View Full Version : [INF] sobers Subsim Bonus Mega Mod All In One 1421 20072017
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THE_MASK
03-14-14, 04:12 AM
sobers 1900 14032014
removed
Sobers chimney smoke ctd fix for OH2.4
THE_MASK
03-15-14, 02:52 AM
sobers 1800 15032014
added
sobers TDWUserOptions for mega mod +Menu SH5 V3
Now uses NewUIs_TDC_7_5_0_ByTheDarkWraith test version 13
Use the new exe patcher snapshot
sobers TDW_GenericPatcher_v_1_0_156_0 Snapshot
http://www.subsim.com/radioroom/downloads.php?do=file&id=4331
THE_MASK
03-15-14, 03:18 PM
sobers 0600 16032014
added
sobers TDWUserOptions for mega mod +Menu SH5 V4
Mods list now based on NewUIs_TDC_7_5_0_ByTheDarkWraith Test 14
THE_MASK
03-16-14, 04:16 AM
sobers 1900 16032014
added
sobers TDWUserOptions for mega mod +Menu SH5 V5
Mods list now based on NewUIs_TDC_7_5_0_ByTheDarkWraith Test 16
Echolot
03-16-14, 04:02 PM
Hello bandongogogo.
Some of the mods you can find here (https://www.mediafire.com/folder/1nqe97yp284eb/Silent%20Hunter%205) perhaps (mediafire).
:salute:
THE_MASK
03-17-14, 01:28 AM
Very well sr, ITS TIME. I've decided to go for it! give it a try! become a part of the Sober's MM family! sadly i live in venezuela and having dollars/credit card isnt easy, so i cant donate, so i'll start this WONDERFUL ADVENTURE call 4 days at the sea... i mean 4 days downloading u.u
Giving that i have a sucky sucky pc, if it works ill report back, and tell everybody that it worked! i'll celebrate with a bottle of the finest cocacola i find! and then restart campaign!
Wish me luck, ill need it.
Thx again Sober.Make sure you play with external camera off and all the mods otherwise you might as well just use one of the mega mods .
Silent Steel
03-17-14, 01:28 PM
Men! awesome signarute! Venezuela, Syria and Ucraine! Fighting for freedom! YEAH!
:up: :salute:
Husksubsky
03-18-14, 01:52 AM
I know RPM hyd had issues working with OH. I liked that mod as well but I dislike ctd s too. You could try put it after RSD and see how it goes..(I considered doing it too)
vdr1981
03-18-14, 01:09 PM
Can anyone confirm CTD at Danzing Bay after the close encounter with two polish destroyers?:hmmm:
yup i got also CD there but i found something strange when i am periscope depth or submerged there where are the 2 polish destroyers no CD...
i will try now with sober mod list to see if i crash ...ill report back soon
Somehow I'm getting a feeling that CTD will occur when destroyers become aware of our presence, which is exactly what happened to me few times...:hmmm:
Anyone else? :hmmm:
THE_MASK
03-18-14, 03:28 PM
Anyone else? :hmmm:Can you load the last save and carry on or is the save corrupted ?
Do you use the inertia damage file found in IRAI 41 ?
vdr1981
03-18-14, 03:59 PM
Can you load the last save and carry on or is the save corrupted ?
I dont have the laste save...It was fresh campaign start.
Do you use the inertia damage file found in IRAI 41 ?
Hm, yes?:hmmm: You think that could be the reason?
THE_MASK
03-18-14, 04:03 PM
I dont have the laste save...It was fresh campaign start.
Hm, yes?:hmmm: You think that could be the reason?Try without it and start a new campaign again LOL . I am determined to get to at least total Germany campaign with this mod list . I really want to know if your last save will load . Are you using your mega mod or my one or both ?
ironcold
03-18-14, 04:16 PM
Anyone else? :hmmm:
1.9.39 19:46 Danzig bay
I hit a single merchant by Torpedo,but didn't sink him. A few moments later Sonar men informed me : the 2 Pollish Destroyers get close to me. I make a high Speed Underwater escape manoever-it's to late for surface escape.In this
moment German Task force arrives,killing the merchant(grrr:doh:) and attacks
the Pollish Destroyer,but didn't hit them. For my astonishment the 2 Pollish Destroyer's now attacking the German Task force and sink them all incl. the German Battlecruiser ! And after this they are searching again for me with Searchlight on, sweeping 1000 meters in front of my nose , but didn't got me(hähä). What should I say : everthing fine - except the German Taskforce - no ctd's.
I use the compl. Sober list and all that happen's with a inner Patrol save.
THE_MASK
03-18-14, 04:39 PM
1.9.39 19:46 Danzig bay
I hit a single merchant by Torpedo,but didn't sink him. A few moments later Sonar men informed me : the 2 Pollish Destroyers get close to me. I make a high Speed Underwater escape manoever-it's to late for surface escape.In this
moment German Task force arrives,killing the merchant(grrr:doh:) and attacks
the Pollish Destroyer,but didn't hit them. For my astonishment the 2 Pollish Destroyer's now attacking the German Task force and sink them all incl. the German Battlecruiser ! And after this they are searching again for me with Searchlight on, sweeping 1000 meters in front of my nose , but didn't got me(hähä). What should I say : everthing fine - except the German Taskforce - no ctd's.
I use the compl. Sober list and all that happen's with a inner Patrol save.Did you manage to send out a contact report of the destoyers before you dived ? I always do and hope that the Luftwaffe are nearby and finish them off . Dive to around 100 mts and go all quiet . Just wait it out and maybe the Luftwaffe will turn up or they go away . The polish destroyers were lucky , I have had the polish destroyers wiped out by the german task force . Other times the battlecruiser badly damaged but surviving . Other times not even hit . You were just unlucky .
THE_MASK
03-18-14, 06:33 PM
sobers 0700 19032014
added
Moon_light_mod V3 SH5
Enable anytime either in port or on patrol .
V2 lit up object at the specified distance like a spotlight . Reduced the effect by half for version 3 .
Husksubsky
03-19-14, 05:28 PM
Anyone else? :hmmm:
Add me
THE_MASK
03-19-14, 10:06 PM
Add meAw man , that's really annoying . I was sure that this mod list was ctd free because I havnt had one but obviously not . .
vdr1981
03-20-14, 02:45 AM
Add me
Show me your mod list please...:hmmm:
Silent Steel
03-20-14, 04:50 AM
I must agree with Mr. Sober
So far no CTD:s with this Mod List :)
Maybe it's because I always take my time to send that distress telegram before my crash dive. :hmm2:
THE_MASK
03-20-14, 05:56 AM
Just returned to Kiel after completeing the Baltic mission . No ctds .
THE_MASK
03-20-14, 06:06 AM
Baltic mission .
Battlecruiser heavily damaged but manages to sink 2 Polish DDs .
http://i59.tinypic.com/b4jp7s.jpg
Silent Steel
03-20-14, 06:41 AM
congratulazioni :yeah:
Tonci87
03-20-14, 07:05 AM
This looks awesome
THE_MASK
03-20-14, 04:16 PM
http://i59.tinypic.com/2mngmrt.jpg
Sjizzle
03-20-14, 04:30 PM
http://i59.tinypic.com/2mngmrt.jpg
whoop awesome
THE_MASK
03-20-14, 09:58 PM
Sunk a british passenger liner on route to the eastern British coast . Fired 4 torps . 1 hit , 2 miss , 1 dud .
http://i58.tinypic.com/3449kwj.jpg
Great screenshots, Sober. Excellent.:up:
Hi sober. Im playing you MegaMod list, and its awesome!. Only one issue, the dark nights are very realistic, but realism is collapsed such as deck crew detected a ship (smoke) on the horizon, it is impossible to see. Is there any way to fix it?
Thx in advance!!!
WOW, sober :o
awesome screenies!
THE_MASK
03-21-14, 03:21 PM
sobers 0600 22032014
removed
EMCCD v0.3.1 by archer9
http://www.subsim.com/radioroom/showpost.php?p=2188695&postcount=3
THE_MASK
03-21-14, 04:51 PM
Hi sober. Im playing you MegaMod list, and its awesome!. Only one issue, the dark nights are very realistic, but realism is collapsed such as deck crew detected a ship (smoke) on the horizon, it is impossible to see. Is there any way to fix it?
Thx in advance!!!
I thought about this and I think if your crew spots the enemy at night any closer , then they would be right on top of you if you were in any sort of time compression . It would create more problems then it solves . Even though the crew spots the enemy way out in the dark you still have to find them , observe them yourself . It would be great if the crew says something like enemy spotted SSW etc .
Husksubsky
03-21-14, 06:52 PM
Show me your mod list please...:hmmm:
Accurate German Flags
sobers game loading tips V8 SH5
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Real Environment - Revision_3
sobers best ever fog V27 SH5
sobers base sky mechanics V1
Water reflections intensity varied by available sunlight by TheDarkWraith
sobers see thru wake fix
SH5_7A_Conning_Fix
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
EUF_UBoat_FX_v0_0_3_ byTheBeast
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
Reworked Morale and Abilities v.1.1
Speech fixes and additions (german version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_Real_Navigation
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Large Optics for TDW UI
Large Optics for TDW UI 16 by 9
IRAI_0_0_41_ByTheDarkWraith
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
sobers Real_Nav_Bouys_Charts SH5 V4
Equip_Upgrade_Dates_Chart
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II v2.4
OHII v2.4 patch2 IMPORTANT
Sobers chimney smoke ctd fix for OH2.4
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.5 - OHII v2.4 Compatibility Patch
R.S.D. v5.5 - German Patch v1
Chart Colour Scheme 3
sobers Lights Cfg V10 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Patrolsearch autoscriptsV04
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod SH5 V2
SH5 No Chronometer Ticking Sound
sobers Realistic contrast V10 SH5
Shadow Improvement ModLR
sobers less resources shadows SH5
Moon_light_mod V3 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
AMMO_v1.0_SH5_by_Raven_2012
Grossdeutscher Rundfunk This is now, but I removed EMCCD by archer cause it made my hyd man act funny. It was there at time of CTD. I also had RSD depth charge fix attempt, and REM no hyd on surface was NOT present.
Husksubsky
03-21-14, 07:10 PM
Aw man , that's really annoying . I was sure that this mod list was ctd free because I havnt had one but obviously not . .
Well my list is not completely like yours Sober but thanx for the comfort:)(I m kinda waiting for new ui s 7.5.0 to be finalized and I won t change OH now.used to many hours playing. There are other small differences too).I restarted my career with some mod changes and blew the Polish destroyer to hell..Nice revenge.
Funny I saw you just removed EMCCD by archer. I did it too cause it messed with hydmans ability to follow contacts..same with you?
Anyway I like your reason dor keeping our crew as good spotters.I didn t think of it that way. However I haven t seen fog in long long time now. have light and medium fog been taken away? I tried to read the files of the fog mod and put it together with the changes in menu.txt but I ts not easy to understand. I was interrested in how the moon light mod/the fog/the spotting was working cause I just experiened something weird as I explained here: http://www.subsim.com/radioroom/showpost.php?p=2188576&postcount=1721
I also mean I experienced light fog but none was reported..haze?:hmm2:
THE_MASK
03-21-14, 07:29 PM
Well my list is not completely like yours Sober but thanx for the comfort:)(I m kinda waiting for new ui s 7.5.0 to be finalized and I won t change OH now.used to many hours playing. There are other small differences too).I restarted my career with some mod changes and blew the Polish destroyer to hell..Nice revenge.
Funny I saw you just removed EMCCD by archer. I did it too cause it messed with hydmans ability to follow contacts..same with you?
Anyway I like your reason dor keeping our crew as good spotters.I didn t think of it that way. However I haven t seen fog in long long time now. have light and medium fog been taken away? I tried to read the files of the fog mod and put it together with the changes in menu.txt but I ts not easy to understand. I was interrested in how the moon light mod/the fog/the spotting was working cause I just experiened something weird as I explained here: http://www.subsim.com/radioroom/showpost.php?p=2188576&postcount=1721
I also mean I experienced light fog but none was reported..haze?:hmm2:I cannot help you if you are not using my mod list . I have either heavy fog or no fog . I have no light fog or medium fog . I get heavy fog occasionally which doesn't last long . Lots of no fog days .
I thought about this and I think if your crew spots the enemy at night any closer , then they would be right on top of you if you were in any sort of time compression . It would create more problems then it solves . Even though the crew spots the enemy way out in the dark you still have to find them , observe them yourself . It would be great if the crew says something like enemy spotted SSW etc .
I had not thought about it. But you're right about the compression of time. There would be no time to react. Thank you very much for the clarification.
Husksubsky
03-22-14, 01:55 AM
I cannot help you if you are not using my mod list . I have either heavy fog or no fog . I have no light fog or medium fog . I get heavy fog occasionally which doesn't last long . Lots of no fog days .
Ok same here thx. Works as intended then
THE_MASK
03-22-14, 01:59 AM
Ok same here thx. Works as intended thenJust unenable sobers fog mod anytime if you want to use the DynEnv fog . No need to do anything else .
Husksubsky
03-22-14, 10:46 AM
Just unenable sobers fog mod anytime if you want to use the DynEnv fog . No need to do anything else .
Thx ,but im happy with your solution. I was just not sure if it was intended. I was bothered by fog way more than realistic before.
Hi Sober,
Thk you very much for your great mega mod. All seems to work perfectly. It takes me some times to make it working correctly but, finally, the result is here ! Just some questions, please.
1/ I'm using external view to take some screenshots and because I like it. Is it a problem to play it activated with your mega mod ?
2/ I couldn't see anything underwater. Underwater is black. Is it normal ?
3/ I would like to use io strategic map; I don't like at all the map used because it's not immersive at all and too much colored. Is it possible ?
4/ I have activated TDW Generic Patcher 0.157 with your snapshots via JSGME at the end of the mega mod. Do you approve it ?
5/ I have a very high performed PC composed with Microsoft Win 7x64, i7@3.3ghz, eVga X58 Mb, 12 Go DDR3 and eVga 680 GTX Classified with 4 GB DDR5. What do you advice me to make the game better again ?
PS: Btw, After all the mega Moid, i have activated;
-Grossdeutsher Rundfunk
-Subflags 0.0.8 by The DarkWraith
-Smaller Flags for Warships
Thks very, very much for your effort. It's very cool to take your time to make the game better in better. Thx very much :)
Jo
THE_MASK
03-23-14, 03:55 PM
Hi Sober,
Thk you very much for your great mega mod. All seems to work perfectly. It takes me some times to make it working correctly but, finally, the result is here ! Just some questions, please.
1/ I'm using external view to take some screenshots and because I like it. Is it a problem to play it activated with your mega mod ?
2/ I couldn't see anything underwater. Underwater is black. Is it normal ?
3/ I would like to use io strategic map; I don't like at all the map used because it's not immersive at all and too much colored. Is it possible ?
4/ I have activated TDW Generic Patcher 0.157 with your snapshots via JSGME at the end of the mega mod. Do you approve it ?
5/ I have a very high performed PC composed with Microsoft Win 7x64, i7@3.3ghz, eVga X58 Mb, 12 Go DDR3 and eVga 680 GTX Classified with 4 GB DDR5. What do you advice me to make the game better again ?
PS: Btw, After all the mega Moid, i have activated;
-Grossdeutsher Rundfunk
-Subflags 0.0.8 by The DarkWraith
-Smaller Flags for Warships
Thks very, very much for your effort. It's very cool to take your time to make the game better in better. Thx very much :)
Jo
1/ If you use external camera then it breaks the realism I am trying to achieve with the mod list . You might as well just use one of the other mega mods .
2/ Don't use external camera . Submarines cannot see under water .
3/Try it . Report any problems .
4/Do not use JSGME to active the TDW Generic Patcher . Place it on the desktop .
5/ Unenable the mod DynEnv v2.9 - 2. Main Mod Low Resolution Patch .
Put your graphics card settings on max and see how that goes . SH5 is very hard on computer resources .
1/ If you use external camera then it breaks the realism I am trying to achieve with the mod list . You might as well just use one of the other mega mods .
2/ Don't use external camera . Submarines cannot see under water .
3/Try it . Report any problems .
4/Do not use JSGME to active the TDW Generic Patcher . Place it on the desktop .
5/ Unenable the mod DynEnv v2.9 - 2. Main Mod Low Resolution Patch .
Put your graphics card settings on max and see how that goes . SH5 is very hard on computer resources .
1/ & 2/ Ok, I understand your vision.
3/ yes, I already use it and activate it at the end of the list but seems to not be compatible at all. Couldn't see the map, tools are completely mixed. very bad experience with it :/ I have used this version: IO_StrategicMap_7_5_0_for_TDWv750.7z
4/ Otherwise, I notice any problem with this process. I just followed the link you share on your thread and that explain exactly the way to make it work. The only thing different is that I have activated it at the end and not at the begining. I copy all the files (CameraManager.act, sh5.exe, shsound.act, shsim.act, simdata.dll, shcollision.act, sh_nclient.dll) in the folder and followed the process, add the snapshot sobers.gps, then activated it.
5/ yes, I had effectively decided do not install already this one proposed in your list of mods. And sincerely, Kiel seems is not a problem for my PC. I have a x64 bits system + 12 go corsair DDr3 and my graphic card run with 4gb ddr5 ! That's rock ! I could imagine that you prefer to propose something very low pc friendly to make your mega mod work with many systems. So, this is the reason why I asked you if I should install some others mods adapted to my system...
Thanks very much for your reply....And for Io strategic Map, I have not success to make it work properly with your Mega Mod. This is sad, because, it looks like immersive and more accurate, historically that the one proposed.
Jo
THE_MASK
03-23-14, 04:38 PM
1/ & 2/ Ok, I understand your vision.
3/ yes, I already use it and activate it at the end of the list but seems to not be compatible at all. Couldn't see the map, tools are completely mixed. very bad experience with it :/ I have used this version: IO_StrategicMap_7_5_0_for_TDWv750.7z
4/ Otherwise, I notice any problem with this process. I just followed the link you share on your thread and that explain exactly the way to make it work. The only thing different is that I have activated it at the end and not at the begining. I copy all the files (CameraManager.act, sh5.exe, shsound.act, shsim.act, simdata.dll, shcollision.act, sh_nclient.dll) in the folder and followed the process, add the snapshot sobers.gps, then activated it.
5/ yes, I had effectively decided do not install already this one proposed in your list of mods. And sincerely, Kiel seems is not a problem for my PC. I have a x64 bits system + 12 go corsair DDr3 and my graphic card run with 4gb ddr5 ! That's rock ! I could imagine that you prefer to propose something very low pc friendly to make your mega mod work with many systems. So, this is the reason why I asked you if I should install some others mods adapted to my system...
Thanks very much for your reply....And for Io strategic Map, I have not success to make it work properly with your Mega Mod. This is sad, because, it looks like immersive and more accurate, historically that the one proposed.
JoDo not activate TDW Generic Patcher with JSGME .
Do not activate TDW Generic Patcher with JSGME .
Ok I will reactivate it via the root folder. Thx for that. And for the map ? Do you have some idea ? Because, I can't play with this hideous map, seriously...
last things. Is SteelVikings interior mods compatible with your mega mod ?.
Thx again for your help :)
THE_MASK
03-23-14, 06:21 PM
Ok I will reactivate it via the root folder. Thx for that. And for the map ? Do you have some idea ? Because, I can't play with this hideous map, seriously...
last things. Is SteelVikings interior mods compatible with your mega mod ?.
Thx again for your help :)
SteelVikings should work ok .
Use the latest mod list I just downloaded . The extra 3 files are found in the Open Horizons mod folder .
THE_MASK
03-23-14, 06:37 PM
sobers 0900 24032014
added
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
They are found in the Open horizons mod folder .
Cache42
03-23-14, 07:16 PM
Can you tell me which of the mods disables the normal Auto TDC targeting assistance for torpedos?
I'm quite the nub to SH5 and can't figure out how to hit anything without it.
Thanks
ReallyDedPoet
03-23-14, 07:55 PM
Back playing SH5, have used parts of your list sober, looking forward to it. Great thread.
SteelVikings should work ok .
Use the latest mod list I just downloaded . The extra 3 files are found in the Open Horizons mod folder .
Yes ! This is exactly what I'm looking for. Danke für alle mein Herr ! :salute:
I have reinstall TDW Generic Patcher at the root of sh5:
.../silent hunter 5/TDW GenericPatcher v1.0.157.0/SH5.EXE;CAMERAMANAGER.act;SH_NCLIENT.dll;SHSIM.act ;SHSOUND.act;SHSIM.act;SHCOLLISIONS.act;SIMDATA.dl l
...load your snap and here we go ! ;)
THEBERBSTER
03-24-14, 10:07 AM
In the Main 'Menu.'
Select 'Options.'
In 'Game Play Options.'
Tick the 'Manual Targeting' box.
Decided to give SH5 another try. Great thread.
ReallyDedPoet
03-24-14, 05:43 PM
Welcome to SUBSIM lectus : ) Nice that you surfaced.
Jimbuna
03-25-14, 05:40 AM
Welcome lectus :sunny:
Hi Sober
Your Mod list looks very impressive and I will give it a try however I have not played this for quite a long time so...
If I install your mod list in full and your settings for TDW patcher, is it possible to still play the game without ctd's if I select less than 100% realism.. I fully intend to work my way up to full realism but would like to get there a bit more gradually :)
Also if I were to add the following where would they go in your list
DBSM_Music_1_0_5 music mod
Grossdeutscher Rundfunk radio mod
Many thanks for supplying this list its very much appreciated
Cheers
RushTheBus
03-25-14, 08:40 AM
Sober, great to see you released the shipwrecked mod! Its a really nice addition. I've taken a break from SH5 as of late but i have a fresh patched install just waiting to be modded. I'll probably give it a few more weeks or so until the dive planes and such get sorted :D
THE_MASK
03-25-14, 02:35 PM
sobers 0530 26032014
added
sobers CrewAI mod SH5
ReallyDedPoet
03-25-14, 04:06 PM
Hi Sober
Your Mod list looks very impressive and I will give it a try however I have not played this for quite a long time so...
If I install your mod list in full and your settings for TDW patcher, is it possible to still play the game without ctd's if I select less than 100% realism.. I fully intend to work my way up to full realism but would like to get there a bit more gradually :)
Also if I were to add the following where would they go in your list
DBSM_Music_1_0_5 music mod
Grossdeutscher Rundfunk radio mod
Many thanks for supplying this list its very much appreciated
Cheers
Nice mods, install them anywhere. They should not override anything and nothing in sobers's mod overrides them. I have both installed. If a read me ( file ) is don't worry about it, it will not affect anything.
THE_MASK
03-25-14, 06:15 PM
sobers 0900 26032014
added
sobers shipwreck mod V6 SH5
Lets see how you go getting past the Scapa Flow block ships now :k_rofl:
THEBERBSTER
03-25-14, 06:40 PM
Help! I can't keep up with your mod lists on my tutorial thread.
THE_MASK
03-25-14, 07:18 PM
Trying to get thru the block ships at Scapa . 2 knots ahead slow on electric motors . Notice the depth reading in the message box :huh: Time to reverse and try a different passage thru .
http://i60.tinypic.com/egeaud.jpg
THE_MASK
03-26-14, 05:09 PM
Can someone past a copy of there Silent Hunter 5\data\Terrain\TerMaps
I thought I put a copy in my documents , obviously not . Its all mucked up now . cheers .
volodya61
03-26-14, 05:47 PM
Can someone past a copy of there Silent Hunter 5\data\Terrain\TerMaps
I thought I put a copy in my documents , obviously not . Its all mucked up now . cheers .
:hmmm: what do you mean 'TerMaps'? there isn't this folder.. maybe Maps or LocationMaps? exactly what folder do you need?
THE_MASK
03-26-14, 05:51 PM
:hmmm: what do you mean 'TerMaps'? there isn't this folder.. maybe Maps or LocationMaps? exactly what folder do you need?Its a cfg file , just copy and paste it here with notepad :up:
volodya61
03-26-14, 06:00 PM
Its a cfg file , just copy and paste it here with notepad :up:
Ah.. just one file..
I've already uploaded these two folders :rotfl2:
that's it - http://www.mediafire.com/download/4ukc7kf6mtm3cim/TerMaps.7z
THE_MASK
03-26-14, 06:03 PM
Ah.. just one file..
I've already uploaded these two folders :rotfl2:
that's it - http://www.mediafire.com/download/4ukc7kf6mtm3cim/TerMaps.7zYour a star :salute: What I am trying to achieve is the same level of navmap detail when zoomed out . I just don't know how to do it .
THEBERBSTER
03-26-14, 07:29 PM
Is there any logical reason why the mod Equip_Upgrades_Dates_Chart does not show in the chart section.
I can see the 'Data Folder' in JSGME
I have 'Flags' and 'Speed Charts' etc showing ok.
ReallyDedPoet
03-26-14, 07:54 PM
Should you not see the main folder ( mod name ) in JSGME?
TheDarkWraith
03-26-14, 08:50 PM
Your a star :salute: What I am trying to achieve is the same level of navmap detail when zoomed out . I just don't know how to do it .
Trying playing around with these:
\data\Terrain\Terrain.cfg
\data\Terrain\TerMaps.cfg
Trevally.
03-27-14, 04:37 AM
some scapa flow info :up:
http://www.rememberingscotlandatwar.org.uk/Accessible/Exhibition/174/Defending-Scapa-Flow
THE_MASK
03-27-14, 04:59 AM
some scapa flow info :up:
http://www.rememberingscotlandatwar.org.uk/Accessible/Exhibition/174/Defending-Scapa-FlowI will read that tomorrow . OT How dare you make Eastern British Coastal realistic with planes :( . Its very hard now you know .
THEBERBSTER
03-27-14, 05:58 AM
Yes, it is enabled.
JSGME validator shows it is correctly enabled.
In the 'Mods Folder when I 'Open' it, it shows the 'Data Folder.'
I know others are using it ok, but I do not understand why I cannot see it in my game!
THE_MASK
03-27-14, 06:02 AM
Did you use the mouse scroll to see all the charts ?
THE_MASK
03-27-14, 04:40 PM
Does anyone know how to get higher detail on the navmap at lower zoom levels . I tried and cannot do it . data/terrain/TerMaps maybe .
THE_MASK
03-27-14, 07:54 PM
Raid on Scapa 28/03/2014
Too close for comfort sneaking into Holm sound . Decks awash 7.5 mts / Running on batteries / silent running / running on 1 prop shaft . Even though the destroyer is between the moon and my sub luckily there are clouds and he doesn't spot us .
http://i57.tinypic.com/2e3n248.jpg
The next problem is the block ships . Trying to figure out a break between them . 1 knot and very frequent depth checks .
http://i59.tinypic.com/ptp2.jpg
Full moon and cloudy night entering Scapa .
http://i60.tinypic.com/r2w9ea.jpg
THE_MASK
03-28-14, 02:23 AM
Started a new campaign with the current mod list . New campaign , not in port save or anything else , a new campaign . Left memel and sunk 2 cargo ships . Seen numerous AI subs plus a german task force . Polish DDs getting hammered by German Luftwaffe . Returned to Kiel . Left Kiel for the Scapa raid and sunk a Capital ship . Left Scapa for the British eastern Coast . Not a single CTD . I had tons of CTDs on my last career but that was because I mucked around with mods and continued my career without starting a new career . Start a new career if you are getting ctds , as painful as it is .
Trevally.
03-28-14, 04:09 AM
Your a star :salute: What I am trying to achieve is the same level of navmap detail when zoomed out . I just don't know how to do it .
What map details are you wanting to see?
Is it objects (map objects etc) or land details?
THE_MASK
03-28-14, 04:20 AM
What map details are you wanting to see?
Is it objects (map objects etc) or land details?
Nice detail around the coastline zoomed in .
http://i59.tinypic.com/20it6a8.jpg
Terrible detail zoomed out
http://i58.tinypic.com/331oc4n.jpg
THEBERBSTER
03-28-14, 05:22 AM
The ‘Toggle Visibility Icon’ shows 2 compressed boxes with the 1st item ‘Default’ ticked.
Opening up the 1st box shows > Default > Shipping > Speed Conversions.
The 2nd box will show depending on what is ticked in the 1at box > Flags > 2 Shipping Charts > 2 Speed Conversion Charts
There is plenty of room in both boxes for additional items without having to scroll.
Scrolling makes no difference.
I have a similar mod listing as you Sober
I do not know why but whatever position I put the mod in it does not want to show.
Bemused!
THE_MASK
03-28-14, 05:37 AM
Ok :hmm2:
Unenable the mod .
Remove the mod from the MODS folder .
Click on the mod and click thru the folders until you se the data folder .
Place the folder before the data folder into MODS folder .
TheDarkWraith
03-28-14, 06:52 AM
Nice detail around the coastline zoomed in .
Try playing around with:
\data\Terrain\TerMaps.cfg
\data\Terrain\Terrain.cfg (ZoomLevels and Tiles values)
I am learning to play the game and atm am trying Stoianm hydrophone only attack tutorial.
I've been using your mod list Sober and am having a couple of problems.
1. The icon - Hydrophone follow selected target - is greyed out in the officers icon options and when Iam sitting in the hydrophone station.. how do I get the crewman to follow a selected target. do I have to actually lock the target via the periscope for the hydro man to follow it.. if so will I lose the lock again if the periscope is lowered.
2. The plotted compass lines in the navigation map disappears when you zoom in to the map.
Many thanks and cheers for the mega mod
THEBERBSTER
03-28-14, 12:10 PM
No I did not fall for the folder in a folder situation.
I checked the mod out in the mods folder and I have a Folder and Data Folder which should be correct.
For some reason as I said it does not want to show itself in the game which is frustrating.
ironcold
03-28-14, 12:39 PM
Started a new campaign with the current mod list . New campaign , not in port save or anything else , a new campaign . Left memel and sunk 2 cargo ships . Seen numerous AI subs plus a german task force . Polish DDs getting hammered by German Luftwaffe . Returned to Kiel . Left Kiel for the Scapa raid and sunk a Capital ship . Left Scapa for the British eastern Coast . Not a single CTD . I had tons of CTDs on my last career but that was because I mucked around with mods and continued my career without starting a new career . Start a new career if you are getting ctds , as painful as it is .
Oh no ! Never leaving the English Eastcoast.
chemist92
03-28-14, 01:03 PM
what mods need to uninstall if i use your mod list but changing dynamic environment to real environment?
Thank you
cigarswimmer
03-28-14, 08:08 PM
Hi all,
I was away from computer and SH5 from a long time, I'm back and happy to see what the subsim's community has made of sh5.
I hope to play the game with this mega mod soon.
Congrats to sober and all participating moders.
First off all, fantastic mod and great work. Thank you!!
I am getting back to SH5 after a few years. I just downloaded all of the files and I think I did most of the steps correctly. Here are a few questions.
- how can I learn what are all of the icons on top of the screen and how to use them?
- how can I reduce the overall brightness of the graphics? I have the gamma setting in the middle, but everything is just super bright and glowing almost. If I turn the gamma down, it becomes too dark at night.
Thanks.
Aktungbby
03-28-14, 08:40 PM
Cigarswimmer! & Mash!:salute:
THE_MASK
03-29-14, 02:55 AM
First off all, fantastic mod and great work. Thank you!!
I am getting back to SH5 after a few years. I just downloaded all of the files and I think I did most of the steps correctly. Here are a few questions.
- how can I learn what are all of the icons on top of the screen and how to use them?
- how can I reduce the overall brightness of the graphics? I have the gamma setting in the middle, but everything is just super bright and glowing almost. If I turn the gamma down, it becomes too dark at night.
Thanks.You mean too dark at night like a real night :yep:
andacio
03-29-14, 03:54 AM
Is there any way that I can load a previsious save of the game , because I have no rudder transmission and I am stocked in the middle of the British Coast and I have no ideea what can I do . I can not turn my uboat.
Do I have to restart the whole campaign from the first mission ? What can I do?
THE_MASK
03-29-14, 04:04 AM
Is there any way that I can load a previsious save of the game , because I have no rudder transmission and I am stocked in the middle of the British Coast and I have no ideea what can I do . I can not turn my uboat.
Do I have to restart the whole campaign from the first mission ? What can I do?Defeats the purpose of the dead is dead mod . But yes unenable the dead is dead mod . Load a previous save . Save again then re enable the dead is dead mod .
Mhhh... I have a question about this issue right above me. Is it actually possible to turn the boat by engaging just one engine forward, and the other one on reverse? With TDW's patch, you can control engines separate.
This is possible in real life, but I'm not sure if possible in game...
andacio
03-29-14, 06:27 AM
Defeats the purpose of the dead is dead mod . But yes unenable the dead is dead mod . Load a previous save . Save again then re enable the dead is dead mod .
Thank you verry much ! I want to thank you and all the others for all this work that you have done here and you must know that we all apreciate what you are doing .
Also , thanks for the patience that you have with all the new players like me . I understand the purpose of every one of your mods ,and that is to make the game more realistically, but sometimes it is hard and overwelming for someone that has no ideea about this game . In time , when I will learn to play like a pro ( I don t know when that will be) I will look back and laugh about all this stupid questions that I have asked on the forum , but we have a long way until there and are going to be more and more questions like this one !
So , keep up the good work !!
Have a few questions..
1. Does it make a difference to the enemy if the radio range is set to max? Not sure how this is simulated in the game?
2. Not sure what Item Notes and Player Guidance icons do?
3. How to enable message log on bottom of screen. I have had it disappear a few time after a continuing campaign?
4. Finally, I installed the game in English but the ship contacts are in given in German and everything else in English. Is this a bug?
Thank you.
Silent Steel
03-29-14, 11:17 AM
... I will look back and laugh about all this stupid questions that I have asked on the forum , but we have a long way until there and are going to be more and more questions like this one!
There are NO stupid questions!
We're all here to assist each other :subsim:
Sober can you put links for previous version of your great mod: Realistic Underwater FX). I was playing with v2, but after to install all you Megamod list, with V8: This version doesnt work for me. When i see across periscope underwater, i see all black. I only can see with periscope at surface.
Thx in advance!.
THE_MASK
03-29-14, 03:46 PM
Sober can you put links for previous version of your great mod: Realistic Underwater FX). I was playing with v2, but after to install all you Megamod list, with V8: This version doesnt work for me. When i see across periscope underwater, i see all black. I only can see with periscope at surface.
Thx in advance!.I don't have it . What submarine can see underwater with periscopes ?
Sjizzle
03-29-14, 04:29 PM
Sober take a look here :
http://www.subsim.com/radioroom/showpost.php?p=2191805&postcount=5140
Thank you for your mods guide, It is really useful.
but, I agree that your megamods nights are too dark.
(especially when moon is on the sky)
I was an observer of artillery.
We have adeptable eye for night, when it adepted we can see much further.
And, when the fullmoon is on the sky, its really bright like a stock version of night.
(when no moon, its darker like your mods. I think if you adjust moon have more lights, it will be fine)
And most of ship has over 20m mast
It is really easy to find. (if you can see 2cm object in 1m, then you can see also 20m object in 1km)
I don't know about ship painting, but if shippaint bright like cement at night, we can see it in 1km with only starlights.
Sorry for my english, but i wish my experience be helpful for your mods.
THE_MASK
03-30-14, 04:47 PM
sobers 0600 31032014
added
sobers Realistic contrast V11 SH5
Nights are less dark .
15000 meters
http://i61.tinypic.com/2nuhac1.jpg
THE_MASK
03-30-14, 10:47 PM
sobers 1400 31032014
added
sobers Realistic contrast V13 SH5
Moon_light_mod V4 SH5
The moonlight mod actually makes it easier to spot ships at night with the moon out now .
sobers 1400 31032014
added
sobers Realistic contrast V13 SH5
Moon_light_mod V4 SH5
The moonlight mod actually makes it easier to spot ships at night with the moon out now .
I love you sober!
Your passion makes me keep playing SH5!
And this version, looks much better at night! :up::up::up:
THE_MASK
03-31-14, 01:56 AM
I love you sober!
Your passion makes me keep playing SH5!
And this version, looks much better at night! :up::up::up:Still some tweaking to do , the colors look weird at night .
Sjizzle
03-31-14, 04:31 AM
Still some tweaking to do , the colors look weird at night .
sober take a look here
http://www.subsim.com/radioroom/showthread.php?t=204617&page=11
ZAGOR64BZ
03-31-14, 11:47 AM
1st thank you and all modders for all the great mods you guys develop. Now, using your modlist as a template I "adjusted" it to my taste, and came up with this:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
sobers game loading tips V8 SH5
NDB,NDH OM#1 - No Dialog Indicator
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
sobers best ever fog V27 SH5
sobers base sky mechanics V1
Water reflections intensity varied by available sunlight by TheDarkWraith
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers more trees SH5
sobers storm Clouds v1 SH5
SH5_7A_Conning_Fix
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
EUF_UBoat_FX_v0_0_3_ byTheBeast
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Speech fixes and additions (german version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
IRAI_0_0_41_ByTheDarkWraith
sobers TDWUserOptions for mega mod +Menu SH5 V5
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Equip_Upgrade_Dates_Chart
R.E.M_by_Xrundel_TheBeast_1.2
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Four (Dark Comp. Light Rud)
OPEN HORIZONS II v2.5
sobers shipwreck mod V6 SH5
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.4 Compatibility Patch
R.S.D. v5.5 - Indestructible UZO patch v1
R.S.D. & R.E.M. - GHG Hydrophone add-on (normal)
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.1
sobers Lights Cfg V10 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Patrolsearch autoscriptsV04
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod SH5 V2
sobers Realistic contrast V10 SH5
sobers Blackout lights SH5
Shadow Improvement ModLR
sobers less resources shadows SH5
Moon_light_mod V3 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
AMMO_v1.0_SH5_by_Raven_2012
sobers CrewAI mod SH5
SubFlags_0_0_8_byTheDarkWraith
Warfox Upgrades 0 Renown v1
Conus' Das Boot Crew Faces
sobers reduced file sizes SH5 V2
SD_MapCourseLine_tiny_arrows
My problem is that I get CTD when I choose a "new campaign" from the main menu.The load screen start, and after a while it CTD. Historical mission work like a charm.
Latest TDW patcher is installed, game is updated.Only thing wort mentioning, is that the game is a DL version, from Gamersgate.
Any idea on what it could be the problem?:hmmm:
Sjizzle
03-31-14, 11:59 AM
1st thank you and all modders for all the great mods you guys develop. Now, using your modlist as a template I "adjusted" it to my taste, and came up with this:
My problem is that I get CTD when I choose a "new campaign" from the main menu.The load screen start, and after a while it CTD. Historical mission work like a charm.
Latest TDW patcher is installed, game is updated.Only thing wort mentioning, is that the game is a DL version, from Gamersgate.
Any idea on what it could be the problem?:hmmm:
u have enable som patches in the in the tdw's generic patcher from Advanced User, experimental section ?
ZAGOR64BZ
03-31-14, 12:01 PM
Nope! I did load latest sober snapshot do!:hmmm:..let me take a look, just to be sure...
edit:
under "advanced user" the only patch that is enabled is "change 2" "remove water droplets effects"
none under "experimental"
Firebird
03-31-14, 12:05 PM
Been away from the forum for a long time but I've now bought SHV and I'm going to try installing these mods :).
Thank you Sober & modders!
ZAGOR64BZ
03-31-14, 12:10 PM
Been away from the forum for a long time but I've now bought SHV and I'm going to try installing these mods :).
Thank you Sober & modders!
Welcome back man!
Husksubsky
03-31-14, 08:02 PM
what mods need to uninstall if i use your mod list but changing dynamic environment to real environment?
Thank you
Interresting question. I left out smoke screen since it says dyn env compatible. It also seem Sobers waves mod is fitted for dyn env. As far as I have experienced theres no problem using the rest of the "weathery"Mods.
THE_MASK
04-01-14, 12:47 AM
sobers 1600 01042014
added
Moon_light_mod V5 SH5
Wasn't at all happy with previous versions .
ZAGOR64BZ
04-01-14, 04:34 AM
Sober, any idea what could be?:hmmm:
sobers 1600 01042014
added
Moon_light_mod V5 SH5
Wasn't at all happy with previous versions .
I think now your moonlights mod has proper blightness.
This has more reality than previous version.
Good work :D
THE_MASK
04-01-14, 11:56 PM
sobers 1500 02042014
added
sobers shipwreck mod V7 SH5
Sjizzle
04-02-14, 02:36 AM
sober i updated my map grid chart as u know now u can resize it there... are only 2 grids 1 dark and 1 light
THE_MASK
04-02-14, 03:01 AM
sober i updated my map grid chart as u know now u can resize it there... are only 2 grids 1 dark and 1 lightI will update it :up:
andacio
04-02-14, 06:35 AM
Sober, any idea what could be?:hmmm:
I have an ideea what could be ! I experienced the same problem with SH 5 downloaded from Gamersgate and after a long research I came up with the conclusion that this version is no diffrent then the Steam version of the game . Now I have bought the dvd and everything is working fine !
I know is bad news ,but you have to buy the dvd if you want to play the game as it should!
ZAGOR64BZ
04-02-14, 07:34 AM
I have an ideea what could be ! I experienced the same problem with SH 5 downloaded from Gamersgate and after a long research I came up with the conclusion that this version is no diffrent then the Steam version of the game . Now I have bought the dvd and everything is working fine !
I know is bad news ,but you have to buy the dvd if you want to play the game as it should!
DAMN IT!!!! I knowed...Geez...I already bought that game twice, once with steam and once with gamersgate. I thought that the Dl version OTHER than steam was ok, but I guess not.I guess I have to get the dvd then...unless someone has another idea on what could be....
ZAGOR64BZ
04-02-14, 07:37 AM
Try disabling Warfox Upgrades 0 Renown v1 and SubFlags_0_0_8_byTheDarkWraith, i think its uncompatible with the fx_update, also post your system specs, that way we can know if its ram, g-card or something else.
Cheers!
PS: i'm also using sobers as a base, ill post my mod list when its complete and we can compare =)
Tnx mate, I'll try that..and I will post PC spec as soon as I get home from work:salute:
ZAGOR64BZ
04-02-14, 07:42 AM
Hello people! Hello Sober!
FINALLY GOT OHII TO WORK! YAHOOOO!!!! =) =) =)
Well, after some weeks downloading the mods i finally managed to isntall your mega mod, and i must say i'm a little disappointed with the graphics. The water is not what i spected and i kinda was looking for a more complete mod list. I tried the exact mod list and now i'm using it as a reference for my "custom" mod list with my weird mixture of your waves, tweaks and dyn env 2.9. Now i have a couple questions:
2. When i man the deck gun, i can see the green line for aiming (neither want that), how can i fix it? (for this one i have no idea)
On the rest i do like the mega mod, the "tech" part its really good =)
Thanks for all
Cheers!
It may seem obvious, but you did disable deck gun aiming aid in the realism option when in the main menu or bunker, right?:O:
ZAGOR64BZ
04-02-14, 10:06 AM
... also post your system specs, that way we can know if its ram, g-card or something else.
Cheers!
Processor
Intel Core i7-2670QM 2.2 GHz (Intel Core i7)
:: Mainboard
Intel HM65
G-card: INVIDIA GeForce GT540M, up to 4095 MB
6GB DDR3 Memory
:hmmm:
I think your equipment date v9 mods have some bug
It make upgrade bold 2 to 4 at war begin.
http://www.subsim.com/radioroom/downloads.php?do=file&id=4075
This will fix it.
(This made 05-27-2013, It fix bold problem but I have no confident about completely compatiable with your mod for now.)
Husksubsky
04-02-14, 01:48 PM
Hello people! Hello Sober!
FINALLY GOT OHII TO WORK! YAHOOOO!!!! =) =) =)
Well, after some weeks downloading the mods i finally managed to isntall your mega mod, and i must say i'm a little disappointed with the graphics. The water is not what i spected and i kinda was looking for a more complete mod list. I tried the exact mod list and now i'm using it as a reference for my "custom" mod list with my weird mixture of your waves, tweaks and dyn env 2.9. Now i have a couple questions:
1. I can see in the maps the shapes of the contacts (i dont want that)
how can i fix it? (does the mod TDW no shapes, colors contact line etc is compatible? -i already tested and it fixes the problem but asking doesnt hurt anyone-)
2. When i man the deck gun, i can see the green line for aiming (neither want that), how can i fix it? (for this one i have no idea)
3. i know its a little too much to ask but, if i make a post with the mod list when its complete -currently im running trial and test-, could you check it out and give me some tips on the mod order? i try to keep your mod list order placing the additional mods where i believe they wont conflic, but i could use your help. Nothing fancy just a check out (kinda like homework correction xDDD)
On the rest i do like the mega mod, the "tech" part its really good =)
Thanks for all
Cheers!
Happy for you.. :)
My graphicscard doesn t like dyn env at all. The sea is jellylike and I get funny stutters every like 15 sec where the graphics doesn t halt but kinda redraws everything. (I have an overclocked intel 920 and ATI/AMD 6970)Did you experience similar?
I m much more pleased with Realenvironment, but that ofc takes you futher away from Sobers list. I cut out sobers waves and sobers smoke screen V1 SH5 (DynEnv compatible).
THE_MASK
04-03-14, 12:35 AM
sobers 1600 03042014
added
sobers storm Clouds v2 SH5
THE_MASK
04-03-14, 02:34 AM
Over the last 3 days playing I left Memel , sank 2 Polish freighters . I seen German task force , German Luftwaffe , German Uboats . Sailed to Kiel and entered the bunker . Left Kiel and sailed to Scapa flow where I evaded the British DDs , sank 2 Capital ships . Snuck out of Scapa and returned to Kiel . Got transferred to Willhelmshaven and am on my way to the British east coast . Not a single ctd :up: You need at least 8 gigs of ram or better to have 16 gigs . At least 3 Ghz cpu or better . A good graphics card is what runs the game .
THE_MASK
04-03-14, 03:16 AM
Nice pics . Why would I remove them , there great . My mega mod list is meant to be able to mix and match mods easily . That's why I did it rather than a mega mod .
sobers storm Clouds v2 SH5 . Clouds reflect the suns color now .
http://i59.tinypic.com/xlm3xt.jpg
On different weather conditions, less sun + clouds.
As far as i've tested this works with Sober's mod and Sober's mod + additional mods. This is my alternative
Ps: Sober if you need to remove the images go ahead =), just making a point.
Cheers.
Wow! Images look so great!
could you tell me, what additional mods did you add in?
Tonci87
04-03-14, 07:33 AM
I think one of the things this game needs is higher waves, especially in storms
Sjizzle
04-03-14, 07:56 AM
I think one of the things this game needs is higher waves, especially in storms
yup highes waves and a better pitch roll mechanics
So far i'm using Dyn Env 2.9 in this order:
Shadows affect the underwater eff so...
I want to state that this is only a combination of mods that gives those selective effects and no way a mod of my own work. Thanks all those modders! -just a lot of trial and error till i got what i wanted-
Thank you bandongogo
I saw your another screenshot too.
It's so fantastic!
I should enable mods like you!:yeah:
Silent Steel
04-03-14, 11:54 AM
Happy for you.. :)
My graphicscard doesn t like dyn env at all. The sea is jellylike and I get funny stutters every like 15 sec where the graphics doesn t halt but kinda redraws everything. (I have an overclocked intel 920 and ATI/AMD 6970)Did you experience similar?
I m much more pleased with Realenvironment, but that ofc takes you futher away from Sobers list. I cut out sobers waves and sobers smoke screen V1 SH5 (DynEnv compatible).
Hi Husksubsky,
No, I've ever seen anything of the like. But, even with high end hardware things can get funny.
Ever tried the d3d Antilag?
If not - do it. It could make gameplay smoother.
Here: http://www.kegetys.fi/d3d-antilag-v1-01/
Silent Steel
04-03-14, 11:59 AM
sobers storm Clouds v2 SH5 . Clouds reflect the suns color now
This is just excellent and soo beautiful Sober. Thanks for your hard work mate.
Silent Steel
04-03-14, 12:04 PM
yup highes waves and a better pitch roll mechanics
Hi Sjizzle,
Did you ever try the 'stoianm pitch&roll'?
If not it's here: http://www.subsim.com/radioroom/downloads.php?do=file&id=3208
THEBERBSTER
04-03-14, 12:33 PM
What does the Crew AI mod do please?
THEBERBSTER
04-03-14, 05:52 PM
I found the CrewAI mod info.
Ammo_V1.0_SH5_by_Raven_2010
Both of these mods change the guns ranges.
THE_MASK
04-03-14, 06:01 PM
I found the CrewAI mod info.
Ammo_V1.0_SH5_by_Raven_2010
Both of these mods change the guns ranges.I just mucked around with them trying to tie the ranges in with IRAI rather than Ammo_V1.0_SH5_by_Raven_2010 . It only affects your gun crew afaik , not the enemy gun range .
Husksubsky
04-03-14, 06:05 PM
Hi Husksubsky,
No, I've ever seen anything of the like. But, even with high end hardware things can get funny.
Ever tried the d3d Antilag?
If not - do it. It could make gameplay smoother.
Here: http://www.kegetys.fi/d3d-antilag-v1-01/
Oh yes I ve used antilag since day one. It was unplayable without it. I think ATI gfx was more vulnerable to the stock programming than for example Nvidia , but not sure.
I also used dyn env ..I think 2.2?..when I started to play the game.. fps great , but just these funny stutters. I hoped they gone with 2.9 but nope. I went back to RE. A point to make is that I DO get them with RE too when weather change. It doesn t change smoothly, but then again a weather change is very rare.
Anyway I m happy, I managed to wash my car so it s clean, had a few beers, my gf who dumped me is talking to me again, and I sank 60k tons on patrol with no CTD.Looking forward to install the newest moon mod and contrast.Lifes ok.
Have a small tactic question: I seem to be able to sneak close on surface undetected if I have moon positioned good. Underwater I got busted. Could it be realistic that a dark night you are better off surfaced because you avoid their damn sonars?
Husksubsky
04-03-14, 06:20 PM
The first time i tested the sobers waves (a long ago) i didnt liked them, they where jelly like as well, then i tested his waves now and neither like'd them. BUT i tried combining dyn env gale + sobers tweaks + sobers waves mod (old ones) with the waves mechanics on Dyn Env 2.9 and i got this...
EDIT: Well the picture looks small.... but you get the point, now ugly foam, also notice my low res (1280x960) it looks bright blue because the time was 3pm and the weather cold. try this one
Interesting, but Im not sure I completely understand how you mixed unless you show list..whats dyn env gale?:hmm2:
THE_MASK
04-03-14, 06:35 PM
Oh yes I ve used antilag since day one. It was unplayable without it. I think ATI gfx was more vulnerable to the stock programming than for example Nvidia , but not sure.
I also used dyn env ..I think 2.2?..when I started to play the game.. fps great , but just these funny stutters. I hoped they gone with 2.9 but nope. I went back to RE. A point to make is that I DO get them with RE too when weather change. It doesn t change smoothly, but then again a weather change is very rare.
Anyway I m happy, I managed to wash my car so it s clean, had a few beers, my gf who dumped me is talking to me again, and I sank 60k tons on patrol with no CTD.Looking forward to install the newest moon mod and contrast.Lifes ok.
Have a small tactic question: I seem to be able to sneak close on surface undetected if I have moon positioned good. Underwater I got busted. Could it be realistic that a dark night you are better off surfaced because you avoid their damn sonars? Depends on the situation . The moon position , the enemy equipment , the enemy equipment type , the enemy fatigue , your sub position in relation to there sonar , if you have a sub camoflage skin to darken your sub at night , how fast you are going , silent running or not , wave height , plus heaps of others . Keep right away from DDs . I snuck into Scapa but I only just made it out alive , it was getting light and I was on the surface . I was just far enough away that I had to decide do I stay on the surface at decks awash/1 prop shaft/1 knot or do I have to submerge . Decisions are always to stay as far away from DDs as possible .
Husksubsky
04-03-14, 06:48 PM
Depends on the situation . The moon position , the enemy equipment , the enemy equipment type , the enemy fatigue , your sub position in relation to there sonar , if you have a sub camoflage skin to darken your sub at night , how fast you are going , silent running or not , wave height , plus heaps of others . Keep right away from DDs . I snuck into Scapa but I only just made it out alive , it was getting light and I was on the surface . I was just far enough away that I had to decide do I stay on the surface at decks awash/1 prop shaft/1 knot or do I have to submerge . Decisions are always to stay as far away from DDs as possible .
Thx. I have never tried Scapa surfaced or decks awash , always submerged. I got caught, but survived and succeded the mission :).
I saw your post about how you entered Scapa and it also seem that historicly the u boats used night to sneak close surfaced. I always stay submerged when I have enemies relatively close, so it got me thinking.
THE_MASK
04-03-14, 06:55 PM
Thx. I have never tried Scapa surfaced or decks awash , always submerged. I got caught, but survived and succeded the mission :).
I saw your post about how you entered Scapa and it also seem that historicly the u boats used night to sneak close surfaced. I always stay submerged when I have enemies relatively close, so it got me thinking.If you play this mod list 100% realism and the latest list it is by far the hardest silent hunter experience out off all the silent hunter games / Mod list / mega mods imo .
THE_MASK
04-03-14, 07:13 PM
Thx. I have never tried Scapa surfaced or decks awash , always submerged. I got caught, but survived and succeded the mission :).
I saw your post about how you entered Scapa and it also seem that historicly the u boats used night to sneak close surfaced. I always stay submerged when I have enemies relatively close, so it got me thinking.Scap flow , lets talk about that mission . It was night and I snuck in through the historic route because if I can spot the headland I can find the light bouys and work out where I am . I knew there was DDs around from previous attempts so I headed north and when I sighted land I followed the land south until my crew sighted a DD . The night was cloudy and the moon was out so I knew this wasn't going to be easy . When my crew sighted the DD I went to decks awash and 2 knots with 1 prop shaft not running . When I thought I was getting too close for comfort with the DDs I stopped the engines . I observed for a few hours what the DDs were doing and noticed that 1 would head into the bay and then turn around and head out again . I waited until the DD headed out and then I ordered 2 knots and headed towards Lamb Holm . When the DD was far enough away I ordered ahead full and made it far enough into Holm sound that when the DD came back I was far enough away . Then I had to get past the Mines and block ships . I managed this and at the other end of Holm Sound my crew spotted the Capital ships . I stayed decks awash and about 4000 mts away from the Capitol ships . I could just make out there flags with the Uzo but couldn't make out the hulls because it was too dark . I fired 4 torps at 1 and 1 missed , 1 dud , 2 hit . I then seen it explode and I went to ahead slow back towards lamb Holm which was just a matter of turning the boat 90 degrees and I was heading down the sound . I could see a DD with search lights on in the distance and what looked like a ship larger than a DD heading towards me . It was dark so could only make out details . 2 shells exploded near me so I dived to periscope depth and went ahead at flank speed . My sub was damaged and I decided if I stay here I was dead so I surfaced and tried to outrun whatever ship was heading my way . The ship was far enough away that it lost my position in the dark and gave up . A few minutes later I was strafed by airplanes . Continued later...
THE_MASK
04-03-14, 08:00 PM
Continued... I dived and stayed under and I knew I was far enough in Holm Sound that the DDs wouldn't follow me . The major problem was the longer I stayed submerged due to the planes looking for me the quicker night time was running out . I had to have enough night time left to get past the DDs on the eastern side of Scapa going decks awash and make it out . If I went submerged too soon I would build up too much CO2 and have to surface in range of the DDs . I stayed submerged because of planes for too long . Only half way past the DDs it was becoming too light and I had to make a decision to submerge . Because of the proximity of the DDs I had to travel at 1 knot submerged . This took too long to get anywhere and after a long while my CO2 was at 10% and the CO2 warning was activated . I thought I was just far enough away and surfaced but I was spotted by a plane and quickly submerged . The DD was a long way off and I decided to go ahead flank for 15 minutes and then go all stop all quiet . I only had 50 mts under the keel at this location . By the time the DD arrived at my previous location I was far enough away that he lost interest after a while . I headed at 1 knot towards the east and surfaced when my CO2 got too high again . I had to dive because of planes quite a few times and the DD headed towards my direction again . After about 6 hours of surfacing and submerging I was far enough away from DDs and the planes lost my location . I made it back to Kiel where my sub was repaired . Because I sank a Capitol ship at Scapa and was regarded a hero I had enough renown for the BDU to offer me the latest camoflage skin . Hopefully this will help in night surface running as the dark skin helps in my uboat detection by the enemy . I was transferred to Willhelmshaven .
deathwest
04-03-14, 10:04 PM
Very exciting to hear this story. I am on the 3rd mission now of, a start of a new campaign, playing with your mod list sober. And I am heading to Scapa Flow For the Breaking the fortress mission. Game date (Oct 1 1939) Hope I fair as good as you.
This mod list is a changeling to play, make s me think more about what I need to do next. I did get a DD at night as I ambushed him. I was surprises he was moving at about 13 knots. Keep up the good work:subsim:
Silent Steel
04-04-14, 02:51 AM
..whats dyn env gale?:hmm2:
The Dyn Env Gale is one of the optional mods included in Dynamic Environment.
There are three mods called 'Wave Mechanics', mods #8a > 8c
:up:
deathwest
04-05-14, 10:24 AM
Happy to report a good 3rd mission. sunk 1 ranger medium tanker and Royal Sovereign Battleship.:ping:
Note to self never ride over top of sub nets. I had major damage from doing this like attack periscope down to 0%, variable ballast tanks pump 0%, and buoyancy regulating tank to 0% :oops: lol and Hull integrity to 79%
I have a few ?? about things that don't seem to work right.
1. I am unable to use the binoculars with decks a washed? but can use UZO
Also binoculars are slaved to uzo when uzo is locked on target?
2. Can not get a report nearest visual contact with decks a washed?
even when watch dudes are still on bridge.
Is this supposed to be that way? Thank you I love this Mod list.
THE_MASK
04-05-14, 01:50 PM
Happy to report a good 3rd mission. sunk 1 ranger medium tanker and Royal Sovereign Battleship.:ping:
Note to self never ride over top of sub nets. I had major damage from doing this like attack periscope down to 0%, variable ballast tanks pump 0%, and buoyancy regulating tank to 0% :oops: lol and Hull integrity to 79%
I have a few ?? about things that don't seem to work right.
1. I am unable to use the binoculars with decks a washed? but can use UZO
Also binoculars are slaved to uzo when uzo is locked on target?
2. Can not get a report nearest visual contact with decks a washed?
even when watch dudes are still on bridge.
Is this supposed to be that way? Thank you I love this Mod list.Yes it is , otherwise you would use it all the time .
deathwest
04-06-14, 01:06 PM
Yes it is , otherwise you would use it all the time .
I am guessing that's my answers for the #2 question ? :cool:
THE_MASK
04-06-14, 02:41 PM
I am guessing that's my answers for the #2 question ? :cool:Yes .
Husksubsky
04-06-14, 02:55 PM
Been away cpl days...thx for answers silent steel and bandongogogo. And Sober for the long story I have to read when I get to work..(reserve tonight):up:
Read it :nice story. I had 3 dd s and one of them caught me as I stupidly gave my broadside to whatever sonar the DD heading out of Holmsund was using. I just put myself on the bottom and prayed. Think it was 30-35 m deep. Allah was on my side and after 3 hours they stopped. This was just after I passed the lightboy. All dds were now at standstill so I sank them. Rest was easy.
so ...the co2: 10 percent is deadly.3 percent gives headaches. But those subs were supposed to be able to stay submerged 18 or 24 hours. I guess that doesn t mean they were halfdead at this point.
I read the co2 percentage as" percentage of deadly dose". reaching 10 percent took me 6 hours. dead after 60 hours.
I could never have done my submerged attack if I had to surface at 10 percent.
sobers CrewAI mod SH5(what does this do btw?:hmm2:)
Husksubsky
04-06-14, 05:19 PM
Happy to report a good 3rd mission. sunk 1 ranger medium tanker and Royal Sovereign Battleship.:ping:
Note to self never ride over top of sub nets. I had major damage from doing this like attack periscope down to 0%, variable ballast tanks pump 0%, and buoyancy regulating tank to 0% :oops: lol and Hull integrity to 79%
I have a few ?? about things that don't seem to work right.
1. I am unable to use the binoculars with decks a washed? but can use UZO
Also binoculars are slaved to uzo when uzo is locked on target?
2. Can not get a report nearest visual contact with decks a washed?
even when watch dudes are still on bridge.
Is this supposed to be that way? Thank you I love this Mod list.
And they did not go much decks awash in real either I think. The boat was simply not designed for it..
This is from an article linked here in subsim:
"Diving:
Diving was done daily in order to adjust the trim of the boat and to determine the salinity of the water at different depths. A war time dive could be completed in 30 seconds. A submarine going into a dive causes a shifting of the center of gravity and the center of buoyancy. The metacenter is a point where the center of gravity of the boat coincides with the center of buoyancy; a very hazardous point which must be passed quickly. If the center of gravity and the center of buoyancy are coincident and if a wave were to hit the boat from the side, capsizing could occur. Those Hollywood movies where a submarine is shown with decks awash, making an approach on the surface is mostly fiction. That is about where the two centers become coincident and it doesn't take much to roll the boat over. "
vladimir bondarenko
04-10-14, 02:40 AM
Dear sober, prompt please. I want to establish in your assembly, some more spendthrifts. It is SteelViking's Interior Mod, Sub Exhaust 1.0.5 byTheDarkWraith and SubFlags_0_0_9_byTheDarkWraith. In what sequence, it is possible to establish them, in your assembly and whether will cause it the conflict?
Silent Steel
04-10-14, 12:09 PM
Dear sober, prompt please. I want to establish in your assembly, some more spendthrifts. It is SteelViking's Interior Mod, Sub Exhaust 1.0.5 byTheDarkWraith and SubFlags_0_0_9_byTheDarkWraith. In what sequence, it is possible to establish them, in your assembly and whether will cause it the conflict?
Привет Володя,
Вот мои предложении:
...
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
IRAI_0_0_41_ByTheDarkWraith
sobers TDWUserOptions for mega mod +Menu SH5 V5
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
Equip_Upgrade_Dates_Chart
R.E.M_by_Xrundel_TheBeast_1.2
sobers green crew training V4 SH5
SteelViking's Interior Mod
Church's Compass Dials Mod v2.2 - Option Two
....
sobers No bullet trasers SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers CrewAI mod SH5
sobers reduced file sizes SH5 V2
sobers dead is dead NewUIs_TDC_7_5_0 compatible SH5
Sub Exhaust 1.0.5 byTheDarkWraith
SubFlags_0_0_9_byTheDarkWraith
Удачи Капитан
Приветствии из Швеции
vladimir bondarenko
04-10-14, 12:46 PM
Привет Володя,
Вот мои предложении:
...
Удачи Капитан
Приветствии из Швеции
Many thanks for an efficient answer and to you greetings from Russia!:up:
THE_MASK
04-10-14, 10:06 PM
http://i57.tinypic.com/2hebksi.jpg
Husksubsky
04-11-14, 12:35 AM
Anybody else got a superhuman hydroguy lately? after latest tdw patch and the crew ai mod he seem to pick up ships like 60 km away..:hmm2:
I did max out the hydrorangepoints with him , but I ve never experienced this before.
Sjizzle
04-11-14, 12:50 AM
my hydro guy work fine ....
i don't have any problem with him it's not superhuman at all :D
Husksubsky
04-11-14, 03:56 PM
hmm ok thx:hmm2:. Roughly it seem he discovered single merch 70 km away.. maybe those "talentpoints" mess up with REM s preset ranges? hmmm. oh well I don t bother that much.
edit:Make it 60+ km
On different weather conditions, less sun + clouds.
http://i61.tinypic.com/mc9btf.png
http://i60.tinypic.com/2m29w7p.png
As far as i've tested this works with Sober's mod and Sober's mod + additional mods. This is my alternative
Ps: Sober if you need to remove the images go ahead =), just making a point.
Cheers.
Hi,
I really like the pics and especially the color of the sea! I´ve just downloaded and enabled the mega mod, but the color of the sea during the day is really bright blue. Not something that you would expect to see around Kiel and east coast of England...
Cheers,
JuxuR
THE_MASK
04-13-14, 02:09 AM
Hi,
I really like the pics and especially the color of the sea! I´ve just downloaded and enabled the mega mod, but the color of the sea during the day is really bright blue. Not something that you would expect to see around Kiel and east coast of England...
Cheers,
JuxuRWheres the photo so I can see it ?
Wheres the photo so I can see it ?
http://i1.aijaa.com/t/00724/13197577.t.jpg (http://aijaa.com/1gN1MP)
Is that the jelly-like effect that people have referred to in this thread?
Despite the sea the mega mod seems awesome, thank you sober! :up:
Sjizzle
04-13-14, 07:30 AM
http://i1.aijaa.com/t/00724/13197577.t.jpg (http://aijaa.com/1gN1MP)
can u post your mod list ??
can u post your mod list ??
Hi,
here it is copy/pasted from GME;
sobers game loading tips V8 SH5
NDB,NDH OM#1 - No Dialog Indicator
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
sobers best ever fog V22 SH5
sobers base sky mechanics V1
Water reflections intensity varied by available sunlight by TheDarkWraith
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers more trees SH5
sobers storm Clouds v2 SH5
SH5_7A_Conning_Fix
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
EUF_UBoat_FX_v0_0_3_ byTheBeast
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Speech fixes and additions (german version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
IRAI_0_0_41_ByTheDarkWraith
sobers TDWUserOptions for mega mod +Menu SH5 V5
Sjizzle's - Charts for NewUIs part1_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
Equip_Upgrade_Dates_Chart
R.E.M_by_Xrundel_TheBeast_1.2
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II v2.5
sobers shipwreck mod V7 SH5
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.4 Compatibility Patch
R.S.D. v5.5 - Indestructible UZO patch v1
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Patrolsearch autoscriptsV04
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod SH5 V2
sobers Realistic contrast V14 SH5
sobers realistic underwater FX8 SH5
sobers waves mod V29 SH5
sobers Blackout lights SH5
Shadow Improvement ModLR
sobers less resources shadows SH5
Moon_light_mod V5 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
sobers No bullet trasers SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers CrewAI mod SH5
sobers reduced file sizes SH5 V2
sobers dead is dead NewUIs_TDC_7_5_0 compatible SH5
sobers Lights Cfg V5 SH5
sobers waves mod V29 SH5
Disable these 2 mods
Disable these 2 mods
Can I disable them from the current list or do I need make the list from scratch?
Cheers
Just disable from your list.
P.S. you can also try DynEnv v2.9 - 8.b Wave Mechanics mod (look inside archive with DynEnv mod) instead of sobers waves mod. There are 3 options - choose whatever you like
THE_MASK
04-13-14, 05:25 PM
Staying submerged most of the time , day and night . Still alive . Didn't send any patrol report unless instructed to . Spotted a large convoy but didn't intercept because of proximity to the English coast and depth of only 30 mts . Sunk 2 lone merchants .
http://i58.tinypic.com/bg9z89.jpg
THE_MASK
04-13-14, 11:49 PM
Sank this ship , now 2 destroyers searching for me .
http://i60.tinypic.com/117uyb9.jpg
http://i61.tinypic.com/dcsrcl.jpg
http://i62.tinypic.com/29c6t5z.jpg
PROBLEM
1. Sonar man does not report hydrophone contact within visual range.
2. With real navigation, sonar man seems to report hydrophone bearing relative to a celestial fix location. Frequently I get wrong estimates when applying the 4 bearings method with a static sub...
QUESTION
1. How can I enable hydrophone for contacts within visual range?
2. Any recommendations for adjusting hydrophone for real navigation?
Thanks !
THE_MASK
04-14-14, 03:36 AM
PROBLEM
1. Sonar man does not report hydrophone contact within visual range.
2. With real navigation, sonar man seems to report hydrophone bearing relative to a celestial fix location. Frequently I get wrong estimates when applying the 4 bearings method with a static sub...
QUESTION
1. How can I enable hydrophone for contacts within visual range?
2. Any recommendations for adjusting hydrophone for real navigation?
Thanks !What hydrophone ?
Hi Sober, I am using the Balkon-Gerat in the Monsoon Gruppe campaign ...
Thanks !
QUOTE=sober;2197299]What hydrophone ?[/QUOTE]
Silent Steel
04-14-14, 01:57 PM
PROBLEM
1. Sonar man does not report hydrophone contact within visual range.
2. With real navigation, sonar man seems to report hydrophone bearing relative to a celestial fix location. Frequently I get wrong estimates when applying the 4 bearings method with a static sub...
QUESTION
1. How can I enable hydrophone for contacts within visual range?
2. Any recommendations for adjusting hydrophone for real navigation?
Thanks !
Are you using the EMCCD mod (Even More Crew Commands through Dialog)?
If yes - try disabling it
HI Silent Steel,
Thanks for your feedback. I'm not using EMCCD.
PROBLEM
1. Sonar man does not report hydrophone contact within visual range.
2. With real navigation, sonar man seems to report hydrophone bearing relative to a celestial fix location. Frequently I get wrong estimates when applying the 4 bearings method with a static sub...
QUESTION
1. How can I enable hydrophone for contacts within visual range?
2. Any recommendations for adjusting hydrophone for real navigation?
This is the MOD list:
Generic Mod Enabler - v2.6.0.157
[f:\Program Files\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
sobers game loading tips V5 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - No Glaring Sunlight
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
sobers see thru wake fix
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
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
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_21_ByTheDarkWraith
Stock torpedoes - MagDet range 3m (modified for torpedoes failure patches)
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_Real_Navigation
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Manos Scopes-patch for 85x48
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (U-552-Red Devil Emblem) BETA
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Pascal-sh5-Crew-Uniforms. 12.2011
SAS special abilities simplified V1 (MCCD) SH5
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
TDW_Mines_Subnets_Detectable_in_hydro (OH II )
RPM Hydrophone merchants 2.1 -for OHII full v2.2-
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
Warfox deck crew always whispering SH5 German Version
Shadow Improvement Mod
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
GramophoneShuffler
TDW_GenericPatcher_v_1_0_113_0
IX Boat - enable when playing MG Campaign
Are you using the EMCCD mod (Even More Crew Commands through Dialog)?
If yes - try disabling it
Silent Steel
04-15-14, 04:17 AM
HI Silent Steel,
Thanks for your feedback. I'm not using EMCCD.
PROBLEM
1. Sonar man does not report hydrophone contact within visual range.
2. With real navigation, sonar man seems to report hydrophone bearing relative to a celestial fix location. Frequently I get wrong estimates when applying the 4 bearings method with a static sub...
QUESTION
1. How can I enable hydrophone for contacts within visual range?
2. Any recommendations for adjusting hydrophone for real navigation?
Hi again Rocko,
First - let's try disabling the 'RPM Hydrophone merchants 2.1 -for OHII full v2.2' mod
Please, tell me what happens.
THE_MASK
04-15-14, 07:00 AM
sobers 2100 15042014
added
R.S.D. - Reworked Submarine Damage v5.6 by vdr1981_main mod
R.S.D. v5.6 - Indestructible UZO patch
Start a new campaign
Disabled 'RPM Hydrophone merchants 2.1 -for OHII full v2.2' mod and now hydrophone and sonar man reports for contacts within visual range seem to be working fine only if submerged past 15 m (targets not longer visible with a full raised periscope) but I think this is manageable. What is your feedback?
Hi again Rocko,
First - let's try disabling the 'RPM Hydrophone merchants 2.1 -for OHII full v2.2' mod
Please, tell me what happens.
ironcold
04-15-14, 12:25 PM
sobers 2100 15042014
added
R.S.D. - Reworked Submarine Damage v5.6 by vdr1981_main mod
R.S.D. v5.6 - Indestructible UZO patch
Start a new campaign
Ok-start a new Campaign too,but i have a Question:
In your Modlist "REM by Xrundel_TheBeast_1.2 overwrites the UBoot_Sensor.sim
from IRAI_0_0_41_by TDW. Is this correct?
exactly: data/Objects/Sensors/Uboot_Sensors.sim
vdr1981
04-15-14, 04:52 PM
R.S.D overwrites it as well :yep:
Nope, RSD has it's own UBoot_Sensors_2.sim made by gap...:yep:
THE_MASK
04-15-14, 04:59 PM
Nope, RSD has it's own UBoot_Sensors_2.sim made by gap...:yep: My bad , I was looking at the zon file .
THE_MASK
04-15-14, 06:10 PM
sobers 0900 16042014
added
Moon_light_mod V6 SH5
Avoid attacking on the surface at night with a full moon .
I wouldn't try to sneak into Scapa on the surface with a full moon .
Press the Shift + B keys to show the blackboard with the moon phase info for that day .
Husksubsky
04-15-14, 06:45 PM
Is that the jelly-like effect that people have referred to in this thread?
Despite the sea the mega mod seems awesome, thank you sober! :up:
I have talked about jelly effect on all my Dynamic Environment attempts, but that was the movement.(in addition to stutters). In a jpg, I think dynamics would look better than real env, but I admit your pic was very blue:hmm2:
Husksubsky
04-15-14, 07:44 PM
Ok-start a new Campaign too,but i have a Question:
In your Modlist "REM by Xrundel_TheBeast_1.2 overwrites the UBoot_Sensor.sim
from IRAI_0_0_41_by TDW. Is this correct?
exactly: data/Objects/Sensors/Uboot_Sensors.sim
Beem worrying me too. REM has been around a while. The date on the simfile is newer in IRAI..
Anyway nice to get reports from your patrols Sober. Inspiring..
I used around six hours real time (no TC when enemy around:03:)just sw of the English channel to outflank a convoy wich appeared to go sw ish slow. Heavy traffic in the sky this sunny winter day. Finally at evening found they had around 6 knots at approx 260 degrees. Lined up and fired 4 into the merch silouettes aprox 6-7 km off 4 mtrs depth and ran off.. Remembered the thrill off getting 3 out of 4 hits this way at around 10 kms distance a foggy night. However no thrill this evening..no hits. Heard some escorts speed up , but no serious threat. Just one forward torp left so I head home.:stare:
THE_MASK
04-15-14, 08:01 PM
Beem worrying me too. REM has been around a while. The date on the simfile is newer in IRAI..
Anyway nice to get reports from your patrols Sober. Inspiring..
I used around six hours real time (no TC when enemy around:03:)just sw of the English channel to outflank a convoy wich appeared to go sw ish slow. Heavy traffic in the sky this sunny winter day. Finally at evening found they had around 6 knots at approx 260 degrees. Lined up and fired 4 into the merch silouettes aprox 6-7 km off 4 mtrs depth and ran off.. Remembered the thrill off getting 3 out of 4 hits this way at around 10 kms distance a foggy night. However no thrill this evening..no hits. Heard some escorts speed up , but no serious threat. Just one forward torp left so I head home.:stare:No hits , but your men are all alive . I bet it was shallow water . Do you play external camera ?
Husksubsky
04-15-14, 08:07 PM
No hits , but your men are all alive . I bet it was shallow water . Do you play external camera ?
I was a bit futher SW and the depth varied from 130 to 170 mtrs.
OFC no ext cam :smug:. I m horribly curious what happened, but although follow torps with cam can be fun , nothing beats the pleasure of hearing the bang(s) after 6-10 mins travel. Maybe the escorts spotted them and gave warnings? who knows
THE_MASK
04-15-14, 08:11 PM
I was a bit futher SW and the depth varied from 130 to 170 mtrs.
OFC no ext cam :smug:. I m horribly curious what happened, but although follow torps with cam can be fun , nothing beats the pleasure of hearing the bang(s) after 6-10 mins travel. Maybe the escorts spotted them and gave warnings? who knowsWith IRAI and the TDW exe patcher i never know whats going to happen . OT I upgraded the sub skin to a dark camo skin rather than the hydrophones considering I was going close to the british coast . With the moon light mod night attack can be very dangerous if you don't take the moon phase and position in relation to the enemy and your sub . The dark camo skin helps in detection at night , yes it does .
Husksubsky
04-15-14, 08:27 PM
With IRAI and the TDW exe patcher i never know whats going to happen . OT I upgraded the sub skin to a dark camo skin rather than the hydrophones considering I was going close to the british coast . With the moon light mod night attack can be very dangerous if you don't take the moon phase and position in relation to the enemy and your sub . The dark camo skin helps in detection at night , yes it does .
I put the assymetric camo, but I don t see it on my sub. Hope its there.
THE_MASK
04-15-14, 08:50 PM
I put the assymetric camo, but I don t see it on my sub. Hope its there.
Notice how blue the water looks with freecam . The colors are perfect though in normal views . My skin looks ok .
http://i59.tinypic.com/sl0cir.jpg
THE_MASK
04-15-14, 08:53 PM
http://i1.aijaa.com/t/00724/13197577.t.jpg (http://aijaa.com/1gN1MP)This mega mod is not meant to be used with external cam or free cam in outside views . That's why the water looks very blue . If you use the 2 cams then that's your problem . You can use the free cam for diving looking for the shipwrecks .
Same time of day .
http://i62.tinypic.com/245j4p5.jpg
Husksubsky
04-15-14, 10:52 PM
Hmmm thx. I ll try the tigerstripes and see if that comes up. my boat still look grey. Never tried freecam
THE_MASK
04-16-14, 09:22 PM
sobers 1200 17042014
added
Real U-Boat Performance - Type VII v1.3
sobers TDWUserOptions for mega mod +Menu SH5 V6
sobers shipwreck mod V8 SH5
Start a new campaign
Husksubsky
04-17-14, 03:26 AM
Oh dear I m lagging behind now modvice since I m well into my campaign.
The tigerstripes shows. Not the other camos..weird..
THE_MASK
04-17-14, 03:36 AM
Oh dear I m lagging behind now modvice since I m well into my campaign.
The tigerstripes shows. Not the other camos..weird..Don't upgrade in Memel . Most things are not available until the war starts in Kiel .
Silent Steel
04-17-14, 04:04 AM
Disabled 'RPM Hydrophone merchants 2.1 -for OHII full v2.2' mod and now hydrophone and sonar man reports for contacts within visual range seem to be working fine only if submerged past 15 m (targets not longer visible with a full raised periscope) but I think this is manageable. What is your feedback?
Sorry about my late reply.
Glad your sonar man is back to normal, just what I suspected. :D
I haven't had any luck with that 'RPM Hydrophone merchants 2.1 -for OHII full v2.2' mod. Don't ask me why but it never worked as intended.
Anyway, in RL your sonar shouldn't work closer to the surface than about 15-20 metres so this seems normal.
If you find any answer to that problem with that 'RPM Hydrophone merchants 2.1 -for OHII full v2.2' mod please let me know.
Good hunting!
Husksubsky
04-17-14, 04:17 AM
Don't upgrade in Memel . Most things are not available until the war starts in Kiel .
Oh ok, but now I m in wilhelmshaven and put back to original then tried camo B and C with no show. Only camo A shows.
I put 10.5 cm gun in Memel is that still a 8.8 then?:o
I thought I could upgrade to whatever that was available ...
THE_MASK
04-17-14, 04:34 AM
Oh ok, but now I m in wilhelmshaven and put back to original then tried camo B and C with no show. Only camo A shows.
I put 10.5 cm gun in Memel is that still a 8.8 then?:o
I thought I could upgrade to whatever that was available ...I will have a look at the mod tomorrow .
vdr1981
04-17-14, 07:50 AM
sobers 1200 17042014
added
Real U-Boat Performance - Type VII v1.3
sobers TDWUserOptions for mega mod +Menu SH5 V6
sobers shipwreck mod V8 SH5
Start a new campaign
I'm going to add modified SpecialAbilities.upc file to the archive in order to prevent some unrealistic and historically unconfirmed features, like crazy submarine speed well above 20 knots with engine overcharge ability or navigator who can "somehow" increase maximum depth of the submarine...
This changes are necessary in order to sustain U-Boat performance as close as possible to the real thing but this will also require fresh campaign start so hold your horses until then...:)
In a few minutes...Sryyy...
Husksubsky
04-17-14, 06:06 PM
In a few minutes...Sryyy...
Thats most welcome VDR. I got a superhuman hydroguy now after I topped detection range, although I m not sure thats the problem source.I added Sobers crew AI mod and updated to TDW patch...... 161 as well at that patrol end.
I m reluctant to put most abbilites cause I m not sure how the changes interacts with mods and patching. Never put any torpedo abbilities.
However I m very happy with the diving skills cause it seem that historicly they actually could go 200 + (varying a bit). In das boot 280 meters:D.
Other wise Im absolitly in favor of keeping specs realistic.
Possible to add this file without starting new campaign?:hmm2:
Husksubsky
04-17-14, 06:15 PM
I will have a look at the mod tomorrow .
Thx Sober.
Just sank an Icelandic freighter just south of Ireland. Do you guys let those pass? I sometimes to but not always. This was clearly heading for plymouth.
What about freighters from your own home countries if neutral? sending them to their wet graves too?:D
THE_MASK
04-17-14, 07:33 PM
I might make heavy fog start a bit further out from the sub . What do you think ?
THE_MASK
04-17-14, 07:52 PM
sobers 1100 18042014
added
sobers best ever fog V28 SH5
Husksubsky
04-17-14, 08:36 PM
I might make heavy fog start a bit further out from the sub . What do you think ?
sounds fine :)
Found a group of six destroyers going north7 north east 15-17 knots . Still south of ireland. Instead of heading on home I attacked with my one torp. Sank one at approx 2000 m range. Now it s gonna be a long night with explotions and pinging lol.This wasn t smart, but felt good.:smug:
Luckily my sub can go down to 200 meters....
THE_MASK
04-17-14, 09:19 PM
sounds fine :)
Found a group of six destroyers going north7 north east 15-17 knots . Still south of ireland. Instead of heading on home I attacked with my one torp. Sank one at approx 2000 m range. Now it s gonna be a long night with explotions and pinging lol.This wasn t smart, but felt good.:smug:
Luckily my sub can go down to 200 meters....I would have kept the torp LOL .
Husksubsky
04-17-14, 09:44 PM
I would have kept the torp LOL .
I m still trying to escape:wah:
Can you say shortly what your crew AI mod affects? is it adjusting to the lighting or something?:hmm2:My hydguy hears far far now and I don t know what did it
THE_MASK
04-17-14, 09:48 PM
I m still trying to escape:wah:
Can you say shortly what your crew AI mod affects? is it adjusting to the lighting or something?:hmm2:My hydguy hears far far now and I don t know what did itJust the distance at which your AI gunners will shoot .
Husksubsky
04-17-14, 10:14 PM
awww ok thx
THE_MASK
04-18-14, 01:45 AM
sobers 1700 18042014
added
Real U-Boat Performance - Type VII v1.4
You must start a new campaign
THE_MASK
04-18-14, 04:41 AM
sobers 1900 18042014
added
sobers dead is dead V2 NewUIs_TDC_7_5_0 SH5
Got rid of a cheat .
The game just got harder :yep: Enemy or Friendly ???
THE_MASK
04-18-14, 05:29 AM
Nearly half a million views for this thread .
Trevally.
04-18-14, 11:33 AM
Nearly half a million views for this thread .
:Kaleun_Party:
THE_MASK
04-18-14, 04:24 PM
sobers 0800 19042014
added
sobers dead is dead V3 NewUIs_TDC_7_5_0 SH5
http://i58.tinypic.com/3443020.jpg
THE_MASK
04-18-14, 11:54 PM
sobers 1500 19042014
added
OH II v2.5 Grid Request fix Patch SH5
THE_MASK
04-19-14, 04:22 PM
sobers 0700 20042014
added
sobers waves mod V30 SH5
I tried other wave mods but the sub action was terrible , jumping up and down and side to side . Awful LOL .
Can't find info about sobers dead is dead mod - what is it doing?
Husksubsky
04-20-14, 02:41 AM
Easy target NW of Scotland although It was a long flanking procedure. Was lazy and didn t space out much and hew was closer than 15 km at some point while me still surfaced.
1: Doing some RAOFB and setting torps.
2:Long flanking . Actually top part I just made a new reference point to get space for some more plotting
3/4: Hes on course, just a little futher away than I first thought.
5/6: Timing and checking.Keeping scope down as much as I can. 22 secs on 165 meters is 27 km on 3600 secs.These things are genius.:03:
7: boom boom
8:50 secs torp run seem correct.
9: good night.
Husksubsky
04-20-14, 02:50 AM
I will have a look at the mod tomorrow .
Tiger stripes dissappeared too, but only if I do a save/load without going to main menu. I do it every 48 hour to get more frequent weatherchange. I went to main menu and stripes were back after loading. Never managed to get camo b or c visible
Husksubsky
04-20-14, 02:51 AM
Can't find info about sobers dead is dead mod - what is it doing?
Preventing you from cheat with save/loads:03:
Preventing you from cheat with save/loads:03:
Got it, many thanks!:up:
vdr1981
04-20-14, 09:41 AM
Easy target NW of Scotland although It was a long flanking procedure. Was lazy and didn t space out much and hew was closer than 15 km at some point while me still surfaced.
1: Doing some RAOFB and setting torps.
2:Long flanking . Actually top part I just made a new reference point to get space for some more plotting
3/4: Hes on course, just a little futher away than I first thought.
5/6: Timing and checking.Keeping scope down as much as I can. 22 secs on 165 meters is 27 km on 3600 secs.These things are genius.:03:
7: boom boom
8:50 secs torp run seem correct.
9: good night.
You know, pictures can be take with lctrl+F11(they're saved in the main game folder)...:D
Nice shoots anyway...:up:
Husksubsky
04-20-14, 09:57 AM
You know, pictures can be take with lctrl+F11(they're saved in the main game folder)...:D
Nice shoots anyway...:up:
Awww thx , I knew that once but forgot how.. Got the chance to show my great aircomputer though :)
My hydguy isn t superhuman anymore either. Fixed after I put latest TDW patcher and I put in the original files I had backed up. Did not put the "render more than 40 km " this time either but I don t think that had anything to do with it. Maybe it was just taking out the mods and put them back in that did the trick who knows..
Anybody have the original 1.2 version of EnvSim.act and kernel.dll? Forgot to take backupcopies.
rascal101
04-20-14, 04:10 PM
Greetings and hello to all and thanks and hats off to the modding crew who saved SH5 from oblivion
Sober I will be trying to load this mod over the next week or so - have not played SH for years but got bored with everything else so came back to an old favourite -
Keen to see how things might have changed and want to give ultra realism a go. Hopefully I can follow your instructions to make the install and that I may contact you if I run into difficulties
A question - when I last played the FX or lack of really annoyed me - ie torps hitting a ship primary and secondary damage and damage continuing to mount after initial impact - has this been dealt with in your nod, also the AI for destroyers and escorts seemed either too dumb or too expert has this been adjusted in any way
Looking forward to playing again hope I get the downloads and installation right
Regards
R
rascal101
04-21-14, 05:18 PM
HI to you
Would really like to play using this mod, am currently trying to download all the links but every time I try I get a message telling me I cant download because I haven't posted for a while - what the f__ck is going on, I have been a member of Subsim for years and not encountered this before -
Now is going to take me a year to download all the mods required if I can only download one or two at a time
Any one got any answers please
The mission screen must look like this when you start the first campaign and have entered the mission briefing map. If you dont have the request mission grey box (curser is pointing at it) and the ship icon (top left next to the campaign info box ) doesnt appear after clicking the grey box then installation is corrupt . Uninstall the game and saves then reinstall and start the campaign following the specific start campaign directions . Click on the flotilla comander again and choose start the new mission .
http://i43.tinypic.com/i6mlw6.jpg
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Before downloading any mods download sobers MEP file
http://www.subsim.com/radioroom/downloads.php?do=file&id=3492
Then go to the mod enabler (jsgme) and click on Tasks/Load mod profile and it will tell
you what mods you need to download .
Dead download links have *** Please let me know if any download links are dead
Links to mods Thankyou 9thinfSword for the updated mods download links
sobers game loading tips V8 SH5
http://www.subsim.com/radioroom//downloads.php?do=file&id=3855
NDB,NDH OM#1 - No Dialog Indicator
http://www.subsim.com/radioroom/downloads.php?do=file&id=1556
sobers multi color mod V5
http://www.subsim.com/radioroom/downloads.php?do=file&id=2814
DynEnv v2.9 - 1. Main Mod
http://www.subsim.com/radioroom/downloads.php?do=file&id=3975
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters Find this in the DynEnv v2.9 - 1. Main Mod
http://www.subsim.com/radioroom/downloads.php?do=file&id=3975
DynEnv v2.9 - 2. Main Mod Low Resolution Patch Find this in the DynEnv v2.9 - 1. Main Mod
http://www.subsim.com/radioroom/downloads.php?do=file&id=3975
sobers best ever fog V28 SH5
http://www.subsim.com/radioroom//downloads.php?do=file&id=4267
sobers base sky mechanics V1
http://www.subsim.com/radioroom//downloads.php?do=file&id=2976
sobers waves mod V30 SH5
http://www.subsim.com/radioroom//downloads.php?do=file&id=4439
Water reflections intensity varied by available sunlight by TheDarkWraith
http://www.subsim.com/radioroom/showthread.php?t=208307
Small_trees_SH5_V1
http://www.subsim.com/radioroom/downloads.php?do=file&id=3871
sobers smoke screen V1 SH5 (DynEnv compatible)
http://www.subsim.com/radioroom//downloads.php?do=file&id=3962
sobers more trees SH5
http://www.subsim.com/radioroom/downloads.php?do=file&id=3880
sobers storm Clouds v2 SH5
http://www.subsim.com/radioroom//downloads.php?do=file&id=4239
SH5_7A_Conning_Fix
http://www.subsim.com/radioroom/downloads.php?do=file&id=3663
Equipment_Upgrades_Fix_v1_4_byTheBeast
http://www.subsim.com/radioroom/showthread.php?t=182194
Equipment_Upgrades_Fix_v1_4_Patch_1
http://www.subsim.com/radioroom/showthread.php?t=182194
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
http://www.subsim.com/radioroom/showthread.php?t=182194
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
http://www.subsim.com/radioroom/downloads.php?do=file&id=3683
EUF_UBoat_FX_v0_0_3_ byTheBeast
http://www.subsim.com/radioroom/downloads.php?do=file&id=3724
MightyFine Crew Mod 1.2.1 Stock faces
http://www.subsim.com/radioroom/downloads.php?do=file&id=1572
MCCD_1.04_MFCM_1.2.1_compatible
http://www.subsim.com/radioroom/showthread.php?t=166236
Reworked Morale and Abilities v.1.1
http://www.subsim.com/radioroom/showthread.php?t=195193
Speech fixes and additions (english version)
http://www.subsim.com/radioroom/showthread.php?t=174063
FX_Update_0_0_22_ByTheDarkWraith
http://www.subsim.com/radioroom/showthread.php?t=174511
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) Included in the FX_Update_0_0_22_ByTheDarkWraith mod .
http://www.subsim.com/radioroom/showthread.php?t=174511
FXU_0_0_22_Ship zon Files
http://www.subsim.com/radioroom/downloads.php?do=file&id=4249
NewUIs_TDC_7_5_0_ByTheDarkWraith test version 17
http://www.subsim.com/radioroom/showpost.php?p=2199809&postcount=11249
NewUIs_TDC_7_5_2_alt_officer_wounded_by_Torpedo
Find it in the NewUIs_TDC_ByTheDarkWraith mod
NewUIs_TDC_7_5_0_Real_Navigation
Find it in the NewUIs_TDC_ByTheDarkWraith mod
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Find it in the NewUIs_TDC_ByTheDarkWraith mod
NewUIs_TDC_7_5_0_jimimadrids_map_tools
Find it in the NewUIs_TDC_ByTheDarkWraith mod
Manos Scopes-patch for 16x9
Find it in the NewUIs_TDC_ByTheDarkWraith mod
IRAI_0_0_41_ByTheDarkWraith
http://www.subsim.com/radioroom/showthread.php?t=171973
Real U-Boat Performance - Type VII v1.4
http://www.subsim.com/radioroom/showthread.php?t=209697
sobers TDWUserOptions for mega mod +Menu SH5 V6
http://www.subsim.com/radioroom/downloads.php?do=file&id=4240
Sjizzle's - Charts for NewUIs part1_07.06.2013
http://www.subsim.com/radioroom/showthread.php?t=204617
Sjizzle's - Charts for NewUIs part 2_07.06.2013
http://www.subsim.com/radioroom/showthread.php?t=204617
Sjizzle's - Charts for NewUIs part 4_20.07.2013
http://www.subsim.com/radioroom/showthread.php?t=204617
Equip_Upgrade_Dates_Chart
http://www.subsim.com/radioroom//downloads.php?do=file&id=4278
R.E.M_by_Xrundel_TheBeast_1.2
http://www.subsim.com/radioroom/downloads.php?do=file&id=4002
sobers green crew training V4 SH5
http://www.subsim.com/radioroom/downloads.php?do=file&id=3401
Church's Compass Dials Mod v2.2
http://www.subsim.com/radioroom/down...o=file&id=3069 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3069)
OPEN HORIZONS II v2.5
http://www.subsim.com/radioroom/showpost.php?p=1791496&postcount=1
OH II v2.5 Grid Request fix Patch SH5
http://www.subsim.com/radioroom//downloads.php?do=file&id=4438
sobers shipwreck mod V8 SH5
http://www.subsim.com/radioroom/downloads.php?do=file&id=4381
R.S.D. - Reworked Submarine Damage v5.6 by vdr1981_main mod
http://www.subsim.com/radioroom/showthread.php?t=207093
R.S.D. v5.6 - Indestructible UZO patch
Find (http://www.subsim.com/radioroom/showthread.php?t=207093) this mod in the R.S.D. - Reworked Submarine Damage v5.6 by vdr1981_main mod
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Find (http://www.subsim.com/radioroom/showthread.php?t=207093) this mod in the R.S.D. - Reworked Submarine Damage v5.6 by vdr1981_main mod
MQK Gradient_IO
Find this mod in the OPEN HORIZONS II v2.5 mod folder .
MQK LocationMaps_IO
Find this mod in the OPEN HORIZONS II v2.5 mod folder .
MQK ShapeTextures_NO
Find this mod in the OPEN HORIZONS II v2.5 mod folder .
sobers Lights Cfg V10 SH5
http://www.subsim.com/radioroom/downloads.php?do=file&id=3550
Trevally Tutorial - All v0.2(for OHIIv1.3)
http://www.subsim.com/radioroom/down...o=file&id=3329 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3329)
Trevally Automated Scripts v0.6
http://www.subsim.com/radioroom/down...o=file&id=3098 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3098)
Trevally Harbour & Kiel Canal Pilot v3.1
http://www.subsim.com/radioroom/downloads.php?do=file&id=3096
Trevally TDC Help v2
http://www.subsim.com/radioroom/showthread.php?t=182764
Patrolsearch autoscriptsV04
http://www.subsim.com/radioroom/showthread.php?t=208748
MadMaxs_SH5_Subdiesel (mono) v2
http://www.subsim.com/radioroom/downloads.php?do=file&id=3758
sobers hud sounds V1 SH5
http://www.subsim.com/radioroom/down...o=file&id=3489 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3489)
sobers no footstep sound mod SH5 V2
http://www.subsim.com/radioroom/down...o=file&id=1865 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1865)
sobers Realistic contrast V14 SH5
http://www.subsim.com/radioroom/downloads.php?do=file&id=4212
sobers realistic underwater FX8 SH5
http://www.subsim.com/radioroom/downloads.php?do=file&id=2750
sobers Blackout lights SH5
http://www.subsim.com/radioroom//downloads.php?do=file&id=4321
Shadow Improvement ModLR
http://www.subsim.com/radioroom/downloads.php?do=file&id=4351
sobers less resources shadows SH5
http://www.subsim.com/radioroom/downloads.php?do=file&id=4322
Moon_light_mod V6 SH5
http://www.subsim.com/radioroom//downloads.php?do=file&id=4350
EQuaTool 01.01 by AvM - Large Style
http://www.subsim.com/radioroom/downloads.php?do=file&id=2819
AOB slide ruller for TDW UIs and MO by stoianm
http://www.subsim.com/radioroom/downloads.php?do=file&id=3106
Warfox deck crew always whispering SH5 German Version
http://www.subsim.com/radioroom/downloads.php?do=file&id=3798
gap - HD 1 deg Scope Bearing v 1.0
http://www.subsim.com/radioroom/showthread.php?t=182912
sobers No bullet trasers SH5
http://www.subsim.com/radioroom/downloads.php?do=file&id=4269
AMMO_v1.0_SH5_by_Raven_2012
http://www.subsim.com/radioroom/showthread.php?t=210193
sobers CrewAI mod SH5
http://www.subsim.com/radioroom//downloads.php?do=file&id=4403
sobers reduced file sizes SH5 V2
http://www.subsim.com/radioroom/downloads.php?do=file&id=4259
sobers dead is dead V3 NewUIs_TDC_7_5_0 SH5
http://www.subsim.com/radioroom//downloads.php?do=file&id=4332
http://i47.tinypic.com/wi4iom.jpg
Echolot
04-21-14, 05:43 PM
Hi rascal101.
Some of the mods can be found here (https://www.mediafire.com/folder/1nqe97yp284eb/Silent%20Hunter%205).
:salute:
Husksubsky
04-21-14, 05:46 PM
If you have received a message Sorry! You have exceeded your daily allowed download amount it is because one of three things: 1. You're a new member and you've never posted. New members with 0 posts may be limited to 3 downloads a day. Solution: make a post somewhere in the forum, such an introductory post in the Comments to SUBSIM section. After an hour or less the forum will automatically enable downloads.
2. You have been a member a long time, and you've never posted or have not posted in a long time. Solution: make a post somewhere in the forum. This post will be placed in the moderation que, and after 24 hours or less the forum will automatically enable downloads for you again. We have to do this to prevent spammers from joining, waiting a few months and then bombarding the forum with ads for Vie-gra, etc.
3. You have hit download limit for the day. We have a limit because with hundreds of members downloading every day, it can get pretty expensive for us.
Become an officer in the Subsim Navy here and have your download limit increased to 25, 35 or even 60 a day! (http://www.subsim.com/radioroom/payments.php)
A website this big uses a lot of bandwidth and needs a really powerful server to stay online day after day, for 15 years. Thanks for the support!
Downloads here are available and free, but the website bandwidth is not limitless, and that is not free. Download some mods, come back tomorrow and get some more.
Husksubsky
04-21-14, 05:54 PM
My last post was from faq and rules.
For the AI bit my experience is that it s not perfect but constantly improving and way better than some years ago. I remember back then that periscope depth was a sanctuary with neiter shooting or exploding tincans. Those days are over. I ve also had the pleasure of having a "das boot" almost killed but limped home couple times. BUT Randomized AI is not an easy task and I still encounter weird AI behaviour from time to time.(Did you ever try to play Falcon 4.0?:-j)
Anyway welcome back from...the deep? Im such a word wizard:D
Stoli151
04-21-14, 07:49 PM
This question is for Sober or anybody that may have a useful setting as well. I was wondering what setting do you have for visual light factors and visual fog factors? With the contrast mod things are very dark which is really cool and immersive but my crew is constantly spotting things that I have no hope of seeing. Also did any of you change the visual light factors for the enemy ai. It's only fair if it's harder for me to see them it should be harder for them to see me as well.
Husksubsky
04-22-14, 01:37 AM
This question is for Sober or anybody that may have a useful setting as well. I was wondering what setting do you have for visual light factors and visual fog factors? With the contrast mod things are very dark which is really cool and immersive but my crew is constantly spotting things that I have no hope of seeing. Also did any of you change the visual light factors for the enemy ai. It's only fair if it's harder for me to see them it should be harder for them to see me as well.
Easy to let the darkness give you a sense of security yeah? and and then insecurity since your crew spots them hehe.
You have a good point and the topic has been up several times during the last months so you ll find it with a little scrolling.What I ve made out of it is that
1:Trade off.. If our crew spotted as close as us we do with our eyes, we could almost not use any TC cause the enemy would have been all over us.
2:How you place yourself in relation to the moon is a huge factor
Individual computers are different off course. Would be nice with a test mission for comparing at what distance we actually start see the a contact with our eyes:hmm2:
I ve been thinking excactly like you and I tweaked up my gamma a tiny bit and tested. Not long after my crew spots, then I can see some smoke as well.(the fact that my crew can also identify the ship is another thing..that should have been delayed.)
I like to think that my crew has been up there and got their eyes more adapted to the dark than me down in the sub. There is an artillery spotter amongst us who had some nice info about nightvision .
http://www.subsim.com/radioroom/showpost.php?p=2192048&postcount=3374
Pls note that there has been several changes from the time of that post to now..
THE_MASK
04-22-14, 06:33 AM
Some nights are lighter than others . I will see if any of the cfg files help with crew spotting or maybe special abilities or training as I like to call it .
Stoli151
04-22-14, 11:19 AM
I've fiddled around with it a little and it seems that 1.8 or 1.9 in the sensors cfg might work for my crew visual light factor. On very dark nights the crew will start seeing things right as I can start making them out. I need to test how it affects spotting during the day, however. I have no idea how to properly adjust the enemy ai visual light factor. The enemy ai visual light factors resides in the Sim cfg that's all I know. Adjusting it properly seems like a shot in the dark as I have no clue as to when they are actually seeing me. When they start shooting is that the point they actually have seen me or is that the point they have come in range?:hmm2:
vdr1981
04-22-14, 02:23 PM
How about this underwater view settings? I've reduced drastically view range to about length of the submarine...
http://s6.postimg.org/u64e8yhkh/SH5_Img_2014_04_22_04_27_55.png
http://s6.postimg.org/z23fmwsc1/SH5_Img_2014_04_22_05_09_01.png
http://s6.postimg.org/d4bk6v2pd/SH5_Img_2014_04_22_05_44_36.png
Sjizzle
04-22-14, 02:38 PM
nice work vdr1981
Husksubsky
04-22-14, 04:42 PM
beautiful VDR how you did that?
TheDarkWraith
04-22-14, 04:51 PM
Easy to let the darkness give you a sense of security yeah? and and then insecurity since your crew spots them hehe.
You have a good point and the topic has been up several times during the last months so you ll find it with a little scrolling.What I ve made out of it is that
1:Trade off.. If our crew spotted as close as us we do with our eyes, we could almost not use any TC cause the enemy would have been all over us.
2:How you place yourself in relation to the moon is a huge factor
Individual computers are different off course. Would be nice with a test mission for comparing at what distance we actually start see the a contact with our eyes:hmm2:
I ve been thinking excactly like you and I tweaked up my gamma a tiny bit and tested. Not long after my crew spots, then I can see some smoke as well.(the fact that my crew can also identify the ship is another thing..that should have been delayed.)
I like to think that my crew has been up there and got their eyes more adapted to the dark than me down in the sub. There is an artillery spotter amongst us who had some nice info about nightvision .
http://www.subsim.com/radioroom/showpost.php?p=2192048&postcount=3374
Pls note that there has been several changes from the time of that post to now..
Why are you all not utilizing this feature available via the Generic Patcher :06:
Starting with v1.0.160.0:
...
- revised the Player's unit visual sensor affected by available light and Units visual sensor affected by available light (does not affect player's unit) patches so that if it's nighttime it will use the additional nighttime multiplier specified in the patches.
- Added notes (Notes=) to the Player's unit visual sensor affected by available light, Units visual sensor affected by available light (does not affect player's unit), and searchlights active at dusk when they have a contact patches so that the end-user knows how to adjust the variables for those patches
THE_MASK
04-22-14, 05:35 PM
Why are you all not utilizing this feature available via the Generic Patcher :06:
Starting with v1.0.160.0:
...
- revised the Player's unit visual sensor affected by available light and Units visual sensor affected by available light (does not affect player's unit) patches so that if it's nighttime it will use the additional nighttime multiplier specified in the patches.
- Added notes (Notes=) to the Player's unit visual sensor affected by available light, Units visual sensor affected by available light (does not affect player's unit), and searchlights active at dusk when they have a contact patches so that the end-user knows how to adjust the variables for those patchesIsnt this for AI ? What does (does not affect player's unit) mean ? Not sure exactly what this does .
vdr1981
04-22-14, 05:37 PM
nice work vdr1981
beautiful VDR how you did that?
Tnx but there is one glitch...Clouds can be seen when deeper then ~40 meters...:nope:
THE_MASK
04-22-14, 07:33 PM
I've fiddled around with it a little and it seems that 1.8 or 1.9 in the sensors cfg might work for my crew visual light factor. On very dark nights the crew will start seeing things right as I can start making them out. I need to test how it affects spotting during the day, however. I have no idea how to properly adjust the enemy ai visual light factor. The enemy ai visual light factors resides in the Sim cfg that's all I know. Adjusting it properly seems like a shot in the dark as I have no clue as to when they are actually seeing me. When they start shooting is that the point they actually have seen me or is that the point they have come in range?:hmm2:The ranges for your crew are found in the sobers CrewAI mod SH5 afaik . The ranges for the AI are the max fire ranges found in Cfg Sim file afaik .
Husksubsky
04-22-14, 09:06 PM
Why are you all not utilizing this feature available via the Generic Patcher :06:
Starting with v1.0.160.0:
...
- revised the Player's unit visual sensor affected by available light and Units visual sensor affected by available light (does not affect player's unit) patches so that if it's nighttime it will use the additional nighttime multiplier specified in the patches.
- Added notes (Notes=) to the Player's unit visual sensor affected by available light, Units visual sensor affected by available light (does not affect player's unit), and searchlights active at dusk when they have a contact patches so that the end-user knows how to adjust the variables for those patches
I understood it as one was for units visual sensors (not affect players)and
one for players (crew ai)visual sensors. I added them hoping there was a nice default.wouldn t have a clue what I was doing fiddling with those numbers:oops:
I m also curious about the render more than 40 km patch.was it 40 + 40 default? or just 40. We can t see anything at 40 km anyway can we? I also had strange long detections with hydguy before I disabled it , but seem weird rendering can have anything to do with that...
Husksubsky
04-22-14, 09:10 PM
Tnx but there is one glitch...Clouds can be seen when deeper then ~40 meters...:nope:Clouds in the sea? or above the sea..awsome sideeffect:O:
Stoli151
04-22-14, 10:16 PM
Why are you all not utilizing this feature available via the Generic Patcher :06:
Starting with v1.0.160.0:
...
- revised the Player's unit visual sensor affected by available light and Units visual sensor affected by available light (does not affect player's unit) patches so that if it's nighttime it will use the additional nighttime multiplier specified in the patches.
- Added notes (Notes=) to the Player's unit visual sensor affected by available light, Units visual sensor affected by available light (does not affect player's unit), and searchlights active at dusk when they have a contact patches so that the end-user knows how to adjust the variables for those patchesThanks TDW I will have to experiment with this. I will also have to read the notes that you have indicated are provided. Should work out perfectly then.:up:
Husksubsky
04-23-14, 03:43 AM
Thanks TDW I will have to experiment with this. I will also have to read the notes that you have indicated are provided. Should work out perfectly then.:up:
Pls share with the less gifted:yep:
THE_MASK
04-23-14, 05:40 AM
Download the sobers Realistic contrast V14 SH5 again .
I have slightly reduced the parameters and now I can see a ship when it says ship spotted .
http://i58.tinypic.com/2ce21ww.jpg
Stoli151
04-23-14, 11:20 AM
Download the sobers Realistic contrast V14 SH5 again .
I have slightly reduced the parameters and now I can see a ship when it says ship spotted .Thank you very much for the updated work. Using this will be easier than experimenting with the patcher. One question, will the enemy ai also have difficulty seeing you on a very dark night or will they act as if your contrast mod does not exist? In other words, will they start firing on me when I can't see them or have you already adjusted for this in one of your mods?
Pls share with the less gifted:yep:If I do happen to mess with the patcher, I will post my preferred settings for use with the contrast mod here. Then you may judge my results and use them for yourself, if they are to your liking.
THE_MASK
04-23-14, 04:04 PM
As in reality , darkness affects your vision and AI . That's why I apply the camo skin so that my sub is darkened for cruising on the surface at night near enemy . With my exact up to date mod list some nights are dark , some light . Depends on the moon and clouds at night .
THE_MASK
04-24-14, 07:34 PM
What a balls up this was . Got in front of some big troop transports of the east coast of Britain . One escort forward of the convoy that I could see . Fired one torp at a troop transport on the far side of the convoy and waited for the big troop ship on the near side . The torp missed the far side troop ship and they immediately turned there search lights on including the DD . The convoy suddenly started turning away from me and some going in all directions . I fired 3 torps at the near troop ship and 2 were duds and 1 missed . To be continued .
http://i61.tinypic.com/3008glt.jpg
Husksubsky
04-25-14, 05:19 PM
Awww bad luck Sober. I had a new convoy encounter in the keltic sea.
Did as usual a fair share of estimations arrow at firepoint approx 6 km off estimated hitpoint.Again a bit close, but I was a bit late backing off. Escaperoute lower part.
Fired 3 gas torps I had left. One oviously was set to fast and didn t reach target. The other two were hits. Got One Liberty and a North sands.The last sank after an hour or so
They looked for me around my firepoint.Never found me.. Luckily my going PD for taking pictures didn t reaveal me.
Husksubsky
04-25-14, 05:36 PM
Since I mentioned Bad luck..I created a C172 Submarine cpl years ago:o
The boat is a pioner 8 someone goodhearted lent out
No fish for wife today.war is horrible. Got mission complete for this but feeling awful:cry:.
THE_MASK
04-27-14, 03:51 PM
sobers 0845 28042014
added
sobers Blackout lights V2 SH5
The few lights that were visible in buildings were looking too green in color . Changed to white .
THE_MASK
04-27-14, 05:32 PM
sobers 0900 28042014
added
Large Optics for TDW UI
Large Optics for NewUIs_TDC_7_5_0_Test 17 Patch
Large Optics for TDW UI 16 by 9
also added a new user charts category = Documents .
Look for the large optics document , it is the mod documents and it tells you how to use the large optics .
http://i57.tinypic.com/11adel3.jpg
THE_MASK
04-27-14, 05:51 PM
sobers 0915 28042014
added
sobers TDWUserOptions for mega mod +Menu SH5 V7
lighthaze
04-27-14, 08:24 PM
So, I just subscribed to Subsim, but I have a few questions regarding the installation of the mega mod.
I'm sure this question has been answered a few times, but after skimming the thread for 20 minutes I still could not find an answer.
I downloaded both the bonus mod versions April 2014 and 2013 but I cannot find any instruction on which order I have to install all the different mods. The list at the beginning of this thread is also only partially useful because some mods are not included in the file I downloaded.
Am I missing something?
THE_MASK
04-27-14, 08:37 PM
sobers 1100 28042014
added
sobers Real_Nav_Bouys_Charts SH5 V5
You must have NewUIs_TDC_7_5_0_TheDarkWraith_Test_Version_17 mod installed .
THE_MASK
04-27-14, 08:39 PM
So, I just subscribed to Subsim, but I have a few questions regarding the installation of the mega mod.
I'm sure this question has been answered a few times, but after skimming the thread for 20 minutes I still could not find an answer.
I downloaded both the bonus mod versions April 2014 and 2013 but I cannot find any instruction on which order I have to install all the different mods. The list at the beginning of this thread is also only partially useful because some mods are not included in the file I downloaded.
Am I missing something?Its all explained on post 1 .
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