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Old 03-02-13, 11:04 AM   #226
volodya61
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probably your country blocked on gamefront too..
try to use some tool like this - http://www.anonymox.net
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Old 03-02-13, 11:41 AM   #227
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just tried this new add-on.. works perfect, more better than other add-ons with proxy..

BTW, Russia is blocked on gamefront too..

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Old 03-04-13, 11:41 PM   #228
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Quote:
Originally Posted by gap View Post
Try this fix (enable the TDW compatible version after REM, New UI's and IRAI):

http://www.subsim.com/radioroom/show...&postcount=130

IIRC, using this patch GHG and Balkon Gerat should work on surface. If not, I will tell you what settings you need to edit in order to make them to work as you want
Ok, Gap... ...still in trouble with REM and hydrophone on surface.
Thought it was fixed, but spoke too fast.

If your offer still up to date (and if you have time) i'll try to edit what you'll tell me to make it work exactely like stock GHG.
In fact, i would like REM features, but not those messing my hydro
See below, out of Kiel i can get plenty contacts (dashed line) when surfaced. But not with REM, only when i sit at the hydro station.


Last edited by Fifi; 03-05-13 at 12:33 AM.
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Old 03-05-13, 06:51 PM   #229
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Fifi, have you enabled the R.E.M. - hydrophone mute for player fix (TDW compatible) after New UI's, IRAI and R.E.M. main mod?

I had a look to the fix, and it got the same MinSensorHeight setting as stock game and New UI's/IRAI. Moreover, before releasing it, Volodya had tested it extensively and didn't notice any discrepancy from expected detection ranges and depths.

Having reduced detection range at shallow depths is normal with this mod, but your hydroman should still be able to detect close contact on surface, especially if you enabled TDW's hydrophone patch, and your crew got some experience points
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Old 03-05-13, 09:52 PM   #230
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Yes, even with hydrophone mute for player fix (TDW compatible) it's not working correctely on surface. No contacts lines

When i sit at the hydro station, i can hear contacts and they are not displaying on maps, and hydro guy says there are no contacts!

I tried again with clean install, and generic patcher, without success.
With REM deactivated, all is fine though!
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Old 03-05-13, 09:58 PM   #231
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Unenable real navigation .
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Old 03-05-13, 10:08 PM   #232
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Quote:
Originally Posted by sober View Post
Unenable real navigation .
Not yet, not yet...takes too much time to play this way.

Gap, i'm sure something is corrupting REM in my test list:

Generic Mod Enabler - v2.6.0.157
[C:\2eme install\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
RemoveLogoIntroTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SteelViking-HotSoup-WaterDrips
Fuel Gauge WoGaDi_SteelViking's Interior
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters Hotfix #1
Dynamic Environment SH5 v 2.1 - Winter Hotfix #1
sobers water splash anim SH5
sobers base sky mechanics V1
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_3_ byTheBeast
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_New_radio_messages_German
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_jimimadrids_map_tools
NewUIs_TDC_7_1_0_WWIIInterface_by_naights
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_1_0_Das_Boot_Crew_Mod_by_Illyustrator
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Patch_ByTheDarkWraith
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
OH II Minefield map for TDWs Ui
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
sobers NO water drops V1
smaller flags for Warships 1_0b
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers hud sounds V1 SH5
sobers no footstep sound mod
EQuaTool 01.01 by AvM - Large Style
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V5 SH5
No Ship Reflections incl EFS 1.2
stoianm pitch&roll for SH5 V1 (normal)
TDW Round Fire Button v3 by Torpedo
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
TDW_No_Contact_Colors_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_Waypoint_Contacts_No_Color_1_1_0
TDW_No_Color_Dashed_Contact_Line_1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
AST_SH5_v2
TDW_Ship_Inertia_1_1_0
Old Style Explosions V1.1
Old Style Explosions Baza_FX (DynEnv compatible)
REM by Xrundel and TheBeast
REM hydrophone mute for player fix (TDW compatible)
MyKey

Was testing this list because i deleted FX Update for old style explosions + AST SH5 V2 + TDW ship inertia...i like result so far (well except the REM issue!)
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Old 03-06-13, 02:24 AM   #233
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Found the culprit!
It's the IRAI in my list

When i put both REM before IRAI ---> i have contact lines, but no more round loop antenna retractable...
When i put both REM after IRAI ----> i have no contact lines anymore, but round loop antenna retractable...
When i delete IRAI ----> everything works as i want... but no more IRAI
(and noway for me to play without it!)
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Old 03-06-13, 07:51 AM   #234
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Quote:
Originally Posted by Fifi View Post
Found the culprit!
It's the IRAI in my list

When i put both REM before IRAI ---> i have contact lines, but no more round loop antenna retractable...
When i put both REM after IRAI ----> i have no contact lines anymore, but round loop antenna retractable...
When i delete IRAI ----> everything works as i want... but no more IRAI
(and noway for me to play without it!)
IRAI was enabled during my tests.. everything worked as it should work..
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Old 03-06-13, 08:36 AM   #235
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You must start a brand new career for half these mods to work properly .
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Old 03-06-13, 04:12 PM   #236
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Quote:
Originally Posted by sober View Post
You must start a brand new career for half these mods to work properly .
Ok, gonna try again with brand new career and REM placed after FX, new UIs, and IRAI.

Nevertheless, my previous tries were starting in bunker with the very first save of career ...but who knows, you may be right (i hope).
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Old 03-06-13, 05:00 PM   #237
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Still no joy Sober exactely same result with brand new career.

Furthermore, REM is overwriting SteelViking interior mod with this "room" file...and sitting at the hydrostation is a mess now!
Contacts aren't were they should be

I'm clueless with this mod among my list.
Gonna try it working with real nav only, if it's supposed to work this way...
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Old 03-07-13, 01:21 AM   #238
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For some unknown computer reason, i got it working again an other way...

I deleted all my second install, my SH5 install switcher, and back on first install, i installed new REM fresh download + new R.E.M. - hydrophone mute for player fix (TDW compatible) fresh download, and built up second mep list with both REM.

Tried with PQ17 single mission, everything worked a charm!

So started a second career with same list, and for some other strange reason, my U Boot doesn't detect ships all the time!...sometimes it works only with warship, sometimes only with merchants, and sometimes nothing detected...

Could it be related to "reworked morale and abilities" or "sobers green crew training V4 SH5" at the start of a career?
(meaning the hydro guy is still a noob?...)
Just saying, because in PQ17 single mission, my sub crew is set on veteran
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Old 03-07-13, 11:17 AM   #239
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For sure sonarman experience have a direct impact on how far and how well he would detect contacts. This fact, coupled with the reduced shallow depth detection ranges introduced by REM, is probably causing your "problems" at the beginning of the campaign. Surface detection will probably improve as you progress in the campaign, and Benno becomes more skilled.

I ignore if "reworked morale and abilities" or "sobers green crew training V4 SH5" are affecting low ranking sonarman skills, but it is possible.
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Old 03-07-13, 02:32 PM   #240
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Thanks, i'll keep on going like that, and see if it was experience related.
If really so, i can say the interaction of those different mods is just awesome!
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