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Magic1111
02-10-11, 10:41 AM
I'm not TDW, far from it,:88) but I've been running MightyFineCrew Mod 1.2.1 Alt w beards on top of MO with Patch 2 with no problems, and recently also with NewUIs_TDC_6_3_7 on top of patched MO.
So I propose you go ahead and try it.:up:

Good to know that:up:!

But is it possible, that you post an screenshot from "Alt w beards" please ? :D

Best regards,
Magic:salute:

stoianm
02-10-11, 10:54 AM
I think TDW UI in MO is 6.3.0. TDW changed mods list a few days ago because of he was going to release the new version (0.0.5) but it´s stopped at the moment till a few mods are completed (icebergs, mines, subnets layers in campaign) and other new investment he is doing with DLL´s.

I saw TDW said in his TDW UI post you can use 6.3.7 over MO without problems.

PS. @TDW, maybe you should put all those mods incoming in new version and the changelog apart from 0.0.2.
i agree with you - over yes - but not in front:up: read here:

Quote:
Originally Posted by Church SUBSIM http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1594523#post1594523)
Hey - question for you ... can I add MightyFineCrew Mod 1.2.1 Alt w beards on top of MO (patched)? I know there are a lot of overwrites but I am assuming that they are from your incorporation of the default version.

Thanks

I'm not TDW, far from it,:88) but I've been running MightyFineCrew Mod 1.2.1 Alt w beards on top of MO with Patch 2 with no problems, and recently also with NewUIs_TDC_6_3_7 on top of patched MO.
So I propose you go ahead and try it.:up:

Sounds strange because the MO overwritte these 2 mods that he said he enabled in front of it.

Magic1111
02-11-11, 04:26 AM
Hi Folks !

For me it works perfectly, I´ve did these things:

I delete the Folder "Submarine" from the MOD "MightyFine Crew Mod 1.2.1 Alt w beards" before I enable the MOD after MO, the other Folder / Files in the MOD can overrite the Files from MO, because there are only Files that change Crew Faces / Beards. I´ve checked this before I enabled with "WinMerge" (look: http://winmerge.org/?lang=en !) So it´s no problem !!!!;)

EDIT: And another thing is, with these version has the watchofficer "Dieter Epp" a hat on !


Best regards,
Magic:salute:

stoianm
02-11-11, 04:31 AM
Hi Folks !

For me it works perfectly, I´ve did these things:

I delete the Folder "Submarine" from the MOD "MightyFine Crew Mod 1.2.1 Alt w beards" before I enable the MOD after MO, the other Folder / Files in the MOD can overrite the Files from MO, because there are only Files that change Crew Faces / Beards. I´ve checked this before I enabled with "WinMerge" (look: http://winmerge.org/?lang=en !) So it´s no problem !!!!;)

Best regards,
Magic:salute:

Thanks magic1111:up:

Sounds great - now we can choose betwen beards or not beards and we will be not tieds anymore to the version that is used by default in MO.

Good observation!:yeah:

best regards:salute:

Magic1111
02-11-11, 04:37 AM
Thanks magic1111:up:

Sounds great - now we can choose betwen beards or not beards and we will be not tieds anymore to the version that is used by default in MO.

Good observation!:yeah:

best regards:salute:

My pleasure my Friend ! ;)

But another good thing is in my opinion, the Watchofficer "Dieter Epp" has with this version now a Hat on ! :up:

Best regards,
Magic

stoianm
02-11-11, 04:43 AM
My pleasure my Friend ! ;)

But another good thing is in my opinion, the Watchofficer "Dieter Epp" has with this version now a Hat on ! :up:

Best regards,
Magic

Yes you are wright, and i know another guy - DCB -

http://www.subsim.com/radioroom/showthread.php?t=179642

who will be happy because of that:up:

cheers

ustahl
02-11-11, 03:33 PM
Glad it works for you guys, so no need for me to post a screenshot as proof, as someone suggested earlier. :03:

SubSlime
02-12-11, 08:31 AM
I have loaded Magnum Opus with JSGME but am apprehensive about applying the patch. Could anyone give me a quick rundown on how to do this please?

Thanks

stoianm
02-12-11, 08:37 AM
I have loaded Magnum Opus with JSGME but am apprehensive about applying the patch. Could anyone give me a quick rundown on how to do this please?

Thanks

usually when i aplied the patch i followed these steps (you must desable the mod first before start):

1) go to the location: C:Magnum_Opus_Patch_2\MODS

here you will find the folder: Magnum_Opus_v0_0_1

copy the folder

2) go to the location where you have the MO : C:Magnum_Opus_v0_0_1

paste the file here - overwritte all the folders and files that are in conflict

3) copy the folder Magnum_Opus_v0_0_1 from the location C:Magnum_Opus_v0_0_1 in C:\Ubisoft\Silent Hunter 5\MODS

Enable the mod via JMGE

P.S. do not forget to migrate your old option.py before enabling the mod

Salute!:salute:

P.P.S. tdw said : ,,Soon we will have a new version of MO - seems to many people have trouble when install a patch''

SubSlime
02-12-11, 09:03 AM
usually when i aplied the patch i followed these steps (you must desable the mod first before start):

1) go to the location: C:Magnum_Opus_Patch_2\MODS

here you will find the folder: Magnum_Opus_v0_0_1

copy the folder

2) go to the location where you have the MO : C:Magnum_Opus_v0_0_1

paste the file here - overwritte all the folders and files that are in conflict

3) copy the folder Magnum_Opus_v0_0_1 from the location C:Magnum_Opus_v0_0_1 in C:\Ubisoft\Silent Hunter 5\MODS

Enable the mod via JMGE

P.S. do not forget to migrate your old option.py before enabling the mod

Salute!:salute:

P.P.S. tdw said : ,,Soon we will have a new version of MO - seems to many people have trouble when install a patch''


Thanks for your help Stoianm, I'll give it a go now.

Cheers

tonyj
02-12-11, 10:29 AM
Hi TDW,

Could you tell us the steps on how you've managed to replace the Python code with C# and if possible some object references that are available to you? Your finds have really spiked my interest now. i'm new to C# but have many years java experience.

I presume also that the graphics engine is C++ and out of bounds of any refactoring... Would love to fix that 100m distance large wave limit from your boat.

cheers,
TonyJ

TheDarkWraith
02-12-11, 10:55 AM
Hi TDW,

Could you tell us the steps on how you've managed to replace the Python code with C# and if possible some object references that are available to you? Your finds have really spiked my interest now. i'm new to C# but have many years java experience.

I presume also that the graphics engine is C++ and out of bounds of any refactoring... Would love to fix that 100m distance large wave limit from your boat.

cheers,
TonyJ

If you add a reference to \Silent Hunter 5\ScriptManagerWrappers.dll to your project you have all the types available that the Script Editor shows. ScriptManagerWrappers is the top namespace and you use the familiar '.' convention to access all the other namespaces. i.e.: to pass a button object from the game to your external code would look like this:

C#:
public void SomeFunction( ScriptManagerWrappers.ButtonWrapper somebutton)
{
....
}

There are other namespaces available inside that .dll but for now this is the one that interests me :yep:

stoianm
02-12-11, 11:05 AM
Hi tdw,

i want to use this mod ImprovedWaves_Improved Pitch&Roll and i have conflicts with Deepth keeping problem fixed and with MO.

you already fix that in MO? i supose that if i am using it i will scrap things in MO:hmmm:

tonyj
02-12-11, 11:20 AM
Hi TDW,

Thanks for explanation - straightforward - will take a look and see what i can find! :03:

Keep up the great work!

regards
TonyJ

Magic1111
02-13-11, 08:27 AM
Hi TDW !

Can you please answer my question here: http://www.subsim.com/radioroom/showpost.php?p=1596829&postcount=15

It means, are ALL MODs from your List on Page 1 of this Thread in MO included, also the MODs in List without the sign # before the MOD Name (ACSoft: fix for Environment 5.0 and Vikinger: Lite Campaign v1.2) ? :hmmm:

Best regards,
Magic:salute:

Ruby2000
02-13-11, 09:58 AM
Hi TDW

how can I use German letter Umlauts (ä/ö/ü/ß) in the Tutorial-Box?

For example the German word for "deck gun" is "Geschützturm" But in the Tutorial-Box does these umlauts not supported. The Output is "Gesch/tzturm" or something like that.

Is there a setting somewhere?

regards

Ruby

TheDarkWraith
02-13-11, 10:01 AM
Hi TDW

how can I use German letter Umlauts (ä/ö/ü/ß) in the Tutorial-Box?

For example the German word for "deck gun" is "Geschützturm" But in the Tutorial-Box does these umlauts not supported. The Output is "Gesch/tzturm" or something like that.

Is there a setting somewhere?

regards

Ruby

try saving your tutorial files in Unicode format instead of Ascii.

Ruby2000
02-13-11, 10:43 AM
Hi TDW,

it is running with Unicode-Format! Thanks! :salute:


best regards


Ruby

mobucks
02-13-11, 01:52 PM
Hi TDW !

Can you please answer my question here: http://www.subsim.com/radioroom/showpost.php?p=1596829&postcount=15

It means, are ALL MODs from your List on Page 1 of this Thread in MO included, also the MODs in List without the sign # before the MOD Name (ACSoft: fix for Environment 5.0 and Vikinger: Lite Campaign v1.2) ? :hmmm:

Best regards,
Magic:salute:

dont quote me on it, but i think anything without permission/awaiting permission is not yet included in MO. I say this because lite campaign is definately not included, since coastal waters (1st campaign mission) is still 50k tons, not 25k.

Magic1111
02-13-11, 02:32 PM
dont quote me on it, but i think anything without permission/awaiting permission is not yet included in MO. I say this because lite campaign is definately not included, since coastal waters (1st campaign mission) is still 50k tons, not 25k.

TDW answered here: http://www.subsim.com/radioroom/showpost.php?p=1596877&postcount=18

But you´re right, lite campaign is not included in actually MO Version. But the List on page 1 shows MODs from the forthcoming Version of MO, TDW has this listed before Release !

Best regards,
Magic

TheDarkWraith
02-13-11, 04:39 PM
TDW answered here: http://www.subsim.com/radioroom/showpost.php?p=1596877&postcount=18

But you´re right, lite campaign is not included in actually MO Version. But the List on page 1 shows MODs from the forthcoming Version of MO, TDW has this listed before Release !

Best regards,
Magic

that's correct. The list on post #1 is for the upcoming release. Still more to add to it.

ollivier berry
02-14-11, 11:20 AM
hi guy's, first of all thank's for the goog work you make and without that the game will be so sheep or sade,
i have make the installation of MO with patch and do it like its write in the post about how do we will patch from v0-0-01 to patch 2 (with copy and paste between the two folder)
all is clean, with the mccd fra, but the only one bug is when i decide to talk with beno the golden ear, the game stop and it's impossible to leave the game i need to do a ctrl alt sup to stop sh5 and come back to the desk.
i am very sad about this because the game is very cool with good sound, good sim, an ai very agressive.
i am sure there's a way to stop this bug, and play with my jsgme config that you can see on the file joint.
please help a poor french guy's who love to end the pangermanique campaign and start the real war all along the french coast
thank's for that my friends and have nice sea and good wind
Olliver from Saint Malo France

http://www.subsim.com/radioroom/picture.php?pictureid=3656&albumid=450&dl=1297703759&thumb=1

stoianm
02-14-11, 11:40 AM
hi guy's, first of all thank's for the goog work you make and without that the game will be so sheep or sade,
i have make the installation of MO with patch and do it like its write in the post about how do we will patch from v0-0-01 to patch 2 (with copy and paste between the two folder)
all is clean, with the mccd fra, but the only one bug is when i decide to talk with beno the golden ear, the game stop and it's impossible to leave the game i need to do a ctrl alt sup to stop sh5 and come back to the desk.
i am very sad about this because the game is very cool with good sound, good sim, an ai very agressive.
i am sure there's a way to stop this bug, and play with my jsgme config that you can see on the file joint.
please help a poor french guy's who love to end the pangermanique campaign and start the real war all along the french coast
thank's for that my friends and have nice sea and good wind
Olliver from Saint Malo France

file:///C:/Users/Ollivier%20Berry/Desktop/jsmge%20MO%20-0-0-1%20patche%202%20+%20other%20mods.jpghttp://www.mille-sabords.com/forum/index.php?showtopic=43754

your site is in french - i have not trouble with that but to see your jpg i must to register on that site an i do not like that - so if you want to take a look at your problem upload your jpg on the gamefront or another free site - if you are trouble speaking in english you can PM me and we can talk in french:up:

cheers

Poacher886
02-14-11, 11:55 AM
that's correct. The list on post #1 is for the upcoming release. Still more to add to it.


Actually, after playing 100% realism (well except external camera) and sinking 89,000 ton on my first patrol, im not sure if a lite campaign is needed!!

ollivier berry
02-14-11, 12:19 PM
well i have just make a picture album on the site with link about my jsgme config
now u can have a look and say to me where's the trouble with badbeno
the golden ear :D

Poacher886
02-14-11, 12:21 PM
@TDW,

I notice you have included in your forth coming addition to MO the three sound mods by vendore, i have already installed these as i felt after your comprehensive collection it was the sound that now lacked the most.

All three sound mods are a very good improvement, although i've encounted only one issue and one gripe as follows:

After spending hours underwater trying to evade a lone tribal destroyer (im still at it!)...i decided to save the game (it was 0200hrs in the morning!) when returning the other night (still 160m underwater) the game played the diesel engine noise! after about another hour, it suddenly switched back to electric motor noise again.

Other from this i've encountered no problems thus far with the mod and MO.

Now for one gripe i've had. Despite being approx 130m-160m down, depth charges sound exactly the same as they do when heard from the surface, complete with huge long explotion and water splash!, i think if my memory serves me correct that SH4 got it spot on, with a loud but breif clap, that ended almost immediately.

While i cant pretend to have experience of depth charges, science would suggest that an underwater implotion, would be short and sharp before being consumed and not the drawn out surface sound that im currently hearing....especially at the depth im at!!

stoianm
02-14-11, 12:22 PM
well i have just make a picture album on the site with link about my jsgme config
now u can have a look and say to me where's the trouble with badbeno
the golden ear :D
sorry but is to small i can not read it:)

Piggy
02-14-11, 05:50 PM
Hey, great to see this mega mod coming along.

Tried it out last night and I would like some feedback regarding some observations. I havent played SH5 for over 6 months and am not familiar with the current state of the mods.

During british coastal mission things were fine, lots of ships no lag. British supplies mission I have so far spent 2 hours real time patrolling around and have only enountered 1 ship. I had it in the sights and the lag started to get really bad, had to quit and reload.. .ship gone?

The lag issue is odd because I never had any problems on my previous patrol, it fixed itself after the reload but started to get progressively worse again.

And only 1 ship in two hours? (not counting lots of destroyers out hunting)

Drivers up to date and the machine is very capable of running this game.

Anyway, looking forward to the evolution of this, cheers.

Edit: I see this mentioned in optional mods "D3DAntiLag"... Can't seem to find it here, anyone know where it is? Also, just to be clear, when installing patch two we copy the entire "patch 2" folder into mods and enable via JSGME? (im asking because it didnt ask if its ok to overwrite/alter some files of the main mod like I would have expected)

WillyVic
02-14-11, 07:56 PM
Try here http://www.kegetys.net/ for the antilag. Scroll down to 5.3.2010. Name:
Direct3D antilag v1.01



WV

Piggy
02-14-11, 08:59 PM
Try here http://www.kegetys.net/ for the antilag. Scroll down to 5.3.2010. Name:
Direct3D antilag v1.01

WV

Thanks :up:

capviews
02-15-11, 01:09 PM
Hello to all here and, in particular, a mega thank you to the hard working crew of brilliant developers for the accomplished work on this mega mod that makes that game so much more interesting. :up:

Now, here's my problem. I have been using MO patched 2.7 since my second patrol from Wilhelmshaven without any major glitches but as soon as i was transfered to Lorient the problems occured. Multiple CTD's entering the harbor, no docks or traffic showing up and the most annoying of all is, not being able to use the navigational map when exiting the harbor without CTD's. I reinstalled MO + patch many times and i still get the same results except that now, the docks are showing but, still i keep getting the ctd's on exiting the harbor if i try to use the map. I have been searching the forum for days now and i haven't yet found an answer to my problem. I have been stuck on my 5th patrol trying to exit from Lorient for days and i am getting frustrated,:hmmm: i need some help please, from any one of you fine and dedicated individual.

I hope i posted this request in the right thread and, thanks in advance from a dedicated player and obviously not a great developer.:oops:

Steve:salute:

TheDarkWraith
02-15-11, 01:20 PM
Now, here's my problem. I have been using MO patched 2.7 since my second patrol from Wilhelmshaven without any major glitches but as soon as i was transfered to Lorient the problems occured. Multiple CTD's entering the harbor, no docks or traffic showing up and the most annoying of all is, not being able to use the navigational map when exiting the harbor without CTD's. I reinstalled MO + patch many times and i still get the same results except that now, the docks are showing but, still i keep getting the ctd's on exiting the harbor if i try to use the map. I have been searching the forum for days now and i haven't yet found an answer to my problem. I have been stuck on my 5th patrol trying to exit from Lorient for days and i am getting frustrated,:hmmm: i need some help please, from any one of you fine and dedicated individual.

what are your system specs? OS version and 32 bit or 64 bit?

Have you tried saving your campaign while in the bunker, exiting game, restarting the game, then reloading your campaign?

capviews
02-15-11, 01:34 PM
Hello Sir,

Yes, i did save from the bunker and restarted the game as prescribed in the patch instructions many times.

My system specs are:
OS Name Microsoft Windows XP Home Edition
Version 5.1.2600 Service Pack 3 Build 2600
OS Manufacturer Microsoft Corporation
System Model P5K-E
System Type X86-based PC
Processor x86 Family 6 Model 23 Stepping 6 GenuineIntel ~2999 Mhz
Total Physical Memory 2,048.00 MB
Available Physical Memory 1.47 GB
Total Virtual Memory 2.00 GB
Available Virtual Memory 1.96 GB
Page File Space 3.85 GB

Video:

Name NVIDIA GeForce 9600 GT
Adapter Type GeForce 9600 GT, NVIDIA compatible
Adapter Description NVIDIA GeForce 9600 GT
Adapter RAM 512.00 MB (536,870,912 bytes)
Installed Drivers nv4_disp.dll
Driver Version 6.14.12.6099

This is what i have been using sir. I may be on the shy side.

Thanks for your help and great mod.

Steve

TheDarkWraith
02-15-11, 01:36 PM
Hello Sir,

Yes, i did save from the bunker and restarted the game as prescribed in the patch instructions many times.

XP so you are using 32bit OS. Have you tried enabling the 3GB switch?

capviews
02-15-11, 01:47 PM
Ok, understood, i think i came across such a suggestion before while reading the posts on the forum. I will just try that and search for the procedure.

Thanks TDW for your precious help and time, i will let you know of the results.

Steve

The General
02-15-11, 02:03 PM
Is anyone else having trouble downloading M.O. from Filefront?

Perhaps TDW is uploading v0.2? :DL

capviews
02-15-11, 02:53 PM
Ok, here's a follow up on TDW suggestion to solve my problem.

I followed the procedure to activate the 3 gig switch to find out that my SH5.exe file was already bumped up for the 3 gig switch. When came the time to tell windows to do just that i realised that bcdedit does not work with xp. I googled how to do it in xp with no satisfactory explanations. I fiddled around with antilag also but still to no avail. Same results.

In conclusion, i will revert to getting more RAM, to the max that my board can accept and, give it another crack. I need this mod to play this game nothing less will suffice.

If anyone has some other kind of advice please let me know.

Kindly cheers to all.

Steve:salute:

THE_MASK
02-15-11, 03:56 PM
Ok, here's a follow up on TDW suggestion to solve my problem.

I followed the procedure to activate the 3 gig switch to find out that my SH5.exe file was already bumped up for the 3 gig switch. When came the time to tell windows to do just that i realised that bcdedit does not work with xp. I googled how to do it in xp with no satisfactory explanations. I fiddled around with antilag also but still to no avail. Same results.

In conclusion, i will revert to getting more RAM, to the max that my board can accept and, give it another crack. I need this mod to play this game nothing less will suffice.

If anyone has some other kind of advice please let me know.

Kindly cheers to all.

Steve:salute:The way i understand it with xp is getting more physical ram wont help .

TheDarkWraith
02-15-11, 04:09 PM
The way i understand it with xp is getting more physical ram wont help .

After 4GB XP cannot address the physical memory and thus it's wasted.

2 to the 32 second power is (rounded) 4GB. That's all that a 32bit processor can physically address. With the 3GB switch on the Kernel is given 1GB of physical RAM and everything is given the remainder 3GB. Normally the Kernel is given 2GB.

Budds
02-15-11, 04:18 PM
Well Cap, ya probably wont like what I got to offer... but here goes...

I had VERY similar problems to what you describe, and I did all the "Tweaks" I could find for weeks.... No Cure !
Changing Video drivers back a couple series helped... but still random CTDs and glitched Grafx sometimes.

Then I bit the Bullet !
Got a Video card that had more memory..... Boom, problem solved !!!
Had an ATI Card w/512 .... now have a gig.
I only have two gigs of Ram on the Motherboard and have not changed that..... only change was the Grafx Card.

Sh5 seems to REALLY work your Card !
From monitoring Heat and workloads while trying to cure my own sh5 issue.... It was apparent that Sh5 was consuming ALL resources my old card could give, and Heating up quickly when in Sub view, Exterior View, ect,,,, ( Map View was much less resource hungry, and would let temps drop. ).

If I had anything for you.... it'd be try some different Drivers for your card, as sometimes newest AINT always best... and some drivers do better in some games than others.

Just my experience.......
:cool:

stoianm
02-15-11, 04:26 PM
Is anyone else having trouble downloading M.O. from Filefront?

Perhaps TDW is uploading v0.2? :DL
just tryied and is working - so no update for today - i supouse:O:

capviews
02-15-11, 06:14 PM
Thank you Sober, TDW and Budds, i get the point and will get the proper hardware. Most likely a new video card.

I appreciate the advice.:up:

Steve

xxSWxxNinja
02-16-11, 06:30 AM
Hey all this mod is a godsend for SH5, but im having some trouble running it and im thinking its probably the way I installed it thats causing the issues.

Unfortunatly I made the mistake of getting the Steam copy of the game.... Yea I know regretting it now, but I have been unable to get JSGME to work with my steam copy of the game. (If anyone knows how to fix this it would be great!)

Anyways so without steam ive resorted to manually installing the mod, ive gotten all the features to work fine now but I am noticing quite a bit of slow down in game, with poor frame rate. Standard game has no issues at all so im thinking something is causing a bottleneck somewhere.

Heres my current stats, had no issues running any game with it though it is due for an overhaul.

Cpu: AMD 64 X2+ 3.2 Ghz (overclocked)
Ram: 4Gb
Gpu: 2x8800Gtx SLi'd
OS: 64-bit Vista

Adjusting the graphics doesnt make any diffrence so im thinking the issue is one of a computational nature, something constantly updating maybe.

Any help would be grateful ill keep digging at this end see if I can correct the issue :)

mobucks
02-16-11, 09:16 AM
MO does a lot that will cause slowdown in the game, heck, sometimes just hitting shift-z to remove the HUD gives me an instant 10fps boost.

TheDarkWraith
02-16-11, 09:22 AM
MO does a lot that will cause slowdown in the game, heck, sometimes just hitting shift-z to remove the HUD gives me an instant 10fps boost.

In the version released was included SteelViking's High res shadow mod. It's a real FPS killer on med to low end systems. In the patch provided was a way to reduce it to the low res version or to totally remove it.

stoianm
02-16-11, 11:17 AM
@TDW - in the MO i saw you use FX_Update_0_0_11_BARF_1_3_Full_Fix

This means that you use also the BARF mod even it is not writted in your MO mods list (or maybe the BARF it is already included in FX_Update_0_0_11_BARF_1_3_Full_Fix:hmmm:)?

thanks

TheDarkWraith
02-16-11, 11:19 AM
@TDW - in the MO i saw you use FX_Update_0_0_11_BARF_1_3_Full_Fix

This means that you use also the BARF mod even it is not writted in your MO mods list (or maybe the BARF it is already included in FX_Update_0_0_11_BARF_1_3_Full_Fix:hmmm:)?

thanks

BARF is included in MO via what you posted above :up:

stoianm
02-16-11, 11:23 AM
BARF is included in MO via what you posted above :up:

thanks - and the last quest for today:):

i saw you will add open horizon in MO and Icebergs also

So, when the new release of MO will be ready , we will have icebergs, mines and subnets in all campaign until 1945?:06: - will be awsome:DL

TheDarkWraith
02-16-11, 11:46 AM
thanks - and the last quest for today:):

i saw you will add open horizon in MO and Icebergs also

So, when the new release of MO will be ready , we will have icebergs, mines and subnets in all campaign until 1945?:06: - will be awsome:DL

TheGeneral is working on adding mines and subnets and I think Magnum is also although haven't heard from him (Magnum) in awhile.

Ducimus
02-16-11, 02:25 PM
Regarding long battery recharge times. Or at least i *think* i noticed this. I spent a day cruising submerged and surfaced at night to recharge. When i dived at dawn, i noticed the battery was at 77%. So i'm assuming battery recharge times are excessively long. Of course if battery recharge times was already looked at and is as intended, disregard this post.


Anyway, the problem with long recharge times stems from the battery multiplier. If you'll remember, in SH3 we had access to that. In SH4, its hardcoded. In SH5? I have no idea, but I'm assuming it is. Since you have more scripting options you might be able to hook into it some how. That would solve your problem. If not, your going to have to go to plan B.


Plan B, is making use of one of those uber skills. I forget what its called in SH5, but it either reduces the time it takes to recharge, OR, it reduces battery consumption. Either one is helpful.

For example, In the case of SH4, the skill was that it reduced battery consumption. So what i did (through trial and error )was set this skill:

[SpecialAbility 7]
ID=Ability-Propulsion-Specialist
NameDisplayable=Ability-Propulsion-Specialist-Name
Description=Ability-Propulsion-Specialist-Description
AbilityType=BatteryConsume
AbilityValue= -43
AbylityActsIn= All
....


To be attached to a crew member permanently,

[CrewMember 57]
ID= Crew-CO-Rank-1-Ability-Propulsion-Specialist
NameDisplayable= NULL
CrewMemberNameIDLinks= NormalUSNames,CommonUSNames
DateOfBirth= NULL
Head= NULL
Voice= NULL
Tatoo= NULL
Rank= ENS
CurrentExperience= 0
Qualifications= QualCommand7
SpecialAbilities= Ability-Propulsion-Specialist


Obviously what this did was make the battery really slow to drain. The next step was to reduce the size of the battery. In the sim file i specified an absurdly low submerged range. (on one sub i specified 22.5 NM @ 4 k)

Submerged range seems to influence how large your battery is. The larger the battery, the longer it takes to recharge. Shorten the battery, it recharges quicker. So what you do is take a really small battery, and apply the battery consumption uber skill to it. What you end up with is a battery that discharges at a desired rate, and recharges in a much shorter time. The discharge and recharge rate seems to be a ratio of the skill bonus, and submerged endurance, so you'll have to fiddle with both in timed tests tell you find the setting your happy with.

The downside to this workaround, is that if for whatever reason the player loses the crewmember with this skill, their submerged endurance is pretty much hosed, so you'll ahve to take steps to make sure that doesn't happen if neccessary.

capviews
02-16-11, 06:46 PM
Ok folks, some follow up on my saga.

I have purchased and properly installed and tested, with other games, a brand new video card, an ASUS GeForce GTX 460 Fermi DirectCU TOP 700MHZ 768MB GDDR5 Dual DVI Mini-HDMI PCI-E DX11, with outstanding results.

It replaces my old GeForce 9600 gt and still, i cannot get the navigational map to work out of Lorient without a ctd. I played historical missions on my old card without any problems. I even restarted a new career to test my old card and ran the Kiev canal, no problems.

It looks like as if, only in campain mode, out of the Lorient harbor do i seem to get this problem.

I am totally happy with my purchase, what an improvement overall but, so despaired over that particular problem.

I guess my only option is to restart a new career and hope i never get transfered to Lorient. :wah:

Steve

grayson1337
02-17-11, 02:59 PM
Hi folks,
i installed the MO-mod with patch 2 and the german conversion today and i got a weird bug:
I started the historical mission in narvik. starting on the bridge all looked good so far but when i decided to go inside the sub there is sea water inside of it, with waves and all. If i still go down the ladder the game will eventuelly freeze.
The stock version (1.2) works fine so far.
Does anyone know a solution?

cheers

TheBeast
02-17-11, 06:31 PM
Is there a fix for the Typ-VIIA and Typ-VIIB buoyancy issue's?:06:

Using the Typ-VIIB, I set my depth to 95 meters and the boat just slips away and will continue down past Crush Depth.:o

Same thing happens using the Typ-VIIA but not as bad.:o

Or, should I just start Career using Typ-VIIC?:06:

stoianm
02-17-11, 06:37 PM
Is there a fix for the Typ-VIIA and Typ-VIIB buoyancy issue's?:06:

Using the Typ-VIIB, I set my depth to 95 meters and the boat just slips away and will continue down past Crush Depth.:o

Same thing happens using the Typ-VIIA but not as bad.:o

Or, should I just start Career using Typ-VIIC?:06:

TDW fixed this problem already.

Here is the mod:

http://www.subsim.com/radioroom/showthread.php?t=179746&page=4

cheers

TheBeast
02-17-11, 09:51 PM
TDW fixed this problem already.

Here is the mod:

http://www.subsim.com/radioroom/showthread.php?t=179746&page=4

cheers

Thanks!:up:

I figured I would give SH5 another try after enabling the 32 bit memory utilization adjustment to help prevent CTD issue's. It appears to have worked so far.:salute:

Now if my boat will hold depth...

csargemg
02-18-11, 01:49 PM
The MegaMod is unavailable. Cannot download the file. :(

It said to try again later and I tried again about five hours later and it still didn't work. Is there another mirror?

TheBeast
02-18-11, 03:02 PM
The MegaMod is unavailable. Cannot download the file. :(

It said to try again later and I tried again about five hours later and it still didn't work. Is there another mirror?

I think the problem is that they renamed the source site from www.FileFront.com (http://www.filefront.com/) to www.GameFront.com (http://www.gamefront.com/).

Try going directly to TheDarkWraith GameFront Page.

LINK:
http://www.gamefront.com/files/user/TheDarkWraith?sort=dateAdded&order=desc (http://www.gamefront.com/files/user/TheDarkWraith?sort=dateAdded&order=desc)

stoianm
02-19-11, 01:58 PM
please install the new UI v6.4 test3 released by TDW and try to find CTD or bugs

as soon as tdw will receive feedbacks he will work on the new version of MO

so please lets help us to have this new version of MO disponible

http://www.subsim.com/radioroom/showthread.php?t=166093&page=2

cheers

vballe
02-22-11, 06:44 AM
I have a problem i hoped any of you guys have a solution to. When I'm at the base and want to request missions order i can see "total Germany" at the top left, and the small arrow under it, but when clicking i cant see the the available missions. Sometimes, if I click many times, the east cost of Britain missions appear, and i can choose that one. I have the STEAM version and have not pirated the game. Any ides?

stoianm
02-22-11, 06:51 AM
I have a problem i hoped any of you guys have a solution to. When I'm at the base and want to request missions order i can see "total Germany" at the top left, and the small arrow under it, but when clicking i cant see the the available missions. Sometimes, if I click many times, the east cost of Britain missions appear, and i can choose that one. I have the STEAM version and have not pirated the game. Any ides?
when you are in base:

1 -hit escape
2- go to main menu
3- start a new campaign
4- choose skip tutorial
4- go and choose your mision

vballe
02-22-11, 07:14 AM
And thats how easy it was fixed. Thanks:)

Deimos01
02-22-11, 09:24 AM
Thanks!:up:

I figured I would give SH5 another try after enabling the 32 bit memory utilization adjustment to help prevent CTD issue's. It appears to have worked so far.:salute:

Now if my boat will hold depth...

Where might I find the info on this 32 bit untilization? I get tons of CTDs to the point where I just cant play.

Cheers

stoianm
02-22-11, 09:31 AM
Where might I find the info on this 32 bit untilization? I get tons of CTDs to the point where I just cant play.

Cheers
Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1580737#post1580737)
Here is something to try for those of you having CTDs or using 32 bit OS:

Try this only if you have at least 2 GByte of RAM and at your own risk and using Vista/Win7 32 bit version.
First download the explorer from http://www.ntcore.com/exsuite.php
Next make a backup copy of SH5.exe. Then start "CFF Explorer" and open the orginal SH5.exe file.
Now go to NT Header/File Header and click File Header. There you will find a button labeld "click here". Click it and select the mark at "App can handle> 2gb adressest "
Save the modified EXE, overwrite the orginal one (You do have your backup of it in a safe location right?).
If you run Windows Vista 64 or Windows XP 64 or Win7 64 you're ready and didnt need to read on. The rest is only for Windows Vista 32/Win7 32 or maybe Windows XP.
Now make Windows Vista/Win7 (32-Bit) ready to support more than 2 GByte.
Open a command prompt with Administration rights. You find it under "Programs->Accessories->Command prompt" click right and select "run as administrator".
Enter "bcdedit /set IncreaseUserVA 3072" (without quotes) in the command window and press enter.
After that restart windows

To reset back to 2GB limit:
to reset the Increased User Adressspace just start the commandline prompt with Admin right again and enter "bcdedit /set IncreaseUserVA 2048"

See if the above helps at all :yep:

Another idea is to install previous version of DirectX ( < v11). I have Win7 64bit but ALWAYS install previous DirectX versions for compatibility reasons. Go to Microsoft's website and search for DirectX. Run the DirectX web installer from their website. You can have DirectX9 AND DirectX11 installed on Win7.

EDIT:

just checked the sh5.exe file and it's large address aware so enabling the 3GB switch in 32bit OSs should help:

Microsoft (R) COFF/PE Dumper Version 9.00.30729.01
Copyright (C) Microsoft Corporation. All rights reserved.

Dump of file sh5.exe
PE signature found
File Type: EXECUTABLE IMAGE
FILE HEADER VALUES
14C machine (x86)
5 number of sections
4BCE9A96 time date stamp Wed Apr 21 01:26:30 2010
0 file pointer to symbol table
0 number of symbols
E0 size of optional header
122 characteristics
Executable
Application can handle large (>2GB) addresses
32 bit word machine

renthewog
02-23-11, 05:30 AM
Hi guys,

Okay I've been away from sh5 for about 3 months now, waiting for the Magnum Opus mega-mod to be released, so i wont have to have a nightmare with mixing and matching different mods all clashing against each other...so thanks appreciate your time and effort going into this mod to make all our lives a bit easier..:D Okay so I have uninstalled ALL of the mods i had installed before, so the game is back to its original "stock".

So all I have to do is just use the "magnum opus" mod and the patch 2 that came with it, and install my preffered scope mod and thats it yeah? no other mods should really be needed because this includes the best ones right?

Only problem is how do I deactivate the steelvikings interior mod? I really dont want to, but that mod just kills my frame rate that i have to go from the highest graphic setting to the lowest graphic settings in order to be able to even move...haha can someone please tell me how to remove that mod?

Thanks, :DL

Ren

Illyustrator
02-23-11, 05:46 AM
Hi, TheDarkWraith.
I prepare "Loading_mod". I wish to make in one style "the Basic loading Screens". I think, it is necessary to co-ordinate with you loading Screens "МО":06:...

http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3696

http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3695

TheDarkWraith
02-23-11, 09:48 AM
Hi, TheDarkWraith.
I prepare "Loading_mod". I wish to make in one style "the Basic loading Screens". I think, it is necessary to co-ordinate with you loading Screens "МО":06:...

http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3696


I like this one :yeah:

mobucks
02-23-11, 10:49 AM
very nice looking Illy

Ruby2000
02-23-11, 02:09 PM
Hi Illy,

wow, really great!


regards Ruby

Illyustrator
02-23-11, 03:36 PM
I like this one :yeah:

It is cool!
Further, you can use this modest "picture" at own discretion.
Yours faithfully to you,
Illyustrator.:salute:

Illyustrator
02-23-11, 03:44 PM
Hi Illy,
wow, really great!
regards Ruby
Hi, Ruby2000.
Has answered your inquiry in the personal message...

Drewcifer
02-23-11, 04:15 PM
anybody else having issues seeing your pencil marks on the map in deep water (Dark Blue) on the Nav map?

The pencil marks once made, go from very visable red, to light gray and get lost in the dark blue..

Not a game breaking issue, but thought i'd note it.. ive caught myself squinting at it a few times to make out numbers.

Trevally.
02-23-11, 04:29 PM
Yes, I find this too.

In patch2 download, there is a map folder with new map colours:up:

Drewcifer
02-23-11, 04:40 PM
Yes, I find this too.

In patch2 download, there is a map folder with new map colours:up:

Where exactly is this file located? and what values do I need to change to make it more visable?

longam
02-23-11, 04:58 PM
http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3696

I like this one :yeah:

I agree :up:

Trevally.
02-23-11, 05:00 PM
Look inside your patch2 download and there is a map folder there.
Open it and you get choices - pick one and install with JSGME:up:

Silent Steel
02-24-11, 02:32 AM
IMO - no more suggestions needed.

По моему - изящно! :rock:

//

TheDarkWraith
02-28-11, 07:48 PM
v0.0.5 is shaping up nicely :yeah: The visuals are stunning :o
http://www.subsim.com/radioroom/picture.php?albumid=456&pictureid=3725

http://www.subsim.com/radioroom/picture.php?albumid=456&pictureid=3726

Won't be updating the list on post #1 with the current mods as I've found too many people trying to copy the work. Now I'll only list the contributing authors.

Drewcifer
02-28-11, 09:15 PM
Can't wait!! MO is the absolute center piece of what makes this game good for me!!:yeah:

marleymen
02-28-11, 10:11 PM
:nope: Not going to sleep tonight with those 2 Screenshots in mind. :nope:

Maybe you could help me releasing 0.0.5 :arrgh!:

stoianm
02-28-11, 10:49 PM
@TDW

you will ad the horn warning for every ship in this new version?

TheDarkWraith
02-28-11, 10:57 PM
@TDW

you will ad the horn warning for every ship in this new version?

ah yes I need to complete that :up:

stoianm
02-28-11, 10:58 PM
ah yes I need to complete that :up:
cool:rock: - so the horn will be on by default?

renthewog
03-02-11, 12:11 AM
Hi guys, can I please get some help on how to just disable the SteelVikings interior mod included in the mega-mod? :06:

Thanks,

Church SUBSIM
03-02-11, 12:40 AM
There are some interior (Dark) mods that will replace the white interior if that is what you are looking for.

Search the Mods forum for Dark Interior

kalijav
03-02-11, 04:46 AM
I played a game yesterday, and suddenly the fog became very dense (medium fog according to the nav). I was almost touching the ennemy ship, and not able to see it. (can't remember how far exactly though)
First I was at periscope depth, I surfaced to check if it would be better, but no, it wasn't.
Moreover, I intercepted radio messages saying that the ship actually spotted me quite a few times, while I (or my crew) couldn't. They even spotted my periscope when I was at depth !
Now, if the fog being that dense, even at medium, is intended, I can deal with it, but it seems to me that the IA should have the same trouble spotting me.

Another thing, the crew seems to spot ships way further than my eyes could see. I don't know if it's intended or not, maybe they are super humans :p

I am currently playing with the mega mod, ship depth fix, the test version of the UI, and more realistic sonarman, from sober, I believe.

Maybe everything is normal, but I thought I should report in case it is not :)

Thank you for the great mod anyways, it greatly improves the game.

stoianm
03-02-11, 04:54 AM
I played a game yesterday, and suddenly the fog became very dense (medium fog according to the nav). I was almost touching the ennemy ship, and not able to see it. (can't remember how far exactly though)
try sobers fog base mecanics mod
First I was at periscope depth, I surfaced to check if it would be better, but no, it wasn't.
Moreover, I intercepted radio messages saying that the ship actually spotted me quite a few times, while I (or my crew) couldn't. They even spotted my periscope when I was at depth !
Now, if the fog being that dense, even at medium, is intended, I can deal with it, but it seems to me that the IA should have the same trouble spotting me.
this is only in radio messages... do not affect AI... an improvemet to make the game more unstatic
you can control these messages (to have or not or the distance from your radio messages option - see here http://www.subsim.com/radioroom/showpost.php?p=1608509&postcount=5

Another thing, the crew seems to spot ships way further than my eyes could see. I don't know if it's intended or not, maybe they are super humans :p

I am currently playing with the mega mod, ship depth fix, the test version of the UI, and more realistic sonarman, from sober, I believe.

Maybe everything is normal, but I thought I should report in case it is not :)

Thank you for the great mod anyways, it greatly improves the game.

read in yellow pls

kalijav
03-02-11, 05:02 AM
Thank you, I will try sobers mod for the fog. Since apparently MO is using the Shadow Improvement mod, I thought it had something to do with it.

For the radio message, yes I know I can set up those messages, I've read that in the post, and changed it a bit already. But I like receiving them, as you said it adds to the game :)
If it doesn't affect the IA, then forget what I said :)

I'm wondering however, does this means that those messages are random ? If I go to the indicated location, I will not find the spotted ship, right ?

stoianm
03-02-11, 05:06 AM
Thank you, I will try sobers mod for the fog. Since apparently MO is using the Shadow Improvement mod, I thought it had something to do with it.

For the radio message, yes I know I can set up those messages, I've read that in the post, and changed it a bit already. But I like receiving them, as you said it adds to the game :)
If it doesn't affect the IA, then forget what I said :)

I'm wondering however, does this means that those messages are random ? If I go to the indicated location, I will not find the spotted ship, right ?
they are for real:up: - when you receive an message like ,,uboat spoted and it is in red'' you can dive and you will see on the hydro the ennemy ship

if you are refering at the situation when bdu gives you the location for an spoted ship or convoy near your area depends for how long time it passed after you received the message

kalijav
03-02-11, 05:14 AM
Ok, thank you for the fast answers :) Those messages can be useful to locate targets then :)

oscar19681
03-02-11, 11:06 AM
WOW! I got caught on the surface by 2 destoyers i dove and headed to some deep water. After a while more and more destroyers came and now i,m being hunten by 14 + destoryers! Nomatter how deep i went what manouvers i made i coudnt shake them. My co2 bar was almost full so i desperatly went to the surface and dove again. But still i got chased and now its almost the british desroyer fleet! no matter what i do i cannot shake them , used the decoy cheet no luck they have chazed me for 360 + kilomters and the battery is dead! Bit of an overkill in 1939 if you ask me .
I wanted good AI but this is way over the top. I,m being chased for almost 4 days! I mean if i was near the coast ok but i,m in the atlantic near the keltick ocean.

kalijav
03-02-11, 11:20 AM
LOl I noticed some great improvement on AI indeed :p I think that when you attack a ship, they call in for reinforcement. I attacked 3 ships, and 3 times I had planes coming after a short while. A lot for a coincidences :D

TheDarkWraith
03-02-11, 11:31 AM
You can change the AI difficulty by editing \data\Scripts\AI\init.aix.

Best thing to do is plan your attack! The AI is not dumb anymore and they will kill you. The 'run and gun' style will get you killed. For those who fail to plan a good attack you will suffer in the form of death. Using TC is a sure way to die now :yep:

marleymen
03-02-11, 03:51 PM
You can change the AI difficulty by editing \data\Scripts\AI\init.aix.

Best thing to do is plan your attack! The AI is not dumb anymore and they will kill you. The 'run and gun' style will get you killed. For those who fail to plan a good attack you will suffer in the form of death. Using TC is a sure way to die now :yep:

:arrgh!: ARRRRRR :arrgh!:

oscar19681
03-03-11, 02:00 PM
Is there anyway to disable the butt ugly antenna poking out oif my conning tower when i,m at periscope depth? I nearly has a hardattack when is saw it so ugly it was. But all in all this mod is great.

Mash
03-06-11, 05:46 PM
I just downloaded this mod. How do I move the message box above the compass and depth gauges when I am using SH4 interface? The message box is stuck behind the gauges.

thanks.

U56_Dragon
03-06-11, 07:59 PM
This may have been covered already, but I can't find any answer.
A small group of the sub simmers I am with have installed this mega mod and the patch. We also installed the Dark Interior Mod.
We can't seem to get this to run in multiplay. We can connect fine with 1.2 straight up, no mods.
We have made sure that we all are modded the same using JSGME.
The mods installed work fine in campaign and single player.
Installed mods are:
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1_Patch_2
Dark_Interior_V1
Dark_Interior_additional_Sounds

We would love to run Multiplay with the mods active. The game will crash as we enter the sub control room. States the server has stopped.
Best regards, and thanks for all your work on the mods.
U56_Dragon
:D

Gereke
03-06-11, 09:27 PM
Quick question regarding the 32bit OS CTD Fix, if someone doesn't mind answering.

Has anyone tried it on WinXP?

The CTD issue is the only thing that's keeping me from playing SH5. With the proper mods installed, SH5 started to win me over but the constant CTD's really rained on my parade.

I know, I could try the fix out on XP myself but... I'm scared Sarge!

TheDarkWraith
03-06-11, 09:33 PM
Quick question regarding the 32bit OS CTD Fix, if someone doesn't mind answering.

Has anyone tried it on WinXP?

The CTD issue is the only thing that's keeping me from playing SH5. With the proper mods installed, SH5 started to win me over but the constant CTD's really rained on my parade.

I know, I could try the fix out on XP myself but... I'm scared Sarge!

it will work on XP. TheBeast has done it and had no problems (well it ceased his CTDs for the most part). I think you have to use bcdedit for XP.

Didd
03-07-11, 01:52 AM
If bcdedit works for you on XP, fine. For me, however bcdedit doesn't exist on my version of XP and I had to set this up in the boot.ini file as shown below:


Below is how you want to make your boot.ini file look.

Add a few lines to your boot file, so that it gives you options when Windows first starts up. In other words, you would select the 3GB line at start up, if you plan to play 3GB switch that session.

Or, you would select one of the other options if you aren't planning to play 3GB that session. You should copy the below into boot.ini . The way I have it set up below it will give you 6 seconds to decide, before the WIndows login screen appears.

Here is what you want. Please copy-and-paste this into boot.ini
below the dots
.
.
.





[boot loader]
timeout=6
default=multi(0)disk(0)rdisk(0)partition(1)\WINDOW S
[operating systems]
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Windows XP Professional SP2" /noexecute=optin /fastdetect
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Windows XP Professional w/3GB" /fastdetect /3GB /Userva=2560







When you plan to play 3GB switch, restart the machine and during those 6 seconds, you need to select the 3rd option above, the one which says "Windows XP Professional w/3GB "

See if that helps.


Also afterwards, I still had some random CTD issues, and although I'm not 100% certain yet, adding the envgold environment mod after magnum opus seems to have cured it, but I need to do more testing to be sure. So maybe environment mod 5.0 is still causing some ctd's on some systems.

Incidentally, I changed the userva=2560 to 3072, but this didn't have any effect on the CTDs.

Mash
03-07-11, 07:45 PM
Great mod but I am having two issues.

1. I cannot move the message log. I changed it to draggable but it will not move. I am using SH4 UI. Half of the log is behind the gagues.

2. The icons for the last icon that is further to the right which has a sailor graphic nex to the movie projector are all missing. Not sure if this is a know bug or if I am doing something wrong.

I have tried to run the game in both admin and regular mode but still have both issues.

Any ideas??

Church SUBSIM
03-07-11, 07:56 PM
You know this is a stupid question but here goes ....


Is there a way to see the real aces or tonnage boards in this game? I can't recall if that was part of the stock game and since I came back have only played with MO and mods.

Thanks

oscar19681
03-10-11, 07:26 AM
How can i remove the antenna in my VIIB sticking out when i,m at periscope depth?
Also my VIIB rides to low in the water. Its been a while since i had calm weather and when the ocean was calm
i noticed that the Boat rides way to low in the water. The sadle tanks are completly submerged . Does anyone else have this? There was a trick to overcome this which required to comebine the sh-3 to sh-5 sub fysics fysics mod with UHS mod But i,m not sure if this would work with the MO mega mod and the sh-3 to sh-5 sub physics mod isnt downloadable anymore I didnt have this problem with my VIIA though its when i got a VIIB that i noticed the sub to be wat to deep in the water.

Poacher886
03-10-11, 05:47 PM
I have some issues after some heavy depth charging and eventually my death!.

Ater a reasonablly sucessful second patrol around the SW approach , i was down to a few torps left. I decided to head for home via the English Channel and maybe spend the last off my torps on the way should an oppotunity arrive.

Sailing on the surface i suddenly heard a slow moving buzzing sound and looked round to see what must be a Swordfish aircraft which was going so slow it was practically hovering!, either way i grabbed the flak gun and promply ended it.

On checking the map i realised i was out of aircraft range, thus concluded (a bit obvious anyway, it being a swordfish!) there must be an aircraft carrier nearby. I continued on the surface through that rare weather condition known as pea soup, after about an hour, I heard a strange sound up top, upon looking, out of the fog came the aircraft carrier and five escorts firing at me....quickly i dived to the max depth of 130m which i always find with a bang, and the ASDIC and depth charges started...

This was all good, but after about half an hour i heard an unusal explotion above me!, wishing to understand the various sound for future campaigns i decided to comit a mortal sin and went external with the camera.

There to my supprise was the carrier carving a destroyer in half quite literly, and just to add salt to injury behind him and through the slowly sinking but still split destroyer rode the rest, nudging him ever further under!!!

This would have been mildly amusing if not for the fact that after about an hour i heard a similar explotion above and realised the same thing was happening again! I realised if i can last long enough, the carrier will destroy all the destroyers and i can pop up and knock out the un-escorted carrier!!

This seems to be a big problem, i would have expected the carrier to have been long gone on sight of a U-boat and not buzzing around as if to be depth charging and ultimately creating my most lethal weapon!

The next issue i have is the damage caused by depth charging. It seems your Diesel engines are somewhat even more prone than your hull to damage. Unfortunately, after hours of depth charging i was eventually pinned to the bottom with both my diesel engines destroyed.

On the off chance the destroys gave up on me, i would have been able to do nothing there after, surfaced or not!, I doubt in reality the diesels would be so prone, or indeed un-repairable to any extent, not to mention after 12hrs a rather naff way to end your career if your able to survive the attack, but left just bobbing in the water.

I would like to suggest a solution to the diesel issue....if only one diesel could be completely destroyed and the other brought down to a minimum of 1%, then you could be given complete imobility for a long time and a serious penalty having the one engine only thereafter, but at least you would always eventually be able to move if you survived the attack simulating your engineers ability to at least reap some power from you motors..using the destroyed one for spares, this would seem a better option to me.

Thanks

P.S any news on rough ETA on the latest version of MO...i was considering waiting for it before starting a new career.

Gandalfi2005
03-11-11, 12:45 PM
I have observed similiar things ....

Battleship with escort spotted me.
Battleship has made the same depth charge pattern then the destroyer but didnt sunk them :O:

With the damage system i recognized an issue ....

Got some damage on the E-Machines surfaced. After depth charging only the damaged parts received hit points wherever the depthcharges are placed. (Infront etc.)

Dunno if Damage system was touched by MO

Greetings

Enjay
03-11-11, 01:48 PM
Hi all. I just picked up SH5 via Steam and have been told this is the best mod to start with. Since this thread is over 1,100 posts long, can someone tell me the best way to add/patch/configure this mod for someone in my position?

I would greatly appreciate it!

THE_MASK
03-11-11, 02:15 PM
Hi all. I just picked up SH5 via Steam and have been told this is the best mod to start with. Since this thread is over 1,100 posts long, can someone tell me the best way to add/patch/configure this mod for someone in my position?

I would greatly appreciate it!http://www.subsim.com/radioroom/showpost.php?p=1592888&postcount=3

megadan
03-11-11, 03:44 PM
v0.0.5 is currently in the works and should be releasing soon.



how far away is the updated version?

Budds
03-11-11, 06:41 PM
,,,,The next issue i have is the damage caused by depth charging. It seems your Diesel engines are somewhat even more prone than your hull to damage. Unfortunately, after hours of depth charging i was eventually pinned to the bottom with both my diesel engines destroyed.....

,,,,,I doubt in reality the diesels would be so prone, or indeed un-repairable to any extent, not to mention after 12hrs a rather naff way to end your career if your able to survive the attack, but left just bobbing in the water.

Would have to agree.........
Been around a few diesels, and worked with them at Sea as well....
Would probably be the LAST thing Damaged with DC's... and if they were, human life on the boat would probably be non-existant at that point anyways ! :D
Sure you may bend a Wheel, or shaft... but I am confident the Crew could repair that in a pinch if need be. ( And of course on the surface. )

Now down time due to shoddy or improper maintenance, normal Wear and Tear....... I could undestand as that happens.
But you would be surprized how creative crew become when a Motor goes down !
I've helped fashion water seperators made from rolls of toilet paper, cleaned fuel injectors with filed down coat hangers, Cut O-Rings from Rubber Boots.... Ya do what ya have to !

Anywyas......

Sorry for your loss..........
:salute:

TheBeast
03-12-11, 12:26 PM
How about the ability to phone home. Send message to BDU and have AI Submarine deliver parts at your location so you can repair engines.:timeout:

Loganrocks7
03-13-11, 03:25 PM
Good Work mane :rock:

oscar19681
03-14-11, 06:44 PM
BDU gave me VIIC when i arived in France. But my god what did they do with this VIIC in hamburg ? They forgot to paint it? I really dont like the skin for the viic in this mod but will use the skin mod from danevang to give my Beloved VIIC a serious repaint . Only thing i hope is that it fixes the plates on the conning tower floor next to the flak because it has wood like on the Later war type VII,s that apperantly came with the skin for the VIIC in MO . I rather have the stock metal plates with wholes in them. Also trimmed by boat properly with Goblin editor because like my VIIB was laying to low in the water.

oscar19681
03-14-11, 07:28 PM
Ok i checked. The the paintjob is back thanks to the skin mod i downloaded. However the conning deckplating next to the Flak dun was something that could not be fixed with the skin. Can someone tell me how to get the stock deck plating back ? One thing i also liked about the VIIB in this mod is that the deck itself was coloured so it really looked like Wood. This is also something i cannot fix. Any hints?

Didd
03-15-11, 02:12 AM
If bcdedit works for you on XP, fine. For me, however bcdedit doesn't exist on my version of XP and I had to set this up in the boot.ini file as shown below:



Also afterwards, I still had some random CTD issues, and although I'm not 100% certain yet, adding the envgold environment mod after magnum opus seems to have cured it, but I need to do more testing to be sure. So maybe environment mod 5.0 is still causing some ctd's on some systems.

Incidentally, I changed the userva=2560 to 3072, but this didn't have any effect on the CTDs.


Just in case anybody else is having similar problems to me, I'd like to update this post

I have been having problems with random CTDs and random black screen lock-ups where hitting the reset button to reboot was the only way out. All of this was happening after installing MO (coincidentally as it turns out). To cut a long story of several frustating weeks short, I finally removed all mods and was still having problems. I re-installed SH5 after wiping the system of any residual traces of SH5, the launcher and old savegames - no improvement. :damn:

Finally I realised that I had enabled the above switch (with a line in the boot.ini as shown above) shortly after MO to re-instate missing harbour walls etc. I thought I'd try running without the switch for what it's worth. Surprisingly all was now stable. Enabled MO again - still stable. :yep:

I have subsequently re-enabled the 3GB switch by duplicating all the previous switches and simply adding the 3GB switch at the end. The relevant part of my boot.ini now looks like this:

multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional" /noexecute=optin /fastdetect /usepmtimer
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Windows XP Professional w/3GB" /noexecute=optin /fastdetect /usepmtimer /3GB /Userva=2560

I don't claim to understand what I'm doing, but it has fixed the problem....so far!

Now to start adding a few more mods.......



Edit: Wrong!!!! Had 3 random CTDs last night - will try running without 3GB switch enabled. I'm about to delete this turd off my system.

TheBeast
03-15-11, 01:46 PM
@TDW

I MOD'd the Equipment and Upgrades last year adding several upgrades not available for use in stock SH5.



My main objective was the missing Anti-Sensor Coatings and Radars. I ended up stopping work on the MOD.

Blocked when trying to get the Snorkle working as upgrade option.
Couldn't figure out how to have new SKINS for each Anti-Sensor coating.
I do think the Snorkle can be a upgrade replacement option for the Deck Gun.
As for adding new skins for each Anti-Sensor coating, I am still lost here.

I was wondering if you would like to add these upgrades to the Mega-MOD?

Click Here (http://www.subsim.com/radioroom/showpost.php?p=1452662&postcount=48) for more information and D/L link.

-=[EDIT]=-
You already have the Antenna and Periscope Height MOD's so you only need the UPC files. The EQP files in the submarine folders are not required as I was never able to get Snorkle working.

DedEye
03-16-11, 06:41 PM
Probably related to IRAI: I was doing my first mission in Happy Times when I came across a convoy....it was guarded by a flotilla of DDs in TF formation :o They weren't very friendly either :haha:

This might be by design (intelligent random AI)? Not sure, but thought I'd let you know about my experience as requested.

I haven't had any CTDs or anything like that. My experience overall is very positive. I'm glad you can adjust the difficulty!!! At first I did not realize I was playing on impossible and found that, well, it was impossible!! :rotfl2:

I find the CO2 goes up too fast (just me? :06:). I've tried securing from general quarters to see if it slows it down but I can only seem to stay down for 8-10 hours. Or should I ignore the warnings after 10%?

If I may suggest changes to the campaign objectives. They seem out of place given the fantastic changes made elsewhere.

TheDarkWraith
03-16-11, 06:50 PM
I find the CO2 goes up too fast (just me? :06:). I've tried securing from general quarters to see if it slows it down but I can only seem to stay down for 8-10 hours. Or should I ignore the warnings after 10%?

that sounds like the infamous stock CO2 bug carried over from previous versions of SH. Save and reload should cure the problem. IRAI and MO do not change the rate of CO2 production in the subs.

masterchilum
03-17-11, 01:40 AM
i make some test for CO2 bug, and for the moment, never get that bug if you order dive or crash dive from command room (only when order from conning tower for me).

2 complete patrols without the bug, taking care about from where do you order dive .

I always use keyboard for orders, game dont syncro mouse orders and keyboard orders well. i have some "subbugs" using mini-nav interface with mouse.

I hope can help you

excellent mod, TDW, waiting for the next release!! (maybe more cool sounds????)
:P

stoianm
03-17-11, 01:42 AM
i have somethimes the CO2 bug and i do like TDW said... save and reload the save... it is working all the time:yep:

Silent Steel
03-18-11, 12:55 AM
Is there something wrong in this mod? Because i have a horrible frame rate. When i start a mission, all is smooth and about 40 frames (in harbor), then after about ten minutes of gaming, frame rate drops to 7!! and stays there...

Hi Jamoz

Try the d3d_anilag101.zip. Just download and follow the instructions. Very simple.

http://www.gamefront.com/files/user/BadgerFinn (http://www.gamefront.com/files/user/BadgerFinn)


It should fix your problem.

Salvadoreno
03-18-11, 01:28 PM
I havent played Magnum Opus yet but i started downloading it. I just wanted to say that this is great for guys like me who left subsim and SH5 for a significant time and come back to find such a mess of mods being released. Hope it works and fixes a lot of the issues! Im exciteeed!!! lol.

Thanks again! Without modders.. ::shivers::.. i dont wanna think about it


::edit:: I read the patch has to be installed. But it has the same name has the magnum opus mod 0.1. So i am a little confused. How do i install the patch?

::edit:: Shewww wow there is so much new things i dont even know how to order my men around! This is great! its entirely new! It will take me a while to figure it out but wow! amazing! thxs again!!

marleymen
03-18-11, 03:18 PM
I havent played Magnum Opus yet but i started downloading it. I just wanted to say that this is great for guys like me who left subsim and SH5 for a significant time and come back to find such a mess of mods being released. Hope it works and fixes a lot of the issues! Im exciteeed!!! lol.

Thanks again! Without modders.. ::shivers::.. i dont wanna think about it


::edit:: I read the patch has to be installed. But it has the same name has the magnum opus mod 0.1. So i am a little confused. How do i install the patch?

You can do 2 things:

1.- Rename Patch 2 folder, use JSGME and enable after Magnum Opus 0.0.1. It will advice you some files are going to be replaced. No problem.

2.- Copy all the files of patch 2 in MO 0.0.1 and overwrite it. Then enable Mod with JSGME.

If you need more help we can talk in spanish via PM.

marleymen
03-18-11, 03:20 PM
@SilentSteel Your signature is too long for the forum. :)

Salvadoreno
03-18-11, 03:23 PM
Gracias marley!

I actually just did the first option, renamed the files. Works fine. Now i have to find a way to skip the missions and play the ones i want. Man i cannot wait for a modder to just return SH5 to the old format of the dynamic campaign (like sh3 sh4).

marleymen
03-18-11, 03:26 PM
Gracias marley!

I actually just did the first option, renamed the files. Works fine. Now i have to find a way to skip the missions and play the ones i want. Man i cannot wait for a modder to just return SH5 to the old format of the dynamic campaign (like sh3 sh4).

You can select any campaign typing "silentotto" in the Campaign Selection Window.

You have to know you will start without renown and all the stuff old (hydro, etc)

Silent Steel
03-18-11, 09:23 PM
And it works :rock: high frames now. Thank you :yeah:


Teriffic. :D

stoianm
03-18-11, 09:36 PM
i have an gues... now that tdw just released his ui 6.4 i think in short time we will have the new version of MO also:hmmm:

DedEye
03-19-11, 01:11 AM
Thanks for the tips guys!! :salute:

harag
03-19-11, 04:28 AM
i have an gues... now that tdw just released his ui 6.4 i think in short time we will have the new version of MO also:hmmm:

I do hope so, I've not been downloading all the test files as I can't really test it, though I'm looking forward to the new version of MO, all the changes he's made recently seem cool.

7thSeal
03-19-11, 06:18 AM
i have an gues... now that tdw just released his ui 6.4 i think in short time we will have the new version of MO also:hmmm:

I figured he was waiting on The General to finish adding icebergs into the campaign. I noticed The General hasn't posted in the last month concerning any info on his progress.

stoianm
03-19-11, 06:24 AM
I figured he was waiting on The General to finish adding icebergs into the campaign. I noticed The General hasn't posted in the last month concerning any info on his progress.
He finish the icebergs in the campaign long time ago... see the iceberg 2.4 .. he was supoused to add mines and subnets in campaigns but i think he already finish

7thSeal
03-19-11, 06:34 AM
Ah, I missed that news then... great to hear this. :yep:

Trevally.
03-19-11, 04:47 PM
@TDW
I MOD'd the Equipment and Upgrades last year adding several upgrades not available for use in stock SH5.


My main objective was the missing Anti-Sensor Coatings and Radars. I ended up stopping work on the MOD.

Blocked when trying to get the Snorkle working as upgrade option.
Couldn't figure out how to have new SKINS for each Anti-Sensor coating.
I do think the Snorkle can be a upgrade replacement option for the Deck Gun.
As for adding new skins for each Anti-Sensor coating, I am still lost here.

I was wondering if you would like to add these upgrades to the Mega-MOD?

Click Here (http://www.subsim.com/radioroom/showpost.php?p=1452662&postcount=48) for more information and D/L link.

-=[EDIT]=-
You already have the Antenna and Periscope Height MOD's so you only need the UPC files. The EQP files in the submarine folders are not required as I was never able to get Snorkle working.

Yes, this would be a good addition:up:

Domestos
03-19-11, 05:20 PM
Hallo!
I'm also a returnee to SH5. I've just installed the mega mod, but I don't understand how to install the patch or where to put the various components of it.

Also :DL I'm trying to use the Harbour Pilot to get me out of Kiel but I'm always hitting some other ship. Is there a way to set the game up so I can just let them get me to the open sea... It's frustrating to be almost there and then KAPOW! I've now been at it all night and I'm still only half way through.

Thanks in advance!

TheDarkWraith
03-19-11, 05:22 PM
Hallo!
I'm also a returnee to SH5. I've just installed the mega mod, but I don't understand how to install the patch or where to put the various components of it.

Also :DL I'm trying to use the Harbour Pilot to get me out of Kiel but I'm always hitting some other ship. Is there a way to set the game up so I can just let them get me to the open sea... It's frustrating to be almost there and then KAPOW! I've now been at it all night and I'm still only half way through.

Thanks in advance!

@Trevally - I've been looking at my code and trying to implement a way for the harbor pilot to pickup and take over from anywhere. So far not successful but I don't give up easily. If I can implement this it will solve many problems including the above as user will be able to deviate and turn off harbor pilot and then resume whenever they want.

Trevally.
03-19-11, 05:26 PM
Also :DL I'm trying to use the Harbour Pilot to get me out of Kiel but I'm always hitting some other ship. Is there a way to set the game up so I can just let them get me to the open sea... It's frustrating to be almost there and then KAPOW! I've now been at it all night and I'm still only half way through.

Thanks in advance!

There is a patch to fix the pilot for MO - see here (http://www.subsim.com/radioroom/showpost.php?p=1574809&postcount=181)

Tip: set your speed at 5-7 knots, goto map and set TC to 64. You will get through the canal in 10 mins :up:

Domestos
03-19-11, 05:31 PM
Wow..extra quick! I wish there was a conference or irc style thingy. It would be great to have someone explain all this! (i'm thick)
For the MO patch, do I overwrite the contents of the mods folder and also drop the maps folders etc into the mods folder?

Jim

stoianm
03-19-11, 05:33 PM
Wow..extra quick! I wish there was a conference or irc style thingy. It would be great to have someone explain all this! (i'm thick)
For the MO patch, do I overwrite the contents of the mods folder and also drop the maps folders etc into the mods folder?

Jim
read this thread here:

http://www.subsim.com/radioroom/showthread.php?t=181494

regards

Trevally.
03-19-11, 05:46 PM
@Trevally - I've been looking at my code and trying to implement a way for the harbor pilot to pickup and take over from anywhere. So far not successful but I don't give up easily. If I can implement this it will solve many problems including the above as user will be able to deviate and turn off harbor pilot and then resume whenever they want.

When I meet a ship, I take a note of my heading and steer around the ship. I then reset the heading I noted and 90% of the time I hit the 100m radius required to pick up the next waypoint.

To be able to pick up pilot if waypoint missed- how about some sort of check command. Could this be - as each nav command line is achieved and waypoint reached, the script gets bearing to next waypoint. There would then need to be some sort of trigger to set that bearing:hmmm:

Rilder
03-20-11, 08:21 AM
Excellent mod, though the Submarine Spotted spam is kinda getting to me. :O:

Silent Steel
03-20-11, 12:24 PM
Excellent mod, though the Submarine Spotted spam is kinda getting to me. :O:


You can switch it off. Do this

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3815

:up:

Rilder
03-20-11, 02:18 PM
That button doesn't exist. :P (at least on my install, Which is just Magnum Opus + the patch)

TheDarkWraith
03-20-11, 03:05 PM
That button doesn't exist. :P (at least on my install, Which is just Magnum Opus + the patch)

You can install the new versions of my UIs mod, FX_Update, and IRAI over MO :up:

d3vnu11
03-20-11, 07:47 PM
Running just MO I noticed seems like the Attack Periscope raises like 4m higher then it should I'll be at 16M depth in rough seas and I can see well with it. Also I noticed you run 2M higher then ordered at all speeds or stopped. If you order 18M you get 16M depth. If this has been brought up please excuse the redundancy. :)
Regards,
Kev

von faust
03-22-11, 02:16 AM
I have activated MO+patch.
I do not know if it's my incorrect setting but I have not "ship spotted" advice.

In the first case I was at 1x time compression (always surface), I go to the turret and I see a Merchant at less of 400 mt, no one warned me.

In the second case I was at high time compression, I pass at 1x, go to the turret and.......I was in the middle of a convoy :06::06:

(sorry for my English)

Best regards

Drewcifer
03-22-11, 03:42 AM
Running just MO I noticed seems like the Attack Periscope raises like 4m higher then it should I'll be at 16M depth in rough seas and I can see well with it. Also I noticed you run 2M higher then ordered at all speeds or stopped. If you order 18M you get 16M depth. If this has been brought up please excuse the redundancy. :)
Regards,
Kev

http://www.subsim.com/radioroom/showthread.php?t=179746&page=4

Download this, the problem has already been fixed.:up:

d3vnu11
03-22-11, 07:18 AM
http://www.subsim.com/radioroom/showthread.php?t=179746&page=4

Download this, the problem has already been fixed.:up:

Oh thanks man !
Regards,
Kev

Teiwaz
03-23-11, 09:02 AM
Won't be updating the list on post #1 with the current mods as I've found too many people trying to copy the work. Now I'll only list the contributing authors.

Are you planning on including all the readme files of the different mods added to MO or are people left in the dark on this? Because if the latter is true, it - IMHO - makes MO almost useless at some point. What if you stop modding/updating MO? Then people can't apply newer versions of mods included in MO, because they just don't know which one's where added. You benefit from other modder's work, but they won't benefit from your work - you know what I mean?

I really would prefer the other scenario.

As I'm a software engineer myself, I really understand your concerns about copyright infringement but IMHO this does not apply to 1.) modding (still it's an arguable point - f.e. I fully agree on not giving away source code on how your modifications work) and 2.) giving away the information on which mods you included to your mega-mod version X (especially after version X has been released).

Graf
03-24-11, 05:45 AM
SOLVED!!!!

Sorry guys but having a few problems with this mod that I have yet to see anyone else having.

My system:
Phenom X6 1055t @ 2.87ghz
4GB RAM
ATI 5770 1mb
Windows Vista 32bit
Graphic settings maxed.

I can run every other mod or the stock game on full high settings with no problems. No glitches or fps drops whatsoever.

I install MO with JSGME and I cannot get the game to run perfectly. Issues:

1. When trying to go down the hatch from the conning tower my screen freezes. I can still move my mouse and select the HUD or even press ESC and leave the game. Screen tho is frozen looking into the interior.

2. As I'm leaving the bunker my water textures disappears. Its as if I and all the other ships in port are floating through air and can see the bottom.

3. After trying the 32bit fix posted by TDW I lost my harbor. Changed it and the harbor came back but still had problems 1 and 2.

I've tried the 32bit fix and the Anti-Lag solutions with no change.

Anyone with any thoughts?

d3vnu11
03-24-11, 06:07 AM
Sorry guys but having a few problems with this mod that I have yet to see anyone else having.

My system:
Phenom X6 1055t @ 2.87ghz
4GB RAM
ATI 5770 1mb
Windows Vista 32bit
Graphic settings maxed.

I can run every other mod or the stock game on full high settings with no problems. No glitches or fps drops whatsoever.

I install MO with JSGME and I cannot get the game to run perfectly. Issues:

1. When trying to go down the hatch from the conning tower my screen freezes. I can still move my mouse and select the HUD or even press ESC and leave the game. Screen tho is frozen looking into the interior.

2. As I'm leaving the bunker my water textures disappears. Its as if I and all the other ships in port are floating through air and can see the bottom.

3. After trying the 32bit fix posted by TDW I lost my harbor. Changed it and the harbor came back but still had problems 1 and 2.

I've tried the 32bit fix and the Anti-Lag solutions with no change.

Anyone with any thoughts?

Did you try upgrading your gfx drivers ? Or if you are on the latest downgrading ?
Regards,
Kevin

d3vnu11
03-24-11, 06:20 AM
Running just MO I noticed seems like the Attack Periscope raises like 4m higher then it should I'll be at 16M depth in rough seas and I can see well with it. Also I noticed you run 2M higher then ordered at all speeds or stopped. If you order 18M you get 16M depth. If this has been brought up please excuse the redundancy. :)
Regards,
Kev
So yeah I confirmed calm seas at depth 20 meters and my periscope raises to about 20.5M is it looks quite silly too. hehe anyway I can fix this does this happen to anyone else. I've narrowed the problem to MO

Graf
03-24-11, 06:30 AM
Ok. So far I've solved the gfx problem by changing my AAMode from Multi-Sampling to Adaptive Multi-Sampling. :)

Now I just had a CTD while in map and deleting radio messages. Everything was smooth until it froze for a second then back to desktop.

Anyway to disable all the submarine sighting messages?

stoianm
03-24-11, 06:32 AM
Ok. So far I've solved the gfx problem by changing my AAMode from Multi-Sampling to Adaptive Multi-Sampling. :)

Now I just had a CTD while in map and deleting radio messages. Everything was smooth until it froze for a second then back to desktop.

Anyway to disable all the submarine sighting messages?
see here:

http://www.youtube.com/watch?v=33sXTKl4Qt8


watch the video and you will find how to disable thoses messages

regards

d3vnu11
03-24-11, 03:27 PM
Trying to end my first Patrol lucked out with 12 ships for 127 Tons with IRAI 30 default settings and real nav and manual tdc :) It was a battle ! But now I need to end the patrol as my hull took damage I'm at Kiel but it won't let me end the patrol I can only select refit or postpone ! I also noticed you can't change game play settings either while at port :/ Help would be great !
Best Regards,
Kev


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

German U-Boat Crew Language Pack
Magnum_Opus_v0_0_1
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_Real_Navigation
NewUIs_TDC_6_4_0_U-Jagd_Chrono
NewUIs_TDC_6_4_0_New_radio_messages_German
NewUIs_TDC_6_4_0_alt_officer_wounded_by_Torpedo
FX_Update_0_0_15_ByTheDarkWraith
FX_Update_0_0_15_BARF_1_3_Full_Fix
FX_Update_0_0_15_UHS_Fix
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Manos Scopes-Core Files
Manos Scopes-patch for 16x9
Church's NavMap v1.0 - Illyustrator's Version
Church's NavMap v1.0 - Red Lines
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.5
sobers base wave mechanics V15 SH5
sobers base sky mechanics V1
sobers real trees
sobers smaller water drops
sobers 3D deck spray mod V7
sobers see thru wake fix
sobers base fog mechanics V6 SH5
stoianm EnvWeather V1 SH5
stoianm Atlantic blue water color for MO
Trevally Tutorials - All v0.2 (for TDW UI)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5

stoianm
03-24-11, 03:36 PM
you must be able to end patrol ... maybe your main base changed.. look careful on your nav map... you must to see an icon with an ship on it... there is the base where you can end patrool.. look at this picture:

http://img695.imageshack.us/img695/4421/12922528.jpg (http://img695.imageshack.us/i/12922528.jpg/)


You have the same ship-blue icon at your kiel base?

d3vnu11
03-24-11, 03:44 PM
you must be able to end patrol ... maybe your main base changed.. look careful on your nav map... you must to see an icon with an ship on it... there is the base where you can end patrool.. look at this picture:

http://img695.imageshack.us/img695/4421/12922528.jpg (http://img695.imageshack.us/i/12922528.jpg/)


You have the same ship-blue icon at your kiel base?

Ah ha !!! My base did change ! Thanks man ! :)

rave_t
03-25-11, 05:18 AM
Hello every one!

Im a returning SH5 player and have not played for many months. Now I got the urge to check out all mods created for this poorly "out of the box created game" :)

I checked out this forum and found this Magnum Opus Mega mod.

I have just one question, if I install this Mega Mod, will I get the latest versions of the Mods?

Or what mods do i need to download and install over the Mega Mod?

stoianm
03-25-11, 05:20 AM
Hello every one!

Im a returning SH5 player and have not played for many months. Now I got the urge to check out all mods created for this poorly "out of the box created game" :)

I checked out this forum and found this Magnum Opus Mega mod.

I have just one question, if I install this Mega Mod, will I get the latest versions of the Mods?

Or what mods do i need to download and install over the Mega Mod?
watch this tutorial from here:

http://www.subsim.com/radioroom/showpost.php?p=1626920&postcount=61

and you will find your answer

regards

Graf
03-25-11, 06:39 AM
Is anyone able to run this mod without any problems?

Now that I fixed my graphics problems I have CTD while returning to port and the black screen of death upon ending my patrol. Yes, I use the 32bit OS and >2gb solutions. Nothing works.

I love this mod but I am about to give up on it. SH5 ran smoothly with no problems prior to installing MO but now it is restart after restart.

stoianm
03-25-11, 06:53 AM
Is anyone able to run this mod without any problems?

Now that I fixed my graphics problems I have CTD while returning to port and the black screen of death upon ending my patrol. Yes, I use the 32bit OS and >2gb solutions. Nothing works.

I love this mod but I am about to give up on it. SH5 ran smoothly with no problems prior to installing MO but now it is restart after restart.
yes.. i use this without problems... post your mod soup pls... and your computer speck

Dignan
03-25-11, 07:24 AM
Trying to end my first Patrol lucked out with 12 ships for 127 Tons with IRAI 30 default settings and real nav and manual tdc :) It was a battle ! But now I need to end the patrol as my hull took damage I'm at Kiel but it won't let me end the patrol I can only select refit or postpone ! I also noticed you can't change game play settings either while at port :/ Help would be great !
Best Regards,
Kev


This just happened to me too but I thought it was because I didn't sink the minimum requird tonnage for the mission. So I re-armed, refueled and went out again.

Will the game prevent you from ending patrol if tonnage requirements are not met? Seems sort of restrictive and unrealistic to me.

d3vnu11
03-25-11, 09:23 AM
This just happened to me too but I thought it was because I didn't sink the minimum requird tonnage for the mission. So I re-armed, refueled and went out again.

Will the game prevent you from ending patrol if tonnage requirements are not met? Seems sort of restrictive and unrealistic to me.

No the first mission you have until June 6 1940 I think to sink the tonnage required which can mean multiple patrols the problem was they switched my home port in the middle of my patrol and didn't notice lol. It's probably what happened to you too. Look on the map for the home port symbol.
Regards,
Kev

Graf
03-25-11, 11:49 PM
yes.. i use this without problems... post your mod soup pls... and your computer speck

Think I may have solved my problem. Went back and updated my GFX drivers for one and also pretty much began using all your mods you listed in another thread.

So far so good. Sunk 1 freighter en-route to patrol zone with no problems. ;)

brandtryan
03-27-11, 09:43 AM
DW,

Is there a way to disable the flag on my uboat? I can't seem to get used to it, and think it's announcing my position, even though I'm sure it's not.

TheDarkWraith
03-27-11, 09:46 AM
DW,

Is there a way to disable the flag on my uboat? I can't seem to get used to it, and think it's announcing my position, even though I'm sure it's not.

edit the sub's .eqp file and change the start date for the flags and flagpole to the end date.

brandtryan
03-27-11, 09:57 AM
Thanks DW.

BTW--could you tell me off-hand, which of the save game files to look at in order to extract time and exact position of my uboat? I'm trying to incorporate using Stellarium for taking celestial fixes--from a method used in SHIII, or IV, can't remember which.

ETsd4
03-27-11, 02:15 PM
Thanks DW.

BTW--could you tell me off-hand, which of the save game files to look at in order to extract time and exact position of my uboat? I'm trying to incorporate using Stellarium for taking celestial fixes--from a method used in SHIII, or IV, can't remember which.

I am also interested in that question (because of taking real celestial fixes in stellarium).

johan_d
03-27-11, 03:39 PM
Is it me or are they suddenly VERY smart?
Did the last few hours trying to evade some, but worked only when going 0 knots.
Q: what is the safe speed? 1 seem still to give your datum away..

Its nice, but GWX is peanuts compared to this! :salute:

stoianm
03-27-11, 03:46 PM
Is it me or are they suddenly VERY smart?
Did the last few hours trying to evade some, but worked only when going 0 knots.
Q: what is the safe speed? 1 seem still to give your datum away..

Its nice, but GWX is peanuts compared to this! :salute:
:DL - you have MO or you installed after IRAI v30? ... they can detect even you are not mooving if it is an HK on the DDs

If you have MO than the dificulty settings are setted at max probaly and is almost imposible to escape 2 DDs

johan_d
03-27-11, 04:00 PM
I have both, and just barely escaped 3 dd's in 1940. Its maddness. What will bring us further in the war? more death!

I think its best to halve all settings for gameplay..:rock:and I like to have lots of Das Boot moments..

stoianm
03-27-11, 04:07 PM
I have both, and just barely escaped 3 dd's in 1940. Its maddness. What will bring us further in the war? more death!

I think its best to halve all settings for gameplay..:rock:and I like to have lots of Das Boot moments..
yes .. me too, is awsome... what speed you used to escape.. i use usually 0.8 knots... but i think if you run sillent running is the same... i never tryied ... but i will change my settings (map contact on) and i will verify if the con of the DDs increase more at silent running than at 0.8 knots... or maybe someone tested already and can share the information?

TheBeast
03-28-11, 07:00 AM
As I was reading through many of the forums I notice many underwater screen captures where the water was crystal clear.

This prompted me to examine what I could do to enhance a little realism.

Data\Filters\ColorCorrection\hdr_UnderWater.cfg

Gamma=0.8
Brightness=1.0
Saturation=0.8
Contrast=1.0
LevelsInputBlack=0.022
LevelsInputMidtone=0.75
LevelsInputWhite=0.75
LevelsOutputBlack=0.01
LevelsOutputWhite=0.75
ColorBalanceR=0.2
ColorBalanceG=0.75
ColorBalanceB=0.25
ColorBalanceTone=0.010
HueColor=CCCCCC00
HueOpacity=0.002
PhotoFilterColor=6DA9A200
PhotoFilterIntensity=0.01
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=3854

Maybe TheDarkWraith can add this change to MO as optional or standard install?:06:

Screen Capture usiing MOD "[COLOR=lightblue]AilImpurity 1.2 none"
This would greately reduce underwater visabilty.
The screen capture above was taken Mid Atlantic at 12:07 PM
At night the visible range is even less.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=3855
Enjoy!:salute:

Dignan
03-28-11, 07:09 AM
As I was reading through many of the forums I notice many underwater screen captures where the water was crystal clear.

This prompted me to examine what I could do to enhance a little realism.

Data\Filters\ColorCorrection\hdr_UnderWater.cfg

Gamma=0.8
Brightness=1.0
Saturation=0.8
Contrast=1.0
LevelsInputBlack=0.022
LevelsInputMidtone=0.75
LevelsInputWhite=0.75
LevelsOutputBlack=0.01
LevelsOutputWhite=0.75
ColorBalanceR=0.2
ColorBalanceG=0.75
ColorBalanceB=0.25
ColorBalanceTone=0.010
HueColor=CCCCCC00
HueOpacity=0.002
PhotoFilterColor=6DA9A200
PhotoFilterIntensity=0.01
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=3854

Maybe TheDarkWraith can add this change to MO as optional or standard install?:06:

Screen Capture usiing MOD "[COLOR=lightblue]AilImpurity 1.2 none"
This would greately reduce underwater visabilty.
The screen capture above was taken Mid Atlantic at 12:07 PM
At night the visible range is even less.

Enjoy!:salute:
:up:
Looks good

stoianm
03-28-11, 07:11 AM
As I was reading through many of the forums I notice many underwater screen captures where the water was crystal clear.

This prompted me to examine what I could do to enhance a little realism.

Data\Filters\ColorCorrection\hdr_UnderWater.cfg

Gamma=0.8
Brightness=1.0
Saturation=0.8
Contrast=1.0
LevelsInputBlack=0.022
LevelsInputMidtone=0.75
LevelsInputWhite=0.75
LevelsOutputBlack=0.01
LevelsOutputWhite=0.75
ColorBalanceR=0.2
ColorBalanceG=0.75
ColorBalanceB=0.25
ColorBalanceTone=0.010
HueColor=CCCCCC00
HueOpacity=0.002
PhotoFilterColor=6DA9A200
PhotoFilterIntensity=0.01
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=3854

Maybe TheDarkWraith can add this change to MO as optional or standard install?:06:

Screen Capture usiing MOD "[COLOR=lightblue]AilImpurity 1.2 none"
This would greately reduce underwater visabilty.
The screen capture above was taken Mid Atlantic at 12:07 PM
At night the visible range is even less.

Enjoy!:salute:
most of the screenshoots probably were mine but this was because i wanted to make like this the underwater... the underwater from MO is immersive and they are more things that affect the underwater visibility also (not only the filter from color) like from example the fogdistances.cfg and the impurity.dds also for example.... so the underwater visibility is an combination from manny parameters, dds and files

EDIT: the underwater visibility is affected also by parameters from scenes.dat and by some .cfg files from ENV folder

regards

TheBeast
03-28-11, 07:17 AM
This MOD also changes night time underwater visible range.
If surface visible range at night is long range then underwater range reflects the surface visible range. So weather also effects underwater visible range.

Added Night Time Underwater View (http://www.subsim.com/radioroom/showpost.php?p=1629428&postcount=1173) to original post.

unionemerald
03-28-11, 09:20 AM
Last week, I reinstalled SH5 with german speeches and english text. This morning, I tried out the MO supermod (fully patched), and found out that there is sometimes a mixture between english and german voices. (Weather report and messages). Is this normal, and if not, what can be done to this problem.

jwilliams
03-28-11, 11:03 PM
Last week, I reinstalled SH5 with german speeches and english text. This morning, I tried out the MO supermod (fully patched), and found out that there is sometimes a mixture between english and german voices. (Weather report and messages). Is this normal, and if not, what can be done to this problem.


This is because MO contains a mod called :-

Speech fixes and additions (English version)

If you want to get the German speech back, all you need to do is install this mod :-

Speech fixes and additions (German version)
Link ----> http://www.mediafire.com/?z3soc22dsedocdb
Edit :- Changed link to point to files, as link to the thread doesn't work.

Install it after MO and allow JSGME to overwrite the MO files.


:salute:

unionemerald
03-29-11, 01:10 AM
Thanks a lot. :O:

Silent Steel
03-29-11, 01:17 AM
Thanks a lot. :O:

Could you please tell exacly where to find this one?
I can't find it. :hmmm:

unionemerald
03-29-11, 01:21 AM
Well, can't find this one too with the link, but I now downloaded the german u-boat crew language pack. Gonna try this one.

Silent Steel
03-29-11, 01:27 AM
Well, can't find this one too with the link, but I now downloaded the german u-boat crew language pack. Gonna try this one.

Think I found it:

http://www.mediafire.com/?z3soc22dsedocdb (http://www.mediafire.com/?z3soc22dsedocdb)

:yeah:

unionemerald
03-29-11, 02:15 AM
Think I found it:

http://www.mediafire.com/?z3soc22dsedocdb (http://www.mediafire.com/?z3soc22dsedocdb)

Installed.

nembo
03-29-11, 04:20 AM
Hallo all,
I have noticed that the GUI is very "modern", is there a possibility to change it into SH3 style with only analogic dials and no digital?
I mean rudder, depth and speed gauges and command?
Thanks
Nembo

stoianm
03-29-11, 04:22 AM
Hallo all,
I have noticed that the GUI is very "modern", is there a possibility to change it into SH3 style with only analogic dials and no digital?
I mean rudder, depth and speed gauges and command?
Thanks
Nembo

2) How to configure and install Magnum Opus megamod for SH5 ==> Link (http://www.subsim.com/radioroom/showpost.php?p=1629509&postcount=27)

nembo
03-29-11, 05:19 AM
Thanks for your kind reply

TheBeast
03-29-11, 06:05 AM
Made some minor adjustments to reduce day time light penetration.
LevelsInputWhite=0.85 ;Was 0.75 but had to much glare in the water.

JSGME Ready Download Link:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3114 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3114)

Data\Filters\ColorCorrection\hdr_UnderWater.cfg
[ColorCorrectionFilter]
Gamma=0.8
Brightness=1.0
Saturation=0.8
Contrast=1.0
LevelsInputBlack=0.022
LevelsInputMidtone=0.75
LevelsInputWhite=0.85
LevelsOutputBlack=0.01
LevelsOutputWhite=0.75
ColorBalanceR=0.2
ColorBalanceG=0.75
ColorBalanceB=0.25
ColorBalanceTone=0.010
HueColor=CCCCCC00
HueOpacity=0.002
PhotoFilterColor=6DA9A200
PhotoFilterIntensity=0.01

Enjoy!:salute:

abclkhan
03-29-11, 07:17 AM
There is a bug in the current version: O scope´s interface apears in the coning tower.

cheers

stoianm
03-29-11, 07:21 AM
There is a bug in the current version: O scope´s interface apears in the coning tower.

cheers
what do you mean?... can you post an screeshoot?

Doomgiver
03-29-11, 05:34 PM
i keep getting ctd's when i either true to load a mission or campaign or start a new campaign
i have the impulse version of the game and my pc specs
# VISION Ultimate Technology by AMD
# AMD Phenom™ II quad-core processor 945*
# AMD Memory Optimizer Technology
# Multiformat DVD±RW/CD-RW drive with double-layer support
# 2MB L2 + 6MB shared L3 cache memory
# 1TB Serial ATA hard drive (7200 rpm)
# nividia gtx 640
# 7 high-speed USB 2.0 ports
# Microsoft Windows 7 Home Premium Edition 64-bit operating system preinstalled

# AMD, AMD Arrow logo, AMD Phenom, Cool'n'Quiet, HyperTransport and combinations thereof are trademarks of Advanced Micro Devices, Inc.
http://firefoxccmods.com///Themes/mesh114/images/buttons/reply_sm.gif (http://firefoxccmods.com/index.php?action=post;topic=336.msg5636)

Silent Steel
03-30-11, 04:09 AM
i keep getting ctd's when i either true to load a mission or campaign or start a new campaign
http://firefoxccmods.com///Themes/mesh114/images/buttons/reply_sm.gif (http://firefoxccmods.com/index.php?action=post;topic=336.msg5636)

Hi Doomgiver
Do you use any mods? If yes do you activate them with JSGME?
Could you please describe how you installed SH5?
//

Doomgiver
03-30-11, 05:31 AM
this is the only mod installed and i use JSGME to install it
the mod is in my slient hunter 5 gold edition/mods

Silent Steel
03-30-11, 06:25 AM
this is the only mod installed and i use JSGME to install it
the mod is in my slient hunter 5 gold edition/mods


Have you done any changes in the UserOptions.py file maybe? (C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu)

/ :hmmm:

Graf
03-30-11, 04:37 PM
Need help guys.

Running MO with a few mods installed above with JSGME. Pretty much running the same mods stoianm is running but to a lesser degree.

While on patrol I keep getting a "ERROR REPLACING CONTACTS" in my logbook. Problem is not long after receiving this message I CTD no matter what I'm doing.

Anyone else experience this?

stoianm
03-30-11, 04:40 PM
i do not play my game at high TC... you receive the ,,error replacing contacts'' when you use high TC

Graf
03-30-11, 04:53 PM
I do not go above 1024 and usually at 512.

TheDarkWraith
03-30-11, 04:54 PM
Need help guys.

Running MO with a few mods installed above with JSGME. Pretty much running the same mods stoianm is running but to a lesser degree.

While on patrol I keep getting a "ERROR REPLACING CONTACTS" in my logbook. Problem is not long after receiving this message I CTD no matter what I'm doing.

Anyone else experience this?

Need to know exactly what you're seeing in the messagebox. I don't have a message that says what you're saying above. A look at your ship's journal with these entries would be very helpful. You can send it to me via PM.

stoianm
03-30-11, 04:56 PM
20) How to use the MO or the TDW interface in SH5 ==> Link (http://www.subsim.com/radioroom/showpost.php?p=1631622&postcount=36)

stoianm
03-30-11, 04:58 PM
Need to know exactly what you're seeing in the messagebox. I don't have a message that says what you're saying above. A look at your ship's journal with these entries would be very helpful. You can send it to me via PM.
I had few times this message in my ship journal when i used an high TC like TC 1024 for example

Graf
03-30-11, 05:42 PM
I believe it is the TC. Been playing for the past 45 minutes to recreate the message but no luck. Kept TC at or below 512.

TDW,

The message I get in the logbook simply says ERROR REPLACING CONTACTS. Thats it and I CTD. Nothing afterwards.

Doomgiver
03-30-11, 05:53 PM
i havent even touched any of the files in the silent hunter 5 data folder

THE_MASK
03-30-11, 05:59 PM
I would not be surprised if ctds are coming from the stock campaign files , bad entries . We do not have a complete campaign mod .

jwilliams
03-31-11, 12:38 AM
Need help guys.

Running MO with a few mods installed above with JSGME. Pretty much running the same mods stoianm is running but to a lesser degree.

While on patrol I keep getting a "ERROR REPLACING CONTACTS" in my logbook. Problem is not long after receiving this message I CTD no matter what I'm doing.

Anyone else experience this?

I get a similar error "ERROR REPLACING CONTACTS" from time to time. But have no ill effects, No CTD. I just carry on as normal.

I never go above TC 128 though. (Dont trust my crew to avoid other ships during high TC, had many collisions in early SH5)

Silent Steel
03-31-11, 12:51 AM
i havent even touched any of the files in the silent hunter 5 data folder

Check your PM :salute:

etheberge
03-31-11, 03:23 AM
Hi TDW,

I think this may be what Graf is talking about:

http://www.subsim.com/radioroom/picture.php?albumid=103&pictureid=3948

I noticed it for the first time tonight but no CTD for me. The error occurred at the same time that I received a radio message.

jwilliams
03-31-11, 06:37 PM
Need to know exactly what you're seeing in the messagebox. I don't have a message that says what you're saying above. A look at your ship's journal with these entries would be very helpful. You can send it to me via PM.


Sent you a PM.

:salute:

Graf
03-31-11, 07:53 PM
Hi TDW,

I think this may be what Graf is talking about:

http://www.subsim.com/radioroom/picture.php?albumid=103&pictureid=3948

I noticed it for the first time tonight but no CTD for me. The error occurred at the same time that I received a radio message.

BINGO!

Agima
04-01-11, 08:02 PM
Hi everyone!

I'm hoping someone can help me to solve my problem. When I'm hitting a ship with a torpedoe, my game seems to freeze just before or right when a fireball appears. I have to Alt-Tab and force-quit the game.

This doesnt happen in the stock game, only when I have MO installed (I just have that mod enabled). I've looked in this thread, it's pretty long and I've seen that Akula4745, post #730, seem to had the same problem a while back. Can anyone pinpoint me to a solution?

Here's what I've done so far :

- Installed and patched SH5 to v1.2
- Started the game, made the tutorial
- Played a bit the game, didn't even sunk one ship
- Decided I wanted some mods
- Installed some mods with JSGME, reloaded a save game that I made in port before accepting the first mission, after the tutorial.
- Save the game, quit and reloaded.
- Played a bit but not much (can't remember if I sunk ships)
- Decided to give MO a try
- Uninstalled and deleted mods
- Followed and installed the same mods from Stoianm's MO tutorial
- Installed 3 or 4 others mods, not big ones but one was Old style explosions.
- Reloaded my special savegame in port (the one after the tutorial and before accepting the first mission)
- Saved, quit and reloaded the game and accepted the mission.

Ok, still with me? So I wanted to see how those old style explosion looked like, I was impatient, and I made an act of treason (yeah I'm really bad I know). I decided to sunk a german ship in the port! And well, the game punished me by freezing. Ok, I desserved it I guess!

Figured out that the Old style Explosion mods might be my problem, I uninstalled it, reloaded my special save game, and after been in the mission did the same thing again.... with the same result.

I've then decided to remove all the mods excepted MO. Reloaded my special savegame, started the mission, fired a torpedoe a the same german ship and again, the game freezed on me.

So I'm a bit lost. I've tried to look for a solution in this thread, but like I said it's pretty long and I havent found anything.

Anyone experienced this and have a solution?

stoianm
04-01-11, 08:05 PM
Hi everyone!

I'm hoping someone can help me to solve my problem. When I'm hitting a ship with a torpedoe, my game seems to freeze just before or right when a fireball appears. I have to Alt-Tab and force-quit the game.

This doesnt happen in the stock game, only when I have MO installed (I just have that mod enabled). I've looked in this thread, it's pretty long and I've seen that Akula4745, post #730, seem to had the same problem a while back. Can anyone pinpoint me to a solution?

Here's what I've done so far :

- Installed and patched SH5 to v1.2
- Started the game, made the tutorial
- Played a bit the game, didn't even sunk one ship
- Decided I wanted some mods
- Installed some mods with JSGME, reloaded a save game that I made in port before accepting the first mission, after the tutorial.
- Save the game, quit and reloaded.
- Played a bit but not much (can't remember if I sunk ships)
- Decided to give MO a try
- Uninstalled and deleted mods
- Followed and installed the same mods from Stoianm's MO tutorial
- Installed 3 or 4 others mods, not big ones but one was Old style explosions.
- Reloaded my special savegame in port (the one after the tutorial and before accepting the first mission)
- Saved, quit and reloaded the game and accepted the mission.

Ok, still with me? So I wanted to see how those old style explosion looked like, I was impatient, and I made an act of treason (yeah I'm really bad I know). I decided to sunk a german ship in the port! And well, the game punished me by freezing. Ok, I desserved it I guess!

Figured out that the Old style Explosion mods might be my problem, I uninstalled it, reloaded my special save game, and after been in the mission did the same thing again.... with the same result.

I've then decided to remove all the mods excepted MO. Reloaded my special savegame, started the mission, fired a torpedoe a the same german ship and again, the game freezed on me.

So I'm a bit lost. I've tried to look for a solution in this thread, but like I said it's pretty long and I havent found anything.

Anyone experienced this and have a solution?
restart a new campaign and forget about the saved game that you have untill now... skip the tutorial and play the new patrol.. se if you will have the problems again... i know that church subsim have the same problem like you but i dunno if untill now he found a solution.. his game freeze after he hit a ship... if your problem persit post your mod soup and your computer spec pls - btw i was in Sorel-Tracy few times... you have a cegep there... i worked for prosys-tec at that time and i did service at the informatic lab few times... i like the city

Agima
04-01-11, 08:14 PM
restart a new campaign and forget about the saved game that you have untill now... skip the tutorial and play the new patrol.. se if you will have the problems again... i know that church subsim have the same problem like you but i dunno if untill now he found a solution.. his game freeze after he hit a ship... if your problem persit post your mod soup and your computer spec pls

Oh sorry, I actually did that in the last steps of my previous description.

When I installed all the mods except MO, I started a new campaign, skipped the tutorial, saved the game (new one, no overwriting). Quit the game, reloaded that new savegame and started a new mission patrol, and the game freezed when the torpedoe hit the ship.

I didn't included mod soup and computer specs in the first place, thinking that it was an easy solution to this bug. I'll look into that.


Ah cool, Sorel is a nice small town indeed. Very active during WW2 since it had a well placed shipyard!

Agima
04-02-11, 12:07 AM
Well, I've tried something more radical this time.

- I've uninstalled SH5, deleted the game folder and all entries in the registery.
- Updated Win7 to the latest (SP1)
- Uninstalled ATI display drivers, deleted ATI's folder, rebooted, dowloaded and reintalled latest drivers (with stock settings).
- Reinstalled SH5, patched it
- Played SH5 Tutorial, saved a game in port. Took a mission.
- Tried and succeeded to torpedoe a ship in the harbourg.
- Quit the game. Merged Magnum Opus patch 2 with first v0_0_1 and enabled it in JSGME (only mod installed, nothing else)
- Tried a New Campaign, skipped tutorial. Saved the game.
- Quit the game, then load the game. I took the mission.
- Tried and succeeded to torpedoe a ship in the harbourg but the game frooze again.

I was hoping that a completed game reinstallation would do the trick, but it wasn't the case. There's definitively something within the Magnum Opus mod that is conflicting with something else in my system.

I'm giving up for now. It's late enough and I'll admit that I'm starting to loose patience. For me and for the moment, the game's name is more like Silent Hunter 5 : battle to make it work right! :yep:

stoianm
04-02-11, 12:13 AM
Well, I've tried something more radical this time.

- I've uninstalled SH5, deleted the game folder and all entries in the registery.
- Updated Win7 to the latest (SP1)
- Uninstalled ATI display drivers, deleted ATI's folder, rebooted, dowloaded and reintalled latest drivers (with stock settings).
- Reinstalled SH5, patched it
- Played SH5 Tutorial, saved a game in port. Took a mission.
- Tried and succeeded to torpedoe a ship in the harbourg.
- Quit the game. Merged Magnum Opus patch 2 with first v0_0_1 and enabled it in JSGME (only mod installed, nothing else)
- Tried a New Campaign, skipped tutorial. Saved the game.
- Quit the game, then load the game. I took the mission.
- Tried and succeeded to torpedoe a ship in the harbourg but the game frooze again.

I was hoping that a completed game reinstallation would do the trick, but it wasn't the case. There's definitively something within the Magnum Opus mod that is conflicting with something else in my system.

I'm giving up for now. It's late enough and I'll admit that I'm starting to loose patience. For me and for the moment, the game's name is more like Silent Hunter 5 : battle to make it work right! :yep:
see here:

http://www.subsim.com/radioroom/showthread.php?t=181578

church had the same problem like you... he edited his post in meantime but i dunno how he fixed that... and it is not good to install sp1... we had problems because of that too:

http://www.subsim.com/radioroom/showthread.php?t=180803

btw your os is 32 or 64 bits?

just relax for now... we will figure a solution for you.. i will pm church in mean time to ask him if he found the problem

regards

Agima
04-02-11, 12:29 AM
see here:

http://www.subsim.com/radioroom/showthread.php?t=181578

church had the same problem like you... he edited his post in meantime but i dunno how he fixed that... and it is not good to install sp1... we had problems because of that too:

http://www.subsim.com/radioroom/showthread.php?t=180803

btw your os is 32 or 64 bits?

just relax for now... we will figure a solution for you.. i will pm church in mean time to ask him if he found the problem

regards

Thanks for you support stoianm!

Didn't knew about Win7's SP1 and slowdown. I'll uninstall it for the time being.

As for my OS, I'm running Windows 7 Home Edition (french) 64 bits with 4 gig of ram.

Church SUBSIM
04-02-11, 07:50 AM
Wow - that is the exact same issue I have with MO or the NewUI's, but I can't tell why. I have been able to run both mods without issues since TDW released 6.3.7 and then one day ... lockup when I sink a ship.

I even reinstalled windows 7 (x64) again ... fresh install, bought a new version of the game (disk this time instead of DL).

Sink a ship .. win a boobie prize. ;(

Graf
04-02-11, 08:15 AM
Well, I've tried something more radical this time.

- I've uninstalled SH5, deleted the game folder and all entries in the registery.
- Updated Win7 to the latest (SP1)
- Uninstalled ATI display drivers, deleted ATI's folder, rebooted, dowloaded and reintalled latest drivers (with stock settings).
- Reinstalled SH5, patched it
- Played SH5 Tutorial, saved a game in port. Took a mission.
- Tried and succeeded to torpedoe a ship in the harbourg.
- Quit the game. Merged Magnum Opus patch 2 with first v0_0_1 and enabled it in JSGME (only mod installed, nothing else)
- Tried a New Campaign, skipped tutorial. Saved the game.
- Quit the game, then load the game. I took the mission.
- Tried and succeeded to torpedoe a ship in the harbourg but the game frooze again.

I was hoping that a completed game reinstallation would do the trick, but it wasn't the case. There's definitively something within the Magnum Opus mod that is conflicting with something else in my system.

I'm giving up for now. It's late enough and I'll admit that I'm starting to loose patience. For me and for the moment, the game's name is more like Silent Hunter 5 : battle to make it work right! :yep:

I've uninstalled MO for now. I've tried everything with it but something in it does not agree with my system. I tried MO alone and still I have trouble leaving port with GFX hangups and CTDs. Everything imaginable goes wrong with MO on my system tho I love playing it when I can.

As of now I've disabled MO and currently playing a stable game with individual mods. I wish I could play MO but sadly it looks as tho I will not be able to. :(

Silent Steel
04-02-11, 10:59 AM
These issues with FPS drops/ freezing and CTD's sound pretty familiar to me.
Anyway I had problems like these some time ago and at last I managed to hunt the bad guy down - a corrupt DirectX install... :o
I'm not sure if that's the solution for your problems but could maybe be worth trying.


If FPS drops are giving you a hard time you maybe you should give the "d3d antilag101" a try. Download it here:

http://www.subsim.com/radioroom/downloads.php?do=file&id=2871 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2871)

Easy to install and easy to uninstall if you're not happy with it. :up:


/

Agima
04-02-11, 11:05 AM
Wow - that is the exact same issue I have with MO or the NewUI's, but I can't tell why. I have been able to run both mods without issues since TDW released 6.3.7 and then one day ... lockup when I sink a ship.

I even reinstalled windows 7 (x64) again ... fresh install, bought a new version of the game (disk this time instead of DL).

Sink a ship .. win a boobie prize. ;(

Interesting. I did some additional tests this morning :

- Uninstalled Magnum Opus
- Installed NewUIs_TDC_6_4_0_ByTheDarkWraith (only this mod is activated)
- Started the game, started a new campaign, skipped tutorial
- Saved the game, quited the game, started and loaded the savegame
- Took the mission and went for a german support ship in the harbourg.
- Fired a torpedo.... and yes, the game frooze again when the torpedoe impacted.

I've also tried with the SH3 UI, just in case, but the same thing happened.

I'm having the same problem as yours, it appears. Since the game frooze with only the NewUI installed, nothing else, and knowing that this interface is integrated within Magnum Opus, I'm confident that we have at least narrowed down from what mod our problem is coming from.

We just have to find out what modification is precisely causing the problem, and more importantly, why it's conflicting with our system/game.

stoianm
04-02-11, 11:49 AM
Look at my control panel... see careful all i have installed like ''Microsoft Visual ....'':

http://i1124.photobucket.com/albums/l568/stoianm/controlpanel.jpg

Search in your Control panel and see if you have something microsoft visual diferent from me... if yes try to unninstal and try again the game... i remember that long time ago some people had CTDs because of an Microsoft redistributable... but i do not remember what was the exact name

Agima
04-02-11, 01:14 PM
Look at my control panel... see careful all i have installed like ''Microsoft Visual ....'':

[PIC]

Search in your Control panel and see if you have something microsoft visual diferent from me... if yes try to unninstal and try again the game... i remember that long time ago some people had CTDs because of an Microsoft redistributable... but i do not remember what was the exact name

Mines is pretty similar to yours, but not exactly the same...

http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc6/197114_10150146179682514_711947513_6709198_5368919 _n.jpg

stoianm
04-02-11, 01:29 PM
Mines is pretty similar to yours, but not exactly the same...

http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc6/197114_10150146179682514_711947513_6709198_5368919 _n.jpg
unninstall the first one and try again the game... if is not working i have no other ideeas... seems like you said incompatibility between tdw uis and your compueters or sistem like in the church situation

EDIT: i just found the thread... the 'Visual C++ 2008 Redistributable 9.0.30729.4974 runtime' was the one who made CTDs... but i see you do not have this one... i have no other ideea... sorry

Trevally.
04-02-11, 01:51 PM
This is the version that causes the issues
Visual C++ 2008 Redistributable 9.0.30729.4974

:arrgh!:

Edit: stoianm :)

stoianm
04-02-11, 01:56 PM
Edit: stoianm :)
yes ... i just readed old posts and i saw how manny problems you had to make this work... so you were the one that found this dam redistributable?

Trevally.
04-02-11, 01:59 PM
yes ... i just readed old posts and i saw how manny problems you had to make this work... so you were the one that found this dam redistributable?

No it was Seeder and SubV:up:

Agima
04-02-11, 06:31 PM
Wow - that is the exact same issue I have with MO or the NewUI's, but I can't tell why. I have been able to run both mods without issues since TDW released 6.3.7 and then one day ... lockup when I sink a ship.

I even reinstalled windows 7 (x64) again ... fresh install, bought a new version of the game (disk this time instead of DL).

Sink a ship .. win a boobie prize. ;(

I've uninstalled MO for now. I've tried everything with it but something in it does not agree with my system. I tried MO alone and still I have trouble leaving port with GFX hangups and CTDs. Everything imaginable goes wrong with MO on my system tho I love playing it when I can.

As of now I've disabled MO and currently playing a stable game with individual mods. I wish I could play MO but sadly it looks as tho I will not be able to. :(

GOOD NEWS! (kind of) Church SUBSIM & Graf!

I've been able to sink a ship with either (no other mods)
- Magnum Opus+patch2
and/or
- NewUIs_TDC_6_4_0_ByTheDarkWraith

Like I suspected, since Church said that he had the same problem with only the NewUIs, I figured out that this mod must be the one that was causing us thoses freeze when a torpedoe impact a ship, since the NewUIs are within Magnum Opus too.

So with trials and errors, I've removed some files from the NewUIs mod, one at the time, and finally nailed the one that cause the crash! The file is named "Page captain log.py".

If you want to test this out, to see if my temporary "solution" is not just specific to my computer, follow those instructions :

- Deactivate all mods in JSGME
- From within JSGME, right click on Magnum Opus and/or NewUIs_TDC_6_4_0_ByTheDarkWraith and delete them
- Unpack a brand new Magnum Opus, patch it to v0.0.2
- Unpack a brand new NewUIs_TDC_6_4_0_ByTheDarkWraith
- In BOTH of those mods folders (if you plan to install both), find the files "Page captain log.py" that are located in Data/Scripts/Menu and delete them
- Install and activate Magnum Opus. Do the same with NewUIs_TDC_6_4_0_ByTheDarkWraith
- Start SH5, start a new campaign, skip the tutorial
- When in port, save the game, then quit it.
- Start SH5, load the savegame, select your mission
- Then find a ship and sink it, hopefully without a game freeze!

Now, I know this is a temporary workaround, because "Page captain log.py" must be important and do something.

But at least I've pinned point the potential source of the problem. Then again, this file, or something in our own computer, must interfere with it, and that, is out of my knowledge and I just don't know what to do from here.

Maybe TheDarkWraith have an hypothesis ob this, since he created the mod!

Church SUBSIM
04-02-11, 07:14 PM
If this in fact works ... you will be my personal SH5 god, right next to TDW.
Will try it later tonight when I have the time.

Thanks!

Church SUBSIM
04-02-11, 07:16 PM
- In BOTH of those mods folders (if you plan to install both), find the files "Page captain log.py" that are located in Data/Scripts/Menu


I take it you want us to delete that?

Scrapy
04-02-11, 07:16 PM
i get a crash when sinking a ship also.. it does not happen all the time, but it happens ALOT.

about to remove all mods and give it a go even though i hate the idea of no mods.

@Agima
I tried your method and renamed Page captain log.py to Page captain log.py.DISABLE, after loading a game there was a window pop-up, title said (OK), there where 2 boxes left and right both had the text (OK), and 3 confirm boxes at the bottom, i think they where ( DECLINE - CANCEL - ACCEPT )

clicking either of these buttons did nothing, and could not remove the box... too annoying to attempt to play like that so i have no idea if changing that file would of fixed it.

*EDIT*
i need to read properly next time :P, sorry i have been awake a little over 24 hours currently.

this time i did what you said, and *DELETED* the files from the mods folders before installing (silly me did not stop to think the game had this file to begin with).

now that box i was talking about is gone.... AND, i was just able to sink 8 ships in a row, and no crash YAY, altho i did freeze for a second or two here and there.

so far so good... will keep ya posted

Agima
04-02-11, 07:19 PM
I take it you want us to delete that?

Yes! Delete them!

TheDarkWraith
04-02-11, 07:25 PM
Open the suspected Page captain log.py file with notepad and post the first few lines of it please. Give me about the first 20 lines from the file.

Agima
04-02-11, 07:34 PM
Open the suspected Page captain log.py file with notepad and post the first few lines of it please. Give me about the first 20 lines from the file.

Here are the first lines of that .py file. I've compared both version (NewUIs and the one in Magnum Opus) and they are the same, at least for those first lines, I haven't compared the rest :

import clr
clr.AddReference("System")
from System import DateTime

from menu import Menu
from game import Game

captainloglistbox = None
IDSTR_ShipSunk = 8855
IDSTR_SunkAtPosition = 8856
IDSTR_Tonnage = 8857
IDSTR_Tons = 8858
IDSTR_WEPS = 8859
lastentrydatetime = None

from TheDarkWraithUserOptions import GetTimeZoneModifier


def InitializeScript():
Menu.PageActivated += PCL_Menu_PageActivated
Menu.PageDeactivated += PCL_Menu_PageDeactivated

PCL_Menu_PageActivated( Pagecaptainlog )


def StartGame():
# get the captain's log listbox with items control
global captainloglistbox
for ctrl in Pagecaptainlog_CaptainLog.Controls:
if ctrl.Name == "Captain'sLog":
captainloglistbox = ctrl
break

global lastentrydatetime
lastentrydatetime = None

TheDarkWraith
04-02-11, 07:44 PM
I need to see the very first few lines also - my header info I put in all my files

Agima
04-02-11, 07:51 PM
Oups sorry! ;)

Here the whole thing. This is the content of the NewUIs_TDC_6_4_0 Page Captain Log.py file.

# Edited by TheDarkWraith for NewUIs_TDC_6_4_0
# Edited on 03/18/2010 @ 1700
#
# Copyright notice:
# The code changes made to this file are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole,
# or in part, without the express written permission of TheDarkWraith. The code changes made to this file may not be used in any commercial
# application of any form without the express written permission of TheDarkWraith.


import clr
clr.AddReference("System")
from System import DateTime
clr.AddReference( "TDWUtils" )
from TheDarkWraith.SilentHunter5 import TDWUtils

from menu import Menu
from game import Game

captainloglistbox = None
IDSTR_ShipSunk = 8855
IDSTR_SunkAtPosition = 8856
IDSTR_Tonnage = 8857
IDSTR_Tons = 8858
IDSTR_WEPS = 8859
lastentrydatetime = None

from TheDarkWraithUserOptions import GetTimeZoneModifier


def InitializeScript():
Menu.PageActivated += PCL_Menu_PageActivated
Menu.PageDeactivated += PCL_Menu_PageDeactivated

PCL_Menu_PageActivated( Pagecaptainlog )


def StartGame():
# get the captain's log listbox with items control
global captainloglistbox
for ctrl in Pagecaptainlog_CaptainLog.Controls:
if ctrl.Name == "Captain'sLog":
captainloglistbox = ctrl
break

global lastentrydatetime
lastentrydatetime = None


def PCL_Menu_PageActivated( page ):
if page == Pagecaptainlog:
pass


def CheckForSunkShips():
global captainloglistbox

sunkenships = []

try:
# first thing is get all the sunken ships
for ctrl in captainloglistbox.Controls:
if ctrl.Name == "SampleEventView":
for c in ctrl.Controls:
if c.Name == "Listbox with items":
for d in c.Controls:
if d.Name == "text":
numcommas = len( d.Text.split( ',' ) )
if numcommas == 2:
if d.Text.StartsWith( Menu.GetLocalizedText( IDSTR_ShipSunk ) ):
sunkenships.append( c )
break

if len( sunkenships ) == 0:
return

# now reverse the list
sunkenships.reverse()
#ScriptManagerManaged.ShowPythonError( str( sunkenships ) )

global lastentrydatetime
tonnage = None
shiptype = None
latlong = None
datetime = None

for ship in sunkenships:
for d in ship.Controls:
if d.Name == "text":
numcommas = len( d.Text.split( ',' ) )
if numcommas == 2:
if d.Text.StartsWith( Menu.GetLocalizedText( IDSTR_ShipSunk ) ):
commaindex = d.Text.IndexOf( ',' )
tonnage = d.Text[ commaindex + 2 : d.Text.IndexOf( ' ', commaindex + 2 ) ]
shiptypeindex = None
for i in range( commaindex, 0, -1 ):
if d.Text[ i ] == "!":
shiptypeindex = i + 1
break
shiptype = d.Text[ shiptypeindex : commaindex ].Trim()
else:
latlong = d.Text
elif numcommas == 3:
# extract date and time
datetime = DateTime.Parse( d.Text )
datetime = datetime.AddMilliseconds( 1 )

if tonnage != None and shiptype != None and latlong != None and datetime != None:
if lastentrydatetime == None:
lastentrydatetime = datetime
elif datetime < lastentrydatetime:
tonnage = None
shiptype = None
latlong = None
datetime = None
continue
else:
lastentrydatetime = datetime

lom = TDWUtils.ConvertCaptainLogLatAndLongToOriginMeters ( latlong )
txt = shiptype + " " + tonnage + " " + Menu.GetLocalizedText( IDSTR_Tons )
from PageDefaultHud import CreateNewDestroyedMark
CreateNewDestroyedMark( lom.X, lom.Y, txt, True )
msg = Menu.GetLocalizedText( IDSTR_WEPS ) + ": " + shiptype + " " + Menu.GetLocalizedText( IDSTR_SunkAtPosition ) + " " + latlong + ". " + Menu.GetLocalizedText( IDSTR_Tonnage ) + ": " + tonnage + " " + Menu.GetLocalizedText( IDSTR_Tons ) + "."
from PageDefaultHud import Game_NewPlayerLogMessageOutside
Game_NewPlayerLogMessageOutside( [ msg, False ] )
tonnage = None
shiptype = None
latlong = None
datetime = None

lastentrydatetime = lastentrydatetime.AddSeconds( 1 )
except:
pass


# donelooking = False
# tonnage = None
# shiptype = None
# latlong = None
# datetime = None
#
# for ctrl in captainloglistbox.Controls:
# if ctrl.Name == "SampleEventView":
# for c in ctrl.Controls:
# if c.Name == "Listbox with items":
# for d in c.Controls:
# if d.Name == "text":
# numcommas = len( d.Text.split( ',' ) )
# if numcommas == 2:
# if d.Text.StartsWith( IDSTR_ShipSunk ):
# commaindex = d.Text.IndexOf( ',' )
# tonnage = d.Text[ commaindex + 2 : d.Text.IndexOf( ' ', commaindex + 2 ) ]
# shiptypeindex = None
# for i in range( commaindex, 0, -1 ):
# if d.Text[ i ] == "!":
# shiptypeindex = i + 1
# break
# shiptype = d.Text[ shiptypeindex : commaindex ].Trim()
# else:
# latlong = d.Text
# elif numcommas == 3:
# # extract date and time
# datetime = DateTime.Parse( d.Text )
#
# global lastentrydatetime
# if lastentrydatetime == date:
# donelooking = True
# tonnage = None
# shiptype = None
# latlong = None
# datetime = None
#
# if ( ( tonnage != None and shiptype != None and latlong != None and datetime != None ) or donelooking ):
# donelooking = True
# break
#
# if donelooking:
# break
# if donelooking:
# break
#
# if tonnage != None and shiptype != None and latlong != None and datetime != None:
# msg = shiptype + " sunk at position: " + latlong + ". Tonnage " + tonnage + " tons"
# from PageDefaultHud import Game_NewPlayerLogMessageOutside
# Game_NewPlayerLogMessageOutside( [ msg, False ] )


def PCL_Menu_PageDeactivated( page ):
if page == Pagecaptainlog:
pass


def UnloadScript():
Menu.PageActivated -= PCL_Menu_PageActivated
Menu.PageDeactivated -= PCL_Menu_PageDeactivated

Scrapy
04-02-11, 07:56 PM
sorry for another post, was not sure if i should of just updated my previous post... but i have found out the cause of the freezing each time i kill a ship, it always happens when the ships fire off the red flare into the air... freeze for 2-3 seconds, ship fires flare and all is fine.

still no crash after removing that file though :yeah:

TheDarkWraith
04-02-11, 08:02 PM
You need to re-enable the file and enable debugging by editing your \Documents\SH5\data\cfg\main.cfg file and uncomment out the entries for debugging. Also run the DbgView app included in \data\Applications so that it can catch anything SH5 spews out so we can find out the real reason why you and some others are having problems.

Agima
04-02-11, 09:03 PM
You need to re-enable the file and enable debugging by editing your \Documents\SH5\data\cfg\main.cfg file and uncomment out the entries for debugging. Also run the DbgView app included in \data\Applications so that it can catch anything SH5 spews out so we can find out the real reason why you and some others are having problems.


Ok, here's what I've done :

- I've edited my main.cfg file, uncomment those three lines, Modding=Yes MenuEditor=Yes DebugScripts=Yes and saved the file.
- Deleted via JSGME all the previous mods
- Unpackted fresh Magnum Opus and NewUIs.
- Installed and activated them.
- Started SH5, created a new campaign, skipped the tutorial, saved the game, quit the game.
- Started DbgView (stock settings)
- Started SH5, loaded the save game. Selected the mission. Went to sink a ship. Explosion, then the game frooze.

Is there a debug file somewhere from SH5? Anyway, here's the last lines from Debugview :

00000518 259.53176880 [7508] Radio message intercepted - transmit once
00000519 259.53189087 [7508] Adding new radio message to radio messages
00000520 264.75543213 [7508] Adding new sub sighted radio message
00000521 264.77496338 [7508] Adding an available radio message for day
00000522 264.78607178 [4692] Entities.cpp (83): Process Message:
00000523 264.78631592 [4692] Entities.cpp (114): OSI Ping
00000524 264.78646851 [4692] Entities.cpp (123): succeeded
00000525 272.34420776 [7508] Z=120.000 TAI Map zoom in
00000526 272.39239502 [7508] Z=120.000 TAI Map zoom in
00000527 272.44125366 [7508] Z=120.000 TAI Map zoom in
00000528 272.82339478 [4692] Entities.cpp (83): Process Message:
00000529 272.82351685 [4692] Entities.cpp (114): OSI Ping
00000530 272.82363892 [4692] Entities.cpp (123): succeeded
00000531 275.31768799 [7508] Z=-120.000 TAI Map zoom out
00000532 280.86495972 [4692] Entities.cpp (83): Process Message:
00000533 280.86502075 [4692] Entities.cpp (114): OSI Ping
00000534 280.86523438 [4692] Entities.cpp (123): succeeded
00000535 288.91525269 [4692] Entities.cpp (83): Process Message:
00000536 288.91546631 [4692] Entities.cpp (114): OSI Ping
00000537 288.91564941 [4692] Entities.cpp (123): succeeded
00000538 296.95812988 [4692] Entities.cpp (83): Process Message:
00000539 296.95822144 [4692] Entities.cpp (114): OSI Ping
00000540 296.95840454 [4692] Entities.cpp (123): succeeded
00000541 305.00314331 [4692] Entities.cpp (83): Process Message:
00000542 305.00338745 [4692] Entities.cpp (114): OSI Ping
00000543 305.00354004 [4692] Entities.cpp (123): succeeded
00000544 312.57656860 [7508] Z=-120.000 TAI Map zoom out
00000545 313.03573608 [4692] Entities.cpp (83): Process Message:
00000546 313.03582764 [4692] Entities.cpp (114): OSI Ping
00000547 313.03601074 [4692] Entities.cpp (123): succeeded
00000548 317.65957642 [4700] Enter CreateDefaultScanToDestsFile
00000549 317.72705078 [4700] Exit CreateDefaultScanToDestsFile
00000550 321.07464600 [4692] Entities.cpp (83): Process Message:
00000551 321.07476807 [4692] Entities.cpp (114): OSI Ping
00000552 321.07489014 [4692] Entities.cpp (123): succeeded
00000553 322.78549194 [4700] Enter CreateDefaultScanToDestsFile
00000554 322.84701538 [4700] Exit CreateDefaultScanToDestsFile
00000555 329.12188721 [4692] Entities.cpp (83): Process Message:
00000556 329.12200928 [4692] Entities.cpp (114): OSI Ping
00000557 329.12213135 [4692] Entities.cpp (123): succeeded
00000558 337.16967773 [4692] Entities.cpp (83): Process Message:
00000559 337.16983032 [4692] Entities.cpp (114): OSI Ping
00000560 337.16995239 [4692] Entities.cpp (123): succeeded
00000561 345.22979736 [4692] Entities.cpp (83): Process Message:
00000562 345.23001099 [4692] Entities.cpp (114): OSI Ping
00000563 345.23016357 [4692] Entities.cpp (123): succeeded
00000564 353.31481934 [4692] Entities.cpp (83): Process Message:
00000565 353.31506348 [4692] Entities.cpp (114): OSI Ping
00000566 353.31530762 [4692] Entities.cpp (123): succeeded

TheDarkWraith
04-02-11, 09:04 PM
how about a dump from DbgView when the game crashes/freezes on you? :yep:

StarTrekMike
04-02-11, 09:06 PM
This might be a no brain problem on my part but I just installed MO and the patch (following instructions in the thread) and I seem to be missing all fire and explosion effects along with the wake effects.

Everything else seems to be running fine, I just cannot explain this problem.


anyone else had this happen and if so, is there a fix?

Mike

TheDarkWraith
04-02-11, 09:10 PM
This might be a no brain problem on my part but I just installed MO and the patch (following instructions in the thread) and I seem to be missing all fire and explosion effects along with the wake effects.

Everything else seems to be running fine, I just cannot explain this problem.


anyone else had this happen and if so, is there a fix?

Mike

Enable the new version of FX_Update over MO. You can also enable the new versions of IRAI and my UIs mod over MO (highly suggested!) :up:

StarTrekMike
04-02-11, 09:15 PM
already beat ya to it on adding your new UI version, it is truly amazing work!

would I have to start a new campaign to make all those work (not a big deal as I just started a new one and look forward to tougher hunting).

about a million and a half tons by 1941 seemed like a bit much when I was just using your standard UI.

Thank you so much again.

Mike

Scrapy
04-02-11, 11:20 PM
i am still getting crashes :damn:

here is my DbgView log when the game crashed.. *not sure exactly which point.. very near the end*

00000846 357.46594238 [4672] Adding new sub sighted radio message
00000847 357.47839355 [4672] Adding an available radio message for day
00000848 357.48150635 [4672] Radio message intercepted - transmit once
00000849 357.48159790 [4672] Adding new radio message to radio messages
00000850 357.49160767 [4828] Entities.cpp (83): Process Message:
00000851 357.49169922 [4828] Entities.cpp (114): OSI Ping
00000852 357.49179077 [4828] Entities.cpp (123): succeeded
00000853 357.84518433 [4784] Check IsFrameworkReady Start
00000854 357.84521484 [4784] Everything is allright, Framework should be ready
00000855 357.84521484 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000856 357.91345215 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000857 359.86328125 [4784] Set WorkingSet succeeeded
00000858 361.70996094 [4672] Z=0.0 TAI Map zoom out
00000859 364.86343384 [4784] Set WorkingSet succeeeded
00000860 366.91510010 [4828] Entities.cpp (83): Process Message:
00000861 366.91796875 [4828] Entities.cpp (114): OSI Ping
00000862 366.91857910 [4828] Entities.cpp (123): succeeded
00000863 367.91354370 [4784] Check IsFrameworkReady Start
00000864 367.91357422 [4784] Everything is allright, Framework should be ready
00000865 367.91357422 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000866 367.98205566 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000867 368.14978027 [4828] Entities.cpp (83): Process Message:
00000868 368.14993286 [4828] Entities.cpp (106): Update OSI sink objectives
00000869 368.14999390 [4828] Entities.cpp (123): succeeded
00000870 368.15011597 [4828] Entities.cpp (83): Process Message:
00000871 368.15036011 [4828] Entities.cpp (109): OSI Eval campaign objectives
00000872 368.15045166 [4828] Entities.cpp (123): succeeded
00000873 369.86361694 [4784] Set WorkingSet succeeeded
00000874 374.86370850 [4784] Set WorkingSet succeeeded
00000875 375.28277588 [4828] Entities.cpp (83): Process Message:
00000876 375.28286743 [4828] Entities.cpp (114): OSI Ping
00000877 375.28298950 [4828] Entities.cpp (123): succeeded
00000878 377.98187256 [4784] Check IsFrameworkReady Start
00000879 377.98187256 [4784] Everything is allright, Framework should be ready
00000880 377.98190308 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000881 378.05151367 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000882 379.86395264 [4784] Set WorkingSet succeeeded
00000883 384.83294678 [4828] Entities.cpp (83): Process Message:
00000884 384.83306885 [4828] Entities.cpp (114): OSI Ping
00000885 384.83316040 [4828] Entities.cpp (123): succeeded
00000886 384.86404419 [4784] Set WorkingSet succeeeded
00000887 388.05120850 [4784] Check IsFrameworkReady Start
00000888 388.05123901 [4784] Everything is allright, Framework should be ready
00000889 388.05123901 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000890 388.12292480 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000891 389.86428833 [4784] Set WorkingSet succeeeded
00000892 394.86437988 [4784] Set WorkingSet succeeeded
00000893 395.15618896 [4828] Entities.cpp (83): Process Message:
00000894 395.15628052 [4828] Entities.cpp (114): OSI Ping
00000895 395.15652466 [4828] Entities.cpp (123): succeeded
00000896 395.41714478 [4672] Adding new sub sighted radio message
00000897 395.43002319 [4672] Adding an available radio message for day
00000898 395.43328857 [4672] Radio message intercepted - transmit once
00000899 395.43338013 [4672] Adding new radio message to radio messages
00000900 398.12255859 [4784] Check IsFrameworkReady Start
00000901 398.12255859 [4784] Everything is allright, Framework should be ready
00000902 398.12258911 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000903 398.19195557 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000904 399.25735474 [4672] Adding new sub sighted radio message
00000905 399.26974487 [4672] Adding an available radio message for day
00000906 399.27285767 [4672] Radio message intercepted - transmit once
00000907 399.27294922 [4672] Adding new radio message to radio messages
00000908 399.86462402 [4784] Set WorkingSet succeeeded
00000909 400.88906860 [4828] Entities.cpp (83): Process Message:
00000910 400.88919067 [4828] Entities.cpp (106): Update OSI sink objectives
00000911 400.88928223 [4828] Entities.cpp (123): succeeded
00000912 400.88934326 [4828] Entities.cpp (83): Process Message:
00000913 400.88952637 [4828] Entities.cpp (109): OSI Eval campaign objectives
00000914 400.88958740 [4828] Entities.cpp (123): succeeded
00000915 403.78863525 [4828] Entities.cpp (83): Process Message:
00000916 403.78872681 [4828] Entities.cpp (114): OSI Ping
00000917 403.78884888 [4828] Entities.cpp (123): succeeded
00000918 404.32952881 [4672] Z=-360.0 TAI Map zoom out
00000919 404.86480713 [4784] Set WorkingSet succeeeded
00000920 405.99124146 [2424] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(276) : Game disconnected.
00000921 405.99124146 [4828] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.
00000922 408.19189453 [4784] Check IsFrameworkReady Start
00000923 408.19192505 [4784] Everything is allright, Framework should be ready
00000924 408.19192505 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000925 408.26220703 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000926 409.86572266 [4784] Set WorkingSet succeeeded
00000927 412.07196045 [1452] Game removed: AppID 48110 "Silent Hunter 5: Battle of the Atlantic", ProcID 4672
00000928 415.06179810 [4784] Set WorkingSet succeeeded
thats with Page captain log.py deleted from the mod folders, current file is blank.

.72653198 [5112] Adding an available radio message for day
00000646 192.72834778 [5112] Adding an available radio message for day
00000647 192.72882080 [5112] Adding an available radio message for day
00000648 192.72886658 [5112] Adding an available radio message for day
00000649 192.72891235 [5112] Adding an available radio message for day
00000650 192.72894287 [5112] Adding an available radio message for day
00000651 192.72898865 [5112] Adding an available radio message for day
00000652 192.72903442 [5112] Adding an available radio message for day
00000653 192.72908020 [5112] Adding an available radio message for day
00000654 192.72911072 [5112] Adding an available radio message for day
00000655 192.72917175 [5112] Adding an available radio message for day
00000656 192.73048401 [5112] Generating BDU position message
00000657 192.73678589 [5112] Adding an available radio message for day
00000658 193.96153259 [4116] Entities.cpp (83): Process Message:
00000659 193.96159363 [4116] Entities.cpp (114): OSI Ping
00000660 193.96170044 [4116] Entities.cpp (123): succeeded
00000661 195.00588989 [4784] Set WorkingSet succeeeded
00000662 196.07585144 [4116] Entities.cpp (83): Process Message:
00000663 196.07594299 [4116] Entities.cpp (103): Update OSI escort Objectives
00000664 196.07601929 [4116] Entities.cpp (123): succeeded
00000665 197.36903381 [4784] Check IsFrameworkReady Start
00000666 197.36904907 [4784] Everything is allright, Framework should be ready
00000667 197.36904907 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000668 197.43879700 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000669 200.00611877 [4784] Set WorkingSet succeeeded
00000670 204.95388794 [5112] PageClock's draggables restored!
00000671 205.00625610 [4784] Set WorkingSet succeeeded
00000672 206.86769104 [4116] Entities.cpp (83): Process Message:
00000673 206.86773682 [4116] Entities.cpp (114): OSI Ping
00000674 206.86784363 [4116] Entities.cpp (123): succeeded
00000675 207.43833923 [4784] Check IsFrameworkReady Start
00000676 207.43836975 [4784] Everything is allright, Framework should be ready
00000677 207.43836975 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000678 207.50517273 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000679 210.00648499 [4784] Set WorkingSet succeeeded
00000680 210.38960266 [5112] a sub was detected by a unit
00000681 210.39181519 [5112] Adding new sub sighted radio message
00000682 210.40451050 [5112] Adding an available radio message for day
00000683 215.00656128 [4784] Set WorkingSet succeeeded
00000684 217.50469971 [4784] Check IsFrameworkReady Start
00000685 217.50476074 [4784] Everything is allright, Framework should be ready
00000686 217.50476074 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000687 217.57232666 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000688 218.56719971 [4116] Entities.cpp (83): Process Message:
00000689 218.56726074 [4116] Entities.cpp (114): OSI Ping
00000690 218.56733704 [4116] Entities.cpp (123): succeeded
00000691 220.00685120 [4784] Set WorkingSet succeeeded
00000692 221.48619080 [5112] Z=360.0 TAI Map zoom in
00000693 225.00692749 [4784] Set WorkingSet succeeeded
00000694 227.57212830 [4784] Check IsFrameworkReady Start
00000695 227.57215881 [4784] Everything is allright, Framework should be ready
00000696 227.57215881 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000697 227.64117432 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000698 228.89656067 [4116] Entities.cpp (83): Process Message:
00000699 228.89663696 [4116] Entities.cpp (114): OSI Ping
00000700 228.89671326 [4116] Entities.cpp (123): succeeded
00000701 230.00718689 [4784] Set WorkingSet succeeeded
00000702 235.00723267 [4784] Set WorkingSet succeeeded
00000703 237.63693237 [4116] Entities.cpp (83): Process Message:
00000704 237.63702393 [4116] Entities.cpp (114): OSI Ping
00000705 237.63711548 [4116] Entities.cpp (123): succeeded
00000706 237.64138794 [4784] Check IsFrameworkReady Start
00000707 237.64141846 [4784] Everything is allright, Framework should be ready
00000708 237.64141846 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000709 237.71195984 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000710 240.00749207 [4784] Set WorkingSet succeeeded
00000711 241.87785339 [2812] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(276) : Game disconnected.
00000712 241.87788391 [4116] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.
00000713 245.00759888 [4784] Set WorkingSet succeeeded
00000714 247.71218872 [4784] Check IsFrameworkReady Start
00000715 247.71221924 [4784] Everything is allright, Framework should be ready
00000716 247.71224976 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000717 247.79197693 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000718 247.86968994 [1452] Game removed: AppID 48110 "Silent Hunter 5: Battle of the Atlantic", ProcID 5112
00000719 250.00843811 [4784] Set WorkingSet succeeeded
00000720 255.00827026 [4784] Set WorkingSet succeeeded
00000721 257.79208374 [4784] Check IsFrameworkReady Start
00000722 257.79208374 [4784] Everything is allright, Framework should be ready
00000723 257.79211426 [4784] CTSFrameworkManager::IsServiceExpired:: FrameworkInstance is ready
00000724 257.89712524 [4784] CTSFrameworkManager::IsServiceExpired:: About to return
00000725 260.40441895 [4784] Set WorkingSet succeeeded
00000726 265.47473145 [4784] Set WorkingSet succeeeded

Last one is crash after sinking ship with the Page captain log.py from mod installed.

here is my mod list *in order*

Magnum_Opus_v0_0_1 +Patch2
nVidia missing lights *Patch2*
Original map colors *Patch2*
Shadow Improvement Mod *Patch2*
NewUIs_TDC_6_4_0_ByTheDarkWraith
Manos Scopes-patch for 16x9 *NewUIs*
FX_Update_0_0_15_ByTheDarkWraith
FX_Update_0_0_15_UHS_Fix
FX_Update_0_0_15_BARF_1_3_Full_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5

TheDarkWraith
04-02-11, 11:25 PM
Did you try my sh5.exe patching program or try to patch your SH5.exe file? Is your sh5.exe a disc version or a download version (NOT steam!)? If it's not a disc version or downloaded version (from Ubisoft) I would not apply my sh5.exe patches to it. I think this is why you're getting your CTDs.

It is not any of my mods causing the problem from viewing the DbgView output.

Scrapy
04-02-11, 11:56 PM
not seen any exe patcher...

anyway, yeah my version is steam... at first i thought that might of been the problem, so i went and.... got a *non-steam* copy to test if it had same crashing issue, it is 1.2 and fully working etc, and it crashed just the same... although since i did pay for the game id rather use steam if i can haha

anyway.. if i have to, i guess i could copy over the exe... will kinda stuff up my achievements though :damn: *guess it doesn't really matter*

*EDIT*
well actually it does matter now that i have thought about it, wouldn't be able to play online... blah!

*EDIT AGAIN
really sorry if i shouldn't be talking about this stuff guys..
but did some checking, and found there is no protection or need for the disc at all to play the game, as long as you have a valid key registered on your ubi account.

so i uninstalled steam, and then installed sh5 off of the disc, ran the updater and got it to 1.2, started the game and it logged into my ubi account right away.. game is working fine.

so you can now forget about my previous comments, i am no longer running the steam version.


guess i can try this exe patch now..... will see if i can find it somewhere

stoianm
04-03-11, 01:59 AM
not seen any exe patcher...

anyway, yeah my version is steam... at first i thought that might of been the problem, so i went and.... got a *non-steam* copy to test if it had same crashing issue, it is 1.2 and fully working etc, and it crashed just the same... although since i did pay for the game id rather use steam if i can haha

anyway.. if i have to, i guess i could copy over the exe... will kinda stuff up my achievements though :damn: *guess it doesn't really matter*

*EDIT*
well actually it does matter now that i have thought about it, wouldn't be able to play online... blah!

*EDIT AGAIN
really sorry if i shouldn't be talking about this stuff guys..
but did some checking, and found there is no protection or need for the disc at all to play the game, as long as you have a valid key registered on your ubi account.

so i uninstalled steam, and then installed sh5 off of the disc, ran the updater and got it to 1.2, started the game and it logged into my ubi account right away.. game is working fine.

so you can now forget about my previous comments, i am no longer running the steam version.


guess i can try this exe patch now..... will see if i can find it somewhere

http://www.subsim.com/radioroom/showthread.php?t=181433&page=12

Scrapy
04-03-11, 02:43 AM
http://www.subsim.com/radioroom/showthread.php?t=181433&page=12

thank you very much stoianm :salute:

i used the patcher and enabled every single function i could, i must say being able to pick new colors is really sweet.

ok, currently i am super tired so didn't get to try it out much, but this is what i have noticed so far.

FAR less radio messages going on, not sure if this was intended in the patch or not.. maybe i am just lucky, but only important ones have shown up for me so far, no more friendly ships sighting me as if i was an enemy, and time compression is not getting interrupted like it used too.

only sunk a couple ships this run, however i did not notice any lag when the ships exploded. overall seems to be running smoother, even mouse movements.. although its still too early to know for sure.

*EDIT*

crashes are back.. and i was just lucky before with radio messages, got flooded with some before when i went through a friendly convoy.

Sammi79
04-03-11, 05:16 AM
Hi all, I have finally got a stable internet connection and would like to get back into SH5 also trying out magnum opus for the first time. So far it seems good but I have a few queries.

1. Where is the SOAN? is there a key to make it appear? Playing at 1600x900 and can't find it anywhere (I'm sure it used to have a tab on the left that you could just pull onto the screen)

2. Get a lot of radio messages from friendly ships sighting me, can I disable these somehow?

3. I installed the german language pack after magnum opus hoping to be rid of the english speech but as it is still getting 'weather report on its way' and a few others popping up. Bearable but I would like to solve this.

Otherwise fantastic work, Thanks very much to all involved. really does shorten my mods list. Can't wait for the update!!!

my current mods list :-

Generic Mod Enabler - v2.6.0.157
[D:\Games\Ubisoft\Silent Hunter 5\Mods]

Grossdeutscher Rundfunk
DBSM_Music_1_0_4
Magnum_Opus_v0_0_1 (+patch 2)
German U-Boat Crew Language Pack
sobers base wave mechanics V15 SH5
sobers base sky mechanics V1
sobers & stoianm base fog mechanics V16 SH5
sobers 3D deck spray mod V7
sobers real trees
sobers realistic hydrophone operator SH5
sobers see thru wake fix
sobers smaller water drops
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_4_0_ERM_Reaper7_NightVision
NewUIs_TDC_6_4_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_4_0_New_radio_messages_German
ers_5_8_ratio
Emtgufs Aspect ratio patch 16_9
IO_StrategicMap_4_1_for_TDWv640&MO
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_4_0_Real_Navigation

Regards, Sam.

stoianm
04-03-11, 06:09 AM
Hi all, I have finally got a stable internet connection and would like to get back into SH5 also trying out magnum opus for the first time. So far it seems good but I have a few queries.

1. Where is the SOAN? is there a key to make it appear? Playing at 1600x900 and can't find it anywhere (I'm sure it used to have a tab on the left that you could just pull onto the screen)
In the right side of screen is a button were is writted togle chart visibility... push this one and the SOAN will be on the left side

2. Get a lot of radio messages from friendly ships sighting me, can I disable these somehow?
Yes... you have a button on the radio message pad

3. I installed the german language pack after magnum opus hoping to be rid of the english speech but as it is still getting 'weather report on its way' and a few others popping up. Bearable but I would like to solve this.
i think you must install Speech fixes and additions (german version)
Also i recommand you to try the stormfly sound mod colletion mod


Otherwise fantastic work, Thanks very much to all involved. really does shorten my mods list. Can't wait for the update!!!

my current mods list :-

Generic Mod Enabler - v2.6.0.157
[D:\Games\Ubisoft\Silent Hunter 5\Mods]

Grossdeutscher Rundfunk
DBSM_Music_1_0_4
Magnum_Opus_v0_0_1 (+patch 2)
German U-Boat Crew Language Pack
sobers base wave mechanics V15 SH5
sobers base sky mechanics V1
sobers & stoianm base fog mechanics V16 SH5
sobers 3D deck spray mod V7
sobers real trees
sobers realistic hydrophone operator SH5
sobers see thru wake fix
sobers smaller water drops
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_4_0_ERM_Reaper7_NightVision
NewUIs_TDC_6_4_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_4_0_New_radio_messages_German
ers_5_8_ratio
Emtgufs Aspect ratio patch 16_9
IO_StrategicMap_4_1_for_TDWv640&MO
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_4_0_Real_Navigation

Regards, Sam.
read in yellow pls... if you have time you can watch:
20) How to use the MO or the TDW interface in SH5 ==> Link (http://www.subsim.com/radioroom/showpost.php?p=1631622&postcount=36)

regards

Sammi79
04-03-11, 08:14 AM
Hi Stoianm, thankyou for the reply, question 2 is solved!

The SOAN is still not visible, wether or not the charts visibility is enabled. I only get the 2 conversion tables and the flag descriptions.

are the German fixes and additions, where are these?

Your tutorials look very helpful but a bit long for me when I only want advice on a specific few things. I will check out Stormflys sounds though here at the download section I assume?

stoianm
04-03-11, 08:31 AM
Hi Stoianm, thankyou for the reply, question 2 is solved!

The SOAN is still not visible, wether or not the charts visibility is enabled. I only get the 2 conversion tables and the flag descriptions.

are the German fixes and additions, where are these?

Your tutorials look very helpful but a bit long for me when I only want advice on a specific few things. I will check out Stormflys sounds though here at the download section I assume?
the SOAN it is hiden in the left side of the screen in the middle... a little button...

http://i1124.photobucket.com/albums/l568/stoianm/soan.jpg

http://i1124.photobucket.com/albums/l568/stoianm/soan2.jpg


if you install stormys sound you do not need german fixes and add... just read careful the first post from there

if you have more quest about the MO interface... all your answers are in that tutorial

TheDarkWraith
04-03-11, 08:39 AM
The SOAN is still not visible, wether or not the charts visibility is enabled. I only get the 2 conversion tables and the flag descriptions.

You need to delete the \Silent Hunter 5\Pagelayout_Draggables.TDW file to reset it's draggable position

Sammi79
04-03-11, 09:04 AM
Cheers! :D You guys rock.

All problems solved now!

Thanks again.

Sam.

nembo
04-03-11, 01:59 PM
Hallo,
have installed MO has suggested and everything is running bat not the attack disk. In fact in manual mode, clickin on the center and changing colour, is only the internal disk turning and nothing else. Even the time side doesn't work. Is there a button or something else that I have to do?
Many thanks in advence.
Nembo.

sirbum69
04-03-11, 07:42 PM
so im posting this here because i think it has to do with this mod...This is just one of the numorous problems i seem to be having latly...

Im going to disable to mod and see if it gets any better

http://i803.photobucket.com/albums/yy314/sirbum69/UIproblem.jpg

So im hopeing someone can tell me what the heck is causing this....This was entering the game where im in port....only thing i did was enter port, choose a new mission, left port headed out to see and when i got to the end of the bay area it CTD for what ever reason...I clicked on the map symbol while i was on bridge when it CTD...

then i went back into the game and picked the auto-save that it created when it ctd and this is what i get now...I have had the white colored problem before on my obs scope...thats all i see is a while blob