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-   -   NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015) (https://www.subsim.com/radioroom/showthread.php?t=139231)

FUBAR295 12-29-20 06:38 PM

This mod produces little squares in black but does not have tails, so it can be a challenge in coming up with a good heading for the contact. It is the one I use in NYGM.

Good hunting,
FUBAR295

John Pancoast 12-29-20 06:39 PM

Quote:

Originally Posted by FUBAR295 (Post 2717106)
This mod produces little squares in black but does not have tails, so it can be a challenge in coming up with a good heading for the contact. It is the one I use in NYGM.

Good hunting,
FUBAR295

Ah, thanks Bob. I'm a fan of the assisted plotting mod default system in NYGM so don't know much about others.

John Pancoast 01-01-21 10:40 AM

Aircraft
 
Following pertain to a stock NYGM install with only the H.sie and Stiebler patched applied, various months in 1943 starting in July and later.
I've been curious about the aircraft behavior in NYGM so I've been doing some testing/observing. Interested if anyone else has seen/does see similar.
Anyone else notice the Sunderlands being completely blind and worthless ? I've had them fly within a few hundred yards of my boat and never change course or attack. Finally did get one attack, did so only with guns.
I know the aircraft in the game only use visual sighting to find a u-boat whether radar equipped or not but they were in easy visual range.

The other aircraft have no problem finding my boat but there isn't much reason to dive to evade as they couldn't hit the broadside of a barn with their bombs/charges and many times they don't drop them anyway.

I believe these are all scripted aircraft. Really like and impressed by the work Stiebler has done with aircraft in NYGM but would like to see them more of a threat/danger.

propbeanie 01-01-21 12:01 PM

Have you run Hebe Vollmaus's mySH3-Tool on it yet John? He did a wonderful job on some of the tests that really help planes and ships. What s7rikeback and I found in the FotRSU mod with most of the instances of airplanes not attacking, was that their "Loadout" values did not match between the eqp file and the cfg files. There were even instances of planes using non-existent "equipment". You get those to match, and presto-change-oh! you have airplanes that attack - unless, of course, they are using an invalid "Visual" node... lol - which s7rikeback and CapnScurvy also found! There are still differences in airplanes, between the various models, but most of them now function as intended... :salute:

John Pancoast 01-01-21 12:07 PM

Quote:

Originally Posted by propbeanie (Post 2717758)
Have you run Hebe Vollmaus's mySH3-Tool on it yet John? He did a wonderful job on some of the tests that really help planes and ships. What s7rikeback and I found in the FotRSU mod with most of the instances of airplanes not attacking, was that their "Loadout" values did not match between the eqp file and the cfg files. There were even instances of planes using non-existent "equipment". You get those to match, and presto-change-oh! you have airplanes that attack - unless, of course, they are using an invalid "Visual" node... lol - which s7rikeback and CapnScurvy also found! There are still differences in airplanes, between the various models, but most of them now function as intended... :salute:

Didn't use Hebe's tool but did look at the mentioned files manually as I was thinking the same thing.
I'll give it a try though, thanks Rick !

Subtype Zero 01-02-21 10:42 PM

Question
 
This is probably a stupid question, but I assume that the optional NYGM mods in the Documentation folder have to be copied to the main JGSME MODS folder in order to activate and use them in the game?


Also, why are there multiple versions of these optional mods? Why not just use the most recent version? I suppose it allows the user to pick and choose which version of the optional mod they like the most, but it is somewhat confusing to new users.

John Pancoast 01-03-21 03:15 AM

Quote:

Originally Posted by Subtype Zero (Post 2718110)
This is probably a stupid question, but I assume that the optional NYGM mods in the Documentation folder have to be copied to the main JGSME MODS folder in order to activate and use them in the game?


Also, why are there multiple versions of these optional mods? Why not just use the most recent version? I suppose it allows the user to pick and choose which version of the optional mod they like the most, but it is somewhat confusing to new users.

Correct; copy them into the mods folder. No idea about your second question but a good point.

Subtype Zero 01-03-21 10:27 AM

Thanks!

I was able to install a few of the optional NYGM mods without problems and get everything to work with Subcommander, so my next step is to try to install H.sie's patch with Stiebler's add-on. After that, a few other of my other favorite mods and then one of the widescreen mods. Whew!

John Pancoast 01-03-21 10:57 AM

Quote:

Originally Posted by Subtype Zero (Post 2718190)
Thanks!

I was able to install a few of the optional NYGM mods without problems and get everything to work with Subcommander, so my next step is to try to install H.sie's patch with Stiebler's add-on. After that, a few other of my other favorite mods and then one of the widescreen mods. Whew!

Any problems give a yell.

Subtype Zero 01-11-21 09:20 PM

Back in Business!
 
Oh, man...

That was an adventure, but I think I have successfully applied most of the mods I wanted to use. For this go-round, I decided to install the NYGM mod (in the past I used GWX). No real problems installing NYGM, once I figured out that most of the options and extra files are now included in the main installation (the readme instructions are not clear on this matter, so I spent a lot of time trying to determine what I had to manually change before I finally figured out that the mod now does this automatically).

Next, applied h.sie's and Stiebler's add-ons. No problems there (I think).

My next hurdle was picking a widescreen mod. I chose the ARB mod, but when I ran the game, the GUI didn't change. I thought I had installed 3.0 and the 3.1 hotfix correctly, but it turns out that I had only installed the hotfix (the two filenames are very similar, and I installed the hotfix twice--duh). Once that was sorted, everything looked great!

Then, on to a patrol. I decided to continue the patrol I was using to test all the various mods. For three days, no contacts at all, no reports, nothing. Plus, bad weather to boot! Bah! Once my assigned patrol was up (NE of Ponta Delgada), I headed for the southern end of the western approaches and BINGO, the largest convoy I have ever seen in SH3--around 25 ships, not including escorts. A little large, I thought, for October 1940, but whatever. The bad news was that the weather had cleared and it was now 7:30 in the morning, plus, I was low on fuel. But, since this was just a test run, I thought I'd see how badly my hunting skills had deteriorated. Turns out, quite a lot. Long story short, I botched my approach and was quickly forced to dive. In the end, I was chased by seven(!) escorts and sunk. By then, I noticed it was 2:45 in the morning, IRL. Time for bed!

One thing I noticed about the escorts. They chased and pinged me for almost three hours, game time, leaving the large convoy virtually un-escorted during that time. Is that normal? Seems at least a few of the escorts should have peeled off and returned to the convoy. No wonder I couldn't get away! Other than that, it was a lot of fun and SH3 looks great in widescreen!

John Pancoast 01-11-21 09:45 PM

Quote:

Originally Posted by Subtype Zero (Post 2720583)
Oh, man...

That was an adventure, but I think I have successfully applied most of the mods I wanted to use. For this go-round, I decided to install the NYGM mod (in the past I used GWX). No real problems installing NYGM, once I figured out that most of the options and extra files are now included in the main installation (the readme instructions are not clear on this matter, so I spent a lot of time trying to determine what I had to manually change before I finally figured out that the mod now does this automatically).

Next, applied h.sie's and Stiebler's add-ons. No problems there (I think).

My next hurdle was picking a widescreen mod. I chose the ARB mod, but when I ran the game, the GUI didn't change. I thought I had installed 3.0 and the 3.1 hotfix correctly, but it turns out that I had only installed the hotfix (the two filenames are very similar, and I installed the hotfix twice--duh). Once that was sorted, everything looked great!

Then, on to a patrol. I decided to continue the patrol I was using to test all the various mods. For three days, no contacts at all, no reports, nothing. Plus, bad weather to boot! Bah! Once my assigned patrol was up (NE of Ponta Delgada), I headed for the southern end of the western approaches and BINGO, the largest convoy I have ever seen in SH3--around 25 ships, not including escorts. A little large, I thought, for October 1940, but whatever. The bad news was that the weather had cleared and it was now 7:30 in the morning, plus, I was low on fuel. But, since this was just a test run, I thought I'd see how badly my hunting skills had deteriorated. Turns out, quite a lot. Long story short, I botched my approach and was quickly forced to dive. In the end, I was chased by seven(!) escorts and sunk. By then, I noticed it was 2:45 in the morning, IRL. Time for bed!

One thing I noticed about the escorts. They chased and pinged me for almost three hours, game time, leaving the large convoy virtually un-escorted during that time. Is that normal? Seems at least a few of the escorts should have peeled off and returned to the convoy. No wonder I couldn't get away! Other than that, it was a lot of fun and SH3 looks great in widescreen!

The game's sim.cfg file has a setting called AI Detection. It's setting is a time factor of how long the escorts will look for you before giving up.
Various things control that but NYGM's time is 40 minutes and that time frame starts over each time you're required.
Unless you're using SH3 Commander that is the time being used.
If I understand you correctly you were able to reload a saved patrol after adding various mods, etc ?
If so you're lucky it even loaded. Normally doing such will result in a ctd due to the save file getting corrupted.
The escort AI in the game isn't very good so I'm sure with a little practice you'll have the upper hand.

Subtype Zero 01-12-21 05:02 PM

Well, with seven escorts, it's not surprising I was constantly being reacquired. That must have been one important convoy for 1940!

In regard to the saves, I was careful not to save while submerged or within sight of land or a convoy. I find that usually prevents the CTD's.


EDIT: I do use SH3 Commander.

John Pancoast 01-12-21 05:04 PM

Quote:

Originally Posted by Subtype Zero (Post 2720830)
Well, with seven escorts, it's not surprising I was constantly being reacquired. That must have been one important convoy for 1940!

In regard to the saves, I was careful not to save while submerged or within sight of land or a convoy. I find that usually prevents the CTD's.

Seven ! :o Bringing back Cuban cigars for Churchill. :D

Subtype Zero 01-13-21 10:49 AM

Ha!

Leoz 01-15-21 05:31 PM

Doing a Med campaign now. Something I never do.

Completely different kind of warfare and wild west show. :D :yeah:


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