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

Letum 07-10-08 05:00 PM

I suppose the important question, and perhaps a taboo, is:
How does it compare to GWX?

Mast 07-10-08 05:13 PM

Excellent...downloading now. :up:

Mast

Jimbuna 07-11-08 06:18 AM

Quote:

Originally Posted by bigboywooly
Nice work Steibler and all who mod with him

Great to see the mod still being updated and supported

100% in agreement http://www.psionguild.org/forums/ima...s/thumbsup.gif

rascal101 07-11-08 06:51 AM

Some questions re the latest NYGM3
 
HI great to See NYGM is still going strong, I used to play the original and it was fantastic but then I wnet to GWX when that mod was updated.

However I saw this new version and thought to give it a try. I hope I dont cause any upset, I always hoped GWX and NYGM would be merged, but as they are not I guess we have to see which suits our tastes. Both are great mods and their respective teams deserve full praise for their time and effort in producing these amasing mods.

Having said that, I am assuming the latest NYGM is not compatable with the latest GWX, and I am assuming that those of us who are coming at NYGM3.0 for the first imte need to update first with NYGM2.5FULON, then update to 3.0 and that we shoud remove any GWX mods can you confirm?

Also will OLCE2 work with the latest NYGM, please excuse me if my questions appear a bit dumb or lame, I have been away from the forums for quite a while with serious and ongoing computer issues so ham not enirely up to date with whats what and whose who

Quote:

Originally Posted by Stiebler
NYGM version 3.0 Released!

Because many people who use NYGM have slower computers, or slow internet connections, NYGM 3.0 has been released as an *overlay* for the existing full version NYGM 2.5 'FULON' stand-alone version.

If you have already installed NYGM 2.6B onto NYGM 2.5, then you can un-install it with JSGME, but it doesn't matter if you forget (NYGM 3.0 contains the 2.6B additions).

Download NYGM3_0.7z from my signature, unzip it with 7-Zip or WinRAR, and copy it into your folder silenthunteriii\mods. Then install the mod with JSGME.

*In addition*, you can download those ships from Iambecomelife's New Merchant Fleet that we have re-zoned and/or given the special sinking NYGM slow-sinking model. The package is also available by clicking on my signature, and the file is named IABLShipsforNYGM3.7z. Install it in the same way as NYGM 3.0 (you *must* install it AFTER NYGM 3.0). This package contaisn a good selection of IABL's ships, and a new campaign file.

Don't forget to read the manual!

New users.
You should install NYGM 2.5 stand-alone version onto a clean install of Silent Hunter III patched with Ubisoft's 1.4b patch. You will also need to read the NYGM 2 and NYGM 2.4/2.5 manuals supplied with NYGM 2.5.

New Features (just a reminder of what I copied earlier):

1. The new Type XXIII boat.
2. The Real Weather Fix.
3. Racerboy's exhaust smoke for all U-boats. (Used with permission.)
4. Iambecomelife's new merchant fleet, incorporated into convoys.
5. Key changes made to stop the way in which a U-boat could pass into a convoy from the front, at periscope depth, without ever being detected by the front escort. You will have to be much more careful now.
6. Schnorchelling improved, so that the crew doesn't die of exhaustion in stormy weather. (This is much more complicated than it sounds.)
7. 'Bold' asdic decoy made much more realistic with new, unpublished, research.
8. More realistic battery ranges underwater.
9. SH3Patrol program updated with new patrol grids for the Type XXIII boat. (Also other changes.)
10. New updates for NYGM for those who use SH3Commander.
11. The east-coast minefield mod included, marks the giant British east-coast minefields on your map.

There are numerous small changes, fixes, adjustments to the campaign files and air power, and similar.

Stiebler.


Jimbuna 07-11-08 09:16 AM

I haven't tried NYGM yet, but hope to in the near future.

I should imagine GWX and NYGM are not compatable....they certainly haven't been in the past.

Wilcke 07-11-08 09:37 AM

Rascal101,

Setup a seperate install of of SH3 with NYGM3.0. Whereas GWX has an installer. NYGM utilizes JSGME to enable.

NYGM 2.5 Full
NYGM 3.0

That should get you up and running and prevent many headaches.

As for OLC I just load OLC 1.2.6. which is just the interface.

There you are set to go.

Happy Hunting!

xristoskaiti 07-11-08 01:00 PM

I a lot thank for new NYGM :sunny:

Sailor Steve 07-11-08 03:03 PM

Quote:

Originally Posted by rascal101
I always hoped GWX and NYGM would be merged...

The problem with 'merging' supermods is that they change different files to accomplish different things for different reasons. There's no reason why someone who knows what he's doing couldn't adapt and mate files to accomplish one thing or the other, but even if I could do a 'mated' version, it would be what I wanted to play and still not necessarily be what you wanted.

The only way to get exactly what you want out of games (or out of life) is to learn to do it yourself. Me, I'll use whatever one comes closest to my ideal, and then break it with too much fiddling around.:rotfl:

@ Stiebler: Congratulations on getting a new version out.

Stiebler 07-12-08 02:41 AM

To address miscellaneous points raised:

Quote:

Do limitations on minimum torpedo launching depth and lack of contact fuse are still present in NYGM 3.0?
Limitations of launch depth: Yes.
Lack of contact fuse: I presume you mean 'will the torpedo explode on contact?' The answer is yes (unless the torpedo is a dud), even though only magnetic contact can be selected. NYGM uses this combination to try to mimic the unreliability of early-war torpedoes.

Quote:

I am assuming the latest NYGM is not compatable with the latest GWX, and I am assuming that those of us who are coming at NYGM3.0 for the first imte need to update first with NYGM2.5FULON, then update to 3.0 and that we shoud remove any GWX mods can you confirm?
1. I doubt if any super-mod is compatible with any other, since the campaign files usually involve different ships and roster entries.
Specifically, NYGM (any version) is not compatible with GWX (any version).
2. No need to remove any GWX files, though. Just create a separate installation of SilentHunterIII, with a different folder name. This has been described many times before. Easiest is to use a new drive partition, if your hard drive is partitioned into several drives (C:, D:, E: etc). Then install NYGM on top of your new version of SH3.
As you have said, and others have confirmed, new users need to install only NYGM 2.5FULON, then patch with NYGM3.0 (lastly add the IABL ships download).

Quote:

Will OLCE2 work with the latest NYGM?
Haven't tried it, sorry, but Wilcke has suggested (below) you try OLC 1.2.6. Thanks Wilcke.

Finally, many thanks to all who have congratulated us on our new release.

Stiebler.

xristoskaiti 07-12-08 12:20 PM

I thank all the team nygm for her effort. I want I place question. nygm
3 does not have air DepthCharges..... exists some reason for this
absence?? :sunny:

nirwana 07-12-08 03:22 PM

looks great - installed on top of it my favorite OLC2/OLE2 special without any problems

only using sh3com creating a new carrear i had an issue of 2 many crew members but could fix it easily by giving some of them the golden boot before leaving for patrol.

i worked the pdfs and readme files to find out if its by design in NYGM that there are no map updates of ships/subs whatsoever regardless of the reality settings with no success. I assume thats the case since it was already the case with the supermod active only.

Stiebler 07-13-08 04:27 AM

@xristoskaiti:
I'm not familiar with an air depthcharge mod.
A quick search on this forum gives thousands of hits for depthcharges, while the extra key words "air" and "mod" are rejected as too short or too frequent.
If you know of an existing mod that does this, I shall look into it.

@nirwana:
Part of the NYGM2.5 installation (on which you place NYGM3.0) contains a JSGME compatible folder to restore ships on the map. Look in folder 'Documentation\Restore Gods Eye View'. Just copy this folder into your Mods folder, and install with JSGME.

Stiebler.

xristoskaiti 07-13-08 05:10 AM

http://www.subsim.com/radioroom/show...=132461&page=2
and http://www.subsim.com/radioroom/showthread.php?t=132461

with this mod air DepthCharges explosion in whoever depth you place in bobs.sim

filefront http://hosted.filefront.com/vonHesse/

nirwana 07-13-08 07:04 AM

Quote:

Originally Posted by Stiebler
Part of the NYGM2.5 installation (on which you place NYGM3.0) contains a JSGME compatible folder to restore ships on the map. Look in folder 'Documentation\Restore Gods Eye View'. Just copy this folder into your Mods folder, and install with JSGME.

Stiebler.

:D Great thats what i needed to emulate the map contacts using OLC's supermods in gwx and wac by activating it earlier in line then those. Activating it after takes too much realismus out of it. After playing it for a couple of thousend hours :rock:i might not even need any updates on the map other then the hydros.

Hitman 07-13-08 01:10 PM

Been playing the whole weekend in the Mediterranean and with the Type XXIII and I like the new version very much :up:

I have noticed however that now the medium clouds have dissapeared :hmm: now I have only either the very dark ones or no clouds at all. But the weather certainly stays fair more time than before, when frequent and long storms where the norm. I would suggest you make a JSGME enabable version without the weather fix for careers in the North Atlantic and Arctic. Seeing so much sun and clear skies there is a bit strange :-?

Also, you should contact Onelifecrisis for his horizon fix mod -makes the horizon be sharp and allows a correct visualisation of tops of masts-, as after playing some time with it I now miss it a lot in NYGM :hmm:

Great job anyway :up: :up:


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