SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-16-12, 05:11 AM   #1396
tybeth
Swabbie
 
Join Date: Mar 2009
Location: Cartagena / Spain
Posts: 14
Downloads: 171
Uploads: 0
Default

Quote:
Originally Posted by Kalleblom View Post
@tybeth

The First link work for you
No, only the second link works
__________________
The Peral was the first electric battery powered submarine. Its operational abilities has led some to call it the first U-boat.

tybeth is offline   Reply With Quote
Old 09-16-12, 05:15 AM   #1397
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Sorry guys, my error

Looks like the second link is all you need and that is the new test versions
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 09-16-12, 05:26 AM   #1398
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default


Thx Trevally.

But what means dodgy batch
__________________
My Modlist
Kalleblom is offline   Reply With Quote
Old 09-16-12, 05:36 AM   #1399
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Kalleblom View Post

Thx Trevally.

But what means dodgy batch
A dodgy batch means that during the making of the torps - a lot of torps made had defects (errors) in them (all that were made that day or by that machine etc) - thus you will get more than normal defects (torps not working)

So dodgy batch was a joke as when this happens, and I think this is a stock bug - the next few fired will also premature explode

__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 09-16-12, 05:47 AM   #1400
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default



We live and learn.
__________________
My Modlist
Kalleblom is offline   Reply With Quote
Old 09-16-12, 06:56 AM   #1401
Dax
Swabbie
 
Join Date: May 2009
Location: Rome
Posts: 10
Downloads: 105
Uploads: 0
Default Ships not sinking

I have the same problem, ships not sinking.

I reinstalled the game + 1.2 and i am sure i don't have AI Crew FIX enabled.
the zones.cfg file has 08/18/2011 date.

Where is the error?

TY


My mods list: (based sober's mega mod 09/04/2012 + OH2 full instead of base and enviro + TDW patch 1074)
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
DynEnv 2.1 SkyColor Hotfix DarkerNights
Capthelms Audio+SV Touch Ups
sobers better terrain v3 SH5
sobers best ever fog V13 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_Real_Navigation
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
TDW_Ship_Inertia_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Env_Natural_Wave_Mechanics_byAOTD_MadMax
Sub_Bubbles_v0_0_2a_ byTheBeast
OPEN HORIZONS II_full v2
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V4 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V2 SH5
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5
Dax is offline   Reply With Quote
Old 09-16-12, 07:06 AM   #1402
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Dax View Post
I have the same problem, ships not sinking.

I reinstalled the game + 1.2 and i am sure i don't have AI Crew FIX enabled.
Where is the error?
If you did not enable the AI crew fix and your ships are not sinking then this could be that they either need more time or torps to sink

Sink em all
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 09-16-12, 07:16 AM   #1403
Dax
Swabbie
 
Join Date: May 2009
Location: Rome
Posts: 10
Downloads: 105
Uploads: 0
Default

I mean they are not sinking after the report they have been sunk! , i wait hours and days while they explode but not Sink. The initial fllooding is very slow and seems to stop after a while despite damages.

TY for reply.

Dax is offline   Reply With Quote
Old 09-16-12, 07:52 AM   #1404
tybeth
Swabbie
 
Join Date: Mar 2009
Location: Cartagena / Spain
Posts: 14
Downloads: 171
Uploads: 0
Default

Quote:
Originally Posted by Dax View Post
I mean they are not sinking after the report they have been sunk! , i wait hours and days while they explode but not Sink. The initial fllooding is very slow and seems to stop after a while despite damages.

TY for reply.

I am not sure but i think it has to be something realted with the game physics because one of my destroyed ships was filying 100 mts in the air and very slowly the ship was landing on water surface again. It would be nice if somebody knows a solution for this issues. Maybe its something Mod realted

AHOI
__________________
The Peral was the first electric battery powered submarine. Its operational abilities has led some to call it the first U-boat.

tybeth is offline   Reply With Quote
Old 09-16-12, 09:08 AM   #1405
Dogfish40
Ace of the Deep
 
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
Default

[QUOTE=tybeth;1934877]Hi guys,

I need some help please.



2- The ship sinkings and explodings are very stupid and unrealistic (f.e. an exploding ship fligh 100 meters in the sky and other ships take a very long time to sink or even doesent sink ).

3- Why are there so many magnetic torpedoes that explode to early (5-10 secs) after launching (60% - 80%) [QUOTE]




Hello Tybeth
I used to see these ships take off like 100 ft in the air as well, but not since I modded up the game. I'm sure that one or more of the mods that you've installed should keep anomalies like this from happening. There is a mod in the download section called "One ship, One torpedo" I suggest using version v1.00a.
The first version seems to be a bit too good for one torpedo so version 1.00a is toned down just a bit , so you may still be using up to three for a large ship.
Otherwise, following all the advise I've seen below should help out a lot.
Also, by using the "Equipment upgrades mod by the Beast" , you can use torpedo types, Electric and Homing, that might not be so prone to failing.
Good luck
und Gute Jagd
__________________
Dogfish40

Last edited by Dogfish40; 09-23-12 at 10:05 AM.
Dogfish40 is offline   Reply With Quote
Old 09-19-12, 04:16 AM   #1406
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Hi TDW!

When I was testing the dud-values in Historical Missions, I found out that the duds don't work with the imported ships. Did many tests, and always the same result, zero duds with .dat ships, no matter how poor the angle was.

Have others noticed this? The weird thing is that before the patcher, duds worked only with .dat ships, but now it seems to be the opposite. Is there a way to fix this issue?
Rongel is offline   Reply With Quote
Old 09-19-12, 10:25 AM   #1407
Dogfish40
Ace of the Deep
 
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
Default Convoy/Wolfpack report

Excellent!
I sent a contact report after detecting a small convoy with two escorts (a BB and one DD). Received message from BDU stating that all U-boats in the area are being dispatched (to that effect).
In roughly one and a half hrs I had a new sound contact of a warship, moving fast, closing. I got a message from a U-___ stating that because of "?" Beacons, that they would commence their attack from the far side.
Unfortunately, My impatience had already gotten the better of me and I had attacked the convoy a half hr before, sending them off their original course and spreading them out somewhat.
I followed the U-___ for a while but it seemed to stick to the area that I originally reported the convoy and had sunk three of them, the u-boat finally started to follow the convoy but by then, they had left the area and were south of our position by several Kms.
If I had waited (which I will do next time) the U-Boat sent by the BDU might have pressed their attack more aggressively or acted differently at any rate.
I was pleased that the patch worked and their was indeed a response from the BDU plus an interaction from the U-Boat sent.
I can't wait for the opportunity to try this again and not let my impatience get the better of me. I would go back a game save and try it again but I'm playing this campaign and I don't do retries.
The main thing is that this was fun, and made the game even more immersive.
D40



__________________
Dogfish40
Dogfish40 is offline   Reply With Quote
Old 09-23-12, 10:03 AM   #1408
Dogfish40
Ace of the Deep
 
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
Default Decks Awash/No Binocs.

This is probably well known but just in case, I thought I would mention it. I cannot access the Binoculars while under the decks awash order. Hope it's something that can be corrected without too much problem but if you are running under decks awash, you are probably going to be needing your binocs.
Anyway, cheers.
D40
__________________
Dogfish40
Dogfish40 is offline   Reply With Quote
Old 09-23-12, 03:52 PM   #1409
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by Dogfish40 View Post
This is probably well known but just in case, I thought I would mention it. I cannot access the Binoculars while under the decks awash order. Hope it's something that can be corrected without too much problem but if you are running under decks awash, you are probably going to be needing your binocs.
Anyway, cheers.
D40
Thats the tradeoff for using decks awash so you wont use it all the time . Crew wont spot anything either . You can still use the uzo .
THE_MASK is offline   Reply With Quote
Old 09-23-12, 04:23 PM   #1410
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Dogfish40 View Post
This is probably well known but just in case, I thought I would mention it. I cannot access the Binoculars while under the decks awash order. Hope it's something that can be corrected without too much problem but if you are running under decks awash, you are probably going to be needing your binocs.
Anyway, cheers.
D40
Quote:
Originally Posted by sober View Post
Thats the tradeoff for using decks awash so you wont use it all the time . Crew wont spot anything either . You can still use the uzo .
Well, for a start, as stated by sober one could use the UZO instead of binoculars. On the other hand, increased fuel consumption, increased propeller's noise, decreased speed and inability to use the deckgun are some of the side-effects that I would expect from using decksawsh, but however much I strive to put it and binocs together, I can't see how the two would be adversely related in RL.

Last edited by gap; 09-23-12 at 04:50 PM.
gap is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:05 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.