grunt work is so important.

Laffertytig
10-02-06, 06:19 AM
so where does NYGM go from here. do u have plans for the next version and if so what r they?

Immacolata
10-02-06, 07:07 AM
NYGM PG?

Not Your Grandmother's Mod - Pacific Granny!
:rotfl:

THE_MASK
10-02-06, 07:55 AM
Started a new carreer in september of 1940 from lorient . Only a couple of days out and you want to know HOW ITS GOING .

http://img134.imageshack.us/img134/3205/shtgo0.jpg (http://imageshack.us)

Samwolf
10-02-06, 02:00 PM
Kruger said:
I have just installed it...looks great. Tell me...do I just get the feeling, or the harbours are alittle bit empty ? You can find Rubini's Harbour Traffic file included with "documentation". The file is campaign_SCR.mis, and it replaces the existing campaign_SCR.mis file in folder data\campaigns\campaign\.

The easiest way to install it is with J Scones' JSGME mod-installation program.

Stiebler.

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

The HT included in NYGM2.2 seems to be just the campaign_scr.mis file.

Now comes the stupid question, can I use HT 1.47 for RUB 1.45 with NYGM 2.2 or will it totally screw things up?

Another question, I'm looking at the Armed trawler that's escorting me out of the harbor with the Mark 1 Eyeball yet on the Nav map it doesn't show up although the docked merchants do show up. Any ideas or is it supposed to work this way? (I have No Map Updates unchecked and did not enable to Restore God's Eye View)

Der Teddy Bar
10-02-06, 02:22 PM
so where does NYGM go from here. do u have plans for the next version and if so what r they?
NYGM still see that there is a lot yet to be done with regards to SHIII and we are currently re-drawing up the list for the next itteration of the NYGM Tonnage War.

I won't make any announcment yet of our intentions but will follow the same procedure as we always have. That is, as the modlet nears or has reached completion, then we will let you know about it etc

We do it this way because 'Real Life' (trade mark pending ;)) has a habit of getting in the way.

Der Teddy Bar
10-02-06, 02:23 PM
NYGM PG?

Not Your Grandmother's Mod - Pacific Granny!
:rotfl:
Yep, we will be there :up:

Der Teddy Bar
10-02-06, 02:25 PM
Started a new carreer in september of 1940 from lorient . Only a couple of days out and you want to know HOW ITS GOING .

http://img134.imageshack.us/img134/3205/shtgo0.jpg (http://imageshack.us) I count 6 escorts!!!!! I hope you brought extra red pens :huh:

So much for easing yourself into the NYGM Experience :rotfl:

Der Teddy Bar
10-02-06, 02:42 PM
The HT included in NYGM2.2 seems to be just the campaign_scr.mis file.

Now comes the stupid question, can I use HT 1.47 for RUB 1.45 with NYGM 2.2 or will it totally screw things up?
The SCR file is all that is required to get the full HT experience.

Do not use the HT 1.47 for RUB 1.45 with NYGM 2.2 as it will remove a large part of the NYGM Experince i.e. campaign additions etc


Another question, I'm looking at the Armed trawler that's escorting me out of the harbor with the Mark 1 Eyeball yet on the Nav map it doesn't show up although the docked merchants do show up. Any ideas or is it supposed to work this way? (I have No Map Updates unchecked and did not enable to Restore God's Eye View)For most ships the nav map icon has been removed so as you not have the satillite function work when attacking.

The German Armed Trawler escort ship is the same ship as that used by the allies and as such has had the nav map icon removed.

Samwolf
10-02-06, 02:51 PM
The HT included in NYGM2.2 seems to be just the campaign_scr.mis file.

Now comes the stupid question, can I use HT 1.47 for RUB 1.45 with NYGM 2.2 or will it totally screw things up?
The SCR file is all that is required to get the full HT experience.

Do not use the HT 1.47 for RUB 1.45 with NYGM 2.2 as it will remove a large part of the NYGM Experince i.e. campaign additions etc


Another question, I'm looking at the Armed trawler that's escorting me out of the harbor with the Mark 1 Eyeball yet on the Nav map it doesn't show up although the docked merchants do show up. Any ideas or is it supposed to work this way? (I have No Map Updates unchecked and did not enable to Restore God's Eye View)For most ships the nav map icon has been removed so as you not have the satillite function work when attacking.

The German Armed Trawler escort ship is the same ship as that used by the allies and as such has had the nav map icon removed.

Thanks. I'll live with the HT included in NYGM 2.2. I just noticed that the HT1.47 harbor (at least) Wilhelmshaven was "busier" and wondered if 1.47 was compatible.

Deimos01
10-02-06, 03:40 PM
Well, I finally got to play out my 1st NYGM patrol. The back story is.... While patroling my grid in AM51 I got jumped by a hunter/killer group consisting of 5 DDs. They saw me from about 16k out on a crystal clear/calm day before my look-outs spotted them. Well, I went to about 70m on silent run at 1kt. I was at times able to identify 3 different sets of ASDICs. While I was being pinged the others would line up to take succesive attack runs on my boot. I know this cause I popped up in external view to watch them have their fun at one point. The AI is definately better with NYGM!:up: Well, the DDs had my position but not precisely. They kept dropping shallow as I eased down to 150m. Yet I could not break contact. I kept going deeper, agonizingly slow at 1 kt btw. Slowly I started breaking contact and finally only had one very tenacious DD hanging on. After 3 hours and having to go to 220m I finally broke contact and was able to slip away.

One of the things I did right, I think was to not lose my nerve and throttle up the engines. I maintained a nice 1kt the whole time. Since they were dropping shallow on me I figured they didnt have my position real good and I thought it best not to give them any more help. Looks like the tactic worked on this occasion.

On my 2nd patrol now, in the BF area and I think I might have just picked up a convoy while doing a hydro sweep. :arrgh!: I can only hope.

Alls I can say is NYGM is very cool so far. Great job guys:up:

KeldorKatarn
10-02-06, 04:29 PM
Only problem I have so far is that I'll probably have to stop playing. I simply don't have the time for over 2 and a half yours of realtime WaBo-pursuit and for some reason Silent Hunter keeps creating corrupted SaveGames so I can't reload and have to play the entire patrol.
I simply don't have the time for that.

John Pancoast
10-02-06, 04:32 PM
Well, I finally got to play out my 1st NYGM patrol. The back story is.... While patroling my grid in AM51 I got jumped by a hunter/killer group consisting of 5 DDs. They saw me from about 16k out on a crystal clear/calm day before my look-outs spotted them. Well, I went to about 70m on silent run at 1kt. I was at times able to identify 3 different sets of ASDICs. While I was being pinged the others would line up to take succesive attack runs on my boot. I know this cause I popped up in external view to watch them have their fun at one point. The AI is definately better with NYGM!:up: Well, the DDs had my position but not precisely. They kept dropping shallow as I eased down to 150m. Yet I could not break contact. I kept going deeper, agonizingly slow at 1 kt btw. Slowly I started breaking contact and finally only had one very tenacious DD hanging on. After 3 hours and having to go to 220m I finally broke contact and was able to slip away.

One of the things I did right, I think was to not lose my nerve and throttle up the engines. I maintained a nice 1kt the whole time. Since they were dropping shallow on me I figured they didnt have my position real good and I thought it best not to give them any more help. Looks like the tactic worked on this occasion.

On my 2nd patrol now, in the BF area and I think I might have just picked up a convoy while doing a hydro sweep. :arrgh!: I can only hope.

Alls I can say is NYGM is very cool so far. Great job guys:up:

They saw your *sub* from *16k* !?!? :o

kylania
10-02-06, 04:49 PM
They saw me from about 16k out on a crystal clear/calm day before my look-outs spotted them.
They saw your *sub* from *16k* !?!? :o

I'm guessing either aircraft ID'd him or Radar got him?

Der Teddy Bar
10-02-06, 06:35 PM
Well, I finally got to play out my 1st NYGM patrol. The back story is.... While patroling my grid in AM51 I got jumped by a hunter/killer group consisting of 5 DDs. They saw me from about 16k out on a crystal clear/calm day before my look-outs spotted them. Well, I went to about 70m on silent run at 1kt. I was at times able to identify 3 different sets of ASDICs. While I was being pinged the others would line up to take succesive attack runs on my boot. I know this cause I popped up in external view to watch them have their fun at one point. The AI is definately better with NYGM!:up: Well, the DDs had my position but not precisely. They kept dropping shallow as I eased down to 150m. Yet I could not break contact. I kept going deeper, agonizingly slow at 1 kt btw. Slowly I started breaking contact and finally only had one very tenacious DD hanging on. After 3 hours and having to go to 220m I finally broke contact and was able to slip away.

One of the things I did right, I think was to not lose my nerve and throttle up the engines. I maintained a nice 1kt the whole time. Since they were dropping shallow on me I figured they didnt have my position real good and I thought it best not to give them any more help. Looks like the tactic worked on this occasion.

On my 2nd patrol now, in the BF area and I think I might have just picked up a convoy while doing a hydro sweep. :arrgh!: I can only hope.

Alls I can say is NYGM is very cool so far. Great job guys:up: Way to GO :up:

Excellent advise about not loosing your nerve and might I also add something in the way of not loosing heart if you get re-detected. It did happen in real life and sometimes it happens in TW 2.2

There is no right or wrong only different situations.

I use small speed sprints when I can be assured that the escort/s are in a position not to hear me. It takes a lot of patience watching the nav map and using the hydrophones to deduce when to do it. I also rarely go more than 20 seconds, but if you are lucky and get a few together you will remove yourself from the search area quickly.

The thing about small speed sprints is only do it when you are really sure. For they can also put a neon sign up over your location if done at the wrong time.

Again as Deimos01 rightly said, you have to keep your nerve.

Another thing I do is to try and limit the aspect of my u-boat to the closing escort/s. This requires constant turning and can really make a difference. I have even had to do 1 1/2 360 degree turns as the escort tried to find me.

Once the closing escort has passed then you need to try and alter course for the other escort and also consider the now departing escorts possible return course.

It does require a lot of time and concentration, but it an aspect of the simulation that is very rewarding and great fun and most importantly rounds out the experience of being a u-boat captain where from 1941 it got harder and from 1942 where a u-boat returning to port was starting to become the exception and not the rule.

BTW, did you catch the thread regarding how the NYGM TW allows you to attack on the surface at night time?

Thankyou for the feedback.

Der Teddy Bar
10-02-06, 06:37 PM
Only problem I have so far is that I'll probably have to stop playing. I simply don't have the time for over 2 and a half yours of realtime WaBo-pursuit and for some reason Silent Hunter keeps creating corrupted SaveGames so I can't reload and have to play the entire patrol.
I simply don't have the time for that.
Sorry to hear of your issues.

May I suggest that you delete your My Documents\SH3 directory and see if that resolves the saved game issue.

This is definitely not a NYGM induced issue.

Deimos01
10-02-06, 06:46 PM
They saw me from about 16k out on a crystal clear/calm day before my look-outs spotted them.
They saw your *sub* from *16k* !?!? :o

I'm guessing either aircraft ID'd him or Radar got him?

Well, its Aug 1941 so Im guessing no on the radar. On further experience with guestimating ranges I would say the lead DDs were between 10k-12k out. I could only see the two lead escorts smoke at first. Thing is, the first I knew they were there was my watch crew shouting "we are being engaged!":lol: Not to fear tho. My watch officer has been demoted and the rest of the watch is pruning mold of the bread till their eyesight improves:88)

Now of course I have been able to shadow escorts at closer ranges but I have learned to give them a wide berth on clear days and an ocean like glass:doh:

Hartmann
10-02-06, 06:48 PM
Started a new carreer in september of 1940 from lorient . Only a couple of days out and you want to know HOW ITS GOING .

http://img134.imageshack.us/img134/3205/shtgo0.jpg (http://imageshack.us)

damned british !!

down !! more deep ,
WO ...what did you say ??

more depth !!

.bow down 10 º, stern up 7 º

190
200
210
220
230....... :dead: :rotfl:

THE_MASK
10-02-06, 09:07 PM
I ended up going to 210mts and it took hours but finally lost them . I was on max 250TC and i get a report of ship spotted . Basically it should have dropped to 1TC well before it did .

Der Teddy Bar
10-02-06, 11:14 PM
I ended up going to 210mts and it took hours but finally lost them . I was on max 250TC and i get a report of ship spotted . Basically it should have dropped to 1TC well before it did .
Though not the cause probably a result of using Sh3 Cmdr as it allows these to be set through it. You could make sure that it is set right and/or change the EnemyDetected=1 in the main.cfg in the My Documents\SH3\data\cfg directory.

Hope this helps.

The Munster
10-03-06, 01:47 AM
Hi, is it possible to change the ship colours on the map so they are all black ? I prefer trying to find out if the ship is enemy or neutral. Hope somebody can help me with this.

KeldorKatarn
10-03-06, 03:57 AM
Managed to get my safegames working again. But this time after finishing the patrol, I got the tonnage as renown, but not as real tonnage. My tonnage count was 0. And in Wilhelmshaven one Passenger ship had rammed the wall when I returned. I saw it hanging with the back in the water.
I also again spent only 1 day in base although basic.cfg says 31 days. I could fix all that by editting my career files, but still...
Reload errors? How can I avoid/fix those?

Der Teddy Bar
10-03-06, 06:22 AM
KeldorKatarn,
If you do not have 'Tonnage' I am presuming that you have a install error or if you running a dual installation with NYGM & TW while using Sh3 Cmdr? If so it could be cross pollination of the mods.kylania's instructions for Installing NYGM 2.2 via JSGME

1. SH3
2. SH3 Patch 1.4
3. JSGME 1.4.1 (http://www.users.on.net/%7Ejscones/software/products/jsgme.zip)
4. NYGM 2.2 - Stand Alone (http://hosted.filefront.com/TeddyBar/)
5. SH3 Commander 2.6.1 (http://www.users.on.net/%7Ejscones/software/products/SH3Cmdr261.exe)
6. Ensure you apply the SH3 Commander files from the documentation folder in NYGM 2.2.

Step by Step:

1. Install SH3 from DVD.
2. Install the SH3 1.4b patch.
3. Install JSGME by moving the files into your main SH3 install directory (usually c:\program files\ubisoft\silenthunterIII)

4. Run JSGME once. This will create a MODS folder under the ...\silenthunterIII folder.
Close and run JSGME again, this time choose Tasks... option from the middle and create a snapshot of your files. This will ensure JSGME knows what your basic SH3 install should look like. Close JSGME.

5. Unpack NYGM 2.2 Stand Alone and move the entire folder into the ...\silenthunterIII\MODS folder. At this point you should have files structure like this: C:\program files\ubisoft\silenthunterIII\MODS\NYGM Tonnage War V2.2 – Stand Alone Version\data\...

6. Run JSGME and you should see "NYGM 2.2 Stand Alone" on the left side of the screen now. Click the > button to move it to the right, installing your mod. This will take quite some time! Once it's moved to the right close JSGME.

7. Install SH3 Commander 2.6.1

8. From c:\program files\ubisoft\silenthunterIII\MODS\NYGM Tonnage War V2.2 – Stand Alone Version\documentation\SH3 Commander Optional Updates copy all files into C:\Program Files\SH3 Commander\Cfg.

9. Delete from that same SH3 Commander\Cfg folder all the specifc date files ie, Randomised events_19*.cfg leaving only the one Randomized file you just copied.

KeldorKatarn
10-03-06, 06:45 AM
I don't use SH3 Cmdr and NYGM is correctly installed.

lumat83
10-03-06, 12:04 PM
An idea about repair activities.

Is it possible to make radio room and Pc room work together about repair activities (I not sure about my english here :D )
Because when the uboat is damage in this room, it's very difficult to repair (with only 2 men). It's not very realistic, I think.
Why the radio room easier to destroy or more difficult to repair than the others ? In addition, when, this room is damaged, it's often 'Game Over" :cry:

For me it's a real problem (and the only problem with this wonderfull mod :p )

What do you think about this ?

Der Teddy Bar
10-03-06, 04:49 PM
An idea about repair activities.

Is it possible to make radio room and Pc room work together about repair activities (I not sure about my english here :D )
Because when the uboat is damage in this room, it's very difficult to repair (with only 2 men). It's not very realistic, I think.
Why the radio room easier to destroy or more difficult to repair than the others ? In addition, when, this room is damaged, it's often 'Game Over" :cry:

For me it's a real problem (and the only problem with this wonderfull mod :p )

What do you think about this ?
lumat83,
I believe that kylania has you set straight regarding that when crew are in a damaged compartment, that this crew will automatically make repairs, stop flooding & drain the flooding unless you are silent running.

The flooding values for all compartments is based upon the crew that can be brought to assist, so the flooding of the radio room is not as bad as that of the bow torpedo room but in comparison they are somewhat equal.

The flooding has also been done so that you will be able for most of the time to control it. Though if a depth charge is close enough and of enough HP then you may never be able to recover :o

Your issues will for the most part come from the effects of multiple flooding or a very large room flooding most of the way and as a result this will cause depth keeping issues.

In the end the radio room is not really harder to repair than the other rooms.

I hope this clarifies any concerns.

Der Teddy Bar
10-03-06, 04:50 PM
I don't use SH3 Cmdr and NYGM is correctly installed.
Could you test this with a new career?

Laffertytig
10-03-06, 05:46 PM
i see the GW lads have fixed the surface ai nightvision bug. has it been fixed in nygm as well? i havent found many targets at night yet

Der Teddy Bar
10-03-06, 06:38 PM
i see the GW lads have fixed the surface ai nightvision bug. has it been fixed in nygm as well? i havent found many targets at night yetThe GW news sounds good and is very exciting. Without being negative, we will have to wait to see how GW's u-boat sensors plays out for all day and night weather conditions as there are only one set of figures which to not quantified.

That said I feel that the night vision in NYGM could come down some.

It must be remembered that it is a delicate balance as SHIII does not differentiate between moonlight and no moonlight, so while we will have excessive night time vision on moonless nights, when the moon is out then it would be about right.

U-boats found a lot of targets at night and they were effective at doing so.

Confused? :lol:

Yahoshua
10-03-06, 11:18 PM
Well, I ran the "Happy Times" Mission a couple times to get the hang of Manual Targeting.......DAMN it was GOOD!!!!

Got 3 torps into a single Large Cargo (I was a bit off and had one wave runner that went off prematurely but ALL 3 hit in the Bow section). She went down bow first bobbing for fish before she dissapeared. (btw, that was my first time EVER committing to a shot having used ONLY manual methods of targeting).

But, I didn't adjust the TDC for my last torp.....aimed for a Large Tanker at around 800m and ended up hitting a Large Cargo in the bow section (maybe centimeters from missing though) about 2000m away and 3 columns over while she was trying to pull evasive exercises.

It was great.

I'm now starting from Kiel on my first patrol to AN91 (yeah, like I'm gonna find any ships out there before I have to turn back due to fuel consumption).

Here goes.

Steeltrap
10-03-06, 11:43 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

Der Teddy Bar
10-04-06, 01:20 AM
Well, I ran the "Happy Times" Mission a couple times to get the hang of Manual Targeting.......DAMN it was GOOD!!!!

Got 3 torps into a single Large Cargo (I was a bit off and had one wave runner that went off prematurely but ALL 3 hit in the Bow section). She went down bow first bobbing for fish before she dissapeared. (btw, that was my first time EVER committing to a shot having used ONLY manual methods of targeting).

Welcome to the Manual TDC club and congratulations :up:

When using the manual TDC nothing is more rewarding than hitting a ship and while mssing is fustrating it was yopu that misssed i.e. it was not artificial, and for me this makes is easier to accept.

Missing sometimes does play tricks with your mind when you cannot for the life of you figure out how and now we have the NYGM Torpedo Depth Keeping Issue mod to add to that :rotfl:

Der Teddy Bar
10-04-06, 01:22 AM
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
Must have been done on purpose to keep you on your toes ;)

KeldorKatarn
10-04-06, 09:18 AM
Btw Teddy. I think your assumptions that a torpedo detonating under a ship's keel can't cause it to break apart (only one actually impacting the keel) are wrong.

I've seen this happen with C2-cargo, small freighters and a tanker or two several times already in stock game and yesterday sunk a C2 cargo like that in NYGM.
It may happen not that often but I think it is very much possible by my observations so far.

KeldorKatarn
10-04-06, 09:21 AM
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"

John Pancoast
10-04-06, 09:30 AM
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"

Since German titles, etc. have been mentioned, I've always thought the actual reason the Germans lost WW2 was because of their military titles.

Think about it; by the time a frantic radio message starting with such a long title as "Herr Oberststurmbannfuhrer....." got put over the waves, the battle in question was already over :lol:

NiKuTa
10-04-06, 04:08 PM
It is normal this strange lines on horizont ? No fog. Can someone fix this ?

http://img241.imageshack.us/img241/4349/sh3img4102006224724406kk7.jpg


http://img475.imageshack.us/img475/8072/sh3img4102006225339140gv3.jpg

kylania
10-04-06, 05:05 PM
Nik, do you mean the white band on the horizon during no fog? That's there due to the new "hull down at distance" feature of NYGM. If you spot a ship at 16km you'll be able to see the effect it's supposed to have.

Der Teddy Bar
10-04-06, 05:48 PM
Btw Teddy. I think your assumptions that a torpedo detonating under a ship's keel can't cause it to break apart (only one actually impacting the keel) are wrong.

I've seen this happen with C2-cargo, small freighters and a tanker or two several times already in stock game and yesterday sunk a C2 cargo like that in NYGM.
It may happen not that often but I think it is very much possible by my observations so far.
COOL and great to hear :up:

Der Teddy Bar
10-04-06, 05:50 PM
Since German titles, etc. have been mentioned, I've always thought the actual reason the Germans lost WW2 was because of their military titles.

Think about it; by the time a frantic radio message starting with such a long title as "Herr Oberststurmbannfuhrer....." got put over the waves, the battle in question was already over :lol:
:rotfl:

LGN1
10-05-06, 01:41 AM
Dear Teddy Bar,

Any news about darker nights? If I remember correctly, the 'atmosphere mod' exists in two different version, one light and one dark. For me (for my screen) the dark one was just perfect. The 'Ocean madness' mod unfortunately has only one night version. Do you use an unmodded version of it? Perhaps I should ask Markhimov (?) if he has an darker version.

Anyway, NYGM is really fine mod ( almost perfect :) )

Cheers, LGN1

Immacolata
10-05-06, 03:49 AM
[quote=Yahoshua]
Welcome to the Manual TDC club and congratulations :up:

I only play for manual TDC. I really really REALLY hope the devs improve upon this in SH4. You lack proper tools and assistance in SH3. I wish I had a whiz wheel!

Missing sometimes does play tricks with your mind when you cannot for the life of you figure out how and now we have the NYGM Torpedo Depth Keeping Issue mod to add to that :rotfl:

Ain't that true. I blew an entire load of torps, all 5 pipes, on a large convoy without hitting ANYTHING. I was so frustrated. I had the speed right, I had the course right, the depth right, the AOB was on the spot. Damnit. I later found out that I had mirrored the AOB :o So all my torps gyros thought the ships were moving in the opposite direction. Argh.

[edit]

I have a question to veteran NYGMates. Or NYGMadams. When does NYGM 2.2 get really nasty? I've never gotten much beyond early 1943 because even the stock game gave me a beating. So I just tended to plimsoll around in 1939-1942 era. But I think Ive worked up the cojones this time.

I know they get radar, so even closing on a convoy will be hard. Will you as a player get sufficient "counter measures" to keep the game somewhat rewarding past 1943? What are people's verdict on this?

Der Teddy Bar
10-05-06, 01:49 PM
I have a question to veteran NYGMates. Or NYGMadams. When does NYGM 2.2 get really nasty? I've never gotten much beyond early 1943 because even the stock game gave me a beating. So I just tended to plimsoll around in 1939-1942 era. But I think Ive worked up the cojones this time.

I know they get radar, so even closing on a convoy will be hard. Will you as a player get sufficient "counter measures" to keep the game somewhat rewarding past 1943? What are people's verdict on this?
May I suggest visiting Wolves at War where through the community your objectives change and I think that you will find that surviving as long as you can and on the odd occassion getting a kill will be enough, especially when everyone else around you is in the same situation.

NiKuTa
10-05-06, 02:09 PM
MOd i s graet, better them great :), but i dont like only one thing, Only magnetic pistol. For me it is not good to remove a impact pistol. Could you add a patch for it or something like Alternate mod?

kylania
10-05-06, 02:33 PM
MOd i s graet, better them great :), but i dont like only one thing, Only magnetic pistol. For me it is not good to remove a impact pistol. Could you add a patch for it or something like Alternate mod?

The impact pistol is never disabled. It's always active.

The change in NYGM isn't that you can only use Magnetic, it's that you can't turn off Magnetic.

NiKuTa
10-05-06, 04:03 PM
Sry it is my foult

KeldorKatarn
10-05-06, 04:03 PM
MOd i s graet, better them great :), but i dont like only one thing, Only magnetic pistol. For me it is not good to remove a impact pistol. Could you add a patch for it or something like Alternate mod?

The impact pistol is never disabled. It's always active.

The change in NYGM isn't that you can only use Magnetic, it's that you can't turn off Magnetic.

Exactly. The 'Magnetic' setting means that the torpedo detonates if passing under a ship OR impacting on it. The impact pistol can't be deactivated which is historically correct. The magnetic pistol is an ADDITIONAL impact setting, it is not replacing the impact pistol.

lumat83
10-06-06, 01:34 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

Der Teddy Bar
10-06-06, 05:29 AM
lumat83,
I am unsure why you are unable to escape an encounter with aircraft as this has not been my personal experience.

The changes to the NYGM U-boat sensors are such that on a good day the fully rested crew have the ability to detect a Hurricane aircraft at 11,000 to 12,000 metres.

In my WaW career I have had over a dozen aircraft show up, in all but one was I able to submerge to safety. Of the one time the Hurricane flew past me without strafing or dropping its bomb before my crew warned me and I crash dived to safety.

In 90% of instances I passed 60 metres before the depth charges and the other it was 320-30 metres.

Do you immediately order a crash dive?

More detail might help us work out why you are having such a bad run.


What I have found in my battles while improving the aircraft damage mod is that the battles are an exercise in evasion. While this is stating the obvious I will clarify and hopefully assist you to minimise your damage. When you encounter aircraft attempt to put them at the right angle.

For fighters just prior to the fighter makes its diving attack at you turn into the aircraft. It is recommended that you set the AA to fight at short distances only.

For bombers the battle is a constant exercise in evasion. You are required to constantly be under a course change weaving left and right without pause. I find that when the aircraft attacks to turn into the aircraft and when it is retreating, well it’s all luck.

I have found with continual changes in course etc that I have, depending upon luck, been able to minimise my damage even after a battle that has had the bomber pass over more than 10 times. In a lot of battles lasting 10 passes or more I have come out with no damage or only 10%. However at other times I have come out with 30% + damage and many dead crews. It is skill and luck.


Are you aware that every time a ship sees you, any ship, your location is radioed by the AI and you might encounter an aircraft attack. If you do, then the chances for another aircraft attack is very high and you should stay submerged for about 8 to 12 hours.

Of course if you are near the English Coast and especially near key locations like Scapa Flow, Loch Ewe, etc etc then there is a very high chance of attack anyway and this is why u-boats stayed submerged on the seabed during the day.


BTW, do you run any other mods?

I understand the fustration and hopefully this helps is some way to assist you to get a better outcome.

Fender74
10-06-06, 05:36 AM
just started using this mod,i think it's great so far.:up:
i only have one problem,i can't fire the deck gun myself.
is this part of the mod or is something wrong with my game?
cheers.

Immacolata
10-06-06, 06:17 AM
25 crew lost to bullets? Sounds a lot. What caliber are they using? .303? Is that even big enough to get past the pressure hull?

May I suggest visiting Wolves at War where through the community your objectives change and I think that you will find that surviving as long as you can and on the odd occassion getting a kill will be enough, especially when everyone else around you is in the same situation.


Sounds like I am going to spend a lot of time doing nothing or being frustrated about not being able to do anything. Somehow that doesn't sound like half as much fun to me. I read the rules and they seem very harsh. I wonder how even making an attack run map plotting is possible. The manual targetting is already rather crippled in the game, and I have no AOB wheel because people seem to give out dead links all the time. So making a useful solution is nearly impossible.

kylania
10-06-06, 10:20 AM
You don't have to use manual targetting in Wolves at War, that part is optional.

The AoB wheel you're looking found can be found here: http://www.kylania.com/sh3/aobwheel.zip

Found those images on a Russian forum, and found instructions but they were in Russian too! I've seen an English version somewhere, I'll try to find it again and add it to the zip.

lumat83
10-06-06, 11:07 AM
Der Teddy Bar

Ok, I made a new installation of SH3/NYGM without SH3commander, and I've no more problem now.
I think SH3cdr cause difficulties, for me, even if I install the game exactly like in your manual (Optionnals files, delete Randomise events 39-45, Options...).
Thoses difficulties are some crashs, and, of course, the problems with the planes attacks. In addition, stranges effects with my crews (the crews in sh3cdr are not my crews in the game ...) and fatigue ...

My installation with SH3cdr and NYGM was unstable. And I don't know why :shifty:

In my new install, SH3+NYGM, I've played SH3 during 4 hours without problem. I can avoid the planes :) and all is right now :)

Are you sure there are no problem with SH3cdr / NYGM ?

GlobalExplorer
10-06-06, 11:23 AM
Moin moin Kaleuns

I using NYGM2.2 and SH3Gen, after the update to Nygm2.2 the Sh3Gen makes some strange entries.
Take a look here (http://www.fangarts.de/screenshots/fsscr007.jpg)

Someone has the same problems and how to fix this ?

Thx

P.S.: Please forgive my poor english :oops:

NYGM :rock:

Moin, ländrädde!

Sorry, Sh3Gen has never been tested with NYGM 2.2, at leasts not by me. New, complex mods can create problems of course.

Can you send me more information about strange entries? The screenshot doesnt exist anymore.

If you send me more details, this can hopefully be fixed in the future.

GE



Yup, I got the same errors with SH3 Gen that you're seeing there. I believe it has to do with the ship lists in the campaign files but haven't looked into it too much.

I'll take a closer look and see if I can figure it out for ya. :)

Have you found out something?

kylania
10-06-06, 01:32 PM
Yup, I got the same errors with SH3 Gen that you're seeing there. I believe it has to do with the ship lists in the campaign files but haven't looked into it too much.

I'll take a closer look and see if I can figure it out for ya. :)
Have you found out something?

Actually someone else did! Apparently removing the new pencil font that NYGM 2.2 adds SH3Gen once again displayed fine.

I'll do a better test tonite, for instance I totally forgot that you tell it where the files are so I'm afraid it was writing information for the GW1.1 install into my NYGM maps! :) Which of course would explain the PAGES of "ship errors" in the logs.

I'll try it again tonite and pay better attention. :)

Der Teddy Bar
10-06-06, 02:24 PM
25 crew lost to bullets? Sounds a lot. What caliber are they using? .303? Is that even big enough to get past the pressure hull?
I presume that he kept putting men onto the AA guns and the tower etc

Der Teddy Bar
10-06-06, 02:29 PM
just started using this mod,i think it's great so far.:up:
i only have one problem,i can't fire the deck gun myself.
is this part of the mod or is something wrong with my game?
cheers.
Your issue may be that when manning the deck gun the first time you need to select the High Explosive ammo.

AP was almost never used by u-boats as AP against a merchant ship was not effective. A u-boat wants the shell to damage the thin hull to allow water in through the largest possible hole and not have the shell make a smallest hole and explode inside (through the other side) of the ship where it would do little to assist the ship to sink.

I hope and think this will help.

Der Teddy Bar
10-06-06, 02:46 PM
Der Teddy Bar

Ok, I made a new installation of SH3/NYGM without SH3commander, and I've no more problem now.
I think SH3cdr cause difficulties, for me, even if I install the game exactly like in your manual (Optionnals files, delete Randomise events 39-45, Options...).
Thoses difficulties are some crashs, and, of course, the problems with the planes attacks. In addition, stranges effects with my crews (the crews in sh3cdr are not my crews in the game ...) and fatigue ...

My installation with SH3cdr and NYGM was unstable. And I don't know why :shifty:

In my new install, SH3+NYGM, I've played SH3 during 4 hours without problem. I can avoid the planes :) and all is right now :)

Are you sure there are no problem with SH3cdr / NYGM ? The issue will not be SH3 Cmdr, that is, while we have an issue using it, the program itself is not an issue. Nor is the use of it with the NYGM TW files installed.

However, we have an issue so lets go to basics.

I am presuming that you have since your issues, created a clean install of SHIII 1.4b and installed TW 2.2. All is working as it should be. Make a backup of this for trouble shooting.

Are you using one of these versions of Sh3 Cmdr? 2.5, 2.6 or 2.61. If not, please un-install and re-install with the one of your choice and then install the NYGM SH3 Cmdr files as per the instructions.

If you are already using one of these versions 2.5, 2.6 or 2.61, then to ensure that we do not corrupt the current install we will manually delete the files under Sh3 Cmdr.

To manually delete the SH3 Cmdr files, effectively doing a manual roll back, is to delete the 'data' directory from C:\Program Files\SH3 Commander\!BACKUP.

Then install the NYGM SH3 Cmdr files as per the instructions.

Hopefully all will work as advertised :yep:

lumat83
10-06-06, 03:08 PM
Ok, thanks for help :D

With NYGM and SH3cdr, I'd installed like this (clean install) :

1- SH3
2- Patch 1.4
3- NYGM (with JSGME) and your optionnal mods
4- SH3cdr 2.61
5- Copy optionnal updates files from NYGM2.2\documentation to SH3cdr\cfg folder
6- Delete all randomise events 19xx in SH3cdr\cfg Folder
7- Run SH3cdr and configure it like in the NYGM manual
8- Start a new career :)

Is it the good way ? And the good order ? If yes, I don't see why I've problems with SH3cdr and not without SH3cdr.

THE_MASK
10-06-06, 03:28 PM
My install was very similar

1- SH3
2- Patch 1.4
3- NYGM (with JSGME) and optionnal mods
4- SH3cdr 2.61
5- Copy optionnal updates files from NYGM2.2\documentation to SH3cdr\cfg folder
6- Delete all randomise events 19xx in SH3cdr\cfg Folder
7- Run SH3cdr and configure it like in the NYGM manual
8- Start a new career :)
9- Engage task force from hell
10- Die

lumat83
10-06-06, 03:36 PM
And restart a new career :D

Yes your installation is very similar like a Copy Paste :)

kylania
10-06-06, 03:45 PM
My install was very similar

Mine too!

1- SH3
2- Patch 1.4
3- NYGM (with JSGME) and optionnal mods
4- SH3cdr 2.61
5- Copy optionnal updates files from NYGM2.2\documentation to SH3cdr\cfg folder
6- Delete all randomise events 19xx in SH3cdr\cfg Folder
7- Run SH3cdr and configure it like in the NYGM manual
8- Start a new career :)
9- 64X TC through Kiel canal
10- Run into the shore at the end
11- Die

lumat83
10-06-06, 03:51 PM
Ask to BDU to give you a U-Boat with four wheels. May be in a next version of NYGM ?:D


But why my installation (very similar to your installation) Cause problems ?:damn:

Rotor
10-06-06, 03:53 PM
Is it no longer possible to use the impact pistol on the torpedoes. I can't disable the magnetic detonators!

Sailor Steve
10-06-06, 03:54 PM
9- Engage task force from hell
10- Die

10- Run into the shore at the end
11- Die

I'm not overly impressed with NYGM's claims...I can do those last two steps just fine with any mod, or with no mods at all.:damn:

kylania
10-06-06, 03:54 PM
Is it no longer possible to use the impact pistol on the torpedoes. I can't disable the magnetic detonators!

See my response on the page directly before this one. :)

The impact pistol is never disabled. It's always active.

The change in NYGM isn't that you can only use Magnetic, it's that you can't turn off Magnetic.

Rotor
10-06-06, 04:00 PM
Got it! :oops:

Fender74
10-06-06, 06:34 PM
just started using this mod,i think it's great so far.:up:
i only have one problem,i can't fire the deck gun myself.
is this part of the mod or is something wrong with my game?
cheers. Your issue may be that when manning the deck gun the first time you need to select the High Explosive ammo.

AP was almost never used by u-boats as AP against a merchant ship was not effective. A u-boat wants the shell to damage the thin hull to allow water in through the largest possible hole and not have the shell make a smallest hole and explode inside (through the other side) of the ship where it would do little to assist the ship to sink.

I hope and think this will help.
cheers,i didn't mess around with the ammo so that's probably it.:up:

Immacolata
10-07-06, 07:03 AM
Two questions on SH3C and saved careers.

Armed with a new fangled radar, a decoy system, a new $1 calculator and my printed out AOB wheel tacked on a cigar box, I am heading out for my second NYGM patrol with my crew.

1) When I launch the game I prefer using SH3 commander to shuffle the gramophone tracks. I wonder what effect it has on a game to use SH3C to launch it while on patrol? Will it randomize my torpedos, weather and other things so that I will not be able to predict the outcome, or is that effect ONLY applied between patrols? In shorter words: Can I use SH3C to launch the game at any time without worrying about messing up stuff in NYGM?

2) My folder is full of saved careeres from patrols that are finished. Is it naughty to delete the old saves to clear up or must I wait till the entire career is finished?

NiKuTa
10-07-06, 12:48 PM
I think, that i found a bag. i see this several times. Enemy warshpis lost thay rudders. Thay set too min depth on DC, and explosion destroyed the rudder. It is normal ?

Der Teddy Bar
10-07-06, 01:56 PM
Two questions on SH3C and saved careers.

Armed with a new fangled radar, a decoy system, a new $1 calculator and my printed out AOB wheel tacked on a cigar box, I am heading out for my second NYGM patrol with my crew.

1) When I launch the game I prefer using SH3 commander to shuffle the gramophone tracks. I wonder what effect it has on a game to use SH3C to launch it while on patrol? Will it randomize my torpedos, weather and other things so that I will not be able to predict the outcome, or is that effect ONLY applied between patrols? In shorter words: Can I use SH3C to launch the game at any time without worrying about messing up stuff in NYGM? I recommend restarting saved games with SH3 Cmdr as the great randomised routines by Hemisent, gouldjg & others will come into play every time that you load the game via SH3 Cmdr.

In addition, because of the NYGM Torpedo Depth Error Mod for SH3 Cmdr I actually recommend restarting the game with Sh3 Cmdr after every engagement because it will as you say, randomise the torpedo depth.





2) My folder is full of saved careeres from patrols that are finished. Is it naughty to delete the old saves to clear up or must I wait till the entire career is finished? If you deleted saved games from previous careers then.... I have never tried it. Why not back up your career folder and give it a try and let us know :yep:

Der Teddy Bar
10-07-06, 01:58 PM
I think, that i found a bug. i see this several times. Enemy warships lost their rudders. They set too min depth on DC, and explosion destroyed the rudder. It is normal ?
This is a vanilla SHIII bug :-?

Der Teddy Bar
10-07-06, 05:56 PM
File Front: http://hosted.filefront.com/TeddyBar/

Fubar's incredible u-boat skins add more than just high quality textures, they add atmosphere that allows for even greater player immersion.

Even if you do not use the external view the improvement from the conning tower etc is just incredible.

There is some cross over with various DAT & TGA files. So it is recommended that you only use one DAT/TGA set at a time. I would also recommend that best practice would be to install only when in base.

I wish to extend my heart felt thanks to Fubar for allowing the use of his great work in the NYGM TW Mod.

These files are intended to be used only with the NYGM TW 2.2 Mod and their use with other versions of TW or other mods could result in unexpected behaviour/issues.

Side Note: I adding Fubar's skins to the NYGM TW DAT files with TimeTraveller's SH3 Unpacker. Another great tool from the guy who's tools opened up SHIII for all moders.

Samwolf
10-07-06, 07:06 PM
Just out of curiosity, since renown was removed from all the upgrades in NYGM ,why are the entries for [SUBMARINE_AMMO5];VIIC/42 Renown=6, and [SPECIAL0]; anti sonar coatings Renown0=1000 and Renown1=2000?

SubConscious
10-07-06, 10:40 PM
I had an interesting experience with what I believe to be the anti-hummingbird feature of NYGM 2.2: I was outside of Loch Ewe and decided to rest on the bottom for a while and listen to the comings and goings out of this port. The weather was moderate, with winds at 11 knots.

Once I touched bottom at about 20 meters, I started getting reports that the ship was taking damage. I dismissed this, figuring we touched the bottom a little harder than I thought. Then I got a message that the compressor was repaired, followed by another that we were taking additional damage. It took a second before the reality struck me: The wave action was bouncing me off the sea floor. :know: Now if I could only drop anchor...

I don't recall this ever happening in vanilla SH3, but I have to say that it's a pretty cool feature.

One question: I have noticed that contacts posted to the navigation map only appear if I manage to mouse over the exact spot. So I'll get a wireless transmission that a ship has been spotted in a given grid (e.g., AM26), or I'll happen to mouse over a random encounter and I'll get rewarded with the black circle. Is this functioning properly?

One observation: This is really odd, but I don't know if it's a SH3 bug or NYGM: I was playing around with the external view camera around Scapa Flow early September '39 when I encountered a Hurricane suspended in mid-air, burning. Another Hurricane was nearby, also suspended in mid-air, and also burning. A few KM away, I found two more: One was about to strike the ground while another was in mid-air. My first thought was "My CPU resources are being spent keeping track of THIS?" ;) Strange stuff...

Overall, I'm having a blast with NYGM 2.2. Thanks again to the development team!

Der Teddy Bar
10-07-06, 11:10 PM
Just out of curiosity, since renown was removed from all the upgrades in NYGM ,why are the entries for [SUBMARINE_AMMO5];VIIC/42 Renown=6, and [SPECIAL0]; anti sonar coatings Renown0=1000 and Renown1=2000?
RE: [SUBMARINE_AMMO5];VIIC/42 Renown=6 - Oops :p

RE: [SPECIAL0]; anti sonar coatings Renown0=1000 and Renown1=2000 - We have disabled these items so we did not do anything regarding the renown

Der Teddy Bar
10-08-06, 12:25 AM
I had an interesting experience with what I believe to be the anti-hummingbird feature of NYGM 2.2: I was outside of Loch Ewe and decided to rest on the bottom for a while and listen to the comings and goings out of this port. The weather was moderate, with winds at 11 knots.

Once I touched bottom at about 20 meters, I started getting reports that the ship was taking damage. I dismissed this, figuring we touched the bottom a little harder than I thought. Then I got a message that the compressor was repaired, followed by another that we were taking additional damage. It took a second before the reality struck me: The wave action was bouncing me off the sea floor. :know: Now if I could only drop anchor...

I don't recall this ever happening in vanilla SH3, but I have to say that it's a pretty cool feature.

One question: I have noticed that contacts posted to the navigation map only appear if I manage to mouse over the exact spot. So I'll get a wireless transmission that a ship has been spotted in a given grid (e.g., AM26), or I'll happen to mouse over a random encounter and I'll get rewarded with the black circle. Is this functioning properly?

One observation: This is really odd, but I don't know if it's a SH3 bug or NYGM: I was playing around with the external view camera around Scapa Flow early September '39 when I encountered a Hurricane suspended in mid-air, burning. Another Hurricane was nearby, also suspended in mid-air, and also burning. A few KM away, I found two more: One was about to strike the ground while another was in mid-air. My first thought was "My CPU resources are being spent keeping track of THIS?" ;) Strange stuff...

Overall, I'm having a blast with NYGM 2.2. Thanks again to the development team!

Interesting and as you say, very cool! I can only presume you had your u-boat aligned so that the waves had caused some forward motion as I tested this and was able to safely rest on the seabed at 20 metres without incurring damage in 15mps winds. But the fact it can happen is great and realistic, I like it :up:

Yes it is functioning correctly. I will be including a my 'no black circle' as an option in the next release as I dislike the way it pops up when I am not looking for it.

the aircraft one is very unusual and something that I have never seen or heard of previously. So I have no idea.

Great to hear that you are having a blast! I know I am!

Samwolf
10-08-06, 06:42 AM
Just out of curiosity, since renown was removed from all the upgrades in NYGM ,why are the entries for [SUBMARINE_AMMO5];VIIC/42 Renown=6, and [SPECIAL0]; anti sonar coatings Renown0=1000 and Renown1=2000?
RE: [SUBMARINE_AMMO5];VIIC/42 Renown=6 - Oops :p

RE: [SPECIAL0]; anti sonar coatings Renown0=1000 and Renown1=2000 - We have disabled these items so we did not do anything regarding the renown

Thanks for the answer:up:

GlobalExplorer
10-08-06, 10:49 AM
Yup, I got the same errors with SH3 Gen that you're seeing there. I believe it has to do with the ship lists in the campaign files but haven't looked into it too much.

I'll take a closer look and see if I can figure it out for ya. :)
Have you found out something?

Actually someone else did! Apparently removing the new pencil font that NYGM 2.2 adds SH3Gen once again displayed fine.

I'll do a better test tonite, for instance I totally forgot that you tell it where the files are so I'm afraid it was writing information for the GW1.1 install into my NYGM maps! :) Which of course would explain the PAGES of "ship errors" in the logs.

I'll try it again tonite and pay better attention. :)

Thanks. If you find out something, please contact me by pm. I don't know if I will follow this thread.

And yes, it is possible that Sh3Gen reads data from a GW install when you are using NYGM. This is because with multiple installations you can set the SHIII path yourself!

kylania
10-08-06, 12:21 PM
I was even more of an moron than I thought! I had SH3 Gen pulling from my default SH3 install instead of GW or NYGM! :)

I fixed the path and loaded it up for GW and it showed me task force starting positions all over the place. Than though, SH3 crashed on me for some reason. Not sure if it's related to SH3Gen or not, I'll try to replicate it today.

KeldorKatarn
10-08-06, 12:48 PM
@Teddy

While using ANZACMICK's damage textures, I noticed this after blowing up a tramp steamer:

http://www.wcrevival.de/joker/blown_through.jpg

As it seems, a torpedo explosion can blow through the ship and blow a hole in the opposide side of the ship?
Do you have any experience that would confirm that this really happens to the ship, meaning that the opposite portion of the ship will also start flooding?

Der Teddy Bar
10-08-06, 06:45 PM
@Teddy

While using ANZACMICK's damage textures, I noticed this after blowing up a tramp steamer:

http://www.wcrevival.de/joker/blown_through.jpg

As it seems, a torpedo explosion can blow through the ship and blow a hole in the opposide side of the ship?
Do you have any experience that would confirm that this really happens to the ship, meaning that the opposite portion of the ship will also start flooding?
While a torpedo could make very very very large holes they could not punch a hole through a ship. This would require a 'shaped' charge.

In this instance I am assuming.... :rotfl:

I am assuming that it is just an abnormally that shows up that way due to the texture. I would presume in this instance that the ship will only flood from the side that the torpedo hit.

Der Teddy Bar
10-08-06, 06:51 PM
Fubar's excellent U-boat skins are now available for NYGM TW 2.2!! (http://hosted.filefront.com/TeddyBar/)
Fubar's incredible u-boat skins add more than just high quality textures, they add atmosphere that allows for even greater player immersion.

Even if you do not use the external view the improvement from the conning tower etc is just incredible.

There is some cross over with various DAT & TGA files. So it is recommended that you only use one DAT/TGA set at a time. I would also recommend that best practice would be to install only when in base.

I wish to extend my heart felt thanks to Fubar for allowing the use of his great work in the NYGM TW Mod.

Side Note: I adding Fubar's skins to the NYGM TW DAT files with TimeTraveller's SH3 Unpacker. Another great tool from the guy who's tools opened up SHIII for all moders.

These files are intended to be used only with the NYGM TW 2.2 Mod and their use with other versions of TW or other mods could result in unexpected behaviour/issues.



FLB sale U-999's 6 Dials- Simfeeling Mod for use with NYGM TW 2.2 (http://hosted.filefront.com/TeddyBar/)
A very big thanks to neo from the NYGM Team for importing and then making FLB sale U-999's 6 Dials- Simfeeling Mod for the TW 2.2 users.

Great work and as a result we will be including 6 dials simfeeling mod & the Transparent torpedo reloading screen as part of the next TW release.

Well done mate :up:

I wish to extend my heart felt thanks to FLB sale U-999 for allowing the use of his great work in the NYGM TW Mod.

These files are intended to be used only with the NYGM TW 2.2 Mod and their use with other versions of TW or other mods could result in unexpected behaviour/issues.

Kruger
10-08-06, 06:56 PM
Thank you very much Teddy, Fubar, and everyone else. This is a nice surprise.

Der Teddy Bar
10-08-06, 07:01 PM
Thank you very much Teddy, Fubar, and everyone else. This is a nice surprise.
There will be more to come :lol:

May I strongly suggest that you install Fubar's Crew Skins :yep: http://www.subsim.com/radioroom/showthread.php?t=90956

KeldorKatarn
10-08-06, 07:54 PM
@Teddy

While using ANZACMICK's damage textures, I noticed this after blowing up a tramp steamer:


As it seems, a torpedo explosion can blow through the ship and blow a hole in the opposide side of the ship?
Do you have any experience that would confirm that this really happens to the ship, meaning that the opposite portion of the ship will also start flooding?
While a torpedo could make very very very large holes they could not punch a hole through a ship. This would require a 'shaped' charge.

In this instance I am assuming.... :rotfl:

I am assuming that it is just an abnormally that shows up that way due to the texture. I would presume in this instance that the ship will only flood from the side that the torpedo hit.

Well, Teddy, I know that a REAL torpedo couldn't do that. But the damage texture usually only shows up on places that have been damaged. That's wy I am asking if it is possible that the INGAME-TORPEDO could do that?

All in all I think the damage tacture settings are way of anyway. Those holes are way too big. I recently got a direct hit from a bomb dropped by a plane, but survived it. From the black spot on my uboat my entire front should have been missing. Is there any way to tone down those damage textures? Scaling down the tecture itself would make large holes show up with too low resultion. Does anybody know how and where the game determines the size of the damage and how big to display the damage texture?

Steeltrap
10-08-06, 11:22 PM
I have a question to veteran NYGMates. Or NYGMadams. When does NYGM 2.2 get really nasty? I've never gotten much beyond early 1943 because even the stock game gave me a beating. So I just tended to plimsoll around in 1939-1942 era. But I think Ive worked up the cojones this time.

I know they get radar, so even closing on a convoy will be hard. Will you as a player get sufficient "counter measures" to keep the game somewhat rewarding past 1943? What are people's verdict on this?
May I suggest visiting Wolves at War where through the community your objectives change and I think that you will find that surviving as long as you can and on the odd occassion getting a kill will be enough, especially when everyone else around you is in the same situation.

I'll second that.

As a SHIII n00b - only just got a rig capable of running it (well, actually, I went overkill, but that's a different story) - I decided to be brave (or suicidal) and dive right in.

Running NYGM 2.2 and playing per Wolves at War. The 2 combined give you a real sense of involvement as you have 'restricted' upgrades and boats etc. You also have patrol zones allocated by your flotille kommandant, then you can see the various experiences of your fellow commanders as everyone goes through a patrol.

Still not on manual TDC yet, but I'll get to that. Wanted to get a feel for everything else before taking on that ultimate challenge.

So far it's a hoot! Aircraft really give you the horrors - you won't see anyone making (silly) posts about shooting down entire squadrons as occurs in vanilla.

I heartily recommend it.