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View Full Version : [WIP] In-game naval Enigma M4 machine


SkyBaron
06-14-13, 03:54 PM
THIS MOD IS NOW PART OF TWOS MEGAMOD AFTER UPDATE 16


See thread: http://www.subsim.com/radioroom/showthread.php?t=210703


BEFORE USING THIS MOD PLEASE READ THE MANUAL TO UNDERSTAND WHAT IT IS AND HOW TO USE IT!


Watch this great video tutorial by POTUS if you're still confused after reading the manual:

https://www.youtube.com/watch?v=It_WcVBRkRg


----------
Original Post:



This Enigma mod is the result of a lot of hours of work doing historical research, learning Python, learning SH5’s menu interface through a lot of trial and error, countless CTDs, designing graphic elements for the Enigma interface, etc. :)

There is a .txt file in the documentation folder explaining what needs to be changed to make the Enigma mod compatible with other installations, this text is intended for modders or advanced users.



Features:

1 - A fully working "Schlüssel M" model M4 naval Enigma:

It is accessible through the radio operator’s menu:

http://i1286.photobucket.com/albums/a605/skybaron123/bar_zpsyxy3zxxm.jpg


The machine’s UI layout was inspired by Dirk Rijmenants’ popular Enigma simulator:


http://i1286.photobucket.com/albums/a605/skybaron123/en1_zpshg7a7ohb.jpg


2 - Implementation of actual Kriegsmarine cipher networks used during the war:

Cipher networks were used to send messages to U-boats in different geographical areas. U-boats were issued envelopes with their assigned cipher network settings before going on patrol. This mod implements cipher networks for different geographical areas with their own daily settings.

3 - Implementation of the Kenngruppen system used by the Kriegsmarine for U-Boat messages.

This is better explained in the manual.

Some of the in-game key sheets and tables implemented:

Substitution tables, used to decipher the indicator group:

Actual tables:
http://www.cryptomuseum.com/crypto/codebook/img/300356/000/full.jpg

In-game tables:

http://i1286.photobucket.com/albums/a605/skybaron123/tab_zpsabaf3528.jpg


Kenngruppenbuch (indicator groups book)

Actual book:
http://users.telenet.be/d.rijmenants/pics/kenngruppenbuch1.jpg

In-game book:

http://i1286.photobucket.com/albums/a605/skybaron123/kbuch_zpsmhfnp2e0.jpg


Envelopes with daily settings:

Actual envelope:
http://www.enigma.hoerenberg.com/galerien/Pictures/Envelope_Triton.jpg

In-game envelopes:

http://i1286.photobucket.com/albums/a605/skybaron123/env_zps927e63c3.jpg


Actual key sheets:
http://users.telenet.be/d.rijmenants/pics/triton2.jpg
http://users.telenet.be/d.rijmenants/pics/triton1.jpg

In-game sheets:

http://i1286.photobucket.com/albums/a605/skybaron123/set_zpsbe1344d4.jpg


Schlüsselzettel - form used to decode messages:

Original:
http://www.enigma.hoerenberg.com/galerien/Pictures/RHV_Schluesselzettel_03_WS.jpg

(http://www.enigma.hoerenberg.com/galerien/Pictures/RHV_Schluesselzettel_03_WS.jpg)In-game form, with an actual decoded message:

http://i1286.photobucket.com/albums/a605/skybaron123/notepad_zpshoceaczr.jpg
You can read more about this procedure here (scroll down to Kriegsmarine Procedures)
http://users.telenet.be/d.rijmenants/en/enigmaproc.htm

…and here:
http://www.enigma.hoerenberg.com/index.php?cat=The U534 messages&page=The Kenngruppen System

4 – An external message application to encrypt messages.

Modders or users are able to add messages related to campaign events or mission objectives. Part II of the manual provides guidelines on how to write messages for Enigma encryption.



-------------------------


Download LINK:

This mod is now part of "The Wolves of Steel":

http://www.subsim.com/radioroom/showthread.php?t=210703

Known (small) bug: The loading screen’s font switches from the default one to the “Chalk” font. I haven’t figured out how to fix this yet.

..there might be more bugs, just report them here!

Sjizzle
06-14-13, 04:04 PM
wow nothing more amazing :up:

Echolot
06-14-13, 04:15 PM
:o SkyBaron :rock:

Spiced_Rum
06-14-13, 04:28 PM
Definitely a serious simulation mod, and it looks very impressive. One for Sober's mega mod list? :yeah:

Trevally.
06-14-13, 05:02 PM
:Kaleun_Party:

kevinsue
06-14-13, 08:37 PM
Amazing!:up: It will be an interesting ride to see the realism level that this sim will achieve in the next half decade or so. Only downside is hundreds of fully trained U-Boat captains and only one boat left on the planet!:wah:

divingbluefrog
06-14-13, 11:49 PM
Impressive! :salute:
Do you plan to make it a 2-way item : i.e. the Captain will have to encode messages sent to BDU?

Sepp von Ch.
06-15-13, 01:53 AM
Interesting idea! Looking forward!

gap
06-15-13, 05:36 AM
WOW, That's brilliant SkyBaron

hats off http://www.sherv.net/cm/emoticons/hello/hats-off-salute-smiley-emoticon.gif

P.S: by any chance you are interested in implementing this: :D

http://www.subsim.com/radioroom/showthread.php?t=202753

SkyBaron
06-15-13, 09:53 AM
Impressive! :salute:
Do you plan to make it a 2-way item : i.e. the Captain will have to encode messages sent to BDU?

Maybe in a later version I might consider this option. Right now you only have to decode incoming messages.


WOW, That's brilliant SkyBaron

hats off http://www.sherv.net/cm/emoticons/hello/hats-off-salute-smiley-emoticon.gif

P.S: by any chance you are interested in implementing this: :D

http://www.subsim.com/radioroom/showthread.php?t=202753

This is tempting! :) After kind of understanding how the UI editor/page script works I can see how everything would fit together. I'll reply on the other thread (not to hijack my own thread!)

Fifi
06-15-13, 04:40 PM
That is just an amazing idea! :yeah:

Sartoris
06-15-13, 05:26 PM
Maybe in a later version I might consider this option. Right now you only have to decode incoming messages.




This is tempting! :) After kind of understanding how the UI editor/page script works I can see how everything would fit together. I'll reply on the other thread (not to hijack my own thread!)

Love both the Enigma mod and the proposed radio mod! Please make it happen! :yeah::woot:

sandbag69
06-15-13, 06:14 PM
Amazing. Good luck with this MOD. Would be a great addition

DiD
06-18-13, 03:09 AM
Very good idea. good occupation for long crossings.:)

Macardigan
06-18-13, 06:01 AM
Good job.

You've created something that was not in the game. Incredible.:up:

iambecomelife
06-18-13, 04:51 PM
One of the most brilliant mod proposals ever - for any Silent Hunter simulation! Hopefully it's a reality soon. Thank you for your devotion to the game.

LemonA
06-18-13, 05:12 PM
Looks exceptional strong.

Can we use the ingame Enigma if the game is not paused?
Is the Engime encipher tool (used by modders) for Win XP?
So we have to type in all the ciphered incoming messages and no copy and paste to put the message into the enigma?

SkyBaron
06-18-13, 06:13 PM
One of the most brilliant mod proposals ever - for any Silent Hunter simulation! Hopefully it's a reality soon. Thank you for your devotion to the game.


Thanks iambecomelife, I've enjoyed many of your mods for SHIII! :) All the coding, graphics and scripting are done but it still needs a few more tweaks and some more testing (and solve eventual bugs that might come up on another systems). I'd say it's 80% ready. I also need to add the campaign messages for it.



Looks exceptional strong.

Can we use the ingame Enigma if the game is not paused?


Yes, but if you want to type in the message with your keyboard(instead of clicking the virtual Enigma keys) you have to be paused, otherwise the game captures the key presses as commands.



Is the Engime encipher tool (used by modders) for Win XP?
It should work on XP.


So we have to type in all the ciphered incoming messages and no copy and paste to put the message into the enigma?Yes, just like the real thing. The radio operator would write down the enciphered message from the Morse code transmission and then proceed to type in the message and write the deciphered letters on the Schlüsselzettel form above. That's why I wrote that warning on the second paragraph. :) But like the actual Kriegsmarine messages, the ones for this mod will be abbreviated and as short as possible. Still auto message-deciphering, like the default game does, might be an option for future versions.

finchOU
06-18-13, 09:08 PM
There's a new radio message....better get to work #2! :subsim:

Sartoris
06-19-13, 08:56 AM
I can't wait to try out your mod. I can just imagine listening to the sound of the sea and the creaking of the hull as I decipher the incoming messages... This should add to the atmosphere immensely!

gap
06-19-13, 10:14 AM
Still auto message-deciphering, like the default game does, might be an option for future versions.

:up:

LemonA
06-20-13, 03:31 PM
XVUO CMNL LHAN IXWK TOJJ IGEG WASP KWGS NELC JPBX
HICF AZLY PUUD OXBX AEZM EUEK BYSJ MYYS XVUO CMNL


XVUO_CMNL_LHAN_IXWK_.mp3 - 48 KB (http://ryushare.com/fy56unmdaqnk/XVUO_CMNL_LHAN_IXWK_.mp3)

(filesize 47kb, mp3) 80 letters, duration 48 sec. (goto free download button to the bottom of the page ..., wait 60 sec.)


more realistic radio communication = recording time for morse file should be longer what we have at the moment.

If message < 60 letter => short morse file
if message >= 60 letters < 100 letter => morse file duration longer
etc.

machiavelli
06-24-13, 06:36 PM
This is a mod I’ve been working on for a while and at the same time trying to learn Python scripting and the not-so-straight-forward SH5’s menu editor in the process… :doh: As well as doing some historical research on U-boats and their Enigma message system.

Firstly, I think the Enigma machine is pretty well known and doesn’t need any introduction.

Secondly, please understand that this will be a hardcore mod and will not be for everyone’s taste! If you never used any Enigma simulator, there will be a learning curve associated with the operation of the Enigma machine and how to use the Kriegsmarine’s procedure for decoding messages. Some users might also find it boring having to set up the machine, type and decode messages.

Having said that, I believe this mod will bring more historical realism to the message system in SH5. It will appeal specially to people, like me :), who are interested in the Enigma machines used by U-boats during the war.

With this mod you’ll have to employ the same procedure used by real U-boat radio operators to decipher messages. For the purists who would argue that this is not realistic because it wasn’t the captain’s job to decipher messages, this mod will come with the convenient option of “not installing it”. :D

For historical accuracy and consistency, the terminology for settings, tables and documents will remain in the original German, but easy-to-follow instructions will be provided in English.

----------- Features:

1 - A fully working "Schlüssel M" model M4 naval Enigma:

It will be accessible through the radio operator’s menu:


http://i1286.photobucket.com/albums/a605/skybaron123/image010_zps0546ab62.jpg

The machine’s UI layout was inspired by Dirk Rijmenants’ popular Enigma simulator and has three configurations:

The closed cover view:

http://i1286.photobucket.com/albums/a605/skybaron123/image001_zps0f3bd70e.jpg

Opened cover view with rotor case:

http://i1286.photobucket.com/albums/a605/skybaron123/image003_zps3b300678.jpg

The Steckerbrett (Plugboard) view:

http://i1286.photobucket.com/albums/a605/skybaron123/image002_zps3d255001.jpg

2 - Implementation of actual Kriegsmarine cipher networks used during the war:

The naval Enigma used different cipher networks usually divided geographically. U-boats were issued envelopes with their assigned cipher network settings before going on patrol. Each cipher had its own daily key settings which meant that messages sent to a cipher network in the Atlantic could not be decoded by receivers in the Mediterranean for example.

This mod will implement the following cipher networks in SH5:

Hydra (known to the British code breakers as Dolphin) - For U-boats in the North Sea, English Channel, Baltic Sea and the Arctic.

Triton (Shark)- U-Boats in the North and South Atlantic

Medusa (Turtle) - U-Boats in the Mediterranean Sea

Poseidon (Grampus) - U-Boats in the Black Sea - …hoping that somebody will finally put a playable Type II in SH5 :up:

Tibet (Sunfish) - U-Boats in the Indian Ocean and other distant waters

Your U-boat will be issued only envelopes with codes that are related to the area where you’re located.

3 - Implementation of the Kenngruppen system used by the Kriegsmarine for U-Boat messages.

In-game campaign messages will be delivered as four-letter groups cryptograms, such as:

XVUO CMNL LHAN IXWK TOJJ IGEG WASP KWGS NELC JPBX
HICF AZLY PUUD OXBX AEZM EUEK BYSJ MYYS XVUO CMNL

The procedure you’ll have to follow will be thoroughly explained in the mod’s manual, but basically you will have to use the first two four-letter groups or Kenngruppen (indicator group) and:

- Do a couple of letter substitutions using tables;

- Use the Kenngruppenbuch (indicator groups book) to figure out in which cipher network the message was sent;

- Set the machine with the daily keys for that network;

- Decipher a four-letter message key encrypted in the beginning of the message;

- Finally proceed to decode the message.

This is just a quick overview. Everything will be explained in detail with examples.

Some of the in-game key sheets and tables that are implemented:

1 - Substitution tables, used to decipher the indicator group:

Actual tables:
http://www.cryptomuseum.com/crypto/codebook/img/300356/000/full.jpg

In-game tables:

http://i1286.photobucket.com/albums/a605/skybaron123/tab_zpsabaf3528.jpg


2 - Kenngruppenbuch (indicator groups book)

Actual book:
http://users.telenet.be/d.rijmenants/pics/kenngruppenbuch1.jpg

In-game book:

http://i1286.photobucket.com/albums/a605/skybaron123/book_zps707aeb3b.jpg


3 - Envelopes with daily settings:

Actual envelope:
http://www.enigma.hoerenberg.com/galerien/Pictures/Envelope_Triton.jpg

In-game envelopes:

http://i1286.photobucket.com/albums/a605/skybaron123/env_zps927e63c3.jpg


Actual key sheets:
http://users.telenet.be/d.rijmenants/pics/triton2.jpg
http://users.telenet.be/d.rijmenants/pics/triton1.jpg

In-game sheets:

http://i1286.photobucket.com/albums/a605/skybaron123/set_zpsbe1344d4.jpg


4 - Schlüsselzettel - form used to decode messages:

Original:
http://www.enigma.hoerenberg.com/galerien/Pictures/RHV_Schluesselzettel_03_WS.jpg

(http://www.enigma.hoerenberg.com/galerien/Pictures/RHV_Schluesselzettel_03_WS.jpg)In-game form, with an actual decoded message:

http://i1286.photobucket.com/albums/a605/skybaron123/notepad_zps94b815e3.jpg

(The first column is the received radio message, second column the deciphered abbreviated message, third column is where you write what the message means.)

You can read more about this procedure here (scroll down to Kriegsmarine Procedures)
http://users.telenet.be/d.rijmenants/en/enigmaproc.htm

…and here:
http://www.enigma.hoerenberg.com/index.php?cat=The U534 messages&page=The Kenngruppen System

4 – An external message application to edit, add and encipher messages.


Modders will be able to add/edit messages as well as generate new randomized code sheets and tables. Guidelines will be provided on how to write short and abbreviated radio messages.

http://i1286.photobucket.com/albums/a605/skybaron123/app_zps6e4f7f47.jpg

http://i1286.photobucket.com/albums/a605/skybaron123/me_zpsb20d3ab4.jpg


This mod will require TDW’s UI. Also note that not all messages will be enciphered, it’s intended for messages that are campaign related --it'll use the campaign_radiomessages.txt file.


I intend to release this mod with formatted messages relevant to the OHII campaign. Since I'll be busy with the mod itself on my free time, if anybody is interested and could help by providing information of in-game events that are related to the campaign send me a PM please.


This is still a WIP! There’s no release date yet!

I’ll be looking for beta testers later on. :up: Preferably people with experience using any Enigma simulator and already familiar with the Kenngruppen system.

You can read more about the naval Enigma here: http://www.cryptomuseum.com/crypto/enigma/m4/index.htm

A video explaining the inner workings of the Enigma machine: http://www.youtube.com/watch?v=elYw4Ve4F-I

Here’s a documentary on the subject: http://www.youtube.com/watch?v=yckZs1hX2Xk


:salute:

Curious how you did this.... Did you use a hex editor on the .exe to implement this in game?

machiavelli
06-24-13, 06:54 PM
Curious how you did this.... Did you use a hex editor on the .exe to implement this in game?

Please ignore my last comment, I just found out there was a menu editor fo SH5. But I don't know where to find it yet.

Sartoris
06-30-13, 03:26 AM
How is work progressing on this mod? Can't wait to try it in the game! :)

KarlSteiner
07-09-13, 04:46 PM
Hi SkyBaron,

this would be a good idea!

But I think it is a fake, only!

this Karl Steiner:arrgh!:

Sartoris
07-20-13, 06:23 PM
Really, really hoping this isn't dead. Would love to see it released. :up:

TheDarkWraith
07-20-13, 06:25 PM
Really, really hoping this isn't dead. Would love to see it released. :up:

I highly doubt you'll see it. It's a massive undertaking to do that in Python. I tried (and am still trying) to get an Enigma app to show up in the game. The only problem I currently have is relaying key events and mouse events to it.

Sartoris
07-20-13, 06:30 PM
I highly doubt you'll see it. It's a massive undertaking to do that in Python. I tried (and am still trying) to get an Enigma app to show up in the game. The only problem I currently have is relaying key events and mouse events to it.

That's great, I didn't know you have also been working on adding the enigma to sh5. I'll keep my fingers crossed. :)

gap
07-21-13, 06:11 AM
Hi SkyBaron,

this would be a good idea!

But I think it is a fake, only!

this Karl Steiner:arrgh!:

I highly doubt you'll see it. It's a massive undertaking to do that in Python.

As far as I could see from SkyBaron's post at pafe #1, this project seemed in an advanced stage of development already :hmmm:

For sure, though being the least part of the project in terms of difficulty, SkyBaron's graphics look awesome.

I tried (and am still trying) to get an Enigma app to show up in the game. The only problem I currently have is relaying key events and mouse events to it.

IIRC, SkyBaron said something about the game needing to be paused for key events to be passed on to his enygma code.

It would be nice if you joined your forces for accomplishing the project :)

SkyBaron
07-21-13, 09:05 AM
Sorry guys for the lack of update. Real life got in the way as always, it will take a while longer for release.

The M4 machine is already implemented in-game. It works as it's supposed to. It still needs a little more fine-tuning; I still need to change all campaign messages to their abbreviated form; add some more messages; write a tutorial on the Kenngruppen procedure and start beta testing on different SH5 installations before release.

I'm currently busy in RL and don't have much free time to devote to the mod. As soon as I get back to it I'll make an announcement here and start looking for beta-testers.

Here's a short video showing the machine in game. Be sure to watch it in full-screen/HD.

http://www.youtube.com/watch?v=I1A_dyGbfo0

It shows the setting up of the inner and outer configuration based on the day's cypher net settings; recovering the message key from the header(in this case it was "LHKF") and decoding the rest of the message.

Why would I go to all the trouble of writing this thread, take screenshots, explain the mod, etc if the mod was a "fake" like someone said?? :nope: It makes no sense.

Just have some patience.

gap
07-21-13, 09:35 AM
Hi SkyBaron,

thank you for the outstanding news and for the promising video. Hats off :up:


Why would I go to all the trouble of writing this thread, take screenshots, explain the mod, etc if the mod was a "fake" like someone said?? :nope: It makes no sense.

Maybe KarlSteiner meant that, thogh obvioulsy looking real, your screenies could have been assembled in photoshop just for previewing purposes. :hmmm:

I only hope he din't mean that you could have been cheating, because it really makes no sense :yep:

Just have some patience.

Take all the time you need :salute:

Sartoris
07-21-13, 12:15 PM
Love it!

This should add a lot to the atmosphere.:yeah:

Sjizzle
07-21-13, 12:22 PM
nice video and work :yeah:

Glock30Eric
07-21-13, 02:38 PM
AWESOME!!!

Fifi
07-21-13, 03:43 PM
Fantastic video :o

Brings me few thought, though :D
Will it work with french azerty keyboards?
Will it work with others language menu?
Will it work with others UIs?

TheDarkWraith
07-21-13, 05:46 PM
Are you running the game windowed or full screen? Something tells me you're running it Windowed :hmmm: I have an Enigma simulator that looks very familiar to yours. Did you design yours or is it someone else's?

There are two reasons why I ask:
- to be able to use it to pass messages to it
- if there's an API for it

Just a little FYI there is a special color for Engima coded messages with my UIs mod. I believe the color is yellow IIRC.

SkyBaron
07-25-13, 02:42 PM
Fantastic video :o

Brings me few thought, though :D
Will it work with french azerty keyboards?
Will it work with others language menu?
Will it work with others UIs?


This is exactly why I need to beta-test it first! :) I'm not sure but I believe it works with different languages/keyboards. This version is compatible only with TDW's UI.

Are you running the game windowed or full screen? Something tells me you're running it Windowed :hmmm:


It works in both windowed and full screen modes. The simulation was implemented using Python, SH5's menu editor and A LOT of trial and error. There's only one external .dll I created in C# to read the cypher codes,group lists, bigram tables, etc in text files. It works pretty much like any other UI page. The Enigma machine is made up mostly of buttons, hidden buttons and bmp arrays.


I have an Enigma simulator that looks very familiar to yours. Did you design yours or is it someone else's?
For the decryption logic I adapted a 3-rotor Enigma simulator code I found online(there are tons of them), with the author's permission and credit of course, that's the only thing I didn't implement myself.

I designed all the UI graphics elements myself in PS based on pictures of the M4 Enigma (that was a lot of work for me, but I was on vacation then :)). Like I stated on the first post, I based the layout and UI "flow"(click spot positions, opened cover/closed cover states, rotor positions, etc) on Dirk Rijmenants’ popular Enigma simulator. That's probably the one you're referring to. I contacted him before starting the UI layout and will credit his simulator as inspiration. He did have the code for his simulator but I didn't use any of it because I already had my own version implemented.

Anyway all Enigma simulations will be graphically similar at some point because they are simulating the same machine. He was also very helpful in helping me understand the Kriegsmarine deciphering procedure that is implemented in this mod.


Just a little FYI there is a special color for Engima coded messages with my UIs mod. I believe the color is yellow IIRC.I didn't know that. Do the messages need to be on a specific .txt file like the campaign ones?

DieReeperbahn
07-30-13, 12:16 PM
Very nice sim! Can't wait to use it.

KarlSteiner
07-30-13, 04:51 PM
Sorry guys for the lack of update. Real life got in the way as always, it will take a while longer for release.

The M4 machine is already implemented in-game. It works as it's supposed to. It still needs a little more fine-tuning; I still need to change all campaign messages to their abbreviated form; add some more messages; write a tutorial on the Kenngruppen procedure and start beta testing on different SH5 installations before release.

I'm currently busy in RL and don't have much free time to devote to the mod. As soon as I get back to it I'll make an announcement here and start looking for beta-testers.

Here's a short video showing the machine in game. Be sure to watch it in full-screen/HD.

http://www.youtube.com/watch?v=I1A_dyGbfo0

It shows the setting up of the inner and outer configuration based on the day's cypher net settings; recovering the message key from the header(in this case it was "LHKF") and decoding the rest of the message.

Why would I go to all the trouble of writing this thread, take screenshots, explain the mod, etc if the mod was a "fake" like someone said?? :nope: It makes no sense.

Just have some patience.
Dear Skybaron,

I have seen your video about your ingame working Enigma.
So I will excuse my words about a fake. THe reason was, that I could not understand, that a man is able to do that. I hope you will accept the excuse the words about the fake rom an old 73yearsold Mariner.:Kaleun_Cheers:
So I whish you all the best for your very interesting work.

Best rgards
Karl:up::up::up:

gap
07-30-13, 05:46 PM
I have seen your video about your ingame working Enigma.
So I will excuse my words about a fake. THe reason was, that I could not understand, that a man is able to do that.

Yep, sometimes one refuses to believe a good news, even against evidences, out of fear to be disappointed :O:

SnipersHunter
07-31-13, 03:37 AM
Nice feature but are you going to do a german translation?

SkyBaron
08-03-13, 02:39 PM
Dear Skybaron,

So I will excuse my words about a fake. THe reason was, that I could not understand, that a man is able to do that. I hope you will accept the excuse the words about the fake rom an old 73yearsold Mariner.


No problem! :up:


Nice feature but are you going to do a german translation?

Like I said in the first post:

For historical accuracy and consistency, the terminology for settings, tables and documents will remain in the original German, but easy-to-follow instructions will be provided in English.The messages will be the default ones in English that come with OHII. The little external app will allow modders to translate them if they wish to release a language update. I only speak English and Portuguese, so whoever wants to help translating the message and intructions into other languages will be welcome. :)

Sartoris
08-03-13, 03:29 PM
I really hope someone releases an update translating the messages to German, that would be amazing.:up:

KarlSteiner
09-01-13, 06:38 AM
Hi Skybaron,

I hope you are well, so I am.
Can you tell us the status of your work in process,
thanks.


Best regards

Karl:sunny:

P.S.:
But if its the work to much, I think. Maybe you can built a working Enigma, only without the additional features first.:up:

markdenny
09-14-13, 07:19 AM
Are there any reports progress wise regarding this ? :D

gap
12-14-13, 08:13 AM
Hi SkyBaron, any news on this? :)

KarlSteiner
07-19-14, 03:35 PM
Good job


Karl Steiner Germany :Kaleun_Binocular:

Jax von May
04-04-15, 05:34 PM
Amazing.:Kaleun_Cheers:

kevinsue
04-06-15, 07:50 AM
This mod looked so promising......such a shame that it was never released. :wah:
Maybe with a bit of luck, SkyBaron will catch the "salt bug" again and pick up where he left off! :up:

Here's hoping........

SkyBaron
08-18-16, 08:38 AM
When I left this project about 3 years ago it was about 80% done. Real life "got in the way" and I didn't have the time to finish it back then. Now I'm slowly getting back into Silent Hunter and I've finally finished this mod and I'm releasing it now.

Just to be clear, it DIDN'T take me 3 years to finish it :) I'd say a total of 3-4 months off and on. I was working on it for the past weeks or so to finish it up.

This version is compatible with TWoS megamod only. Modders are free to integrate this mod to other mega-mods and release it, just give the proper credits. :up:

Sorry for the 3+ year long wait! :oSave

gap
08-18-16, 09:26 AM
Amazing news SkyBaron, thank you SO MUCH!!!
We have been waiting for this mod for ages, but your little jewel was worth the long wait :yeah:

SkyBaron
08-18-16, 09:45 AM
Amazing news SkyBaron, thank you SO MUCH!!!
We have been waiting for this mod for ages, but your little jewel was worth the long wait :yeah:

Thanks gap! :)


DOWNLOAD LINKS FOR MOD AND MANUAL ARE IN THE FIRST POST
Save

gap
08-18-16, 09:56 AM
Just one question: historical messages as included in TDW's UI include both BdU/intelligence messages and allied messages intercepted by the radio operator. Are both types encrypted? :hmm2:

SkyBaron
08-18-16, 10:15 AM
Just one question: historical messages as included in TDW's UI include both BdU/intelligence messages and allied messages intercepted by the radio operator. Are both types encrypted? :hmm2:

Hi gap,

I'm afraid there will be some misconception about this Enigma mod. But that's ok. :) This is "only" the simulation of the Enigma machine along with the code tables, book and an application that will allow modders to encrypt existing messages with the guidelines provided on Part II of the manual or create new ones.

It DOES NOT come with any encrypted messages as it is. But it does come with instructions on how to make them using the encryptor application.

See Part II of the manual, it explains everything. The messages will depend on campaign events, time, etc. In the future I hope to release a message package for TWoS/OHII campaign.

I hope that the intention of this mod is clear now. :) This mod is like a computer(Enigma machine) that will allow modders/users to create the software(messages) for it.

Save

gap
08-18-16, 10:37 AM
Roger that :salute:

I should have read the manual before I asked :doh::D

kevinsue
08-18-16, 08:14 PM
What an unexpected and pleasant surprise to wake up to this morning. I'm so glad that you found the time to complete this excellent mod. I installed it with JSGME and everything installed correctly into The Wolves of Steel 1.05 with update No.15.

The problem is that with SkyBaron's ENIGMA v1.0 for TWoS installed, I am no longer able to activate Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english.

Normally when the Speech Recognition button is pressed, the game momentarily freezes and then when the button is pressed again, speech recognition is active. With ENIGMA v1.0 installed the Speech Recognition button lights up immediately with no momentary freeze but no commands are heard.

It makes no difference which of these mods is installed last, with the Enigma mod installed, Speech recognition does not work. When I uninstall the Enigma mod with JSGME, Speech recognition works correctly again. I've tried this a number of times with the same results.


I've had a look through the files of both mods but have not been able to find anything that might be causing this conflict although searching through files like Page layout.py, it would be easy to miss something. I'm sure it's bound to be something simple.

I hope we can find a resolution as both of the mods IMHO are in the "must have" category and will be surely icing on the cake for Vecko's excellent TWOS megamod. :up:

*EDIT*

After getting a blister on my finger scrolling through .py and .ini files I decided to switch off each file one at a time in the mod and reinstall to try to isolate which file was in conflict. Turns out the conflict was in the menu_1024_768.ini. The issue was solved by adding a line which appears to have been omitted to the end of the file: SkyBaron's ENIGMA v1.0 for TWoS\data\Menu\Pages\menu_1024_768.ini

ADD this line to the end of the file: 103=6F;Speech Recognition

And also change the GroupsNo=102 under [Main groups and pages] to GroupsNo=103

With this tiny fix, both of these excellent mods are now working perfectly together. Wow...a fully functional Enigma machine, Speech Recognition and The Wolves of Steel...old SH5 just gets better and better! :yeah:

Sjizzle
08-19-16, 12:17 AM
any chance to make a magui compatible version of this mod ?
Really nice work

vdr1981
08-19-16, 05:18 AM
Thank you very much SkyBaron for one of the geekiest mod for SH games ever! :yeah:

This awesome mod should definitely become part of TWoS IMO and I have already done some testing with ingame messages. I've tried to make encrypted combat orders for secondary missions (patrol grid, reposition orders ect) but that wont be so easy because we can use only decoding data for current ingame year...:hmm2:

Is it possible somehow to make it possible to use , for example, decoding data for 1939 even if ingame year is 1940?

Encrypting other campaign mesages is pretty straight forward process but those messages are quite rare (base transfers and occasional reports of ingame scripted convoys) .

SkyBaron
08-19-16, 07:46 AM
*EDIT*

After getting a blister on my finger scrolling through .py and .ini files I decided to switch off each file one at a time in the mod and reinstall to try to isolate which file was in conflict. Turns out the conflict was in the menu_1024_768.ini. The issue was solved by adding a line which appears to have been omitted to the end of the file: SkyBaron's ENIGMA v1.0 for TWoS\data\Menu\Pages\menu_1024_768.ini

ADD this line to the end of the file: 103=6F;Speech Recognition

And also change the GroupsNo=102 under [Main groups and pages] to GroupsNo=103

With this tiny fix, both of these excellent mods are now working perfectly together. Wow...a fully functional Enigma machine, Speech Recognition and The Wolves of Steel...old SH5 just gets better and better! :yeah:


Yes, yesterday I saw the first part of the message before going to bed and I found that missing entry as well, I think I was using an older version of that ini file. :)I'll update the main link with the fix.
Thanks for reporting it!


Save

SkyBaron
08-19-16, 07:55 AM
any chance to make a magui compatible version of this mod ?
Really nice work

Maybe in the future, right now I'm (slowly)working on another mod that you might like :) about celestial navigation. Anyway I'll send you a PM with a few questions about the magui interface maybe it won't be as hard to do it.

SkyBaron
08-19-16, 08:01 AM
This awesome mod should definitely become part of TWoS IMO and I have already done some testing with ingame messages. I've tried to make encrypted combat orders for secondary missions (patrol grid, reposition orders ect) but that wont be so easy because we can use only decoding data for current ingame year...:hmm2:

Is it possible somehow to make it possible to use , for example, decoding data for 1939 even if ingame year is 1940?

Encrypting other campaign mesages is pretty straight forward process but those messages are quite rare (base transfers and occasional reports of ingame scripted convoys) .

Hi vdr1981, I sent you a PM before about this mod but I think it got lost :)

I'm not sure if I understand what you are asking, are you encoding messages with the EME application for different years and want to test them in game?

Save

kevinsue
08-19-16, 08:20 AM
Maybe in the future, right now I'm (slowly)working on another mod that you might like :) about celestial navigation. Anyway I'll send you a PM with a few questions about the magui interface maybe it won't be as hard to do it.

Fantastic! after seeing your Enigma mod this morning, I was thinking all we need now is to get Celestial navigation up and running properly and this game would go ahead in leaps and bounds as far as realism is concerned. Delving through the files as I was doing today makes you appreciate how much work and talent you guys put into making these mods possible.

kevinsue
08-19-16, 08:49 AM
Thank you very much SkyBaron for one of the geekiest mod for SH games ever! :yeah:

This awesome mod should definitely become part of TWoS IMO and I have already done some testing with ingame messages. I've tried to make encrypted combat orders for secondary missions (patrol grid, reposition orders ect) but that wont be so easy because we can use only decoding data for current ingame year...:hmm2:

Is it possible somehow to make it possible to use , for example, decoding data for 1939 even if ingame year is 1940?

Encrypting other campaign mesages is pretty straight forward process but those messages are quite rare (base transfers and occasional reports of ingame scripted convoys) .

G'day Vecko, if you run the EME.exe from the desktop, you can select any year, month and day from 1939 - 1945 to encrypt from the dropdown menu. When in game, as I discovered trying to replicate the example in the manual, I was only able to get access to the ingame year which was 1939 and the example was for 1942 so I couldn't select 1942 to stay in sync with the example Skybaron was referring to. I'm just heading out to the NW Approaches patrol, November 1939 and trying to get Bdu to send encoded messages for me to practise on. Had no luck yet but I think it's more to do with the amount of Old Tawney Port i've had while trying...bad habit I picked up while visiting Portugal. :haha:

SkyBaron
08-19-16, 09:15 AM
I was only able to get access to the ingame year which was 1939 and the example was for 1942 so I couldn't select 1942 to stay in sync with the example Skybaron was referring to.

You gave me an idea, I think I'll create a package with practicing missions to go along with the examples in the manual, that will make it easier to match the dates.

Save

vdr1981
08-19-16, 09:47 AM
Hi vdr1981, I sent you a PM before about this mod but I think it got lost :)

I'm not sure if I understand what you are asking, are you encoding messages with the EME application for different years and want to test them in game?

Save

yes. I saw your PM just a few days ago but I didnt have time to answer it or to check the mod, sry...

Anyway, I'm talking about combat radio orders located in data/Campaigns/Campaign Projects/Missions folder (.tsr files).
I think that it would be really cool and realistic to receive encrypted orders about patrol grid relocation ect. But, there is a problem because one and the same message can be sent to the player both in 1939 and 1940. Now, If I encrypt message with 1939 encryption, the player will not be able to decipher it if current in game year is 1940.

The problem could be avoided if we could see ciphering data for 1939 even if ingame year is 1940.

Do you understand now what I mean?:hmm2:

SkyBaron
08-19-16, 10:50 AM
The problem could be avoided if we could see ciphering data for 1939 even if ingame year is 1940.

Do you understand now what I mean?:hmm2:

I see what you mean, I'll try to create a version where you can select the year as well. I was under the impression that all messages had a date and time interval trigger, I think I was only looking at the radiomessages folder.


Save

vdr1981
08-19-16, 11:20 AM
I see what you mean, I'll try to create a version where you can select the year as well. I was under the impression that all messages had a date and time interval trigger, I think I was only looking at the radiomessages folder.


Save
That would be truly excellent! :up:

Messages from "Radio messages" folder are not problematic but they are quite rare and most of the time irrelevant (with a exception of occasional base transfer orders)...

vdr1981
08-19-16, 05:01 PM
Aperantly, I don't know what am I doing here...:haha:

https://s6.postimg.org/995747zld/SH5_Img_2016_08_19_23_57_49.jpg

Awesome work Sky Baron...:up: Thank you once again!. :up:

SkyBaron
08-19-16, 05:52 PM
Aperantly, I don't know what am I doing here...:haha:



Awesome work Sky Baron...:up: Thank you once again!. :up:


Can you type the whole encoded message here as well as the day/month/year? If you make a mistake in the setting up process or misread a letter from the settings, or a plug board connection, the whole message might come out as gibberish.

The whole process is based on the actual procedure used back then, so it might take a while to get the hang of it. :)


Save

vdr1981
08-19-16, 07:17 PM
Can you type the whole encoded message here as well as the day/month/year? If you make a mistake in the setting up process or misread a letter from the settings, or a plug board connection, the whole message might come out as gibberish.

Save

Hehe, just ignore that screenshot. I was just familiarizing my self with mouse click spots... :D

gap
08-20-16, 04:49 AM
Is there no way that the encoder can be coded into the UI script so that the game can encrypt them on the spot, based on current year, month and location? I know that would probably entail a lot of work, but I am just wondering if it would be possible at all. :hmm2:

Kapizi
08-20-16, 06:58 AM
Very nice but to much for me

Carry on:salute:

SkyBaron
08-20-16, 09:23 AM
Is there no way that the encoder can be coded into the UI script so that the game can encrypt them on the spot, based on current year, month and location? I know that would probably entail a lot of work, but I am just wondering if it would be possible at all. :hmm2:

Maybe, I'd have to go through TDW's radiomessages script to understand how it handles messages and see if it is possible and how to do it, and that takes time.:) But even then messages might get too long and tedious to decode if using the default messages. If you take a look at some of the links in the manual you'll see that real messages were short and abbreviated, I wrote the guidelines on Part II of the manual with that in mind for more realism. If you are to go through the original messages and shorten them, you might as well encode them with the supplied application, it's just a simple step.

I might write a tool that would help with encoding the combat radio orders as they show up more frequently like vdr1981 said.


Save

vdr1981
08-20-16, 10:18 AM
In my opinion it's OK just the way it is now...Encrypting all the radio traffic in SH world would be too much really and not even realistic.

I have already encrypted a numbers of campaign radio communications up to 1942. For now, the idea is not to force the player to decipher occasional encrypted communications, but doing so player will make his "life" at least a bit easier and patrol more interesting...:yep:

Optional addon for grid reposition combat order would also be cool , IF you can come up with solution for mentioned in game current year problem...:hmm2:

gap
08-20-16, 10:49 AM
Of course encrypting all the messages would be unrealistic: only campaign messages addressed to the player, intelligence reports and other historical messages sent by/ adressed to U-boats, should be encoded. Most of them are already in the short style described by SkyaBaron. If an automatic encoder is possible, we could choose a tag or a string for marking the messages that actually need to be encoded ;-)

gap
08-20-16, 11:17 AM
Besides making the process totally automatic (in my idea, only the tagging of messages that need to be encoded should be manual), the advantage of an automatic encoder scripted directly into the game would be that recursive campaign messages woul be encoded with the correct format for the current year/month. Again I realize that building such an encoder into the game might not be that easy. Just thinking out aloud :salute:

SkyBaron
08-20-16, 11:45 AM
Optional addon for grid reposition combat order would also be cool , IF you can come up with solution for mentioned in game current year problem...:hmm2:

I'll release an updated version where you can select the year as well.

To be honest I haven't finished a campaign mission or career in a long time. I seem to have the modder's illness where I always want to make a mod instead of just playing the game. :haha: That's not a bad thing because I'm enjoying making them. That's why I'm not very familiar with the messages during campaign.

So for example in a file like this:

[Text]
MissionTitle=Patrol the specified area AM2258
MissionBriefing=Patrol the specified area AM2258
Patrol the designated area=Patrol area assigned. Reach the area AM2258 and start operations. Attack any enemy contact
Reposition and patrol the designated area=Reposition and continue patrol operations AE8868
Patrol the specified area=Reposition and continue operations AM2296
Fail4A=Combat task accomplished. In the presence of torpedoes, conduct free anti-shipping operations, otherwise return to base. BdU
Info80R1=Patrol AM2258 zone radius 120 km. Time of patrol 24 hours. BdU
Info80R2=Reposition. Patrol AE8868 zone radius 120 km. Time of patrol 24 hours. BdU
Info80R3=Reposition. Patrol AM2296 zone radius 120 km. Time of patrol 24 hours. BdU
Which parts come as message? I'm guessing some are for description and others show up during game-play, right? Do they show up once the player reaches an area and finishes the time of patrol? What do the endings ...4A ...80R1 ...80R2 mean?

My thought was to create a program to read all the "info...=" in the .tsr files, change numbers and punctuation, and encrypt all at once since these are pretty short. Maybe we can make a package with all these encrypted messages, to give the player options. That's probably what you're doing already.

Another thing, some of the .tsr files like infiltrate, intercept, etc. don't seem to have the same structure. Do they still "send" in game messages?


Besides making the process totally automatic (in my idea, only the tagging of messages that need to be encoded should be manual), the advantage of an automatic encoder scripted directly into the game would be that recursive campaign messages woul be encoded with the correct format for the current year/month. Again I realize that building such an encoder into the game might not be that easy. Just thinking out aloud :salute:

That's actually a good idea for the combat messages, because it would avoid you being in 1943 and having to decode a message encoded in 1939, making it more realistic.

Save

vdr1981
08-20-16, 12:39 PM
I'll release an updated version where you can select the year as well.
This is very good :up:



So for example in a file like this:
Which parts come as message? I'm guessing some are for description and others show up during game-play, right? Do they show up once the player reaches an area and finishes the time of patrol? What do the endings ...4A ...80R1 ...80R2 mean?
[Text]
MissionTitle=Patrol the specified area AM2258
MissionBriefing=Patrol the specified area AM2258
Patrol the designated area=Patrol area assigned. Reach the area AM2258 and start operations. Attack any enemy contact
Reposition and patrol the designated area=Reposition and continue patrol operations AE8868
Patrol the specified area=Reposition and continue operations AM2296
Fail4A=Combat task accomplished. In the presence of torpedoes, conduct free anti-shipping operations, otherwise return to base. BdU
Info80R1=Patrol AM2258 zone radius 120 km. Time of patrol 24 hours. BdU
Info80R2=Reposition. Patrol AE8868 zone radius 120 km. Time of patrol 24 hours. BdU
Info80R3=Reposition. Patrol AM2296 zone radius 120 km. Time of patrol 24 hours. BdU
Green - Initial orders content and headlines for order taken in base. Should not be encrypted.
Blue - Hedlines for oders received in patrol should be titled like "New orders", should not be encripted.
Yellow - Combat instructions received in patrol, should be encrypted.

Only content after "=" mark should be edited and NOT before it...:yep:

My thought was to create a program to read all the "info...=" in the .tsr files, change numbers and punctuation, and encrypt all at once since these are pretty short. Maybe we can make a package with all these encrypted messages, to give the player options.
And this would be even better! :yep:

Another thing, some of the .tsr files like infiltrate, intercept, etc. don't seem to have the same structure. Do they still "send" in game messages?
Missions like harbors photo reconnaissance and spy infiltration should not be touched because we should assume that orders like that would be taken in home base. Only grid patrol and intercept convoy/TF missions are of interest.

vdr1981
08-20-16, 12:45 PM
Just a small example of in game codded message...(Just dont ask me about the content, I have forgot and still havent learn to use "Enigma" :D)

https://s6.postimg.org/3u12gzxf5/SH5_Img_2016_08_20_18_47_05.jpg

kevinsue
08-20-16, 09:07 PM
http://i67.tinypic.com/e8748w.jpg

Got my head around the Enigma encryption/decryption part of this amazing mod, but I just can't seem to get the radio messages working. I'm on the second patrol which is North Western Approaches, heading toward AM6144 and the date is 27/11/1939.

I've tried editing the SilentHunter5\data\RadioMessages\English\1939\11\r adiomessages.txt as per the manual but have not received any of the encrypted messages. Could anyone point me in the right direction as to which files are the main ones that generate the relevant radio messages ingame. I know I must be doing something wrong...I just don't know what yet! :oops:

vdr1981
08-21-16, 07:04 AM
Here's how it looks encrypted message from my previous screenshot in one of the campaign_radiomessages.txt files...

19400324 0001 19400331 2300 1 20 1 0 0 -1 all BDU 0001/24/3 25||XNSL XDYX NQYT VIUY NVVL CJLE OIXT UBYU BUMT KPRF GKWG RUAG HBXQ TLDJ YSOR FRKP YFTQ NKKV WIWT SVFG EBRB EPYL NLDI XNSL XDYX

I hope this can help a bit Kevin...:hmm2:

vdr1981
08-21-16, 10:36 AM
Just a quick question SkyBaron. Do you have any rough ETA of your update for the mod? :hmm2: I'm asking because I'm planing to upload new update for TWoS...

SkyBaron
08-21-16, 12:24 PM
Just a small example of in game codded message...(Just dont ask me about the content, I have forgot and still havent learn to use "Enigma" :D)


No need to ask about it. :) All the info you need is right here:

http://i1286.photobucket.com/albums/a605/skybaron123/p1_zpsi471v1fp.png

Get the current month's substitution table:

http://i1286.photobucket.com/albums/a605/skybaron123/p2_zpsk9fw643f.png

Making the four pairs substitutions:

http://i1286.photobucket.com/albums/a605/skybaron123/p3a_zpsezrur4e1.png

http://i1286.photobucket.com/albums/a605/skybaron123/p3b_zps5qerteiw.png


....you'll get the TWO indicator groups: (ignoring the first letter)

http://i1286.photobucket.com/albums/a605/skybaron123/p3c_zps8f7g4drb.png


Looking up the allocation number for the first indicator(3 letters) you'll get the Hydra cypher:

http://i1286.photobucket.com/albums/a605/skybaron123/p4_zpsu4qkul9p.png

http://i1286.photobucket.com/albums/a605/skybaron123/p5_zps1reamr38.png


Set up the machine for that cipher and date:

http://i1286.photobucket.com/albums/a605/skybaron123/p6_zpsjqckdojs.png

http://i1286.photobucket.com/albums/a605/skybaron123/p7_zpsuqzgevr1.png


...set the starting rotor positions(Grundstellung) for that date:

http://i1286.photobucket.com/albums/a605/skybaron123/p7b_zpsxhvdbr7g.png

type the second indicator to get the message key:

http://i1286.photobucket.com/albums/a605/skybaron123/p7c_zpszjs5cnpz.png

set the starting rotor positions AGAIN with that key:

http://i1286.photobucket.com/albums/a605/skybaron123/p7d_zpsajzqqjzy.png


and proceed to decode the message. Ignore my spelling mistakes, and I don't think I decoded the whole thing but that's how it's done :up:

http://i1286.photobucket.com/albums/a605/skybaron123/p8_zpsgiheruit.png


I understand this mod is not to everyone's taste, but it's not that hard once you get the hang of it. That's what you get in a hard core mod as this one! :salute:

I'll post an updated version(with year selection) sometime this week.

vdr1981
08-21-16, 01:31 PM
Very nice! :up: I have just tried to decipher the very same message but I got bunch of nothing, leaving me wondering did I screwed up something during the encryption process.
I'm glad that you managed to decipher it correctly. Now I have to track down where I made a mistake during decripting...:)

EDIT:

Hm...I done everything the same like you did, but when I entered indicator (WMYI) my output was completely different. Well , repetitio est mater studiorum...:O:

SkyBaron
08-21-16, 01:44 PM
EDIT:

Hm...I done everything the same like you did, but when I entered indicator (WMYI) my output was completely different. Well , repetitio est mater studiorum...:O:


The encryption indicator (second one) should be VMYI
Save

vdr1981
08-21-16, 01:46 PM
The encryption indicator (second one) should be VMYI
Save

my mistake, it was vmyi...

SkyBaron
08-21-16, 02:08 PM
my mistake, it was vmyi...

Maybe you're making a mistake with the codewheels settings. Take a look at this video I made with an older (development version) of this mod, maybe it will help.

https://www.youtube.com/watch?v=I1A_dyGbfo0

vdr1981
08-21-16, 03:29 PM
Maybe you're making a mistake with the codewheels settings. Take a look at this video I made with an older (development version) of this mod, maybe it will help.

https://www.youtube.com/watch?v=I1A_dyGbfo0

I made it, thanks! :up:

Wheel slots were already filled up so that confused me a bit...Now it's OK.
It's amassing how deciphering process, although a bit slow, was actually very easy.

Once again, very, very good job SkyBaron! :up::up::up:

SkyBaron
08-21-16, 06:39 PM
I made it, thanks! :up:

Wheel slots were already filled up so that confused me a bit...Now it's OK.
It's amassing how deciphering process, although a bit slow, was actually very easy.

Once again, very, very good job SkyBaron! :up::up::up:

Good! Pg 8 in the manual talks about the default wheels sequence when you open the machine for the first time.
Save

cpt blueballs
08-22-16, 05:35 AM
Hello my fellow captains!!

i have a little trouble whit the campaign_radiomessages text file i dont now how to get it to send the coded messages in game!!??

i understand how to code the messages and i now how to encrypt them whit the EME .

i have tested this
19400324 0001 19400331 2300 1 20 1 0 0 -1 all BDU 0001/24/3 25||XNSL XDYX NQYT VIUY NVVL CJLE OIXT UBYU BUMT KPRF GKWG RUAG HBXQ TLDJ YSOR FRKP YFTQ NKKV WIWT SVFG EBRB EPYL NLDI XNSL XDYX
but still don't get anything while in game?


if someone could explain it a little more detailed, ore better upload a file whit some coded messages a would appriciate it enormously!!:)

cant wait to get this to work its an awsome mod that makes this game even more the game that it could and should be..:)

kevinsue
08-22-16, 06:25 AM
http://i68.tinypic.com/2ueim9s.jpg

I finally got my radio messages through! :D

***capt blueballs, make sure you have a TAB space between each of the fields until the main message body.

19391129 0001 19391129 2300 1 20 1 0 0 -1 all BDU 1145/26/11 15|ZTRD HWSV OGWI WXFK GBLU GPJP XBFZ KUAK YSFF POUR ZAHT YTAS EEEB ZTRD HWSV

SkyBaron
08-22-16, 07:15 AM
Like kevinsue said, check for the tab delimiters. I'd suggest using Notepad++ or any other text editor that has the show tabs option.

cpt blueballs
08-23-16, 02:11 AM
Yea that was it!! got it rolling now thank you very much Kevinsue and Skybaron much appreciated!!:)

kevinsue
08-24-16, 08:20 PM
I'll post an updated version(with year selection) sometime this week.

Save

Just wondering if the updated version was part of TWOS Update 16.1 or still in the pipeline?

SkyBaron
08-25-16, 05:39 AM
Just wondering if the updated version was part of TWOS Update 16.1 or still in the pipeline?

All future Enigma versions will be released through TWoS updates. If you install Update 16 or above you won't need the old version that was on this thread.

Nicholas2
08-27-16, 12:04 PM
Can someone explain to me how to use the Enigma, I tried reading the instructions but I kept getting confused and stuck. I can't figure out the bloody first step!

Aktungbby
08-27-16, 12:32 PM
Nicholas2!:Kaleun_Salute: I can't figure out the bloody first step! Step one: B seated:D Step Two: 'bone up' :O:https://en.wikipedia.org/wiki/Cryptanalysis_of_the_Enigma (https://en.wikipedia.org/wiki/Cryptanalysis_of_the_Enigma) http://uboat.net/technical/enigma.htm (http://uboat.net/technical/enigma.htm)

Nicholas2
08-27-16, 01:17 PM
My problem was trying to decriypt the beginning letters, my message came to me in 1939 September the 1st, here is it. 18GOOK SWRC NQQK NHYJ DFZZ NBVH NMOH PHDV OLOY OYFG XRFM GFWZ BBBAGSLA EWIS IPDB GOOK SWRC. Maybe one of you guys can help?

vdr1981
08-27-16, 02:10 PM
My problem was trying to decriypt the beginning letters, my message came to me in 1939 September the 1st, here is it. 18GOOK SWRC NQQK NHYJ DFZZ NBVH NMOH PHDV OLOY OYFG XRFM GFWZ BBBAGSLA EWIS IPDB GOOK SWRC. Maybe one of you guys can help?

I had a similar problem , I guess...

Are you struggling to determent GO=?? OK=?? SW=?? RC=?? :hmm2:

Does this image ringing any bells? As you can see in this example GO=HF. This is just an example, it is not necesery that in your message GO is equal to HF...

https://s6.postimg.org/4i68oy4mp/Untitled.png

Nicholas2
08-27-16, 02:17 PM
I had a similar problem , I guess...

Are you struggling to determent GO=?? OK=?? SW=?? RC=?? :hmm2:

YES YES THAT IS MY PROBLEM!

vdr1981
08-27-16, 02:23 PM
YES YES THAT IS MY PROBLEM!

No need to scream, check my previous post...:03:

THEBERBSTER
08-27-16, 03:16 PM
A Warm Welcome To The Subsim Community > Nicholas2
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2) (Do not post your problems here if you have added additional mods to TWOS make a new thread)

kevinsue
08-27-16, 04:24 PM
My problem was trying to decriypt the beginning letters, my message came to me in 1939 September the 1st, here is it. 18GOOK SWRC NQQK NHYJ DFZZ NBVH NMOH PHDV OLOY OYFG XRFM GFWZ BBBAGSLA EWIS IPDB GOOK SWRC. Maybe one of you guys can help?

Not sure if you are looking at the ingame instructions or reading the manual but just in case you're not aware, have a look in your SH5 directory for the Wolves of Steel - Documentation folder and find the latest edition of the Enigma manual. Here is the address:

C:\Ubisoft\Silent Hunter 5\The Wolves of Steel - Documentation\SkyBaron's Enigma M4\SkyBaron's Enigma M4 manual 1.02.pdf

This manual is very comprehensive and sets out every detail on how to decrypt the Enigma messages step by step with coloured illustrations for each example. I know I would have saved myself a headache decoding Enigma messages if I had remembered to read the new documentation provided when I updated to TWOS Update No16. :yep:

THEBERBSTER
08-27-16, 04:43 PM
The manual is a tucked away and not easy to find at first as I expected it to be with the mod.
Peter

vdr1981
08-27-16, 04:48 PM
The manual is a tucked away and not easy to find at first as I expected it to be with the mod.
Peter

Any suggestions where should I place it ?

kevinsue
08-27-16, 05:20 PM
Any suggestions where should I place it ?

G'day Vecko, I think the manual is in the right place in The Wolves of Steel - Documentation. Maybe an advisory in your first post reminding people where the latest version of the manual is located is all that is needed. Having a mod of this calibre doesn't happen everyday (wish it did) so I think many people don't think to look in the documentation section and look at all of the supplied new information unless they run into a problem. :nope:

Nicholas2
08-27-16, 05:59 PM
No need to scream, check my previous post...:03:
Sorry was going insane trying to use the enigma machine. Lovely mod though.

Nicholas2
08-27-16, 06:32 PM
Sorry was going insane trying to use the enigma machine. Lovely mod though.
Worst Irony is that the message wan't even meant for me.:oops:

vdr1981
08-27-16, 06:35 PM
Worst Irony is that the message wan't even meant for me.:oops:

What was in it? :)

Nicholas2
08-27-16, 07:07 PM
What was in it? :)
Couldn't translate it, couldn't select M Aegir. Maybe I did something wrong.

vdr1981
08-27-16, 07:15 PM
Couldn't translate it, couldn't select M Aegir. Maybe I did something wrong.

Make sure to use deciphering date based on date and time shown in the message, not the actual date in game...

jscharpf
08-27-16, 08:25 PM
Thanks SkyBaron for this incredible mod and thanks vdr for putting it into TWOS.
Two questions
1. What is the little check box under the keys for?
2. Could you remove the English or unencrypted messages from the campaign when there is an encoded message? What I mean is when I get an encoded message there is always the decoded message sent just above it. So it makes using the enigma less ...important

With that said this is the most fun I've had in this game for years! My wife thinks I'm crazy lol

Jeff

vdr1981
08-27-16, 08:41 PM
1. What is the little check box under the keys for?

To use keyboard while typing encrypted message...

2. Could you remove the English or unencrypted messages from the campaign when there is an encoded message? What I mean is when I get an encoded message there is always the decoded message sent just above it. So it makes using the enigma less ...important
I know what you mean and I'm working on it...:yep: Gradually, all important messages will be encrypted for people who use "Encr. Bdu orders" addon...
For people who do not use this addon, there will be still occasional encrypted messages but player will not be forced to decipher it, although he will see some benefits if he do so, like earlier announcement of base transfer, some sporadic intel about rare scripted convoys, some "Easter egg" messages ect...

With that said this is the most fun I've had in this game for years! My wife thinks I'm crazy lol

Jeff
Jeff ?! Now, you're on typewriter simulator ?! What in the world! :o:haha:

jscharpf
08-27-16, 10:14 PM
Jeff ?! Now, you're on typewriter simulator ?! What in the world! :o:haha:
Lol that's pretty much what she said oh boy how exciting your typing lol

Ashikaga
08-28-16, 01:25 AM
Just wow.

Love the enigma. Pity we do not have the fourth rotor yet hahahaha.

I used the Belgian Enigma with a friend for several years to write each other emails hahahahaha.

I guess you used this one ?

http://users.telenet.be/d.rijmenants/nl/enigmasim.htm

Ashikaga,




.

SkyBaron
08-28-16, 06:11 AM
Just wow.

Love the enigma. Pity we do not have the fourth rotor yet hahahaha.

.

Not sure what you mean but this mod is the 4-wheel M4 Enigma.

Ashikaga
08-28-16, 06:29 AM
True :)

Realized that just now. ROFL.

My bad. Was looking at the amout of rotors ithe wrong way hahahaha.

Nicholas2
08-28-16, 10:45 AM
Make sure to use deciphering date based on date and time shown in the message, not the actual date in game...
I think I did that, but maybe I just am too stupid for this.

SkyBaron
08-28-16, 05:57 PM
I think I did that, but maybe I just am too stupid for this.

I'm sorry that you're having trouble with the mod.

I don't know how to explain the procedure in any other way than the one in the manual or this previous post -- which is basically the same thing as the manual with a different message:

http://www.subsim.com/radioroom/showpost.php?p=2428497&postcount=85

The procedure is based on the real thing so it does take practice to get it right.

vdr1981
08-28-16, 09:23 PM
What high learning curve we are talking about here? :doh: The deciphering process is enormously simple and not even so much time consuming. 5-6 min is more then enough for message of ~20 groups or so...We really aren't talking about rocket science. Brief manual and one video example are more then enough.

Don't even think about "simplifications" :D.

we from |DEF| changed our procedures to attract more players and not drive them off...Playability over historic accuracy so to speak.
I'm kinda surprised to hear this... :hmm2:

THE_MASK
08-28-16, 10:54 PM
People have been asking for an enigma with silent hunter games for years . Thankyou for incorporating it into WOS .

Ashikaga
08-29-16, 03:09 AM
Start learning all about the Enigma here :

http://users.telenet.be/d.rijmenants/en/enigmasim.htm

Then use it i the game.

You will love it


Ash.

Ashikaga
08-29-16, 10:41 AM
http://www.implanirapuato.gob.mx/imagenes/like.jpg

THEBERBSTER
08-29-16, 04:38 PM
Hi Vecko
Regarding where to put the manual.
The pdf manual appears in the documentation folder along with other mods.
This mod has its own documentation folder which it could be placed in or better still could be placed below it where it would be seen very easily.
Peter

THEBERBSTER
08-30-16, 04:52 PM
I have not been able to test this because I am in 1940 and there are no encrypted practice messages for it.
Peter

SkyBaron
08-30-16, 05:04 PM
I have not been able to test this because I am in 1940 and there are no encrypted practice messages for it.
Peter

Bottom of pg. 2 in the manual tells you what to do. :up:

mr.artur_96
09-01-16, 01:40 PM
This mod is brilliant but I have some sometimes with decoding message. I think Im doing everything properly with checking all for three times to eliminate mistakes. Dunno what Im doing wrong.

THEBERBSTER
09-01-16, 02:02 PM
Hi SB
Yes, I know that.
Your Part III does not contain a practice message for 1940.
Peter

SkyBaron
09-01-16, 02:57 PM
This mod is brilliant but I have some sometimes with decoding message. I think Im doing everything properly with checking all for three times to eliminate mistakes. Dunno what Im doing wrong.

You have to post here what you're doing, what's the encrypted message you're trying to decode, what results did you get on each step of the procedure, etc, so that you get some help.


Hi SB
Yes, I know that.
Your Part III does not contain a practice message for 1940.
Peter

Those are just random messages for practice, they are not supposed to be in sequence by year. The important thing with those messages is to practice the decoding procedure, which is the same for every year.

THEBERBSTER
09-03-16, 05:35 AM
Had a bit of a problem!
My BDU message appeared in the Captains's Log.
I do not know as the length of time it took me to sort my way through the instructions for the first time I ran out of game time and had to exit the game without saving it.
I also had to kind of cheat and look at the message groups in the file.
The reason being that I could not tell the O from the Q.
Part of my message was ok and the rest was not.
My question is!
Although I received the BDU message in the Captains Log will I also get a radio message as well?
What was also confusing was that the Captain's Log message was dated 5th October 1939 and my patrol date is January 7th 1940
I assume this is because it is pre-scripted.
Peter

vdr1981
09-04-16, 09:02 AM
What was also confusing was that the Captain's Log message was dated 5th October 1939 and my patrol date is January 7th 1940
I assume this is because it is pre-scripted.
Peter

This is from recently updated TWoS tips...

- We have "Enigma" machine too ?
Yes! Thanks to the amassing SkyBaron's (http://www.subsim.com/radioroom/member.php?u=259749) work, SH5/TWoS features, for the first time in SH series, fully functional naval M4 Enigma machine used by KM during the WWII. Due to some technical aspects of the game, when deciphering the message make sure to always use encryption date contained within the message it self (ex. BDU 0600/1/10/39 18) and not the actual in game date. Players who do not wish to use "Enigma" can always disable appropriate optional addon and ignore occasional encrypted radio traffic which can actually contain some interesting data in form of earlier base transfer announcements, info about occasional scripted convoys with rare units, some "easter egg" messages ect...

jscharpf
09-04-16, 11:34 AM
I love this mod! Would it be possible to remove the unencrypted messages so when I get an encrypted message I really have to decode it. For example when told to change base

vdr1981
09-04-16, 11:48 AM
I love this mod! Would it be possible to remove the unencrypted messages so when I get an encrypted message I really have to decode it. For example when told to change base

I'll fix that...:yep:

jscharpf
09-04-16, 02:27 PM
That would be sweet!!
You're the best, sir!

:Kaleun_Cheers:

THEBERBSTER
09-04-16, 02:32 PM
IIRC Shaefer commented on this in his YouTube Enigma episode.
Peter

SkyBaron
09-05-16, 07:42 AM
IIRC Shaefer commented on this in his YouTube Enigma episode.
Peter

Yes, I saw it. I'll put a link to the video in the first post.

gap
09-05-16, 10:20 AM
I have been a big fan of this mod since day one, so you will forgive me if what I am gonna say will sound a bit heretic here. :)

In short, I am pretty sure that though an U-boat captain would have known the enigma encoding/decoding process inside and out, it wasnt his duty deciphering any incoming message.

So my question is: how difficult would be for you adding a "Radioman, decode the last message for me" button to the UI? If possible, you could add a random delay of 3-10 minutes between the issuing of the command and the decoded output, depending on the length of the message and on the training/morale of the radio operator. And, of course, if the radio man was injured, the said button should be greyed out.

Imho this feature and the automatic message encoding that I was talking about a few days ago (needed for the correct encoding of campaign orders based on their variable issuing date), would further improve your amazing mod, and provide the perfect compromise between casual and hard-core playing styles. :salute:

SkyBaron
09-06-16, 09:13 AM
So my question is: how difficult would be for you adding a "Radioman, decode the last message for me" button to the UI? If possible, you could add a random delay of 3-10 minutes between the issuing of the command and the decoded output, depending on the length of the message and on the training/morale of the radio operator. And, of course, if the radio man was injured, the said button should be greyed out.

Not very difficult but time consuming. I actually had similar ideas for a future version. They are on the back burner so to speak. I'm finishing a couple of mods so that I can start playing SH5 again after a while away from it. :) So it's going to take a while, but in the meantime Vecko is doing a great job encrypting BdU orders.

gap
09-07-16, 04:23 PM
Not very difficult but time consuming. I actually had similar ideas for a future version. They are on the back burner so to speak.

[...]

So it's going to take a while, but in the meantime Vecko is doing a great job encrypting BdU orders.

:up:

I'm finishing a couple of mods so that I can start playing SH5 again after a while away from it. :)

You make me wonder what is brewing for us :D

:Kaleun_Salivating:

vdr1981
09-12-16, 11:29 AM
SkyBaron, can you confirm that there should be no problems if we use mild TC during deciphering process IF we don't use real keyboard to type letters?
I was able to successfully decipher several messages while running TC ~128 in the background. I encountered no problems but I still wonder is this correct way to go because you have clearly stated in the manual that the game should be paused even if we don't use real keyboard?

vdr1981
09-12-16, 11:53 AM
And one more thing...In order to speed up combat orders encryption I would need slightly modified EME.exe aplication which will give me encrypted groups without new line , in the form like this...

BDU[3xspace]1843/1/3/41[3xspace]14[2xspace]||FNCS LKEZ ZISR PSBY LQNX FLWC FUKI KHVE WKJM HPEH VYXL MTAO FNCS LKEZ

That would be really helpful:yep:... Is this feasible?

SkyBaron
09-12-16, 04:01 PM
And one more thing...In order to speed up combat orders encryption I would need slightly modified EME.exe aplication which will give me encrypted groups without new line , in the form like this...

BDU[3xspace]1843/1/3/41[3xspace]14[2xspace]||FNCS LKEZ ZISR PSBY LQNX FLWC FUKI KHVE WKJM HPEH VYXL MTAO FNCS LKEZThat would be really helpful:yep:... Is this feasible?

Yes it's possible. Once I get it done, I'll PM you.

About the pause, it's a warning related to keyboard input and mouse click-spots. Depending on where you have the camera pointed at, you might click on 3d clickable objects or crew members who are "behind" the Enigma machine, pages, etc. It shouldn't affect the decoding. If you're sure there's nothing clickable behind the pages, you can use it unpaused. I haven't tested it with high TC but it should work.

Ashikaga
09-12-16, 04:12 PM
Hey Gap, you are incorrect what the special mission orders concerned. They were solely done by the Captain himself together if necessary, but only if necessary, with the radio operator.

Special codebooks were Captain and XO's eyes only, just like these days on modern subs. Funkers were not privvy to all information sent.


Ashikaga.

PS the one continuous line is quite a good idea because that was how messages in general came in even though the letters were written down underneath one another on the paper.

steevo45
09-14-16, 07:56 AM
Sorry if I seem a dummy but on patrol with my shiny new enigma machine but all the orders I get are just the usual non-encrypted just like before the new mod. Am I doing something wrong?

Ashikaga
09-14-16, 09:58 AM
No. You will get the encrypted orders as soon as you reach your designated patrol area which coordinates you can find in the captains log on the left hand side.

:)

If all orders/messages by Bdu would be encrypted there probably would not be any gaming time left. You would become a fulltime decoder ;)




Ashikaga.



.

steevo45
09-14-16, 02:37 PM
Many thanks Ashikaga, yes I suppose there wouldn't be any time left for patrolling.....

AstroMelly
09-17-16, 02:37 PM
Just wanted to say massive thanks to SkyBaron for this amazing mod and to everyone else who is contributing to making it a fully functional part of the game.

My two penner'th - if you want to go through the extra work of decrypting encrypted messages, install the (optional) mod and learn the procedure. In my experience, I read and re-read the in-game instructions, assuming they were not incorrect, and eventually decrypted my first message in about 15 minutes. The second (with a mistake) took about half that time and I expect to get it down to 5 minutes with practice - this is not an unreasonable overhead on game time when you are often sat at sea doing nothing for extended periods anyway.

Also search YouTube for NorseCast's excellent Enigma episode! He walks you through a message decode.

https://www.youtube.com/watch?v=UxdR1O4kohQ

The one gripe I have (and I know it is in the process of being fixed) is the duplicated messages - unencrypted messages arrive at the same time as encrypted ones. I am waiting with bated breath for a patch to fix this for good since it was quite disappointing to decrypt my first message and then find it sitting in the messages list right above my coded one!

:k_confused:
I have one question which I have not yet found an answer to - how do you get the decrypted column on the notepad to appear (or move) to the right hand side? I saw an earlier post where someone had done this and then added spaces to the words. I also noticed that if I click the 'Send to Patrol Log' text I only get an empty entry with 'ENIGMA MSG' - probably because there is no text on the RHS to send to the log.

Apart from the duplicated messages isssue - which I hope won't take long to patch out - this is an amazing achievment and makes the game so much more immersive - well done!

My return to the oceans could not have been timed better - I reinstalled the game after a break of about 2 years a few weeks ago!

Happy Hunting!

:Kaleun_Cheers:

vdr1981
09-17-16, 03:11 PM
J


The one gripe I have (and I know it is in the process of being fixed) is the duplicated messages - unencrypted messages arrive at the same time as encrypted ones.

Mate, that issue was fixed several updates ago...

gap
09-17-16, 04:29 PM
Hey Gap, you are incorrect what the special mission orders concerned. They were solely done by the Captain himself together if necessary, but only if necessary, with the radio operator.

Special codebooks were Captain and XO's eyes only, just like these days on modern subs. Funkers were not privvy to all information sent.

Source? :hmm2:

AstroMelly
09-17-16, 05:19 PM
Mate, that issue was fixed several updates ago...

Thanks for the heads up Vecko - I installed about 2 weeks ago and used 16.8.

I see you are up to update 17 now so will give that a shot!

:Kaleun_Salute:

Any tips on how to transfer decoded messages to the log - i.e. how to move the decoded text to the RHS of notepad in the Enigma?

SkyBaron
09-17-16, 05:36 PM
It will only transfer whatever text is in the "Bedeutung Blatt" area to the ship's journal. That's the part where you have to type yourself, not much of a deal since messages are usually not very long. Transferring of ALL the decoded + typed messages might come in a later version as a feature.

AstroMelly
09-18-16, 03:15 AM
:salute:

I will stop looking for a hidden button!

Maybe a simple copy without spaces feature so we just have to separate the words.

Great mod and great work!

:Kaleun_Cheers:

mr.artur_96
09-26-16, 01:52 PM
Hi. I think Ive found a bug. My date in game is 4.feb.40 I have recieved a message with date 7.oct.39 and I cant decode it. Code books are with date 1940.

SkyBaron
09-26-16, 02:19 PM
Hi. I think Ive found a bug. My date in game is 4.feb.40 I have recieved a message with date 7.oct.39 and I cant decode it. Code books are with date 1940.

Take a look at the manual, bottom of pg 2.

The FAQ for TWoS talks about this as well: http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2

THEBERBSTER
09-26-16, 02:41 PM
Hi Mr A
Use your mouse scroll wheel to change 1940 to 1939.
Peter

mr.artur_96
09-26-16, 02:57 PM
Take a look at the manual, bottom of pg 2.

The FAQ for TWoS talks about this as well: http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2
I know that thing with dates

Hi Mr A
Use your mouse scroll wheel to change 1940 to 1939.
Peter
That helped. Thank you ! ;-)

SkyBaron
09-26-16, 03:20 PM
I know that thing with dates


The manual mentions how to change the code book date, and a couple of occasions when you won't be able to, for ex. book still open.

vdr1981
09-26-16, 03:27 PM
The manual mentions how to change the code book date, and a couple of occasions when you won't be able to, for ex. book still open.

Nope...It's a bug...:O:

Greendevil303
10-10-16, 10:55 PM
Is there a stand-alone mod for this?? Looks AMAZING in the Youtube videos! I can't get TWoS to work (SteamED version) :(

verganojoda23
10-17-16, 09:36 PM
can anyone pls upload or transfer me the enigma machine mod_ i have my own mod list and i only need to add the enigma machine to make it perfect, ill share it later, but i want to know if it is possible..
thank you for your time and effort!

Aktungbby
10-17-16, 10:09 PM
verganojoda23!:Kaleun_Salute:

THEBERBSTER
10-18-16, 03:40 AM
A Warm Welcome To The Subsim Community > verganojoda23
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)

Jimbuna
10-18-16, 07:51 AM
Welcome to SubSim verganojoda23 :Kaleun_Salute:

SkyBaron
10-18-16, 09:23 AM
can anyone pls upload or transfer me the enigma machine mod_ i have my own mod list and i only need to add the enigma machine to make it perfect, ill share it later, but i want to know if it is possible..
thank you for your time and effort!


There's a file called for modders.txt under the Enigma documentation that tells you what modifications were done to TWOS. As long as your mod list uses TDW's NewUI you can do the same to get the Enigma working.

verganojoda23
10-18-16, 08:19 PM
hello! thank you for the welcome!
i read the documentation but i have no idea how to get it working, i use tdw 7.5.0 with the 168 patch, but no twos, i use sobers megamod. i have no idea what do i need to pick from the mods, i only downloaded the twos update 17 .06 (i think) because the mod is melted into the other mods. wanst there a stand alone version?

verganojoda23
10-18-16, 08:31 PM
if anyone could shade with me the stand alone mod. or the worked around mod i would be so grateful, this becaus i have no idea how to modified it myself, besides i dont know wich files are the one i need to add only the enigma mod, and not the rest of the stuff in the update, thank you btw!

vdr1981
10-19-16, 06:59 AM
if anyone could shade with me the stand alone mod. or the worked around mod i would be so grateful, this becaus i have no idea how to modified it myself, besides i dont know wich files are the one i need to add only the enigma mod, and not the rest of the stuff in the update, thank you btw!

You should know that stand alone Enigma mod doesn't contain any encrypted messages so you wont see much use of it without TWoS.

bart
11-27-16, 02:43 PM
This mod is a brilliant addition to TWoS.

However I can not for the life of me find the manual! I'm just learning how to use it and want something I can use in game whilst de-cyphering messages.

Can anyone tell me where to find it or if they have a crib sheet they would like to share?

THEBERBSTER
11-27-16, 02:59 PM
Hi bart
There is a KSDCommander pdf manual in Mods/The Wolves of Steel 1.6
4: Let's Play Silent Hunter 5, The Wolves Of Steel Modpack (https://www.youtube.com/watch?v=It_WcVBRkRg)
Peter

vdr1981
11-27-16, 03:53 PM
This mod is a brilliant addition to TWoS.

However I can not for the life of me find the manual! I'm just learning how to use it and want something I can use in game whilst de-cyphering messages.

Can anyone tell me where to find it or if they have a crib sheet they would like to share?
TDW Real Navigation and Skybaron's M4 Enigma- two best mods ever developed for any SH game. Ende! :Kaleun_Cheers:


Pdf manual... "Silent Hunter 5\The Wolves of Steel - Documentation\ENIGMA M4 by SkyBaron

bart
11-27-16, 06:12 PM
TDW Real Navigation and Skybaron's M4 Enigma- two best mods ever developed for any SH game. Ende! :Kaleun_Cheers:


Pdf manual... "Silent Hunter 5\The Wolves of Steel - Documentation\ENIGMA M4 by SkyBaron

Agreed......both fantastic mods and add realism and immersion 1000%

Thanks for the location of the manual Vecko :salute:

Herr Minger
12-09-16, 01:14 PM
Ok I must be slow on the uptake but in the instruction video in section 4 at 2.26 where does he get WGLQ from. I have followed the process up until that point but I'm stumped as to why those particular letters are imputed.

Bart,
where is the location of the manual please

bart
12-13-16, 01:29 PM
Bart,
where is the location of the manual please

Sorry for late reply.

It's here in Pdf format...

"Silent Hunter 5\The Wolves of Steel - Documentation\ENIGMA M4 by SkyBaron

finchOU
01-14-17, 12:55 AM
Ok I must be slow on the uptake but in the instruction video in section 4 at 2.26 where does he get WGLQ from. I have followed the process up until that point but I'm stumped as to why those particular letters are imputed.

Bart,
where is the location of the manual please

Alright I finally found what video you were talking about (first post of page 3). If you just watch the video on the first post.....clicky to you tube below:

https://www.youtube.com/watch?v=It_WcVBRkRg&t=151s

it should clear up your confusion.

Basically you need the books (as did the Allies) to make this work....

The first two groups of letters (XVUO CMVL) are the ones you have to use to solve to get the WGLO. Break it up into:

XV
UO
CM
VL

You then use the Top book (top left of the M4 machine) to set the month..in this case June of 1940....to break each pair of letters to get two more letters . example being you would start at the top...go to column X then look down the column until you saw V...then next to that would be your new 2 letters.

On the first post of the thread...this is code book is under #3.

The end result is you take the NEW letters and split them vertically...as in if you look above...if you use the OLD letters as an example...you would break it up like this...since I don't have the books myself....I generically filled in your NEW 2 letters with $ = and unknown first letter..and your second new letter being WGLO (which again comes from the book)

XV = $W into $$$$
UO = $G
CM = $L WGLO
VL = $O

The top letters $$$$ would represent your group that verifies what network the message is for since different networks use different codes.

The bottom Letters are what you would input after you set the box for the day. This would give you 4 letters that would light up....you use those 4 new letters to reset the wheels one last time. The box is now set to decode the rest of the message. Clear as mud? I hope that helped...but honestly it's all in the video.

Bard Skye
01-31-17, 02:24 AM
Hope there's nothing really important in those encoded messages, because I just can't make this thing work. I've watched the video and printed out the instructions to follow, and I still get nothing but gibberish. It doesn't help that the message font makes it really hard to tell the difference between an O and Q, even when I blow things up until the letters are an inch high.

bratwurstdimsum
02-01-17, 04:31 AM
Hi there, This is an amazing addition - but I was wondering if we have the mod just on its own. The wolves of steel doesn't work too well on my spec machine and I would appreciate if someone had the original download link so I can add this one manually. I'm not fussed if it is an earlier version.

Thanks :Kaleun_Salute:

kevinsue
02-01-17, 06:56 AM
Hope there's nothing really important in those encoded messages, because I just can't make this thing work. I've watched the video and printed out the instructions to follow, and I still get nothing but gibberish. It doesn't help that the message font makes it really hard to tell the difference between an O and Q, even when I blow things up until the letters are an inch high.

Don't blow them up....use the "Force".....your mind will start to recognise the difference between O and Q without even thinking about it after a short while! :yep:

http://i66.tinypic.com/jkzlvr.jpg

SkyBaron
02-01-17, 05:05 PM
There's no "stand alone" version of this mod. There's a file called for modders.txt under the Enigma documentation that shows what modifications were done to TWOS. Anyone with some SH5 scripting/modding knowledge can take a look at that file and adapt this mod to any other megamod or installation, as long as proper credit is given.

Gandalfi2005
02-02-17, 07:22 AM
Hi,

i got the following message from Enigma :
Reposition a None eight nine nine radius 120 KM 24 H.

I didn't understand the eight nine nine part. Can anyone help out please ?

Gruß

Gandalfi2005
02-02-17, 07:36 AM
I think i have found the answer my self. this means AN 1899. This is a grid.

Gruß :Kaleun_Applaud:

JamesF0790
02-18-17, 08:08 AM
Alright, I know I am doing something terribly wrong somehow because the system obviously works but I sort of need a hand. For the first encrypted message in the campaign Message1=BDU 1800/31/8/39 19 _||EQVI NXVG KFMN VHZJ ZFUD EMPW UPBQ PATK BWUW UGPC LFGW IXIY WAYV LUVX WKHV HSXG SCJX EQVI NXVG I have tried it what seems like ten times with ten different results, all of them gibberish.

At first it was stupid mistakes like using the wrong date (1st Sep as opposed to 31st Aug) or putting in an O instead of a Q but I know for a fact the message is right now and I can not for the life of me understand what I'm doing wrong.

First thing I do is bring up the red envelopes and choose "Strom" From there I take EQVI NXVG, written down as
EQ
VI
NX
VG
And from that I get
KQ
HM
AS
IQ

Discarding the K gets me HAI as the Cipher identifier which duly shows up as Hydra.

Going to the Hydra settings I take the encryption date (The 31st of August) and from that, I get told to use the B reflector (locked in obviously) and the following wheels and settings
Beta 1 8 4
A S E N


Doing that I then do the plugboards as follows
15/22 13/3 9/26 1/17 2/10 12/21 20/6 16/25 19/24 4/18 using LJBH as the starting dial settings.

Typing in my encryption key (QMSQ) gets me GDAB which I then set the dials to and put in the message minus the EQVI NXVG which gives me the following gibberish

BTYZ PPAA VVNV UOHA QAGU IDNZ NVEG HLDO SLVR TPRH NVIM KKTC ZLZW SYVM PKRI

Can any kindly captain point me in the right direction where my mistake is because it's driving me around the bend.

hauangua
02-18-17, 09:03 AM
Alright, I know I am doing something terribly wrong somehow because the system obviously works but I sort of need a hand. For the first encrypted message in the campaign Message1=BDU 1800/31/8/39 19 _||EQVI NXVG KFMN VHZJ ZFUD EMPW UPBQ PATK BWUW UGPC LFGW IXIY WAYV LUVX WKHV HSXG SCJX EQVI NXVG I have tried it what seems like ten times with ten different results, all of them gibberish.

At first it was stupid mistakes like using the wrong date (1st Sep as opposed to 31st Aug) or putting in an O instead of a Q but I know for a fact the message is right now and I can not for the life of me understand what I'm doing wrong.

First thing I do is bring up the red envelopes and choose "Strom" From there I take EQVI NXVG, written down as
EQ
VI
NX
VGAnd from that I get
KQ
HM
AS
IQDiscarding the K gets me HAI as the Cipher identifier which duly shows up as Hydra.

Going to the Hydra settings I take the encryption date (The 31st of August) and from that, I get told to use the B reflector (locked in obviously) and the following wheels and settings
Beta 1 8 4
A S E N


Doing that I then do the plugboards as follows
15/22 13/3 9/26 1/17 2/10 12/21 20/6 16/25 19/24 4/18 using LJBH as the starting dial settings.

Typing in my encryption key (QMSQ) gets me GDAB which I then set the dials to and put in the message minus the EQVI NXVG which gives me the following gibberish

BTYZ PPAA VVNV UOHA QAGU IDNZ NVEG HLDO SLVR TPRH NVIM KKTC ZLZW SYVM PKRICan any kindly captain point me in the right direction where my mistake is because it's driving me around the bend.

HI mate
you write :
"Typing in my encryption key (QMSQ) gets me GDAB which I then set the dials to and put in the message minus the EQVI NXVG which gives me the following gibberish"

You here wrong... rigth is GDGB Your work is all good i think you maybe just wrong type QMSQ maybe.

jscharpf
03-06-17, 09:04 PM
Mate, that issue was fixed several updates ago...

I still see this issue. Is there something I'm doing wrong?
The first message I saw came on September 2, not encoded, and at the same time, the encoded message just below it in the radio message box.
This was after I had returned from a save on Sep 1 ish..

Could the save have done something?

Jeff

finchOU
03-07-17, 02:12 AM
I still see this issue. Is there something I'm doing wrong?
The first message I saw came on September 2, not encoded, and at the same time, the encoded message just below it in the radio message box.
This was after I had returned from a save on Sep 1 ish..

Could the save have done something?

Jeff

I think I've only gotten one duplicate message around that time frame. After that first duplicate, I haven't seen any others ....just code. So it could be a bug for that message only...but IDK. Keep playing and see if it happens again.

vdr1981
03-07-17, 04:52 AM
I still see this issue. Is there something I'm doing wrong?
The first message I saw came on September 2, not encoded, and at the same time, the encoded message just below it in the radio message box.
This was after I had returned from a save on Sep 1 ish..

Could the save have done something?

Jeff

Treat it like "opening/training enigma message" of some sort...

jscharpf
03-07-17, 07:09 PM
Good point! I definitely need the training! :Kaleun_Cheers:

finchOU
04-09-17, 11:01 AM
Got a Coded Message via my Captains log and NOT my normal Messages. So be sure to check for those. Its an anomaly but it happened.

Hotz Enplotz
04-12-17, 01:36 PM
I generally understand how it works, but for some reason my mouse wheel does not change neither the code ring nor the date like it is described in the manual:

"To adjust the ring settings, place the code wheel in the face down position and use the mouse
wheel to set the corresponding letter"


I only have this problem with my mouse wheel when I'm operating the Enigma. It works fine in in every other situation in the game.
Does someone know what I am doing wrong?
I've been trying to get it going for a while now and looking forward to get this freaking message decoded.
Appreciate your help! :salute:

Frederf
05-19-17, 04:59 AM
When the wheel internal letter is able to be changed it will be laying side view out of the machine. The letter will be inside the dark blue area with the three screws. The hover zone includes the dark metal ring but not the shiny metal ring with sprocket teeth. When you are done setting the internal letter and put it back in the machine there is no visible indication that anything has changed.

If your mouse wheel is not working maybe it is some weird mouse software. Sometimes they are making something other than the normal mouse wheel output to try to do something different with web browsers. At first I expected the outside of the wheels to look different.

Aktungbby
05-19-17, 11:10 AM
Hotz Enplotz!:Kaleun_Salute: a trifle belated... pardon our poor manners!

SgtGenDanbo
12-14-17, 08:00 PM
Hi all,

I seem to be having troubles with the mouse wheel as well. I'm wondering if anyone else has experienced this or if there is a fix for it? This is keeping me from being able to change the date or configuring the rotary wheels.

I've also noticed that the substitution table chart will not open when clicked, nor does the key tables envelope. Everything else seems to work fine. Apart from this my TWOS installion seems to be running flawlessly. Any help would be greatly appreciated!

Also, this is a brilliant mod so want to say thanks for adding to the game! I hope I will be able to use it in the future!

Aktungbby
12-14-17, 09:44 PM
SgtGenDanbo!:Kaleun_Salute:

Sjizzle
03-14-19, 02:59 PM
any1 has a stand alone version of this mod ????

gap
03-16-19, 07:42 PM
Hi mate,

IIRC there has never been any version of this mod compatible with stock game or with any other UI mod than the version of TDW's New UI's modified by Vecko for TWoS.

Here is the first (and probably only) release version of the mod before it was merged in TWoS:

https://www.mediafire.com/file/6k6qll1q9xkzilt/SkyBarons_ENIGMA_v1.01_for_TWoS.zip/file

Having those files, I think it can be make then compatible with any other UI mod, though it is not going to be a simple task if you are not used to working with UI files and Menu editor. If you want to try messing with them, you might try asking SkyBaron for permission (if you want to make your modifications of his mod public) and for suggestions :salute:

Hawkeyed
05-31-19, 04:37 PM
Is there any solution for the mouse wheel problem mentioned by a few users here?
Mod looks great but I can't use it.
My scroll wheel doesn't work to change the letters on the wheels. It works everywhere else within the TWoS.

Edit:
I even did bind different mouse keys to work as a scroll up and down and it is still not working.

Maybe I can change the function from scroll to different option/key by editing the mod?
Or key commands for the entire game?
To bind another key as a scroll.

diegomcx
06-29-20, 09:03 PM
I posted this on the other topic, but maybe here suits better. So, help me out if you can.

I'm looking into a way to print the sheets for the enigma machine used here. I found the db files with the codes used, so i started there and copied them to a excel sheet.

But it looks like it will take some time to do it. So i want to know if someone has it already done, or anyone already did something like that, or maybe a faster/easier way to do it.

Thanks in advance!!

U-190
05-25-21, 07:25 PM
Hi mate,

IIRC there has never been any version of this mod compatible with stock game or with any other UI mod than the version of TDW's New UI's modified by Vecko for TWoS.

Here is the first (and probably only) release version of the mod before it was merged in TWoS:

https://www.mediafire.com/file/6k6qll1q9xkzilt/SkyBarons_ENIGMA_v1.01_for_TWoS.zip/file

Having those files, I think it can be make then compatible with any other UI mod, though it is not going to be a simple task if you are not used to working with UI files and Menu editor. If you want to try messing with them, you might try asking SkyBaron for permission (if you want to make your modifications of his mod public) and for suggestions :salute:
Oh, Great gap! You - The Best of The Best! :yeah:

Sirrvs
10-06-21, 09:59 PM
Not sure if this is a problem with the Enigma mod, but I'm in the Mediterranean campaign and I decrypted and carried out my first grid patrol no problem. But when I got the notification that my second set of orders had come through, this time there was no Enigma code in the radio messages. I even waited a couple of days and there's been nothing. Is this normal? Short of temporarily disabling the mod, is there any way to find out what my new orders are?

JuliusAlexander
01-27-22, 02:35 PM
Hi mate,

IIRC there has never been any version of this mod compatible with stock game or with any other UI mod than the version of TDW's New UI's modified by Vecko for TWoS.

Here is the first (and probably only) release version of the mod before it was merged in TWoS:

https://www.mediafire.com/file/6k6qll1q9xkzilt/SkyBarons_ENIGMA_v1.01_for_TWoS.zip/file

Having those files, I think it can be make then compatible with any other UI mod, though it is not going to be a simple task if you are not used to working with UI files and Menu editor. If you want to try messing with them, you might try asking SkyBaron for permission (if you want to make your modifications of his mod public) and for suggestions :salute:


Hello I have downloaded these files and activated them via JGSME but my game crashes if I want to load into a saved game or start a new campaign, do you know what causes this?

Thanks