View Full Version : [REL] Open Horizons II
vdr1981
05-13-14, 08:30 AM
This is how my map looks likie with the mod list above.
I really would like to use IO_Stratmap, i used it before switching to TDW7.5 and OHII 2.5 (i think thats the current version xD)
Help much apreciated
Cheers
http://i60.tinypic.com/20hq3de.png
Hm, yes.. IIRC you should remove one file from IU map but I must remember which one...:hmmm:
7Infanterie19
05-13-14, 11:14 AM
sobers Lights Cfg V10 SH5 remove sobers DOF V6 SH5
Lights and DOF don't conflict. :hmmm: But DOF can be upgraded to sobers Realistic contrast which replaces it.
WTF is SJizzles Charts - Perfect Combined Mod ?????? i didn't made something like that !!!!!!!!!!! from where u downloaded that one ?
:) .. I think he just combined your 4 or 5 parts into one, maybe even tweaking the contents to how he likes it. It's something I plan on doing later as well. No worries!
7Infanterie19
05-13-14, 11:31 AM
Hi 7Infanterie19
If you read the document for FX_Update_0_0_22 you must select one of the patch files.
If you were to use FX_Update_0_0_21 then there are no patch files.
Hi Peter,
I read the readme and TDW's thread for v0022, and didn't see any mention anywhere that we "must" select one of the torpedo patch files. Are you 110% sure? IMO, those patch files are optional AFAIK. Patches are a must only if you apply the associated setting (that requires the patch) in the patcher.:hmm2: Maybe someone else can pipe in and clear this up for us.
...
The fixes and glitch mods should be used whether or not you are using OH II
Which ones are you referring to?
Sub Flags is a contentious issue as Raven did some tweaking with this mod as it was causing ctd’s.
I notice that on his last mod list although he has IRAI 0_0_39 Sub Flags is missing.
I agree from what I have read and experienced. I have removed it for the time being to take it out of the equation so I can focus on whatever else is causing CTDs. I'm hoping that TDW will not let that mod die and gets it back to being compatible with everything.
In the meantime, I've been trying to get this all sorted out. It's a tedious process finding the source of CTDs as you know. I hope to find my solution soon or I'll reluctantly have to go back to my OHII v2.4 setup in which I had everything working like a charm.
It’s a natural progression to update mods as they become available as they are either making enhancements or are fixing problems that have cropped up in the previous version.
lol .. not for me. Sometimes these updated mods cause me more headaches than good. :D
Cheers!
7Infanterie19
05-13-14, 11:34 AM
NDB,NDH OM#1 - No Dialog Indicator
Included in this mod SteelViking's Interior Mod V1.2
I do not think you need this?
Correct. No dialog indicator is already included in that interior mod.
THEBERBSTER
05-13-14, 02:09 PM
Last paragraph of the readme states "included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled."
TheDarkWraith
Peter
7Infanterie19
05-13-14, 04:40 PM
Aha! So I was correct after all. :D
THEBERBSTER
05-13-14, 06:20 PM
No.
There are 20 torpedo patches that have to be enabled in the GFP so you do need the patch in the FX22 update if you are going to use the FX22 main mod.
7Infanterie19
05-13-14, 09:05 PM
No.
There are 20 torpedo patches that have to be enabled in the GFP so you do need the patch in the FX22 update if you are going to use the FX22 main mod.
Hi Peter! From your terse response, I take it you aren't happy with me, so I'll be a bit verbose. :D
From TDW's FX thread as you had noted earlier:
...- included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled.
Notice the "if" in that sentence.
With all due respect Peter, I have never seen it stipulated that all GFP patches have to be applied, nor have I seen it stipulated that the torpedo add-ons have to be used when using FXU 0022.
I have only seen directions related to his patcher in which if one applies certain patches in the patcher that have a notation directing the user to read the associated text file for further directions to apply one of his associated patches or edit one or more of the files, or that you can't apply a certain patch without applying its partner patch or vice versa, then it's a "must" if the user wants to apply that patch. Otherwise, no further action is required for any other patches activated if there's no direction to do so.
A couple of examples of patches that wouldn't make sense to be "musts":
- Damage_zone_debugging: Used for debugging for those who need it.
- Stadimeter_as_sextant: Not everyone uses their stadimeter, nor does everyone use Real Nav.
From TDWs patcher thread:
PATCHES ARE NOT CUMULATIVE! YOU APPLY THE PATCHES YOU WANT ENABLED. i.e.: if you want patch 1 and patch 2 then you need to apply both patches
"You apply the patches you want enabled." That, IMO, means that these Generic Patcher patches are optional. We choose which patches we want to use, or even if we want to use the patcher itself for that matter.
The way I've always understood it is that "must" only applies to mods where it specifically says "this mod needs that mod (or patch, etc.) to work", either in the readme, in the mod thread, or empirically through the community. Even updates are not a must if someone wants to stay with their mod soup that is working wonderfully. Most mods out there are optional, especially eye-candy, graphics related mods. It's like the VIIA conning tower fix. I've lived without it for years, and it hasn't been a game breaker for me, so I can't see the need to tell people that they need to install it. Mind you, not having sober's spinning green thing would be a game breaker for me .. hehehe! :D
So if you can show me otherwise, I'll apologize for my misunderstanding and tip my Saints hat to you, Peter. It's just important to know that certain things can mislead people into unnecessary mod soup problems either immediately or down the road, and it's tough enough for us SH veterans to troubleshoot our CTDs (which I'm still working on), let alone for newbies who look to SH vets for guidance.
Cheers! - now come give me a hug! :sunny:
(Trevally, sorry for the hijack! :oops:)
THEBERBSTER
05-14-14, 08:45 AM
No I was not annoyed or terse, just being me, sorry you took it the wrong way lol.
I think the plot has been lost here a bit.
As far as the GFP. The individual makes the choice as what to enable and leave depending on their situation.
As far as the 'Torpedo Patches' that we are discussing on, even if I was not enabling all 20 patches I would still use the FX Torpedo Patch. This is the patch that will stop torpedoes from going round in circles.
Subbers who I have helped say that enabling this has cured their problem.
If you look at other mod lists on the Forum and there are many Fifi, Sjozzle etc, I would say that Sober knows what he is doing and if it is good enough for him then it is good enough for me.
Peter
Silent Steel
05-14-14, 11:54 AM
...Sober knows what he is doing and if it is good enough for him then it is good enough for me.
Seconded :up:
Mikemike47
05-14-14, 02:20 PM
Seconded :up:
Thirded!:up::haha:
7Infanterie19
05-14-14, 04:05 PM
Thirded!:up::haha:
Fourthded :up::haha::D
Silent Steel
05-14-14, 04:20 PM
Thirded!:up::haha:
Fourthded :up::haha::D
:up::haha::haha::D
THE_MASK
05-15-14, 02:25 AM
Who is sombers :timeout:
7Infanterie19
05-19-14, 12:05 PM
:hmm2:As per my post http://www.subsim.com/radioroom/showpost.php?p=2206110&postcount=5254, I had been having CTD problems after upgrading TDW’s stuff and OHII.
After probably over 50 campaign restarts while testing, I finally tracked down the problem to TDW’s options file and the patched files. I suspected a problem with the options file after merging it with the old one, even though I never had merge problems before, so I reinstalled all my TDW mods fresh, and updated the options file from scratch. I used the patcher to only patch what I needed and what didn’t require extra patch mods, and only did those things that required menu.txt to be updated if it wasn’t there already. I also had to leave out SubFlags, since it’s no longer compatible :wah:. I haven’t completed the Danzig mission in testing, but have run it long enough to "assume" that it doesn’t CTD now. When I do eventually start my campaign proper, I’ll know soon enough if I can get to Kiel or not without CTD.
As for my “TDW no hydrophone on the surface” problem, I now use “R.E.M XTB - no hydrophone on surface” and “R.S.D. & R.E.M. - GHG no hyd on surface”, which appears to have resolved that issue. I don't run R.S.D., btw.
So, with that finally done, I thought about my discussion with Peter and figured I’d try to get TheBeast’s EUF mod working (although to no avail). I use the main mod, Patch 1, HotFix and sobers v9 patch, followed by EUF FX, all in that order. I tried to readjust my mod soup order to align as closely with sober’s list with all the mods that I use that he also uses (or made). I don’t use everything he uses, nor do I take the same realism approach.
First odd thing I noticed is that with EUF, the Danzig mission begins at either 0800 or 1100 as opposed to 1600 without it. I have no clue why. Does anyone else know? :hmmm: This doesn’t appear to be a major issue as it allows you more time to get to the patrol zone, but if there are underlying problems with that, I wouldn’t know.
****EDIT: May 21****
With over 50 campaign restarts where I didn't have EUF running, the mission always began at 1600. With EUF, it's as I noted above. Now that I have EUF out of the mod list, and I started a new campaign proper, adding my own custom emblem mod, the mission begins at 1300. Removing that emblem mod, it returns to a 1600 start time. Whut thu? :o So it must be something related to editing the equipment.upc or upgradepacks.upc that affects this, wouldn't you think? :hmm2:
*****END EDIT******
The main problem is that after completing the first objective (like my original problem), and after at least one escort gets sunk, I get CTD. As mentioned earlier, without EUF, I don’t get any CTD. I didn’t have luck with this mod a couple of years ago and still don’t, so unfortunately, it appears that I’ll have to go without it again, since I am tired of testing and restarting campaigns :o. I read somewhere that Defiance restarted over 50 campaigns as well trying to track down CTDs, so at least I wasn't alone in the asylum .. hehehe. :D
Trevally, regarding the mission itself, I noticed that after sending in my contact report, BdU responds with the “Attack any Polish shipping ... “ message almost 3 hours earlier, contradicting the earlier FdU message “Start of hostilities against Poland 0445...” that usually comes in between 1830 and 1930. What’s the situation with that? Does the second message override the first? Also, it appears that after 0100, Poland units turn red on the map and the escorts become hostile already if they see us. Also in regards to that FdU message, maybe you can replace the commas before Attitude, No, and Boats, with a period and space, so that it can look tidier, and maybe even change the time and date to read something like at 0445 on 1/9. I remember the first time I saw that, I was confused, because I wasn't used to time and date jumbled together. That's just my suggestion.
After all these campaign loads that I’ve done while testing, I think I have spent more time in Danzig than the real 7. Infanterie Division did back in 1945. ;)
Cheers!
7Infanterie19
05-19-14, 12:09 PM
Who is sombers :timeout:
hehehe! :har:
i use the old version cause it modify the underwater look i use making the water more clear, you can see it here http://www.subsim.com/radioroom/showthread.php?p=2193487#post2193487
.
Good to know in case I'm not happy with the update. :up:
About the charts, i just combined them, no tweaking.
I eventually combined them too and reorganized them in my preferred order. Good stuff!
7Infanterie19
05-22-14, 04:30 PM
What I've encountered playing v2.5
=======================
Baltic Mission Notes:
German Admiral Hipper Heavy Cruiser chilling out 14 km west of Hela. Whut thuh? No hostility from either side? Why was it there? :hmmm:
During my CTD testing, I noticed that several times, BdU sent me a request to report my position and status less than an hour after leaving dock. Is this an error or just part of the randomness effect, or are they helicopter parents over-worrying about their son going off to his first day in Kriegsmarine kindergarden? :arrgh!:
I arrived at Kiel without any CTD. :yeah:
Kiel notes:
Requested new mission, started mission - CTD. :wah:
Reloaded mission checkpoint where I was en route to Kiel. Proceeded to Kiel, docked, requested new mission again, started new mission again, got to the boat this time - CTD. :wah:
Disabled Harbour mod, reloaded, requested new mission, started mission, no CTD. I guess harbour mod has problems (at least with Kiel), but I thought this was rectified? :hmmm:
Oddities:
Polish merchant starts in Kiel harbour within a stone's throw of German ships :o. No hostility from either side. Polish merchant then beaches itself and sinks bow first in shallow water (that sentence seems to contradict itself, doesn't it? .. lol :))
Another merchant ship (not sure whose) on shore, on fire, floating roughly ship's height in the air, rotating like a pig on a spit.
As I'm being piloted to the Skag, half way between the pen and the harbour mouth, a huge German convoy comes in at 8 knots. One German merchant suddenly sinks, bow first, without any apparent contact with anything.
Before I reached the harbour mouth, the convoy vanished like a ghost in the night (even though it was daylight :sunny:)
20 kms out from the Kiel harbour mouth, another Polish merchant is coming in and is destroyed by escorts and planes.
75 kms out, a two-ship Polish convoy are strolling in and is destroyed by escorts and planes.
By the time I was 100 kms from Kiel, there were no less than six ships destroyed. I take it nobody informed Poland that we were at war? :har:
Over and out ... :ping:
THEBERBSTER
05-22-14, 05:58 PM
September 20th 1939 13.15
33Km off Blythe 71 degrees
Being hunted by 7 DD's and a flaming MTB
I thought the flaming Mtb's were sorted out in previous OH II?
Silent Steel
05-23-14, 01:57 PM
Please keep your reports coming!
Just love your narrative brilliance.
Are you sure you're not a stand-up comedian or even a writer?
If not, the public is missing out on a natural.
But those of us who are lucky enough to read your products are blessed.
...Heavy Cruiser chilling out 14 km west of Hela. :haha:
...or are they helicopter parents over-worrying about their son going off to his first day in Kriegsmarine kindergarden? :har:
...Polish merchant then beaches itself and sinks bow first in shallow water :o
...Another merchant ship (not sure whose) on shore, on fire, floating roughly ship's height in the air, rotating like a pig on a spit. :har:
...a huge German convoy comes in at 8 knots. One German merchant suddenly sinks, bow first, without any apparent contact with anything :rotfl2:
...75 kms out, a two-ship Polish convoy are strolling in :haha: and is destroyed by escorts and planes.
...I take it nobody informed Poland that we were at war? :har:
Looking forward to your next report captain.
test_m4a1
05-24-14, 01:04 PM
Hello!
I have a question to You! I have started "Distant Waters" mission and my question is - where, or how to re-fuel my U-96?
The closest port is Dakar but its too far from Carraiben Oil area...
Maybe from U-tanker if it exist?
7Infanterie19
05-25-14, 10:08 AM
Please keep your reports coming!
Just love your narrative brilliance.
Are you sure you're not a stand-up comedian or even a writer?
If not, the public is missing out on a natural.
But those of us who are lucky enough to read your products are blessed.
Looking forward to your next report captain.
heeheeee :D .. Thanks Silent Steel .. it must have come from my madness doing all those campaign restarts. I think I'm going to have to switch names with Jester UK! :arrgh!:
Hello!
I have a question to You! I have started "Distant Waters" mission and my question is - where, or how to re-fuel my U-96?
The closest port is Dakar but its too far from Carraiben Oil area...
Maybe from U-tanker if it exist?
I haven't done that mission in a long time, but IIRC, you ask your radioman about resupply (a few times), then eventually you should get a response as to where the tanker is. But don't quote me on that, because I'm not entirely sure at the moment.
Trevally also made a note in his OP about resupplying and running out of fuel, so check that out as well.
7Infanterie19
05-25-14, 10:12 AM
Trevally,
I forgot to mention that for any ships I sunk during the Baltic missions, I got Captain's Log messages with dates of either 0000-00-00 or 0431-29-84. All other messages were correctly dated.
Over and out.
Sartoris
05-25-14, 06:04 PM
Trevally,
I forgot to mention that for any ships I sunk during the Baltic missions, I got Captain's Log messages with dates of either 0000-00-00 or 0431-29-84. All other messages were correctly dated.
Over and out.
This happens to me as well, during the third campaign date, the one just after happy times that takes place in the Atlantic.
Mikemike47
05-25-14, 11:26 PM
Trevally,
I forgot to mention that for any ships I sunk during the Baltic missions, I got Captain's Log messages with dates of either 0000-00-00 or 0431-29-84. All other messages were correctly dated.
This happens to me as well, during the third campaign date, the one just after happy times that takes place in the Atlantic.
Does patch 1 download (found in post #1), fix patrol messages by Sober, fix error messages?
Sartoris
05-26-14, 05:29 AM
Does patch 1 download (found in post #1), fix patrol messages by Sober, fix error messages?
The error I reported happened in a game that was already patched using that patch from the first post.
7Infanterie19
05-26-14, 10:07 AM
Does patch 1 download (found in post #1), fix patrol messages by Sober, fix error messages?
Like Sartoris, I also have that patch enabled.
I originally mentioned that I encountered the odd dates while in the Baltic mission, but while on the Eastern Coastal Waters mission patrolling my quadrant, I sunk a transport. The date on that was even more strange than the others: 113031-66-21. :hmm2:
7Infanterie19
05-26-14, 10:26 AM
I am currently assigned to AN1814, south of Scapa. As I reached AN1828, roughly 95 km from AN1814, I received my directive to patrol my 80 km radius for 48 hours.
I have been patrolling this entire AN18 quadrant and a part of AN16, but not AN17, for over 96 hours now without receiving new directions. In Sjizzle's post 5171, he also went over five days before getting any response. Is this normal?
The 80 km radius extends beyond that quadrant, and considering that maybe a third of AN18 is land, what is our actual patrol area and how would you go about patrolling this area:
- Is it 80 km from AN1828 where I received my last directive, which will also include patrolling a part of AN16, but will not cover AN1814 because it's 15 kms beyond the 80 km radius?
- Or is it 80 km from AN1814 which is my original directive noted in the Captain's Log, which will include patrolling a part of AN17 and a part of AN16?
- Or is it a completely different approach that I should be taking?
:hmmm:
Also, I take it that these new patrol zone missions replace the old similar additional missions that requested that we go to some area and sink something, but IIRC, never had a specific time requested. Correct?
We still must do the main missions, such as Eastern Coastal Waters, correct? And if yes, are those missions still first priority, whereas missions to patrol quadrants are still secondary and optional like the ones in previous versions were?
I ask this, because in vdr1981's post 5216, he asks to have the icons for those missions and the icons in the Captain's Log removed, although I didn't quite understand why from reading the posts related to that conversation. See his post here:
http://www.subsim.com/radioroom/showpost.php?p=2199670&postcount=5216
This all leads me to my last question:
- What is different in v2.5 from the previous versions in regards to how the game is approached and played? :hmmm:
I've just picked up SH5 again after a long absence, and spent a couple of days updating all my mods including OH.
I was just cruising around the point at Ceuta (S. of Gibraltar) when I noticed the navigation buoy appears wrong - a west cardinal mark (points inwards) instead of an east cardinal (points outwards).
After reading some old posts from Uekel, I got the impression that cardinal marks have been used at random (i.e. they just indicate that there's danger here - use common sense to choose which side to pass). Have I understood that correctly? (I'm not having a whinge - I'm a professional skipper, so I tend to obey buoyage unquestioningly, but I'm happy to compromise in the SH5 world).
If not, can I humbly request that the champion who maintains the buoys correct this one next time you are tinkering with the mod?
Kudos to Uekel & Sober for bringing charted buoyage to the game. I'm hugely impressed.
JoeRifle
05-28-14, 11:17 AM
Hi Trevally and fellow subsimmers,
thank you for your work and help with this great sim.
That said, I have the same issue as someone earlier in this thread, and I quote:
Hi thanks, for the response.
Yes, I have installed 7-zip for 64 bit (and am using 64bit OS!). I removed 7-Zip and all OH zipped files and downloaded both afresh. I get the same message. All the other MODS have been fine, and I can select them in zipped form and view archive as well. It is clearly working for others so I don't know what I'm doing wrong?
I can not extract it, for it is not recognized as a valid archive. Currently I am running OHII 2.4 with NewUI 7.5.0. I would like to upgrade to 2.5. May I ask you to provide a new archive?
Thank you guys. (btw if you need someone for translation to German feel free to ask me)
Sartoris
05-28-14, 01:09 PM
Why are there so few types of merchants ships in this game? I remember playing Operation Monsun and that mod has dozens of types, some of which were imported from sh3. Also, isn't it time that some ships were renamed? It's really immersion breaking to find ships named after modders, such as SreelViking or Rongel's merchant ships.
Jester_UK
05-28-14, 02:53 PM
On my 2nd patrol in a new career after reinstalling and just had to relate this:
Christmas came early to the crew of U-28 ib patrol in Grid AN55 off the east coast of England. An unescorted convoy of 18 ships appeared from the south. Night time, clam sea. Perfect conditions.
An hour later I'd used all my torpedoes and deck gun ammunition. 11 out of 18 ships including 2 large troop transports were newly resident on the bottom of the North Sea. GRT for 1 hours work.... 94500 tons (add a merchant I sank on my way to my patrol grid and the total for my patrol comes to 98950 tons.) :Kaleun_Applaud:
Needless to say I'm pretty pleased with myself. Whistling merrily I tell the radio operator to send in a patrol report. I'm thinking Knights Cross.... All the Berlin beauties I can handle......... :Kaleun_Party:
...... Then Cyber Donitz, that master of personnel motivation sends his reply:
"Be more aggressive!"
:o
More aggressive?
MORE aggressive????????
What does a Kaleun have to do to make Uncle Cyber Doughnuts happy? Should I have jumped overboard after expending all my rtorpedoes and ammo, swam across to one of the remaining ships and chewed its keel off with my teeth?????
:03:
test_m4a1
05-28-14, 05:50 PM
In addition to my question about re-fueling, i think ill just make this mission with unlimited fuel :/
Hello!
I have a question to You! I have started "Distant Waters" mission and my question is - where, or how to re-fuel my U-96?
The closest port is Dakar but its too far from Carraiben Oil area...
Maybe from U-tanker if it exist?
I too worried about this as I made my way out of the straits of Gibraltar... My passage plan was to cruise to Dakar to re supply, then cross the Atlantic at optimum speed, and hope BdU would send re-supply.
As I approached Tenerif, I received a radio message from the BdU that a re supply ship would be on station near Cap Verde islands from Sept to Oct, so I altered course accordingly.
As I approached Cap Verde, I decided to test the "request re supply fix" and send a request by radio. I was delighted that BdU responded with coordinates of a "milk cow" u-boat in my vicinity, which I then had to track down using a combination of radio direction finder and sonar (weather was atrocious, storm force winds and huge seas). I never actually saw the milk cow, but got close enough to refit.
Be advised that this will probably only work if you have patched your game using TheDarkWraith's patcher to fix resupply.
Good luck!
*****EDIT*****
After a successful patrol of the Caribbean I was down to my last torpedo and 50% fuel so I requested resupply. Those bastards at BdU denied my request, leaving my only option to make for Dakar for refit/resupply. I couldn't believe the BdU would not send further reinforcements and supplies to support the Distant Waters campaign - there's no way a handful of subs could complete the missions by the deadline making such huge crossings every time they need to refit - so I sent further requests for resupply, only to be denied again, and again, and again... I gave up for a few days, and then a few hundred miles east of the Caribbean I tried again and received coordinates to rendezvous with a Ditmarschen resupply ship a few hundred miles further east. Some dead reckoning and a few RDF fixes later, I was alongside for refit and refuel. Interestingly, my crew didn't seem to spot the resupply ship, even though it was clearly visible to me (it's enormous), and the weather was fine with no wind. Travel mode was disabled. Maybe I TC'd too much, although I keep it under 512 when I'm expecting company.
My advice to other skippers: manage your fuel as if you will need it to reach your nearest friendly port (i.e. sail at 7-8 knots on long passages, note how much you use on the outbound journey and keep at least this much in reserve for return passage). When you need resupply, plot your course for the nearest friendly port, but send a request for resupply every day or so until BdU come through for you. Plot a new course for the rendezvous point, and when you're within 100 miles or so, start using your RDF ("request nearest radio contact") to home in on the ship. If you're still having difficulties, submerge and use hydrophones to locate it - it will probably be patrolling very slowly. Don't rely solely on your lookouts - they get a bit lazy in the middle of the Atlantic so far from expected enemy contact. Jump onto the bridge and take a look for yourself when you think you're in range. Once spotted, manouvre as if you are going alongside - you need to be quite close before the refit option appears.
Silent Steel
05-29-14, 02:52 AM
...I can not extract it, for it is not recognized as a valid archive. Currently I am running OHII 2.4 with NewUI 7.5.0. I would like to upgrade to 2.5. May I ask you to provide a new archive?...
Hi Joe,
Try this one;
http://www.mediafire.com/download/9pqpycxtnrv19ss/OHIIv2.5.7z
test_m4a1
05-29-14, 03:54 AM
Thanks a lot Simonf! :) :cool:
7Infanterie19
05-29-14, 08:36 AM
In addition to my question about re-fueling, i think ill just make this mission with unlimited fuel :/
I guess you missed my reply to you four days ago. :timeout:
http://www.subsim.com/radioroom/showpost.php?p=2210712&postcount=5287
7Infanterie19
05-29-14, 08:39 AM
... the total for my patrol comes to 98950 tons ... Then Cyber Donitz, that master of personnel motivation sends his reply:
"Be more aggressive!"
:o
:har:
JoeRifle
05-29-14, 05:24 PM
Hi Joe,
Try this one;
http://www.mediafire.com/download/9pqpycxtnrv19ss/OHIIv2.5.7z
Thank you Silent Steel,
works like a charm.:woot:
I hope the archive stays / is updated @post#1 so further probs can be avoided:salute:
7Infanterie19
06-01-14, 11:08 AM
Why are there so few types of merchants ships in this game? I remember playing Operation Monsun and that mod has dozens of types, some of which were imported from sh3. Also, isn't it time that some ships were renamed? It's really immersion breaking to find ships named after modders, such as SreelViking or Rongel's merchant ships.
Sartoris, I just read your post. I must have missed it for some reason. :hmm2:
IIRC, I may have even posted a comment about this a long time ago because these ship names never sat well with me back then either. I agree with you on this to a certain extent, but from what I've seen, they have cleaned up a lot of those names except for the one where I can't count how many times I saw what I figured was a troop transport and thought "Here's some juicy tonnage finally coming our way boys!" only to find out it was a "SteelViking Big Modern Passengership" with less tonnage.
I am kind of used to the Uekel or Rongel ships now, because I think those names actually seem suitable for ships, no? The "SteelViking Big Modern Passengership" - all respect to you SteelViking :salute: - is not. Now maybe if the name was adjusted somewhat like "Steel Viking Lines Passenger ship" (notice space between Steel and Viking) or "Viking Lines Passenger ship", then it would sound pretty good. Well, to me at least. Maybe Trevally can do a poll for suggestions. :hmmm:
Btw, do you remember the classic AOTDMadMaxSteelVikingTransport :o or something like that? The name was so long that the ship got to you before you could finish reading it, and you couldn't help whistling Disney tunes while doing so. :D
ahhh .. good times.
Cheers!
Sartoris
06-01-14, 12:21 PM
Btw, do you remember the classic AOTDMadMaxSteelVikingTransport :o or something like that? The name was so long that the ship got to you before you could finish reading it, and you couldn't help whistling Disney tunes while doing so. :D
ahhh .. good times.
Cheers!
:har:
Yeah, that one was particularly troublesome to my suspension of disbelief.:)
Let us know if you try attacking any big, escorted convoys, I'd really like to hear someone else's impressions on evasion. Tried another night-time attack today (with the standard AI IRAI settings) and got noticed and destroyed immediately after I sneaked into the convoy and blew up one ship. Kind of annoying, to be honest...:hmmm:
7Infanterie19
06-01-14, 09:28 PM
As a follow up to my post http://www.subsim.com/radioroom/showpost.php?p=2211054&postcount=5293 :
After spending 8 days patrolling that first quadrant AN1814 without BdU response to move on, I decided to reload from my Kiel bunker save. I requested the mission again to get a new quadrant and to give it another shot. I couldn't get the 48 hour patrol message triggered until I went through the exact middle of the quadrant, which is how it triggered the first time in AN18. I have patrolled the new area for over 5 days now to no avail as well. It just doesn't make any sense to me and has become about as much fun as starting all those campaigns to figure out my CTDs before. :timeout:
As I wrote in the earlier post, I just don't understand the mechanics behind this and could really use some insight as to how this works or how these patrol requirements are supposed to be satisfied.
I haven't seen Trevally around since I returned, but I hope he can come in and shed some light on this if no one else can.
:Kaleun_Crying:
EDIT: Last night, I thought I'd give it another go instead of giving up. I finally got a response that my patrol objective was complete, but it was over 8 days from the initial request.
Trevally, are you sure the settings are correct? :hmmm:
Jester_UK
06-05-14, 11:18 AM
As I wrote in the earlier post, I just don't understand the mechanics behind this and could really use some insight as to how this works or how these patrol requirements are supposed to be satisfied.
I'm seeing the same problem with the patrol grid mission objectives. Only difference is I never get mission completed radio messages or indication in the capt's log that it's completed. I've taken to just patroling the area and returning to base regardless when fuel ammo or torps are running low.
7Infanterie19
06-08-14, 11:35 AM
Jester_UK, I finally managed to complete all three. :o
Here's how it played out for anyone else also interested:
First one in AN5517 took over 8 days. That one specifically said patrol for 48 hours in the 80 km radius. Being in the ECW zone - lovely, I got to add tonnage to that at least.
For the second one, I was asked to relocate (conveniently enough) to AN0717 also in the ECW. Once there, I never got any other directions, so I thought "do I hunt ships or the trigger point?":hmm2:. Considering that that quadrant was half land half sea, I was worried that I wasn't going to be able to find the trigger by going through the middle of it, because it was on land :doh: , and because I figured that was the only way to do it, based on my previous experiences. But seeing that I could hunt ships and add tonnage to the ECW mission as well, I just hung around hunting, and didn't bother worrying about getting a patrol zone message. After roughly two days and to my surprise :-?, I got a message saying that my patrol was complete and to relocate again. HaHa! Ignore them and they will come! :smug:
On the third one, I was sent to AN5865 - another one half land half sea, with most of the patrol area being so shallow that you're essentially portaging around in your patrol zone, but thank God for fog for a change, eh? :D This objective area was much like the second in that I received no further direction once I got there, so I hung out wading through the shallows, and after two days, was surprised again to received the message that I was done. No targets passed while we were portaging, but if they did, I would have used a bow and arrow to take them down. :cool:
So here's my improvement suggestions for Trevally:
- Clarify the settings for 48 hour patrols. +/- several hours would be fine for realism, but not four times the amount requested.
- Clarify what the patrol quadrant trigger points are if there are any, or tweak them, if possible, to be exactly where we need to be. As mentioned earlier, I got my first message triggered over 95 kms from my patrol area, which made me wonder "does the 48 clock start now or when I get there?" If this tweak can't be configured without complication, perhaps setting the target as always being the center of that quadrant would remedy that problem.
- For patrol areas that don't specify time, such as the last two noted above, have BdU send a generic message to at least acknowledge our arrival in those quadrants and perhaps something along the lines that we should "patrol there until further notice". For me, that would at least say "hey, BdU hasn't forgotten us". You know, like a good relationship, it's all about communication, baby! :ping:
Also, I noticed that on the left side of the Captain's log, it says "Primary Objectives". This leads me to believe these objectives take priority over the other "main" missions like ECW, Breaking The Fortress, etc., but are they? Is it the former or the latter? In the end, it may be semantics since we are out on patrol anyway, but when there is something like Breaking The Fortress that has a short window, it's good to know which one needs to be prioritized to please BdU first.
~ ende :Kaleun_Salute:
Jester_UK
06-08-14, 01:53 PM
Wouldn't it be possible to use a simple time trigger rather than trigger points?
The last couple of patrols in my previous career (before having to start again due to installing a new version of the game and messing up the install of TDW's patcher.... :oops: !!) gave me 72 hour patrols in a 200km radius. In that case I was on station for nearly 14 days with no patrol completed message. Eventually I just gave up and went home!!
Trevally.
06-08-14, 04:34 PM
Hi Guys - sorry for the lack of info lately
So here's my improvement suggestions for Trevally:
- Clarify the settings for 48 hour patrols. +/- several hours would be fine for realism, but not four times the amount requested.
There is some kind of bug with timing in this game:hmmm:
The 48hrs patrol are set for 48hrs - so that is the time you must patrol.
I think the the start time (reach area start) is being offset by some settings within ME2. These setting should not be read by the mission. I am not sure of a work around.
I does look like the start is only being triggered after a time and thus patrols are taking longer than they should.
The second and third patrols are being auto started by the objective update when you pass the last - so start as soon as you reach the area (as it should)
:hmmm:
In single mission you can also see this bug - if you set the game to mission to 10am - the editor time can be set to 10 pm
When this happens the game time in the sub says it is 10pm - but outside the time 10am
- Clarify what the patrol quadrant trigger points are if there are any, or tweak them, if possible, to be exactly where we need to be. As mentioned earlier, I got my first message triggered over 95 kms from my patrol area, which made me wonder "does the 48 clock start now or when I get there?" If this tweak can't be configured without complication, perhaps setting the target as always being the center of that quadrant would remedy that problem.
The patrol areas as as they are being reported.
Messages have many factors to delay or even be missed (i.e. if underwater and message is missed - some are set to resend after a set time until you do receive them. Other are never resend or send only a few times)
If you are within the stated radius - then you are in the patrol area
- For patrol areas that don't specify time, such as the last two noted above, have BdU send a generic message to at least acknowledge our arrival in those quadrants and perhaps something along the lines that we should "patrol there until further notice". For me, that would at least say "hey, BdU hasn't forgotten us". You know, like a good relationship, it's all about communication, baby! :ping:
Messages are being sent - you can see this if you run Dbgview
you may not be receiving them or more likely your crew is not telling you that you have one - check both the message box and the captains log for messages.
Also, I noticed that on the left side of the Captain's log, it says "Primary Objectives". This leads me to believe these objectives take priority over the other "main" missions like ECW, Breaking The Fortress, etc., but are they? Is it the former or the latter? In the end, it may be semantics since we are out on patrol anyway, but when there is something like Breaking The Fortress that has a short window, it's good to know which one needs to be prioritized to please BdU first.
EWC is the main objective and should be your first aim.
patrol missions have three parts and can also have sub parts - this is why it is saying primary
~ ende :Kaleun_Salute:
Wouldn't it be possible to use a simple time trigger rather than trigger points?
The last couple of patrols in my previous career (before having to start again due to installing a new version of the game and messing up the install of TDW's patcher.... :oops: !!) gave me 72 hour patrols in a 200km radius. In that case I was on station for nearly 14 days with no patrol completed message. Eventually I just gave up and went home!!
Hi Jester
The time trigger in the game are bugged - I cant use them
:wah:
Jester_UK
06-08-14, 05:39 PM
Thanks for the feedback, Trevally. Pity about the time triggers but not much you can do about that by the sound of it.
:salute:
7Infanterie19
06-08-14, 06:09 PM
Treeeeeeeeeeeeeeeeeeevalllllly!
:Kaleun_Applaud:
I just had to say that!
It does look like the start is only being triggered after a time and thus patrols are taking longer than they should.
So even though we get the message to patrol that area for 48 hours, the actual timer doesn't get triggered for some time after that? Hopefully, we can get that bug crushed some day. Being aware of the bug and that we may need to go longer than 48 hours, then maybe we can just imagine that BdU has decided that they want us to patrol longer.
The second and third patrols are being auto started by the objective update when you pass the last - so start as soon as you reach the area (as it should)
Got it!
If you are within the stated radius - then you are in the patrol area
So then regardless of when or where you get that message, first get to the designated quadrant and base your patrol zone radius from there and from that time. Got it.
Messages are being sent
Ok, so it was my luck of the draw then. It's good to know that's already in place.
EWC is the main objective and should be your first aim. patrol missions have three parts and can also have sub parts - this is why it is saying primary
To quote Stoianm again, since his voice is somehow locked in my head, "Perrrfect!" :up:
THE_MASK
06-14-14, 04:14 AM
MSI R9 R290 overclock runs 18FPS in Kiel with heavy modded game including OH2 . Can you do away with all the extra ships in the harbor .
Defiance
06-14-14, 05:03 AM
sober
Are you using the latest beta drivers ? (14.6)
I have found these better and more stable than the last two (14.4 13.2)
I do have random crashes with these but nowhere near as many as other drivers, also my fps went up
ps : i posted back in pic/vid thread
:salute:
vdr1981
06-14-14, 08:19 AM
MSI R9 R290 overclock runs 18FPS in Kiel with heavy modded game including OH2 . Can you do away with all the extra ships in the harbor .
+1 ,Patch for removing added units from Kiel would be really really helpful ! Plus, I'm getting really tired of watching those spinning burning ships...I'm sure that this kind of patch would further improve game stability and reduce infamous approaching Kiel CTD...
Your graphics card Sober wont give you much boost in Kiel unfortunately, CPU is bottle neck...
vdr1981
06-14-14, 03:22 PM
OHII v2.5 "flag.dat" file updated for TDW Wind Flag patch. All flags follow wind direction, no ships without flag anymore...
http://s15.postimg.org/jvy7bca6z/SH5_Img_2014_06_14_22_19_23.jpg
If you use this mod "SM_Flag_Wind_Patch" found in TDW Generic patcher MODS folder, remove it.
Enable it in port with JSGME after "OH II v2.5".
[OH II v2.5 Flag_Wind_Patch] (https://www.dropbox.com/s/rlnfw4lzg279m3o/OH%20II%20v2.5%20Flag_Wind_Patch.rar)
THEBERBSTER
06-14-14, 05:49 PM
"SM_Flag_Wind_Patch" this is in the zip file
options_wind_direction_and_speed
I have added the download link to my 'Tutorials & How To Do It' on Page 8 Post #118
THE_MASK
06-14-14, 05:55 PM
+1 ,Patch for removing added units from Kiel would be really really helpful ! Plus, I'm getting really tired of watching those spinning burning ships...I'm sure that this kind of patch would further improve game stability and reduce infamous approaching Kiel CTD...
Your graphics card Sober wont give you much boost in Kiel unfortunately, CPU is bottle neck...The proper way to fix it would be for some modders to get together and convert the existing Dat ships/light bouys to GR2 files .
vdr1981
06-14-14, 06:05 PM
The proper way to fix it would be for some modders to get together and convert the existing Dat ships/light bouys to GR2 files .
I see...I'm afraid I'm not familiar with TDW's GR2 editor, maybe in the future...:hmmm:
EDIT:
What about imported planes and all particle effects, should they be converted too?
THE_MASK
06-14-14, 06:19 PM
I see...I'm afraid I'm not familiar with TDW's GR2 editor, maybe in the future...:hmmm:
EDIT:
What about imported planes and all particle effects, should they be converted too?I have less than no idea .
Tonci87
06-15-14, 06:38 AM
What does it do?
vdr1981
06-15-14, 07:24 AM
Here is a test mod to try and increase the FPS in Kiel . This mod has not been approved by Trevally so use at your own risk . I don't think you have to start a new career . Enable when in base . I doubled my frame rate in Kiel with no ctds .
http://www.mediafire.com/download/c4hgf5nqlkd98mb/sobers_removed_Z_dat_ships.7z
So, this only effects static ships in port and not the campaign. right ?
EDIT:
This is actually really good sober! I'm finally able to use more than 4x TC in Kiel without my PC starting to spits blood...:D
Just for the testing purposes, could you create mod like this one which will remove all the bouys from Kiel area? I want to test your dat/gr2 units CTD theory...
Trevally.
06-15-14, 10:15 AM
If you want to test removing parts of Kiel you guys should comma out from this file:-
C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany.pj
[Layer20]
LayerType=0
MissionName=PlayerBases
[Layer21]
LayerType=0
MissionName=Harbors
Another thing you may want to test is to remove the two naval bases/ports that are within render range of Kiel
Also - try object editor to thin out the buildings etc
The proper way to fix it would be for some modders to get together and convert the existing Dat ships/light bouys to GR2 files .
With a bit of patience, the conversion of most of the imported dat units to the GR2 format is surely feasible. There would be maaaaany advantages in doing it. Unfortunately my laptop is dead and I a am not going to have a new one for a long time. No way I can help at this stage. Sorry guys.
I see...I'm afraid I'm not familiar with TDW's GR2 editor, maybe in the future...:hmmm:
EDIT:
What about imported planes and all particle:dead: effects, should they be converted too?
Yep, airplanes could be converted as well, but particle effects rely on particle generator that to the best of my knowledge can only be embedded to "traditional" dat files.
vdr1981
06-15-14, 01:10 PM
Sorry to hear that Gap, your contribution to the community have been enormous ...But I guess you still can jump in from time to time with some useful advice...
Silent Steel
06-16-14, 12:54 AM
...Unfortunately my laptop is dead and I a am not going to have a new one for a long time...
:wah:
Sorry to hear that Gap, your contribution to the community have been enormous ...But I guess you still can jump in from time to time with some useful advice...
:wah:
Thank you for your solidarity guys. I really appreciate it.
If compared to the work done by the many excellent modders who at various steps have put their hands on SH5, my contribution to our game was, at best, average and, more important, it wouldn't have been possible without the valuable support of you, my subsim mates.
Of course I will keep checking the forum on a regular basis, and I will go back to active modding as soon as I get a new system to work on. In the meanwhile I will be glad to help you whenever/however I can. :salute:
:subsim:
Defiance
06-16-14, 11:27 AM
I've got a P somert or other mobo and a Q6600 here gathering dust (cpu clocks easy to 3.6 solid on air, more on h2o) (x48 mobo too gigabyte dq6)
Got an ati 4890 (need to keep other in case i brick new gpu lol)
Heck i got a large case/psu/ram
You're welcome to parts, problem is i'm stuck this side of the pond
If you want i can price delivery up and see if it's worth while stumping up delivery cost (i send as gift so usa don't usually charge your side, here they do grrrrrrrrrr)
I know last stuff i sent free to usa cost me dearly, and stuff i have from usa i get taxed heavily on (presents now over $30 i think get taxed here)
The mobo is copper based cooler so pretty hefty lol
Food for thought
golani79
06-17-14, 06:55 AM
Hey guys,
maybe someon can help me out.
I´ve installed SH V after a long time and downloaded sobers mod list.
I only activated mod after mod to see if everything was working - but when I activated Open Horizons II 2.5 I ran into a problem.
http://i1314.photobucket.com/albums/t577/golani79/missingTextures_zps82e19209.jpg
Some ships are missing their textures - I deactivated everything else and tried to just run OH but the problem is the same.
I run the game on Windows 8.1 x64 with a GTX 780 Phantom
Any help would be much appreciated!
Hey guys,
maybe someon can help me out.
I´ve installed SH V after a long time and downloaded sobers mod list.
I only activated mod after mod to see if everything was working - but when I activated Open Horizons II 2.5 I ran into a problem.
http://i1314.photobucket.com/albums/t577/golani79/missingTextures_zps82e19209.jpg
Some ships are missing their textures - I deactivated everything else and tried to just run OH but the problem is the same.
I run the game on Windows 8.1 x64 with a GTX 780 Phantom
Any help would be much appreciated!
The last time I saw something similar was when SH 5 wasn't patched up to version 1.2.
Uninstall all Mods and find the patcher: silent_hunter_5_1.02_eu.exe
Hopefully someone has a link to a working download. The mediafire link I had is dead.
Edit: Found the link in sober's mega mod installation post: http://static3.cdn.ubi.com/silent_hunter_5/silent_hunter_5_1.02_eu.exe (http://static3.cdn.ubi.com/silent_hunter_5/silent_hunter_5_1.02_eu.exe)
Trevally.
06-17-14, 10:24 AM
Hi golani79:salute:
katze is correct :)
This ship issue can happen if your game has not been updated to v1.2
To fix this - remove all mods - updated game - re-install mods
Can I also suggest that you add a UI mod to your game - see here http://www.subsim.com/radioroom/showthread.php?t=190656
Captain_Leavitt
06-17-14, 10:35 AM
Hi guys, I'm new to sh5 and I've seen this mod in various lets play videos and must say it's amazing from what I've seen. good job! That being said I have some questions and also need some clarification. First off when I download this mod do I need the base and then the patch or do I just download the 2.5 version? The type ix add-on, is that the actual boat or is it stats only? Also very important is what environment mods should I use if any with this that will make everything extremely realistic? This includes water, fog, smoke, fire, explosions, and weather. Also I'm having trouble finding the mod that makes fire actually damage ships. Any help with this stuff would be greatly appreciated. Almost forgot, would I be advised to download the latest version of generic patcher with this?
EDIT, With the decks awash command, is that native to stock sh5 or do I need to download a mod for that? If so where do I find it?
Defiance
06-17-14, 11:58 AM
Dl the OH2.5 v2.5 and the patch called grid request fix patch
Install OH first then patch following
Try the dynamic environments Dynenv 2.9, this is numbered, so install lowest first etc, sounds are optional and you can shove them last
Dynenv you want to aim to install first
FX Update (read installation readme
OH 2.5 after then patch
Type IX no idea
Smoke etc there's sobers smoke mod, best to look through the dl section on forum
Decks awash, i maybe played vanilla install for a day yrs ago on release day so no idea if it's native or not, if not and you have a non-steam game, then dl tdw's generic patcher, read up on it, install, and away you go, in his ui's you get a decksawash icon
Yes latest gp is TDW_GenericPatcher_v_1_0_164_0
Ohh fog, well take your pic from sobers best ever fog collections (not for the faint hearted lol)
and while i'm at it, get tdw's IRAI (ai mod latest 0041)
Keep ya going for a bit me thinks
:salute:
ps: search for 'sober mod list' this will give you a very good idea of mod sequencing
Here's my list that's solid (ignore my stuff and menu) did have subflags installed, but can't use until i'm out of kiel
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - No Underwater Impurity Patch
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers best ever fog V27 SH5
Small_trees_SH5_V1
sobers more trees SH5
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
MightyFine Crew Mod 1.2.1 Alt w beards
Speech fixes and additions (german version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
TDW_No_contact_shapes_or_colors_dashed_contact_lin e_1_1_0
IRAI_0_0_41_ByTheDarkWraith
Large Optics for TDW UI
Large Optics for TDW UI 8 by 5
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Real U-Boat Performance - Type VII v1.4
Sjizzle's - Charts for NewUIs part 1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
Soldati Fix
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
OH II v2.5 Flag_Wind_Patch
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.7 - German Patch
TDC Graphics by Naights v1.0
TDW Round Fire Button v12 by Torpedo
Trevally Harbour & Kiel Canal Pilot v3.1
sobers no footstep sound mod SH5 V2
EQuaTool 01.01 by AvM - Large Style
gap - HD 1 deg Scope Bearing v 1.0
Moon_light_mod
Reboot's Water Drips 1.1
Reworked U-boat Guns (incomplete version)
Silent Seagulls
Grossdeutscher Rundfunk
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Popular German Music From The 30s
Messervy_s_gramophone_pack1
sobers No bullet trasers SH5
sobers NO water drops V1
sobers see thru wake fix SH5
MadMaxs_SH5_Subdiesel (mono) v2
gap - destructible searchlights test 1
Radio Paris French Music Full Version 1.2
Pascal-sh5-Crew-Uniforms-Updated
3D_Deck_Splash_FX_v1_0_0_byTheBeast
Menu Etc
Shadow Improvement Mod
Shallow Waters Voice Be Gone
SkyBaron's Bold SFX for SH5 1.0
AilClouds 3.0
My Sound Mods
Captain_Leavitt
06-17-14, 12:17 PM
Thanks for the fast response and info defiance. Much appreciated.
THEBERBSTER
06-17-14, 01:39 PM
Link to my SH5 – SH4 posts:
Step By Step Tutorials & How To Do It
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Go to the ‘Ubisoft Folder.’
Go to the ‘Silent Hunter 5 Folder.’
Go to the ‘Support Folder.’
Go to the ‘GameUpdater Folder’
Double click to run the ‘Gu’ ‘Application.’
This will update your installation to the current v1.2
This will show in the top right corner of your screen when you load the game.
See Tutorial Post #40 for Decks Awash install
Needs to be patched to work.
golani79
06-17-14, 01:43 PM
@Katze, Trevally.
Hey - thanks for pointing me in the right direction.
Apparently I was stupid enough to think that UPlay would do the job of patching the game to the latest version and so I blatantly overlooked the version number in the top right screen :/\\!!
Problem was that I wasn´t able to update the game via the downloaded file - but it worked with the GameUpdater which is located in the game directory ( x:\Silent Hunter V\Support\GameUpdater\gu.exe )
I think I´ll give it a shot for a more realistic aproach this time as I´ve played Silent Hunter most of the times just for fun.
So I´m gonna use most of sobers mod list including the UI mods.
Thanks again for the help and thanks to all the modders out there who are doing a really great job - keep up the good work! :rock:
When I have installed OHII do I need to restart a campaign? Or is it enough to enter my homebase
And how do I find out that OHII its up and running in the game?
-I can see in the menu that Open Horizon 1939- 1945 is uploaded, but I'm not sure that the game is using it. :hmmm:
Echolot
06-23-14, 11:00 AM
When I have installed OHII do I need to restart a campaign?
Recommended. If you see it in main menu it should be active ingame.
Thanks for the reply.... :up:
Have finish my tutorial, then installed all my mods...
But will now restart and skip the tutorial...
Echolot
06-23-14, 11:40 AM
will now restart and skip the tutorial...
:up: Good hunting.
THEBERBSTER
06-23-14, 02:49 PM
OHII v2.5 Puts you in the Bunker in Memel the day before the outbreak of WWII
DieReeperbahn
06-24-14, 07:20 AM
Recommended. If you see it in main menu it should be active ingame.
Is campaign restart necessary when upgrading OH?
Echolot
06-24-14, 07:39 AM
Is campaign restart necessary when upgrading OH? Not necessary but recommended. Otherwise the changes will take effect after you progress to next campaign, i.e. Total Germany >> Happy Times.
Edit: Since OH II 2.5 introduces the new patrol grid system I would recommend a new career (2.3 >> 2.4 would not be a big problem imo).
Slightly frustrated... :06:
Has started a new campaign in SH5. skip the Tutoriel and started in Memel navy port.
But now I can't navigate, turn the submarine, the only way to navigate is to use the keyboard.
Am I the only one with this problem?
And when I look at the map, I can not leave the port, I'm surrounded by land and can't see any fairway ...
Use the mod CSP Magui Interface, use it befor whitout any problems
Echolot
06-25-14, 12:41 PM
And when I look at the map, I can not leave the port, I'm surrounded by land and can't see any fairway ... This has been discussed in sobers mega mod thread or OH II thread, it's an issue with the map only irc, you should be able to leave the port. Use external cam to find the way. Sometimes a fresh install can solve this. Sorry for the google translation.
Can see the fairway lies north from the harbor.
All these mistakes came when I reinstalled the entire game from scratch...
Then I uninstalled all mods and installed them again, and can now see the fairway on the map as well as navigate by the map.
But I can still not navigate through my monitor (speed, turns, dive) It reminds me of when you are playing the tutorial. When you have destroyed the first ship more and more functions appears on the screen.
Will the same happen when you play OHII and skip the Tutorial?
Feel free to answer in German, I will not promise you that I will respond back in German.
Years ago I last wrote in German, but I should be able to understand it, both in speech and writing. :salute:
Fühlen Sie sich frei auf Deutsch beantworten, werde ich Ihnen nicht versprechen, dass ich zurück in der deutschen reagieren.
Vor Jahren habe ich das letzte Mal geschrieben in Deutsch, aber ich sollte in der Lage, es zu verstehen, sowohl in Wort und Schrift.
Sure grammar is incorrect :oops:
Echolot
06-25-14, 04:20 PM
Feel free to answer in GermanThere is a german subforum. Some users don't like to read answers in other languages than english here and I understand this.
All these mistakes came when I reinstalled the entire game from scratch... Are you sure your game is already patched to v1.2 after the new install?
But I can still not navigate through my monitor (speed, turns, dive) It reminds me of when you are playing the tutorial. When you have destroyed the first ship more and more functions appears on the screen.
Will the same happen when you play OHII and skip the Tutorial?No.
Jep, patch 1,2, (and this time after reinstalled the game, had to do it by myself, no service from Uplay this time...)
-And did it before I installed the mods :03:
Can see this site is in German now, but sure it was in English earlier ... :06:
But could be wrong, does not make much difference as long as it is in Danish, Norwegian, Swedish, German or English
Just wrote in DrJones (CSP Magui Interface for SH5 V3.01) to see if I could get any help from there...
When I started a new campaign with OHII 2.5 with CSP Magui Interface for SH5 v3.01 (UI Mods), I found out that in the first game, where you are based in Memel (Klaipeda), you will not be able to control the submarine through the screen, but only through the map and keybord.
When you attack and use your periscope and/or binoculars you can still use the screen to select target, torpedo and adjustments.
When you finish your first mission and return to Kiel, everything will be back to normal.
It reminds me of playing SH5 with the tutorial, you can't do much before you sink the first ship, here you just had to wait until you return to the base.
:salute:
Hi,
I am patched up with TWD and Wolves of Steel Mods......
I am in first campaign in British waters. I request my missions.......go on patrol, sink some ships, but my progress bar is not registering my tonnage, but when I exit or end a patrol, the patrol status screen has the count........but not the progress bar in the game map.
What's going on?
Tnx! :salute:
THEBERBSTER
07-15-14, 01:01 PM
Hi LCQ_SH
I noticed you have not had a reply.
Try posting your query on the (TWOS) thread
http://www.subsim.com/radioroom/showthread.php?t=210703&page=53 (http://www.subsim.com/radioroom/showthread.php?t=210703&page=53)
Peter
vdr1981
07-15-14, 06:53 PM
Hi,
I am patched up with TWD and Wolves of Steel Mods......
I am in first campaign in British waters. I request my missions.......go on patrol, sink some ships, but my progress bar is not registering my tonnage, but when I exit or end a patrol, the patrol status screen has the count........but not the progress bar in the game map.
What's going on?
Tnx! :salute:
Where did you attack those ships? How far away from the east coast? Show us a screenshot.
Hi LCQ_SH
I noticed you have not had a reply.
Try posting your query on the (TWOS) thread
http://www.subsim.com/radioroom/showthread.php?t=210703&page=53 (http://www.subsim.com/radioroom/showthread.php?t=210703&page=53)
Peter
Thanks Theberbester......I will try. There's no point to continue like this :down: :-? :/\\!!
vdr1981
07-15-14, 07:04 PM
Where did you attack those ships? How far away from the east coast? Show us a screenshot.
To quote my self..
Not that far.....don't have a screenshot right now. Pretty much less than 150Km...
Actually, I just figured it out that when the game reports a sinking ship (log book or map sunk ship icon), it won't count in the progress bar, and when it is not reported (it happens....), it is registered in the progress bar.
I have noticed that doing some ports raid......(don't ask me the name......but they are within the east British shipping lane) :-?
vdr1981
07-15-14, 07:24 PM
Not that far.....don't have a screenshot right now. Pretty much less than 150Km...
Actually, I just figured it out that when the game reports a sinking ship (log book or map sunk ship icon), it won't count in the progress bar, and when it is not reported (it happens....), it is registered in the progress bar.
I have noticed that doing some ports raid......(don't ask me the name......but they are within the east British shipping lane) :-?
That's really strange... How about to restart the patrol from your last bunker save?
That's really strange... How about to restart the patrol from your last bunker save?
I did... and same behavior
Actually, the first mission (which was sinking a BB in a "guarded port"), there were 2 battleships......... the mission was to sink one......... I sunk one and went back to port..........just before docking, I sae my mission was not accomplished (not progress bar registered).........so I said (bad words)...... reloaded my last save game which was in an attack position, sunk it again and now it was registered in the progress bar..........
Sometimes is does register my tonnage, sometimes it won't.... :/\\!!
It is not registering the tonnage in the progress bar, but in the docking or exit game report.....ships and tonnage are counted in, so I don't know what's going on...:/\\!!
I can sink an entire fleet but as long as my progress bar doesn't register the tonnage, my career will be a complete failure to the kriegsmarine
Trevally.
07-17-14, 05:47 AM
It is not registering the tonnage in the progress bar, but in the docking or exit game report.....ships and tonnage are counted in, so I don't know what's going on...:/\\!!
I can sink an entire fleet but as long as my progress bar doesn't register the tonnage, my career will be a complete failure to the kriegsmarine
This is due to the ships being sunk outside of your patrol area.
If you post a map screen shot - I can see what is wrong:up:
I assume you are not using a pirate game as this would also cause what you are discribing
This is due to the ships being sunk outside of your patrol area.
If you post a map screen shot - I can see what is wrong:up:
I assume you are not using a pirate game as this would also cause what you are discribing
By patrol area do you mean the 80km radius that was assigned for 48h? or the whole shipping lane in between British eastern coast? I'm new to SH5 so I would like to ask about this, because in the mission objectives, it says go to A5577..........I can see in the map A55...what do the last two numbers mean?
Another noob question, neutral ships count? xD...... I mean, I have seen more neutral ships than British, they are for sure smuggling military stuff :arrgh!: :arrgh!:
Thnx for the answer man, finally somebody..... :salute: I was just going to take the game away and store it (again)... :up:
THEBERBSTER
07-17-14, 08:18 AM
Are you looking for a 'Court Martialling?'
You won't be shot, but you may get a ctd.
Defiance
07-17-14, 11:25 AM
A55 is the main grid
77 is the grid square inside that main grid
You need sjizzles charts or alike or even a print off of gridding system
Can't rem mod name for map offhand
:salute:
Sjizzle
07-17-14, 03:32 PM
By patrol area do you mean the 80km radius that was assigned for 48h? or the whole shipping lane in between British eastern coast? I'm new to SH5 so I would like to ask about this, because in the mission objectives, it says go to A5577..........I can see in the map A55...what do the last two numbers mean?
Another noob question, neutral ships count? xD...... I mean, I have seen more neutral ships than British, they are for sure smuggling military stuff :arrgh!: :arrgh!:
Thnx for the answer man, finally somebody..... :salute: I was just going to take the game away and store it (again)... :up:
take a look here (http://www.subsim.com/radioroom/showpost.php?p=2193118&postcount=160)
Tnx for the replies guys. :yeah:
I will try again to see if this works....... But I was just wondering......so because no ships outside my "patrol area" will count....There's no point in rading enemy ports? if I get any ship beyond de 80 km radius.......that won't be reflected in my progress bar?? That's too rough....I guess that in real life, that wouldn't have really mattered...... :hmmm:
Tnx a lot again!! I'll try in keep it posted... :arrgh!:
:salute:
Please help!
Use The Wolves of Steel - SH5 Megamod. Now my radio messages look so.
What are necessary mods that radio messages looked here so?
Sjizzle
07-21-14, 12:44 AM
What are necessary mods that radio messages looked here so?
CSP MAgui to have the radio msg paper :D
CSP MAgui to have the radio msg paper :D
:hmmm:
May be to possible install such radio msg paper here? :yep:
Sorry for my english.
Sjizzle
07-21-14, 12:23 PM
:hmmm:
May be to possible install such radio msg paper here? :yep:
Sorry for my english.
u can play OH II with csp magui also take there in my signature u a link to my mod list and there is also mega mod with Magui ... but next week a will make a new version of mega mod with magui :d
and if u use tdw's UI no u can't have that radio message paper... only if TDW will add in his UI
:wah: :wah: :wah: I am really sad............ I was just starting my career........... (TWD and Wolves of Steel)...... got completed my first mission.......got a base transfer to Kiel......when I was approaching.......game started to crash........just like that. Tried several times...... none success :/\\!! :/\\!!. Ok, so I started again in a saved game.....just infrontof the DD and minelayer....just to target and destroy................ I got first one........it was sunk in my log book.........but progress bar didn't grow up....as I if had shot to a ghost ship............:/\\!! :stare: :nope: :down: :timeout:
Am I missing something? Or should I get disappointed and start to think this game will never be playable? Have I just threw 20 bucks (steam + DVD versions) just to the trash???
Any help will be appreciated :wah: :shifty: :down: Before I uninstall this and waste it forever :wah: :dead: :/\\!! :down:
Thank you Sjizzle for reply and help. :salute:
The Large Optics for TDW UI is like my more.
only if TDW will add in his UI
I will wait and hope.
Silent Steel
07-22-14, 02:47 AM
... but next week a will make a new version of mega mod with magui
:up: Looking forward to it :yep:
EatLead 75
07-25-14, 09:27 PM
Does this mode work with steam
Aktungbby
07-26-14, 01:26 AM
Eatlead 75!:Kaleun_Salute:
Jimbuna
07-26-14, 06:25 AM
Welcome to SubSim EatLead 75 :sunny:
THEBERBSTER
07-26-14, 06:57 AM
A warm welcome ‘EatLead75’ to the Subsim family.:subsim:
You will always find someone here to help you.:)
Link to my SH5 – SH4 posts::salute:
Step By Step Tutorials & How To Do It
Also Included Are Some Useful Download Links
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Mister Six
07-26-14, 06:41 PM
Hiya,
I'm also having touble with the tonnage progress bar, on the very first mission.
I've done the two objectives (reported the task force, and sunk some ships in the bay) my log reports both objectives complete, and my tonnage sunk, they've told me to rebase in kiel, but I have no tonnage bar, and when I arrive at Kiel and select a new mission, it will show Baltic Waters as failed :( (I've tried twice already)
Ships are sunk in the target zone and playing a legit Uplay digital download (no CD or steam version)
I can post a mod list if u like, I'm all generic patched up, orbit listener enabled, using the new UI's etc etc
any help appreciated
Six
Sjizzle
07-26-14, 07:04 PM
Hiya,
I'm also having touble with the tonnage progress bar, on the very first mission.
I've done the two objectives (reported the task force, and sunk some ships in the bay) my log reports both objectives complete, and my tonnage sunk, they've told me to rebase in kiel, but I have no tonnage bar, and when I arrive at Kiel and select a new mission, it will show Baltic Waters as failed :( (I've tried twice already)
Ships are sunk in the target zone and playing a legit Uplay digital download (no CD or steam version)
I can post a mod list if u like, I'm all generic patched up, orbit listener enabled, using the new UI's etc etc
any help appreciated
Six
all problems is from Orbit Listener disable it .....
If u have the latest version of TDW's Genericpatcher do not enable patches from Advanced User.
If u don't have the lates version of TDW's GenericPatcher then do not enable the fallowing patches:
- Disable Orbit Listener checks in main game loops
- Disable Orbit Listener account sharing check
- Render Patch ( from rande patch u can enable the fallowing patches 1, 2, 3, 10, 11, 13,14 )
how to use the generic patcher read here (http://www.subsim.com/radioroom/showthread.php?t=205620)
Mister Six
07-27-14, 07:22 AM
Thanks Sjizzle
that appears to have sorted it (disabling orbit listener within SH_NClient.dll)
I don't know if this makes a difference, but it's enabled in all of the .gps snapshots I've downloaded so far from here, sobers, WoS and even the magui one from your mod list thread. (I've had a damn good play around with every mod, mod list and mega mod here over the last week or so lol)
makes me wonder if there's something else affecting this if it works fine for you guys? or do those snapshot downloads need tweaking?
Cheers
Six
vdr1981
07-27-14, 07:25 AM
Thanks Sjizzle
that appears to have sorted it (disabling orbit listener within SH_NClient.dll)
I don't know if this makes a difference, but it's enabled in all of the .gps snapshots I've downloaded so far from here, sobers, WoS and even the magui one from your mod list thread. (I've had a damn good play around with every mod, mod list and mega mod here over the last week or so lol)
makes me wonder if there's something else affecting this if it works fine for you guys? or do those snapshot downloads need tweaking?
Cheers
Six
Orbit patches are disabled in the snapshot for TWoS IIRC...:hmmm:
Mister Six
07-27-14, 07:51 AM
not in the one I downloaded (Snapshot 7_5_0_v17.gps)
I checked before posting and just double checked to make sure I'm not going blind lol :D
the good news is after a week of modding, patching and option tweaking mayhem I think I finally have a stable mod and patch setup that enables me to play with a good level of realism and some nice eyecandy, and now I can actually complete the missions :D
I just have to learn how to intercept properly now, I need to figure out a way to estimate or get range at long distance, stadimeter is useless when the ship is a dot on the horizon and the sonar guy will not lock on and give me a range easily.
Six
vdr1981
07-27-14, 08:47 AM
not in the one I downloaded (Snapshot 7_5_0_v17.gps)
I checked before posting and just double checked to make sure I'm not going blind lol :D
the good news is after a week of modding, patching and option tweaking mayhem I think I finally have a stable mod and patch setup that enables me to play with a good level of realism and some nice eyecandy, and now I can actually complete the missions :D
I just have to learn how to intercept properly now, I need to figure out a way to estimate or get range at long distance, stadimeter is useless when the ship is a dot on the horizon and the sonar guy will not lock on and give me a range easily.
Six
I've just checked that snapshot and all THE patches to disable "orbit thing" are disabled...I mean, disabling is disabled...:D
http://s2.postimg.org/o4msw69tl/Capture.jpg
Mister Six
07-27-14, 09:11 AM
yup, that looks exactly like the snapshot I downloaded
the patch to disable orbit listening is disabled, therefore orbit listening is enabled
with orbit listening enabled within SH5_NClient.dll (patch disabled), my progress does not update, and Baltic waters fails
with orbit listening disabled (patch enabled) my tonnage bar updates and the mission completes.
that snapshot has the patch disabled, and that means listening is enabled
she sells seashells on the sea shore
Six
vdr1981
07-27-14, 09:44 AM
Wait a minute, I'm confused now...:doh:
It's been said that all the advanced and experimental patches should be disabled, which means "red". You're saying that only orbit patches should be enabled (blue), is that correct?
Sjizzle
07-27-14, 09:47 AM
Wait a minute, I'm confused now...:doh:
It's been said that all the advanced and experimental patches should be disabled, which means "red". You're saying that only orbit patches should be enabled (blue), is that correct?
i have all disabled in advanced section
vdr1981
07-27-14, 09:48 AM
i have all disabled in advanced section
That means they are all "red", right?
Mister Six
07-27-14, 10:11 AM
Wait a minute, I'm confused now...:doh:
It's been said that all the advanced and experimental patches should be disabled, which means "red". You're saying that only orbit patches should be enabled (blue), is that correct?
Not all the orbit patches, I haven't enabled the orbit patches within SH5.EXE, as it makes the game unplayable, cant even load a save, all those patches are disabled (red) and therefore functionallity is enabled for those orbit functions.
within the patch for SH_NClient.dll, I have enabled the patch (set to true),(blue) disabling the orbit functionallity within that .dll, only way I can progress campaign.
This is the only 'advanced' patch I have enabled
now whats confusing me, is that if you guys can progress campaigns without this specific patch enabled, what have I set up differently lol
Six
Sjizzle
07-27-14, 10:32 AM
Not all the orbit patches, I haven't enabled the orbit patches within SH5.EXE, as it makes the game unplayable, cant even load a save, all those patches are disabled (red) and therefore functionallity is enabled for those orbit functions.
within the patch for SH_NClient.dll, I have enabled the patch (set to true),(blue) disabling the orbit functionallity within that .dll, only way I can progress campaign.
This is the only 'advanced' patch I have enabled
now whats confusing me, is that if you guys can progress campaigns without this specific patch enabled, what have I set up differently lol
Six
disable them !!!!
EatLead 75
07-27-14, 06:04 PM
How do I add the patch with steam
Sjizzle
07-27-14, 06:20 PM
That means they are all "red", right?
yup no blue
EatLead 75
07-27-14, 07:30 PM
How do add the patch to this mod when my game is from steam
Sjizzle
07-28-14, 01:17 AM
How do add the patch to this mod when my game is from steam
Doesn't work with the steam version read here (http://www.subsim.com/radioroom/showthread.php?t=205620)
Defiance
07-28-14, 03:20 AM
Heya's,
I came across a post .............
I have dvd so can't try it but maybe of interest to steam users
http://www.subsim.com/radioroom/showthread.php?t=214687
Post back on the above post if it works, will help others with steam obviously
:salute:
disable them !!!!
So how do I solve myproblem then?Because I have every advance patch in red and I my progress bar is not working :timeout: :timeout: :/\\!! :/\\!!
Sjizzle
07-29-14, 12:55 AM
So how do I solve myproblem then?Because I have every advance patch in red and I my progress bar is not working :timeout: :timeout: :/\\!! :/\\!!
try first with this .gps file download (https://www.mediafire.com/?pbeq3b1q61sc2u6)
if doesn't work then
disable all patches and see if works after that enable the patches 1 by 1 by
do the same thing with the mods disable all of them see if work the enable them 1 by 1 ...
can u show us your mod list pls ...
PS. if u have posted somewhere give the link thx
7Infanterie19
07-29-14, 09:01 PM
So, in my game, it's February 1940, mid afternoon in the somewhat deep Atlantic.
From 2500m, I fire off a torpedo towards a SteelViking tanker, and from 2000m, two torpedoes towards a SteelViking Passenger ship. As the torpedoes head towards them, both suddenly reacted like escorts and sped up to avoid getting hit. Whuh??? Really??? This didn't make sense to me, so I decided to test this out and reloaded a few times. Half my tests got the same result. I've never seen this behaviour before. On one reload where they didn't act like escorts, I managed three hits. The passenger ship went down, but the tiny tanker, despite heavy damage , being on fire, and billowing heavy smoke, rushed off and eventually stopped dead in the water at 4000m. I decided to surface and use my deck gun to take out the third ship - a freighter - that was circling erratically. After that, I planned on giving that dead tanker the coup de gras as well. No sooner was I on the surface when the tiny tanker starts shooting me, taking heavy chunks out of my armor - from 4000m away! I started looking around, thinking I missed a hidden escort when I surfaced, but found nothing else but the two remaining ships. So now SteelViking tankers are armed to the nines and can hit you with pin point accuracy from 4000m while dead in the water, burning, and billowing smoke, AND in early 1940, while my trained and experienced crew - of Kriegsmarine seamen, not civilian seamen - can take forever to hit, let alone sink a coastal fishing boat? Seriously? Am I missing something here? (I was never taught any of this in the academy :hmmm:.)
I just don't know anymore. I like a bit of a challenge with a sprinkle of arcade like it used to be, but this AI behaviour tied with what I wrote in my other post in the IRAI thread (http://www.subsim.com/radioroom/showpost.php?p=2229247&postcount=2272) is really taking the enjoyment I used to have out of this game for me.
Sorry for the rants, but I needed to post my thoughts on this.
EDIT:
I ran another test on that small tanker. I first backed up to beyond 6000m, then surfaced. Half sunken and dead in the water, the tanker immediately began firing at me, but didn't reach me. My crew wouldn't fire yet, so I began to inch forward. When I was past the 5500m mark, I (as a moving target) began to take hits from the tanker, yet my crew still wouldn't shoot until we got closer than 5000m. By then, the marksmen on the tiny tanker already caused serious damage. Frustrated, I reloaded and dealt with them in a different way, then moved on.
Tonight, I was attacking an unescorted, large 9-ship convoy in BE36 at 2 am on a moonless night. It was my first large convoy since leaving Memel. I set up and fired 3 torpedoes forward for simultaneous hits, and one reverse. As soon as the first passed the North Sands Freighter in the second row, the freighter changed speed, as did the farthest one. I thought I was seeing things, so I reloaded and only fired two torpedoes for simultaneous hits on the first and second rows in front of me. The first torp never hit as the North Sands Freighter sped up again to get out of the way. The tanker in the first row did not, and was hit. I reloaded twice to test again. Same unbelievable results.
I read today that TDW has put out a new patcher that nerfs this RPM behaviour, so I plan on giving that a try soon and hope that fixes that problem.
Having said that, something is definitely different. Could it maybe be something in these core mods that we are using that has changed the behaviour in these freighters and the SteelViking ships that I have seen in my experiences so far? Maybe I'll encounter it with other ship types as well, but only time will tell. Something has indeed changed, because this has never ever happened since I began playing SH5. I don't like it when the escorts do it, but I accepted it as we all probably have, but it's unacceptable with cargo ships.
If it is due to tweaking somewhere, as I said in the other thread: "Have we tweaked too much to achieve a more realistic, historical experience at the expense of a more realistic, historical experience?"
Anyway, I hope with this info, someone can remedy this problem, so that we can still continue to make this game great.
Cheers!
EDIT #2:
I tested TDW's RPM patch with the game save for that large convoy. On the first try, the freighter only slowed down, but enough to get hit. The other freighter did not slow down.
I reloaded and tested again. Both slowed down again but not enough to avoid the hit. They seemed to be on guard and fully aware of torpedoes in the water in deep darkness of night like escorts behave.
So this still begs the question: why are cargo ships behaving like escorts and able to detect torpedoes like this when they didn't before?
After the convoy scattered, I eventually surfaced to move ahead to position myself for more attacks once they settled down. No sooner was I breaking the surface when an SV Medium Freighter at 5500m away started hitting me with gun shot.
First, how could they know exactly where I was after all that time of panic, and then hit me pin point before I was fully surfaced? Second, I ask again: why are freighters loaded to the nines this early in the war, and with more experienced crew than we have, and why are they able to engage us from a further distance than we are able to?
(I'm looking forward to SH6: Freighters - The New Hunters of The Atlantic) :shifty:
Cheers!
try first with this .gps file download (https://www.mediafire.com/?pbeq3b1q61sc2u6)
if doesn't work then
disable all patches and see if works after that enable the patches 1 by 1 by
do the same thing with the mods disable all of them see if work the enable them 1 by 1 ...
can u show us your mod list pls ...
PS. if u have posted somewhere give the link thx
Ill give it a try... keep you posted..
My mods....not so "long"....in this order:
Wolves of steel 1.02
Wolves of steel 1.02 patch 5
Wolves of steel 1.02 TDW real navigation
Sub exhaust 1 0 5 by TDW
PLProGrin
07-31-14, 08:41 AM
Hello, my problem is that I do not have a marker on the map, which shows that zone of patrol :/
Ps.
Sorry for my english;)
Sjizzle
07-31-14, 09:26 AM
Hello, my problem is that I do not have a marker on the map, which shows that zone of patrol :/
Ps.
Sorry for my english;)
u don't have the marker but u have the patrol are grid numbers ... u need to use my My grid charts to find your patrol are :D the patrol grid numbers have 2 letters and 4 numbers.
on them map u will find the 2 letters and the first 2 numbers from the patrol area for the second 2 numbers u need to use my grid charts mod to find your patrol area :D
http://www.subsim.com/radioroom/showpost.php?p=2193118&postcount=160
http://www.mediafire.com/convkey/168c/luf495vyalf1vlmfg.jpg
PLProGrin
07-31-14, 12:45 PM
when I arrive at the place indicated by Sjizzle's charts mod, do not get patrol command, as I was in the wrong place, so it is with sending agents can not I click to send a motorboat with people :/
Sjizzle
07-31-14, 01:40 PM
when I arrive at the place indicated by Sjizzle's charts mod, do not get patrol command, as I was in the wrong place, so it is with sending agents can not I click to send a motorboat with people :/
tbh i don't really understand u now sorry
PLProGrin
07-31-14, 02:12 PM
I'm sorry, my english is too weak, so I have to use translate.google.pl
Aktungbby
08-01-14, 12:08 AM
PLProGrin!:Kaleun_Salute:one your first three posts!
Jimbuna
08-01-14, 05:21 AM
Welcome to SubSim PLProGrin :sunny:
PLProGrin
08-02-14, 03:22 AM
thanks ;)
64ybwyzpuke6p46
08-03-14, 01:17 AM
Hi, guys. Can anybody make mirrors of this mod and addon mods? Subsim.com limits download amount for newbies and it's not very easy to find actual version of Open Horizons anywhere else...
Aktungbby
08-03-14, 02:07 AM
64ybwyzpuke6p46!:Kaleun_Salute:
Jimbuna
08-03-14, 06:38 AM
Hi, guys. Can anybody make mirrors of this mod and addon mods? Subsim.com limits download amount for newbies and it's not very easy to find actual version of Open Horizons anywhere else...
Put up a few posts and your access will improve.
Welcome to SubSim :sunny:
THEBERBSTER
08-03-14, 06:05 PM
A warm welcome ‘64ybwyzpuke6p46’ to the Subsim family.:subsim:
You will always find someone here to help you.:)
Link to my SH5 – SH4 posts::salute:
Step By Step Tutorials & How To Do It
Also Included Are Some Useful Download Links
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
64ybwyzpuke6p46
08-04-14, 10:58 AM
Put up a few posts and your access will improve.
Welcome to SubSim :sunny:
I posted previous post, 24 hours left, but nothing changes: message Sorry! You have exceeded your daily allowed download amount. appears, but i didn't download any files last 24 hours (((
The impression is that subsim forces me to flood. I can not even ask a specific question about a particular mod in view of the fact that I can not just download it ...
I posted previous post, 24 hours left, but nothing changes: message appears, but i didn't download any files last 24 hours (((
The impression is that subsim forces me to flood. I can not even ask a specific question about a particular mod in view of the fact that I can not just download it ...
Hi matey :salute:
This probably is a temporary problem with your account. Things like that use to happen once in a while, but they usualy solve themselves in a matter of hours. In the meanwhile you could make a post in the 'introduce yourself' thread (sticky in the SH5 general discussion section of this forum :-)
TheBeast
08-07-14, 02:21 AM
when I arrive at the place indicated by Sjizzle's charts mod, do not get patrol command, as I was in the wrong place, so it is with sending agents can not I click to send a motorboat with people :/
When sending Agents to shore you must be submerged when you arrive at target destination. When you surface at target destination, the Agents will launch automatically.
Hope this helps!
Regards!
TheBeast
fakingguys
08-17-14, 11:35 PM
really a good mod THX!!!!!!!!!!!!!!:)
Otto104
08-19-14, 07:20 PM
would have appreciated to read a reply to 7Infantrie19's post
TheDarkWraith
08-19-14, 07:33 PM
would have appreciated to read a reply to 7Infantrie19's post
You should enable the RPM inertia patch of my Generic Patcher. Adjust the multipliers to taste (see the Notes= of the patch for how to change them). This will stop the escorts and merchants from unrealistic accelerations and decelerations :up:
Otto104
08-23-14, 11:00 PM
You should enable the RPM inertia patch of my Generic Patcher. Adjust the multipliers to taste (see the Notes= of the patch for how to change them). This will stop the escorts and merchants from unrealistic accelerations and decelerations :up:
wow, reply from tdw, the lord of modcreation, thank you.
will have to get the latest patcher for this. so far i used your ship inertia, should i deactivate this when applying the rpm inertia patch?
sure i will try it but the point is that in deep dark night not even the escorts should be able to spot the torpedos, maybe they can hear them, would be ok for me but the merchants should not react at all.
of course this is only my opinion and since without irai the game is not a challenge at all i think i simply have to accept this behaviour.
602Sqn_Puff
08-25-14, 03:42 PM
Looking for a little assistance folks..I am trying to land an agent near Londonderry..only issue is that he is not for getting off the boat lol..I have sat around , dead in the water for about 6-8hrs and he's still hiding.
Anyone have any idea as to how to get him off the damn boat?
I'm running WoS mod only.
Otto104
08-26-14, 11:13 AM
Looking for a little assistance folks..I am trying to land an agent near Londonderry..only issue is that he is not for getting off the boat lol..I have sat around , dead in the water for about 6-8hrs and he's still hiding.
Anyone have any idea as to how to get him off the damn boat?
I'm running WoS mod only.
if i remember well, someone wrote you have to approach submerged, when near shore surface the boat and the spy will leave.
602Sqn_Puff
08-27-14, 03:32 AM
Thanks for the reply, but it seems, after saving and reloading the game, he has now decided it would better off in Ireland and not aboard my boat..so its good riddance to him and on towards the rich pickings of the air gap lol
I have a problem just completed Baltic Operations , returned to Kiel , but i cant get any new mission.If i want a new mission i get again baltic operations which i have completed.
Dragon81
08-28-14, 06:08 AM
I have a problem just completed Baltic Operations , returned to Kiel , but i cant get any new mission.If i want a new mission i get again baltic operations which i have completed.
I have similar problems.
I'm in the bunker at the start of the campaign "Western approaches" (I think that's the name) and I twice get the torpedo practice mission north of Kiel before I get the Atlantic missions starting from the France west coast.
And then I move to the patrol area and the tonnage bar won't fill up when I sink ships in the marked zone.
Any ideas?
I have similar problems.
I'm in the bunker at the start of the campaign "Western approaches" (I think that's the name) and I twice get the torpedo practice mission north of Kiel before I get the Atlantic missions starting from the France west coast.
And then I move to the patrol area and the tonnage bar won't fill up when I sink ships in the marked zone.
Any ideas?
I think i found a solution , after i completed the mission (baltic Operations), in the bunker i didnt chose another mission , i just get in the Uboat without mission,im ending the patrol and after i talk to get another mission.
After i end patrol the time moves forward 14 days.I dont know if the problem occurs because i finish the mission before the deadline and i have to wait for the deadline to get another mission.
In conclusion i waited till the deadline and after i could get the next missions.
I dont know if its a bug or this is the normal way to do it ...
THEBERBSTER
08-28-14, 06:00 PM
Hi Guys
You cannot start a new mission until the start date.
if you finish a mission on the 3rd and a new one starts on the 5th you will not see the new mission until the 5th.
Load your last save
Go to the Flotilla Leader and start your new patrol without selecting the mission.
When you are on the bridge click on the Anchor icon and select End Patrol
When you go back to the Flotilla Leader this time select the Mission and this time you should see it on the map as the time in the bunker has advanced.
Peter
Hi Guys
You cannot start a new mission until the start date.
if you finish a mission on the 3rd and a new one starts on the 5th you will not see the new mission until the 5th.
Load your last save
Go to the Flotilla Leader and start your new patrol without selecting the mission.
When you are on the bridge click on the Anchor icon and select End Patrol
When you go back to the Flotilla Leader this time select the Mission and this time you should see it on the map as the time in the bunker has advanced.
Peter
Thank you for your help.
Dragon81
08-28-14, 10:27 PM
Thank you.
Do you also know a solution for the problem that the tonnage bar dont want to fill up?
THEBERBSTER
08-29-14, 12:26 PM
Hi Dragon81
Press the black icon showing on your navigation map.
This will show you the patrol area and you need to be inside it for your tonnage to count.
The sinking ship map icon is telling you where you will find your first target.
You need to patrol I would say 5-10km of it.
Draw a compass circle around it so you will know exactly where you are to it.
I cannot remember the exact km distance you can go out to so maybe someone will chip in and tell you.
Peter
KirinFrost
08-29-14, 01:59 PM
Is there a way to change the ending date such that it never ends for the last campaign? :hmmm:
Dragon81
08-29-14, 02:41 PM
Hi THEBERBSTER,
I'm directly in the center of the zone and I have chosen the mission at the briefing.
But the tonnage bar wont fill up. I just started a new campagne and its the same isue again.
THEBERBSTER
08-29-14, 06:23 PM
Hi Dragon81
So you have selected the mission?
You then went to the patrol area?
You then sank a ship inside the patrol area?
Did not show the tonnage on the bar?
Did it register when you opened the Captains Hat Icon?
Did you see a Destroyed Mark on the map?
Did you remain close to the target when it sank?
What mods are you using?
Peter
Dragon81
08-30-14, 12:22 AM
So you have selected the mission? YES
You then went to the patrol area? YES
You then sank a ship inside the patrol area? YES many ships
Did not show the tonnage on the bar? YES
Did it register when you opened the Captains Hat Icon? YES there it is listed exactly
Did you see a Destroyed Mark on the map? YES
Did you remain close to the target when it sank? YES most times I have to dive and hide for Destroyers.
What mods are you using? The Wolves of Steel + my Addon (http://www.subsim.com/radioroom/showthread.php?t=215304)
Is OH2 messing with that function or is it a SH5 bug?
I have the same bar filling problem as Dragon81!
Dazing Bay I sank 4 ships ,all yes to the answers above.
I noticed 1 strange thing, all ship sung entry in the logbook is datad as 0000-00-00
The torpedo impacts are dated ok 1939-09-01.
I got a radio massage to return to Kiel, but the Danzig Bay objective bar is empty and it shows as in progress.
:( whats going on ?
I'm playing online on. Should I try offline ?
Dragon81
08-30-14, 03:10 AM
I noticed 1 strange thing, all ship sung entry in the logbook is datad as 0000-00-00
The torpedo impacts are dated ok 1939-09-01.
I just checked that and CAN confirm that! That's the isue!
Do anybody have a idea how to fix that?
I'm playing online on. Should I try offline ?
I'm always playing with Uplay offline and the save game synchronization is off too.
Trevally.
08-30-14, 04:02 AM
A new German Language Patch (Deutscher Sprachpatch) by Raven Corax has been added to post 1
Great work Raven - check it out here http://www.subsim.com/radioroom/showthread.php?t=215259
:salute:
Dragon81
08-30-14, 09:46 AM
Hey Trevally, hi THEBERBSTER,
This is the problem and I think that OH2 is dealing with that function.
http://www.subsim.com/radioroom/showpost.php?p=2237765&postcount=13
(image by Distortion)
http://i60.tinypic.com/29liiqw.jpg
Dragon81
09-01-14, 11:27 PM
Can anybody help?
Hi Boys,
i have the issue with OHII, that the campaign objectives are not readable, and that tonnage is not beeing recognized. I ordered the Mission and sunk about 80000 tons (including the Battleship Nelson :Kaleun_Mad: ) the progress bar didn't show anything.
Look at this pic
https://www.dropbox.com/s/r4za4v9aqrxicbu/Silent%20Hunter%C2%AE%20%20Battle%20of%20the%20Atl antic%20Gold%20Edition2014-9-2-8-21-58.jpg?dl=0
https://www.dropbox.com/s/r4za4v9aqrxicbu/Silent%20Hunter%C2%AE%20%20Battle%20of%20the%20Atl antic%20Gold%20Edition2014-9-2-8-21-58.jpg?dl=0
I tested with no other mods activated, same problem.
But heres the list in order of activation
Generic Mod Enabler - v2.6.0.157
[G:\Silent Hunter 5\MODS]
OPEN HORIZONS II v2.5
TDW_GenericPatcher_v_1_0_168_0
GramophoneShuffler
Audio Creaks
GWX Compass Rose Grid for SH5
KarlKochs fix for Bearing Sound (German)
MCCD_1.04
MCCD_1.04_GER
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
Reboot's Water Drips 1.1
Radio_Messages_1_2_0_Non-NewUIs
SM_Flag_Wind_Patch
SM_Wounded_Unit_Radioing
sobers no footstep sound mod SH5 V2
Sub_Exhaust_1_0_5_byTheDarkWraith
SubFlags_0_0_8_byTheDarkWraith
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta
TDW_Mines_Subnets_Detectable_in_hydro (OH II )
WoGaDi Mod BetaSix
SteelVikings Interior Mod V1.2
Parts Magui V 3.06 by DrJones
Real Environment - Revision_3
sobers best ever fog V31 SH5
sobers Lights Cfg V10 SH5
Radio_Messages_1_2_0_German_Voices
Accurate German Flags
Carotio_IntercontinentalRadioPack
DEUTSCHMOD_1.0.10 Radio
DEUTSCHMOD_1.0.10 Tastatur
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
SUB_hyd_fix_SH5
sobers see thru wake fix SH5
AMMO_v1.0_SH5_by_Raven_2012
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
TDW_Add_On_Mods_v1_0_0
TDW_No_Aircraft_Spotting_At_Depth
MaGui stock Binocular SHV
I have Version 1.2 of Silent Hunter 5 Gold Edition. Logging in to uplay.
Please help/advise,
I don't know what to do.
THEBERBSTER
09-02-14, 11:58 AM
Hi niwo
The GFP 168 patcher should not be in your mods folder.
See my tutorial post #2 for the correct installation
Link to my SH5 – SH4 posts:
Step By Step Tutorials & How To Do It
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
I do not run Parts Magui but you are missing some important mods that fix things.
Have a look at Sjizzles mod list and you will see his mod order layout and see the mods you need to fix things.
http://www.subsim.com/radioroom/showthread.php?t=204308&highlight=SJIZZLE+MODS+LIST (http://www.subsim.com/radioroom/showthread.php?t=204308&highlight=SJIZZLE+MODS+LIST)
Peter
Santini
09-02-14, 10:23 PM
Anyone know the fix yet for the tonnage issue?
Anyone know the fix yet for the tonnage issue?
I just did a reinstall with my own mod soup instead of WoS and it works.
Just make sure that you install OH2.5 LAST! and you don't overwrite anything in it.
Santini
09-03-14, 06:16 AM
I just did a reinstall with my own mod soup instead of WoS and it works.
Just make sure that you install OH2.5 LAST! and you don't overwrite anything in it.
I ended up relaunching uplay in offline mode, and now the tonage counts
*shrug*
Dragon81
09-03-14, 07:08 AM
I always play in Offline mode and my tonnage bar is not working with WoS installed.
Santini
09-03-14, 04:32 PM
I take it back, tonnage is not registering again
Crap
No wolves of steel either
THEBERBSTER
09-03-14, 04:35 PM
Having OHII being overwritten is not a problem.
It only becomes a problem when the mod overwriting it needs the same files as OHII does and you then have a compatibility problem.
Putting OHII last is not the answer.
See my tutorial post #35 for correct mod orders.
Link to my
Step By Step Tutorials & How To Do It
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Santini
09-03-14, 04:36 PM
http://i.imgur.com/YvQy8aI.jpg
Dragon81
09-03-14, 11:40 PM
Uekel Medium Composite is one of the ship types without shadow and 3D model.
Can it be that only this type of ships causing problems?
Deep_Hunter
09-05-14, 08:13 AM
Hey,
I have a problem with the ships in some habours (like Lorient). There are some ships rolling/tumbling around and getting destroyed without enemy fire. It seems that they are crashing against the habourwall...its not a huge bug but it disturbs the game-atmosphere a bit. Is there a fix for this problem?
I play with the WoS-Mod but I think that the ships belong to Open Horizons...
Greetings :salute:
CaptJulius
09-06-14, 03:57 AM
Is there any way to start career with VIIC or VIIC/41 rather than VIIA :06:
I know that there is VIIC41 - Start with in beginning of campaign mod:
http://www.subsim.com/radioroom/showthread.php?t=181707
But this one is for older versions of OH, so anyone knows the trick? :hmmm:
Deep_Hunter
09-07-14, 05:21 AM
So there isnt any solution for the problem with burning ships in some habours? Come on guys some support would be nice!
moha14881
09-08-14, 07:48 AM
What are the z-ships??? Why do they sink in the museum??:k_confused::Kaleun_Binocular::Kaleun_Goof y:
THEBERBSTER
10-26-14, 11:01 AM
Should this be done for OHII v2.5?
Does this file need to be removed?
If yes.
Can it be removed in mid patrol?
Originally Posted by Trevally.
Please try this:-
goto C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common
find file "patrol.tsr"
rename it to patrol_backup.tsr
test
please let me know if this fixed the issue
please try the above fix Sober - I think that the default patrol messages are being read and not the new mission ones - renaming that .tsr should fix it
as I can see there are four .tsr files - patrol(km).tsr, patrol(nm).tsr, patrol.tsr and patrol_backup.tsr.. and they are identical except the patrol(nm).tsr (because of nautical miles).. maybe Trevally meant to rename all of them except the patrol_backup.tsr?
__________________
Sorry guys - I should have been clearer here
I am 99% sure that the game is reading that common patrol.tsr before even looking to see if there is a specific one for each patrol mission.
If you look at that patrol.tsr - you will see that the messages you are getting is coming from it.
Delete/remane that file and the game will not find it and thus use the correct one linked in the mission file
Sjizzle
11-02-14, 07:19 AM
somebody have an older version of OH II i mean 2.3 or 2.4 ? and ofc if can give me a download link thx
PS i wanna try something to see if the progress bar will fill up
Echolot
11-02-14, 09:47 AM
somebody have an older version of OH II i mean 2.3 or 2.4 ? and ofc if can give me a download link thx
2.4 (http://www.mediafire.com/download/z2c55b37lbflfis/OPEN+HORIZONS+II+v2.4.7z)
2.4 Patch 2 (http://www.mediafire.com/download/u1w1ag1dg8lkahk/OHII+v2.4+patch2+IMPORTANT.7z)
:Kaleun_Binocular:
Sjizzle
11-02-14, 12:30 PM
2.4 (http://www.mediafire.com/download/z2c55b37lbflfis/OPEN+HORIZONS+II+v2.4.7z)
2.4 Patch 2 (http://www.mediafire.com/download/u1w1ag1dg8lkahk/OHII+v2.4+patch2+IMPORTANT.7z)
:Kaleun_Binocular:
thx m8
Sjizzle
11-02-14, 05:13 PM
after fresh game install start a new campaign with The Wolves of Steel (http://www.subsim.com/radioroom/showthread.php?t=210703) mega mod and with the Uplay online first 4 mission done and the tonnage bar fill up.
saved after this 4 mission exit from game and start again the game bar still fil up.So is no problem with OH II or other mods
PS. i have also deleted all prev. saved games
THEBERBSTER
11-02-14, 07:44 PM
The tonnage bar not filling up is not a mod problem as it also happens with stock.
Cybermat47
11-02-14, 10:21 PM
What are the z-ships??? Why do they sink in the museum??:k_confused::Kaleun_Binocular::Kaleun_Goof y:
I'd say they're zombie ships that are just used in harbors.
Sjizzle
11-03-14, 05:26 AM
The tonnage bar not filling up is not a mod problem as it also happens with stock.
I never said that is mod problem..... Most of this tonnage problems come when the player doesn't start a new campaign when add or remove mod or enable disable something in the patcher ....or they enable the orbit listener.... In my post I have gave a solution for who have the tonnage bar problem....
THEBERBSTER
11-03-14, 02:50 PM
I like many others have had tonnage bar problems recently and have spent many hours trying to get to the bottom of the problem.
There seems to be a connection with game saves and on and off line modes.
Amazigh1337
11-03-14, 04:30 PM
my experience is after few times restarting a new campain, that the tonnage bar doesn't fill up untill you hit a specific date.
Question about the airplanes...
I have OHII installed on top of IRAI. When I play the game, the airplanes seem to be very passive. There are lots of planes, but only like 1/8 attacks me, others just fly over even if they have clearly seen me. Some planes attack, but it's a clear minority. So the planes aren't that big threat!
Now when I installed the airplanes from IRAI over everything else, the planes started to act normally again, every plane I met attacked me. This is the behaviour I got used to playing earlier versions of IRAI.
So has anyone noticed this? Have you waited on surface to see if the plane is attacking or not? And why exactly the new version of OHII has the planes? Will I get in trouble if I use the planes from IRAI?
Ofcourse this could be some weird modsoup thing of my own, but I don't believe it, been testing this for many, many hours.
THEBERBSTER
11-06-14, 11:23 AM
Hi Rongel
IRAI 41 normally is placed in front of OHII and behind TDW's NewUI.
Quite a few of us have commented in the past how aggressive the aircraft have been especially on the East Coast in BCW.
Peter
Hi Rongel
IRAI 41 normally is placed in front of OHII and behind TDW's NewUI.
Quite a few of us have commented in the past how aggressive the aircraft have been especially on the East Coast in BCW.
Peter
Thanks for the reply! It might be also IRAI-issue, I switched back to the 0_0_3_7-version, and now the planes seem more agressive, they switch course when they have spotted me, some drop bombs even after I have dived to safety.
One another note: F4 Martlet-airplane crashes the Museum when you select it, at least in my game.
Small update about my bug. Not sure what causes it, but sometimes all enemies turn passive and don't attack me unless I start to shoot them. So planes fly over me, and I can cruise safely with british destroyers right next to them. When I save and load again, everything works allright and they attack.
So don't know what causes it, has OHII something to do with it or not, it just seems to start when there is a lot of planes flying around.
THEBERBSTER
11-06-14, 04:40 PM
I never use the Museum as it like stepping in to a minefield with a ctd waiting to crash you a click away.
reignofdeath
11-09-14, 01:32 AM
Anyone have a problem of missions not showing up for selection??
Im using WoS and played the first operation and destroyed shipping in Danzig harbour. Then got moved to Kiel, when I go to select a mission no new one pops up (The Coastal Waters, etc) its 9-16 in game too.. will the other missions pop up based on certain timeframes, like do I have to wait for a certain date before Coastal Waters and so on will pop up and show?
Casey
THEBERBSTER
11-09-14, 10:52 AM
Hi Casey
All missions are date sensitive.
It is not compulsory to request a mission I never use it as the black icon will show you the patrol area.
If you now start your mission without requesting it from the Flotilla Leader and head over towards the East Coast the mission will come up on your Navigation Map followed by Breaking the Fortress special mission.
Baltic 31/08/39 to 05/09/39
EBCW 04/09/39 to 01/12/39
BTF 10/09/39 to 15/10/39
Just be aware of the narrow time span on BTF
See my tutorial post #64 for a full list of missions
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Peter
Tonci87
11-22-14, 10:56 AM
Is this mod still in development or can the latest version be considered final?
I´m looking forward to playing SH5 again but I´m not sure if I should maybe wait for a new OH version. I´m also not sure if I should play with sobers modlist or with the Wolves of Steel one. What is the difference?
Cybermat47
11-30-14, 04:29 AM
Hey, I have a problem with the Tonnage Bar not filling up. What's up with that?
THEBERBSTER
11-30-14, 02:39 PM
Hi C47
Check out this thread
http://www.subsim.com/radioroom/showthread.php?t=215401&page=8 (http://www.subsim.com/radioroom/showthread.php?t=215401&page=8)
Peter
TaHkNcT
12-02-14, 07:26 AM
Hey there!
I have the same problem.
the crash next unit right after the german hospital ship in museum still persits.
Can someone tell me what unit this is? Or perhabs even confirm the crash on his setup?
I know when the crash unit is spawned in campaign similart thing will happen.
I should make clear this ist in no way intended to blame th OH Mod for unstable gaming but you guys her spotted the first bugger - hansolo's addons. and so I'll ask here again.
Afaik now the OH Mod is now the only one that adds units to my game.
In addition, in the mission, I often have CTD (SHSim.act). Without Open Horizonts 2.5 no CTD.
My modlist:
Generic Mod Enabler - v2.6.0.157
[E:\Games\Silent Hunter 5\MODS]
Accurate German Flags
smaller flags for Warships 1_0b
Svastika_uncensored_mod
Shadow Improvement Mod
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
AilMoon 1.5
AilSmoke 1.7
Small_trees_SH5_V1(After DynEnv)
sobers more trees SH5
SteelViking's Bunker Fixes V1.0
SteelViking's Interior Mod V1.2(+my lamps fix)
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.4(+delete duplicate texture)
MightyFine Crew Mod 1.2.1 Stock faces
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 Hotfix_2 (date)
AMMO_v1.0_SH5_by_Raven_2012(after Equipment HotFix)
EUF_UBoat_FX_v0_0_5_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX Update torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
Fonts_patch
TDW_Ship_Inertia_1_1_0
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Inertia_Damage
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
Rus v 8-2.5 for Open Horizons-II
Cerberus62 Corrected Depth Charge Projector 1.0
Real_Battery_Lifetime_Fix_Mod_V_1.0_TDW_UI_7_4_2
Real U-Boat Performance - Type VII v1.6
R.S.D. - Reworked Submarine Damage v5.7_Main mod(after OH 2.5)
R.S.D. & R.E.M. - GHG Hydrophone add-on (normal)
R.S.D. v5.7 - Russian Patch
Targor's SH5 Wooden Lifeboats ver. 0.4
German U-Boat Crew Language Pack
Capthelms SH5 Audio Mod
All sounds March 2014
Muss I Denn Bunker Music
DBM_Alarm_BackGrnd_Video_Widescreen
Fon for screens
Loading Screens Mod puma1x
+I use GenericPatcher.
What mods are incompatible? I have tried to follow this list:
http://www.subsim.com/radioroom/showpost.php?p=2160436&postcount=17
I also observe some strange things in the museum:
http://s7.hostingkartinok.com/uploads/thumbs/2014/12/329be83e23e8c3b845bfd5b4f7194a1c.png (http://hostingkartinok.com/show-image.php?id=329be83e23e8c3b845bfd5b4f7194a1c)
http://s7.hostingkartinok.com/uploads/thumbs/2014/12/33bad936973acdb3a7dec82dbc9ddbfc.png (http://hostingkartinok.com/show-image.php?id=33bad936973acdb3a7dec82dbc9ddbfc)
Any help is much appreciated!
Aktungbby
12-02-14, 12:23 PM
TaHkNcT!:Kaleun_Salute:
THEBERBSTER
12-02-14, 04:51 PM
A warm welcome ‘TaHkNcT’ to the Subsim family.:subsim:
You will always find someone here to help you.:)
Link to my SH3 – SH4 – SH5 posts::salute:
Step By Step Tutorials & How To Do It.:up:
Also Included Are Some Useful Download Links
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
You can use TDW’Generic File Patcher with STEAM see my Tutorial Post #125
robmoore
12-02-14, 05:07 PM
Is there a means to adjust the airplane activity, right know its freaking crazy I cannot surface during the day ever without being attacked this i can live with as its day time but its almost as bad at night even when its foggy now I know for susre seeing a dark 40 meter slim boat in the sea at night is near impossible but these bugges see me almos as soon as I pop my head up lol
THEBERBSTER
12-03-14, 05:54 AM
Hi robmoore
This is the aggressive nature of IRAI 41.
You will find this worst off the Eastern British Coast.
Usually after 21.00 things will quieten down.
Try using decks awash during the day might help.
Once you get off this coast line things will be more or less as you might expect them to be.
The other option would be to go back to IRAI 39 + the patch if it really is too much to cope with.
Peter
Jimbuna
12-03-14, 06:06 AM
Welcome to SubSim TaHkNcT :sunny:
robmoore
12-03-14, 01:03 PM
forgot to mention im in the MED and air activity is just mad and ubnrealistic i need to tone down the night stuff badly
robmoore
12-03-14, 01:06 PM
is IRAI 41 part of OHII? if not then I do not have IRAI installed
SilentHunts
12-07-14, 04:02 PM
Nice work on this mod Trevally! (Hope I got that right) This mod I prefer more over the normal SH5 campaign like it's so much more intuitive and fun to play as you don't got like 5 million orders to do at once! I have a question though, if you were to complete the entire mod's campaign would it progress you through the Uplay points system? Would I be getting points or not? It's just a little question I had but hopefully it does but if not I'm ok with that! Great mod though! :yeah:
pgnsucks
12-08-14, 04:48 PM
Thanks for the reply, but it seems, after saving and reloading the game, he has now decided it would better off in Ireland and not aboard my boat..so its good riddance to him and on towards the rich pickings of the air gap lol
As long as you keep your 'Autosave' at the dock you can try to ask for the mission again. After a couple of 'reloads' the 'Insert Spy' will drop off and just offer the mission.
I tried twice nice and slow, waiting, waiting, 50mtrs off shore etc.. for 1 1/2days (I'm retired) no luck. Just another reload after a CTD and boom on to the mission.
May not seem fair but that's how it worked out for me. Still even with a Great CPU, Video Card, MSI monitoring my fan this is a 'BUGGY' game.
Really enjoying the campaign. I see there is Type II Uboat in the campaign notes on ths first page of this thread. How do I get tot use it? Can I use it?
Also I sometimes I find enemy escorts won't attack me they just , well, escort me. They travel along a couple of Km from me and don't attack. They change direction as I do and will follow like this for hundreds of km. Is this a known bug?
THEBERBSTER
01-07-15, 05:43 AM
Hi bowfin
Looking at this logically as I do not have a definite answer for you.
What level of Realism setting did you select when starting your New Campaign?
What IRAI are you using (Stock or IRAI 41)?
It is important in TDW's Generic File Patcher that both Patch files 5 and 6 for 'Units have to use radio to contact other units in regards to contacts' are both enabled.
These 2 patches allow other ships in radio contact to talk to each other and call up reinforcements.
Peter
Fafnir2
01-07-15, 04:37 PM
Hello,
after having some problems with all the the things discribed here at the moment my Version is running!
But... Northern Approche (WoS) End of 1939 what should I do here? There is now clear discription:huh:. Former it was the Mission where we hunt the armed Troopers.
Many thanks for a quick Information and all the work many of you have done to make this game a realistic and good game
Björn
Fafnir2
01-07-15, 04:42 PM
Hello Bowfin,
change cours, save and reload. This "shadow" is based somewhere in the basic version. I hoped I can find a solution for all these problems. I found a mod that makes the game much better but some of the bugs ....
Björn
THEBERBSTER
01-07-15, 08:30 PM
Hi Fafnir
NWA you are looking at sinking 50,000 tons in total.
Anything within mission boundary should be ok.
AMC's coming in and out of Loch Ewe.
Merchants in and out of Stornoway.
Peter
LiquitHQ
01-10-15, 10:53 AM
I seem to have some issues with this mod.
I to load open horizons II alongside these mods and according to the info i hold it has to be don in this order, game version is updated to 1.2 i guess that's the latest update available ...
* NewUIs byTheDarkWraith
* Fx byTheDarkWraith
* IRAi byTheDarkWraith
* IRAi InertiaDamage
* OHII v2.5
* OHII v2.5 Patch SH5 bysober
* MQK ShapeTextures_NO
* NewUIsNewradiomessagesGerman
* Allsounds
with this mod load it seems that my campaign is flawed from the start, i see a campaign objective marker at the start of the new campaign tutorial but it doesn't give me the objective description (i see the marker campaign.camp) nor can i complete it.... anyway I figured to take an alternate pad and edit the career and set the tutorial to complete to avoid this issue, sadly the issue persist when i ask for a new mission at the flotilla i can only see the same campaign.camp marker, i can request a mission there but after being there there is no indication what i need to do I sunk a couple of ships like i am supposed to do in the tutorial but the marker is not getting completed at all.
any idea in how i need to fix this?
Best of regards
lhq
Aktungbby
01-10-15, 12:15 PM
Fafnir2! :Kaleun_Salute:
THEBERBSTER
01-10-15, 04:21 PM
Hi lhq
See my Tutorial Post #9
How to paste your mod list to Subsim.
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
From what you are describing it would seem that the Tonnage Bar is not filling.
I suggest that you have a look at this thread.
http://www.subsim.com/radioroom/showthread.php?t=215401&page=11
As you will see there is not an answer to this problem.
Peter
Jimbuna
01-11-15, 06:49 AM
Welcome to SubSim Fafnir2 :sunny:
raymond6751
01-14-15, 06:55 PM
WARNING!
I'm patrolling inside the air gap at 54` 52 N 23` 4 W and enemy aircraft are spotted inbound!!!
Is this a bug or is it an enemy carrier ? The aircraft are coming West.
Second air contact several hours later. This is over 1100 km from Ireland.
Danzig mission-Some stukas are without loadout.
Fix: in file TG_OW_Patrol0.mis delete or mark with ; every instance of loadout=basic string.
Mission editor has a bug-whenever you left loadout of aeroplanes on basic it won't load apropriate loadout ingame.
It's because loadout is not defined in equipment nor in cfg file as a type as others are.
In this occasion I wold like to express my gratitude to authors of this great modification.I played first mission several times and I liked that you can chose different aproaches to fulfill mission objectives.For instance you can just observe the progress from a distance, or you can lure polish minelayers into german task force range.It's a great to watch Schleswig Holsteins main batteris pounding on polish ships. I even stumble on a mine in the middle of patrol zone.Combined with other mods this game became a solid representation of WW2 uboat warfare. Don't forget to untick submarines radio contact reports in radio messages options.
Thanks.
Silent Steel
01-22-15, 12:56 PM
Danzig mission-Some stukas are without loadout.
Fix: in file TG_OW_Patrol0.mis delete or mark with ; every instance of loadout=basic string.
Mission editor has a bug-whenever you left loadout of aeroplanes on basic it won't load apropriate loadout ingame.
It's because loadout is not defined in equipment nor in cfg file as a type as others are.
This is quite interesting. I'll check this out.
In this occasion I wold like to express my gratitude to authors of this great modification.
As always, we all should be grateful to Trevally, the man!
Don't forget to untick submarines radio contact reports in radio messages options.
Glad you found this :up:
soundchok
01-26-15, 03:29 AM
great job. thanks
Somebody help me how to call a mission when you're at the sea and dont wont to return to base
THEBERBSTER
01-28-15, 04:58 AM
A Belated Welcome From Me To The Subsim Community > GRyb :subsim:
You Will Always Find Someone Here To Help You :sunny:
Link To My > SH3 – SH4 – SH5 > Posts :up:
Step By Step Tutorials & How To Do It. :salute:
Also Included Are Some Useful Download Links :yep:
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
If You Are New To Subsim or Silent Hunter My Thread Link Might Save You Some Time. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:
http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119
From my Tutorial Post #123
Missions are date controlled and come on and drop off the Navigation Map automatically regardless of your situation.
It is not necessary to select any Missions from the Flotilla Leader or Request Missions from the Navigation Map.
The Campaign Icon showing on the Navigation Map will tell, and show you, all you need to know.
You can end a Patrol each time you have to return to your base to re-supply.
Start the same Mission again through the Flotilla Leader.
You will notice each time you do this you will be able to distribute your earned Bonus Points from the last Patrol.
Peter
From my Tutorial Post #123
Missions are date controlled and come on and drop off the Navigation Map automatically regardless of your situation.
It is not necessary to select any Missions from the Flotilla Leader or Request Missions from the Navigation Map.
The Campaign Icon showing on the Navigation Map will tell, and show you, all you need to know.
You can end a Patrol each time you have to return to your base to re-supply.
Start the same Mission again through the Flotilla Leader.
You will notice each time you do this you will be able to distribute your earned Bonus Points from the last Patrol.
Peter
I am on patrol now without any oders. I have 2 available missions on the Navigation map, but when i click on cross 'request mission' button is not available... I must return to the base and there select the mission or not?
Trevally.
01-28-15, 10:28 AM
I am on patrol now without any oders. I have 2 available missions on the Navigation map, but when i click on cross 'request mission' button is not available... I must return to the base and there select the mission or not?
No need to "request mission" - just go and any action within the requirements of the objective will count:up:
Trevally.
01-28-15, 11:17 AM
In this occasion I wold like to express my gratitude to authors of this great modification.I played first mission several times and I liked that you can chose different aproaches to fulfill mission objectives.For instance you can just observe the progress from a distance, or you can lure polish minelayers into german task force range.It's a great to watch Schleswig Holsteins main batteris pounding on polish ships. I even stumble on a mine in the middle of patrol zone.Combined with other mods this game became a solid representation of WW2 uboat warfare. Don't forget to untick submarines radio contact reports in radio messages options.
Thanks.
Thanks Oby:D
:salute:
Trevally.
01-28-15, 11:19 AM
OK, thanks!
:up:
As long as the black cross is displayed on the Nav map - the objective is open:yep:
Thomsen564
02-03-15, 04:19 PM
Hello Kaleuns, I played SH for a long time by now and I am very happy, I found the Open Horizon mod.:)
After the first few days on my new patrol, I was wondering why my mission progress isn´t "loading". For example the "Special Operation P". I sank two Battlecruisers of the old trusty brits, but there is no progress in the Mission bar. Maybe this was asked before, but how can I fix this? I use the "Schleichfahrt" modpack by the way. :D
THEBERBSTER
02-03-15, 06:50 PM
A Warm Welcome To The Subsim Community > Thomsen564 :subsim:
You Will Always Find Someone Here To Help You :sunny:
Link To My > SH3 – SH4 – SH5 > Posts :salute:
Step By Step Tutorials & How To Do It. :up:
Also Included Are Some Useful Download Links :yep:
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
If You Are New To Subsim or Silent Hunter My Thread Link Might Save You Some Time. :salute::salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:
http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119
I have been playing South Western Approaches (SWA) with mixed results.
My first merchant a Uekel SPT 1765 tons did not activate the Tonnage Bar (TB).
The next 2 targets from a large escorted convoy a Liberty Cargo 7174 tons and a SV Medium Freighter 7840 tons both showed on the TB.
I managed to get ahead of this convoy again and sank a Liberty Cargo 7174 tons and a Large Steamer 7028 tons another 14202 tons, neither of which showed on the TB.
This really p----d me of and got me thinking.
I had had enough of this c---p.
With SWA taking up to 2 weeks to get to the patrol area.
Refuel and rearm time in the bunker.
Up to another 2 weeks to get back to the patrol area again.
This large amount of time cannot be afforded when your torpedoes are being reduced on targets that do not count towards filling the TB and fulfilling the patrol objective.
The answer I have come up with was important to me that it had to be within the spirit of playing the game.
Fill the TB manually with every sinking regardless, on every patrol now, and in the future.
By this I mean, if you were a captaining a U-boat in WWII and you came across a merchant on your way to your patrol area you would not ignore it because you want to save your torpedoes for your patrol area, you would want to do your duty and sink it.
I have decided to adopt the same approach.
Whether I sink 85 tons or 16000 tons it is all going to go on my TB.
I have also sunk a fishing boat 85 tons and a Coastal Boat 90 tons.
This is going on my TB as well.
The Captains Log shows the patrol tonnage sunk, so I always know what my total is at any given time.
This presently stands at 33056 tons.
My TB was only showing 15014 tons of it.
If you like the sound of this idea and would like to give it a try.
Get the total tonnage of ships sunk from your Captains Log.
Go to your >
My Documents folder
SH5 folder
data folder
cfg folder
SaveGames folder < Folder 2 down
Find your last game save by the Date and Time
0000000f 02/02/2015 File folder < My actual example.
Campaign-2014-10-22-2016 folder < My actual example.
Campaign CFG file < Send a short cut of this to your desk top so you can update this file easily each time you play.
Scroll down through the data and look for the patrol that you are doing.
You are only interested in the 2 blocks of data below.
[Campaign.CampObj.MacroObj 5.PersObj 1.Amount]
IsTonnage=true
Tonnage=70000 < This tonnage or greater completes the patrol objective.
NumOfShips=0
[Campaign.CampObj.MacroObj 5.PersObj 1.CrtAmount] < Always look for the CRTAmount.
IsTonnage=false
Tonnage=33056 < This is where you enter your total sunk from your Captains Log.
Every time you add additional tonnage you will see your TB increase.
After you exit your game go to your desk top shortcut and enter the new total.
Go to File.
Go to Save.
Do this each time you exit from your game.
NumOfShips=0 < If it ships and not tonnage then enter here.
Whether the tonnage bar starts working again or not does not matter anymore as I have complete control.
My Captalns Log will always confirm the total that I need to enter.
I would like to thank Mikael Landerlund for his original idea for making me take a look beyond the horizon.
I know this works and it has lifted my spirits in what was becoming a depressing game.
Silent Steel
02-03-15, 07:10 PM
I can't say it too many times - welcome aboard :up:
To ya all old seasoned subsimmers;
Isn't it thrilling that there still are young mates signing in?
I'm speechless and encouraged to go on.
:subsim:
ReallyDedPoet
02-03-15, 08:43 PM
Welcome Thomsen!
Aktungbby
02-03-15, 09:08 PM
Thomsen564! :Kaleun_Salute:
Jimbuna
02-04-15, 06:29 AM
Welcome to SubSim Thomsen564 :sunny:
Thomsen564
02-04-15, 02:03 PM
Thank you guys! :)
So did I read it correctly, that the mission just has to end by date, to fulfill it?
Maybe I`ve misread some posts. :hmmm:
THEBERBSTER
02-04-15, 07:07 PM
Hi Thomsen
See my Tutorial Post #123 and Post #188
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Peter
Thomsen564
02-05-15, 03:15 PM
Very well, thank you sir! :)
vdr1981
02-10-15, 09:27 AM
I've finally managed to remove "go to/center patrol area" buttons from navigation map interface so that only way for player to find patrol area is to use grid tool (like seen on the picture). Also, small sinking ship icon in the upper left corner wont center your view on assigned patrol area.
Trev, tell me if you're interested to implement this changes to your mod.
http://s6.postimg.org/4rin3lks1/SH5_Img_2015_02_10_05_13_43.png
Trevally.
02-12-15, 11:19 AM
I've finally managed to remove "go to/center patrol area" buttons from navigation map interface so that only way for player to find patrol area is to use grid tool (like seen on the picture). Also, small sinking ship icon in the upper left corner wont center your view on assigned patrol area.
Trev, tell me if you're interested to implement this changes to your mod.
Thanks Vecko
Over the last few months I have had to change my hard drive so I no longer have SH5 on my PC (finally got a SSD :D)
So I am not really looking to add anymore to OHII until I get the salt bug again.
Could you post this work as a patch perhaps
Cheers
vdr1981
02-12-15, 11:27 AM
Thanks Vecko
Over the last few months I have had to change my hard drive so I no longer have SH5 on my PC (finally got a SSD :D)
So I am not really looking to add anymore to OHII until I get the salt bug again.
Could you post this work as a patch perhaps
Cheers
Rgr that!:up: I already have it prepared as a patch for IO Strategic Map (because it affects only one ini file from that mod).
kevinsue
02-14-15, 04:20 AM
Over the last few months I have had to change my hard drive so I no longer have SH5 on my PC (finally got a SSD )
So I am not really looking to add anymore to OHII until I get the salt bug again.
Could you post this work as a patch perhaps
Cheers
Well Trevally, I hope that you and the other SH5 "Old Guard" get the salt bug back real soon!!
Your participation is sorely missed on these forums!!
Best Regards.....Kev*
raymond6751
02-20-15, 09:55 AM
I've read the readme files and just downloaded a "patch" that updates the type II in the mod. Does this mean we can have a canoe as our own boat?
I cannot find any reference nor a way to choose it in base.
PirateGenius
02-20-15, 06:21 PM
Hi I need help.
sorry if this has been posted elsewhere but how do you get the advanced targeting controls (dials, stopwatch etc) in periscope view? and the other different looking UI? I can not get on with the standard targeting system as i can not drag and drop it on the screen and it blocks the view.
Great mod BTW
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