View Full Version : [REL]The Wolves of Steel - SH5 Megamod
Koranis
02-19-16, 05:14 AM
Thank you for all your answers folks, but none of them solves my issues regarding the handbook (ehm, recognition manual). I may have explained myself poorly.
I'm not looking for automatic recognition, nor how to open the recognition manual.
If I remember correctly, there used to be a checkbox in the recognition manual that, once checked, identified manually the target you were seing through the periscope. It was useful for data gathering, expecially if you were attacking a convoy because it allowed you to label each ship, and that info stayed in the "computer" in case you switched targets. "Send mast data to TDC" is not the same thing. Without it every ship stayed as "unknown freighter" or "unknown warship".
I realize it might have been a little gamey but it was part of the manual process. Since I cannot find it, I asked if it was due to a mod that removed it, and how was I going to "label" the ships I was identifying.
kobiwaldi
02-19-16, 05:28 AM
As i posted before... look in post 1. I was corectly understanding you :D
The mod is using manual targeting. you need to enter all by yourself in tdc
Koranis
02-19-16, 06:45 AM
Hmmm, I still think we are not on the same page.
If you are referring to these entries....
- Where's mine target identify button?!
In this megamod automatic target recognition is disabled due to somewhat unrealistic implementation. There really aren't to many ships to be recognized in SH5 so auto recognition while the ship is 20 km away is a huge gamebraker...
AND/OR
- How do you access a recognition manual that can feed TDC?
Press "E" key or notepad lookalike charts GUI button on the bar near right edge of the screen. Recognition manual's "drag" tab will become visible near left edge of the screen. Stock Rec. manual in XO dialog screen is disabled because it's incorrect and incomplete...
...then it's not what I'm talking about.
I'm talking about manual recognition process, not automatic one. In the manual process you had to find the ship you were looking at in the recognition manual, and once you found it you checked the box in the same recognition manual, just under the image of the ship. That turned "unknown ship" into "Victory class freighter" for example.
This is not possible in my current "WOS-modded" game.
If I remember correctly, there used to be a checkbox in the recognition manual that, once checked, identified manually the target you were seing through the periscope.
I'm talking about manual recognition process, not automatic one. In the manual process you had to find the ship you were looking at in the recognition manual, and once you found it you checked the box in the same recognition manual, just under the image of the ship. That turned "unknown ship" into "Victory class freighter" for example.
I think you mean the checkboxes you could use for filtering ships by their island arrangement, type of superstructure, bow shape, number and shape of funnels, etc. In TWoS, the stock recognition manual has been replaced with the SOAN (Ships of All the Nations) manual from TDW's UI mod, but unless Vecko has tweaked the latter, it should still feature those filters. :hmmm:
I think this is not implemented in TWOS, i've never seen it. As i never played vanilla, it makes perfect sense.
2) As about 20km visual recognition - its nonsense, no submarine sailor would identify any ship at such distance.
+ however you dont even need it, its so much time to measure its course from 5-7km, you'll manage to make your coffee for final hit.
My style is to measure ship course, distance and speed from 20-40km by hydrophone bearing analysis go find 4 bearings method video at YT if you dont know how.
With this info you dont even need to measure it optically for long distance, just confirm it at ~5km.
Koranis
02-19-16, 07:16 AM
@gap
No, but close! :)
Yes, the filters are there but I'm not talking about those. The checkbox I'm talking about was indeed placed next to the filters, and now it's missing. It was responsible for giving a name to the "unknown ship".
I'm sure I haven't dreamed it! :)
Anyway, now that we can all agree that the checkbox I'm talking about is not there... how do you identify an unknown freighter? How do you make turn into "liberty cargo" for example?
@gap
No, but close! :)
Yes, the filters are there but I'm not talking about those. The checkbox I'm talking about was indeed placed next to the filters, and now it's missing. It was responsible for giving a name to the "unknown ship".
I'm sure I haven't dreamed it! :)
Anyway, now that we can all agree that the checkbox I'm talking about is not there... how do you identify an unknown freighter? How do you make turn into "liberty cargo" for example?
You dont need to do this, just sent mast height from recognition book to TDC and you're ready to use stadimeter if you want to.
There's more ways how to measure distances like RAOBF - find on YT if you want.
The way how to use ship recognition in TWOS is to use the information from book directly - manually, i like it so.
Koranis
02-19-16, 07:21 AM
My style is to measure ship course, distance and speed from 20-40km by hydrophone bearing analysis go find 4 bearings method video at YT if you dont know how.
With this info you dont even need to measure it optically for long distance, just confirm it at ~5km.
Wow, that's interesting. I've never been able to use hydrophone to obtain so much targetting info, I will have to check it.
Also it's interesting that I don't necessarily need to know the type of the ship. I always wondered how they were hitting those ships in conditions of near pitch black....
thanks, mate!
vdr1981
02-19-16, 07:30 AM
Sorry man, I felt I had not got your idea correctly...
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.
Thank you once again gap for your resourceful answers. Right now I'm optimistic that it is actually possible to create one more playable units from submarine parts which are already implemented into the game, but I am not so sure that I alone will be able to do that. There is just too many files involved (especially upcge and upc files:doh:) and my understanding of those files is limited. I'm going to open a new thread. There's too much traffic here...
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:
I hope I wont be able to confirm your claim. For now it seems that nothing is "blocked" due to hardcode...My main issue is to set up correctly upc and upcge files. What I'm trying to do is to copy one already existing sub, edit one of them and to convince the game that those are actually two different units trough upcge, upc and cfg files. We'll see...:hmm2:
excel4004
02-19-16, 10:57 AM
Originally Posted by VentHorizon http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=2381886#post2381886)
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?
I found the answer on the first page:
Solving Issues
- I've lost my charts/recognition manual?!
Delete all ***_Draggables.TDW files from main game folder and start the game again...
Sry admins, i thought the answer of this question was somewhere in the last 20 pages of this thread, didnt find it and for that i posted this question again.
Anyway, i dont want to spam this thread, just posted the answer again for VentHorizon or some others who still have this problem.
Admins maybe its a good idea to delete this posting and posting #3995 (http://www.subsim.com/radioroom/showpost.php?p=2382506&postcount=3995)
after one or two days if you want.
Greetings.
:subsim:
THEBERBSTER
02-19-16, 11:14 AM
Hi Koranis
Are you referring to a setting that can be enabled in TDW's Option File Editor Viewer in the Scopes Tab giving you information in the periscopes?
Peter
Koranis
02-19-16, 12:57 PM
Hello Berbster, sorry but I don't know what you are referring to. Anyways, since there is no such option currently in the game and none seems to miss it I'll go ahead and learn to do without.
Thank you once again gap for your resourceful answers.
My pleasure sir :)
Right now I'm optimistic that it is actually possible to create one more playable units from submarine parts which are already implemented into the game, but I am not so sure that I alone will be able to do that. There is just too many files involved (especially upcge and upc files:doh:) and my understanding of those files is limited.
Yes, those files are a mess, but most of their settings are used to couple playable units with their equipments/armaments/functionalities, and are common to all the U-boat types featured in game (with the exception of conning towers and other type-specific upgrades). Unfortunately I am supposed to move again in East Africa in two weeks. Right now I can't commit myself to this new project of yours but I will keep an eye on the forum and, whenever you need for help, during my spare time I will try and support you as much as I can.
I hope I wont be able to confirm your claim. For now it seems that nothing is "blocked" due to hardcode...
Fingers crossed :up:
My main issue is to set up correctly upc and upcge files. What I'm trying to do is to copy one already existing sub, edit one of them and to convince the game that those are actually two different units trough upcge, upc and cfg files. We'll see...:hmm2:
My suggestion is to use VII C files as base. Use winmerge for comparing them with their homologous files of other U-boat types. Leave alone common settings, and focus on groups of parameters changing from an u-boat type to the other, trying to understand what they do exactly. :yep:
GV_Vyga
02-19-16, 02:10 PM
maps
Sjizzle
02-19-16, 02:45 PM
maps
what do u mean with this post ?
Sjizzle
02-19-16, 02:48 PM
Wow, that's interesting. I've never been able to use hydrophone to obtain so much targetting info, I will have to check it.
Also it's interesting that I don't necessarily need to know the type of the ship. I always wondered how they were hitting those ships in conditions of near pitch black....
thanks, mate!
dick o'kane targeting solution and fast 90 degree...... read here (http://www.subsim.com/radioroom/showpost.php?p=652326&postcount=67) a really good thread about this targeting solution made by Rockin Robbins also has a video tutorial on youtube
Edit:
for beginners i really suggest this 2 tools Hydrophon tracking (http://www.subsim.com/radioroom/showthread.php?t=167103)
and solution solver (http://www.subsim.com/radioroom/downloads.php?do=file&id=1358)
THEBERBSTER
02-19-16, 03:02 PM
Hi Koranis
Just look in the FAQ's.
I want more custom settings in order to set gameplay options to suit my playing style (auto TDC, map contacts, UI style ect)...
Sure..Withing the modpack is contained an awesome TDW User Options File Editor Viewer application. Learn how to use this app and explore it's options. It is truly remarkable application and it offers to the player level of customization like in no previous SH title...How to use TDW Options File Editor Viewer with The Wolves of Steel Megamod (http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521)
Peter
Sjizzle
02-19-16, 03:07 PM
idk if somebody can implement this (https://www.youtube.com/watch?v=6MbT8t7VpMI) tool in TWoS this tools it is in MagUI it's damn helpful for interception :D
vdr1981
02-19-16, 03:19 PM
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:
Hey , I think I got it! :yeah:
U-FlaK as a aditional playable ship works really nice...Now I have to figure out how to get rid of internal torpedoes reserves...:) Any tips gap, someone?
Hmmm, now now I'm really intrigued about the idea of some playable warships or merchants...There is a chance that something like that would be possible after all...:hmm2:
Hi guys, i would like to let you know i updated my Real navigation target motion analysis cheatsheet (http://subsim.com/radioroom/showthread.php?p=2381877#post2381877) by real example from my current session!
For those who dont understand - i started that thread because i got tired by map geometry and while i found some materials about it which helped me a lot, i hopped to find full description which i haven't found.
So i created it :)
Hopefully this will answer all your questions about it which you wasn't asking :salute:
Is there somehow possible to extend radio antenna from periscope depth?
It seems weird to not to be able to send message with VIIA from sero thiefe :)
Koranis
02-19-16, 05:24 PM
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
Thanks to everyone for the tips.
One last question, if I may: is there any way to change the default name of the u-boat in the ship journal?:)
kobiwaldi
02-19-16, 05:38 PM
yeah, take a look in the options file editor under the tab "Ships journal"
(can be found in your sh5installation/data/applications/optionsfileeditorviewer)
Dont forget to edit your documents/sh5/data/cfg/playersettings.cfg and type the number in line "UnitName"
Koranis
02-19-16, 05:42 PM
yeah, take a look in the options file editor under the tab "Ships journal"
(can be found in your sh5installation/data/applications/optionsfileeditorviewer)
Dont forget to edit your documents/sh5/data/cfg/playersettings.cfg and type the number in line "UnitName"
Love you. Thanks.
Kumando
02-19-16, 05:42 PM
Hey , I think I got it! :yeah:
U-FlaK as a aditional playable ship works really nice...Now I have to figure out how to get rid of internal torpedoes reserves...:) Any tips gap, someone?
Hmmm, now now I'm really intrigued about the idea of some playable warships or merchants...There is a chance that something like that would be possible after all...:hmm2:
Do you think we will ever see the type II and IX in TWOS Vecko?
Now I have to figure out how to get rid of internal torpedoes reserves...:) Any tips gap, someone?
NSS_Uboat7*.sim => wpnSubTorpedoSys => Rooms => External => Fore / Aft => Storage :03:
Thanks to everyone for the tips.
One last question, if I may: is there any way to change the default name of the u-boat in the ship journal?:)
IIRC, there should be a ship journal viewer/editor in the data\Applications from where you can edit hull number. If the option to rename your uboat is not there, try with the options file editor viewer, contained in the same folder :up:
Do you think we will ever see the type II and IX in TWOS Vecko?
Still too early to say that, but yes, if Vecko manages making the U-Flak into a fully functional U-boat, in theory we could create any new type of playable unit.
Why in theory you may ask? Well, because modelling an accurate and fully walkable sub interior would be a hell of work (this is supposing that the exterior can be imported from some other game), because the granny format that the new models should be ported to has still many unknowns that the current implementation on GR2 Editor cannot handle, and because assembling all the parts together (upc files, controller files, gfx effects, etc.) would be way too much for a single person to embark on such a project.
If more modders startet working on the game as a team, maybe... :hmm2:
vdr1981
02-19-16, 08:41 PM
NSS_Uboat7*.sim => wpnSubTorpedoSys => Rooms => External => Fore / Aft => Storage :03:
Thanks gap!:up:
All is set now...
There is only few glitches, I hope I'll manage to "bypass" them somehow...
- There is no crew on bow heavy gun, although the gun works (AI).
- Stern heavy gun has crew but animation goes in opposite direction while gun tracks target.
- Stern heavy gun can be maned by player but only if you "click" on bow heavy gun?! :)
Other than that, everything seems OK...
I've also:
- Reduced submarine surface/underwater range and speed.
- Removed internal and external torpedoes storage (only 5 torpedoes in tubes)
- Applied drag to conning tower.
- Increased dive time
- Increased CG height
- Removed deckgun and snorkel upgrades
- Removed Fumo-29 radar upgrade
Thanks gap!:up:
All is set now...
:sunny:
There is only few glitches, I hope I'll manage to "bypass" them somehow....
At least some of those glitches might be upc file related. I think manning crew must be set there for each gun, and the bone they get linked to must be in the right orientation for their animation to play correctly.
I've also:
- Reduced submarine surface/underwater range and speed.
- Removed internal and external torpedoes storage (only 5 torpedoes in tubes)
- Applied drag to conning tower.
- Increased dive time
- Increased CG height
- Removed deckgun and snorkel upgrades
- Removed Fumo-29 radar upgrade
Good work! :up:
Koranis
02-19-16, 11:35 PM
yeah, take a look in the options file editor under the tab "Ships journal"
(can be found in your sh5installation/data/applications/optionsfileeditorviewer)
Dont forget to edit your documents/sh5/data/cfg/playersettings.cfg and type the number in line "UnitName"
I changed it but it doesn't appear in game. I'm currently in patrol, maybe I should get back to port in order to see the changes?
Sjizzle
02-20-16, 01:52 AM
I changed it but it doesn't appear in game. I'm currently in patrol, maybe I should get back to port in order to see the changes?
to change the captain name and u-boat nr u need to go to \SH5\MODS\1. The Wolves of Steel 1.05\data\Applications\OptionsFileEditorViewer
open the option file viewer application and then go to the ship journal tab and from there u can change it
http://www.mediafire.com/convkey/9e40/mfsgmaho9p73j7azg.jpg
Sjizzle
02-20-16, 01:55 AM
Is there somehow possible to extend radio antenna from periscope depth?
It seems weird to not to be able to send message with VIIA from sero thiefe :)
nope u can not send radio massage when u are at periscope depth or snorkel depth .... it not realistic in WWII also they need it to surface the boat to send radio messages
DrJones
02-20-16, 02:30 AM
idk if somebody can implement this (https://www.youtube.com/watch?v=6MbT8t7VpMI) tool in TWoS this tools it is in MagUI it's damn helpful for interception :D
Hey Sjizzle,
just thinking....is it still working in the magui as shown in this video? Must have a look at it...
Best Regards
DrJones
Koranis
02-20-16, 07:20 AM
to change the captain name and u-boat nr u need to go to \SH5\MODS\1. The Wolves of Steel 1.05\data\Applications\OptionsFileEditorViewer
open the option file viewer application and then go to the ship journal tab and from there u can change it
http://www.mediafire.com/convkey/9e40/mfsgmaho9p73j7azg.jpg
I did exactly that and it's still the same. The captain's name and the u-boat's number both appear changed if I reopen the file (DarkWraithUserOptions) but it doesn't change in game. I'm heading back to port now, anyway, maybe it will change at the beginning of the new patrol.
kobiwaldi
02-20-16, 07:37 AM
yep, need to start a fresh game. dont know about patrol but seems ok too :D (i really dont know - ill do all my settings and then starting a new campaign normaly)
btw... did anyone try to track a whale for 4 hours with hydrophone ? :03: i feel like greenpeace. realy great mod :yeah:
btw... did anyone try to track a whale for 4 hours with hydrophone ? :03: i feel like greenpeace. realy great mod :yeah:
Four whole hours LOL.
Whale hydrophone sound is composed of 4 or 5 different audio samples obtained by applying a band-pass filter to the same recording. What you hear is a combination of them. Each sample will fade out at different ranges: when the whale is far away, you can only hear the lowest frequencies, but when the whale is at close range you hear the whole spectrum. :)
vdr1981
02-20-16, 09:38 AM
Thanks gap!:up:
All is set now...
There is only few glitches, I hope I'll manage to "bypass" them somehow...
- There is no crew on bow heavy gun, although the gun works (AI).
- Stern heavy gun has crew but animation goes in opposite direction while gun tracks target.
- Stern heavy gun can be maned by player but only if you "click" on bow heavy gun?! :)
Other than that, everything seems OK...
I've also:
- Reduced submarine surface/underwater range and speed.
- Removed internal and external torpedoes storage (only 5 torpedoes in tubes)
- Applied drag to conning tower.
- Increased dive time
- Increased CG height
- Removed deckgun and snorkel upgrades
- Removed Fumo-29 radar upgrade
OK, these two are solved by simple positions switching of S1 and S2 bones with TDW gr2 editor...:yep:
Dude, they are taking those veteran Liberators like nothing... :D
Four whole hours LOL.
Whale hydrophone sound is composed of 4 or 5 different audio samples obtained by applying a band-pass filter to the same recording. What you hear is a combination of them. Each sample will fade out at different ranges: when the whale is far away, you can only hear the lowest frequencies, but when the whale is at close range you hear the whole spectrum. :)
Effort of all involved in modding sh5 is awesome.
This is not relevant to whale sounds but unfortunately game core has very bad sound mixer which lags and pops when some sounds mix together. As result of this, you can find sound where you are not be able to hear it like very distant ships.
(I removed textual marks like "unknown ship" from hydrophone GUI :03:)
As i like moded SH5 at most i liked any other SH from vanilla 3, i see we need new ww2 or even ww1 u-boat simulator made by hardcore geeks with smaller amount of eye candy, but perfectly made crucial parts like sound mixing, samples rendering in realtime based on distance, sea interference and weather. Dynamic campaign with good AI and realistic ~1940 resources.
That would be awesome. But until that, i will be enjoying TWOS very much :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
Nice one! I saw many of that infos and pictures somewhere else, but the documentaries are new for me, thanks! :salute:
Hi guys, sorry for spamming, but this thread (http://subsim.com/radioroom/showthread.php?p=2382960#post2382960) is again something for the ones who loves max realism and wants to solve targets by hand both in approach and attack phase with max precission. :salute:
THEBERBSTER
02-20-16, 11:21 AM
Hi Koranis
Did you disable the mods before making the changes in TDW's OFEV?
Peter
OK, these two are solved by simple positions switching of S1 and S2 bones with TDW gr2 editor...:yep:
I am glad someone else is making the most of GR2 Editor :up:
As for the bow gun missing its crew, I think it is a matter to assigning them through upc file (just look at how other guns have their crew set through upc settings).
Talking about upc files, I think you should remove torpedo reserves from from U-flak's upgrades as well as from her sim file.
Dude, they are taking those veteran Liberators like nothing... :D[/QUOTE]
:yeah:
unfortunately game core has very bad sound mixer which lags and pops when some sounds mix together. As result of this, you can find sound where you are not be able to hear it like very distant ships.
When I last tested OH's whales before their release, their hydrophone sounds seemed to be mixed properly. Have you heard them in game already? :hmm2:
Yes, whales are perfect, i just started to talking about distant ships, sorry :)
Which menu do I need to point this program at?
vdr1981
02-20-16, 11:43 AM
As for the bow gun missing its crew, I think it is a matter to assigning them through upc file (just look at how other guns have their crew set through upc settings).
You are probably right although I never wend down in crew section of upc/ge files. This may be tough...:hmmm:
Talking about upc files, I think you should remove torpedo reserves from from U-flak's upgrades as well as from her sim file.
Already done...:up:
I'm also trying to match U-Flak conning tower image visible bunker upgrade menu. I've found the appropriate image somewhere in Menu/gui folder but still I don't know which file is responsible for path definition (VIIC/41 tower imagge is still visible)?:hmm2:
vdr1981
02-20-16, 11:59 AM
Which menu do I need to point this program at?
http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521
Sjizzle
02-20-16, 01:18 PM
I did exactly that and it's still the same. The captain's name and the u-boat's number both appear changed if I reopen the file (DarkWraithUserOptions) but it doesn't change in game. I'm heading back to port now, anyway, maybe it will change at the beginning of the new patrol.
after u did like in the screen disable the mods and enable them again and should work :O:
Koranis
02-20-16, 02:28 PM
Hi Koranis
Did you disable the mods before making the changes in TDW's OFEV?
Peter
No, I didn't.
Koranis
02-20-16, 02:29 PM
Ok, thanks, I'll try.
Another quick question for you folks. I like the lockable camera on the exterior view for SH4. Is there a way with SH5 Enhanced to get that effect as well? I use the exterior view to observe my boat and I hate the stock where you hit f2 and your watching the uboat sail away, unless you chase it with the camera.
Raven1976
02-20-16, 06:59 PM
Hello I only recently started to play wolves of steel and i must say it is very good! Is there any mod compatible to wos that makesthe water clear? I tried loading with jgsme dyn env 2.9 enhanced visibility (high) above wos but the graphics broke badly :down:
Hello I only recently started to play wolves of steel and i must say it is very good! Is there any mod compatible to wos that makesthe water clear? I tried loading with jgsme dyn env 2.9 enhanced visibility (high) above wos but the graphics broke badly :down:
Hi Raven and welcome aboard :salute:
The graphic glitches you are talking about are not due to TWoS and DynEnv 2.9 Enhanced Visibility (high) being incompatible, but they are rather caused by a broken file I mistakedly included in the latter mod when I packed Dynamic Environment.
In order to fix the problem, you need to enable DynEnv v2.9 - No Underwater Impurity Patch (http://www.mediafire.com/?b06zvkb9z71kugz) after the Enhanced Visibility mod. :up:
vdr1981
02-20-16, 09:54 PM
http://s6.postimg.org/etfpar181/U_Fla_K2.jpg
The Wolves of Steel 1.05 - Update No. 01/02/03/04 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. 01
- 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.
No. 02
- 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.
No. 03
- 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.
No. 04
- Increased patrol zone ranges for secondary missions (80km to 120km, 150km to 200km, 250km to 300km, ect...).
- Revised/decreased taskforces/warships spawn frequency for all campaigns.
- Re-added one medium sized target in "Sea Trials" area (WA and TP campaigns) so that player wont be penalized because of low tonnage score if he decides to return to Kiel.
- Few tuning tweaks in submarine.cfg files
- For the first time in SH5, added new playable submarine type (U-Flak). If you want to have a blast in campaign with this sub, start "Turnign Point" using "sillentotto" cheat. There is also appropriate and fun historical mission (U-FlaK: Atlantic Escort Duty).
Current issues: front heavy gun don't have visible crew and cannot be manned by player, but it will shoot down airplanes just like that.:)
Added mods:
No. 01
- SH5_No Funny Bandages
No. 03
- A Fistful of Emblems v1.51_TWoS Compatible
- A Fistful of Emblems v1.51 (Weathered)_TWoS Compatible
No. 04
- U-FlaK_New Playable Sub
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. 04
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 in bunker with your JSGME and continue campaign.
Aktungbby
02-20-16, 09:57 PM
Hello I only recently started to play wolves of steel and i must say it is very good! Is there any mod compatible to wos that makesthe water clear? I tried loading with jgsme dyn env 2.9 enhanced visibility (high) above wos but the graphics broke badly :down:
Raven1976!:Kaleun_Salute:AFTER DECADE LONG SILENT RUN!:yeah:
Raven1976
02-21-16, 02:33 AM
Thanks very much for the quick answer! :up: Now it works like a charm! I would never have found it by myself. Thanks :)
Muckenberg
02-21-16, 03:06 AM
Hi Vecko
You're a magician. What you did on the classic SH5 is unreal. Thank you to everyone who is involved in the formation twos because they are doing a really great job.:yeah::yeah::up::salute:
mikaelanderlund
02-21-16, 04:04 AM
:rock::rock::rock:
:salute: Mikael
Time to fresh reinstall :arrgh!:
hi vdr,i have update my torpedoman's loading skill to highest,and now loading a torpedo needs 21minutes,i think it is too long for loading,,is it 12minutes is better?
I was looking for some map coordinates chart tool and found nothing.
Finding location by latlong manually is very tedious and unprecise.
Is there some tool for it in TWOS?
Thanks!
Cybermat47
02-21-16, 09:27 AM
I was looking for some map coordinates chart tool and found nothing.
Finding location by latlong manually is very tedious and unprecise.
Is there some tool for it in TWOS?
Thanks!
You might be having the same issue I have. You should just have to expand the bottom section of the charts menu by using the little grey button.
Sjizzle
02-21-16, 09:33 AM
I was looking for some map coordinates chart tool and found nothing.
Finding location by latlong manually is very tedious and unprecise.
Is there some tool for it in TWOS?
Thanks!
http://www.subsim.com/radioroom/showthread.php?t=206103
vdr1981
02-21-16, 09:43 AM
AA powaaa...:D Not so much "punch" underwater though...:)
http://s6.postimg.org/v0ql4jxm5/SH5_Img_2016_02_20_01_49_59.jpg (http://postimg.org/image/v0ql4jxm5/) http://s6.postimg.org/azqufc99p/SH5_Img_2016_02_20_03_31_13.jpg (http://postimg.org/image/azqufc99p/) http://s6.postimg.org/n6pzj5pt9/SH5_Img_2016_02_20_16_40_17.jpg (http://postimg.org/image/n6pzj5pt9/) http://s6.postimg.org/iwbbnkkq5/SH5_Img_2016_02_21_01_08_03.jpg (http://postimg.org/image/iwbbnkkq5/) http://s6.postimg.org/py999robx/SH5_Img_2016_02_21_01_30_48.jpg (http://postimg.org/image/py999robx/) http://s6.postimg.org/4nbp5i67h/SH5_Img_2016_02_21_01_31_59.jpg (http://postimg.org/image/4nbp5i67h/) http://s6.postimg.org/w4apgii99/SH5_Img_2016_02_20_01_48_23.jpg (http://postimg.org/image/w4apgii99/)
http://www.subsim.com/radioroom/showthread.php?t=206103
Awesome, thank you! :salute:
vdr1981
02-21-16, 09:52 AM
http://www.subsim.com/radioroom/showthread.php?t=206103
Can you please test sextant precision with WoS Sjizzle? :hmm2:
Do the regular aspect ratio patches have any effect on TDW's sextant accuracy ?
Sjizzle
02-21-16, 09:56 AM
Can you please test sextant precision with WoS Sjizzle? :hmm2:
Do the regular aspect ratio patches have any effect on TDW's sextant accuracy ?
i will install twos now and i will report u back with screens
vdr1981
02-21-16, 09:58 AM
i will install twos now and i will report u back with screens
Thank you very much! :up:
EDIT:
I always get ~ 23 deg 10' measured as soon as I enter "Baloon test mission" , no mater which resolution or resolution patch I use. Is this the same for you?
http://s6.postimg.org/cc8jh86pd/SH5_Img_2016_02_21_16_16_37.png
Sjizzle
02-21-16, 10:34 AM
here we go at balloon test mission
http://www.mediafire.com/convkey/ca7d/16d9tru2zdvlxcczg.jpg
http://www.mediafire.com/convkey/4ece/i6jcn03vy7apadbzg.jpg
Sjizzle
02-21-16, 10:36 AM
at that mission is damn hard to measure the sun cos there is land and buildings ..... is best that some1 make a mission in the middle of nowhere the time must be before 12:00 UTC
vdr1981
02-21-16, 10:40 AM
Great! Like you said, almost 99% accurate !:up:
It seems that ingame used resolution or aspect ratio patches has no effect on sextant precision? Can you please confirm that? :hmm2:
Sjizzle
02-21-16, 10:46 AM
Thank you very much! :up:
EDIT:
I always get ~ 23 deg 10' measured as soon as I enter "Baloon test mission" , no mater which resolution or resolution patch I use. Is this the same for you?
http://s6.postimg.org/cc8jh86pd/SH5_Img_2016_02_21_16_16_37.png
your measurement is correct cos u measured from the sea level but your eye are not at sea level is 4m+ above the sea level so subtract around 1 degree and u are there :D
vdr1981
02-21-16, 10:52 AM
your measurement is correct cos u measured from the sea level but your eye are not at sea level is 4m+ above the sea level so subtract around 1 degree and u are there :D
Maybe I should put some water in my ballast tanks in order to reduce sub height? :O:
Is this any better? :hmm2:
http://s6.postimg.org/mnkw9vyel/SH5_Img_2016_02_21_16_47_54.jpg (http://postimg.org/image/mnkw9vyel/)
Do you want me to create some test mission for you?:hmm2:
Sjizzle
02-21-16, 11:02 AM
Maybe I should put some water in my ballast tanks in order to reduce sub height? :O:
Is this any better? :hmm2:
http://s6.postimg.org/mnkw9vyel/SH5_Img_2016_02_21_16_47_54.jpg (http://postimg.org/image/mnkw9vyel/)
Do you want me to create some test mission for you?:hmm2:
yea make 1 or 2 test mission and i will test cos this week i am home and i have time for test....
PS. there was a python script which one made possible to connect sh with stellarium i need to search for that python script
Edit:
found it here we go https://drive.google.com/file/d/0ByS7n8ATPaFAODFhZjczNzAtOTdjOC00OThiLTgyYjctYTM2N GNjYTFmZmIy/view?pli=1
but is for silent hunter 4 not for sh5 if some can make it to be compatible with sh5 and latest version of stellarium would damn nice :D
Hi Koranis
Did you disable the mods before making the changes in TDW's OFEV?
Peter
hi THEBERBSTER,please tell me how long dose the uboat need for loading one torpedo?
i remember is 12 minutes?
Sjizzle
02-21-16, 11:57 AM
hi THEBERBSTER,please tell me how long dose the uboat need for loading one torpedo?
i remember is 12 minutes?
1 torpedo loading time is around 30 min depends on the condition and crew fatigue and morale
http://s6.postimg.org/etfpar181/U_Fla_K2.jpg
The Wolves of Steel 1.05 - Update No. 01/02/03/04 changelog:
:yeah:
Someone on the subsim FB page was asking if the playable U-Flak can be made into a separate mod. What do you thik about it? :)
vdr1981
02-21-16, 03:08 PM
:yeah:
Someone on the subsim FB page was asking if the playable U-Flak can be made into a separate mod. What do you thik about it? :)
Yes, I was thinking about that...:hmmm: I could extract the files, no doubt about that, but I really can't guarantied compatibility with other modlists or stock game...
vdr1981
02-21-16, 03:20 PM
yea make 1 or 2 test mission and i will test cos this week i am home and i have time for test....
How about this one Sjizzle...:hmm2: There's also one imported medium troop transport in the area, just to keep you busy after your measurements... :O:
http://www.mediafire.com/download/9g37vs0ohmt6ipn/1AAA.rar
Sjizzle
02-21-16, 04:49 PM
How about this one Sjizzle...:hmm2: There's also one imported medium troop transport in the area, just to keep you busy after your measurements... :O:
http://www.mediafire.com/download/9g37vs0ohmt6ipn/1AAA.rar
thx i will report back soon as possible :03:
Edit:
heya did u make the mission in the middle of nowhere and in the middle of the night :D or the single mission still mess up the times ?
Koranis
02-22-16, 04:05 AM
I want to thank you all for the encouragement and assistance with the real navigation mode, I'm continuing to use it and I would be unable to get back to "god mode navigation" now. This compilation of awesome mods really resurrected this game. I'm almost tempted to put SH3 to rest now.
EDIT: Battle stations! What's the difference between BS issued by the XO and the BS issued by the Watch officer? FAQ says to ignore them both and use a hotkey instead, but I'd like to hear what's the difference.
Sjizzle
02-22-16, 06:14 AM
@Vecko
so i have decided to start a new career and measure then the sun angle cos in single mission the time is messing up with me ....so first measurement
http://www.mediafire.com/convkey/b7d6/z6qrdmrare93fsrzg.jpg
http://www.mediafire.com/convkey/6706/27zlfpvd4e074mvzg.jpg
vdr1981
02-22-16, 08:21 AM
EDIT: Battle stations! What's the difference between BS issued by the XO and the BS issued by the Watch officer? FAQ says to ignore them both and use a hotkey instead, but I'd like to hear what's the difference.
BS issued by the XO (F7 key) is the default BC command which can actually modify crew abilities. The other is modded in by TDW and it has something to do with gunners, not sure exactly what but I commonly us it to tell my gun crew to train back guns in neutral position (by disable it )...
In short, I use both available BS commands ...:yep:
vdr1981
02-22-16, 08:22 AM
@Vecko
so i have decided to start a new career and measure then the sun angle cos in single mission the time is messing up with me ....so first measurement
Sooo, this is OK, right?:hmm2:
I want to thank you all for the encouragement and assistance with the real navigation mode, I'm continuing to use it and I would be unable to get back to "god mode navigation" now.
It is good to hear that! I really don't get why some players are scared by RN (no, not Royal Navy, I mean real navigation :03:): it costs just 10 minutes to grasp its basics, you can always ask the navigation officer for your approximate position (unless he is injured, in which case it is your duty as the u-boat commander to estimate it), and it makes the game incomparably more rewarding. :yep:
Come one guys, don't be lazy and follow Koranis example :)
Sjizzle
02-22-16, 09:10 AM
Sooo, this is OK, right?:hmm2:
yup it is ok :up:
Koranis
02-22-16, 11:44 AM
There are some some theaters, like Distant Waters, where, at least to my knowledge, Type VII did not operate, ie. Indian Ocean. Is this realistic or just "for fun" ?
I want to thank you all for the encouragement and assistance with the real navigation mode, I'm continuing to use it and I would be unable to get back to "god mode navigation" now. This compilation of awesome mods really resurrected this game. I'm almost tempted to put SH3 to rest now.
EDIT: Battle stations! What's the difference between BS issued by the XO and the BS issued by the Watch officer? FAQ says to ignore them both and use a hotkey instead, but I'd like to hear what's the difference.
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)
Welcome on board :salute:
It is good to hear that! I really don't get why some players are scared by RN (no, not Royal Navy, I mean real navigation :03:): it costs just 10 minutes to grasp its basics, you can always ask the navigation officer for your approximate position (unless he is injured, in which case it is your duty as the u-boat commander to estimate it), and it makes the game incomparably more rewarding. :yep:
Come one guys, don't be lazy and follow Koranis example :)
Its pretty inaccesible at start, but then it's awesome!
For me it's really what makes the game.
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
Wow, thanks Vecko, this one (https://youtu.be/21qqkC1cWvE) is most geeky sub-war documentary at YT today! :arrgh!:
There are some some theaters, like Distant Waters, where, at least to my knowledge, Type VII did not operate, ie. Indian Ocean. Is this realistic or just "for fun" ?
U-boats operating in South Atlantic as far as the coasts of Brazil and the Cape area, or even in the Indian Ocean, is an historical fact. The boats deployed there were mostly of the type IX though. SH5 doesn't feature long range U-boats, but there is a mod changing VIIC's specifications to mimic a type IX.
AffectPassiveBonuses, (no idea what it is )
To the best of my knowledge, passive abilities are skills that last "forever" once they are assigned to crew members through promotions points. They are opposed to active abilities, which are limited in time and scope and need to be activated whenever you need for them.
Its pretty inaccesible at start, but then it's awesome!
What is complicated about it? If you want to go from point "A" (your position on the map that your navigator can plot with some degree of approximation) to point "B" (your destination on the map), all you need to do is drawing a line between the two points. The angle of that line relative to the North is your wanted course. Its length is the distance you need to cover. Calculating how long you need to travel at your desired speed to reach point B, takes just some basic maths (1.852 x distance in km / speed in knots = time in hours). Those are the basics of dead reckoning navigation. Indeed you might be forced to change course/speed before you reach your destination, in which case you need to update your map plot accordingly. Should you get lost, you can always ask your navigator for another position fix, and plot again best course to your destination from there :know:
Sjizzle
02-22-16, 03:23 PM
Vecko i have an idea i know that when u hear my ideas u have headaches :O:
if some 1 can make script or a mod when u use manual the dive planes to blow or flood the ballast tanks ... in this way u can manually control your U-boat using the dive planes :D
excel4004
02-22-16, 03:48 PM
@ vdr1981
Can you please have a look at these mod if that is working right with the current WoS mod!?
[REL] Deutscher Sprachpatch http://www.subsim.com/radioroom/showthread.php?t=215259
That would be much appreciated! The wonderful mod would be just perfect for all the german players with this translation mod. :up:
I removed the "UPCDataGE" folder because it crashes the crew moral/skill system (all skills are full red).
Iam afraid that any other files of this german translation mod could maybe cause other errors in WoS and i dont have the skill to proof that.
MANY THANKS!
What is complicated about it? If you want to go from point "A" (your position on the map that your navigator can plot with some degree of approximation) to point "B" (your destination on the map), all you need to do is drawing a line between the two points. The angle of that line relative to the North is your wanted course. Its length is the distance you need to cover. Calculating how long you need to travel at your desired speed to reach point B, takes just some basic maths (1.852 x distance in km / speed in knots = time in hours). Those are the basics of dead reckoning navigation. Indeed you might be forced to change course/speed before you reach your destination, in which case you need to update your map plot accordingly. Should you get lost, you can always ask your navigator for another position fix, and plot again best course to your destination from there :know:
Well yes, for me now its pretty easy, but for novices its very new knowledge. Nowadays players are not prepared for learning new things the hard way :03:
The problem is, that at start you dont know its just easy connecting the points at map.
From start you dont event know that you can use a protractor to see angle!
You are just machine to plot waypoints.
I was used to use waypoints till i found TWOS and still i've seen myself as HC sh4 player :)
BUT, a year before i played triger maru very hard, for maybe a month in row.
I was escaping more than 30 hours of realtime bellow 4-5 japanese destroyers in harbor:)
I slepped once in the middle of this escaping..
This was a lesson how to track DD's by hydrophone :)
And i still didn't know how to navigate so hardcore like its required for real navigation :03:
The people has to accept they has to really work to find it.
thats the problem.
And then .... its going to start returning the effort back in really awesomeness of playing :up:
Sjizzle
02-22-16, 05:32 PM
@ vdr1981
Can you please have a look at these mod if that is working right with the current WoS mod!?
[REL] Deutscher Sprachpatch http://www.subsim.com/radioroom/showthread.php?t=215259
That would be much appreciated! The wonderful mod would be just perfect for all the german players with this translation mod. :up:
I removed the "UPCDataGE" folder because it crashes the crew moral/skill system (all skills are full red).
Iam afraid that any other files of this german translation mod could maybe cause other errors in WoS and i dont have the skill to proof that.
MANY THANKS!
if u wish i can do some test tomorrow for u :D
excel4004
02-22-16, 05:46 PM
if u wish i can do some test tomorrow for u :DMuch appreciated Sjizzle! :Kaleun_Salute:
vdr1981
02-22-16, 06:43 PM
Vecko i have an idea i know that when u hear my ideas u have headaches :O:
if some 1 can make script or a mod when u use manual the dive planes to blow or flood the ballast tanks ... in this way u can manually control your U-boat using the dive planes :D
It would be truly awesome if we could manually control sub's weight (aka ballast and regulating tanks). That way we could "fly" our U-boat underwater with neutral buoyancy, just like the real sub does...Unfortenattely, something like that would require TDW's skills...:nope: IIRC, he even announced manual ballast tanks controls once, but... :-?
@ vdr1981
Can you please have a look at these mod if that is working right with the current WoS mod!?
[B][REL] Deutscher Sprachpatch http://www.subsim.com/radioroom/showthread.php?t=215259
I'm afraid that mod is somewhat outdated and incompatible with latest TWoS...
I removed the "UPCDataGE" folder because it crashes the crew moral/skill system (all skills are full red).
I don't think that's a good idea...:hmm2:
It would be truly awesome if we could manually control sub's weight (aka ballast and regulating tanks). That way we could "fly" our U-boat underwater with neutral buoyancy, just like the real sub does...Unfortenattely, something like that would require TDW's skills...:nope: IIRC, he even announced manual ballast tanks controls once, but... :-?
Yep, I remember: I had even asked me for ballast tanks button icons. TDW where are you? :wah:
excel4004
02-22-16, 07:22 PM
I don't think that's a good idea...:hmm2:Sorry i think i dident explained right, i removed the "UPCDataGE" folder from the German language mod and NOT from the WoS mod.
After that, the crew moral/skill system was restored.
I'm afraid that mod is somewhat outdated and incompatible with latest TWoS...He wrote it was compatible with WoS 1.2, maybe you can precisely consider this mod. :hmmm: Maybe he changed just the language and not things which are important for the campain structure of WoS. But i dont no..
Sorry that i ask twice but it would be a very realistic game with german navy spelling in a german submarine.:Kaleun_Salute:
It would be pretty awesome to have a script for controlling periscope vertical angle by keys precisely.
There is nothing so annoying like when you have no time and you can make it to put it on waterline to use stadimeter.
Real navigation should disallow to show destroyed marks as they reveals my current position
The Mad Asshatter
02-23-16, 04:37 AM
I'm playing with full realism. How do i accurately plot reported convoy positions with the map grid resolution so low? Is there a button that enables tickmarks for minutes and seconds?
Sjizzle
02-23-16, 04:58 AM
@ vdr1981
Can you please have a look at these mod if that is working right with the current WoS mod!?
[REL] Deutscher Sprachpatch http://www.subsim.com/radioroom/showthread.php?t=215259
That would be much appreciated! The wonderful mod would be just perfect for all the german players with this translation mod. :up:
I removed the "UPCDataGE" folder because it crashes the crew moral/skill system (all skills are full red).
Iam afraid that any other files of this german translation mod could maybe cause other errors in WoS and i dont have the skill to proof that.
MANY THANKS!
sorry to say but that mod is not compatible with the latest version of TWoS like Vecko said is outdated .....
I'm playing with full realism. How do i accurately plot reported convoy positions with the map grid resolution so low? Is there a button that enables tickmarks for minutes and seconds?
You can do it as accurate as real Kaleun could.
By plotting lat-long coordinates to your map from radio message and roughly expecting their course by rough information (SSE, or NNW,...).
I did this exactly last weekend and since i expected their speed as 10kts max, i waited under water listening for their noise...
And they came nearly as i expected (little luck), i calculated their course and speed by available information and could shadow them till the night.
Unfortunately it was really harsh weather and i did not hit anyone :-?
vdr1981
02-23-16, 10:22 AM
Real navigation should disallow to show destroyed marks as they reveals my current position
I agree , but it's not possible...I tried everything ...:hmmm:
vdr1981
02-23-16, 10:28 AM
I'm playing with full realism. How do i accurately plot reported convoy positions with the map grid resolution so low? Is there a button that enables tickmarks for minutes and seconds?
In my opinion, "precision" is a term which doesn't go hand in hand with WW2, although some kind of transparent and resizable chart with detailed minutes and seconds tickmarks would be useful... Something like Sjizzle's detailed grid chart, but for minutes and seconds...:hmm2:
I'm playing with full realism. How do i accurately plot reported convoy positions with the map grid resolution so low? Is there a button that enables tickmarks for minutes and seconds?
No, there isn't any mark for minutes and seconds, but knowing that in SH world 1 degree of latitude is equal to 120 km (exactly, no matter what latitude you are at), 1 minute and 1 second are equal to 2 km and 33 m respectively, measured on the map . :03:
In my opinion, "precision" is a term which doesn't go hand in hand with WW2...
I agree :)
although some kind of transparent and resizable chart with detailed minutes and seconds tickmarks would be useful... Something like Sjizzle's detailed grid chart, but for minutes and seconds...:hmm2:
That's a good idea :up:
I agree , but it's not possible...I tried everything ...:hmmm:
That game is nearly so hardcoded as IE6! :)
In my opinion, "precision" is a term which doesn't go hand in hand with WW2, although some kind of transparent and resizable chart with detailed minutes and seconds tickmarks would be useful... Something like Sjizzle's detailed grid chart, but for minutes and seconds...:hmm2:
Exactly that i was expecting before about 2 days
Sjizzle
02-23-16, 11:14 AM
In my opinion, "precision" is a term which doesn't go hand in hand with WW2, although some kind of transparent and resizable chart with detailed minutes and seconds tickmarks would be useful... Something like Sjizzle's detailed grid chart, but for minutes and seconds...:hmm2:
what charts do u need ???
what charts do u need ???
IMO a 60 x 60 thickmarks (vertical x horizontal) scale grid would be okay. Supposing a spacing of 20 pixels between two marks, such a grid would have a resolution of 1200 by 1200 pixels. If you wanted to further split minutes in seconds, the resulting grid should be 18,000 x 18,000 pixels if you wanted to use a spacing of just 5 pixels between two adjacent marks. Way too big and not accurate at all! :o :doh:
IMO a 60 x 60 thickmarks (vertical x horizontal) scale grid would be okay. Supposing a spacing of 20 pixels between two marks, such a grid would have a resolution of 1200 by 1200 pixels. If you wanted to further split minutes in seconds, the resulting grid should be 18,000 x 18,000 pixels if you wanted to use a spacing of just 5 pixels between two adjacent marks. Way too big and not accurate at all! :o :doh:
The same principle like lightgrid for latlong minutes would be enough for me.
so 60*60.
With this i could just overlay it above map square get pencil, hide it by "E" and mark position.
Sjizzle
02-23-16, 12:26 PM
The same principle like lightgrid for latlong minutes would be enough for me.
so 60*60.
With this i could just overlay it above map square get pencil, hide it by "E" and mark position.
oky i will make on tonight but there is a easy way for the minutes :D each 1 degree on the map is 120km so each 2km is 1 min :D
vdr1981
02-23-16, 12:27 PM
IMO a 60 x 60 thickmarks (vertical x horizontal) scale grid would be okay. Supposing a spacing of 20 pixels between two marks, such a grid would have a resolution of 1200 by 1200 pixels. If you wanted to further split minutes in seconds, the resulting grid should be 18,000 x 18,000 pixels if you wanted to use a spacing of just 5 pixels between two adjacent marks. Way too big and not accurate at all! :o :doh:
The same principle like lightgrid for latlong minutes would be enough for me.
so 60*60.
With this i could just overlay it above map square get pencil, hide it by "E" and mark position.
:up:
U-FlaK thread is up...http://www.subsim.com/radioroom/showthread.php?t=224498
Sjizzle
02-23-16, 12:52 PM
do u mean something like this one ? or u wanna divided / minutes this one is for each 10 min divided if u wish for each min let me know
http://www.mediafire.com/convkey/4b37/kllk5r71ok0ghbazg.jpg
do u mean something like this one ? or u wanna divided / minutes this one is for each 10 min divided if u wish for each min let me know
http://www.mediafire.com/convkey/4b37/kllk5r71ok0ghbazg.jpg
Awesome! Thanks! :)
This should be enough.
The next thing is i would disallow to let player avatar to leave tower if certain wind conditions are not met. (+ deckgun teleport)
Right now i could go to deckgun, order crew just behind big wave, move gun slightly, next time again, and again... and finaly shoot even in 15m/s wind.
I would be in the atlantic in 10 seconds :)
Going outside in these conditions would fix it best, as it would fix even outside walking in waves.
If this is not possible, disabling ordering crew to deckgun should be enough.
vdr1981
02-23-16, 02:03 PM
The next thing is i would disallow to let player avatar to leave tower if certain wind conditions are not met. (+ deckgun teleport)
Right now i could go to deckgun, order crew just behind big wave, move gun slightly, next time again, and again... and finaly shoot even in 15m/s wind.
I would be in the atlantic in 10 seconds :)
Going outside in these conditions would fix it best, as it would fix even outside walking in waves.
If this is not possible, disabling ordering crew to deckgun should be enough.
Again , I couldn't agree more. Ideas are not lacking, the problem is "how"...
This should be possible only if we disable whole range of gunners NewUIs commands and not many people will salute this idea.
For now you should 'resist' the temptation to use deck gun in heavy seas...
Sjizzle
02-23-16, 02:32 PM
@Palmic here we go Download (https://www.mediafire.com/?vv627e9wtzqgcej)
enable at the bottom of your mod list
1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 04
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith (optional, but highly recommended)
4. The Wolves of Steel 1.05 - *x* Resolution Patch
5. Nautical Charts
read pls the PDF from Degrees Transparency folder
PS. Vecko if u wish u can add it to the mega mod
vdr1981
02-23-16, 02:41 PM
PS. Vecko if u wish u can add it to the mega mod
Absolutely! :up:
excel4004
02-23-16, 02:47 PM
sorry to say but that mod is not compatible with the latest version of TWoS like Vecko said is outdated .....
Thanks for having an eye on this!
Damn, would be just great with this mod working. :Kaleun_Crying:
It works long time ago with version WoS 1.2 so maybe someone who has the skill and the pleasure for fixing/updating this mod.
http://www.subsim.com/radioroom/showthread.php?t=215259
Would be also a nice addon for the next version from WoS.
Again , I couldn't agree more. Ideas are not lacking, the problem is "how"...
This should be possible only if we disable whole range of gunners NewUIs commands and not many people will salute this idea.
For now you should 'resist' the temptation to use deck gun in heavy seas...
hehe, i expected that, no problem :)
vdr1981
02-23-16, 04:33 PM
read pls the PDF from Degrees Transparency folder
PS. Vecko if u wish u can add it to the mega mod
Works great Sjizzle! :up:
http://s6.postimg.org/cgkqgg5pp/SH5_Img_2016_02_23_21_08_52.jpg (http://postimg.org/image/cgkqgg5pp/)
@Palmic here we go Download (https://www.mediafire.com/?vv627e9wtzqgcej)
enable at the bottom of your mod list
1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 04
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith (optional, but highly recommended)
4. The Wolves of Steel 1.05 - *x* Resolution Patch
5. Nautical Charts
read pls the PDF from Degrees Transparency folder
PS. Vecko if u wish u can add it to the mega mod
Yep, this is perfect for me, because its not so precise to replace manual work, or to be too complex, while its enough precise to replace inefficient work about not-precise contacts.
Actually my friend (fan of IL2 Sturmovik) was asking how about to join my force with vokewulf :D
BTW: Enshuldigung, i was in the end stage of strasse of Dover and it was really not going well, so i was continued by 5-6 DDs in about of 80 meters deep channel.
Thats the reason i was not actually about to reply to radio messages from Karl .... Or from Sjizzle :salute:
While it sounds like certain death, it was not so harsh, i remember 50hours DDs battle from trigger maru on border of chinesse sea and pacific :)
Sjizzle
02-23-16, 05:01 PM
Works great Sjizzle! :up:
http://s6.postimg.org/cgkqgg5pp/SH5_Img_2016_02_23_21_08_52.jpg (http://postimg.org/image/cgkqgg5pp/)
:rock:
vdr1981
02-23-16, 06:25 PM
That's the spirit our Italian allies !
http://s6.postimg.org/dww8yl8mp/SH5_Img_2016_02_23_23_26_07.jpg
Well, at least they tried...:hmm2:
kobiwaldi
02-24-16, 02:13 AM
Thanks for having an eye on this!
Damn, would be just great with this mod working. :Kaleun_Crying:
It works long time ago with version WoS 1.2 so maybe someone who has the skill and the pleasure for fixing/updating this mod.
http://www.subsim.com/radioroom/showthread.php?t=215259
Would be also a nice addon for the next version from WoS.
Curently im doing a german language pack for wos. i hope ill get it ready this week :salute:
That's the spirit our Italian allies !
http://s6.postimg.org/dww8yl8mp/SH5_Img_2016_02_23_23_26_07.jpg
Well, at least they tried...:hmm2:
It didn't go exactly like that. This is the real story (from wikipedia):
HM Submarine X2 was an Italian Archimede-class submarine, originally named Galileo Galilei. She served in the Regia Marina before and during World War II, before her capture by the Royal Navy in 1940.
She was stationed in the Red Sea in June 1940 as a unit of the Italian Red Sea Flotilla. During a patrol, with Capitano di Corvetta Corrado Nardi in command, on 16 June 1940, she sank the Norwegian tanker James Stove approximately 12 miles south of Aden, following which aircraft from the cruiser HMS Leander carried out a search for her without success.
On 18 June, the Galilei halted with cannon fire the Yugoslavian cargo ship Drava, but as Yugoslavia was not yet at war, she let it proceed. The gunfire was heard by the anti-submarine warfare trawler HMS Moonstone and at 4:30pm Moonstone sighted the periscope of Galileo Galilei and carried out an attack with two depth charges, though without damaging the submarine at the position 12°48′N 45°12′E. The following day, after the British warship repeated its attack with depth charges, Nardi gave the order to surface and engaged the Moonstone with her guns. At the start of the action between the two vessels, the forward gun's sighting mechanism on the Galilei became unusable. The fast-moving Moonstone scored the first hit on the Italian boat after ten minutes, killing some men and wounding Nardi. The following hit killed the crew of the forward gun, including the First Officer. The submarine's aft gun jammed, and then another salvo from Moonstone killed all those on the conning tower including Nardi. Under the only officer left alive, though wounded, the young midshipman Mazzucchi, the Galilei continued the fight with the forward gun. However the British destroyer HMS Kandahar arrived, and Galilei surrendered. The submarine had lost 16 men; Nardi, four other officers, seven NCOs and four sailors. The submarine was then towed into Aden. Though the British side claimed that the submarine's codebooks and operational documents were captured intact by the Royal Navy, and revealed the exact position of other Italian naval units, Italian survivors (including Midshipman Mazzucchi) reported that every document was destroyed before surrender, and that no written operational orders were issued to Italian units, only an oral briefing between captains and the submarine command in Massawa before every mission. The claim was reported only to cover the British intelligence activities in Italian East Africa.
Though lacking the training of Royal Navy or Kriegsmarine, Italian sailors and naval officers were just as brave as the ones of other contemporary Navies. The biiggest problem of Reggia Marina was that their equipment often sucked. This is surely true for their obsolete and cumbersome submarine force. By the way, one of my grand uncles was a Reggia Marina submariner. His submarine was sunk, but he miraculously survived. :03:
The Mad Asshatter
02-24-16, 10:52 AM
Is there anything that can be done about batteries not recharging in heavy seas? Basically, it seems that every time a wave comes over the boat, the game registers it as being "underwater" and turns off battery recharging. This also has the effect of knocking me out of 512x time compression, making getting anywhere in a storm tedious.
Is there anything that can be done about batteries not recharging in heavy seas? Basically, it seems that every time a wave comes over the boat, the game registers it as being "underwater" and turns off battery recharging. This also has the effect of knocking me out of 512x time compression, making getting anywhere in a storm tedious.
I dont think its possible to solve this issue, but i have to say i had this problem much more in SH4 than now. Ill let TWOS authors to explain..
About that time compression (AKA TC) - you can fix this by unset "stop TC on every message" at right top of your display..
vdr1981
02-24-16, 11:07 AM
Is there anything that can be done about batteries not recharging in heavy seas? Basically, it seems that every time a wave comes over the boat, the game registers it as being "underwater" and turns off battery recharging. This also has the effect of knocking me out of 512x time compression, making getting anywhere in a storm tedious.
Do you use recommended TC settings from the first page?
The Mad Asshatter
02-24-16, 11:16 AM
Yes, if they are the same ones from the video install tutorial.
vdr1981
02-24-16, 11:18 AM
Yes, if they are the same ones from the video install tutorial.
How about Palmic's advice then? I dont have such issues but I also don't use "x1 on every message" ...Tell us what you got...
How about Palmic's advice then? I dont have such issues but I also don't use "x1 on every message" ...Tell us what you got...
BTW. One of the biggest life hacks in sh5 is using shift + +/- . I didn't know that from the start..
excel4004
02-24-16, 04:31 PM
It didn't go exactly like that. This is the real story (from wikipedia):
HM Submarine X2 was an Italian Archimede-class submarine, originally named Galileo Galilei. She served in the Regia Marina before and during World War II, before her capture by the Royal Navy in 1940.
She was stationed in the Red Sea in June 1940 as a unit of the Italian Red Sea Flotilla. During a patrol, with Capitano di Corvetta Corrado Nardi in command, on 16 June 1940, she sank the Norwegian tanker James Stove approximately 12 miles south of Aden, following which aircraft from the cruiser HMS Leander carried out a search for her without success.
On 18 June, the Galilei halted with cannon fire the Yugoslavian cargo ship Drava, but as Yugoslavia was not yet at war, she let it proceed. The gunfire was heard by the anti-submarine warfare trawler HMS Moonstone and at 4:30pm Moonstone sighted the periscope of Galileo Galilei and carried out an attack with two depth charges, though without damaging the submarine at the position 12°48′N 45°12′E. The following day, after the British warship repeated its attack with depth charges, Nardi gave the order to surface and engaged the Moonstone with her guns. At the start of the action between the two vessels, the forward gun's sighting mechanism on the Galilei became unusable. The fast-moving Moonstone scored the first hit on the Italian boat after ten minutes, killing some men and wounding Nardi. The following hit killed the crew of the forward gun, including the First Officer. The submarine's aft gun jammed, and then another salvo from Moonstone killed all those on the conning tower including Nardi. Under the only officer left alive, though wounded, the young midshipman Mazzucchi, the Galilei continued the fight with the forward gun. However the British destroyer HMS Kandahar arrived, and Galilei surrendered. The submarine had lost 16 men; Nardi, four other officers, seven NCOs and four sailors. The submarine was then towed into Aden. Though the British side claimed that the submarine's codebooks and operational documents were captured intact by the Royal Navy, and revealed the exact position of other Italian naval units, Italian survivors (including Midshipman Mazzucchi) reported that every document was destroyed before surrender, and that no written operational orders were issued to Italian units, only an oral briefing between captains and the submarine command in Massawa before every mission. The claim was reported only to cover the British intelligence activities in Italian East Africa.
Though lacking the training of Royal Navy or Kriegsmarine, Italian sailors and naval officers were just as brave as the ones of other contemporary Navies. The biiggest problem of Reggia Marina was that their equipment often sucked. This is surely true for their obsolete and cumbersome submarine force. By the way, one of my grand uncles was a Reggia Marina submariner. His submarine was sunk, but he miraculously survived. :03:
Thanks for the infos. Very interesting story! :o
excel4004
02-24-16, 04:45 PM
Curently im doing a german language pack for wos. i hope ill get it ready this week :salute:
Wooot!!? :Kaleun_Thumbs_Up:
Thanks for the infos. Very interesting story! :o
Thank you too for taking the time of reading it. History is another of my hobbies :)
vdr1981
02-24-16, 05:05 PM
Curently im doing a german language pack for wos. i hope ill get it ready this week :salute:
Excellent! :up:
But please, be unambiguous and precise in readme documentation. You must stated correctly for which TWoS (+ Update No. xx) version your language pack is intended to...Otherwise, there may be a lot unexpected problems...:yep:
Thank you too for taking the time of reading it. History is another of my hobbies :)
History of ww2 is maybe most awesome part of our history in my oppinion. When i studied atlantic war i found at first "we" was not so behind in tech i was expecting at first and it was not so about good VS evil, because many german sailors was brave and didnt want to harm others, as i was expecting years before.
If this is red by anyone who cannot understand, just read about details of ww2.
One of the most interesting things about that is how that !people! could understand to being part of dominating world by evil ways.
If anyone could sent me to some documentary about german people mentality about ww2 it would be most appreciated, because i realy still dont understand how some people could accept they are part of financing concentrating camps and other parts of nazi germany.
If anyone could sent me to some documentary about german people mentality about ww2 it would be most appreciated, because i realy still dont understand how some people could accept they are part of financing concentrating camps and other parts of nazi germany.
I think this discussion could be long, and it is off topic here, anyway I think the overwhelming majority of the German population of the time was unaware of what was actually going on in concentration camps, but many (maybe most) Germans were manipulated so to think that they were a superior race, and they were happy to look the other way, rather than realizing/admitting the atrocities of their regime.
In their partial defence, we should also note that the same Jews called themselves "God's chosen people", and we should also admit that sadly, even nowadays, the same racist mentality is exploited by many far-right and fondamentalist parties over the word to gain consensus. As we say in Italy, idiots' mother is always pregnant. :nope:
kobiwaldi
02-25-16, 02:55 AM
aha... :hmmm: but still wrong topic
Cybermat47
02-25-16, 04:12 AM
It maybe considered off topic, but it is too important to be forgotten or left without any reply or reference:
UTube by Adam Curtis:The Living Dead, E1: On the Desperate Edge of Now
https://www.youtube.com/watch?v=4xoM6-1SWl4
Please stay on topic. If you really feel that the video is important, start a topic specifically for it. That way more people will notice it.
It maybe considered off topic, but it is too important to be forgotten or left without any reply or reference:
UTube by Adam Curtis:The Living Dead, E1: On the Desperate Edge of Now
https://www.youtube.com/watch?v=4xoM6-1SWl4
You don't need to convince me that many atrocities were committed during WWII on both sides and that the Allies, as the winners, were in the best position to hide, minimize or justify their own crimes. At the same time, for many reasons, I feel that nothing compares to the horrors of the Holocaust.
That said, I am sure that the video you are pointing to is well worth watching it, but I think it would fit better in the General Topics section of this forum :yep:
Please stay on topic. If you really feel that the video is important, start a topic specifically for it. That way more people will notice it.
:sign_yeah:
kobiwaldi
02-25-16, 01:47 PM
Excellent! :up:
But please, be unambiguous and precise in readme documentation. You must stated correctly for which TWoS (+ Update No. xx) version your language pack is intended to...Otherwise, there may be a lot unexpected problems...:yep:
ill try to update it regulary when you release a new update... so... always newest twos version incl. newest update
excel4004
02-25-16, 02:41 PM
ill try to update it regulary when you release a new update... so... always newest twos version incl. newest update
:rock:
:subsim:
TOP kobiwaldi!!!! (http://www.subsim.com/radioroom/member.php?u=332517)
Do you post it here or in the Deutschmod thread?
kobiwaldi
02-26-16, 06:28 AM
first in the german subthread. i guess i forgot something and so you will all be invited to test the patch and report bugs :D
i hope i can upload it tommorow
The Mad Asshatter
02-26-16, 02:53 PM
I'm loving this mod so far except for one thing: the depth charge sounds. They sound like they were lifted from a movie (background sounds), they end too abruptly, and the audio files seem to suffer from bad clipping. Can anyone point me towards a better depth charge sound mod?
Agree, but much worse are depth charges in hydrophone when you escape destroyers. In SH4 you could hear dept charges "throwing" to the water, here you have only "wasser bomben" meme from sound engineer..
So you cannot track escape maneuvers properly.
Sjizzle
02-27-16, 02:56 AM
u can import the sh4 wasser bomben sound from SH IV to SH5 .....
vdr1981
02-27-16, 09:12 AM
Agree, but much worse are depth charges in hydrophone when you escape destroyers. In SH4 you could hear dept charges "throwing" to the water, here you have only "wasser bomben" meme from sound engineer..
So you cannot track escape maneuvers properly.
Haha, you are true hydrophone geek Palmic! :haha::up:
I'm aware about DC exploding sound issues but I dont know much about sound settings...Do you use "realist sound travel speed" option?
kobiwaldi
02-27-16, 09:32 AM
German Language Mod :
Ill try to keep it always up-to-date. Usually one day after releasing a new update
German Forum Thread
(http://www.subsim.com/radioroom/showthread.php?t=215259&page=4)
The Mad Asshatter
02-27-16, 09:37 AM
u can import the sh4 wasser bomben sound from SH IV to SH5 .....
How would I do this?
Edit: Nevermind, figured it out.
Haha, you are true hydrophone geek Palmic! :haha::up:
I'm aware about DC exploding sound issues but I dont know much about sound settings...Do you use "realist sound travel speed" option?
Only thing i want now is the great hydrophone wheel peripheral :salute:
- Yes i use it, but dont know what it is?
Dont you know why i am able to see aircraft in map now?
I cant to hide it and its pretty lame as you may know :)
vdr1981
02-27-16, 12:57 PM
Dont you know why i am able to see aircraft in map now?
I cant to hide it and its pretty lame as you may know :)
You definitely should not see them if you have disabled map contacts and use real nav...
Any additional mod/tweaks?
I tried to enable and disable every single option even supermarks and fixes, but it was still visible.
Right now its hidden, but it shows when i hover area near Glasgow by cursor (https://lh3.googleusercontent.com/-zHPGPlc6Ats/VtHywiWRblI/AAAAAAAAKFY/DTN7O3M9k_E/s1280-Ic42/SH5Img%2525402016-02-27_20.01.13.jpg).
I have no extra mod but last update of TWOS with real navigation and Sjizzle's nautical charts which was published recently.
excel4004
02-27-16, 02:48 PM
u can import the sh4 wasser bomben sound from SH IV to SH5 .....
Sounds interesting. Can you/someone upload the files and post them here!?
Thanks!
vdr1981
02-27-16, 03:05 PM
I tried to enable and disable every single option even supermarks and fixes, but it was still visible.
Right now its hidden, but it shows when i hover area near Glasgow by cursor (https://lh3.googleusercontent.com/-zHPGPlc6Ats/VtHywiWRblI/AAAAAAAAKFY/DTN7O3M9k_E/s1280-Ic42/SH5Img%2525402016-02-27_20.01.13.jpg).
I have no extra mod but last update of TWOS with real navigation and Sjizzle's nautical charts which was published recently.
Hehe, that's not an airplane...It's some kind of airbase range representation. If you disable ral navigation you'll see that those markings are actually part of the circle...:yep:
Also Sjizzle's chart mod has been added with latest patch...
THEBERBSTER
02-27-16, 03:34 PM
Hi Vecko
Does this mean that gamers not using Real Navigation should be able to see the contact shapes and colors?
Patch 14
- TDW Real Navigation mod is enhanced with No_contact_shapes_or_colors_1_1_0 which means that radio contacts (red and green squares shown in nav map) will not be displayed for Real Nav Captains. Automatically shown radio contacts are inconsistent with Real Nav mod and can potentially reveal players location.Peter
Hehe, that's not an airplane...It's some kind of airbase range representation. If you disable ral navigation you'll see that those markings are actually part of the circle...:yep:
Also Sjizzle's chart mod has been added with latest patch...
Ok thanks! :salute:
From 5th. update i dont see "silent running" icon and i cannot switch it off.
It just toggles off automatically after emerging.
excel4004
02-28-16, 08:32 AM
From 5th. update i dont see "silent running" icon and i cannot switch it off.
It just toggles off automatically after emerging.
Strange, i dont got this issue.
German Language Mod :
Ill try to keep it always up-to-date. Usually one day after releasing a new update
German Forum Thread (http://www.subsim.com/radioroom/showthread.php?t=215259&page=4)It needs to start a fresh/new campaign but after this it seems to work fine. Maybe an inclusive mod for the next WoS version/update Vecko? Maybe you can keep an eye on it, thx.
vdr1981
02-28-16, 03:46 PM
Can anyone tell me what is correct: U-flak , U-Flak or U-FlaK ?
German guys?
excel4004
02-28-16, 03:54 PM
Can anyone tell me what is correct: U-flak , U-Flak or U-FlaK ?
German guys?
In German its called U-FlaK.
(Flugabwehrkanone)
Sjizzle
02-28-16, 04:10 PM
In German its called U-FlaK.
(Flugabwehrkanone)
yup that's true :D
vdr1981
02-28-16, 04:25 PM
Thanks guys!:up:
Just to confirm, with capital "K" , right?
Sjizzle
02-28-16, 05:18 PM
Thanks guys!:up:
Just to confirm, with capital "K" , right?
yup
excel4004
02-28-16, 05:25 PM
Thanks guys!:up:
Just to confirm, with capital "K" , right?
Yes.
vdr1981
02-28-16, 05:28 PM
Thanks again! :up:
vdr1981
02-29-16, 10:27 AM
Check this out Captains! :yeah:
KSDCommander (http://www.subsim.com/radioroom/showthread.php?t=224584)
Looks like you modders has just reborn sh5 :up:
excel4004
02-29-16, 02:46 PM
Check this out Captains! :yeah:
KSDCommander (http://www.subsim.com/radioroom/showthread.php?t=224584)
Nice! :up:
kobiwaldi
03-01-16, 10:59 AM
Curently uploading No 6 Update ?
vdr1981
03-01-16, 12:20 PM
Curently uploading No 6 Update ?
Not yet, but soon...:yep:
vdr1981
03-01-16, 12:55 PM
KSD Commander is a program for viewing statistics, captains customization and writing patrol diaries. + it can randomize music on the gramophone and you can specify diapason of days between patrols.
This program successfully works from April 2015 in KSD (http://brat01.mybb.by/viewtopic.php?id=178)mod on SH-4. This weekend I modified the program to support SH-5 once tried The Wolves of Steel modpack. I am very impressed with how modders have transformed this game :up:
I am russian speaking. Sorry for my english.
http://i74.fastpic.ru/big/2016/0229/93/d394270fd94d29f08074a41d420dd993.jpg
http://i76.fastpic.ru/big/2016/0229/38/a2c4e1da54825ad9ec2a3c573e829a38.jpg
The program has 3 tabs:
Statistics
The program reads your saves and forms statistics. You can submit your statistics to the server, if desired. In this case, you will be able to compare your results with results of other players, as well as choose a photo for your captain, to write his biography and diaries.
You can select photos to your captains from 260 available. It's all photos of real U-Bootwaffe captains. And the photo that you choose for your captain will be not available to select by other players.
If you play dead is dead format, you can specify the date of the death of your captain. After that, his stats will not updated, even if you continue to play.
http://i74.fastpic.ru/big/2016/0229/38/3daacf4924b3f6f45ae01445ac404738.jpg
http://i75.fastpic.ru/big/2016/0229/b0/55bdc5469f063d37ad5825b9619af3b0.jpg
Bar
At the bar you can:
1) Listen to the music that is played in the same folder as the gramophone in the game.
2) Read the newspapers. The papers are published as the main events on the fronts and achieving players. If you are sinking this month more than others will certainly write about you. Do not leave without attention sinking enemy battleships or aircraft carriers.
3) To share practical advice to other players or to read their tips.
http://i76.fastpic.ru/big/2016/0229/af/3ec07e93f90fccd2f50ad83152371eaf.jpg
Settings
http://i73.fastpic.ru/big/2016/0229/bd/6ce904f173857c094ec01308289b70bd.jpg
Installation
1) Download (https://yadi.sk/d/sT1eqpsLf5aHU) the archive.
2) Extract files to the root folder of the game.
3) Start KSDCommander.exe. Optionally create a shortcut on the desktop and in the future to run the game through this program. In this case, your statistics will be regularly updated on the server.
Security
1) This is the exe file. Any exe file could potentially be a virus or some other malicious program. Here above all a question of confidence to the author. Author in this case I do. And with all responsibility I declare that I am not ******* writing malware.
Many comrades (in the screenshot above shows) installed the program and published its statistics on the server. Monitors have not failed to explode, and the disk is not formatted )
2) The program does not delete or modify your saved. It only reads them.
3) To submit your statistics to the server requires registration and authorization. Registration is simple. You do not need any confirmation via Email and other garbage. Simply enter in the appropriate fields username (preferably nickname with a forum for awareness) and password of 4-20 characters. In no case do not use passwords that you use in other programs or websites.
by Warham
Awesome!
As a bonus, i am currently reading book about Wolfgang Luth (http://www.amazon.co.uk/exec/obidos/ASIN/1557508631/ref=nosim/uboatnet-21) (i play often realtime thanks to it :) ) and according to his career TWOS campaign seems very realistic to me.
He also started in north sea/baltic sea and in coastal waters area.
If someone knows where could i buy this book in english translation (http://subsim.com/radioroom/showthread.php?p=2385637#post2385637), please let me know.
Its written by Wolfgang Luth at 1943 and its about my favourite part of sub-war (1939+).
Many informations about conwoy attacks from that book i read right now refer to this one.
Sorry for off topic :)
If you have some thread about how to work with TDC in TWOS it would be appreciated.
I saw some (i think best) YT videos, but it says nothing about how to solve trigonometry issues with it.
I expected that i can set my calculated solution for 90 degrees hit if available and then fire anytime i want as i keep ship on crosshair, but obviously it doesn't work like that.
This TDC is much more manual - you need rather to perform shot in the same angle for which you did TDC settings (it does not count triangle even if you set angle on bow).
Otherwise it should dynamically recalculate "current" ship distance as you move periscope.
vdr1981
03-01-16, 01:52 PM
If you have some thread about how to work with TDC in TWOS it would be appreciated.
I saw some (i think best) YT videos, but it says nothing about how to solve trigonometry issues with it.
I expected that i can set my calculated solution for 90 degrees hit if available and then fire anytime i want as i keep ship on crosshair, but obviously it doesn't work like that.
This TDC is much more manual - you need rather to perform shot in the same angle for which you did TDC settings (it does not count triangle even if you set angle on bow).
Otherwise it should dynamically recalculate "current" ship distance as you move periscope.
Errrgh...I just shoot salvos...:D
Errrgh...I just shoot salvos...:D
you mean 3 torps? Or 2? How distance? How angle +- between torpedos? How successful you would say you are in percentage? :)
To be honest i am definitely not successful, it looks like ships are maneuver before hit, but it doesn't look like that and i am very paranoic in behavior, so i dont think they are seeing me.
5leggedchair
03-01-16, 05:41 PM
I've been trying to find a download for WOS 1.05. I was able to download update 5, but the actual mod is throwing errors at the mediafire download link.
I'm trying to update from 1.04, but this is a wrench in the plans.
Can anyone point me in the direction of working links?
Thanks!
Aktungbby
03-01-16, 08:32 PM
5leggedchair!:Kaleun_Salute:
THEBERBSTER
03-02-16, 05:34 AM
A Warm Welcome To The Subsim Community > 5leggedchair
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)
[SJ]nailz
03-02-16, 06:43 AM
Am I missing something here? The install thread (http://www.subsim.com/radioroom/showthread.php?t=210703) for TWoS says;
Open CareerHistory.cfg (Documents/SH5/data/cfg) and make following changes...
HasCompletedTutorial=true
I don't have a CareerHistory.cfg file... :hmmm:
Also, from the The Wolves of Steel 1.05 - Update No. 01 to 06 download page (http://www.subsim.com/radioroom/downloads.php?do=file&id=4861);
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. 05
Is that correct? Should I extract it to MODS or to the SH5 ROOT?? :hmmm:
And I thought this was patch 6, not 5? Does that mean the installation method has changed but the thread hasn't been updated?? :hmmm: :hmmm:
And, which ever way I do it, I don't get the "2. The Wolves of Steel 1.05 - Update No. 05" option in JSGME... :hmmm:
The patch doesn't even contain the above mod, in it's sub MOD folder it has only Real Navigation and Wind & Smoke
Cybermat47
03-02-16, 06:48 AM
nailz;2385904']Am I missing something here? The install thread (http://www.subsim.com/radioroom/showthread.php?t=210703) for TWoS says;
I don't have a CareerHistory.cfg file... :hmmm:
1) Have you started a career yet?
2) Are you checking the game folder, or the documents folder?
Also, from the The Wolves of Steel 1.05 - Update No. 01 to 06 download page (http://www.subsim.com/radioroom/downloads.php?do=file&id=4861);
Is that correct? Should I extract it to MODS or to the SH5 ROOT?? :hmmm:
Yes, extract it to MODS, the instructions are quite clear.
[SJ]nailz
03-02-16, 06:53 AM
When I extract it to MODS in JSGME I see a mod called MODS, which clearly isn't The Wolves of Steel 1.05 - Update No. 05 or 06 depending on whatever the hell it's supposed to be...
Cybermat47
03-02-16, 06:59 AM
nailz;2385907']When I extract it to MODS in JSGME I see a mod called MODS, which clearly isn't The Wolves of Steel 1.05 - Update No. 05 or 06 depending on whatever the hell it's supposed to be...
What are the contents of this 'MODS' mod?
[SJ]nailz
03-02-16, 07:10 AM
D'oh!
I see my error now... I was extracting from the update a level too deep.
:facepalm:
Cybermat47
03-02-16, 07:15 AM
nailz;2385912']D'oh!
I see my error now... I was extracting from the update a level too deep.
:facepalm:
Glad to have been of help :)
[SJ]nailz
03-02-16, 07:36 AM
I'm more used to manually installing mods in ArmA2 & 3.. All this auto stuff confuses me! I didn't use this JSGME thing when I was active in SH3 all those years ago!
Jimbuna
03-02-16, 07:39 AM
Welcome to SubSim 5leggedchair :sunny:
I've been trying to find a download for WOS 1.05. I was able to download update 5, but the actual mod is throwing errors at the mediafire download link.
I'm trying to update from 1.04, but this is a wrench in the plans.
Can anyone point me in the direction of working links?
Thanks!
Hi 5leggedchair and welcome aboard :salute:
There are two mirrors of the main mod: one on mediafire and one on subism. If the download keeps throwing errors, try cleaning your browser's download cahce and try again. :up:
U-Flak bug report: opening animation torpedo flaps not working. This can be corrected in future updates?
vova78
Welcome on subsim :salute:
THEBERBSTER
03-02-16, 11:07 AM
A Warm Welcome To The Subsim Community > vova78
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)
vdr1981
03-02-16, 11:51 AM
U-Flak bug report: opening animation torpedo flaps not working. This can be corrected in future updates?
Both torpedo torpedo doors animations work fine (tubes and outer hull)...:yep:
http://s6.postimg.org/uor7s74kx/SH5_Img_2016_03_02_18_45_04.jpg
Hi 5leggedchair and welcome aboard :salute:
There are two mirrors of the main mod: one on mediafire and one on subism. If the download keeps throwing errors, try cleaning your browser's download cahce and try again. :up:
Actually, there's only one...Mediafire. Subsim doesn't allow such "fat" files like TWoS...
vdr1981
03-02-16, 01:09 PM
Check my sig for a fresh update....
If you have already started "Turnign Point" campaign with Flak trap boat, you may need to restart your campaign...:yep:
http://s6.postimg.org/d8eo7jc35/555.jpg
Actually, there's only one...Mediafire. Subsim doesn't allow such "fat" files like TWoS...
You should ask Trevally for help then, as he got privileges for uploading big files. He helped me with Dynamic Environment :yep:
http://s6.postimg.org/d8eo7jc35/555.jpg
Nice screenie :up:
Does it represent the latest update?
vdr1981
03-02-16, 02:38 PM
You should ask Trevally for help then, as he got privileges for uploading big files. He helped me with Dynamic Environment :yep:
Subsim hosting is not necessary IMO. More than 18.000 Mediafire downloads proved that . Mediafire can be sometimes glitchy , but in general it is more than OK...
Nice screenie :up:
Does it represent the latest update?
Yeah...
Awesome!
And guys i found great tip for torpedo targeting. :)
1) AoB which you set into TDC is CURRENT AoB as you look on the ship in moment of fire, not target AoB in moment of hit.
(That was my major mistake)
So if you want Zero Gyroangle, you need to count a little, but dont worry, you dont need to have zero gyroangle.
2) If you have Target ship AoB at some bearing (for ex. AoB 53 at Your 340), so i see the ship's starboard at my 340 and its closing to me at 53 degree AoB.
- Then you already know how AoB it will be at 360. And even at 20.
Its just simple AoB at 340 + bearing difference, so at 360, AoB will be 73 and at 20 it will be 93.
Sooo no more AoB checks needed, i am locked now.
This way, you can even simply say when the ship will have 90 AoB! (Here it will be at my bearing 17)
(And for the guys which dont know Dick O Kane's rule (http://www.subsim.com/radioroom/showpost.php?p=652326&postcount=67), at 90 degrees AoB you dont even need to know how distant target is) :)
(for this "safe angle" where many of your mistakes are erased you can find chart in game thanks to sjizzle - its "E" -> Torpedo Settings Charts -> 90 Deg Torpedo Bearings Table - and its for every torpedo and ship speeds)
Basically you can say, that if you will fire torpedo from -10 to -5 degrees from bearing with 90deg AoB, you are set for any speed of torpedo and ship.
DESCRIPTION: If you use triangle rule which says, that sum of every inner angles in triangle is always 180, you can simply confirm this if you draw that situation on paper and just count that angles by this logic.
(+opposite angle on the same line is always 180-opposite one)
Yeah...
I see the flagstaff is still in its place :06:
U-Flak bug report: opening animation torpedo flaps not working.
I found the cause of the bug. I think it is a problem of the game. If you come out of the mission and re-entry into it (or another mission) without restarting the game at all the boats are no longer open torpedo tubes (only no animation, functioning properly).
I also found in the "Silent Hunter V Gold Edition" interesting discovery at: C:\Silent Hunter 5\data\LngGameData\Collectors\Bible\English\Bible. pdf (https://mega.nz/#!udUywCrI!epOXbogIT5cAR6I340vcSYL48Ae_DO39r-lOdHKIFMY) There on page 24-25 already have "Type 7C41 UFlak" (in reality it is based on the Type 7C) as one of the playable boats! Perhaps it was cut before the release of the game does not finish until the end, but in the "Official Guide" she stayed.
vdr1981
03-03-16, 10:17 AM
I see the flagstaff is still in its place :06:
It's just an old picture, no flagstaff in game...
I found the cause of the bug. I think it is a problem of the game. If you come out of the mission and re-entry into it (or another mission) without restarting the game at all the boats are no longer open torpedo tubes (only no animation, functioning properly).
Exactly...:yep:
I also found in the "Silent Hunter V Gold Edition" interesting discovery at: C:\Silent Hunter 5\data\LngGameData\Collectors\Bible\English\Bible. pdf (https://mega.nz/#!udUywCrI!epOXbogIT5cAR6I340vcSYL48Ae_DO39r-lOdHKIFMY) There on page 24-25 already have "Type 7C41 UFlak" (in reality it is based on the Type 7C) as one of the playable boats! Perhaps it was cut before the release of the game does not finish until the end, but in the "Official Guide" she stayed.
U-FlaK was planned originally, that is obvious... It's conning tower have been waiting unused inside VIIC41 parts folder for years, but to simply cram this tower on top of another type VII boat in the form of additional conning tower upgrade, would be absolutely unrealistic...
From what I learned, flak traps were crippled or handicapped type VIIC U-boats with a lot of AA firepower. An interesting concept which would be proved wrong soon after...And this is exactly what you will get in TWoS.:yep:
Are we able guys to use current moding tools to update game ini files partialy?
Like - find line by exact code and replace it by somethings else? Change value for example? :)
vdr1981
03-03-16, 01:29 PM
Are we able guys to use current moding tools to update game ini files partialy?
Like - find line by exact code and replace it by somethings else? Change value for example? :)
Yes, If you remove ";" mark in your Documents/data/cfg/Menu.txt file, menu editor tool will became available when you next time run the game...
[DEVELOPING]
Modding=Yes
;MenuEditor=Yes <= remove ";" mark and save
;DebugScripts=Yes
Not many people know how to use this editor though, including my self...:hmmm:
huh thanks, but i dont know if we understand ourselves :)
I ment if JSGME can update Sh5/data configuration files by script.
Like if i wanted to change some shortcut to another key by mod loaded after TWOS..
For example: I have my modifications like removing textual contacts descriptions from hydrophone contacts, setting shortcuts for teleporting to attack periscope and hydrophone.
And it started to be real work now after each TWOS update.
I would like to make some mod for it, but i dont want to really replace all configs, just update particular value
(replace row of that text file by its previous text like replace "shortcut50=C" by "shortcut50=D")
vdr1981
03-03-16, 04:58 PM
huh thanks, but i dont know if we understand ourselves :)
I ment if JSGME can update Sh5/data configuration files by script.
Like if i wanted to change some shortcut to another key by mod loaded after TWOS..
For example: I have my modifications like removing textual contacts descriptions from hydrophone contacts, setting shortcuts for teleporting to attack periscope and hydrophone.
And it started to be real work now after each TWOS update.
I would like to make some mod for it, but i dont want to really replace all configs, just update particular value
(replace row of that text file by its previous text like replace "shortcut50=C" by "shortcut50=D")
Of course you can use your own custom mods on top of TWoS, but only if you "understand" enough the files you have edited and their effect to the game...:yep:
Hi.
Apologies for the likely repeat question, but the thread is pretty big.
Is it still the case that Steam users can't use the Generic Patcher?
If so, am I missing out on a huge amount of benefits from the mod?
Thanks.
Aktungbby
03-03-16, 06:18 PM
Brocky!:Kaleun_Salute:
vdr1981
03-03-16, 06:24 PM
Hi.
Apologies for the likely repeat question, but the thread is pretty big.
Is it still the case that Steam users can't use the Generic Patcher?
Thanks.
Brocky :salute:
There is a dedicated thread on how to use TDW generich pacther with Steam version of the game, search the forum for more...
If so, am I missing out on a huge amount of benefits from the mod?
Absolutely...Without it, SH5 is broken and unplayable...:yep:
THEBERBSTER
03-03-16, 06:39 PM
A Warm Welcome To The Subsim Community > Brocky
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)
Post #161 TDW’s Generic File Patcher Steam Installation Instructions By sirrawsrsalot (http://www.subsim.com/radioroom/showpost.php?p=2266214&postcount=161)
Mikemike47
03-03-16, 06:52 PM
Are we able guys to use current moding tools to update game ini files partialy?
Like - find line by exact code and replace it by somethings else? Change value for example? :)
huh thanks, but i dont know if we understand ourselves :)
I ment if JSGME can update Sh5/data configuration files by script.
Like if i wanted to change some shortcut to another key by mod loaded after TWOS..
For example: I have my modifications like removing textual contacts descriptions from hydrophone contacts, setting shortcuts for teleporting to attack periscope and hydrophone.
And it started to be real work now after each TWOS update.
I would like to make some mod for it, but i dont want to really replace all configs, just update particular value
(replace row of that text file by its previous text like replace "shortcut50=C" by "shortcut50=D")
for line by line entries in a game ini file use:
JTxE.exe - Jimimadrid's text editor. I have used it in SH3 to SH5 games.
Thanks for the welcome, all.
So I found this post - http://www.subsim.com/radioroom/showpost.php?p=2266214&postcount=161
So I have to download and install allsorts of .exes & scripts and viewers just to be able to install a mod so I can get the game running somewhat correctly?? I've just spent two days trying to get the thing to load, as I was getting the Ubisoft service is not available error. Finally figured out how to get it running and now this?
Pff. Honestly, I don't think I will bother and just hit the uninstall button. I really loved SH2 & SH3 and put many, many hours into them over the years. It's such a shame that, even after all this time, this game is in such a sorry state.
Again, thanks for the welcome. Looks like you have a good community here, but until a new, working sub-sim arrives, I think SH will just have to be left as one of those memorable games from the past.
Such a shame.
:salute:
LesBaker
03-03-16, 07:30 PM
Hi Brocky,
You can buy the cd version from Amazon for £5.37 !! and save all the heartache trying to get the steam version working.
Les
vdr1981
03-03-16, 07:51 PM
Thanks for the welcome, all.
So I found this post - http://www.subsim.com/radioroom/showpost.php?p=2266214&postcount=161
So I have to download and install allsorts of .exes & scripts and viewers just to be able to install a mod so I can get the game running somewhat correctly?? I've just spent two days trying to get the thing to load, as I was getting the Ubisoft service is not available error. Finally figured out how to get it running and now this?
Pff. Honestly, I don't think I will bother and just hit the uninstall button. I really loved SH2 & SH3 and put many, many hours into them over the years. It's such a shame that, even after all this time, this game is in such a sorry state.
Again, thanks for the welcome. Looks like you have a good community here, but until a new, working sub-sim arrives, I think SH will just have to be left as one of those memorable games from the past.
Such a shame.
:salute:
Rest assured that you are very wrong...:yep:
In properly modded SH5 almost nothing is in "sorry state" and ,optionally, simulation elements are more prominent than in any previous SH title...
However, even simplistic game/mod installation ,like SH5+TWoS actually is, requires certain minimum of computer perspicacity and a bit of reading. Without this "minimum", comment like your are inevitable.
Anyway, lucky for you that SH3 is still very much alive and kicking (not so sure about SH2 though...)
but until a new, working sub-sim arrives
Yeah right...You may be in for some waiting...:O:
Please forgive me , but this whole story reminds me of this one :O:... https://www.youtube.com/watch?v=djALjaTAqek
NHF :subsim:
Please forgive me , but this whole story reminds me of this one :O:... https://www.youtube.com/watch?v=djALjaTAqek
LOL Vecko :rotfl2:
vdr1981
03-04-16, 02:29 AM
LOL Vecko :rotfl2:
...and then, he runaway...:O:
Thanks for the welcome, all.
So I found this post - http://www.subsim.com/radioroom/showpost.php?p=2266214&postcount=161
So I have to download and install allsorts of .exes & scripts and viewers just to be able to install a mod so I can get the game running somewhat correctly?? I've just spent two days trying to get the thing to load, as I was getting the Ubisoft service is not available error. Finally figured out how to get it running and now this?
Pff. Honestly, I don't think I will bother and just hit the uninstall button. I really loved SH2 & SH3 and put many, many hours into them over the years. It's such a shame that, even after all this time, this game is in such a sorry state.
Again, thanks for the welcome. Looks like you have a good community here, but until a new, working sub-sim arrives, I think SH will just have to be left as one of those memorable games from the past.
Such a shame.
:salute:
Hi Brocky,
Welcome and give it the last chance with The Wolves of Steel AKA TWOS :)
I hated ubisoft for how they broke SH5 for several years till november 2015 when i tried TWOS.
You just need to have non-steam version of the game, update it to 1.2 by patch and install this mod by the first post on first page of this thread.
Its about 10-15 minutes for countless hours of huge fun. :woot:
Before i played moded SH4 and even before, i played vanilla SH3 and i can say this TWOS SH5 is best SH which we ever had. Most realistic ww2 sub sim.
Its just not like when you start to play some modern game, where everything leads you how to play, you need to learn what to do and unfortunately sometimes even what not to do, because UBIsoft did vanilla state very bad and some bugs will be there forever, no mather its moded or not. But you can avoid that, its just about such a things like not saving under water, not overwriting savegame (delete it manualy and then you can save with the same name and so..). Everything is on the first page.
When i started to play this, i was not sure i want to learn such a things, but i did in few days and i can say i have much more fun, then i had with sh3 now.
Just give it a chance :)
I have some issues:
1) Does these buttons work?
http://i76.fastpic.ru/big/2016/0304/ac/3648cd2bfb02c404a3f0628638cab2ac.jpg
2) Smoke of other ships works for me like this. Its small, then larger, larger and then it disappear. All over again. Can it be fixed?
http://i74.fastpic.ru/big/2016/0304/9a/898b3a8c3391c221f1df73d82ea0299a.jpg
3) I have gleaming white lines-artefacts in the sea. They can be seen particularly well at night. Can it be fixed?
http://i73.fastpic.ru/big/2016/0304/2c/9ca8c656710a173b78b2a869d6663e2c.jpg
4) Too bright trace of the ships at night.
http://i74.fastpic.ru/big/2016/0304/08/1526c43b990b4a6247b17497a610aa08.jpg
5) I saw a half-sunken ship near the port. I saw the burning places at sea. I saw thick smoke that appear and disappear. Have anyone else this bugs?
6) Can i alt+tab the game? Cause in SH4 alt+tab leads to serious problems.
...give it the last chance with The Wolves of Steel AKA TWOS :)
I fully support these words! :agree:I'm in the old days a lot of time spent with the SH-3 (and at the same time started the account on Subsim :) ). The SH-5 with TDW Patcher and TWoS no critical bugs hindering the game (perhaps there were only small and minor).
To Brocky: If you still need a Non-Steam SH-5 is not necessary to take DVD disc - you can buy the download version of the "Gold Edition" here: http://gamersgate.com/ (I myself bought here) Is the patch with TDW_GenericPatcher without any problems.
I also want to ask a question about U-Flak: will it be possible to remove the two torpedoes lying on the floor (and below) in the torpedo room for more authenticity? Two torpedo-men can leave, they will simulate additional Flak shooters on the boat :).
to Warham: I do alt tab, because sometimes i need to, particularly because you cant save in the middle of patrol mission (patrol some circle somewhere), because its lost after reload.
But it leads to some non-critical issues, like Co2 is not counting, you can have some ambient sound stacked (like outside rain sound) even in hydrophone and so...
But you can fix it by valid save at surface without any company around..
Its definitely nothing serious..
BTW i found the best way how to alt tab is to submerge, wait for some Co2 raise, got to control room, pause the game and then its perfect time to alt-tab.
I haven't found any issue this way. i even hybernate my system if i cant quit game because of patrol mission..
kobiwaldi
03-04-16, 05:14 AM
just pause game and the alt-tab. works too
Jimbuna
03-04-16, 09:06 AM
Welcome to SubSim Brocky :sunny:
vdr1981
03-04-16, 11:55 AM
I have some issues:
1) Does these buttons work?
If you have enable generic patcher shapshot correctly then yes. Do you need indep.engine/shafts controls in actual gameplay? Not really...
2) Smoke of other ships works for me like this. Its small, then larger, larger and then it disappear. All over again. Can it be fixed?
There was a mod just for that *( made by Sober) but it will cause more issues with question No. 6
3) I have gleaming white lines-artefacts in the sea. They can be seen particularly well at night. Can it be fixed?
Can't say I saw those...:hmmm:
4) Too bright trace of the ships at night.
The Only solution would be to remove them completely. Sober also have a mod for something similar...
5) I saw a half-sunken ship near the port.
Which ship? Screenshot?
6) I saw the burning places at sea. I saw thick smoke that appear and disappear. Have anyone else this bugs?
Yes, standard SH5 graphical glitch. No solution... Burning places at sea?:hmm2:
7) Can i alt+tab the game? Cause in SH4 alt+tab leads to serious problems.
I wouldn't recommend it...
Thanks for answers. If I see another half-sunken ship or fire in the water i will make screenshot.
vdr1981
03-04-16, 02:48 PM
Expect another update this evening with a few fixes and additions and I that would be it for some time. I promise...:D
No. 07
- No repeating medals tweak: only one medal per class (first awarding date) will be shown, no more Iron Crosses spamming...
- Overcharge diesel engines special ability is tuned down approximately to 0.6 kn of speed increase, simulating propulsion state with both diesel and electric engines...
- Adjusted troop transport convoys speed for remaining campaigns (except MG campaign).
- Added an awesome community based standalone application (KSDCommander) made by Warham! After you enable the update with your JSGME, the application will be placed in your main game folder (KSDCommander.exe). This app features it's own executable so some potential security warnings are possible. Rest assured that those are FALSE positive warnings. Appropriate pdf documentation is included also...
Husksubsky
03-04-16, 05:41 PM
Hi Guys. cpl questions for install. Waiting for the last update:)
Saw that Option file view editor now should point to last menu.txt in the mod. I always had that to last menu.txt in the game, and it has always worked. Thinking how jsgme works means I must have edited with mods installed then? I dont think I did.
And shouldn t it really point to last menu.txt in real navigation? This has always puzzled me a bit. Like it shouldnt work ,but it does.
I changed just cpl of things like hiding menu bars and something else. Maybe those doesn t do changes to menu.txt.
Updating from 03 to 05 and savegames won t work I understood. SInce I don t think I deserve the joy of doing danzig scapa etc again ...is there a way to cheat?
I see I have 9 promotion points 500 000 something tons and three unique ships sunk. I m familiar with tweaking macroobjectives earlier and if Im correct finish them wasn t really crusial.
The stuff that gives new sub is important. My crew experience is also nice + a few prom points. I can cheat myself some stuff by setting upgrade cost to zero also . ( don t remember where that file was)
Are we using the old 168 patcher still? I seem to remember there were a couple lines to add for some changes. Are those already modded? manual diveplanes and max dive depths I think.
MOD Real torpedo menu paint scheme (in interier also) and German, Italian flags for ships HD (https://mega.nz/#!TI1FUCyK!mO04o9pi01kp2-zqq1pX943iJ-gfjOekIfR3SNF7pRg) (more in Readme file into archive).
Images:
Torpedoes Menu: http://postimg.org/image/wkw6u49ux/
Torpedoes Manual: http://postimg.org/image/rjossr2eh/
Torpedoes Interier: http://postimg.org/image/bui96aacp/ http://postimg.org/image/4fsxdwoh5/
Flags: http://postimg.org/image/gpby4k8o9/
vdr1981
03-05-16, 07:35 AM
MOD Real torpedo menu paint scheme (in interier also) and German, Italian flags for ships HD (https://mega.nz/#!TI1FUCyK!mO04o9pi01kp2-zqq1pX943iJ-gfjOekIfR3SNF7pRg) (more in Readme file into archive).
Images:
Torpedoes Menu: http://postimg.org/image/wkw6u49ux/
Torpedoes Manual: http://postimg.org/image/rjossr2eh/
Torpedoes Interier: http://postimg.org/image/bui96aacp/ http://postimg.org/image/4fsxdwoh5/
Flags: http://postimg.org/image/gpby4k8o9/
Спасибо Boва! :up:
Nice! Please append it to update 07 :)
BTW. i would like to upload my first mod (https://drive.google.com/file/d/0B9Rj7Hxxu0DYT1R5OWVZcUVjNVk/view?usp=sharing) here, but i cant see any link for it (i expect i have no permission for it)
I wrote to webmaster, hopefully he will allow me :)
You can check it if you would like to use it, if it would be added to TWOS, i dont even need to upload it as special mod.
It mutes annoying aggressive sounds of picking map tools and even quieten stopwatch alarm.
Its great for loud volumes and much more pleasant for my ear.
TheBeast
03-05-16, 11:09 AM
Nice! Please append it to update 07 :)
BTW. i would like to upload my first mod (https://drive.google.com/file/d/0B9Rj7Hxxu0DYT1R5OWVZcUVjNVk/view?usp=sharing) here, but i cant see any link for it (i expect i have no permission for it)
I wrote to webmaster, hopefully he will allow me :)
You can check it if you would like to use it, if it would be added to TWOS, i dont even need to upload it as special mod.
It mutes annoying aggressive sounds of picking map tools and even quieten stopwatch alarm.
Its great for loud volumes and much more pleasant for my ear.
Send message to Neil Stevens for upload security access.
vdr1981
03-05-16, 12:15 PM
I also want to ask a question about U-Flak: will it be possible to remove the two torpedoes lying on the floor (and below) in the torpedo room for more authenticity? Two torpedo-men can leave, they will simulate additional Flak shooters on the boat :).
Nice idea. When I have some spare time I'll examine sub interior
files in order to do this, if possible...
Hi Guys. cpl questions for install. Waiting for the last update:)
Saw that Option file view editor now should point to last menu.txt in the mod. I always had that to last menu.txt in the game, and it has always worked. Thinking how jsgme works means I must have edited with mods installed then? I dont think I did.
Updating from 03 to 05 and savegames won t work I understood. SInce I don t think I deserve the joy of doing danzig scapa etc again ...is there a way to cheat?
.
OFEV can be used in in several ways and I have described only one of them. As far as application is concerned, menu.txt form real nav addon and from main mod are identical with few differences which are not problem for OFEV.
Regarding your progress saves question, it's really hard to say. You can try to backup ActiveUserPlayerUnits.upc and CareerTrack.upc files nut again, some manual tweaks are will be required:hmmm:...
It mutes annoying aggressive sounds of picking map tools and even quieten stopwatch alarm.
Its great for loud volumes and much more pleasant for my ear.
Thanks...:up: Like I said , I dont have so muchspare time now to work on TWoS updates but soon as I get some , I'm going to examine all available fresh mods, tweaks, ideas ect...:yep:
One more thing...If enyone experiencing game freeze/lag during thunderstorms ( lightning struck) , please let me know...I have found solution for this...:yep:
Send message to Neil Stevens for upload security access.
Thanks, but i cant find him, need username..
siege00
03-05-16, 01:07 PM
Neal spells his name n*e*a*l. http://www.subsim.com/radioroom/member.php?u=209959
excel4004
03-05-16, 01:53 PM
MOD Real torpedo menu paint scheme (in interier also) and German, Italian flags for ships HD (https://mega.nz/#!TI1FUCyK!mO04o9pi01kp2-zqq1pX943iJ-gfjOekIfR3SNF7pRg) (more in Readme file into archive).
Images:
Torpedoes Menu: http://postimg.org/image/wkw6u49ux/
Torpedoes Manual: http://postimg.org/image/rjossr2eh/
Torpedoes Interier: http://postimg.org/image/bui96aacp/ http://postimg.org/image/4fsxdwoh5/
Flags: http://postimg.org/image/gpby4k8o9/
Thanks, looks great!! :up:
Neal spells his name n*e*a*l. http://www.subsim.com/radioroom/member.php?u=209959
Thanks, i tried to find him by search tool without success, message sent :)
Husksubsky
03-05-16, 08:03 PM
OFEV can be used in in several ways and I have described only one of them. As far as application is concerned, menu.txt form real nav addon and from main mod are identical with few differences which are not problem for OFEV.
Thx good to hear, but will not the game disregard the menu.txt OFEV point to and use only the one in realnav? :hmmm:
EDIT: Maybe I miss a big point here. Isn t it the case that OFEV make changes in menu.txt? If it only reads then it doesn't matter
Regarding your progress saves question, it's really hard to say. You can try to backup ActiveUserPlayerUnits.upc and CareerTrack.upc files nut again, some manual tweaks are will be required:hmmm:...
Thx. My plan was to do it all manually just some few notepad changes to give me the essentials. I ll give it a try.
Edit:After reading about earlier attempts Id rather not. And I miss Danzig ..I think..
Wanshtain
03-06-16, 03:56 AM
Antisubmarine network in Scapa Flow. Whether it is possible to fix it?
http://i73.fastpic.ru/big/2016/0306/31/6bd6bfa82d73d3be4418d4b5d7262431.jpg
THEBERBSTER
03-06-16, 04:27 AM
A Warm Welcome To The Subsim Community > Wanshtain
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)
Raven1976
03-06-16, 07:07 AM
Hello congratulations for this awsome mod i enjoy it very much just like gwx on sh3. I wanted to ask some questions:
1)When i click on chiefs engineer icon the commands increase repair rate and reduce flooding time are always greyed out.Is this a bug?
2)When i click on the snorkel icon it always says not available.Is there a special uboat on sh5 that only uses snorkel?
3)what is the difference between battle stations(watch officer icon) and f7 abilitty battle stations?
Husksubsky
03-06-16, 08:07 AM
Hello congratulations for this awsome mod i enjoy it very much just like gwx on sh3. I wanted to ask some questions:
1)When i click on chiefs engineer icon the commands increase repair rate and reduce flooding time are always greyed out.Is this a bug?
I think this is an intended fix cause of a silly system. Especially if moral is low and result is crew refuse to reduce flooding even if sinking is result.
Compensated for I think . Others might have more precise answer
2)When i click on the snorkel icon it always says not available.Is there a special uboat on sh5 that only uses snorkel?
Snorkel is equipment you can have instead of deckgun later. There is an upgrade chart you can look at ingame. However you can enable snorkel with the Option File Editor Viewer, but feel its kind of cheating (my opinion). Thats only change in OFEV you do WITH mods enabled.
3)what is the difference between battle stations(watch officer icon) and f7 abilitty battle stations?
Annoying stuff. Interesting findings here.
http://www.subsim.com/radioroom/showpost.php?p=2348913&postcount=2740
Some discussion about it from page 180-184. Ive only come to page 200 in catching up so might be more :D
Jimbuna
03-06-16, 08:27 AM
Welcome to SubSim Wanshtain :sunny:
Snorkel is equipment you can have instead of deckgun later. There is an upgrade chart you can look at ingame. However you can enable snorkel with the Option File Editor Viewer, but feel its kind of cheating (my opinion). Thats only change in OFEV you do WITH mods enabled.
That means I don't have to modify it in the Editor because I have this option later in the game itself? E.G. 1943?
Sjizzle
03-06-16, 10:49 AM
That means I don't have to modify it in the Editor because I have this option later in the game itself? E.G. 1943?
yup u will get the snorkel later in game as upgrade for U-boat ...
I found near of Scappa flow corvetes, which generates their sound of motor and as extra- sounds of sinking ship. It seems to be valid bug.
vdr1981
03-07-16, 03:09 AM
And I miss Danzig ..I think..
Why dont you start some other campaing, like HT or WA?:hmm2: WA is the best campaign in SH5...
Antisubmarine network in Scapa Flow. Whether it is possible to fix it?
Yes, if you disable manually "AI units falling trough sea floor" patch wia TDW Generic Pacther...
1)When i click on chiefs engineer icon the commands increase repair rate and reduce flooding time are always greyed out.Is this a bug?
2)When i click on the snorkel icon it always says not available.Is there a special uboat on sh5 that only uses snorkel?
3)what is the difference between battle stations(watch officer icon) and f7 abilitty battle stations?
1/ Only when he's injured, chief engineer will not be able to organise and lead damage control team...Or when his moral/fatigue is low...
3/ battle stations(watch officer icon) is for gunners only, something like start/stop engagement. F7 BS command is the main command which can actually modify abilities (faster torpedo/weapons recharging, faster repairs ect, co2 build up...). Use them both...
I found near of Scappa flow corvetes, which generates their sound of motor and as extra- sounds of sinking ship. It seems to be valid bug.
Maybe those corvettes are damaged in shallow waters or something...No especial fix for glitches like those...
Hi fellow skippers!
I´ve read some posts above and realized that we have a new version of TWOS, is that right?
Probably I will reinstall SH5 and TWOS, but I´d like to know: is there a way so I can back up my generic patcher and TDW interface options?
Tks!
siege00
03-07-16, 09:57 AM
Hi fellow skippers!
I´ve read some posts above and realized that we have a new version of TWOS, is that right?
Probably I will reinstall SH5 and TWOS, but I´d like to know: is there a way so I can back up my generic patcher and TDW interface options?
Tks!
The generic patcher comes with a profile for TWoS that you apply during the install process.
For TDW User Options, follow the instructions precisely (linked from the install post). You can back up your current option set, if you saved it during setup, and overwrite the TDW User Options file. I've noticed that if you don't save the options with the same file name from the instructions, they don't apply when you re-apply the TWoS mods. YMMV.
As always, and I say this because I failed a few steps :/\\!!, follow the instructions precisely and all should work well, for both installation of TWoS and TDW options.
Really enjoying TWoS!
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