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Old 07-12-18, 10:43 AM   #1
JCWolf
Admiral
 
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 199
Uploads: 1
radar Enemy detection

Guys I have this mods installed

Accurate German Flags
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - No U-Mark
DynEnv v2.9 - No Underwater Impurity Patch
Moon_light_mod
MightyFine Crew Mod 1.2.1 Alt w beards
Pascal-sh5-Crew-Uniforms
sobers mega mod fog V9 SH5
Shadow Improvement Mod
SubFlags_0_0_9_byTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
TDC Graphics by Naights v1.0
3D_Deck_Splash_FX_v1_0_0_byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
Fuel Gauge WoGaDi_SteelViking's Interior
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
MadMaxs_SH5_Subdiesel (mono) v2
TDW_Mines_Subnets_Detectable_in_hydro (OH II )
AilClouds 3.0
Reboot's Water Drips 1.1
Nauticalwolf's_Poster_Mod_v1.0
sobers darker harbor walls
Nauticalwolf's_Torpedo_Textures_v1.2
No Damn Bubbles, No Damn Halo Mod
MightyFine Less Annoying Footsteps 1.0
Drifter's Damage Control Screen v1.02
RemoveLogoIntroTheDarkWraith
German U-Boat Internal Routine SFX
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
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_ERM_Reaper7_NightVision
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Large Optics for TDW UI
Large Optics for TDW UI 8 by 5
German U-Boat Crew Language Pack
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
MCCD_1.04_MFCM_1.2.1_compatible
nVidia missing lights
Church's SHV 1.01 Keyboard Commands v1.1
TDW_Ship_Inertia_1_1_0



Now I am having an issue that is in fact very unrealistic and annoying at the same time, For same reason My Boat is detected at 1000 meters of any target and if at periscope depth the same, now its very hard to find and get closer to targets this way since the distance to increase % for our Torpedoes to hit effectively is better the closer you are ....even if I menage to get closer then 2000 meters submerged at PD most of the times I have to run the electric engine at speed 1 and around 1000 meters I have to get silent run on, now this gets crazy in the moment I raise the periscope to get my fire solution in the moment my Periscope is out it doesn't matter how out in the water I tried to the point that I could not even see the ship or warship , in that moment I get detected...what I find very unrealistic and even game braking...This means I can not get closer any ship and just target him the normal way..tried the lower difficulty the same...


Is there any Mod that fixes this ...: Kaleun_Salute:
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Old 07-12-18, 11:06 AM   #2
XenonSurf
Sea Lord
 
Join Date: Apr 2008
Location: Germany, Italy
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I would be VERY astonished if with such a modsoup you are out of trouble for a lot of things not working, and not only what you mention.
How can you be sure that all what's in this soup is compatible each other ?! You must be God to know...

Here some ideas (with no guarantee label of course...):



For the torpedos, you must carefully read what to install in the following mods, not everything goes.

FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
Why do you install the first or the second one?

Installing OHII at last will throw out most of the mods you did install first (and mess up everything) IMO, check the readmes and OHII thread.

Last edited by XenonSurf; 07-12-18 at 11:16 AM.
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Old 07-12-18, 11:16 AM   #3
JCWolf
Admiral
 
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 199
Uploads: 1
Icon11

Quote:
Originally Posted by XenonSurf View Post
I would be VERY astonished if with such a modsoup you are out of trouble for a lot of things not working, and not only what you mention.
How can you be sure that all this soup is compatible each other ?! You must be God to know...


For the torpedos, you must carefully read what to install in the following mods, not everything goes.

FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
Why do you install the second one?

Installing OHII at last will throw out most of the mods you did install first (and mess up everything) IMO, check the readmes and OHII thread.

First thank you for the reply..

Mod Soup...????


I don't get why you say this , but if you watch carefully its not a bad soup...
Installed Open Horizons at last cause it seemed logical since its a Campaign Mod...Now the torpedoes second Mod can not recall but someone told me or saw in a video that fixes some issues with the torpedoes..


If you can take a moment and post here the correct load order for this mod list of mine I would appreciate...
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Old 07-12-18, 11:22 AM   #4
XenonSurf
Sea Lord
 
Join Date: Apr 2008
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Posts: 1,703
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OH2 is not only a campaign mod, please read its thread, it should contain pre-requisites and incompatibility notes for known mods, but be aware that a mod author CANNOT foresee and predict all compatibility between mods!


Here a 'Feature' extrac from the thread:
---------------------------------------------------------
FEATURES:
  • Mines, nets, icebergs, dolphins, buoys, whales. *
  • Improved port defense in enemy harbor, Scapa Flow will get special attention.
  • New (imported) ships. ** + Cerberus ship mods
  • Reworked (and new) missions
    - All missions requiring to hunt escorts and capital ships are modified or removed.
  • A lot of important convoys will be added into the campaigns at their exact historical date.
  • SH5 campaign extended up to 1945.
  • New campaign covering the 43-44 timeframe.
  • Reworked port traffic with buoys.
  • Improved convoy traffic with ships from all nations, neutral ships.
  • Better wolfpacks
  • More varied secondary missions
  • New terrain around Kiel and the canal ***
  • Campaign radio messages (requires TDWs Ui or his Radio mod)
  • New planes ****
  • New Campaign "Monsun Gruppe"
  • Japanese Ships, Villages, Planes, Church and Fishing Village#
  • Over 30 new ports and 2 new U-boat bases
  • Whales (There she blows)#
  • Barrage Balloons
  • New boat type IX (stats only) for use with Monsun Gruppe##

---------------------------------------------------------

Also TheDarkWraith's NewUIs (7_5_0...) add a lot of stuff, not just things for the GUI, read carefully also there. I don't understand why you use this mod at all. As good as it is, it's OLD STUFF not updated anymore. It changes so much from the stock game that instead you should simply install the TWoS mod, TWoS is an ALL-IN-ONE which does EVERYTHING possible - it does it without errors and it's UPDATED in regular fashion.

Last edited by XenonSurf; 07-12-18 at 11:39 AM.
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Old 07-12-18, 11:34 AM   #5
XenonSurf
Sea Lord
 
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
Downloads: 107
Uploads: 4
Default

If I play the stock game, here is my - humble - modlist:


FX_Update_0_0_22_ByTheDarkWraith
Torpedo Circle FIX (my mod; taken from TWoS and will replace files from the 1st mod above whith better results)
DeckGun Friendly Waves
No_Damn_Bubbles_No_Damn_Halo_Mod_ADJUSTED (my mod)
Accurate German Flags
Shooting Range - Single mission (my mod, optional; a single mission for training purpose)
OHII (optional, why not play TWoS instead...)



For everything else: install TWoS.
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Old 07-12-18, 11:41 AM   #6
JCWolf
Admiral
 
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 199
Uploads: 1
Icon1

Quote:
Originally Posted by XenonSurf View Post
OH2 is not only a campaign mod, please read its thread, it should contain pre-requisites and incompatibility notes for known mods, but be aware that a mod author CANNOT foresee and predict all compatibility between mods!


Also TheDarkWraith's NewUIs (7_5_0...) add a lot of stuff, not just things for the GUI, read carefully also there. I don't understand why you use this mod at all. As good as it is, it's OLD STUFF not updated anymore. It changes so much from the stock game that instead you should simply install TWoS mod, it's an ALL-IN-ONE which does EVERYTHING possible AFAIK - it does it without errors and it's UPDATED in regular fashion.

Ok ...Obviously you do not know me...


Man I am asking for help , but I am not a moron that doesn't read things before installing them, Its ok if you give me ideas and say install this after or don't install this, but it seems that you are just either making fun of me, or just assuming that I do not know what is SH games and installation of Mods... ...

My game doesn't have CTD of any kind, the only bug I have I also looked for info and so many people with this detection bug... If you say TDW its not compatible I know it is cause its in the OH II mod page description, that is why I installed TDW Gui and not any other...The interiors and other stuff most of them are FX and texture mods, I see no problem in those, , now ....

...if you say install the DynEnv v2.9 - 1. Main Mod on top after TDW GUI and after OH II mod and after all the rest I would say great now this is the kind of help I was looking for when I posted the Mod list and load order...

If this is your help great..thank you , cause you are assuming I am an expert with SH5 Mods and I just installed it 2 days ago and downloaded what I saw was better for me and what I wanted to improve in my game...This does not mean I do not read stuff or follow install instructions before installing mods...

As I said I have no CTD, and for sure only this detection problem that I know other people have ...

So maybe you can use your time here to say to me how to fix my load order and what mods should I take out...cause I have no conflicts between them just maybe the way they are installed...


So thank you for your help and this was it thank you for nothing..
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Old 07-12-18, 11:50 AM   #7
XenonSurf
Sea Lord
 
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
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Default

Ok, knowing who you are (I wish you can take out possible Mouseclick problems for your SH3 Widescreen...and also get a larger map), I guess it's not help what you want but a wire link to God... So I'll stop to respond here.



Good luck,
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Old 08-01-18, 10:11 AM   #8
Captain_AJ
Crusty
 
Join Date: Jun 2005
Location: USA
Posts: 648
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Default

Quote:
Originally Posted by JCWolf View Post
Guys I have this mods installed

Accurate German Flags
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - No U-Mark
DynEnv v2.9 - No Underwater Impurity Patch
Moon_light_mod
MightyFine Crew Mod 1.2.1 Alt w beards
Pascal-sh5-Crew-Uniforms
sobers mega mod fog V9 SH5
Shadow Improvement Mod
SubFlags_0_0_9_byTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
TDC Graphics by Naights v1.0
3D_Deck_Splash_FX_v1_0_0_byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
Fuel Gauge WoGaDi_SteelViking's Interior
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
MadMaxs_SH5_Subdiesel (mono) v2
TDW_Mines_Subnets_Detectable_in_hydro (OH II )
AilClouds 3.0
Reboot's Water Drips 1.1
Nauticalwolf's_Poster_Mod_v1.0
sobers darker harbor walls
Nauticalwolf's_Torpedo_Textures_v1.2
No Damn Bubbles, No Damn Halo Mod
MightyFine Less Annoying Footsteps 1.0
Drifter's Damage Control Screen v1.02
RemoveLogoIntroTheDarkWraith
German U-Boat Internal Routine SFX
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
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_ERM_Reaper7_NightVision
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Large Optics for TDW UI
Large Optics for TDW UI 8 by 5
German U-Boat Crew Language Pack
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
MCCD_1.04_MFCM_1.2.1_compatible
nVidia missing lights
Church's SHV 1.01 Keyboard Commands v1.1
TDW_Ship_Inertia_1_1_0



Now I am having an issue that is in fact very unrealistic and annoying at the same time, For same reason My Boat is detected at 1000 meters of any target and if at periscope depth the same, now its very hard to find and get closer to targets this way since the distance to increase % for our Torpedoes to hit effectively is better the closer you are ....even if I manage to get closer then 2000 meters submerged at PD most of the times I have to run the electric engine at speed 1 and around 1000 meters I have to get silent run on, now this gets crazy in the moment I raise the periscope to get my fire solution in the moment my Periscope is out it doesn't matter how out in the water I tried to the point that I could not even see the ship or warship, in that moment I get detected...what I find very unrealistic and even game breaking...This means I can not get closer any ship and just target him the normal way..tried the lower difficulty the same...


Is there any Mod that fixes this ...: Kaleun_Salute:
Absolutely that is unrealistic -- Something is allowing your subs signature for the destroyers is causing them to ping you early. I know for certain that other campaigns that I have done using TWOS unless I raised my scope or was loud or shot off a torpedo I will get pinged but that was only after I showed my self in some way, And.. comparing English destroyers too American destroyers, English destroyers are more aggressive.(Operation Drumbeat), Case in point. I was hydro hunting and figured out a course of a Clemson US destroyer. I was 20 meters below surface shot of a torpedo and it was tracking inconducive to the destroyers chug-chug of the engines and prop. I miscalculated the AOB and range, as I am thinking, but the destroyer ran away -- TWOS for me JC has made a lot of difference in gameplay -- something could be possible in your mod soup that may be causing your signature to be detected early. I don't have that issue using TWOS I can be 1000 meters away and not be detected unless I do something to become detected,
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