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Old 06-06-14, 02:08 PM   #916
Ligne Maginot
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I have an estimated value. If "hp" are health points (estimated from 1 to 100) and "pt" play time in minutes (min), then the observed ratio (hp / pt) on 10 cases of varying severity, was 1.3 hp / min. This means that a medic takes less than 80min cure a sailor who has received severe damage, such as machine-gun fire from aircraft, in a submarine of the Second World War.

Best Regards.
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Old 06-06-14, 04:27 PM   #917
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@Ligne Maginot,

I take your point, but I cannot make any useful suggestions, unfortunately.

@Nutworld,
We need a little more information.

For example, what is your D: drive?
Is it a partition on your hard-disk (in which case why not install to the conventional C:\ drive? - but never install SH3 by default to "Program Files (x86)" on your C: drive, always make your own folder, eg C:\Ubisoft.)
Or is it a USB-drive? A DVD-drive?
Are you even using Windows?

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Old 06-06-14, 05:21 PM   #918
nutworld
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I recently purchased a new computer (basically to run SHIII)
Toshiba Qosmio
16.0 GB RAM
Intel Cor i7-4700MQ CPU @2.40GHz 2.40 GHz
64-bit OS
NVIDIA GeForce GTX 770M

Windows 8.1

I have 2 hard drives on this computer
My C drive holds my OS information and is the "default" drive and also hold Program Files destination.

I have NO SH III or Ubisoft information installed on that drive except in the default "documents" and appropriate information.

My "D" Drive has 930 GB of space available and is my destination drive for my "big" folders

My D drive also currently has my GWX 3.0 GOLD SH III version installed and that might be part of the program for my current "install conflict"- as I was attempting to install my SH III NYGM on that drive as well

I am currently running SH III GWX 3.0 Gold

updated with 4Gb patch

I hope I have followed the recommendations and can lend my assistance to the community

I am running the following Mods (in installation order) using JSGME
GWX 16km Atmosphere
GWX English Nav Map and Grid Reference
GWX Enhanced Damage Effects
GWX No Medals On Crew
Dertien No Rank On Crew
Evan82's Uniforms II
GWX Open Hatch Mod
MaGuiF
LifeboatDebris v4
Torpedo Damage v2
TMTv2 + ThomsensShipsv4.4
Salvo Selector Labels
Type VII Salvo Selector
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

My hope is to be able to run GWX 3 Wilhelmshaven St Naz v5 or v7 (preferred)

Thomsens sound pack

SubLynx- Charts Addon
And
Just follow Orders (sorry forget who created it)

The problem I am having is that I keep getting "SHIII has stopped working) errors despite numerous attempts at loading the MODS in JSGME- in different orders.

I am NOT saving my game within 51Km of land
I AM saving them with different "save names" ie; Patrol 02a, Patrol 02b, Patrol 02c etc.
I am not saving the game during time compression.

Using my last crash as an example. I started my most recent patrol using the above configuration and had saved my patrol after being at sea for 2 days..with my saves being Patrol 02, and Patrol 02a.




I HOPE this amount of information can be useful for those willing to help me figure out my problems
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Old 06-07-14, 01:53 AM   #919
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@Nutworld:

Thanks for the extra information.
You have two issues:
1. SH3-GWX will not work for you.
2. You wish to try NYGM.
Both on your D: drive.

Step1:
Locate folder C:\My Documents\SH3 and rename it temporarily (eg, call it folder SH3_GWX.) Corrupted files here often cause problems with running SH3.

Step 2:
Now try to play GWX again, and see if your problems persist. You should first remove all mods that are not part of the basic GWX file structure. (I'm assuming you are using JSGME to install mods - if not, you had better remove your existing SH3 installation and start all over again, if you want to use GWX in the future.)

Regardless of the results of the above:
To install NYGM:
Step 3: Create a new folder on your D:\ drive, and install SH3 itself into that folder.
Step 4: Rename your new folder C:\My Documents\SH3 (created in step 2 above) to something memorable, depending on whether you want to keep it or not.
Step 5: Test SH3 itself created in Step 3 above, to ensure that it works OK.
Step 6. When it does function properly, use JSGME to install all the main components of NYGM, downloaded from my logo below, one at a time, testing each step with a single quick patrol as you go. (Return to base from each patrol.)

As and when you want to add any more mods, add them one a time with JSGME, then test to check for any conflicts.

If you want to return to GWX, rename your folder My Documents\SH3 to SH3_NYGM, so that you can reuse the folder again at some future date, and restore your folder My Documents\SH3_GWX to SH3.

I hope that helps,
Stiebler.
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Old 06-07-14, 05:58 PM   #920
Ligne Maginot
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Quote:
Originally Posted by Stiebler View Post
@Ligne Maginot,
I take your point...
I have no doubt about that and I appreciate your concern. I just wanted to put some numbers to get an idea of ​​the situation.

I've been missing for some time. And since there was no denouement in the thread "Radars and Conning Towers (Turms)", I decided to ask what happened at the end: We will see the new code?

Thanks again and the best regards.
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Last edited by Ligne Maginot; 06-16-14 at 12:22 AM.
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Old 06-12-14, 10:08 AM   #921
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Stiebler, quick question for you:

Since NYGM (and does a great job) of representing accuracy, I'm curious asto your take on engine upgrades in this Mod.

I'm surprised you've left an option for players to boost a few knots past the accepted max speeds. Though I've learned through some research that IXs could hit upwards of 20 kts for very short durations with help from the e-motors.

Anyway, I'm just curious as to how you intended the upgrades as far as historical game play is concerned.

Thanks!

T
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Old 06-16-14, 09:13 AM   #922
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@ Ligne Maginot:
Quote:
since there was no denouement in the thread "Radars and Conning Towers (Turms)", I decided to ask what happened at the end: We will see the new code?
There was insufficient demand to provide the new code for the altered radar positions on the turms. With the new code, ALL the affected turms, released for SH3 by modders as well as the original SH3 turns, would have to be altered by their users.
It seems that most users would rather have fancy new turms, than the older ones working properly.
The code works properly; it is installed on my own version of SH3.exe and my set-up has the positions of the radars on the turms altered for the purpose.

@Tupolev:
Quote:
I'm surprised you've left an option for players to boost a few knots past the accepted max speeds.
This is another example of what I once called "compensatory realism":
http://www.subsim.com/phpBB_archive1...d202b286ce697b

A U-boat should be able to out-run a corvette in any weather. However, in stock SH3, the speed of the U-boat was affected by bad weather, but the speed of the chasing corvette was not. Therefore, the NYGM team gave the U-boat a higher speed to compensate.
My hard-code fix (an addition to H.sie's hard-code fix) corrected this error finally, but many people do not use these hard-code fixes for many reasons. For example, the fixes are quite difficult to create from stock SH3.exe, and other files have to be modified too.
Therefore the IX U-boat remains with a higher speed than normal.

Quote:
Anyway, I'm just curious as to how you intended the upgrades as far as historical game play is concerned.
I have nothing new planned, and Der Teddy Bar and Observer of NYGM left this forum a long time ago.
However, I shall add small fixes once a sufficient number have accumulated.

Sorry for the delay in the replies. I've been on holiday.
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Old 07-10-14, 01:04 PM   #923
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Quote:
Originally Posted by Stiebler View Post
There was insufficient demand to provide the new code for the altered radar positions on the turms.
This code for all Turms in all a gigamods is necessary to us. Otherwise we receive artifacts
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Old 07-11-14, 02:53 AM   #924
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@Anvar1061:

Your picture above certainly does not show a turm from NYGM. Also, my new turm code would not fix your problem with the radar position.

You should contact the modder who created your U-boat turm mod.

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Old 07-11-14, 04:01 AM   #925
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Ok!
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Old 07-12-14, 01:51 PM   #926
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I just had a great NYGM convoy encounter.

January 1942, cruising surfaced to the US coast, I run into an inbound convoy south of Iceland. Well, by run into, I mean I notice gun flashes and explosions way in the distance.

I close at GF and discover burning ships and escorts firing away at some unseen U-boat. While gathering targeting data, I can see several ships sink in the distance. I make my approach surfaced and sink 2 ships. Just before dawn, I'm driven off by an escort prior to my second attack.

I withdraw surfaced and in the early morning light, I notice the port flank escort is missing. Thinking about my easy pickings to come, I set in on shadowing.

That's when it happens: Aircraft sighted. Crash Dive!

No damage, so I surface and regain contact. Then another aircraft sighted. I'm able to identify the Hurricane before we crash dive. Its a CAM ship!

I'm sighted 4 more times by this aircraft before a destroyer comes to investigate. He keeps me under for 3 hours and I'm unable to regain contact with the convoy. Luckily I take no damage and continue my patrol.


This whole event was a great game experience. From the far off sighting due to gunfire (muzzle flashes) to expecting easy pickings from a now under-defended convoy to getting driven off by combined air cover and escorts. Reads nearly exactly how a lot of real convoy battles went. That's how U-Boat sim should be!

T
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Old 07-12-14, 02:35 PM   #927
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Quote:
Originally Posted by Tupolev View Post
I just had a great NYGM convoy encounter.

January 1942, cruising surfaced to the US coast, I run into an inbound convoy south of Iceland. Well, by run into, I mean I notice gun flashes and explosions way in the distance.

I close at GF and discover burning ships and escorts firing away at some unseen U-boat. While gathering targeting data, I can see several ships sink in the distance. I make my approach surfaced and sink 2 ships. Just before dawn, I'm driven off by an escort prior to my second attack.

I withdraw surfaced and in the early morning light, I notice the port flank escort is missing. Thinking about my easy pickings to come, I set in on shadowing.

That's when it happens: Aircraft sighted. Crash Dive!

No damage, so I surface and regain contact. Then another aircraft sighted. I'm able to identify the Hurricane before we crash dive. Its a CAM ship!

I'm sighted 4 more times by this aircraft before a destroyer comes to investigate. He keeps me under for 3 hours and I'm unable to regain contact with the convoy. Luckily I take no damage and continue my patrol.


This whole event was a great game experience. From the far off sighting due to gunfire (muzzle flashes) to expecting easy pickings from a now under-defended convoy to getting driven off by combined air cover and escorts. Reads nearly exactly how a lot of real convoy battles went. That's how U-Boat sim should be!

T
When the game plays like history reads, that's a sim! Sounds like a great experience. NYGM rocks!

Good luck and good hunting!
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Old 07-13-14, 04:14 AM   #928
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@Tupolev:

Thanks for the detailed feedback.

As Big Walleye says, that's how it is meant to be.

If you've got H.sie's hard-code patch in place as well, you can additionally call up further U-boats with contact reports. I've seen the occasional convoy cut to pieces by this kind of combined attack:
1. U-boats already attacking convoys.
2. You make contact reports to attract further U-boats, which then add to the devastation.
3. Your own U-boat makes its own contribution to sinkings.

The CAM-ship:
If you have also my (Stiebler) hard-code fix applied over H.sie's hard-code fix, for your file SH3.exe, the attacks by aircraft from CAM-ships will cease after the first five attacks. (Until you start a new patrol.)

And to make these hard-code fixes easier, NYGM 3.6D has already all files pre-altered correctly for the hard-code patches. So you need only patch your original SH3.exe file. [EDIT:](And add the extra files supplied with the Stiebler patch.)

You can download the Stiebler hard-code fix (as well as the NYGM mod itself) by clicking on my NYGM logo below. You *must* patch your SH3.exe file first with H.sie's patch, which can be downloaded from H.sie's own thread. Just follow H.sie's instructions, but remember that you do not need to alter any of NYGM's files. (The H.sie patch replaces some of NYGM's files, and adds some other files.)

Stiebler.
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Old 07-20-14, 10:01 PM   #929
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Probably a stupid question, but is this compatible with GWX 3.0?
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Old 07-21-14, 03:09 AM   #930
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yes it is.
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