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ColorKraken
12-02-15, 05:27 AM
I found how to see most hotkeys, F1 in game shows a keyboard map with hotkeys! :)

Dodo11
12-02-15, 10:07 AM
I found how to see most hotkeys, F1 in game shows a keyboard map with hotkeys! :)

Check this link , scroll down for a complete list of keys.

http://www.subsim.com/radioroom/showthread.php?t=178048

ColorKraken
12-03-15, 05:39 AM
Check this link , scroll down for a complete list of keys.

http://www.subsim.com/radioroom/showthread.php?t=178048
Thanks for the link!:up:

I have another question about this mod.
I'm playing the very first campaign.
I have now finished my first patrol.
But I cannot find any new mission to accept on the map after the breifing.
There is still 1 or 2 days left until deadline of the mission I did on my first patrol, so the other missions will not show up until then am I right?
What should I do?

Should I load my save when I'm outside of Keil harbor and wait 2 days and then enter bunker or is there any way to wait in bunker or accept the mission after I entered patrol 2?

Sjizzle
12-03-15, 05:44 AM
Thanks for the link!:up:

I have another question about this mod.
I'm playing the very first campaign.
I have now finished my first patrol.
But I cannot find any new mission to accept on the map after the breifing.
There is still 1 or 2 days left until deadline of the mission I did on my first patrol, so the other missions will not show up until then am I right?
What should I do?

Should I load my save when I'm outside of Keil harbor and wait 2 days and then enter bunker or is there any way to wait in bunker or accept the mission after I entered patrol 2?


if u mean the Danzing bay mission then u must got a radio message which one say to dock at Kiel navigate and dock at Kiel and from there u got another mission from the Officer

THEBERBSTER
12-03-15, 06:06 AM
Hi ColorKraken

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)

- I've arrived in Kiel but I cant select Eastern British Coastal Waters objective, only Danzing objective is available?
Campaign objectives are date controlled and EBCW objective will not be available until 4th September 1939.

Peter

vdr1981
12-03-15, 06:57 AM
Should I load my save when I'm outside of Keil harbor and wait 2 days and then enter bunker or is there any way to wait in bunker or accept the mission after I entered patrol 2?

You can do that or you can start patrol and head for eastern British coast without specific patrol grid...:yep:
There is not much difference...

ColorKraken
12-03-15, 07:00 AM
You can do that or you can start patrol and head for eastern British coast without specific patrol grid...:yep:
There is not much difference...
Alright! Thanks for the reply.:up:

vdr1981
12-03-15, 07:11 AM
Gap, I'm eager to see updated bunkers with sandbags and crates, if they're ready? :)

ColorKraken
12-03-15, 09:25 AM
Anyone having problem with camo paint?
I bought the tiger stripes camo paint for 1500 renown but I cannot see it on my boat.
Only the emblem I bought is shown.

EDIT: Restarting game and diving up and down a few times seem to solve this issue, because now I suddenly came up from the water with this camo paint on!

gap
12-03-15, 09:30 AM
Gap, I'm eager to see updated bunkers with sandbags and crates, if they're ready? :)

They are, together with several other improvements: :03:

- UV map of main model's diffuse channel reworked for matching better concrete texture's lines ocross adjoining walls;

- darkened/lightened various materials and textures for better look under different light conditions;

- resolution of some (huge) base textures reduced for lesser memory usage; added further downsized low resolution textures to the lowres folder, for the ones playing the game on low graphic settings;

- changed vertex coordinates of the bunker model as well as draft setting in sim file, which now is taken directly from object's absolute coordinates in the global space. Now the bunker looks like sitting lower on its plaftorm, while having more or less the same draft as before (for correct gun functionality and optimal floatation stability);

- bunker mass and drag further increased for extra stability.

- decresed gun's train rate in obj_turret controller to a more realistic 3 deg/sec as per historical specifications (http://www.navweaps.com/Weapons/WNGER_59-48_skc36.htm) (this is supposing a complete handwheel revolution per second). Nonetheless I doubt this setting actually works. We might want to tweak gun's main controller's train/elevation rates instead.

Now I am modelling damage/collision. Let's see if we can make our floating bunkers collisionable/damageable without side effects...

Wait for updates and download link by me in a couple of hours :salute:

vdr1981
12-03-15, 12:47 PM
Excellent! If it's not too much you can add this platform to the package...:yep:

http://s6.postimg.org/8tve2g5f1/SH5_Img_2015_11_24_20_59_21.jpg (http://postimg.org/image/8tve2g5f1/)

gap
12-03-15, 01:30 PM
Excellent! If it's not too much you can add this platform to the package...:yep:

http://s6.postimg.org/8tve2g5f1/SH5_Img_2015_11_24_20_59_21.jpg (http://postimg.org/image/8tve2g5f1/)

didn't I send you this one already:

http://s6.postimg.org/glc4109kd/GSDFS.jpg

Do you need both? :hmm2:

vdr1981
12-03-15, 01:42 PM
Do you need both? :hmm2:

Yes...

gap
12-03-15, 02:00 PM
Yes...

Is that for aesthetic reasons or for what else?

ColorKraken
12-04-15, 05:09 AM
I have a problem some reports are only vocal and nothing is written in the text log.

I had a report of unidentified ship sighted at bearing x.
That was written in the log but the bearing was not written down.
It looks like this.
https://i.imgur.com/1jEIyM6.jpg

Is this a bug or is the game like this?

While this happened I was looking at the map in x64 time compression, could that be the cause?
If this happen, does that mean it's the same ship that was reported earlier as smoke on horizon?

Another question I have is about Silent running.
I give order to "rig for silent running" but only get the answer "cannot comply".
Why? What are the requirements to do silent running?

THEBERBSTER
12-04-15, 06:30 AM
Hi Vecko
Are we likely to see "Sweet FX for SH5" being added to TWOS?
If so, are you going to tweak it for us?

Peter

ColorKraken
12-04-15, 06:34 AM
Another question I have is about Silent running.
I give order to "rig for silent running" but only get the answer "cannot comply".
Why? What are the requirements to do silent running?
I think I found the cause for this.
I loaded a saved game and a lot of things was reset when loading the save.
For example morale.
And also weather changed from windy and higher waves to clear and calm, two warships I had spotted about 8-10km away suddenly had aggro on me, as if they saw me.
I noticed this problem with airplanes as well.
A airplane flew over me but did not spot me, I made a save right then.
20 minutes later I closed game down and loaded that save next day.
Now airplane instantly saw me and bombed me.

Seems like a lot of things is not saved when making a save, is there any solution for this problem?
Because it feels like it's impossible to save in most situations if all things happening are totally reset and nearby ships attack instantly even if I should be unseen.

vdr1981
12-04-15, 08:18 AM
Hi Vecko
Are we likely to see "Sweet FX for SH5" being added to TWOS?
If so, are you going to tweak it for us?

Peter
Naaah, I don't think so...It's just graphic eye candy and it's not so important for gameplay or WW2 "feeling"...:yep:



I loaded a saved game and a lot of things was reset when loading the save.


Playing SH for the first time?
It is a well known fact in ALL SH games that saving game near active AI units will not always give you the same conditions after you load your save. This can also corrupt your game save if you create it near some bugged units so you should avoid to save game in similar situations as much as possible.

Check tips for stable gameplay...:yep:

gap
12-04-15, 08:20 AM
I think I found the cause for this.
I loaded a saved game and a lot of things was reset when loading the save.
For example morale.

This is new to me

...And also weather changed from windy and higher waves to clear and calm...

Well known bug, common to all the games of the Silent Hunter series :nope:

...two warships I had spotted about 8-10km away suddenly had aggro on me, as if they saw me.
I noticed this problem with airplanes as well.
A airplane flew over me but did not spot me, I made a save right then.
20 minutes later I closed game down and loaded that save next day.
Now airplane instantly saw me and bombed me...

This is another well documented problem. The list of things getting reset after a save/reload also includes AI unit's ammo loadouts and hit points (damage).

...Seems like a lot of things is not saved when making a save, is there any solution for this problem?
Because it feels like it's impossible to save in most situations if all things happening are totally reset and nearby ships attack instantly even if I should be unseen.

I am afraid no proper fix is on the horizon. As a rule of thumb, never save with planes within rendering radius, or during attacks against enemy ships, especially when you have scored some hits or while you are evading enemy escorts. More in general, try not to save while you have enemy planes/ships within the range of your sensors. Should you contravene these rules, be ready to face the consequences, and always keep at least one "safe" savegame just in case. :03:

gap
12-04-15, 08:23 AM
@ Vecko

My patch is ready. Can you answer this question please? :03:

Is that for aesthetic reasons or for what else?

vdr1981
12-04-15, 08:27 AM
@ Vecko

My patch is ready. Can you answer this question please? :03:

:up:
I just want to see it's appearance in the game...:yep:

gap
12-04-15, 08:32 AM
:up:
I just want to see it's appearance in the game...:yep:

Okay, now I got you: I wanted to know if you needed for any special sizes :03:

gap
12-04-15, 09:35 AM
Revised floating-working bunker:

http://www.mediafire.com/download/gd1n18toy9ozxm7/Z_FW_Coastal_Artillery_GR2.7z

I think it looks much better now. :sunny:

Please note also that now bunker, sandbags and ammo boxes should be liable to collision/damage, though I have not extensively tested this feature yet (new zones settings might require some fine-tuning for optimal results). Talking about it, can you please set two missions -one with a few stukas and a bunker, and the other one with an unarmed bunker at close range for deckgun shooting drills- and tell me what happens? I am especially curious to know if sandbags and ammo boxes are going to take damage. They are not especially important to this mod, but we might need for collisionable/damageable GR2 objects to be used with future mods, and I am a little afraid we will be forced to use dat objects instead due to the current GR2 Editor limitation that I said a few days ago :hmmm:

Next task on my to-do list: the modified platform you have requested, better platform textures, and checking if we can link the platform directly to the bunker model (through Y bone) without loss of gun functionality. If that was possible, it would make your campaign updates a lot easier. :)

THEBERBSTER
12-05-15, 06:14 AM
Hi Vecko

Have you ever thought about being able to include a gramophone shufffler in TWOS.

Peter

gap
12-05-15, 08:06 AM
Have you ever thought about being able to include a gramophone shufffler in TWOS.


http://www.howtogeek.com/57661/stupid-geek-tricks-randomly-rename-every-file-in-a-directory/ :03:

vdr1981
12-05-15, 08:39 AM
Revised floating-working bunker:

http://www.mediafire.com/download/gd1n18toy9ozxm7/Z_FW_Coastal_Artillery_GR2.7z

I think it looks much better now. :sunny:

Please note also that now bunker, sandbags and ammo boxes should be liable to collision/damage, though I have not extensively tested this feature yet (new zones settings might require some fine-tuning for optimal results). Talking about it, can you please set two missions -one with a few stukas and a bunker, and the other one with an unarmed bunker at close range for deckgun shooting drills- and tell me what happens? I am especially curious to know if sandbags and ammo boxes are going to take damage. They are not especially important to this mod, but we might need for collisionable/damageable GR2 objects to be used with future mods, and I am a little afraid we will be forced to use dat objects instead due to the current GR2 Editor limitation that I said a few days ago :hmmm:

Next task on my to-do list: the modified platform you have requested, better platform textures, and checking if we can link the platform directly to the bunker model (through Y bone) without loss of gun functionality. If that was possible, it would make your campaign updates a lot easier. :)
Sry for late replay Gap!
They look much better now, indeed...:yep:

I'll test damage model later, I hope they wont sink...:D

EDIT:

And damage model looks and works really nice too...
Sandbags and crates can be destroyed, explosion effects are there and even gun is blocked after enough damage is acumulated. :yep:
Crippled unit/bunker will however stay alive which is better because it will not be removed from the game after save /reload...:yep:

gap
12-05-15, 10:01 AM
Sry for late replay Gap!
They look much better now, indeed...:yep:

:up:

Have you compared bunker's appearance with and without low resolution textures? I hope the small textures don't look too dull...


And damage model looks and works really nice too...
Sandbags and crates can be destroyed, explosion effects are there and even gun is blocked after enough damage is acumulated. :yep:

Excellent :woot:

I set the ammo box zone as crytical, simulating that when boxes explode there's a chance that gun crew is killed and/or they have no ammunition available to fire. Not sure if this setting actually works though, as it might require being applied to special zone types.

On an unrelated note, one of these days I need to import a bomb/torpedo/mine in a GR2 file and see if they work. Still wondering why Targor's fine mine model refused to explode on impact :hmmm:


Crippled unit/bunker will however stay alive which is better because it will not be removed from the game after save /reload...:yep:

The way it was meant. I have set the rebound coefficient to nearly 0, and made the bunker very stable. Is pitch and roll noticeable during explosions or on bomb/shell impact?

P.S: the new platforms with better textures look very nice. More on them later ;-)

vdr1981
12-05-15, 11:56 AM
P.S: the new platforms with better textures look very nice. More on them later ;-)

Both textures are just fine, no need for higher resolutions (this is not first person shooter after all :))
Shaking is barely noticeable...

If you could come up with some platform shape which could look "natural" in both situations when bunker has to be placed closer and further away from the shoreline...:hmmm: That would be "direct hit"...:yep:

gap
12-05-15, 12:19 PM
Both textures are just fine, no need for higher resolutions (this is not first person shooter after all :))

Platform walls look quite poor when looked from close distance. The new textures will look much better, with little or no impact at all on game performance :03:

Shaking is barely noticeable...

:up:


If you could come up with some platform shape which could look "natural" in both situations when bunker has to be placed closer and further away from the shoreline...:hmmm: That would be "direct hit"...:yep:

The best would be a platform mimicing a portion of shore, maybe in two versions: sandy and rocky :hmm2:

vdr1981
12-05-15, 12:45 PM
Platform walls look quite poor when looked from close distance. The new textures will look much better, with little or no impact at all on game performance :03:
OK , I was talking about bunker textures...






The best would be a platform mimicing a portion of shore, maybe in two versions: sandy and rocky :hmm2:

I agree that could look very nice and cool but dont forget that sometimes bunker will have to be placed more than 100m from the coast in order to make it functional. If you could come up with such generic coastal shape which could "fit" nicely if bunker is placed 50 or 150m (or more) of the shore, that would be truly excellent...
But if not, you are risking to invest a lot of hard work in something which will look strange and you may not like it...

In my opinion, the best solution would be some kind of generic concrete platform extended at one end so I could use it regardless of bunker distance.
I'm still struggling to come up with what would that shape look alike though, but I'm pretty much sure that it will look like last platform which I was asking from you...:yep:

gap
12-05-15, 01:27 PM
OK , I was talking about bunker textures...

Oh, talking about bunker, sandbags and and boxes I was asking if the new lower resolution textures look decent. For reference, I have put the original resolution textures in a separate folder which can be enabled as a mod through JSGME. :)


I agree that could look very nice and cool but dont forget that sometimes bunker will have to be placed more than 100m from the coast in order to make it functional. If you could come up with such generic coastal shape which could "fit" nicely if bunker is placed 50 or 150m (or more) of the shore, that would be truly excellent...
But if not, you are risking to invest a lot of hard work in something which will look strange and you may not like it...

It is just a matter of sizes. Creating a 150 m-long, more or less flat surface, sloping under the sea level towards its ends, and then mapping a sand texture on top of it shouldn't pose big problems :03:

In my opinion, the best solution would be some kind of generic concrete platform extended at one end so I could use it regardless of bunker distance.
I'm still struggling to come up with what would that shape look alike though, but I'm pretty much sure that it will look like last platform which I was asking from you...:yep:

Either shape (V or U) should work. Again, it is just a matter of sizes. That's why I asked you if you ad any special size in mind. Anyway, both the V-shaped platform (that you already have on your HD) and the U-shaped one (that I am still workin on), are 450m-long on their long axis. Much longer than you actually need. :yep:

vdr1981
12-05-15, 01:41 PM
It is just a matter of sizes. Creating a 150 m-long, more or less flat surface, sloping under the sea level towards its ends, and then mapping a sand texture on top of it shouldn't pose big problems :03:


OK OK, no problems, I'm just saying...More platforms to chose is even better...:up:

However, I'll have to start placing bunkers in mission layer on their definite positions because my days off are slowly slipping away...:wah: Any later 3D models replacing or anything I'll do with text editor...:yep:

gap
12-05-15, 01:53 PM
OK OK, no problems, I'm just saying...More platforms to chose is even better...:up:

:up:

However, I'll have to start placing bunkers in mission layer on their definite positions because my days off are slowly slipping away...:wah: Any later 3D models replacing or anything I'll do with text editor...:yep:

Okay. Today I have an horrible headache (too much time spent in front of a screen) and I doubt I will finish my work on the new platforms. Hopefully tomorrow I will send you what I have ready for you. As I wrote afew posts back, I hope we can link the platforms directly to the bunker models, through equipment files. Thisn way you won't need to match bunker's and platform's position, and you will be able to switch from a platform to the other simply by having several copies of the main bunker with different equipment files. :salute:

vdr1981
12-05-15, 02:37 PM
:up:



Okay. Today I have an horrible headache (too much time spent in front of a screen) and I doubt I will finish my work on the new platforms. Hopefully tomorrow I will send you what I have ready for you. As I wrote afew posts back, I hope we can link the platforms directly to the bunker models, through equipment files. Thisn way you won't need to match bunker's and platform's position, and you will be able to switch from a platform to the other simply by having several copies of the main bunker with different equipment files. :salute:

Copy that...Take your time...:yeah:

vdr1981
12-05-15, 06:58 PM
Hehe, bunker is not reported anymore like "warship" both by watch crew and hydrophone... Here's how, but don't ask me why...:) (probably because if all values are 0, the game will register it as 100% of rpm, engine pwr and speed, and therefore report it like "contact, moving fast"...)

http://s6.postimg.org/jykwi692p/Capture.jpg"]http://s6.postimg.org/jykwi692p/Capture.jpg

Also, surface draught must have some value...Otherwise, there's high chance that game will spawn the unit submerged (remember deck awash ships in ports and convoys) ...

Griphos
12-05-15, 11:31 PM
Thanks for this mod. I'm finally ready to give SH5 a try (after playing a lot of the original SH and SH3 years ago).

I've read the FAQ, but not all 200+ pages of this thread. I have an install updated to 1.2 which I've started, but have not done anything else, including not yet starting a campaign, which I realize I need to do before following all the steps of the mod install.

My question is can I do the tutorials before installing the mod? It's been a while since I've done any SH, and I was thinking the tutorials would be helpful. But I'd rather not have to uninstall and reinstall SH5 if doing the tutorials will make installing the mod unstable.

gap
12-06-15, 06:48 AM
Hehe, bunker is not reported anymore like "warship" both by watch crew and hydrophone... Here's how, but don't ask me why...:) (probably because if all values are 0, the game will register it as 100% of rpm, engine pwr and speed, and therefore report it like "contact, moving fast"...)

http://s6.postimg.org/jykwi692p/Capture.jpg"]http://s6.postimg.org/jykwi692p/Capture.jpg

Good news :yeah:

...but I don't quite get you. Going by what you are stating, max_speed should be set to some high value, not 0 as seen in the picture above :hmmm:

vdr1981
12-06-15, 07:11 AM
Good news :yeah:

...but I don't quite get you. Going by what you are stating, max_speed should be set to some high value, not 0 as seen in the picture above :hmmm:

Yes but, if max speed is set to 30 or something , this will result in slight unit motion even if unit is docked.
You gotta love SH "reality"...:D

gap
12-06-15, 07:24 AM
Yes but, if max speed is set to 30 or something , this will result in slight unit motion even if unit is docked.
You gotta love SH "reality"...:D

Without propeller? with max speed set to 0 in cfg file? :o :doh:

P.S: don't miss my answer to your questions about aircraft spawning, in OHII's thread :03:

vdr1981
12-06-15, 12:48 PM
Without propeller? with max speed set to 0 in cfg file? :o :doh:

Well yeah, ships or submarines cfg files never had anyhing to do with actual unit performances. Those are just entries for GUI commands, recognition manual values ect...I't is all about "sim" file...I thought you knew that? :06:

P.S: don't miss my answer to your questions about aircraft spawning, in OHII's thread :03:
:up:

gap
12-06-15, 01:05 PM
Well yeah, ships or submarines cfg files never had anyhing to do with actual unit performances. Those are just entries for GUI commands, recognition manual values ect...I't is all about "sim" file...I thought you knew that? :06:

Are you absolutely sure about that? I always wondered the same, but there are some values there, like AI submarines' depths, telegraph speed ratios, etc, which aren't found anywhere else in game files.. :hmm2:

gap
12-06-15, 01:09 PM
I am now importing the reworked platforms in game. So far I have the following shapes:

round
round big
square
square big
rectangular
V-shaped
U-shaped

Which ones do you think are gonna be of any use to you?

vdr1981
12-06-15, 01:50 PM
Are you absolutely sure about that? I always wondered the same, but there are some values there, like AI submarines' depths, telegraph speed ratios, etc, which aren't found anywhere else in game files.. :hmm2:
Pretty much sure, yeah... For example, SurfaceDepth=4 in submarine.cfg is not there to define how deep will your sub lay in the water when surfaced. It is just depth commanded when you click "surface" GUI command. Submarine surface depth is defined in it's sim file (surface draught).
Ships displacement from cfg files are only there for our scored tonnage calculations and rec.manual. If you set 20.000 for fishing boat in it's cfg file, units will still behave the same, but destroy few of them and you'll become new tonnage king ect ect... This is all easy to test...:yep:
I am now importing the reworked platforms in game. So far I have the following shapes:

round
round big
square
square big
rectangular
V-shaped
U-shaped

Which ones do you think are gonna be of any use to you?
All of them ! :D Although I haven't saw much use of large round platform, even though I asked for it...

gap
12-06-15, 02:36 PM
Pretty much sure, yeah... For example, SurfaceDepth=4 in submarine.cfg is not there to define how deep will your sub lay in the water when surfaced. It is just depth commanded when you click "surface" GUI command. Submarine surface depth is defined in it's sim file (surface draught).
Ships displacement from cfg files are only there for our scored tonnage calculations and rec.manual. If you set 20.000 for fishing boat in it's cfg file, units will still behave the same, but destroy few of them and you'll become new tonnage king ect ect... This is all easy to test...:yep:

Yep, of course I am aware about the parameters in your examples, but take aircraft MaxRange for instance (which brings us to the discussion on aircraft spawning in mid-Atlantic). Nowhere else is found a similar parameter, and the cfg file setting must affect aircraft behaviour (at least I hope so!). The same goes for submarine's StormConditions and gun crews...
That's why I asked you if you are sure that ships' MaxSpeed parameter is only for recognition manual reference. To be honest I hoped it to overseed the max speed set in cfg file, as I planned to set up some stand-in units with different speeds that their parent unit...

All of them ! :D Although I haven't saw much use of large round platform, even though I asked for it...

:doh:

Okay, but when you finish your work on the bunkers, remember to remove the unused platforms from the game. Even though the number of possible bone/node ID's is huge (to be exact, we have 18,446,744,073,709,552,000 possible unique ID's:o) there is an infinitesimal chance of the same ID being used more than once, and we don't want to take this risk with stuff we don't actually need :03:

finchOU
12-06-15, 02:43 PM
So sometime I get Destroyed Marks ...sometime I don't. But even when I do get them.....they don't stay from save to save. If I do a save/reload I'll only get the ships I sunk on the last save or nothing.

Right now I don't get them real time at all. What's going on? I need these marks!! lol

Griphos
12-06-15, 03:21 PM
Also, in addition to my question above (http://www.subsim.com/radioroom/showpost.php?p=2363930&postcount=3288), the Patch 14 has an odd file structure.

https://dl.dropboxusercontent.com/u/7983151/patch.JPG

Do I copy all of these into the game folder, or the MODS folder. If the former, then some game data will be overwritten. If the latter, then the MODS folder will have its own MODS subfolder and that doesn't seem right, particularly since there is a further embedded Wind and Smoke mod in the Real Navigation mod inside this folder. A little help here please? Couldn't find any info in the thread.

vdr1981
12-06-15, 05:29 PM
Yep, of course I am aware about the parameters in your examples, but take aircraft MaxRange for instance (which brings us to the discussion on aircraft spawning in mid-Atlantic). Nowhere else is found a similar parameter, and the cfg file setting must affect aircraft behaviour (at least I hope so!). The same goes for submarine's StormConditions and gun crews...
That's why I asked you if you are sure that ships' MaxSpeed parameter is only for recognition manual reference. To be honest I hoped it to overseed the max speed set in cfg file, as I planned to set up some stand-in units with different speeds that their parent unit...
Max cfg speed is indeed max speed which can be set in ME for that particular unit, but I think that true max speed ingame (like when unit has been"scared" and punch the throttle) is still drawn from sim file.
Not sure about planes cfg files though...
I may be wrong however, but luckily, this is easy to test...



:doh:

Okay, but when you finish your work on the bunkers, remember to remove the unused platforms from the game. Even though the number of possible bone/node ID's is huge (to be exact, we have 18,446,744,073,709,552,000 possible unique ID's:o) there is an infinitesimal chance of the same ID being used more than once, and we don't want to take this risk with stuff we don't actually need :03:

No problemo! :up:

vdr1981
12-06-15, 05:39 PM
My question is can I do the tutorials before installing the mod? It's been a while since I've done any SH, and I was thinking the tutorials would be helpful. But I'd rather not have to uninstall and reinstall SH5 if doing the tutorials will make installing the mod unstable.
You can play stock tutorial before you have enabled the modpack, but you will hardly learn anything from it. It's just arcade tutorial for arcade stock game. However, the Wolf bite will transform it for good...:yep:

So sometime I get Destroyed Marks ...sometime I don't. But even when I do get them.....they don't stay from save to save. If I do a save/reload I'll only get the ships I sunk on the last save or nothing.

Right now I don't get them real time at all. What's going on? I need these marks!! lol
From what I know TDW new destroyed marks can not be saved. There's few options in OFEV , maybe you should explore/test them. Ship journal is there also ect...

Also, in addition to my question above (http://www.subsim.com/radioroom/showpost.php?p=2363930&postcount=3288), the Patch 14 has an odd file structure.

https://dl.dropboxusercontent.com/u/7983151/patch.JPG

Do I copy all of these into the game folder, or the MODS folder. If the former, then some game data will be overwritten. If the latter, then the MODS folder will have its own MODS subfolder and that doesn't seem right, particularly since there is a further embedded Wind and Smoke mod in the Real Navigation mod inside this folder. A little help here please? Couldn't find any info in the thread.
There's video tutorial in the first post mate...Main game folder certainly can not be MODS folder...:yep:

Griphos
12-06-15, 05:45 PM
Don't I feel foolish?! I'd actually already started watching that video tutorial and then stopped as I hadn't decided to use this mod for sure yet. I guess I've just done too much reading and downloading over the past few days and totally spaced it. And looking at the post again earlier, I somehow missed that link at the bottom.

I'll skip the in game tutorials then. I'll just start a campaign and exit and follow the procedure you outline in the first post from there. Looking forward to it.

Thanks!

THEBERBSTER
12-06-15, 06:05 PM
100 manual saves made with TWOS since starting on 13th July 2015.
No problems at all, absolutely brilliant.
Now on my 1st patrol in Happy Times.

Peter

fitzcarraldo
12-06-15, 08:12 PM
100 manual saves made with TWOS since starting on 13th July 2015.
No problems at all, absolutely brilliant.
Now on my 1st patrol in Happy Times.

Peter

34 manual saves without problems.

Best regards.

Fitzcarraldo :salute:

finchOU
12-07-15, 12:19 AM
From what I know TDW new destroyed marks can not be saved. There's few options in OFEV , maybe you should explore/test them. Ship journal is there also ect...



The only thing I've see about Destroyed marks in OFEV is enabling them via the TAI and Nav map tabs. I've Enabled them for the Nav map but not the TAI (don't really use it).

vdr1981
12-07-15, 12:08 PM
100 manual saves made with TWOS since starting on 13th July 2015.
No problems at all, absolutely brilliant.
Now on my 1st patrol in Happy Times.

Peter
:up:
The only thing I've see about Destroyed marks in OFEV is enabling them via the TAI and Nav map tabs. I've Enabled them for the Nav map but not the TAI (don't really use it).

And? İs there any change?

gap
12-07-15, 12:49 PM
I have imported the new platforms in game but, likewise dat units imported in SH5, they don't cast reflections on water, their submerged part is not visible from above the water level, and they don't trigger the foam effect around them.
Unlike the first series of platforms which didn't show any of the problems above, the new platforms have a normal map, and I had to import them in a different GR2 file, because the one I had used previously didn't support normal maps. I am gonna check now what is the culprit...

On a side note: as expected, the bunkers are now shown in museum as elite coastal patrol craft. Maybe we could move them in the Land roster (keeping the AI_ship controller though). Who knows, maybe the game will let us doing that :hmm2:

vdr1981
12-07-15, 01:05 PM
I have imported the new platforms in game but, likewise dat units imported in SH5, they don't cast reflections on water, their submerged part is not visible from above the water level, and they don't trigger the foam effect around them.
Unlike the first series of platforms which didn't show any of the problems above, the new platforms have a normal map, and I had to import them in a different GR2 file, because the one I had used previously didn't support normal maps. I am gonna check now what is the culprit...
Cpy

On a side note: as expected, the bunkers are now shown in museum as elite coastal patrol craft. Maybe we could move them in the Land roster (keeping the AI_ship controller though). Who knows, maybe the game will let us doing that :hmm2:
I think I tried something like that but I run in some troubles doing so, can't remember which one though...:hmmm: Tell me if you find the opposite...

gap
12-07-15, 01:23 PM
I think I tried something like that but I run in some troubles doing so, can't remember which one though...:hmmm: Tell me if you find the opposite...

Okay, I will carry out some tests after I track down the problem with the new platforms :up:

gap
12-07-15, 01:36 PM
Okay, I will carry out some tests after I track down the problem with the new platforms :up:

Call me dumb, I had pointed the HarborObjectCtrl and WaterReflection controllers to the wrong bones :doh:

Problem solved, giving the last touch-ups to the diffuse/reflection/normal textures now :up:

finchOU
12-07-15, 06:26 PM
And? İs there any change?


As in...I've already had them enabled the whole time...lol (minus the TAI option since I don't use the TAI).

Yes and no...like I described. Last night...yes....destroyed marks for the 4 ships I sank in my session. But only those 4 ships....not the other 7 I'd already sunk from previous sessions.

Sometimes I see no marks real time....sometimes it's only the session i'm on.....some times it does both the current session and ones from the last save.

I guess my question is.....do you see all the ships you've sunk on the entire patrol the whole time....or more or less what I've described?

Edit: I've added an attached picture....and as you can see...the destroyed marks are numbered correctly....8,9,10,11. These were from my last save.

Sjizzle
12-08-15, 02:33 AM
As in...I've already had them enabled the whole time...lol (minus the TAI option since I don't use the TAI).

Yes and no...like I described. Last night...yes....destroyed marks for the 4 ships I sank in my session. But only those 4 ships....not the other 7 I'd already sunk from previous sessions.

Sometimes I see no marks real time....sometimes it's only the session i'm on.....some times it does both the current session and ones from the last save.

I guess my question is.....do you see all the ships you've sunk on the entire patrol the whole time....or more or less what I've described?

Edit: I've added an attached picture....and as you can see...the destroyed marks are numbered correctly....8,9,10,11. These were from my last save.


TDW's destroyed marks are bugged from very long time sometime they show up and sometimes they don't show that doesn't matter if u have enabled the patch from the patcher ..... i think that fifi found this bug 2 years ago

gap
12-08-15, 10:17 AM
:smug:

http://i519.photobucket.com/albums/u359/taneshikimano/bunker%20sand%20dune.jpg

Sjizzle
12-08-15, 11:01 AM
nice job gap u never stop to surprise us :yeah:

vdr1981
12-08-15, 11:15 AM
Very nice Gap! :up:

Although, my "enthusiasm" is now somewhat subsided because last night I confirmed that even our FW kicking ass defenses, under certain circumstances, could also become "stuck", just like infamous harbor protection warships...:nope:

But, it's too late to stop now, isn't it? :)

gap
12-08-15, 11:32 AM
nice job gap u never stop to surprise us :yeah:

Very nice Gap! :up:

I am even tempted to springle the dummy beach with a few hundred simple czech hedgehog (https://en.wikipedia.org/wiki/Czech_hedgehog) models, but I am afraid it would entail too much work for a purely cosmetic feature like that :03:


Although, my "enthusiasm" is now somewhat subsided because last night I confirmed that even our FW kicking ass defenses, under certain circumstances, could also become "stuck", just like infamous harbor protection warships...:nope:

Under which circumstances? :o :/\\!!

But, it's too late to stop now, isn't it? :)

Adding them to TWoS campaign is on you. At this point I will complete my part of work anyway :salute:

gap
12-09-15, 01:25 PM
It works!

I have moved bunker folder as well as its roster entry into the data/Land and data/Roster/Biritish/Land folders respectively, and changed bunker's unit type from 16 (elite patrol craft) to 403 (coastal artillery) in unit and roster cfg files, as well as in your testing mission. Now the bunker is reported as "coastal defenses" without need of placing stock coastal defenses near it, indeed it is not longer shown in museum, and what matters more, it uses its guns/sensors as before. Tested in stock game, without IRAI. :yeah:

What I want to test now is switching the unit_Ship controller with the unit_CostalDefense one (some changes to model meshes and collision controllers might be required too). Going by my previous experience when I messed with unit controllers, I should get an instant CTD (probably cmdr_AI* and unit_* must be matched), but worth a second try anyway. If it works, we might be able placing working coastal artillery directly on land. Maybe. :hmm2:

EDIT:

Tested with IRAI. It likes my latest changes to our bunkers :up:

palmic
12-10-15, 06:08 AM
Gutten tag Kaleunen, i am new to SH5 (formal SH4 captain for some years at trigger maru) :)

.. And i have some questions for wolves of steel:

- do i have sonar available from the start of campaign? I suppose its not there yet..
- can i return original sailor icons to menus? I cannot remember who is who if there are looking different :) - Where are the files to copy back over the mod?
- can i use hydrophone RPM charts from RPM hydrophone mod (http://www.subsim.com/radioroom/showthread.php?t=205625)? Do the sounds respect this logic? Please guys, i am hydrophone adict i need this as a essential part of u-boat hunt!! :rock:
- is there a possibility there are some mods in wolves of steel which are not listed here? I've seen some features from realistic hydrophone mod here in talks (dead angles and so), but its not really listed..

Anyway, thanks for work of all of yours, i hated SH5 before years, but this what came out of it with your mods is totally awesome! :yeah:
Love it and will by playing all of my christmass vacation which already started :/\\k:

Ende der Mitteilung Kaleunen :salute:

Xall
12-10-15, 08:07 AM
First off, I want to say,
THANK YOU.

Thank you to all you modders out there,who made this game in my opinion the best Silent Hunter, a game with only one drawback, the limited U-Boat Selection.

And thank you for making this Mega Mod, a mod with excellent selection and an EASY installation that took me less than 10 minutes.

There are a few questions that I do have.
I noticed that, when selecting my ship heading, I do not get a read out when hovering over the dial. Giving me the minor annoyance of having to click several times to get the heading right.

Is there something I have to configure? Or is this intended? (The dial does get scaled up when hovering over it with the mouse.)

And my last question is, is there a way to integrate Parts MaGUI?

:up:

gap
12-10-15, 08:25 AM
Another success :sunny:

I have moved platform models from the Terrain folder to the Library folder, and linked them to the bunker unit through Y bone/eqp file.
Outcome: the long process of placing platforms through Terrain/Object Editor is no longer needed; the platforms are now placed automatically at the correct height/angle, and centered on their bunker model; switching from one platform to another is as easy as changing a name in bunker's eqp file.
A nice side effect is that now the platforms inherit collisionability from their parent unit, i.e. they are no longer dummy stage elements but rather they have become "physical" objects. I am also under the impression that they contribute to the stability of the whole complex.
Last but not least, guns work as well as before. :up:

One side effect of the bunkers being now classified as land units (see my previous post (http://www.subsim.com/radioroom/showthread.php?p=2364825#post2364825) for more) is that when you place them in campaign, ME will put them automatically on the sea bottom: you need to manually set their height back to zero. This is not a big problem though, and once you get experience on what can be considered a safe depth for correct gun functionality, it can help you in deciding the optimal position for coastal defences.

I will upload my updates later today, and post a link here :salute:

palmic
12-10-15, 08:26 AM
Yes this is next important thing for newbie (ad Xall^) and i have one more hint extra:

The work with map could be very intuitive with shortcuts for map instruments as compass and marker pencil.
Its very frustrating to click them and you are always forced to loose your current map work context..

:salute:

vdr1981
12-10-15, 09:29 AM
Hey Gap, you've got some realy good news there! :yeah:
Looking forward to your upload!:)

gap
12-10-15, 09:46 AM
Hey Gap, you've got some realy good news there! :yeah:
Looking forward to your upload!:)

Cleaning up the mod from now unneeded stuff :03:

What's the problem with coastal defences getting stuck in certain circumstances, that you were talking about the day before yesterday? :hmm2:

vdr1981
12-10-15, 10:00 AM
Gutten tag Kaleunen, i am new to SH5 (formal SH4 captain for some years at trigger maru) :)

.. And i have some questions for wolves of steel:

- do i have sonar available from the start of campaign? I suppose its not there yet..
Active sonar is removed due to it's unrealistic implementation (escorts wouldnt react to it, instantly 100% acurate distance readings ect).
However, several types of hydrophones will be offered to you during your play trough, with unique characteristics. You can even have two hydrophone types installed at the same time...

- can i use hydrophone RPM charts from RPM hydrophone mod (http://www.subsim.com/radioroom/showthread.php?t=205625)? Do the sounds respect this logic? Please guys, i am hydrophone adict i need this as a essential part of u-boat hunt!! :rock:
Unfortunately, I dont think so...The RPM mod is vastly outdated and it will also drastically increase CTD possibility. Although I liked this mod, the prospect of accurate speed determination only by listening propeller noise in the distance, is not really realistic IMO...

- is there a possibility there are some mods in wolves of steel which are not listed here? I've seen some features from realistic hydrophone mod here in talks (dead angles and so), but its not really listed..
That mod is removed from the modpack because it's unfinished and bugged...


First off, I want to say,
THANK YOU.

Thank you to all you modders out there,who made this game in my opinion the best Silent Hunter, a game with only one drawback, the limited U-Boat Selection.

And thank you for making this Mega Mod, a mod with excellent selection and an EASY installation that took me less than 10 minutes.

There are a few questions that I do have.

I noticed that, when selecting my ship heading, I do not get a read out when hovering over the dial. Giving me the minor annoyance of having to click several times to get the heading right.
Precise navigation is something which did not existed during the WW2. SH5 with TWoS and TDW real navigation, unlike any other SH game, simulates this pretty well, especially if we know that there's even course drift "modeled" ...
http://s6.postimg.org/ycsvnnka5/SH5_Img_2015_12_09_21_51_50.jpg (http://postimg.org/image/ycsvnnka5/)
Anyway, what you wish could be achieved if you switch your UI to "SH5 enhanced"...

And my last question is, is there a way to integrate Parts MaGUI?
No..Maybe some day, with Sjizzle's help...

vdr1981
12-10-15, 10:05 AM
Cleaning up the mod from now unneeded stuff :03:

What's the problem with coastal defences getting stuck in certain circumstances, that you were talking about the day before yesterday? :hmm2:

Well basically, once you're engaged, you only have to dive, turn OFF engines and wait until bunker stops shooting and turn off
it's search light...The you resurface again...
Please test this when you have some time, maybe you'll be able to spot some AI dependencies or something...

gap
12-10-15, 10:12 AM
Well basically, once you're engaged, you only have to dive, turn OFF engines and wait until bunker stops shooting and turn off
it's search light...The you resurface again...
Please test this when you have some time, maybe you'll be able to spot some AI dependencies or something...

I will, anyway searchlights never worked for me, no matter how close I was to the new units. Maybe because I was doing my tests on SH5 1.2 with only New UIs, IRAI and our mod enabled? :hmmm:

vdr1981
12-10-15, 10:37 AM
I will, anyway searchlights never worked for me, no matter how close I was to the new units. Maybe because I was doing my tests on SH5 1.2 with only New UIs, IRAI and our mod enabled? :hmmm:

Strange, they should work... Is it nighttime in your missions?
Does the light work on regular ships in your game?
TDW patcher?

gap
12-10-15, 11:11 AM
Strange, they should work... Is it nighttime in your missions?

Sometimes yes, sometimes no, depending on the need :D

Does the lights work on regular ships in your game?

With my old installation on my old laptop they used to, but since I have changed laptop and reinstalled SH5 I didn't check if they work or not.

TDW patcher?

No patch enabled. Just a clean SH5 installation, well... as clean as it can be for a modder like me and you... :O:

Anyway, I have just finished testing our coastal defences under the (more or less) same conditions you have described before, and I can't confirm your findings.

This is what happended in detail (used IRAI with your testing mission unchanged except for wind speed, which I set to 15 m/s):
ordered ahead flank and boat surfaced. My watchcrew could only spot one of the three bunkers in range (the one on the left). I could see its visual detection circle expanding until it reached me, and two bunkers (left and right) started shooting at me, whereas the one dead ahead of me didn't take any action (in calm weather it usually does, but longer distance and smaller profile offered, coupled with high waves and moon position were probably my friends in this case). I ordered then periscope depth. The two bunkers kept firing their guns until I ordered all stop. At this point the two bunkers freezed their guns on my last bearing. I waited 2-3 real time minutes (no time compression used), and I ordered again to surface the boat at flank speed. The two alert bunkers restarted doing their job whereas the third one kept silent.

Had I repeated the test, I am sure I would have got a different result. I think how AI reacts is pretty much random, especially when using IRAI. :yep:

palmic
12-10-15, 11:35 AM
Thanks guys for responses :up:

vdr1981
12-10-15, 11:46 AM
...I waited 2-3 real time minutes (no time compression used)

This is not nearly enough I'm afraid... You should stay there for at least 1 hour of sim time (with some light TC of course, 8-16). The attacking unit has to completely "forgot about you". Then, surface and provoke the attack again...
All should be done during the nighttime...

If it works again, then maybe some of TDW patches may have some unwanted "side effects"...I'll try the same test with some "suspicious" patches disabled...:yep:

palmic
12-10-15, 11:48 AM
I noticed that, when selecting my ship heading, I do not get a read out when hovering over the dial. Giving me the minor annoyance of having to click several times to get the heading right.
Precise navigation is something which did not existed during the WW2. SH5 with TWoS and TDW real navigation, unlike any other SH game, simulates this pretty well, especially if we know that there's even course drift "modeled" ...
http://s6.postimg.org/ycsvnnka5/SH5_Img_2015_12_09_21_51_50.jpg (http://postimg.org/image/ycsvnnka5/)
Anyway, what you wish could be achieved if you switch your UI to "SH5 enhanced"...


I think the best would be to have XO dialog for ordering new course like real captain. That would be awesome.
I cannot imagine sub kaleun how he tryes to set course instrument on his own and by try and fail ;)
- The reason Xall asking in my opinion was the lack of immersion of ordering new course in this way..

gap
12-10-15, 11:52 AM
http://i519.photobucket.com/albums/u359/taneshikimano/SH5Img2015-12-10_16.34.09.jpg

Download link:
http://www.mediafire.com/download/6f6tei8w9k90j3d/Land_Floating_Working_Coastal_Defenses.7z

@ Vecko or the corcened ones:

please check that with this new version searchlights are still working for you, because as said before they never did for me. Also I would be grateful to you if you designed/carried out some damage/collision stress tests, just to make sure that my recent changes to the unit wont cause any catastrophic event in case the bunker gets attacked/destroyed by other units.

vdr1981
12-10-15, 11:54 AM
Well Gap, I must say that this really looks amassing! :o:up::up::up:

gap
12-10-15, 12:30 PM
This is not nearly enough I'm afraid... You should stay there for at least 1 hour of sim time (with some light TC of course, 8-16). The attacking unit has to completely "forgot about you". Then, surface and provoke the attack again...
All should be done during the nighttime...

If it works again, then maybe some of TDW patches may have some unwanted "side effects"...I'll try the same test with some "suspicious" patches disabled...:yep:

Tested again. Night time. Surfaced the boat at flank speed. This time all of the three bunkers in range attacked me. Ordered periscope depth and full stop. Waited a little more than one hour (1h and 15 min to be exact) at 32x, Then, I looked outside in external camera. All the bunkers had their guns stuck at maximum elevation. This reminded me of ship guns getting stuck in the same position after firing starshells; I told myself "here we are, this is the bug that Vecko was talking about". Resurfaced the boat at flank speed. Before I could check what was going on, I saw a couple of flashes on the horizon, and I was dead. :dead:

Whatever you have experienced during your tests, it is happening erratically, or I can't reproduce it on my isntallation of the game :yep:

Well Gap, I must say that this really looks amassing! :o:up::up::up:

Have you already seen them in game? :o

Please check in the Library folder all the platform models I have created so far. There should be 10 of the IIRC, though in the test mission you can only see one of them. If you don't have other higher priority requests, I think I will finish the shore-shaped platform now :salute:

vdr1981
12-10-15, 12:54 PM
Tested again. Night time. Surfaced the boat at flank speed. This time all of the three bunkers in range attacked me. Ordered periscope depth and full stop. Waited a little more than one hour (1h and 15 min to be exact) at 32x, Then, I looked outside in external camera. All the bunkers had their guns stuck at maximum elevation. This reminded me of ship guns getting stuck in the same position after firing starshells; I told myself "here we are, this is the bug that Vecko was talking about". Resurfaced the boat at flank speed. Before I could check what was going on, I saw a couple of flashes on the horizon, and I was dead. :dead:

Whatever you have experienced during your tests, it is happening erratically, or I can't reproduce it on my isntallation of the game :yep:
Confirmed...I have disabled few of "suspicious" tdw patches and got pretty much the same resoults like you have described...:yep:
This may not be good in general, because I may have to get rid of some patches with all of their cool feature, like radio patches or units visual sensors vary with available light ecs (these are some of the patches that I've disabled...)



Have you already seen them in game? :o

Please check in the Library folder all the platform models I have created so far. There should be 10 of the IIRC, though in the test mission you can only see one of them. If you don't have other higher priority requests, I think I will finish the shore-shaped platform now :salute:
Looking awesome, just few more requests please...:D
Bunker's "floor" texture is flickering when looked from the distance and it looks kind of ugly (check pic). The reason for this bunkers "low" placement on it's platform. If you elevate the bunker (or lower the platforms node/bone) slightly, the problem will be solved...Just slightly, 1m or so...:yep:

Also, It would be nice if bunker could be moved more toward the outer edge of the platform. There's to much empty space now and also this would give me few extra meters to ensure land proximity requirement...:yep:

http://s6.postimg.org/my0zwrxbh/SH5_Img_2015_12_10_18_18_52.jpg (http://postimg.org/image/my0zwrxbh/)


EDIT:
The platforms are perfect!:yeah:

gap
12-10-15, 01:20 PM
Confirmed...I have disabled few of "suspicious" tdw patches and got pretty much the same resoults like you have described...:yep:
This may not be good in general, because I may have to get rid of some patches with all of their cool feature, like radio patches or units visual sensors vary with available light ecs (these are some of the patches that I've disabled...)

Maybe re-enable them one by one until you track down the patch that is actually causing the problem. It would be a pity giving them all up just for this little annoyance :hmm2:


Looking awesome, just few more requests please...:D
Bunker's "floor" texture is flickering when looked from the distance and it looks kind of ugly (check pic). The reason for this bunkers "low" placement on it's platform. If you elevate the bunker (or lower the platforms node/bone) slightly, the problem will be solved...Just slightly, 1m or so...:yep:

Yep, noticed that myself. I think the flickering is due to the little amount of pitch and roll the unit still has. I can lower a bit the platform, no problem :up:


Also, It would be nice if bunker could be moved more toward the outer edge of the platform. There's to much empty space now and also this would give me few extra meters to ensure land proximity requirement...:yep:

Well, I don't know if I like the idea. Aesthetically, it would be like seeing someone who is sitting with his ass on the edge of a chair, very unconfortable and umpleasant to me :O: ...and functionally, rectangular, U-shaped and V-shaped platforms are long enough that you don't need for any extra meter :know:


EDIT:
The platforms are perfect!:yeah:

I had told you that with the new textures they would have looked much better. Have you noticed the green fouling edge marking the water line? :D

vdr1981
12-10-15, 01:33 PM
Maybe re-enable them one by one until you track down the patch that is actually causing the problem. It would be a pity giving them all up just for this little annoyance :hmm2:
I'll do that...


Yep, noticed that myself. I think the flickering is due to the little amount of pitch and roll the unit still has. I can lower a bit the platform, no problem :up:
:up: It happens when two textures are "too close", it's quite frequent with gr2 ships, dont know why though...


Well, I don't know if I like the idea. Aesthetically, it would be like seeing someone who is sitting with his ass on the edge of a chair, very unconfortable and umpleasant to me :O: ...and functionally, rectangular, U-shaped and V-shaped platforms are long enough that you don't need for any extra meter :know:
OK, fine with me...I just think that in some situations platform will looks like it sticks to much out of the shore line, unnecessarily...
There's nothing wrong how this bunker "sits" on this platform IMO...
http://s6.postimg.org/gyd8t4cj1/SH5_Img_2015_12_06_02_48_05.jpg (http://postimg.org/image/gyd8t4cj1/)
EDITThis is the height which bunker should have in order to avoid flickering textures...

I had told you that with the new textures they would have looked much better. Have you noticed the green fouling edge marking the water line? :D
I like it very much! :yeah::yeah::yeah:

gap
12-10-15, 06:03 PM
I'll do that...

:up:

If it is only happening in nigh time, the first suspect should be the units visual sensors vary with available light patch


:up: It happens when two textures are "too close", it's quite frequent with gr2 ships, dont know why though...

IIRC, I have read a long while ago that stock game has not this bug. If memory serves me well, the flickering textures issue started with a cam mod which was included in New UI's. I also remember someone having sent to me a fix, but I have no idea where I saved it :hmmm:


OK, fine with me...I just think that in some situations platform will looks like it sticks to much out of the shore line, unnecessarily...
There's nothing wrong how this bunker "sits" on this platform IMO...


EDITThis is the height which bunker should have in order to avoid flickering textures...

Is this better? :03:

http://i519.photobucket.com/albums/u359/taneshikimano/SH5Img2015-12-10_23.40.33.jpg

http://www.mediafire.com/download/zc17jwj6aa63t1c/LCD_Bunker_Large.GR2

palmic
12-10-15, 06:38 PM
Hey, is there some python API docs out there?

vdr1981
12-10-15, 07:02 PM
Is this better? :03:

http://i519.photobucket.com/albums/u359/taneshikimano/SH5Img2015-12-10_23.40.33.jpg

http://www.mediafire.com/download/zc17jwj6aa63t1c/LCD_Bunker_Large.GR2
Much better! Thanks! Although I've made almost the same change my self! My first tweak with GR2 editor... :yeah:
The reason why I was asking this form you is because, if bunker is placed close to the shore like in that picture of yours, it will not always work...Sometimes , it has to be placed even further away and that may look strange, if you understand what I mean...Anyway, both positions looks really OK IMO... :yep::yep:


If it is only happening in nigh time, the first suspect should be the units visual sensors vary with available light patch

I think I know what is going on...It is not about patches, it's about radio...:doh::nope:
Stand by for more...

vdr1981
12-10-15, 07:27 PM
It seems that when you've been spotted and nearby unit is called, the called unit will quickly set course in your direction with flank speed.
All will look fine until units gets few km from your position (or maybe from coastline, I dont know), and then it will simply stop, dead in the water...And that's it ...:nope:

Something like this is also happening in the campaign too... You get near Skapa, something spots you, and all moving active units gets stuck.

Now, this issue is probably due to coast proximity, because from what I know, radio function works really good at open seas.

Why our previous "sea unit" bunkers would stuck when they lost contact and not now when they are "land units"?
Because land unit can only "call" other sea units and not nearby bunkers...

There's also one more difference between bunker behaviors now and while they were "sea unit".
Befeore, if one bunker starts to engage me, the other nearby bunkers will do the same, even if they dont detect me directly with visual sensors.
Now, sub is engaged only from units/bunkers which can detect you...

To shorten this long story, the "radio fiction" is most likely responsible for the ugliest bug in SH5 IMO...

To test this you can add one destroyer 10-15km away in our CD test mission and observe what will happen...I'm eager to hear your conclusions...:yep:

gap
12-10-15, 07:34 PM
Much better! Thanks! Although I've made almost the same change my self! My first tweak with GR2 editor... :yeah:

:up:


The reason why I was asking this form you is because, if bunker is placed close to the shore like in that picture of yours, it will not always work...Sometimes , it has to be placed even further away and that may look strange, if you understand what I mean...Anyway, both positions looks really OK IMO... :yep::yep:

I think what matters most for bunkers being able to use their guns, is depth under the keel. You can get information on optimal seabed depth for bunkers placement, by opening your testing mission in ME2 and selecting the bunkers you have already placed and whose operativity was tested. ME2 will automatically udpate their height field with a negative number, which is seabottom's depth u.s.l. at their location. Future coastal defences must be placed in map spots having more or less the same depth. Should you need for it, you can adjust seabottom's slope in Terrain Editor. In any case, my upcoming sand-bank/seashore platform will solve the issue of concrete platforms looking "odd" if placed too far from the shore. You will hardly notice the difference with rest of the terrain it will blend with, and it will be collisionable as well as regular terrain :)


I think I know what is going on...It is not about patches, it's about radio...:doh::nope:
Stand by for more...

Radio? Which radio? :o

vdr1981
12-10-15, 07:54 PM
:up:



I think what matters most for bunkers being able to use their guns, is depth under the keel. You can get information on optimal seabed depth for bunkers placement, by opening your testing mission in ME2 and selecting the bunkers you have already placed and whose operativity was tested. ME2 will automatically udpate their height field with a negative number, which is seabottom's depth u.s.l. at their location. Future coastal defences must be placed in map spots having more or less the same depth. Should you need for it, you can adjust seabottom's slope in Terrain Editor. In any case, my upcoming sand-bank/seashore platform will solve the issue of concrete platforms looking "odd" if placed too far from the shore. You will hardly notice the difference with rest of the terrain it will blend with, and it will be collisionable as well as regular terrain :)



Radio? Which radio? :o
Look up :D

EDIT

Yes , I thought the same but it isn't like that...Some bunkers will work with -13m while others will be stuck even with -19m...I've checked that, it's something else...
I seems that those waves animations are some kind of border or something...

gap
12-10-15, 07:54 PM
It seems that when you've been spotted and nearby unit is called, the called unit will quickly set course in your direction with flank speed.
All will look fine until units gets few km from your position (or maybe from coastline, I dont know), and then it will simply stop, dead in the water...And that's it ...:nope:

Something like this is also happening in the campaign too... You get near Skapa, something spots you, and all moving active units gets stuck.

Now, this issue is probably due to coast proximity, because from what I know, radio function works really good at open seas.

Why our previous "sea unit" bunkers would stuck when they lost contact and not now when they are "land units"?
Because land unit can only "call" other sea units and not nearby bunkers...

There's also one more difference between bunker behaviors now and while they were "sea unit".
Befeore, if one bunker starts to engage me, the other nearby bunkers will do the same, even if they dont detect me directly with visual sensors.
Now, sub is engaged only from units/bunkers which can detect you...

To shorten this long story, the "radio fiction" is most likely responsible for the ugliest bug in SH5 IMO...

Makes sense. :hmmm:
I didn't notice any of the differences between "sea" and "land" coastal defenses that you are pointing to, because during my tests the radio patch was disabled.

In my opinion the radio patch is too cool for simply giving it up. Until (hopefully) TDW is back to fix it, a possible workaround is placing more blockships, more sub nets, more mines, more reworked coastal defenses and more airbases near major ports.

On a side note: one of TDW's patches (the one making sunk ships not to disappear under the sea bottom), might interfere with the reworked coastal defenses; more exactly with the "equipment" platforms. :yep:

EDIT: IF NOT, we have found a way to fix the problem of sub nets sticking out of the water surface when they hit the sea bottom and the said patch is enabled...

To test this you can add one destroyer 10-15km away in our CD test mission and observe what will happen...I'm eager to hear your conclusions...:yep:

Will do :up:

vdr1981
12-10-15, 08:07 PM
I didn't notice any of the differences between "sea" and "land" coastal defenses that you are pointing to, because during my tests the radio patch was disabled.

I think you should be able to test it, even without TDW patcher. The radio is built in feature, I think...The patch is only for "destructible" radio ? No?

On a side note: one of TDW's patches (the one making sunk ships not to disappear under the sea bottom), might interfere with the reworked coastal defenses; more exactly with the "equipment" platforms. :yep:
No observed problems there...:up:

EDIT
...Because they are not "collidable" yet...

placing more blockships, more sub nets, more mines, more reworked coastal defenses and more airbases near major ports.
...aaaand more CTDs...:haha: Heh , airbases... You wont find any help there...:)

gap
12-10-15, 08:13 PM
I think you should be able to test it, even without TDW patcher. The radio is built in feature, I think...The patch is only for "destructible" radio ? No?

Yes and no. Besides mimicing destructible radio equipment aboard ships, TDW's radio patch heavily reworks stock radio routines :yep:


No observed problems there...:up:

Well, in that case my edit below applies :yeah:

...Because they are not "collidable" yet...

Have you tried colliding them? I didn't but I can't move the camera through them, which tells me that they are physical objects now...

...aaaand more CTDs...:haha: Heh , airbases... You wont find any help there...:)

Why?

vdr1981
12-10-15, 08:26 PM
[QUOTE=gap;2365238]Yes and no. Besides mimicing destructible radio equipment aboard ships, TDW's radio patch heavily reworks stock radio routines :yep:
Well, apparently not enough, the bug can be observed without radio patches enabled, I've just checked that...


Well, in that case my edit below applies :yeah:



Have you tried colliding them? I didn't but I can't move the camera through them, which tells me that they are physical objects now...
You can sail right trough it...The bunker is collidable though...


Why?
Why?!:) Ask Ubi... :D
Seriously, more units/objects in small area, more CTD possibility...Simple as that... :yep: Add few airplanes there and ctd is almost guarantied...

gap
12-10-15, 08:47 PM
Well, apparently not enough, the bug can be observed without radio patches enabled, I've just checked that...

:hmmm:


You can sail right trough it...The bunker is collidable though...

Yep, I can confirm, just tested that, and it seems I had been too optimist. Tomorrow I will try making the new platforms collisionable, though it might be impossibe while keeping gun functionality unaltered :-?


Why?!:) Ask Ubi... :D
Seriously, more units/objects in small area, more CTD possibility...Simple as that... :yep: Add few airplanes there and ctd is almost guarantied...

Once air raids on ports were a serious problem, but as you probably remember the problem was coming from FX Updates debris, not from stock game, as Rongel demonstreted with his fix. Similarly, most of the units/objects we are placing around ports are imported straight away from SHIII-IV. You can't imagine how much redundant/obsolete data I see every time I open one of the imported dat files, including your recently imported ships :yep:

I am optimist that converting them to granny objects/optimizing them for use in SHV (with dds compressed texture, LOD models, subdued effects, more recent controller versions, etc.) will obviate problems, at least in part. :)

gap
12-10-15, 09:26 PM
Tomorrow I will try making the new platforms collisionable, though it might be impossibe while keeping gun functionality unaltered :-?

Okay, putting back a StaticObject controller on platform's collision mesh was the solution. Now the V-platform that our bunker is currently equipped with, is fully collisionable. :yeah:

While the platforms were terrain objects, the said controller prevented adjoining coastal defenses from using their guns, but now that the platforms are an equipment of the bunker unit, no adverse effects can be noticed. Had I used the usual collision spheres instead, I am almost sure bunker's gun would have stopped working, as those spheres tell unit's AI that an obstacle is close, and stop regular routines in favour of collision avoidance routines.

Tomorrow I will update all the platforms available so far with sim file and StaticObject controller, and I will improve their collision mesh so that it will match better visible meshe's shape. Your task will be testing my changes with TDW's seabottom patch, and making the usual ballistic tests against the bunker, for excluding any possible adverse side effects :)

gap off :salute:

vdr1981
12-10-15, 09:30 PM
Once air raids on ports were a serious problem, but as you probably remember the problem was coming from FX Updates debris, not from stock game, as Rongel demonstreted with his fix. Similarly, most of the units/objects we are placing around ports are imported straight away from SHIII-IV. You can't imagine how much redundant/obsolete data I see every time I open one of the imported dat files, including your recently imported ships :yep:
Air raids are problematic even today, but not because of FXU debris but because of some different "reasons".

I dont know WHY SSC (http://www.subsim.com/radioroom/showpost.php?p=2343408&postcount=2567) will occur in SH5 but I know very well how to reproduce it, even with lightly modded game.
There's no specific cause for this issue, the only possible cause is lack of official patches...

I am optimist that converting them to granny objects/optimizing them for use in SHV (with dds compressed texture, LOD models, subdued effects, more recent controller versions, etc.) will obviate problems, at least in part.
I'm afraid I am not...Sometimes even the simplest object , like sub flags, will prove to be too much for the game...Why, I really dont know.

Check my tips for stable gameplay when you have time. They apply to SH5 with any modlist. You may get a picture what actually SH5 engine doesn't like.

gap off :salute:
:salute:

palmic
12-11-15, 03:08 AM
Gutte morgen kaleunen. Can i ask what am i supposed to do when i arrive into dock? I am in Kiel where i was rebased to while i was on my first mission to attack polish task force, driven into pen, but i dont know how to end a mission..

Thank you very much for any advice..

THEBERBSTER
12-11-15, 05:48 AM
Hi palmic

You must not end your game before September 4th.
Look for the flashing yellow anchor and you can then end your patrol knowing you can continue again ok.

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

- I've arrived in Kiel but I cant select Eastern British Coastal Waters objective, only Danzing objective is available?
Campaign objectives are date controlled and EBCW objective will not be available until 4th September 1939.

Peter

palmic
12-11-15, 10:39 AM
I didnt expected its in the FAQ, thank you! :salute:

gap
12-11-15, 11:14 AM
Sometimes even the simplest object , like sub flags, will prove to be too much for the game...Why, I really dont know.

Sub flags are not a simple object.

If you open SubFlags' and stock Conning_7*.FX files in hex editor (if you do it in Goblin you wont notice any difference among the two sets of files), you will see that TDW added three new dummy equipment bones -one for the flagstaff and one for each flag- to U-boat conning towers, and he did it using a file type which is rather supposed to link effects to unit models (hats off to him)! Obviously this is not the most orthodox way to go, today we would simply create the needed bones through GR2 Editor (though I am not sure that GR2 Editor is able to process conning tower granny objects yet), but at the time he worked on the flag mod, this option was surely not available.

Add to that, that each flag is actually composed of 25 dat objects, each composed in turn of 98 polygons, 164 edges and 70 vertices, which are loop-animated at an average rate of ca. 12 frames per second.

Add to that, that sub flags are always in rendering range.

Add to that that sub flags and ship flags use two different sets of animated meshes, so when at least one ship is in rendering range, memory/GPU are burdened twice.

Tell me anything you want, but sub flags are not a "simple object". :know: :D

Trevally.
12-11-15, 12:48 PM
Hi Guys:salute:

I have been following your progress with the CDs - looking very good:D

I thought I would upload a few pics for you from my home town that overlooks the Hoy Sound entrance to Scapa Flow

View from inside CDs
http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8476

http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8479

Spotting tower
http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8477

http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8478

gap
12-11-15, 12:56 PM
Thank you Trev, do you happen to have a picture showing the outside of the main gun emplacement? Is the inside of a bunker-like structure the one shown in the top picture? :)

vdr1981
12-11-15, 12:56 PM
OK OK, they are not simple, of course:):)...But they are not hardware intense too. What are 92 poligons, vertices or whatever for today standards? Nothing...
Even with my old computer I can add sub flags without noticing any FPS impact or anything. Yet, the game will become largely "destabilized" and CTD chances will be significantly increased, especially in some "intense areas" like Kiel...

And it is always the same CTD, with same fault module name...MSVCR90.dll

And this what bothers me... Why? It is not simmple mods incompatibility, that's for sure...

I can tell how can you reproduce this "illusive" MSVCR90.dll CTD even without sub flags on board with just "must have" mods on board (OHII, NewUIs, FXU ect) and if you tell me something more about it I will kiss your Italian buttocks...:D

palmic
12-11-15, 01:01 PM
Hi Kaleunen, i am really sorry to bothering you with it, but my problem with docking still exists and i really dont know what i am supposed to do.
- It was not relevant to choosing mission before 4.9. as intended before.

Right now i am in dock in Kiel at 5. september and i have no docking button in my UI. I simply cannot go out of my boat and end the patrol.. :hmmm:

https://lh3.googleusercontent.com/-LHL4U0zt48Q/VmsOgPAz9yI/AAAAAAAAJZA/FJvDGGuRzuA/s1280-Ic42/SH5Img%2525402015-12-11_18.55.36.jpg https://lh3.googleusercontent.com/-FC592GY_ub0/VmsOim7orDI/AAAAAAAAJZI/HFmWgrRJM7A/s1280-Ic42/SH5Img%2525402015-12-11_18.55.41.jpg https://lh3.googleusercontent.com/-anpwt2RZePk/VmsOlekLmuI/AAAAAAAAJZQ/fce96EAfJ-E/s1280-Ic42/SH5Img%2525402015-12-11_18.55.47.jpg https://lh3.googleusercontent.com/-eIz4v130R7g/VmsOnmJwW6I/AAAAAAAAJZY/P2mBStifVX8/s1280-Ic42/SH5Img%2525402015-12-11_18.55.52.jpg

Thank you very much for any advice!

vdr1981
12-11-15, 01:05 PM
Hi Kaleunen, i am really sorry to bothering you with it, but my problem with docking still exists and i really dont know what i am supposed to do.
- It was not relevant to choosing mission before 4.9. as intended before.

Right now i am in dock in Kiel at 5. september and i have no docking button in my UI. I simply cannot go out of my boat and end the patrol.. :hmmm:



Sail closer to the blue anchor mark (nav map) and yellow anchor icon will pop-up in your upper right corner. If it doesn't pop-up when you get closer, then save and reload the game. Then it will for sure...

vdr1981
12-11-15, 01:19 PM
http://www.rankopedia.com/CandidatePix/54200.gif

Gap , how about this texture for crates in British bunkers? You know from which cartoon it is?:D

Trevally.
12-11-15, 01:25 PM
Thank you Trev, do you happen to have a picture showing the outside of the main gun emplacement? Is the inside of a bunker-like structure the one shown in the top picture? :)

http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8482

http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8480

http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8483

searchlight emplacement
http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8481

Check these vids
https://www.youtube.com/watch?v=2B0jgbupsk8
https://www.youtube.com/watch?v=6WCnKH4OLP8

If you want specific pics Gap - I can easily take them as this is a 5 min walk from my house:yep:

palmic
12-11-15, 01:35 PM
Sail closer to the blue anchor mark (nav map) and yellow anchor icon will pop-up in your upper right corner. If it doesn't pop-up when you get closer, then save and reload the game. Then it will for sure...

Thank you kind sir, it did it :up:

I think this should be in FAQ too near of the 4.9. answer, because its quite unintuitive if you expect to really dock das boot which is likely with so immersive mod.
I'll try to HINT here any other "user test" question which ill have because i think it could be valuable for you to have notes from newbies about "strange things" :salute:

gap
12-11-15, 01:43 PM
Even with my old computer I can add sub flags without noticing any FPS impact or anything. Yet, the game will become largely "destabilized" and CTD chances will be significantly increased, especially in some "intense areas" like Kiel...

Unless you want to incomodate black magic :O:, it is obvious that there is a rational explaination for SubFlags destabilizing the game. I provided some clues on what could be causing that, though I am aware that the problem could come from another direction. My first suspect is the way TDW dealt with FX files for linking his flags to the connning tower, but don't ask me why and how this might CTD the game under some circumstances and not in others. I can just tell you that what I see is not usual :03:


And it is always the same CTD, with same fault module name...MSVCR90.dll

That dll is related to Microsoft Visual Studio. :hmmm:


And this what bothers me... Why? It is not simmple mods incompatibility, that's for sure...

Indeed it is not. At least not in the usual acceptation of the therm "mod incompatibility"


I can tell how can you reproduce this "illusive" MSVCR90.dll CTD even without sub flags on board with just "must have" mods on board (OHII, NewUIs, FXU ect) and if you tell me something more about it I will kiss your Italian buttocks...:D

:rotfl2:

http://www.rankopedia.com/CandidatePix/54200.gif

Gap , how about this texture for crates in British bunkers? You know from which cartoon it is?:D

Wile the Coyote and the Road Runner :03:

gap
12-11-15, 01:58 PM
If you want specific pics Gap - I can easily take them as this is a 5 min walk from my house:yep:

Thank you again John, it would be kind of you! Is the gun still in place? What is the name of your Village? The whole structure doesn't look too complicated; it should fit with our game. Maybe with some luck we can find on the web some techincal drawings, or maybe someone else already modelled it :03:

In the meanwhile I have found this website (http://www.scapaflow.co/index.php/history_and_archaeology/the_20th_century/war/coast_artillery_batteries) with detailed maps of Hoxa and Balfour coastal batteries :up:

EDIT: from those maps and from your pictures I see Orkneys coastal defenses were located mostly on top of high cliffs. Unfortunately this can't be modelled in game; as you might have read if you followed the discussion during the last two weeks, due to the current limits we can only have seashore gunnery....

vdr1981
12-11-15, 02:20 PM
Unless you want to incomodate black magic :O:, it is obvious that there is a rational explaination for SubFlags destabilizing the game.

There is no black magic here but real rational explanation for this particular Standard SH CTD is escaping from us for years now...Dont get me wrong here, sub flags are only the example. The issue is present without them as well.

What you may call "black magic" is probably a glitch in "improved" SH5 engine which modders can not solve, we can only take good care not to "provoke" it by adding mods which are untested in all kinds if different situations.

I remember that similar issues were present in stock SH4 as well, but untill patch 1.4, all isses were solved and the game become almost CTD free.
Patch 1.4 is something we dont/we will newer have for SH5...

Anyway, when you are ready, I can tell you how can you experience "black magic" with your SH5 (you chose the modlist) and if you rationalize it after that, well , you know what follows...http://www.globalmotorbikes.com/forums/images/smilies/mooner01.gif

Trevally.
12-11-15, 02:45 PM
Thank you again John, it would be kind of you! Is the gun still in place?
Sorry no Gap - it is just the concrete structures that are left. There are also many underground structures. Tunnels leading to large storage area with chutes from the gun emplacements etc. We used to explore them as kids.


What is the name of your Village? The whole structure doesn't look too complicated; it should fit with our game. Maybe with some luck we can find on the web some techincal drawings, or maybe someone else already modelled it :03:

Stromness (https://en.wikipedia.org/wiki/Stromness) is the village
The camp shown in the vids is called Ness Battery
https://twitter.com/Ness_Battery
http://www.nessbattery.co.uk/


In the meanwhile I have found this website (http://www.scapaflow.co/index.php/history_and_archaeology/the_20th_century/war/coast_artillery_batteries) with detailed maps of Hoxa and Balfour coastal batteries :up:

EDIT: from those maps and from your pictures I see Orkneys coastal defenses were located mostly on top of high cliffs. Unfortunately this can't be modelled in game; as you might have read if you followed the discussion during the last two weeks, due to the current limits we can only have seashore gunnery....

Yes, but most of those are spotlight bunkers.
The large gun emplacements are set perhaps 50m to 150m inland

sinferis
12-11-15, 03:31 PM
Awesome, tyvm !:yeah:

gap
12-11-15, 03:38 PM
Sorry no Gap - it is just the concrete structures that are left. There are also many underground structures. Tunnels leading to large storage area with chutes from the gun emplacements etc. We used to explore them as kids.

That's fascinating :up:

I don't get where the guns were placed within the big concrete structures. What was the use of the central horseshoe-shaped pit surrounded by pillars? I see some big bolts disposed in a circle on its floor: where they used for fitting the gun base? If so, was the gun so big that it protruded ouside the pit?

Sorry for asking so many questions in a row, but I need to understand :D

palmic
12-11-15, 03:39 PM
I have to thank you again lads for your work, i am so enjoying this..

The main problem about moding SH5 was about information what to put together and what not, because it would not work in between.
Very few people invested so lot of time to it. Not me. Most of us remained with SH4 trigger maru or SH3 mods..

Wolves of steel fixed this, its absolutely awesome sim now, i have to admit i never thought SH5 could be playable for sim addict like me. :rock:
I believe now with this modpacks is the right time for kaleunen like me to return to SH and eventually migrate from 3/4 to 5, because this is what we've been waiting for long time, but never believed it will come some day.
I would like to even buy you a beer, but unfortunately i am one of those unlucky pals blocked on paypal (https://www.google.cz/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=paypal%20blocked%20my%20account) from unknown reason and i dont want to solve it be their conditions (sending scanned ids via mail), dont you have even IBAN for standard europayment?

There's some minor things which could be added into FAQ (like that you could not end patrol directly in pen), but its really awesome now.
I would even recommend to split characters menu icons into special side-mod like real navigation, to be able to easily uninstall it with JSGME.
Its very nice, but very unintuitive, i would prefer screens of real ingame officers.

I put Kurt Widmann (https://youtu.be/twhOknK_qDI) record on my sub gramophone and start my second patrol from Kiel at 20:00 with beautiful dawn through the canal :subsim:

Thanks a lot :salute:

Sjizzle
12-11-15, 03:59 PM
@vecko

i really like to have in TWoS the gwx mega mod menu music here is the music (https://www.youtube.com/watch?v=md_LLoMG6IU)the lyrics from the video are stupid listen the music

PS. I have the .ogg file from the song :D

gap
12-11-15, 05:14 PM
Anyway, when you are ready, I can tell you how can you experience "black magic" with your SH5 (you chose the modlist) and if you rationalize it after that, well , you know what follows...http://www.globalmotorbikes.com/forums/images/smilies/mooner01.gif

:haha:

Since you seem to care kissing my buttocks, you will be allowed doing it when I release a sub flag mod that doesn't crash the game :D

vdr1981
12-11-15, 05:59 PM
@vecko

i really like to have in TWoS the gwx mega mod menu music here is the music (https://www.youtube.com/watch?v=md_LLoMG6IU)the lyrics from the video are stupid listen the music

PS. I have the .ogg file from the song :D

I'm more for some classics...:D https://www.youtube.com/watch?v=xALz_YxKTPI

EDIT Have you saw this Sjizzle? :hmm2::hmm2:http://www.subsim.com/radioroom/showthread.php?t=220954

:haha:

... when I release a sub flag mod that doesn't crash the game :D

http://www.sherv.net/cm/emo/funny/1/smiley-kissing-ass.gif:haha::haha::haha:

gap
12-11-15, 06:28 PM
http://www.sherv.net/cm/emo/funny/1/smiley-kissing-ass.gif:haha::haha::haha:

It is always a pleasure when someone who you consider a friend is showing this sort of confidence into your skills :O:

By the way I just experienced one of the nastiest bugs ever while playing with different collison mesh shapes for our platforms: as soon as I entered mission, the platform together with the linked bunker jumped for some hundred meters into the air, and then fell down disapperaing below the water level; after that it slowly resurfaced, stabilizing itself at its expected height over the sea level, but drifting away from land. :o :D
This was caused by the collision mesh that the StaticObject controller is attached to, being closed on its top rather than open as it was during my previous tests. Moreover, if the collision mesh is too close to the main mesg, bunker's gun stops working. I need to be careful with those models :yep:

gap
12-11-15, 06:57 PM
@vecko

i really like to have in TWoS the gwx mega mod menu music here is the music (https://www.youtube.com/watch?v=md_LLoMG6IU)

I'm more for some classics...:D https://www.youtube.com/watch?v=xALz_YxKTPI

I dunno why, but I always thought of this music (https://www.youtube.com/watch?v=EB3IokHelRk) as a possible replacement for SH5's original soundtrack, maybe becasue I am a Sci-Fi lover and I am fond of classical music too. Moreover I think it instills a subtle feeling of solitude and dejection that Ubootwaffe men had to live with at times, beyond the heroism-filled rhetoric of official propaganda fanfares. Khachaturian composed it between 1941 and 1942, so it fits perfectly into the timeframe of WWII, but indeed I doubt they would have listened to this sort of depressing music during the long Atlantic patrols, when they needed to lift their spirits :03:

Sjizzle
12-12-15, 03:50 AM
EDIT Have you saw this Sjizzle? :hmm2::hmm2:http://www.subsim.com/radioroom/showthread.php?t=220954



http://www.sherv.net/cm/emo/funny/1/smiley-kissing-ass.gif:haha::haha::haha:[/QUOTE]
thx for the link i will take a look there now :yeah:

Trevally.
12-12-15, 05:12 AM
That's fascinating :up:

I don't get where the guns were placed within the big concrete structures

Looks like the center was bolted to the ground and the main gun area was above the cement platform and rotated around the base. Some of the picture show the 6" gun (very large)

What was the use of the central horseshoe-shaped pit surrounded by pillars?

This space is surrounded by large cabinets with steel doors (spares? ammo?)


I see some big bolts disposed in a circle on its floor: where they used for fitting the gun base? If so, was the gun so big that it protruded ouside the pit?

Yes - looks like it. There is a pic somewhere showing one gun firing at night - I will have a look for it

Sorry for asking so many questions in a row, but I need to understand :D:salute:

gap
12-12-15, 06:13 AM
Looks like the center was bolted to the ground and the main gun area was above the cement platform and rotated around the base. Some of the picture show the 6" gun (very large)

Yep, going by the one picture of the gun you have posted yesterday and by the size of the hole that the gun base was sticking out from, those guns had to be HUGE. Going by their caliber, they could have been either 6"/50 BL Marks IX-X (http://www.navweaps.com/Weapons/WNUS_6-50_mk5.htm) or 6"/45 BL Marks VII-VIII-XXIV (http://www.navweaps.com/Weapons/WNBR_6-45_mk7.htm) (wikipedia link with pictures of the latter gun: https://en.wikipedia.org/wiki/BL_6-inch_Mk_VII_naval_gun#Coast_defence_gun), though honestly those gun types don't bear any close resemblance with the gun seen in your picture...

EDIT: Wikipedia (https://en.wikipedia.org/wiki/Ness_Battery) says they were Mk VII 6-inch guns :hmm2:


This space is surrounded by large cabinets with steel doors (spares? ammo?)

Okay, going by what you are saying the view of this space had to be almost entirely occluded by the artillery piece when seen from top; no need to model it in detail.
What can you tell me about the semicircular (roofed) space on the back of the gun? What was its use? Does it have any special feature that I should model?


Yes - looks like it. There is a pic somewhere showing one gun firing at night - I will have a look for it

Yes please! Any picture of the concrete structure and of its gun showing new details are highly welcomed! :salute:

One last question for now: do you know if Ness Battery buildings were a standard design used elsewhere in Orkneys and throughout the British Empire (likewise German "Regelbau" bunkers), or any coastal defense emplacement had its own unique features changing from place to place?

Trevally.
12-12-15, 07:44 AM
Check this vid Gap for good views of the CD from overhead

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

I will keep looking:up:

Trevally.
12-12-15, 08:00 AM
This is reported as a practice fire at Ness battery in 1941 - It does not look like it is in the correct bunker:hmmm:

The cement bunkers were finished in 1939
http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8485

Here is a pic for the search light bunkers used at the shore front
http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8484

Trevally.
12-12-15, 08:19 AM
Not from Orkney, but i think it is the same gun:hmmm:

http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8487

gap
12-12-15, 08:24 AM
Check this vid Gap for good views of the CD from overhead

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

I will keep looking:up:

Wow, amazing video Trevally, it helps a lot :up:

This is reported as a practice fire at Ness battery in 1941 - It does not look like it is in the correct bunker:hmmm:

It could be the same gun, but the bunker on the background looks like ruins.

I have found this other picture of the gun which looks like a wider shot of the picture you had posted yesterday:

http://www.scapaflow.co/assets/files/New%20Picture%20(3)%20(Small)(1).png


Here is a pic for the search light bunkers used at the shore front

Do you have any wide shot of the same?

Not from Orkney, but i think it is the same

Another good photograph. I need a front view of the gun now :03:

Trevally.
12-12-15, 08:42 AM
Wow, amazing video Trevally, it helps a lot :up:

Did you see the others I posted in an earlier post? In one you can see inside one of the gun emplacments



It could be the same gun, but the bunker on the background looks like ruins.

Yes - this could be one of the near by bunkers/guns - perhaps 600m along a shore road

I have found this other picture of the gun which looks like a wider shot of the picture you had posted yesterday:
:up:





Do you have any wide shot of the same?
http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8488

http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8489



Another good photograph. I need a front view of the gun now :03:

:D still looking

gap
12-12-15, 09:05 AM
Did you see the others I posted in an earlier post? In one you can see inside one of the gun emplacments

Do you mean one of these?

http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8483
http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8476

I would need for a picture giving me an overall view of the roofed room, seen from the outside and preferably slightly from the top, so that I can see its floor and any partition wall inside it :)


Yes - this could be one of the near by bunkers/guns - perhaps 600m along a shore road

I have measured in Google Earth the distance from the main batteries to the shore line. It is about 230 m / 250 yards.



http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8488

http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8489

Those are simple structure. Very easily modelled :up:

:D still looking

While you look I have already started drafting a basic model of the gun bunkers :salute:

Trevally.
12-12-15, 10:56 AM
Do you mean one of these?

no these videos on youtube

https://www.youtube.com/watch?v=6WCnKH4OLP8
https://www.youtube.com/watch?v=2B0jgbupsk8

I have measured in Google Earth the distance from the main batteries to the shore line. It is about 230 m / 250 yards.

:up:

Those are simple structure. Very easily modelled :up:
:up:


While you look I have already started drafting a basic model of the gun bunkers :salute:

Looking forward to seeing it:yeah:

palmic
12-12-15, 11:17 AM
have you seen something more beautiful? :o

https://lh3.googleusercontent.com/-12p4wDNdris/Vmu76Q_l2MI/AAAAAAAAJmI/buTKykFzYNk/s128-Ic42/SH5Img%2525402015-12-12_07.13.33.jpg (https://lh3.googleusercontent.com/-12p4wDNdris/Vmu76Q_l2MI/AAAAAAAAJmI/buTKykFzYNk/s1280-Ic42/SH5Img%2525402015-12-12_07.13.33.jpg)

gap
12-12-15, 11:27 AM
no these videos on youtube

https://www.youtube.com/watch?v=6WCnKH4OLP8
https://www.youtube.com/watch?v=2B0jgbupsk8

Okay good :up:
...but soon I will need for a few picture and some measures. When do you plan to visit the site? :D

Looking forward to seeing it:yeah:

At this moment it is just a basic outline with no textures:

http://i519.photobucket.com/albums/u359/taneshikimano/Ness%20battery%20layout.png

Stay tuned for more :03:

gap
12-12-15, 11:45 AM
have you seen something more beautiful? :o

https://lh3.googleusercontent.com/-12p4wDNdris/Vmu76Q_l2MI/AAAAAAAAJmI/buTKykFzYNk/s128-Ic42/SH5Img%2525402015-12-12_07.13.33.jpg (https://lh3.googleusercontent.com/-12p4wDNdris/Vmu76Q_l2MI/AAAAAAAAJmI/buTKykFzYNk/s1280-Ic42/SH5Img%2525402015-12-12_07.13.33.jpg)

12/12/1939, 5:45 pm
to: Klt. palmic, U-33

We are not preparing a moon landing. Stop wasting your time on romantic landscapes and give us those recce photographs of Scapa, once and for all.

Be more aggressive.

B.d.U.

:o :O:

palmic
12-12-15, 12:02 PM
Next problem. I have jammed rain sound effect even in depth and most importantly in hydrohone, cannot get rid of it.
If i reload game, i loose my contacts map geometry.

Have you found some workaround for this? :hmmm:

palmic
12-12-15, 12:04 PM
:o :O:

Yeah yeah, that is just what they would actually respond :yep:

vdr1981
12-12-15, 12:30 PM
Next problem. I have jammed rain sound effect even in depth and most importantly in hydrohone, cannot get rid of it.
If i reload game, i loose my contacts map geometry.

Have you found some workaround for this? :hmmm:

Try to resurface your boat and dive again but this time without time compression...Most of sound glitches should be solved simply by enteing/exiting nav map without TC...

@ gap...
Looking good!:up:

gap
12-12-15, 12:50 PM
@ Vecko:

If I send you the collisionable V-shaped platform, can you see in game what happens when TDW's seabottom patch is enabled? Moreover I would like some damage tests to be carried out: units damage often puts in evidence possible problems, and the way I set the bunker and its platforms is surely unusual for the game. :)

palmic
12-12-15, 01:12 PM
Try to resurface your boat and dive again but this time without time compression...Most of sound glitches should be solved simply by enteing/exiting nav map without TC...

@ gap...
Looking good!:up:

hmmm nothing helped, i had that sound just everywhere even at map. :hmmm:

I reload the game and tried that again and again.. and it seems to be ok now, i just feel i am learning to percieve the game's internals like my sub :88)

Danke shon wieder Her Kaleun :salute:

palmic
12-12-15, 01:46 PM
OK i got it.

You cant alt-tab while your at bridge while is raning, or the rain sound will stuck.

palmic
12-12-15, 02:03 PM
Is it possible to remove teleport function?

I mean not only menu, but even shortcuts.

vdr1981
12-12-15, 02:32 PM
@ Vecko:

If I send you the collisionable V-shaped platform, can you see in game what happens when TDW's seabottom patch is enabled? Moreover I would like some damage tests to be carried out: units damage often puts in evidence possible problems, and the way I set the bunker and its platforms is surely unusual for the game. :)
Sure...Although I think that something must be non-collisionable, platform or the bunker it self. Send it...:yep:

OK i got it.

You cant alt-tab while your at bridge while is raning, or the rain sound will stuck.
O yes, alt-tabbing can mess up sound effects, true...
Is it possible to remove teleport function?

I mean not only menu, but even shortcuts.
Not without some serious changes with UI editor which I dont recommend...

gap
12-12-15, 02:45 PM
Is it possible to remove teleport function?

I mean not only menu, but even shortcuts.

I like walking myself but my suggestion is to keep both, teleport buttons and shortcuts: sometimes your alter ego gets stuck, and you have no other option but using teleport. :03:

Yesterday for example, after being shelled by coastal batteries near Scapa, my electric engines were unoperational and I had heavy flloodings in the back quarters. For two good game-time hours, the boat got stuck at periscope depth with a pitch angle of almost 30 deg to the stern, and ca. 10 deg of listing to port LOL. As mutch as I tried, under these conditions I couldnt walk trough the hatch between command room and captain quarters, and the teleport function was my friend :)

palmic
12-12-15, 02:56 PM
Good advice, viel dank :salute:

gap
12-12-15, 02:57 PM
Sure...Although I think that something must be non-collisionable, platform or the bunker it self. Send it...:yep:

Why? Now both are collisionable, though only the bunker, sandbags and ammo crates have damage boxes. Everything works flawlessy. Unless your tests will discover some flaw, I am quite satisfied with what I have got so far. :smug:

The one problem is that it takes time updating all the platform models every time something needs to be changes. So far only the V-shaped platform was updated. If you are okay with it, I would prefer you to tell me which platform(s) you realistically think to use in game before I start tweaking all of them...

Here are the collisionable V-shaped platform files anyway:
http://www.mediafire.com/download/1mgbl8qf94b6g8s/CoastalDefensesParts.7z

Drop them in the Library/CoastalDefensesParts folder, and let me know. Don't forget to test them with and without seabottom patch please :) :salute:

Sjizzle
12-12-15, 02:57 PM
I like walking myself but my suggestion is to keep both, teleport buttons and shortcuts: sometimes your alter ego gets stuck, and you have no other option but using teleport. :03:

Yesterday for example, after being shelled by coastal batteries near Scapa, my electric engines were unoperational and I had heavy flloodings in the back quarters. For two good game-time hours, the boat got stuck at periscope depth with a pitch angle of almost 30 deg to the stern, and ca. 10 deg of listing to port LOL. As mutch as I tried, under these conditions I couldnt walk trough the hatch between command room and captain quarters, and the teleport function was my friend :)

need to learn climbing gap north Italy have some really nice mountains :har:

Uboot1
12-12-15, 03:29 PM
Hey guys, i back to sh5, have fun in total germany campaign (20hours or more) then i see THIS

http://i.imgur.com/x05ce82.jpg

so i can't continue my campaing i try silentotto and the same result. Any chance to fix that? I sunk 38+ ships so very shame

sry for english.

vdr1981
12-12-15, 03:36 PM
Drop them in the Library/CoastalDefensesParts folder, and let me know. Don't forget to test them with and without seabottom patch please :) :salute:

All seems fine, cant sail trough platforms, damage is taken, except...guns don't work anymore...

gap
12-12-15, 03:39 PM
All seems fine, cant sail trough platforms, damage is taken, except...guns don't work anymore...

:o

they do for me! Wait: I am making sure that I sent you the right files...

Sjizzle
12-12-15, 03:43 PM
Hey guys, i back to sh5, have fun in total germany campaign (20hours or more) then i see THIS



so i can't continue my campaing i try silentotto and the same result. Any chance to fix that? I sunk 38+ ships so very shame

sry for english.

heya did u read this (http://www.subsim.com/radioroom/showthread.php?t=222403) and this one (http://www.subsim.com/radioroom/showthread.php?t=222470)

vdr1981
12-12-15, 03:43 PM
Hey guys, i back to sh5, have fun in total germany campaign (20hours or more) then i see THIS

sry for english.

Never saw that...
Also check this...http://www.subsim.com/radioroom/showpost.php?p=2345885&postcount=2660

gap
12-12-15, 03:50 PM
:o

they do for me! Wait: I am making sure that I sent you the right files...

Yep, I can confirm: I sent you the latest files, and guns do work on my installation. Which one of the TDW patches have you enabled? :hmmm:

Trevally.
12-12-15, 03:54 PM
Originally Posted by Uboot1 View Post
Hey guys, i back to sh5, have fun in total germany campaign (20hours or more) then i see THIS

sry for english


This looks like somehow you have passed the time setting for that campaign?
What was the date in game when this happened?

If your date has passed the campaign limit - you may need to change data in your save game file to un-stick yourself:hmmm:

vdr1981
12-12-15, 03:56 PM
Yep, I can confirm: I sent you the latest files, and guns do work on my installation. Which one of the TDW patches have you enabled? :hmmm:

Well ,almost all...
It's the same with or without sea bottom patch...

I'll try with all patches disabled now...

gap
12-12-15, 04:04 PM
It's the same with or without sea bottom patch...

Weird, that one was my first suspect :hmm2:

On a more positive note, if you didn't notice any visual glitch in conjuction with that patch, we have just found a solution to subnets sticking out of water when the seabottom is very shallow and the said patch is enabled. Wait for a fix by me in the next hours :yeah:

gap
12-12-15, 04:08 PM
need to learn climbing gap north Italy have some really nice mountains :har:

I am an islander from the far south. :03:
Indeed I could learn climbing in game, if only we had a rope and grapnel mod... :D

vdr1981
12-12-15, 04:10 PM
I'll try with all patches disabled now...
Nope, it's the same. Guns dont work...


On a more positive note, if you didn't notice any visual glitch in conjuction with that patch, we have just found a solution to subnets sticking out of water when the seabottom is very shallow and the said patch is enabled. Wait for a fix by me in the next hours :yeah:
:up:

gap
12-12-15, 04:35 PM
Nope, it's the same. Guns dont work...

That's good news too: I would have hated having to choose between one of the cool patches by TDW, and my nice feature of collisionable platforms. :)

Now to understand why my new platform blocks coastal guns on your installation of the game but not on the one of mine.
Have you done your tests over TWoS or stock game? Besides our bunker mod, I have only NewUIs and IRAI enabled.
Are you using the usual single mission for the tests?

On my rig, platform collision mesh + StaticObject controller blocked the gun when the collision mesh was too close to the visible model. I had to find a balance between gun fucntionality and collision realism (if the mesh doesn't main model's shape closely, you basically hit an invisible wall). I can prepare a new GR2 file with collision mesh moved further away from the model, but as I said before the current configuration works like a charm for me... except for serchlights, which on turn work for you but not for me :doh: :haha:

Uboot1
12-12-15, 04:37 PM
Hey guys, for everyone who has the same problem like me before. Just wait to 1 july 1940 and everything is fine so it's my fault :)

palmic
12-12-15, 04:42 PM
Is it able to remove map "click" sounds?
I tried to replace wavs in data/sounds/menu which are very similar by void wavs, but it not did it.

I want to replace only that zoom/click sounds on map, its pretty annoying to change the volume between map and hydrophone..

gap
12-12-15, 04:45 PM
Ness Battery update :03:

http://i519.photobucket.com/albums/u359/taneshikimano/Ness%20Battery%20layout.jpg

vdr1981
12-12-15, 05:02 PM
On my rig, platform collision mesh + StaticObject controller blocked the gun when the collision mesh was too close to the visible model. I had to find a balance between gun fucntionality and collision realism (if the mesh doesn't main model's shape closely, you basically hit an invisible wall).

Yes, this reminded me that maybe my y bone movement with gr2 editor has some impact, and yes...It seems that all is OK with gr2 file with original bones locations...

Your search lights issue could be the incication of some deeper problem or corrupted installation maybe? Light should work even with stock game IIRC...

EDIT
There's another problem though, If sub is close enough to the bunker and guns need to be trained down slightly, the shell will always hit some kind of invisible wall...

Yes, invisible collision wall is rising slightly above platform level, just checked in goblin...

gap
12-12-15, 05:21 PM
Yes, this reminded me that maybe my y bone movement with gr2 editor has some impact, and yes...It seems that all is OK with gr2 file with original bones locations...

Very good :up:

I had told you that moving the bunker too mutch to the edge was not advisable. Not to detract from your newly acquired GR2 editing skills, but please replace your bunker with the version I am using in order to avoid future problems: :03:

http://www.mediafire.com/download/zc17jwj6aa63t1c/LCD_Bunker_Large.GR2


Your search lights issue could be the incication of some deeper problem or corrupted installation maybe? Light should work even with stock game IIRC...

Yep, I had no time to check what's going on, but that is lickely. :yep:

vdr1981
12-12-15, 05:29 PM
Very good :up:
I had told you that moving the bunker too mutch to the edge was not advisable.

Check edit... I would argue that actually it is advisiable, see why?

but please replace your bunker with the version I am using in order to avoid future problems:
This is version slightly moved in front, right? If yes, then I've already did it ,done.:)

Sjizzle
12-12-15, 05:32 PM
Is it able to remove map "click" sounds?
I tried to replace wavs in data/sounds/menu which are very similar by void wavs, but it not did it.

I want to replace only that zoom/click sounds on map, its pretty annoying to change the volume between map and hydrophone..

u can remove that click / zoom sound need to edit the sound cfg from TWoS i am not sure which line give a bit of time to take a look there and will reply u back

palmic
12-12-15, 05:56 PM
u can remove that click / zoom sound need to edit the sound cfg from TWoS i am not sure which line give a bit of time to take a look there and will reply u back

Awesome, Thank you!

gap
12-12-15, 05:59 PM
This is version slightly moved in front, right? If yes, then I've already did it ,done.:)

Yep, the one I had posted after your remarks on bunker's position relative to its platforms :up:

Forgive me if I insist, but have you checked that nothing negative happens (at this point I am mostly concerned about CTD's, not about the bunker taking damage or not) when the bunker unit is destroyed? This is something you can't achieve with your deckgun though, you need the help of some aircraft equipped with heavy bombs or maybe a couple of of battleships/heavy cruisers. I just want to make sure that the new units wont destabilize your megamod.

And as you are at it, please fire two or three torpedoes against the bunker. Ideally they should explode against its platform with no consequences for bunker's integrity. :)

Trevally.
12-12-15, 06:11 PM
Ness Battery update :03:


Thats looking very good:yeah:

gap
12-12-15, 06:20 PM
Thats looking very good:yeah:

Thank you John, still working on it but I think you can already get an idea of what the final model will look like :)

vdr1981
12-12-15, 06:54 PM
Forgive me if I insist, but have you checked that nothing negative happens (at this point I am mostly concerned about CTD's, not about the bunker taking damage or not) when the bunker unit is destroyed? This is something you can't achieve with your deckgun though, you need the help of some aircraft equipped with heavy bombs or maybe a couple of of battleships/heavy cruisers. I just want to make sure that the new units wont destabilize your megamod.

And as you are at it, please fire two or three torpedoes against the bunker. Ideally they should explode against its platform with no consequences for bunker's integrity. :)
OK, that will require some extensive testing. Cant do it now though, but I could fire few torpedoes on it...:yep:

What about "guns hitting platform when trained down" problem? Could you lower invisible collision wall a bit?

gap
12-12-15, 07:37 PM
OK, that will require some extensive testing. Cant do it now though, but I could fire few torpedoes on it...:yep:

Take your time on it. Just tried firing a set of torpedoes at different depths. Everything is as expected. The bunker in my screenies below survived four torpedo hits unharmed :up:


What about "guns hitting platform when trained down" problem? Could you lower invisible collision wall a bit?


EDIT
There's another problem though, If sub is close enough to the bunker and guns need to be trained down slightly, the shell will always hit some kind of invisible wall...

Yes, invisible collision wall is rising slightly above platform level, just checked in goblin...

tested it too. It this close enough? :03:

http://i519.photobucket.com/albums/u359/taneshikimano/SH5Img2015-12-13_00.49.44.jpg

http://i519.photobucket.com/albums/u359/taneshikimano/SH5Img2015-12-13_00.48.40.jpg

If you get much closer than this, the shell should realistically hit platform's floor. I doesn't because, due to the bug I described yesterday (http://www.subsim.com/radioroom/showpost.php?p=2365507&postcount=3372), I had to make platform's collision mesh open on both bottom and top ends, so the shell is hitting the inner part of platforms' wall. That's a flaw indeed. Well spotted Vecko!

Possible solutions that are coming to my mind are:


lowering a bit the collision mesh (but that would be a bit unrealistic, as it would suppose an impossible shell trajectory for avoiding the platform and, as you know, I am not a friend of this sort of "shortcuts" :));

moving the bunker further forward relative to its platform (but not too much otherwise, as you have already experienced, the gun wont work at all);

using the ObjectTurret controller for limiting guns's nevative elevation to what will avoid platform hits by CD guns, and closing the way to any sneaking U-boat with mines and/or with my upcoming subnets, conveniently placed in gun's blind spots (as you can imagine that's my favourite, but I know you will have some objections);

a mix of the above.


Let's ponder about them :)

vdr1981
12-12-15, 09:14 PM
[LIST]
lowering a bit the collision mesh (but that would be a bit unrealistic, as it would suppose an impossible shell trajectory for avoiding the platform and, as you know, I am not a friend of this sort of "shortcuts" :));



I dont get you there Gap? What would be unrealistic?:doh:
Right now, collision mesh stick out aproximately 1-2 m over the platforms top resulting in inner side hit even when is clearly visible that shell should "pass"...
Can you somehow match collision mesh height with actual visible 3d model, that is my question...

gap
12-12-15, 09:38 PM
I dont get you there Gap? What would be unrealistic?:doh:
Right now, collision mesh stick out aproximately 1-2 m over the platforms top resulting in inner side hit even when is clearly visible that shell should "pass"...
Can you somehow match collision mesh height with actual visible 3d model, that is my question...

That must be an optical illusion Vecko, or you are looking into the wrong GR2 file. I can ensure you that the collison mesh of the file I sent you, is exactly as high as its platform. Measured in Wings3d. :know:

I will admit that the collision model it is a bit wider than the platform itself though, and in theory this fact could amplify gun's blind spot. But I widened it by such a small amount that this effect is negligible, and largely compensated by the fact that SH5's shells are dimensionless points. :yep:

vdr1981
12-12-15, 09:52 PM
That must be an optical illusion Vecko, or you are looking into the wrong GR2 file. I can ensure you that the collison mesh of the file I sent you, is exactly as high as its platform. Measured in Wings3d. :know:

I will admit that the collision model it is a bit wider than the platform itself though, and in theory this fact could amplify gun's blind spot. But I widened it by such a small amount that this effect is negligible, and largely compensated by the fact that SH5's shells are dimensionless points. :yep:

You just dont want to let me sleep...:)

There is no optical illusion and under certain angles ( where mesh has larger distance from actual 3d model) deck gun shells are disrupted up to ~500m approximately...

Here's one biiiiig screenshot for you...:)

http://s6.postimg.org/vrwhrm9o1/Untitlegd.png

Kruniac
12-13-15, 02:02 AM
How do I fix the constant TC drop from over 64 to 1? I could care less if a friendly ship is nearby - I'm not crusing to Kiel on x64. It's boring as hell.

Uboot1
12-13-15, 02:22 AM
Hey again, in happy times i don't have any upgrade's it's normal? I have only two torpedos and basic things from 1939.

Hm ok more things in future. Awesome mod by the way, but alot of CTD. Still 2000x better than vanilla.

gap
12-13-15, 07:30 AM
There is no optical illusion and under certain angles ( where mesh has larger distance from actual 3d model) deck gun shells are disrupted up to ~500m approximately...

Here's one biiiiig screenshot for you...:)

The big screenshot helped a lot... Sorry Vecko, I had sent you the wrong GR2 file, I must be affected by early-onset Alzheimer's :doh: :oops:

Please redownload the collisionable platform package:
http://www.mediafire.com/download/1mgbl8qf94b6g8s/CoastalDefensesParts.7z

:salute:

vdr1981
12-13-15, 08:07 AM
It's boring as hell.
Welcome to WW2 submarine warfare...:03:

... I have only two torpedos ...

...Awesome mod by the way, but alot of CTD. ...

You may wish to reinstall your game/modpack and to check once again tips for stable gameplay. With my current playtrough, I've passed 3 campaigns (TG,HT,WA) with only 2 CTDs in situations when I was intentionally ignore some of my own tips, in order to test game/engine limits...
Two torpedoes??:doh:

vdr1981
12-13-15, 09:02 AM
The big screenshot helped a lot... Sorry Vecko, I had sent you the wrong GR2 file, I must be affected by early-onset Alzheimer's :doh: :oops:

Please redownload the collisionable platform package:
http://www.mediafire.com/download/1mgbl8qf94b6g8s/CoastalDefensesParts.7z

:salute:



Anyway, I asked Fritz the gunner to lay down on the platform once again and take a photo...:)
http://s6.postimg.org/w77rkmvl9/Untitled.jpg (http://postimg.org/image/w77rkmvl9/)

As you can see, from this perspective is clearly visible that mesh height is not so minuscule after all...Fritz is not happy !:)

EDIT:
Fritz says that the new platform is much better, Fritz is happy!:yeah::yeah::yeah:

Uboot1
12-13-15, 09:14 AM
http://i.imgur.com/ZATmIYO.jpg

I have only this two in my upgrade menu.

Also my save is corrupted, black screen after load. So i lost a hour from my life :) but it's my fault, i need save more frequently.

It's not first time. It is possible to fix my save? I'd rather know what things corrupted this save.

http://www2.zippyshare.com/v/vtGq5PvN/file.html link here. I wonder what it is.

vdr1981
12-13-15, 09:33 AM
I'd rather know what things corrupted this save.

http://www2.zippyshare.com/v/vtGq5PvN/file.html link here. I wonder what it is.

You have sunk friendly unit and your campaign is now over...Appropriate penalty for trigger happy captains IMO...:)

[Log Entry 7]
ClassID=251BB8F;sLogUnitDestroyedEntry
Type=9
Date=0
Time=131223
Blob=0
UniqueID=-6468833903078708395
EntryStatus=1
CreatedMissionStatus=false
EntryText=Long 4° 43' W, Lat 47° 45' N|Ship sunk! Medium European Composite Freighter, 5259 tons
EntryTitle=August 22, 1940, 13:12
Categ=0
UnitName=_Medium Old Composite Merchant#16
UnitClassName=KMCSZinbu
UnitType=102
UnitSide=2
Tonnage=5259

P.S.
Torpedoes are OK...

gap
12-13-15, 09:47 AM
Anyway, I asked Fritz the gunner to lay down on the platform once again and take a photo...:)
http://s6.postimg.org/w77rkmvl9/Untitled.jpg (http://postimg.org/image/w77rkmvl9/)

As you can see, from this perspective is clearly visible that mesh height is not so minuscule after all...Fritz is not happy !:)

Ask Fritz if he took the last photograph while standing on the new platform, whose plans I have dispatched to you today. :03:

vdr1981
12-13-15, 10:01 AM
Ask Fritz if he took the last photograph while standing on the new platform, whose plans I have dispatched to you today. :03:

Fritz loves new platform!:yeah:

gap
12-13-15, 10:38 AM
Fritz loves new platform!:yeah:

But...


http://i519.photobucket.com/albums/u359/taneshikimano/SH5Img2015-12-13_00.48.40.jpg

If you get much closer than this, the shell should realistically hit platform's floor. I doesn't because, due to the bug I described yesterday (http://www.subsim.com/radioroom/showpost.php?p=2365507&postcount=3372), I had to make platform's collision mesh open on both bottom and top ends, so the shell is hitting the inner part of platforms' wall. That's a flaw indeed. Well spotted Vecko!

Possible solutions that are coming to my mind are:


lowering a bit the collision mesh (but that would be a bit unrealistic, as it would suppose an impossible shell trajectory for avoiding the platform and, as you know, I am not a friend of this sort of "shortcuts" :));

moving the bunker further forward relative to its platform (but not too much otherwise, as you have already experienced, the gun wont work at all);

using the ObjectTurret controller for limiting guns's nevative elevation to what will avoid platform hits by CD guns, and closing the way to any sneaking U-boat with mines and/or with my upcoming subnets, conveniently placed in gun's blind spots (as you can imagine that's my favourite, but I know you will have some objections);

a mix of the above.


Let's ponder about them :)

How do you see it :)

vdr1981
12-13-15, 10:48 AM
But...



How do you see it :)

Excellent! :yeah:
Fritz's cousin form England manage to blow up my conning twr in situation similar like in that picture. I was deck awash though but all is OK now ...
Later I'll test Fritz's resistance to heavy damage. :yep:

THEBERBSTER
12-13-15, 11:25 AM
Hi UB
Also my save is corrupted, black screen after load. So i lost a hour from my life :) but it's my fault, i need save more frequently.No, its not the frequency of the saves.
It is where and how you make your saves.
106 game saves and counting, no problems at all.
I normally only make 1 manual game save in a gaming session.
My gaming sessions may last from 1 to 4 hours at a time as I also play LSH3-2015 as well.
I do not make submerged saves.
I always use the compass and draw out a 60km saving boundary around the nearest destroyed mark or coast line.
I will move my boat if necessary to achieve this and return back to the position on the next gaming session unless I change my mind.

Use the Upgrades Chart short cut key is E.
http://i65.tinypic.com/2hg5loj.jpg

New torpedoes do not appear until late 1942.

Peter

Uboot1
12-13-15, 12:39 PM
You have sunk friendly unit and your campaign is now over...Appropriate penalty for trigger happy captains IMO...:)

[Log Entry 7]
ClassID=251BB8F;sLogUnitDestroyedEntry
Type=9
Date=0
Time=131223
Blob=0
UniqueID=-6468833903078708395
EntryStatus=1
CreatedMissionStatus=false
EntryText=Long 4° 43' W, Lat 47° 45' N|Ship sunk! Medium European Composite Freighter, 5259 tons
EntryTitle=August 22, 1940, 13:12
Categ=0
UnitName=_Medium Old Composite Merchant#16
UnitClassName=KMCSZinbu
UnitType=102
UnitSide=2
Tonnage=5259

P.S.
Torpedoes are OK...

:damn: Ugh, i feel like idiot now but thanks... I try delete that ,,sunk" maybe it works.

Hi UB
No, its not the frequency of the saves.
It is where and how you make your saves.
106 game saves and counting, no problems at all.
I normally only make 1 manual game save in a gaming session.
My gaming sessions may last from 1 to 4 hours at a time as I also play LSH3-2015 as well.
I do not make submerged saves.
I always use the compass and draw out a 60km saving boundary around the nearest destroyed mark or coast line.
I will move my boat if necessary to achieve this and return back to the position on the next gaming session unless I change my mind.

Use the Upgrades Chart short cut key is E.
http://i65.tinypic.com/2hg5loj.jpg

New torpedoes do not appear until late 1942.

Peter

It's good news, cause its MY fault, not mod. Thanks for that image, so i must wait to 1942. I am saving in ,,difficult situations" for example, before my attack or in ,,clear" open sea after attack.

raeder
12-13-15, 01:49 PM
Somebody can tell me what is the name of the mod, where the crew are speaking with voices from the movie "Das Boot"? Is this mod compatible with WoS? :)

Kruniac
12-13-15, 02:16 PM
Quote:
Originally Posted by Kruniac View Post
It's boring as hell.
Welcome to WW2 submarine warfare...

This isn't submarine warfare, and I don't have a crew to chit chat with or daily drills, logs, etc to keep me busy.

Again, I don't want to cruise across the map on x64. How do I prevent interrupts from friendlies?

vdr1981
12-13-15, 02:44 PM
Somebody can tell me what is the name of the mod, where the crew are speaking with voices from the movie "Das Boot"? Is this mod compatible with WoS? :)

It's called DBSM Speech or something like that. It is compatible but you'll have to manually delete sh.sdlfile from it...

raeder
12-13-15, 03:09 PM
It's called DBSM Speech or something like that. It is compatible but you'll have to manually delete sh.sdlfile from it...

Works great! :cool:

Thanks vdr!!! :yeah:

Uboot1
12-13-15, 03:56 PM
This isn't submarine warfare, and I don't have a crew to chit chat with or daily drills, logs, etc to keep me busy.

Again, I don't want to cruise across the map on x64. How do I prevent interrupts from friendlies?

Just dive for a while and click x512 or something. 2048 Work's great, zero problem but i have high end pc.

Sjizzle
12-13-15, 04:06 PM
Just dive for a while and click x512 or something. 2048 Work's great, zero problem but i have high end pc.


don't go more then 256 ....in TWoS documentation is say time compression 256....
doesn't matter how good is your pc SH5 will crash and will eat all your resources......

Uboot1
12-13-15, 04:21 PM
don't go more then 256 ....in TWoS documentation is say time compression 256....
doesn't matter how good is your pc SH5 will crash and will eat all your resources......

I don't have any problem with TC actually after more than 20 hours, only like above, when i sank netral/friendly ship. I use 2048 only on open sea (atlantic) etc. Zero problems.

and will eat all your resources

What do you mean?

vdr1981
12-13-15, 04:58 PM
I don't have any problem with TC actually after more than 20 hours, only like above, when i sank netral/friendly ship. I use 2048 only on open sea (atlantic) etc. Zero problems.



What about this then?:hmm2:

Awesome mod by the way, but alot of CTD.

finchOU
12-13-15, 05:04 PM
Had an interesting thing happen yesterday. I'm patrolling in the Happy Times I get a "unidentified ship spotted" from my watch crew. I'm thinking it's odd because normally I'd get a "smoke on the horizon" before I get anything else. So I think it's maybe just because of the light fog. Well after I get the first call out....about 5 seconds a get an "aircraft spotted" at the same bearing. Since I don't F around with aircraft and crashdived immediately. I stopped around 30 meters and did a sound check.....and to my surprise there was no sound contact. proceed to periscope depth to look around. I'm surprised to see about 8 unidentified aircraft flying in formation. Well I figure they are not trying to attack me....so i surface at all stop. My crew then calls out both a contact and an aircraft spotted in the same direction of the aircraft. It's obvious they are one and the same thing they are talking about. Just weird!!! They ended up coming back in front of my bow at long range. Two of them end up colliding.

Sjizzle
12-14-15, 01:41 AM
Awesome mod by the way, but alot of CTD. Still 2000x better than vanilla.



What do you mean?

u answered here what i mean with "will eat all your resources"

Uboot1
12-14-15, 02:06 AM
Hm i try not zipping arround like wild boar in forest but (wonder if make sense in english lol) i have CTD when i approach dock area in TC more than 128 or sometimes when i load game near enemy ships but, when i just turn on game again and load save successfully. So i had maybe 6 ctd in total about 20hours of game, not bad i thought it would be worse if i change TC to 2048.

I had before weird error btw, ,,save game failed" so i must escape from convoy rather than try sunk them and safely back to bunker.. Then autosave turn on.

Good Hunting :up:

Sjizzle
12-14-15, 02:44 AM
Hm i try not zipping arround like wild boar in forest but (wonder if make sense in english lol) i have CTD when i approach dock area in TC more than 128 or sometimes when i load game near enemy ships but, when i just turn on game again and load save successfully. So i had maybe 6 ctd in total about 20hours of game, not bad i thought it would be worse if i change TC to 2048.

I had before weird error btw, ,,save game failed" so i must escape from convoy rather than try sunk them and safely back to bunker.. Then autosave turn on.

Good Hunting :up:

seems that u didn't read the documentation of TWoS ......never approach to dock with more then 32 - 64.... never save the game near enemy or destroyed ship.... save only in Bunker

Uboot1
12-14-15, 04:45 AM
Yes, but when i miss, or when i sunk. I wan't to load game near enemy, not again hours before, in bunker. I have alot of save's ,,stable" in bunker and other in sea.

Sjizzle
12-14-15, 09:41 AM
Yes, but when i miss, or when i sunk. I wan't to load game near enemy, not again hours before, in bunker. I have alot of save's ,,stable" in bunker and other in sea.

nwm.... nobody is tell u how to play games.... but this game is a simulation game which one need time and patience.....this is not a FPS where u can rush through the game...... and when u save near a enemy ship next time when u load the game u have big chance to have a heavy fog, bad weather, CDT's no enemy ship etc. etc.

vdr1981
12-14-15, 09:48 AM
Had an interesting thing happen yesterday. I'm patrolling in the Happy Times I get a "unidentified ship spotted" from my watch crew. I'm thinking it's odd because normally I'd get a "smoke on the horizon" before I get anything else. So I think it's maybe just because of the light fog. Well after I get the first call out....about 5 seconds a get an "aircraft spotted" at the same bearing. Since I don't F around with aircraft and crashdived immediately. I stopped around 30 meters and did a sound check.....and to my surprise there was no sound contact. proceed to periscope depth to look around. I'm surprised to see about 8 unidentified aircraft flying in formation. Well I figure they are not trying to attack me....so i surface at all stop. My crew then calls out both a contact and an aircraft spotted in the same direction of the aircraft. It's obvious they are one and the same thing they are talking about. Just weird!!! They ended up coming back in front of my bow at long range. Two of them end up colliding.
Yes, that's airplanes over spawn bug which I was talking about here...http://www.subsim.com/radioroom/showthread.php?t=189818&page=382
Try not to save game when you see these guys around you or there's high possibility that your gamesave will be corrupted!:yep: If the bug occurs frequently then disable "Airbases/Cariers spawn airplanes" patches via TDW generic patcher (there are two of them IIRC)...

finchOU
12-14-15, 11:55 AM
Yes, that's airplanes over spawn bug which I was talking about here...http://www.subsim.com/radioroom/showthread.php?t=189818&page=382
Try not to save game when you see these guys around you or there's high possibility that your gamesave will be corrupted!:yep: If the bug occurs frequently then disable "Airbases/Cariers spawn airplanes" patches via TDW generic patcher (there are two of them IIRC)...


Too Late! lol. Got a corrupted game file and auto save....luckily I only lost about 12 hours game time from my last save and no tonnage. Thanks!

vdr1981
12-14-15, 03:01 PM
Too Late! lol. Got a corrupted game file and auto save....luckily I only lost about 12 hours game time from my last save and no tonnage. Thanks!

:up: Not sure why why is this happening but I guess mentioned airplane spawn patches have to do something with it...Maybe I should disable them in the next update...:hmmm:

ReLax
12-14-15, 04:07 PM
Greetings,

is there any way to make the learning curve in this mod a little bit lower? I mean, Iam getting hell of confused trying to maneuver my boat with real navigation, calculating a proper course estimating the enemy AOB and so on. Is there any way to get a soft-core version of that or an Beginner-Way? At least something that allows map icons?
Or atleast someone who has time to explain me how to do all this whizz-wheel thing? The manual even confuses me more...

Thx for answers.

gap
12-14-15, 05:07 PM
:up: Not sure why why is this happening but I guess mentioned airplane spawn patches have to do something with it...Maybe I should disable them in the next update...:hmmm:

Isn't saving when a plane is in rendering range not advisable anyway? To me it looks like a stock bug. Once it was only noticeable near land as only airbases could spawn aircraft, but now TDW patch makes it to show up even in mid-Atlantic :hmm2:

THEBERBSTER
12-14-15, 07:49 PM
Hi Relax

Is there any way to get a soft-core version of that or an Beginner-Way?Disable the Real Navigation mod.
Add the Wind and Smoke addon mod found in the mods folder in patch 13.
Enable it last.

Use TDW's Options File Editor Viewer to customize the settings you want to use in your game.
Disable your mods before doing this.

Check also what game play options are enabled from the main menu when the game loads.
This all needs to be done when in the bunker.

You could also start a new campaign with a lower realism setting as another way of learning the game.

Peter

Sokolov
12-15-15, 01:56 AM
I can't understand, I started my campaign with Enviroment mod by V_Clear using JSGME, now i turned off this mod and the water become is grey. ANother thing, that i ended first patrol in Kiel and can't get a mission (even in Baltic area)

Sjizzle
12-15-15, 02:22 AM
I can't understand, I started my campaign with Enviroment mod by V_Clear using JSGME, now i turned off this mod and the water become is grey. ANother thing, that i ended first patrol in Kiel and can't get a mission (even in Baltic area)


TWoS has his environment u don't need to add another env. mod u must be at kiel around 2-3 sept 1939 and u can take a new mission from the officer in the bunker

Sokolov
12-15-15, 02:39 AM
Well, i'm in bunker at 2 sept. and don't have any mission... And, as i said, i turned off another environmental mod, but the water lost color... I turned off another environment, re-turn on TWoS and patch, started patrol without a mission and still water have not color.
Only thing that i have bugged with Environment mod by V_Clear that when i surfased constantly recharging battery turning off, becouse boat like diving as i think, and if i delete files in submarine folder (stay on TWoS files) i have some bugs. So, here the question: what i did wrong with TWoS or how i can use another Environment files without a bugs, i mean waht files can make this?

THEBERBSTER
12-15-15, 04:45 AM
Hi Sokolov

Well, i'm in bunker at 2 sept. and don't have any mission...
The Wolves Of Steel Frequently Asked Questions + Campaign Fix In >FAQ’s & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)

- I've arrived in Kiel but I cant select Eastern British Coastal Waters objective, only Danzing objective is available?
Campaign objectives are date controlled and EBCW objective will not be available until 4th September 1939.

Peter

Sokolov
12-15-15, 04:59 AM
Hi Sokolov

Well, i'm in bunker at 2 sept. and don't have any mission...
The Wolves Of Steel Frequently Asked Questions + Campaign Fix In >FAQ’s & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)

- I've arrived in Kiel but I cant select Eastern British Coastal Waters objective, only Danzing objective is available?
Campaign objectives are date controlled and EBCW objective will not be available until 4th September 1939.

Peter

i mean any mission, not only british coastal...
If there are no other mission, except first, until 4 sept. and i finished my first mission, how can i move time forward, only begin a patrol without mission? ANd i still can't get, why the water have no color, i did all, how was described in that thread...

gap
12-15-15, 07:05 AM
I can't understand, I started my campaign with Enviroment mod by V_Clear using JSGME, now i turned off this mod and the water become is grey. ANother thing, that i ended first patrol in Kiel and can't get a mission (even in Baltic area)

That's okay.

Dynamic Environment, which is ipart of TWoS, will give you a green-grey water colour (approximately as seen in Das Boot) in the Baltic, in the Arctic Sea around the coasts of Norway, in North Sea and Atlantic Ocean around the coasts of UK, and in a few other spots on the world map. This is to mimic the upwelling (https://en.wikipedia.org/wiki/Upwelling) phenomenon really happening in the areas listed above.

Once you get in open waters, seawater will turn deep ocean blue. There are more colours than the two mentioned above though: electric blue for circumpolar areas, turquoise for the Mediterranean, emerald green for equatorial areas, etc, and indeed each area has different colour shades depending on time of the day and weather conditions.

In any case, should you hate the greyish water effect you can turn it off by enabling one of the "no murky waters" addons of Dynamic Environment (http://www.subsim.com/radioroom/downloads.php?do=file&id=3975) on top of The Wolves of Steel :up:.

THEBERBSTER
12-15-15, 08:46 AM
Hi sokolov
If there are no other mission, except first, until 4 sept.No there are not any.
You can start a new patrol from the flotilla leader before the next mission appears on the map.
The difference here is that you will not receive patrol grid objectives.
New missions will appear when their due date starts.
Post #64 Open Horizons II > Campaign Dates > Bases > U-Boats (http://www.subsim.com/radioroom/showpost.php?p=2201543&postcount=64)

Alternatively when on the bridge without selecting a mission you will see the Anchor.
Click on the Anchor and select End The Patrol.
Load the save.
When you go to the flotilla leader this time for a new mission you will have advanced your bunker time and the new mission will now be showing on the map which can now be requested.
Do not forget to make the important bunker save and then load it before putting to sea.

Peter

Sokolov
12-15-15, 09:57 AM
That's okay.

Dynamic Environment, which is ipart of TWoS, will give you a green-grey water colour (approximately as seen in Das Boot) in the Baltic, in the Arctic Sea around the coasts of Norway, in North Sea and Atlantic Ocean around the coasts of UK, and in a few other spots on the world map. This is to mimic the upwelling (https://en.wikipedia.org/wiki/Upwelling) phenomenon really happening in the areas listed above.

Once you get in open waters, seawater will turn deep ocean blue. There are more colours than the two mentioned above though: electric blue for circumpolar areas, turquoise for the Mediterranean, emerald green for equatorial areas, etc, and indeed each area has different colour shades depending on time of the day and weather conditions.

In any case, should you hate the greyish water effect you can turn it off by enabling one of the "no murky waters" addons of Dynamic Environment (http://www.subsim.com/radioroom/downloads.php?do=file&id=3975) on top of The Wolves of Steel :up:.

I live in Saint-Petersburg and, what i know, that is water color can't be absolutely grey (what i saw in game) if the sky is blue, becouse color of the sky reflecting in sea water. What i know, it's that the color of water depends of what it reflects.

gap
12-15-15, 10:03 AM
I live in Saint-Petersburg and, what i know, that is water color can't be absolutely grey (what i saw in game) if the sky is blue, becouse color of the sky reflecting in sea water. What i know, it's that the color of water depends of what it reflects.

Hi Sokolov, as I told you before water colour is affected by sun angle and weather, in game as well as in reality :)

Sokolov
12-15-15, 10:25 AM
Hi sokolov
If there are no other mission, except first, until 4 sept.No there are not any.
You can start a new patrol from the flotilla leader before the next mission appears on the map.
The difference here is that you will not receive patrol grid objectives.
New missions will appear when their due date starts.
Post #64 Open Horizons II > Campaign Dates > Bases > U-Boats (http://www.subsim.com/radioroom/showpost.php?p=2201543&postcount=64)

Peter

Is that mean that the mission can appear on the patrol and i can take it or only in bunker?

gap
12-15-15, 10:30 AM
I have the the grey water in open sea

Where exactly?

Sokolov
12-15-15, 10:59 AM
Where exactly?

I mean, i have a water with no color, anywhere - same no color (what i mean grey). Is it bug?

gap
12-15-15, 11:45 AM
I mean, i have a water with no color, anywhere - same no color (what i mean grey). Is it bug?

Probably you have not read my previous post (http://www.subsim.com/radioroom/showpost.php?p=2366339&postcount=3465) carefully; there you will find a list of places where you can expect a more or less greish-greenish-bluish water color depending (I repeat myself) on current sun angle/weather and on interaction with other environment colors which may vary from place to place. When I say that open waters are much bluer, I mean open Atlantic waters, whose color is not to be found anywhere in the shallow waters of the Baltic lagoon... not at least if you are using the main version of Dynamic Environment as featured by TWoS :O:

Not a big problem, as most of the SH5 campaign takes place in mid-Atlantic. Anyway, if you just don't like this feature, I already told you (in the aforementioned post) how to get rid of it once and for all. DynEnv's no murky waters addons are found in the same package as their main mod, and they are fully compatible with The Wolves of Steel. :03:

Finally, if you like especially brilliant colours, you might be interested as well into one of the Camera Filter submods of Dynamic Environment and/or in one of the different setups of Sweet FX (http://www.subsim.com/radioroom/showthread.php?p=2362368#post2362368) that Sjizzle has finetuned for us. :salute:

THEBERBSTER
12-15-15, 02:34 PM
Hi Sokolov

You can only take it in the bunker from the flotilla leader..

This means that you would see the mission appear while you are at sea and when possibly heading for your home port so then you can accept/request it.

Peter

vdr1981
12-15-15, 02:42 PM
Isn't saving when a plane is in rendering range not advisable anyway?
Not advisable, but it will work OK most of the time...In mentioned case, with large number of airplanes spawned in almost same place, corrupted save is guarantied, always...

gap
12-15-15, 03:35 PM
Not advisable, but it will work OK most of the time...In mentioned case, with large number of airplanes spawned in almost same place, corrupted save is guarantied, always...

I know you digged a lot into savegames. How is information on units within submarine range stored into savegame files? Thinking out loud, have you tried removing the suspect airplanes and reloading the save? :hmmm:

Uboot1
12-15-15, 03:48 PM
I have a big problem with a torpedo.

https://www.youtube.com/watch?v=mgypPUFkt-g&feature=youtu.be

it's like lottery. Press button and praise to gods. I even had funny situation when torpedo turn right and swim away.

What factors influence the course of the torpedoes?

Also my save has broke again. No friendly or neutral ship sunk this time.


I imagine. I play without saving, on tcx1. 2 weeks in real life i swim to target. and then save the game goes to hell. LOL.


I can take everything. But this is too much for me. http://www58.zippyshare.com/v/iLtS9oWO/file.html

gap
12-15-15, 04:27 PM
I have a big problem with a torpedo.

https://www.youtube.com/watch?v=mgypPUFkt-g&feature=youtu.be

it's like lottery. Press button and praise to gods.

Is it the first time you plot a manual torpedo solution in a game of the Silen Hunter series? From your video, it looks to me you entered the wrong data into the TDC (torpedo solution calculator). Nothing unusual if you are a beginner. :)


I even had funny situation when torpedo turn right and swim away.

It seems you have experienced some circle runners. This type of torpedo failure was quite common, especially during the first months of the conflict. Read the following essay for more:

http://digitalcommons.georgiasouthern.edu/cgi/viewcontent.cgi?article=1599&context=etd


What factors influence the course of the torpedoes?

In general, they are:


Target bearing (i.e. the angle formed by your heading and the ideal line joining your boat with the target); Periscopes and UZO are coupled to the TDC, so that when you look at your target through one of those devices bearing information is updated automatically on the TDC.

Torpedo speed, as set by you. As for target bearing, torpedo speed is automatically updated on the TDC.

Target speed. You must enter this information into the TDC; directly or through the executive officer dialog.

Target range. You must enter this information into the TDC.

Angle on Bow. This is your bearing relative to target course and must be entered into the TDC.

Sjizzle
12-15-15, 05:44 PM
I have a big problem with a torpedo.

https://www.youtube.com/watch?v=mgypPUFkt-g&feature=youtu.be

it's like lottery. Press button and praise to gods. I even had funny situation when torpedo turn right and swim away.

What factors influence the course of the torpedoes?

Also my save has broke again. No friendly or neutral ship sunk this time.


I imagine. I play without saving, on tcx1. 2 weeks in real life i swim to target. and then save the game goes to hell. LOL.


I can take everything. But this is too much for me. http://www58.zippyshare.com/v/iLtS9oWO/file.html

the easy targeting solution is Dick O'kane targeting solution here is (https://www.youtube.com/watch?v=2k5yJI6Z5AU) a really god tutorial the video is with Sh4 but the targeting solution is the same for SH5 too. Here is a post (http://www.subsim.com/radioroom/showpost.php?p=652326&postcount=67) and explain how dick o'kane targeting solution work
This one (https://www.youtube.com/watch?v=sMYz1Oxg6rY) is Stoian made targeting solution the video is old but the manual targeting is the same.
BTW u have also in game tutorials manual TDC u can watch it and learn it again and again :D

THEBERBSTER
12-15-15, 07:19 PM
Hi Uboot

Try this.
Manual targeting is not difficult once you know what the basics are and I have explained a simple 90 degree fast shoot that you can use with great success.
I am assuming you are using map contacts where you see ships on the maps.
Draw out a course line (TCL) from the target past your sub.
Make a 90 degree angle with the protractor on the TCL.
Position your sub on the line to take up a firing point 800-1000 metres.
It is very important to get the targets speed correctly.
Use the 3 minutes and 15 seconds method to do this.
Pause the game.
Expand the map so you can place a tool mark X on the bow.
Start the stopwatch un-pause the game.
At 3 minutes 15 seconds pause the game again.
Place another tool mark X on the bow.
With the compass measure the distance across the 2 X marks.
600 metres = 6 knots and so on.
Press the TDC button to open it manually.
Put your periscope bearing on 0 degrees.
Enter your AOB 90 degrees either port or starboard.
Enter the speed 6 knots.
Enter the range 1000 metres.
Press the TDC button again to close it.
It is important now to set your torpedo speed as the TDC needs to calculate the impact point taking into account the targets speed (where it will be) and the speed of the torpedo (what bearing to fire from).
Now turn your periscope until you see both of the gyro dials pointing vertically.
The periscopes bearing degrees and the 2 vertical gyro's is the position it needs to be in when you press the torpedo fire button.
As you move the periscope on to the target the TDC will automatically adjust as you will see from the gyro angles changing.
You can lock the target to identify it if you wish.
This will allow you to set the torpedo/s depth.
You will see your manual data showing in the TDC.
You do not need to be locked to the target to the fire the torpedo/s
You can for example put the periscope bearing on to the firing bearing and just wait for the target to cross over it and then fire at different places on the hull without having to move the periscope.
Always make sure your torpedo doors are open other wise you will most likely miss.
The range on a 90 degree fast shoot is not important but a range still needs to be entered in the TDC.

Peter

Sokolov
12-16-15, 12:02 AM
Hi Sokolov

You can only take it in the bunker from the flotilla leader..

This means that you would see the mission appear while you are at sea and when possibly heading for your home port so then you can accept/request it.

Peter

Well, so if i in the sea and i see the mission appear, i can't do it and will have no promotion points? For example, i'can't do more then one mission per patrol? It's very strange, becouse when i dock at Kiel (getting an order to rebase) i have no mission, and if i dock at Kiel after 4 Sept. i can get only British Coastal mission, but when it come, i already miss Scapa-Flow mission...

Uboot1
12-16-15, 03:01 AM
@gap
@THEBERBSTER
@Sjizzle

Thanks guys! I appreciate that. I try to get your advice. It's more complicated than I thought. But it's ok. Yes i play on ,,noob mode" :/ i use battery, co2 compressed air. infinite fuel, icons on map, torpedo solution line, etc i always load game 10 times before i hit the target, cause a look at torpedo solution line like in my record on yt. Then torpedo turn left/right and swim, towards sun, freedom, but not the target, yes i must learn how to check ship speed and range this is basic. Thanks again :up:

THEBERBSTER
12-16-15, 05:58 AM
Hi Ub
Then torpedo turn left/right and swim, towards sun, freedom, but not the target, yes i must learn how to check ship speed and range this is basic. This should not be happening if you have followed the installation instructions.

If you can see the torpedoes circling or going a.w.o.l. it looks like you have not enabled TDW's Generic File Patcher application with the TWOS snapshot file.

Peter

THEBERBSTER
12-16-15, 06:12 AM
Hi Sokolov
if i dock at Kiel after 4 Sept. i can get only British Coastal mission, but when it come, i already miss Scapa-FlowYes British Coastal mission is the one you need to request after Sept 4th.
It should not take you longer than 4 days to complete the Baltic Operation.

i already miss Scapa-Flow No you should not miss this as it will normally show on your map as you are crossing the North Sea to do the British Coastal mission.
Scapa-Flow does not appear until 10th September. This is 6 days after you request the British Coastal.
You do not need to request Scapa-Flow just go and do it if you want to or if not carry on with the British Coastal mission which is what I would advise.

Peter

Sokolov
12-16-15, 07:45 AM
Probably you have not read my previous post (http://www.subsim.com/radioroom/showpost.php?p=2366339&postcount=3465) carefully; there you will find a list of places where you can expect a more or less greish-greenish-bluish water color depending (I repeat myself) on current sun angle/weather and on interaction with other environment colors which may vary from place to place. When I say that open waters are much bluer, I mean open Atlantic waters, whose color is not to be found anywhere in the shallow waters of the Baltic lagoon... not at least if you are using the main version of Dynamic Environment as featured by TWoS :O:

Not a big problem, as most of the SH5 campaign takes place in mid-Atlantic. Anyway, if you just don't like this feature, I already told you (in the aforementioned post) how to get rid of it once and for all. DynEnv's no murky waters addons are found in the same package as their main mod, and they are fully compatible with The Wolves of Steel. :03:

Finally, if you like especially brilliant colours, you might be interested as well into one of the Camera Filter submods of Dynamic Environment and/or in one of the different setups of Sweet FX (http://www.subsim.com/radioroom/showthread.php?p=2362368#post2362368) that Sjizzle has finetuned for us. :salute:

Look, may be you not interesting in this, but what i get, using "clear water addon", becouse without it any other looks unreal. Where the water close to you, i see the seafloor, like the water crystal clear, but in reality and in game underwater not clear (in Kiel and in Saint-Petersburg, where i live; i don't think that there are a difference between Kiel and Saint-Petersburg). And where the water far from you, under the blue sky, it looks too grey. (i used "no murky water addon"). The sence is that sunlight reflected by the water far from you give it the color of the sky and when you close give you the color of underwater. I don't know is it possible to realise that in game, but when you far, you see the color of surface of water which depends of sunlight reflected by the water surface - then the color of the sky, and when you close you see the color of depth of water which depends of how clear or not the water.
Get in attention that i inquire of this question still since of SH3, and i specially looked on the water in different day times in reality.

Danya

Sokolov
12-16-15, 07:48 AM
Hi Sokolov
Yes British Coastal mission is the one you need to request after Sept 4th.
It should not take you longer than 4 days to complete the Baltic Operation.

i already miss Scapa-Flow No you should not miss this as it will normally show on your map as you are crossing the North Sea to do the British Coastal mission.
Scapa-Flow does not appear until 10th September. This is 6 days after you request the British Coastal.
You do not need to request Scapa-Flow just go and do it if you want to or if not carry on with the British Coastal mission which is what I would advise.

Peter

Thanks, Peter

gap
12-16-15, 09:18 AM
Look, may be you not interesting in this, but what i get, using "clear water addon", becouse without it any other looks unreal. Where the water close to you, i see the seafloor, like the water crystal clear, but in reality and in game underwater not clear (in Kiel and in Saint-Petersburg, where i live; i don't think that there are a difference between Kiel and Saint-Petersburg). And where the water far from you, under the blue sky, it looks too grey. (i used "no murky water addon"). The sence is that sunlight reflected by the water far from you give it the color of the sky and when you close give you the color of underwater. I don't know is it possible to realise that in game, but when you far, you see the color of surface of water which depends of sunlight reflected by the water surface - then the color of the sky, and when you close you see the color of depth of water which depends of how clear or not the water.
Get in attention that i inquire of this question still since of SH3, and i specially looked on the water in different day times in reality.

Danya

Hi Danya,

I think I have got your point. What you are asking might be achievable by tweaking water shaders, though I am not sure about that. Unfortunately I am not deep inside python or whatever language was used for coding SH5 shaders; the ones included in Dynamic Environment were edited by TDW, who is in his gap year.

For more comments about environment related topic, please let's use the appropriate thread (http://www.subsim.com/radioroom/showthread.php?t=202520). :salute:

Uboot1
12-16-15, 10:25 AM
Hi Ub
Then torpedo turn left/right and swim, towards sun, freedom, but not the target, yes i must learn how to check ship speed and range this is basic. This should not be happening if you have followed the installation instructions.

If you can see the torpedoes circling or going a.w.o.l. it looks like you have not enabled TDW's Generic File Patcher application with the TWOS snapshot file.

Peter

I do everything fine for sure like in video https://www.youtube.com/watch?v=pevSVIsmxhs its like in my video https://www.youtube.com/watch?v=mgypPUFkt-g i see straight line ,,torpedo solution line" then it's change trajectory and swim in ,,lottery mode" :D




Eh, save corrupted. Enough, i have only 1 save from today in bunker but is 4 march in happy times, so 3 days after end of campaign, how to change date to 1 march ?

gap
12-16-15, 11:57 AM
I do everything fine for sure like in video https://www.youtube.com/watch?v=pevSVIsmxhs its like in my video https://www.youtube.com/watch?v=mgypPUFkt-g i see straight line ,,torpedo solution line" then it's change trajectory and swim in ,,lottery mode" :D

Hi Uboot1,

Torpedo course's angular deflection (after the first straight leg) is called gyro angle (http://www.dreadnoughtproject.org/tfs/index.php/Gyro_Angle) and it is part of the regular torpedo control mechanisms. Without it, a torpedo could only hit targets which will be exactly in front of your U-boat at the moment of the hoped impact.

Gyroscopes weren't exempt from imperfections/malfunctions though. TDW has deviced a torpedo failure patch, included in TWoS, which adds in game some degree of randomness to torpedo course. Even so, after enabling that patch you should still be able to hit your targets if they are within optimal firing range and if your torpedo solution is as accurate as possible. Moreover, the said patch fixes torpedo failure rates, a feature which was bugged in stock game. The latter fix, requires some modded files to be added to the game through the mod enabler. If you are using TWoS, they are already included in its package, but they only give realistic failure probabilities when working together with the aforementioned hardcoded patch by TDW. If the game is not patched, you will experience unusually high torpedo failure rates.

As far as I can say, your problems with torpedo aiming are caused by one or more of these factors:

- Your torpedo solutions are not accurate enough. It takes some time and experience until you can attain the level of accuracy required.

- You are too far from your targets; over big distances even small errors (caused by inaccurate TDC imputs, or by slight random deviation of the torpedo from its ideal course) are amplified, causing your torpedoes to miss their targets.

- You didn't patch the game with the patcher snapshop coming with TWoS, and you are therefore experiencing gyroscopic failures on a regular basis.

:salute:

Uboot1
12-16-15, 01:13 PM
Hi gap, i did everything like in video in previous post. So it's fine i am sure. I try this tutorials but i can't play actually, its possible to change date? I can load my save from yesterday. But i am sure that my save will be corrupted again when i create new save. Little bit unplayable actually, maybe i try reinstall mod but like above, i do it fine.

Ok nevermind i just load my old save and saving like creazy now.

gap
12-16-15, 02:41 PM
@ Trevally:

if you are reading, I am stuck with our little project. Gun emplacemen's basic layout is pretty much ready. What comes next is adjusting mesh sizes (especially wall heights) and modelling the internal room (well, at least the part of it that would be visible from outside), and I need for the following:

a few measures;
better pictures of the roofed room.

More specifically, I still don't get what is the floor level of the aforementioned room (i.e. is it on the same level as the unprotected gunner platform, on the level of the circular room surrounded by pillars where gun's base was fitted, or between the two above?) and how the roofless corridor extending from the roofed room to the gun fitting room connects the two rooms (provided that it does). :hmm2:

Of course I could use my fantasy, but since you live close to that site I thought I would ask for your assistance first :) :salute:

http://i519.photobucket.com/albums/u359/taneshikimano/Screenshot%202015-12-16%2020.08.14.jpg

vdr1981
12-17-15, 04:10 AM
Little bit unplayable actually, maybe i try reinstall mod but like above, i do it fine.



You better do that because the number of your "corrupted saves" clearly indicates that something is really wrong with your game/mod installation, IMO...
However if you decide to use your old savegames after that, that may resurrect your problem as well ...

Vice84
12-17-15, 05:58 AM
Aww... ended coastal waters as indicated, be on patrol when campaign end, removed change days in bunker but even after july 15 new campaign wont start.
Just one time campaign end (after 2 or 3 end patrol when just started) but i cant select new campaign (A X show on new campaign and nothing to do except go back to main menu).
If i type silentotto i'm able to start the new campaign but i loose all my renow and promotion points on crew :nope::wah::wah::wah:


UHMMMM i've loaded a older savegame and it seems work... i don't understand that campaign "END" while on patrol and you have not to return to dock...
now new campaign seems start correctly with all my crew point :)

Uboot1
12-17-15, 11:59 AM
Check FAQ of this mod

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

You must be on patrol 1st June 1940 exactly day before and wait, if you done everything you will won and continue in new campaign.

Trevally.
12-18-15, 05:34 AM
@ Trevally:

if you are reading, I am stuck with our little project. Gun emplacemen's basic layout is pretty much ready. What comes next is adjusting mesh sizes (especially wall heights) and modelling the internal room (well, at least the part of it that would be visible from outside), and I need for the following:

Its looking great so far Gap:)

a few measures;
better pictures of the roofed room.

I will try and get some pics for you.
Could take me a few days as the amount of sunlight we are getting at this time of year is only a few hours per day

More specifically, I still don't get what is the floor level of the aforementioned room (i.e. is it on the same level as the unprotected gunner platform, on the level of the circular room surrounded by pillars where gun's base was fitted, or between the two above?)

Yes - the roofed room floor is the same level as the base (foundation) of the gun (area with the rusty bolts)

and how the roofless corridor extending from the roofed room to the gun fitting room connects the two rooms (provided that it does). :hmm2:

That roofless corridor used to have a steel grid across it so you could walk under/through it to the gun base.
Stairs from floor level (roofed area) gave access to the gun level area (roofless)

Of course I could use my fantasy, but since you live close to that site I thought I would ask for your assistance first :) :salute:

There is now a high security fence around the whole site - so I will sneak in:arrgh!:
Years ago when I was a boy - security was not so good:D

gap
12-18-15, 06:54 AM
Its looking great so far Gap:)

Thank you Trevally, you will see how cool it is when it will be ready with textures and ambient occlusion :D


I will try and get some pics for you.
Could take me a few days as the amount of sunlight we are getting at this time of year is only a few hours per day

Yes - the roofed room floor is the same level as the base (foundation) of the gun (area with the rusty bolts)

That roofless corridor used to have a steel grid across it so you could walk under/through it to the gun base.
Stairs from floor level (roofed area) gave access to the gun level area (roofless)


Okay, your descriptions helped me a lot. Maybe pictures are not necessary if you can provie me with a drawing showing the exact position/layout of stairs and metal grid, and another general drawing with wall heigths :up:


There is now a high security fence around the whole site - so I will sneak in:arrgh!:
Years ago when I was a boy - security was not so good:D

Ops, I thought the site was open to authorized visitors. I hope it is not too complicated getting in. Indeed I don't want you getting in troubles or harming yourself. Oncle Neal need you here, not in a dark Scottish prison :)

palmic
12-18-15, 12:18 PM
Is it able to remove map "click" sounds?
I tried to replace wavs in data/sounds/menu which are very similar by void wavs, but it not did it.

I want to replace only that zoom/click sounds on map, its pretty annoying to change the volume between map and hydrophone..


u can remove that click / zoom sound need to edit the sound cfg from TWoS i am not sure which line give a bit of time to take a look there and will reply u back

Hi Sjizzle, thanks again, but i cannot find where it is, there is no sound.cfg even no cfg file in Data/sound* ...

reignofdeath
12-18-15, 05:13 PM
So I am going to redownload and install this today.. Has there been a fix for the tonnage bar bug?? WHere it will not fill at all and track any tonnage???

Uboot1
12-19-15, 02:57 AM
- Where's mine tonnage bar?! I can't play without it!
I'm sorry...It's dead! The bug is removed from the game...
- I'm suffering infamous stuck tonnage bar bug, can I use this modpack without any problems?
By all means, yes...The whole concept of sink xxx tons to unlock next objective/campaign is abandoned. All objectives are now date controlled ...For more info check OHII addon"No Stupid Tonnage Bar_ Free Style Campaign" readme documentation...

:up:

BTW i never be in 3 campaign i always stuck in HP because of tonnage bar bug.

ReLax
12-20-15, 12:43 PM
I wonder If there is the possibility to make some new voice recording for SH5. I love this Mod and I've got fun back to playing SH5. But some atmosphere killing things are the speech of the crew.
Is there any Mod-Project running to give your crew new speech? Is it planned to be integrated in TWOS?

Netscape Navigator
12-20-15, 12:44 PM
Quick questions guys:

Game Options - I see they are pre-set and not vanilla default - I am assuming they are set proper to make the most of the mod correct?

Difficulty - when starting a new camp, should I leave this on medium to make the most of this mod?- or what difficulty was the mod intended for?

I am getting this message when I start a game: "The internet connection experiences problems and the current game session was saved. Please wait until the internet connection is restored or hit ok"

I'm assuming it's an issue with uplay client not working properly. This never used to happen when I played the Vanilla version.

palmic
12-20-15, 01:17 PM
My list of most anoying things about sh5 in Wolves of steel (note its not ment to be negative, everything is so awesome, this is just top of what i would like to solve):

mouse driven work on map (i need to have cursor at my geometry without clicking on tools, is it able to set shortcuts for it somehow?)
sound efects at map tools switching, zooming and so.. (When i am working on hydrophone and using 4 bearing method, i need to have volume very up, these clicking sound effects are tearing my ears)
boat on hydrophone sometimes is not heard. Its like a ghost ship, i presume its some bug

palmic
12-20-15, 01:24 PM
Quick questions guys:

Game Options - I see they are pre-set and not vanilla default - I am assuming they are set proper to make the most of the mod correct?

Difficulty - when starting a new camp, should I leave this on medium to make the most of this mod?- or what difficulty was the mod intended for?

I am getting this message when I start a game: "The internet connection experiences problems and the current game session was saved. Please wait until the internet connection is restored or hit ok"

I'm assuming it's an issue with uplay client not working properly. This never used to happen when I played the Vanilla version.

Difficulty: i would recommend you to play on full realism to beat all from this modpack. I am one month newbie to Wolves of Steel and i can use real navigation and all these things there at #1 now, just try..
(it does not make sense to install this realism mod and then choose medium difficulty)
Check youtube videos (https://youtu.be/33sXTKl4Qt8) to find how navigate u-boat in wolves of steel (this is just 1/3 part, youll see 2/3 in right column and so....)

The second thing abou your connection seems to be relative to your SH5 installation, this mod pack is not compatible with steam version of you have one, check first post here with modpack readme.