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View Full Version : Why doesn't my game drop to TC1 when spotting neutrals anymore?


misha1967
03-12-12, 08:35 AM
Actually, I'm not sure if it ever did, but all of a sudden they'll come cruising right by me without as much as a "smoke on the horizon" from the watch crew.

I'm not particularly worried about the neutrals not triggering it, but I can definitely see a potential problem if it's a bunch of very angry Tommy corvettes I run into.

Sailor Steve
03-12-12, 10:20 AM
Are you set for 'Travel Mode'? That setting shuts off all contacts.

misha1967
03-12-12, 10:35 AM
No I'm not, Steve. I checked that since it wasn't until recently that I, duh, found out that you could switch the default travel mode off through TDW's NewUI option editor, so I had gotten into the habit of switching it off manually whenever I loaded a save.

But that was my first thought too. :)

Dogfish40
03-12-12, 10:53 AM
Hey Misha,
I don't think it drops to 1 for neutrals or friendlies. At least not on my game. It drops to 1 for enemy ships (thankfully) but I've always had near collisions by the map. Thankfully those are worse by the map than they actually are. When I take a look the ship is always some meters away by the miss. But I've had a few real close calls because I don't get the TC1 for these ships. I may be wrong about the travel button, but I do use it often and I always have these "near misses".
D40

Hinrich Schwab
03-12-12, 01:10 PM
I think that TC drops to x8 for neutrals and friendlies.

Trevally.
03-12-12, 01:29 PM
Also remember with TDWs UI options you can set TC level for some messages and not others.

In the options editor - under "Message Box" you can set a TC level when triggered by a message.

You can then open the options.py and look at what messages will trigger this.


#[OPTION]
#CATEGORY=Message box
#TYPE=11
#DESCRIPTION=The message box messages (defined in \data\Menu\menu.txt) that trigger TCxOnMessageBoxText
#VALUES=
#DEFAULT=[ 9200,9201,9202,9203,9204,9205,817,4800,4801,9206,9 207,9208,9209,9210,9211,9212,7666,7667 ]
#; if TCxOnMessageBoxText is enabled then it will trigger on the following numbers from menu.txt:
#; NOTE: all must be placed on single line with no breaks for options exporter to work correctly!
TCxOnMessageBoxTextNumbers = [ 9200,9201,9202,9203,9204,9205,817,4800,4801,9206,9 207,9208,9209,9210,9211,9212,7666,7667 ]

THE_MASK
03-12-12, 03:28 PM
Its a mystery . Definately due to a mod , which one ?

THE_MASK
03-12-12, 05:45 PM
Do you get the messages in the message box ?

MsgOgg0_0=MC_QRF_WATCH_23;Aircraft Spotted!
MsgOgg0_1=MC_QRF_WATCH_11;Ship Sighted!
MsgOgg0_2=MC_QRF_WATCH_12;Convoy sighted!
MsgOgg0_3=MC_QRF_WATCH_13;Escort sighted
MsgOgg0_4=MC_QRF_WATCH_14;Capital ship sighted
MsgOgg0_5=MC_QRF_WATCH_16;Unknown Ship Sighted
MsgOgg0_7=MC_QRF_WATCH_24_A;Aircraft spotted! It's one of ours!
MsgOgg0_6=MC_QRF_WATCH_24_B;Firendly aircraft spotted!
MsgOgg0_8=MC_QRF_WATCH_19_A;uboot sighted!
MsgOgg0_9=MC_QRF_WATCH_19_B;Submarine sighted! It's one of ours!
MsgOgg0_10=MC_QRF_WATCH_20;Periscope sighted
MsgOgg0_11=MC_QRF_WATCH_25;Coastal defense sighted!
MsgOgg0_12=MC_QRF_WATCH_10;Smoke on the horizon
MsgOgg0_13=MC_QRF_WATCH_15_A;Task Force sighted.
MsgOgg0_14=MC_QRF_WATCH_15_B;We have a task force in sight!
MsgOgg0_15=MC_QRF_WATCH_18;Submarine sighted!

Ok , let me guess . Unenabling and enabling mods while on patrol . Mucking around with the goblin or TDW editor . Corrupted files galore , etc .

misha1967
03-13-12, 12:27 AM
Do you get the messages in the message box ?

MsgOgg0_0=MC_QRF_WATCH_23;Aircraft Spotted!
MsgOgg0_1=MC_QRF_WATCH_11;Ship Sighted!
MsgOgg0_2=MC_QRF_WATCH_12;Convoy sighted!
MsgOgg0_3=MC_QRF_WATCH_13;Escort sighted
MsgOgg0_4=MC_QRF_WATCH_14;Capital ship sighted
MsgOgg0_5=MC_QRF_WATCH_16;Unknown Ship Sighted
MsgOgg0_7=MC_QRF_WATCH_24_A;Aircraft spotted! It's one of ours!
MsgOgg0_6=MC_QRF_WATCH_24_B;Firendly aircraft spotted!
MsgOgg0_8=MC_QRF_WATCH_19_A;uboot sighted!
MsgOgg0_9=MC_QRF_WATCH_19_B;Submarine sighted! It's one of ours!
MsgOgg0_10=MC_QRF_WATCH_20;Periscope sighted
MsgOgg0_11=MC_QRF_WATCH_25;Coastal defense sighted!
MsgOgg0_12=MC_QRF_WATCH_10;Smoke on the horizon
MsgOgg0_13=MC_QRF_WATCH_15_A;Task Force sighted.
MsgOgg0_14=MC_QRF_WATCH_15_B;We have a task force in sight!
MsgOgg0_15=MC_QRF_WATCH_18;Submarine sighted!

Ok , let me guess . Unenabling and enabling mods while on patrol . Mucking around with the goblin or TDW editor . Corrupted files galore , etc .


I used to, that much I know. Get those messages, that is.

You're probably right, though. I have changed a couple of mods while on patrol because I didn't suspect them of messing anything up, but perhaps I've overdone it.

I guess I'll just return to port, unload everything and then reload my .MEP file.

Oh, and regarding my mod soup, here it is (that might be helpful if anybody can spot some grievous errors:


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
No Damn Bubbles, No Damn Halo Mod
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Sounds V2.1
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt faces
MFCM 1.2.1 OPTIONAL crash_dive workaround
MCCD_1.04_MFCM_1.2.1_compatible
German U-Boat Crew Language Pack
Speech fixes and additions (german version)
Stormys DBSM SH5 v1.3 Basemod (no beards) <--Just modified it a bit to use alt faces with no beards
Stormys DBSM SH5 v1.3 additional crew sounds beta6 and hotfix (no beards) <-- same with this one
stoianm colored exterior mod v2 (low color)
sobers best ever fog V9 SH5
Small_trees_SH5_V1
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
AI_sub_crew_1_0_1_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
Critical hits 1.1 Torpedos
IRAI_0_0_30_ByTheDarkWraith (for Sober Fog) <-- Just the small "0.95 to 0.75 adjustment so I wouldn't have to do it all over again every time I reload the soup.
IRAI_upgrade_to_v_0_0_31
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
OPEN HORIZONS II_base v1.7
OPEN HORIZONS II_enviro v1.7
OHII v1.7 patch1
OH II Minefield map for TDWs Ui
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
sobers hud sounds V1 SH5
Change days in bunker

misha1967
03-13-12, 01:07 AM
Added note, Sober: I just confirmed that there is something wrong with my messages. Turned my boat around and headed for home and got spotted by an airplane. TC dropped to 1 like it's supposed to, but I didn't get a warning either audible or in the message box.

Definitely something wrong there. What I did wrong, though, I do not know.

EDIT: It may not be all bad. I got spotted a second time after running submerged for an hour and coming back up and TCing again, probably because the accursed Tommy was on the homebound leg of his patrol and didn't notice me the first time, but this time it dropped to TC1, gave me the audible as well as the message in the message box. I may have messed around too much with my TC settings in main.cfg too much or, for that matter, the options file in TDW's NewUIs. Suggestions?

THE_MASK
03-13-12, 02:19 AM
I am sure returning to base should fix everything , ending a patrol .

Swat
03-13-12, 05:17 AM
misha1967! I'd strongly recommend trying pedrobas's MMM mod. It's actually a compilation of most of the mods you have in your mod soup, well ballanced and functional. At least for me it's working fine. Just read the instructions carefully and I think you'll be more than happy with it.

http://www.subsim.com/radioroom/showthread.php?t=192236

misha1967
03-14-12, 02:19 AM
misha1967! I'd strongly recommend trying pedrobas's MMM mod. It's actually a compilation of most of the mods you have in your mod soup, well ballanced and functional. At least for me it's working fine. Just read the instructions carefully and I think you'll be more than happy with it.

http://www.subsim.com/radioroom/showthread.php?t=192236

I'm looking at it, Swat, because you're right. It has just about everything I like and pretty much nothing that I don't. The few things I'd like to add can be added at the end.

Only reason I haven't made the jump yet is that 1) I'm a sadist :03: I like to have somebody else be the guinea pig for me and hold off until I know that it works. 2) My old graphics card was a weakling and I wasn't sure that it could pull it off. 3) If you're going to make a major reshuffle like that I know from bitter experience that the best thing to do is to do a complete reinstall and, whereas that's no problem other than a few minutes of time, you also lose everything you've done up until that point. I don't have a problem with that. Sometimes it's really worth it, but I remember the SH3 days when it took me a year in real time to get past 1940 because I was forever reinstalling and starting over.

However, and this is a big however, Pedrobas has put in a lot of work :up: and it looks to be very, very stable and, since I have a GPU that can pull the additional load without breaking a sweat now, I probably will make the switch now. And be forever grateful to Pedro who, I know from having tried to make everything work together myself, has spent untold hours testing. He may just end up being the GWX of Silent Hunter 5. :salute:

7Infanterie19
03-17-12, 12:08 PM
...
Speech fixes and additions (german version)
Stormys DBSM SH5 v1.3 Basemod (no beards) <--Just modified it a bit to use alt faces with no beards
Stormys DBSM SH5 v1.3 additional crew sounds beta6 and hotfix (no beards) <-- same with this one
...

Hey Misha, isn't Speech fixes and additions supposed to go after the other speech/audio mods? :hmmm:

misha1967
03-18-12, 08:20 AM
Hey Misha, isn't Speech fixes and additions supposed to go after the other speech/audio mods? :hmmm:

I'm fairly certain that the speech fixes should go in the beginning (or right after the German speech pack if you use that one) and prior to SDBSM as they just install missing speech files which are then used by SDBSM, but Stormy will be able to correct me if I'm wrong. :DL

7Infanterie19
03-21-12, 05:40 PM
I'm fairly certain that the speech fixes should go in the beginning (or right after the German speech pack if you use that one) and prior to SDBSM as they just install missing speech files which are then used by SDBSM, but Stormy will be able to correct me if I'm wrong. :DL

Hey Misha, I moved my thoughts over to Stormy's DBSM thread since it is better suited there:

http://www.subsim.com/radioroom/showpost.php?p=1858712&postcount=805

Cheers!