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Old 06-04-13, 02:33 PM   #1981
Macardigan
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Sjizzel, thank you for your charts mod.
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my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
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Old 06-04-13, 04:50 PM   #1982
THE_MASK
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Quote:
Originally Posted by Sjizzle View Post
sober i have 1 question

do u use the sextant from TDW UIs to calculate your position with realnavigation ?
No , the navigator does all the calculations for me . It would be way too time consuming for me . Here is what happens . I run the real navigation automation script so the navigator automatically plots an X on the nav map every 2 hours . I have the game drop to 1TC on every message box message via the options editor (you have to change it to True) . When the nav places an X on the navmap the game drops to 1TC and then i use the protractor to change heading if i need to . I can enable or disable 1TC on any messages at any time with the hud buttons on the top right bar . So when travelling to england for example i will have the 1TC on messages turned off and travel at 256TC . I can easily see which way i am going because i have a line of X on the navmap .
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Old 06-04-13, 06:49 PM   #1983
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Quote:
Originally Posted by sober View Post
No , the navigator does all the calculations for me . It would be way too time consuming for me . Here is what happens . I run the real navigation automation script so the navigator automatically plots an X on the nav map every 2 hours . I have the game drop to 1TC on every message box message via the options editor (you have to change it to True) . When the nav places an X on the navmap the game drops to 1TC and then i use the protractor to change heading if i need to . I can enable or disable 1TC on any messages at any time with the hud buttons on the top right bar . So when travelling to england for example i will have the 1TC on messages turned off and travel at 256TC . I can easily see which way i am going because i have a line of X on the navmap .
ty a lot
have nice day
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Old 06-05-13, 07:01 AM   #1984
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Quote:
Originally Posted by sober View Post
No , the navigator does all the calculations for me . It would be way too time consuming for me . Here is what happens . I run the real navigation automation script so the navigator automatically plots an X on the nav map every 2 hours . I have the game drop to 1TC on every message box message via the options editor (you have to change it to True) . When the nav places an X on the navmap the game drops to 1TC and then i use the protractor to change heading if i need to . I can enable or disable 1TC on any messages at any time with the hud buttons on the top right bar . So when travelling to england for example i will have the 1TC on messages turned off and travel at 256TC . I can easily see which way i am going because i have a line of X on the navmap .
Well my biggest problem with Real nav is that it makes it quite hard to shadow contacts. You have no indication if the contact changes it´s curse and suddenly it´s gone.
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Old 06-05-13, 07:12 AM   #1985
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Quote:
Originally Posted by Tonci87 View Post
Well my biggest problem with Real nav is that it makes it quite hard to shadow contacts. You have no indication if the contact changes it´s curse and suddenly it´s gone.

that's why i love to play with real navigation....
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Old 06-05-13, 07:41 AM   #1986
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Quote:
Originally Posted by Sjizzle View Post
that's why i love to play with real navigation....
But it´s extremely unrealistic. IRL your crew would wake you up and tell you that the contact has changed curse, accelerated, whatever.
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Old 06-05-13, 10:29 AM   #1987
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Quote:
Originally Posted by Tonci87 View Post
But it´s extremely unrealistic. IRL your crew would wake you up and tell you that the contact has changed curse, accelerated, whatever.

if u follow the the contact reports u can finde the target cours ....
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Old 06-06-13, 08:46 AM   #1988
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Where is the ship recognition manual? I miss that book with the ships. Where have I put it?
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Old 06-06-13, 09:16 AM   #1989
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Where is the ship recognition manual? I miss that book with the ships. Where have I put it?

press "E" key and u can finde the recognition manual on the left side of the screen ....
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Old 06-06-13, 09:27 AM   #1990
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Thanks.
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Old 06-08-13, 09:14 PM   #1991
THE_MASK
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Breaking the fortress , leaving Scapa after a successful patrol .
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Old 06-09-13, 04:58 AM   #1992
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Hey guys, I decided to get back to SH5 and dl'd the mega mod. So, I set out the list of my choices and somehow, I got CTD when I start a new patrol. Here's my mod list;

Quote:
Accurate German Flags
sobers game loading tips V5 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
sobers see thru wake fix
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
FX Update torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
sobers_realistic_underwater_FX2
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
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone merchants 2.1 -for OHII full v2.2-
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
TDW_GenericPatcher_v_1_0_113_0
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Old 06-09-13, 05:12 AM   #1993
THE_MASK
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Start a new campaign , not a new patrol .
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Old 06-09-13, 07:51 AM   #1994
loukylouk
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Default Sinking ships cause freezing, not CTD.

I've looked around the threads for some time now and I have seen the issue brought up but have found no answers. I was hoping someone could help me with this issue or at least point me in the right direction. Long story short every time I sink a ship the game will freeze. Either instantly or as soon as I check my Captain's log right after. I am using the CD install. thanks for your time.
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Old 06-09-13, 08:17 AM   #1995
volodya61
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Quote:
Originally Posted by loukylouk View Post
..Long story short every time I sink a ship the game will freeze. Either instantly or as soon as I check my Captain's log right after...
What ship, German or British?
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