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07-26-11, 07:56 PM | #481 | |
Black Magic
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07-26-11, 08:03 PM | #482 |
中国水兵
Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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Thanks DarkWraith. I noticed I also installed the pacth for MO wrong. I installed that correctly and removed specs mod.
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07-26-11, 08:33 PM | #483 |
Black Magic
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07-26-11, 08:49 PM | #484 | |
中国水兵
Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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http://www.subsim.com/radioroom/show...67&postcount=1 |
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07-26-11, 09:33 PM | #485 | |
Black Magic
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07-26-11, 10:59 PM | #486 |
Swabbie
Join Date: Jul 2011
Location: http://mechlivinglegends.net
Posts: 14
Downloads: 25
Uploads: 0
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Trevally: No, it runs into walls in different, seemingly random places, and it definitely does not depend on or result from other traffic. I'd been keeping speeds low, started clicking postpone when I pass a base, TC no higher than 512 (though at anything less than 256 I might as well chart the course by hand).
My current build where everything seems to be working pretty nicely: Last edited by Siege; 07-28-11 at 07:48 AM. Reason: deleted mods list so save thread space |
07-27-11, 11:53 AM | #487 | |
Navy Seal
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Ah ok, I think I have found the problem Ok lets see - boat speed, say 5 to 10 knots x TC 512 = 2500 to 5000 knots Sorry Siege, but it will never work at those speeds. keep TC to 64 or under for trouble free sailing |
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07-28-11, 05:47 AM | #488 | |
Seaman
Join Date: Apr 2005
Posts: 39
Downloads: 28
Uploads: 0
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Here's my list:
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07-28-11, 07:47 AM | #489 | |
Swabbie
Join Date: Jul 2011
Location: http://mechlivinglegends.net
Posts: 14
Downloads: 25
Uploads: 0
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Ok, I got out the harbor with the pilot script, and I think I even got it up to 256 at some point (prior to reading your post), but it did work - it's imminently possible I had other stuff in there messing with it.
Most things seem to be working nicely now, though I do still have a few issues, namely that my crew is staying on the deck underwater, CO2 levels weren't rising even when submerged for a few hours, and shift-v teleports me to the hydrophone station instead of crash diving unless I hit it twice (looking at the commands.cfg, I don't find anything else with the string <Cs,"V">). I think there was another thing or two that I forgot to write down before I went to bed. Anyone out there have any ideas? Also, thanks so much to all of you for your help, this game wouldn't be playable without you! Quote:
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07-28-11, 07:59 AM | #490 |
Black Magic
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check the options file. You'll find the answer to above in there The teleporting is expected. After you teleport give it time - it will eventualy crash dive.....
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07-28-11, 09:02 AM | #491 |
Mate
Join Date: May 2007
Posts: 53
Downloads: 32
Uploads: 0
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My current mod list, works well no CTD's
Magnum_Opus_v0_0_1 Anti-Lag nVidia missing lights Original map colors Shadow Improvement Mod NewUIs_TDC_6_5_1_ByTheDarkWraith Manos Scopes-patch for 16x9 FX_Update_0_0_16_2_ByTheDarkWraith FX_Update_0_0_16_2_UHS_Fix IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting AirTorpedoes Depth_Keeping_Problem_HB_1_0_0_TheDarkWraith TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 Trevally Tutorials - All v0.2 (for TDW UI) Critical hits 1.1 Torpedos Trevally Automated Scripts v0.6 Critical hits v 1.2 stoianm EnvNights and blue Atlantic water for MO I was hoping to add BARF mod but not sure were it goes. http://www.subsim.com/radioroom/showthread.php?t=164953 |
07-28-11, 09:09 AM | #492 | |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 856
Downloads: 87
Uploads: 3
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Keep seeing these two together, and I know the UHS fix comes with it, but I was under the impression (from reading the documentation) that this was for Uboat Historical Specs only - and some of you using this fix aren't using UHS. I'm not using UHS as far as I'm aware (just MO & MO Patch 2), do I need this as well, or should I be leaving it out? |
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07-28-11, 11:30 AM | #493 | ||
中国水兵
Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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I read this from TheDarkWraiths FX mod post 1. Quote:
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07-28-11, 11:37 AM | #494 | |
中国水兵
Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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07-28-11, 12:56 PM | #495 | |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 856
Downloads: 87
Uploads: 3
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How do you guys get any game time?! Every time I unpack/repack my mod list I have to restart the campaign and it's driving me completely bonkers now! As a new(ish) person to the site I know my opinion doesn't hold a lot of water but compared to other games, modding SH5 is an utter nightmare - not just because of the sheer number of mods, but more due to the competing versions and frankly awful documentation. TDW's work is excellent, but isn't it about time the latest UIs were included in MO? And the FX update? Just having a list on the first post for the MO thread showing *all* the mods that are included would be a start as issues like this keep cropping up. And yes, I read the documentation included with it (all god knows many hundreds of files for the different mods) but it's not all that clear, especially when there are several different variations on the same mod, or mods you need to run other mods, or updates that you need that you don't know you need, and so on. The blasted radio antenna on the 7b I've just been given won't go away even after uninstalling Beast's equipment mod/antenna fix (see thread for hilarious glitchy screenshot) and reinstalling the game from stock, and I'm convinced that it wasn't there before I modded it. What I wouldn't give for a TMO for SH5. I thought MO was the start of something like that, but after this I'm wondering if I shouldn't just strip the whole thing out and get the individual mods instead. As it is I think I'll just stick with what I have as I can't face another full reinstall and campaign restart, or I'll never get to play the sodding game! |
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