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THEBERBSTER
12-20-15, 01:27 PM
Hi NN
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?Game play options are linked to your realism setting you chose when you stared a new campaign.
Post #61 Game Play Settings In Silent Hunter 5 (http://www.subsim.com/radioroom/showpost.php?p=2199066&postcount=61)

Please note if you are playing with patch 13 then the percentages showing will show lower on anything lower than "Realistic".

Game Play Options can be changed before doing your bunker save.

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? The game is designed to be played at "Realistic = 100%
This will not suit the majority of gamer's and you should set a level of play that you are comfortable with and importantly are going to enjoy.
If it does not suit you then it is no big to start a new campaign again at a different realism level and customizing your game play levels to suit.

Never come across your Uplay problem before.

Peter

Netscape Navigator
12-20-15, 01:52 PM
I reinstalled uplay and it seems to have solved the problem. I am in game and messing around.

I got this mod to make the game more realistic so, full realism it is. (just wanted to make sure I wasn't going to break anything!)

Already I am seeing stuttering and massive dips in frames. I have a gtx 970 and a FX8350 and 32 gigs of ram...

In the install video by TheNorseCast he explains what to do with the osi.exe - which I did but it doesn't ever show up in my processess to change the priority so I'm a bit confused...??? Everything else was done to the T and seems to be working.

palmic
12-20-15, 03:26 PM
i have 16g ram and gtx 960. I have it on max settings and its running smoothly as a movie..

vdr1981
12-20-15, 03:42 PM
In the install video by TheNorseCast he explains what to do with the osi.exe - which I did but it doesn't ever show up in my processess to change the priority so I'm a bit confused...??? Everything else was done to the T and seems to be working.

That part is optional and not entirely necessary with TWoS...Check FAQ for more...

Netscape Navigator
12-20-15, 03:58 PM
Do any of you guys know if the voice recognition mod works if you are using wos? Of course there are many new features in wos, but I was just curious if the voice commands basic intended functions still work.

THEBERBSTER
12-20-15, 07:30 PM
Hi Vecko
Can you check the patch 14 download as it is taking you to the bonus mods.

Peter

vdr1981
12-20-15, 07:59 PM
Hi Vecko
Can you check the patch 14 download as it is taking you to the bonus mods.

Peter

Yes, confirmed...:doh:
Here's alternative download ...


The Wolves of Steel 1.04 - Patch 14 (http://www.mediafire.com/download/msinn6em4uv54uu/The+Wolves+of+Steel+1.04+-+Patch+14.rar)

THEBERBSTER
12-21-15, 06:42 AM
Hi Vecko
The patch 14 readme text file seems to contain a lot of information from patch 13 in it?

Under other tweaks it states patch 13 and not patch 14.
You do not normally carry forward old information.

Peter

vdr1981
12-21-15, 08:17 AM
Hi Vecko
The patch 14 readme text file seems to contain a lot of information from patch 13 in it?

Under other tweaks it states patch 13 and not patch 14.
You do not normally carry forward old information.

Peter

Is that a problem? :hmm2:
Patch 13 brings more changes so I decide to keep the change log in patch 14...:yep:

Under other tweaks it states patch 13 and not patch 14.
There's patch 14 rubric too...

Netscape Navigator
12-21-15, 12:23 PM
Error: "The internet connection experiences problems and the current game session was saved. Please wait until the internet connection is restored or hit ok to return to main menu"

Cause: Owning 2 copies of game, one steam (still uses uplay), one uplay. Uplay launcher launching wrong "version" of game resulting in uplay connection and or sync issue.

Solution: Rather than launching game through uplay do a direct launch via sh5.exe. Make sure to run as admin and compatibility mode of your OS. Launching this way enables you to "choose what version" via a uplay menu that should pop-up (note this WILL NOT pop up if launching from uplay!). There is no way to tell what version is which. Out of the two identical choices the bottom one worked for me. (tested 6 new game starts and loads and they all worked,) - interestingly enough when launching this way the incorrect version will just cycle uplay trying to connect within the same window - got you.

Notes: This issue has NOTHING to do with having two versions of the game installed or previous registry data causing conflicts. I am on a fresh install of windows 8.1 and the steam version hasn't been installed. Having owned both steam and non steam SH5 gold editions - the ONLY way to differentiate between the two is during the install process. My steam version won't allow me to select english or german voices. THIS is how I determined that I was about to install the non steam version I needed. In uplay you see a clone of a game - there is no other way to differentiate between the two. And drms are so lovely, you can't delete things from your library...

I'm sure this isn't a common issue. Maybe it will help someone. Time to go noob it up weeeee :rock:

palmic
12-21-15, 01:37 PM
Gutte Jagt Herr Kaleun :salute:

tracerwhite
12-22-15, 03:44 AM
Hello, everyone!

I'd like to replace 'Das Boot' content with original title screen and crew icons.

Please, tell me, if it's possible to disable this in mod's options. Or, if I'll need to replace icons and movie files, which folder they placed?

THEBERBSTER
12-22-15, 04:04 AM
A Warm Welcome To The Subsim Community >tracerwhite:subsim:
New To Silent Hunter <> Need Help <> Click On My Thread Links.:sunny:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119):yeah:
Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1):up:
The Wolves Of Steel Frequently Asked Questions + Campaign Fix In >FAQ’s & Game Tips (Please Look Here First Before Posting A Question):salute: (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
YouTube Tutorial > How To Install “The Wolves Of Steel” Megamod! (https://www.youtube.com/watch?v=pevSVIsmxhs):up:
Post #24 Shaefer’ Season 2 Let's Play Silent Hunter 5 YouTube 23 Videos:ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)

I am sure Vecko will be along to answer your question.:salute:

tracerwhite
12-22-15, 04:47 AM
THEBERBSTER

Thank you for your quick response. I've already read these threads and haven't found anything about adding and removing certain icons and movies. Instead, I searched the both - original and mod folders and replaced 'skins' and and 'BACK.BIK' prior to enable the mod. Seems working.

As I understood, the lower Officers bar is similar to what we had in SH3, so, maybe 'Captain America' incons from GWX would fit?

Aktungbby
12-22-15, 10:14 AM
tracerwhite!:Kaleun_Salute:

palmic
12-22-15, 11:50 AM
A Warm Welcome To The Subsim Community >tracerwhite:subsim:
New To Silent Hunter <> Need Help <> Click On My Thread Links.:sunny:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119):yeah:
Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1):up:
The Wolves Of Steel Frequently Asked Questions + Campaign Fix In >FAQ’s & Game Tips (Please Look Here First Before Posting A Question):salute: (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
YouTube Tutorial > How To Install “The Wolves Of Steel” Megamod! (https://www.youtube.com/watch?v=pevSVIsmxhs):up:
Post #24 Shaefer’ Season 2 Let's Play Silent Hunter 5 YouTube 23 Videos:ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)

I am sure Vecko will be along to answer your question.:salute:



If you have another channel than Paypal let me know. I'de like to support you, but i cannot use Paypal because of Paypal blocked my account without reason. Thanks

Jimbuna
12-22-15, 12:11 PM
Welcome to SubSim tracer :sunny:

Netscape Navigator
12-22-15, 12:42 PM
I can't continue the RAOBF Wheel tutorial. The next button says "disabled" - I have raised the periscope over and over... I really wish there were some quality tutorial videos for these mods.

THEBERBSTER
12-22-15, 02:36 PM
Hi palmic

If you send an email to subsim@subsim.com and explain your circumstances that you wish to make a donation they will give you the necessary information.

Peter

palmic
12-22-15, 02:37 PM
I can't continue the RAOBF Wheel tutorial. The next button says "disabled" - I have raised the periscope over and over... I really wish there were some quality tutorial videos for these mods.

This 4 parts tutorial worked for me (https://youtu.be/vmebnroFkB8)

vdr1981
12-22-15, 03:10 PM
I can't continue the RAOBF Wheel tutorial. The next button says "disabled" - I have raised the periscope over and over... I really wish there were some quality tutorial videos for these mods.

Maybe because auto ship recognition button is disabled? Try to enable wind and smoke addon while doing the tutorial, maybe that will do the trick...

Netscape Navigator
12-22-15, 06:02 PM
On the first mission/patrol, realized to click on red x and I see I'm supposed to report taskforce... and wondering... What is the difference/function of "report contacts" vs. "send contact reports"

palmic
12-22-15, 07:15 PM
German destroyer sinking polish merchant (https://lh3.googleusercontent.com/-nAGDEIrHf6c/Vmpy3JI5YXI/AAAAAAAAJVE/EUyUYoQR8js/s1280-Ic42/SH5Img%2525402015-12-11_07.24.22.jpg) near Kiel on my return from first mission :)

I had this screen for a longer time as i am marching right now english coasts :salute:

gap
12-23-15, 03:57 PM
On the first mission/patrol, realized to click on red x and I see I'm supposed to report taskforce... and wondering... What is the difference/function of "report contacts" vs. "send contact reports"

This question has already been asked. See answers at the following link: :salute:

http://www.subsim.com/radioroom/showthread.php?p=2187781#post2187781

gap
12-23-15, 04:25 PM
I am making good progress with this unit. The modelling of the main gun emplacement is basically ready. Only roof beams, and stairs are still to be modelled. I wonder if I shouldn't merge the two emplacements that to my understanding usually composed a single costal battery site, into one unit. Doing it would make the placing of the unit in game much easier, but it would encompass more work by me and a few undesired side-effects.

I have started shaping the 6 in gun too. I couldn't find any blueprint/drawing of it, so it wont be an exact replica, but anyway it will resemble the real thing closely. So far I am quite pleased about its look, even though, similar to the main emplacement model, it still misses its textures. Note that this is gonna be the first gun ever added to SH5 as a granny object. I hope there won't be problems with its training/elevation animation, but I don't think so.

Tomorrow I will post a few previews :up:

tracerwhite
12-23-15, 04:51 PM
Such a warm welcome. Thanks everyone:)

I've managed to sail some time in Danzig Bay, reported Polish destroyers, sinked one freihter with torpedo and another two with deck gun. I've recieved the order to reurn to Kiel, can I ignore it for now and head to Britain for more frags, or I need to report in Kiel first?

THEBERBSTER
12-23-15, 06:41 PM
Hi TW

You should follow orders.
Make your way to Kiel.
When the next mission appears on your map 4th September.
You can then End the Patrol by clicking on the anchor.

Peter

Netscape Navigator
12-23-15, 08:00 PM
My current mission is British Coastal Waters. I am ordered to patrol area AN1814. This coordinate makes no sense when looking at the map/grid.

...I'm just going to go on patrol and sink some brits over there none-the-less. But I am kinda scratching my head here. :hmmm:

I am really enjoying the mod overall.

THEBERBSTER
12-24-15, 05:14 AM
Hi NN
Check this out.
Post #169 How To Use The Kriegsmarine Grid Numbers (http://www.subsim.com/radioroom/showpost.php?p=2267181&postcount=169)

Peter

YoYo
12-24-15, 05:55 AM
Just FYI and small OT. The my "Collectors edition" ; ) of SH5+Wolves of Stell Today finished :). Its my Christmas gift: VII C/41.

More info here:

http://www.subsim.com/radioroom/showthread.php?p=2368449#post2368449

Its a tribute for creators of WofS mod! : )

http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/Atlantic%20Version%20Uboot%20VIIC41%20Revell%20144 %2021_zpscoc7vv4g.jpg~original

http://i921.photobucket.com/albums/ad52/rafikst/U-Boot%20Typ%20VII%20C41%20model/Atlantic%20Version%20Uboot%20VIIC41%20Revell%20144 %2045_zps8cmes1iy.jpeg~original

Merry Christmas!

palmic
12-24-15, 06:36 AM
YOYO: WOW! :rock:

THEBERBSTER
12-24-15, 11:06 AM
Nice work YoYo :salute:

Netscape Navigator
12-24-15, 12:02 PM
Hi NN
Check this out.
Post #169 How To Use The Kriegsmarine Grid Numbers (http://www.subsim.com/radioroom/showpost.php?p=2267181&postcount=169)

Peter

Thanks for that! I had no idea. Crystal clear now. Interestingly enough I had my first CTD with this mod (right after leaving Kiel) - and upon reloading my bunker save I now see an objective X marker in the region with a new map grid patrol number... also I have points to spend on my crew I didn't before. sweet. The patrol mission is almost in the mouth of the English channel :o

Xall
12-24-15, 09:37 PM
- 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...




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...


I am totally cool with the way the sub navigates, I merely mean the Dial to issue the order of the new course. If I wanna say head 273, it is difficult to actually get the accurate order of that course with 1 click. Having to end up usually pressing 5 or 6 times to get that desired course.

And I have one more question:
Is there a way to make
Speech Recognition for SH5 – v1.4 - by skwas
work with this mod? I tried enabling it and it does work for some time, after a while it crashes the game though. Which I find very strange, as there seems to be no real reason to why this happens. And I issue only voice commands that are within the bound of your MegaMod, so for example, I would not say, identify the target.

palmic
12-25-15, 11:54 AM
Most realistic would be to command navigator by typing it by keyboard like in case of visual targeting.

didi0705
12-25-15, 12:37 PM
Hello.

I use " SH5 Wolves of Steel 1.04" + and Patch 14.

The map don't display any hostile contacts (destroyers/convoys)?

How can I enable this function?


Thank you for your support.

Merry Christmas


Hello,

does no one have an idea?



monty0705

Netscape Navigator
12-25-15, 01:42 PM
So I keep restarting this game because I always learn about some new function or mess up using this mod version :).

I have one question...it's driving me nuts. I have enable TC1 when radio message or radio contact received ON... it doesn't work and I'll be using time compression on patrol and miss out on vital time/info because of this! :stare:

vdr1981
12-25-15, 02:56 PM
I wonder if I shouldn't merge the two emplacements that to my understanding usually composed a single costal battery site, into one unit. Doing it would make the placing of the unit in game much easier, but it would encompass more work by me and a few undesired side-effects.



Hi Gap! :salute:
I'm afraid I don't understand what you mean quite well...
Anyway , by porting generic bunker shape from SH3/4 (and platforms), you've already gave me what I need. :up:
Anything extra will certainly be welcomed but it's up to you. In any case , to have those British bunkers in game would be cool for sure. :yep::up:

Dont have much time these days to do much work in SH5 but I'll try to provide you as much support as I can...:yep:

I'm also slowly working on a new 1.05 version of TWoS megamod which will consolidate all the patches and tweaks so far and also add few more tweaks/changes/mods, especially with certain campaign mission layers...

Some of them will ,for example, be:
- FW Coastal Defenses layer (of course)
- Improved mines and nets layer/s
- Contacts reports probability variations dependent of war period/campaign
- Units/warships crew skill variations dependent of war period/campaign.
- Revised/decreased convoys/traffic spawn frequency
- Revised/better distributed convoys/traffic speeds, before they were almost always 6 or 9 kn.
- Complete revision of port defenses campaign layers for all campaign.

The last one tweak is the most time consuming but once I'm finished I really hope that enemy coastal waters will finally become something that players will wish to avoid (like it was the case actually) even with the fact that overall number of units in these layers will be significantly decreased...

gap
12-25-15, 07:44 PM
Hi Gap! :salute:
I'm afraid I don't understand what you mean quite well...

What I mean is that all of the maps of British coastal batteries I found on the web, show that coastal gun emplacements were always in pairs, each emplacement being separated from its "twin" by a few hundres meters. I can model Brit coastal defense units as single emplacements/gun (just like the current large german bunker that I imported from SHIV), but then you should place two of them side by side, risking that they will hamper each other due to the known proximity bug, or I can place two guns/gun emplacements into a single unit. Doing it would make campaign editing easier, but the two emplacements would be recognized as a single unit in game (similar to a ship with two guns).


Anyway , by porting generic bunker shape from SH3/4 (and platforms), you've already gave me what I need. :up:
Anything extra will certainly be welcomed but it's up to you. In any case , to have those British bunkers in game would be cool for sure. :yep::up:

Indeed, the new British coastal defenses will work more or less as the bunker I previously worked on (only gun specs will possibly change), anyway as you are saying it would be cool having the new unit in game, together with working conversions of the coastal defenses already featured in stock game for more variety :03:


Dont have much time these days to do much work in SH5 but I'll try to provide you as much support as I can...:yep:

Thank you mate :up:


I'm also slowly working on a new 1.05 version of TWoS megamod which will consolidate all the patches and tweaks so far and also add few more tweaks/changes/mods, especially with certain campaign mission layers...

Some of them will ,for example, be:
- FW Coastal Defenses layer (of course)
- Improved mines and nets layer/s


Talking on them, it would be a nice idea gathering info on the web about actual location/type of coastal artillery guns, minefilelds and net blooms at various stages of the war. Following historical information where possible, would add a further level of realism to the upcoming campaign changes. :yep:

Take in mind that I also plan reworking nets and mines, making them granny objects. AS you know, there are many advantages in doing it, icluded an higher degree of stability. While I was waiting for feed-back by Trevally on the Ness Batteries I already started working on new nets, much more realistic (both visually and functionally) than the ones already imported in game. There will be both anti-torpedo and anti-submarine nets. I hope I can get them to act as semi-elastic nets rather than as invisible walls, something that a submarine can get entangled in, and letting torpedoes to pass through or not, depending onmesh size. of each net type. There's more: WWII allied anti-sub nets were composed by many unit called panels, each panel measuring 300 ft in length. Current subnet units featured in OH represent a single panel. Putting the usual bone/eqp file method into use, I could model the new sub/torpedo nets as modular units, each composed by a variable number of the same basic element. Doin it would make bloo defence placement much easier, when a large channel is to be closed. :yep:


- Contacts reports probability variations dependent of war period/campaign

Is there a simple way to do it? I thought contact report probability was a fixed parameter :06:


- Units/warships crew skill variations dependent of war period/campaign.

:up:


- Revised/decreased convoys/traffic spawn frequency
- Revised/better distributed convoys/traffic speeds, before they were almost always 6 or 9 kn.

Each convoy series had its own frequency/speed. Some convoy types departed once in two or three days, whereas others were much more erratic. Some convoys, usually composed by modern vessels and/or war supply/troop ship,s were designed as fast whereas most of the remaining convoys were slow moving. You can deduce information on each convoy's average frequency and speed from convoyweb.org's records. :salute:

Netscape Navigator
12-25-15, 08:22 PM
I'm a bit confused about how promotion points/skills work in this mod.

After completing my first two objectives I got 2 points. I spent them. I also noticed a few things cost zero points and I got those as well.

After sep 4th I docked in kiel, saved, loaded, set out on second patrol.. My previous promotion points I spent got reset and I have 7 to spend. The 2 points I spent got reset. Did I get jipped er what mate? :shifty:

It's clear this mod took some skills away for realism sake. And I've stumbled across other posts stating some skill upgrades are useless with this mod... It would be nice to have a list of this so I don't waste points. Or I'm just going to manually make myself have 9,000,000 points since they apparently vanish into thin air. I just want to play the bloody game but these things are DRIVING ME NUTS.

Also I see posts of people "changing days in bunker" complaining about 14 days being too long? After my first patrol it was like 25 days to refit/depart for 2nd patrol... not sure if this long time is for "realism" or an error. Once again something else I need to know and possibly alter before I can continue playing the game...

I await your intel before continuing...

EDIT: Found AciveUserPlayerUnits.upc - added 2 more to current value to make up for my lost points...it didn't work though.

And is there anyway to not lose your camo paint job due to save/load?

vdr1981
12-27-15, 10:08 AM
Promotional points are earned by completing secondary missions and by sinking enemy ships. They do not vanish into " thin air", only if you have already spent them...
Special abilities are significantly reworked in TWoS and most of them will have some effect on submarine performances...

24 days delay in port is "stock" in TWoS. Even this number is significantly lower than the actual average number of days in real life.

And is there anyway to not lose your camo paint job due to save/load?
This will happen mostly when you reload your gamesave without previous game restart...

vdr1981
12-27-15, 10:36 AM
What I mean is that all of the maps of British coastal batteries I found on the web, show that coastal gun emplacements were always in pairs, each emplacement being separated from its "twin" by a few hundres meters. I can model Brit coastal defense units as single emplacements/gun (just like the current large german bunker that I imported from SHIV), but then you should place two of them side by side, risking that they will hamper each other due to the known proximity bug, or I can place two guns/gun emplacements into a single unit. Doing it would make campaign editing easier, but the two emplacements would be recognized as a single unit in game (similar to a ship with two guns).
IMO, Two guns on one unit will cause problems when placing units near curved and uneven shorelines. It would be better to keep them as single gun emplacement, but it's your call... :yep:


Talking on them, it would be a nice idea gathering info on the web about actual location/type of coastal artillery guns, minefilelds and net blooms at various stages of the war. Following historical information where possible, would add a further level of realism to the upcoming campaign changes. :yep:
Sure why not...If you like I can send you a campaign layer (aprox 100 FWCD units) which I have already created so you can "move" them at your discretion. Just keep in mind that every "moved" unit has to be tested also (will it work on new coordinates)...:yep:

Take in mind that I also plan reworking nets and mines, making them granny objects. AS you know, there are many advantages in doing it, icluded an higher degree of stability. While I was waiting for feed-back by Trevally on the Ness Batteries I already started working on new nets, much more realistic (both visually and functionally) than the ones already imported in game. There will be both anti-torpedo and anti-submarine nets. I hope I can get them to act as semi-elastic nets rather than as invisible walls, something that a submarine can get entangled in, and letting torpedoes to pass through or not, depending onmesh size. of each net type. There's more: WWII allied anti-sub nets were composed by many unit called panels, each panel measuring 300 ft in length. Current subnet units featured in OH represent a single panel. Putting the usual bone/eqp file method into use, I could model the new sub/torpedo nets as modular units, each composed by a variable number of the same basic element. Doin it would make bloo defence placement much easier, when a large channel is to be closed. :yep:
I'm really looking forward to this because sub nets are largely unused in OHII campaign. There are just few pieces around Skapa and I have also added few but nothing significant...


Is there a simple way to do it? I thought contact report probability was a fixed parameter :06:
[LanesGraph.Node 4.NodeGroup 1]
Type=SG2_
Name=SG2
Country=British
Speed=6.000000
StartDate=19380101
EndDate=19451231
ReportPosTime=1574
ReportPosProbability=35
This is from Campaign.mis layer...My hope is that this should work... :hmm2:


Each convoy series had its own frequency/speed. Some convoy types departed once in two or three days, whereas others were much more erratic. Some convoys, usually composed by modern vessels and/or war supply/troop ship,s were designed as fast whereas most of the remaining convoys were slow moving. You can deduce information on each convoy's average frequency and speed from convoyweb.org's records. :salute:
Already did some research and now, for example, all slow convoys (with S in designation, MKS for example) will be composed of "slower" and smaller units mostly, with speed settings of 5-6 kn. Same goes for fast convoys, only opposite...Other convoy will have random speeds between 6 and 9 kn with accent toward slower speeds...
I'm planning to add more historically inspired changes in time but complete reconstruction of WW2 sea traffic in SH game is something whichwould pose a problem for even much larger developments teams. This has never be done in any SH game, modded or stock...There's simply to much work to be done... :dead:

Netscape Navigator
12-27-15, 11:37 AM
Promotional points are earned by completing secondary missions and by sinking enemy ships. They do not vanish into " thin air", only if you have already spent them...
Special abilities are significantly reworked in TWoS and most of them will have some effect on submarine performances...

24 days delay in port is "stock" in TWoS. Even this number is significantly lower than the actual average number of days in real life.


This will happen mostly when you reload your gamesave without previous game restart...

I loaded multiple saves yesterday. I noted on paper what points I had, when I had them, what I spent them on, and when I didn't have them. Docking after my first patrol is where I lost them, and I did lose them for sure. Oh well We'll call it 'my crew drank one too many simulation' :ping:

A few weeks in port seemed ok to me and I'm rollin with it.

My camo magically appeared again after 3 days on patrol.:arrgh!:

gap
12-27-15, 11:57 AM
IMO, Two guns on one unit will cause problems when placing units near curved and uneven shorelines. It would be better to keep them as single gun emplacement, but it's your call... :yep:

Okay, I will start by setting them as single gun emplacements because it is simpler for me. If we notice any problem when placing two units side by side, we will try the other method. :up:


Sure why not...If you like I can send you a campaign layer (aprox 100 FWCD units) which I have already created so you can "move" them at your discretion. Just keep in mind that every "moved" unit has to be tested also (will it work on new coordinates)...:yep:

Yep, I understand that :doh:

Have you put coastal defenses in a separate campaign layer? Can it be set as a single mission for quick testing in game?


I'm really looking forward to this because sub nets are largely unused in OHII campaign. There are just few pieces around Skapa and I have also added few but nothing significant...

I see, but before we start placing net blooms and/or additional minefields in game, we should find a way to locate main shipping lanes set in OH, for making sure that we wont obstruct any of them. I know nothing about traffic nodes, maybe Trevally can help us with them :hmm2:


[LanesGraph.Node 4.NodeGroup 1]
Type=SG2_
Name=SG2
Country=British
Speed=6.000000
StartDate=19380101
EndDate=19451231
ReportPosTime=1574
ReportPosProbability=35
This is from Campaign.mis layer...My hope is that this should work... :hmm2:

Isn't that parameter meant as the probability of a convoy being reported by B.d.U. on captain's log? :hmmm:


Already did some research and now, for example, all slow convoys (with S in designation, MKS for example) will be composed of "slower" and smaller units mostly, with speed settings of 5-6 kn. Same goes for fast convoys, only opposite...Other convoy will have random speeds between 6 and 9 kn with accent toward slower speeds...
I'm planning to add more historically inspired changes in time but complete reconstruction of WW2 sea traffic in SH game is something whichwould pose a problem for even much larger developments teams. This has never be done in any SH game, modded or stock...There's simply to much work to be done... :dead:

Excellent! The dictated cruising speed of some convoys can be found stratight on the web, but for most of them you can divide the average distance they had to travel from the departure to the destination port (measured in google earth) by the number of days they needed for covering that distance. Supposed that you do this on the base of "regular" trips (with no enemy attacks/storms reported) you need to do this calculation once per each convoy series. Obviously, the same trips in the SH5 world will take less time or longer than in real world, depending on convoy lane's latitude and course, but what really matters for our purposes is speed, not time... :salute:

Trevally.
12-27-15, 12:22 PM
Isn't that parameter meant as the probability of a convoy being reported by B.d.U. on captain's log? :hmmm:


Yes - this is the % chance that a convoy/ship will have an update position and travel info placed on your map (if within the pre-set distance).
The para before that is the timer for another roll of the dice.
:up:

gap
12-27-15, 01:14 PM
Yes - this is the % chance that a convoy/ship will have an update position and travel info placed on your map (if within the pre-set distance).
The para before that is the timer for another roll of the dice.
:up:

Thank you John, am I correct in supposing that the time is in minutes? :hmm2:

What can you tell us about this topic:

before we start placing net blooms and/or additional minefields in game, we should find a way to locate main shipping lanes set in OH, for making sure that we wont obstruct any of them. I know nothing about traffic nodes, maybe Trevally can help us with them

P.S: here is an updated preview of the Ness Battery, complete with interiors and railings:

http://i519.photobucket.com/albums/u359/taneshikimano/Screenshot%202015-12-27%2019.03.09.jpg

This dates back to a few days ago: lately, due to the Christmas holidays my home was quite busy with sisters, brothers in law, nephews, etc, and we were too busy eating heaps of food for taking anything else seriously... you know Italian traditions :O::haha:

EDIT: I would be grateful to you if you could draw on this preview any missing detail :)

fitzcarraldo
12-27-15, 01:56 PM
Little question: Is there some way to have an emblem in conning tower at the start of a campaign without renown? TWoS uses Nozaurio's skins; I applied via JSGME a Nozaurio skin with emblem and In game I see the vanilla TWoS paint.

Best regards and Happy New Year!

Fitzcarraldo :salute:

vdr1981
12-27-15, 02:34 PM
Yes - this is the % chance that a convoy/ship will have an update position and travel info placed on your map (if within the pre-set distance).
The para before that is the timer for another roll of the dice.
:up:

Excellent, this means that my settings should probably work...With new settings, probability of contact reports will increase until mid war and then decrease again. :yep:

gap
12-27-15, 02:46 PM
Excellent, this means that my settings should probably work...With new settings, probability of contact reports will increase until mid war and then decrease again. :yep:

Good idea :up:

When I first read your post I had thought you were talking about the probability of us being reported by enemy units :doh:

Trevally.
12-27-15, 03:09 PM
Thank you John, am I correct in supposing that the time is in minutes? :hmm2:

Yes - I am sure that is in hours

What can you tell us about this topic:

When the player is in render area where a port is blocked by nets, I think there will be issues unless a gap with set travel nods are added.

I am not sure if the ships will just stop or if they will ram the nets:hmmm:

You could move the gen nodes spawn circles to outside the netted area.
Most harbours in OHII have this circle set very close or within the harbours.


P.S: here is an updated preview of the Ness Battery, complete with interiors and railings:
EDIT: I would be grateful to you if you could draw on this preview any missing detail :)

Looks fanstastic Gabriele:up:

Here are some more pics:D
http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8507

http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8508

And here is where the a, b, and c goes

http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8509

B is just a simple blast door
http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8510

Both A and C have these style sunken buildings attached
http://www.subsim.com/radioroom/picture.php?albumid=467&pictureid=8511

:up:


This dates back to a few days ago: lately, due to the Christmas holidays my home was quite busy with sisters, brothers in law, nephews, etc, and we were too busy eating heaps of food for taking anything else seriously... you know Italian traditions :O::haha:

Its a great time of year when the family can get together:)
I am still busy eating heaps of food:D

Glad you had a good xmas:)

gap
12-27-15, 03:56 PM
Yes - I am sure that is in hours

I hope Vecko is recording this piece of information :up:


When the player is in render area where a port is blocked by nets, I think there will be issues unless a gap with set travel nods are added.

I am not sure if the ships will just stop or if they will ram the nets:hmmm:

You could move the gen nodes spawn circles to outside the netted area.
Most harbours in OHII have this circle set very close or within the harbours.

I can provide net barriers (a barrier being composed of several repeated net panels, each measuring ca. 300 ft) with some bottom net panels, i.e. deep nets not extending to the surface. This kind of nets were used for letting surface vessels to transit through a net bloom, and they were moored at a depth slightly bigger than the draft of the bulkier vessel which had to transit them. In theory an enemy submarine could take advantage of these gaps, but it would have been forced to transit them on the surface or very close to it, thus exposing itself to the risk of enemy detection. See the document below for more details on it:

http://archive.hnsa.org/doc/netsandbooms/index.htm

The next step would be making boom gates and traffic lanes to coincide. What files need to be edited for moving around traffic nodes?


Looks fanstastic Gabriele:up:

Here are some more pics:D


Thank you John :smug:
Your pictures are very insightful!

I have a couple of additional questions though.
- You told me about a stair connecting the two levels of the gun emplacement and a metal boardwalk covering the open corridor. Do you have any picture showing their position and how they looked like?
- Can you provide me with approximate wall heights: from the undeground level to the ground level, and from the ground level to the rooftop?


Its a great time of year when the family can get together:)
I am still busy eating heaps of food:D

Glad you had a good xmas:)

It did, and I am likewise glad for you :)

palmic
12-27-15, 08:32 PM
Hi Gap! :salute:
I'm afraid I don't understand what you mean quite well...
Anyway , by porting generic bunker shape from SH3/4 (and platforms), you've already gave me what I need. :up:
Anything extra will certainly be welcomed but it's up to you. In any case , to have those British bunkers in game would be cool for sure. :yep::up:

Dont have much time these days to do much work in SH5 but I'll try to provide you as much support as I can...:yep:

I'm also slowly working on a new 1.05 version of TWoS megamod which will consolidate all the patches and tweaks so far and also add few more tweaks/changes/mods, especially with certain campaign mission layers...

Some of them will ,for example, be:
- FW Coastal Defenses layer (of course)
- Improved mines and nets layer/s
- Contacts reports probability variations dependent of war period/campaign
- Units/warships crew skill variations dependent of war period/campaign.
- Revised/decreased convoys/traffic spawn frequency
- Revised/better distributed convoys/traffic speeds, before they were almost always 6 or 9 kn.
- Complete revision of port defenses campaign layers for all campaign.

The last one tweak is the most time consuming but once I'm finished I really hope that enemy coastal waters will finally become something that players will wish to avoid (like it was the case actually) even with the fact that overall number of units in these layers will be significantly decreased...



Thank you for your time her Kaleun!!!! :salute:

Trevally.
12-28-15, 05:05 AM
I hope Vecko is recording this piece of information :up:

:D I meant to say minutes



I can provide net barriers (a barrier being composed of several repeated net panels, each measuring ca. 300 ft) with some bottom net panels, i.e. deep nets not extending to the surface. This kind of nets were used for letting surface vessels to transit through a net bloom, and they were moored at a depth slightly bigger than the draft of the bulkier vessel which had to transit them. In theory an enemy submarine could take advantage of these gaps, but it would have been forced to transit them on the surface or very close to it, thus exposing itself to the risk of enemy detection. See the document below for more details on it:

http://archive.hnsa.org/doc/netsandbooms/index.htm

The next step would be making boom gates and traffic lanes to coincide. What files need to be edited for moving around traffic nodes?

The gen spawn areas can be edited by right clicking on the gen nodes from convoy, task-force and (can't remember the name for single ship layer:hmmm:) Edit - it is called "traffic" for the single ships

To set paths for the open gates in the nets - use the common layer to reduce node area and fit path to the gap. These common nodes can attach to the gen spawn area.

The task-force has its own "common nodes" - again I cant remember its name, but these will also need to be adjusted



Thank you John :smug:
Your pictures are very insightful!

I have a couple of additional questions though.
- You told me about a stair connecting the two levels of the gun emplacement and a metal boardwalk covering the open corridor. Do you have any picture showing their position and how they looked like?
- Can you provide me with approximate wall heights: from the undeground level to the ground level, and from the ground level to the rooftop?

The steps are cement and if you look at the first pic from yesterdays post, you will see a space in the hand rail. the is where the steps emerge.
The steel cover was just a checkered normal steel plate that bridged the gap you can see.

Both heights are about 2 to 2.5m

:salute:

palmic
12-28-15, 11:29 AM
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..

If someone would be interested, my problem here was about to remove click sounds on map controls.
I am hydrophone addict and i mostly hunt with my AKG MK 240 on head with volume highly up without textual indication of ship on hydrophone GUI :-)
So everytime i had to be switching into map GUI for some geometry my ear was suffering that sounds..

I removed it by replacing this files by void wav file which you can easily find by google:

data\Sound\HUD_Click.wav
data\Sound\HUD_ZoomIn.wav
data\Sound\HUD_ZoomOut.wav
data\Sound\Hydrophone_Enter_Station.wav
data\Sound\Radar_Enter_Station.wav
data\Sound\Weapons_Enter_Station.wav
data\Sound\Weapons_ZoomIn.wav
data\Sound\Weapons_ZoomOut.wav

Netscape Navigator
12-28-15, 03:00 PM
On the subject of audio... the vanilla 20mil sfx ARE HORRIBLE...it sounds like a peashooter... does anyone remember Close Combat III? We need that 20 mill sound! I'm using the deck gun sound mod, which is nice but needs to raised in gain/or compressed to match other sound fx of game. (or we could use warthunders sfx since they also have the larger calibre's as well)

So far my main issue with twos' additional sound fx is the rain. (unless that's a vanilla fx?) There is an obvious loop point and that's some weird sound that doesn't really sound like rain or rain hitting steel...

In general the issue with mods audio is lack of normalization; apparent loudness, audio quality and tone.

I compose music but simple sound design tasks shouldn't be an issue. Hit me up if you need some help. Audio is something I can contribute.

palmic
12-29-15, 06:45 AM
Does anyone of you experiences silent ships in hydrophone? My sound engineer can hear it, i dont..

err.. and i am sure i met this even before i removed that click sounds its not related, its just occasionally missing hydrophone sounds, not for all ships :)

vdr1981
12-29-15, 07:02 AM
Does anyone of you experiences silent ships in hydrophone? My sound engineer can hear it, i dont..

Known issue with (some) slow moving ships...

On the subject of audio... the vanilla 20mil sfx ARE HORRIBLE...
I dont know much about sound editing but it wold be really nice if you coud "convert" some of your remarks into a mod or a fix of some sort...:yep:
I'm pretty much sure that any sound related changes in this expansion will be highly valued, especially if we know that they are made by actual music composer...:up::yep:

Airwave
12-30-15, 05:38 AM
Hey Guys!

I am having problems downloading patch 14 for TWoS.
After entering the captcha:

Direct Access Denied

The page you attempted to load is not intended to be accessed directly.
Still have questions, or think we've made a mistake? Please contact support for further assistance.



Edit: Works fine now. Thanks

palmic
12-30-15, 09:09 AM
Hey Guys!

I am having problems downloading patch 14 for TWoS.
After entering the captcha:

Direct Access Denied

The page you attempted to load is not intended to be accessed directly.
Still have questions, or think we've made a mistake? Please contact support for further assistance.



Edit: Works fine now. Thanks







This looks like you previously accessed download page by copy+paste actual URL instead of clicking the link..

palmic
12-30-15, 02:56 PM
Is there some trick to repair broken parts on u-boat?
I have many things at 98-99%, maybe two at 96% and my team repaired nothing for all the night at surface.

screen 1 (https://lh3.googleusercontent.com/-UPUAqib8Yqc/VoQ2afWYiBI/AAAAAAAAJqU/JTel90vfYBg/s1280-Ic42/SH5Img%2525402015-12-30_20.52.34.jpg), screen 2 (https://lh3.googleusercontent.com/-_hBR_p5BdZg/VoQ2erz0YSI/AAAAAAAAJqk/a62uUBivSyY/s1280-Ic42/SH5Img%2525402015-12-30_20.52.46.jpg), screen 3 (https://lh3.googleusercontent.com/-3ZTPvQonUWE/VoQ2g9Fu92I/AAAAAAAAJqs/2jZSdF1a3ZI/s1280-Ic42/SH5Img%2525402015-12-30_20.52.54.jpg), screen 4 (https://lh3.googleusercontent.com/-pjbxuo5F_sI/VoQ2jG1KseI/AAAAAAAAJq0/a48G_TY3OW0/s1280-Ic42/SH5Img%2525402015-12-30_20.52.57.jpg)

Netscape Navigator
12-30-15, 11:08 PM
I got shot-up a tad by some brit fighters and took damage. I noticed somethings being repaired over time while others never got repaired, days and days afterwards.

I'm not sure if the damage in vanilla or mod is worked out this way, but it would make sense to not be able to repair certain things...like did each boat carry spare parts for every component?...doubt it. Therefor you shouldn't be able to repair them. Also if something get's severely damaged to a point it should not be repairable.

The one thing that drove me nuts is the order or priority to repair things. I don't know if you can actually control this. (it tricks you into thinking you can by clicking the boxes and moving what's being "hammered"/repaired - but in fact does nothing) This was very annoying when trying to stop flooding. I could care less about anything else. I needed to dive. I needed to stop flooding. Luckily I'm a good shot and downed both Brit planes... because diving would have = death. It was a super intense turn of events none the less - brought on by time compression not slowing down enough :D

palmic
12-31-15, 12:17 AM
Yeah - but this was not the case i think :)
Some things got repaired after reloading the game.

I think the repair system is broken and i expect its broken by UBI as always.

vdr1981
12-31-15, 08:24 AM
Is there some trick to repair broken parts on u-boat?
I have many things at 98-99%, maybe two at 96% and my team repaired nothing for all the night at surface.

screen 1 (https://lh3.googleusercontent.com/-UPUAqib8Yqc/VoQ2afWYiBI/AAAAAAAAJqU/JTel90vfYBg/s1280-Ic42/SH5Img%2525402015-12-30_20.52.34.jpg), screen 2 (https://lh3.googleusercontent.com/-_hBR_p5BdZg/VoQ2erz0YSI/AAAAAAAAJqk/a62uUBivSyY/s1280-Ic42/SH5Img%2525402015-12-30_20.52.46.jpg), screen 3 (https://lh3.googleusercontent.com/-3ZTPvQonUWE/VoQ2g9Fu92I/AAAAAAAAJqs/2jZSdF1a3ZI/s1280-Ic42/SH5Img%2525402015-12-30_20.52.54.jpg), screen 4 (https://lh3.googleusercontent.com/-pjbxuo5F_sI/VoQ2jG1KseI/AAAAAAAAJq0/a48G_TY3OW0/s1280-Ic42/SH5Img%2525402015-12-30_20.52.57.jpg)



The one thing that drove me nuts is the order or priority to repair things. I don't know if you can actually control this.

There is no repair priority in SH5, when damaged all sistem are repairing at the same time...

Check provided RSD documentation for more...

palmic
12-31-15, 12:34 PM
Wow.. A windows app crash after 4 hours of playing.. And just after i damaged second merchant of small convoy by deck gun decided to leave a surface.. Dont forget to save VERY often guys...

xXNightEagleXx
12-31-15, 02:33 PM
Wow.. A windows app crash after 4 hours of playing.. And just after i damaged second merchant of small convoy by deck gun decided to leave a surface.. Dont forget to save VERY often guys...

I don't know if it is your case but limiting use of TC and carefully avoid weird saving scenarios (close to others ships, surfaced, close to harbors) helped to reduce drastically to almost zero all CTD.

THEBERBSTER
12-31-15, 02:57 PM
Hi Palmic

You do not have to save often. I usually only make one save per gaming session.
Its how you save that is important not how often you save.

112 game saves, no problems, no ctd's.

Peter

palmic
12-31-15, 03:09 PM
Thank you for info!

Can i use XO input even without periscope exposed?

Controlling ship targeting via knobs seems nice, but its unfortunately very inaccurate. - I see XO as awesome and most realistic way to input targeting.

But it seems not to be available at hydrophone or map (on map its most essential for me, because that is where you need it mostly if you are counting torpedo solution from ship curse)

Again thank you for "saves info" :salute:

Netscape Navigator
12-31-15, 10:10 PM
I have a bit over 50 saves currently in my play through, it's christmas 1939. I've had 2 CTD so far. I follow the save rules to the T.

I love the patrol area for X amount of hours missions concept in this mod. But the fact you have to do it in one session gets annoying due to CTD possibility. Both crashes I was near the end of my patrol time by hours... so in turn I wasted 3 days with limited fuel and no ammo just sitting in the ocean or constantly submerging to avoid enemy's so I could make up for time since I had to load it again to get my promo points... which can be a pain if any units are near by and I can't use high time compression... but losing/wasting 2-3days at sea sucks since I just spent the required time there AND sunk butt-loads of ships.

I'm know it's not the mods fault, it's SH5's fault.

I kind of wish the objective of a patrol was to make contact, report contacts and or engage enemy, with no time with-in patrol area variable.

vdr1981
01-01-16, 06:34 AM
I love the patrol area for X amount of hours missions concept in this mod. But the fact you have to do it in one session gets annoying due to CTD possibility.

Save and restart your game just before you start your grid patrol and crash possibility will be reduced to absolutes minimum. (I've passed CW,HT and WA campaigns without mentioned crash:yep:)
Or simply ignore you patrol grid and hunt where ever you want, BdU will not complain if you're successful...:yep:
Also check tips for stable gameplay if you haven't checked it already...

HAPPY NEW YEAR EVERYONE! :woot::woot::woot:

palmic
01-01-16, 02:07 PM
Frohes neues Jahr Kalounen :salute:

Netscape Navigator
01-01-16, 03:41 PM
I save right at the border of the patrol zone every time... only two things scare me in this game, multiple destroyers chasing me in shallow water, and random crashes. At the going rate it looks like I'll save over 100 times per year. :o

vdr1981
01-01-16, 04:15 PM
I save right at the border of the patrol zone every time... only two things scare me in this game, multiple destroyers chasing me in shallow water, and random crashes.

Well, if you play your game according to my tips for stable gameplay the game will almost never CTD...I can confirm that.
It's not rocket science to realize that occasional game restarts(not only saving) are key for stable gameplay with heavily modded SH5, especially in areas with dense air and sea traffic.
All other engagement related CTDs are effectively eliminated from this modpack.

If you do follow those tips and your game still CTD randomly all the time, than your game/mod installation may be corrupted...

fitzcarraldo
01-01-16, 05:46 PM
Well, if you play your game according to my tips for stable gameplay the game will almost never CTD...I can confirm that.
It's not rocket science to realize that occasional game restarts(not only saving) are key for stable gameplay with heavily modded SH5, especially in areas with dense air and sea traffic.
All other engagement related CTDs are effectively eliminated from this modpack.

If you do follow those tips and your game still CTD randomly all the time, than your game/mod installation may be corrupted...

I´m not having CTDs, following the tips and exagerating them: saving without overwriting, exiting totally the game, reruning, reloading, etc. Ever with my avatar in bridge, open seas, or entering/departing from a port but with few ships in sight. Never in presence of ships go more than 4xTC. The only CTDs I had were in Museum; never I could see all the ships in one session.

Happy new year! :Kaleun_Cheers:

Fitzcarraldo :salute:

vdr1981
01-02-16, 07:59 AM
The only CTDs I had were in Museum; never I could see all the ships in one session.



Exactly...You may see more ships IF you dont watch at airplanes, submarines or some large ships (in general), but if you watch them all the game will CTD much faster on random unit.

The same CTD can be observed in the actual gameplay too , for example, if you return to your homeport from some units reach environment (British coastal waters, convoy engagement ect) without previous game restart in between these two events.

This is some kind of stock game engine/memory issue which is somewhat amplified in modded game . TWoS tips for stable gameplay are completely optimized to provide hints to the players how to actually avoid this situations. The good thing is that those tips acually work very well and following them will result in very stable gameplay.

One thing is sure, modded SH5 is not suited for "plot the course-punch TC-and take a nap until something enters your rendering area" players. It has to be played slowly and this is one of the reasons why I'm planing to make Real Navigation addon standard feature of TWoS megamod.
Some player wont be happy about this but unfortunately I can not meet all the personal preference out there...

Sjizzle
01-02-16, 09:01 AM
Exactly...You may see more ships IF you dont watch at airplanes, submarines or some large ships (in general), but if you watch them all the game will CTD much faster on random unit.

The same CTD can be observed in the actual gameplay too , for example, if you return to your homeport from some units reach environment (British coastal waters, convoy engagement ect) without previous game restart these two events.

This some kind of stock game engine/memory issue which is somewhat amplified in modded game . TWoS tips for stable gameplay are completely optimized to provide hints to the players how to actually avoid this situations. The good thing is that those tips acually work very well and following them will result in very stable gameplay.

One thing is sure, modded SH5 is not suited for "plot the course-punch TC-and take a nap until something enters your rendering area" players. It has to be played slow and this is one of the reasons why I'm planing to make Real Navigation addon standard feature of TWoS megamod.
Some player wont be happy about this but unfortunately I can not meet all the personal preference out there...

Real navigation FTW :sunny:i can not play without real navigation and sober dead is dead mod give more immersive game play to SH5

palmic
01-02-16, 12:31 PM
I am having realy hard times with real navigation. Consider how usable is this:
First position fix (https://lh3.googleusercontent.com/-Igf8nAcuCiI/VogHITK8AHI/AAAAAAAAJsc/xAwLlW59sGQ/s1280-Ic42/SH5Img%2525402016-01-02_18.18.47.jpg), second position fix (https://lh3.googleusercontent.com/-MHK7Vko-dTc/VogHKucoZpI/AAAAAAAAJsk/7x8eupu3Ufk/s1280-Ic42/SH5Img%2525402016-01-02_18.18.51.jpg).
Check their time, speed and course. Actually 90% of that time i was at 8knots - its flank ahead submerged. (You can see the course 79 upper, its that line - and thats exactly the line where i have to be).

At start of that line i was heading to the north and just order 79 degree bearing, flank ahead, how could i be on the south?

How with this i can use any other method to engage my target than visual? Do i need to wait for good weather or day? The bad weather is best for submarine.
If this would be real action, i would throw that man over the board to spare some food for others and i would start do his work as my second job on the boat..

vdr1981
01-02-16, 12:58 PM
How with this i can use any other method to engage my target than visual?
Was there any other way in WW2 ? IMO, all the "hydro hunt" tutorials and similar stuff out there are just result of unrealistically high level of informations provided by SH sensors. That was not the case in WW2 for sure...

The bad weather is best for submarine.
I dont see how can this be true...

You can set navigators dead reckoning error percentage with OFEW and you can also update manually nav mark possition.

Real navigation FTW :sunny:i can not play without real navigation and sober dead is dead mod give more immersive game play to SH5Sobers "dead is dead" mod sounds very tempting and can contribute to realistic gameplay a lot, but with still present corrupted gamesaves issue, ability to load only last campaign gamesave could cause significant problems...

palmic
01-02-16, 01:32 PM
Thank you for quick response!
- And thank you even for the info, it seems i have to look for some more knowledge about deutsche u-bote :salute:

But there is really strange if navigator picks position just by pure randomness, if you are moving without any turns you cant jump on map in circle..

Anyway, thank you very much for your time!

palmic
01-02-16, 02:51 PM
Real navigation FTW :sunny:i can not play without real navigation and sober dead is dead mod give more immersive game play to SH5

For even more immersive sailing check my authentic deutsche gramophone records (https://drive.google.com/open?id=0B9Rj7Hxxu0DYd1pzeXFCb0FLcFE) :salute:

THEBERBSTER
01-02-16, 03:15 PM
Hi Vecko
I am a great supporter of TWOS and while I understand your reasoning behind your real navigation policy I can see an exodus of players returning to building their own mod lists again and all the problems that brings with endless posts again on Subsim.

From my own experience and I can say that the number of queries that I now reply to has dropped dramatically over the last year thanks to your excellent mod.

I also believe that those playing with real navigation are in the minority compared to those gamers playing with lower realism settings.

I can understand your desire to perfect the game to the highest level but a workable game could be created at a lower level with for example v1.03 and the smoke and wind addon etc with the real navigation mod removed. No further updates being added. I am just offering up some sort of alternative option that would not be difficult to introduce.

A Happy New Year To You All.

Peter

palmic
01-02-16, 04:33 PM
i would never want to play without real navigation again :)
i love "iron man" option in every games if its possible, but it requires absolute stability of game core and even mods. SH5 core in general is so broken i would not recommend to bring that option here..
What if i am in the middle of patrolling mission (48h patrol of 80km around some square) and i decide to chase some damaged merchant out of circle? Will the spent time be reset?


Thanks again for this awesome modpack! :up:

Hecki Stafman
01-02-16, 05:41 PM
Hi.
I am an absolute beginner of Silent Hunter and downloaded this Mod-Pack after someone recommend (http://www.subsim.com/radioroom/showpost.php?p=2369894&postcount=1960) me to do this..
The problem is, that I need the "torpedo-fire" of the vanilla-mode.
Means, the torpedo shall fire in this sight I look. You know... When 3 is on 3, 2 is on 2, 1 is on 1, and the torpedo line etc.
Where can I configurate this "vanilla torpedo fire mode"?

I have to learn to shoot, but with beginning help ;)

THEBERBSTER
01-02-16, 06:56 PM
Hi HS
All changes are made in Tdw's Options File Editor Viewer in the Nav map and TAI map options. Disable the mods first before making any changes.

You might be interested in these tutorials.
Post #146 Auto TDC Targeting Without Using 3 Circles (http://www.subsim.com/radioroom/showpost.php?p=2248685&postcount=146)

Post #162 An Easy Way Into Real Navigation (http://www.subsim.com/radioroom/showpost.php?p=2266455&postcount=162)

Peter

palmic
01-02-16, 07:05 PM
Hi.
I am an absolute beginner of Silent Hunter and downloaded this Mod-Pack after someone recommend (http://www.subsim.com/radioroom/showpost.php?p=2369894&postcount=1960) me to do this..
The problem is, that I need the "torpedo-fire" of the vanilla-mode.
Means, the torpedo shall fire in this sight I look. You know... When 3 is on 3, 2 is on 2, 1 is on 1, and the torpedo line etc.
Where can I configurate this "vanilla torpedo fire mode"?

I have to learn to shoot, but with beginning help ;)

Welcome! I hope i will not be too OT, but i'll try to help :)
I never played vanilla SH5 as i've seen it at youtube and it was so bad for me, that i was never expecting to play it. But now with this awesome pack of mods - its really best SH i've ever played! (i was at SH4 with trigger maru modpack, but here are many things much more immersive) :)

So this is list of links i would like to have when i started with this before a month:

1) top priority! - first page of this forum (http://www.subsim.com/radioroom/showthread.php?t=210703) - READ CAREFULLY "Tips for stable gameplay (important)" !! - This is really important info which could turn your experience from awful to really great. The game is very unstable just from ubisoft and it has many unsolved things, this contains workarounds how to avoid problems. When you start to feel what game does not like, you'll play maybe absolutely without any problems. - YES it's worth it!!! :)

2) Dont turn off features of this modpack - dont try to play without real navigation or without immersive torpedo settings, check YT tutorials from next point and enjoy max realism.
Believe me when i say that never can beat the feeling of success, when you hunt convoy with max realistic settings and you finally hear explosion in hydrophone!!! :rock:
... and it really works, everybody who use it already had to learn it and love it very much. :)

3) check these tutorials - it contains most of information about how to play this gem (and bevare, most of them has more parts):

U-boat navigation:
- most importantly this tutorial (https://youtu.be/33sXTKl4Qt8) will learn you how to navigate your ship with real navigation (first video without sound because of some copyright violance)
- here you can see (https://youtu.be/UJ8pHSRxCl8) how to get out of harbour very easy as real navigation does not allows you to use waypoints (in my opinion its even more easy than with waypoints)

Target engaging:
- this video (https://youtu.be/dD3aMoZxaLI) is about how to get course of very distant ship or convoy just by what you hear at your hydrophone - which is your only chance how to intercept it from more than 30km distance - my favorite activity at u-boat :)
- this is tutorial (https://www.youtube.com/watch?v=0e_dFhnaJUI) about most effective optical targeting you'll have on your sub, i use only RAOBF and map when i target optically...
- this is about how to set torpedos manually in wolves of steel (https://youtu.be/sMYz1Oxg6rY)
- next video about how to set torpedos (https://www.youtube.com/watch?v=EN0nhYOhRCI) - you'll see here its pretty easy :)

- My advice here is that you dont need to have exact position on map when you are targeting, because you dont target the ship against map position. You do it in relationship with your RELATIVE position to that ship. (You just need to know some point on map anywhere and write other info in relationship to that point to get success sollution)

- check more videos from stoianm1 (https://www.youtube.com/user/stoianm1/videos), i've never seen so nice collection of tutorials about moded sh5.

BTW: And again - dont try to cut anything from wolves of steel, the game will never be so awesome without any part of realism which this modpack contains :03:
I've started before a month with some experience from SH4 trigger maru, but it had not real navigation and torpedos TDC like this version.
It was the main reason for me why i tried it at first..

Gutte jagt Hecki :salute:

Sjizzle
01-02-16, 07:23 PM
Hi.
I am an absolute beginner of Silent Hunter and downloaded this Mod-Pack after someone recommend (http://www.subsim.com/radioroom/showpost.php?p=2369894&postcount=1960) me to do this..
The problem is, that I need the "torpedo-fire" of the vanilla-mode.
Means, the torpedo shall fire in this sight I look. You know... When 3 is on 3, 2 is on 2, 1 is on 1, and the torpedo line etc.
Where can I configurate this "vanilla torpedo fire mode"?

I have to learn to shoot, but with beginning help ;)


for the beginners i recommend dick o'kane targeting solution it's damn easy no need ship recognition RAOBF, distance u need only the target speed, course, AOB take a look here (https://www.youtube.com/watch?v=2k5yJI6Z5AU) for that solution the video is made with Sh4 but the solution is the same with Sh5 and here (http://www.subsim.com/radioroom/showpost.php?p=652326&postcount=67) is a thread made by Rockin Robbins about dick o'kane solution


PS. u have in game tutorial which one is damn good for beginner to practice manual targeting and fast 90 degree

the_tr00per
01-02-16, 07:37 PM
I'm in need of some help:

I decided to give SH5 another chance, after having it lying around for several years. An as Wolves of Steel seemed a walk in the park to install, I gave it a try.

I followed the instructions provided and installed the following "MODS":

The Wolves of Steel 1.04
The Wolves of Steel 1.04 - Patch 14
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith
The Wolves of Steel - 16x9 Resolution Patch

Then I decided to test if everything is working just fine and fired up the RAOBF Tutorial Mission, just to find out the aspect ratio thingy doesn't work out.
Instead of getting a length of 35, I get 40. So I decided to deactivate the aspect ratio fix to check if it makes a difference. I did not! I get the same results in length measuring with and without the aspect ratio fix enabled.

Is this a known bug, or did I make a mistake?
My Screen resolution is: 2560x1440

Thx for your assistance.....

Hecki Stafman
01-02-16, 07:40 PM
Ohje... And everthing just becouse the mission bar wont fill up.. :wah:
I think it will be better to uninstall Silent Hunter 5 and play solitaire. :-?

vdr1981
01-02-16, 08:26 PM
What if i am in the middle of patrolling mission (48h patrol of 80km around some square) and i decide to chase some damaged merchant out of circle? Will the spent time be reset?
[/LIST]
:
In that case your patrol timer will be blocked without possibility to continue.
Anyway, just as in real life, you shouldn't take your patrol area orders too seriously, those are just simple and cool additions to the gampley which will give you couple of promotional points and nothing more. You certainly dont want to miss some valuable targets just because they are outside of your patrol area...:yep:


Then I decided to test if everything is working just fine and fired up the RAOBF Tutorial Mission, just to find out the aspect ratio thingy doesn't work out.
Instead of getting a length of 35, I get 40. So I decided to deactivate the aspect ratio fix to check if it makes a difference. I did not! I get the same results in length measuring with and without the aspect ratio fix enabled.
My Screen resolution is: 2560x1440
.
I'm not following you there. What exact RAOBF readings aren't right for you?
I'm also not sure is 16/9 AR patch compatible with your screen resolution...:hmmm:

Ohje... And everthing just becouse the mission bar wont fill up.. :wah:
I think it will be better to uninstall Silent Hunter 5 and play solitaire. :-?

Yep...People have to learn few things here and there in order to play this mod. Should I remind you that this is common for all sim games?:hmm2:
Alternatively, you can google "World of Warships"...I'm pretty much sure that you can strike a decent punch there even without any training or learning...:)

Hecki Stafman
01-02-16, 11:04 PM
Yep...People has to learn few things here and there in order to play this mod. Should I remind you that this is common for all sim games?:hmm2:
Alternatively, you can google "World of Warships"...I'm pretty much sure that you can strike a decent punch there even without any training or learning...:)

I'm optimistic. The day will come that I understand how to navigate my boat and fire torpedos to battleships =)
Spent more time on youtube instead of playing the modded or vanilla sh5.

Hecki Stafman
01-03-16, 02:53 AM
Ok, well...
I play the "Four Bearings"-Tutorial.
There is a "play"-button, an "pause"-button and a "stop"-button.
Is there another option to go back to the last step without using "stop"-button and play the whole tutorial from the beginning?
Some times, when I stop and start again the game crashes :/

the_tr00per
01-03-16, 03:46 AM
I'm not following you there. What exact RAOBF readings aren't right for you?
I'm also not sure is 16/9 AR patch compatible with your screen resolution...:hmmm:


First of all: thank you for taking your time...

As far as i understood, the aspect ratio patch has a influence on the Zoom factor of the periscope, and therefore the ships in my periscope appear bigger than they should. This makes using the RAOBF inaccurate. If i try to measure the first freighter in the Tutorial I always get bigger readouts than the tutorial.

Ex: Hog Island Freighter on Bearing 221
The Hog Island Freighter has a Mast height of 28.4m and is 1080m away, therefore the RAOBF Height readout should be 10.6 ?"Mills"? (counting the Lines on the RAOBF) but i get a readout of 12.4 instead...

So its just that the target in my periscope fills out more of my periscope space than it should....

And I'm pretty sure that the 16:9 is correct for my resolution of 2560x1440, as 2560/1440 = 1.777777777 → 16/9 = 1.777777777

So this should just work fine.

Just for the sake of testing I applied the 4:3 patch and tried a 4:3 resolution. Everything worked just fine, all the readouts were correct.
So i decided to test if I could see a difference between the stock (16:10) and the patch (16:9) settings. But I couldn't...

UPDATE:

I just found a old post reporting the same problem.... (Post to be found on page 42 of this thread)

I have the same problem. I have the same resolution too.
I have tried to use the RAOBF but it is a total mess and it doesn´t work.

As you can see in this picture:
http://i1266.photobucket.com/albums/jj526/Roberbond38/sh52014-05-2301-38-23-99_zpsaa9040f0.jpg

The ship was at 2050m but with RAOFB the measured was 1500. I followed the tutorials and i did everything ok.

flaminus
01-03-16, 03:47 AM
Wonderful Mod! we don't need to find all the small mods and do lots of tweaks to make them work together. Thanks a lot:salute:

One more question: the default UI style is the "SH3Style", I find that, in this UI, it's impossible to set course by using mouse wheel. So can I change it to "SH5Enhanced" by edit the "TheDarkWraithUserOptions.py"?

will it causes any problem?

palmic
01-03-16, 06:53 AM
Right now i had to move to another position in the order of my patrol, so i did. It was worst weather imaginable when i got to the position, only 34m deep waters under me, so what? I just fell into periscope depth to start listening the teatre around :)

Try to circle around with my mic manually and found something like convoy right in the front of Grimsby port..
I let my mic targeting it and start to prepare angles into my map to get their bearing and so... And then i hear something like sonar! Wait, wait a minute, its not sonar, that is sound of damaged sheets of some boat!! And than i hear aggressive destroyer propellers... "chug, chug, chug, chug, chug, chug, chug..." stop... and again... I think i am not only wolf around :rock:

I love this game! :up:

palmic
01-03-16, 09:22 AM
For even more immersive sailing check my authentic deutsche gramophone records (https://drive.google.com/open?id=0B9Rj7Hxxu0DYd1pzeXFCb0FLcFE) :salute:

Sorry i fixed the link now its public for download :salute:

vdr1981
01-03-16, 09:49 AM
As far as i understood, the aspect ratio patch has a influence on the Zoom factor of the periscope, and therefore the ships in my periscope appear bigger than they should. This makes using the RAOBF inaccurate. If i try to measure the first freighter in the Tutorial I always get bigger readouts than the tutorial.


RAOBF works fine for me...What is your megamod version? Any additional mods?
See how ROABF markings are matched with black periscope markings?

http://s6.postimg.org/5dza33d9p/SH5_Img_2016_01_03_15_41_51.jpg (http://postimg.org/image/5dza33d9p/)

vdr1981
01-03-16, 12:37 PM
Wonderful Mod! we don't need to find all the small mods and do lots of tweaks to make them work together. Thanks a lot:salute:

One more question: the default UI style is the "SH3Style", I find that, in this UI, it's impossible to set course by using mouse wheel. So can I change it to "SH5Enhanced" by edit the "TheDarkWraithUserOptions.py"?

will it causes any problem?

No problems...Although , general impression is that SH3 UI style is a bit more stable than SH5 UI, or maybe it's just me imagining things , not sure...:hmm2:

palmic
01-03-16, 02:31 PM
hmmm... because of random offset of real navigation navigator position i started to plot my position manually (a hardcore style :woot:), but it seems mein u-bote changed my course i think.
(i did some real life work while i was sailing in realtime for several hours :) )

So i had plotted course where i wanted to and i had written a line in map, but i discovered my course is now very different and i am sure i plotted that line in map by course which i ordered before lets say 2 hours :)
(and its worst weather it could be)

Have you seen something like this before? :hmmm:

flaminus
01-03-16, 08:57 PM
No problems...Although , general impression is that SH3 UI style is a bit more stable than SH5 UI, or maybe it's just me imagining things , not sure...:hmm2:

Thanks for your reply, and i'm happy to hear that. Actually, I like the SH3Style better for it's more realistic, i think. The SH5Enhanced is a bit of morden digital things.:)

All I want is to set course or heading by scrolling the mouse wheel so that i can get an accurate number by 1 degree. Do you know how to realize it in SH3Style UI, Vdr1981?
:hmm2:

palmic
01-04-16, 01:28 AM
+1 for this!

And hover info about current value. Its strange for kaleun to have problems to set course and other input by order on first try ;)

palmic
01-04-16, 02:29 AM
Dont you have someone problems with crash dive?
I tried that few times when i spot aircraft, but in about 50% it does not work. Every sound tracks are played (alarm and so), but u-boat remains exposed.

Vice84
01-04-16, 04:38 PM
uhmm there's an option on propulsion style that say "electric engines only" but it doesnt work on surface (and i think it's there for navigate with electric engine on surface)... why? :hmmm:

Cybermat47
01-05-16, 03:09 AM
When I'm attacking a ship, I can't change what ship type that's given to the TDC. It's stuck as either merchant or warship. Seeing as telling the TDC what ship you're shooting at is pretty important, to say the least, does anyone have a way to solve this?

Also, visual contacts are just shown as black - not blue for friendlies, red for hostiles, and green for neutrals, like before. Is this a feature or a bug?

Hecki Stafman
01-05-16, 05:09 AM
A short question again:
Where do I find this sheet?

http://fs5.directupload.net/images/160105/temp/kyqkblps.jpg (http://www.directupload.net/file/d/4224/kyqkblps_jpg.htm)

In the left corner it isn't :(

*edit* It is active in the UserChart_Speed_conversions.TDW, but I couldn't find them o.O

*double edit* Found it :P

THEBERBSTER
01-05-16, 05:44 AM
Hi HS
Just press the shortcut 'E' key and you will find all the tables and charts from a selectable set of menus.
Peter

THEBERBSTER
01-05-16, 05:46 AM
If you just take the time and trouble to read the documentation 'readme' that comes with each patch then a lot of questions posted here would not be necessary.
Just read what patch14 tells you.
This latest patch is raising the difficulty level by pushing the real navigation users to have to work harder.
Patch 14
- TDW Real Navigation mod is enhanced with No_contact_shapes_or_colors_1_1_0 which means that radio contacts (red and green squares shown in nav map) will not be displayed for Real Nav Captains. Automatically shown radio contacts are inconsistent with Real Nav mod and can potentially reveal players location.

Added mods:
- TDW_No_Contact_Colors_1_1_0
- TDW_No_Color_Dashed_Contact_Line_1_1_0
- TDW_No_Contact_Tails_1_1_0
- TDW_Waypoint_Contacts_No_Symbols_1_1_0

You will have to investigate each contact now which raises the danger levels to a higher level.
Peter

Hecki Stafman
01-05-16, 06:15 AM
Hi HS
Just press the shortcut 'E' key and you will find all the tables and charts from a selectable set of menus.
Peter



Found it already.
Problem was, when I maximized the list for the charts like
http://fs5.directupload.net/images/160105/h4sspa5l.jpg
there is no scrollbar on the right side, as you can see. So I didn't know, that there will be more options.

By accident I found out that there will be more options when I scroll down with mouse wheel :rotfl2:

Cybermat47
01-05-16, 07:03 AM
If you just take the time and trouble to read the documentation 'readme' that comes with each patch then a lot of questions posted here would not be necessary.
Just read what patch14 tells you.
This latest patch is raising the difficulty level by pushing the real navigation users to have to work harder.


You will have to investigate each contact now which raises the danger levels to a higher level.
Peter

But that's for Real Navigation, which I don't use :hmmm:

palmic
01-05-16, 07:08 AM
THEBERBSTER: thank you for your time and awesome work kind sir :salute:

vdr1981
01-05-16, 08:46 AM
But that's for Real Navigation, which I don't use :hmmm:

GPS users - gray contacts
Real nav users - no contacts at all

fitzcarraldo
01-05-16, 08:50 AM
But that's for Real Navigation, which I don't use :hmmm:

In the options of the map, you can activate the contacts you like: sonar, radar, visual, etc....By default, TWoS have all disabled.

Regards.

Fitzcarraldo :salute:

Cybermat47
01-05-16, 10:44 AM
GPS users - gray contacts
Real nav users - no contacts at all

Is there an option to get the old contacts back?

Ah, guess it doesn't really matter. After all, I'll hardly be meeting a German ship out in the Atlantic.

palmic
01-05-16, 12:02 PM
Is there an option to get the old contacts back?

Ah, guess it doesn't really matter. After all, I'll hardly be meeting a German ship out in the Atlantic.

Well it does matter as you can meet neutral ship in coastal waters. I am meeting nordish ships often. (last night i let unknown merchant flow because it was heavy rain, fog and i havent seen nothing).

BUT - this is just another discipline. Its simulator, you would hardly could sink uknown ship in monsun.

Hecki Stafman
01-06-16, 05:47 AM
Me again.
Where I can find this mod with the crew?
http://fs5.directupload.net/images/160106/atm5j37p.jpg

Must be in NewUIs_TDC_7_5_0_ByTheDarkWraith but could not find it o.O
(for explain: I download the parts of the wolves of steel mods individuell to look, what the mods are doing :D)

THEBERBSTER
01-06-16, 06:14 AM
Hi HS
TWOS uses the Das_Boot_Crew mod from TDW's New Ui 7-5-0 mod.
Peter

Hecki Stafman
01-06-16, 09:49 AM
Ah, thanks.
And what about "Fuel Gauge WoGaDi_SteelViking's Interior"?
I did not found a download link for that.
Is it already in the 1.2 SteelVikings Interior Mod?

THEBERBSTER
01-06-16, 11:30 AM
Hi HS
From the SVI mod readme.
- WoGaDi Mod version 7 included. This mod is a big rework of the gauges/dials around the sub to make more of them functional and to make already functioning ones more accurate. Please refer to the thread for this mod if you would like more information. A big thanks goes to my friend BIGREG for creating WoGaDi, and for letting me include it.
Peter

Hecki Stafman
01-06-16, 11:46 AM
Ah, allright.
Thanks a lot =)

palmic
01-06-16, 12:19 PM
If someone would be interested i found this very nice presentation (https://prezi.com/eyfw_g6mpzfx/targets-torpedoes-geometry/) about torpedo targeting when i studied a little torpedo trigonometry.
Most interesting part for me was part about how gyroscope in torpedo works :salute:

And this is theory of underwater explosion (https://youtu.be/MPJjMJ48CdY) (it uncovers what will happen if you set your torps how you did)

palmic
01-06-16, 12:38 PM
GUI of my dreams would be GUI without any information about course or depth, co2, ... anything. -To force me to use standard working instruments on boat.

But it would have standard text inputs to be able to order course and depth just by digits. Unfortunately i am not able to do it :hmm2:

Hecki Stafman
01-06-16, 02:05 PM
Hi HS
TWOS uses the Das_Boot_Crew mod from TDW's New Ui 7-5-0 mod.
Peter

Ok, found the mistake.
I just copied the whole NewUI_TDC-zip in the Mod folder. Not the "MODS" in the "mods"-folder. :D

THEBERBSTER
01-06-16, 05:11 PM
Hi HS
Your not the first, and you will certainly not be the last to make that easy mistake.
Tip > Always look for the data folder and you will not go wrong.
Peter

Hecki Stafman
01-07-16, 02:58 AM
Hi HS
Your not the first, and you will certainly not be the last to make that easy mistake.
Tip > Always look for the data folder and you will not go wrong.
Peter

After a week with daylie modding (one by one) I know it now :)
In the beginning of playing SH5 I just took a look how to install Wolves of Steel mod, and in his video he copied the zip in the mods-folder. So I thought I can do it with every zip file - until I understand how this mod-installation really works ;)

And - of course - in the generic mod enabler the zip file folder of each mod was displayed, and the installation time for bigger mods took the same time. But not with the same results as copying the "mods"-folder of a zip in the mod-folder ;) That's why some mods haven't worked.
But now, all is fine.
May be a few little questions will be left, but this are more detailed questions with true-false-options in the Editor viewer or GernericPatcher.
Or questions like "how can i get the old map-style with open Horizon mod and where can I activate or deactivate the mission bar?" ;)

MCM
01-07-16, 04:27 AM
Is there still no option to play everything in german? The menu etc? The "Deutschmod 1.0.10" worked with TWOS 1.03 but now with 1.04 not working anymore. Any solutions would be highly appreciated :D

THX!

Hecki Stafman
01-07-16, 04:44 AM
Is there still no option to play everything in german? The menu etc? The "Deutschmod 1.0.10" worked with TWOS 1.03 but now with 1.04 not working anymore. Any solutions would be highly appreciated :D

THX!

I have this mod:

http://www.subsim.com/radioroom/showthread.php?t=215259

MCM
01-07-16, 05:19 AM
This one works perfect, thanks you so much!!! And again THX so much for all the other supporters and especially for the TWOS modders: What a brilliant work!!! You should get money from ubisoft HEHE :D
:salute:

Another question: FAQ says- Should I do harbor raids? Answer: ...so you should stay well off any major allied port.
So no Scapa Flow? Or what is a major port? Or can I go in, out and save way way out the next time but not in harbor itself?

Cybermat47
01-07-16, 09:12 AM
You should get money from ubisoft HEHE :D
:salute:

Not a bad idea, I'd appreciate the extra cash :D

Change.org, here I come :O:

MCM
01-07-16, 10:32 AM
Last question: The Options File Editor gives me an error: *******invalid optin entry found. Option value contains menu entry that exceeds MaxStrings property @ line number 1922*****

Did I have the wrong menu.txt file? Which one is it? Or what could go wrong?

vdr1981
01-07-16, 11:54 AM
I have this mod:

http://www.subsim.com/radioroom/showthread.php?t=215259

Last question: The Options File Editor gives me an error: *******invalid optin entry found. Option value contains menu entry that exceeds MaxStrings property @ line number 1922*****

Did I have the wrong menu.txt file? Which one is it? Or what could go wrong?

The mentioned German addon is probably incompatible with current TWoS version and largely outdated.
Please, do not add unsupported mods/addons if you dont know what you're doing and also refrain of issue reports if you use additional mods. This can only case confusion and I'm tired of answering these type of questions...

THEBERBSTER
01-07-16, 03:33 PM
Hi MCM
The path is.
Mods\TWOS main mod\data\menu\menu text doc

No harbor raids as it causes in game unnatural events and I believe can also affect spawning.
Peter

vdr1981
01-07-16, 03:50 PM
Another question: FAQ says- Should I do harbor raids? Answer: ...so you should stay well off any major allied port.
So no Scapa Flow? Or what is a major port? Or can I go in, out and save way way out the next time but not in harbor itself?

That's only an advice...It's up to you how will you play your game...

Shaefer
01-08-16, 07:48 AM
Hey guys! :rock:
I`ve been away from the forums for a few weeks, was about to fire up the good old SH5 today. I`m in recording mood today...
So pardon me if this has been adressed earlyer, I don`t feel like browsing...:O:
I`ve updated to patch 14, and was having a look at my realism settings to make sure all was good to go, when I noticed that realism only show 70% with everything checked except external view....:o
Has the realism been lowered in WOS? Is it a bug? A visual glitch? Is my game destroyed? Do I have to change my signature?

Hecki Stafman
01-08-16, 08:05 AM
Grossdeutscher Rundfunk New Remix 1939-1945_CTD Fix

Where can I find this? and what is this fix doing?
google didn't found anything :wah:

MCM
01-08-16, 08:14 AM
Hey guys! :rock:
I`ve been away from the forums for a few weeks, was about to fire up the good old SH5 today. I`m in recording mood today...
So pardon me if this has been adressed earlyer, I don`t feel like browsing...:O:
I`ve updated to patch 14, and was having a look at my realism settings to make sure all was good to go, when I noticed that realism only show 70% with everything checked except external view....:o
Has the realism been lowered in WOS? Is it a bug? A visual glitch? Is my game destroyed? Do I have to change my signature?

It is specially lowered for you that you can do a lot of new videos in your lets play session :D:yeah: a lot of people urgently waiting for new videos to come and to last this as long as possible you got a "easy" version :up:

Sorry can't help you but I am very pleased to see that you are doing more vids. I think just play on and see if everything is normal.

vdr1981
01-08-16, 08:18 AM
Hey guys! :rock:
I`ve been away from the forums for a few weeks, was about to fire up the good old SH5 today. I`m in recording mood today...
So pardon me if this has been adressed earlyer, I don`t feel like browsing...:O:
I`ve updated to patch 14, and was having a look at my realism settings to make sure all was good to go, when I noticed that realism only show 70% with everything checked except external view....:o
Has the realism been lowered in WOS? Is it a bug? A visual glitch? Is my game destroyed? Do I have to change my signature?

Welcome back Shaefer! :salute:
It's a new trick of mine...:)
Only players who use real navigation and have Wind & Smoke addon disabled will be able to select 100% realism. Note that displayed realism percentage will have impact on players renown...:yep:

palmic
01-08-16, 08:30 AM
Hey! I am using RN and have only 75% with all settings most realistic with smoke addon :)
I thought its just hardcore feature to note how is the game realistic in comparison with real life situation :)

Shaefer: is TheNorseCast your youtube channel? :salute:

Shaefer
01-08-16, 11:05 AM
Welcome back Shaefer! :salute:
It's a new trick of mine...:)
Only players who use real navigation and have Wind & Smoke addon disabled will be able to select 100% realism. Note that displayed realism percentage will have impact on players renown...:yep:
Thats naughty, and I like it...:D

Shaefer: is TheNorseCast your youtube channel? :salute:
Yes!

palmic
01-08-16, 12:30 PM
Great, ill take a look, thanks!

whiskey111
01-08-16, 02:29 PM
I have one question, perhpas not the most smarter one :D

Does patch 1.4 upgrade version 1.3 to version 1.4 or does it fix some bugs in version 1.4 ?

Generally, I'm looking the way to upgrade my installed 1.3 version to 1.4 (I hope this is possible).

Thanks for help.

THEBERBSTER
01-08-16, 03:12 PM
I will save Vecko the trouble.:)
Each patch comes with its own document readme that will inform you of all the changes that have happened.
Unless stated all patches are cumulative.
Peter

whiskey111
01-08-16, 03:26 PM
List of changes doesn't say too much for me. But, in every changelog it is written that The Wolves of Steel 1.04 should be enabled so I understand this patch is not dedicated for someone who needs upgrade The Wolves of Steel 1.03 to 1.04.

However, is it possible at all ?

vdr1981
01-08-16, 03:39 PM
However, is it possible at all ?

No...You should download latest 1.04 version and patch, reinstall the game and that's it...Can not confirm that two versions will be gamesave compatible though...

whiskey111
01-08-16, 03:55 PM
OK, thanks a lot :)

vdr1981
01-08-16, 04:02 PM
OK, thanks a lot :)
You're welcome! Also, in a few days I'm going in with new v1.05 with a lot of new features...:yep:

Mikemike47
01-08-16, 08:44 PM
Also, in a few days I'm going in with new v1.05 with a lot of new features...:yep:

Will v1.05 have RSD with the english descriptions for the sub sections again? Others have commented on it in the past, too

Thanks again for your work on these two great mods and all the help you have provided elsewhere.

MCM
01-09-16, 02:51 AM
Thanks again vdr1981 and all of your team to improve this game further and further and help that this rare simulation type stays alive. Without you we would not have a uboot game at all now. How many people are still working on this mega mod? How many things can still be improved before it is really perfect or not anymore editable?

Can you give us some more detailed informations what improvements we can expect? Is it worth beginning a new campaign now or when will you probably release it? (then I will wait)

Have a very nice weekend everyone :sunny:

palmic
01-09-16, 05:27 AM
Thanks guys for your work! :yeah:

microjames
01-09-16, 08:37 AM
I tryed some error but going to fix
thanks:)

palmic
01-09-16, 08:56 AM
What?? :o
I have whale near my u-boat right now, i hear it even without hydrophone at surface (strange periodic sounds) and at hydrophone i hear it very clearly at 285-295 :up:

Shaefer
01-09-16, 10:02 AM
You're welcome! Also, in a few days I'm going in with new v1.05 with a lot of new features...:yep:
Would you recommend, or do I have to do a campaign restart to get the new features?
What features are you talking about? :O:

vdr1981
01-09-16, 10:24 AM
Would you recommend, or do I have to do a campaign restart to get the new features?
What features are you talking about? :O:

Well, gamesaves compatibility is always shoot in a dark, but if your game doesn't start to CTD or something, most of new changes and tweaks will kick in after you pass to the next campaign chapter (HT in your case).
More detailed change log will follow...Here's some of them http://www.subsim.com/radioroom/showpost.php?p=2369165&postcount=3554

Will v1.05 have RSD with the english descriptions for the sub sections again? Others have commented on it in the past, too

Thanks again for your work on these two great mods and all the help you have provided elsewhere.
Probably not because I dont see it as a problem since equipment descriptions is still in English...

What?? :o
I have whale near my u-boat right now, i hear it even without hydrophone at surface (strange periodic sounds) and at hydrophone i hear it very clearly at 285-295 :up:
OHII feature, kudos to Trevally and the gang!

Muckenberg
01-09-16, 02:35 PM
Greetings to all
I would ask if they will do a new version added a new war or merchant ships?

Aktungbby
01-09-16, 04:24 PM
microjames!:Kaleun_Salute:

gap
01-09-16, 05:07 PM
What?? :o
I have whale near my u-boat right now, i hear it even without hydrophone at surface (strange periodic sounds) and at hydrophone i hear it very clearly at 285-295 :up:

Underwater or on hydrophone you can hear their call from long distances. The further away they are, the lesser audible high bands will get. Low frequencies are audible from longer distances, and can be heard even through the hull. :03:

the_tr00per
01-09-16, 05:34 PM
RAOBF works fine for me...What is your megamod version? Any additional mods?
See how ROABF markings are matched with black periscope markings?

http://s6.postimg.org/5dza33d9p/SH5_Img_2016_01_03_15_41_51.jpg (http://postimg.org/image/5dza33d9p/)

It's not about the matching of the markings, all those things fit. It's just the zoom factor that wasn't right.
For example: a ship that should be 30 mills long according to the tutorial didn't even fit into my periscope, it's length was way beyond 40 mills. Thus, all my calculations are wrong...

But I could fix it by using MataHari's more accuracy for WoS.

vdr1981
01-09-16, 06:24 PM
It's not about the matching of the markings, all those things fit. It's just the zoom factor that wasn't right.


So, you're saying that zoom factor set in cameras.cam file from 16x9 Resolution Patch is not correct and all RAOBF calculations are messed up? :hmmm:
Can anyone else confirm this?

Hecki Stafman
01-09-16, 06:58 PM
Ok. I tried to download these mods separately:


Mods and tweaks included in The Wolves of Steel 1.04 - Subsim Community SH5 Megamod:

Accurate German Flags
Accurate German Medals_by ual002
SD_MapLocationNameFix_v1_2
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SteelViking's Sky Banding Mod
gap - Real Diveplane Gauges v. 1
gap - HD 1 deg Scope Bearing v 1.0
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch - Revised
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Sobers Best Ever Tweaks - Wakes Fix
DynEnv v2.9 - No U-Mark
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_5_ byTheBeast
Equipment_Upgrades_Fix_v1_4_Hinged Snorkel_CTD Fix
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes - MagDet range 2.5m (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files v2
FXU_0_0_22_Shells Explosions_No Debris
FXU_0_0_22_Debris Particles_CTD Fix
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
FXU_0_0_22_UBoot_Sensors.fx
Large Optics for TDW UI for NewUIs_TDC_7_5_0
Large Optics for TDW UI 8 by 5
Large Optics for TDW UI Manos Scopes Glass Effects
Large Optics for TDW UI RAOBF + Nomograph Fix
RadcapricornLarge Optics No Milliradian Scale Binoculars
TDC Graphics by Naights v1.0
TDW Round Fire Button v12 by Torpedo
Sjizzle's - Charts for NewUIs part 1_07.06.2013 (13)
Sjizzle's - Charts for NewUIs part 3_24.06.2013 (6)
Sjizzle's - Charts for NewUIs part 4_20.07.2013 (4)
Sjizzle's - Charts for NewUI's_06.08.2015 ( merged part_2 and part_5)
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2 (1)
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Sensors Difficulty Settings (init.aix)_v0.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
OH II v2.5 Flag_Wind_Patch
MQK LocationMaps_IO
MQK ShapeTextures_NO
MQK Gradient_IO
IO_StrategicMap_7_5_0_for_TDWv750
IO_StrategicMap_7_5_0_for_TDWv750 Grid Req Fix
IO_MapCourseLine_normal pencil_mod
SH5 External Cargo 1.0
OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.3_IO Strat.Map_NewUIs v7.5.0
OHII v2.5 - Neutr.Nations in Allied Convoys_Temp.Fix I
OHII v2.5 - Ports_Traffic v0.2.1
OHII v2.5 - GroupTypeDefs.cfg_7-8-9_XIII
OHII v2.x - Cloned Z_Ships
OHII v2.5 - Allied Convoys Merchant Enhancement_0.1.1
OHII v2.5 - Sea_Ship cfg files
OHII v2.x - Change days in bunker (24days)
TF capital ships behavior_Testing v0.1.1
Iron Crosses Disabled for No Tonnage Bar_IO Strat.Map_by vdr1981
Church's Compass Dials Mod v2.2 - Option Two
EQuaTool 01.01 by AvM - Large Style
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Patrolsearch autoscriptsV04
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Real U-Boat Performance - Type VII v1.7.2
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
Shells_zon
torpedoes_g7a-e(.zon)_v0.2.1
R.S.D. - Reworked Submarine Damage v5.8.1 by vdr1981_Main mod
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.8.1 - German Patch
Ship Capsize & Listing Effects 1.0_by vdr1981
Ship C&L Effects 1.02 - Test
Speech fixes and additions (german version)
Sub Center on Map Fix_SF&A (ger.version) Compatible
Shadow Improvement ModLR
Small_trees_SH5_V1
sobers water splash anim SH5
sobers green crew training V4 SH5
sobers no footstep sound mod SH5 V2
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers CrewAI mod SH5
sobers shipwreck mod V8 SH5
Oby's Fix for Sobers shipwreck mod V8 SH5_no rocks
Pascal-sh5-VIIC-correct periscope in tube
pascal-sh5-VIIB-correct periscope in tube
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
Wasserbomben_SoundFix_Basic_1.1
SkyBaron's Bold SFX for SH5 1.0
Shallow Waters Voice Be Gone
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Geleitschutz Gesichtet_WO Audio Fix
Thunder_DC_wav
SH5_Sinking_ship_hydro_fix
SH5_Starshells_patch
Disabled Unrealistic Commands_(ini files)_v1.01
KDB+GHG Upgrade
DBSM_Music_1_0_4
My Fog & Underwater 0.3
My Waves v0.2
My Sound Mix
Grossdeutscher Rundfunk New Remix 1939-1945
Grossdeutscher Rundfunk New Remix 1939-1945_CTD Fix
Radio Stations_(radio.ini)
AilBubbles 1.0
AilImpurity 1.2
TWoS_Additional Ships Package
Z_Roster_Names.cfg
TDW_No_Contact_Colors_1_1_0
TDW_No_Color_Dashed_Contact_Line_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
Z_Tweaks
NewUIs_TDC_7_5_0_Real_Navigation
*If you recognize your mod and from some reason you don't want your mod included in the Megamod please let me know and I'll react immediately!

But now some mods have dead links or are a old version or it seems they will be in special mod packs where I don't know in which mod packs the original files could be
Here I have the list of mods I couldn`t get anymore:
If you know, where I can get those mods - or they wouldn't needed anymore, pls tell me :)

Accurate German Medals_by ual002
Das Boot Departure Theme
gap - Real Diveplane Gauges v. 1
(EUF_UBoat_FX_v0_0_5_ byTheBeast) - v03
(FXU_0_0_22_Ship zon Files v2) - v1
FXU_0_0_22_Shells Explosions_No Debris
FXU_0_0_22_Debris Particles_CTD Fix
FXU_0_0_22_UBoot_Sensors.fx
Large Optics for TDW UI Manos Scopes Glass Effects
TDW Round Fire Button v12 by Torpedo
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2 (1)
IRAI_0_0_41_Sensors Difficulty Settings (init.aix)_v0.1
OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.3_IO Strat.Map_NewUIs v7.5.0
OHII v2.5 - Neutr.Nations in Allied Convoys_Temp.Fix I
OHII v2.5 - Ports_Traffic v0.2.1
OHII v2.5 - GroupTypeDefs.cfg_7-8-9_XIII
OHII v2.x - Cloned Z_Ships
OHII v2.5 - Allied Convoys Merchant Enhancement_0.1.1
OHII v2.5 - Sea_Ship cfg files
OHII v2.x - Change days in bunker (24days)
TF capital ships behavior_Testing v0.1.1
Iron Crosses Disabled for No Tonnage Bar_IO Strat.Map_by vdr1981
Real U-Boat Performance - Type VII v1.7.2
Reworked U-boat Guns (incomplete version)
Shells_zon
torpedoes_g7a-e(.zon)_v0.2.1
R.S.D. - Reworked Submarine Damage v5.8.1 by vdr1981_Main mod
R.S.D. v5.8.1 - German Patch
Ship Capsize & Listing Effects 1.0_by vdr1981
Ship C&L Effects 1.02 - Test
Sub Center on Map Fix_SF&A (ger.version) Compatible
Shadow Improvement ModLR
sobers water splash anim SH5
sobers green crew training V4 SH5
sobers no footstep sound mod SH5 V2
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers CrewAI mod SH5
Oby's Fix for Sobers shipwreck mod V8 SH5_no rocks
Pascal-sh5-VIIC-correct periscope in tube
pascal-sh5-VIIB-correct periscope in tube
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
Shallow Waters Voice Be Gone
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Geleitschutz Gesichtet_WO Audio Fix
Thunder_DC_wav
SH5_Sinking_ship_hydro_fix
Disabled Unrealistic Commands_(ini files)_v1.01
KDB+GHG Upgrade
My Fog & Underwater 0.3
My Waves v0.2
My Sound Mix
Grossdeutscher Rundfunk New Remix 1939-1945_CTD Fix
Radio Stations_(radio.ini)
TWoS_Additional Ships Package
Z_Roster_Names.cfg
Z_Tweaks

vdr1981
01-09-16, 07:44 PM
It's not about the matching of the markings, all those things fit. It's just the zoom factor that wasn't right.
For example: a ship that should be 30 mills long according to the tutorial didn't even fit into my periscope, it's length was way beyond 40 mills. Thus, all my calculations are wrong...

But I could fix it by using MataHari's more accuracy for WoS.

Try this one...http://www.mediafire.com/download/rzlrmrs6914ar41/4.+The+Wolves+of+Steel+-+16x9+Resolution+Patch.rar

vdr1981
01-09-16, 07:51 PM
If you know, where I can get those mods - or they wouldn't needed anymore, pls tell me :)


You will not be able to find all of them .
Most of them are my modifications/tweaks exclusively developed for TWoS and they are listed as mods in order give to the player certain perception about changes and new features. It's also easier for me to track all the changes this way...

the_tr00per
01-10-16, 01:36 AM
Try this one...http://www.mediafire.com/download/rzlrmrs6914ar41/4.+The+Wolves+of+Steel+-+16x9+Resolution+Patch.rar

Yes! That one did the trick... I now get correct range and AoB readings. Maybe you should let others confirm this, but for me this "patch" fixed it.

As i mentioned earlier: 2550x1440

titan357
01-10-16, 01:36 PM
I searched the thread (and google) and I admit I could have missed what I was looking for. How can I re enable the map contacts using this mod?

Thanks!

vdr1981
01-10-16, 01:53 PM
Greetings to all
I would ask if they will do a new version added a new war or merchant ships?

Probably this beauty ...SH5 desperately needs one troop transport below 10.000 tons. This one will "fit" perfectly...:yep:

http://s6.postimg.org/mmonambqp/SH5_Img_2016_01_10_19_45_02.jpg (http://postimage.org/)

http://s6.postimg.org/tomkwtfch/SH5_Img_2016_01_10_05_27_04.jpg (http://postimage.org/)

http://s6.postimg.org/60731jisx/SH5_Img_2016_01_10_05_27_22.jpg (http://postimage.org/)

free picture upload (http://postimage.org/)

Muckenberg
01-11-16, 01:15 AM
Nice, thx :up::up::up::up:

palmic
01-11-16, 10:05 AM
awesome model! :up:

carbolicus
01-11-16, 10:56 AM
New boy here - I've just got SH5 and WOS running nicely. However, many of the merchant ships in single missions appear coated in ice, even in the tropics in June! It's a real immersion breaker.

I posted about this in the main forum and someone suggested it might be a WOS issue. Anyone got any idea how I can get the nice museum skins back please?

Many thanks in advance!

Cybermat47
01-11-16, 11:08 AM
Hi Carbolicus,

It's probable that the ice glitch is only for single missions, which is a known bug of the core game.

Can you start up a campaign solely to see if the ships are iceless? Just make sure that you select a campaign that starts a long time away from Winter.

titan357
01-11-16, 06:05 PM
Can anyone help me please? I would really like to enable map contacts while using wolves of steel.

vdr1981
01-11-16, 06:19 PM
Can anyone help me please? I would really like to enable map contacts while using wolves of steel.

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

titan357
01-11-16, 06:56 PM
http://s6.postimg.org/l97apqr1p/Capture.jpg (http://postimg.org/image/l97apqr1p/)


Thanks, I think I got it figured out. :up:

JT1981
01-14-16, 02:16 AM
hi friend,what is the different between your megamod and Sobers megamod?All i know is both mods contains a lot of other mods,,

palmic
01-14-16, 03:42 AM
hi friend,what is the different between your megamod and Sobers megamod?All i know is both mods contains a lot of other mods,,

Hi, i am not author, but i would check their readme infos (first page here) and compare mod lists of both.. That should be all about differences..

vdr1981
01-15-16, 01:48 PM
The Wolves of Steel 1.05 is now available for download!:up:
Check out first post of the thread and here's generalized changelog...Happy hunting!:subsim:

v1.05 changelog

- FW Coastal Defenses campaign layer protecting allied and axix ports and coast lines.
- Improved mines and nets layer/s
- Contacts reports probability variations dependent of war period/campaign. Probability will increase until mid war and that it will went down again in order to simulate number of U-boats available, Luftwaffe engagement in SSSR, Enigma code cracking ect...
- Units/warships crew skill variations dependent of war period/campaign, from Competent to Veteran...
- Revised/decreased convoys/traffic spawn frequency.
- Revised/better distributed convoys/traffic speeds because before they were almost always 6 or 9 kn. Slow convoys ~5-6kn, fast convoys 9-10kn and all other 5-9 kn with tendency to slower speeds.
- Complete revision of port defenses campaign layers for all campaign(except Monsun Gruppe). All coastal defenses warships are now moved further away from the coast line in order to intercept U-boats sooner and prevent infamous stuck destroyers bug. Taking a shortcut trough English channel and similar stuff is not advisable anymore, not at all...Direct defense of allied port is provided by submerged and floating mines, subnets, coastal artillery and ships placement inside harbor perimeters...
- New troop transport ship
- SOAN- new and aditional info for various ships in rec. manual., both for new and already existing ships.
- Optimized new imported ships.
- Updated versions of already contained mods.
- Stock SH5 crew images
- Numerous tweaks to improve realism, game performance and stability
- Added few new mods, kudos to the authors of every individual mod.
- Stock optics aspect ratio settings for 16:9 displays.
- SH5 enhanced stock UI style for full scripted tutorials support.

http://s6.postimg.org/nd41ujqwh/SH5_Img_2016_01_10_22_30_48.jpg

blackcan
01-16-16, 01:37 AM
Do i need the 4GB Patch for this?

And how do i update? do neeed to reinstall SH5 oder can i just deactive it via JSGME?

MCM
01-16-16, 02:39 AM
I think you can just deactivate the 1.04 and activate the 1.05. No need for another patch.

What does this mean in some other words?
- FW Coastal Defenses campaign layer protecting allied and axix ports and coast lines.

And are the new mine fields shown on the map charts?
Thank you all so much for your strong support, always trying to get this game more beautiful. :up::up::up: :subsim:

Why is the "allows carriers to launch aircrafts.." why disabled by default? Can I enable this? Would be nice to have aircrafts coming in from carriers when I have been spotted. Or is it too difficult? Or unrealistic? Or buggy?

KrOkOZyABrA
01-16-16, 04:54 AM
whether compatible CSP Magui Interface with TWoS??:hmm2:

blackcan
01-16-16, 05:34 AM
I think you can just deactivate the 1.04 and activate the 1.05. No need for another patch.

What does this mean in some other words?
- FW Coastal Defenses campaign layer protecting allied and axix ports and coast lines.

And are the new mine fields shown on the map charts?
Thank you all so much for your strong support, always trying to get this game more beautiful. :up::up::up: :subsim:

Why is the "allows carriers to launch aircrafts.." why disabled by default? Can I enable this? Would be nice to have aircrafts coming in from carriers when I have been spotted. Or is it too difficult? Or unrealistic? Or buggy?

I meant in generel if i should install the 4GB Patch for Wolves of steel

THEBERBSTER
01-16-16, 06:58 AM
whether compatible CSP Magui Interface with TWoS??:hmm2: TWOS uses TDW's NewUI interface.
You cannot have 2 interfaces in a game.
Peter

vdr1981
01-16-16, 09:44 AM
And how do i update? do neeed to reinstall SH5 oder can i just deactive it via JSGME?

Full game reinstallation is highly recommended when replacing old with new megamod version !
In order to save your progress, you should backup your bunker gamesaves located in "Documents/SH5/data/cfg/SaveGames" folder.
However, old gamesaves compatibility is not guarantied at all.

And no, you don't need 4Gb patch with SH5...

fitzcarraldo
01-16-16, 10:04 AM
Thanks for the new version! Downloading now.

Best regards.

Fitzcarraldo :salute:

Muckenberg
01-16-16, 10:08 AM
Hi Vecko
Should I have one question for you. Is there any way to turn contacts the hydrophone or visual contact?
I installed version 1.05 twos and no contacts with me on maps displayed?
I'm sorry my English. And thank you for your answer.

vdr1981
01-16-16, 10:33 AM
Hi Vecko
Should I have one question for you. Is there any way to turn contacts the hydrophone or visual contact?
I installed version 1.05 twos and no contacts with me on maps displayed?
I'm sorry my English. And thank you for your answer.
Disable Real Navigation addon...

palmic
01-16-16, 01:21 PM
When i saw sh5 at first it was horrible look..

When i saw SH5 at YT with some mods it was great look but it was unable to get info's about how to set it up and it was still too buggy to play...

And now we have great mods brought together in one download and one manual to set.
It looks spectacular and it force realism at first!!! YES!!!

Much rescpect to all authors of all individual mods and much respect to modpack authors!!
And much respect even to all the other modpacks outside!!!!

Love ya! :salute:

fitzcarraldo
01-16-16, 01:40 PM
When i saw sh5 at first it was horrible look..

When i saw SH5 at YT with some mods it was great look but it was unable to get info's about how to set it up and it was still too buggy to play...

And now we have great mods brought together in one download and one manual to set.
It looks spectacular and it force realism at first!!! YES!!!

Much rescpect to all authors of all individual mods and much respect to modpack authors!!
And much respect even to all the other modpacks outside!!!!

Love ya! :salute:

+1

Fitzcarraldo :salute:

Muckenberg
01-16-16, 02:43 PM
Disable Real Navigation addon...


Thank you for the quick reply.

reignofdeath
01-16-16, 03:44 PM
Question guys, TWOS is a singular mod right?? Just installing the mod via JSGME should work?? I looked into my JSGME directory and found a BUNCH of other mods which if I remember were my Mod soup before TWOS which consolidated a ton of popular mods, which I would like to ask which ones btw. Thank you. :salute:

fitzcarraldo
01-16-16, 06:47 PM
Question guys, TWOS is a singular mod right?? Just installing the mod via JSGME should work?? I looked into my JSGME directory and found a BUNCH of other mods which if I remember were my Mod soup before TWOS which consolidated a ton of popular mods, which I would like to ask which ones btw. Thank you. :salute:

Use carefully the instructions in the first post.

Regards.

Fitzcarraldo :salute:

Newinger
01-17-16, 12:56 PM
Thanks a lot for constantly improving WoS! Hope that this mod will stay alive for a long time!

reignofdeath
01-17-16, 02:06 PM
Will the download of 1.05 come with the necessary TDW Generic Patcher and JSGME?? I do forget and couldnt find anything in the OP.

THEBERBSTER
01-17-16, 02:30 PM
Hi UCS
When you unzip the new v1.05 version just put the contents in your main Silent Hunter 5 folder and you have everything you need that answers your question.
This latest version automatically uses 16.9 widescreen as the default setting so no additional mod is necessary unless you are using a different resolution.
Shaefer's YouTube video tutorial can still be used.

Peter

Muckenberg
01-17-16, 03:30 PM
Hi Vecko
First I want to thank you for Your amazing work. Too much splendor.
Do you think it would be sometime in the future to do something with animation crew?
I mean, that's not so static. I hope you understand what I mean by the crew.
This is probably the only thing missing to complete Twos 1000% perfection.
Of course, I thank all who participated or participates in the creation megamodu.
I apologize for my English.:doh:

Aruru
01-17-16, 11:42 PM
This megamod is so great! Wonderful! Yummy!:up:

vdr1981
01-18-16, 02:46 AM
Do you think it would be sometime in the future to do something with animation crew?
I mean, that's not so static. I hope you understand what I mean by the crew.
This is probably the only thing missing to complete Twos 1000% perfection.


Hardly because even now crew animation can cause performance drop and game lag in some situations. Adding more animation could only make things worse...:down:

Muckenberg
01-18-16, 05:54 AM
And it would be a big problem to do garrison headquarters without moving? For example, it would 1.WO and chief engineer were on site at the operator rudders?

fitzcarraldo
01-18-16, 07:12 AM
Hi Vecko: I would to know if it is possible to use the SH3 style GUI in v1.05. I try it, but I had messages of errors when apply the modification. I did it with the mod disabled. In 1.04 I could do it without problems.

Many thanks for the new version!

Fitzcarraldo :salute:

Hjalfnar
01-18-16, 07:44 AM
Hey guys. Awesome to see people still working on the game. It deserves to be better as there is an good game at the core of it.

Now my question as a spare time Kapitaen with maximum 1 hours playtime a day is how I could get back the vanilla aiming system? I know I know, shame on me, but in the evening I want to hit the Tommys nice and easy.

vdr1981
01-18-16, 07:54 AM
Hi Vecko: I would to know if it is possible to use the SH3 style GUI in v1.05. I try it, but I had messages of errors when apply the modification. I did it with the mod disabled. In 1.04 I could do it without problems.

Many thanks for the new version!

Fitzcarraldo :salute:
Sure you can...Check this out...http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521

blackcan
01-18-16, 08:24 AM
Is there a compatible mod which adds that "uncomfortable" sounds when ship sinks

vdr1981
01-18-16, 08:59 AM
Hey guys. Awesome to see people still working on the game. It deserves to be better as there is an good game at the core of it.

Now my question as a spare time Kapitaen with maximum 1 hours playtime a day is how I could get back the vanilla aiming system? I know I know, shame on me, but in the evening I want to hit the Tommys nice and easy.
Disable appropriate option in XO TDC tab with OFEV app and also uncheck "manual TDC" option in gameplay settings...

Is there a compatible mod which adds that "uncomfortable" sounds when ship sinks
Not sure about the mod but you can hear some rather disturbing sounds while listening sinking ships with your hydrophone...

mikaelanderlund
01-18-16, 09:07 AM
Thank you for Your amazing work:up::up::up:

Mikael :salute:

vdr1981
01-18-16, 09:16 AM
Thank you for Your amazing work:up::up::up:

Mikael :salute:

Mikael! :salute:

fitzcarraldo
01-18-16, 10:26 AM
Sure you can...Check this out...http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521

I did it, but when open "TheDarkWraithUserOptions.py" I have the errors. I will uninstall/reinstall all the game and TWoS 1.5.

BTW, What things we lose changing to SH3 style GUI? Some of the automations?
Playing for years SH3 this type GUI is more familiar to me and more friendly. Also, it is noted SH3 style GUI seemed more stable with TwoS 1.04 and previous versions. The TDW default GUI is more stable in 1.05? I wrote this because stability is priority in SH5.

Many thanks and best regards!

Fitzcarraldo :salute:

blackcan
01-18-16, 11:31 AM
Sure you can...Check this out...http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521

Do i need to disable and then enable the mod after making changes?:doh:

vdr1981
01-18-16, 12:02 PM
I did it, but when open "TheDarkWraithUserOptions.py" I have the errors. I will uninstall/reinstall all the game and TWoS 1.5.

BTW, What things we lose changing to SH3 style GUI? Some of the automations?
Playing for years SH3 this type GUI is more familiar to me and more friendly. Also, it is noted SH3 style GUI seemed more stable with TwoS 1.04 and previous versions. The TDW default GUI is more stable in 1.05? I wrote this because stability is priority in SH5.

Many thanks and best regards!

Fitzcarraldo :salute:
You will lose absolutely nothing and yes, SH3 UI style is better, faster, more practical and more immersive than SH5 UI. :yep: It also appears that it is less prone to some bugs and glitches and it has definitely higher FPS. I will soon recommend it (once again) in FAQ section. SH5 style is now stock because of easier full tutorial support.
Follow the instructions from the link I gave you and your OFEV will work for sure...:yep:

Do i need to disable and then enable the mod after making changes?:doh:
Yes...

Hjalfnar
01-18-16, 12:23 PM
Disable appropriate option in XO TDC tab with OFEV app and also uncheck "manual TDC" option in gameplay settings.Does not seem to work...I have no attack map now. oO

Edit: Even after undoing the step you mentioned the attack map is still missing! Reinstalling mod now.

vdr1981
01-18-16, 01:23 PM
Does not seem to work...I have no attack map now. oO

Edit: Even after undoing the step you mentioned the attack map is still missing! Reinstalling mod now.

There's small button on the left side which should (will) enable tactical map mate...:O:

Hjalfnar
01-18-16, 02:04 PM
I know. It's gone and the hotkey won't work.

THEBERBSTER
01-18-16, 03:12 PM
Hi fitz
SH3 UI no problem with v1.05.
This is the first time I have used this UI in SH5 as I fancied I would try something different with the new version, so far ok.
My only concern using real navigation and the SH3 UI is the precision plotting needed, and the difficulty to to adjust the course exactly with the smaller compass. With the SH5 enhanced UI the rudder shows you your course as it adjusts which is very useful when taking up an attack position.
Changing back from SH3 to the SH5 UI is however the right decision for new gamers to TWOS.
Peter

vdr1981
01-18-16, 03:57 PM
I know. It's gone and the hotkey won't work.

No idea then...Anyway, TAI map works...

http://s6.postimg.org/r4vzzty3x/Capture.jpg (http://postimg.org/image/r4vzzty3x/) http://s6.postimg.org/9qbrrk0z1/SH5_Img_2016_01_18_21_32_50.jpg (http://postimg.org/image/9qbrrk0z1/)

EDIT:

Please don't tell me that you have (somehow) failed to see... :D

http://s6.postimg.org/s8g4bsir5/SH5_Img_2016_01_18_22_37_38.jpg

Hjalfnar
01-19-16, 12:59 AM
Nope, it really wasn't there, must have done something wrong. Reinstalled and made the tweak you suggested and now everything seems alright.^^ Thanks!

Edit: IF I'm doing everything right now, mind if I do a video about it? I've started a little YT channel some months ago.

Hjalfnar
01-19-16, 03:44 AM
Ah...I don't know if this is intended, but I don't get any contacts on the map? The ships are right next to me but on the map there are no contacts to aim at.

Edit: Ok, seems to be intented and not switchable. The gameplay option always turns itself back on.

blackcan
01-19-16, 05:58 AM
I just started the Game and got that Error:
http://img5.fotos-hochladen.net/uploads/1078wowvanill7arv9qyl25.jpg

I Changed that the XO Start to pop up when i lock a Target. Then diabled and Enabled the mod Again and that appeared

vdr1981
01-19-16, 06:57 AM
Edit: IF I'm doing everything right now, mind if I do a video about it? I've started a little YT channel some months ago.

That would be great! :up:

Hjalfnar
01-19-16, 08:40 AM
There is one last problem for a Sim-Light gamer like me. :O: I don't get contacts on the map. It seems the option's locked in the gameplay menu. I tried something via the OFEV but it seems the problem lies elsewhere. THis is the last point keeping me from playing your mod. Any idea how could get it that noobish?:wah:

vdr1981
01-19-16, 08:51 AM
There is one last problem for a Sim-Light gamer like me. :O: I don't get contacts on the map. It seems the option's locked in the gameplay menu. I tried something via the OFEV but it seems the problem lies elsewhere. THis is the last point keeping me from playing your mod. Any idea how could get it that noobish?:wah:

Do you have real nav addon enabled? You can not use map contacts with real nav ON, that would be silly...:yep:

Note that Map contacts can be seen only in TAI map by default. To enable map contacts in nav map you should check appropriate options in OFEV app...

Hjalfnar
01-19-16, 08:57 AM
That's exactly why I did not enable RealNav.

I added contacts to NavMap and TAI via OFEV. But neither shows them. And the gameplay option in the gamplay menu for NOT showing contacts reactivates itself everytime I start a new campaign or load an already started one.

I'm still in harbour though with allied ships around me.

vdr1981
01-19-16, 09:11 AM
That's exactly why I did not enable RealNav.

I added contacts to NavMap and TAI via OFEV. But neither shows them. And the gameplay option in the gamplay menu for NOT showing contacts reactivates itself everytime I start a new campaign or load an already started one.

I'm still in harbour though with allied ships around me.


While in the bunker, press "esc" key and uncheck "no map contact" option in gameplay settings...Then, start new patrol...

vdr1981
01-19-16, 10:15 AM
That's exactly why I did not enable RealNav.

I added contacts to NavMap and TAI via OFEV. But neither shows them. And the gameplay option in the gamplay menu for NOT showing contacts reactivates itself everytime I start a new campaign or load an already started one.

I'm still in harbour though with allied ships around me.

Hmm OK, How about to first disable the megamod with JSGME, then use OFEV, and then enable the megamod again? :hmmm:

MCM
01-19-16, 10:26 AM
How can I play a tutorial? I select one, e.g. "automations" and then? THX

seba999
01-19-16, 01:58 PM
I have one question. When i run max underwather and i have not silent run escorts use sonar, drop waste bomb (1941 and later). Why escorts dont hit me anyone? In GWX sh3 in 1941 escorts drop bomb and hit on target (me).

Hjalfnar
01-19-16, 02:37 PM
Hm. Until late 1940 the british depth charges weren't able to explode at the depth german u-boats could safely reach and detonated at a maximum depth of 76m. But later they should be able to explode down to 270m and so hit you. Maybe you have set the campagin difficulty too low?

vdr1981
01-19-16, 02:40 PM
I have one question. When i run max underwather and i have not silent run escorts use sonar, drop waste bomb (1941 and later). Why escorts dont hit me anyone? In GWX sh3 in 1941 escorts drop bomb and hit on target (me).
You mean like first strike=>dead sub?
Skilled escorts perception is way of the scale in SH3 an SH4.
Check Intelligent Random AI thread/documentation (IRAI), maybe you'll find your answer there...

Hjalfnar
01-19-16, 03:10 PM
A question showed up (after all you already helped me with xD). What are the hotkeys for manning AA and deck canon? Or abandon it.

seba999
01-19-16, 03:29 PM
Hm. Until late 1940 the british depth charges weren't able to explode at the depth german u-boats could safely reach and detonated at a maximum depth of 76m. But later they should be able to explode down to 270m and so hit you. Maybe you have set the campagin difficulty too low?

No :) I play 100% realism. Thank you and all for answers :) I was try play historical mission in 1942 FX Update... escorts run very beter than 1941. Thanks very much :D Now Im happy :)

Roxor
01-19-16, 04:47 PM
I was just wondering when in the campaign we get the newer submarine types. What dates and what types. I want to play through the whole campaign but I just want to know when these upgrades take place.

Hjalfnar
01-19-16, 06:33 PM
I was just wondering when in the campaign we get the newer submarine types. What dates and what types. I want to play through the whole campaign but I just want to know when these upgrades take place.No new subs, only your Type VII will receive upgrades of the tower and equipment. I think the last upgrades will bring you to the Type C/42 and a bit beyond that (Zaunkönig!), but no additional Types. SH5 wasn't programmed with additional types and until now I don't know any mod that gives you any. If you want to play with IX, XXI and XXIII you need SH4 with Operation Monsun Mod.

JT1981
01-19-16, 08:58 PM
i have chosen all difficult.but it shows 60%,why it is not 100%?

seba999
01-20-16, 03:03 AM
When I use wind&smoke mod I have not 100% too... When i reinstal sh and I dont use this mod I have 100% realism. Sorry. My English no good but I to hope you understend me.

osros
01-20-16, 03:49 AM
Hey all been a while for me, but having a problem with the install.

Im following closely the steps and going along with the video however when I get to the Generic File Patcher its goes south for me, when I open and click yes to all the confirmations I do get a error.

sh5.exe is different version than expected!

Update 1: Fixes the Year entry being written over in the
DestroyedUnits.ini file for each {unit_x} entry
Reason: Bytes read does not equal oldvalue or new value

moving forward from this I notice I dont have options on screen that the video is instructing to me to change so Im kinda stuck here. I did a fresh install and its V1.2

Any help appreciated.

seba999
01-20-16, 04:29 AM
When run generic patcher you must show folder with game for all questions.

Hjalfnar
01-20-16, 04:30 AM
Hey all been a while for me, but having a problem with the install.

Im following closely the steps and going along with the video however when I get to the Generic File Patcher its goes south for me, when I open and click yes to all the confirmations I do get a error.

sh5.exe is different version than expected!

Update 1: Fixes the Year entry being written over in the
DestroyedUnits.ini file for each {unit_x} entry
Reason: Bytes read does not equal oldvalue or new value

moving forward from this I notice I dont have options on screen that the video is instructing to me to change so Im kinda stuck here. I did a fresh install and its V1.2

Any help appreciated.You did make a clean reinstall? Deleted all SH5-files before, including those in the SH5 folder in My Documents? Oh, and are you using the steam version?

JT1981
01-20-16, 05:22 AM
When I use wind&smoke mod I have not 100% too... When i reinstal sh and I dont use this mod I have 100% realism. Sorry. My English no good but I to hope you understend me.

i know what you mean,the wind&somke mod will effect the realism and force it down to 60%..

my english is poor too..

seba999
01-20-16, 06:28 AM
Before reinstal sh5 and delte mod wind and smoke i have 75% realism max... I write what I doing to 100% realism...

Hjalfnar
01-20-16, 06:34 AM
Before reinstal sh5 and delte mod wind and smoke i have 75% realism max... I write what I doing to 100% realism...You have maximum realism. Because of the mods the games realism indicator simply does not work right with the mod, that's all.

seba999
01-20-16, 06:42 AM
If I dont help than sorry... Thanks clarifing about this mod :)

MCM
01-20-16, 06:43 AM
So can someone help me? How to play the tutorials please? :hmmm:

Cybermat47
01-20-16, 07:01 AM
No new subs, only your Type VII will receive upgrades of the tower and equipment.

Actually, you have a selection of 4 different submarine types:

Type VII A: External aft tube, two less torpedoes than other types, flak located on aft deck. Starting sub of Coastal Waters.

Type VII B: Internal aft tube, with the now standard 2 aft torpedo reserves. Flak on aft deck, but with the option of moving it to an upgraded conning tower, as well as an optional wintergarten platform for an additional flak. Becomes available during Coastal Waters, and is the starting boat if you begin your career with the Happy Times campaign.

Type VII C: Revised optional wintergarten, and radar capability. Starting sub of Mare Nostrum and Western Approaches.

Type VII C/41: Improved pressure hull, advanced radar and radar detection capability, starts with enlarged conning tower with wintergarten, capable of carrying two light flak guns and one 37mm flak or a quad 20mm flak. Starting sub of Monsun Gruppe and Turning Point.

KrOkOZyABrA
01-20-16, 07:05 AM
At night too dark. In a file, you can adjust the brightness without changing the rest of the scenes? More and more light night reflections from the moon?

Cybermat47
01-20-16, 07:05 AM
So can someone help me? How to play the tutorials please? :hmmm:

Select your tutorial, then click 'Historical Missions'. Your chosen tutorial should be highlighted by a glowing white box :salute:

KrOkOZyABrA
01-20-16, 07:12 AM
In stock version excellent balance of light and dark at night. It was not worth it to touch ...

MCM
01-20-16, 09:36 AM
THX alot for your help Cybermat47 (http://www.subsim.com/radioroom/member.php?u=297482). Sometimes you just don't see the obvious things :D

JT1981
01-20-16, 10:55 AM
i think i have encounter a bug,co2 is not increased when submerged....

and how to set to default autoload torpedo?

vdr1981
01-20-16, 11:58 AM
You have maximum realism. Because of the mods the games realism indicator simply does not work right with the mod, that's all.

Actually, 100% difficulty is reserved only for real navigation captains who don't use wind and smoke addon.:yep:

In stock version excellent balance of light and dark at night. It was not worth it to touch ...
Really:doh:?? To me stock nights look more like daytime, or like twilight at least...

seba999
01-20-16, 12:42 PM
Sorry how I can end mission in bunker in my homebase?

KrOkOZyABrA
01-20-16, 12:47 PM
Evening looks good but the night really impenetrable darkness and reflection of the moon is too small. Not nice. can realistically ... The rest of the day looks pretty good!) Just gamma correction in the game will display all scenes, but want only night lighter. Where can I improve?

KrOkOZyABrA
01-20-16, 12:55 PM
Do not even make brighter. Add more reflections of the moon. In good weather, the moon illuminates the water very well. Bright. Ships dark, but the outlines are visible well.

Navuhodonosor
01-20-16, 02:10 PM
Coming back to this game because of this mod, got tired of installing mods manually through the years.:Kaleun_Cheers:
Thank you for the hard work!

Roxor
01-20-16, 06:02 PM
So I was on patrol when June 1 came around. I went back to base after mission accomplished. Now there are no missions listed? and dose the guy only tell the same intro every time?

http://farm2.staticflickr.com/1657/24140593539_05256ce9e2_b.jpg

Ok.. I skiped through to July 14 and still no objectives/missions in the list. When I click the list it shows this.

http://farm2.staticflickr.com/1677/23880580224_39d638cd77_b.jpg

But I can't click it. It disappears as soon as I move my mouse to it.

fitzcarraldo
01-20-16, 06:27 PM
Little question: Could I change the stock officer icons with the oldies Dad Boot images until v1.04? It's only my personal taste...

Many thanks and best regards.

Fitzcarraldo :salute:

osros
01-20-16, 11:02 PM
You did make a clean reinstall? Deleted all SH5-files before, including those in the SH5 folder in My Documents? Oh, and are you using the steam version?


It is tied to Steam I dont remember if it was purchased that way though. I use ubisoft launcher to download and it loads steam to download and same when I play launches steam.

Is that a deal breaker? thought I saw something pertaining to steam version.

And yes all deleted in both areas and clean install.

Hjalfnar
01-21-16, 01:49 AM
So I was on patrol when June 1 came around. I went back to base after mission accomplished. Now there are no missions listed? and dose the guy only tell the same intro every time?Save, restart, load. Save and reload again. Now it should work.


It is tied to Steam I dont remember if it was purchased that way though. I use ubisoft launcher to download and it loads steam to download and same when I play launches steam.

Is that a deal breaker? thought I saw something pertaining to steam version.

And yes all deleted in both areas and clean install.As far as I know almost no mod for SH5 works with steam as the steam version is programmed a bit different.

MCM
01-21-16, 01:57 AM
Last question :) On the let`s play videos of TheNorseCast (https://www.youtube.com/channel/UCC4qP68hyeTemULraRAfCcA) I saw that he has activated "battlestations" while attacking a merchand under water with torpedo TDC. I know I have to activate it when I want to attack via deckgun. But what is the advantage using it while attacking with TDC?