SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-05-06, 09:28 PM   #61
Samwolf
Seasoned Skipper
 
Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
Uploads: 0
Default

Quote:
From Page 57:

menu_1024_768.ini File Changes

The code changes for the NYGM Tonnage War are contained in the text file TonnageWar Menu_1024_768.ini Changes.txt in the \Tonnage War 1.03\Documentation folder. The NYGM Tonnage War – Lite version does not include the entries for the FABC slider.
You may use the code changes to if you wish to remove sections from the NYGM Tonnage War menu_1024_768.ini,[b] however these changes must be applied to the menu_1024_768.ini supplied with RUB 1.45.[b]
This has me confused. Do I istall the NYGM over Rub1.45 and if I did wouldn't your Menu_1024_768.ini overlay it? Can I just make the changes to your Menu_1024_768.ini? I want the FABC Slider and want to put the rudder controls back in place of the stopwatch.
__________________


GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3

Samwolf is offline   Reply With Quote
Old 03-05-06, 10:15 PM   #62
JCWolf
Admiral
 
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
Default

I'm just a litle afreid of instaling this MOD guys ,


First cause I'm reading to many problems, and second cause i've got to many Mods installed , ok that most of them are graphic changes and add-ons but somehow changing again everything it sims to much for mi, no doubt i'm the one lising the expirience but, just gone play like i have it now for some more time and install this Mod later from the begining , with a clean game install i have no doubt this Mod will work propally, and then instal the graphic fixes and other add on on top of it ...it will run smothly, no doubt...
__________________


JCWolf Mediafire SHIII Page

User name : JCWolf
Password : stefre@jcm
JCWolf is offline   Reply With Quote
Old 03-05-06, 10:20 PM   #63
Salvadoreno
Grey Wolf
 
Join Date: May 2005
Posts: 887
Downloads: 119
Uploads: 0
Default

Quote:
Originally Posted by Salvadoreno
OMG WOW LOOK HOW EFFICIENT MY CREW IS!!!!

Now i know this is a product of the NYGM Tonnage Mod, i have never got a message like this before..

::Nearest Visual Contact bearing 320 degress range 11.300meters


Is that right?? Cant be... Please help me change this quick..

::edited:: OOps wait.. I have the atmosphereic mod 16kms version Dark installed... But i dont remember the numbers being so high before..
Can some1 help me out here??


OH and NYGM has an improved MED campaign as well right?? I wish there was a readme for this.
__________________
Salvadoreno is offline   Reply With Quote
Old 03-05-06, 10:32 PM   #64
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by LukeFF
Something wierd is going on for me after installing this: I keep getting "Menu ID not found" error messages when I attempt to load a mission. Anyone else experiencing this?
That is a menu_1024_768.ini error.

I am presuming that you have other mods installed and when the menu_1024_768.ini in the NYGM TW Mod was 'installed' the other mod is the caused this error message.

So you will need to check what Mod it is and edit the menu_1024_768.ini for that mod.
I'm using the RuB 1.45 1024_768 ini file, with the Crew Management changes added in (I reinstalled this after initially encountering the error). Still, no matter what, I have to alt-tab out and exit these Menu ID not found errors before I continue. What's going on?
LukeFF is offline   Reply With Quote
Old 03-05-06, 10:34 PM   #65
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by jcwolf
I'm just a litle afreid of instaling this MOD guys ,


First cause I'm reading to many problems, and second cause i've got to many Mods installed , ok that most of them are graphic changes and add-ons but somehow changing again everything it sims to much for mi, no doubt i'm the one lising the expirience but, just gone play like i have it now for some more time and install this Mod later from the begining , with a clean game install i have no doubt this Mod will work propally, and then instal the graphic fixes and other add on on top of it ...it will run smothly, no doubt...
As far as NYGM Tonnage War Mod is concerned, on a clean install of SHIII 1.4b there will be no issues.

However, when mods are mixed in together then there is always a chance, and there will always be issues. This is the reason for having NYGM over RUB 1.45.

I would also counter the "I'm reading to many problems"... with, there are a few issues, not many, and as mentioned above, will be due to Mod cross over issues.
Der Teddy Bar is offline   Reply With Quote
Old 03-05-06, 10:46 PM   #66
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Salvadoreno
OMG WOW LOOK HOW EFFICIENT MY CREW IS!!!!

Now i know this is a product of the NYGM Tonnage Mod, i have never got a message like this before..

::Nearest Visual Contact bearing 320 degress range 11.300meters


Is that right?? Cant be... Please help me change this quick..

::edited:: OOps wait.. I have the atmosphereic mod 16kms version Dark installed... But i dont remember the numbers being so high before..

OH and NYGM has an improved MED campaign as well right?? I wish there was a readme for this.
NYGM have not altered this Mod in any fashion. However as far as seeing a vessel, or most likely it's smoke on/over the horizon at a distance of 11,000+ metres, this is realistic if encountered on a good day etc etc.

Mediterranean Read Me
Hmmmm, how did we forget the Mediterranean Read Me? So with no further ado... From the man himself ...Charles901...

The Mediterranean Campaign has been long overdue for a historical correct update.

In looking at the original SHIII Campaign, RND Layer, I was immediately distraught over how simplified the convoy routes were in the Med. Without giving away any "Spoilers" they basically all followed the same linear path, meaning the rest of the Mediterranean was left completely "Lifeless".

In conducting my research, I found the war in the Mediterranean Sea Theater, during WWII, vastly "Different" and more "Exciting" than I had previously thought and could have ever expected. No where and at no time, during WWII were convoy's so small yet so staggeringly well protected and so desperate in their need to get supplies', to desperate ports. This adds a unique and different challenge to even the most seasoned SHIII veteran. Taking chances with a convoy in the Med aren't quite as safe as in the "Deep Atlantic". Besides the challenge of shallower water the player will find himself questioning whether it's worth it or if they are in a favourable enough position to attack a convoy of only a couple Merchant ships, escorted by two-three times as many escorts. This will lead to a necessity of taking those "Long-shots" that aren't as necessary in the Atlantic.

I also wanted this Mod to be as "Dynamic" as possible. My goal in producing this Mod was to give the player the "Illusion" that they were playing a totally different and "Unpredictable" game every time through. Even though the Med is not very BIG game play wise, compared to the vast Atlantic, I wanted as much "Randomness" in the Mediterranean, Convoy wise (RND specific), as possible. I really think that I've achieved this goal in that almost every single convoy has "Random" and "Variable" waypoints and even speeds. Just because you saw that "Juicy" Gibraltar-Alexandria Convoy pass once in a certain spot, travelling in a certain direction and speed don't expect it to travel that same path again and don't expect it to look the same either!

What I did not want to do with this Mod is to add specific Historical events, like the sinking of the Bismarck, Dunkirk evacuation or Historical Task Force operations involving the sailing of various Battle Fleets. I rather simulated the Random convoy's that would have taken place preceding or following these specific events. Ultimately, I reserved this to the SCR (Scripted) Layer of the Campaign as these events are already well represented by the R.U.B. "OPs" Mod by Berry and the "Harbor Traffic" Mods by Rubini. The end result being that this mod is totally compatible with these or any other mod that alters the SHIII SCR Campaign file.


* All Allied/Axis Generic entries now have a slight chance of spawning 1-3 escorts. The probability and escort numbers grow as the war progresses. This was done to reflect the fact that almost no Merchant ships were unescorted in the Med during the war.

In addition, each and every entry was also checked for validity in travelling to and from where they "Should" be travelling (date wise) given the changes of ownership in various ports as the war progressed (This is where a lot of fixes to the "MedTraffic" entries to/from Greece were implemented). It should be noted that RUSSIAN Generic "MedTraffic" entries have a much slower rate and reduced chance of spawning escorts due to obvious reasons.

* Added entries simulating Italy's resupply traffic to/from Italy to/from all major occupied ports in North Africa during N.A. Campaign; these convoy's start/stop Historically (date wise) when each city's port is gained/lost during the battle for N. Africa. Included is the Historically correct; Taranto/Augusta convoy HA43. The makeup of the rest of these convoy's is as accurate as historically possible, for instance 2-4 troop/supply ships with at least 4+ escorts for each convoy.

* Added several Italian Hospital Ships traveling to/from N. Africa at the ports and dates that major battles took place. These ships travel alone without escort so as not to be confused with "Legitimate" targets. Note: Iambecomelife’s “Hospital Ships” Mod must be installed.

* Added random Italian warship patrols off the coast of Italy and into the Med Allied shipping lanes to simulate mine deployment and security patrols. These patrols center around the Straits of Sicily (area historically, heavily, mined by the Italians) and to the East Southeast of Malta. NOTE: I only used Italian Destroyers for this purpose due to the fact that there are currently no modded heavy Italian warships available.

During many times the entire balance of the War in the Mediterranean hinged on the desperate ability to keep the Island of MALTA resupplied. The loss of the Mediterranean war for the Axis powers during WWII has been traced to the sheer determination and ability of the British and allied forces to get badly needed supplies to this besieged island. With the loss of Malta the allies would have had great difficulties getting needed convoys through to Alexandria in a timely fashion, which eventually enabled the Allies to hold and push the Italian/Axis forces West and eventually off the N. African Coast.

* To best replicate this I've added every Mediterranean Historical Operational Convoy to the game. The following HOC's were added:

Malta Convoy, "Excess"
Malta Convoy, 'Substance'
Malta Convoy, 'Style'
Malta Convoy, 'Halberd'
Malta Convoy, 'Pedestal'
Malta Convoy, 'Harpoon'
Malta Convoy, 'Pedestal'
Malta Convoy, 'Portcullis'
Alexandria Convoy, 'Stoneage'
Alexandria Convoy, 'Vigorous'
Alexandria Convoy, 'Tiger'



Each of these HOC's will only appear one time during a career, on the exact date (and sometimes time) that they sailed, containing the exact Historical ship types and escort types and amounts (Don't say you haven't been warned!). Note: some escorts had to be slightly reduced for playability on at least one of the listed convoys with 26+ DD escorts.

* Added additional Historical Alexandria-Malta convoys; "MW-5" and "MC 4_MaltaConvoy" with Historical associated escort groups for Eastern Med theater of operations.

* 1941 Mar. 5 - Operation Lustre begins/ The Royal Navy begins escorting British and Commonwealth troop convoys from Egypt to Greece.
All to/from Greece have been altered to add escorts where appropriate for the Allies. Also deleted entries that correlated to British Merchant ships traveling to/from Greece when under Axis occupation. Finally added convoy's to mimic the Australian and B.E.Forces landing then re-supplying troops operating there.

* 24 April 1941 Allies and Greek royals evacuate from Greece to Egypt and Crete.
Added convoys to/from Greece to Alexandria and Crete to simulate the eventual Allied withdrawal and axis control of the country.

* 27-31 May 1941 - Allied troops begin to evacuate Crete.
This is simulated through several corresponding, convoy's, which load and depart from historically correct locations on the island, until June 1st when the last Allied men are carried from the island. Also added Allied/Allied warship patrols around Crete when appropriate (Date Wise).


* MAY 1941 The first of many supply trips to besieged Tobruk are made by Australian destroyers "Voyager" and "Waterhen" and other ships of the Inshore Squadron.
A series of Alexandria-Tobruk convoys are added to simulate the desperate Allied/allied resupply chain to the surrounded city, consisting of appropriately classed Military vessels that operate during the historically correct siege dates.

* Added Random Eastern Med British warship patrols with variable waypoints and speeds (Force K, Cruiser Force Q) consisting of appropriate warships (Cruisers, etc).

* 1944 October 4th - Allies land in Greece.
This is simulated again through changing the appropriate entries, adding Allied supply/troop ships and escorts, to reflect allied convoy's travelling to/from Greece again.

* JULY 1943 10th - Invasion of Sicily: Operation 'Husky'.
"HA-" and "AH-" Allied series of convoys added to correct port location on island, at appropriate dates, to simulate allied resupply traffic.

* OCTOBER 1943 British units of the US Fifth Army enter Naples on the 1st as the Germans fall back, ready to make the Allies fight long and hard for every gain over the next eight months.
"NS, SNF" Allied series of convoys added to Naples port location, at appropriate dates, to simulate allied resupply traffic. Additional Allied convoys added to/from Italian Southern port of Taranto shortly after port was seized by the Allies.

* Entries added to simulate "Random" allied warship patrols around Sicily and Southern Coastal areas of Italy to protect allied occupied areas and waters.

* Added British Historical "40_BrHaifaCnvy_01" from Alexandria to Beirut; mostly to give some "Life" to the neglected, extreme Eastern Med area.


* The following Historical convoys were also added:

Number Route Notes
-----------------------------------------------------------
E.T. North African Ports - Gibraltar From November 1942
T.E. Gibraltar - North African ports From November 1942
H.A. Tripoli - Augusta From August 1943
K. Casablanca - Brest From October 1939 to June 1940
S. Brest - Casablanca From 1939 to June 1940. French
K.S. Oran/Casablanca - Brest/St Nazaire From September 1939 to June 1940. French
L.E. Port Said/Alexandria - Famagusta/Haifa/Beirut From July 1941 (see 40_BrHaifaCnvy_xx)
M.W. West Mediterranean - Alexandria/Malta From July 1940 to 1941. Resumed November 1942. July 1943 MWF for operation Husky
N.S. North Africa - Naples
S.N. Naples - North African ports From 1943. Fast (SNF)
T.E. Gibraltar - North African ports From November 1942
T.J. Tunisia - Sicily July 1943. Invasion convoy for Operation Husky with TJF, TJM and TJS
T.S. Tripoli - Termini September 1943. Invasion convoys for Operation Avalanche with TSF and TSS
T.X. Tripoli - Alexandria From February 1943
X.T. Alexandria - Tripoli From January 1943
G.T.X. Gibraltar - Tripoli - Alexandria/Port Said From May 1943
X.T.G. Alexandria - Tripoli - Gibraltar From June 1943
Der Teddy Bar is offline   Reply With Quote
Old 03-05-06, 10:48 PM   #67
tedhealy
Grey Wolf
 
Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
Downloads: 13
Uploads: 0
Default

Quote:
Originally Posted by Observer
Quote:
Originally Posted by tedhealy
Quote:
Originally Posted by Observer
Quote:
Originally Posted by tedhealy
When using sh3 comander to start a new career with NYGM, what should the Use Crew option be set to?

Standard SH3
data
realistic
Please see page 15 of the user manual.
Ok, I guess I'm a dolt. I don't see this on page 15. It just makes mention of what should be unchecked in sh3 commander. I did read it beforehand too. I went ahead and used standard sh3 so I don't know if that is right or not. Does it matter?
Unchecked simply means you shouldn't use any of the SH3 Commander fatigue models and the option should be unchecked as an option in SH3 Commander. The necessary fatigue model and other components are included in the TW basic.cfg and other files.

Just to expand on this a bit more. SH3 Commander uses several pre-configured files to selectively replace entries in the basic.cfg. When the "Use fatigue model" option is checked, you will replace the entries in the TW basic.cfg and the fatigue model will not work as intended. That is why this option in SH3 Commander must be unchecked. You shouldn't be using this feature of SH3 Commander with TW. It's not necessary, and can result in unexpected behavior.

Hope this helps.
You're missing my question entirely because most likely I am not explaining it right. Start sh3 commander and go to setup a new career. You are given a drop down box where you must select from 3 options for Use Crew: Standard SH3, data, or Realistic. There is no checkbox involved here (other than to randomize the names). This is not in the SH3 options where you are choosing fatigue model or anything like that, it is on the setup a new SH3 career. Which should it be? From the nygm manual, it looked as though it changed the starting crew members so I'm guessing this option may make a difference.

Anyways, great mod! I took a quick tour through the kiel canal. Beautiful! I really dig the fatigue/morale system too.
tedhealy is offline   Reply With Quote
Old 03-05-06, 10:53 PM   #68
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by LukeFF
I'm using the RuB 1.45 1024_768 ini file, with the Crew Management changes added in (I reinstalled this after initially encountering the error). Still, no matter what, I have to alt-tab out and exit these Menu ID not found errors before I continue. What's going on?
If I remember correctly a Menu ID error will give you an ID number? Without this we can do little

The Menu ID error is most likely another Mod that has been displaced by the NYGM menu_1024_768.ini
Der Teddy Bar is offline   Reply With Quote
Old 03-05-06, 11:05 PM   #69
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by Der Teddy Bar
If I remember correctly a Menu ID error will give you an ID number? Without this we can do little

The Menu ID error is most likely another Mod that has been displaced by the NYGM menu_1024_768.ini
These are the error codes (all preceded by "Menu ID not found"):

0x3f1c005
0x3f420004
0x3f420004
0x3f420002
0x3f420001
LukeFF is offline   Reply With Quote
Old 03-05-06, 11:20 PM   #70
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default



I have no idea about this .
THE_MASK is offline   Reply With Quote
Old 03-05-06, 11:27 PM   #71
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by LukeFF
These are the error codes (all preceded by "Menu ID not found"):

0x3f1c005
0x3f420004
0x3f420004
0x3f420002
0x3f420001
These errors are associated with the FABC Slideout mod.

http://www.subsim.com/phpBB/viewtopi...ght=0x3f420004
http://www.subsim.com/phpBB/viewtopi...ght=0x3f420004
Der Teddy Bar is offline   Reply With Quote
Old 03-05-06, 11:31 PM   #72
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by sober
I have no idea about this .
An unfortunate quirk of the SHIII engine room compartments is the auto transfer of men from one engine compartment to the other when changing depth.

For example, when you change from 20 metres to say 30 metres, it will bring over crew from the engine room.

The reason they look the way that they do is, that the NYGM Crew Management Mod has been designed around less crew members, so we blanked the spaces out as we cannot remove them.

Hope this helps.
Der Teddy Bar is offline   Reply With Quote
Old 03-05-06, 11:49 PM   #73
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by Der Teddy Bar
These errors are associated with the FABC Slideout mod.
Thank you very much! That fixed it.
LukeFF is offline   Reply With Quote
Old 03-06-06, 12:37 AM   #74
zombiewolf
中国水兵
 
Join Date: Apr 2005
Posts: 270
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by tedhealy
Quote:
Originally Posted by Observer
Quote:
Originally Posted by tedhealy
Quote:
Originally Posted by Observer
Quote:
Originally Posted by tedhealy
When using sh3 comander to start a new career with NYGM, what should the Use Crew option be set to?

Standard SH3
data
realistic
Please see page 15 of the user manual.
Ok, I guess I'm a dolt. I don't see this on page 15. It just makes mention of what should be unchecked in sh3 commander. I did read it beforehand too. I went ahead and used standard sh3 so I don't know if that is right or not. Does it matter?
Unchecked simply means you shouldn't use any of the SH3 Commander fatigue models and the option should be unchecked as an option in SH3 Commander. The necessary fatigue model and other components are included in the TW basic.cfg and other files.

Just to expand on this a bit more. SH3 Commander uses several pre-configured files to selectively replace entries in the basic.cfg. When the "Use fatigue model" option is checked, you will replace the entries in the TW basic.cfg and the fatigue model will not work as intended. That is why this option in SH3 Commander must be unchecked. You shouldn't be using this feature of SH3 Commander with TW. It's not necessary, and can result in unexpected behavior.

Hope this helps.
You're missing my question entirely because most likely I am not explaining it right. Start sh3 commander and go to setup a new career. You are given a drop down box where you must select from 3 options for Use Crew: Standard SH3, data, or Realistic. There is no checkbox involved here (other than to randomize the names). This is not in the SH3 options where you are choosing fatigue model or anything like that, it is on the setup a new SH3 career. Which should it be? From the nygm manual, it looked as though it changed the starting crew members so I'm guessing this option may make a difference.

Anyways, great mod! I took a quick tour through the kiel canal. Beautiful! I really dig the fatigue/morale system too.
With sub commander running go to sh3 options bottom panel,then go to game play you will see a box to check for use fatigue model
__________________
zombiewolf is offline   Reply With Quote
Old 03-06-06, 01:09 AM   #75
Salvadoreno
Grey Wolf
 
Join Date: May 2005
Posts: 887
Downloads: 119
Uploads: 0
Default

Im sorry. Can i get a complete readme on NYGM Tonnage Mod?? Is it included in mod? I wanna know everything it changes so i can add the correct mods..

::EDIT::

And thanks for the Med readme Der Teddy, your quick replies are appreciated!!!
__________________
Salvadoreno is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:25 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.