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Old 08-23-14, 07:14 PM   #3331
Balu0
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Quote:
Originally Posted by TheDarkWraith View Post
Did you have the RPM inertia patch enabled at that time? I hope not
I had it enabled with the default settings
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Old 08-23-14, 07:28 PM   #3332
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Thanks TDW

All back up and running again.

Peter
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Old 08-23-14, 07:53 PM   #3333
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Quote:
Originally Posted by Balu0 View Post
Hi, probably stupid question, but what do I do here : (RPM Inertia)
"
; +0x0 = RPM multiplier for Warship units (0.1)
; +0x4 = RPM multiplier for Merchant units (0.05)
; +0x8 = RPM multiplier for Sub units (0.05)
; +0xC = RPM multiplier for Air units (1.0)
Code6=0x60,CDCCCC3DCDCC4C3DCDCC4C3D0000803F
"

What part of the Code6 line should I edit ?

A friendly destroyer on collision course with me just went from full ahead to to full back in about 0.1 second... was a bit of an immersion breaker
Quote:
Originally Posted by Balu0 View Post
I had it enabled with the default settings
Alrighty then let's try setting the warship to a ridiculously slow acceleration/deceleration rate. It's quite possible that my multipliers are not set correctly.

First disable the RPM inertia patch.

Set Code6= to this in the \Patches\SH5\TDW_SHSim_Patch.s5p:
Code6=0x60,6F12833ACDCC4C3DCDCC4C3D0000803F

This will set the warship multiplier to 0.001 from the 0.1 I had it originally at.

Re-enable the RPM inertia patch. Realize this is only changing the multiplier for warships - it doesn't affect merchants or anything else. Go to external cam when you know this is going to happen and watch the props of the warship. Let me know your findings
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Old 08-24-14, 05:11 AM   #3334
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Quote:
Originally Posted by TheDarkWraith View Post
Alrighty then let's try setting the warship to a ridiculously slow acceleration/deceleration rate. It's quite possible that my multipliers are not set correctly.

First disable the RPM inertia patch.

Set Code6= to this in the \Patches\SH5\TDW_SHSim_Patch.s5p:
Code6=0x60,6F12833ACDCC4C3DCDCC4C3D0000803F

This will set the warship multiplier to 0.001 from the 0.1 I had it originally at.

Re-enable the RPM inertia patch. Realize this is only changing the multiplier for warships - it doesn't affect merchants or anything else. Go to external cam when you know this is going to happen and watch the props of the warship. Let me know your findings
My Bad! My patch was not properly enabled
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Old 08-29-14, 03:33 AM   #3335
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Hi, Im getting the following Error message when i try to open the files:
Code:
Error Reading Patchfile X:PATH 
Exeption is:
Method not found:'SystemStringTheDarkWraith.SilentHunter5.TDWFileUtils.FindPatchentryInFileStartingAtHeaderEndingAtHeader(SystemString.etc Boolean. etc)
https://www.dropbox.com/s/9187a1e6vn...tled2.png?dl=0

Sometimes it works with backupped files
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Old 08-30-14, 04:05 AM   #3336
Balu0
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HELP!

I have the _168 version the 3 orbit listener patches enabled and I get this old bug Fifi describes here. As I read it was fixed then. Something broke on the way ? I realy need the disable the listener becuse I get a ctd every few hour because it "can't read.." (I tryed online ad offline mode too )



Quote:
Originally Posted by Fifi View Post
Yes, i installed all of them, and running SH5 with Uplay...

When i launch game, i don't get anymore the annoying synchroniser window before accessing main game screen, so it's working fine that way, but after launching saved mission (or bunker) i get this weird popup window telling me game needs internet connection (even offline with Uplay setting tools)...
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Old 09-01-14, 03:15 AM   #3337
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Hello,

I don't know if it is the good thread (sh5. exe or irai), so i post here

i have a question about the airplanes carrieres : i did some test on them, but i can't get them to have scout airplanes. are there something to do to get some scout airplanes for an aircraft carrers, and in case they find a "target" they launch a strike ? Perhaps some parameters to update ?

I have another problem, is i can't get airstrike from aircraft carrier when a friendly unit encounter an ennemy unit. (ps : i modified airstrike.cfg and put 80 % default for airstrike).

If someone has some ideas about this ?

Thanks !
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Old 09-02-14, 06:48 AM   #3338
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@TDW :

i found this post concerning what mentionned above :

http://www.subsim.com/radioroom/show...postcount=2170

i am not sure it is implemented or not concerning the scout planes, but in case it is or in case you will implement some days, would it be possible
to have a parameter for the distance of the scout plane (instead of 20 km) ?
Or perhaps using, but more complicated, the type of airplane group (300, 303, ...) for a carrier, if it is a plane able to scout and take the distance in the plane ".cfg" file ?. I don't know of there are ariplanes type saying that this one is a scout one (searched but found nothing about a scout ability for an aircraft, i just saw that there are different types of aicraft like 300, 303 in the .cfg files.
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Old 09-02-14, 07:35 AM   #3339
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Quote:
Originally Posted by Balu0 View Post
HELP!

I have the _168 version the 3 orbit listener patches enabled and I get this old bug Fifi describes here. As I read it was fixed then. Something broke on the way ? I realy need the disable the listener becuse I get a ctd every few hour because it "can't read.." (I tryed online ad offline mode too )
Can this be related to the problem that the campaign tonnage bar is not filling up ? As I heard this was some part of the original copy protection. Can this old code surface now somehow ?
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Old 09-05-14, 03:50 PM   #3340
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Ok im stupid for Hexa , help me plz

"
; +0x0 = the start of nighttime value for player's unit - 0.6
; +0x4 = the nighttime multiplier addition for player's unit - 2.5
Code5=0x50,9A99193F00002040
"

How do I make my sub crew see less in dark ? they spot things much sooner than I can.

What is the match to modifie this (9A99193F00002040) number ?


Edit: I figured it out you just have t write the bit backwards .. lol I was so confused http://www.h-schmidt.net/FloatConverter/IEEE754.html

Last edited by Balu0; 09-06-14 at 03:53 AM.
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Old 09-06-14, 11:52 AM   #3341
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Quote:
Originally Posted by Balu0 View Post
Can this be related to the problem that the campaign tonnage bar is not filling up ? As I heard this was some part of the original copy protection. Can this old code surface now somehow ?

At this point, I am about 98% sure that this is the issue.

I am now shining the TDW Bat Signal into the clouded sky's over subsim Gotham

Save us!
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Old 09-13-14, 03:47 AM   #3342
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Hi!


Nice to see that things go forward but there is still one or two ugly SH5 bugs that needs fix.


1. Is there anyway to fix my crew x-ray vision. They spot ships at 15000meters away even there is thig fog and about 100 meters visiblity.

*And small but anoying thing, if i load save weather can be totally difrent than it was when i saved game

Thank you for all other fixes you have made. Gives hope that SH5 is good to play in someday.
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Old 09-18-14, 03:01 AM   #3343
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There is another bug with the ghost destroyer that only disappears when you reload the game, and that's the next problem. Correct me if I'm wrong, but I may have noticed that destroyers "forget" you when you load a save game where they were hunting you. Another thing that's very annoying is that map marks are deleted when reloading a save. Thus I'm going back to shiii. I'm sick of all these bugs. Flak doesn't aim right, torpedoes doesn't hit despite of correct data and depth and so on. Eyecandy alone does not make a game.
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Old 09-18-14, 03:03 AM   #3344
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Quote:
Originally Posted by Balu0 View Post
Ok im stupid for Hexa , help me plz

"
; +0x0 = the start of nighttime value for player's unit - 0.6
; +0x4 = the nighttime multiplier addition for player's unit - 2.5
Code5=0x50,9A99193F00002040
"

How do I make my sub crew see less in dark ? they spot things much sooner than I can.

What is the match to modifie this (9A99193F00002040) number ?


Edit: I figured it out you just have t write the bit backwards .. lol I was so confused http://www.h-schmidt.net/FloatConverter/IEEE754.html
Will you publish a mod for this?
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Old 09-22-14, 07:17 AM   #3345
Balu0
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The mod is already there I just modified a parameter in it per the instructions by TWD in the read me. I was just confused about the hexa characters.

My problem was that I use a "darker nights" visual mod but my AI didn't "know" about it
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