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Old 03-21-2014, 01:40 AM   #31
Johnson0311
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So frustrated. I've spent hours following your well laid out instructions. I load the game and it immediately freezes and sends me to the desktop.
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Old 03-21-2014, 06:21 AM   #32
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Hi Johnson

Tell me exactly what the problem is and I will help you.

Peter
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Old 03-21-2014, 07:57 AM   #33
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Great work here THEBERBSTER
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Old 03-21-2014, 08:27 AM   #34
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Default Beginners Guide To Manual Targeting

Last updated 5th October 2017

Beginners Guide To Manual Targeting

Manual targeting is not difficult once you know what the basics are and here I have explained a simple 90 degree fast shoot that you can use with great success.
I am assuming you are using map contacts where you see ships on the maps.
Draw out the Targets Course Line (TCL) from the target past your sub.
Make a 90 degree angle with the protractor on the TCL.
Position your sub on the line to take up a firing point 800-1000 metres.
It is very important to get the targets speed correctly.
Use the 3 minutes and 15 seconds method to do this.
Now Pause the game.
Expand the map so you can place a tool mark X on the bow.
Start the stopwatch un-pause the game.
At 3 minutes 15 seconds pause the game again.
Place another tool mark X on the bow.
With the compass measure the distance across the 2 X marks.
600 metres = 6 knots and so on.
Press the TDC button to open it manually.
Put your periscope bearing on 0 degrees.
Enter your AOB 90 degrees either port or starboard.
Enter the speed 6 knots.
Enter the range 1000 metres.
Press the TDC button again to close it.
It is important now to set your torpedo speed as the TDC needs to calculate the impact point taking into account the targets speed (where it will be) and the speed of the torpedo (what bearing to fire from).
Now turn your periscope until you see both of the gyro dials pointing vertically.
The periscopes bearing degrees and the 2 vertical gyro's is the position it needs to be in when you press the torpedo fire button.
As you move the periscope on to the target the TDC will automatically adjust as you will see from the gyro angles changing.
You can lock the target to identify it if you wish.
This will allow you to set the torpedo/s depth.
You will see your manual data showing in the TDC.
You do not need to be locked to the target to the fire the torpedo/s
You can for example put the periscope bearing on to the firing bearing and just wait for the target to cross over it and then fire at different places on the hull without having to move the periscope.
Always make sure your torpedo doors are open other wise you will most likely miss.
The range on a 90 degree fast shoot is not important but a range still needs to be entered in the TDC.spare.

Last edited by THEBERBSTER; 10-05-2017 at 11:47 AM.
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Old 03-21-2014, 12:11 PM   #35
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Great thread. Well done THEBERBSTER
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Old 03-22-2014, 09:30 AM   #36
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Default Intercepting A Convoy Having Received BDU Radio Message By Stoianm

Last updated 31st December 2014

This Tutorial has been written to work with ‘Stoianm’s 3 part video’s ‘How to Intercept a Convoy Received By Radio from BDU in SH5.’

This Tutorial is played ‘With’Real Navigation’. This means the U-Boat’s current position will not be known until the Navigator plots a new one.

If you are playing ‘With’No Map Contacts’ then you may also find this ‘Tutorial’ useful.

My Documented part of this ‘Tutorial’ will assist you in your own ‘Game Play’ to tell you when to make the right movements and calculations.

Video Part 1 of 3 (10 minutes)



BDU Information Received

A BDU Radio message was received at 14.28 hours (11 minutes ago)

Convoy Speed > 10 Knots

Convoy Course > 306 degrees.

U-Boat Information from the Navigator

U-Boat’s Compass Heading > 276 degrees

Range to Convoy > 86 Km

Bearing > -114 degrees (Port Side)

True Bearing > 161 degrees.

Periscope Bearing > 246 degrees.

It is important that we start plotting as soon as possible. This can be done with the ‘Game Paused.’

1. Take the ‘Ruler’ and draw the U-Boat’s ‘Heading’ of 276 degrees.

2. Take the ‘Protractor’ and draw the ‘Bearings’ 114 degrees out to the left side.

3. Take the ‘Compass’ and place it on the U-Boat and draw out the ‘Range 86 Km’ alongside the ‘Bearing Line.’

4. Take the ‘Marker’ and mark an ‘X’ on the ‘Bearing Line’ where the ‘Compass Circle’ crosses it.

5. To know where to intercept the ‘Target’ we use what is known as the ‘Multiplication Factor Formula.’

6. This is the distance from the ‘U-Boat’ and the ‘Targets distance 86 Km.’ It is divided by 86/100 = 0.86 x 3.33 = 2.86 MF (Multiplication Factor.)

7. Take the ‘Ruler’ and from the ‘X’ mark on the ‘Bearing Line’ draw out the ‘Targets Course’ of 306 degrees.

8. We know the ‘Convoys speed is 10 Knots.’

9. The calculation is going to be 2.86 MF x 10 Knots = 28.6 Km.

10. Take the ‘Marker’ and mark an ‘X’ 28.6 Km along the ‘Convoy Course Line.’

Video Part 2 of 3 (10 minutes)



11. We now need to get the U-Boat’s calculaton.

12. MF 2.86 x Our Speed 15 Knots at ‘Ahead Flank Speed’ = 42.9 Km.

13. From the 28.6 Km mark on the ‘Convoy Course Line’ take the ‘Compass’ and draw out 42.9 Km.

14. ‘Erase’ previous ‘Compass Circle.’

15. Where the ‘Compass Circle’ crosses the ‘U-Boat Bearing Line’ take the ‘Marker’ and place an ‘X.’

16. Now we need to take the ‘Protractor’ to make an angle from the ‘X’ mark on the ‘Convoy’s Course Line’ to the ‘X’ mark we have just made on the ‘Bearing Line.’

17. This shows us that the angle is ’23 degrees.’

18. We need to use this angle of 23 degrees so that we can get an intercept point on the ‘Convoy’s Course Line.’

19. Take the ‘Protractor’ and draw out 23 degrees from the U-Boat so it goes through the ‘Convoy’s Course Line.’

20. Take the ‘Marker’ and mark an ‘X’ where the lines intercept.

21. Take the ‘Eraser’ and remove all except ‘Convoy’s Course Line’ and the two ‘X’ marks.

22. The next thing we need to know is how long will it take to reach the ‘Target.’

23. Taking the ‘Compass’ and measuring the distance between the two ‘X’ marks shows that it is ‘39.3 Km.’

24. Looking at the ‘Speed Charts’ shows that the time to travel this distance is around 2 hours and 10 minutes.

25. Looking at the U-Boat clock is showing 14.28 hours.

26. 14.28 + 2.10 = 16.38 rounded to 16.40 hours.

27. To find our heading we take the ‘Ruler’ from the U-Boat down to the intercept ‘X’ mark.

28. (Alternative Option) You could of course at this point head straight down to the ‘Convoy’s Course Line’ from where you are and set up a 90 degree firing position and just wait the extra time for the ‘Convoy’ to reach you.

29. (Resuming Our Plan Of Action) This shows we need to change course to ‘185 degrees.’

30. Order ‘Ahead Flank.’

Video Part 3 of 3 (10 minutes)



31. Change the ‘Message Box’ icon to ‘1TC.’

32. This is the 1st icon on the right next to the digital clock.

33. You can now use some ‘Time Compression’ but need to keep an eye on the clock.

34. At 16.00 Hours the ‘Navigator’ will automatically give a new positional fix.

35. At 16.20 hours we will order the ‘Navigator’ to fix our position.

36. We will ‘Stop’ at 16.30 hours.

37. The ‘Message Box’ is showing ‘Task Force Sighted.’

38. Go to the ’Watch Officer Icon 1’ (from right to left).

39. Go to ‘Icon 6’ ‘Nearest Visual Contact.’

40. He has now given us a bearing of ‘266 degrees’ and a range of ‘2600 meters.’

41. Order the ‘Navigator’ to give a new position fix.

42. Is it time to ‘Submerge.’

43. Your decision ‘Captain.’

44. Good Hunting.

If the speed is not shown in the ‘Message Box’ but shows ‘Slow – Medium or Fast’ always take the fastest relative speed. It is better to be early rather than late.

Courtesy acknowledgement to Stoianm

Tip
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Last edited by THEBERBSTER; 12-31-2014 at 05:00 PM.
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Old 03-22-2014, 05:33 PM   #37
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Default J.P.C. 45 Degree Method SHV Revised For Tutorial

Last updated 10th September 2017
This John P Cromwell 45
method adapted from imperial to metric for SH5 is very useful when used against convoys, especially if you are one of those gamers who like to get inside a convoy between the lanes.

Unlike the 90 shoot where you are in front of the first convoy lane and you want to get to a target in a different lane it is quite easy to hit the wrong target.

Another advantage with this method especially if you are using the G7e type torpedo is evading the escorts who will expect the attack coming from 90
and are likely to search for you in the wrong place which can buy you some valuable time.

The formula used is the same whether the target’s speed is 5 or 25 knots.
The 2 angles always remain constant as you will see as you use it.

Getting the Target’s speed using the 3 minutes and 15 seconds method.
1. Mark an X on the targets bow.
2. Run the 3 minutes and 15 second speed method.
3. Mark an X on the targets bow again.

4. Measure the distance to both X marks i.e. 600 metres = 6 knots.
5. Draw a line through both the X Marks to make a course (TCL) past the U-boat.
6. Place a 45 angle on the top of the TCL at a convenient place.
7. Move the U-boat on to 45 line if possible or parallel to it.
8. Use the Formula below for the attack.


This is the Formula used by making a separate diagram on the navigation map. This is for reference purposes only as this has already been done for you.
1. Draw the targets covered distance i.e. 600 metres.
2. Using the protractor place the 45angle so it rests on top of the end of the 600 metres nearest to your boat.
3. Take the Ruler and draw a line for the nearest torpedo range that you are going to use 1,700 metres.
4.
The calculation is Torpedo speed Slow 28 knots x Targets speed 6 knots = 1,680 metres.
5. Place the ruler on top of the 45protractor angle and draw out 1,700 metres.
6. Take the ruler again from the other end of the 600 metres line and draw out so it reaches the 1,700 metres line.
7. Carefully make sure that each end of the line on the end the 600 metre line and the other end on top of the 1,700 metres lines is correctly placed.
8. With the protractor make an angle on top of the 2 lines = 12
(Starboard).
9. This 12 angle is used for setting the AOB.
10. Move the periscope until it shows 0 = 45
11. The firing point is 360 – 12 = 348 on the periscope bearing with the 2 Gyro dials vertical.
12. The AOB always starts at 45 whether Port or Starboard.
13. The AOB calculation is 45 - 12 = 33 AOB Starboard in this scenario.


Entering the data in the TDC.
1. In this scenario the target is coming from the left to right (Starboard)
2. The targets speed we know is 6 knots.
3. The torpedo speed is Slow = 28 knots for both G7a and G7e type torpedoes.
4. Enter the data in to the TDC with the periscope bearing on 0.
5. Enter the AOB as 45on the 0 periscope bearing.
6. With the TDC closed move the 0
bearing until you see both the 2 Gyro angle dials vertical.
7. The bearing showing is the firing point.
8. As soon as the periscope is moved the TDC will recalculate the new data automatically.
9. A range to the Target needs to entered in the TDC but has no effect in the solution.


Torpedo speeds (Multiply the torpedo speed by targets speed)
G7a 44 knots = Fast.
G7a 40 knots = Medium
G7a and G7e 28 knots = Slow


45 Attack Angle Attack > Targets speed based on 3 minutes and 15 seconds.

Formula
G7a and G7e Torpedo Speed Slow 28 Knots > AOB 45-12=33 Port or Starboard
Periscope Bearing Starboard >360-12=348
Periscope Bearing Port >0+12


G7a Torpedo Speed Medium 40 Knots > AOB 45-9ᴼ=36 Port or Starboard
Periscope Bearing Starboard > 360
-9=351
Periscope Bearing Port >
0+9

G7a Torpedo Speed Fast 44 Knots > AOB 45-8=37 Port or Starboard
Periscope Bearing Starboard > 360
-8=352
Periscope Bearing Port > 0
+8


The easiest way to set your AOB is when the periscope bearing is showing
0and you can easily enter 45ᴼ in the AOB dial.
Port <-- is the target traveling from Right to Left.
Starboard - -> the target is traveling from Left to Right.
It is important that the periscope bearing needs to be adjusted until both of the gyro dials needles are vertical to give you the 45 shoot.
(J.P.C. is an Imperial method converted here for Metric use.)

If you would like to see this method in action then there is a tutorial here although unfortunately the quality is not particularly good but you will at least see how things evolve.


Picture 1 > Setting out the convoy lanes.


Picture 2 > Setting the angle with the protractor.
The distance to the second convoy lane is 2,400 metres and is within the range for using G7e torpedoes.
This
45angle will put you closer to the first convoy lane, so you need to be aware if there is an escort close enough it may pick you up.
This is why I would advise using this method inside a convoy as this will maximise your potential.



Picture 3 > The periscope bearing is on
0
The AOB will be entered as -45

The convoy is moving from right to left = Port



Picture 4 > The speed 9 knots and range 2,400 metres have been entered in the TDC
The periscope and TDC bearing is showing 17
as it is being tracked.
Taking the target off being tracked and moving the periscope to the 12
firing position you can then fire each torpedo where you want it to hit the target as it crosses the periscopes cross hair.
The G7e solution is 28 knots x targets speed 9 knots = formula 252 (2,520 metres)
This has already been worked out as 12
is when the torpedoes are fired.


Picture 5 > G7e torpedo 1 impacting on the target.


Picture 6 >
G7e torpedo 2 impacting on the target.


Courtesy acknowledgement to RockinRobbins

Last edited by THEBERBSTER; 09-10-2017 at 10:30 AM.
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Old 03-24-2014, 11:41 AM   #38
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Default TDW'sGeneric File Patcher Replacing My Old One With A New One

Last updated 20th April 2015 .

DO NOT USE THIS TUTORIAL IF YOU ARE USING Vdr's The Wolves Of Steel Mega Mod

I Have Seen A New Patcher What Do I Need To Do?

Follow the instructions Taking A Snapshot.

Post #62 TDW’s Generic File Patcher > Taking A Snapshot > Disabling Patches > Restoring A Snapshot

Install the New Patcher carrying out the installation instructions.

Post # 2 Installing TDW's Generic File Patcher

Select Restore Snapshot From Tutorial Post #62.

This is the Snapshot that is in your Old Patcher Snapshot Folder.

When the Patches have Restored on the New Patcher.

Take a New Snapshot.

Do I need to keep my Old Patcher?


Only if you are sentimental.

Other Generic File Patcher Posts

Post # 2 Installing TDW's Generic File Patcher

Post #3 How To Make Changes In TDW's Generic File Patcher And Run Administrator

Post #41 TDW's Generic File Patcher Changing The Map Colours

Post #56 TDW’s Generic File Patcher Illustrated Settings You Can Use in Yours

Post #62 TDW’s Generic File Patcher > Taking A Snapshot > Disabling Patches > Restoring A Snapshot

Courtesy acknowledgement to TheDarkWraith


Last edited by THEBERBSTER; 04-20-2015 at 05:55 AM.
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Old 03-25-2014, 09:32 AM   #39
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Default How To Enable Decks Awash

Last updated 14th May 2015

To be able to use Decks Awash in your game you need to have installed TDW’s Generic File Patcher (GFP)(Tutorial Post #2)


You also need to have installed TDW’s Options File Editor Viewer (OFEV)(Tutorial Post #6)

Picture 1 shows the GFP patch that needs to be enabled.

Picture 1


In the OFEV go to the Patches Tab (Picture 2)

Is Patch Decks Awash installed shows False (Picture 2)

Picture 2


Clicking on False opens the Edit Option (Picture 3)

Picture 3


Click on the True Button (Picture 4)

Picture 4


Now press Accept to confirm the change (Picture 5)

Picture 5


This takes you back to the Patches Tab where you can see the previous False is now showing True (Picture 6)

Picture 6


Picture 7 shows the Patch expanded showing the Decks Awash details.

Changing the default depth 7.00 is likely to stop the Diesel Engines and start running the Electric Engines on the Surface. (Picture 7)

Picture 7


To keep the change made.

Go to > File


Select > Save

Exit

Courtesy acknowledgement to TheDarkWraith

TIP
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Last edited by THEBERBSTER; 05-14-2015 at 03:26 PM.
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Old 03-25-2014, 06:47 PM   #40
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Default How To Change The Map Colours In TDW'S Generic File Patcher

Last updated 26th March 2017

How To Change A Map Colour in TDW’s Generic File Patcher (GFP)

Open the GFP application by clicking on the Mickey Mouse Icon.

Picture 1 > Click on File.


Picture 2 > Click on Open.


Picture 3 > Shows the first of 9 patcher prompts, Click on Yes to accept each one.


Picture 4 > Patcher 4 is highlighted.
Click the + showing in the box to open the patch.


Picture 5 > The Map Colour Patch is highlighted.


Picture 6 > Click the + in the square box.


Picture 7 > Shows the 16 patches.


Picture 8 > In this tutorial I am going to make a change to the colour in Change 1 by clicking the + in the square box or by double clicking on Change 1.


Picture 9 > Double click on IsColor: True.


Picture 10 > Click on the your selected Colour. (Tutorial shows Black)


Picture 11 > Click Ok.


Picture 12 > Double click on Enabled: False.


Picture 13 > You will now get the Verification Box.
Click on Yes to accept the change.


Picture 14 > Shows the previous Enabled: False has changed to Enabled: True.


Picture 15 > When finished making any further GFP changes just click on the Red X to Close/Exit.


It is quite normal the next time you go back to the GFP to see the Map Colour is showing the Red Disabled symbol again.
This does not affect your already saved selections.

Courtesy acknowledgement to TheDarkWraith
TIP
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Last edited by THEBERBSTER; 03-25-2017 at 04:34 PM. Reason: Changed the title.
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Old 03-26-2014, 05:30 AM   #41
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Thanks ,mate ! This thread is verry helpful!
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Old 03-26-2014, 08:59 PM   #42
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I have been watching this thread grow with all the tutorials. It took a lot of time to do. Great thread, TheBerbster.
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Old 03-27-2014, 07:38 AM   #43
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Thanks for the comments MikeMike really appreciated.

Yes, it is a lot of hard work but I am sure no less than the modders have put into OHII and other great mods.

I just feel that the noob's and less experienced are struggling to get answers to questions and I thought it is about time someone did something about it.

This is the sort of thing I mean.

I asked this question.

I have the German Language Pack Enabled do I need to use

Speech fixes and additions (German version)

or

Speech fixes and additions (English version)

The reply was 'I do'nt' speak German.'

Why could he not just have said yes or no?

That answer does not help me at all.

I had to do a re-install so I used 'Custom' and this did away with the mod but. I still do not have the answer to my question.

I am also looking for other helpful things as I find them like in my Post #39

Again it is all in one place as I build it up.

it seems that the guys that have been around for sometime do not know about the 'Validators' or 'How to move your mods etc.

There is something here for everyone.

Best wishes Peter
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Old 03-27-2014, 10:15 AM   #44
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Default Can I Skip The Silent Hunter 5 Tutorial?

Last updated 1st June 2015

I am new to the game so do I have to do the Silent Hunter 5 Tutorial?

No you do not.

Select New Career.

Exit the game when you hear the cinematic music by using the ESC key.

Back on the desktop you need to make a change to your Career History file.

Your ‘Career History’ is not kept in your ‘Silent Hunter 5 Files’ but is to be found in the following path:

C:\?????\Documents\SH5\data\cfg\Career History

HasCompletedTutorial = false

Change false to true.

Go to > File

Select > Save

It is important that you install TDW’s Generic File Patcher and enable all of the ‘Torpedo’ patches.

The 2nd Patcher File contains:

‘Torpedo Magnetic Detonators set to impact at game start’.

There are 2 patches here. Just right click and enable. Accept the ‘Verifications.’

The 3rd Patcher File contains:

‘Broken Torpedo Magnetic Detonator.’

There is just the 1 patch here. Just right click on and enable it and accept the ‘Verification.’

The 4th Patcher File contains, ‘Torpedoes.’

The ‘Main Patcher File’ with ‘20 Patches’ that all need to be enabled. Just right click on the ‘Main File’ and ‘Enable’ You will see a ‘Black Bomb’ showing until all 20 of the ‘Patches’ have been ‘Enabled.’ Accept all the ‘Verifications.’

It is also important that you install the ‘JSGME Mod Enabler.’

There are 2 important mods that will stop your ‘Torpedoes’ going around in circles.

FX Update 0_0_22 ByTheDarkWraith (Folder 1)

FX Update 0_0_22 Stock_Torpedoes (Modified for Torpedo Failure Patches) (Folder 5)

Folder 1 and folder 5 are inside a Folder called Mods.

Select the ‘Base Folder’ and only ‘1 Patch Folder.’


If you are not playing the ‘Stock\Vanilla’ game then it is the ‘Base Mod’ with ‘Folder 3.’

FX Update 0_0_22 Torpedoes (Modified for Torpedo Failure Patches) (Folder 3)

Link to mods


http://www.subsim.com/radioroom/showthread.php?t=174511


Have You Seen 'This Post For Beginners' By Trevally?

Link to Post

http://www.subsim.com/radioroom/showthread.php?t=190656

Tip


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Last edited by THEBERBSTER; 06-01-2015 at 10:57 AM.
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Old 03-27-2014, 05:41 PM   #45
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Would it be possible for you to either post a list of all the patches / options you have enabled in the TDW Generic Patcher, or upload your own gps so that I can see what settings you have enabled to go with your mod list.

Looking at the patcher options I just don't know what has to be enabled and what is optional.

Many thanks
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