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Old 09-14-12, 09:51 AM   #1381
Dogfish40
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Originally Posted by sober View Post
2) Cargo ships hit never list on a side, never capsize (i know maybe you are working on it) - Stock game problem. The damage/sinking engine is not allowing it to happen as it is right now. Many of us wish it can be fixed, but at the moment I don't think anyone knows how.

While mucking around with the submarine sim file i noticed if i change unit_sub\gc_height to zero (Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken.) the sub would roll over . Maybe this applies to ships as well .
This is interesting. Perhaps this setting could be added as damage so the ship would by chance roll or capsize!? In SH4 I recall ships capsizing on occasion, in fact a tanker recently had a very realistic half capsize as it was going down by the stern. My point is that perhaps the Merchant settings can be applied somehow.
I would hope that you could experiment with the same settings as SH4, I don't know in this case, but Sober, that's a great find. I hope it could be apllied.



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Old 09-14-12, 10:20 AM   #1382
Targor Avelany
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Originally Posted by Dogfish40 View Post
This is interesting. Perhaps this setting could be added as damage so the ship would by chance roll or capsize!? In SH4 I recall ships capsizing on occasion, in fact a tanker recently had a very realistic half capsize as it was going down by the stern. My point is that perhaps the Merchant settings can be applied somehow.
I would hope that you could experiment with the same settings as SH4, I don't know in this case, but Sober, that's a great find. I hope it could be apllied.


I wish I knew the files the way TDW does - I'm waaaay behind on that and just starting to learn.

But the simple idea here is (if it really causes ships to capsize, which I haven't had a chance to experiment with just yet), the function could be theoretically added that based on the damage/whatever that parses back into the ship's settings decrease of this. Could cause some hilarious issues too

Need testing.

But first, I have to figure out why in the fracking world am I CTDing when trying to come back to Kiel after Coastal Waters...
2 computers, 2 different window's - exact same crash... grrrr
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Old 09-14-12, 11:37 AM   #1383
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Originally Posted by Targor Avelany View Post
But first, I have to figure out why in the fracking world am I CTDing when trying to come back to Kiel after Coastal Waters...
2 computers, 2 different window's - exact same crash... grrrr
This sounds like a mod change during patrol

Are you close to Kiel?, approaching from the north or the canal?
Try a refit in another port and then return to Kiel later
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Old 09-14-12, 11:43 AM   #1384
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Quote:
Originally Posted by Dogfish40 View Post
This is interesting. Perhaps this setting could be added as damage so the ship would by chance roll or capsize!? In SH4 I recall ships capsizing on occasion, in fact a tanker recently had a very realistic half capsize as it was going down by the stern. My point is that perhaps the Merchant settings can be applied somehow.
I would hope that you could experiment with the same settings as SH4, I don't know in this case, but Sober, that's a great find. I hope it could be apllied.


I thought that this could soon be fixed with the patch "damage by zone" - using the new zone file that comes with the patcher (MODS).
I am going to test soon myself without using the AI flooding repair patch
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Old 09-14-12, 11:50 AM   #1385
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Originally Posted by Trevally. View Post
This sounds like a mod change during patrol

Are you close to Kiel?, approaching from the north or the canal?
Try a refit in another port and then return to Kiel later
Mod-list exactly the same (just the computers that switched - and that what makes the problem interesting: it is consistent and exact in both ocasions).

Approaching from north. And I'm VERY close to Keil - I can barely see the entrance into the port/lighthouse kind of close.
And yeah, that is exactly the attempt I'm going to be making today - go away, refit at different port, come back later.

One of the possibilities that I think might be the cause of this is large german task force that you are passing when you leaving Keil and half-way to Baltic - they moving towards Keil.

It's possible that their arrival to the Keil is around 7-8 of Sep - exactly when my return happens to be. Possibly giving it another day-two cleares them out of the port and allows for a slightly lesser load and jump on resourses when approaching Keil.

Dunno, will see today :P
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Old 09-14-12, 11:59 AM   #1386
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Originally Posted by Targor Avelany View Post
One of the possibilities that I think might be the cause of this is large german task force that you are passing when you leaving Keil and half-way to Baltic - they moving towards Keil.
It could be
I removed all convoys from Kiel and that fixed the ctd during the tutorial - so it is possible that a taskforce was missed

Try waiting a week before approaching Kiel to see
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Old 09-14-12, 12:08 PM   #1387
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Originally Posted by Trevally. View Post
It could be
I removed all convoys from Kiel and that fixed the ctd during the tutorial - so it is possible that a taskforce was missed

Try waiting a week before approaching Kiel to see
yep. I will let you know in OH II thread if it is the cause.
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Old 09-14-12, 02:10 PM   #1388
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Originally Posted by Targor Avelany View Post
yep. I will let you know in OH II thread if it is the cause.
I also had frequent crashes when approaching Kiel. Try to lower TC to 4x or even 2x when approaching the place where it always crashes.
I know it will take long but simply go for a coffee or something else, that way I was able to finish patrol.
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Old 09-14-12, 02:35 PM   #1389
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Originally Posted by Tonci87 View Post
I also had frequent crashes when approaching Kiel. Try to lower TC to 4x or even 2x when approaching the place where it always crashes.
I know it will take long but simply go for a coffee or something else, that way I was able to finish patrol.
it happens at tc1
but thank you for the note, I know that not everyone aware of such things.
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Old 09-16-12, 04:11 AM   #1390
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Default Dud torpedos Working really well!!

Got a big feel today of the Dud Torpedo phenomena. Fired two T1's at a steamer on convoy patrol LOL and got two prematures in a row. I had my second reporting with some disgust Torpedo Exploded prematurely.
I forgot about that part of the patcher and I must say it was satisfying and irritating at the same time. It made the experience even more tense to set up two more shots with TIII's before the ship got a chance to complete it's evasive maneuver.
It just gets better....
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Old 09-16-12, 04:13 AM   #1391
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SHO SH5.exe Patch 1.0.74

Hi guys,

I need some help please.

1- I use the SH5.exe patch 1.0.74 and i cant get the separate engine controls and deck awash features to work. I dont have the icons for this features in my TDW UI v.7.1.0.

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%)

4- I have some graphical gliches, when i look around somtimes i notice ugly
"black spots" like dark smoke but it isnt smoke. I my GC is up to date (GTX550TI)

I use the original Silent Hunter 5 Collectors Edition (uplay download version) patched to v.1.2. I think it is the same as the retail (DVD) version and i have modded with a modified version of sobers megamod.

I have completed the first Campaign with no CTDs

My modlist

Quote:
Generic Mod Enabler - v2.6.0.157
[E:\Silent Hunter 5 - Collectors Edition\MODS]

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
stoianm colored exterior mod v2 (low color)
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 V1.2.1_NVidia_Fix
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 w beards
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
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_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
BearingOverlay_v1_2_Small_null8fuff10
Manos Scopes-patch for 4x3
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_base v2
OPEN HORIZONS II_enviro 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
IO_ShapeTexturesColor
IO_MapCourseLine_normal pencil_mod
OH II Minefield map
Grossdeutscher Rundfunk
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
Patrol Routine Scripts v. 01.02 by AvM
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
SteelViking's Bunker Fixes V1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
Krauters Automated Scripts (v5_0_0 compatible)
DEUTSCHMOD 1.0.7
TDW sh5.exe Patch v.1.0.74
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Last edited by tybeth; 09-16-12 at 04:28 AM. Reason: EDIT
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Old 09-16-12, 04:37 AM   #1392
Trevally.
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Quote:
Originally Posted by tybeth View Post
Hi guys,

I need some help please.

1- I use the SH5.exe patch 1.0.74 and i cant get the separate engine controls and deck awash features to work. I dont have the icons for this features in my TDW UI v.7.1.0.
The new version with this feature has not been released by TDW yet, but he does have a test version. See here
http://www.subsim.com/radioroom/show...postcount=9229
and a fix for that test here
http://www.subsim.com/radioroom/show...postcount=9313
so merge these dowloads and install as v7.2.1
Then use the options editor to enable new shafts


Quote:
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 ).
This slow to no sinking could be with the AI crew fix
This will make the crew of the target ship try to save their ship (bless them).
The balance of this patch needs work as yes - sometimes the AI repair crew are too good

Quote:
3- Why are there so many magnetic torpedoes that explode to early (5-10 secs) after launching (60% - 80%)
dodgy batch

Quote:
4- I have some graphical gliches, when i look around somtimes i notice ugly
"black spots" like dark smoke but it isnt smoke. I my GC is up to date (GTX550TI)
A sort of black triangle (squint) - yes every one gets this I think and is an issue with the game.

If you can catch a screenshot of it (I have tried) then Pintea may be able to help
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Old 09-16-12, 04:48 AM   #1393
Kalleblom
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Quote:
Originally Posted by Trevally. View Post
The new version with this feature has not been released by TDW yet, but he does have a test version. See here
http://www.subsim.com/radioroom/show...postcount=9229
and a fix for that test here
http://www.subsim.com/radioroom/show...postcount=9313
so merge these dowloads and install as v7.2.1
Then use the options editor to enable new shafts
Trevally

The First link doesn't work anymore, I've mentioned here:
http://www.subsim.com/radioroom/show...postcount=1373

What does this mean:
Quote:
Originally Posted by Trevally. View Post
dodgy batch
My english is not good enough for this. But I've the same with the magnetic torps.
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Last edited by Kalleblom; 09-16-12 at 05:00 AM.
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Old 09-16-12, 04:55 AM   #1394
tybeth
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SH5.exe Patch 1.0.74

Quote:
Originally Posted by Trevally. View Post
The new version with this feature has not been released by TDW yet, but he does have a test version. See here
http://www.subsim.com/radioroom/show...postcount=9229
and a fix for that test here
http://www.subsim.com/radioroom/show...postcount=9313
so merge these dowloads and install as v7.2.1
Then use the options editor to enable new shafts



This slow to no sinking could be with the AI crew fix
This will make the crew of the target ship try to save their ship (bless them).
The balance of this patch needs work as yes - sometimes the AI repair crew are too good


dodgy batch



A sort of black triangle (squint) - yes every one gets this I think and is an issue with the game.

If you can catch a screenshot of it (I have tried) then Pintea may be able to help
Hi Trevally, thanks for your quick help and the modding work you are doing. I will try your suggestions.

The first download isnt available but i think the second one is bugfixed by TDW, so i will try an lookout.

But i cant believe i had sometimes 4 Torp shoots and all 4 Torps explode prematurely

EDIT: I have downloaded TDW NewUis v7.2.0 two times but the 7z file is broken I cannot extract it !!!
EDIT 2: OK Extraction successfull
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Last edited by tybeth; 09-16-12 at 05:11 AM.
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Old 09-16-12, 05:07 AM   #1395
Kalleblom
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@tybeth

The First link work for you
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