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Old 04-21-20, 08:29 PM   #1666
Aquelarrefox
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of course... thats why i use wac witch needs much less work, but im become more and more concern of the stability from things that comes from wac. In reality wac 5 have so many ctd that i didnt play so long.
NYGM is the best base for every thing. i have never had a crash with it. and gw is the most close in stability but with an amount of non cannonic fixes...
and its not that i dont like the concept steibler try to make, but limit it to atlantic wolfpaking.
Actualy theres ruskies working in a version of GW and they have worked on those fiules and rosters...
install NYGM actually is not so simple and make a selection of mods could be lovely... i dont know. Also the complication to install a mod by itself make many people just get into GW becosue the instaler or try wac becose its much easy. And many dont try NYGM only becose they have fear to the empty sea... that s pain.

merge wac and nygm take me 3 mounths and i was alone so dont see me imposible... theres few things i could fix as cam ships. and i notice (i haven play in a year) that i donesnt load milkcows(merchant resuply ship does, MC did but mybe i touch something later).
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Having a HARD TIME with CONSOLIDATE GRANMA MOD...

Last edited by Aquelarrefox; 04-21-20 at 08:34 PM. Reason: add
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Old 04-21-20, 09:06 PM   #1667
John Pancoast
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Quote:
Originally Posted by Aquelarrefox View Post
of course... thats why i use wac witch needs much less work, but im become more and more concern of the stability from things that comes from wac. In reality wac 5 have so many ctd that i didnt play so long.
NYGM is the best base for every thing. i have never had a crash with it. and gw is the most close in stability but with an amount of non cannonic fixes...
and its not that i dont like the concept steibler try to make, but limit it to atlantic wolfpaking.
Actualy theres ruskies working in a version of GW and they have worked on those fiules and rosters...
install NYGM actually is not so simple and make a selection of mods could be lovely... i dont know. Also the complication to install a mod by itself make many people just get into GW becosue the instaler or try wac becose its much easy. And many dont try NYGM only becose they have fear to the empty sea... that s pain.

merge wac and nygm take me 3 mounths and i was alone so dont see me imposible... theres few things i could fix as cam ships. and i notice (i haven play in a year) that i donesnt load milkcows(merchant resuply ship does, MC did but mybe i touch something later).

Strange; I've done numerous campaigns in NYGM and found GWX to actually have less traffic. In fact, it's one of the things I prefer GWX over NYGM for.
With no shortage, including single ships, in either overall.
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Old 04-21-20, 09:46 PM   #1668
Aquelarrefox
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Originally Posted by John Pancoast View Post
Strange; I've done numerous campaigns in NYGM and found GWX to actually have less traffic. In fact, it's one of the things I prefer GWX over NYGM for.
With no shortage, including single ships, in either overall.
Personally I don't have a problem with traffic, in gwx you get less convoy but much traffic in hubs and possible more traffic in us coast. All Gw, wac or nygm traffic feels fine to me, but I have seen comments about criticism on this. Is a bit complex to compare.
The wac script and random are true interesting, in fact it was the idea behind the hybrid. I'm not sure if it's only a didn't perception but the composition of convoys and composition is much interesting, but strange things happens sometimes with wac models...
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Old 04-30-20, 01:35 PM   #1669
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something strange happens with hires subs, i enable the rotation and comands for antenas rise command, radio antena works fine but i find that the radar rise well but its located in the front of the connintower instead of their position (his hole in connin tower? is a problem with a library file or ehats happens? anyone have this?
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Old 04-30-20, 06:03 PM   #1670
John Pancoast
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Quote:
Originally Posted by Aquelarrefox View Post
something strange happens with hires subs, i enable the rotation and comands for antenas rise command, radio antena works fine but i find that the radar rise well but its located in the front of the connintower instead of their position (his hole in connin tower? is a problem with a library file or ehats happens? anyone have this?
Check out the Stiebler patch documentation for a possible fix. Anvart's turms patch.
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Old 05-02-20, 09:15 PM   #1671
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Default NYGM Mediterranean

Back to NYGM probably for good due to separation anxiety issues.

Been doing some Mediterranean campaigns. A few various thoughts.

1. Some interesting background on thoughts of how they created the Med add on for NYGM here going back to...2006 !
https://simhq.com/forum/ubbthreads.p...ranean_Campaig

2. Interesting, in NYGM and SH Commander, the first two months of the 29th flotilla put you in Brest. You can select the mod for your next campaign you want to do, look at the location dates for the flotilla in SH Commander; start in Brest and go into the Med.
First time I did this the whole watch crew got killed (WO and 4 enlisted). Got away and into the Med but just barely. Then when the month comes around for your Italy basing change for your flotillia you get a radio message and just end your patrol there.

3. Different kind of combat for sure. Most merchants travel with an escort or two. Since pickings are pretty slim, I just shoot a spread of 4 torpedoes, even if it is a small merchant because waiting around to finish it off is a bad idea if you are going to have to deal with two destroyers.

4. Lots of fun.

Now.... weather. I have used a variety of water environments. The current one shown below I like for two reasons. I happen to like the "sunken ships" look at distance. It is a 20k environ and I like how it does cloudy days.
--I don't like the fast moving clouds.

With that, are there any add ons out there that better represent Mediterranean water and weather?

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Harbor Traffic Add-In
NYGM_HiRes_Submarines_3_6F
Single Merchant Contact Mod
NYGM3.3 Mediterranean Campaign Only
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
Darojax Officer Icons 1.0
ail Das Boot officers mod v2.19
UzoBkgr
SHIII Internal Life Mod v1.2
TheRealPing
RadioMessage - MorseCodeOnly
SH-5 Water for SH-3 20 Km V84
S3H-H.sie-Patch-V16B1
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Last edited by Leoz; 05-02-20 at 09:51 PM.
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Old 05-02-20, 09:44 PM   #1672
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Default Ahnenerbe reticle conversion

Disclaimer. This post is not to be critical of any mod as everyone likes to play the game differently. They are only my personal preferences.

I have always liked Ahnenerbe WideGui 1920 x 1080 Final in NYGM but never warmed up to the reticle for either scope. I just could never make it work for distance measurement. I also do not prefer AOB wheels attached to the scope. I mostly do type VII and type IX boats in the game.

For years I played using Hitman GUI and the older Hitman and like the idea that each scope had a proper 1.5x and 6x zoom setting on both scopes. The range marks worked nice too. Example: 50mils over an object that is 25 meters high at 6x means about a 2000 meter distance. The little guide in the original Hitman goes through this. Hitman GUI mostly uses charts for perceive length of the ship vs. distance but also has good zoom and reticle settings.

After years of using this, I like it.

This is still a work in progress but with Ahnenerbe I deleted the AOB wheel, took the reticle from Hitman GUI and enlarged it some and used that instead.
After some trial and error (including SilentEditor) I got the results I like.
I may at sometime use this hash I made and make the reticle sharp in a vector-based graphics program then convert it to TGA however, again it is good enough for now and I can press on with playing the game how I like.


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Old 05-02-20, 10:21 PM   #1673
John Pancoast
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Quote:
Originally Posted by Leoz View Post
Disclaimer. This post is not to be critical of any mod as everyone likes to play the game differently. They are only my personal preferences.

I have always liked Ahnenerbe WideGui 1920 x 1080 Final in NYGM but never warmed up to the reticle for either scope. I just could never make it work for distance measurement. I also do not prefer AOB wheels attached to the scope. I mostly do type VII and type IX boats in the game.

For years I played using Hitman GUI and the older Hitman and like the idea that each scope had a proper 1.5x and 6x zoom setting on both scopes. The range marks worked nice too. Example: 50mils over an object that is 25 meters high at 6x means about a 2000 meter distance. The little guide in the original Hitman goes through this. Hitman GUI mostly uses charts for perceive length of the ship vs. distance but also has good zoom and reticle settings.

After years of using this, I like it.

This is still a work in progress but with Ahnenerbe I deleted the AOB wheel, took the reticle from Hitman GUI and enlarged it some and used that instead.
After some trial and error (including SilentEditor) I got the results I like.
I may at sometime use this hash I made and make the reticle sharp in a vector-based graphics program then convert it to TGA however, again it is good enough for now and I can press on with playing the game how I like.





Nice work. I'm a big fan of Hitman's work too.
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Old 05-02-20, 11:41 PM   #1674
Aquelarrefox
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Quote:
Originally Posted by Leoz View Post
Disclaimer. This post is not to be critical of any mod as everyone likes to play the game differently. They are only my personal preferences.

I have always liked Ahnenerbe WideGui 1920 x 1080 Final in NYGM but never warmed up to the reticle for either scope. I just could never make it work for distance measurement. I also do not prefer AOB wheels attached to the scope. I mostly do type VII and type IX boats in the game.

For years I played using Hitman GUI and the older Hitman and like the idea that each scope had a proper 1.5x and 6x zoom setting on both scopes. The range marks worked nice too. Example: 50mils over an object that is 25 meters high at 6x means about a 2000 meter distance. The little guide in the original Hitman goes through this. Hitman GUI mostly uses charts for perceive length of the ship vs. distance but also has good zoom and reticle settings.

After years of using this, I like it.

This is still a work in progress but with Ahnenerbe I deleted the AOB wheel, took the reticle from Hitman GUI and enlarged it some and used that instead.
After some trial and error (including SilentEditor) I got the results I like.
I may at sometime use this hash I made and make the reticle sharp in a vector-based graphics program then convert it to TGA however, again it is good enough for now and I can press on with playing the game how I like.


I put anhenerve reticule un magui 3.4 +extracharts, also get the beating out the visor, and make it crapy, also I use a logarithmic uzo make I didn't know from where I pick it or is firm extra charts. In magui I have ver precises distance mesuments, relative good aob from ring., later I will post a pick, all for nygm. I want to put the weather meter into the gui, I never added.is a quiet complex in magui.
There's a write black ring calculator that was recommended from the magui dev, mackman94(?), it's vital for manual navigation.
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Old 05-05-20, 09:11 PM   #1675
Leoz
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Need some advice from the old hands here.

This package is in the downloads section.

Lighthouses and Entrance Points for NYGM 3.6F

It allows you to have lighthouses at the harbor entrances and a marked spot on the map to allow you to meet your escort on the way into the harbor.

Latest NYGM already has light houses. What I like about this is it allows you remove that from the package (so it doesn't add something you already have) and... puts the marker where to meet your escort into the harbor.

Is this workable in NYGM?

Description of package.

"BETA - for experimental use

Installation with JSGME.

The mod does the following:

1. adds the lighthouses around the U-boat bases to the navigation map
2. adds the entrance points for the U-boats to the navigation map (marked with a sign "o"). The German mine escorts ("Sperrbrechers") are continuously looping between the entrance point "o" and the port
3. adds British minefields between the German U-boat bases and the mine escort entrance points

This means that it'll be safer to travel in and out of the U-boat base following the Sperrbrecher closely, as there are some mines between the base and the entrance point. If you don't follow the mine escort you have a risk of running into a mine.

I have only randomized very weak minefields, thinking that the Germans would have done their utmost to clear any mines from the U-boat entrance and exit routes. There are however a little bit stronger minefields around if you venture out of the usual entry and exit routes. In short: Follow the Sperrbrecher, he's there to take that mine explosion instead of you!

The lighthouses are marked with a sign /|
The entrance points are marked with a sign o

The mod is only compatible with NYGM 3.6F. It also works with LGN1's Submarine Tracking Room V1. A big thank you goes to LGN1 without whose idea and help I wouldn't have created the minefields.

If you don't want the mines, delete campaign_scr.mis from the mod. If you don't want the lighthouses marked to the navigation map, delete campaign_lnd.mis from the mod.

sublynx"
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Old 05-05-20, 09:54 PM   #1676
John Pancoast
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Quote:
Originally Posted by Leoz View Post
Need some advice from the old hands here.

This package is in the downloads section.

Lighthouses and Entrance Points for NYGM 3.6F

It allows you to have lighthouses at the harbor entrances and a marked spot on the map to allow you to meet your escort on the way into the harbor.

Latest NYGM already has light houses. What I like about this is it allows you remove that from the package (so it doesn't add something you already have) and... puts the marker where to meet your escort into the harbor.

Is this workable in NYGM?

Description of package.

"BETA - for experimental use

Installation with JSGME.

The mod does the following:

1. adds the lighthouses around the U-boat bases to the navigation map
2. adds the entrance points for the U-boats to the navigation map (marked with a sign "o"). The German mine escorts ("Sperrbrechers") are continuously looping between the entrance point "o" and the port
3. adds British minefields between the German U-boat bases and the mine escort entrance points

This means that it'll be safer to travel in and out of the U-boat base following the Sperrbrecher closely, as there are some mines between the base and the entrance point. If you don't follow the mine escort you have a risk of running into a mine.

I have only randomized very weak minefields, thinking that the Germans would have done their utmost to clear any mines from the U-boat entrance and exit routes. There are however a little bit stronger minefields around if you venture out of the usual entry and exit routes. In short: Follow the Sperrbrecher, he's there to take that mine explosion instead of you!

The lighthouses are marked with a sign /|
The entrance points are marked with a sign o

The mod is only compatible with NYGM 3.6F. It also works with LGN1's Submarine Tracking Room V1. A big thank you goes to LGN1 without whose idea and help I wouldn't have created the minefields.

If you don't want the mines, delete campaign_scr.mis from the mod. If you don't want the lighthouses marked to the navigation map, delete campaign_lnd.mis from the mod.

sublynx"



Yes, it works in NYGM however the later than 3.6f, 2017 version of NYGM contains the same files so it'd be best to merge this mod with the 2017 files vs. overwrite them.
Alternatively, once one runs a few patrols it becomes obvious where to meet the escort anyway even without this mod.
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Old 05-05-20, 11:04 PM   #1677
Aquelarrefox
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I skip use it, even feeling this mod very interesting. 2017a modifies script comes off I'm not wrong.

Let me check tomorrow... You give me doubts.
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Old 05-06-20, 12:10 AM   #1678
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Thanks guys.

I would settle for even a little graphic for each port that shows where the escort shows up.

I guess I could, at the start of a patrol, follow the escort out, and when it turns around, mark the spot on the map and wait for it on the way back?
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Old 05-06-20, 01:49 AM   #1679
Fifi
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By any chance is there any Wilhelmshaven St.Nazaire Schleuse and xtra ships v7 fully compatible with NYGM?
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Old 05-06-20, 05:42 AM   #1680
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Originally Posted by Fifi View Post
By any chance is there any Wilhelmshaven St.Nazaire Schleuse and xtra ships v7 fully compatible with NYGM?
Don't know, I've never been much interested in port activity so have never tried.
Though like most mods, it could probably be adapted if desired by someone.
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