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palmic
01-21-16, 04:01 AM
^ Good question up there :-)
||

THEBERBSTER
01-21-16, 04:01 AM
Hi fitz
The Das Boot crew mod is an additional add on mod included with TDW's NewUI 7-5-0.
Peter

MCM
01-21-16, 05:18 AM
Thank you Palmic :) It is especially interesting because battlestation crew needs much more CO2. So I will only use it when really necessary. Will crew load torpedos faster? Less duds?

fitzcarraldo
01-21-16, 07:37 AM
Hi fitz
The Das Boot crew mod is an additional add on mod included with TDW's NewUI 7-5-0.
Peter

Many thanks! I´m searching it now in OFEV.

Best regards.

Fitzcarraldo :salute:

steevo45
01-21-16, 09:14 AM
Anyone come across the 5 dedtroyers who come out of the blue and latch on to you till your O2 is up? 1940 (wasn't asdic less effective then?) South of Ireland, even down at 180 on silent running they come right at me from about 10km away as though they can magically, miraculously smell me out from the depths and there is NO WAY to shake them off. Commented on by the norse cast Let's Play videos as a possible bug. It's happened to me twice on consecutive patrols and just forced to go back to previous game save.

vdr1981
01-21-16, 10:01 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?


Check first tip "How to pass form one campaign to the next one"...


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?
Battlestations state(F7 key)
good
- Faster torpedo and gun loading time
- Faster repairs
- AffectUpTime, AffectPassiveBonuses, (no idea what it is :))

bad
- Crew moral/fatigue degeneration rate
- CO2 consumption rate

Silent running (F8)
good
- Engine/submarine noise signature
- Hydrophones range and sensitivity
- CO2 consumption rate

bad
- No repairs
- No torpedo loading
- No pumps (when flooding is present)
- Crew moral/fatigue degeneration rate (not very much though)


Many thanks! I´m searching it now in OFEV.

Best regards.

Fitzcarraldo :salute:

Not OFEV...Das Boot crew is optional addon mod inside TDW New UIs...It is fully compatible...:yep:

Anyone come across the 5 dedtroyers who come out of the blue and latch on to you till your O2 is up? 1940 (wasn't asdic less effective then?) South of Ireland, even down at 180 on silent running they come right at me from about 10km away as though they can magically, miraculously smell me out from the depths and there is NO WAY to shake them off. Commented on by the norse cast Let's Play videos as a possible bug. It's happened to me twice on consecutive patrols and just forced to go back to previous game save.
That's probably elite hunter killer group and they can be very "persistent". Dive deep, speed no more than 1kn (all stop if possible) and silent running on.
Or simply surface and surrender...:D

THEBERBSTER
01-21-16, 11:14 AM
Hi fitz
You are looking in the wrong place.
Try this.
http://www.mediafire.com/download/artutmb6l6ulr2o/NewUIs_TDC_7_5_0_TheDarkWraith_Test_Version_18.7z
There are 15 files once you unzip it and you will find it there.
Peter

gap
01-21-16, 11:16 AM
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...

Besides subjective factors and personal taste, there is a bunch of other factors which might affect the perceived nights darkness, including computer screen's gamma, the illumination of the room where the game is played and in-game gamma settings. What works for someone, might not for someone else. :yep:

@ KrOkOZyABrA:

I suggest you adjusting game's gamma (accessible from grafics settings) and/or trying one of the night optional mods coming with Dynamic Environment.

KrOkOZyABrA
01-21-16, 12:23 PM
Thank you for understanding! Increased range up to 52. I can not decide to leave 52 or 53 ...))) It's not even in the brightness, few reflections. Night looks is dead, dry.

fitzcarraldo
01-21-16, 12:51 PM
Hi fitz
You are looking in the wrong place.
Try this.
http://www.mediafire.com/download/artutmb6l6ulr2o/NewUIs_TDC_7_5_0_TheDarkWraith_Test_Version_18.7z
There are 15 files once you unzip it and you will find it there.
Peter

Not OFEV...Das Boot crew is optional addon mod inside TDW New UIs...It is fully compatible..

Ok, many thanks! It´s a mod in TDW UI.:yeah:

Best regards.

Fitzcarraldo :salute:

seba999
01-21-16, 01:39 PM
Hi. Carriera be end in 1944?:doh:

Aktungbby
01-21-16, 01:43 PM
seba999!:Kaleun_Salute: Forgive our belated manners!

vdr1981
01-21-16, 02:20 PM
Here's a quick update just to iron out few things here and there...

The Wolves of Steel 1.05 - Update 01 changelog:

Snapshot changes:
- Remark: in v1.05 "Carriers/Airbases launch aircraft" patches are disabled because of suspicion that these are responsible for planes overspawn bug which can corrupt game saving function. You can enable these patches at you discretion and report any findings in TWoS home thread.

Other tweaks:
- No funny looking bandages on wounded crew. Instead, when injured, crew icon will turn red...
- Few tuning tweaks in Sim.cfg and Airstrike.cfg files.
- Maximum displayed gameplay realism percentage for "Non-RealNav" players or for those who use optional "Wind & Smoke" addon is tuned up to 70%. This should also affect renown bonuses...
- Tweaked renown values for merchants: Tankers and large troop transport ships are now significantly more valued than regular cargo ships.

Added mods:
- SH5_No Funny Bandages

Removed mods:
-

Installation:
1. Extract content of the archive into your "Silent Hunter 5/MODS" folder.
2. Start JSGME and enable the update with JSGME after the main TWoS 1.05 mod, activated mods list should look like this:
The Wolves of Steel 1.05
The Wolves of Steel 1.05 - Update 01
The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith *(optional mod)
The Wolves of Steel 1.05 - *x* Resolution Patch *(optional mod)

* Enable the update anytime with your JSGME.

seba999
01-21-16, 02:49 PM
If the campaign ends in 1940?

vdr1981
01-21-16, 02:57 PM
If the campaign ends in 1940?

:06:

seba999
01-21-16, 03:10 PM
Sorry... when campanian is end? In year 1944? 45?

vdr1981
01-21-16, 03:11 PM
Sorry... when campanian is end? In year 1944? 45?

1945 (http://www.subsim.com/radioroom/showthread.php?t=189818)

seba999
01-21-16, 03:12 PM
Thanks :) my english is poor :D

Roxor
01-21-16, 04:50 PM
Thank for the mod update! I think is cool that you still work on this. :rock: I had some problems because I have the steam version but I found workarounds (http://www.subsim.com/radioroom/showthread.php?t=222403) that fixed my save.

I'm now on the Atlantic Air Gap Mission and I just sank a B/S and an A/C for the first time. While looking for a convoy I was seeing Biplane aircraft in my AO. After shooting down 5, then after I found the A/C it made sense why I was seeing aircraft so far out in the Atlantic.

Did planes fly from A/C before the new Update no.1?:hmm2:

Cybermat47
01-21-16, 04:52 PM
While looking for a convoy I was seeing Biplane aircraft in my AO. After shooting down 5, then after I found the A/C it made sense why I was seeing aircraft so far out in the Atlantic.

I've tried to do this, but didn't manage it. Mind explaining to a noob like me how to track down an aircraft carrier?

Roxor
01-21-16, 05:33 PM
I've tried to do this, but didn't manage it. Mind explaining to a noob like me how to track down an aircraft carrier?

So on the first mission for the Atlantic Air Gap Mission I was told to "Intercept a convoy and sink at least 2 ships"

In that area I was doing 6-7 knots, every 2h manual hydro search @ 34m, doing 45° tacking every 4h. (Zig-Zag)

While listing to the hydro, I found an unknown contact. I raced to it at 15 knots for 1h then another hydro search. This time my sonar man calls out "Merchant-mid speed-long distance" + some warships. I thought it was a merchant convoy w/ heavy escort. Lucky for me they were closing the distance and getting closer. I waited for a bit until my sonar man could give me a distance (12000m). Next I plotted an intercept, witch was only like 4-5km away.

Lol when I looked through the scope and saw first the Illustrious-class aircraft carrier then the Royal Sovereign Battleship. :arrgh!:

I fired 2 on each and only one hit on each. (2 duds)

So the answer is be at the right place at the right time. The convoy was vary fast at 17 knots. I think I was lucky because at 17 knots you can't catch up or follow. Also watch out for the flank destroyers in the formation they came vary close to me and I was over 2000m away from the A/C.

Also keep in mind the sonar man calls the A/C a Merchant!:yep:

After the hits and they started sinking the whole task force was on me for 4h I was depth charged and forced to dive to 160m. Eventually I made it back to base.
http://farm2.staticflickr.com/1523/24232805260_cf43596e5e_b.jpg

Don't know why it did not count for the task... a little disappointing. Just says Finished in red. If someone knows why this is please let me know:hmm2:


-Gute Zeiten !

vdr1981
01-22-16, 10:36 AM
http://s6.postimg.org/46vwohgq9/SH5_Img_2016_01_22_16_16_37.jpg

Mega cool etheberge's "A Fistful of Emblems" mod soon with the Wolves ! :up:

I've finally pursuit myself to do compatibility tweaks and files merging so from now our subs will look much better and definitely more realistic. :yep:

fitzcarraldo
01-22-16, 11:27 AM
Mega cool etheberge's "A Fistful of Emblems" mod soon with the Wolves ! :up:

I've finally pursuit myself to do compatibility tweaks and files merging so from now our subs will look much better and definitely more realistic. :yep:

Wow! I was working on this, with the instructions of Gap to add the entries in the upc files, etc. Well...your mod will be better, so I´m looking forward to it! But please! I want an emblem from the start of war without renown!!! :wah:

BTW. I´m using silentmichal interiors 1.2.4 and patch 1.2.4b, working fine with TWoS. No problems (CTDs, graphics, etc). Also I applied MaMa accuracy mod (for TWoS 1.04) and is working well.

Many thanks and best regards.

Fitzcarraldo :salute:

vdr1981
01-22-16, 12:11 PM
But please! I want an emblem from the start of war without renown!!! :wah:
Isn't this already the case with FFoA mod?:hmm2:


BTW. I´m using silentmichal interiors 1.2.4 and patch 1.2.4b, working fine with TWoS. No problems (CTDs, graphics, etc). Also I applied MaMa accuracy mod (for TWoS 1.04) and is working well.

Many thanks and best regards.

Fitzcarraldo :salute:
Very useful info, thank you very much! :up::up: Happy hunting and "stable" seas...:O:

fitzcarraldo
01-22-16, 12:46 PM
When I start a campaign in early war and go to supply officer in bunker, I can´t select any emblem (greyish option).

Regards.

Fitzcarraldo :salute:

vdr1981
01-22-16, 12:58 PM
When I start a campaign in early war and go to supply officer in bunker, I can´t select any emblem (greyish option).

Regards.

Fitzcarraldo :salute:

That's strange because according to Upgradepacks.upc file all emblems should be free and available from day one...

Anyway, try new update 02 (it is up now) and see what will happen...:yep:

fitzcarraldo
01-22-16, 07:25 PM
That's strange because according to Upgradepacks.upc file all emblems should be free and available from day one...

Anyway, try new update 02 (it is up now) and see what will happen...:yep:

I did the test with 1.05 with patch 2, without Real Navigation, 16:9 standard resolution. No other mods. First mission in Coastal Waters.

When I go to supply officer, I obtain this:

http://i1030.photobucket.com/albums/y362/fitzcarraldo231062/sh5%202016-01-22%2021-01-47-24_zps0qmkwdrz.jpg

No accesible options for upgrades, and then, no emblems from start with renown=0

The same was with 1.03, 1.04, etc. Never I could select an emblem for my boat.

Many thanks and best regards.

Fitzcarraldo :salute:

KrOkOZyABrA
01-22-16, 07:46 PM
[QUOTE=fitzcarraldo;2376014]I did the test with 1.05 with patch 2, without Real Navigation, 16:9 standard resolution. No other mods. First mission in Coastal Waters.

Never I could select an emblem for my boat.


Reload Save in bunker.

fitzcarraldo
01-22-16, 08:22 PM
[QUOTE=fitzcarraldo;2376014]I did the test with 1.05 with patch 2, without Real Navigation, 16:9 standard resolution. No other mods. First mission in Coastal Waters.

Never I could select an emblem for my boat.


Reload Save in bunker.


In bunker before request mission and go to the boat? I will try it. Ever I save and reload when I am in the boat bridge, inside bunker, before departure.

Many thanks!

Fitzcarraldo :salute:

KrOkOZyABrA
01-22-16, 09:38 PM
Can make a script for a smooth dive boat when press V? Crash dive looks perfect! In normal dive too bully feed.

fitzcarraldo
01-22-16, 10:51 PM
[QUOTE=KrOkOZyABrA;2376020]


In bunker before request mission and go to the boat? I will try it. Ever I save and reload when I am in the boat bridge, inside bunker, before departure.

Many thanks!
Fitzcarraldo :salute:

Working now with your solution. Load the bunker- exit and save - reload the game. So the supply officer works.

Many thanks!

Fitzcarraldo :salute:

Kumando
01-23-16, 03:20 AM
Snapshot changes:
- Remark: in v1.05 "Carriers/Airbases launch aircraft" patches are disabled because of suspicion that these are responsible for planes overspawn bug which can corrupt game saving function. You can enable these patches at you discretion and report any findings in TWoS home thread.

So this means there will be no aircrafts launched from bases and carriers by default?

vdr1981
01-23-16, 04:29 AM
[QUOTE=fitzcarraldo;2376024]

Working now with your solution. Load the bunker- exit and save - reload the game. So the supply officer works.

Many thanks!

Fitzcarraldo :salute:

You're surprising me Fitz. :) This "solution" is old almost as SH5 it self...Not to mention that it is bolded in install instruction...:yep:

JT1981
01-23-16, 05:04 AM
how to escape from dd?dd will always follow me even in silent running with 1knot
,it will never give up,what should i do?

JT1981
01-23-16, 05:22 AM
So on the first mission for the Atlantic Air Gap Mission I was told to "Intercept a convoy and sink at least 2 ships"

In that area I was doing 6-7 knots, every 2h manual hydro search @ 34m, doing 45° tacking every 4h. (Zig-Zag)

While listing to the hydro, I found an unknown contact. I raced to it at 15 knots for 1h then another hydro search. This time my sonar man calls out "Merchant-mid speed-long distance" + some warships. I thought it was a merchant convoy w/ heavy escort. Lucky for me they were closing the distance and getting closer. I waited for a bit until my sonar man could give me a distance (12000m). Next I plotted an intercept, witch was only like 4-5km away.

Lol when I looked through the scope and saw first the Illustrious-class aircraft carrier then the Royal Sovereign Battleship. :arrgh!:

I fired 2 on each and only one hit on each. (2 duds)

So the answer is be at the right place at the right time. The convoy was vary fast at 17 knots. I think I was lucky because at 17 knots you can't catch up or follow. Also watch out for the flank destroyers in the formation they came vary close to me and I was over 2000m away from the A/C.

Also keep in mind the sonar man calls the A/C a Merchant!:yep:

After the hits and they started sinking the whole task force was on me for 4h I was depth charged and forced to dive to 160m. Eventually I made it back to base.
http://farm2.staticflickr.com/1523/24232805260_cf43596e5e_b.jpg

Don't know why it did not count for the task... a little disappointing. Just says Finished in red. If someone knows why this is please let me know:hmm2:


-Gute Zeiten !

How many escorts the task force have?i encounter some task force today,2 dido class light crusier and 16 dds,i gived up and run away...

another question,how do you escape from being hunted? i was followed by one dd,it will hears me even i am rig for silent running in 1knot....what should i do?

MCM
01-23-16, 06:30 AM
how to escape from dd?dd will always follow me even in silent running with 1knot
,it will never give up,what should i do?

Maybe you should go deep? Minimum 80m... that helps alot. Also try to show the smallest shiloutte agains the DDs. Short full ahead when they are right above you. And change your course every now and then :up:

JT1981
01-23-16, 08:57 AM
Maybe you should go deep? Minimum 80m... that helps alot. Also try to show the smallest shiloutte agains the DDs. Short full ahead when they are right above you. And change your course every now and then :up:

thank you,when change course in silent running,it turns slow,the speed will drop to 1knot or even below....that will make the sub a good target for dd...if order ahead flank,you will make alot of noise....

MCM
01-23-16, 09:29 AM
That's why I wrote: "when the DD is over you" You wait until the DD is almost directly over you (the ping-ping echolot sound stops) and THEN you take full speed and turn (perferable away from DD course)! This you are doing for approx. 10sec, then back to silent run again. In this time the DD can't hear you, because you are right in his back. And as long as waterbombs are exploding keep on full speed because no DD can hear anything.

Also in early war waterbombs go maximum of 80m dive depth as far as I know, may someone can approve? And in middle of war not far more than 130m I think. So go as deep as you can. Second advantage is that the echolot is getting very bad signature of your uboot so far down.

fitzcarraldo
01-23-16, 10:01 AM
You're surprising me Fitz. :) This "solution" is old almost as SH5 it self...Not to mention that it is bolded in install instruction...:yep:

I'm a rookie in SH5...Bought it in 2011 and now (five years after) I'm playing with TWoS....

I think (only my opinion), in the install instructions is not clear when you have to save - reload the game in bunker. Bunker with mission assigned and in the bridge of the boat or on the bunker pen? Now I know is on the bunker pen. :D

Best regards.

Fitzcarraldo :salute:

ryejar333
01-23-16, 08:48 PM
just a quick question. I am runnin a 3440x1440 monitor. Is there a 43:18 resolution patch for wolves of steel? I did not install a rez patch, but I think the mod comes standard with a 16:9 resolution patch. Would that work with my hardware? If not, any suggestions on what to do ?

vdr1981
01-25-16, 04:05 AM
just a quick question. I am runnin a 3440x1440 monitor. Is there a 43:18 resolution patch for wolves of steel? I did not install a rez patch, but I think the mod comes standard with a 16:9 resolution patch. Would that work with my hardware? If not, any suggestions on what to do ?

Currently TWoS supports only 16/9, 8/5(16/10) and 4/3 resolutions...You can use mod without any problems but your angular measurements with periscope markings will not be 100% correct. Yet again, modpack is perfectly playable even without this ability ...

palmic
01-25-16, 04:31 AM
how to escape from dd?dd will always follow me even in silent running with 1knot
,it will never give up,what should i do?

I dont know if you haven't get into some bug, but i can say that if i am good in something in sh5 WOS, its escaping of DD sonar at 1939-1940 :know:

I always go as deep as i can and listen its propellers on hydrophone and track its movement in my mind.
If you track it for a while you could say pretty sure even its turns very precisely..

From manuevers i use only one when you let DD attack you from behind and when you lost his propellers sound at ~180 (its over you), i order flank ahead and turn hard to any side.
In this moment he cannot hear you because you are behind its own motors (and any other cannot hear you too because of the motors of DD above you), so i let flank ahead on for few seconds and change my course.
Then i just order silent run (slowest ahead) or even machine stop and hope they've lost me.

Keep in mind that you are always as "visible" for their sonar as much of you expose to them (you are closest to invisible if you are turn directly to DD or from DD because you expose minimum of your body).
If you are hunted by more DD's at once, it will be very lethal fight for sure and you will have very low chance to escape, because they can cooperate and scan you by sonars in 2D scale (one can detect bearing to you if he detect you, but if second DD do the same from 90 degree, they have your position). Try to escape their depth charges and wait for moment when you can hide behind motor of one of them.. (and hope for a miracle :O:)

JT1981
01-25-16, 04:49 AM
I dont know if you haven't get into some bug, but i can say that if i am good in something in sh5 WOS, its escaping of DD sonar at 1939-1940 :know:

I always go as deep as i can and listen its propellers on hydrophone and track its movement in my mind.
If you track it for a while you could say pretty sure even its turns very precisely..

From manuevers i use only one when you let DD attack you from behind and when you lost his propellers sound at ~180 (its over you), i order flank ahead and turn hard to any side.
In this moment he cannot hear you because you are behind its own motors (and any other cannot hear you too because of the motors of DD above you), so i let flank ahead on for few seconds and change my course.
Then i just order silent run (slowest ahead) or even machine stop and hope they've lost me.

Keep in mind that you are always as "visible" for their sonar as much of you expose to them (you are closest to invisible if you are turn directly to DD or from DD because you expose minimum of your body).
If you are hunted by more DD's at once, it will be very lethal fight for sure and you will have very low chance to escape, because they can cooperate and scan you by sonars in 2D scale (one can detect bearing to you if he detect you, but if second DD do the same from 90 degree, they have your position). Try to escape their depth charges and wait for moment when you can hide behind motor of one of them.. (and hope for a miracle :O:)

Thank you for your reply,it is very detailed...i will try in my next patrol:up::up:

MCM
01-25-16, 05:26 AM
One short addition: When DD comes from behind flank speed any direction but if he comes from front side I always try to turn the other side as the destroyer does. This is why that way you are bit longer directly behind him :salute:

vdr1981
01-25-16, 05:27 AM
Keep in mind that excessive use of high underwater speed will also "lure" additional escorts located further away. They could here that "something is there" and then you're really busted...:)

EDIT

If you enable "sensor regions" in TAI map options with OFEV and enable map contacts, you can then see how AI actually sees and hears you depending of your speed, depth, profile ect......

palmic
01-25-16, 06:41 AM
If you enable "sensor regions" in TAI map options with OFEV and enable map contacts, you can then see how AI actually sees and hears you depending of your speed, depth, profile ect......

Wow this is awesome, now i can get lesson in u-boat school :-)

MCM
01-25-16, 06:46 AM
Oh wow didn't know that, valueable information vdr1981!! :salute:

vdr1981
01-25-16, 07:35 AM
Wow this is awesome, now i can get lesson in u-boat school :-)

Oh wow didn't know that, valueable information vdr1981!! :salute:

http://s6.postimg.org/5tywexwx9/Capture.jpg (http://postimg.org/image/5tywexwx9/):salute:

Muckenberg
01-25-16, 12:59 PM
Hi Vecko
I have a big problem with Generic patcher. Every time I install a Generic Patcher in the game, and it unfortunately I can not run.
When I look into the "Startup" so it can see that they are activated three files SH5.exe. And the game will not start at all. Any advice?
I apologize for my English
Do you plan to add any more to TWoS new ships? For example, some ships use the mod "More traffic, nations and ship 1_8f"

vdr1981
01-25-16, 01:12 PM
Hi Vecko
I have a big problem with Generic patcher. Every time I install a Generic Patcher in the game, and it unfortunately I can not run.
When I look into the "Startup" so it can see that they are activated three files SH5.exe. And the game will not start at all. Any advice?
I apologize for my English
Do you plan to add any more to TWoS new ships? For example, some ships use the mod "More traffic, nations and ship 1_8f"

Steam version?
Game patched to official v1.2.0?
Did you checked this? http://www.subsim.com/radioroom/showpost.php?p=2311571&postcount=1649

About the ships, it's really hard to say...IMO, mentioned mod is a proof that careless adding of new units will basically give you CTD fest and a broken game.

Muckenberg
01-25-16, 01:58 PM
Self-DVD version of the game and of course I have patch 1.2 A setting files GP CFG I also checked :) I really do not know what's wrong. Twos play for a long time, but unfortunately I GenericPatcher not want the game to run, so I was forced to play without installing GP.
Yet Not running game. I'm forced to reboot the PC and the windows always give me an error message that failed to execute a file. So I therefore install GP again and the message I write here on the forum.
Yet I remembered that I happened upon activation generic Patcher wrote that he could not run SH5 patches because SH5.exe is used by another file. When I tried it again and it was a complete activation.
I do not know how the other players, but unfortunately it happens that freeze flag and a colleague from our submarine forum told me that the game had already fallen several times.
I will try now to start the campaign with only 1.05 Twos without the update, and I'll write it with those flags.
I am sorry for my English.

My mods:
1.TWoS 1.05
2.Das Boot Crew Mod for SH5
3.SilentMichals Interior mod
4.Dark Interior V_1
5.Stormys DBSM SH5 v1.3 Basemod

vdr1981
01-25-16, 02:15 PM
Yet I remembered that I happened upon activation generic Patcher wrote that he could not run SH5 patches because SH5.exe is used by another file.

I remember someone's talking that Uplay has to be OFF when activating generic patcher.

Avoid additional and unsupported mods if you aren't 100% sure what conflicting and overwritten files actually do...:yep:

Muckenberg
01-26-16, 12:59 AM
Hi Vecko
To do this, my problem with the Generic Patcher. Whenever you'll reboot my system and writes this: SH5.exe 0xc0000412 failed to start.
Any advice?

vdr1981
01-26-16, 11:38 AM
Hi Vecko
To do this, my problem with the Generic Patcher. Whenever you'll reboot my system and writes this: SH5.exe 0xc0000412 failed to start.
Any advice?

No, sorry...I've never saw such issue...

MCM
01-26-16, 01:29 PM
IF I would like to shoot a torpedo on a destroyer (what I will never do, just theortical :O:) I would of course use an electric one. But on night even a steam torpedo would not be seen in real live. Is this the same in wolves of steel? Can I shoot a steam torpedo at night without the DD sees it? What more disadvantages has an electric torpedo in TWOS that no one is using it?

vdr1981
01-26-16, 02:40 PM
Can anyone who speaks German write down Dönitz's slogan for me (in German of course)? https://youtu.be/EbzSJ_W42Mw?t=25m1s

jarekk81
01-26-16, 04:11 PM
This mod is simply great

THEBERBSTER
01-26-16, 06:49 PM
A Warm Welcome To The Subsim Community >jarekk81
Find Help & Useful Information In My SHIV & SHV Signature Thread Links.
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)
The Wolves Of Steel Frequently Asked Questions + Campaign Fix In >FAQ’s & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)

Jimbuna
01-26-16, 07:31 PM
Welcome to SubSim jarekk81 :sunny:

Aktungbby
01-27-16, 12:22 AM
This mod is simply great

jarekk81! :Kaleun_Salute:

MCM
01-27-16, 02:03 AM
Dönitz says: "Uboot sind die Wölfe zur See: Angreifen, reißen, versenken!"

That means: "Uboots are the wolves of the sea/ocean: attack, rip/tear appart, sink"

In german the word "reißen" is a word that is defined for alpha animals who stand upmost upon all on the food chain hunting down a victim, bad to translate. Like the german uboots in the early times: Wolves :)

JT1981
01-27-16, 05:33 AM
encounter a task force,sun a dido in underwater attack,hunted by 6 dds,couldnot escape...

vdr1981
01-27-16, 08:08 AM
Dönitz says: "Uboot sind die Wölfe zur See: Angreifen, reißen, versenken!"

That means: "Uboots are the wolves of the sea/ocean: attack, rip/tear appart, sink"

In german the word "reißen" is a word that is defined for alpha animals who stand upmost upon all on the food chain hunting down a victim, bad to translate. Like the german uboots in the early times: Wolves :)

Awesome, thanks!:up:

vdr1981
01-27-16, 10:26 AM
Dynamic Campaign

http://s6.postimg.cc/8er5glz3l/SH5_Img_2015_12_12_16_35_34.jpg

Unlike previous SH titles, SH5 Dynamic Campaign is composed of several "smaller" campaigns merged into one large. Some of the advantages of this new approach to the campaign system are more diversity in campaign settings depending on the current war period, better campaign progression "feeling", ect.
One drawback is unintuitive instant "jump" from patrol to bunker when ending date of individual campaign chapter is reached. This however can be avoided with few tweaks described in my alternative method of campaign progression, down bellow in F.A.Q....
Campaign "shifts" are commonly followed by flotilla and homebase transfers.

Due to some issues with SH5 launcher caused by Ubisoft, campaign transfers can be a bit problematic for some players. There are several available solution how to bypass this issue, so make sure to pay special attention on "How can I pass from one campaign chapter to the next one?" tip , down bellow in FAQ section.

Another novelty in SH5 campaign system are flotilla Objectives which will be offered to the player in every individual campaign chapter...



Flotilla objectives

http://s6.postimg.cc/khwh46a5t/SH5_Img_2016_01_18_15_30_48.jpg

Active objectives can be seen in top left corner of navigation map and/or as circular (ticked) click buttons also visible in nav map.
In TWoS, objectives represent currently available rough area of operations of your flotilla provided by BdU, but keep in mind that objective's graphical representation visible in navigation map are certainly NOT something which players should follow "blindly" or at any cost. Your constant and THE most important "objective" is to hit your enemy as hard you can, when ever and where ever you can. With high tonnage score per patrol OKM will be pleased, one way or another...
In this expansion, Objectives are exclusively date controlled and they will dynamically appear and disappear from your navigation map as war progresses.
Objectives in TWoS only have two statuses, On-going and Finished and they will be declared as "Finished" when certain deadline date is reached or sometimes even before, if BdU decide so...
All previously seen tonnage bar related nonsense are effectively eliminated from this expansion...

One more function of player objectives is to provide the player with several types of Secondary missions ...



Secondary Missions

http://s6.postimg.cc/3vewv3h81/SH5_Img_2016_01_18_15_33_41.jpg

Missions can be requested only in bunker and during the flotilla commander briefing by clicking "Request mission" button. TWoS/OHII features several types of secondary missions (area patrol, spy infiltration, harbor photo recon ect) and their main function (except "coolness") is to provide the player with one crew promotional point and to restore some crew moral, after successfully finished mission.
That been said, just like objectives, success is not mandatory and it shouldn't be forced at any cost. Successful convoy attack outside your currently designated patrol area will give you much more than 48h area patrol without success. I'm pretty much sure that BdU wont complain neither...
During patrol, your current mission will be shown in your Captains log as Primary or Secondary "Objective" so don't get confused about this...Note also that area patrol missions should be done in single playing session, without leaving the operation area or exiting to main menu. Stuck area patrol timer can be restarted by exiting from designated area, saving/reloading the game, and entering the zone again.

JT1981
01-27-16, 11:03 AM
Awesome, thanks!:up:

hello vdr,if sub run with highest speed after depth charges exploded,could dd hear me?

vdr1981
01-27-16, 11:19 AM
hello vdr,if sub run with highest speed after depth charges exploded,could dd hear me?

I'm not completely sure but I'm afraid that the answer is yes...There was a mod called something like "DC water disturbance" made by TDW which should prevent this but, IIRC there were some CTD issues involved.

JT1981
01-27-16, 11:33 AM
I'm not completely sure but I'm afraid that the answer is yes...There was a mod called something like "DC water disturbance" made by TDW which should prevent this but, IIRC there were some CTD issues involved.

so,the fact is,if you were hunted by more than 3dds,you could escape hardly,because the dd will call more dds coming,i am hunted by 6 dds,so ,i am a dead man already....

vdr1981
01-27-16, 11:47 AM
so,the fact is,if you were hunted by more than 3dds,you could escape hardly,because the dd will call more dds coming,i am hunted by 6 dds,so ,i am a dead man already....

Not really, check tips, you may find some useful advice there...

THEBERBSTER
01-27-16, 04:45 PM
Hi guys
IIRC the maximum number I have had looking for me was 9 when I did EBCW and I did eventually manage to get away at 1 knot zigzagging, starting and stopping.

I have put together a tutorial that some of you might be interested who use map contacts which should give you a better chance of escaping when used for attacking convoys.
This is an alternative to the 90 degree fast shoot with a 45 degree one.
With this there is a good chance that any escorts will look for you in the wrong place.
Post #38 J.P.C. 45ᵒ Method SHV Revised For Tutorial (http://www.subsim.com/radioroom/showpost.php?p=2189150&postcount=38)

Peter

Sokolov
01-29-16, 07:20 AM
What about a harbor raids, now there coastal defence, so it's not so unreal to do it?

vdr1981
01-29-16, 09:37 AM
What about a harbor raids, now there coastal defence, so it's not so unreal to do it?

Try it , why not...:up:

ual002
01-29-16, 09:58 PM
Heh, my mod made it in here after all this time. Auto download, cheers guys.

I cant wait to try this.

vdr1981
01-30-16, 05:23 AM
Heh, my mod made it in here after all this time. Auto download, cheers guys.

I cant wait to try this.

Of course ! :up: And as you can see, they are on top of the list...:yep:
Welcome back!

Roninx
01-30-16, 07:28 AM
I finally got this wonderful mod to work! :up:

Now, I am somewhat of a noob to SH5 and I must admit I am overwhelmed by the manual targeting. I already left out Real Navigation during install ( at some point I will try it, I promise!!), but is there as well a way to change the targeting to a somewhat more automatic or semi automatic version? If I try to reduce realism in the main menu to leave out manual targeting, it does not seem to work in game. It seems I still need to calculate some data points to get a target solution.

At least until I got a better feel for the game I would like to have targeting a lesser challenge with TWOS. If you could help me out here I would appreciate.

vdr1981
01-30-16, 01:29 PM
I wasn't satisfied with some of mine settings/tweaks from v1.05 so I'm uploading quick No. 03 update.

Also, I've noticed that number of main mod downloads is approximately 2x times larger than number of update downloads which indicates to me that many players are not aware of TWoS regular updates. Please, spred the word about the updates and make sure to periodically check SH5 megamod download section. Link for download can also be found in my signature...:up:


The Wolves of Steel 1.05 - Update No. 01/02/03 changelog:

Snapshot changes:
- Remark: Since TWoS v1.05 "Carriers/Airbases launch aircraft when contact detected" patches are disabled by default because of suspicion that these are responsible for planes overspawn bug which can corrupt game saving function. However, this may not be true so If you wish, you can manually enable these patches at your discretion and report any findings in TWoS home thread. Note that "Carriers/Airbases launch aircraft" related patches can be found in two sections of TDW Generic Patcher application (sh5 and shsim).

Other tweaks:
- No funny looking bandages on wounded crew. Instead, when injured, crew icon will turn red...
- Few tuning tweaks in Sim.cfg and Airstrike.cfg files.
- Maximum displayed gameplay realism percentage for "Non-RealNav" players or for those who use optional "Wind & Smoke" addon is tuned up to 70%. This should also affect renown bonuses...
- Tweaked renown values for merchants: Tankers and large troop transport ships are now significantly more valued than regular cargo ships.
- Compatibility tweaks for "A Fistful of Emblems v1.51" mod
- Stock IRAI 0.0.41 settings in Airstrikes.cfg file. It seems that my tweaks were causing unrealistically high number of airplanes spawned in players area even without player detection/radio message interception.
- Stock IRAI 0.0.41 sensors dificulty settings in Init.aix file. If you wish you can experiment with alternate settings.
- Few tweaks in rec.manual, ship pictures.
- New paint variation for Medium Composite Merchant.

Added mods:
- SH5_No Funny Bandages
- A Fistful of Emblems v1.51_TWoS Compatible
- A Fistful of Emblems v1.51 (Weathered)_TWoS Compatible

Removed mods:
-

Installation:
1. Extract content of the archive into your "Silent Hunter 5/MODS" folder.
2. Start JSGME and enable the update with JSGME after the main TWoS 1.05 mod, activated mods list should look like this:

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 03
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith *(optional mod)
4. The Wolves of Steel 1.05 - *x* Resolution Patch *(optional mod)

* This update is cumulative which means that it contains changes from all previous patches. You can remove previous updates.
* Enable the update anytime (in port or in patrol) with your JSGME and continue campaign.

vdr1981
01-30-16, 01:35 PM
I finally got this wonderful mod to work! :up:

Now, I am somewhat of a noob to SH5 and I must admit I am overwhelmed by the manual targeting. I already left out Real Navigation during install ( at some point I will try it, I promise!!), but is there as well a way to change the targeting to a somewhat more automatic or semi automatic version? If I try to reduce realism in the main menu to leave out manual targeting, it does not seem to work in game. It seems I still need to calculate some data points to get a target solution.

At least until I got a better feel for the game I would like to have targeting a lesser challenge with TWOS. If you could help me out here I would appreciate.

There's an option "Manual targeting enforced" (true/false) available in OFEV application ("XO TDC" tab). Check FAQ for more and and set up game difficulty to your liking...:yep:

Roninx
01-30-16, 04:10 PM
There's an option "Manual targeting enforced" (true/false) available in OFEV application ("XO TDC" tab). Check FAQ for more and and set up game difficulty to your liking...:yep:

Thanks mate!

Btw, is the in game cinematic music "Das Boot" taken from a separate mod? I saw that the main menu/music is taken from a separate mod, but I could not identify the mod from which the in game music of the movie is taken from.

ual002
01-30-16, 08:59 PM
Dude. Played all day. Holy crap. Sooo much better than i remember. I did have to use the out of game editor thing to turn on easy targeting. Until I get the hang of manual again.

Additionally, I have an old copy of TDWs sub flag (flagpole for your uboat) mod. Unsure if that got lost or was purposely not added, but if you need it let me know. I dont want to mess with the boat upgrades to make them display just because I do remember it took a bit of work and I dont want to break anything.

OldnSlow
01-31-16, 01:38 AM
Hi guys, just trying to get back into SH5 after a long break. I have done a clean install plus added Wolves of Steel.
I am trying to do the 90 degree attack tutorial but I cannot get past the stage where it asks me to turn on the TDC. The highlighter zooms into a blank area on my screen where no buttons appear and I cannot press the next button. Where do I press? Can anyone help?

EDIT: I finally managed to find the TDC on button :-) now I have enabled Real Navigation for an extra challenge!

I am also having the occasional CTD when playing the tutorials. I followed every stage of the install guide, the forum instructions and the video guide but still get CTDs. (I have always had an occasional CTD problem with SH5 since the beginning).

vdr1981
01-31-16, 07:49 AM
Additionally, I have an old copy of TDWs sub flag (flagpole for your uboat) mod.

TDW Sub flags=CTDs...:yep:


I am also having the occasional CTD when playing the tutorials. I followed every stage of the install guide, the forum instructions and the video guide but still get CTDs. (I have always had an occasional CTD problem with SH5 since the beginning).

This is not the first time that people have complained about CTDs during Trevally's tutorial sessions, but since I dont use them , I cant do much about that...I need more data...
Check my sig for "how to report an issue" and try to be more concrete...Which tutorial, how to reproduce CTD ect...

EDIT:.
I've just completed two tutorials without CTDs (RAOBF and 90deg attack 1)...:up:
As I said, until I'm able to reproduce the issue I must assume that it is caused by user or by inadequate game/mod installation...Sorry...:yep:

ual002
01-31-16, 11:25 AM
Subflag = CTD. Rgr good to know, Thanks. Shame.

ual002
01-31-16, 02:12 PM
Any idea why the button to take over manual dive plane control does nothing?

vdr1981
01-31-16, 02:32 PM
Any idea why the button to take over manual dive plane control does nothing?

Probably incorrectly activated TDW Generic patcher or the Shapshot...(Step 6)

ual002
01-31-16, 03:10 PM
I guess i need to do it again since 1.03? or because i replaced my captains picture? or Both?

vdr1981
01-31-16, 03:13 PM
I guess i need to do it again since 1.03? or because i replaced my captains picture? or Both?

I dont get you there? What "1.03" ?

Regarding captain picture, simple dds file replace wont do any harm, I'm sure...

ual002
01-31-16, 03:31 PM
Sorry, 1.05 upd 3

vdr1981
01-31-16, 05:09 PM
Sorry, 1.05 upd 3

No, you have to activate the patcher and the snapshot only once, on your first game/mod installation. When it's required to re-enable the shapshot with new update , I usually point it out in update in update's readme instructions.

Check your TDW patcher, it should look like this if everything is OK...
http://s6.postimg.org/m7x4moy5p/Capture.jpg (http://postimg.org/image/m7x4moy5p/)

ual002
01-31-16, 10:06 PM
I don't think I was fully updated the first time I did this. I'm seeing more items in the unexploded list now. I had like 4 originally. Should have stopped there but somehow the game ran.

I'll report back possibly tomorrow. Thanks for your quick replies.

EDIT: looks good so far. Quick question. So the included flag document indicates faction allegience. The dutch ships (netherlands) prior to the date specified as ALLIED, I can assume are neutral?

Kumando
02-01-16, 03:15 AM
No, you have to activate the patcher and the snapshot only once, on your first game/mod installation. When it's required to re-enable the shapshot with new update , I usually point it out in update in update's readme instructions.

Check your TDW patcher, it should look like this if everything is OK...
http://s6.postimg.org/m7x4moy5p/Capture.jpg (http://postimg.org/image/m7x4moy5p/)

Vecko Artillery coastal defense patches should be disabled by default?

vdr1981
02-01-16, 09:33 AM
Vecko Artillery coastal defense patches should be disabled by default?

Yes, because TWoS coastal defenses already have their own hydro capabilities...


I don't think I was fully updated the first time I did this. I'm seeing more items in the unexploded list now. I had like 4 originally. Should have stopped there but somehow the game ran.
I'll report back possibly tomorrow. Thanks for your quick replies.
Keep in mind guys that correctly activated Generic Patcher (step 6) is crucial for SH5...Everything is explained in details so make sure not to mess up something there ...:yep:



EDIT: looks good so far. Quick question. So the included flag document indicates faction allegience. The dutch ships (netherlands) prior to the date specified as ALLIED, I can assume are neutral?

Until German attack, yes...

ual002
02-01-16, 10:42 AM
For the record, uplay does not seem to pull down the most current version of the game. You have to update once it's "ready" to play.

ironcold
02-01-16, 03:24 PM
[QUOTE]

Snapshot changes:
Remark Since TWoS v1.05Carriers/Airbases launch aircraft when contact detected patches are disabled by default because ... [QUOTE]

In SHSim.act Artillery(Coastal defense) are disabled - that`s ok?

Thank`s to you to making this Ubi-scum playable !

Oh ! didn`t see that someone have the same Question just a little time ago - sorry

steevo45
02-02-16, 05:44 AM
Just a quick question for the less comp savvy among us. To upgrade to 1.5 do I just replace 1.4 with 1.5 in the JSGME or do I have to delete the game and do a fresh install?
Cheers

fitzcarraldo
02-02-16, 07:59 AM
Just a quick question for the less comp savvy among us. To upgrade to 1.5 do I just replace 1.4 with 1.5 in the JSGME or do I have to delete the game and do a fresh install?
Cheers

When I started with TWoS 105 I reinstalled ALL: SH5 12, and TWoS 105 plus patch and optionals.

Regards.

Fitzcarraldo :salute:

THEBERBSTER
02-02-16, 07:01 PM
This is an interesting point.
Personally I prefer to uninstall SH5 having kept my saved games, then re-installing after having used a registry cleaner.
This is made easier as both the applications for TDW's GFP and OFEV are both standalones and not installed from within the mega mod.
Peter

trebby
02-03-16, 05:46 AM
After a looooong time reinstalled SH5 and gave it a try with your mod...

It works like a charm!:yeah:
Virtually flawless, CTDs and stability NO issues, actually playable and custimizable...

Hooked again.:dead:


GREAT JOB on you and all modders, THANKS VDR! :rock:


All the best, Trebb.

DieReeperbahn
02-03-16, 11:52 AM
I have two questions. The ship ID never changes even when I have the ship selected in the SOAN.
http://i1288.photobucket.com/albums/b499/kipendale/Shot1_zpsccr8f6ns.jpg (http://s1288.photobucket.com/user/kipendale/media/Shot1_zpsccr8f6ns.jpg.html)
Should that indicate Cimarin Class Tanker?
http://i1288.photobucket.com/albums/b499/kipendale/Shot2_zpswrqkuskp.jpg (http://s1288.photobucket.com/user/kipendale/media/Shot2_zpswrqkuskp.jpg.html)
Also, every time I go to map screen and back, the mast height resets. Is that a bug?

Andrew

THEBERBSTER
02-03-16, 12:22 PM
Hi DR
Your XO only tells you that there is a target but not what it is.
That is your job to find out unless you are using the Wind And Smoke addon mod.
You have to first identify the target by using the periscope.
Call up the recognition by pressing the shortcut key 'E'
Find the target.
Lock it with the 'Space key'.
Send the mast height to the TDC.
You will see the target identified in the TDC.
Then you can use the stadimeter to get the targets range.
Peter

MCM
02-03-16, 12:36 PM
Because there will be no other uboot sim in the near future a question: Are there modders in the TWOS steel crew that would spend some time to improve the game even more? Like more crew in the uboot and more alive reactions when they are relaxed or when they are under attack; or better water grafics, ship textures, more alive ships etc. This all could be funded with a volunter money give away. I would spend some dollars :D Ever thought of something like that?

THEBERBSTER
02-03-16, 01:33 PM
Hi MCM
IIRC Vecko answered the crew additions not long ago why this was not practical due to to putting an even heavier load on the graphics and causing ctd's.

Peter

DieReeperbahn
02-04-16, 09:57 PM
Hi DR
Your XO only tells you that there is a target but not what it is.
That is your job to find out unless you are using the Wind And Smoke addon mod.
You have to first identify the target by using the periscope.
Call up the recognition by pressing the shortcut key 'E'
Find the target.
Lock it with the 'Space key'.
Send the mast height to the TDC.
You will see the target identified in the TDC.
Then you can use the stadimeter to get the targets range.
Peter

Okay, so that message will not change and there's no ship ID checkmark unless I install W&S.
And the mast height resetting itself is just an annoyance I guess?

THEBERBSTER
02-05-16, 05:51 AM
Hi DR

And the mast height resetting itself is just an annoyance I guess? I am sure this question has been answered also a while back but I cannot remember what the answer to it is.
I expect Vecko will know.

Peter

palmic
02-05-16, 06:53 AM
Sorry guys, but i haven't found wind & smoke addition description anywhere nor via google.

at first i thought it adds realistic smoke effect based on wind (off course :) ), but it should not make the game easier, i assume it contains different things.

Is there some description for it?
Thank you.

DieReeperbahn
02-05-16, 10:06 AM
Just installed Wind & Smoke, now my issue is fixed.:salute:

Palmic - the description should be in the Mod file.

wingman3333
02-05-16, 10:29 AM
Hi all, ---

first I want to thank you guys for this great mod pack. I assume you spend more time to this game then Ubisoft in total.
Thanks for that!

--
Although I have a problem. Docking ships in some ports e.g. Southend are dancing around. I spend some time to pass the defences and everything I got are some epileptic ships i cant kill.
Can anyone help me?
(installed everything propperly with the "how to install" video)

THEBERBSTER
02-05-16, 10:54 AM
Hi Guys
The 'Wind and Smoke' addon mod is as it states an additional mod that can be found both in the main TWOS mods folder and also in the mod update No. 03 mods folder.
It is purposefully listed as mod number 5 so it can be enabled correctly in JSGME using the TWOS mod number.
The main purpose of this mod is to put back the 'Gunner's Identify Icon' that will identify the targets automatically in the TDC for you.
The mods folder in each update will show you any mods that have been updated or introduced since the main mod or the previous update.
The Wind And Smoke addon mod should not be used if you are using real navigation.
Peter

ual002
02-05-16, 10:59 AM
I have a question. I'm not entirely sure it belongs here but probably in the individual's mod's forum, but I'm not sure which mod this covers.

As far as mini map and big map options settings... how can I make them persistent? Is there a cfg file somewhere I can edit?

Additionally map marker color is never persistent. Can that be changed as well?

THEBERBSTER
02-05-16, 02:43 PM
Hi ual
Not sure what you mean by 'persistent'?
You can use the 'Tab' key to operate both maps.
Map marker you mean the map tools in general?

Post #41 Changing The Map Colors In TDW's Generic File Patcher (http://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41)

Peter

palmic
02-05-16, 02:55 PM
Thank you for previous response :salute:

..I have one extra :)

Dont you know someone which keys controls heading (or even depth if possible) with new UI in bottom left?
Unfortunately i dont know even name of that mod

UPDATE - i found it: its mapped to Q/E, but these are reserved by another mods, best is to switch "compass bar" to "control by shortcuts" so you'll toggle round clickable compass control by click on the bar.
Then you can control heading even by mouse-over scrolling (with shift precisely) - GREAT!

ual002
02-05-16, 03:18 PM
Each of the maps have an options button. Said option never stay the same between plays. Every time I boot the game I have to turn all my cheater map options on again. Then with the ability to draw on the map, the default pencil color is grey, and hard to see. Someone added a color change feature but the color never stays persistant after reloading the game.

palmic
02-05-16, 04:09 PM
Each of the maps have an options button. Said option never stay the same between plays. Every time I boot the game I have to turn all my cheater map options on again. Then with the ability to draw on the map, the default pencil color is grey, and hard to see. Someone added a color change feature but the color never stays persistant after reloading the game.

I think it cant be done because many things are not included into save data.
The game even don't save hunted ship damage, so if you restart game while chasing one, it will be at 100% health after reload.
I think while its not good, its much better than some unstable states which could crash game if it would be saved too..

ual002
02-05-16, 04:54 PM
Fair enough, but if that stuff is added from a mod, shouldn't there be a cfg file for it. You might not be able to save the changes you make in game but you could at least boot the game with the changes made to the cfg... if that makes sense.

THEBERBSTER
02-05-16, 06:15 PM
Hi ual
All the options that you refer to by clicking on the button in each map offers you a selection of changes just for that gaming session but can be made permanently in TDW's Options File Editor Viewer.
You must first disable your mods before you can make any changes, save the changes and then enable the mods again.
You need to go to the nav map and TAi map tabs in the OFEV.
Peter

Kumando
02-05-16, 07:40 PM
Im at Ebcw first patrol my designated patrol grid is an5544 ivr reached it but my objective is stil pending, any idea why?

ual002
02-05-16, 08:45 PM
Hi ual
All the options that you refer to by clicking on the button in each map offers you a selection of changes just for that gaming session but can be made permanently in TDW's Options File Editor Viewer.
You must first disable your mods before you can make any changes, save the changes and then enable the mods again.
You need to go to the nav map and TAi map tabs in the OFEV.
Peter

Perfect. I'll do just that. Very helpful. I guess I should have just figured that out for myself. But I would have probably forgetting to activate/disengage the mods.

palmic
02-05-16, 08:48 PM
Im at Ebcw first patrol my designated patrol grid is an5544 ivr reached it but my objective is stil pending, any idea why?

You should get message by radio about how big circle around the point you could patrol and how long you have to be there.

Most common is 80km circle 72 hours.
Sometimes you could be in 200km, it depends.

ual002
02-05-16, 08:51 PM
Im at Ebcw first patrol my designated patrol grid is an5544 ivr reached it but my objective is stil pending, any idea why?

I feel like if you reload a game inside the patrol zone messes up the timer. Don't quote me on that though.

JT1981
02-06-16, 12:47 AM
hi,vdr,my question is when you want to rug for silent running,should i press "z" or F8?F8 will order executive officer rig for silent running,but what is the key Z doing for?

palmic
02-06-16, 04:08 AM
Is it really possible to spare fuel by switch one side to electric engine and start recharging?
I would say its nonsense, because of recharging mechanical resistance is higher, than torque given for recharged energy (you would have Perpetuum mobile otherwise).

But this is something i saw as meme in loading screen.. :hmmm:

THEBERBSTER
02-06-16, 05:44 AM
Hi ual
All patrol grid objectives must be done in 1 gaming session without any manual game saves.
If you put an X mark in the centre of the your grid use the compass and pull it out to 250km; just make a note of the time when you pass through it and it will give you a good idea of the time spent patrolling.
You should get a radio message with a time and date start and also you have your Captain's Log.
Another option if you want to know what is going on is to set up the player objectives tab in TDW's Options File Editor Viewer. By using this you will always know when you have completed the grid and will show you the next patrol area if there is one.
http://i65.tinypic.com/25q57vt.jpg

In this picture by clicking on the yellow button bit I can confirm where I need to be.
http://i64.tinypic.com/2iu9ttl.jpg

250km patrol area marked out.
http://i63.tinypic.com/256e6w2.jpg

Here you can see the completed and next objective
http://i66.tinypic.com/dvq8fb.jpg

Peter

THEBERBSTER
02-06-16, 05:47 AM
Hi JT
The shortcut for Silent Running is the 'Z' key.

Peter

JT1981
02-06-16, 07:02 AM
Hi JT
The shortcut for Silent Running is the 'Z' key.

Peter

ye,i konw the shortcut is 'z' key,i want to know the key 'f8' is the same fuction as key 'Z'?

Damo
02-06-16, 07:30 AM
Just a quick question regarding the 'Sub on bottom fix' in the patcher; I got hit by a plane and started flooding in the front 2 compartments, dragging the bow under and sinking in 30m of water. Hit the seabed at about 3 knts and came to rest after I dialled in a depth lower than the sea floor hoping to sit there and repair. Unfortunately, no matter what TC I set I kept jumping around and taking more damage, eventually destroying the pressure hull and bulkheads in the torpedo room, and going to a watery grave.

Next career I found some shallow water and went to periscope depth and stopped, then I dialled in a lower depth than the seabed and came to a rest on the bottom. This time, with no flooding I was able to bring up the TC without taking damage. So, if I have flooding and start to sink with no way to maintain depth off the bottom, am I screwed?

vdr1981
02-06-16, 10:06 AM
Im at Ebcw first patrol my designated patrol grid is an5544 ivr reached it but my objective is stil pending, any idea why?

hi,vdr,my question is when you want to rug for silent running,should i press "z" or F8?F8 will order executive officer rig for silent running,but what is the key Z doing for?

Note to all:
Check provided documentation , faq and tips section before posting a questions in order to avoid unnecessary thread spamming...

ual002
02-06-16, 11:29 AM
Note to all:
Check provided documentation , faq and tips section before posting a questions in order to avoid unnecessary thread spamming...

Agreed some of the more basic common questions can be found there however don't be afraid to ask the more detailed questions not covered there.

Kumando
02-06-16, 11:47 AM
Note to all:
Check provided documentation , faq and tips section before posting a questions in order to avoid unnecessary thread spamming...

Ive read it, thats not what im asking, i dindt save reloaded till i reach my patrol grid and once ive reached it, i never received the message telling to patrol to 48 or 72 hrs, thats what i asked, thanks.

palmic
02-06-16, 02:14 PM
Ive read it, thats not what im asking, i dindt save reloaded till i reach my patrol grid and once ive reached it, i never received the message telling to patrol to 48 or 72 hrs, thats what i asked, thanks.

Thats strange, i always get the message before i reached the circle, but it could be removed from log if you reload the game.
Try to accomplish your patrol just by looking for targets on your own (patrolling in circles gives you almost nothing anyway, only important are hits), reload game in docks and try it next patrol.

Ronowitsch
02-06-16, 02:34 PM
thank you very much ;-) very good mod

THEBERBSTER
02-06-16, 03:02 PM
It would still be in the Captain's Log as a radio message showing the date and time unless you exited the game without making a save.

Peter

palmic
02-06-16, 04:47 PM
As i finally found time to try 1.0.5 from friday evening i have to say every change made my experience much better yet, thank you for awesome work again.

Particularly sh5 UI as default UI is great chose, because now it allows me to order course and depth precisely without try and fails.
I like even current avatars more, because now it makes sense more than before.

Previous mods were more beautiful but very less usable, so it does make sense to have usable UI at default with possibility to make it more nice but less readable (controlable)

Thanks :salute:

vdr1981
02-07-16, 02:24 AM
Hi JT
The shortcut for Silent Running is the 'Z' key.

Peter

F8 key...

vdr1981
02-07-16, 02:50 AM
Just a quick question regarding the 'Sub on bottom fix' in the patcher; I got hit by a plane and started flooding in the front 2 compartments, dragging the bow under and sinking in 30m of water. Hit the seabed at about 3 knts and came to rest after I dialled in a depth lower than the sea floor hoping to sit there and repair. Unfortunately, no matter what TC I set I kept jumping around and taking more damage, eventually destroying the pressure hull and bulkheads in the torpedo room, and going to a watery grave.

Next career I found some shallow water and went to periscope depth and stopped, then I dialled in a lower depth than the seabed and came to a rest on the bottom. This time, with no flooding I was able to bring up the TC without taking damage. So, if I have flooding and start to sink with no way to maintain depth off the bottom, am I screwed?

This is also an old sh games issue. When you sink to the bottom due to flooding you should then:
- Sellect maintain current depth command or any other shallower depth
- use all available crew abilities for faster repairs
- don't use tc higher than x2

Note that this will only work in case your compartments aren't fully breached.

palmic
02-07-16, 07:38 PM
deleted by author (OT)

Damo
02-08-16, 01:12 AM
This is also an old sh games issue. When you sink to the bottom due to flooding you should then:
- Sellect maintain current depth command or any other shallower depth
- use all available crew abilities for faster repairs
- don't use tc higher than x2

Note that this will only work in case your compartments aren't fully breached.

Thank you Vecko. Guess I could just avoid getting hit in the first place too right?

ptrells14
02-09-16, 02:27 AM
When I ID a ship the keel depth is not represented in the TDC is this normal?

Aktungbby
02-09-16, 10:19 AM
ptrells14!:salute:

ptrells14
02-09-16, 04:27 PM
Thank you sir! :rock:

I do have an issue with the ship identification, I use Real Nav and do not play with the W&S addon, when I use the ship recognition manual and send the ship mast height to the TDC the XO still reads the generic "warship" or "tanker" etc etc caption. I have been sifting through the thread for an answer but to no avail. Any help would be appreciated. Thanks.

Damo
02-10-16, 12:29 AM
Thank you sir! :rock:

I do have an issue with the ship identification, I use Real Nav and do not play with the W&S addon, when I use the ship recognition manual and send the ship mast height to the TDC the XO still reads the generic "warship" or "tanker" etc etc caption. I have been sifting through the thread for an answer but to no avail. Any help would be appreciated. Thanks.

You won't get the identity of the ship show up if you have the Identify Target button disabled, it's all down to you to confirm you are looking at the right ship and to set the torpedo running depth to what is necessary, as was the case in reality. You must still click the 'Send Mast Height to TDC' if you want accurate range measurements but you can do this manually too. If making a magnetic pistol shot, aim to run the torpedo 2-4 meters below the stated draft figure although to be honest, especially early war, or during bad weather you're better off going for Impact pistol shots as I always find Magnetic to be very 'hit and miss'.

See what I did there...? :nope:

kobiwaldi
02-10-16, 02:19 AM
Quick notice as a long time player of sh3 - ccom...

Thank you for your wonderful Mod :D

Fxmuster
02-10-16, 05:40 AM
Hi, is it possible to play Multiplayer Session with this Mod(s)?

ptrells14
02-10-16, 10:20 AM
You won't get the identity of the ship show up if you have the Identify Target button disabled, it's all down to you to confirm you are looking at the right ship and to set the torpedo running depth to what is necessary, as was the case in reality. You must still click the 'Send Mast Height to TDC' if you want accurate range measurements but you can do this manually too. If making a magnetic pistol shot, aim to run the torpedo 2-4 meters below the stated draft figure although to be honest, especially early war, or during bad weather you're better off going for Impact pistol shots as I always find Magnetic to be very 'hit and miss'.

See what I did there...? :nope:


Thank you for your reply, I figured that may be the case but I just wanted to confirm. I appreciate the info. Fair winds and following seas.:salute:

V/R
Fox

Aktungbby
02-10-16, 10:32 AM
Fxmuster!:salute: after a long silent run!

excel4004
02-10-16, 06:03 PM
Who knows what to do now? :doh:

Iam at the beginning of "EASTERN BRITISH COASTAL", so the first mission was to get to "AN7932"" and patrol there for about 48h in a zone of 80 km (04.10.1939).

I did this,48h without saving/leaving the game. But i still got no new mission and now its the 09.10.1939!!??

What should i do now? Still patroling this area ( In Mission objectives this Primary Objective is still "Pending" - [ Patrol area assigned. Reach AN7932 and start operations. Attack any enemy contact])?
Or should i go to the east side of England (Grimsby; Tyne) to the area of the original campaing of "EASTERN BRITISH COASTAL" and searching there for enemys?

Thanks for your help.

:subsim:

JT1981
02-11-16, 04:10 AM
Who knows what to do now? :doh:

Iam at the beginning of "EASTERN BRITISH COASTAL", so the first mission was to get to "AN7932"" and patrol there for about 48h in a zone of 80 km (04.10.1939).

I did this,48h without saving/leaving the game. But i still got no new mission and now its the 09.10.1939!!??

What should i do now? Still patroling this area ( In Mission objectives this Primary Objective is still "Pending" - [ Patrol area assigned. Reach AN7932 and start operations. Attack any enemy contact])?
Or should i go to the east side of England (Grimsby; Tyne) to the area of the original campaing of "EASTERN BRITISH COASTAL" and searching there for enemys?

Thanks for your help.

:subsim:

Hi friend,you will receive a message from bdu when you close patrol area,it said you should patrol the area in 200km(sometimes 250km) and stay for 48(sometime 72 hours),and when you stay enough time,the mission will compilish,and then you will receive another mission,order you patrol another area for 48/72 hours...so,my advise is when you finish first mission,you could attack convey or single merchant ,shoot all your torpedos and return base

palmic
02-11-16, 09:24 AM
I dont care about these patrol missions anymore, all orders from BDu are pretty cheap. You know, you can sink 2 ships traveling from home base to first patrol spot by deck gun and the just write you "be more aggressive" just because you are still full of torps..

Just be sure you are in the circle they want you to be at that patrol if you want to accomplish it (i use ~10km smaller cirlce to be sure) and wait that 48hours, or 50, no more..

Even when you find some merchant around, dont care about patrol mission anymore, go kill it.

You'll receive nothing for accomplishing patrol missions.

palmic
02-11-16, 09:30 AM
I found it not very punishable in WOS to stay submerged even when i have 60% of CO2.
Its just draining morale a little but everything seems to be operational.
Morale raise back quickly after emerging, so theres no punishment for suffocate crew.

I just think at this level of CO2 they would be already unconscious.
I was submerged more that 24h with base u-boat.

Awesome modpack anyway.. :up:

vdr1981
02-11-16, 10:14 AM
I found it not very punishable in WOS to stay submerged even when i have 60% of CO2.
Its just draining morale a little but everything seems to be operational.
Morale raise back quickly after emerging, so theres no punishment for suffocate crew.

I just think at this level of CO2 they would be already unconscious.
I was submerged more that 24h with base u-boat.

Awesome modpack anyway.. :up:
The crew will die after approximately 40 without surfacing. Other fatigue elements are not modeled in sh5...only moral(such as it is).

excel4004
02-11-16, 02:20 PM
You'll receive nothing for accomplishing patrol missions. I dont think so, master THEBERBSTER wrote in his thread:

"How To Use The Kriegsmarine Grid Numbers" (http://www.subsim.com/radioroom/showpost.php?p=2267181&postcount=169) (http://www.subsim.com/radioroom/showpost.php?p=2267181&postcount=169)

Each completed patrol area is worth 1 bonus point.JT1981, thanks for helping but why do you think the patrol area is 200km? The object states 80 km.



To Berbster and vdr1981: Is this a bug what i had, or are this patrol missions always a mixture of time i must patrol and sink a certain number of ships?

Are these patrol missions, missions from the original campain or modded missions?



...and THANKS for this great mod!! :subsim:

THEBERBSTER
02-11-16, 03:20 PM
My understanding as how Vecko has adapted his TWOS unlike the stock game where you had to achieve objectives, and had to finish a mission completely within the time date to fill the tonnage bar and get the campaign icons; this is no longer the case.

Another advantage TWOS has over the stock or modded game is that all tonnage counts.
The stock or modded game with the tonnage bar was unfair because you could sink ships in the patrol area and they did not count towards filling the tonnage bar, meaning you had to sink specific types of ships to count but, you did not know what they were.
This was:
EBCW 70,000 tonnes
NWA 80,000 tonnes
SWA 90,000 tonnes

Carrying out your patrol grid assignments adds bonus points that can be used to give you a better crew performance on their individual skills depending on how you spend those points.
Each time you request the same mission you are given either another 3 patrol grid objectives or you get a special mission.
The amount of tonnage you sink in general is important as it will help you to receive for example, a quicker upgrade from the VIIA to VIIB. There are other benefits as well as enhancing your career and the medals you receive.

Peter

excel4004
02-11-16, 04:34 PM
Thanks THEBERBSTER for the explaination!

I stayed in the square of 20 km to 10 km in AN9232 and then it works.

One last question about this - THEBERBSTER, do you alwasy stay in this square or do you also search/patrol in these 80 km circles with sucessfull carrying out the patrol grid assignments?


:subsim:

THEBERBSTER
02-11-16, 06:28 PM
Hi excel
What I do is go to the centre of my patrol grid and draw out the circumference area with the compass in advance so I know what time roughly I have started the objective.
It is only EBCW that is 2 days and a patrol area of 80km all other mission grids NWA and SWA are 3 days long and each has the same patrol distance area of 250km.
Just stay within the circumference ring to make sure you complete the objective. Personally I would not chase anything that is going to go outside that ring.
We all have our own way of doing things but I find this works for me.

I do not whether you saw this in a previous post but I find it very useful.
There is an icon that switches the button on and off.
If the button is on when you complete your final grid it automatically disappears.
http://www.subsim.com/radioroom/showpost.php?p=2379685&postcount=3872

Peter

JT1981
02-12-16, 01:02 AM
I dont think so, master THEBERBSTER wrote in his thread:

"How To Use The Kriegsmarine Grid Numbers" (http://www.subsim.com/radioroom/showpost.php?p=2267181&postcount=169) (http://www.subsim.com/radioroom/showpost.php?p=2267181&postcount=169)

JT1981, thanks for helping but why do you think the patrol area is 200km? The object states 80 km.



To Berbster and vdr1981: Is this a bug what i had, or are this patrol missions always a mixture of time i must patrol and sink a certain number of ships?

Are these patrol missions, missions from the original campain or modded missions?



...and THANKS for this great mod!! :subsim:


http://a1.qpic.cn/psb?/V12chF5l0eCAKY/pXchJMz5qCCohLkQaGqg0SrUOzERhLoWB6HgK1l2eIw!/b/dHEBAAAAAAAA&bo=gAc4BAAAAAABB5s!&rf=viewer_4

you see,250km

palmic
02-12-16, 07:11 AM
Do you someone use trigonometry and some basic target motion analysis equations instead of map geometry here?

If this is too OT, just let me know, ill delete it :salute:
I have this very related to real navigation.

Zig
02-14-16, 05:06 AM
Hi guys!
Playing in The Wolves of Steel noticed that in a few days, and the weather is not changing no wind speed, no clouds nothing, only when reboot, it may change. It should be or it's bug?
Sorry for bad English.
Mod list
1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 03
3. The Wolves of Steel 1.05 – 8x5 Resolution Patch

THEBERBSTER
02-14-16, 06:33 AM
A Warm Welcome To The Subsim Community > Zig
Find Help & Useful Information In My SHIV & SHV Signature Thread Links.
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)
The Wolves Of Steel Frequently Asked Questions + Campaign Fix In > FAQ’s & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
Silent Hunter III from 2005 bring your game play to 2015 with the (http://www.subsim.com/radioroom/showthread.php?t=220285)
LIVING SILENT HUNTER III EDITION 2015 Mega Mod (http://www.subsim.com/radioroom/showthread.php?t=220285)

Not had weather problems not changing during the game although the fog can last for many hours or days.
The weather is not saved but there is still no guarantee that loading a saved game will have changed the weather from what you had before.

Zig
02-14-16, 07:36 AM
A Warm Welcome To The Subsim Community > Zig
Find Help & Useful Information In My SHIV & SHV Signature Thread Links.
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)
The Wolves Of Steel Frequently Asked Questions + Campaign Fix In > FAQ’s & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
Silent Hunter III from 2005 bring your game play to 2015 with the (http://www.subsim.com/radioroom/showthread.php?t=220285)
LIVING SILENT HUNTER III EDITION 2015 Mega Mod (http://www.subsim.com/radioroom/showthread.php?t=220285)

Not had weather problems not changing during the game although the fog can last for many hours or days.
The weather is not saved but there is still no guarantee that loading a saved game will have changed the weather from what you had before.


Thanks for the reply

palmic
02-14-16, 12:17 PM
Since i saw in the document how wolfpack used moonlight in night attacks in this document (https://www.youtube.com/watch?v=1LfrkYLXXzE&feature=youtu.be&t=30m35s) i tried to be less paranoid while attacking but i found strange things.
I set my radio to be able to listen radio communication 20k meters around (which in effect listens to whole area around england, not just 20k around me) i started to listen to their radio message periscope spotted at $my_location

1) someone (probably the ship which was closing) sent message they saw my periscope just 10s after i got it out of the watter on 3km+ length in the night (clear weather without wind nor fog) I was in the front of them

2) they did nothing, just flew along as they wouldn't see me

(if they didn't know about me, who sent "the periscope sighted on $my_location" message?) I was only sub around for sure. :hmmm:

In the document above, it was said, u-boats often hunted completely emerged in the night, so i would expect my periscope will stay hidden for few minutes at least in the night.

vdr1981
02-14-16, 12:33 PM
Unfortunately, sub spotted and cool ntelligence reports periodically displayed in your message box have nothing to do with actual campaign gameplay. You can only rely on data from captains log...

palmic
02-14-16, 01:50 PM
Unfortunately, sub spotted and cool ntelligence reports periodically displayed in your message box have nothing to do with actual campaign gameplay. You can only rely on data from captains log...

Well, this is best result which i hoped for, so i was still hidden there, perfect :up:
And thank you very much for your time sir :salute:

And just a few photos from the action: :)
(This contains no question nor answer)

Here i came into way of small convoy (https://lh3.googleusercontent.com/-UJDXWl1SLTE/Vr_XY2hx8hI/AAAAAAAAJ3w/Xqcoqbg58UA/s1280-Ic42/SH5Img%2525402016-02-14_01.05.04.jpg) on my way back home from NW of England, this was actually NE from London.
Convoy was headed somewhere from Amsterdam to NE England and fortunately just in time moon dawned behind it :rock:

Since i was in their way and they were pretty widespread, i waited for them and tried Otto Kretschmer maneuver - attack from inside of Convoy.
Yes i got it in that documentary above :)

I fired all 5 torpedos and hit just one Liberty Cargo (https://lh3.googleusercontent.com/-9NfjjnNtJ0g/Vr_XdIhCVlI/AAAAAAAAJ3w/JJz3E1yu1bs/s1280-Ic42/SH5Img%2525402016-02-14_01.50.34.jpg) because it was blind shots, but it was fun :) .
Until i tried to emerge and started to give out death by deck gun.
I forgot to check all the boats recognition manuals for guns. There was plenty of Liberty and they damaged my boat badly - i had to load.

But it was real fun :)

Thanks again for this awesome modpack! :arrgh!:

Koranis
02-14-16, 02:45 PM
The download doesn't seem to work. It starts but it's hanging there at 0,0 all the time.

Aktungbby
02-14-16, 02:57 PM
Zig!:Kaleun_Salute:

vdr1981
02-15-16, 04:21 AM
Hi Guys
The 'Wind and Smoke' addon mod is as it states an additional mod that can be found both in the main TWOS mods folder and also in the mod update No. 03 mods folder.
I

Negative Peter...
In "update No. 3/MODS" folder you will find only updated files of twos optional mods, not complete individual mods which you can activated with jsgme...
You should have figured out so far that with regular twos updates even optional mods gets "modded"...:yep: If you check folder structure carefully, I'm sure you'll understand what's going on...

THEBERBSTER
02-15-16, 05:04 AM
Hi Vecko
I did not explain my point very well, did I, as it came out wrong?
I was trying to say where you can find them.
You are quite right of course that patch versions replace each other and naturally replaces the original version.
Keep up the good work:up:
Peter

MCM
02-15-16, 05:15 AM
Are there more plans to update/improve TWOS? If so what are you planing to do or what are you already working on right now? How are you guys see the upcoming future what all more could be done or when we will reach the end of it? Maybe an overview of your plans would even help to activate new people here helping you :up:

THEBERBSTER
02-15-16, 05:20 AM
Hi Vecko
Have you ever thought about removing the morale system completely, or is this not possible to do anyway?
Peter

vdr1981
02-15-16, 08:44 AM
Hi Vecko
Have you ever thought about removing the morale system completely, or is this not possible to do anyway?
Peter

Why? Moral system in sh5 is the closest thing to old crew fatigue syst. that we have. Not a good idea to remove it...
By the way, moral is not broken anymore...It's just that it sucks sometime.

palmic
02-15-16, 09:03 AM
I would not like to have morale system removed, i had no problem with it i suppose.

The most buggy thing for me is Co2 now, it doesn't count more often than it does in my game.
I dont know what i should do better, i never TC until sub is at 10m depth, but i cant play in real time forever, so i TC under 10m or at periscope depth.
Oftenly it doesn't work twice, than in 3rd. case it does and its ok from that moment for some time..

Fortunately its not really critical thing.

vdr1981
02-15-16, 09:11 AM
Hm, never had any co2 issues...:hmmm:

THEBERBSTER
02-15-16, 09:27 AM
Hi Vecko
My point is as Captain If I ask a crew member to do something how can they refuse and say no? That just would not happen!
Peter

Koranis
02-15-16, 01:40 PM
Am I the only one who has problems with downloading this mod? The download starts but never really takes off, it's stays at 0.0.

Is there an alternative mirror?

VentHorizon
02-15-16, 01:47 PM
Hello. I'm having a small problem with speed telegraph.
I did a search and found no answers.
Using SH3style User interface (The dark wraith 7.5.0) the one that came with the package.

When submerged speed telegraph does not respond to my commands: clicking on Kleine Fahrt puts the needle on stop, clicking on Halbe puts it on langs. and so on. In other words speed always goes to one dial slower and always misses the grosse fahrt.

Also is there any way to change speed telegraph, depth and rudder gauges to glossy ones. like the ones i have seen on some screenshots of this mod?

Sorry for my lack of knowledge I'm new: still learning the ropes.
Best regards Vent.

vdr1981
02-15-16, 03:17 PM
Hi Vecko
My point is as Captain If I ask a crew member to do something how can they refuse and say no? That just would not happen!
Peter

I think It's all matter of perspective.. If you look at the moral system as something in between moral and fatigue, then your inability to request some special abilities makes perfect sense in some situations. Take care of your crew and they will take care of you...Talk to them, cook them nice meals and don't hold'em on battlestations for too long. :D
Maybe your issue is captain related, not crew...:hmm2:

palmic
02-16-16, 03:22 AM
I always translated morale in sh5 to crew calmness. Without it they would seem to be like robots.

Cybermat47
02-16-16, 03:54 AM
I think It's all matter of perspective.. If you look at the moral system as something in between moral and fatigue, then your inability to request some special abilities makes perfect sense in some situations. Take care of your crew and they will take care of you...Talk to them, cook them nice meals and don't hold'em on battlestations for too long. :D
Maybe your issue is captain related, not crew...:hmm2:

The problem is that you can only improve their morale once every week, and you only get to talk to them three times every campaign. And sometimes talking to them actually reduces their morale (telling someone their wife died in an air raid will have that effect in real life too, I suspect). I've found that morale decreases faster than it can be replenished.

Koranis
02-16-16, 11:11 AM
Ok, I managed to download it. Thank you all for your help. :down:

Jimbuna
02-16-16, 11:47 AM
Ok, I managed to download it. Thank you all for your help. :down:

Did it not cross your mind it is possible that nobody may have been able to help?

It certainly wouldn't be the first time and I doubt it will be the last.

gap
02-16-16, 11:51 AM
Ok, I managed to download it. Thank you all for your help. :down:

I am sorry to say that, but your sarcasm is out of place here.

The Wolves of Steel is not a commercial product. vdr1981 does his best to keep it updated and to offer technical support to its users. Nonetheless we should be aware that he does it during his free time, no wonder that some queries get a lower priority.

A download being unavailable for a few hours is nothing unusual, and may happen due to a number of reasons which are outside the control of the uploader, or any other forum member for that matter. Be sure that if the link was down for longer, the problem would have been addressed as soon as possible.

Have a nice day and enjoy the mod :salute:
:subsim:

palmic
02-16-16, 12:41 PM
For those who are interested in math solutions of many navigation tasks on sub, i've started new thread (http://subsim.com/radioroom/showthread.php?p=2381877#post2381877) about it.

I was looking for some info about it, but have not found complete answers for it in easy and clear way, so i started that thread.

:salute:

Sjizzle
02-16-16, 12:42 PM
Ok, I managed to download it. Thank you all for your help. :down:


next time when u ask for help don't aspect that some will help u fast .....as gap said this is a free mega mod made by vdr1981 in his free time...

VentHorizon
02-16-16, 01:04 PM
Greetings.
My charts options are gone. pressing "E" key does not help, it just turns recognition manual on and off. (and yea i did not misplace the options to the side of the screen by accident) I have disabled and enabled mods in JSGME. Even reinstalled the mods. It did not help. Any way to fix this? Can i somehow set everything back to default without reinstalling the game?

THEBERBSTER
02-16-16, 01:58 PM
This was never a problem before but now with the map contacts all being black I am struggling to recognize the contacts flags in the periscope due to having cataracts in both of my eyes as they no longer focus properly as they used to.
Due NHS cutbacks in the UK they will not operate until I cannot read a car number plate at a certain distance.
In the meantime I have to cope with my eyes progressively worsening.
Is there any way that I can get the colors to show on the maps again? Not having tales is not an issue.
Peter

Koranis
02-16-16, 02:55 PM
Did it not cross your mind it is possible that nobody may have been able to help?

It certainly wouldn't be the first time and I doubt it will be the last.

It certainly crossed my mind that someone could say "sorry, can't help", at the very least. I was asking for help for 2 days so it's not that I "expected" a fast customer service feedback.

Koranis
02-16-16, 03:00 PM
I am sorry to say that, but your sarcasm is out of place here.


It's sad how plea for help is being ignored and a bit of sarcasm gets noticed by everybody so much that they have to comment on that.

Sailor Steve
02-16-16, 04:28 PM
It certainly crossed my mind that someone could say "sorry, can't help", at the very least. I was asking for help for 2 days so it's not that I "expected" a fast customer service feedback.
If everyone who read a post but couldn't help posted to said so, we might have two or three pages of people saying "Sorry, can't help". Would that be better.

I am currently downloading the file just to make sure it's okay, and so far it's downloading just fine for me. So I guess I can't help either.

Koranis
02-16-16, 04:44 PM
I managed to download it in the end, but thank you for verifying it for me.

gap
02-16-16, 04:55 PM
It's sad how plea for help is being ignored and a bit of sarcasm gets noticed by everybody so much that they have to comment on that.

I addressed you in a polite way, didn't I? I tried to explain why your query didn't get any answer. I even wished you a good day and a good gaming experience. Comments by other users were on the same line. On the other hand, what we get from you is sarcasm + sarcasm, and not a word of thanks for the mod you are using anyway and for the long hours vdr1981 and other modders have spent on it. In my opinion, THIS is sad.

What else can I say, if not that with this sort of attitude you wont get many friends around here? It would be a shame, because this is a friendly, helpful community, but you are still in time to amend yourself :03:

Have a nice evening :salute:

Koranis
02-16-16, 07:51 PM
Oh, please, don't get melodramatic, I've never said anything offensive to you nor to the creator of the mod. But if my mildly sarcastic comment did offend you, then, well, I am sorry, that wasn't my intention.

Now, please just go back to your usual conversations and ignore me just like you did when I asked for help, before my mildly sarcastic posts attracted your attention.

Good evening to you, sir.

Koranis
02-16-16, 07:59 PM
Wow, vdr1981, for me this compilation is the equivalent of GWX for SH3. I've been using many of these excellent mods already but it was years ago and when I recently dusted off my SH5 and checked my "mods" folder I got instant headache. How was I going to track down the correct order for this stuff? Plus I've always had some crashes so maybe I needed a better install order anyway.

With this mod I can just play the game without worrying, thank you mate!

EDIT: What happens if I add my own compilation of sounds? I know, "don't add any other mods..." but these are sounds, shouldn't cause any CTDs?...

ThaFr0ggy
02-16-16, 08:49 PM
Hi,

I have a problem with the modpack.

If I put my speed to flank speed, then go to periscope depth and put speed to 0 knots the submarine stays at 6 knots all the time. If I reverse, the speed goes down a little bit and if i put speed to 0 knots again, the sub accelerates back to 6 knots.

Mod list:

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 03
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith
Dragons WoS Addon
BRF 1.3 lite
Das Boot Crew Mod For SH5
Damage assessment


I am thankful for any help.


Sorry for any language mistakes, english isn't my native language.

Aktungbby
02-16-16, 10:17 PM
ThaFr0ggy!:Kaleun_Salute: a bit tardy forgive our manners!

vdr1981
02-17-16, 02:08 AM
@ Koranis
You should be fine as long as you don't overwrite sh.sdl file.

@ Thefroggy
Read documentation, remove incompatible mods and reinstall the game...

Cybermat47
02-17-16, 02:15 AM
vdr, I was digging around the files, and I noticed that the campaigns in TWoS still have victory points programmed for the campaigns. Does TWoS just make the victory points invisible in the game itself? If so, still an improvement.

Also, if the above is the case, do we have to edit our save files to access 'Major Victory' campaigns such as 'Operation Drumbeat'? Or have you made it so that all you need to do to access these campaigns is to survive the previous one?

ThaFr0ggy
02-17-16, 02:44 AM
Does it make a difference if you enable TDW generic patcher before you enable the modpack with JSGME?

palmic
02-17-16, 03:25 AM
I recommend to any newbie - do not install any extra mod on the top of the Wolves of steel. The point of this modpack is to turn totally stupid game (vanilla sh5) back to great simulator.
It contains many awesome mods to look great and some others to have great control of your sub.

However there still are some behaviour patterns what you have to do, or how to save game to not experience crashes and so, so read first page of this thread carefully and you'll have best sub sim ever.

THEBERBSTER
02-17-16, 06:14 AM
Hi TF
Dragons WoS Addon This was for version v1.2 not for later TWOS versions.

BRF 1.3 lite Cannot be used with TWOS

Damage assessment Do not need this.

Peter

alien41
02-17-16, 07:10 AM
No more big guys in the scapa flow mission?

Koranis
02-17-16, 07:28 AM
Man, I'd really like to use real navigation, but I'm dead in the water with it. The tutorials I found here are nice but it appears that there is always a tool I need to install in order to play properly. I thought WOS was a complete compilation of everything I need to learn it.

Plus I don't recall how to hunt anymore, so maybe playing with real navigation would be to much for me now. :06:

MCM
02-17-16, 08:00 AM
Everything is installed!!! And how to use it: There a ALOT of tutorials here in subsim forum and on yt.

Most of the time the error is not the software but the one sitting in front of the computer :down:

palmic
02-17-16, 08:15 AM
YT is your best friend now Kaleun :salute:
Go find videos about real navigation youll find more there in threads around...

palmic
02-17-16, 08:20 AM
Man, I'd really like to use real navigation, but I'm dead in the water with it. The tutorials I found here are nice but it appears that there is always a tool I need to install in order to play properly. I thought WOS was a complete compilation of everything I need to learn it.

Plus I don't recall how to hunt anymore, so maybe playing with real navigation would be to much for me now. :06:

No its not, dont be pussy and learn :arrgh!:
You can always order navigator to write navigation fix into to map.

small hints:
- turn on script for real navigation / navigation fix - now navigator will update your position automatically
- If you target some ship, you dont need to know where exactly you are, you just need to log relative position and motion between you and ship.

I learned it about november 2015 and now i have best time ever with silent hunter games. And i play even 3 and 4 trigger maru before.
I would never ever played SH with waypoints again.

Koranis
02-17-16, 08:47 AM
Ok thanks guys, I'll keep trying.

By the way, these scripts you're talking about, are they included in WOS already?

palmic
02-17-16, 08:57 AM
Yep, check this video (https://youtu.be/UJ8pHSRxCl8)
this 4 parts video (https://youtu.be/sMYz1Oxg6rY) is very good too for targeting at full realism.

Everything from that videos is included in TWOS, i learned too from it.
Everything makes sense as you tech it.

THEBERBSTER
02-17-16, 09:18 AM
Hi Vecko
Can you tell me how I can get the colored map contacts back in v1.05 please as I do not really want to go back to v1.04.
My eyes are not good due to cataracts so I cannot see what country's flag is showing in the periscope properly.
Thank you.
Peter

Koranis
02-17-16, 09:19 AM
Thank you, I've come across these videos already but didn't realize they were up to date with WOS.

palmic
02-17-16, 09:37 AM
And just a thing - as you have 2 options of navigation fix (celestial and by death reconning) its good to know its not 100 exact as arcade style of play.

The differences:
- Celestial is most precise way how to fix you position at sea, but navigator needs good conditions for it and you have to be emerged. + it takes about one hour for navigator to do.
- death reconning navigation fix are calculations based on travel logs (we flew 5 hours by heading 200 at 10kts, then we turned to 250 and so..) so its not so precise, but it takes about 10 minutes for navigator to do it. + you have to keep last fixes in map, because its always relevant to last fix available. So if you delete it from map, navigator will need to calculate it from previous which is much more inaccurate.

Its good to get used to it that you dont need 100% accurate fixes as you never need to be somewhere at 100mx100m. Your target locations will be around kilometers / miles big. When you hunt some ship, you just write your solution relatively to your position, so you can write it even to arctic sea when you are near of south Africa, it doesn' matter.

I dont know what exactly you know about it and what not, so i tried to explain it so. :salute:

Koranis
02-17-16, 10:43 AM
I know all the theory but I've never put it into practice in this game. I was able to track down and intercept my targets using No Map Updates in SH3 but it was ages ago and I still had "god view" on my own position.

Thanks for these hints, it will be easier to learn once I know what I'm looking at.

palmic
02-17-16, 11:02 AM
Ok, got it.
Its up to you how you wanna play difficulty, i prefer full realism.
If you do too, i can recommend you to learn basic 4 bearings method too if you dont remember.
It will help you to determine precise target course just from hydrophone contacts. There is video tutorial from Stoianm1 too here (https://www.youtube.com/watch?v=dD3aMoZxaLI).

vdr1981
02-17-16, 11:07 AM
Hi Vecko
Can you tell me how I can get the colored map contacts back in v1.05 please as I do not really want to go back to v1.04.
My eyes are not good due to cataracts so I cannot see what country's flag is showing in the periscope properly.
Thank you.
Peter

If this was compilation of individual mods I would tell you to remove these 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

With TWoS is a bit more complicated , but it's perfectly possible...

You should download these mods ( the mod is called TDW addon mods or something) , learn which files they use. Then, you can backup certain files before you enable the megamod...You can even create optional mod for TWoS if you like...:up:

vdr1981
02-17-16, 11:14 AM
Man, I'd really like to use real navigation, but I'm dead in the water with it. The tutorials I found here are nice but it appears that there is always a tool I need to install in order to play properly. I thought WOS was a complete compilation of everything I need to learn it.

Plus I don't recall how to hunt anymore, so maybe playing with real navigation would be to much for me now. :06:

SH5 Real Navigation tutorial:

1. Click desired course.
2. Click desired speed.
3. Ask navigator periodically to calculate your approximate possition.

-The End- :D

vdr1981
02-17-16, 11:28 AM
vdr, I was digging around the files, and I noticed that the campaigns in TWoS still have victory points programmed for the campaigns. Does TWoS just make the victory points invisible in the game itself? If so, still an improvement.

Also, if the above is the case, do we have to edit our save files to access 'Major Victory' campaigns such as 'Operation Drumbeat'? Or have you made it so that all you need to do to access these campaigns is to survive the previous one?

Because victory points calculations are broken in SH5 (still), in TWoS OD and MG campaigns are unlocked. Like you said, you only have to survive previous campaign in order to enter OD or MG...:yep:

THEBERBSTER
02-17-16, 11:37 AM
Thank you Vecko I will give it a try and see how it goes.
Peter

palmic
02-17-16, 12:38 PM
Hey and i just want to say i found awesome tool in game - weather board - shift+B.
click to small chalk at the bottom of the board and then click "update" to update board for your last position fix.

You will now see when sun/moon will raise and most importantly - WHERE it will raise.
You can plan your convoy attack from the dark side against moon now! :arrgh!:

Sjizzle
02-17-16, 02:36 PM
@veko

offtopic read your pm pls vecko :D

excel4004
02-17-16, 02:39 PM
@ vdr1981

..you said how nice the game could be with and so i also tried to play the game with Real Navigation. I also tried to play without Wind & Smoke addon.

I want test the gameplay now WITH Wind & Smoke addon and please tell me how is the order in GME? ( i searched in the forum, sry i dident find it)


First Real Nav and then Wind & Smoke or first Wind & Smoke and then Real NAv?


..again THANKS for the mod, its really fun!! :Kaleun_Thumbs_Up:

vdr1981
02-17-16, 02:47 PM
@ vdr1981

..you said how nice the game could be with and so i also tried to play the game with Real Navigation. I also tried to play without Wind & Smoke addon.

I want test the gameplay now WITH Wind & Smoke addon and please tell me how is the order in GME? ( i searched in the forum, sry i dident find it)


First Real Nav and then Wind & Smoke or first Wind & Smoke and then Real NAv?


..again THANKS for the mod, its really fun!! :Kaleun_Thumbs_Up:
There's readme file in it...Also the name of the addon starts with number "5", that should mean something, don't you think?:O:

excel4004
02-17-16, 03:22 PM
:smug: Thanks for the fast help!

palmic
02-17-16, 05:55 PM
Yeah and thanks for your overall product. You all guys compiling modpacks are awesome, without you i would never played so great sub sim :salute:
I would really dont want to check and compile so many mods together,
I loved vanilla sh3 before years, than i give up uppon sh4, than i found trigger maru - well this is maybe better than 3 :) and than i was totally irritated how bad could vanilla sh5 be.. so i played trigger maru for years!

And now?
I think we have most realistic beautiful sub sim with the best u-bote scenario in our history!
And i think i dont need anything more in sub sims :)

You actually made me to buy 10+ history books about u-bote aces, convoys, wolfpacks, to see anything about sub wars in atlantic on YT (if you want to see the best documentary EVER, see this! (https://youtu.be/1LfrkYLXXzE)) and to learn some of u-bote mastery math and geometry.
From sims, i was mostly playing flight sim falcon 4.0 BMS before, but right now i am most interested in ww2 u-bote :salute:

THEBERBSTER
02-18-16, 04:52 AM
Hi Vecko
Used your advice, spent 5 hours last night trying to achieve colored contacts to show.
Unfortunately I could not get it to work. I had white squares showing and also no contacts showing and on another try no map.
I cannot work out the combination of what needs to be removed and added.
Peter

vdr1981
02-18-16, 10:35 AM
Hi Vecko
Used your advice, spent 5 hours last night trying to achieve colored contacts to show.
Unfortunately I could not get it to work. I had white squares showing and also no contacts showing and on another try no map.
I cannot work out the combination of what needs to be removed and added.
Peter

OK, I'll see what I can do Peter...:hmmm:

vdr1981
02-18-16, 10:42 AM
Yeah and thanks for your overall product. You all guys compiling modpacks are awesome, without you i would never played so great sub sim :salute:
I would really dont want to check and compile so many mods together,
I loved vanilla sh3 before years, than i give up uppon sh4, than i found trigger maru - well this is maybe better than 3 :) and than i was totally irritated how bad could vanilla sh5 be.. so i played trigger maru for years!

And now?
I think we have most realistic beautiful sub sim with the best u-bote scenario in our history!
And i think i dont need anything more in sub sims :)

You actually made me to buy 10+ history books about u-bote aces, convoys, wolfpacks, to see anything about sub wars in atlantic on YT (if you want to see the best documentary EVER, see this! (https://youtu.be/1LfrkYLXXzE)) and to learn some of u-bote mastery math and geometry.
From sims, i was mostly playing flight sim falcon 4.0 BMS before, but right now i am most interested in ww2 u-bote :salute:

I'm glad you enjoy it...:up:
These are also mandatory... ;)
https://www.youtube.com/watch?v=EbzSJ_W42Mw
https://www.youtube.com/watch?v=iHY1M2TkSro
https://www.youtube.com/watch?v=21qqkC1cWvE

gap
02-18-16, 10:49 AM
Oh, please, don't get melodramatic, I've never said anything offensive to you nor to the creator of the mod. But if my mildly sarcastic comment did offend you...

You miss the point. You didn't offend me, and I have nothing personal against you. I and other respected forum members have just pointed out that your "mildly sarcastic comments" sounded mildly unfriendly with the community as a whole and, as that, they weren't in line with the etiquette rules commonly accepted here. If this sounds melodramatic to you, I am afraid we have different conceptions of what is to be considered "melodramatic" and what should be a "friendly" level of sarcasm.


Now, please just go back to your usual conversations and ignore me just like you did when I asked for help, before my mildly sarcastic posts attracted your attention.

LOL, you are being egomaniac here. Who told you that I (or other forum members) deliberately ignored your request for help? Personally I didn't even know your forum name until I stumbled upon your sharp comment, at which point I looked back at older posts and I discovered what had pissed you off. I am sorry for that, but all's well that ends well.

If it doesn't disappoint you, I think I will just ignore your "mildly sarcastic" request of being ignored in future, and I will pop up for help whenever you ask for it, IF I can and IF no one else has done it in the meanwhile. :03:

...then, well, I am sorry, that wasn't my intention.

[...]

Good evening to you, sir.

Wow, vdr1981... thank you mate!

Enough said. End of the discussion :up:

Sorry Vecko for spamming your thread

THEBERBSTER
02-18-16, 10:58 AM
Hi Vecko
Thank you, your help with this will be truly appreciated.
Peter

vdr1981
02-18-16, 10:59 AM
I must agree with you gap that some people just can't understand that forums like Subsim are NOT technical support.:nope:

gap
02-18-16, 11:19 AM
I must agree with you gap that some people just can't understand that forums like Subsim are NOT technical support.:nope:

Or maybe they are, seeing how casually game publishers decide to stop supporting their products (even when they keep selling them) :haha:

vdr1981
02-18-16, 11:26 AM
Or maybe they are, seeing how casually game publishers decide to stop supporting their products (even when they keep selling them) :haha:

Heh, you may be right...

Gap, one post on Subsim FB page reminded me about the existence of another conning twr for type C/41. Do you remember what was the issue with it? Why it couldn't be modded into the game ?:hmmm:

EDIT:

Ooups...appereantly, it can...:)

http://s6.postimg.org/vtkcutt69/SH5_Img_2016_02_18_17_44_50.jpg (http://postimage.org/)

http://s6.postimg.org/7aibdios1/SH5_Img_2016_02_18_17_46_24.jpg (http://postimage.org/)

http://s6.postimg.org/gwbvttfxt/SH5_Img_2016_02_18_17_46_49.jpg (http://postimage.org/)


pictures upload (http://postimage.org/)

Muckenberg
02-18-16, 12:32 PM
Hi Vecko
So this is beautiful those pictures.:up: This option will be added to outfit ships twos? Just wondering if I can see and rear platform does not have any weapons?
Even small question. since it is this mod http://www.subsim.com/radioroom/downloads.php?do=file&id=1607 contained in twos in modlistu so probably not compatible and the game would probably caused problems?
As the creator mode, you solved somehow affected by diving boat?
I apologize for my English.

gap
02-18-16, 12:52 PM
Gap, one post on Subsim FB page reminded me about the existence of another conning twr for type C/41. Do you remember what was the issue with it? Why it couldn't be modded into the game ?:hmmm:

EDIT:

Ooups...appereantly, it can...:)

The U-Flak! :up: :sunny:
I thought that conning tower was broken. Who knows why devs discarded it?

A while ago I had created a testing patch making the twin 3,7cm SK/C30 gun (similarly found within stock files, but not implemented in game) available as an U-boat upgrade. The gun worked perfectly when manned by AI crew, but when the player moves close to it, the game gets stuck. As much as I digged into its files and compared them to the ones of other guns, I never managed realizing what might cause this strange glitch. :doh:

On a side note, these days I am messing with depth charges projectors (more specifically, I am creating some models for a Squid mod by LGN1 for SHIII (http://www.subsim.com/radioroom/showthread.php?p=2353351#post2353351)), and while digging into game files I have got a few ideas on why the standard K-gun doesn't work in SH5 (http://www.subsim.com/radioroom//showthread.php?p=1837160#post1837160). If my suppositions are true, fixing that thrower and adding more DCs/ DC throwers variety to SH5 too, should be all but impossible :)

Aktungbby
02-18-16, 01:00 PM
Or maybe they are, seeing how casually game publishers decide to stop supporting their products (even when they keep selling them) :haha: Exactly! as in logic 101: U iz what U iz and you R what U R:smug: If the publisher iz'nt ...U iz! Some times though, my logic can get a little....fuzzy!:O:http://images.mentalfloss.com/sites/default/files/styles/insert_main_wide_image/public/einstein9.jpg

palmic
02-18-16, 01:10 PM
Looks like Albert invented ideal shoes for u-bote crew :yeah:

gap
02-18-16, 01:33 PM
Exactly! as in logic 101: U iz what U iz and you R what U R:smug: If the publisher iz'nt ...U iz! Some times though, my logic can get a little....fuzzy!:O:

Fuzzy iz ze word lol... :rotfl2::D

Aktungbby
02-18-16, 02:31 PM
Looks like Albert invented ideal shoes for u-bote crew :yeah:
Probably: he had a hand in everything else! http://www.paperlessarchives.com/einstein.html (http://www.paperlessarchives.com/einstein.html) Even more critically]Mr František Navara, a high school teacher of maths and physics in Jihlava, a 50,000-people town on the Bohemian-Moravian border. In the 1930s, he was worried about the rise of Hitler and he was able to predict that the U.S. would be ultimately dragged into the war, too.

He also had an idea how to significantly change the balance of power on the sea. Torpedoes used to be navigated by cables. He designed a gadget that was able to navigate a torpedo according to the sound of the propeller. In 1938, he sent a letter with the plans to Albert Einstein in Princeton.

Einstein was probably getting lots of letters from crackpots but this letter was special. Einstein replied (http://www.liveauctioneers.com/item/1483128) to Mr Navara, admitting that the idea is extremely sophisticated. These two men began to solve some technical subtleties of the proposal together. Einstein wrote that he was convinced that the device may be brought to reality. Einstein actually guaranteed that Mr Navara had been invited to the U.S. and he met the bosses of the U.S. Navy. In 1941, they developed the technology and in 1942, it was already tested. Mr Navara didn't want a penny for his idea; he only wanted his name to be kept in secret because at home, in the Protectorate of Bohemia and Moravia, he would be awarded a death penalty, of course. He survived the war just fine. The first practical successes occurred in 1943. Altogether, Mr Navara's torpedoes whose production was "directed" by Albert Einstein have destroyed 37 German submarines. A prominent target in May 1943 harbored a son of the Imperial Navy General in Chief Herr Karl Dönitz, Peter.
Mr Navara who survived the war had worked as a mathematician in Prague and returned to the country later. Shortly before he died in 1972, he gave the letters to his son Erik. These letters managed to get to Christie's auction house in 1998 and were sold for $12,650 to an unknown collector.
https://lh6.googleusercontent.com/-aenqe7iZVUc/UKfbzH5KuJI/AAAAAAAAF8E/qy9VWHjiiQ8/s785/acoustic-torpedo.PNG (https://lh6.googleusercontent.com/-aenqe7iZVUc/UKfbzH5KuJI/AAAAAAAAF8E/qy9VWHjiiQ8/s785/acoustic-torpedo.PNG)




On the homefront Einstein was paid $25 a day to solve the Mark XIV torpedo's miserable performance from several causes. The Bureau of Ordinance's detonation issue was solved by Einstein who realized the firing pin was deforming on impact before it could explode the warhead. Einstein recommended a space in front of the warhead to absorb the shock...a recommendation the Navy did not follow-leaving submariners to solve their own problem. The situation essentially: the producer left the users in the lurch ie casually game publishers(or Bureau or Ordinance) decide to stop supporting their products (even when they keep selling them) : Nuthin' goes outta style BBY :damn:

kobiwaldi
02-18-16, 02:36 PM
:D:yeah:

palmic
02-18-16, 03:57 PM
Aktungbby: nice! thanks! :up:

vdr1981
02-18-16, 04:45 PM
The U-Flak! :up: :sunny:
I thought that conning tower was broken. Who knows why devs discarded it?


http://s6.postimg.org/rlpkm2rqp/SH5_Img_2016_02_18_22_250_24.jpg

After a bit more testing I still haven't find bigger reason why U-FlaK shouldn't be added to SH5 as new submarine type, the very first one in SH5? It would be much easier to add new conning tower upgrade to C or C/41, but it would be much better to have it as stand alone unit because from what I know, U-FlaK were quite handicapped in number of torpedoes, range, maneuverability ect ...:hmm2: What do you say gap?:hmm2:



On a side note, these days I am messing with depth charges projectors (more specifically, I am creating some models for a Squid mod by LGN1 for SHIII (http://www.subsim.com/radioroom/showthread.php?p=2353351#post2353351)), and while digging into game files I have got a few ideas on why the standard K-gun doesn't work in SH5 (http://www.subsim.com/radioroom//showthread.php?p=1837160#post1837160). If my suppositions are true, fixing that thrower and adding more DCs/ DC throwers variety to SH5 too, should be all but impossible :)
Looking forward to it...:up:

gap
02-18-16, 05:23 PM
After a bit more testing I still haven't find bigger reason why U-FlaK shouldn't be added to SH5 as new submarine type, the very first one in SH5?

Don't forget the type II U-boat that Trevally has recently re-released (yep, I know it is an option for some :-?). Moreover, IIRC a while ago Cybermat has released a japanese midget submarine imported from SHIV. :03:


It would be much easier to add new conning tower upgrade to C or C/41, but it would be much better to have it as stand alone unit because from what I know, U-FlaK were quite handicapped in number of torpedoes, range, maneuverability ect ...:hmm2: What do you say gap?:hmm2:

I am not sure I am getting what you mean. There were only four "U-Flaks" (http://uboat.net/types/u-flak.htm), and all of them were modified Type VII C U-boats. For usage as AI units I think the best option would be setting a new submarine unit, making its cfg file to point to the model of the VIIC (AI version), and equipping it with the flak conning tower and appropriate AA guns through eqp file. For the new unit to appear consistently in campaign, it should be scripted. Correct timeframe and locations are easyily obtained, as we only need to check the service history of four vessels.
If need be, I can clone the GR2 file of the stock VIIC, but remapping the IDs of its controllers would be a lot of work. Doable indeed but, provided that there are no special reasons for doing it, I think the first option is the best, "cheapest" way to go. I hope I answered your question. :)


Looking forward to it...:up:

:up:

Aktungbby
02-18-16, 05:39 PM
:hmmm: Fascinating! but the photos i'm seeing of the four actually deployed: U-441 (http://uboat.net/boats/u441.htm), U-256 (http://uboat.net/boats/u256.htm), U-621 (http://uboat.net/boats/u621.htm) and U-953 (http://uboat.net/boats/u953.htm)) appear to have quad-mounts http://www.wlb-stuttgart.de/seekrieg/4305-bilder/u441/u441-flakboot.htm (http://www.wlb-stuttgart.de/seekrieg/4305-bilder/u441/u441-flakboot.htm) Limited eels indeed!was decided to convert U-441 in the same way. The third and fourth Flakvierling mounts available (20mm quadruple sets) and the first experimental 37mm automatic gun were installed on U-441. Also, a battery of 86mm line-carrying AA rockets was installed (but this idea proved unworkable). It is sometimes indicated that two additional single 20mm guns were also carried. The fuel capacity was limited to Bay of Biscay operations only. Only 5 torpedoes were carried - in the tubes - for self-defence (room was needed for additional gunners taken aboard).
Though they had some early successes, it was soon realized that the operational concept of the Flak U-boat was flawed and they were of no value in the North Atlantic. A number of problems were encountered with the Flak U-boats. First, the bridge structure had to be enlarged so that multiple anti-aircraft emplacements could be mounted. The enlarged structure added considerably to the top weight, causing stability problems, especially in rough sea conditions. Further, it added to the hydrodynamic resistance, increasing diving time and reducing underwater speed. More men on the top deck also meant that more time was needed to clear the deck during a dive. The additional anti-aircraft armament took up considerable space, so that only five torpedoes could be carried, while their reduced fuel bunkers meant that they could not operate in more distant waters. Finally, the final proof that Flak U-boats were conceptually flawed came when allied pilots developed new tactics to overcome these defenses. Appreciating that the AA defenses had been strengthened, allied pilots would circle just out of range of the flak guns while staying close enough bomb it effectively if it tried to dive. Rest assured that if the standoff continues long enough, other aircraft or surface ships will appear. As a result, the design was scrapped and all existing Flak U-boats were converted back to their original VIIC designs.
http://uboat.net/technical/flak.htm (http://uboat.net/technical/flak.htm) http://image.slidesharecdn.com/warships20-20schiffer20-20german20u-boat20type20vii20-20grey20wolves20of20the20sea-150918071507-lva1-app6891/95/german-uboat-33-638.jpg?cb=1442563732 EDIT: a small consideration Of Von Clausewitz rule: "whenever possible increase firepower": The 20 mm weapons had always had weak development perspectives, improving just enough to keep them useful. It was something of a surprise when Rheinmetall was able to "pull a fast one" again, introducing the 2 cm Flakvierling 38, which improved the weapon just enough to make it competitive once again. The term vierling means literally "quadruplet" and refers to a mounting carrying four guns.
The Flakvierling weapon consisted of quad-mounted 2 cm Flak 38 AA guns with collapsing seats, folding handles, and ammunition (https://en.wikipedia.org/wiki/Ammunition) racks. The mount had a triangular base with a jack at each leg for leveling the gun. The tracker traversed and elevated the mount manually using two handwheels. The gun was fired by a set of two pedals — each of which fired two diametrically opposite Flak 38s — and could be operated either automatically or semi-automatically.
Each of the four mounted guns had a separate magazine that held only 20 rounds. This meant that a maximum combined rate of fire of 1,400 rounds per minute was reduced practically to 800 rounds per minute for combat use – which would still require that a magazine be replaced every six seconds, on each of the four guns. The guns could be fired in pairs (diagonally opposite) or simultaneously, in either semi-automatic or fully automatic mode. The effective vertical range was 2200 meters. It was also used just as effectively against ground targets as it was against low-flying aircraft. Clearly a less than optimal concept for an idea to increase firepower as per the German war machine's holy bible: Von C's On WAR :k_confused:

palmic
02-18-16, 05:42 PM
I think that one of the most annoying things in TWOS is now alarm clock sound. Its very useful thing, but its soooo loud.
You can fix it very easily - its AlarmClock.wav file in Data/audio.

If you want to, you can do it in few seconds by http://www.audacityteam.org/.
Its free and very great SW, i used to use wavelab from Steinberg before, but this is even better and FREE!

Just open it there (drag + drop), mark all track (ctrl+A) and use context menu: Effect / normalize -> -20db.
You can undo by ctrl+Z and do it again to any level as you want.
Then File/export to the same file.

I even removed click sounds from map geometry tools and everywhere because i like to use hydrophone at very high levels in headphones.

Maybe ill learn how to make mod and release it in one package :)

vdr1981
02-18-16, 05:49 PM
I'm talking about new playable submarine type, not about AI graphical eye candies...

Would it really be necessary to remap all IDs if , for example, I wish to use VII C gr2 body/hull + U-FlaK conning tower in order to add one more playable submarine to the game?

Do you think that in that case appearance of new u-boat and type VIIC in the same area would crash the game because of duplicated IDs?

Do you actually know any fast scenario to artificially reproduce CTD caused by duplicated IDs?

Sry because of many questions but , right now, only you can help me..:yep:

gap
02-18-16, 06:06 PM
@ Aktungbby and vdr1981

Talking in general about U-flak's limitations, I think we can mimic them without need to tweak any sim file:

range: the new unit can be scripted so that it will spawn exclusively in Biscay Bay within the correct time frame. I doubt wolfpacks triggered by TDW's call fo reinforcement patch would spawn them since, IIRC, u-boat classes which can be triggered by the patch are hardcoded in the patch itself. There is still a chance that some U-flaks will be triggered where a mission layer calls for a generic German submarine, but this is something can be addressed in a second moment.

maneuverability: in SH5 both conning towers and guns have their own drag values which add to the drag of the unit fitted with them. Stock game makes little use of those additional drag settings, but we can put them into use.

number of torpedoes carried: I am afraid there is not much we can do here without cloning a VIIC for usage as U-Flak and giving the boat its own sim file with appropriate torpedo settings. Nonetheless, I think torpedoes are the least problem: AI submarines do a bad use of them anyway, and I doubt a player would ever notice a U-Flak firing more torpedoes than it should.


I am curious to know if the U-Flak conning tower can be made available to the player as an (exceptionally expensive) upgrade. Have you tried Vecko?

vdr1981
02-18-16, 06:22 PM
I dont think that you have understand me right gap. I 'm not considering AI U-Flak submarine at all...:) Only ONE playable flak trap.


I am curious to know if the U-Flak conning tower can be made available to the player as an (exceptionally expensive) upgrade. Have you tried Vecko?
I dont see why it couldn't be possible, but that's not the point.
I dont salute the idea to have Type VIIC upgraded with U-flak tower IF we have any chance to simulate new submarine correctly with all of it's advantages and disadvantages...

gap
02-18-16, 07:01 PM
I'm talking about new playable submarine type, not about AI graphical eye candies...

Sorry man, I felt I had not got your idea correctly...

Would it really be necessary to remap all IDs if , for example, I wish to use VII C gr2 body/hull + U-FlaK conning tower in order to add one more playable submarine to the game?

Do you think that in that case appearance of new u-boat and type VIIC in the same area would crash the game because of duplicated IDs?

Do you actually know any fast scenario to artificially reproduce CTD caused by duplicated IDs?

Sry because of many questions but , right now, only you can help me..:yep:

No, as long as you use the same granny file with unchanged bone names, there is no need to remap controller IDs. There are still some unsolved problems though:

1 - Most of the times, the name of the main model (within an unit's gr2 file), the name of the gr2 file, and the name of the folder containing the gr2 file, are matched. This is not always true for AI-controlled units, but it is for playable U-boats. If we change model name, we need to remap controller Id's. If we don't, there will be a mismatch between model name and gr2 and/or folder name. Honestly I don't know if such a mismatch can cause any problem, but this is something we should factor in.

2 - Even supposing that the above wasn't an issue, we would have two U-boats sharing the same bone IDs. It would be impossible for the two of them to appear in the same time and location, as they both would be playable U-boats, and the player can only command one U-boat at any given time. Nonetheless, we should consider that controllers are loaded in memory based on their parent IDs. Name and folder location of the binary files where the controllers are stored might play a role as well, but I am not too sure about this last statement. If the above was true, duplicating two units which share the same ID's shouldn't cause any issue until they both spawn in player's area (which, as stated above, is impossible for two playable units), but if on the contrary file name and location are unrelevant, the game would crash as soon as one of the two units is loaded in memory (because of the two sets of controllers clashing with each other). Testing this scenario on AI controlled units is easy: pick an unit, move one of its essential binary files in any folder and rename it to a random name. Set a test mission with the picked unit and run it. If the game crashes it means it couldnt locate the essential controllers, i.e. file name and location are relevant. If not, only IDs matter, and your idea is not viable. Another possible test: duplicate an unit copying its files to a new folder, and change the cfg file of the duplicated unit so that the game will recognize them as two different units. To be sure to put yourself into the worst possible circumstance, change a bit controller settings of the duplicated unit; set a test mission with either of the two units and load it. If the game crashes, then the two sets of controllers are loaded because the have the same parent Ids, no matter their name or folder.

3 - More importantly: how do you "tell" the game that there is a new playable unit that the player can get assigned to? As far as I know, at least in SH5, playable units are hardcoded. :hmmm:

Cybermat47
02-18-16, 07:43 PM
Moreover, IIRC a while ago Cybermat has released a japanese midget submarine imported from SHIV. :03:


This reminds me, a while ago I tried importing AI subs from GWX into the game. I'm pretty sure that I got the milk cow working, and perhaps the Russian Schuka class (except for the guns) but of course I have to ask someone from the GWX team before I can release them.

excel4004
02-18-16, 07:58 PM
Greetings.
My charts options are gone. pressing "E" key does not help, it just turns recognition manual on and off. (and yea i did not misplace the options to the side of the screen by accident) I have disabled and enabled mods in JSGME. Even reinstalled the mods. It did not help. Any way to fix this? Can i somehow set everything back to default without reinstalling the game?

I got the same problem, someone got maybe a solution?


:subsim:

Cybermat47
02-18-16, 08:03 PM
Ah yes, here we are.

Type XIV
http://i.imgur.com/jAlyUsi.jpg

Type XXIII (Which doesn't work, except perhaps as a zombie ship)
http://i.imgur.com/eukhsSo.jpg
http://i.imgur.com/ikn2cK5.jpg

S-Class (no guns yet)
http://i.imgur.com/GKrniHT.jpg

T-Class
http://i.imgur.com/JgTPCsr.jpg

Schuka Class (no guns yet)
http://i.imgur.com/NKmIaAZ.jpg

Adua Class (no guns yet)
http://i.imgur.com/Vl5HhON.jpg

Koranis
02-18-16, 08:17 PM
I'm having some issues, I don't know if it's a bug or something to do with this mod.

First, I can't find "confirm target" checkbox anymore, it used to be in the handbook. Is this something new introduced by a mod included in the WOS? How am I supposed to send ship data to tdc? :hmmm:

Second, Bdu calls my uboat u-27 in the Captain's log, and U-28 in the Radio messages? Which am I? :hmmm:

Furthermore, I receive different messages in captain's log and radio messages. Bdu answers to my reports "Good job, blablabla" in captain's log and "you suck, be more aggressive" in radio reports.... so... which one is the right one?

kobiwaldi
02-19-16, 02:17 AM
All your questions are answered in post 1 and in the Guides from webster (SH5 section - Tutorials / Faq)

Sjizzle
02-19-16, 02:46 AM
I'm having some issues, I don't know if it's a bug or something to do with this mod.

First, I can't find "confirm target" checkbox anymore, it used to be in the handbook. Is this something new introduced by a mod included in the WOS? How am I supposed to send ship data to tdc? :hmmm:
to open the recognition manual press E key and u will see the recognition manual on the left side of the screen

Second, Bdu calls my uboat u-27 in the Captain's log, and U-28 in the Radio messages? Which am I? :hmmm:

to see exactly which u-boat are u take a look at the ship journal in the right side of the screen....... the default captain name is Cpt.Stahl Wolfand nr is U-28

Furthermore, I receive different messages in captain's log and radio messages. Bdu answers to my reports "Good job, blablabla" in captain's log and "you suck, be more aggressive" in radio reports.... so... which one is the right one?

open the radio message box and read from there all the messages not from the captains logs the radio message box is located on the right side of the screen and when u have a new message will flicker

palmic
02-19-16, 04:13 AM
Auto target recognition is available in TWOS only if you enabled "Wind and Smoke" mod which is part of it.

Sjizzle
02-19-16, 04:40 AM
Auto target recognition is available in TWOS only if you enabled "Wind and Smoke" mod which is part of it.

First, I can't find "confirm target" checkbox anymore, it used to be in the handbook. Is this something new introduced by a mod included in the WOS? How am I supposed to send ship data to tdc?the send data to TDC is on recognition manual the confirm target is also in recognition manual i don't see anythink in that quote about auto recognition or targeting.... so no need wind and smoke patch..... wind and smoke patch is need it only if u wanna the auto ship identification option to be available again in TWoS ....no need for sending data to TDC or manual ship recognition

palmic
02-19-16, 05:13 AM
agree, i just wasn't sure what he's asking about, so just to make sure :)