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Old 02-18-18, 06:13 PM   #2341
vdr1981
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Quote:
Originally Posted by CrabKey View Post
I have just updated Wolves of Steel to v2.2.1 and when starting a new career received these warnings when first entering the bunker...

Campaign Advance problem detected Return to main menu, etc.

This problem was addressed in this thread once before but I do not understand the cause or the solution which was determined.

The game is installed from DVD
Updated to 1.2
I've tried Uplay on, Uplay off
Administrator rights is correct

If anyone remembers this glitch that would be great, otherwise I shall reinstall.

Thanks!
It's not your fault... Read about campaign transfers in TWoS documentation and you'll get the idea what is going on. Note that "problem detected" message can be false positive as well...
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Old 02-18-18, 06:42 PM   #2342
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Thank you very much vdr1981.
I will continue with the new campaign.

I continue to be excited about your mega mod!
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Old 02-19-18, 03:54 PM   #2343
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Hi, I just installed SH5 with TWoS + Real Navigation + Enigma.

I went out to the Danzigbay yesterday and saved at around 04:00 when I got smoke on the horizon. Today I went closer and when I could see the flag and mast, although small, and I tried to guess the distance. Could see the ship had 2 smoke stacks and tried to find a ship that looked like it.

But the problem was that I could not press the "send mast height to tdc" button. And looking online, it said I needed to lock first. But pressing X also didn't lock.

What can I do best? Reload from 04:00, or can't the game handle saves when enemies are in the area? Or can I "unstuck" my buttons or something?

Thank you.

(And how do I keep the luftwaffe away? :P)
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Old 02-19-18, 06:01 PM   #2344
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You cannot keep the Luftwaffe away that close to land.

Lock/break lock is done with space. Check keyboard layout with F1 and advanced mode with ctrl. Press shift ro see more help options.
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Old 02-19-18, 06:11 PM   #2345
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A Warm Welcome To The Subsim Community > Nik05
Subsim <> Make A Donation <> See The Benefits <> Support The Community
SH3-4-5 Tutorials And Other Information Links In My Signature Below

You need to press the space bar first to lock the target which will open the TDC.
You can then send the mast height to the TDC from the recognition manual short cut key E.

Lock/Break/Lock will only show if it is enabled from the Scopes Tab in the Options File Editor Viewer.
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Old 02-19-18, 06:20 PM   #2346
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I did do a fast test round, before this one. And then pressing spacebar opened up the "weapon commander"? window, pressing X would lock on target. Or maybe it was the other way around, tried pressing both.

But neither one of them worked today, spacebar or x. What could be wrong?

(Tracking the ship also let the weapon command give some estimation of the ships course, can I disable this? I would like to this myself and the information looked totally wrong, 4000 Kts etc...)

Quote:
Originally Posted by Ashikaga View Post
You cannot keep the Luftwaffe away that close to land.

Lock/break lock is done with space. Check keyboard layout with F1 and advanced mode with ctrl/F1.

Quote:
Originally Posted by THEBERBSTER View Post
A Warm Welcome To The Subsim Community > Nik05
Subsim <> Make A Donation <> See The Benefits <> Support The Community
SH3-4-5 Tutorials And Other Information Links In My Signature Below

You need to press the space bar first to lock the target which will open the TDC.
You can then send the mast height to the TDC from the recognition manual short cut key E.

Lock/Break/Lock will only show if it is enabled from the Scopes Tab in the Options File Editor Viewer.
THEBERBSTER, thank you for all the documentation I found this weekend.
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Old 02-25-18, 09:43 PM   #2347
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Default hydrophone

Am I correct in understanding that when having just sunk a freighter and moving away under water the sound guy calls it a freighter fast speed moving away in medium distance and not any wreckage ? Since he should not really call a contact a contact when it is clearly the ship I just sunk....
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Old 02-26-18, 07:12 AM   #2348
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Quote:
Originally Posted by Ashikaga View Post
Am I correct in understanding that when having just sunk a freighter and moving away under water the sound guy calls it a freighter fast speed moving away in medium distance and not any wreckage ? Since he should not really call a contact a contact when it is clearly the ship I just sunk....
Not really...If the unit is declared as "dead" by the game , AI sensors can't pick it up anymore...
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Old 02-26-18, 08:27 AM   #2349
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Okay!

Next question.

Just got ordered by BdU to investigate a contact outside of my patrol area.

Area: AN0286 200 km.

Contact 55° 37'N 7° 3'W... That is well outside my 200km range. Can this hurt my ongoing 48hrs patrol timer?
As in... Wil my timer restart because I left my patrol area?



.
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Old 02-26-18, 09:30 AM   #2350
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Quote:
Originally Posted by Ashikaga View Post
Okay!

Next question.

Just got ordered by BdU to investigate a contact outside of my patrol area.

Area: AN0286 200 km.

Contact 55° 37'N 7° 3'W... That is well outside my 200km range. Can this hurt my ongoing 48hrs patrol timer?
As in... Wil my timer restart because I left my patrol area?



.
That means that you have recently sent status report and now BdU is informing you about registered nearby traffic.

Read here more about campaign and mission timers...http://www.subsim.com/radioroom/show...postcount=3816 (from FAQ and Gameplay tips)
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Old 02-26-18, 10:15 AM   #2351
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Well then they are quite stupid since I am out of ammo fully which they should know from my status report so I can only do covert intelligence gathering until the patrol ends. Or until I go home to end the patrol early or refit at Helgoland.

the link you posted however does not tell me if my 48hrs Patrol timer stops or does not stop when leaving my patrol area at the orders of BdU. No new area has been assigned. And I want to prevent getting stuck in a patrol. 1939 I did 4 patrols. This is the first of 1940 (26-01-1940)
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Old 02-26-18, 10:29 AM   #2352
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Quote:
Originally Posted by Ashikaga View Post
Well then they are quite stupid since I am out of ammo fully which they should know from my status report so I can only do covert intelligence gathering until the patrol ends. Or until I go home to end the patrol early or refit at Helgoland.
Mate, don't forget that this is only a game after all. There is no "BdU" or U-Boats or Hitler and Winston Churchill...Only bunch of code, scripts and polygons with "glued" textures.
All SH games are basically pretty much the same in it's core and they have it's own way how they are dealing with things.
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Old 02-26-18, 11:08 AM   #2353
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Icon10

Well what can I say... Die hard simmer here. Who likes advanced AI hahahahahahaha

If I knew how to I would mod the entire BdU experience so they react to more than just status report and contacts, as well as give you rtb or refit orders if you are out of ammo and send a status report. But I am fairly new to this modding business so so far all I managed to do is tweak some settings and add some Rammstein to the gramophone and edit a few .dds files.
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Old 02-27-18, 01:13 AM   #2354
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Came across a strange glitch just now. Cook is fully motivated but special meal is unclickable and counting down. When the counter reaches zero the special meal is still unclickable and the countdown starts again.

Any info on that?
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Old 02-27-18, 05:42 PM   #2355
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Default bug with automated scripts

I apparently saved a game with a search Pattern automation active and now evey savegame I open has that script active, even games I saved before ever using automation. Now how do I get rid of it so the games start up normally again? Without immediate dive and hydrophone commands....
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