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

Fifi 06-06-20 02:15 AM

Well, I’ll leave it like that, i don’t want to mess my install :D
That’s right convoys speed were settled to match slower ships...but all ingame convoy ships were capable of 10 knots at least :yep:
Don’t remember of a ship max speed of 8 knots, nor 10. But could be wrong...

Fifi 06-09-20 09:09 AM

Is it normal that in June 1941 convoys ships don’t have guns? :06:
And of my Lonely encounters, if they have guns it’s only one at the stern...
Don’t they are supposed to be all armed?

John Pancoast 06-09-20 12:19 PM

Quote:

Originally Posted by Fifi (Post 2676539)
Is it normal that in June 1941 convoys ships don’t have guns? :06:
And of my Lonely encounters, if they have guns it’s only one at the stern...
Don’t they are supposed to be all armed?

Depends. If you have the IABL mod installed, those are the ships you'll run across.
If not, you'll run into the "stock" NYGM ships. They weren't all armed historically either, not even close.

Fifi 06-09-20 12:36 PM

Quote:

Originally Posted by John Pancoast (Post 2676588)
Depends. If you have the IABL mod installed, those are the ships you'll run across.
If not, you'll run into the "stock" NYGM ships. They weren't all armed historically either, not even close.

I have the IALB Ships (from Stiebler download site) and the MFM 3.3 (with its Commander files)
It’s not that much of a problem to have convoy ships unarmed in fact...cause escorts are always here :D
And lonely ships are usually armed of one stern gun, despite their both gun elevated bases (stern/bow). The bow gun base is always empty...that’s why i asked :yep:
....and in Ccom/LSH3 all ships are heavily armed from 1941 (2 guns + AA guns)

Anvar1061 06-09-20 03:52 PM

https://www.subsim.com/radioroom/ima...aleun_Wink.gif
In the Second World War the objective was to equip each ship with a low-angle gun mounted aft as defence against surfaced submarines and a high-angle gun and rifle-calibre machine guns for defence against air attack. 3,400 ships had been armed by the end of 1940 and all ships were armed by 1943.
https://en.wikipedia.org/wiki/Defens..._merchant_ship

The armament is in the ship.eqp file with the date of delivery of the corresponding armament. Edit. as you yourself think is right.

John Pancoast 06-09-20 05:11 PM

Quote:

Originally Posted by Fifi (Post 2676591)
I have the IALB Ships (from Stiebler download site) and the MFM 3.3 (with its Commander files)
It’s not that much of a problem to have convoy ships unarmed in fact...cause escorts are always here :D
And lonely ships are usually armed of one stern gun, despite their both gun elevated bases (stern/bow). The bow gun base is always empty...that’s why i asked :yep:
....and in Ccom/LSH3 all ships are heavily armed from 1941 (2 guns + AA guns)

If you're using the IABL mod you don't really need the MFM mod too.

John Pancoast 06-09-20 05:17 PM

Quote:

Originally Posted by Anvar1061 (Post 2676638)
https://www.subsim.com/radioroom/ima...aleun_Wink.gif
In the Second World War the objective was to equip each ship with a low-angle gun mounted aft as defence against surfaced submarines and a high-angle gun and rifle-calibre machine guns for defence against air attack. 3,400 ships had been armed by the end of 1940 and all ships were armed by 1943.
https://en.wikipedia.org/wiki/Defens..._merchant_ship

The armament is in the ship.eqp file with the date of delivery of the corresponding armament. Edit. as you yourself think is right.

Note that this comment pertains only to the British ships section of the article.

Fifi 06-10-20 01:13 AM

Quote:

Originally Posted by John Pancoast (Post 2676652)
If you're using the IABL mod you don't really need the MFM mod too.

Oh really? :doh:
Double mod?...MFM doesn’t change anything on top of IALB?
Good to know then

John Pancoast 06-10-20 06:52 AM

Quote:

Originally Posted by Fifi (Post 2676706)
Oh really? :doh:
Double mod?...MFM doesn’t change anything on top of IALB?
Good to know then

Not that I know of. The only difference between the two, is that the IABL mod has the NYGM sinking aspect added to the ships.
If you look at the .rnd file that comes with the IABL mod, you'll see that the campaign then uses those ships.

FUBAR295 06-10-20 07:07 AM

Quote:

Originally Posted by John Pancoast (Post 2676760)
Not that I know of. The only difference between the two, is that the IABL mod has the NYGM sinking aspect added to the ships.
If you look at the .rnd file that comes with the IABL mod, you'll see that the campaign then uses those ships.


Readme form MFM3.2 disploacement correction mod :

The MFM3.2 displacement correction mod updates displacement values in iambecomelife's Merchant Fleet Mod Prerelease No. 3.2 for Silent Hunter 3. There were some ships that had incorrect 'mass' and/or 'displacement' values; for instance, the original surface displacement values for AO01A, AO02A, O01B, and O02A were 900,000 [tons].


I decided to go, one-by-one, through every ship in the MFM3.2 Data/Sea folder. For each one I checked the displacement documented in the .cfg file, then opened up the .sim file and set mass to zero and then set surfaced displacement to the same value as given in the .cfg file.

Instead of supplying all of the files contained in the MFM3.2 mod, the MFM3.2 dispacement correction mod only changes the .sim files. This way the mod is much smaller, and so much more quickly downloaded. Because of this you must *first* enable iambecomelife's MFM3.2 (via JSGME) and then enable the MFM3.2 dispacement correction mod.

All credit should go to iambecomelife. All I did was simply make some minor corrections to what is, by any definition, an immense and awesome mod.

~Albrecht von Hesse

John Pancoast 06-10-20 07:11 AM

Quote:

Originally Posted by FUBAR295 (Post 2676770)
Readme form MFM3.2 disploacement correction mod :

The MFM3.2 displacement correction mod updates displacement values in iambecomelife's Merchant Fleet Mod Prerelease No. 3.2 for Silent Hunter 3. There were some ships that had incorrect 'mass' and/or 'displacement' values; for instance, the original surface displacement values for AO01A, AO02A, O01B, and O02A were 900,000 [tons].


I decided to go, one-by-one, through every ship in the MFM3.2 Data/Sea folder. For each one I checked the displacement documented in the .cfg file, then opened up the .sim file and set mass to zero and then set surfaced displacement to the same value as given in the .cfg file.

Instead of supplying all of the files contained in the MFM3.2 mod, the MFM3.2 dispacement correction mod only changes the .sim files. This way the mod is much smaller, and so much more quickly downloaded. Because of this you must *first* enable iambecomelife's MFM3.2 (via JSGME) and then enable the MFM3.2 dispacement correction mod.

All credit should go to iambecomelife. All I did was simply make some minor corrections to what is, by any definition, an immense and awesome mod.

~Albrecht von Hesse

This reminds me of another similar mod; the NYGM IABL mod also has Thompsen's Parameters applied to the ships so they're not so rubber ducky in heavy seas.
I'd recommend the parameters to be applied to any install for that matter, if it doesn't already have it applied.
Easy to do and it helps a lot.

John Pancoast 06-10-20 07:17 AM

Quote:

Originally Posted by FUBAR295 (Post 2676770)
Readme form MFM3.2 disploacement correction mod :

The MFM3.2 displacement correction mod updates displacement values in iambecomelife's Merchant Fleet Mod Prerelease No. 3.2 for Silent Hunter 3. There were some ships that had incorrect 'mass' and/or 'displacement' values; for instance, the original surface displacement values for AO01A, AO02A, O01B, and O02A were 900,000 [tons].


I decided to go, one-by-one, through every ship in the MFM3.2 Data/Sea folder. For each one I checked the displacement documented in the .cfg file, then opened up the .sim file and set mass to zero and then set surfaced displacement to the same value as given in the .cfg file.

Instead of supplying all of the files contained in the MFM3.2 mod, the MFM3.2 dispacement correction mod only changes the .sim files. This way the mod is much smaller, and so much more quickly downloaded. Because of this you must *first* enable iambecomelife's MFM3.2 (via JSGME) and then enable the MFM3.2 dispacement correction mod.

All credit should go to iambecomelife. All I did was simply make some minor corrections to what is, by any definition, an immense and awesome mod.

~Albrecht von Hesse


Also, isn't v 3.3 the latest version of the MFM ? What I have for non-NYGM installs anyway.

FUBAR295 06-10-20 07:25 AM

Quote:

Originally Posted by John Pancoast (Post 2676775)
Also, isn't v 3.3 the latest version of the MFM ? What I have for non-NYGM installs anyway.

The 3.3 Improved is the current version.

Readme :

MFM 3.3 (at long last): 06/02/2017

IMPORTANT: This mod is JSGME compatible. It can be installed over old versions, buy I recommend a clean install (see further comments below).

Merchant Fleet Mod Version 3.3

Changes from 3.3:

-Altered damage specs for all cargo ships and tankers so that most will sink after about 2 torpedo hits. Many will sink with 1, and you will rarely need 3, except for large tankers etc.
-Altered buoyancy/weight for certain ships that tended to straggle due to the game's calculation of engine power &c.
-Corrected some weapons nodes that were in the wrong areas of several ships.

Note that this does NOT add new ships; it is simply to make the existing mod more playable.


Changes from 3.1:

-Removed Rose Castle Ore Carrier, Empire Freighter, CAM-Ship, and Improved T-2 to prevent possible CTD's with supermods.
-Recompressed due to reports of corruption.

Changes from 3.0:

-Added the Isherwood Type tanker (T19A) to the American roster and to Data\Sea.
-Removed the Belgian nationality, as this is not included on stock SH3 installations and was causing CTD's.
-Changed unit type for CAM-ship to 100 to avoid CTD's with GWX.
-Removed the roster files for the Rose Castle class, M35B, and M36B to avoid conflicts with GWX installations.


DESCRIPTION: An optional enhancement for stock SH3 v 1.4 and supermods like GWX. It contains hundreds of freighters, tankers, small craft, naval auxiliaries, and other surface craft likely to have been encountered in the Atlantic theatre between 1939 and 1945. Over 60 base models and thousands of skins represent vessels from nearly every major maritime nation and dozens of historical shipping companies.

DIRECTIONS:

-Uninstall any prior releases of my ships from your system. This supercedes individual mods like the Arrow Tanker, Auxiliaries Mod, etc - all these ships are bundled in this latest release.

-Download the various skin packs to your mods folder and enable the same way (highly recommended)

-Extract in JSGME's mod folder, and then enable. Ignore any messages about conflicts.

Use the various skin packs to simulate changes in ships' appearance depending on what year you are playing. Ignore any messages about file conflicts. As time goes on, more ships will be camoflaged, and fewer will have civilian funnel markings, company names, etc.



If you use GWX or another supermod, install this mod AFTER the supermod - it contains important updates for ships that I released earlier, such as the Empire Freighter and the CAM-Ship.

This mod should be compatible with virtually all other mods - it simply adds new ships to the game world and does not change game mechanics or environmental files. If you get error messages, try installing this mod on over a new career and/or clean install.


SYSTEM REQUIREMENTS

This enhancement contains high-poly units and detailed skins. Ideally, your computer should exceed SH3's minimum requirements. Computers with at least 2GB of RAM and the equivalent of a NVIDIA 8600 should be fine.


MUSEUM

Because of the new ships, load times will be increased in Museum. However, they will be manageable (3-5 minutes) on most modern PC's. Please note that scrolling too fast amongst the units in museum may cause CTD's. Also, CTD's are likely if you have about 300-400 custom units already installed.

NEUTRAL SHIPPING

Some ships may not fly flags while at sea. Others may only have neutrality markings on the hull, with flags, home ports, etc painted in distinctive colors. These ships may be transporting war materiel or they may be true neutrals. It is up to you as a commander to use your discretion when making attacks. Try examining vessel behavior, deck cargo, and course - ships around British ports, for example, are more likely to be enemy. This simulates the uncertainty that real submarine commanders had to deal with, in a world where belligerents camoflaged their ships and neutrals carried contraband illegally.

Fifi 06-10-20 09:05 AM

Ok guys, so i think I’ll let the MFM 3.3 on top of IALB ships_New_Thomsen...
Can’t hurt anything!
:Kaleun_Salute:

John Pancoast 06-10-20 12:23 PM

Quote:

Originally Posted by Fifi (Post 2676791)
Ok guys, so i think I’ll let the MFM 3.3 on top of IALB ships_New_Thomsen...
Can’t hurt anything!
:Kaleun_Salute:

You are correct FiFi, I should have made that clear in my earlier post; won't hurt a thing. :up: However, any of the same ships in the MFM as are in the IABL won't have the NYGM damage model if they overwrite the IABL ships if that matters to you.
I only mentioned it in a time/effort saving way vs. any game (ctd, etc.) problems.


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