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Old 01-29-23, 07:23 AM   #1096
GrenSo
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Quote:
Originally Posted by Fifi View Post
Here you go with burning oil in NYGM




Nice, very very nice.
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Old 01-29-23, 02:39 PM   #1097
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Originally Posted by Fifi View Post
Hello Kal, ARB restera comme ça.
Le sélecteur est bon les chiffres correspondent aux tubes ouverts, et le manuel est sombre pour ne pas éblouir la nuit (de toutes façons je ne vais pas refaire les centaines de ship silhouettes)
Désolé, là je suis sur beaucoup plus important …

Hey Fifi salutation
Oui Fifi ...de toute façon je ne l utilse pas..comme cela c est regler...
C'etait simplement mon rapport sur le mod continuez votre excelent travaille..vous franchissez des etapes importante c est tres bon..
ce NYGM c est du collector.. le meilleur SH3 sans doute..
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Old 01-31-23, 11:46 AM   #1098
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Revising zon boxes to my liking gives impressive result.
Plenty corrections needed for the whole sea folder...almost half done

Only one torpedo hitting tanker at the right spot can now gives this result:



back to work...

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Old 02-01-23, 04:22 AM   #1099
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Thank you very much for your hard work Fifi! It looks great!
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Old 02-01-23, 11:51 AM   #1100
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Amazing!
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Old 02-03-23, 10:13 PM   #1101
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Really enjoy the latest update.

One thing of interest. And, unfortunately this would take a heck of a lot of work.

There are no ship models that have their lights on at night when they are neutral.

Typically, if a ship is not lit at night it is fair game and should be sunk.

Twice I had problems with this near Spain and Portugal. Nighttime, low visibility and neutral ships are not lit.

Otherwise. Really REALLY like this update.

Thank you!

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Old 02-04-23, 01:46 AM   #1102
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Quote:
Originally Posted by Leoz View Post
Really enjoy the latest update.

One thing of interest. And, unfortunately this would take a heck of a lot of work.

There are no ship models that have their lights on at night when they are neutral.

Typically, if a ship is not lit at night it is fair game and should be sunk.

Twice I had problems with this near Spain and Portugal. Nighttime, low visibility and neutral ships are not lit.

Otherwise. Really REALLY like this update.

Thank you!

Yes, only very few ships have night lights for neutral. But there are some, I’ve already encountered them

Glad you’re enjoying it!
Keep in mind next update coming should be even much better… but still lot of work to do

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Old 02-08-23, 02:01 AM   #1103
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Next update is slowly coming nicely
It will be brand new game
I ‘m reworking all ships zon boxes, spheres & hit points where I found so many errors
Not only MFM ships…

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Old 02-08-23, 02:31 AM   #1104
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Quote:
Originally Posted by Fifi View Post
Next update is slowly coming nicely
It will be brand new game
I ‘m reworking all ships zon boxes, spheres & hit points where I found so many errors
Not only MFM ships…


There the anticipation increases.
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Old 02-13-23, 12:43 PM   #1105
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Can’t believe how wrong are the zon boxes of ALL ships…
Absolutely all ships needed serious big adjustments.
Not to say about the boxes missing…or completely offset
Still around 20/30 ships to go

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Old 02-13-23, 01:45 PM   #1106
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No problem and no rush my friend
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Old 02-18-23, 10:22 AM   #1107
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Hey man, I really love your edition of NYGM (this mod really needed a face lift)


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.
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Old 02-18-23, 11:08 AM   #1108
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Quote:
Originally Posted by Levyathan89 View Post
Hey man, I really love your edition of NYGM (this mod really needed a face lift)


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.
Yes indeed.. me personally I find it very good..
during the day do not get detected by the aviation.. you will have business with the destroyers in a short time...
I find that the aviation plays its role of guardian of the coast perfectly.
personally I have already experienced this kind of air attack problem... very little depth and the destroyers on your back you will have to take the initiative on them otherwise you will not escape them...
I would add that Fifi has made a point of detection in all weathers, especially with the latest update, moreover, I look forward to his last work when you see all that he has accomplished, it's remarkable..
Sincerely Kal Maximus U669
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Old 02-18-23, 12:05 PM   #1109
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Quote:
Originally Posted by Levyathan89 View Post
Hey man, I really love your edition of NYGM (this mod really needed a face lift)


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.
I have this in my notes (sorry, but I do not remember who the author is to give credit), it breaks down the various function of the Airstrike config file.

Airstrike.cfg File

If you look in the ...Steam\SteamApps\common\Silent hunter 3\data\Cfg folder you have Airstrike.cfg Open it with Notes or any texteditor. Here you can set Max range for the planes, too long in vanilla game, modifier for different airbases, different air strike probabilitys, atenuation factor and steps between air strikes.

The problem in vanilla game is the long range of aircrafts that will have you in range of several air bases and the high probability for more aircrafts joining in the attack, giving waves after wave of planes. In GWX the settings are like this:

Maximum Aircraft Range=2000
Poor Airbase Modifier=0.2
Novice Airbase Modifier=0.6
Competent Airbase Modifier=1.4
Veteran Airbase Modifier=2.4
Elite Airbase Modifier=3.0
Night Modifier=0.2
Default Air Strike Probability=35
Enemy Air Strike Probability Increase on Radio Messages Sent=25
Friendly Air Strike Probability Increase on Contact Report Sent=50
Enemy Air Strike Probability Increase on Player Detection=40
Atenuation Factor=10
Logic Steps Between Air Sessions=20

There are other things changed in GWX ofc but this will give you harder but fewer planes per attack.

The modifier for airbases gives harder enemy air power with higher settings.
Night modifier gives more air attacks at night with higher settings.
Default air strike probability gives a higher amount of attacks with higher settings.
Increase on radio messages sent, contacts sent and player detection gives a higher risk of air attacks over the default setting with higher settings.
Atenuation factor I am not sure on, but should give a faster decrease from increased probability on each air session with higher settings.
Logic steps between air sessions should give longer times between each take off from airfields with higher settings.

So setting shorter range gives less airbases that cover your position, lower modifier gives more misses from the planes, lower default gives less risk for air attacks, lower increase settings gives less risk for more attacks after you have been detected, higher atenuation will drop back the enemy from alerted to default setting faster. And a higher setting on logical steps gives you some more time between each patrol flight. More time for recharging..

On the snorkel, even with the radar coating on it you will be picked up by radar if you pop the scope, or if your conning tower breaches the waves. You are close to the surface when snorkling.. In RL they could on use the snorkel in flat seas as it would shut a valve and suck air from the interior of the boat everytime a wave drowned the snorkel. Not good for the crew. And on a flat sea a snorkel is easily seen from the air, radar or no radar.


Makes understanding how this config file works a little easier. You may be able to tweak the file so that it meets your requirements.
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Old 02-18-23, 12:20 PM   #1110
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Quote:
Originally Posted by Levyathan89 View Post
Hey man, I really love your edition of NYGM (this mod really needed a face lift)


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.
The more you close the coasts, the more planes you’ll encounter …
Playing x256 you get max air threat, playing x512 a bit less, x1024 again less close to zero.
You’ll understand I can’t satisfy everyone taste here, I made this game close to my taste first … unfortunately for others
But I believe it’s close to what it was, and of what I readed.
Furthermore with this SH3 engine, we always have to make compromises. Nothing can be perfect

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