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Old 10-08-06, 06:42 AM   #241
Samwolf
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by Samwolf
Just out of curiosity, since renown was removed from all the upgrades in NYGM ,why are the entries for [SUBMARINE_AMMO5];VIIC/42 Renown=6, and [SPECIAL0]; anti sonar coatings Renown0=1000 and Renown1=2000?
RE: [SUBMARINE_AMMO5];VIIC/42 Renown=6 - Oops :p

RE: [SPECIAL0]; anti sonar coatings Renown0=1000 and Renown1=2000 - We have disabled these items so we did not do anything regarding the renown
Thanks for the answer
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Old 10-08-06, 10:49 AM   #242
GlobalExplorer
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Quote:
Originally Posted by kylania
Quote:
Originally Posted by GlobalExplorer

Quote:
Originally Posted by kylania

Yup, I got the same errors with SH3 Gen that you're seeing there. I believe it has to do with the ship lists in the campaign files but haven't looked into it too much.

I'll take a closer look and see if I can figure it out for ya.
Have you found out something?
Actually someone else did! Apparently removing the new pencil font that NYGM 2.2 adds SH3Gen once again displayed fine.

I'll do a better test tonite, for instance I totally forgot that you tell it where the files are so I'm afraid it was writing information for the GW1.1 install into my NYGM maps! Which of course would explain the PAGES of "ship errors" in the logs.

I'll try it again tonite and pay better attention.
Thanks. If you find out something, please contact me by pm. I don't know if I will follow this thread.

And yes, it is possible that Sh3Gen reads data from a GW install when you are using NYGM. This is because with multiple installations you can set the SHIII path yourself!
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Old 10-08-06, 12:21 PM   #243
kylania
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I was even more of an moron than I thought! I had SH3 Gen pulling from my default SH3 install instead of GW or NYGM!

I fixed the path and loaded it up for GW and it showed me task force starting positions all over the place. Than though, SH3 crashed on me for some reason. Not sure if it's related to SH3Gen or not, I'll try to replicate it today.
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Old 10-08-06, 12:48 PM   #244
KeldorKatarn
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@Teddy

While using ANZACMICK's damage textures, I noticed this after blowing up a tramp steamer:



As it seems, a torpedo explosion can blow through the ship and blow a hole in the opposide side of the ship?
Do you have any experience that would confirm that this really happens to the ship, meaning that the opposite portion of the ship will also start flooding?
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Old 10-08-06, 06:45 PM   #245
Der Teddy Bar
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Quote:
Originally Posted by KeldorKatarn
@Teddy

While using ANZACMICK's damage textures, I noticed this after blowing up a tramp steamer:



As it seems, a torpedo explosion can blow through the ship and blow a hole in the opposide side of the ship?
Do you have any experience that would confirm that this really happens to the ship, meaning that the opposite portion of the ship will also start flooding?
While a torpedo could make very very very large holes they could not punch a hole through a ship. This would require a 'shaped' charge.

In this instance I am assuming.... :rotfl:

I am assuming that it is just an abnormally that shows up that way due to the texture. I would presume in this instance that the ship will only flood from the side that the torpedo hit.

Last edited by Der Teddy Bar; 10-08-06 at 06:48 PM.
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Old 10-08-06, 06:51 PM   #246
Der Teddy Bar
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Fubar's excellent U-boat skins are now available for NYGM TW 2.2!!
Fubar's incredible u-boat skins add more than just high quality textures, they add atmosphere that allows for even greater player immersion.

Even if you do not use the external view the improvement from the conning tower etc is just incredible.

There is some cross over with various DAT & TGA files. So it is recommended that you only use one DAT/TGA set at a time. I would also recommend that best practice would be to install only when in base.

I wish to extend my heart felt thanks to Fubar for allowing the use of his great work in the NYGM TW Mod.

Side Note: I adding Fubar's skins to the NYGM TW DAT files with TimeTraveller's SH3 Unpacker. Another great tool from the guy who's tools opened up SHIII for all moders.

These files are intended to be used only with the NYGM TW 2.2 Mod and their use with other versions of TW or other mods could result in unexpected behaviour/issues.



FLB sale U-999's 6 Dials- Simfeeling Mod for use with NYGM TW 2.2
A very big thanks to neo from the NYGM Team for importing and then making FLB sale U-999's 6 Dials- Simfeeling Mod for the TW 2.2 users.

Great work and as a result we will be including 6 dials simfeeling mod & the Transparent torpedo reloading screen as part of the next TW release.

Well done mate

I wish to extend my heart felt thanks to FLB sale U-999 for allowing the use of his great work in the NYGM TW Mod.

These files are intended to be used only with the NYGM TW 2.2 Mod and their use with other versions of TW or other mods could result in unexpected behaviour/issues.
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Old 10-08-06, 06:56 PM   #247
Kruger
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Thank you very much Teddy, Fubar, and everyone else. This is a nice surprise.
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Old 10-08-06, 07:01 PM   #248
Der Teddy Bar
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Quote:
Originally Posted by Kruger
Thank you very much Teddy, Fubar, and everyone else. This is a nice surprise.
There will be more to come

May I strongly suggest that you install Fubar's Crew Skins http://www.subsim.com/radioroom/showthread.php?t=90956
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Old 10-08-06, 07:54 PM   #249
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by KeldorKatarn
@Teddy

While using ANZACMICK's damage textures, I noticed this after blowing up a tramp steamer:


As it seems, a torpedo explosion can blow through the ship and blow a hole in the opposide side of the ship?
Do you have any experience that would confirm that this really happens to the ship, meaning that the opposite portion of the ship will also start flooding?
While a torpedo could make very very very large holes they could not punch a hole through a ship. This would require a 'shaped' charge.

In this instance I am assuming.... :rotfl:

I am assuming that it is just an abnormally that shows up that way due to the texture. I would presume in this instance that the ship will only flood from the side that the torpedo hit.
Well, Teddy, I know that a REAL torpedo couldn't do that. But the damage texture usually only shows up on places that have been damaged. That's wy I am asking if it is possible that the INGAME-TORPEDO could do that?

All in all I think the damage tacture settings are way of anyway. Those holes are way too big. I recently got a direct hit from a bomb dropped by a plane, but survived it. From the black spot on my uboat my entire front should have been missing. Is there any way to tone down those damage textures? Scaling down the tecture itself would make large holes show up with too low resultion. Does anybody know how and where the game determines the size of the damage and how big to display the damage texture?
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Old 10-08-06, 11:22 PM   #250
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by Immacolata
I have a question to veteran NYGMates. Or NYGMadams. When does NYGM 2.2 get really nasty? I've never gotten much beyond early 1943 because even the stock game gave me a beating. So I just tended to plimsoll around in 1939-1942 era. But I think Ive worked up the cojones this time.

I know they get radar, so even closing on a convoy will be hard. Will you as a player get sufficient "counter measures" to keep the game somewhat rewarding past 1943? What are people's verdict on this?
May I suggest visiting Wolves at War where through the community your objectives change and I think that you will find that surviving as long as you can and on the odd occassion getting a kill will be enough, especially when everyone else around you is in the same situation.
I'll second that.

As a SHIII n00b - only just got a rig capable of running it (well, actually, I went overkill, but that's a different story) - I decided to be brave (or suicidal) and dive right in.

Running NYGM 2.2 and playing per Wolves at War. The 2 combined give you a real sense of involvement as you have 'restricted' upgrades and boats etc. You also have patrol zones allocated by your flotille kommandant, then you can see the various experiences of your fellow commanders as everyone goes through a patrol.

Still not on manual TDC yet, but I'll get to that. Wanted to get a feel for everything else before taking on that ultimate challenge.

So far it's a hoot! Aircraft really give you the horrors - you won't see anyone making (silly) posts about shooting down entire squadrons as occurs in vanilla.

I heartily recommend it.
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Old 10-08-06, 11:29 PM   #251
Steeltrap
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Quote:
Originally Posted by KeldorKatarn
Quote:
Originally Posted by Steeltrap
One thing I've noticed:

When diving, I hear a snippet from "Das Boot". Trouble is, it's the sound from someone calling people to 'surface stations' ("afthaustatzionen" or something....)!

Anyone else noticed this? Not that it matters, but it did make me think I'd hit the wrong command or something at first (this doesn't happen if I order periscope depth or a 'crash') and gave me a bit of a laugh.

Cheers
Nope, it's the correct command. The LI isn't saying "Auftauchstationen" but "Auf Tauchstationen" meaning "On Diving stations!"
I know that in English one doesn't use the 'on' but simply commands the name of the station like "Diving stations!" or "Action Stations!"
but in German you use the term 'Auf' meaning 'on' before it. E.g. it would also be "Auf Gefechtsstationen!"
Hope that clearifies it.
That's similar to the usage of rank. In English it's just "Yes, Lieutenant", in German it is "Jawohl, HERR Leutnant" meaning, "Yes, Mr. Lieutenant". That may sound funny but it's the correct use for any title including Doctor and Professor and such since it is also "Guten Tag, Herr Professor", "Auf Wiedersehen, Herr Doktor"
Brilliant...thanks for the lesson! Obviously I don't speak German and the command is rattled out pretty quickly (in fact they speak somewhat like an MG42....)!! :rotfl:
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Old 10-08-06, 11:44 PM   #252
Steeltrap
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Quote:
Originally Posted by lumat83
The planes and their bullets are now very dangerous. Before NYGM, they was too weak but now they're too strong.

In my last mission, I lost 25 crews under only an attack, without bomb, only bullets . It's excessive no ?

May be it's realistic. In this case, no problem but, in reality (cf. Books like Das Boot ou admiral Wolves...), I think the Uboat was able to avoid many planes attacks. In this mod, it's impossible, everytime, the planes see the uboat, attack and often cause heavy damages.

At least, I think the crews should be able to see the planes at a greater distance, to have a chance to avoid them.

I love this mod, sincerely, but in this case, here, it's very disappointing

My idea is :
1- The planes are too strong
or
2- The crews detect planes too later
25 crew???

Well in NYGM if you see an aircraft you dive - QUICKLY!!

I have on watch at all times the following:

1 x Officer with watch skill
1 x PO with watch skill
1 x PO with 'no' skill
2 x '3 stripe' seamen

I've found I see things with sufficient warning to bail fairly safely. I suspect the real horror will come with medium bombers using radar at night.

Closest I've been to a surface contact at night before seeing it was 4500 (a DD no less - gave me a shock and a mild panic!). With the changes to the sensors, however, I altered course to present a narrow profile and it didn't spot me (seas were heavy and strong winds, plus I was travelling at 1/3 speed). This was great as it was pretty realistic - VERY rare for a U-boat to be detected by an escort before the U-boat detected it, before radar at least.

One reason I haven't bothered playing stock is due to the many 'unrealistic' happenings I've read in the forums. I suspect they might have given people bad habits, like trying to fight aircraft instead of diving ASAP......

So, I don't think aircraft are too strong (certainly not in my experience so far) BUT they WILL dump on you if you remain on the surface, as was historically the case. You're a SUBmarine - USE IT!!!
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Old 10-09-06, 01:30 AM   #253
Krupp
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Hi

My (anyone else?) boat (VIIB) is behaving strangely when diving and surfacing. The 3D inside view from the command room tilts to opposite it should, i.e. when diving, the bow is rising and vice versa when surfacing. Not a big deal, but the immersion suffers for sure. What should I do to have it fixed? :hmm: ( installed over clean 1.4b, no other mods + SHCommander )


Thanks, exellent mod this TW 2.2


K
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Old 10-09-06, 01:49 AM   #254
kylania
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Krupp, I've noticed that "backwards" movement too with both GW and NYGM and actually, if you turn your camera a bit when you see that effect it almost seems to "right" itself. At least for me it does.
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Old 10-09-06, 02:01 AM   #255
Krupp
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Copy that kylania , I'll try that cam trick.

Thanks for your quick reply.

K
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