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THEBERBSTER
03-07-16, 11:08 AM
TDW's Generic File Patcher can be installed as a stand alone application outside of SH5.
All you need is the latest TWOS snapshot gps file.

TDW's Option file Editor Viewer can also be installed as a stand alone application outside of SH5.
The existing .py file can be found here.
Ubisoft\Silent Hunter 5\Mods\The Wolves of Steel 1.05\data\Scripts\Menu
It is the last file in the list.
Mods should be disabled before making changes.

The advantage of these stand alone application options is they are not affected by re-installs etc., they just need their paths to be re-connected.

I have installation tutorials covering both of these applications for anyone interested.

Peter

Warham
03-07-16, 12:44 PM
4 days i tried to find any ship. And finally luck turned to me, and I met a Polish trader. But then came the Hering vultures and stoled my prey :D

http://i74.fastpic.ru/big/2016/0307/f5/053e28e425058ef3bf70f11f5b34fef5.jpg

http://i76.fastpic.ru/big/2016/0307/d6/982d6f2fa1b11bbd76f0612942a8e2d6.jpg

palmic
03-07-16, 01:05 PM
awesome, did that Flugzeug really attacked the merchant? :)

Warham
03-07-16, 01:19 PM
awesome, did that Flugzeug really attacked the merchant? :)
Yes. And there was 2 stukas with sirenen.

vdr1981
03-07-16, 01:22 PM
New items description should hopefully eliminate some doubts about GUI commands ...:hmm2:

http://s6.postimg.org/de19jjtv1/SH5_Img_2016_03_07_19_11_08.jpg (http://postimg.org/image/de19jjtv1/) http://s6.postimg.org/l81v4y1nx/SH5_Img_2016_03_07_19_11_17.jpg (http://postimg.org/image/l81v4y1nx/) http://s6.postimg.org/wzubthlnx/SH5_Img_2016_03_07_19_11_31.jpg (http://postimg.org/image/wzubthlnx/) http://s6.postimg.org/kjt0m02y5/SH5_Img_2016_03_07_19_12_42.jpg (http://postimg.org/image/kjt0m02y5/) http://s6.postimg.org/6st4xj3e5/SH5_Img_2016_03_07_19_12_47.jpg (http://postimg.org/image/6st4xj3e5/)

vdr1981
03-07-16, 01:25 PM
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!

For OFEV options you should use "Options Migrater" tool, located in the same folder as OFEV...:yep:

Lasicowaty
03-07-16, 05:48 PM
Hi

Please help. I have an irritaiting problem with realism settings. At main menu I chose 100% realism, but I swith on the external and event cameras (yes it is 94% realism now, but I can't do anything about it, I just love to watch my u-boot in setting sun on external camera, or see the torpedo impact on event camera). After that when I chose new campain - on the screen with campain's windows - there is difficult level setting again, but without "custom" icon. I can have low, medium, high and realistic level. What is choosen in here, that is in the game. That means no cameras :down:

Why why why when I chose my realism settings on Main Menu, they are going to hell when I am starting new campain, where I can get only low, medium, high, realistic without any individual changes?

Anyone could help?

Thanks a lot and regards!

vdr1981
03-07-16, 05:55 PM
Why why why when I chose my realism settings on Main Menu, they are going to hell when I am starting new campain, where I can get only low, medium, high, realistic without any individual changes?

Anyone could help?

Thanks a lot and regards!
You can choose your custom settings in the bunker, Esc key=> Gameplay options...

excel4004
03-07-16, 05:55 PM
Hi

Please help. I have an irritaiting problem with realism settings. At main menu I chose 100% realism, but I swith on the external and event cameras (yes it is 94% realism now, but I can't do anything about it, I just love to watch my u-boot in setting sun on external camera, or see the torpedo impact on event camera). After that when I chose new campain - on the screen with campain's windows - there is difficult level setting again, but without "custom" icon. I can have low, medium, high and realistic level. What is choosen in here, that is in the game. That means no cameras :down:

Why why why when I chose my realism settings on Main Menu, they are going to hell when I am starting new campain, where I can get only low, medium, high, realistic without any individual changes?

Anyone could help?

Thanks a lot and regards!

Ignore the difficulty settings in the mission screen. Start your mission and when your avatar is visible at bunker then go to options and set your difficulties like you want to (like in the menu screen). Then save the game and play.:salute:

Lasicowaty
03-07-16, 06:49 PM
You can choose your custom settings in the bunker, Esc key=> Gameplay options...

It works!!! Thanks, thanks a lot.:up:

Lasicowaty
03-07-16, 06:51 PM
Ignore the difficulty settings in the mission screen. Start your mission and when your avatar is visible at bunker then go to options and set your difficulties like you want to (like in the menu screen). Then save the game and play.:salute:

Ye, I have done it already, and it is working, thanks :yeah:

Cybermat47
03-07-16, 09:26 PM
I've been getting copyright strikes on my YouTube account for videos of TWoS, thanks to the Das Boot music. Nothing serious, I just can't get money from those videos.

Would it be possible to make a version without the Das Boot music, to make things easier for those who do monetise their SH5 videos?

siege00
03-08-16, 01:28 AM
I've been getting copyright strikes on my YouTube account for videos of TWoS, thanks to the Das Boot music. Nothing serious, I just can't get money from those videos.

Would it be possible to make a version without the Das Boot music, to make things easier for those who do monetise their SH5 videos?

You can disable music in the options menu.

Sjizzle
03-08-16, 02:59 AM
heya Vecko updated the nautical chart download here (https://www.mediafire.com/?0pmpox5t3s7hik2)

http://www.mediafire.com/convkey/f60c/07a66g8v3yh3fb7zg.jpg

http://www.mediafire.com/convkey/d254/pmqjsf78cmdf30dzg.jpg

palmic
03-08-16, 03:59 AM
AAAsom! :salute:

MCM
03-08-16, 06:17 AM
@Cybermat47 (http://www.subsim.com/radioroom/member.php?u=297482):
Please share a link of your yt videos :D

vdr1981
03-08-16, 08:15 AM
heya Vecko updated the nautical chart download here (https://www.mediafire.com/?0pmpox5t3s7hik2)


:up::up::up:

palmic
03-08-16, 08:59 AM
@Cybermat47 (http://www.subsim.com/radioroom/member.php?u=297482):
Please share a link of your yt videos :D

https://www.youtube.com/channel/UCnYk04gjBwihpdFGMWn7Ysw

Warham
03-08-16, 11:48 AM
Is it normal that crash dive takes about 18 seconds from click on the button to begin dive?

vdr1981
03-08-16, 12:03 PM
Is it normal that crash dive takes about 18 seconds from click on the button to begin dive?

Yes...This simulates crew leaving the bridge...Whithout this pause, CD time in SH5 is highly unrealistic...

Warham
03-08-16, 12:06 PM
Because of this aircraft is extremely dangerous. But i love it :D

vdr1981
03-08-16, 12:11 PM
Because of this aircraft is extremely dangerous. But i love it :D

Naah, I don't think so...Most of the time they are dumb as hell...:)

vdr1981
03-08-16, 03:51 PM
Count your depth charges...:O:

http://s28.postimg.org/e57lwr97x/SH5_Img_2016_03_08_15_57_18.jpg

edwardzzzz9
03-08-16, 04:11 PM
On the installation it says about an update that should be included, yet there is none included on JGSME?

vdr1981
03-08-16, 04:31 PM
On the installation it says about an update that should be included, yet there is none included on JGSME?

Well, download it and put the update where it belongs...:03: How do you expect to find the "update" in the main mod archive? :hmm2:

palmic
03-08-16, 04:34 PM
I am testing right now hydrophone depth charges sounds based on this audiotrack (http://www.maritime.org/sound/sonobuoy2/record12.mp3) from this website (http://www.maritime.org/sound/).
would appreciate if everything goes well if it would be appended into TWOS :salute:

THEBERBSTER
03-08-16, 05:13 PM
A Warm Welcome To The Subsim Community > edwardzzzz9
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)

excel4004
03-08-16, 06:06 PM
Count your depth charges...:O:

http://s28.postimg.org/e57lwr97x/SH5_Img_2016_03_08_15_57_18.jpg

Uhh, nice!! How? Will that be a part of the next update Vecko!??:rock:

vdr1981
03-08-16, 06:25 PM
Uhh, nice!! How? Will that be a part of the next update Vecko!??:rock:

It's already there... Shif+B => Shift+I ...:03:

Check "Otto chalkboard" tab in OFEV...Very useful TDW NewUI feature for real navigation...

http://s6.postimg.org/4wju91ckx/SH5_Img_2016_02_21_18_45_25.jpg

excel4004
03-08-16, 06:35 PM
Shift+I ...:03:

Check "Otto chalkboard" tab in OFEV...Very useful TDW NewUI feature for real navigation... Thanks! :rock:

Husksubsky
03-09-16, 08:20 AM
Why dont you start some other campaing, like HT or WA?:hmm2: WA is the best campaign in SH5...

I ll start in Happy times. Had a minor cheat in the channel where I engaged airplaines ( I was drunk) and lost engine. I can think I escaped :D.
oh dear Im sick its just a game:haha:

Anyway I saw sh5 UI was back cause of tutorial. SH3 more stable and better fps? If so I go for SH3. Anything else I should change in OFEV to match UI change from 5 to 3 if I go for it?

vdr1981
03-09-16, 08:28 AM
Anything else I should change in OFEV to match UI change from 5 to 3 if I go for it?

Not really, everything else is pretty much the same...:up:
Make sure to "fire up" KSDCommander though...It's mega cool...:yep:

palmic
03-09-16, 09:09 AM
Not really, everything else is pretty much the same...:up:
Make sure to "fire up" KSDCommander though...It's mega cool...:yep:

Yeah all of you start launching SH via KSD and log yourself in, app then uploads your stats to community chart - we need more kapitanleutnanten to compete our score with! :yeah:

Husksubsky
03-09-16, 09:30 AM
Not really, everything else is pretty much the same...:up:
Make sure to "fire up" KSDCommander though...It's mega cool...:yep:
I will :up:

Husksubsky
03-09-16, 10:50 AM
I ve got couple of messages with ppl saying my Twos upgrade for the autoscripts doesn t work and it was a mystery cause it worked fine here. One very easy way to see that is that sub keeps turning some degrees left each dive. I saw in Twos documents that the old autoscripts 04 is still in the game behind the newest. Autoscripts 04 simply doesnt work with the inertia and is far less good than the Twos update wich works nice even without Twos. I used hours in and out of game to finetune for type B. Hope type C isnt slower but I never came so far in the game.(Never tried it as standalone in stock though but who plays that haha maybe its not working at all without Trevs mod.never saw a modlist without it, but I should have checked that.The hole project started as an extention to Trevs automods)The 04 also lacks the patroleaea option where the boat lurks around and goes up to breath and recharge (if OFEV enabled autorecharge)

Edit opps alphabethical list sorry. Well twos update need be last cause the .sha file have same name. Scrap the old one :)
Edit 2: xhecked my sh files and it looks ok. I removed my own tweaked version (I like 32 tc) and the Data/Automation folder showed the updated one. Maybe the guy used type A. Type A is too slow, but most ppl get type B fairly quick .

vdr1981
03-09-16, 03:38 PM
I think I'm not following you Husk...Could you please brake it down for me, do your scripts work or not? :)

Husksubsky
03-10-16, 01:08 AM
I think I'm not following you Husk...Could you please brake it down for me, do your scripts work or not? :)
Even me I don t understand what I tried to say looking my old posts:o always been like that.

Let s try .
I found out you had both my outdated patrol autoscripts 0.4 and autoscrips 1.0 TWOS tuned in the list, but the last mentioned is active and it works :).
it replaces autoscripts 0.4 so that can be thrown away.

Reason why I made post was I thought the old was active replacing the newest, but I was wrong. The rest is my typical nonsense.

Warham
03-10-16, 03:03 AM
Planes fly in bad weather. Can it be fixed?

vdr1981
03-10-16, 03:25 AM
Planes fly in bad weather. Can it be fixed?
No, because, as you can see down bellow, SH games do not have airstrike probability modifiers for weather conditions. There are only modifiers for night time and airbase skill level.
Usually, planes in bad weather are not dangerous simple because they cant see you... In order to reduce probability of planes spawning in your area you should maintain radio silence, stay undetected and put some distance between you and the nearest airbase.


[AirStrikeSettings]
; AirStrike Creation Parameters
; Airstrike Session:
; 1. Compute airbases in range according to their aircraft maximum ranges
; 2. Compute air coverage factors on allies/axis/neutral on the target zone
; 3. Compute airstrike probability from each base
; 3.1 check number of aircraft that can strike at that range and conditions, and compute a coverage factor based on the range of each aircraft type
; and detection area around submarine ( 10 km radius )
; 3.2 multiply coverage factor for the target area with :
; - current airstrike probability againt that side
; - nigft factor ( if necessary )
; - airbase competence
; - close to airbase factor
; 3.3 check probability for airstrike
; 3.4 add more aircraft probabilistically for a large target


Maximum Aircraft Range=2000 ;[>0] in kilometers ;was 2000
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating ;was 0.2
Novice Airbase Modifier=0.4 ;[>0] Modifier for novice airbase (carrier) rating ;was 0.35
Competent Airbase Modifier=0.7 ;[>0] Modifier for competent airbase (carrier) rating ;was 0.5
Veteran Airbase Modifier=0.8 ;[>0] Modifier for veteran airbase (carrier) rating ;was 0.7
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.125 ;[>0] Modifier on strike probability at night ;was 0.5
Default Air Strike Probability=5 ;[>0] Default probability to send an airstrike from a airbase (carrier) ;was 10
Enemy Air Strike Probability Increase on Radio Messages Sent=25 ;[>0] Increase over the default probability on a radio message sent ;was 30
Friendly Air Strike Probability Increase on Contact Report Sent=75 ;[>0] Increase over the default probability on a contact message sent ;was 70
Enemy Air Strike Probability Increase on Player Detection=30 ;[>0] Increase over the default probability on player detection ;was 40
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=15 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec) ; was 10

siege00
03-10-16, 08:49 PM
So I understand that patrol areas are time based, and you can't stop the game until it's completed once you start or you will not get credit. If I need to leave to refuel / rearm, will I still be able to return to the patrol area, or will time have passed and I'll just get a new patrol area?

Thanks!

Cybermat47
03-10-16, 09:01 PM
So I understand that patrol areas are time based, and you can't stop the game until it's completed once you start or you will not get credit.

Not quite. If you're 48 hours into a 72 hour patrol, and you stop the game, you just have to patrol the area for another 72 hours when you go back to the game, and you'll get credit.

siege00
03-10-16, 10:56 PM
Not quite. If you're 48 hours into a 72 hour patrol, and you stop the game, you just have to patrol the area for another 72 hours when you go back to the game, and you'll get credit.

Thanks! Makes more sense now. So if I leave a patrol area the timer will reset and as long as I get back before and complete it, if the patrol is still available, doing the full on-station time, I'll be good to go?

palmic
03-11-16, 07:28 AM
Just off topic

I can tell ya there's no better feeling than if you sink a ship by one torpedo with max realism settings and you'll find out, that you did that hit even with huge mistake in distance settings (and so it was mistake even in AoB measurement :) )
- as a result, hit was closer to nose and the detonation came about 1/3 sooner.

But! it was about 1500m (https://lh3.googleusercontent.com/-VCr8J87cBiI/VuB9od2wxqI/AAAAAAAAKOI/h1Ey3MGFniE4XRd91PFqcCpNav2ahn3QwCCo/s800-Ic42/SH5Img%25402016-03-09_20.39.41.bmp) far and it was very near of 90 AoB, so distance have not big impact on solution.

It was in the night and British hog Island was about 4knots on his way to Norway. I came about 2km near emerged, submerge and started to measure his course and speed..
No survivors sighted (https://lh3.googleusercontent.com/-jmY4t5I6T70/VuB91_QnG9I/AAAAAAAAKOI/0lZDQtg5iig8bMoENCdQKI4mHF_-13OlACCo/s800-Ic42/SH5Img%25402016-03-09_20.46.30.bmp)

Here i can tell you that optic on bridge is nearly useless.
You can use it for 2 things - observing and attack. Observing is for me better with plain binoculars since you have the same zoom and clear view without scales. For attack bridge optic is useless because of waving, since periscope view is pretty stable.
So only remaining thing for what is this optic usable is observing special bearing, because you dont know exact bearing in binoculars.

From what i read in u-boat aces books, surface attack was preffered, because (of course) maneuverability and better view, so i dont know if this is real..

Sjizzle
03-11-16, 10:24 AM
Vecko what u think about http://www.subsim.com/radioroom/showpost.php?p=2388584&postcount=9

vdr1981
03-11-16, 10:35 AM
Vecko what u think about http://www.subsim.com/radioroom/showpost.php?p=2388584&postcount=9

Yes, I saw it, looks great! :up:

I was just about to ask you if you could prepare or recommend few more charts for next TWoS update. If you check files you'll see that we have few more empty slots available...:yep:

EDIT:
I've just checked...Only 3 slots are available...:wah::)

palmic
03-11-16, 10:48 AM
Vecko what u think about http://www.subsim.com/radioroom/showpost.php?p=2388584&postcount=9

Love these charts, the last two already helped me to understand some things :up:

siege00
03-11-16, 11:45 AM
Does TWoS include the mod that allows measuring speed based on passive sonar sounds (ie. RPM)? If so, could we have that chart included?

Love the charts Sjizzle and thanks for the refreshes Vecko!

excel4004
03-11-16, 03:21 PM
Vecko what u think about http://www.subsim.com/radioroom/showpost.php?p=2388584&postcount=9

Beautiful stuff! :up:


Sjizzle, pls create a mod/card with this historical looking for the radio messages. :D

I just found one mod with old looking style but this mod includes also other radio message changes. So a old looking mod/design working with the actually TWoS would be very nice! :rock:

palmic
03-11-16, 03:55 PM
This thread is awesome (http://subsim.com/radioroom/showthread.php?p=2388689&posted=1) guys, give it a try! :rock:

Cybermat47
03-11-16, 04:04 PM
Thanks! Makes more sense now. So if I leave a patrol area the timer will reset and as long as I get back before and complete it, if the patrol is still available, doing the full on-station time, I'll be good to go?

Yep, pretty much. Gut jagd! :salute:

vdr1981
03-11-16, 04:10 PM
Does TWoS include the mod that allows measuring speed based on passive sonar sounds (ie. RPM)? If so, could we have that chart included?

Love the charts Sjizzle and thanks for the refreshes Vecko!

No. The mod is outdated and incompatible with TWoS (the modder lost his interest and didn't update the mod for latest OHII changes).
Also , the prospect of precise target speed determination just by listening it's propeller noise seem highly unlikely to me, especially when dealing with convoys... Maybe some rough speed estimation but that would be it and after some time you will be able to do precisely that even without RMP hydro mod...:hmm2:
The mod basically exploits SH's hydrophones superior performance compared to the real life WW2 hydro equipment.

palmic
03-11-16, 04:19 PM
Does TWoS include the mod that allows measuring speed based on passive sonar sounds (ie. RPM)? If so, could we have that chart included?

Love the charts Sjizzle and thanks for the refreshes Vecko!

I was asking bout the same thing somewhen at January, but i really changed my mind since that :)
I don't think it to be useful anymore, because for it to be realistic, you should already know what ship it is, since every ship has different weight and physique in water.
And that is something you can get only optically (on short ranges).
And on short ranges optically you can get ship's speed by stopwatch with knowledge of its length.
So for me it doesn't make sense to use RPM's at hydrophone for it (And Some people here knows i love hydrophone mostly :) )

Sjizzle
03-11-16, 04:21 PM
Yes, I saw it, looks great! :up:

I was just about to ask you if you could prepare or recommend few more charts for next TWoS update. If you check files you'll see that we have few more empty slots available...:yep:

EDIT:
I've just checked...Only 3 slots are available...:wah::)


i can sent u all the charts what i have and u make a selection of them for TWoS

vdr1981
03-11-16, 05:22 PM
i can sent u all the charts what i have and u make a selection of them for TWoS

That would be nice! :up:

Sjizzle
03-12-16, 02:26 AM
That would be nice! :up:


i have sent u in om the download link for the charts.... there are not included my charts mods....
have fun with the selection :D

vdr1981
03-12-16, 08:18 AM
i have sent u in om the download link for the charts.... there are not included my charts mods....
have fun with the selection :D

Got it, thanks!:up: Would you recommend some? :hmm2:

Sjizzle
03-12-16, 08:44 AM
Got it, thanks!:up: Would you recommend some? :hmm2:


there some nice escape maneuvering guides and how to intercept .... and btw i think that u can remove all recognition charts and add some of new one and also the ship poster charts too .....

palmic
03-12-16, 10:15 AM
I like your charts very much, but when i need these informations, i prefer very brief printed cheatsheet, here it is (https://drive.google.com/file/d/0B9Rj7Hxxu0DYbmxQdDRvaWVPZXM/view?usp=sharing) for everyone who'd like it too... (updated by awesome Two Historical Firing Methods (http://subsim.com/radioroom/showthread.php?t=225129) :)

Warham
03-12-16, 12:41 PM
Vecko, I just made the topic (http://brat01.mybb.by/viewtopic.php?id=198#p70083)about TWoS on russian forum. I hope you dont against it. If you are against, I will find the nearest tree and hang myself :/\\!! I killed a lot of time to translate the installation instructions and i'm going to translate FAQ tomorrow.

vdr1981
03-12-16, 12:59 PM
Vecko, I just made the topic (http://brat01.mybb.by/viewtopic.php?id=198#p70083)about TWoS on russian forum. I hope you dont against it. If you are against, I will find the nearest tree and hang myself :/\\!! I killed a lot of time to translate the installation instructions and i'm going to translate FAQ tomorrow.

Please Warham, why should I have anything against it?! :)
Great job and thank you! :up::up::up:

Warham
03-12-16, 01:29 PM
My hang on a tree is canceled :D

palmic
03-12-16, 02:11 PM
Nice to see people to come back to SH5 thanks to megamods (just like me :) ) :up:

palmic
03-13-16, 07:40 AM
This is few real tracks (https://drive.google.com/file/d/0B9Rj7Hxxu0DYTkNlQjNJQy1ocjQ/view?usp=sharing) from Wolfgang Luth's gramophone selection according to book about him (http://www.amazon.com/U-Boat-Ace-Story-Wolfgang-Bluejacket/dp/1557508631) if someone would want to try.. :)

Unfortunately i still have no reaction from webmaster, nor Neil Stevens about permission to upload mods, so i just share here.
If someone with permissions would want to upload it under his name, feel free to do it, i would like it as i will not be keeping it at my drive forever :salute:

vdr1981
03-13-16, 09:45 AM
Looking at those messed up modlists visible trough awesome KSD Commander app, made me to add this warning to all main TWoS related posts...

*DO NOT add any additional mods if you are not 100% sure what you are doing! Most of the standalone mods are incompatible with this expansion without certain manual tweaks.

However, I'm pretty much sure that this wont do much good either...It's amassing how people like to cram up more mods even if they dont have any idea what a hell they're doing...:)

palmic
03-13-16, 10:00 AM
I think i found why sometimes, BDu stops to sending massages about patrolling and even your patrol of area seams have no effect.

Your patrolling mission is really disabled if the sub-campaign was cancelled.
For instance right now, western approaches sub-campaign was removed from selection at map in my campaign and so my mission seams to be cancelled.

You can find it at top left corner of map where it should be active "sub-campaigns" list.

vdr1981
03-13-16, 10:07 AM
For instance right now, western approaches sub-campaign was removed from selection at map in my campaign and so my mission seams to be cancelled.

You can find it at top left corner of map where it should be active "sub-campaigns" list.

You should check,"how to pass campaigns" tip once again...

palmic
03-13-16, 10:13 AM
hmm how could i missed that, thanks again! :salute:

BTW. - I think that 512 TC is way too much because of lagging if "something" is near. This way its simply exploit, because you can use TC to detect enemies.
I found out that 128 seams enough to me.

Sjizzle
03-13-16, 10:45 AM
Looking at those messed up modlists visible trough awesome KSD Commander app, made me to add this warning to all main TWoS related posts...



However, I'm pretty much sure that this wont do much good either...It's amassing how people like to cram up more mods even if they dont have any idea what a hell they're doing...:)


U Should change
*DO NOT add any additional mods if you are not 100% sure what you are doing! Most of the standalone mods are incompatible with this expansion without certain manual tweaks.

to

*DO NOT add any additional mods after TWoS if u add i wont give any support to u ..... :D

Superwutz
03-13-16, 05:21 PM
Can anyone tell me why I cant send a ships mastheight to TDC from the recognition manual? Its just greyed out and tells me disabled..

siege00
03-13-16, 06:55 PM
Can anyone tell me why I cant send a ships mastheight to TDC from the recognition manual? Its just greyed out and tells me disabled..

Have you pressed spacebar to lock the ship? What's the situation besides that if so?

THEBERBSTER
03-13-16, 07:15 PM
A Warm Welcome Back To The Subsim Community > Superwutz
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)

Warham
03-14-16, 01:20 AM
Does OldStyleExplosions V1.1 mod compatible with TWoS? Is there any nice video with TWoS like trailer?

Also i have some problems:
1) Batteries dont reacharge until i tell to chief "continue chargin batteries" after every surfacing.
2) Search script from some time don't accelerate time to x128. And he began to set maximum boat speed although earlier speed was small forward.
3) It is very hard to see something on the navigation map. Eyes tired from this (

Can it be fixed?

Superwutz
03-14-16, 06:55 AM
@siege00

I have locked my target with the x key and want to identify the ship so I can use my stadimeter.

I am using silent hunter III ui and went for full realism settings.

palmic
03-14-16, 08:14 AM
@siege00

I have locked my target with the x key and want to identify the ship so I can use my stadimeter.

I am using silent hunter III ui and went for full realism settings.

As siege00 said - you have to lock the Target by space in periscope/UZO before sending mast height from book..
x locks only your view.

Superwutz
03-14-16, 08:37 AM
well that might be the problem:)
did not know that. Thank you!

vdr1981
03-14-16, 09:53 AM
Does OldStyleExplosions V1.1 mod compatible with TWoS?
I never used it, I dont know...link?

Is there any nice video with TWoS like trailer?
All Twos videos are in first two posts, video examples...

Also i have some problems:
1) Batteries dont reacharge until i tell to chief "continue chargin batteries" after every surfacing.
There's an option for this in OFEV...

2) Search script from some time don't accelerate time to x128. And he began to set maximum boat speed although earlier speed was small forward.
Again, I dont use search scripts so I really cant tell...Husk?:hmm2:

3) It is very hard to see something on the navigation map. Eyes tired from this (
Can it be fixed?
Like what? Map tools colors? You can manually set map tools colors via TDW generic patcher...

siege00
03-14-16, 10:16 AM
well that might be the problem:)
did not know that. Thank you!

That's the only problem with skipping the tutorial. You may miss a few of the subtleties. :)

renard60
03-14-16, 10:48 AM
Hello I have install(settle) the mod but I shall want to be able to put back(hand) colors on the card(map) of the enemies in red and ally in green as before you can help me svp thank you very much

Warham
03-14-16, 10:57 AM
I never used it, I dont know...link?

There's an option for this in OFEV...

Like what? Map tools colors? You can manually set map tools colors via TDW generic patcher...
http://www.subsim.com/radioroom/showthread.php?t=164959

https://www.youtube.com/watch?v=llK3heOBxuM

What is the OFEV? :oops:

On maps hard to see coordinates, lines and marks. All very pale and drained. Will try to change it in generic patcher.

edit. OFEV - OptionsFileEditorViewer. I don't understand why automatical recharging batteries in not by default.

oscar19681
03-14-16, 05:02 PM
FHaving A strange issue. After i have installed my u-boat stutters in external view.It also seems to stutter somswhat less when on the bridge. It only seems to effect my u-boat And Everything else runs as smooth as silk. Can anyone tell
Me whats causing this?

Sjizzle
03-15-16, 03:29 AM
FHaving A strange issue. After i have installed my u-boat stutters in external view.It also seems to stutter somswhat less when on the bridge. It only seems to effect my u-boat And Everything else runs as smooth as silk. Can anyone tell
Me whats causing this?


i have answered u here (http://www.subsim.com/radioroom/showthread.php?t=225172)

palmic
03-15-16, 04:17 AM
Is TWOS periscope distance scales calibrated for distance in meters? (I mean that vertical scales directly on optic) I presume yes, but i have not found any guide for it anywhere. Everybody's using stadimeter :)

(Sorry i dont know exactly which partial mod is it)

LesBaker
03-15-16, 07:15 AM
This is from the documentation in TWOS.

Range estimation
================
Binoculars and scopes have milliradian scales that allow to estimate/measure distances: "10" on the attack scope corresponds to "100" on the observation scope and represents roughly 100 milliradians (~5.73 degrees at low power magnification, at high power it's 4 times less: 25 milliradians or ~1.43 degrees).
One large mark on the binoculars represents roughly 10 milliradians (~0.573 degrees).
The markings are used as follows: given a target of height H that takes up M markings, its range R can be calculated:
R = H*k/M
where k is:
- 100 for attack scope low power and binoculars
- 400 for attack scope high power
- 1000 for observation scope low power
- 4000 for observation scope high power
Example:
Imagine you're observing a Liberty Cargo (mast height ~26m) through an observation scope at high power and ship's mast reaches "100" mark. Then the range will be:
26 * 4000 / 100 = 26 * 40 = 1040 meters
If you'd go up to conning tower and observe the ship through attack scope now (don't forget high power), its mast will reach "10" mark. Let's check the range:
26 * 400 / 10 = 26 * 40 = 1040 meters
RAOBF should give you something close to this value (between "10" and "11" on the range ring).
If you now surface and observe the target through your binoculars, it will take up 2.5 marks:
26 * 100 / 2.5 = 1040 meters
Mental rule for k:
"Normally x100, additional 0 for observation scope, additional x4 for high power magnification" ;)
Take note that horizontal scale on the observation periscope is in degrees. I don't know for sure why that is, and the sources are scarce, but I believe this could be helpful for navigation and for estimating target's angular size i.e. to set salvo spread angle.

Les

palmic
03-15-16, 08:22 AM
Thanks!

siege00
03-15-16, 09:11 AM
I use the observation scope with real navigation to determine close to exact position when navigating near identifiable land masses. ie. When penetrating scapa flow, RN was pretty far off - at least I thought. I was able to confirm my position and estimate how long it would take me to penetrate the harbor without having to pop up the scope too often. This was done using the degree marks on both periscopes, ie. land mass on the right was 10° to starboard while identifiable land mass on the left was 25° to port. Drew the lines, after calculating True Bearing to each, and voila, I've got my location.

Sjizzle
03-15-16, 09:20 AM
I use the observation scope with real navigation to determine close to exact position when navigating near identifiable land masses. ie. When penetrating scapa flow, RN was pretty far off - at least I thought. I was able to confirm my position and estimate how long it would take me to penetrate the harbor without having to pop up the scope too often. This was done using the degree marks on both periscopes, ie. land mass on the right was 10° to starboard while identifiable land mass on the left was 25° to port. Drew the lines, after calculating True Bearing to each, and voila, I've got my location.

there u can use the running fix to find your location :D

palmic
03-15-16, 10:13 AM
I use the observation scope with real navigation to determine close to exact position when navigating near identifiable land masses. ie. When penetrating scapa flow, RN was pretty far off - at least I thought. I was able to confirm my position and estimate how long it would take me to penetrate the harbor without having to pop up the scope too often. This was done using the degree marks on both periscopes, ie. land mass on the right was 10° to starboard while identifiable land mass on the left was 25° to port. Drew the lines, after calculating True Bearing to each, and voila, I've got my location.

I use most likely celestial fixes and manual calculations by captain's travel log (Q), if there was not a lot of maneuvers. If i cannot estimate, i use dead reconing by navigator, but its very inaccurate..

Your method seems cool to me too :salute:

vdr1981
03-15-16, 10:32 AM
Guys, dont forget that you can use "C" key to reposition your nav fixes and therefor help your navigator... Dead reckoning accumulated error can be corrected quite easily IF you have some landmark in sight...If not, well, then open four eyes and 10kn at max with minimal TC...:yep:

palmic
03-15-16, 11:39 AM
I always fixes my position by C (well i did not know about this shortcut, i used pencil :-) ) when i calculate one :salute:
+ i nerfed down max TC to 128 and its much better for me, i still had no lagging exploit when "something" is around :)

BTW: ****! i want that avatar out, keeping posting! :o

UPDATE: now i have different :)

Hoster1472
03-15-16, 04:09 PM
Hi,
i want to get rid of the stock faces, instead I prefer the alt faces of the mighty fine crew mod. i don`t want to make big changes to the WOTS mod so I transfered the image files from the Mighty fine crew mod :data\menu\scripts\german\gui\crew directly to to sh5 main folder but nothing happens. So were are the image files for the crew installed? Is there a way to switch the ugly stock faces without messing the whole mod up? Thanks for tips.

siege00
03-15-16, 06:55 PM
Guys, dont forget that you can use "C" key to reposition your nav fixes and therefor help your navigator... Dead reckoning accumulated error can be corrected quite easily IF you have some landmark in sight...If not, well, then open four eyes and 10kn at max with minimal TC...:yep:

Thanks for the advice Vecko. I wondered if position fixes by RN would compound errors. I keep it going pretty regularly with Position on Patrol script and would dump bad ones.

Does SH5 simulate drift and currents? Because if not, I could help RN on the open seas where it really gets bad sometimes by dead reckoning my own route?

Thanks!

siege00
03-15-16, 06:57 PM
I always fixes my position by C (well i did not know about this shortcut, i used pencil :-) ) when i calculate one :salute:
+ i nerfed down max TC to 128 and its much better for me, i still had no lagging exploit when "something" is around :)

BTW: ****! i want that avatar out, keeping posting! :o

LOL! "One night in Bangkok makes a hard man humble..." Every sailor's got one of those stories. ;)

palmic
03-16-16, 05:19 AM
This is from the documentation in TWOS.

Range estimation
================
Binoculars and scopes have milliradian scales that allow to estimate/measure distances: "10" on the attack scope corresponds to "100" on the observation scope and represents roughly 100 milliradians (~5.73 degrees at low power magnification, at high power it's 4 times less: 25 milliradians or ~1.43 degrees).
One large mark on the binoculars represents roughly 10 milliradians (~0.573 degrees).
The markings are used as follows: given a target of height H that takes up M markings, its range R can be calculated:
R = H*k/M
where k is:
- 100 for attack scope low power and binoculars
- 400 for attack scope high power
- 1000 for observation scope low power
- 4000 for observation scope high power
Example:
Imagine you're observing a Liberty Cargo (mast height ~26m) through an observation scope at high power and ship's mast reaches "100" mark. Then the range will be:
26 * 4000 / 100 = 26 * 40 = 1040 meters
If you'd go up to conning tower and observe the ship through attack scope now (don't forget high power), its mast will reach "10" mark. Let's check the range:
26 * 400 / 10 = 26 * 40 = 1040 meters
RAOBF should give you something close to this value (between "10" and "11" on the range ring).
If you now surface and observe the target through your binoculars, it will take up 2.5 marks:
26 * 100 / 2.5 = 1040 meters
Mental rule for k:
"Normally x100, additional 0 for observation scope, additional x4 for high power magnification" ;)
Take note that horizontal scale on the observation periscope is in degrees. I don't know for sure why that is, and the sources are scarce, but I believe this could be helpful for navigation and for estimating target's angular size i.e. to set salvo spread angle.

Les

Where can i find this documentation? I tried even to search for strings from this post in TWOS files by total commander and found nothing..

oscar19681
03-16-16, 07:27 AM
Question, when i click the LI and click manual dive planes the auto dive planes remain highlighted. Whats the trick to manually operate them?

vdr1981
03-16-16, 08:45 AM
Question, when i click the LI and click manual dive planes the auto dive planes remain highlighted. Whats the trick to manually operate them?

There is no trick if you have properly activated gen.patcher and the snapshot? Did you?:hmm2:

EDIT:

http://s6.postimg.org/8sxmoeei5/SH5_Img_2016_03_16_14_51_52.jpg (http://postimg.org/image/8sxmoeei5/)
https://www.youtube.com/watch?v=Inzh39SQtTY

vdr1981
03-16-16, 09:08 AM
Where can i find this documentation? I tried even to search for strings from this post in TWOS files by total commander and found nothing..

I think it's from "Large Optics" documentation folder...

palmic
03-16-16, 02:19 PM
nice one, i was searching in 07 update, thats why i did not find it :)
Thanks again :up:

oscar19681
03-16-16, 04:33 PM
There is no trick if you have properly activated gen.patcher and the snapshot? Did you?:hmm2:

EDIT:

http://s6.postimg.org/8sxmoeei5/SH5_Img_2016_03_16_14_51_52.jpg (http://postimg.org/image/8sxmoeei5/)
https://www.youtube.com/watch?v=Inzh39SQtTY

I installed with gen mod enabler in this order.

Wolves of steel 1.05
Wolves of steel update no-8
Wolves of steel real navigation
Wolves of steel resolution patch 8x5
Submarine fluctuate more powerfull mod for Wolves of steel

I get the diveplane logo,s but not dails. If i click for or af manual dive Control only the automatic dive plane logo,s remain highlighted on diveplane zero degrees logo,s are blacked out

Raven1976
03-16-16, 05:49 PM
Hello guys i have a question: After you finish your patrol and return to your homeport how do you dock? I cant see any docking button (the one with the anchor).
I tried shift-z but nothing happened. Is there another button for this?

THEBERBSTER
03-16-16, 06:11 PM
Hi Vecko
I have the same problem again as I had back in September 2015
http://www.subsim.com/radioroom/showpost.php?p=2345604&postcount=2644

i thought I would give Real Navigation another go after seeing the new Hawaiian_Hero tutorial.
I have done a re-install but have a problem with getting Real Navigation to show.
The Real Navigation mod is from patch no.8.

Generic Mod Enabler - v2.6.0.157
[D:\Ubisoft\Silent Hunter 5\MODS]
1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update 08
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith

Shows correctly on the map when your old v1.04 fix is enabled.

Generic Mod Enabler - v2.6.0.157
[D:\Ubisoft\Silent Hunter 5\MODS]

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update 08
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith

Hope you will be able to update a new fix for v1.05 for me.

Quite right Vecko, overthought the issue, now ok.
Thanks for putting me on the right path
Peter

Husksubsky
03-16-16, 11:20 PM
FHaving A strange issue. After i have installed my u-boat stutters in external view.It also seems to stutter somswhat less when on the bridge. It only seems to effect my u-boat And Everything else runs as smooth as silk. Can anyone tell
Me whats causing this?
I still use the antilag fix. Doesnt most use it? D3d.dll and a. Ini file . Some settings was adviced by sober. Fps 35and rnder ahead 2?

Husksubsky
03-16-16, 11:40 PM
Does OldStyleExplosions V1.1 mod compatible with TWoS? Is there any nice video with TWoS like trailer?

2) Search script from some time don't accelerate time to x128. And he began to set maximum boat speed although earlier speed was small forward.

Can it be fixed?

All scripts start with leaving navmap and increase surfacespeed for quicker dive. If a contact is detected, TC will be set to one. Otherwise 128/4 script will resurface and go 32 x until recharge initiated(need OFEV edit.) then go 128X.

Apology for boats not keeping direction will fix it among other details. Anyone for a 256 option? I use 32 for myself :))

After surfaced FE (fueleconomy) Will set surface speed to slow.

Sjizzle
03-17-16, 01:22 AM
I still use the antilag fix. Doesnt most use it? D3d.dll and a. Ini file . Some settings was adviced by sober. Fps 35and rnder ahead 2?

there are plenty of players who use the Antilag the correct settings are

; D3D9 antilag config file
; by Kegetys <http://www.kegetys.net>

; RenderAheadLimit: Limit how many frames ahead are rendered to reduce input lag. 0 to disable.
; FPSlimit: Limit framerate for smoother gameplay and reduced cpu/gpu use. 0 to disable.

[config]
RenderAheadLimit=2
FPSlimit=32

Husksubsky
03-17-16, 02:51 AM
there are plenty of players who use the Antilag the correct settings are
Yea I guess some gfx cards need it some don t. I always needed it with ATI cards
or AMD...

Warham
03-17-16, 04:50 AM
All scripts start with leaving navmap and increase surfacespeed for quicker dive. If a contact is detected, TC will be set to one. Otherwise 128/4 script will resurface and go 32 x until recharge initiated(need OFEV edit.) then go 128X.

Apology for boats not keeping direction will fix it among other details. Anyone for a 256 option? I use 32 for myself :))

After surfaced FE (fueleconomy) Will set surface speed to slow.

Thanks for info. Where are the scripts stored? I want to set 256х instead of 128. Or it will make some problems?

palmic
03-17-16, 04:57 AM
Thanks for info. Where are the scripts stored? I want to set 256х instead of 128. Or it will make some problems?

In fact i limited all my TC only to 128x max just because lagging while there's some contact around, just to not exploit standard ways to detect enemies.
I think, this is only one problem with TC 256/512.

vdr1981
03-17-16, 06:22 AM
The Real Navigation mod is from patch no.8.



Peter, there is no any Real Nav mods in TWoS update No.08, haven't you understood that so far?:hmm2: What you see there is just an empty folder structure with few updated files for "real" RealNav mod which should already be placed in your MODS folder. You have probably deleted that mod, from some reason....Again...

Understand that with regular TWoS updates even optional mods/addons gets "modded", not only files from main data folder...

vdr1981
03-17-16, 09:29 AM
Hello guys i have a question: After you finish your patrol and return to your homeport how do you dock? I cant see any docking button (the one with the anchor).
I tried shift-z but nothing happened. Is there another button for this?
Save and reload the game, the orange anchor icon will appear then...


I installed with gen mod enabler in this order.



I was asking you about TDW Generic Patcher, not JSGME. Step 6 from TWoS setup notes...

Warham
03-17-16, 11:18 AM
I edited search scripts in SearchPattern.sha file.

Before:

Set_Time_Compression,8,0,0,0,0,0,0
Ahead_standard,0,0,0,0,0,0,2
Set_new_depth,32,0,0,0,0,0,60
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,120;****0
Report_nearest_sound_contact,0,0,0,0,0,0,15
Ahead_standard,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,70
Set_Time_Compression,1,0,0,0,0,0,0
Advanced_knuckle,-60,0,7.5,7.5,0,0,10
Set_Time_Compression,128,0,0,0,0,0,5400

After:

Set_Time_Compression,32,0,0,0,0,0,0
Ahead_standard,0,0,0,0,0,0,2
Set_new_depth,32,0,0,0,0,0,60
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,120;****0
Report_nearest_sound_contact,0,0,0,0,0,0,15
Ahead_standard,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,70
Set_Time_Compression,32,0,0,0,0,0,0
Advanced_knuckle,-60,0,7.5,7.5,0,0,10
Set_Time_Compression,512,0,0,0,0,0,5400


And its megacool now :up: And work's perfect. Before it was really slow and boring to patrol with scripts. Maybe there some problems which i don't see?

THEBERBSTER
03-17-16, 11:29 AM
Hi Vecko
Thanks for the explanation, now fully understood, will not make that mistake again.
Peter

oscar19681
03-17-16, 12:39 PM
I installed with gen mod enabler in this order.

Wolves of steel 1.05
Wolves of steel update no-8
Wolves of steel real navigation
Wolves of steel resolution patch 8x5
Submarine fluctuate more powerfull mod for Wolves of steel

I get the diveplane logo,s but not dails. If i click for or af manual dive Control only the automatic dive plane logo,s remain highlighted on diveplane zero degrees logo,s are blacked out

i reverted Everything Back to Wolves of steel 1.05 And still
I Cannot get the manual diveplane Working nomatter what i do.

vdr1981
03-17-16, 12:40 PM
Anyone?

Look up mate...

Hoster1472
03-17-16, 12:57 PM
Hi,
again my question: i want to get rid of the stock faces, instead I prefer the alt faces of the mighty fine crew mod. i don`t want to make big changes to the WOTS mod so I transfered the image files from the Mighty fine crew mod :data\menu\scripts\german\gui\crew directly to to sh5 main folder but nothing happens. So were are the image files for the crew installed? Is there a way to switch the ugly stock faces without messing the whole mod up? Thanks for tips.

vdr1981
03-17-16, 01:04 PM
Hi,
again my question: i want to get rid of the stock faces, instead I prefer the alt faces of the mighty fine crew mod. i don`t want to make big changes to the WOTS mod so I transfered the image files from the Mighty fine crew mod :data\menu\scripts\german\gui\crew directly to to sh5 main folder but nothing happens. So were are the image files for the crew installed? Is there a way to switch the ugly stock faces without messing the whole mod up? Thanks for tips.

I'm not sure...Maybe if you replace some essential files manually but you may easily brake something if you are not familiar with files purposes... Can you just enable MFCM -alt faces after TWoS mods? No, I don't think so...

oscar19681
03-17-16, 01:11 PM
Save and reload the game, the orange anchor icon will appear then...




I was asking you about TDW Generic Patcher, not JSGME. Step 6 from TWoS setup notes...

Ow so sorry , yeah i was looking into step 6 but after following the steps and installing in the steel wolves in the right order i cant seem to find Silent Hunter 5/TDW_GenericPatcher_v_1_0_168_0). in my silent hunter 5 directory .

excel4004
03-17-16, 01:35 PM
Can you just enable MFCM -alt faces after TWoS mods? No, I don't think so...

Why not Vecko?

This are my mods i use, do you think something is a problem for the TWoS mod? Except of the german mods (6. The Wolves of Steel 1.05 GERMAN_v14, 7. Real Navigation GERMAN, 8. Deutsche Uniformen), i thought all my mods are just graphic changes for the main mod to change the games appearance i like to.
I`am wrong? Please tell me what i could use and what i should not use. Many thanks!


1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 07
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith
4. The Wolves of Steel 1.05 - 8x5 Resolution Patch
6. The Wolves of Steel 1.05 GERMAN_v14
7. Real Navigation GERMAN
8. Deutsche Uniformen
sobers multi color mod V5
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
MightyFine Crew Mod 1.2.1 Alt faces
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
Real torpedo menu paint scheme and German, Italian flags HD

palmic
03-17-16, 02:03 PM
Just nice little off topic catch :-)

Last radio message here (https://goo.gl/photos/iFQgYnsanq1SrTvp9) seems to be pretty actual (http://www.scapaflow.co/index.php/on_the_map/redstone) :up:

oscar19681
03-17-16, 02:12 PM
Save and reload the game, the orange anchor icon will appear then...




I was asking you about TDW Generic Patcher, not JSGME. Step 6 from TWoS setup notes...

I did get the diveplane dials working and i can select the manual dive planes logo now. But when i order dive planes set to zero or up or down they dont respond to my commands. Also when following the steps for TDW Generic Patcher, and the instructions where " Now, click "File" - "Restore snapshot" and browse "Silent Hunter 5/ TDW_GenericPatcher_v_1_0_168_0/Snapshots" for TWoS 1.05 Snapshot.gps and sellect it... " i could not find any twos 1.05 snapshot.gps. Instead i had to take snapshot and then restore snapshot and then find a file called just called snapshot.gps?

vdr1981
03-17-16, 02:28 PM
Why not Vecko?

This are my mods i use, do you think something is a problem for the TWoS mod? Except of the german mods (6. The Wolves of Steel 1.05 GERMAN_v14, 7. Real Navigation GERMAN, 8. Deutsche Uniformen), i thought all my mods are just graphic changes for the main mod to change the games appearance i like to.
I`am wrong? Please tell me what i could use and what i should not use. Many thanks!
excel4004, there are more than 8000 modified and added files in TWoS and I'm certainly not a computer...:) It's impossible to hold in head all files purposes and dependencies, if you understand what I mean. In short, people should decide between megamods and their own custom modlists. Adding more incompatible mods can only bring problems if you don't know how to manually tweak necessary files...

I did get the diveplane dials working and i can select the manual dive planes logo now. But when i order dive planes set to zero or up or down they dont respond to my commands. Also when following the steps for TDW Generic Patcher, and the instructions where " Now, click "File" - "Restore snapshot" and browse "Silent Hunter 5/ TDW_GenericPatcher_v_1_0_168_0/Snapshots" for TWoS 1.05 Snapshot.gps and sellect it... " i could not find any twos 1.05 snapshot.gps. Instead i had to take snapshot and then restore snapshot and then find a file called just called snapshot.gps?
The snapshot should be there...I'm pretty much sure that if you check setup notes one more time you'll probably find cause for your issues and find instructions quite simple and strait forward...:yep:

palmic
03-17-16, 02:47 PM
Sometimes i really cant understand where you get energy to respond to all those questions Vecko (no offense to authors of that Q's, i am asking too :) ).

This is just to let you know that many of us see its hard work to maintain such a modpack and you are very generous to answer newbies here. :up:

vdr1981
03-17-16, 02:52 PM
Sometimes i really cant understand where you get energy to respond to all those questions Vecko (no offense to authors of that Q's, i am asking too :) ).



Sometimes I'm asking my self the same thing...:doh::)

oscar19681
03-17-16, 03:49 PM
excel4004, there are more than 8000 modified and added files in TWoS and I'm certainly not a computer...:) It's impossible to hold in head all files purposes and dependencies, if you understand what I mean. In short, people should decide between megamods and their own custom modlists. Adding more incompatible mods can only bring problems if you don't know how to manually tweak necessary files...


The snapshot should be there...I'm pretty much sure that if you check setup notes one more time you'll probably find cause for your issues and find instructions quite simple and strait forward...:yep:

I did it step by step after removing And reinstalling the mods in the proper order.
Also strange thing is i had to download tdw generic mod enabler myself Since it was not included in the sh5 main map after installing your mod.

vdr1981
03-17-16, 04:04 PM
Also strange thing is i had to download tdw generic mod enabler myself Since it was not included in the sh5 main map after installing your mod.

OK...:) How about to post few screenshots of your main(root) Silent Hunter 5 folder, JSGME window, Generic Patcher window ect ect...:hmm2:

P.S.
Did you watch video turorial from the first post?

oscar19681
03-17-16, 04:11 PM
OK...:) How about to post few screenshots of your main(root) Silent Hunter 5 folder, JSGME window, Generic Patcher window ect ect...:hmm2:

P.S.
Did you watch video turorial from the first post?

I will do that as Soon as i get to it, busy day tomorrow. But thanks for helping me out so far, your the best!

vdr1981
03-17-16, 04:18 PM
I will do that as Soon as i get to it, busy day tomorrow. But thanks for helping me out so far, your the best!

Cpy...Good night all.:salute:

palmic
03-17-16, 04:26 PM
I did all procedure of reinstalling whole Twos pack 2x and it was always ok.
I'm sure you'll find some mistake next time, go for it, this game needs to be heavily moded, but it will pay off, my social life is crying for help since i found how deep this rabbit hole goes and I'm still not at the bottom!

Husksubsky
03-17-16, 07:33 PM
I edited search scripts in SearchPattern.sha file.

Before:

Set_Time_Compression,8,0,0,0,0,0,0
Ahead_standard,0,0,0,0,0,0,2
Set_new_depth,32,0,0,0,0,0,60
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,120;****0
Report_nearest_sound_contact,0,0,0,0,0,0,15
Ahead_standard,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,70
Set_Time_Compression,1,0,0,0,0,0,0
Advanced_knuckle,-60,0,7.5,7.5,0,0,10
Set_Time_Compression,128,0,0,0,0,0,5400

After:

Set_Time_Compression,32,0,0,0,0,0,0
Ahead_standard,0,0,0,0,0,0,2
Set_new_depth,32,0,0,0,0,0,60
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,120;****0
Report_nearest_sound_contact,0,0,0,0,0,0,15
Ahead_standard,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,70
Set_Time_Compression,32,0,0,0,0,0,0
Advanced_knuckle,-60,0,7.5,7.5,0,0,10
Set_Time_Compression,512,0,0,0,0,0,5400


And its megacool now :up: And work's perfect. Before it was really slow and boring to patrol with scripts. Maybe there some problems which i don't see?
Great u rweak to your liking.(Thats Trevs script) I just like slow tc. I can add a faster one , like 512 32. Personally I go 32 x on surface:D Like the feeling that it takes time. Im done changing baffles to 60 degrees so no more course diversion in the next version. That you showed goes in a pattern yeah?
I found out that above 4x dived, the sounded commands got cut off and I didn t like it hehe.

oscar19681
03-18-16, 04:25 AM
I did all procedure of reinstalling whole Twos pack 2x and it was always ok.
I'm sure you'll find some mistake next time, go for it, this game needs to be heavily moded, but it will pay off, my social life is crying for help since i found how deep this rabbit hole goes and I'm still not at the bottom!

I think im going for a complete reinstalling of Sh-5 and start from scratch step by step. Been away from sh5 for a long time but i think this mod is really worth it.

palmic
03-18-16, 04:52 AM
I think im going for a complete reinstalling of Sh-5 and start from scratch step by step. Been away from sh5 for a long time but i think this mod is really worth it.

make sure you have not steam version, update fresh standalone vanilla game to 1.2 as say first post of this thread (installation README) and it has to work

Warham
03-18-16, 05:03 AM
That you showed goes in a pattern yeah?

Yes, but your scripts works better than standart search pattern scripts. I will use them with 32/512 settings.

Should i change real nav scripts after every 4 hours? For example from 04-08 to 08-12. Or make it only once after loading game?

renard60
03-18-16, 07:46 AM
Hello I have install(settle) the mod but I shall want to be able to put back(hand) colors on the card(map) of the enemies in red and ally in green as before you can help me svp thank you very much

Hello
please

Sjizzle
03-18-16, 08:35 AM
Hello
please

do u mean the sip color ?
if yup then i think that vecko change that in TWoS u can recognize all ship by looking at his flag and u know which one is ally, neutral and enemy. there a are also flag charts in the game :D

palmic
03-18-16, 08:49 AM
do u mean the sip color ?
if yup then i think that vecko change that in TWoS u can recognize all ship by looking at his flag and u know which one is ally, neutral and enemy. there a are also flag charts in the game :D

Tell me about it, last evening i got drunk and you know what? I had a great idea - to play TWOS :O:
So last evening totally drunk u-boat kapitan sunk 2 Portugal ships, because he at first need some frags and at second - he was recognizing flags just after last one went on its trip to the bottom :hmm2:

Husksubsky
03-18-16, 02:56 PM
Tell me about it, last evening i got drunk and you know what? I had a great idea - to play TWOS :O:
So last evening totally drunk u-boat kapitan sunk 2 Portugal ships, because he at first need some frags and at second - he was recognizing flags just after last one went on its trip to the bottom :hmm2:
Been there done that:Kaleun_Cheers:

Husksubsky
03-18-16, 03:16 PM
Yes, but your scripts works better than standart search pattern scripts. I will use them with 32/512 settings.
Good idea if you like it. The very fuelsaving patrol area lurk(just crawling with baffles and go up to reload before co2 gets too high) can be speeded up immensly. maybe you can tweak all scripts and publish it as an alternative? seem most players like more TC than me. While ure at your tweaking decrease the turning degrees of baffles too otherwise theres a 3-5 degree divert. (not palurk).I set 60 degrees instead of 90. ( 90 worked with twos 1.03 on the spot)



Should i change real nav scripts after every 4 hours? For example from 04-08 to 08-12. Or make it only once after loading game?
No just start it once . BTW I always wondered wether thats gmt or local :hmm2: Not really searched readme for it though hehe.

Husksubsky
03-18-16, 03:30 PM
I think im going for a complete reinstalling of Sh-5 and start from scratch step by step. Been away from sh5 for a long time but i think this mod is really worth it.
The generic patcher is there. If you use winrar(I use 7 zip) I think if not mistaken that winrar creates an extra folder with same name as the mod and the folder tree structure will be wrong. The contents of mainmod doesnt go in the mods folder of sh5. It goes to sh5 main. The contents of update (08 now) goes to sh5 modsfolder.
To check: sh5 mods folder should contain mods with Data documentation folder. sometimes other stuff.
The mods in the sh5 mods folder should not contain mods. omg did I make sense? can it be explained easier?:huh:

With contents is ment the contents of the packed file. Not the contents of the mods.Just be sure to cover everything that has a slight chance of misunderstanding.

palmic
03-18-16, 03:43 PM
... BTW I always wondered wether thats gmt or local :hmm2: Not really searched readme for it though hehe...

Always use GMT as local can change unexpectedly..
GMT is always the same.

vdr1981
03-18-16, 03:44 PM
The generic patcher is there. If you use winrar(I use 7 zip) I think if not mistaken that winrar creates an extra folder with same name as the mod and the folder tree structure will be wrong. The contents of mainmod doesnt go in the mods folder of sh5. It goes to sh5 main. The contents of update (08 now) goes to sh5 modsfolder.
To check: sh5 mods folder should contain mods with Data documentation folder. sometime other stuff.
The mods in the sh5 mods folder shold not contain mods. omg did I make sense? can it be explained easier?:huh:

I can already see...
The Husk's Tutorials thread !
Because he knows how to put it in the easy way!

:D

palmic
03-18-16, 04:40 PM
Woohehe New Avatar, now i cant recognize you! :timeout:

palmic
03-18-16, 05:11 PM
One more hint, i expect you know about it, but i have to note it anyway, as i watch a lot of documentaries about uboats and read some books about aces...
The best depth to not be heard by DD's for sub was always near surface. Hydrophones and Asdic are able to hear most effectively if you are deep.
Great strategy in convoy attacks was sneaking in periscope depth because DDs was unable to hear anything so closely to surface.

In TWOS right now you are always much better heard near of surface (with exception if you are fully emerged, than you are not heard at all)

vdr1981
03-18-16, 05:40 PM
One more hint, i expect you know about it, but i have to note it anyway, as i watch a lot of documentaries about uboats and read some books about aces...
The best depth to not be heard by DD's for sub was always near surface. Hydrophones and Asdic are able to hear most effectively if you are deep.
Great strategy in convoy attacks was sneaking in periscope depth because DDs was unable to hear anything so closely to surface.

In TWOS right now you are always much better heard near of surface (with exception if you are fully emerged, than you are not heard at all)

Well, not really but it will take to much time to explain SH AI logic...In short , historical facts and data are sometimes pretty much useless when it comes to SH games, because if you set historically accurate performances and sensors there is a strong possibility that resulting AI behavior will be really "strange"...
Sometimes you need to use "wrong" settings in order to simulate correct AI behaviour.

Anyway, you should take a good read in IRAI thread and you may understand why some things just have to be as they are in SH games...:yep:

Small example...We can make your sub "invisible" while near the surface but that would probably result in uninterested and passive escorts who do not care about the sub present in the area ect...There are number of examples like this in all SH games and especially in SH5.

palmic
03-18-16, 05:59 PM
OK this i didnt expect :)

palmic
03-18-16, 06:02 PM
And ladies and gentlemen, this is far most realistic reconstruction (https://www.youtube.com/watch?v=aJTNZwiMMiI&feature=youtu.be&t=6m40s) of torpedo attack i've seen, a lot more realistic than Das boot scenes which looks very hollywood-like for me :)

Husksubsky
03-18-16, 08:29 PM
I can already see...
The Husk's Tutorials thread !
Because he knows how to put it in the easy way!


:D
I ll start right away:yeah: , wait , is there sarcasm here?:huh::shifty:

Husksubsky
03-18-16, 08:39 PM
One more hint, i expect you know about it, but i have to note it anyway, as i watch a lot of documentaries about uboats and read some books about aces...
The best depth to not be heard by DD's for sub was always near surface. Hydrophones and Asdic are able to hear most effectively if you are deep.
Great strategy in convoy attacks was sneaking in periscope depth because DDs was unable to hear anything so closely to surface.

In TWOS right now you are always much better heard near of surface (with exception if you are fully emerged, than you are not heard at all)
I always go deep. Escorts seem (some time back) to be very confused when I run around pd depth. Just didn t seem right...like harbour raids don t seem right.
Not sure what they d do in real life but I m sure they had ways

Husksubsky
03-18-16, 08:41 PM
Always use GMT as local can change unexpectedly..
GMT is always the same.
Thx:up: Good to know

frogazboll
03-18-16, 08:43 PM
nead help i cant find the second one :(
supose it gota be looking somthing like this in Generic Mod Enabler (http://www.subsim.com/radioroom/showthread.php?t=204593)
1. The Wolves of Steel 1.05 2. The Wolves of Steel 1.05 - Update No. xx 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 (optional, stock settings are for 16:9 displays)
but i only got
1.The Wolves of Steel 1.05 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 (optional, stock settings are for 16:9 displays)
so how do i get the only missing? maybe download is corupt or somthing??? tryed sevral times and same thing evry time :hmmm:

siege00
03-18-16, 09:58 PM
nead help i cant find the second one :(
supose it gota be looking somthing like this in Generic Mod Enabler (http://www.subsim.com/radioroom/showthread.php?t=204593)
1. The Wolves of Steel 1.05 2. The Wolves of Steel 1.05 - Update No. xx 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 (optional, stock settings are for 16:9 displays)
but i only got
1.The Wolves of Steel 1.05 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 (optional, stock settings are for 16:9 displays)
so how do i get the only missing? maybe download is corupt or somthing??? tryed sevral times and same thing evry time :hmmm:


Always check the 1st or 2nd post of this thread. The link that says "Download the Wolves of Steel 1.05 - Update". It's right below the gigantic link for the whole mod, always linked separately so that the larger portion doesn't have to be downloaded again just to get the update.

Here's a direct link: http://www.subsim.com/radioroom/downloads.php?do=file&id=4861

oscar19681
03-18-16, 10:22 PM
OK...:) How about to post few screenshots of your main(root) Silent Hunter 5 folder, JSGME window, Generic Patcher window ect ect...:hmm2:

P.S.
Did you watch video turorial from the first post?

i did a clean install of sh-5 version with the correct patch , followed all the steps , watch the installation YouTube video to make sure but still no luck. I get errors when i backup my generic Patcher snapshot. I just dont understand whats causing it , even after correctly installing the mod itself.
check the screenshots yourself, i just cant figure it out.

Warham
03-19-16, 03:33 AM
Good idea if you like it. The very fuelsaving patrol area lurk(just crawling with baffles and go up to reload before co2 gets too high) can be speeded up immensly. maybe you can tweak all scripts and publish it as an alternative? seem most players like more TC than me. While ure at your tweaking decrease the turning degrees of baffles too otherwise theres a 3-5 degree divert. (not palurk).I set 60 degrees instead of 90. ( 90 worked with twos 1.03 on the spot)

No no no no no no, it's your cross :D

I edit only one search script for myself. if someone is interested i can share. But it's need more tests. Here is. I change TC to x8-x512, set 60 degrees instead of 90, and increase time between hydro check from 60 to 90 minutes.

[COMMANDS]
Set_Time_Compression,8,0,0,0,0,0,2
Leave_NavMap_Station,0,0,0,0,0,0,12
Get_depth_under_sub_keel,0,0,0,0,0,0,10
Activate_NavMap_Station,0,0,0,0,0,0,2
Set_Time_Compression,32,0,0,0,0,0,5
Ahead_standard,0,0,0,0,0,0,5
Set_new_depth,17,0,0,0,0,0,35
All_stop,0,0,0,0,0,0,45
Hydrophone_normal_sweep,0,0,0,0,0,0,30
Ahead_full,0,0,0,0,0,0,5
Set_new_course,60,0,0,0,0,0,95
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,30
Report_nearest_sound_contact,0,0,0,0,0,0,5
Ahead_standard,0,0,0,0,0,0,5
Set_new_course,-60,0,0,0,0,0,5
Surface,0,0,0,0,0,0,60
Set_Time_Compression,32,0,0,0,0,0,150
Set_Time_Compression,512,0,0,0,0,0,5250
Loop,24,0,0,0,0,0,0
Set_Time_Compression,1,0,0,0,0,0,2
Leave_NavMap_Station,0,0,0,0,0,0,2
[COMMANDS_END]

Sjizzle
03-19-16, 03:54 AM
i did a clean install of sh-5 version with the correct patch , followed all the steps , watch the installation YouTube video to make sure but still no luck. I get errors when i backup my generic Patcher snapshot. I just dont understand whats causing it , even after correctly installing the mod itself.
check the screenshots yourself, i just cant figure it out.


do u have the steam version of the game ???? are u sure that the game is patched to 1.2 ????


PS. i can not see to much in your screenshot the pictures are small upload them to mediafire or imgur to see better the error

vdr1981
03-19-16, 05:12 AM
nead help i cant find the second one :(
supose it gota be looking somthing like this in Generic Mod Enabler (http://www.subsim.com/radioroom/showthread.php?t=204593)
1. The Wolves of Steel 1.05 2. The Wolves of Steel 1.05 - Update No. xx 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 (optional, stock settings are for 16:9 displays)
but i only got
1.The Wolves of Steel 1.05 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 (optional, stock settings are for 16:9 displays)
so how do i get the only missing? maybe download is corupt or somthing??? tryed sevral times and same thing evry time :hmmm:



Step 4:
Download and extract content of The Wolves of Steel 1.05 - Subsim Community SH5 Megamod archive into your main Silent Hunter 5 folder. By default, path to your main SH5 folder should be "C:\Ubisoft\Silent Hunter 5".
Download the latest update (http://www.subsim.com/radioroom/downloads.php?do=file&id=4861) and extract it to your "Silent Hunter 5/MODS" folder.
Is this more more understandable now?:hmm2:

vdr1981
03-19-16, 05:16 AM
i did a clean install of sh-5 version with the correct patch , followed all the steps , watch the installation YouTube video to make sure but still no luck. I get errors when i backup my generic Patcher snapshot. I just dont understand whats causing it , even after correctly installing the mod itself.
check the screenshots yourself, i just cant figure it out.

Cant read anything on those pictures but my first guess is that your game isn't updated to official v1.2.0...Upload higher resolution pics

THEBERBSTER
03-19-16, 06:06 AM
A Warm Welcome To The Subsim Community > frogazboil
Find Help & Useful Information In My SHIV & SHV Signature Thread Links.
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)

palmic
03-19-16, 06:59 AM
Hello Peter, you should remove all colors from this your post but blue one.
Since in 90% of cases is most relevant information in your post it will be much more effective to lead people to solution.

In my opinion most people dont read it all and dont click the links..
This will solve it.

Kelsier
03-19-16, 08:31 AM
Hello all,

I am pretty new to this forum and recently re-installed SH5. After trying a few mod combinations, I finally started with a clean installation and followed the installation orders for TWOS to the letter. I am now running TWOS 1.05 + Update 08.

While I am delighted with all the changes and increased realism due to the mods, I also noticed one very little, but also annoying bug when using the map: whenever I try to erase all the map markings by using ctrl + eraser (like the tooltip suggest), I end up closing the map and not erasing any markings. Which means I have to erase all markings by hand, one by one.

I did use the forum search to see if the is a solution already, but couldn't find anything. So I was wondering if this is just me or if someone knows how to fix this?

Thanks in advance!

oscar19681
03-19-16, 08:40 AM
Cant read anything on those pictures but my first guess is that your game isn't updated to official v1.2.0...Upload higher resolution pics

Ok! good news , i got it working. I had the wrong sh-5 version afterall.
but there is a new problem , i cannot maintain depth even at periscope depth. even when i use manual diveplanes the boats just slowly sinks and cannot maintain depth. And the AI just keeps moving the diveplanes up and down all the time. Whats causing this? I suspect the submarine and fluctuate more powerfull mod can be the cause. But this mod has been excluslivly made for wolves od steel

wingman3333
03-19-16, 09:04 AM
Hi all,

maybe its a stupid question but i cant find a answer, or my english is not good enough .. :doh:

I got a problem with the campaign. I played "Western Aproches" three times but I cant unlock Operation Drumbeat. My results arn't bad either.
What do I wrong?
Do I miss a special goal?
Due to the long travel routes france/ south africa is not enough time to play all missions.

Please help me :salute:

palmic
03-19-16, 09:07 AM
Hello all,

I am pretty new to this forum and recently re-installed SH5. After trying a few mod combinations, I finally started with a clean installation and followed the installation orders for TWOS to the letter. I am now running TWOS 1.05 + Update 08.

While I am delighted with all the changes and increased realism due to the mods, I also noticed one very little, but also annoying bug when using the map: whenever I try to erase all the map markings by using ctrl + eraser (like the tooltip suggest), I end up closing the map and not erasing any markings. Which means I have to erase all markings by hand, one by one.

I did use the forum search to see if the is a solution already, but couldn't find anything. So I was wondering if this is just me or if someone knows how to fix this?

Thanks in advance!

I can just confirm this "issue", but as you'll see in next few days, there is 1000+ issues like this, youll just need to workaround it.
For me this is maybe most ****ed up game ever i played (well i dont play modern games like fallout 4), but i am enjoying sh5 TWOS maybe most i've enjoyed any sim.

Do yourself a favor and read gameplay instructions on first page of this thread carefully. Some of them (mostly saving) could spare you a lot of hours lost by crash to desktop.
To be short in concretely this, you will need to play sort of "ironman" style by saving game only at surface without any contact around (including hydrophone) to have stable game.
(i learned to love this as i really need to escape before save or i lost everything since last save :) )
And welcome on board :salute:

vdr1981
03-19-16, 10:06 AM
While I am delighted with all the changes and increased realism due to the mods, I also noticed one very little, but also annoying bug when using the map: whenever I try to erase all the map markings by using ctrl + eraser (like the tooltip suggest), I end up closing the map and not erasing any markings. Which means I have to erase all markings by hand, one by one.

I did use the forum search to see if the is a solution already, but couldn't find anything. So I was wondering if this is just me or if someone knows how to fix this?

Thanks in advance!

This is really no big deal IMO...I've intentionally created this "bug" in order to disable stock "Ctrl+Lmouse click" command (center sub on map). This cheat command is inconsistent with real nav addon. IIRC, you should be able to use this command if you dont have real nav addon enabled, but it's really not worth it. Real navigation is the essence of SH5...:yep:

vdr1981
03-19-16, 10:12 AM
Ok! good news , i got it working. I had the wrong sh-5 version afterall.
but there is a new problem , i cannot maintain depth even at periscope depth. even when i use manual diveplanes the boats just slowly sinks and cannot maintain depth. And the AI just keeps moving the diveplanes up and down all the time. Whats causing this? I suspect the submarine and fluctuate more powerfull mod can be the cause. But this mod has been excluslivly made for wolves od steel

Did you command "periscope/snorkel depth" or manually sellected 12-14 m ?:hmm2: No such issue has ever been reported...

vdr1981
03-19-16, 10:13 AM
Hi all,

maybe its a stupid question but i cant find a answer, or my english is not good enough .. :doh:

I got a problem with the campaign. I played "Western Aproches" three times but I cant unlock Operation Drumbeat. My results arn't bad either.
What do I wrong?
Do I miss a special goal?
Due to the long travel routes france/ south africa is not enough time to play all missions.

Please help me :salute:

Post some screenshoot and check gameplay tips...You are playing TWoS, right?:D

wingman3333
03-19-16, 11:00 AM
Post some screenshoot and check gameplay tips...You are playing TWoS, right?:D

Yes, TWoS is the best Mod Pack i've ever seen :)

http://img5.fotos-hochladen.net/thumbnail/silenthunterqzsgkh6xfy_thumb.jpg (http://www.fotos-hochladen.net/view/silenthunterqzsgkh6xfy.jpg)

http://img5.fotos-hochladen.net/thumbnail/silenthuntern2zy0q1vjc_thumb.jpg (http://www.fotos-hochladen.net/view/silenthuntern2zy0q1vjc.jpg)


// EDIT: i think i got the problem, my campign ends at 13.12.41 ... operation Drumbeat starts at 12.12.41.
But I still don't know how to fix it :D

vdr1981
03-19-16, 11:36 AM
Yes, TWoS is the best Mod Pack i've ever seen :)

// EDIT: i think i got the problem, my campign ends at 13.12.41 ... operation Drumbeat starts at 12.12.41.
But I still don't know how to fix it :D
OK thanks...Use this method (http://www.subsim.com/radioroom/showthread.php?t=222403) to continue your campaign in OD and I'll check what is going on...

A big red EDIT:
Wait a sec... You have sunk ~ 120 merchants and 30 warships? Are you absolutely sure that you are playing with TWoS???:doh:
Realism settings? Everything installed OK?:)

Husksubsky
03-19-16, 12:23 PM
No no no no no no, it's your cross :D

I edit only one search script for myself. if someone is interested i can share. But it's need more tests. Here is. I change TC to x8-x512, set 60 degrees instead of 90, and increase time between hydro check from 60 to 90 minutes.

[COMMANDS]
Set_Time_Compression,8,0,0,0,0,0,2
Leave_NavMap_Station,0,0,0,0,0,0,12
Get_depth_under_sub_keel,0,0,0,0,0,0,10
Activate_NavMap_Station,0,0,0,0,0,0,2
Set_Time_Compression,32,0,0,0,0,0,5
Ahead_standard,0,0,0,0,0,0,5
Set_new_depth,17,0,0,0,0,0,35
All_stop,0,0,0,0,0,0,45
Hydrophone_normal_sweep,0,0,0,0,0,0,30
Ahead_full,0,0,0,0,0,0,5
Set_new_course,60,0,0,0,0,0,95
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,30
Report_nearest_sound_contact,0,0,0,0,0,0,5
Ahead_standard,0,0,0,0,0,0,5
Set_new_course,-60,0,0,0,0,0,5
Surface,0,0,0,0,0,0,60
Set_Time_Compression,32,0,0,0,0,0,150
Set_Time_Compression,512,0,0,0,0,0,5250
Loop,24,0,0,0,0,0,0
Set_Time_Compression,1,0,0,0,0,0,2
Leave_NavMap_Station,0,0,0,0,0,0,2
[COMMANDS_END]
Look good to me :). Maybe increase number of loops ? 24 will pass quick. No specific reason why I picked 24. Takes approx 24 hours gametime..

palmic
03-19-16, 12:40 PM
Since crash dive remove, you can't avoid damage by aircraft.

It's because aircraft ai spawn superman aircrafts which knows about you just from spawn moment and attacks you immediately, it's unbalanced now.

Update: hmm.. Now i escaped, ok, it's not everytime, but it's nonsense anyway, if they have no radar yet..

vdr1981
03-19-16, 01:04 PM
Since crash dive remove, you can't avoid damage by aircraft.

It's because aircraft ai spawn superman aircrafts which knows about you just from spawn moment and attacks you immediately, it's unbalanced now.

I'm playing for a long time with realistic CD time and I cant agree with you at all. Also don't forget that crash dive is not your only plane countermeasure.

Maybe there is something in smart selection of your operating area, more distant maybe? :hmm2: What about flak? British coastal waters weren't very popular U-boats hunting ground, probably with good reason... :03:

Anyway, you can tweak CD delay via OFEV...

palmic
03-19-16, 01:30 PM
Thanks for reaction, i just thing it was something like win in lottery for aircraft crew to spot slow uboat at sea until they invited radar. Even in English channel.

I could imagine they would spot me if i would make some trail, but at 6 knots, aircraft just appeared before me at 355 flying just to my position? It's nonsense and it's not coincidence.

I think ubisoft just modeled aircraft AI for radar age, that's all...

vdr1981
03-19-16, 01:53 PM
Thanks for reaction, i just thing it was something like win in lottery for aircraft crew to spot slow uboat at sea until they invited radar. Even in English channel.

I could imagine they would spot me if i would make some trail, but at 6 knots, aircraft just appeared before me at 355 flying just to my position? It's nonsense and it's not coincidence.

I think ubisoft just modeled aircraft AI for radar age, that's all...

I guess they've hit you really hard? :D

It's known issue that if you use high TC , watch crew will report planes too late...

palmic
03-19-16, 01:55 PM
Nope, but these things could brake immersion a lot :) it's a shame..

UPDATE: wow i just met German ditmarshen supply ship tanker which came alone between Dover and Calais :O

mikaelanderlund
03-19-16, 01:58 PM
be more aggressive!:D

:salute:

vdr1981
03-19-16, 02:02 PM
Nope, but these things could brake immersion a lot :) it's a shame

Well, that depends on your perspective...For me personally , SH5 planes are not very intuitive or capable. They can be annoying but not very dangerous.

Make a few runs in U-Flak mission to "vent" your self a bit...:)

UPDATE: wow i just met German ditmarshen supply ship tanker which came alone between Dover and Calais :O
Channel Dash! Sink'em all!:haha:

palmic
03-19-16, 02:09 PM
Naaah, to let uboten fight with aircrafts was big Donitz mistake, i don't want to find more exploit ;)

vdr1981
03-19-16, 02:11 PM
Naaah, to let uboten fight with aircrafts was big Donitz mistake, i don't want to find more exploit ;)

You're forcing English channel right now? What's the ingame date? Any escorts in sight? :hmm2:

palmic
03-19-16, 02:57 PM
Haha love your interest :salute:

It's 1940-05-08, 9:54, I'm submerged from sunrise, till dawn now, waiting for claw of night for final stage of penetration back to Germany from South West approaches :-)

I have new iron cross of second class for sinking Cimarron which i described in Thread about 2 historic method to target ships by tdc.

I hear 2 warships, but they are very distant, the best will come in strasse von dover, fingers crossed :-)

excel4004
03-19-16, 03:08 PM
excel4004, there are more than 8000 modified and added files in TWoS and I'm certainly not a computer...:) It's impossible to hold in head all files purposes and dependencies, if you understand what I mean. In short, people should decide between megamods and their own custom modlists. Adding more incompatible mods can only bring problems if you don't know how to manually tweak necessary files...I understand. :)

Can you please only have a look to this mod/addon if that is working with actuall TWoS mod!?? THANKS again!

mod: NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator

vdr1981
03-19-16, 03:15 PM
I understand. :)

Can you please only have a look to this mod/addon if that is working with actuall TWoS mod!?? THANKS again!

mod: NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator

This one contains only DDS textures so it is OK...:yep:

vdr1981
03-19-16, 03:21 PM
Haha love your interest :salute:

It's 1940-05-08, 9:54, I'm submerged from sunrise, till dawn now, waiting for claw of night for final stage of penetration back to Germany from South West approaches :-)

I have new iron cross of second class for sinking Cimarron which i described in Thread about 2 historic method to target ships by tdc.

I hear 2 warships, but they are very distant, the best will come in strasse von dover, fingers crossed :-)

Haha, good luck! :)

Unfortunately, I guess that "strayed" German tanker wont be so lucky...:O:

palmic
03-19-16, 03:25 PM
I suspect him he wants to wait in Lorient that few months :)

excel4004
03-19-16, 03:50 PM
This one contains only DDS textures so it is OK...:yep:

Good to know. Thanks for the fast answer! :yeah:

THEBERBSTER
03-20-16, 07:32 AM
Hi Vecko
I have noticed recently an increase in the number of new gamers not carrying out your instructions with regards to patching the game.

Step 1:
Make a clean SH5 installation and make sure that the game is patched to v1.2.0.

I think this is because as newcomers to SH5 they do not know what this means or, where to find how to do it.

Peter

palmic
03-20-16, 08:41 AM
I believe TWOS popularity increased in last months and vecko should see it at downloads :)

Sjizzle
03-20-16, 11:58 AM
Hi Vecko
I have noticed recently an increase in the number of new gamers not carrying out your instructions with regards to patching the game.

Step 1:
Make a clean SH5 installation and make sure that the game is patched to v1.2.0.

I think this is because as newcomers to SH5 they do not know what this means or, where to find how to do it.

Peter

the real problem is UBI the game should auto update to 1.2 without any problem .... yea that's true that is also players fault cos they don't read the documentation u can make a HUGE size documentation text or thread there will be always who will not read it :D....

oscar19681
03-20-16, 12:07 PM
After installing this mod correctly i,ve been playing this mod for 3 days straight and its a work of art? It feels like a new game! But i have a question , i have a hard time finding any targets. Even with map contacts on in the option menu. I get radio messages with coordinates but i cant seem to pinpoint the on the map. How do i find the convoys?

THEBERBSTER
03-20-16, 12:33 PM
Hi Sjizzle
There is another problem also now that the Ubisoft game launcher does not update anymore correctly when re-installing as it seems to be missing the 32 bit .exe application.
When you go to the SH5.exe to launch the game you get a cannot connect Uplay message.

A new game launcher seems to be needed to be installed so you get the Uplay .exe back to be able to login to Uplay.

First time I have come across this problem when re-installing.

Peter

vdr1981
03-20-16, 01:40 PM
Hi Vecko
I have noticed recently an increase in the number of new gamers not carrying out your instructions with regards to patching the game.
I think this is because as newcomers to SH5 they do not know what this means or, where to find how to do it.


To be honest , I don't care much about that...People should first learn to install and update the game before advancement to modding.

Step 1 is there only to emphasize that the mod should be used with clean game installation...

vdr1981
03-20-16, 01:46 PM
After installing this mod correctly i,ve been playing this mod for 3 days straight and its a work of art? It feels like a new game! But i have a question , i have a hard time finding any targets. Even with map contacts on in the option menu. I get radio messages with coordinates but i cant seem to pinpoint the on the map. How do i find the convoys?

You will receive all necessary data to intercept nearby convoys/TF...Coordinates, range, relative bearing, true bearing, convoy speed and heading ect... Without real navigation even small black square will appear on the map...

palmic
03-20-16, 02:16 PM
I think i found another bug.
Today i was commissioned by special mission (https://goo.gl/photos/orNkwxzurVzf4RuS6) (i had only patrols before).

When i sunk my first ship and i check captains log, i experienced CTD.
Next time (well for third when i realizes somethings wrong with my mission) i saved game just after sink it again (i started new patrol and i had the same objective) and just after ensuring there is NOTHING anywhere around i saved it, exit to win, restart game and load simply does not work (after meme loading screen just black screen).

oscar19681
03-20-16, 02:39 PM
You will receive all necessary data to intercept nearby convoys/TF...Coordinates, range, relative bearing, true bearing, convoy speed and heading ect... Without real navigation even small black square will appear on the map...

I have realnavigation installed, no black small square on the map for me. How do i pinpoint convoy,s?

vdr1981
03-20-16, 02:40 PM
I think i found another bug.
Today i was commissioned by special mission (https://goo.gl/photos/orNkwxzurVzf4RuS6) (i had only patrols before).

When i sunk my first ship and i check captains log, i experienced CTD.
Next time (well for third when i realizes somethings wrong with my mission) i saved game just after sink it again (i started new patrol and i had the same objective) and just after ensuring there is NOTHING anywhere around i saved it, exit to win, restart game and load simply does not work (after meme loading screen just black screen).

Strange...Something similar is happening only when you sink friendly ship. Which ship you've sunk , country, type, location?:hmmm:

palmic
03-20-16, 03:18 PM
Holland, don't remember type, I'm not home in 2 hours I'll find it

Ou and Holland is already invaded..

Husksubsky
03-20-16, 03:38 PM
Wouldnt that make em "friendly"? We dont sink french ship after France taken do we? As far as I know the brits sank some to prevent Germany from getting them.

Sjizzle
03-20-16, 04:02 PM
I have realnavigation installed, no black small square on the map for me. How do i pinpoint convoy,s?

there is convoy map chart in game take a look at it and u will see the convoy routes ..... in WWII there was u-boat captain who never saw a ship in they patrols .....to hunt a ship need patience and time....

vdr1981
03-20-16, 04:23 PM
Holland, don't remember type, I'm not home in 2 hours I'll find it

Ou and Holland is already invaded..

The game will recognize Holland ships as "axis" after invasion (homeports turn blue) even if they location and route can be sometimes questionable...

Yaivenov
03-20-16, 04:30 PM
Testing out TWoS full up with realnav and I'm puzzled. Why does my navigator take so long to plot a celestial fix? As I remember it never took the QM's more than about 5 minutes after shooting bearings and angles. :hmmm:




Other than that I finally feel like I'm playing a proper sub sim. Thanks to everyone who helped put this awesome megamod together. :salute:

palmic
03-20-16, 04:33 PM
I have realnavigation installed, no black small square on the map for me. How do i pinpoint convoy,s?

I never found anything in atlantic, i always met a boat only near english coastal waters, but its still 1940, happy times starts soon :-)

Keep it up and play only with real navigation, its really gamechanger, i already fixes my map position only manually by calculating speed, course and time in 50+% this is the first time i feel SH is really simulator, dont want to see waypoint system ever! :)

palmic
03-20-16, 04:35 PM
The game will recognize Holland ships as "axis" after invasion (homeports turn blue) even if they location and route can be sometimes questionable...

Ok so thats the reason, ill let him alive now! :up:

oscar19681
03-20-16, 05:14 PM
there is convoy map chart in game take a look at it and u will see the convoy routes ..... in WWII there was u-boat captain who never saw a ship in they patrols .....to hunt a ship need patience and time....

True that, but there,s gotto be a way to Find the coordinates of convoys bdu sends you.

oscar19681
03-20-16, 05:15 PM
I never found anything in atlantic, i always met a boat only near english coastal waters, but its still 1940, happy times starts soon :-)

Keep it up and play only with real navigation, its really gamechanger, i already fixes my map position only manually by calculating speed, course and time in 50+% this is the first time i feel SH is really simulator, dont want to see waypoint system ever! :)

Yes is does feel like a proper sim with this mod doesnt it?

oscar19681
03-20-16, 05:17 PM
I never found anything in atlantic, i always met a boat only near english coastal waters, but its still 1940, happy times starts soon :-)

Keep it up and play only with real navigation, its really gamechanger, i already fixes my map position only manually by calculating speed, course and time in 50+% this is the first time i feel SH is really simulator, dont want to see waypoint system ever! :)

Btw does anybody know a good tutorial for manual targeting with this mod? How do i het proper speed and AOb?

palmic
03-20-16, 05:34 PM
Btw does anybody know a good tutorial for manual targeting with this mod? How do i het proper speed and AOb?

1) I prefer RAOBF, because its instant way how to get AoB instead of not really precise drawing on map. You'll get even distance and speed with it, but its not usable without a little teaching how to use it, but its really handy as you'll get into it like many things what seems not really intuitive at start..

Check this 4 part video (https://www.youtube.com/watch?v=vmebnroFkB8) if you want to learn RAOBF.

This is new cool video (http://subsim.com/radioroom/showthread.php?t=225184) about TDC targeting and real navigation (definitelly recommended to all real navigation newbies) from TWOS fan.

2) Maybe this thread (http://subsim.com/radioroom/showthread.php?t=224627) gives you something new about TDC targeting, i believe it contains important things about it, because i didn't get these infos really from TDC's videos..

3) If you want to go deeper, this thread (http://subsim.com/radioroom/showthread.php?t=225129) shows really neat and quick ways how to set TDC to kill targets which you would let go otherwise because of bad position.. (and it really works in TWOS)

4) This looks like my advertising, but i dont really care if someone reads it, i just love to use trigonometry instead of map drawing :)
This thread (http://subsim.com/radioroom/showthread.php?p=2381877#post2381877) is about how to calculate target course just from distant hydrophone measuring more precise and quickly, than drawing 4 bearing method on map..
This way (http://subsim.com/radioroom/showthread.php?p=2382960#post2382960) you can calculate ideal approach bearing to your target.

palmic
03-20-16, 06:04 PM
True that, but there,s gotto be a way to Find the coordinates of convoys bdu sends you.

Yes you can, just jot it down to map by lat-long from message and draw their rough course (for instance sws could be somewhere between 185-220).
You have to wait for them under water to hear them even if you are not at the right place :salute:

Oh and check speed charts ingame (E / speed / speed charts for minutes or hours) on the top you could see how much knots could be slow, or medium convoy speed from BDU message to be able to expect the convoy at your position in rough time..

THEBERBSTER
03-20-16, 07:04 PM
Hi Vecko

People should first learn to install and update the game before advancement to modding.Installing the game is not the problem.
There are no instructions anywhere telling the noob where to find the updater hence the problem, whether un-modded stock or TWOS.
Ubisoft have made it difficult because you cannot see it when they have put the game updater application behind 2 folders.
Peter

oscar19681
03-21-16, 10:53 AM
Hi Vecko

Installing the game is not the problem.
There are no instructions anywhere telling the noob where to find the updater hence the problem, whether un-modded stock or TWOS.
Ubisoft have made it difficult because you cannot see it when they have put the game updater application behind 2 folders.
Peter

There are instuctions how to update the game in the how to install YouTube video.

THEBERBSTER
03-21-16, 02:28 PM
Hi oscar
How many gamers will actually take the trouble to view a long tutorial video?
If they did they would not be posting their problems on Subsim.
Its the same with the documentation, cannot be bothered to read it, then ask questions!
Peter

palmic
03-21-16, 02:53 PM
The main problem is that SH5 in general is totally ****ed up. In my opinion UBIsoft just harvested money by packaging old code from previous SH versions , added some multimedia content to look its actual and left the game partially unfinished.

And now you mod-guys do their work to put it together and teach people how to workaround their bugs..

Unfortunately this will be never-ending story, new fans will always come here asking their questions, its absolutely understandable they are not prepared to read long manual to how to save their game, because UBI's product just merges saves data in case of overwrite. (etc..)

Someone just need to love this game to overcome this as i do..

I have to thank you for all your effort. :up:

vdr1981
03-21-16, 03:53 PM
Hi oscar
How many gamers will actually take the trouble to view a long tutorial video?
If they did they would not be posting their problems on Subsim.
Its the same with the documentation, cannot be bothered to read it, then ask questions!
Peter

Peter, how much have you , me and other people from Subsim invested our spare time on all kind of mods , tutorials, fixes, tweaks, modlist, modpacks ect ect, just to make things at least a bit more easier for causal SH players in a flyby? I'm afraid even to think about it...:doh:

Now, If someone doesn't wish to waist 10-20 minutes of his life and google "how to patch SH5" I really couldn't care less.
Don't mix noob and newbies, those are two separate categories...:03:
Newbie is just a temporarily state while for noob no tutorial will be helpful and their will always blame someone else for their own incompetence...

The target group of TWoS are players who respect simulation genre and enjoy learning new things.
Anyone who finds reading/watching tutorials , manuals, documentation and tips boring, can freely move to SHO, Word of Warsh*its and similar craps...:) Not much for "reading" there...TWoS or any other SH expansion is simply not meant for them...Ende!

Sjizzle
03-21-16, 03:55 PM
Peter, how much have you , me and other people from Subsim invested our spare time on all kind of mods , tutorials, fixes, tweaks, modlist, modpacks ect ect, just to make things at least a bit more easier for causal SH players in a flyby? I'm afraid even to think about it...:doh:

Now, If someone doesn't wish to waist 10-20 minutes of his life and google "how to patch SH5" I really couldn't care less.
Don't mix noob and newbies, those are two separate categories...:03:
Newbie is just a temporarily state while for noob no tutorial will be helpful and their will always blame someone else for their own incompetence...

The target group of TWoS are players who respect simulation genre and enjoy learning new things.
Anyone who finds reading/watching tutorials , manuals, documentation and tips boring, can freely move to SHO, Word of War****s and similar craps...:) Not much for "reading" there...TWoS or any other SH expansion is simply not meant for them...Ende!

totally agree with u ... i have made this thread (http://www.subsim.com/radioroom/showthread.php?t=225274)
hopping that players will spend at lest 5 min to read it before install any mods or patch the game with TDW's Generic patcher

vdr1981
03-21-16, 03:58 PM
totally agree with u ... i have made this thread (http://www.subsim.com/radioroom/showthread.php?t=225274)
hopping that players will spend at lest 5 min to read it before install any mods or patch the game with TDW's Generic patcher

:up:

oscar19681
03-21-16, 05:01 PM
Yes you can, just jot it down to map by lat-long from message and draw their rough course (for instance sws could be somewhere between 185-220).
You have to wait for them under water to hear them even if you are not at the right place :salute:

Oh and check speed charts ingame (E / speed / speed charts for minutes or hours) on the top you could see how much knots could be slow, or medium convoy speed from BDU message to be able to expect the convoy at your position in rough time..

And how is this done exactly? The map only shows north west on the edges , and no east.

oscar19681
03-21-16, 05:02 PM
there is convoy map chart in game take a look at it and u will see the convoy routes ..... in WWII there was u-boat captain who never saw a ship in they patrols .....to hunt a ship need patience and time....

where can i find this ingame exactly?

oscar19681
03-21-16, 05:04 PM
Hi oscar
How many gamers will actually take the trouble to view a long tutorial video?
If they did they would not be posting their problems on Subsim.
Its the same with the documentation, cannot be bothered to read it, then ask questions!
Peter

well i didnt take the trouble at first and the result was a broken game. Only when i followed the steps multiple times and closely watched the YouTube instruction video and help from the community i made this mod work without a single CTD so far. And its been worth every minute i invested in making it work.

palmic
03-21-16, 07:05 PM
where can i find this ingame exactly?

E / shipping / any card from there..

You can see common convoy routes via atlantic and even others there..

palmic
03-21-16, 07:08 PM
And how is this done exactly? The map only shows north west on the edges , and no east.

Do you see the grid here (http://s6.postimg.org/khwh46a5t/SH5_Img_2016_01_18_15_30_48.jpg)?

You can see degrees labels at all sides of that grid.

If BDU tells you some LAT/LONG location, its always on this grid.
Every square of this grid has 60 "minutes". So if BDU address 50 degrees West, 30 minutes, youll just find middle of that square.

palmic
03-21-16, 07:09 PM
This game you have to deserve to play ;)

excel4004
03-21-16, 07:20 PM
Vecka and all the other moders - thx for all! :yeah:


:Kaleun_Cheers:

siege00
03-22-16, 11:50 AM
And how is this done exactly? The map only shows north west on the edges , and no east.

Also, at least in my experience when getting convoy information, you'll have a few messages that give you information about the contact which usually includes relative bearing, true bearing, distance, course, and speed estimate.

You can chart the contact from the information given by the officer there instead of trying to match Lat/Long coordinates.

palmic
03-22-16, 01:55 PM
That's just for quick orientation, there's nothing advanced about lat long on map in twos,. You just need to try to search it by Google

palmic
03-22-16, 02:02 PM
Possible bug: When you emerge, sound engineer should stop report closest contacts if you order it before

renard60
03-22-16, 04:06 PM
Hello here is I have a mission or it is necessary to go to AN7934 but on the card I see only AN79 how needs he to make to see AN7934 svp thank you

excel4004
03-22-16, 04:38 PM
Possible bug: When you emerge, sound engineer should stop report closest contacts if you order it before

Yes! Could that be fixed in future!? :hmmm:

THEBERBSTER
03-22-16, 06:22 PM
Hi renard
Check this out.
Post #169 How To Use The Kriegsmarine Grid Numbers (http://www.subsim.com/radioroom/showpost.php?p=2267181&postcount=169)

Peter

vdr1981
03-22-16, 06:39 PM
Also, at least in my experience when getting convoy information, you'll have a few messages that give you information about the contact which usually includes relative bearing, true bearing, distance, course, and speed estimate.

You can chart the contact from the information given by the officer there instead of trying to match Lat/Long coordinates.
Exactly...The range filter for these detailed reports (shown in message box and ships journal)can be set in upper right corner (400 km by default)...

That's just for quick orientation, there's nothing advanced about lat long on map in twos,. You just need to try to search it by Google
There is a Sjizzle's detailed lat/long chart/tool in real nav section...:hmm2:


Possible bug: When you emerge, sound engineer should stop report closest contacts if you order it before
Mine it does stop...:hmm2: I mean , I can select few more times "nearest hydro contact report" command until the the contact is declared "lost" but that's just a false/last registered bearing IMO...

Give me more details...

palmic
03-23-16, 02:47 AM
Mine it does stop...:hmm2: I mean , I can select few more times "nearest hydro contact report" command until the the contact is declared "lost" but that's just a false/last registered bearing IMO...

Give me more details...

Well its easy :)
Its typical situation when i escape, because as i found, hydrophone does not model real position of propeller of ships, so i use sound engineer for this - moving away/closing to be sure when i can select quicker run...

Soo.. When i select this reporting you wrote, then i emerge, Beno still reports contact bearing changes.
(i haven't check if the bearing is real, or only some last position he heard)
Hydrophone controls should return to "normal sweep" after emerging to avoiding this i thing..

vdr1981
03-23-16, 09:25 AM
...Beno still reports contact bearing changes.
...

Permanently or only for short period of time?

palmic
03-23-16, 09:57 AM
Permanently or only for short period of time?

I selected standard sweep pretty quick to not bother with that, ill try to debug it more next time, ill report :salute:

vdr1981
03-23-16, 10:19 AM
I selected standard sweep pretty quick to not bother with that, ill try to debug it more next time, ill report :salute:

Good , because if it's only for short period than I wouldn't pay much attention to it...Anyway, the best we can do is to report the issue in TDW NewUIs thread but that probably wont help much. TDW is done with SH5 unfortunately ...

palmic
03-23-16, 02:35 PM
Hmm i tried it right now and it seems its only once, thats ok for me, thanks!

BTW i really love DD's hunting AI, its really fun to fight with their tries to find you by some searching pattern and so...
Especially funny when he tries to shut down engines repeatedly to hear yours :)
Sometimes it seems to me they learn from my tricks which i try to escape from them.
Once i hanged after one DD and kept his tail for about minute in hard turn left, then just select rudder zero, i let ahead flank for a while as i was still behind him and then just all stop....
I ran just by inertia for very long time, much quicker, than at small speeds and without any sound.
After some his searching he heard me again because as i found, they can hear even 3.rd speed level even from long distance.
You can run at flank ahead even very close if you're behind him and he has engine on relatively faster, but since he is on "constant distance" course, i always switch 1. speed level..

vova78
03-24-16, 03:41 AM
Maybe add as upgrade "Quad 20mm Vierling" (https://postimg.org/image/ageb8wmsp/) on the second tower at Type VIIB (or "Double Flak")?

Kelsier
03-24-16, 05:41 AM
This is really no big deal IMO...I've intentionally created this "bug" in order to disable stock "Ctrl+Lmouse click" command (center sub on map). This cheat command is inconsistent with real nav addon. IIRC, you should be able to use this command if you dont have real nav addon enabled, but it's really not worth it. Real navigation is the essence of SH5...:yep:

I didn't know that there was a stock command using the same key combination, but I see why you would disable it. Since it's an intentional feature and not a "bug", I'll be happy to work around it :up:

I will probably appreciate it even more once I start playing with real nav, but I decided to play the first campaign on only 60% realism to get used to the basic tactics again and to be able to check my increasingly manual targeting solutions against the TDCs to spot methodical mistakes early. If I learn a wrong method for manual targeting and never hit anything once I start with real nav, I'll never be sure if it's just really bad luck, me not understanding real nav or me making constant mistakes is to blame...

Thanks for your reply and all the work and thought you and your fellow moddes put into this. Without it, SH5 would not be playable.

Regards,
Kelsier

JT1981
03-24-16, 10:19 AM
Hmm i tried it right now and it seems its only once, thats ok for me, thanks!

BTW i really love DD's hunting AI, its really fun to fight with their tries to find you by some searching pattern and so...
Especially funny when he tries to shut down engines repeatedly to hear yours :)
Sometimes it seems to me they learn from my tricks which i try to escape from them.
Once i hanged after one DD and kept his tail for about minute in hard turn left, then just select rudder zero, i let ahead flank for a while as i was still behind him and then just all stop....
I ran just by inertia for very long time, much quicker, than at small speeds and without any sound.
After some his searching he heard me again because as i found, they can hear even 3.rd speed level even from long distance.
You can run at flank ahead even very close if you're behind him and he has engine on relatively faster, but since he is on "constant distance" course, i always switch 1. speed level..

i think the dd is too smart than ww2's dd,they will call for reinforcements from nearby,so the dds who are hunting for you will be more and more..

i have been hunted by 17 dds once time,i think when you are detected by dd,it is meaning you wil take you a long l ong time for escaping

palmic
03-24-16, 11:20 AM
i think the dd is too smart than ww2's dd,they will call for reinforcements from nearby,so the dds who are hunting for you will be more and more..

i have been hunted by 17 dds once time,i think when you are detected by dd,it is meaning you wil take you a long l ong time for escaping

I think ww2 situation of u-boat spotted or heard by some DD was much worse than here, check some documentaries.
DD's was literally substituting until uboat ran out of oxygen and had to emerge..

Sjizzle
03-24-16, 05:13 PM
Originally Posted by palmic
That's just for quick orientation, there's nothing advanced about lat long on map in twos,. You just need to try to search it by Google


what u wanna know or what advanced about lat /long ?????

palmic
03-24-16, 06:34 PM
what u wanna know or what advanced about lat /long ?????

Errr, some guys tried to workaround lat/long reports of enemy convoys by readings from relative equivalents of these reports by navigator (bearing 350, 30 km from us)

I just tried to lead them to find out, that lat/long is definitely nothing hard to learn and more effective way to get this infos. :)

Sjizzle
03-25-16, 03:57 AM
Errr, some guys tried to workaround lat/long reports of enemy convoys by readings from relative equivalents of these reports by navigator (bearing 350, 30 km from us)

I just tried to lead them to find out, that lat/long is definitely nothing hard to learn and more effective way to get this infos. :)

i can explain how to find the approximate convoy / ship heading from a bdu message.

Example:



Convoy report at 49.43N, 12.49W heading NNE speed medium

49.43 degree is from the equator 49 degree to north with tdw's ui u can see map coordinators on the left and right side of the map....for the 43 min use my chart for that.
12.49 is also simple u need to go to west 12 degree from GMT which one is 0 degree and the 49 also u my chart for that.

Now for the course.

N = 349 - 11
NNE = 11 - 34
NE = 34 - 56
ENE = 68 - 79
E = 79 - 101
ESE = 101 - 124
SE = 124 - 146
SSE = 149 - 169
S = 169 - 191
SSW = 191 - 214
SW = 214 - 236
WSW = 236 - 259
W = 259 - 281
WNW = 281 - 304
NW = 304 - 326
NNW = 236 - 349

so the convoy heading is NNE which one mean is between 11 - 34 degrees

vdr1981
03-25-16, 05:59 AM
i can explain how to find the approximate convoy / ship heading from a bdu message.

Example:



Convoy report at 49.43N, 12.49W heading NNE speed medium

49.43 degree is from the equator 49 degree to north with tdw's ui u can see map coordinators on the left and right side of the map....for the 43 min use my chart for that.
12.49 is also simple u need to go to west 12 degree from GMT which one is 0 degree and the 49 also u my chart for that.

Now for the course.

N = 349 - 11
NNE = 11 - 34
NE = 34 - 56
ENE = 68 - 79
E = 79 - 101
ESE = 101 - 124
SE = 124 - 146
SSE = 149 - 169
S = 169 - 191
SSW = 191 - 214
SW = 214 - 236
WSW = 236 - 259
W = 259 - 281
WNW = 281 - 304
NW = 304 - 326
NNW = 236 - 349

so the convoy heading is NNE which one mean is between 11 - 13 degrees

hanks for the info Sjizzle! :up:

What would be really useful IMO is if someone could enhance tool helper appearance to something like this and to reflect previous info...

http://s6.postimg.org/58beg15o1/SH5_Img_2016_03_20_23_26_51.jpg

What do you think Sjizzle? Could you do that?:hmm2:

palmic
03-25-16, 06:03 AM
Wow, that's nice!

Sjizzle
03-25-16, 06:53 AM
hanks for the info Sjizzle! :up:

What would be really useful IMO is if someone could enhance tool helper appearance to something like this and to reflect previous info...



What do you think Sjizzle? Could you do that?:hmm2:


yea i can make something like that .....i will need a day or 2 cos a bit bussy in RL :D

palmic
03-25-16, 07:08 AM
If you will be on it, you could even think about making info chart for using large optics range estimation (http://www.subsim.com/radioroom/showthread.php?t=209462).

I dont need it, i printed it :)

But it seems to be a shame most of players dont use one of most important UI they have just because most of them dont know how to use that.

Sjizzle
03-25-16, 07:15 AM
heya Vecko do u mean something like this



http://www.mediafire.com/convkey/015e/2hyh471yc8m8am4zg.jpg

vdr1981
03-25-16, 07:53 AM
heya Vecko do u mean something like this

[/IMG]

Hey, those are Gap's tools right? I've totally forgot about them...:doh: I must check them, I should probably find there what I need ...:up:

Sjizzle
03-25-16, 08:25 AM
Hey, those are Gap's tools right? I've totally forgot about them...:doh: I must check them, I should probably find there what I need ...:up:


here we go some of them http://www.subsim.com/radioroom/showthread.php?t=175050
and gap's one here http://www.subsim.com/radioroom/showthread.php?t=181432

palmic
03-25-16, 11:58 AM
Hi guys, is there some historical mission supposed to be good for TDC training? I really like this situation (https://www.youtube.com/watch?v=Pc42omH5iio&feature=youtu.be&t=1m16s), but from what i saw in TWOS, there is nothing like this in historical missions.

siege00
03-25-16, 12:20 PM
Hi Vecko and Sjizzle,

Would it be possible to include a mod to the MoBo that's included in Charts(E)? In Makman's UI, he made the MoBo so that only the top (or edges) were draggable so that one could plot over the top of it. I think that'd be a great addition since one could then plot and do relative motion analysis.

Thoughts?

Thanks!
Siege

Sjizzle
03-25-16, 01:21 PM
Hi Vecko and Sjizzle,

Would it be possible to include a mod to the MoBo that's included in Charts(E)? In Makman's UI, he made the MoBo so that only the top (or edges) were draggable so that one could plot over the top of it. I think that'd be a great addition since one could then plot and do relative motion analysis.

Thoughts?

Thanks!
Siege

for that one we need TDW back or some with TDW's Skills i know that in DrJones MagUI for SH5 u can do it too which one is nothing else then Makman's SH3 UI :D

vdr1981
03-25-16, 01:32 PM
Has anyone played any Mediterranean campaign recently? Some impressions?:hmm2:

palmic
03-25-16, 01:45 PM
Sometimes i experience strange thing.
Right now i have 15m wind in report, but sea is absolutely calm

Sjizzle
03-25-16, 01:53 PM
Sometimes i experience strange thing.
Right now i have 15m wind in report, but sea is absolutely calm

i remember something about this wind and sea bug there was a fix made by fifi....i need do a search for it

Edit:

Found it :D

DynEnv v2.9 - Wave Mechanics - Gale (Improved) (http://www.mediafire.com/?cgnmx9hv5gfbl6y) (date added: 9 May 2013)
This is a big improvement over the Wave Mechanics - Gale optional mod featured in DynEnv v2.9, which now contains Fifi's tweaks (thank you again mate!). JSGME ready. Enable it any time in place of any other wave mechanics mod. Compatible with DynEnv v2.9 - Sobers Best Ever Tweaks (enabled DynEnv v2.9 - Wave Mechanics - Gale (Improved) and let JSGME to overwrite the conflicting file).

palmic
03-25-16, 02:12 PM
Give it a try, thanks! :salute:

I just need to wait till night and solve small convoy i shadow :D

vdr1981
03-25-16, 02:20 PM
Sometimes i experience strange thing.
Right now i have 15m wind in report, but sea is absolutely calm

i remember something about this wind and sea bug there was a fix made by fifi....i need do a search for it

Edit:

Found it :D

DynEnv v2.9 - Wave Mechanics - Gale (Improved) (http://www.mediafire.com/?cgnmx9hv5gfbl6y) (date added: 9 May 2013)
This is a big improvement over the Wave Mechanics - Gale optional mod featured in DynEnv v2.9, which now contains Fifi's tweaks (thank you again mate!). JSGME ready. Enable it any time in place of any other wave mechanics mod. Compatible with DynEnv v2.9 - Sobers Best Ever Tweaks (enabled DynEnv v2.9 - Wave Mechanics - Gale (Improved) and let JSGME to overwrite the conflicting file).

Known game issue, no fix. The weather will return to normal after next weather change. SeaPerameters.cfg settings (waves mechanics) can't help here...