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-   -   German U-Boats Compilation (https://www.subsim.com/radioroom/showthread.php?t=214215)

FUBAR295 05-04-20 03:55 PM

Quote:

Originally Posted by Fifi (Post 2668153)
Was not that long :D

Here is the FUMO_Fix for NYGM + GUC: http://www.mediafire.com/file/1uk23b...S_NYGM.7z/file

The sensor.dat is adjusted with NYGM values :up:
(Lot of differences between GUC sensor values and NYGM sensor values!)

Has to be activated on top of German U-Boat Compilation no eagle OR TKSS18 German U-Boat Compilation part 1&2 FOR use with NYGM only.

Fifi,

Thank you. I have dl'd and will give it a go. :yeah:

Good hunting,
FUBAR295

Fifi 05-04-20 04:11 PM

Quote:

Originally Posted by Aquelarrefox (Post 2668202)
I will try it. If it works i will se hydro layers and visual for.mep6

On side note, those sensors values are from NYGM without any extra mods!
Meaning they are working 100% for NYGM with its own environment...not for MEP (MEP has other waves heights and environment distances - MEP has other scene.dat than NYGM)

Aquelarrefox 05-04-20 04:32 PM

Quote:

Originally Posted by Fifi (Post 2668223)
On side note, those sensors values are from NYGM without any extra mods!
Meaning they are working 100% for NYGM with its own environment...not for MEP (MEP has other waves heights and environment distances - MEP has other scene.dat than NYGM)

Makman usually treated with nygm and get a set of sensors and only modify visual ranges, so as o know how he worked on they stuff. not additional modification to the sensors relative to.mpv6 (not sure previous). Also I asked about wac5 and was a different history, when I hybridate nygm and wac.

theres a specific fix.rar for nygm, i mean

Levyathan89 05-05-20 12:35 AM

Quote:

Originally Posted by Fifi (Post 2668200)
Be aware « Type VII B and VII C models by WISE » mod is not finished.
You can play a type VIIB career, but that’s about all (or a type VIIC first turm only)

What do you mean, 'not finished'? And 'first turm only'? I'm playing a type VIIC career withe the Turm similiar to U96.

Fifi 05-05-20 01:02 AM

Quote:

Originally Posted by Levyathan89 (Post 2668285)
What do you mean, 'not finished'? And 'first turm only'? I'm playing a type VIIC career withe the Turm similiar to U96.

:Kaleun_Wink:
https://www.subsim.com/radioroom/sho...&postcount=340
https://www.subsim.com/radioroom/sho...&postcount=344

Read page #23 of this thread :up:

Levyathan89 05-05-20 11:41 AM

Quote:

Originally Posted by Fifi (Post 2668288)

ah, ok. Thanks! So now i got the TKSS GUBC (no eagle).

Does anyone know how to remove 2 of the 3 flag poles that are not historically accurate (the one with the jolly roger and the other one with the blue swastika flag) from the first tower of the Typoe VIIc-Boat? I find them a little silly. I guess I have to edit the turm.dat file in S3d? I don't know however which objects to remove.

Fifi 05-05-20 12:21 PM

Quote:

Originally Posted by Levyathan89 (Post 2668440)
ah, ok. Thanks! So now i got the TKSS GUBC (no eagle).

Does anyone know how to remove 2 of the 3 flag poles that are not historically accurate (the one with the jolly roger and the other one with the blue swastika flag) from the first tower of the Typoe VIIc-Boat? I find them a little silly. I guess I have to edit the turm.dat file in S3d? I don't know however which objects to remove.

Very easy. In S3D you’ll see the 3D turm model in left window, zoom in and click on the flag pole you want to delete. It will open and highlight the corresponding node in right window. Just delete it (with its sub nodes if there is some) using keyboard suppr.
You can also delete the pennant material (for little black flag)
From memory, it’s the first Pennant in the list. Anyway clicking on the embedded image, you’ll see it.
Save and exit. Done.
If you don’t want the pirate flag, you can find it in Data/Submarine/XX type/Eqp and delete the lines with notepad.

On side note, you said it’s not historical accurate, but I’ve seen some U-Boat turms with flag poles like that. Not always though...
:Kaleun_Salute:

Fifi 05-08-20 09:18 AM

Quote:

Originally Posted by Fifi (Post 2667659)
Is it me, or it takes way longer than other mods to access the conning deck when you just surfaced?
LSH3, Ccom12, NYGM: you can access conning deck after let say around 5/10 seconds (depending the sea state)
But GWX with this mod, it can take 1 minute! :doh:
Don’t recall having this in previous installs...but can be wrong.

I come back to my question...

It seems it’s only noticeable on type VIIC (TKSS18 GUC - not the model by Wise)
Takes for ever (more than 30s) to access the conning deck when surfacing via the surface order. Type VIIB is normal though...
But when ordering blow ballast instead of surface the boat, it’s back to normal time! (Around 5s)
Strange.
I tested it via GWX + GUC and NYGM + GUC with same results.
So I’m quite sure I’m not alone with this strange behavior.

On side note, in fact i like this behavior...to have to blow ballast to access very quick the deck. Seems more realistic :06:
Otherwise I’ll never hit the blow ballast button :haha:

Aquelarrefox 05-08-20 08:44 PM

Quote:

Originally Posted by FUBAR295 (Post 2668219)
Fifi,

Thank you. I have dl'd and will give it a go. :yeah:

Good hunting,
FUBAR295

im trying it and i will use GUC in my compilation, becose all the nygm have problems with the radar antena location. Thanks boi

Fifi 05-10-20 03:50 AM

One thing i don’t like is GUC enforce the U-Boats Cfg, and most of all its own basic file...
Needs some serious editing to keep original mega mods features.

Levyathan89 05-11-20 05:18 AM

Quote:

Originally Posted by Fifi (Post 2669649)
One thing i don’t like is GUC enforce the U-Boats Cfg, and most of all its own basic file...
Needs some serious editing to keep original mega mods features.

This is why I deleted the entire basic.cfg from the GUBC folder. Why does it even have a basic.cfg?

Fifi 05-11-20 05:24 AM

Quote:

Originally Posted by Levyathan89 (Post 2669866)
This is why I deleted the entire basic.cfg from the GUBC folder. Why does it even have a basic.cfg?

Don’t really know why too.
For NYGM, i deleted the GUC basic file and all the submarine cfg file to be as close as stock NYGM values. And it seems to work nice so far.

John Pancoast 05-11-20 05:59 AM

Quote:

Originally Posted by Levyathan89 (Post 2669866)
This is why I deleted the entire basic.cfg from the GUBC folder. Why does it even have a basic.cfg?

Seem to be a few files in this mod that maybe don't belong and/or aren't needed including the sensors.dat file.

Aquelarrefox 05-11-20 08:16 AM

Quote:

Originally Posted by Fifi (Post 2669867)
Don’t really know why too.
For NYGM, i deleted the GUC basic file and all the submarine cfg file to be as close as stock NYGM values. And it seems to work nice so far.

you need to edit guc basic to get similar to nygm: 0 rewon, times, fatigue model moddifers if you want (i moffied this). Theres diferent ids in the files, late subs could appears with destroyed equipment.

unlikely my version of nygm/gwx cant hold 7 mb rdn and 7 mb scr so go over 4 gb with this magnifecent subs. Alta joda.

Fifi 05-11-20 10:15 AM

Quote:

Originally Posted by Aquelarrefox (Post 2669904)
Theres diferent ids in the files, late subs could appears with destroyed equipment.
.

If you could share your modified basic file for NYGM, that would be cool :up:
For others players too i suspect...


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