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Old 01-27-17, 07:55 AM   #7006
kevinsue
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Ahhh...finally a new toy to play with!! Ladder pattern running torpedoes! Now I'm hanging out to get my hands on a radar unit! This is the first time since starting SH5 that I've finally got my hands on some new fangled thingy! So far on this patrol I haven't found a single ship to shoot but I'm keeping my fingers crossed!
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Old 01-27-17, 09:00 AM   #7007
viper1
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Default It WORKED!

After feeling a major idiot for not realizing versions changed since I downloaded the latest update, I got it to work by running 5b.

So a BIG thank you for everyone who help me out here. You guys ROCK!!
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Old 01-27-17, 12:12 PM   #7008
Shiklgroober
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Hello funs! Excuse for troubling. Please. Can someone explain why can not I find the file number 2 in a subsim of uploaded website files, update version 1.06b? The installation instructions specified file №2! Thank you!
01.
02.
03.

Last edited by Shiklgroober; 01-27-17 at 12:24 PM.
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Old 01-27-17, 12:44 PM   #7009
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Sorry! Another skeen...
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Old 01-27-17, 06:55 PM   #7010
SatThuVoBui
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Is it okay to download new update during patrol, or have to wait until return to bunker?
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Old 01-28-17, 04:58 AM   #7011
palmic
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Quote:
Originally Posted by SatThuVoBui View Post
Is it okay to download new update during patrol, or have to wait until return to bunker?
Its "patrol friendly" until vdr1981 doesn't say something else

Last edited by palmic; 01-28-17 at 06:34 AM.
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Old 01-28-17, 07:15 AM   #7012
elder_gutknecht
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But, doesn't active untill your next save in bunker, may be i was wrong,
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Old 01-28-17, 01:15 PM   #7013
HW3
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You can activate it mid patrol unless vdr1981 says otherwise.
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Old 01-28-17, 02:23 PM   #7014
palmic
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Quote:
Originally Posted by elder_gutknecht View Post
But, doesn't active untill your next save in bunker, may be i was wrong,
I always update "midpatrol".
Just:
- disable all mods but basic TWOS in JSGME (leave activated just first mod - basic TWOS)
- quit JSGME
- replace folder "2 - *" in MODS dir by folder from last TWOS update zip
- activate new "2 - *" TWOS update in JSGME (its the folder from TWOS update)
- (now its better to restart JSGME as update could add some new mods into it)
- reactivate anything else what you had over it in JSGME in prior order
- play new update

BTW. JSGME does nothing else than copy contents from MODS/dirname/* into your SH5 root (MODS/..) with some background backup.
So when you disable some mod in JSGME, it removes its content from game root in reverse order and if it overwrited anything, it restores legacy files versions from its internal backup.
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Old 01-28-17, 07:10 PM   #7015
Roninthecow
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Hopefully it is alright to ask this here, since im using this mod, but i found a convoy, reported it, and bdu replied by asking me to wait for reinforcements, as this is the first time this has happened. I have no idea if its worth to shadow the convoy, until support actually arrives(dont know if it will) or just engage. Since this is the biggest convoy i have come across, i dont want to miss it, but then again wouldnt want to miss some early wolfpack fun .

Finally got total understanding of real navigation, and the torpedo firing
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Old 01-28-17, 07:57 PM   #7016
vdr1981
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Quote:
Originally Posted by Roninthecow View Post
Hopefully it is alright to ask this here, since im using this mod, but i found a convoy, reported it, and bdu replied by asking me to wait for reinforcements, as this is the first time this has happened. I have no idea if its worth to shadow the convoy, until support actually arrives(dont know if it will) or just engage. Since this is the biggest convoy i have come across, i dont want to miss it, but then again wouldnt want to miss some early wolfpack fun .

Finally got total understanding of real navigation, and the torpedo firing
Yes, one or more submarines will be spawned in your area in several hours (up to 24h). However, don't expect too much help from them since their AI is rather dumb... They are good for escorts drawing off though, IF you stay close enough so that AI subs can spot the contacts when they arrive...

I had recently quite interesting daytime engagement against heavily defended British convoy with two AI subs during opening stages of invasion of Norway... Didn't score a hit but if those subs weren't there, I would probably lost my sub...
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Old 01-29-17, 05:30 PM   #7017
gap
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Quote:
Originally Posted by vdr1981 View Post
I had recently quite interesting daytime engagement against heavily defended British convoy with two AI subs during opening stages of invasion of Norway... Didn't score a hit but if those subs weren't there, I would probably lost my sub...
So cool

Pity that submarine's AI is so dumb. Someone should pass on them some good tutorial on plotting and manual targetting, and put gunners aboard them
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Old 01-29-17, 11:07 PM   #7018
SatThuVoBui
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I hope this is the appropriate place to ask, but is there any particular reason why the hulls of AI ships do not render from a far away distance? From about 8000 meters, this is what a destroyer looks like in the binocular view from my bridge. Is this a bug, or is that how a boat that far away would look?




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Old 01-30-17, 01:13 AM   #7019
fireship4
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I see the same thing - I believe it is simulating the curvature of the earth. Unfortunately the ship's wake is visible through the sea! And I don't know why the sea extends above the ship, I don't think that's on purpose. Perhaps, if there is a texture that is used for distant (past horizon distance for normal sub viewing height) wakes, it could be made transparent.
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Old 01-31-17, 03:58 AM   #7020
Shiklgroober
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Default Gun and Aircraft gun

Hello! Could you tell me which folders can be corrected recharge time gun and anti-aircraft guns? In Silent Hunter 3, it could be easy to do! Sincerely. I wish all the best.
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