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vdr1981
08-24-15, 03:48 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



You are referring to small map scale line in lower left corner of navigation map? Now that you mentioned it I can see that it is totally misaligned but I really never used that thing anyway...:) Actually, I've never heard that anyone use it...:D
On the other hand, map scale line on TAI map is more or less correct..

If you click on small blue triangle button on upper right corner of nav map, you'll get map bearing overlay pretty much the same like those from your mod for SH4 (IF you don't use Real nav)....

RoflCopter4
08-24-15, 10:01 PM
I just have a couple of little questions:

1. I just noticed I've been playing without any patches. Oops. I just enabled the most recent one. Is it save game compatible? It mentions that I might need to advance my campaign before it comes into effect, has that been tested or do you say that just in case?

2. Are the medals actually possible to obtain? I've received the Iron Cross first class 7 times now and the other Iron Cross twice but none of the others.

MrMessick
08-25-15, 02:29 AM
finally after days of practice and frustration using this mod at full 100% realism plus real navigation. I finally sunk my first ship, sent 2 torpedos. The first hit exactly where I aimed and the second missed somehow but she still went down.

The main area I found I was screwing up on my TDC calculations was the Damn AOB and shooting at the correct Gyro angle once you set the AOB.

littelmaster
08-25-15, 02:49 AM
You are referring to small map scale line in lower left corner of navigation map? Now that you mentioned it I can see that it is totally misaligned but I really never used that thing anyway...:) Actually, I've never heard that anyone use it...:D
On the other hand, map scale line on TAI map is more or less correct..

If you click on small blue triangle button on upper right corner of nav map, you'll get map bearing overlay pretty much the same like those from your mod for SH4 (IF you don't use Real nav)....

Hello vdr1981
So one point is clear – I will not use the map scale (lower left corner) instead I will use map tools.
The bearing tool is another story. The button on the upper right corner

work correctly the bearing tool appears. The problem is that the bearing is
not scaling! It’s mean that no matter zoom I have on the map the bearing

tools have still the same size J (big size)


I can live without it but I like it and I’m already use to it
Can you tell me witch mod is for this bearing tool? Maybe a little tweak:)


Regards

Aktungbby
08-25-15, 05:47 AM
MrMessick!:Kaleun_Salute: and HistoryGeek...belatedly :Kaleun_Salute:

Jimbuna
08-25-15, 11:49 AM
finally after days of practice and frustration using this mod at full 100% realism plus real navigation. I finally sunk my first ship, sent 2 torpedos. The first hit exactly where I aimed and the second missed somehow but she still went down.

The main area I found I was screwing up on my TDC calculations was the Damn AOB and shooting at the correct Gyro angle once you set the AOB.

Practice makes perfect....welcome to SubSim :sunny::sunny:

Nobon
08-27-15, 10:56 AM
Greetings, back again!

I was able to wreak some havoc with realnav on, and without map contacts, sank a few HOG islanders, an SV, a 17k ton oil tanker :D (It was escorted by one destroyer) so my tonnage is around 30k - ballast tanks are GONE, so my depth isnt accurate anymore XD but I still have 7 or 8 torps left. (second mission, "hunt at the eastern shoreline of the UK")

yaaay.

But after this first few days of testing, I actually REALLY need some advice XD

I know, I know my nav officer can do celestial fix, but I rather do it myself sometimes- he can do the dead reckoning for me. I Learned how to use the sextant to shoot the north star, and getting the latitude-

But can you tell me a simple method to get the longitude aswell?

I mean, i can get a 56degree 32` 44" (I can't find the degree sign circle on my keyboardXD) for example as latitude, but by using the "sunset/sunrise" almanac, I can only get a 56degree I mean a whole degree longitude position. Thats a whole timezone of sea XD How can I get a more punctual reading at longitude, like 56degree 32` ?


ANother problem is, that I usually use the attack wheel speed determination method, the "how much seconds it gets for the ship to pass the central line with it's full length", and then pairing the seconds on the Zeit circle with the another circle- Like 120.5m ship length as 1205.

The speed I get as result is usually higher than it should be, no matter that I'm at dead stop. (actually my speed shouldnt matter if I directly face the target...) And my target is usually near 90 degree at me, so I see the full length.

ALSO: a more important thing. IF a target's length is smaller than 100 (eg. the minimal 1000 on the wheel) like, 80.5m, then what reading should I Use on the wheel for that length? And what second? The same second, like 20 for 20 seconds, or the fact that Im using less than the minimal 1000 (100m) length, are need me to use a different seconds setting?

For example, I tried to use 8050 for 80.5, following the ticks before the 1000m, where it continues as 9000, 8000, etc., and the speed I got was 6.6 knot. And by eye at close range, and by the actual -hitting- torpedo solution, it's real speed IS between 3.8 and 4.5knot...

So can you tell me how to accurately use this attack wheel "length"/"seconds" method? And how to use it if the length is lower than 100m?


Or what other method do you recommend me to use for speed calc? The collision course attack wheel speed measurement can't work for me, as I can't always produce a situation like that,
and my old methods, drawing the exact angle, and distance for 2 observations, then measure the lenght between them by either with nomograph, or using 3.15 minutes became tricky, as I dont use map contacts anymore, and I started to fail 3-4 knots by drawing the distances myself...

Please, can you help me with these two things, how to get detailed longitude, pairing with the already known detailed sextant-latitude, and how to accurately determine target speed, without map targets?

Thank you!

P.S.: By the way, I need to run a filecontent "search and replace" for "U-28" at the game root, and at the documents dir, and change all instances to "U-50". I waited long enough XD already...
Just hope it does not going to blow up the SH5 engine... It shouldn't. (yes, I changed the starting boat to a VIIB, and going to use it through the whole game XD Im not interested in C)

littelmaster
08-28-15, 05:31 AM
Hello again
After 3 week trying to play SH5 WoS I’m quite frustrate.

Beside configuration problem and other strange thing that you

have to do in order to making MOD work.

Fortunately I was able to find some explication in the forum and youtube.

Now I come with some other question hope that this time I will have clear

answer. Yesterday I have found how to have my stadimeter back.

(Can’t understand why anybody wants to remove that tool)

-Where I can change option ‘’all stop when surface’’

-Where I can remove information windows that is on the bottom right side with information on ship (speed and distance)

-Why my attack periscope I not blocking on target when I press ‘’L’’ or ‘’space bar’’

-I want English ship menu back. I’m talking about the ship menu where all function is described.(torpedo room radio room ext…)

Thank you

littelmaster
08-28-15, 05:34 AM
Hello Nobon


Basically in real navigation mod you have e pretty good documentation that

explains that sextant navigation think. I don’t know if you are already

familiar with this. If no read it I yes we can talk cause I was also using this method (I got bored)


For the speed – of course you can hit ship smaller than 100m.
Tak the distance from outside ring and match it to the middle rings outside
number range. (Outside ring = real ship lenght, middle ring outside number= time)
and you read your speed from the middle ring inside number range on the red pointer that is on 2h00 (two o clock).

Personally I like to use different method. Attack wheel and different map position base on distance and bearing.

RoflCopter4
08-28-15, 03:28 PM
I think my question was buried so I'll ask again: is it possible to actually receive all of the awards? I keep on getting the Knight's Cross First Class over and over and over again for some reason. I think I've gotten it 8 times now.

alien41
08-28-15, 10:02 PM
Hi folks!!!

Sorry for my bad english;

I started a new campaign in SH5 with Wos . Destroying the two destroyers in the mission in danzig when I clik the captains log button to see if it is completed , the game freezes ...:hmmm:

Some kind of Bug?

vdr1981
08-29-15, 06:36 AM
But can you tell me a simple method to get the longitude aswell?




ANother problem is, that I usually use the attack wheel speed determination method, the "how much seconds it gets for the ship to pass the central line with it's full length", and then pairing the seconds on the Zeit circle with the another circle- Like 120.5m ship length as 1205.


[COLOR=Red][B]So can you tell me how to accurately use this attack wheel "length"/"seconds" method? And how to use it if the length is lower than 100m?




Sjizzle is your man. He knows all about celestial navigation and he even wrote one tutorial for that IIRC. Search the forum and contact him if possible...:yep:

Are you sure that you use attack disc correctly?
I'm not sure about attack disc, but I can confirm that speed and range determination with RAOBF wheel is 90-100 % correct.

vdr1981
08-29-15, 06:45 AM
Hello again
After 3 week trying to play SH5 WoS I’m quite frustrate.

Beside configuration problem and other strange thing that you

have to do in order to making MOD work.

Fortunately I was able to find some explication in the forum and youtube.

Now I come with some other question hope that this time I will have clear

answer. Yesterday I have found how to have my stadimeter back.

(Can’t understand why anybody wants to remove that tool)
Stadimeter was never removed...


-Where I can change option ‘’all stop when surface’’
Never heard for that option...:06:

-Why my attack periscope I not blocking on target when I press ‘’L’’ or ‘’space bar’’
Because no one like to read those boring tips of mine...

-I want English ship menu back. I’m talking about the ship menu where all function is described.(torpedo room radio room ext…)
Create your own modlist but without RSD-german patch addon and learn the true meaning of your "strange thing that you have to do in order to making MOD work" statement...:):up:

vdr1981
08-29-15, 06:51 AM
I think my question was buried so I'll ask again: is it possible to actually receive all of the awards? I keep on getting the Knight's Cross First Class over and over and over again for some reason. I think I've gotten it 8 times now.

Hm, good question...:hmmm:
I think so, yes, but probably later in the war. Duplicated medals are not visible in the game, yet the game will award you every time after successful patrol . I'm still not sure how game actually choose which medal should be given. :hmmm:

THEBERBSTER
08-29-15, 09:57 AM
Hi littelmaster

Quote > -Where I can change option ‘’all stop when surface’’

Do you mean this key @ engines all stop?

Peter

littelmaster
08-30-15, 04:05 AM
Hello vdr1981 and THEBERBSTER

Thank you for taking time to answer me. I always read and search the forum before posting.
I value your time as much I value my.

1- When I’m ordering ‘’surface the boat’’ the sub surface but it stop! Is not switching from
electric to diesel engine automatically. I have found in the mode the option to automatically
switch for recharging batteries and I was thinking that I could find the same option for engine.

2- vdr1981 – I have read your tips. You wrote “Press "X" to lock your periscope/UZO on target”
On that point I have to apologies . For me X was the clock and that why I miss it. I have event edit
commands.cfg file on line cmd125, cmd126 and cmd127 to correct this…(I didn’t succeed :( )

3- I’m not moding because is out of my league. I prefer leave it to pro members and programmers.
I’m just asking if there is any possibility to have RSD-german patch go back in English again.

One again thx for your time and don’t be mad on me. I’m just not a programmer I’m a simple JSGME user.
Now thanks to you I know GenericPatcher and OptionsFileEditor :know:

vdr1981
08-30-15, 04:46 AM
1- When I’m ordering ‘’surface the boat’’ the sub surface but it stop! Is not switching from
electric to diesel engine automatically.
It should...:hmmm: Never had that issue...



I’m just asking if there is any possibility to have RSD-german patch go back in English again.

One again thx for your time and don’t be mad on me. I’m just not a programmer I’m a simple JSGME user.
Now thanks to you I know GenericPatcher and OptionsFileEditor :know:
Unfortunately, not without serious file alternation and campaign restart...

THEBERBSTER
08-30-15, 06:19 AM
Hi littelmaster

Quote > 1- When I’m ordering ‘’surface the boat’’ the sub surface but it stop! Is not switching from
electric to diesel engine automatically. I have found in the mode the option to automatically
switch for recharging batteries and I was thinking that I could find the same option for engine.

This is very strange!
I know there is a "Time Delay" setting in TDW's Options File Editor Viewer for switching fuels.
Did you enable the TWOS gps file for TDW's Generic File Patcher as it contains a lot of engine control settings?
Are you doing anything with the independent engine controls before you surface?

Quote > 2- vdr1981 – I have read your tips. You wrote “Press "X" to lock your periscope/UZO on target”
On that point I have to apologies . For me X was the clock and that why I miss it. I have event edit
commands.cfg file on line cmd125, cmd126 and cmd127 to correct this…(I didn’t succeed :( )

Depending on your keyboard.
These would be default settings for EN.
Space Bar locks the target?
O key is the clock.
X removes navigation marks.

Peter

vdr1981
08-30-15, 06:20 AM
The Wolves of Steel 1.04 - Patch 4 changelog:

Snapshot changes:
-

Other tweaks:
- Germany set from Neutral to Axis coalition from campaign start (1939/08/31) in order to prevent infamous game freeze if player sinks Polish ship before the war actually starts (1939/09/01). However, insubordinate captains will receive rating penalties if this occurs...
- Menu.txt: If player try to use stadimeter available in XO dialog screen, XO will tell him " To use stadimeter, press button above TDC range dial"
- Removed 105mm deck gun upgrade. It doesn't work... 105mm gun on type VII U-Boat is also very unrealistic.
- Added one medium sized target in Sea Trials area (TP campaign) so player wont be penalized because of low tonnage score if he decide to return to Kiel.
- Revised/added civ. traffic in few axis ports.
- Menu.txt: NewUIs sonarmen command "Follow nearest contact" is renamed to "KDB hydrophone follow selected contact" , because it acts like that.
- Few more tweaks in Menu.txt file to make more sense for sonarmen/Hydrophones commands.
- Lowered the cost of KDB/GHG hydrophone upgrade.

Added mods:
- HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0 (It appears that this fix is necessary after all)

Removed mods:
-

Installation:
1. Start JSGME found in main SH5 folder and drag content of the archive into available mods area.
2. Enable the patch with JSGME after the main TWoS 1.04 megamod, JSGME list should look like this:
The Wolves of Steel 1.04
The Wolves of Steel 1.04 - Patch 4
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith *(optional mod)
The Wolves of Steel - *x* Resolution Patch *(optional mod)

* Enable the patch anytime and continue campaign.
* This patch is cumulative which means that it containes changes from all previous patches.
* Some changes will kick in after camping restart or after player's advance to the next campaign.

vdr1981
08-30-15, 07:00 AM
Guys, I'm taking down patch for a few minutes...Need to check something...:yep::yep:

EDIT:
It works now...If anybody has already downloaded the patch, please download it again...

vdr1981
08-30-15, 12:51 PM
How to use TDW Options File Editor Viewer with The Wolves of Steel Megamod

http://s6.postimg.cc/5famob69d/Capture.jpg


1 - Go to "Silent Hunter 5/data/Aplications/OptionsFileEditorViewer" and start OptionsFileEditorViewer.exe(or use desktop shortcut) , select desired language...
2 - Click "File", then top "Open" and browse "Silent Hunter 5\data\Scripts\Menu" for TheDarkWraithUserOptions.py and select it.
3 - Explore the options, make and save your changes.


* Note that after you click "Save", program has to be restarted in order to make more changes.

MrMessick
08-31-15, 07:26 AM
The Wolves of Steel 1.04 - Patch 4 changelog:

Snapshot changes:
-

Other tweaks:
- Removed 105mm deck gun upgrade. It doesn't work... 105mm gun on type VII U-Boat is also very unrealistic.



Love your mod VDR but while you are right it is unrealistic for the VII to have the 105mm there isn't much else for upgrade purposes with the deck gun. So for game reasons i modified your patch to allow it back for me, just to allow a sense of progression etc. This is me nitpicking, overall i give WOS an A+ in my book.

vdr1981
08-31-15, 08:28 AM
Love your mod VDR but while you are right it is unrealistic for the VII to have the 105mm there isn't much else for upgrade purposes with the deck gun. So for game reasons i modified your patch to allow it back for me, just to allow a sense of progression etc. This is me nitpicking, overall i give WOS an A+ in my book.

I understand..But the problem is because the upgrade doesn't work at all. If you "buy" 105mm deck you will just lose your renown points...:-? I realized that just recently but I don't know how to fix it. The problem is somewhere deep in EUF files, I guess...

MrMessick
08-31-15, 09:40 AM
I understand..But the problem is because the upgrade doesn't work at all. If you "buy" 105mm deck you will just lose your renown points...:-? I realized that just recently but I don't know how to fix it. The problem is somewhere deep in EUF files, I guess...

Ah didn't realize that, figures you have have another good reason to take it out other than for realism :).

Guess i will revert back to your original patch 4 just to keep myself from wasting the renown then, atleast until there may be a fix for it.

didi0705
09-01-15, 03:23 AM
Hello,

I have installed the mod "Wolves of Steel" Version 1.03 incl. Patch 5.

Now, I would like to change to the Version 1.04 incl. Patch 4.

How do I do this?


Thank you for your support.

regards
monty0705

andrewdok
09-01-15, 08:26 AM
I must say I'm loving the mod so far but I've been having experiencing constant crashes. I have tried everything, installing fresh copies and following the instructions perfectly. I have also tried on my laptop and my desktop and I still have the same problem. It will usually crash when I am attempting to use time compression but it has also crashed during 1x gameplay. I am not sure what kind of information I can give to help diagnose what is happening. Any help would be greatly appreciated. When the game works, it is amazing.. I love the mod so much!

vdr1981
09-01-15, 08:54 AM
Hello,

I have installed the mod "Wolves of Steel" Version 1.03 incl. Patch 5.

Now, I would like to change to the Version 1.04 incl. Patch 4.

How do I do this?


Thank you for your support.

regards
monty0705
Just follow install instruction. Versions are NOT gamesave compatible unfortunately...

I must say I'm loving the mod so far but I've been having experiencing constant crashes. I have tried everything, installing fresh copies and following the instructions perfectly. I have also tried on my laptop and my desktop and I still have the same problem. It will usually crash when I am attempting to use time compression but it has also crashed during 1x gameplay. I am not sure what kind of information I can give to help diagnose what is happening. Any help would be greatly appreciated. When the game works, it is amazing.. I love the mod so much!
Hey andrewdok and welcome!:salute:

You must give me more information in order to track your issue because , if treated right, WoS is very stable platform...

Is official v1.2.0 patch installed?
Steam version of the game by any chance?
Did you find install instructions clear enough?
Did you save/reload the game when you first time entered bunker in Memel?

RoflCopter4
09-01-15, 06:57 PM
I have never been able to solve the constant crashing. I think it has to do with high TC, but ultimately the problem is that SH5 is a rather buggy game.

andrewdok
09-01-15, 08:39 PM
Is official v1.2.0 patch installed?
Steam version of the game by any chance?
Did you find install instructions clear enough?
Did you save/reload the game when you first time entered bunker in Memel?

I'm afraid to get ahead of myself but I believe I have fixed my issue, I have done three missions with no crashes. I'm not sure what I did to fix it but I did three things:

1. I reinstalled patch 4, I believe before I had just copied the contents of the .rar file to the Mods folder, this time I opened it up and saw the contents matched that of the sh5 folder so I extracted it directly there and overwrite the files it suggested.
2. I re-ran the GenericPatcher, I realized I had been skipping the last step where you 'restore snapshot'
3. Finally I saved after entering bunker on the first mission and then completely closed the game and loaded the save, prior I had been saving it and then hitting escape and loading from there.

I don't know which of these things solved my issue but I'm a happy camper. Hopefully someone can learn from my mistakes.

Thanks again for all the work that's been put into this mod, I'm glad to be a part of this great community!

Aktungbby
09-01-15, 08:46 PM
andrewdok!:Kaleun_Salute:after a twelve hour: thirteen minute silent run!:03:

littelmaster
09-02-15, 02:43 AM
Hello vdr1981

I was trying to have a flag on my sub. I was trying to add SubFlags_0_0_8_byTheDarkWraith and have a lot of CTD.

I found in this thread number 1413 page 95 that you had the same problem.

Question – did you find how to make it work?


Next think is Reworked Morale and Abilities v.1.1 http://www.subsim.com/radioroom/showthread.php?t=195193&page=8

You have asked how to get back diving drill – any update on this question also.

I have tried to edit SpecialAbilities.upc I even copy/past the original file but not solving problem.

I have solved the problem of stopping sub when surface (engine not switching from electric to diesel)

As THEBERBSTER said there is some delay option. In my case this was set to 10sec (default).

I just change it to 5 sec save and then change again to 10 sec save and that’s it working now.

Regards

THEBERBSTER
09-02-15, 04:41 AM
A Warm Welcome To The Subsim Community > andrewdok: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 :up: (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)

MrMessick
09-02-15, 07:36 AM
Hello vdr1981

I was trying to have a flag on my sub. I was trying to add SubFlags_0_0_8_byTheDarkWraith and have a lot of CTD.



The issue with the Subflags and WOS is the SH.dll file. If you download the All sounds mod which includes a compatibility fix SH.dll for sub flags and other mods that add to the file. once you replace that SH.dll file with the all sounds version the subflags will show. It does not look right though as the flag pole itself is without texture so is out of place and ugly. I have gotten it to work CTD free with both WOS and Sober's mega mod but i don't use it mainly because of the no texture on the flag pole.

Jimbuna
09-02-15, 07:37 AM
Welcome to SubSim andrew :sunny:

littelmaster
09-02-15, 08:10 AM
The issue with the Subflags and WOS is the SH.dll file. If you download the All sounds mod which includes a compatibility fix SH.dll for sub flags and other mods that add to the file. once you replace that SH.dll file with the all sounds version the subflags will show. It does not look right though as the flag pole itself is without texture so is out of place and ugly. I have gotten it to work CTD free with both WOS and Sober's mega mod but i don't use it mainly because of the no texture on the flag pole.

Hello

Thank you for your answer I will try to check this *.dll files and sees what happen how this flag look

Regards

mikaelanderlund
09-03-15, 07:45 AM
Is there any mod which I do not have to look through scratched periscope lens?

Thanks!

:salute: Mikael

vdr1981
09-03-15, 04:41 PM
Is there any mod which I do not have to look through scratched periscope lens?

Thanks!

:salute: Mikael

Hi Mikael, my guess would be that you can use any periscope mod outhere but but you may loose some of current periscope functionality, like larger optics or correct vertical/horizontal angle markings. I would recommend NauticaWolf periscope mod...
This photo was my inspiration when I was playing with Gimp and periscope optics...

http://s6.postimg.org/kmdhex0x9/93d50ba7e97ccb96982cda02b186c00e.jpg (http://postimg.org/image/kmdhex0x9/)http://s6.postimg.org/sge30b8q5/5566.jpg (http://postimg.org/image/sge30b8q5/)

The photo is one of the rare photos on internet where we can actually see what was the real look trough Type VII attack periscope.

mikaelanderlund
09-04-15, 06:54 AM
Thanks for your suggestion of the periscope mod! I think the periscope lens was one of the parts that was looked after with great care and I find it difficult to imagine that they were scratched any longer time before they were replaced. Thanks for the Wolves of Steel:rock:

:salute: Mikael

jim_nihilist
09-04-15, 11:23 AM
Ahoi!

First: Incredible Mod, really, really well done. I am really lucky, because this is my first time with silent hunter 5 (my last Subsim was "Aces of the Deep"!) and now I made the full sweep and baught Sh3, 4, and 5. They said sh5 cannot be saved by mods - this is simply not true.

Now on to my question:
I use VoiceAttack and the Megamod somehow changes the keyboard commands, but it ****s up my voice commands meaning, some commands have no keys anymore.

I already tried to edit the command.cfg, but it doesn't work. Does anybody know how I can reliably change keyboard commands. (Also looked into Darkwraiths Editor and found some commands there), but it would be really cool if I could edit them myself on the whole. Maybe even add keys to functions ("water under keel" - haeing that with a voice command would be so great). -> the German voices always 8-50 for 58 btw.

TLDR: How do I edit commands.cfg so that my newly defined keys actually work?

Aktungbby
09-04-15, 11:59 AM
jim_nihilist! :Kaleun_Salute:

THEBERBSTER
09-04-15, 12:25 PM
A Warm Welcome To The Subsim Community > jim_nihilist: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)

jim_nihilist
09-04-15, 10:16 PM
Thanks guys. I'm happy to be here. :)

Jimbuna
09-05-15, 08:11 AM
Welcome to SubSim Jim :sunny:

LesBaker
09-05-15, 09:18 AM
Is there any mod which I do not have to look through scratched periscope lens?

Thanks!

:salute: Mikael

Checkout This !

http://www.subsim.com/radioroom/showthread.php?t=221792

Les

mikaelanderlund
09-05-15, 10:39 AM
Checkout This !

http://www.subsim.com/radioroom/showthread.php?t=221792

Les

:up: Thanks Les :up:

vdr1981
09-05-15, 11:15 AM
Checkout This !

http://www.subsim.com/radioroom/showthread.php?t=221792

Les

Looking really nice, thanks !:up:

But, you may wish to add correct markings for angle measurements. They are really important for people who wish to determent distances realistically, without stadimeter...:yep:

http://s6.postimg.org/7odridhm9/SH5_Img_2015_09_05_00_31_18.png

mikaelanderlund
09-05-15, 12:07 PM
That would be very nice:up:

vdr1981
09-05-15, 03:36 PM
Preparing a new patch...:yep:

The Wolves of Steel 1.04 - Patch 5 changelog:

Snapshot changes:
-

Other tweaks:
- Edited GroupTypeDefs.cfg files in order to significantly decrease probability of Damaged group leader CTD, without major changes in gameplay,
convoy/groups appearance, number of ships, represented nations, ship tactics ect...(Still WiP though, Gap has a really good idea how to bypass this bug completely and hopefully we will soon eliminate this last standing CTD when it comes to convoy/group engagement ...:yep:)
- Added ,until now almost nonexistent in campaign files, internal cargo option: freight, ammunition, fuel (which will match external cargo settings most of the time).
- Added external/internal cargo, "Monsun" campaign.
- Randomized distances between units in groups/convoys, 900-1100m (800m seems too tight...)
- All five wrecks are now ingame on historical coordinates. (by Oby)
- Menu.txt: "press button" to "press the button" :P

Added mods:
- Oby's Fix for Sobers shipwreck mod V8 SH5_no rocks
- OHII v2.5 - GroupTypeDefs.cfg_9-10-11 II

Removed mods:
-

Installation:
1. Start JSGME found in main SH5 folder and drag content of the archive into available mods area.
2. Enable the patch with JSGME after the main TWoS 1.04 megamod, JSGME list should look like this:
The Wolves of Steel 1.04
The Wolves of Steel 1.04 - Patch 5
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith *(optional mod)
The Wolves of Steel - *x* Resolution Patch *(optional mod)

* Enable the patch anytime and continue campaign.
* This patch is cumulative which means that it containes changes from all previous patches.
* Some changes will kick in after camping restart or after player's advance to the next campaign.

LesBaker
09-05-15, 04:35 PM
Looking really nice, thanks !:up:

But, you may wish to add correct markings for angle measurements. They are really important for people who wish to determent distances realistically, without stadimeter...:yep:

http://s6.postimg.org/7odridhm9/SH5_Img_2015_09_05_00_31_18.png

Version with graduations uploaded :D

MrMessick
09-06-15, 12:58 AM
Version with graduations uploaded :D

Thanks for the release, I always found the scratches not to my liking either. I added your no scratches mod to my personal use Unofficial WOS patch mod :)

mikaelanderlund
09-06-15, 01:57 AM
Version with graduations uploaded :D

Great :up::up::up:

:salute: Mikael

Nobon
09-06-15, 10:55 AM
Maybe I am the simpleton, and did not understood the method right, but neither the realnav celestial navigation document, nor jsizzle's forum method contains any high precisity -longitude- determination I can use. Only gives the first part, the actual timezone- which is still a very large portion of the sea compared to the pinpoint -latitude- determination. Though i did'nt read through the "noon" method, but as the sextant ingame won't go up until the zenit XD I think it's not very helpful.

Not that important anyway-.

BUT:

I use the attack disc in this manner:


http://www.subsim.com/radioroom/picture.php?pictureid=8401&albumid=700&dl=1441554798


And I get too high speeds with this method for some reason, and I still doesn't know how to read it when the target is less than 100 meter long. (on that case, if the target is 100m long, I should read the distance at 1000m. BUT if it's smaller, then where to read it? As the scale restarts with 9000)

andrewdok
09-06-15, 07:26 PM
Hey Fellow Submariners,
I am having a bit of trouble getting to the next campaign. I made sure I was out to sea on June 1st 1940, actually didn't return to base until about June 15th but it still shows my campaign as Coastal Waters with no missions selectable. I have tried a few times and saved/reloaded as soon as I entered the bunker. I'd like to try to continue my campaign with this save as I've got some skill points into my crew etc and not use the silentotto command. Is there some workaround or a way I can edit my .cfg files in my saves folder to forcibly advance myself to Happy Times?
Thanks in advance!

vdr1981
09-06-15, 07:43 PM
Hey Fellow Submariners,
I am having a bit of trouble getting to the next campaign. I made sure I was out to sea on June 1st 1940, actually didn't return to base until about June 15th but it still shows my campaign as Coastal Waters with no missions selectable. I have tried a few times and saved/reloaded as soon as I entered the bunker. I'd like to try to continue my campaign with this save as I've got some skill points into my crew etc and not use the silentotto command. Is there some workaround or a way I can edit my .cfg files in my saves folder to forcibly advance myself to Happy Times?
Thanks in advance!

Can you upload you last game save? And also one before 1st June 1940?:hmmm:

Or even better, copy/paste the content of your Campaign.cfg file from your last gamesave...

andrewdok
09-06-15, 08:58 PM
Can you upload you last game save? And also one before 1st June 1940?:hmmm:

Or even better, copy/paste the content of your Campaign.cfg file from your last gamesave...

I believe this is the file you are referring to:

removed to not take up an entire page of the forum thread :)

vdr1981
09-07-15, 06:43 AM
Did you start your current campaign with TWoS v1.04?
Your sub should instantly jump to Wilmhelmshafen when you reach 01/06/1940.:hmmm:
Do you still have one gamesave before this date?

vdr1981
09-07-15, 07:52 AM
Those Polish seamen will never learn...Kiel kanal ...:D

http://s6.postimg.org/er8bc4zu9/SH5_Img_2015_09_07_03_44_53.png

http://s6.postimg.org/ps3gh5s35/SH5_Img_2015_09_07_03_49_06.png

15thSharpe
09-07-15, 11:37 AM
Not sure if this has been covered already but is there any sort of compatibility issues between this mod and say A Fistful of Emblems or other mods dealing with the addition of emblems?
Thanks

vdr1981
09-07-15, 02:04 PM
Not sure if this has been covered already but is there any sort of compatibility issues between this mod and say A Fistful of Emblems or other mods dealing with the addition of emblems?
Thanks

If the mod has any conflicting files with files from WoS , than I would say no...
You can try to merge changes from both files with some text editor but be careful not to brake something...:yep:

vdr1981
09-07-15, 02:11 PM
I've replaced patch 5 with patch 6 (fixed encoding in some files) so those of you who have already downloaded the patch, replace it with a new one.

I don't think that there should be any problems with patch 5 but, just in case...

gap
09-07-15, 02:12 PM
I've replaced patch 5 with patch 6 (fixed encoding in some files) so those of you who have already downloaded the patch, replace it with a new one.

I don't think that there should be any problems with patch 5 but, just in case...

:up:

vdr1981
09-07-15, 03:53 PM
Ooooh cr*ap...:oops: I messed up again...Wrong cfg files. :doh:

Putting back patch 5 until patch 7 is ready...:doh:

EDIT:
Finally...:()1:

P.S.
Never drink beer while modding...

andrewdok
09-08-15, 03:39 AM
Did you start your current campaign with TWoS v1.04?
Your sub should instantly jump to Wilmhelmshafen when you reach 01/06/1940.:hmmm:
Do you still have one gamesave before this date?

I may have started with an earlier patch. I am going to start a new campaign with patch 7 and see how it goes. I think part of my problem was overwriting saves while playing instead of creating new ones and deleting the old. Will report back with results :yeah:

gap
09-08-15, 08:09 AM
Ooooh cr*ap...:oops: I messed up again...Wrong cfg files. :doh:

Putting back patch 5 until patch 7 is ready...:doh:

EDIT:
Finally...:()1:

P.S.
Never drink beer while modding...

:rotfl2:

Nobon
09-08-15, 06:17 PM
Greetings. Tested a tad more the mod, finished the first true patrol:

59000~ tonnes of merchant shipping, of 9 freighter, and 1 oil tanker,
and 3 shot down planes. Got the second class iron cross for it ^^
(had to go home, spent all the torp's, and the sub was SO damaged by depth charges, and aircraft attacks,
that submerging it to a certain exact depth and to KEEP that depth was a nightmareXD)

With realnav, and without contact updates.

The attack disc fixed wire method works well on medium to big ships to determine speed,

the AOB finding by aspect ratio on attack disc also as good,

And the range determination of periscope grads and math:
K:
100 for attack scope 1.5x
400 for attack scope 6x
1000 for OBS 1.5
4000 for OBS 6x

H: mast height

M: marking on scope (be careful, in attack scope 6x, every line means 2, as the fifth line is 10, so one and a half line distance for example is actually 3...)

R: range R = H*(K/M) ///Do K/M first, of course thats the reason Id put it into ()

also works like a charm.

for range in km<>time in minutes<>speed in knots calculation I use the Nomograph provided.

For course planning I use the map tools, and only my navigator's celestial, and dead reckonings, though I do change the place of the last nav. point if I have dry land what I can use for navigation fix myself.

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

So far, the realnav and full manual targeting methods work out very well...
In fact I'm more succesful than I was in SH3 with contact updates+manual targeting. It seems that the "real life" methods work better than a constant contact updating cheat on map XD


Issues:

I start to receive ctd's after many minutes of 512 TC, or more than 64tc.
64tc seems ok, I managed to use the Kiel Harbor pilot script back to the harbor, without any ctd. So, to make sure about a long journey, I usually 512 for 1-2 minutes, then save.... Then continue. ...

ALso the game CTD's after a hour or two of normal, and half a hour spent in heavy visual places, but luckily no invalid saves, every game loads back fine.


A LAST, MAYBE IMPORTANT PART:

Since I am very dissatisfied with the stock game's ship log, and decoration methods, (no ceremony, nor mentioning it at all, in the patrol log, it just sneaks into your medal case. The ship log is half broken, and very dry, like a tweet page, etc.)

I maybe start to make an SH Commander-like windows application, just simplier... For starters, if I do it, it's going to be for WOS only, but if all the files the same, it maybe goes with stock.

With a dumb-simple installation, WITHOUT the shadow of the usual third party program's long, and difficult install, and preparation...



The features in mind with an already thinked-over way of implementation (as I dugged up a bit the campaign files) is:

-Ability to select from different captain avatars, displaying in the application, and also ingame in the crew menu,

-Ability to view your patrol ship logs, with CORRECTLY implemented sunken target info, in an informative, clean, and maybe paper-feeling way,

-By the second part of the programming, an ability to create either a HTML or PDF, or an image of a patrol log, to be able to uniformly and nicely link it to the forum-

-MAYBE (that one needs research) ability to display -all- the sunken target's names

-Plans to develop a method to nicely display all of your decorations, with a little side info-

-in the FAR future, maybe some kind of small roleplay element in the bar, and maybe to visit your superiors to get questioned about the last patrol events.


I can't promise for sure to start this thing, only if Im going to have time for it in the coming months, but just shared it to let you think about it as a possibility.

razanon
09-09-15, 03:18 AM
i had "solution finder" ctd when i use it, i know you havent that script in your release, but i think its a must have. i installed time ago sobers mod and have a ctd too when i use solution finder. any clue masters?

vdr1981
09-09-15, 08:56 AM
Issues:

I start to receive ctd's after many minutes of 512 TC, or more than 64tc.
64tc seems ok, I managed to use the Kiel Harbor pilot script back to the harbor, without any ctd. So, to make sure about a long journey, I usually 512 for 1-2 minutes, then save.... Then continue. ...

ALso the game CTD's after a hour or two of normal, and half a hour spent in heavy visual places, but luckily no invalid saves, every game loads back fine.
Do you use any additional mods by any chance?

The game in general can be rather unstable in North Sea, Baltic and around British coastal waters (depending of your playing style). The probable reason for this is large number of units constantly moving in and out of your rendering area (which is quite a lot in WoS, 60Km around a sub). SH5 also have some kind of bad habit to "accumulate" objects rendered in your area, and when "accumulation" reaches certain threshold, the game will "run home to mama".
I call this type of CTD's SSC (Standard SH CTD :)).
The good thing is that one can easily prevent SSC (:O:) by doing occasional game restart from time to time and/or by limiting duration of playing sessions.

For example, I will experience SSC in mentioned areas but extremely rarely because my playing sessions are max ~48h of sim time and I also like to make a break after some actions (convoy/ship attacks act).
The key for relatively stable gameplay is simply occasional gamesave/restart of the game.
It is also highly recommended to save and restart your game when you expecting appearance of large number of units/objects in your rendering area (like approaching enemy coastline, shipping line, or returning to your home port). This will effectively "unburden" game engine and enable afterwards even longer playing session if there isnt's to much "action" around you...:yep:

At open ocean however my playing sessions can last for several days without any problems, but when I eventually find something and do the attack, when things get quiet, I always save my game and continue next day...:yep:

In short, if you fail to save/restart your game and unburden game engine occasionally, the game will do it for you (aka CTD)...:D

In addition to all this, you can also disable patch for "Increased rendering distance" and/or try to limit your TC to 256 while in "dense" waters. :yep:. I never use 512 TC while near coastal waters (but again, my PC is rather old).



A LAST, MAYBE IMPORTANT PART:

Since I am very dissatisfied with the stock game's ship log, and decoration methods, (no ceremony, nor mentioning it at all, in the patrol log, it just sneaks into your medal case. The ship log is half broken, and very dry, like a tweet page, etc.)

I maybe start to make an SH Commander-like windows application, just simplier... For starters, if I do it, it's going to be for WOS only, but if all the files the same, it maybe goes with stock.



This sounds sooo awesome!:up::up::up:

vdr1981
09-09-15, 10:14 AM
i had "solution finder" ctd when i use it, i know you havent that script in your release, but i think its a must have. i installed time ago sobers mod and have a ctd too when i use solution finder. any clue masters?

What is the name of problematic script?
Do you use SH5 interface?

razanon
09-09-15, 10:34 AM
hi friend, im using all your mods, plus trevally scripts 0.2 (solution finder wasnt in your mod compilation)

using usual ui. the ones come with your mod. using scripts first no problem, second time i get a ctd, i tested AOB, TDC and solution finder.

vdr1981
09-09-15, 10:40 AM
hi friend, im using all your mods, plus trevally scripts 0.2 (solution finder wasnt in your mod compilation)

using usual ui. the ones come with your mod. using scripts first no problem, second time i get a ctd, i tested AOB, TDC and solution finder.

I see.. I never used those scripts so I'm not really familiar with them...:hmmm:

I know though that some will require SH5 enhnaced UI to be used in order to work correctly.
Can you confirm that all scripts from WoS that you're interested in works OK with SH5 UI?
You can change interface look with OFEW...2nd tab IIRC.

razanon
09-09-15, 11:36 AM
i didnt understand in your mod you have the ui mod these scripts come in sobers too, and have same ui mod than you

Nobon
09-09-15, 06:56 PM
Do you use any additional mods by any chance?

The game in general can be rather unstable in North Sea, Baltic and around British coastal waters (depending of your playing style). The probable reason for this is large number of units constantly moving in and out of your rendering area (which is quite a lot in WoS, 60Km around a sub). SH5 also have some kind of bad habit to "accumulate" objects rendered in your area, and when "accumulation" reaches certain threshold, the game will "run home to mama".

...

The key for relatively stable gameplay is simply occasional gamesave/restart of the game.
It is also highly recommended to save and restart your game when you expecting appearance of large number of units/objects in your rendering area (like approaching enemy coastline, shipping line, or returning to your home port). This will effectively "unburden" game engine and enable afterwards even longer playing session if there isnt's to much "action" around you...:yep:

At open ocean however my playing sessions can last for several days without any problems, but when I eventually find something and do the attack, when things get quiet, I always save my game and continue next day...:yep:

In short, if you fail to save/restart your game and unburden game engine occasionally, the game will do it for you (aka CTD)...:D



Thanks :D Then I must get some time to do that application, with at least the minimal goals.

Well, as for the above, you clearly described what I do usually :D the only difference is that I usually play hours ^^ which can accumulate lots of information in this VERY BADLY written engine, (the game is fantastic, but the engine has the worst memory management I've yet seen...) and yes, my problematic area is between the south-eastern shores of England, and Cuxhaven... (the mouth of the Elba) And I bet that it's HEAVILY populated :) what I have, is clearly the "standard SH CTD" :D

I use tons of saves, but rarely restart, as if the game collapses, I still have to restart XD and that solves that for a while...

Hmm... How much is the rendering distance without the "Increased rendering distance" mod?

Maybe worth a try, though I have a fairly OK gear, what should be enough for the worst cases of SH5- so maybe makes small difference- but still.

Thanks!

vdr1981
09-09-15, 07:14 PM
I use tons of saves, but rarely restart, as if the game collapses, I still have to restart XD and that solves that for a while...
Good point! :)

Hmm... How much is the rendering distance without the "Increased rendering distance" mod?

Maybe worth a try, though I have a fairly OK gear, what should be enough for the worst cases of SH5- so maybe makes small difference- but still.

Thanks!
It's 40 Km, and difference is quite noticeable...:yep: The only thing you'll loose in this case is 20 Km range of your GHG hydrophone (AI sonarmen will lose actually, because player can hear only about 40km around sub)...

Wiskimike
09-10-15, 04:31 AM
Hey mates,

i have a problem with the mod. I don't know how to set the mast height when attacking a ship.
in the tutorials they all open that book, search for the doomed vessel and than they click a button which gives the mast height to the XO.
I just have a table where all ships are shown with mast heights. No problem, but I don't know how I can tell the XO which mast height we need.
Please help, I'm searching and testing now for over a hour without any succes :hmm2:

vdr1981
09-10-15, 08:17 AM
Hey mates,

i have a problem with the mod. I don't know how to set the mast height when attacking a ship.
in the tutorials they all open that book, search for the doomed vessel and than they click a button which gives the mast height to the XO.
I just have a table where all ships are shown with mast heights. No problem, but I don't know how I can tell the XO which mast height we need.
Please help, I'm searching and testing now for over a hour without any succes :hmm2:
https://youtu.be/bROqWPlTldg?t=2m59s

Wiskimike
09-10-15, 12:17 PM
https://youtu.be/bROqWPlTldg?t=2m59s

unfortunatly I don't have the Erkennungshandbuch =/
All other is really great made. Maybe a reinstall of all the things will help.

Aktungbby
09-10-15, 12:22 PM
Wiskimike!:Kaleun_Salute:

vdr1981
09-10-15, 12:22 PM
unfortunatly I don't have the Erkennungshandbuch =/
All other is really great made. Maybe a reinstall of all the things will help.

It's there...Check FAQ and tips post...:yep:

Wiskimike
09-10-15, 01:09 PM
It's there...Check FAQ and tips post...:yep:

maaaaan, that's hidden :nope:
thank you, now I can finally go out there and hunt some ships :arrgh!:

vdr1981
09-10-15, 02:46 PM
maaaaan, that's hidden :nope:
thank you, now I can finally go out there and hunt some ships :arrgh!:

Can't be more (un)hidden than that...
Happy hunting!:salute:

jim_nihilist
09-10-15, 02:50 PM
maaaaan, that's hidden :nope:
thank you, now I can finally go out there and hunt some ships :arrgh!:

Never mind, I had problems too, to find it.

And with the Charts...don't forget to scroll, even though you maximised the window. And now have fun with a polished and stable Megamod.

THEBERBSTER
09-10-15, 06:31 PM
A Warm Welcome To The Subsim Community > Wiskimike: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) :up:
Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning :yeah: (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)

Lanzfeld
09-11-15, 11:37 AM
I put "the wolves of steel 1.04 patch 7" into the MODS folder in the main sh5 directory? Correct?

vdr1981
09-11-15, 11:57 AM
I put "the wolves of steel 1.04 patch 7" into the MODS folder in the main sh5 directory? Correct?

Correct...

http://s6.postimg.org/plzwvu835/Capture.jpg

fitzcarraldo
09-11-15, 12:41 PM
I start to receive ctd's after many minutes of 512 TC, or more than 64tc.
64tc seems ok, I managed to use the Kiel Harbor pilot script back to the harbor, without any ctd. So, to make sure about a long journey, I usually 512 for 1-2 minutes, then save.... Then continue. ...

ALso the game CTD's after a hour or two of normal, and half a hour spent in heavy visual places, but luckily no invalid saves, every game loads back fine.


I never go more than 256 TC with TWoS in free areas and 128 TC in populated areas, and no problem with CTDs.

I did a trip for ALL the Kiel canal without savings, without reloading game, between 1 TC to 64 TC, more than two hours of game time, of course, and no CTDs, I spent three hours in Kiel with all the TWoS traffic, seeing they and changing cameras, and no CTDs.

Best regards and thanks for a Commander for SH5 (a must have...).

Fitzcarraldo :salute:

Lanzfeld
09-11-15, 01:23 PM
Vecko,

Thanks for the answer.

I just want to let you know your mega mod collection is the one that has convinced me to try sh5. I am an old school sh3 NYGM guy and now I am taking the leap of faith. I am going slow and trying to learn as much as I can before first campaign so I am playing around in the "missions" right now to try to learn what all the sh5 buttons do (travel mode?????). This will take awhile because there is not much documentation for original sh5 buttons.

Anyway, thanks a million for what you have done here. TDW too and all the other modders that made this game playable and now sim like. I am excited for the future as it seems you are,still at work!

I have watched some videos and I have to ask.... Is the burning effect when you torpedo a ship something you can adjust? Most ships (like 98%) never burned when hit.

Keep up the stellar work!!!:up::up::up:

vdr1981
09-11-15, 02:26 PM
Vecko,

Thanks for the answer.

I just want to let you know your mega mod collection is the one that has convinced me to try sh5. I am an old school sh3 NYGM guy and now I am taking the leap of faith. I am going slow and trying to learn as much as I can before first campaign so I am playing around in the "missions" right now to try to learn what all the sh5 buttons do (travel mode?????). This will take awhile because there is not much documentation for original sh5 buttons.
For a start, make sure to read FAQ and tips (check my sig) and you will find there a lot useful informations regarding gameplay, common issues and game stability. Of course, you can always ask here if something still seems unclear to you...:yep:
Travel mod (as set in WoS) will only prevent TC to drop to x1 in coast proximity. Very useful for Kiel kanal for example...



I have watched some videos and I have to ask.... Is the burning effect when you torpedo a ship something you can adjust? Most ships (like 98%) never burned when hit.

I don't know which video you've watched but they will burn, trust me...:D
Although, this may depends of hit location, internal cargo, ship type, taken damage ect ect...

Lanzfeld
09-11-15, 03:26 PM
Sorry I read my post and it was not clear. What I mean to say is that historically ship do NOT burn in real life from a torpedo hit. Just wrecked decks and flooding. In the videos I have seen of this mega mod it seems they always burn. I wonder if that can be toned down?

Deutschland
09-11-15, 03:50 PM
still a fantastic Mod :)
great sailors :salute:

vdr1981
09-12-15, 07:41 AM
Sorry I read my post and it was not clear. What I mean to say is that historically ship do NOT burn in real life from a torpedo hit. Just wrecked decks and flooding. In the videos I have seen of this mega mod it seems they always burn. I wonder if that can be toned down?

I see...:hmmm: I'm not sure there's such "direct" solution for that. Maybe you can try do lower/disable particle effects but still, you may not be satisfied with the result.

Anyway, ship fires have important effect on damage model in SH5 because they'll cause additional and postponed damage. If you go through FX Update readme documentation carefully, maybe you'll find there what you are looking for...:yep:

Lanzfeld
09-12-15, 08:36 AM
I'll check it out when I get time. Thanks!:rock:

I know that one of the fixes in NYGM was lowering the chance of fire to keep in check with reality. Most torpedoed allied ships just report a dull thud and flooding. Plus a wrecked deck usually. The detonation was enough to compromise watertight barriers so it was just a matter of time until sinking. Fire was very rare and, like you said, had a much higher chance if it was a tanker.

Cheers:yeah:

Edit: is there a trick to setting precise headings? The stock blow up compass is not good for this.

vdr1981
09-12-15, 01:25 PM
Edit: is there a trick to setting precise headings? The stock blow up compass is not good for this.

If you switch to SH5 Enhanced UI with Options File Editor then you'll be able to set heading precisely with heading bar (plus classic compass will also be available). This type of interface is a bit too "laptopish" for me though... You can also set magnification percentage of compass dial ect...

Wiskimike
09-13-15, 04:26 AM
Now, after I was able to sunk some polish ships in the first mission I run out of Torpedos.
Okay I thought, go back to a German harbour and fill up Diesel and Torpedos - but there was no anchor sign like in the orignial game.
Okay, I thought, maybe Königsberg isn't able to give me some Torpedes so I went back to Memel harbour where I start the mission. But also there - no torpedos, no Diesel Fuel.

Am I doing something wrong or is it not possible anymore to fill up Torpedos and Diesel during a mission?

Have a nice Sunday!

vdr1981
09-13-15, 06:33 AM
Now, after I was able to sunk some polish ships in the first mission I run out of Torpedos.
Okay I thought, go back to a German harbour and fill up Diesel and Torpedos - but there was no anchor sign like in the orignial game.
Okay, I thought, maybe Königsberg isn't able to give me some Torpedes so I went back to Memel harbour where I start the mission. But also there - no torpedos, no Diesel Fuel.

Am I doing something wrong or is it not possible anymore to fill up Torpedos and Diesel during a mission?

Have a nice Sunday!
With TWoS, you will be able to dock/refit only in historically correct major bases that could support U-Boat operations. No more refitting on every blue anchor sing out there...
Did you receive "move to Kiel on patrol end " message? Maybe you should follow your orders? :hmm2:

RoflCopter4
09-14-15, 03:50 PM
I'm just curious, is instability and periodic crashing something unavoidable with SH5 or have I actually messed up the installation here? I've come to just get used to it but it is very annoying. You even mention in the FAQ to restart every time you go back near your home port to avoid a rendering shock, and I can report that not doing this invariably makes the game crash. It crashes when you use high TC for too long, crashes when you play too long in general, crashes when you insult it's mother, crashes when it stubs its toe, etc.

vdr1981
09-14-15, 05:09 PM
I'm just curious, is instability and periodic crashing something unavoidable with SH5 or have I actually messed up the installation here? I've come to just get used to it but it is very annoying. You even mention in the FAQ to restart every time you go back near your home port to avoid a rendering shock, and I can report that not doing this invariably makes the game crash. It crashes when you use high TC for too long, crashes when you play too long in general, crashes when you insult it's mother, crashes when it stubs its toe, etc.

It's really hard to say and probably only you can give us that answer...
I can not see from here did you messed up something or how do you play your modded SH5.
What I can do is to describe how I play my game (Tips for stable gameplay, recently updated also) so that player can get a certain level of understanding how he should approach to modded SH5.
Now, those tips are not empty stories because I know they work. For example, recently I passed first two campaigns (CW and HT, over 15 patrols) without a single crash and now I'm on my third patrol (CW, aprox 50.000 tons) again, without a crash...If I can do it with my 10 years old PC, then why not everyone else...

It is possible that you have somehow broke you installation by adding/removing mods, using corrupted gamesaves or something, but it is hard for me to tell from this perspective. Or maybe, there's nothing wrong with your game but your playing style is "punch max TC while doing something else" ? I'm not sure...

THEBERBSTER
09-14-15, 06:48 PM
I keep a log book of my game with all different info in it.
I started TWOS with the current version 1.04 on the 13th July.
I am now in my 5th patrol doing South Western Approaches.
On my way to my 3rd patrol area BF1658.
I have now completed 50 manual saves with no ctd's.
I try to do 1 manual save per gaming session if possible.
Destroyed marks and coast lines I always use the compass and draw out to a minimum of 60km when necessary.
So you have to ask where do some of the problems lay that are reported?
My game play shows just how stable TWOS is.
That's why I will keep banging on about how good it is.

Peter

Magic1111
09-15-15, 04:04 AM
@ Vecko

Is it possible, that we can use the "CSP Magui Interface for SH5" instead of TDW´s GUI in your Megamod? :hmmm:

And when not, can you please upload a version from your Megamod with the CSP Magui? :yep:

:salute:

vdr1981
09-15-15, 04:35 AM
@ Vecko

Is it possible, that we can use the "CSP Magui Interface for SH5" instead of TDW´s GUI in your Megamod? :hmmm:

And when not, can you please upload a version from your Megamod with the CSP Magui? :yep:

:salute:

You can NOT simply enable it on top of TWoS if that's what you asked for.

Magui instead of TDW NewUI's is perfectly possible, but that would be to much work for me, to maintain two separate modpacks...:-?

Why dont you try Sjizzle megamod which is based on magui interface? It may lack few features form TWoS but people are using it and they're quite satisfied...

Magic1111
09-15-15, 06:25 AM
Why dont you try Sjizzle megamod which is based on magui interface? It may lack few features form TWoS but people are using it and they're quite satisfied...

Okay, do you mean this Megamod? http://www.subsim.com/radioroom/showthread.php?t=211311

I've not noticed yet, because the thread is a little bit below on this page :oops:

Is your Megamod more actual than the other? :hmmm:

fitzcarraldo
09-15-15, 06:42 AM
Okay, do you mean this Megamod? http://www.subsim.com/radioroom/showthread.php?t=211311

I've not noticed yet, because the thread is a little bit below on this page :oops:

Is your Megamod more actual than the other? :hmmm:

I tried both and TWoS became more stable than Sjizzle's. I didn't have CTDs with TWoS but some catastrophic crashes with Sjizzle mod and it seems were caused by the CSP GUI.

My experience of course. Try it and see how works in your machine.

Regards.

Fitzcarraldo :salute:

Magic1111
09-15-15, 06:55 AM
Thx for reply Fitz! :up:

Will try both Megamods!

Indexrts1
09-15-15, 11:27 AM
Great megamod! Publisher enormous gratitude for the positive emotions. All hands on deck!):arrgh!:

jim_nihilist
09-15-15, 05:24 PM
I installed the mod as advised and followed the tips for stable playing - up until now I didn't have a CTD, wheil following the tips.

It really works and I'm thankful for that.

Lanzfeld
09-15-15, 08:36 PM
Hmmmmmm.

Anyone else seeing big black banks of smoke sometimes on horizon? It's in one of "nordcasts" videos as well. The one where he leaves port for the first time to hunt polish ships. Strange.

vdr1981
09-16-15, 03:44 AM
Heh, anyone?
The answer is ...Everyone...:D

THEBERBSTER
09-16-15, 05:01 AM
Hello from Everyone :)
Seconded:up:

Indexrts1
09-16-15, 05:37 AM
Dear vdr1981! Tell me, and perhaps to make Russian translation, though not completely, but at least, would the messages coming in the message window at the bottom right?

vdr1981
09-16-15, 05:49 AM
Dear vdr1981! Tell me, and perhaps to make Russian translation, though not completely, but at least, would the messages coming in the message window at the bottom right?

Still working on it... Maybe you could give us some help here, what do you say?:up: http://www.subsim.com/radioroom/showthread.php?t=221871

vdr1981
09-16-15, 06:03 AM
New update with few tweaks and fixes and my favorite "U-boot lied" added to gramophone is now available in download section. Keep in mind that damn thing (the gramophone) is completely broken and skipping songs all the time :D...

FAQ and tips post is recently also updated so make sure to check that too...:yep::subsim:

fitzcarraldo
09-16-15, 06:07 AM
Another of Everyone family here. Rotate external camera and the smoke goes.

More annoying for me are the flickering textures in some ships. I didn't find a solution yet.

This last night my TWoS works alone (I was sleeping and the PC was left working) for eight continuos hours in navigation from Kiel starting Happy Times. The boat is now in Helgoland. I selected a trip in populated zones for test with traffic. No CTD. All working fine.

Regards.

Fitzcarraldo :salute:

Magic1111
09-16-15, 06:27 AM
New update with few tweaks and fixes and my favorite "U-boot lied" added to gramophone is now available in download section. Keep in mind that damn thing (the gramophone) is completely broken and skipping songs all the time :D...

FAQ and tips post is recently also updated so make sure to check that too...:yep::subsim:

Many thx for update! :up:

But one question: Is this MOD from TDW included? http://www.subsim.com/radioroom/showthread.php?t=164484

Because I don´t find him on the list on post #1 of this Thread.

fitzcarraldo
09-16-15, 07:41 AM
Many thx for update! :up:

But one question: Is this MOD from TDW included? http://www.subsim.com/radioroom/showthread.php?t=164484

Because I don´t find him on the list on post #1 of this Thread.

Not included. Causes CTDs as the uboats flags mod.

BTW I use Silentmichal's interiors 1.2.4 without problems in TWoS.

Regards.

Fitzcarraldo :salute:

Magic1111
09-16-15, 09:00 AM
Not included. Causes CTDs as the uboats flags mod.

CTDs? I know that from the Uboat Flags MOD, but not yet from the Exhaust MOD?! :hmmm:


BTW I use Silentmichal's interiors 1.2.4 without problems in TWoS.


Where can I find this MOD?

Best regards,
Magic

Indexrts1
09-16-15, 09:32 AM
vdr1981 Please)

579=Предполагаемый
580=Завершен
581=Готово
712=Не рекомендую находиться у палубного орудия, капитан! Море слишком неспокойно!
713=Не рекомендую находиться у зенитного орудия, капитан! Море слишком неспокойно!
714=Не рекомендую находиться у зенитных орудий, капитан! Море слишком неспокойно!
826=Неидетнифицированный контакт
827=Контакт
2886=Акустик: отслеживаю ближайший контакт!
2890=Акустик: отслеживаю ближайший военный контакт!
4303=Содержание CO2 более 1 процента
4616=Ближайший визуальный контакт по пеленгу ---, дистанция ---!
4716=Капитан, максимальная дальность хода при текущей скорости ---
4724=Максимальная глубина погружения в данной точке ---m, капитан!
4913=Акустический контакт отсутствует или слишком слаб для определения!
4923=Акустический военный контакт отсутствует или слишком слаб для определения!
4927= Ориентировочная расчетная дальность до контакта
6599=Для использование стадиметра, нажмите кнопку выше устройства установки дальности TDC
6609=Обнаружена надводная малоразмерная цель, предположительно небольшой корабль!
6610=Обнаружена крупная надводная цель, авианосец!
6611=Обнаружена надводная цель, военный корабль!
6612=Обнаружена крупная надводная цель, большой военный корабль!
6613=Обнаружена надводная цель, неизвестное торговое судно!
6614=Обнаружена надводная цель, танкер!
6615=Обнаружена надводная цель, неизвестное торговое судно!
7610=X из Y победных очков получено. Результат этой компании укрепит наши позиции в этой войне. Враг все еще силен и нам предстоят новые сражения с ним, с новой тактикой и оружием.
7657=Капитан! Торпедные аппараты не работают, TDC выведен из строя!
7666=Конвой в зоне видимости!
7667=Неизвестный корабль в зоне видимости!
8002=Перископ заклинило!
8013=Дизельная силовая установка не выдает полную мощность!
9970=Акустик отслеживает выбранный контакт| |Фиксация гидрофона на выбранном контакте и отслеживание перемещения цели |Увеличение дистанции обнаружения, но снижение

точности по пеленгу
9974=Акустик отслеживает выбранный контакт| |Гидрофон следует за контактом|Дальность обнаружения до 30 км с высокой точностью определения пеленга
9975=Акустик: нет контакта по пеленгу или контакт вне зоны обнаружения . Может быть погрузиться глубже и использовать G/BalkonGerät
9976=Акустик: отслеживаю выбранный контакт
9982=Нормальный режим развертки
9983=Акустик отслеживает контакт в пределах этого диапазона (+- в градусах) относительно центрального положения гидрофона
9984=Режим максимальной дальности отслеживания
9985=Максимальная граница дальности отслеживаемого акустического контакта
10026=Вкл/Выкл Правого дизель/электромотора
10027=Вкл/Выкл Левого дизель/электромотора
__________________________________________________ ____________________

vdr1981, If something else can help - tell. The sea is my life and destiny) Ehh, it was time ...)
......BCH4 acoustics Central! Echo-bearing detected the target, underwater, single, speed, bearing 120 distance 90, the request does not meet, bearing changes. Central BCH7 - identify the target. BCH7 Central, the goal is identified - submarine class Los Angeles. Central - commander BCH3, RBU goal is to destroy!

Bingo!)

THEBERBSTER
09-16-15, 09:40 AM
Hi fitz
Good tip.
One possibly for Vecko to add.

Peter

fitzcarraldo
09-16-15, 11:00 AM
Where can I find this MOD?

Best regards,
Magic

The link:

http://www.subsim.com/radioroom/showthread.php?t=200862

I applied the mod and the fix after all TWoS mods.

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

The Wolves of Steel 1.04
The Wolves of Steel 1.04 - Patch 7
The Wolves of Steel - 16x9 Resolution Patch
silentmichal's interior mod 1.2.4
silentmichal's interior mod 1.2.4b

No real navigation in my actual tests (I need "autopilot").

I´m using the mod, looks great and I didn´t have any problem with the mod. All the commands works fine, as expected. No CTDs. External views OK (someone in the dedicated thread wrote about lost of external cameras, but I didn´t have that problem).

Regards.

Fitzcarraldo :salute:

vdr1981
09-16-15, 11:45 AM
Not included. Causes CTDs as the uboats flags mod.

BTW I use Silentmichal's interiors 1.2.4 without problems in TWoS.

Regards.

Fitzcarraldo :salute:
Guys, be careful when adding additional mods on top of TWoS.
As you may noticed I'm trying to avoid eye candy mods, especially those which add some objects to submarines (like sub exhaust, AI sub crew, flags ect...).
I'm not saying that something is wrong with these mods and I like them very much, but I have also noticed that unpached and unpolished SH5 engine as it is, deals with them really, really hard.

Although, any additional testing and reports regarding this subject are really welcome. :up:

I'm curious Fitzcarraldo, can you do one or two additional tests with SM interior mod on board?
Try to start any campaign which starts in Kiel (WA or MN for example), and exit from Kiel bunker to main menu. Then start P-47 single mission.



vdr1981, If something else can help - tell. The sea is my life and destiny) Ehh, it was time ...)
......BCH4 acoustics Central! Echo-bearing detected the target, underwater, single, speed, bearing 120 distance 90, the request does not meet, bearing changes. Central BCH7 - identify the target. BCH7 Central, the goal is identified - submarine class Los Angeles. Central - commander BCH3, RBU goal is to destroy!

Bingo!)

Спасибо Indexrts1 !:up:

vdr1981
09-16-15, 12:03 PM
One more thing guys.

I need Campaign.cfg and CareerTrack.upc files from your last gamesave (My documents/SH5/data/cfg/Savegames) from anyone who has been awarded with new submarine in in your current campaign.

ironcold
09-16-15, 12:27 PM
[QUOTE]BTW I use Silentmichal's interiors 1.2.4 without problems in TWoS. [QUOTE]

Under Twos 1.3 it gives me ctd, everytime when nearing Homebase, so I didn`t use it, waiting for an Update from Silent Michal to make it compatible with Twos. Seems that he works hard for his Studium and haven`t time to fix it.
VDR is on the right way,when he tell us to be carefull with mod`s like this,but
Silentmichal`s interiors 1.2.4 is a must have eycandy for many people.

Magic1111
09-16-15, 12:40 PM
The link:

http://www.subsim.com/radioroom/showthread.php?t=200862

I applied the mod and the fix after all TWoS mods.

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

The Wolves of Steel 1.04
The Wolves of Steel 1.04 - Patch 7
The Wolves of Steel - 16x9 Resolution Patch
silentmichal's interior mod 1.2.4
silentmichal's interior mod 1.2.4b


Ah, thanks Fitz! :up:

Interior MOD looks indeed very nice! I´ll try it.

About Patch 8: Is it correct, that we can delete patch 7 and activate only patch 8 after the Main MOD, correct?

fitzcarraldo
09-16-15, 01:26 PM
Ah, thanks Fitz! :up:

Interior MOD looks indeed very nice! I´ll try it.

About Patch 8: Is it correct, that we can delete patch 7 and activate only patch 8 after the Main MOD, correct?

Yes. I added patch 8 (after deactivated patch 7) and reload my previous campaign and no problems. It seems not needed to restart a campaign.

Regards.

Fitzcarraldo :salute:

YoYo
09-16-15, 02:06 PM
Hi,
I have from Today problem to load Campaign :(. Only WofS mega mod installed, + Patch 8, + res.patch 16:9. Before was ok so I dont know why now I have CTD (single missions works ok).

Any ideas? I remember that the last save (yestarday) was near enemy ship.

btw. Today was UPlay update (software auto update), maybe this?

http://s25.postimg.org/acjdlhsdr/Nowy_2.jpg

vdr1981
09-16-15, 02:41 PM
Hi,
I have from Today problem to load Campaign :(. Only WofS mega mod installed, + Patch 8, + res.patch 16:9. Before was ok so I dont know why now I have CTD (single missions works ok).

Any ideas? I remember that the last save (yestarday) was near enemy ship.

btw. Today was UPlay update (software auto update), maybe this?



Danzing mission?
What about previous game saves, can you load them?

fitzcarraldo
09-16-15, 04:49 PM
I'm playing with the Uplay updated and no problem.

Fitzcarraldo :salute:

YoYo
09-16-15, 05:05 PM
Danzing mission?
What about previous game saves, can you load them?

Yes, You have right, the 1 mission. Manual save and auto save (5 minutes before) doesnt work.
Ok, I started mission in dock again. I'll see it again.

Btw. this all mods from WofS are amazing for me. Many work but finaly SH5 is playable! BIG TY from my side, hats OFF !

http://i921.photobucket.com/albums/ad52/rafikst/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-09-16%2023-22-08-65_zpsqcus0nho.jpg~original

Lanzfeld
09-16-15, 07:50 PM
About "shift-b", I never knew this was in there as it is not in the F1 keyboard help menu. I just accidentally found it. Pretty cool but a few questions please.

1. It gives sun and moon rise and set times (in GMT....strange) but then there is a strange number in parentheses that I cannot figure out. Any ideas?

2. Went I hit shift-b I also get many reports like weather and battery level and other things. Why?

3. Because this feature is not in the F1 keyboard help list it makes me wonder what else am I missing? Please list undocumented features and keystrokes please!!!

Thank you.

Magic1111
09-17-15, 06:56 AM
Yes. I added patch 8 (after deactivated patch 7) and reload my previous campaign and no problems. It seems not needed to restart a campaign.


Okay, I´ll do so too! :salute:

vdr1981
09-17-15, 07:16 AM
About "shift-b", I never knew this was in there as it is not in the F1 keyboard help menu. I just accidentally found it. Pretty cool but a few questions please.

1. It gives sun and moon rise and set times (in GMT....strange) but then there is a strange number in parentheses that I cannot figure out. Any ideas?

2. Went I hit shift-b I also get many reports like weather and battery level and other things. Why?

3. Because this feature is not in the F1 keyboard help list it makes me wonder what else am I missing? Please list undocumented features and keystrokes please!!!

Thank you.

"F1" help is just a leftover from stock game, not much use of it...
You can check or set all kind of hotkeys using OptionsFileEditorViewer app. You should also check provided documentation for TDW NewUI's 7.5.0...:yep:

vdr1981
09-17-15, 07:27 AM
One more thing guys.

I need Campaign.cfg and CareerTrack.upc files from your last gamesave (My documents/SH5/data/cfg/Savegames) from anyone who has been awarded with new submarine in in your current campaign.

Request is still valid....:yep:

YoYo
09-17-15, 10:40 AM
Hi, Id like to change HUD (periscop) colours. I read that I need for this OFEV: http://www.subsim.com/radioroom/showpost.php?p=2210493&postcount=104 . No any problems with WofS after installation of this tool? Id like to know before I'll spoil something.

I found manual for this: http://www.subsim.com/radioroom/showpost.php?p=2182966&postcount=6 .

Tonci87
09-17-15, 10:41 AM
Just wanted to say thank you.

vdr1981
09-17-15, 11:20 AM
Hi, Id like to change HUD (periscop) colours. I read that I need for this OFEV: http://www.subsim.com/radioroom/showpost.php?p=2210493&postcount=104 . No any problems with WofS after installation of this tool? Id like to know before I'll spoil something.

I found manual for this: http://www.subsim.com/radioroom/showpost.php?p=2182966&postcount=6 .

OFEV (Options File Editor Viewer) is is already fully implemented in the modpack, no need for additional installation. You will also find how to use this app correctly in FAQ and Tips...

YoYo
09-17-15, 12:46 PM
OFEV (Options File Editor Viewer) is is already fully implemented in the modpack, no need for additional installation. You will also find how to use this app correctly in FAQ and Tips...

Ok, TY but (maybe stupid question) where is it? I cant find any exe file of Option File Editor Viewer in SH5 folder.

Txema
09-17-15, 05:56 PM
New update with few tweaks and fixes and my favorite "U-boot lied" added to gramophone is now available in download section. Keep in mind that damn thing (the gramophone) is completely broken and skipping songs all the time :D...

Hi vdr1981 !

First of all, thank you very much for all your work on this mod. I really appreciate it !! :salute:

I think that you can avoid the skipping of songs by the gramophone by setting them in .ogg format. If all the songs are .ogg files, the gramophone does never skip them. Please try it!

Txema

fitzcarraldo
09-17-15, 06:37 PM
Ok, TY but (maybe stupid question) where is it? I cant find any exe file of Option File Editor Viewer in SH5 folder.

In my installation:

E:\Ubisoft\Silent Hunter 5\MODS\The Wolves of Steel 1.04\data\Applications\OptionsFileEditorViewer.exe (this is the OFEV).

You MUST to disengage ALL your mods with JSGME, after that, go to MODS folder, search the OFEV, click in the EXE, and do your changes. After this, re-engage the mods with JSGME and start a new campaign. Not secure you could reload a previous saved campaign.

Regards.

Fitzcarraldo :salute:

vdr1981
09-17-15, 07:17 PM
In my installation:

E:\Ubisoft\Silent Hunter 5\MODS\The Wolves of Steel 1.04\data\Applications\OptionsFileEditorViewer.exe (this is the OFEV).

You MUST to disengage ALL your mods with JSGME, after that, go to MODS folder, search the OFEV, click in the EXE, and do your changes. After this, re-engage the mods with JSGME and start a new campaign. Not secure you could reload a previous saved campaign.

Regards.

Fitzcarraldo :salute:

It is not necessary at all to restart new campaign...:yep: I always make some changes during my campaign playout without any issues. The exception are only snorkels , which use I don't recommend ...
Yoyo, If you check FAQ and tips post , you will find link there with really simple explanation how to use OFEV...:yep:

Hi vdr1981 !

First of all, thank you very much for all your work on this mod. I really appreciate it !! :salute:

I think that you can avoid the skipping of songs by the gramophone by setting them in .ogg format. If all the songs are .ogg files, the gramophone does never skip them. Please try it!

Txema
Thanks for the tip Txema!:up:

YoYo
09-18-15, 05:26 AM
In my installation:

E:\Ubisoft\Silent Hunter 5\MODS\The Wolves of Steel 1.04\data\Applications\OptionsFileEditorViewer.exe (this is the OFEV).

You MUST to disengage ALL your mods with JSGME, after that, go to MODS folder, search the OFEV, click in the EXE, and do your changes. After this, re-engage the mods with JSGME and start a new campaign. Not secure you could reload a previous saved campaign.

Regards.

Fitzcarraldo :salute:

Id like to only test new filters for periscopes so it not will affect campaign maybe :( ? I hope the vdr1981 has right ; ). Thx!

vdr1981
09-18-15, 08:01 AM
Uncle Karl misguides the Ultra again...:)

http://s6.postimg.org/wbbyscgoh/SH5_Img_2015_09_18_14_35_32.png

YoYo
09-18-15, 09:02 AM
After the first completed patrol I bought new skin for my U-boot (1500 p.) but I don't see it.

Its a feature of mod or bug of the game... (yes, I use F2 key for external view).

Ragards : ).

vdr1981
09-18-15, 09:08 AM
After the first completed patrol I bought new skin for my U-boot (1500 p.) but I don't see it.

Its a feature of mod or bug of the game... (yes, I use F2 key for external view).

Ragards : ).

Confirmed...This is probably one of the EUF bugs again but I still don't know how to fix it...
For Type VIIA , only Tiger stripes and yellow stripe coatings are working fine...

Edit:
I think I'll just remove problematic paint schemes in the next patch until I find solution for the problem, if possible at all...

Lanzfeld
09-18-15, 12:22 PM
Hey Vecko,

Quick question/theory...

I see that you have periscope depth set at 12 instead of historical 13.5 meters. I know that we can adjust ourselves but then I thought about something. Do you have it set this way because the game uses periscope extension length to determine detection chance REGARDLESS of the actual length of the scope that shows above the water? It would be too many calculations to determine the actual length of scope above water with the waves and all so the game just uses whatever the scope extension length is to determine detection chance? So if we are deep and only have just the scope,tip,above water we have a high detection chance because we are fully extended?

Is this how it works?:hmmm:

vdr1981
09-18-15, 01:39 PM
I see that you have periscope depth set at 12 instead of historical 13.5 meters. I know that we can adjust ourselves but then I thought about something.
Actually, periscope depth is set to 12 m because anything deeper and your OBS scope will not reach sea surface. I don't know is this realistic or not but because of the changes from some mods, extension length of obs scope is such as it is...
Snorkel depth command however matches historical periscope depth (13-14m) and usually I use this command for normal engagement with attack scope. Attack scope also has slightly longer extension length (again, I'm not sure how realistic is this but that's the way it is).

Do you have it set this way because the game uses periscope extension length to determine detection chance REGARDLESS of the actual length of the scope that shows above the water? It would be too many calculations to determine the actual length of scope above water with the waves and all so the game just uses whatever the scope extension length is to determine detection chance? So if we are deep and only have just the scope,tip,above water we have a high detection chance because we are fully extended?
I'm not 100% sure but I think that AI visual sensor distance really depends of how much your scope sticks out of the water, regardless of your depth and periscope extension... If you enable map contacts together with appropriate options for TAI/NAV map using OFEV app, you can test this in single missions...:yep:

THEBERBSTER
09-18-15, 05:57 PM
Hi Vecko
This is the first opportunity I have had to end my patrol and upgrade from patch 3 to patch 8.

There is a fault in Patch 8
The fault is in the Real Navigation Mod.
Patch 8 with my old Real Navigation Mod works ok.

The JSGME picture has the basic mods enabled with the new Real Navigation Mod from patch 8.
http://i57.tinypic.com/2w3dsgp.jpg

This picture shows the problem in the bunker with Real Navigation not working as it should.
Map contacts are enabled in my games.
http://i57.tinypic.com/5ciq79.jpg

Peter

vdr1981
09-18-15, 06:47 PM
There is no "old" and "new" The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith mod.
You should have only 1 in your JSGME, but I can see 2 on your picture?:doh:
You have overtweaked something...:D
My bet is that one two RN modes of yours has only menu.txt in it, probably the one which is activated... :yep:

By the way, have you received VIIB sub yet?

mikaelanderlund
09-19-15, 04:26 AM
Peter, you have to roll back Real Navigation Mod before activating the new patch 8. Otherwise, you get two Real Navigation Mod. Enabling Real Navigation AFTER enabling patch 8 :salute:

Mikael

THEBERBSTER
09-19-15, 04:46 AM
Hi Vecko,
Yes, there is 2.
The 1 that came in the v1.04 download if you remember you spelt Wraith incorrectly as Wright.
http://i62.tinypic.com/2cijr7b.jpg

Patch 8 has a mods folder in it with another version of Real Navigation with Wraith spelt correctly.
http://i58.tinypic.com/k12xxh.jpg

When patch 8 is in enabled another Real Navigation appears in JSGME un-enabled as you can see in picture 2 in my original post showing 2 versions.
Having 2 can appear because they are not spelt the same.
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWright
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith

If you enable patch 8 with the Wraith you get the problem in picture 2
If you enable patch 8 with the Wright you get the correct Real Navigation.

All I have done is remove patch 3 and replace it with patch 8 with the later/new version of Real Navigation > Wraith

Peter

vdr1981
09-19-15, 05:18 AM
Hi Vecko,
Yes, there is 2.
The 1 that came in the v1.04 download if you remember you spelt Wraith incorrectly as Wright.


Yes , I remember...I also replaced the archive as as typo is detected but I guess you were faster...:up: So, do you know how how to solve your problem completely or do you need some help?

Still in type VIIA?

THEBERBSTER
09-19-15, 07:16 AM
Hi Vecko

My apologies for not answering your question about the upgrade.
I got caught up in my problem.

Upgraded to a VIIB about 20 manual saves ago during N.W.A.
Had a large tonnage total may have triggered it.

No I do not know how to get over the current problem other than to use patch 8 with the original Real Navigation mod that came with the v1.04 download.
Whether this is a practical solution or not I do not know as I do not know what changes were made in the later Real Navigation mod.
I notice that Real Navigation were also added to both patch 4 and patch 7.
I have not used either of these as I am jumping from patch 3 to patch 8.
Always open to some help any time.

Peter

vdr1981
09-19-15, 11:17 AM
No I do not know how to get over the current problem other than to use patch 8 with the original Real Navigation mod that came with the v1.04 download.
Whether this is a practical solution or not I do not know as I do not know what changes were made in the later Real Navigation mod.
I notice that Real Navigation were also added to both patch 4 and patch 7.
I have not used either of these as I am jumping from patch 3 to patch 8.
Always open to some help any time.
Peter
OK, here's what's you gonna do...

1. Deactivate all mods except TWoS 1.04 (main mod)
2. Delete both Real Nav mods from your JSGME (Wright and Wraith:))
3. Then, Download this correct Real Nav (http://www.mediafire.com/download/a4n6arp9dbju640/For+Peter.rar)mod and add it to your JSGME.
4. Then, activate mods in appropriate order (you know the order)

Don't worry , you can do this in the middle of the patrol...:yep:

Hi Vecko

My apologies for not answering your question about the upgrade.
I got caught up in my problem.

Upgraded to a VIIB about 20 manual saves ago during N.W.A.
Had a large tonnage total may have triggered it.

Excellent, can you please upload (or copy/paste) your last Campaign.cfg and CareerTrack.upc from your last gamesave?:up:

THEBERBSTER
09-19-15, 02:49 PM
Hi Vecko

Thank you for the file.

Peter

centurion1st
09-19-15, 08:41 PM
i have unknow problem with MCCD 1.04 . Game crash with it how to remove it to megamod:timeout:

YoYo
09-20-15, 03:48 AM
Hi,
just question about campaign from WofS. Im in the second patrol and recived orders with the new area for patrol. What I can do if I haven't now any torpedos? Deck gun is still present but sometimes it is not enough.

Is it possible to back to Kiel (for example) and repair systems and take a fuel, torpedos and back to new area patrol too (btw I dont see resuply request radio message or button too - for milk cow, is it will be later)?

THEBERBSTER
09-20-15, 05:04 AM
Hi YoYo

First check that your base is still in Kiel and has not moved to Wilhelmshaven.
If it is still Kiel then you can refit at Heligoland.
If it is has moved to Wilhelmshaven then you can end the patrol there and request the same mission that you are currently on again.

There is a supply ship available for a few weeks South West of mainland GB.
Useful if you are doing patrols N.W.A. or S.W.A.
You will get a radio message and see it on the map.
There is another supply ship in Cadiz, Spain from February 1940.
http://i58.tinypic.com/icmqnk.jpg

Peter

YoYo
09-20-15, 07:25 AM
Thank You,

You have right, for sure Wilhelmshaven. When I'll back the mission will be available from the last status of patrol (some of patrol area was finished) or from the beginning again.

THEBERBSTER
09-20-15, 11:22 AM
Hi YoYo

Start a patrol with the same mission with a new patrol area.

Peter

vdr1981
09-20-15, 11:25 AM
When reporting a problem/bug/CTD, please make sure to provide answers to following questions:

- Operating System, System spec ?
- What is your version of the game ? (DVD, Uplay download, Steam)
- Confirm that your game is updated to official v1.2.0 version.
- Provide a screenshot which will show all content and installation path of your main Silent Hunter 5 install folder.
- Confirm that you have checked for solution in provided install instructions and other documentation?
- Specify mods you're using and state your mod order (do not type the list manually, use "Export activated mods list to" JSGME function).
- If you use any unsupported mods, remove them, reinstall your game/TWoS completely according to install instruction, start new campaign and make sure that the issue still persist.
- Make sure to provide as much details as possible when describing situation where problem/bug/CTD can be observed. What should we do in order to reproduce this issue?
- Upload several screenshots and gamesaves where problem can be observed.

Any report with less details or report like "HELP MY GAME CTD RANDOMLY ALL THE TIME :/\\!!:timeout::down::hmph: !!!" is not helpful at all and it will only cause confusion.
Be thorough in your bug reports so we can diagnose, fix or discard the issue with less time consuming efforts, otherwise we wont see much use of it and I wont bother to answer...

YoYo
09-20-15, 12:47 PM
Hi YoYo

Start a patrol with the same mission with a new patrol area.

Peter

Ok, got it - REFIT button! Thanks a lot!

http://i921.photobucket.com/albums/ad52/rafikst/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-09-20%2019-25-34-80_zpspvnz7xhe.jpg (http://s921.photobucket.com/user/rafikst/media/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-09-20%2019-25-34-80_zpspvnz7xhe.jpg.html)

http://i921.photobucket.com/albums/ad52/rafikst/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-09-20%2019-34-40-69_zpsjoscrvzn.jpg (http://s921.photobucket.com/user/rafikst/media/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-09-20%2019-34-40-69_zpsjoscrvzn.jpg.html)

btw. is it possible to manually change a periscope depth (in cfg for example)? I dont know why but my is betweet 13-14 m. on smooth sea so cant use periscope with auto level.

Magic1111
09-20-15, 04:15 PM
@ Peter

When you post in future a longer list with entries of your game, please do this with "Code" Function! :03:

Because the post is than not too long!

Here are a example with Code Function from your post:


[Campaign]
NameId=TotalGermany39
Title=Campaign.Title
Description=Campaign.Description
StartDate=19390831
EndDate=19400601
IsStartingCampaign=true
RequiredSubTypes=SSTypeIIA,SSTypeVIIA,SSTypeVIIB,S STypeVIIC
RequiredProfileAchievements=
RequiredCareerAchievements=

[Campaign.CampObj]
Name=Campaign.CampObj.Name
ValuePointsRequired=8
ValuePointsMajorVictory=10
DateMajorVictory=19400601
DateHistoricalVictory=19400601
IsCompleted=false
IsFailed=false
DateOfCompletion=0

[Campaign.CampObj.MacroObj 1]
ObjectiveID=TG_Scapa_Flow
Name=Campaign.CampObj.MacroObj 1.Name
MapZone=Scapa_Raid
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo
StartDate=19390910
EndDate=19391015
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 1.PersObj 1]
PersObjType=0
Name=Special_Operation_P
Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description
RelatedMapLocations=
IsCompleted=false

[Campaign.CampObj.MacroObj 1.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=1

[Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=BBRoyalSovereign
Type=11
TargetType=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Class=BCRenown
Type=10
TargetType=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3]
Class=BBQueenElizabeth
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=Scapa_Raid

[Campaign.CampObj.MacroObj 2]
ObjectiveID=TG_Norway_Invasion
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=NorwayInvasion
ValuePointsProvided=3
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19400320
EndDate=19400411
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Attack_ships_in_Narvik_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=Area_Narvik,Line_Norway_Invasi on2
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=5

[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 4]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 6]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 7]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 8]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 9]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 10]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 11]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 12]
Type=10
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=0
ToNode=Narvik

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 2]
TargetIdType=2
MapZone=DefendNorway

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 3]
TargetIdType=3
PatrolNode=NARVIK_Patrol_1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 4]
TargetIdType=0
ToNode=NARVIK_Patrol_1

[Campaign.CampObj.MacroObj 2.PersObj 2]
PersObjType=0
Name=Attack_British_ship_entering_Norway_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 2.Description
RelatedMapLocations=Line_Norway_Invasion
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 2.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=2

[Campaign.CampObj.MacroObj 2.PersObj 2.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 3]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 4]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 5]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 6]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 7]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 8]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 9]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 10]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 11]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 12]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 13]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetIdentif 1]
TargetIdType=2
MapZone=Norway1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetIdentif 2]
TargetIdType=2
MapZone=Norway2

[Campaign.CampObj.MacroObj 3]
ObjectiveID=TG_British_Supplies
Name=Campaign.CampObj.MacroObj 3.Name
MapZone=BritishSupplies
ValuePointsProvided=3
FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo
StartDate=19400101
EndDate=19400601
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 3.PersObj 1]
PersObjType=0
Name=Patrol_South_Western_Approaches
Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description
RelatedMapLocations=Area_Southwestern
IsCompleted=false

[Campaign.CampObj.MacroObj 3.PersObj 1.Amount]
IsTonnage=true
Tonnage=500000
NumOfShips=0

[Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=St. Nazaire
FromNode=Bristol

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Bristol
FromNode=St. Nazaire

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Bristol
FromNode=Lorient

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=Liverpool
FromNode=Gibraltar

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Liverpool
FromNode=Kingston

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 7]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Southend

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 8]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Liverpool

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 9]
TargetIdType=1
ToNode=Gibraltar
FromNode=OG_RALLY

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 10]
TargetIdType=1
ToNode=Liverpool
FromNode=Freetown

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 11]
TargetIdType=2
MapZone=South_Western

[Campaign.CampObj.MacroObj 4]
ObjectiveID=TG_Blockade_of_Germany
Name=Campaign.CampObj.MacroObj 4.Name
MapZone=NorthPatrol
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 4.FurtherInfo
StartDate=19390921
EndDate=19400401
IsCompleted=false
IsFailed=false
IsUnlocked=true
GenAchiev=
GenAchievOnFail=
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 4.PersObj 1]
PersObjType=0
Name=Patrol_the_British_Western_Coast
Description=Campaign.CampObj.MacroObj 4.PersObj 1.Description
RelatedMapLocations=Line_BNP
IsCompleted=false

[Campaign.CampObj.MacroObj 4.PersObj 1.Amount]
IsTonnage=true
Tonnage=80000
NumOfShips=1

[Campaign.CampObj.MacroObj 4.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 3]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 4]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 5]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 6]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 7]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 8]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 9]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 10]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 11]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 12]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=North_Western

[Campaign.CampObj.MacroObj 5]
ObjectiveID=TG_British_Coastal_Waters
Name=Campaign.CampObj.MacroObj 5.Name
MapZone=Coastal_Shipping
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 5.FurtherInfo
StartDate=19390904
EndDate=19391201
IsCompleted=false
IsFailed=false
IsUnlocked=true
GenAchiev=
GenAchievOnFail=
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 5.PersObj 1]
PersObjType=0
Name=Hunt_around_the_British_Eastern_Coast
Description=Campaign.CampObj.MacroObj 5.PersObj 1.Description
RelatedMapLocations=Line_BCW
IsCompleted=false

[Campaign.CampObj.MacroObj 5.PersObj 1.Amount]
IsTonnage=true
Tonnage=70000
NumOfShips=0

[Campaign.CampObj.MacroObj 5.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Methil
FromNode=Bergen

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Methil
FromNode=Southend

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Southend
FromNode=Methil

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=Southend
FromNode=Tyne

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Methil
FromNode=Narvik

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Narvik
FromNode=Methil

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 7]
TargetIdType=2
MapZone=Coasta_Traffic

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 8]
TargetIdType=2
MapZone=Coasta_Traffic2

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 9]
TargetIdType=2
MapZone=Coastal_Traffic3

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 10]
TargetIdType=2
MapZone=Coastal_Traffic4

[Campaign.CampObj.MacroObj 6]
ObjectiveID=TG_Baltic
Name=Campaign.CampObj.MacroObj 6.Name
MapZone=BalticObjective
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 6.FurtherInfo
StartDate=19390831
EndDate=19390905
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 6.PersObj 1]
PersObjType=0
Name=Danzig_Bay
Description=Campaign.CampObj.MacroObj 6.PersObj 1.Description
RelatedMapLocations=Baltic zone
IsCompleted=false

[Campaign.CampObj.MacroObj 6.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=2

[Campaign.CampObj.MacroObj 6.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 1]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 2]
Class=SSUndine
Type=200
TargetType=0

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 3]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=BalticSea

[Campaign.CampObj.MacroObj 7]
ObjectiveID=
Name=Campaign.CampObj.MacroObj 7.Name
MapZone=
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 7.FurtherInfo
StartDate=19390830
EndDate=19390831
IsCompleted=true
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 7.PersObj 1]
PersObjType=0
Name=
Description=Campaign.CampObj.MacroObj 7.PersObj 1.Description
RelatedMapLocations=
IsCompleted=true

[Campaign.CampObj.MacroObj 7.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 7.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0



It looks better, or?! :salute:

THEBERBSTER
09-20-15, 05:45 PM
Hi Magic

Thanks for the info.
I did not know about that.

Peter

THEBERBSTER
09-20-15, 05:55 PM
Hi YoYo

You can use End Patrol in the bunker but your mission start will advance by 28 days.
Refit will not advance the days but you will not be able to repair hull damage.
It is not necessary to go in the bunker unless you want to.
The flashing anchor at the top of your screen will go to a solid yellow colour as in your picture.

Peter

centurion1st
09-20-15, 11:47 PM
i dont want to use das boot crew
are u have any way to go back stock crew icon .from mega mod

this crews in Sh 5 have another story .

Magic1111
09-21-15, 03:37 AM
Hi Magic

Thanks for the info.
I did not know about that.

Peter

My pleasure mate! :up:

YoYo
09-21-15, 05:10 AM
Hi YoYo

You can use End Patrol in the bunker but your mission start will advance by 28 days.
Refit will not advance the days but you will not be able to repair hull damage.
It is not necessary to go in the bunker unless you want to.
The flashing anchor at the top of your screen will go to a solid yellow colour as in your picture.

Peter

Thank You Peter,

just for clarification. I tested also (from the save) "End Patrol" but when I take new mission ("let's take new patrol") I saw the same mission again from beginning...

THEBERBSTER
09-21-15, 06:02 AM
Hi YoYo

Yes, that is correct.
The missions are date controlled.
Eastern British Coastal (EBC) starts on 04/09/39 but does not finish until 01/12/39.
You will then see Breaking The Fortress (BTF) appear on 10/09/39 possibly while you are at sea heading towards EBC.
This has a limited time to complete until 15/10/39
Personally BTF is disappointing and I no longer do it as the escorts do not respond in Scapa as they should to sinking a capital ship.
Missions appear as in the picture (start date) and disappear (end date) with new ones also appearing as well.
The picture shows 3 missions all active within their dates
http://i61.tinypic.com/rau9m8.jpg
Each time you end the patrol and start the same one you will get a new patrol area.
Each completed patrol area is worth 1 bonus point that can be used on Crew abilities.
In the picture there are 2 mission choices to consider EBC 04/09/39 to 01/12/39 and NWA 21/09/39 to 01/04/40.
If you are short of tonnage in EBC then that is the one to choose.

Do a manual save in the bunker each time before starting the mission again.
The important thing to remember is to end the patrol after a new mission appears or you will not be able to select it.
Each time you end a patrol the time advances by 28 days.

Peter

YoYo
09-21-15, 08:00 AM
Got it. I understand now, TY :) again.

Lanzfeld
09-21-15, 01:48 PM
On the map, what do the "supermark" and "navigation fix" markers do?

loukylouk
09-21-15, 03:32 PM
Hi YoYo

Each time you end the patrol and start the same one you will get a new patrol area.
Each completed patrol area is worth 1 bonus point that can be used on Crew abilities.
In the picture there are 2 mission choices to consider EBC 04/09/39 to 01/12/39 and NWA 21/09/39 to 01/04/40.
If you are short of tonnage in EBC then that is the one to choose.


Peter

Peter I have a quick question for you. While helping YoYo You said, "If you are short of tonnage in EBC then that is the one to choose".

Could you explain what you meant there and also, I understand that the tonnage bar has been removed but is there still a required tonnage amount for each mission? Thanks for your help

Shane

THEBERBSTER
09-21-15, 04:16 PM
Hi Shane

No, the tonnage requirement has been removed from the game.
I still look at the old tonnage bar (TB) requirements for my tonnage totals.
It gives me an incentive so if I had sunk less tonnage in EBC than I would like then I would not move on to NWA.
If you do not do BTF then you can rack up more tonnage with the extra time that is available.
This is beneficial as you are likely to upgrade to a VIIB quicker.
TB > EBC 70,000 mine was 15 ships 77,520 VIIA
TB > NWA 80,000 mine was 9 ships 50,741 VIIA + 8 ships 70,358 VIIB
TB > SWA 90,000 currently 9 ships 29,618 VIIB

Peter

loukylouk
09-21-15, 05:39 PM
Thank you very much for that Peter.

So just to be clear. If the tonnage requirement for a mission from before the tonnage bar was removed was 10000, and I only get 9000 with the current version of The Wolves of Steel but I completed all mission assignments and decided to move on to the next area of operation, would I get credit for completing that mission or would it remain incomplete?

Haha sorry I'm sure its not complicated but I'd just like to make sure because I have recently finished all assignments for the eastern British coast mission but once I got back it told me it was incomplete. Now I know missions are date sensitive, so does that mean it will be incomplete until the mission expires?

Thanks again for your help.

Shane

THEBERBSTER
09-21-15, 07:01 PM
Hi Shane

Vecko has fixed TWOS so you do not lose out.
The mission completes when the last day ends and drops off the map regardless of your actions.
The important bit is that you cannot start the next mission until it appears and you must not be in the bunker when it starts as you will not be able to request it.
In other words you have to be at sea so that you can select it the next time you end the patrol and then you are able to request this next mission.
The importance of requesting a mission is the tasks that you are given and the bonus points and medals that are earned from them.
I think also it helps with your promotions etc.

Peter

Lanzfeld
09-21-15, 10:36 PM
On the map, what do the "supermark" and "navigation fix" markers do?

Berbster, would you mind giving me some direction here. I just can't find any info on these. Many thanks.

loukylouk
09-22-15, 01:31 AM
Thanks Peter,

I understand everything now completely!

vdr1981
09-22-15, 03:32 AM
Berbster, would you mind giving me some direction here. I just can't find any info on these. Many thanks.

All informations should be in TDW NewUI's documentation...

You've probably noticed that our map drawings or reported contacts can not be saved. That's why TDW has introduced those tools. They can be saved/loaded from ship's journal and I usually use them to mark my patrol grids, reported convoys locations and directions ect.

To add supermarks/navmarks you'll have to access to navmap with "M" key but note that when adding marks you should zoom out map to level where your desired mark location and your sub position are in the same cadre...

enssmal
09-22-15, 04:31 AM
Many thanks for this megamod, but i do not find the red symbol and the circle in my chart to validate the objectives of mission.
help me please!!!! http://cdn.top4top.co/i_31e3423af31.jpg

Aktungbby
09-22-15, 11:05 AM
enssmal!:Kaleun_Salute:

THEBERBSTER
09-22-15, 11:08 AM
A Warm Welcome To The Subsim Community > enssmal: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)

THEBERBSTER
09-22-15, 04:31 PM
Hi Vecko

It is interesting that when you sink a ship you always see the 0000-00-00 corruption.
In this completed task to Infiltrate a Spy the objective in the Captain's Log is showing the correct date.

http://i60.tinypic.com/2qno705.jpg

It makes you wonder why some things work ok and others never do.

Peter

vdr1981
09-22-15, 04:55 PM
Hi Vecko

It is interesting that when you sink a ship you always see the 0000-00-00 corruption.
In this completed task to Infiltrate a Spy the objective in the Captain's Log is showing the correct date.

It makes you wonder why some things work ok and others never do.

Peter

Yeah, I know... Only "Ship sunk" entries get corrupted. Sometimes I update them manually but luckily it's not a big deal even if I don't. There's no other side effects and the correct date is still visible even if entries are corrupted...

RoflCopter4
09-22-15, 07:31 PM
How on earth are you supposed to get away from destroyers when they do that thing where, despite you being too deep for their sonar to find you and despite being totally silent and despite being below the range for their depth charges, they continue circling, pinging, charging, circling, pinging, charging on and on and on indefinitely with so sign of stopping ever? They never run out of charges, never run out of fuel, and never give up. They will never hit you and should not be able to see you but nonetheless they never ever stop. Every time this has happened to me I gave up after ~48 hours of sim time and just reloaded a save, but it is infuriating and makes no sense at all.

vdr1981
09-23-15, 02:19 AM
Many thanks for this megamod, but i do not find the red symbol and the circle in my chart to validate the objectives of mission.
help me please!!!!

http://s6.postimg.org/w8sjovtyl/SH5_Img_2015_02_14_19_51_04.jpg (http://postimg.org/image/w8sjovtyl/)

JiMeS
09-23-15, 04:28 AM
Hello can i ask you a question? I am seeing smoke on the horizon but there are also planes flying nearby so when i call my watch officer to report nearest contact he reports the airplanes and not the ships. Is there any command that i am missing?
Also is there something similar to that command when i am submerged?
Many thanks and goodmorning from Greece!

THEBERBSTER
09-23-15, 04:28 AM
Hi enssmal

This might also help.
Post #169 How To Use The Kriegsmarine Grid Numbers (http://www.subsim.com/radioroom/showpost.php?p=2267181&postcount=169)

Peter

Jimbuna
09-23-15, 05:57 AM
Welcome to SubSim enssmal :sunny:

Aktungbby
09-23-15, 06:33 PM
Visco!:Kaleun_Salute:

Magic1111
09-24-15, 04:13 AM
Hello guys!


Welcome aboard!!! :salute:

Jimbuna
09-24-15, 07:31 AM
Welcome to SubSim Visco :sunny:

YoYo
09-24-15, 08:13 AM
Hello,

just question about not whole mega mod but the one part.

Is here any shortcut/icon for "Active abilities" of our crew (not passive, turn on/off)?

For example Torpedoman has a option "Pre-heat Torpedo". How I can turn it on without fast run of Captain :D from periscope and ask him directly and perhaps lose a target in this time...? It must be order from my attack station by voice in RL.

vdr1981
09-24-15, 08:37 AM
Hello guys!

I am pretty new on subsim.com and I do not know even this is the right place to ask a question, so bear with me please.

I have successfully installed the wolf of steel MOD wich is amazing one, even though it feels to me to start to learn everything from the basics, wich is good! :up:
However in the Automation -> Activated scripts ->basic_sub_maneuvering is corrupt just as some other basic tutorials too.

As I can see there are two possibilities here :hmmm:

1. This MOD doesn't contain these basic tutorials. ( Then wich MOD is that? )
2. Something happend in the process of the installation.

I would like to kindly ask someone here to help me out in this case please!

Thanks in advance

Hi Visco... Those tutorials support only SH5 Enhanced interface and default UI in Wolves megamod is SH3 UI. You can change UI styles with OFEV app. Check FAQ and tips for more...

vdr1981
09-24-15, 09:08 AM
I'm really sick of so much Liberty ships early in the war and SH5 convoys composed of only 2-3 7000t merchant types...:nope: That been said, these ships will soon become regular part of allied convoys in TWoS. :yep:

http://s6.postimg.org/e1ejqc19p/SH5_Img_2015_09_22_01_09_38.jpg (http://postimg.org/image/e1ejqc19p/) http://s6.postimg.org/iys4bg38t/SH5_Img_2015_09_23_21_29_37.jpg (http://postimg.org/image/iys4bg38t/) http://s6.postimg.org/qdhg3tp4d/SH5_Img_2015_09_23_21_30_16.jpg (http://postimg.org/image/qdhg3tp4d/) http://s6.postimg.org/cij5lcup9/SH5_Img_2015_09_23_21_30_32.jpg (http://postimg.org/image/cij5lcup9/) http://s6.postimg.org/mkxxo39m5/SH5_Img_2015_09_23_21_32_24.jpg (http://postimg.org/image/mkxxo39m5/)

Lanzfeld
09-25-15, 07:03 AM
Two quick questions about mods for this.

1. Is there a clean map option for this? I hate those splotches.:-?

2. Is there a compatible interior mod that has the "sitting area" table set up so I can chill while me crew works. The captains bed just doesn't cut it. :arrgh!:

Thanks for any help.:salute:

YoYo
09-26-15, 01:43 AM
Hello,

just question about not whole mega mod but the one part.

Is here any shortcut/icon for "Active abilities" of our crew (not passive, turn on/off)?

For example Torpedoman has a option "Pre-heat Torpedo". How I can turn it on without fast run of Captain :D from periscope and ask him directly and perhaps lose a target in this time...? It must be order from my attack station by voice in RL.




I see that F12 works as key for "Pre-heat Torpedo" ... good to know.

enssmal
09-26-15, 05:47 AM
Hello Aktungbby, THEBERBSTER, vdr1981 and Jimbuna,
thankyou for your help and response: i found the solution for my problem :O:

Jimbuna
09-26-15, 06:04 AM
Hello Aktungbby, THEBERBSTER, vdr1981 and Jimbuna,
thankyou for your help and response: i found the solution for my problem :O:

SINK EM ALL!! http://img856.imageshack.us/img856/8636/cdw.gif (http://imageshack.us/photo/my-images/856/cdw.gif/)

enssmal
09-26-15, 07:28 AM
Quote:
Originally Posted by enssmal http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=2347162#post2347162)
Hello Aktungbby, THEBERBSTER, vdr1981 and Jimbuna,
thankyou for your help and response: i found the solution for my problem :O:

SINK EM ALL!! http://img856.imageshack.us/img856/8636/cdw.gif (http://imageshack.us/photo/my-images/856/cdw.gif/)

yes chief!!!!!:salute:

kishmeth
09-26-15, 09:06 AM
Got a question regarding the contacts you get on the map through radio .

Back in the stock game I recall you could hover/click on a contact and get more information - course , speed , time it was spotted.

Can't seem to get it in WoS - I tried enabling and disabling contact info for the nav map but nothing changed.

THEBERBSTER
09-26-15, 10:18 AM
A Warm Welcome To The Subsim Community > kishmeth: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 will notice the difference that TWOS removes a lot of the simple things that you were already used to being done and makes you work to find the answers that you need.

vdr1981
09-26-15, 05:46 PM
Guys, please check this link...http://www.subsim.com/radioroom/showthread.php?t=222049:up:

Tonci87
09-28-15, 04:38 AM
I´m thinking about getting back into SH5. Should I maybe wait a bit, are you wrking on some new exciting features and improvements?

vdr1981
09-28-15, 12:35 PM
I´m thinking about getting back into SH5. Should I maybe wait a bit, are you wrking on some new exciting features and improvements?

I think you should wait few more days until I upload next patch, it will bring few interesting feature and make campaign gameplay more realistic...
I thought that testing for new patch will go a bit faster but , as you can see here, SH5 community help is "enormous"...:-? http://www.subsim.com/radioroom/showthread.php?t=222049
It appears that even Subsim is not what it used to be...:-?

Tonci87
09-28-15, 12:56 PM
I would gladly help, but my HDD is a bit full right now.....

Lanzfeld
09-29-15, 05:33 PM
I just left Kiel and went through the canal on September 30th, 1939.

Ummm....passed two polish ships. One in the entrance to the canal and the other in the canal itself.:-?:-?:-?

Mistake?....or should I sink them?:hmmm:

mikaelanderlund
09-30-15, 02:19 PM
I'm looking forward to the new patch :yeah:

:salute: Mikael

dennis1945
09-30-15, 05:22 PM
hello all.
first thanks to all for a great mod to sh5.
i'm having CDT's in the opening polish campaign.
has this been an issue recently?
my desktop is running win 10
i'm patching ok up to v1.2
loading the megamod and patch 8 ok, although
i'm getting a message during coping into MODS
having "documentation" having a "source path too
long". and i'm opting to skip it. i,m using resolution 16x9
and i'm not using "real nav".
i know i'm not giving any info about the crash point.
i just don't yet see a pattern. the last one occured
in the nav map screen.

thanks

YoYo
10-01-15, 12:25 AM
Hello any ideas for morale of crew? I'm not sure but it looks for me that morale points (yellow dots) missing when I 'Load' the previous save again so I can't use special features some of crew (0 morale).

vdr1981
10-01-15, 02:28 AM
I just left Kiel and went through the canal on September 30th, 1939.

Ummm....passed two polish ships. One in the entrance to the canal and the other in the canal itself.:-?:-?:-?

Mistake?....or should I sink them?:hmmm:

It happens due to random unit activation...You can ignore them or sink them, it's up to you...:yep:

hello all.
first thanks to all for a great mod to sh5.
i'm having CDT's in the opening polish campaign.
has this been an issue recently?


http://www.subsim.com/radioroom/showpost.php?p=2345885&postcount=2660

Magic1111
10-01-15, 03:44 AM
my desktop is running win 10
i'm patching ok up to v1.2


Please enable the compatibility modus for Win7 on SH5.exe (right mouse click on SH5.exe > compatibility modus > Win7) and try it again.

YoYo
10-01-15, 03:44 PM
Hmmm,

the short movie, for me it looks like a bug (AI mod?). I noticed the one time that Destroyer is "sticky" to my U-boot. Today I saw it again. Please to see it:

http://youtu.be/BJuo-yYTGDs?t=1m13s

(it keeps the same distance but always takes my direction....)

vdr1981
10-01-15, 04:24 PM
Hmmm,

the short movie, for me it looks like a bug (AI mod?). I noticed the one time that Destroyer is "sticky" to my U-boot. Today I saw it again. Please to see it:

http://youtu.be/BJuo-yYTGDs?t=1m13s

(it keeps the same distance but always takes my direction....)

Good example of really useful bug report... :up:

However, the question is already answered in the appropriate section of this thread...

Bosje
10-01-15, 04:26 PM
Hiya

braving an attempt back at SH5 again, with TWoS1.4
quite good, lot of things I am liking about it, which is saying a lot because I cant help comparing it with SH3 GWX. So well done to you, sirs!

one minor annoyance which i have a question about:
Morale.
Is there a simple way to turn it off completely? I find the crew dialogues and gameplay design too lame to want to deal with.
i have some experience with version 1.2 and sort of rage-quit after the first long range atlantic patrols. morale always ends up at zero.

("fix that leak! No Sir, you see we have been on patrol for 2 weeks without sinking any warships, so we will only operate at mimimal efficiency even if it kills us") Kinda makes me want to search for that Luger somewhere in my captain's bedding :arrgh!:

Tonci87
10-01-15, 04:31 PM
That gives me an idea for a new crew ability.

"Will to survive"

-all crew stats get boosted for an hour but after that the morale takes a huge hit, your men are exhausted-

Can something like that be modded into the game?

Lanzfeld
10-01-15, 07:42 PM
SH3 > SH5 but the mods at least make sh5 playable. I have not yet rage quit sh5 but when I do I know sh3 and NYGM will be waiting.

Bosje
10-02-15, 04:12 AM
Erm this may a very foolish question but i arrived at Kiel after first mission, the gold anchor appeared, i ignored it, wanted to see the harbor a bit. went further in, getting close to the sub pens, now the gold anchor is gone. backed up closer to the mouth of the estuary where the 'home base' icon is on the map. still no gold anchor. how do I dock?
when i dive in the harbor i still get the 'submerged' icon, so the icons are there. just no gold anchor.
date is 5 september just after midnight
:hmmm:

edit, after loading the save i made inside Kiel harbor i toured back to the estuary mouth and the anchor popped up again just off the place on the map where is says Kiel (home port icon). So fixed, but weird that i couldn't sail all the way back into the bunker

THEBERBSTER
10-02-15, 04:31 AM
Hi Bosje

You should not lose the anchor even when you bring your boat to a stop in the bunker.
You may need to delete your last save and do a re-run this time ending your patrol when you see the anchor.
Your next mission is available on the 4th September at 00.00 Stopwatch time.

Peter

Bosje
10-02-15, 08:35 AM
Thanks Peter, just edited my post that i fixed it by sailing back up the entry point but still weird that i lost the anchor. i loaded a save which i made in port after losing it, and continued from that save. probably a bad idea huh? ah well

on an unrelated note, does anybody know what those 3-engined German fighters are? kind of look like the american thunderbolt (?) the one with catamaran body
i never saw those planes before and was expecting more conventional planes above the northsea in sept 39

vdr1981
10-02-15, 09:10 AM
SH3 > SH5 but the mods at least make sh5 playable. I have not yet rage quit sh5 but when I do I know sh3 and NYGM will be waiting.

If you're planing to "ragequit" do it soon because I know from personal experience that players who have played SH5 for some time, even with all remaining glitches, from some reason have difficulties to get back to previous titles. I have opinion too that modded SH3 and SH4 are still better than SH5 in some , but not in all aspects of the game. Still, they are missing the main reason why I still don't give up on SH5 and that is TDW real navigation, probably the single best mod for all SH games ever:yep:.

If you play The Wolves megamod without RN from some reason, then I honestly think that older SH games are still better choice...:yep:

vdr1981
10-02-15, 09:16 AM
one minor annoyance which i have a question about:
Morale.


That gives me an idea for a new crew ability.

"Will to survive"

-all crew stats get boosted for an hour but after that the morale takes a huge hit, your men are exhausted-

Can something like that be modded into the game?

Usually I will ignore those moral dots because I also think that SH5 moral is a poor substitution for complex crew management like seen in SH4...When I learn more about it I may take a better look into the files to see if theres something that can bee done with it...

vdr1981
10-02-15, 09:23 AM
Thanks Peter, just edited my post that i fixed it by sailing back up the entry point but still weird that i lost the anchor. i loaded a save which i made in port after losing it, and continued from that save. probably a bad idea huh? ah well



Anchor mark in Kiel is moved few kilometers to the north so that player can dock without causing too much stress to his hardware (Kiel has always been CTD monster in modded SH5).
Blue anchor mark is your base, not submarine bunker. If yellow anchor mark doesn't pop-up , you should get close to the blue anchor mark in navmap and save/reload the game.
In other bases blue anchor mark will more or less match bunker position...

Bosje
10-02-15, 10:27 AM
that clears it up, cheers!

about morale: on my previous playthrough a couple months ago i also ignored the morale but i was thinking: what if the special meal and the crew maintenance powers just added one point WITHOUT taking it away after time out. that might sort it all out. you could keep maybe 5 morale points going throughout a patrol so that if you DO get in trouble the chief still has a damage control ability to save your life.
reason it bothers me is that you also have a 1.WO with battlestations and silent running. those cost morale iicr. so i only have a limited amount of silent running and battlestations during my patrol? lol.

would it be possible to tweak that within the supermod/generic patcher?

succerpunch
10-02-15, 11:09 AM
Is there anyway to get the original Silent Hunter 5 main menu background with people standing in the sub pen and the U-Boat floating in the dock by any chance?

Lanzfeld
10-02-15, 11:28 AM
Well on the topic of silent running...:hmmm:

Why are there two symbols for silent running? One is when I hit the "z" key (I think it is an ear symbol) and the other is when I hit F7 (I think) and a note with a slash through it appears. Both indicate silent running but what is the difference?:dead:

The disturbing part is the crew continues with repairs during silent running and that seems like it should not be happening. Any ideas? Why???:/\\!!

Also two battle stations symbols? A bell or a man symbol. Why?

Also...talking about repairs I noticed a hammer symbol in the engineers tabs but it doesn't seem to do anything. The crew seems to repair if that hammer button is pressed or not. Can anyone explain this to me?:know:

EDIT.....final question for now please...is there a different ping sound for when you are detected vs when they are searching?

Lanzfeld
10-02-15, 11:34 AM
Oh yeah....a little tip on the vanishing anchor symbol. Try hitting "shift Z" a few times.:rock:

Tonci87
10-02-15, 11:46 AM
Well on the topic of silent running...:hmmm:

Why are there two symbols for silent running? One is when I hit the "z" key (I think it is an ear symbol) and the other is when I hit F7 (I think) and a note with a slash through it appears. Both indicate silent running but what is the difference?:dead:

The disturbing part is the crew continues with repairs during silent running and that seems like it should not be happening. Any ideas? Why???:/\\!!

Also two battle stations symbols? A bell or a man symbol. Why?

Also...talking about repairs I noticed a hammer symbol in the engineers tabs but it doesn't seem to do anything. The crew seems to repair if that hammer button is pressed or not. Can anyone explain this to me?:know:

EDIT.....final question for now please...is there a different ping sound for when you are detected vs when they are searching?


Would like to know this too. What is the "proper" way of activating Battle station, silent running, or ther things?
Speaking to the crewmember, using the command symbols, hitting a key?

Also, yeah it does bother me too that you can leave silent running and battle station on only for a limited ammount of time because they drain morale so fast, if they drained it a bit slower, that would be nice.

Lanzfeld
10-02-15, 11:52 AM
[QUOTE=Tonci87;2348576

Also, yeah it does bother me too that you can leave silent running and battle station on only for a limited ammount of time because they drain morale so fast, if they drained it a bit slower, that would be nice.[/QUOTE]

I didn't even know that. Seems rather silly.

vdr1981
10-02-15, 12:03 PM
I'm not sure that I can give you correct answers because I also still don't understand quite well what is going on in game regarding crew related abilities and commands. This needs further testing...Luckily, I have you guys...:D

I know this though:
Yellow hammer- no function
Silent running- no obvious effect on submarine noise signature but I wonder was there any effect ever, in any SH game?:hmm2: Torpedo loading stopped, no propaganda to increase moral.
- Doubled SR/ BS commands - that commes from TDW NewUI's, why? I don't know...:hmmm:

This is the thread which deals with mentioned problems, maybe there you can find some answers...http://www.subsim.com/radioroom/showthread.php?t=195193

Lanzfeld
10-02-15, 12:20 PM
Thanks for the link Vecko.:up:

I read a bit of it and I just don't get it. Moral drops so your crew refuses to pump the water out?!!:har:

I am still going to enjoy SH5 until something this absurd happens.

I agree with you. Certain aspects of the game make it hard to go back. Real nab is cool but I love the detailed harbors. And those sunsets are amazing.

vdr1981
10-02-15, 12:29 PM
Thanks for the link Vecko.:up:

I read a bit of it and I just don't get it. Moral drops so your crew refuses to pump the water out?!!:har:



Not exactly...Taken water is pumped out automatically without your inputs, but chief engineer ability to speed up the process by taking command or something can be denied if his moral is low or if he's injured...This at least makes some sense...
Like I said, check the thread and you may find some answers there after which this whole thing wont seem so strange to you...:yep:

Tonci87
10-02-15, 01:11 PM
I´ve read about it a bit and it seems as if Morale is really the wrong word, think of it as fatigue. A very long patrol drains your food supplies (something that is not represented in SH5) and you men want to see a bar from time to time and eat smth. proper. Don´t be on patrol for more than 6 weeks.
Also it looks as if skilling your Bosun is extremelly important since he has abilities that will significantly reduce morale decay or give your crew an emergency morale boost. Your cook is also important since he can cook a special meal for your crew wich also restores morale points.
Morale points do not affect basic sub operations but if they are all gone you will not be able to use special commands.

vdr1981
10-02-15, 02:04 PM
I´ve read about it a bit and it seems as if Morale is really the wrong word, think of it as fatigue. A very long patrol drains your food supplies (something that is not represented in SH5) and you men want to see a bar from time to time and eat smth. proper. Don´t be on patrol for more than 6 weeks.
Also it looks as if skilling your Bosun is extremelly important since he has abilities that will significantly reduce morale decay or give your crew an emergency morale boost. Your cook is also important since he can cook a special meal for your crew wich also restores morale points.
Morale points do not affect basic sub operations but if they are all gone you will not be able to use special commands.

Well explained and I guess you're right...:yep:
Just had a quick look in SpecialAbilities.upc file and there may be still some place for reorganization and improvement of current moral/fatigue/spec.abilities settings.
However , this may require some extensive testing... :yep:

Bosje
10-02-15, 02:49 PM
cool, thanks for those updates.

i too was wondering about 2 types of silent running and 2 types of battle stations, but i never notice anything different about how my boat works. i read somewhere that i should have BS on when using deck gun... but they still fail to hit below waterline in any case, which is understandable from a rolling u-boat.

as for fatigue/morale: good point. i guess my suggestion has to be: reduce the rate of degradation and make it so special meal adds a point permanently.
in myu current patrol (2nd mission) i am off the English east coast. been there for 2 days, sinking 8 ships. took a little damage from a fighter which i tried to get repaired with the chief's improved damage control ability. and battle stations.
left both on for 2 hours. didnt really help repairs but my morale is down to 4. had a special meal, but that was yesterday, now morale/fatigue is down to 3.
this is 4 days into the patrol after sinking 8 ships and 2 fighters.
i'd expect to see morale at an all-time high after this. or maybe just a tad shaken for getting attacked by fighters even if we shot em out of the sky.
so i'd be happy to test anything less... babysitty :arrgh!:

edit: i remember now, i did read that thread before (reworked morale)
it's the 'no points for sinking merchants' that unbalances it in my view. add half a point for every merchant over 5000 tons maybe?

Bosje
10-02-15, 03:44 PM
that was a very illuminating read-up on the modthread.

in my game i'd prefer to sink a ship after spending half an hour at BS and/or silent running and come out at least even on morale. fatigue would be high, but it would also recover after a few relaxing days of no combat at all :smug:

So vecko, if i simply do this:

http://www.subsim.com/radioroom/showpost.php?p=2053864&postcount=82

would i mess anything up in your carefully tuned package?

vdr1981
10-02-15, 04:41 PM
that was a very illuminating read-up on the modthread.

in my game i'd prefer to sink a ship after spending half an hour at BS and/or silent running and come out at least even on morale. fatigue would be high, but it would also recover after a few relaxing days of no combat at all :smug:

So vecko, if i simply do this:

http://www.subsim.com/radioroom/showpost.php?p=2053864&postcount=82

would i mess anything up in your carefully tuned package?
I really can not say for sure...:hmmm:
Maybe you should experiment a bit and report your findings? :hmm2: Every information regarding this is really useful...
In any case, fine tuning of moral/fatigue/abilities elements in SH5 can be done gradually and in small steps, while we sailing our campaigns. But, at least, I think it's possible...

THEBERBSTER
10-02-15, 06:26 PM
If the Cook does not have 1 morale point he will not cook a meal.
You have to keep talking to him with the different available questions and he will gain the 1 morale point you need.
Do not ask him about his violin at any time as this will reduce his morale.

Peter

Bosje
10-02-15, 07:23 PM
Ok i made a tiny little mod. only the one file where i changed 0,0 to 1,0
loaded it up with JSGME halfway through a patrol, off the english coast.

no problems at all, first ship i found, sunk it and got a morale point...
I think! at that same time i completed my objective so maybe the point is from that. also some officers got more morale boost than others, perhaps i got 2 points but not every officer applied. i'll keep testing it.
one little bug which i can't think has anything to do with it. delete all map tools: CTRL + the eraser. worked before, now it bumps me back to control room. sound familiar to anyone?

atm, to be honest, i am seriously enjoying your work Vecko (and that of all the modders who made the parts)
that ship i just sunk was my first ever with real navigation and manual targeting through the RAOB periscope tool. pretty cool, I still have map updates on and with real navigation, that's fairly useless except to dubbelcheck his course and speed. which was very helpful to get to grips with my calculations.
i've been playing GWX for years but always manual shots with map updates. now i can not live without hydrophone lines around my boat :oops:

give it a couple more years of modwork and SH5 may actually get some replay value :arrgh!:

vdr1981
10-03-15, 05:22 AM
OK, new update 9 for Wolves 1.04 is now available in download section. You will find few interesting features in it but first make sure to check readme documentation. In the next patch I will try to learn more about SH5 crew moral/fatigue/spec.abilities elements represented in the game and if possible to make some improvements...

The Wolves of Steel 1.04 - Patch 9 changelog:

Snapshot changes:
- Decreased 3D rendering distance to 50.000m around the player sub in order to reduce CPU/hardware stress and to improve game performance and stability in densely populated areas.
*(If you wish to use this feature you should first enable your mods with JSGME as instructed down bellow. Then, start your GenericPatcher.exe, disable all patches, and then restore again TWoS 1.04_Snapshot.gps provided within the modpack)

Other tweaks:
- Removed CamoB and CamoC coatings for type VIIA because they don't work.
- Final campaign (Final Years) is now only available from MG and TP campaigns.
- Compartments flooding times for merchants reduced by 20-30 %
- Hog Islander max speed increased from 11 to 13 KN. Historically max speed was 15 KN but because this was an old ship from WW I era , I've decided to limit speed to 13 KN.
- Introducing, for the first time in SH5, available medium and small size merchants in allied convoys. Encountered convoys will from now have more diversity and will not be composed exclusively of only 2-3 ~7000 tons merchant types...
- Majority of ships in British coastal convoys will now be medium and small size merchants.
- Convoys formation density is set to vary from 700m-900m of spacing between columns/rows. These settings will best match historical convoy formations records provided by GAP and by various aerial photos/videos of WWII Atlantic convoys.
- Forced more realistic behavior of large warships by introducing new type of "defensive" warship in TF groups that contain capital ships. This means that aircraft carriers and large warships will not constantly buzz over your head and ram anything in their path while you're under DC attack, exposing them self to an unnecessary danger. In this case, TF will rather split in two groups where one group will try to pin you down while the other will stay with capital ships and leave the area, exactly as they should...
- Revised promotional/moral points requirements for some crew abilities.
- Increased crew members health points, FO heeling time significantly increased in order to avoid collapse of battlestations/silent running commands in dialog menu if FO is injured..

Added mods:
- OHII v2.5 - Allied Convoys Merchant Enhancement_0.1
- OHII v2.5 - GroupTypeDefs.cfg_7-8-9_XII
- TF capital ships behavior_Testing v0.1

Removed mods:
-

Installation:
1. Start JSGME found in main SH5 folder and drag content of the archive into available mods area (or simply extract it to your "Silent Hunter 5/MODS" folder).
2. Enable the patch with JSGME after the main TWoS 1.04 megamod, your JSGME activated mods should look like this:
The Wolves of Steel 1.04
The Wolves of Steel 1.04 - Patch 9
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith *(optional mod)
The Wolves of Steel - *x* Resolution Patch *(optional mod)

* Enable the patch in PORT/U-Boat bunker and continue campaign.
* This patch is cumulative which means that it contains changes from all previous patches.
* Some changes will kick in after camping restart or after player's advance to the next campaign.

Bosje
10-03-15, 10:06 AM
cool update on the patch! trying it now, looks good so far

drronnie
10-03-15, 09:40 PM
Installed it but the game kicks me out when loading the new campaign. Anything I can do here?

Bosje
10-04-15, 03:03 AM
The game, mod and patch run just fine, Vecko. no issues to report.

meanwhile I have been looking at the crew morale and abilities, i read some threads about damage control and how it seems to serve no purpose at all...
indeed I have some light damage from fighter attacks, to various (auxiliary) ballast tanks I think.
Achtere Ausgleichszelle, Regelzellen,
also to Bugtorpedoraum Abteilung, Funkraum Abteilung, U-Raum Abteilung, Machinenraum Abteilung, Emaschinenraum Abteilung
and lastly to the diveplanes and driveshaft. all these items are around 98% intact, so minor yellow damage. been like that for days.
using up repair crew points achieves nothing. Setting the hammer icon on any parts makes no difference.
are both observations correct? is it because all these items cannot be repaired at sea or do crew repair ability and hammer selection not matter either way?

second thing i observed: i reloaded torpedoes with normal crew: 25 minutes.
reloaded with the NewGUI battlestations button (from watch officer, the grey icon on screen): 25 minutes.
reloaded with in-game watch officer dialogue BattleStations. (red bell-icon): 22 minutes.

my summary: battlestations from officer menu serves no puropose. BS from ingame watch officer is not worth the morale/fatigue it costs.

do you recognise those observations?

one final question: is there any way to stop my Chief using compressed air and using his diveplanes instead? The more I mess around with depth keeping and -changing, the more confused I get about the game mechanics...
:hmmm:

meanwhile I'm actually quite enjoying SH5 (and that's a first :arrgh!: ). Great job!

YoYo
10-04-15, 03:16 AM
http://i921.photobucket.com/albums/ad52/rafikst/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/SH5screen_zpsliv8bdax.jpg (http://s921.photobucket.com/user/rafikst/media/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/SH5screen_zpsliv8bdax.jpg.html)

Click: https://youtu.be/6MI0qWpeGh4 or https://vimeo.com/141313567

YoYo
10-04-15, 05:50 AM
i read some threads about damage control and how it seems to serve no purpose at all...
indeed I have some light damage from fighter attacks, to various (auxiliary) ballast tanks I think.
Achtere Ausgleichszelle, Regelzellen,
also to Bugtorpedoraum Abteilung, Funkraum Abteilung, U-Raum Abteilung, Machinenraum Abteilung, Emaschinenraum Abteilung
and lastly to the diveplanes and driveshaft. all these items are around 98% intact, so minor yellow damage. been like that for days.
using up repair crew points achieves nothing. Setting the hammer icon on any parts makes no difference.
are both observations correct? is it because all these items cannot be repaired at sea or do crew repair ability and hammer selection not matter either way?


I noticed also this strange problem, 87-98% for some of parts but from a week of patrol without any 1% more of progress...

vdr1981
10-04-15, 06:04 AM
http://i921.photobucket.com/albums/ad52/rafikst/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/SH5screen_zpsliv8bdax.jpg (http://s921.photobucket.com/user/rafikst/media/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/SH5screen_zpsliv8bdax.jpg.html)

Click: https://youtu.be/6MI0qWpeGh4 or https://vimeo.com/141313567

Awesome Yoyo, can't wait! :yeah::yeah::yeah:

vdr1981
10-04-15, 07:04 AM
The game, mod and patch run just fine, Vecko. no issues to report.

meanwhile I have been looking at the crew morale and abilities, i read some threads about damage control and how it seems to serve no purpose at all...
indeed I have some light damage from fighter attacks, to various (auxiliary) ballast tanks I think.
Achtere Ausgleichszelle, Regelzellen,
also to Bugtorpedoraum Abteilung, Funkraum Abteilung, U-Raum Abteilung, Machinenraum Abteilung, Emaschinenraum Abteilung
and lastly to the diveplanes and driveshaft. all these items are around 98% intact, so minor yellow damage. been like that for days.
using up repair crew points achieves nothing. Setting the hammer icon on any parts makes no difference.
are both observations correct? is it because all these items cannot be repaired at sea or do crew repair ability and hammer selection not matter either way?
Yes...Like I sail in FAQ and tips, some damage will not be repairable without dry dock in your home base. To understand more about damage modeling in modded SH5 and Wolves megamod you should check changelog of this mod...http://www.subsim.com/radioroom/showthread.php?t=207093 ...:yep:
Readme is also placed in your TWoS documentation folder...
And yes, yellow hammer from GUI officers dialog menu (damage controll team or something) has no purpose at all. I think that feature is added by TDW for later implementation...




second thing i observed: i reloaded torpedoes with normal crew: 25 minutes.
reloaded with the NewGUI battlestations button (from watch officer, the grey icon on screen): 25 minutes.
reloaded with in-game watch officer dialogue BattleStations. (red bell-icon): 22 minutes.
my summary: battlestations from officer menu serves no puropose. BS from ingame watch officer is not worth the morale/fatigue it costs.

do you recognise those observations?
Again good observation. It seems to me also that main BattleStations command is the one with "bell" icon (F7 key). It looks like BS command from GUI officers menu has only something to do with AI deck gun/AAA engagement. For example, when I disable BS command with "ladder" icon, crew will always put guns in neutral position, and I use this command exclusively for that... :D
Right now, I'm experimenting with new modified Specialabilities.upc file and form next update, effects of certain commands and crew states will be much more obvious, with both positive and negative effects on submarine performance (repair speed, torp/gun loading times, moral/fatigue, CO2 build up, hydrophone response, noise signature ect ):yep:



one final question: is there any way to stop my Chief using compressed air and using his diveplanes instead? The more I mess around with depth keeping and -changing, the more confused I get about the game mechanics...
:hmmm:

meanwhile I'm actually quite enjoying SH5 (and that's a first :arrgh!: ). Great job!

You should understand that none of the SH games from series was ever meant to be true submarine simulator so game mechanic sometimes can be rather strange. In order to "fly" your U-boat under the water with neutral buoyancy using manual diveplanes only, player will need complete manual control over internal ballast tanks which was never implemented in SH. TDW once announced this but so far nothing.

The point is that you shouldn't look at your GUI depth gauge simple as desired depth command. It is rather an instruction to you chief engineer how much water sub should take in order to reach desired depth. True problems will become obvious when your sub is damaged and taking water and you are forced to remain under water. Then, maintain certain depth becomes much more difficult to impossible...
In this situation your goal should be to maintain any possible depth until damage is fixed (if possible) and that's where your propulsion, compressed air and manual diveplanes controls will become really useful.

Bosje
10-04-15, 08:40 AM
Yes...Like I sail in FAQ and tips, some damage will not be repairable without dry dock in your home base. To understand more about damage modeling in modded SH5 and Wolves megamod you should check changelog of this mod...http://www.subsim.com/radioroom/showthread.php?t=207093


yep read the whole thing, I guess it just feels a little too much like a spectator when there's nothing you can actually do with the whole damage screen anyway. But ah well :)



For example, when I disable BS command with "ladder" icon, crew will always put guns in neutral position, and I use this command exclusively for that... :D


Right now, I'm experimenting with new modified Specialabilities.upc file and form next update, effects of certain commands and crew states will be much more obvious, with both positive and negative effects on submarine performance (repair speed, torp/gun loading times, moral/fatigue, CO2 build up, hydrophone response, noise signature ect ):yep:


1) did not know that, thanks!
2) that sounds awesome!


Then, maintain certain depth becomes much more difficult to impossible...
In this situation your goal should be to maintain any possible depth until damage is fixed (if possible) and that's where your propulsion, compressed air and manual diveplanes controls will become really useful.

yes but the one time I actually needed it when i was flooded, my compressed air was expended by my Chief and I could not get him to stop. seemed like he wasted all my air trying to get 1 meter higher or something. using manual diveplanes did nothing, it reset itself after a couple seconds.

at the moment I am being hunted by 2 escorts in 140 meters deep water.
my depth is 91 while I ordered 120
ahead 1/3 gives me 0,05 knots which makes my boat slowly drift upwards. no idea why I have no speed. battery is full and no damage.
so i am completely puzzled by the whole thing. (my frame of reference is SH3 GWX and there it was straight-forward. slow speed = slow depth changing)
but here I can't even get my boat to settle at 120 meters at all....
while typing this we drifted up to 87 meters... is there a manual on depth-keeping somewhere? :salute:

YoYo
10-04-15, 08:48 AM
Hi,
no any problems with continuation of campaign after Patch 9? I didnt check yet...

Awesome Yoyo, can't wait! :yeah::yeah::yeah:

Thank You! Im glad that You like it!

vdr1981
10-04-15, 09:18 AM
Hi,
no any problems with continuation of campaign after Patch 9? I didnt check yet...


There shouldn't be any problems but some changes regarding convoys/TF formation will became visible only when you restart your campaign or when you "jump" from Coastal Waters to Happy Times for example. :yep:

P.S.
Your YT channel and the website are just awesome!:up:
I love DCS/FC series and especially my favorite Ka-50...:yep:
Some flying of mine...:D
https://www.youtube.com/watch?v=31J_ohQnf6U
https://www.youtube.com/watch?v=AqFwwDpLrXY
https://www.youtube.com/watch?v=WKYMb_fSkfM

q800
10-04-15, 09:51 AM
Hmmm... ive just noticed, that there are no water reflections (including fire) and no water transparency for ships. Any chance to have these in a future?

vdr1981
10-04-15, 12:03 PM
yep read the whole thing, I guess it just feels a little too much like a spectator when there's nothing you can actually do with the whole damage screen anyway. But ah well :)
The only way to effect repair speed in SH5 is through following commands/crew abilities:
Battle stations ("bell icon", slightly faster repairs)
and two commands available trough interaction with your chief engineer (increase repair speed and reduce flooding time)...


yes but the one time I actually needed it when i was flooded, my compressed air was expended by my Chief and I could not get him to stop. seemed like he wasted all my air trying to get 1 meter higher or something. using manual diveplanes did nothing, it reset itself after a couple seconds.

at the moment I am being hunted by 2 escorts in 140 meters deep water.
my depth is 91 while I ordered 120
ahead 1/3 gives me 0,05 knots which makes my boat slowly drift upwards. no idea why I have no speed. battery is full and no damage.
so i am completely puzzled by the whole thing. (my frame of reference is SH3 GWX and there it was straight-forward. slow speed = slow depth changing)
but here I can't even get my boat to settle at 120 meters at all....
while typing this we drifted up to 87 meters... is there a manual on depth-keeping somewhere? :salute:

You should understand first that sub underwater maneuvering capabilities in in any supermod that I encountered (including GWX) are way off (and I mean WAY OFF) the scale.

What you see in Wolves megamod is much more closer to the real submerged WW2 submarine behavior. Just compare sub acceleration from 0 to full speed found in any other mod with that what you have in TWoS...:yep:

Anyway, what will I do if I wont to dive to 120m with speed of 1-2 kn fastest as possible...

- Command highest possible depth (260m) so that your sub can achieve the highest possible negative buoyancy.
- Your sub will then start slowly do go deeper and your forward speed will drop because of diveplanes and submarine drag. If you wish too speed up dive rate, you'll have to increase speed (not good idea when escorts are near by)
- When you reach desired depth, then command "maintain depth". The sub will then maybe drift few meters up or down and our "resourceful" chief will try to counteract this by using diveplanes automatically and you may again lose speed.
- In this situation I will then use manual diveplanes controls and set them to 0 angle in order to decrease drag on forward on forward sub motion...

I understand that this can be a bit confusing for players who are accustomed to stock underwater submarine performances but after some practice there will be no problems at all.

I may create one short video in order to show all this in practice...

YoYo
10-04-15, 01:43 PM
There shouldn't be any problems but some changes regarding convoys/TF formation will became visible only when you restart your campaign or when you "jump" from Coastal Waters to Happy Times for example. :yep:

P.S.
Your YT channel and the website are just awesome!:up:
I love DCS/FC series and especially my favorite Ka-50...:yep:


Good to know :D. Yep, submarines are second my love after aviation (as You see Im here from 2005!). I was very angry what Ubisoft did in SHV so I had big break. God bless all creators of this mod! :sunny:

Btw.
Im between Coastal Waters and Happy Times (7.06.1940). Installed patch 9, no any problems with my saves and campaign. TY.

Hmmm... ive just noticed, that there are no water reflections (including fire) and no water transparency for ships. Any chance to have these in a future?

I dont see problems decribed by You. Maybe someting else?

Reflections:

http://i921.photobucket.com/albums/ad52/rafikst/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-10-04%2019-19-59-22_zpsqfg3wdpi.jpg (http://s921.photobucket.com/user/rafikst/media/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-10-04%2019-19-59-22_zpsqfg3wdpi.jpg.html)

Transparency:

http://i921.photobucket.com/albums/ad52/rafikst/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-10-04%2018-47-19-92_zpshayxejaq.jpg (http://s921.photobucket.com/user/rafikst/media/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-10-04%2018-47-19-92_zpshayxejaq.jpg.html)

Bosje
10-04-15, 01:46 PM
cheers, that helps

one thing I don't get the hang of is manual diveplane control. i can click on full up but it will go back to whatever the chief orders immediately. is there something I am missing?

as for the rest: yes I realise that simulated and modded sub behaviour must be FAR from the real deal, but I once wrote an essay stating that realism is in the eye of the beholder. there is a fine balance between actual historical realism and gameplay which 'feels' real. So that's where my griping takes place. (must be annoying for you and if so, i'm sorry. lot of hard work done and people comment on tiny little things they don't agree with :smug: )

to illustrate: Sitting in my VIIC in SH3, at 190 meters, destroyer coming in, he gets his DC's close and the whole boat shakes around. no damage though, lucky! next attack, lights go out, valves break and water streams into control room. 'Cut silent running! Every spare hand on damage control!' It's terribly exciting and probably wholly unrealistic. In SH4 it was underwhelming. And now in SH5 it's just.... anticlimactic. no beautiful ominous pressure sounds, just a little SH4 creaking. then a DC attack gets close. no wobbling, no sense of being hammered. But a little more damage in yellow percentages which you can't do much with. See the point? Its the main problem all SH games had, I think. Getting the feel of the thing just right. Anyway I keep noticing awesome little details which certainly enrich SH5 and make it stand out. Real navigation is just fantastic! I'll say again: good job! BTW in the recon manual, the description of the Deutschland is mismatched, it's got pictures and description of the pre-dreadnought Schleswig-Holstein type. (I just love reading those pages, awesome stuff!)

q800
10-04-15, 02:22 PM
I dont see problems decribed by You. Maybe someting else?



I was writing about targets' :) reflections and transparency. My Uboot reflects in the water.