View Full Version : [REL] Enhanced Recognition Manual (ERM) continued
==========================MOD INFO==================================
This mod is Reaper's excellent Enhanced Ship ID Recognition manual (http://www.subsim.com/radioroom/showthread.php?t=170292) continued, with new skin and ship markings to help with the broken stadimeter. He was kind enough to give me the permission to work further on his mod, all modifications are only on graphic level, the script part is Reapers work. Thank you Reaper.
As you can see the attached image, this mod is dragable and contain not only the recon manual, but also include the TDC dialog panel. By default, the mod has a leather cover skin, but there is also a second skin with a more realistic paper cover. To enable the paper cover skin, first you have to enable this mod, then download the paper skin and overwrite the files.
For the recon manual part I spent a lot of time to measure the whole SH5 flotilla and put markings where we should point the stadimeter to have the best range values. Closer you are to the target, better result you will get. Even so, I managed to get pretty good readings for targets far as 5km, but you need to have a very good and precise mouse for that as there every mm counts. This mod gives excellent results in close and fast battles, where the sub is inside a convoy and is not much time to spend for complicated measurements. Click on the stadimeter, match his line height with the green one from the manual and you should get a pretty precise range measurement.
The XO face is missing in the screenshots, but is is not removed by this mod, but by this "fix" (http://www.subsim.com/radioroom/showpost.php?p=1290503&postcount=67) posted by ddrgn. So if you don't wanna see his face in this mod, just follow the instructions from that post.
This works and was tested with the stock UI. Probably will not work with mods where is already a stadimeter fix (ex. TDW UI, Reaper7 UI). Maybe they will integrate it in their mods in the future.
http://farm5.static.flickr.com/4116/4791369886_64ab8d76e2_b.jpg
Stock UI compatible black skin:
http://farm5.static.flickr.com/4144/4973538068_afe9608e21_b.jpg
Download from here:
ERM (http://www.zumodrive.com/share/6wFPZTQ2M2)
ERM_no_marking (http://www.zumodrive.com/share/6wFNNDBkMz)
Paper cover skin (http://www.zumodrive.com/share/6wFOMGM4Nz)
ERM black skin (http://www.zumodrive.com/share/7e4SY2ViOT)
Black skin for TDWUI (http://www.subsim.com/radioroom/showpost.php?p=1537047&postcount=5036)
Alternate download links:
ERM: (strategyinformer.com) (http://www.strategyinformer.com/pc/silenthunter5/mod/36688.html)
ERM black skin: (strategyinformer.com) (http://www.strategyinformer.com/pc/silenthunter5/mod/37267.html)
http://www.filefront.com/17052293/ERM.ZIP
ERM without ship marking: http://www.filefront.com/17052303/ERM_no_marking.zip
Extra skin with paper cover: http://www.filefront.com/17052307/ERM_paper_cover.zip
Extract from zip into your SH5 MODS folder, install with JSGME. The paper cover extra skins need to have ERM installed first. Just overwrite the existing files on JSGME warning.
Special thank's to TheDarkWraith who was so kind and improved/optimized the script part.
TheDarkWraith
07-11-10, 09:47 AM
Not tested with TDW UI and Reaper's UI, so I'm not sure about those.
my NewUIs with TDC already includes my automatic stadimeter fix so this will probably screw up the automatic stadimeter (mast height) in it. Someone will have to test it with the mod and post results.
EDIT:
if you remove the stadimeter part from this rec mod it probably won't have any impact on my UIs mod.
Actually if this mod modifies the PageXO_TDC_Dialog.py file it will break my UIs mod. I'll have to look at it and see what files it modifies.
EDIT2:
this will break my UIs mod. I'll have to rework the PageXO_TDC_Dialog.py file and make provisions for it (a new user option) to be used and enabled in my UIs mod
reaper7
07-11-10, 10:12 AM
Nice Magnum. :yeah:
Just to confirm this will work as is with my UI. Just click Yes to the file overwrites in JGSME.
@TDW This will also break your current XO_Dialog at the .ini level as I completely reworked the INI for the Enhanced Recon Manual V2.0. So you would have to chose between either the Enhanced Man V1 or Enhanced man V2.
Original link to V2: http://www.subsim.com/radioroom/showthread.php?t=170292
Sepp von Ch.
07-11-10, 10:37 AM
Wow, thank you Magnum very much. Looks great. Love this manual! Finally an exciting feeling in comparison with the original interace.
Thanks:yeah:
TheDarkWraith
07-11-10, 10:50 AM
what are the green lines for on the ships? You can barely read the text also....
Sailor Steve
07-11-10, 10:58 AM
Lovely! :sunny:
I like the 'paper cover' too.
what are the green lines for on the ships? You can barely read the text also....
Those are the markings for the broken stadimeter. Worked very much to take these measurements and it's sad to see how broken the stadimeter is. Those green lines are where the stadimeter (stock, without any fix) will read the right range. So if you put the stadimeter horizontal line where is the green marking in the recon manual, you should get the corect range value for the selected target.
What I did was to load all SH5 ships into a custom mission, measure the range for every ship with the stadimeter, then I marked with the green line where the stadimeter will give you the good range value for every ship. I was completly surprised to see that there is no 2 ships with the same value, is no rule or pattern...
About the text.. not sure what text are you taling about. The info from the manual with the ship Lenght, mast etc.. or..?
TDW helped out with an optimized .py file, download link is updated, thank you very much.
SteelViking
07-11-10, 11:52 PM
Good work Magnum, this looks really nice:yeah: And, good going on finding another way to fix the stadimeter, I know that what you did had to be pretty time consuming.
Anyway, if I may make a suggestion, why not include this right into reaper7's UI without the green lines since he already has a stadimeter fix? Or Magnum, perhaps you could simply make another version without the green lines that would be intended to be used along with reaper7's UI. Again, just a suggestion. Either way, thanks for this mod.:salute:
Sepp von Ch.
07-12-10, 02:37 AM
Anyway, if I may make a suggestion, why not include this right into reaper7's UI without the green lines since he already has a stadimeter fix? Or Magnum, perhaps you could simply make another version without the green lines that would be intended to be used along with reaper7's UI.
I agree and intercede fot that.
Why is my text in rec. manual in white please? Text then merges with the background.
http://s4.postimage.org/4YBKJ.jpg (http://www.postimage.org/image.php?v=aV4YBKJ)
Good work Magnum, this looks really nice:yeah: And, good going on finding another way to fix the stadimeter, I know that what you did had to be pretty time consuming.
Anyway, if I may make a suggestion, why not include this right into reaper7's UI without the green lines since he already has a stadimeter fix? Or Magnum, perhaps you could simply make another version without the green lines that would be intended to be used along with reaper7's UI. Again, just a suggestion. Either way, thanks for this mod.:salute:
Reaper7 said that he will include it in his UI, so expect an update there. Not sure how this will work with TDW UI, but now he made several changes on the script, it should work. Download the pack with his changes and test it. I will upload later today a version with the green lines removed to be used with the major UI mods where the stadimeter is fixed and no need for these lines.
Why is my text in rec. manual in white please? Text then merges with the background.
That's a localization problem, you are using the german version. I will try to make an update for this version too asap.
Sepp von Ch.
07-12-10, 03:34 AM
Thank you Magnum!:up:
Updated the first post with the links to the versions without the green lines/ship markings.
The pack modified by TDW have 2 folders inside, extract the one you wanna use into the MODS folder and install it with JSGME.
SteelViking
07-12-10, 05:50 AM
Reaper7 said that he will include it in his UI, so expect an update there.
:rock: Good to hear. And again, nice work:yeah:
TheDarkWraith
07-12-10, 06:38 AM
Why is my text in rec. manual in white please? Text then merges with the background.
http://s4.postimage.org/4YBKJ.jpg (http://www.postimage.org/image.php?v=aV4YBKJ)
I have the same text problem with this (the bright version). That is why I also made a modified night vision version of it (so the text would show). I have US copy of game.
It's not compatible yet with my UIs mod (breaks the automatic mast height entry and doesn't allow manual entry of mast height). I have more script work to do with it. I sent Reaper7 a PM and awaiting a response back before I work on it any further.
Sepp von Ch.
07-12-10, 07:52 AM
Yes, TheDarkWraith, i use your excellent UIs mod with TDC. If this manual had compatible with your UIs mod, it would be great.
reaper7
07-12-10, 11:50 AM
I have the same text problem with this (the bright version). That is why I also made a modified night vision version of it (so the text would show). I have US copy of game.
It's not compatible yet with my UIs mod (breaks the automatic mast height entry and doesn't allow manual entry of mast height). I have more script work to do with it. I sent Reaper7 a PM and awaiting a response back before I work on it any further.
Thats fine TDW, fire ahead. You can make any changes needed :up:.
As regards White text You need to change the Styles sheet to change the colours.
I have it done in my Mod to be black, I can post if ye want it.
Sure may as well post now. Link here:
http://rapidshare.com/files/406560792/German.rar
As regards White text You need to change the Styles sheet to change the colours.
Yeah, I forgot to add the css file, that's why only me was seeing the text black.. I'm still noob in modding :oops: Updated the download links with a new release.
sanchez88
07-26-10, 01:34 PM
the files on filefront were not available in the past 2 days and also now, can u please reupload them? maybe on rapidshare? thx a lot and very good work, keep it up
sanchez
Added alternate download links, see first post, right under the filefront links.
Thank you.
mauriga
07-27-10, 11:40 AM
Sorry to be so noob, but I'd like to use both newUIsTDC3.8.1 and ERM.
have I to install ERM by second? Or ERM goes before newUIsTDC3.8.1?
Tnx for reply
mauriga
TDW UI already has a stadimeter fix and an enhanced rec manual, so no need for this mod if you play with his UI. Reaper already implemented these skins in his UI mod (I think). This mod was build to be used with the stock UI, actually I continued Reaper's work just to have a tool for those who wish to use the new slim and minimalist UI, but also want to play a sim, not a kids game.
I started to work on this mod after I had read this excellent manual TDC tutorial (http://www.subsim.com/radioroom/showthread.php?t=164917), posted by emtguf. Problem there was that the stock stadimeter is bugged so is almost impossible to play like is in that tutorial because the range values will be always wrong. That's why I worked for weeks to read the "right" values for the whole SH5 fleet and mark the manual with a green line where the bugged stadimeter will read the correct range.
The next step I work on now is to implement in the manual this brilliant SpeedSolver Quick Chart (http://www.subsim.com/radioroom/showthread.php?t=164469) made by gutted. So in this way the player will always know the right speed of his target without the need to print out the chart on paper or make complicated math. Is just I'm short on time, but I already have implemented the chart for few ships and is under testing. All I need is free time.. hope that soon I will release this improvement.
What I absolutely love in this mod is that help a lot with the realism. Is no automated lock or stadimeter that will work for the player, the human error is a big issue, so every shot need to be double checked and if ur fish hits the target.. is a big joy. No more million tons/patrol, no more shooting with torpedoes like with a missile, every torpedo is important because is a lot of room for human error, like was in real life :)
PS: Can an admin edit the topic title and add a [REL] in it please? I edited the title but somehow it not gets updated...
mauriga
07-30-10, 05:40 AM
Thank you Magnum for explanation.
Congrats for your MOD, in spite of I'll play TWD MOD.
See U around
mauriga
I'm already sick of the bugs filled in this game, I never saw in my life such a bugged game like this one. I said that I plan to add a speed chart into ERM, to help with faster speed recon and higher realism. Like this:
http://farm5.static.flickr.com/4092/4843667794_3aac2a979c_b.jpg
But during the testings I found out that this will never work. Simply because the ships data are wrong. Here is a simple example, copy/paste from the ships cfg file:
[Unit]
ClassName=T3Cimmaron
Length=139.6
[Unit]
ClassName=LL (Liberty cargo)
Length=147
So what's wrong in this picture? The length. That huge tanker is shorter in the cfg file than the cargo. Even if the real size is almost double. So this is mission impossible, I have to abort. Finding the right length, redo the math would take just way to much time. Shame on those who got paid to do this right and failed.
Sailor Steve
07-30-10, 11:16 AM
...higher realism.
To my mind it's not "higher realism" to have something in the book that wasn't there in real life.
As for the size discrepancy, the Liberty should be 135 meters long. The T3 should be 169 meters.
To my mind it's not "higher realism" to have something in the book that wasn't there in real life.
As for the size discrepancy, the Liberty should be 135 meters long. The T3 should be 169 meters.
The length was there Steve. And the simple solution to determine the ship speed was to divide the ships length with how many seconds it took to pass the scope vertical line. Then round it and double that and you have the ships knots. As we don't have a calculator or any useful crew member on the sub to help with math, I put this chart in the manual. Only now I understand why the missing ships length in the manual was not fixed in patch 1.2. Just because is wrong. So they decided to ignore it. :nope:
The only solution I see now is to do again what I did with the stadimeter, put the whole merchie flotilla in a custom mission and read the correct values for every speed possible. I already did that with the ships at 5 knots, but when I did the test on my laptop I saw another bug.. the chronometer is lagging on slower systems. Instead of 54s/5K for a Ranger tanker taken on a good pc, I got 61 on the laptop. :nope: This is hopeless.. :(
Sailor Steve
07-30-10, 01:47 PM
This is hopeless.. :(
I'm sorry to hear it. Doing things manually is always more rewarding when you can be sure that doing it right will actually work.
SteelViking
07-30-10, 02:01 PM
Magnum, I understand your frustration, but lag is just part of computer/video games. You can't expect for it to run perfectly unless you have some top of the line hardware(heck, even then it messes up from time to time).
Yeah, the lag on chronometer was a final blow for me :( Mainly because I thought that the chrono is linked to the system/OS and not just a game toy.
But I might still do this soon as I get some time for it. With the mention that this will not work right on slower systems. SH is meant to be played as a sim, not as an ordinary game. Respect for all the moders who work hard to fix all these bugs and try to make make SH5 a real sim, only now I understand how hard is that.
SteelViking
07-30-10, 02:48 PM
Yeah, the lag on chronometer was a final blow for me :( Mainly because I thought that the chrono is linked to the system/OS and not just a game toy.
But I might still do this soon as I get some time for it. With the mention that this will not work right on slower systems. SH is meant to be played as a sim, not as an ordinary game. Respect for all the moders who work hard to fix all these bugs and try to make make SH5 a real sim, only now I understand how hard is that.
I am glad to hear that you will continue your work at some point, as the recog manual does need more work in my opinion, and your work up until now on it is awesome.:yeah: We can't let road blocks get in our way. While making my current WIP mods, I can't even remember how many obstacles I came to that I was sure were not fixable. But, I have proved myself and others wrong time and time again by figuring out how to get around or fix things.
Perhaps the chronometer in the game could be linked to the system, or at least made more reliable. Only time and work will tell. So, hang in there comrade.:salute:
Madox58
07-30-10, 04:38 PM
@Magnum,
I feel your frustration over testing things.
I can not even run SH5 on my current system.
I must depend on others to do testing for me and that slows everything.
There are a number of people that will test for you if you ask.
Setup the test missions and explain what you want.
Let the Community help you help them.
:rock:
reaper7
07-30-10, 07:05 PM
Sometimes its the things you think less likely to be then solution to be the solution :D.
For example I got the SH4 Recon Manual to work In game - that was written of as improbile to work as it would not display merchants.
But 5 mins after being told you can't use the SH4 Recon Man due to that reason, I had Merchants displaying in it :haha:.
So sometimes you need to hit the road block to spot the sideroad you just passed :D.
Best of luck with this Magnum :up:.
PL_Andrev
08-18-10, 03:10 PM
Stadimeter bug still not fixed?
Stadimeter bug still not fixed?
Stadimeter is fixed only in TDW and Reaper's UI. This one is a workaround for those who still use the stock UI/game without any stadimeter fix. And it works good, I already know where the stadimeter line need to be for every ship without checking the manual.
I gave up on the speed chart, at least until the chrono and the ships length will not be fixed in a patch. SH5 was not designed to be played as a sim.
reaper7
08-19-10, 01:27 PM
Hi Magnum, did you find that all ships had incorrect lenghts or just a few.
Do you know which are correct.
If I know one correct one I could use the RAOBF to find the correct lenghts for the rest. Then redo the cfg files and Ship dds files with the correct lenghts. :up:
Seems like all values are wrong compared to the real sizes. For example, the most common merchant ship in the game, the Liberty cargo (http://en.wikipedia.org/wiki/Liberty_ship) in real life had the following characteristics, quote from wikipedia:
Displacement: 14,245 long tons (14,474 t)[1]
Length: 135 m (441 ft 6 in)
Beam: 17.3 m (56 ft 10.75 in)
Draft: 8.5 m (27 ft 9.25 in)
Speed: 11 to 11.5 knots (20 to 21 km/h)
Compare this with with the .cfg values:
MaxSpeed=10
Length=147
Width=18.1
Mast=24
Draft=5.8
Displacement=7000
Ofc, we all saw this ship running with 12-14kts, so the game takes the values from somewhere else that the sea folder. So.. this is a lost battle.
SteelViking
08-19-10, 02:35 PM
Seems like all values are wrong compared to the real sizes. For example, the most common merchant ship in the game, the Liberty cargo (http://en.wikipedia.org/wiki/Liberty_ship) in real life had the following characteristics, quote from wikipedia:
Displacement: 14,245 long tons (14,474 t)[1]
Length: 135 m (441 ft 6 in)
Beam: 17.3 m (56 ft 10.75 in)
Draft: 8.5 m (27 ft 9.25 in)
Speed: 11 to 11.5 knots (20 to 21 km/h)
Compare this with with the .cfg values:
MaxSpeed=10
Length=147
Width=18.1
Mast=24
Draft=5.8
Displacement=7000
Ofc, we all saw this ship running with 12-14kts, so the game takes the values from somewhere else that the sea folder. So.. this is a lost battle.
The speeds come from the .sim files for the ships.
reaper7
08-19-10, 02:50 PM
Seems like all values are wrong compared to the real sizes. For example, the most common merchant ship in the game, the Liberty cargo (http://en.wikipedia.org/wiki/Liberty_ship) in real life had the following characteristics, quote from wikipedia:
Displacement: 14,245 long tons (14,474 t)[1]
Length: 135 m (441 ft 6 in)
Beam: 17.3 m (56 ft 10.75 in)
Draft: 8.5 m (27 ft 9.25 in)
Speed: 11 to 11.5 knots (20 to 21 km/h)
Compare this with with the .cfg values:
MaxSpeed=10
Length=147
Width=18.1
Mast=24
Draft=5.8
Displacement=7000
Ofc, we all saw this ship running with 12-14kts, so the game takes the values from somewhere else that the sea folder. So.. this is a lost battle.
I wonder if the ship models themselves are accurate in scale to the real deal.
If so then I can use the Liberty Cargo as the base ship to configure my RAOFB Graticule markings. And from there find the ingame ship lenghts for the rest - a lot of work but once the RAOBF is calibrated the work could be spread among many.
The speeds come from the .sim files for the ships.
Again it would just be a case of matching the values between the .sim and .cfg files.
Is it just the speed that the .sim uses SteelViking :06:
EDIT: Just looked at the NLL.sim in the data/sea/NLL/ folder for the Liberty cargo and don't see any reference to speed.
Also these are the valuse in its cfg file.
ClassName=LL
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=13
Length=147
Width=18.1
Mast=27.1
Draft=5.8
Displacement=7170
Now the war supplies version is:
ClassName=LLWarSupplies
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=11
Length=147
Width=18.1
Mast=24
Draft=5.8
Displacement=7170
while the Large Steamer which is a clone also of the Liberty cargo
ClassName=KLWarSupplies
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=10
Length=147
Width=18.1
Mast=24
Draft=5.8
Displacement=7000
Now if your not using my UI then all the ship config files for clones are set to mot show in the recognition manual.
Hence why when targeting a clone you will not get the correct picture with the correct info showing in the rec manual.
Magnum, you can do as I did for your rec man mod. Include all the cfg files and delete the showinrecognitionmanual = False
for all the clones. :)
SteelViking
08-19-10, 03:03 PM
I wonder if the ship models themselves are accurate in scale to the real deal.
If so then I can use the Liberty Cargo as the base ship to configure my RAOFB Graticule markings. And from there find the ingame ship lenghts for the rest - a lot of work but once the RAOBF is calibrated the work could be spread among many.
Again it would just be a case of matching the values between the .sim and .cfg files.
Is it just the speed that the .sim uses SteelViking :06:
EDIT: Just looked at the NLL.sim in the data/sea/NLL/ folder for the Liberty cargo and don't see any reference to speed.
Using Goblin, load the .GR2 and the .sim. On the scene tree, open up the controllers for the ship itself(first entry on the scene tree list). Then open up render and go to unit_ship, and max speed is under the propulsion group.
reaper7
08-19-10, 03:14 PM
Using Goblin, load the .GR2 and the .sim. On the scene tree, open up the controllers for the ship itself(first entry on the scene tree list). Then open up render and go to unit_ship, and max speed is under the propulsion group.
Thanks SV, never used Goblin before. Just ues S3D for the sim files :up:.
I reedited my post above with new info, that will explain the speed discrepency.
So the Liberty travelling at 13Kts is actually correct. The 10kts was the value of one of the clones, also mast heights can differ between clones.
I wonder do the In game models reflect this :06: If not then the cfg files will nedd to be updated to the parent ships mast height.
SteelViking
08-19-10, 03:20 PM
Thanks SV, never used Goblin before. Just ues S3D for the sim files :up:.
I reedited my post above with new info, that will explain the speed discrepency.
So the Liberty travelling at 13Kts is actually correct. The 10kts was the value of one of the clones, also mast heights can differ between clones.
I wonder do the In game models reflect this :06: If not then the cfg files will nedd to be updated to the parent ships mast height.
Ah, I see. Just checked S3D, and it does not show the max speed. It must be one of the controllers that S3D does not recognize(I can't wait for Skwas' update. Well, the method I outlined for Goblin will work for every ship basically, if you want to check them. I just looked at the NLL in Goblin though, and it says max speed is 11kts:hmmm:
reaper7
08-19-10, 03:28 PM
Ah, I see. Just checked S3D, and it does not show the max speed. It must be one of the controllers that S3D does not recognize(I can't wait for Skwas' update. Well, the method I outlined for Goblin will work for every ship basically, if you want to check them. I just looked at the NLL in Goblin though, and it says max speed is 11kts:hmmm:
NLL should be 13kts while NLL Warsupplies is 10kts.
Can you only view the Master and not the clones via goblin.
EDIT: Totally Lost in Goblin.
Opened up the gr2 file - nice :). Then merged the sim file. Ok. On the left there a scene tree.
Plenty of values but dont see any that say controllers or I dont see a render function ???
SteelViking
08-19-10, 03:32 PM
Just checked, and there are no .sim files for the clones, only for the master. Which would mean in game that they should really all be traveling the same speed. Usually in a .sim file, if other values outside of it are to be used, there will be an entry that specifies from where those values are coming. However, I cannot find any reference to any .cfg files being used.
reaper7
08-19-10, 03:52 PM
This is strange. Magnum is saying that they have been seen travelling at 12-14kts, the Master cfg file is at 13kts and the .sim file is at 10kts.
This would leave me to belive that the cfg files are correct ant that the speed is being retrived by hardcode. :06:
I wonder if we made all the cfg files for the Master and the clones 10Kts would they all start travelling at that speed. :06:
Still cant find the speed reference in goblin :wah:.
What is the name of the items in the tree that need to be clicked :06:.
EDIT: OK figured it out, I hadn't got the Actors Dir set up to the SH5 dir. :)
SteelViking
08-19-10, 04:25 PM
Oops:oops: Sorry, I should have told you that Goblin needed set up like that before you use it, my bad.
reaper7
08-19-10, 04:50 PM
Oops:oops: Sorry, I should have told you that Goblin needed set up like that before you use it, my bad.
No problem, all is good now :D.
Just had an idea, Can any of the mission builders make a mission with the
Liberty cargo (NLL), Liberty Warsupplies (NLL_Warsupplies), Large Steamer (KL) and Large Steamer WarSupplies (KL_WarSupplies) .
Set them at full speed and then we can see what speed each travells at ingame.
Results if using .cfg file should be:
Liberty cargo 13Kts
Liberty Warsupplies 11Kts
Large Steamer 10Kts
Large Steamer WarSupplies 10Kts
SteelViking
08-19-10, 05:02 PM
I don't have any experience with the mission editor. All the work I have done so far has really not needed special conditions before, so I never had a need to use it. I am sure that someone would be willing to make one like that though.
reaper7
08-19-10, 05:51 PM
Ok made a mission with the Master and 3 clones and I can verify that they are getting there speeds from the .cfg files :DL.
Upon setting them to there waypoint so can set a max spped. I tried setting them all to 20 and the game editor corrected the values to there individual max's. like in my last post of 13kts, 11kts ,10kts and 10kts.
Will measure time manually in game using the 3.15 min rule.
That means unlees you add all ships to the rec man like I did in my UI mod then you can't get the correct values in game for ships. :yeah:
Now that means its on to lenghts next.
EDIT:
Ok tried in game for some interesting results.
First in the Mission Editor using the simulator I got these valuse.
Liberty cargo 13Kts
Liberty Warsupplies 11Kts
Large Steamer 10Kts
Large Steamer WarSupplies 10Kts
__________________
But testing in game I got these.
Liberty cargo 11Kts
Liberty Warsupplies 11Kts
Large Steamer 10Kts
Large Steamer WarSupplies 10Kts
__________________
So this means the Master Ship gets its value from the .sim file while the clone use the .cfg
Relatively easy to fix. I'll include the fix's in my next UI release.
I wonder if the ship models themselves are accurate in scale to the real deal.
See, that's the real problem here. The 3D models are wrong and I bet all my money that there is no rule in scaling here. Maybe something like.. "I think the tanker should be a bit longer than a cargo, scale it". For example, use the external camera and take a look at a carrier. These ships should look really massive, but at close look.. they look like some fishing boats. Just look at the crew on board and the size of the ship. You don't need to do any math to figure out that the scale is very wrong.
So, the basic problem here is not the speed itself, but the scale. That's why using the speed chart is not a valid option in SH5. The only option to play the sim at max realism is to make multiple range readings and then ask The noob WO about the speed estimate. Then he will start digging in the game files and find somewhere deep, probably hardcoded, the right values. And is possible to be hardcoded, just to cover the the wrong scaling issue from the modders.
I spent a lot of time in the goblin editor trying to find out the ship length, but there is no line about the ship dimension, only garbage about rpm, propulsion, crew, cargo &stuff. The dimension is stored somewhere else. What is in the .cfg files are just to drop some numbers in the manual, not the real stuff. Remember, in the stock game, the rec manual are still not showing the ship length after patch 1.2, wonder why... So the issue is not the ship speed, but the wrong scaling. We are playing with some fake ships.. illusions, not models made after the real deal.
I need to say again.. this game was completely designed to be a game, not a sim and even the modding community is working really hard to make SH5 a sim, I think the battle is lost. You just can't play a sim when all the data in the game are wrong/fake...
I'm just thinking, maybe this is the main reason why it will pass a long time for the next patch, or there will be no further patch at all. The community demand a sim, not only "hey, align the dots is bugged" stuff. So to make SH5 a sim again it require a lot of work, time and funds. So....
Arclight
08-20-10, 03:10 AM
Scale should be correct compared to length listed in the files. I can at least confirm mast-heights are correct for most, so it stands to reason the listed lenghts are usable as well.
One thing for sure... the length in .cfg files are all wrong and is very visible. Just compare the Cimmaron (Length=139.6) with the Liberty (Length=147), so in the cfg files the cargo ship is longer than a huge tanker. These are dummy values, not the real stuff.
I created a dummy mission where I listed all cargo ships from the ME roster in docked state for the purpose to be measured. Reaper, maybe you can do that with you RAOFB or any other advanced measurement tool, I still use the stock UI.
Ships listed in the mission and they stock .cfg values are:
_BR C1-B medium merchant
ClassName=VV
3DModelFileName=data/Sea/NVV/NVV
UnitType=102
MaxSpeed=17
Length=139.6
Width=18.5
Mast=27.9
Draft=7.3
_BR Liberty
ClassName=LL
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=13
Length=147
Width=18.1
Mast=27.1
Draft=5.8
_BR Large Merchant (ProxY)
Is the Large Steamer.. can't find the right folder...
_BR Large Merchant / War supplies (ProxY)
Can't find the right folder...
_BR C2-S-B1 large merchant
ClassName=KLCSC2SB1
3DModelFileName=data/Sea/NKLCS_C2SB1/NKLCS_C2SB1
UnitType=102
MaxSpeed=12
Length=139.6
Width=18.5
Mast=28.2
Draft=7.3
_BR Victory Ship
ClassName=VV
3DModelFileName=data/Sea/NVV/NVV
UnitType=102
MaxSpeed=17
Length=139.6
Width=18.5
Mast=27.9
Draft=7.3
_BR Medium Old Split Merchant (aka Hog Island)
ClassName=KMSSHogIsland
3DModelFileName=data/Sea/NKMSS_HogIsland/Hog_Island
UnitType=102
MaxSpeed=11
Length=120
Width=15
Mast=28.4
Draft=4.7
I'm on the work laptop now so I can't test the mission, but it should be all right.
Link to the mission: http://www.zumodrive.com/share/6UmxYzkwMT
reaper7
08-20-10, 10:26 AM
Thanks Magnum for the test mission. Willplay aroud a bit and see if its worth doing anything regarding this Issue.
I sure hope that its not a lost cause, if so manual targeting goes out the window for SH5. And if manual targeting is out, SH5 is out.
My whole mod is based around getting SH5 to be playable in Maunal Targeting only, hence the RAOBF's ets and if lenghts and heights are all wrong then it just makes a mess of everything. :nope:
Yes, we are talking about the core of the manual targeting here. If this can't be fixed, we can just dream about playing a sim.
reaper7
08-20-10, 11:10 AM
Ok Magnum while using your mission to test lenghts and heights. I just realised another flaw with this game.
The Master ship DDS image shows up for the clone ships in the rec man as well.
SO the incorrect info will always be displayed in the rec manual for any clone ship :damn:.
This just gets worse and worse :nope:. No wonder they put the dont display in rec man entry in the cfg files. There pointless anyway.
I'm more and more feeling that SH5 is a lost cause for the serious subsimmers. They made it moddable but only for the scripters, no way to fix the real issues for the Manual players :down:.
How are ships pooled in the campaign files. Are they just taking from the rooster. If so we would be aswell of to delete all the clones files from the sea folder.
And just add there cargo and dates to the master ship files. It would be the very same thing as the ships are identical.
This way the clones info is never accounted for correctly in the REC Manual.
reaper7
08-20-10, 12:24 PM
Ok figured out a method for the Rec Man to display the correct dds image for the clone ships.
Bacically I copied over all the files that were not in the clone folder from the Master folder into the clone folder and renamed them to the clone.
Changing path directors in the cfg files.
This Converted it into its own master :D.
Large Steamer
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Silent%20Hunter%205%20Recon%20Manual%20Mod/Large-Steamer.jpg
Liberty Cargo
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Silent%20Hunter%205%20Recon%20Manual%20Mod/Liberty-Cargo.jpg
Anyone know how to assign the skins to a model. I changed the colours in the 3 dds files but both models still have a default skin.
It this done through Goblin ??
Ok Magnum while using your mission to test lenghts and heights. I just realised another flaw with this game.
The Master ship DDS image shows up for the clone ships in the rec man as well.
SO the incorrect info will always be displayed in the rec manual for any clone ship :damn:.
This just gets worse and worse :nope:. No wonder they put the dont display in rec man entry in the cfg files. There pointless anyway.
I'm more and more feeling that SH5 is a lost cause for the serious subsimmers. They made it moddable but only for the scripters, no way to fix the real issues for the Manual players :down:.
How are ships pooled in the campaign files. Are they just taking from the rooster. If so we would be aswell of to delete all the clones files from the sea folder.
And just add there cargo and dates to the master ship files. It would be the very same thing as the ships are identical.
This way the clones info is never accounted for correctly in the REC Manual.
This is exactly what I'm saying and the reason why I abandoned to work on this mod. SH5 is not designed to be played as a sim, but a kids game: align the dots, shot &lol.
Is just us.. I mean, YOU the modders who struggle to get back SH5 in the sim line. Everything in this game is designed for nabs, not for simers. Is the Ubi policy to get the youth attention and also make a profit from it. Ofc, they failed and ofc they suck. Hope that one day subsim.com will cut the "devs are our friends, so do not engage them" line. Or this sim will fall to his own grave forever.
I feel sad that none will give a medal to all you great moders who work very hard to make SH5 float, TDW, Reaper, SteelViking and all our great moders around. All I can say is.. Thank You guys! And no respect at all for those who got paid to develop SH5, shame on you!
Added a black skin that will fit the stock black UI:
http://farm5.static.flickr.com/4151/4970914646_748ed5532d_b.jpg
Download from here (http://www.zumodrive.com/share/7e4SY2ViOT).
Unpack into mod folder, install with JSGME and overwrite files. You need to have ERM already installed to see this skin.
If is anything look different than in the picture above, report back here.
This was designed to work with the stock UI and will not work with custom UI's like Reaper or TDW UI.
Can a moderator please change the topic title into: "[REL] Enhanced Recognition Manual (ERM) continued". Thank you.
Abd_von_Mumit
09-08-10, 07:37 AM
Added a black skin that will fit the stock black UI:
Nice job, I like the black skin - fits much better into the interface, doesn't blind so much when attacking in dark and looks weathered, unlike the red one I have now. Too bad I can't use it with "Multiple UIs". :shifty:
Are you planning one with svastika on it as well? (I restore svastikas wherever I can for accuracy/realism/immersion/looks).
Personally I use one with swastika, but I don't wanna offend anybody by releasing that version in public. On black background it looks pretty... scary, reminds pretty much of the gestapo stuff.
TheDarkWraith
09-08-10, 08:55 AM
Nice job, I like the black skin - fits much better into the interface, doesn't blind so much when attacking in dark and looks weathered, unlike the red one I have now. Too bad I can't use it with "Multiple UIs". :shifty:
Are you planning one with svastika on it as well? (I restore svastikas wherever I can for accuracy/realism/immersion/looks).
I can make it compatible - it just takes time to do which I don't have much of currently :DL
Abd_von_Mumit
09-08-10, 09:44 AM
Personally I use one with swastika, but I don't wanna offend anybody by releasing that version in public. On black background it looks pretty... scary, reminds pretty much of the gestapo stuff.
Do you really think just _releasing_ it, as an option, would offend someone? Those who don't want it would just download the default/clean/politically correct version. :06:
Sepp von Ch.
09-08-10, 11:42 AM
I can make it compatible...
Great! thank you! I like this black skin! Please, please, black skin with swastika!
Do you really think just _releasing_ it, as an option, would offend someone? Those who don't want it would just download the default/clean/politically correct version. :06:
There is more than that as this is an international forum and in most of the countries the swastika and anything related to the nazi regime is illegal. This skin is handmade by me, not just an ingame screenshot or a historical picture taken from a public archive, so it could be considered as nazi propaganda and I don't wanna get myself into a serious trouble. Also, I don't wanna involve subsim.com in this and to be considered a place where people do nazi propaganda. This is a serious issue and is best to avoid any misunderstandings.
Anyway, here is a zip file (http://www.zumodrive.com/share/7eOJYjI2M2) in which I put the black Cover.dds and BottomPage.dds, both clean. Put on them whatever you want and then replace the files in the data\Menu\Gui\RecManual from the black skin mod. Is the best I can do.
I also added a larger image in the first post just to show how the skin looks with the stock UI on periscope view.
SashaKA001
11-15-10, 06:37 PM
can be adapted to the Multiple UIs for SH5 with TDC especially ERM-blackskin.:hmmm:
if you can.:rock:
please.:rock::rock::rock:
TheDarkWraith
11-15-10, 06:39 PM
can be adapted to the Multiple UIs for SH5 with TDC especially ERM-blackskin.:hmmm:
if you can.:rock:
please.:rock::rock::rock:
already has been done. Doesn't have black skin though. It's an add-on mod included in the UIs mod.
SashaKA001
11-15-10, 07:00 PM
already has been done. Doesn't have black skin though. It's an add-on mod included in the UIs mod.
and how to enable? black skin:wah::wah::wah:
Took me a while till I figured out where is the mod in the TDWUI pack. Moded with winmerge the .ini file where I changed only the colors and replaced the dds files with the black skin. I see no css files in TDW pack, so I supose the .ini is able to support the color changes all alone.
I cannot test it right now, here is the link (http://www.zumodrive.com/share/8rlzNzc5ND) with the whole mod.. install with JSGME and try it out. If it works oke, write back and I may put a permanent link to this version.
SashaKA001
11-16-10, 10:03 AM
Took me a while till I figured out where is the mod in the TDWUI pack. Moded with winmerge the .ini file where I changed only the colors and replaced the dds files with the black skin. I see no css files in TDW pack, so I supose the .ini is able to support the color changes all alone.
I cannot test it right now, here is the link (http://www.zumodrive.com/share/8rlzNzc5ND) with the whole mod.. install with JSGME and try it out. If it works oke, write back and I may put a permanent link to this version.
http://i4.imageban.ru/out/2010/11/16/2e6ce8264df9d7f256556e5cbf709761.jpg (http://imageban.ru)
Sorry Sasha, but I cant do anything more. The mod presented in this topic was built/moded for those who use the stock UI and TDW made some personal changes to fit it in his UI, changes that are out of my control because it will work only with his UI installed. If I load the the mod from his pack, it dont even work for me. I suppose the changes to make the buttons visible and also to increase the brightness for the top page must be made in the css file (German.shss).
My advice is to head over his topic and ask TDW to help you out and make the adjustment for the black skin, should be easy for him. The reference for how it should look is on the first page of this topic.
pascal4541
11-16-10, 12:49 PM
Very nice:03:
PL_Andrev
11-16-10, 06:03 PM
Small upgrade is needed:
Because we have SH3 type piston selector (in circle) we do not need a stock pistol selector on torpedo panel (pointed), right?
http://img690.imageshack.us/img690/7797/multiplex.jpg
SashaKA001
11-16-10, 06:28 PM
Small upgrade is needed:
Because we have SH3 type piston selector (in circle) we do not need a stock pistol selector on torpedo panel (pointed), right?
http://img690.imageshack.us/img690/7797/multiplex.jpg
Yes you are right:yeah:
there is
leaving only the buttons RAOBF, attacks disk. and choice.
http://i1.imageban.ru/out/2010/11/17/a940c5b080674636fac8c5436b0a7a44.jpg (http://imageban.ru)
Sepp von Ch.
11-17-10, 06:37 AM
I agreee! Gone are the two very modern and unrealistic indicators:yep:
TheDarkWraith
11-17-10, 10:33 AM
can be adapted to the Multiple UIs for SH5 with TDC especially ERM-blackskin.:hmmm:
if you can.:rock:
please.:rock::rock::rock:
I made a black skin version of it. You can find it here: http://www.subsim.com/radioroom/showpost.php?p=1537047&postcount=5036
Thanks TDW, updated the first post with the link.
Shockwave74
12-05-10, 10:14 AM
If the stadimeter is fixed in DWs UI what happens with the green lines on the RM of this mod? They should be obsolete, no?
And yes, the UI's interface makes the SH3 dials obsolete for good. I'd keep those because they are more realistic and get rid of the more modern ones to help decluttering the screen.
TheDarkWraith
12-05-10, 10:25 AM
If the stadimeter is fixed in DWs UI what happens with the green lines on the RM of this mod? They should be obsolete, no?
And yes, the UI's interface makes the SH3 dials obsolete for good. I'd keep those because they are more realistic and get rid of the more modern ones to help decluttering the screen.
There are 3 versions of Reaper7's ERM. You have Magnum's version with the green lines for those using the broken stadimeter. You have Reaper7's original one. And you have mine with the UIs mod.
I try to explain once more the idea behind this mod. In the stock game the stadimeter is useless and that was the biggest problem for all of us because it was impossible to read the range of the targets. TWD and Reaper worked out a solution for this, but booth are based more on a automated solution where the stadimeter will snap to the right place giving the exact distance to the target without any room for human error. That was the main issue that bothered me playing on high realism.
So what I did was to gather all the SH5 merchant and war flotilla and mark on the manual with a green line where the stadimeter should stay on the target to have the correct range. But correct range is something that will depend on player and not on the script/machine. You, the player, is who control these reading so closer the target is, better results you get. For long shots, for ex. more than 5km, it will be very difficult to get the correct range and is a bigger chance for a miss. No way to become Otto Kretschmer from day one.
Also, the weather is another important issue... on stormy/fogy weather you will have hard time to get the right range even on close contacts, the machine/script will not help you to snap the stadimeter on targets even if is hardly visible. Looking in the manual you will know where you will have to align the stadimeter, but doing that will depend only on your skill and experience. And your mouse probably ... :P
Bilge_Rat
01-24-11, 04:29 PM
Thanks Magnum for the test mission. Willplay aroud a bit and see if its worth doing anything regarding this Issue.
I sure hope that its not a lost cause, if so manual targeting goes out the window for SH5. And if manual targeting is out, SH5 is out.
My whole mod is based around getting SH5 to be playable in Maunal Targeting only, hence the RAOBF's ets and if lenghts and heights are all wrong then it just makes a mess of everything. :nope:
Yes, we are talking about the core of the manual targeting here. If this can't be fixed, we can just dream about playing a sim.
A bit late to this discussion, but wanted to add my experience. After Arclight had released his "More Realistic Periscope 1.3" mod last year, I spent a lot of time manually calculating ranges using the mast heights in Reaper7's "Recognition manual v 1.02". I can confirm that the mast height info was accurate enough to manually target and regularly hit ships out to around 3,000 meters in the PQ-17 mission. Manual Targeting is very doable in game.
second, is the info in Magnum's and Reaper7's RecManual the same? or does Magnum's have the more up to date info?
This particular mod does only 2 things:
- Stadimeter fix for those who dont like using an automated/scripted version, usable only with the stock game.
- Skins and enhancement for Reapers original ERM.
But here are 2 links/topics that might interest you:
RAOBF (http://www.subsim.com/radioroom//showthread.php?t=178545)
Manos Scopes for SH5 (http://www.subsim.com/radioroom//showthread.php?t=179068)
reaper7
01-24-11, 05:01 PM
A bit late to this discussion, but wanted to add my experience. After Arclight had released his "More Realistic Periscope 1.3" mod last year, I spent a lot of time manually calculating ranges using the mast heights in Reaper7's "Recognition manual v 1.02". I can confirm that the mast height info was accurate enough to manually target and regularly hit ships out to around 3,000 meters in the PQ-17 mission. Manual Targeting is very doable in game.
second, is the info in Magnum's and Reaper7's RecManual the same? or does Magnum's have the more up to date info?
The info is the same as they both use the same info from the stock cfg files I edited on to the Ship Images.
I have just came back to Sh5, and have found out that Tonilo Coyote
has since found out the correct stats for Mastr-Height and lenght for all the current Sh5 ship models.
I will be using these to redo the info in the ship images of the recognition manual.
These can then be updated for all 3 versions of the Rec Man.
Mine
Magnum's
TDC's
Bilge_Rat
01-24-11, 05:13 PM
Thank you guys, I am just getting back into SH5 myself. So many new mods to check out..:ping:
stoianm
01-24-11, 07:05 PM
There are 3 versions of Reaper7's ERM. You have Magnum's version with the green lines for those using the broken stadimeter. You have Reaper7's original one. And you have mine with the UIs mod.
Hi TDW,
In your ERM version that is in the UIs mod at some ships you do not have writed mast and lenght of the ship. It is OK is i will install Reaper7's original mod after your UIs mod?
Thank's
Be sure to cross check aspect ratio and refresh rate of monitor to game setting
Any conflict will cause inf to not be shown!!! I know this is a little late but I had this problem and a it's a simple fix
Ceranimo
06-25-13, 05:06 AM
All links in first post were broken. Can you share me this mod with v2.0?
I got v2.1 from here: http://www.subsim.com/radioroom/showthread.php?t=170292
But this mod doesn't show the height line for the stadimeter. I need v2.0 for this lines.
Thank you.
All links in first post were broken. Can you share me this mod with v2.0?
I got v2.1 from here: http://www.subsim.com/radioroom/showthread.php?t=170292
But this mod doesn't show the height line for the stadimeter. I need v2.0 for this lines.
Thank you.
This mod is included in TDW's New UIs as optional mod :yep:
Ceranimo
06-25-13, 09:12 AM
This mod is included in TDW's New UIs as optional mod :yep:
Thank you for answer.
Unfortunately, I'm very very new in using mods. Can you explain more?
Where can i download TDW? I can't find in forum.
Thank you for answer.
My pleasure :)
Unfortunately, I'm very very new in using mods. Can you explain more?
yes: the game is almost unplayable with the stock UI. In order to obviate this problem, several modders have developped their own user interfaces. Two of the most popular are New UIs (http://www.subsim.com/radioroom/showthread.php?p=1332669#post1332669) by TDW and CSP MaGui (http://www.subsim.com/radioroom/showpost.php?p=1619743&postcount=1) by Dr. Jones.
Together with many other improvements, they also include completely new ship recognition manuals. If, nonetheless, for any reason you want to keep using the stock recognition manual (but with the improvements introduced by Reaper7 with his "Enhanced Recognition Manual"), you can use New UIs, and enable on top of it the version of "Enhanced Recognition Manual" included in the same package as optional mod.
Ceranimo
06-25-13, 10:43 AM
I installed these multiple mods. Really thanks, this is very strange and looks better.
But still, in ship recognition manual, there are no height lines for ships.
Is there any setting to enable for lines? I didn't find yet.
Editing post because, I have a question more. How can i calculate ships distance from me instead of using stadimeter?
But still, in ship recognition manual, there are no height lines for ships.
Is there any setting to enable for lines? I didn't find yet.
Which lines? If I remember correctly, after locking on you target (spacebar in periscope view) and recognizing the ship, you must align the horizontal scope centerline with ship's waterline. At this point you can activate the stadimeter and drag the mouse until the waterline of the "ghost" image reaches the topmost point of ship's highest mast. That is easier done than said; look at the below image for a visula example :
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Merchant-1.jpg
Editing post because, I have a question more. How can i calculate ships distance from me instead of using stadimeter?
In many ways.
For a start, you can use the "Range - Angle Of Bow Finder" (RAOBF) also featured in TDW's and in Dr. Jones UI mods. Refer for its usage to the readme included in New UI's package, to the in game tutorial made by Trevally (New UI's compatible) downloadable from this page (http://www.subsim.com/radioroom/showthread.php?p=1547791#post1547791), or to this other post (http://www.subsim.com/radioroom/showthread.php?p=1563272#post1563272) by the same Trevally.
If the target is out of sight and only detected as an hydrophone contact, you should use the four bearings method (http://www.subsim.com/radioroom/showthread.php?p=1575319#post1575319), for plotting its relative position and course on map. :up:
I am sure there are several other methods you can use for estimating target's range, but the ones described above are by far the most popular ones :)
Ceranimo
06-25-13, 12:16 PM
I am very appreciative, thank you for your effort to answer me.
Which lines? If I remember correctly, after locking on you target (spacebar in periscope view) and recognizing the ship, you must align the horizontal scope centerline with ship's waterline. At this point you can activate the stadimeter and drag the mouse until the waterline of the "ghost" image reaches the topmost point of ship's highest mast.
http://farm5.static.flickr.com/4116/4791369886_64ab8d76e2_b.jpg
In this fotograph, the green lines which are i mentioned before. This lines indicate "ghost" images bottom line or water line, if I don't misunderstand :hmmm:.
I gave up for searching this mod with lines. Now I'm looking your advices for calculating distance.
Thank you again :salute:.
...In this fotograph, the green lines which are i mentioned before. This lines indicate "ghost" images bottom line or water line, if I don't misunderstand :hmmm:.
I see your point now :doh:
Look at this mod (http://www.subsim.com/radioroom/showthread.php?p=1586558#post1586558) by toniloCoyote.
Since when mast heights have been fixed, those green lines are no longer required. Just use the top of the tallest ship mast, as reference for stadimeter measurements.
ToniloCoyote's fixed dimensions are already included in New UI's, but if you prefer using CSP MaGui instead, I suggest you enabling "TRUE SH5 Ships' Dimensions" together with that user interface. :know:
Ceranimo
06-25-13, 01:41 PM
I think, I was too late to play this game.
All links are broken :rotfl2:
Gate420
09-05-13, 09:42 PM
Is there an updated download location for this mod I tried all links at the beginning and none work.
Is there anyone that could re-upload this mod somewhere, together with a black skin? Would be very grateful.
ERM.zip
ERM_no_marking.zip
ERM_black_skin.zip
Echolot
04-06-15, 01:39 PM
The alternate download links in the first post works for me (strategyinformer.com).
The alternate download links in the first post works for me (strategyinformer.com).
Call me blind, but where is the download link on that page? I can see the mod's page, but no way to download it. I even created an account hoping it would show up then.
Echolot
04-06-15, 02:11 PM
From first post:
Download from here:
ERM (http://www.zumodrive.com/share/6wFPZTQ2M2)
ERM_no_marking (http://www.zumodrive.com/share/6wFNNDBkMz)
Paper cover skin (http://www.zumodrive.com/share/6wFOMGM4Nz)
ERM black skin (http://www.zumodrive.com/share/7e4SY2ViOT)
Black skin for TDWUI (http://www.subsim.com/radioroom/showpost.php?p=1537047&postcount=5036)
Alternate download links:
ERM: (strategyinformer.com) (http://www.strategyinformer.com/pc/silenthunter5/mod/36688.html)
ERM black skin: (strategyinformer.com) (http://www.strategyinformer.com/pc/silenthunter5/mod/37267.html)
http://www.filefront.com/17052293/ERM.ZIP
ERM without ship marking: http://www.filefront.com/17052303/ERM_no_marking.zip
Extra skin with paper cover: http://www.filefront.com/17052307/ERM_paper_cover.zip
Extract from zip into your SH5 MODS folder, install with JSGME. The paper cover extra skins need to have ERM installed first. Just overwrite the existing files on JSGME warning.
Special thank's to TheDarkWraith who was so kind and improved/optimized the script part. The red marked ones.
Opps, sry, I misread your post. One moment plz. A dark red download button at gamewatcher.com. After clicking it atext says "
Your download link is ready" > ERM.zip.
Maybe here? (http://uk2.strategyinformer.com/v2/download/ff0635a7/silenthunter5/ERM.ZIP)
Back Skin (http://uk2.strategyinformer.com/v2/download/ff0635a7/silenthunter5/ERM-blackskin.zip)
From first post:
The red marked ones.
Opps, sry, I misread your post. One moment plz. A dark red download button at gamewatcher.com. After clicking it atext says "
Your download link is ready" > ERM.zip.
Maybe here? (http://uk2.strategyinformer.com/v2/download/ff0635a7/silenthunter5/ERM.ZIP)
Back Skin (http://uk2.strategyinformer.com/v2/download/ff0635a7/silenthunter5/ERM-blackskin.zip)
Thank you for the direct links. Got it. But still, GameWatcher for me does not show any red download button.
Echolot
04-06-15, 02:44 PM
But still, GameWatcher for me does not show any red download button
Don't know why. I used Firefox.
Don't know why. I used Firefox.
So did I. Geolocation? No idea. Anyway, thanks for your help.
Is there anyone that could re-upload this mod somewhere, together with a black skin? Would be very grateful.
ERM.zip
ERM_no_marking.zip
ERM_black_skin.zip
If you are using New UI's by TDW, make sure to use the version of ERM included in New UIs package, for maximum compatibility among the two mods.
If on the other hand you are using CSP Magui by Dr Jones as your UI mod, I am not sure about it compatibility with ERM.
If lastly you are not using any UI mod, it is my strong suggestion that you adopt either of the above mentioned UI mods. :-)
If you are using New UI's by TDW, make sure to use the version of ERM included in New UIs package, for maximum compatibility among the two mods.
If on the other hand you are using CSP Magui by Dr Jones as your UI mod, I am not sure about it compatibility with ERM.
If lastly you are not using any UI mod, it is my strong suggestion that you adopt either of the above mentioned UI mods. :-)
Yes, thank you. I know all of this already. I tried TDW's NewUI and configured the heck out of it (using OFEV and UI dependent patches with Generic Patcher). I think I got it pretty much figured out. And with SOAN I don't need ERM there (but I'm aware there is a compatible version included).
But as I'm still new to the series I've decided to play a little (a mission or two) with the stock UI to get a grip on the game itself without bothering myself with too much buttons. That's why I needed ERM for stock.
BrianJones
12-02-17, 03:49 PM
Hello does anyone know if the ERM works with TWOS mod cause i've seen some videos that they have it but when i install it it doesn't show where it's supposed to be.
Thanks
:salute:
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