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Old 11-04-22, 12:14 PM   #841
FUBAR295
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Quote:
Originally Posted by Fifi View Post
CapZap is right… to get 100% planes encounter, never run above X256
Of course, 1, 8, 16, 32, 64, 128 TC will give you same good results as 256!
That’s unfortunately an SH3 game limitation … above X256 TC, planes encounters becomes erratics…

You can do the test: along British coasts, run 2 days at X256. You will encounter plenty planes.
Restart same travel at same date, but at X512… you will see only one or two planes (or even none!)
Restart again at X1024… you will not see any plane!

What I do is to play maximum X256 by day time, and when night is coming I can run X1024

Thank you for the clarification. Just making sure for some quirky reason it would not spawn except at x256 only. I run mostly x128 and on occasion x256, but never higher.
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Old 11-04-22, 12:17 PM   #842
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Originally Posted by Fifi View Post
Long time i wanted to fix the chief lighting...now he has correct lighting and no more shining/bright helmet
Glad you addressed this lighting flaw.
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Old 11-05-22, 06:47 AM   #843
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Currently British blockade of French harbors in tests …
June 44 to the end should be more challenging for remaining U Boats leaving / entering harbors

I may even add British torpedo boats entering Brest canal … according to Herbert Werner testimony

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Old 11-05-22, 09:23 AM   #844
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Default Tutorial?

Any documentation on navigation and TDC? I'm super confused with this set up.
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Old 11-05-22, 09:52 AM   #845
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Quote:
Originally Posted by somedude88 View Post
Any documentation on navigation and TDC? I'm super confused with this set up.
Hey somedude88
Welcome to this mod
Reminder, Fifi's mod is a "Hardcore" mod so you won't have the attack card. This is voluntarily replaced by the TDC...
you will have to use the TDC like a real captain to calculate your shooting solutions..
I send you to a video that explains you all it's about Uboat but the principle is the same..
I invite you to also go to the channel of our colleague @derstosstrupp who is a mine of information a serious person he really explains all "TDC" to you... https://www.subsim.com/radioroom/member.php?u=242131



https://steamcommunity.com/sharedfil...?id=2161212854

Last edited by Kal_Maximus_U669; 11-05-22 at 10:13 AM.
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Old 11-05-22, 01:26 PM   #846
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I’m amazed nobody ever noticed those GUC U-Boats have incorrect water reflection …

Look closely when flat sea… hull rusty parts are not reflecting where it should be (kind of same problem as MFM ships had)
Furthermore … there are inconsistencies in water reflection settings for hull vs turms
Meaning look when flat sea, and with your external camera distance yourself from U Boat… the turm reflection is disappearing way before the hull… it’s not really correct. The hull reflection is viewable from too far away anyway … again not that good
Those inconsistencies in reflection are giving also some strange graphic card behavior (when in bad sea, but most of all when U-Boat get some damages)

I’m currently fixing this … well, trying anyway (with good results so far)

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Old 11-05-22, 02:27 PM   #847
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Quote:
Originally Posted by Fifi View Post
I’m amazed nobody ever noticed those GUC U-Boats have incorrect water reflection …

Look closely when flat sea… hull rusty parts are not reflecting where it should be (kind of same problem as MFM ships had)
Furthermore … there are inconsistencies in water reflection settings for hull vs turms
Meaning look when flat sea, and with your external camera distance yourself from U Boat… the turm reflection is disappearing way before the hull… it’s not really correct. The hull reflection is viewable from too far away anyway … again not that good
Those inconsistencies in reflection are giving also some strange graphic card behavior (when in bad sea, but most of all when U-Boat get some damages)

I’m currently fixing this … well, trying anyway (with good results so far)


Hey Fifi salutation
Ce que je remarque ..je trouve que la journée c est vraiment sombre par moment... est cela même par temps normal je trouve que plus la versions avance... plus il y a de Gamma....!! je comprends que vous voulez faire ressortir certain aspects mais il va falloir ce calmer avec les gamma...contraste.. etc..
Maintenant les Navires rouiller MFM aurais besoin de "remasterisassions"
si tu peux mettre du fret de bon qualité..(bidons..caisses.) avec de l anciens fret faire un mixe..
les coques certains navires plus neuve... est d autre plus user... les élément du pont habitacle repeints.. avec coque rouiller..je sais Fifi cela représente du travaille... c est toi le patron ce sont des suggestions..
Je trouve vraiment très bon lors du mauvais temps.. il très difficile de torpiller.. voir impossible...je trouve cela vraiment réaliste.. a plusieurs reprise j ai laisser filer des cibles car impossible a torpiller...!! les torpilles passaient en dessous. Pourtant la solution était parfaitement régler..impossible de tirer avec canon trop mauvais temps..attention le temps etait tres tres mauvais 15m:s

Last edited by Kal_Maximus_U669; 11-05-22 at 02:38 PM.
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Old 11-06-22, 08:07 PM   #848
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Quick question about the Installation doc:

Quote:
NYGM ENHANCED HARDCORE
VERSION 2,2 Fixed
INSTALLATION :
– First make a clean vanilla SH3 installation
– Install new JSGME and create new MODS folder
– Unzip the NYGM Enhanced Hardcore download on your desktop
– Paste the MODS folder into your new install
– Paste the SH3 Commander NYGM folder into your new install
– Paste the documentation folder into your new install
– Paste the Screenshots folfer in your new install (so when Ctrl+F11 it goes there)
– Paste the 7 remaining files (with the SH3 exe) into your new install and accept replacement
– Make sure ALL the exe are Win7 compatible and with admins rights
– Launch JSGME provided of SH3 Commander NYGM, and make sure the 2 mods are
activated, in any order.
– Launch main game JSGME (that you just created) and activate NYGM Tonnage War
Enhanced – Stand Alone Version (can be long depending your system) always first.

– Launch JSGME provided of SH3 Commander NYGM, and make sure the 2 mods are
activated, in any order.

The 2 mods? Which two mods?

Or is that supposed to read "make sure that 2 mods are
activated, in any order."


I got the game to start but it hangs when loading the mission
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Last edited by Onkel Neal; 11-06-22 at 08:19 PM.
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Old 11-06-22, 08:25 PM   #849
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Quote:
Originally Posted by Onkel Neal View Post
Quick question about the Installation doc:




– Launch JSGME provided of SH3 Commander NYGM, and make sure the 2 mods are
activated, in any order.

The 2 mods? Which two mods?

Or is that supposed to read "make sure that 2 mods are
activated, in any order."


I got the game to start but it hangs when loading the mission



He means that the 2 mods in the JSGME mods folder within Commander are activated. There are 2 JSGME's one in the main game folder and one in the Commander folder.


Also your loading screen says NYGM 3.6 D. Not 100% sure but mine does not have that same text. Mine says"NYGM TW. Loaded via SH3 Commander. Good hunting !"


Could you have remnants of an old install in your documents folder? Fifi's mod includes NYGM and all necessary to run.
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Last edited by Dieselglock; 11-06-22 at 08:41 PM.
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Old 11-06-22, 08:58 PM   #850
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Quote:
He means that the 2 mods in the JSGME mods folder within Commander are activated. There are 2 JSGME's one in the main game folder and one in the Commander folder.
Hmmm... that's confusing. I activate one JSGME from another JSGME ?

There should be no old stuff in the SH3 folder, it was new.
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Old 11-06-22, 09:13 PM   #851
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Quote:
Originally Posted by Onkel Neal View Post
Hmmm... that's confusing. I activate one JSGME from another JSGME ?

There should be no old stuff in the SH3 folder, it was new.

You should have 2 separate JSGME.exe's one in the Commander folder with its own MODS folder and one in the main game folder along with its own MODS folder. They are to be treated as separate. The one in the Commander folder should have 2 mods in it which should be activated. The one in the main game folder has Fifi's main mod which MUST be activated along with optional mods to be activated to the players taste.
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Old 11-06-22, 09:19 PM   #852
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Quote:
Originally Posted by Onkel Neal View Post
Hmmm... that's confusing. I activate one JSGME from another JSGME ?

There should be no old stuff in the SH3 folder, it was new.

This is my activated mods list from the Commander JSGME file


Generic Mod Enabler - v2.6.0.157
[D:\NYGM FIFI HRD\SH3 Commander NYGM\MODS]

SH3 Commander
Clouds Variety
Escorts Skins


This is my activated mods list from the main JSGME file in the main game folder.


Generic Mod Enabler - v2.6.0.157
[D:\NYGM FIFI HRD\MODS]

NYGM Tonnage War Enhanced – Stand Alone Version
Static Crew Inside IX_NYGM_Enhanced_Hardcore
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Old 11-07-22, 02:16 AM   #853
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Quote:
Originally Posted by Onkel Neal View Post
Hmmm... that's confusing. I activate one JSGME from another JSGME ?

There should be no old stuff in the SH3 folder, it was new.
Hi Neal,
As Diesel said, there are 2 different Jsgme; one in SH3 Commander NYGM, one in main game folder (hence you should have a MODS folder in the SH3 Commander NYGM, and a MODS folder in main game folder)…

As it is provided in the current download, the 2 mods (clouds variety & escort skins) that are in SH3 Commander NYGM MODS folder, should be already activated … but just make sure they are!
If they are not activated, game will run without problem anyway, you will just miss environment enhancements & some escorts special skins.

The text in main game window should say: NYGM TW Enhanced 2022. Loaded via SH3 Commander. Good hunting!
If not, there is a problem! You don’t have the correct SH3 Commander
(The correct SH3 Commander NYGM is provided in the download)

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Old 11-07-22, 03:32 AM   #854
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Gave water some slightly wrinkles when flat sea, no more plain flat unrealistic mirror





Also re-worked the CE head...and the U-Boats water reflection.
New U-Boat water reflection get rid of 99% of reflections glitches in waves
Added 1944 British blockade of French harbors too (bunch of DD patrolling very near harbors exit)

Will be available for V2.3...(should be bunker saves compatible)

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Old 11-07-22, 06:58 AM   #855
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Default Making NYGM mfm ships to work with Onealex compilation

Hi Fifi, hope your doing well. I wanted to ask you a question about getting your edited/improved MFM ships to work with the onealex compilation. I want to use yours for the improvements you made and because of the smaller weight of the edited .dat files. My question is this, can I use just the .dat files or do I need your Edited .sim,.eqp and .tgas textures to go with them? I'm assuming their tied to their equivalent .dat file.
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