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 04-08-15, 10:16 AM   #1156
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

Quote:
Originally Posted by hauangua View Post
Thanks Big Walleye What files should I add in menu ... you can tell me? Thanks again
Files are called:

CHANGE_your_menu_1024_768.ini
ADD_to_your_commands_en.txt
ADD_to_your_en_menu.txt

Edit the text in these files into the appropriate game file after all your other mods have been activated.

Also change the name of AI_Sensors_NYGM.dat to AI_Sensors.dat and put it in the Data\Library folder of Stiebler4C_Addon_for_V16B1.
BigWalleye is offline   Reply With Quote
Old 04-08-15, 10:39 AM   #1157
Obltn Strand
Commodore
 
Join Date: Oct 2009
Location: Helsinki, Finland
Posts: 614
Downloads: 135
Uploads: 0
Default

Haven't had any problems with M.E.P 5 or earlier versions...
__________________
Himmel, sukeltakaa!
Obltn Strand is offline   Reply With Quote
Old 04-08-15, 02:49 PM   #1158
hauangua
Grey Wolf
 
Join Date: Jul 2011
Location: Verona, Italy
Posts: 913
Downloads: 1333
Uploads: 0
Default

Many thanks Bigwalleye and obltn Strand for the advice
hauangua is offline   Reply With Quote
Old 04-11-15, 04:09 PM   #1159
Rokko
Seaman
 
Join Date: Jan 2013
Posts: 31
Downloads: 60
Uploads: 0
Default

I really like the scarcity of ship traffic in this mod, but I'd like to further reduce the frequency of convoy reports (maybe by half), is this possible?
Rokko is offline   Reply With Quote
Old 04-13-15, 02:27 AM   #1160
Stiebler
Fuel Supplier
 
Stiebler's Avatar
 
Join Date: Oct 2005
Location: London, UK
Posts: 1,237
Downloads: 29
Uploads: 4


Default

@Rokko:
Quote:
I really like the scarcity of ship traffic in this mod, but I'd like to further reduce the frequency of convoy reports (maybe by half), is this possible?
Possible, and easy (but tedious).

Locate file campaign_RND.mis in your silenthunteriii\data\campaigns\campaign folder. Make a copy of the campaign_RND.mis file so that you can load it over the existing file with JSGME. That is, you will have to make a separate folder silenthunteriii\mods\my_campaign_file\data\campaig ns\campaign, into which you copy your existing NYGM campaign_RND.mis file.

Load your copy campaign_RND.mis file into a word processor, and use the search command for the key word 'Convoy'. Check that this occurs as part of a GroupName=xxxxConvoyxxx, following the definition [RndGroup mn] (where mn = a number of 2-3 digits).

Then locate these two consecutive entries:
ReportPosMin=(a number, eg 1440)
ReportPosProb=(a different number, eg 25).

ReportPosMin contains the frequency with which the convoy will report its position (in minutes). So 1440 = every 24 hours.
ReportPosProb shows the percentage probability that the report will be made. Thus, in this example, there is a 25% chance that the convoy will make its 24 hour position report.

Therefore, manipulate these two variables as you think appropriate. Your request suggests that you should leave ReportPosProb alone, but double the values reported in ReportPosMin. But the alternative of reducing the percentage probability will increase the random factor. Or you can alter both variables, of course.

There are a lot of convoys.

Finally, install your revised campaign_RND.mis file into the game from its new folder with JSGME. Thus you can test your new file and, if necessary, uninstall it, modify it again, and reload again without affecting the original NYGM installation.

Stiebler.
Stiebler is offline   Reply With Quote
Old 04-26-15, 08:38 AM   #1161
Jinmei
Seaman
 
Join Date: Oct 2006
Posts: 38
Downloads: 104
Uploads: 0
Default question

Hi everyone! A problem is that the sonar operator does not mean the merchant ships. If you ask him to report to the nearest source you can always just put out a noise source to 000 degrees. The warship is true without any problems there is also a lack of speed with which it moves. I use the NYGM 3.6F, complete H.sie V16B1 and Stieber4C.
Jinmei is offline   Reply With Quote
Old 05-18-15, 10:56 AM   #1162
don1reed
Ace of the Deep
 
don1reed's Avatar
 
Join Date: Dec 2004
Location: Valhalla: Silent Generation
Posts: 1,149
Downloads: 910
Uploads: 0
Default

Below is a copy of my Mods list for NYGM.

Here is my CPU:
Windows 7 Home Premium
Service Pack 1
HPE-112y
AMD Phenom(tm) II X4 925 Processor 2.8 GHz
RAM 8GB
64 bit OS

Generic Mod Enabler - v2.6.0.157
[C:\NYGM\MODS]

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
IABLShipsforNYGM_New
3rd Flotilla Mod
SH3_Commander_Updates_for_NYGM
MFM-Interim-Beta_NYGM
NYGM_HiRes_Submarines_3_6F
30s Music
Das Boot Officers Mod
FuMB37XXIIINYGM
M.E.P v5
M.E.P v5 - VisualSensors for NYGM 3.6D
Optional - FSF for MEP v5
Optional - ShipVanishingHull for MEP v5
Optional - Stock Reflections for MEP v5
Optional - Zoomable Free Camera
Harbor Traffic Add-In
Flakmonkey's Twisty Periscope for Type VII
TMT mod(NYGM version)
FM_NewInterior v2.1D
Water_Stream_for_Uboats_V4
Widescreen MaGui v3.4-SA
Stiebler_EnvSim
Stiebler4C_Additional_files_V16B1
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubsFlag
Charts Addon 1.5 for Widescreen MaGuiNEW
Supplement to V16B1 (JSGME)


For the first time I just experienced a phantom ship. (Flying Dutchman?)

Date: 12.11.1939/21:11
Loc: GU ANTON MARTHA 3984, U-47, 7b, 2flot. 3d patrol.
SITREP Co 084 So 3 Depth 13. I began hearing prop wash @ Br138. I determined via paper MoBo that the ship was beyond sound detection range, but was heading about NNW at medium speed. My "crew" Soundman kept giving me, "No Sound Contact". I surfaced and gave pursuit. I dived and surfaced several times during my chase to reestablish the "target's" position. Finally, "she" became visible, a plump M16B Br347 @5500m. I plotted "her" C346T S6.5.

When the range between M16B and U-47 was 2400m, I fired a 3 torp (T-1(G7A)) @30knots salvo @ 1° spread, depth 7.5m. I watched all three pass beneath (or through) the target without exploding.

I brought the deckgun into action to no avail, the HE rounds were passing through the hull and splashing on the other side of the ship.

This became frustrating, so for sh*ts and grins I decided to ram the bugger...and, likewise, U-47 passed through the M16B without mishap.

The U-47 crew and I put SHIII on pause and poured ourself a martini.

Cheers,
__________________

During times of universal deceit, telling the truth becomes a revolutionary act.

~ George Orwell
don1reed is offline   Reply With Quote
Old 05-21-15, 01:46 PM   #1163
hauangua
Grey Wolf
 
Join Date: Jul 2011
Location: Verona, Italy
Posts: 913
Downloads: 1333
Uploads: 0
Default

hi mate
You have a mod list rather "confused"
-For example IABLShipsforNYGM_New and MFM-Interim-Beta should NOT be installed together (but it says readme file)

-SH3_Commander_Updates_for_NYGM NOT be installed with JSGME but in sh3commander folder

-FM_NewInterior v2.1D + Widescreen Magui v3.4-SA ... and Widescreen Magui v3.4 FIX-SA for NYGM? ... And FM_NI FIX for Widescreen MaGui3.4? ........
Many errors in mod list Mate
However NYGM not like many extra mod

__________________
Parked under the balcony with my U-27 waiting Juliet finish makeup
hauangua is offline   Reply With Quote
Old 05-21-15, 02:08 PM   #1164
don1reed
Ace of the Deep
 
don1reed's Avatar
 
Join Date: Dec 2004
Location: Valhalla: Silent Generation
Posts: 1,149
Downloads: 910
Uploads: 0
Default

Tnx hauangua, I'll get it fixed.
__________________

During times of universal deceit, telling the truth becomes a revolutionary act.

~ George Orwell
don1reed is offline   Reply With Quote
Old 06-05-15, 04:11 PM   #1165
slipper
Navy Dude
 
Join Date: Mar 2005
Posts: 174
Downloads: 385
Uploads: 0
Default

Gents

I am just getting back into SH3 after a break for a while. I still have a heavily modified version of GWX installed, but i am keen to try NYGM as i hear the experience is more realistic and the AI in GWX is solid.

I am a sucker though for trying to mod my game to the maximum, with the best graphics, gui, and other gameplay mods.

Therefore could some of you post your installed mods lists please? To get me back up to speed on what i may have missed in the last year or so.

I am after a realistic as possible experience with NYGM, SH3 Commander etc


cheers

slipper
slipper is offline   Reply With Quote
Old 06-19-15, 07:34 AM   #1166
jakethescot
Engineer
 
Join Date: Mar 2009
Location: Fulton Missouri
Posts: 205
Downloads: 904
Uploads: 0
Default Free camera

The in-game menu shows F12 as activating the free camera mode. However, when I try to use it, nothing happens. Any ideas?
__________________
COYW !!!
jakethescot is offline   Reply With Quote
Old 06-19-15, 08:47 AM   #1167
hauangua
Grey Wolf
 
Join Date: Jul 2011
Location: Verona, Italy
Posts: 913
Downloads: 1333
Uploads: 0
Default

Quote:
Originally Posted by jakethescot View Post
The in-game menu shows F12 as activating the free camera mode. However, when I try to use it, nothing happens. Any ideas?
Hi jake
Bur have you cheked option "free camera" in realism option?
__________________
Parked under the balcony with my U-27 waiting Juliet finish makeup
hauangua is offline   Reply With Quote
Old 06-19-15, 08:33 PM   #1168
jakethescot
Engineer
 
Join Date: Mar 2009
Location: Fulton Missouri
Posts: 205
Downloads: 904
Uploads: 0
Default

Quote:
Originally Posted by hauangua View Post
Hi jake
Bur have you cheked option "free camera" in realism option?
I didn't know that option was there. Not the 'event' camera, but the one that moves about the u-boat.
__________________
COYW !!!
jakethescot is offline   Reply With Quote
Old 06-21-15, 11:40 AM   #1169
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
wolf_howl15

Hi, Stiebler.
I did not understood... Now radar antennas FuMo30, 61, 64 are always mounted up in R02 nodes... but radar antennas FuMo29GEMO are always mounted up in R01 nodes... or no?
************************************************** *
I have not participated in the creation of NYGM 3.6 F, E and so on...
and I have a few questions to Stiebler.
Stiebler's citates:
"... Since the release of NYGM 3.6E, Tycho has adapted Anvart’s latest up/down code for raising and rotating the radars ..."
Wrong, it is not the last version... it's one of the first... two firsts variants were issued.
"... the animation files found as silenthunteriii\data\animations\anva_anim.anm and silenthunteriii\data\library\anva_smc.dat are not present. ..."
Where you found such junk... IIRC it's old experimental code... and I did not made code for ROD antenna never.
"... the Anvart-Stiebler patch provided with the Stiebler hard-code fix 4C ..."
"... Anvart_Stiebler Turms ..."

What is it? What is the relationship I have to your R01, R02 nodes?
IIRC, I've been doing (long time ago) retexturing of the compasses on turms.
And, ~ 5 years ago, I have asked you try change the hardcode, so that in campaign when selecting the type of radar was determined node of installation for radar antenna, node R01 (FuMo29GEMA) or node R02 (FuMo30, 61, 64).
You responded that you can't do it.
__________________
Alex ®


Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 06-22-15 at 03:11 PM.
Anvart is offline   Reply With Quote
Old 06-23-15, 08:23 AM   #1170
Stiebler
Fuel Supplier
 
Stiebler's Avatar
 
Join Date: Oct 2005
Location: London, UK
Posts: 1,237
Downloads: 29
Uploads: 4


Default

@Anvart,

Hallo Anvart again,
Answers to your questions:
Quote:
Now radar antennas FuMo30, 61, 64 are always mounted up in R02 nodes... but radar antennas FuMo29GEMO are always mounted up in R01 nodes... or no?
Correct (yes.) But only if the Stiebler4C hard-code patch is installed on top of the H.sie patch.
Quote:
Stiebler's citates:
"... Since the release of NYGM 3.6E, Tycho has adapted Anvart’s latest up/down code for raising and rotating the radars ..."
Wrong, it is not the last version... it's one of the first... two firsts variants were issued.
"... the animation files found as silenthunteriii\data\animations\anva_anim.anm and silenthunteriii\data\library\anva_smc.dat are not present. ..."
Where you found such junk... IIRC it's old experimental code... and I did not made code for ROD antenna never.
OK, thanks for the two corrections.
Quote:
"... the Anvart-Stiebler patch provided with the Stiebler hard-code fix 4C ..."
"... Anvart_Stiebler Turms ..."
What is it? What is the relationship I have to your R01, R02 nodes?
IIRC, I've been doing (long time ago) retexturing of the compasses on turms.
The turms which I fixed in hard-code were the turms you supplied to me several years ago. According to you (above) '
it is not the last version... it's one of the first'. However, it uses your animation files for raising and lowering the radar and radio D/F aerial. I am happy to acknowledge your considerable skills in achieving this.
Quote:
And, ~ 5 years ago, I have asked you try change the hardcode, so that in campaign when selecting the type of radar was determined node of installation for radar antenna, node R01 (FuMo29GEMA) or node R02 (FuMo30, 61, 64).
You responded that you can't do it.
And now I can do it. Are we not all lucky?

Stiebler.
Stiebler is offline   Reply With Quote
Reply

Tags
torpedos through hull


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 05:32 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.