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Claudia
07-10-15, 04:17 PM
Good job Claudia! :up: I've reached exactly the same conclusions...
I'll start new thread to see if someone have those old IRAI versions still on HDD...

Ok, good idea :up:

Here the IRAI 0030:
https://www.sendspace.com/file/9hw35j

Hope that helps :D

Hmmm, that mod is incomplete, only contains the patch for no hydro on surface, but main mod is missing. Do yo have the whole mod?

maillemaker
07-10-15, 09:37 PM
http://i60.tinypic.com/dvndkh.jpg

I have seen this screen. So do I hurt anything if I have given my torpedo guy promotion points for stuff?

Steve

THE_MASK
07-10-15, 10:09 PM
I don't see how it would do anything if its disabled in the exe .

MCM
07-11-15, 02:30 AM
Ok, good idea :up:



Hmmm, that mod is incomplete, only contains the patch for no hydro on surface, but main mod is missing. Do yo have the whole mod?

Sorry no but found a very old version from August 2010: (IRAI_0_0_15_1)
https://www.sendspace.com/file/k37qqa

Claudia
07-11-15, 02:56 AM
Sorry no but found a very old version from August 2010: (IRAI_0_0_15_1)
https://www.sendspace.com/file/k37qqa

Ok, thank you!

We still need IRAI versions 30, 31, 33, 34, 35 and 36. If somebody has any of them, please post it!

Pressurised
07-11-15, 04:31 PM
Just thought i'd post here my story leading up to this mod and current progress.

Couple weeks ago out of nowhere, for no apparent reason I discovered an interest in submarines. I looked around for games and discovered the Silent Hunter series, despite all the negative comments I decided to take the plunge into numero 5 first. So I ordered it, and also a copy of the 6hr version of Das Boot. Watched it in a single sitting a few nights ago, great film!

I read about the modding for this game and it seemed Wolves of Steel was the way to go. I wanted a realistic and immersive experience so it seemed the right choice. I downloaded all the files at work beforehand(at home I get about 40kbs download speed). The game arrived today, thankfully it was a small patch to get to 1.2. I found the mod installation quite simple, the instructions were easy to understand.

Booted up the game and no problems so far, playing on 100% realism and real nav on. I've now made it half way across the sea with no incidents and will get to know my tools a bit better before working out torpedo settings :)

I gotta say thank you for this perfect collection and guide :)

ps. Its kinda awesome seeing where I live given a location on the map too, I live in a remote place that was a hotspot in ww2. Loch Ewe, NW Scotland :)

gap
07-11-15, 05:15 PM
Ok I'll upload my stuff tomorrow...:up:

Hi Oby, still waiting for your stuff :D

When you request a mission you get a grid reference.
When you approach the grid you receive a radio message that tells you a patrol time of 48 hours and an area to patrol of 80km.
You do not make a game save during the 48 hours of game time until the next patrol grid appears.

When you receive the second patrol grid.
There is no radio message and no area patrol radius given.

Just a side note. Not so important and maybe not possible, but it would be nice having:

- more variety in patrol-to-area objectives as far as their required duration is concerned.

- status reports, followed by confirmation messages by BdU, having to be sent at the beginning and at the end of each patrol-to-area mission, in order to BdU aknowledging its fulfillment. If due to compelling risks we fail surfacing the boat for a long time so that we can't send/receive messages, that's our problem, not BdU's. We might still be aknowledged for our patrol, but we will receive a belated confirmation of it...

- Patrol-to-area duration requirements being hidden when we first accept the mission. Once our patrol in the designed area is considered finished, we receive a message by BdU informing us on it. Alternatively, we could be given this information after sending the first status report (i.e. the first we send after entering patrol area; see above to understand what I mean). The military tend to be rather secretive, and they often hand out sensible information in a diluted way and at the last moment. Reasons for that are obvious. As a disciplinate U-boat commander we should be ready accepting it, even though it will make our patrols lesser predictable to us as well as to our enemy.

- Every once in a while our orders should be cancelled (i.e. we are reassigned to another area and/or task) even before, or right after, we start our patrol to the originally designed area. This is simulating unpredictable changes to ubootwaffe's order of battle, or even the attempt by BdU to confuse the enemy, in case our previous orders have been intercepted somehow by the Allied intelligence :03:

:o

Very nice Gap:up:

Thank you mate! :salute:
Hope to see you around more often! :)

THEBERBSTER
07-11-15, 05:30 PM
I was mentioning 48 hours, this was before I realized later that there is also 72 hour patrol grid areas as well.

The question is?
How does one fit real time in to be able to play 72 hours gaming time without making a manual save?

I only play in the evenings.
I have to make a manual save before entering the grid reference.
I then start again the next evening around 20.00 hours, and hope I can get to bed before 02.00 hours.

Peter

gap
07-11-15, 05:44 PM
I was mentioning 48 hours, this was before I realized later that there is also 72 hour patrol grid areas as well.

:up:
Whatever as far as we have variety or, for what can be seen from the player, some degree of randomness.

The question is?
How does one fit real time in to be able to play 72 hours gaming time without making a manual save?

I only play in the evenings.
I have to make a manual save before entering the grid reference.
I then start again the next evening around 20.00 hours, and hope I can get to bed before 02.00 hours.

Peter

Maybe a proper fix will be deviced. In the meanwhile, as a workaround for when you just need for it, have you tried pausing the game, minimizing it (Alt Tab IIRC) and hibernating your system? :03:

Trevally.
07-12-15, 03:17 AM
ps. Its kinda awesome seeing where I live given a location on the map too, I live in a remote place that was a hotspot in ww2. Loch Ewe, NW Scotland :)

Hi Pressurised and welcome to subsim:salute:

I too am from a remote Scottish hotspot - Orkney:D

Oby
07-12-15, 06:41 AM
Hi Oby, still waiting for your stuff :DAhoy Gap, I didn't forget...sorry for delay, just the day is to short for everything...

But here it is. My modest attempt to improve ingame representation of DCs and some other stuff:

http://s5.postimg.org/3k11hu35z/08_New_DC_in_action_02.jpg

http://s5.postimg.org/qziyn6mx3/06_New_bubbles_WIP_01.jpg

http://s5.postimg.org/fogaytg1z/09_New_DC_in_action_04.jpg

http://www.mediafire.com/download/s6hehzbqftgr75q/SH5_DC.rar

There are some realy nice 3d models on internet:

http://www.3dcadbrowser.com/download.aspx?3dmodel=57827

http://www.steelnavy.com/Akizuki3D.htm

http://www.turbosquid.com/FullPreview/Index.cfm/ID/906301

http://www.3dcadbrowser.com/download.aspx?3dmodel=10209

And a good reading about ASW in WWII in general(a lot of really great data):

http://www.ibiblio.org/hyperwar/USN/rep/ASW-51/

:salute:

gap
07-12-15, 10:25 AM
Ahoy Gap, I didn't forget...sorry for delay, just the day is to short for everything...

No problem mate. I understend it all! :)


But here it is. My modest attempt to improve ingame representation of DCs and some other stuff:

I have looked at your screenshots and at your dat files in S3d. Your models look nice! But have you noticed how odd is their shading in game, with abrupt shadow changes from a polygon to the next one, where smooth transitions would be expected? This could be the symptom of a problem with smoothing groups, the way S3d imports them or, more probably, it is due to unsupported or poor dat object shaders in SH5. I am confident that we can get rid of the problem. :up:


There are some realy nice 3d models on internet...

yep very nice, but those models aren't royalty free, and anyway, they are a bit too "high poly" for our needs. Nonetheless there is some good visual information we can grasp from them. :03:


And a good reading about ASW in WWII in general(a lot of really great data)

Bookmarked it! But I was rather thinking of a website listing allied depthcharges by model/nation/year of usage, preferably accompanied by schematics and main specs of each model. :)

Oby
07-12-15, 10:39 AM
Take a look at included screenshot(unidentified object wraped around DC)...I included both textured and nontextured versions...I didn't find any file that points to that anomaly... What can you say about that?

gap
07-12-15, 11:01 AM
Take a look at included screenshot(unidentified object wraped around DC)...I included both textured and nontextured versions...I didn't find any file that points to that anomaly... What can you say about that?

I looked at the screenshots you are pointing me to, but I don't understand what they refer to... an UFO-launched DC? :o

Oby
07-12-15, 11:35 AM
The strangest thing about this DC model is that if you completely remove the DC_barrels.gr2 file from SH5/library folder, game will still render DCs as if nothing happened...Try it you'll see...

It would be easy to change texture or even remodel a DC, but there is something else outthere(a hiden secondary 3d model of DC with strange thing wrapped around it) which I can't find neither understand...:hmm2:

Another good site(more specific):

http://www.navweaps.com/Weapons/WAMBR_ASW.htm

Hm, another question: Can I create an alpha texture for gr2 file to conceal parts of a model I don't wish to be seen?

vdr1981
07-12-15, 12:40 PM
I'm going to vacation in a few day (my wife insists that I should spend some time watching at real sea instead of only simulated one :D, she's right I guess) so I'm going to start upload of v1.04 tonight.

Hopefully, it will be more stable , realistic and easier to install...First and 2nd post are already edited to reflect new changes.

gap
07-12-15, 01:04 PM
The strangest thing about this DC model is that if you completely remove the DC_barrels.gr2 file from SH5/library folder, game will still render DCs as if nothing happened...Try it you'll see...

That's not strange at all. If you open guns_radars_01.GR2 (path: data\Library\ShipParts) where DC rack models are stored, you will notice that SHs racks contain 3d DC models already. That's only for eye candy though: real (explosive) DCs are stored in DC_barrels.gr2, and by deleting that file you make DC racks and throwers to throw... nothing. One problem I see is that each rack can accept more than one DC type, but there is no way to set their usage by date (they are all available at once), so the only way to have more than the two DC models already features in game, and them to enter service as the war goes on, would be duplicating them. That is an easy task for K and Y guns, but it gets more complicated for racks, as they contain animations which cannot be exported by GR2 Editor. The only way to clone stock racks, in order to give them new types of depth charges, would be cloning the whole file. That's renaming a lot of stuff, considered all the guns contained in that file :dead:

It would be easy to change texture or even remodel a DC, but there is something else outthere(a hiden secondary 3d model of DC with strange thing wrapped around it) which I can't find neither understand...:hmm2:

I had a look at DC_barrels.gr2. What you are talking about is probably the AO model, that you exported together with the main model :hmm2:


Another good site(more specific):

http://www.navweaps.com/Weapons/WAMBR_ASW.htm

One of my favorite sites for naval weapon and ammo inofrmation :up:
It is mostly based on John Campbell's "Naval Weapons of WWII", of which I have a digitalized copy on my HD.

Hm, another question: Can I create an alpha texture for gr2 file to conceal parts of a model I don't wish to be seen?

Definitely you can: trees and seaweeds use alpha masks for sorting transparent parts. IIRC you must assign an opacity map to the material you want to make semi-transparent.

I didn't find any file that points to that anomaly... What can you say about that?

What I can say for sure, is that S3ditor (and GR2 Editor for that matter), splits geometries along the edges of uv mapped islands. That's the same for edges which are marked as hard on the obj model.
You can verify it by importing one of your obj models and then re-exporting it. If for instance you had a cube whose faces were uvmapped separately (for making them to fit them on a square diffuse map, overlapping them over it), after importing-exporting it you will have 6 separeted faces rather than one cube! My suggestion is using as few UV map sewings as possible where smooth edges are expected. :know:

gap
07-12-15, 01:14 PM
I'm going to vacation in a few day (my wife insists that I should spend some time watching at real sea instead of only simulated one :D, she's right I guess)

Your wife doesn't lack a good dose of common sense as I can see, as well as a good touch of humor (not to mention all the patience she will probably need in order to bear you :D). Prepare you luggage and enjoy your vacation together with her. You both deserve it! :up:


so I'm going to start upload of v1.04 tonight.

Hopefully, it will be more stable , realistic and easier to install...First and 2nd post are already edited to reflect new changes.

:yeah:

THEBERBSTER
07-12-15, 01:58 PM
Hi vecko

For all your hard work you certainly deserve it.

Hope the weather stays kind for you both.

Peter

Oby
07-12-15, 02:03 PM
That's not strange at all. If you open guns_radars_01.GR2 (path: data\Library\ShipParts) where DC rack models are stored, you will notice that SHs racks contain 3d DC models already. That's only for eye candy though: real (explosive) DCs are stored in DC_barrels.gr2, and by deleting that file you make DC racks and throwers to throw... nothing. This is what it should be and I was thinking the same, but in game is like I wrote...I say again, you must remove DC_barrels.gr2 file and run a test mission...You'll see that the barrels are still there as if you never deleted the .gr2 file...:hmmm:(and I'm talking about underwater barrels, not those on ship.)

But anyway you opened my eyes - the file guns_radars_01.GR2 in ShipParts folder must be the reason for this mystery.


Great news,VDR1981!

I wish you happy vacation and a lot of good weather.:salute:

vdr1981
07-12-15, 02:42 PM
...not to mention all the patience she will probably need in order to bear you :D). ...



You know me too well Gap...:haha:

fitzcarraldo
07-12-15, 03:20 PM
Many thanks Vecko for all the work.

In the link first post tells "1.04", but the version is still 1.03.

I uninstalled all SH5, waiting 1.04.

Best regards.

Fitzcarraldo :salute:

johnysed
07-12-15, 04:26 PM
Hi,
can someone tell me, what am I doing wrong ? Everythings still, only I can move. Several overlays + original SH5 overlay
:hmmm:
Thanks

http://i.imgur.com/b6f7AAh.jpg

fitzcarraldo
07-12-15, 05:04 PM
I had problems with the SH4 UI. Try the enhanced SH5 UI. Also, check the installation procedure. I installed WoS "at first test" (first and only installation) and all works as expected.

Regards.

Fitzcarraldo :salute:

johnysed
07-12-15, 05:24 PM
Oh
I found it, it was problem in main.cfg, I copied it wrong.
Well, No country for old men :)
Thanks anyway.

fitzcarraldo
07-12-15, 05:31 PM
Oh
I found it, it was problem in main.cfg, I copied it wrong.
Well, No country for old men :)
Thanks anyway.

Vecko will be posting WoS 1.04. I suggest you wait for the new version.

Regards.

Fitzcarraldo :salute:

THE_MASK
07-12-15, 09:58 PM
IRAI 39
http://www.subsim.com/radioroom/downloads.php?do=file&id=3866

Aktungbby
07-12-15, 10:44 PM
johnysed!:Kaleun_Salute:Welcome to country for old men!:D

Pressurised
07-13-15, 02:28 AM
I noticed in Stoianm's tutorials his radio contacts show more information than mine such as range, speed and bearing. Why is this?

Also to go from WoS 1.0.3 to 1.0.4 does it require a complete uninstall?

Thank you :)

vdr1981
07-13-15, 03:30 AM
OK, for now direct link to mediafire (first post) is ready...
I'll fix other links too when I get back home this afternoon...:yep:

THEBERBSTER
07-13-15, 04:56 AM
Hi vecko

In the installation instructions you mention the bunker save in Step 7.
Would it not be a good idea to mention that the game play settings can be changed before making this bunker save.

When loading the game from the bunker save it would be useful to know if this should be done from the main menu or should the game be exited and restarted?

Peter

Damo
07-13-15, 06:00 AM
FYI.

Real navigation by the DarkWright (in folder structure)

Should be DarkWraith.

Also, does this, or do you plan to add an option for dumbing down the options a little? I'm talking about Map contacts and Identify Ship button. I understand that 100% realism and manual plotting is the preferred way for seasoned subsimmers but a lot of people don't have the time to sit down for a long session where plotting is a huge part of that. The default game has the option for Map contacts on/off so I don't see why you need to force it off in this mod. Yesterday I spent literally 3 hours scouring posts and this thread for a way to re-enable the Identify Target button. Plenty of people asked the same question but were met with silence or people saying they had no idea how to do it, yet the mod is advertised as being suitable for beginners (as long as they are willing to play 100% from the get go it seems).

Anyway, in the end I downloaded Dragons addon mod and used Winmerge to adjust the PageLayout.ini to re-enable the button, which I would have preferred not to do, instead having the file included in the mod as an option, like real Navigation. Having to download a whole other mod just for one small file is a pain, thank God I don't have a download cap on my internet or I'd be pretty annoyed about it.

Anyway, not a rant but a suggestion as I think there are many people that would appreciate the ability to make their own choice rather than conform to the notion that 100% realism is the best way. For the record I'd love to play 100% but as stated I don't have the time and would prefer to get into the action and fun rather than waste time plotting everything.

Great mod, much needed, and the only reason I dusted off my copy of SH5, SH3 still being my favorite. I spent many hours editing files in that game to get it how I liked it but don't really want to repeat that here. Thank You.

vdr1981
07-13-15, 08:17 AM
FYI.

Real navigation by the DarkWright (in folder structure)

Should be DarkWraith.



OOO Bummer...:/\\!!

Only what you have to do is to learn how to use TDW User Options file editor and you can set game options to match your taste. By default WoS will have settings for highest realism, it has to be like that because I tested the modpack with those options and I'm not really familiar with anything else.
You can fing auto req button in download section, no need for tweaking...It's called TWoS-Wind and Smoke addon...

To use TDW options file editor is really simple now, especially if your game has default C/Ubisoft/Silent Hunter 5 path . I've already set all necessary paths in cfg files so you only need to start the application, open options file and edit it as you like (while the magamod is not enabled with JSGME).

Also, if someone still say to me that he can't understand how to activate generic patcher I'll...https://youtu.be/97Gr4WKEkS0?t=1h56m26s:D

THEBERBSTER
07-13-15, 09:44 AM
Hi Demo

Check out my Sh5 tutorial index

The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=4703)

Always enable this mod lasteach time you update your game.

Peter

Frank Ravelli
07-13-15, 10:33 AM
Ok, so here I am, after two years far from the game I´m back. You know, the summer is being so hot that I needed some refreshing game and this one is the best for that.
And here I am with a new pc that I hope can finally cope with a modded version of SH5. You know, two years back I spent more thatn one week to learn, download and install Sober´s megamod. I went for the whole beast and I am pretty sure that I was able to install all the mods properly, but, as I said, my machine wasn´t powerful enough for the task, so I had regular ctd´s.
I had a lot of fun while doing the process of installing the megamod, as for me that´s a hobby in itself, sort of a metagame (I am very proud of having been able to run flawlessly a modded version of skyrim with more than 200 patches included, in a long process that took several months)
But the thought of installing the whole megamod manually, one mod at a time (and I had forgotten about TDW generic patcher!) was a little overwhelming and kept me away from reinstalling the game.
So, desperately in need of the refreshing waves of the baltic sea, I came back to this great forum only to find this INCREDIBLE, AWESOME, PERFECT compilation of WoS. And I have to say to you: thank you so much sir, you have done something here.
Because what took me more than one week before, it´s taken just two or three hours now (including reading and "letting sink" the instructions)

Of course I have some questions that have been raised in a couple of hours of gameplay, because I haven´t read all the mods´ readmes, so I have a lot to learn.

If you don´t mind I will just ask you a couple things:

-why does the navigator never give the position when clicking the celestial method? I´ve tried it and waited for about ten minutes, to no avail. There´s no problem when using the dead reckoning method though.
-I think that not all of the charts shown here
http://www.subsim.com/radioroom/showpost.php?p=2240147&postcount=141
can be found ingame. For example I haven´t seen the coastwise piloting and the celestial navigation ones. I found the last one specially interesting, cause I´d like to learn celestial positioning and the use of the sextant and that kind of thing.

I hope that you don´t mind if I come back with new questions when I have doubts about something.

Well, thank you so much for your priceless help with the mod compilation and congrats for your well deserved 2014 subsim award

vdr1981
07-13-15, 10:45 AM
-why does the navigator never give the position when clicking the celestial method? I´ve tried it and waited for about ten minutes, to no avail. There´s no problem when using the dead reckoning method though.

He needs more time, something like 45min or even more, it's random...

-I think that not all of the charts shown here

I had to remove some in order to meet 50 charts limit...Real nav charts are unreadable in game so I removed them , for now...

I hope that you don´t mind if I come back with new questions when I have doubts about something.

No problems at all...People questions can actually be helpful for me to determent what more should I add to tips and FAQ area...

fitzcarraldo
07-13-15, 12:43 PM
Installed WoS 1.04 without problems. All working well, as expected.

I note the SH3 style UI is default now; nice touch.

Wonder if there is a way to put flags in the boats, or it is completely incompatible with WoS.

Many thanks for the job and happy vacation, Vecko!

Fitzcarraldo :salute:

THE_MASK
07-13-15, 03:20 PM
-why does the navigator never give the position when clicking the celestial method? I´ve tried it and waited for about ten minutes, to no avail. There´s no problem when using the dead reckoning method though.
He should take about 45 minutes afaik .

vdr1981
07-13-15, 04:00 PM
Installed WoS 1.04 without problems. All working well, as expected.

I note the SH3 style UI is default now; nice touch.

Wonder if there is a way to put flags in the boats, or it is completely incompatible with WoS.

Many thanks for the job and happy vacation, Vecko!

Fitzcarraldo :salute:

It appears that SH3 interface is more stable and fluid...

Sub flags are not "incompatible" at all but they will destabilize modded SH5 from some to me unknown reason. This is also the case with few other mods that adds something to player's sub, like sub exhaust ect... However ,you're free to test it and to report your findings here...:up:

fitzcarraldo
07-13-15, 06:29 PM
It appears that SH3 interface is more stable and fluid...

Sub flags are not "incompatible" at all but they will destabilize modded SH5 from some to me unknown reason. This is also the case with few other mods that adds something to player's sub, like sub exhaust ect... However ,you're free to test it and to report your findings here...:up:

OK, many thanks!

Now I´m doing a trip from Wilhelmshaven to Kiel, across the Kiel Canal. A touristic/testing journey with a Type VIIC.

All the best!

Fitzcarraldo :salute:

THEBERBSTER
07-13-15, 07:23 PM
Hi vecko

Playing with v1.04

I have had to add the mod "gap - HD 1 deg Scope Bearing v 1.0"

When I went to use the attack scope it was only showing 5 degree gradules.

Was working ok with v1.03

Peter

fitzcarraldo
07-13-15, 08:57 PM
Hi vecko

Playing with v1.04

I have had to add the mod "gap - HD 1 deg Scope Bearing v 1.0"

When I went to use the attack scope it was only showing 5 degree gradules.

Was working ok with v1.03



Peter

Same here.

Also when attacking a merchant with deck gun and sunk it the game freezes when I clicked the captain's log botton in upper right bar - that with the cap hat. I needed to reset the PC. A complete crash.

BTW the ship sunk was from Netherlands. Campaign started in "Happy Times" navigating from Wilhelmshaven.

Regards.

Fitzcarraldo :salute:

vdr1981
07-13-15, 10:34 PM
I have had to add the mod "gap - HD 1 deg Scope Bearing v 1.0"

When I went to use the attack scope it was only showing 5 degree gradules.


Aaa, shuuuut...Thanks Peter! :up:
That "dds-remove" extension tricked me again. I'll add it back again as soon as I upload first 1.04 patch...:yep:


Same here.

Also when attacking a merchant with deck gun and sunk it the game freezes when I clicked the captain's log botton in upper right bar - that with the cap hat. I needed to reset the PC. A complete crash.

BTW the ship sunk was from Netherlands. Campaign started in "Happy Times" navigating from Wilhelmshaven.

Regards.

Fitzcarraldo :salute:

I've never thought that "Should I attack friendly ships?" question will ever be necessary in FAQ section... :D

What you have experienced there is common SH5 behavior when you are fit for court-martial...:03:

THEBERBSTER
07-14-15, 03:45 AM
There is radio message I have seen when it tells you it is ok to attack neutral shipping.

I think it comes up in the early part of EBCW.

This is another interesting radio message with orders to use magnetic detonators.http://i60.tinypic.com/9zpvzq.jpg

Peter

THE_MASK
07-14-15, 03:56 AM
All Polish vessels are to be considered hostile and valid targets which may be attacked at the commander's discretion.|Vessels of other nations are considered neutral and are not to be attacked.|OKM

fitzcarraldo
07-14-15, 05:49 AM
Aaa, shuuuut...Thanks Peter! :up:
That "dds-remove" extension tricked me again. I'll add it back again as soon as I upload first 1.04 patch...:yep:




I've never thought that "Should I attack friendly ships?" question will ever be necessary in FAQ section... :D

What you have experienced there is common SH5 behavior when you are fit for court-martial...:03:

Well... As a noobie SH5 player I never think attacking a friendly ship will freeze the game...It seems designed to bypass the martial court.

As I'm testing the game I would to try it sinking some ships...:arrgh!:

Many thanks and best regards.

Fitzcarraldo :salute:

gap
07-14-15, 06:41 AM
All Polish vessels are to be considered hostile and valid targets which may be attacked at the commander's discretion.|Vessels of other nations are considered neutral and are not to be attacked.|OKM

Well... As a noobie SH5 player I never think attacking a friendly ship will freeze the game...It seems designed to bypass the martial court.

As I'm testing the game I would to try it sinking some ships...:arrgh!:

Many thanks and best regards.

Fitzcarraldo :salute:

I think it is a side effect of New UIs. Hope TDW will fix it one day. :hmmm:

Discriminating among valid and not-valid targets is not always that easy. During the making of OHII, many nationalities where split in two nations sharing the same flag, one neutral, and the other on the Allies side. It was done to reflect those merchant fleets whose ships were considered valid targets in every-day practice, when they were thought to smuggle goods to England, even though their flag states were officially neutral. Both copies of the same nation can have merchant ships assigned, but the difference is that non-enemy counterparts only got coastal traffic. The nations I am talking about are: Finland, Sweeden, Denmark, The Netherlands, Greece, Yugoslavia, Estonia, Latvia, USA, Panama and Brazil. As a rule of thumbs, while those nations are officially neutral, attack their ships only when they are found within convoys, or when they are obviously heading to/from a British port. On the other hand attack ships sailing near the coasts of their home Nations at your own risk.

In any case, I think we should add some notes on this subject among the historical messages, in order to make things easier for players. :yep:

vdr1981
07-14-15, 08:05 AM
Discriminating among valid and not-valid targets is not always that easy.

Unfortunately, SH is very straightforward regarding neutral shipping.
The game will punish you if you sink neutral ship no matter which year it is or where neutral ship was sunk. Even if neutral ship is placed in British protected convoy, the game will still give you negative rating points which are very important for progress and so hard to earn...

The best example of this is one of my convoy attacks during the happy times. I was unfortunate enough to sink three Greek steamers in a convoy protected by British destroyers. The game gave me -3 rating points for this. In normal gameplay you'll need something like 100.000 - 150.000 tons of enemy shipping to replace this loss...

In short, with current OHII settings it's always better to avoid neutral shipping ,even in convoys...Kind of stupid but it's the way it is...

IMO it is perfectly OK to be penalized if neutral ship was sunk but it's not good to receive same penalties if neutral ship is in allied convoy.
The best and only solution would be to remove neutral shipping from allied convoys...

gap
07-14-15, 08:39 AM
Unfortunately, SH is very straightforward regarding neutral shipping.
The game will punish you if you sink neutral ship no matter which year it is or where neutral ship was sunk. Even if neutral ship is placed in British protected convoy, the game will still give you negative rating points which are very important for progress and so hard to earn...

The best example of this is one of my convoy attacks during the happy times. I was unfortunate enough to sink three Greek steamers in a convoy protected by British destroyers. The game gave me -3 rating points for this. In normal gameplay you'll need something like 100.000 - 150.000 tons of enemy shipping to replace this loss...

In short, with current OHII settings it's always better to avoid neutral shipping ,even in convoys...Kind of stupid but it's the way it is...

IMO it is perfectly OK to be penalized if neutral ship was sunk but it's not good to receive same penalties if neutral ship is in allied convoy.
The best and only solution would be to remove neutral shipping from allied convoys...

Vecko, please re-read my previous post and have a look into OHII's DefSide.cfg. I know what I am talking about as I myself created the core of that file, and discussed the feature with Zedi and Trevally. Neutral ships within Aliied convoys should be fake neutrals. If they aren't, they are there by mistake and should be replaced with the enemy counterparts of the same nations.

Eventually, we can equip actual neutral ships with lights. At least some of them. I am pretty confident that we can illuminate ships by nation and by date, while still keeping the same 3D model, the way we assign them different armaments and sensors. We just need to add some new bones on the ships, create dummy copies of them, and link some emissive material to them. :up:

On a side note, you said that sinking neutrals ships will penalize the player with negative reward, which I am glad of. Does it mean that not always neutral ship sinking ends with an instant CTD? :hmm2::rock:

fitzcarraldo
07-14-15, 09:18 AM
Vecko, please re-read my previous post and have a look into OHII's DefSide.cfg. I know what I am talking about as I myself created the core of that file, and discussed the feature with Zedi and Trevally. Neutral ships within Aliied convoys should be fake neutrals. If they aren't, they are there by mistake and should be replaced with the enemy counterparts of the same nations.

Eventually, we can equip actual neutral ships with lights. At least some of them. I am pretty confident that we can illuminate ships by nation and by date, while still keeping the same 3D model, the way we assign them different armaments and sensors. We just need to add some new bones on the ships, create dummy copies of them, and link some emissive material to them. :up:

On a side note, you said that sinking neutrals ships will penalize the player with negative reward, which I am glad of. Does it mean that not always neutral ship sinking ends with an instant CTD? :hmm2::rock:

My attack test was a lonely neutral ship sunk (near coast), and game freezing. The game lets me sink the ship, I see the ship sinking with huge flames. When I click the Captain´s logbook button in the upper right vertical bar - that with hat - the game freezes. It seems the game didn´t like to put the entry for the sunk ship in the book, and CTD.

The game didn´t CTD when attacking and sinking with deck gun the neutral ship, only after press the logbook button it crashes. And I press this button 15 minutes aprox. from the sinking; this was complete and without problems.

Best regards.

Fitzcarraldo :salute:

vdr1981
07-14-15, 09:37 AM
Vecko, please re-read my previous post and have a look into OHII's DefSide.cfg. I know what I am talking about as I myself created the core of that file, and discussed the feature with Zedi and Trevally. Neutral ships within Aliied convoys should be fake neutrals. If they aren't, they are there by mistake and should be replaced with the enemy counterparts of the same nations.
I see, and the idea is really realistic , just as it should be...

But, can you confirm that "fake neutrals" feature actually works in the campaign because it seems to me that I've never met one of those?:hmmm:
It's pretty easy to determent if unit is classified as neutral or enemy, TDW destroyed mark will show you just that every time, plus there is a DestroyedUnits.ini file where same thing can be checked...






On a side note, you said that sinking neutrals ships will penalize the player with negative reward, which I am glad of. Does it mean that not always neutral ship sinking ends with an instant CTD? :hmm2::rock:
Of course not, that was never the case...Only friendly kill will freeze the game when captain's log is clicked...From some reason this is also true for Polish merchants if you attack them before 1st Sept 1939...:hmmm: EDIT: And I think I've just learned why...
[SideEntry 1] ; /////////////////////////// G E R M A N Y \\\\\\\\\\\\\\\\\\\\\\\\\\\\
Country=German
Side=0
StartDate=19380101
EndDate=19390831
Germany is also neutral from some reason until 1st Sept 1939. Therefore, game thinks that actual kill was friendly and freez it self when log is opened..

vdr1981
07-14-15, 09:39 AM
The game didn´t CTD when attacking and sinking with deck gun the neutral ship, only after press the logbook button it crashes. And I press this button 15 minutes aprox. from the sinking; this was complete and without problems.

Best regards.

Fitzcarraldo :salute:

That was friendly ship, not neutral...Note that Netherlands ports are all blue at that time

fitzcarraldo
07-14-15, 09:59 AM
That was friendly ship, not neutral...Note that Netherlands ports are all blue at that time

OK, I understand. Many thanks.

All the best.

BTW: Will you take the vacations or not? Go and see a real sea, and enjoy, mate!!!

Fitzcarraldo :salute:

vdr1981
07-14-15, 10:01 AM
BTW: Will you take the vacations or not? Go and see a real sea, and enjoy, mate!!!

Fitzcarraldo :salute:

Tomorrow afternoon...I'll spam here just a little bit more...:D

gap
07-14-15, 10:07 AM
That was friendly ship, not neutral...Note that Netherlands ports are all blue at that time

So sinkinking friendly ships has not the same effect as sinking neutral ones, as far as CTD's are concerned?

gap
07-14-15, 10:09 AM
Tomorrow afternoon...I'll spam here just a little bit more...:D

I didn't dare asking, but since you are still here, what about putting back the changelog at post #1? :D

vdr1981
07-14-15, 10:12 AM
On a side note, you said that sinking neutrals ships will penalize the player with negative reward, which I am glad of. Does it mean that not always neutral ship sinking ends with an instant CTD? :hmm2::rock:
Of course not, that was never the case...Only friendly kill will freeze the game when captain's log is clicked...From some reason this is also true for Polish merchants if you attack them before 1st Sept 1939...:hmmm: EDIT: And I think I've just learned why...
[SideEntry 1] ; /////////////////////////// G E R M A N Y \\\\\\\\\\\\\\\\\\\\\\\\\\\\
Country=German
Side=0
StartDate=19380101
EndDate=19390831
Germany is also neutral from some reason until 1st Sept 1939. Therefore, game thinks that actual kill was friendly and freez it self when log is opened..



I didn't dare asking, but since you are still here, what about putting back the changelog at post #1? :D

What changelog?:hmm2:

gap
07-14-15, 10:53 AM
Of course not, that was never the case...Only friendly kill will freeze the game when captain's log is clicked...From some reason this is also true for Polish merchants if you attack them before 1st Sept 1939...:hmmm: EDIT: And I think I've just learned why...

Germany is also neutral from some reason until 1st Sept 1939. Therefore, game thinks that actual kill was friendly and freez it self when log is opened..

Well spotted! That's probably an error from my part :88)


What changelog?:hmm2:

TWoS' changelog of course. I remember having seen one covering previous versionss before the last release, but I don't see it anymore. I don't rememeber if it wast at post #1 or elsewhere though.

vdr1981
07-14-15, 11:03 AM
Well spotted! That's probably an error from my part :88)
I don't think so, default DefSide.cfg have the same "Side=0" entire for mentioned date...




TWoS' changelog of course. I remember having seen one covering previous versionss before the last release, but I don't see it anymore. I don't rememeber if it wast at post #1 or elsewhere though.

You saw it in patches...All previous changelogs are withing the madpack now...:yep:

gap
07-14-15, 11:59 AM
I don't think so, default DefSide.cfg have the same "Side=0" entire for mentioned date...

Then, it was our community mistake not to rectify this stock error earlier :O:
Have you tried sinking a German ship after changing tha 0 to 1?


You saw it in patches...All previous changelogs are withing the madpack now...:yep:

I see, thanks :salute:

vdr1981
07-14-15, 02:59 PM
Then, it was our community mistake not to rectify this stock error earlier :O:
Have you tried sinking a German ship after changing tha 0 to 1?


What for?
That change would make all German units part of Allied coalition and friendly unit kill would still be friendly unit kill. The game freezes only when you kill units from same coalition, regardless of your side...In SH5 our side is "Side=2" (AKA Axis).

But that is not the issue here... :hmmm:

The main problem for me is to understand why the game continues to spawn "Side=0" ships (aka neutral coalition) inside allied convoys if you say that something like should not be the case?

Could random convoys be assigned with coalition status in the first place?

Was Trevally even able to affect ships nations inside randomly spawned convoys and traffic, or is it completely random?

jannlord
07-14-15, 03:25 PM
Good day fellow Kaleun's :arrgh!:
Are there any good tutorial for manual torpedo attacks using real nav and WoS?
I picked up real nav with the latest release and am really digging it :yeah:
but find it very difficult to hit my targets at all.
I tried using the Crew for taking speed and firing solution but they always seem to fail. :dead:
I am a total noob at this so any help is appreciated :)

Damo
07-14-15, 05:33 PM
Good day fellow Kaleun's :arrgh!:
Are there any good tutorial for manual torpedo attacks using real nav and WoS?
I picked up real nav with the latest release and am really digging it :yeah:
but find it very difficult to hit my targets at all.
I tried using the Crew for taking speed and firing solution but they always seem to fail. :dead:
I am a total noob at this so any help is appreciated :)

Hi jannlord,

Watch the Let's Play I've linked below (playlist) as he uses a very easy and effective plotting technique for sinking ships in Wolves of Steel on full realism.

https://www.youtube.com/playlist?list=PLCXGyzkyFk9cYoRHxkEcPOAbTiHh0D0Lp

:salute:

THEBERBSTER
07-14-15, 06:08 PM
A Warm Welcome To The Subsim Community > jannlord :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:

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

gap
07-14-15, 07:21 PM
What for?
That change would make all German units part of Allied coalition and friendly unit kill would still be friendly unit kill. The game freezes only when you kill units from same coalition, regardless of your side...In SH5 our side is "Side=2" (AKA Axis).

Sorry, I meant changing 0 for 2


But that is not the issue here... :hmmm:

The main problem for me is to understand why the game continues to spawn "Side=0" ships (aka neutral coalition) inside allied convoys if you say that something like should not be the case?

I agree. Before we start bothering Trevally on it, are you absolutely sure that they were neutral ships? As I told you the flag is not a reliable indicator for the nations I listed in my previous post.


Could random convoys be assigned with coalition status in the first place?

Was Trevally even able to affect ships nations inside randomly spawned convoys and traffic, or is it completely random?

As far as I know, even random convoys can be formed according to some criteria. Nationalities and unit type are among those criteria. So yes, you can avoid neutral (0=Neutral) ships from spawning within Allied convoys. This is possible because, in game, "dissident" navies are threated as completely different nations compared to their neutral counterparts (who share the same flag with them). Indeed, this is not apparent to the player, who is left to decide wether a certain ship is a valid target or not from her location and behaviour. Ideally, discriminetaion factors should be:


A ship sailing under a neutral flag within an Allied convoy should always be an "1" (badly implemented feature according to your report)
A ship sailing under a neutral flag who is bound for/leaving from an Allied port, should always be an "1".
A ship sailing under a neutral flag with obscured lights, should always be an "1". Not yet implemented feature though.
A ship (especially a small vessel) who is sailing under a neutral flag withinn her national waters, is a dubious case but she is probably an actual "0". In absence of other disciminat factors, better leaving her alone.
A ship sailing under a neutral flag with lit lights, could be an actual "0". But this is not always true: before Pearl Harbor US ships were sailing in full light, nonetheless they were considered valid targets long before the USA declared war to Japan and Germany; as above: feature to be implemented.
For unescorted/lightly armed vessels, a valid method which also reflects an early war tactic actually used, would be surfacing the boat and drawing ship's attection on our boat. Any hostile action (including abrupt changes of route/speed, zigzagging, aiming/shooting guns against our boat, sending SOS messages, etc.), would unveil any fake "0".
Historical radio messages should be integrated with BdU messages stating for each nation fom which date they can start being considered valid targets, and under which conditions (see my notes above). Of course the strict observation of those engagement rules should minimize the risk of wrong target identifications by us. This is only partly implemented in game.


Implementing/exploiting those features would add a whole new dimension to the game, putting our expeience of captains to test. :yep:

THE_MASK
07-14-15, 07:50 PM
RE radio messages .
TheDarkWraithUserOptions
The percentage chance that the radio operation will intercept a radio message .
RadioMessagesInterceptChance = 50

Should this be increased to 90% chance ?

gap
07-14-15, 08:12 PM
RE radio messages .
TheDarkWraithUserOptions
The percentage chance that the radio operation will intercept a radio message .
RadioMessagesInterceptChance = 50

Should this be increased to 90% chance ?

In my opinion, no. Among the factors I listed below for discriminating among valid and not valid target, SOS messages are the ones I am actually not fully sure about. I am under the impression that New UIs spawns those messages pretty randomly, regardless of the diplomatic stance of the ship who has just spotted us. I remember intercepting a bunch of "scope spotted" or "SSS" messages while sailing in friendly ports, and this is tedious. Besides it, if we set enemy shipping along the lines of what I said in my previous post, we are left with a lot of cues wether to attack a given ship or not. There may be cases that we can't be 100% sure, bat that's realistic, and it is part of the fun! :up:

Oby
07-14-15, 08:28 PM
Hi,Gap!

Are there any particular consequences in game if I have been spotted and got a red radio message?

gap
07-14-15, 08:40 PM
Hi,Gap!

Are there any particular consequences in game if I have been spotted and got a red radio message?

If you have actually been spotted, yes, there are good chances that the spotting unit(s) will make the best out of TDW's Units radio patch and call for reinforcements, supposed that her (their) radio equipment wasn't damaged. But IIRC, the SOS radio messages intercepted by our radio man are just a cosmetic feature. Getting them doesn't necessarily mean that we have been spotted.

MCM
07-15-15, 02:28 AM
How do you recognize a if a ship is friendly or enemy? I have to dive really near the ship, am almost at fire torpedo resolution range and position... and then it is US eg. and I am not allowed. Is it the same for you? Frustration sometimes when you invest 20min with TC to come near only to see it is not for you.

Or is there a trick that will you have to recognize sooner if enemy or friend?

gap
07-15-15, 06:53 AM
How do you recognize a if a ship is friendly or enemy? I have to dive really near the ship, am almost at fire torpedo resolution range and position... and then it is US eg. and I am not allowed. Is it the same for you? Frustration sometimes when you invest 20min with TC to come near only to see it is not for you.

Or is there a trick that will you have to recognize sooner if enemy or friend?

What is your current date? Starting from April 10, 1941, US merchants in the Atlantic should be valid targets...

[SideEntry 152] ; /////////// U N I T E D S T A T E S O F A M E R I C A (E A R L Y E S C O R T S A N D P R E - W A R S K I R M I S H E S) \\\\\\\\\\\\ (Unescorted Merchant Ships, especially around Central and South Atlantic between South America and Africa, Warships Escorting North Atlantic Convoys [SC, HX, ON, etc.])
Country=FreeAmerican
Side=1
StartDate=19410410 ; First naval engagement between an U-boat and the destroyer USS Niblack. Before USA had entered in the war openly, 4 American steamers and 1 destroyer had been sunk, and 2 destroyers had been damaged during engagement with German U-boats in North, Central and South Atlantic. You may want to change this date in accordance with historical records on the involvement of USNavy in early allied Convoys
EndDate=19411207 ; Attack on Pearl Harbor

Trevally.
07-15-15, 07:18 AM
Hi All:salute:

I am not sure if I can be any help with the issues being discussed, but here is what I know:-

like Gap said - the nations that split into free nations are treated by the game as two separate countries. So this should not be an issue if player checks the flag. The flags are different for each.

Convoy make up is mostly random, but from a fixed pool. So if convoy HX*** has a pool including a free nation, there will be a % chance set for how many ships will be used in that convoy. % chances vary from convoy to convoy based on internet information about that convoy.

Radio messages can help here. Setting messages to inform player when a new free nation starts etc. This should be done in "red" message format to show the player this information is for them.
Within the radio message the % chance of receive for red massages should be 100% and set to repeat until received (boat may be underwater during transmission)

Hope this helps:)

gap
07-15-15, 07:51 AM
Hi All:salute:

I am not sure if I can be any help with the issues being discussed...

Of course you can... who else? :up:

like Gap said - the nations that split into free nations are treated by the game as two separate countries. So this should not be an issue if player checks the flag. The flags are different for each.

yep, the problem arises when the player needs to discriminate between valid and not valid targets, among the ones sharing the same flag; i.e. Denmark vs. FreeDenmark, for instance.

Convoy make up is mostly random, but from a fixed pool. So if convoy HX*** has a pool including a free nation, there will be a % chance set for how many ships will be used in that convoy. % chances vary from convoy to convoy based on internet information about that convoy.

Is it possible that you put some neutral nations within Allied convoys, when their Allied counterpart was already available in game? I.e. Danish ships instead of FreeDanish ones, by sticking to the nations in my previous example.


Radio messages can help here. Setting messages to inform player when a new free nation starts etc. This should be done in "red" message format to show the player this information is for them.
Within the radio message the % chance of receive for red massages should be 100% and set to repeat until received (boat may be underwater during transmission)

Hope this helps:)

Yes, this is exactly what I was thinking about. We should have done it from the beginning. :yep:
If an English mother tongue wants to preparate some make-up BdU messages along these lines, I am ready to assist him with all the needed information. A final revision by you would also help :)

CaptainFunk
07-15-15, 09:56 AM
Firstly Thanks for all your work on this mod - excellent stuff.

A quick question - is there a way to change the SH3 dials UI back to the ones used in TWOS 1.03?

Oby
07-15-15, 10:01 AM
Firstly Thanks for all your work on this mod - excellent stuff.

A quick question - is there a way to change the SH3 dials UI back to the ones used in TWOS 1.03?

Yes,use the OptionsFileEditorViewer inside SH5/Data/Applications folder...

gap
07-15-15, 10:05 AM
Firstly Thanks for all your work on this mod - excellent stuff.

Welcome to subsim, Captain! :Kaleun_Salute:

A quick question - is there a way to change the SH3 dials UI back to the ones used in TWOS 1.03?

Sure. From TWoS' FAQ:


- I want more custom settings in order to set gameplay options to suit my playing style...
Sure..Withing the modpack is contained an awesome TDW User Options File Editor Viewer application. Search forums for more and make a good use of it...LINK (http://www.subsim.com/radioroom/showthread.php?t=202346)

Aktungbby
07-15-15, 11:09 AM
jannlord & CaptainFunk(after a long silent run):Kaleun_Salute:on your respective first posts! :yeah:

CaptainFunk
07-15-15, 11:34 AM
Thanks Guys - Doh I read that and never put 2+2 together!

Yes back after a good few years! Looking forward to some action !:up:

THEBERBSTER
07-15-15, 12:32 PM
A Warm Welcome To The Subsim Community > CaptainFunk :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:

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


http://i61.tinypic.com/10igjed.jpg

jannlord
07-15-15, 12:42 PM
Thanks for all the tips and a warm welcome :D
I finally managed to get used to manual torpedo targeting and it feels so much more satisfying when you hit your target :arrgh!:
Now the real game begins I feel.

CaptainFunk
07-15-15, 01:17 PM
Ok Im just making sure of something before I destroy my installation :wah:

I need to:

-disable mega mod and associated options in JSGME.
- Then start the OptionsFileEditorViewer.exe in the D:\Ubisoft\Silent Hunter 5\data\Applications\OptionsFileEditorViewer folder
- Point the various files to the correct paths (My installation is on D not C)
- Amend whichever options
-Exit / Save
- Re-enable Mod and options in JSGME?

Do I have to run the generic patcher again? or is that it?

One other stupid question - does the Stadimeter work in this version? I manually ID the ship (I know auto req is off) , send mast height to TDC then click the stadimeter button in TDC but NADA?

Am I missing something or is the idea that I need to use the RAOB method?

Sorry for questions / feel like a noob again! :oops:

gap
07-15-15, 01:47 PM
Ok Im just making sure of something before I destroy my installation :wah:

I need to:

-disable mega mod and associated options in JSGME.
- Then start the OptionsFileEditorViewer.exe in the D:\Ubisoft\Silent Hunter 5\data\Applications\OptionsFileEditorViewer folder
- Point the various files to the correct paths (My installation is on D not C)
- Amend whichever options
-Exit / Save
- Re-enable Mod and options in JSGME?

Correct :up:


Do I have to run the generic patcher again? or is that it?

No need to: patched files are not modified by UI option editor.


One other stupid question - does the Stadimeter work in this version? I manually ID the ship (I know auto req is off) , send mast height to TDC then click the stadimeter button in TDC but NADA?

Have you tried toggling TDC imput mod to either on/off while using the stadimeter? It is the central button in TDC interface.

CaptainFunk
07-15-15, 02:29 PM
Have you tried toggling TDC imput mod to either on/off while using the stadimeter? It is the central button in TDC interface.

You mean the little red manual toggle button? Yes I think I did , didn't seem to make a difference. The main thing is that I take it from your response that the stadimeter should still work in this version? Maybe it is something to do with my manual Identify process? You do just dying the ship and click the 'send mast height to TDC ' text button don't you? Any thing else? (I noticed this didn't update the XO dialong I.e it still stated unknown tanker.

Vice84
07-15-15, 05:21 PM
Hello, i'm new on this forum, i've just installed this awsome mod..
There's a sort of tutorial or guide on how to manage on ALL THIS?
I've played the vanilla game, without even doing a single manual shot of torpedoes and now i not even understand how to set a course of my sub and how to check my position :yeah:

I wanna learn this and i can't handle just "try by myself" because there's SO MUCH to do :D :hmmm:

Pressurised
07-15-15, 07:59 PM
So I managed the 1.0.3 install fine, but after uninstalling and deleting all folders for the reinstall and 1.0.4 TWOS, I just cant get it to work. Base game is running, but no TWOS. I've tried several times following instructions exactly, I got 1.0.3 working first try :s What should I try, redownloading the 1.0.4 mod again? Am I missing something with the uninstallation?

hocking
07-15-15, 08:24 PM
To get the stadimeter to work, I think you have to have the WO window open (click the space bar). In fact, I think you have to have the WO window open in order to send the mast height to the TDC. Try that and see if it works.

jannlord
07-15-15, 10:40 PM
Hey guys, is there a reliable method to plot an intercept course? In the let's play of the norsecast he explains it a bit, but also has a fix point (the harbor that the ship is propably heading for) however in the open sea that doesn't work too well :wah::wah::wah:
If I search for help on google its mostly for stock Silent Hunter 5!
Any help would be appreciated!

CaptainFunk
07-16-15, 03:29 AM
Stadimeter sorted and very embarrassing haha I forgot it only worked in the attack scope. I was in the observation scope. Doh.

Jimbuna
07-16-15, 05:52 AM
Welcome to SubSim jannlord & CaptainFunk :sunny:

RoflCopter4
07-16-15, 02:14 PM
I don't know what I'm doing wrong. I just cannot get this game to work without it crashing every couple of minutes. This is the buggiest game I have ever seen in my life. How on earth am I supposed to make this work? It was a little better when vanilla (although not much), so I know the mod is making it even worse.

fitzcarraldo
07-16-15, 03:30 PM
I don't know what I'm doing wrong. I just cannot get this game to work without it crashing every couple of minutes. This is the buggiest game I have ever seen in my life. How on earth am I supposed to make this work? It was a little better when vanilla (although not much), so I know the mod is making it even worse.

Do you respect all the installation instructions? I installed it at first test, all working as expected, very stable by now. I´m a noobie with SH5, BTW.

Best regards.

Fitzcarraldo :salute:

THEBERBSTER
07-16-15, 04:24 PM
Need more info.

TWOS is a very stable platform.

No complaints from me.

Peter

Pressurised
07-16-15, 04:56 PM
So I managed the 1.0.3 install fine, but after uninstalling and deleting all folders for the reinstall and 1.0.4 TWOS, I just cant get it to work. Base game is running, but no TWOS. I've tried several times following instructions exactly, I got 1.0.3 working first try :s What should I try, redownloading the 1.0.4 mod again? Am I missing something with the uninstallation?

Problem fixed, the main TWOS rar extracts into another folder withint the Sh5 folder. One folder too deep basically.

Andysim
07-16-15, 07:11 PM
i cant make head nor tail of the instalation instructions. i did every step and all I get is "Error code 51" steam cannot launch this game".

cant launch it from UBI Soft launcher either.

Guess its back to SH4 TW for me :(

niwo
07-17-15, 12:50 AM
i cant make head nor tail of the instalation instructions. i did every step and all I get is "Error code 51" steam cannot launch this game".

cant launch it from UBI Soft launcher either.

Guess its back to SH4 TW for me :(

I think you didnt read the instructions!

Step 6:
Properly activate TDW generic patcher and restore "TWoS 1.04_Snapshot.gps". The patcher, snapshot and install instructions are already placed in the main game folder (Silent Hunter 5/TDW_GenericPatcher_v_1_0_168_0). (Steam version is not supported)

RoflCopter4
07-17-15, 02:25 AM
I just gave up and decided to once again reinstall the game (I think this is the fourth time, though it could be 5). It seems to be working now, kind of. It only crashes once an hour instead of every five minutes, so that's an improvement anyway.

One strange thing I've noticed is that I can't seem to get the deck gun to upgrade to the 105mm version. I bought the stupid thing, but I still have the 88mm gun (same ammo count as the 88mm gun rather than decreasing as it should, same description in the summary, same damage, etc - yes I'm aware that the model for both is the same but the evidence is clear that the upgrade did not work). While I get that in real life type VII boats never had the 105mm gun, if the intention was to make the upgrade impossible it should have been disabled so I wouldn't have wasted renown on it.

THE_MASK
07-17-15, 02:29 AM
I just gave up and decided to once again reinstall the game (I think this is the fourth time, though it could be 5). It seems to be working now, kind of. It only crashes once an hour instead of every five minutes, so that's an improvement anyway.

One strange thing I've noticed is that I can't seem to get the deck gun to upgrade to the 105mm version. I bought the stupid thing, but I still have the 88mm gun (same ammo count as the 88mm gun rather than decreasing as it should, same description in the summary, same damage, etc - yes I'm aware that the model for both is the same but the evidence is clear that the upgrade did not work). While I get that in real life type VII boats never had the 105mm gun, if the intention was to make the upgrade impossible it should have been disabled so I wouldn't have wasted renown on it.What port were you at when you upgraded the gun ?

RoflCopter4
07-17-15, 01:37 PM
What port were you at when you upgraded the gun ?

Kiel.

THE_MASK
07-17-15, 04:55 PM
Kiel.Ok , thats annoying . I have seen a post / posts on this before . Maybe Vecko can answer .

Zinmar
07-17-15, 11:43 PM
The search function didn't do me very much good but I have some questions. I'm getting involved with SH5, even though I biught it when it came out, heard horror stories and never touched it. I can't get SH3 to work on Win 7 (but never mind that).
I was wondering if this can be used without the real navigation, not something I'm interested in doing. Also, is there a way to get SH4 keyboard layout and UI for SH5? Honestly I hate the way SH5 is laid out and after getting adjusted to SH4 I would rather use that then the stock for this sim.
Is there someone willing to be a mentor in regard to setting SH5 up so I can enjoy running it? I'm not a hardcore player, but very casual. I finally figured out how to use auto TDC and my hat is off to those that want manual but no my cup of tea. My favorite part of SH4 is running along the surface with the external view locked on my boat (from the period pressing). I love that option and miss it in Sh5, I hate chasing my boat.

Either way, my hat is off to all those that have put in many hours making a lackluster game so much better.

Trevally.
07-18-15, 04:25 AM
Of course you can... who else? :up:

yep, the problem arises when the player needs to discriminate between valid and not valid targets, among the ones sharing the same flag; i.e. Denmark vs. FreeDenmark, for instance.

Is it possible that you put some neutral nations within Allied convoys, when their Allied counterpart was already available in game? I.e. Danish ships instead of FreeDanish ones, by sticking to the nations in my previous example.


Hi Gap

here is an example for convoy HX_. :-
[HX_]
Role=1
Doctrine=0
EscortPosition=1
EscortSpacing=900.000000
ConvoyRowSpacing=900.000000
ConvoyColSpacing=900.000000
Columns=0
IsWolfPack=false

[HX_.EscortUnit 1]
Type=4
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.EscortUnit 2]
Type=4
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.EscortUnit 3]
Type=4
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=90
GroupLinkId=0

[HX_.EscortUnit 4]
Type=1
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 1]
Type=102
Class=KLWarSupplies
CountryName=British
ExternalCargo=2
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=5
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 2]
Type=102
Class=KLWarSupplies
CountryName=British
ExternalCargo=0
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=6
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 3]
Type=101
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 4]
Type=102
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 5]
Type=102
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 6]
Type=101
CountryName=Panama
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 7]
Type=102
CountryName=Panama
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=3
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 8]
Type=102
CountryName=FreeBelgium
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

[HX_.ConvoyUnit 9]
Type=102
CountryName=FreeDenmark
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

[HX_.ConvoyUnit 10]
Type=102
CountryName=FreeFinland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 11]
Type=102
CountryName=FreeFrench
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.ConvoyUnit 12]
Type=101
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 13]
Type=102
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 14]
Type=102
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=40
GroupLinkId=0

[HX_.ConvoyUnit 15]
Type=102
CountryName=FreeNetherlands
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 16]
Type=102
CountryName=FreeNorway
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 17]
Type=102
CountryName=FreePoland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.ConvoyUnit 18]
Type=102
CountryName=FreePoland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 19]
Type=102
CountryName=FreeSweden
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=10
GroupLinkId=0

[HX_.ConvoyUnit 20]
Type=101
CountryName=Brazil
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

this convoy has many free nations within it :-
[HX_.ConvoyUnit 9]
Type=102
CountryName=FreeDenmark
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

I am sure I was careful to only use correct nations but i may have got some wrong. this file is very large so hard to review.

there are for sure some convoys who will have neutral ships and enemy ships - It was correct at the time and should still be correct now.
I do not think that there will be any allied (to germany) ships in a convoy as the escort etc will attack them.

So the sink allied ship bug should not be a issue for convoys:hmmm:

THEBERBSTER
07-18-15, 04:33 AM
Hi Zinmar

The different UI's are changed in TDW's Options File Editior Viewer.
http://i60.tinypic.com/r2936a.jpg

Real Navigation is just a mod enabled in JSGME.

See my tutorial post #146 regarding Auto TDC.

Use the Camera Icons at the top of the screen and the W-A-S-D keys to turn the camera.

Scroll the mouse key when in F2 will change the magnification.

F2 + Shift will speed the camera up.

Numeric keypad > 7 key to raise and 1 key to lower 4 & 6 to turn when in F2.

For 1 to 1 mentoring/tuition, just send me a PM or reply to my Email theberbster@sky.com

I will give you as much time as you need.

Peter

Deep_Hunter
07-18-15, 06:43 AM
Hey guys,
does the new WoS version still work with the TDW options file editor? The changes I've made with the editor have no influence to the game anymore... With WoS 1.03 everything worked fine. In the installation guide for the new version there is no word about the editor :hmmm:

gap
07-18-15, 06:50 AM
Hi Gap

here is an example for convoy HX_. :-
[HX_]
Role=1
Doctrine=0
EscortPosition=1
EscortSpacing=900.000000
ConvoyRowSpacing=900.000000
ConvoyColSpacing=900.000000
Columns=0
IsWolfPack=false

[HX_.EscortUnit 1]
Type=4
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.EscortUnit 2]
Type=4
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.EscortUnit 3]
Type=4
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=90
GroupLinkId=0

[HX_.EscortUnit 4]
Type=1
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 1]
Type=102
Class=KLWarSupplies
CountryName=British
ExternalCargo=2
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=5
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 2]
Type=102
Class=KLWarSupplies
CountryName=British
ExternalCargo=0
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=6
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 3]
Type=101
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 4]
Type=102
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 5]
Type=102
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 6]
Type=101
CountryName=Panama
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 7]
Type=102
CountryName=Panama
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=3
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 8]
Type=102
CountryName=FreeBelgium
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

[HX_.ConvoyUnit 9]
Type=102
CountryName=FreeDenmark
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

[HX_.ConvoyUnit 10]
Type=102
CountryName=FreeFinland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 11]
Type=102
CountryName=FreeFrench
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.ConvoyUnit 12]
Type=101
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 13]
Type=102
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 14]
Type=102
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=40
GroupLinkId=0

[HX_.ConvoyUnit 15]
Type=102
CountryName=FreeNetherlands
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 16]
Type=102
CountryName=FreeNorway
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 17]
Type=102
CountryName=FreePoland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.ConvoyUnit 18]
Type=102
CountryName=FreePoland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 19]
Type=102
CountryName=FreeSweden
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=10
GroupLinkId=0

[HX_.ConvoyUnit 20]
Type=101
CountryName=Brazil
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

this convoy has many free nations within it :-
[HX_.ConvoyUnit 9]
Type=102
CountryName=FreeDenmark
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

I am sure I was careful to only use correct nations but i may have got some wrong. this file is very large so hard to review.

there are for sure some convoys who will have neutral ships and enemy ships - It was correct at the time and should still be correct now.
I do not think that there will be any allied (to germany) ships in a convoy as the escort etc will attack them.

So the sink allied ship bug should not be a issue for convoys:hmmm:

Thank you Trevally, I think most of the problems came from us not informing the final player on how we set "free" nations, and how their ships are used in campaign, so that players don't know what to do when they meet a neutral ship in game. As you said, red messages are the best way to dispense this information, making sure that the player will read it. :up:

Trevally.
07-18-15, 07:04 AM
Thank you Trevally, I think most of the problems came from us not informing the final player on how we set "free" nations, and how their ships are used in campaign, so that players don't know what to do when they meet a neutral ship in game. As you said, red messages are the best way to dispense this information, making sure that the player will read it. :up:

yes, I agree Gap:yep:

Should be a simple case to list the free nations and their dates from defside, then add to year/month folders within the campaign messages.

Where free nations have the same flag as original nation - this won't help unless there is some other way to id ship nation or adjust the flag:hmmm:

gap
07-18-15, 07:38 AM
Where free nations have the same flag as original nation - this won't help unless there is some other way to id ship nation or adjust the flag:hmmm:

Maybe type of cargo on deck and/or lights (when I get them ready) and other neutral markings on "true neutral" ships, as opposed to absence of lights and presence of camoufflage schemes and armaments on deck, can offer some hint. In any case, wouldn't the rules I listed a few days ago, help discriminating among valid and non-valid targets (i.e. ships of the "free nations" and their "regular" counterparts:

...in game, "dissident" navies are threated as completely different nations compared to their neutral counterparts (who share the same flag with them). Indeed, this is not apparent to the player, who is left to decide wether a certain ship is a valid target or not from her location and behaviour. Ideally, discriminetaion factors should be:


A ship sailing under a neutral flag within an Allied convoy should always be an "1" (badly implemented feature according to your report)
A ship sailing under a neutral flag who is bound for/leaving from an Allied port, should always be an "1".
A ship sailing under a neutral flag with obscured lights, should always be an "1". Not yet implemented feature though.
A ship (especially a small vessel) who is sailing under a neutral flag withinn her national waters, is a dubious case but she is probably an actual "0". In absence of other disciminat factors, better leaving her alone.
A ship sailing under a neutral flag with lit lights, could be an actual "0". But this is not always true: before Pearl Harbor US ships were sailing in full light, nonetheless they were considered valid targets long before the USA declared war to Japan and Germany; as above: feature to be implemented.
For unescorted/lightly armed vessels, a valid method which also reflects an early war tactic actually used, would be surfacing the boat and drawing ship's attection on our boat. Any hostile action (including abrupt changes of route/speed, zigzagging, aiming/shooting guns against our boat, sending SOS messages, etc.), would unveil any fake "0".
Historical radio messages should be integrated with BdU messages stating for each nation fom which date they can start being considered valid targets, and under which conditions (see my notes above). Of course the strict observation of those engagement rules should minimize the risk of wrong target identifications by us. This is only partly implemented in game.


Implementing/exploiting those features would add a whole new dimension to the game, putting our expeience of captains to test. :yep:

What do you think?

gap
07-18-15, 08:14 AM
From historic radio messages:

19390903 1256 19390904 2005 1 30 1 0 0 -1 player 1939/09/03|U-boats are ordered to commence hostilities with Britain forthwith. At present, U-boats of the first wave are instructed to wage war against merchant shipping in accordance with the revised issue of the Prize Regulations. As long as war against merchant shipping is governed by the Prize Regulations, attacks are to be aimed at ships which, by the protocol, may be sunk without warning.|OKM

19390903 1400 19390904 2005 1 30 1 0 0 -1 player 1939/09/03|U-boat warfare against shipping is at present to be carried out in accordance with international rules. As long as war against merchant shipping is governed by the London Submarine Protocol, Article 22, attacks are to be aimed at ships which, by the protocol, may be sunk without warning. These are:|1. Troopships, i.e. vessels which are observed to be carrying troops or war material, or which may be identified in other ways.| (continued)

19390903 1405 19390904 2005 1 30 1 0 0 -1 player 1939/09/03|Message Continues:2. Any vessel escorted by enemy warships or aircraft.|3. Vessels taking part in enemy actions or acting in direct support of enemy operations, for example, by passing intelligence transmitting the "SSS" signal identifying an attack by submarine. Participation in operations is presumed if a merchant ship prepares to resist or take any action calculated to jeopardise the U-boat.| (continued)

19390903 1410 19390904 2005 1 30 1 0 0 -1 player 1939/09/03|Message Continues:"The current international law governing the conduct of naval warfare is included in the battle orders for the German Navy. The orders enjoin the strict observance of all rules of neutrality issued by the individual countries and observance of the general agreements of international law. Operations against shipping are to be governed by the revised edition of the Prize Regulations. Observance of the Prize Regulations is only obligatory if the enemy ships are unarmed.||BdU

19390904 1200 19390905 2005 1 20 4 0.85 BEFEHLSHABER DER U-BOOTE ALL 1939/09/04|By order of the F�hrer: No hostile action is to be taken against passenger ships sailing independently or in convoy. Operation orders Para VIa remain in force against merchant shipping||BdU

19390924 1558 19390925 2005 1 20 4 0.85 BEFEHLSHABER DER U-BOOTE ALL 1939/09/24|Allied passenger ships carrying 120 people or less can now be sunk in accordance with the Submarine Protocol or prize rules. However not under any circumstances are passenger ships carrying over 120 people to be sunk. These vessels are not to be attacked regardless of being blacked out or travelling a zig zag course.||BdU

We should look for those messages, and make our campaign messages to reflect them, in style and essence, with additional information on each nation whose ships might become valid targets. If need be, we can change ship armament, paint schemes, lights, unit types, etc. roster by roster. Creating dummy copies of the existing ships and equipping them as per need, is easy enough, and the player would still identify those copies as their parent unit. :up:

THE_MASK
07-18-15, 08:18 AM
Never seen any lit ships in SH5 . But then again I only travel from the Baltic to Scapa . Start new campaign , Baltic to Scapa . You get the idea . Baltic to Scapa .

CaptainFunk
07-18-15, 08:59 AM
HI

Ok all up and running with the enhanced SH5 UI (after using option viewer) :D and stadimeter working again :03: cough cough (see previous post)

Final (I hope) question to get me back to where i was some years ago. With the realism settings of TWOS there is no auto identify / send data to TDC. I know I can enable this with the WIND & SMOKE mod (yay) but wanted to know how I would go about sending the ID data to TDC manually?

I can obviously visually ID the ship with the recog manual but then what? :arrgh!:

gap
07-18-15, 09:17 AM
Never seen any lit ships in SH5 .

No, there are not lit ships in SH5 yet. But there can be in future. Though not impossible, lit windows and portholes might be a bit difficult to obtain; on the other hand, ships with navigation lights on should be a no brainer.

But then again I only travel from the Baltic to Scapa . Start new campaign , Baltic to Scapa . You get the idea . Baltic to Scapa .

We get you sober :haha:

THEBERBSTER
07-18-15, 09:45 AM
For those of you who cannot get on with real navigation I would suggest to make it a bit more challenging than using waypoints is to go in to both of the map tabs in TDW’s Options File Editor Viewer and disable the waypoint patches.

You will still see the sub and map contacts on the maps (game play setting) but you will now need to use the compass and rudder to navigate and the protractor and ruler to set up a 90ᵒ angle attack.

Peter

Pressurised
07-20-15, 01:55 AM
Could someone please advise on how I can change the underwater transparency? Thank you :)

veenee
07-20-15, 10:14 AM
Could someone please advise on how I can change the underwater transparency? Thank you :)

https://drive.google.com/file/d/0B8R_vBeVdt_9cktYZDJSemJSZFk/view?usp=sharing

If you replace these two files in relevant folders in MODS directory, you should be able to see as much as in vanilla SH5.

I think these files come from one of sober's mods but I might be wrong...

Pressurised
07-20-15, 01:25 PM
https://drive.google.com/file/d/0B8R_vBeVdt_9cktYZDJSemJSZFk/view?usp=sharing

If you replace these two files in relevant folders in MODS directory, you should be able to see as much as in vanilla SH5.

I think these files come from one of sober's mods but I might be wrong...


I tried them, it made everything underwater pitch black lol. Should of made a backup >.>

redline202
07-20-15, 04:02 PM
I tried them, it made everything underwater pitch black lol. Should of made a backup >.>

If you want the underwater to be more transparent, try using Enhanced Visibility from Dynamic Environment SH5 v 2.9-
http://www.subsim.com/radioroom/showthread.php?t=202520

Pressurised
07-20-15, 04:14 PM
Thank you, but im not sure how to modify it from within TWOS megamod.

CaptainFunk
07-20-15, 04:20 PM
hmmmm next problem .....

I cant seem to complete the first mission (Dazig Bay) .....The Captains log states that both primary / secondary objectives are complete and I recieved a message to rebase at Keil. I headed to Keil but I dont get any dialog to refit/ end patrol? I seem to recall little blue anchor symbols from the vanilla version? How do I end this mission?

THEBERBSTER
07-20-15, 06:00 PM
Hi CaptainFunk

You do not say if you have entered Kiel.

You should see the U-Boat base icon in Kiel.

This does not happen immediately when you receive the radio message.

On your way to Kiel at some point the U-boat base icon will move from Memel to Kiel.

Do not end your patrol before 4th September 1939 stopwatch time 00.00 otherwise when the game loads you will not be able to select the new mission.

The next mission will show on the navigation map when the nautical time is 00.00 but the stopwatch time will show 23.00.

Always work to the stopwatch time as here in Kiel GMT is + 1 hour.

Head for the U-boat base icon and at some point you will be able to end the patrol before reaching the bunker.

Keep a check on TWOS post #2 as this is constantly updated by vecko to keep us all informed what to look out for.

Quote > Make sure to be ON PATROL when deadline date of last objective is reached, preferably somewhere at the open seas without AI units in your vicinity . This is important so be careful if you use mods like "Change Days in Bunker"... The end date of first "Coastal Waters" campaign is 1st June 1940.

Peter

Zinmar
07-20-15, 07:01 PM
Thanks for the help Berb, got me up and running! I do have one more problem though. Which mod out of the bundle in the mega do I need to remove for auto-TDC. The way it runs now I lost the 6 white circles for a plot to hit. I know some folks like doing the plotting themselves but I have no desire to do it. If I need to remove the mega I will but I'm hoping if just one of the mod in the collection is removed those plot/attack circles will return.

I have another problem that has cropped up as well. When I go to use my binoculars I now have 4 different views. In in each of the 4 corners and showing the entire scope view but in 4 sections. Very weird and very hard to work with. Any idea what might be going on?

CaptainFunk
07-21-15, 02:02 AM
HI Peter, thanks for.helping however.I'm.still.confused.

I am in Keil Harbour now and there's a little gold sub symbol next.to.the.Blue.anchor symbol.for.Keil. Is that the.symbol.you.mention?

Another.mission for.British coastal.waters.has.also appeared on the.map.

However.I am.still unable.to.enter.Base? I even.went all the.way.to the.Keil u.boat.pens. The.first mission.ended.on 4.Sept and I.arrived back in Keil around 6 Sept. (I'm not at Pc to confirm but it was.definitely.post.4th)

I presume I need to dock for refit and to complete mission? The captains log states.that it is.all complete and is highline as such in green text.

Not sure.what I'm missing?

veenee
07-21-15, 04:05 AM
I tried them, it made everything underwater pitch black lol. Should of made a backup >.>

After installing 1.04, I had to 'improve underwater visibility' as well.

I just (literally, 10 mins ago) copied this file:
https://drive.google.com/file/d/0B8R_vBeVdt_9Tm12MnNyUkpPdUU/view?usp=sharing

into
x:\xxx\Silent Hunter 5\data\Filters\ColorCorrection

And I can see underwater again.
This one is different from the one I linked before.

THEBERBSTER
07-21-15, 05:30 AM
Hi CF

Sounds like you have a number of issues going on with the binoculars and end of patrol.

The sub base icon is just to inform you where your base is.
It is a marker to aim for when entering a harbour as without it if you were going there for the first time you would not know where to go.
Entering Kiel at night and in fog can be challenging.
As you will notice the icon is nowhere near the actual bunkers, but as you head towards it the end of patrol/refit activates with the flashing anchor.

I would be inclined to install a new version of TWOS and see if that sorts your problems out.
I have had a problem in the past also and that fixed it for me.
You maybe unlucky that in the download a file was corrupted.

If not you may need to re-install SH5.
If so make a copy of of the CareerHistory cfg file found in the path
Documents\SH5\data\cfg\CareerHistory
Copy and paste it back when SH5 is re-installed.

If you use refit you will not get a grid reference.
The plus side with refitting is there is no date advancement.

When you end the patrol you are able to request a mission which will give you a number of grid references to patrol and earn bonus points.
The downside is the bunker days have been increased from 14 to 24 days.
This puts pressure to complete BCW and NWA as where I used to get a VIIB I like Shaefer still have a VIIA.

Completing BCW and NWA is more important than going after the BB's in BTF where your limited torpedo resources will be tested.
If you want to take out both of the BB's means an earlier torpedo replenishment which eats into the mission times.
To get around the new bunker days in v1.04 you can always add the mod Change days in bunker and set your own limits.

I am not having any problems with these mods.
The Wolves of Steel 1.04
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWright
The Wolves of Steel - 16x9 Resolution Patch
DeckGun Friendly Waves_Test
DeckKannon
sobers 7A_B deck crew moved for Shaefer SH5
sobers OH2.5 Kiel Lite mod V4 SH5
Change days in bunker
Clock by Shmal
one ship, one torpedo v1.00
Critical hits v 1.2
gap - HD 1 deg Scope Bearing v 1.0
The Wolves of Steel - Wind & Smoke addon

I added the deck gun mod after sinking a SV SMC 1936 tons I only had 59 HE and 53 AP shells left.
In hindsight I probably could have used less shells and waited for it to sink.
Not had a chance yet to put this deck gun mod to the test on anything larger than a coastal boat.

As far as the Auto TDC I think this is an enforced manual setting in the Options File Editor Viewer (OFEV) that needs to be disabled.
If you are using the internal OFEV that comes with TWOS I think vecko may have set a number of the default patches to suit his mod.
You need to disable the last patch in the XO tab.
http://i58.tinypic.com/2eyhw5k.jpg

In the Game Play Options you need the Manual Targeting System tick box empty.
http://i58.tinypic.com/27zdjkj.jpg

I would recommend my tutorial post #146 rather than using the circles.
The circles really limits your capability where as my tutorial will still allow you to fire at targets beyond 4,000 metres.
If you cannot do without the circles then make changes in the OFEV Navigation and TAI tabs where you can enable the patches to enforce the circles to show in your game.
http://i59.tinypic.com/29fuhk.jpg

Peter

Nilssoni
07-21-15, 05:57 AM
Hello my fellow captain's!

I have used this mod little while (couple day's) and when im doing mission i can't see any progress bar, i cant get any iron cross top left corner when im in the map.

Other problem is that, it crashes suddenly, without warning, no errors. :hmmm:

THEBERBSTER
07-21-15, 06:17 AM
Hi Nilssoni

To understand the game you need to read the FAQ's on the TWOS post #2.
This all becomes a bit like a stuck record unnecessarily repeating ourselves when all the information can be found there.
Please take the trouble to read it as it might save another unnecessary post.

Peter

F.A.Q. & Tips (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
- Where's mine tonnage bar?! I can't play without it!
I'm sorry...It's dead!

franz_the_cat
07-21-15, 07:20 AM
Servas all together .
I've Wolves of Steel 1:04 downloadet .its Wolves of Steel - Documentation available .
As in Wolves of Steel - Documentation instead of the usual data or data is in each Kleinmod Docomentation , I'm assuming the Wolves of Steel - Documentation a Big Mod is the once angeclickt is instaliert moved or is or is everyone in little mods contained therein can be opened with Documentation; and then try installing is the assume I just let ?

Well now what ????? Is Wolves of Steel - Documentation a mod or a many little mods ?????????

CaptainFunk
07-21-15, 09:26 AM
The sub base icon is just to inform you where your base is.
It is a marker to aim for when entering a harbour as without it if you were going there for the first time you would not know where to go.
Entering Kiel at night and in fog can be challenging.
As you will notice the icon is nowhere near the actual bunkers, but as you head towards it the end of patrol/refit activates with the flashing anchor.


Good news its sorted :yeah::up: I loaded a slightly earlier save and the Anchor popped up as I entered the Kiel Harbour near the symbol. I must have either missed it or not gone close enough to the symbol as I just made my way to the Sub pens at the end of the harbor. So bottom line was to use the symbol on nav map to aim for rather than pens!!!

Back to battle on Mission 2!!:up:

PS I might try some of the MODS you mentioned as I found the deck gun a little under powered (not that I have a RL reference or experience of such things!). Also some of the Torp damage mods you mentioned sounds interesting i.e. Critical hits and One Ship, one shot.

Thanks Again for your help

THEBERBSTER
07-21-15, 09:42 AM
Hi FTC

TWOS v1.04 does not come with any text information regarding this version.

We will probably have to wait for the first patch to appear before we can see all the changes that have been made.

Peter

THEBERBSTER
07-21-15, 09:57 AM
Hi CF

With Wilhelmshaven the bunker is prominent.
The sub icon is a distance away from the bunker.

You will always get a flashing anchor to alert you before it goes static, but it should not disappear.

There is nothing to stop you taking the u-boat down to the bunker if that is something that you like to do.
However, there must be a bug or something that kicks in and you can get, but not always, a horrible grinding noise as you try to take the u-boat in to the entrance of the bunker even though you are perfectly lined up to do it.

The "Critical hits" deck gun mod is too early to access it's effectiveness.
It did make short work of the coastal boat better than the default one.

The torpedo mod v1.00 does exactly what it says.
There is also a less powerful version v1.00a
This can save a lot of traveling time to replenish if you are having to fire 2 or 3 torpedoes at a time.
Not for the purist's this one.

Peter

Pressurised
07-21-15, 01:16 PM
After installing 1.04, I had to 'improve underwater visibility' as well.

I just (literally, 10 mins ago) copied this file:
https://drive.google.com/file/d/0B8R_vBeVdt_9Tm12MnNyUkpPdUU/view?usp=sharing

into
x:\xxx\Silent Hunter 5\data\Filters\ColorCorrection

And I can see underwater again.
This one is different from the one I linked before.

That worked for me, thank you very much :)

franz_the_cat
07-22-15, 12:54 AM
how do you do that

http://img5.fotos-hochladen.net/uploads/66dssj7ck0q3pnr9.jpg (http://www.fotos-hochladen.net)

THEBERBSTER
07-22-15, 05:31 PM
I know this has been deactivated, but is there a way to see the contact > type in the hydrophone station rather than waiting for it to appear in the message box.

veenee
07-25-15, 02:58 AM
Hey guys,
does the new WoS version still work with the TDW options file editor? The changes I've made with the editor have no influence to the game anymore... With WoS 1.03 everything worked fine. In the installation guide for the new version there is no word about the editor :hmmm:

same here - what am I missing?

I make the save to:
\Silent Hunter 5\MODS\The Wolves of Steel 1.04\data\Scripts\Menu\TheDarkWraithUserOptions.py

menu path is:
Silent Hunter 5\MODS\The Wolves of Steel 1.04\data\Menu\menu.txt

are these correct locations?

EDIT: scrap that, followed these instructions and it is fine now:
http://www.subsim.com/radioroom/showpost.php?p=2328846&postcount=2332

THEBERBSTER
07-25-15, 04:20 AM
Hi guys

You need to disable the mods first.
Make the changes.
Re-enable the mods.

Peter

Ratti
07-26-15, 02:11 AM
Thanks a lot for this mod!

I had bought SH5 a few years ago when it got out and i abandoned it as soon as i realized how full of bug and glitches was.
However i recently reinstalled it and i'm glad that i found a megamod so easy to set up. So far i have been training on the tutorials, but i'm quite enjoying the overall feeling of the game and the mod, it's quite great. I'm just sad i didn't decided to try it earlier!

However i have a small question, not sure which mod is tied to so i decided to ask it here, maybe it has been answered already but i couldn't find it: from the look of the tutorial and the videos, when i lock a ship i could click on a button from my officer to recognize the ship. However i don't have that button at all(i have all the others). Is it an intended change of feature or i messed up something in the installation process?
thanks again for the great megamod!

Ratti
07-26-15, 03:21 AM
By digging deeper into the forum i found my answer: the feature has been disabled for realism (it's on page 60 for anyone with the same problem). This however brought me to another problem: if i manually recognize the ship through the manual, and i click on "send to TDC", the ship bottom hull shape is not transferred to the torpedo height chart in order to set the dept of the torpedo, therefore i'm always not sure where i'll hit the ship.

Thanks again for this great mod!
Cheers

THEBERBSTER
07-26-15, 06:20 AM
Just add this mod last in JSGME.

The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=4703)

Ratti
07-26-15, 07:23 AM
Thanks THEBERBSTER for the fast reply!
I'm downloading it now. So far i'm quite enjoying the adrenaline when you are hunting down a ship. The real navigation improves quite a lot the feeling. I'm still quite bad at it, but i'm improving!

Funny noob experience: After finding a merchant, i decide to hit it whit 4 torpedos (you never know, duds and misses), but only one lands on target! Therefore i surface really close to the ship trying to give it the final blow with my deck gun. Ship starts to run off by passing in front of me at 50m at 90' on fire. In all this excitement i forgot to check around for smoke on the horizon. At some point i notice in the trail of the ship a distant smoke. As soon as i notice it while my crew was reporting it, a light bliz of a shell land on my unfortunate Uboat. I crash dive into the see with half of my submarine flooded, trying to save myself: i never made it back on the surface.

Riekopo
07-26-15, 08:02 AM
Two questions from a nooby. Does this mod make the water much murkier/darker? If so, is there a file I should remove to stop that or replace with a different file? Second, how can I make the Sub System screen be in English instead of German?

THEBERBSTER
07-26-15, 09:58 AM
A Warm Welcome To The Subsim Community > Ratti :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:

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

When using "Real Navigation" it can be used with or without "No Map Contacts."

THEBERBSTER
07-26-15, 10:02 AM
Hi Riekopo

The TWOS file affects both fog and the water darkness.

Try this and see if it was you are looking for.

Post #170 How To Improve Underwater Visibility (http://www.subsim.com/radioroom/showpost.php?p=2267185&postcount=170)

Peter

CaptainFunk
07-28-15, 02:37 AM
HI again In my new found return to SH I have now also rooted out my old SH3 disk and set up a great molded SH3 version which is quite simply awesome! however my intention is still to dabble in Sh5 (will no doubt cracking open SH4 again at some point) so my question(s) is this.

Is there a way to incorporate magui in Twos? ( I love this Ui)

I may give wolves of the deep a go - what is the uninstall procedure forTWOS? Obviously reverse core mod via JSGME BUT what about the generic patcher? I presume I restore some sort of stock file?

Thanks in advance for any pointers

THEBERBSTER
07-28-15, 05:12 AM
Hi CF

Unless someone says otherwise it is a complete re-install.
The reason would be all the tweaking of the SH main files would not be compatible with the Magui (WOTD) or anything else.

If you have set up the Generic File Patcher, Options File Editor, JSGME from within TWOS then check out my Tutorial Posts #2 -#4 -#6
It is important to use the latest gps file for the GFP that comes with Wolves Of The Deep.

Make a copy of your Career History cfg file see tutorial post #52.

Peter

Deep_Hunter
07-28-15, 09:02 AM
It would be nice to mention that all settings for the Option File Editor Viewer are already done...There is no word about it in the description at the first post

fitzcarraldo
07-28-15, 02:26 PM
Hi CF

Unless someone says otherwise it is a complete re-install.
The reason would be all the tweaking of the SH main files would not be compatible with the Magui (WOTD) or anything else.

If you have set up the Generic File Patcher, Options File Editor, JSGME from within TWOS then check out my Tutorial Posts #2 -#4 -#6
It is important to use the latest gps file for the GFP that comes with Wolves Of The Deep.

Make a copy of your Career History cfg file see tutorial post #52.

Peter

Sorry for the question; it seems I don´t understand this point: Can you change the UI to the MaGUI for SH5 in TWoS? I think if I do that, I will ruin for ever all the precious stability of the super-combination-of-mods.

Best regards.

Fitzcarraldo :salute:

THEBERBSTER
07-28-15, 02:27 PM
Hi DH

The probable reason for this is that it allows each player to customize their own game play.

vecko encourges the OFEV to be investigated in his instructions.

Some of the settings that vecko has made may not suit everybody especially in the TAI and Nav Map settings where gamers may want to play their game on easier settings.

I do not use the OFEV from TWOS but use a stand alone application so I have never used the pre-set patches.

Peter

fitzcarraldo
07-28-15, 08:09 PM
It would be nice to mention that all settings for the Option File Editor Viewer are already done...There is no word about it in the description at the first post

Disabling TWoS with JSGME first you can change at your taste the options with OFEV. I - as newbie in SH5 - changed the settings for autotargeting and no problem in missions or campaign. Also I changed the UI to SH5 Enhanced. But - this is a sine qua non condition - you need to disable TWoS before the changes.

Regards.

Fitzcarraldo :salute:

fitzcarraldo
07-28-15, 08:44 PM
Seeing the CSP MaGUI UI - and using MaGUI in SH3 - I would to know if it is compatible with TWoS. I like to try it.

Regards.

Fitzcarraldo :salute:

Deep_Hunter
07-29-15, 02:54 AM
Hey guys,
thank you for answering my post! I'm using the OFEV since WoS does exist. Its quite important for me to have this tool, because I'm using a german keyboard mod. There are some double settings which I can change with the OFEV. And I like the slideout-option for the instruments. With WoS 1.03 I could change those options without disabling and re-enabling the mods. Somehow I missed the changing that comes with 1.04. It was quite annoying to try it like I used before and nothing happened... Also in the instructions the OFEV was missing... I found out that something changed by reading a lot of posts in this threat (this search also was quite annoying) So I came to post my (angry) suggestion that it would be nice to mention the changes somewhere. Now that I know I can continue playing this wonderful Mod!
Thank you again and good hunting!!!

THEBERBSTER
07-29-15, 04:26 AM
With reference to the Magui UI this is a question that vecko needs to answer.

With reference to the OFEV I always set this up outside of SH5 along with the GFP as if you have to do a complete re-install at any time both will be lost.
It is also a good idea to make a copy of the TDW's py file as your OFEV settings can be wiped out.
If you are not sure how to do this there is a green section at the bottom of my tutorial post #6.

Peter

fitzcarraldo
07-29-15, 07:08 AM
With reference to the Magui UI this is a question that vecko needs to answer.

With reference to the OFEV I always set this up outside of SH5 along with the GFP as if you have to do a complete re-install at any time both will be lost.
It is also a good idea to make a copy of the TDW's py file as your OFEV settings can be wiped out.
If you are not sure how to do this there is a green section at the bottom of my tutorial post #6.

Peter

Thanks ofr the answer!

Regards.

Fitzcarraldo :salute:

Elphaba
07-29-15, 11:08 AM
I don't know / read / speak German, and I have zero interest in learning to doing so, so is there a way of getting all the speech, UI etc changed back to English but still keep the rest of these mods?

Thanks

Deep_Hunter
07-30-15, 02:57 AM
Hey guys,
one more question to the new version of WoS: Sobers "removed Z dat ships" is not in the modlist anymore. Is the problem with the destroyed ships in habours like Kiel already solved? In WoS 1.03 the mod was included. Thats why I'm wondering if its solved or just missing...

vdr1981
07-30-15, 03:16 AM
Hey guys,
one more question to the new version of WoS: Sobers "removed Z dat ships" is not in the modlist anymore. Is the problem with the destroyed ships in habours like Kiel already solved? In WoS 1.03 the mod was included. Thats why I'm wondering if its solved or just missing...

The issue is solved by my version of Sobers Kiel light mod...Check out redme documentation of OHII Ports_Traffic addon...

Deep_Hunter
07-30-15, 03:31 AM
Thx :up:

THEBERBSTER
07-30-15, 10:04 AM
I notice in the OHII documents that the stock boat until Happy Times appears is a VIIA.

Are any upgrades available to a VIIB in the Total Germany campaign?

Peter

Depri
07-30-15, 05:30 PM
So i just installed the mod + real navigation.
When I start or load a game, I get a message that says "Navigator: Calculated position is [...]", and a corresponding navigation marker on the map.

Is there any way to have him do this again? Because I have absolutely no Idea where I am...

THEBERBSTER
07-30-15, 05:55 PM
Hi Depri

If you press the illustrated icon it will give you a new map fix position whenever you want it.
http://i59.tinypic.com/fkaasy.jpg
Peter

BeN2988
07-31-15, 07:01 AM
Does anyone have any russian systems submarines under the megamod?

fitzcarraldo
07-31-15, 07:19 AM
So i just installed the mod + real navigation.
When I start or load a game, I get a message that says "Navigator: Calculated position is [...]", and a corresponding navigation marker on the map.

Is there any way to have him do this again? Because I have absolutely no Idea where I am...

Better is the game with RN but until you learn it you can play without RN disabling the mod with JSGME.

Regards.

Fitzcarraldo :salute:

Depri
07-31-15, 07:55 AM
Thanks for the answer, of course it had to be behind the one button I wouldn't check .

Aktungbby
07-31-15, 09:13 AM
Depri!:Kaleun_Salute:

BeN2988
07-31-15, 09:15 AM
How to solve problems with the periscope ? SH5 1.2 Ubi license. Game resolution 1920x1080 16:9.

http://s7.hostingkartinok.com/uploads/thumbs/2015/07/59042a1929b080bc1b941d8bcd17d201.png (http://hostingkartinok.com/show-image.php?id=59042a1929b080bc1b941d8bcd17d201)

http://s7.hostingkartinok.com/uploads/thumbs/2015/07/bb8f8464c2b15705b403e67b475824d3.png (http://hostingkartinok.com/show-image.php?id=bb8f8464c2b15705b403e67b475824d3)

http://s7.hostingkartinok.com/uploads/thumbs/2015/07/bee97df4635fd8efe16509a1a541945e.png (http://hostingkartinok.com/show-image.php?id=bee97df4635fd8efe16509a1a541945e)

niwo
07-31-15, 09:47 AM
I think its a bug. Just use the Mouse Wheel. I have the same thing some times.

BeN2988
07-31-15, 10:05 AM
I think its a bug. Just use the Mouse Wheel. I have the same thing some times.
Yes, the mouse wheel has helped ! Thanks. Each time have to do so that is not very convenient :(

niwo
07-31-15, 02:31 PM
I know, but with silent hunter games you just have to deal with things like that. Its one of the very minor bugs these games have.

For example, major bugs are:
unable to save the game (after hours on patrol)
unable to load saved games (corrupted due to saving in the wrong area, coast, near ships etc. especially sh3)
crash to desktop
CO2 rising when surfaced
etc etc.

Think of it like you have to refit your ocular from time to time ;)

THE_MASK
08-01-15, 03:55 PM
I know, but with silent hunter games you just have to deal with things like that. Its one of the very minor bugs these games have.

For example, major bugs are:
unable to save the game (after hours on patrol)
unable to load saved games (corrupted due to saving in the wrong area, coast, near ships etc. especially sh3)
crash to desktop
CO2 rising when surfaced
etc etc.

Think of it like you have to refit your ocular from time to time ;)
''unable to save the game (after hours on patrol)'''
I have played where I have had over 100 saves in a campaign .
''unable to load saved games (corrupted due to saving in the wrong area, coast, near ships etc. especially sh3)''
I get this occasionally if I muck around with mods during a campaign or when my computer card couldn't manage it .
''crash to desktop''
Only ever had a handful of ctds in SH5 in 5 years . Much more stable then SH3 imo .
''CO2 rising when surfaced''
I have never had CO2 rise except for the time I continued to stay submerged after the CO2 warning sign flashed .

fitzcarraldo
08-01-15, 06:00 PM
Dear mates: I had a massive CTD with TWoS in Lorient starting a campaign - Drumbeat -via "silentotto" master key.

Some known issue in Lorient? I mean: ships etc. First ever CTD with TWoS. Not frustrated with it...

And a question: Is there some mod for change the background of the radio messages notepad? I see it and I think I'm on a nuke boomer. Too "laptopish" to me.

Many thanks and best regards.

Fitzcarraldo :salute:

vdr1981
08-01-15, 07:36 PM
Dear mates: I had a massive CTD with TWoS in Lorient starting a campaign - Drumbeat -via "silentotto" master key.

Some known issue in Lorient? I mean: ships etc. First ever CTD with TWoS. Not frustrated with it...



I've just started OD campaign and sailed out of Lorient without any problems...:hmmm:

Maybe you have forgot to save/reload the game in the bunker ?
Try to start OD campaign one more time but restart the game before that...



And a question: Is there some mod for change the background of the radio messages notepad? I see it and I think I'm on a nuke boomer. Too "laptopish" to me.

Many thanks and best regards.

Fitzcarraldo :salute:

I know what you mean but I'm not aware of such mod...

fitzcarraldo
08-01-15, 08:18 PM
I've just started OD campaign and sailed out of Lorient without any problems...:hmmm:

Maybe you have forgot to save/reload the game in the bunker ?
Try to start OD campaign one more time but restart the game before that...



I know what you mean but I'm not aware of such mod...


1. I sailed out Lorient and few Kms. after the bunker I had the CTD. I save/reload game as instructed. Now I´m sailing North Atlantic (Happy Times), and no problem.


2. The MaGUI for SH5 has a radio message notebook similar to that in SH3. I will investigate if I could change it; if it is only graphics (cosmetics) or something more.

Many thanks and best regards.

Fitzcarraldo :salute:

fitzcarraldo
08-01-15, 09:47 PM
More questions...

If I install a Nozaurio´s skin for VIIB or VIIC (or other new skin): Is it needed renown for have it in the boat? I installed a Nozaurio VIIC via JSGME in TWoS. When I start campaign (Happy Times), I didn´t have the new skin in the boat (and no renown for upgrades, of course; I start via silentotto). Normal situation or another newbie ignorance?

All the best.

Fitzcarraldo :salute:

THEBERBSTER
08-02-15, 06:00 AM
Hi fitz

Make sure you check the TWOS mod list in Post #1 before adding mods.
There is already a Nozaurio skin mod in TWOS it maybe similar in many ways to the one you have just added.

Peter

vdr1981
08-02-15, 07:59 AM
1. I sailed out Lorient and few Kms. after the bunker I had the CTD. I save/reload game as instructed. Now I´m sailing North Atlantic (Happy Times), and no problem.


So, on 2nd try you haven't experienced any CTD, correct?

vdr1981
08-02-15, 08:11 AM
I've edited my recommendation for TC settings in the first post a bit...

This way TC will drop to 1 when crew/sensors detect something (regardless of if it is friendly, enemy or neutral unit) but only if TC is higher then x64(because of TC settings in TDW user options file)...This does not apply to enemy aircrafts though. TC will still drop to 1 anytime crew detect enemy plane... :ÿep:

All this means that TC will not constantly dropping to 1 if player wont to use some light TC during the convoy engagement.

TimeStop=0
RealTime=1
LandProximity=1,64
CriticalDamage=1
CrewEfficiency=256
AirEnemyDetected=1
SoundEffects=4
CharacterAnim=32
FriendDetected=512
EnemyDetected=512
RadioReport=512
Particles=32
PrayState=1
HunterState=1
3DRender=512
Maximum=512

fitzcarraldo
08-02-15, 10:10 AM
So, on 2nd try you haven't experienced any CTD, correct?

Correct, navigating now and no problems. Detected some ships but my objetive is the American coast (Drumbeat orders).

Many thanks!

Fitzcarraldo :salute:

fitzcarraldo
08-02-15, 10:12 AM
Hi fitz

Make sure you check the TWOS mod list in Post #1 before adding mods.
There is already a Nozaurio skin mod in TWOS it maybe similar in many ways to the one you have just added.

Peter

OK. I was thinking about the possibility to change the skin from start, without renown, as we can do in SH3 or SH4. It seems not (?).

All the best and thanks for the support.

Fitzcarraldo :salute:

vdr1981
08-02-15, 04:51 PM
Patch 1 with a few tweaks for version 1.04 is now available in download section...Cheers :subsim:

fitzcarraldo
08-02-15, 05:59 PM
Patch 1 with a few tweaks for version 1.04 is now available in download section...Cheers :subsim:

Many thanks. Downloading now.

BTW, I add Nozaurio U 203 skin with emblems after all the mods and no problems.

Regards.

Fitzcarraldo :salute:

goodpoints
08-02-15, 11:04 PM
Hi all,

I'm new to SH and SH5, though it's been sitting in my steam account for a while, but recently had a burst of sub interest. So far I'm really enjoying all the changes I've seen in Wolves of Steel, I do have a few questions though:

Is there a way to have the different time-dependent RealNav location reporting scripts transition automatically from one to the other? Or is manually stopping one and starting the next the only way?

When at decks awash I'm unable to use binoculars (mouse wheel), crew on deck watch officer commands, send radio messages, or use the Heading to View crew command. Is there a reason that these work at surface depth but not at decks awash?

When using the UZO, why am I unable to use the Follow Target crew command or the Identify Target weapons officer command? (I use the Wind & Smoke addon)

Is there some way I can adjust my heading by 1 degree increments? I noticed there is are entries in the TDW OptionsFileEditorViewer for a hotkey to increase/decrease heading/rudder (E and Q, respectively) without any modifier (shift, alt, etc.), but this seems to always conflict with a hotkey/default binding for opening charts (E) and something else that escapes me atm for Q.

Thanks in advance.

fitzcarraldo
08-03-15, 05:38 AM
Question about sounds:

Is it possible to use Stormy's DBSM 1.3 mod?

I mean the complete mod not only the music.

Many thanks and regards.

Fitzcarraldo :salute:

THEBERBSTER
08-03-15, 06:34 AM
A Warm Welcome To The Subsim Community > goodpoints :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:
Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning :) (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)
Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos :ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)

You cannot use TDW's Generic File Patcher with the Steam download.
You need to use the work around found below.
Post #161 TDW’s Generic File Patcher Steam Installation Instructions By sirrawsrsalot (http://www.subsim.com/radioroom/showpost.php?p=2266214&postcount=161)

You can get a map fix at anytime by using the Dead Reckoning Icon from the Navigator.

Quote > When at decks awash I'm unable to use binoculars (mouse wheel), crew on deck watch officer commands, send radio messages, or use the Heading to View crew command. Is there a reason that these work at surface depth but not at decks awash?

Yes, because the temptation would be to use them all the time.

Quote > When using the UZO, why am I unable to use the Follow Target crew command or the Identify Target weapons officer command? (I use the Wind & Smoke addon)

Lock the target first with the space bar.
Identify the target.
Press the "'Gunners" 4th icon "Follow selected target" will turn yellow and lock in the middle of the target.

Quote >Is there some way I can adjust my heading by 1 degree increments?

Fixed with the latest TWOS Patch1

Hot keys can be set up for a number of operations by enabling them in TDW's Options File Editor Viewer.

Peter

vdr1981
08-03-15, 09:22 AM
Question about sounds:

Is it possible to use Stormy's DBSM 1.3 mod?

I mean the complete mod not only the music.

Many thanks and regards.

Fitzcarraldo :salute:

I think so... But you should manually remove sh.sdl file from DBSM...

Aktungbby
08-03-15, 10:00 AM
goodpoints! :Kaleun_Salute: Decks awash in SHV can be dicey even in the unmodified game: things work at 5 & 6 meters but not at 7 meters awash. I do not use WoS so I cannot help there. PM THEBERBSTER for better assistance.

hocking
08-03-15, 07:20 PM
In reading the "Tips" in the second post of this thread, one of the tips reads:

"Be careful on what you'll spent your crew promotion points, some doesn't do anything, like faster batteries recharging and possibly some more. Report your findings regarding this issue in WoS thread."

This indicates that some of the crew ability upgrades available under crew management don't actually work in the game. Is there a list of what crew ability upgrades work versus don't work? I would also like to hear any other details I should know about the Crew Management system, to include the Promotion Point allocation system, that is available in Wolves of Steel. Thanks for any help on the subject of Crew Management/Promotion Points.

CaptJulius
08-04-15, 11:37 AM
After some time in seas my diesel engine room animations get stuck, do you guys get the same or is it just me?

And is there any way to greatly increase visibility at night? Adjusting Gamma doesnt help, i would like to enable Dynamic Env - Brighter Nights addon but i think it will screw up modlist stability, Thanks for any help.

CaptainFunk
08-04-15, 06:20 PM
Does this mod mix still include realistic hydrophone mod as mentioned earlier in thread? If so can you uninstall it?

I am struggling with the hydro guy at moment.

- Reporting contacts then when asked to follow them stating no. Contacts?
- not reporting contact type consistently I. E merchant etc.
- stating no contacts incorrectly as when I manually check there are contacts.
- doesn't seem to follow contacts. Until really close.

Brumete
08-07-15, 02:27 AM
In Data\Menu\menu.txt

Hi, the menu.txt spanish is compatible with this mod?

VacantName
08-08-15, 03:35 PM
Hey folks, recently decided to get back to SH5 after not having played in 18 months or so. Looks like TWoS contains more-or-less the mod soup I used to play with, as well as I can remember, so have installed it following the instructions to the letter, but when I start a campaign it spends quite a long time loading then, without any explanation, exits to the desktop.

Anyone have any idea what the problem might be?

Deep_Hunter
08-09-15, 12:30 PM
Hey guys,
I have a problem with my seafloor textures...Using the free camera I get these ugly brown "rocks". When I move the camera some of them disappear depending on the angle of view. I can even dive through them, when my boat is submerged :/\\!! Can somebody please help me to solve this problem?


http://imageshack.com/a/img538/599/I3S2aV.png

sirbum69
08-09-15, 03:06 PM
Hello everyone. Returning player after sometime. I downloaded this mod, and noticed that I no longer have the contact button.

After reading I found a file to download to give this back to me, But it seems I have exceeded my downloads for the day. Does anyone have this file hosted somewhere else. Or am I stuck till tomorrow.

mikaelanderlund
08-10-15, 10:32 AM
I had the same problem a while ago. You have to change something, I do not remember what:hmmm:, in the Option File Editor

Slayer
08-10-15, 12:28 PM
Looks like an amazing mod

Aktungbby
08-10-15, 12:30 PM
Slayer! & VacantName:salute: after a loooong silent runs!

Deep_Hunter
08-10-15, 01:05 PM
It would be nice, if somebody could answer my post... Do you have those brown rocks too or is it just a bug in my game?

mikaelanderlund
08-10-15, 02:26 PM
This is ridiculous. What has happened to my gun? I have used all my shots on one small ship, but .. :hmm2:

sirbum69
08-10-15, 02:51 PM
I hve the same rocks. I think there suppose to add to immersion. The deck guns in wos have been turned down 50% so u can use alot of shells.

Try downloading critcal deck gun hits. And u wont go through 80 shells

goodpoints
08-12-15, 04:27 PM
Quote > Is there some way I can adjust my heading by 1 degree increments?

Fixed with the latest TWOS Patch1

Hot keys can be set up for a number of operations by enabling them in TDW's Options File Editor Viewer.


I didn't see anything in the patch notes about hotkeys and all the OFEV seems to be able to do through the program's GUI is view but not edit hotkeys. But I have tried editing the associated OFEV cfg file to change the hotkeys to both shift + E/Q as well as other alphabetical keys with no luck.

Quote > When at decks awash I'm unable to use binoculars (mouse wheel), crew on deck watch officer commands, send radio messages, or use the Heading to View crew command. Is there a reason that these work at surface depth but not at decks awash?

Yes, because the temptation would be to use them all the time.

Is this really intentional though? Isn't visual range affected in game by observer height? So I don't see how being able to use these commands would allow unrealistic exploits or anything. (unless U-Boat crews were known for refusing to man the deck gun if they would get their socks wet)

goodpoints! :Kaleun_Salute: Decks awash in SHV can be dicey even in the unmodified game: things work at 5 & 6 meters but not at 7 meters awash. I do not use WoS so I cannot help there. PM THEBERBSTER for better assistance.

This seems to be the cause of most of my issues, and it's really frustrating as it also happens during high waves so I lose function of all the commands I mentioned previously and my message box will be full of Diesel Engaged/Electric Engaged messages and the like since it thinks I am repeatedly surfacing and submerging. Is there not just some way to tell the game that anything above say 8.5m is surfaced?

Does this mod mix still include realistic hydrophone mod as mentioned earlier in thread? If so can you uninstall it?

I am struggling with the hydro guy at moment.

- Reporting contacts then when asked to follow them stating no. Contacts?
- not reporting contact type consistently I. E merchant etc.
- stating no contacts incorrectly as when I manually check there are contacts.
- doesn't seem to follow contacts. Until really close.

As I've become more familiar with how the hydro works (or is intended to work), I've noticed these things to. In addition to everything you mentioned, many of the contacts he reports seem to either be nonexistant or beyond the operating range of the hydro as I am both unable to hear anything when I check the bearing he states and he replies "no sound contacts" when I use Follow Nearest Contact.

Also, I can't decide which is more obnoxious, his shouting or his whispering. A mod to make his contact updates say ONLY the bearing would be greatly appreciated. (so, just "eins-zwei-drei" instead of repeating the whole spiel) I imagine it could work since the bearing readout portion of the dialogue is already a Bitching Betty style mashup of prerecorded numerals.

On the subject of the hydro, does anyone know if TWOS includes functioning propeller sound where the RPM is proportional to ship speed, similar to this mod (http://www.subsim.com/radioroom/showthread.php?t=205625)? The mentioned mod caused me CTDs when used with TWOS, but I would really love to have that ability as it greatly enhances the efficiency of 4 Bearings tracking when you can get a fairly accurate speed estimate to narrow down the possible distance of the target course before you even take the fourth bearing. I love the look of the charts in that mod but I don't think they're compatible with TWOS since the RPM mod seemed to use different base prop audio files (RPM mod ones were faster), and I believe it definitely something that historic soundmen would do, no?

Also, the hydro operating chart included in TWOS (I believe it's part of sjzzle's chart pack originally) has notes describing the rhythm of 3-bladed vs 4-bladed props but makes no mention of what the significant of that is in-game. (though I assume that, historically, ships could be differentiated by the number of prop blades) Are the number of blades on props differentiated at all in-game? I've only ever heard 4 blades.

THEBERBSTER
08-12-15, 06:42 PM
Decks Awash seems to be a contentious issue on a number of fronts.
Apart from not being able to use the binoculars the Watch Officer cannot give a range to any targets as well as issues with the Navigator not being able to carry out certain tasks.
These are all game issues rather than realistic ones.
The increased fuel use and few less knots at Decks Awash seems to be realistic.
The other problem you have with Decks Awash is that you cannot charge the batteries.
This can also cause another problem in rough seas where the propulsions keep changing over backwards and forwards between the diesels and electrics.
There is a setting in the OFEV where the changeover times can be adjusted.
I am currently using Decks Awash at 6.

In TDW’s Options File Editor Viewer (OFEV) there are numerous Hot Keys that can be used.
One I particularly like to use is to change the Real Navigation map fixes delete Hot Key X to Shift Key + X.
This releases the X key so I can use it for the Crash Dive Hot Key.
The position of the X key in its self is well positioned for a hovering finger.

Other Hot Keys I use are:
Deck Gun > Shift + D
Attack Scope > Shift + A
Hydrophone > Shift + H
UZO > Shift + U
Observation Scope > Shift + O

As far as the Deck Gun is concerned I would recommend the use of Vecko’s mod “DeckGun Friendly Waves_Test” this works well with TWOS.
This mod seems to have reduced the number of times I was experiencing with the Deck Gun Crew running off to change their socks.

With the Deck Gun performance reduced by 50% I have used the 88mm on both the VIIA and B, although the option is there to upgrade to the 105mm.
The mod “Critical Hits” is highly recommended.
80 shells to sink 2,000 tonnes to me is not acceptable and does not add anything to the game play.
“Critical Hits” In my view and experience of using it to date I think has been harshly criticized as arcade playing which I personally have not found it to be that way at all.
Maybe these critics were using a 105mm.
If the default 88mm was available I would gladly remove the "Critical Hits" mod.

Peter

THEBERBSTER
08-13-15, 05:45 AM
"hocking" raised a good point about Crew Management/Promotion Points in his post #2433 on page 163 that has not had any answers too.

I think this an interesting subject and if it could be answered would be a benefit to us all.

Peter

fitzcarraldo
08-13-15, 06:10 AM
Patroling the SH5 mods threads I discovered a "mtsn" mod for more ships and harbors. It was compatible with OHII 1.9. Is it compatible with TWoS? Some adaptation is possible?

Best regards.

Fitzcarraldo :salute:

flaminus
08-13-15, 11:38 PM
Is there any download link from Subsim directly? I always get something wrong with the MEDIAFIRE link.

goodpoints
08-14-15, 11:57 AM
In TDW’s Options File Editor Viewer (OFEV) there are numerous Hot Keys that can be used.
One I particularly like to use is to change the Real Navigation map fixes delete Hot Key X to Shift Key + X.
This releases the X key so I can use it for the Crash Dive Hot Key.
The position of the X key in its self is well positioned for a hovering finger.

Other Hot Keys I use are:
Deck Gun > Shift + D
Attack Scope > Shift + A
Hydrophone > Shift + H
UZO > Shift + U
Observation Scope > Shift + O

As far as the Deck Gun is concerned I would recommend the use of Vecko’s mod “DeckGun Friendly Waves_Test” this works well with TWOS.
This mod seems to have reduced the number of times I was experiencing with the Deck Gun Crew running off to change their socks.

With the Deck Gun performance reduced by 50% I have used the 88mm on both the VIIA and B, although the option is there to upgrade to the 105mm.
The mod “Critical Hits” is highly recommended.
80 shells to sink 2,000 tonnes to me is not acceptable and does not add anything to the game play.
“Critical Hits” In my view and experience of using it to date I think has been harshly criticized as arcade playing which I personally have not found it to be that way at all.
Maybe these critics were using a 105mm.
If the default 88mm was available I would gladly remove the "Critical Hits" mod.

Peter

Wow...I just figured out how to edit hot keys in OFEV. You see, unlike the other options where you double click on the value to edit, you just double click HotKey after expanding "HotKey for..." should've just clicked more stuff. Also...I just figured out that shift + mouse wheel adjusts heading by 1deg as a default stock command :dead:

I've been somewhat skeptical of deck gun performance being underestimated for the sake of difficulty as well, especially since (as far as I understand) none of the SH games or mods really model ballistic and impact dynamics. And from glancing at data/zones.cfg that seems to be the case, see below example (which may also provide an explanation for why that ship you blew the stern off of seemed to have a lingering rudder floating in space):

[Rudders]
Category=Propulsion
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=60
CargoType=None



If the game engine isn't capable of modeling anything more accurate, patrol reports that make mention of shells expended on targets should be compiled and the average number of shells expended per GRT sunk solely by deck gun (if enough examples can be found) should be taken as the basis of the damage factor of in-game rounds. The first such example I've come across from U-37's third patrol in 1939 is the sinking of a ~3500 ton Steamer, SS Ledbury, with 34 rounds on target. (source (http://www.uboatarchive.net/KTB37-2.htm), pg. 16-17, 24.10.39, 0800 & 0918 entries) I'll take a look and see if I can find enough other examples to start compiling some data.

I do think though, that the primary limitation on using the deck gun should be the vulnerability of surface attack and the player's willingness to constrain the taking of implausible risks by limiting saving/loading out of port.

Decks Awash seems to be a contentious issue on a number of fronts.
Apart from not being able to use the binoculars the Watch Officer cannot give a range to any targets as well as issues with the Navigator not being able to carry out certain tasks.
These are all game issues rather than realistic ones.
The increased fuel use and few less knots at Decks Awash seems to be realistic.
The other problem you have with Decks Awash is that you cannot charge the batteries.
This can also cause another problem in rough seas where the propulsions keep changing over backwards and forwards between the diesels and electrics.
There is a setting in the OFEV where the changeover times can be adjusted.
I am currently using Decks Awash at 6.

As far as the decks awash issues, I hope someone else might have some insight on this because it seems that adjusting the surface depth in the data/Submarine cfg files does not satisfy the precondition for using Nearest Visual Contact, etc.

Does anyone know where such preconditions for such commands are located in the file structure? (no hint from commands.txt or commands.cfg) Hopefully it's not buried in the .exe hex code.

fitzcarraldo
08-14-15, 12:10 PM
Is there any download link from Subsim directly? I always get something wrong with the MEDIAFIRE link.

I had the same problems, but finally downloaded the mod some weeks ago. Insist, insist...

Regards.

Fitzcarraldo :salute:

THEBERBSTER
08-14-15, 06:14 PM
From my previous Post showing my Decks Awash setting at 6.
6 will not activate the Decks Awash Icon.
6.50 will.
7.50 wants to keep changing the propulsion to electric.

Peter

Sir Pappnase
08-15-15, 05:45 PM
Hey guys,

I have the lates TWOS version, with realistic navigation enabled. I know there's no button for auto recognition, but to use the stadimeter for range I need to identify the target which isn't possible for me. I open the recognition book, choose the correct ship, and send the data to TDC. But in the WO dialogue screen the target is still undetermined and so I can't use the stadimeter. What should I do?

Aktungbby
08-15-15, 07:11 PM
Sir Pappnase!:Kaleun_Salute:

THEBERBSTER
08-16-15, 02:51 AM
A Warm Welcome To The Subsim Community > Sir Pappnase:subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link.:salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:
Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos:ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)

You must lock the target first with the space bar.
Pess the E key to show the recognition manual.

The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=4703)

Sir Pappnase
08-16-15, 04:09 AM
Thanks for the mod link but I want to identify the ship myself ;)
Well I did lock the target with spacebar then it opens the WO dialogue where I can only click on "never mind" so I click on the WO icon in the dialogue then I can click "start TDC" or something like that and then it open the dialogue where I can choose range, speed etc. but WO says only tanker or unknown merchant or something like that. so I press E search for the right ship for instance liberty frighter, press send data to TDC but nothing happens.

Edit: It actually did something when I press "send mast data to TDC" in the range dialogue. Now I have the mast data entered. But how to calculate the distance. I assume the triangle between periscope, Ships waterline and highest point of mast is a right traingle, all I need now is an angle.

Jimbuna
08-16-15, 08:41 AM
Welcome to SubSim Pappnase :sunny:

goodpoints
08-16-15, 04:16 PM
Thanks for the mod link but I want to identify the ship myself ;)
Well I did lock the target with spacebar then it opens the WO dialogue where I can only click on "never mind" so I click on the WO icon in the dialogue then I can click "start TDC" or something like that and then it open the dialogue where I can choose range, speed etc. but WO says only tanker or unknown merchant or something like that. so I press E search for the right ship for instance liberty frighter, press send data to TDC but nothing happens.

Edit: It actually did something when I press "send mast data to TDC" in the range dialogue. Now I have the mast data entered. But how to calculate the distance. I assume the triangle between periscope, Ships waterline and highest point of mast is a right traingle, all I need now is an angle.

Have you tried using the stadimeter by clicking on the button above the range TDC dial rather than the dialogue option in the WO box? (also, note: the stadimeter is one of the things affected by the issues with decks awash/high waves making the ship state read as submerged, have you had the same issue in calmer seas?)

You could also use the RAOBF to get distance if you know (or approximate) the AoB and target length by lining up the optic length with the AoB and then seeing where the target length wheel on the top aligns with the distance section of the middle wheel, but you definitely want to have a working stad.

Personally I use the Wind & Smoke Addon and just restrict myself to clicking Identify when I'm within a reasonable range to see some detail. You could always use it as a workaround by manually identifying the target before you click Identify to put the data in the WO dialogue.

RoflCopter4
08-16-15, 06:38 PM
I am curious, what is the max dive depth in this mod? Whenever I go below 100m (yellow on the dial) for whatever reason I cannot maintain that depth but rather keep sinking deeper, and can't seem to go higher without blowing ballast. Does that mean the max depth is 100m? At 96m I have no problems, but I know that u-boats could go to 200m or so if they had to. Is this a bug or is my u-boat perhaps just damaged?

EDIT: Actually I'm experiencing a far more important problem. I can't seem to save. Every time I try to save I get "Save Game Failed". What the hell? It was working an hour ago and now it's not. Nothing I do seems to fix this...

EDIT2: It seems to have been caused by some kind of corruption of the game. I just couldn't save if I ever went below 100m, and I couldn't escape the group of destroyers without going that deep. I just had to load a previous save and not attack the convoy I attacked at all because I just had not hope of escaping without messing up the save file.

goodpoints
08-16-15, 11:21 PM
I am curious, what is the max dive depth in this mod? Whenever I go below 100m (yellow on the dial) for whatever reason I cannot maintain that depth but rather keep sinking deeper, and can't seem to go higher without blowing ballast. Does that mean the max depth is 100m? At 96m I have no problems, but I know that u-boats could go to 200m or so if they had to. Is this a bug or is my u-boat perhaps just damaged?

EDIT: Actually I'm experiencing a far more important problem. I can't seem to save. Every time I try to save I get "Save Game Failed". What the hell? It was working an hour ago and now it's not. Nothing I do seems to fix this...

EDIT2: It seems to have been caused by some kind of corruption of the game. I just couldn't save if I ever went below 100m, and I couldn't escape the group of destroyers without going that deep. I just had to load a previous save and not attack the convoy I attacked at all because I just had not hope of escaping without messing up the save file.

I'm pretty sure there's no max dive depth in the mod, I think the default crash dive is actually set to 150m. (I lowered it) I've willingly gone under 150m a bunch of times though and ONCE recovered from being stranded on a ~200m seafloor.

I've also had the "save game failed" issue a few times, and couldn't find anything online that seemed to be a similar issue someone else had. And be warned, if it does happen, don't try to overwrite existing saves as it will corrupt them and they'll get removed. What area were you in when it happened? For me it was doing an eastern British coastal waters patrol. Also whenever it happened I had some other weird things happened: my watch officer and the rest of the watch would never go on deck when I surfaced, wounded crew members would never recover, and I couldn't use the XO's Silent Running ability. ("cannot comply", setting engines to silent running does the same thing BUT it doesn't make the soundguy shut the hell up and stop screaming) I haven't had issues with depth keeping when I get the save error though, though I believe in either/both the TDW Generic Patcher and Options File Editor programs there is something related to a depth keeping bug. Might want to double check that's enabled.

Wish I knew what the deal is with "save game failed", it happened to me a few times during this one patrol which I had to replay a few times. I also was going to try returning to base when I got the bug(s) to see if it would do an enter base autosave but I got a CTD when I got close to the port. I've heard it is best to not save often when on a mission, especially near other traffic, as it causes issues as well as resets the 48 timer for patrols.

CaptJulius
08-18-15, 12:20 PM
Is there any way to greatly increase visibility at night? Adjusting Gamma doesnt help, i would like to enable Dynamic Env - Brighter Nights addon but i think it will screw up modlist stability, Thanks for any help.

THEBERBSTER
08-18-15, 12:29 PM
Hi CJ

Check this out.

Post #170 How To Improve Underwater Visibility (http://www.subsim.com/radioroom/showpost.php?p=2267185&postcount=170)

Peter

vdr1981
08-18-15, 01:12 PM
I've also had the "save game failed" issue a few times, and couldn't find anything online that seemed to be a similar issue someone else had.

I've also experienced the same issue few times after some fast cowboy convoy attacks with a extended use of 32/64 TC . :hmmm:

The issue is very rare which is both good and bad (hard to catch)...

So please, describe me in more details your convoy engagement after which "Save game failed" bug kicked in...

I'm particularly interested in ship kills during your convoy attack.

So far I can only confirm that sometimes when enemy freighter is destroyed the game will fail to create red destroyed mark together with common WEPS message in message area but in the same time your ship score in captain log will be increased. When this happen the game saving function will most likely become corrupted...This will mostly happen with imported DAT ships and possible cause may be TC during certain crucial moments...:hmmm:

Sir Pappnase
08-19-15, 03:28 PM
I found the working stadimeter thanks. I am still in the first Mission. I reported the task force and Danzig port turned red. Sinking that taskforce is sooo hard. How can I determine a ships course at greater distances? Using the stadimeter is pretty unaccurate I guess. And ... well how can I dock in harbour??

vdr1981
08-19-15, 06:17 PM
EDIT: Actually I'm experiencing a far more important problem. I can't seem to save. Every time I try to save I get "Save Game Failed". What the hell? It was working an hour ago and now it's not. Nothing I do seems to fix this...




So far I can only confirm that sometimes when enemy freighter is destroyed the game will fail to create red destroyed mark together with common WEPS message in message area but in the same time your ship score in captain log will be increased. When this happen the game saving function will most likely become corrupted...This will mostly happen with imported DAT ships and possible cause may be TC during certain crucial moments...:hmmm:

I think I've got it! :yeah:
My previous theory is not correct. It's something related to destroyed KDB hydrophone and it's going to be fixed pretty soon.

It seems that if KDB receiver is destroyed while TC is used the game will fail to calculate damage properly and game saving function will become corrupted. If this is the case , the issue should be easy to fix without even campaign restart ... :yep:

fitzcarraldo
08-20-15, 02:13 PM
I have two little questions:

- What is the name of the font "vanilla" in SH5?

- @ Vecko: What is the name of the font in your signature?

(Only to make my own signature for SH5 TWoS)...

Many thanks and best regards.

Fitzcarraldo :salute:

vdr1981
08-20-15, 02:29 PM
I have two little questions:

- @ Vecko: What is the name of the font in your signature?

(Only to make my own signature for SH5 TWoS)...

Many thanks and best regards.

Fitzcarraldo :salute:

Comic Sans MS and Arial Black...:salute:

fitzcarraldo
08-20-15, 03:37 PM
Comic Sans MS and Arial Black...:salute:

Many thanks...but:"Anlauf...." is Arial or Comic Sans?

And the other font I´m thinking is that in the SH5 main menu.

Best regards.

Fitzcarraldo :salute:

adrians69
08-20-15, 04:15 PM
Since installing TWoS 1.4, I have not had a single torp explode on target. I have had quite a few hits but none have gone off. Is this correct for the German G7a torp?

Edit: I've just read the Wikipedia on these torps and they were useless like the American Bliss Mk 14 during the early years of the war and I also noticed that with the latest Generic Patcher snapshot included with TWoS 1.4, the options make for more realistic torps so I'll not complain about the amount of duds!!

vdr1981
08-20-15, 04:30 PM
Many thanks...but:"Anlauf...." is Arial or Comic Sans?

And the other font I´m thinking is that in the SH5 main menu.

Best regards.

Fitzcarraldo :salute:
Cant remember really, it was long time ago...:-?


Since installing TWoS 1.4, I have not had a single torp explode on target. I have had quite a few hits but none have gone off. Is this correct for the German G7a torp?

Edit: I've just read the Wikipedia on these torps and they were useless like the American Bliss Mk 14 during the early years of the war and I also noticed that with the latest Generic Patcher snapshot included with TWoS 1.4, the options make for more realistic torps so I'll not complain about the amount of duds!!
Don't use magnetic detonators until late 1940 (or something like that). Use impact detonators and depth settings not deeper than 2-3 m. If you manage to score a hit with angle close to 90 deg there is a really high chance that torpedo will do the job... :yep:

vdr1981
08-20-15, 05:03 PM
[The Wolves of Steel 1.04 - Patch 2] (http://www.subsim.com/radioroom/downloads.php?do=file&id=4739)
:subsim: Cheers!

RoflCopter4
08-20-15, 06:31 PM
I've also experienced the same issue few times after some fast cowboy convoy attacks with a extended use of 32/64 TC . :hmmm:

The issue is very rare which is both good and bad (hard to catch)...

So please, describe me in more details your convoy engagement after which "Save game failed" bug kicked in...

I'm particularly interested in ship kills during your convoy attack.

So far I can only confirm that sometimes when enemy freighter is destroyed the game will fail to create red destroyed mark together with common WEPS message in message area but in the same time your ship score in captain log will be increased. When this happen the game saving function will most likely become corrupted...This will mostly happen with imported DAT ships and possible cause may be TC during certain crucial moments...:hmmm:

Basically, what happened was that I happened across a task force of, I believe, the HMS Queen Elizabeth and her destroyer screen. I decided to sneak in during the night and sink her because why not. I got within 2.5km, fired a spread of 4 torpedos and then promptly turned tail and ran as fast as I could the other direction.

2 struck her around the turrets and she exploded, which seemed to annoy the destroyer screen somewhat, and they spread out to find me. I couldn't outrun them so I decided to crash dive and wait them out. The problem with this was the fact that if I stayed above 100m they would invariably find me and circle above me indefinitely, doing no damage but never giving up no matter how long I left the simulation running. If I went below 100m they would immediately give up, however I would be sinking uncontrollably unless I blew ballast to get above 100m again (this happens every time I go below that depth no matter what and is very, very annoying).

If I did go below that depth and lose them I would thereafter not be able to save the game at all. Out of curiosity, since there seemed no other solution, I cheated and edited the save file to place me several dozen miles away from the location I was in after sinking the battleship, and doing this caused the screen to forget about me instantly. When I got closer to them I saw that the destroyed ship had been replaced magically by the HMS Barham. The only other way to get out of this situation was to simply not have attacked the ship at all.

I don't always get the save failed problem, but I do always seem to sink uncontrollably below 100m, which really makes escaping destroyers essentially impossible. I don't know why it's doing this.

EDIT: I just tested it again and this time I safely got to 103m and managed to maintain that depth, although for some reason the sub refused to go below that despite being ordered to do so. I safely returned to the surface. It seems that even the slightest damage to the boat is what makes it invariably sink when below 100m. Doesn't seem entirely realistic to me.

vdr1981
08-20-15, 07:17 PM
Strange behavior indeed and it shouldn't be like that ...:hmmm: No such problems in my game.

Do you use some additional mods by any chance? If not, then your mod enabling process has somehow gone wrong.

Save game failed bug is hopefully fixed with latest patch.
Sometimes is best solution to command all stop in order to get rid of pursuing destroyers.

You will find few useful tips on how to maintain extreme depth in FAQ and tips area...:yep:

RoflCopter4
08-20-15, 11:37 PM
Strange behavior indeed and it shouldn't be like that ...:hmmm: No such problems in my game.

Do you use some additional mods by any chance? If not, then your mod enabling process has somehow gone wrong.

Save game failed bug is hopefully fixed with latest patch.
Sometimes is best solution to command all stop in order to get rid of pursuing destroyers.

You will find few useful tips on how to maintain extreme depth in FAQ and tips area...:yep:

I don't have any other actual mods. I have a few tweaks and things I have made to a few minor files (such as days in port etc) but nothing big. I don't think that's causing it. Next time I need to dive that deep (as usual my boat is heavily damaged) I'll put the diveplanes up as far as they go and see if that helps.

I do generally do all stop and it sometimes works. Other times the destroyers circle indefinitely for no particularly good reason.

masd
08-21-15, 05:12 AM
One question, why every change i make on the "TDWs Option Editor" does not appear ingame.

Entry found: SH5InstallPath=C:\Ubisoft\Silent Hunter 5
Entry found: LastMenuTXT=C:\Ubisoft\Silent Hunter 5\MODS\The Wolves of Steel 1.04\data\Menu\menu.txt
Entry found: LastOptionsFilePath=C:\Ubisoft\Silent Hunter 5\MODS\The Wolves of Steel 1.04\data\Scripts\Menu\

fitzcarraldo
08-21-15, 06:03 AM
One question, why every change i make on the "TDWs Option Editor" does not appear ingame.

Entry found: SH5InstallPath=C:\Ubisoft\Silent Hunter 5
Entry found: LastMenuTXT=C:\Ubisoft\Silent Hunter 5\MODS\The Wolves of Steel 1.04\data\Menu\menu.txt
Entry found: LastOptionsFilePath=C:\Ubisoft\Silent Hunter 5\MODS\The Wolves of Steel 1.04\data\Scripts\Menu\


You need to disable the mods via JSGME do the changes and reactivate.

Regards.

Fitzcarraldo :salute:

masd
08-21-15, 06:21 AM
You need to disable the mods via JSGME do the changes and reactivate.

Regards.

Fitzcarraldo :salute:


Thanks :rock:

I didn't remember that little detail :D

THEBERBSTER
08-21-15, 11:40 AM
1. When you want to make any changes in the OFEV you need to disable the mods in JSGME.
The problem is by doing this means that all your settings in the OFEV will be lost.
To overcome this problem before disabling the mods you need to make a copy of the "TheDarkWraithUserOtions.py" PY File

2. Copy from > Likely looking path:
Ubisoft
Silent Hunter 5
data
Scripts
Menu
The DarkWraithUserOptions.py < this is the last file in the list

3. When you have disabled the TWOS mods
Copy and paste the saved .py file to > likely looking path
Ubisoft
Silent Hunter 5
Mods
TWOS
data
Scripts
The DarkWraithUserOptions.py

4. Overwrite the existing .py.
5. Make your new OFEV changes.
6. When you have saved your new OFEV changes.
7. Repeat 2 again and keep in a safe place until needed the next time you need to make another change.
8. Enable the Mods.

Nobon
08-21-15, 05:11 PM
Greetings, Grüss Gott, and all.

:)

Praising and Polishing:

After a long period of SH3 + GWX 3.0 I decided to test my new machine, and bought SH5. Despite the graphics, I almost had my heart stopped at the first test run, that I gave money for THIS pile of ******, even with a few selected mods it seemed an arcadised, and simplified version of every silent hunter, tailored for the braindead mainstream gamer, who have speed up reflexes for boom-headshot, but nothing else inside their skull.

Luckily I gave a try to Wolves of steel after that...
First, let me say that you are wrong, this project is -almost- as great in the meaning of enhanced simulation experience, as GWX...

First of all, it startes from a horrible pile of rubbish, and turn it into a Silent Hunter game, so thats a LOONG headstart against GWX, which is superb work, but stock SH3 is just... Stock, not a simplified console game. So when GWX can directly start to enhance the simulation, Wolves Of Steel first -restores- (almost) all the main SH3 functionalities into SH5.. And thats a VERY great thing, as this is the only reason I kept playing this.

So for me WOlves of steel is a lifesaver. Especially as SH5 + WOS saves load eight times faster than SH3 + GWX saves on the same machine XD

Of course the tons of AI tweaking and fine tuning, years of testing, and enhancement of damage scheme, etc. are better in GWX, but hell, GWX is also started from an 1.0. And I know that development for WOS is currently stopped, but as with GWX, it can start up again.

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


Now, after the big praise (which I can't echoe enough, especially the real navigation + ability to -correctly- use stadimeter for range, and sextant to shoot latitude, with even the fine tuning for every aspect ratio) I need some help, as there's no such thing as manual yet. (I read all the documentations for all the mods before I started to post this)



The damage scheme problem:

With all map contact updates turned off, I was able to surpass (after 4 dead savegames...XD) the mythical baltic mission, with one lousy small merchant gunned to death, (german man-o-wars destroyed -everything else- before I could even have a blink at whats floating in the area) I went to Kiel, and FINALLY started the "free" patrol mission on the eastern shores of Britain.

After some fabulous miserability trying to find myself in real nav, (good progress made, I can find my latitude sometimes more precise than my navigator's celestial, (according to visual dead fix on the exit of ports, etc.) but longitude... huh. I can only tell the -timezone-, from the dusk/dawn. Which is still a LARGE area of sea in W-E direction :DD ) I made it near the given area of patrol.

There I found my first target, a Hog Islander. I saw a jeep onboard, but I think it still wasn't a troop transport, but a simple one. Also according to the recognition manual, troop transports could be USA only, and this was bearing a UK white ensign flag.

There I made a savegame, calculated range, speed, (overcalculated by 1 knot as almost always... It's not 11, thats for sure, more likely 10.) bearing and angle on bow is 90 90 like always when I try to ride easy, and so I started to destroy that bastard.


As with every testgame, I made several attempts to eradicate the poor islander. Here's the reloads with their respective outcome:


1.: Hit by 1 torp, impact, went in a half circle, stopped after a hour, sank until water washed over sometimes its stern, stopped there hanging. Hours, nothing.
SHot with gun until the bow broken off. Game counted it as sunken. Bow sank, rest of the ship stopped floating, like it's freezen in place, but does not sunk.

2.: hit by 2 torp!! between bow and middle, holes next to eachother. GREAT holes. SHip went a half circle, stopped after a hour, sank to half of the waterline, stopped there hanging. Hours, nothing. 10 hours and nothing...
Shot it until it broken EXACTLY into two halves. Both halves remain floating dynamically, but was stuck together when their cracked ends started to sink... Ship counted as sink, but remained there without sinking. All parts still reacting to water physics, not like in the first attempt, but never sunk.


FROM HERE ON, I USED MAGNETIC INSTEAD OF IMPACT.

3.: hit by 3 torp. First 2, right after the middle, exact same spot, very big hole. Went a half circle, stopped after a hour, sank til middle of waterline, but nothing else. several hours, nothing. Fired 3rd torpedo that one set to impact, hit the stern. Very huge explosions, fire, smoke, big hole. ANd nothing changed. For hours.

4.: hit by 2 torp, exact same spot, behind the middle- great explosion, ship instantly broken into two halves. The two halves closer ends sank just a very little, but hanging there, floating, and the ship still never went underwater. Counted as sank.

5.: hit by 2 torp, reproduced the same behaviour as in attempt 2, just I dont used the gun, but waited for at least 10 hours... nothing. Half sunken, stopped, like most of the time.


Actually I enevr was able to put the rest of the ship underwater.

Now I understand that for some reason all modders like to lower torpedo damage, and I know that on some cases middle sized merchants was able to crawl out of harms way with even 3 torpedo hits, but in the MAJORITY of the times even a 6000 ton merchant was instantly sunk by only one torpedo.

What is the problem, that this Hog islander never capsize, and never even tilt to either side, only sometimes gets it stern lower than its bow, (no problem that the bow was hit, or the stern, the bow never get's lower than the stern...) but usually only the whole ship equally sink half way, then stop there floating?? What's the problem? Why can't I put it under the water? :DD and why is there arent any flooding, or any kind of behaviour instead of
uniform half-sunk, and a slightly lower stern on each attempt? It's a 4000 ton ship, and not even 3 torpedo is enough for it, when even 2 is -should- be too much in 7 times out of 10.


So what's the thing Im missing here, and how the damage and flooding scheme is working?


Thanks, with respect
Good winds, and Godspeed


Daniel

THEBERBSTER
08-21-15, 06:19 PM
Hi Nobon

Quote > And I know that development for WOS is currently stopped, but as with GWX, it can start up again.

I can assure you that TWOS is very much alive and kicking.

This is why the future looks bright for SH5 as TWOS is constantly being developed and updated.

You can actually get a reply to any questions on this thread from the modder himself vecko (vdr1981).

Peter

vdr1981
08-21-15, 06:20 PM
Hi Nobon!:salute:

Thanks for your comment , posts like yours can really give moral boost to all moders here, I'm sure.:up:

Regarding your issue, Hogisland is from some unknown reason generally tough lady but that been said, your report definitely sounds very strange still...
I saw similar bugs occasionally but very rare and with different type of ships.
Just to make sure that everything is OK with your installation I would suggest you to try few attacks in "Capsize and listing effects" single mission and then tell us what's happen during your attack. Hogisland is a third ship in a row ...

Here's what I've got...

Two torpedoes, two hits, note the clock...
http://s6.postimg.org/igei1jv5d/SH5_Img_2015_08_22_00_55_56.png

...and after few minutes...
http://s6.postimg.org/x0vkwdq41/SH5_Img_2015_08_22_00_57_54.png

Nobon
08-21-15, 10:40 PM
Hi, I managed to sink the Hog with a torp, tahts the past now. Thanks for the reply :)

Oh, and the "save game failed" bug kicked in for me aswell XD after I sink an SV small modern composite, I can't save anymore. Two destroyers there, I managed to sneak off a few times- but then "save game failed" all the time I try to save. Help XD im stuck, I don't want to quit the game as then I need to sink that darn SV AGAIN... :DD


I dont use other mods, and I only left Kiel, went to my patrol grid, sank the HOg islander, then my alst good save is near the intact SV...


All my systems are ok, only "abteilung" is damaged in every room. (I think thats the pressure hull) all other systems are 100%.




here's what I tried, and won't help: I recursively set all the folders and files to non-write protected in documents/sh5, I deleted a few savegames ingame,
I waited until all my torpedo loads finished, (just started reloading an outer reserve into the ship before the SV attack, so i -might- went underwater while doing it..... But I waited till it finished, but I still cant save)
recharged battery, surfaced, ran to 100+ km distance from wrecks, etc.


EDIT:

Ive got the perpetrator. Seriously.

I made 18 succesful saves, and around 10 failed (then I reloaded the last succesful) since my last entry here, and managed to sink the SV, survive 4 destoryer'S and a torpedo boats search, and sneak away to the east.

SO:

AFTER I load the save where I have the SV in sight, ready to launch the torpedo, I CANNOT put TC to 64 or more, (on some rare occasions 32 or more, when all 4 destros are circling) because as soon as i DO, then I cant save anymore. No freeze, no any alarming thing, juts the fact, that you cant save ANYMORE at all. Peaceful little window, svae game failed. no crach, no any other error. game runs like charm otherwise....

SO in 3d view (AND in periscope, and free cam, and MAYBE inside the boat) I cant put TC to 64 or more... (sometimes 32 or more) When this situation is up. maybe 3 ships are too much, I dont know. Maybe the destoryers search function breaks, if TC got higher than 64 (or 32) in 3d view, dont know.

So, I can ONLY continue with normal saves if I either:

-stick to 16x tc or less,
-or I switch to the MAP, and WHILE viewing the map I speed up TC.

speeded up to 512 in map view, so far no problem. i was able to save my 18th save.

Now as the destros left a long time ago, I try to speed up tc in 3d view ALSO...

EDIT2:

Was run 3d view in 512, no problem. just needed to get rid of the destros completely out of sight.

So it seems, that in SOME occasions as soon as your tc reaches 64 (or maybe sometimes 32) in 3d view !!!!while you have ships around!!!, or maybe while destros hunting and running their script for it, then you loose the ability to save FOREVER.

(seriously, I sailed away 200km, reloaded torpedoes, recharged battery, everything, passed a whole day, STILL you CANT fix it if it first struck... You can only reload, and stay out of 64 (or maybe 32? sometimes) in TC in 3d view, while ships around.

I would be very happy if you could fix this, but I was able to pull myself out of the swamp by this workaround...

Is there any way to limit the 3d view's TC to 16 in the ini files?



P.S.:

If I, lets just say, sink a belgian ship because it's there... Then the Bdu arent going to be very happy with me in 1939 sept, do I presume right? ^^

Uh, I sent the contact report of the belgie', then Bdu replied: "remain undetected, and continue to follow convoy/contact, other submarines are heading your way to help" ... What?? :D Do a wolfpack seriously going to attack a belgian ship on Bdu's orders in 39 sept? :D?

By the way: Do I have to patrol AN 55 44 for 24/48 hours? It's quite a small reticule to stay in, lots of patrols- or it's enough to stay between the borders of the main AN55? Or I just simply have given time to sink merchant ships until that dec date anywhere?

vdr1981
08-22-15, 07:12 AM
Nobon, do you use latest patch 2 for WoS 1.04? :hmmm:
Before save game failed bug kicked in, what was your maximum depth while you were avouidong those destroyers? Was it deeper than 160m?

So it seems, that in SOME occasions as soon as your tc reaches 64 (or maybe sometimes 32) in 3d view !!!!while you have ships around!!!, or maybe while destros hunting and running their script for it, then you loose the ability to save FOREVER.
I thought that the issue is related to destroyed KDB ...I must test your theory too...

Nobon
08-22-15, 08:11 AM
I tested it with 20+ savegame attempts, bug tracking is one of my experties XD

I never went below 120m.

Since the last "safe" save, when Im facing the unsuspecting SV in periscope depth, UNTIL im safely out of destros way, and at least 80km away, -every time- I turned tc to 64 (sometimes 32) the "save game failed" kicked in.

I LITERALLY saved in every 5 minutes, and then recreated the error is every 5 minutes, THEN reloaded the last save XD just to avoid tc 64 for 5 minutes THEN tried to raise it again...

It IS the TC, and only when in 3d view.

Lets just list what conditions was ALWAYS "true" when TC can took away save ability:

-Destroyers "hunting" script was running.
-At least 2 destroyers was on my back.
-3d view.
-Ships was near.
-TC was 64 or higher. (sometimes maybe 32)

We can cross out 80km barrier without raising TC, as I was able to save and reload near a sunken, but flaming ship. (the sinking wreck disappeared, but otherwise the game loaded fine)


Now we do know, that certain TC levels can "drop" or fail some background running scripts, and create errors, thats why the first page here states what TC levels you shouldn't use in certain situations. (I also humbly made the TC time barrier modifications the install suggested. I have all the updates, followed the install process in every letter of course- basic rules of testing a new game.)

My favourite TC error is when you click on the compass to start to change directions while canal navigating XD in 32, or 64 TC, and the game just ignores it :D in a random occasion, and you dart into the door of a quiet little chapel on shore, and bury your boat deep between the two rows of benches, only stopping at the altar...



Sorry, back to the "svae game failed" problem: Maybe the destroyers "player" hunting script has something to do with this, as I never had this error until know, not even when the kriegsmarine ships killed all my targets XD nor when I watched my targets burn in 64x until hours and hours....

This thing only kicked in (and remained, it happened -every time- I went to 64x in 3d view- until the destros LEFT the rendered world) when there was 2 destros at least, and they started to hunt. Not before that, nor after.


Edit:

OH FOR CHRIST'S SA....

...

Of course you were right...

I followed all the install steps number by number, onyl used the official links there, YET somehow I managed to get PATCH 1... O_o I dont know where I got it, as patch 2 has a different name... I just realised in JSGME, that my update after the main mod reads "patch 1".... Downloading combined patch 2 right now.

Yet... I did not crushed my KDB, nor went below 130m O_o all my stuff are 100%, except the pressure hull parts.

SOooooo... Ignore my gloating XD about the install process-

but the bugtrack is still set. I have a high end machine, I had no slowdowns, or freezes, and If I stay below 64 TC (sometimes maybe 32) I can evade this error until the destros leave, after that no problem. (alternatively I can still use 64 TC on MAP.) I hope it helps to further looking into it-

vdr1981
08-22-15, 08:41 AM
Testing right now...
It seems that save bug issue can be reproduced without any AI inits in your vicinity and in single mission too...

Please tell me can you confirm this:
Dive to something like 170m with 2/3 ahead speed and using TC no higher than 16. This should not collapse game saving function...

Then, gradually increase TC to 32/64/128 (regardless of 3D/Nav map view) and you'll probably notice that at certain moment engine speed gauge will suddenly drop to "all stop"?! :doh:
This is the exact moment when save bug kicks in...



What do you say?:hmmm:

Nobon
08-22-15, 09:26 AM
Im using patch 2 now, (correct load order) and I was able to recreate the bug with my saves at the "unsafe" situation.

After that, I started a historic mission,

-went down to 172meter, with 2/3 in 16x.
-When I arrived to 172, I was able to save normally.
-Then I rised tc to 32 for a minute. Iw as able to save.
-I raised it to 64... Then a small, unimportant picture flickering occured, like z fighting, but otherwise ok- but RIGHT after that moment, the "save game failed" kicked in when I wanted to save.

vdr1981
08-22-15, 09:36 AM
-Then I rised tc to 32 for a minute. Iw as able to save.
-I raised it to 64... Then a small, unimportant picture flickering occured, like z fighting, but otherwise ok- but RIGHT after that moment, the "save game failed" kicked in when I wanted to save.

Exactly the same here! :up: I'm sure that when that flickering happened your speed gauge dropped to "all stop" too...

Now, we can condense our "Save game failed" theory to this:
TC higher than 32 while submerged deeper than 100m will collapse game saving function.

This "tip" will be really helpful until I figure out what exactly is going on...

Your help is enormous Nobon! :up:

Nobon
08-22-15, 09:48 AM
Eee... There is a slight problem XD

When the destros was around, that thing happened on periscope depth also. (but maybe just after went below 100 first)

I tested the historic mission more: 32x can set the error also, while inside the boat, and I used the map without any problem with 64x for a long time, but even in map view, it dropped "stop" after some time on 128x... :(

A sudden almost unnoticable texture flicker, and speed drops to zero.


-----------

No problem :D I try to help, Its necessary to me to see this mod as stable as it can get XD I just love it...

Attack wheel for speed calc, WORKING millirad readings and math for range, north star + working sextant for latitude, (I just have to figure out how can I get the -precise- longitude...) navigator does the dead reckoning calc for me, this mod is -everything I needed- for any silent hunter. Even 3 doesnt really had these options. Just spent a whole night without realising it- and the majority of my calculations proven correct. So I do NEED this mod to evolve more and more :DDDDD

vdr1981
08-22-15, 12:35 PM
The problem is most likely caused by my recent changes in Equipment.upc (EDIT: make that submarine .zon) file! :yep:
Narrowing down the search...

History Geek
08-22-15, 12:37 PM
Hello mates! :)

I'm completely new to Silent Hunter and just installed the game along with the Wolves of Steel mod and the U-96 (black) skin from Nozaurio.

I followed the instructions and skipped the tutorial mission, saved and reloaded the game in the bunker.

Alas, I don't know one thing about how to play the game itself and I'm not quite sure how the tutorial option in the main menu works.

Is there a mission with a full tutorial included in the mod?

Or do I need to start a new campain and this time NOT skip the tutorial?

I'm thankful for any kind of help! :)

vdr1981
08-22-15, 01:54 PM
Nobon, can you please enable this fix with JSGME and try to reproduce Save game bug anyway you can?:hmm2

The Wolves of Steel 1.04 - Save game failed_Fix (http://www.mediafire.com/download/622jw2ye44fbyf4/The+Wolves+of+Steel+1.04+-+Save+game+failed_Fix.rar)

Nobon
08-22-15, 03:13 PM
Hah, dragged back my lifeless carcass after 52 hours of non-stop SH5 I don't know why, to take a last blink at the forum. It was worth it :D

Enabled the fix after patch 2, since than I tried to reproduce the error either in underwater , below 100, going fast, even 128x did not produce any error.


I tried it with my little cat and mouse situation also, and I was able to happily speed up game to 64x even until the destros got themselves bored, and left.


At least THIS two situations is solved with this fix, but I very much think its propable that you got rid of the failed save, period.


Congratz, I think the captn' who first reported this will be very happy aswell.

:)



What was the actual perpetrator? that zone file sounds curious

+ + +

vdr1981
08-22-15, 04:20 PM
What was the actual perpetrator? that zone file sounds curious

+ + +

Here...:salute:

The Wolves of Steel 1.04 - Patch 3 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4739)

fitzcarraldo
08-22-15, 08:25 PM
Some solution for the flickering textures in ships? Today a Blenheim flying over Lorient offered me an spectacle of buildings and ships trembling and flickering in an absolute annoying way...

Not resolved with high AA and Anisotropic filtering in Nvidia Inspector.

Thanks for the update!

Best regards.

Fitzcarraldo :salute:

MrMessick
08-23-15, 02:29 AM
I just want to say thanks for such a great mod, I have been looking at buying a silent hunter game for a few years now and always talked myself out of it because I mainly dislike Ubisoft. But I decided to give it a try and go straight with WOS and full 100% realism off the bat and got to say it's quite fun. I have yet to sink a ship but am amazed the I can watch the war unfold around me such as the first mission in the campaign. By the time I got set up for a attack run on the taskforce I got to watch the Luftwaffe destroy them first :P. It is little things like that I enjoy.

Thanks to all who put their efforts into these mods.

THEBERBSTER
08-23-15, 05:47 AM
A Warm Welcome To The Subsim Community > MrMessick:subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link.:salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:

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

As a newcomer to TWOS use Shaefer's videos as a tutorial as they will show you how to do a lot of things and save you time.

Nobon
08-23-15, 11:09 AM
Here...:salute:

The Wolves of Steel 1.04 - Patch 3 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4739)


Ah, I see. :D but what was the cause of it?

fitzcarraldo
08-23-15, 04:49 PM
Ah, I see. :D but what was the cause of it?

In the download page Vecko tell us about the changes.

Regards.

Fitzcarraldo :salute:

littelmaster
08-24-15, 03:06 PM
Hello everybody
I give up. I’m searching since 3 days across the forum a solution to my problem.
Basically I have resolution problem. I’m playing in 1366x768 on a laptop.
Distance measure by map tools are not matching map scale (game scale).
Example - If I manually measure and plot a course and i take one way point
I have (let’s say) 3600m according to map scale (lower left corner). Measuring with maps tools I have less - 2150m


I had exactly the same problem with SH4 but I found this mod
http://www.subsim.com/radioroom/showthread.php?t=174874



My actual list mode


The wolves of steel 1.04
The wolves of steel 1.04 patch 3
OH II 2.x New start VIIB
Command keys 1.03 (tune by me)
The wolves of steel – wind & smoke
The wolves of steel – 16x9 resolution patch
Officers skin by Naights

Need a little hand here with this problem please….