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05-23-11, 07:28 AM | #556 |
Nub
Join Date: Mar 2009
Posts: 2
Downloads: 106
Uploads: 0
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Many Thanks! This mod is super!
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05-23-11, 07:59 AM | #557 |
Fuel Supplier
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@Anvart:
Many thanks for your ideas. You may be right about the ID conflict, but this is an old problem for NYGM. If the ExtCargo=-1, there are CTDs during return from Baltic to Kiel (when close to Kiel). If ExtCargo=2, no CTDs. Thanks again, Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
05-23-11, 03:32 PM | #558 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
when Stiebler told me about the problem some time ago, I made some tests with GWX. It turned out that the LSS with ExtCargo=-1 leads to a CTD (IIRC, other lighted ships had no problems with ExtCargo=-1 and the LSS worked fine with ExtCargo not equal to -1). If I'm not wrong, you cannot set ExtCargo=-1 within the Editor, only by editing the campaign files directly. So, probably the ExtCargo=-1 setting was never intended to work properly Anyway, at least in GWX and NYGM there are no lighted ships with ExtCargo=-1 (didn't check other campaign files). So, it's not a big problem. @Anvart: As Hitman has already pointed out, the lighted ships are a great addition to the game! Thanks for making them back then! Cheers, LGN1 |
05-23-11, 05:51 PM | #559 | ||
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Quote:
... May be i'm wrong, but i think, if lit ships were introduced (or edited) into a company manually, synchronization of the company's files (layers) can be broken in part of the external cargo. Quote:
... and you are right, i think... for Type 102 ships CargoExt can't be -1. This simply can be seen in the company in mission editor. One example: OTMST2, Type=101, CargoExt=-1 in ..._RND.mis... it's correct... why?... because this object does not have cfg#K01, cfg#K02 (and so on) nodes for external cargo in NOTM_T2.dat file. ... May be, will be correctly... if you don't want to see cargo on deck of Type 102 ships, you must create an additional CargoEntry (may be with name Empty ) without 3D objects (or may be with invisible 3D object) in files incarcatura.dat and CargoDef.cfg. ex.: [CargoEntry 10] NodeName=Empty LinkName=NULL StartDate=19380101 EndDate=19451231 CargoType=0
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Alex ® Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-25-11 at 11:20 AM. |
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05-29-11, 03:35 PM | #560 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,344
Downloads: 475
Uploads: 0
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Stiebler,
Are you aware of any issue with the NYGM Periscope mod causing the IXB turm to not appear after completing a resupply with a UTanker? Here is what I experienced. After completing my Patrol and docking at the Utanker, I went through the normal exiting of the Patrol. When I went back in I could not access the Bridge, had crew advising the at the periscopes, antennas and flak guns are destroyed. The external view showed no turm on my IXB Type Uboat. Heres the list of mods currently loaded ... NYGM 2.5 NYGM 3.2 NYGM 3.2B NYGM 3.2C IABL Ship Rezoned Final NYGM HiRes NYGM Periscope CA Officer Icon Harbor Traffic Add On Head04 Lifeboats&Debris 3B Longer Wakes WAC SH4StyleFlags Full model DFa UpDnRot Flags fin2 DD OH V3.09 DD OH V3.09 fix for Anvart FM30 Updown Aces HiRes Uniform & medals Weather transitions test fix V2 After some trial and error, when I remove the NYGM Periscope mod, everything is right as rain, had the turm back and no messages that equipment was destroyed and was able to continue on the new Patrol. Good Hunting, FUBAR295
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
05-30-11, 03:50 AM | #561 |
Fuel Supplier
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@FuBar395:
What is this 'NYGM Periscope' mod? I have no such mod on my computer. But removing it apparently solves the problem! I see no problem, then! Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
05-30-11, 03:57 AM | #562 |
Admiral
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@FUBAR: The weather transitions test fix is not for playing. It is only for modding/testing.
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05-30-11, 09:44 AM | #563 | |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,344
Downloads: 475
Uploads: 0
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Quote:
The mod readme states : "The NYGM Periscope fixes the periscopes so that they no longer stick up high out of the protective housing when they are fully lowered. Apart from being a cosmetic fix, this will also reduce the damage incurred from depth charges when the periscope is fully lowered." Not sure where I picked this up and was not aware it was not something official to NYGM. I wanted others to be made aware in case they encountered the same issue and needed a fix. Good Hunting, FUBAR295
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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05-30-11, 09:57 AM | #564 | |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,344
Downloads: 475
Uploads: 0
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Quote:
I realize this and intended originally to help out with the testing but r/l interfered with my plans to assist. It works as advertised and am happy with the results. I will get around taking this out and updating NYGM when I have sufficient time. Good Hunting, FUBAR295
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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05-30-11, 09:59 AM | #565 |
Fuel Supplier
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@Fubar295:
Acknowledged with thanks. No, 'NYGM Periscopes' is not an official NYGM mod. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
05-30-11, 11:40 AM | #566 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Concerning periscope housing:
On page 24 in NYGM_Tonnage_War_Manual 2.2a.pdf something similar is mentioned It seems it was added to NYGM 2.2. No idea where you got the stand-alone version from Cheers, LGN1 |
05-30-11, 11:44 AM | #567 |
Navy Dude
Join Date: Apr 2009
Posts: 172
Downloads: 32
Uploads: 0
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As far as I remember, this is Hitman's mod: https://www.subsim.com/radioroom/showthread.php?t=147757 or https://www.subsim.com/radioroom/showthread.php?t=167126.
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05-30-11, 12:40 PM | #568 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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I found an old thread from Teddy Bar:
http://www.subsim.com/radioroom/showthread.php?t=98220 I guess there was also a stand-alone release. Anyway, I'm sure the files are completely outdated by now and the improvements already incorporated into NYGM. Cheers, LGN1 |
05-30-11, 12:49 PM | #569 | |
Fuel Supplier
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@LGN1:
Quote:
However, I'm not at all sure that this mod was ever added to the mainstream of NYGM development. [Edit] Hitman's mod affected the view from the periscope, not the periscope itself. But thanks for the suggestion, Krabb. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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09-23-11, 06:51 AM | #570 |
Fuel Supplier
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NYGM 3.5A patch released
NYGM 3_5A Patch. 21 September 2011.
This release contains minor bug-fixes for NYGM 3.5. It incorporates all of the previous release of NYGM 3.5, and replaces NYGM 3.5. The new release should have fewer crashes (CTDs) after reloading saved games. The bug-fixes were identified by use of The Dark Wraith’s ‘Validator version 2.0.2’ tool, so many thanks to TDW for the release of this valuable tool. The AI U-boats in the original NYGM, originally made by Sergbuto, have been replaced by copies improved by SquareSteelBar, and contain new IDs to reduce the chance of an ID conflict causing crashes. Many thanks also to SSB for permission to use these U-boats (and to Sergbuto, for original permissions). This new patch is also compatible with H.sie’s V15G2 patch for SH3.exe, and with Stiebler’s Surrender-Smoke-CAM patch which overlays V15G2. The campaign_RND.mis file included with this patch remains a (mostly) generic file, so that convoys can incorporate any new released ships (for example, from the Merchant Fleet release by IIamBecomeLife). However, generic convoys have some disadvantages, in that occasionally they all come to a standstill after an attack by your U-boat. A small selection of well-tested IABL ships and a special campaign_RND.mis which is NOT generic can also be downloaded from the NYGM web-page at SubSim. These never come to a standstill after an attack. (This IABL ship-pack is a replacement for the original pack.) These new releases can be downloaded by clicking on my signature, below. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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torpedos through hull |
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