View Full Version : [REL] Multiple UIs for SH5 with TDC
volodya61
08-25-12, 06:14 PM
... if you eventually enable re-sizing/maximizing windows for all of your tools :)
:agree:
charles2345d
08-25-12, 07:12 PM
I just installed this mod today
but I get a bunch of dialog boxes and stuff on the screen in game that wont close
Kalleblom
08-25-12, 07:19 PM
I just installed this mod today
but I get a bunch of dialog boxes and stuff on the screen in game that wont close
There Must be an error in your Mod Order or some Mod has not the right Folder structure. I had the same issue but i don't actually know how to fix that.
I just installed this mod today
but I get a bunch of dialog boxes and stuff on the screen in game that wont close
There Must be an error in your Mod Order or some Mod has not the right Folder structure. I had the same issue but i don't actually know how to fix that.
Have you updated the game to the latest version? Since the autoupdater doesn't work, you should download and manually apply the official patch v 1.2 before enabling any mod :yep:
Kalleblom
08-25-12, 07:33 PM
That's it!:up:
Didn't remember :oops:
Thx and
:salute:
Kalle
That's it!:up:
Didn't remember :oops:
Thx and
:salute:
Kalle
My pleasure :)
charles2345d
08-25-12, 08:41 PM
Have you updated the game to the latest version? Since the autoupdater doesn't work, you should download and manually apply the official patch v 1.2 before enabling any mod :yep:
it says mine is v1.05
still have the same problem
would a reinstall help ?
Arcticdive
08-25-12, 10:17 PM
Hey TDW i keep getting CTD with the auto journals is there anyway to shut this down. I ran the Debug 8x and all point to the auto journal entry.
Masterchen
08-25-12, 10:32 PM
well because i could not find the solution for my personal problem i post it here:
I have a problem that i really like the TDC interface its in my opinion the best so far and i know how to use it correctly but my problem are the loading times every time i start the game it takes like 15 minutes to reach the loading screen and loading mission no difference if on sea or bunker also costs a plenty of time and its caused by the TDC because if i use other UI then there aren't this loading times :(
so i realy hope someone could give me a tip with decreasing the loading time using the schleichfahrt mod and speech recognition and for this the TDC is so much bether because there i have so much more commands!
Oh Info i am running game as admin and game can use biger than 2 GB space adresses!
Please someone i would sooo deffenetly like that:know:
volodya61
08-25-12, 10:52 PM
well because i could not find the solution for my personal problem i post it here:
I have a problem that i really like the TDC interface its in my opinion the best so far and i know how to use it correctly but my problem are the loading times every time i start the game it takes like 15 minutes to reach the loading screen and loading mission no difference if on sea or bunker also costs a plenty of time and its caused by the TDC because if i use other UI then there aren't this loading times :(
so i realy hope someone could give me a tip with decreasing the loading time using the schleichfahrt mod and speech recognition and for this the TDC is so much bether because there i have so much more commands!
Oh Info i am running game as admin and game can use biger than 2 GB space adresses!
Please someone i would sooo deffenetly like that:know:
Try to disable ship's journal in the main menu and then see what happen..
Masterchen
08-25-12, 11:23 PM
Try to disable ship's journal in the main menu and then see what happen..
15min loading to main menue (then disable ship jornal and load bunker
20 min loading time and crash:wah:
TheBeast
08-26-12, 12:18 AM
it says mine is v1.05
still have the same problem
would a reinstall help ?
Reinstall will not help. You must patch to v1.2
Some MOD's require the v1.2 Patch before enabling MOD's.
v1.05 is out of date.
Arcticdive
08-26-12, 03:06 AM
Would like to know which files and strings are needed in order to delete to get rid of the auto ship journal. PLZ :/\\!!
charles2345d
08-26-12, 05:33 PM
Reinstall will not help. You must patch to v1.2
Some MOD's require the v1.2 Patch before enabling MOD's.
v1.05 is out of date.
ok patch installed got it working
now how do I drag the XO's Dialog box out of the way of the
scope
krisMedicine
08-27-12, 09:14 AM
Please, please, please will someone give me the link for NewUIs_TDC_7_1_0_Real_Navigation?? It's meant to be on this post but i cant find it. Ps cheers for making this game great...
Kalleblom
08-27-12, 09:20 AM
Moin,
open the zip file, then open the folder and you see:
Dials
MODS
text
There (MODS) youīll find the UI-Mod and the additional mods for the ui, also Real_Navigation.
You should install the mods in the MODS-Folder individually! :up:
krisMedicine
08-27-12, 10:30 AM
Thanks man. You're a life saver... :up:
Kalleblom
08-27-12, 10:37 AM
Youīre welcome!
Alway at your service!
:salute:
charles2345d
08-27-12, 06:59 PM
is their a way to turn on the gramophone as well?
I clicked the icon under the radio man
but get no music
Magic1111
08-28-12, 03:29 AM
is their a way to turn on the gramophone as well?
I clicked the icon under the radio man
but get no music
Do you have Music (.mp3) Files in the Gramophone Folder (data\Music\Gramophone)? :03:
Kalleblom
08-28-12, 04:10 AM
is their a way to turn on the gramophone as well?
I clicked the icon under the radio man
but get no music
Do you see the grammophone? You have to press play, if, like magic said, there are files in it:)
For those who searching for real soundfiles for the grammophone, thereīs a link from the sh3 forum:
http://nsl-archiv.com/Tontraeger/Musik/Bis-1945/heil.php
But, only for scientific purposes!:D
Kalleblom
08-28-12, 07:48 AM
Try the new one, have change it and test. seems to be ok!
charles2345d
08-28-12, 07:49 AM
yes
Kalleblom
08-28-12, 07:55 AM
yes
"Yes" there are files in it, or "yes" you see the grammophone :06:or best "yes" the grammophone is running :rock::rock:
charles2345d
08-28-12, 11:10 AM
"Yes" there are files in it, or "yes" you see the grammophone :06:or best "yes" the grammophone is running :rock::rock:
yes the files are there
ok I got it running ,im a bit nearsighted sometimes
Kalleblom
08-28-12, 12:09 PM
yes the files are there
ok I got it running ,im a bit nearsighted sometimes
Don't say that too loud:03:
In the military you'll invalided out. No glasses alowed on subs!:haha:
Hello,
How do you hide/remove this annoying popup that appear at each events ?
http://uppix.com/t-2012_08_28_00001503d3a770010b971.jpg (http://uppix.com/s-2012_08_28_00001503d3a770010b971-jpg.htm)
Do I need the fix "Depth_keeping_Problem_HB_2_0_0_theDarkWraith" or it's include in TDW new ui ?
(v7.2.0) thanks
Dogfish40
09-01-12, 02:31 AM
Why has 7_2_0 never actually been released or is it ever going to ?:hmmm: I have a copy of it but have been aware that 7_1_0 is still the goto on the download page.
If this is never going to be used I'll delete it.
Thanks.
D40 :salute:
volodya61
09-01-12, 08:20 AM
Hi TDW!
I sent you a PM few days ago but you didn't answer yet..
Here it is - Hi TDW!
I'm making a manual for OptionsFileEditorViewer in Russian now.
I have one little question.
There are options in the tabs TAI Options and NavMap Options which marked with question marks and my question is: what are they do?
I think it's disabled options. Am I right?
BTW there are Russian menu.txt for NewUIs 7.2.0 test - http://www.mediafire.com/?dfmkc2ncoikn9tk
Thanks in advance
lesec74
09-01-12, 02:22 PM
hello, is the schnorkel is included in tdw ui's 7.1.0?if yes, how enable it?thaks for yuor answers:salute:
volodya61
09-01-12, 03:10 PM
Use the app - OptionsFileEditorViewer located in data\Applications when mod is enabled in the game..
You can find a snorkel in the Submarine\Snorkel..
TheDarkWraith
09-01-12, 03:16 PM
Hi TDW!
I sent you a PM few days ago but you didn't answer yet..
Here it is -
Those ones with question marks are just what they seem...what do they do? I have no idea and thus marked them with ?s. If you manage to figure out what they do let me know and I'll update the mod :up:
After I finish with the Contact reports wolfpack patch I'll fix the bugs in 7.2.0 test so it can be a releasable version.
volodya61
09-01-12, 03:55 PM
Those ones with question marks are just what they seem...what do they do? I have no idea and thus marked them with ?s. If you manage to figure out what they do let me know and I'll update the mod :up:
After I finish with the Contact reports wolfpack patch I'll fix the bugs in 7.2.0 test so it can be a releasable version.
Ah.. Ok
Thanks for your explanation
Now you have the translated (RUS)menu.txt for the new version - 7.2.0
Thanks again and :salute:
lesec74
09-02-12, 12:37 AM
Use the app - OptionsFileEditorViewer located in data\Applications when mod is enabled in the game..
You can find a snorkel in the Submarine\Snorkel..
many thanks:salute:
Kalleblom
09-05-12, 07:17 AM
Hello TDW,
maybe you can answer me a little question.
In sober mega mod he explain that some options in the TheDarkWraithUserOptions.py are to enabled with the editor before enabling the mod.
Iīplaying with the deutschmod by ruby2000. In this thereīs your TheDarkWraithUserOptions.py modified for german. As i understand the explanation for the JSGME script files donīt have to be overwrite.
So the question is, can i enable options after enable the mod, or i have to enable the options in the TheDarkWraithUserOptions.py from the Detschmod?:hmmm:
Silent Steel
09-05-12, 08:29 AM
Hello TDW,
maybe you can answer me a little question.
In sober mega mod he explain that some options in the TheDarkWraithUserOptions.py are to enabled with the editor before enabling the mod.
Iīplaying with the deutschmod by ruby2000. In this thereīs your TheDarkWraithUserOptions.py modified for german. As i understand the explanation for the JSGME script files donīt have to be overwrite.
So the question is, can i enable options after enable the mod, or i have to enable the options in the TheDarkWraithUserOptions.py from the Detschmod?:hmmm:
Hi Kalle,
As you in JSGME activate the TDW's 'New UIs TDC' before you activate the 'Deutschmod' this means that the settings you do in the 'New UIs TDC'/'TheDarkWraithUserOptions.py' will be overwritten by the 'Deutschmod'/'TheDarkWraithUserOptions.py' .
This means that the latest activated one of the 'TheDarkWraithUserOptions.py' files will overwrite the one activated earlier.
This goes for all mods -
If a file in any mod has the same name as a file in any mod activated after the first one this means that the first one will be overwritten by the one activated after and the adjustments/settings in the last one will apply.
BTW, I've found in other forums around that there are two different versions of the 'Deuschmod' available
- Version 0.0.2 that works with MO alone. That is without the 'NewUIsTDC 6.9.0' or the 'Open Horizons II'.
and
- Version 1.0.4 that works only with NewUIsTDC 6.9.0 and Open Horizons II.
The Deutschmod is to be activated after NewUIsTDC 6.9.0 and Open Horizons II.
Cheers
Kalleblom
09-05-12, 09:07 AM
Thank you silent steel! :up:
Thatīs confirmed my thoughts. The TheDarkWraithUserOptions.py from the deutschmod i used is modified for NewUI 7.1.0.
Someone was so nice to give me a beta of an updated Deutschmod. Think the ones who are working on the Deutschmod is very busy with others and so the thing with the Deutschmod is haltingly.
So think iīll try two options. One is to activate options after enabling the UI and see what happens, the other is to activate options in the TheDarkWraithUserOptions.py from the Deutschmod and see what happens.
Still 2h to work and iīll go sailing and testing.:up:
:salute:
Kalle
Silent Steel
09-05-12, 11:11 AM
So think iīll try two options. One is to activate options after enabling the UI and see what happens, the other is to activate options in the TheDarkWraithUserOptions.py from the Deutschmod and see what happens.
Still 2h to work and iīll go sailing and testing.:up:
:salute:
Kalle
Servus,
I'd suggest you do it this way;
1 - Activate the 'New UIs TDC' without any changes in the 'TheDarkWraithUserOptions.py' file
2 - Activate 'Open Horizons II'
3 - Do whatever settings you like in the 'Deutschmod'/'TheDarkWraithUserOptions.py'.
4 - Activate the 'Deutschmod'
Just remember - IF/WHEN you do any changes in the 'TheDarkWraithUserOptions.py' in the 'New UIs TDC' or the 'Deutschmod' > make sure the mod is de-activated.
Always activate the mod AFTER doing your settings.
BTW, where do you live?
:salute:
Kalleblom
09-05-12, 11:27 AM
Very heplful. Thx steel!
I was irritated about the fact to enable only after doing changes. Because in the instruction from TDW is nothing about. I've only read it at sobers list. And ar the Moment i can't figure out why, and take things as they are is not a satisfactory thing for me. As well the snorkel setting is to do after enabling.
In the absence of knowing why, i have to be satisfied with the instruction you gave, Thanks again.
I live in the great city of Hamburg!:rock:
Greetings from here
Kalle
I was irritated about the fact to enable only after doing changes. Because in the instruction from TDW is nothing about. I've only read it at sobers list. And ar the Moment i can't figure out why, and take things as they are is not a satisfactory thing for me. As well the snorkel setting is to do after enabling.
for understanding the 'why' you should know the 'how' JSGME is working.
We have 3 folders: one containing your mods, onother one containig the game files, and the last one (hidden) for backups.
basicly, when you enable a mod, JSGME makes a backup copy of the stock game files that would be overwritten by the mod, and then replaces them with the ones stored in the MODS folder. Stock file backups are stored in the above mentioned hidden folder.
When you disable a mod, it simply restores the backed up files, moving them again in the game folder, but without making a copy of the ones getting overwritten (since they are supposed to be identical to the ones stored in the MODS folder).
Now imagine that you make the changes to the copy of 'TheDarkWraithUserOptions.py' contained in the MODS folder, after having enabled NewUIs. Your changes wouldn't take effect, since the used UserOption file is still the unmodified one, previously copied in the game folder. You should disable the mod and enable it again in order to make your changes effective.
On the contrary, if you customize directly the UserOption file stored in the game folder, your changes would be affective, indeed. But the next time you disable the mod for enabling it a second time, that copy of the file is discarded and your settings lost. :yep:
Kalleblom
09-05-12, 04:10 PM
Thanks a lot gap for this :know: information. :yeah:
This answers me a lot of questions and give me some reason for a lot of own build bugs, issues and maybe ctd's.
:salute:
Kalle
Thanks a lot gap for this :know: information. :yeah:
This answers me a lot of questions and give me some reason for a lot of own build bugs, issues and maybe ctd's.
:salute:
Kalle
Glad to know that that little piece of information was useful for you :up:
Kalleblom
09-05-12, 04:38 PM
Glad to know that that little piece of information was useful for you :up:
For you it's a little piece, for me was it the great last piece to complete my puzzle in my brain:yeah::haha:
flostt is also right:up:, it would give peace to my mind
:har:
pieces of information give peace of mind...:D
pieces of information give peace of mind...:D
:haha:
piece - peace
my broken english... :oops:
I will correct the mistyping right now :up:
Silent Steel
09-06-12, 03:49 AM
Very heplful. Thx steel!
Kalle
:up:
TheBeast
09-07-12, 05:35 PM
NewUIs_TDC_7_1_0_ByTheDarkWraith
Is this a known issue?
http://img716.imageshack.us/img716/1420/scriptcrash.gif
I am in the Med, depth 28m, speed 2knts
I have done fresh install and reactivate Mods and still happening.
Everything was fine up to the point where I took Mission to intercept Malta war supplies. I left port and went south to shipping lanes and first suspected enemy contact this happens.
-=[EDIT]=-
I managed to hit Escape and View Next Target enough times to see what the contact is.
The contact is a bunch of Dolphins. This is strange because I have already seen many Dolphins in the Atlantic prior to this error.
Removing OPEN HORIZONS II_enviro v2 Mod and checking again.
-=[EDIT 2]=-
The Dolphins are not what was causing exception.
TheDarkWraith
09-08-12, 12:11 AM
Why has 7_2_0 never actually been released or is it ever going to ?:hmmm: I have a copy of it but have been aware that 7_1_0 is still the goto on the download page.
If this is never going to be used I'll delete it.
Thanks.
D40 :salute:
Because of all the new things I want it fully tested before releasing it. I just fixed the bugs reported so far (by TheBeast and the one that threw a python error when your depth exceeded 100m): http://www.mediafire.com/?zpklptx6k984cq6
volodya61
09-08-12, 02:53 AM
Tested it..
The problem "depth exceeded 100m" is gone..
Shafts buttons on the VIIA, VIIC, VIIC41 works fine
On the VIIB buttons works vice versa, i.e. left button disable right shaft and right button disable left shaft..
RUS menu.txt (NewUIs7.2.0 & GenPatv1.0.74.0) - http://www.mediafire.com/?1ycqfauatsleadd
THE_MASK
09-08-12, 04:28 AM
Using NewUIs_TDC_7_2_0_TheDarkWraith_Test_2
Decks awash working correctly .
Playing the campaign with no external view so not using the IEC .
If i ever find a convoy around north western approaches i will let you know how the wolfpack scenario goes .
Dogfish40
09-08-12, 12:55 PM
Because of all the new things I want it fully tested before releasing it. I just fixed the bugs reported so far (by TheBeast and the one that threw a python error when your depth exceeded 100m): http://www.mediafire.com/?zpklptx6k984cq6
Thanks TDW.
Looking forward to seeing it. I was using the test version and had no difficulties with it (if that helps).
I am still working out my CTD probs with the Sep Engine control anyway. I will probably reinstall the SH5.exe as it is the likely cuprit, it might have been corrupted at some point since the 1.0.65 patcher.
OK.:salute:
Thanks again
EDIT: UPDATE/ CTD problem when changing speeds fixed by reinstall of SH5.exe
All new features working fine although I am still playing rough with it. Decks awash button works good, although I may have to change the depth to 8m as for some reason when ever I give a depth command the boat always is one meter shallow for some reason. I believe it must be a mod soup issue because it happens after reinstalling the game. I am really happy with the way this is turning out, just amazing.
nunomsmp
09-10-12, 05:01 PM
Hey there.
As new player, i had some problems hiting enemy ships using manual TDC. After watching a couple of tutorial videos, several times, i am pretty sure that i am doing everything as i should.
So, why i miss so much? (mostely over 2,5km) i like to snipe and also usefull for convoys i think.
Well i think i found the problem or part of it.
Thereīs a deviation between Ordered course, Real heading/course and the Overlay Bearing rose.
How did i get to this? because i never get a 90 degree interception course mixing the Tool Helper rose with the Overlay Bearing rose.
As you can see in the pics, i ordered a 000 course, the overlay show that iīm on a 001,5 course (sometimes 002) and the real course is about 001.
I dont know what TDC uses to calculate the torpedo trajectory but i do beleave that something isnīt working well since i rarely miss at close range.
Iīm not worried about the overlay, (itīs an optional tool) the big problem here is that the real course doesnīt match.
Also something else came to my mind. Is it possible the error to be in the Voice/message from the navigator leading me to ajust to a wrong course?
http://img526.imageshack.us/img526/1223/coursedeviation.png
After 10Kms i have a 100mts deviation.
http://img37.imageshack.us/img37/7894/coursedeviation1.png
Note: Passing the mouse over the heading compass it shows a 001 course. Order was 000.
Is there anything i can do to fix this deviation? I tryed another mods and they are pretty accurate. I wish this one to be the same cuz it is a great mod and a great job done.
P.S. can i move the crew bar a bit to the right so that i can access the toggle botton in the heading panel? Iīm runing in a max monitor resolution of 1440*900. also tryed to change resolution in the options menu but nothing happened
Thank you.
nunomsmp
09-10-12, 06:45 PM
Well, I donīt know if this helps with my last post but using the automatic heading tool (or whatever the name of that blue arrow) the result is the same.
http://img840.imageshack.us/img840/4307/coursedeviation2.png
Targor Avelany
09-10-12, 06:54 PM
Well, I donīt know if this helps with my last post but using the automatic heading tool (or whatever the name of that blue arrow) the result is the same.
I believe it's a stock game bug/feature (in this case?) that haven't been fixed anywhere, I think.
TheBeast
09-10-12, 07:01 PM
Well, I donīt know if this helps with my last post but using the automatic heading tool (or whatever the name of that blue arrow) the result is the same.
If you turn to STBD to obtain heading, is the deviation 1.5 degree?:06:
If you turn to PORT to obtain heading, is the deviation -1.5 degree?:06:
There will almost always be some deviation between Plotted Course and Actual Course.
To obtain better accuracy use actual rudder control and Bearing Overlay.
To check Bearing Overlay Accuracy. Set Torpedo Dials to Zero (0) and look where Topedo Solution line is.
Also, some Bearing Overlay's have a built in deviation either on purpose or by accident.
The overlay is normally a 1024x1024 texture and line width is normally 1-3 pixels. This can result in approximately 1 degree deviation.
Line width should be 2 pixels so 1 pixel width of line is on each side of center line mark, or Texture size can be adjusted to 1025x1025 before creating bearing overlay.
nunomsmp
09-10-12, 09:05 PM
If you turn to STBD to obtain heading, is the deviation 1.5 degree?
If you turn to PORT to obtain heading, is the deviation -1.5 degree?I just click over the 000 dash in compass to set course. The navigator says that especific course. But as shown, there is a deviation of 1 degree and always to positive values.
I went back to default game instalation just to check out if it could be a mod issue but it happens also in default game. As Tragor said, "it may be a stock game bug".
Well, maybe some one can fix it? :hmm2: (or cant it be fixed?)
If you pros never noticed this thats because it is irrelevant and i am just adicted to my GPS.:doh:
Also, some Bearing Overlay's have a built in deviation either on purpose or by accident.
The overlay is normally a 1024x1024 texture and line width is normally 1-3 pixels. This can result in approximately 1 degree deviation.
Line width should be 2 pixels so 1 pixel width of line is on each side of center line mark, or Texture size can be adjusted to 1025x1025 before creating bearing overlay. I thought that could be something like that with the overlay.
Like i said, thatīs not what i am worried about since i only use it to preview my attack then i use only tools an the enemy bearing sound guy.
My point is, i canīt trust the instruments to calculate my attack and the u-boat positioning with precision. But thatīs ok, iīll try closer attacks or something else.
Thank you for the help
TheBeast
09-10-12, 11:27 PM
I just click over the 000 dash in compass to set course. The navigator says that especific course. But as shown, there is a deviation of 1 degree and always to positive values.
I went back to default game instalation just to check out if it could be a mod issue but it happens also in default game. As Tragor said, "it may be a stock game bug".
Well, maybe some one can fix it? :hmm2: (or cant it be fixed?)
If you pros never noticed this thats because it is irrelevant and i am just adicted to my GPS.:doh:
I thought that could be something like that with the overlay.
Like i said, thatīs not what i am worried about since i only use it to preview my attack then i use only tools an the enemy bearing sound guy.
My point is, i canīt trust the instruments to calculate my attack and the u-boat positioning with precision. But thatīs ok, iīll try closer attacks or something else.
Thank you for the help
Another thing to remember when using Hydrophone to obtain bearing to target.
The majority of sound is coming from aft half of target so you need to increase your lead on target a bit dpending on range to target so you are aiming at ship center.
http://www.subsim.com/radioroom/picture.php?albumid=345&pictureid=2576
Targor Avelany
09-11-12, 11:34 AM
Well, maybe some one can fix it? :hmm2: (or cant it be fixed?)
If you pros never noticed this thats because it is irrelevant and i am just adicted to my GPS.:doh:
I think all the people who play SH5 notice this bug. It's just so minor comparing to everything else it does not matter.
you, for example, can just give a direction with 1 degree difference to obtain the one you actually want. :cool:
And, considering, I'm using Real Navigation - the deviation from the course seems natural to me anyhow.
THE_MASK
09-11-12, 07:09 PM
I have had enough of the sub on rails . Looking at submarine sim file\ unit_submarine\obj_Hydro\Surfaced\Drag\UD (The units up down drag coeficient) . Thinking maybe a minus value ? I dont want to go over old ground . Any thoughts . I think i will start with -0.15
volodya61
09-11-12, 07:56 PM
Hi Sober!
Try to use Stoianm pitch&roll V1
With these sim-files sub is not on the rails :up:
Hi TDW,
I think, there is a bug in building the categorization-tree of the autoscripts.
If You build a structure like:
Cat 1 - SubCat 1
Cat 1 - SubCat 2
Cat 2 - SubCat 3
Cat 2 - SubCat 4
all entries are in the right place in the autoscript-menu.
Now, I change one entry and the tree will be mixed:
Cat 1 - SubCat 1
Cat 1 - SubCat 2
Cat 2 - SubCat 2
Cat 2 - SubCat 4
So the red SubCat 2 moves into Cat 1 with the correct scriptname.
SubCat 2 will also be displayed within Cat 2, but the scriptname-field is empty.
This will happen each time You are naming SubCats in different MainCats with the same name.
If needed, there is a test sha-file for Your testing:
http://www.mediafire.com/?qrodx8ozkacmlko
Cheers,
Paco.
ryokox3
09-12-12, 08:34 PM
Having some issues with the ui. I do not have the tdc controls on any scopes. I kept the default settings that appear to have them enabled in the python file. Also I do not have the crew icons. Tried looking for the .tdw config file I saw refrenced in another post that needed to be deleted to reset the ui positions but could not find it. I installed with jsgme. Other mods installed with jsgme do work.
Any advice on what I'm doing wrong?
edit: here is my mod list and load order incase it helps. I'm using the sh5 improved ui.
Accurate German Flags
sobers green spinning thing SH5
No Damn Bubbles, No Damn Halo Mod
Dynamic Environment SH5-V2.1
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2
sobers best ever fog V14 SH5
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
MightyFine Crew Mod 1.2.1 Stock w beards
More_crew_commands_dialog_v1.04
MFCM 1.2.1 OPTIONAL crash_dive workaround
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_ERM_Reaper7_NightVision
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
OPEN HORIZONS II_full v2
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
MoraleMod
sobers rusty deck pack SH5
MightyFine Less Annoying Footsteps 1.0
Speech fixes and additions (english version)
BRF 1.3 full
THE_MASK
09-12-12, 09:02 PM
Are you patched to 1.2 ?
Get rid of the morale mod , its obsolete with patch 1.2 .
ryokox3
09-12-12, 09:47 PM
Thanks Sober, yes I'm at 1.2 but I did not know moralle was fixed. I'll take that one off.
Kind regards,
Ry
Silent Steel
09-13-12, 02:06 AM
Try this order;
sobers green spinning thing SH5
No Damn Bubbles, No Damn Halo Mod
stoianm colored exterior mod v2 << Disable this, don't needed together with Dynamic Environment
MightyFine Crew Mod 1.2.1 Stock w beards << Move it here
MCCD_1.04_MFCM_1.2.1_compatible << Change to this one
More_crew_commands_dialog_v1.04 << Disable this one
MFCM 1.2.1 OPTIONAL crash_dive workaround
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_ERM_Reaper7_NightVision
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
SteelViking's Interior Mod V1.2 << Move it here
SteelViking's Interior Mod V1.2.2 Patch << Move it here
Dynamic Environment SH5-V2.1 << Move it here
Dynamic Environment SH5 Basemod (normal ) V2.1 << Move it here
OPEN HORIZONS II_full v2
sobers best ever fog V14 SH5 << Move it here
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
MoraleMod << Disable this one
sobers rusty deck pack SH5
MightyFine Less Annoying Footsteps 1.0
Speech fixes and additions (english version)
Accurate German Flags << Move it here
BRF 1.3 full << I suggest you replace this one with; Stoianm pitch&roll for SH5 V1 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3208)
(http://www.subsim.com/radioroom/downloads.php?do=file&id=3208)
Try this order;
sobers green spinning thing SH5
No Damn Bubbles, No Damn Halo Mod
stoianm colored exterior mod v2 << Disable this, don't needed together with Dynamic Environment
MightyFine Crew Mod 1.2.1 Stock w beards << Move it here
MCCD_1.04_MFCM_1.2.1_compatible << Change to this one
More_crew_commands_dialog_v1.04 << Disable this one
MFCM 1.2.1 OPTIONAL crash_dive workaround
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_ERM_Reaper7_NightVision
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
SteelViking's Interior Mod V1.2 << Move it here
SteelViking's Interior Mod V1.2.2 Patch << Move it here
Dynamic Environment SH5-V2.1 << Move it here - it is a mod folder name, that contains "Basemod" and others. Please check that you didn't apply the whole folder via JSGME
Dynamic Environment SH5 Basemod (normal ) V2.1 << Move it here
OPEN HORIZONS II_full v2
sobers best ever fog V14 SH5 << Move it here
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
MoraleMod << Disable this one
sobers rusty deck pack SH5
MightyFine Less Annoying Footsteps 1.0
Speech fixes and additions (english version)
Accurate German Flags << Move it here
BRF 1.3 full << I suggest you replace this one with; Stoianm pitch&roll for SH5 V1 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3208)
(http://www.subsim.com/radioroom/downloads.php?do=file&id=3208)
Small remark in yellow and red:salute:
ryokox3
09-13-12, 08:38 PM
Thanks guys, I'll give those changes a try.
Silent Steel
09-14-12, 12:40 AM
Small remark in yellow and red:salute:
Bolsjoe SPASIBO za pomosj! :up:
ryokox3
09-14-12, 08:53 AM
Much progress, I saw many effects that just were not there before. overall a great improvement, but still was lacking many of the ui elements. Although I installed this in port, I'm thinking a new career might be needed to finally resolve it. Either way, thank you all for the help.
SJFriesen
09-16-12, 06:17 AM
Is there a video or anything showing how to use the editor? I finally downloaded all the mods and am going through the finishing touches of sobers mega mod but at one point he puts (shown in green at bottom of entry) When I open up the editor I dont have all the options that are shown in your slide on the first page. The top section is blank and the bottom section just has
Options File Editor/Viewer v1.0.28.0 by TheDarkWraith
Reading in cfg file...
Entry found: SH5InstallPath=
Entry found: LastMenuTXT=
Entry found: LastOptionsFilePath=
Entry found: LastChosenOptionsFilePath=
I have no clue what im doing wrong or if there was something I was suppose to do but didnt notice
Use NewUIs_TDC_*_*_*_ByTheDarkWraith\data\Applications \OptionsFileEditorViewer
Message Box
TC1OnAnyMessageBoxText = True
Time compression
TCxOnContactDistanceEnabledTCLevel=1024
Make sure the mod is not enabled with the mod enabler before using the OptionsFileEditorViewer
.................................................. .................................................. .................................................. .............................
Because i now use IO_StrategicMap_4_7_for_TDWv710 you have to use the application
NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Applications \OptionsFileEditorViewer
and enable the Maps\are the map tools shown as objects vice a bar (required for Obelixs io strategic map mod support)
change to True .
Make sure the mod is not enabled with the mod enabler before using the OptionsFileEditorViewer
Kalleblom
09-16-12, 06:46 AM
:salute:
Before you enable the Mod, you have to Set the path to menu.txt, find in the Data Folder of the Mod! under subfolder Menu. Then Set the path for the TheDarkWraithUserOption.py in the data folder of the mod, subfolder scripts.
Sh5/MODS/NewUis_TDC_7_1_0_by_TDW/data/Menu
Sh5/MODS/NewUi/data/Scripts
For the snorkel option enable the Mod and Set path to the above mentioned files, but this time use the path to the game folder, sh5/data/menu and sh5/data/scripts
Good hunting
:rock:
SJFriesen
09-16-12, 12:54 PM
Thanks Kalleblom ill do that now.
TheBeast
09-17-12, 01:37 PM
New UIs TDC v7.2.0
Campaign: Western Approaches
Game Date/Time: April, 15, 1941 @ 17:29 naut, 18:29 GMT
http://imageshack.us/a/img42/6964/rmexception.jpg
I had saved game just prior to the above error so restarted game 2 times and even rebooted system once to verify above error.
The error occurred at same date/time every time and appears to be linked to Radio Messages.
I am able to continue game play after clicking OK.
OH II v2 installed before New UIs TDC.
Zzenith
09-19-12, 03:32 PM
When usng the attack scope to make a manual torpedo attack solution, how do you measure the mast height using the ticks in the scope.
What value does each tick represent ?
And do you measure right to the top of the mast.
Thanks
kapitan_zur_see
09-19-12, 04:04 PM
hi TDW!
Having problems with version 7.1.0...
I'm having CTDs on several occasions:
. If I ask weather report to navigator, depth u keel (and I think anything else with him)
. If I click play on gramophone
. Occasional random CTDs
already tried two complete change to my modsoup orders, without better result
Here's the last modsoup:
Generic Mod Enabler - v2.6.0.157
[F:\Silent Hunter 5\MODS]
Radio mod
TheBeast Bunker Mechanics Upgrade List image (U-552-Red Devil)
DBSM_Music_1_0_4
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional NavMap babelling
TDW_GenericPatcher_v_1_0_74_0
grammo
Equipment_Upgrades_Fix_1_2_byTheBeast
NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
sobers best ever fog V12 SH5
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Trevally Harbour & Kiel Canal Pilot v2.9
IRAI_0_0_37_ByTheDarkWraith
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
OPEN HORIZONS II_base v2
OPEN HORIZONS II_enviro v2
Trevally Tutorial - All v0.2(for OHIIv1.3)
personal commands
Crew MEGA-mod (contains MightyFine crew)
Shadow Improvement Mod
Other mods may be having issues, of course, so any ideas... :know:
Tried OH2 lighter basemod because I experienced a lot of CTDs with full version, though I don't know whether it was causing this or not...
PS: "grammo" is just a custom mod that only contains a bunch of musics, no UI change
for memory issues, my system is on w7(x64), 6gb
many thanks! :ping:
Mikemike47
09-20-12, 11:40 AM
while walking through the sub. Tested with a new campaign.
NewUIs_TDC_7_2_0_Das_Boot_Crew_Mod_by_Illyustrator from the 7.2 Multiple UIs version 7.2, test2 causes the mouse movement (captain walking through interior of sub) through sub acting so so sluggish, slow motion. All other mods are the same. Remove this mod, repeated test multiple times and all is well.
hanspetterbre
09-22-12, 12:33 AM
your good
Dogfish40
09-24-12, 11:01 AM
while walking through the sub. Tested with a new campaign.
NewUIs_TDC_7_2_0_Das_Boot_Crew_Mod_by_Illyustrator from the 7.2 Multiple UIs version 7.2, test2 causes the mouse movement (captain walking through interior of sub) through sub acting so so sluggish, slow motion. All other mods are the same. Remove this mod, repeated test multiple times and all is well.
Ahoy Mike,
I am using the 7.2 UI as well. This is interesting because I am wondering if it's being caused by the UI or the patch. You are using the 1.0.74 patch as well?
Even though it got better after you switched out UI's, I'm wondering if this is just a patch problem.
When you updated patches, is there a remote possibility that any of the old patches have been left enabled before updating?! This happened to me and the patch was super old so I had no idea. The bug that it left was not a game stopper but after I put in a fresh SH5.exe the problem was gone.
Anyway, this sounds like you might try re-enabling the new patcher, I am trying to fathom how the UI could effect your game like this. Although, the two together set the bug off.
I'd try doing a exe house clean if this were happening to my game.
Hope this helps.
D40 :salute:
Ahoy Mike,
I am using the 7.2 UI as well. This is interesting because I am wondering if it's being caused by the UI or the patch. You are using the 1.0.74 patch as well?
Even though it got better after you switched out UI's, I'm wondering if this is just a patch problem.
When you updated patches, is there a remote possibility that any of the old patches have been left enabled before updating?! This happened to me and the patch was super old so I had no idea. The bug that it left was not a game stopper but after I put in a fresh SH5.exe the problem was gone.
Anyway, this sounds like you might try re-enabling the new patcher, I am trying to fathom how the UI could effect your game like this. Although, the two together set the bug off.
I'd try doing a exe house clean if this were happening to my game.
Hope this helps.
D40 :salute:
Hi Dogfish and Mike! I'm also using DasBoot Crew Mod from NewUi7.2.0 and don't experiense the described problem! So pretty sure this mod doesn't spoil the things:yep:
Mikemike47
09-24-12, 11:55 PM
Ahoy Mike,
I am using the 7.2 UI as well. This is interesting because I am wondering if it's being caused by the UI or the patch. You are using the 1.0.74 patch as well?
Even though it got better after you switched out UI's, I'm wondering if this is just a patch problem.
When you updated patches, is there a remote possibility that any of the old patches have been left enabled before updating?! This happened to me and the patch was super old so I had no idea. The bug that it left was not a game stopper but after I put in a fresh SH5.exe the problem was gone.
Anyway, this sounds like you might try re-enabling the new patcher, I am trying to fathom how the UI could effect your game like this. Although, the two together set the bug off.
I'd try doing a exe house clean if this were happening to my game.
Hope this helps.
D40 :salute:
Hi Dogfish and Mike! I'm also using DasBoot Crew Mod from NewUi7.2.0 and don't experiense the described problem! So pretty sure this mod doesn't spoil the things:yep:
Thanks for trying to help, dogfish and vlad29. Neither of you told me if you are using test or test version 2of NewUI7.2. I do not not know if I would have had a problem with the DasBoot Crew Mod since I never installed it before 7.2, test2. Secondly, I'll add that I am patched to version 1.2 of the game. I have started a new campaign. I have unenabled the New UI for SH5 mod, then re-enabled after changing the necessary settings for TheDarkWraithUserOptions.py after the 1.0.74 SH5.exe changes. The wierdest thing I see here sometimes is I change the snorkel setting from false to true, I have a VIIC sub in Jan 1942, go through other settings and then the snorkel tab TOTALLY disappears. I have made this snorkel tab disappear on many occasions. (I just discovered it may have been a options file migration error. I just checked the options file viewer.cfg and found some errors; besides the computer said file was saved, but making changes to wrong user options file.) Any ideas out there?:rotfl2:
And third, maybe it is the patch version of the 1.0.74 SH5.exe. My main problem deals with only the independent controls. Anytime I try to enable the independent engine controls, somehow the game will not work. I constantly get a file is being used in process at certain steps after enabling previous steps for the patch for the SH5.exe file (may have finally fixed this error happening 09/26/2012, 1930 hours EST), then do correct enabling patches for the *.act files. I have gone back to the original file versions of 1.2 patch for SH5.exe, SHCollisions.act and SHSim.act to see if that would solve the problem. Tried this way, too: I started with patching the *.act files, then doing the SH5.exe. Still no good. What am I overlooking with my frustration of trying to get this to work?:timeout:
I never have been able to get the independent controls to work properly for NewUI 7.2, test or NewUI 7.2, test 2. A CTD happens while the new game is loading for all versions of 7.2. Maybe I have a corrupted download for these versions. NewUI for 7.2 is no longer available through mediafire anymore. I can not remember at the moment if I had both engines on anymore, or just port or starboard engine on? :wah:
I can never change any HOT KEY in the TheDarkWraithUserOptions.py using the options file viewer if I try to enable that option first. For example, changing in the patch tab, a hotkey option from false to true. I tried changing other option hot keys in earlier versions before NewUI 7.1 and had no luck either. I gave up then. Here is why:
http://www.subsim.com/radioroom/showthread.php?p=1875443#post1875443
See post 8808.
Any ideas out there anyone?:/\\!!
Mike
I loaded the stock historical mission rivermayhem. The mission starts at 0530 nautical local time Sep.1 1942. Here is the screenshot taken 1 hour later.
it indicates local nautical time 0147H with GMT 0647H
But actually it should be 0647H local nautical time and GMT 1147H.
Just look at the rising sun. It's early morning.
Any ideas? I'm using "NewUIs_TDC_7_1_0_ByTheDarkWraith"
http://i50.tinypic.com/348m6hf.jpg
Trevally.
09-25-12, 03:19 PM
Hi atacms and welcome to subsim:salute:
I have seen this issue with single missions too.
Try a save/load to fix:hmmm:
Hi Trevally thanks for the welcome~ It took me quite some time to read through your discussion over RAOBF
As for the current question, unfortunately s/l doesn't help. It still feels like the mod is taking the local nautical time as GMT time then perform the calculation for another "local nautical time".
And indeed it does take the original game time as GMT~
I found traces in
page captain log.py
Page Default Hud.py
Page layout.py
Page navigation map.py
where it says
"gmttime = Game.CurrentGameDateTime"
I'm not sure if Game.CurrentGameDateTime is local nautical time for "current position" or local nautical time for "the initial position of current game session(start position of this scenario or savefile just loaded) because I had difficulty crossing time zone. The game seems to have a habit to CTD on high TC(>1024). Even on vanila vision.
Having problems with the Supermark feature not working.
When using the IO Strategic map can I change "dripped effect' and "plastic" to false and still have the Supermark still show up?
I was going to post this in the Strategic map mod thread but thought I'd start here first.
tia
And indeed it does take the original game time as GMT~
I found traces in
page captain log.py
Page Default Hud.py
Page layout.py
Page navigation map.py
where it says
"gmttime = Game.CurrentGameDateTime"
Is this just related to New UI's, or stock game as well is affected by this possible mistake? :hmmm:
Is this just related to New UI's, or stock game as well is affected by this possible mistake? :hmmm:
only the new UI. The stock game has only one clock and one time setting, "CurrentGameDateTime". There's no GMT to be displayed. The files I mentioned are inside the new UI, importing stock gametime for further manipulation.
vdr1981
09-26-12, 06:33 AM
Anyone experiencing similar problem with SOAN enabled? SOAN became unusable when i try to use funel filter (see picture,no ships are shown anymore)...
http://imageshack.us/a/img99/9251/sh5img20120926131334.jpg
On the other hand, it looks like island filter doesn't work propertly also...
Tnx...
P.S. I use 7.2 of TDW IU but this stuff was noticeable with 7.1 also...
Having problems with the Supermark feature not working.
When using the IO Strategic map can I change "dripped effect' and "plastic" to false and still have the Supermark still show up?
I was going to post this in the Strategic map mod thread but thought I'd start here first.
tia
I've found that the supermark won't work unless the minimap is open (at least part way). With the mini-map open you can go into the IO strategic map and place supermarks. :up:
same here. The filter rarely work properly so I don't use them any more. They often filter out correct entries leaving empty result.
Actually that's because these filtering entries like funnels are not always present inside their SOAN cfg file. Especially for Freighters.
if you open BB RoyalSovereign,NBB_RoyalSovereign.cfg, you have
[Unit]
ClassName=BBRoyalSovereign
3DModelFileName=data/Sea/NBB_RoyalSovereign/NBB_Royal_Oak
UnitType=11
MaxSpeed=21.5
Length=188.28
Width=30.51
Mast=44.76
Draft=8.70
Displacement=31000
RenownAwarded=1100
RecManualCategory=LargeWarship
BowShape=Plumb
Funnels=1
but if you open liberty freighter, NLL.cfg,
[Unit]
ClassName=LL
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=13
Length=140.91
Width=21.35
Mast=26.18
Draft=8.20
Displacement=7170
DisplacementVariation=5
RenownAwarded=220
CrewComplement=40
SurvivalRate=70
SurvivalPercentage=40
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=None
ShowInRecognitionManual=Yes
there's no "funnels" inside nll.cfg
you can also see how different the entries are. They're not standardized.
and "Islands=None". The Island filter is not gonna like this...
Maybe we shoudl just DIY these cfg files.
Anyone experiencing similar problem with SOAN enabled? SOAN became unusable when i try to use funel filter (see picture,no ships are shown anymore)...
http://imageshack.us/a/img99/9251/sh5img20120926131334.jpg
On the other hand, it looks like island filter doesn't work propertly also...
Tnx...
P.S. I use 7.2 of TDW IU but this stuff was noticeable with 7.1 also...
only the new UI. The stock game has only one clock and one time setting, "CurrentGameDateTime". There's no GMT to be displayed. The files I mentioned are inside the new UI, importing stock gametime for further manipulation.
yes, silly me for asking :doh:
I remember that another forum member had reported issues with local/GMT time conversion some time ago. Possibly TDW has made some confusion with it in his code... :hmmm:
Anyone experiencing similar problem with SOAN enabled? SOAN became unusable when i try to use funel filter (see picture,no ships are shown anymore)...
On the other hand, it looks like island filter doesn't work propertly also...
Tnx...
P.S. I use 7.2 of TDW IU but this stuff was noticeable with 7.1 also...
same here. The filter rarely work properly so I don't use them any more. They often filter out correct entries leaving empty result.
For filtering ships, stock recognition manual (and possibly SOAN) makes reference to RecManualCategory, BowShape, Funnels and Superstructure settings in the cfg file of each unit (found in data/Sea/ subfolders). New UIs modifies those files.
My suggestion is to compare ship's cfg files, one by one, with their respective stock counterparts, and to restore the modified entries within the limits of the above mentioned settings.
If it doesn't fix the problem, then there is a chance that SOAN is misreading those settings.
I just made a grep over the mod directory. It's a mess. Look what I got:
Islands=1
Islands=2
Islands=123
Islands=none
Superstructure=Composite
Superstructure=None
Superstructure=Small //NCVE_Attacker.cfg
Superstructure=Large //NCV_Ark_Royal.cfg
Superstructure=Split
MidSuperstructure=ForeBridge //NAO_Dithmarschen.cfg
MidSuperstructure=Stern //NOM_Ranger.cfg
BowShape=Raked
BowShape=Plumb
Funnels=0
Funnels=1
Funnels=1Large //NAGP_CarlPeters.cfg
Funnels=1Straight
Funnels=1Raked
Funnels=2
Funnels=2WideSpace
Funnels=2ForeWider
Funnels=2Identical
Funnels=2ForeTaller
Funnels=2ForeTaller
Funnels=3+
There're far more classifications than that the filters could recognize right now. Someone even invented a new filter "MidSuperstructure".
Not to mention those with entries missing.
We should really clean it up.
My suggestion is to compare ship's cfg files, one by one, with their respective stock counterparts, and to restore the modified entries within the limits of the above mentioned settings.
If it doesn't fix the problem, then there is a chance that SOAN is misreading those settings.
I just made a grep over the mod directory. It's a mess. Look what I got:
Islands=1
Islands=2
Islands=123
Islands=none
Superstructure=Composite
Superstructure=None
Superstructure=Small //NCVE_Attacker.cfg
Superstructure=Large //NCV_Ark_Royal.cfg
Superstructure=Split
MidSuperstructure=ForeBridge //NAO_Dithmarschen.cfg
MidSuperstructure=Stern //NOM_Ranger.cfg
BowShape=Raked
BowShape=Plumb
Funnels=0
Funnels=1
Funnels=1Large //NAGP_CarlPeters.cfg
Funnels=1Straight
Funnels=1Raked
Funnels=2
Funnels=2WideSpace
Funnels=2ForeWider
Funnels=2Identical
Funnels=2ForeTaller
Funnels=2ForeTaller
Funnels=3+
There're far more classifications than that the filters could recognize right now. Someone even invented a new filter "MidSuperstructure".
Not to mention those with entries missing.
We should really clean it up.
Good finding atacms :up:
keep just the settings found in stock cfg files: I think they are more that enough for filtering the few ships available in SH5. Once you finish, post here your modifications, and I am sure TDW will be glad to include them in his mod.
Finally, if you have time, you could also check for mistakes cfg files of inported units featured in OHII (http://www.subsim.com/radioroom/showthread.php?t=189818) and MTNS (http://www.subsim.com/radioroom/showthread.php?t=183101). In this case you wont be able to compare their settings with stock settings, because they are not featured in vanilla game.
Should you need to look at their 3d models without running the game, you can do it by opening their dat file with goblin editor (found in main SH5 directory) or with silent 3ditor (http://s3d.skwas.com/)
Dogfish40
09-26-12, 09:17 AM
Good finding atacms :up:
keep just the settings found in stock cfg files: I think they are more that enough for filtering the few ships available in SH5. Once you finish, post here your modifications, and I am sure TDW will be glad to include them in his mod.
Finally, if you have time, you could also check for mistakes cfg files of inported units featured in OHII (http://www.subsim.com/radioroom/showthread.php?t=189818) and MTNS (http://www.subsim.com/radioroom/showthread.php?t=183101). In this case you wont be able to compare their settings with stock settings, because they are not featured in vanilla game.
Should you need to look at their 3d models without running the game, you can do it by opening their dat file with goblin editor (found in main SH5 directory) or with silent 3ditor (http://s3d.skwas.com/)
Should we also look for any other mods that might have these same flawed CFG files and might possibly "share" them right back into the soup?!
Is it possible, in other words, that these files are in any other mods as well?!
Just wondering about this.
D40:hmm2:
Should we also look for any other mods that might have these same flawed CFG files and might possibly "share" them right back into the soup?!
Is it possible, in other words, that these files are in any other mods as well?!
Just wondering about this.
D40:hmm2:
The main reason for modding those cfg files, I guess, was that ship's dimensions were messed up in stock game. The first modder who addressed the problem was toniloCoyote, who released a Real Dimensions pack (http://www.subsim.com/radioroom/showthread.php?t=179718&page=3) and a set of tools for measuring ship's dimensions directly in game.
I ignore wether the changes to cfg files featured in New UI are derived from toniloCoyote's work or not, and I don't understand why, together with the needed changes to ships dimensions, other entries like the ones we are discussing, were modified. It is well possible that there is a precise reason for them, that TDW will be able to explain when he will be back from his trip.
Anyway, replying to your question, possibly also DrJone's and Reaper7's UIs got their own cfg files and, supposing that they inherited them from the same source as New UI's, they could be affected by the same problem.
But then again, this is just my guessing, that will be easily confirmed or most probably dismissed by looking directly at those mods, or by getting in touch with their respected authors. :)
Dogfish40
09-26-12, 10:32 AM
The main reason for modding those cfg files, I guess, was that ship's dimensions were messed up in stock game. The first modder who addressed the problem was toniloCoyote, who released a Real Dimensions pack (http://www.subsim.com/radioroom/showthread.php?t=179718&page=3) and a set of tools for measuring ship's dimensions directly in game.
I ignore wether the changes to cfg files featured in New UI are derived from toniloCoyote's work or not, and I don't understand why, together with the needed changes to ships dimensions, other entries like the ones we are discussing, were modified. It is well possible that there is a precise reason for them, that TDW will be able to explain when he will be back from his trip.
Anyway, replying to your question, possibly also DrJone's and Reaper7's UIs got their own cfg files and, supposing that they inherited them from the same source as New UI's, they could be affected by the same problem.
But then again, this is just my guessing, that will be easily confirmed or most probably dismissed by looking directly at those mods, or by getting in touch with their respected authors. :)
Very good.
It's easy to see why it was done as you would want the ships to have historical proportions. We might be able to fix these files as atacms suggested rather than can them entirely. :up:
There was actually an rtf file documented all these messed values written by a certain guy named "MMaerean". Not sure if he's one of game developer or another modder. I didn't unload all my mods to verify.
Silent Hunter 5\data\Sea\ShipDescription RecognitionManual XO.rtf
Seems like he has been intentionally ignoring certain filter entries for certain type of ships while introducing some other entries and values to better classify the database. He's probably trying to build a better filtering system and compiled those .cfg according to his new standard but didn't (or not yet) released a compatible filter.
So we're using the stock filter with his incompatible "advanced" .cfg. Maybe it makes sense to remove "funnels" filter for freighter as all of them have only one funnel but still, since the available filters are not adapting to the category you're browsing, I would rather preserve these entries, even just as placeholders.
I'm recompiling the cfgs and found many errors regarding BowShape. Many ships with raked bow was labeled "plumb".
And the cfg says italian battleship Caio Duilio is using the same 3D model as BB Littorio. Is this a joke? Littorio almost weights twice as Caio Duilio.
Documented keys&values table as follow
RecManualCategory
-AircraftCarrier
-Escortship
-LargeWarship
-Freighter
-Tanker
-TroopTransport
Escort
-bowshape
---Raked
---Plumb
-Funnels
I,raked=1raked
I,Straight=1Straight
II identical stacks=2Identical
II,Fore stack is taller =2ForeTaller
II,Aft stack is wider =2AftWider
III or more stacks=3+
Capital Ship
-Bowshape
Raked
Plumb
-Funnels
I=1
I Large(Japanese style)=1Large
II=2
II widely spaced=2WideSpace
III or more=3+
-Main Battery-TBD(to be discussed)
Aircraft Carrier
-Superstructure
Large
Small
None
-Funnels
I=1
I,large=1Large
II=2
No vertica stacks=0
Freighter
-Bow Shape
Raked
Plumb
-Superstructure
Composite
Split
-Islands structure = examples: 123, 13, 12,23
BowIsland=1
MidIsland=2
SternIsland=3
Tanker
-Bow Shape
Raked
Plumb
-Mid Superstructure
Stern only=stern
fore bridge=Forebridge
-Funnels
no funnel=0
1 funnel=1
1 large=1Large
Transport
-Bow shape
Raked
Plumb
-Funnels
0=0
I=1
II=2
III=3
IIII=4
There was actually an rtf file documented all these messed values written by a certain guy named "MMaerean". Not sure if he's one of game developer or another modder. I didn't unload all my mods to verify.
Silent Hunter 5\data\Sea\ShipDescription RecognitionManual XO.rtf
No, afaik this MMaerean is not an active forum member. He has to be one of the devs.
In other words you are asserting that the filter settings in cfg files have to match the entries found in the rtf file you mentioned?
Would we be able to create new categories, by adding new entries to it? :hmmm:
I don't think so: it would have been in a different format. Possibly that file is there for information, but it is giving us precious information anyway :up:
Seems like he has been intentionally ignoring certain filter entries for certain type of ships while introducing some other entries and values to better classify the database. He's probably trying to build a better filtering system and compiled those .cfg according to his new standard but didn't (or not yet) released a compatible filter.
So we're using the stock filter with his incompatible "advanced" .cfg. Maybe it makes sense to remove "funnels" filter for freighter as all of them have only one funnel but still, since the available filters are not adapting to the category you're browsing, I would rather preserve these entries, even just as placeholders.[/COLOR]
If so, devs should be blamed for those mistakes, not New UIs. The weird thing is that no one had noticed the malfunctions with ship filters before today... have you compared New UI's settings with vanilla ones?
I'm recompiling the cfgs and found many errors regarding BowShape. Many ships with raked bow was labeled "plumb".
before you go on, I suggest you to fix just a few units, and test with them if your changes are effective in game. ;)
And the cfg says italian battleship Caio Duilio is using the same 3D model as BB Littorio. Is this a joke? Littorio almost weights twice as Caio Duilio.
No, not a joke: that's the hard fact. It was dev's way of creating new ship classes from nothing. :shifty:
If you go on digging in game files, you will notice many other blunders and clever tricks like this one. :yep:
Trevally.
09-26-12, 01:10 PM
No, afaik this MMaerean is not an active forum member. He has to be one of the devs.
maerean_m (Mihai Maerean SH5 interface developer):up:
http://www.subsim.com/radioroom/showthread.php?p=1297134#post1297134
I like this post http://www.subsim.com/radioroom/showpost.php?p=1312339&postcount=86 ;)
Mikemike47
09-26-12, 06:41 PM
causes a CTD. I redownloaded the NewUI 7.2, test 2 to determine if a corrupt download was the problem. Same crash as I change a speed using (1,2,3, etc.) keys or clicking on a different speed at the bottom left of the display. I am using sh5 enhanced. If I disable the independent speed controls in the ***useroptions.py file and disable the independent speed controls in the 1.***.74 SH5.exe patch, the game plays fine will all of the same mods.
Here is a related link that I started:
http://www.subsim.com/radioroom/showthread.php?p=1939008#post1939008
post 9345.
Debug log:
00000000 0.00000000 [3536] d3d_antilag: Loading configuration R:\Silent Hunter 5\antilag.cfg
00000001 0.00116796 [3536] d3d_antilag: FPS Limiter: 30.000000
00000002 0.00176342 [3536] d3d_antilag: Render ahead limit: 2
00000003 0.00742329 [3536] d3d_antilag: Loaded library
00000004 0.13785984 [3536] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\products\overlay\m g\overlay\Hooks.cpp(71) : --- Overlay started --- (R:\Silent Hunter 5\sh5.exe)
00000005 0.13883224 [3536] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\products\overlay\m g\overlay\Hooks.cpp(99) : UI disabled via command line
00000006 1.97738516 [3996] mg\common\AutoDumper.cpp (66): Auto dumper init
00000007 1.97738516 [3996]
00000008 1.97762227 [3996] SH_OSI.cpp (50): SH5 online OSI Started
00000009 1.97802067 [3996] SH_OSI.cpp (68): Ready for Messages
00000010 1.99036717 [3996] orbit\helpers\DistLogBackend.cpp (51): No logbal_host specified. Distlogging disabled
00000011 2.07782602 [3996] SH_ServerOrbitProtocol.cpp (89): Got incomming connection to orbit spawn.
00000012 17.97477531 [3536] d3d_antilag: Direct3DCreate9 (ver 32)
00000013 18.11706161 [3536] d3d_antilag: Direct3DCreate9 (ver 32)
00000014 18.34719658 [3536] d3d_antilag: Direct3DCreate9 (ver 32)
00000015 18.37060356 [3536] d3d_antilag: NewCreateDevice
00000016 18.96965599 [3536] d3d_antilag: Replacing function pointers...
00000017 18.97509575 [3536] d3d_antilag: Added refs: 8
00000018 19.01181030 [3536] d3d_antilag: Newreset...
00000019 19.01251411 [3536] d3d_antilag: Device destroyed (0)
00000020 19.13561440 [3536] d3d_antilag: Newreset done
00000021 88.54215240 [3536] TheDarkWraithAutomation InitializeScript
00000022 88.59353638 [3536] TheDarkWraithUserOptions InitializeScript
00000023 88.61127472 [3536] TDWMastHeights constructor
00000024 88.61325836 [3536] 32bit Key found. Value='R:\Silent Hunter 5\'
00000025 88.61332703 [3536] \ found as last character in install path from registry!
00000026 88.61338806 [3536] InstallPath=R:\Silent Hunter 5
00000027 88.61540985 [3536] rosterfilepath=R:\Silent Hunter 5\data\Roster\Names.cfg
00000028 88.61634064 [3536] seapath=R:\Silent Hunter 5\data\Sea
00000029 88.62082672 [3536] Mast height not found for R:\Silent Hunter 5\data\Sea\Iceberg01\Iceberg01.cfg!
00000030 88.62785339 [3536] Mast height not found for R:\Silent Hunter 5\data\Sea\Iceberg02\Iceberg02.cfg!
00000031 88.63124084 [3536] Mast height not found for R:\Silent Hunter 5\data\Sea\Iceberg03\Iceberg03.cfg!
00000032 88.63481903 [3536] Mast height not found for R:\Silent Hunter 5\data\Sea\Iceberg04\Iceberg04.cfg!
00000033 88.63846588 [3536] Mast height not found for R:\Silent Hunter 5\data\Sea\Iceberg05\Iceberg05.cfg!
00000034 90.66448212 [3536] Mast Heights:
00000035 90.66448212 [3536]
00000036 90.66448212 [3536] Large Iceberg : 0.0
00000037 90.66448212 [3536] Medium Iceberg : 0.0
00000038 90.66448212 [3536] Medium Iceberg : 0.0
00000039 90.66448212 [3536] Medium Iceberg : 0.0
00000040 90.66448212 [3536] Small Iceberg : 0.0
00000041 90.66448212 [3536] Queen Elizabeth Battleship : 49.36
00000042 90.66448212 [3536] Royal Sovereign Battleship : 44.76
00000043 90.66448212 [3536] King George V Battleship : 50.76
00000044 90.66448212 [3536] HMS Duke Of York : 50.76
00000045 90.66448212 [3536] Nelson Battleship : 54.85
00000046 90.66448212 [3536] Hood Battlecruiser : 46.96
00000047 90.66448212 [3536] Renown Battlecruiser : 51.64
00000048 90.66448212 [3536] New York Battleship : 48.63
00000049 90.66448212 [3536] North Carolina Battleship : 41.73
00000050 90.66448212 [3536] Fuso Battleship : 50
00000051 90.66448212 [3536] Yamato Battleship : 44
00000052 90.66448212 [3536] Littorio Battleship : 47.92
00000053 90.66448212 [3536] Duilio Battleship : 47.92
00000054 90.66448212 [3536] Bismarck Battleship : 51.03
00000055 90.66448212 [3536] Schleswig-Holstein Pre-Dreadnought : 45.55
00000056 90.66448212 [3536] Scharnhorst Battleship : 47.92
00000057 90.66448212 [3536] Deutschland Pocket Battleship : 34.72
00000058 90.66448212 [3536] Furutaka Heavy Cruiser : 31
00000059 90.66448212 [3536] Northampton Heavy Cruiser : 47.79
00000060 90.66448212 [3536] Kent Heavy Cruiser : 47.45
00000061 90.66448212 [3536] HMS Suffolk : 47.45
00000062 90.66448212 [3536] Trento Heavy Cruiser : 34.89
00000063 90.66448212 [3536] Admiral Hipper Heavy Cruiser : 48.15
00000064 90.66448212 [3536] Schwerer Kreuzer Prinz Eugen : 48.15
00000065 90.66448212 [3536] Dido Light Cruiser : 37.17
00000066 90.66448212 [3536] Brooklyn Light Cruiser : 31.29
00000067 90.66448212 [3536] Agano Light Cruiser : 25
00000068 90.66448212 [3536] Montecuccoli Light Cruiser : 38.68
00000069 90.66448212 [3536] Di Giussano Light Cruiser : 34.86
00000070 90.66448212 [3536] Emden Light Cruiser : 35.02
00000071 90.66448212 [3536] K Class Light Cruiser : 35.65
00000072 90.66448212 [3536] Auxiliary Cruiser Komet : 35.93
00000073 90.66448212 [3536] Auxiliary Cruiser Penguin : 34.98
00000074 90.66448212 [3536] Patroclus Armed Merchant Cruiser : 39.69
00000075 90.66448212 [3536] Rawalpindi Armed Merchant Cruiser : 39.69
00000076 90.66448212 [3536] Dithmarschen Supply Ship : 29.12
00000077 90.66448212 [3536] Carl Peters Fleet Tender : 26.87
00000078 90.66448212 [3536] Ark Royal Fleet Carrier : 49.69
00000079 90.66448212 [3536] Illustrious Fleet Carrier : 51.39
00000080 90.66448212 [3536] Glorious Fleet Carrier : 45.64
00000081 90.66448212 [3536] Furious Fleet Carrier : 45.64
00000082 90.66448212 [3536] Hermes Fleet Carrier : 51.39
00000083 90.66448212 [3536] Eagle Fleet Carrier : 51.39
00000084 90.66448212 [3536] Bogue Escort Carrier : 30.55
00000085 90.66448212 [3536] Sangamon Escort Carrier : 30.55
00000086 90.66448212 [3536] Attacker Escort Carrier : 30.55
00000087 90.66448212 [3536] Long Island Escort Carrier : 34.25
00000088 90.66448212 [3536] Archer Escort Carrier : 34.25
00000089 90.66448212 [3536] Charger Escort Carrier : 30.55
00000090 90.66448212 [3536] Avenger Escort Carrier : 30.55
00000091 90.66448212 [3536] Audacity Escort Carrier : 34.25
00000092 90.66448212 [3536] Soldati Destroyer : 26.74
00000093 90.66448212 [3536] Akizuki Destroyer : 23
00000094 90.66448212 [3536] Mutsuki Destroyer : 23
00000095 90.66448212 [3536] Minekaze Destroyer : 21
00000096 90.66448212 [3536] Asashio Destroyer : 27
00000097 90.66448212 [3536] Subchaser : 18
00000098 90.66448212 [3536] Flower Corvette : 19.75
00000099 90.66448212 [3536] Type 34 Destroyer : 26.56
00000100 90.66448212 [3536] Typ-36-Narvik Zerstörer : 26.8
00000101 90.66448212 [3536] Fletcher Destroyer : 28.31
00000102 90.66448212 [3536] A Class Destroyer : 19.64
00000103 90.66448212 [3536] B Class Destroyer : 20.14
00000104 90.66448212 [3536] V&W Class Destroyer : 19.33
00000105 90.66448212 [3536] HMS Walker : 19.33
00000106 90.66448212 [3536] Tribal Destroyer : 25.83
00000107 90.66448212 [3536] R Class Destroyer : 19.39
00000108 90.66448212 [3536] Clemson Destroyer : 28.15
00000109 90.66448212 [3536] Town Lend-Lease Destroyer : 28.15
00000110 90.66448212 [3536] Somers Destroyer : 31.58
00000111 90.66448212 [3536] Evarts Destroyer Escort : 25.9
00000112 90.66448212 [3536] Buckley Destroyer Escort : 20.99
00000113 90.66448212 [3536] Black Swan Sloop : 27.91
00000114 90.66448212 [3536] HMS Stork : 27.91
00000115 90.66448212 [3536] TDW Torpedo Patrol Boat : 5
00000116 90.66448212 [3536] Armed Trawler : 24.33
00000117 90.66448212 [3536] Landing Ship Tank : 23.91
00000118 90.66448212 [3536] SV Fishing Boat : 16
00000119 90.66448212 [3536] Coastal Boat : 15
00000120 90.66448212 [3536] SV Tug Boat : 24
00000121 90.66448212 [3536] Small Gun Boat : 20
00000122 90.66448212 [3536] Medium Gun Boat : 27.9
00000123 90.66448212 [3536] 165-foot "B" Cutter : 24.33
00000124 90.66448212 [3536] SC-497 Sub Chaser : 24.33
00000125 90.66448212 [3536] Uekel Medium Composite Freighter : 28
00000126 90.66448212 [3536] SV Small Modern Composite Merchant Ship : 23
00000127 90.66448212 [3536] Rongel Small Old Split Freighter : 22.56
00000128 90.66448212 [3536] Middeleton Attack Transport : 38.61
00000129 90.66448212 [3536] Hospital Ship : 33.5
00000130 90.66448212 [3536] Large Liner : 43.09
00000131 90.66448212 [3536] Large Italian Liner : 43.09
00000132 90.66448212 [3536] Uekel Small Passenger Type : 22.5
00000133 90.66448212 [3536] SV Medium Freighter : 34
00000134 90.66448212 [3536] Huge European Liner : 57.86
00000135 90.66448212 [3536] Sampan : 16.5
00000136 90.66448212 [3536] Junk : 17.7
00000137 90.66448212 [3536] Large Sampan : 26.9
00000138 90.66448212 [3536] Fishing boat : 18.7
00000139 90.66448212 [3536] Fishing boat : 18.7
00000140 90.66448212 [3536] Liberty Cargo : 26.18
00000141 90.66448212 [3536] Liberty Ship (War Supplies) : 26.18
00000142 90.66448212 [3536] Victory Cargo : 29.49
00000143 90.66448212 [3536] N3SA1 Small Merchant : 17.96
00000144 90.66448212 [3536] C1-B Type Medium Merchant : 27.92
00000145 90.66448212 [3536] C2-S-B1 Hull Large Merchant : 29.95
00000146 90.66448212 [3536] Ehrenfels Type Large Freighter : 36
00000147 90.66448212 [3536] Ems Type Small Freighter : 36
00000148 90.66448212 [3536] North Sands Type Large Freighter : 36
00000149 90.66448212 [3536] Dale Class Fleet Oiler : 29.7
00000150 90.66448212 [3536] Medium Troopship : 41.3
00000151 90.66448212 [3536] Large Steamer : 26.18
00000152 90.66448212 [3536] Large Steamer (War Supplies) : 26.18
00000153 90.66448212 [3536] Hog Island Type A Freighter : 28.37
00000154 90.66448212 [3536] Hog Island Medium Freighter (War supplies) : 28.37
00000155 90.66448212 [3536] Cimmaron Class Tanker : 29.87
00000156 90.66448212 [3536] SteelViking Tanker : 19.7
00000157 90.66448212 [3536] Ranger Medium Tanker : 40.97
00000158 90.66448212 [3536] Troop Transport : 39.69
00000159 90.66448212 [3536] Amphibious Group Command Ship : 37.54
00000160 90.66448212 [3536] AOTDMadMax/Stormfly/SteelViking Big modern Passangership : 33.5
00000161 90.66448212 [3536]
00000162 90.66903687 [3536] sh5.exe file version is 1.2.0.0
00000163 90.66908264 [3536]
00000164 90.66908264 [3536] TDW DLL versions:
00000165 90.67160034 [3536] R:\Silent Hunter 5\TDWDestroyedMarks.dll=1.0.0.0
00000166 90.67211151 [3536] R:\Silent Hunter 5\TDWDraggables.dll=1.0.1.0
00000167 90.67231750 [3536] R:\Silent Hunter 5\TDWFileUtils.dll=1.0.8.0
00000168 90.67276001 [3536] R:\Silent Hunter 5\TDWHPT.dll=1.0.4.0
00000169 90.67319489 [3536] R:\Silent Hunter 5\TDWHydrophone.dll=1.0.4.0
00000170 90.67336273 [3536] R:\Silent Hunter 5\TDWMastHeights.dll=1.0.1.0
00000171 90.67353821 [3536] R:\Silent Hunter 5\TDWMouse.dll=1.0.3.0
00000172 90.67395020 [3536] R:\Silent Hunter 5\TDWRadioMessages.dll=1.1.1.0
00000173 90.67429352 [3536] R:\Silent Hunter 5\TDWSoan.dll=1.0.4.0
00000174 90.67459106 [3536] R:\Silent Hunter 5\TDWSound.dll=1.0.1.0
00000175 90.67488098 [3536] R:\Silent Hunter 5\TDWUtils.dll=1.0.1.0
00000176 90.71740723 [3536]
00000177 90.71740723 [3536] MODS installed:
00000178 90.71740723 [3536] [DEPENDANCIES]
00000179 90.71740723 [3536] Dynamic Environment SH5 Basemod (light) V2.1="Foam_Mod_0.3""sobers best ever fog V13 SH5""SteelViking's Interior Mod V1.2""SteelViking's Interior Mod V1.2.2 Patch""sobers Lights Cfg V4 SH5""FX_Update_0_0_19_ByTheDarkWraith""Sub_Bubbles_v0_0_3_ byTheBeast""sobers Depth of Field V2 SH5"
00000180 90.71740723 [3536] sobers green spinning thing SH5="sobers best ever fog V13 SH5"
00000181 90.71740723 [3536] NDB,NDH OM#1 - No Dialog Indicator="SteelViking's Interior Mod V1.2"
00000182 90.71740723 [3536] Accurate German Flags="OPEN HORIZONS II_full v2"
00000183 90.71740723 [3536] Capthelms Audio+SV Touch Ups="U-Boat Watch Crew Routine SFX""OPEN HORIZONS II_full v2"
00000184 90.71740723 [3536] Pascal-sh5-Crew-Uniforms. 12.2011="SteelViking's Interior Mod V1.2"
00000185 90.71740723 [3536] SteelViking's Interior Mod V1.2="SteelViking's Interior Mod V1.2.2 Patch""Fuel Gauge WoGaDi_SteelViking's Interior""sobers Lights Cfg V4 SH5""Repaired_Equipment_MOD_by_Xrundel_TheBeast_1.2""SH5_Type_7_Radio Room_Tweaks_v0_0_2_byTheBeast""sobers Depth of Field V2 SH5"
00000186 90.71740723 [3536] MightyFine Crew Mod 1.2.1 Alt w beards="MCCD_1.04_MFCM_1.2.1_compatible"
00000187 90.71740723 [3536] SteelViking's Interior Mod V1.2.2 Patch="sobers Lights Cfg V4 SH5""sobers Depth of Field V2 SH5"
00000188 90.71740723 [3536] MCCD_1.04_MFCM_1.2.1_compatible="Equipment_Upgrades_Fix_v1_4_byTheBeast""Reworked Morale and Abilities v.1.1"
00000189 90.71740723 [3536] Equipment_Upgrades_Fix_v1_4_byTheBeast="Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix""Equip_Upgrades_fix_v1.4 dates by sober Patch V2""NewUIs_TDC_7_2_0_ByTheDarkWraith""Reworked Morale and Abilities v.1.1""AMMO_v1.0_SH5_by_Raven_2012"
00000190 90.71740723 [3536] Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix="Equip_Upgrades_fix_v1.4 dates by sober Patch V2""NewUIs_TDC_7_2_0_ByTheDarkWraith""TDW_No_Hydrophone_On_Surface_1_1_0""OPEN HORIZONS II_full v2""Reworked Morale and Abilities v.1.1"
00000191 90.71740723 [3536] Repaired_Equipment_MOD_by_Xrundel_TheBeast_1.2="FX_Update_0_0_19_ByTheDarkWraith""NewUIs_TDC_7_2_0_ByTheDarkWraith""IRAI_0_0_37_ByTheDarkWraith""SH5_Type_7_Radio Room_Tweaks_v0_0_2_byTheBeast"
00000192 90.71740723 [3536] FX_Update_0_0_19_ByTheDarkWraith="NewUIs_TDC_7_2_0_ByTheDarkWraith""IRAI_0_0_37_ByTheDarkWraith""OPEN HORIZONS II_full v2""AI_Crew_Damage_Control_Revised_Zones_cfg_FX_Update _TDW""TDW FX Fix for Sobers chimney smoke"
00000193 90.71740723 [3536] NewUIs_TDC_7_2_0_ByTheDarkWraith="NewUIs_TDC_7_2_0_alt_officer_wounded_by_Torpedo""NewUIs_TDC_7_2_0_jimimadrids_map_tools""NewUIs_TDC_7_2_0_No_Snorkel_Exhaust_Smoke""IRAI_0_0_37_ByTheDarkWraith""OPEN HORIZONS II_full v2""OH II Minefield map for TDWs Ui""Trevally TDC Help v2""Trevally Tutorial - All v0.2(for OHIIv1.3)""Trevally Harbour & Kiel Canal Pilot v2.9"
00000194 90.71740723 [3536] 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"
00000195 90.71740723 [3536] 3D_Deck_Splash_FX_v1_0_0_byTheBeast="3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast"
00000196 90.71740723 [3536] IRAI_0_0_37_ByTheDarkWraith="OPEN HORIZONS II_full v2"
00000197 90.71740723 [3536] OPEN HORIZONS II_full v2="AI_Crew_Damage_Control_Revised_Zones_cfg_FX_Update _TDW""Reworked Morale and Abilities v.1.1""OPEN HORIZONS II v2 - TDW_Mines_Subnets_Detectable_in_hydro"
00000198 90.71740723 [3536] Trevally TDC Help v2="Trevally Tutorial - All v0.2(for OHIIv1.3)"
00000199 90.71740723 [3536] AMMO_v1.0_SH5_by_Raven_2012="sobers bad weather deck gun V1 SH5"
00000200 90.71740723 [3536] [MODS]
00000201 90.71740723 [3536] Accurate German Flags=1
00000202 90.71740723 [3536] RemoveLogoIntroTheDarkWraith=2
00000203 90.71740723 [3536] DBM Background Video=3
00000204 90.71740723 [3536] sobers green spinning thing SH5=4
00000205 90.71740723 [3536] NDB,NDH OM#1 - No Dialog Indicator=5
00000206 90.71740723 [3536] Dynamic Environment SH5 Basemod (light) V2.1=6
00000207 90.71740723 [3536] Foam_Mod_0.3=7
00000208 90.71740723 [3536] Capthelms Audio+SV Touch Ups=8
00000209 90.71740723 [3536] sobers best ever fog V13 SH5=9
00000210 90.71740723 [3536] Window_Lights_Redone_V1=10
00000211 90.71740723 [3536] SMission - D-Day Landings=11
00000212 90.71740723 [3536] Grossdeutscher Rundfunk=12
00000213 90.71740723 [3536] U-Boat Watch Crew Routine SFX=13
00000214 90.71740723 [3536] WolfPack Wotan=14
00000215 90.71740723 [3536] Speech fixes and additions (english version)=15
00000216 90.71740723 [3536] Pascal-sh5-Crew-Uniforms. 12.2011=16
00000217 90.71740723 [3536] SteelViking's Interior Mod V1.2=17
00000218 90.71740723 [3536] SteelViking's Interior Mod V1.2.2 Patch=18
00000219 90.71740723 [3536] SH5_7A_Conning_Fix=19
00000220 90.71740723 [3536] Fuel Gauge WoGaDi_SteelViking's Interior=20
00000221 90.71740723 [3536] MightyFine Crew Mod 1.2.1 Alt w beards=21
00000222 90.71740723 [3536] MCCD_1.04_MFCM_1.2.1_compatible=22
00000223 90.71740723 [3536] SteelViking's Bunker Fixes V1.0=23
00000224 90.71740723 [3536] sobers Lights Cfg V4 SH5=24
00000225 90.71740723 [3536] German U-Boat Hydrophone SFX=25
00000226 90.71740723 [3536] AI_sub_crew_1_0_2_TheDarkWraith=26
00000227 90.71740723 [3536] Repaired_Equipment_MOD_by_Xrundel_TheBeast_1.2=27
00000228 90.71740723 [3536] Equipment_Upgrades_Fix_v1_4_byTheBeast=28
00000229 90.71740723 [3536] Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix=29
00000230 90.71740723 [3536] Eq
00000231 90.71763611 [3536] uip_Upgrades_fix_v1.4 dates by sober Patch V2=30
00000232 90.71763611 [3536] FX_Update_0_0_19_ByTheDarkWraith=31
00000233 90.71763611 [3536] NewUIs_TDC_7_2_0_ByTheDarkWraith=32
00000234 90.71763611 [3536] NewUIs_TDC_7_2_0_alt_officer_wounded_by_Torpedo=33
00000235 90.71763611 [3536] NewUIs_TDC_7_2_0_jimimadrids_map_tools=34
00000236 90.71763611 [3536] NewUIs_TDC_7_2_0_No_Snorkel_Exhaust_Smoke=35
00000237 90.71763611 [3536] IRAI_0_0_37_ByTheDarkWraith=36
00000238 90.71763611 [3536] TDW_No_Hydrophone_On_Surface_1_1_0=37
00000239 90.71763611 [3536] TDW_Ship_Inertia_1_1_0=38
00000240 90.71763611 [3536] Cerberus62 Corrected Depth Charge Projector 1.0=39
00000241 90.71763611 [3536] KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith=40
00000242 90.71763611 [3536] 3D_Deck_Splash_FX_v1_0_0_byTheBeast=41
00000243 90.71763611 [3536] 3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast=42
00000244 90.71763611 [3536] Env_Natural_Wave_Mechanics_byAOTD_MadMax=43
00000245 90.71763611 [3536] Sub_Bubbles_v0_0_3_ byTheBeast=44
00000246 90.71763611 [3536] OPEN HORIZONS II_full v2=45
00000247 90.71763611 [3536] AI_Crew_Damage_Control_Revised_Zones_cfg_FX_Update _TDW=46
00000248 90.71763611 [3536] SH5_Type_7_Radio Room_Tweaks_v0_0_2_byTheBeast=47
00000249 90.71763611 [3536] Reworked Morale and Abilities v.1.1=48
00000250 90.71763611 [3536] sobers green crew training V4 SH5=49
00000251 90.71763611 [3536] OH II Minefield map for TDWs Ui=50
00000252 90.71763611 [3536] OPEN HORIZONS II v2 - TDW_Mines_Subnets_Detectable_in_hydro=51
00000253 90.71763611 [3536] TDW FX Fix for Sobers chimney smoke=52
00000254 90.71763611 [3536] Trevally TDC Help v2=53
00000255 90.71763611 [3536] Trevally Tutorial - All v0.2(for OHIIv1.3)=54
00000256 90.71763611 [3536] Krauters Automated Scripts (v5_0_0 compatible)=55
00000257 90.71763611 [3536] Trevally Automated Scripts v0.6=56
00000258 90.71763611 [3536] Trevally Harbour & Kiel Canal Pilot v2.9=57
00000259 90.71763611 [3536] sobers hud sounds V1 SH5=58
00000260 90.71763611 [3536] AMMO_v1.0_SH5_by_Raven_2012=59
00000261 90.71763611 [3536] sobers Depth of Field V2 SH5=60
00000262 90.71763611 [3536] sobers bad weather deck gun V1 SH5=61
00000263 90.71763611 [3536] Torpedo_Door_Sound_Mix=62
00000264 90.71763611 [3536] Voice & Help=63
00000265 90.71763611 [3536]
00000266 90.71974182 [3536]
00000267 91.65061188 [3536] TDWSound constructor
00000268 91.71383667 [3536] TDWRadioMessages constructor
00000269 91.71583557 [3536] Loading all WWII ship names
00000270 91.77641296 [3536] TDWSoan constructor
00000271 91.78506470 [3536] Retrieving all countries and their equivalent names from SOANNames.cfg
00000272 91.78518677 [3536] # countries in SOANNames.cfg=61
00000273 91.78522491 [3536] Retrieving all categories and their equivalent names from SOANNames.cfg
00000274 91.78526306 [3536] # of new categories in SOANNames.cfg=7
00000275 91.78586578 [3536] Retrieving all countries and their equivalent names from Names.cfg
00000276 91.78595734 [3536] # countries in Names.cfg=57
00000277 91.78610229 [3536] Adding countries from Names.cfg not found in SOANNames.cfg to database
00000278 91.78829956 [3536] R:\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.cfg recmanualcategory not found!
00000279 91.78887939 [3536] R:\Silent Hunter 5\data\Sea\Buoy_G1_FL\Buoy_G1_FL.cfg recmanualcategory not found!
00000280 91.78945160 [3536] R:\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.cfg recmanualcategory not found!
00000281 91.79001617 [3536] R:\Silent Hunter 5\data\Sea\Buoy_O1_FL\Buoy_O1_FL.cfg recmanualcategory not found!
00000282 91.79058838 [3536] R:\Silent Hunter 5\data\Sea\Buoy_R1_FL\Buoy_R1_FL.cfg recmanualcategory not found!
00000283 91.79113770 [3536] R:\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.cfg recmanualcategory not found!
00000284 91.79192352 [3536] R:\Silent Hunter 5\data\Sea\CMD_small_boat\CMD_small_boat.cfg recmanualcategory not found!
00000285 91.79252625 [3536] R:\Silent Hunter 5\data\Sea\Dolphin\Dolphin.cfg recmanualcategory not found!
00000286 91.79317474 [3536] R:\Silent Hunter 5\data\Sea\Floating_Mine\Floating_Mine.cfg recmanualcategory not found!
00000287 91.79383087 [3536] R:\Silent Hunter 5\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain .cfg recmanualcategory not found!
00000288 91.79449463 [3536] R:\Silent Hunter 5\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Ch ain_16.cfg recmanualcategory not found!
00000289 91.79516602 [3536] R:\Silent Hunter 5\data\Sea\HBWhale\HBWhale.cfg recmanualcategory not found!
00000290 91.80473328 [3536] R:\Silent Hunter 5\data\Sea\Iceberg01\Iceberg01.cfg recmanualcategory not found!
00000291 91.80527496 [3536] R:\Silent Hunter 5\data\Sea\Iceberg02\Iceberg02.cfg recmanualcategory not found!
00000292 91.80582428 [3536] R:\Silent Hunter 5\data\Sea\Iceberg03\Iceberg03.cfg recmanualcategory not found!
00000293 91.80633545 [3536] R:\Silent Hunter 5\data\Sea\Iceberg04\Iceberg04.cfg recmanualcategory not found!
00000294 91.80686951 [3536] R:\Silent Hunter 5\data\Sea\Iceberg05\Iceberg05.cfg recmanualcategory not found!
00000295 91.80754852 [3536] R:\Silent Hunter 5\data\Sea\JPFish01\JPFish01.cfg recmanualcategory not found!
00000296 91.80810547 [3536] R:\Silent Hunter 5\data\Sea\JPFish02\JPFish02.cfg recmanualcategory not found!
00000297 91.81927490 [3536] R:\Silent Hunter 5\data\Sea\NAMC_Z\NAMC_Z.cfg recmanualcategory not found!
00000298 91.90988159 [3536] R:\Silent Hunter 5\data\Sea\NF_boat\NF_boat.cfg recmanualcategory not found!
00000299 91.91050720 [3536] R:\Silent Hunter 5\data\Sea\NF_Boat_1\NF_Boat_1.cfg recmanualcategory not found!
00000300 91.93419647 [3536] R:\Silent Hunter 5\data\Sea\NMFMPC_Z\NMFMPC_Z.cfg recmanualcategory not found!
00000301 91.94017792 [3536] R:\Silent Hunter 5\data\Sea\NOS_Haruna_Z\NOS_Haruna_Z.cfg recmanualcategory not found!
00000302 91.95252991 [3536] R:\Silent Hunter 5\data\Sea\NSampan01\NSampan01.cfg recmanualcategory not found!
00000303 91.95314789 [3536] R:\Silent Hunter 5\data\Sea\NSampan02\NSampan02.cfg recmanualcategory not found!
00000304 91.95373535 [3536] R:\Silent Hunter 5\data\Sea\NSampan03\NSampan03.cfg recmanualcategory not found!
00000305 91.96093750 [3536] R:\Silent Hunter 5\data\Sea\Subnet\Subnet.cfg recmanualcategory not found!
00000306 91.96154785 [3536] R:\Silent Hunter 5\data\Sea\Survivor\Survivor.cfg recmanualcategory not found!
00000307 91.96239471 [3536] R:\Silent Hunter 5\data\Sea\Tug_Z\Tug_Z.cfg recmanualcategory not found!
00000308 114.00715637 [3536] SOAN categories and contents:
00000309 114.00715637 [3536]
00000310 114.00715637 [3536] Escorts:
00000311 114.00715637 [3536] ClassName=Small Gun Boat Islands= SuperStructures= BowShape= Funnels=
00000312 114.00715637 [3536] ClassName=Medium Gun Boat Islands= SuperStructures= BowShape= Funnels=
00000313 114.00715637 [3536] ClassName=Flower Corvette Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000314 114.00715637 [3536] ClassName=A Class Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
00000315 114.00715637 [3536] ClassName=Akizuki Destroyer Islands= SuperStructures= BowShape= Funnels=
00000316 114.00715637 [3536] ClassName=Asashio Destroyer Islands= SuperStructures= BowShape= Funnels=
00000317 114.00715637 [3536] ClassName=Clemson Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000318 114.00715637 [3536] ClassName=Fletcher Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2Identical
00000319 114.00715637 [3536] ClassName=B Class Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2Identical
00000320 114.00715637 [3536] ClassName=Minekaze Destroyer Islands= SuperStructures= BowShape= Funnels=
00000321 114.00715637 [3536] ClassName=Mutsuki Destroyer Islands= SuperStructures= BowShape= Funnels=
00000322 114.00715637 [3536] ClassName=R Class Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000323 114.00715637 [3536] ClassName=Soldati Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Raked
00000324 114.00715637 [3536] ClassName=Somers Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000325 114.00715637 [3536] ClassName=Town Lend-Lease Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000326 114.00715637 [3536] ClassName=Tribal Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2ForeWider
00000327 114.00715637 [3536] ClassName=Type 34 Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
00000328 114.00715637 [3536] ClassName=Typ-36-Narvik Zerstörer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
00000329 114.00715637 [3536] ClassName=V&W Class Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
00000330 114.00715637 [3536] ClassName=HMS Walker Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
00000331 114.00715637 [3536] ClassName=Buckley Destroyer Escort Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000332 114.00715637 [3536] ClassName=Evarts Destroyer Escort Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000333 114.00715637 [3536] ClassName=Black Swan Sloop Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000334 114.00715637 [3536] ClassName=HMS Stork Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000335 114.00715637 [3536] ClassName=165-foot "B" Cutter Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000336 114.00715637 [3536] ClassName=TDW Torpedo Patrol Boat Islands= SuperStructures= BowShape=Raked Funnels=
00000337 114.00715637 [3536] ClassName=Armed Trawler Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000338 114.00715637 [3536] ClassName=SC-497 Sub Chaser Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000339 114.00715637 [3536] ClassName=Subchaser Islands= SuperStructures= BowShape= Funnels=
00000340 114.00715637 [3536] Freighters:
00000341 114.00715637 [3536] ClassName=Amphibious Group Command Ship Islands=1 SuperStructures=Composite BowShape=Raked Funnels=
00000342 114.00715637 [3536] ClassName=SV Medium Freighter Islands= SuperStructures= BowShape= Funnels=
00000343 114.00715637 [3536] ClassName=Auxiliary Cruiser Komet Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000344 114.00715637 [3536] ClassName=Auxiliary Cruiser Penguin Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
00000345 114.00715637 [3536] ClassName=SV Tug Boat Islands= SuperStructures= BowShape= Funnels=
00000346 114.00715637 [3536] ClassName=Large Steamer Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000347 114.00715637 [3536] ClassName=C2-S-B1 Hull Large Merchant Islands=2 SuperStructures=Composite BowShape=Raked Funnels=
00000348 114.00715637 [3536] ClassName=Ehrenfels Type Large Freighter Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
00000349 114.00715637 [3536] ClassName=North Sands Type Large Freighter Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
00000350 114.00715637 [3536] ClassName=Large Steamer (War Supplies) Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000351 114.00715637 [3536] ClassName=Uekel Medium Composite Freighter Islands= SuperStructures= BowShape= Funnels=
00000352 114.00715637 [3536] ClassName=C1-B Type Medium Merchant Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000353 114.00715637 [3536] ClassName=Hog Island Type A Freighter Islands=123 SuperStructures=Split BowShape=Plumb Funnels=
00000354 114.00715637 [3536] ClassName=Hog Island Medium Freighter (War supplies) Islands=123 SuperStructures=Split BowShape=Plumb Funnels=
00000355 114.00715637 [3536] ClassName=N3SA1 Small Merchant Islands=123 SuperStructures=Composite BowShape=Plumb Funnels=
00000356 114.00715637 [3536] ClassName=SV Small Modern Composite Merchant Ship Islands= SuperStructures= BowShape= Funnels=
00000357 114.00715637 [3536] ClassName=Rongel
00000358 114.00737762 [3536] Small Old Split Freighter Islands= SuperStructures= BowShape= Funnels=
00000359 114.00737762 [3536] ClassName=Ems Type Small Freighter Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000360 114.00737762 [3536] ClassName=Liberty Cargo Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000361 114.00737762 [3536] ClassName=Liberty Ship (War Supplies) Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000362 114.00737762 [3536] ClassName=Middeleton Attack Transport Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000363 114.00737762 [3536] ClassName=Victory Cargo Islands=1 SuperStructures=Composite BowShape=Raked Funnels=
00000364 114.00737762 [3536] Warships:
00000365 114.00737762 [3536] ClassName=Carl Peters Fleet Tender Islands= SuperStructures= BowShape=Raked Funnels=1Large
00000366 114.00737762 [3536] ClassName=Bismarck Battleship Islands= SuperStructures= BowShape=Raked Funnels=1
00000367 114.00737762 [3536] ClassName=Duilio Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
00000368 114.00737762 [3536] ClassName=Fuso Battleship Islands= SuperStructures= BowShape= Funnels=
00000369 114.00737762 [3536] ClassName=King George V Battleship Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000370 114.00737762 [3536] ClassName=HMS Duke Of York Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000371 114.00737762 [3536] ClassName=Littorio Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
00000372 114.00737762 [3536] ClassName=Nelson Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000373 114.00737762 [3536] ClassName=New York Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000374 114.00737762 [3536] ClassName=North Carolina Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
00000375 114.00737762 [3536] ClassName=Queen Elizabeth Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000376 114.00737762 [3536] ClassName=Royal Sovereign Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000377 114.00737762 [3536] ClassName=Schleswig-Holstein Pre-Dreadnought Islands= SuperStructures= BowShape=Plumb Funnels=2
00000378 114.00737762 [3536] ClassName=Yamato Battleship Islands= SuperStructures= BowShape= Funnels=
00000379 114.00737762 [3536] ClassName=Deutschland Pocket Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000380 114.00737762 [3536] ClassName=Hood Battlecruiser Islands= SuperStructures= BowShape=Raked Funnels=2
00000381 114.00737762 [3536] ClassName=Renown Battlecruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
00000382 114.00737762 [3536] ClassName=Scharnhorst Battleship Islands= SuperStructures= BowShape=Raked Funnels=1
00000383 114.00737762 [3536] ClassName=Admiral Hipper Heavy Cruiser Islands= SuperStructures= BowShape=Raked Funnels=1
00000384 114.00737762 [3536] ClassName=Furutaka Heavy Cruiser Islands= SuperStructures= BowShape= Funnels=
00000385 114.00737762 [3536] ClassName=Kent Heavy Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000386 114.00737762 [3536] ClassName=HMS Suffolk Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000387 114.00737762 [3536] ClassName=Northampton Heavy Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000388 114.00737762 [3536] ClassName=Schwerer Kreuzer Prinz Eugen Islands= SuperStructures= BowShape=Raked Funnels=1
00000389 114.00737762 [3536] ClassName=Trento Heavy Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace
00000390 114.00737762 [3536] ClassName=Agano Light Cruiser Islands= SuperStructures= BowShape= Funnels=
00000391 114.00737762 [3536] ClassName=Di Giussano Light Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace
00000392 114.00737762 [3536] ClassName=Brooklyn Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2
00000393 114.00737762 [3536] ClassName=Dido Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000394 114.00737762 [3536] ClassName=Emden Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2
00000395 114.00737762 [3536] ClassName=K Class Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000396 114.00737762 [3536] ClassName=Montecuccoli Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000397 114.00737762 [3536] Troop Transports:
00000398 114.00737762 [3536] ClassName=Patroclus Armed Merchant Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
00000399 114.00737762 [3536] ClassName=Rawalpindi Armed Merchant Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
00000400 114.00737762 [3536] ClassName=Hospital Ship Islands= SuperStructures= BowShape=Raked Funnels=1
00000401 114.00737762 [3536] ClassName=Landing Ship Tank Islands= SuperStructures= BowShape=Raked Funnels=0
00000402 114.00737762 [3536] ClassName=LSMFPD Islands= SuperStructures= BowShape=Plumb Funnels=0
00000403 114.00737762 [3536] ClassName=Large Liner Islands= SuperStructures= BowShape=Plumb Funnels=2
00000404 114.00737762 [3536] ClassName=Large Italian Liner Islands= SuperStructures= BowShape=Plumb Funnels=2
00000405 114.00737762 [3536] ClassName=AOTDMadMax/Stormfly/SteelViking Big modern Passangership Islands= SuperStructures= BowShape=Raked Funnels=1
00000406 114.00737762 [3536] ClassName=Huge
00000407 114.00756073 [3536] European Liner Islands= SuperStructures= BowShape=Raked Funnels=2
00000408 114.00756073 [3536] ClassName=Uekel Small Passenger Type Islands= SuperStructures= BowShape= Funnels=
00000409 114.00756073 [3536] ClassName=Medium Troopship Islands= SuperStructures= BowShape=Plumb Funnels=2
00000410 114.00756073 [3536] ClassName=Troop Transport Islands= SuperStructures= BowShape=Plumb Funnels=2
00000411 114.00756073 [3536] Tankers:
00000412 114.00756073 [3536] ClassName=Dithmarschen Supply Ship Islands= SuperStructures= BowShape=Raked Funnels=1Large
00000413 114.00756073 [3536] ClassName=Dale Class Fleet Oiler Islands= SuperStructures= BowShape=Raked Funnels=1Large
00000414 114.00756073 [3536] ClassName=Cimmaron Class Tanker Islands= SuperStructures= BowShape=Raked Funnels=1
00000415 114.00756073 [3536] ClassName=Ranger Medium Tanker Islands= SuperStructures= BowShape=Plumb Funnels=1
00000416 114.00756073 [3536] ClassName=SteelViking Tanker Islands= SuperStructures= BowShape= Funnels=
00000417 114.00756073 [3536] Aircraft Carriers:
00000418 114.00756073 [3536] ClassName=Archer Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
00000419 114.00756073 [3536] ClassName=Attacker Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000420 114.00756073 [3536] ClassName=Audacity Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
00000421 114.00756073 [3536] ClassName=Avenger Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000422 114.00756073 [3536] ClassName=Bogue Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000423 114.00756073 [3536] ClassName=Charger Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000424 114.00756073 [3536] ClassName=CVGrafZeppelin Islands= SuperStructures=Small BowShape= Funnels=0
00000425 114.00756073 [3536] ClassName=Long Island Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
00000426 114.00756073 [3536] ClassName=Sangamon Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000427 114.00756073 [3536] ClassName=Ark Royal Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000428 114.00756073 [3536] ClassName=Glorious Fleet Carrier Islands= SuperStructures=Small BowShape= Funnels=1Large
00000429 114.00756073 [3536] ClassName=Eagle Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000430 114.00756073 [3536] ClassName=Furious Fleet Carrier Islands= SuperStructures=Small BowShape= Funnels=1
00000431 114.00756073 [3536] ClassName=Hermes Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000432 114.00756073 [3536] ClassName=Illustrious Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000433 114.05142212 [3536]
00000434 114.05142212 [3536] SOAN ships by country:
00000435 114.05142212 [3536]
00000436 114.05142212 [3536] SeaFolderName=JPGunBoat01 ShipName=Small Gun Boat RecManualCategory=Escorts Islands= SuperStructures= BowShape= Funnels= Class=JPGunBoat01:
00000437 114.05142212 [3536] Country=Japan AD=1/1/1938 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000438 114.05142212 [3536] SeaFolderName=JPGunBoat02 ShipName=Medium Gun Boat RecManualCategory=Escorts Islands= SuperStructures= BowShape= Funnels= Class=JPGunBoat02:
00000439 114.05142212 [3536] Country=Japan AD=1/1/1938 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000440 114.05142212 [3536] SeaFolderName=NAGC_C2Appalachian ShipName=Amphibious Group Command Ship RecManualCategory=Freighters Islands=1 SuperStructures=Composite BowShape=Raked Funnels= Class=AGCC2Appalachian:
00000441 114.05142212 [3536] Country=American AD=12/11/1941 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000442 114.05142212 [3536] Country=British AD=12/11/1941 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000443 114.05142212 [3536] Country=Greece AD=12/11/1941 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000444 114.05142212 [3536] Country=Norway AD=12/11/1941 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000445 114.05142212 [3536] SeaFolderName=NAGP_CarlPeters ShipName=Carl Peters Fleet Tender RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1Large Class=AGPCarlPeters:
00000446 114.05142212 [3536] Country=German AD=1/1/1939 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000447 114.05142212 [3536] SeaFolderName=NAMC ShipName=SV Medium Freighter RecManualCategory=Freighters Islands= SuperStructures= BowShape= Funnels= Class=GeAuxCruiser:
00000448 114.05142212 [3536] Country=American AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000449 114.05142212 [3536] Country=Argentina AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000450 114.05142212 [3536] Country=Australian AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000451 114.05142212 [3536] Country=Belgium AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000452 114.05142212 [3536] Country=British AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000453 114.05142212 [3536] Country=Canadian AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000454 114.05142212 [3536] Country=China AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000455 114.05142212 [3536] Country=Colombia AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000456 114.05142212 [3536] Country=Cuba AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000457 114.05142212 [3536] Country=Denmark AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000458 114.05142212 [3536] Country=Egypt AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000459 114.05142212 [3536] Country=Estonia AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000460 114.05142212 [3536] Country=Finland AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000461 114.05142212 [3536] Country=France AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000462 114.05142212 [3536] Country=FreeBelgium AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000463 114.05142212 [3536] Country=FreeDenmark AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000464 114.05142212 [3536] Country=FreeFinland AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000465 114.05142212 [3536] Country=FreeFrench AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000466 114.05142212 [3536] Country=FreeGreece AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000467 114.05142212 [3536] Country=FreeNetherland AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000468 114.05142212 [3536] Country=FreeNorway AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000469 114.05142212 [3536] Country=FreePoland AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000470 114.05142212 [3536] Country=FreeSweden AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000471 114.05142212 [3536] Country=German AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000472 114.05142212 [3536] Country=Greece AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000473 114.05142212 [3536] Country=Iceland AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000474 114.05142212 [3536] Country=India AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000475 114.05142212 [3536] Country=Ireland AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000476 114.05142212 [3536] Country=Italian AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000477 114.05142212 [3536] Country=Japan AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000478 114.05142212 [3536] Country=Latvia AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000479 114.05142212 [3536] Country=Lithuania AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000480 114.05142212 [3536] Country=Mexico AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000481 114.05142212 [3536] Country=Nicaragua AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000482 114.05142212 [3536] Country=Panama AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000483 114.05142212 [3536] Country=Poland AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000484 114.05142212 [3536] Country=Portugal AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000485 114.05142212 [3536] Country=Russia AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000486 114.05142212 [3536] Country=SouthAfrica AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000487 114.05142212 [3536] Country=Spain AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000488 114.05142212 [3536] Country=Uruguay AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000489 114.05142212 [3536] Country=Venezuela AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000490 114.05142212 [3536] Country=Yugosl
00000491 114.05162048 [3536] avia AD=3/5/1924 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000492 114.05162048 [3536] SeaFolderName=NAMC_Komet ShipName=Auxiliary Cruiser Komet RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Raked Funnels= Class=AMCKomet:
00000493 114.05162048 [3536] Country=German AD=4/1/1928 12:00:00 AM DD=4/17/1946 12:00:00 AM
00000494 114.05162048 [3536] SeaFolderName=NAMC_Patroclus ShipName=Patroclus Armed Merchant Cruiser RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=AMCPatroclus:
00000495 114.05162048 [3536] Country=British AD=9/12/1939 12:00:00 AM DD=10/1/1941 12:00:00 AM
00000496 114.05162048 [3536] SeaFolderName=NAMC_Penguin ShipName=Auxiliary Cruiser Penguin RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Plumb Funnels= Class=AMCPenguin:
00000497 114.05162048 [3536] Country=German AD=4/1/1928 12:00:00 AM DD=4/17/1946 12:00:00 AM
00000498 114.05162048 [3536] SeaFolderName=NAMC_Rawalpindi ShipName=Rawalpindi Armed Merchant Cruiser RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=AMCRawalpindi:
00000499 114.05162048 [3536] Country=British AD=10/1/1939 12:00:00 AM DD=5/1/1943 12:00:00 AM
00000500 114.05162048 [3536] SeaFolderName=NAO_Dithmarschen ShipName=Dithmarschen Supply Ship RecManualCategory=Tankers Islands= SuperStructures= BowShape=Raked Funnels=1Large Class=AODithmarschen:
00000501 114.05162048 [3536] Country=German AD=1/1/1938 12:00:00 AM DD=12/1/1945 12:00:00 AM
00000502 114.05162048 [3536] SeaFolderName=NATF ShipName=SV Tug Boat RecManualCategory=Freighters Islands= SuperStructures= BowShape= Funnels= Class=TugBoat:
00000503 114.05162048 [3536] Country=American AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000504 114.05162048 [3536] Country=Argentina AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000505 114.05162048 [3536] Country=Australian AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000506 114.05162048 [3536] Country=Belgium AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000507 114.05162048 [3536] Country=Brazil AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000508 114.05162048 [3536] Country=British AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000509 114.05162048 [3536] Country=Canadian AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000510 114.05162048 [3536] Country=China AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000511 114.05162048 [3536] Country=France AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000512 114.05162048 [3536] Country=FreeFrench AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000513 114.05162048 [3536] Country=German AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000514 114.05162048 [3536] Country=Greece AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000515 114.05162048 [3536] Country=India AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000516 114.05162048 [3536] Country=Ireland AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000517 114.05162048 [3536] Country=Italian AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000518 114.05162048 [3536] Country=NewZealand AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000519 114.05162048 [3536] Country=Norway AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000520 114.05162048 [3536] Country=Panama AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000521 114.05162048 [3536] Country=Russia AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000522 114.05162048 [3536] Country=Turkey AD=1/1/1937 12:00:00 AM DD=1/1/1947 12:00:00 AM
00000523 114.05162048 [3536] SeaFolderName=NBB_Bismark ShipName=Bismarck Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=BBBismark:
00000524 114.05162048 [3536] Country=German AD=2/14/1939 12:00:00 AM DD=11/12/1944 12:00:00 AM
00000525 114.05162048 [3536] SeaFolderName=NBB_Duilio ShipName=Duilio Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BBDuilio:
00000526 114.05162048 [3536] Country=Italian AD=5/10/1915 12:00:00 AM DD=1/1/1957 12:00:00 AM
00000527 114.05162048 [3536] SeaFolderName=NBB_Fuso ShipName=Fuso Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=BBFuso:
00000528 114.05162048 [3536] Country=Japan AD=11/20/1913 12:00:00 AM DD=10/25/1944 12:00:00 AM
00000529 114.05162048 [3536] SeaFolderName=NBB_King_GeorgeV ShipName=King George V Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=BBKingGeorgeV:
00000530 114.05162048 [3536] Country=British AD=12/11/1940 12:00:00 AM DD=1/1/1958 12:00:00 AM
00000531 114.05162048 [3536] SeaFolderName=NBB_King_GeorgeV_DoYork ShipName=HMS Duke Of York RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=BBHMSDukeOfYork:
00000532 114.05162048 [3536] Country=British AD=11/4/1941 12:00:00 AM DD=11/1/1951 12:00:00 AM
00000533 114.05162048 [3536] SeaFolderName=NBB_Littorio ShipName=Littorio Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BBLittorio:
00000534 114.05162048 [3536] Country=Italian AD=4/28/1940 12:00:00 AM DD=2/1/1948 12:00:00 AM
00000535 114.05162048 [3536] SeaFolderName=NBB_Nelson ShipName=Nelson Ba
00000536 114.05179596 [3536] ttleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBNelson:
00000537 114.05179596 [3536] Country=British AD=9/1/1927 12:00:00 AM DD=12/1/1947 12:00:00 AM
00000538 114.05179596 [3536] SeaFolderName=NBB_New_York ShipName=New York Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBNewYork:
00000539 114.05179596 [3536] Country=American AD=3/12/1914 12:00:00 AM DD=4/11/1948 12:00:00 AM
00000540 114.05179596 [3536] SeaFolderName=NBB_North_Carolina ShipName=North Carolina Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BBNorthCarolina:
00000541 114.05179596 [3536] Country=American AD=4/9/1941 12:00:00 AM DD=6/1/1960 12:00:00 AM
00000542 114.05179596 [3536] SeaFolderName=NBB_QueenElizabeth ShipName=Queen Elizabeth Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBQueenElizabeth:
00000543 114.05179596 [3536] Country=British AD=1/1/1915 12:00:00 AM DD=1/1/1948 12:00:00 AM
00000544 114.05179596 [3536] SeaFolderName=NBB_RoyalSovereign ShipName=Royal Sovereign Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBRoyalSovereign:
00000545 114.05179596 [3536] Country=British AD=3/16/1916 12:00:00 AM DD=3/1/1948 12:00:00 AM
00000546 114.05179596 [3536] Country=Russia AD=3/16/1916 12:00:00 AM DD=3/1/1948 12:00:00 AM
00000547 114.05179596 [3536] SeaFolderName=NBB_Schleswig_Holstein ShipName=Schleswig-Holstein Pre-Dreadnought RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=BBSchleswigHolstein:
00000548 114.05179596 [3536] Country=German AD=12/7/1906 12:00:00 AM DD=1/1/1946 12:00:00 AM
00000549 114.05179596 [3536] SeaFolderName=NBB_Yamato ShipName=Yamato Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=BBYamato:
00000550 114.05179596 [3536] Country=Japan AD=12/16/1941 12:00:00 AM DD=12/31/1945 12:00:00 AM
00000551 114.05179596 [3536] SeaFolderName=NBC_Deutschland ShipName=Deutschland Pocket Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BCDeutschland:
00000552 114.05179596 [3536] Country=German AD=4/1/1933 12:00:00 AM DD=4/17/1945 12:00:00 AM
00000553 114.05179596 [3536] SeaFolderName=NBC_Hood ShipName=Hood Battlecruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BCHood:
00000554 114.05179596 [3536] Country=British AD=12/11/1920 12:00:00 AM DD=5/25/1941 12:00:00 AM
00000555 114.05179596 [3536] SeaFolderName=NBC_Renown ShipName=Renown Battlecruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=BCRenown:
00000556 114.05179596 [3536] Country=British AD=1/1/1916 12:00:00 AM DD=3/1/1948 12:00:00 AM
00000557 114.05179596 [3536] SeaFolderName=NBC_Scharnhorst ShipName=Scharnhorst Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=BCScharnhorst:
00000558 114.05179596 [3536] Country=German AD=1/7/1939 12:00:00 AM DD=12/26/1943 12:00:00 AM
00000559 114.05179596 [3536] SeaFolderName=NCA_Admiral_Hipper ShipName=Admiral Hipper Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=CAHipper:
00000560 114.05179596 [3536] Country=German AD=4/25/1939 12:00:00 AM DD=1/1/1946 12:00:00 AM
00000561 114.05179596 [3536] SeaFolderName=NCA_Furutaka ShipName=Furutaka Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=CAFurutaka:
00000562 114.05179596 [3536] Country=Japan AD=3/31/1926 12:00:00 AM DD=10/11/1942 12:00:00 AM
00000563 114.05179596 [3536] SeaFolderName=NCA_Kent ShipName=Kent Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=3+ Class=CAKent:
00000564 114.05179596 [3536] Country=British AD=6/25/1928 12:00:00 AM DD=1/1/1948 12:00:00 AM
00000565 114.05179596 [3536] SeaFolderName=NCA_Kent_Suffolk ShipName=HMS Suffolk RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=3+ Class=CAHMSSuffolk:
00000566 114.05179596 [3536] Country=British AD=2/7/1928 12:00:00 AM DD=6/1/1948 12:00:00 AM
00000567 114.05179596 [3536] SeaFolderName=NCA_Northampton ShipName=Northampton Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=CANorthampton:
00000568 114.05179596 [3536] Country=American AD=5/17/1930 12:00:00 AM DD=4/1/1960 12:00:00 AM
00000569 114.05179596 [3536] SeaFolderName=NCA_Prinz_Eugen ShipName=Schwerer Kreuzer Prinz Eugen RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=CAPrinzEugen:
00000570 114.05179596 [3536] Country=German AD=4/25/1939 12:00:00 AM DD=1/1/1946 12:00:00 AM
00000571 114.05179596 [3536] SeaFolderName=NCA_Trento ShipName=Trento Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace Class=CATrento:
00000572 114.05179596 [3536] Country=Italian AD=1/1/1928 12:00:00 AM DD=4/10/19
00000573 114.05195618 [3536] 43 12:00:00 AM
00000574 114.05195618 [3536] SeaFolderName=NCL_Agano ShipName=Agano Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=CLAgano:
00000575 114.05195618 [3536] Country=Japan AD=10/31/1942 12:00:00 AM DD=7/2/1946 12:00:00 AM
00000576 114.05195618 [3536] SeaFolderName=NCL_Bartolomeo ShipName=Di Giussano Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace Class=CLBartolomeo:
00000577 114.05195618 [3536] Country=Italian AD=1/1/1931 12:00:00 AM DD=4/1/1942 12:00:00 AM
00000578 114.05195618 [3536] SeaFolderName=NCL_Brooklyn ShipName=Brooklyn Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=CLBrooklyn:
00000579 114.05195618 [3536] Country=American AD=9/30/1937 12:00:00 AM DD=6/15/1984 12:00:00 AM
00000580 114.05195618 [3536] SeaFolderName=NCL_Dido ShipName=Dido Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=CLDido:
00000581 114.05195618 [3536] Country=British AD=5/24/1940 12:00:00 AM DD=1/1/1946 12:00:00 AM
00000582 114.05195618 [3536] SeaFolderName=NCL_Emden ShipName=Emden Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=CLEmden:
00000583 114.05195618 [3536] Country=German AD=10/15/1925 12:00:00 AM DD=4/10/1945 12:00:00 AM
00000584 114.05195618 [3536] SeaFolderName=NCL_Konigsberg ShipName=K Class Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=CLKonigsberg:
00000585 114.05195618 [3536] Country=German AD=4/17/1929 12:00:00 AM DD=2/5/1943 12:00:00 AM
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00001108 114.15844727 [3536] Country=FreeFrench AD=2/28/1942 12:00:00 AM DD=1/1/1947 12:00:00 AM
00001109 114.15844727 [3536] Country=Greece AD=2/28/1942 12:00:00 AM DD=1/1/1947 12:00:00 AM
00001110 114.15844727 [3536] Country=India AD=2/28/1942 12:00:00 AM DD=1/1/1947 12:00:00 AM
00001111 114.15844727 [3536] Country=Norway AD=2/28/1942 12:00:00 AM DD=1/1/1947 12:00:00 AM
00001112 114.15844727 [3536] Country=Panama AD=2/28/1942 12:00:00 AM DD=1/1/1947 12:00:00 AM
00001113 114.15972137 [3536] TDWSoan Initialize
00001114 114.18602753 [3536] TheDarkWraithUserOptions InitializeVariables
00001115 114.19459534 [3536] TDWMouse constructor
00001116 114.19620514 [3536] Found the SH5 process
00001117 114.19628143 [3536] Creating the mouse device
00001118 114.25906372 [3536] Setting cooperation level
00001119 114.25975800 [3536] Creating new threads
00001120 114.25998688 [3536] Setting event notification
00001121 114.26090240 [3536] Creating bootstrap thread
00001122 114.26099396 [3536] Starting bootstrap thread
00001123 114.26172638 [3536] Acquiring mouse
00001124 114.26450348 [3536] Mouse acquired
00001125 114.26455688 [3536] TDWMouse constructor end
00001126 114.26985931 [3536] TDWDestroyedMarks constructor
00001127 114.29413605 [3536] Page main InitializeScript
00001128 114.45348358 [3536] Menu InitializeScript
00001129 114.49710846 [3996] Entities.cpp (83): Process Message:
00001130 114.49810791 [3996] Entities.cpp (114): OSI Ping
00001131 114.49862671 [3996] Entities.cpp (123): succeeded
00001132 114.66643524 [4368] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\servic es\src\services\OrbitSavegameIO.cpp(178) : Failed to read header for save C:/Program Files (x86)/Ubisoft/Ubisoft Game Launcher/savegames/ee34de2c-928a-46c0-af4c-cb42ae5d8697/3/6.save
00001133 114.66647339 [4368] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\servic es\src\services\OrbitSavegameIO.cpp(178) : Failed to read header for save C:/Program Files (x86)/Ubisoft/Ubisoft Game Launcher/savegames/ee34de2c-928a-46c0-af4c-cb42ae5d8697/3/8.save
00001134 114.66763306 [4368] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\servic es\src\services\OrbitSavegameIO.cpp(178) : Failed to read header for save C:/Program Files (x86)/Ubisoft/Ubisoft Game Launcher/savegames/ee34de2c-928a-46c0-af4c-cb42ae5d8697/3/9.save
00001135 183.86572266 [3536] TDWDestroyedMarks: Page set
00001136 186.61810303 [3536] TDWDestroyedMarks: SaveName=Autosave_Enter_Base
00001137 186.61814880 [3536] TDWDestroyedMarks: SaveLocationDate=23 September 2012, 17:29
00001138 186.61822510 [3536] TDWDestroyedMarks: SaveMissionName=BATTLE OF THE MEDITERRANEAN
00001139 186.61827087 [3536] TDWDestroyedMarks: SaveUserProfile=Oscar
00001140 186.61837769 [3536] TDWDestroyedMarks: Parameters valid=True
00001141 444.79809570 [3536] SenviromentMgr::Serialize
00001142 446.14929199 [3536] Page event camera InitializeScript
00001143 446.56280518 [3536] Page layout InitializeScript
00001144 446.60137939 [3536] TDWHPT constructor
00001145 447.22854614 [3536] Page Default HUD InitializeScript
00001146 447.25308228 [3536] TC level changed to 1
00001147 447.87365723 [3536] Page Tutorial InitializeScript
00001148 448.15051270 [3536] Page SpeechRecSettings InitializeScript
00001149 448.15686035 [3536] Reading Convoy speeds from R:\Silent Hunter 5\data\Cfg\Contacts.cfg
00001150 448.15710449 [3536] Convoy speeds read are: ['0.1', '8', '12', '35']
00001151 448.16891479 [3536] Stationary=0.1 Slow=8.0 Medium=12.0 Fast=35.0
00001152 448.16976929 [3536] Retrieving WWII ship names
00001153 448.20574951 [3536] Page captain log InitializeScript
00001154 448.34945679 [3536] RadCapTools not found, mouse dragging is disabled
00001155 448.37115479 [3536] Page TDC InitializeScript
00001156 448.50643921 [3536] Menu StartGame
00001157 448.61087036 [3536] TheDarkWraithUserOptions StartGame
00001158 448.61486816 [3536] TDWRadioMessages Initialize(params)
00001159 448.61581421 [3536] Page event camera StartGame
00001160 448.61709595 [3536] Pageeventcamera's draggables restored!
00001161 448.61853027 [3536] Page SpeechRecSettings StartGame
00001162 448.61856079 [3536] PageSpeechRecSettings's draggables restored!
00001163 448.62753296 [3536] Page Tutorial StartGame
00001164 448.63336182 [3536] PageTutorial's draggables restored!
00001165 448.70535278 [3536] Page layout StartGame
00001166 448.71090698 [3536] TDWHydrophone: Initialize
00001167 448.71200562 [3536] TDWHydrophone: Sonarman set
00001168 448.79748535 [3536] Pagelayout's draggables restored!
00001169 448.81979370 [3536] high precision timer reset
00001170 448.82009888 [3536] Stopping high precision timer
00001171 448.82321167 [3536] Timer stopped
00001172 448.82446289 [3536] Timer started
00001173 448.82882690 [3536] Next journal entry time is 15:00 GMT
00001174 448.82965088 [3536] Next auto journal entry time is 08:50 GMT
00001175 448.89642334 [3536] Page Default HUD StartGame
00001176 448.91851807 [3536] PageDefaultHud: Starting timers for non-critical items, contacts, and checking for destroyed units enable
00001177 449.09530640 [3536] Page Automation InitializeScript
00001178 449.10760498 [3536] using SH5 Enhanced UI style
00001179 449.15277100 [3536] PageDefaultHud: Integrating levels into SH5 HUD
00001180 449.50955200 [3536] Page ChalkBoard InitializeScript
00001181 449.52667236 [3536] PageDefaultHud's draggables restored!
00001182 449.53713989 [3536] TC level changed to 1
00001183 449.54019165 [3536] Time is shown as nautical time
00001184 449.58367920 [3536] TDWRadioMessages Initialize()
00001185 449.58398438 [3536] Clearing all radio messages
00001186 449.58590698 [3536] Campaign selected
00001187 449.58813477 [3536] Reading radio messages for day from file
00001188 449.61306763 [3536] Adding an available radio message for day. Message is: Agents Report 1942.01.23:||Convoy AJ.1 Departed ADEN for COLOMBO on 1 February 1942.|Estimate 3 merchants unknown escort.|CITY OF PARIS 10,902 tons|EASTERN PRINCE 10,926 tons
00001189 449.61819458 [3536] Adding an available radio message for day. Message is: Agents Report 1942.01.23:||Convoy ON.59 departed Liverpool.|Convoy SC.66 departed Halifax.|American convoy BT.200 departed New York City.Convoy BM.12 of troopships EMPRESS OF ASIA, FELIX ROUSSEL, DEVONSHIRE, and PLANCIUS departed Bombay.
00001190 449.62002563 [3536] Adding an available radio message for day. Message is: Agents Report 1942.01.23:||Convoy BM.12 Departed Bombay for Singapore on 4 February 1942.|Estimate 4 merchants and 6 escorts.|Troopships
00001191 449.62017822 [3536] Adding an available radio message for day. Message is: Agents Report 1942.01.23:||Convoy SC.66 Departed Halifax for Liverpool on 9 February 1942.|Estimate 36 merchants and 7 escorts.|Grains Petrol Ore Phosphates Sulphur
00001192 449.62026978 [3536] Adding an available radio message for day. Message is: Current Operations:| U 106 assigned CA and DC coastal areas as attack area. Freedom of movement in that area.|Convoy operation by U 432 going according to plan.||BdU
00001193 449.62039185 [3536] Adding an available radio message for day. Message is: Agents Report 1942.01.23:||Convoy UR.9 Departed Loch Ewe for Reykjavik on 28 January 1942.|Estimate 2 merchants unknown escort.
00001194 449.62048340 [3536] Adding an available radio message for day. Message is: turning back because of heavy oil leakage. Cause unknown.
00001195 449.62063599 [3536] Adding an available radio message for day. Message is: SSS. . .Norwegian tanker LEIESTEN|SSS 45-27N, 43-19W.
00001196 449.62075806 [3536] Adding an available radio message for day. Message is: Reports: U 85 reported sinking of steamer i.r. BD 8793.|U 203, on return cruise, sighted a large freighter in BC 5435, course SW, speed 12 knots.|U 553 reports torpedoes all fired, returning to port. Results: 2 tankers (16,000 BRT) sunk.|Empire Wildebeeste (5631 BRT) torpedoed in CB 6188 and an American tanker "Venore" (14,305 gross tons) torpedoed in CA 79.|Spanish steamer "Navemar" (5473 BRT) torpedoed in CF 9273 (not a German U-boat).||BdU
00001197 449.62210083 [3536] Reading campaign radio messages for day from file
00001198 449.63998413 [3536] Generating BDU position message
00001199 449.65164185 [3536] Adding an available radio message for day. Message is: Report position and status
Mikemike47
09-26-12, 06:54 PM
Continued from post 9365.
00001200 449.65496826 [3536] LoadCareerRadioMessages: loadfile=R:\Silent Hunter 5\Logs\Campaign-2012-09-18_2244.dat
00001201 449.65515137 [3536] Loading career radio messages
00001202 449.67330933 [3536] Retrieving career radio messages from file. Version is 2
00001203 449.67495728 [3536] All radio messages read from career. Number of radio messages read=1
00001204 449.67639160 [3536] TDWDestroyedMarks: determining destroyed units...
00001205 449.68023682 [3536] PageDefaultHud: starting timer for checking of automation auto starts and tutorial start
00001206 449.68887329 [3536] Flak gun 1 found!
00001207 449.68893433 [3536] UZO found!
00001208 449.68899536 [3536] Flak gun 2 found!
00001209 449.68911743 [3536] Deckgun found!
00001210 449.68917847 [3536] Attack scope found!
00001211 449.68997192 [3536] Obs scope found!
00001212 449.69003296 [3536] Binocular found!
00001213 449.69137573 [3536] Page captain log StartGame
00001214 449.70278931 [3536] Page TDC StartGame
00001215 449.70492554 [3536] PageTDC's draggables restored!
00001216 449.71676636 [3536] Page main StartGame
00001217 449.71759033 [3536] Menu StartGame
00001218 455.13180542 [3996] Entities.cpp (83): Process Message:
00001219 455.13235474 [3996] Entities.cpp (91): Init OSI user profile
00001220 455.13244629 [3996] Entities.cpp (123): succeeded
00001221 455.13259888 [3996] Entities.cpp (83): Process Message:
00001222 455.13278198 [3996] Entities.cpp (94): Init OSI campaign objective
00001223 455.13287354 [3996] Entities.cpp (123): succeeded
00001224 455.13308716 [3996] Entities.cpp (83): Process Message:
00001225 455.13339233 [3996] Entities.cpp (97): Init OSI map zones
00001226 455.13348389 [3996] Entities.cpp (123): succeeded
00001227 455.13372803 [3996] Entities.cpp (83): Process Message:
00001228 455.13427734 [3996] Entities.cpp (100): Init OSI campaign named entities
00001229 455.13442993 [3996] Entities.cpp (123): succeeded
00001230 455.13467407 [3996] Entities.cpp (83): Process Message:
00001231 455.13476563 [3996] Entities.cpp (114): OSI Ping
00001232 455.13491821 [3996] Entities.cpp (123): succeeded
00001233 455.37435913 [3536] Z=0.0 TAI Map zoom out
00001234 455.38549805 [3536] Page Automation StartGame
00001235 455.42007446 [3536] PageAutomation's draggables restored!
00001236 455.42660522 [3536] Page ChalkBoard StartGame
00001237 455.43869019 [3536] PageChalkBoard's draggables restored!
00001238 456.93530273 [3996] Entities.cpp (83): Process Message:
00001239 456.93566895 [3996] Entities.cpp (109): OSI Eval campaign objectives
00001240 456.93585205 [3996] Entities.cpp (123): succeeded
00001241 459.04412842 [3536] Page Automation.StartPreviousActivatedScripts: R:\Silent Hunter 5\ActiveAutomationScripts.TDW doesn't exist!
00001242 459.07382202 [3536] SOAN_GetUnitInfo
00001243 459.11279297 [3536] R:\Silent Hunter 5\data\Sea\JPGunBoat01\JPGunBoat01.ait not found. Additional info disabled for unit
00001244 459.12521362 [3536] TDWSoan Initialize
00001245 459.12652588 [3536] SOAN_GetUnitInfo
00001246 459.12939453 [3536] R:\Silent Hunter 5\data\Sea\JPGunBoat01\JPGunBoat01.ait not found. Additional info disabled for unit
00001247 463.21969604 [3996] Entities.cpp (83): Process Message:
00001248 463.22021484 [3996] Entities.cpp (114): OSI Ping
00001249 463.22042847 [3996] Entities.cpp (123): succeeded
00001250 463.29339600 [3536] allowed to check for destroyed units=True
00001251 463.29342651 [3536] Looking for previously destroyed units...
00001252 463.31683350 [3536] PCL: Checking for sunk ships...
00001253 463.32592773 [3536] Number of sunken ships found=0
00001254 463.32595825 [3536] Number of sunken ships last found=0
00001255 473.61077881 [3996] Entities.cpp (83): Process Message:
00001256 473.61102295 [3996] Entities.cpp (114): OSI Ping
00001257 473.61132813 [3996] Entities.cpp (123): succeeded
00001258 482.97198486 [3996] Entities.cpp (83): Process Message:
00001259 482.97219849 [3996] Entities.cpp (114): OSI Ping
00001260 482.97259521 [3996] Entities.cpp (123): succeeded
00001261 488.00924683 [3536] Right mouse button event DisplayOfficerAbilityPage added
00001262 488.04336548 [3536] Making auto journal entry with sub's data. Next auto journal entry is at 09:50 GMT
00001263 488.99804688 [3536] Mousewheel event ChangeHeadingBarHeading added
00001264 491.34194946 [3996] Entities.cpp (83): Process Message:
00001265 491.34228516 [3996] Entities.cpp (114): OSI Ping
00001266 491.34265137 [3996] Entities.cpp (123): succeeded
00001267 491.35308838 [3536] Mousewheel event ChangeHeadingBarHeading removed
00001268 493.21905518 [3536] Right mouse button event DisplayOfficerAbilityPage removed
00001269 496.15411377 [3536] Right mouse button event DisplayOfficerAbilityPage added
00001270 498.89947510 [3536] Right mouse button event DisplayOfficerAbilityPage removed
00001271 499.53082275 [3536] Pagelayout_ExecuteOrderCategory: WA Teleport
00001272 500.28875732 [3996] Entities.cpp (83): Process Message:
00001273 500.28906250 [3996] Entities.cpp (114): OSI Ping
00001274 500.28933716 [3996] Entities.cpp (123): succeeded
00001275 508.67993164 [3996] Entities.cpp (83): Process Message:
00001276 508.68023682 [3996] Entities.cpp (114): OSI Ping
00001277 508.68087769 [3996] Entities.cpp (123): succeeded
00001278 508.91931152 [3536] Right mouse button event DisplayOfficerAbilityPage added
00001279 513.75958252 [3536] Right mouse button event DisplayOfficerAbilityPage removed
00001280 515.51037598 [3536] PageDefaultHud_KeyPressed: args was not handled
00001281 516.75451660 [3996] Entities.cpp (83): Process Message:
00001282 516.75488281 [3996] Entities.cpp (114): OSI Ping
00001283 516.75524902 [3996] Entities.cpp (123): succeeded
00001284 526.80603027 [3536] d3d_antilag: Newreset...
00001285 527.58911133 [3536] d3d_antilag: Newreset done
00001286 531.33001709 [3536] PageDefaultHud_KeyPressed: args was not handled
00001287 533.37402344 [3536] PageDefaultHud_KeyPressed: args was not handled
00001288 533.99035645 [3536] RadCapTools not found, mouse dragging is disabled
00001289 534.07128906 [3536] Page navigation map InitializeScript
00001290 534.27075195 [3536] Page navigation map StartGame
00001291 535.07147217 [3996] Entities.cpp (83): Process Message:
00001292 535.07177734 [3996] Entities.cpp (114): OSI Ping
00001293 535.07208252 [3996] Entities.cpp (123): succeeded
00001294 538.19641113 [3536] PageDefaultHud_KeyPressed: args was not handled
00001295 543.22052002 [3996] Entities.cpp (83): Process Message:
00001296 543.22076416 [3996] Entities.cpp (114): OSI Ping
00001297 543.22094727 [3996] Entities.cpp (123): succeeded
00001298 547.43920898 [3536] Both_engines_for_speed
00001299 549.95104980 [3536] PageDefaultHud_KeyPressed: args was not handled
00001300 551.34375000 [3996] Entities.cpp (83): Process Message:
00001301 551.34393311 [3996] Entities.cpp (114): OSI Ping
00001302 551.34423828 [3996] Entities.cpp (123): succeeded
00001303 552.55572510 [3536] Both_engines_for_speed
00001304 553.25598145 [3996] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.
00001305 553.69470215 [4368] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\servic es\src\services\EndAfterGameReportJob.cpp(51) : Start did not complete successfully.
Trevally.
09-27-12, 06:59 AM
If you are getting ctds with independent speed controls - you have perhaps not installed the SH5 patcher correctly.
There are 3 files to patch in that patcher and the independent speed controls requires you to patch 2 of them at least.
So I would suggest that you review what you patched:up:
Dogfish40
09-27-12, 09:54 AM
If you are getting ctds with independent speed controls - you have perhaps not installed the SH5 patcher correctly.
There are 3 files to patch in that patcher and the independent speed controls requires you to patch 2 of them at least.
So I would suggest that you review what you patched:up:
Hi Trev,
While your on the subject of independant speed control.
It seems that I was able to order each prop it's own speed before. So, if I ordered ahead standard, then shut off the port prop. That prop would continue ahead standard. I could then order ahead 1/3rd and the starboard prop would go to 1/3rd as it's button was still on.
I don't seem to be ablre to do this now. The buttons (I am using the 7.2 UI) seem to just switch the props on and off and that's it.
Maybe I tested it incorrectly but I thought that the buttons shut off control of the prop but left the currant command active.
Is this correct??
Thanks
D40:hmmm:
EDIT: Everything back to normal now. Independant Prop control following normal commands now.
In other words you are asserting that the filter settings in cfg files have to match the entries found in the rtf file you mentioned?
Would we be able to create new categories, by adding new entries to it? :hmmm:
I don't think so: it would have been in a different format. Possibly that file is there for information, but it is giving us precious information anyway :up:
If so, devs should be blamed for those mistakes, not New UIs. The weird thing is that no one had noticed the malfunctions with ship filters before today... have you compared New UI's settings with vanilla ones?
I just found out that the rtf file is THE guideline for compiling filter entries in .cfg if you intend to use the original filter seen on XO dialog box~those very specific values like [one straight funnel, 2 identical funnels,...] are indeed used by vanilla filter. They works fine on stock game except for some errors like wrong funnel value for tankers and wrong bow shape for certain warships etc.
And the reason some filter entries are missing for certain type of ship is because the filters inside XO dialog is indeed adapted according to the ship category you're looking down the scope... If you're looking at a Freighter you won't have stack filter available so the problem vdr1981 encountered will never happen. If you're looking at a tanker the funnels(stack) filter will only offer options[none,1 stack, 1 large stack] but an aircraft carrier will offer [1,1 Large, 2,no funnels] for the same filter.
Apparently we didn't spend much time exploring vanilla game before pouring all kind of flavors into it.
And TDW recog-book is not adaptable and the filtering values are static.
So in summary, stock XO dialog will use some of the five filters [islands, superstructure, mid-superstructure, bowshape, funnels] depending on the type of ships.
TDW reco-book always use the same four filters[islands, superstructure, bowshape, funnels] for all ships.
XO dialog utilizes all possible values for their respective filter according to the type of ships, up to 10 in the case of funnels[0,1,1Large,1Straight,1Raked,2,2WideSpace,2ForeWide r,2Identical,2ForeTaller,3+]
TDW reco-book uses fewer but more concise values to feed the filter for all ship types. In the case of funnels, [1,2,3+]
and TDW reco-book will show all variance/clones for a ship class while the XO dialog will hide them by default.
Since XO dialog and TDW SOAN use the same Keys but different value range from /data/sea/xxx/xxx/.cfg, agreeing to one will cause some conflict with the other. A natural solution is to use customized filter Keys for the reco-book to avoid conflict (like TDW_Islands), but that is up to TDW to decide.
From my side some compromise is necessary to compile a fix, like assigning funnels count "1" to Long Island class carrier. The reco-book filter won't accept "funnels=0". It still interfere with XO dialog but not very noticeable. I'll upload my filter fix in a few hours.
Once more nice findings atacms. :up:
My remarks below:
and TDW reco-book will show all variance/clones for a ship class while the XO dialog will hide them by default.
Have you tried removing the line "ShowInRecognitionManual=No" from cloned unit's cfg files? This probably the parameter preventing stock rec manual from displaying those units :hmm2:
Since XO dialog and TDW SOAN use the same Keys but different value range from /data/sea/xxx/xxx/.cfg, agreeing to one will cause some conflict with the other. A natural solution is to use customized filter Keys for the reco-book to avoid conflict (like TDW_Islands), but that is up to TDW to decide.
Good your idea of changing category names, for making XO reac manual and SOAN to work at the sme time without interfering with each other. If you think that stock rec manual system is better than the one currently used by SOAN, we could as well ask TDW to unify the filtering methods, using that rtf file as template.
From my side some compromise is necessary to compile a fix, like assigning funnels count "1" to Long Island class carrier. The reco-book filter won't accept "funnels=0". It still interfere with XO dialog but not very noticeable. I'll upload my filter fix in a few hours.
While we wait for an answer by TDW, this is my suggestion for a temporary compromise fix:
1 - use all the possibe filtering cathegories for each unit, since standing at your description, they are anyway required by SOAN. Some of them would be superfluous to XO manual, but I don't think this redundancy will pose any problem.
2- since XO manual is more flexible than SOAN as far as filtering values are concerned, use just the concise values recognized by SOAN.
Mikemike47
09-27-12, 04:03 PM
If you are getting ctds with independent speed controls - you have perhaps not installed the SH5 patcher correctly.
There are 3 files to patch in that patcher and the independent speed controls requires you to patch 2 of them at least.
So I would suggest that you review what you patched:up:
No such luck with reviewing the patch. I know about all the files, two of them affects speed controls. I have reviewed, redownloaded patch in case of corrupted download, uninstalled, reread instructions, repatched. All of these things I have done over and over and over and over.......
I was hoping the debug log would pick up the crash errors for clues to solve. I do not see the error in the debug log yet.
Thanks for open horizons again and anything else you worked on.:yeah:
Have you tried removing the line "ShowInRecognitionManual=No" from cloned unit's cfg files? This probably the parameter preventing stock rec manual from displaying those units :hmm2:
Of course I tried that flag. I can read English after all~
Yes it is the switch for stock manual. I wonldn't change them though. Keep the interface clean.
If you think that stock rec manual system is better than the one currently used by SOAN, we could as well ask TDW to unify the filtering methods, using that rtf file as template.
Good point. That would require more work on the SOAN manual on his side. But to house so many values for one filter, a dropdown box may be expected.
Files uploaded. Post is here (http://www.subsim.com/radioroom/showthread.php?p=1940779#post1940779)
A direct link to file is here (http://dl.dropbox.com/u/58556491/SOAN_Filter_Fix(For%20TDW%20NewUIs_TDC_7_1_0).rar)
budundi
09-29-12, 03:32 AM
Great mod!!!:up:
vdr1981
10-01-12, 08:35 AM
Any ETA for new TDW UI 7.2? I mean, i used it before, but looks like it's not compatible with new SOAN fix mod...
And one more question, where i could tweak default depth for surface. I don' know is this related to TDW UI 7.1 but it looks like the sub is liiitle bit to much "out of the water" with the last official (7.1) version . Sometimes i could see almost entire bottom side of the hull in the rough sea...Default depth is 4 meters.
With new UI 7.2 , i dont have this problem and the sub is gliding on averrage 5 meters and it looks just beautiful... But, like i said, there is no compatibility with new SOAN fix.Tnx...
Targor Avelany
10-01-12, 10:23 AM
Any ETA for new TDW UI 7.2? I mean, i used it before, but looks like it's not compatible with new SOAN fix mod...
And one more question, where i could tweak default depth for surface. I don' know is this related to TDW UI 7.1 but it looks like the sub is liiitle bit to much "out of the water" with the last official (7.1) version . Sometimes i could see almost entire bottom side of the hull in the rough sea...Default depth is 4 meters.
With new UI 7.2 , i dont have this problem and the sub is gliding on averrage 5 meters and it looks just beautiful... But, like i said, there is no compatibility with new SOAN fix.Tnx...
Have you ever watched videos of ships on rough seas? It is an interesting and horrifying experience even to just look at that... So I don't think the entire side out of the water is that much unrealistic, tbh.
Any ETA for new TDW UI 7.2? I mean, i used it before, but looks like it's not compatible with new SOAN fix mod...
The SOAN fix was especially designed over the latest version of TDW UI. How is it possible that they are not compatible? Your statement seems a bit paradoxic to me :hmmm:
vdr1981
10-01-12, 11:21 AM
Well, 7.2 is still in beta stage and it has some new interesting features like independent engine control and deck awash dial. You can check couple of last pages of this topic for more informations. SOAN fix is for last "official" 7.1 version (first post in the thread)and it seems it can not work properly with 7.2.
volodya61
10-01-12, 11:26 AM
Folders Roster and Sea not changed very long time and 7.1.0 and 7.2.0 are not different..
salamanderrake
10-01-12, 11:29 AM
Is there any way to refit real navigation to be used with stock sh5 or is it mandatory to be used with NewUI?
vdr1981
10-01-12, 11:37 AM
Folders Roster and Sea not changed very long time and 7.1.0 and 7.2.0 are not different..
So , You suggest that SOAN fix should work fine with 7.2 also? Correct?
If so, maybe i need to do some more testing. Tnx :)
Is there any way to refit real navigation to be used with stock sh5 or is it mandatory to be used with NewUI?
Huh, now why would you wont to do so? TDW UI is a must have mod for SH5...:06:
Well, 7.2 is still in beta stage and it has some new interesting features like independent engine control and deck awash dial. You can check couple of last pages of this topic for more informations. SOAN fix is for last "official" 7.1 version (first post in the thread)and it seems it can not work properly with 7.2.
Have you tested it? The new features of v 7.2 shouldn't affect neither SOAN, nor compatibility with SOAN fix. :hmm2:
vdr1981
10-01-12, 11:44 AM
Have you tested it? The new features of v 7.2 shouldn't affect neither SOAN, nor compatibility with SOAN fix. :hmm2:
Yes, i did that, but i really don't know anymore, sometimes it works -sometimes don't . I will install beta 7.2. again and post findings later...Must reach port first...
Targor Avelany
10-01-12, 11:47 AM
Is there any way to refit real navigation to be used with stock sh5 or is it mandatory to be used with NewUI?
Don't think you can. The scripts to figure out your location via navigator are implemented in the GUI.
Yes, i did that, but i really don't know anymore, sometimes it works -sometimes don't . I will install beta 7.2. again and post findings later...Must reach port first...
Whatever is the problem, I am sure it has nothing to do with v 7.2 :yep:
Don't think you can. The scripts to figure out your location via navigator are implemented in the GUI.
Yes true. Some time ago there were discussions about adding the feature to Ui-Boat and MaGui. But then, it was realized that without the help by TDW, this task wouldn't be that easy.
vdr1981
10-01-12, 11:59 AM
Whatever is the problem, I am sure it has nothing to do with v 7.2 :yep:
I'm glad to hear that, reverting to 7.2 right away...:)
Real navigation means there is a sea chart, ruler, circle, pencil , sky, coastline, nautical almanac and nothing else. Especially not a subicon, not a course-plotter and no contact-lines. For deleting the subicon, contactlines etc. look into the TDW real navigation mod or search for real navigation in SH5-/SH3- forum.
Nicolas
10-01-12, 05:46 PM
One question, when i use the stadimeter, i lost the aob, it resets to the original value, i have the option 'Fix for stadimeter reseting aob speed' enabled. Can a wrong configuration or mod order affect this. How i can use the stadimeter and keep the aob value?
Targor Avelany
10-01-12, 05:52 PM
One question, when i use the stadimeter, i lost the aob, it resets to the original value, i have the option 'Fix for stadimeter reseting aob speed' enabled. There is a fix to use the stadimeter and keep the aob value?
Actually was meaning to ask the same question. I observed that too: no matter if the "manual entering" pressed or not on the TDC panel, the AOB angle resets after stadimeter use (and same as above - the patch w/ fix applied)
J B Lansing
10-03-12, 02:13 AM
I know this is a dumb question but I have been away from SH5 and on a new computer. So I am trying to reestablish what I had before the hard drive failure. Where can find the latest version (7.2?). I look in the UI for Dark Wraith's versions and only found 6_3_7.7. Is it under a different author?
JB
Echolot
10-03-12, 02:59 AM
Hello J B Lansing.
I found this link for (the latest?) test version 7.2. (http://www.mediafire.com/?zpklptx6k984cq6)
Here you can find the latest official version 7.1. (http://www.mediafire.com/download.php?zvepda5l7k2ab68)
Regards.
Echol:ping:t.
J B Lansing
10-03-12, 03:09 AM
Thanks! I have been going through the 600+ post trying to figure out the development history.
JB
Mikemike47
10-03-12, 08:22 AM
Thanks! I have been going through the 600+ post trying to figure out the development history.
JB
Go to first page of this thread.
http://www.subsim.com/radioroom/showthread.php?t=166093
Scroll down post #1 where you can see the revision changes. The latest download link is shown near the bottom of post #1.
I would suggest TDW's SH5 patch, too.
http://www.subsim.com/radioroom/showthread.php?t=181433
Happy hunting!!:rock:
J B Lansing
10-04-12, 05:22 PM
Okay, In the first post DW shows a Options File Editor, which I found. I also think I figured out how to set SH5 install path. But I cannot figure out how to set the Set Path to Menu.txt. Can someone show me the light? Help?
JB
J B Lansing
10-04-12, 05:25 PM
Or maybe it is the next step where I am to open something? I am so confused.... help?
JB
Targor Avelany
10-04-12, 05:45 PM
Or maybe it is the next step where I am to open something? I am so confused.... help?
JB
sober explains it pretty well step by step right here (http://www.subsim.com/radioroom/showpost.php?p=1836878&postcount=3)
Also, if you look at the first post at the actual screenshots, you can see where the menu.txt is located.
toykult
10-05-12, 07:02 PM
NewUIs_TDC_7_1_0_ByTheDarkWraith working great with SH5 V1.2 on Windows 7 but I've been trying to use the Options menu that pops up to Randomize Historical mission variables before mission start but when I Apply Changes I keep getting a message asking to me click Apply Changes and game ignores the new options. I keep hitting the Apply but to no avail. Am I missing something? Many thanks and cheers in advance
Trevally.
10-06-12, 02:53 AM
NewUIs_TDC_7_1_0_ByTheDarkWraith working great with SH5 V1.2 on Windows 7 but I've been trying to use the Options menu that pops up to Randomize Historical mission variables before mission start but when I Apply Changes I keep getting a message asking to me click Apply Changes and game ignores the new options. I keep hitting the Apply but to no avail. Am I missing something? Many thanks and cheers in advance
For some changes, after you click apply you also need to click "Back" and go back to main menu.
When you then select historic mission, you can see your changes:up:
toykult
10-06-12, 09:38 AM
Thanks Trevally, I followed your instructions but still no luck. Randomized the mission variables, noting the changes, then hit Apply Changes, then hit the Back to main menu, then back to Historical Missions and the variables remain stock scenario, no change. I've tried to backup and restore too, but stock mission launches.:o
toykult
10-06-12, 10:23 AM
Thanks again Trevally, of course you were spot on:up: I'd missed theDarkWraiths sage advice:
NOTE: if you are having trouble with items not repositioning or the likes it is probably because Windows is enforcing a privilege level on the game. Simply start the game with Admin rights (right click the SH5 icon and select RunAs-->Administrator)
Ran the game as Admin and problem solved, randomized Historical Mission variables are applied.
happy times, thanks and cheers
J B Lansing
10-06-12, 12:54 PM
So I figured out how to find the txt files for the editor and went through them all. Started the game and got the same old interface. I am not a computer guy, I just am interested in submarine warfare during WWII and thought that this mod would add to immersion. Well I am truly underwater. I tried removing the mod with JSGME and deleted the mod. Then tried to unzip to a empty file and I got a whole series of error messages that the file names were too long. Does anyone know of a simple set of instruction for installing this mod to get even a little of it to work?
As you can see I'm frustrated. Sorry
JB
volodya61
10-06-12, 01:43 PM
Try to unzip it via 7zip - http://www.7-zip.org/
Look into the mod.. there are many subfolders..
You should find the folder - NewUIs_TDC_7_1_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _1_0_ByTheDarkWraith.. it's main mod which you need..
Piacesi
10-06-12, 06:56 PM
__________________________________________________ _________________
PLS how i can download the 6.8.0 v? my is 7 but have some bugs for exemple, the icons of the crew down of screen is in front of the bering metitor and i cant select a bering to my sub go other, the minimap is bugedif i try to open more '' click on the bourd and move the mouse'' the maps move more to the right and others .
:06: :ping: :06:
_________________>_______________<>___________________<____________
Dogfish40
10-07-12, 09:32 AM
__________________________________________________ _________________
PLS how i can download the 6.8.0 v? my is 7 but have some bugs for exemple, the icons of the crew down of screen is in front of the bering metitor and i cant select a bering to my sub go other, the minimap is bugedif i try to open more '' click on the bourd and move the mouse'' the maps move more to the right and others .
:06: :ping: :06:
_________________>_______________<>___________________<____________
Hi Piacesi, Have you posted your mods list? This sounds like something is messing with the files that might be installed after the UI. It sounds very buggy. Also, the version of your game. CD, Steam... This might be worked out before you try an earlier version. Just a thought.
D40 :D
J B Lansing
10-07-12, 10:23 AM
Finally, I got it to work. Just stupid little mistakes on my part. Now I am wondering if anyone has a guide for this mod. Hot key etc.
JB
volodya61
10-07-12, 11:33 AM
Try to look at OptionsFileEditorViewer located in NewUis\data\Applications
Targor Avelany
10-07-12, 01:11 PM
Finally, I got it to work. Just stupid little mistakes on my part. Now I am wondering if anyone has a guide for this mod. Hot key etc.
JB
the F1 is still valid option.
Also, as volodya mentioned, all the detailed configuration and hotkeys are located in the OptionFileEditorViewer
J B Lansing
10-07-12, 02:06 PM
Thanks
JB
titidinca
10-11-12, 02:55 AM
Error when start new campaign whit sober mod list....
DBGVIEW
00000000 0.00000000 [4256] TheDarkWraithAutomation InitializeScript
00000001 0.03165227 [4256] TheDarkWraithUserOptions InitializeScript
00000002 0.04240213 [4256] TDWMastHeights constructor
00000003 0.04335445 [4256] 32bit Key found. Value='C:\Ubisoft\Silent Hunter 5\'
00000004 0.04338859 [4256] \ found as last character in install path from registry!
00000005 0.04341717 [4256] InstallPath=C:\Ubisoft\Silent Hunter 5
00000006 0.04440149 [4256] rosterfilepath=C:\Ubisoft\Silent Hunter 5\data\Roster\Names.cfg
00000007 0.04509312 [4256] seapath=C:\Ubisoft\Silent Hunter 5\data\Sea
00000008 0.05056341 [4256] Mast height not found for C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg01\Iceberg01.cfg!
00000009 0.05625643 [4256] Mast height not found for C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg02\Iceberg02.cfg!
00000010 0.06004096 [4256] Mast height not found for C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg03\Iceberg03.cfg!
00000011 0.06404480 [4256] Mast height not found for C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg04\Iceberg04.cfg!
00000012 0.06820395 [4256] Mast height not found for C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg05\Iceberg05.cfg!
00000013 4.53975868 [4256] Mast Heights:
00000014 4.53975868 [4256]
00000015 4.53975868 [4256] Large Iceberg : 0.0
00000016 4.53975868 [4256] Medium Iceberg : 0.0
00000017 4.53975868 [4256] Medium Iceberg : 0.0
00000018 4.53975868 [4256] Medium Iceberg : 0.0
00000019 4.53975868 [4256] Small Iceberg : 0.0
00000020 4.53975868 [4256] Queen Elizabeth Battleship : 49,36
00000021 4.53975868 [4256] Royal Sovereign Battleship : 44,76
00000022 4.53975868 [4256] King George V Battleship : 50,76
00000023 4.53975868 [4256] HMS Duke Of York : 50,76
00000024 4.53975868 [4256] Nelson Battleship : 54,85
00000025 4.53975868 [4256] Hood Battlecruiser : 46,96
00000026 4.53975868 [4256] Renown Battlecruiser : 51,64
00000027 4.53975868 [4256] New York Battleship : 48,63
00000028 4.53975868 [4256] North Carolina Battleship : 41,73
00000029 4.53975868 [4256] Fuso Battleship : 50
00000030 4.53975868 [4256] Yamato Battleship : 44
00000031 4.53975868 [4256] Littorio Battleship : 47,92
00000032 4.53975868 [4256] Duilio Battleship : 47,92
00000033 4.53975868 [4256] Bismarck Battleship : 51,03
00000034 4.53975868 [4256] Schleswig-Holstein Pre-Dreadnought : 45,55
00000035 4.53975868 [4256] Scharnhorst Battleship : 47,92
00000036 4.53975868 [4256] Deutschland Pocket Battleship : 34,72
00000037 4.53975868 [4256] Furutaka Heavy Cruiser : 31
00000038 4.53975868 [4256] Northampton Heavy Cruiser : 47,79
00000039 4.53975868 [4256] Kent Heavy Cruiser : 47,45
00000040 4.53975868 [4256] HMS Suffolk : 47,45
00000041 4.53975868 [4256] Trento Heavy Cruiser : 34,89
00000042 4.53975868 [4256] Admiral Hipper Heavy Cruiser : 48,15
00000043 4.53975868 [4256] Schwerer Kreuzer Prinz Eugen : 48,15
00000044 4.53975868 [4256] Dido Light Cruiser : 37,17
00000045 4.53975868 [4256] Brooklyn Light Cruiser : 31,29
00000046 4.53975868 [4256] Agano Light Cruiser : 25
00000047 4.53975868 [4256] Montecuccoli Light Cruiser : 38,68
00000048 4.53975868 [4256] Di Giussano Light Cruiser : 34,86
00000049 4.53975868 [4256] Emden Light Cruiser : 35,02
00000050 4.53975868 [4256] K Class Light Cruiser : 35,65
00000051 4.53975868 [4256] Auxiliary Cruiser Komet : 35,93
00000052 4.53975868 [4256] Auxiliary Cruiser Penguin : 34,98
00000053 4.53975868 [4256] Patroclus Armed Merchant Cruiser : 39,69
00000054 4.53975868 [4256] Rawalpindi Armed Merchant Cruiser : 39,69
00000055 4.53975868 [4256] Dithmarschen Supply Ship : 29,12
00000056 4.53975868 [4256] Carl Peters Fleet Tender : 26,87
00000057 4.53975868 [4256] Ark Royal Fleet Carrier : 49,69
00000058 4.53975868 [4256] Illustrious Fleet Carrier : 51,39
00000059 4.53975868 [4256] Glorious Fleet Carrier : 45,64
00000060 4.53975868 [4256] Furious Fleet Carrier : 45,64
00000061 4.53975868 [4256] Hermes Fleet Carrier : 51,39
00000062 4.53975868 [4256] Eagle Fleet Carrier : 51,39
00000063 4.53975868 [4256] Bogue Escort Carrier : 30,55
00000064 4.53975868 [4256] Sangamon Escort Carrier : 30,55
00000065 4.53975868 [4256] Attacker Escort Carrier : 30,55
00000066 4.53975868 [4256] Long Island Escort Carrier : 34,25
00000067 4.53975868 [4256] Archer Escort Carrier : 34,25
00000068 4.53975868 [4256] Charger Escort Carrier : 30,55
00000069 4.53975868 [4256] Avenger Escort Carrier : 30,55
00000070 4.53975868 [4256] Audacity Escort Carrier : 34,25
00000071 4.53975868 [4256] Soldati Destroyer : 26,74
00000072 4.53975868 [4256] Akizuki Destroyer : 23
00000073 4.53975868 [4256] Mutsuki Destroyer : 23
00000074 4.53975868 [4256] Minekaze Destroyer : 21
00000075 4.53975868 [4256] Asashio Destroyer : 27
00000076 4.53975868 [4256] Subchaser : 18
00000077 4.53975868 [4256] Flower Corvette : 19,75
00000078 4.53975868 [4256] Type 34 Destroyer : 26,56
00000079 4.53975868 [4256] Typ-36-Narvik Zerstörer : 26,8
00000080 4.53975868 [4256] Fletcher Destroyer : 28,31
00000081 4.53975868 [4256] A Class Destroyer : 19,64
00000082 4.53975868 [4256] B Class Destroyer : 20,14
00000083 4.53975868 [4256] V&W Class Destroyer : 19,33
00000084 4.53975868 [4256] HMS Walker : 19,33
00000085 4.53975868 [4256] Tribal Destroyer : 25,83
00000086 4.53975868 [4256] R Class Destroyer : 19,39
00000087 4.53975868 [4256] Clemson Destroyer : 28,15
00000088 4.53975868 [4256] Town Lend-Lease Destroyer : 28,15
00000089 4.53975868 [4256] Somers Destroyer : 31,58
00000090 4.53975868 [4256] Evarts Destroyer Escort : 25,9
00000091 4.53975868 [4256] Buckley Destroyer Escort : 20,99
00000092 4.53975868 [4256] River Class Frigate : 27
00000093 4.53975868 [4256] Black Swan Sloop : 27,91
00000094 4.53975868 [4256] HMS Stork : 27,91
00000095 4.53975868 [4256] TDW Torpedo Patrol Boat : 5
00000096 4.53975868 [4256] Armed Trawler : 24,33
00000097 4.53975868 [4256] Landing Ship Tank : 23,91
00000098 4.53975868 [4256] SV Fishing Boat : 16
00000099 4.53975868 [4256] Coastal Boat : 15
00000100 4.53975868 [4256] SV Tug Boat : 24
00000101 4.53975868 [4256] Small Gun Boat : 20
00000102 4.53975868 [4256] Medium Gun Boat : 27,9
00000103 4.53975868 [4256] 165-foot "B" Cutter : 24,33
00000104 4.53975868 [4256] SC-497 Sub Chaser : 24,33
00000105 4.53975868 [4256] Uekel Medium Composite Freighter : 28
00000106 4.53975868 [4256] SV Small Modern Composite Merchant Ship : 23
00000107 4.53975868 [4256] Rongel Small Old Split Freighter : 22,56
00000108 4.53975868 [4256] Middeleton Attack Transport : 38,61
00000109 4.53975868 [4256] Hospital Ship : 33,5
00000110 4.53975868 [4256] Large Liner : 43,09
00000111 4.53975868 [4256] Large Italian Liner : 43,09
00000112 4.53975868 [4256] Uekel Small Passenger Type : 22,5
00000113 4.53975868 [4256] SV Medium Freighter : 34
00000114 4.53975868 [4256] Huge European Liner : 57,86
00000115 4.53975868 [4256] Sampan : 16,5
00000116 4.53975868 [4256] Junk : 17,7
00000117 4.53975868 [4256] Large Sampan : 26,9
00000118 4.53975868 [4256] Fishing boat : 18,7
00000119 4.53975868 [4256] Fishing boat : 18,7
00000120 4.53975868 [4256] Liberty Cargo : 26,18
00000121 4.53975868 [4256] Liberty Ship (War Supplies) : 26,18
00000122 4.53975868 [4256] Victory Cargo : 29,49
00000123 4.53975868 [4256] N3SA1 Small Merchant : 17,96
00000124 4.53975868 [4256] C1-B Type Medium Merchant : 27,92
00000125 4.53975868 [4256] C2-S-B1 Hull Large Merchant : 29,95
00000126 4.53975868 [4256] Ehrenfels Type Large Freighter : 36
00000127 4.53975868 [4256] Ems Type Small Freighter : 36
00000128 4.53975868 [4256] North Sands Type Large Freighter : 36
00000129 4.53975868 [4256] Dale Class Fleet Oiler : 29,7
00000130 4.53975868 [4256] Medium Troopship : 41,3
00000131 4.53975868 [4256] Large Steamer : 26,18
00000132 4.53975868 [4256] Large Steamer (War Supplies) : 26,18
00000133 4.53975868 [4256] Hog Island Type A Freighter : 28,37
00000134 4.53975868 [4256] Hog Island Medium Freighter (War supplies) : 28,37
00000135 4.53975868 [4256] Cimmaron Class Tanker : 29,87
00000136 4.53975868 [4256] SteelViking Tanker : 19,7
00000137 4.53975868 [4256] Ranger Medium Tanker : 40,97
00000138 4.53975868 [4256] Troop Transport : 39,69
00000139 4.53975868 [4256] Amphibious Group Command Ship : 37,54
00000140 4.53975868 [4256] AOTDMadMax/Stormfly/SteelViking Big modern Passangership : 33,5
00000141 4.53975868 [4256]
00000142 4.54447508 [4256] sh5.exe file version is 1.2.0.0
00000143 4.54451084 [4256]
00000144 4.54451084 [4256] TDW DLL versions:
00000145 4.54700708 [4256] C:\Ubisoft\Silent Hunter 5\TDWDestroyedMarks.dll=1.0.0.0
00000146 4.54789639 [4256] C:\Ubisoft\Silent Hunter 5\TDWDraggables.dll=1.0.1.0
00000147 4.54820204 [4256] C:\Ubisoft\Silent Hunter 5\TDWFileUtils.dll=1.0.6.0
00000148 4.54878235 [4256] C:\Ubisoft\Silent Hunter 5\TDWHPT.dll=1.0.4.0
00000149 4.54935265 [4256] C:\Ubisoft\Silent Hunter 5\TDWHydrophone.dll=1.0.4.0
00000150 4.54962921 [4256] C:\Ubisoft\Silent Hunter 5\TDWMastHeights.dll=1.0.1.0
00000151 4.54990387 [4256] C:\Ubisoft\Silent Hunter 5\TDWMouse.dll=1.0.3.0
00000152 4.55017805 [4256] C:\Ubisoft\Silent Hunter 5\TDWRadioMessages.dll=1.1.1.0
00000153 4.55045176 [4256] C:\Ubisoft\Silent Hunter 5\TDWSoan.dll=1.0.4.0
00000154 4.55072355 [4256] C:\Ubisoft\Silent Hunter 5\TDWSound.dll=1.0.1.0
00000155 4.55098772 [4256] C:\Ubisoft\Silent Hunter 5\TDWUtils.dll=1.0.1.0
00000156 4.59027863 [4256]
00000157 4.59027863 [4256] MODS installed:
00000158 4.59027863 [4256] [DEPENDANCIES]
00000159 4.59027863 [4256] RemoveLogoIntroTheDarkWraith="DBM Background Video"
00000160 4.59027863 [4256] Real Environment - Revision_3="sobers base sky mechanics V1""SteelViking's Interior Mod V1.2""SteelViking's Interior Mod V1.2.2 Patch""FX_Update_0_0_19_ByTheDarkWraith""NewUIs_TDC_7_1_0_ByTheDarkWraith""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""sobers Lights Cfg V4 SH5""sobers DOF V2 SH5""sobers best ever fog V19 SH5"
00000161 4.59027863 [4256] NDB,NDH OM#1 - No Dialog Indicator="SteelViking's Interior Mod V1.2"
00000162 4.59027863 [4256] Pascal-sh5-Crew-Uniforms. 12.2011="SteelViking's Interior Mod V1.2"
00000163 4.59027863 [4256] SteelViking's Interior Mod V1.2="SteelViking's Interior Mod V1.2.2 Patch""Fuel Gauge WoGaDi_SteelViking's Interior""IO_StrategicMap_4_7_for_TDWv710""sobers Lights Cfg V4 SH5""sobers DOF V2 SH5"
00000164 4.59027863 [4256] MightyFine Crew Mod 1.2.1 Alt faces="MCCD_1.04_MFCM_1.2.1_compatible"
00000165 4.59027863 [4256] NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0="Equipment_Upgrades_Fix_v1_4_byTheBeast"
00000166 4.59027863 [4256] Equipment_Upgrades_Fix_v1_4_byTheBeast="#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix""Eqp_Upgrades_fix_v1.4 dates by sober Patch V2""SH5 Longer Repairs v.1""NewUIs_TDC_7_1_0_ByTheDarkWraith""Reworked Morale and Abilities v.1.1"
00000167 4.59027863 [4256] FX_Update_0_0_19_ByTheDarkWraith="NewUIs_TDC_7_1_0_ByTheDarkWraith""IRAI_0_0_37_ByTheDarkWraith""TDW_No_Hydrophone_On_Surface_1_1_0""OPEN HORIZONS II_base v2""OPEN HORIZONS II_New_Ships v2""TDW FX Fix for Sobers chimney smoke"
00000168 4.59027863 [4256] Speech fixes and additions (german version)="NewUIs_TDC_7_1_0_ByTheDarkWraith"
00000169 4.59027863 [4256] NewUIs_TDC_7_1_0_ByTheDarkWraith="NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo""NewUIs_TDC_7_1_0_Real_Navigation""Manos Scopes-patch for 8x5""IRAI_0_0_37_ByTheDarkWraith""TDW_No_Hydrophone_On_Surface_1_1_0""OPEN HORIZONS II_base v2""OPEN HORIZONS II_New_Ships v2""Church's Compass Dials Mod v2.2 - Option Three""IO_StrategicMap_4_7_for_TDWv710""Trevally Tutorial - All v0.2(for OHIIv1.3)""Trevally Automated Scripts v0.6""Trevally Harbour & Kiel Canal Pilot v2.9""EQuaTool 01.01 by AvM - Large Style""AOB slide ruller for TDW UIs and MO by stoianm""NewUIs_TDC_7_1_0_WWIIInterface_by_naights"
00000170 4.59027863 [4256] IRAI_0_0_37_ByTheDarkWraith="TDW_No_Hydrophone_On_Surface_1_1_0""OPEN HORIZONS II_base v2""TDW_IRAI_Inertia_Damage_Test"
00000171 4.59027863 [4256] 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"
00000172 4.59027863 [4256] 3D_Deck_Splash_FX_v1_0_0_byTheBeast="3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast"
00000173 4.59027863 [4256] Accurate German Flags="OPEN HORIZONS II_base v2"
00000174 4.59027863 [4256] Capthelms Audio+SV Touch Ups="OPEN HORIZONS II_base v2"
00000175 4.59027863 [4256] OPEN HORIZONS II_base v2="OPEN HORIZONS II_New_Ships v2""Expanded Navies by Cybermat47 v.0.0.06""Reworked Morale and Abilities v.1.1""IO_StrategicMap_4_7_for_TDWv710"
00000176 4.59027863 [4256] OPEN HORIZONS II_New_Ships v2="Expanded Navies by Cybermat47 v.0.0.06"
00000177 4.59027863 [4256] MCCD_1.04_MFCM_1.2.1_compatible="Reworked Morale and Abilities v.1.1"
00000178 4.59027863 [4256] NewUIs_TDC_7_1_0_Real_Navigation="IO_StrategicMap_4_7_for_TDWv710"
00000179 4.59027863 [4256] SteelViking's Interior Mod V1.2.2 Patch="sobers Lights Cfg V4 SH5""sobers DOF V2 SH5"
00000180 4.59027863 [4256] sobers green spinning thing SH5="sobers best ever fog V19 SH5"
00000181 4.59027863 [4256] [MODS]
00000182 4.59027863 [4256] Accurate German Flags=1
00000183 4.59027863 [4256] RemoveLogoIntroTheDarkWraith=2
00000184 4.59027863 [4256] DBM Background Video=3
00000185 4.59027863 [4256] sobers green spinning thing SH5=4
00000186 4.59027863 [4256] NDB,NDH OM#1 - No Dialog Indicator=5
00000187 4.59027863 [4256] Real Environment - Revision_3=6
00000188 4.59027863 [4256] sobers base sky mechanics V1=7
00000189 4.59027863 [4256] Capthelms Audio+SV Touch Ups=8
00000190 4.59027863 [4256] sobers better terrain v3 SH5=9
00000191 4.59027863 [4256] North Atlantic Green 1.1=10
00000192 4.59027863 [4256] Small_trees_SH5_V1=11
00000193 4.59027863 [4256] sobers see thru wake fix=12
00000194 4.59027863 [4256] sobers_realistic_underwater_FX2=13
00000195 4.59027863 [4256] Window_Lights_Redone_V1=14
00000196 4.59027863 [4256] NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0=15
00000197 4.59027863 [4256] Pascal-sh5-Crew-Uniforms. 12.2011=16
00000198 4.59027863 [4256] SteelViking's Interior Mod V1.2=17
00000199 4.59027863 [4256] SteelViking's Interior Mod V1.2.2 Patch=18
00000200 4.59027863 [4256] SH5_7A_Conning_Fix=19
00000201 4.59027863 [4256] Fuel Gauge WoGaDi_SteelViking's Interior=20
00000202 4.59027863 [4256] MightyFine Crew Mod 1.2.1 Alt faces=21
00000203 4.59027863 [4256] MCCD_1.04_MFCM_1.2.1_compatible=22
00000204 4.59027863 [4256] Speech fixes and additions (german version)=23
00000205 4.59027863 [4256] Equipment_Upgrades_Fix_v1_4_byTheBeast=24
00000206 4.59027863 [4256] #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix=25
00000207 4.59027863 [4256] Eqp_Upgrades_fix_v1.4 dates by sober Patch V2=26
00000208 4.60110521 [4256] SH5 Longer Repairs v.1=27
00000209 4.60110521 [4256] AI_sub_crew_1_0_2_TheDarkWraith=28
00000210 4.60110521 [4256] FX_Update_0_0_19_ByTheDarkWraith=29
00000211 4.60110521 [4256] NewUIs_TDC_7_1_0_ByTheDarkWraith=30
00000212 4.60110521 [4256] NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo=31
00000213 4.60110521 [4256] NewUIs_TDC_7_1_0_Real_Navigation=32
00000214 4.60110521 [4256] NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha=33
00000215 4.60110521 [4256] Manos Scopes-patch for 8x5=34
00000216 4.60110521 [4256] IRAI_0_0_37_ByTheDarkWraith=35
00000217 4.60110521 [4256] TDW_No_Hydrophone_On_Surface_1_1_0=36
00000218 4.60110521 [4256] TDW_Ship_Inertia_1_1_0=37
00000219 4.60110521 [4256] Cerberus62 Corrected Depth Charge Projector 1.0=38
00000220 4.60110521 [4256] KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith=39
00000221 4.60110521 [4256] 3D_Deck_Splash_FX_v1_0_0_byTheBeast=40
00000222 4.60110521 [4256] 3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast=41
00000223 4.60110521 [4256] Sub_Bubbles_v0_0_3_ byTheBeast=42
00000224 4.60110521 [4256] OPEN HORIZONS II_base v2=43
00000225 4.60110521 [4256] OPEN HORIZONS II_New_Ships v2=44
00000226 4.60110521 [4256] Expanded Navies by Cybermat47 v.0.0.06=45
00000227 4.60110521 [4256] Reworked Morale and Abilities v.1.1=46
00000228 4.60110521 [4256] sobers green crew training V4 SH5=47
00000229 4.60110521 [4256] TDW FX Fix for Sobers chimney smoke=48
00000230 4.60110521 [4256] Church's Compass Dials Mod v2.2 - Option Three=49
00000231 4.60110521 [4256] IO_StrategicMap_4_7_for_TDWv710=50
00000232 4.60110521 [4256] Grossdeutscher Rundfunk=51
00000233 4.60110521 [4256] sobers NO water drops V1=52
00000234 4.60110521 [4256] smaller flags for Warships 1_0b=53
00000235 4.60110521 [4256] sobers Lights Cfg V4 SH5=54
00000236 4.60110521 [4256] Trevally Tutorial - All v0.2(for OHIIv1.3)=55
00000237 4.60110521 [4256] Trevally Automated Scripts v0.6=56
00000238 4.60110521 [4256] Trevally Harbour & Kiel Canal Pilot v2.9=57
00000239 4.60110521 [4256] sobers rusty deck pack SH5=58
00000240 4.60110521 [4256] sobers hud sounds V1 SH5=59
00000241 4.60110521 [4256] sobers no footstep sound mod=60
00000242 4.60110521 [4256] sobers DOF V2 SH5=61
00000243 4.60110521 [4256] EQuaTool 01.01 by AvM - Large Style=62
00000244 4.60110521 [4256] AOB slide ruller for TDW UIs and MO by stoianm=63
00000245 4.60110521 [4256] gap - HD 1 deg Scope Bearing v 1.0=64
00000246 4.60110521 [4256] Shadow Improvement ModLR=65
00000247 4.60110521 [4256] sobers bad weather deck gun V1 SH5=66
00000248 4.60110521 [4256] NewUIs_TDC_7_1_0_WWIIInterface_by_naights=67
00000249 4.60110521 [4256] TDW_IRAI_Inertia_Damage_Test=68
00000250 4.60110521 [4256] sobers best ever fog V19 SH5=69
00000251 4.60110521 [4256]
00000252 4.60977507 [4256]
00000253 5.04919767 [4256] TDWSound constructor
00000254 5.06799698 [4256] TDWRadioMessages constructor
00000255 5.06896019 [4256] Loading all WWII ship names
00000256 5.09472704 [4256] TDWSoan constructor
00000257 5.10112381 [4256] Retrieving all countries and their equivalent names from SOANNames.cfg
00000258 5.10124779 [4256] # countries in SOANNames.cfg=61
00000259 5.10127926 [4256] Retrieving all categories and their equivalent names from SOANNames.cfg
00000260 5.10132265 [4256] # of new categories in SOANNames.cfg=7
00000261 5.10228920 [4256] Retrieving all countries and their equivalent names from Names.cfg
00000262 5.10241175 [4256] # countries in Names.cfg=57
00000263 5.10254431 [4256] Adding countries from Names.cfg not found in SOANNames.cfg to database
00000264 5.10584545 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.cfg recmanualcategory not found!
00000265 5.10745287 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_G1_FL\Buoy_G1_FL.cfg recmanualcategory not found!
00000266 5.10891914 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.cfg recmanualcategory not found!
00000267 5.11033535 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_O1_FL\Buoy_O1_FL.cfg recmanualcategory not found!
00000268 5.11176777 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_R1_FL\Buoy_R1_FL.cfg recmanualcategory not found!
00000269 5.11337662 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.cfg recmanualcategory not found!
00000270 5.11520290 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\CMD_small_boat\CMD_small_boat.cfg recmanualcategory not found!
00000271 5.11678171 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Dolphin\Dolphin.cfg recmanualcategory not found!
00000272 5.11844397 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Floating_Mine\Floating_Mine.cfg recmanualcategory not found!
00000273 5.12001324 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain .cfg recmanualcategory not found!
00000274 5.12160540 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Ch ain_16.cfg recmanualcategory not found!
00000275 5.12320089 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\HBWhale\HBWhale.cfg recmanualcategory not found!
00000276 5.12465096 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg01\Iceberg01.cfg recmanualcategory not found!
00000277 5.12623072 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg02\Iceberg02.cfg recmanualcategory not found!
00000278 5.12783003 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg03\Iceberg03.cfg recmanualcategory not found!
00000279 5.12929869 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg04\Iceberg04.cfg recmanualcategory not found!
00000280 5.13074064 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg05\Iceberg05.cfg recmanualcategory not found!
00000281 5.13252640 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\JPFish01\JPFish01.cfg recmanualcategory not found!
00000282 5.13421774 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\JPFish02\JPFish02.cfg recmanualcategory not found!
00000283 5.16413260 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\NAMC_Z\NAMC_Z.cfg recmanualcategory not found!
00000284 5.37154198 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\NF_boat\NF_boat.cfg recmanualcategory not found!
00000285 5.37354136 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\NF_Boat_1\NF_Boat_1.cfg recmanualcategory not found!
00000286 5.41938019 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\NMFMPC_Z\NMFMPC_Z.cfg recmanualcategory not found!
00000287 5.43105745 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\NOS_Haruna_Z\NOS_Haruna_Z.cfg recmanualcategory not found!
00000288 5.45423079 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\NSampan01\NSampan01.cfg recmanualcategory not found!
00000289 5.45572138 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\NSampan02\NSampan02.cfg recmanualcategory not found!
00000290 5.45719671 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\NSampan03\NSampan03.cfg recmanualcategory not found!
00000291 5.47342157 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Subnet\Subnet.cfg recmanualcategory not found!
00000292 5.47495461 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Survivor\Survivor.cfg recmanualcategory not found!
00000293 5.47644711 [4256] C:\Ubisoft\Silent Hunter 5\data\Sea\Tug_Z\Tug_Z.cfg recmanualcategory not found!
00000294 68.12040710 [4256] SOAN categories and contents:
00000295 68.12040710 [4256]
00000296 68.12040710 [4256] Escorts:
00000297 68.12040710 [4256] ClassName=Small Gun Boat Islands= SuperStructures= BowShape= Funnels=
00000298 68.12040710 [4256] ClassName=Medium Gun Boat Islands= SuperStructures= BowShape= Funnels=
00000299 68.12040710 [4256] ClassName=COBathurst Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000300 68.12040710 [4256] ClassName=Flower Corvette Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000301 68.12040710 [4256] ClassName=A Class Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
00000302 68.12040710 [4256] ClassName=Akizuki Destroyer Islands= SuperStructures= BowShape= Funnels=
00000303 68.12040710 [4256] ClassName=Asashio Destroyer Islands= SuperStructures= BowShape= Funnels=
00000304 68.12040710 [4256] ClassName=Clemson Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000305 68.12040710 [4256] ClassName=DDDraug Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000306 68.12040710 [4256] ClassName=Fletcher Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2Identical
00000307 68.12040710 [4256] ClassName=DDGrom Islands= SuperStructures= BowShape=Raked Funnels=2ForeWider
00000308 68.12040710 [4256] ClassName=B Class Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2Identical
00000309 68.12040710 [4256] ClassName=Minekaze Destroyer Islands= SuperStructures= BowShape= Funnels=
00000310 68.12040710 [4256] ClassName=Mutsuki Destroyer Islands= SuperStructures= BowShape= Funnels=
00000311 68.12040710 [4256] ClassName=R Class Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000312 68.12040710 [4256] ClassName=Soldati Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Raked
00000313 68.12040710 [4256] ClassName=Somers Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000314 68.12040710 [4256] ClassName=Town Lend-Lease Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000315 68.12040710 [4256] ClassName=Tribal Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2ForeWider
00000316 68.12040710 [4256] ClassName=Type 34 Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
00000317 68.12040710 [4256] ClassName=Typ-36-Narvik Zerstörer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
00000318 68.12040710 [4256] ClassName=V&W Class Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
00000319 68.12040710 [4256] ClassName=HMS Walker Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
00000320 68.12040710 [4256] ClassName=DDWicher Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
00000321 68.12040710 [4256] ClassName=Buckley Destroyer Escort Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000322 68.12040710 [4256] ClassName=Evarts Destroyer Escort Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000323 68.12040710 [4256] ClassName=River Class Frigate Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000324 68.12040710 [4256] ClassName=Black Swan Sloop Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000325 68.12040710 [4256] ClassName=HMS Stork Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000326 68.12040710 [4256] ClassName=165-foot "B" Cutter Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000327 68.12040710 [4256] ClassName=TDW Torpedo Patrol Boat Islands= SuperStructures= BowShape=Raked Funnels=
00000328 68.12040710 [4256] ClassName=Armed Trawler Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000329 68.12040710 [4256] ClassName=SC-497 Sub Chaser Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000330 68.12040710 [4256] ClassName=Subchaser Islands= SuperStructures= BowShape= Funnels=
00000331 68.12040710 [4256] Freighters:
00000332 68.12040710 [4256] ClassName=Amphibious Group Command Ship Islands=1 SuperStructures=Composite BowShape=Raked Funnels=
00000333 68.12040710 [4256] ClassName=SV Medium Freighter Islands= SuperStructures= BowShape= Funnels=
00000334 68.12040710 [4256] ClassName=Auxiliary Cruiser Komet Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000335 68.12040710 [4256] ClassName=Auxiliary Cruiser Penguin Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
00000336 68.12040710 [4256] ClassName=SV Tug Boat Islands= SuperStructures= BowShape= Funnels=
00000337 68.12040710 [4256] ClassName=Large Steamer Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000338 68.12040710 [4256] ClassName=C2-S-B1 Hull Large Merchant Islands=2 SuperStructures=Composite BowShape=Raked Funnels=
00000339 68.12040710 [4256] ClassName=Ehrenfels Type Large Freighter Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
00000340 68.12040710 [4256] ClassName=North Sands Type Large Freighter Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
00000341 68.12040710 [4256] ClassName=Large Steamer (War Supplies) Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000342 68.12040710 [4256] ClassName=Uekel Medium Composite Freighter Islands= SuperStructures= BowShape= Funnels=
00000343 68.12040710 [4256] ClassName=C1-B Type Medium Merchant Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000344 68.12040710 [4256] ClassName=Hog
00000345 68.12054443 [4256] Island Type A Freighter Islands=123 SuperStructures=Split BowShape=Plumb Funnels=
00000346 68.12054443 [4256] ClassName=Hog Island Medium Freighter (War supplies) Islands=123 SuperStructures=Split BowShape=Plumb Funnels=
00000347 68.12054443 [4256] ClassName=N3SA1 Small Merchant Islands=123 SuperStructures=Composite BowShape=Plumb Funnels=
00000348 68.12054443 [4256] ClassName=SV Small Modern Composite Merchant Ship Islands= SuperStructures= BowShape= Funnels=
00000349 68.12054443 [4256] ClassName=Rongel Small Old Split Freighter Islands= SuperStructures= BowShape= Funnels=
00000350 68.12054443 [4256] ClassName=Ems Type Small Freighter Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000351 68.12054443 [4256] ClassName=Liberty Cargo Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000352 68.12054443 [4256] ClassName=Liberty Ship (War Supplies) Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000353 68.12054443 [4256] ClassName=Middeleton Attack Transport Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000354 68.12054443 [4256] ClassName=Victory Cargo Islands=1 SuperStructures=Composite BowShape=Raked Funnels=
00000355 68.12054443 [4256] Warships:
00000356 68.12054443 [4256] ClassName=Carl Peters Fleet Tender Islands= SuperStructures= BowShape=Raked Funnels=1Large
00000357 68.12054443 [4256] ClassName=Bismarck Battleship Islands= SuperStructures= BowShape=Raked Funnels=1
00000358 68.12054443 [4256] ClassName=Duilio Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
00000359 68.12054443 [4256] ClassName=Fuso Battleship Islands= SuperStructures= BowShape= Funnels=
00000360 68.12054443 [4256] ClassName=King George V Battleship Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000361 68.12054443 [4256] ClassName=HMS Duke Of York Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000362 68.12054443 [4256] ClassName=Littorio Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
00000363 68.12054443 [4256] ClassName=Nelson Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000364 68.12054443 [4256] ClassName=New York Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000365 68.12054443 [4256] ClassName=North Carolina Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
00000366 68.12054443 [4256] ClassName=BBProvence Islands= SuperStructures= BowShape=Plumb Funnels=1
00000367 68.12054443 [4256] ClassName=Queen Elizabeth Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000368 68.12054443 [4256] ClassName=Royal Sovereign Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000369 68.12054443 [4256] ClassName=Schleswig-Holstein Pre-Dreadnought Islands= SuperStructures= BowShape=Plumb Funnels=2
00000370 68.12054443 [4256] ClassName=Yamato Battleship Islands= SuperStructures= BowShape= Funnels=
00000371 68.12054443 [4256] ClassName=Deutschland Pocket Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000372 68.12054443 [4256] ClassName=Hood Battlecruiser Islands= SuperStructures= BowShape=Raked Funnels=2
00000373 68.12054443 [4256] ClassName=Renown Battlecruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
00000374 68.12054443 [4256] ClassName=Scharnhorst Battleship Islands= SuperStructures= BowShape=Raked Funnels=1
00000375 68.12054443 [4256] ClassName=Admiral Hipper Heavy Cruiser Islands= SuperStructures= BowShape=Raked Funnels=1
00000376 68.12054443 [4256] ClassName=CACounty Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000377 68.12054443 [4256] ClassName=Furutaka Heavy Cruiser Islands= SuperStructures= BowShape= Funnels=
00000378 68.12054443 [4256] ClassName=Kent Heavy Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000379 68.12054443 [4256] ClassName=HMS Suffolk Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000380 68.12054443 [4256] ClassName=Northampton Heavy Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000381 68.12054443 [4256] ClassName=Schwerer Kreuzer Prinz Eugen Islands= SuperStructures= BowShape=Raked Funnels=1
00000382 68.12054443 [4256] ClassName=Trento Heavy Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace
00000383 68.12054443 [4256] ClassName=Agano Light Cruiser Islands= SuperStructures= BowShape= Funnels=
00000384 68.12054443 [4256] ClassName=Di Giussano Light Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace
00000385 68.12054443 [4256] ClassName=Brooklyn Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2
00000386 68.12054443 [4256] ClassName=Dido Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000387 68.12054443 [4256] ClassName=Emden Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2
00000388 68.12054443 [4256] ClassName=K Class Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000389 68.12054443 [4256] ClassName=CLLeander Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000390 68.12054443 [4256] ClassName=Montecuccoli Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000391 68.12054443 [4256] Troop Transports:
00000392 68.12054443 [4256] ClassName=Patroclus Armed Merchant Cruiser Islands= SuperStructures= BowShape=Pl
00000393 68.12066650 [4256] umb Funnels=2
00000394 68.12066650 [4256] ClassName=Rawalpindi Armed Merchant Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
00000395 68.12066650 [4256] ClassName=Hospital Ship Islands= SuperStructures= BowShape=Raked Funnels=1
00000396 68.12066650 [4256] ClassName=Landing Ship Tank Islands= SuperStructures= BowShape=Raked Funnels=0
00000397 68.12066650 [4256] ClassName=LSMFPD Islands= SuperStructures= BowShape=Plumb Funnels=0
00000398 68.12066650 [4256] ClassName=Large Liner Islands= SuperStructures= BowShape=Plumb Funnels=2
00000399 68.12066650 [4256] ClassName=Large Italian Liner Islands= SuperStructures= BowShape=Plumb Funnels=2
00000400 68.12066650 [4256] ClassName=AOTDMadMax/Stormfly/SteelViking Big modern Passangership Islands= SuperStructures= BowShape=Raked Funnels=1
00000401 68.12066650 [4256] ClassName=Huge European Liner Islands= SuperStructures= BowShape=Raked Funnels=2
00000402 68.12066650 [4256] ClassName=Uekel Small Passenger Type Islands= SuperStructures= BowShape= Funnels=
00000403 68.12066650 [4256] ClassName=TRFelixRoussel Islands= SuperStructures= BowShape=Plumb Funnels=2
00000404 68.12066650 [4256] ClassName=Medium Troopship Islands= SuperStructures= BowShape=Plumb Funnels=2
00000405 68.12066650 [4256] ClassName=Troop Transport Islands= SuperStructures= BowShape=Plumb Funnels=2
00000406 68.12066650 [4256] Tankers:
00000407 68.12066650 [4256] ClassName=Dithmarschen Supply Ship Islands= SuperStructures= BowShape=Raked Funnels=1Large
00000408 68.12066650 [4256] ClassName=Dale Class Fleet Oiler Islands= SuperStructures= BowShape=Raked Funnels=1Large
00000409 68.12066650 [4256] ClassName=Cimmaron Class Tanker Islands= SuperStructures= BowShape=Raked Funnels=1
00000410 68.12066650 [4256] ClassName=Ranger Medium Tanker Islands= SuperStructures= BowShape=Plumb Funnels=1
00000411 68.12066650 [4256] ClassName=SteelViking Tanker Islands= SuperStructures= BowShape= Funnels=
00000412 68.12066650 [4256] Aircraft Carriers:
00000413 68.12066650 [4256] ClassName=Archer Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
00000414 68.12066650 [4256] ClassName=Attacker Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000415 68.12066650 [4256] ClassName=Audacity Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
00000416 68.12066650 [4256] ClassName=Avenger Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000417 68.12066650 [4256] ClassName=Bogue Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000418 68.12066650 [4256] ClassName=Charger Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000419 68.12066650 [4256] ClassName=CVGrafZeppelin Islands= SuperStructures=Small BowShape= Funnels=0
00000420 68.12066650 [4256] ClassName=Long Island Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
00000421 68.12066650 [4256] ClassName=Sangamon Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000422 68.12066650 [4256] ClassName=Ark Royal Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000423 68.12066650 [4256] ClassName=Glorious Fleet Carrier Islands= SuperStructures=Small BowShape= Funnels=1Large
00000424 68.12066650 [4256] ClassName=Eagle Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000425 68.12066650 [4256] ClassName=Furious Fleet Carrier Islands= SuperStructures=Small BowShape= Funnels=1
00000426 68.12066650 [4256] ClassName=Hermes Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000427 68.12066650 [4256] ClassName=Illustrious Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000428 68.16053009 [4256]
00000429 68.16053009 [4256] SOAN ships by country:
00000430 68.16053009 [4256]
00000431 68.16053009 [4256] SeaFolderName=JPGunBoat01 ShipName=Small Gun Boat RecManualCategory=Escorts Islands= SuperStructures= BowShape= Funnels= Class=JPGunBoat01:
00000432 68.16053009 [4256] Country=Japan AD=01.01.1938 00:00:00 DD=01.01.1947 00:00:00
00000433 68.16053009 [4256] SeaFolderName=JPGunBoat02 ShipName=Medium Gun Boat RecManualCategory=Escorts Islands= SuperStructures= BowShape= Funnels= Class=JPGunBoat02:
00000434 68.16053009 [4256] Country=Japan AD=01.01.1938 00:00:00 DD=01.01.1947 00:00:00
00000435 68.16053009 [4256] SeaFolderName=NAGC_C2Appalachian ShipName=Amphibious Group Command Ship RecManualCategory=Freighters Islands=1 SuperStructures=Composite BowShape=Raked Funnels= Class=AGCC2Appalachian:
00000436 68.16053009 [4256] Country=American AD=11.12.1941 00:00:00 DD=01.01.1947 00:00:00
00000437 68.16053009 [4256] Country=British AD=11.12.1941 00:00:00 DD=01.01.1947 00:00:00
00000438 68.16053009 [4256] Country=Greece AD=11.12.1941 00:00:00 DD=01.01.1947 00:00:00
00000439 68.16053009 [4256] Country=Norway AD=11.12.1941 00:00:00 DD=01.01.1947 00:00:00
00000440 68.16053009 [4256] SeaFolderName=NAGP_CarlPeters ShipName=Carl Peters Fleet Tender RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1Large Class=AGPCarlPeters:
00000441 68.16053009 [4256] Country=German AD=01.01.1939 00:00:00 DD=01.01.1947 00:00:00
00000442 68.16053009 [4256] SeaFolderName=NAMC ShipName=SV Medium Freighter RecManualCategory=Freighters Islands= SuperStructures= BowShape= Funnels= Class=GeAuxCruiser:
00000443 68.16053009 [4256] Country=American AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000444 68.16053009 [4256] Country=Argentina AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000445 68.16053009 [4256] Country=Australian AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000446 68.16053009 [4256] Country=Belgium AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000447 68.16053009 [4256] Country=British AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000448 68.16053009 [4256] Country=Canadian AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000449 68.16053009 [4256] Country=China AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000450 68.16053009 [4256] Country=Colombia AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000451 68.16053009 [4256] Country=Cuba AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000452 68.16053009 [4256] Country=Denmark AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000453 68.16053009 [4256] Country=Egypt AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000454 68.16053009 [4256] Country=Estonia AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000455 68.16053009 [4256] Country=Finland AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000456 68.16053009 [4256] Country=France AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000457 68.16053009 [4256] Country=FreeBelgium AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000458 68.16053009 [4256] Country=FreeDenmark AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000459 68.16053009 [4256] Country=FreeFinland AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000460 68.16053009 [4256] Country=FreeFrench AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000461 68.16053009 [4256] Country=FreeGreece AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000462 68.16053009 [4256] Country=FreeNetherland AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000463 68.16053009 [4256] Country=FreeNorway AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000464 68.16053009 [4256] Country=FreePoland AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000465 68.16053009 [4256] Country=FreeSweden AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000466 68.16053009 [4256] Country=German AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000467 68.16053009 [4256] Country=Greece AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000468 68.16053009 [4256] Country=Iceland AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000469 68.16053009 [4256] Country=India AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000470 68.16053009 [4256] Country=Ireland AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000471 68.16053009 [4256] Country=Italian AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000472 68.16053009 [4256] Country=Japan AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000473 68.16053009 [4256] Country=Latvia AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000474 68.16053009 [4256] Country=Lithuania AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000475 68.16053009 [4256] Country=Mexico AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000476 68.16053009 [4256] Country=Nicaragua AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000477 68.16053009 [4256] Country=Panama AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000478 68.16053009 [4256] Country=Poland AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000479 68.16053009 [4256] Country=Portugal AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000480 68.16053009 [4256] Country=Russia AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000481 68.16053009 [4256] Country=SouthAfrica AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000482 68.16053009 [4256] Country=Spain AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000483 68.16053009 [4256] Country=Uruguay AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000484 68.16053009 [4256] Country=Venezuela AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000485 68.16053009 [4256] Country=Yugoslavia AD=05.03.1924 00:00:00 DD=01.01.1947 00:00:00
00000486 68.16053009 [4256] SeaFolderName=NAMC_Komet ShipName=Auxiliary Cruiser Ko
00000487 68.16065979 [4256] met RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Raked Funnels= Class=AMCKomet:
00000488 68.16065979 [4256] Country=German AD=01.04.1928 00:00:00 DD=17.04.1946 00:00:00
00000489 68.16065979 [4256] SeaFolderName=NAMC_Patroclus ShipName=Patroclus Armed Merchant Cruiser RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=AMCPatroclus:
00000490 68.16065979 [4256] Country=British AD=12.09.1939 00:00:00 DD=01.10.1941 00:00:00
00000491 68.16065979 [4256] SeaFolderName=NAMC_Penguin ShipName=Auxiliary Cruiser Penguin RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Plumb Funnels= Class=AMCPenguin:
00000492 68.16065979 [4256] Country=German AD=01.04.1928 00:00:00 DD=17.04.1946 00:00:00
00000493 68.16065979 [4256] SeaFolderName=NAMC_Rawalpindi ShipName=Rawalpindi Armed Merchant Cruiser RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=AMCRawalpindi:
00000494 68.16065979 [4256] Country=British AD=01.10.1939 00:00:00 DD=01.05.1943 00:00:00
00000495 68.16065979 [4256] SeaFolderName=NAO_Dithmarschen ShipName=Dithmarschen Supply Ship RecManualCategory=Tankers Islands= SuperStructures= BowShape=Raked Funnels=1Large Class=AODithmarschen:
00000496 68.16065979 [4256] Country=German AD=01.01.1938 00:00:00 DD=01.12.1945 00:00:00
00000497 68.16065979 [4256] SeaFolderName=NATF ShipName=SV Tug Boat RecManualCategory=Freighters Islands= SuperStructures= BowShape= Funnels= Class=TugBoat:
00000498 68.16065979 [4256] Country=American AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000499 68.16065979 [4256] Country=Argentina AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000500 68.16065979 [4256] Country=Australian AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000501 68.16065979 [4256] Country=Belgium AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000502 68.16065979 [4256] Country=Brazil AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000503 68.16065979 [4256] Country=British AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000504 68.16065979 [4256] Country=Canadian AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000505 68.16065979 [4256] Country=China AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000506 68.16065979 [4256] Country=France AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000507 68.16065979 [4256] Country=FreeFrench AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000508 68.16065979 [4256] Country=German AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000509 68.16065979 [4256] Country=Greece AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000510 68.16065979 [4256] Country=India AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000511 68.16065979 [4256] Country=Ireland AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000512 68.16065979 [4256] Country=Italian AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000513 68.16065979 [4256] Country=NewZealand AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000514 68.16065979 [4256] Country=Norway AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000515 68.16065979 [4256] Country=Panama AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000516 68.16065979 [4256] Country=Russia AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000517 68.16065979 [4256] Country=Turkey AD=01.01.1937 00:00:00 DD=01.01.1947 00:00:00
00000518 68.16065979 [4256] SeaFolderName=NBB_Bismark ShipName=Bismarck Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=BBBismark:
00000519 68.16065979 [4256] Country=German AD=14.02.1939 00:00:00 DD=12.11.1944 00:00:00
00000520 68.16065979 [4256] SeaFolderName=NBB_Duilio ShipName=Duilio Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BBDuilio:
00000521 68.16065979 [4256] Country=Italian AD=10.05.1915 00:00:00 DD=01.01.1957 00:00:00
00000522 68.16065979 [4256] SeaFolderName=NBB_Fuso ShipName=Fuso Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=BBFuso:
00000523 68.16065979 [4256] Country=Japan AD=20.11.1913 00:00:00 DD=25.10.1944 00:00:00
00000524 68.16065979 [4256] SeaFolderName=NBB_King_GeorgeV ShipName=King George V Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=BBKingGeorgeV:
00000525 68.16065979 [4256] Country=British AD=11.12.1940 00:00:00 DD=01.01.1958 00:00:00
00000526 68.16065979 [4256] SeaFolderName=NBB_King_GeorgeV_DoYork ShipName=HMS Duke Of York RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=BBHMSDukeOfYork:
00000527 68.16065979 [4256] Country=British AD=04.11.1941 00:00:00 DD=01.11.1951 00:00:00
00000528 68.16065979 [4256] SeaFolderName=NBB_Littorio ShipName=Littorio Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BBLittorio:
00000529 68.16065979 [4256] Country=Italian AD=28.04.1940 00:00:00 DD=01.02.1948 00:00:00
00000530 68.16065979 [4256] SeaFolderName=NBB_Nelson ShipName=Nelson Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBNelson:
00000531 68.16065979 [4256] Country=British AD=01.09.1927 00:00:00 DD=01.12.1947 00:00:00
00000532 68.16065979 [4256] SeaFolderName=NBB_New
00000533 68.16078949 [4256] _York ShipName=New York Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBNewYork:
00000534 68.16078949 [4256] Country=American AD=12.03.1914 00:00:00 DD=11.04.1948 00:00:00
00000535 68.16078949 [4256] SeaFolderName=NBB_North_Carolina ShipName=North Carolina Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BBNorthCarolina:
00000536 68.16078949 [4256] Country=American AD=09.04.1941 00:00:00 DD=01.06.1960 00:00:00
00000537 68.16078949 [4256] SeaFolderName=NBB_Provence ShipName=BBProvence RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBProvence:
00000538 68.16078949 [4256] Country=France AD=12.03.1914 00:00:00 DD=11.04.1948 00:00:00
00000539 68.16078949 [4256] SeaFolderName=NBB_QueenElizabeth ShipName=Queen Elizabeth Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBQueenElizabeth:
00000540 68.16078949 [4256] Country=British AD=01.01.1915 00:00:00 DD=01.01.1948 00:00:00
00000541 68.16078949 [4256] SeaFolderName=NBB_RoyalSovereign ShipName=Royal Sovereign Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBRoyalSovereign:
00000542 68.16078949 [4256] Country=British AD=16.03.1916 00:00:00 DD=01.03.1948 00:00:00
00000543 68.16078949 [4256] Country=Russia AD=16.03.1916 00:00:00 DD=01.03.1948 00:00:00
00000544 68.16078949 [4256] SeaFolderName=NBB_Schleswig_Holstein ShipName=Schleswig-Holstein Pre-Dreadnought RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=BBSchleswigHolstein:
00000545 68.16078949 [4256] Country=German AD=07.12.1906 00:00:00 DD=01.01.1946 00:00:00
00000546 68.16078949 [4256] SeaFolderName=NBB_Yamato ShipName=Yamato Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=BBYamato:
00000547 68.16078949 [4256] Country=Japan AD=16.12.1941 00:00:00 DD=31.12.1945 00:00:00
00000548 68.16078949 [4256] SeaFolderName=NBC_Deutschland ShipName=Deutschland Pocket Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BCDeutschland:
00000549 68.16078949 [4256] Country=German AD=01.04.1933 00:00:00 DD=17.04.1945 00:00:00
00000550 68.16078949 [4256] SeaFolderName=NBC_Hood ShipName=Hood Battlecruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BCHood:
00000551 68.16078949 [4256] Country=British AD=11.12.1920 00:00:00 DD=25.05.1941 00:00:00
00000552 68.16078949 [4256] SeaFolderName=NBC_Renown ShipName=Renown Battlecruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=BCRenown:
00000553 68.16078949 [4256] Country=British AD=01.01.1916 00:00:00 DD=01.03.1948 00:00:00
00000554 68.16078949 [4256] SeaFolderName=NBC_Scharnhorst ShipName=Scharnhorst Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=BCScharnhorst:
00000555 68.16078949 [4256] Country=German AD=07.01.1939 00:00:00 DD=26.12.1943 00:00:00
00000556 68.16078949 [4256] SeaFolderName=NCA_Admiral_Hipper ShipName=Admiral Hipper Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=CAHipper:
00000557 68.16078949 [4256] Country=German AD=25.04.1939 00:00:00 DD=01.01.1946 00:00:00
00000558 68.16078949 [4256] SeaFolderName=NCA_County ShipName=CACounty RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=3+ Class=CACounty:
00000559 68.16078949 [4256] Country=Australian AD=25.06.1928 00:00:00 DD=01.01.1948 00:00:00
00000560 68.16078949 [4256] SeaFolderName=NCA_Furutaka ShipName=Furutaka Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=CAFurutaka:
00000561 68.16078949 [4256] Country=Japan AD=31.03.1926 00:00:00 DD=11.10.1942 00:00:00
00000562 68.16078949 [4256] SeaFolderName=NCA_Kent ShipName=Kent Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=3+ Class=CAKent:
00000563 68.16078949 [4256] Country=British AD=25.06.1928 00:00:00 DD=01.01.1948 00:00:00
00000564 68.16078949 [4256] SeaFolderName=NCA_Kent_Suffolk ShipName=HMS Suffolk RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=3+ Class=CAHMSSuffolk:
00000565 68.16078949 [4256] Country=British AD=07.02.1928 00:00:00 DD=01.06.1948 00:00:00
00000566 68.16078949 [4256] SeaFolderName=NCA_Northampton ShipName=Northampton Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=CANorthampton:
00000567 68.16078949 [4256] Country=American AD=17.05.1930 00:00:00 DD=01.04.1960 00:00:00
00000568 68.16078949 [4256] SeaFolderName=NCA_Prinz_Eugen ShipName=Schwerer Kreuzer Prinz Eugen RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=CAPrinzEugen:
00000569 68.16078949 [4256] Country=German AD=25.04.1939 00:00:00 DD=01.01.1946 00:00:00
00000570 68.16078949 [4256] SeaFolderName=NCA_Trento ShipName=Trento Heav
00000571 68.16092682 [4256] y Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace Class=CATrento:
00000572 68.16092682 [4256] Country=Italian AD=01.01.1928 00:00:00 DD=10.04.1943 00:00:00
00000573 68.16092682 [4256] SeaFolderName=NCL_Agano ShipName=Agano Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=CLAgano:
00000574 68.16092682 [4256] Country=Japan AD=31.10.1942 00:00:00 DD=02.07.1946 00:00:00
00000575 68.16092682 [4256] SeaFolderName=NCL_Bartolomeo ShipName=Di Giussano Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace Class=CLBartolomeo:
00000576 68.16092682 [4256] Country=Italian AD=01.01.1931 00:00:00 DD=01.04.1942 00:00:00
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00001216 68.16345978 [4256] TDWSoan Initialize
00001217 68.17684937 [4256] TheDarkWraithUserOptions InitializeVariables
00001218 68.17745209 [4256] Using real navigation
00001219 68.18177795 [4256] TDWMouse constructor
00001220 68.18260193 [4256] Found the SH5 process
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00001222 68.19008636 [4256] Setting cooperation level
00001223 68.19062042 [4256] Creating new threads
00001224 68.19070435 [4256] Setting event notification
00001225 68.19118500 [4256] Creating bootstrap thread
00001226 68.19123077 [4256] Starting bootstrap thread
00001227 68.19175720 [4256] Acquiring mouse
00001228 68.19385529 [4256] Mouse acquired
00001229 68.19387817 [4256] TDWMouse constructor end
00001230 68.19657135 [4256] TDWDestroyedMarks constructor
00001231 68.20911407 [4256] Page main InitializeScript
00001232 68.26871490 [4256] Clearing all user marks
00001233 68.36404419 [4256] Menu InitializeScript
THE_MASK
10-11-12, 03:58 AM
What is the error please .
titidinca
10-11-12, 04:19 AM
What is the error please .
CTD whit this message
" Data corrupted !
CampaignData not found for CampaignID=MonsunGruppe43. "
THE_MASK
10-11-12, 04:41 AM
CTD whit this message
" Data corrupted !
CampaignData not found for CampaignID=MonsunGruppe43. "When in the campaign does this happen . I just started a MonsunGruppe campaign and am currently leaving the harbor .
titidinca
10-11-12, 04:53 AM
When in the campaign does this happen . I just started a MonsunGruppe campaign and am currently leaving the harbor .
New Campaign,press START....CTD.I do not get to choose a campaign ...
THE_MASK
10-11-12, 05:10 AM
New Campaign,press START....CTD.I do not get to choose a campaign ...Did you do the tutorial first without any mods installed ?
titidinca
10-11-12, 09:01 AM
Did you do the tutorial first without any mods installed ?
Yes , but not working.The game still error.
Marshall Ney
10-11-12, 10:03 AM
Downloaded Darkwraith's 7.1 and when I did it last week also, I thought there was couple of things that made it look not right; ie downloaded w/winzip not 7zip and working with Steam version. However now after Harbinger1 sent disc copy and now properly installed & updated, I get same set up after unzipping w/7zip. There is not one data file for everything, but 11 different files, all with individual data files in them. There are files named map tools, reaper nightvision, ect. Now, there's one that if you click on data file there numerous catagoies like applications, automations, cfg, ect, ect. Is this the main mod file???? And are the others just choices to make?? :doh:
This the first serious modding I've done & all the information on this site is mind boggling. Help someone please.:rock:
MN
volodya61
10-11-12, 10:29 AM
The main mod located in - NewUIs_TDC_7_1_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _1_0_ByTheDarkWraith
other mods in MODS folder, like NewUIs_TDC_7_1_0_Real_Navigation and NewUIs_TDC_7_1_0_ERM_Reaper7_NightVision, are optional mods
Silent Steel
10-11-12, 11:47 AM
This the first serious modding I've done & all the information on this site is mind boggling. Help someone please.:rock:
Ahoy Marshall Ney,
Check this
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5941
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5942
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5943
(The other folders above are all optional mods or optional features to use, if you want to)
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5944
In Explorer you should have this structure
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5945
:up:
Targor Avelany
10-11-12, 11:53 AM
/cut out so I don't spam
:up:
Also, REMEMBER TO REMOVE "Documents" FOLDER!
Helps a lot, btw.
And SS: thank you for this awesome picture explanation. Bookmarked :)
Silent Steel
10-11-12, 12:04 PM
Also, REMEMBER TO REMOVE "Documents" FOLDER!
Helps a lot, btw.
And SS: thank you for this awesome picture explanation. Bookmarked :)
As always, you're welcome :salute:
Targor Avelany
10-11-12, 12:09 PM
CTD whit this message
" Data corrupted !
CampaignData not found for CampaignID=MonsunGruppe43. "
Try re-extracting OHII mods and re-installing them.
Make sure you are using one of the archivers that able to handle long names (7zip for example).
Its very likely that data did get corrupted somewhere and, hopefully, just in OHII files, which is easier to fix... than having to uninstall all and reinstall the game from scratch (which is a pain...)
Silent Steel
10-11-12, 12:48 PM
Make sure you are using one of the archivers that able to handle long names (7zip for example)
Or you could try ZipGenius;
http://download.cnet.com/ZipGenius-Standard-Edition/3000-2250_4-10179818.html
And, here's a good way to go if you think some mod soup issue is the culprit (courtesy of Webster);
http://www.subsim.com/radioroom/showpost.php?p=1228828&postcount=1
:hmmm:
titidinca
10-11-12, 01:08 PM
Try re-extracting OHII mods and re-installing them.
Make sure you are using one of the archivers that able to handle long names (7zip for example).
Its very likely that data did get corrupted somewhere and, hopefully, just in OHII files, which is easier to fix... than having to uninstall all and reinstall the game from scratch (which is a pain...)
no it does not work ....
Targor Avelany
10-11-12, 01:29 PM
no it does not work ....
Does disabling OHII mods completely, while having all the other mods still active allow you to lunch and play the game?
titidinca
10-11-12, 01:51 PM
Does disabling OHII mods completely, while having all the other mods still active allow you to lunch and play the game?
YES !!!!
Targor Avelany
10-11-12, 01:57 PM
than there is something wrong with the OHII: whether it is something to do with how you installing it or your download might be corrupt...
Glad to hear everything else works :woot:
Marshall Ney
10-11-12, 02:45 PM
I have followed you pictures and I am pretty sure I did it right but when i go into game still get vanilla graphics/tools ect. I even started a new career, but still no go; but there was option to skip tutorial, which I never saw before.
I don't know what to do. I thought when one imported a mod via JSMGE and it's on the left side, it's in the mod folder also, right?? But when one moves mod from left the right side, the mod comes out mod folder into JSMGE folder, for lack of anther term??? But this id not happening today. This is what it seemed to do last week when I had CSPMagi loaded and a couple of other minor mods. Maybe I am thinking wrong, but something is sticking in my mind.
I have been editing as I have tried several things this afternoon; does the JSMGE thing have to be in data folder(that is open data folder and put these in).?? I viewed Stomin's video again and I not sure exactly where this goes now because late in day my mind is blown.
MN:doh:
Silent Steel
10-12-12, 06:08 AM
...I thought when one imported a mod via JSMGE and it's on the left side, it's in the mod folder also, right?? But when one moves mod from left the right side, the mod comes out mod folder into JSMGE folder...
No, the mod does not come out of MODS folder into JSGME. It stays in the 'MODS' folder.
When you have a mod in the 'MODS' folder it is just accessible for JSGME.
When you move a mod in JSGME from the left column to the right column it gets activated so you can use it in the game.
...does the JSMGE thing have to be in data folder...
No, it must NOT be in the 'data' folder. Please see below.
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6022
Link to Webster's 'How to Fix Mod Soup Issues'; http://www.subsim.com/radioroom/showpost.php?p=1228828&postcount=1
And, make sure that every mod you put into your MODS folder (C:\Ubisoft\Silent Hunter 5\MODS) has this structure; The mod's name\data
Nothing more, nothing less!
Marshall Ney
10-12-12, 09:37 AM
I bloody well got it!!!!! :know:Thanks so much for walking this dummy thru this
I think the problem was the place I was unzipping the JSGME file; that is in the same place zipped file was then transferring to SH5 file. So this morning I copied zipped file directly into SH5 and then imported DarkW's file and low-in-behold I got a new interface!!!! WHICH is really cool.:D
Now is there a few videos that will show me how to use all these bells and whistles??? I know where Stoianm's videos are. Does he use some version of this mod in his videos??
Again, thanks a bunch for your patience and time. I am ready to kick some Tommy's ass!! But I have to get up for a doctor's appointment.
Later guys
MN
Silent Steel
10-12-12, 11:15 AM
But I have to get up for a doctor's appointment.MN
No need to, there is a doc aboard the sub.
Sich Rifleman
10-13-12, 06:34 AM
The strcucture that all mods should have...I don't see the folder named JSGME in it- is it supposed to be like that? When I unpacked JSGME, I got that folder, and the MODS folder was in it. After sending the entire JSGME folder to the SH 5 game folder I dropped down the mods in the MODS sub-folder, and they were recognized. But even after activation, I saw no changes.
volodya61
10-13-12, 07:38 AM
@Sich Rifleman
You shouldn't have any folders like JSGME in the your root folder..
You should have in the root folder only JSGME.exe and MODS folder as in Silent Steel's pics..
May I ask what is the option "Advanced HUD enabled at game start" in the option file?
Targor Avelany
10-13-12, 02:47 PM
May I ask what is the option "Advanced HUD enabled at game start" in the option file?
It is more detailed look. You get it if you press "Alt" in unmodded game.
ReallyDedPoet
10-13-12, 09:12 PM
When trying to open the Options Exe I am getting a Microsoft Net Framework Error.
I am just getting back into SH5 and have not used the before, I always edited the options via Notepad.
Silent Steel
10-13-12, 11:07 PM
The strcucture that all mods should have...I don't see the folder named JSGME in it- is it supposed to be like that? When I unpacked JSGME, I got that folder, and the MODS folder was in it. After sending the entire JSGME folder to the SH 5 game folder I dropped down the mods in the MODS sub-folder, and they were recognized. But even after activation, I saw no changes.
Sorry if I forgot to tell how to install JSGME :oops:
First I suggest you cut the MODS folder you have and paste it somewhere of your choice, for instance on your desktop.
To install JSGME > Drop a copy of 'jsgme_setup_v x.xx.exe' into C:\Ubisoft\Silent Hunter 5
1. Now you run it to install it.
2. During install point it at; C:\Ubisoft\Silent Hunter 5
3. After the install has finished >
4. Run the 'JSGME.exe' (the one with the yellow G) and the 'MODS' folder will be created in the right place.
5. Drop copies of your mods into this new Mods folder
Now you can use the JSGME properly.
And
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6028
Does this mod change the way deck gun can operate ?
Now even on calm sea, I have many difficulties to keep the crew on the deck gun every time my depth is below 6.0m i think they dissapears.
As the sub sway beetwenn 5meter to 6.x, deck gun crew appears/dissapearq, is there's a way to change this value to 6.5 meters.
BerntBalchen
10-15-12, 05:46 PM
When i get a radio message from bdu asking me to report in(light blue colour) Can i answer from 2 places? In Captains log with the status report or from radio man with the patrol report? I am a little confusius :)
As for deck gun and high sea, you can manually change that, think its something with wind and meter per sec. Like example.... if 9 is value then at 9 meter per sec wind you cant have guys on deck gun. Increase that to be able to get on deck gun in high sea. Sorry, dont know where in the files. Maybe in the Cfg folder. :)
Dogfish40
10-16-12, 10:20 AM
Does this mod change the way deck gun can operate ?
Now even on calm sea, I have many difficulties to keep the crew on the deck gun every time my depth is below 6.0m i think they dissapears.
As the sub sway beetwenn 5meter to 6.x, deck gun crew appears/dissapearq, is there's a way to change this value to 6.5 meters.
Ahoy Choum.
It doesn't change it no. Your deck gun crew should clear off the deck with over 5m depth, so until that boat comes up to 5m, your gun crew will not fire. It is very frustrating indeed when under pressure to fire and the crew keeps popping in and out. What you can do to try and get that boat at the proper depth is to order ahead standard for a short time, say 30 sec to 45 sec at the most. Then back off your speed again.
Mind you, we are talking about relatively calm seas. In rough seas, it was impossible and dangerous to use the gun as men would be washed over.
Anyway, there is one more salvation. There is a mod I believe called "Bad weather Guns" and it does just that. You'll be able to use the guns no matter what the weather conditions.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1564
Gute Jagd
D40
with New ui (ok, boat pitching up) :
http://imageshack.us/a/img832/5798/ui1c.jpg (http://imageshack.us/photo/my-images/832/ui1c.jpg/)
with New ui (dissapear, boat pitching down)
http://imageshack.us/a/img254/9593/ui2o.jpg (http://imageshack.us/photo/my-images/254/ui2o.jpg/)
Without New ui :
http://imageshack.us/a/img812/84/noui1.jpg (http://imageshack.us/photo/my-images/812/noui1.jpg/)
Without New ui (just before the boat reach completly the surface) :
http://imageshack.us/a/img255/9882/noui2.jpg (http://imageshack.us/photo/my-images/255/noui2.jpg/)
So the newui change something somewhere about that.
The new ui parameters is bad, as when you can't use your deck gun, you can't have men to the flak gun too
I don' find the option of cfg to edit to avoid that.
Dogfish40
10-16-12, 11:01 AM
When i get a radio message from bdu asking me to report in(light blue colour) Can i answer from 2 places? In Captains log with the status report or from radio man with the patrol report? I am a little confusius :)
As for deck gun and high sea, you can manually change that, think its something with wind and meter per sec. Like example.... if 9 is value then at 9 meter per sec wind you cant have guys on deck gun. Increase that to be able to get on deck gun in high sea. Sorry, dont know where in the files. Maybe in the Cfg folder. :)
Ahoy BerntBalchen
I think it's better to use the radioman to order up answers to the BDU, or even patrol reports, of course contact reports if you're using TDW's UI.
I remember TDW mentioning that one time, "not to use the captain's log for Patrol/Contact reports if you are using his UI.
It's something to do with his new messages not responding to the Captain's log, this may have changed or whatever.
I have not gone back to using the captains log except to check out convoy/merchant reports. Using the radioman, I get very good results from the BDU concerning Wolfpack help. I also changed the parameter in the options editor of BDU response to my messages to 40 or 50%, this helps too.
Yes, if you are getting the Blue messages I would definitely use the radioman.
Hope this helps
D40
BerntBalchen
10-16-12, 03:15 PM
Yeah, i found out that when i send it from Capt. Log there is no entry in the log on the right side. But when i do it from radioman it comes up "report sendt". So i agree, stay with the trusted radioman. Thanks... you old dog. :D:salute:
About the deckgun issue. By the looks of those pictures there is something wrong. I could have a picnic on that deck without getting wet. Could it be a conflict between mods. If so, its wierd. Maybe some of the gurus here can help.
Dogfish40
10-16-12, 03:37 PM
with New ui (ok, boat pitching up) :
[/URL]
with New ui (dissapear, boat pitching down)
(http://imageshack.us/photo/my-images/832/ui1c.jpg/)
Without New ui :
Without New ui (just before the boat reach completly the surface) :
[URL="http://imageshack.us/photo/my-images/255/noui2.jpg/"] (http://imageshack.us/photo/my-images/812/noui1.jpg/)
So the newui change something somewhere about that.
The new ui parameters is bad, as when you can't use your deck gun, you can't have men to the flak gun too
I don' find the option of cfg to edit to avoid that.
Ahoy Choum,
Post your mod list please. You are correct in that it appears that your deck gun crew should be there. This is not a intended effect by the UI mod (or any that I know) however it may be just a question of mod order.
D40
here's my mod list :
http://imageshack.us/a/img542/4212/lolti.jpg (http://imageshack.us/photo/my-images/542/lolti.jpg/)
I just remove 24 (new ui) and 25 (speech recognition) to fix deckgun crew in my screenshoot.
BerntBalchen
10-16-12, 07:00 PM
Been searching around, but need some help. When it say radio message intercepted, can you get that in german voice? I asume this comes from this mod. :)
volodya61
10-16-12, 07:24 PM
Been searching around, but need some help. When it say radio message intercepted, can you get that in german voice? I asume this comes from this mod. :)
Yep.. you should enable the NewUIs TDC 7.2.0 New radio messages German located in NewUIs/MODS..
BerntBalchen
10-16-12, 07:26 PM
Sweet, thanks mate. I love this forum. :salute:
UnderWaterDude
10-17-12, 10:59 AM
Hello to all UnderWater Bros ! I am new here and i have question about radio messages ! My Perescope sited at night from 4500 km it's normal ?
Targor Avelany
10-17-12, 11:13 AM
Hello to all UnderWater Bros ! I am new here and i have question about radio messages ! My Perescope sited at night from 4500 km it's normal ?
4500 meters maybe? If yes - than yeah, it is somewhat possible.. unlikely, but...
But not from 4500 kms..
Trevally.
10-17-12, 12:07 PM
There is an options button on the radio message screen when you can change this:up:
ReallyDedPoet
10-18-12, 09:05 AM
When trying to open the Options Exe I am getting a Microsoft Net Framework Error.
I am just getting back into SH5 and have not used the before, I always edited the options via Notepad.
Anyone have any ideas on the above?
Targor Avelany
10-18-12, 09:09 AM
Anyone have any ideas on the above?
what kind of an error? screenshot?
what system do you run?
Dogfish40
10-18-12, 09:51 AM
4500 meters maybe? If yes - than yeah, it is somewhat possible.. unlikely, but...
But not from 4500 kms..
Well
At night, at 4500 meters, I make surface attacks with no problem. I have even done this at a bit over 2000 meters. One of the comments on a startup screen has a u-boat captain commenting on being invisible at night at 1000 meters because of the angle and so forth, making the conning tower invisible to the watch on a ship.
A periscope would have to be fully extended with the moon behind it at least.
What do you think?
Hello to all UnderWater Bros ! I am new here and i have question about radio messages ! My Perescope sited at night from 4500 km it's normal ?
Ahoy unterwasserduden
I would say no, this is not natural. Daytime perhaps but not night.
Are you using IRAI or any other mods that effect the AI's ability to attack and so forth. If you are, this might be the reason for the extra superman vision of the enemy. I'm assuming you mean meters, if it was Km you wouldn't even know there was an enemy there.
So, you might want to list your mods. This may be adjusted depending on which mods you have loaded up.
D40 :up:
Targor Avelany
10-18-12, 10:04 AM
Well
At night, at 4500 meters, I make surface attacks with no problem. I have even done this at a bit over 2000 meters. One of the comments on a startup screen has a u-boat captain commenting on being invisible at night at 1000 meters because of the angle and so forth, making the conning tower invisible to the watch on a ship.
A periscope would have to be fully extended with the moon behind it at least.
What do you think?
Ahoy unterwasserduden
I would say no, this is not natural. Daytime perhaps but not night.
Are you using IRAI or any other mods that effect the AI's ability to attack and so forth. If you are, this might be the reason for the extra superman vision of the enemy. I'm assuming you mean meters, if it was Km you wouldn't even know there was an enemy there.
So, you might want to list your mods. This may be adjusted depending on which mods you have loaded up.
D40 :up:
that was pretty much what I was trying to say. It is still possible, depending on how loud you are, what speed are you going (possibly creating a massive wake?), moonlight, ambient light..
I'm not saying that it's impossible to get very very close, I'm just saying that it is possible to spot a uboat from 4500 meters :)
Though, perescope is slightly different subject.
Well
At night, at 4500 meters, I make surface attacks with no problem. I have even done this at a bit over 2000 meters. One of the comments on a startup screen has a u-boat captain commenting on being invisible at night at 1000 meters because of the angle and so forth, making the conning tower invisible to the watch on a ship.
A periscope would have to be fully extended with the moon behind it at least.
What do you think?
Ahoy unterwasserduden
I would say no, this is not natural. Daytime perhaps but not night.
Are you using IRAI or any other mods that effect the AI's ability to attack and so forth. If you are, this might be the reason for the extra superman vision of the enemy. I'm assuming you mean meters, if it was Km you wouldn't even know there was an enemy there.
So, you might want to list your mods. This may be adjusted depending on which mods you have loaded up.
D40 :up:
that was pretty much what I was trying to say. It is still possible, depending on how loud you are, what speed are you going (possibly creating a massive wake?), moonlight, ambient light..
I'm not saying that it's impossible to get very very close, I'm just saying that it is possible to spot a uboat from 4500 meters :)
Though, perescope is slightly different subject.
I think what UnderWaterDude is talking about are the "periscope spotted" messages that NewUIs is generating when a ship is around us.
Those messages emulate enemy ships spotting us, and our radio man intercepting their comming our presence. Afaik, they are just random messages, and have nothing to do with our U-boat being actually detected.
IIRC they can be disabled through option editor :up:
Targor Avelany
10-18-12, 11:33 AM
I think what UnderWaterDude is talking about are the "periscope spotted" messages that NewUIs is generating when a ship is around us.
Those messages emulate enemy ships spotting us, and our radio man intercepting their comming our presence. Afaik, they are just random messages, and have nothing to do with our U-boat being actually detected.
IIRC they can be disabled through option editor :up:
hmm, I don't think that is exactly like that, gap.
If you look closely, it comes in in red colloring when it does apply to you (it even works on friendly ships).
And I noticed generally if you are hunting for enemy ships and they spot you and you get that message - they do act as they spotted you. I think it is an actual spot, which TDW made into a radio message from this ships that you MIGHT have a chance of intercept.
The greyed-background messages of subs spotted are indeed random though.
hmm, I don't think that is exactly like that, gap.
If you look closely, it comes in in red colloring when it does apply to you (it even works on friendly ships).
I can be wrong, indeed. :hmm2:
But going by this post (http://www.subsim.com/radioroom//showthread.php?p=1826528#post1826528) by Rongel, I am not the only one thinking so... and indeed, they are not completely random: you have to be within a certain distance from any ship for them to be generated.
The greyed-background messages of subs spotted are indeed random though.
Not exactly: those are static messages, but they are not random. They get dispatched to you based on current date/time. :know:
ReallyDedPoet
10-18-12, 05:27 PM
what kind of an error? screenshot?
what system do you run?
PD 3.2ghz
3 gigs of RAM
1 GIG VC, Nvidia GeForce GT 430
Windows XP SP3
Game runs fine, just having issues with the this latest version. I have
ran previous versions in the past. Just getting back to the game.
This is when I am accessing the Options File-Editor Viewer.
The pic is not as clear as I wanted it.
http://imageshack.us/a/img832/4355/errordj.jpg
Targor Avelany
10-18-12, 05:49 PM
PD 3.2ghz
3 gigs of RAM
1 GIG VC, Nvidia GeForce GT 430
Windows XP SP3
Game runs fine, just having issues with the this latest version. I have
ran previous versions in the past. Just getting back to the game.
This is when I am accessing the Options File-Editor Viewer.
The pic is not as clear as I wanted it.
try manually downloading and installing .Net ver4 from Microsoft website.
(I think its this link: http://www.microsoft.com/net/download)
ReallyDedPoet
10-18-12, 06:13 PM
try manually downloading and installing .Net ver4 from Microsoft website.
(I think its this link: http://www.microsoft.com/net/download)
Thanks :yep:
Edit: Just updated to the lasted version and it is doing the same thing.
Dogfish40
10-19-12, 12:12 PM
I think what UnderWaterDude is talking about are the "periscope spotted" messages that NewUIs is generating when a ship is around us.
Those messages emulate enemy ships spotting us, and our radio man intercepting their comming our presence. Afaik, they are just random messages, and have nothing to do with our U-boat being actually detected.
IIRC they can be disabled through option editor :up:
Oh Wow!
Sorry, I forgot about those. Yeah, the periscope sighted messages in gray...
Sorry underwaterdude, my bad.:D Yeah these we don't even worry about. Although the ones from a distance show the positions of merchants and warships.
So, If you get one, take a look on your nav-map and you might see a red ship marker where the periscope or submarine sighted position is. From there, if it is close enough to your course, you can intercept the ship if it hasn't made any course changes by the time you should meet it. I use the periscope sighted messages to locate merchants anyway.
By the way, RDP, about the netframewrk error. This sounds familiar to me like I've read of someone having this or a similar issue with the new UI before.
I'll see if I can locate what this was and if it could help here.
D40 :salute:
Targor Avelany
10-19-12, 12:19 PM
Thanks :yep:
Edit: Just updated to the lasted version and it is doing the same thing.
Not sure we can help you w/o TDW around, but we try...
Can you open the "Details" and copy/paste them here? (you can see the details button in your screenshot above)
Oh Wow!
Sorry, I forgot about those. Yeah, the periscope sighted messages in gray...
Sorry underwaterdude, my bad.:D Yeah these we don't even worry about. Although the ones from a distance show the positions of merchants and warships.
So, If you get one, take a look on your nav-map and you might see a red ship marker where the periscope or submarine sighted position is. From there, if it is close enough to your course, you can intercept the ship if it hasn't made any course changes by the time you should meet it. I use the periscope sighted messages to locate merchants anyway.
By the way, RDP, about the netframewrk error. This sounds familiar to me like I've read of someone having this or a similar issue with the new UI before.
I'll see if I can locate what this was and if it could help here.
D40 :salute:
Yep. I think it was with .exe patcher though. Also trying to locate the info.
ReallyDedPoet
10-19-12, 07:23 PM
Not sure we can help you w/o TDW around, but we try...
Can you open the "Details" and copy/paste them here? (you can see the details button in your screenshot above)
Yep. I think it was with .exe patcher though. Also trying to locate the info.
I'll post them a bit later, thanks for the help.
@ dogfish40, thanks.
volodya61
10-19-12, 07:54 PM
@ reallydedpoet
Hi! :salute:
I have the same system - WinXP SP3 and also I have installed - .Net Framework - v1.1, v2.0,v3.0, v3.5, v4.0
I haven't such issues as you have..
TDW said that he wrote his Apps in .Net Framework v2.0
Maybe you need to install v2.0 also?
Hopefully it can help..
ReallyDedPoet
10-19-12, 08:24 PM
Thanks, it's strange really. It's worked for me in the past with no issues. And the game with other mods is running smoothly.
ReallyDedPoet
10-20-12, 04:35 PM
Not sure we can help you w/o TDW around, but we try...
Can you open the "Details" and copy/paste them here? (you can see the details button in your screenshot above)
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
at TheDarkWraith.SilentHunter5.OptionsFileEditorViewe r.ReadCfgFile()
at TheDarkWraith.SilentHunter5.OptionsFileEditorViewe r.OptionsFileEditorViewer_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
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at System.Windows.Forms.Control.CreateControl()
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WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
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OptionsFileEditorViewer
Assembly Version: 1.0.28.0
Win32 Version: 1.0.28.0
CodeBase: file:///C:/Ubisoft/Silent%20Hunter%205/MODS/NewUIs_TDC_7_1_0_ByTheDarkWraith/data/Applications/OptionsFileEditorViewer/OptionsFileEditorViewer.exe
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System.Windows.Forms
Assembly Version: 2.0.0.0
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System
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System.Drawing
Assembly Version: 2.0.0.0
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System.Xml
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************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
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When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
here's my mod list :
http://imageshack.us/a/img542/4212/lolti.jpg (http://imageshack.us/photo/my-images/542/lolti.jpg/)
I just remove 24 (new ui) and 25 (speech recognition) to fix deckgun crew in my screenshoot.
http://www.subsim.com/radioroom/showpost.php?p=1948768&postcount=9439
Any idea ?
Dogfish40
10-25-12, 11:40 AM
http://www.subsim.com/radioroom/showpost.php?p=1948768&postcount=9439
Any idea ?
Ahoy Choum
So, you're saying that removing the two mods fixes the deck gun crew disappearing act? Leaving you without the UI ?!
If I'm reading the post correctly (the one with the pics) the gun crew dissappears on the upswing of the bow, instead of dissappearing when the bow is under water. Is this correct??
D40
Dogfish40
10-26-12, 10:14 AM
yes it is.
I wrote an entire reply to this and lost it accidentally so here is my short version.
I think the reason for the deck gun crew being out of sync with the waves is a delay (obviously). When the deck goes under water, the game thinks the boat is submerging, it tells the gun crew to clear the deck. By the time this all takes place, the deck is out of the water again but the crew clears the deck.
There is a delay set in many of these type of orders that the game makes such as the engine kicking over to electric on submergence. If the delay wasn't there the engines would kick over every time the deck went under or the submergence icon popped up on the screen.
I think I mentioned this mod before, it's called 'Bad Weather Guns';
http://www.subsim.com/radioroom/downloads.php?do=file&id=1564&act=down
This should stop this from happening. Or, you can find the CFG file for the deck gun that has the settings for the depth and adjust it. If you download this mod, it should point you to those files.
I would simply try the mod first though, just to see if it took care of the issue.
Hope this helps.
Gute Jagd
D40 :D
I try the mod on my savegame and on a historical mission, same problem.
But in historical mission, everything is fine if I never dive (mission start on surface).
If I dive then surface, the deck gun is "out of sync".
Look like my boat is too low on surface.
ReallyDedPoet
10-28-12, 09:48 AM
@ reallydedpoet
Hi! :salute:
I have the same system - WinXP SP3 and also I have installed - .Net Framework - v1.1, v2.0,v3.0, v3.5, v4.0
I haven't such issues as you have..
TDW said that he wrote his Apps in .Net Framework v2.0
Maybe you need to install v2.0 also?
Hopefully it can help..
Do you have the link for .Net Framework v2.0? There are a bunch of different versions when I Google this.
Thanks.
volodya61
10-28-12, 10:34 AM
Do you have the link for .Net Framework v2.0? There are a bunch of different versions when I Google this.
Thanks.
Yes sure.. here it is - http://download.microsoft.com/download/c/6/e/c6e88215-0178-4c6c-b5f3-158ff77b1f38/NetFx20SP2_x86.exe
and here is main d/l page - http://www.microsoft.com/en-us/download/details.aspx?id=1639
Dogfish40
10-28-12, 10:42 AM
I try the mod on my savegame and on a historical mission, same problem.
But in historical mission, everything is fine if I never dive (mission start on surface).
If I dive then surface, the deck gun is "out of sync".
Look like my boat is too low on surface.
OK, Yes and I've had the same frustration, especially right after surfacing.
When we "Battle Surface" we need to leave enough time to get the boat surfaced.
This can sometimes take quite awhile. It also seems longer during the "Heat" of battle, and some of these "Unarmed" merchant ships start firing back.
The deck gun crew is ordered on deck ASAP. This can be a mistake, the boat keeps going under 5m, sometimes going as far as 6.8m, anyway I get off one shot then alls quiet. I have to order 'Fire' again. The deck keeps going under (Not all the way, just enough to make the gun crew disappear for a second) in the meantime, now I'm taking fire from the "unarmed" merchant.
This is my mistake, the boat needs time to surface entirely. If you have the distance, go to standard speed for 20 seconds or so. then back off to 1/3rd. Now your deck gun crew should fire without interruption. I actually held drills for the deck gun crew after surfacing. This way you can see how long it takes the crew to repond to station after surfacing.
I hope some of this is making sense, or can be applied to the problem you are having, but it's the same problem I was facing in high pressure battle surfacing, when I needed that deck gun firing quickly and it did anything but fire quickly :o.
Gute Jagd. :up:
D40
ReallyDedPoet
10-28-12, 11:26 AM
Yes sure.. here it is - http://download.microsoft.com/download/c/6/e/c6e88215-0178-4c6c-b5f3-158ff77b1f38/NetFx20SP2_x86.exe
and here is main d/l page - http://www.microsoft.com/en-us/download/details.aspx?id=1639
Thanks :up:
Nicolas
10-28-12, 11:17 PM
with New ui (ok, boat pitching up) :
http://imageshack.us/a/img832/5798/ui1c.jpg (http://imageshack.us/photo/my-images/832/ui1c.jpg/)
with New ui (dissapear, boat pitching down)
http://imageshack.us/a/img254/9593/ui2o.jpg (http://imageshack.us/photo/my-images/254/ui2o.jpg/)
Without New ui :
http://imageshack.us/a/img812/84/noui1.jpg (http://imageshack.us/photo/my-images/812/noui1.jpg/)
Without New ui (just before the boat reach completly the surface) :
http://imageshack.us/a/img255/9882/noui2.jpg (http://imageshack.us/photo/my-images/255/noui2.jpg/)
So the newui change something somewhere about that.
The new ui parameters is bad, as when you can't use your deck gun, you can't have men to the flak gun too
I don' find the option of cfg to edit to avoid that.
Hello. do you perhaps have the executable patch, with the option 'deck awash' ON?. Because, i had the same exact problem you say, and if i remember correctly disabling this fixed it.
Hello. do you perhaps have the executable patch, with the option 'deck awash' ON?. Because, i had the same exact problem you say, and if i remember correctly disabling this fixed it.
Yes, I have, il will make a try.
Removing new ui fixes the problem too (with deck awash still on).
So
TDW Patcher + TDW New ui 7,2, all with deck awash on (7,50) = not work
TDW Patcher (deck awash on ) + New Ui 7.2 with deck awash off = not work
TDW patcher with deck awash on without new Ui 7.2 = work
TDW patcher with deck awash off + New ui 7.2 = work
Generic patcher doesn't like New ui.
Targor Avelany
10-29-12, 02:24 PM
You can also try stoianm's pitch&roll low or normal mod that changes slightly the way boat behaves in the water. My deck gun works fine, unless the sea is rough (as it suppose to).
Thanks it's work with all deck awash option on if I add stoianm's pitch&roll normal at the end of the mod list.
Dogfish40
11-01-12, 11:55 AM
Thanks it's work with all deck awash option on if I add stoianm's pitch&roll normal at the end of the mod list.
By the way Choum,
I might add that your Screenies below look really good. Your game looks great!!:yeah:
D40
Chigley
11-30-12, 04:42 PM
Hi, can someone help a totally non computer savvy newbie. I have a problem on SH5 start up after I enabled "NewUIs_TDC_7_2_0_ByTheDarkWraith".
I have enabled and disabled "NewUIs_TDC_7_2_0_ByTheDarkWraith" several times and my problem is definately linked to enabling NewUi's
I want to produce a screen shot to show the problem but I'm having no success with the screen shot. Technically I'm not in the game as I'm at the main menu page with Start new campaign etc. I have tried Ctrl + F11, Alt + PrtScn, Ctrl + C but to no avail.
Can anyone offer advice?
I'm using Win7 as OS.
Thanks Ian C
:help:
THE_MASK
11-30-12, 04:49 PM
After you have extracted the download with 7zip , look inside the folder for the individual mod folders . Enable the individual mods .
http://www.subsim.com/radioroom/showthread.php?t=180046
Chigley
11-30-12, 06:12 PM
Thanks for the quick reply :)
Yes I hope that is what I was doing, here is a shot of the problem.
http://www.subsim.com/radioroom/picture.php?albumid=724&pictureid=6105
The two grey boxes have no effect. I can tick any of the options, also select "y/n/cnx" which highlight when the mouse is on them. The OK button does not highlight or work. Nothing on the underlying box is functional. Additionally there is a double image/overwriting on the "back" / "exit game" tab and the "submarine school" / "tutorial" text is overlapping.
Looking again at your link I do not have the "page xxxxxxxx draggables" nor "TDW xxxxxxxxx" files visible.
Targor Avelany
11-30-12, 06:26 PM
Thanks for the quick reply :)
Yes I hope that is what I was doing, here is a shot of the problem.
http://www.subsim.com/radioroom/picture.php?albumid=724&pictureid=6105
The two grey boxes have no effect. I can tick any of the options, also select "y/n/cnx" which highlight when the mouse is on them. The OK button does not highlight or work. Nothing on the underlying box is functional. Additionally there is a double image/overwriting on the "back" / "exit game" tab and the "submarine school" / "tutorial" text is overlapping.
Looking again at your link I do not have the "page xxxxxxxx draggables" nor "TDW xxxxxxxxx" files visible.
This looks like a problem with the downloaded folder.
Have you unzipped it with 7z? Its possible that any other unarchiver messes up the long names.
If that is not the case - try to re-download the mod and try again.
Chigley
11-30-12, 06:36 PM
I used Winzip to unzip it, I'll try again with a fresh download.
Targor Avelany
11-30-12, 07:02 PM
I used Winzip to unzip it, I'll try again with a fresh download.
don't use winzip. Use 7z. It doesn't mess up long names in the structure of the archive.
volodya61
11-30-12, 07:07 PM
Chigley are you sure that your game patched to version 1.2?
I've seen similar windows only when you install the NewUI for the not patched to version 1.2 game..
EDIT: can't see it on your screen.. too small..
Chigley
11-30-12, 07:57 PM
Yes it's definately patched to v1.2 See top right of photo
http://www.subsim.com/radioroom/picture.php?albumid=724&pictureid=6106
THE_MASK
11-30-12, 08:04 PM
You have enabled the first folder :yep: Look inside the folder and read its contents including the readme :timeout:
Chigley
11-30-12, 08:11 PM
OMG!!!!! It's 01:09am, I think this is a tomorrow job, I'm going to have nightmares.
:doh:
THE_MASK
11-30-12, 08:14 PM
OMG!!!!! It's 01:09am, I think this is a tomorrow job, I'm going to have nightmares.
:doh:read my sig :timeout:
After you extract the mod(s) out of the 7z file, make sure you delete the Documents folder so it isn't installed with the data folder. Do this for every mod you install. Not doing that can corrupt the installation. You will still have the Documents folder in the zip file if you need to reread it... or a very good idea is to open and print any of the read me files so they are handy to read. ;)
Chigley
12-01-12, 11:18 AM
After you extract the mod(s) out of the 7z file, make sure you delete the Documents folder so it isn't installed with the data folder. Do this for every mod you install. Not doing that can corrupt the installation. You will still have the Documents folder in the zip file if you need to reread it... or a very good idea is to open and print any of the read me files so they are handy to read. ;)
Thanks for the info, I wasn't aware of that. :up:
I think I'll start Sobers mod list from scratch. How true Sober's signature is!
reignofdeath
12-01-12, 02:15 PM
Does the Multi UIs have functionality for a half manual targeting? Ie you point at a ship or lock to it and have the watch O give you speed distance and angle and find the solution and then you fire?
THE_MASK
12-01-12, 05:30 PM
Does the Multi UIs have functionality for a half manual targeting? Ie you point at a ship or lock to it and have the watch O give you speed distance and angle and find the solution and then you fire?http://i50.tinypic.com/2akh010.jpg
reignofdeath
12-01-12, 06:46 PM
http://i50.tinypic.com/2akh010.jpg
Is that done through the EXE patcher?
volodya61
12-01-12, 06:52 PM
Is that done through the EXE patcher?
Nope.. it's OptionsFileEditorViewer.. located in NewUIs/data/Applications..
reignofdeath
12-01-12, 07:09 PM
Nope.. it's OptionsFileEditorViewer.. located in NewUIs/data/Applications..
Erm, I found it, is there any way to point it to the file Im wanting?? Because I cant "open" any files its grayed out
THE_MASK
12-01-12, 07:17 PM
Erm, I found it, is there any way to point it to the file Im wanting?? Because I cant "open" any files its grayed outDo you have all the mods enabled or unenabled atm ?
reignofdeath
12-01-12, 08:00 PM
Enabled atm. Give me a quiiick second lol
reignofdeath
12-01-12, 08:06 PM
Un enabled them went to the file viewer and same thing.. Open and save are still grayed out. And which File am I specifically looking for to edit anyways? Theres about 10 New UI TDW folders each for different things.
Targor Avelany
12-01-12, 08:47 PM
First of all - are you sure you are enabling the correct folder?
Second - have you configured the SH5 folder for the OptionsFileEditorViewer?
Third - the file is, quoting from the first post of this topic:
All user configurable settings can be found in the file '\MODS\NewUIs_TDC_7_1_0_TheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py'. NOTE: When editing this file ensure you save the file as Unicode encoding in order for non-ANSI characters to be displayed in game!
GL :salute:
reignofdeath
12-01-12, 10:37 PM
First of all - are you sure you are enabling the correct folder?
Second - have you configured the SH5 folder for the OptionsFileEditorViewer?
Third - the file is, quoting from the first post of this topic:
GL :salute:
I just figured it out but Im not sure if that will fix it, it was false and then I switched it to true, my question is with it at false will I be able to point at a ship and have my WO estimate range to target heading and speed? Like in SH3?? Or how would I go about enabling it?
Chigley
12-02-12, 05:19 PM
I've done a search of all 634 pages of this thread and can't find an answer.
Opening NewUIs_TDC_7_2_0_ByTheDarkWraith\Dials\Readme file the instructions direct you to place your dials.dds file of choice in the NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Menu\Gui file. Is this a typo as both the TDC_7_1_0 and TDC 7_2_0 have the same readme files with the same date/time stamp.
Having screwed this mod list up several times I think checking first would be prudent.
Sober's sig certainly has great meaning. Grrrrrr
:hmmm:
Targor Avelany
12-02-12, 05:38 PM
I've done a search of all 634 pages of this thread and can't find an answer.
Opening NewUIs_TDC_7_2_0_ByTheDarkWraith\Dials\Readme file the instructions direct you to place your dials.dds file of choice in the NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Menu\Gui file. Is this a typo as both the TDC_7_1_0 and TDC 7_2_0 have the same readme files with the same date/time stamp.
Having screwed this mod list up several times I think checking first would be prudent.
Sober's sig certainly has great meaning. Grrrrrr
:hmmm:
7.2 was never officially released. It is still a test version.
Also, it is most likely a typo. Think of it is that the numbers always represent the version.
Fish In The Water
12-02-12, 11:58 PM
I've done a search of all 634 pages of this thread and can't find an answer.
Wow, points for determination. :up:
Glad the 'typo' answer came forth so quickly. :sunny:
lmy76128
12-03-12, 11:40 PM
thanks:D
William Munny
12-04-12, 07:09 PM
Dear Kaleuns,
I am a former player of SHII and SHIII. Last week after coming back I read this board and saw that SH5 had become quite playable with the great efforts of modders and I took the plunge in buying the game.
I purchased the Amazon download (via the link on subsim that hopefully gives back something to subsim). I have patched it to 1.20.
I have never used before, but have installed JSGME 2.6, I believe properly.
I have downloaded this great, great UI mod and moved it to the JSGME mod folder in SH5.
I have opened JSGME and found the listing of the mod "NewUIs_TDC_7_1_0_ByTheDarkWraith" and right arrowed it to activated which had a green bar show up on bottom left as it was done. I also activated Das Boot Crew Mod as well.
I minimized JSGME program and then started SH5. I loaded a historical mission (as I have not begun a career yet) and the UI never shows up. The Das Boot crew does, but not the ui.
I know I am doing something wrong, and I'm sure it is a very stupid mistake. I apologize in advance for my ignorance but will be extremely grateful if someone can teach me what I am doing wrong.
To TheDarkWraith, your mod looks incredible, and I hope to be able to play it. Without your work I can say I would not find SH5 worthwhile, but you have made it to be something I am sincerely looking forward to play.
Thank you all in advance and my apologies again.
THE_MASK
12-04-12, 07:41 PM
Look inside the New Ui mod for a folder called MODS . In here is where you will find the folders to place into the mod enabler . Do not place all of them because some are read only . All will become clear when you start looking at the folders .
raymond6751
12-04-12, 07:57 PM
The Darkwraith included settings for the TC multiple to change on events like sightings, proximity to land, etc. For those of us that use Real Navigation, it would be great if a crew member would sound off if "land is sighted".
Would there be a way to do this? When using the brilliant patrol scripting from Trevally & Krauter, I (we?) sometimes leave the room. I have run aground!
If the game can react to the proximity of land, a script should be able to launch a sound and pause the game!
:rock:
THE_MASK
12-04-12, 08:15 PM
The Darkwraith included settings for the TC multiple to change on events like sightings, proximity to land, etc. For those of us that use Real Navigation, it would be great if a crew member would sound off if "land is sighted".
Would there be a way to do this? When using the brilliant patrol scripting from Trevally & Krauter, I (we?) sometimes leave the room. I have run aground!
If the game can react to the proximity of land, a script should be able to launch a sound and pause the game!
:rock:
Documents\SH5\data\cfg\main
LandProximity=0,256 <<<assuming you dont go more than 256 TC while playing the game .
IE: Travel mode off = 0 TC (pause) <<<<<< turn travel mode off on the GUI when using real navigation .
IE: Travel mode on = 256 TC <<<<turn travel mode on the GUI on when using trevally pilot to traverse the kiel canal you can use up to 256TC
William Munny
12-04-12, 09:23 PM
Look inside the New Ui mod for a folder called MODS . In here is where you will find the folders to place into the mod enabler . Do not place all of them because some are read only . All will become clear when you start looking at the folders .
Thank you sober, I truly appreciate it very much as that was exactly what I had done wrong.
Thank you sir.
reignofdeath
12-04-12, 10:05 PM
The Darkwraith included settings for the TC multiple to change on events like sightings, proximity to land, etc. For those of us that use Real Navigation, it would be great if a crew member would sound off if "land is sighted".
Would there be a way to do this? When using the brilliant patrol scripting from Trevally & Krauter, I (we?) sometimes leave the room. I have run aground!
If the game can react to the proximity of land, a script should be able to launch a sound and pause the game!
:rock:
Maybe we could ask TDW to implement a feature that stops the game and lets you choose. It would probably be a EXE patch but in SHIII there was such a patch that whenever you spotted a merchant or warship, sighted land or fog changed it would auto pause the game and let you choose to continue, or (for ships) check dive to P depth, crash dive (for air planes) or continue on. It was quite handy because if I had 10 minutes I could put it on 1024 TC and automatically be safegaurded. Saved my butt a few times.
THE_MASK
12-05-12, 02:32 AM
Maybe we could ask TDW to implement a feature that stops the game and lets you choose. It would probably be a EXE patch but in SHIII there was such a patch that whenever you spotted a merchant or warship, sighted land or fog changed it would auto pause the game and let you choose to continue, or (for ships) check dive to P depth, crash dive (for air planes) or continue on. It was quite handy because if I had 10 minutes I could put it on 1024 TC and automatically be safegaurded. Saved my butt a few times.Thats how i play now but i have the game drop to 1TC .
raymond6751
12-07-12, 06:20 AM
If you are using Darkwraith's UIC and the Real Navigation scripts, know this:
After returning to port and/or when switching to a different career, change to a new log book. The reason is that your old position marks are kept and your new patrol or other career will zoom to the last position. (of the previous log recording)
If you name your careers and your saved games in a continuous fashion, this can screw up your next patrol. For instance, I have a career named Second and the saved games are all called second. (of four) When the Second boat returned to port and was leaving on a new patrol, it zoomed across England to a position near Scotland. The boat was still at Kiel, but the Navigator thought we were at the last Nav position of the previous patrol.
I am using version 7.1 of the UIC and the SH5 variant.
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