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 05-06-20, 05:47 AM   #1681
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by Leoz View Post
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?
Yes, but you'd have to be sure not to use the "erase all" tool during your patrol. I've also noticed as I approach a harbor upon return the escort is usually spotted anyway well before getting to the port, so one could do it that way too.
Theirs is a scripted action so if nothing else, just park outside the port and wait for them to do their patrol is the timing is off, and they're not nearby, though chances are you'll be able to see them anyway.
It's not an exact science; you don't have to be literally next to them to use them as an escort. I used the mod briefly but then realized it wasn't really needed.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 05-06-20, 06:18 AM   #1682
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,733
Downloads: 456
Uploads: 0


Default

Quote:
Originally Posted by John Pancoast View Post
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.
It would be more for the harbor right place than harbor traffic for me...
Locks are good addition too.
Fifi is online   Reply With Quote
Old 05-06-20, 06:32 AM   #1683
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by Fifi View Post
It would be more for the harbor right place than harbor traffic for me...
Locks are good addition too.
Locations are controlled via parameters in the relevant game file(s), so that probably wouldn't be a problem.
Adding the necessary ships, locks, etc. would probably be the most difficult part but that's just an edumucated guess.

Locks to me are like walking through the sub; do it a few times and then I lose interest in it. I've done it in GWX.
Heck, I prefer the way AOD handles leaving/returning to ports.

But that's just me and I realize others like other ways.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 05-06-20, 01:31 PM   #1684
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,733
Downloads: 456
Uploads: 0


Default

Except the harbor stuff, I’m reconciled with this mod
I particularly like the escorts behavior, the hydro line not giving a precise idea where they are, the NYGM global sensors, the way it handle nicely TKSS18 GUC...and...the torpedo impact sound! (Probably the best I’ve ever heard - i even stolen it for my Ccom12)
The global environment with the NYGM scene.dat is also good too (to me)
For some reason I’ve encountered more planes than in my last attempt with this mod. More single merchants too... Maybe because this time I’m not applying any others mods that could have break something...
Only addition is the MFM 3.3 and its Commander files + GUC
Fifi is online   Reply With Quote
Old 05-06-20, 01:57 PM   #1685
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by Fifi View Post
Except the harbor stuff, I’m reconciled with this mod
I particularly like the escorts behavior, the hydro line not giving a precise idea where they are, the NYGM global sensors, the way it handle nicely TKSS18 GUC...and...the torpedo impact sound! (Probably the best I’ve ever heard - i even stolen it for my Ccom12)
The global environment with the NYGM scene.dat is also good too (to me)
For some reason I’ve encountered more planes than in my last attempt with this mod. More single merchants too... Maybe because this time I’m not applying any others mods that could have break something...
Only addition is the MFM 3.3 and its Commander files + GUC



Sounds good. If you don't already know, the extra MFM ships that you added won't appear in the NYGM campaign convoys.
It has a non-generic campaign.rnd file that already has all the convoys composed of some of the MFM ships.
Take a look at the file if interested.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 05-06-20, 03:38 PM   #1686
Aquelarrefox
Commander
 
Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
Default

Quote:
Originally Posted by Fifi View Post
Except the harbor stuff, I’m reconciled with this mod
I particularly like the escorts behavior, the hydro line not giving a precise idea where they are, the NYGM global sensors, the way it handle nicely TKSS18 GUC...and...the torpedo impact sound! (Probably the best I’ve ever heard - i even stolen it for my Ccom12)
The global environment with the NYGM scene.dat is also good too (to me)
For some reason I’ve encountered more planes than in my last attempt with this mod. More single merchants too... Maybe because this time I’m not applying any others mods that could have break something...
Only addition is the MFM 3.3 and its Commander files + GUC
Witch sound files you ported from ccom ? I'm interested.

For mfm, I had this recomendation from extra ships, go and erase camping folder from the mod. For the others I have split into 4 mods (see and roster) to add 30 ships per mod, so I load one at a time to don't overload to much.going in rotation is the same.
In my hybrid I have 137 ships, sound 60-70 are merchants, so add 30 is enough, I feel fine with that proportion using nygm rdn leyer.
__________________
Having a HARD TIME with CONSOLIDATE GRANMA MOD...
Aquelarrefox is offline   Reply With Quote
Old 05-06-20, 04:14 PM   #1687
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,733
Downloads: 456
Uploads: 0


Default

Didn’t ported any file from Ccom, but the inverse!
NYGM have the best torpedo impact sound
(Using head set)
Fifi is online   Reply With Quote
Old 05-06-20, 06:14 PM   #1688
Aquelarrefox
Commander
 
Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
Default

Quote:
Originally Posted by Fifi View Post
Didn’t ported any file from Ccom, but the inverse!
NYGM have the best torpedo impact sound
(Using head set)
Ahhh, yes it's nice, I miss understand. I don't like ccom not lsh so I have not idea of its better than nygm. I believe sound is better than gwx in general, fur engines I use the heart of machine.
__________________
Having a HARD TIME with CONSOLIDATE GRANMA MOD...
Aquelarrefox is offline   Reply With Quote
Old 05-08-20, 03:33 AM   #1689
Leoz
Ensign
 
Join Date: Apr 2016
Location: Near The Rockalls Bank
Posts: 235
Downloads: 253
Uploads: 0
Default

Figured it out. Just some careful observation and you will see where the harbor escort route is.
__________________
Leoz

"Auf gefechtsstationen!"



NYGM
Leoz is offline   Reply With Quote
Old 05-08-20, 04:01 AM   #1690
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,733
Downloads: 456
Uploads: 0


Default

Quote:
Originally Posted by Leoz View Post
Figured it out. Just some careful observation and you will see where the harbor escort route is.
Yes, it seems all megamods available around here have escort out/in harbors.
More difficult is to catch escort in, for some of them.
Escort is not that important playing Kiel/Wilhelmshaven, but for Brest/Lorient/St Nazaire they can be of great help (against air raids in Ccom for instance - NYGM i don’t know yet)
Fifi is online   Reply With Quote
Old 05-10-20, 06:02 AM   #1691
Eastwa
Torpedoman
 
Join Date: Jan 2012
Posts: 112
Downloads: 124
Uploads: 0
Default NYGM Torpedo's

Evening All.

Always played GWX just started having a crack at NYGM, very impressed with the AI compared to GWX although the visuals in GWX seem to be better with all mods added. I am running with the Stiebler patch and I have noticed I just cannot hit anything the torpedo's failure rate is unbelievable, I fired 14 torpedos into a convoy and got 1 hit then on the east coast of America I fired another 14 and got none!

Understand NYGM plays around with the torpedo settings and then you have the Stiebler option with the depth keeping issues but I think it may of gone a little bit to Far, I think GWX models it well.

Anybody else run into this issue as I think 0 from 14 is a bit much.

Maybe I uncheck the stiebler depth keeping issues and see how that goes

Cheers
Eastwa is offline   Reply With Quote
Old 05-10-20, 06:34 AM   #1692
Levyathan89
Soundman
 
Join Date: Feb 2015
Location: Dresden, Germany
Posts: 147
Downloads: 49
Uploads: 0
Default

Quote:
Originally Posted by Eastwa View Post
Evening All.
I am running with the Stiebler patch and I have noticed I just cannot hit anything the torpedo's failure rate is unbelievable, I fired 14 torpedos into a convoy and got 1 hit then on the east coast of America I fired another 14 and got none!

Cheers
How was the weather? I noticed that if the wind is stronger than 11 m/s, one shouldn't even try to attack, because the torpedoes will always fail.

Apart from that: have you activated the torpedo failure fix in H.Sie's/Stiebler's patch? Because I also noticed that torpedo malfunction simulation in NYGM will only work properly if it's activated. When I had that fix deactivated, each time I attacked, either all torpedos would be hits or all torpedos would be duds.
Levyathan89 is offline   Reply With Quote
Old 05-10-20, 06:53 AM   #1693
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by Eastwa View Post
Evening All.

Always played GWX just started having a crack at NYGM, very impressed with the AI compared to GWX although the visuals in GWX seem to be better with all mods added. I am running with the Stiebler patch and I have noticed I just cannot hit anything the torpedo's failure rate is unbelievable, I fired 14 torpedos into a convoy and got 1 hit then on the east coast of America I fired another 14 and got none!

Understand NYGM plays around with the torpedo settings and then you have the Stiebler option with the depth keeping issues but I think it may of gone a little bit to Far, I think GWX models it well.

Anybody else run into this issue as I think 0 from 14 is a bit much.

Maybe I uncheck the stiebler depth keeping issues and see how that goes

Cheers

If you're using Stiebler's patch, you have to have H.sie's patch applied first.

Did you ?
If so, did you adjust the torpedo running depth based on the weather before firing ?
If not, that is the problem.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 05-10-20, 06:57 AM   #1694
Eastwa
Torpedoman
 
Join Date: Jan 2012
Posts: 112
Downloads: 124
Uploads: 0
Default

Wind was low for the convoy attack 5 metres so almost perfect conditions.

Unchecked the torpedo failure fix in the steibler patch and they hit a bit too much now LOL.

I might re activate it and give it another go and see what happen's going to have a another go now.
Eastwa is offline   Reply With Quote
Old 05-10-20, 06:58 AM   #1695
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,733
Downloads: 456
Uploads: 0


Default

I don’t check the torpedo fix in Hsie patch, hence playing with stock NYGM duds, and get reasonable duds rate.
As for Stiebler patch, i don’t have it either.
Fifi is online   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 06:11 AM.


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.