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View Full Version : Some MOD questions


Kretschmer the IV
11-23-13, 07:12 AM
Hi Folks,

i have a question about my mods currently using.

1. Somehow the distance shown in the map view at the bottom left is wrong:
https://www.dropbox.com/s/jx5rfsiooqt97r3/sh5%202013-11-23%2013-00-03-84.jpg

2. When sighting ships i see no chimney smoke on them. :06: Destroyers have a little almost no smoke - i guess the run on diesel. But the Freighters have no smoke. I will add a screenshot if necessary.

3. I used the SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1. Is it safe to activate, because it reports a bunch of conflicts with the OH mod. Are there any alternatives to this lifeboat mod?

Thanks for any help fellas!

So far!
Ahoi!

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

Carotio_IntercontinentalRadioPack
DBM Background Video
Accurate German Flags
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_WWIIInterface_by_naights
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 10.II Seafloor (medium resolution)
DynEnv v2.9 - 11.a.II Sea Plants - Atlantic Kelp Forests (medium resolution)
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers waves mod V12 27032013
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
Cerberus62 Corrected Depth Charge Projector 1.0
AOB slide ruller for TDW UIs and MO by stoianm
IO_MapCourseLine_normal pencil_mod
MFCMCCDLite
Speech fixes and additions (english version)
OPEN HORIZONS II_full v2.2
SkyBaron's Leigh Light for SH5 1.1
TDW FX Fix for Sobers chimney smoke
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Trevally Tutorial - All v0.2(for OHIIv1.3)
sobers Lights Cfg V5 SH5
sobers map colors SH5 V1
sobers hud sounds V1 SH5
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers see thru wake fix
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
silentmichals interior mod 1.2.2
SH5_7A_Conning_Fix
Popular German Music From The 30īs
sobers no footstep sound mod
TDW_GenericPatcher_v_1_0_149_0

Webster
11-23-13, 10:21 AM
im not "up to date" with sh5 but AFAIK the smoke is shared by warships and merchants alike so if the merchants have good smoke the warships are unrealisticly dark smoke.

warships "adjust" so they put out as little smoke as possible to stay unseen where merchants cant help it so AFAIK every time you try to change it there just isn't a way to get a good balance.

with sh4 I think there was someone trying to give the ships their own smoke so merchants could be seen but not warships (as it should be) but im not sure if that project worked or where it ended up. if it worked out maybe something could be looked into for sh5 and see if it could be done