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Old 11-28-2017, 10:33 AM   #9346
V1to
 
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Old 11-30-2017, 10:45 AM   #9347
Ashikaga
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Default Where is the old Das Boot screen ?

Hey Vecko. With the new mod I get a start screen that looks different with colored U-boat movies. The earlier Das Boot video seems to be gone.

Why is that ?
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Old 11-30-2017, 11:04 AM   #9348
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Quote:
Originally Posted by Ashikaga View Post
Hey Vecko. With the new mod I get a start screen that looks different with colored U-boat movies. The earlier Das Boot video seems to be gone.

Why is that ?

Vecko, could you pls put the old version as an optional mod in the list. Thanks.

The new video is great but it would be nice to be able to switch to the old "Das Boot" version for variety.
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Old 11-30-2017, 12:15 PM   #9349
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I would like that very much too.

I miss the previous Das Boot load screen and music.

Also, all of a sudden my U boat, apart from the German flag, has an SS-skull Pendant.
I do NOT at all like that. I would like to remove that specific pendant.
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Old 11-30-2017, 01:03 PM   #9350
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Quote:
Originally Posted by Ashikaga View Post
I would like that very much too.

I miss the previous Das Boot load screen and music.

Also, all of a sudden my U boat, apart from the German flag, has an SS-skull Pendant.
I do NOT at all like that. I would like to remove that specific pendant.
Sub-flags are removable via JSGME. One click and they are gone.

BTW..the skull was also used in WWII on a sub (sry, at this moment i dont know now the exact number from the UBoat) and is meant as a kind of "pirat-flag" and not "SS-Stuff"!
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Last edited by excel4004; 11-30-2017 at 03:32 PM.
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Old 11-30-2017, 01:50 PM   #9351
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Default Other refit ports

Hey I just noticed via end of chapter message that there are other ports I could refit in. Is there a way to tell via the map which ports, besides my home base with the sub icon, support refit?
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Old 11-30-2017, 03:08 PM   #9352
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A Warm Welcome To The Subsim Community > V1to
Subsim <> Make A Donation <> See The Benefits <> Support The Community
Tutorials And Other Information Links In My Signature Below
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Old 11-30-2017, 06:44 PM   #9353
vdr1981
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Default The Wolves of Steel v2.1.0







Quote:
Originally Posted by vdr1981 View Post

TWoS version 2.1 will basically consolidate all changes from v2.0.0 to v2.1.0. Because of my revision of all imported dat objects, this megamod version should be significantly more stable than anything before.
Full game reinstallation is highly recommended when replacing old with new megamod version (for example v1.06 to v2.1).
TWoS v2.1.0 should be gamesave compatible with v2.0.1 and newer although there is a possibility that some changes won't be visible until your next fresh career start or advancement to the next campaign chapter (this depends largely of your TWoS version at the moment of your career start)...

Quote:
TWoS 2.0.0 to v2.1.0 changelog:

 

v2.0.0 to v2.1.0 Changelog:


The Wolves of Steel v2.0.0

v2.0.1
- Few small fixes in fishing boats, common and "Royal Oak" campaign layers.
- "scrollable" inscription in user charts box, for less insightive captains.
- AI nightime visual sensor tweaks/adjustments.
- Lowered water reflections in order to reduce reflections flickering when looking at distant (dat, imported) objects.
- Names.cfg, few ship class/names tweaks.
- Small Replenishment Oiler (Small Oiler's upgraded twin/clone) present in TF with capital ships (required for realistic AI TF behavior).
- Currently installed TWoS version visible in main menu.
- Disabled AI escorts ability to detect surfaced targets with their hydrophone up until late 1942/early 1943 at which point most of in-game escorts will be equipped with on board radar anyway. This should make early war night surface engagements somewhat easier and more realistic ("TWoS Escorts_No Hyd on Surface_Testing" optional addon is not needed anymore).
- Added hydrodynamic drag to submarines conning towers adjusted per towers size, shape and number of AA guns (affects submerged range and speed).
- Dynamic Environment 2.9 realistic colors and env config files.
- TDW tweaks for water reflections intensity determent by available light.
- Free crew spec. abilities active by default.
- Adjusted/revised crew passive and spec. abilities, costs and bonuses. (*requires campaign restart)
- New realistic battery discharging/recharging times set per Gezahu's recent findings (~ 160km at 4kn with ~ 10h recharge). (*requires campaign restart)
v2.0.2
- New, more realistic and cool looking (Conus00) GUI dials.
- Removed misleading coalitions dates from flags chart.
- New map gradient, continental parts.
- Few map names location fixes.
- Sim.cfg, Airstrike.cfg, Specabilities bonuses.
- U-flak, corected NSS_Uboat7C41F_shp.dds file.
v2.0.3
- Radio Navigation: Added non directional radio beacons in axis ports which should help real nav captains to find their home ports in rough weather conditions (fog, night time ect). Request bearings from your radioman if you find your self "lost in the fog". Radio beacons will be active several hours per day once the port is captured by axis forces and their location can be seen in your nav map. (will became visible in your next campaign chapter)
- Various menu.txt tweaks in order to explain better the function of certain GUI commands.
- Various campaign fixes: Adjusted spawn cool-down days to more realistic values for sea traffic, task forces, U-boats, wolfpacks, ocean liners and other naval traffic.
- Adjusted traffic lines in orders to avoid some illogicality like allied ships traveling to ports under axis jurisdiction.
- Fixed several traffic nodes problems which could sometimes cause ships to spawn over dry land.
- New fishing boats traffic layers in Artic Convoys and Final Years campaigns.
- Adjusted misplaced and added new airplanes threat zones according to historical criteria. Occasional dogfights over Norths Sea or English Canal are now more possible.
- Automatically created desktop shortcuts for contained JSGME, Options File Editor, KSD Commander applications and a donations link for any people of good will out there.
- New icon file for TWoS installers featuring letter "W" (stands for "Wolves").
- Few more minor tweaks and fixes.
v2.0.4
- Several secondary missions patrol locations fixes for both encrypted and un-encrypted BdU orders.
- Adjusted/increased crew passive ability bonuses for different crew states (battle stations, silent running ect).
- Slightly decresed sub flags flapping sounds volume.
- Adjusted Enemy Air Strike Probability Increase on Radio Messages Sent values.
- Adjusted radioman's passive ability to lower the chances of being DF-end and getting an aircraft popping on you when sending messages.
v2.0.5
- Clouds visible underwater fix.
- Added back previously removed FXU gun shells explosion debris particles.
v2.0.6
- Added TDW's bridge crew for AI submarines.
- AI Sub crew "anti-CTD" fixes and TWoS compatibility tweaks.
- Chief engineer, Watch officer and Hydrophone operator dialog menus enhanced with more dialog and command lines taken from very nice archer9's expansion of old MCCD mod. Now it is possible to control your U-Boat only trough interactions with your crew.
- New dialog commands optimized for the use with TWoS megamod, removed some of the unrealistic and redundant commands.
- Several tooltips tweaks which should enhance players GUI functionality awareness.
- If dive command is issued while player is still on the bridge, message will inform him that he needs to first enter the sub.
- Underwater HDR effects adjusted for slightly "colder" appearance.
v2.0.7
- Navigation map, edited campaign name font and background colors for better spotting.
- Campaign selection screen, campaign name title fix.
- Few optimization tweaks in Menu.txt file.
- Completely disabled incomplete and redundant stock rec. manual visible in XO's dialog menu when auto target ID is used ([#SHIP#] => #SHIP#).
- Names.cfg, adjusted ship class designations.
- Fixed XO's message box respond when asked to identify target trough added interaction dialog commands.
- New main menu background movie with authentic historical footage.
- Adjusted main menu logo position and size.
v2.0.8
- Removed EMCCD v0.3.2 by archer9 extended dialog menu commands until I manage to track down source of game instability caused by interaction with the crew in some situations.
v2.0.9
- Fixed missing type VIIB surfacing sounds.
- Fixed problematic simmilarity betewen "Q" and "O" letters in radiomesages and captain's log pages.
- Fixed incorectly placed Independent engine ctr buttons, switched positions (Port-left, Stb-right).
- Added "Start new campaign" informational tooltip which will inform player (once again) to make SAVE/RELOAD uppon first bunker visit.
- Adjusted campaign title font in campaign selection page.
- Adjusted credits logo size and position.
- Ingame credits page updated with a list of outstanding TWoS supporters! Thanks Captains!
v2.0.9a
- KDB receivers fix , syb systems page. KDB receivers visible only if KDB is upgraded in bunker.
- Tarnmatte Imp. availability date adjusted per Andrey's suggestion.
- Removed some OHII land env objects due game instability (Ch.Church, Asian village).
- Wellington bomber visible in museum, fixed files/controllers.
- tugBoat, removed from museum and campaign, still visible in rec manual though.
- Added more then 40 imported SH3, GWX and SH4 environmental sea and land units, including some variations of already existing ship types. All added units represent a lot of work from various subsim modders even from SH3/GWX era. Appropriate documentation and credits are added to TWoS documentation. New warship types will follow in the upcoming TWoS updates.
- Large number of various files/controller fixes for all imported units.
- Performed extended game stability stress-testing in various test scenarios.
- Added new and edited existing campaign layers in order to support addition of new units.
- Added new historically authentic shipping lines.
- Added illuminated ships for neutral nations. Permanently neutral nations (Sweden, Argentina, Ireland, Portugal and Spain) will exclusively use these type of ships.
- Rearranged nations roster.
- Added large number of port units in order to make harbors more live and immersive (various tug boats, tenders, coastal vessels, light ships, coastal fortifications, floating docks ect...). (*requires advancement to the next campaign chapter or campaign restart)
- Updated credits page: Added names of latest outstanding TWoS supporters (thank You very much Captains!)
v2.0.9b
- Increased water reflection
- Stock waterPS.fx
- Museum.cfg, hidden duplicated ship variations
- Various file and campaign layers fine tuning tweaks.
- Updated credits page: Added names of latest outstanding TWoS supporters (thank You very much Captains!)
v2.0.9c
- Adjusted start and ending dates of newly added campaign traffic layers in all campaigns in order to avoid appearance of enemy merchants in axis ports in late war years.
- Added new traffic campaign layer to Turning Point campaign as well, fixed TP campaign start CTD problem previously detected in this campaign chapter in v2.0.9a.
- Added three more new merchant ship types.
- Added Strasbourg battleship.
- Completely removed unused OHII "Z" ships from campaign layers and nations roster.
- Iluminated ships multy paint variations for permanently neutral nations, "Hap" medium TT variation 2-iluminated.
- Various file, nations roster and campaign layers fine tuning tweaks.
v2.0.9d
- New destroyer type (Chacal, France)
- Important zon file fixes for two imported ship types (damaged unit texture glitch).
- Various file, nations roster and campaign layers fixes and fine tuning tweaks.
- TWoS credits updated with the names of latest outstanding TWoS supporters: Mark "mkiii" Keen, thank You very much Captain!
v2.0.9e
- New warships type: Gorizia Heavy Cruiser, Italian
- New warships type: London Heavy Cruiser, British
- New warships type: Bourrasque Destroyer, France
- Distance between units/ships in large convoys generally reduced by 100m approximately.
- Improved appearance of RAOBF colored graticules, more precise markings and cleaner look.
- Fixed misplaced traffic in few axis ports.
- Temporally neutral nations will from now utilize both darkened and illuminated merchant vessels. Once joined one of the opposed coalitions, the nation will use darkened ships only (except American illuminated coastal traffic which appearance has been extended to early 1942 in order to simulate conditions encountered by U-boat captains on eastern American coast during the opening stages of "2nd Happy Times" and Operation "Drumbeat").
- Added support for ultra wide triple screen (21:9) in game/display resolutions.
- Added support for two new optional TWoS 2.x.x addons (Harbors Chimney Smoke and Neutrals Exclusively Illuminated until [Date])
- AM1544 to AN1544, patrol grid fix.
- Museum.cfg, hidden few new duplicated ship variations.
- TWoS crew finally crew beard (except Beno of course, he still doesn't have it). Added Kevinsue's Bearded Crew TWoS addon permanently.
- Japanese warships museum and campaign CTD fix (*Ship.cfg, MaxSpeed).
- Various file, nations roster and campaign layers fixes and fine tuning tweaks.
- Updated TWoS credits page. Latest outstanding TWoS supporters/donors: Thomas "excel4004" Pentenrieder and Fernando "Fitzcarraldo" De Cicco - Thank You very much Captains!
v2.1.0
- Adjusted convoys and other traffic lines in Mediterranean campaigns in order to avoid occasional odd situations where allied convoys would get too close to axis controlled ports.
- Adjusted U-Boats patrol lines for AI submarines in Mediterranean campaigns.
- Adjusted port traffic lines in few Mediterranean ports.
- Fixed few problems discovered in campaign files regarding assigned convoy leaders.
- Reduced in game appearance frequency of stock "Large steamer" (Liberty clone). Adjusted availability date in order to avoid too early in game appearance of these ships.
- Various "under the hull" campaign layers and other file fixes and improvements.
- Updated and rearranged "TWoS - Documentation" folder for better transparency.
- Updated install instructions. Manual deletion of main.cfg file from documents folder ( Step 4 ) is not required anymore since it will be done automatically by TWoS main installer.
- Updated TWoS credits page. Latest outstanding TWoS supporters/donors: Clement "Siege00" DeLarge and David "HW3" Stevens - Thank You very much Captains!
Quote:
Known issues:
 

- U-FlaK, few secs game freeze when rendered in the museum.

Download The Wolves of Steel v2.1.0_SH5 Expansion Pack_Full

Download The Wolves of Steel v2.0.0 to v2.1.0 Update

Check her for more TWoS 2.1.x compatible optional mods and addons





*DO NOT add any additional mods if you are not 100% sure what you are doing! Most of the standalone mods are incompatible with this expansion.

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Old 11-30-2017, 06:52 PM   #9354
vdr1981
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Quote:
Originally Posted by excel4004 View Post
Vecko, could you pls put the old version as an optional mod in the list. Thanks.

The new video is great but it would be nice to be able to switch to the old "Das Boot" version for variety.
Just delete Back1.bik file from the Update and Das Boot theme will be back...
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Old 11-30-2017, 11:45 PM   #9355
Ashikaga
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Super Vecko ! Thank you for that !!

The only "small" problem I still have is the missing of the Dark Wraith's SH5 extended UI. I really liked those options in the TWD, targeting computer and also the telegraph and compass rose But will find that out later probably.

Great job as always !

PS. is this the final version of TWOS ? Or will tweaking continue ?
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Old 12-01-2017, 06:04 AM   #9356
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Many thanks for the new update! Continuing now with HT campaign, no CTD, all stable, working fine. W10 with W7 compatibility, administrator rights, SH5 DVD version, 1.2 update. TWoS 2.0 plus update 2.1.

Best regards.

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Old 12-01-2017, 09:12 AM   #9357
Brett Sinclair
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Is there a way to radio fellow submarines to the position of a spotted convoy?
I am right next to one right now, but only have two torpedos left...
Thanks!

Best,
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Old 12-01-2017, 09:14 AM   #9358
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Quote:
Originally Posted by V1to View Post
Thank you
Welcome to SUBSIM V1to.
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Old 12-01-2017, 11:27 AM   #9359
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Brett, Send a contact report to BdU, they will reply whether there are any subs in the area or not. If there are AI subs nearby, they will show up but, you must remain in contact with the convoy, because they home in on your position.
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Old 12-01-2017, 12:26 PM   #9360
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Thank you, HW3!

Best,
Brett
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