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Shockwave74
11-30-10, 09:04 AM
While I am waiting for the game to be Downloaded (Gamersgate) I wanted to ask if there are any patches available AND if there's an omnicomprehensive mod you guys recommend.

So... figure out you are at 1.0 what would you install for your brand new SH5 and in what order?
Thanks!

Trevally.
11-30-10, 09:37 AM
Latest patch is v1.2 It should auto-install when you first start.
If it doesnt goto C:\Ubisoft\Silent Hunter 5\Support\GameUpdater and run the app

For mods I use:-

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Enhanced FunelSmoke_by HanSolo78
Lite Campaign LC 1.2
sobers base wave mechanics for SH5 V5
sobers realistic hydrophone operator SH5
Speech fixes and additions (english version)+church keys
MightyFine Crew Mod 1.2.1 Alt w beards
No Logo Intro Menu_Animation v. 01.00 by AvM
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Critical hits 1.1 Torpedos
SubFlags_0_0_5_byTheDarkWraith
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
reaper7's Sky Mod
Environment 4.6 MOD Can cause CTD with some.
SteelViking's Interior Mod V1.2
Elite German Black & Copper Torpedo
Floor Blue
Cerberus62 Additional Merchant Ships 0.9
SD_MapCourseLine_tiny_arrows_ocred
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
Venatore SFX (packaged from his mod bunker)
NewUIs_TDC_5_2_0_ByTheDarkWraith
NewUIs_TDC_5_2_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_2_0_No_Color_Dashed_Contact_Line
NewUIs_TDC_5_2_0_No_Contact_Tails
NewUIs_TDC_5_2_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
MRP 1.3+OPCF light
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
For Trevally_Automation_and_Tutorial_update
Trevally Harbour & Kiel Canal Pilot v2.4
Trevally Automated Scripts v0.2
Trevally Tutorials v0.3
Trevally Tutorials v0.4
SUB_hyd_fix_SH5
IRAI_0_0_27_ByTheDarkWraith

Green are important and enhance or fix the game the most.

Shockwave74
11-30-10, 12:06 PM
Unbelievable list... you're telling me to install the mod enabler and then that YOU are using something like 30 mods?

I never thought there would NOT be a single mod pack... possible?

Meanwhile, I am still 1 hour to go for the DL to be complete... plenty of time to go looking around and start the downloads.... but that sucks... 30 mods...

Trevally.
11-30-10, 12:23 PM
I am using 30 mods.

What im saying is that those green ones are the ones you should check out.


Green are important and enhance or fix the game the most.

Shockwave74
11-30-10, 12:26 PM
Updating my jsg 1.0.5 to the latest version, I suppose I'll download the green ones you pointed out in the meanwhile the game finishes the dl and as I proceed to installation so, at least, I'll be ready.

Shockwave74
11-30-10, 01:55 PM
Takes me a lifetime just to go and find them... from your list there's no direct DL link and it's astonishing that nobody thought about compiling at least the "green ones" into a single mod or... at least... a single DL package.

I did get some though... but I still hope there's going to be a megamod with an installer...

Trevally.
11-30-10, 02:41 PM
http://www.subsim.com/radioroom/showthread.php?t=176123

This is what your looking for.:up:

But wait. Its not finished yet.

Shockwave74
12-01-10, 02:47 AM
Noted...

in the meanwhile I am trying to play the V1.2 vanilla game... I say i am trying because I can't basically play.

My laptop turns off, most likely due to overheating, in about 5 minutes. I have opened some of the panels to remove dust with the vacuum cleaner and with a brush but nothing really helped... it keeps switching off.

I am wondering if there's something else I can do and I am quite desperate because this is the only game I have such problem with. I probably should tamper with the bios settings, something to increase the temperature safety switch-off threshold but I am not sure of where or what to do.

Maybe there's something I can do about the Video card settings (Nvidia Gforce 8800 GTS). Anyone else reported this problem with SH5? Is there a solution you or anyone else knows of?

Trevally.
12-01-10, 04:12 AM
Not sure if I can help you here but there have been a few posts on improving performance.

There is an app you can google called "game booster". It will shutdown stuff on your pc not required to run the game, freeing resources.

Another is "d3d_antilag101". This is good for lag. See this post http://www.subsim.com/radioroom/showthread.php?t=173605&highlight=d3d+antilag

Shockwave74
12-01-10, 04:40 AM
I am using Enditall2 and it works great, I suppose it's the same kind of app you have suggested. However the problem with overheating has nothing to do with this...

I did turn down all graph settings AND reduced the pixel setting, On 1280x800 (IIRC) it does go HOT but it works, so I was able to play and that's perfect. I am thinking at the 3GB switch. I have 3GB ram, do you recommend to turn this setting on in Vista32?

Ah, by the way... I am an SH3 player, the new TDC is somehow ... strange. When I lock onto a tgt the periscope doesn't really lock, it keeps moving... I think I need to print down the keys so I know the shortcuts. Can't wait to install all mods because it does feel arcadish (I'm still playing at full realism of course). But hey this is the stock 1.2.

Anyway, thanks for your help, you're a jewel, much appreciated!

Trevally.
12-01-10, 04:55 AM
Thanks,

The first mod you should install is TDW UI.

It has the missing commands that stock 1.2 should of had. This includes a "follow target command"

Zedi
12-01-10, 07:15 AM
If you play realistic, then you dont need any UI mod, stock UI is just fine. All you need is IRAI, the mod that can be considered as patch 1.3 and it should be delivered with the game.

Shockwave74
12-01-10, 08:30 AM
I m unwilling to install any singular mod at this time, I'd like to see the stock game first.

One thing is sure, I need to declutter the scope because with the target recognition and the lock/switch text on top of it it's very hard to perform the distance measurements.

Speaking of which... the stadia works very different from how it used to work in SH3. Any quick tip?

How do I find the correct range, what to do with that mirrored image? Should the mirrored image match the size of the real image? Should I superimpose the mirrored image to the real image? Should I just work on the bottom and top lines? (bottom at waterline and top on top of the highest spot in the mast)? A bit confused... it's very different from SH3.

Another thing I noticed is that it looks like the manual TDC is actually the Officer's TDC. You can shoot VISUAL when tdc is off but you can't manually fill in the data (at least not in the scope station). If you do fill the data then the Officer is on so, presumably the data you enter is the one that automatically goes to the TDC.

However... I noticed an odd behavior of the AOB which varies when I change the scope heading (because I can't lock the scope on the target but only lock the target to the targeting officer) So, essentially, when I move the scope (and I need to bc of cluttering img and information) the AOB also moves. Shouldn't the AOB remain constant? It is supposed to be the angle between my sub and the target and have nothing to do with my scope heading.

final question: Is there a way to remove the target recognition charts after I select the tgt type? I currently only found a way by breaking the lock, i.e. disengaging the tdc officer and reengaging it. I suppose most of these issues have been fixed by the mods you mentioned but as I said, I'd first like to tackle the stock game.

As usual, thanks for the help :)

Trevally.
12-01-10, 08:58 AM
Speaking of which... the stadia works very different from how it used to work in SH3. Any quick tip?

How do I find the correct range, what to do with that mirrored image? Should the mirrored image match the size of the real image? Should I superimpose the mirrored image to the real image? Should I just work on the bottom and top lines? (bottom at waterline and top on top of the highest spot in the mast)? A bit confused... it's very different from SH3.

You need to click when you bring the bottom of the mirror image to the very top of the real one.

Im not sure, but I think the stadi does not work correctly on stock.
Magnum can answer this as he does not use any UIs



Another thing I noticed is that it looks like the manual TDC is actually the Officer's TDC. You can shoot VISUAL when tdc is off but you can't manually fill in the data (at least not in the scope station). If you do fill the data then the Officer is on so, presumably the data you enter is the one that automatically goes to the TDC.


Click on the AOB, speed text within that officer (XO) box and you can enter manually. So yes I think that is the only way.


However... I noticed an odd behavior of the AOB which varies when I change the scope heading (because I can't lock the scope on the target but only lock the target to the targeting officer) So, essentially, when I move the scope (and I need to bc of cluttering img and information) the AOB also moves. Shouldn't the AOB remain constant? It is supposed to be the angle between my sub and the target and have nothing to do with my scope heading.


The AOB moves as this will be the AOB when the ship reaches where your scope is pointing.


final question: Is there a way to remove the target recognition charts after I select the tgt type? I currently only found a way by breaking the lock, i.e. disengaging the tdc officer and reengaging it. I suppose most of these issues have been fixed by the mods you mentioned but as I said, I'd first like to tackle the stock game.


Click on the named target again (within the XO box) and the recognition chart will minimise.

TheDarkWraith
12-01-10, 09:07 AM
Speaking of which... the stadia works very different from how it used to work in SH3. Any quick tip?

yes there is. The stock stadimeter is bugged and will always stay at 20m for the mast height irregardless of the ship you select. This will cause your range readings to be incorrect unless the target's mast height just so happens to be around 20m. You can either play with this bug and use Magnum's ERM with the 'green lines' to tell you where to put the stadimeter to get correct range readings or you can install a UI mod that takes of it for you (mine is totally automatic, Reaper7's is a two part deal).

Shockwave74
12-01-10, 09:27 AM
Amazed about such a macro bug getting through release AND 1.2 patch... so essentially it is true, better install as many mods as possible.

I'll be waiting for the megamod compilation eagerly. :D

Shockwave74
12-01-10, 02:49 PM
I got to the first mission as captain and I must say I feel better at playing 1024x768 with medium details. The fan is roaring loudly but the laptop still holds so it's good. :)

Meanwhile, I saved just before a contact. I have a few questions...

... the radio contact report works on longitude and latitude but doesn't tell the quadrant... still, without the time/kts ruler it's impossible to actually intercept a closing contact from far far away as I used to do in SH3. I hope there's a mod for that (i.e. that contact is there now but in 5 hours it will be there and I can plot a 90deg intercept course). I also, could not find the search pattern from the navigator (or any other map tools).

The most important problem however, is accuracy. I saved the game at about 1000m from this C2 (eheheh old SH3 style, sorry!) and I am on 90 deg course. I fired all 4 front tubes and I didn't hit once so I gunned it down with the deck gun. There's DEFINITELY something wrong here and I suspect it's the stadiametric.

I used to put the lower line on the waterline and the top line exactly on the top of the flag by the mast but here, with this mirrored image it's all very very confusing. Forget about the bug you mentioned what is the correct procedure to find the target range?
I really don't understand your previous explanations and I can't do the trial and error because in realistic there's no external camera so I have no idea of how far I miss... :damn:

Trevally.
12-01-10, 03:07 PM
Here is the thread for the green lines for range:-

http://www.subsim.com/radioroom/showthread.php?t=172187

Use this as you discribed yourself but bring waterline of top ship down to where the green line is on the ERM.

Shockwave74
12-02-10, 01:07 AM
I did install the mod you pointed out with jsgme but so far I was unable to find a single ship. Looks like the Hydrophone needs some help. Also, I can't figure out the location of a radio report on the map. Long/Lat and ' do not seem to correspond to a quadrant so I have no idea of where the reported contact is on the map.

On the other hand, I happened to get a contact on a quadrant close to mine but without the rulers marking down the spd/dst I can't project a line of movement from the contact and a corresponding line of interception from my sub because I have no idea how far that contact will move according to its reported speed. What I know is how long it will take me (waypoint maptool pops up my ETA).

So, yes... need mods but I tried to install the hydrophone fix and it seems some data are in common with the stadia mod. Meanwhile I have downloaded several of your "green" mods but so far because of this problem I only enabled the stadia mod. Unfortunately... as I said, I didn't see it because I didn't meet any ship in almost a week of patrol... :arrgh!:

Trevally.
12-02-10, 04:51 AM
It has beens so long since I used stock 1.2 I have forgotten what it is like.

If you are looking for a "nomograph", I think there are two mods that add this. "TDW UI" and I think "IO_StrategicMap (http://www.subsim.com/radioroom/showthread.php?t=174841)".

If you are looking to test the Stadimeter, there is a mission you can download from the SH5 map (SP) download section. This map has 4 ships at all stop in front of you for range finding practice.

Not sure why you are having conflicts with sobers hydro fix. It works well for me, but I am not using Magnums ERM.

Shockwave74
12-02-10, 05:28 AM
Yes Trev that's exactly what I was looking for. I took the stock 1.2 version.

However my problem remains... I currently have one mod enabled: ERM Blackskin (the stadia fix for stock 1.2).

Any other mod I try to install, including these map tools go to conflict with data files in folder where the ERM Blackskin is installed.

How did you guys solve these conflicts? It appears that one mod tries to overwrite another one. What am I supposed to do to install the other mods of the green list? They ALL go to work in the same folder so as I am now without info on this issue, I can only use ONE mod safely. Help plsssss :wah:

Trevally.
12-02-10, 06:13 AM
When JSGME looks for conflicts, it can be just folders (not always actual files and can still be compatable(sometimes:D)).

You need to compare what file changes are with each mod.

I will have a look at Sobers hydro and the ERM to see what is overwritten.

Give me a min.

Trevally.
12-02-10, 06:29 AM
Ok I've had a look and Sobers relistic hydro will be ok. No conflicts.

The ERM and IO strategic map, share a file "C:\Ubisost\SH5\data\Menu\StyleSheets-German.shss" This is a conflict and you should ask the modders if they will work together.

You could just try them (allow JSGME to do its stuff). If you did, I would install the map first then the ERM.

Shockwave74
12-02-10, 08:24 AM
Well I did as instructed, map first then the other two next but no good. I tried a historical mission and the map is the same but for a moment I caught a glimpse of a different map (the one of the mod) just a brief instant when it was then superceded by the default map.

The other mods aren't working either... I don't know what I am supposed to find with the hydrophone mod, it looked the same, however in the historical mission the stock stadia was still in place, in fact... the speed reading giving 148kts meant tdc off, all torpedoes missed...

I am wondering if my folders are set correctly because it might be that no mod is working because of improper placement.

jsgme is installed here: C:\Ubisoft\Silent Hunter 5\Mods

and the mods are right here: C:\Ubisoft\Silent Hunter 5\Mods\MODS (down below jsgme).

The mods are found and enabled still... no good and you know this is why I'd rather have one megamod with simple installer than having to tamper with all of this. Still... I disabled everything and am going to try later on with the map only. That tool to plot the arrival point in space of a target when you are given its speed and course is a MUST as well as the fixed stadia.

If you can confirm the folders are correct, that's a big help. :hmmm:

Trevally.
12-02-10, 08:30 AM
yes, controlling mods can be a pain:damn:

You have one mods folder too many.

JSGME should be in C:\Ubisoft\Silent Hunter 5

So when you place mods in the folder they go C:\Ubisoft\Silent Hunter 5\Mods

Also i think that the black ERM is an update (skin)for the ERM. You should add both to your mods folder, then enable ERM first then ERM black.


Stick with it, you will get there:up:

Shockwave74
12-02-10, 09:11 AM
I am getting there, I just sunk one destroyer... :yeah:

ERM and Map work but I suppose it's not over yet lol

It's really a problem with the scope not following the tracked target. You really need to keep moving and the stadia ranging is much harder because the ship moves and the scope is not following it (so when you manually go there again AOB is never correct).
I suppose there's another mod to fix that or there's a keybind in the stock game I missed? I don't think so.

Since we're there... I'd really appreciate if you gave me the ORDER of installation from the list you gave me at your very first answer.

Since I am there, it's useless to procrastinate, I understand now I'll have to get them all but then without an order of installation it's all going to be pretty useless.

Trevally.
12-02-10, 09:31 AM
You are just going through what we all went through when this game came out.

Install order:-

sobers realistic hydrophone operator SH5 (fixes hydro - more contacts)
MightyFine Crew Mod 1.2.1 Alt w beards (http://www.subsim.com/radioroom/showthread.php?t=163591) (Fixes crew and adds better dress)
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120 (fixes a bug with torp speed)
Environment 4.7 MOD (makes you spent more time viewing from the bridge - very pretty :DL. Can cause CTD with some(reported fixed))
SteelViking's Interior Mod V1.2 (overhaul interior - very pretty)
FX_Update_0_0_9_ByTheDarkWraith(very pretty)
FX_Update_0_0_9_BARF_1_3_Full_Fix (adds BARF - ship sink as they should)
U-boat Historical Specifications 1.4(as it says)
FX_Update_0_0_9_UHS_Fix(fixes the overwrite from the above)
Venatore SFX (packaged from his mod bunker- all new better sounds)
NewUIs_TDC_5_3_0_ByTheDarkWraith( to much to mention)
SUB_hyd_fix_SH5(fixes a CTD if you hear a sub in hydro)http://www.filefront.com/17277653/SUB_hyd_fix_SH5.7z (http://www.filefront.com/17277653/SUB_hyd_fix_SH5.7z)
IRAI_0_0_27_ByTheDarkWraith(this one fixes the AI)


JSGME will warn about these, its ok to overwrite.

col_Kurtz
12-02-10, 09:31 AM
I am getting there, I just sunk one destroyer... :yeah:

ERM and Map work but I suppose it's not over yet lol

It's really a problem with the scope not following the tracked target. You really need to keep moving and the stadia ranging is much harder because the ship moves and the scope is not following it (so when you manually go there again AOB is never correct).
I suppose there's another mod to fix that or there's a keybind in the stock game I missed? I don't think so.

Since we're there... I'd really appreciate if you gave me the ORDER of installation from the list you gave me at your very first answer.

Since I am there, it's useless to procrastinate, I understand now I'll have to get them all but then without an order of installation it's all going to be pretty useless.
The NewUibyTheDarkWraith include this command: Follow the target. You can shot the space bar on keyboard or manually set the Lock. Then you can set next... Follow the target :) But... you need his great mod:)
http://www.subsim.com/radioroom/showpost.php?p=1396851&postcount=2299
Orders of mods by TheDarkWraith (My Favourite - bookmarked so here you are...)
http://www.subsim.com/radioroom/showpost.php?p=1539363&postcount=5056
And the other one...http://www.subsim.com/radioroom/showpost.php?p=1489081&postcount=131
I hope it`s help a bit:)
col. Kurtz:salute:

Trevally, your mod with pilot is fantastic. Thank you very much, very usefull:)
Last patrol I used the warship pilot... she crashed with other one ship and stuck... but... my U went go and pass the canal without pilot and any problems;)

Trevally.
12-02-10, 09:45 AM
Trevally, your mod with pilot is fantastic. Thank you very much, very usefull:)
Last patrol I used the warship pilot... she crashed with other one ship and stuck... but... my U went go and pass the canal without pilot and any problems;)

Thanks, glad you like it:up:

Zedi
12-02-10, 09:48 AM
...

It's really a problem with the scope not following the tracked target. You really need to keep moving and the stadia ranging is much harder because the ship moves and the scope is not following it (so when you manually go there again AOB is never correct).

...

The scope is an object handled by humans, not by a script or the crew. Same goes for the stadimeter, you are the captain who take the readings, not a machine/script. Is the beauty in playing on high realism, not just lock on target, loss &lol. There is a lot of human error involved in building up a fire solution and is based a lot on experience. At the beginning you will fail a lot, but later on you will have better and better result. Is also how the SH5 campaign is built, easy missions on easy targets that evolve later into harder and harder missions. If you cannot handle the pressure, step down and let somebody else to be the captain, for a example.. the computer :P

Also, for high realism play, is recommended to play with voice command. Read about here (http://174.123.69.202/~subsimc/radioroom/showthread.php?t=156171) and download the mod from here (http://174.123.69.202/~subsimc/radioroom/showthread.php?t=164926). There is a speech mod for XP (http://www.subsim.com/radioroom/showthread.php?t=165956) machines, but never tested it. These can help you to be and feel like a real captain. Take the readings by yourself and give out the orders by voice. Hide the UI so you can heave a nice and clear screen, feel the power of the simulation and enjoy at full the success.. it's your own success, not made by the machine/script.

Shockwave74
12-02-10, 10:38 AM
I agree with you Magnum. I am working on Trev's list right now but I will make sure to play with the voice recognition program (I have an Italian Vista Home Premium so I don't know whether it will work or not but back in time, I used to play with voice recognition on SH3 so I know the feeling and I want it). I also agree on the fact that manually done ... things are more realistic... but here I've got a laptop and a wireless mouse it's quite a pain... I think the voice help will be unvaluable IF I can make it work! ehehhehe


@ Trev: I am still working on your list, I have some mods I can't find:

FX_Update_0_0_9_BARF_1_3_Full_Fix (points to Crew commands thread)
FX_Update_0_0_9_UHS_Fix (points to Crew commands thread)
Venatore SFX (U Boat R&R is this the right modfile?)
NewUIs_TDC_5_3_0_ByTheDarkWraith (Not found)
IRAI_0_0_27_ByTheDarkWraith (Not found)

I know I'm being a pain... but I need the files could you please post the links to the files I need? Since the mod installation has to be done in order, I'll be waiting for your answer.

TheDarkWraith
12-02-10, 10:40 AM
I agree with you Magnum. I am working on Trev's list right now but I will make sure to play with the voice recognition program (I have an Italian Vista Home Premium so I don't know whether it will work or not but back in time, I used to play with voice recognition on SH3 so I know the feeling and I want it). I also agree on the fact that manually done ... things are more realistic... but here I've got a laptop and a wireless mouse it's quite a pain... I think the voice help will be unvaluable IF I can make it work! ehehhehe


@ Trev: I am still working on your list, I have some mods I can't find:

FX_Update_0_0_9_BARF_1_3_Full_Fix (points to Crew commands thread)
FX_Update_0_0_9_UHS_Fix (points to Crew commands thread)
Venatore SFX (U Boat R&R is this the right modfile?)
NewUIs_TDC_5_3_0_ByTheDarkWraith (Not found)
IRAI_0_0_27_ByTheDarkWraith (Not found)

I know I'm being a pain... but I need the files could you please post the links to the files I need? Since the mod installation has to be done in order, I'll be waiting for your answer.

IRAI v27 you're not going to find. The current version is v29. See the SH5 mods forum to find the mods in question.

Shockwave74
12-02-10, 10:49 AM
Ah... not the SH5 Downloads section? That's why...

Maybe the version names are incorrect ... still the mod homepage lists the categories I browsed and didn't find them. I found Webster's mods' collection but I couldn't find the threads with the missing mods, however I did find the new IRAI version. It looks like its creator is quite a guru in modding. :) :) :)

Zedi
12-02-10, 11:07 AM
Here is the link to IRAI (http://www.subsim.com/radioroom//showthread.php?t=171973), is where you need to look for the lastet version.
Direct link to v0.29 here (http://www.filefront.com/17447024/IRAI-0-0-29-TheDarkWraith.7z/).

Shockwave74
12-02-10, 11:22 AM
I alrdy found it... it looks like it's the only one I could find.

Still... it's quite strange these mods aren't listed in the mod megathread. Maybe the names changed... maybe the version names did, maybe the thread URL changed... I don't know I just can't seem to find them

FX_Update_0_0_9_BARF_1_3_Full_Fix (points to Crew commands thread)
FX_Update_0_0_9_UHS_Fix (points to Crew commands thread)
Venatore SFX (U Boat R&R is this the right modfile?)
NewUIs_TDC_5_3_0_ByTheDarkWraith (Not found)

Venatore's mod file is the Uboat R&R? Bc if so I have it, just not sure. The 2 FX_Update and the NewUIs files I can't find anywhere. :06:

TheDarkWraith
12-02-10, 11:30 AM
I alrdy found it... it looks like it's the only one I could find.

Still... it's quite strange these mods aren't listed in the mod megathread. Maybe the names changed... maybe the version names did, maybe the thread URL changed... I don't know I just can't seem to find them

FX_Update_0_0_9_BARF_1_3_Full_Fix (points to Crew commands thread)
FX_Update_0_0_9_UHS_Fix (points to Crew commands thread)
Venatore SFX (U Boat R&R is this the right modfile?)
NewUIs_TDC_5_3_0_ByTheDarkWraith (Not found)

Venatore's mod file is the Uboat R&R? Bc if so I have it, just not sure. The 2 FX_Update and the NewUIs files I can't find anywhere. :06:

http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1

http://www.subsim.com/radioroom/showpost.php?p=1485167&postcount=1

http://www.subsim.com/radioroom/showpost.php?p=1463135&postcount=1

Trevally.
12-02-10, 12:29 PM
Hi Shockwave, I see you have found everything. You wont recognise the game after all of those.

Sorry I disappeared there, I had to give the wife a lift to the airport.

I see I need to update as well. to IRAI 0.29

Shockwave74
12-02-10, 12:36 PM
Thx DarkWraight.
Since I am a Blood Bowl Player with the Undead race, I will rename my Wight with your name. Sorry, only ghouls, zombies, mummies and skeletons... the Wight will have to do. :woot:

It looks like that the Uboat R&R zip file is the Venatore SX mod so I had it.
I got the UI now and I already had your other file. I'm going to enable everything now.

Let's XXXX the fingers! :salute:

Shockwave74
12-02-10, 02:01 PM
Uhm not quite what I had expected... the watch doesn't work, I mean the hide button does not hide it and you can't really use it as watch because it's basically just a chronometer. Bad... how to see the time?

Then there's the lack of tools to plot the course of radioed targets... the one present in the new modded map which I did not enable because you guys didn't tell me to.

But I did love all the rest. The interiors, the lights outside (much darker than stock) and the explosions were awesome. Can't wait for the megamod to be released... too much stuff to be added in so many mods... one after the other and there's no definite procedure to follow other than trial and error... :o

TheDarkWraith
12-02-10, 02:14 PM
Uhm not quite what I had expected... the watch doesn't work, I mean the hide button does not hide it and you can't really use it as watch because it's basically just a chronometer. Bad... how to see the time?

Then there's the lack of tools to plot the course of radioed targets... the one present in the new modded map which I did not enable because you guys didn't tell me to.

But I did love all the rest. The interiors, the lights outside (much darker than stock) and the explosions were awesome. Can't wait for the megamod to be released... too much stuff to be added in so many mods... one after the other and there's no definite procedure to follow other than trial and error... :o

time is in the top right bar as a digital readout

There are plenty of tools to plot the course of targets...look in your map tools bar on the far left of the screen (ensure the TAI isn't minimized)

On the navmap there are draggable compasses that you can use to assist in plotting (located far right of screen)

What else do you want? :hmmm:

Shockwave74
12-02-10, 02:30 PM
It's not really tools but sheets, extra charts you look at and I used them in SH3. One of these charts allows you to know how far a tgt will go if you know its speed.

It is particularly useful on radio contacts as you can imagine.

You can draw a line from the tgt and on along its course and thanks to this chart you will be able to compute where the tgt will be in the following hours (Xkts = YKm/h but there were 3 charts not just this one IIRC). Of course you intercept the tgt on its course and with fair advance you can even get there on 90 degree, perfect for attack and at the chosen time of day/night.

I'm sure you know of these charts and this one in particular, it's just that I don't remember the names. :-?

Trevally.
12-02-10, 02:47 PM
http://img690.imageshack.us/img690/9564/getto90.png

1. Points to Speed/Time/Distance charts.
2. and this.

When you click on the charts, they appear far top left. you must drag the out.

Shockwave74
12-02-10, 02:52 PM
Bullseye, Trev. :yeah:

I am a bit confused about my mod loadout right now... I am supposed to have your watch and those charts (and even the longer sidebar and horizontal top bar) ... these damn mods...

Perhaps one of those submods in the NewUIs_TDC_5_3_0_TheDarkWraith mod?

I'm sure I enabled only those green ones you pointed out and in your order, Trev.... but in the NewUIs and IRAI there were extra submods and I enabled those as well. What to do now? :06:

Trevally.
12-02-10, 03:00 PM
open you JSGME and click task, choose copy to clipboard and paste here.

We can have a look.

Shockwave74
12-02-10, 03:08 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\Mods]

sobers realistic hydrophone operator SH5
MightyFine Crew Mod 1.2.1 Alt w beards
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Environment 4.7 MOD
SteelViking's Interior Mod V1.2
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
U-Boat R & R
NewUIs_TDC_5_3_0_ByTheDarkWraith
NewUIs_TDC_5_3_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_3_0_alt_officer_wounded_by_naights
NewUIs_TDC_5_3_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_5_3_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_5_3_0_emtguf_rework_scopes
NewUIs_TDC_5_3_0_ERM_Reaper7_NightVision
NewUIs_TDC_5_3_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_5_3_0_jimimadrids_map_tools
NewUIs_TDC_5_3_0_No_Aircraft_Spotting_At_Depth
NewUIs_TDC_5_3_0_No_Color_Dashed_Contact_Line
NewUIs_TDC_5_3_0_No_Contact_Colors
NewUIs_TDC_5_3_0_No_Contact_Tails
NewUIs_TDC_5_3_0_No_Hydrophone_On_Surface
NewUIs_TDC_5_3_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
NewUIs_TDC_5_3_0_Sub_Warship_Merchant_Same_Shape
NewUIs_TDC_5_3_0_U-Jagd_Chrono
NewUIs_TDC_5_3_0_Waypoint_Contacts_No_Color
NewUIs_TDC_5_3_0_Waypoint_Contacts_No_Symbols
NewUIs_TDC_5_3_0_Waypoint_Contacts_No_Tails
NewUIs_TDC_5_3_0_Waypoint_Contacts_Same_Shape
NewUIs_TDC_5_3_0_Waypoint_Contacts_Same_Shape_No_C olor
NewUIs_TDC_5_3_0_WWIIInterface_by_naights
SUB_hyd_fix_SH5
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_Aircraft_Spotting_At_Depth
IRAI_0_0_29_No_hydrophone_on_surface
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting

TheDarkWraith
12-02-10, 03:14 PM
uh, you really need all those add-on mods? :06:

Trevally.
12-02-10, 03:16 PM
:hmmm: looks ok.

NewUIs_TDC_5_3_0_U-Jagd_Chrono - This one replaces the watch you can see in the image I posted.

NewUIs_TDC_5_3_0_WWIIInterface_by_naights - not sure whatthis does. I've never used it


Did you get rid of the extra mod folder?

Can you see any extras by installing TDWs UI?

Can you post a screen shot?

TheDarkWraith
12-02-10, 03:23 PM
he needs to disable all the add-on mods for the UIs mod and IRAI. There's no way he needs all those as a beginner.

Trevally.
12-02-10, 03:29 PM
he needs to disable all the add-on mods for the UIs mod and IRAI. There's no way he needs all those as a beginner.

Also, if you still have that extra mod folder, make sure you un-install with JSGME first. Remove extra folder, then re-install.

Shockwave74
12-02-10, 03:32 PM
I am going to disable everything and then reenable according to the green list you gave me but this time I won't add the hidden submods that came with the UI and AIRI.

My mistake in assuming all the mods that appeared once I enabled the UI and AIRI were part of those 2 main mods.

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

sobers realistic hydrophone operator SH5
MightyFine Crew Mod 1.2.1 Alt w beards
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Environment 4.7 MOD
SteelViking's Interior Mod V1.2
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
U-Boat R & R
NewUIs_TDC_5_3_0_ByTheDarkWraith
SUB_hyd_fix_SH5
IRAI_0_0_29_ByTheDarkWraith

Shockwave74
12-03-10, 04:19 AM
A bit confused about the lack of those rulers I need for spd/time calculations on intercept courses... that's a mod I desperately need.

In the meanwhile, do mind that the most realistic possible is fine with me (I know those charts and those rulers were really used). At present time, I have a couple of questions that I don't know whether related to SH5 as it is or the mods you guys had me install (and I gladly did). However, I am a 100% realism (majorly modded for even extra realism) SH3 fan and I didn't see SH4 so that's why I am asking you.


The sound officer does now find targets and I can myself somehow get in proximity of single merchants on the coastline of Britain but I can't seem to ever find them because I can't track their route from the hydro/map screens.

Now, there's 2 kinds of contacts the heard and the radioed and here's the 2 questions.

1) I do see radio reports however they are totally useless to me.

The map is HUGE of course and a Long/Lat reading doesn't make any sense to me (because I am an ignorant in this subject I admit). Is it possible from that radioed report to find out in which quadrant that contact is? All I have is a time X and a SUPPOSEDLY tgt mark on the map but I don't really know to which map quadrant that is related to also because after a while there's plenty of contacts on the map but none I can associate to those radio reports (also these map contacts carry the dist/spd but not the course, in other words I can't use the radioed reported contacts AT ALL). Can you explain this a bit?

2) As I said I am now able to hear contacts. It looks like the sound officer himself puts the contact on the map WITHOUT A MARK and I spotted this casually. I.e. I got merchant sound at brng 30, I turn the ship's prow and it's now on brng 0, meanwhile I go to the map and as I hover the mouse around, in a precise UNMARKED spot I have a Merchant popup lighting on the right. I assume this is the merchant I am listening to but there's still no mark on the map about it... just an empty spot on the map and I have this popup.
I don't remember right now but surely the distance is known (how... bug perhaps?) and maybe the speed too (not sure about this second detail but sure 100% about the first). So common sense would say to MARK this tgt on the map with the pencil.

How do I proceed next? I surface and go flank speed to close, then after 1 hour I dive to hear the tgt again and so I can basically reacquire the sound and following the aforementioned procedure get a SECOND manual mark on the UNMARKED merchant the sound officer hears again.

Now, with more marks I can probably plot this merchant's course (but without those rulers I CAN'T plan an intercept route at the time of my chosing along the route of that merchant) with more readings. The point is... isnt' the sound officer supposed to mark the tgts on the map for me? Isn't he supposed to follow and give me updates (like it used to do in SH3)?

So really guys can you in brief explain what's the correct procedure to intercept radioed and single merchants from hydrophone and radio in SH5? Because I always did the job outstandingly in SH3 but I am a bit confused in SH5 because I couldn't see the stock game at all AND I don't have those rulers I need to build the intercept course.

You have the list of mods, I am 100% realism and realistic campaign (still no target ever seen). Thanks for your help... I am delighted at how lucky I was to find you!!!

PS Some more interesting mods? I.e. gramophone, some more realistic/historic goodies to install?

Trevally.
12-03-10, 05:26 AM
Hi Shockwave,

For question no. 1 - There are so many different options for contacts on your map that I need to go in game and check what you are seeing.

I would say however that there is opition on the map screen at top right. These options set minimum distances from you before the radio contact will either slow the game or inform you (sorry cant remember without going ingame) so check that out first.

If your contact is given to you by distance and speed you need to draw that bearing from you, measure the distance and mark the map.
Then take you compass and draw a circle from that mark with a radius of 30km. This circle will show you the area from which you would be able to hear the contact.
You now need to ask yourself - can I get to the edge of that circle within a time that the contact would not have moved to far way at the speed it is travelling.
Once you get there check hydro for contact. If you hear the contact, goto question 2.
If not you can look at the contacts likly course (shipping lanes)- estimate the distance it might of travelled repeat.

Question no.2 - You need to try a "four bearings" reading here to get the info you are after.

I am writting a tutorial for TDWsUI at the moment for a "fast 90 attack" on a sighted target. Once finished (10% to go) I was going to do one for "four bearings" and how to get into possition from a distant sound contact.
I have mission ready for this one and if you would like I could post it here with a rundown on how to achieve this with the map tool provided.

Shockwave74
12-03-10, 06:22 AM
Thanks Trev, I can't thank you enough for your patience with me. Reminds me of my old days on Falcon4 explaining everything from Radar to IP connection and hosting... :)

As of what I explained to you before, the type of contact display is a red square/diamond (merchant/warship) with a small line that from its center extends on its borders which indicates its rough course. This is what the game shows me. If I hover there with the mouse, the popup will tell me what kind of ship it is (if possible) what distance from me that mark on the map currently is and at what speed it was reported going. I repeat, this is the only symbols that the map shows (exactly the same as SH3 basically). I assume these are the RADIOED contacts I was explaining above. With sound contacts I HAVE NO SIGN ON THE MAP BUT THE POPUP APPEARS WHEN I HOVER THE MOUSE IN AN INVISIBLE SPOT WHERE THE SHIP IS SUPPOSED TO BE (and it's a pain then to get the marker to mark an invisible spot, just by memory).


Resume:

1) I need to know how the radioed contacts work so that I can SEE them on the map to plan the intercept course. How to see in what quadrant they are since Long/Lat don't make sense, IF they appear on the map (or it's a bug or mod setting) and once they do, wherevery they may be, USE THE CHARTS on spd/dst to plan intercept course. It would be handy if this was done for sound contacts too but of course with no infos on the distance a la dangerous waters.

2) From the SS you posted about your map I can see you have the charts to convert spd/dst/time but I haven't. I *desperately* need those.

3) I have NO options on the top right corner but the time compression options (Pause, 1x, Travel and of course, set compression time) I have only Helm, Crew and Log on the vertical side bar.

You know my modlist you should know what I'm missing to achieve these 3 points. I just hope you understand the explanation. Radio contact without mark on map and having no idea in which quadrant is TOTALLY useless. Planning an intercept course without the spd/dst/time charts is IMPOSSIBLE.

Trevally.
12-03-10, 06:40 AM
I think first off we need to find out why you dont have the correct HUD.

This is a picture for what your screen should look like when you have TDW UI installed correctly.

http://img221.imageshack.us/img221/1032/5minmark.png

Note the red boxes.

If you dont have these then you UI mod is not installed correctly.

Shockwave74
12-03-10, 06:44 AM
http://img691.imageshack.us/img691/2726/75639623.jpg



So I wanted to show what I was meaning. See I made a waypoint following this SOUND contact which is NOT displayed on the map. Despite the 100% realism, the soundman tells me the distance and speed of this convoy. This is WRONG (imho) and it's also wrong that this contact is not being displayed on the map (And I want it to be but without any other info about it)

As of the radio reports I took this from the game log:

Enemy Large Convoy: Long 0deg 42' E, Lat 51deg 30' N, Course ESE, Speed 5Kts.

Without a marker on the map about it or an explanation on how to find this convoy and mark it manually on the map this is totally useless.

As you can see from this SS, I have no dist/spd/time charts (totally unable to plan an intercept course on the contact of this SS even if those info displayed were 100% accurate and after 2 hours of manual marking I knew its exact course).

Shockwave74
12-03-10, 06:50 AM
Well that ss you posted while I was posting mine explains much. :har:

Here's the list of mods currently installed and in the order you told me to.

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

sobers realistic hydrophone operator SH5
MightyFine Crew Mod 1.2.1 Alt w beards
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Environment 4.7 MOD
SteelViking's Interior Mod V1.2
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
U-Boat R & R
NewUIs_TDC_5_3_0_ByTheDarkWraith <---
SUB_hyd_fix_SH5
IRAI_0_0_29_ByTheDarkWraith

I marked in Blue the only UI you told me to install... never heard of this TDW UI you mentioned.

Ah and by the way, The map and the real world are not the same anymore. The harbor of Kiel displayed in the map is the stock one while the real world harbor is totally different. That ALSO is a bit of a problem.

Trevally.
12-03-10, 07:06 AM
http://img574.imageshack.us/img574/2726/75639623.jpg

Lat and Long are divided into 60 mins. Please see green box.

You are pointing at:-
54deg22min N and 0deg52min E

Trevally.
12-03-10, 07:11 AM
Well that ss you posted while I was posting mine explains much. :har:

Here's the list of mods currently installed and in the order you told me to.

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

sobers realistic hydrophone operator SH5
MightyFine Crew Mod 1.2.1 Alt w beards
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Environment 4.7 MOD
SteelViking's Interior Mod V1.2
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
U-Boat R & R
NewUIs_TDC_5_3_0_ByTheDarkWraith <---
SUB_hyd_fix_SH5
IRAI_0_0_29_ByTheDarkWraith

I marked in Blue the only UI you told me to install... never heard of this TDW UI you mentioned.

Ah and by the way, The map and the real world are not the same anymore. The harbor of Kiel displayed in the map is the stock one while the real world harbor is totally different. That ALSO is a bit of a problem.

You need to (using JSGME) un-install upto and including the blue one.

You will see it appear in the left box within JSGME.

Right click on it and select explore.

You shoud see 2 folders "data and docs"

If you see "dials, MODS and Text" you have installed it wrong.

Let me know what you see.

Shockwave74
12-03-10, 07:29 AM
I disabled :

sobers realistic hydrophone operator SH5
MightyFine Crew Mod 1.2.1 Alt w beards
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Environment 4.7 MOD
SteelViking's Interior Mod V1.2
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
U-Boat R & R
NewUIs_TDC_5_3_0_ByTheDarkWraith <---

(remember, Sub HYD and IRAI mods are still active)
When I right clicked and explored on the NewUIs mod (left side of JSGme) I saw only ONE folder inside: MODS.
Inside that folder there were 3 subfolders with submods.

When I disabled everything and checked again the NewUIs on the left there were just the folders you mentioned, exactly those 3: dials mods and text.

Everything is disabled right now... I guess there was a problem of compatibility with the list as you gave it to me. Perhaps it's easier if you have the full list of mods. I suppose you must have gone through this 1000 times already. You surely have your full list but if you also have the full ORDER of installation then I guess it's much easier than going after the mods one at time as we're doing now... unless you know exactly what happened.

Your call. :salute:

Meanwhile I want to study the explanation you posted on long/lat. :up:

Trevally.
12-03-10, 07:43 AM
You have not installed "NewUIs_TDC_5_3_0_ByTheDarkWraith " correctly.
By the way, this is the TDW UI mod I talk about.

To fix this you need to:-


keep mods disabled.
open (with windows explorer) C:Ubisoft\Silent Hunter 5\ Mods
cut " NewUIs_TDC_5_3_0_ByTheDarkWraith" and paste it to your desktop
open it, so you see the 3 folders (dials, mods and text)
copy "mods"
Paste to C:Ubisoft\Silent Hunter 5
Allow it to overwrite
run JSGME
install " NewUIs_TDC_5_3_0_ByTheDarkWraith" not any of the other NewUIs_TDC_5_3_0 etc (these are submods and you can add them later as you learn.
run game :up:

Shockwave74
12-03-10, 07:56 AM
There's something I dont understand in your instructions because if I do so, I will replace the SH5/Mods folder with the UI/Mods folder.

Hence, all other mods will be deleted. :timeout:

Zedi
12-03-10, 08:07 AM
You guys are over complicate things. I'm a huge adept of KISS.. keep it simple and stupid. You dont need an over saturated UI mod with trillions of buttons and dials, you need experience and luck. And a pencil. Because, at least for me, is more simple and faster to draw stuff on a real paper, than waisting time with the in game map and dragging the stupid mouse all over the screen.

I used the four bearings method for a while making complicated drawings until I got tired of that and got back to the kiss system. Means.. soon as the sonar dude reported a contact, I started listening. No maths, clicking dials and buttons, drawings dots and lines on map.. just listening. And watching the clock on the wall. In max 5 - 10 minute its should be pretty clear what the target do, closing or moving away and in what direction. Using the four bearing method in this case is a waste of time, all you need to do is to surface and sail full speed in the direction of ur contact. And every 30 minute dive, stop all and listen again. When the target is in visual range.. start heating the torpedoes :P

And as a mod combo, I never used anything else than UHS, IRAI, ERM, SteelViking interior mod (for working dials) and my brain. Ofc, I will never be able to have the tonnage of those who use automation, but also.. they will never taste the joy I have after sinking even a single ship.

Trevally.
12-03-10, 08:15 AM
There's something I dont understand in your instructions because if I do so, I will replace the SH5/Mods folder with the UI/Mods folder.

Hence, all other mods will be deleted. :timeout:

No - the folders will merge.

If any files within are the same they will be overwritten (after asking you first)

As you have remove the "TDW UIs", this is the only thing to be added and will work.

trust me:up:

Shockwave74
12-03-10, 08:36 AM
I disabled all mods, enabled the UI and went to a historical mission. Still the same UI.

This is the jsgme config file:

[MODS FOLDER]
Name=Mods
[JSGME DETAILS]
FullPath=C:\Ubisoft\Silent Hunter 5\JSGME.exe

This is the extracted files' mods folder: C:\Ubisoft\Silent Hunter 5\Mods
and the path shown by the JSGME program (just under the title) is correct. The mods are found and reported enabled.

I have spent the last 2 days searching for files, browsing forums, downloading, reading documentations, enabling/disabling and testing, failing each time.

Each time I load the game, I wait patiently 5 minutes like a dumbass hoping this time the miracle witll happen and each time the problems persist.

I can't just believe Wraight himself built an UI mod with 50 different submods inside which CONFLICT with one another.

You guys who mod this game surely know not everyone is so patient as I to spend so much time with this **** like I did so far. Not only am I patient but also LUCKY at having found you to help me and experienced enough with computers (and SH3). So I think it's much easier for me than it would be for others and still I am at the second STRAIGHT DAY of failures.

I can't believe Ubisoft has released a game which has ALSO been patched and the ****ING STADIAMETRIC STILL DOESNT WORK.

This is just all wrong.

Zedi
12-03-10, 08:42 AM
Like I said earlier, you over complicate things. Forget about TDW UI, is more like a trend around here to advice any newcomer to use it. You can enjoy the game at full only with the stock UI without any problem. But IRAI is a must have, no matter what.

Trevally.
12-03-10, 08:46 AM
I disabled all mods, enabled the UI and went to a historical mission. Still the same UI.

Did you do this?


You have not installed "NewUIs_TDC_5_3_0_ByTheDarkWraith " correctly.
By the way, this is the TDW UI mod I talk about.

To fix this you need to:-


keep mods disabled.
open (with windows explorer) C:Ubisoft\Silent Hunter 5\ Mods
cut " NewUIs_TDC_5_3_0_ByTheDarkWraith" and paste it to your desktop
open it, so you see the 3 folders (dials, mods and text)
copy "mods"
Paste to C:Ubisoft\Silent Hunter 5
Allow it to overwrite
run JSGME
install " NewUIs_TDC_5_3_0_ByTheDarkWraith" not any of the other NewUIs_TDC_5_3_0 etc (these are submods and you can add them later as you learn.
run game :up:

Shockwave74
12-03-10, 08:50 AM
Magnum, the Real U-boat was too arcadish for me. It talks by itself that I am still here rather than playing.

This is the list of what I have in the right column:

sobers realistic hydrophone operator SH5
MightyFine Crew Mod 1.2.1 Alt w beards
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Environment 4.7 MOD
SteelViking's Interior Mod V1.2
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
U-Boat R & R
NewUIs_TDC_5_3_0_ByTheDarkWraith
SUB_hyd_fix_SH5
IRAI_0_0_29_ByTheDarkWraith

It was installed in this order overwriting files when prompted and there's nothing else in the right pane of the JSGME.
I don't know what else to say.

Trevally.
12-03-10, 08:52 AM
Like I said earlier, you over complicate things. Forget about TDW UI, is more like a trend around here to advice any newcomer to use it. You can enjoy the game at full only with the stock UI without any problem. But IRAI is a must have, no matter what.

Look Magnum, I have been trying to help this guy and you keep chipping in with your view of realism.

He is after a speed chart and better tools for mapwork. How is your piece of paper going to do that.

The items he is after are within TDW UI. This does not mean he need to use automation, teleporting or the big ray gun on top of the bridge.

Just because it is within does not mean you have to use it.:stare:

Shockwave74
12-03-10, 08:55 AM
And I don't know what he's talking about with the stadiametric being broken without mods... he's gotta be using some wake-homing torpedoes eventually. :D

Wait I did how you said and now am launching to test.

Shockwave74
12-03-10, 09:10 AM
http://img87.imageshack.us/img87/5559/ftwd.jpg

Oh yes, FTW !!!! AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH

All right so I guess I can disable it now and re-enable all the other mods in the correct order from the green list. Maybe, just maybe tonight I can play. :woot:

Thank you Trev!

Trevally.
12-03-10, 09:14 AM
Oh ya:rock:, welcome to the world of information and buttons to click:up:

Onec you get used to it, be sure to read about and check the options.py file.

Zedi
12-03-10, 09:28 AM
That screenshot above is just.. epic :haha:

And maybe its breaking news... but even the germans used papers and pencil in WW2 instead of mouse clicking on a monitor and lock target. But hey, ur right .. the man want to sink stuff and I misunderstood the way he wanna do it, so I back off.

And yes, the stadimeter is broken in stock game, but you don have to worry about it anymore. Your line will always snap to the right place, just press the "fire tube" button. Good luck & sink'em all.

Shockwave74
12-03-10, 11:39 PM
The documentation is great and in this thread I also finally learned to read Longitude and Latitude.

Now about the settings.py I will stay with the defaults probably for a long time and I hope the guys really make it in compiling one single big mod, perhaps with the full set of instruction. Just that kind of booklet would keep a player busy studying for months.

Anyway thanks Trev and, don't worry Magnum... the UI is designed to give the player all controls of the sub in one screen not to make him sink ships more easily. In WW2 there were 50 people on a sub each with his expertise, here you have a mouse but you're all alone. :)

Meanwhile I Jsgmed the d3dll antilag and increased the resolution a bit (too many instruments cluttering)... I need to find out how to open the recognition manual though...

TheDarkWraith
12-03-10, 11:44 PM
The documentation is great and in this thread I also finally learned to read Longitude and Latitude.

Now about the settings.py I will stay with the defaults probably for a long time and I hope the guys really make it in compiling one single big mod, perhaps with the full set of instruction. Just that kind of booklet would keep a player busy studying for months.

Anyway thanks Trev and, don't worry Magnum... the UI is designed to give the player all controls of the sub in one screen not to make him sink ships more easily. In WW2 there were 50 people on a sub each with his expertise, here you have a mouse but you're all alone. :)

Meanwhile I Jsgmed the d3dll antilag and increased the resolution a bit (too many instruments cluttering)... I need to find out how to open the recognition manual though...

click the XO's picture in the scope views. Lock a target with spacebar.

Shockwave74
12-04-10, 02:21 AM
Yes that's the old style... I found a small convoy of 2 merchants going to Edimburgh and I saved just before acquiring the solution.

Obviously the charts (Km/' , Km/hr) did the job and all i need now is to learn the disk and relearn how to employ protractor to plan future intercept course on known contacts. :shucks:
I had to increase the resolution to allow all those tools to fit on the map and I have a few questions about some special functions, namely the ones just left of the stock time compression buttons (pause, 1x, travel) because they are brand new.

I am still confused about the windows 3GB RAM usage switch. I do have 3GB Ram but what am i supposed to do, activate it or not? What do you say?

I saw from Trev's SS that he's given much more information about the radioed contacts (course, bearing and speed). Not too much hassle, I can plot the course line from the wake of the radio contact but I was wondering how comes I didn't have these info in the contact I highlighted (I did get a report written in CAPITAL LETTERS talking about an error in assigning speed and course to a contact and I suppose it's that one). I basically see date/time of report, then the relative data to my sub but not course/spd while in Trev's ss I can see he was given. Odd.

The TDC is superlative, it's really a whole new feeling, very immersive but I had expected the stadiametric to have those green lines when I opened the recognition manual and there aren't. I suppose it's fixed in these mods?

How do i move (slowly!) the scope with keys while the mouse is bound to the stadiametric? I still need to follow the target and keep the bottom line of the stadia on the waterline but I can't move the scope if the mouse is bound to the stadia ... :-?

Trevally.
12-04-10, 06:09 AM
Yes that's the old style... I found a small convoy of 2 merchants going to Edimburgh and I saved just before acquiring the solution.

Obviously the charts (Km/' , Km/hr) did the job and all i need now is to learn the disk and relearn how to employ protractor to plan future intercept course on known contacts. :shucks:
I had to increase the resolution to allow all those tools to fit on the map and I have a few questions about some special functions, namely the ones just left of the stock time compression buttons (pause, 1x, travel) because they are brand new.

http://img23.imageshack.us/img23/2456/topright.png


Hide map tools
Break lock/ show lock - this hides written confermation in your scope screen when locked etc
Item note- whon you mouse over something you will get extra info. it a target you even can get speed.
Hides XO face when in scope screen
Guidance note - shows info top centre when on
Objectives - shows info top centre about mission
message TC1 - any message in notepad will slow time
message TC to drop to - set using A
TC1 for message from radio man
TC1 for radio contact - set distance with C
I am still confused about the windows 3GB RAM usage switch. I do have 3GB Ram but what am i supposed to do, activate it or not? What do you say?

I dont us this - I wuld say only if you are having problems (im not the one to ask here)


I saw from Trev's SS that he's given much more information about the radioed contacts (course, bearing and speed). Not too much hassle, I can plot the course line from the wake of the radio contact but I was wondering how comes I didn't have these info in the contact I highlighted (I did get a report written in CAPITAL LETTERS talking about an error in assigning speed and course to a contact and I suppose it's that one). I basically see date/time of report, then the relative data to my sub but not course/spd while in Trev's ss I can see he was given. Odd.


That was a visual contact I had locked on.


The TDC is superlative, it's really a whole new feeling, very immersive but I had expected the stadiametric to have those green lines when I opened the recognition manual and there aren't. I suppose it's fixed in these mods?


Yes mastheights were fixed by TDW - all auto to ERM (no green lines needed)


How do i move (slowly!) the scope with keys while the mouse is bound to the stadiametric? I still need to follow the target and keep the bottom line of the stadia on the waterline but I can't move the scope if the mouse is bound to the stadia ... :-?


http://img522.imageshack.us/img522/9135/weps.png

Click on WEPs then follow target - your crosshairs must be on the target to work:salute:

Shockwave74
12-04-10, 06:24 AM
You are so kind. :)

Thanks for the explanation on 1-10 and a-c. I understand now and it's genius.

Aren't there any keys to be used to move the scope while stadia is engaged? Even if I follow tgt with the officer, I still need to keep the bottom green line by the ship's waterline but I CANT because the mouse moves stadia instead of the scope.

I think I need the whole SH5 keylist... :)

Isn't there a search pattern in SH5 (Navigator buttons)?

What is that ring you can superimpose on the scope? AFOB IIRC ... never seen that before... any documentation about that?

Trevally.
12-04-10, 06:52 AM
You are so kind. :)

Thanks for the explanation on 1-10 and a-c. I understand now and it's genius.

Aren't there any keys to be used to move the scope while stadia is engaged? Even if I follow tgt with the officer, I still need to keep the bottom green line by the ship's waterline but I CANT because the mouse moves stadia instead of the scope.

:hmmm: Not sure here - why do you still have green lines?

With follow target on you can use mouse for up and down on scope - then onto stadi - just bring the image down to top of mast.

You should try TDW tutorial - from main menu click "tutorials" then "speed finder". Then historical mission - One will highlight - click it then start. Its very good:up:


I think I need the whole SH5 keylist... :)


Press "F1":03:


Isn't there a search pattern in SH5 (Navigator buttons)?


Not sure - check Nav officer (if not these could be written)

What is that ring you can superimpose on the scope? AFOB IIRC ... never seen that before... any documentation about that

http://www.subsim.com/radioroom/showthread.php?t=126824

very good read.

Shockwave74
12-04-10, 07:38 AM
Oh uhm yes heres the SS then I have few more questions... you are my subguru. :har:

http://img442.imageshack.us/img442/1418/55562552.jpg

As you can see I still have the lines in the scope but I guess you were talking about the recognition manual, no I have no longer those line on the ships' silhouettes in the recognition manual.

I was wondering about this fact that you can set the Torp speed. Since speed also affects time, this should have a MAJOR consequence on the planned torpedo solution. One thing is if torp reaches tgt in 1 minute and a totally different solution is needed if it reaches target in 3 minutes. Yet by changing the switch AFTER solution is complete, there's no change in the TDC. I noticed this in SH3 a long time ago but never asked. What do you think?

I have a problem with finding the speed of the ships... sometimes I get impossible speeds like 98kts... I don't understand why. It must be the stadia... need to be very sharp with that unless I am locked onto a ship and following with the scope and TDC some other ship... I'm sure I can find out on myself. :cool:

I also noticed there's no 45deg view of a ship in the recognition manual. All I see is the side view while on left and right there's different silhouettes. How am I supposed to recognize a ship from bow and stern? There's got to be something I am missing here.

I was surprised to see this UI has no rudder gauges. I could use at least a key to set rudder amidships or to set a manual ourse on the compass (which only shows 180 degrees around the ship but not the full 360 arc). Yes, technically I need the full keybinds, going to check on F1 now that I increased the resolution and I can see it. :haha:

No more questions at present time, I'm going to try this tutorial you mentioned. :woot:

Trevally.
12-04-10, 08:13 AM
As you can see I still have the lines in the scope but I guess you were talking about the recognition manual, no I have no longer those line on the ships' silhouettes in the recognition manual.

:hmmm: not sure - I never did you the green line thing.

I was wondering about this fact that you can set the Torp speed. Since speed also affects time, this should have a MAJOR consequence on the planned torpedo solution. One thing is if torp reaches tgt in 1 minute and a totally different solution is needed if it reaches target in 3 minutes. Yet by changing the switch AFTER solution is complete, there's no change in the TDC. I noticed this in SH3 a long time ago but never asked. What do you think?

The torp speed is auto adjusted - watch the "Gyroangle" change when you select. (there is i a bug with trained crew affecting speed but not auto adjusting. The "torp fix" mod you installed fixed that.


I also noticed there's no 45deg view of a ship in the recognition manual. All I see is the side view while on left and right there's different silhouettes. How am I supposed to recognize a ship from bow and stern? There's got to be something I am missing here.


Sorry not sure - I have always used the WEPs to id.


I was surprised to see this UI has no rudder gauges. I could use at least a key to set rudder amidships or to set a manual ourse on the compass (which only shows 180 degrees around the ship but not the full 360 arc). Yes, technically I need the full keybinds, going to check on F1 now that I increased the resolution and I can see it. :haha:


Click on your heading bar (watch the toggle button) and a compass will appear. you can set heading from this. Under it there is a tab, this will turn your compass into rudder control:03:

I have made a tutorial "basic sub control". This will take you through all the options for moving your boat. It needs an update to work with TDW UI new version. I will update that today and post.

I will soon also upload a "fast 90" attch tutorial - (still needs a tidy up)

Shockwave74
12-04-10, 09:12 AM
Thx Trev... I m really looking forward to that tutorial of yours. I know the compass bar, it's just right of the engine gauge but there are only 2 buttons, one is to return to course and the other is to hide the bar itself. There's no rudder gauge but at least I found the rudder amidships command (0 keypad).

Maybe the best thing to do when doing a tutorial could be the interactive tour of the Submarine, not just the basic handling.

I think it would be one of those MUST tutorials.

It is all about gauges, switches and commands. Once you are familiarized with the interface everything becomes easy.

Trevally.
12-04-10, 09:46 AM
Thx Trev... I m really looking forward to that tutorial of yours. I know the compass bar, it's just right of the engine gauge but there are only 2 buttons, one is to return to course and the other is to hide the bar itself. There's no rudder gauge but at least I found the rudder amidships command (0 keypad).

Click on the actual heading bar (1)

http://img254.imageshack.us/img254/6629/compass.png


click no.2 to change to rudder.

Maybe the best thing to do when doing a tutorial could be the interactive tour of the Submarine, not just the basic handling.

I have one for this but it also needs updating.


It is all about gauges, switches and commands. Once you are familiarized with the interface everything becomes easy


Yes, for some of us we have watched this mod grow and know where most things are. For those new to it - its a bit of a task.

Hopefully more poeple will write some tutorials at some point.

Shockwave74
12-04-10, 05:55 PM
Ive had my task already with figuring out the changes from SH3.

For example I didn't expect the AOB to change according to my scope brng. I am studying the attack disk but I have no documents I can understand with the AFOB (whatever it's called the disk you can apply to the border of the scope). Besides, it's in german so I can't even guess.

The links you gave me for that were leading to a post with many different info on the disk mainly so I suppose it's the same thing but it's not clear.

I've seen many tutorials on the TDC it looks like everyone here plays with the easy automated mode... playing with ships not markd on map makes things 10 times harder... and I just discovered u need MORE measurements and TIME between measurments to find the speed unless u use the 3'15" method and then enter it manually.

I am still learning how to identify ships... it sucks not having the 45deg front/rear silhouettes for one who's used to a whole set of ships from SH3... steep learning curve but I hit 4 merchants this afternoon in 1st mission of campaign and gunned them down immediately afterwards... I just love the hard realistic way and I would like to increase realism a bit more... I.e. the svastika flags? Some more mods? :D

THE_MASK
12-04-10, 06:21 PM
Ive had my task already with figuring out the changes from SH3.

For example I didn't expect the AOB to change according to my scope brng. I am studying the attack disk but I have no documents I can understand with the AFOB (whatever it's called the disk you can apply to the border of the scope). Besides, it's in german so I can't even guess.

The links you gave me for that were leading to a post with many different info on the disk mainly so I suppose it's the same thing but it's not clear.

I've seen many tutorials on the TDC it looks like everyone here plays with the easy automated mode... playing with ships not markd on map makes things 10 times harder... and I just discovered u need MORE measurements and TIME between measurments to find the speed unless u use the 3'15" method and then enter it manually.

I am still learning how to identify ships... it sucks not having the 45deg front/rear silhouettes for one who's used to a whole set of ships from SH3... steep learning curve but I hit 4 merchants this afternoon in 1st mission of campaign and gunned them down immediately afterwards... I just love the hard realistic way and I would like to increase realism a bit more... I.e. the svastika flags? Some more mods? :D
Try no external cam and sobers underwater mod
http://www.subsim.com/radioroom/downloads.php?do=file&id=2750

TheDarkWraith
12-04-10, 06:23 PM
Ive had my task already with figuring out the changes from SH3.

For example I didn't expect the AOB to change according to my scope brng. I am studying the attack disk but I have no documents I can understand with the AFOB (whatever it's called the disk you can apply to the border of the scope). Besides, it's in german so I can't even guess.

The links you gave me for that were leading to a post with many different info on the disk mainly so I suppose it's the same thing but it's not clear.

I've seen many tutorials on the TDC it looks like everyone here plays with the easy automated mode... playing with ships not markd on map makes things 10 times harder... and I just discovered u need MORE measurements and TIME between measurments to find the speed unless u use the 3'15" method and then enter it manually.

I am still learning how to identify ships... it sucks not having the 45deg front/rear silhouettes for one who's used to a whole set of ships from SH3... steep learning curve but I hit 4 merchants this afternoon in 1st mission of campaign and gunned them down immediately afterwards... I just love the hard realistic way and I would like to increase realism a bit more... I.e. the svastika flags? Some more mods? :D

enable the add-on mod Reaper7 ERM night vision to get 45 degree view of ships in recognition manual. This replaces the XO picture. It's a slideout you have to grab from left side of screen in scope views. Click cover to open. Nothing shows in it until you lock onto a ship.

Look in the \Documentation folder of the mod for documentation on features and such.

Trevally.
12-05-10, 04:34 AM
I just love the hard realistic way and I would like to increase realism a bit more... I.e. the svastika flags? Some more mods? :D

This Mod will add flags to your boat - Here (http://www.subsim.com/radioroom/showthread.php?t=167037)

Shockwave74
12-05-10, 06:40 AM
@sober: murkier water from underwater, I suppose. Downloaded your mod but I can't install it unless I have a list of mods to install in the correct order (took me 2 days and Trev's help to install the 13 mods I have and I had plenty of headaches).

Meanwhile I noticed the very first time I enter the Helm (navmap) station, the map appears to be different with real tools (pencil, rubber, etc) on the paper. Then it reverts to the Wraight's UI. It is just an instant... I hope everything was installed correctly (Can't take anymore of this situation I hope whoever is compiling the megamod does it quickly!).

@Wraight: Got your mod as well... but as I said I won't install it unless I have the full list of installation order. Mine with the flags was just an example, I want SH5 to be as realistic (and supposedly hard) as humanly possible so if any of you guys is a fan of hard-core realism, even if it takes me a week to install them all and I have to undergo the torture of conflicts, enabling and disabling etc. etc. I am willing to do it... but I need the FULL list of mods (possibly an archive uploaded to megaupload or rapidshare would be really nice) and, most importantly, the EXACT installation order.

I think here is a matter of realism not of tastes... You may like something better than something else but if it's the most realistic possible that's the one I would like. :up:

I do have the ERM black-leather recognition manual but my mod list is the one Trev gave me. Suits the job but as I said I want the full real if possible. I DO consider realistic the use of other officers for example but I rarely use them. I kept out the ERM mod because it's out of that "green list" Trev gave me.


What I've noticed that makes my nose itch in my first campaign mission with those mods, hardest difficulty and most realistic settings is the following:

I occasionally get a contact report when surfaced and I am quite sure it's coming from the sound officer (it says moving slow). Isn't that supposed NOT to happen ?

I have a serious problem with the officers' portraits. Even if I can move them, they are just either on top of compass bar or on top of log/XO screen. I don't know where else to put them but it's very annoying. I would move them on screen (i.e. below the left TDC) but they can only be on the bottom bar it seems... it's a mess, need to declutter and can't increase resolution further any tips/alt mods?

The WE follow command sometimes remains stuck on a tgt even though i've totally switched targets and locked on some other ship. As I break lock and switch, when I tell the WE to follow, he goes to lock back onto the previous ship... VERY annoying as well is it just me? Is there a correct lock/follow procedure to comply to in order to avoid this from happening (maybe the scope xhair needs to be in an exact spot of the new tgt ship?)

Me thinks the TAI gives too much information. The problem of ghost contact which is there on the map but not marked. When a tgt is locked I see the infos and that's good but there's no mark on the map or tai... yet when I hover the mouse there, the tgt popup appears. If there's no contact on map there shouldn't be a popup imo and if there's a popup there should be a contact on map. :03:

Not much else to say at this stage... I am relearning how to compute a firing solution but it's rather hard. The ships have changed from SH3 and I have problems with identification. I am not used to the mirrored image and so my stadia doesn't give good results, in turn everything else is screwed.

I have been unlucky to get into this convoy by night... it makes things even harder if possible but that's how we like it... right? :arrgh!:

Trevally.
12-05-10, 07:39 AM
@sober: murkier water from underwater, I suppose. Downloaded your mod but I can't install it unless I have a list of mods to install in the correct order (took me 2 days and Trev's help to install the 13 mods I have and I had plenty of headaches).

You can add any mod to the list I gave you. If there are no conflicts (JSGME)- the order of install does not matter. I have used Sobers mods and he takes great care to ensure they dont clash. (you might also check our Sobers mod list - His are alway stable:up:)


Meanwhile I noticed the very first time I enter the Helm (navmap) station, the map appears to be different with real tools (pencil, rubber, etc) on the paper. Then it reverts to the Wraight's UI. It is just an instant... I hope everything was installed correctly (Can't take anymore of this situation I hope whoever is compiling the megamod does it quickly!).


That happens with me too. I dont think its anything to worry about.

@Wraight: Got your mod as well... but as I said I won't install it unless I have the full list of installation order. Mine with the flags was just an example, I want SH5 to be as realistic (and supposedly hard) as humanly possible so if any of you guys is a fan of hard-core realism, even if it takes me a week to install them all and I have to undergo the torture of conflicts, enabling and disabling etc. etc. I am willing to do it... but I need the FULL list of mods (possibly an archive uploaded to megaupload or rapidshare would be really nice) and, most importantly, the EXACT installation order.

The flag mod will install at any time with no conflicts. This one does not need to by in a specific order.



I do have the ERM black-leather recognition manual but my mod list is the one Trev gave me. Suits the job but as I said I want the full real if possible. I DO consider realistic the use of other officers for example but I rarely use them. I kept out the ERM mod because it's out of that "green list" Trev gave me.


All the extra mods that came with TDW UIs, are compatible with the main UI mod. That is why they come with it. You only need to ensure you install these after the main mod. They all start with the main name.

So if you wanter the ERM black skin, you would install in this order:-

NewUIs_TDC_5_3_0_ByTheDarkWraith
NewUIs_TDC_5_3_0_ERM_Reaper7_NightVision
NewUIs_TDC_5_3_0_ERM_Reaper7_NightVision_Black_Ski n

You will get a conflict notice that each one overwrites the main one. This is ok as TDW has made them this way so people can install the one they like and not the ones they dont.

Maximum choice:up:


What I've noticed that makes my nose itch in my first campaign mission with those mods, hardest difficulty and most realistic settings is the following:

I occasionally get a contact report when surfaced and I am quite sure it's coming from the sound officer (it says moving slow). Isn't that supposed NOT to happen ?


Add NewUIs_TDC_5_3_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
Again any time after the main Ui mod.

I have a serious problem with the officers' portraits. Even if I can move them, they are just either on top of compass bar or on top of log/XO screen. I don't know where else to put them but it's very annoying. I would move them on screen (i.e. below the left TDC) but they can only be on the bottom bar it seems... it's a mess, need to declutter and can't increase resolution further any tips/alt mods?

If you use ERM as above, you can (topright) hide the XO and use dials only. This way bottom right can be for notepad only and you can adjust its size.

You can also choose to hide all the UI stuff. This can be set in options.py and will for example -

hide offices bar. It will then re-appear when you move your mouse to that area of the screen and fade out when it leaves. you can set your own time setting as to how long it stays visible.


The WE follow command sometimes remains stuck on a tgt even though i've totally switched targets and locked on some other ship. As I break lock and switch, when I tell the WE to follow, he goes to lock back onto the previous ship... VERY annoying as well is it just me? Is there a correct lock/follow procedure to comply to in order to avoid this from happening (maybe the scope xhair needs to be in an exact spot of the new tgt ship?)


havn't noticed this.


Me thinks the TAI gives too much information. The problem of ghost contact which is there on the map but not marked. When a tgt is locked I see the infos and that's good but there's no mark on the map or tai... yet when I hover the mouse there, the tgt popup appears. If there's no contact on map there shouldn't be a popup imo and if there's a popup there should be a contact on map. :03:


Yes I have seen this too.

Shockwave74
12-05-10, 08:00 AM
If what you say is true, all the mods in your list (the one I mentioned with being 30 mods, remember?) are suitable for my purpose.

Fact is it would take me days to download them all.
I suppose you have the zip files... could you at least pack some for me and send them to megaupload please? :oops:

Look at the ones I already got (only those you mentioned in the green list are active at this stage so of those "30" I surely have ALL the green ones).

http://img191.imageshack.us/img191/6001/80713737.jpg

Mind the U-Boat R&R is (supposedly) Venatore's mod. You said Venatore and this is the only file that came from his links.

Shockwave74
12-05-10, 08:25 AM
Wait! :)

TheDarkWraith
12-05-10, 08:28 AM
I have a serious problem with the officers' portraits. Even if I can move them, they are just either on top of compass bar or on top of log/XO screen. I don't know where else to put them but it's very annoying. I would move them on screen (i.e. below the left TDC) but they can only be on the bottom bar it seems... it's a mess, need to declutter and can't increase resolution further any tips/alt mods?

there's two ways you can tackle this problem. One is to let them scroll as Trevally suggested or you can unpin them from the bottom of the screen. To unpin from the bottom of the screen look for this option and set it like below:

# is the officer bar pinned to the bottom of the screen (if you only want to be able to drag it horizontally then set to True)
# change below to either True or False
OfficersPinnedToBottomOfScreen = False

If you want them to scroll (hide) when mouse isn't in the area then look for this user option and set it like below:

# do the officers scroll down when moused out and scroll up when moused in?
# change below to either True or False
OfficersScroll = True


The officers can either scroll or be pinned to the bottom of the screen. They can't do both so select one. I forget which one I made the master in case user tried to set both to True.


You can also have the order categories scroll (the commands that appear right above the officers when you click an officer) by setting this option like below:

# do the order categories scroll down when moused out and scroll up when moused in?
# set to True to have the order categories scroll
# change below to either True or False
OrderCategoriesScroll = True

Shockwave74
12-05-10, 08:31 AM
i took your full list from JSGME report and I found almost all the mods, ALMOST so I listed the very few I couldn't find and I'd be grateful if you could zip them somewhere.



I added a few notes for you (there's a new version of cerberus' mod for example).



Speech fixes and additions (english version)+church keys [unavailable at host]
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered [not found]
Elite German Black & Copper Torpedo [confused about venatore]
Floor Blue [not found]
Cerberus62 Additional Merchant Ships 0.9 [UPDATE TO 1.0]
SD_MapCourseLine_tiny_arrows_ocred [not found]
FX_Update_0_0_9_UHS_Fix [googlesearch points to crewmod]


///////////////////////


NewUIs_TDC_5_2_0_6x_6x_7x_RAOBF_patch ßAll of these perhaps INSIDE TDC520 by DW?
NewUIs_TDC_5_2_0_No_Color_Dashed_Contact_Line ß
NewUIs_TDC_5_2_0_No_Contact_Tails ß
NewUIs_TDC_5_2_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting ß

MRP 1.3+OPCF light


Are all of these included in the UI I have? If not, I need these.



//////////////////////////////////


For Trevally_Automation_and_Tutorial_update[not found]


Trevally Automated Scripts v0.2
Trevally Tutorials v0.3 ß
Trevally Tutorials v0.4


I think you have these. :cool:

What confuses me about Venatore is that I can't find the links and the mods you mentioned with some name seem not to be the ones I can find. So I don't know if the Venatore SFX is actually the file R&R Uboat.zip and the same goes with the other one, so ... please... both needed to make sure.

Thx DW, edited and saved. :)

Trevally.
12-05-10, 09:29 AM
Speech fixes and additions (english version)+church keys [unavailable at host]
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered [not found]
Elite German Black & Copper Torpedo [confused about venatore]
Floor Blue [not found]
Cerberus62 Additional Merchant Ships 0.9 [UPDATE TO 1.0]
SD_MapCourseLine_tiny_arrows_ocred [not found]
FX_Update_0_0_9_UHS_Fix [googlesearch points to crewmod]


I have included the yellow ones in a pack with some of Venatores.

FX_Update_0_0_9_UHS_Fix - this is a submod within the FX_update.


NewUIs_TDC_5_2_0_6x_6x_7x_RAOBF_patch ßAll of these perhaps INSIDE TDC520 by DW?
NewUIs_TDC_5_2_0_No_Color_Dashed_Contact_Line ß
NewUIs_TDC_5_2_0_No_Contact_Tails ß
NewUIs_TDC_5_2_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting ß

MRP 1.3+OPCF light


Are all of these included in the UI I have? If not, I need these.


yes within the TDW UI Mod folder.


For Trevally_Automation_and_Tutorial_update
Trevally Tutorials v0.3 ß
Trevally Tutorials v0.4



These are the mods I am working on - should be ready soon.

Shockwave74
12-05-10, 10:09 AM
All right I'll be waiting for you to post the mods i can't find. :oops:

Trevally.
12-05-10, 10:15 AM
All right I'll be waiting for you to post the mods i can't find. :oops:

I've sent you a PM

Shockwave74
12-05-10, 10:32 AM
Grabbing a liter of coffee and preparing for a long night of mod installations.... lol

Shockwave74
12-05-10, 11:31 AM
Hell of a good start I'd say, I started a new campaign and I can't even enter in the sub. The guy is stuck at the docks, all I can do is look around with the mouse....

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

Antilag
Enhanced FunelSmoke_by HanSolo78
Lite Campaign LC 1.2
sobers base wave mechanics for SH5 V5
sobers realistic hydrophone operator SH5
MightyFine Crew Mod 1.2.1 Alt w beards
No Logo Intro Menu_Animation v. 01.00 by AvM
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Critical hits 1.1 Torpedos
SubFlags_0_0_6_byTheDarkWraith
Environment 4.7 MOD
SteelViking's Interior Mod V1.2
Cerberus62 Additional Merchant Ships 1.0
SD_MapCourseLine_tiny_arrows_ocred
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
U-Boat R & R
U-Boat Watch Crew Routine SFX
U-Boat Ballast Tanks SFX
Unterseeboot
sobers 100% underwater FX
SUB_hyd_fix_SH5
More_crew_commands_dialog_v1.04
German U-Boat Hydrophone SFX
Ferocious Fire SFX
Church's SHV + Karl speech commands.cfg
Cerberus62_Ambush_of_RMS_Queen_Mary
NewUIs_TDC_5_3_0_ByTheDarkWraith
NewUIs_TDC_5_3_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_3_0_No_Color_Dashed_Contact_Line
NewUIs_TDC_5_3_0_No_Contact_Tails
NewUIs_TDC_5_3_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
NewUIs_TDC_5_3_0_No_Hydrophone_On_Surface
Ambient Underwater SFX
NewUIs_TDC_5_3_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_5_3_0_Sub_Warship_Merchant_Same_Shape
NewUIs_TDC_5_3_0_Waypoint_Contacts_No_Symbols
Trevally Automated Scripts v0.2
Trevally Harbour & Kiel Canal Pilot v2.4
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
IRAI_0_0_29_ByTheDarkWraith


What a mess... I'm feeling a bit disheartened right now. I'll have to disable them all and spend another hour to enable them all one by one to see where the critical conflict is.

TheDarkWraith
12-05-10, 11:38 AM
you have to go talk to the guys and get a mission. Walk around and click on people to talk to them.

Trevally.
12-05-10, 11:39 AM
You should do what you did when you first started this thread.

install some (play game) untill you know what it does.

then add more or remove.

Shockwave74
12-05-10, 11:46 AM
It's not walking, DW. :D

AWDS keys are not working.

Trev is right, it's useless to install so much stuff when they conflict with one another... point is they shouldn't conflict.

I'll go back to the green list and start over again.

Trevally.
12-05-10, 11:53 AM
Church has changed the keys. To walk you now use arrows.

Press F1

Shockwave74
12-05-10, 12:20 PM
Jesus H Christ...


Testing again:

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

Antilag
Ambient Underwater SFX
Enhanced FunelSmoke_by HanSolo78
Lite Campaign LC 1.2
sobers base wave mechanics for SH5 V5
sobers realistic hydrophone operator SH5
Church's SHV + Karl speech commands.cfg
MightyFine Crew Mod 1.2.1 Alt w beards
No Logo Intro Menu_Animation v. 01.00 by AvM
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Critical hits 1.1 Torpedos
SubFlags_0_0_6_byTheDarkWraith
Environment 4.7 MOD
SteelViking's Interior Mod V1.2
Cerberus62 Additional Merchant Ships 1.0
SD_MapCourseLine_tiny_arrows_ocred
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
Ferocious Fire SFX
More_crew_commands_dialog_v1.04
U-Boat R & R
U-Boat Ballast Tanks SFX
Unterseeboot
U-Boat Watch Crew Routine SFX
sobers 100% underwater FX
SUB_hyd_fix_SH5
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
German U-Boat Hydrophone SFX
NewUIs_TDC_5_3_0_ByTheDarkWraith
NewUIs_TDC_5_3_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_3_0_No_Contact_Colors
NewUIs_TDC_5_3_0_No_Contact_Tails
NewUIs_TDC_5_3_0_Sub_Warship_Merchant_Same_Shape
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
Trevally Automated Scripts v0.2
Trevally Harbour & Kiel Canal Pilot v2.4

Shockwave74
12-05-10, 12:59 PM
Oh yes, it's working. :)

For the very first time i went down on the deck to play with the AA gun, I must have shot something accidentally and the whole harbor of Kiel started shooting too.

The autopilot for Kiel is an extraordinary addition I really was wondering why nobody had thought about and in fact I was wrong, Trev did. :D

[501]Otto
12-05-10, 12:59 PM
@Shockwave
Try enabling this one
sobers base wave mechanics for SH5 V5
after this one
Environment 4.7 MOD
as sober´s download instructions says

TheDarkWraith
12-05-10, 01:05 PM
Oh yes, it's working. :)

For the very first time i went down on the deck to play with the AA gun, I must have shot something accidentally and the whole harbor of Kiel started shooting too.

The autopilot for Kiel is an extraordinary addition I really was wondering why nobody had thought about and in fact I was wrong, Trev did. :D

Just something to be aware of: the autopilots, all the automation stuff, and tutorials only works with my UIs mod. I programmed the Automation and tutorials for the UIs mod. You won't be able to use them if you don't have my UIs mod installed. Like I said just something to be aware of :DL

Trevally.
12-05-10, 01:47 PM
Otto;1547519']@Shockwave
Try enabling this one
sobers base wave mechanics for SH5 V5
after this one
Environment 4.7 MOD
as sober´s download instructions says


Yes sorry I had this wrong in my first post:oops:

Shockwave74
12-05-10, 02:18 PM
I thought JSGME listed the mods in order of installation? I'm just trying to install things the way I see them in the "green list" Trev posted in answer to my very first post....

Ah for the records... the flag mod doesn't show on the sub, however I am not sure at the very first campaign mission which sub I am in. It might be a problem with mod order or... wrong sub? I am sure I didn't get any notification on file being rewritten when I installed it.

Another thing... well I don't know which sub I am in but... I think it's a Type VII (remember, I have no external views). Does the Type VII really have a sonar ping for depth under keel?

Shockwave74
12-06-10, 02:17 AM
Some more reports on the current mod setup:

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

Antilag
Ambient Underwater SFX
Enhanced FunelSmoke_by HanSolo78
Lite Campaign LC 1.2
sobers base wave mechanics for SH5 V5
sobers realistic hydrophone operator SH5
Church's SHV + Karl speech commands.cfg
MightyFine Crew Mod 1.2.1 Alt w beards
No Logo Intro Menu_Animation v. 01.00 by AvM
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Critical hits 1.1 Torpedos
SubFlags_0_0_6_byTheDarkWraith
Environment 4.7 MOD
SteelViking's Interior Mod V1.2
Cerberus62 Additional Merchant Ships 1.0
SD_MapCourseLine_tiny_arrows_ocred
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
Ferocious Fire SFX
More_crew_commands_dialog_v1.04
U-Boat R & R
U-Boat Ballast Tanks SFX
Unterseeboot
U-Boat Watch Crew Routine SFX
sobers 100% underwater FX
SUB_hyd_fix_SH5
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
German U-Boat Hydrophone SFX
NewUIs_TDC_5_3_0_ByTheDarkWraith
NewUIs_TDC_5_3_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_3_0_No_Contact_Colors
NewUIs_TDC_5_3_0_No_Contact_Tails
NewUIs_TDC_5_3_0_Sub_Warship_Merchant_Same_Shape
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
Trevally Automated Scripts v0.2
Trevally Harbour & Kiel Canal Pilot v2.4
Cerberus62_Ambush_of_RMS_Queen_Mary


I am quite sure something is not working as intended but have no clue. I didn't touch yet this setup.
The Sound guy is supposed to tell me when he hears something but in the sweep mode I get no reports while if i click on follow nearest sound contact he does start reporting. Isn't he supposed to tell me when he hears something? I don't really think the captain should go to the sound station by himself. I am talking of distinct sound signatures not being reported on log (I go check when i see TC drops down but I still see no report on the sound signatures heard).

RE: The sound guy keeps following the contact even though the sub is surfaced and going to flank speed. This is definitely wrong.

Also... I think the deck gun is vastly overpowered. I sunk 9 merchants and I still have 4 torpedoes onboard. None of the merchants were sunk with a single torpedo hit (apparently but not too sure) so I gunned them all down or... most of them down, and I was wondering what you think about it.

Finally, I don;'t know how I was supposed to know that the new movement keys are the cursor keys. The F1 screen still reports no keys have changed (AWSD still in use for walking around but they do NOT work now). It's clearly visible something has changed in the keymap because Num0 and Num. do not set the rudder amidship and heading to view anymore (so I am using the watch officer buttons).

Trevally.
12-06-10, 04:09 AM
Antilag
Ambient Underwater SFX
Enhanced FunelSmoke_by HanSolo78
Lite Campaign LC 1.2
sobers base wave mechanics for SH5 V5 Move this one
sobers realistic hydrophone operator SH5
Church's SHV + Karl speech commands.cfg Remove this to get your old keys back
MightyFine Crew Mod 1.2.1 Alt w beards
No Logo Intro Menu_Animation v. 01.00 by AvM
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Critical hits 1.1 Torpedos
SubFlags_0_0_6_byTheDarkWraith
Environment 4.7 MOD Add sobers wave afetr this one
SteelViking's Interior Mod V1.2
Cerberus62 Additional Merchant Ships 1.0
SD_MapCourseLine_tiny_arrows_ocred
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
Ferocious Fire SFX
More_crew_commands_dialog_v1.04
U-Boat R & R
U-Boat Ballast Tanks SFX
Unterseeboot
U-Boat Watch Crew Routine SFX
sobers 100% underwater FX
SUB_hyd_fix_SH5
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
German U-Boat Hydrophone SFX
NewUIs_TDC_5_3_0_ByTheDarkWraith
NewUIs_TDC_5_3_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_3_0_No_Contact_Colors
NewUIs_TDC_5_3_0_No_Contact_Tails
NewUIs_TDC_5_3_0_Sub_Warship_Merchant_Same_Shape
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
Trevally Automated Scripts v0.2
Trevally Harbour & Kiel Canal Pilot v2.4
Cerberus62_Ambush_of_RMS_Queen_Mary

Shockwave74
12-06-10, 08:47 AM
I completed my first patrol with about 70.000T sunk (10 ships) and some 75% integrity due to hit from friendly shipping in the Canal.

Meanwhile... the script to ENTER the Canal is not working (the one outbound through the canal from Kiel works like a charm). The text said to enable it within 10 Km of Cuxhaven but it led me straight to the shores... maybe a glitch with the explanation text? Wrong town/harbor perhaps?

Anyway I got back to Kiel, docked, refitted the sub with torps, bought the new Hydrophone and here I am... crashed to desktop as I asked for the new mission. :yawn:

BTW I did the modifications required and... no prob with ctds they happen but I can't wait for the uber megamod to be released.

There's no way to make the officers fit or work ANYWHERE without cluttering something else. I think if you extend the compass in the bottom and add a separate button right between the compass and the XO screen to make them appear or disappear is better than any hide/clip to bottom or scroll option. That's because wherever you put them they will cover some instrument (or the XO back button or the log). Another option might be to add such button between the crew management and ship journal (even better imo)

Trevally.
12-06-10, 09:39 AM
I completed my first patrol with about 70.000T sunk (10 ships) and some 75% integrity due to hit from friendly shipping in the Canal.

Meanwhile... the script to ENTER the Canal is not working (the one outbound through the canal from Kiel works like a charm). The text said to enable it within 10 Km of Cuxhaven but it led me straight to the shores... maybe a glitch with the explanation text? Wrong town/harbor perhaps?

http://img690.imageshack.us/img690/9079/kielinbound.png

You can see my boat in the centre. This is the first waypoint on inbound.
There should be no land within a 10km radius. The one i have drawn is 15km.

can you try again and let me know if you still get problems. (yes land can be a big problem:har:)

As for hitting a ship in the canel - there should be written warnings when you enter an area with shipping. You need to watch your TC setting and speed in these areas:up:

Shockwave74
12-06-10, 10:21 AM
Well the script text says you have to be within 10Km from Cuxhaven so I basically got just 1 inch North of the anchor (take your own SS as reference).

Do you mean you have to be 10Km AWAY from Cuxhaven and with no land within 10Km radius? If so, then you should "patch" the script text.

Sure no worry I'll be trying again tonight... as things stand right now with the whole mod thingy I am at a loss with where to place those officers' portraits. Simply put, wherever you put them they are on something you need and hiding them doesn't do the job because the moment you need that something they pop up unwanted.

Why did you guys not think about a separate button for the officers' group? :)

Trevally.
12-06-10, 10:30 AM
Please read post 1 http://www.subsim.com/radioroom/showthread.php?t=174525

If doing what it says there still causes problems, please let me know.

Feedback is key to making these things work:up:

TheDarkWraith
12-06-10, 10:45 AM
Why did you guys not think about a separate button for the officers' group? :)

defeats the purpose of having them readily available. They are your main source of interaction and thus need to be readily available.

Shockwave74
12-06-10, 12:21 PM
Well the guys wherever they are defeat the purpose of having the log, the compass or the XO box at hand when needed.

Hiding them helps to see what's behind but you can't operate that instrument because when you move the mouse to touch it, they pop up again.

I increased the resolution again... Perhaps it makes things smaller and helps with decluttering. Speaking of declutters... The TDC on the top left looks too modern. It is handy but the TDC on the right (SH3 style) looks real. Why did you choose to keep both if I may ask? The screen wasn't cluttered enough? :haha:

TheDarkWraith
12-06-10, 12:36 PM
Well the guys wherever they are defeat the purpose of having the log, the compass or the XO box at hand when needed.

Hiding them helps to see what's behind but you can't operate that instrument because when you move the mouse to touch it, they pop up again.

I increased the resolution again... Perhaps it makes things smaller and helps with decluttering. Speaking of declutters... The TDC on the top left looks too modern. It is handy but the TDC on the right (SH3 style) looks real. Why did you choose to keep both if I may ask? The screen wasn't cluttered enough? :haha:

you unpinned them (officers) from the bottom? If so you can place them anywhere on the screen.

There was no use re-inventing the wheel that's why I left the stock torpedo box.

col_Kurtz
12-06-10, 01:11 PM
@Shockwave74
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\Mods]

Antilag
Ambient Underwater SFX
Enhanced FunelSmoke_by HanSolo78
Lite Campaign LC 1.2
sobers base wave mechanics for SH5 V5
sobers realistic hydrophone operator SH5
Church's SHV + Karl speech commands.cfg
MightyFine Crew Mod 1.2.1 Alt w beards
No Logo Intro Menu_Animation v. 01.00 by AvM
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Critical hits 1.1 Torpedos
SubFlags_0_0_6_byTheDarkWraith
Environment 4.7 MOD
SteelViking's Interior Mod V1.2
Cerberus62 Additional Merchant Ships 1.0
SD_MapCourseLine_tiny_arrows_ocred Where did you find this mod? Could you put DLs link?
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
Ferocious Fire SFX
More_crew_commands_dialog_v1.04
U-Boat R & R
U-Boat Ballast Tanks SFX
Unterseeboot
U-Boat Watch Crew Routine SFX
sobers 100% underwater FX
SUB_hyd_fix_SH5
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
German U-Boat Hydrophone SFX
NewUIs_TDC_5_3_0_ByTheDarkWraith
NewUIs_TDC_5_3_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_3_0_No_Contact_Colors
NewUIs_TDC_5_3_0_No_Contact_Tails
NewUIs_TDC_5_3_0_Sub_Warship_Merchant_Same_Shape
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
Trevally Automated Scripts v0.2
Trevally Harbour & Kiel Canal Pilot v2.4
Cerberus62_Ambush_of_RMS_Queen_Mary

Shockwave74
12-06-10, 03:04 PM
Sent you link in PM :)

Shockwave74
12-06-10, 05:02 PM
Uhm... so ... I engaged a convoy and came back to the forums to say something (77k tons and still one more torpedo but I am being chased by DDs! :woot:

The water is really too azure and it's too easy to see everything basically in these conditions. Some mod to make underwater colors murkier, darker and more realistic?

The problem with officers seems to be contained with 1280 resolution. I'm gonna replace my options.py with the default one and try other settings because I forgot what I edited. lol
Still... the screen is too cluttered indeed and I took the opportunity to note down a few ideas (which almost cost me the mission... )

On the helm (map) we have the convoy routes chart and the big round tool (whose name I forgot) with 2 compass one of which can be switched N/S (and you can use the E and SHFT E to rotate the compass) I think this map, this tool and the 3 charts on the top left corner of the map screen should be associated together and start there by default. So you can check them and hide them all with a single button... which by the way is already there but only handling the 3 charts (flag, spd/dst/time) and not this 4th chart and this tool. The spot currently occupied by that "compass" and the convoy route chart is the one I have in mind for the officers portraits.

It would be handy to have a scrolling feature on the map (and tai) so that when you are moving the mouse outside the area the map scrolls automatically.

As of the TDC of those 3 buttons All minimal and salvo, I mainly use the minimal but since I discovered the Salvo has no manual TDC on screen I feel much more at ease and use the XO to input data.

These things are 3 different things doing just one operation: data input.

I think we could save a HUGE room for decluttering here. At least for those who have smaller resolutions it would be perfect and in my case, I noticed with 1280 the laptop didn't overheat so my prob is solved on this side of the medal ... however, I'd prefer the left tdc removed. It looks too modern for my taste, too unreal.

The best solution should be to use the black recognition manual (without the green lines which have been made useless by other mod). Engaging the RM would mean to engage the XO it's just that you put data in the manual rather than on the standard XO box.

Removing that data box leaves the log in right bottom corner in perfect view (needed whe you are waiting for the WEPO to give you his speed estimation but currently you have to "L" to see the log if the XO is engaged) and there's room enough to add his portrait giving him the functions that the WEPO has (IIRC the WEPO should only work on torpedoes but it's the XO that does the solution).

What I am saying is that the portrait of the XO should engage the RM who's supposedly at the other scope when not right next to you at the attack scope. The WEPO technically should be in the torpedo room so there's no point in giving him the functions the XO should have but if that useless XO text box was removed and the ERM was used instead we could give the proper functions to the XO and to the WEPO and also give him the ERM which is way better than that lousy scrolling ship recognition slot machine.

Finally, if it was for me I would add a set of switches to the scope on left top corner so you may select which of the TDC interfaces to use. It makes no sense to have duplicates on such a cluttered screen... of course I'd be using the SH3 ones. :)

So out of this huge mess I wrote rashly I wanted to summarize:

1) Helm: Convoy routes, "compass" on top left corner and button switch to hide/show them along with the flag and the 2 spd/dst/time charts.

2) Next to the scope in top left corner (scope view) a simple TDC switch: none, minimal, salvo. The minimal, keep the stock UI (and only that) the salvo keep the SH3 UI (and only that). The space saved can be used for much more important things:

2.1) XO box to become the ERM manual (without the green lines which have been made obsolete) accessible via the XO portrait (no useless stuff = there's rooom to put all officers and I would put them on the right in place of the convoy route chart, yes in vertical).

2.2) I think XO is using the other scope while WEP is in the torp rooms. Perhaps functions should be reassigned.

Just a few observations of course. The UI is great as it is. :up:

Trevally.
12-06-10, 05:20 PM
2.1) XO box to become the ERM manual (without the green lines which have been made obsolete) accessible via the XO portrait (no useless stuff = there's rooom to put all officers and I would put them on the right in place of the convoy route chart, yes in vertical).

I think this is an option already. See options.py



##################################### XO TDC Dialog box (SH3/4/5 modes) ###################################
# is the XO and his dialog box visible on the UZO, attack, and obs scopes views?
# change below to either True or False
XOTDCDialogEnabled = True
# if the XO and his dialog box are disabled, are they allowed to pop up when you lock onto a target?
# change below to either True or False
XOTDCDialogAllowedToPop = True
# Is the XO TDC dialog box draggable?
# If the XO TDC dialog box is draggable then the feature of the XO TDC dialog box dynamically repositioning
# based on messagebox visibility is disabled.
# change below to either True or False
XOTDCDialogDraggable = False
# is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible
# change below to either True or False
XOTDCManualTargetingEnforced = False


The ERM would still need to be dragged out. Then after you lock target, you can enter the data to the ERM.

Shockwave74
12-07-10, 02:17 AM
Theres' no point in changing things by adding the RManual unless the XO box is totally disabled... alas by using the ERM black leather, I'd still get those green lines on the ship silhouette which are now surpassed by DW's UI.

I am more of talking about decluttering and finalizing what we have now in a more realistic interface where no instrument is covered by another and that includes the Officers' being in a place where they popup without covering instruments, logs or the XO box itself.

The ERM mod replaces the XO box and, regardless of those green lines, it still pops out from the left side, typically jamming the depth controls. The watch for example, covers the torpedo depth dial, it could be made smaller and just the same size of this dial on the left side of it (aligned). I.e. as it is now the top switch (chrono/clock) covers the toggles of the message TCx of the top bar.

Let's face it, while the new UI is totally awesome, it's so cluttered its functions are hampered and, according to me, everything should start from the TDC. No sense to replicate 2 type of dials, no sense to have the XO box also hold a BAD recognition manual with that beautiful black leather thingy we have. Cutting out the XO box allows room for the Officers' portraits and without control duplicates we have the room for the RM.

I think it has to be DW's call. It's his UI, his mod, probably the way he likes to play. The mod should handle where each thing is visualized on screen. No need to drag the officers around or make em hide... it's just a matter of decluttering what we have.

BTW: I'd find it REALLY useful if we had a text box marker among the map tools for notations. The typical example is when you put a mark, it is named Mark 1, Mark 2 etc. What I need (and I think not only I) is something to WRITE a note by the mark. So it is, for example:

Mark1,
1st track, 6.29AM

Mark2,
2nd track, bound to be 12.29AM

Useful for planning intercept courses

TheDarkWraith
12-07-10, 09:13 AM
BTW: I'd find it REALLY useful if we had a text box marker among the map tools for notations. The typical example is when you put a mark, it is named Mark 1, Mark 2 etc. What I need (and I think not only I) is something to WRITE a note by the mark. So it is, for example:

Mark1,
1st track, 6.29AM

Mark2,
2nd track, bound to be 12.29AM

Useful for planning intercept courses

Have patience. With my work on the real navigation mod for the UIs mod I discovered the missing piece of the puzzle to do what I've always been wanting to do. I call them super marks. They are basically like what you are describing above :D

Trevally.
12-07-10, 09:35 AM
This is a great idea:up:

Shockwave74
12-07-10, 11:45 AM
Since you look like a real grognard and you've made so much work why don't you compile the mods you personally use into a superDW personal ultra mod?

I'd just love to install that. :yeah:

Neither of you has answered my question on the need of a murkier underwater color mod (and less visibility) as well as the question on the presence of a depth underkeel sonar ping in the Type VII Uboat... :smug:

TheDarkWraith
12-07-10, 11:52 AM
presence of a depth underkeel sonar ping in the Type VII Uboat... :smug:

run the tutorial Basic sub handling - depth control (SH5Enhanced UI mode) and it will answer your question.

Shockwave74
12-07-10, 12:07 PM
I tried several times in the last few days but though the tutorial appears in the list then in historical missions there isn't such one.

It's the usual crap with mods... could you give me your JSGME mod list? I'd love to see yours. :)

Trevally.
12-07-10, 12:14 PM
http://www.uboat.net/forums/read.php?20,59905,60690

:up:

Shockwave74
12-07-10, 12:46 PM
dat's good I was about to start fussing I wanted it removed from my sub.

... it's the mod fever, you know... :O:

Shockwave74
12-08-10, 03:12 AM
All right the harbor pilot inbound to kiel doesn't work for me. I tried the same (more or less) starting point you posted in your SS, Trev, but it didn't do. It points me to plain land.

This SS shows that something might be wrong and not having to do with the script. As you can see the 3d world and the TAI map show 2 totally different worlds.

Still... the outbound from Kiel works so I am puzzled. I guess the pilot should take you to a spot and then plot the course through the canal via that spot as starting point. The starting point outbound is the pen but the starting point inbound might be offset due to my 3d world problem.

SH3 had no secrets to me but SH5 is a total mystery in some of the ways it works. I am still at mission 1, complete with about 80.000t sunk, just 2 torpedo misses (totally manual TDC) and some ships given the grace shot with the deck gun (which I think is a bit overpowered) but as soon as I dock in, the first thing I do is upgrading the hydrophone and chosing the new torpedo loadout (and captain's flag) but the very same moment I click on the officer to have the new mission orders the game CTDs and I have no idea how to fix this.


Finally, it looks like I can't really edit the DWUI useroptions py so I meant to ask: What is the folder to go for this file? Because my guess is that JSGME copies the files as soon as the mod is enabled but then whatever you change in the py files with wordpad doesn't change anything since the mod is already enabled and copied in the game structure as was at the moment of enabling. If I am correct in this assumption, I'd say I've got to disable all mods (basically if you disable the UI that's a lot of steps back to go) then edit the py and then enable it again. Correct?

Anyway here's the proof that something isn't right in my game. God why isn't there a megamod like the grey wolves for SH3... this is so frustrating... :wah:

http://img257.imageshack.us/img257/4320/61403823.jpg

See the screenie? There should be a dock on my front and right and there's just open water (I am really on collision course with this dock it should be totally in my front view).... :cry:

THE_MASK
12-08-10, 04:25 AM
I never use the TAI map for navigation , is the navmap correct though . The ctd is a pain in the ass , but i bet if you go into the save at port it works . The game must write something to the save files and has a fit or something .

Shockwave74
12-08-10, 06:48 AM
Wait wait... regardless of the inbound script working or not the different 3d world might be related to detail settings. Going to switch to medium and check it out again but that still doesn't solve the prob with CTD at the request of second mission...

You guys got any clue?

This is my setup:

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

Antilag
Enhanced FunelSmoke_by HanSolo78
Lite Campaign LC 1.2
sobers realistic hydrophone operator SH5
Church's SHV + Karl speech commands.cfg
MightyFine Crew Mod 1.2.1 Alt w beards
No Logo Intro Menu_Animation v. 01.00 by AvM
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Critical hits 1.1 Torpedos
Environment 4.7 MOD
SteelViking's Interior Mod V1.2
Cerberus62 Additional Merchant Ships 1.0
SD_MapCourseLine_tiny_arrows_ocred
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
Ferocious Fire SFX
More_crew_commands_dialog_v1.04
Unterseeboot
sobers 100% underwater FX
SUB_hyd_fix_SH5
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_5_3_0_ByTheDarkWraith
sobers base wave mechanics for SH5 V4
NewUIs_TDC_5_3_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_3_0_No_Contact_Colors
NewUIs_TDC_5_3_0_No_Contact_Tails
NewUIs_TDC_5_3_0_Sub_Warship_Merchant_Same_Shape
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
Trevally Automated Scripts v0.2
Trevally Harbour & Kiel Canal Pilot v2.4

Trevally.
12-08-10, 01:37 PM
I will check out Kiel inbound and see whats going on.

The missing wharfs happens during loading - when I was testing Harbour Pilot, I saw this a lot. I think it was a memory problem. Sometime I would load a save test and there would be no wharfs (making testing hard :D)

I have a new PC on the way, so I can see if it ever happens to it.

Shockwave74
12-08-10, 02:18 PM
I don't know how it happened but I think I managed to get to mission 2 by just going to the admiral first and to the sub equipment next. 100% failure (4 times in a row) doing the other way around.

Meanwhile I got this radio contact on solo merchant... I had no clue on its course (and no tail on map) and I guessed WEST. I knew the speed (5kts) and this is wrong... if you know the speed you also know the course but there was no report about that ( i think STRONGLY there should be a slow/med/fast and not the exact speed on the map popup) so I guessed the course correctly and I found it coming at 22stb on me. It was IMPOSSIBLE to identify until it was very very close.

ERM is mandatory I fear... you trev use the WEP but that's not so much fun... what do you suggest? I need a ERM but without the green lines in it.

Anyway... I sunk the merchant with 2 torpedoes (missed 1 damn it). Again I need an answer on editing the useroptions.py (of the UI) posted above... can you help that too?

TheDarkWraith
12-08-10, 02:23 PM
( i think STRONGLY there should be a slow/med/fast and not the exact speed on the map popup)

there is. Check the user options file.

# Are the contact's actual speed shown or is a relative speed shown (slow=2-6 knots, medium=7-12 knots, fast=13+ knots)?
# change below to either True or False
ShowContactsActualSpeed = False

# Are the contact's actual course shown or is a relative course shown (E,ENE,SE,S, SW, etc.)?
# change below to either True or False
ShowContactsActualCourse = False

# for radio contact reports, at what range from the sub can the watchstanders see the contact well enough to update it's course (in kms)?
RangeStartUpdatingContacts = 8

Shockwave74
12-08-10, 03:28 PM
Thanks DW, I didn't tamper much with the .py because as I asked above I can't seem to unpin the officers from the bottom bar for the aforementioned reason (I'd say assumption):

Finally, it looks like I can't really edit the DWUI useroptions py so I meant to ask: What is the folder to go for this file? Because my guess is that JSGME copies the files as soon as the mod is enabled but then whatever you change in the py files with wordpad doesn't change anything since the mod is already enabled and copied in the game structure as was at the moment of enabling. If I am correct in this assumption, I'd say I've got to disable all mods (basically if you disable the UI that's a lot of steps back to go) then edit the py and then enable it again. Correct?

Disabling the UI means disabling half the mods loaded basically... so DW, should I edit the useroptions BEFORE enabling the mod?

TheDarkWraith
12-08-10, 03:32 PM
Thanks DW, I didn't tamper much with the .py because as I asked above I can't seem to unpin the officers from the bottom bar for the aforementioned reason (I'd say assumption):

Finally, it looks like I can't really edit the DWUI useroptions py so I meant to ask: What is the folder to go for this file? Because my guess is that JSGME copies the files as soon as the mod is enabled but then whatever you change in the py files with wordpad doesn't change anything since the mod is already enabled and copied in the game structure as was at the moment of enabling. If I am correct in this assumption, I'd say I've got to disable all mods (basically if you disable the UI that's a lot of steps back to go) then edit the py and then enable it again. Correct?

Disabling the UI means disabling half the mods loaded basically... so DW, should I edit the useroptions BEFORE enabling the mod?

if you edit them while the mod is enabled then the changes will be erased when you disable the mod (good for testing). If you want them to persist then you need to edit before enabling the mod.

So I would make changes with the mod enabled and see what you like. When you've finalized the settings copy the \data\Scripts\Menu\TheDarkWraithUserOptions.py to your desktop and then disable the mod. Take the file you just copied and place in the mod at the same location. Re-enable via JSGME.

Trevally.
12-08-10, 04:12 PM
All right the harbor pilot inbound to kiel doesn't work for me. I tried the same (more or less) starting point you posted in your SS, Trev, but it didn't do. It points me to plain land.


Still... the outbound from Kiel works so I am puzzled. I guess the pilot should take you to a spot and then plot the course through the canal via that spot as starting point. The starting point outbound is the pen but the starting point inbound might be offset due to my 3d world problem.

Hi Shockwave,

I have tested Kiel inbound from several starting point within that circle. Even up close to both coasts. It always works:|\\

Can you post a ss and mark where your boat is heading to land?

Is it possible you have picked outbound by mistake?

Shockwave74
12-09-10, 12:59 AM
All right, I found the part you mentioned in the .py, DW and it's written exactly as you copied above.

C:\Ubisoft\Silent Hunter 5\Mods\NewUIs_TDC_5_3_0_ByTheDarkWraith\MODS\NewUI s_TDC_5_3_0_ByTheDarkWraith\data\Scripts\Menu

ShowContactsActualSpeed = False

This means it should already work as I wish but it doesn't. When I click on a contact on the map, I see its actual speed expressed in KTS not in slow/med/fast fashion despite the value being FALSE.

Trev, I will post another SS with the exact spot of where I enable the inbound script as soon as I get back to port. :cool:
In any case, I end up NE before even seeing the canal. That's where the ship goes, straight on land just N of the canal without ever entering it. Will post exact spots later.

What do you guys recommend as recognition manual? ERM? But can i install it without hurting the UI mod? Is there an ERM WITHOUT those green lines?

Schütze
12-09-10, 05:07 AM
Noted...

in the meanwhile I am trying to play the V1.2 vanilla game... I say i am trying because I can't basically play.

My laptop turns off, most likely due to overheating, in about 5 minutes. I have opened some of the panels to remove dust with the vacuum cleaner and with a brush but nothing really helped... it keeps switching off.

I am wondering if there's something else I can do and I am quite desperate because this is the only game I have such problem with. I probably should tamper with the bios settings, something to increase the temperature safety switch-off threshold but I am not sure of where or what to do.

Maybe there's something I can do about the Video card settings (Nvidia Gforce 8800 GTS). Anyone else reported this problem with SH5? Is there a solution you or anyone else knows of?

Try to get the latest updates for your card and keep the in-game shadows settings to a minimum. This since Shadows consume framerates.

I have the same card as you and haven´t discovered any problem except from some minor lagging inside the sub (exceptionally in the commanding room).

Shockwave74
12-09-10, 05:24 AM
Right, solved with latest drivers a long while ago. :cool:

Need just a little tip on editing the .py file of the UI and I am TOTALLY sure the problem with the 3d world not corresponding to TAI is related to the 3d object density graph detail.

Also, I wanted to report (again) the problem with the locking feature (follow) of the WEP.

I have a large (ultralarge) convoy at 2nd mission right in the Channel.

For a HUGE time and at merely 4000m distance (it is past midnight) the only ship I could lock on was a DD. There simply was no way to lock onto anything else. Once much closer, I could switch targets on the XO but the WEP insists on following only the first of the merchants I locked on.

Essentially I keep switching targets and identifying them (with the WEP because without RM I can't ID **** unless it's at 90deg AOB) but every time I am on a target and I ask the WEP to follow, the scope goes back to the first merchant.

It could be related to the night/fog (happened during the day as well), to the presence of multiple ships stacked onto one another (one behind the other from my point of view) or... more simply, to the fact that the exact center of the ship you need to be pointing the scope at is just too small. Howver this IS a problem.

TheDarkWraith
12-09-10, 08:25 AM
sounds like to me you had a contact locked up and never unlocked it. The follow target feature will do exactly as you are describing if that is the case. If you want to jump around and follow different targets then don't lock them up (don't press space bar). The follow target feature can follow unlocked targets.

As far as the target speed you must be seeing this speed in the item notes (the text that appears just above the messagebox if you hover over a contact). If so, I can't control that. The best thing to do is turn item notes off in the expanded top right bar so you don't get this cheat. The user options I specified for don't show target's actual speed and course affect the messagebox only.

You have an ERM mod available. I included an add-on mod based on Reaper7's ERM. Enable it via JSGME. It does not include the green lines.

Shockwave74
12-09-10, 08:46 AM
Got that, installed ERM + ERM black skin.

I don't know about this button in the top right but I think I can find it to remove this cheat. Thanks for the tip.

By the way I noticed that even when surfaced, the sound guy keeps following sound targets...

just like the IRAI submod was not working. DW I would really appreciate if you could take a look at my current mod configuration and confirm whether everything is installed in the correct order or not. I have also installed a new better scope mod (same as Trev's using). Luckily it seems JSGME lists the mod in install order. Some of these mods were overwritten.

Sending you JSGME report in PM.

TheDarkWraith
12-09-10, 09:10 AM
By the way I noticed that even when surfaced, the sound guy keeps following sound targets...

in order to not have hydrophone on surface then you need to install the add-on mod no hydrophone on surface. If you don't want your crew spotting aircraft at depth also then install the add-on mod no hydrophone on surface no aircraft spotting.

IRAI has the same add-on mods. You only need one of them enabled and it should be the last mod one's in the chain of mods.

Takeda Shingen
12-09-10, 09:13 AM
Wow. You can ask a question about any of TDW's mods anywhere, and he will come and answer. That's awesome. :up:

Shockwave74
12-09-10, 11:43 AM
No hydrophone on surface and no aircraft spotting is installed (IRAI) but the sound guy still gives me updates when I am surfaced and even at full speed surfaced he keeps following and giving me updates.

The mod looks "grey" I guess it means it was overwritten by some other mod (or perhaps it writes over some other mod) but I don't know which is which... that's why I sent you the JSGME report.

Yes, TDW is great... for coping with me 10 pages he's more than just great he's awesome. :D

TheDarkWraith
12-09-10, 12:13 PM
No hydrophone on surface and no aircraft spotting is installed (IRAI) but the sound guy still gives me updates when I am surfaced and even at full speed surfaced he keeps following and giving me updates.

The mod looks "grey" I guess it means it was overwritten by some other mod (or perhaps it writes over some other mod) but I don't know which is which... that's why I sent you the JSGME report.

Yes, TDW is great... for coping with me 10 pages he's more than just great he's awesome. :D

How did you start getting updates? Did you click on Sonar-->Follow nearest sound contact or something? And then you surfaced? If so, nothing I can do about that. I can't make the game stop following a contact once you initiated it. BUT if you were surfaced and you clicked on sonar-->follow nearest x or order similar to that and you had no hydrophone on surface enabled then I can do something about that. It's an oversight on my part and I'll need to fix :up:

a grey entry in JSGME means you cannot disable that mod until you disable the mod that overwrote some of it's files.

Part of the reason for this 'error' is your mod configuration. I just responded to your PM.

Shockwave74
12-09-10, 12:28 PM
Erm... no DW, I was periscoped, got a contact, and ordered to follow and give me updates then surfaced to flank speed and I noticed it kept on giving me updates. Nothing you can do... unless the surface command called on the total switching off of the hydro (or the depth marker).

Can't wait to see what I'm up to against this huge convoy I met in the channel at midnight. Now I have the ERM and it should help decluttering a lot (if it works) :D

TheDarkWraith
12-09-10, 12:55 PM
Erm... no DW, I was periscoped, got a contact, and ordered to follow and give me updates then surfaced to flank speed and I noticed it kept on giving me updates. Nothing you can do... unless the surface command called on the total switching off of the hydro (or the depth marker).

Can't wait to see what I'm up to against this huge convoy I met in the channel at midnight. Now I have the ERM and it should help decluttering a lot (if it works) :D

It kept giving you updates due to your mod order. Check your PMs. You did shed light onto something that I overlooked though which is always good. Fixing bugs and potential bugs is always good :up:

Shockwave74
12-10-10, 04:42 AM
I have a clue about the locking problem I was experiencing. The set is midnight, Channel, huge convoy, the hugest I ever saw. About 10 tankers, a few class A and several class B merchants. There's enough to shoot everything and go back to base without even reaching the approach (second campaign mission).

The problem: I can lock on the escort DD which appears to be closer thanks to the new 6x scope. The other ships are in sight but they can't be locked (hence it's impossible to start plotting the EXACT course, thus, the AOB).

Guess: The distance with the new scope shows what the current engine/mods consider BEYOND locking range. Fact is if you can see a ship you should also be able to lock it with the XO and start plotting. My second guess is that the same problem might be related to fog sight/lock limitation.

So essentially, the fog shrouds visually something to the sensors (visual on deck and in scopes/uzo) and this something is not the same something in the 3d world.


Second problem: The WE Follow feature.

As soon as I lock and follow the first B merchant, and I identify it with the WE, I decide to unlock/switch targets. I can lock onto the new merchant but if I ask to follow the WE will move back the scope and follow the first merchant. This problem only happens in convoys and there might be something in common with the first problem.

Hope that sheds some more light. :)

Shockwave74
12-11-10, 01:43 AM
Something's definitely not working properly with the sound guy.

I have a Liberty cargo right ahead of me at 2Km. I've been following it from a radio contact when it was 10km away but the sound guy never heard it and doesn't hear it still.

Well to begin with, this contact appeared on map while i was submerged... that's VERY wrong. When it was reported at 10Km distance on map I had the sound guy on normal sweep... he's supposed to hear the cargo sooner or later, no? And he doesn't... I ask him to follow the nearest sound contact and he says no contact... I keep hunting on a presumed course until I spot it and at that point I handle things with UZO pointing out its course on a perfect 90stbd approach. Liberty Cargo, we are 2000 mt, I just sunk it and the sound guy never heard a thing.

That's bad, very bad...

Some more clues... I've found it possible to have NO sound reports on sweep mode and then asking to follow the nearest sound contact, the sound guy reports (and follows). Yet if you go back to normal sweep it's like the contact doesn't exist to him. Weird, odd and totally unproper.

Heck the game is already as hard as it can be in full modded realism. I have no external camera but if I also have to stay at the hydrophone station it becomes impossible to play.

... little clues?

Shockwave74
12-12-10, 12:13 PM
Questions and observations:

1) Amphibious Group ship has no specifications in the ERM. You can't see lenght, height, tonnage, etc.

2) Just asked 10 times in a row a depth under keel and, for the first time through the nav officer and I had the ping, double ping, and NO reading. In other words, no answer to my order, couldn't know the depth.

3) TAI/NAV map: Question -> Is the PARALLEL COURSE button realistic? Does the route come from my AOB/BRNG reading or it cheats the game? How can it know the Parallel course if I myself am unsure of the AOB?

4) What happens when the log says: ERROR REPLACING CONTACT ACTUAL'S SPEED?

5) Isn't there a waterline randomizer in SH5? To take into account the different load of ships, hence it's much harder to shoot from the distance. There was one in SH3 :)

6) Could anyone please explain how the radio contact reports work and how the blips on map actually work? In the first case I go check the report sector and I find nothing (and I am totally sure I know now how to read Long/Lat) on the map. In the second case I have a blip on the map without a time marked (and they appear even while I am submerged) and absolutely no information. How is this possible? Anyone who reported this target to me could not report a presumed speed and course? And How am I going to intercept that?!!!? Perhaps I'm missing something? Some help in here would be appreciated... it's already tough enough to hear anything with this dumb sound officer I have. He doesn't report new contacts even if I can hear them on the hydrophone and even if I can see them and SINK them from 2000 mt away! He's gotta be deaf.

Schütze
12-13-10, 07:10 AM
Have a little problem here and i don´t know if it is a bug or just Mods overlappning each other. When in the beginning of the game before the first mission and docking in Kiel i play with TDW´s Multiple UI-mod. After docking and saving (autosave) i change the Interface to Reapers Realistic Interface.

When in the sub pen and during the cut scene i see parts of the "new" Interface in the bottom (it´s the report journal) and also the Navigators "We are in shallow waters, captain" icon at top right corner. When speaking with the naval officer to get my first mission going he invites me to have a look at a german tactial map for his briefing.

Now this map looks like the map inside the submarine and parts of the new interface is shown in the briefing. There is a small problem starting the mission during these circumstances but could be overthrown with starting the game all over and skip the turtorial.

When starting the mission and up in the conning tower there is more of this interface shown, an "injured" notepad and part of the navigation tools.

In other words, the submarines interface is shown where it shouldn´t be.

Shockwave74
12-13-10, 11:47 AM
Schutze the best I can tell you is to look at the whole thread and see how Trev and DW fixed mine. It's important that mods are installed in the proper order but I can barely say mine are working. Plenty of problems as you see.

Trevally.
12-13-10, 03:55 PM
Questions and observations:

1) Amphibious Group ship has no specifications in the ERM. You can't see lenght, height, tonnage, etc. .

I have just tried the ERM again and noticed this also. Not sure how long it has been like this. Have you tried the XO box again to see if they are correct.



2) Just asked 10 times in a row a depth under keel and, for the first time through the nav officer and I had the ping, double ping, and NO reading. In other words, no answer to my order, couldn't know the depth.


I notice this on occasion. Couls be like some other game bugs with a save and reload to fix.


3) TAI/NAV map: Question -> Is the PARALLEL COURSE button realistic? Does the route come from my AOB/BRNG reading or it cheats the game? How can it know the Parallel course if I myself am unsure of the AOB?


I have not used this. Sorry cant help.

4) What happens when the log says: ERROR REPLACING CONTACT ACTUAL'S SPEED?

I have seen this, it happens sometimes when map contacts are drawn. Not sure why.


5) Isn't there a waterline randomizer in SH5? To take into account the different load of ships, hence it's much harder to shoot from the distance. There was one in SH3 :)


Ive not see this.



6) Could anyone please explain how the radio contact reports work and how the blips on map actually work? In the first case I go check the report sector and I find nothing (and I am totally sure I know now how to read Long/Lat) on the map.


Not sure what you mean here, can you post a ss as an example?


In the second case I have a blip on the map without a time marked (and they appear even while I am submerged) and absolutely no information. How is this possible? Anyone who reported this target to me could not report a presumed speed and course? And How am I going to intercept that?!!!? Perhaps I'm missing something? Some help in here would be appreciated...


Have you checked your options.py for type of reported info?


it's already tough enough to hear anything with this dumb sound officer I have. He doesn't report new contacts even if I can hear them on the hydrophone and even if I can see them and SINK them from 2000 mt away! He's gotta be deaf.


Yes this bug has been there from the start.


Just re-reading this post - Ive not been much help here have I :D

Schütze
12-14-10, 04:41 AM
Schutze the best I can tell you is to look at the whole thread and see how Trev and DW fixed mine. It's important that mods are installed in the proper order but I can barely say mine are working. Plenty of problems as you see.

Ok, will have a look. Everything works fine on the historical missions. But still, having this game in two weeks and still hasn´t begun the first mission due to mod-tweaking is a bit...frustating.

Figured out the subflag-mod yet? I can´t get those damn flags at my sub and yet i think i have tried everything.

Shockwave74
12-14-10, 08:13 AM
I am in your same shoes, Schutze... just playing first mission then coming back to report problems but I am not sure it's mod-related... the game IS very bugged at present time.

Anyway, to answer to Trev's questions:

6) In the second case I have a blip on the map without a time marked (and they appear even while I am submerged) and absolutely no information. How is this possible? Anyone who reported this target to me could not report a presumed speed and course? And How am I going to intercept that?!!!? Perhaps I'm missing something? Some help in here would be appreciated... Have you checked your options.py for type of reported info?

Where exactly is this file and what is its name? What are the lines I am supposed to check (and eventually edit)? What I said above is that my NavMap shows grey blips without ANY kind of indication. All i know is what I see in the black text in middle top of the map but there's not the slightest clue on course and speed and that's VERY wrong. There's no way to intercept such a contact which ALSO appears when I am submerged. This *could* be mod related.

So this is what happens with ALL map contacts (the grey blips). Sometimes they are reported while I am submerged (wrong). In any case I have no indication... even marginal... about the contact, there's just the blip on the map.
About radio reports, I have a long/lat reading in the radio messages that HAS NO BLIP on map at all so it's even worse (I'm not even sure the contact is actually where reported because it's miles and miles away but still... if there really was a radio report about a contact, how comes in that long/lat reported there's no blip on the navmap?!).

as of 1) The lack of info, it's just the text on the ERM about the specifications of the amphibious group ship. the silhouette of the ship has no text around it, the XO works ok.

Zedi
12-14-10, 08:18 AM
...
as of 1) The lack of info, it's just the text on the ERM about the specifications of the amphibious group ship. the silhouette of the ship has no text around it, the XO works ok.

Are you talking about the ERM included into TDW UI or.. ?

Shockwave74
12-14-10, 02:32 PM
Obviously, the ERM included in DW's UI.

Anyway here's my mod list.

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

Antilag
Enhanced FunelSmoke_by HanSolo78
Lite Campaign LC 1.2
sobers realistic hydrophone operator SH5
Church's SHV + Karl speech commands.cfg
No Logo Intro Menu_Animation v. 01.00 by AvM
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Critical hits 1.1 Torpedos
Environment 4.7 MOD
sobers base wave mechanics for SH5 V4
SteelViking's Interior Mod V1.2
Cerberus62 Additional Merchant Ships 1.0
SD_MapCourseLine_tiny_arrows_ocred
U-boat Historical Specifications 1.4
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
FX_Update_0_0_9_UHS_Fix
Ferocious Fire SFX
Unterseeboot
sobers 100% underwater FX
NewUIs_TDC_5_3_0_ByTheDarkWraith
NewUIs_TDC_5_3_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_3_0_No_Contact_Colors
NewUIs_TDC_5_3_0_No_Contact_Tails
NewUIs_TDC_5_3_0_Sub_Warship_Merchant_Same_Shape
NewUIs_TDC_5_3_0_ERM_Reaper7_NightVision
NewUIs_TDC_5_3_0_ERM_Reaper7_NightVision_Black_Ski n
MRP 1.3+OPCF light
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
Trevally Automated Scripts v0.2
Trevally Harbour & Kiel Canal Pilot v2.4
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
SUB_hyd_fix_SH5
MightyFine Crew Mod 1.2.1 Alt w beards
More_crew_commands_dialog_v1.04
MCCD_1.04_MFCM_1.2.1_compatible
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120


It was built according to Trev's and DW's indications. To be honest I can tell the game has many problems and the mods do what they can... but the problem with grey blip on map having absolutely no indication, coupled with the sound guy being totally unable to hear a Liberty cargo at 2km make the game really unplayable. It's a must to find a solution to this.

Maybe the sound guy needs experience, I can understand that... but 2km is really too close to be deaf. Problem is you really can't do much but wandering about and hope you stumble upon something... if the blips were working correctly that would help a lot. Any clues?

TheDarkWraith
12-14-10, 03:06 PM
but the problem with grey blip on map having absolutely no indication

can you post a screenshot of these grey blips you are referring to?

THE_MASK
12-14-10, 04:43 PM
With TDW mods i need to go to 15 meters i think . I always go to 20 . Beno takes a while to scan 360 deg with the hydrophone . Have you upgraded the hydrophone . I generally find Beno ok at 20 mts . Sometimes he cannot hear a ship if its slow or rough seas . A lot of times DD are sneaky and sit and wait or slow and listening and hard to pick up . I rely on myself a lot too . I find a combination of using Beno , upgrading skills , going to 20 mts , using the hydro myself , upgrading the hydro , using sobers hydro mod , i can get out of most situations .

Shockwave74
12-15-10, 01:42 PM
Sober: In the particular case I am talking about, the solution with 2000 meters distance led to a catastrophic torpedo hit. I really doubt from the periscope depth anyone could ever miss to hear a merchant of that size (c1b) from such a distance.

The sound guy perhaps still needs tweaking and it's got to be hard considering experience will mess up everything there. Unfortunately as it is now, at XP0 he hardly hears anything but you can't spend the entire game at the sound station. I do sometimes, on patrol I'm mostly at periscope depth but it looks like he never gets anything. I check myself as soon as going down and we stay down till batteries are at 30% and during all this time at ahead slow he never hears anything.

Anyway let's move to the screenshots (sorry forgot to take the SS of the ERM lack of data on amphibious ship group as mentioned above. It's just the specs of the ship missing [tonnage, etc] from the erm manual):


The album with the 3 SS is here: http://img254.imageshack.us/g/contactreport1.jpg/

1) This report was NOT given on the log (perhaps because it's well beyond range) but note down the location and the time of that report. If you look at my log you will see I'm asking the radioman to repeat last report and despite being one present he insists in saying there's no radio report. And this is just dumb.

2) This quadrant looks empty. There is no blip on map at 5deg/36deg and there should be (I hope I'm reading the right quadrant... if Trev's explanation was grasped by my lousy brain, it should be!).

3) A few minutes later (2 game hours or so with the time compression) 2 blips appear on map. Neither of these are reported and, unshown by this SS, the radioman keeps saying there are no reports (and there aren't in the radio screen). So it looks like blips appear on map out of nowhere (and they DO appear even when you are submerged, trust me), unreported. If you click on either of such blips all you will see is the bearing.

There is no range indication (not needed, you can use the compass) no speed/course indication. In other words, this function as it is now is absolutely useless. Who in his sane state of mind would push a report on a ship without indicating at least an ESTIMATE of the course/speed? The blip right there is totally useless, that contact might be ANYWHERE by the time I get there... the only chance you have in this situation is if this blip appears on navmap within 40Km range. In that case you can follow it and guess its course with the hydrophone but things being what they are... it's pretty useless.

I also would like to give a tip on the new UI. The view buttons (the eye, bridge and captain's hat icons) will overlap on the sub status indicators (submerged, CO2 etc) when the time extra icons are open and that's improper but as you can see, even now they overlap on the map buttons.

Again I wanted to ask why the parallel course button is working as it is... I wouldn't want it to reveal the course of my locked target BEFORE I calculate it (by inserting the AOB in the XO cheatsheet). Are you sure this function is realistic? Looks more of a cheat to me.

Trevally.
12-15-10, 02:56 PM
Sorry Shockwave but you are looking in the wrong box for that grid ref.

The contact in the report in in the one next to it.

I will post a ss soon to explain better:up:

Shockwave74
12-15-10, 03:50 PM
Well I want the explanation of course but please note there's no blip in ANY quadrant regarding the aforementioned report. :O:

Strange... I thought I had the quadrant right this time but I had the bells ringing when I noticed many times my own Nav Officer was reporting my position in the quadrant next to mine! That's why! AAHAHAHAHAHAHAHAHAH

Trevally.
12-15-10, 03:52 PM
I cant get ingame to take ss, but I have used yours.

http://img529.imageshack.us/img529/7995/contactreport2.jpg

When ref is 5-23W you read to the west.

http://img263.imageshack.us/img263/8840/contactreport3.jpg

Here you can see a West and East grid ref.

The same would apply to the South. It would be the box to the south.

Im not sure I am explaining this very well:arrgh!:

Shockwave74
12-15-10, 05:11 PM
Yes you are, now.

Yet, there's no blip coming out of the radio contact. Granted you can mark by hand and plot the course/speed based on the radioed indications but this doesn't work with the other blips oon the navmap. There's absolutely no indication about those (unless you enable the cheatnotes which are TOO PRECISE unfortunately so it's a cheat).

Trevally.
12-15-10, 05:23 PM
# Below this depth do not receive radio contacts/reports (in meters)
BelowThisDepthDontReceiveRadio = 30


This is where you set depth for radio contact:up:


# Are the contact's actual course shown or is a relative course shown (E,ENE,SE,S, SW, etc.)?
# change below to either True or False
ShowContactsActualCourse = False

And for your radio contacts.

TheDarkWraith
12-15-10, 05:24 PM
Yes you are, now.

Yet, there's no blip coming out of the radio contact. Granted you can mark by hand and plot the course/speed based on the radioed indications but this doesn't work with the other blips oon the navmap. There's absolutely no indication about those (unless you enable the cheatnotes which are TOO PRECISE unfortunately so it's a cheat).

click on those blips and see if the contact information doesn't change ;) (you can't have a target locked up or selected when doing this)

Shockwave74
12-15-10, 06:22 PM
DW it does change to show the course (from which it captures the set parallel course) when it is locked by XO.

Look at Trev's screenshot in the previous page (my own SS he posted) the blip on the navmap in the Channel ***IS SELECTED*** and the black text doesn't show either course or speed. Not even an estimation. Nothing and I can't activate the notes, that's cheating...

For the records, I don't know how it happened but I found 2 different DWuseroptions.py and I don't know which is in use and to be edited.

C:\Ubisoft\Silent Hunter 5\Mods\NewUIs_TDC_5_3_0_ByTheDarkWraith\MODS\NewUI s_TDC_5_3_0_ByTheDarkWraith\data\Scripts\Menu

C:\Ubisoft\Silent Hunter 5\Mods\NewUIs_TDC_5_3_0_ByTheDarkWraith\data\Scrip ts\Menu

Which one is in use and should I delete the other one?

Shockwave74
12-17-10, 06:12 AM
Still no clues? Are you sure you understood my question? Isn't a blip on the map supposed to indicate somehow the estimated course/speed ?

Anyway I edited the right useroptions and I am really hoping there's a solution (might be that I made a mistake with installing the mods?) to this. If the SO works so so I can at least intercept a reported map contact but at present time with 0 indication on its course/spd it's an impossible predicament.