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THE_MASK
06-11-15, 05:28 PM
Many thanks Sober.

I mean the configuration or applications to make work the UI. I don´t know anything about the TDW UI...

I downloaded the mods via Bonus Downloads. Now I start to put mods in my 1.2 installation.

Best regards.

Fitzcarraldo :salute:I don't know what you mean , sorry .

fitzcarraldo
06-11-15, 06:09 PM
I don't know what you mean , sorry .

For using TDW UI only I have to activate it in JSGME or I need to setup some other application or mod? I read somewhere about the Python application. Really I´m now reading about SH5 modding, I´m a complete noobie...:D

BTW, I can´t find "OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign_NewUIs v7.5.0" mod. It isn´t in the Sober´s Mega Mod compilation (Bonus Downloads).

EDIT: I have it now.

Many thanks.

Fitzcarraldo :salute:

THE_MASK
06-11-15, 06:20 PM
For using TDW UI only I have to activate it in JSGME or I need to setup some other application or mod? I read somewhere about the Python application. Really I´m now reading about SH5 modding, I´m a complete noobie...:D

BTW, I can´t find "OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign_NewUIs v7.5.0" mod. It isn´t in the Sober´s Mega Mod compilation (Bonus Downloads).

EDIT: I have it now.

Many thanks.

Fitzcarraldo :salute:Forget python scripts or anything else . Those days are over . That bonus mod is out of date . Use the latest MEP file I gave a link for and when using the mod enabler click on Tasks/Load MEP file . It will tell you what mods you are missing . Put all the mods folders in the mod enabler . Make sure you put the correct folder in the mod enabler . Check the image on the 1st post of this thread . Ther is also another great Mega mod called Wolves of Steel . Look at that .

THEBERBSTER
06-11-15, 06:37 PM
Hi fitz

Sounds like you might be referring to TDW's Options File Editor Viewer

My tutorial post #6 will show the correct installation.

Without disrepecting sober, as sober said the The Wolves of Steel mega mod is an alternative and is worth considering

TWOS is very easy to install with all the instructions on Post #1.

If you want to see SH5 with TWOS in action then my tutorial post #24 has all Shaefer's video's.

TDW's Generic File Patcher is an essential application that is also needed.

Peter

THE_MASK
06-11-15, 07:20 PM
Ok , if you are refering to the options file editor . I have already done all the work . Just load all the mods and play the game .

fitzcarraldo
06-11-15, 07:37 PM
Ok , if you are refering to the options file editor . I have already done all the work . Just load all the mods and play the game .

That's a great new. I like to know the mods make to the game but now I only want to start the game and see how works all the stuff.

Many thanks for all the support and kind regards.

Fitzcarraldo :salute:

THE_MASK
06-11-15, 08:17 PM
That's a great new. I like to know the mods make to the game but now I only want to start the game and see how works all the stuff.

Many thanks for all the support and kind regards.

Fitzcarraldo :salute:You have to use the EXE patcher and place it on your desktop .
http://www.subsim.com/radioroom/showthread.php?t=181433
Follow the directions .
http://www.subsim.com/radioroom/showthread.php?t=197960
Download my exe patcher snapshot
http://www.subsim.com/radioroom/downloads.php?do=file&id=4591
enable the snapshot in the exe patcher

THE_MASK
06-11-15, 08:25 PM
Also use this after you have enabled all the mods .
http://i62.tinypic.com/25pny2r.jpg

fitzcarraldo
06-11-15, 08:39 PM
OK, many thanks for the help!

Best regards.

Fitzcarraldo :salute:

THE_MASK
06-11-15, 10:56 PM
sobers 1600 12062015
removed
IRAI_0_0_41_Incresed AI visual range 25000mts
CTDs again entering Kiel .

vdr1981
06-12-15, 03:47 AM
It seems to me that editing any sim file without campaign restart (or sometimes even game reinstallation) can cause sudden game CTDs in various situations. That's why I don't add these type of files in WoS updates. Zon files, on the other hand, seem very safe.

If I really must to edit some sim file or SHsim.act patch while I'm in the campaign then I restore my original .act files (and exe) and patch the exe file again. Not sure could this really help but so far so good...

fitzcarraldo
06-12-15, 08:24 AM
Also use this after you have enabled all the mods .


Dear Sober:

I have bad luck. The game start with the mods, but I start a campaign or historical mission and the game remains in "loading" state; after some minutes, close normally. Not a CTD, simply close...

I bought SH5 in 2010. I didn´t play it because my PC couldn't handle the graphics (low FPS). Uninstalled it until now. My new machine can run the game (in vanilla state runs at over 90 FPS without problems).

My version is 1.2 and start via Uplay. I tried with and without online (cloud). With online and offline modes, it is the same: the modded game don´t load the campaigns/missions.

Is Uplay the problem? Is my version not compatible with modding?. Is there some way to eliminate Uplay for start the game?

My version isn´t Steam. I bought it in Ubisoft in 2010 and use Uplay to start.

All the best and many thanks.

Fitzcarraldo :salute:

EDIT: It seems all the people start the game via Uplay. I´m reading the Berbster´s Tutorials, it seems I have a bad installation of TDW patcher. Still don´t working.

Oby
06-12-15, 08:35 AM
It seems to me that editing any sim file without campaign restart (or sometimes even game reinstallation) can cause sudden game CTDs in various situations. That's why I don't add these type of files in WoS updates. Zon files, on the other hand, seem very safe.

If I really must to edit some sim file or SHsim.act patch while I'm in the campaign then I restore my original .act files (and exe) and patch the exe file again. Not sure could this really help but so far so good...

Try to turn off patch for increasing rendering distance of units in TDWs EXE patcher...40km is plenty enough for single CPU...The game is much more stable without it, specialy in dense areas like Kiel...:salute:

vdr1981
06-12-15, 11:14 AM
Try to turn off patch for increasing rendering distance of units in TDWs EXE patcher...40km is plenty enough for single CPU...The game is much more stable without it, specialy in dense areas like Kiel...:salute:

True but I wasn't referring to that issue...Modded SH5 will never be stable as it should be and that's because it lacks official developers made patches and the game it self is released in pre-alpha stage...
Luckily, even with large modlists like Sober's or TWoS, player will be able to play campaign more or less stable IF he learn how to avoid CTD friendly situations.
For example, I can crash any modlist found here at Subsim and/or I can play it without single CTD...

THE_MASK
06-12-15, 09:29 PM
Memel is finished . Uploading now .

THE_MASK
06-12-15, 09:51 PM
sobers 1300 13062015
added
sobers mega mod OH 2 Terrain mod V5 SH5
Memel terrain mod is finished
http://www.subsim.com/radioroom//downloads.php?do=file&id=4704
Start a new career
http://i61.tinypic.com/vmrdwl.jpg

fitzcarraldo
06-13-15, 01:47 PM
Dear Sober: now all working fine. Great job in the recopilation. I have over 60 FPS, that´s happiness....:woot:

Many thanks and regards.

Fitzcarraldo :salute:

THE_MASK
06-13-15, 03:20 PM
Dear Sober: now all working fine. Great job in the recopilation. I have over 60 FPS, that´s happiness....:woot:

Many thanks and regards.

Fitzcarraldo :salute:Don't forget to post some nice screen shots .

THE_MASK
06-13-15, 04:08 PM
http://i60.tinypic.com/292n28x.jpg

THE_MASK
06-13-15, 05:50 PM
I tried raiding Scapa 3 times with sobers mega mod OH 2 Terrain mod V5 SH5 . Failed miserably .

THE_MASK
06-14-15, 01:53 AM
The next terrain update will be a makeover for scapa .
Increased depth .
Shadows and highlights for mountains and hills to give depth .
No more almost white beaches .
A couple of small fixes for Memel .

Sjizzle
06-14-15, 01:56 AM
your latest mod list is ready for the bonus download i uploaded and now i ll send the link to Uncle Neal

THE_MASK
06-14-15, 06:34 AM
sobers 1200 14062015
added
sobers mega mod OH 2 Terrain mod V6 SH5

Added shadows to area around scapa raid route .
Added mines to other areas of scapa.
Added a chart for raiding scapa , find it on the radio room wall .
Start a new campaign

chemist92
06-14-15, 06:54 PM
What happens to this submarine's wake direction? It appears at 0 knots, but I think that at more speed, the foam hide it...

Thanks for any answer for solve it

THE_MASK
06-14-15, 10:42 PM
sobers 1310 15062015
added
FX_Update_22_ByTDW_HanSolo_sobers no resetting funnel smoke V2

THE_MASK
06-14-15, 10:43 PM
What happens to this submarine's wake direction? It appears at 0 knots, but I think that at more speed, the foam hide it...

Thanks for any answer for solve itI can not open these pictures for some reason :hmmm:

THE_MASK
06-15-15, 12:54 AM
sobers 1510 15062015
removed
Shadow Improvement ModLR

Game was unstable with ctds again .
Had to remove something .

chemist92
06-15-15, 02:21 AM
I can not open these pictures for some reason :hmmm:

I hope you can see the pictures now

THE_MASK
06-15-15, 02:25 AM
I hope you can see the pictures nowUninstall this mod if you have it . sobers see thru wake fix SH5

chemist92
06-15-15, 02:32 AM
Uninstall this mod if you have it . sobers see thru wake fix SH5

Thank you very much!!!

THE_MASK
06-15-15, 03:59 AM
Baltic carnage

http://i57.tinypic.com/214traw.jpg
Waiting for the fog to clear so I can enter Kiel .
http://i60.tinypic.com/fbgu86.jpg
On the job .
http://i62.tinypic.com/al0qh3.jpg
Trying to find the passage thru to Scapa .
http://i59.tinypic.com/2z86hdy.jpg

THE_MASK
06-15-15, 04:44 AM
3 torpedoes LOS
http://i57.tinypic.com/30dea2v.jpg
DD approaching fast . Time to turn around and head back down the sound .
http://i61.tinypic.com/hryj36.jpg
Heading back down the sound wondering if the torps hit or were duds .
http://i60.tinypic.com/vnyya0.jpg
The sky lights up red from behind the hill .
http://i61.tinypic.com/dw9evo.jpg

THE_MASK
06-15-15, 05:21 AM
Trying to read the foam on the water so I can figure out where the small channel is .
http://i62.tinypic.com/j0jtj8.jpg

THE_MASK
06-15-15, 07:41 PM
sobers 1030 16062015
added
sobers mega mod half size trees
removed
Small_trees_SH5_V1
http://i58.tinypic.com/20ii7ps.jpg

THE_MASK
06-15-15, 10:25 PM
sobers 1200 16062015
added
sobers mega mod TDWUserOptions_No Tonnage +Menu SH5 V20
sobers mega mod fog V2 SH5

THE_MASK
06-16-15, 12:13 AM
sobers 1500 16062015
added
sobers mega mod fog V3 SH5
Its impossible to get every fog correct with this terrible fog in SH5 . Why they got rid of the dynamic fog from SH4 I will never know .

THE_MASK
06-16-15, 12:52 AM
sobers 1600 16062015
added
sobers mega mod dead is dead_No Tonnage V9
removed dates from captains panel .

THE_MASK
06-16-15, 02:10 AM
Anyone know how to setup depth of field apart from the dev ?
I guess its here Silent hunter 5\data\Shaders\HDR\DOF
http://subsim.com/radioroom/showpost.php?p=1903476&postcount=2835

kevinsue
06-16-15, 03:26 AM
Hey Sober, your crew are turning weird.....taking down their buxom girlie posters and putting up Scapa raid ones!! :D Time for some shore leave at Lorient or Brest methinks!:haha:

THE_MASK
06-16-15, 03:39 AM
Nice moonlight night when the moon finally risen .
http://i57.tinypic.com/dqnq6x.jpg
Pity the flag was not lit up by the moon . Wasn't until I said LOS I realised the nice red flag was Russian .
http://i60.tinypic.com/2gy9bgi.jpg

THE_MASK
06-16-15, 01:42 PM
http://i58.tinypic.com/v6llrc.jpg

THE_MASK
06-16-15, 02:27 PM
sobers 0600 17062015
added
sobers mega mod OH 2 Terrain mod V7 SH5
Some improved terrain textures (DDS files)
added
sobers mega mod waves (moonlight) V3 SH5
Moon now casts shadows at night with low wind speed .

THE_MASK
06-16-15, 11:12 PM
sobers 1350 17062015
added
sobers mega mod fog V4 SH5

Claudia
06-17-15, 07:10 AM
Hey sober, nice pics! Great work.

Oby
06-17-15, 01:49 PM
Thanks Sober for your terrain mod...Raiding Scapa is much more interesting now...

I'm also using your shipwreck mod and I can locate only the Witcher wreck...From your readme there should be at lest five wrecks around the world...Are the rest of shipwrecks already included in your mod?


Thanks:salute:

THE_MASK
06-17-15, 02:15 PM
Thanks Sober for your terrain mod...Raiding Scapa is much more interesting now...

I'm also using your shipwreck mod and I can locate only the Witcher wreck...From your readme there should be at lest five wrecks around the world...Are the rest of shipwrecks already included in your mod?


Thanks:salute:They are but unfortunately I cannot remember exactly where they are .
1/ DD Wicher is sunk at Long 54° 35' N, Lat 18° 45' E
2/ German cruiser Blücher
3/ HMS Audacious
4/ SMS Kronprinz
5/ HMS Britannic

I think I used Wikipedia to place them in the correct spot .
Another good wreck site .
http://www.wrecksite.eu/chart.aspx?&po=FIWMPq8wuKtymIg9GIUQf2tjyzKkJeszblC29gvTVC/ZZkioKuuAtqGI8kbsFUS8W+0uRdalyIG+6hFW00EyOA==

Oby
06-17-15, 03:03 PM
Currently I'm in Scapa and I'm looking for SMS Kronprinz wreck.It should be at Lat 58° 52' 57" North, Long 3° 08' 53" West(ingame coordinates - Long=-379742.000000, Lat=7067434.000000) but unfortunately it isn't there. I found Schleswig Holstein wreck alongside all other block ships in eastern Scapa entrance, but no SMS Kronprinz on designated coordinates.

If you check the MapObject.ini. I think there is something wrong or mybe I'm wrong. GR2 files are all there in sobers shipwreck folder but only few are used in MapObject.ini. Schleswig Holstein is a proper candidate for SMS Kronprinz wreck, but it is used as a block ship...

chemist92
06-17-15, 04:38 PM
They are but unfortunately I cannot remember exactly where they are .
1/ DD Wicher is sunk at Long 54° 35' N, Lat 18° 45' E
2/ German cruiser Blücher
3/ HMS Audacious
4/ SMS Kronprinz
5/ HMS Britannic

I think I used Wikipedia to place them in the correct spot .
Another good wreck site .
http://www.wrecksite.eu/chart.aspx?&po=FIWMPq8wuKtymIg9GIUQf2tjyzKkJeszblC29gvTVC/ZZkioKuuAtqGI8kbsFUS8W+0uRdalyIG+6hFW00EyOA==

I hope that information help you

German Cruiser Blücher 59°42'7"N 10°35'48"E (http://wikimapia.org/3490350/Place-of-sunken-German-WWII-cruiser-Blücher-wreck)
HMHS Britannic 37°42′05″N 24°17′02″E (http://www.hospitalshipbritannic.com/the_wreck.htm)

Oby
06-17-15, 04:49 PM
1/ DD Wicher is sunk at position: Lat 54°36'0.12" North, Long 18°46'0.26" East(Air attack by Stuka dive bombers). Square AO9578.
2/ German cruiser Blücher is sunk at position: Lat 59° 42' 05" North, Long 10° 35' 32" East( 59° 42' 0” N, 10° 35' 30” E )(Norwegian coastal arttilerry an torpedoes). Square AO1629.
3/ HMS Audacious is sunk at position: Lat 55° 32' 16” North, Long 7° 24' 33” West. Square AM5397(Mine).( Latitude 55°28'0.00"N, Longitude 7°45'0.00"W - Square AM5622).
4/ SMS Kronprinz is sunk at Lat 58° 52' 57" North, Long 3° 08' 53" West(Scuttled in Scapa Flow after Germany surrendered in first WW). Square AN1539.
5/ HMHS Britannic is sunk at Lat 37° 42' 05" North, Long 24° 17' 02" East(Explosion, probably mine). Square CK8992.:)


Hey Sober how did you edit terrain? Can't find any tutorial about...Found some old link http://www.subsim.com/radioroom/showthread.php?t=162837 (http://www.subsim.com/radioroom/showthread.php?t=162837)
but the link to file doesn't work anymore...

Nevermind I found working link in How tos...

THE_MASK
06-17-15, 05:25 PM
1/ DD Wicher is sunk at position: Lat 54°36'0.12" North, Long 18°46'0.26" East(Air attack by Stuka dive bombers). Square AO9578.
2/ German cruiser Blücher is sunk at position: Lat 59° 42' 05" North, Long 10° 35' 32" East( 59° 42' 0” N, 10° 35' 30” E )(Norwegian coastal arttilerry an torpedoes). Square AO1629.
3/ HMS Audacious is sunk at position: Lat 55° 32' 16” North, Long 7° 24' 33” West. Square AM5397(Mine).( Latitude 55°28'0.00"N, Longitude 7°45'0.00"W - Square AM5622).
4/ SMS Kronprinz is sunk at Lat 58° 52' 57" North, Long 3° 08' 53" West(Scuttled in Scapa Flow after Germany surrendered in first WW). Square AN1539.
5/ HMHS Britannic is sunk at Lat 37° 42' 05" North, Long 24° 17' 02" East(Explosion, probably mine). Square CK8992.:)


Hey Sober how did you edit terrain? Can't find any tutorial about...Found some old link http://www.subsim.com/radioroom/showthread.php?t=162837 (http://www.subsim.com/radioroom/showthread.php?t=162837)
but the link to file doesn't work anymore...

Nevermind I found working link in How tos...Go to your in game graphic options .
Choose windows mode .
Choose a game resolution setting smaller than your native resolution .
Exit the game and then restart the game .
If using windows 7 right click the top windows bar to bring up the drop down menu and choose which type of modding you want .
To go back to the game click on the modding type again that is ticked .
You can only edit around the area of your sub .
Use a single mission to choose an edit location (best one is the last ones) or just edit while roaming the map in campaign .

THE_MASK
06-17-15, 05:33 PM
Did you know that you can change the coords in the TDW journal so you can look at them in google earth . There is a special program somewhere included . I cannot remember what its all about . I think the options editor has the program to change them . You could keep a log of your sunk marks on google earth .

THE_MASK
06-17-15, 05:40 PM
I hope that information help you

German Cruiser Blücher 59°42'7"N 10°35'48"E (http://wikimapia.org/3490350/Place-of-sunken-German-WWII-cruiser-Blücher-wreck)
HMHS Britannic 37°42′05″N 24°17′02″E (http://www.hospitalshipbritannic.com/the_wreck.htm)They might not be within seconds but certainly within the very close approximate area .

Oby
06-17-15, 06:35 PM
Thanks Sober for info...But forgive me and please check your MapObjects.ini ,cause the only shipwrecks that I can find after installing your mod are the block ships and the Witcher from Danzig bay...:o

vdr1981
06-17-15, 06:41 PM
I'm just curious Sober, why don't you use anymore any of available sub interior mods? SteelViking's Interior is more fix then a mod ... IIRC, without it almost all gauges in sub are broken or barely readable... :hmmm:
Any specific reason?

THE_MASK
06-17-15, 07:37 PM
Thanks Sober for info...But forgive me and please check your MapObjects.ini ,cause the only shipwrecks that I can find after installing your mod are the block ships and the Witcher from Danzig bay...:oI will check it out , maybe something happened to them in between terrain mod editions .
I used this to know where to place them .
http://i61.tinypic.com/2z4iplx.jpg

THE_MASK
06-17-15, 07:41 PM
I'm just curious Sober, why don't you use anymore any of available sub interior mods? SteelViking's Interior is more fix then a mod ... IIRC, without it almost all gauges in sub are broken or barely readable... :hmmm:
Any specific reason? I want individual mods packs so some of the big mods are too hard to implement , but you know SH5 which is based on SH3 which was thought of probably 15 years ago .

THE_MASK
06-17-15, 07:56 PM
1/ DD Wicher is sunk at position: Lat 54°36'0.12" North, Long 18°46'0.26" East(Air attack by Stuka dive bombers). Square AO9578.
2/ German cruiser Blücher is sunk at position: Lat 59° 42' 05" North, Long 10° 35' 32" East( 59° 42' 0” N, 10° 35' 30” E )(Norwegian coastal arttilerry an torpedoes). Square AO1629.
3/ HMS Audacious is sunk at position: Lat 55° 32' 16” North, Long 7° 24' 33” West. Square AM5397(Mine).( Latitude 55°28'0.00"N, Longitude 7°45'0.00"W - Square AM5622).
4/ SMS Kronprinz is sunk at Lat 58° 52' 57" North, Long 3° 08' 53" West(Scuttled in Scapa Flow after Germany surrendered in first WW). Square AN1539.
5/ HMHS Britannic is sunk at Lat 37° 42' 05" North, Long 24° 17' 02" East(Explosion, probably mine). Square CK8992.:)


Hey Sober how did you edit terrain? Can't find any tutorial about...Found some old link http://www.subsim.com/radioroom/showthread.php?t=162837 (http://www.subsim.com/radioroom/showthread.php?t=162837)
but the link to file doesn't work anymore...

Nevermind I found working link in How tos...I will check it out .
This link ?
https://drive.google.com/file/d/0B48gYYglnALiNzU5ZWQ2MWUtMzZmYS00NGVkLWIyYzEtZWE4M zhmMDAzNWNj/edit?hl=en&pli=1

THEBERBSTER
06-18-15, 04:13 AM
This is sober's last mod list I have showing those 2 mods.

Mods List sobers 0900 23092013 (correct order)
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
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 - 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
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
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
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
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
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
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MFCMCCDLite
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
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
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 Realistic contrast V6 SH5
sobers_realistic_underwater_FX3
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
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1

vdr1981
06-18-15, 05:06 AM
Sure, but you can also see there OHII v2.2 , R.S.D. v4 ect...

THE_MASK
06-18-15, 05:12 AM
Time and date
0900 23092013

Interesting to see the old list , thanks .

kevinsue
06-18-15, 06:29 AM
I want individual mods packs so some of the big mods are too hard to implement , but you know SH5 which is based on SH3 which was thought of probably 15 years ago .

http://i60.tinypic.com/96gw01.jpg

vdr1981
06-18-15, 08:13 AM
Sober, which files should I take from your latest OHII terrain mod If I want to extract only Light Kiel + new Memel files ?

So this would mean without mines in British ports. Is it possible at all or mission layer with kile/memel light file is merged with mines layer? :hmm2:

THE_MASK
06-18-15, 03:08 PM
Sober, which files should I take from your latest OHII terrain mod If I want to extract only Light Kiel + new Memel files ?

So this would mean without mines in British ports. Is it possible at all or mission layer with kile/memel light file is merged with mines layer? :hmm2:I will do a wos edition for you today .

Oby
06-18-15, 03:21 PM
http://www.subsim.com/radioroom/<a href=http://postimage.org/ target=_blank>[img]http://s5.postimg.org/sxy7uobrb/screenshot_2015_06_18_at_22_05_28.jpg [/URL][URL="http://postimage.org/"]http://s5.postimg.org/sxy7uobrb/screenshot_2015_06_18_at_22_05_28.jpg (http://postimage.org/)

I played with terrain editor and made four isles south of Oslo where German cruiser Blücher is sunk at position: Lat 59° 42' 05" North, Long 10° 35' 32" East. I 've positioned the wreck according to same pictures from net. It came out realy nice. Now only thing I wish to know is how to put trees on isles...Any ideas Sober?:hmmm:

THE_MASK
06-18-15, 03:28 PM
http://www.subsim.com/radioroom/<a href=http://postimage.org/ target=_blank>[img]http://s5.postimg.org/sxy7uobrb/screenshot_2015_06_18_at_22_05_28.jpg

I played with terrain editor and made four isles south of Oslo where German cruiser Blücher is sunk at position: Lat 59° 42' 05" North, Long 10° 35' 32" East. I 've positioned the wreck according to same pictures from net. It came out realy nice. Now only thing I wish to know is how to put trees on isles...Any ideas Sober?:hmmm:Trees are placed automatically by the terrain engine afaik . Maybe copy a vegetation GR2 file from Silent hunter 5\data\Terrain\Textures_and_Vegetation\7.Savannas and use that . Copy it to Silent hunter 5\data\Terrain\Locations\CustomAreas\sobers shipwrecks . No idea what will happen (doesn't work , just tried it ) . You can copy any GR2 file from the SH5 game files and place it in a named folder of your choice in Silent hunter 5\data\Terrain\Locations\CustomAreas and then you can place it with the terrain object editor . Ships/planes/subs/ torps/ships cargo etc .

THE_MASK
06-18-15, 03:30 PM
sobers 0600 19062015
added
sobers mega mod TDWUserOptions_No Tonnage +Menu SH5 V21
removed
EUF_UBoat_FX_v0_0_3_ byTheBeast
Equip_Upgrade_Dates_Chart

vdr1981
06-18-15, 03:52 PM
I will do a wos edition for you today .

Awesome ! TY! :up:

Edit:
Removed EUF? For increased stability maybe?

THE_MASK
06-18-15, 04:02 PM
Awesome ! TY! :up:

Edit:
Removed EUF? For increased stability maybe? Just trying to get rid of some mods for stability . Correct , and the Equip_Upgrade_Dates_Chart is a bit of a cheat . I am thinking I will lose the surface mines in Scapa and only have the underwater ones for my mega mod in my next terrain edition . I just deleted a lot of the scapa mines , uploading atm .
http://www.subsim.com/radioroom/downloads.php?do=file&id=4704

THE_MASK
06-18-15, 04:44 PM
sobers 0800 19062015
added
sobers mega mod OH 2 Terrain mod V8 SH5
Increased FPS around Scapa
start a new career

Oby
06-18-15, 05:26 PM
Sobers, I make a revision of your ship wreck mod...With your approval I can upload files by tomorrow. ?

THE_MASK
06-18-15, 06:01 PM
Sobers, I make a revision of your ship wreck mod...With your approval I can upload files by tomorrow. ?
Sure . I just deleted my version . Put it in the subsim mods download section please .

Oby
06-19-15, 11:39 AM
Shipwreck mod revision:

- all five wrecks are now ingame on historical coordinates.
- little improvements on gr2 models(propelers alignment, wreck inclination).
- some terrain adjustments.

http://www.mediafire.com/download/0vh06915lhr8oi9/shipwreck_mod__SH5.rar

:sunny:

THE_MASK
06-19-15, 03:43 PM
Awesome work but I need the terrain object as well in the download .
Silent hunter 5\data\Terrain\Locations\CustomAreas
Backup_MapObjects
MapObjects

Did you have my latest Terrain mod installed when adding the shipwrecks ?
sobers mega mod OH 2 Terrain mod V8 SH5

Oby
06-19-15, 05:17 PM
Oops,my mistake...Uploading now,please download it again.

http://www.mediafire.com/download/0vh06915lhr8oi9/shipwreck_mod__SH5.rar

Yes, install this after your 'sobers mega mod OH 2 Terrain mod V8 SH5' or incorporate it in your mod.

Simple single missions for mod verification:

http://www.mediafire.com/download/440mdlonsd3fp6a/SingleMissions.rar

THE_MASK
06-19-15, 05:55 PM
Oops,my mistake...Uploading now,please download it again.

http://www.mediafire.com/download/0vh06915lhr8oi9/shipwreck_mod__SH5.rar

Yes, install this after your 'sobers mega mod OH 2 Terrain mod V8 SH5' or incorporate it in your mod.

Simple single missions for mod verification:

http://www.mediafire.com/download/440mdlonsd3fp6a/SingleMissions.rar


I am uploading it now
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V9 SH5
You must be using Open Horizons latest mod .
Install after Open horizons with the mod enabler (jsgme) anytime either in port or on patrol .
Use the free cam to dive below the water using the W key and the Arrow keys (number keys) to change direction .
Dont use external camera as this just defeats the whole purpose of the mod making it easy to find the wreck .
Use real navigation to help you get to the coordinates of the wreck .
Thanks to TheDarkWraith for creating the TDW_GR2EditorViewer .
Thanks to gap for the tips .
Thanks to Oby for the Shipwrecks .
Use google earth to help locate the ship wreck .
1/ DD Wicher is sunk at position: Lat 54°36'0.12" North, Long 18°46'0.26" East(Air attack by Stuka dive bombers). Square AO9578.
2/ German cruiser Blücher is sunk at position: Lat 59° 42' 05" North, Long 10° 35' 32" East.(Norwegian coastal artillery-2 hits and secret torpedo battery-2 hits). Square AO1629.
3/ HMS Audacious is sunk at position: Lat 55°28' N, Long 7°45' W - Square AM5622(WW1-Mine). Long -930000,000000, Lat 6656000,000000.
4/ SMS Kronprinz is sunk at Lat 58° 52' 57" North, Long 3° 08' 53" West(Scuttled in Scapa Flow in June 1919 by her own crew,after Germany surrendered-first WW). Square AN1539.
5/ HMHS Britannic is sunk at Lat 37° 42' 05" North, Long 24° 17' 02" East(Explosion, probably mine). Square CK8992. Long 2914000,000000, Lat 4524000,000000.
NOT INGAME DUE TO GAME ENGINE LIMITATION-
6/ HMS AMC Rawalpindi is sunk at Lat 63° 23' 59” N, Long 12° 18' 36” W (Sunk in a surface action against the German battleships Scharnhorst and Gneisenau during the first months of the Second World War. Captain refused to surrender and attacked against all odds. ) Long 1476000,000000, Lat 7606000,000000.

THE_MASK
06-19-15, 09:10 PM
sobers 1100 20062015
added
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V10 SH5

JiMeS
06-22-15, 12:42 PM
Getting ready to start playing again. Hope over the years silent hunter got better :)

THEBERBSTER
06-22-15, 05:54 PM
A Warm Welcome Back > JiMes :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:

Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos :ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)

THE_MASK
06-22-15, 11:03 PM
sobers 1400 23062015
added
OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.1_NewUIs v7.5.0
Iron Crosses Disabled for No Tonnage Bar_Stock map_by Sober

THE_MASK
06-23-15, 01:26 AM
sobers 1700 23062015
added
sobers mega mod TDWUserOptions_No Tonnage +Menu SH5 V23

THE_MASK
06-27-15, 10:42 PM
sobers 1300 28062015
added
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V11 SH5
Enhanced the Port of Wilhelmshaven .
Fixed a couple of bad terrain bugs around Bremerhaven .
Start a new campaign

THE_MASK
06-28-15, 10:40 PM
sobers 1330 29062015
added
sobers mega mod TDWUserOptions_No Tonnage +Menu SH5 V24
Fixed a small error I made in the last version where you wouldn't get any celestial fixes .
Install anyime .

THEBERBSTER
06-30-15, 02:39 PM
Hi sober

Now the game has changed.

What action do you take when still in your current mission you end the patrol to re-supply.

Do you request the same mission again to get a grid reference?

Or

Do you start without requesting a mission and not get a grid reference.

Peter

THE_MASK
07-01-15, 12:57 AM
Hi sober

Now the game has changed.

What action do you take when still in your current mission you end the patrol to re-supply.

Do you request the same mission again to get a grid reference?

Or

Do you start without requesting a mission and not get a grid reference.

PeterGood questions , i always try to choose a mission in the briefing map if time permits . Why , because i want promotion points for the crew . IRAI is very difficult and i need all the help i can get . You wont get any promotion points if you just sail without choosing a mission afaik . I think you get some automatically as your crew gains experience though . Resupply in heligoland or where do you mean ?

THEBERBSTER
07-01-15, 05:32 AM
Hi sober

Well you answered my question regarding the promotion points.

I now know that I need to request the mission I am already in to get a grid reference so I can continue to receive promotion points.

I always end the patrol to re-supply and do not refit in Heligoland.

The downside is number of days added through ending the patrol.

The upside is that you can use any promotion points gained.

I am always aware of the additional data build up when you refit.

I will delete my current save and request the mission again.

Peter

THE_MASK
07-01-15, 02:09 PM
Hi sober

Well you answered my question regarding the promotion points.

I now know that I need to request the mission I am already in to get a grid reference so I can continue to receive promotion points.

I always end the patrol to re-supply and do not refit in Heligoland.

The downside is number of days added through ending the patrol.

The upside is that you can use any promotion points gained.

I am always aware of the additional data build up when you refit.

I will delete my current save and request the mission again.

PeterAre you playing WOS or my mega mod or both ?

THEBERBSTER
07-01-15, 02:20 PM
Hi sober

Currently trying out WOS.

Been playing with most of your mods over the last a couple of years and have 62 of your mod lists to date.

Peter

ndvsky
07-05-15, 10:24 AM
sobers 1330 29062015
added
sobers mega mod TDWUserOptions_No Tonnage +Menu SH5 V24
Fixed a small error I made in the last version where you wouldn't get any celestial fixes .
Install anyime .

I can't find that file to download: sobers mega mod TDWUserOptions_No Tonnage +Menu SH5 V24

Just the V23

THE_MASK
07-05-15, 04:26 PM
I can't find that file to download: sobers mega mod TDWUserOptions_No Tonnage +Menu SH5 V24

Just the V23Fixed

Tones1208
07-06-15, 10:13 PM
Gotta say many thanks Sober, you've made my SH5 experience go from good to brilliant. :salute:

THE_MASK
07-07-15, 05:59 AM
sobers 2130 07072015
added
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V12 SH5
Added some light houses around the Baltic to help you with real navigation .
Somewhere near Sandhammaren .
http://i60.tinypic.com/2418sr4.jpg

THE_MASK
07-07-15, 06:22 PM
I just placed lighthouses along the entire coast of Norway where they are in google maps . Uploading atm .

THEBERBSTER
07-07-15, 06:45 PM
That coast line looks awesome in that scale.

THE_MASK
07-07-15, 07:03 PM
sobers 0800 08072015
added
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V13 SH5
Lighthouses added all the way up the coast of Norway .

THE_MASK
07-07-15, 07:07 PM
That coast line looks awesome in that scale.I don't think I can get the scenery looking any better . Kiel canal never looked like this in vanilla .
Added some buildings along the Kiel canal in the latest terrain mod V13 .
http://i59.tinypic.com/igzrya.jpg

THE_MASK
07-07-15, 08:05 PM
My current career has 60 saves and nearly a month real time .
http://i57.tinypic.com/15rf7rs.jpg

THE_MASK
07-08-15, 04:36 AM
sobers 2000 08072015
added
EMCCD v0.3.1 by archer9
sobers mega mod dead is dead_No Tonnage V10
Also download the EXE patcher snapshot and use it please .
http://www.subsim.com/radioroom/downloads.php?do=file&id=4591

With this new mod list you have to interact with the crew .
I have taken away some things from the UI and now go talk with the crew .
It really annoyed me that there wasn't forced interaction with the crew because of the always available UI .
No teleporting

THE_MASK
07-08-15, 06:07 PM
sobers 0910 09072015
added
sobers mega mod dead is dead_No Tonnage V11
Just cleaned a few things up regarding emccd and the UI .

THE_MASK
07-09-15, 05:14 PM
sobers 0815 10072015
added
sobers mega mod dead is dead_No Tonnage V12
Just cleaned a few things up regarding emccd and the UI .

THE_MASK
07-09-15, 08:20 PM
sobers 1030 10072015
added
SteelViking's Interior Mod V1.2
sobers SteelViking's Interior Mod periscope metal
removed
sobers multi color mod V5

THE_MASK
07-09-15, 09:36 PM
sobers 1220 10072015
added
SteelViking's Interior Mod V1.2.2 Patch
sobers SteelViking's Interior Mod periscope metal V2
removed
sobers SteelViking's Interior Mod periscope metal

vdr1981
07-10-15, 08:29 AM
Sober?
http://www.subsim.com/radioroom/showthread.php?t=221001

THE_MASK
07-12-15, 06:17 PM
Is there a free MP4 capture software so I can capture what I am doing on my computer . I want to upload youtube video on how to install mods etc .

LesBaker
07-12-15, 06:45 PM
Check out this site

http://www.techgyd.com/top-10-free-screen-capturing-software/933/

THE_MASK
07-12-15, 09:15 PM
Check out this site

http://www.techgyd.com/top-10-free-screen-capturing-software/933/
Thanks Les .

THE_MASK
07-14-15, 08:06 PM
sobers 1100 15072015
added
sobers mega mod TDWUserOptions_No Tonnage +Menu SH5 V25
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V14 SH5
Deepened Scapa flow to see if DDs stop being stuck in campaign .

THE_MASK
07-15-15, 12:54 AM
sobers 1600 15072015
added
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V16 SH5
Removed shallow waters from
Memel
The Baltic ports area
Kiel
The entire Kiel canal
The area west of the Kiel canal
Wilhelmshaven
Scapa flow
Stornoway
Loch Ewe

THE_MASK
07-15-15, 08:09 AM
Started a new career and was able to enter the Baltic ports no problem . Sunk 2 polish ships and watched the german task force sink a polish sub . Not a single ctd . Was able to enter Kiel with no ctds .
************************************************** ************************************************** ******************
Do not touch the mod enabler after starting a new campaign or ctds will happen for sure

************************************************** ************************************************** ******************

gap
07-15-15, 08:48 AM
Started a new career and was able to enter the Baltic ports no problem . Sunk 2 polish ships and watched the german task force sink a polish sub . Not a single ctd . Was able to enter Kiel with no ctds .
************************************************** ************************************************** ******************
Do not touch the mod enabler after starting a new campaign or ctds will happen for sure

************************************************** ************************************************** ******************

:up:

THE_MASK
07-16-15, 05:34 AM
No ctds yet , heading for scapa again .

THE_MASK
07-16-15, 05:03 PM
No more fluorescent beaches to guide your way thru Scapa .
http://i62.tinypic.com/2z4h82e.jpg

THE_MASK
07-16-15, 08:50 PM
sobers 1200 17072015
added
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V18 SH5
Fixed a few mistakes up .
Test out Scapa if you want . Changed the way DDs travel around Scapa .
Start a new career and start from the beginning of the campaign .

LupoNeroM
07-17-15, 02:58 PM
Thx great work!!

THE_MASK
07-17-15, 03:48 PM
sobers 0700 18072015
added
sobers mega mod fog V6 SH5
Better smoke spotting .
SOB_HUS_RPM Inertia autoscripts V2 SH5
sobers mega mod waves (moonlight) V4 SH5
Added a blue tint to the game trying to subdue the brown fog .

gap
07-17-15, 03:57 PM
Welcome aboard LupoNero! :salute:

THEBERBSTER
07-17-15, 06:51 PM
A Warm Welcome To The Subsim Community > LupoNero :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:

Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos :ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)

Jimbuna
07-18-15, 07:37 AM
Welcome to SubSim Lupo :sunny:

redline202
07-18-15, 07:39 AM
No more fluorescent beaches to guide your way thru Scapa .
http://i62.tinypic.com/2z4h82e.jpg

Hi sober, nice work as always.
What mod do you use for "No more fluorescent beaches" ?

Szatanshow
07-18-15, 10:27 AM
just have no words for this mod so i say Thank you

Aktungbby
07-18-15, 11:27 AM
Szatanshow!:Kaleun_Salute:

THEBERBSTER
07-18-15, 01:59 PM
A Warm Welcome To The Subsim Community > Szatanshow :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:

Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos :ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)

THE_MASK
07-18-15, 04:23 PM
sobers 0700 19072015
added
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V20 SH5
added lighthouse markers on the navmap . There are a few lighthouses in the Baltic and all the way up the Norway coast .
Start a new career for them to show up .
http://i60.tinypic.com/wlq5n5.jpg

gap
07-18-15, 06:28 PM
added lighthouse markers on the navmap . There are a few lighthouses in the Baltic and all the way up the Norway coast.

Nice! :yeah:
Did you choose lighthouse locations randomly, or you placed them where they are really found?

Two good resources:
https://www.unc.edu/~rowlett/lighthouse/index.htm
https://en.wikipedia.org/wiki/Lists_of_lighthouses_and_lightvessels :know:

THE_MASK
07-18-15, 06:33 PM
I just used google maps and searched lighthouses , so they are where they are suppose to be (ww2 locations , no idea) . I am not putting any in enemy territory . I can not believe that they had lighthouses turned on in the war . I will use that lighthouse directory to put more lighthouses in though . Norway has a trillion lighthouses lol .

gap
07-18-15, 07:23 PM
I just used google maps and searched lighthouses , so they are where they are suppose to be (ww2 locations , no idea) .

The websites I linked below give you exact coordinates, or a link to google maps where you can see lighthouse locations. Moreover, they give you information of year of building and years of activity. Nowhere I found information on wich ligthouses were lit during WWII, but I think most if not all of them were obscured during the war, except maybe the ones outside Europe and the ones belonging to neutral countries.


I am not putting any in enemy territory . I can not believe that they had lighthouses turned on in the war .

Well, turning them on/off is on us. Unfortunately we cannot do it by year, unless we set the new lighthouses as land units rather than terrain objects. In that case the light beam of each beacon can be set through equipment file.


I will use that lighthouse directory to put more lighthouses in though .

With the time, we can replace some or all of the generic lighthouse models you are placing in game, with proper models I will provide to you.

Norway has a trillion lighthouses lol .

The Vikings... :arrgh!:

Jimbuna
07-19-15, 07:11 AM
Welcome Szatan :sunny:

THE_MASK
07-19-15, 11:48 PM
sobers 1500 20072015
added
sobers mega mod waves (moonlight) V5 SH5
Adjusted the Blue hue color by half , it was too much .
Adjusted the waves to accommodate the zero waves exe patch .
http://www.subsim.com/radioroom/downloads.php?do=file&id=4439
added
sobers TDW_GenericPatcher_v_1_0_168_0 Snapshot 20072015
Introduced the zero waves patch
Download and use the latest exe patcher snapshot
http://www.subsim.com/radioroom/downloads.php?do=file&id=4591

ironcold
07-21-15, 01:38 PM
sobers 1100 15072015
Deepened Scapa flow to see if DDs stop being stuck in campaign .

Any result with DDs issue in deeper water ? And if not - how can I get back
shallow water incl. the mine`s you make new to your mod. (I deleted V18
of Sobers mega mod_ObyShipwrecks_OH2 Terrain mod:wah:) The fluorescent
beaches? for me an eye candy, when I come very close to coast but will give it up, if the DDs in scapa come to live.
Thanks for your great work here,sober. For me its like an "open Workshop" where I can learn a lot about modding. Dosen`t matter,when I never leave
the english East-coast.

THE_MASK
07-21-15, 02:55 PM
Any result with DDs issue in deeper water ? And if not - how can I get back
shallow water incl. the mine`s you make new to your mod. (I deleted V18
of Sobers mega mod_ObyShipwrecks_OH2 Terrain mod:wah:) The fluorescent
beaches? for me an eye candy, when I come very close to coast but will give it up, if the DDs in scapa come to live.
Thanks for your great work here,sober. For me its like an "open Workshop" where I can learn a lot about modding. Dosen`t matter,when I never leave
the english East-coast.The mines are in Scapa aren't they ?

THE_MASK
07-21-15, 04:54 PM
Any result with DDs issue in deeper water ? And if not - how can I get back
shallow water incl. the mine`s you make new to your mod. (I deleted V18
of Sobers mega mod_ObyShipwrecks_OH2 Terrain mod:wah:) The fluorescent
beaches? for me an eye candy, when I come very close to coast but will give it up, if the DDs in scapa come to live.
Thanks for your great work here,sober. For me its like an "open Workshop" where I can learn a lot about modding. Dosen`t matter,when I never leave
the english East-coast.''Scapa Flow has a shallow sandy bottom not deeper than 60 meters and most of it 30 meters deep, and is one of the great natural harbours/anchorages of the world, with sufficient space to hold a number of navies '' . Scapa averages 60 mts in my Terrain mod .

nemo12
07-23-15, 06:09 AM
after a Long break, i will give sh5 another try. I had the sia mod installed but it seems a bit aged? is the sober megamod in german or only in english?:arrgh!:

THE_MASK
07-24-15, 04:55 AM
sobers 1300 24072015
added
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V21 SH5
Redone Memel and Scapa
You have to start a new career .

redline202
07-26-15, 12:59 PM
sobers 1300 24072015
added
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V21 SH5
Redone Memel and Scapa
You have to start a new career .

Hi sober...what are the news about stuck DD's in ports? Any luck figuring that one?

THE_MASK
07-26-15, 05:13 PM
Hi sober...what are the news about stuck DD's in ports? Any luck figuring that one?No idea . I went to Scapa and if I was in sight of the DDs and i saved and exited the game and reloaded they would fire on me . Seems like something in real time is not updating . The detection circles need to be used to figure out whats going on . I don't have the time atm .

redline202
07-26-15, 05:16 PM
No idea . I went to Scapa and if I was in sight of the DDs and i saved and exited the game and reloaded they would fire on me . Seems like something in real time is not updating . The detection circles need to be used to figure out whats going on . I don't have the time atm .

Ok, so you are saying it's not about shallow water that they are placed in? Because you mention something about terrain editing and shallow waters...

THE_MASK
07-26-15, 05:35 PM
Ok, so you are saying it's not about shallow water that they are placed in? Because you mention something about terrain editing and shallow waters...I deepened all of Scapa to 80 meters and it made no difference .

redline202
07-26-15, 07:00 PM
I deepened all of Scapa to 80 meters and it made no difference .

Ok, thank you...whats strange that in Scapa single missions...DD's are alive...and smart...same mods, hm....i was testing this for a long time and didn't find any clue, it might be something with dates of ships, or scripts more likely but i'm not sure....:hmm2:

THE_MASK
07-26-15, 09:47 PM
Ok, thank you...whats strange that in Scapa single missions...DD's are alive...and smart...same mods, hm....i was testing this for a long time and didn't find any clue, it might be something with dates of ships, or scripts more likely but i'm not sure....:hmm2:Someone said its in the vanilla game .

redline202
07-27-15, 05:55 AM
Someone said its in the vanilla game .

I think sometimes less is more, for example...those PB Boats in some ports, they don't serve nothing...in fact they are helping the player by confusing already poor AI. I deleted them from campaign. I think the best AI is in SH3 with GWX mod, it's simple, hard and effective AI. In SH5 it's unnecessary complex with tons of bugs.

blaze1093
07-29-15, 09:14 PM
I'm using your mod almost entirely except for Real Navigation, and I can't figure something out -

I like to travel fast with time compression, but every message I get in the box causes me to go to time compression 1. I've gone through the options editor and messed with all of that time compression stuff to no avail. I am using your screenshot for the generic patcher. Could that be the culprit?

THE_MASK
07-29-15, 11:30 PM
I'm using your mod almost entirely except for Real Navigation, and I can't figure something out -

I like to travel fast with time compression, but every message I get in the box causes me to go to time compression 1. I've gone through the options editor and messed with all of that time compression stuff to no avail. I am using your screenshot for the generic patcher. Could that be the culprit?Its on post 1 . The top boxes of the GUI . Don't touch anything in the options editor . All the GUI should have a tip(pointer/help) if you put your curser on them

blaze1093
07-30-15, 03:54 AM
I feel so stupid. Thank you!

THE_MASK
07-30-15, 04:04 AM
I feel so stupid. Thank you!This is not like other forums . You can ask for help anytime and get an answer .

blaze1093
07-30-15, 04:59 AM
If I mess with some of the options in the options editor, would that be a possible cause of CTD, or am I free to mess with some stuff such as pieces of the GUI autohiding?

THE_MASK
07-30-15, 05:22 AM
If I mess with some of the options in the options editor, would that be a possible cause of CTD, or am I free to mess with some stuff such as pieces of the GUI autohiding?The problems start when trying to enter a base and end the patrol . Mess with it and then start a new career . Or mess with it and see how you go in your current patrol / career . It will probably be alright , maybe lol . I really don't know .

THE_MASK
07-30-15, 06:52 AM
Something that bothers me about the game with all the mods is AI ability to spot you easily on the surface at night . I am going to ramp up the Night sensitivity for the AI and see what happens . A night surface attack early on in the war shouldn't be impossible .

THE_MASK
07-30-15, 06:07 PM
Sitting beside a big ship in port . Looks big from here , hard to get a perspective of the size of things when playing the game .
http://i58.tinypic.com/2gujwb7.jpg
Here is what it usually looks like at a distance .
http://i58.tinypic.com/2mzk5kz.jpg

redline202
07-30-15, 08:32 PM
Sitting beside a big ship in port . Looks big from here , hard to get a perspective of the size of things when playing the game .
http://i58.tinypic.com/2gujwb7.jpg
Here is what it usually looks like at a distance .
http://i58.tinypic.com/2mzk5kz.jpg

Nice pics...Is that VIIB? I wish i can sail with VIIB trough out whole campaign...she is the most beautiful sub...

THEBERBSTER
07-31-15, 05:02 AM
Hi redline

Check this out.

New_ Start_VIIB (http://www.subsim.com/radioroom/downloads.php?do=file&id=1819)

Start a new career in a VIIB sub.
Enable with JSGME last and then start a new career.

Peter

redline202
07-31-15, 06:38 AM
Hi redline

Check this out.

New_ Start_VIIB (http://www.subsim.com/radioroom/downloads.php?do=file&id=1819)

Start a new career in a VIIB sub.
Enable with JSGME last and then start a new career.

Peter

Hi THEBERBSTER.
Thanks, it was just what i was looking for :salute:

THE_MASK
08-02-15, 08:00 PM
sobers 1045 03082015
added
sobers mega mod IRAI_0_0_41_night convoy attacks
A lot easier to sneak up on convoys at night early on in the war .
sobers mega mod waves (moonlight) V6 SH5
15m/s waves reduced in size . Other waves reduced also . Might help with burning torpedo boats and easier to use the deck gun . (Hint press F5 to reman the deckgun if the crew disappears off the deckgun) .
You will have to start a new career for the new nighttime AI settings to take effect .

THEBERBSTER
08-03-15, 07:06 AM
Hi sober

I have added your excellent YouTube Tutorials to My SH5 Tutorials Post #1.

Peter

JT1981
08-08-15, 04:39 AM
Hi sober,I have playing sh5 with your last mega mods for moths,,and now ,you upgrade your mega mods list,,if i use your new mega mods,, i must uninstall the game,and enable your new mega mod,and restart a new carrer?

Left all my saved game behind?My medals,my tonnages,my skilled scews, and everything?
Oh,my god....3 months hard work will be wasted..

Here is my mods list
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 V31 SH5
sobers base sky mechanics V1
sobers waves mod V30 SH5
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 w beards
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Speech fixes and additions (english version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_41_ByTheDarkWraith
sobers TDWUserOptions for mega mod +Menu SH5 V13
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
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II v2.5
sobers OH2.5 Kiel Lite mod V4 SH5
OH II v2.5 Flag_Wind_Patch
OH II v2.5 Grid Request fix Patch SH5
sobers shipwreck mod V8 SH5
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. v5.7 - Indestructible UZO patch
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 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 V15 SH5
sobers realistic underwater FX8 SH5
sobers Blackout lights V2 SH5
sobers NO ship bow wave mod SH5
Shadow Improvement ModLR
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
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Shallow Waters Voice Be Gone
gap - HD 1 deg Scope Bearing v 1.0
sobers No bullet trasers SH5
AMMO_v1.0_SH5_by_Raven_2012

THEBERBSTER
08-08-15, 05:34 AM
Hi JT

I think you have missed the point!

sober has not mentioned anything about uninstalling.

What he says is that because of the effects that the new mods or changes made to existing mods you need to start a new career.

If you are going to use a new sober update just start a new career if he says it is needed.

There is no need to uninstall SH5.

The penalty for adding new mods etc, is your career never advances very far before you find yourself doing it all over again.

I must have done the Baltic Mission over 30 times and I am sure I will continue to do it many times in the future.

Peter

JT1981
08-08-15, 07:20 AM
Hi JT

I think you have missed the point!

sober has not mentioned anything about uninstalling.

What he says is that because of the effects that the new mods or changes made to existing mods you need to start a new career.

If you are going to use a new sober update just start a new career if he says it is needed.

There is no need to uninstall SH5.

The penalty for adding new mods etc, is your career never advances very far before you find yourself doing it all over again.

I must have done the Baltic Mission over 30 times and I am sure I will continue to do it many times in the future.

Peter

Thaks for your reply...another question,how to escape from dds tracking when
attack a task force? 6-7dds follow me all the time,,i am rig for silent running,and at a depth 180m...

i can only success escaping in a night surface attack,, fire all foretubes in a long range(more than 4500m),then turn around and run at a flank speed....

if attack submerged,,dd will find me and chasing forever...

THEBERBSTER
08-08-15, 08:47 AM
Hi JT

It is unlikely that they will find you at 180m.

I would just sit it out, or creep away at 1 knot.

Peter

JT1981
08-08-15, 09:02 AM
Hi JT

It is unlikely that they will find you at 180m.

I would just sit it out, or creep away at 1 knot.

Peter

1Knot? rig silent running is 1.8knots,,i will try 1k next time,,,
btw,,sit it out is uesless,,dd will depth charged you to the bottom...,,i always think the dd is a bug,,when submerged,you cant get away anyway,,i mean surrounded by more than 5dds

THEBERBSTER
08-08-15, 10:08 AM
Hi JT

At 180m that is nearly 600ft.
At 180m that should be difficult for any DD to find you.
The deepest I have ever dived is 140m in 3 years of playing.
I usually dive to around 80-85m unless I am in real trouble.
If you attack a task force closer than 2000m you are asking for trouble.
The DD's will immediately make for your presumed firing position.
At ranges 2000m + you have the opportunity as soon as firing the torpedo/s to start going deep and turning away from the 90 degree firing position.

In BCW I had 9 DD's after me.
I sat it out for a while and then sneaked away at 1knot going to full rudder every few minutes.
Stopping the engine for a few minutes, starting again at 1 knot full rudder.
Its all about time and patience.

Each gamer will have their own way of dealing with the situation.

Peter

JT1981
08-10-15, 09:58 PM
Hi JT

At 180m that is nearly 600ft.
At 180m that should be difficult for any DD to find you.
The deepest I have ever dived is 140m in 3 years of playing.
I usually dive to around 80-85m unless I am in real trouble.
If you attack a task force closer than 2000m you are asking for trouble.
The DD's will immediately make for your presumed firing position.
At ranges 2000m + you have the opportunity as soon as firing the torpedo/s to start going deep and turning away from the 90 degree firing position.

In BCW I had 9 DD's after me.
I sat it out for a while and then sneaked away at 1knot going to full rudder every few minutes.
Stopping the engine for a few minutes, starting again at 1 knot full rudder.
Its all about time and patience.

Each gamer will have their own way of dealing with the situation.

Peter

Thanks for your advise..another question,load a save game near an enemy harbor.then ctd..

THEBERBSTER
08-11-15, 05:25 AM
Hi JT

I think the sensible approach is do not make any manual saves within 60km of any AI or destroyed marks.

Harbours for me would be a distance of 100 to 200km, manual save then exit to desktop and reload.

Peter

JT1981
08-12-15, 06:32 AM
Hi JT

I think the sensible approach is do not make any manual saves within 60km of any AI or destroyed marks.

Harbours for me would be a distance of 100 to 200km, manual save then exit to desktop and reload.

Peter

oh,I see...

could sh5 read the contact report like sh3(4),for example,in sh3,,you find a task force(or Convey)somewhere,then order your radioman send a contack report,then you can read the report find some useful information,,like enemy course,estimate speed and so on,? when you get this information,the attack wil be very easy..

THEBERBSTER
08-12-15, 11:49 AM
Hi JT
I am not aware that can be done with SH5.
Your game can depend on various settings that are selectable in the game.
The game difficulty level chosen when you start a new career.
The game play settings that can be customised.
The changes that can be made in TDW,s Options File Editor Viewer can be customised by you to a certain level.
Some of these changes that can be enabled do not always work because of the game play level chosen to play at.
At the easy level most selections should work if you specifically want to see the targets speed etc.
In JSGME you need to disable the mods so that TDW,s NewUI is disabled.
This will allow any changes made in the OFEV to be accepted when the mod is enabled again.
The easiest way to move your mods is by creating a map file.
Look in my tutorials if you need to know how to do this.
Peter

Haukka81
08-13-15, 09:18 AM
Hi JT

I think the sensible approach is do not make any manual saves within 60km of any AI or destroyed marks.

Harbours for me would be a distance of 100 to 200km, manual save then exit to desktop and reload.

Peter

Is There any hope that this save/load thing is not needed in future? Or is it impossible to fix?

Only thing that drives me off from SH5 now , even with ssd drive it still breaks my immersion too much etc :(

THEBERBSTER
08-13-15, 10:12 AM
Hi H

I have been playing SH5 now for a about 3 years and I do not find saving the game a problem.
The game makes automatic saves every 25 minutes.
You make your own manual save that is supposed to be more reliable than the automatic one.

Believe it or not I only found out a couple of months ago how to make a manual save so I have always overwritten automatic saves for the last couple of years and more.

Play the game how you want to, save the game how you want to.
The way to save games is a recommendation based on gamers experiences, it is not written in stone.
If the saved game ctd's when you try and load it, delete it and use the one before it.

Enjoy the game, do not let it rule you, its your game so do as you want.
Its not the end of the world if you have to reload a previous save, just a minor inconvenience.

Peter

Rocko
08-27-15, 10:47 PM
Dear Forum Members,

I've been a big fan of Sober's Mega mod since the original version and I recently had the opportunity to get a gaming laptop:

Lenovo Y50, Intel Core i7-4720 HQ CPU @ 2.60GHz running on Windows 8 with plenty of nice features including 16GB RAM, ITB HDD, GeForce GTX 960M card and GeForce Game Ready Driver version 355.60 (8/13/2015) ...

I noticed the SH5 installer complained about the Graphics Driver version 150 something but my driver is version 355.60 ...

As I anticipated, I can't run SH5 properly after installation from the original SH5 installation CD and patching to 1.2. All I see is the intro movie in windowed mode and the game never comes up.

I'm not sure what to do next, please advise. :/\\!!

Rocko
08-27-15, 11:06 PM
All I had to do was to reduce the screen resolution to run SH5 ... :haha:

It seems to be working fine ...

Dear Forum Members,

I've been a big fan of Sober's Mega mod since the original version and I recently had the opportunity to get a gaming laptop:

Lenovo Y50, Intel Core i7-4720 HQ CPU @ 2.60GHz running on Windows 8 with plenty of nice features including 16GB RAM, ITB HDD, GeForce GTX 960M card and GeForce Game Ready Driver version 355.60 (8/13/2015) ...

I noticed the SH5 installer complained about the Graphics Driver version 150 something but my driver is version 355.60 ...

As I anticipated, I can't run SH5 properly after installation from the original SH5 installation CD and patching to 1.2. All I see is the intro movie in windowed mode and the game never comes up.

I'm not sure what to do next, please advise. :/\\!!

Indexrts1
08-28-15, 08:23 AM
please help with my problem! (please help with my problem (do not extend the mission (
http://www.subsim.com/radioroom/showpost.php?p=2340165&postcount=1706
I think it is here on this post.
Quote Vecko
''This test patch with banned tonnage bar (Alleluia!) is aiming to allow all players , even with stuck tonnage bar issue, to experience OHII in full power, with fully free, open and nonlinear gameplay with multiple area of operations visible almost all the time.
Even though the patch is optimized for the people with infamous tonnage bar bug I could recommend it for anyone else who is annoyed by arcade looking tonnage bar, a really strange feature of SH5 IMO.''

IMPORTANT NOTICE!
Make sure to be On PATROL (not in base afaik) when deadline date of last mission is reached, , preferably somewhere at the open seas without AI units in your vicinity .You can check campaign ending dates in OHII Campaign dates document or in the main OHII thread.

How to solve it?

saipan
08-31-15, 11:04 PM
as soon as i start to activate the mods in a clean jgsme they conflict with each other....what did i do wrong?

Haukka81
09-01-15, 01:23 AM
as soon as i start to activate the mods in a clean jgsme they conflict with each other....what did i do wrong?


Its normal.

JT1981
09-03-15, 10:06 AM
as soon as i start to activate the mods in a clean jgsme they conflict with each other....what did i do wrong?

The number of sobers mega mod is more than 80,,so some mods conflict with each other for sure,,so you should eable them with an right order...i adivse you to download sobers MEP file in here:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3492

JT1981
09-03-15, 10:08 AM
All I had to do was to reduce the screen resolution to run SH5 ... :haha:

It seems to be working fine ...

竟然能碰到中国人,难得。。

casualities
09-04-15, 03:13 PM
Thank you for this pack. Regards,

THEBERBSTER
09-04-15, 06:33 PM
A Warm Welcome To The Subsim Community > casualties:subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link.:salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:
Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos:ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)
(http://www.subsim.com/radioroom/showthread.php?t=220285)

ummm
09-13-15, 02:12 PM
Dear members,
..its beautiful game after install mega mod! But.. Im using RAOFB and i see incorrect distance to target. At least twice. Help me pls find the problem!
Maybe, my screen resolution (1920x1080)? :hmm2:

ummm
09-14-15, 12:06 PM
Sorry to all.. Thank you. Solution is found. I was not paying attention. "Manos Scopes-patch for 16x9" decided my problem. :k_confused:

Scorpio47
09-23-15, 03:59 AM
Hello,

I am a newbie here and I have just installed sobers mega mod following the procedure layed out here.

All went fine, but when I start the game, I get a window on the first screen which I cannot make disappear... I can click whatever I want on this window, nothing happens though.

I can go on playing and start a campaign, but some items are coverd up and inaccessible. (see screenshot).

Later on, another window pops up with the same behavior but even worse consequences: I cannot click ANY of the icons an the screen, only use the keyboard commands and escape back to the main screen, then Windows.
(see screenshots).

Any ideas why this happens and which one of the mods is the culprit responsible for this behavior?

THANK YOU for your help and support
Scorpio47

THEBERBSTER
09-23-15, 04:22 AM
A Warm Welcome To The Subsim Community > Scorpio47:subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link.:salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community:yeah: (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)

Suggestions.
1. Do the tutorial without sobers mega mod.
2. Say yes to the tutorial and exit when the music starts.
Go to documents\SH5\data\cfg\CareerHistory
Change has completed history from false to true
File and save.
Enable sobers mega mod making sure you follow all his other instructions as well.
You can start a new career and skip the tutorial.
If this does not work then you have some sort of corruption as what you are seeing is coming from the mega mod and not the stock game.
Have you updated your game to v1.2?
Post #5 Just Finished Installing SH5 > Do This Now (http://www.subsim.com/radioroom/showpost.php?p=2182963&postcount=5)
Peter

Magic1111
09-23-15, 07:57 AM
Hello,
...


Welcome aboard!!! :salute:

Jimbuna
09-23-15, 08:03 AM
Welcome to SubSim Scorpio47 :sunny:

Scorpio47
09-23-15, 10:27 AM
[B]Suggestions.
1. Do the tutorial without sobers mega mod.
2. Say yes to the tutorial and exit when the music starts.
Go to documents\SH5\data\cfg\CareerHistory
Change has completed history from false to true
File and save.
Enable sobers mega mod making sure you follow all his other instructions as well.
You can start a new career and skip the tutorial.
If this does not work then you have some sort of corruption as what you are seeing is coming from the mega mod and not the stock game.
Have you updated your game to v1.2?
[/FONT]
Peter


Thank you Peter!
I did what you suggested, but unfortunately there was no change:wah:
I am not sure, though, if I followed ALL of sober´s instructions as well and if I could identify the mod responsible for this behaviour, I could deactivate it.... but I have no clue...:hmmm:

What I shall do in the next days is to start again from scratch with a "virgin" installation and try again.
I hope that will solve this issue.

Again, thank you for your quick reply and suggestions and have a great day!
Kind regards from across the Channel:)
Juergen

Scorpio47
09-23-15, 10:31 AM
Thank you for the warm welcome here!

I am confident that together with the other members of the SUBSIM NAVY I shall have a great time here.:up:

ALways enough water under the keel and keep watching.

Cheers
Juergen

ummm
10-04-15, 10:22 PM
Hello,
After install Sobers mega mod- not displayed visual and acoustic contact on the map. I want to see thouse contacts. Help me.
Real Navigation not installed.
:Kaleun_Crying:

Scorpio47
10-06-15, 04:01 AM
Thank you Peter!
I did what you suggested, but unfortunately there was no change:wah:
I am not sure, though, if I followed ALL of sober´s instructions as well and if I could identify the mod responsible for this behaviour, I could deactivate it.... but I have no clue...:hmmm:

What I shall do in the next days is to start again from scratch with a "virgin" installation and try again.
I hope that will solve this issue.

Again, thank you for your quick reply and suggestions and have a great day!
Kind regards from across the Channel:)
Juergen


Just to let you know, that in a German forum from Ubisoft I found this very problem solved!
It appears to be the result of these mods:
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

The solution offered there (and it worked for me!) is to go back to version 7.4.2 of those mods. The newer ones lead to some kind of conflict. Unfortunately there were no further details given, but the solution offered worked for me.

Thanks for your help and happy hunting!

THEBERBSTER
10-06-15, 04:51 AM
Hi Guys

There is no real reason why 7-5-0 should not work correctly.
The current version 18 has been around a long time now and is used by hundreds of gamers in both sobers and the TWOS mega mods.

With 7-5-0 you have to make 2 changes in TDW's Generic File Patcher.
7-4-2 is very stable and is just less sophisticated than 7-5-0

I would seriously look at sobers post below and check your mods are the same, and in the correct order.
Sober Mega Mod Thread (Posts 1-2-3-4-5-6 (http://www.subsim.com/radioroom/showthread.php?t=192374)

With sobers mega mod you have to do a bit of extra work as he explains.
However if you are not using his mega mod then you can build your own from his list using the downloads.

My tutorals index will guide you through any missing things you may have over looked.

Peter

Magic1111
10-06-15, 06:46 AM
Hello,
After install Sobers mega mod- not displayed visual and acoustic contact on the map. I want to see thouse contacts. Help me.
Real Navigation not installed.
:Kaleun_Crying:

Any solution of this, guys? :hmmm:

I have the same problem, also in Wolves of steel Mega MOD too...:06:

THEBERBSTER
10-06-15, 11:25 AM
Hi Guys

Map contacts is usually a Game Play Setting.
http://i61.tinypic.com/11ug31j.jpg

You can also check out TDW's Option Files Editor Viewer and make changes in both of The Navigation and TAI Map tabs.
http://i60.tinypic.com/2iibtr6.jpg
You can customize what you want to see both from your U-boat and the contact/target.

Peter

Magic1111
10-07-15, 05:53 AM
Hi Guys
Map contacts is usually a Game Play Setting.



Hi Peter!

That has nothing to do with Game Play Settings.

My problem is, that in higher TC (from 256 or 512) the Contacts on Nav Map disappear. :hmmm:

THEBERBSTER
10-07-15, 10:27 AM
Hi Magic

Never come across that problem before.

However I did have a problem with TWOS with real navigation I could see my sub moving across the map.
Vecko sorted me out with a download that fixed it.

Peter

Admiral Awesome
10-17-15, 04:53 AM
Hi, the mep file doesnt work and wants additional mods installed that I can't even find anywhere. What do I have to do?

Thx.

THEBERBSTER
10-17-15, 09:34 AM
Hello AA

I am sure you will find the answer/s if you go back and start in Post #1 through to Post #6.
Just take your time reading the instructions and all should be ok.
This mega mod has been around a long time and a lot of gamers use it.
sober has provided a wealth of instructions in both written and video forms.

Peter

Sjizzle
10-17-15, 02:48 PM
Hi Peter!

That has nothing to do with Game Play Settings.

My problem is, that in higher TC (from 256 or 512) the Contacts on Nav Map disappear. :hmmm:

never use TC more 256 and also enable from option file viewer to drop the TC to 1 on each contact or radio messages....if the tc doesn't drop to 1 on each contact report or radio messages then u have a big chance to miss them cos u pass them or they change the course .....

Hi, the mep file doesnt work and wants additional mods installed that I can't even find anywhere. What do I have to do?

Thx.


can u say which mod u can not find maybe some1 of us will have it can uploaded

Broad_sky
11-08-15, 09:51 AM
I know, this mod is not working with steam version.
But will it work with pure uplay digital version?

Sjizzle
11-08-15, 09:54 AM
I know, this mod is not working with steam version.
But will it work with pure uplay digital version?

the mod work with the steam version.... the TDW's generic patcher doesn't work very well
read here (http://www.subsim.com/radioroom/showthread.php?t=214687) how to patch the steam version of the game

Falconfryer
11-12-15, 10:55 PM
I cant even figure out how to man the periscope now or get any of the small menus visible..thanks

Aktungbby
11-13-15, 12:19 AM
Broad_sky!:Kaleun_Salute: & welcome back Falconfryer-after a two year silent run!:salute:

THEBERBSTER
11-13-15, 05:02 AM
A Warm Welcome Back > Falconfryer:subsim:
New To Silent Hunter <> Need Help <> Click On My Thread Links.:sunny:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119):yeah:
Post #188 Campaign Fix And Working Tonnage Bar By MaMa > Pictorial Instructions How To Make It Work (http://www.subsim.com/radioroom/showpost.php?p=2284492&postcount=188):salute:
Post #24 Shaefer’ Season 2 Let's Play Silent Hunter 5 YouTube 23 Videos:ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)


There are plenty of YouTube videos that you can use as tutorials.

Jimbuna
11-13-15, 06:59 AM
Welcome :sunny:

wotan2
11-16-15, 06:31 AM
I using Sober's bonus mega pack. The question is: can I set and enable the Contact parallel/intercept buttons somehow? I enabled them in *options.py but still not there on TAI, and also not available to turn them on through ingame options. Did I missed or forgot something or, are they incompatible with RealNavigaton? Maybe, because there are no classic route plotting system... or am I editing a wrong useroption file. I found 3 of them but as far as I see they are sincronized... :hmmm:

Thanks for reply, in advance!

Sjizzle
11-16-15, 10:05 AM
I using Sober's bonus mega pack. The question is: can I set and enable the Contact parallel/intercept buttons somehow? I enabled them in *options.py but still not there on TAI, and also not available to turn them on through ingame options. Did I missed or forgot something or, are they incompatible with RealNavigaton? Maybe, because there are no classic route plotting system... or am I editing a wrong useroption file. I found 3 of them but as far as I see they are sincronized... :hmmm:

Thanks for reply, in advance!


If u play with real navigation they are incompatible to see does option u need play without real navigation

wotan2
11-18-15, 04:42 AM
Thanks Sjizzle! I was fairly sure about that...but I rather keep the real nav :03:
Since I started a new camapign with it I always arrive to base area at night in bad weather :rock: but I like the challange(s) that the mod offers.

Toxic505
12-07-15, 01:20 AM
Hey Sober! Love your mod pack. Quick question, is there a way to make the time compression go past 32x? I really want to do some of the campaign but I really don't feel like waiting a few days just to travel to the engagement area

Thanks!

Sjizzle
12-07-15, 01:43 AM
Hey Sober! Love your mod pack. Quick question, is there a way to make the time compression go past 32x? I really want to do some of the campaign but I really don't feel like waiting a few days just to travel to the engagement area

Thanks!


if u followed sober instruction then the time compression goes till 256.
32 TC when u are in captain view and 256 when u are on map view not the TAI Map,

Toxic505
12-07-15, 01:59 AM
if u followed sober instruction then the time compression goes till 256.
32 TC when u are in captain view and 256 when u are on map view not the TAI Map,

Thanks mate! I guess I missed that part.

Toxic505
12-07-15, 07:16 PM
Anyone know how I can skip the tutorial for new campaigns when the "Skip Tutorial" menu will not pop up?

Sjizzle
12-08-15, 01:29 AM
Anyone know how I can skip the tutorial for new campaigns when the "Skip Tutorial" menu will not pop up?

Open CareerHistory.cfg (my documents/SH5/data/cfg) and make following changes...
Code:
HasCompletedTutorial=true

Toxic505
12-08-15, 09:32 PM
Thanks again!

Interpol
12-13-15, 05:52 PM
Hi, I have a few questions.

1)
Is the 'No Tonnage Free Mode' mod suppose to still add Iron crosses when completing each mission?
I did the Baltic Operations and my captains log panel said I completed it but when exiting the game it says 'Baltic Operations: Failed'.

2)
How do I accept new missions and obtain secondary missions?

3)
Do I send contact/status reports via Captains Log or via the Radio Operator along the bottom row?

Any help is appreciated. :up:

THEBERBSTER
12-13-15, 07:23 PM
Hi Interpol

1)Is the 'No Tonnage Free Mode' mod suppose to still add Iron crosses when completing each mission?
I did the Baltic Operations and my captains log panel said I completed it but when exiting the game it says 'Baltic Operations: Failed'.
No.

2)How do I accept new missions and obtain secondary missions?Missions are date controlled.
The next mission after the Baltic Operations starts on September 4th
If you end the patrol on September 3rd you will not be able to select the next mission.
Secondary missions if you mean objectives then these will appear in the Captain's Log and also by radio messages.
There is no restriction on the number of times you can select the same mission, new patrol objectives and crew bonus points can be earned.
3)Do I send contact/status reports via Captains Log or via the Radio Operator along the bottom row?Always by the radio operator.

Peter

Interpol
12-13-15, 08:15 PM
Hi Interpol

1)Is the 'No Tonnage Free Mode' mod suppose to still add Iron crosses when completing each mission?
I did the Baltic Operations and my captains log panel said I completed it but when exiting the game it says 'Baltic Operations: Failed'.
No.

2)How do I accept new missions and obtain secondary missions?Missions are date controlled.
The next mission after the Baltic Operations starts on September 4th
If you end the patrol on September 3rd you will not be able to select the next mission.
Secondary missions if you mean objectives then these will appear in the Captain's Log and also by radio messages.
There is no restriction on the number of times you can select the same mission, new patrol objectives and crew bonus points can be earned.
3)Do I send contact/status reports via Captains Log or via the Radio Operator along the bottom row?Always by the radio operator.

Peter

Thanks for the reply Peter :up:

On question two, are the new missions meant to appear in the captains log as mine currently still shows Baltic Operations even though that has ended?

Also do the secondary objectives automatically appear in the Captains Log?

Kruniac
12-13-15, 09:59 PM
My time compression only goes to 64 then jumps to 1 whenever my crew sees any type of smoke, friendly ship, or seagull.

How do I fix this. I only want to be interrupted when I see an enemy.

Sjizzle
12-14-15, 01:31 AM
My time compression only goes to 64 then jumps to 1 whenever my crew sees any type of smoke, friendly ship, or seagull.

How do I fix this. I only want to be interrupted when I see an enemy.


read sober post 1 to 6

http://www.subsim.com/radioroom/showpost.php?p=1836877&postcount=2

[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=1,256
CriticalDamage=1,256
CrewEfficiency=128
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=32
FriendDetected=1
EnemyDetected=1
RadioReport=256
Particles=32
PrayState=1
HunterState=1
3DRender=32
Maximum=256

and u can't set the time compression to drop 1 only for enemy ships

Mehring1917
12-16-15, 01:58 PM
Anyone give me a hand with this?

Just started playing this after a long break. Noticed that the Megamod single DL MEP is inaccurate but I changed a few things, nothing major. Game was working ok, a bit unstable but really not bad, then I upgraded hydrophone and found on next mission I could no longer see anything with it, no contacts, no sound.

Now I also find the chronometer is unattainable. First time I click 'O' it flashes up, then disappears. Subsequent 'O' clicks do nothing at all. Just tested installation and found the following conflicts-

Aiis
12-18-15, 11:57 AM
nice mod :)

Sjizzle
12-18-15, 02:29 PM
Anyone give me a hand with this?

Just started playing this after a long break. Noticed that the Megamod single DL MEP is inaccurate but I changed a few things, nothing major. Game was working ok, a bit unstable but really not bad, then I upgraded hydrophone and found on next mission I could no longer see anything with it, no contacts, no sound.

Now I also find the chronometer is unattainable. First time I click 'O' it flashes up, then disappears. Subsequent 'O' clicks do nothing at all. Just tested installation and found the following conflicts-



what is inaccurate there ???? if u look at this mod list and all in one download is a difference cos all in one was uploaded a few months ago and this one is updated almost each day / week
the mep file from all in one download work very well with that all one download don't use that mep file with this mod list .....
i didn't had time to update the all in one download but now between xmass and new year when i am home i will update it .....
if u change the mod orders in that mep file the game will be unstable and will crash .....

THEBERBSTER
12-18-15, 03:05 PM
A Warm Welcome To The Subsim Community >Aiis :subsim:
New To Silent Hunter <> Need Help <> Click On My Thread Links.:sunny:
Subsim <> How To Donate <> See The Benefits <> Support The Community:yeah: (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)

Mehring1917
12-19-15, 05:27 AM
Thanks. I'm trying to dl the mods individually now, to get the updates but I find at least one has been updated and another, the Fuel Guages WoGaDi is unavailable. I PMed the uploader but no response yet. I also use German voices so it's pretty much impossible to install the mods without changing the MEP.

I don't think the problem was changing mod order, though I have a suspicion I dropped one dl folder into another as I transferred it from dl location to MOD folder. Might explain it.

To be honest though, as well as tutorials you might get less posts from people like me if the process outlined in first posts in this thread were reorganised in a clear, concise, ordered way. I'm still unclear about whether patches should be activated before or after mods; some mod instructions, like "install before you start a new career" contradict Sober's directions which are to install after you finish tutorial; some mods require changes to text files or are (scope patch) specific to aspect ratios. Another important issue is chart availability, like distance travelled at speed. Just a few examples, the process as it stands is really unclear. Happy to help in any way I can.

Mehring1917
12-19-15, 07:39 AM
Here's another confusion.

RSD v5.7 is included in sober's latest MEP but it's unavailable. v5.7.1 is included in Sjizzle's old MEP. Why has sober reverted to an old version, the update is small, and if with good reason, why has Sjizzle not done the same? Either way, you have to alter sober's MEP, if you use it.

Mehring1917
12-19-15, 08:29 AM
what is inaccurate there ???? if u look at this mod list and all in one download is a difference cos all in one was uploaded a few months ago and this one is updated almost each day / week
the mep file from all in one download work very well with that all one download don't use that mep file with this mod list .....
i didn't had time to update the all in one download but now between xmass and new year when i am home i will update it .....
if u change the mod orders in that mep file the game will be unstable and will crash .....If the date on Sober's MEP is anything to go by, August 3rd was the last update to the file but there are loads of different files from your MEP.

I appreciate you're all doing this for love, not money, but repeatedly spending literally days trying to get all the right versions of mods together and installed correctly then often finding they don't work is the main reason I take long breaks from the game. It could be made more user friendly and I'm happy to help as far as I can, I'm not particularly computer literate.

Mehring1917
12-19-15, 09:40 AM
So, latest install is this MEP, basically sober's 03082015 with a few modifications. I haven't tried the hydrophone but the chronometer problem persists. Speed/distance charts are unobtainable.

Fuel Gauge WoGaDi is deleted as it's unobtainable.

RSD v5.7 is updated to v5.7.1, I can't see how this would adversely affact anything

I think another mod is updated since this MEP

sobers game loading tips V8 SH5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
sobers mega mod fog V6 SH5
sobers base sky mechanics V1
Water reflections intensity varied by available sunlight by TheDarkWraith
sobers mega mod half size trees
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
MightyFine Crew Mod 1.2.1 Stock w beards
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
EMCCD v0.3.2 by archer9
Speech fixes and additions (german version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_41_ByTheDarkWraith
sobers mega mod IRAI_0_0_41_night convoy attacks
sobers mega mod TDWUserOptions_No Tonnage +Menu SH5 V25
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Sjizzle's Charts for NewUI's part 5_23.05.2015
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers SteelViking's Interior Mod periscope metal V2
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
OH II v2.5 Grid Request fix Patch SH5
sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V21 SH5
OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.1_NewUIs v7.5.0
FX_Update_22_ByTDW_HanSolo_sobers no resetting funnel smoke V2
Iron Crosses Disabled for No Tonnage Bar_Stock map_by Sober
OH II v2.5 Flag_Wind_Patch
Wasserbomben_SoundFix_1.2_E50

Interpol
12-24-15, 10:59 AM
I don't suppose anyone has a list on Sensor range (GHG, KDB ect) for this mod list?

I found a some listed but they're mostly contradictory of one another.

1) GHG (GruppenHorchGerat) -originally installed on boat.

Surfaced------------------17 000m
Periscope Depth (12m)-----25 000m
Depth 30m and below-------40 000m (maximum range)

2) KDB (KristallDrehbasisGerat)- optional rotating device that eliminates blind spot on the bow.

Surfaced-----------------------0m
Periscope Depth (12m)------22 000m
Depth 30m and below--------38 000m (maximum range)

3) Balkon Gerat - optional device, better than previous two.

Surfaced-------------------17 000m
Periscope Depth (12m)------27 500m
Depth 30m and below--------40 000m (maximum range)


This list also doesnt say where ever convoys are still picked up 100km like stock, plus this doesnt list the other devices available later in the war.

AldoJesus
01-13-16, 02:11 PM
Great work Sober

THE_MASK
01-18-16, 06:18 AM
Great work Sober
Thankyou .

Skvid
02-01-16, 03:36 AM
Sober, has it ever occurred to you that your instruction posts look like a complete mess with all that colorcoding accompanied by autistic formatting?

Could we please get a proper step-by-step guide?

vdr1981
02-01-16, 10:58 AM
Sober, has it ever occurred to you that your instruction posts look like a complete mess with all that colorcoding accompanied by autistic formatting?

Could we please get a proper step-by-step guide?

With an attitude like that, I guess you may receive few "Welcome" posts from Jimbuna and Actungbby , but that's about it...:03:

O`ya
02-09-16, 04:46 AM
Hi Sober
My name is Raphael and I come from Polish. In the games highly appreciate realism. In a series of silent hunter play since the eighties when the Commodore 64 came out of a submarine simulator called silent hunter. I experimented with a lot of mods but your compilation in my opinion is the best. I wanted to thank you for a very accurate description along with videos and how and where to install everything, not all know each other well on computers and when that happens the language barrier is a technical written text hard to understand.
I hope that all statements will be for you to understand, I'm sorry for style but do not know English and writing I use google translator. Once again, thank you for the tremendous work they have any in this project and I cordially greet.
As you can see you track the whole world :yeah:

Aktungbby
02-09-16, 10:17 AM
O`ya! :salute:

THE_MASK
02-09-16, 06:00 PM
Hi Sober
My name is Raphael and I come from Polish. In the games highly appreciate realism. In a series of silent hunter play since the eighties when the Commodore 64 came out of a submarine simulator called silent hunter. I experimented with a lot of mods but your compilation in my opinion is the best. I wanted to thank you for a very accurate description along with videos and how and where to install everything, not all know each other well on computers and when that happens the language barrier is a technical written text hard to understand.
I hope that all statements will be for you to understand, I'm sorry for style but do not know English and writing I use google translator. Once again, thank you for the tremendous work they have any in this project and I cordially greet.
As you can see you track the whole world :yeah::up:

O`ya
02-11-16, 10:55 PM
hello sober

The first time I did not start the game - the reason is the latter compilation sobers1045 03,082,015.

I have uploaded all the instructions.
I start the first patrol and ..... when loading a mission, I have a black screen, the game is suspended.
By using the ctrl + alt + del entered into the system and there appears a message.:hmmm:



1767

Three times I installed everything from start believing that something not to miss, and every time the same error pops up.

Do you know maybe what's going on?
What should I do to run the game on the package of the latter mods?
Please kindly help if you know what causes the problem here.

Sjizzle
02-12-16, 01:32 AM
hello sober

The first time I did not start the game - the reason is the latter compilation sobers1045 03,082,015.

I have uploaded all the instructions.
I start the first patrol and ..... when loading a mission, I have a black screen, the game is suspended.
By using the ctrl + alt + del entered into the system and there appears a message.:hmmm:



1767


Three times I installed everything from start believing that something not to miss, and every time the same error pops up.

Do you know maybe what's going on?
What should I do to run the game on the package of the latter mods?
Please kindly help if you know what causes the problem here.



it's your game patched to 1.2 ?????

O`ya
02-12-16, 09:01 AM
Hello. The very question puzzled me, and I think that directed at the problem. During the installation the first time you log in to Ubisoft could not connect to the server due to administrative work. After some time he plays doci±gne³a yourself what you need and started the latest patch. But I think something went wrong because the uruchamioania game from the desktop each time a second window pops up game updates and just as quickly disappears. It should not have happened so I install a new game and see if the problem solved itself. Until now all I removed the files from the game and replace them with those pasted beckupu. If something went wrong when installing it and these files were bad so near to shutting and so I could install the game endlessly watching the same mistake.

I throw everything and try again. Thank you for the quick reply.
Now I have to go to work.

O`ya
02-12-16, 03:40 PM
After re-installing the game all moved without problems, as always, to build mods Sober.:D

THE_MASK
02-14-16, 07:30 PM
After re-installing the game all moved without problems, as always, to build mods Sober.:D:up:

Warham
03-04-16, 12:39 PM
Hi, Sober.

vdr1981 told me that you have mods which fix these things:
1) Smoke of other ships works for me like this. Its small, then larger, larger and then it disappear. All over again. Can it be fixed?
http://i74.fastpic.ru/big/2016/0304/9a/898b3a8c3391c221f1df73d82ea0299a.jpg
2) Too bright trace of the ships at night.
http://i74.fastpic.ru/big/2016/0304/08/1526c43b990b4a6247b17497a610aa08.jpg

What are the names of these modes? Can i use them above WoS modpack?

Mehring1917
03-11-16, 05:23 AM
Sober, has it ever occurred to you that your instruction posts look like a complete mess with all that colorcoding accompanied by autistic formatting?

Could we please get a proper step-by-step guide?

Shame you put it in such unnecessarily rude terms. If you mean the layout is confused and follows no easy to follow logical steps which makes installation errors as probable as diagnosis of them is difficult, it would be hard to disagree.

The installation guide has been written and re-written over years. It's confusing and often partly out of date. If making the mod accessible to people who like the game more than puzzling how to install a mod correctly is in the mod makers' to do list, the instructions could do with a complete overhaul.

THEBERBSTER
03-11-16, 12:49 PM
Its all in my tutorials and much more.

Post #4 JSGME Installing It Correctly (http://www.subsim.com/radioroom/showpost.php?p=2182962&postcount=4)

Post #9 JSGME How To Export Your Mod List (http://www.subsim.com/radioroom/showpost.php?p=2182975&postcount=9)

Post #28 JSGME Mod Validator Instructions (http://www.subsim.com/radioroom/showpost.php?p=2186317&postcount=28)

Post #77 JSGME Enabling Mods Correctly (http://www.subsim.com/radioroom/showpost.php?p=2205226&postcount=77)

Post #124 JSGME Saving A Mod Profile Tutorial 1 Of 4 (http://www.subsim.com/radioroom/showpost.php?p=2225341&postcount=124)

Post #125 JSGME Adding A New Mod To A New Position Tutorial 2 Of 4 (http://www.subsim.com/radioroom/showpost.php?p=2228927&postcount=125)

Post #139 JSGME How To Move A Mod To A New Position In A Mep File Tutorial 3 Of 4 (http://www.subsim.com/radioroom/showpost.php?p=2233567&postcount=139)

Post #140 JSGME How To Delete/Remove An Overwritten Mod By Using A Mep File Tutorial 4 Of 4 (http://www.subsim.com/radioroom/showpost.php?p=2234984&postcount=140)

Peter

THE_MASK
03-11-16, 07:18 PM
Sober, has it ever occurred to you that your instruction posts look like a complete mess with all that colorcoding accompanied by autistic formatting?

Could we please get a proper step-by-step guide?LOL . I guess you don't like bright colors . How do you go with butterflies and rainbows :03:

THE_MASK
03-15-16, 10:04 PM
I might reinstall SH5 next week and have a go .

vdr1981
03-17-16, 09:45 AM
I might reinstall SH5 next week and have a go .

Good to hear that Sober! :up:
If you like you can check TWoS updates changelog files for some changes/tweaks you might need. Some of them are necessary for game stability and realism. I could help you to extract necessary files...

Sjizzle
03-17-16, 05:22 PM
I might reinstall SH5 next week and have a go .


old sailor man from Australia is back WB Sober:sunny:

THE_MASK
03-19-16, 03:52 AM
Sent neal 50 bucks .
All systems go .
Works perfectly on windows 10 desktop .

vdr1981
03-19-16, 05:25 AM
Sent neal 50 bucks .
All systems go .
Works perfectly on windows 10 desktop .

Welcome back Sober.

THE_MASK
03-19-16, 05:58 AM
Welcome back Sober.Thankyou , how do I take a screenshot again lol .

Sjizzle
03-19-16, 06:29 AM
Thankyou , how do I take a screenshot again lol .

ctrl+F11

THE_MASK
03-19-16, 12:49 PM
Did someone find a fix for the enemy not attacking you if you are in an enemy port ?

vdr1981
03-19-16, 01:28 PM
Did someone find a fix for the enemy not attacking you if you are in an enemy port ?

Heh, you haven't been away enough for something like that...:)

That SH5 bug will probably never be fixed anyway...

However, I've made a series of OHII campaign tweaks in order to "soothe" this one, together with some others SH5 limitations... Here's a detailed changelog...Let me know if you're interested...

OH II v2.5 - TWoS Enhacement, changelog:

- Decreased number of anchored ships in allied/axis ports, especially in those which are too exposed and unprotected and/or in close proximity of enemy airbases. This will have positive impact on gameplay relism and stability.
- Remaining anchored allied shipping will be packed inside harbor perimeters in order to protect them from underwater torpedo attacks (this wont be the aleways case with American harbors BTW:))
- Added mines and subnets on a few tricky places...
- Improved mines and nets layer/s
- Removed player's ability to take provision (aka torpedo and fuel) in every "blue" coastal "willage" outhere. Only historically correct bases will be able to support U-Boat operations within a certain date span...
- Added one medium sized target in "Sea Trials" area (WA and TP campaigns) so that player wont be penalized because of low tonnage score if he decides to return to Kiel.
- Reduced skill level of Polish task force in Danzing to "competent" / Polish submarines to "competent" and "veteran". German TF to "veteran".
- Revised/added civ. traffic in a few axis ports.
- Added , for the first time in SH5, working Coastal Defenses campaign layer, protecting allied and axix ports and coast lines.
- Contacts reports probability variations dependent of war period/campaign. Probability will increase until mid war and than it will went down again in order to simulate number of U-boats available, Luftwaffe engagement in SSSR, Enigma code cracking ect...
- Revised/decreased convoys/traffic spawn frequency.
- Revised/decreased taskforces/warships spawn frequency.
- Revised/better distributed convoys/traffic speeds. By defauly, speeds were almost always 6 or 9 kn; Now, Slow convoys ~5-6kn, fast convoys 9-10kn and all others 5-9 kn with tendency to slower speeds.
- Complete revision of port defenses and port traffic campaign layers for all campaign(except Monsun Gruppe). All coastal defenses warships are now moved further away from the coast line in order to intercept U-boats sooner and prevent infamous stuck destroyers bug. Taking a shortcut trough English channel and similar stuff is not advisable anymore, not at all...Direct defense of allied port is provided by submerged and floating mines, subnets, coastal artillery and ships placement inside harbor perimeters...
- Added harbors/coastal water defenses in Soviet waters (warships, mines, nets, coastall artillery)
- Increased patrol zone ranges for secondary missions.
- Higher speeds for troop transport convoys, 10-15 kn (all campaigns except MG).

GroupTypeDefs changes:
- Convoys formation density is set to vary from 700m-900m of spacing between columns/rows (by default always 900m). These settings will best match historical convoy formations records provided by GAP and by various aerial photos/videos of WWII Atlantic convoys.
- Added internal cargo option for sea traffic (which will match external cargo settings most of the time).
- External cargo mod/OHII v2.5 compatibility entries.
- Medium and small size merchants should now make majority in British coastal and slow moving convoys (with letter "S" at the and in convoy designation, MKS,ONS ect...).
- Units/warships skill variations dependent of war period/campaign, from Competent to Elite...
- Designated convoy leaders : 2-5 merchants/tankers (depending of convoy size) loaded with ammunition or fuel (internal cargo).(to prevent IRAI Damaged group leader CTD)
- Designated HK/TF leaders : hard to hit destroyers and light cruisers. (to prevent IRAI Damaged group leader CTD)
- Forced more realistic behavior of large warships by introducing new special type of "defensive" warship in TF groups that contain capital ships. This means that aircraft carriers and large warships will not constantly buzz over your head and ram anything in their path exposing them self to an unnecessary danger, while you're under DC attack. In this case, TF will rather split in two groups where one group will try to pin you down while the other will stay with capital ships and leave the area, exactly as they should...There's one small side effect, one TF warship may be reported as "merchant" by your sonarmen...



Credits:
Trevally & SH5 modding community, for their epic job on initial OHII development.
vdr1981, idea and changes in this patch/addon.

THE_MASK
03-19-16, 01:41 PM
A lot of work done there .
I cannot even play the game :nope: ''A service is unavailable''
I figured it out . I had to launch the game with the latest ubi launcher , not the one that comes with the game .

THE_MASK
03-20-16, 11:45 PM
Heh, you haven't been away enough for something like that...:)

That SH5 bug will probably never be fixed anyway...

However, I've made a series of OHII campaign tweaks in order to "soothe" this one, together with some others SH5 limitations... Here's a detailed changelog...Let me know if you're interested...Of course I am interested . Hats of to you . Could you send me the file please .
Can I add it to my sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V21 SH5
and call it something like
vdr1981 TWos campaign mod for sobers mega mod

vdr1981
03-21-16, 11:35 AM
Of course I am interested . Hats of to you . Could you send me the file please .
Can I add it to my sobers mega mod_ObyShipwrecks_OH 2 Terrain mod V21 SH5
and call it something like
vdr1981 TWos campaign mod for sobers mega mod

No problems Sober. it will take some time to extract all th files from twos though... give me day or two...:yep:

THE_MASK
03-21-16, 04:09 PM
Thankyou

THE_MASK
03-21-16, 08:23 PM
Trying to work out where the entrance to Kirk sound is using real navigation .
http://i63.tinypic.com/qpgoyd.jpg