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Old 07-28-08, 08:36 PM   #1
Marriott
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good job guys. I'm hoping to try it out sometime within the next few days
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Old 08-01-08, 04:29 AM   #2
nirwana
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Was i just lucky or is it a suitable way to run from escorts in NYGM?

After spotting a juicy large convoy heading to gibraltar i took out the leading black swan as usually and unload my eals onto the helpless cargos. Cause the 4 remaining escorts start zigzagging zeroing onto my position i decided not to engage them and going deep.

Inspite being directly below a c3-cargo until im deep enough for a runaway they dropped wabos like they give a damn about the health of it so i dived to 210m (im using a type IX) just a notch above where i get panicking comments from my helmsman. I could only stabilize the depth by going two third which enabled the foes above to keep in touch with me. After 10 min i didnt even use evasing maneuvres anymore and set TDC to x32 cause none of the dozends of wabos they dropped were close enough to even scratch my expensive 6 color airbrush hull.

After almost 5 hrs of wasting wabos of the last remaining escort chasing me and the sun went up it finally gave up or ran out of wabos and trolled back to his convoy.

Since i still have a full set external eals im gonne run after the same convoy and check if i can replicate it again.
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Old 03-13-10, 09:41 PM   #3
nycoroner05
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Quote:
Originally Posted by Stiebler View Post
NYGM version 3.0 Released!

Because many people who use NYGM have slower computers, or slow internet connections, NYGM 3.0 has been released as an *overlay* for the existing full version NYGM 2.5 'FULON' stand-alone version.

If you have already installed NYGM 2.6B onto NYGM 2.5, then you can un-install it with JSGME, but it doesn't matter if you forget (NYGM 3.0 contains the 2.6B additions).

Download NYGM3_0.7z from my signature, unzip it with 7-Zip or WinRAR, and copy it into your folder silenthunteriii\mods. Then install the mod with JSGME.

*In addition*, you can download those ships from Iambecomelife's New Merchant Fleet that we have re-zoned and/or given the special sinking NYGM slow-sinking model. The package is also available by clicking on my signature, and the file is named IABLShipsforNYGM3.7z. Install it in the same way as NYGM 3.0 (you *must* install it AFTER NYGM 3.0). This package contaisn a good selection of IABL's ships, and a new campaign file.

Don't forget to read the manual!

New users.
You should install NYGM 2.5 stand-alone version onto a clean install of Silent Hunter III patched with Ubisoft's 1.4b patch. You will also need to read the NYGM 2 and NYGM 2.4/2.5 manuals supplied with NYGM 2.5.

New Features (just a reminder of what I copied earlier):

1. The new Type XXIII boat.
2. The Real Weather Fix.
3. Racerboy's exhaust smoke for all U-boats. (Used with permission.)
4. Iambecomelife's new merchant fleet, incorporated into convoys.
5. Key changes made to stop the way in which a U-boat could pass into a convoy from the front, at periscope depth, without ever being detected by the front escort. You will have to be much more careful now.
6. Schnorchelling improved, so that the crew doesn't die of exhaustion in stormy weather. (This is much more complicated than it sounds.)
7. 'Bold' asdic decoy made much more realistic with new, unpublished, research.
8. More realistic battery ranges underwater.
9. SH3Patrol program updated with new patrol grids for the Type XXIII boat. (Also other changes.)
10. New updates for NYGM for those who use SH3Commander.
11. The east-coast minefield mod included, marks the giant British east-coast minefields on your map.

There are numerous small changes, fixes, adjustments to the campaign files and air power, and similar.

Stiebler.
I go to your d/l site but do not see the update.

Thank you
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Old 03-14-10, 04:40 AM   #4
Stiebler
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@nycoroner05:

You are a little behind the times.

NYGM 3.0 was replaced with NYGM 3.2 (currently 3.2b) some time ago.
Check out the list of files on my signature below, and install them in the order stated there. Note that several of the download files are optional for use.

Note also that the documentation folders of some of the downloads also contain optional additional mods (such as the Gods-Eye View mentioned above - thanks Fender74). Where you find the same additional mod in the documentation folder of several NYGM versions, use the most recent version provided.

Stiebler.
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Old 03-14-10, 11:01 AM   #5
nycoroner05
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Quote:
Originally Posted by Stiebler View Post
@nycoroner05:

You are a little behind the times.

NYGM 3.0 was replaced with NYGM 3.2 (currently 3.2b) some time ago.
Check out the list of files on my signature below, and install them in the order stated there. Note that several of the download files are optional for use.

Note also that the documentation folders of some of the downloads also contain optional additional mods (such as the Gods-Eye View mentioned above - thanks Fender74). Where you find the same additional mod in the documentation folder of several NYGM versions, use the most recent version provided.

Stiebler.
Just got bavk into sub sims recently. Got a lot of catching up to do
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Old 03-14-10, 01:02 PM   #6
brett25
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hello stiebler, and thank you and the team for this great mod. I'm just setting it up now for the first time. I wanted to ask what tweaking, if any, have you done to the convoy routes? Did you attempt to make these more in line with historical accuracy? If we follow the historical convoy routes as they changed through the war years, will we find this reflected in NYGM (ie better chance at catching the convoys)? To what extent, if any, do the convoys resemble ones based on historical composition, size, etc? thanks !
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Old 03-15-10, 03:56 AM   #7
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Default Convoy Composition in NYGM

@Brett25:

The convoys as provided in the original SH3 game were loosely correct, with fast and slow convoys running between North America and the UK, later some between the UK and the Soviet Union, and other convoys between Gibraltar and the UK.

The convoys fire off at random time intervals, and do not mimick exact time of sailings of real convoys. This is very important - the player must not know when to intercept a convoy as soon as it sails.

The old Real U-boat (RUb) team, especially CCIP, spent hours and hours putting in convoy zig-zags manually, which are one of the few features from RUb that no one has ever changed since! Another RUb modder, whose name I forget, created 'Realistic convoys', in which the average composition of the SH3 convoys resembled the average composition of the real-life originals, depending on route.

The NYGM team then took over and considerably expanded the RUb mod. We used self-devised computer programs to modify the campaign files automatically, resulting in the following improvements:
1. Each convoy waypoint in mid-ocean, which had been a narrow point, was expanded to up to 50 sea miles, so that a U-boat could no longer know exactly where to expect the convoy. I spent ages checking these waypoints, especially near narrow straits, such as ports and Gibraltar.
2. Each convoy was automatically given a variable speed between waypoints, based on its original average speed which had never varied. This mimicked the effects of winds and tides on convoy speed, so as again to introduce uncertainty. The player could no longer expect a convoy, reported at one place two days ago, to arrive at another place today.
3. Again computer programs were used to substitute existing ships in the convoys with new ships - most importantly, of the same type to maintain the original 'Realistic convoys'. These new ships had been created by other modders, especially Sergbuto and IABL. NYGM now contains quite a fleet of IABL's merchant ships, which are all stable.
4. Neutral ships are generally no longer found in convoys. The only significant exception is for the PQ/QP Arctic convoys, which inconveniently straddle the entry of the USA into the war in December 1941. For a few months in 1941, neutral US ships can be found in PQ/QP convoys.
5. Many new convoys have been added, by some of the old RUb team, others by the NYGM team, two have been taken with permission from the German LSH3 team (see their sticky in this forum). The new NYGM convoys are mostly centred on the Caribbean and eastern USA, British inshore waters, and South African waters.
6. The composition of the convoy escorts and their effectiveness has been modified extensively. Convoy escorts begin mostly inefficient - but with a handful of exceptions to make the U-boat commander pay attention! - but then become increasingly aggressive, as well as being fitted with better anti-U-boat equipment. After May 1943, convoys are massively defended; you may see up around 16-20 escorts defending a convoy. Escort carriers are attached to many late Atlantic convoys.
7. Individual AI U-boats (created by Sergbuto) have been attached to some of the convoys, and appear semi-randomly. They stretch the convoy defence, sink ships, and make convoy attacks for the player more interesting.
8. All ships, including those in convoys, have been given improved zoning for their sinking properties. So you may have to wait some hours to see a torpedoed ship sink. Or it may not sink at all.
9. Detached escorts, not escorting convoys directly, patrol in random, looping patterns, so that their course is never predictable. These are encountered mostly around the shores of the UK and also in the Straits of Gibraltar.

That's pretty good, isn't it? I enjoyed writing that. I hope you enjoy the fruits of our labours.

Stiebler.
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Old 05-02-10, 04:53 PM   #8
Tamaris
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Amazing job!

Just one issue; getting map contacts back? Is it possible to do?

Thanks!
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Old 05-02-10, 05:31 PM   #9
Tamaris
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I figured it out Sorry !
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Old 05-04-10, 12:58 AM   #10
pickinthebanjo
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I just ran into a problem, I went to dive after an air attack and it was like my bow planes were stuck. I had to blow ballast to bring it back up, going 8 knots couldn't work, it just dove deeper faster. After surfacing I ran into a ship some 2000km away, went to periscope depth, and again same problem.

Thing is with the damage management screen changed the planes and many other things don't show up anymore (torpedo tubes also) so I couldn't even say if the dive planes were broken or not, is there a fix to change the damage managment back?

Seems like a good mod though. I rather like how the naval ships react now, also like the fact that it is enabled through JSGME and not installed permanently
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Old 05-04-10, 02:55 AM   #11
Stiebler
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@PickintheBanjo:

"Crash dive blues".
See post #388 in this thread.

@OTHGamer:
SH3Commander - you can pick any options you want with NYGM.
However, not all of them function (the sabotage option is not enabled, for example). You will not cause any serious problems with NYGM however you configure SH3Commander.

Use SH3Patrol (included in the documentation folder of NYGM) when docked at a U-tanker (milk cow). Read the short documentation for SH3Patrol first, so you understand what is, and what is not, possible while docked. There is no way of adjusting the torpedoes load-out, for example.

Stiebler.
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Old 05-04-10, 02:07 PM   #12
pickinthebanjo
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K the diving problem is solved, but I notice silent running is useless now. When activated you just sink, is there any fix to that?
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Old 06-28-12, 06:56 PM   #13
Harald_Lange
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Wow! Totally different feel to the game. Way more immersive in my opinion. Took a beating in 1939 from planes off the Shetland isles. Sank my first merchant for 5k tons with the deck gun, all the while expecting death from above. Congratulations to the NYGM crew this is awesome stuff!
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Old 07-23-12, 10:10 AM   #14
Stiebler
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Default NYGM 3.6B released

This contains only slight alterations to the older NYGM3.6A.

None of the alterations are significant of themselves, but the accumulation of several minor changes since NYGM 3.6A has made a new letter ('B') essential, so that users of the original 3.6A understand that changes have been made.

The really important changes are:
1. Improved handling of air contacts.
2. Improved consistency with the Stiebler4B_Addon_for_V16B1 patch (http://www.subsim.com/radioroom/showthread.php?t=196674).
Most of the files which need complex alteration in the patch are done for you simply by downloading the NYGM 3.6B patch.

As previously, you will also need to download NYGM2.5 and NYGM3_New before adding this new 3.6B mod. All three mods can be downloaded from my logo, below.

Stiebler.
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Old 07-23-12, 12:12 PM   #15
Sittingwolf
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To Stiebler;

Is that true that I don't need to install Stiebler3B_Addon_for V16B1 before Stiebler4B_Addon_for V16B1?
From what I read in text files, last one overwrites/updates all or some of the data.
Or I am wrong and the previous version of the patch is still required.
Sorry mate, I am a little bit now

Sittingwolf

Last edited by Sittingwolf; 08-10-12 at 06:14 AM.
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