View Full Version : [TEC] SH5.exe patches to fix bugs and add functionality
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blkdimnd
06-25-14, 02:06 PM
Where do you download from? There is no TDW_SH5_Patches_Special_EXE.s5p file in the regular download. Download again.
:up:
PS Click. (http://www.mediafire.com/download/uw4u84n4ifdpws5/TDW_GenericPatcher_v_1_0_164_0.zip)
I used the version found here on SubSim.
http://www.subsim.com/radioroom//downloads.php?do=file&id=4331.
I tried with the version you linked, and am getting the same error. I'll try a fresh install of SH5 again, maybe the 1.20 patch didn't take correctly.
Defiance
06-25-14, 03:34 PM
So you installed TDW_GenericPatcher_v_1_0_164_0
Then d/loaded sobers .gps
Had the patcher put that snapshot in and you ctd ?
I suggest you dl this again
http://www.mediafire.com/download/72uk2qkn0k9koet/TDW_GenericPatcher_v_1_0_164_0.zip
Hopefully you backed up the files needed to restore sh5 back to stock (the .exe and other gubbins needed)
Then reinstall the above
Then use sobers snapshot (the .gps)
The actual link you posted last is just a .gps (saved setup of the patcher called a snapshot)
Might be the time of evening but am i missing something ?
blkdimnd
06-25-14, 04:39 PM
So you installed TDW_GenericPatcher_v_1_0_164_0
Then d/loaded sobers .gps
Had the patcher put that snapshot in and you ctd ?
I suggest you dl this again
http://www.mediafire.com/download/72uk2qkn0k9koet/TDW_GenericPatcher_v_1_0_164_0.zip
Hopefully you backed up the files needed to restore sh5 back to stock (the .exe and other gubbins needed)
Then reinstall the above
Then use sobers snapshot (the .gps)
The actual link you posted last is just a .gps (saved setup of the patcher called a snapshot)
Might be the time of evening but am i missing something ?
Oops, linked to the wrong file.
But yes, you have it exactly correct.
I did have all the files backed-up, but I'm doing a total fresh install as we speak. I'll let you know what happens...
blkdimnd
06-25-14, 05:21 PM
Working now. :up:
Don't know what went wrong the last 4 times. :doh:
Now to see if my mod soup works...
Fingers Crossed.
blkdimnd
06-25-14, 07:32 PM
Everything works!!! :Kaleun_Thumbs_Up:
When I go to download from
http://www.mediafire.com/download/72uk2qkn0k9koet/TDW_GenericPatcher_v_1_0_164_0.zip
chrome gives me a message that the file 'is malicious, and Chrome has blocked it.'
Anyone else run into this problem? I presume this is safe to download but wanted to check in first.
THEBERBSTER
07-03-14, 12:18 PM
A warm welcome ‘bobjam ’ to the Subsim family.:subsim:
You will always find someone here to help you.:)
Link to my SH5 – SH4 posts::salute:
Step By Step Tutorials & How To Do It
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
See my Tutorial Post #2
vdr1981
07-03-14, 12:19 PM
chrome gives me a message that the file 'is malicious, and Chrome has blocked it.'
Google is always right!:D:D http://youtu.be/ymkA1N3oFwg?t=3s
P.S. Of course it's safe...:03:
Jimbuna
07-03-14, 02:39 PM
Welcome bobjam :sunny:
Aktungbby
07-03-14, 04:44 PM
Bobjam!:Kaleun_Salute:
Silent Steel
07-04-14, 03:27 AM
This sounds a bit strange. I'm running Chrome and I don't get any 'warnings' when I download that mod... :hmm2:
I'm confident VDR knows what he's talking about when he says it's safe to download.
Can anyone help me to understand this?
BTW - a warm welcome Bobjam :salute:
Mikemike47
07-04-14, 09:04 PM
This sounds a bit strange. I'm running Chrome and I don't get any 'warnings' when I download that mod... :hmm2:
I'm confident VDR knows what he's talking about when he says it's safe to download.
Can anyone help me to understand this?
Could be a false positive depending on the virus engine. I do not use Chrome personally. I know Chrome is Google's brower right? Does it have an antivirus engine built into it?
I have had downloads off by one kilobyte and a virus antiscan reads them wrong.
Silent Steel
07-06-14, 12:42 PM
Could be a false positive depending on the virus engine. I do not use Chrome personally. I know Chrome is Google's brower right? Does it have an antivirus engine built into it?
I have had downloads off by one kilobyte and a virus antiscan reads them wrong.
I'm confident you're right here.
Yes, Chrome has some 'security' settings e.g. something they call 'protection agains malicious software'.
I'm positive that's the answer to why Chrome recognizes some software as malicious.
If you've got an anti -virus program running it should be reasonable to just un-tick that setting in the Chrome settings and the issue is gone.
vdr1981
07-06-14, 01:17 PM
Or, TDW's trying to infect our computers...:haha:
P.S.
I've never trusted those paranoid programs, the best antivirus is your self. There is no anti virus/spyware which will help you if you don't know what are you doing...
Silent Steel
07-07-14, 02:52 AM
Or, TDW's trying to infect our computers...:haha:
:o I never thought of that.
P.S.
I've never trusted those paranoid programs, the best antivirus is your self. There is no anti virus/spyware which will help you if you don't know what are you doing...
Correct!
Defiance
07-09-14, 03:53 AM
Hiya's,
Two weird problems i can't figure out, one is somewhat to do with the patcher (or more like me fubaring it)
Other might be .............
The AI repair patch i enable in patcher (where the ai tries to repair etc via the repair or flood icon)
The flood one works fine eg : i need help as i flood, i click guy (forget name lol) and select the line to start speeding up flood repair, all's well the icon pops up and slowly starts ticking down (clockwise as usual)
Now when i get damaged, i go through the same process and the repair icon pops up, but it stays the same, it doesn't tick down
Any ideas on this repair fubar ? :D
Best add when i redo game etc, i save vanilla gps, then restore my snapshot, is this a problem ? i mean should i just alter the vanilla gps to my liking ?
Two, for some reason when i check for non warships by pinging i get 2 responses, like, xxx 10k 320deg long range xxx 10k 320deg long range, but when i ping for warships i get just a lone return eg xxx 10k 320deg long range, any ideas on that ? (this i can live with as it doesn't seem to mess the game up)
I did read about redoing the saved stock files that patcher alters, just tried it, started from bunker save, damaged boat after hitting a ship to get damaged icon for repair still not ticking down
It's gotta be something simple i'm messing up i know
Any Input much appreciated :oops:
:salute:
Hiya's,
Two weird problems i can't figure out, one is somewhat to do with the patcher (or more like me fubaring it)
Other might be .............
The AI repair patch i enable in patcher (where the ai tries to repair etc via the repair or flood icon)
The flood one works fine eg : i need help as i flood, i click guy (forget name lol) and select the line to start speeding up flood repair, all's well the icon pops up and slowly starts ticking down (clockwise as usual)
Now when i get damaged, i go through the same process and the repair icon pops up, but it stays the same, it doesn't tick down
Any ideas on this repair fubar ? :D
Best add when i redo game etc, i save vanilla gps, then restore my snapshot, is this a problem ? i mean should i just alter the vanilla gps to my liking ?
Two, for some reason when i check for non warships by pinging i get 2 responses, like, xxx 10k 320deg long range xxx 10k 320deg long range, but when i ping for warships i get just a lone return eg xxx 10k 320deg long range, any ideas on that ? (this i can live with as it doesn't seem to mess the game up)
I did read about redoing the saved stock files that patcher alters, just tried it, started from bunker save, damaged boat after hitting a ship to get damaged icon for repair still not ticking down
It's gotta be something simple i'm messing up i know
Any Input much appreciated :oops:
:salute:
The Chief ability "2. Increase Repair Rate" is a toggle ability:
Talk to the Chief to start it (icon appears and morale is used up over the time it is active)
Talk to the Chief and select the same line to stop the activity. The icon should disappear.
His response is the same in both instances but I think that's because it couldn't be customized for a 'toggle' ability.
I believe the dialog was actually was introduced with "Athlonic's MCCD "More Crew Commands by Dialog" MOD (http://www.subsim.com/radioroom/showthread.php?t=166236)"; at least it wasn't introduced with the SH5.exe Patcher.
The "AI repairs" refer to damaged NPC ships ( from the patch notes ):
"Starting with v1.0.81.0 revised the SHCollisions AI Crew Damage Control patch. The patch now takes crew veterancy level, unit's HPs ratio, and unit's type into consideration. Most effects will stop when crew fixes damage to the zone (box) :rock:. I'm still looking for a few controllers so that I can stop them all."
Defiance
07-09-14, 02:00 PM
Cheers Katze :up:
Enlightened me
:salute:
Skywalk
07-10-14, 06:31 AM
Which file does the Map colored lines patch affect?
I'm wondering because that is literally all I want out of this. I must have the colored map tool lines! Does it patch SH5.exe? or another ? someone must know!
Sjizzle
07-10-14, 07:40 AM
Which file does the Map colored lines patch affect?
I'm wondering because that is literally all I want out of this. I must have the colored map tool lines! Does it patch SH5.exe? or another ? someone must know!
u mean the protractor, rule and compass color ?
yes they can be changed with tdw's patcher take a look here (http://www.subsim.com/radioroom/showthread.php?t=205620)
THEBERBSTER
07-10-14, 05:38 PM
A warm welcome ‘Skywalk’ to the Subsim family.:subsim:
You will always find someone here to help you.:)
Link to my SH5 – SH4 posts::salute:
Step By Step Tutorials & How To Do It
Useful Download Links
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Jimbuna
07-11-14, 07:02 AM
Welcome Aboard Skywalk :sunny:
THEBERBSTER
07-12-14, 02:20 PM
Hi Skywalk
See my Tutorial Post #41
Step By Step Tutorials & How To Do It
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Peter
sirrawrsalot
07-20-14, 09:59 PM
Hi TheDarkWraith,
I've been poking around your mod to see if I can make it work with steam.
I was able to turn off the intro movies via your genericpatcher software and launch it via steam. (Intro was disabled)
I am unsure if others have been able to do this or not?
Thanks a lot for all these mods and things for me to play with :)
I really appreciate everybody being so open about modding on the forum.
Thanks again
Sjizzle
07-21-14, 12:46 AM
Hi TheDarkWraith,
I've been poking around your mod to see if I can make it work with steam.
I was able to turn off the intro movies via your genericpatcher software and launch it via steam. (Intro was disabled)
I am unsure if others have been able to do this or not?
Thanks a lot for all these mods and things for me to play with :)
I really appreciate everybody being so open about modding on the forum.
Thanks again
the patcher doesn't work with the steam version of the game ...
see here (http://www.subsim.com/radioroom/showthread.php?t=205620)
sirrawrsalot
07-21-14, 04:27 PM
the patcher doesn't work with the steam version of the game ...
see here (http://www.subsim.com/radioroom/showthread.php?t=205620)
I think I got it to work is what I'm saying.
Sorry for not being clear enough.
I am asking the mod creator for a way to verify that what I say is true.
The only way I can say that it is working is that I'm clicking on my steam game and its launching it with the intro movie disabled (an option in his genericpatcher).
Sorry for being unclear, english is not my first language.
Kind Regards
EDIT: I just opened a new thread because I did not want to mess up this one.
http://www.subsim.com/radioroom/showthread.php?t=214687
TheDarkWraith
07-29-14, 07:48 AM
v1.0.165.0 released. See post #1
Starting with v1.0.165.0 added a new patch to SHSim_act: RPM inertia. Player's unit and AI unit's shafts/props will now have inertia and thus will not 'spin up' or 'spin down' at ridiculous speeds. See the Notes= of the patch for how to change the multipliers
:|\\
Sjizzle
07-29-14, 08:08 AM
v1.0.165.0 released. See post #1
Starting with v1.0.165.0 added a new patch to SHSim_act: RPM inertia. Player's unit and AI unit's shafts/props will now have inertia and thus will not 'spin up' or 'spin down' at ridiculous speeds. See the Notes= of the patch for how to change the multipliers
:|\\
thx tdw :D:up:
Echolot
07-29-14, 02:08 PM
v1.0.165.0 released.
Many thanks and welcome back.
:Kaleun_Salute:
vdr1981
07-29-14, 02:36 PM
Very needed patch TDW, tnx!:up:
v1.0.165.0 released. See post #1
Starting with v1.0.165.0 added a new patch to SHSim_act: RPM inertia. Player's unit and AI unit's shafts/props will now have inertia and thus will not 'spin up' or 'spin down' at ridiculous speeds. See the Notes= of the patch for how to change the multipliers
:|\\
Well done TDW :rock:
Off topic: the other day I had another of my ideas on a possible new patch: what about radio and gramophone enhancing crew morale when they are switched on, but at the cost of a bigger underwater noise signature for the boat? Would such a feature be possible at all?
Thank you for the great work you did on the patcher since I left b/c of broken puter ... I look forward to using it :)
One little question, what are the patchers dependancies ? I am running on a Linux box, and would probably have to install a few things in my wineprefix before I get it to work ?
Right now, it opens, asks for the usual file locations, but then comes with a rather useless exception: <see attached screenshot>
I suspect, based on the error, that I'm gonna need another version of the .net framework, besides 2 ?
EDIT: You need .NET 3.5 in order to run the patcher. Issue solved, thanks again for the patcher!
moha14881
08-03-14, 04:17 AM
Here i made some tests with the sh5.exe patch by tdw ideea:
i used hydro and my sonar reported me:
1)an merchant contact at 61 degree and at 2980 range
2) i run cronometer for 5 minutes
3) the sonar guy reported me the same contact at 49 degrees at 2170 range
4) i made the ploting for 1 contact and mark1 and i made the ploting for second contact report (after 5 min) and i mark2
5) i draw a line between mark 1 and mark 2 and i measured the distance between mark 1 and mrark2 - the distance was 950 metters
6) i used the speed chart speed from tdw uis and i saw that for an distance of 950 metters in 5 minutes the speed is 6 knots
so now i have all the data i need for that ship (wiothout to make an visual contact - only by hidro)
7) i go at periscope dept and i checke on map to see how acurate were my readings:
look what i found:
http://i1124.photobucket.com/albums/l568/stoianm/hydro.jpg
Just amaising... the cource and speed of ship is SO ACURATE... i never had such an acurate reading in my life (using the stady or any other methode) - so TDW thank you so much for this patch ideea
I don't know why but when you hover the mouse over where a unit is you get the unit's type. For me I get nothin' not that small pop up box! I need it because I don't know if to go after that contact and what its speed is!!!!:arrgh!::hmm2:
THEBERBSTER
08-03-14, 06:12 PM
I think you can make this change in TDW's Options File Editor Viewer.
Have a look in the TAI and Nav map options?
I think it is 'Contact Spotted Info'!
You will need to scroll down to find it.
Dogfish40
08-10-14, 11:50 AM
I'm Using the latest Patcher. When I man the deck gun for a surface attack, I call up the deck gun commands menu from the Watch Officer Pic.
The first time I order "Fire at Will" the gun fires. Then, say I order Cease Firing for some reason.
The problem comes when I order fire at will again, Nothing happens.
I have wondered if the firing key has been changed (space bar).
So, to get the gun to resume firing, I have had to resort to unmanning and remanning the gun crew, which works.
In the patcher, I have enabled the "Stop Auto Firing" patch, but have NOT enabled the "no yellow triangle" patch.
Coould this somehow be the problem. Has anyone else had this firing problem?
Wondering...
D40
THEBERBSTER
08-10-14, 05:15 PM
Hi Dogfish
Link to my SH5 – SH4 posts:
Step By Step Tutorials & How To Do It
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Have a look at my Tutorial Post #10 and Post #11
Peter
Dogfish40
08-11-14, 10:19 AM
Hi Dogfish
Link to my SH5 – SH4 posts:
Step By Step Tutorials & How To Do It
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Have a look at my Tutorial Post #10 and Post #11
Peter
Thanks for that BERBSTER. I copied your posts for reference. While I will try your way step by step, I have a question for you.
Do you think the problem being caused by my ordering Battlestations from the 1st officer instead of the watch officer? That appears to be the only difference. Everything else is working fine, even ordering to aim at different features on the ship such as "below water line" or "fire at bridge", all this works fine. If I order "Hold Fire" it works. It's just when I try to resume fire, that's when I run into the problem of inaction.
I will use definitely use your post step by step and see if I get a different result. Your post also helped greatly with another problem about the crew leaving the gun pointed helter skelter, even back at the bridge. I should not have that problem any longer thanks to your post.
I'll check back.
Thanks again.
D40:up:
Mehring1917
08-13-14, 10:39 AM
Hi, over the last year or so I've had intermittent major butt pain trying to use this patcher and in case I have finally discovered the cause, here is what I found. It wasn't any AV or firewall and, in spite of the error messages, the SH5.exe was not being used by another process.
Although I don't understand when or why they would change, I found that the files to be patched were having their security properties changed. Right clicking the files and opening properties/security tab revealed they would sometimes, always the .exe, become 'write only' for some group or user names. A new user name was also generated which I have never found on any other file.
Enabling write permissions for all users and/or deleting the mysterious new user allowed the patcher to work properly.... I think. The .exe is now 4.35mb. Is that the right size? Fingers crossed.
THEBERBSTER
08-13-14, 12:26 PM
Hi Dogfish
If you are referring to Battle Stations to use the Deck Gun then it should always come from the Watch Officer.
When you close the Battle Station icon through him it is that action that repositions the Deck Gun correctly.
Other than that it should not be a problem to use another officer.
I would not use the shortcut key to call Battle Station always go through an officer.
You will also come across a bug in SH5 where you lose your Deck Gun Crew when the sea is not smooth.
You will need to keep an eye on your Crew Icon and Deck Gun Icon staying lit.
You will know you have that problem when you cannot traverse the gun, assuming you are firing it and not the gun crew.
With regards to inaction just keep an eye on what icons are lit, again this is all part of the bug.
Peter
THEBERBSTER
08-13-14, 12:28 PM
Hi Mehring
Are you using the stand-alone patcher or the one in TDW's NewUi mod?
Peter
Mehring1917
08-13-14, 01:06 PM
hi Berbster, I've used several stand alones over time, latest being 164 and 165. 128 worked ok IIRC but now obsolete. Using 164 ATM as it corresponds with latest Sober megamod.
I was curious to see if it was a computer/OS problem but today I tried patching the files on a laptop with a different OS and no uplay/SH5. Same .exe error. Can't understand why the patcher works ok for everyone else.
Still, it does seem to be ok. Not sure if there's a definitive test to see if all is installed correctly.
THEBERBSTER
08-13-14, 02:20 PM
Hi Mehring
Change the Map colours and you will know straight away.
Peter
Mehring1917
08-13-14, 03:51 PM
hi again, that works. Now, how do I change the colour back?
kidding
THEBERBSTER
08-13-14, 05:34 PM
:haha: :haha: :haha:
Sjizzle
08-14-14, 02:27 AM
hi again, that works. Now, how do I change the colour back?
kidding
if u mean the ruler, protractor and compass map color u can change them back to the default color by using your backup file witch one u must made it before to patch the game...or there is also and option in the game UI right click on the compass, ruler, protractor and a color option will be displayed and from there u can change it back to the default color... to have this option u must have the latest version of tdw's UI 7.5.0
Dogfish40
08-15-14, 10:21 AM
Hi Dogfish
If you are referring to Battle Stations to use the Deck Gun then it should always come from the Watch Officer.
When you close the Battle Station icon through him it is that action that repositions the Deck Gun correctly.
Other than that it should not be a problem to use another officer.
I would not use the shortcut key to call Battle Station always go through an officer.
You will also come across a bug in SH5 where you lose your Deck Gun Crew when the sea is not smooth.
You will need to keep an eye on your Crew Icon and Deck Gun Icon staying lit.
You will know you have that problem when you cannot traverse the gun, assuming you are firing it and not the gun crew.
With regards to inaction just keep an eye on what icons are lit, again this is all part of the bug.
Peter
Right.
Excellent, this has been very helpful.
Thanks very much,
D40 :salute:
mikehcl
08-16-14, 07:22 AM
v1.0.165.0 released. See post #1
Starting with v1.0.165.0 added a new patch to SHSim_act: RPM inertia. Player's unit and AI unit's shafts/props will now have inertia and thus will not 'spin up' or 'spin down' at ridiculous speeds. See the Notes= of the patch for how to change the multipliers
:|\\
Hi, I'm having a problem with the last v 1.0.165.0. I activated the patches RPM inertia but as soon as I select a mission or campaign the game crashes me. : Hmmm:
i have the following mod active:
The Wolves of Steel 1.02
The Wolves of Steel 1.02_Patch_5
The Wolves of Steel 1.02 - TDW Real Navigation
The Wolves of Steel 1.02 Realistic_Hydrophone_1_1
shunter101
08-16-14, 09:14 AM
Hi, I'm having a problem with the last v 1.0.165.0. I activated the patches RPM inertia but as soon as I select a mission or campaign the game crashes me. : Hmmm:
i have the following mod active:
The Wolves of Steel 1.02
The Wolves of Steel 1.02_Patch_5
The Wolves of Steel 1.02 - TDW Real Navigation
The Wolves of Steel 1.02 Realistic_Hydrophone_1_1
Same here. I select and load my campaign and the game CTD. I remove the RPM inertia option and I can play my campaign fine (well it did CTD once after about 50 minutes of play, possibly unrelated). My NewUIs_TDC_7_5_0 (latest build) is set to SHIII style.
Here is my mod list:
SteelViking's Interior Mod V1.2
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
Conus' Graphic Mod 1.0
DynEnv v2.9 - Water Reflections Intensity Varied by Available Sunlight by TDW v1.0.2.0 (Main Mod comp.)
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober_0Points
FX_Update_0_0_22_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
NewUIs_TDC_7_5_0_ByTheDarkWraith
Large Optics for TDW UI
Large Optics for TDW UI 16 by 9
TDW_Ship_Inertia_1_1_0
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Inertia_Damage
Critical hits 1.1 Torpedos
Cerberus62 Corrected Depth Charge Projector 1.0
New Torpedoes Explosion - FX Update add-on
Shadow Improvement ModLR
sobers best ever fog V25 SH5
sobers storm Clouds v1 SH5
Sub_Exhaust_1_0_5_byTheDarkWraith
gap - Sonar Sound Collection v 1.0 for SH5 - Booming
Better Sea Foam
Depth Charge Fix Reduced Explosion Range
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
gap - armaments & equipments patch v 0.2
gap - HD 1 deg Scope Bearing v 1.0
Real U-Boat Performance - Type VII v1.6
SM_Flag_Wind_Patch
Best
SHunter
TheDarkWraith
08-17-14, 10:48 PM
Hi, I'm having a problem with the last v 1.0.165.0. I activated the patches RPM inertia but as soon as I select a mission or campaign the game crashes me
Same here. I select and load my campaign and the game CTD. I remove the RPM inertia option and I can play my campaign fine
Fixed in v1.0.166.0. Let me know either way (yes or no) if it fixes the problem both of you were having.
v1.0.166.0 released. See post #1
Starting with v1.0.166.0 revised the RPM inertia patch in the SHSim_act to fix bug of trying to use invalid pointer that can happen in campaigns and some single missions
:|\\
mikehcl
08-18-14, 05:23 AM
Fixed in v1.0.166.0. Let me know either way (yes or no) if it fixes the problem both of you were having.
v1.0.166.0 released. See post #1
Starting with v1.0.166.0 revised the RPM inertia patch in the SHSim_act to fix bug of trying to use invalid pointer that can happen in campaigns and some single missions
:|\\
Everything solved all works, thanks. :up:
TheDarkWraith
08-18-14, 07:29 AM
Everything solved all works, thanks. :up:
Thanks for the report :up: AI units and the player's unit should no longer have super acceleration and deceleration anymore with this patch enabled. Should be much harder for units to speed up to avoid an incoming torpedo. You can tailor the patch to taste by clicking the Notes= of the patch and following the directions (you could make the accelerations and decelerations even slower if you wanted to).
shunter101
08-18-14, 11:23 AM
Thanks for the report :up: AI units and the player's unit should no longer have super acceleration and deceleration anymore with this patch enabled. Should be much harder for units to speed up to avoid an incoming torpedo. You can tailor the patch to taste by clicking the Notes= of the patch and following the directions (you could make the accelerations and decelerations even slower if you wanted to).
Works great:up:. My sub has been on the bottom for about an hour. I decided to make my way to the surface to see where the escorts were located. One was stopped 1500m in front of me and I was able to slam two torpedoes into her side:yeah:. She did not accelerate away, I could not tell if she tried to accelerate or not, it was night. Back to the bottom as the other escort is picking up speed. Thanks!!
SHunter
THE_MASK
08-19-14, 12:22 AM
Fixed in v1.0.166.0. Let me know either way (yes or no) if it fixes the problem both of you were having.
v1.0.166.0 released. See post #1
Starting with v1.0.166.0 revised the RPM inertia patch in the SHSim_act to fix bug of trying to use invalid pointer that can happen in campaigns and some single missions
:|\\Fantastic :up:
DrJones
08-19-14, 10:25 AM
Fixed in v1.0.166.0. Let me know either way (yes or no) if it fixes the problem both of you were having.
v1.0.166.0 released. See post #1
Starting with v1.0.166.0 revised the RPM inertia patch in the SHSim_act to fix bug of trying to use invalid pointer that can happen in campaigns and some single missions
:|\\
Thanks for that great work !!! :salute:
Dragon81
08-19-14, 11:34 PM
Hi TheDarkWraith,
I have the problem that I can not dive below 120m without damaging my hydrophone.
I created a topic for this problem:
http://www.subsim.com/radioroom/showthread.php?p=2234328#post2234328
icthird623 wrote that he had the same problem and after he changed his mods the problem disappeared.
Is it possible that the TDW Patcher (or Wolves of Steel) has something to do with it?
TheDarkWraith
08-19-14, 11:49 PM
Hi TheDarkWraith,
I have the problem that I can not dive below 120m without damaging my hydrophone.
I created a topic for this problem:
http://www.subsim.com/radioroom/showthread.php?p=2234328#post2234328
icthird623 wrote that he had the same problem and after he changed his mods the problem disappeared.
Is it possible that the TDW Patcher (or Wolves of Steel) has something to do with it?
It's not the patcher as I haven't released any patches that deal with adding/changing damages yet. It's definitely something in WOS.
THE_MASK
08-20-14, 04:28 AM
Hi TheDarkWraith,
I have the problem that I can not dive below 120m without damaging my hydrophone.
I created a topic for this problem:
http://www.subsim.com/radioroom/showthread.php?p=2234328#post2234328
icthird623 wrote that he had the same problem and after he changed his mods the problem disappeared.
Is it possible that the TDW Patcher (or Wolves of Steel) has something to do with it?Its not a bug , its a feature of the mod R.S.D.
Dragon81
08-20-14, 05:04 AM
Hi sober,
thanks for the info. Do you know the file I have to edit to change that?
THE_MASK
08-20-14, 07:01 AM
Hi sober,
thanks for the info. Do you know the file I have to edit to change that?No .
THE_MASK
08-20-14, 07:03 AM
I enabled the RPM inertia patch and loaded a save heading for Scapa . All was going well but now as soon as I get close to Scapa the game ctds . I unenabled the RPM inertia patch and I can continue the game at the last save . Any ideas ?
TheDarkWraith
08-20-14, 09:49 AM
I enabled the RPM inertia patch and loaded a save heading for Scapa . All was going well but now as soon as I get close to Scapa the game ctds . I unenabled the RPM inertia patch and I can continue the game at the last save . Any ideas ?
There's a problem in the patch? :O: I'm looking into it. Trying to get the game to CTD near scapa like you have to see what is causing it when the new RPM inertia patch is enabled :up:
Hi TDW :salute:
Can you please have a look into my suggestion about radio/gramophone, crew morale, and u-boat detection (post #3285 into this thread)?
I know there still are more important aspects of this game which deserve your attenction, but it would be nice (and a step forward towards a full simulation) if music played a bigger role in SH5 than pure listening pleasure for the human captain. :-)
TheDarkWraith
08-20-14, 11:00 AM
I enabled the RPM inertia patch and loaded a save heading for Scapa . All was going well but now as soon as I get close to Scapa the game ctds . I unenabled the RPM inertia patch and I can continue the game at the last save . Any ideas ?
Got the game to CTD with the new RPM inertia patch enabled. Looks like the game is throwing me a curve ball :hmmm: Have to figure out how to determine why a certain type of object is being asked to update it's RPM then test for it and skip over it...
TheDarkWraith
08-20-14, 01:28 PM
I enabled the RPM inertia patch and loaded a save heading for Scapa . All was going well but now as soon as I get close to Scapa the game ctds . I unenabled the RPM inertia patch and I can continue the game at the last save . Any ideas ?
Fixed in v1.0.168.0 :up:
v1.0.168.0 released. See post #1
Starting with v1.0.168.0 revised the RPM inertia patch again in the SHSim_act to fix CTDs
THE_MASK
08-20-14, 03:59 PM
Works now :up: The game just got 100X better with the latest RPM inertia patch .
TheDarkWraith
08-20-14, 05:24 PM
Works now :up: The game just got 100X better with the latest RPM inertia patch .
It does add a certain amount of realism to it now :D
I just found where the code iterates over all the player's unit's damageable items :rock:I now know how to get the current damage of each item (and thus how to set it to a higher value if I want - think random failures :D). When I say all the sub's damageable items I mean crew, systems, parts, weapons, etc. :yeah: There are 76 damageable items defined for the sub I'm currently using in game.
THE_MASK
08-20-14, 05:48 PM
Why wasn't there a damage bar for each of the crew in the vanilla game ! Maybe some day you could add some ?
TheDarkWraith
08-20-14, 11:32 PM
Why wasn't there a damage bar for each of the crew in the vanilla game ! Maybe some day you could add some ?
Possible but why? You can get that information from the crew window :hmmm:
After finding the mecca of how the game does damages I tracked down how it repairs those damages. Longer repair times patch anyone :06: :D I found the function that takes care of repairing the damage and tomorrow I'll decode it to see how it's calculating how much damage to repair and over what time span.
moha14881
08-22-14, 12:42 PM
How to change the tool helper??? The stock has confused me???
TheDarkWraith
08-22-14, 09:13 PM
How to change the tool helper??? The stock has confused me???
Don't understand the question :06:
Let's talk about how the player's crew repairs damage. For one, it's severely lacking and oversimplified :shifty: Quite frankly, it sucks big time :down: It needs a major overhaul :yep:
Every 7.373 seconds the repair damage timer fires. Remember this number. The game then iterates through all the compartments defined in ActiveUserPlayerUnits.upc file. Each compartment then iterates through all of the equipment, crew, weapons, etc. contained in them. If the game finds that an item has damage (damage > 0.0 - damage is 0-1.0 value) it then calculates the efficiency multiplier (most of the time it's 1.0 - could be less but never seen it more than 1.0) and multiplies the efficiency multiplier by the 7.373 number (this is the timer fire value). That result is then divided by 3600 (3600 seconds to an hour). That result is then subtracted from the current damage to the item resulting in it's new damage value (less than before). That's it :-? Are you serious? :huh: That's the best the devs could do for crew repairing damage to items???? :nope:
Realize that every 7.373 the crew tries to repair EVERYTHING that is found to be damaged. That is not even close to being anything near realistic. I would expect something like this for a Nintendo DS or something similar but for a game marketed as a simulator? I'm about to have a fit of rage!
Ok, we see what crap we were dealt now let's talk about how we are going to fix it :yep: I have a couple of ideas but let's see what you all have for ideas.
THE_MASK
08-23-14, 02:53 AM
Don't understand the question :06:
Let's talk about how the player's crew repairs damage. For one, it's severely lacking and oversimplified :shifty: Quite frankly, it sucks big time :down: It needs a major overhaul :yep:
Every 7.373 seconds the repair damage timer fires. Remember this number. The game then iterates through all the compartments defined in ActiveUserPlayerUnits.upc file. Each compartment then iterates through all of the equipment, crew, weapons, etc. contained in them. If the game finds that an item has damage (damage > 0.0 - damage is 0-1.0 value) it then calculates the efficiency multiplier (most of the time it's 1.0 - could be less but never seen it more than 1.0) and multiplies the efficiency multiplier by the 7.373 number (this is the timer fire value). That result is then divided by 3600 (3600 seconds to an hour). That result is then subtracted from the current damage to the item resulting in it's new damage value (less than before). That's it :-? Are you serious? :huh: That's the best the devs could do for crew repairing damage to items???? :nope:
Realize that every 7.373 the crew tries to repair EVERYTHING that is found to be damaged. That is not even close to being anything near realistic. I would expect something like this for a Nintendo DS or something similar but for a game marketed as a simulator? I'm about to have a fit of rage!
Ok, we see what crap we were dealt now let's talk about how we are going to fix it :yep: I have a couple of ideas but let's see what you all have for ideas.
vdr1981 would be one person for ideas . I will think about some damage ideas in the next few days . Guns not firing , torpedoes not firing etc .
http://www.subsim.com/radioroom/showthread.php?t=207093
Hi, probably stupid question, but what do I do here : (RPM Inertia)
"
; +0x0 = RPM multiplier for Warship units (0.1)
; +0x4 = RPM multiplier for Merchant units (0.05)
; +0x8 = RPM multiplier for Sub units (0.05)
; +0xC = RPM multiplier for Air units (1.0)
Code6=0x60,CDCCCC3DCDCC4C3DCDCC4C3D0000803F
"
What part of the Code6 line should I edit ?
A friendly destroyer on collision course with me just went from full ahead to to full back in about 0.1 second... was a bit of an immersion breaker :har:
TheDarkWraith
08-23-14, 12:19 PM
Hi, probably stupid question, but what do I do here : (RPM Inertia)
"
; +0x0 = RPM multiplier for Warship units (0.1)
; +0x4 = RPM multiplier for Merchant units (0.05)
; +0x8 = RPM multiplier for Sub units (0.05)
; +0xC = RPM multiplier for Air units (1.0)
Code6=0x60,CDCCCC3DCDCC4C3DCDCC4C3D0000803F
"
What part of the Code6 line should I edit ?
A friendly destroyer on collision course with me just went from full ahead to to full back in about 0.1 second... was a bit of an immersion breaker :har:
Did you have the RPM inertia patch enabled at that time? I hope not :-?
I notice when I go to deck's awash the SH5 icon shows me under water and the watch officer will not report on the nearest target even when I go up to the bridge myself and see it fully staffed. Also radio messages can't be sent even with the radio antenna up. Flak guns on the tower can't be manned. The exhaust on type VII is not down by the waterline, but high behind just under the flak gun. It appear that SH3 had this correct and that SH5 does not.
I'm using your new UI by TDW and most of the equipment mods, plus your TDW_GenericPatcher_v_1_0_164_0. Is there an easy way to signal SH5 that 7 meters is not truly underwater crippling decks awash?
TheDarkWraith
08-23-14, 03:48 PM
I notice when I go to deck's awash the SH5 icon shows me under water...
That right there is your problem. You must have a mod enabled that is modifying the sub's .cfg file. If everything is correct then the game should not show the underwater icon when using decks awash. The only thing you shouldn't be able to use when running decks awash is the binoculars.
THEBERBSTER
08-23-14, 04:34 PM
I am getting an error message come up.
I have done a reinstall
Uplay did all the updates ok
I logged in to Uplay ok
Uplay then went to do an update as it sometimes does when you start but before you see the play button.
Error message.
Uplay launcher has stopped working a problem caused the program to stop working correctly.
Windows will close the program and notify you if a solution is available.
Which of course it does not.
Any ideas what could be causing this?
Peter
TheDarkWraith
08-23-14, 04:38 PM
I would try going to Add/Remove programs and uninstalling the UCrap launcher. Then I would ensure that no traces of it were left behind in folders or in the registry. Then I would go to Ubis website and download the newest version of their UCrap. Oh it pains me to say anything about that DRM crap :dead:
THEBERBSTER
08-23-14, 06:34 PM
Thanks TDW
Have you calmed down, don't want you having a seizure.
Where do I download it to?
Peter
TheDarkWraith
08-23-14, 06:53 PM
Thanks TDW
Have you calmed down, don't want you having a seizure.
Where do I download it to?
Peter
Just run the installer.
Go to: http://uplay.ubi.com/
Click the download uplay in the upper-right corner
Select the pc version
Run the installer when it asks or save it to your computer if you want
check here also: http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&uact=8&ved=0CC4QFjAB&url=http%3A%2F%2Fwww.subsim.com%2Fradioroom%2Fshow thread.php%3Ft%3D204736&ei=2yn5U723G8eMyASYxILICg&usg=AFQjCNG-UdgCVyznEXS5zmux8PeBl7vHTQ
It might be a simple matter of you needing to enable online mode so it can do it's thing. With the way they code things this doesn't surprise me at all.
Did you have the RPM inertia patch enabled at that time? I hope not :-?
I had it enabled with the default settings :hmmm:
THEBERBSTER
08-23-14, 07:28 PM
Thanks TDW
All back up and running again. :woot:
Peter
TheDarkWraith
08-23-14, 07:53 PM
Hi, probably stupid question, but what do I do here : (RPM Inertia)
"
; +0x0 = RPM multiplier for Warship units (0.1)
; +0x4 = RPM multiplier for Merchant units (0.05)
; +0x8 = RPM multiplier for Sub units (0.05)
; +0xC = RPM multiplier for Air units (1.0)
Code6=0x60,CDCCCC3DCDCC4C3DCDCC4C3D0000803F
"
What part of the Code6 line should I edit ?
A friendly destroyer on collision course with me just went from full ahead to to full back in about 0.1 second... was a bit of an immersion breaker :har:
I had it enabled with the default settings :hmmm:
Alrighty then let's try setting the warship to a ridiculously slow acceleration/deceleration rate. It's quite possible that my multipliers are not set correctly.
First disable the RPM inertia patch.
Set Code6= to this in the \Patches\SH5\TDW_SHSim_Patch.s5p:
Code6=0x60,6F12833ACDCC4C3DCDCC4C3D0000803F
This will set the warship multiplier to 0.001 from the 0.1 I had it originally at.
Re-enable the RPM inertia patch. Realize this is only changing the multiplier for warships - it doesn't affect merchants or anything else. Go to external cam when you know this is going to happen and watch the props of the warship. Let me know your findings :yep:
Alrighty then let's try setting the warship to a ridiculously slow acceleration/deceleration rate. It's quite possible that my multipliers are not set correctly.
First disable the RPM inertia patch.
Set Code6= to this in the \Patches\SH5\TDW_SHSim_Patch.s5p:
Code6=0x60,6F12833ACDCC4C3DCDCC4C3D0000803F
This will set the warship multiplier to 0.001 from the 0.1 I had it originally at.
Re-enable the RPM inertia patch. Realize this is only changing the multiplier for warships - it doesn't affect merchants or anything else. Go to external cam when you know this is going to happen and watch the props of the warship. Let me know your findings :yep:
My Bad! My patch was not properly enabled :/\\!!
Hi, Im getting the following Error message when i try to open the files:
Error Reading Patchfile X:PATH
Exeption is:
Method not found:'SystemStringTheDarkWraith.SilentHunter5.TDW FileUtils.FindPatchentryInFileStartingAtHeaderEndi ngAtHeader(SystemString.etc Boolean. etc)
https://www.dropbox.com/s/9187a1e6vngzzi4/Untitled2.png?dl=0
Sometimes it works with backupped files
HELP!
I have the _168 version the 3 orbit listener patches enabled and I get this old bug Fifi describes here. As I read it was fixed then. Something broke on the way ? I realy need the disable the listener becuse I get a ctd every few hour because it "can't read.." (I tryed online ad offline mode too )
Yes, i installed all of them, and running SH5 with Uplay...
When i launch game, i don't get anymore the annoying synchroniser window before accessing main game screen, so it's working fine that way, but after launching saved mission (or bunker) i get this weird popup window telling me game needs internet connection (even offline with Uplay setting tools)...
Hello,
I don't know if it is the good thread (sh5. exe or irai), so i post here :)
i have a question about the airplanes carrieres : i did some test on them, but i can't get them to have scout airplanes. are there something to do to get some scout airplanes for an aircraft carrers, and in case they find a "target" they launch a strike ? Perhaps some parameters to update ?
I have another problem, is i can't get airstrike from aircraft carrier when a friendly unit encounter an ennemy unit. (ps : i modified airstrike.cfg and put 80 % default for airstrike).
If someone has some ideas about this ? :hmmm:
Thanks ! :D
@TDW :
i found this post concerning what mentionned above :
http://www.subsim.com/radioroom/showpost.php?p=2078297&postcount=2170
i am not sure it is implemented or not concerning the scout planes, but in case it is or in case you will implement some days, would it be possible
to have a parameter for the distance of the scout plane (instead of 20 km) ?
Or perhaps using, but more complicated, the type of airplane group (300, 303, ...) for a carrier, if it is a plane able to scout and take the distance in the plane ".cfg" file ?. I don't know of there are ariplanes type saying that this one is a scout one (searched but found nothing about a scout ability for an aircraft, i just saw that there are different types of aicraft like 300, 303 in the .cfg files.
HELP!
I have the _168 version the 3 orbit listener patches enabled and I get this old bug Fifi describes here. As I read it was fixed then. Something broke on the way ? I realy need the disable the listener becuse I get a ctd every few hour because it "can't read.." (I tryed online ad offline mode too )
Can this be related to the problem that the campaign tonnage bar is not filling up ? As I heard this was some part of the original copy protection. Can this old code surface now somehow ?
Ok im stupid for Hexa , help me plz
"
; +0x0 = the start of nighttime value for player's unit - 0.6
; +0x4 = the nighttime multiplier addition for player's unit - 2.5
Code5=0x50,9A99193F00002040
"
How do I make my sub crew see less in dark ? they spot things much sooner than I can.
What is the match to modifie this (9A99193F00002040) number ?
Edit: I figured it out you just have t write the bit backwards .. lol I was so confused :D http://www.h-schmidt.net/FloatConverter/IEEE754.html
Santini
09-06-14, 11:52 AM
Can this be related to the problem that the campaign tonnage bar is not filling up ? As I heard this was some part of the original copy protection. Can this old code surface now somehow ?
At this point, I am about 98% sure that this is the issue.
I am now shining the TDW Bat Signal into the clouded sky's over subsim Gotham
Save us!
Haukka81
09-13-14, 03:47 AM
Hi!
Nice to see that things go forward but there is still one or two ugly SH5 bugs that needs fix.
1. Is there anyway to fix my crew x-ray vision. They spot ships at 15000meters away even there is thig fog and about 100 meters visiblity. :har:
*And small but anoying thing, if i load save weather can be totally difrent than it was when i saved game :o
Thank you for all other fixes you have made. Gives hope that SH5 is good to play in someday. :salute:
There is another bug with the ghost destroyer that only disappears when you reload the game, and that's the next problem. Correct me if I'm wrong, but I may have noticed that destroyers "forget" you when you load a save game where they were hunting you. Another thing that's very annoying is that map marks are deleted when reloading a save. Thus I'm going back to shiii. I'm sick of all these bugs. Flak doesn't aim right, torpedoes doesn't hit despite of correct data and depth and so on. Eyecandy alone does not make a game.
Ok im stupid for Hexa , help me plz
"
; +0x0 = the start of nighttime value for player's unit - 0.6
; +0x4 = the nighttime multiplier addition for player's unit - 2.5
Code5=0x50,9A99193F00002040
"
How do I make my sub crew see less in dark ? they spot things much sooner than I can.
What is the match to modifie this (9A99193F00002040) number ?
Edit: I figured it out you just have t write the bit backwards .. lol I was so confused :D http://www.h-schmidt.net/FloatConverter/IEEE754.html
Will you publish a mod for this?
The mod is already there I just modified a parameter in it per the instructions by TWD in the read me. I was just confused about the hexa characters.
My problem was that I use a "darker nights" visual mod but my AI didn't "know" about it :D
sam1133
10-01-14, 06:01 AM
i have tried every way i can think but cant get this mod to work...please from the moment of download, what do you do with it please...totally confused and gettin real hot.
thanks
sam:06:
Sjizzle
10-01-14, 06:19 AM
i have tried every way i can think but cant get this mod to work...please from the moment of download, what do you do with it please...totally confused and gettin real hot.
thanks
sam:06:
heya
how to use TDW's Generic patcher here (http://www.subsim.com/radioroom/showthread.php?t=205620) if u have any other q feel free to ask
sam1133
10-01-14, 07:24 AM
bless you bro...i thought it had to go in sh5...damn...thank you:salute:
sam1133
10-02-14, 01:36 AM
nope...all i get is 2 patches, not the long list of choices you have in the guide...just cant understand what i am doing wrong...damn
help
sam:wah::doh::/\\!!:/\\!!:/\\!!
Sjizzle
10-02-14, 02:05 AM
nope...all i get is 2 patches, not the long list of choices you have in the guide...just cant understand what i am doing wrong...damn
help
sam:wah::doh::/\\!!:/\\!!:/\\!!
u have selected the path for each file witch one asked u the patcher ?
for all files select the Sh5 main folder ...
u have the game patched 1.2 ?
if u have the steam version of the game then go here (http://www.subsim.com/radioroom/showthread.php?t=214687)
Tiger_lover
10-03-14, 05:01 PM
The patcher was working yesterday, but when I tried to uninstall the game and do a clean install for the 'Wolves of steel' mod pack, it constantly gives me an error of 'Bytes read does not equal bytes expected by patch'. I'm not sure why this is happening on a fresh install of both the game and the patcher.
http://gyazo.com/844e8c8c8de6b1c87b5f516be237562d
Sjizzle
10-03-14, 05:23 PM
The patcher was working yesterday, but when I tried to uninstall the game and do a clean install for the 'Wolves of steel' mod pack, it constantly gives me an error of 'Bytes read does not equal bytes expected by patch'. I'm not sure why this is happening on a fresh install of both the game and the patcher.
http://gyazo.com/844e8c8c8de6b1c87b5f516be237562d
make sure that u have patched your game to 1.2 ( i mean official patch )
Tiger_lover
10-03-14, 05:57 PM
make sure that u have patched your game to 1.2 ( i mean official patch )
Doh, thanks for that. I had assumed uplay would've automatically updated it fully.
mikelet
01-22-15, 02:30 AM
tnx
Aktungbby
01-22-15, 03:04 AM
mikelet! :Kaleun_Salute:
Jimbuna
01-22-15, 06:04 AM
Welcome to SubSim mikelet :sunny:
ReallyDedPoet
01-22-15, 11:46 AM
Welcome to SUBSIM mikelet :up:
Silent Steel
01-22-15, 01:00 PM
tnx
A warm welcome from me as well.
How good it is to see new mates signing on :salute:
BTW - where from? :hmmm:
If I may ask.
Magyarország, talán?
Jimbuna
01-22-15, 02:10 PM
I'll stab a guess at Heraklion, Greece.
Silent Steel
01-22-15, 03:03 PM
I'll stab a guess at Heraklion, Greece.
Nice twist,
let's see
That name sounds familiar to me :yep:
Is there a way to reduce the speed of clouds when the patch for windspeed is enabled(60m/s)? The patch is a great adittion to game enviroment(waves) but it has a negative sideeffect on to much clouds speed.
Thanks for all,TDW.:salute:
steakbbq
02-14-15, 04:21 PM
For people with steam you can do http://www.subsim.com/radioroom/showthread.php?t=214687 this to get it working I think, I'm trying it now.
Someone should update the OP so that people know you can do the patches with steam.
Cmd_DJW
02-25-15, 06:09 PM
Hi guys, another newbro here. I've given up trying to get SH3 to work on my x64 8.1 system and will invest in SH5 at the weekend.
My question: are these the only must have patches for SH5, if not, can you recommend any others?
-thanks :rock:
THEBERBSTER
02-26-15, 03:54 AM
A Warm Welcome To The Subsim Community > Cmd DJW :subsim:
You Will Always Find Someone Here To Help You :sunny:
Links To My > SH3 – SH4 – SH5 > Posts :salute:
Step By Step Tutorials & How To Do It.:salute::salute:
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Some Special And Useful Download Links Included For SH3 <> SH4 <> SH5 :yep:
Everything Is In My Thread To Get You Started. :salute::salute::salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:
http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119 (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
Having Tonnage Bar Problems Then Go To My Tutorial Post #188 On Page 13 :/\\!!
Jimbuna
02-26-15, 07:00 AM
Welcome Aboard Cmd_DJW :sunny:
Cmd_DJW
02-26-15, 11:49 AM
Thanks Berbster -thats exactly what I was looking for!
...and Jimbuna, by the looks of things you were Greywolves dev team? If so, a huge thanks, your hardwork provided me with many hours of fun (I loved that game soo much, hopefully SH5 can match up to it or even surpass it?).
And, as I probably won't get a chance to say it again... to all the SH modders who sacrifice their free-time to make these games playable -thank you, you :rock:
Jimbuna
02-27-15, 10:10 AM
Thanks Berbster -thats exactly what I was looking for!
...and Jimbuna, by the looks of things you were Greywolves dev team? If so, a huge thanks, your hardwork provided me with many hours of fun (I loved that game soo much, hopefully SH5 can match up to it or even surpass it?).
And, as I probably won't get a chance to say it again... to all the SH modders who sacrifice their free-time to make these games playable -thank you, you :rock:
SINK EM ALL!! http://img856.imageshack.us/img856/8636/cdw.gif (http://imageshack.us/photo/my-images/856/cdw.gif/)
Chocolate_rjt
03-03-15, 06:00 AM
Hi all,
Im new to sh5 but I chose to install the megamod all is going swimmingly until I click open in the TDW generic file patcher and i get the attached error.
Ive download the standalone TDW patcher again just to make sure the original wasn't corrupt but still the same error.
can anyone help please?
Aktungbby
03-03-15, 11:27 AM
Chocolate_rjt!:Kaleun_Salute:
Jimbuna
03-03-15, 01:00 PM
Welcome to SubSim Chocolate :sunny:
Husksubsky
03-07-15, 02:41 PM
Hi all,
Im new to sh5 but I chose to install the megamod all is going swimmingly until I click open in the TDW generic file patcher and i get the attached error.
Ive download the standalone TDW patcher again just to make sure the original wasn't corrupt but still the same error.
can anyone help please?
checked that u have game updated to 1.2?
if not automaticly theres a updater exe to click in a folder called support in sh5.
I ts also wise to make a backup of all the files being altered. I got for the first time a weird error message when patcher tried to change sh5.exe.
I just replaced the files with the originals and next time it worked fine.
THEBERBSTER
03-07-15, 06:17 PM
A Warm Welcome To The Subsim Community > Chocolate_rjt :subsim:
You Will Always Find Someone Here To Help You :sunny:
Hyperlinked Step By Step Tutorials & How To Do It > SH5 <>SH4 <>SH3 :salute::salute:
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Download Links Are also Included For > SH5 <> SH4 <> SH3 :yep:
New To Silent Hunter Then My Thread Will Help To Get You Started. :salute::salute::salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:
http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119 (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
Having Tonnage Bar Problems Then Go To My Tutorial Post #188 :/\\!!
Check out my Tutorial Post #2 for the correct installation for TDW's Generic File Patcher
CO2 still increasing, but im repair in TDW Generic patcher, and im this add to JGSME and install it....:hmmm:
sorry im now repair and CO2 not increasing now :salute: :rock:
Hello all,
is someone know how to make the carriers spawn recon aircrafts ?
(ps : i apllied all the TDW patchs)
after some tests, i never saw carrier spawning aircraft (i mean without
carrier receive a report contact).
perhaps i am wrong, and carrier only spawn if they detected something
(seems same for airbase)
if someone has an idea.....
Hello all,
is someone know how to make the carriers spawn recon aircrafts ?
(ps : i apllied all the TDW patchs)
after some tests, i never saw carrier spawning aircraft (i mean without
carrier receive a report contact).
perhaps i am wrong, and carrier only spawn if they detected something
(seems same for airbase)
if someone has an idea.....
If I remember correctly, the last time I discussed the corresponding patch with TDW he told me that carriers should deploy a few scout aircraft every once in a while :hmm2:
Hello Gap,
Thanks, i read all the posts concerning the carriers patchs, but don't find
something about this.
In the tries i did for now, never saw a scout plane from aircraft carrier.
i will make others tries. i was thinking about the aircraft type defined in the group of the CV, perhaps it must be a recon type plane.
I have only this mod installed (everything in the list) and it gives me a CTD when I press M for map.
RyanS7616
11-22-15, 06:04 PM
Ok I am about to pull all my hair out of my head. I am trying to the get the sober silent hunter 5 mega mod to work. I have a steam version of silent hunter 5, which when installed it loaded version 1.2 i am following all the instructions and when i am doing the patches with generic file patcher it get the following error:
EXE version error
File C:\Program Files (x86)\steam\steamapps\common\Silent Hunter 5\sh5.exe is different version that expected!
Update 1: Fixes the year entry being written over in the DestroyedUnits.ini file for each [unit_x] entry
Reason: Bytes read does not equal old value or new value
Bytes read: 7B694B0F71
Old Value: 686C027400
New Value: 6884996F00
Once I press OK it continues to add all other patches except the SH5.exe
If I attempt to start the game it gives me failed start error code 51
WHAT AM I DOING WRONG!!!
PLEASE HELP!!!
when i am doing the patches with generic file patcher it get the following error:
EXE version error
File C:\Program Files (x86)\steam\steamapps\common\Silent Hunter 5\sh5.exe is different version that expected!
TDW's patcher and patches were designed over the non-steam version of the game. Nonetheless, there's a workaround allowing steam users to enjoy TDW's patches:
http://www.subsim.com/radioroom/showthread.php?p=2226825#post2226825
For completness make sure to go through the whole thread and let us know if it works for you :salute:
Szia Tengerészek!
Van bajom az SH 5-el. A 10-15 kikötés után "elrontja magát " és kidob az asztalra. Ha újra felrakom az egészet, az utolsó előtti mentéstől megy tovább.
Az utolsó mentés beolvasásakor kidob. Bosszantó.
Ha valaki tudja hogy ezt mi okozza, köszönettel venném ha leírná.
További jó vadászatot.
3739
Aktungbby
12-14-15, 01:37 PM
Szia Tengerészek!
Van bajom az SH 5-el. A 10-15 kikötés után "elrontja magát " és kidob az asztalra. Ha újra felrakom az egészet, az utolsó előtti mentéstől megy tovább.
Az utolsó mentés beolvasásakor kidob. Bosszantó.
Ha valaki tudja hogy ezt mi okozza, köszönettel venném ha leírná.
További jó vadászatot.
3739
Per my poor translator:
Hello Sailors!
There is a problem with the SH by 5. After 10-15 the terms "messes up" and throw out on the table. I put your back to it all, the penultimate mentéstől goes on.
Retrieving the last save throw out. Annoying.
If anyone knows that this is what causes, we'd appreciate if you could you.
More good hunting.
I think he means CTD but I've never had a CTD so I'm unqualified here!
Sjizzle
12-14-15, 02:08 PM
Szia Tengerészek!
Van bajom az SH 5-el. A 10-15 kikötés után "elrontja magát " és kidob az asztalra. Ha újra felrakom az egészet, az utolsó előtti mentéstől megy tovább.
Az utolsó mentés beolvasásakor kidob. Bosszantó.
Ha valaki tudja hogy ezt mi okozza, köszönettel venném ha leírná.
További jó vadászatot.
3739
szervus
a sh5 verzio 1.2 nezd meg egy picit ..... ha nem 1.2 akkor install a 1.2 verziot
meg tudod mondani mijen modokat hasznalsz ????
vagy ha steam versio vagy normal version jatekod van ....
hogy hasznalod a tdw's patch olvasd el itt
(http://www.subsim.com/radioroom/showthread.php?t=205620)
now i will translate it
i have asked him if has sh5 1.2 if nop then need to update it to 1.2
which mod list have and also asked if have steam or not steam version of the game
PS. damn good to be here some1 who speak Hungarian Language :D
BlitzKPuppet
12-15-15, 09:55 PM
nm, looks like I wasn't updated!
Aktungbby
12-15-15, 10:08 PM
BlitzKPuppet!:Kaleun_Salute: after a two year silent run!
sinferis
12-17-15, 09:53 PM
Hi there :)
I used the generic patcher to activate the MANUAL DIVE PLANES, and checked the readme.txt.
Up to TDw excellent job, i managed to activate the fonction, BUT when i click, the needle moves, but NOTHING HAPPENS...
I checked readme again, and it says "To define dials to allow for changing of the fore and aft diveplanes:
- the dial for the fore diveplanes HAS to be named TDWForeDiveplaes
- the dial for the aft diveplanes HAS to be named TDWAftDiveplanes"
I checked and saw dials called "fore dive planes Position" and the other one, i modified names, but nothing happened...
Anyone can help plz ? -:doh:
*EDIT*:Welcome Puppet !
THEBERBSTER
12-18-15, 04:29 AM
A Warm Welcome Back > BlitzkPuppet :subsim:
New To Silent Hunter <> Need Help <> Click On My Thread Links.:sunny:
Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1):salute:
The Wolves Of Steel Frequently Asked Questions + Campaign Fix In >FAQ’s & Game Tips (Please Look Here First Before Posting A Question):yeah: (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
YouTube Tutorial > How To Install “The Wolves Of Steel” Megamod! (https://www.youtube.com/watch?v=pevSVIsmxhs):up:
Post #24 Shaefer’ Season 2 Let's Play Silent Hunter 5 YouTube 23 Videos:ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)
Silent Hunter III from 2005 bring your game play to 2015 with the (http://www.subsim.com/radioroom/showthread.php?t=220285)
LIVING SILENT HUNTER III EDITION 2015 Mega Mod:) (http://www.subsim.com/radioroom/showthread.php?t=220285)
Jimbuna
12-18-15, 09:53 AM
Welcome to SubSim Puppet :sunny:
StrikeStriker
12-26-15, 07:26 PM
Hello there guys!!!
After reading and reading posts... i didnt find the thing i was looking for... :wah:
This SH5.EXE edition for Hydrophone ITS GREAT! but I think 20 degrees is A LOT!!! Instead value 74,... what one I should set to use only 5 degrees for example??
Thanks in advance!!! :salute:
Sjizzle
12-27-15, 03:03 AM
Hello there guys!!!
After reading and reading posts... i didnt find the thing i was looking for... :wah:
This SH5.EXE edition for Hydrophone ITS GREAT! but I think 20 degrees is A LOT!!! Instead value 74,... what one I should set to use only 5 degrees for example??
Thanks in advance!!! :salute:
can u explain a bit better your problem pls cos i don't really understand what u mean here
Dermeister
03-04-16, 10:48 PM
Hey guys. SO I'm trying to install this properly and follow instructions but All the videos and image links ect are all gone. Where can I find up to date instructions for this? I looked to try and find it on my own but all the things I find are Gone.
Sjizzle
03-05-16, 02:38 AM
Hey guys. SO I'm trying to install this properly and follow instructions but All the videos and image links ect are all gone. Where can I find up to date instructions for this? I looked to try and find it on my own but all the things I find are Gone.
take a look here (http://www.subsim.com/radioroom/showthread.php?t=205620)
Dermeister
03-05-16, 02:42 AM
take a look here (http://www.subsim.com/radioroom/showthread.php?t=205620)
Thankyou
Dermeister
03-05-16, 03:24 AM
SO I followed the instructions and now I keep getting a CTD as I load a new campaign.... Is there a place where I can see what caused the ctd?
Sjizzle
03-05-16, 07:56 AM
SO I followed the instructions and now I keep getting a CTD as I load a new campaign.... Is there a place where I can see what caused the ctd?
can post your mod list ? and u have updated the game to 1.20 ?
InvisibleDeath
03-06-16, 10:17 PM
Good evening fellow captains,
I have finally gotten things set so I can install and run SH5 free of Steam. So the first thing I did was download the patch program to fix the issues with the program and enjoy it the way it was meant to be.
I patched the program using the latest version of the file patcher. Once I got everything I wanted (and keeping the items unset that hindered progress) I started up the program. But now the UPlay Auto Updater runs and hangs and never lets the program run.
Suggestions? Or do I just restore and not run a fixed program??!!!
Dermeister
03-06-16, 10:34 PM
[QUOTE=Dermeister;2386822]Yes and yes. I disabled all my mods when I Installed the Patcher. Then I created a new campaign and skipped the tutorial and BAM! CTD. I can post the mods I intended to enable ? but at the time of the crash I had 0 mods.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
sobers no footstep sound mod SH5 V2
Deck`s awash, Bad Weather Guns V1.0
BRF 1.3 full
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
P.S I am on version 1.2
THEBERBSTER
03-07-16, 05:27 AM
You do not need to disable the mods regarding the patcher.
The patcher only looks to where your game is installed.
The problem with Uplay?
Did you change any of the Advanced patches in TDW's GFP?
Try running the launcher application in administrator mode.
Post #173 Ubisoft Game Launcher How To Fix It And The Windows Error Message (http://www.subsim.com/radioroom/showpost.php?p=2271056&postcount=173)
Peter
Dermeister
03-07-16, 08:32 AM
You do not need to disable the mods regarding the patcher.
The patcher only looks to where your game is installed.
The problem with Uplay?
Did you change any of the Advanced patches in TDW's GFP?
Try running the launcher application in administrator mode.
Post #173 Ubisoft Game Launcher How To Fix It And The Windows Error Message (http://www.subsim.com/radioroom/showpost.php?p=2271056&postcount=173)
Peter
the game has no error logs? I don't understand why it would crash I did a fresh install and still ctds... so perhaps its 1 of the patch I enabled? game runs fine with out the patcher :(
THE_MASK
03-21-16, 10:28 PM
[QUOTE=Dermeister;2386822]Yes and yes. I disabled all my mods when I Installed the Patcher. Then I created a new campaign and skipped the tutorial and BAM! CTD. I can post the mods I intended to enable ? but at the time of the crash I had 0 mods.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
sobers no footstep sound mod SH5 V2
Deck`s awash, Bad Weather Guns V1.0
BRF 1.3 full
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
P.S I am on version 1.2This mod list is never going to work with the patcher . There are certain mods you need for it to work .
Just use either Wolves of Steel mega mod or sobers mega mod .
Sjizzle
03-22-16, 03:55 AM
[QUOTE=Dermeister;2386822]Yes and yes. I disabled all my mods when I Installed the Patcher. Then I created a new campaign and skipped the tutorial and BAM! CTD. I can post the mods I intended to enable ? but at the time of the crash I had 0 mods.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
sobers no footstep sound mod SH5 V2
Deck`s awash, Bad Weather Guns V1.0
BRF 1.3 full
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
P.S I am on version 1.2
Read here (http://www.subsim.com/radioroom/showthread.php?p=2391562&posted=1#post2391562) pls
Dermeister
03-22-16, 09:08 AM
[QUOTE=Dermeister;2387164]
Read here (http://www.subsim.com/radioroom/showthread.php?p=2391562&posted=1#post2391562) pls
Thank you that Thread was helpfull! :)
I am having trouble understanding and getting to function the independent engine controls. I have enabled it in the patcher and the option file editor.
I have also edited the PY script to True for the hotkey " I " by hand. Now I am not really sure how all of this works and I could'nt find anything in any read-me or by searching in the forum so could somebody please be so kind as to give me a rundown on how this works and how to implament this option. I am not having trouble with any other option or patch, just this one. I am running TWOS and that is it.
When using the option editor it would'nt allow mw to enable the hot key so I went in a manually changed it myself to true. Also In the notes for the patch it say that it can only be used via scripting. What does that mean? Also, is this a file path
Game.SubmarineCommands.ExecuteCommand( "Port_engine_only" ). Do I have to manually input this into a file?
I have installed SH5 and updated to 1.2.
I have now installed and ran the Generic file patcher. What I cannot seem to find is a Noobs list of with patches to enable.
Any recommendations?
THEBERBSTER
01-11-17, 12:00 PM
Hi ridley
This might be of some help to get you started?
Post #56 TDW’s Generic File Patcher Illustrated Settings You Can Use In Yours (http://www.subsim.com/radioroom/showpost.php?p=2193776&postcount=56)
Peter
bstanko6
02-28-18, 07:50 AM
I just enabled this patch. Haven't tried it yet, and now I read that you have to enable a file by hand? Is this true? If so what file, and how? Or did I read that wrong in TDW's patch list?
XenonSurf
02-28-18, 08:51 AM
I just enabled this patch. Haven't tried it yet, and now I read that you have to enable a file by hand? Is this true? If so what file, and how? Or did I read that wrong in TDW's patch list?
This patch, which short name is known as TDW Generic Patcher, is a MUST-HAVE for whatever version of SH5 you play. It will correct approx. 60 game-breaking bugs.
This patch is included in TWoS, with its newest version you don't have to bother anymore, it will be installed automatically.
And in my humble opinion, unless you are an *expert* in SH5, you should not play anything else than TWoS. For myself, I did play the vanilla game including this patch, plus other TheDarkWraith's mod series for SH5, but the playing result of such a corrected vanilla game is still *far inferior* to TWoS, especially for the in-sub visuals, unrealistic maps, stupid needed tonnage performances in your missions, reduced Automation features etc, etc. Just forget it.
That said, to answer your question: the exact HowTo for installing this patch is included in the TWoS thread, but I don't know if it's still there, because Vecko has automated the process. However read it carefully if you install by hand, and read an entire novel if you have the Steam version of the game :)
If you happen to have the Steam version of SH5, then *by all means* make a fresh install of SH5, update it to 1.2 and install the newest TWoS, you save a lot of time. In this case I also advice you to start a fresh career, do not use your old saves.
Cyborg322
02-28-18, 12:58 PM
there is a similar thread to this running parallel
http://www.subsim.com/radioroom/showthread.php?p=2541361
quote " I'll say once again that you guys shouldn't mess u with wind patches because game files are not optimized for them. " Vecko 14/2/2018
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