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Old 12-01-2010, 08:27 AM   #16
Shockwave74
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Amazed about such a macro bug getting through release AND 1.2 patch... so essentially it is true, better install as many mods as possible.

I'll be waiting for the megamod compilation eagerly.
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Old 12-01-2010, 01:49 PM   #17
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I got to the first mission as captain and I must say I feel better at playing 1024x768 with medium details. The fan is roaring loudly but the laptop still holds so it's good.

Meanwhile, I saved just before a contact. I have a few questions...

... the radio contact report works on longitude and latitude but doesn't tell the quadrant... still, without the time/kts ruler it's impossible to actually intercept a closing contact from far far away as I used to do in SH3. I hope there's a mod for that (i.e. that contact is there now but in 5 hours it will be there and I can plot a 90deg intercept course). I also, could not find the search pattern from the navigator (or any other map tools).

The most important problem however, is accuracy. I saved the game at about 1000m from this C2 (eheheh old SH3 style, sorry!) and I am on 90 deg course. I fired all 4 front tubes and I didn't hit once so I gunned it down with the deck gun. There's DEFINITELY something wrong here and I suspect it's the stadiametric.

I used to put the lower line on the waterline and the top line exactly on the top of the flag by the mast but here, with this mirrored image it's all very very confusing. Forget about the bug you mentioned what is the correct procedure to find the target range?
I really don't understand your previous explanations and I can't do the trial and error because in realistic there's no external camera so I have no idea of how far I miss...
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Old 12-01-2010, 02:07 PM   #18
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Here is the thread for the green lines for range:-

http://www.subsim.com/radioroom/showthread.php?t=172187

Use this as you discribed yourself but bring waterline of top ship down to where the green line is on the ERM.
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Old 12-02-2010, 12:07 AM   #19
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I did install the mod you pointed out with jsgme but so far I was unable to find a single ship. Looks like the Hydrophone needs some help. Also, I can't figure out the location of a radio report on the map. Long/Lat and ' do not seem to correspond to a quadrant so I have no idea of where the reported contact is on the map.

On the other hand, I happened to get a contact on a quadrant close to mine but without the rulers marking down the spd/dst I can't project a line of movement from the contact and a corresponding line of interception from my sub because I have no idea how far that contact will move according to its reported speed. What I know is how long it will take me (waypoint maptool pops up my ETA).

So, yes... need mods but I tried to install the hydrophone fix and it seems some data are in common with the stadia mod. Meanwhile I have downloaded several of your "green" mods but so far because of this problem I only enabled the stadia mod. Unfortunately... as I said, I didn't see it because I didn't meet any ship in almost a week of patrol...
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Old 12-02-2010, 03:51 AM   #20
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It has beens so long since I used stock 1.2 I have forgotten what it is like.

If you are looking for a "nomograph", I think there are two mods that add this. "TDW UI" and I think "IO_StrategicMap".

If you are looking to test the Stadimeter, there is a mission you can download from the SH5 map (SP) download section. This map has 4 ships at all stop in front of you for range finding practice.

Not sure why you are having conflicts with sobers hydro fix. It works well for me, but I am not using Magnums ERM.
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Old 12-02-2010, 04:28 AM   #21
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Yes Trev that's exactly what I was looking for. I took the stock 1.2 version.

However my problem remains... I currently have one mod enabled: ERM Blackskin (the stadia fix for stock 1.2).

Any other mod I try to install, including these map tools go to conflict with data files in folder where the ERM Blackskin is installed.

How did you guys solve these conflicts? It appears that one mod tries to overwrite another one. What am I supposed to do to install the other mods of the green list? They ALL go to work in the same folder so as I am now without info on this issue, I can only use ONE mod safely. Help plsssss
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Old 12-02-2010, 05:13 AM   #22
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When JSGME looks for conflicts, it can be just folders (not always actual files and can still be compatable(sometimes)).

You need to compare what file changes are with each mod.

I will have a look at Sobers hydro and the ERM to see what is overwritten.

Give me a min.
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Old 12-02-2010, 05:29 AM   #23
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Ok I've had a look and Sobers relistic hydro will be ok. No conflicts.

The ERM and IO strategic map, share a file "C:\Ubisost\SH5\data\Menu\StyleSheets-German.shss" This is a conflict and you should ask the modders if they will work together.

You could just try them (allow JSGME to do its stuff). If you did, I would install the map first then the ERM.
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Old 12-02-2010, 07:24 AM   #24
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Well I did as instructed, map first then the other two next but no good. I tried a historical mission and the map is the same but for a moment I caught a glimpse of a different map (the one of the mod) just a brief instant when it was then superceded by the default map.

The other mods aren't working either... I don't know what I am supposed to find with the hydrophone mod, it looked the same, however in the historical mission the stock stadia was still in place, in fact... the speed reading giving 148kts meant tdc off, all torpedoes missed...

I am wondering if my folders are set correctly because it might be that no mod is working because of improper placement.

jsgme is installed here: C:\Ubisoft\Silent Hunter 5\Mods

and the mods are right here: C:\Ubisoft\Silent Hunter 5\Mods\MODS (down below jsgme).

The mods are found and enabled still... no good and you know this is why I'd rather have one megamod with simple installer than having to tamper with all of this. Still... I disabled everything and am going to try later on with the map only. That tool to plot the arrival point in space of a target when you are given its speed and course is a MUST as well as the fixed stadia.

If you can confirm the folders are correct, that's a big help.
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Old 12-02-2010, 07:30 AM   #25
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yes, controlling mods can be a pain

You have one mods folder too many.

JSGME should be in C:\Ubisoft\Silent Hunter 5

So when you place mods in the folder they go C:\Ubisoft\Silent Hunter 5\Mods

Also i think that the black ERM is an update (skin)for the ERM. You should add both to your mods folder, then enable ERM first then ERM black.


Stick with it, you will get there
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Old 12-02-2010, 08:11 AM   #26
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I am getting there, I just sunk one destroyer...

ERM and Map work but I suppose it's not over yet lol

It's really a problem with the scope not following the tracked target. You really need to keep moving and the stadia ranging is much harder because the ship moves and the scope is not following it (so when you manually go there again AOB is never correct).
I suppose there's another mod to fix that or there's a keybind in the stock game I missed? I don't think so.

Since we're there... I'd really appreciate if you gave me the ORDER of installation from the list you gave me at your very first answer.

Since I am there, it's useless to procrastinate, I understand now I'll have to get them all but then without an order of installation it's all going to be pretty useless.
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Old 12-02-2010, 08:31 AM   #27
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You are just going through what we all went through when this game came out.

Install order:-

sobers realistic hydrophone operator SH5 (fixes hydro - more contacts)
MightyFine Crew Mod 1.2.1 Alt w beards (Fixes crew and adds better dress)
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120 (fixes a bug with torp speed)
Environment 4.7 MOD (makes you spent more time viewing from the bridge - very pretty . Can cause CTD with some(reported fixed))
SteelViking's Interior Mod V1.2 (overhaul interior - very pretty)
FX_Update_0_0_9_ByTheDarkWraith(very pretty)
FX_Update_0_0_9_BARF_1_3_Full_Fix (adds BARF - ship sink as they should)
U-boat Historical Specifications 1.4(as it says)
FX_Update_0_0_9_UHS_Fix(fixes the overwrite from the above)
Venatore SFX (packaged from his mod bunker- all new better sounds)
NewUIs_TDC_5_3_0_ByTheDarkWraith( to much to mention)
SUB_hyd_fix_SH5(fixes a CTD if you hear a sub in hydro)http://www.filefront.com/17277653/SUB_hyd_fix_SH5.7z
IRAI_0_0_27_ByTheDarkWraith(this one fixes the AI)


JSGME will warn about these, its ok to overwrite.
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Old 12-02-2010, 08:31 AM   #28
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Quote:
Originally Posted by Shockwave74 View Post
I am getting there, I just sunk one destroyer...

ERM and Map work but I suppose it's not over yet lol

It's really a problem with the scope not following the tracked target. You really need to keep moving and the stadia ranging is much harder because the ship moves and the scope is not following it (so when you manually go there again AOB is never correct).
I suppose there's another mod to fix that or there's a keybind in the stock game I missed? I don't think so.

Since we're there... I'd really appreciate if you gave me the ORDER of installation from the list you gave me at your very first answer.

Since I am there, it's useless to procrastinate, I understand now I'll have to get them all but then without an order of installation it's all going to be pretty useless.
The NewUibyTheDarkWraith include this command: Follow the target. You can shot the space bar on keyboard or manually set the Lock. Then you can set next... Follow the target But... you need his great mod
http://www.subsim.com/radioroom/show...postcount=2299
Orders of mods by TheDarkWraith (My Favourite - bookmarked so here you are...)
http://www.subsim.com/radioroom/show...postcount=5056
And the other one...http://www.subsim.com/radioroom/show...&postcount=131
I hope it`s help a bit
col. Kurtz

Trevally, your mod with pilot is fantastic. Thank you very much, very usefull
Last patrol I used the warship pilot... she crashed with other one ship and stuck... but... my U went go and pass the canal without pilot and any problems
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Last edited by col_Kurtz; 12-02-2010 at 08:35 AM. Reason: @Trevally...
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Old 12-02-2010, 08:45 AM   #29
Trevally.
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Quote:
Originally Posted by col_Kurtz View Post
Trevally, your mod with pilot is fantastic. Thank you very much, very usefull
Last patrol I used the warship pilot... she crashed with other one ship and stuck... but... my U went go and pass the canal without pilot and any problems
Thanks, glad you like it
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Old 12-02-2010, 08:48 AM   #30
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Quote:
Originally Posted by Shockwave74 View Post
...

It's really a problem with the scope not following the tracked target. You really need to keep moving and the stadia ranging is much harder because the ship moves and the scope is not following it (so when you manually go there again AOB is never correct).

...
The scope is an object handled by humans, not by a script or the crew. Same goes for the stadimeter, you are the captain who take the readings, not a machine/script. Is the beauty in playing on high realism, not just lock on target, loss &lol. There is a lot of human error involved in building up a fire solution and is based a lot on experience. At the beginning you will fail a lot, but later on you will have better and better result. Is also how the SH5 campaign is built, easy missions on easy targets that evolve later into harder and harder missions. If you cannot handle the pressure, step down and let somebody else to be the captain, for a example.. the computer :P

Also, for high realism play, is recommended to play with voice command. Read about here and download the mod from here. There is a speech mod for XP machines, but never tested it. These can help you to be and feel like a real captain. Take the readings by yourself and give out the orders by voice. Hide the UI so you can heave a nice and clear screen, feel the power of the simulation and enjoy at full the success.. it's your own success, not made by the machine/script.
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