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Old 12-28-14, 02:30 PM   #3781
Tonci87
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Quote:
Originally Posted by blackcan View Post
Sadly i was wrong

I started a new carrer and put in the bunker everything on 0% Realism to make sure that i know "dud torpedos are not activated" but i still have dud torpedos which don't explode at all or detonate too early.

I really don't know why


What fuze do you use? Impact or magnetic? What depth do you set for your Torpedos?
If you use Impact and the Torpedo hits the ship at an too shallow angle the Torpedo might bounce off. Magnetic fuzes are prone to failure so if you try to detonate the torpedo beneath the ship it might simply not detonate. If you don´t set your torpedo deep enough it might be triggered by the waves and detonate before it reaches the target.
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Old 12-28-14, 02:33 PM   #3782
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Hi blackcan

Personally I do not like downloading to the desktop.


Quote > C:\Users\myname\Desktop\Patcher\Patches\SH5\TDW_xx x.s5p


Your computer has to load this path each time it starts up.


As I say in my tutorial, make a new folder called for example GFP168 and download the patcher to this new folder and then extract everything to this new folder GFP168 as in my tutorial.


Quote > my sh5 installation is:
C:\Ubisoft\Silent Hunter 5

This installation is correct.


And it is this installation C:\Ubisoft\Silent Hunter 5 that the patcher is looking for.


You mention it here Quote > but when i open the patcher he still asks me if he shall use the path at C:\Ubisoft\Silent Hunter 5


This is correct and will ask you 9 times (1 for each patch) that you press ok to each one.


When the last patch is accepted ok you then see all the 9 patches.


Everytime you open the patcher you have to say ok to all the patches for them to load.


Your notes 1 to 6 look ok in what you have done.


Have you opened patcher 6 and checked that you can see that the torpedo patch is blue enabled, showing that all 20 patches are blue enabled?


Peter
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Old 12-28-14, 02:49 PM   #3783
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Quote:
Originally Posted by THEBERBSTER View Post
Hi blackcan

Personally I do not like downloading to the desktop.


Quote > C:\Users\myname\Desktop\Patcher\Patches\SH5\TDW_xx x.s5p


Your computer has to load this path each time it starts up.


As I say in my tutorial, make a new folder called for example GFP168 and download the patcher to this new folder and then extract everything to this new folder GFP168 as in my tutorial.


Quote > my sh5 installation is:
C:\Ubisoft\Silent Hunter 5

This installation is correct.


And it is this installation C:\Ubisoft\Silent Hunter 5 that the patcher is looking for.


You mention it here Quote > but when i open the patcher he still asks me if he shall use the path at C:\Ubisoft\Silent Hunter 5


This is correct and will ask you 9 times (1 for each patch) that you press ok to each one.


When the last patch is accepted ok you then see all the 9 patches.


Everytime you open the patcher you have to say ok to all the patches for them to load.


Your notes 1 to 6 look ok in what you have done.


Have you opened patcher 6 and checked that you can see that the torpedo patch is blue enabled, showing that all 20 patches are blue enabled?


Peter
It is in a folder
" C:\Users\myname\Desktop\Patcher\Patches\SH5\TDW_xx x.s5p"

"Patcher" is the folder. with all the files inside like "mods" "patches" etc. i could move the folder to "C:\Users\myname\Documents" but if this would change anything i doubt it.

and yes as far as i see it all patches are blue / activated from the snapshot anyway but just to be sure here is a picture






@ Tonci87

Sure. Like always when i don't forget it magnetic...thing and approx 0,5-1m under..."kiel" (don't know the english word i'm sorry) i basicially never use impact
but when i disable "dud" torpedos and they go less than one meter under their "kiel" and don't explode i doubt its the torpedo i think its a error i did with the mod installation
Edit: and when "dud torpedos" is disabled they shouldn't also detonate before even near the ship (max. depth was 500 meter)

EDIT: with the "Wolves of steel" modpack i don't have this issue 10 torpedos fired 10 detonated where they should with sobers mod pack 10 torpedos and 8 detonated 1000 meter before the target

Last edited by blackcan; 12-28-14 at 03:37 PM.
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Old 12-28-14, 05:25 PM   #3784
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Hi blackcan

Your GFP 168 looks ok.

Magnetic had a lot of problems in the early part of the war.

I only use impact because of this.

Peter
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Old 12-28-14, 05:31 PM   #3785
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Yeah but shouldn't there be no problems when i disabled dud torpedos in the realism setting?
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Old 12-28-14, 06:58 PM   #3786
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That is correct, no duds.
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Old 12-28-14, 09:30 PM   #3787
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Quote:
Originally Posted by THEBERBSTER View Post
That is correct, no duds.
Yeah but thats the problem they are still dud
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Old 12-29-14, 08:12 AM   #3788
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Hi catar

Apologies, I missed your post.

The visibility icon on the right side of the screen is I believe part of TDW's NewUI?

Speed charts are also in Sjizzle's Chart mod number 1.

I would expect this to be in sobers mega mod as it is in his current mod list 1600 24092014.

Peter
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Old 12-29-14, 08:21 AM   #3789
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Hi blackcan

I am clean out of ideas now.

There is obviously something wrong.

As you are using magnetic fuzes try changing

FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) folder 3

to


FX_Update_0_0_22_Torpedoes magDet range 3m
(modified for torpedoes failure patches) in folder 4


Peter


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Old 12-29-14, 09:42 AM   #3790
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Quote:
Originally Posted by THEBERBSTER View Post
Hi blackcan

I am clean out of ideas now.

There is obviously something wrong.

As you are using magnetic fuzes try changing

FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) folder 3

to


FX_Update_0_0_22_Torpedoes magDet range 3m
(modified for torpedoes failure patches) in folder 4


Peter


I tried now anothner Megapack mod (wolfes from the deep) and i guess i'll stick to that now it seems pretty good and stable. (yeah torpedos are working on there i'm really clueless what i did wrong with sobers list)
But i Thank you very much for all your help!
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Old 12-31-14, 08:11 PM   #3791
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I tried it again cause i realized after a few missions that i prefer Sobers list... but even after a completly deinstallation and a fresh installation the dud torpedo problem still is there....

I think i have the problem and it's so stupid but i don't want to confirm it before i didn't tested it... it downloaded all the mods from the Bonus mods in a big package and the .mep file from sober to make sure i do everything right... but in the mep file it's called "FX update torpedos (modified for torpedoes failure patch)" but in my folder there is "FX_Update_0_0_22_stock torpedoes (modified for torpedoes failure patch)" So the folder name and the mep file name doesn't match

Yeah thats the problem it works fine no single dud.
So for sober or other ill post it accurate here and hope it gets sticked or something cause its annoying:

When you downloaded the "New all in one Mod" where are all mods for Sobers mega Mod from the bonuses then the Mods called in the MEP FILE is "FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)"


but the mods you download with the package are called
"FX Update torpedoes (modified for torpedoes failure patches)"

you see the name is difference that way the mep file don't find it and don't activate it which can cause my problems

I just downloaded the FX Update manualy again and put them into the mods folder and then everything was fine

Last edited by blackcan; 12-31-14 at 08:41 PM.
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Old 01-01-15, 06:27 AM   #3792
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Hi blackcan

I have not seen this before unless it has been modified

FX update torpedos (modified for torpedoes failure patch)


FX_Update_0_0_22_stock torpedoes (modified for torpedoes failure patch)

This one is for the stock game and is in folder 5
and should not be used.


This one is correct in folder 3


FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches

I have found that this mod is very important to stop torpedoes from circling.



The mep file will only work properly if the mod exists in your JSGME enabled or disabled or you will get an error message.

See my tutorial post #5 for how to use the mep file correctly.


Use my Tutorial Posts #28 and #29 as this will help you with your mods and other settings.


http://www.subsim.com/radioroom/showthread.php?t=211804



You should not be getting this torpedo problem as normally when patched all is ok.


I have not seen your type of continual problem posted before so Posts #28 and #29 might explain a few things.

I am sure there is a logical answer, its just finding it.

Peter
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Old 01-01-15, 04:00 PM   #3793
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No you misunderstood me a bit (sorry it's my bad english, im german)

The folder was the right one i downloaded but it was named differently
JSGME searched for a folder called "FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)"

but the Folder i downloaded was just called "
FX_UpdateTorpedoes (modified for torpedoes failure patches)"

The "
_0_0_22_" was missing and that's why he didn't activated the mod. Now is everything working fine.


But i'd like to now if it's possible
1) to get the radio messages in German?

2) If it's possible to overwrite a few things with the original sounds from "Das Boot" like in SH3 GWX 3.
When you do in SH3 GWX3 for example a Crash Drive then this sound comes:
Is this possible too?

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Old 01-01-15, 07:01 PM   #3794
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Hi blackcan

See my tutorial post #7 for 7-5-0 and folder 10


Das Boat Sound Mod
s

DBSM_Music_1_0_4

DBSM_Speech_1_0_4

http://www.subsim.com/radioroom/showthread.php?t=163390

These 2 can be added last.


Peter
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Old 01-01-15, 09:49 PM   #3795
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Thank you very much for all your help

Great Mod! Now SH5 makes really fun to play!

4 Ships sunk, 48.000 brt and then a CTD but atleast i got a few saves
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