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divingbluefrog
06-03-13, 02:49 AM
Roger! I will update as soon the 7-5-0 is stable.
As far as I know, there is no pb with your list mod. You can make a short test to be sure : create a fake NSS_Uboatxx.sim, built a proper subfolder tree, put it in your MOD folder and try to install it last with JSGME.
You should get a msg from JSGME saying that the file "NSS_Uboatxx.sim" was last altered by "News_UI....x_x-x". If another mod is mentioned, then you should check again your list, and be sure that the mod that overwrite the "News_UI....x_x-x" file is trully compatible.
I will add this little procedure in the next readme.

And I notice a vocabulary glitch, the readme should said : "Note : this mod is currently compatible with the 7_4_0 and 7_4_1 version of News_UI."

Bathrone
06-03-13, 03:03 AM
Hi there Fifi

I use this mod and it's great

Harbour Addition_Environment Enhancement Mod

http://www.4sync.com/archive/_1ZATUw4/Harbour_Mod_by_HanSolo78_rewor.html

Trevally modified it for compatability with OH II 2.2 :up:

Fifi
06-03-13, 04:01 AM
Roger! I will update as soon the 7-5-0 is stable.
As far as I know, there is no pb with your list mod. You can make a short test to be sure : create a fake NSS_Uboatxx.sim, built a proper subfolder tree, put it in your MOD folder and try to install it last with JSGME.
You should get a msg from JSGME saying that the file "NSS_Uboatxx.sim" was last altered by "News_UI....x_x-x". If another mod is mentioned, then you should check again your list, and be sure that the mod that overwrite the "News_UI....x_x-x" file is trully compatible.
I will add this little procedure in the next readme.

And I notice a vocabulary glitch, the readme should said : "Note : this mod is currently compatible with the 7_4_0 and 7_4_1 version of News_UI."

:up: Will test tomorrow if it overwrite only NewUIs 7.5.0 in my list.
If yes, i'll wait for an 7.5.0 version compatible? Or can i play it even with 7.5.0?

divingbluefrog
06-03-13, 04:36 AM
It's very easy to verify, look at the NSS_Uboatxx.sim file dates. If they are identical to the previous versions, it's safe to run it with 7_5_0.
They should be, btw, I don't think TDW made any modifications to these files from at least 7_4_0.

volodya61
06-03-13, 06:09 AM
As we are on the request mode for missing mod in your list, may I ask you to mention Real_Battery_Lifetime_Fix_Mod_V_1.0.
Yeah, but from the author:
I'm using 7_5_0 v5 test, and not sure if compatible or how to make it compatible with all my mods (low modding skill still :D)

Fifi, we have already discussed this mod, you need to edit it by yourself for compatibility with Stoianm's pitch&roll, just read it again - http://www.subsim.com/radioroom/showthread.php?t=204703

Delta Wolf
06-03-13, 09:16 AM
Great List Fifi,

I have based my mod list on yours and with help from Volodya and a few others i have a stable mod list at the moment :up:

Here is mine....

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

TDW_GenericPatcher_v_1_0_94_0
German U-Boat Crew Language Pack
Wordeees' Actual Footage Menu
Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fix SteelViking-HotSoup-WaterDrips
Fuel Gauge WoGaDi_SteelViking's Interior
silentmichals interior mod 1.2.1
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.a Wave Mechanics - Breeze
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
sobers best ever fog V22 SH5
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
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys_DBSM_additional_creaks_and_noises_1.0
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_New_radio_messages_German
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_7_4_2_WWIIInterface_by_naights
Church's Compass Dials Mod v2.2 - Option Two
Sjizzle's - Charts for NewUIs part1_27.05.2013
Manos Scopes-patch for 16x9
gap - HD 1 deg Scope Bearing v 1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
SubFlags_0_0_8_byTheDarkWraith
DBSM_Music_1_0_4
OPEN HORIZONS II_full v2.2
TDW Round Fire Button v11 by Torpedo
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
stoianm pitch&roll for SH5 V1 (low)
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Change days in bunker
MyKey


Going to update the New UI's by TDW when this current patrol finishes.
Can i ask though if you don't mind i use Manos Scopes-patch for 16x9 and i see you use Emtgufs Aspect ratio 16_9, is there a difference between these two mods? or do they basically do the same thing? :hmmm:

Fifi
06-03-13, 03:55 PM
Emtgufs is different from Manos Scopes, yes.
Not same optical and graduations, not same looking in periscope view (main difference is the outer ring of eye sight)

Manos Scope:
http://img11.hostingpics.net/thumbs/mini_883666Identification.jpg (http://www.hostingpics.net/viewer.php?id=883666Identification.jpg)
Emtgufs:
http://img15.hostingpics.net/thumbs/mini_927575Catending.jpg (http://www.hostingpics.net/viewer.php?id=927575Catending.jpg)

There is a Emtgufs tab in fileviewer to activate for using it!

PS: you are missing some ESSENTIAL mods in your list:
- Reworked Morale and Abilities (to correct stock game bug with crew)
- DC barrel Fix (to correct destryers destroying themselves)
- Sober Smoke Screen (stunning immersion addition)
- FX Update 0.0.21 patch
- FX Update torpedoes (modified for torpedoes patches) ---> in subfolder "MODS" of generic patcher
- R.E.M_by_Xrundel_TheBeast_1.2 (hydrophone and few U Boot sensors reworked)
- RPM Hydrophone merchants 2.1 -for OHII full v2.2 (awesome hydrophone mod for boat speed calculation)
etc

Fifi
06-03-13, 06:32 PM
It's very easy to verify, look at the NSS_Uboatxx.sim file dates. If they are identical to the previous versions, it's safe to run it with 7_5_0.
They should be, btw, I don't think TDW made any modifications to these files from at least 7_4_0.

Your mod is conflicting with my Stoianm Pitch and Roll (Low), and don't want to loose it...:-?
Would be great to make it compatible with this mod :up:

Delta Wolf
06-03-13, 07:28 PM
PS: you are missing some ESSENTIAL mods in your list:
- Reworked Morale and Abilities (to correct stock game bug with crew)
- DC barrel Fix (to correct destryers destroying themselves)
- Sober Smoke Screen (stunning immersion addition)
- FX Update 0.0.21 patch
- FX Update torpedoes (modified for torpedoes patches) ---> in subfolder "MODS" of generic patcher
- R.E.M_by_Xrundel_TheBeast_1.2 (hydrophone and few U Boot sensors reworked)
- RPM Hydrophone merchants 2.1 -for OHII full v2.2 (awesome hydrophone mod for boat speed calculation)
etc


Hey Fifi :salute:

Thanks for the reply, i'm going to be adding a few mods on my next bunker save that will include some of the mods you linked. I will check out the other ones too.

Can i ask you about two of your mods if you don't mind, i would like to try AST_SH5_v2 but can i just confirm that the AST (edited for AI Damage Control Patch) that Volodya61 linked for you on page 13 of this thread allows you to have AST_SH5_v2 plus the AI Damage control enabled in TDW Generic Patcher?

Also are these your final settings for IRAI?

############ Difficulty parameters ################
Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.60;
HYDROPHONE_DIFFICULTY_MAX = 0.85;
RADAR_DIFFICULTY_MIN = 0.60;
RADAR_DIFFICULTY_MAX = 0.85;
SONAR_DIFFICULTY_MIN = 0.60;
SONAR_DIFFICULTY_MAX = 0.85;

If so how are you finding them?, as i'm a new player to SH5 and Subsims in general i'd like to lower the settings of IRAI a little :arrgh!:

Thanks for your help :)

Fifi
06-03-13, 07:54 PM
Can i ask you about two of your mods if you don't mind, i would like to try AST_SH5_v2 but can i just confirm that the AST (edited for AI Damage Control Patch) that Volodya61 linked for you on page 13 of this thread allows you to have AST_SH5_v2 plus the AI Damage control enabled in TDW Generic Patcher?


Yes, AST SH5 V2 + AST edited for AI damage control patch + AI damage control enabled in Generic Patcher works fine :up:

The settings above i gave you for IRAI difficulty are fine and gives you a better chance VS destroyers...but not by far! They are still dangerous.
It's a good compromise for those who don't want to spend hours to try to escape sticking destroyers imo.
I had good times with it, but actually, i'm back on stock IRAI settings for greater challenge :D

volodya61
06-04-13, 06:53 AM
Your mod is conflicting with my Stoianm Pitch and Roll (Low), and don't want to loose it...:-?
Would be great to make it compatible with this mod :up:

I just edited it for my own usage.. I can upload it for you if you want.. but.. I'm using Stoianm's pitch&roll normal slightly edited for more compatibility with the NewUIs..

Delta Wolf
06-04-13, 07:23 AM
I just edited it for my own usage.. I can upload it for you if you want.. but.. I'm using Stoianm's pitch&roll normal slightly edited for more compatibility with the NewUIs..

Hey Volodya61 :salute:

I would also like this edited file, thankyou.

And thanks Fifi for the reply i'm now going to change a few mods on my list and ad most of the ones you suggested :D

Fifi
06-04-13, 03:27 PM
I just edited it for my own usage.. I can upload it for you if you want.. but.. I'm using Stoianm's pitch&roll normal slightly edited for more compatibility with the NewUIs..

That's ok and kind of you (again):up:
I can switch back for P&R normal :D

volodya61
06-04-13, 04:36 PM
..I would also like this edited file, thankyou..
That's ok and kind of you (again):up:
I can switch back for P&R normal :D

OK guys, I'll upload this mod tomorrow (my local time).. it's on another PC and 'm too lazy to do it now :D
There are also Uboats.cfg files what I use, you may remove if you want..

ryejar333
06-04-13, 06:50 PM
HI, Thanks for the Mod list. I have found all mods but one.

FX Update torpedoes (modified for torpedoes patches)

Where would I download this? There is a link in Sobers Mod list as well, however it directs me to a link with a thousands of posts.

Or possibly, I don't know , this mod may be the same as New Torpedoes Explosion - FX Update add-on. Any help would be appreciated. TY.

Fifi
06-04-13, 07:05 PM
HI, Thanks for the Mod list. I have found all mods but one.

FX Update torpedoes (modified for torpedoes patches)

Where would I download this? There is a link in Sobers Mod list as well, however it directs me to a link with a thousands of posts.

Or possibly, I don't know , this mod may be the same as New Torpedoes Explosion - FX Update add-on. Any help would be appreciated. TY.

You'll find it inside latest TDW generic patcher, in the MODS folder.
It's called with a slightly different name, but it's the same :up:

New Torpedoes Explosion - FX Update add-on is completely different mod.

volodya61
06-05-13, 07:21 AM
OK guys, I'll upload this mod tomorrow (my local time).. it's on another PC and 'm too lazy to do it now :D
There are also Uboats.cfg files what I use, you may remove if you want..

Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfg's - http://www.mediafire.com/?9l75vpdsuq11e4d

Delta Wolf
06-05-13, 07:49 AM
Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfg's - http://www.mediafire.com/?9l75vpdsuq11e4d

Thank you Volodya61 :salute:

Fifi
06-05-13, 03:54 PM
Thank you Volodya...but just to be clear, we don't need anymore Stoainm Pitch and Roll with your download as it's include?
Do you remember what are your new UBoot's cfg? :D

volodya61
06-05-13, 05:31 PM
Thank you Volodya...but just to be clear, we don't need anymore Stoainm Pitch and Roll with your download as it's include?
Do you remember what are your new UBoot's cfg? :D

Yes, you don't need Stoianm's pitch&roll anymore as you don't need AST v2 (original mod) and I don't know why you still use it :03:
I remember :), you can just remove them if you don't like this settings..

Fifi
06-05-13, 05:34 PM
:-? If i delete AST_SH5_v2, do i delete AST (edited for AI Damage Control Patch) too?
A bit lost here...

volodya61
06-05-13, 05:41 PM
:-? If i delete AST_SH5_v2, do i delete AST (edited for AI Damage Control Patch) too?
A bit lost here...

a little misunderstanding here.. I mean - if you use my AST edition then why/(what for) you still use original mod?

Fifi
06-05-13, 05:47 PM
:haha:...OKAY! :/\\!!...and thanks :up:

Fifi
06-05-13, 06:35 PM
So, made few changes:

- deleted AST SH5 V2 (not needed with AST edited :haha:)
- added Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfg's
- changed for new Choum traduction in French: Open Horizons 2.2 FRA 3.5

Fifi
06-07-13, 04:39 PM
Volodya, don't know what you did in Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfg's, but sub reaction on water is even better than original mod in any kind of sea waves :up:
Great job on this one.

volodya61
06-07-13, 04:49 PM
Volodya, don't know what you did in Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfg's, but sub reaction on water is even better than original mod in any kind of sea waves :up:
Great job on this one.

All the values of surface depth, draught etc. were different in the .sim and in the .cfg.. for some weird reason.. I just set these values almost identical.. and something else was done.. honestly don't remember exactly, too long ago it was :D

:) EDIT: thanks :salute:

Dieselglock
06-07-13, 10:35 PM
Hello Fifi,

I am trying to reproduce your list but having trouble finding "DC barrel fix".

Thanks for posting your mods list.

Fifi
06-08-13, 01:04 AM
Hello Fifi,

I am trying to reproduce your list but having trouble finding "DC barrel fix".

Thanks for posting your mods list.

The DC barrel fix i use is here http://www.mediafire.com/download/19p2o3v1xtsjenj/DC_barrel_fix_by_V13dweller.zip

Dieselglock
06-08-13, 01:39 AM
Thank you

Fifi
06-12-13, 03:52 AM
Currently testing new list order...mainly to avoid some troubles with my New UIs.
I noticed some small troubles using NewUIs, and i decided to try it at end of my list, deleting all folders in it confligting with previous ones in list...
In other words, just keeping the folders related to the UI itself :up:

First test is very impressive so far, and i'm going to start a new campaign to see further results...

List should be as follows, with those New UIs folders deleted (from mind remember):
- data/submarine
- data/sea
- data/sensors
- data/radiomessage
(they were overwriten by other mods anyway)

Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SteelViking-HotSoup-WaterDrips
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers DOF V6 SH5
sobers water splash anim SH5
sobers base sky mechanics V1
sobers more trees 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
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Patch_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
sobers NO water drops V1
smaller flags for Warships 1_0b
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers no footstep sound mod
Warfox deck crew always whispering SH5 German Version
Shadow Improvement Mod
TDW Round Fire Button v3 by Torpedo
Old Style Explosions V1.1
AST (edited for AI Damage Control Patch)
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
TDW_No_Contact_Colors_1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
DC barrel fix
SC_Music_DasBoot
FX Update torpedoes (modified for torpedoes patches)
Wordeees' Actual Footage Menu
Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfg's
RPM Hydrophone merchants 2.1 -for OHII full v2.2-
Fifi_NoReflections_compatible_RPM_Hydrophone_Merch ants_2.1 (incl Gap NDD Rocket)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_WWIIInterface_by_naights
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
Emtgufs Aspect ratio 16_9
Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith 27.05.2013
gap - HD 1 deg Scope Bearing v 1.0
Open Horizons 2.2 FRA 3.5
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style

Stay tuned for results!

volodya61
06-12-13, 06:00 AM
Currently testing new list order...mainly to avoid some troubles with my New UIs.
I noticed some small troubles using NewUIs, and i decided to try it at end of my list, deleting all folders in it confligting with previous ones in list...
In other words, just keeping the folders related to the UI itself :up:

First test is very impressive so far, and i'm going to start a new campaign to see further results...

List should be as follows, with those New UIs folders deleted (from mind remember):
- data/submarine
- data/sea
- data/sensors
- data/radiomessage
(they were overwriten by other mods anyway)..

What can I say :hmmm:.. bad idea :yep:..
not all the files in these folders overwritten by other mods.. you miss/lost many necessary files..

Fifi
06-12-13, 03:33 PM
I know what you mean :D ...just testing something to see if my little glitches are solved by UI position.
On other hand, i didn't delete whole folder, just files inside confligting with others above...well, i'll see what's going on :O:

Fifi
06-12-13, 07:42 PM
Ok, test over :D
Not that much of improvment, so back to previous place with full folders...
Only thing i noticed, is DMs are working much better for some unknown reason.
(in first post order, i have to sometime save/reload to see them all)

loukylouk
06-17-13, 04:49 AM
Hi,

Just wanted to share my mods list running very fine here, and thanks all modders involved in it! :yeah:

Having great times!

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

Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SteelViking-HotSoup-WaterDrips
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers DOF V6 SH5
sobers water splash anim SH5
sobers base sky mechanics V1
sobers more trees 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
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_WWIIInterface_by_naights
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
Emtgufs Aspect ratio 16_9
Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith 27.05.2013
gap - HD 1 deg Scope Bearing v 1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Patch_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
Open Horizons 2.2 FRA 3.5
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
sobers NO water drops V1
smaller flags for Warships 1_0b
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers no footstep sound mod
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
Warfox deck crew always whispering SH5 German Version
Shadow Improvement Mod
TDW Round Fire Button v3 by Torpedo
Old Style Explosions V1.1
AST (edited for AI Damage Control Patch)
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
TDW_No_Contact_Colors_1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
DC barrel fix
SC_Music_DasBoot
FX Update torpedoes (modified for torpedoes patches)
Wordeees' Actual Footage Menu
Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfg's
RPM Hydrophone merchants 2.1 -for OHII full v2.2-
Fifi_NoReflections_compatible_RPM_Hydrophone_Merch ants_2.1 (incl Gap NDD Rocket)

+ of course the latest TDW Generic Patcher running as a stand alone, activated as below:

http://img15.hostingpics.net/thumbs/mini_821905Patcher1.jpg (http://www.hostingpics.net/viewer.php?id=821905Patcher1.jpg)
http://img15.hostingpics.net/thumbs/mini_929282Patcher2.jpg (http://www.hostingpics.net/viewer.php?id=929282Patcher2.jpg)
http://img15.hostingpics.net/thumbs/mini_852062Patcher3.jpg (http://www.hostingpics.net/viewer.php?id=852062Patcher3.jpg)
http://img15.hostingpics.net/thumbs/mini_236767Patcher4.jpg (http://www.hostingpics.net/viewer.php?id=236767Patcher4.jpg)

I was just curious how well your mod list was working? do you have any problems at all?

Fifi
06-17-13, 05:44 AM
List running very fine with some good PC spec, and 1920X1080.
The only problem i have is i want now to run game 2560X1440, and it seems my list is somehow a bit heavy for my PC...
So i'm testing a new list for this high reso, but keeping essential mods :up:

Fifi
06-18-13, 02:34 AM
Added Naights Submaine Textures v1.2 (PUV) ---> with submarine folder deleted
Backed up to NewUIs version 7.4.2 for more stability

Greatly lighted my list to play on high reso without CTDs (though it could have come from previous NewUIs 7.5.0 latest test version...i'll never know)

First post list running CTD free on high reso so far :up:

Fifi
06-23-13, 08:19 PM
Added DynEnv v2.9 - 3.a Enhanced Visibility (medium) with only the Env folder in it (fog distance)

This way i keep the realistic main mod underwater and impurities, but get rid of the medium fog white crew rendering exterior and white cunning tower interior :up:

volodya61
07-07-13, 08:06 AM
Hey Fifi :salute:

There is Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfg's (edited+modified for engine ratio patches) - http://www.4sync.com/archive/Ncxp6SkB/Stoianm_pitchroll__Real_Batter.html

It's modified for the compatibility with the latest patch and all the cfg files now based on Gap's data from this post - http://www.subsim.com/radioroom/showpost.php?p=2080521&postcount=2258

Fifi
07-07-13, 03:29 PM
Very cool :yeah:
Thanks a lot Volodya, gonna replace old version today :Kaleun_Salivating:

gap
07-07-13, 04:47 PM
Hey Fifi :salute:

There is Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfg's (edited+modified for engine ratio patches) - http://www.4sync.com/archive/Ncxp6SkB/Stoianm_pitchroll__Real_Batter.html

It's modified for the compatibility with the latest patch and all the cfg files now based on Gap's data from this post - http://www.subsim.com/radioroom/showpost.php?p=2080521&postcount=2258

@ Volodya

Don't forget that you also need to adjust eng_rpm settings in order to use my speed order ratios. 485 for diesel propulsion and 300 for electrical propulsion :03:

volodya61
07-07-13, 05:07 PM
@ Volodya

Don't forget that you also need to adjust eng_rpm settings in order to use my speed order ratios. 485 for diesel propulsion and 300 for electrical propulsion :03:

Do you think so? I already changed order ratios before (without changing sim) and everything worked :hmmm:
but okay, I will do it right now..

@ Fifi

a little bit later I will upload new version (based on Gap's tip) for you to test.. because I can no longer (or at the moment) test anything..

Fifi
07-07-13, 05:12 PM
:up:

gap
07-07-13, 05:21 PM
Do you think so? I already changed order ratios before (without changing sim) and everything worked :hmmm:
but okay, I will do it right now..

Yes indeed, difference between current settings and my settings is not big: 480 vs 485 and 300 vs 290. By the way, you should also adjust max speed settings. I will tell you in a few, after looking at my numbers and at the spped order ratios you have picked :up:

volodya61
07-07-13, 05:24 PM
@ Volodya

Don't forget that you also need to adjust eng_rpm settings in order to use my speed order ratios. 485 for diesel propulsion and 300 for electrical propulsion :03:

Forgot to ask - should I set the same values for all the sub types? because now they are not the same :hmmm:

volodya61
07-07-13, 05:26 PM
Yes indeed, difference between current settings and my settings is not big: 480 vs 485 and 300 vs 290. By the way, you should also adjust max speed settings. I will tell you in a few, after looking at my numbers and at the spped order ratios you have picked :up:

I already edited max speed values based on Uboat.net information.. should I re-edit them?

volodya61
07-07-13, 06:02 PM
Well, here is latest version with all Gap's corrections/amendments :03: - http://www.4sync.com/archive/r0Efc-hT/Stoianm_pitchroll__Real_Batter.html

gap
07-07-13, 06:17 PM
I already edited max speed values based on Uboat.net information.. should I re-edit them?

Well, I think that maximum theoretical speed would have changed from U-boat type to U-boat type.

The sources that my suggested ratios are based on, are relative to the VIIC. From data reported in the German VIIC manual, we can deduce a knots / RPM linear gradient of 0.0374 and 0.0375, respectively for diesel propulsion (condition "A") and electric surfaced propulsion; 0.03745 on average. From the Admiralty report we get a gradient of 0.0357 (in calm weather). Now, seeing that you have used averaged speed ratio figures, I would average gradients too:

(0.03745 + 0.0357) / 2 = 0.036575

Multiplying the above number for the maximum Diesel RPM, that we had set to 485, we would obtain:

0.036575 * 485 = 17.738875 (VIIC's maximum diesel speed)

For maximum electric speed, things are a bit more complicated: as noted above, diesel and electric surfaced gradients (as calculated German manual's info), are identical for any practical purpose. So, assuming that surfaced gradient is constant (no matter wether diesel or lectric propulsion are considered), we should calculate maximum electrical speed as:

0.036575 * 300 = 10.9725 (VIIC's maximum electric speed surfaced)

Nonetheless, as per the German source, submerged gadient is 0.0280, 0.0262 calculated from British measurements. This gives an average figure of 0.0271 which is sensibly lower than the surfaced gradient considered above. This difference is probably due to the negative effect of U-boat's superstructure and guns during submerged navigation. Using the above figure, we would get:

0.0271 * 300 = 8.13 (VIIC's maximum electric speed submerged)

Now the point is that we don't know if the game takes the above discusse friction factors into the due account. So, in conclusion, I would test both settings, and see what happens in game :hmm2:

Fifi
07-07-13, 06:18 PM
Well, here is latest version with all Gap's corrections/amendments :03: - http://www.4sync.com/archive/r0Efc-hT/Stoianm_pitchroll__Real_Batter.html

That was fast, thanks! Will test very soon :yeah:

volodya61
07-07-13, 06:31 PM
Well, I think that maximum theoretical speed would have changed from U-boat type to U-boat type...

I set the eng_rpm values for all the sub types to the 485/300 as you suggested..
And long ago I set max speed as I saw on Uboat.net to the -

Type / max speed submerged / max speed surfaced

VIIA / 8 / 17
VIIB / 8 / 17.9
VIIC / 7.6 / 17.7
VIIC-41 / 7.6 / 17.7

and we can't use electric engines surfaced in this game.. so, no values to set :D

gap
07-07-13, 06:44 PM
P.S: maximum speeds calculated in my previous post might look at bit high, but they are not: multiplying them for the new speed order ratios, we would get:

DIESEL

AheadSlow=0.35 * 17.738875 = 6.20 knots
AheadOneThird=0.56 * 17.738875 = 9.93 knots
AheadStandard=0.68 * 17.738875 = 12.06 knots
AheadFull=0.94 * 17.738875 = 16.67 knots
AheadFlank=0.99 * 17.738875 = 17.56 knots
BackSlow=-0.37 * 17.738875 = -6.56 knots
BackStandard=-0.43 * 17.738875 = -7.63 knots
BackFull=-0.52 * 17.738875 = -9.22 knots
BackEmergency=-0.82 * 17.738875 = -14.55 knots

ELECTRIC

AheadSlow=0.19 * 8.13 = 1.54 knots
AheadOneThird=0.37 * 8.13 = 3.01 knots
AheadStandard=0.53 * 8.13 = 4.31 knots
AheadFull=0.81 * 8.13 = 6.59 knots
AheadFlank=0.94 * 8.13 = 7.64 knots
BackSlow=-0.18 * 8.13 = -1.46 knots
BackStandard=-0.37 * 8.13 = -3.01 knots
BackFull=-0.53 * 8.13 = -4.31 knots
BackEmergency=-0.83 * 8.13 = -6.75 knots

As you can see, flank speeds (in bold) are not dissimilar from the maximum surfaced and submerged speeds stated by U-boat.net for the VIIC (17,7 and
7,6 knots respectively)

TheDarkWraith
07-07-13, 06:49 PM
and we can't use electric engines surfaced in this game.. so, no values to set :D

You'll be eating those words someday here soon :D

gap
07-07-13, 06:53 PM
long ago I set max speed as I saw on Uboat.net to the -

Type / max speed submerged / max speed surfaced

VIIA / 8 / 17
VIIB / 8 / 17.9
VIIC / 7.6 / 17.7
VIIC-41 / 7.6 / 17.7

You must adjust those settings for usage with my suggested ratios, otherwise flank speeds will be sensibly lower that the expected, especially for electric propulsion. Reason is that my AheadFlank settings are not equal to 1 :yep:

and we can't use electric engines surfaced in this game.. so, no values to set :D

Really? I thought that one of TDW's patches had fixed it. Anyway, the point is not if we can set electric propulsion on surface or not, but whether game takes conning tower's and external equipments friction into account or not :03:

volodya61
07-07-13, 06:57 PM
...As you can see, flank speeds (in bold) are not dissimilar from the maximum surfaced and submerged speeds stated by U-boat.net for the VIIC (17,7 and
7,6 knots respectively)

So, as I see it, I think we (I) don't need to further edit this mod and Fifi has final variant now :yep:
Thanks Gabriele :salute:

EDIT: oops.. didn't see your last post.. anyway, it worth to wait what Fifi will say after tests..

You'll be eating those words someday here soon :D

I'm ready :D, whatever you say :D

gap
07-07-13, 07:01 PM
So, as I see it, I think we (I) don't need to further edit this mod and Fifi has final variant now :yep:
Thanks Gabriele :salute:

EDIT: oops.. didn't see your last post..

Don't worry, tomorrow I will check again my sources and my calculations, and I will make a new post which will correct any possible mistake by me and will make things more clear :up:

You'll be eating those words someday here soon :D

I'm ready :D, whatever you say :D

Bon apétit! :D

volodya61
07-07-13, 07:06 PM
Don't worry, tomorrow I will check again my sources and my calculations, and I will make a new post which will correct any possible mistake by me and will make things more clear :up:

Okay, we can wait your final verdict while Fifi is testing current version :yep:

Bon apétit! :D

:har:

Fifi
07-07-13, 07:38 PM
First test (with latest patcher) with CSP Magui UI in my career with 7a :doh:

3m/s wind calm sea
In Knots

Diesel
- very slow 5.8 Back 6.9
- slow 9.2 Back 8
- standart 11.2 Back 9.5
- full 15.5 Back 12.1
- flank 16.3

Electric
- very slow 2.8 Back 3.2
- slow 4.4 Back 4
- standart 5.4 Back 4.8
- full 7.5 Back 6
- flank 7.9

Reading from Magui left console + gauge inside main room (down right to the knokle guy - and the speed dial, but not that accurate...)

Submerged, i'm going faster backward @ slow speed :o :06:
Where can i read my RPM?

EDIT:
Other test this time using single mission and still 7a ---> got other values!!...but still submerged backward faster...
Don't understand...gonna reinstall fresh NewUIs + mod list on an other install, and see difference with Magui...

RE EDIT: NewUIs is same values...not any better.

Fifi
07-08-13, 02:48 AM
Ok, found where to read RPM :D
Forget about above post values...

Latest tests with VIIa still gave me faster speed backward than forward, and i don't know why because in the cfg file, backward ratio is a bit less than the forward :o

Latest speed in Magui:

Diesel
- very slow 5.8 Back 6.9
- slow 9.2 Back 8
- standart 11.2 Back 9.5
- full 15.5 Back 12.1
- flank 16.5

Electric
- very slow 1.4 Back 1.8
- slow 3 Back 3.2
- standart 4.2 Back 4.8
- full 6.5 Back 6
- flank 7.5

What do you think? :hmm2:

volodya61
07-08-13, 04:23 AM
What do you think? :hmm2:

I think it's really weird :hmmm:
Maybe Gap could answer..

gap
07-08-13, 05:17 AM
First test (with latest patcher) with CSP Magui UI in my career with 7a :doh:

Submerged, i'm going faster backward @ slow speed :o :06:

EDIT:
Other test this time using single mission and still 7a ---> got other values!!...but still submerged backward faster...

RE EDIT: NewUIs is same values...not any better.

Ok, found where to read RPM :D
Forget about above post values...

Latest tests with VIIa still gave me faster speed backward than forward, and i don't know why because in the cfg file, backward ratio is a bit less than the forward :o

What do you think? :hmm2:

I think it's really weird :hmmm:
Maybe Gap could answer..

Maybe the game is using different calculations for forward and backwards speeds? :hmmm:

I will post soon a chart with the target speeds and RPMs that we should aim to. From there we can start doing our adjustements :up:

Fifi
07-08-13, 06:05 AM
Maybe the game is using different calculations for forward and backwards speeds? :hmmm:


Yeah, something has to be wrong somewhere...
At first, i thought it was coming from Magui, but no.
In second time, i thought it was coming from patcher not reading correctly or screwind up values, but TDW make usally good work, so...i don't know.

I will post soon a chart with the target speeds and RPMs that we should aim to. From there we can start doing our adjustements

Seems the best way :up:
Even if Cfg file values seems a bit weird after, goal is to get the right speeds ingame :yep:
(At least back speeds slightly lower than forward - i can't imagine german engineers making U-Boot running faster backward!)

volodya61
07-08-13, 06:29 AM
Yeah, something has to be wrong somewhere...
At first, i thought it was coming from Magui, but no.
In second time, i thought it was coming from patcher not reading correctly or screwind up values, but TDW make usally good work, so...i don't know.

Have you tested the stock files? with and without electric engine ratios patch?

Fifi
07-08-13, 02:33 PM
Hum...no...just the update you posted...

volodya61
07-08-13, 02:43 PM
Hum...no...just the update you posted...

:03: :)

If you saw some errors/mistakes when you're testing something, always test the stock files too.. thus we always know where is issue.. I mean is this a stock issue or it comes from the current mod.. :yep:

gap
07-08-13, 05:33 PM
I will post soon a chart with the target speeds and RPMs that we should aim to. From there we can start doing our adjustements :up:

Here we go, sorry for the delay guys. :oops:

Let's start by having a look into a real U-boat telegraph:

http://www.sharkhunters.com/X12.jpg

As in game, it had 5 ahead and 4 astern speed orders. The 5 ahead speed orders are (starting from the slowest one):

Kleine Fahrt - "dead slow"
Langsame Fahrt - "slow speed"
Halbe Fahrt - "half speed"
Große Fahrt - "3/4 speed"
Äußerste Kraft - "emergency speed"

Astern bells followed the same naming, except for the fact that they didn't include "Große Fahrt". The German VIIC manual mentions two additional speeds orders:

2x Große Fahrt - "4/5 full speed"
3x Äußerste Kraft - "utmost speed"

They wont be included among the preset speed orders, but I will set the remaining ones as if they were. It involves that the fastest bell ratios set in U-boat cfg files (i.e. AheadFlank)will get a value lesser than 1 (=maximum speed/rpm).

Let's talk about our sources now. Of them, only the VIIC manual specifies German telegraph orders together with their corresponding speeds/rpm. As for the British report, it doesn't give any special detail about diesel speed names, and for electric propulsion speeds, only English telegraph orders are listed. Yet, only a rough correspondence can be found between the German and the English terminology as far as telegraph order and ratios are involved. As a consequence, I would suggest to adopt engine ratios derived from the German manual, using data from the Admiralty report only as a cross-reference, and for calculation of speed/rpm gradients of "average" u-boats. Boat's cfg files would therefore change as follows:

[EngineProperties]
AllStop=0.00
AheadSlow=0.38
AheadOneThird=0.57
AheadStandard=0.71
AheadFull=0.91
AheadFlank=0.98
BackSlow=-0.38
BackStandard=-0.44
BackFull=-0.52
BackEmergency=-0.83

[ElectricEngineProperties]
AllStop=0.00
AheadSlow=0.18
AheadOneThird=0.37
AheadStandard=0.53
AheadFull=0.83
AheadFlank=0.95
BackSlow=-0.18
BackStandard=-0.37
BackFull=-0.53
BackEmergency=-0.83

where:

AheadSlow = Kleine Fahrt (ahead)
AheadOneThird = Langsame Fahrt (ahead)
AheadStandard = Halbe Fahrt (ahead)
AheadFull = Große Fahrt (ahead)
AheadFlank = Äußerste Kraft (ahead)
BackSlow = Kleine Fahrt (astern)
BackStandard = Langsame Fahrt (astern)
BackFull = Halbe Fahrt (astern)
BackEmergency = Äußerste Kraft (astern)

This time, I have calculted the ratios over the fastest speed order (3x Äußerste Kraft) listed in our source (3x Äußerste Kraft), which corresponds respectiveli to 480 and 300 rpm for diesel and electric propulsion.

As for maximum speeds I have calculated them as I did yesterday. That is to say that they were calculated over the aformentioned maximum rpm's and over average speed/rpm gradients, which take both our sources into account (i.e: 0.036575 kts/rpm for diesel propulsion and 0.0271 kts/rpm for electric propulsion). The new maximum speeds are therefore 17.56 surfaced and 8.13 submerged. I have merged the new settings into Volodya's patch (only for types VII and VIIC); here are the files, if you want to test them:

http://www.mediafire.com/?56a4jc536ngx79d

Finally, the below schemes summarize data reported by our sources, my suggested settings and their espected rpm / speed outputs. Starting from them and from the patch posted above, we can further adjust my suggested settings, and try to understand what is wrong about ahead/astern ratios not being applied as supposed :up:

http://img542.imageshack.us/img542/7339/4ien.jpg

http://img441.imageshack.us/img441/230/hrbi.jpg

Fifi
07-08-13, 05:46 PM
:o Nice work! :up:
Will test that.
You said only for VII and VIIC types...:hmmm: VIIA too?

gap
07-08-13, 05:54 PM
:o Nice work! :up:
Will test that.
You said only for VII and VIIC types...:hmmm: VIIA too?

No, only VIIC's and VIIC41's (which our sources refer to directly). We will work on other types once we manage to understand what is going on with bell ratios, rpm's and speeds :03:

P.S: from now on, can you report the results of your tests in terms of rpm and speed?

Fifi
07-08-13, 06:38 PM
P.S: from now on, can you report the results of your tests in terms of rpm and speed?

Yes, but i'm only using what i see with UI...dials aren't that precise :-?

gap
07-08-13, 06:50 PM
Yes, but i'm only using what i see with UI...dials aren't that precise :-?

More or less :03:

Fifi
07-08-13, 07:29 PM
Ok, tested with zero wind in a VIIC (TDW sub exhaust single mission).
Your mod on top of Volodya's, so only VIIC concerned...

DIESEL

Forward:
- Slow 6 Knot 1800 RPM
- One third 9.8 Knot 2800 RPM
- Standard 11.9 Knot 3400 RPM
- Full 16.2 Knot 4600 RPM
- Flank 17.3 Knot 4900 RPM

Backward:
- Back Slow 7 Knot 2000 RPM
- Back Standard 8.2 Knot 2300 RPM
- Back Full 10 Knot 2800 RPM
- Back emergency 13 Knot 4200 RPM

ELECTRIC

Forward:
- Slow 1.5 Knot 750 RPM
- One third 3 Knot 1250 RPM
- Standard 4.2 Knot 1700 RPM
- Full 6.5 Knot 2500 RPM
- Flank 7.8 Knot 2900 RPM

Backward:
- Back Slow 1.7 Knot 800 RPM
- Back Standard 3.2 Knot 1300 RPM
- Back Full 4.9 Knot 1800 RPM
- Back emergency 6 Knot 2700 RPM

Back slow still slightly faster than forward...

gap
07-08-13, 08:30 PM
Fifi, I will comment your report tomorrow, but at first sight I would say that your results vaguely resemble the espected outputs :confused: :salute:

TheDarkWraith
07-08-13, 08:38 PM
Fifi, I will comment your report tomorrow, but at first sight I would say that your results vaguely resemble the espected outputs :confused: :salute:

He should do the same test but with the Electric engine ratios patch disabled and compare results :yep:

gap
07-08-13, 08:46 PM
He should do the same test but with the Electric engine ratios patch disabled and compare results :yep:

Yes, I agree. Another good test would be halving or doubling bell ratios, engine rpm and max speed, and seeing if/how they affect actual engine outputs :hmmm:

Fifi
07-08-13, 08:47 PM
Fifi, I will comment your report tomorrow, but at first sight I would say that your results vaguely resemble the espected outputs :confused: :salute:

Yes, not bad at all IMO.
Difference between electric slow forward, and electric slow backward is quite negligible...

He should do the same test but with the Electric engine ratios patch disabled and compare results

Will do :03:

TheDarkWraith
07-08-13, 09:21 PM
Yes, not bad at all IMO.
Difference between electric slow forward, and electric slow backward is quite negligible...

Will do :03:

This will verify the patch is working correctly (which I don't doubt but it's nice to have a secondary source verifying) :yep:

Fifi
07-08-13, 09:22 PM
Same test as above but all TDW electric patches deactivated :)

DIESEL: same results as above of course :D

ELECTRIC:

Forward:
- Slow 2.8 Knot 1150 RPM
- One third 4.5 Knot 1800 RPM
- Standard 5.5 Knot 2100 RPM
- Full 7.8 Knot 2900 RPM
- Flank 8 Knot 3000 RPM

Backward:
- Back Slow 3.3 Knot 1300 RPM
- Back Standard 4 Knot 1500 RPM
- Back Full 4.8 Knot 1850 RPM
- Back emergency 6 Knot 2700 RPM

:up:

TheDarkWraith
07-08-13, 09:24 PM
Same test as above but all TDW electric patches deactivated :)

DIESEL: same results as above of course :D

ELECTRIC:

You just proved my patch is working correctly :D

gap
07-08-13, 09:30 PM
ELECTRIC:

Forward:
- Slow 2.8 Knot 1150 RPM
- One third 4.5 Knot 1800 RPM
- Standard 5.5 Knot 2100 RPM
- Full 7.8 Knot 2900 RPM
- Flank 8 Knot 3000 RPM

Backward:
- Back Slow 3.3 Knot 1300 RPM
- Back Standard 4 Knot 1500 RPM
- Back Full 4.8 Knot 1850 RPM
- Back emergency 6 Knot 2700 RPM

:up:

You just proved my patch is working correctly :D

Yep, there's a clear difference :yeah:

Fifi
07-08-13, 10:04 PM
So now, we need same kind of values for VIIA and B...or do we copy the VIIC for others too? :-?

gap
07-08-13, 10:22 PM
So now, we need same kind of values for VIIA and B...or do we copy the VIIC for others too? :-?

For speed order ratios, I think we can keep the same as the VIIC. But we need to finetune them first as there are some speed bells that don't add up yet.

As for engine rpm and max speed sim settings, types VIIA and VIIB will need for their own settings, which we will adapt from uboat.net's values :up:

volodya61
07-09-13, 12:23 AM
For speed order ratios, I think we can keep the same as the VIIC. But we need to finetune them first as there are some speed bells that don't add up yet.

As for engine rpm and max speed sim settings, types VIIA and VIIB will need for their own settings, which we will adapt from uboat.net's values :up:

As I can see, you don't change anything in my order ratios settings (based on your data) in the .cfg files.. and all the order ratios are the same for all the subs btw.. you just slightly changed max speed values in the .sim files and set eng_rpm as was in stock..

@ Fifi

If you want better and clear results of your tests - http://www.subsim.com/radioroom/showpost.php?p=2081387&postcount=313

gap
07-09-13, 02:42 AM
As I can see, you don't change anything in my order ratios settings (based on your data) in the .cfg files.. and all the order ratios are the same for all the subs btw.. you just slightly changed max speed values in the .sim files and set eng_rpm as was in stock..

Oh man, this is a clear case of ID-10T error... :o
I was sure I had updated those values with the ones at post #314 :doh:

@ Fifi

Forgive me for my blunder; if you are not tired to test over and over the same stuff, I can send you a fixed version of the VIIC patch :D

Fifi
07-09-13, 03:21 AM
@ Fifi

Forgive me for my blunder; if you are not tired to test over and over the same stuff, I can send you a fixed version of the VIIC patch :D

Go ahead, will test tomorrow now :up:

Almost said same thing as Volodya with files, but thought: no, it's Gap...can't be :haha:

gap
07-09-13, 03:27 AM
Go ahead, will test tomorrow now :up:

:sunny:

Almost said same thing as Volodya with files, but thought: no, it's Gap...can't be :haha:

You should have said: I am all but infallible :yep:

volodya61
07-09-13, 06:18 AM
..a clear case of ID-10T error..

Well, I study ordinary English now.. but a little bit of computer slang also doesn't hurt.. we have Google for this type of words/abbreviations.. :haha:

gap
07-09-13, 07:18 AM
Well, I study ordinary English now.. but a little bit of computer slang also doesn't hurt.. we have Google for this type of words/abbreviations.. :haha:

Yeah sure, the old ID-10T error. It is the 1337 way to say PEBKAC :03: :D

Fifi
07-09-13, 11:33 PM
No more tests? :D...guess you're busy with other stuff...

gap
07-10-13, 03:31 AM
No more tests? :D...guess you're busy with other stuff...

Sorry Fifi, yes, I am a bit busy with adding the new ship zones required by the upcoming "destructible radio equipment patch". :03:

Here (http://www.mediafire.com/?q7ozmzs07twz50t) is the fixed VIIC/VIIC41 patch, with bell ratios updated according to the reference tables I had posted the day before yesterday:

[EngineProperties]
AllStop=0.00
AheadSlow=0.38
AheadOneThird=0.57
AheadStandard=0.71
AheadFull=0.91
AheadFlank=0.98
BackSlow=-0.38
BackStandard=-0.44
BackFull=-0.52
BackEmergency=-0.83

[ElectricEngineProperties]
AllStop=0.00
AheadSlow=0.18
AheadOneThird=0.37
AheadStandard=0.53
AheadFull=0.83
AheadFlank=0.95
BackSlow=-0.18
BackStandard=-0.37
BackFull=-0.53
BackEmergency=-0.83

I have double checked, this time. Sorry gain for the inconvenience! :O:

Report results at your earliest convenience. I don't expect them to be very dissimilar from the ones of yesterday, but this test is required anyway for finetuning our settings. :salute:

Fifi
07-10-13, 04:36 AM
Thanks for your work :up:
Will test tomorrow now :)

gap
07-10-13, 04:59 AM
Thanks for your work :up:
Will test tomorrow now :)

Quand tu veux :salute:

Fifi
07-10-13, 05:01 PM
Have redone the first post after a bad manip wich deleted all my post :/\\!! :oops:
Lists are up to date, and added one for CSP Magui.
Started to add comments and observations using both UIs on my machine.

Now have to start testing Gap files :D

Fifi
07-10-13, 06:08 PM
So, Gap V2 test:

DIESEL

Forward:
- Slow 6.8 Knot 2000 RPM
- One third 10 Knot 2900 RPM
- Standard 12.3 Knot 3550 RPM
- Full 16 Knot 4500 RPM
- Flank 17.1 Knot 4850 RPM

Backward:
- Back Slow 7.2 Knot 2050 RPM
- Back Standard 8.4 Knot 2400 RPM
- Back Full 10 Knot 2800 RPM
- Back emergency 13 Knot 4200 RPM

ELECTRIC

Forward:
- Slow 1.2 Knot 700 RPM
- One third 2.9 Knot 1200 RPM
- Standard 4.2 Knot 1700 RPM
- Full 6.8 Knot 2600 RPM
- Flank 7.8 Knot 2900 RPM

Backward:
- Back Slow 1.7 Knot 800 RPM
- Back Standard 3.2 Knot 1300 RPM
- Back Full 4.9 Knot 1800 RPM
- Back emergency 6 Knot 2700 RPM

As reminder previous version GapV1:
DIESEL

Forward:
- Slow 6 Knot 1800 RPM
- One third 9.8 Knot 2800 RPM
- Standard 11.9 Knot 3400 RPM
- Full 16.2 Knot 4600 RPM
- Flank 17.3 Knot 4900 RPM

Backward:
- Back Slow 7 Knot 2000 RPM
- Back Standard 8.2 Knot 2300 RPM
- Back Full 10 Knot 2800 RPM
- Back emergency 13 Knot 4200 RPM

ELECTRIC

Forward:
- Slow 1.5 Knot 750 RPM
- One third 3 Knot 1250 RPM
- Standard 4.2 Knot 1700 RPM
- Full 6.5 Knot 2500 RPM
- Flank 7.8 Knot 2900 RPM

Backward:
- Back Slow 1.7 Knot 800 RPM
- Back Standard 3.2 Knot 1300 RPM
- Back Full 4.9 Knot 1800 RPM
- Back emergency 6 Knot 2700 RPM

Make sens?
With the same 0.18 value for slow forward and slow backward, sub is still faster backward underwater...
Could it be the deck gun drag? lol

gap
07-10-13, 07:17 PM
Thank you Fifi, my first remarks:

DIESEL

Forward:

Slow: speed 2% faster than espected, rpm 10% faster than espected
One third, Standard, Full, Flank: speed as espected or 1% lower, rpm 3 to 6% faster than espected


Backward:

Back Slow, Back Standard, Back Full: speed 8 to 10% faster than espected, rpm 12 to 14% faster than espected
Back emergency: speed 11% slower than espected, rpm 5% faster than espected


ELECTRIC

Forward:

Slow: speed 18% slower than espected, rpm 30% faster than espected
One third, Standard: speed 3 to 4% slower than espected, rpm 7 to 8% faster than espected
Full, Flank: speed 1% faster than espected, rpm 2 to 4% faster than espected


Backward:

Back Slow: speed 16% faster than espected, rpm 48% faster than espected
Back Standard: speed 6% faster than espected, rpm 17% faster than espected
Back Full: speed 14% faster than espected, rpm 13% faster than espected
Back emergency: speed 11% slower than espected, rpm 8% faster than espected


The main problem is not the discrepancy between espected and observed outputs, but the fact that rpm/speed deviations are dishomogeneous, i.e. apparently SH5 U-boat speed is not growing linearly with engine rpm, whereas data from our sources suggest a linear relation among them.

In other words, unless TDW manages to find the culprit in game code, we can either match speeds or rpm to historical values. It might seem a secondary problem, but if (as it was in RL) engine noise is related with rpm, we risk being hydro-detected at speeds that should be classified as "silent". On this subject, it is useful noting again that the most efficient silent speed was at 90 rpm. :hmmm:

I hope that plotting your data on a chart and comparing the resuting graph with the espected lines, will cast some light on the issue. I will post the chart as soon as possible :salute:

Fifi
07-10-13, 09:03 PM
apparently SH5 U-boat speed is not growing linearly with engine rpm, whereas data from our sources suggest a linear relation among them.


Yes, quite strange and not very mechanical logical...

In other words, unless TDW manages to find the culprit in game code, we can either match speeds or rpm to historical values

Is it possible to match historical RPM for electric ahead slow and backward slow (very needed for beeing silent - leaving aside the speed) while matching historical speeds for others knukles (leaving aside RPM this time - less important)?
Could be a soluce in the waiting of code braker :hmmm:

gap
07-11-13, 03:02 AM
Yes, quite strange and not very mechanical logical...

Here is the graph that I was talking about yesterday:

http://img5.imageshack.us/img5/6946/6nrn.jpg

Except for the fastest bell forward (flank speed) and, even more evident, for the fastest bell astern (back emergancy), the observed diesel curve is almost linear, though with a slightly steper gradient than espected. Not so for the electric curve, especially the backward part of it, which is much more irregular. We could blame its "bumpiness" to rpm measurement mistakes by you, but why only for the electric curve and not for the diesel one? Nah, there must be something else :hmmm:

In general, it looks like the game is trying to match the espected speeds as closely as possible, pulling rpm/speed coordinates from a second hardcoded curve...

Is it possible to match historical RPM for electric ahead slow and backward slow (very needed for beeing silent - leaving aside the speed) while matching historical speeds for others knukles (leaving aside RPM this time - less important)?
Could be a soluce in the waiting of code braker :hmmm:

It could be an idea, though I am not even sure how te game calculates hydrophone detection chances :06:

At this stage, I would carry some more tests with different rpm, speed and ratio settings, and see if/how output curves are affected. What do you think? :)

Fifi
07-11-13, 05:03 AM
I think it's still no perfect. We can try others values of course. I'm at your disposition :)

Sjizzle
07-11-13, 07:04 AM
Fifi what is that knob in your magui interface ? i didnt saw it till now :hmmm:

http://attila-kevin.de/var/resizes/Magui-Interface-Mods/fifi.jpg?m=1373544204

Fifi
07-11-13, 03:11 PM
It's the button to take photos...
If you look closely, you can see a little camera drawn on it :03:

PS: BTW, the stadimeter box would need to be placed few pixels lower...but still unable to find the value in the page cfg to do it.
I found for moving things horizontaly but not verticaly!
If someone could explain how the values works...

Sjizzle
07-11-13, 03:17 PM
hmmm strange cos i can't see it .... i need to put my HD monitor from my kid to see if i have it :hmmm:

volodya61
07-11-13, 03:34 PM
..PS: BTW, the stadimeter box would need to be placed few pixels lower...but still unable to find the value in the page cfg to do it.
I found for moving things horizontaly but not verticaly!
If someone could explain how the values works...

Have you tried to use Menu Editor?

Fifi
07-11-13, 03:41 PM
Have you tried to use Menu Editor?

Could you remind me where i find it please?

volodya61
07-11-13, 03:49 PM
Could you remind me where i find it please?

Firstly you must change main.cfg in the Documents folder.. line MenuEditor=No change to Yes.. then run the game.. enjoy :)..

Fifi
07-11-13, 04:35 PM
Sorry, still don't catch it :oops:
I have those lines set on yes already...
What do i have to do then to set position i want?

volodya61
07-11-13, 04:57 PM
Sorry, still don't catch it :oops:
I have those lines set on yes already...
What do i have to do then to set position i want?

run the game and menu editor will open first..

Fifi
07-11-13, 05:01 PM
Ah, sorry, misunderstood the line in main.cfg :haha:

Fifi
07-11-13, 06:11 PM
Volodya you rock :rock:
I now can position exactly different items where i want :sunny:
Just downgraded few pixel the stadi box:
http://img15.hostingpics.net/thumbs/mini_703577newitemposition.jpg (http://www.hostingpics.net/viewer.php?id=703577newitemposition.jpg)
Now the photo button is fully visible.
Did the same for my clock :D When i click clock button, it's now appearing the right place i wanted (no need to drag it each game launch anymore)

Quite hard to find the right items in menu editor though...
Tons of items are from old game (SH4?)

Thanks again for the menu editor info :up:

volodya61
07-11-13, 06:59 PM
..Thanks again for the menu editor info :up:

You're welcome.. as usually :03:

Fifi
07-11-13, 08:20 PM
:hmmm: It doesn't keep the changes once i deactivate/reactivate mods...so the menu editor doesn't overwrite the original menu pages...
Any way to keep changes?

Sjizzle
07-12-13, 12:48 AM
Fifi that knob its made by u or it is in magui cos I don't have it

Fifi
07-12-13, 01:01 AM
Fifi that knob its made by u or it is in magui cos I don't have it

Not me...always had it with Magui.

gap
07-12-13, 01:13 AM
:hmmm: It doesn't keep the changes once i deactivate/reactivate mods...so the menu editor doesn't overwrite the original menu pages...
Any way to keep changes?

That's normal: menu editor saves your changes directly in the Menu/Pages path of the main game folder. If an UI mod (Magui in this case) affects the files you had editied, your changes are discarded once you disable the mod: stock files are restored, and your tweaks lost forever. This is how JSGME works.

If you want to make your changes permanent, you should copy the pertinent files in the MODS folder, and either update with them the UI mod you are using, or make a patch out of them. :know:

Fifi
07-12-13, 01:24 AM
Thanks gap, i done it already for my clock :up:
But at first i was able to do it for stadi box, and now i can't anymore :haha: don't know why yet :nope:

gap
07-12-13, 01:39 AM
Thanks gap, i done it already for my clock :up:
But at first i was able to do it for stadi box, and now i can't anymore :haha: don't know why yet :nope:

There are two Menu Editor tutorials that have been posted here on subsim. Have you read them? :hmm2:

Fifi
07-12-13, 01:59 AM
There are two Menu Editor tutorials that have been posted here on subsim. Have you read them? :hmm2:

No, and i didn't know about...

gap
07-12-13, 02:05 AM
No, and i didn't know about...

Menu Editor Tutorial by karamazovnew:
http://www.subsim.com/radioroom/showthread.php?p=1292498#post1292498

Adding Items in the Menu Editor Tutorial by reaper7:
http://www.subsim.com/radioroom/showthread.php?p=1330634#post1330634

Hope it helps :salute:

Fifi
07-12-13, 02:11 AM
Perfect, thanks again :up:

gap
07-12-13, 02:14 AM
Perfect, thanks again :up:

Il n'y a pas de quoi :)

Fifi
07-13-13, 03:40 AM
Have redone the first post for better mods comprehension :up:

@ Gap: any new files to test? :D

volodya61
07-13-13, 05:55 AM
Have redone the first post for better mods comprehension :up:..

For better comprehension, I think, you should post the links in your post #1 :03: :O:

EDIT:
Sober's smoke screen (DynEnv&OldStyle Explosions compatible) ---> realistic smoking damaged boats

isn't realistic, just for fun :03:

gap
07-14-13, 05:27 AM
Have redone the first post for better mods comprehension :up:

@ Gap: any new files to test? :D

Tomorrow I will send you a set of engine test patches. Today I want to finish adding the new radio zones to stock ships, for TDW's upcoming patch :salute:

Fifi
07-14-13, 05:49 AM
Of course! Your radio damage project sound great :salute:

Fifi
07-23-13, 12:15 AM
Added in first post my mod to NewUIs :D ...Fifi mods for NewUIs V1
Changed for Manos Scopes.

Fifi
07-25-13, 07:40 PM
Added IO_MapCourseLine_sharp pencil_mod to NewUIs list in first post.

It's working fine even without IO Strategic Map main mod! :up:
It's replacing the big ugly blue line sub course.

Fifi
07-27-13, 03:05 AM
New gradient.tga for stock map (or for IO Strategic Map on screen) avalaible here:
http://www.mediafire.com/download/6itvlya9jddjicl/Fifi_color_map.zip
Activate last in list.

I greatly reduced "electric" blue and "electric" green, quite unrealistic imo.
http://img11.hostingpics.net/thumbs/mini_950036Newgradient.jpg (http://www.hostingpics.net/viewer.php?id=950036Newgradient.jpg)
Note on the screen above, i have red light turned on in NewUIs...cause it was night :haha:

For those interested in IO Strategic Map for latest NewUIs, just PM me (unofficial mod - Obelix is still missing).
I have managed to get it work, just missing few thing as plastic texture for instance. But main stuff is working great :yep:
In the waiting of official Obelix release :D

SnipersHunter
07-28-13, 08:41 AM
Hello Fifi is your mod compilation playable without TDW's Generic Patch?i want to try it out before my order from amazon is coming , because i have the steamversion of sh5 rightnow.

volodya61
07-28-13, 09:16 AM
Hello Fifi is your mod compilation playable without TDW's Generic Patch?i want to try it out before my order from amazon is coming , because i have the steamversion of sh5 rightnow.

Any mods are playable without Generic Patcher.. but.. the game itself is unplayable :D..

SnipersHunter
07-28-13, 09:31 AM
ThattS what i meaned :D:D

Fifi
07-28-13, 03:59 PM
:hmmm: That's a good question...don't really know what could render some of the mods without patcher...like the FX Update torpedoes (modified for torpedoes patches).
Without patcher, better forget this one, to me...

vdr1981
08-05-13, 08:40 AM
AST (edited for AI Damage Control Patch) ---> better sinking mechanism

Could you explain this one a bit more Fifi? I have found AST original mod (V1 and V2)but where should i find those edited files? Which one do you use in your mod list?

volodya61
08-05-13, 09:20 AM
AST (edited for AI Damage Control Patch) ---> better sinking mechanism

Could you explain this one a bit more Fifi? I have found AST original mod (V1 and V2)but where should i find those edited files? Which one do you use in your mod list?

http://www.subsim.com/radioroom/showpost.php?p=2051719&postcount=192

vdr1981
08-05-13, 09:25 AM
:up:

Fifi
08-06-13, 09:28 PM
- Changed for NewUIs 7_5_0 and add-ons mods
- Changed for FX_Update_0_0_22_ByTheDarkWraith
- Changed for FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
- Added NewUIs 7_5_0_real_Navigation
- Added Trevally Automated Scripts v0.6
- Added Trevally Harbour & Kiel Canal Pilot v3.1
- Added Fifi mods for NewUIs V2
- Added Conus' Das Boot Crew Faces
- Added silentmichal's interior mod 1.2.2

Added some of above mods for Magui too

:up:

silentmichal
08-07-13, 05:16 AM
- Added silentmichal's interior mod 1.2.2

Thanks Fifi :). Now I'm adding new swinging sausages :smug:.

Fifi
08-09-13, 09:08 PM
Changed for very nice silentmichal's interior mod 1.2.3, both in NewUIs and Magui :up:

Fifi
08-11-13, 06:19 PM
Deleted AST (not needed anymore IMO)
Deleted Sober Lights
Deleted Dyn Env realistic colors
(much better interior lights mainly on woods - see before/after below)
http://img15.hostingpics.net/thumbs/mini_733561Interior.jpg (http://www.hostingpics.net/viewer.php?id=733561Interior.jpg)
http://img15.hostingpics.net/thumbs/mini_787568Betterlight.jpg (http://www.hostingpics.net/viewer.php?id=787568Betterlight.jpg)

Fifi
08-16-13, 01:35 PM
BDU report:
U 048 Captain Fifi is requested for a difficult spy mission in Australia - minimum 8 days - contact will be at Gold Coast - report any ennemy ship mouvements - :haha:

See you later soon guys :yeah: :salute:

volodya61
08-16-13, 01:39 PM
BDU report:
U 048 Captain Fifi is requested for a difficult spy mission in Australia - minimum 8 days - contact will be at Gold Coast - report any ennemy ship mouvements - :haha:

See you later soon guys :yeah: :salute:

See you Fifi.. have a good trip :up:

Fifi
08-16-13, 02:10 PM
Thanks Volodya, and take care too!

MikiBzh
08-19-13, 01:30 PM
Thank you Fifi !

Returning back to SHV, will look after you mod list...

SnipersHunter
08-19-13, 03:18 PM
Using your modlist. Its great:up:

Fifi
08-25-13, 12:32 AM
:woot: Back from Sober's country :yeah:
Plenty of new threads to read :rock: and a new sub waiting :ping:

Macardigan
08-25-13, 08:44 AM
Welcome back FIFI.:O:

volodya61
08-25-13, 02:03 PM
Hi Fifi :salute:

I've re-edited my revision..
Submarine's .sim&cfg (modified for engine ratio patches) - http://www.4sync.com/archive/AFAqx42r/Submarines_simcfg__modified_fo.html
You have to use this one instead of Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfg's if you want.. whole info you can find in the readme file..

vdr1981
08-25-13, 02:25 PM
Question Volodya,

Why ~40nm at 4 knot underwater for all the subs? Did you made those settings to meet some changes from sub cfg file ?

Also I've noticed that game add aprox. 0.6 knots to all subs from what's written in sub's .sim file. , so if you set max speed to 17.9, in game it's going to be well above 18 knots...


@ Fifi, you should add Sober's "bad weather deck gun" mod, it's one of the most important game changing mods IMO...

volodya61
08-25-13, 03:30 PM
..Why ~40nm at 4 knot underwater for all the subs? Did you made those settings to meet some changes from sub cfg file ?..

Have a look at this thread - http://www.subsim.com/radioroom/showthread.php?t=204703


..Also I've noticed that game add aprox. 0.6 knots to all subs from what's written in sub's .sim file. , so if you set max speed to 17.9, in game it's going to be well above 18 knots...

This is the real historical data.. I didn't test it in the game yet.. maybe later..

@ Fifi, you should add Sober's "bad weather deck gun" mod, it's one of the most important game changing mods IMO...

Better to use our Reworked U-boat Guns.. maybe someday Gap will release it.. I can upload beta version (only gun's .sim files)..

Fifi
08-25-13, 03:44 PM
Hi Fifi :salute:

I've re-edited my revision..
Submarine's .sim&cfg (modified for engine ratio patches) - http://www.4sync.com/archive/AFAqx42r/Submarines_simcfg__modified_fo.html
You have to use this one instead of Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfg's if you want.. whole info you can find in the readme file..

Ok, Volodya, will test it soon :up:

Better to use our Reworked U-boat Guns.. maybe someday Gap will release it.. I can upload beta version (only gun's .sim files)..

Sure, can test beta version! :)

volodya61
08-25-13, 05:02 PM
Ok, Volodya, will test it soon :up:
Sure, can test beta version! :)

This is not a test version in the usual sense of the word.. all tests were done long ago.. rather we can call it incomplete version.. there are only .sim files and there are no files with descriptions, I mean .upc files..
I'll upload it a bit later..

volodya61
08-25-13, 05:12 PM
I thought it will take more time.. I'm uploading now another huge archive also..

Reworked U-boat Guns (incomplete version) - http://www.4sync.com/archive/ln2oGDgK/Reworked_U-boat_Guns__incomple.html

Fifi
08-25-13, 06:34 PM
Thanks man. Will try that out :up:

Fifi
08-25-13, 10:16 PM
Changed for new version of RPM Hydrophone merchants 2.2.1 in first post :rock:

volodya61
08-28-13, 07:52 PM
Hi Fifi :salute:

If you're going to use new fixed Submarine's .sim&.cfg you can find a link in the Sjizzles'es list thread..

Fifi
08-28-13, 08:58 PM
Thanks my friend! :yeah:

Added Submarine's .sim&cfg (modified for engine ratio + independent control patches) by Volodya in first post, instead of Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfgs

volodya61
08-29-13, 06:51 AM
Thanks my friend! :yeah:

My pleasure :salute:

SnipersHunter
09-07-13, 05:49 AM
Is this Modlist just for SH veterans?

Feuer Frei!
09-07-13, 05:56 AM
Is this Modlist just for SH veterans?

No. It doesn't discriminate.


Why?

SnipersHunter
09-07-13, 06:01 AM
I just wanted to know it.
Thx for your answear

Fifi
09-19-13, 08:33 AM
Added R.S.D. - Reworked Submarine Damage v2 by vdr1981, both for NewUIs compilation and CSP Magui compilation :up:

vdr1981
09-19-13, 05:09 PM
/3305/b0g3.jpg[/IMG][/CENTER]

V3 Modifications:
- Added destructible radio antenna
- Fixed/added radio room/aft compartment flooding effect
- Adjusted DC damage values, destroyers taking significantly less damage then before yet depth charges are very dangerous. (i should do this before but somehow i uploaded wrong file, sry)
*No need for new campaign, although install in port is recommended...



Fifi, V3 is updated...I missed few things with V2...Just make sure not to overwrite DC barrels.zon with other mod...

Fifi
09-19-13, 10:06 PM
Great!

Changed for R.S.D. - Reworked Submarine Damage v3 by vdr1981, and adjusted for its place in both list.

vdr1981
09-22-13, 06:43 AM
V4 Modifications:
- Added destructible Radars and RWR antennas
- Revised HP and armor settings for some equipment
- Overall submarine strengths set to 1000HP, this way max dive depth of the submarine will be more effected by amount of damage.
- Overall 750HP for Type VIIc . This is because the game tends to CTD after large amount of damage is taken with VIIc. This probably wont be solved until TDW is back so don't waith those destroyers on surface...(like you have other choice...:D)



v4 updated...No need for new campaign if you already use v3. Please, report all problems here... http://www.subsim.com/radioroom/showthread.php?t=207093
Cheers!

Fifi
09-22-13, 07:52 PM
Thank you so much Vdr for this immersive mod! :up:

Lord_Falco
10-05-13, 06:37 AM
thanks

Fifi
11-08-13, 03:11 AM
Added SH5_Starshells_patch to post #1 both mods lists :up:

Aktungbby
11-08-13, 01:44 PM
Ya keep it simple for us SIR:Kaleun_Salute:DANKE!

renard60
11-16-13, 09:12 AM
super thank you fifi

renard60
11-17-13, 04:52 PM
hello
you can clone me a link to this mod
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
thank you

Fifi
11-17-13, 08:04 PM
Here it is: http://www.mediafire.com/download/t33b8pjbmr2cbnl/Sobers_smoke_screen_(DynEnv%26OldStyle_Explosions_ compatible).7z

renard60
11-18-13, 01:30 PM
hi fifi
you have the link for this mod stp
SH5 sobers DOF V6
well thank you

Macardigan
11-20-13, 12:14 PM
hi again fifi.

hi all

:smug:

moosenoodles
11-23-13, 08:20 AM
Fifi!!

where is this fifi's colored map you use?

Come now chap return from that aircraft forum and throw me a line here :D

Yankee14
12-06-13, 03:28 PM
Hello, Fifi.

In your mods list you say you use "DynEnv v2.9 - 12. Sounds", but I can't find this mod in the DynEnv folder. I've seen hints that it has been integrated into "DynEnv v2.9 - 1. Main Mod", so it may no longer be necessary to add this mod individually.

EDIT: You also say you use "Sober's smoke screen (DynEnv&OldStyle Explosions compatible)", but I can only find "sobers smoke screen V1 SH5 (DynEnv compatible)", and it doesn't have any documentation describing what it is compatible with.

And "Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith 27.05.2013". Literally the only mention I can find of this is in this post (http://www.subsim.com/radioroom/showpost.php?p=2063312&postcount=37).

Fifi
12-06-13, 03:55 PM
Fifi!!

where is this fifi's colored map you use?

Come now chap return from that aircraft forum and throw me a line here :D

:D Here it is http://www.mediafire.com/download/6itvlya9jddjicl/Fifi%20color%20map.zip
Cheers

rahanne
12-09-13, 02:32 PM
Hi Fifi,

Have you tested sobers waves mod V15 30102013 SH5 ? and Rubinj's Moon light mod V1 ? in your great compil ?

I think i'm trying these soon ...

Thx for your work.

Edited : changing color text :)

Fifi
12-11-13, 11:02 PM
Nope, but was very satisfied with Dynamic Environment results...so was not needed for change...

Tindahbawx
02-21-14, 07:51 PM
Is there any way to stop the U.I. Elements (Depth Bar, Heading + Speed Bar, Time Acceleration Controls in the Top Right) from fading in and then out of view when not being used?

I'd rather just keep them visible 100% of the time.

Bad_Wolf
04-27-14, 04:36 AM
thx for the awesome mod list, i might of missed a lot of great mods if it wasn't for this list

Aktungbby
04-27-14, 02:12 PM
Bad_Wolf! after two year's silent running!:Kaleun_Salute:

Jimbuna
04-28-14, 04:56 AM
thx for the awesome mod list, i might of missed a lot of great mods if it wasn't for this list

Welcome back...love the name :sunny:

Omitron
04-28-14, 07:07 AM
You absolutely save me!! :yeah:

Jimbuna
04-28-14, 07:26 AM
Welcome Omitron :sunny:

Aktungbby
04-28-14, 09:32 AM
Omitron!:Kaleun_Salute:

test_m4a1
05-21-14, 09:34 AM
Fifi, did something change since 2013 in Your TDW modlist? ;)

THEBERBSTER
05-25-14, 10:29 AM
A warm welcome “Omitron“ to the Subsim family.:subsim:

You will always find someone here to help you.:)

Link to my SH5 post::salute:

Step By Step Tutorials & How To Do It

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

Tentori
05-28-14, 03:35 PM
I would want to ask the same question as test_m4a1 :)))

Aktungbby
05-28-14, 07:42 PM
Tentori!:Kaleun_Salute:

Jimbuna
05-29-14, 04:57 AM
Tentori :sunny:

Edit: I have disabled your account because the system shows it as being a secondary one and the forum rules prohibit this.

If you have forgotten the name of your original account contact either Neal Stevens or myself for the account name.

THEBERBSTER
05-29-14, 07:47 AM
A warm welcome “Tentori“ to the Subsim family.:subsim:

You will always find someone here to help you.:)

Link to my SH5 post::salute:

Step By Step Tutorials & How To Do It

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

Deep_Hunter
07-27-14, 05:18 PM
Hey guys,
sorry for posting in this old thread but I was so happy to find this Modlist after trying some Mod-Combinations without success...until I made some changes reducing and actualizing the List and while loading a new campaign...CTD :wah:
Here my list and I hope someone can help me:
*=must have!!!
Accurate German Flags
*SteelViking's Interior Mod V1.2
*SteelVikings Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
*DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Breakwater Piers
Small_trees_SH5_V1
sobers more trees 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
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
*FX_Update_0_0_22_ByTheDarkWraith
*FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
*MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
(Naights_Underwater_Mod) ---> geringere Sicht
Naights Submaine Textures v1.2 (PUV) ---> submarine folder deleted
Stormys DBSM SH5 v1.3 Basemod
Stormys_DBSM_SH5_v1.3_HOTFIX_3
*Parts Magui V 3.01 by DrJones ---> full interface mod
*Parts Magui Patch 3.02 ---> last UI version addition
Sjizzles Mods for magui v 0.0.2 ---> new id manual, TDC look, icons, buttons and bearing tool
Fifi mods for CSP Magui V1 ---> new binocular lens, buttons, boxes textures and position
*Manos Scopes-Core Files ---> needed for Magui scopes
*Manos Scopes-patch for 16x9 ---> needed for your screen resolution
Radio_Messages_1_2_0_German_Voices ---> new sounds for sending/receiving messages
*IRAI_0_0_41_ByTheDarkWraith
*R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standard No Emblem) v-1.1.0
*OPEN HORIZONS II 2.5
OHII2.5 Grid Request fix Patch SH5
*Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers no footstep sound mod
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfgs
Depth Charge Range Fix
Smaller flags for Warships 1_0b
sobers realistic contrast SH5
R.S.D. - Reworked Submarine Damage v5.6 by vdr1981
IO_StrategicMap_4_3_for_Parts Magui Patch V 3.02 by DrJones ---> new nav map and tools compatible latest Magui UI
IO_MapCourseLine_sharp pencil_mod ---> new sub course on nav map replacing old large blue line
SH5_Starshells_patch ---> remove star shells lag/freeze
+ latest TDW Generic Patcher running as stand alone
Greetings :salute:

Mikemike47
07-27-14, 08:07 PM
[QUOT
*OPEN HORIZONS II_full v2.2
Open Horizons 2.2

R.S.D. - Reworked Submarine Damage v4 by vdr1981
[/QUOTE]
You should not have two versions of Open Horizons

RSD is now version 5.7
http://www.subsim.com/radioroom/showthread.php?t=207093

Deep_Hunter
07-27-14, 09:29 PM
Oh sorry,
had some errors in the list...now its corrected. I copied fifis list, not mine... RSD 5.7 is the only Mod that is missing, but is this the solution? :06:

Dragon81
07-28-14, 12:58 AM
http://img15.hostingpics.net/thumbs/mini_731446NewUIs750.jpg (http://www.hostingpics.net/viewer.php?id=731446NewUIs750.jpg)

Fifi mods for NewUIs V2 ---> new binoculars, UZO, and scopes


Hi Fifi, where can I download this, this is looking awesome! :o

Sjizzle
07-28-14, 01:15 AM
Hi Fifi, where can I download this, this is looking awesome! :o
that's fifi's mod for TDW'UI

Download (http://www.subsim.com/radioroom/showthread.php?t=205983)

Dragon81
07-28-14, 01:30 AM
Awesome! Thanks! :salute:

DucLebowski
07-30-14, 01:40 PM
Hi Fifi,

I have a problem with your mod list. When i begin a new campaign the game crash after the loading screen. Can you watch my list and see if there is something wrong with this? I've the steam version of the game. If you want you can speak with me in french by private message.

Generic Mod Enabler - v2.6.0.157
[E:\Jeux\Steam\SteamApps\common\Silent Hunter 5\MODS]

Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.4
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers more trees 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_4_ byTheBeast
SH5 Longer Repairs v.1.01
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Naights Submaine Textures v1.2 (PUV)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_New_radio_messages_German
NewUIs_TDC_7_4_2_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
NewUIs_TDC_7_4_2_WWIIInterface_by_naights
Fifi mods for NewUIs V2
Manos Scopes-patch for 16x9
Conus' Das Boot Crew Faces
IRAI_0_0_41_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
Open Horizons 2.5 FRA
Equipment upgrade 1.4 FRA
Reworked Morale and Abilities v.1.1
Reworked Morale and Abilities1.1 FRA
sobers green crew training V4 SH5
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers no footstep sound mod SH5 V2
Old Style Explosions V1.1
sobers smoke screen V1 SH5 (DynEnv compatible)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.4
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Shadow Improvement Mod
Depth Charge Range Fix
smaller flags for Warships 1_0b
RPM Hydrophone v2.2.1
SH5 No Chronometer Ticking Sound
sobers Realistic contrast V14 SH5
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
Messervy_s_gramophone_pack1
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
36 Wordeees' Actual Footage Menu
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
gap - Alternative Cursors & KM Map Tools v2 - 2.a Alternate Tool Graphics - Wooden Handle
gap - Alternative Cursors & KM Map Tools v2 - 3. Shadowed Cursors
gap - Alternative Cursors & KM Map Tools v2 - 4.b Alternate Dialog Cursors - Shadowed
EQuaTool 01.01 by AvM - Large Style
gap - Alternative Cursors & KM Map Tools v2 - 5.i EQuaTool 1.1 Patch - Large Set
Fifi color map
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Change days in bunker
SH5_Starshells_patch

Thank you for your work.

test_m4a1
09-06-14, 09:16 AM
Any updates of Your modlist Fifi?

Akula4745
02-21-15, 01:21 AM
Gentlemen,
I would love to have your thoughts on this stack of mods. See any gross errors in this soup?

Grossdeutscher Rundfunk
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 11.b.I Sea Plants - Med Posidonia Meadows (high resolution)
DynEnv v2.9 - 11.c.I Sea Plants - Coral Reefs (high resolution)
DynEnv v2.9 - 12. Sounds
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
IO_StrategicMap_7_4_2_for_TDWv742
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
No Damn Bubbles, No Damn Halo Mod
Accurate German Flags
A Fistful of Emblems v1.51
1000_Meter_Bearing_Plotter_byTheBeasts1.0
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
German U-Boat Internal Routine SFX
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
No Logo Intro Menu_Animation v. 01.00 by AvM
nVidia missing lights
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Small_trees_SH5_V1
smaller flags for Warships 1_0b
sobers no footstep sound mod
sobers NO water drops V1
U-Boat Watch Crew Routine SFX
Moon_light_mod
silentmichal's interior mod 1.2.4
silentmichal's interior mod 1.2.4b
Sub_Exhaust_1_0_5_byTheDarkWraith
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Targor's SH5 Wooden Lifeboats ver. 0.4

Thanks in advance!!

THEBERBSTER
02-21-15, 06:33 AM
Hi Akula

You can only select 1 from each group of numbers.

DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 11.b.I Sea Plants - Med Posidonia Meadows (high resolution)
DynEnv v2.9 - 11.c.I Sea Plants - Coral Reefs (high resolution)


Same mod updated to version b.

silentmichal's interior mod 1.2.4
silentmichal's interior mod 1.2.4b


Outdated mod

FX_Update_0_0_19_ByTheDarkWraith

Latest update

FX_Update_0_0_22_ByTheDarkWraith

FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)

Folder 1 and folder 3 are inside a Folder called Mods.

Select the Base Folder and only 1 Patch Folder

http://www.subsim.com/radioroom/showthread.php?t=174511 (http://www.subsim.com/radioroom/showthread.php?t=174511)


There are some mod order problems and some strange mods that you have also selected that I would not know where to start.

You are also missing some important mods that fix things.

I would suggest that you check my tutorial post #38 for the highlighted mods you need.

Post #35 will confirm the correct order.

Peter

Akula4745
02-21-15, 09:05 AM
Thank you, THEBERBSTER (http://www.subsim.com/radioroom/member.php?u=303079). Your help and guidance is very much appreciated!!! I have read so much my head is swimming and all the info is not coordinated.

I corrected the issues you identified. All these odd mods were because I could not find confirmation that they were included/fixed in OH 2.5, FX, or any other mod. I think I need the two lifeboat mods to get wooden lifeboats, or do I?

Grossdeutscher Rundfunk
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22__Stock_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
IO_StrategicMap_7_4_2_for_TDWv742
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
No Damn Bubbles, No Damn Halo Mod
Accurate German Flags
A Fistful of Emblems v1.51
1000_Meter_Bearing_Plotter_byTheBeasts1.0
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
German U-Boat Internal Routine SFX
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
No Logo Intro Menu_Animation v. 01.00 by AvM
nVidia missing lights
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Small_trees_SH5_V1
smaller flags for Warships 1_0b
sobers no footstep sound mod
sobers NO water drops V1
U-Boat Watch Crew Routine SFX
silentmichal's interior mod 1.2.4b
Sub_Exhaust_1_0_5_byTheDarkWraith
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Targor's SH5 Wooden Lifeboats ver. 0.4
SH5 External Cargo 1.0

"You are also missing some important mods that fix things." - Please tell me what mods you would suggest.

Again, thank you so much for the help. I owe you!
Jim

THEBERBSTER
02-21-15, 06:40 PM
Hi Jim

I would try this order to start with and see how you get on.

You have a few mods that I have no idea so have put them at the end.

I had to look up some old Subsim mod lists to track down a few.

Some other mods are quite old and may not be compatible but worth a try.

If you have problems then will need to remove.


No Damn Bubbles, No Damn Halo Mod
Accurate German Flags
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)

Water reflections intensity varied by available sunlight by TheDarkWraith

http://www.subsim.com/radioroom/showthread.php?t=208307 (http://www.subsim.com/radioroom/showthread.php?t=208307)

Small_trees_SH5_V1
silentmichal's interior mod 1.2.4b


SH5_7A_Conning_Fix

http://www.subsim.com/radioroom/downloads.php?do=file&id=3663 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3663)


Equipment_Upgrades_Fix_v1_4_byTheBeast

http://www.subsim.com/radioroom/downloads.php?do=file&id=3126 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3126)


Equipment_Upgrades_Fix_v1_4_Patch_1

http://www.subsim.com/radioroom/showthread.php?t=182194 (http://www.subsim.com/radioroom/showthread.php?t=182194)


#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix

http://www.subsim.com/radioroom/showthread.php?t=182194 (http://www.subsim.com/radioroom/showthread.php?t=182194)


Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober

http://www.subsim.com/radioroom/downloads.php?do=file&id=3683 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3683)


Alternative mod to the 1 above

Equipment_Upgrades_Fix_v1_4_Patch_1_Hotfix_2 (without date)

In Folder 2 allows certain additional equipment now.

Alternative mod to the 2 above


Equipment_Upgrades_Fix_v1_4_Patch_1_Hotfix_2 (With Date)

In Folder 1 allows additional equipment when due.

http://www.subsim.com/radioroom/downloads.php?do=file&id=4540
(http://www.subsim.com/radioroom/downloads.php?do=file&id=4540)

EUF_UBoat_FX_v0_0_3_ byTheBeast

http://www.subsim.com/radioroom/downloads.php?do=file&id=3724 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3724)


MightyFine Crew Mod 1.2.1 Alt faces

In Folder 2


MightyFine Crew Mod 1.2.1 Stock faces

In Folder 4


MightyFine Crew Mod 1.2.1 Alt w beards

In Folder 3

You can choose alternative faces from Folder’s 2,3,4, or 5

http://www.subsim.com/radioroom/downloads.php?do=file&id=1572 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1572)


MCCD_1.04_MFCM_1.2.1_compatible

You only need the 5th Folder from the above mod

http://www.subsim.com/radioroom/downloads.php?do=file&id=1671 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1671)


FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22__Stock_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
IO_StrategicMap_7_4_2_for_TDWv742

FXU_0_0_22_Ship zon Files

http://www.subsim.com/radioroom/downloads.php?do=file&id=4249 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4249)


Manos Scopes – patch for 16x9 < wide screen resolution

http://www.subsim.com/radioroom/showthread.php?t=179068 (http://www.subsim.com/radioroom/showthread.php?t=179068)


IRAI_0_0_41_ByTheDarkWraith <up to date IRAI

http://www.subsim.com/radioroom/showthread.php?t=171973&highlight=irai_0_0_41 (http://www.subsim.com/radioroom/showthread.php?t=171973&highlight=irai_0_0_41)


R.E.M_by_Xrundel_TheBeast_1.2

Folder 3


R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible

Folder 4

http://www.subsim.com/radioroom/downloads.php?do=file&id=4002 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4002)


Church's Compass Dials Mod v2.2 - Option Two < better compass options

Select from 4 options (see pdf)

http://www.subsim.com/radioroom/downloads.php?do=file&id=3069 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3069)


OPEN HORIZONS II v2.5


sobers OH2.5 Kiel Lite mod v4 SH5

http://www.subsim.com/radioroom/downloads.php?do=file&id=4541 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4541)


OH II v2.5 Grid Request fix Patch SH5
smaller flags for Warships 1_0b
SH5 External Cargo 1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Targor's SH5 Wooden Lifeboats ver. 0.4
German U-Boat Internal Routine SFX
U-Boat Watch Crew Routine SFX
A Fistful of Emblems v1.51
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers no footstep sound mod


Shadow Improvement ModLR

Low resolution

http://www.subsim.com/radioroom//downloads.php?do=file&id=4351 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4351)

Alternative to above depending on your gpu

Shadow Improvement Mod

High Resolution

http://www.subsim.com/radioroom//downloads.php?do=file&id=1943 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1943)


EQuaTool 01.01 by AvM - Large Style < better tools

Comes with 14 excellent mods (See Post #117)

Recommend Large Style in Folder 12

http://www.subsim.com/radioroom/downloads.php?do=file&id=2819 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2819)


WHF-FUC_We Have Flooding-Flooding Under Control_Fix

http://www.subsim.com/radioroom/downloads.php?do=file&id=4474 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4474)


sobers NO water drops V1


Shallow Waters Voice Be Gone

http://www.subsim.com/radioroom/showthread.php?t=213972 (http://www.subsim.com/radioroom/showthread.php?t=213972)


Gap - HD 1 deg Scope Bearing v 1.0 < adds a more precise bearing gradule

http://www.subsim.com/radioroom/showthread.php?t=182912 (http://www.subsim.com/radioroom/showthread.php?t=182912)


Change Days In Bunker < allows you to set your own bunker time

http://www.subsim.com/radioroom/showthread.php?t=188265 (http://www.subsim.com/radioroom/showthread.php?t=188265)


One Ship, One Torpedo v1.00 < optional does exactly what it says

http://www.subsim.com/radioroom/downloads.php?do=file&id=3366 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3366)


Grossdeutscher Rundfunk
DynEnv v2.9 - 12. Sounds
1000_Meter_Bearing_Plotter_byTheBeasts1.0 < no idea

You might like to try this instead of the one above

Overlay For TAI and Navigation Maps For SH5 By Shmal

http://www.subsim.com/radioroom/showthread.php?t=217472 (http://www.subsim.com/radioroom/showthread.php?t=217472)


Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
No Logo Intro Menu_Animation v. 01.00 by AvM < Can be removed in TDW’s Generic File Patcher
nVidia missing lights

Any problems let me know.

Peter

Akula4745
02-21-15, 07:35 PM
WoW!!!
Thank you, kind sir! Thanks for the time invested and knowledge shared. I am deeply in your debt, good sir.

Let me get busy building this soup. :P More to follow...

sexioholico
03-12-16, 03:49 PM
Hi man.
I really like your lists so I decided to give them a try. But before that I'd like to know you if it's needed to start a whole new campaign or re-install the game in order for it to work properly. Tell me the secret of your success please. :up:
Anything else I should know before give it a go?
Cheers!

Sjizzle
03-12-16, 05:44 PM
Hi man.
I really like your lists so I decided to give them a try. But before that I'd like to know you if it's needed to start a whole new campaign or re-install the game in order for it to work properly. Tell me the secret of your success please. :up:
Anything else I should know before give it a go?
Cheers!


as always if u install new mod list or other mod u need to start a new campaign or u must have a fresh SH5 install ....and now strait to the point if u wanna use fifi's mod list u need a fresh SH5 and start a new campaign ....but this mod list really outdated so i suggest u to play with TWoS mega mod which on is really updated ....u can find TWoS here (http://www.subsim.com/radioroom/showthread.php?t=210703)

PS. Before enable this mod READ ALL TWOS DOCUMENTATION PLS