View Full Version : [TEC] SH5.exe patches to fix bugs and add functionality
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TheDarkWraith
09-04-12, 10:55 AM
Being gone for solong, I have forgotten a few things, where is the "menu.txt" file located? And do I still need to make the above changes if I want the messages, or does the current patcher take care of everything?
menu.txt file is located in \data\Menu
Yes you still need to make the changes. I haven't revised the patcher app yet to patch txt files.
blkdimnd
09-04-12, 11:01 AM
Thanks!!
Hi,
You will find a german translation for the menu.txt in this thread:
http://www.subsim.com/radioroom/showthread.php?t=196806
This version provides menu entries for Sh5.exe Patch and New UI 7.2.0 test.
Sorry, german language only.
Cheers,
Paco.
TheDarkWraith
09-04-12, 04:17 PM
Hi,
You will find a german translation for the menu.txt in this thread:
http://www.subsim.com/radioroom/showthread.php?t=196806
This version provides menu entries for Sh5.exe Patch and New UI 7.2.0 test.
Sorry, german language only.
Cheers,
Paco.
Many thanks! I now have German and Russian translations :yeah:
I'm going to add to your translating workload here soon though. gap didn't like my idea of having of having dispatched subs sending radio messages when they are spawned and when they are heading back to where they came from so I devised a compromise: I added a new variable that defines the % chance a dispatched sub will send a radio message when spawned and when heading back to where it came from. This will allow the player to customize this. If you want no radio messages when they spawn/head back to where they came from set this to 0. If you always want these messages set it to 1.0. If you want a random chance set it to anything between 0 and 1.0 :up:
volodya61
09-04-12, 04:28 PM
Great! :yeah:
It's really a compromise!
I always want these messages so I can set it to 1.0 :up:
Great! :yeah:
It's really a compromise!
I always want these messages so I can set it to 1.0 :up:
+1 :woot:
Many thanks! I now have German and Russian translations :yeah:
If you want, I have the italian translation somewhere on my HD ;)
I'm going to add to your translating workload here soon though. gap didn't like my idea of having of having dispatched subs sending radio messages when they are spawned and when they are heading back to where they came from so I devised a compromise: I added a new variable that defines the % chance a dispatched sub will send a radio message when spawned and when heading back to where it came from. This will allow the player to customize this. If you want no radio messages when they spawn/head back to where they came from set this to 0. If you always want these messages set it to 1.0. If you want a random chance set it to anything between 0 and 1.0 :up:
On the contrary: I liked very much your idea of dispatched subs communicating with us. :up:
I was just suggesting to move their first radio message (the "here I am") from when they are spawned to when they reach waypoint 1. :yep:
But maybe you are still in time to implement this as second message, with the same percent chance mechanism as the first message, if you like the idea :) :D
Cybermat47
09-04-12, 10:53 PM
WHAT CHANCES ARE THERE OF GETTING A WOLFPACK?
_ _%
Sorry for the large post, i just want my question noticed!
volodya61
09-04-12, 11:11 PM
If you can read you can read about it on one of the last pages.
And so there is no need to shout..
http://www.subsim.com/radioroom/showpost.php?p=1929172&postcount=1153
:down:
Cybermat47
09-04-12, 11:22 PM
If you can read you can read about it on one of the last pages.
And so there is no need to shout..
http://www.subsim.com/radioroom/showpost.php?p=1929172&postcount=1153
:down:
Thanks, sorry about post size:oops:
TheDarkWraith
09-04-12, 11:44 PM
Hmm..what do we see below :hmm2:
http://www.subsim.com/radioroom/picture.php?albumid=669&pictureid=5927
Why it's a message from another unit to us! :rock: I didn't have the menu entries added for units to select a random message so I gave it a pointer to the Bdu messages, that's why it's message doesn't make any sense. Now you may ask why it's unit name is VIIC60. Good question! The reason is because when I asked the game for next available unit name it returned VIIC#1. I sent the pointer to that string to my function that changes everything starting at the # sign to random numbers, thus getting VIIC60. Now VIIC60 isn't a U-Boat hull number so I will send that pointer to the string to a new function that will write a random uboat hull number into it. Now this new U-boat hull number will be forever assigned to this unit while it's spawned (thus it may send out more messages over time :cool:) :D
I can send any kind of message now: unit to player, Bdu to player, Bdu to unit, unit to Bdu, unit to unit, etc. This opens up WHOLE new opportunities/possibilities - for one I can add random radio messages from unit to unit and oh by chance the radio operator intercepted it :)
Today was a very productive day. In addition to the above I can now retrieve the current game time anytime I need it (local and what the game calls base time - if you're using my UIs mod this would be akin to local = nautical and base time = GMT). The game returns the current game time (or base time if I'm asking for that) in two parts - the time part (in 24hr format) and the date part (in year,mo,day format - i.e. 19400101). I can also apply formatting to strings so I will change the Bdu messages to say how many subs are being dispatched to you :up:
Oh and I can't forget the big one - I found the pointer to the player's u-boat hull number. Now I should be able to point that to another string so that you will always have the hull number you want. Trying to find the pointer to the captain's name so I can do the same thing for that!
Something that I find really interesting is the KGrid number displayed - GR21. The game is actually calling a function to retrieve this value - this tells me that the game has a working KGrid map in memory and it knows what grid you are in at all times. Now I just have to figure out why it can't display the overlay on the maps...
Cybermat47
09-05-12, 12:11 AM
Hmm..what do we see below :hmm2:
http://www.subsim.com/radioroom/picture.php?albumid=669&pictureid=5927.
Have destroyed HMS Hood X Badly damaged HMS Prince of Wales X continuing with operation Rheinubung X
KM Bismarck
That could be added into campaign!
Cybermat47
09-05-12, 01:14 AM
How do i increase the chance of getting a wolfpack?
Kalleblom
09-05-12, 02:40 AM
Hi,
You will find a german translation for the menu.txt in this thread:
http://www.subsim.com/radioroom/showthread.php?t=196806
This version provides menu entries for Sh5.exe Patch and New UI 7.2.0 test.
Sorry, german language only.
Cheers,
Paco.
Great thanks! Paco:up:
Many thanks! I now have German and Russian translations :yeah:
... If you want no radio messages when they spawn/head back to where they came from set this to 0. If you always want these messages set it to 1.0. If you want a random chance set it to anything between 0 and 1.0 :up:
Thatīs sound good. Many thanks!:yeah:
I can send any kind of message now: unit to player, Bdu to player, Bdu to unit, unit to Bdu, unit to unit, etc. This opens up WHOLE new opportunities/possibilities - for one I can add random radio messages from unit to unit and oh by chance the radio operator intercepted it :)
Hi TDW,
that is amazing. :yeah:
The communication between the different units would intensify the gameplay just as the campaign- and graphic-mods will do.
I know, You are the one man show in front of ubis sh5.exe and You have Your own goals what to patch or not. :up:
But at this point, I can't be quiet and want to share or discuss an idea:
You said, it could be possible to implement that units will send messages to others. So I think the game (or Your patch) has different triggers to jump into the message routines.
Ok, my idea (wishlist :D):
- Add some new triggers to patch (to discuss / You will give):
leaving harbour
reaching harbour
reaching patrol grid
leaving patrol grid /assign from BDU to went home
contact-message if getting in contact to vessel/or convoy
success message after sinking ship
get lost due to escorts / missing messages from BDU
things I have forgotten ... :O:
- Adding the real uboat-patrols from war into oh2-campaign (modders work, not Yours)
- removing messages from existing radio mods, which are not related to the actual game status and have been implemented only for our fun. (Modders will do)
- A template / instruction how to format the messages in the right way. So the modders could add the needed entries in textfiles.
- Perhaps it would be possible to create different phrases for one action to get some variations in the given messages.
Example:
U0815 left Wilhelmshaven at 1939-12-01 -> Send message to BDU.
- Perhaps repeat dayly status/weather-report to BDU, who knows
- travels to assgigned patrol area -> message, weather-report.
- Sends message to BDU if ship/convoy is sighted
- sunk ship -> send info to BDU
- shadows convoy -> send info to BDU -> get instructions how to act from BDU (I know, ai-boat will do their own thing :timeout:)
- Boat gets damage from destoyer and will go home -> Info
- Reaches port - patrol summary and welcome message.
I know, that are many wishes and suggestions in one post, its not so easy to describe them in english. But I hope, I have done it half a way clearly :hmmm:.
Thanks,
Paco.
Hello TDW, and who walks exploring the depths of sh5.exe and act. and found independent control of the engines, it would be possible to control the sub's diving planes? elevators, etc. with this we would have total control of the submarine, giving a greater depth to the game simulation.
thanks
volodya61
09-05-12, 03:48 AM
..I know, that are many wishes and suggestions in one post, its not so easy to describe them in english. But I hope, I have done it half a way clearly :hmmm:..
I think then we'll have to ask to use computers at NASA..:O:
pioleen
09-05-12, 03:50 AM
Hello TDW, and who walks exploring the depths of sh5.exe and act. and found independent control of the engines, it would be possible to control the sub's diving planes? elevators, etc. with this we would have total control of the submarine, giving a greater depth to the game simulation.
thanks
it would be amazing. I endorse the motion :D
Thanks!
volodya61
09-05-12, 04:12 AM
Hello TDW, and who walks exploring the depths of sh5.exe and act. and found independent control of the engines, it would be possible to control the sub's diving planes? elevators, etc. with this we would have total control of the submarine, giving a greater depth to the game simulation.it would be amazing. I endorse the motion :D
Hey guys, I am the Captain. Captains generally don't govern the dive planes themselves.. I think so..
I think then we'll have to ask to use computers at NASA..:O:
Hm, I don't think so, because there are not to much boats on travel at one time. But I do not know, how the game is calculating the traffic. And for this advantage we could reduce a bit the other units to make it harder to find the ships.
Today was a very productive day.
:yep: :up:
SilentOtto
09-05-12, 07:36 AM
Something that I find really interesting is the KGrid number displayed - GR21. The game is actually calling a function to retrieve this value - this tells me that the game has a working KGrid map in memory and it knows what grid you are in at all times. Now I just have to figure out why it can't display the overlay on the maps...
Ooooooh this one!
I still have my aces of the deep grid kg map!
May the force be with you, again! :rock:
Sartoris
09-05-12, 10:41 AM
Hey guys, I am the Captain. Captains generally don't govern the dive planes themselves.. I think so..
I think it would be good to have the option, so you could not use it if you didn't want to.
I hope one day we'll be able to communicate with friendly subs, order them to follow us, attack our target etc.:hmmm:
Dogfish40
09-05-12, 11:05 AM
I think it would be good to have the option, so you could not use it if you didn't want to.
I hope one day we'll be able to communicate with friendly subs, order them to follow us, attack our target etc.:hmmm:
Well, I think this is what the patch is trying to do now in it's way. I believe historically that it was up to the BDU or command to make those decisions for good reason. I am wondering if 10% is a big enough number as contact reports don't happen all that often (for me anyway). It would be nice if the player could adjust this number to fit his game. It may not be possible to adjust it because of it's nature being a patch. :hmmm:
D40
volodya61
09-05-12, 12:25 PM
I think it would be good to have the option, so you could not use it if you didn't want to...
I totally agree with you..
The dive planes control as an option would be good.. :up:
:salute:
EDIT: Welcome aboard bmcain!
if it can be done, is why I ask TDW, if possible control of the diving planes:hmm2:
TheDarkWraith
09-05-12, 01:08 PM
if it can be done, is why I ask TDW, if possible control of the diving planes:hmm2:
Not sure. I'd have to find the memory address where the dive planes values are located first. Then I'd have to figure out how to add new dials - or maybe the diveplanes are dials already :hmmm: Then I'd have to add new commands to allow you to control them...not impossible but it would take quite awhile to do :yep:
TheDarkWraith
09-05-12, 01:09 PM
Dispatched AI subs now have a proper (random) U-boat hull number:
http://www.subsim.com/radioroom/picture.php?albumid=669&pictureid=5928
U-829 was sending me a message. I still haven't updated the menu.txt entries for dispatched sub's messages thus I'm still giving them a pointer to Bdu messages.
TheDarkWraith
09-05-12, 01:11 PM
Well, I think this is what the patch is trying to do now in it's way. I believe historically that it was up to the BDU or command to make those decisions for good reason. I am wondering if 10% is a big enough number as contact reports don't happen all that often (for me anyway). It would be nice if the player could adjust this number to fit his game. It may not be possible to adjust it because of it's nature being a patch. :hmmm:
D40
10% being the chance subs are dispatched to you? I currently have it set to 20%. You will be able to change this value when I update the patcher app :up:
Dogfish40
09-05-12, 01:32 PM
In this case, it seems to me that this is cheating! This greatly simplifies life so easy and it was not for the German submariners. Does hydrophones that time could give such accurate results? Personally, I doubt it! The most that can hydrophone - so this issue bearing on the target and determine zoom in touch. And it is largely dependent on the acoustics. Only at the end of the war became possible attacks without the use of the periscope, which focused exclusively on the hydrophone.
Here you are talking about what can be done attack without use of periscope! That is, this action is transplanted us into the XXI boats in the scin of VII, IMHO.
Actually, In the U.S Pacific fleet boats, at the beginning of the U.S involvement, the protocol was to use torpedo attacks by Hydrophone / Sonar only. They proved to some degree in theory that it was possible to run a torpedo attack by sound only and they trained the Skippers for this. They did not want shallow submergence/periscope depth attacks and they were forbidden by command to raise the scopes during an attack.
So, one has to assume that hydrophones were not as limited as we think. Like TDW mentioned, it would be impossible to get a perfect range to target using only the phones, so the plan would be to ping the enemy. I know that U-boats had no sonar but just for the sake of the Hydrophones, a lot could still be told by an experienced soundman, especially getting a direction/course from the enemy ship.
Anyway, it's interesting reading from the U.S Fleet boat side of the subject.
D40
PS; In addition to this, there is a little device that is available on this site called a Hydrophone tracker, by using three bearing solutions you can get a range to target on the forth bearing. I hope this helps a bit with this question as it does seem that the Hydrophones were not as primitive in theory anyway. Even though the tracker that is available here is automatic, it will show you the mathimatical formula for the answers.
Cybermat47
09-05-12, 08:03 PM
10% being the chance subs are dispatched to you? I currently have it set to 20%. You will be able to change this value when I update the patcher app :up:
I love you
volodya61
09-05-12, 09:09 PM
Hi TDW!
I have had the same error window when the sub dives below 100m and Independent engine controls is enabled..
EDIT: When I got this error window I didn't use any engine controls..
Tested turning rates with one shaft in reverse - no improvement:wah:
Found a bug when my boat get below 100m
(PIC)
Script error stops when you rise above 100m again
TheDarkWraith
09-05-12, 10:10 PM
Yes, Trevally reported this also. It's a problem in the test version of v7.2.0 of my UIs mod. I will fix it soon :up:
v1.0.72.0 released. See post #1
Now when the dispatched subs spawn they will send you a radio message. I left the messages generic so that you all can be creative and make them for me :D I'll update the patch with the best 5 you all come up with :up:
Edit this line in your menu.txt file to make it be exactly like below:
MaxStrings=11100
You need to add the following to your menu.txt file:
; Contact report wolfpack patch
11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu
11001=All available submarines have been dispatched to your patrol area
11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u
11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area
11004=Attain favorable position and shadow contact/convoy until reinforcements arrive
; Reports from dispatched subs
11020=Moving into position #1
11021=Moving into position #2
11022=Moving into position #3
11023=Moving into position #4
11024=Moving into position #5
So far this single patch has added 3268 bytes to the sh5.exe file :o :dead:
I have added a lot of framework/foundation for upcoming patches/ideas :D
volodya61
09-05-12, 10:23 PM
Thank you, sir! :woot:
:salute:
PS: Are the entries 11000 - 11004 the same as in the v1.0.71.0?
TheDarkWraith
09-05-12, 10:36 PM
PS: Are the entries 11000 - 11004 the same as in the v1.0.71.0?
Yep, exactly the same.
If you notice there is spacing between the two groups of messages. I'm going to add Bdu responses for when they decline to dispatch subs to you.
volodya61
09-05-12, 10:41 PM
If you notice there is spacing between the two groups of messages. I'm going to add Bdu responses for when they decline to dispatch subs to you.
It would be good! :yeah:
EDIT: :) last changes RUS translate - http://www.mediafire.com/?zp233rvl1w1op1k
Cybermat47
09-06-12, 01:09 AM
cant wait until v_1_0_73_0!
New Version of the german translation:
Direct download: http://www.mediafire.com/?ab9cd9zcvzqa7aa
SubSim Discussion: http://www.subsim.com/radioroom/showthread.php?p=1908010
Trevally.
09-06-12, 03:08 PM
I left the messages generic so that you all can be creative and make them for me :D I'll update the patch with the best 5 you all come up with :up:
I'm going to add Bdu responses for when they decline to dispatch subs to you.
Here are my suggestions:-
; Contact report wolfpack patch
11000=Dispatching available u-boats to your patrol area| Form group Benecke| Remain undetected and in patrol line ahead of convoy|Send status reports| |Bdu
11001=All available u-boats have been dispatched to your patrol area and will form patrol line ahead of convoy| From now on keep radio silence, except for important tactical messages. | |Bdu
11002=u-boats in your area have received instructions to form group Umbau| Patrol in line to the front of convoy| Contact keeper, send bearing signals| |B.d.u
11003=Steer to form patrol line to the front of convoy| Send bearing signals as boats arrive| |Bdu
11004=Form group Wohlgemut| Contact keeper send signal bearings to form line in front of contact| Further details to follow| |Bdu
;Wolfpack request denied
;11010=No boats are within your patrol area| Act as lone boat| |Bdu
;11011=No support within range| Be more aggressive| |Bdu
;11012=Contact report received| Act on own data| |BdU
;11013=Be more aggressive!| Bdu
;11014=Attack contact||Bdu
; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals| Group act on own data| Take evry opportunity to attack
11021=Convoy in sight| Signal bearing sent| Moving to attack port side
11022=I believe to have made contact with the convoy| Sending bearing signals| Act according to own data| Attacking at full speed
11023=Requesting bearing signal from contact keeper.
11024=Beacon signals lie in the line of approach according to dead reckoning. | Attacking far side of convoy
THE_MASK
09-06-12, 04:22 PM
Regarding the radio reports .
Display Range To Opportunity Radio Contacts=250 ;[>0] kilometers
Display Range To Important Radio Contacts=500 ;[>0] kilometers
Any way to make these ranges variable to mimic relay ships , static interference ?
SilentOtto
09-06-12, 04:34 PM
I hate nagging, but I still can't use any of the new patchers (>1.0.60), getting that damned .NET 3.5 compatibility error in linux! :wah:
TheDarkWraith
09-06-12, 04:48 PM
Regarding the radio reports .
Display Range To Opportunity Radio Contacts=250 ;[>0] kilometers
Display Range To Important Radio Contacts=500 ;[>0] kilometers
Any way to make these ranges variable to mimic relay ships , static interference ?
Not following you :hmmm:
I hate nagging, but I still can't use any of the new patchers (>1.0.60), getting that damned .NET 3.5 compatibility error in linux! :wah:
I compiled against .NET 2.0 and forced the app to 32bit only in the latest version. I don't know what else I can do :hmmm: The only thing that is different now from the previous versions (~0.60) are the icons on the tree nodes. I wonder if that has something to do with it :06:
SilentOtto
09-06-12, 05:03 PM
I compiled against .NET 2.0 and forced the app to 32bit only in the latest version. I don't know what else I can do :hmmm: The only thing that is different now from the previous versions (~0.60) are the icons on the tree nodes. I wonder if that has something to do with it :06:
Well then I can only thank you a lot (again!) for caring and helping me it's really considerate of you, and I mean it, since it seems no one else has this problem. :salute:
The icon issue, it would be incredible, but then so typically microsoftian :D
Everyone would hate me (and you :D) if you spend more time on this issue... Meanwhile, I'll look around again for ideas on getting 3.5 working, though it is a bitch. Maybe when you're done with all this new stuff you can check it again, I'll bite my nails a bit in the meantime! (Though I'm doing fine with your 1.060, plus all the mod awesomeness).
THE_MASK
09-06-12, 05:56 PM
Regarding the radio reports .
Display Range To Opportunity Radio Contacts=250 ;[>0] kilometers
Display Range To Important Radio Contacts=500 ;[>0] kilometers
Any way to make these ranges variable to mimic relay ships , static interference ?Any way to have these numbers random ?
Display Range To Opportunity Radio Contacts=250 ;[>0] kilometers
Random numbers from 0-250
Per 24 hours .
Display Range To Important Radio Contacts=500 ;[>0] kilometers
Well then I can only thank you a lot (again!) for caring and helping me it's really considerate of you, and I mean it, since it seems no one else has this problem. :salute:
The DotNet Framework is hell on earth for me, because of using a 64 Bit Linux... That causes my problems with installing Sh5.
As a workaround for Your Problem: Perhaps You could install a virtual-Box with a WinXP or Win7 Testinstallation. Share the SH5-Folder within VirtualBox and You could easily Patch Your sh5.exe without rebooting into a real Win7 environment?
BTW: Why are You using the 3.5 and not the 2 Patch 2?
Cheers,
Paco.
Cybermat47
09-06-12, 07:13 PM
i have a bit of a problem.I tried to test the new version of the patcher on a computer which i installed sh5 on but doesnt run it as well as my other one, and when i tried to open the patch, it came up with this message:
File is different version than expected!
Patch:Contact reports have random chance of calling in wolfpack
Change:4
Reason:Bytes read does not equal bytes expected by patch
Bytes read: E8D0333700CC
Bytes expected: 8BE55DC20400
Any idea why?
I had not installed any of the old patches, and sh5.exe was v 1.2.0.
TheDarkWraith
09-06-12, 08:41 PM
i have a bit of a problem.I tried to test the new version of the patcher on a computer which i installed sh5 on but doesnt run it as well as my other one, and when i tried to open the patch, it came up with this message:
File is different version than expected!
Patch:Contact reports have random chance of calling in wolfpack
Change:4
Reason:Bytes read does not equal bytes expected by patch
Bytes read: E8D0333700CC
Bytes expected: 8BE55DC20400
Any idea why?
I had not installed any of the old patches, and sh5.exe was v 1.2.0.
It appears you failed to remove all the old patches with the old version of the patcher before trying to patch with new version :yep:
Cybermat47
09-06-12, 08:45 PM
It appears you failed to remove all the old patches with the old version of the patcher before trying to patch with new version :yep:
ok, thanks
TheDarkWraith
09-06-12, 10:49 PM
Started coding in the Bdu failed to dispatch subs messages. There will be no timer on this one. When you send in a contact report and Bdu fails to dispatch subs to you then you will immediately get a radio message back saying they couldn't dispatch subs.
Cybermat47
09-07-12, 12:20 AM
Just a quick question:can these patches be installed at any time, like official patches, or only in the bunker, as with mods?
Sartoris
09-07-12, 03:22 AM
Such exciting times for SH5! Keep up the great work, TDW! :woot::yeah:
SilentOtto
09-07-12, 06:04 AM
The DotNet Framework is hell on earth for me, because of using a 64 Bit Linux... That causes my problems with installing Sh5.
As a workaround for Your Problem: Perhaps You could install a virtual-Box with a WinXP or Win7 Testinstallation. Share the SH5-Folder within VirtualBox and You could easily Patch Your sh5.exe without rebooting into a real Win7 environment?
BTW: Why are You using the 3.5 and not the 2 Patch 2?
Cheers,
Paco.
Oh no Paco, I'm using version 2, that's why I'm having these troubles. It seems a few people have been able to install 3.5, but even then, many apps don't work well or don't work at all, even if .NET "seems" to be installed.
Version 2 is quite stable (in 32 bit at least). It seems 3.5 changes so many things in its insides, starts 2 threads instead of one, has a different way of rendering, and it's really hard to get it running on anything not a real windows.
Your suggestion is not a bad idea... I'm sometimes also thinking of giving up and making a partition for a win xp install, I have a couple serials from past installations. But it would be a nuisance of rebooting to play the game and having all your stuff on the linux install. I'd surely get better sh5 performance though... :dead:
TheDarkWraith
09-07-12, 08:18 AM
I was being dumb. I thought I would have to add a whole new bit just to get the failed Bdu messages to use a timer but I don't. I can just simply give it a different value (2 instead of 1) :) Thus when Bdu fails to dispatch subs to your position the message will be on the same timer used by when they do dispatch subs to your position (meaning it could take up to 1 hour to receive this message)
I was being dumb. I thought I would have to add a whole new bit just to get the failed Bdu messages to use a timer but I don't. I can just simply give it a different value (2 instead of 1) :) Thus when Bdu fails to dispatch subs to your position the message will be on the same timer used by when they do dispatch subs to your position (meaning it could take up to 1 hour to receive this message)
Cool :up:
by any chance, could you make % probability that subs are dispatched, and B.d.U. messages time delay user configurable?
TheDarkWraith
09-07-12, 08:32 AM
Cool :up:
by any chance, could you make % probability that subs are dispatched, and B.d.U. messages time delay user configurable?
Everything will be user configurable (even the % chance Bdu sends a message when it can't dispatch subs) when I finally update the patcher for variables :up:
Everything will be user configurable (even the % chance Bdu sends a message when it can't dispatch subs) when I finally update the patcher for variables :up:
:rock:
is this going to be applied to previous patches too?
TheDarkWraith
09-07-12, 09:12 AM
:rock:
is this going to be applied to previous patches too?
Yes. Anything that uses variables defined in the patch file will be able to be user configured. I just have to write the code for the patcher app to do this and finalize the implementation.
Yes. Anything that uses variables defined in the patch file will be able to be user configured. I just have to write the code for the patcher app to do this and finalize the implementation.
Excellent! :sunny:
Did you find time for looking for an easy way to make your patch to read external datas on U-boat positions? I am slowly working on a database based on historical kriegsmarine records.
TheDarkWraith
09-07-12, 05:01 PM
Excellent! :sunny:
Did you find time for looking for an easy way to make your patch to read external datas on U-boat positions? I am slowly working on a database based on historical kriegsmarine records.
I'm slowly working there. Baby steps, have to take baby steps when working in assembly :up:
I'm slowly working there. Baby steps, have to take baby steps when working in assembly :up:
baby steps for preparing your usual lion's jumps! :O:
what would be a good format for an external data file divided in rows and columns to be read in assembly? txt, xml or what else? :hmmm:
TheDarkWraith
09-07-12, 06:37 PM
baby steps for preparing your usual lion's jumps! :O:
what would be a good format for an external data file divided in rows and columns to be read in assembly? txt, xml or what else? :hmmm:
txt is easiest (with csv [comma seperated values]). What data are you proposing?
TheDarkWraith
09-07-12, 08:02 PM
Just finished with the Bdu failed to dispatch subs code. There will be 5 entries for these. If Bdu fails to dispatch subs to you then the same timer for when they do send subs to you is started. This means it could take up to an hour to receive a failed response back from Bdu:
http://www.subsim.com/radioroom/picture.php?albumid=669&pictureid=5940
The new menu entries for menu.txt so far are:
menu.txt entries:
MaxStrings=11100
; Contact report wolfpack patch
11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu
11001=All available submarines have been dispatched to your patrol area
11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u
11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area
11004=Attain favorable position and shadow contact/convoy until reinforcements arrive
; possible messages from Bdu when can not dispatch subs
11010=No boats are within your patrol area|Act as lone boat| |Bdu
11011=No support within range|Be more aggressive| |Bdu
11012=Contact report received|Act on own data| |BdU
11013=Be more aggressive!| |Bdu
11014=Attack contact| |Bdu
; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack
11021=Convoy in sight|Signal bearing sent|Moving to attack port side
11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed
11023=Requesting bearing signal from contact keeper
11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy
EDIT:
also added code that will check any unit sending a radio message to see whether it's capable of sending it (currently checks it's depth to what game determines is max depth for sending/receiving radio messages)
txt is easiest (with csv [comma seperated values]). What data are you proposing?
currently I am working in xlsx format for my ease , but I can convert scheduled data in txt format by simply copying/pasting them in notepad.
My idea is having a txt file for each month, similar to historical messages featured in your UI. Each file would be divided into sections, one for each U-boat type available in game (VIIA, VIIB, ecc.). Within each section, the first column would be the unit's number (U-27, U-28, ecc.); the following columns would be couples of lat/long coordinates in ascending order, from the 1st day of the month to the last one.
Each second row (the first one being the one conatining unit's number and daily coordinates) could optionally contain the assessed number of torpedoes that that unit had available for each day of the month. Yes I know, estimating those figures from patrol reports is a crazy work, and I am also 99% sure that you are going to tell me that spawned subs cannot be given custom torpedo loadouts, but you could use that row for determining if that unit is currently available to be dispatched, based on the torpedoes she got left. Is it worth? :hmmm:
Anyway, the file structure would be more or less like this:
[VIIA]
U-27 56.51N 14.48W 55.03N 13.45W 55.03N 13.45W 55.03N 13.45W ...
11 11 11 11 ...
U-28 52.21N 13.45W 52.21N 13.45W 52.03N 14.15W 51.27N 10.45W ...
11 11 11 11 ...
U-29 55.03N 16.45W 53.15N 16.45W 53.15N 16.45W 51.27N 15.15W ...
11 11 11 11 ...
...
[VIIB]
...
As you can see coordinates are currently expressed in deg.min, and lat long values are spaced by a single space. Nevertheless, digging into historical missions files I have noticed that SH5 uses another format. If we manage to understand how the game gets those numebrs, by using simple excel functions I should be able to automatize the convertion from conventional to SH5 units.
TheDarkWraith
09-07-12, 08:46 PM
currently I am working in xlsx format for my ease , but I can convert scheduled data in txt format by simply copying/pasting them in notepad.
My idea is having a txt file for each month, similar to historical messages featured in your UI. Each file would be divided into sections, one for each U-boat type available in game (VIIA, VIIB, ecc.). Within each section, the first column would be the unit's number (U-27, U-28, ecc.); the following columns would be couples of lat/long coordinates in ascending order, from the 1st day of the month to the last one.
Each second row (the first one being the one conatining unit's number and daily coordinates) could optionally contain the assessed number of torpedoes that that unit had available for each day of the month. Yes I know, estimating those figures from patrol reports is a crazy work, and I am also 99% sure that you are going to tell me that spawned subs cannot be given custom torpedo loadouts, but you could use that row for determining if that unit is currently available to be dispatched, based on the torpedoes she got left. Is it worth? :hmmm:
Anyway, the file structure would be more or less like this:
[VIIA]
U-27 56.51N 14.48W 55.03N 13.45W 55.03N 13.45W 55.03N 13.45W ...
11 11 11 11 ...
U-28 52.21N 13.45W 52.21N 13.45W 52.03N 14.15W 51.27N 10.45W ...
11 11 11 11 ...
U-29 55.03N 16.45W 53.15N 16.45W 53.15N 16.45W 51.27N 15.15W ...
11 11 11 11 ...
...
[VIIB]
...
As you can see coordinates are currently expressed in deg.min, and lat long values are spaced by a single space. Nevertheless, digging into historical missions files I have noticed that SH5 uses another format. If we manage to understand how the game gets those numebrs, by using simple excel functions I should be able to automatize the convertion from conventional to SH5 units.
Looks good. What I'm probably going to do is write a dll for this (an act file actually so the game automatically loads it). It's easier to write this kind of code in a high level language like C#. Then I just call the functions in my new act file passing the needed parameters and it'll return the data I need for the patch to use :D
EDIT:
also added code that will check any unit sending a radio message to see whether it's capable of sending it (currently checks it's depth to what game determines is max depth for sending/receiving radio messages)
:o
Your attention for details is admirable, TDW. With this last icing on the cake you let me simply speachless... :yep:
TheDarkWraith
09-07-12, 08:56 PM
v1.0.73.0 released. See post #1
All required menu.txt entries are found at post #1
This version adds radio messages when Bdu can't dispatch subs to you from a contact report
Still haven't updated the patcher app so you all can edit the variables
Now I have to figure out how the game handles all the units in game (what function spawns them, what function updates them, and what function despawns them) so that I can implement radio messages when a dispatched sub starts following waypoint 2 (and also for upcoming carrier patch :D)
:|\\
TheDarkWraith
09-07-12, 09:00 PM
currently I am working in xlsx format for my ease , but I can convert scheduled data in txt format by simply copying/pasting them in notepad.
Actually separating all values in a single row with tabs would be best. That's how I did the radio messages (single tab between items). This way I can reuse most of the code from the radio messages :yep:
Looks good. What I'm probably going to do is write a dll for this (an act file actually so the game automatically loads it). It's easier to write this kind of code in a high level language like C#. Then I just call the functions in my new act file passing the needed parameters and it'll return the data I need for the patch to use :D
So, can we start looking for volunteers? This time noone will be excused for not having modding skills: we get just to copy/paste n times :shifty:
:03: :D
Actually separating all values in a single row with tabs would be best. That's how I did the radio messages (single tab between items). This way I can reuse most of the code from the radio messages :yep:
Even easier for me: excel generates automatically tabs separators between colums, when its data are pasted in a document as simple txt. :up:
Two last questions about the U-boat position thing:
can you use the header at the beginning of each section for determining the type of unit spawned? And can you assign to that unit her correct number, based on the first column of each entry?
TheDarkWraith
09-07-12, 09:56 PM
Two last questions about the U-boat position thing:
can you use the header at the beginning of each section for determining the type of unit spawned? And can you assign to that unit her correct number, based on the first column of each entry?
I can try. It would need to be in a different format though. It would need to be in the game's classname format: SSTypeVIIA, SSTypeVIIB, etc. I can definitely assign a custom u-boat number to a dispatched sub no problem (already doing this).
THE_MASK
09-07-12, 10:47 PM
Using TDW_GenericPatcher_v_1_0_73_0
Open up the SH5 Patches
I dont want the CO2 bugfixes enabled so i dont enable them .
Open up the collision patches and enable all .
Open up the Sim patch and i dont enable the CO2 patch because i dont want it enabled .
Close the Sim patch and open it up again to check it .
Torpedo dud fix change 1 is disabled (i didnt do it) .
Enable the Torpedo dud fix change 1 and close the Sim patch .
Open the Sim patch again to check it and now CO2 change 1 fix is enabled (i didnt do it).
TheDarkWraith
09-07-12, 11:30 PM
Using TDW_GenericPatcher_v_1_0_73_0
Open up the SH5 Patches
I dont want the CO2 bugfixes enabled so i dont enable them .
Open up the collision patches and enable all .
Open up the Sim patch and i dont enable the CO2 patch because i dont want it enabled .
Close the Sim patch and open it up again to check it .
Torpedo dud fix change 1 is disabled (i didnt do it) .
Enable the Torpedo dud fix change 1 and close the Sim patch .
Open the Sim patch again to check it and now CO2 change 1 fix is enabled (i didnt do it).
Excellent observation/catch :yeah: I had two patches who had identical changes (one of the changes in each patch was identical) :huh: Thus when you disabled one it affected the other (but the icons were never updated for it). I removed these duplicate changes and made an Update out of them :up:
v1.0.74.0 released. See post #1
THE_MASK
09-08-12, 12:23 AM
My pleasure .
volodya61
09-08-12, 03:02 AM
Hi TDW!
Have you already searched a solution for this problem? - http://www.subsim.com/radioroom/showpost.php?p=1927654&postcount=1105
Thanks! :salute:
Trevally.
09-08-12, 06:12 AM
Testing new version v1.0.74.0
When Btu is sending a message re wolfpacks - it is going through the % chance to receive.
So sometimes I am not getting any messages:-
00000302 194.67671204 [6472] Intercepted stock game radio message. Routing to radio messages feature
00000303 194.67683411 [6472] Adding an available radio message for day. Message is: Be more aggressive!Bdu
00000304 196.56646729 [6472] Failed to intercept radio message - transmit once. Message was: Be more aggressive!Bdu
Should these be the same as the campaign messages and receive 100%:hmmm:
TheDarkWraith
09-08-12, 08:58 AM
Hi TDW!
Have you already searched a solution for this problem? - http://www.subsim.com/radioroom/showpost.php?p=1927654&postcount=1105
Thanks! :salute:
Haven't revised that patch yet.
Testing new version v1.0.74.0
When Btu is sending a message re wolfpacks - it is going through the % chance to receive.
So sometimes I am not getting any messages:-
00000302 194.67671204 [6472] Intercepted stock game radio message. Routing to radio messages feature
00000303 194.67683411 [6472] Adding an available radio message for day. Message is: Be more aggressive!Bdu
00000304 196.56646729 [6472] Failed to intercept radio message - transmit once. Message was: Be more aggressive!Bdu
Should these be the same as the campaign messages and receive 100%:hmmm:
I'm not using my radio message engine to send these Bdu messages. I'm using the game's. Entirely different implementation thus entirely different results. Thus it is normal to miss some messages due to % chance kicking in.
I can try. It would need to be in a different format though. It would need to be in the game's classname format: SSTypeVIIA, SSTypeVIIB, etc.
Okay, changing it to match SH5 class name is the least problem for me. Would it be easier for you accessing this information if I put it in columns, instead of using sections and headers? like this:
U-27 SSTypeVIIA 56.51N 14.48W 55.03N 13.45W ...
U-27 SSTypeVIIA 11 11 ...
U-28 SSTypeVIIA 52.21N 13.45W 52.21N 13.45W ...
U-28 SSTypeVIIA 11 11 ...
U-29 SSTypeVIIA 55.03N 16.45W 53.15N 16.45W ...
U-29 SSTypeVIIA 11 11 ...
...
I can definitely assign a custom u-boat number to a dispatched sub no problem (already doing this).
Excellent :up:
as you can see from the previous example I've duplicated the U-boat number from each first row to second rows, so that now torpedo figures match the respective u-boat coordinates (and their dates) in the same column.
One last note: for similar alignment reasons, I am using a dash symbol '-' for marking missing coordinates of subs that got at least one daily position log in a month. Indeed, when no coordinates are available during a whole month, the unit gets no entry at all in the respective file. When you come across dashes you should ignore them (unit not available), and use them only for column count. :salute:
Dogfish40
09-08-12, 11:44 AM
I feel like a dummy here, but I need to know the location of the menu.txt file. The only one I am familier with is the UI's menu txt file.
Where is the menu.txt file?
Thanks
D40:hmmm:
I feel like a dummy here, but I need to know the location of the menu.txt file. The only one I am familier with is the UI's menu txt file.
Where is the menu.txt file?
Thanks
D40:hmmm:
data/Menu :up:
Dogfish40
09-08-12, 01:05 PM
data/Menu :up:
Thanks GAP.
So, we are talking about the menu.txt file in the UI correct?!
Yes I see where it is.
Thank you GAP.:up::up:
Dogfish40
09-08-12, 01:49 PM
One more question with regards to the text. Now, I have UI versions 7.1 and 7.2.
7.1 being the download page version. I notice that if I use version 7.1 that the entries end at 9987. If I tack the patcher entries on, the numbers paick up at 10025.
Should I be using the 7.2 UI version??
Thanks again.
D40 :salute:
Trevally.
09-08-12, 01:59 PM
V7.2 fixes some bugs, so best to use that one.
Edit your data/menu/menu.txt file like this:-
Top of txt file:-
MaxStrings=11100<<<change to this
Bottom of txt file:-
; Independent engine controls patch
10025=Shafts
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft
; Contact report wolfpack patch
11000=Dispatching available u-boats to your patrol area| Form group Benecke| Remain undetected and in patrol line ahead of convoy|Send status reports| |Bdu
11001=All available u-boats have been dispatched to your patrol area and will form patrol line ahead of convoy| From now on keep radio silence, except for important tactical messages. | |Bdu
11002=u-boats in your area have received instructions to form group Umbau| Patrol in line to the front of convoy| Contact keeper, send bearing signals| |B.d.u
11003=Steer to form patrol line to the front of convoy| Send bearing signals as boats arrive| |Bdu
11004=Form group Wohlgemut| Contact keeper send signal bearings to form line in front of contact| Further details to follow| |Bdu
;Wolfpack request denied
11010=No boats are within your patrol area|Act as lone boat| |Bdu
11011=No support within range|Be more aggressive| |Bdu
11012=Contact report received|Act on own data| |BdU
11013=Be more aggressive!| |Bdu
11014=Attack contact| |Bdu
; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack
11021=Convoy in sight|Signal bearing sent|Moving to attack port side
11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed
11023=Requesting bearing signal from contact keeper
11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy
;END OF FILE
Paste the green txt into your file:up:
Dogfish40
09-08-12, 03:01 PM
V7.2 fixes some bugs, so best to use that one.
Edit your data/menu/menu.txt file like this:-
Top of txt file:-
MaxStrings=11100<<<change to this
Bottom of txt file:-
; Independent engine controls patch
10025=Shafts
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft
; Contact report wolfpack patch
11000=Dispatching available u-boats to your patrol area| Form group Benecke| Remain undetected and in patrol line ahead of convoy|Send status reports| |Bdu
11001=All available u-boats have been dispatched to your patrol area and will form patrol line ahead of convoy| From now on keep radio silence, except for important tactical messages. | |Bdu
11002=u-boats in your area have received instructions to form group Umbau| Patrol in line to the front of convoy| Contact keeper, send bearing signals| |B.d.u
11003=Steer to form patrol line to the front of convoy| Send bearing signals as boats arrive| |Bdu
11004=Form group Wohlgemut| Contact keeper send signal bearings to form line in front of contact| Further details to follow| |Bdu
;Wolfpack request denied
11010=No boats are within your patrol area|Act as lone boat| |Bdu
11011=No support within range|Be more aggressive| |Bdu
11012=Contact report received|Act on own data| |BdU
11013=Be more aggressive!| |Bdu
11014=Attack contact| |Bdu
; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack
11021=Convoy in sight|Signal bearing sent|Moving to attack port side
11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed
11023=Requesting bearing signal from contact keeper
11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy
;END OF FILE
Paste the green txt into your file:up:
Great, that confirms Version 7.2.
Thanks much Trev!:salute:
THE_MASK
09-08-12, 04:02 PM
if you use real navigation then it would be the menu text from there . It would be a lot simpler if real navigation was incorporated with new ui as standard . Make a seperate mod if you want to go back to vanilla plotting . Just my opinion .
TheDarkWraith
09-08-12, 06:21 PM
Just wrote a nifty little function in assembly that lets me execute any keyboard command (basically any command listed in commands.cfg) on demand :D This was a much needed function for some upcoming patches :rock:
Also figured out how to raise/lower all the extensible items of the player's sub (obs scope, attack scope, snorkel, radar, etc.) on demand. This, again, was needed for some upcoming patches.
:|\\
Dogfish40
09-08-12, 07:36 PM
Anybody else have a CTD after enabling Independent engine control then changing speed. My game comes up fine, Everything seems to be normal I even shut off one of the engine control buttons and turned it back on. When I change engine speed either with the hud or keyboard I CTD immediately.
The only thing I've got left is a SH5.exe I saved and will try. After that, I will do a soft re-install to get a fresh SH5 .exe file.
Anybody? If not, then it's definitely my game files.
Thanx.
D40
EDIT UPDATE; I'm in business. Full reinstall. SH5.exe was the culprit. I have control stopping the engines seperately.
Now, on to send as many contact reports as the game will let me. Can't wait to see results. I'll chime in.
Thanx again.
D40
Cybermat47
09-09-12, 03:00 AM
The contact reports/wolfpack patch is not working for me. I have enabled it using the patcher, and edited the menu.txt file. But no matter how long I shadow a convoy, or how many contact reports I send every 4 hours, no other boats turn up, and no messages from BdU. I am not using the new UIs mod, or the radio message mod. I have not edited the sh5.exe file with a hex editor.
Any idea why the patch isn't working?:06:
Just wrote a nifty little function in assembly that lets me execute any keyboard command (basically any command listed in commands.cfg) on demand :D This was a much needed function for some upcoming patches :rock:
Also figured out how to raise/lower all the extensible items of the player's sub (obs scope, attack scope, snorkel, radar, etc.) on demand. This, again, was needed for some upcoming patches.
:|\\
:yeah::woot::D
TheDarkWraith
09-09-12, 07:54 AM
The contact reports/wolfpack patch is not working for me. I have enabled it using the patcher, and edited the menu.txt file. But no matter how long I shadow a convoy, or how many contact reports I send every 4 hours, no other boats turn up, and no messages from BdU. I am not using the new UIs mod, or the radio message mod. I have not edited the sh5.exe file with a hex editor.
Any idea why the patch isn't working?:06:
No idea as to why it's not working. Hex editing the exe is not required anymore as the patcher app does all this for you.
No mod is required for this to work either. If you have made the required edits to the menu.txt file and enabled the Contact report wolfpack patch then everything will work with stock game.
I would double check your menu.txt file. At what point did you edit it? Are you sure no mod is overwriting the file and thus wiping out the changes?
TheDarkWraith
09-09-12, 07:57 AM
EDIT UPDATE; I'm in business. Full reinstall. SH5.exe was the culprit. I have control stopping the engines seperately.
Now, on to send as many contact reports as the game will let me. Can't wait to see results. I'll chime in.
Thanx again.
D40
Now make a patch mod. Make a new folder in your MODS folder called patched files. Place the stock SH5.exe, SHCollisions.act. and SHSim.act into it. Point the patcher to those files so that when you patch it's modifying those files and not your original ones. I might just automate this (creating of Patched files folder and copying of files) in next version of the patcher :hmmm:
Trevally.
09-09-12, 08:20 AM
See here for a guide to patch your files and make them install with jsgme http://www.subsim.com/radioroom/showthread.php?t=197960
:yeah:
0rpheus
09-09-12, 11:09 AM
Now make a patch mod. Make a new folder in your MODS folder called patched files. Place the stock SH5.exe, SHCollisions.act. and SHSim.act into it. Point the patcher to those files so that when you patch it's modifying those files and not your original ones. I might just automate this (creating of Patched files folder and copying of files) in next version of the patcher :hmmm:
Not a bad idea that, I just repatched & only thought of backing up the .exe/act files *after* the fact... silly me ;) :O:
Cybermat47
09-09-12, 05:09 PM
No idea as to why it's not working. Hex editing the exe is not required anymore as the patcher app does all this for you.
No mod is required for this to work either. If you have made the required edits to the menu.txt file and enabled the Contact report wolfpack patch then everything will work with stock game.
I would double check your menu.txt file. At what point did you edit it? Are you sure no mod is overwriting the file and thus wiping out the changes?
There are no mods overwriting the menu.txt file.
It's very possible that this is a computer problem, but I have experienced troubles with JSGME on two different computers ( different operating system, different manufacturers, etc) Maybe I've just got bad luck with computers!
THE_MASK
09-09-12, 05:31 PM
or maybe we need a fool proof mod enabler .
Targor Avelany
09-09-12, 06:46 PM
or maybe we need a fool proof mod enabler .
I don't think it is possible.. especially in this game.
or should exist..
Kalleblom
09-10-12, 02:58 AM
@ TDW
why you use the stock game message engine and not yours:06:
@Trevally:
Have you find a solution for that problem http://www.subsim.com/radioroom/showpost.php?p=1927274&postcount=1089
Trevally.
09-10-12, 06:59 AM
@Trevally:
Have you find a solution for that problem http://www.subsim.com/radioroom/showpost.php?p=1927274&postcount=1089
Yes - it was user error:oops:
I had not patched all the files:D
It works now:up:
Kalleblom
09-10-12, 07:19 AM
Thx for reply.:up:
Hadnīt tested it yet myself, someone reports about and i remeber youīve had this issue in the past.
TheDarkWraith
09-10-12, 07:46 AM
@ TDW
why you use the stock game message engine and not yours:06:
@Trevally:
Have you find a solution for that problem http://www.subsim.com/radioroom/showpost.php?p=1927274&postcount=1089
Because I have to fail-safe and use something that I know everyone is using. By using the stock game message engine I know there will be no problems/compatibility issues :up:
Kalleblom
09-10-12, 07:50 AM
Aaaah, i see :sunny: That makes sense.
=TFO=Katarn
09-10-12, 08:40 AM
:hmm2:Ok this might be a dumb question but i`m puzzled...I just saw in Kalleblom`s modlist he`s got TDW`s patcher last.
The hexeditor was to be used on a unmodded sh5.exe if i remember correct,doesn`t that apply to the patcher too?
With other words: is it possible to install the patch after other mods in JSGME?
Kalleblom
09-10-12, 09:03 AM
Now you irritated me. Until now it works and with enabling it at last, I patched the copied "stock"files by making a mod before enabling this one and then the JSGME overwrites the 3 related "stock"files in the game folder.
I also thought that no MOD(except the patcher-MOD :03:) can overwrite the sh5.exe, SH5Collision or the SH5Sim, so where could be a Problem?:hmmm:
Except for this fact, i patched the 3 files after playing some missions with my old Mod-List and this worked too. Those related 3 files are, after modding, the same files from stock, date 21042010.
=TFO=Katarn
09-10-12, 09:24 AM
Hey Kalleblom it was never my intention to irritate anyone,it was just a question,perhaps i should have made the question without mentioning you or your modlist.Thx for the reply,but no need to be irritated so fast:timeout:
I will `copy` your patch-method,thx.
Kalleblom
09-10-12, 09:38 AM
Oh, itīs ok:) I did not understand it negative.
For that my english is too bad:haha:
But after installing a hundred of times and starting a new carrer feel like 200 times, everything which can causes a new intallation, a new carreer or just ctd will always irretated me. :huh:
BTW: itīs not my method, i took it from here.
http://www.subsim.com/radioroom/showthread.php?t=197960
Except enabling at last. But as i say, see no problems. For certainty this would require a pro. :know:
TheBeast
09-11-12, 03:14 AM
Just encountered BAD Depth Under Keel issue.
Current Course = 0 (Heading away from Malta in deep channel area)
Current Speed = 1 knts
Current Depth = 110m
Reported Depth Under Keel = 35m
I am running aground at 110m
External View it appears bottom is at least 35m below keel.
Wish that Sitting on Bottom Patch worked.
IMO, I think this issue is related more to the World 3D Model and World Hidden 3D Collision Model not being the same.
Or, Submarine 3D Model has Hidden Bones extending below Keel that are some how linked to Submarine Hidden Collision Model.
Or, combination of both.
At any rate, this is a really bad Bug that UbiSoft should fix. Like thats going to happen...:-?:nope:
Kalleblom
09-11-12, 05:05 AM
Hello @ all :salute:
one thing i noticed when decks awash. There are some options which cannot be used, because the system thinks itīs submerged. Crew is on the bridge, door is open, but binoculars doesnīt work and some functions of the ship detection (depth) not worked. Also the displays switch from Diesel to Batterie (but only the display, running on Diesel work!)
Some issue are ok, because i donīt need to use my binocculars, because the deckgun is not usable at decks awash, logical.:cool:
But if thereīs any which has to work and the problems are not normal or logically related iīm happy about any idea.
THE_MASK
09-11-12, 05:31 AM
There has to be a trade off otherwise you would use it all the time :03:
Kalleblom
09-11-12, 07:12 AM
Thx sober :salute:,
have now problem with to be trade off in this case. Only interest's sake, because some of the noticed issues in this forum lead back to an user mistake. Only want to be sure.
And once more thankīs alot for your modlist thread, helped very well. Canīt use all of them, but this give an amateur a great red thread to figure a personel mod list out. :up::yeah::woot:
Yours faithfully
Kalle
:Kaleun_Salute:
TheBeast
09-11-12, 07:15 AM
Radar shuts down a lot due to Operational Depth for Radar Station.
I have tried changing Operation Depth for Radar Antenna and Radar still shuts off if Submerged Warning Icon is triggered.
I could not find where this is configured so most likely this is hard coded in EXE.
Dogfish40
09-11-12, 10:22 AM
Now make a patch mod. Make a new folder in your MODS folder called patched files. Place the stock SH5.exe, SHCollisions.act. and SHSim.act into it. Point the patcher to those files so that when you patch it's modifying those files and not your original ones. I might just automate this (creating of Patched files folder and copying of files) in next version of the patcher :hmmm:
Will do. I will create this folder... :salute:
This stuff is great. Can't wait to see the Wolfpacks.
One more thing; Ok, I created a file called patches that I keep in the SH5 main folder that contains only the current patcher.
However, I thought that since I've already patched this it would be too late to do this as the SH5.exe, SHCollisions and SHsim have already been patched?! Wouldn't I have to Disable the Patcher first?
blkdimnd
09-11-12, 11:25 PM
What awesome work TDW!!
But I seem to have an issue now with mag detonators.
When I was playing at the beggin of the year using the MMM mod, the mag detonators worked great.
Now I'm using a moded version of Sober's mod-soup, and when playing the TDW TorpTutorial (selected through Historical missions, not running he tutorial scripts) the torpedo passes right under the Liberty Cargo ship.
I have applied the sh5.exe patches you have made and have copied over the files in my SH5 directory with the ones provided in Magnetic_Detonators_4m.zip.
Any ideas??
My System Specs and mod-soup are linked in my signature. Thanks
volodya61
09-12-12, 12:21 AM
You should enable Magnetic Detonators 4m like a mod after the FX Update :yep:
EDIT: here - Magnetic Detonators 4m by TDW - http://www.gamefront.com/files/21636500/Magnetic_Detonators_4m_by_TDW_rar
About BdU-Uboat, Uboat-BdU and Uboat-Uboat radio communications: :up:
http://www.uboat.net/articles/35.html
http://www.uboatarchive.net/KTBNotesCommunications.htm
http://www.ibiblio.org/hyperwar/ETO/Ultra/SRH-025/SRH025-8.html
http://en.wikipedia.org/wiki/Goliath_transmitter
Seems that U-boat radio equipment was able to intercept VLF signals even underwater, at variable depths depending on the distance from the transmitter. :yep:
I am still looking for a complete list of HF/VLF radio transmitters used by Kriegsmarine with their respective power/range. Does anyone know where I can collect this information?
Kalleblom
09-12-12, 05:01 AM
I am still looking for a complete list of HF/VLF radio transmitters used by Kriegsmarine with their respective power/range. Does anyone know where I can collect this information?
:salute: gap,
my english isnīt good enough, but this ca be a part thereof:hmmm:
http://www.uboatarchive.net/KTBNotesCommunicationsCumulativeEdition.htm
itīs from this side:
http://www.uboatarchive.net/KTBNotesCommunications.htm
Thereīs also an good dictionary for radio related stuff.:up:
:salute: gap,
my english isnīt good enough, but this ca be a part thereof:hmmm:
http://www.uboatarchive.net/KTBNotesCommunicationsCumulativeEdition.htm
itīs from this side:
http://www.uboatarchive.net/KTBNotesCommunications.htm
Thereīs also an good dictionary for radio related stuff.:up:
Kalle,
the links you have posted are about U-boote radio equipments. I didn't make myself clear in my previous post, but what I am actually looking for are location and specs of land-based radio transmitters used by nazi Germany. You know... those complexes of huge antennas as the ones seen in the picture below.
Thank you anyway :salute:
http://upload.wikimedia.org/wikipedia/commons/b/be/Bundesarchiv_Bild_102-10977%2C_Nauen%2C_Grossfunkstation_Nauen.jpg
Nauen Transmitter Station phographed in 1931
Kalleblom
09-12-12, 09:38 AM
So now i have an information overload:timeout:
Maybe thereīs something you can work with.
So i have an other side:
http://www.cdvandt.org/index.htm
But that seems to be a melting pot for all technical things in this time.
Some about "Norddeich Radio"
http://www.pust-norden.de/index_gb.htm
And some about "feld-hell"
http://www.nonstopsystems.com/radio/hellschreiber-mil-tx-rx.htm
http://www.nonstopsystems.com/radio/article-hell-grosssender.pdf
There are information about receiver and transmitter!
Go from button to top of the side, in the end there are the references and above is the information about goliath and a list with other transmitters for comunication with uboots. The reference for that is here
http://books.google.de/books?id=20fRzs0Nns8C&pg=PA2&lpg=PA2&dq=ISBN:+978-963-9934-19-1&source=bl&ots=-XjctQyP77&sig=-CpkSBgQQVYB3uQqh_tqUNtXCJY&hl=de#v=onepage&q=ISBN%3A%20978-963-9934-19-1&f=false
But i donīt know if you can read this language, iīm definitly not. Have already problems with english:oops:
Hope it is useful.
mookiemookie
09-12-12, 10:17 AM
Kalle,
the links you have posted are about U-boote radio equipments. I didn't make myself clear in my previous post, but what I am actually looking for are location and specs of land-based radio transmitters used by nazi Germany. You know... those complexes of huge antennas as the ones seen in the picture below.
Thank you anyway :salute:
As requested: http://en.wikipedia.org/wiki/Goliath_transmitter
You posted a picture of the Nauen transmitter which was the main one used for submarine communications until 1943. From 1943 to the end of the war, it was the Goliath.
This thread may also be of interest to you: http://uboat.net/forums/read.php?20,64097,64097#msg-64097
blkdimnd
09-12-12, 10:56 AM
You should enable Magnetic Detonators 4m like a mod after the FX Update :yep:
EDIT: here - Magnetic Detonators 4m by TDW - http://www.gamefront.com/files/21636500/Magnetic_Detonators_4m_by_TDW_rar
I enabled Magnetic Detonators 4m in JSGME after FX Update as you sugested, No Luck :down:
volodya61
09-12-12, 11:26 AM
Don't know..
Maybe another mod overwrites these files - data\Library\torpedoes_g7a-e.sim and Torpedos_AI.sim?
EDIT: check again your patcher..
blkdimnd
09-12-12, 01:06 PM
Don't know..
Maybe another mod overwrites these files - data\Library\torpedoes_g7a-e.sim and Torpedos_AI.sim?
EDIT: check again your patcher..
Dubled checked the patcher, all files patched.
Moved "Magnetic Detonators 4m by TDW" to the end of my mod-soup list so it's the last thing loaded, still not working. :down:
Oh well, thanks for the tips
Kalleblom
09-13-12, 07:30 AM
:salute: Kaleuīs
Notice that no longer the beta NewUI 7.2.0 for testing the independent engine controls can be downloaded. The links in the thread are dead.
Any reason:06:
Hello everyone i have some questions for you (sorry for my english)
after last sober's megamod and tdw patch 1069 i notice:
1) Ships sinking is taking too much time despite damaged suffered or they don't sink at all (recent problem, they sunk well before)
2) Cargo ships hit never list on a side, never capsize (i know maybe you are working on it)
3) Enemy warship are still too dumb. Too easy to remain undetected. In some cases at 1000m distance they follow me with lamps at night when i am surfaced but they don't fire.. (maybe i miss something during mod installation)
4) Somethimes they seems to follow me underwater with lamps even when i am at 150 200 m, but they don't drop bombs
5) Some mods after unzipping have another folder inside with the same mod name and finally inside them there is the data folder. DO i have to unzip all mods making the data folder the first folder of the mod, or i have to leave the mods as i find it after the first unzip?
6) is enough to delete the SH5 folder when i want to start from clean installation or do i have to remove application from control panel?
Thank you for your hard work. And for the answers.
Kalleblom
09-13-12, 09:05 AM
Hello everyone i have some questions for you (sorry for my english)
Youīre not alone :03:
5) Some mods after unzipping have another folder inside with the same mod name and finally inside them there is the data folder. DO i have to unzip all mods making the data folder the first folder of the mod, or i have to leave the mods as i find it after the first unzip?
You have to check, before enabling, that after the "Modnamed" folder thereīs only the data and documents folder
6) is enough to delete the SH5 folder when i want to start from clean installation or do i have to remove application from control panel?
itīs better to deinstall per control panel, when you reinstall then make a copy of the game folder, so you have everytime "vergin" files to restore:yep:
Thank you for your hard work. And for the answers.
:salute: Dax,
iīll try. Look at the colored lines. The other points i canīt answer, sorry.
Targor Avelany
09-13-12, 10:51 AM
Hello everyone i have some questions for you (sorry for my english)
after last sober's megamod and tdw patch 1069 i notice:
1) Ships sinking is taking too much time despite damaged suffered or they don't sink at all (recent problem, they sunk well before) - You can remove the TDW's AI crew damage control mod (don't have the exact name on had atm. I know TDW is aware of the problem and is working on it.)
2) Cargo ships hit never list on a side, never capsize (i know maybe you are working on it) - Stock game problem. The damage/sinking engine is not allowing it to happen as it is right now. Many of us wish it can be fixed, but at the moment I don't think anyone knows how.
3) Enemy warship are still too dumb. Too easy to remain undetected. In some cases at 1000m distance they follow me with lamps at night when i am surfaced but they don't fire.. (maybe i miss something during mod installation) - Do you have TDW's IRAI? You can change some settings too..
4) Somethimes they seems to follow me underwater with lamps even when i am at 150 200 m, but they don't drop bombs - same as above.
5) Some mods after unzipping have another folder inside with the same mod name and finally inside them there is the data folder. DO i have to unzip all mods making the data folder the first folder of the mod, or i have to leave the mods as i find it after the first unzip? - Up to you. I would strongly recommend that you have a separate folder for extracting mod archives and sorting them out. What you need to understand is that (for MOST of the mods) the structure of the folders when you put them into the MODS folder for the J-Enabler: Name of the Mod |
> data folder (there is a picture somewhere around here with good explanation)
6) is enough to delete the SH5 folder when i want to start from clean installation or do i have to remove application from control panel? - No only the latter, but you also want to go through your Documents and delete SH5 folder (gotta start clean right?) and, probably, find the Ubisoft Launcher installation and clean it too.
Thank you for your hard work. And for the answers.
see the colored answers for each. I decided to use the same approach as Kall
THE_MASK
09-13-12, 11:02 AM
see the colored answers for each. I decided to use the same approach as Kall
2) Cargo ships hit never list on a side, never capsize (i know maybe you are working on it) - Stock game problem. The damage/sinking engine is not allowing it to happen as it is right now. Many of us wish it can be fixed, but at the moment I don't think anyone knows how.
While mucking around with the submarine sim file i noticed if i change unit_sub\gc_height to zero (Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken.) the sub would roll over . Maybe this applies to ships as well .
Targor Avelany
09-13-12, 11:20 AM
2) Cargo ships hit never list on a side, never capsize (i know maybe you are working on it) - Stock game problem. The damage/sinking engine is not allowing it to happen as it is right now. Many of us wish it can be fixed, but at the moment I don't think anyone knows how.
While mucking around with the submarine sim file i noticed if i change unit_sub\gc_height to zero (Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken.) the sub would roll over . Maybe this applies to ships as well .
Heh, it's something interesting to try or maybe implement into the script even.
I don't know enough about the game files at the moment, but if we have a way to control that value from withing the game based on conditions (things happening in the game) it would be interesting to test. I guess you figured it out while messing with the bounciness of the uboat, didn't you? :hmm2:
Would be interesting to look at the stoianm's pitch&roll mod in that sense.
Unfortunately I'm moving from computer to computer at the moment (got a free 1.5 yo $4k XPS system from a friend for free, cause he got himself Alienwear XPS - sick machine), but it is something to try and figure out.
need to get comfortable with the Goblin editor too. Eh, so much to learn, so little time...
Targor Avelany
09-13-12, 09:47 PM
i'll post this here, even though it has nothing to do with the patcher (i think), but cause TDW periodically checks this thread..
so, if you remember my crashes on approaching keil (and I'm literally no more then 5-8 km from the entrance now).
So, here is what one of the windows debuggers caught, 2ce in a row:
Problem signature:
Problem Event Name: BEX
Application Name: sh5.exe
Application Version: 1.2.0.0
Application Timestamp: 4bce9a96
Fault Module Name: MSVCR90.dll
Fault Module Version: 9.0.30729.6161
Fault Module Timestamp: 4dace5b9
Exception Offset: 00036bf4
Exception Code: c0000417
Exception Data: 00000000
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 5cac
Additional Information 2: 5cac19c5992ea6d479927012387b4f58
Additional Information 3: 64ff
Additional Information 4: 64fff50a27c9afb48f5a37aac14557cd
Different computer alltogether, same system (win 7 x64) and the problem seems to be persistent.
Dogfish40
09-14-12, 09:51 AM
2) Cargo ships hit never list on a side, never capsize (i know maybe you are working on it) - Stock game problem. The damage/sinking engine is not allowing it to happen as it is right now. Many of us wish it can be fixed, but at the moment I don't think anyone knows how.
While mucking around with the submarine sim file i noticed if i change unit_sub\gc_height to zero (Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken.) the sub would roll over . Maybe this applies to ships as well .
This is interesting. Perhaps this setting could be added as damage so the ship would by chance roll or capsize!? In SH4 I recall ships capsizing on occasion, in fact a tanker recently had a very realistic half capsize as it was going down by the stern. My point is that perhaps the Merchant settings can be applied somehow.
I would hope that you could experiment with the same settings as SH4, I don't know in this case, but Sober, that's a great find. I hope it could be apllied.
:hmmm:
Targor Avelany
09-14-12, 10:20 AM
This is interesting. Perhaps this setting could be added as damage so the ship would by chance roll or capsize!? In SH4 I recall ships capsizing on occasion, in fact a tanker recently had a very realistic half capsize as it was going down by the stern. My point is that perhaps the Merchant settings can be applied somehow.
I would hope that you could experiment with the same settings as SH4, I don't know in this case, but Sober, that's a great find. I hope it could be apllied.
:hmmm:
I wish I knew the files the way TDW does - I'm waaaay behind on that and just starting to learn.
But the simple idea here is (if it really causes ships to capsize, which I haven't had a chance to experiment with just yet), the function could be theoretically added that based on the damage/whatever that parses back into the ship's settings decrease of this. Could cause some hilarious issues too :rotfl2:
Need testing.
But first, I have to figure out why in the fracking world am I CTDing when trying to come back to Kiel after Coastal Waters...
2 computers, 2 different window's - exact same crash... grrrr :wah:
Trevally.
09-14-12, 11:37 AM
But first, I have to figure out why in the fracking world am I CTDing when trying to come back to Kiel after Coastal Waters...
2 computers, 2 different window's - exact same crash... grrrr :wah:
This sounds like a mod change during patrol:hmmm:
Are you close to Kiel?, approaching from the north or the canal?
Try a refit in another port and then return to Kiel later:hmmm:
Trevally.
09-14-12, 11:43 AM
This is interesting. Perhaps this setting could be added as damage so the ship would by chance roll or capsize!? In SH4 I recall ships capsizing on occasion, in fact a tanker recently had a very realistic half capsize as it was going down by the stern. My point is that perhaps the Merchant settings can be applied somehow.
I would hope that you could experiment with the same settings as SH4, I don't know in this case, but Sober, that's a great find. I hope it could be apllied.
:hmmm:
I thought that this could soon be fixed with the patch "damage by zone" - using the new zone file that comes with the patcher (MODS).
I am going to test soon myself without using the AI flooding repair patch
Targor Avelany
09-14-12, 11:50 AM
This sounds like a mod change during patrol:hmmm:
Are you close to Kiel?, approaching from the north or the canal?
Try a refit in another port and then return to Kiel later:hmmm:
Mod-list exactly the same (just the computers that switched - and that what makes the problem interesting: it is consistent and exact in both ocasions).
Approaching from north. And I'm VERY close to Keil - I can barely see the entrance into the port/lighthouse kind of close.
And yeah, that is exactly the attempt I'm going to be making today - go away, refit at different port, come back later.
One of the possibilities that I think might be the cause of this is large german task force that you are passing when you leaving Keil and half-way to Baltic - they moving towards Keil.
It's possible that their arrival to the Keil is around 7-8 of Sep - exactly when my return happens to be. Possibly giving it another day-two cleares them out of the port and allows for a slightly lesser load and jump on resourses when approaching Keil.
Dunno, will see today :P
Trevally.
09-14-12, 11:59 AM
One of the possibilities that I think might be the cause of this is large german task force that you are passing when you leaving Keil and half-way to Baltic - they moving towards Keil.
It could be:yep:
I removed all convoys from Kiel and that fixed the ctd during the tutorial - so it is possible that a taskforce was missed:hmmm:
Try waiting a week before approaching Kiel to see:hmm2:
Targor Avelany
09-14-12, 12:08 PM
It could be:yep:
I removed all convoys from Kiel and that fixed the ctd during the tutorial - so it is possible that a taskforce was missed:hmmm:
Try waiting a week before approaching Kiel to see:hmm2:
yep. I will let you know in OH II thread if it is the cause.
Tonci87
09-14-12, 02:10 PM
yep. I will let you know in OH II thread if it is the cause.
I also had frequent crashes when approaching Kiel. Try to lower TC to 4x or even 2x when approaching the place where it always crashes.
I know it will take long but simply go for a coffee or something else, that way I was able to finish patrol.
Targor Avelany
09-14-12, 02:35 PM
I also had frequent crashes when approaching Kiel. Try to lower TC to 4x or even 2x when approaching the place where it always crashes.
I know it will take long but simply go for a coffee or something else, that way I was able to finish patrol.
it happens at tc1 :)
but thank you for the note, I know that not everyone aware of such things. :up:
Dogfish40
09-16-12, 04:11 AM
Got a big feel today of the Dud Torpedo phenomena. Fired two T1's at a steamer on convoy patrol LOL and got two prematures in a row. I had my second reporting with some disgust Torpedo Exploded prematurely.
I forgot about that part of the patcher and I must say it was satisfying and irritating at the same time. It made the experience even more tense to set up two more shots with TIII's before the ship got a chance to complete it's evasive maneuver.
It just gets better....:D
Hi guys,
I need some help please.
1- I use the SH5.exe patch 1.0.74 and i cant get the separate engine controls and deck awash features to work. I dont have the icons for this features in my TDW UI v.7.1.0.
2- The ship sinkings and explodings are very stupid and unrealistic (f.e. an exploding ship fligh 100 meters in the sky and other ships take a very long time to sink or even doesent sink :haha:).
3- Why are there so many magnetic torpedoes that explode to early (5-10 secs) after launching (60% - 80%)
4- I have some graphical gliches, when i look around somtimes i notice ugly
"black spots" like dark smoke but it isnt smoke. I my GC is up to date (GTX550TI)
I use the original Silent Hunter 5 Collectors Edition (uplay download version) patched to v.1.2. I think it is the same as the retail (DVD) version and i have modded with a modified version of sobers megamod.
I have completed the first Campaign with no CTDs :ping:
My modlist
Generic Mod Enabler - v2.6.0.157
[E:\Silent Hunter 5 - Collectors Edition\MODS]
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2 (low color)
DynEnv 2.1 SkyColor Hotfix DarkerNights
Capthelms Audio+SV Touch Ups
sobers better terrain v3 SH5
Sobers best ever fog V13 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1_NVidia_Fix
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
BearingOverlay_v1_2_Small_null8fuff10
Manos Scopes-patch for 4x3
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
TDW_Ship_Inertia_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Env_Natural_Wave_Mechanics_byAOTD_MadMax
Sub_Bubbles_v0_0_2a_ byTheBeast
OPEN HORIZONS II_base v2
OPEN HORIZONS II_enviro v2
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
IO_ShapeTexturesColor
IO_MapCourseLine_normal pencil_mod
OH II Minefield map
Grossdeutscher Rundfunk
smaller flags for Warships 1_0b
sobers Lights Cfg V4 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Patrol Routine Scripts v. 01.02 by AvM
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V2 SH5
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5
SteelViking's Bunker Fixes V1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
Krauters Automated Scripts (v5_0_0 compatible)
DEUTSCHMOD 1.0.7
TDW sh5.exe Patch v.1.0.74
Trevally.
09-16-12, 04:37 AM
Hi guys,
I need some help please.
1- I use the SH5.exe patch 1.0.74 and i cant get the separate engine controls and deck awash features to work. I dont have the icons for this features in my TDW UI v.7.1.0.
The new version with this feature has not been released by TDW yet, but he does have a test version. See here
http://www.subsim.com/radioroom/showpost.php?p=1924433&postcount=9229
and a fix for that test here
http://www.subsim.com/radioroom/showpost.php?p=1931676&postcount=9313
so merge these dowloads and install as v7.2.1
Then use the options editor to enable new shafts:up:
2- The ship sinkings and explodings are very stupid and unrealistic (f.e. an exploding ship fligh 100 meters in the sky and other ships take a very long time to sink or even doesent sink :haha:).
This slow to no sinking could be with the AI crew fix
This will make the crew of the target ship try to save their ship (bless them).
The balance of this patch needs work as yes - sometimes the AI repair crew are too good
3- Why are there so many magnetic torpedoes that explode to early (5-10 secs) after launching (60% - 80%)
dodgy batch:hmmm::O::03:
4- I have some graphical gliches, when i look around somtimes i notice ugly
"black spots" like dark smoke but it isnt smoke. I my GC is up to date (GTX550TI)
A sort of black triangle (squint) - yes every one gets this I think and is an issue with the game.
If you can catch a screenshot of it (I have tried:D) then Pintea may be able to help:up:
Kalleblom
09-16-12, 04:48 AM
The new version with this feature has not been released by TDW yet, but he does have a test version. See here
http://www.subsim.com/radioroom/showpost.php?p=1924433&postcount=9229
and a fix for that test here
http://www.subsim.com/radioroom/showpost.php?p=1931676&postcount=9313
so merge these dowloads and install as v7.2.1
Then use the options editor to enable new shafts:up:
:salute:Trevally
The First link doesn't work anymore, I've mentioned here:
http://www.subsim.com/radioroom/showpost.php?p=1933702&postcount=1373
What does this mean:
dodgy batch:hmmm::O::03:
My english is not good enough for this. But I've the same with the magnetic torps.
The new version with this feature has not been released by TDW yet, but he does have a test version. See here
http://www.subsim.com/radioroom/showpost.php?p=1924433&postcount=9229
and a fix for that test here
http://www.subsim.com/radioroom/showpost.php?p=1931676&postcount=9313
so merge these dowloads and install as v7.2.1
Then use the options editor to enable new shafts:up:
This slow to no sinking could be with the AI crew fix
This will make the crew of the target ship try to save their ship (bless them).
The balance of this patch needs work as yes - sometimes the AI repair crew are too good
dodgy batch:hmmm::O::03:
A sort of black triangle (squint) - yes every one gets this I think and is an issue with the game.
If you can catch a screenshot of it (I have tried:D) then Pintea may be able to help:up:
Hi Trevally, thanks for your quick help and the modding work you are doing. I will try your suggestions. :rock:
The first download isnt available but i think the second one is bugfixed by TDW, so i will try an lookout.
But i cant believe i had sometimes 4 Torp shoots and all 4 Torps explode prematurely :hmmm:
EDIT: I have downloaded TDW NewUis v7.2.0 two times but the 7z file is broken :/\\!! I cannot extract it !!!
EDIT 2: OK Extraction successfull :rock:
Kalleblom
09-16-12, 05:07 AM
@tybeth
The First link work for you:hmmm:
@tybeth
The First link work for you:hmmm:
No, only the second link works
Trevally.
09-16-12, 05:15 AM
Sorry guys, my error
Looks like the second link is all you need and that is the new test versions:up:
Kalleblom
09-16-12, 05:26 AM
:salute:
Thx Trevally.
But what means dodgy batch:06:
Trevally.
09-16-12, 05:36 AM
:salute:
Thx Trevally.
But what means dodgy batch:06:
A dodgy batch means that during the making of the torps - a lot of torps made had defects (errors) in them (all that were made that day or by that machine etc) - thus you will get more than normal defects (torps not working)
So dodgy batch was a joke as when this happens, and I think this is a stock bug - the next few fired will also premature explode
:D:up:
Kalleblom
09-16-12, 05:47 AM
:up:
We live and learn.:know:
I have the same problem, ships not sinking.
I reinstalled the game + 1.2 and i am sure i don't have AI Crew FIX enabled.
the zones.cfg file has 08/18/2011 date.
Where is the error?
TY
My mods list: (based sober's mega mod 09/04/2012 + OH2 full instead of base and enviro + TDW patch 1074)
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
DynEnv 2.1 SkyColor Hotfix DarkerNights
Capthelms Audio+SV Touch Ups
sobers better terrain v3 SH5
sobers best ever fog V13 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_Real_Navigation
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
TDW_Ship_Inertia_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Env_Natural_Wave_Mechanics_byAOTD_MadMax
Sub_Bubbles_v0_0_2a_ byTheBeast
OPEN HORIZONS II_full v2
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V4 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V2 SH5
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5
Trevally.
09-16-12, 07:06 AM
I have the same problem, ships not sinking.
I reinstalled the game + 1.2 and i am sure i don't have AI Crew FIX enabled.
Where is the error?
If you did not enable the AI crew fix and your ships are not sinking then this could be that they either need more time or torps to sink:O::D:up:
Sink em all:arrgh!:
I mean they are not sinking after the report they have been sunk! , i wait hours and days while they explode but not Sink. The initial fllooding is very slow and seems to stop after a while despite damages.
TY for reply.
:salute:
I mean they are not sinking after the report they have been sunk! , i wait hours and days while they explode but not Sink. The initial fllooding is very slow and seems to stop after a while despite damages.
TY for reply.
:salute:
I am not sure but i think it has to be something realted with the game physics because one of my destroyed ships was filying 100 mts in the air and very slowly the ship was landing on water surface again. It would be nice if somebody knows a solution for this issues. Maybe its something Mod realted
AHOI :Kaleun_Thumbs_Up:
Dogfish40
09-16-12, 09:08 AM
[QUOTE=tybeth;1934877]Hi guys,
I need some help please.
2- The ship sinkings and explodings are very stupid and unrealistic (f.e. an exploding ship fligh 100 meters in the sky and other ships take a very long time to sink or even doesent sink :haha:).
3- Why are there so many magnetic torpedoes that explode to early (5-10 secs) after launching (60% - 80%) [QUOTE]
Hello Tybeth
I used to see these ships take off like 100 ft in the air as well, but not since I modded up the game. I'm sure that one or more of the mods that you've installed should keep anomalies like this from happening. There is a mod in the download section called "One ship, One torpedo" I suggest using version v1.00a.
The first version seems to be a bit too good for one torpedo so version 1.00a is toned down just a bit , so you may still be using up to three for a large ship.
Otherwise, following all the advise I've seen below should help out a lot.
Also, by using the "Equipment upgrades mod by the Beast" , you can use torpedo types, Electric and Homing, that might not be so prone to failing.
Good luck
und Gute Jagd :salute:
Hi TDW!
When I was testing the dud-values in Historical Missions, I found out that the duds don't work with the imported ships. :o Did many tests, and always the same result, zero duds with .dat ships, no matter how poor the angle was.
Have others noticed this? The weird thing is that before the patcher, duds worked only with .dat ships, but now it seems to be the opposite. Is there a way to fix this issue?
Dogfish40
09-19-12, 10:25 AM
Excellent!
I sent a contact report after detecting a small convoy with two escorts (a BB and one DD). Received message from BDU stating that all U-boats in the area are being dispatched (to that effect).
In roughly one and a half hrs I had a new sound contact of a warship, moving fast, closing. I got a message from a U-___ stating that because of "?" Beacons, that they would commence their attack from the far side.
Unfortunately, My impatience had already gotten the better of me and I had attacked the convoy a half hr before, sending them off their original course and spreading them out somewhat.
I followed the U-___ for a while but it seemed to stick to the area that I originally reported the convoy and had sunk three of them, the u-boat finally started to follow the convoy but by then, they had left the area and were south of our position by several Kms.
If I had waited (which I will do next time) the U-Boat sent by the BDU might have pressed their attack more aggressively or acted differently at any rate.
I was pleased that the patch worked and their was indeed a response from the BDU plus an interaction from the U-Boat sent.
I can't wait for the opportunity to try this again and not let my impatience get the better of me. I would go back a game save and try it again but I'm playing this campaign and I don't do retries.
The main thing is that this was fun, and made the game even more immersive.
:up: D40
Dogfish40
09-23-12, 10:03 AM
This is probably well known but just in case, I thought I would mention it. I cannot access the Binoculars while under the decks awash order. Hope it's something that can be corrected without too much problem but if you are running under decks awash, you are probably going to be needing your binocs.:hmmm:
Anyway, cheers.
D40
THE_MASK
09-23-12, 03:52 PM
This is probably well known but just in case, I thought I would mention it. I cannot access the Binoculars while under the decks awash order. Hope it's something that can be corrected without too much problem but if you are running under decks awash, you are probably going to be needing your binocs.:hmmm:
Anyway, cheers.
D40Thats the tradeoff for using decks awash so you wont use it all the time . Crew wont spot anything either . You can still use the uzo .
This is probably well known but just in case, I thought I would mention it. I cannot access the Binoculars while under the decks awash order. Hope it's something that can be corrected without too much problem but if you are running under decks awash, you are probably going to be needing your binocs.:hmmm:
Anyway, cheers.
D40
Thats the tradeoff for using decks awash so you wont use it all the time . Crew wont spot anything either . You can still use the uzo .
Well, for a start, as stated by sober one could use the UZO instead of binoculars. On the other hand, increased fuel consumption, increased propeller's noise, decreased speed and inability to use the deckgun are some of the side-effects that I would expect from using decksawsh, but however much I strive to put it and binocs together, I can't see how the two would be adversely related in RL. :hmm2:
Tonci87
09-23-12, 05:20 PM
Thats the tradeoff for using decks awash so you wont use it all the time . Crew wont spot anything either . You can still use the uzo .
The crew wonīt spot anything? Well thatīs bad...
vdr1981
09-24-12, 09:47 AM
Salute Comarades!
Speed of the sub is greatly reduced with deck awash. Is this normal behavior? I guess it should be because of all of the resistance of coning tower, deck gun and so on...
Sry if this was asked before, the thread is too long ,really...
Targor Avelany
09-24-12, 10:23 AM
Salute Comarades!
Speed of the sub is greatly reduced with deck awash. Is this normal behavior? I guess it should be because of all of the resistance of coning tower, deck gun and so on...
Sry if this was asked before, the thread is too long ,really...
Yes it is normal. Think about from physics point of view - larger mass (part) of the boat is moving under water, as a result: more resistance by the water applied to the sub.
The boat is not gliding OVER the water, but moving THROUGH it. So yeah, it is normal.
And I believe crew still will spot ships. At least it works for me.
Dogfish40
09-24-12, 10:24 AM
Well, for a start, as stated by sober one could use the UZO instead of binoculars. On the other hand, increased fuel consumption, increased propeller's noise, decreased speed and inability to use the deckgun are some of the side-effects that I would expect from using decksawsh, but however much I strive to put it and binocs together, I can't see how the two would be adversely related in RL. :hmm2:
Thats the tradeoff for using decks awash so you wont use it all the time . Crew wont spot anything either . You can still use the uzo .
Hi Sober / Gap
Yeah I went with the uzo that's works fine.
Don't get me wrong, I am not complaining at all, I just mentioned it in passing. I figured it might be something fixable but it isn't anything like a show-stopper.
Actually, (I don't know if this pertains to the U-Boats or not) I read that Decks Awash was a risky move as it is a depth that the submarine becomes unstable.
While submerging or surfacing, at the "decks awash" depth, the boat's gravity is virtually even and subs could capsize if they were not careful. Making turns or maneuvers compounded the risk. Crew's used to sweat a little bit more as they passed it.
I can see some of the benefits of using it, and the game certainly is much more forgiving in it's physics. I'm glad we have it, each additional tool available and the game becomes more immersive.
Thanks for the reply Kaleuns
:salute:
THE_MASK
09-24-12, 04:13 PM
When i was mucking around with the submarine sim file i noticed a parameter where i could flip the sub if turning hard while waves were side on to the sub .
Dogfish40
09-24-12, 06:56 PM
When i was mucking around with the submarine sim file i noticed a parameter where i could flip the sub if turning hard while waves were side on to the sub .
That sounds a bit too realistic !!!:O: With everything else to worry about during battle (or just high tailing it out of the area), then we could accidently capsize our command... "Bitte herr commendant, ran into a little problem with a left turn..."
"Who wants to speak to me???"...:haha: "Oohhhhh, Uncle Karl...."
Keep it a secret 'cause someone'll stick into a mod and we'll have 200 players in a capsizing forum free for all...:har:...Ok, I'm cracking myself up here.
D40
Stormfly
09-24-12, 07:43 PM
When i was mucking around with the submarine sim file i noticed a parameter where i could flip the sub if turning hard while waves were side on to the sub .
sounds highly unrealistic if enabled, cause of the sub`s battery weights, low cog and so on...
Mikemike47
09-25-12, 12:09 AM
Any help on this possible patch problem?
http://www.subsim.com/radioroom/showpost.php?p=1939008&postcount=9345
padrepio
09-29-12, 04:58 AM
Will this unofficial patch work if I purchased the game from Gamersgate and not from Steam?
Will this unofficial patch work if I purchased the game from Gamersgate and not from Steam?
It should work. :up:
Sartoris
09-29-12, 05:33 AM
Haven't seen TDW around these parts for a while now, is he working on a new patch or something? Haven't really been able to keep up with his progress lately...
padrepio
09-29-12, 05:42 AM
It should work. :up:
Thanks. They're having a Silent Hunter Week over there by the way. All Silent Hunter games are currently on sale (70% discount). BUY ME (http://www.gamersgate.com/games?prio=relevance&q=silentweekend&aff=ggnews).
Dogfish40
10-05-12, 09:05 AM
I've been using the latest 1.0.74 patch with the 7.2 UI. I've got to say it's been doing most everything it's designed to do. The wolfpacks for one, are working great, I get instructions from BDU and after a wait the U-Boats start coming around. Bear in mind that they follow your track, so if the convoy get's away, the U-Boats will still come to your position. I'm still finding out the nature of how they help the attack, but they do come.
All the other patches are working very well, Decks awash I had to adjust with the UI to 8m because my boat had a habit of being one meter too shallow, so it would only hit 6meters when D/A was ordered.
And of course the IND. Engine control works fine. I am interested though, what was going to be implemented with the final version. The props do everything they are supposed to but there is no other indication, on gauges or any visual controls that the props are on different speeds. So, other than a change in speed, I have to visually look at the props to see them working.
Anyway, as the UI and patches stand, they work very good for me.:up: I am hoping that TDW will return soon so we can see these finalised.
D40 :salute:
TheDarkWraith
10-05-12, 10:30 AM
Been racking up lots of airline miles flying from country to country :dead: My workload is huge right now and I just don't have any time for myself or anything else currently :shifty:
Dogfish40
10-06-12, 12:10 PM
Been racking up lots of airline miles flying from country to country :dead: My workload is huge right now and I just don't have any time for myself or anything else currently :shifty:
Well, It's good to hear from you all the same. Just wanted you to know that your presence is missed and your work here has been performing well. As I had stated below, the patches seem to be operating very well for the current state, we'll see you when things ease up a bit.
D40 :salute:
wrathinator
10-26-12, 09:26 AM
it's awkward to post this on the 96th page, but is there an idiot-proof guide of what to do?
hex editor I got
http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm
didn't find the string specified in first post. I guess I can't find it because I have no clue what am I looking for.
OP specified the line 0x197A4A which is not be found by me.
Also OP explained how to use the patcher, but all images are gone from the guide: http://www.subsim.com/radioroom/showpost.php?p=1735615&postcount=7773
Anyone feels like helping out?
Dogfish40
10-26-12, 09:42 AM
it's awkward to post this on the 96th page, but is there an idiot-proof guide of what to do?
hex editor I got
didn't find the string specified in first post. I guess I can't find it because I have no clue what am I looking for.
OP specified the line 0x197A4A which is not be found by me.
Also OP explained how to use the patcher, but all images are gone from the guide: http://www.subsim.com/radioroom/showpost.php?p=1735615&postcount=7773
Anyone feels like helping out?
Ahoy wrathinator
Sorry, but what is it you need again?
Trevally.
10-26-12, 12:06 PM
Anyone feels like helping out?
http://www.subsim.com/radioroom/showthread.php?t=197960
:up:
Anyone feels like helping out?
Using the patcher, as per Trevally's instructions, you don't need anymore to use hex editor :up:
TheDarkWraith, would it be possible to slowdown the crashdive ?
thanks
Noline
Dogfish40
11-01-12, 12:41 PM
TheDarkWraith, would it be possible to slowdown the crashdive ?
thanks
Noline
Hi NoLine
By Slow down, do you mean that the boat is going too fast, or, do you mean the sequence?
You can increase the time delay that it takes for the dive to occur. That is in the UI options editor on the "crash dive" tab. So, increasing that will give you more time between the initial order and when the boat actually starts to dive.
If you mean the speed of the dive itself, you would have to change the speed of the boat on the crash dive order. If the boat is going under too quickly on the Crash dive, you could order "Ahead Full or Standard" right after and the boat would slow down considerably. There might be a file you can edit but I think it wouldn't want it to be permanent.
I'll say one more thing. In shallow waters, when I needed a crash dive but I can't let the boat hit bottom, I will start pressing the 'A' key as soon as the boat hits 10m. Plus ordering the speed back to standard or even 1/3rd. The boat will still get down to 40m or so but will recover nicely.
Gute Gagd
D40 :D
Hi NoLine
By Slow down, do you mean that the boat is going too fast, or, do you mean the sequence?
You can increase the time delay that it takes for the dive to occur. That is in the UI options editor on the "crash dive" tab. So, increasing that will give you more time between the initial order and when the boat actually starts to dive.
If you mean the speed of the dive itself, you would have to change the speed of the boat on the crash dive order. If the boat is going under too quickly on the Crash dive, you could order "Ahead Full or Standard" right after and the boat would slow down considerably. There might be a file you can edit but I think it wouldn't want it to be permanent.
I'll say one more thing. In shallow waters, when I needed a crash dive but I can't let the boat hit bottom, I will start pressing the 'A' key as soon as the boat hits 10m. Plus ordering the speed back to standard or even 1/3rd. The boat will still get down to 40m or so but will recover nicely.
Gute Gagd
D40 :D
Yes, I ment the time it takes to dive, for me 10 to 15 seconds is too fast.
Was hoping TDW had maybe stumbled upon it somewhere in the exe, it would imo make a nice addition to the sh5.exe patch.
Increasing the order delay might be something, ill give it a try.
thanks
Noline
Targor Avelany
11-01-12, 05:38 PM
Yes, I ment the time it takes to dive, for me 10 to 15 seconds is too fast.
Was hoping TDW had maybe stumbled upon it somewhere in the exe, it would imo make a nice addition to the sh5.exe patch.
Increasing the order delay might be something, ill give it a try.
thanks
Noline
Isn't this more of a .sim file of the boat thing?
Isn't this more of a .sim file of the boat thing?
That only controls the normal dive, the crashdive doesnt seem to be affected by editing the sim file
thanks
Noline
Hi!
First off all, TDW's patch is super work!
I have only one problem: If I have sent a contact report and the BDU reply to a contact report, that a wolfpack will be soon spawn, when the AI subs spawning (random time after the BDU's reply), my game is going to CTD.
Only one time successed to spawn an AI subs, and many times I have suffered a CTD, when the game spawning them.
I have tried to figure out why, but I have no idea. Instead of this problem, my game is going perfect, no other CTDs.
I use NTcore CFF explorer, to use all the 4Gbty RAM - it run perfect.
I allowed the patch to use AI subs dispatch.
I use the following MODs included in JPG.
Any idea or advice?
Thanks the reply!
THE_MASK
11-13-12, 04:01 PM
Hi!
First off all, TDW's patch is super work!
I have only one problem: If I have sent a contact report and the BDU reply to a contact report, that a wolfpack will be soon spawn, when the AI subs spawning (random time after the BDU's reply), my game is going to CTD.
Only one time successed to spawn an AI subs, and many times I have suffered a CTD, when the game spawning them.
I have tried to figure out why, but I have no idea. Instead of this problem, my game is going perfect, no other CTDs.
I use NTcore CFF explorer, to use all the 4Gbty RAM - it run perfect.
I allowed the patch to use AI subs dispatch.
I use the following MODs included in JPG.
Any idea or advice?
Thanks the reply!Probably mod soup by the look of the mod list .
First, thanks for the mod. I have one big problem: my sh5.exe (v. 1.2 dvd) refuses to be patched. Everytime I select the TDW_SH5_patches.s5p file and the folder where the exe is it gives me this error: Error reading patch file ...\TDW:SH5\Patches.s5p. Exception is: Unable to open C:\Ubisoft\Silent Hunter\sh5.exe for writing. Exception is: Access denied to path C:\Ubisoft\Silent Hunter\sh5.exe Game was installed yesterday. No mods enabled, i haven't even played with it. I've tried everything, check my folder permissions (i set them in total control -no effect-), if something is in "read only" mode, Everything seems fine. But the damn thing refuses to work. Any idea?
First, thanks for the mod. I have one big problem: my sh5.exe (v. 1.2 dvd) refuses to be patched. Everytime I select the TDW_SH5_patches.s5p file and the folder where the exe is it gives me this error: Error reading patch file ...\TDW:SH5\Patches.s5p. Exception is: Unable to open C:\Ubisoft\Silent Hunter\sh5.exe for writing. Exception is: Access denied to path C:\Ubisoft\Silent Hunter\sh5.exe Game was installed yesterday. No mods enabled, i haven't even played with it. I've tried everything, check my folder permissions (i set them in total control -no effect-), if something is in "read only" mode, Everything seems fine. But the damn thing refuses to work. Any idea?
Have you downloaded the game via Steam?
Have you downloaded the game via Steam?
Nope. Is a retail version, it was updated automatically. Later i downloaded the 1.2 patch via gamershell, reinstalled it and replaced the sh5.exe. Still no changes. I'm gonna try uninstalling the game, and reinstalling in another folder to see if it works somehow. This is confusing.
Nope. Is a retail version, it was updated automatically. Later i downloaded the 1.2 patch via gamershell, reinstalled it and replaced the sh5.exe. Still no changes. I'm gonna try uninstalling the game, and reinstalling in another folder to see if it works somehow. This is confusing.
If you tried enabling TDW's patches before applying the official patch 1.2, you might have messed something. The autoupdater is bugged: you should always patch to v 1.2 manually. :yep:
You don't have to replace any file yourself: just run the 1.2 patch and wait for the message saying that the game was patched successfully. That simple.
All in all, my suggestion is to reinstall the game once more (doing it in the default folder is okay for most people) and to follow strictly these instructions by Trevally: :up:
http://www.subsim.com/radioroom/showthread.php?p=1926439#post1926439
Don't forget to use TDW's patch AFTER updating to SH5 v 1.2
If you tried enabling TDW's patches before applying the official patch 1.2, you might have messed something. The autoupdater is bugged: you should always patch to v 1.2 manually. :yep:
You don't have to replace any file yourself: just run the 1.2 patch and wait for the message saying that the game was patched successfully. That simple.
All in all, my suggestion is to reinstall the game once more (doing it in the default folder is okay for most people) and to follow strictly these instructions by Trevally: :up:
http://www.subsim.com/radioroom/showthread.php?p=1926439#post1926439
Don't forget to use TDW's patch AFTER updating to SH5 v 1.2 I was using TDW patch after updating the game. Nevertheless, i've tried again. Reinstalled the game, updated manually to 1.2, follow Trevally's guide... same as before. I have included a screenshot of my files so you can see is there's something wrong...
http://www.abload.de/thumb/silenthuntervcuyun.jpg (http://www.abload.de/image.php?img=silenthuntervcuyun.jpg)
Some older version i can try with?
Oh my gosh! It was the firewall!!! :/\\!!:/\\!!:/\\!!:/\\!!
Funny thing is that i tried closing it and it didn't work, and now i was like... ummm... dunno i'm gonna try adding the folder to the exclusion list... yeah! voila!.
God, thanks Comodo, 4 hours of my life wasted.
BTW, thanks for helping.
Oh my gosh! It was the firewall!!! :/\\!!:/\\!!:/\\!!:/\\!!
Funny thing is that i tried closing it and it didn't work, and now i was like... ummm... dunno i'm gonna try adding the folder to the exclusion list... yeah! voila!.
God, thanks Comodo, 4 hours of my life wasted.
BTW, thanks for helping.
De nada :)
Se me olvidó decirte que unos antivirus reconocen y bloquean el patcher de TDW, a pesar que el programa mismo sea inocuo. :-?
THE_MASK
11-21-12, 08:49 PM
Tested the contacts have random chance of calling in wolfpack . Sighted a task force and then while surfaced clicked on the radio officer and sent a contact report . I decided not to shadow it because of direction speed etc and later on i met a uboat heading towards me . After a while the uboat dived and i proceeded on my route . Everything works as intended .
Dogfish40
11-28-12, 01:41 PM
Tested the contacts have random chance of calling in wolfpack . Sighted a task force and then while surfaced clicked on the radio officer and sent a contact report . I decided not to shadow it because of direction speed etc and later on i met a uboat heading towards me . After a while the uboat dived and i proceeded on my route . Everything works as intended .
I had the experience (similar somewhat to yours) where I was really headed home. I ran into a convoy and sent a contact report. Got a responce from BDU, " all boats in your area coming to [aid], follow the convoy but do not be detected" or something to that effect. I wanted to continue my journey home, I had a long way to go but, orders is orders. Game hr goes by and I'm getting further and further from my course but sound detects the first boat, then a second. I get a message from the U-____ saying they will proceed to attack from the far side of the convoy. This "wolfpack" patch works very well. The only time when the patchs had a problem in my game was because I had left an old, old patch open, not knowing any better at the time. A smple reinstall of the exe took care of this. I always keep a fresh exe copy in a safe folder now, just for this type of problem.
D40
finchOU
01-02-13, 01:36 AM
After completely missing these fixes after I finally got around to installing these. I enabled most all the patches and I'm having an issue. How does independent engine control work? I cant seem to get my speed below 12 knots. no matter what I do. Flank goes faster...but ahead slow or all stop or even full reverse wont stop my U-boat. So im assuming one of the shafts is not being ordered to do anything. Or is this a bug?
Edit: In addition....when in the control room...both engines are on all stop...but speed continues at about 11-12 knots. Edit 2....so while looking at what I think is engine RPM gauges (starboard balkhead)....my Left or Port engine is stuck at 490 units...while my right/starboard engine responds to engine commands. So how do I control that Port engine?
After completely missing these fixes after I finally got around to installing these. I enabled most all the patches and I'm having an issue. How does independent engine control work? I cant seem to get my speed below 12 knots. no matter what I do. Flank goes faster...but ahead slow or all stop or even full reverse wont stop my U-boat. So im assuming one of the shafts is not being ordered to do anything. Or is this a bug?
Edit: In addition....when in the control room...both engines are on all stop...but speed continues at about 11-12 knots. Edit 2....so while looking at what I think is engine RPM gauges (starboard balkhead)....my Left or Port engine is stuck at 490 units...while my right/starboard engine responds to engine commands. So how do I control that Port engine?
Separate engine control patch is just for testing - no other mods should be installed. It is rough and not completed yet, so its better in Your case just to disable it.
P.S. I've experienced the same problems as You discribed here:salute:
volodya61
01-02-13, 04:09 PM
Separate engine control patch is just for testing - no other mods should be installed. It is rough and not completed yet, so its better in Your case just to disable it.
P.S. I've experienced the same problems as You discribed here:salute:
The patch works correctly using the NewUIs 7.2.0 test :yep:
SixthFall
01-02-13, 05:16 PM
Hey all, I have the steam version of tha game and was wondering if i am still unable to get my hydrophone working, or if a solution has been found.
volodya61
01-02-13, 05:25 PM
unfortunately no..
SixthFall
01-02-13, 06:00 PM
unfortunately no..
Darn, well that sucks. Thanks anyway!
finchOU
01-02-13, 09:27 PM
Sooooo....can I undo this patch underway or do I need to be back at port like some MODS?
volodya61
01-03-13, 05:51 AM
Sooooo....can I undo this patch underway or do I need to be back at port like some MODS?
You can disable it at anytime and anywhere.. :yep:
The patch works correctly using the NewUIs 7.2.0 test :yep:
I have NewUIs 7.2.0, but with the other > 80 mods installed the patch re. separate engine contol doesn't work correctly:nope:
THE_MASK
01-03-13, 04:06 PM
I have NewUIs 7.2.0, but with the other > 80 mods installed the patch re. separate engine contol doesn't work correctly:nope:The seperate engine control atm is a test . To be tested with just 1 mod installed afaik . Dont enable it with the patcher if using the campaign with other mods .
volodya61
01-03-13, 05:38 PM
I have NewUIs 7.2.0, but with the other > 80 mods installed the patch re. separate engine contol doesn't work correctly:nope:
The seperate engine control atm is a test . To be tested with just 1 mod installed afaik . Dont enable it with the patcher if using the campaign with other mods .
:hmmm: :06:
I have enabled this patch right after the version 7.2.0 test release..
I have about 90 installed mods and everything is working fine for more than four months..
Trevally.
01-03-13, 06:02 PM
works ok for me too:yep:
Fish In The Water
01-03-13, 07:09 PM
I have about 90 installed mods and everything is working fine for more than four months..
Wow, quite remarkable that it's so stable. With that many mods it must be hard to recognize many 'stock' elements underneath. :sunny:
Wow, quite remarkable that it's so stable. With that many mods it must be hard to recognize many 'stock' elements underneath. :sunny:
:haha:
thanks to sober, not even the spinning loading icon in anymore the stock one :D
lesec74
01-10-13, 12:32 AM
hello, I use the patcher and i use F7 for battlestation,I've ctd
what's wrong?
here my mod list
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichals interior mod 1.2.1
1941 -Atlantic late sea maps&pictures
cpt blueballs-Alternative easy chip recognision
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_FRA
German U-Boat Crew Language Pack
FX_Update_0_0_19_ByTheDarkWraith
Parts Magui V 3.0 by DrJones
Radio_Messages_1_2_0_German_Voices
IRAI_0_0_37_ByTheDarkWraith
U-Boat Killer AI Mod v1.02
Dynamic Environment SH5 Basemod (light)
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Critical hits 1.1 Torpedos
Critical hits v 1.2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting
gap - Sonar Sound Collection v 1.0 for SH5 - Das Boot
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
wasserbomben tres precis
stoianm upgrade available mod stock file
TDW_GenericPatcher_v_1_0_70_0
thanks:salute:
THE_MASK
01-10-13, 12:39 AM
Latest patcher
TDW_GenericPatcher_v_1_0_74_0
volodya61
01-10-13, 05:09 AM
hello, I use the patcher and i use F7 for battlestation,I've ctd
what's wrong?
You shouldn't use F7 in the bunker and in/near your/friendly harbors :up:
hello, I use the patcher and i use F7 for battlestation,I've ctd
what's wrong?
Did you uninstall the previous patcher version? And disable all the TDW's patcher options before that? I remember that I had once similiar situation, just because bad install of the pathcer.
lesec74
01-10-13, 07:28 AM
Did you uninstall the previous patcher version? And disable all the TDW's patcher options before that? I remember that I had once similiar situation, just because bad install of the pathcer.
many thanks
, you're true and now everything works fine:woot:
Latest patcher
TDW_GenericPatcher_v_1_0_74_0
An other weird computer thing, is i downloaded the latest version above, and when i activated it after the changes i made in it, it automaticaly changed name for V 1.0.67.0 :o
volodya61
01-14-13, 03:05 PM
TDW, we still can't use the patch - AI Crew Damage Control because the ships not sinking when it enabled..
TheDarkWraith
01-14-13, 06:42 PM
TDW, we still can't use the patch - AI Crew Damage Control because the ships not sinking when it enabled..
ah yes I was going to look at that before work got in the way. I'll add it to my list of things to do on the airplanes :up:
Mork_417
01-17-13, 07:39 AM
WoW, it took me four days to read through this whole thread. :dead:
But, it was worth it, as i'm working on a small project for SH3, and reading TDW's posts has given me a better understanding of the game. I just wish i had a faction of his knowledge on assembly. :oops:
@TDW - Wonderful things you have done here TDW, and once i rebuild/upgrade my box so i can play SH5, i plan on enjoying your work immensely. :salute:
whiskey111
01-24-13, 06:05 PM
I'm a little bit confused, please help.
Is the exe patcher still needed if the game is patched to 1.2 version and some mods installed ?
I'm a little bit confused, please help.
Is the exe patcher still needed if the game is patched to 1.2 version and some mods installed ?
yesss :yep:
TDW's patcher is especially designed to work with v 1.2 of the game
whiskey111
01-25-13, 07:36 AM
Thanks gap.
Another one... please excuse me my idiot kind of being, just trying to make my game playbe at some level.
If my exe is already patched to 1.2 do I have to proceed with all of the steps from the beginning of the manual or skip something ?
I'm asking, because first step is to make some changes via hex editor making the exe to vesrion 0.2
Targor Avelany
01-25-13, 10:33 AM
Thanks gap.
Another one... please excuse me my idiot kind of being, just trying to make my game playbe at some level.
If my exe is already patched to 1.2 do I have to proceed with all of the steps from the beginning of the manual or skip something ?
I'm asking, because first step is to make some changes via hex editor making the exe to vesrion 0.2
you don't need to do anything manually.
If you scroll down to the end of the post (1st post in the thread) you will find an app, written by TDW, which will make all the changes for you.
http://www.subsim.com/radioroom/showthread.php?t=197960 - here is Trev's tutorial on how to install the patcher.
Echolot
01-30-13, 06:48 AM
Hi.
I downloaded a file Magnetic Detonators 4m (FX Update compatible).7z somewhere. I get an error message when I try to unpack it with 7zip. Maybe a corrupt download. I can't find link to the file anymore. I'm using FX Update 0.0.19 and the magnetic detonator fix with the patcher. Do I need the FX Update compatible version? There is a link on first page with 4m patch, hm.:hmmm: Please help.
Best regards.
Echol:ping:t.
PS I was able to unpack it on the laptop, maybe a problem transferring the file to the gaming pc.
:salute:
volodya61
01-30-13, 07:20 AM
I downloaded a file Magnetic Detonators 4m (FX Update compatible).7z somewhere.
It was my edition :)
here - http://www.mediafire.com/download.php?oiykt5apvnbrf6v
Echolot
01-30-13, 09:08 AM
Hi volodya61.
:up:
Will this work without problems? Do you use it?
:salute:
volodya61
01-30-13, 09:59 AM
Hi volodya61.
:up:
Will this work without problems? Do you use it?
:salute:
Hi! :salute:
Here in the post#1 you can find two versions of 4m detonators (regular and FX compatible) - http://www.sukhoi.ru/forum/showthread.php?t=76762
Both versions working fine without any problems..
I'm currently using 3m version..
Echolot
01-30-13, 10:25 AM
Thank you, volodya61.
:sunny:
"Gute Leute muss man eben haben, gute Leute..."
(Хорошие люди должны быть просто хорошим людям) :arrgh!:
(All you need is good men...)
Regards.
Echol:up:t.
volodya61
01-30-13, 11:01 AM
My pleasure :salute:
Is there a non-hex editor way to increase hydrophone volume? I still want it a bit louder.
Is there a non-hex editor way to increase hydrophone volume? I still want it a bit louder.
Using REM mod greatly increased hydro volume :up:
Using REM mod greatly increased hydro volume :up:
Thanks. Is it compatible with NewUI and IRAI?
TheDarkWraith
03-10-13, 07:13 PM
v1.0.75.0 released. See post #1
The thing that has been eluding me for some time was finally nailed down today :rock:
starting with v1.0.75.0 added a new patch to the SH5.exe that allows the camera on next and previous unit to be able to select air and land units. You also have the ability to select lifeboats
If you are using my UIs mod then when you use the camera controls (or have a keyboard command specified in commands.cfg) you will be able to view aircraft and land units with them. The stock game would not allow you to do this :D If you're familiar with SH3 then you know what I'm talking about.
:|\\
Targor Avelany
03-10-13, 08:25 PM
v1.0.75.0 released. See post #1
The thing that has been eluding me for some time was finally nailed down today :rock:
starting with v1.0.75.0 added a new patch to the SH5.exe that allows the camera on next and previous unit to be able to select air and land units. You also have the ability to select lifeboats
If you are using my UIs mod then when you use the camera controls (or have a keyboard command specified in commands.cfg) you will be able to view aircraft and land units with them. The stock game would not allow you to do this :D If you're familiar with SH3 then you know what I'm talking about.
:|\\
:up::yeah::rock::rock::rock::rock::rock::rock::roc k::rock:
... really all I have to say...
TheDarkWraith
03-10-13, 08:28 PM
My next patch that I've been working on will really blow you away. How about aircraft carriers that launch airplanes when they detect a contact :sunny: Still some bugs to work out on it...
keysersoze
03-10-13, 08:59 PM
My next patch that I've been working on will really blow you away. How about aircraft carriers that launch airplanes when they detect a contact :sunny: Still some bugs to work out on it...
Speechless, as always TDW :rock:
Thanks for everything you have done for SH5
Thanks. Is it compatible with NewUI and IRAI?
Yes, and FX Update too :up:
My next patch that I've been working on will really blow you away. How about aircraft carriers that launch airplanes when they detect a contact Still some bugs to work out on it...
Could be an IRAI addition! :yeah:
Cpt.JohnDoe
03-10-13, 10:13 PM
Hi,
Im new to SH5, but not the SH series. I am having issues with AI firing deck gun at locked targets well within range. I have tried to use the binoculars, but with the target lock/unlock and fire button on the space bar...how can i command the AI gunners to fire without me having to do it manually?
I have done mods on SH4 Wolves of the Pacific, but from what ive read in the forums, there is more to it than a simple download of a file and copying it to the game folder. I will look further into modding as this is a great game. :rock:
But in the short term, i would appreciate any advice on how to get the gunners to fire the guns, Thanks
^^^^ Clic the watch officer icon, then the deck gun icon, then the big icon far left side (fire at will), that should do the trick :up:
volodya61
03-11-13, 07:44 AM
v1.0.75.0 released. See post #1
The thing that has been eluding me for some time was finally nailed down today :rock:
starting with v1.0.75.0 added a new patch to the SH5.exe that allows the camera on next and previous unit to be able to select air and land units. You also have the ability to select lifeboats..
Great news TDW you are still working on the Patcher :yeah:
one question: any news about fixing a broken patch AI Crew Damage Control?
volodya61
03-11-13, 07:47 AM
Hi,
Im new to SH5, but not the SH series. I am having issues with AI firing deck gun at locked targets well within range. I have tried to use the binoculars, but with the target lock/unlock and fire button on the space bar...how can i command the AI gunners to fire without me having to do it manually?
I have done mods on SH4 Wolves of the Pacific, but from what ive read in the forums, there is more to it than a simple download of a file and copying it to the game folder. I will look further into modding as this is a great game. :rock:
But in the short term, i would appreciate any advice on how to get the gunners to fire the guns, Thanks
^^^^ Clic the watch officer icon, then the deck gun icon, then the big icon far left side (fire at will), that should do the trick :up:
@Fifi
Only if you are using any UI mod..
@Cpt.JohnDoe
If you are not using any UI mod you should order your WO 'man the deck gun' and then lock the target using binocular..
My next patch that I've been working on will really blow you away. How about aircraft carriers that launch airplanes when they detect a contact :sunny: Still some bugs to work out on it...
This is no surprise: you had made some anticipations on thi patch a few month ago. :O:
The good news is that you worked on it in the meanwhile. Now I simply can't wait for it! :rock:
My next patch that I've been working on will really blow you away. How about aircraft carriers that launch airplanes when they detect a contact :sunny: Still some bugs to work out on it...
:up: what more can be done, outstanding TheDarkWraith just outstanding NOTE do we still needed Required menu.txt entries
Thanks Dem
:Kaleun_Cheers::Kaleun_Cheers:
Tonci87
03-12-13, 06:04 AM
@TDW
What about the CTD Problems people have when they start a new campaign with your ship inertia stuff enabled?
(See sobers mega mod topic)
Troutish
03-12-13, 01:41 PM
ok, I THINK i have this working, but is there a way to know/ test that the patcher is working?
Targor Avelany
03-12-13, 02:24 PM
ok, I THINK i have this working, but is there a way to know/ test that the patcher is working?
which part of many fixes that it includes?
Cpt.JohnDoe
03-12-13, 07:43 PM
@Fifi
Only if you are using any UI mod..
@Cpt.JohnDoe
If you are not using any UI mod you should order your WO 'man the deck gun' and then lock the target using binocular..
Thanks for the reply, i am not runniny any mods. i am familiar with Wolves of the Pacific so i was looking for the ' fire at will ' orders. And i have tried through the watch officer to ' man the deck gun ' then use the binocular and lock on target ( space bar ), but they still wont fire lol. I purchased the digital version from the Ubi store so im not worried about it being a bootleg copy or something. Just dont understand why they took out some key features that make the game playable :nope:
I tried a few mods on SH4, and will on SH5 as well but i need to research more because it seems much more complicated.
Thanks again for your help, i think ill be making a donation soon so i can get the mega pack lol :D
ok, I THINK i have this working, but is there a way to know/ test that the patcher is working?
Easiest way IMO, is to change colors for the map ruler/protractor/compass/marks via the patcher and launch game...if no new colors using those tools on map ---> it's not working as it should :yep:
Troutish
03-13-13, 09:04 AM
Good idea.
So i have to unistall the patcher using JGSME; enable the colored map stuff with the patcher, then go back and enable the patcher again with JGSME?
Easiest way IMO, is to change colors for the map ruler/protractor/compass/marks via the patcher and launch game...if no new colors using those tools on map ---> it's not working as it should :yep:
Tord Hoppe
03-13-13, 02:15 PM
Well, any changes in map tools colours I make in the patcher does not make it through into the game.
Iīve bought a DL-version from Ubisoft, not Steam. Iīve tried applying the changes while turning off any internet access to prevent any online exe-updating when running the game.
Prior to running the Generic Patcher I copy the three files into the patcher directory (not sure why I should do that?). When I run the patcher I first locate the folder where the .s5p-files are, open the first and point to the main SHV-folder where the proper SH5.exe is. Do my editing and close the tool. Rinse and repeat for the other two files.
I then enable the mod in JSGME.
Is this the proper method?
Is there something I can do wrong in the editor when it comes to choosing and enabling the new colours? I select a colour for each entry (coordinates/tools), then enable the entire subsection. The little icon changes to indicate the the section has been enabled.
Good idea.
So i have to unistall the patcher using JGSME; enable the colored map stuff with the patcher, then go back and enable the patcher again with JGSME?
If using patcher as a mod, yes.
In patcher and map color section, choose "change ruler color" (or protrator etc) double clic 'color", choose new color, then right clic "change ruler color" and choose enable this option.
Repeat for other items you wanna change...
Note that when changing only few options of "map color" the little icon doesn't become blue as others...it become yellow triangular with a "!".
Remember that Generic Patcher doesn't work if using Steam!
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