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Cyril
04-28-12, 11:58 AM
Excellent mod. Thanks TDW. I like the sound of the flag. More like this and I will start using more and more time in the conning tower. Normally I find it boring :-?

Dogfish40
06-11-12, 11:51 AM
Hey TDW! Great Flag Mod (of course).
I've got a small conflict problem here and wondered if there might be a simple fix. When I load up SubFlags w' SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1 The lifeboats are no-more. I think that the only file that is at fault is the sound file (according to the JSGME conflict warning, but I don't want to/can't mess around with that particular file) so is there another way?
Great Mod!!
Thanks.
D40

TheDarkWraith
06-11-12, 12:38 PM
Hey TDW! Great Flag Mod (of course).
I've got a small conflict problem here and wondered if there might be a simple fix. When I load up SubFlags w' SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1 The lifeboats are no-more. I think that the only file that is at fault is the sound file (according to the JSGME conflict warning, but I don't want to/can't mess around with that particular file) so is there another way?
Great Mod!!
Thanks.
D40

Which sound file? If it's the Sh.sdl or a .dat file you'll have to do some merging.

Dogfish40
06-11-12, 01:22 PM
Which sound file? If it's the Sh.sdl or a .dat file you'll have to do some merging.

I'll have to double check when I get home but I think it is the Sh.sdl.
That's the only one listed in JSGME when I activate both mods.
Yes, as I mentioned, I really don't have the capability at this time to mess with this type file. I'm also afraid that if I load them in the opposite order I'll have the same results, just reversed (no flags).
What does the Sh.sdl file do?

TheDarkWraith
06-11-12, 03:36 PM
I'll have to double check when I get home but I think it is the Sh.sdl.
That's the only one listed in JSGME when I activate both mods.
Yes, as I mentioned, I really don't have the capability at this time to mess with this type file. I'm also afraid that if I load them in the opposite order I'll have the same results, just reversed (no flags).
What does the Sh.sdl file do?


The Sh.sdl file is the game's master sound mixer/sound registry.

You can easily merge different Sh.sdl files using my SDL editor app found in \data\Applications of my UIs mod :up:

Dogfish40
06-11-12, 03:55 PM
The Sh.sdl file is the game's master sound mixer/sound registry.

You can easily merge different Sh.sdl files using my SDL editor app found in \data\Applications of my UIs mod :up:

I've never done it, but if the instructions are there (or somewhere) I'll fix it.
D40

Dogfish40
06-12-12, 10:01 AM
The Sh.sdl file is the game's master sound mixer/sound registry.

You can easily merge different Sh.sdl files using my SDL editor app found in \data\Applications of my UIs mod :up:

Hi TDW!
I have isolated (copied each .sdl file from both mods) to a desktop folder just to see if I can use the sdl editor and I opened one of them.
Is there a thread or tutorial on using the sdl editor.
I can only open one file at a time, so I have no idea how to "merge" the two.
Thanks for your help.
D40
PS: If you like, I can open a new thread so as not to get too far off the track for this topic.

TheDarkWraith
06-12-12, 10:06 AM
Hi TDW!
I have isolated (copied each .sdl file from both mods) to a desktop folder just to see if I can use the sdl editor and I opened one of them.
Is there a thread or tutorial on using the sdl editor.
I can only open one file at a time, so I have no idea how to "merge" the two.
Thanks for your help.
D40
PS: If you like, I can open a new thread so as not to get too far off the track for this topic.

File-->Comparing-->Compare (select both SDL files)

then Tools-->Merge--> select merge option

Dogfish40
06-12-12, 10:23 AM
File-->Comparing-->Compare (select both SDL files)

then Tools-->Merge--> select merge option

Cool! I'll give it a go right now. When I get this "merged file", do I place a copy of each in both mods?
EDIT; I'm getting an "ERROR; Duplicate record found at 0x11E4D..." which I am pressing OK on all these.
Is this normal?
EDIT2; At the end of clicking OK on all these error popup's I got a message saying, the 2 files are not identical, then I saved as> a new file.

TheDarkWraith
06-12-12, 10:39 AM
Cool! I'll give it a go right now. When I get this "merged file", do I place a copy of each in both mods?
EDIT; I'm getting an "ERROR; Duplicate record found at 0x11E4D..." which I am pressing OK on all these.
Is this normal?
EDIT2; At the end of clicking OK on all these error popup's I got a message saying, the 2 files are not identical, then I saved as> a new file.

Yes the error messages are normal. It's doing a compare and telling you the differences it found. Did you merge the files before saving Merge 1->2 or 2->1?

Dogfish40
06-12-12, 11:45 AM
Yes the error messages are normal. It's doing a compare and telling you the differences it found. Did you merge the files before saving Merge 1->2 or 2->1?

Yes, When I hit merge>2-1, that's when all the pop-ups start. Once I finished hitting all the "OK's", I saved the file.
So the saved file is the one I'm going to replace in both mods, correct?
D40

TheDarkWraith
06-12-12, 01:49 PM
Yes, When I hit merge>2-1, that's when all the pop-ups start. Once I finished hitting all the "OK's", I saved the file.
So the saved file is the one I'm going to replace in both mods, correct?
D40

Yes :up:

Dogfish40
06-12-12, 03:45 PM
Yes :up:

Excellent, Thanks
D40

Burstar
07-01-12, 01:45 PM
I remember reading somewhere that this mod and Open Horizons II conflict.

There are no overlapping files except sh.sdl, and they do work together except when near port.

Is there a version or fix that will successfully combine OHII and Sub flags?

TheBeast
07-16-12, 01:40 PM
Back on 11-11-2011 I sent you a PM and posted note in this thread (POST #235 (http://www.subsim.com/radioroom/showpost.php?p=1786387&postcount=235)) in case your mail was full but you never replied.

Suggestion:
3D Model updated with much more detailed 3D Model.
MeshAnimationData changed from 25 frames to 100 frames.

The 3D Model and MeshAnimationData have been rescaled to the small size flag that is currently in use in SubFlags_0_0_8_byTheDarkWraith MOD.

SubFlags (http://www.mediafire.com/download.php?1at3o6vf916igln)

Please Advise!
TheBeast

Cybermat47
08-06-12, 11:51 PM
Great job,as always! Can you select the flags in the bunker? And how do you customize them?:salute::rock:

gap
08-07-12, 07:06 AM
Can you select the flags in the bunker?

I seem to remember that there are no limitations on where this mod can be enabled, disabled or customized. But better to wait for an official statement by TDW

And how do you customize them?:salute::rock:

Look at download page for details. ;)

Cybermat47
08-07-12, 10:02 PM
Just installed this mod and its great! don't worry about historical accuracy! in fact the only problem i've had with one of your mods is the AI submarine crew, though i probably just copied some files into the wrong folder!

Cybermat47
08-07-12, 10:05 PM
but as a perfectionist myself it bugs me when something isn't perfect. I do not like to do things half @ssed. If I'm going to do something I do it right the first time. This currently is an exception because at the moment I don't know how to overcome the obstacles that I face with it. I can only hope that in time I or someone else will figure it out so this can be perfect.

Don't worry. as a christian i believe nothing can be perfect but God. although i am going to ask the Pope if you can be made Patron Saint of computers:salute:

oscar19681
08-08-12, 03:28 PM
when i enable this mod the flags dont apear on my VIIA u-boat. I checked the files and it seems the upper flag and flag pole are activated out of the box . What am i doing wrong?

flostt
08-08-12, 04:09 PM
Ensure that your Start Date for Flag 2 is set correctly (i.e 19380101 and not 19451230) in the .eqp file of your boat type

Cybermat47
08-09-12, 02:41 AM
How about adding Japanese flags? Some people, especially those with open horizons II, might want to play as one of those Japanese uboats. To be completely beleivable you would need an all new Japanese crew, but it could be a start!

TheDarkWraith
08-09-12, 07:13 AM
How about adding Japanese flags? Some people, especially those with open horizons II, might want to play as one of those Japanese uboats. To be completely beleivable you would need an all new Japanese crew, but it could be a start!

You can add your own flags to the mod very easily. Each flag (flag 1 and flag 2) are user customizable.

Cybermat47
08-10-12, 08:12 PM
You can add your own flags to the mod very easily. Each flag (flag 1 and flag 2) are user customizable.

Nice!

Fish In The Water
11-09-12, 11:18 AM
Another essential mod. Thanks very much! :salute:

GT182
11-09-12, 03:00 PM
I've been wondering if it could be possible to have the flag fly on the your Uboat only when you are within a certain distance from your home base..... in and out. I don't think Kaptains flew them while at sea on the hunt. It would be a dead giveaway and probably get you sunk faster than you could say 'Oh Crap!' ;)

Atoka220
12-27-12, 10:34 AM
oh no when download starts it says "403 Forbidden"

V13dweller
01-07-13, 04:40 AM
Is the flag meant to flap that fast when the wind speed it 5?

Fifi
01-07-13, 05:47 AM
If one day somebody has the talent to rework it, would be nice to get:
- a less white mast (see pict)
- a shadow for the flag (see pict)
- less reflexion in the dark

103

Still a very cool idea :rock:

Trevally.
01-08-13, 01:10 PM
added to download section http://www.subsim.com/radioroom/downloads.php?do=file&id=3878:yeah:

V13dweller
01-24-13, 08:25 AM
If you disable the Turm, you get just the flag, and the default pole, it looks alot better.

V13dweller
02-13-13, 06:11 AM
I am getting strange yellow borders on some custom flags, and it really kills the feeling to it.
Do you need a screenshot? if yes, Ill upload ne.

ReallyDedPoet
02-22-13, 11:26 PM
When should this be installed. I have the Equipment Upgrades by The Beast, do I install after this?

Dogfish40
02-23-13, 08:05 AM
When should this be installed. I have the Equipment Upgrades by The Beast, do I install after this?

Hello RDP.
I have no problems with placing Sub Flags after Equip Upgr by the Beast.
I keep the flags last.
:salute:

V13dweller
02-23-13, 09:33 AM
Could you make the flapping animation more fluid like the ship flags?

ReallyDedPoet
02-23-13, 02:23 PM
Hello RDP.
I have no problems with placing Sub Flags after Equip Upgr by the Beast.
I keep the flags last.
:salute:

Thanks DF : )

ReallyDedPoet
02-24-13, 09:23 PM
I am getting strange yellow borders on some custom flags, and it really kills the feeling to it.
Do you need a screenshot? if yes, Ill upload ne.

I have noticed this before as well. First I converted the file to a tga using a DDS Converter, then edited with Paint Shop Pro ( filled in the yellow
background with black ), then converted the file back to a DDS. Make sure you uninstall the mod first with JSGME, then do the editing, then reinstall.

Fixed the issue :yep:

Windir
03-08-13, 05:48 PM
Nice work guys! Looks and sounds awesome :Kaleun_Thumbs_Up:

There is one flag missing in this mod though ,one spesial flag that where used by some german u-boats at the end of the war. :hmm2:

I am of cource referring to the White Flag :woot:

:subsim:

gap
03-08-13, 06:23 PM
There is one flag missing in this mod though ,one spesial flag that where used by some german u-boats at the end of the war. :hmm2:

I am of cource referring to the White Flag :woot:

http://img29.imageshack.us/img29/728/whiteflag.png

Welcome aboard Windir :salute:

Fifi
03-08-13, 07:54 PM
I am of cource referring to the White Flag :woot:


NEVER SURRENDER!! :Kaleun_Mad:

Windir
03-08-13, 08:35 PM
http://img29.imageshack.us/img29/728/whiteflag.png

Welcome aboard Windir :salute:


Wow! fast delivery. me like!:D

Thank you gap :salute:

Captain73
08-01-13, 02:58 PM
Tell me how to clean out SubFlags_0_0_9_byTheDarkWraith second white flag?
Or how to make a mod SubFlags_0_0_8_byTheDarkWraith the boats AI were also flags?

TheDarkWraith
08-14-13, 08:16 PM
added a mediafire link to post #1

V13dweller
08-31-13, 12:11 AM
My flags, even on the 8 version light up at night time, but I have been getting a shadow bug hat is causing some problems, I am not sure if it the mod, or another problem.

THEBERBSTER
10-19-13, 11:34 AM
Hi Guys
I have looked at TDW's readme and checked the mods eqp file Equipement. It shows 11 & 12 already enabled with 13 disabled in the mod download. Is there still something I still need to do?
I have enabled the mod last in JSGME but am getting a ctd with it enabled
Any conflicting mods that it needs to be in front of?

gap
10-19-13, 12:51 PM
Any conflicting mods that it needs to be in front of?

EUF and New UIs for sure :yep:

SnipersHunter
10-20-13, 05:15 AM
For what is the "pirate flag"? Never seen a sub with this before :arrgh!::06:

gap
10-20-13, 07:32 AM
For what is the "pirate flag"? Never seen a sub with this before :arrgh!::06:

The jolly roger really not. But several u-boats had skull and crossbones painted on their conning towers. Among them: U-25, U-40, U-47, U-189, U-244, U-289 and U-381.

http://www.u-boot-archiv.de/bilder/boote/u0047_1.jpg

BTW: my variation on the theme :O:

http://img594.imageshack.us/img594/7388/felixcrossbones.png

THEBERBSTER
10-21-13, 12:26 PM
May have had to give up on this mod.
Tried various mod combinations, could see the flag flapping away in the bunker but ctd on loading the bunker save. Problem maybe Stormy's DBSM
Worked ok using Shaefers small mod list.
Can anyone tell me what it must be placed before or after. This might help me find a solution as I really like this mod.

gap
10-21-13, 12:30 PM
May have had to give up on this mod.
Tried various mod combinations, could see the flag flapping away in the bunker but ctd on loading the bunker save. Problem maybe Stormy's DBSM
Worked ok using Shaefers small mod list.
Can anyone tell me what it must be placed before or after. This might help me find a solution as I really like this mod.

It is probable that this mod requires a campaign restart :yep:

conus00
10-21-13, 12:58 PM
Nice work guys! Looks and sounds awesome :Kaleun_Thumbs_Up:

There is one flag missing in this mod though ,one spesial flag that where used by some german u-boats at the end of the war. :hmm2:

I am of cource referring to the White Flag :woot:

:subsim:

That is actually incorrect info. The u-boats surrendering at the end of the war were ordered to fly BLACK flag. ;)

Here is an example:
http://nzetc.victoria.ac.nz/etexts/WH2-2Epi/WH2-2Epi-a020a.jpg

gap
10-21-13, 01:17 PM
That is actually incorrect info. The u-boats surrendering at the end of the war were ordered to fly BLACK flag. ;)

Wow, never heard before about this little oddity. Thank you for sharing it, Conus :salute:

THEBERBSTER
10-21-13, 02:30 PM
Hi Gap
Thanks for your reply
Did the new campaign, hence the save & load in the bunker after refit selection.
If I try it without Stormy.s DBSM, can I still have a German speaking crew?

THEBERBSTER
10-22-13, 06:08 PM
It's taken me 3 evenings but I have actually sorted my mod soup out with 73 mods and at last with the Sub flag mod working:)

gap
10-22-13, 06:18 PM
It's taken me 3 evenings but I have actually sorted my mod soup out with 73 mods and at last with the Sub flag mod working:)

:yeah:

Hi Gap
Thanks for your reply
Did the new campaign, hence the save & load in the bunker after refit selection.
If I try it without Stormy.s DBSM, can I still have a German speaking crew?

ops, sorry, I missed that :oops:

yes, you can always enable the German Crew Language Pack without DBSM. Anytime :yep:

Raven_2012
01-03-14, 01:30 PM
I am trying to install this last but it wants to overwrite IRAI_0_0_39, some .eqp stuff. Will this be a problem running this with the latest IRAI?

I have IRAI_0_31 and it runs fine with it, nothing gets overwritten.

I would like feedback on this if anyone runs it with IRAI_0_0_39.

I am also running SubFlags_0_0_8

volodya61
01-03-14, 03:15 PM
I am trying to install this last but it wants to overwrite IRAI_0_0_39, some .eqp stuff. Will this be a problem running this with the latest IRAI?
I have IRAI_0_31 and it runs fine with it, nothing gets overwritten.
I would like feedback on this if anyone runs it with IRAI_0_0_39.
I am also running SubFlags_0_0_8

You can edit a few .eqp files to make them fully compatible.. that's easy, just two lines..

EDIT: you can use WinMerge or do it manually with Notepad..

Raven_2012
01-03-14, 03:28 PM
I'll try it out, it's been a very long time since I tweaked stuff in SH5.

Which mod should I go after and tweak to make it work? The SubFlag mod?

You can edit a few .eqp files to make them fully compatible.. that's easy, just two lines..

EDIT: you can use WinMerge or do it manually with Notepad..

volodya61
01-03-14, 03:35 PM
Which mod should I go after and tweak to make it work? The SubFlag mod?

yes..

Raven_2012
01-03-14, 03:39 PM
OK, they are just dates. They all match up so it compatible. It's slowly coming back to me now. ;)

yes..

volodya61
01-03-14, 03:41 PM
OK, they are just dates. They all match up so it compatible. It's slowly coming back to me now. ;)

No, there are not just dates.. try to compare two files via WinMerg..

Raven_2012
01-03-14, 05:18 PM
OK, Downloading now.

No, there are not just dates.. try to compare two files via WinMerg..

akula13
01-03-14, 05:37 PM
thanks :yeah:

Raven_2012
01-03-14, 06:33 PM
So mod order should be like this?

IRAI_0_0_39_ByTheDarkWraith - Patched
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
SubFlags_0_0_8_byTheDarkWraith_2_Flags

Forgive the names, I combine patched stuff with main folder to limit folders.

Raven_2012
01-04-14, 12:10 PM
I am having problems running my flag mod in a campaign. I can start new one or use old one, when its loads up it CTD. I can run Historical mission and it runs fine.

Also to note I am running Open Horizons II 1.7 with patch. Is there a problems running the Sub Flag mod with OHII. If I recall right when I ran OHII 1.4 a long time ago it ran fine, no CTD.

Mod list:

Cerberus62 Historical Ship Equipment 1.3
FX_Update_0_0_22_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith - Patched
Nauticalwolf's_Periscope_Mod_v1.0
Less Intrusive Cursors
NDB,NDH OM#1 - No Dialog Indicator
NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights
new_KM_binos
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Church's Compass Dials Mod v2.2 - Option Three
gap - HD 1 deg Scope Bearing v 1.0
EQuaTool 01.01 by AvM - Kriegsmarine Woody Regular Style
IO_StrategicMap_4_6_for_TDWv690
IO_MapCourseLine_normal pencil_mod
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Patrolsearch autoscriptsV04
Washington Radio Tracks
New German Radio Stations
DBSM_Music_1_0_4
Das Boot Departure Theme
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Accurate German Flags
OPEN HORIZONS II_full v1.7
OHII v1.7 patch1
MightyFine Less Annoying Footsteps 1.0
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
U-Boat Watch Crew Routine SFX
smaller flags for Warships
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Cerberus62 Corrected Depth Charge Projector 1.0
Goodbye Pac-Man v1.01
McHub532s SH4 German Stopwatch v 1.0.0
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Critical hits 1.1 Torpedos
Critical hits v 1.2
AMMO_v1.0_SH5_by_Raven_2012
Enhanced FunelSmoke1.2_by HanSolo78
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment - No Pixel Dithering in Northern Norway - Polar
SteelViking's Bunker Fixes V1.0
NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
Small_trees_SH5_V1
Sam's Sounds
SDL - Add Last
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a
AI_sub_crew_1_0_2_TheDarkWraith
Dooms Decks for VIIABC41 1.4
silentmichal's interior mod 1.2.4
R.E.M_by_Xrundel_TheBeast_1.2
sobers multi color mod V5
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. - Depth Charges Fix_attempt 1
R.S.D. & R.E.M. - GHG Hydrophone add-on (normal)
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)

Raven_2012
01-05-14, 01:14 AM
Hey I sent you a couple of private messages on the subject. I want to know how you got the sub flags to work.
:know:


It's taken me 3 evenings but I have actually sorted my mod soup out with 73 mods and at last with the Sub flag mod working:)

THEBERBSTER
01-05-14, 07:16 AM
Unfortunately I started to get ctd's to the point where the loaded save would ctd so that was the end of that mod.:wah:

Raven_2012
01-18-14, 03:52 PM
Finally found problem with sub flags not working for some in campaign mode. I guess the problem
was somewhere with the Equipment mod two .eqp files.

This download is compatible with OHII 2.4. I deleted the .sdl that comes in Sub Flags mod, because OHII 2.4 already has sub flag sounds added in its .sdl file.

I also made Sub Flags compatible with IRAI_0_0_39_ByTheDarkWraith and patched version.

Just enable mod last of mod soup in bunker. I believe it can be enabled at sea, I can't verify
this.


=============================================

There are two downloads is the MOD folder. I made one version with just 1 flag enabled and other
version with 2 flags enabled. This only applies to player U-Boat. The AI subs have just 1 flag
enabled.

So just choose which version you want to use.

By default the first flag is German Nazi Flag and second is Skull & Cross bones.

=============================================


I am not taking credit for this mod, credit goes to TheDarkWraith for creating mod and
Serge65 for showing me the light to find the issue.

I made this compatible for all the lovers of this mod, enjoy and have fun!

***Raven_2012

http://www.mediafire.com/download/34ydt8edp9369xy/SubFlags_0_0_8_byTheDarkWraith.7z


================================================== ============================


@TheDarkWraith:
I released a compatible version fix to sub flags on the thread. I am not taking credit in it. I just made it work with other mods, which weren't allowing a campaign to start with sub flags enabled.

I made sub flags compatible with IRAI_0_0_39 and made it work with Equipment Fix Mod. It was having problems with that mod.

If you have problems with me making your mod work and being compatible, I won't hesitate to take it down from thread. I read over you sub flag in original post and I didn't see anything about making it compatible and to work.

So let me know.

Thanks!

Raven_2012
01-20-14, 03:46 PM
I was able to disable mod once I got outside of harbor area and reload game with no CTD. I was on surface when I saved game.

Cthulhus
03-10-14, 02:51 PM
Thanks Raven_2012 !

vladimir bondarenko
04-04-14, 02:20 AM
Dear TheDarkWraith, and whether it is possible to combine somehow fashions of SubFlags_0_0_8_byTheDarkWraith and IRAI_0_0_41_ByTheDarkWraith

TheDarkWraith
04-05-14, 09:12 AM
Dear TheDarkWraith, and whether it is possible to combine somehow fashions of SubFlags_0_0_8_byTheDarkWraith and IRAI_0_0_41_ByTheDarkWraith

Why do these need to be combined? Some people like one but not the other. It's best to give users options.

TheDarkWraith
04-05-14, 09:19 AM
I've been having some fun with this mod. I made a hotkey in my UIs mod that allows you to control the visibility of the flags (via a new patch in the SH5.exe). Thus you can decide when one or both flags are visible :up:

I've also been playing around with adding a signal light to the player's unit. This way you can communicate to other player's using the signal light. The only current problem with it is I haven't figured out where the Matrix data is for the searchlights thus I cannot rotate them.

vladimir bondarenko
04-05-14, 09:34 AM
Why do these need to be combined? Some people like one but not the other. It's best to give users options.


That is, you want to tell, what they don't clash with each other, and at their simultaneous inclusion of CTD shouldn't occur? ? ?

TheDarkWraith, and поскажите then still. In your post #1 it is told about that that they aren't compatible to your FX_Update mod. I established your last version fashion of FX_Update mod 0.22. This of fashions and SubFlags_0_0_8_byTheDarkWraith, will turn out dates the conflict leading to CTD. And correctly I understand? ? ? And if it as can be corrected it? ? ? Prompt! ! !

gap
04-06-14, 01:03 PM
I've been having some fun with this mod. I made a hotkey in my UIs mod that allows you to control the visibility of the flags (via a new patch in the SH5.exe). Thus you can decide when one or both flags are visible :up:

Cool :yeah:

It would be nice if pennants could be made part of this mod:

http://img405.imageshack.us/img405/8868/u55207zg1.jpg

Aktungbby
04-06-14, 07:27 PM
Cool :yeah:

It would be nice if pennants could be made part of this mod:

http://img405.imageshack.us/img405/8868/u55207zg1.jpg
That could Topp^? off things nicely; and welcome aboard belatedly: Vladimir Bondarenko!:Kaleun_Salute:

THEBERBSTER
04-07-14, 05:08 AM
A warm belated welcome “vladimir bondarenko“ to the Subsim family. :subsim:

You will always find someone here to help you. :)

Link to my SH5 post: :salute:

STEP BY STEP TUTORIALS & HOW TO DO IT

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

vladimir bondarenko
04-07-14, 07:26 AM
Captains submariners, many thanks that responded to my request and in desire to help me. I apologize for my English, but it is necessary to use an online translator. I will try........:yeah::salute:

7Infanterie19
05-08-14, 03:10 PM
I keep getting CTD when running Subflags v008 over IRAI v0041 :o. Running Subflags over IRAI v0039 works without a hitch. :hmmm:

Testing is all being done in the bunker, using a fresh new campaign, btw.

I removed the sdl file long ago, so that's not a problem.

I merged the corresponding IRAI eqp files with the Subflags eqp files, so that they match and have the Subflags additions.

In the process of troubleshooting, I removed the Subflags "Submarine Parts" folders and was able to get the game loaded without CTD. I don't know if the "Submarine Parts" files are the culprit, but I'm just pointing that out. Those files are there for a reason, so I take it that leaving them out would not be an option.

I guess that IRAI v0039 and IRAI v0041 files are mostly the same except for changes to the AirStrike, Sensors, and Sim files, no? I have no clue what's different between these two versions that would cause a problem with SubFlags.

Aside from little mods, my main load order is:

-TDW_FX Update (v0022)
-TDW_NewUI and TDC (v742)
-TDW_DC Water Disturbances
-TDW_IRAI
-TDW_SubFlags
-Open Horizens II (v2.5)

I have IRAI after FX and NewUIs because it has the newest UBoot_Sensors.sim file. I think I got that idea from sober. :hmm2:

I had also tested loading up only those mods, in order to take any other little mod I have out of the equation.


Any ideas what is causing the CTDs and how this can be corrected?

Dogfish40
07-03-14, 07:41 PM
I swear that I saw pics in this thread of a problem I'm having with the flag tern.
The flag tern (pole) has no color, it's just a gamma pole.
The flags are fine, but the pole is a white light saber.
If I really need to I'll post a photo
Does anyone know the problem?? :ping:
D40

THEBERBSTER
07-04-14, 11:43 AM
This is from TDW's readme quote:

The flagstaff that I made for this mod also needs a light map added. As I'm not sure yet how to do this it would be great if someone can either show me how or fix it. You'll notice that the flagstaff is a very dull grey in color when rendered ingame compared to the rest of the Turm.

Dogfish40
07-05-14, 10:23 AM
This is from TDW's readme quote:

The flagstaff that I made for this mod also needs a light map added. As I'm not sure yet how to do this it would be great if someone can either show me how or fix it. You'll notice that the flagstaff is a very dull grey in color when rendered ingame compared to the rest of the Turm.



Thanks for the reply. Yes, I had the flagstaff in grey when I first installed the mod. When I loaded the game the other day I noticed that the pole is now the bright white when there is no color attached to the object at all. At first I thought that it was the mod installed after it causing the problem but now it's last on my JSGME list so...
Well...if the mod worked once, it can be fixed. I'll keep hashing it out.:hmm2:
Thanks again
D40

franz_the_cat
10-18-14, 09:36 AM
: / \\ !!I've Wolves of Steel installierd

Then the SubFlags_0_0_8 Mod
I have all touched up with 19380101 to the 2 flag on.
The two flag is not there?

The always schalted without saying on back 19451230

SilentHunts
12-07-14, 04:58 PM
Awesome mod friend!

niwo
07-25-15, 01:12 PM
I suffer a ctd when I load the campaign when I am in dock.
No Problems when I enable this mod on Patrol.

Problem signature:
Problem Event Name: BEX
Application Name: sh5.exe
Application Version: 1.2.0.0
Application Timestamp: 562b9a96
Fault Module Name: MSVCR90.dll
Fault Module Version: 9.0.30729.6161
Fault Module Timestamp: 4dace5b9
Exception Offset: 00036bf4
Exception Code: c0000417
Exception Data: 00000000
OS Version: 6.1.7600.2.0.0.256.48
Locale ID: 1031
Additional Information 1: 2d00
Additional Information 2: 2d006c010b045f3ee191e9ff1375c270
Additional Information 3: 0b7c
Additional Information 4: 0b7c81cc4ad16af8c69cecb4e59cfb1e

I have uninstalled any Visual C Redistributable Version higher than 9.0.30729.6161. This has knocked out some other ctd issues, but this mod is still suffering ctd. Of Course I enabled it at last ;D

Heres my Modlist (some of them, starting with Niwo's or Audio are ones I made myself. Mostly just edited Sound, dds or cfg files). Maybe someone knows of any other incompatible mods than FX_Update mod. I disabled the mods Sh.sdl file, too by renaming it. No change.


Generic Mod Enabler - v2.6.0.157
[G:\Silent Hunter 5 - The Wolves of Steel\MODS]

The Wolves of Steel 1.04
Audio Großdeutscher Rundfunk
Crack 1.02
The Wolves of Steel - Wind & Smoke addon
GWX Compass Rose Grid for SH5
EngineSoundsImproved_v1.0
Audio Carotio_IntercontinentalRadioPack
nVidia missing lights
Audio No Zeichne Kurs
Default Torpedo Icons
KarlKochs fix for Bearing Sound (German)
DEUTSCHMOD_1.0.10
Audio Calloutfix
Audio Creaks
Audio Quieter Alarm Clock
Audio Quieter Ambient Sounds
Audio Torpedocallout fix
Magnum_Opus_German Text
Nazi Medals
Niwo's authentic Bino and UZO
The Wolves of Steel - Deutscher Sprachpatch v5
Niwo's Keyboard
Accurate German Flags
Critical hits v 1.2
Niwo's Menu Fix
Niwo's No NightFilter Map
DEUTSCHMOD_1.0.10 Radio
gap - destructible searchlights test 1
!Depth Charge Range Fix
Real_Battery_Lifetime_Fix_Mod_V_1.0_TDW_UI_7_4_2
SD_MapLocationNameFix_v1.2
Niwo's Map Tools
SM_Flag_Wind_Patch
FX_Update_0_0_22_ByTheDarkWraith
No Ship Wakes 1.2
Audio No Kurswechsel
Audio Carotio and Großdeutscher Rundfunk
Niwo's Renown and Ammo fix
Audio Das Boot Music
Naights Crew Textures v1.2G (PUV)
Niwo's Extended Challenge
Niwo's Sensors
Niwo's TDW User Options

THEBERBSTER
07-25-15, 02:24 PM
Hi niwo

Cannot be used with The Wolves Of Steel

Also some of your other mods are already included.

Any mod that changes sim files is liable to give you a ctd.

TWOS has been developed where files have been changed so that the mega mod works without ctd's.

Just removing Sub Flags will not cure your ctd problem.

I still suspect you will still have problems with that mod list.

Peter

niwo
07-25-15, 04:14 PM
Oh, what a pity! But thanks for that info. Saves me time. Then it is ruled out.

So what mods should i worry about causing ctd?

"FX_Update_0_0_22_ByTheDarkWraith" -> Is obsolete because its in WOS already. Sorry, I didnt look it up first. Its disabled right away.
EDIT: Whoops. it was not the mod, it was just the folder containing all versions of ./MODS/FX_Update_*

"!Depth Charge Range Fix" -> changes sim files, so I will take it out as well as "gap - destructible searchlights test 1" to see if the game runs more stable.


The rest is mostly sound and texture and some cfg.

THEBERBSTER
07-26-15, 06:59 AM
Hi niwo

Despite what some people say TWOS is very stable.

This is my mod list, no problems.

The Wolves of Steel 1.04
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWright
The Wolves of Steel - 16x9 Resolution Patch
DeckGun Friendly Waves_Test
DeckKannon
sobers 7A_B deck crew moved for Shaefer SH5
sobers OH2.5 Kiel Lite mod V4 SH5
Clock by Shmal
Change days in bunker
one ship, one torpedo v1.00
gap - HD 1 deg Scope Bearing v 1.0
Critical hits v 1.2
The Wolves of Steel - Wind & Smoke addon

Considering there are over 100 mods in TWOS it, it has been put together in such away by tweaking and modifying different files SH5 has become a very enjoyable game.

Adding or changing anything with a sim file will cause a ctd.

Peter

Red Heat
07-29-15, 09:22 AM
SubFlags_0_0_8_byTheDarkWraith mod its only to sh5? there is any version to the sh3 GWX? Thanks :up:

THEBERBSTER
07-29-15, 09:38 AM
Hi RH

Have a look at this.

GWX_DFa-Flag&Pens_2010 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1882)

Peter

Red Heat
07-29-15, 01:48 PM
Thank you very much for sharing Peter. My u-boat it is in dock and i will try to install right away :D
And im happy to say it works perfectly...

THEBERBSTER
07-29-15, 05:25 PM
Happy hunting Captain :salute:

Red Heat
07-30-15, 09:09 AM
Thank you Peter :salute:

D.G
12-05-15, 02:07 PM
here and thank you for such an excellent device for my boat dolblёnochki :subsim:

vdr1981
12-12-15, 09:38 AM
Heres my Modlist...

The Wolves of Steel 1.04
Audio Großdeutscher Rundfunk
Crack 1.02
The Wolves of Steel - Wind & Smoke addon
...


Never heard of this mod...:D:woot:

gap
12-12-15, 09:56 AM
Never heard of this mod...:D:woot:

What are you lookin' for in this thread, baby? Getting ready? :D

http://www.sherv.net/cm/emo/funny/1/smiley-kissing-ass.gif

vdr1981
12-12-15, 12:32 PM
What are you lookin' for in this thread, baby? Getting ready? :D

http://www.sherv.net/cm/emo/funny/1/smiley-kissing-ass.gif

All for TWoS flags! :haha::haha:

pedalboat
12-25-15, 09:51 PM
Seeing that after 5 years no one has come up with a working flagstaff texture, I just took a free one for myself from a mod and I've been using it for months without problem (ATI HD7870 2GB)
You are not required to like this texture, there are millions of dds textures around... Better a grain of salt than nothing.


https://drive.google.com/file/d/0ByhSqSJnWL7WWlpUQ0NDOFh5V28/view?usp=sharing

Raven_2012
01-03-16, 12:23 AM
I wonder if I can get this to work with TWOS? I think I need to update it with the new IRAI and maybe some other things. It's just been years since I fix it to work with IRAI_0_0_39.

We will see, this was always my favorite mod.

excel4004
02-28-16, 02:54 PM
Sub Flags for SH5 by TheDarkWraithThanks for this gread mod!! Looking absolutly great! :yeah:



Seeing that after 5 years no one has come up with a working flagstaff texture, I just took a free one for myself from a mod and I've been using it for months without problem (ATI HD7870 2GB)
You are not required to like this texture, there are millions of dds textures around... Better a grain of salt than nothing.


https://drive.google.com/file/d/0ByhSqSJnWL7WWlpUQ0NDOFh5V28/view?usp=sharing

Thanks for your work, i enjoy that! :salute:

vdr1981
02-28-16, 03:09 PM
Thanks for this gread mod!! Looking absolutly great! :yeah:

Thanks for your work, i enjoy that! :salute:

You should know that sub flags mod is not directly compatible with TWoS, some manual tweaks are required. Even then , game stability will be drastically decreased and the reason why is still unknown ...

Sjizzle
02-28-16, 04:14 PM
You should know that sub flags mod is not directly compatible with TWoS, some manual tweaks are required. Even then , game stability will be drastically decreased and the reason why is still unknown ...

sub flag was also a problem only used with TDW's UI too..... always was a fps drop and random CTD's .....

excel4004
02-28-16, 04:19 PM
You should know that sub flags mod is not directly compatible with TWoS, some manual tweaks are required. Even then , game stability will be drastically decreased and the reason why is still unknown ... sub flag was also a problem only used with TDW's UI too..... always was a fps drop and random CTD's ..... Bad news, damn. :smug:

TheBeast
04-05-16, 01:17 PM
You should know that sub flags mod is not directly compatible with TWoS, some manual tweaks are required. Even then , game stability will be drastically decreased and the reason why is still unknown ...

sub flag was also a problem only used with TDW's UI too..... always was a fps drop and random CTD's .....

I reworked the SubFlags MOD and I am certain I fixed the CTD issue.
I uploaded it to SubSim and it is available for download.

SuperTurms_FX_SubFlags_v0.0.1 (http://www.subsim.com/radioroom//downloads.php?do=file&id=4913)

Regards!
TheBeast

excel4004
04-05-16, 03:55 PM
I reworked the SubFlags MOD and I am certain I fixed the CTD issue.
I uploaded it to SubSim and it is available for download.

SuperTurms_FX_SubFlags_v0.0.1 (http://www.subsim.com/radioroom//downloads.php?do=file&id=4913)

Regards!
TheBeast

Good news, great! :yeah:


..use the mod in bunker or also modable while on patrol?

THANKS FOR YOUR WORK!

TheBeast
04-05-16, 04:20 PM
Good news, great! :yeah:


..use the mod in bunker or also modable while on patrol?

THANKS FOR YOUR WORK!
Because it changes the NSS_UBoot7x.eqp file, just to be safe, I recommend activating the mod while in Bunker.

vdr1981
04-05-16, 04:23 PM
Because it changes the NSS_UBoot7x.eqp file, just to be safe, I recommend activating the mod while in Bunker.

Looking forward to this The Beast! :up:

Are the eqp files entries compatible with TWoS 1.05 ?

TheBeast
04-05-16, 04:43 PM
Looking forward to this The Beast! :up:

Are the eqp files entries compatible with TWoS 1.05 ?
I didn't check but it would be simple to make changes to the data\Submarine\NSS_UBoot7x\NSS_UBoot7x.eqp files for the VIIC and VIIC41 to correct the AA guns.

I will check with WinMerge... So it will be compatible!

Thanks for pointing that out.
-=[EDIT]=-
OK, just checked with WinMerge and YES, it is Compatible with TWoS 1.05

vdr1981
04-05-16, 04:57 PM
Rgr, thanks...
Cant test it now though, had to reinstall windows completely...(Wife's one dust sweeping and tree years old win 7 installation goes to hell :))

THEBERBSTER
04-05-16, 05:04 PM
What a difference it makes when someone as skilled as TheBeast returns to SH5.
Sub Flags is probably the most sought after additional mod that gamers want.
Its now down to Vecko to work his magic.
Peter

vdr1981
04-05-16, 05:09 PM
For quick testing I would suggest campaign start in Kiel (Western Approaches or Mare Nostrum) using "silentotto" cheat...
If the game does not CTD in heavily modded SH5, that will be a huge breakthrough...:yep:

Subwolf
04-05-16, 05:13 PM
If you go full realism, don't raise the flag at sea, only in ports.

During a crash dive they didn't have time to lower the flag, and they don't want it raised under water, or what would be left of it :03:

vdr1981
04-05-16, 05:23 PM
If you go full realism, don't raise the flag at sea, only in ports.



I have to agree on this one... But can you give us any hint how should we accomplish that? Maybe some hidden SH sim controller that we are not aware of?

TheBeast
04-05-16, 05:48 PM
If you go full realism, don't raise the flag at sea, only in ports.

During a crash dive they didn't have time to lower the flag, and they don't want it raised under water, or what would be left of it :03:
I already talked to vdr1981 (http://www.subsim.com/radioroom/member.php?u=263063)about this very topic. I was thinking that maybe there is some way to link the Harbor Controller to automate the flags.

excel4004
04-05-16, 06:22 PM
the Harbor Controller to automate the flags. Nice idea! :salute:

Two have two options, One to use the flag at sea, or/and when using the habor automatic.


Could you pls create/post one version with only the flags mod and the org. tower - thanks!?:up:

vdr1981
04-06-16, 10:38 AM
For quick testing I would suggest campaign start in Kiel (Western Approaches or Mare Nostrum) using "silentotto" cheat...
If the game does not CTD in heavily modded SH5, that will be a huge breakthrough...:yep:

Bad news The Beast...:nope: Your improved flags are causing the same instability just like the original TDW flags when confronted with CPU intensive areas like Kiel harbor ect...tested with TWoS on board.

I have no doubts though that the mod, just like the old flags, will work just fine in stock or light modded game.

Please keep in mind that harbors in TWoS are much less hardware intensive than in the original OHII mod so my concern is that the problem will be even more noticeable for players with custom modlists with OHII on board...

What was your test modlist The Beast?

Trevally.
04-06-16, 12:22 PM
Bad news The Beast...:nope: Your improved flags are causing the same instability just like the original TDW flags when confronted with CPU intensive areas like Kiel harbor ect...tested with TWoS on board.

I have no doubts though that the mod, just like the old flags, will work just fine in stock or light modded game.

Please keep in mind that harbors in TWoS are much less hardware intensive than in the original OHII mod so my concern is that the problem will be even more noticeable for players with custom modlists with OHII on board...

What was your test modlist The Beast?

Starting with v1.0.160.0:
- added a new patch to the SH5.exe: Increase render distance of units. This new patch will, as it says, increase the render distance of units from the player's unit. Default render distance is 40000.0m. This patch will let you define an additional value to add to this 40000.0m thus increasing the render distance from the player's unit. Default value is an additional 40000.0m. See the Notes= of the new patch to learn how to change the default value.

If this is set at sat 15km - do you still get issues in harbours?
With the render distance set at 40km - some harbours are within draw distance of each other.

If this does help - it could be set to auto reduce render range when close to land/harbours
:hmmm:

vdr1981
04-06-16, 12:43 PM
If this is set at sat 15km - do you still get issues in harbours?
With the render distance set at 40km - some harbours are within draw distance of each other.

If this does help - it could be set to auto reduce render range when close to land/harbours
:hmmm:

That patch can not decrease stock SH5 rendering distance (40 km) , it can only increase it...
Anyway , the patch is disabled in TWoS snapshot...

In any case, even with theoretical 5 km rendering distance, the result will be the same because SH engine "accumulates" rendered object until the game is completely restarted. This is the main issue with modded SH5

TheBeast
04-06-16, 02:14 PM
Bad news The Beast...:nope: Your improved flags are causing the same instability just like the original TDW flags when confronted with CPU intensive areas like Kiel harbor ect...tested with TWoS on board.

I have no doubts though that the mod, just like the old flags, will work just fine in stock or light modded game.

Please keep in mind that harbors in TWoS are much less hardware intensive than in the original OHII mod so my concern is that the problem will be even more noticeable for players with custom modlists with OHII on board...

What was your test modlist The Beast?
Currently I'm not running TWoS. I've always had issue's with some of the imported ships, so I am running OH II Lite v3.0. I adjusted some of the Mission Objective Patrol Area Location and Radius to match what is listed in Mission Editor 2.Anti-Lag
1. _RemoveStupidLogoandIntro
NDB,NDH OM#1 - No Dialog Indicator
SteelViking's Bunker Fixes V1.0
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
OPEN HORIZONS II Light v3
OPEN HORIZONS II v2.5 Grid Request fix Patch SH5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Changes byTheBeast
sobers better land rock textures
Illyustrator_Loading_Mission_mod
Window_Lights_Redone_V1
Lights
NewUIs_TDC_7_4_2_ByTheDarkWraith
OH II Minefield map for TDWs Ui
IO_StrategicMap_7_4_2_for_TDWv742
IO_MapCourseLine_sharp pencil_mod
Sub_Exhaust_1_0_5_byTheDarkWraith
A Fistful of Emblems v1.51 (Weathered)
Equipment_Upgrades_Fix_v2_0_byTheBeast
Equipment_Upgrades_Fix_v2_0_SubCamoSchemes
Equipment_Upgrades_Fix_v2_0_AFFOE_151_byTheBeast
More Powerful Torpedoes v1.0
Nauticalwolf's Torpedo Textures V1.0
Elite German Black & Copper Torpedo
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
850_Meter_Bearing_Plotter_byTheBeasts1.0
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Torpedo Splash
EUF_UBoat_FX_v0_0_5_ byTheBeast
SKIN_VIIC_ArcticCamo_byTheBeast
SKIN_VIIB_ArcticCamo_byTheBeast
MCCD_1.04
8. Graphic Mod v1
sobers real trees
MCCD_1.04RadiomanDialog_BlackMay_Fix2
9. MyTweaks
SM_Flag_Wind_Patch
SM_Wounded_Unit_Radioing
MyKey
Room_CT
Room_DER
Room_TRA
Room_TRF
Shadow Improvement Mod
reaper7's Sky Mod
Radio_Deutschland
Room_QR2
IRAI_0_0_41_ByTheDarkWraith
Reworked Morale and Abilities v.1.1
HCT_Deutsche U-Boote Theme
EUF_v2_Uboot_Sensors
SH5_Credits
Automation
Room_CR
SuperTurm_FX_SubFlags_v0_0_1_byTheBeast
Room_QR1

That patch can not decrease stock SH5 rendering distance (40 km) , it can only increase it...
Anyway , the patch is disabled in TWoS snapshot...

In any case, even with theoretical 5 km rendering distance, the result will be the same because SH engine "accumulates" rendered object until the game is completely restarted. This is the main issue with modded SH5
I thought Stock render range was 15km:06::06:

vdr1981
04-07-16, 01:58 PM
I thought Stock render range was 15km:06::06:

Heh, maybe in SH3/4...In Sh5 it's 40.000m...:yep:

vladimir bondarenko
04-09-16, 02:11 AM
I reworked the SubFlags MOD and I am certain I fixed the CTD issue.
I uploaded it to SubSim and it is available for download.

SuperTurms_FX_SubFlags_v0.0.1 (http://www.subsim.com/radioroom//downloads.php?do=file&id=4913)

Regards!
TheBeast
Captains, hello. And where can I download this mod?
What, no one links to it?

TheBeast
04-10-16, 08:26 AM
Captains, hello. And where can I download this mod?
What, no one links to it?
I am not sure why but the MOD has been deleted from SubSim.com
I have not received any notification as to the reason for the deletion.

TheBeast
04-10-16, 09:00 AM
Bad news The Beast...:nope: Your improved flags are causing the same instability just like the original TDW flags when confronted with CPU intensive areas like Kiel harbor ect...tested with TWoS on board.
I did some more research and the Flags in the MOD and with the exception of being a 100 frame animation, the flags are the same as the Flags used on all other ships.
Using skwasjr Silent 3ditor or Goblin Editor, Compare data\Library\Flags.dat with data\Library\Sub_Flags.dat.

excel4004
04-10-16, 09:00 AM
I am not sure why but the MOD has been deleted from SubSim.com
I have not received any notification as to the reason for the deletion.

I try it again, maybe i recive an aswer this time.

Can you create a (stable) version for TWoS mod with only the flags without the MG´s!?

Thanks! :D

vladimir bondarenko
04-10-16, 09:56 AM
I am not sure why but the MOD has been deleted from SubSim.com
I have not received any notification as to the reason for the deletion.

TheBeast, and You can put it on any third-party resource, for free download.

PS: TheBeast, please tell me, is this possible to do?

TheBeast
04-11-16, 03:13 PM
TheBeast, and You can put it on any third-party resource, for free download.

PS: TheBeast, please tell me, is this possible to do?

Here is the latest Beta version Download Links

SubSim:
SuperTurm_FX_Subflags_v0_0_1b_byTheBeast (http://www.subsim.com/radioroom/downloads.php?do=file&id=4927)

MediaFire:
SuperTurm_FX_Subflags_v0_0_1b_byTheBeast (https://www.mediafire.com/?vf6k1xvcgohpo88)

Regards!
TheBeast

vladimir bondarenko
04-11-16, 03:56 PM
Here is the latest Beta version Download Link from MediaFire:
SuperTurm_FX_Subflags_v0_0_1b_brTheBeast (https://www.mediafire.com/?vf6k1xvcgohpo88)

Regards!
TheBeast

Many thanks!!!!:yeah:

TheBeast
04-20-16, 12:49 AM
Here is the latest Beta version Download Links

SubSim:
SuperTurm_FX_Subflags_v0_0_1c_byTheBeast (http://www.subsim.com/radioroom/downloads.php?do=file&id=4927)

4/19/2016 V0.0.1c - Beta Release Update
Added GenInvisibleControl to All Player Conning Tower Exteriors to stop Sea Spray Particle inside Conning Tower when Looking up the Ladder.
Added EnvMappingCtrl to MG-34 Model.
Adjusted MG-34 Material Defuse color setting to eliminate Red tint/hue on Machine Guns at Night.

Regards!
TheBeast

totheorder
04-20-16, 06:10 PM
Here is the latest Beta version Download Links

SubSim:
SuperTurm_FX_Subflags_v0_0_1c_byTheBeast (http://www.subsim.com/radioroom/downloads.php?do=file&id=4927)

4/19/2016 V0.0.1c - Beta Release Update
Added GenInvisibleControl to All Player Conning Tower Exteriors to stop Sea Spray Particle inside Conning Tower when Looking up the Ladder.
Added EnvMappingCtrl to MG-34 Model.
Adjusted MG-34 Material Defuse color setting to eliminate Red tint/hue on Machine Guns at Night.

Regards!
TheBeast


This is awesome! Are there any further updates on the stability issues when using a heavily modded SH5?

Anton88
05-06-16, 09:24 AM
Is there a way to lower or raise the flag with the hit of a key?
(ie:..raise the flag when you come in and out of port, - lower it when you are out to sea)..

TheBeast
05-07-16, 01:20 AM
This is awesome! Are there any further updates on the stability issues when using a heavily modded SH5?
Sorry I've been side tracked on something else for the past few days and haven't had time to look into this.
I can tell you that, with the exception of the Sound .DSD file, the submarine flags are configured the same as flags used on all other ships in the game from ~\data\Library\flag.dat. Why it has problems on a submarine, not certain but there are a few things I plan on trying to resolve it.

Is there a way to lower or raise the flag with the hit of a key?
(ie:..raise the flag when you come in and out of port, - lower it when you are out to sea)..
If I recall correctly I think there is a way to do it. I believe SHIII had this option in one of the mega mods where the crew also came out on deck when entering or leaving port or something like that.
The problem is that the flag CTD issue is when you are near a port.

ingsoc84
05-18-16, 01:50 AM
Great mod..works wonderfully..thanks for the help with turning flagstaffs/flags on and off..makes sense!:up:

verganojoda23
01-18-17, 11:05 PM
Hello! Thanks for this really cool looking mod.

One question:

Is there a way to make the flagstaff flags to follow the wind? just like the rear ones.

I just want to test something, so if there's a way to achieve that, i would like to know, i dont mind having the flags facing inwards, i just want to test some things about the wind in game.

Thanks in advance.
Vgj

Cthulhus
03-21-17, 04:34 PM
Thanks for this update. I tested and it works when docked at the harbor (Lorient).

I made one full patrol from Lorient to the us cost without any bug CTD !

I use a fresh SH5 with The Wolves of Steel 1.06

So thanks :) :subsim:

vdr1981
03-25-17, 03:47 PM
Ahoy scary Beast!
I wasn't able to open your new tower gr2 files with TDW gr2 editor? Any idea what is going on?
I was trying to lower periscope bones in order to fit them in tubes correctly...

Capt thea kreutzer
03-17-19, 11:15 AM
Hey this mod is great but i have trouble seeing the flag and im new to subsim so im a noob at mods i put all the mods in the file MODS and i Activated it but i still cant see that flags can you help me Please anyone.

:Kaleun_Salute:

Aktungbby
03-17-19, 02:00 PM
Capt thea Kreutzer!:Kaleun_Salute:

THEBERBSTER
03-17-19, 03:28 PM
A Warm Welcome To The Subsim Community > Capt thea Kreutzer
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

Are you enabling in the bunker or in the middle of a patrol?

Manfred Von Gosky
03-24-19, 11:03 PM
Could you make It downloadable straight from Here on Subsim? I don't trust Mediafire and the other link appears to be broken.

Aktungbby
03-25-19, 02:15 AM
Manfred Von Gosky!:Kaleun_Salute:

THEBERBSTER
03-25-19, 07:50 AM
A Warm Welcome To The Subsim Community > Manfred von Gosky
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

Nothing wrong with Mediafire I use it all the time for uploading and down loading.

Thorstein1
06-11-21, 01:39 AM
Hi chaps. im havng some issues in enabling the mod, in jsgme it recognizes it and when i do everything correctly (the numbers thing in the mod file for if you want to have certain flags enabled) it still doesn't show the flags.


Any help would be greatly appreciated


Let the hunting commence!

Kal_Maximus_U669
06-11-21, 10:58 AM
Hi chaps. im havng some issues in enabling the mod, in jsgme it recognizes it and when i do everything correctly (the numbers thing in the mod file for if you want to have certain flags enabled) it still doesn't show the flags.


Any help would be greatly appreciated


Let the hunting commence!

I can only recommend you without more precision on your part ... to follow the procedure that Vecko has put in place ...:Kaleun_Periskop:
:Kaleun_Wink:https://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1
redo a fresh install scrupulously respecting the Pdf Install :ahoy:

Johnno
07-23-21, 08:59 PM
Hey people.
I think (?) i have a Problem with this mod...
I'm using TWoS (Real Navigation is a blast), in which this mod is included and i'm driving the VIIB.
Anyway, out of port i wanted to get rid of the flags immersion reasons, no problem so far, disabled them using the .eqp...
Just this one stupid Aft Deck flagpole won't budge. Now he's just sitting there, looking stupid without the flag. Any way to get rid of this thing?
Screenshot for reference:
https://ibb.co/DQ10HdG

Cheers!!

Aktungbby
07-23-21, 11:53 PM
Johnno!:Kaleun_Salute:

Kal_Maximus_U669
07-24-21, 03:17 PM
Hey people.
I think (?) i have a Problem with this mod...
I'm using TWoS (Real Navigation is a blast), in which this mod is included and i'm driving the VIIB.
Anyway, out of port i wanted to get rid of the flags immersion reasons, no problem so far, disabled them using the .eqp...
Just this one stupid Aft Deck flagpole won't budge. Now he's just sitting there, looking stupid without the flag. Any way to get rid of this thing?
Screenshot for reference:
https://ibb.co/DQ10HdG

Cheers!!
you deactivate "TWoS Campaign Start VIIB_UFlaK" is that should be in order it is a problem already described by vecko it seems to me because of the turms :en haut: :Kaleun_Salut ::Kaleun_Salut :

Johnno
07-24-21, 08:28 PM
you deactivate "TWoS Campaign Start VIIB_UFlaK" is that should be in order it is a problem already described by vecko it seems to me because of the turms :en haut: :Kaleun_Salut ::Kaleun_Salut :

I already disabled that mod Part right after starting the campaign with my beloved VIIB, and the flagpole is still there. Am i out of luck?
I'm still using the "slim" type VIIB turm, as i didn't know i could upgrade right away. is that one just bugged? Is there any file i could edit manually to make that flagstaff vanish?
Thanks anyway !! :salute:

PS: could you link the post by vecko where he acknowledges the problem?? I was unable to find it, and maybe it could help.

PPS: SOLVED! I started a new campaign with the VIIB to test, upgraded to the "big" turm and, voilá, the aft deck flagstaff is gone. Yay! It appears to just be a bug with the slim, A-style Turm. Now off to the bunker and refit!

Kal_Maximus_U669
07-25-21, 07:41 AM
I already disabled that mod Part right after starting the campaign with my beloved VIIB, and the flagpole is still there. Am i out of luck?
I'm still using the "slim" type VIIB turm, as i didn't know i could upgrade right away. is that one just bugged? Is there any file i could edit manually to make that flagstaff vanish?
Thanks anyway !! :salute:

PS: could you link the post by vecko where he acknowledges the problem?? I was unable to find it, and maybe it could help.

PPS: SOLVED! I started a new campaign with the VIIB to test, upgraded to the "big" turm and, voilá, the aft deck flagstaff is gone. Yay! It appears to just be a bug with the slim, A-style Turm. Now off to the bunker and refit!

The gecko recommendations are as follows..I remind you that they can be found in the doc file inside via "JSGME":up:
:Kaleun_Wink:
"Start a new career with type VIIB instead of type VIIA U-Boat and/or,
Start "Turning Point" campaign with U-FlaK instead of type VIIC U-Boat."

Enble the mod with your jsgme and start a new career.:timeout:
Here is now if you encounter another problem I advise you to redo a "fresh installation":haha:and to start a career by following the course of the things which are proposed to you in order to obtain renow to obtain more options for your Uboat ... here is good hunting for you ..
best regards KM_U699 :salute:http://image.noelshack.com/fichiers/2021/29/7/1627217501-01.png