Log in

View Full Version : [REL]The Wolves of Steel - SH5 Megamod


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 [13] 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58

THEBERBSTER
11-04-15, 07:48 PM
Hi Cyborg

Did you do this in Step 7?

Don't forget to save/reload the game first time you enter the bunker (do this every time you start a new campaign or advancing to the next one)...

Peter

gap
11-04-15, 07:50 PM
It happens ... exactly at 02.00am

...

the debug info as follows

...

Fault Module Name: Sound.act

It must be a scripted radio event. Most probably an audio file in an unsupported format, or wrongly spelled in radio.ini. Have you enabled any radio mod?

Cyborg322
11-04-15, 08:10 PM
Yes did that , I have gone back to enabling patch 10 ( No CTD ) for now until I figure it out or get help with it .

With patch 10 the game can take all sorts of abuse without crashing even without save loading adding taking away mods etc I've not had CTD's for ages Its a little frustrating . Also the Game seems to run smother on 10 none of the micro freezes either

I'm guessing if this is not common it may be due to changes I made with the options viewer , The problem is I made the mistake of making too many changes at the same time I don't normally do that

Cyborg322
11-04-15, 08:20 PM
@ Gap I just have the radio mod within WOS I was using a radio mod I made myself but I stopped using it when I started tracing the bug, Its not within the realms of impossibility I missed something obvious so I'll take another look in that ballpark

YoYo
11-05-15, 05:28 AM
General impression is that your game is rather unstable which is strange because I really cant remember when I saw CTD in my game during normal gameplay ...:hmm2: Have you recently add or remove some additional mods during your campaign?

Sounds like broken gamesave...Fin one that works and try to continue your campaign.

Hi Vecko,
Nice to inform You that I found a reason why I had CTD or many problems with "saves". I reinstalled SH5+WofS. Passed Gibraltar (without disabling of rander patch also!) with TC16 without big problems like before (nice FPS too)! I recived one CTD, but all saves works fine without problems!

I noticed that between step 5 and 6 ( http://www.subsim.com/radioroom/showthread.php?t=210703) U-Play (it works as background) must be closed also for good installation of "TDW generic patcher". In the first time I recived info (when I was in step 6) that one file of SH5 is used still and can't be patched (but SH5 was closed). Now after the 5th step I closed Uplay too and restart PC. After this - I go to step 6 and continued installation without any problems!
Maybe good idea to add in Your manual info that UPaly must be closed also, not only SH5 when You will start to install TDW generic patcher (Step 6 in Your manual).

vdr1981
11-05-15, 05:54 AM
...I recived one CTD...


Again? :huh: Sometitimes I really think that we are not playing the same mod/game...:D

@ Gap I just have the radio mod within WOS I was using a radio mod I made myself but I stopped using it when I started tracing the bug, Its not within the realms of impossibility I missed something obvious so I'll take another look in that ballpark
I couldn't reproduce your issue and my opening Danzing mission passed without any issues...

Check/remove your additional mods and reinstall the game/mod according to setup instructions...

YoYo
11-05-15, 06:22 AM
Again? :huh: Sometitimes I really think that we are not playing the same mod/game...:D


Yep but it was on TC256 and in Gibraltar. Nothing important :woot:. The rest looks ok.

Jimbuna
11-05-15, 07:18 AM
Welcome to SubSim Cyborg :sunny:

THEBERBSTER
11-05-15, 07:45 AM
Hi Guys

Please take note that Gibraltar has serious frame rate issues and will test your system so you need to be sensible with your TC or you will encounter a CTD.

Use the CTRL + F8 keys.

Peter

Cyborg322
11-05-15, 09:26 AM
Thanks for the welcome and the help on my first visit to the forum :sunny:

I'm working thru the bugs I've encountered and think I'm almost there

THEBERBSTER
11-05-15, 04:59 PM
Hi Vecko

In your current Time Compression settings.
Enemy Detected 512:hmmm:

In July I was seeing.
Enemy Detected 1:yep:

I think it may have been changed when you updated one of your versions.
Its not a problem for me as I personalize my own TC settings.

Peter

vdr1981
11-05-15, 05:18 PM
Thanks for the welcome and the help on my first visit to the forum :sunny:

I'm working thru the bugs I've encountered and think I'm almost there
:up:

Hi Vecko

In your current Time Compression settings.
Enemy Detected 512:hmmm:

In July I was seeing.
Enemy Detected 1:yep:

I think it may have been changed when you updated one of your versions.
Its not a problem for me as I personalize my own TC settings.

Peter
From FAQ...

- How is time compression set in this expansion?
With TC x128 or higher, TC will drop to x1 every time your watch crew detect something regardless of unit coalition (enemy, neutral or even friendly). TC up to x64 will drop to x1 only if enemy airplane has been detected...This is important gameplay element because player now has to reveal ships affiliation by some other means other than TC drop (ships behavior, markings, type, location, ect). Max TC is limited to x512 for stability reasons, although I can not recommend anything higher than x256 in areas with dense air and sea traffic (Baltic, coastal waters...).

THEBERBSTER
11-06-15, 07:11 AM
Hi Vecko

Thank you for putting me straight yet again.

Will you be producing a new snapshot.gps file in your next patch so that it disables the Uplay browser patch that needs to be done to take in to account MaMa's new SH5 fix?

Regarding your installation Time Compression settings.
Would it not be useful to add a second Time Compression settings in your installation instructions for those who do not use Real Navgation?
These gamers who can see there boat on the maps do not have to worry about coast lines etc and also the travel mode settings are going to be more useful if more are added.

The other alternative is to state that the installation Time Compression settings is only for Real Navigation.
Gamers not using Real Navigation would then use the default stock settings.

Peter

Bera
11-06-15, 09:29 AM
Hi folks,

I have a new and somewhat powerful machine. Is it ok if I raise the max time compression rate on TWOS to a higher value, like 40XX?

Also, do I need to install the generic patcher along with TWOS, or is it already included in the mega mod?

Tks!!

Sjizzle
11-06-15, 09:35 AM
Hi folks,

I have a new and somewhat powerful machine. Is it ok if I raise the max time compression rate on TWOS to a higher value, like 40XX?

Also, do I need to install the generic patcher along with TWOS, or is it already included in the mega mod?

Tks!!

don't rise up the TC more then 256.....
and yup u need t apply the patches with tdw's patcher read the post #1 (http://www.subsim.com/radioroom/showthread.php?t=210703) from TWOS mega mod

how to use the patcher (http://www.subsim.com/radioroom/showthread.php?t=205620)

elder_gutknecht
11-07-15, 05:56 AM
:Kaleun_Salute:
First thanks for TWOS megamod, second, sorry for my english
I have read tutorials, helps, question and a lot of threads
I have installed the SH5 after many years, updated and follow the instructions to use this megamod
Well, everything was fine, the game works and i can play
Try, as instructions, to skip the first Poland tutorial, but was imposible i never find any careerhistory.config, anyway i install the megamod and as i said it works fine, but the only i can play was history missions and the first tutorial
Any idea of what to do, i want turn from false to true the tutorial but no way to find it
And another question, if you donīt mind, i use the easy way to play, i mean with all the help posible and without real navigation, noob after all
Try to fire torpedos as i have readed, mark target, tdc off, unmark target, and again use my scope to see the target and fir, no boom after a lot of tryings, i know that make something wrong, but donīt know what
Thanks for yours answer
:Kaleun_Applaud:

vdr1981
11-07-15, 07:00 AM
Well, everything was fine, the game works and i can play
Try, as instructions, to skip the first Poland tutorial, but was imposible i never find any careerhistory.config, anyway i install the megamod and as i said it works fine, but the only i can play was history missions and the first tutorial
Any idea of what to do, i want turn from false to true the tutorial but no way to find it

You've probably skipped step 2...:yep:

Hi folks,

I have a new and somewhat powerful machine. Is it ok if I raise the max time compression rate on TWOS to a higher value, like 40XX?

Also, do I need to install the generic patcher along with TWOS, or is it already included in the mega mod?

Tks!!
It doesn't matter now much "power" your PC has...SH5 just can not stand high TC rate...

elder_gutknecht
11-07-15, 07:46 AM
Wow, fast you are, like Yoda would say
No step omited, as you wrote, start new career and when cinematic start exit from game and look for careerhistory.config but doesn't exist
I'm trying arrive to Kiel port to start the campaign
Thanks for your answer

Sjizzle
11-07-15, 09:34 AM
Wow, fast you are, like Yoda would say
No step omited, as you wrote, start new career and when cinematic start exit from game and look for careerhistory.config but doesn't exist
I'm trying arrive to Kiel port to start the campaign
Thanks for your answer


after u start a new campaign there must start a cinematic w8 till u can go up to the cunning tower then exit from game and go to

C:\Users\yourprofile\Documents\SH5\data\cfg
and there u finde the CareerHistory.cfg file edit the file to look like this


[CareerProgress]
ProgressID=Campaign-2015-11-03_1847
ProgressDate=19390831
CampaignID=TotalGermany39
HasCompletedTutorial=true

YoYo
11-07-15, 04:14 PM
Gadget "Collector's edition" for Wolves of Steel is under construction still ;).

http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/DSC_0197_zpsuclmqwwt.jpg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_0197_zpsuclmqwwt.jpg.html)

http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/th_DSC_0194_zpsewfavftj.jpg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_0194_zpsewfavftj.jpg.html) http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/th_DSC_0208_zps5l2chu5s.jpg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_0208_zps5l2chu5s.jpg.html) http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/th_DSC_0201_zps6qqn0gqq.jpg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_0201_zps6qqn0gqq.jpg.html) http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/th_DSC_0202_zpsagctgkk0.jpg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_0202_zpsagctgkk0.jpg.html) http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/th_DSC_0203_zpsccqtunye.jpg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_0203_zpsccqtunye.jpg.html) http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/th_DSC_0205_zpse2iksqfk.jpg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_0205_zpse2iksqfk.jpg.html)

vdr1981
11-07-15, 04:30 PM
Gadget "Collector's edition" for Wolves of Steel is under construction still ;).



Beautiful!:up:

Sjizzle
11-07-15, 04:40 PM
Beautiful!:up:

heya VDR1981 i have this one (http://www.u96-bauen.de/) with the book also where u can find all u-boats documentation and technical stuff if u need the book give in me in pm where to send it and ill send u for free the book

elder_gutknecht
11-07-15, 05:07 PM
My apologies vdr1981 i was searching careerhistory.config in ubisoft/sh5 folder not in my documents
Sorry
And now my u-boot

1603

vdr1981
11-07-15, 06:04 PM
heya VDR1981 i have this one (http://www.u96-bauen.de/) with the book also where u can find all u-boats documentation and technical stuff if u need the book give in me in pm where to send it and ill send u for free the book
TY very much Sjizzle! :) I'll send you PM later...


My apologies vdr1981 i was searching careerhistory.config in ubisoft/sh5 folder not in my documents
Sorry
And now my u-boot

1603
:up:


Also guys, check my signature for new patch (No12)...:up:

veenee
11-07-15, 06:06 PM
It doesn't matter now much "power" your PC has...SH5 just can not stand high TC rate...

I can run WoS up to 2048 no problem... hate being stuck at 512 in the middle of the Atlantic...so boring!

vdr1981
11-07-15, 06:08 PM
I can run WoS up to 2048 no problem... hate being stuck at 512 in the middle of the Atlantic...so boring!

That's really good to know. What about coastal waters? Any problems there with TC 512/1024 ?:hmm2:

Tonci87
11-07-15, 06:09 PM
My apologies vdr1981 i was searching careerhistory.config in ubisoft/sh5 folder not in my documents
Sorry
And now my u-boot

1603

Damn, that is awesome!

elder_gutknecht
11-07-15, 06:23 PM
Thanks but not me it was a Kostas katseasīs commission

THEBERBSTER
11-07-15, 06:58 PM
Hi Vecko

Are there any plans to upgrade the Wasserbomben_SoundFix__Basic_1.1 mod to Wasserbomben_SoundFix_1.2_E50

Peter

elder_gutknecht
11-08-15, 05:31 AM
Hello again
I reinstall the game to skip the tutorial, this time i follow all steps carefully
Open game and see the menu but when start a new campaing to save, then the screen it' s corrupted
I see the screen full with, what seems, big letters of differents colors and thru the letters i see the bunker even i can move my point of view, but as i say it's plenty of letters
Need your help
Thanks

gap
11-08-15, 05:42 AM
Hello again
I reinstall the game to skip the tutorial, this time i follow all steps carefully
Open game and see the menu but when start a new campaing to save, then the screen it' s corrupted
I see the screen full with, what seems, big letters of differents colors and thru the letters i see the bunker even i can move my point of view, but as i say it's plenty of letters
Need your help
Thanks

A screenshot would help tracking down your problem. For a start, have you updated the game to the latest version? Main menu's upper right corner should read v 1.2.

THEBERBSTER
11-08-15, 05:45 AM
Hi EG

Did you do this?
Post #5 Just Finished Installing SH5 > Do This Now (http://www.subsim.com/radioroom/showpost.php?p=2182963&postcount=5)

The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)

Peter

elder_gutknecht
11-08-15, 06:12 AM
Version itīs 1.2, the strange itīs that the first time i install the game i didnīt change the completedtutorial from false to true and the game works fine, but i must to play the tutorial
Thanks

1605

Sjizzle
11-08-15, 06:36 AM
Version itīs 1.2, the strange itīs that the first time i install the game i didnīt change the completedtutorial from false to true and the game works fine, but i must to play the tutorial
Thanks

1605


first time when i see this mess.... are u sure that u didn't change anything else in .cfg file ?????
what mod list do u have ?

THEBERBSTER
11-08-15, 06:39 AM
HI EG
but i must to play the tutorial
If you re-installed your game but did not uninstall the documents \SH5 folder
then your tutorial is already still showing "true" when you start a new career.

No, you do not need to start the tutorial again as you should see the message "skip tutorial".

Peter

vdr1981
11-08-15, 07:08 AM
Hi Vecko

Are there any plans to upgrade the Wasserbomben_SoundFix__Basic_1.1 mod to Wasserbomben_SoundFix_1.2_E50

Peter

No because I'm not quite satisfied how it works...I use previous version of this mod which is much better and less annoying IMO...

elder_gutknecht
11-08-15, 07:59 AM
Problem resolved, start an historical mission, play a lot of time without problem, then exit to menu and start a new campaign and now all works fine
Thanks all

vdr1981
11-08-15, 10:39 AM
And finally, for all those "I hate reading instructions" captains out there, Sheafer has created full video tutorial on how install the game and the modpack. It really cant be easier than this...

Sheafer (aka TheNorseCast) has invested a lot of work in it and this is reason enough to nominate the man for "The most useful member of the year" award. I have already nominated Gap for this year, so I probably cant do it, but anyone else can...:yep:

Tutorial: How to install The Wolves Of Steel Megamod! (https://www.youtube.com/watch?v=pevSVIsmxhs)
Like it
Subscribe
Share it
Share it
Share it...:yep:

gap
11-08-15, 11:32 AM
Sheafer has created full video tutorial on how install the game and the modpack.

Well done Shaefer!

Sheafer (aka TheNorseCast) has invested a lot of work in it and this is reason enough to nominate the man for "The most useful member of the year" award. I have already nominated Gap for this year, so I probably cant do it, but anyone else can...:yep:

I am not a moderator, but I think you can propose as many nominations as you want even for the same haward. :up:

vdr1981
11-08-15, 11:43 AM
Well done Shaefer!



I am not a moderator, but I think you can propose as many nominations as you want even for the same haward. :up:

Hmmm, we'll have tough competition this year, I guess...:O:

THEBERBSTER
11-08-15, 11:47 AM
Hi Vecko & Shaefer

I have added the installation tutorial to my welcome post and in my tutorials download section.

Peter

gap
11-08-15, 12:14 PM
Hmmm, we'll have tough competition this year, I guess...:O:

If you ask me, this year and as far as SH5 is concerned, MaMa is the one who deserved that award more than anyone else. No detriment meant to Shaefer or myself :)

vdr1981
11-08-15, 12:26 PM
If you ask me, this year and as far as SH5 is concerned, MaMa is the one who deserved that award more than anyone else. No detriment meant to Shaefer or myself :)

You humble man...:D

Shaefer
11-08-15, 12:27 PM
Thanks everyone.
A video tutorial was long overdue, to use Peter`s words. Many are struggling with installing this correct, and might give up on SH 5 before they get to try it and experience the game the way it is meant to be played.
If a short video can help people install this with ease, then mission accomplished, because more people will find out that this is a ****ing awesome game...:yep:

And finally, for all those "I hate reading instructions" captains out there, Sheafer has created full video tutorial on how install the game and the modpack. It really cant be easier than this...

Sheafer (aka TheNorseCast) has invested a lot of work in it and this is reason enough to nominate the man for "The most useful member of the year" award. I have already nominated Gap for this year, so I probably cant do it, but anyone else can...:yep:

Well, you honor me when you start talking about nominations and rewards, but you seem to forget that I got help from Peter and from you, without that help this video would never happen.
And there is so many people here that sits for hour upon hour crunching code, making mods, doing 3d modelling so on and so forth.
We just show how to install all that.. reap the rewards of everyone else's hard work :yep:

vdr1981
11-08-15, 12:32 PM
Thanks everyone.
A video tutorial was long overdue, to use Peter`s words. Many are struggling with installing this correct, and might give up on SH 5 before they get to try it and experience the game the way it is meant to be played.
If a short video can help people install this with ease, then mission accomplished, because more people will find out that this is a ****ing awesome game...:yep:


Well, you honor me when you start talking about nominations and rewards, but you seem to forget that I got help from Peter and from you, without that help this video would never happen.
And there is so many people here that sits for hour upon hour crunching code, making mods, doing 3d modelling so on and so forth.
We just show how to install all that.. reap the rewards of everyone else's hard work :yep:
We are ALL humble today! :D

THEBERBSTER
11-08-15, 01:27 PM
Just happy to part of anything that helps TWOS succeed and gives SH5 some credibility.:sunny:

Peter

Sjizzle
11-08-15, 01:30 PM
i am totally agree with vdr1981 so i vote for u

Shaefer for President :P

if u need this wallpaper let me know
http://www.mediafire.com/convkey/eab8/bsb8c35c2n2r3k2zg.jpg

gap
11-08-15, 01:40 PM
You humble man...:D

In more or less five years of subsim activity I never went much further being awarded the spam-hunter badge... what should I boast about? :O::D

gap
11-08-15, 01:41 PM
if u need this wallpaper let me know
http://www.mediafire.com/convkey/eab8/bsb8c35c2n2r3k2zg.jpg

Nice! :yeah:

Sjizzle
11-08-15, 02:01 PM
In more or less five years of subsim activity I never went much further being awarded the spam-hunter badge... what should I boast about? :O::D

u need the best of photoshop master award m8 your photoshop works are really amazing

vdr1981
11-08-15, 02:03 PM
In more or less five years of subsim activity I never went much further being awarded the spam-hunter badge... what should I boast about? :O::D

We must correct that injustice this year! :o :03:

Shaefer
11-08-15, 03:06 PM
Just happy to part of anything that helps TWOS succeed and gives SH5 some credibility.:sunny:

Peter
Well said, as allways :D

Holy crap Gap. That is beyond awesome.

MaMa
11-08-15, 03:17 PM
If you ask me, this year and as far as SH5 is concerned, MaMa is the one who deserved that award more than anyone else. No detriment meant to Shaefer or myself :)

Thanks gap :) ... despite following this community for a long time i'm somewhat a newbie posting informations on this forum and unfortunately i do not have much time available due to my job :oops:, i don't know if i may be worthy for such an Honor.

Lot of peoples dedicated a lot of time and efforts in this game so i really do not know if i can be considered for this... anyway, i thank you and all peoples who voted me (i just read some posts from the best Subsim nominee 2015 :)) : thank you all :salute: !

fitzcarraldo
11-08-15, 03:33 PM
And finally, for all those "I hate reading instructions" captains out there, Sheafer has created full video tutorial on how install the game and the modpack. It really cant be easier than this...

Sheafer (aka TheNorseCast) has invested a lot of work in it and this is reason enough to nominate the man for "The most useful member of the year" award. I have already nominated Gap for this year, so I probably cant do it, but anyone else can...:yep:

Tutorial: How to install The Wolves Of Steel Megamod! (https://www.youtube.com/watch?v=pevSVIsmxhs)
Like it
Subscribe
Share it
Share it
Share it...:yep:

Shared in Facebook SUBSIM.

Many thanks and best regards!

Fitzcarraldo :salute:

Tonci87
11-08-15, 04:08 PM
i am totally agree with vdr1981 so i vote for u

Shaefer for President :P

if u need this wallpaper let me know
http://www.mediafire.com/convkey/eab8/bsb8c35c2n2r3k2zg.jpg

Awesome wallpaper!

veenee
11-08-15, 04:08 PM
That's really good to know. What about coastal waters? Any problems there with TC 512/1024 ?:hmm2:

It does not crash but I never use such high TCs close to port, 256 is the fastest I feel comfortable with.

fitzcarraldo
11-09-15, 07:31 AM
It does not crash but I never use such high TCs close to port, 256 is the fastest I feel comfortable with.

Same here. Max. TC in coastal waters 256. Good for me. No CTD.

Regards.

Fitzcarraldo :salute:

vdr1981
11-09-15, 09:57 AM
Gap, Sjizzle, anyone...
Has ever anyone tried to "transform" coastal defenses into unmovable sea units so that they could be "parked" just of the shoreline and do their job?:hmm2:

What was the actual problem with coastal guns? IIRC, TDW tried to fix them but he eventually gave up, right?:hmmm:

Sjizzle
11-09-15, 10:08 AM
Gap, Sjizzle, anyone...
Has ever anyone tried to "transform" coastal defenses into unmovable sea units so that they could be "parked" just of the shoreline and do their job?:hmm2:

What was the actual problem with coastal guns? IIRC, TDW tried to fix them but he eventually gave up, right?:hmmm:

tdw's tried to fix them if i remember as well .... let me look in my mods for testing list if i find something there i didn't tried maybe gap ....

Trevally.
11-09-15, 12:42 PM
The guns could be placed fine - the issue was in them not tracking or firing

elder_gutknecht
11-09-15, 02:06 PM
Thanks to vdr1981 for yellow text in Main.cfg developing
Easy to pass, reinstall
Have you try to increase the tc in main.cfg to high levels?
And a silly question, when you are submerged i understand that hydrophone works better with silent
Thanks

Tonci87
11-09-15, 02:17 PM
Thanks to vdr1981 for yellow text in Main.cfg developing
Easy to pass, reinstall
Have you try to increase the tc in main.cfg to high levels?
And a silly question, when you are submerged i understand that hydrophone works better with silent
Thanks

The more noise your engines produce the harder it will be for your Hydrophone to hear something.

elder_gutknecht
11-09-15, 02:21 PM
:Kaleun_Thumbs_Up:

elder_gutknecht
11-09-15, 03:09 PM
A question for vdr1981
I extract the patch 12 in the mod folder as you sugested, but inside the patch 12 folder i have found a MOD and a TDW generic patchs
Something to do or i don't move any of this folder?
Again appears a corrupted screen i really don't know if my computer it's too slow, dualcore 2'6 2gb ram and gt9600 oc 512

gap
11-09-15, 03:52 PM
Gap, Sjizzle, anyone...
Has ever anyone tried to "transform" coastal defenses into unmovable sea units so that they could be "parked" just of the shoreline and do their job?:hmm2:

Yep, in the past I had the same idea as you but never really experimented with it. The two main problems are that the dummy sea units would still be reported by watch crew as "ship sighted" and, more important, ME doesn't allow sea units to be placed on or near land. We could bypass the latter issue by editing fake artillerie's position manually, but then I am not sure what would happen in game. Maybe coastal defenses would "sink" under the terrain (a possible workaround to this would be using TDW's patch), or they would collide with the terrain, bursting into flames before we could even spot them (again, we could remedy this side-effect by making the new units undestructible).
I think Trevally and sober have placed hundred of different unit types on the SH5 map; maybe they can offer some precious suggestions. :hmm2:

What was the actual problem with coastal guns? IIRC, TDW tried to fix them but he eventually gave up, right?:hmmm:

The guns could be placed fine - the issue was in them not tracking or firing

Exactly that. As of now SH5's coastal defences are just a piece of junk, except for their capability of detecting and reporting enemy units which was fixed by TDW, I think. They can even be equipped with hydrophone sensors, acting as antisubmarine loops :yep:

vdr1981
11-09-15, 04:44 PM
Yep, unit_CostalDefense controller if completely FUBAR in SH5...:hmm2: It doesn't work at all...

I had some encouraging results with imported SH4 large bunker, transformed into static floating gun emplacement, but issues suggested by Gap are also there...

EDIT

...except for their capability of detecting and reporting enemy units which was fixed by TDW, I think. They can even be equipped with hydrophone sensors, acting as antisubmarine loops :yep:

I remember those "stories"...:hmm2:
How can one actually observe these claims in action, because simple adding coastal gun in ME definitely doesn't do the trick?:hmm2:

gap
11-09-15, 06:19 PM
Yep, unit_CostalDefense controller if completely FUBAR in SH5...:hmm2: It doesn't work at all...

:Kaleun_Mad:

I had some encouraging results with imported SH4 large bunker, transformed into static floating gun emplacement, but issues suggested by Gap are also there...

I should have a GR2-format small bunker, my original work, somewhere in one of my HDs. IIRC, it was ready for use in game as visual detection outpost or as indicator loop. Dunno why I never realeased it. :hmmm:

http://i519.photobucket.com/albums/u359/taneshikimano/Ger_pillbox.jpg


I remember those "stories"...:hmm2:
How can one actually observe these claims in action, because simple adding coastal gun in ME definitely doesn't do the trick?:hmm2:

If memory serves me well, there is a patch to be enabled for coastal defenses to actually detect and report anything. Once you have enabled it, I think you can check land unit's detection circles on the mini-map (with low-realism game settings indeed) the way we do for aircraft and ship sensors. Talking more specifically about magnetic loops, the main discussion started with this post by TDW (http://www.subsim.com/radioroom/showthread.php?p=2179292#post2179292). Make sure to read also the following posts. There might also be other posts on the same topic sparse in the same thread, but for a start I think you can get an idea from the post(s) I just pointed.

Hope it helps :salute:

vdr1981
11-10-15, 09:47 AM
If memory serves me well, there is a patch to be enabled for coastal defenses to actually detect and report anything. Once you have enabled it, I think you can check land unit's detection circles on the mini-map (with low-realism game settings indeed) the way we do for aircraft and ship sensors. Talking more specifically about magnetic loops, the main discussion started with this post by TDW (http://www.subsim.com/radioroom/showthread.php?p=2179292#post2179292). Make sure to read also the following posts. There might also be other posts on the same topic sparse in the same thread, but for a start I think you can get an idea from the post(s) I just pointed.

Hope it helps :salute:
Thanks for the link Gap!
It seems that this is some sort of unofficial patch which is not implemented in any official version. I think I'll just skip it because I cant risk any incompatibility ...

vdr1981
11-10-15, 10:45 AM
Gap, can you upload that GR2 bunker for me so could play littlebit with it?:hmm2:
I hope it has some extra nodes(or they are called bones or... whatever) so I could add few more sensors to it, like search light and hydrophone sensors ?:hmm2:

EDIT:

Boooom! :O:
http://s21.postimg.org/eqxdjwrzb/SH5_Img_2015_11_10_16_38_11.png

gap
11-10-15, 11:06 AM
Thanks for the link Gap!
It seems that this is some sort of unofficial patch which is not implemented in any official version. I think I'll just skip it because I cant risk any incompatibility ...

Though not extensively tested, both patches should be official and working :hmm2:

...from the download page in TDW's patches' thread:


Starting with v1.0.152.0 added a new patch to the SHSim.act file: Artillery (coastal defenses) and anti-aircraft units able to acquire and track contacts

Starting with v1.0.156.0:
[...]
- added a new patch to SHSim.exe: Coastal defense sub loops - Allows coastal defenses to detect subs that are submerged and/or in heavy fog

Gap, can you upload that GR2 bunker for me so could play littlebit with it?:hmm2:

Sure. Just give me the time to look for the files :up:


I hope it has some extra nodes(or they are called bones or... whatever) so could add few more sensors to it, like search light and hydrophone sensors ?:hmm2:

IIRC, it got plenty of equipment bones, and even a couple of sentries moving around it and scanning the (open :O:) horizon every so often :03:

EDIT:


Boooom! :O:

:o
did it work?!!

EDIT:

just noticed it is floating...

gap
11-10-15, 11:46 AM
Sure. Just give me the time to look for the files :up:

Here they are:

http://www.mediafire.com/download/f3r275l2e0y09a7/coastal_outpost_bunker.7z

Keep in mind that those are my working files, and that there was still some work to do on them, mostly final touches and eye candies. The model got three extra bonees: one "crew" bone, two sensors (hydrophone and visual sensor), and one search light. Also included cfg, sim and zon files with appropriate controllers. You need to add the sns file though and set it conveniently for the unit to use sensors/searchlight.
If need be, don't hesitate asking for my assistance and let us know how it works in game :salute:

vdr1981
11-10-15, 12:02 PM
Though not extensively tested, both patches should be official and working :hmm2:

...from the download page in TDW's patches' thread:

Ouch,My bad , sry...But if so, I dont think the patch has any effect on SH5 CD units...:hmmm: No detection zones, nothing...






:o
did it work?!!

EDIT:

just noticed it is floating...

Yes, the unit must be placed few meters of the shore, otherwise it will not be able to use deck gun, I don't know why... Other sensors works fine, it seams.
There is no rocking on waves however, because of specific settings in unit ship controller (very high drag values and mass).

If I had some kind of "platform" in a form of env object, floating problem could be masked completely...:hmm2:

And yes, they are floating few meters of shore , but now, when I equipped them with hydrophone, sonar, search light sensors and even starshells node, I must say that they are really, REALLY angry...:haha:

gap
11-10-15, 01:03 PM
Ouch,My bad , sry...But if so, I dont think the patch has any effect on SH5 CD units...:hmmm: No detection zones, nothing...

It looks like coastal defenses are a largely unfinished feature :nope:. It is possible that, unlike sea, air and submarine units, land units' detection circles are not shown on the map, but if you read the posts by TDW introducting the CD patches, he tested them and they should work. Try setting a test mission with an enemy plane and an enemy costal bunker equipped with long-range sensors, and place your sub well within bunker's detection range, but far from the plane, which should move away from your position. If you enable IRAI, both coastal defense patches, and the "radio" patch (just in case), the aircraft should turn on you as soon as the bunker detects you. If it doesn't, definitely something is wrong. :hmm2:


Yes, the unit must be placed few meters of the shore, otherwise it will not be able to use deck gun, I don't know why... Other sensors works fine, it seams.

Maybe because the game thinks that your weird artillery-ships are being serviced on drydocks, if you place them too close to land. :O:


There is no rocking on waves however, because of specific settings in unit ship controller (very high drag values and mass).

:up:


If I had some kind of "platform" in a form of env object, floating problem could be masked completely...:hmm2:

yep, dummy concrete piers/platforms or sandbanks could be a nice solution. I can provide them, no problem. As you are suggesting, we can import them in game as terrain objects or, even better, we can make them sea units. Coastal artillery, converted into regular gun equipment, could be linked to the new "platform-ships" through equipment bones and eqp files, the way we do with ships and aircraft. This way, the same platform could be used for different types of guns, as far as they fit in size with the platform. :know:


And yes, they are floating few meters of shore , but now, when I equipped them with hydrophone, sonar, search light sensors and even starshells node, I must say that they are really, REALLY angry...:haha:

:haha:

You are probably looking for a line of Maunsell Forts (https://en.wikipedia.org/wiki/Maunsell_Forts) defending every port


https://upload.wikimedia.org/wikipedia/commons/thumb/8/89/KnockJohn.jpg/300px-KnockJohn.jpg (https://upload.wikimedia.org/wikipedia/commons/8/89/KnockJohn.jpg) https://upload.wikimedia.org/wikipedia/commons/thumb/5/57/Redsandsforts.jpg/300px-Redsandsforts.jpg (https://upload.wikimedia.org/wikipedia/commons/5/57/Redsandsforts.jpg)

Jeff Grooves, aka privateer, has modelled them nicely for SHIII/GWX. IIRC correctly, they are set precisely as sea units. Maybe we can ask him for permission to use them for SH5 :)

vdr1981
11-10-15, 01:31 PM
It looks like coastal defenses are a largely unfinished feature :nope:. It is possible that, unlike sea, air and submarine units, land units' detection circles are not shown on the map, but if you read the posts by TDW introducting the CD patches, he tested them and they should work. Try setting a test mission with an enemy plane and an enemy costal bunker equipped with long-range sensors, and place your sub well within bunker's detection range, but far from the plane, which should move away from your position. If you enable IRAI, both coastal defense patches, and the "radio" patch (just in case), the aircraft should turn on you as soon as the bunker detects you. If it doesn't, definitely something is wrong. :hmm2:
Rgr that...Even if it does work, I'm not so enthusiastic about it because I wand CD which can actually shoot with something , not only to listen...:D
I will test this anyway because I have always been wondering does this feature actually work and could it be put on a good use...



Jeff Grooves, aka privateer, has modelled them nicely for SHIII/GWX. IIRC correctly, they are set precisely as sea units. Maybe we can ask him for permission to use them for SH5 :)
That's to high...I need some kind of shallow concrete platform (like concrete pier of some sort), not 1 m higher than sea level, which will "connect" bunker with coastline. This could look OK although will require a bit more work in ME...

gap
11-10-15, 02:03 PM
Rgr that...Even if it does work, I'm not so enthusiastic about it because I wand CD which can actually shoot with something , not only to listen...:D
I will test this anyway because I have always been wondering does this feature actually work and could it be put on a good use...

Well, just imagine placing those coastal bunkers all around Britain's coast line, not only near ports. If you get too close to the shore, they detect you and call in the nearest airbase for an air raid. That's exactly what they were meant for. Cool, don't you think :cool:


I need some kind of shallow concrete platform (like concrete pier of some sort), not 1 m higher than sea level, which will "connect" bunker with coastline. This could look OK although will require a bit more work in ME...

Well, if you are into it, I can rip a pier or two from any of the stock port models, and make it into a new unit to be equipped with artillery. How long should be the leg of the pier for it to reach land, while the main unit is at safety distance from the coast? :hmm2:

vdr1981
11-10-15, 02:30 PM
Well, just imagine placing those coastal bunkers all around Britain's coast line, not only near ports. If you get too close to the shore, they detect you and call in the nearest airbase for an air raid. That's exactly what they were meant for. Cool, don't you think :cool:
Weeeell, I guess so... Given the fact that almost all destroyers near coast line will probably be stuck and with well known "efficiency" of SH5 planes ...Why not, it's better than nothing, I guess...:hmm2:



Well, if you are into it, I can rip a pier or two from any of the stock port models, and make it into a new unit to be equipped with artillery. How long should be the leg of the pier for it to reach land, while the main unit is at safety distance from the coast? :hmm2:
No, the pier has to be unit for it self, more exactly sea unit which shouldn't have any collision spheres and which will "meld" with the coastline.

If you create artillery and pier as one unit/object, the game will probably again detect coast proximity and block the gun, from some reason...

The pear should be something like 60-70m long and if possible wider in the base than on it's top (that's where bunker will be placed).

EDIT

OR maybe round shaped concrete platform with radius of 60 m , that would be even better I think...

Cyborg322
11-10-15, 03:42 PM
Could you use the model from for example the Iron Front mod for Arma or similar ? it looks the part

gap
11-10-15, 04:05 PM
Weeeell, I guess so... Given the fact that almost all destroyers near coast line will probably be stuck and with well known "efficiency" of SH5 planes ...Why not, it's better than nothing, I guess...:hmm2:

If coupled with your RSD, I don't think SH5 aircraft are much worse than real WWII aircraft. U-boats were small targets, and most attacks ended with a miss. There are even reports of planes having to fly so low (in order to increase the probability of hitting their target) that they ended crashing into the water or damaging themselves with the detonation of their own bombs. We rarely take this sort of odd accidents when judging AI, but we must admit that SH5 simulates them pretty well. :D In any case our metal cylinder is too fragile for us to try our luck, which in general is exactly the main factor that real ASW was based on.



No, the pier has to be unit for it self, more exactly sea unit which shouldn't have any collision spheres and which will "meld" with the coastline.

If you create artillery and pier as one unit/object, the game will probably again detect coast proximity and block the gun, from some reason...

The pear should be something like 60-70m long and if possible wider in the base than on it's top (that's where bunker will be placed).

EDIT

OR maybe round shaped concrete platform with radius of 60 m , that would be even better I think...

I tell you my idea: a sea unit shaped as a squared or circular platform, with a number of equipment bones/nodes used for the linking of artillery guns through eqp file. Collisionable object controller added to the new unit, with collision spheres all around it but not damage boxes, so that other units can collide with it (would be weird seeing other ships to sail though our piers), but the platform itself won't take damage from collision/enemy fire. Guns on top of the platform will have both spheres and boxes though, so to make them subject to bombs/big guns damage. Pier connecting the platform to the shore optional, to be stored in another file in the library folder and linked to the main unit through eqp file. The pier should only have collision spheres near its top, except for its distal end (where it is supposed to connect with land) which will have no spheres at all. Would it work?

gap
11-10-15, 04:06 PM
Could you use the model from for example the Iron Front mod for Arma or similar ? it looks the part

Thank you Cyborg, can you point me to that mod, and how do I extract the 3d model from it?

Tonci87
11-10-15, 04:08 PM
Well technically Iron Front isnīt a Mod, but a standalone game. There is a mod that allows you to use Iron Front assets in Arma 3 if you own both. And Iīm not sure what model he is talking about...

vdr1981
11-10-15, 05:18 PM
If coupled with your RSD, I don't think SH5 aircraft are much worse than real WWII aircraft. U-boats were small targets, and most attacks ended with a miss. There are even reports of planes having to fly so low (in order to increase the probability of hitting their target) that they ended crashing into the water or damaging themselves with the detonation of their own bombs. We rarely take this sort of odd accidents when judging AI, but we must admit that SH5 simulates them pretty well. :D In any case our metal cylinder is too fragile for us to try our luck, which in general is exactly the main factor that real ASW was based on.
It seems to me that you havent played SH5 for some time...:)
They are quite incompetent, trust me...:)
http://s6.postimg.org/yzwf2juy9/SH5_Img_2014_01_26_00_15_53.jpg

I tell you my idea: a sea unit shaped as a squared or circular platform, with a number of equipment bones/nodes used for the linking of artillery guns through eqp file. Collisionable object controller added to the new unit, with collision spheres all around it but not damage boxes, so that other units can collide with it (would be weird seeing other ships to sail though our piers), but the platform itself won't take damage from collision/enemy fire. Guns on top of the platform will have both spheres and boxes though, so to make them subject to bombs/big guns damage. Pier connecting the platform to the shore optional, to be stored in another file in the library folder and linked to the main unit through eqp file. The pier should only have collision spheres near its top, except for its distal end (where it is supposed to connect with land) which will have no spheres at all. Would it work?
As long as the unit/ship which will act like coastal gun is not closer than something like 50-60 m to the shoreline, it may work...

But first(PLEASE :D) can you give me simple round GR2/dat object with radius of 70m? Without any nodes , bones ect ... Just the object without any sim, zon or eqp files...:yep:

gap
11-10-15, 05:34 PM
It seems to me that you havent played SH5 for some time...:)
They are quite incompetent, trust me...:)

:haha:

As long as the unit/ship which will act like coastal gun is not closer than something like 50-60 m to the shoreline, it may work...

But first(PLEASE :D) can you give me simple round GR2/dat object with radius of 70m? Without any nodes , bones ect ... Just the object without any sim, zon or eqp files...:yep:

Okay, what should be its height?

Well technically Iron Front isnīt a Mod, but a standalone game.

Buying a whole game just for extracting a cylinder from it... :hmmm::D

vdr1981
11-10-15, 07:03 PM
Okay, what should be its height?


:):up:
It doesn't matter...Any height will be sufficient...:yep:

Shaefer
11-15-15, 04:59 AM
There are even reports of planes having to fly so low (in order to increase the probability of hitting their target) that they ended crashing into the water or damaging themselves with the detonation of their own bombs. We rarely take this sort of odd accidents when judging AI, but we must admit that SH5 simulates them pretty well. :D

At 27 minutes in episode 21 this happened. The plane dives to deep and don`t have time to pull up, so it crash into the sea.:D
I agreed, SH 5 simulates that pretty well.:yep:

YoYo
11-15-15, 03:57 PM
Beautiful!:up:

Small OT.

Thx, some of progress of Collectors edition for WofS :03: .

http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/DSC_0196_zpstsfbndtp.jpeg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_0196_zpstsfbndtp.jpeg.html)

http://www.ship-model-today.de/sd080-02.jpg

Flak M42 37mm (LM42U)

http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/DSC_022834_zps5opxlbx5.jpeg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_022834_zps5opxlbx5.jpeg.html)

G7e.

http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/DSC_0228_zpsljgdzxwh.jpeg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_0228_zpsljgdzxwh.jpeg.html)

FuMO 61.

http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/DSC_0009_zps4r8u4ahx.jpeg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_0009_zps4r8u4ahx.jpeg.html)

http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/DSC_0006_zpshr169fa5.jpeg (http://s921.photobucket.com/user/rafikst/media/U-Boot%20Typ%20VII%20C41%20model/DSC_0006_zpshr169fa5.jpeg.html)

Regards.

vdr1981
11-16-15, 10:14 AM
Looking awesome Yoyo! :up:
Not to mention precision needed to create something like this...:o

elder_gutknecht
11-17-15, 12:27 AM
3 blue screen on 2 days, the last crash my boot.ini
Trying to repair today

vdr1981
11-17-15, 03:13 AM
3 blue screen on 2 days, the last crash my boot.ini
Trying to repair today


https://support.microsoft.com/en-us/contactus :)

Sailor Steve
11-17-15, 09:11 AM
Small OT.
Those are beautiful, but it is actually a rather large OT. We have a full forum dedicated to just this sort of thing.

http://www.subsim.com/radioroom/forumdisplay.php?f=186

You are more than welcome to start a thread there charting your progress with this outstanding model. :sunny:

fitzcarraldo
11-18-15, 12:10 PM
A little question:

I want to change the rendered distance in TWoS. I know there is a post or thread for it, but I canīt find it now!!! :/\\!!

Many thanks in advance!

Fitzcarraldo :salute:

YoYo
11-18-15, 12:54 PM
A little question:

I want to change the rendered distance in TWoS. I know there is a post or thread for it, but I canīt find it now!!! :/\\!!

Many thanks in advance!

Fitzcarraldo :salute:

It is in TDW Generic Patcher but in Patch 12 is off now.

vdr1981
11-18-15, 01:10 PM
A little question:

I want to change the rendered distance in TWoS. I know there is a post or thread for it, but I canīt find it now!!! :/\\!!

Many thanks in advance!

Fitzcarraldo :salute:

Do you want to change rendering distance or simply to enable/disable the patch?

elder_gutknecht
11-18-15, 02:45 PM
Sorry mates but my computer doesn't support the game modded
I have repair my hard disk, but 3 blue screen of death playing the game it's enough for me
We'll see with a new computer soon , i hope
Thanks for your help

fitzcarraldo
11-18-15, 03:59 PM
Do you want to change rendering distance or simply to enable/disable the patch?

Disable the patch. I explore the Generic Patcher but no luck. Where is the patch???

TWoS woks fine in my PC with the patch enabled, but I want to try without the patch.

Many thanks!

Fitzcarraldo :salute:

THEBERBSTER
11-18-15, 07:07 PM
Picture shows patches disabled.http://i64.tinypic.com/729ixt.jpg

Bera
11-18-15, 08:10 PM
Hi folks! After some months playing SH5 just slightly modded, I installed WoS today.

Iīm simply amazed.

You guys have made an entire new game. The immersion is incredible.

Thank you all for your time and patience.

Best regards

Muckenberg
11-20-15, 02:43 AM
Hi, I'm from Czech Republic :salute:

Thank you for this megamod. Very good work. I have a question. They will add more cargo or passenger ships?
Today I played a faulty torpedo exploded 100 meters from the DD and no reaction from DD and even convoys.
Kosovo will always be Serbian !!!! :salute::salute::up::yeah:

Sorry for the English, I write through translator :)

Aktungbby
11-20-15, 03:51 AM
Muckenberg!:Kaleun_Salute: And thanks for Czechin' in after a long silent run!

THEBERBSTER
11-20-15, 06:17 AM
A Warm Welcome To The Subsim Community > Muckenberg:subsim:
New To Silent Hunter <> Need Help <> Click On My Thread Links.:sunny:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119):yeah:
Post #188 Campaign Fix And Working Tonnage Bar By MaMa > Pictorial Instructions How To Make It Work (http://www.subsim.com/radioroom/showpost.php?p=2284492&postcount=188):up:
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):)
The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=4703):salute:
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question):salute::salute: (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
Tutorial: How To Install “The Wolves Of Steel” Megamod! (https://www.youtube.com/watch?v=pevSVIsmxhs):up:
Post #24 Shaefer’ Season 2 Let's Play Silent Hunter 5 YouTube 23 Videos:ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)

Jimbuna
11-20-15, 07:16 AM
Welcome :sunny:

vdr1981
11-20-15, 02:00 PM
Could someone be so kind to upload ActiveUserPlayerUnits.upc file from your last campaign gamesave? :hmm2: Need to check something...

shinzdesu
11-20-15, 03:21 PM
Hi, I'm newb here... Sorry never post before because I just reading for fix my special problem... :) btw
I've some problem about gamma doesn't apply,
Since I used Win 7 Ult x86 gamma is work properly using patch 11 & 12...
Yesterday, I upgrade my os to Win 8.1 Pro x64 with Clean SH5 installation...
I don't know how to fix it...
Please help me :(

My mod order :
- The Wolves of Steel 1.04
- The Wolves of Steel 1.04 - Patch 12
- The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith
- The Wolves of Steel 16x9 Resolution Patch
- Change days in bunker

kevinsue
11-20-15, 05:42 PM
Could someone be so kind to upload ActiveUserPlayerUnits.upc file from your last campaign gamesave? :hmm2: Need to check something...
G'day Vecko, here is one from the Eastern British Coastal campaign that I have just started with all the TWoS latest version + OSIapp.bat.

http://www.mediafire.com/download/6tm8rkmiiee611e/ActiveUserPlayerUnits.7z

vdr1981
11-20-15, 05:54 PM
G'day Vecko, here is one from the Eastern British Coastal campaign that I have just started with all the TWoS latest version + OSIapp.bat.

http://www.mediafire.com/download/6tm8rkmiiee611e/ActiveUserPlayerUnits.7z

Thanks Kevin.:up: Good to have you back!
After you finish few patrols, I could really use a feedback on Choums bat file behaviour, does it work or not? :yep:

fitzcarraldo
11-20-15, 07:15 PM
Picture shows patches disabled.


Thanks Berbster and all. I see is disabled by default in TWoS. Iīm working on a cameras.cam file for reduce the annoying flickering textures. I want to do tests with and without the render patch (enabled/disabled).

Best regards.

Fitzcarraldo :salute:

THEBERBSTER
11-20-15, 07:25 PM
Hi fitz

Latest snapshot in patch 12 will automatically disable it.

Peter

finchOU
11-20-15, 07:54 PM
Still have 1.03...but looking to go to 1.04. What's new? I could find what changed....

Is there a way to change to 1.04 with starting over??

peter421942
11-21-15, 04:52 AM
i seem to be having a problem with mega mod ,it downloads okay starts ok the red bar starts to go across then it all goes into blank screen, when i take mega mod of it runs, i must be doing something wrong, if any body can send a simple way to sort this out please pm me thanks in advance:wah:

peter421942
11-21-15, 06:34 AM
A Warm Welcome To The Subsim Community > Muckenberg:subsim:
New To Silent Hunter <> Need Help <> Click On My Thread Links.:sunny:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119):yeah:
Post #188 Campaign Fix And Working Tonnage Bar By MaMa > Pictorial Instructions How To Make It Work (http://www.subsim.com/radioroom/showpost.php?p=2284492&postcount=188):up:
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):)
The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=4703):salute:
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question):salute::salute: (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
Tutorial: How To Install “The Wolves Of Steel” Megamod! (https://www.youtube.com/watch?v=pevSVIsmxhs):up:
Post #24 Shaefer’ Season 2 Let's Play Silent Hunter 5 YouTube 23 Videos:ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)i never thought to alter the patcher but have done it now.i cant down load the mega mod yet as i had to do a reinstall as mega mod would not run just got black screen but even with watching your tutorial i found out about the patcher thanks again

THEBERBSTER
11-21-15, 06:47 AM
Hi finchOU

You should be okay in the bunker to change versions and update the patch.
Disable all your patches in TDW's Generic File Patcher first.
You will need to restore the new snapshot from patch 12.

If it concerns you just uninstall but keep your saved games documents\SH5 folder.

You will be asked this option whether you want to keep it as part of the uninstalling process.

Peter

gap
11-21-15, 02:06 PM
As per your request, here's a (very) simple platform model to be used together with your modified "coastal artillery ships".

http://www.mediafire.com/download/lfx63sbz296bzot/Round_Coastal_Artillery_Platform.zip

Shape and sizes as specified by you. Included with the GR2 model is a sim file with the following controllers: HarborObjectCtrl (for winter/night textures usage), WaterReflection and StaticObject. Should you have problems with the platform being collisionable, you can remove the latter controller from the sim file.

Forgive me for the long wait and let me know if it works. :salute:

YoYo
11-22-15, 02:16 PM
Could someone be so kind to upload ActiveUserPlayerUnits.upc file from your last campaign gamesave? :hmm2: Need to check something...

Here: https://www.sendspace.com/file/ddc7ca .
Regards!

vdr1981
11-22-15, 07:01 PM
As per your request, here's a (very) simple platform model to be used together with your modified "coastal artillery ships".

http://www.mediafire.com/download/lfx63sbz296bzot/Round_Coastal_Artillery_Platform.zip

Shape and sizes as specified by you. Included with the GR2 model is a sim file with the following controllers: HarborObjectCtrl (for winter/night textures usage), WaterReflection and StaticObject. Should you have problems with the platform being collisionable, you can remove the latter controller from the sim file.

Forgive me for the long wait and let me know if it works. :salute:

Thanks Gap, but I just can't import this piece of sh*t into the mission editor as a simple env sea unit...:mad:?!
http://s10.postimg.org/dbxo17ct5/Capture.jpg

I dont understan what have I done wrong , now after several correctly imported units?
http://www.mediafire.com/download/eh6nwj88tmf8q61/Z_CD+Platform.rar

gap
11-22-15, 07:17 PM
Thanks Gap, but I just can't import this piece of sh*t into the mission editor as a simple env sea unit...:mad:?!
http://s10.postimg.org/dbxo17ct5/Capture.jpg

I dont understan what have I done wrong , now after several correctly imported units?
http://www.mediafire.com/download/eh6nwj88tmf8q61/Z_CD+Platform.rar

No, you can't place it on the map as a sea unit; I have set it as terrain object. You got to place it using terrain editor. If I made it a sea unit, you would get the message that the two units (coastal gun and platform) are too close.

gap
11-22-15, 07:21 PM
You got to place it using terrain editor.

https://drive.google.com/file/d/0B48gYYglnALiNzU5ZWQ2MWUtMzZmYS00NGVkLWIyYzEtZWE4M zhmMDAzNWNj/view?ddrp=1&hl=en# :03:

vdr1981
11-22-15, 07:34 PM
If I made it a sea unit, you would get the message that the two units (coastal gun and platform) are too close.

That message can be ignored, it's just a warning, not an error or something...
The platform looks great but I need it as simple env sea unit, just like iceberg.

Since I don't know nothing about TDW gr2 editor (not that I haven't tried), if this requires a lot of work, just disregard it.

Also, how much work would be needed to convert one simple SH3 bunker to gr2?:hmm2:
Is it something like "few clicks job" or...

gap
11-22-15, 07:47 PM
That message can be ignored, it's just a warning, not an error or something...
The platform looks great but I need it as simple env sea unit, just like iceberg.

Why don't you place it as a terrain object? once you get used to Terrain/Objects Editor, it is even easier than ME, and you see exaclty where your object goes relative to shore line and port models. Once you save, new object's position gets stored in MapObjects.ini. You can copy its coordinates and paste them into the coastal gun's mis layer, so to make sure that the guns will be placed exaclty on top of the platform :03:

how much work would be needed to convert one simple SH3 bunker to gr2?:hmm2:
Is it something like "few clicks job" or...

It depends how "simple" is that model. If you send me the files (or just tell me where I can get them from), I can import the model for you :up:

vdr1981
11-22-15, 08:00 PM
Why don't you place it as a terrain object? once you get used to Terrain/Object Editor, it it is even easier than ME, and you see exaclty where your object goes relative to shore line and port models. Once you save, new object's position gets stored in MapObjects.ini. You can copy its coordinates and paste them into the coastal gun's mis layer, so to make sure that the guns will be placed exaclty on top of the platform :03:


I need it to test test my concept and I really dont have much time to learn terrain editor these days. Plus, I'm pretty much sure that placing platform with one editor and bunker with other would cause me to much problems...

Here's the bunker, I've already set necessary nodes...Is it simple enough?:06:
https://www.mediafire.com/?e9o2qjje91xgguv

gap
11-22-15, 08:06 PM
I need it to test test my concept and I really dont have much time to learn terrain editor these days.

There's nothing to learn about it. Very easy. I have posted a link to a quick tutorial from devs a couple of posts back

Here's the bunker, I've already set necessary nodes...Is it simple enough?:06:
https://www.mediafire.com/?e9o2qjje91xgguv

Do you want it as a Land Unit or what else?
When I try downloading the file, I get a chrome message that the file is dangerous and it was blocked. :hmm2:

vdr1981
11-22-15, 08:19 PM
There's nothing to learn about it. Very easy. I have posted a link to a quick tutorial from devs a couple of posts back



Do you want it as a Land Unit or what else?
When I try downloading the file, I get a chrome message that the file is dangerous and it was blocked. :hmm2:

If I add the platform with TE can I see it's exact location in ME after that?
And I can't just copy paste it's coordinates and place the bunker in the middle of the platform because the bunker position has to be carefully adjusted, not to far from the ground and not to close...

Nothing unusuall with chrome these days, just rename the extension to rar ...
I need it as GR2 object, not air, sea, land or anything else. Only gr2 instead of dat , is that possible?

gap
11-22-15, 08:40 PM
If I add the platform with TE can I see it's exact location in ME after that?

No, I think you can't

And I can't just copy paste it's coordinates and place the bunker in the middle of the platform because the bunker position has to be carefully adjusted, not to far from the ground and not to close...

That would require changing object/unit's y coordinate. You don't need any editor to tweak those coordinates though, neither for terrain objects nor for ME-placed units. Knowing that 1 unit is equal to 1 meter, you can move around any object/unit manually simply by editing its coordinates in notepad. Useful for finetuning. In any case, showing units on a 2D map, ME doesn't give you any visual information about heights, whereas TE does (you basically place objects from within the game). My unbiased opinion? Don't be stubborn and try it. :03: :D


Nothing unusuall with chrome these days, just rename the extension to rar

I cant rename it, It just doesn't let me to download the file, and if that wasn't enough, it is already a rar file.

The same happens with the other rar file you uploaded before tonight. I have tried downloading my own file (zip formate), also uploaded on mediafire, and all went right. Are you sure you din't catch any virus during the week-end. :hmmm:


I need it as GR2 object, not air, sea, land or anything else. Only gr2 instead of dat , is that possible?

Sure enough :up:
No collision mesh then?

gap
11-22-15, 08:58 PM
Another advantage of using terrain objects, is that if need be, you can both adjust objects' height and lower/raise land/seabed (so that the objects won't look as floating in the air/water), and you see what's going on in game at first glance. :salute:

vdr1981
11-22-15, 09:07 PM
Viruses attack noobs...Can you download this one? :hmm2:
http://www.subsim.com/radioroom/showpost.php?p=2343535&postcount=54

vdr1981
11-22-15, 09:25 PM
Something like this is what I want but I cant set it correctly because I cant edit object's height, only rotation (or maybe I can?) ...Also, it seems that the platform is also a bit too small...

http://s6.postimg.org/fg8ekrre9/Untitled.png

gap
11-23-15, 04:51 AM
Viruses attack noobs...Can you download this one? :hmm2:
http://www.subsim.com/radioroom/showpost.php?p=2343535&postcount=54

Ok problem solved, noob me :88)
Can you send me the following textures too:
concrete2.tga
cellar_crunge.tga


Something like this is what I want but I cant set it correctly because I cant edit object's height, only rotation (or maybe I can?)

:up:

You should be able raising and levelling the seabed under the platform, so that the platform will be placed higher on the sea level, or I can increase platform's height on my end.

...Also, it seems that the platform is also a bit too small...

No problem, I can make it wider :up:

Current sizes are:
top radius: 70 m
bottom radius: 75.6 m
height: 67.342

Let me know if you have any preference for the new sizes :salute:

Sjizzle
11-23-15, 05:01 AM
nice job there guys what are u planing for the future ? :hmmm:

vdr1981
11-23-15, 07:41 AM
Ok problem solved, noob me :88)
Can you send me the following textures too:
concrete2.tga
cellar_crunge.tga
Hm, where I can find those?




:up:

You should be able raising and levelling the seabed under the platform, so that the platform will be placed higher on the sea level, or I can increase platform's height on my end.
Shallow waters will prevent my floating CD to shoot...Remember, they look like CD but those are actually ships. Can I edit edit only object's height with TE? If not, then I will have to add them trough ME and as a env sea objects... Platform height should not be influenced by sea bottom, that's why it has to be sea unit...



Let me know if you have any preference for the new sizes :salute:
Hmm, I dont know...I could try 100m radius, CD in some places have to be placed even slightly further away from the shoreline in order to work...:hmmm::hmmm:

vdr1981
11-23-15, 10:48 AM
I'm uploading new update right now.:yep: Check my signature for download in link a few minutes...

The Wolves of Steel 1.04 - Patch 13 changelog:

Snapshot changes:
-

Other tweaks:
- Several tweaks in menu.txt file.
- Sonarmen: speed estimation on initial report is disabled because it's bugged and always incorrect. Hydro report available trough sonarmen GUI commands are more or less correct...
- Reduced waves reflection intensity
- Added few cool new sounds from various SH games (Torpedo tubes, DC explosions ect...)
- Reduced heal time for some crew members (not sure that this will work though)
- Reorganized and tuned crew special abilities, added extra info for some in order to inform player about the changes and positive/negative bonuses of certain abilities.
- Removed few unrealistic abilities, like "repair destroyed items", "overcharge electric engines" ect...
- "Faster battery recharge" replaced with new ability (one which actually works and which will give us much more realistic submerged range dfor type VII U-boat )...
- Removed some empty folders from previous patch.
- Added "TWoS Wind and Smoke" addon to deactivated JSGME mods...
- Revised/edited realism percentage values in realism settings options screen. Options Map contacts update, Manual TDC and External views will now carry the highest percentage and this should also affect players awards and renown bonuses.
- Players who do not use Real Navigation addon will experience realism percentage penalties and will not be able to select 100% realism even with all options checked...This will also apply to "Wind and Smoke" addon users...
- Revised campaign traffic/convoys speeds in order to avoid strange hydro bug when player cant hear certain slow moving ships even if they are really close.
- Tweaked submarine surface range (33% increased) in order to compensate for larger SH world distances compared to the real world distances.
- Updated TWoS documentation folder, for a few people out there who actually read this stuff...(I know, I know...This is the era of World of Warships type "simulations"...)
- Both completed and failed macro objectives are now presented to the player as "Finished". This should lower the confusion involved with SH5 objectives/missions system.


Added mods:
-

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 13
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.

fitzcarraldo
11-23-15, 11:06 AM
Many thanks for the update!

And a question: I see the button-arrow for up-down attack scope donīt work (upper left corner of the GUI). The "all down" and "all up" buttons work fine (down button teleports to bridge or scope station (conning tower). Simply, I canīt low or up the attack scope gradually (is on-off with the "all up or down buttons", only). Is this a known defect of the GUI? The obs scope works fine with all the buttons/arrows.

Many thanks and best regards.

Fitzcarraldo :salute:

vdr1981
11-23-15, 11:20 AM
Many thanks for the update!

And a question: I see the button-arrow for up-down attack scope donīt work (upper left corner of the GUI). The "all down" and "all up" buttons work fine (down button teleports to bridge or scope station (conning tower). Simply, I canīt low or up the attack scope gradually (is on-off with the "all up or down buttons", only). Is this a known defect of the GUI? The obs scope works fine with all the buttons/arrows.

Many thanks and best regards.

Fitzcarraldo :salute:

All is working fine here...:hmm2: Can you use insert/delete keys?
Maybe mods incompatibility issue?:hmm2:

gap
11-23-15, 12:30 PM
Hm, where I can find those?

Nevermind, I realized that model is from SHIV, which I have installed on my computer :up:


Shallow waters will prevent my floating CD to shoot...Remember, they look like CD but those are actually ships. Can I edit edit only object's height with TE? If not, then I will have to add them trough ME and as a env sea objects... Platform height should not be influenced by sea bottom, that's why it has to be sea unit...

For the moment try adjusting platform's height manually (i.e. Height parameter in data\Terrain\Locations\CustomAreas\MapObjects.ini) .
Also let me kwnow how deep sea bottom must be for coastal defences to shoot their guns, and I will modify platform's 3d meshes accordingly so you won't need to hassle with manual height tweaking anymore. :)


Hmm, I dont know...I could try 100m radius, CD in some places have to be placed even slightly further away from the shoreline in order to work...:hmmm::hmmm:

Okay :up:

nice job there guys what are u planing for the future ? :hmmm:

I think Vecko wants to add something like this in game: :03:

https://www.mystiwot.nl/myst/upload/7614140408190117.jpg

Trevally.
11-23-15, 12:54 PM
Thanks Gap, but I just can't import this piece of sh*t into the mission editor as a simple env sea unit...:mad:?!
http://s10.postimg.org/dbxo17ct5/Capture.jpg

I dont understan what have I done wrong , now after several correctly imported units?
http://www.mediafire.com/download/eh6nwj88tmf8q61/Z_CD+Platform.rar

This is an ME2 error message when a unit type/class is not matching in the roster and Enviro folder

vdr1981
11-23-15, 12:54 PM
I don't even know what is that which is preventing ships (in this case CD) to shoot their guns when placed close to the shore line, maybe it's depth or coast proximity, maybe both or maybe even something completely unknown to me.
All I know is that ship has to be placed something like 50-70 m of the shore to be able to use guns...Dont ask me why because even much more skilled moders than me have not been able to find the cause or the solution for these issues.

I could also use one even larger platform with radius of something like 140-150 m...:yep:

EDIT:
This is very good, objects height editing in Height parameter in data\Terrain\Locations\CustomAreas\MapObjects.ini actually works...:yep:

vdr1981
11-23-15, 02:02 PM
I don't even know what is that which is preventing ships (in this case CD) to shoot their guns when placed close to the shore line, maybe it's depth or coast proximity, maybe both or maybe even something completely unknown to me.
All I know is that ship has to be placed something like 50-70 m of the shore to be able to use guns...Dont ask me why because even much more skilled moders than me have not been able to find the cause or the solution for these issues.

I could also use one even larger platform with radius of something like 140-150 m...:yep:

EDIT:
This is very good, objects height editing in Height parameter in data\Terrain\Locations\CustomAreas\MapObjects.ini actually works...:yep:

EDIT 2:
Aaaand the bad news...:nope: Placing platform in a appropriate position as a terrain object will also collapse CD ability to shoot... Bummer...:nope:

http://s6.postimg.org/7rbk91qwh/SH5_Img_2015_11_23_19_58_23.jpg

EDIT 3:
And the good news again...:D removed all controllers from platforms sim file and guns are live again...:yeah:

gap
11-23-15, 02:20 PM
This is an ME2 error message when a unit type/class is not matching in the roster and Enviro folder

Thank you Trev :up:

I don't even know what is that which is preventing ships (in this case CD) to shoot their guns when placed close to the shore line, maybe it's depth or coast proximity, maybe both or maybe even something completely unknown to me.
All I know is that ship has to be placed something like 50-70 m of the shore to be able to use guns...Dont ask me why because even much more skilled moders than me have not been able to find the cause or the solution for these issues.

This and land units not being able to shoot their guns are two tedious problems indeed. Who knows if they are related to each other?


I could also use one even larger platform with radius of something like 140-150 m...:yep:

Should you need for them, I could also model some dummy sand dunes. :03:


EDIT:
This is very good, objects height editing in Height parameter in data\Terrain\Locations\CustomAreas\MapObjects.ini actually works...:yep:

Let me know by which amount you had to raise the platform. I can increase its height accordingly, so that it won't look like floating above the sea bottom :salute:

gap
11-23-15, 02:53 PM
EDIT 2:
Aaaand the bad news...:nope: Placing platform in a appropriate position as a terrain object will also collapse CD ability to shoot... Bummer...:nope:

EDIT 3:
And the good news again...:D removed all controllers from platforms sim file and guns are live again...:yeah:

I was expecting that. Try removing only the StaticObject controller. Other controllers should be irrelevant to collision detection which, on turn, is probably what is preventing sea units from behaving normally. :)

gap
11-23-15, 03:00 PM
What do you think about the following models:

https://3dwarehouse.sketchup.com/search.html?q=Longues-sur-Mer&rsi=sbis&backendClass=entity

I think they reflect the kind of gunnery bunker devs wanted to mimic with LCD_Bunker_Large. I have 3d Warehouse models on my hd, already converted into obj format, and they look outstanding. They are free. Should I import one of them rather than the SHIV bunker? :D

fitzcarraldo
11-23-15, 03:01 PM
All is working fine here...:hmm2: Can you use insert/delete keys?
Maybe mods incompatibility issue?:hmm2:

Only TWoS with Patch 12 (I need to install Patch 13 yet) without Real Navigation.

The keys work, but the buttons/arrows for gradual up/down in the GUI donīt work; only work in obs scope.

Many thanks!!

Fitzcarraldo :salute:

vdr1981
11-23-15, 03:36 PM
Let me know by which amount you had to raise the platform. I can increase its height accordingly, so that it won't look like floating above the sea bottom

What do you think about the following models:

https://3dwarehouse.sketchup.com/search.html?q=Longues-sur-Mer&rsi=sbis&backendClass=entity

I think they reflect the kind of gunnery bunker devs wanted to mimic with LCD_Bunker_Large. I have 3d Warehouse models on my hd, already converted into obj format, and they look outstanding. They are free. Should I import one of them rather than the SHIV bunker? :D

This will never happen because height of the platform which we have now is more than sufficient ...:yep: It looks excellent with external camera, underwater ...

The models look great, no doubt about it, but please try to keep thing as simple as possible...I've learned so far that objects with large number of nodes/bones ( or whatever...) have ugly habit to largely destabilize the game (aka CTD when you're approaching enemy or home bases).

In any case, I would really appreciated first simple models to test the concept and then we can make them to look really nice...

Now, when I know how to properly add the platforms and set it's height with TE, even they can have somewhat complicated appearance, but again, nothing extra
complicated I hope...:)

EDIT
http://s6.postimg.org/dm05grtrh/SH5_Img_2015_11_23_21_24_44.jpg (http://postimg.org/image/dm05grtrh/) http://s6.postimg.org/64qy1k48d/SH5_Img_2015_11_23_21_46_02.jpg (http://postimg.org/image/64qy1k48d/)

gap
11-23-15, 05:54 PM
This will never happen because height of the platform which we have now is more than sufficient ...:yep: It looks excellent with external camera, underwater ...

Looks nice :up:
we only need for a slightly wider platform then
If I can, I would suggest raising the platform a little more though. It should be more or less as high as a docking pier, and by the way, have you tried restoring all the sim file controllers except StaticObject. Water reflections and winter (snowy) textures are a cool feature which I don't think will affect gun's fucntionality. ;)


The models look great, no doubt about it, but please try to keep thing as simple as possible...I've learned so far that objects with large number of nodes/bones ( or whatever...) have ugly habit to largely destabilize the game (aka CTD when you're approaching enemy or home bases).

In any case, I would really appreciated first simple models to test the concept and then we can make them to look really nice...

Okay, but the models I have pointed before are not "complicated" at all. For instance one of the best looking models among them (the top left one in the 3D warehouse page), is well below 1000 vertices (this is including the bunker and the big artillery gun), which is nothing compared to even the simplest ship model in game. Add to that that, likewise stock sea units, by having those models as GR2 files we can create for them LOD models with further decreased polygonal resolution, for when looking at those badasses from far away. :03:


Now, when I know how to properly add the platforms and set it's height with TE, even they can have somewhat complicated appearance, but again, nothing extra
complicated I hope...:)

Maybe a couple of bollards and a ladder :hmm2:

vdr1981
11-23-15, 06:48 PM
Looks nice :up:
we only need for a slightly wider platform then
If I can, I would suggest raising the platform a little more though. It should be more or less as high as a docking pier, and by the way, have you tried restoring all the sim file controllers except StaticObject. Water reflections and winter (snowy) textures are a cool feature which I don't think will affect gun's fucntionality. ;)
Yes, only static object controller was problematic...Others are fine...


Okay, but the models I have pointed before are not "complicated" at all. For instance one of the best looking models among them (the top left one in the 3D warehouse page), is well below 1000 vertices (this is including the bunker and the big artillery gun), which is nothing compared to even the simplest ship model in game. Add to that that, likewise stock sea units, by having those models as GR2 files we can create for them LOD models with further decreased polygonal resolution, for when looking at those badasses from far away. :03:
I dont know how to describe it exactly but this is not only about model complexity . Sometimes even single extra node/object can cause all kind of problems and CTDs. Take for example Sub Flags, Sub exhaust or even SH5 Leigh Lights...All these mods are created by the book and they look like really simple low demanding mods, but in reality it is not like that...
From some reason SH5 engine just doesn't like them. Why is that so, I really cant tell...
This is the exact reason why I'm asking first simple models with only few necessary nodes . After that, if everything is OK, 3D models could be improved. Do you see my point here?

Did you find your GR2 bunkers? Can you upload them maybe?

gap
11-23-15, 07:18 PM
Yes, only static object controller was problematic...Others are fine...

Good!


I dont know how to describe it exactly but this is not only about model complexity . Sometimes even single extra node/object can cause all kind of problems and CTDs. Take for example Sub Flags, Sub exhaust or even SH5 Leigh Lights...All these mods are created by the book and they look like really simple low demanding mods, but in reality it is not like that...
From some reason SH5 engine just doesn't like them. Why is that so, I really cant tell...
This is the exact reason why I'm asking first simple models with only few necessary nodes . After that, if everything is OK, 3D models could be improved. Do you see my point here?

Of course I am aware of that.
Short OT: talking about sub flags, the other day I was wondering if the problem was in having two different flag models (the stock one and the one from TDW's mod) rendered at the same time. We ccould try copying TDW's flag entries into stock flags.dat, and making sub flags to be rendered on top of the same weaving model as used by AI-controlled units :hmm2:

Did you find your GR2 bunkers? Can you upload them maybe?

:o
Didn't I post a link here? I thought I did...

EDIT:

Here (http://www.subsim.com/radioroom/showthread.php?p=2357031#post2357031) :salute:

vdr1981
11-23-15, 07:55 PM
Didn't I post a link here? I thought I did...

EDIT:

Here (http://www.subsim.com/radioroom/showthread.php?p=2357031#post2357031) :salute:

Thanks!:up: You even have radio in it ! :D:yeah:

Can I hide rocks with goblin, just for testing?:hmm2:

gap
11-23-15, 08:26 PM
Thanks!:up: You even have radio in it ! :D:yeah:

Can I hide rocks with goblin, just for testing?:hmm2:

Yep, you can do whatever you want with it. :up:

Initially I had conceived it not as gunnery bunker but as a land unit for use as coastal surveillance post, hence the radio and the rock/bush camoufflage.
I used as inspiration many similar bunkers which are still spread along the coasts of my island (Sicily) :03:

http://www.milistory.net/Public/data/sidescanner/200782493532_pcm_vito_2.jpg
https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcQvSgyFPZprOguzIKLIkPF4dqdKbDlMA a5kj7SnaLd0b-PU43KZ https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcT-Z6UayeiBub0rwEueVzMBbQ5CdTQZ88MDRGC-xXQeKDJURx89

misha1967
11-24-15, 02:25 AM
Wow. I've been gone for quite some time, forgot how much I enjoyed this game back in the day and I'm so glad to see so many of the Old Guard still around, not to mention all of the new faces who've joined us since then (welcome to all!!!), and I know that I'm rusty when it comes to my elite Kaleun skills, don't even get me started on how rusty or you'll be laughing yourselves to death. :haha:

Anyway. I just want to start out by thanking everybody who's had a part in this MegaMod. It made it so much easier for me to "jump back in." Actually, it made it possible for me to jump back in, because I wasn't about to spend the months of tweaking of my mod soup that I did back then to make it all work again. I just couldn't have. But you guys made a package of just about every single one of my favorite mods from back then with quite a few new ones too and made it dead easy to install. I can't thank you enough.

As I said years ago: Without modding, Silent Hunter V would have been the worst fiasco in gaming history. With modding, it's become the ultimate U-Boat simulator.

Sure, I've had to do some tweaking, for instance I don't like the default SH3 interface but that wasn't too hard to fix once my memory got jogged enough to remember how I used TDW's second to none options modifier and I had to throw in a few of my old personal tweaks as well, but as a packaged standard solution, this is one HECK of a job! :salute:

One question, though: Am I really supposed to be going 9 kts on ahead third in a VIIA??? I mean, it's not that I don't like it, I can pretty much circumnavigate the world three times on a tank of gas that way, but I'm beginning to think that I did something wrong here. I mean, my boat is going 7 kts on Ahead Slow. That used to be a pretty good speed for me.

vdr1981
11-24-15, 04:55 AM
One question, though: Am I really supposed to be going 9 kts on ahead third in a VIIA??? I mean, it's not that I don't like it, I can pretty much circumnavigate the world three times on a tank of gas that way, but I'm beginning to think that I did something wrong here. I mean, my boat is going 7 kts on Ahead Slow. That used to be a pretty good speed for me.

Hi misha1967,
Don't worry , I can assure you that those are realistic type VII U-boat speeds taken from Type VIIC manual:yep:... I had a link somewhere but I can't find it right now...

Submarine surface range has nothing to do with telegraph, ahead slow , 1/3 ect. The range depends of engine RPM...

vdr1981
11-24-15, 05:10 AM
Gap, can you upload increased platform and some gr2 bunker (SH4 or that freeware maybe) for this afternoon? :hmm2::up:

xXNightEagleXx
11-24-15, 05:40 AM
vdr1981,

I just saw that a new patch has been released and that's cool. However i would like to ask you what is the correct procedure to update an already mod installation.

Should i revert the snapshot, "remove" the old patch, add the new one and re-apply the generic exe mod ?

vdr1981
11-24-15, 05:52 AM
vdr1981,

I just saw that a new patch has been released and that's cool. However i would like to ask you what is the correct procedure to update an already mod installation.

Should i revert the snapshot, "remove" the old patch, add the new one and re-apply the generic exe mod ?

Just follow patch 13 install instructions and yes, you can remove previous patch...:yep:

It is not necessary to restore snapshot again but it wont hurt if you do so...

gap
11-24-15, 11:37 AM
Gap, can you upload increased platform and some gr2 bunker (SH4 or that freeware maybe) for this afternoon? :hmm2::up:

Sorry Vecko, I am just back home. I can upload the bigger platform in half an hour. I am afraid the SHIV bunker will take a bit longer (not too much though): as it is now it looks a bit dull. If you agree, I would like to retexture it and to create a self illumination map for it. In the meanwhile you can start placing the model in game using the dat version. When the GR2 version will be ready, switching model will be as easy as changing path in MapObjects.ini. Since the two models will be identical, no other tweaks will be required :salute:

EDIT:

Should I replace the old (70m radius) platform with the new wider one, or you will need for both platforms?

vdr1981
11-24-15, 11:46 AM
Sorry Vecko, I am just back home. I can upload the bigger platform in half an hour. I am afraid the SHIV bunker will take a bit longer (not too much though): as it is now it looks a bit dull. If you agree, I would like to retexture it and to create a self illumination map for it. In the meanwhile you can start placing the model in game using the dat version. When the GR2 version will be ready, switching model will be as easy as changing path in MapObjects.ini. Since the two models will be identical, no other tweaks will be required :salute:

Very good! :up: I just cant wait to see new models...:D

EDIT
You better make a new one , so I could chose between two or more platforms...:yep:

gap
11-24-15, 12:22 PM
You better make a new one , so I could chose between two or more platforms...:yep:

Okay, working on it right now :up:

gap
11-24-15, 01:36 PM
Okay, working on it right now :up:

Download link: :up:

http://www.mediafire.com/download/ozbj4fwf882325x/Coastal_Artillery_Platforms.zip

Working on the large bunker now. First I will rework the large bunker from SHIV along the lines of my previous post and I will hand it over to you for placement in game. The second step will be importing one of the type M272 bunkers found on 3dwarehouse, together with its 15 cm Tbts. KC 36 gun. I really hope the game will "like" them :)

Very good! :up: I just cant wait to see new models...:D

If you have ideas about adding other new units/objects to SHV, I strongly suggest you having a close look into the 3dwarehouse gallery. Most of its models are free to use and can be easily converted into wavefront (obj) format, which on turn is supported by s3d and GR2 Editor. Another good place for royalty-free models is cadnav.com (http://www.cadnav.com/). Moreover I have on my HD a big collection of ship/aircraft mods for SHIII-IV, whose model we could import in SH5 if we get permissions from their authors, and I have recently discovered how to rip models from World of Tanks/World of Warplanes/Word of Warships. :salute:

vdr1981
11-24-15, 01:59 PM
Very nice, although I'm not really sure will KC 36 gun actually work with unit ship controller...:hmmm: So far I've only used in-game guns trough eqp file...

vdr1981
11-24-15, 02:17 PM
On a side note Gap, do you know by any chance how can I get rid of contact tails and if you do, can you create quick dirty patch for me (or just tell me how, my gimp skill are quite limited but what a hell :P)?:)
http://s6.postimg.org/6mr5ej04t/SH5_Img_2015_11_24_13_45_01.jpg (http://postimg.org/image/6mr5ej04t/)

vdr1981
11-24-15, 03:16 PM
I know Gap that I'm pain in the ass but I was thinking about something...:hmm2: Take a look at my "artwork"...

http://s6.postimg.org/glc4109kd/GSDFS.jpg (http://postimg.org/image/glc4109kd/) http://s6.postimg.org/8tve2g5f1/SH5_Img_2015_11_24_20_59_21.jpg (http://postimg.org/image/8tve2g5f1/)
Platform on pictures is original r=70m object...:yep:

These platform shapes would really make CD placement significantly easier for me (which will be pain in any case), plus it can offer us few more advantages because platform would be always orientated in the same way and the bunker would always be in the same spot (read: possibility for some cool war "decoration", sandbags ect...:hmm2:)

EDIT
Also, here's a new bunker dat file with slightly modified nodes positions so you can use it for reference, IF it's not to late already...:yep:
https://www.mediafire.com/?oytkwa3maf4ll51

gap
11-24-15, 04:12 PM
Very nice, although I'm not really sure will KC 36 gun actually work with unit ship controller...:hmmm: So far I've only used in-game guns trough eqp file...

Seeing how aicraft guns are an integral part of their unit's model, I am pretty sure all is needed for a gun to work is a gun controller, non need for an eqp file. Nonetheless my idea was putting the KC 36 in an external file (likewise stock naval guns) for it to be shared by several coastal defence or ship units.
On a side note, the KC 36 was actually a naval cannon, originally mounted on Narvik-class destroyers, Emden light cruiser (as refitted on 1942) and some merchant raiders:

http://www.navweaps.com/Weapons/WNGER_59-48_skc36.htm

I should check if the gun is already modelled in stock game. :03:

On a side note Gap, do you know by any chance how can I get rid of contact tails and if you do, can you create quick dirty patch for me (or just tell me how, my gimp skill are quite limited but what a hell :P)?:)
http://s6.postimg.org/6mr5ej04t/SH5_Img_2015_11_24_13_45_01.jpg (http://postimg.org/image/6mr5ej04t/)

Wasn't No Contact Tails part of TDW's Add-on mods (http://www.subsim.com/radioroom/showpost.php?p=1663860&postcount=1)?

I know Gap that I'm pain in the ass but I was thinking about something...:hmm2: Take a look at my "artwork"...

No problem mate, my pleasure :03:


Platform on pictures is original r=70m object...:yep:

These platform shapes would really make CD placement significantly easier for me (which will be pain in any case), plus it can offer us few more advantages because platform would be always orientated in the same way and the bunker would always be in the same spot (read: possibility for some cool war "decoration", sandbags ect...:hmm2:)

Okay to elongated platform and sandbags. :up:
What version of the platform should I use as base (70 or 140-m)? Which new shape takes the priority, left or right?


EDIT
Also, here's a new bunker dat file with slightly modified nodes positions so you can use it for reference, IF it's not to late already...:yep:
https://www.mediafire.com/?oytkwa3maf4ll51

When it is about bones, you are always in time: as far as there is at least one bone on the model, new bones can be cloned/moved/rotated at wish :salute:

vdr1981
11-24-15, 04:20 PM
Wasn't No Contact Tails part of TDW's Add-on mods (http://www.subsim.com/radioroom/showpost.php?p=1663860&postcount=1)?
I'm aware of that , download links are dead but nevermind...:up:



No problem mate, my pleasure :03:

Okay to elongated platform and sandbags. :up:
What version of the platform should I use as base (70 or 140-m)? Which new shape takes the priority, left or right?

When it is about bones, you are always in time: as far as there is at least one bone on the model, new bones can be cloned/moved/rotated at wish :salute:
70 m platform and left one...:yep:

YoYo
11-24-15, 04:28 PM
Need a wallpaper of WofS in 4K? Click it twice: :D

http://s25.postimg.org/vzlv653an/Wof_S_wall_2.jpg (http://postimg.org/image/apy8vamzv/full/)
free image uploading (http://postimage.org/)

http://s25.postimg.org/8wvc6z1tb/Wof_S_wall_1.jpg (http://postimg.org/image/4az7ymga3/full/)
screenshot tool (http://postimage.org/app.php)

Btw.
Today I tested WofS in 4K. Antialiasing is amazing with full FPS (60, blocked) but icons are very small:

http://s25.postimg.org/c2fxx6kff/sh5_2015_11_24_22_01_59_61.jpg (http://postimg.org/image/c2fxx6kff/)

gap
11-24-15, 04:34 PM
I'm aware of that , download links are dead but nevermind...:up:

The mediafire link is working for me :hmm2:


70 m platform and left one...:yep:

:up:

Need a wallpaper of WofS in 4K? Click it twice: :D

Nice screenies YoYo, love your grainy post-production! :up:


Today I tested WofS in 4K. Antialiasing is amazing with full FPS (60, blocked) but icons are very small:

What screen resolution are you playing SH5 at?

vdr1981
11-24-15, 04:35 PM
The mediafire link is working for me :hmm2:



Dumb me...:doh:

Awesome Yoyo!

gap
11-24-15, 04:45 PM
Dumb me...:doh:

After my silly question about mediafire downloads being blocked by chrome, I think we draw 1-1 :88):D

misha1967
11-24-15, 09:15 PM
Hi misha1967,
Don't worry , I can assure you that those are realistic type VII U-boat speeds taken from Type VIIC manual:yep:... I had a link somewhere but I can't find it right now...

I don't doubt you, certainly not considering the awesome job you've done here! More likely it's my memory playing tricks with me. It's been quite a while since I last drove a virtual VII. It just seemed like things were slower back then, but it's more likely because I've slowed down with the passing years :O: Just wanted to make sure I hadn't managed to bork the install, in which case I'd have to retire my Tweaker Cap ;)

Thanks again for a great job and for making it so easy for me to jump back into my sub! :up:

Post Edit quick question: Does the old "don't mod while at sea" rule apply to Patch 13? If so it's not a problem, I'm on the Memel cruise so I can wait until I'm back.

vdr1981
11-25-15, 04:58 AM
Post Edit quick question: Does the old "don't mod while at sea" rule apply to Patch 13? If so it's not a problem, I'm on the Memel cruise so I can wait until I'm back.

Well most of the time but again no one can say for sure why and when...
Because your campaign is so "fresh" it would be better if you could restart your campaign completely so you can activate all the changes...:yep:

gap
11-25-15, 06:37 AM
@ Vecko

the elongated platform is almost ready, I just need to import the new meshes into a GR2 file.

For the time being only the main platform model will be available, no sandbags sorry. I have found a nice sandbag stack model, but its polygon count is a bit too high. I need to create a low-poly copy of the model, and I think I will import it in a separate GR2 file to be linked to the bunker unit through equipment file. This way we can reiterare the same meshes at wish without overloading memory/GPU. Moreover, the same sandbags could be shared by more than a bunker type :03:

Please check again for updates by me in half an hour. :)

gap
11-25-15, 07:53 AM
New platform available:

http://www.mediafire.com/download/ozbj4fwf882325x/Coastal_Artillery_Platforms.zip

vdr1981
11-25-15, 03:47 PM
TY very much Gap! :)

YoYo
11-25-15, 05:36 PM
Only 1 month on this server. If You like it delete oryginal Gramophon folder and put this new one. All from good period ect.

https://www.sendspace.com/file/xusa44 235 Mb, 42 songs.

http://i921.photobucket.com/albums/ad52/rafikst/Various/GramofonSongsSH5WofS_zpspvflukez.jpg~original

Vice84
11-25-15, 05:40 PM
hey guys, really good mod! but when i've got my submarine VIIB and i've got the opportunity to install on it the snorkel instead of deck gun...
HOW THAT WORK?
i've nothing on deck, and nothing to do with my equip to use snorkel, just the "snorkel deph" button =/
Any help is appreciated :D :):):)

Sorry for my bad english

YoYo
11-25-15, 06:28 PM
hey guys, really good mod! but when i've got my submarine VIIB and i've got the opportunity to install on it the snorkel instead of deck gun...
HOW THAT WORK?
i've nothing on deck, and nothing to do with my equip to use snorkel, just the "snorkel deph" button =/
Any help is appreciated :D :):):)

Sorry for my bad english

Hi!
Use an icon of 1th officer too - rise/lower schnorchel.

http://i921.photobucket.com/albums/ad52/rafikst/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/th_sh5%202015-11-24%2023-12-25-42_zpsnhoxeple.jpg (http://s921.photobucket.com/user/rafikst/media/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-11-24%2023-12-25-42_zpsnhoxeple.jpg.html)

misha1967
11-26-15, 01:39 AM
OK, I'm confused. I know how Options work and how they change the realism setting and lower your renown earned accordingly, but what I don't get is why the percentage changes OK according to what I choose but it has no effect in the game.

Like, for instance, in this particular shakedown cruise to keep things easy until I get my sea legs back, I left "show visual and sonar contacts on nav map", taking the hit in realism, but they most certainly do NOT show on the map in the game.

I'm currently 400m from a destroyer, I see him clearly in my attack periscope, but he is most definitely NOT showing on the map.

Also, what happened to the old "visibility circles" on the map? The ones that helped you determine just how visible you are?

I'm not complaining about the realism here, I just expected that if you chose your gameplay options that the game would respond accordingly. I'm not asking for an arcade game here, that's the last thing I want, I just wanted an "easy" cruise to get re-familiarized with the game, and I am quite happy to take a hit in renown for playing on "noob" mode until I can crank it back up to where I used to be, but if it doesn't matter one little bit what I set it to, the difficulty will always be 100% no matter what, I might as well just set it to that, no?

THEBERBSTER
11-26-15, 06:26 AM
Hi misha
The realism setting you select when you start a new career has an effect on your TDW's Options File Editor Viewer (OFEV) selections.

Also, what happened to the old "visibility circles" on the map? The ones that helped you determine just how visible you are?As an extreme example.
If you selected your new career to play at 100% Realistic and then made changes in the OFEV navigation map to see this that an the other or "visibility circles" you simply would not see those changes take place in your game.

I'm currently 400m from a destroyer, I see him clearly in my attack periscope, but he is most definitely NOT showing on the map.Is "No map contact update" should not be ticked in the game play settings?

I just wanted an "easy" cruise to get re-familiarized with the game,
If you had selected the "easy" setting "Low" which has a difficulty level of 2% you would be able to select more visible options from both the navigation and TAI maps in the OFEV.

I would suggest you start a new career on the low setting and set up your OFEV accordingly while you get used to playing the game.
You can then start another new career later on the default "medium" setting which has a difficulty level of 38%.
You can then make your game play option changes to customize your game before you make the save in the bunker.

Peter

vdr1981
11-26-15, 06:51 AM
You can enable TAI map contacts using TDW OFEV...By default contacts are disabled...Everything is in the 2nd post. :yep:

misha1967
11-26-15, 01:01 PM
Thanks, guys! :)

I'll fiddle with it some more until I get it right. It'll all come back to me eventually :)

vdr1981
11-26-15, 01:07 PM
Suck it up Galileo, it is NOT round after all...:D

http://s6.postimg.org/nb10zzofl/Sh_world.png

gap
11-26-15, 03:45 PM
Suck it up Galileo, it is NOT round after all...:D

:rotfl2:

http://www.animatedgif.net/earthglobe/earthrotate7_e0.gif :Kaleun_Binocular: http://i.ebayimg.com/00/s/MTAyNFgxMDI0/z/XgoAAOSw~OdVfSqc/$_14.JPG

https://en.wikipedia.org/wiki/Equirectangular_projection :03:

vdr1981
11-26-15, 04:16 PM
http://s6.postimg.org/71aux3drl/image.jpg

I bet you can't figure out what "FW" sands for? :D

Vice84
11-26-15, 05:45 PM
Found the snorkel command :P
there's even a way to improve underwater visual whithout involve wos stability? I see like i'm drunk everytime i watch underwater

vdr1981
11-26-15, 06:01 PM
Found the snorkel command :P
there's even a way to improve underwater visual whithout involve wos stability? I see like i'm drunk everytime i watch underwater

What is your TWoS version mate? :hmm2:

gap
11-26-15, 06:12 PM
I bet you can't figure out what "FW" sands for? :D

:hmmm:

http://2.bp.blogspot.com/-g4wOeU0IGIQ/TfnatORvz4I/AAAAAAAABK8/WbHTx-iI-F8/s1600/fw1900615.jpg

:06:

By then way...

http://i519.photobucket.com/albums/u359/taneshikimano/bunker.png~original

This is just a Goblin Editor preview :03:

I am working on the equipment bones, and I plan to add some goodies too (sandbags, ammo boxes and a few characters)...

vdr1981
11-26-15, 07:00 PM
Floating-Working...:D

Looking very nice Gap.:up:
It would be nice if you could use standard crew (from merchants and warships) instead of U-boat/bunker/lifeboats characters, they cause to much lag and I'm a bit afraid of potential instabilities( had to remove TDW AI sub crew because of this :wah: )

gap
11-26-15, 07:53 PM
Floating-Working...:D

:yeah:

Looking very nice Gap.:up:
It would be nice if you could use standard crew (from merchants and warships) instead of U-boat/bunker/lifeboats characters, they cause to much lag and I'm a bit afraid of potential instabilities( had to remove TDW AI sub crew because of this :wah: )

Okay. Characters have the lowest priority though, I will add them when everything else is game-ready :up:

Sandbag stacks are my biggest concern right now. As I told you I have a nice model, but I need to reduce its polygon count to a large extent. By the way, sandbags will encircle the bunker "window", where the artillery piece is placed.

Also note that I am moving the searchlight bone from the roof to the "first floor" of the bunker, where it will stand by the side of the gun. Though more functional, the position you had chosen for it looked a bit unrealistic, as it would have left the reflector totally exposed to attacks from the top and from the sides. Even so, I don't think gunnery bunkers were equipped with searchlights. For sure the Regelbau type M262 gun-director/observation bunker was fitted with one, together with range-finding equipment and light Flak guns. In Normandy, M262 and M272 bunkers were grouped together in a proportion 1:4 (check this lik (http://www.strijdbewijs.nl/canisy/caneng3.htm) for more details). If you like the idea, when we finish our work on the M272 we can model the M262 just as well. :salute:

Vice84
11-27-15, 04:17 AM
What is your TWoS version mate? :hmm2:

1.04 with the patch 13 in your signature :)

I think it's just a mod that made the underwater watching more "realistic" and that's it... if i go underwater without mask i prolly see like that, but i prefer the vanilla underwater view.
I can play even with this, no problem.. don't wanna break a beautiful mod just because of my visual caprice :)

Another question, i've installed the 1.3 patch while having already and active carreer (im on coastal water btw)
Should i restart another carreer?

gap
11-27-15, 05:12 AM
1.04 with the patch 13 in your signature :)

I think it's just a mod that made the underwater watching more "realistic" and that's it... if i go underwater without mask i prolly see like that, but i prefer the vanilla underwater view.
I can play even with this, no problem.. don't wanna break a beautiful mod just because of my visual caprice :)

Ciao Vice,

enable either of the two Dynamic Environment (http://www.subsim.com/radioroom/showthread.php?p=2016079#post2016079) Enhanced Visibility additional mods after TWoS. Note that if you pick the "high" version, you also need to enable the (otherwise optional) DynEnv No Underwater Impurity Patch (http://www.mediafire.com/?b06zvkb9z71kugz) on top of the other mods.

Buon divertimento :up:

Vice84
11-27-15, 06:31 AM
grazie! :)

I've installed that mod and now underwater watching is good, but now time compression limit is set to 512 even when there's ship in view.

With twos i remember that limit was set to 64

I don't play full realism, i kept all the fuel, oxygen, repair time, reload, dud torpedoes etc. on... but (ok you can spit on my face) i don't use the real navigation mod, so sometimes may happen that on tc higher than 64 i find some ship...
I hope not to break something

vdr1981
11-27-15, 07:05 AM
Another question, i've installed the 1.3 patch while having already and active carreer (im on coastal water btw)
Should i restart another carreer?
Not necessarily, check yellow footnote...

grazie! :)

I've installed that mod and now underwater watching is good, but now time compression limit is set to 512 even when there's ship in view.

With twos i remember that limit was set to 64


You say that TC wont drop to 1 even if your sensors/crew detect something in the proximity while your TC is higher than x64? Correct?
Are you sure that you have correctly set main.cfg file, mentioned in step 3? :hmm2:

vdr1981
11-27-15, 01:19 PM
Also note that I am moving the searchlight bone from the roof to the "first floor" of the bunker, where it will stand by the side of the gun.

I hope it wont interfere with gun operations...:hmm2:
Also does this mean that search light beam will pass directly trough bunker walls when in "search mode"? :hmm2:

gap
11-27-15, 02:36 PM
I hope it wont interfere with gun operations...:hmm2:

It shouldn't. After my changes, the searchlight is placed exactly to the left of the gun, at a distance of 5m from it. This means that it would only get in the way if the gun had a training angle of ą90 deg, which is not the case, as at this high angle the gun would fire through bunker's walls. :yep:

Also does this mean that search light beam will pass directly trough bunker walls when in "search mode"? :hmm2:

No, there is a controller usually placed on gun linking bones which limits training/elevation angles set in gun's main controller. This is useful for when the same gun is used by more tha one ship, or in different positions on the same ship, for preventing it from firing through masts, superstructure, funnels, etc which migh get in the way or not, depending on gun's position. I think the same controller also works with searchlights, as main searchlight and gun controllers are similar. :up:

vdr1981
11-27-15, 02:41 PM
It shouldn't. After my changes, the searchlight is placed exactly to the left of the gun, at a distance of 5m from it. This means that it would only get in the way if the gun had a training angle of ą90 deg, which is not the case, as at this high angle the gun would fire through bunker's walls. :yep:



No, there is a controller usually placed on gun linking bones which limits training/elevation angles set in gun's main controller. This is useful for when the same gun is used by more tha one ship, or in different positions on the same ship, for preventing it from firing through masts, superstructure, funnels, etc which migh get in the way or not, depending on gun's position. I think the same controller also works with searchlights, as main searchlight and gun controllers are very similar. :up:

Very nice! Is there any ETA ? :hmm2::O:

gap
11-27-15, 03:59 PM
Very nice! Is there any ETA ? :hmm2::O:

The placing of sandbag linking bones on the Bunker GR2 file took a bit longer than expected because bunker's floor is not perfectly flat and I wanted to make sure that they will look right in game. Since the sandbag model will be stored in an external file, I had only a vague visual reference on the correctness of rotation/translation values applied, and I had to rely largely on measures and calculations back and forth from Wings3d to GR2 Editor. I hope I did a good job; you will tell me. As I write a AO map is baking for the sandbags.
A realistic ETA? Tomorrow :03::up:

vdr1981
11-27-15, 04:59 PM
A realistic ETA? Tomorrow :03::up:

:rock:

Lost At Sea
11-27-15, 08:57 PM
Howdy All,
Back into SH5 after a particularly long time wasted on dry land!
Installed the mod, oh the excitement and finally a sh5 working flawlessly.

As a rusty captain, I need to test my crew and ship before getting into battle.
Out on the open seas and I have a tiny, but slightly irritating problem, if I hit the left gui, to go to periscope depth I get a "Cannot submerge. Crew on the deck"...

I know I'm missing something but simply can't figure out how to get them below deck presto.

Anyone, please.
Lost

Mikemike47
11-27-15, 10:36 PM
........ if I hit the left gui, to go to periscope depth I get a "Cannot submerge. Crew on the deck"...

I know I'm missing something but simply can't figure out how to get them below deck presto.

Mouse click the hatch when at bridge or exterior view. The hatch should open then. Keep at mouse cursor at the opened hatch and use the down keys to go down the hatch.

Lost At Sea
11-28-15, 02:24 AM
Thx Mikemike,
That did the trick. Had totally forgotten.

Lost

Vice84
11-28-15, 04:13 AM
solved the tc problem by re editing the main.cfg...

The "Expert navigator" skill of the navigator is disabled or something?
I've 16 skill points to spend but the game still say "you don't have enought skill point for this ability" for the first level :doh:

THEBERBSTER
11-28-15, 05:49 AM
Hi Vice
I've 16 skill points to spend but the game still say "you don't have enought skill point for this ability" for the first level :doh:It maybe the games way of telling you that this ability has been removed from the game.
It maybe one of Vecko's patch13 modifications.

Peter

steevo45
11-28-15, 08:02 AM
Just a quicky, I've notices that when I order crash dive I'm sent to hydrophone and nothing happens for about 20 seconds-very sluggish crew! How can I change this to make it quicker, say 5 seconds after crash dive order. Surely must be a simple tweak of a cfg file somewhere.
Thanks

THEBERBSTER
11-28-15, 11:01 AM
Hi steevo

I've notices that when I order crash dive I'm sent to hydrophoneIn this picture you can see the stations you can crash dive to.
http://i66.tinypic.com/11l0kk7.jpg

nothing happens for about 20 seconds-very sluggish crew! How can I change this to make it quicker, say 5 seconds after crash dive order.As you can see in the example from the picture below you can customize the crash dive delay time to whatever you want.
http://i65.tinypic.com/97mywk.jpg

Peter

Dodo11
11-28-15, 06:42 PM
Thx for this great megamod.

Vice84
11-29-15, 04:28 AM
The berbster, where i can get that file editor/viewer?

THEBERBSTER
11-29-15, 06:16 AM
Hi Vice
The berbster, where i can get that file editor/viewer? Sh5\data\application\OptionsFileEditorViewer

Or as a stand alone.
Post #6 TDW's Option File Editor Viewer Installing It Correctly (http://www.subsim.com/radioroom/showpost.php?p=2182966&postcount=6)

Mods need to be disabled before making changes.

Peter

steevo45
11-29-15, 06:41 AM
The berbster,
I was able to open the file editor viewer as shown in your post but don't seem to be able to bring up the editing box as shown in your post to make the time change from 20 seconds to something more realistic. can you explain?
Thanks

vdr1981
11-29-15, 06:51 AM
The berbster,
I was able to open the file editor viewer as shown in your post but don't seem to be able to bring up the editing box as shown in your post to make the time change from 20 seconds to something more realistic. can you explain?
Thanks

http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521

Any value lower than, let's say, 15-16s will be unrealistic because than your sub will CD very fast, much faster than it actually should...:yep:

And once again guys, read goddamn FAQ and tips before posting...:)

Dodo11
11-29-15, 08:33 AM
How can i restore contacts to show on the map ?
At which option in OFEV should i look ?

vdr1981
11-29-15, 02:11 PM
How can i restore contacts to show on the map ?
At which option in OFEV should i look ?

http://s6.postimg.org/l97apqr1p/Capture.jpg (http://postimg.org/image/l97apqr1p/)

vdr1981
11-29-15, 04:36 PM
Ancora niente Gap ?:O:
Maybe model without sandbags? :hmm2:

Dodo11
11-29-15, 05:54 PM
http://s6.postimg.org/l97apqr1p/Capture.jpg (http://postimg.org/image/l97apqr1p/)

Its exactly what i needed.
Thank you.

LCQ_SH
11-30-15, 12:27 AM
So I have noticed when warshirps (mainly DDs) are approaching to me as fast as hell, sonar man will say "moving slow". I listen to them myself and props almost sound as rockets.

The opposite also happens, when a task force of DDs is moving so slow, sonar man will say "moving fast"..... any clue on what is it going on?:hmmm:

Also I was using time compression, suddenly I got TCx1 got a DD infront of me no more than 1,500 m (it was night, very little light fog). MY first thought was "holly.....I'm dead". I ordered to crash dive, and it did not even notice I was there. (nor by its hydrophone or active sonar) Is that that type of AI I will be dealing the my who carrier? :hmmm:

THEBERBSTER
11-30-15, 05:07 AM
The sonarman always seems to say "moving fast" whether the ship is or not.
Does not help with the plotting as fast is determined as "13 knots and faster."
It is the same with the ranges always being "long range" unless you can see it.
And what is "constant distance" all about?

The only way to be sure it seems is to take timed sonar reports as in the 4 bearings.

Peter

gap
11-30-15, 07:10 AM
Ancora niente Gap ?:O:
Maybe model without sandbags? :hmm2:

Sorry for my usual delay Vecko, I suck at estimating release dates and at meeting deadlines :D

After reducing the polygonal resolution of my sandbag model, I further reduced its polygon count by removing the inner and lower faces that would have been occluded by other polygons in game. This was a time consuming process, as I know no method to do it automatically. Moreover, every time I imported the model, I discovered the stock GR2 file I had used as template had some type of unknown data format not supported by GR2 editor. I lost my work more than three times :/\\!! ...but I don't complain, because I gained a lot of experience (pity TDW is not around, I have a lot of exception reports for him).

Anyway, now all the models are game ready. I just need to set some controllers/cfg files. Wait for updates by me later today :up:

http://i519.photobucket.com/albums/u359/taneshikimano/box_sandbag.png

PS: should we model any damage for bunker, sandbags and ammo boxes? I could set some new zone definitions for them, something not too complicated:

bunker - damage mesh/boxes only above the waterline (to avoid it being subject to torpedo hits), huge Armor Level/HP values (it should only be affected by some heavy airdropped bombs), not destructible (the model shouldn't disappear after its HP are zeroed), no floatability (the model shouldn't sink), fire effect triggered when nearly destroyed. Basicly the bunker should work as a "damage absorber", shielding the gun within it.

sandbags - same zone definition as the bunker (it should actually work as a shield for the gun and ammo boxes behind it).

ammo boxes - reasonably low AP/HP values, high multiplier, cargo type: ammo (I think one of the existing zone definition might be used on these).

vdr1981
11-30-15, 08:04 AM
Just kidding Gap, take your time (nut not to much though...:D)

First give me simple model so I can confirm that your GR2 bunkers will not be blocked due to coast proximity when placed on the same coordinates as my dat bunkers. I dont want to place 100 bunkers on british coast just to see later that I have to move and test every single gun once again...:yep:

vdr1981
11-30-15, 08:16 AM
So I have noticed when warshirps (mainly DDs) are approaching to me as fast as hell, sonar man will say "moving slow". I listen to them myself and props almost sound as rockets.

The opposite also happens, when a task force of DDs is moving so slow, sonar man will say "moving fast"..... any clue on what is it going on?:hmmm:
Check latest patch readme and enable it...You'll see that sonarmens initial speed estimation is disabled now...


Also I was using time compression, suddenly I got TCx1 got a DD infront of me no more than 1,500 m (it was night, very little light fog). MY first thought was "holly.....I'm dead". I ordered to crash dive, and it did not even notice I was there. (nor by its hydrophone or active sonar) Is that that type of AI I will be dealing the my who carrier? :hmmm:
There is a high probability that ship was bugged, if you have encountered her near coast line or as a strange single warship somewhere at open seas...This is a large problem with SH5 AI and it is still unsolvable...
Form your posts I can assume that you're not quite satisfied with SH5 AI? Well , join the club, same here...:)
Chek IRAI documentation and make few posts in IRAI thread and , who knows, maybe we can even attract TDW's attention...:yep:

gap
11-30-15, 08:28 AM
Just kidding Gap, take your time (nut not to much though...:D)

First give me simple model...

:up:

I will send them your way in 30 min/1 hour; just the time for the last touches and for packing/uploading the files. :)


...so I can confirm that your GR2 bunkers will not be blocked due to coast proximity when placed on the same coordinates as my dat bunkers.

They shouldn't, unless collision detection is handled in a different way for dat and GR2 objects: the GR2 bunker is exactly the same size as its SHIV counterpart.

I dont want to place 100 bunkers on british coast just to see later that I have to move and test every single gun once again...:yep:

The current bunker should only be used along the the German coastline ("https://en.wikipedia.org/wiki/Atlantic_Wall). British coastal defences looked nothing like German bunkers, and we can model them as well based on the stock land coastal defences and other 3d models available on the web. Are you into putting this level of realism in TWoS? :D

vdr1981
11-30-15, 09:26 AM
And now you're telling me that?:)

I have to protect British harbors in order to counteract all the craps and limitations involved with SH5 AI and , if possible, to make harbor raids at least a bit more dangerous and demanding. Right now this is child play and British (or any other allied) harbors are totally unprotected...

Placing axix bunkers along German and France coastline would only be unnecessary stretching already overstretched game engine. This is player vs allied campaign , not vice versa...:yep: I could place one or two near player harbors just for "coolness" but that's about it...:yep:

Regarding German/British bunker topic, for me they are all the same, a bunch of concrete with barrel in the middle of it :D, but you know me...:)

Those bunkers were "GO" in GWX and OM , so why not in TWoS too?

Anyway , to have actual British bunker in game will be very nice, but let's first protect those "poor" harbors and make a hell of newcomers favorite source of cheap tonnage... :up:

gap
11-30-15, 10:27 AM
And now you're telling me that?:)

:doh::O:

Sorry, I was so busy with 3d modelling that I almost forgot about my usual historical research activity :D


I have to protect British harbors in order to counteract all the craps and limitations involved with SH5 AI and , if possible, to make harbor raids at least a bit more dangerous and demanding. Right now this is child play and British (or any other allied) harbors are totally unprotected...

I understand that.


Placing axix bunkers along German and France coastline would only be unnecessary stretching already overstretched game engine. This is player vs allied campaign , not vice versa...:yep: I could place one or two near player harbors just for "coolness" but that's about it...:yep:

Not the whole Atlantic Wall indeed. Game stability has the highest priority; just a few bunkers/ports here and there. :up:


Regarding German/British bunker topic, for me they are all the same, a bunch of concrete with barrel in the middle of it :D, but you know me...:)

Those bunkers were "GO" in GWX and OM , so why not in TWoS too

Because... well, you know me as well as I know you :D


Anyway , to have actual British bunker in game will be very nice, but let's first protect those "poor" harbors and make a hell of newcomers favorite source of cheap tonnage... :up:

Okay good plan, :up: but during your breaks don't miss reading the following articles, and the next time don't tell me I didn't warn you :):woot:

Coastal artillery (general overview with some photographs of German and British emplacements) (https://en.wikipedia.org/wiki/Coastal_artillery)
Atlantic Wall (Germany) (https://en.wikipedia.org/wiki/Atlantic_Wall)
Bunker types (Germany) (http://www.axishistory.com/axis-nations/138-equipment/equipment/2251-bunker-types)
Cross Channels guns in WWII (Germany and UK) (https://en.wikipedia.org/wiki/Cross-Channel_guns_in_the_Second_World_War)
British anti-invasion preparations of WWII (https://en.wikipedia.org/wiki/British_anti-invasion_preparations_of_the_Second_World_War)
British hardened field defences of WWII (https://en.wikipedia.org/wiki/British_hardened_field_defences_of_World_War_II)
Maunsell Forts (UK) (https://en.wikipedia.org/wiki/Maunsell_Forts)

vdr1981
11-30-15, 10:37 AM
Hahahah, you're killing me Gap! :haha::up:

Dodo11
11-30-15, 11:31 AM
Any idea if using "large address aware" on the Sh5.exe would conflict with TWOS ?

gap
11-30-15, 12:06 PM
Hahahah, you're killing me Gap! :haha::up:

...at least I hope I am giving you a pleasant death :O:

Please check what I got for you:

http://www.mediafire.com/download/puebrwjiy52c8un/Large_Bunker.7z

cfg, eqp and sns files included. You need to create a sim file with ship unit controller; I dint add it myself as you know how to set it. Also not that you might want to change unit type setting in cfg file. Currently the unit is set as type 20 (super battleship).

In game screenies, please! :)

vdr1981
11-30-15, 12:17 PM
...at least I hope I am giving you a pleasant death :O:

Please check what I got for you:

http://www.mediafire.com/download/puebrwjiy52c8un/Large_Bunker.7z

cfg, eqp and sns files included. You need to create a sim file with ship unit controller; I dint add it myself as you know how to set it. Also not that you might want to change unit type setting in cfg file. Currently the unit is set as type 20 (super battleship).

In game screenies, please! :)
:up:

gap
11-30-15, 12:32 PM
Any idea if using "large address aware" on the Sh5.exe would conflict with TWOS ?

I don't think so.

The usage of LAA on SH5 is a bit controversial though. I remember having read not lesser than four years ago a post by a forum member who apparently knew about computer scienece more than I do. He stated that SH5.exe out of the box is already large address aware. IIRC, he continued by saying that using LLA or any other similar application on the exacutable would actually turn the large-address flag off, thus making the game to use lesser memory rather than more memory. :hmm2:

vdr1981
12-01-15, 06:41 AM
Instead of screenshots I'll upload a combined mod with a test mission so you can see what is going on easily ...:yep:

Everything look OK IMO although I'll probably have re-test bunker placement once again.

http://www.mediafire.com/download/70k482kprm7vbd7/Z_FW+Coastal+Artillery_GR2.rar

I'll also need this platform too, because some bunkers are very picky about coast proximity.
http://s6.postimg.org/8tve2g5f1/SH5_Img_2015_11_24_20_59_21.jpg (http://postimg.org/image/8tve2g5f1/)

Here's dat version too, so you can compare functionality, stability or whatever...
http://www.mediafire.com/download/a54im93g3pje6pm/Z_FW+Coastal+Artillery_DAT.rar

gap
12-01-15, 06:55 AM
Instead of screenshots I'll upload a combined mod with a test mission so you can see what is going on easily ...:yep:

Everything look OK IMO although I'll probably have re-test bunker placement once again.

http://www.mediafire.com/download/70k482kprm7vbd7/Z_FW+Coastal+Artillery_GR2.rar

I'll also need this platform too, because some bunkers are very picky about coast proximity.
http://s6.postimg.org/8tve2g5f1/SH5_Img_2015_11_24_20_59_21.jpg (http://postimg.org/image/8tve2g5f1/)

Here's dat version too, so you can compare functionality, stability or whatever...
http://www.mediafire.com/download/a54im93g3pje6pm/Z_FW+Coastal+Artillery_DAT.rar

:up:

gap
12-01-15, 07:05 AM
Just a quick question... how can you prevent the new bunker(s) from spawning randomly within campaign traffic where a generic British elite patrol craft is called for?
In my opinion we should set two generic nations (one for each side), and put the coast defences in their roster. I have other uses in mind for them besides the one I just said, like for instance having some coastal boats to sail without ensigns...

vdr1981
12-01-15, 07:19 AM
Just a quick question... how can you prevent the new bunker(s) from spawning randomly within campaign traffic where a generic British elite patrol craft is called for?
In my opinion we should set two generic nations (one for each side), and put the coast defences in their roster. I have other uses in mind for them besides the one I just said, like for instance having some coastal boats to sail without ensigns...

I agree and I had exactly the same thought about two generic nations...

I chose "Elite Escorts" because this category is nonexistent in SH5 campaign :yep:

gap
12-01-15, 08:13 AM
I agree and I had exactly the same thought about two generic nations...

:up:

I chose "Elite Escorts" because this category is nonexistent in SH5 campaign :yep:

I think you meant "elite patrol craft" (type 16) :03:
One day we might need to use that type for proper patrol boat models than a bunker. The same goes for OH's "Z ships". If memory serves me well, they currently replace the "rare tanker" type 107. When Trevally set them this way, we had so few tanker classes in game that this looked like a good option, but again, it is my hope that someday soon we can have a wider range of targets, requiring the "borrowed" types. As a matter of fact you have already added two new tankers to the game, not to mention the big Japanese oiler that I sent you a while ago... :)

gap
12-01-15, 08:27 AM
I am currently working on a proper Regelbau M272 bunker model:

http://i519.photobucket.com/albums/u359/taneshikimano/Screenshot%202015-12-01%2014.15.56.jpg

I have still work to do on it, but being an accurate replica of a real WWII bunker, it looks much lesser cartoonish than the SHIV model. Do you agree? :03:

It will also require a new type of terrain platform, in the form of a sand dune or sea cliff.

After I finish with that I promise I will start working on some more realistic Britihs coastal artillery emplacements and pillboxes. :salute:

vdr1981
12-01-15, 08:37 AM
ETA? :D:rotfl2::up:

gap
12-01-15, 09:05 AM
ETA? :D:rotfl2::up:

Well, I have already cleaned up the model removing the unnecessary detail (which accounted for several thousands of faces), but I want to further decrease the polygon count. Besides it, I need to partly redo the main UV map (as you can see some areas are texturelless, and other polygons have distorted textures), create the secondary UV map (for ambient occlusion texture), bake the AO map, etc. Moreover I will need to create a further simplified reflection map and LOD model. More or less one week of work :up:

P.S: I have checked your testing mod in game. I must admit that the current model looks amazing with the new textures and all, not to mention it casting and receiving shadows after being ported to the GR2 format. :yeah:
I was also pleased noticing that it is reported as "coastal defence". How the heck did you achieve that? I was afraid our watchcrew would have whispered their usual "warship sighted" thing... :D
I spotted a few bugs though. For a start the bunkers didn't use their searchlights (they shot their gun against my surfaced boat in a quite effective manner though :dead:), and secondly all the accessory goodies (sandbags and ammo crates) didn't show up.
Now I need to go out, but later today I will investigate on why this is happening and I will upload a fix here ASAP :up:

vdr1981
12-01-15, 09:24 AM
I was also pleased noticing that it is reported as "coastal defence". How the heck did you achieve that? I was afraid our watchcrew would have whispered their usual "warship sighted" thing... :D


There's stock coastal gun behind every bunker... Unfortunately, bunkers will be reported like ships also, both by sonarmen and watchcrew, that's the price of having working CD in SH5...:-?
Distance from unit plays part in search light activation, I'm not completely sure what is going on here , but it works...

gap
12-01-15, 09:32 AM
There's stock coastal gun behind every bunker...

Clever trick, I had a similar idea but I thoght (and hoped) you had found a better workaround :)


Unfortunately, bunkers will be reported like ships also, both by sonarmen and watchcrew, that's the price of having working CD in SH5...:-?

This didn't happen during my testing session. Watchcrew kept reporting coastal defences (maybe those have priority over ship sighting report?). I didn't ask the sonarman, but having no sound signature (stationary and moreover with no sound controller), I think your FW defences will give an hard time to Benno before he can notice them :03:

Any remark on the flaws I have reported in my previous post? Did you notice the same?

vdr1981
12-01-15, 09:41 AM
Any remark on the flaws I have reported in my previous post? Did you notice the same?

Regarding boxes and bags? No, they weren't there but I thought that was intentional?

gap
12-01-15, 11:08 AM
Regarding boxes and bags? No, they weren't there but I thought that was intentional?

No, it isn't intentional, but I am more concerned about the searchlight. Does it work with the dat version of the bunker?

ColorKraken
12-01-15, 11:43 AM
Thank you for this pack!
And especially for the separate DL link for us who cannot download so many mods each day! :)

ColorKraken
12-01-15, 12:12 PM
I'm in the game now but I noticed that my interface is not as in youtube videos I have seen of this mod.
They have a new interface and I think I have SH3 interface or something.
How do I change to the other interface?

vdr1981
12-01-15, 01:09 PM
No, it isn't intentional, but I am more concerned about the searchlight. Does it work with the dat version of the bunker?
Search lights work on both gr2 and dat bunkers , no problems there.., You just need to be somewhat closer to the bunker. Dont ask me why, it's SH AI...:doh:

I'm in the game now but I noticed that my interface is not as in youtube videos I have seen of this mod.
They have a new interface and I think I have SH3 interface or something.
How do I change to the other interface?
For that you'll have to use Options File Editor Viewer, check FAQ and tips to see how...:yep:

gap
12-01-15, 02:31 PM
Search lights work on both gr2 and dat bunkers , no problems there.., You just need to be somewhat closer to the bunker. Dont ask me why, it's SH AI...:doh:

Okay :up:

BTW I discovered why sandbags and ammo boxes didn't show up in game. Only the name of meshes which are bound to the root bone of a model can be linked through eqp file. Unfortunately most stock GR2 files have their meshes bound to a child bones of the root bone, and the bone binding feature of GR2 Editor doesn't seem to work; on the other side, all the GR2 files I have found so far with meshes bound to the main bone have some sort of limitations. This is not a big problem for our current purposes,we can just switch to using the name of the root node in eqp file, but it can be a major obstacle when modelling stuff which needs a collision detection. I bet that was the problem with Targor's naval mine refusing to explode after being imported in a GR2 file :hmmm:

Anyway: our bunker got sandbags and boxes now:

http://i519.photobucket.com/albums/u359/taneshikimano/crates%20sandbags%201.jpg

http://i519.photobucket.com/albums/u359/taneshikimano/crates%20sandbags%202.jpg

http://i519.photobucket.com/albums/u359/taneshikimano/crates%20sandbags%203.jpg

One a side note, I think bunker and crates need their materials/textures touched up: the way they are now they look a bit too shiny under the moonligh. In short I will upload a patch fixing all the issues above :)

vdr1981
12-01-15, 02:41 PM
That looks awesome! :o :up:

Yes, the bunker is a bit to bright , especially in the sunlight...:yep:

EDIT
After you're finished with bags and crates can you delete unused Y bones with TDW editor?

gap
12-01-15, 03:34 PM
That looks awesome! :o :up:

Yes, the bunker is a bit to bright , especially in the sunlight...:yep:

Okay, I will see what can be done :up:


EDIT
After you're finished with bags and crates can you delete unused Y bones with TDW editor?

Certainly possible though sometimes GR2 Editor tends to corrupt files when removing unused bones and materials. Anyway there aren't unused Y bones in the bunker model I sent to you. Remember that the sandbag and ammo box stacks are composed of several identical meshes repeated n times over the bunker model, each element requiring its own linking bone. This is a resource-effective way to deal with game models I learned from Jeff Grooves (aka privateer) :03:

finchOU
12-01-15, 04:49 PM
So I just had this weird thing happen that i"ve never seen before.

I'm taking a submerged shot on a Small composite merchant in Summer of 1940.

She is traveling at 353T at 9 knots. I"m set up for a 90 degree stern shot using standard torpedo depth of 2 meters. See that the Torp should hit on the hull with plenty of room for error i'm not worried. The sea state is pretty rough with 15 m/s winds......well I missed her...even though I visually tracked the torpedo until it "disappeared" into her starboard side. The torpedo kept going apparently missing her under her hull. I think...well no big deal she didn't see the torpedo and is still on course and speed so i'll just catch up to her and try again.

This time I set Torp depth to 1 meter......shoot....again visually track the torpedo to the starboard side of the ship and it again disappears but doesn't hit the ship. I've never been a magnetic guy due to the increased chance of torpedo failure (and frustration) and I've never had issues hitting small merchants in bad sea states.....at standard 2 meter torpedo depth.

This is my first patrol with 1.04.....am I missing something? I will say that I have not played TWOS for that long...I maybe did one patrol on 1.03 before switching to a new career and 1.04.

vdr1981
12-01-15, 05:05 PM
So I just had this weird thing happen that i"ve never seen before.

I'm taking a submerged shot on a Small composite merchant in Summer of 1940.

She is traveling at 353T at 9 knots. I"m set up for a 90 degree stern shot using standard torpedo depth of 2 meters. See that the Torp should hit on the hull with plenty of room for error i'm not worried. The sea state is pretty rough with 15 m/s winds......well I missed her...even though I visually tracked the torpedo until it "disappeared" into her starboard side. The torpedo kept going apparently missing her under her hull. I think...well no big deal she didn't see the torpedo and is still on course and speed so i'll just catch up to her and try again.

This time I set Torp depth to 1 meter......shoot....again visually track the torpedo to the starboard side of the ship and it again disappears but doesn't hit the ship. I've never been a magnetic guy due to the increased chance of torpedo failure (and frustration) and I've never had issues hitting small merchants in bad sea states.....at standard 2 meter torpedo depth.


This is my first patrol with 1.04.....am I missing something?
Small ship, shallow draft, bad weather and unreliable depth settings of early torpedoes...Not a good conditions for torpedo attack :yep:
I bet they all went below keel...

PS
Which merchant?

finchOU
12-01-15, 05:32 PM
:wah::/\\!!

Small Modern Composite Merchant...3.5 meter draft..........14 m/s weather.....high waves. Well that sucks...

So early war depth keeping issues are modeled? How did you implement that? As a %...or what not?

finchOU
12-01-15, 06:23 PM
I used to get a bouncing graphics when looking through a scope (attack, UZO, Obs, binocs) at ships and burning ships. I started a thread about it years ago and it seemed that all I had to do to fix the bouncing (more jittery up and down movement) was to mousewheel in. That fix worked...but ever since I've installed TWOS it's back and the mousewheel doesn't fix the problem anymore.

As far as graphics...I have everything max blast...except I have Gamma at about 50% and Anti aliasing is off (0%).

vdr1981
12-01-15, 07:19 PM
So early war depth keeping issues are modeled? How did you implement that? As a %...or what not?
Yes, TDW patcher deals with that although I think that now during entire war torp. depth dial will not be so precise anymore, there will always be some error, just as it should IMO...:yep:
I used to get a bouncing graphics when looking through a scope (attack, UZO, Obs, binocs) at ships and burning ships. I started a thread about it years ago and it seemed that all I had to do to fix the bouncing (more jittery up and down movement) was to mousewheel in. That fix worked...but ever since I've installed TWOS it's back and the mousewheel doesn't fix the problem anymore.

.
I'm not sure I understand what you mean, can you post some screenshot?:hmmm:

finchOU
12-01-15, 11:27 PM
I'm testing it with V sync turned off....seems to solve some of it....but I'll let you know.

Screen shot wont work because it's video.....

ColorKraken
12-02-15, 01:59 AM
I'm testing it with V sync turned off....seems to solve some of it....but I'll let you know.

Screen shot wont work because it's video.....
There is a program called "Fraps" that can be used to easily record video in games.

ColorKraken
12-02-15, 03:29 AM
I have a few simple questions, I have been searching and looking for a chart of hotkeys for the game but cannot find any at all!

How do I pause the game and how do I open my compass?
Also when I open my binoculars I just have one round hole I see trough.
I saw on the a video someone having a more normal binocular and he also had a bearing indicator on top that changed according to what bearing he was looking at, how can I use this binoculars?

Also when I use scroll weel to change bearing, it's not very sensetive, it jumps over a some numbers even on minimal scroll movement. Is there any way to make it go 1 number at a time?
Thanks!

Sjizzle
12-02-15, 03:51 AM
I have a few simple questions, I have been searching and looking for a chart of hotkeys for the game but cannot find any at all!

How do I pause the game and how do I open my compass?
Also when I open my binoculars I just have one round hole I see trough.
I saw on the a video someone having a more normal binocular and he also had a bearing indicator on top that changed according to what bearing he was looking at, how can I use this binoculars?

Also when I use scroll weel to change bearing, it's not very sensetive, it jumps over a some numbers even on minimal scroll movement. Is there any way to make it go 1 number at a time?
Thanks!

pausing the game hit backspace key,
yea the binocular from TwoS is 1 Round Hole and for normal binoculars is the default TDW's one or from MagUI,
to change the course with scroll pres shift key to scroll 1 by 1
and about compass i am not sure which one do mean here

ColorKraken
12-02-15, 04:30 AM
pausing the game hit backspace key,
yea the binocular from TwoS is 1 Round Hole and for normal binoculars is the default TDW's one or from MagUI,
to change the course with scroll pres shift key to scroll 1 by 1
and about compass i am not sure which one do mean here
Thank you for the fast reply!
Now I can set my bearing properly, very good.
I found another pair of binoculars that was mounted on the sub that had bearing wheel on it that I can use, Id prefer to have those in hand but I don't know if I can undo the modding for just binoculars.


I have a few more question, how to turn off the spacebar hotkey?
I accidentally hit spacebar while on deck and a torpedo was fired without warning:oops:, that is a very dangerous hotkey that is too easy to press by accident..
And does this mod include bug fixes, like for example the Torpedo speed bug?

finchOU
12-02-15, 04:38 AM
I have a few simple questions, I have been searching and looking for a chart of hotkeys for the game but cannot find any at all!

How do I pause the game and how do I open my compass?
Also when I open my binoculars I just have one round hole I see trough.
I saw on the a video someone having a more normal binocular and he also had a bearing indicator on top that changed according to what bearing he was looking at, how can I use this binoculars?

Also when I use scroll weel to change bearing, it's not very sensetive, it jumps over a some numbers even on minimal scroll movement. Is there any way to make it go 1 number at a time?
Thanks!

If you click on your ...lets call it your "heading indicator" (using SH5 enhanced UI) it will pop up a compass.

If you've never used binoculars in real life then it might seem that if you look through two eye pieces that you'll get the imagine you desire (aka two semi circles).... but IRL.....you only get One round hole. So that's what's simulated.

As far as the relative bearing (heading) in the binocs ...it was taken out for realism....since you wouldn't get that IRL. I think you can Mod that yourself in TDW's UserOptionsFileEditor....

when you use the mouse wheel to change heading you'll get 5 degree increments as standard.....to go to 1 degree increments...hold the shift key while you scroll the mouse wheel. :rock:

finchOU
12-02-15, 04:43 AM
Thank you for the fast reply!
Now I can set my bearing properly, very good.
I found another pair of binoculars that was mounted on the sub that had bearing wheel on it that I can use, Id prefer to have those in hand but I don't know if I can undo the modding for just binoculars.


I have a few more question, how to turn off the spacebar hotkey?
I accidentally hit spacebar while on deck and a torpedo was fired without warning:oops:, that is a very dangerous hotkey that is too easy to press by accident..
And does this mod include bug fixes, like for example the Torpedo speed bug?

The Binoculars with the heading.....is called the UZO. It is a targeting optic that is tied to your TDC (torpedo data computer)......exactly like the periscopes are, except it's main purpose was attacks on the surface. The disadvantage of the UZO is that it's attached to the boat so it's not as stable as looking through your binocs (as in IRL you can rock your body to counter the affect of a rocking boat and stablize your sight picture).

I have no idea how to 'turn off' the space bar....and yes I agree it's annoying as it's an auto fire for the deck gun.....which gives away your position rather easily.