NYGM - Chronometer not visible (but working) & a few other things
**EDIT: Solved - Optics/widescreen mods were causing scaling issues etc.**
Hello, sorry if this has already been discussed in the sticky or elsewhere, but I did try to search for the answer for a good while before posting this. I am a new NYGM player and noticed that the chronometer, which is available in the UZO and periscope views, is not visible. I can only see a light-colored blob which I can only assume is supposed to be the reflection of the watch. When I click on the correct area near that blob I can hear the chronometer start ticking and I can similarly click it again to stop it. Sometimes I am able to move that blob around, which is probably moving the entire chronometer. https://i.imgur.com/h3jmjAf.jpeg On top of this I am unsure whether or not what I see on screen is in the correct aspect and size. The dials and text boxes at the bottom seem small. And e.g. the UZO view is not centered (I understand it might not be possible to do so.) Also, my limited testing suggests that ships on the horizon are not as hull-down as they should be sometimes; multiple times I have seen far-away ships "floating in the air" a little above the water. I know from forum posts here and the documentation provided with the mods that this should have been fixed already, but have also read that there might still be something that causes the ships to float like this. Is there a simple way to edit this? I have read something about modifying EarthRadius in scene.dat to adjust this, but am uncertain about how it works. My JSGME activated mods: NYGM Tonnage War V2.5 - Stand Alone Version NYGM3_New NYGM3_6F NYGM_2017A Supplement to V16B1 (I am using h.sie & Stiebler's fixes) Hitman Optics NYGM 3.6 (Fixed) IABLShipsforNYGM_New_Thomsen WYGM Any ideas on how to make the chronometer fully visible, and whether or not what I am seeing on-screen seems to be correct in terms of size/visibility? What about the ships on the horizon floating? Bonus question #1: while I was doing the installations of the mods for the first time, I vaguely remember reading somewhere that the Model effects option found in SH3Commander for malfunctions/sabotage does not work with NYGM. Try as I might I have not found the document/post saying so again. Any confirmation about it working or not? As far as I know, Use fatigue model, Adjust water clarity & Randomise ship tonnage should not be used and the deck gun reload times should be set to 15 seconds. Bonus #2: you may also give suggestions for mods and settings to play with in NYGM; I am a SH5 Wolves of Steel player, and am very new to NYGM. My PC is not outdated, so visuals and such should be fine to suggest too, e.g. was considering looking into SH5 Water for SH3. Thanks in advance! :salute: :subsim: |
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2. You are using two optics mod that are conflicting with each other; Hitman's and the WYGM. That is the root of your graphics problem. Pick one or the other. Hitman's is not wide screen if that matters. 3. Bonus 1 info.: Do not use the malfunctions/sabotage option of Commander with NYGM. I can go into why if desired. Anything else can be used. 4. Bonus 2 info: I'll let others answer. Everyone's tastes are different. |
On the deck gun firing rate... believe the fire rate for the 88 milimeter or 8.8 cm, was 14-15 rounds per minute... which would give a fire rate of about 1 shot, per every 4 seconds... on the 105 milimeter or 10.5 cm deck gun, believe it was about 11-12 per minute, which would be hmm... about 5-6 seconds rate per round.
Now, given that at that rate... coupled with the accuracy or lack thereof, on gun fire... would likely burn through the ammo stores, rather quickly. What I did, was to set the rate of fire for the 88, to 1 every 6 seconds & on the 105, to a rate of 1 per every 10. But... that's just what I set it to. Could very well, make it 8 on the 88 & 12 on the 105. With those rates, it makes sense, when you consider that the weight of the shells & the 88 being a tad lighter in the loafers, as it were, in comparison to the 105's weight... so it makes sense that the rate of fire, would reflect that. Meaning that the 88 would be a bit faster to reload & fire compared to the fire rate on the 105. Hope this info helps... :shucks: :yep: :up: :Kaleun_Salute: M. M. |
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Environmental aspect is very limited in SH3, and very few can be done to correct this... You could change the fog's color, the fog 3D model, and/or the fog distance on sea parameters... A lot of testings (trials & errors) are needed to find a result which will always have drawbacks... :/\\!! |
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Activated mods list this time: NYGM Tonnage War V2.5 - Stand Alone Version NYGM3_New NYGM3_6F NYGM_2017A IABLShipsforNYGM_New_Thomsen WYGM Supplement to V16B1 I do not have the subsim post at hand, but the mod order I posted earlier was based on one I believe Stiebler was using and had posted some time ago (could be quite old.) I will possibly try to find that post later. P.S. I occasionally get crash-to-desktop when loading the main menu, and very rarely when initializing the game world. Maybe there is a small chance I did some of the SH3.exe patching or something incorrectly, or something went wrong with it for some other reason. :hmmm: The game seems to work just fine when it does not get those crashes in the beginning though. Quote:
Thanks also to Mad Mardigan and Mister_M for your answers! :Kaleun_Salute: |
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Almost everytime one has the problems you're describing, it is because of conflicts/overwriting with the menu_1024_768.ini file. It is what controls a large part of what you see in the game and where on the screen it is. If when activating your mods you notice it being written over, that needs to be looked at. As said earlier, I can guarantee you that the Hitman's Optics and WYGM mods conflict with each other, i.e. A good test you can do is apply each mod ONE AT A TIME, starting and trying the game each time. When the problems you list start, that tells you what mod is the problem. |
Regarding the malfunctions/sabotage function not being used in NYGM: that is because the Commander file that does that function, randomizedevents.cfg found in the Commander cfg folder, uses hex offsets on SH3 game files to activatate the malfunction/sabotage functions. See the randomizedevents file for examples.
The randomizedevents.cfg file that comes with Commander is based on version 1.4 of the game, including the above hex offsets. A megamod such as NYGM changes these hex offsets. So unless the mod maker(s) include updated hex offsets for the randomizedevents.cfg file in Commander, Commander will be using the incorrect offsets when activating the malfunction/sabotage option. Doing that can cause problems with the game files and gameplay. NYGM did not update these offsets with their Commander files, thus the recommmendation to not use the malfunction/sabotage option in Commander. |
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That link don't work.
Takes me to the page but can't download the Commander files. |
Thanks Jeff.
Hmmmm .... :hmmm: It's working for me.:doh: Let me make a screen shot and post. |
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Glad to hear it. You can use Hitman's Optics (one of my favorites) OR the WYGM mod. You just CANNOT use both. |
I just noticed this in your mods list: Supplement to V16B1 (I am using h.sie & Stiebler's fixes)
If this means you enabled some of Stiebler's patches via the options selector then that is incomplete too. Let me know if you are using some of Stiebler's patches per options selector and I'll list what else you need to do to make them work correctly in the game. |
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As for Hitman's Optics, I might be interested in getting that to work still but it seemed like both it and WYGM were giving me trouble with the views. But I will test that some more later on. Sound mods and some visual things might be nice too; an attack disc seems like a must-have for me. :haha: |
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