View Full Version : [REL]The Wolves of Steel - SH5 Megamod
as i expected, thanks :salute:
Husksubsky
03-25-16, 07:05 PM
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
Never give up :salute:
Im not really sure where excactly you struggle, but things can be done simple.
If you hear a closing contact just draw a bearing line from a reference point that can be wherever. Wait six minutes then draw a new bearing line. Then draw a line between the two lines where you think ship goes.
If you think about it you now know a lot about target. Approx speed is already given by hydroguy.
Then start to move in position and plot yourself from reference point and take new readings. Its fun .
Thats just one of many methods. Good hunting
Bwahahah, now i sunk Cimarron with Medium class troop transport even they were zigZaging as hell! :arrgh!:
It was salvo of all 4 eels from standing position to 90 degrees target and thx to their zig zag path it really did not result as i wanted, but everyone got 1 torp.
But it was for a price - troop was broken in half by torpedo which was targeted to tanker, tanker got one targeted to its nose (but got it to the middle and was only burning..).
I emerged... And .. the Cimarron started to fire (which was totally unexpected) aaand he injured my navigator..
So now i have to really learn manual celestial navigation :sunny:
Husksubsky
03-25-16, 10:32 PM
Is Iceland neutral June 40? port is red. I read that it was invaded by Brits May 40 I think.
I let a freighter pass but it acted like ally and crew recomended it as deckguntarget. Are all countries with red ports ally?
Is it always safe to take crews advice?
Im noob in HT :)
Sjizzle
03-26-16, 03:57 AM
Is Iceland neutral June 40? port is red. I read that it was invaded by Brits May 40 I think.
I let a freighter pass but it acted like ally and crew recomended it as deckguntarget. Are all countries with red ports ally?
Is it always safe to take crews advice?
Im noob in HT :)
all red ports are ally all blue one are axis .....
Husksubsky
03-26-16, 04:02 AM
all red ports are ally all blue one are axis .....
Thx :salute:
Err .. Is it possible to set to NOT to fix map position after loading the game? :)
My effort to desperately find my position fix without injured navigator are gone after morning coffee because of this :-?
vdr1981
03-26-16, 09:58 AM
Err .. Is it possible to set to NOT to fix map position after loading the game? :)
My effort to desperately find my position fix without injured navigator are gone after morning coffee because of this :-?
I think you can set that in OFEV, real navigation tab...:hmm2:
Sjizzle
03-26-16, 10:48 AM
I think you can set that in OFEV, real navigation tab...:hmm2:
yea u can set it from OFEV to not show the naigation fix on the map
Nice! This will be totally awesome with saving navigation fixes between sessions via captains log journal! :rock:
Bug report: I use Uplay version of game patched to v1.2.0 with TWoS 1.05 - Update No. 08
On the boat Type VIIB with double Flak tower upgrades (as in the screenshot to your forum signature Vecko) the second shooter (https://s20.postimg.org/8sb0zw0h9/SH5Img@2016-03-26_21.51.07.jpg) have wrong animation (https://s20.postimg.org/euinqdox9/SH5Img@2016-03-26_21.51.27.jpg) to sit at the gun. And when you try to remove the crew from Flak cannon using F6 key - CTD (with "Improved 2cm Flak 30", with "2cm Flak 30" no CTD). If you remove the crew from Flak cannon through the Watch Officer (with "Improved 2cm Flak 30") was no CTD.
vdr1981
03-26-16, 12:34 PM
Bug report: I use Uplay version of game patched to v1.2.0 with TWoS 1.05 - Update No. 08
On the boat Type VIIB with double Flak tower upgrades (as in the screenshot to your forum signature Vecko) the second shooter (https://s20.postimg.org/8sb0zw0h9/SH5Img@2016-03-26_21.51.07.jpg) have wrong animation (https://s20.postimg.org/euinqdox9/SH5Img@2016-03-26_21.51.27.jpg) to sit at the gun. And when you try to remove the crew from Flak cannon using F6 key - CTD (with "Improved 2cm Flak 30", with "2cm Flak 30" no CTD). If you remove the crew from Flak cannon through the Watch Officer (with "Improved 2cm Flak 30") was no CTD.
Thanks..:up:Confirmed.
I've probably messed up something with my gunners scrip tweaks for U-FlaK...:hmmm: I'll see what I can do...
vdr1981
03-26-16, 01:40 PM
OK Vova, please take this file and extract it to your "data/Scripts/AI/Crew" folder, overwrite all ...This should do the trick...
Good find...:up:
http://www.mediafire.com/download/g7a3jzq90g2b770/Crew_Idle_Actions_QR1.rar
EDIT:
Nope, still not good, the crewman sits when sub is equipped with improved 30mm gun...:hmmm:
No CTDs for me however...
Sjizzle
03-26-16, 01:42 PM
vecko did u find a map tool what are u looking for.... or u want me to start making one ????
vdr1981
03-26-16, 01:44 PM
vecko did u find a map tool what are u looking for.... or u want me to start making one ????
No need for that, but thank you anyway! :up:
I'll take one of the gap's tools or one created by me...:yep:
yea u can set it from OFEV to not show the naigation fix on the map
Hmmm this is unfortunately not what i wanted, i want the real nav to not fix my position when i reload my save game - its exploit, i load the game and magically knows where i am at the moment..
(i want to be forced to get my initial fix after load game manually/or by navigator)
I haven't found TDW option for this.. :hmmm:
vdr1981
03-26-16, 01:51 PM
Hmmm this is unfortunately not what i wanted, i want the real nav to not fix my position when i reload my save game - its exploit, i load the game and magically knows where i am at the moment..
I haven't found TDW option for this.. :hmmm:
Heh, I understand what you want but I don't think that's possible. You can only chose between visible starting N1C mark and no navigator marks at all (IIRC).
That initial N1C mark is mandatory for real nav and it cant be removed...
Sjizzle
03-26-16, 01:59 PM
No need for that, but thank you anyway! :up:
I'll take one of the gap's tools or one created by me...:yep:
Ok np
now i wanna ask u something can u send me when u have time all the tweaks what u have made in OH II i wanna do some test with MagUi if they are compatible ?
thx
vdr1981
03-26-16, 02:09 PM
Ok np
now i wanna ask u something can u send me when u have time all the tweaks what u have made in OH II i wanna do some test with MagUi if they are compatible ?
thx
Yes, I've promise to extract the files for Sober too but I'm not done yet.
Right now I'm "tuning" Mediterranean campaigns because right now it's unholy madness there and the game is really unstable.
I'll try to upload the files tonight or tomorrow morning...:yep:
OK Vova, please take this file and extract it to your "data/Scripts/AI/Crew" folder, overwrite all ...This should do the trick...
Good find...:up:
http://www.mediafire.com/download/g7a3jzq90g2b770/Crew_Idle_Actions_QR1.rar
EDIT:
Nope, still not good, the crewman sits when sub is equipped with improved 30mm gun...:hmmm:
No CTDs for me however...
Thank you for such a quick response! :up: The same goes for me - CTD was gone. "2cm Flak 30" gunner animation is now correct. There was only "Improved 2cm Flak 30" wrong animation.
Flack gun is more effective, than deck gun against ships.
Just try to attack unarmed merchant by flack he shells. Everything start to explode, this looks like cartoon, rather than sim ;-)
I would vote for flak gun to be totally ineffective on ships.
fitzcarraldo
03-26-16, 10:02 PM
I want to try the SH4 UI in TWoS. Before make the changes in OFEV...Someone tried it? Is it stable? Work all commands?
Many thanks and happy Easter!
Fitzcarraldo :salute:
Happy Easter fitzcarraldo :)
I haven't tried it, I'm happy with current TWOS default :salute:
vdr1981
03-27-16, 05:35 AM
Flack gun is more effective, than deck gun against ships.
Just try to attack unarmed merchant by flack he shells. Everything start to explode, this looks like cartoon, rather than sim ;-)
I would vote for flak gun to be totally ineffective on ships.
Then don't use flak against unarmed merchants...
I can easily do barrel roll with PMDG 737-800 but still, this is one of the best commercial jet simulations ever. It's all mater of perspective and approach.
No offense, it was ment just as report :)
TWOS is really best SH i played.
vdr1981
03-27-16, 07:30 AM
Ok np
now i wanna ask u something can u send me when u have time all the tweaks what u have made in OH II i wanna do some test with MagUi if they are compatible ?
thx
Check Sobers thread Sjizzle...:yep:
No offense, it was ment just as report :)
TWOS is really best SH i played.
Non taken...SH is not created by me after all, all credits for stock nonsense go exclusively to SH developers and Ubisoft...:)
Try to disable "guns decreasing armor" (SH collision.act) patch via TDW generic patcher and see what effect this change will have on the problem...
I can reduce strength of ingame AA shells quite easily but this could also have some unwanted effects on gameplay...Complete revision of shells "explosive" values could be a monumental task and this is the main reason why no one step up to the task after all this years...
Understand, thank you :salute:
Sjizzle
03-27-16, 09:25 AM
Check Sobers thread Sjizzle...:yep:
thx a lot :up:
OK Vova, please take this file and extract it to your "data/Scripts/AI/Crew" folder, overwrite all ...This should do the trick...
Good find...:up:
http://www.mediafire.com/download/g7a3jzq90g2b770/Crew_Idle_Actions_QR1.rar
EDIT:
Nope, still not good, the crewman sits when sub is equipped with improved 30mm gun...:hmmm:
No CTDs for me however...
Vecko, I found a bug and fixed it (https://mega.nz/#!iVFnmbBS!298kEhwo0WqkO7oHHtZdYvz2INgjNslONNz3PFk 6KZU) (screen_1 (https://s20.postimg.org/m3dl1dt2l/SH5Img@2016-03-28_04.27.05.jpg), screen_2 (https://s20.postimg.org/njp3jivzh/SH5Img@2016-03-28_04.25.42.jpg)) :) To see where the error was comparatively files using "WinMerge" (http://winmerge.org/) program. Thank you gave a clue exactly where to look for the problem:salute:
This would be awesome main menu (https://youtu.be/cAdiWFEd4Vc) for TWOS! :rock:
siege00
03-27-16, 10:51 PM
Ok np
now i wanna ask u something can u send me when u have time all the tweaks what u have made in OH II i wanna do some test with MagUi if they are compatible ?
thx
Sjizzle, if you find Magui to be compatible, please let us know! I really like the Magui ambience. Does it have Real Nav scripts?
Sjizzle
03-28-16, 03:13 AM
heya vecko i wanna ask u if u know from where i can change the UZO axis rotation to 90
and the angular angle to 91 in cameras.dat it's really need it for the sextant to be more accurate .... or if some else know pls let me know
i wanna ask u if u know from where i can change the UZO axis rotation
Also I would like to know it (to UZO does not rotate 180 degrees as it is now, to limit to 60 degrees left and right). In the setting of the cameras.cam is like a link to the external parameter (https://s20.postimg.org/50jzxcr59/cameras-cam.jpg).
vdr1981
03-28-16, 07:07 AM
Vecko, I found a bug and fixed it (https://mega.nz/#!iVFnmbBS!298kEhwo0WqkO7oHHtZdYvz2INgjNslONNz3PFk 6KZU) (screen_1 (https://s20.postimg.org/m3dl1dt2l/SH5Img@2016-03-28_04.27.05.jpg), screen_2 (https://s20.postimg.org/njp3jivzh/SH5Img@2016-03-28_04.25.42.jpg)) :) To see where the error was comparatively files using "WinMerge" (http://winmerge.org/) program. Thank you gave a clue exactly where to look for the problem:salute:
Thanks Vova !:up:
I've already did something similar , however middle quad gunner on U-FlaK will have to use standing animation in order to fix all other gunners animations in all all other U-boat/weapons types...
This would be awesome main menu (https://youtu.be/cAdiWFEd4Vc) for TWOS! :rock:
Something similar:hmm2:...http://www.subsim.com/radioroom/downloads.php?do=file&id=4719
Does it have Real Nav scripts?
No...With magui you can only do hard core real navigation or stock GPS navigation...This UI does not support navigators scripts...
heya vecko i wanna ask u if u know from where i can change the UZO axis rotation to 90
and the angular angle to 91 in cameras.dat it's really need it for the sextant to be more accurate .... or if some else know pls let me know
To the best of my knowledge, all cameras related settings anre stored in Library/Cameras.cam file... :hmmm:
I'm not sure that TDW sextant uses settings from the same file though...:hmmm:
This would be awesome main menu (https://youtu.be/cAdiWFEd4Vc) for TWOS! :rock:
Did this. (https://mega.nz/#!uRl2maSJ!ESUwHx_85ZfSepzR66y4-QIGui2cKrVidee6WxL6WBk) Enjoy!:salute:
Scrinshots: №1 (https://s20.postimg.org/jq9fflist/SH5Img@2016-03-28_19.41.40.jpg), №2 (https://s20.postimg.org/nb5aytncd/SH5Img@2016-03-28_19.42.11.jpg), №3 (https://s20.postimg.org/gyq5ozka5/SH5Img@2016-03-28_19.42.38.jpg), №4 (https://s20.postimg.org/yq1s3fzot/SH5Img@2016-03-28_19.42.48.jpg), №5 (https://s20.postimg.org/uibl8fnn1/SH5Img@2016-03-28_19.43.12.jpg), №6 (https://s20.postimg.org/3lrm044tp/SH5Img@2016-03-28_19.43.37.jpg), №7 (https://s20.postimg.org/4pbqc2pgt/SH5Img@2016-03-28_19.44.42.jpg), №8 (https://s20.postimg.org/lr4ke64bx/SH5Img@2016-03-28_19.44.48.jpg), №9 (https://s20.postimg.org/da5238zn1/SH5Img@2016-03-28_19.44.51.jpg)
Wow THANKS, this is actualy best MM i've ever seen anywhere! :rock::subsim:
Sjizzle
03-28-16, 09:23 AM
To the best of my knowledge, all cameras related settings anre stored in Library/Cameras.cam file... :hmmm:
I'm not sure that TDW sextant uses settings from the same file though...:hmmm:
yea i know where is located but i wanna know which line is for UZO to change the angular angle to 91 to see if the FOV will change to 60 if yup then all measurement with sextant must be 100% accurate :D
vdr1981
03-28-16, 10:48 AM
yea i know where is located but i wanna know which line is for UZO to change the angular angle to 91 to see if the FOV will change to 60 if yup then all measurement with sextant must be 100% accurate :D
I'm only aware of these parameters...:hmmm:
http://s6.postimg.org/bvuogs1yl/Capture.jpg (http://postimg.org/image/bvuogs1yl/)
Sjizzle
03-28-16, 10:55 AM
I'm only aware of these parameters...:hmmm:
thx a lot i was opening the cameras.cam silent 3d editor and there is not specified UZO or something else :D....
i will use now goblin editor
vdr1981
03-28-16, 01:31 PM
I think I'll go with these Gap's tool, they certainly look mega cool...:)
http://s6.postimg.org/pe1kt2e3x/SH5_Img_2016_03_27_20_53_44.jpg (http://postimg.org/image/pe1kt2e3x/)
I'll also try to upload new update this evening...
No. 09 WIP
- KSDCommander update to latest version.
- Few tuning tweaks in Airstrikes.cfg file.
- Gap's authentic KM map tools.
- Fix for faulty light FlaK gunners animations.
- Menu.txt: added "multiple contacts" message when group of sea/air units is detected.
- Merged speed conversion charts.
- Reduced strength of 20mm shells.
- American neutrality date fix.
- Performance and stability optimization tweaks for Mediterranean campaigns (TF,alied/german subs spawn freq., airbases skill level).
- New campaign layer containing several more distant coastal destroyers patrols around British isles (later campaigns only, advancing from "competent" to "elite" skill).
- All airbases in opening CW campaign from "veteran" to "competent" in order to simulate less trianed airman crews.
zorro69michel007
03-28-16, 02:07 PM
Hi the captain, I am a member of Miles - Sabord .
Excuse my english I translated by Google translation . :oops:
I use the super mods " The Wolves of Steel 1.05 The Wolves of Steel with 1.05 and Update No. 08 , I like to know if there is a mod that translates into French compatible with 1.05 update 8, because the only mods found in French is for the 1.03 and is not compatible and stable to 1.05. Thank you for taking your time to read to message.:D
Best regards.
Sjizzle
03-28-16, 02:24 PM
I think I'll go with these Gap's tool, they certainly look mega cool...:)
http://s6.postimg.org/pe1kt2e3x/SH5_Img_2016_03_27_20_53_44.jpg (http://postimg.org/image/pe1kt2e3x/)
I'll also try to upload new update this evening...
No. 09 WIP
- KSDCommander update to latest version.
- Few tuning tweaks in Airstrikes.cfg file.
- Gap's authentic KM map tools.
- Fix for faulty light FlaK gunners animations.
- Menu.txt: added "multiple contacts" message when group of sea/air units is detected.
- Merged speed conversion charts.
- Reduced strength of 20mm shells.
- American neutrality date fix.
- Performance and stability optimization tweaks for Mediterranean campaigns (TF,alied/german subs spawn freq., airbases skill level).
- New campaign layer containing several more distant coastal destroyers patrols around British isles (later campaigns only, advancing from "competent" to "elite" skill).
- All airbases in opening CW campaign from "veteran" to "competent" in order to simulate less trianed airman crews.
yea gap's tool are amazing i really love them..... i think that u must write somewhere this
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
a notepad would be damn awesome in this game where u can write down some stuffs .....
Sjizzle
03-28-16, 03:00 PM
btw Vecko
really sad that naights didn't finished this one .....would damn nice for your mega mod
http://www.mediafire.com/convkey/3caf/axfkaoptcvopx7x6g.jpg
excel4004
03-28-16, 04:21 PM
I think I'll go with these Gap's tool, they certainly look mega cool...:)
http://s6.postimg.org/pe1kt2e3x/SH5_Img_2016_03_27_20_53_44.jpg (http://postimg.org/image/pe1kt2e3x/)
I'll also try to upload new update this evening...
No. 09 WIP
- KSDCommander update to latest version.
- Few tuning tweaks in Airstrikes.cfg file.
- Gap's authentic KM map tools.
- Fix for faulty light FlaK gunners animations.
- Menu.txt: added "multiple contacts" message when group of sea/air units is detected.
- Merged speed conversion charts.
- Reduced strength of 20mm shells.
- American neutrality date fix.
- Performance and stability optimization tweaks for Mediterranean campaigns (TF,alied/german subs spawn freq., airbases skill level).
- New campaign layer containing several more distant coastal destroyers patrols around British isles (later campaigns only, advancing from "competent" to "elite" skill).
- All airbases in opening CW campaign from "veteran" to "competent" in order to simulate less trianed airman crews.
Love Gaps map tools! :up:
The other fixes sounds amazing!! :yeah:
Thanks a lot Vecka!
vdr1981
03-28-16, 04:21 PM
btw Vecko
really sad that naights didn't finished this one .....would damn nice for your mega mod
It looks truly amassing...:yep:
Uploading new update right now... Check download section in a few minutes...
No. 09
- KSDCommander update to latest version.
- Few tuning tweaks in Airstrikes.cfg file.
- Gap's authentic KM map tools.
- Fix for faulty light FlaK gunners animations.
- Menu.txt: added "multiple contacts" message when group of sea/air units is detected.
- Merged speed conversion charts.
- Reduced strength of 20mm shells.
- American neutrality date fix.
- Performance and stability optimization tweaks for Mediterranean campaigns (TF,alied/german subs spawn freq., airbases skill level).
- New campaign layer containing several more distant coastal destroyers patrols around British isles (later campaigns only, advancing from "competent" to "elite" skill).
- All airbases in opening CW campaign from "veteran" to "competent" in order to simulate less trained airman crews.
:subsim:
excel4004
03-28-16, 04:23 PM
btw Vecko
really sad that naights didn't finished this one .....would damn nice for your mega mod
http://www.mediafire.com/convkey/3caf/axfkaoptcvopx7x6g.jpg
OMG, how nice looks that!!! :o :rock:
excel4004
03-28-16, 04:56 PM
Vecka, could you pls have a look at this "german uniform mod" which works nice and looks amazing! Would be a good addon for the next update. Mod created by Kobiwaldi.
Deutsche Uniformen für die Crew (Highres)
Download: Klick mich (http://www.mediafire.com/download/99oke7gesn2oxok/Deutsche+Uniformen.7z)
Reduced strength of 20mm shells.
HAHa thank you for that Vecko :up:
Subwolf
03-29-16, 12:52 AM
Great mod, but I don't understand why auto TDC was disabled. I mean, they didn't have time to mess around with rulers and charts when attacking a convoy, in a dangerous area with enemy escorts.
The UZO or Attack Periscope provided the necessary data for a firing solution in less than a minute. That's why I'd say auto TDC is more realistic. I know how to enable it, just my opinion.
siege00
03-29-16, 01:03 AM
Great mod, but I don't understand why auto TDC was disabled. I mean, they didn't have time to mess around with rulers and charts when attacking a convoy, in a dangerous area with enemy escorts.
The UZO or Attack Periscope provided the necessary data for a firing solution in less than a minute. That's why I'd say auto TDC is more realistic. I know how to enable it, just my opinion.
I think too many people (at least that's how I felt) felt, after playing a while, that auto TDC was kind of like arcade mode. With the sighting tools available and attack disk, you can still calculate firing solutions in around a minute -- sometimes it takes me longer, but I can usually get enough data with a degree of accuracy that lets me put torps on target majority of the time. Manual TDC just raised the challenge of the game.
siege00
03-29-16, 01:09 AM
Can TWoS updates be installed mid-patrol? I thought I read somewhere that I should wait until back at base (between patrols), but I can't seem to find that right now to verify and I want to install the new updates. I'm currently at sea.
WildBlueYonder
03-29-16, 03:21 AM
Is it only me or JSGME is not present in this update? Do I have to download it separately?
Sjizzle
03-29-16, 03:26 AM
Is it only me or JSGME is not present in this update? Do I have to download it separately?
u don't need other JSGME if u have the old one from TWOS ....cos only TWOS get updated not JGSME.....
vdr1981
03-29-16, 06:00 AM
Great mod, but I don't understand why auto TDC was disabled. I mean, they didn't have time to mess around with rulers and charts when attacking a convoy, in a dangerous area with enemy escorts.
The UZO or Attack Periscope provided the necessary data for a firing solution in less than a minute. That's why I'd say auto TDC is more realistic. I know how to enable it, just my opinion.
Hehe, whaaat? :haha:
How in the world automatic targeting can be more realistic than the actual real stuff? Of course that TDC will calculate your firing solutions after few sec but only after you enter some data in it. It's a "computer" goddammit, you must first enter 2+2 in order to get 4 as a result...:)
Laser range finders and radar technology as we know it today was nonexistent in WW2, you do know that I'm sure...
Last night I attacked large convoy bound for Malta in poor visibility and very rough weather. I didn't do any measurements, calculations ect...I just positioned my U-boat, fired salvo of 4 torpedoes into the convoy (+ 1 from stern tube) and runaway into the darkens... Struck two ships (tanker and freighter).
Cant be more realistic than this...:03:
Great mod, but I don't understand why auto TDC was disabled. I mean, they didn't have time to mess around with rulers and charts when attacking a convoy, in a dangerous area with enemy escorts.
The UZO or Attack Periscope provided the necessary data for a firing solution in less than a minute. That's why I'd say auto TDC is more realistic. I know how to enable it, just my opinion.
If you mean real wolves in ww2 was not messing with input data so much, you're right. They often just guessed, but they really wasn't close to 100% success with torpedos, many aces was returning without eels with 0% success more often, you would expect.
In order to get high chance to hit, you have to prepare solution carefully and that's exactly what they did even before.
vdr1981
03-29-16, 06:16 AM
Can TWoS updates be installed mid-patrol? I thought I read somewhere that I should wait until back at base (between patrols), but I can't seem to find that right now to verify and I want to install the new updates. I'm currently at sea.
If you already have update 07 or 08 enabled, then you can enable last update in the middle of the patrol without any issues ...
Vecka, could you pls have a look at this "german uniform mod" which works nice and looks amazing! Would be a good addon for the next update. Mod created by Kobiwaldi.
Deutsche Uniformen für die Crew (Highres)
Download: Klick mich (http://www.mediafire.com/download/99oke7gesn2oxok/Deutsche+Uniformen.7z)
The mod is OK because it only contains texture (dds) files...
However, I've noticed that almost all dds files are approximately 5 times larger than the original textures so this may pose some problem for the game in some situations (knowing SH5 poor memory management ability):hmmm:
In short:
Is the mod compatible ? Yes
Will it cause some problems due to increased files size? I don't know...
Sjizzle
03-29-16, 06:26 AM
Great mod, but I don't understand why auto TDC was disabled. I mean, they didn't have time to mess around with rulers and charts when attacking a convoy, in a dangerous area with enemy escorts.
The UZO or Attack Periscope provided the necessary data for a firing solution in less than a minute. That's why I'd say auto TDC is more realistic. I know how to enable it, just my opinion.
sorry to disapoint u but auto tdc is not more realistic .....before they attack a convoy they had plenty of information about that convoy like speed / course / number of ships in that convoy, if that convoy was escorted or nope etc etc ....also on the u-boats they have already prepared the torpedos speed and other settings
btw Vecko
really sad that naights didn't finished this one .....would damn nice for your mega mod
http://www.mediafire.com/convkey/3caf/axfkaoptcvopx7x6g.jpg
Looks nice, but if it does not allow to control course by scroll (like sh3 UI for example) its useless.
This is reason why i stick with SH5 ui, you just hover your mouse over and scroll exactly where you want to without need to fix that course.
And with shift precisely of course..
fitzcarraldo
03-29-16, 07:53 AM
Thanks for the new update, Vecko. Downloading now.
Best regards.
Fitzcarraldo :salute:
siege00
03-29-16, 08:01 AM
If you already have update 07 or 08 enabled, then you can enable last update in the middle of the patrol without any issues ...
Woohoo! Thanks for the info Vecko. I'm running 07 so will install today! :D
siege00
03-29-16, 08:03 AM
Looks nice, but if it does not allow to control course by scroll (like sh3 UI for example) its useless.
This is reason why i stick with SH5 ui, you just hover your mouse over and scroll exactly where you want to without need to fix that course.
And with shift precisely of course..
I really like the look of the UI. Wonder if it was going to have a large compass... The things that could've been. May make a duplicate and try Dr. Jones' Magui following Sjizzle's lead. ;)
fitzcarraldo
03-29-16, 10:47 AM
This is a question @ Sjizzle:
I like to use your SweetFx settings (warm colours look great in my installation), but I would to change the crispy borders in the settings, for the standard, SH5/TWoS "lightly blurred" set. What is the variable in the settings to do this in the SweetFX config file?
Many thanks in advance!!!!
Best regards.
Fitzcarraldo :salute:
excel4004
03-29-16, 11:08 AM
If you already have update 07 or 08 enabled, then you can enable last update in the middle of the patrol without any issues ...
The mod is OK because it only contains texture (dds) files...
However, I've noticed that almost all dds files are approximately 5 times larger than the original textures so this may pose some problem for the game in some situations (knowing SH5 poor memory management ability):hmmm:
In short:
Is the mod compatible ? Yes
Will it cause some problems due to increased files size? I don't know...
Hmmm, i want a stable game so maybe i will remove the mod then.:hmm2:
In the past i got no CTDs with this mod in my list but at the moment i feel like that i dont want to experiment too much.:D
In future there will be a time i will use/test this mod again and give you then a test result - if you want to.
THEBERBSTER
03-29-16, 05:34 PM
Hi Vecko
Updated to patch 9 from patch 7 in the bunker.
Both charts showing in patch 7 ok.
Combined speed charts do not show anywhere in patch 9?
http://s8.postimg.org/c46r6xzl1/No_speed_conversions.png
Peter
Hi guys dont u know if its possible for temporary disable of all new contacts messages from sound engineer?
I have convoy nearby and Beno dont stop for hours! :wah:
BTW. i think i have strange escort behaviour near of me - if i stop everything, stay still for 2 hours he just turns around in circle, if i try to escape at lowest noise possible, he is slowly following me.
He cant here me as he is about 3-5km
Have you seen anything like this?
Yes this is a common bug in SH5! I think the solution was to save, quit the game totally to desktop and start and reload again...
Yes this is a common bug in SH5! I think the solution was to save, quit the game totally to desktop and start and reload again...
but you cannot save game if you have ship nearby dont you?
This is strongly recommended by TWOS readme.
Too deep draft vessels NDE_River, NFF_Black_Swan, NFF_Black_Swan_Stork. Floods the rear deck (screen: 1 (https://s20.postimg.org/91e46b0j1/SH5Img@2016-03-30_18.12.53.jpg), 2 (https://s20.postimg.org/e1bke965p/SH5Img@2016-03-30_18.12.55.jpg), 3 (https://s20.postimg.org/aizkhv59p/SH5Img@2016-03-30_18.13.00.jpg), 4 (https://s20.postimg.org/nof2nyz59/SH5Img@2016-03-30_18.13.43.jpg), 5 (https://s20.postimg.org/e55duibn1/SH5Img@2016-03-30_18.13.47.jpg), 6 (https://s20.postimg.org/scv2j5obx/SH5Img@2016-03-30_18.13.53.jpg))
EDIT: Strange behavior: after loading a savegame - it's (https://s20.postimg.org/9ompu85m5/SH5Img@2016-03-30_23.11.23.jpg) okay (https://s20.postimg.org/m4jfnyyy5/SH5Img@2016-03-30_23.11.27.jpg). Restart savegame again - the bug with draft here again...:hmmm:
but you cannot save game if you have ship nearby dont you?
This is strongly recommended by TWOS readme.
you can save,i always save game when some ships nearby,it is ok,and no error at all,,i even saved game when a large convey nearby....
i think i have strange escort behaviour near of me - if i stop everything, stay still for 2 hours he just turns around in circle, if i try to escape at lowest noise possible, he is slowly following me.
He cant here me as he is about 3-5km
Have you seen anything like this?
Try to change the settings in \data\Scripts\AI\init.aix below the line # Difficulty parameters #.
I use for 1940 year next setting:
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.60;
HYDROPHONE_DIFFICULTY_MAX = 0.80;
RADAR_DIFFICULTY_MIN = 0.60;
RADAR_DIFFICULTY_MAX = 0.80;
SONAR_DIFFICULTY_MIN = 0.60;
SONAR_DIFFICULTY_MAX = 0.80;
Do not put DIFFICULTY_MIN less than 0.60 - otherwise it will be CTD.
Hi Vecko
Updated to patch 9 from patch 7 in the bunker.
Both charts showing in patch 7 ok.
Combined speed charts do not show anywhere in patch 9?
http://s8.postimg.org/c46r6xzl1/No_speed_conversions.png
Peter
yea,same problem for me,,the speed charts have gone nowhere..
Sjizzle
03-30-16, 07:45 AM
you can save,i always save game when some ships nearby,it is ok,and no error at all,,i even saved game when a large convey nearby....
never save near ship, destroyed ship, convoys the game cos later u will get a corrupted save game and the game will crash ......
Sjizzle
03-30-16, 07:48 AM
Hi Vecko
Updated to patch 9 from patch 7 in the bunker.
Both charts showing in patch 7 ok.
Combined speed charts do not show anywhere in patch 9?
Peter
disable all mods and go to Silent Hunter 5\data and delete the folder UserCharts reload your mods and see if will fix the problem
yea,same problem for me,,the speed charts have gone nowhere..
Hm... :hmmm: I have all the normal. (https://s20.postimg.org/s91r9tca5/SH5Img@2016-03-30_19.28.25.jpg)
Sjizzle
03-30-16, 08:34 AM
heya vecko maybe this way the players will learn to not enable any aditional mods after twos..... and can add more TWOS tips
is place for 35 more :D
PS. photo quality is damn bad cos in loading screen the print screen doesn't work :(
http://www.mediafire.com/convkey/999f/f6purqga9rva2fpzg.jpg
Hi Vecko
Updated to patch 9 from patch 7 in the bunker.
Both charts showing in patch 7 ok.
Combined speed charts do not show anywhere in patch 9?
http://s8.postimg.org/c46r6xzl1/No_speed_conversions.png
Peter
do you enable the [WIP] silentmichal's new interior mod after twos?
Sjizzle
03-30-16, 10:37 AM
do you enable the [WIP] silentmichal's new interior mod after twos?
that mod is not compatible with TWOS ..... idk how many was said on this topic
Dont report anything here guys if you have any other mod up on TWOS :salute:
THEBERBSTER
03-30-16, 10:56 AM
hi Sjizzle
Followed your instructions and have disabled the mods.
disable all mods and go to Silent Hunter 5\data and delete the folder UserCharts User charts folder is no longer showing to delete it.
Peter
Sjizzle
03-30-16, 11:09 AM
hi Sjizzle
Followed your instructions and have disabled the mods.
User charts folder is no longer showing to delete it.
Peter
hmmm after enable again the mods it's work properly or still not showing up your speed charts ???
dungeonBird
03-30-16, 01:18 PM
any idea what i can do to enable auto target on this mod?
i ve tried to follow this instruction but it still does not auto target when i click space.
http://postimg.org/image/9di67kuzx/
http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521
also take a look at this screen & bugged ship.
http://i.imgur.com/Uqus4Nn.jpg
is it normal that its this dark? how can i make it brighter without using gamma.
Bug: NAO_Dithmarschen (NOL_Dale) has the wrong distant LOD (all black ship): 1 (https://s20.postimg.org/430aq64x9/SH5Img@2016-03-30_23.44.46.jpg), 2 (https://s20.postimg.org/iapzethm5/SH5Img@2016-03-30_23.44.56.jpg), 3 (https://s20.postimg.org/sytqdnrl9/SH5Img@2016-03-30_23.45.03.jpg), 4 (https://s20.postimg.org/4wcwisay5/SH5Img@2016-03-30_23.48.04.jpg), 5 (https://s20.postimg.org/v5xz1kwvh/SH5Img@2016-03-31_01.13.52.jpg)
Sjizzle
03-30-16, 01:53 PM
any idea what i can do to enable auto target on this mod?
i ve tried to follow this instruction but it still does not auto target when i click space.
http://postimg.org/image/9di67kuzx/
http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521
also take a look at this screen & bugged ship.
http://i.imgur.com/Uqus4Nn.jpg
is it normal that its this dark? how can i make it brighter without using gamma.
u need to uncheck from the game menu option manual targeting .....
THEBERBSTER
03-30-16, 02:03 PM
Hi Sjizzle
hmmm after enable again the mods it's work properly or still not showing up your speed charts ??? No difference still do not show.
Are the charts supposed to be joined together?
Looking at the pictures in the charts folder they are still showing as 2 separate charts.
The user charts folder shows in the mods folder from the main TWOS mod\data
When the mods are enabled also show in SH5\data
Do not show in SH5\data when mods disabled.
Peter
I experienced some airstrikes around May 1940 with TWOS update NO.09 and it seems much better than before.
Aircraft is spotted ratter in time and U-boat can submerge before beeing showered :)
And submerging itself seems really more believable than at NO.07 (based on historic documentaries), well done :yeah:
Sjizzle
03-30-16, 02:22 PM
Hi Sjizzle
No difference still do not show.
Are the charts supposed to be joined together?
Looking at the pictures in the charts folder they are still showing as 2 separate charts.
The user charts folder shows in the mods folder from the main TWOS mod\data
When the mods are enabled also show in SH5\data
Do not show in SH5\data when mods disabled.
Peter
this how must look after u enable the mods and doesn't show up try to place does 2 files in sh5\data\UserCharts folder and see if u work
http://www.mediafire.com/convkey/be29/bmousp4pnen358qzg.jpg
THEBERBSTER
03-30-16, 04:01 PM
Hi Sjizzle
Copied the 2 files showing in your picture to SH5\data\UserCharts did not make any difference.
Picture 1 shows the User chart in patch 9
http://s15.postimg.org/mfutjix63/1_1024.jpg
Picture 2 shows the 2 files in SH5\data\UserCharts.
The 2 files copied here from patch 9 replaced the existing ones.
http://s17.postimg.org/y78hv6zpr/2_1024.jpg
Picture 3 shows the combined speed conversions inside the Irfanview file.
http://s17.postimg.org/79o84barz/3_1024.jpg
Is the Irfanview programme causing the problem?
Peter
Subwolf
03-30-16, 04:06 PM
any idea what i can do to enable auto target on this mod?
i ve tried to follow this instruction but it still does not auto target when i click space.
How about a mod to enable this for those who want it? To avoid any mistakes.
I've been trying the manual way, it's not that hard once you got it. Sometimes I even got a kill just by guessing the inputs. But some torps will always miss or fail, which is very realistic.
I also found out my boat has a harbor pilot, a dream for a uboat captain in those days :03:
Sjizzle
03-30-16, 04:21 PM
Is the Irfanview programme causing the problem?
Peter
irfanview has nothing to do with the game
hmmmm that's really strange hpw doesn't work for u .....
Subwolf
03-30-16, 04:21 PM
A question. Is there a way to change the keyboard commands? I'm used to move around using the arrow keys.
Sjizzle
03-30-16, 04:39 PM
A question. Is there a way to change the keyboard commands? I'm used to move around using the arrow keys.
yup u can change them if u know how to edit command.cfg file
dungeonBird
03-30-16, 04:41 PM
How about a mod to enable this for those who want it? To avoid any mistakes.:
there seem to be even a way to do it in editor but it did not work for me so far. :hmmm:
Sjizzle how can i make the whole game brighter as it is in original SH5?
Subwolf
03-30-16, 04:54 PM
yup u can change them if u know how to edit command.cfg file
Ok thanks, I'll take a look in there.
Sjizzle
03-30-16, 04:56 PM
there seem to be even a way to do it in editor but it did not work for me so far. :hmmm:
Sjizzle how can i make the whole game brighter as it is in original SH5?
what u mean brighter ? the night is too dark for u ???
it's not realistic at all to have brighter night to see miles away.....on the sea when is no moon or is covered by clouds is damn dark almost to pitch black :D
and adding an extra mod to make the night brighter i really don't suggest u cos u will cause same game instability issue....
DieReeperbahn
03-30-16, 05:01 PM
A question. Is there a way to change the keyboard commands? I'm used to move around using the arrow keys.
Try this
http://www.subsim.com/radioroom/downloads.php?do=file&id=1553
dungeonBird
03-30-16, 05:08 PM
what u mean brighter ? the night is too dark for u ???
it's not realistic at all to have brighter night to see miles away.....on the sea when is no moon or is covered by clouds is damn dark almost to pitch black :D
and adding an extra mod to make the night brighter i really don't suggest u cos u will cause same game instability issue....
well yeah but if you check regular SH 5 it was still okay. dark but okay.
Subwolf: harbour pilot is very realistic too because as kaleun you just say navigator bring us out of port and let me know ;-)
Subwolf
03-30-16, 05:17 PM
there seem to be even a way to do it in editor but it did not work for me so far. :hmmm:
Sjizzle how can i make the whole game brighter as it is in original SH5?
That's why I suggested a mod for the auto targeting, since the game doesn't seem to pick up all changes in the editor. Could try to disable and re-enable all mods after editing.
As Sjizzle says, you don't see a damn thing on a cloudy night at sea. Just like reality. But is your display brightness at 100%? Also your screen should be in vertical position, dark colors will become even darker if it's not.
Subwolf
03-30-16, 05:37 PM
Subwolf: harbour pilot is very realistic too because as kaleun you just say navigator bring us out of port and let me know ;-)
:haha:
You can say the same thing about auto TDC, since the 1WO normally did the calculations when using the UZO, and not the kaleun. So if you use it, realistic enough, because you just asked him to get the readings :03:
THEBERBSTER
03-30-16, 05:43 PM
Hi Sjizzle
Another one of those mysteries.
Sweet FX will not load.
Historical Missions ctd on loading.
Peter
Subwolf
03-30-16, 05:54 PM
Try this
http://www.subsim.com/radioroom/downloads.php?do=file&id=1553
Thanks, but orders are no additional mods if you use WoS. Unless they can approve it, I wont take any chances.
THEBERBSTER
03-30-16, 06:17 PM
I agree with Subwolf it makes no sense not to use the arrow keys when moving about, and W_A_S_D where did that come from?
Probably some nob at Ubisoft with a sick sense of humor.
Peter
THEBERBSTER
03-30-16, 06:31 PM
As far as I am concerned you can keep your auto pilot.
One of the enjoyments of this game for me is taking the boat out or when coming in, standing on the bridge and navigating in real time for maybe half an hour or even an hour until I reach the bunker or I am clear of the harbor and buoys.
How about trying a heavy foggy night to bring your boat in to Kiel to the bunker entrance in real time with just using the buoys and your wits for navigating without damaging your boat?
If you use the Skagerrak exit instead of the Kiel canal on your way to EBCW you might also bag yourself some Polish merchants as a bonus.
Peter
excel4004
03-30-16, 06:36 PM
A question. Is there a way to change the keyboard commands? I'm used to move around using the arrow keys.
I use this tool (SH Keymapper), it works great! You can define all available commands to the place you want to.
For example, i added a quick keyboard command for "nearest visual contact". :up:
Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=4715
Subwolf
03-30-16, 07:25 PM
I use this tool (SH Keymapper), it works great! You can define all available commands to the place you want to.
For example, i added a quick keyboard command for "nearest visual contact". :up:
Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=4715
Excellent :)
I'll try this one, didn't feel like messing with commands.cfg after sticking my nose in there.
:haha:
You can say the same thing about auto TDC, since the 1WO normally did the calculations when using the UZO, and not the kaleun. So if you use it, realistic enough, because you just asked him to get the readings :03:
Yeah exactly, but not in one second, it will take some time :)
Sjizzle
03-31-16, 01:47 AM
I agree with Subwolf it makes no sense not to use the arrow keys when moving about, and W_A_S_D where did that come from?
Probably some nob at Ubisoft with a sick sense of humor.
Peter
WASD key are used almost in all games they are very handy ....the arrow key are a bit harder and not that handy to use them ......
in FS or FSX it's also WASD the moving keys
in any FPS, RPG, MMORPG games moving keys are also WASD for some good reason above does keys are are the number key and u can switch really fast weapons, skill using the number keys..... also shift is for running in almost all games and u no need to move your hand at all to run u press with the small finger shift.... space is for jump in almost all game and u can use thumb finger to jump without moving your hand ....
with arrow keys is really pain in the ass to play game this is my opinion only don't take it personally.
Sjizzle
03-31-16, 01:51 AM
Hi Sjizzle
Another one of those mysteries.
Sweet FX will not load.
Historical Missions ctd on loading.
Peter
that sweet FX is still a mystery for me too why doesn't work for u i don't have any logical explanation or fix....
Thanks, but orders are no additional mods if you use WoS. Unless they can approve it, I wont take any chances.
u can use that key command mods after twos cos it's overwrite only the command.cfg from the game.
never save near ship, destroyed ship, convoys the game cos later u will get a corrupted save game and the game will crash ......
i have played 14 missions from 1939.Sep to1942.Nov,no ctd at all,,maybe i am lucky?
ThaFr0ggy
03-31-16, 03:36 AM
Hi,
I want to play the game with every realism setting, except no external camera and stabilize view, activated. So I set the realism preset to high and apply the changes. I then go to a historical mission to test if the settings work and they do. But if I load my campaign and lock on to a target, there will be a grey marker at the location of the enemy on the TAI map and if I fire a torpedo the event camera will appear. So I go back to the gameplay settings but the settings are still set to high realism. I checked the GameplaySettings.cfg too but it's the same as ingame.
I'm sorry for any language mistakes I made.
THE_MASK
03-31-16, 03:57 AM
Hi,
I want to play the game with every realism setting, except no external camera and stabilize view, activated. So I set the realism preset to high and apply the changes. I then go to a historical mission to test if the settings work and they do. But if I load my campaign and lock on to a target, there will be a grey marker at the location of the enemy on the TAI map and if I fire a torpedo the event camera will appear. So I go back to the gameplay settings but the settings are still set to high realism. I checked the GameplaySettings.cfg too but it's the same as ingame.
I'm sorry for any language mistakes I made.You can only change realism settings for the campaign when starting a new career and in the bunker afaik .
ThaFr0ggy
03-31-16, 04:54 AM
Okay, I will try that.
Thanks:)
vdr1981
03-31-16, 05:25 AM
Hi Vecko
Updated to patch 9 from patch 7 in the bunker.
Both charts showing in patch 7 ok.
Combined speed charts do not show anywhere in patch 9?
Hi Sjizzle
Another one of those mysteries.
Sweet FX will not load.
Historical Missions ctd on loading.
Peter
I dont know what have you done with your game again Peter, but combined speed charts are there.
http://s6.postimg.org/lfmqt7izx/SH5_Img_2016_03_31_12_08_22.jpg (http://postimg.org/image/lfmqt7izx/)
Too deep draft vessels NDE_River, NFF_Black_Swan, NFF_Black_Swan_Stork. Floods the rear deck (screen: 1 (https://s20.postimg.org/91e46b0j1/SH5Img@2016-03-30_18.12.53.jpg), 2 (https://s20.postimg.org/e1bke965p/SH5Img@2016-03-30_18.12.55.jpg), 3 (https://s20.postimg.org/aizkhv59p/SH5Img@2016-03-30_18.13.00.jpg), 4 (https://s20.postimg.org/nof2nyz59/SH5Img@2016-03-30_18.13.43.jpg), 5 (https://s20.postimg.org/e55duibn1/SH5Img@2016-03-30_18.13.47.jpg), 6 (https://s20.postimg.org/scv2j5obx/SH5Img@2016-03-30_18.13.53.jpg))
EDIT: Strange behavior: after loading a savegame - it's (https://s20.postimg.org/9ompu85m5/SH5Img@2016-03-30_23.11.23.jpg) okay (https://s20.postimg.org/m4jfnyyy5/SH5Img@2016-03-30_23.11.27.jpg). Restart savegame again - the bug with draft here again...:hmmm:
When you see ships like those that probably means that they have received damage in some previos AIvsAI engagement, or collision...or something...
Bug: NAO_Dithmarschen (NOL_Dale) has the wrong distant LOD (all black ship): 1 (https://s20.postimg.org/430aq64x9/SH5Img@2016-03-30_23.44.46.jpg), 2 (https://s20.postimg.org/iapzethm5/SH5Img@2016-03-30_23.44.56.jpg), 3 (https://s20.postimg.org/sytqdnrl9/SH5Img@2016-03-30_23.45.03.jpg), 4 (https://s20.postimg.org/4wcwisay5/SH5Img@2016-03-30_23.48.04.jpg), 5 (https://s20.postimg.org/v5xz1kwvh/SH5Img@2016-03-31_01.13.52.jpg)
Thank you for your effort Vova. I'm already aware of almost all small glitches like those and when I learn how sone of them can be solved, I solve it. Never tried to fix this one though...Do you have the solution/fix maybe? :hmm2:
vdr1981
03-31-16, 05:47 AM
but you cannot save game if you have ship nearby dont you?
This is strongly recommended by TWOS readme.
you can save,i always save game when some ships nearby,it is ok,and no error at all,,i even saved game when a large convey nearby....
never save near ship, destroyed ship, convoys the game cos later u will get a corrupted save game and the game will crash ......
i have played 14 missions from 1939.Sep to1942.Nov,no ctd at all,,maybe i am lucky?
Actually, unlike SH3, almost 99% gamesaves made with AI units in your rendering area will work just fine. :yep:
I also frequently save my game in home port, before the attack with units in sight, friendly units i sight ect...
However, that "1 %" still remains and because of that I like to have few previous "safe"gamesaves in my pocket as a backup if something goes wrong. SH gamesaves are very, very complex...
I learned from my experience that gamesaves will become corrupted in situations when certain "bugged" units are present in the area, like damaged or more likely destroyed unit which doesn't want to sink (not always but sometimes) and especially over spawned airplanes bug (this one will corrupt gamesave for sure).
This bug can be recognized by sudden excessive game lag and FPS drop some time after convoy engagement and player can also spot in the area large airplanes formations with 10-20 airplanes or more. It can look impressive but saving game near these formations will most likely brake the gamesave.
Fortunately, these situations are not so common and if you have few "backup" gamesave in spare, effect on gameplay is minimal... :yep:
Saving and reloading the game when "sticky destroyer" occurs or in home port when orange anchor icon fail to pop-up are perfectly safe...
I hope this will make things more clear...
UPDATE
I think I have found functional solution for occasional corrupted game saves due to airplanes overspawn and probably other bugs in players rendering area...:yep:
Namely, one only have to delete "Special.txt" file from the gamesave folder (...Documents\SH5\data\cfg\SaveGames\0000000*). The corrupted gamesave will become functional again...
It seems that this file contains data about current situation in players rendering area and if the game is saved in "wrong moment", the file will become corrupted.
By deleting it, all bugged units will be removed and player will be able to continue campaign...:yep:
excel4004
03-31-16, 06:21 AM
Thanks for the infos Vecka! :salute:
:subsim:
THEBERBSTER
03-31-16, 06:22 AM
Hi Vecko
I did a re-install to start a new campaign (Realistic) with patch 7
Changed the game option settings to 86% (No external view and no stabilize view) to get used to real navigation for the Baltic Operation.
Back in the bunker changed to patch 9 and using the bunker game save changed the game play options to 100%.
I can see the combined speed chart in the User Charts folder both in SH5\data\UserCharts and TWOS\data\UserCharts but it does not show in the game.
The individual charts worked in patch 7 ok so I cannot see what I have done wrong as the only change I have made is the patch updatte.
Reading the posts I am not the only one who has this problem.
As I said previously Sweet FX does not work, Historical Missions always a ctd on loading regardless of how often I re-install, and now no speed charts.
I do not think that I have done or am currently doing anything wrong that is causing these problems.
Peter.
Do you have the solution/fix maybe? :hmm2:
I think the problem in NAO_Dithmarschen_LOD.GR2. I am currently looking into this.
THEBERBSTER
03-31-16, 06:24 AM
Hi zippy fingers, I mean Sjizzle lol.
I did not realize the keyboard could be that intense.
No offense taken by the way:)
Peter
vdr1981
03-31-16, 06:34 AM
I think the problem in NAO_Dithmarschen_LOD.GR2. I am currently looking into this.
Hmm, maybe TDW GR2 editor could be utilized here...:hmm2:
vdr1981
03-31-16, 06:40 AM
Hi Vecko
I did a re-install to start a new campaign (Realistic) with patch 7
Changed the game option settings to 86% (No external view and no stabilize view) to get used to real navigation for the Baltic Operation.
As I said previously Sweet FX does not work, Historical Missions always a ctd on loading regardless of how often I re-install, and now no speed charts.
I do not think that I have done or am currently doing anything wrong that is causing these problems.
Peter.
How about to delete all dragables.TDW files and check for charts again?
Get rid of Sweet FX, it can cause problems/CTDs if you don't know how to utilize it correctly...
Hmm, maybe TDW GR2 editor could be utilized here...:hmm2:
Yes, it does, I use it and "Goblin Editor" (I do not have experience with them, but I will learn along the way - something that may happen :) )
THEBERBSTER
03-31-16, 06:56 AM
Hi Vecko
I will try that and report back.
Sweet FX will not load and throws me back to the Uplay game start screen.
Peter
vdr1981
03-31-16, 07:06 AM
Yes, it does, I use it and "Goblin Editor" (I do not have experience with them, but I will learn along the way - something that may happen :) )
Great! :up:. I can create quick test mission for you , just to make things easier/faster, if you like ?:hmm2:
Sjizzle
03-31-16, 07:12 AM
vecko did u saw this (http://www.subsim.com/radioroom/showpost.php?p=2393670&postcount=4578)
and what u think about it ?
vdr1981
03-31-16, 07:14 AM
vecko did u saw this (http://www.subsim.com/radioroom/showpost.php?p=2393670&postcount=4578)
and what u think about it ?
Haha...And the picture is appropriate too...BOOM CTD:haha:
Is it possible to add the tip without loosing any of the stock SH5 loading tips?:hmm2:
Sjizzle
03-31-16, 07:18 AM
Haha...And the picture is appropriate too...BOOM CTD:haha:
Is it possible to add the tip without loosing any of the stock SH5 loading tips?:hmm2:
i can try to add more tips to the default SH5 one to see whats happen and will let u know
EDIT:
there are 108 quotes, hints, facts so i think that will be no problem to add more or we can remove some of them the crapy ones
vdr1981
03-31-16, 07:40 AM
i can try to add more tips to the default SH5 one to see whats happen and will let u know
EDIT:
there are 108 quotes, hints, facts so i think that will be no problem to add more or we can remove some of them the crapy ones
:up: Agree...
Great! :up:. I can create quick test mission for you , just to make things easier/faster, if you like ?:hmm2:
That would be good! :yep:
vdr1981
03-31-16, 10:08 AM
That would be good! :yep:
Here we go...Extract it to your data/SingleMissions folder. Distance in between the units is 500m...The mission is named "Dithmarschen LOD Testing"
http://www.mediafire.com/download/5jk68s6tb88f48a/1_Dithmarschen.rar
Bug: NAO_Dithmarschen (NOL_Dale) has the wrong distant LOD (all black ship): 1 (https://s20.postimg.org/430aq64x9/SH5Img@2016-03-30_23.44.46.jpg), 2 (https://s20.postimg.org/iapzethm5/SH5Img@2016-03-30_23.44.56.jpg), 3 (https://s20.postimg.org/sytqdnrl9/SH5Img@2016-03-30_23.45.03.jpg), 4 (https://s20.postimg.org/4wcwisay5/SH5Img@2016-03-30_23.48.04.jpg), 5 (https://s20.postimg.org/v5xz1kwvh/SH5Img@2016-03-31_01.13.52.jpg)
Thank you for your mission Vecko! :yep: Second LOD is really broken, but I found a simple Quickfix: to delete the NAO_Dithmarschen_LOD.GR2 file, copy and rename NAO_Dithmarschen.gr2 to NAO_Dithmarschen_LOD.GR2.
I tested - it works perfectly and there is no decrease in performance for the game because the computing power, price has increased a lot since 2010.
THE_MASK
03-31-16, 04:00 PM
http://i67.tinypic.com/4ht69w.jpg
vdr1981
03-31-16, 04:03 PM
Thank you for your mission Vecko! :yep: Second LOD is really broken, but I found a simple Quickfix: to delete the NAO_Dithmarschen_LOD.GR2 file, copy and rename NAO_Dithmarschen.gr2 to NAO_Dithmarschen_LOD.GR2.
I tested - it works perfectly and there is no decrease in performance for the game because the computing power, price has increased a lot since 2010.
Your solution works really fine for now...:up:
http://s6.postimg.org/jsxj7z6y9/SH5_Img_2016_03_31_19_13_49.jpg
However I would like to test this further more in various situations. This type of ship can be commonly found in axis ports and the one thing which SH5 doesn't like is combination harbor objects + ultra detailed U-boat bunker + bunch of high polygon units, so I'm a bit worried about this.
For now, you can upload your fix as a mod and if everything is OK after testing we can then add it to the modpack...:yep:
THE_MASK
03-31-16, 04:15 PM
What about my fix , I just supplied an upload link .#4635
vdr1981
03-31-16, 04:16 PM
What about my fix , I just supplied an upload link .
Oups, sry...Stand by...
EDIT:
Excellent Sober! :up:
What did you do?
THE_MASK
03-31-16, 04:23 PM
The sil is terrible , I will have to do a better one though .
Do u like the blue hull ?
I just updated the link with the updated sil . jsgme ready .
vdr1981
03-31-16, 04:24 PM
Can someone upload original LOD gr2 file...I have exedentaly delete it...:D
EDIT:
Naah, no need for that...
I ll just use your fix sober...
By the way, black hull paint looks awesome!:up::up:
Sil file is no problem at all because Dithmarschen is already painted in black in TWoS recognition manual...
THE_MASK
03-31-16, 04:37 PM
Use the new link I just updated jsgme ready to test . It has the new sil file showing dark blue hull .
vdr1981
03-31-16, 04:40 PM
Use the new link I just updated jsgme ready to test . It has the new sil file showing dark blue hull .
OK:up:
vdr1981
03-31-16, 04:42 PM
It's more violet like than dark blue...:hmm2:
Khm, khm...This is T3 tanker...:O:
vdr1981
03-31-16, 04:48 PM
On a side note Sober, would you know how to fix textures for one slightly reshaped conning tower? I done some 3D reshaping for VIIB tower but I really dont know how to fix texutures?:/\\!!
THE_MASK
03-31-16, 05:02 PM
It's more violet like than dark blue...:hmm2:
Khm, khm...This is T3 tanker...:O:Is it no good ? I forgot to add the new dds file . Here is the new link .
http://www.mediafire.com/download/zn6n8o2i19tqy33/NAO_Dithmarschen_Fix_v2.7z
No idea about the conning sorry .
renard60
03-31-16, 05:12 PM
Bonjour vdr1981
nous sommes francais serai t-il possible d'avoir une traduction en francais de votre mod qui est super bien fait
merci bien ŕ vous et bonne continuation
Hello vdr1981
we are french would it be possible to have a french translation of your mod is really well done
thank you very much to you and good luck
vdr1981
03-31-16, 05:16 PM
Is it no good ? I forgot to add the new dds file . Here is the new link .
http://www.mediafire.com/download/zn6n8o2i19tqy33/NAO_Dithmarschen_Fix_v2.7z
No idea about the conning sorry .
Both textures looks excellent and LOD bug is also fixed, nice work. :up:
http://s6.postimg.org/antrrusx9/SH5_Img_2016_03_31_23_33_29.jpg (http://postimg.org/image/antrrusx9/) http://s6.postimg.org/rmy4tder1/SH5_Img_2016_04_01_00_12_47.jpg (http://postimg.org/image/rmy4tder1/)
Would it be possible to use one paint for Dithmarschen and the other for Dale clone ?
THE_MASK
03-31-16, 05:24 PM
Both textures looks excellent and LOD bug is also fixed, nice work. :up:
http://s6.postimg.org/antrrusx9/SH5_Img_2016_03_31_23_33_29.jpg (http://postimg.org/image/antrrusx9/) http://s6.postimg.org/rmy4tder1/SH5_Img_2016_04_01_00_12_47.jpg (http://postimg.org/image/rmy4tder1/)
Would it be possible to use one paint for Dithmarschen and the other for Dale clone ?I have a problem with paint.net . I cannot view the dds in color , it looks transparent . If I view the dds with WTV and uncheck the alpha I can see the dds in color . Maybe someone knows a fix . Adjusting the opacity ? I want to extend the blue color up a bit . I will check out the dale clone .
vdr1981
03-31-16, 05:24 PM
Bonjour vdr1981
nous sommes francais serai t-il possible d'avoir une traduction en francais de votre mod qui est super bien fait
merci bien ŕ vous et bonne continuation
Hello vdr1981
we are french would it be possible to have a french translation of your mod is really well done
thank you very much to you and good luck
Bonjour renard60,
That would be to much work for single modder. If you organise few of your French comrades I will gladly direct you to the appropriate files which needs to be translated...
vdr1981
03-31-16, 05:31 PM
I have a problem with paint.net . I cannot view the dds in color , it looks transparent . If I view the dds with WTV and uncheck the alpha I can see the dds in color . Maybe someone knows a fix . I want to extend the blue color up a bit . I will check out the dale clone .
Yes,I have the same problem here with Gimp...Anyway, you really dont have to bother your self with that because both paints looks very sexy IMO, + LOD bug is fixed...:yep:
THE_MASK
03-31-16, 05:40 PM
No idea about the dale clone paint . Maybe copy cinnamaron tanker GR2 to the Dale folder and rename everything with the GR2 editor . Too much work and I have no idea if it would work .
vdr1981
03-31-16, 05:42 PM
No idea about the dale clone paint . Maybe copy cinnamaron tanker GR2 to the Dale folder and rename everything with the GR2 editor . Too much work and I have no idea if it would work .
OK , nevermind... The main thing is that we have solved one of the oldest minor SH5 bugs...:up::yep:
THE_MASK
03-31-16, 06:06 PM
OK , nevermind... The main thing is that we have solved one of the oldest minor SH5 bugs...:up::yep:Would this have caused ctd ? It crashed goblin editor .
Would it be possible to use one paint for Dithmarschen and the other for Dale clone ?
I know how to do (already tried it for themselves on other ships). Just give me a black texture in DDS.
P.S.: Sober Fix NAO_Dithmarschen second LOD from other ship - NOL_T3Cimmaron :) For me personally, my version is more acceptable solutions issue.
Your solution works really fine for now...:up:
http://s6.postimg.org/jsxj7z6y9/SH5_Img_2016_03_31_19_13_49.jpg
However I would like to test this further more in various situations. This type of ship can be commonly found in axis ports and the one thing which SH5 doesn't like is combination harbor objects + ultra detailed U-boat bunker + bunch of high polygon units, so I'm a bit worried about this.
For now, you can upload your fix as a mod and if everything is OK after testing we can then add it to the modpack...:yep:
Don't need to duplicate main model file to LOD...You can just exclude LOD(for example put ; in front of the LOD file) and all the others as well...and get rid of all the problems related to LODs.:salute:
THE_MASK
03-31-16, 07:12 PM
http://i64.tinypic.com/2vvqe6f.jpg
Nice:up:...Can we get the link for black hull only version again,please?
http://postimg.org/image/antrrusx9/
http://postimg.org/image/antrrusx9/
Did this (https://mega.nz/#!aNkWQJDB!zIPkKdk5ol5orleOwjpI1_AnizTsBmq03_NGPCk g11g) (Set on top of TWoS). NAO_Dithmarschen is now black (https://s20.postimg.org/3l10fy6wd/NAO_Dithmarschen_black.jpg), NOL_Dale standard gray (http://s20.postimg.org/sbm3g0wvh/NOL_Dale_grey.jpg). There should be a full-featured ships without bugs. Please test it (I have not done, only in the editor).
EDIT: Mod don't content NAO_Dithmarschen_LOD.gr2, try to using advise by Oby, post #4655
DieReeperbahn
04-01-16, 07:00 AM
Yes,I have the same problem here with Gimp...Anyway, you really dont have to bother your self with that because both paints looks very sexy IMO, + LOD bug is fixed...:yep:
You might try opening it with DXTBmp first then sending it to GIMP.
vdr1981
04-01-16, 07:11 AM
OK, thanks for your help guys. :up:
I'll try all the solutions with TWoS...
You should also upload your mods/fixes to subsim download section so that more people can participate in testing and reveal potential glitches...:yep:
Also, I'm currently working on a fix for a bug with multiple textures on one ship (for example in folder "NKMSS_HogIsland" there is Hog_Island_AO01.dds, Hog_Island_AO02.dds, Hog_Island_AO03.dds), there is a bug where a ship from far away to see each other as the standart texture and is approached with camouflage. I solve it: for example, assign to the standard vehicle only standart gray texture, at "WarSupplies" clone - camouflage, the third ship clone (or German ship clone) - black texture. Tested - everything works fine.
It is also incorrect data Draft of ships, such as that of the original ship 5.8 meters, while the clone is written 7.6 (actually 5.8 as the original). And finally when firing torpedoes magnet they do not work (tested with a third person view).
P.S.: Vecko, you can do the mission with all ships for tests? Or one mission with allies, and the other with the Germans?
vdr1981
04-01-16, 08:51 AM
Also, I'm currently working on a fix for a bug with multiple textures on one ship (for example in folder "NKMSS_HogIsland" there is Hog_Island_AO01.dds, Hog_Island_AO02.dds, Hog_Island_AO03.dds), there is a bug where a ship from far away to see each other as the standart texture and is approached with camouflage. I solve it: for example, assign to the standard vehicle only standart gray texture, at "WarSupplies" clone - camouflage, the third ship clone (or German ship clone) - black texture. Tested - everything works fine.
How do you plan to do that? Through ship cfg files in Roster folder? :hmm2:
Or maybe again to turn "cloned ships" into individual units with it's own set of gr2,sim, zon ect files?:hmm2:
It is also incorrect data Draft of ships, such as that of the original ship 5.8 meters, while the clone is written 7.6 (actually 5.8 as the original). And finally when firing torpedoes magnet they do not work (tested with a third person view).
Yeah, you are right about this, I'll check cfg entries for next update...:yep:.
EDIT:
On which ships form recognition manual you have actually spot incorrect draft data issue?:hmmm:
P.S.: Vecko, you can do the mission with all ships for tests? Or one mission with allies, and the other with the Germans?
It'll be done...
On which ships form recognition manual you have actually spot incorrect draft data issue?:hmmm:
NAMC_Penguin It has Draft=8.68, his clone NKL_Ehrenfels has Draft=5.8, NKL_North_Sands has Draft=7.4
The correct value in this case is 5.8 meters. That is one of the clones can be the correct value and the original is not, and vice versa. It is necessary to shoot and watch.
NOL_T3Cimmaron has Draft=10.50, correct is Draft=9.80
And a few more ships. List updated gradually, as to identify the correct Draft needed practical shooting (again, the mission would be useful to all ships).
vdr1981
04-01-16, 10:15 AM
100% accurate data would be unrealistic in my opinion because ships draft is very variable in real world and it depends of many factors , like water salinity , ships weight ect...Even in the game, ships draft will also vary due to some game engine issues with somewhat realistic outcome...:yep:
I'm trying to get rid of XXI century computer accuracy in this expansion , not to enforce it, if you understand what I mean...:yep:
Plus, 100% accurate draft info will also be somewhat useles if we know that TDW generic patcher actually randomize torpedo depths. You think that torpedo set to 5.5 m will actually be on that depth? I dont think so...;)
Also Penguin and Ehrenfels data are irelevant because I guess no one will try to actually aim at those ships ?:doh: Those are Germans goddammit...:)
I think that their values are taken from the real historical data related to these ships...:hmm2:
How do you plan to do that? Through ship cfg files in Roster folder? :hmm2:
Or maybe again to turn "cloned ships" into individual units with it's own set of gr2,sim, zon ect files?:hmm2:
The main problem with multiple skins on the same ship loaded through the Roster folder, that they are tied to LOD1 and when the camera goes away and loaded LOD2 always become visible texture standard collection which contains LOD2 (Example scrins: 1, (https://postimg.org/image/q5wdz9isp/) 2, (https://postimg.org/image/4xiphu4bt/) 3, (https://postimg.org/image/sd580xdgp/) 4. (https://postimg.org/image/5076iexd5/) )
So to get rid of this problem on the ship have to appoint .gr2 (LOD1) (https://postimg.org/image/h3ci5z8fd/) and _LOD.gr2 (LOD2) (https://postimg.org/image/qceog3hbd/) same texture (or camouflage, or standard gray - the main thing that they were the same).
It follows that in order to get rid of the glitch with the change of textures when changing LODs - only one texture can be assigned to one ship. And the second option - to put up with this little glitch and leave multi texture from ships as is.
100% accurate data would be unrealistic in my opinion because ships draft is very variable in real world and it depends of many factors , like water salinity , ships weight ect...Even in the game, ships draft will also vary due to some game engine issues with somewhat realistic outcome...:yep:
I'm trying to get rid of XXI century computer accuracy in this expansion , not to enforce it, if you understand what I mean...:yep:
Plus, 100% accurate draft info will also be somewhat useles if we know that TDW generic patcher actually randomize torpedo depths. You think that torpedo set to 5.5 m will actually be on that depth? I dont think so...;)
Also Penguin and Ehrenfels data are irelevant because I guess no one will try to actually aim at those ships ?:doh: Those are Germans goddammit...:)
I think that their values are taken from the real historical data related to these ships...:hmm2:
I accept your point of view! It is logical. But at least probably need a little to reduce this spread, at least 0.5 - 1.0 meters. Otherwise, many players will be disappointed carefully taking aim and "not getting", thinking that they do not know how to shoot :wah: :/\\!! :)
I was so in the Campaign - could not understand what was happening until it included a third person view in the config - torpedo was all this time, right on target but below it by about three meters! This makes magnetic fuses are not playable, especially if you play without a view from a third party.
EDIT: I think the question can be left with a draft as there are, as there probably is no one correct answer. As in real life to submarine sailors also had a hard time :Kaleun_Mad: :)
Does someone know how i could add magui tdc, rudder and so into twos? I would really like to try it, but i don't want to lose great Veco contribution.
vdr1981
04-01-16, 11:09 AM
Here's small tip although I can see that you are already very successful in your campaign...:up:
I think that, just like in real life, you shouldn't rely too much on draft values from recognition manual. Instead, you should reduce your torpedoes depth for meter or two in order to compensate for any possible inaccuracy and the success will follow... :yep:. Torpedo explosion 1m bellow keel or right next to it will most of the time have the same outcome. :yep:
Does someone know how i could add magui tdc, rudder and so into twos? I would really like to try it, but i don't want to lose great Veco contribution.
Only Sjizzle can answer this but I really doubt that it is possible...Magui is completely different UI mod and it is totally incompatible with TDW NewUIs...
Here's small tip although I can see that you are already very successful in your campaign...:up:
Thanks Vecko! :) I have also been following your progress through the KSDCommander:salute:
vdr1981
04-01-16, 11:21 AM
The main problem with multiple skins on the same ship loaded through the Roster folder, that they are tied to LOD1 and when the camera goes away and loaded LOD2 always become visible texture standard collection which contains LOD2 (Example scrins: 1, (https://postimg.org/image/q5wdz9isp/) 2, (https://postimg.org/image/4xiphu4bt/) 3, (https://postimg.org/image/sd580xdgp/) 4. (https://postimg.org/image/5076iexd5/) )
So to get rid of this problem on the ship have to appoint .gr2 (LOD1) (https://postimg.org/image/h3ci5z8fd/) and _LOD.gr2 (LOD2) (https://postimg.org/image/qceog3hbd/) same texture (or camouflage, or standard gray - the main thing that they were the same).
It follows that in order to get rid of the glitch with the change of textures when changing LODs - only one texture can be assigned to one ship. And the second option - to put up with this little glitch and leave multi texture from ships as is.
Hmm...Thanks for braking it up.
I'll keep that in mind while deciding how to bypass the issue...:hmm2:
Hmm...Thanks for braking it up.
I'll keep that in mind while deciding how to bypass the issue...:hmm2:
I had the idea: that it is necessary to find a setting that is responsible for it at some distance LODs switchable between LOD1 and LOD2 and to increase the distance LOD1 to such an extent that the switch is no longer in sight.
It would be nice if uzo would not be so much influenced by waves.
This way I'm forced to submerge before attack even at night with calm sea while real night attacks was done primarily from surface by Uzo
excel4004
04-01-16, 01:58 PM
It would be nice if uzo would not be so much influenced by waves.
This way I'm forced to submerge before attack even at night with calm sea while real night attacks was done primarily from surface by Uzo
Absolutly right! :yep::down:
Is there any way to fix it!!? :hmmm: Pls do it to make night surface attacks possible, at least when the weather is calm.
Subwolf
04-01-16, 02:24 PM
Absolutly right! :yep::down:
Is there any way to fix it!!? :hmmm: Pls do it to make night surface attacks possible, at least when the weather is calm.
You have the stabilizer option in the realism settings.
Subwolf
04-01-16, 02:30 PM
With this mod, on a dark cloudy night, at what distance do you attack? I was spotted 2000 meters away bow facing a convoy. How did they do that in 1940 :hmmm:
excel4004
04-01-16, 02:34 PM
You have the stabilizer option in the realism settings.
Me and palmic play on 100% realism and want this level also in the future cause 100% realism is the challenge. But it isnt 100% realistic how the uzo behaves at the moment. :D
vdr1981
04-01-16, 02:43 PM
But it isnt 100% realistic how the uzo behaves at the moment. :D
I wouldn't agree on this...The UZO is coupled with the U-boat... I don't think that using actual stuff was any easier, especially if we know that U-boats were very unstable platforms...
Subwolf
04-01-16, 02:52 PM
I wouldn't agree on this...The UZO is coupled with the U-boat... I don't think that using actual stuff was any easier, especially if we know that U-boats were very unstable platforms...
But we all know the movement of the boat is just a little too much. Even in the bunker it moves up and down like a cork in a bathtub. It's just another Ubisoft flaw...
vdr1981
04-01-16, 02:54 PM
But we all know the movement of the boat is just a little too much. Even in the bunker it moves up and down like a cork in a bathtub. It's just another Ubisoft flaw...
So what is the problem then, U-boat movement or gyro stabilized UZO?
I don't believe most of kaleunen submerged because of unstable Uzo, everything what's uzo usable now is checking particular bearing. When i have to attack with it on calm water i can't even measure optical height by large optic at +- 10 bearing. + i found boat starts to move much more after you start to use uzo (few seconds after that) i don't need to have this, but it seems to me a little much unstable now :)
Btw i don't think it was so unstable because of floating tanks on both sides.
At least it should not move so much at 14 knots at 90/270 ;)
vdr1981
04-01-16, 03:08 PM
What you guys could do is to :
- try to use "Frendly deck gun waves" addon mentioned in FAQ section
- experiment with your own waves settings located in SeaParameters.cfg file
- Disable "no stabilized view" option in game settings
But gyro stabilized UZO is a "no go" in Wolves mod...:)
excel4004
04-01-16, 03:15 PM
everything what's uzo usable now is checking particular bearing!Yes..and then the actuall setting is a fail.:-?
But gyro stabilized UZO is a "no go" in Wolves mod...:)I also think so. A little, small movement of the UZO to make it a little bit harder to attack on the surface but having then the opportunities of the surface movement from the sub.
That would be a good balance in my opinion. At the moment its only like no movement(realism settings not 100%) or full movement without any chance to aim. :down:
So every attack is in periscope depth, or who attacks with 100% realism setting surfaced without pressing "break" all the time?:D
I definitely don't want it to be fully stabilized, but rather usable to surface attacks with pleasant weather conditions at least. I'll try to tune it up when i spend all eels to large convoy I'm shadowing now. :salute:
It will be second night attack :arrgh!:
Subwolf
04-01-16, 05:11 PM
I think people must figure out on their own what's relastic or not, and not just hit that 100% realism button. In my point of view, that setting makes some stuff less realistic because of the basic flaws.
I don't run 100% anyway, would never play without the external camera for example, removes a lot of the fun.
I play always without external cam because i cannot stand desire to abuse it. It makes viable part of my feeling i really am in that steel cigar and have to use what i have there.
What about what is or isn't realistic in pc Sims - many things at pc are much more difficult, than In reality, for instance to drive car, or to flight plane, because you have very limited field of sight and you don't feel it at your own body at all and that's very important.
I remember yt video of some dude about tanker refueling in falcon 4.0 which was actually ex f16 pilot and he said this is really much more difficult, because if you feel it In reality, you just have more senses about situation.
In reality he refueled usually at first try, in game he had to reconnect.
Back to twos and uzo - i would just like to be encouraged to use surface attack as easier way at night. That would be awesome.
In other hand - attacks in twos seems to me most realistic of all sh games I played before as ships are nearly blind at night for a first time. For instance i was never able before to be able to go into convoy at night. Well i was not successful, but it felt to be able to accomplish :)
THEBERBSTER
04-01-16, 06:10 PM
Hi vecko
Re-installed SH5 and TWOS + patch 9
Started a new career 100% with mods 1,2,3
Combined speed chart now shows.
No idea why it did not before.
Peter
excel4004
04-01-16, 06:18 PM
Hi vecko
Re-installed SH5 and TWOS + patch 9
Started a new career 100% with mods 1,2,3
Combined speed chart now shows.
No idea why it did not before.
Peter
Good news! :salute:
vdr1981
04-02-16, 02:32 AM
Hi vecko
Re-installed SH5 and TWOS + patch 9
Started a new career 100% with mods 1,2,3
Combined speed chart now shows.
No idea why it did not before.
Peter
You didn't have to do complete reinstallation just for single chart. :hmm2: Deleting only PageDefaultHud_Draggables.TDW should do the trick as well...
You should be able to continue your campaign if you have backup of your last save from previous campaign...:yep:
THEBERBSTER
04-02-16, 04:55 AM
Hi Vecko
Just to clear up a point.
Is the deletion done with the mods disabled from the mods folder?
Is the deletion done with the mod enabled and the file deleted from the main folder?
I decided to start another new campaign (realistic) because previously I changed 2 of the game play settings that gave me 86% and having done the Baltic with that I wanted to do all my campaigns on 100% from the start and with my speed conversion chart problem this was a good opportunity to do it.
Peter
vdr1981
04-02-16, 05:23 AM
Is the deletion done with the mods disabled from the mods folder?
Is the deletion done with the mod enabled and the file deleted from the main folder?
It's irrelevant...You only need delete mentioned file/s, start the game and charts default positions will be restored. Your missing chart was probably hidden outside your screen perimeters, it happens sometimes with charts and recognition manual. This is also mentioned in tips...
Don't you already have tutorial for something similar, if I'm not mistaken?:hmm2:
Is there some way how to raise morale from ashes back to lets say 50% at individuals?
It seems successful torpedo hits (and sunks) did raise nothing :hmmm:
vdr1981
04-02-16, 06:58 AM
Is there some way how to raise morale from ashes back to lets say 50% at individuals?
It seems successful torpedo hits (and sunks) did raise nothing :hmmm:
Well-timed food, talk, bosun intervention and warship sinking can increase/maintain moral but ordinary merchants can not...
You don't wait for moral/enthusiasm/fatigue (or what ever you like to call it) to drop down to 0 and then deal with it....
Sjizzle
04-02-16, 07:05 AM
Is there some way how to raise morale from ashes back to lets say 50% at individuals?
It seems successful torpedo hits (and sunks) did raise nothing :hmmm:
invest skill point in Bosun for better food and all what rise the crew moral.... i spend skill point to Sonar guy, Bosun, Navigator, at when i have more skill points then i need i spend it on the engineer....for better silent running, faster repair etc etc
Sjizzle
04-02-16, 07:07 AM
Hi Vecko
Just to clear up a point.
Is the deletion done with the mods disabled from the mods folder?
Is the deletion done with the mod enabled and the file deleted from the main folder?
I decided to start another new campaign (realistic) because previously I changed 2 of the game play settings that gave me 86% and having done the Baltic with that I wanted to do all my campaigns on 100% from the start and with my speed conversion chart problem this was a good opportunity to do it.
Peter
as vecko said u can delete them when u wish i usual delete them after each 3'th or 4'th mission .....i don't care if they reset to the default settings :D
redline202
04-02-16, 07:33 AM
Hi all. Great Mod :salute:
Is there a way to start with VIIB in late campaign, for example in Western Approaches?
Back when i was playing SH4, i was messing with UPCDataGE files and it worked. But no luck in SH5.
Does anyone know how to do that?
Thanks.
vdr1981
04-02-16, 08:56 AM
Hi all. Great Mod :salute:
Is there a way to start with VIIB in late campaign, for example in Western Approaches?
Back when i was playing SH4, i was messing with UPCDataGE files and it worked. But no luck in SH5.
Does anyone know how to do that?
Thanks.
data\UPCDataGE\UPCCampaignData\CareerOptions.upc
[CareerOptions 4]
ID= WesternApproaches41
[CareerOptions 4.Flotilla 1]
ID= C4Flotilla1
NameDisplayable= 6. Unterseebootsflottille
IDLinkFlotilla= 6thFlotilla ; link to ID in Flotilla upc file
IDLinkUserPlayerUnits= F4VIIC, 1 ;change it to "F4VIIB" and start WA campaign
FlotillaBriefingText=
FlotillaCommonality= 1
I would vote to make periscope at night nearly invisible or even totally invisible.
As this could sound like nonsense, it will be much more relevant according to many documentaries about convoy attacks. At the night, sub was nearly invisible even if it was emerged in the middle of convoy between the ships.
As convoy tried to be invisible from distance, they was totally dark.
When sub attacked, they tried to use spotlights, but mostly without any success as they had no idea from which point attack started.
Periscope was really invisible in such situation
Sjizzle
04-02-16, 10:08 AM
I would vote to make periscope at night nearly invisible or even totally invisible.
As this could sound like nonsense, it will be much more relevant according to many documentaries about convoy attacks. At the night, sub was nearly invisible even if it was emerged in the middle of convoy between the ships.
As convoy tried to be invisible from distance, they was totally dark.
When sub attacked, they tried to use spotlights, but mostly without any success as they had no idea from which point attack started.
Periscope was really invisible in such situation
Otto Kretschem's favorite attack was from inside the convoys and always was a success in sh5 if u try to go inside a convoy dd's will detect u and will ruin all......
Exactly, but as i wrote in bugs thread, i was very successful to hide inside of convoy.
So it's not as far away from what i would want :)
Just my periscope is very quick spotted by merchants.
That would be enough for me.
vdr1981
04-02-16, 10:26 AM
I think you guys watch to much documentaries...:)
It's well known fact what kind of attack was preferred by large majority of U-boat captains and that certainly wasn't convoy surface infiltration...
But no..In SH games we all want to be Kretschmers an no one want to shoot salvos into large convoys...:D.
Anyway, I can confirm that, at least with TWoS, surface convoy infiltration is perfectly possible IF you know how, but I wont tell you, that would be a "spoiler"...:)
Once firework starts you cant stay on the surface for long though because most of the ships are equipped with search lights...
I don't want to be silent Otto, just want my fist size periscope to not to be visible from 500m in dark night, you have to agree, it's nonsense ;-)
Sjizzle
04-02-16, 10:52 AM
I think you guys watch to much documentaries...:)
It's well known fact what kind of attack was preferred by large majority of U-boat captains and that certainly wasn't convoy surface infiltration...
But no..In SH games we all want to be Kretschmers an no one want to shoot salvos into large convoys...:D.
Anyway, I can confirm that, at least with TWoS, surface convoy infiltration is perfectly possible IF you know how, but I wont tell you, that would be a "spoiler"...:)
Once firework starts you cant stay on the surface for long though because most of the ships are equipped with search lights...
i never infiltrate inside a convoy i always used multiple targeting solution to hit 2 - 3 ships at the same time :D from outside a convoy :D
vdr1981
04-02-16, 11:03 AM
I don't want to be silent Otto, just want my fist size periscope to not to be visible from 500m in dark night, you have to agree, it's nonsense ;-)
And it is not visible...Maybe escorts have triangulated your position, who knows...What about search lights? Maybe they hear noise of your engines? It can be anything...
Have you saw this tip?
- If you enable "Show highlighted sensor region" TAI map options with OFEV, you will be able to observe how AI actually sees and hears you depending of your speed, depth, profile, weather, time of day ect...Very useful for "Submarine school" training...
Yeah that's nice debug, but i don't want to spoil my experience right now as I'm having blast with this convoy :)
It's just, when i attacked, i was stationary since approach before convoy. Then i was picking another victim and they spotted my periscope, i found it just by reaction of escort which was closest and about 3km+
If you say it's invisible, ok, maybe something else, will see next time :salute:
Subwolf
04-02-16, 12:55 PM
invest skill point in Bosun for better food and all what rise the crew moral.... i spend skill point to Sonar guy, Bosun, Navigator, at when i have more skill points then i need i spend it on the engineer....for better silent running, faster repair etc etc
Bosun for better food, I guess you mean the cook. When I served on a sub the cook was definitely the most popular guy. The better his food, the better the crew :03:
Sjizzle
04-02-16, 01:05 PM
Bosun for better food, I guess you mean the cook. When I served on a sub the cook was definitely the most popular guy. The better his food, the better the crew :03:
yea sorry i messed up there i mean cook really sorry was my mistake have no clue what i was thinking there
Subwolf
04-02-16, 01:36 PM
yea sorry i messed up there i mean cook really sorry was my mistake have no clue what i was thinking there
Yeah the bosun probably provides you with a bottle of beer now and then, no wonder Olaf is pissed at him.
Seriously...the best morale booster in SH5, order a special meal from a cook with promotion points.
When I served on a sub the cook was definitely the most popular guy. The better his food, the better the crew :03:
Hahaaa... respect sir! :salute:
renard60
04-02-16, 02:25 PM
Bonjour renard60,
That would be to much work for single modder. If you organise few of your French comrades I will gladly direct you to the appropriate files which needs to be translated...
Bonjour vdr1981
merci d'avoir répondu si vite nous en sommes reconnaissant
oui nous sommes sur le site de milles sabord
http://www.mille-sabords.com/forum/
si tu pouvais nous donner les fichiers ŕ traduire en francais et la procedure ce serai tres genereux de ta part
merci du fond du coeur
Hello vdr1981
thank you for responding so quickly we are grateful
yes we are on the site of porthole miles
http://www.mille-sabords.com/forum/
if you could give us the files to be translated into French and that the procedure will be very generous of you
thank you from the heart
I apologize for my English so poorly translated:up:
Sjizzle
04-02-16, 02:33 PM
Bonjour vdr1981
merci d'avoir répondu si vite nous en sommes reconnaissant
oui nous sommes sur le site de milles sabord
http://www.mille-sabords.com/forum/
si tu pouvais nous donner les fichiers ŕ traduire en francais et la procedure ce serai tres genereux de ta part
merci du fond du coeur
Hello vdr1981
thank you for responding so quickly we are grateful
yes we are on the site of porthole miles
http://www.mille-sabords.com/forum/
if you could give us the files to be translated into French and that the procedure will be very generous of you
thank you from the heart
I apologize for my English so poorly translated:up:
if u download TWoS then go to
The Wolves of Steel 1.05\data\Menu and there is a Menu.txt file that file must be translated to French there is plenty of text :D
renard60
04-02-16, 04:43 PM
Good evening Sjizzle
yes I agree that it's done
but for the translation of mission and other
Message exct radio
thank you again good evening
codered8877
04-02-16, 04:52 PM
Need help!
getting this error when doing the steps for opening the TWD GenericPatcher
Sjizzle
04-02-16, 04:54 PM
@vecko
heya take a look a this tips for loading screen the one with "*" are your tips from TWoS documetation :D if u agree to add them to your mega mod or u wanna add mod feel free ask for download link :D fact88 is my tip :D
Fact88=Before enable any mods or modpack READ ALL DOCUMETATION ! don't try to be smarter they u are cos enabling mods in the wrong order may crash the game or enabling incompatible mods also will crash the game !
Fact89=The best attack solution against a ship is from a 90 degrees angle, at a range of about 800 meters.
Fact90=*DO NOT add any additional mods if you are not 100% sure what you are doing or you may induce all kind of stability and gameplay related issues! Keep in mind that most of the standalone mods outhere are incompatible with this expansion .
Fact91=*Full game reinstallation is highly recommended when replacing old with new megamod version (for example v1.04 to v1.05)!
Fact92=Try to attack from the dark side - into the sunrise, sunset or moon - silhouetting the target against the dim light.
Fact93=*Never overwrite old/previous game saves. Always make a new one and save few recent, just in case...
Fact94=Use the Deck gun against unarmed merchant ships in order to preserve the limited torpedo supply.
Fact95=*Keep your gamesaves clean. Try not to save game with destroyed/damaged or in any way bugged AI units (especially airplanes) in your rendering area (40-60 km around the sub). This doesn't mean that you should never do this but make sure to have at least one previous "safe" gamesave. Check this post too
Fact96=Use HE shells to neutralize the merchants radio room to prevent them from alerting nearby defenses.
Fact97=Try to limit the speed and turning of the U-boat when using the deck gun. Any notching and pitching greatly affects accuracy.
Fact98=Avoid keeping the periscope above the waterline too long. It's better to raise it for short periods from time to time in order to reduce the chances of being visually detected.
Fact99=Use the Observation periscope from the Command Room to sweep search before breaking the waterline to surface. It has a higher elevation and wider sight angle than the Attack periscope.
Fact100=Use the Attack periscope from the Conning tower to target enemy ships in submerged operations. Its higher magnification power makes identification easier.
Fact101=*Ease your TC and try to limit duration of your playing sessions while operating in areas with dense air and sea traffic (like Baltic, North Sea, Mediterranean , British coastal waters ect).
Fact102=Decks awash offers the advantages of both Diesel propulsion and a very low silhouette.
Fact103=The best way to listen to sea traffic is to submerge and stop all engines. The Sonar range is no longer affected by your U-boat engine noise.
Fact104=*If you enable "Show highlighted sensor region" TAI map options with OFEV, you will be able to observe how AI actually sees and hears you depending of your speed, depth, profile, weather, time of day ect...Very useful for "Submarine school" training...
Fact105=Doing a 360 degrees search before breaking the surface can mean the difference between life and death. You can never know when a warship silently waits for you to surface.
Fact106=*Forget about mathematical and GPS precision with this expansion. Almost everything is uncertain and randomized, including torpedoes speed and depth, your true position in SH world merchants AI crew fighting damage ect ect
Fact107=Normally a destroyer should not be engaged, but if the situation calls for it, use a salvo of high speed torpedoes and shoot from close range.
Fact108=*SH3 UI style is faster, more fluid, more practical and more immersive than SH5 UI. It also appears that it is less prone to some bugs and glitches and it definitely has higher FPS. You can switch UI style using Option File Editor Viewer app...
vdr1981
04-02-16, 05:20 PM
Fact88=Enable more mods and your di*ck will fall off for sure...
This one? :ping:
Sjizzle
04-02-16, 05:32 PM
This one? :ping:
lol :har::D
vdr1981
04-02-16, 05:37 PM
lol :har::D
Hmmm...I wonder how would that look in loading screen...:hmm2:
It would be cool in TWOS at default in my opinion if it would be disabled to see ships at hydrophone as it is sh5 vanilla style, not HC realistic TWOS one :)
(To have to detect it really by hear it)
:
This is how i mod it after TWOS:
1 - open data/Menu/menu.txt and change this lines to this values
; sh5.exe patch by TDW - allows texts for units to display in hydrophone box when real navigation enabled
;826=Unknown contact
;827=Contact
;828=Contact
;829=Contact
826=-
827=-
828=-
829=-
THE_MASK
04-02-16, 06:51 PM
It would be cool in TWOS at default in my opinion if it would be disabled to see ships at hydrophone as it is sh5 vanilla style, not HC realistic TWOS one :)
(To have to detect it really by hear it)
:
This is how i mod it after TWOS:
1 - open data/Menu/menu.txt and change this lines to this values
; sh5.exe patch by TDW - allows texts for units to display in hydrophone box when real navigation enabled
;826=Unknown contact
;827=Contact
;828=Contact
;829=Contact
826=-
827=-
828=-
829=-
This is how I have sobers mega mod set up
826=Contact
827=Contact
828=Contact
829=Contact
This is how I have sobers mega mod set up
826=Contact
827=Contact
828=Contact
829=Contact
This is not what i want to achieve, since you can see where exactly are borders of the sounds at hydrophone.
My version (found somewhere else at subsim) shows totally nothing, you have to really listen :)
Sjizzle
04-03-16, 02:13 AM
Need help!
getting this error when doing the steps for opening the TWD GenericPatcher
i hope that u have read TWoS documentation .....for the steam version of the game there is other method to patch the game with tdw's patcher .....
tdw's generic patcher doesn't suport steam version of the game u need to follow this (http://www.subsim.com/radioroom/showthread.php?t=214687) steps if u wanna patch the game with tdw's generic patcher...
vdr1981
04-03-16, 06:02 AM
It would be cool in TWOS at default in my opinion if it would be disabled to see ships at hydrophone as it is sh5 vanilla style, not HC realistic TWOS one :)
(To have to detect it really by hear it)
:
This is how i mod it after TWOS:
1 - open data/Menu/menu.txt and change this lines to this values
; sh5.exe patch by TDW - allows texts for units to display in hydrophone box when real navigation enabled
;826=Unknown contact
;827=Contact
;828=Contact
;829=Contact
826=-
827=-
828=-
829=-
Nothing new there Palmic...
That solution was actually used in some older TWoS versions but I decided to put "contact" labels back in order to compensate for some game engine limitations. Some of them you have already experienced...:03:
:hmmm:
Now i understand mr. Sobers solution :)
Thanks for explanation :salute:
vdr1981
04-03-16, 06:27 AM
Bonjour vdr1981
merci d'avoir répondu si vite nous en sommes reconnaissant
oui nous sommes sur le site de milles sabord
http://www.mille-sabords.com/forum/
si tu pouvais nous donner les fichiers ŕ traduire en francais et la procedure ce serai tres genereux de ta part
merci du fond du coeur
Hello vdr1981
thank you for responding so quickly we are grateful
yes we are on the site of porthole miles
http://www.mille-sabords.com/forum/
if you could give us the files to be translated into French and that the procedure will be very generous of you
thank you from the heart
I apologize for my English so poorly translated:up:
OK, here we go...The main files would be:
- data/Menu/Menu.txt
In TWoS I use edited English version of Menu.txt file form "TDW NewUIs test version 18". Note that this mod (NewUIs) already have French version of Menu.txt file so you dont have to translate all the lines. You can just translate differences and merge it later with some text editor...
- data\UPCDataGE\UPCLocalization\UPCLocalization.tsr
- Technical description lines in all submarine .UPCGE files
- A whole bunch of campaign radio messages found in data\RadioMessages\English folder
redline202
04-03-16, 06:48 AM
data\UPCDataGE\UPCCampaignData\CareerOptions.upc
[CareerOptions 4]
ID= WesternApproaches41
[CareerOptions 4.Flotilla 1]
ID= C4Flotilla1
NameDisplayable= 6. Unterseebootsflottille
IDLinkFlotilla= 6thFlotilla ; link to ID in Flotilla upc file
IDLinkUserPlayerUnits= F4VIIC, 1 ;change it to "F4VIIB" and start WA campaign
FlotillaBriefingText=
FlotillaCommonality= 1
Thanks vdr1981 :up:
Good luck with your WOS! :salute:
Sjizzle
04-03-16, 07:09 AM
heya wecko your OHIIv2.5 Enhc. works very well with MagUI also i will add them to my mod list
excel4004
04-03-16, 07:33 AM
:hmmm:
Now i understand mr. Sobers solution :)
Thanks for explanation :salute:
Can you pls explain this solution!?
Mr. Sober shows just unknown contact at top left corner at hydrophone station while i showed nothing in my game.
Sobers setting is better because very slow contacts are totally silent even if they have engine on.
This is kind of solution for this silent ships
@vecko
heya take a look a this tips for loading screen the one with "*" are your tips from TWoS documetation :D if u agree to add them to your mega mod or u wanna add mod feel free ask for download link :D fact88 is my tip :D
Sorry where do I find the TWOS document?
heya wecko your OHIIv2.5 Enhc. works very well with MagUI also i will add them to my mod list
I have to try your mod for happy times as i really fancy magui. :)
Since i solve this ****ing convoy, I'll have 5 days to end coastal waters campaign :)
Sorry where do I find the TWOS document?
Firsts page od this thread.
Read it all, because this game really needs this manual and if you'll not read it, you'll have real problems with instability, controls, etc.
vdr1981
04-03-16, 09:40 AM
heya wecko your OHIIv2.5 Enhc. works very well with MagUI also i will add them to my mod list
:up:
mr.artur_96
04-03-16, 10:19 AM
Is it possible to have type VIIB in middle of total germany ?
After few days of hunting convoy i have to say, TWOS RAOBF is perfectly accurate, just found that you have to set horizontal line slightly bellow waterline but it does not matter and i definitely have no problem with that, it seems realistic to me.
I learned few things about stationary TDC settings.
- At first everything what you need to have precise is target speed. dont spend much time with AoB as this is not so important - tolerance from close range is more than 5 i think! Importance of distance is relevant to your gyroangle (how much torpedo must change its course) - i tolerate 500-1000m, so again - i dont spend much time with getting it (just roughly in hundreds), but i try to always keep gyroangle between +-20 degrees (so i shoot +-20 degrees before my nose).
- You definitely dont want to use map for TDC data input, use some approach which gives you data optically just from periscope (UZO?) - You can use stadimeter for distance, but when you want even angle on bow and dont want to go from periscope station, RAOBF is a killer!! :rock: I had 100% success from my 10-15 tries (i was killed by escorts several times, so i had to repeat attack). And my last one was Cimarron at about 140 AoB 4500m out of me, so nothing really easy.
- i never lock ship into TDC by spacebar as i dont use stadimeter and i never lock ship by x key, but its your choice, youll have no problem with that
- i never use XO to input TDC data as XO can change your input data for init target settings, i always set it manually.
if you don't know about it, use ctrl at periscope for precise move!,
Advances of RAOBF:
- as you use it, you are ASAP getting required knowlege about ships. If you will be attacking 5x cimmaron tanker, you can bet, that for 6x youll not open recognition manual at all! - Just measure optical height at RAOBF - set it, look to 30m mast height at RAOBF (because you now remember he is 30m) and you know his distance, measure optical length - again - youll just set distance to real length (191m :) ), look at that optical width and you know his AoB.
For about 30s and you know almost everything to shoot without looking to books or map. Just at periscope.
So youll become a particular ship types assasin and as you learn more ships, you can target them even more at once and pick them 2-3 in one attack without leaving periscope cross out of your sight!
- If you are targeting convoy and you measure speed of multiple ships, you dont have to move RAOBF for speed if they are going all at the same speed, you just leave RAOBF at that speed and just compare time interval in relation to their length, cimarron tanker is 191m long, Large ore freighter is about 150 i think - so Cimarron is at 6kts measured at stopwatch 62s, That ore is about 45s and this you can see at RAOBF and just let the 6kts there as was. If this check pass, they are all at 6kts. If not, just move RAOBF to that diferent time from stopwatch and check the difference. Mostly its si little difference, it doesn't matter..
This is actually huge advantage, because other parameters are pretty irelevant at TDC when you target from nice 80-100 degrees angle.
So you just set to TDC parameters of one ship and pick them 2-4 like sniper. Next level could be calculate simultanous hit by multiple eels, but it does not matter, what does is that RAOBF is really handy for multiple target checking and very very quick! :rock:
- For speed use definitely stopwatch (and again you can use RAOBF, so no distractions from periscope). Definitely DONT use map to getting some distance per time and calculate it, its so much more work and its not really accurate :)
- Now my favorite - as setting of AoB into TDC directly is not often really comfortable and XO officer can mess your already set data i have a little trick how to set it.
If you see ship at some bearing and know its course and AoB, you can just easily calculate where it will have (or had if its opposite direction) 90AoB. For instance if you have some ship at 47 AoB at bearing 60 going before your nose, it will have 90 at 60 - (90-47) = bearing 17 - Yes every degree of bearing translates into 1 degree target's AoB so its fully linear, always. Exception can occur just if you, or target change its course.
So you can just turn your periscope to 17, set 90 AoB, set it back to auto and move back - you'll have 47 AoB!
- At the end i often measure again speed cuz its really most important thing ever.
Then just pick my targets and snipe them! :Kaleun_Wink:
excel4004
04-03-16, 03:07 PM
warham would be the logical person , already has a server .:yeah:
This is realy no complain and i dont know if its possible to solve, but i think torpedoes are too effective.
Right now one hit is always sink of that ship, it realy does not matter where you hit the ship, it will sink till 1 hour anyway.
If it would be possible it should be something like if you'll hit the ship with magnet under the keel it would be critical, on the nose it would still be critical because how much the ship want to move somewhere as much water it will take, but, if you'll hit 10m draft ship to 2m bellow water line in the middle, i think it should not sink till 12 hours really. Rather it should not to be fatal hit at all.
.. but i expect this was really theme of many flames around here before i became a member, i'm here since november 2015...
oscar19681
04-04-16, 03:12 PM
Hello ive been playing this mod for Some time now and im loving it.
But i have a couple of questions i cant seem to figure out myself.
* ive been on 2 extensive long patrols now and Doing if by the book ( diving from time to time to listen for contacts , patrolling the charts on known convoy routes , making unpredictable patrol routes to Find targets etc etc ) yer i have only sunk 2 enemy ships and when i do Find contacts they seem to be neutral ships only. How do i Find more ships to sink?
* I get radio Messages Adressed to U-22 , yet i am u-99. The radio Messages talk of wolfpackes And expected convoys. Are they legit? Or are they just radio Messages for immersion?
* How do i plot bdu grids? For example grip Al 0316 is in grip AL16?
* how do i read & plot coordinates send by Bdu?
For example i get radio Messages from bdu saying a convoy is spotted at
Long 13 degrees 14 w , lat 62 15n degrees course ENE 15 knots?
Salute Oscar :salute:
lat long is standard used till today and you can get the position via it even at google maps - in fact google maps supports even lat long at URL :)
For latlog - you just imagine earth map like classic elipsis cut to 4/4 - by 2 lines - horizontal to north and south and vertical to east and west.
latitude is north/south orientation and longitude west/east.
if you are at north latitude (lat N) you are at north from the cross and respectively the opossite logic.
Every degree has 60 minutes thats all! - so 59 degrees and 30' is 59 and a half!
If you'll see TWOS map, youll see at borders you have this information there - you can see for instance 59N. 60N and so...
------
for precise please use ingame chart - "E" -> real navigation -> nautical chart
this is chart which is supposed to move onto particular square at map to check its "minutes" - you have easy tool to pick precisely right part of degree
For the other orientation and your example - Al 0316 is not AL16, its AL 03 and the 16 is precise orientation in this rectangle.
you can again - get this orientation by chart - "E" -> maps -> light grid
Just move and resize the chart over all rectangle and youll have a point :Kaleun_Wink:
Sjizzle
04-05-16, 12:39 AM
Hello ive been playing this mod for Some time now and im loving it.
But i have a couple of questions i cant seem to figure out myself.
* ive been on 2 extensive long patrols now and Doing if by the book ( diving from time to time to listen for contacts , patrolling the charts on known convoy routes , making unpredictable patrol routes to Find targets etc etc ) yer i have only sunk 2 enemy ships and when i do Find contacts they seem to be neutral ships only. How do i Find more ships to sink?
* I get radio Messages Adressed to U-22 , yet i am u-99. The radio Messages talk of wolfpackes And expected convoys. Are they legit? Or are they just radio Messages for immersion?
* How do i plot bdu grids? For example grip Al 0316 is in grip AL16?
* how do i read & plot coordinates send by Bdu?
For example i get radio Messages from bdu saying a convoy is spotted at
Long 13 degrees 14 w , lat 62 15n degrees course ENE 15 knots?
Latitude and longitude are angles that uniquely define points on a sphere. Together, the angles comprise a coordinate scheme that can locate or identify geographic positions on the surfaces of planets such as the earth.
Latitude 0 is the equator what is above equator is North Hemisphere what is below equator is South hemisphere
Longitude 0 is GMT what and from it goes to the west 180 degree and to the east 180 degree....
never try to go to does coordinates what BDU sent u convoy spotted at "Long 15 degrees 14 w , lat 52 15n degrees course ENE 7 knots" cos till u get there the convoy is long time away from there and also if u leave your designed patrol are the patrol time will reset...... stay in your patrol are ....
how to find the grid there is a grid chart use that one to find your patrol area palmic explained u very well :D
example AL16 grid coordinates are
Center 58°39.000'N, 023°48.000'W Top left 59°06.000'N, 024°42.000'WTop right 59°06.000'N, 022°54.000'WBottom left 58°12.000'N, 024°42.000'WBottom right 58°12.000'N, 022°54.000'W
PS in WWII was captains who never saw a ship in they patrols so no panic :D
Nothing new there Palmic...
That solution was actually used in some older TWoS versions but I decided to put "contact" labels back in order to compensate for some game engine limitations. Some of them you have already experienced...:03:
Hmm unfortunately this slow ships don't even show "contact" in top left corner at hydrophone as i found..
So showing this information there is not fix.
No problem i like to have only ears there anyway :)
blackcan
04-05-16, 05:05 AM
After a long experimentating i figured out why SH5 wasn't working anymore.
Now i made a fresh clean installation and wanted to ask if someone could explain or point out a little Guide in how to change the GUI style to SH3
Thanks in advance
Sjizzle
04-05-16, 05:17 AM
After a long experimentating i figured out why SH5 wasn't working anymore.
Now i made a fresh clean installation and wanted to ask if someone could explain or point out a little Guide in how to change the GUI style to SH3
Thanks in advance
as far as i know TWOS is set as default SH3 style
\Silent Hunter 5\MODS\1. The Wolves of Steel 1.05\data\Applications\OptionsFileEditorViewer opent the exe file from there and set the path to menu file which one is located in Silent Hunter 5\MODS\1. The Wolves of Steel 1.05\data\Menu after this one set the path where is Sh5 installed ..... then click open navigate to Silent Hunter 5\MODS\1. The Wolves of Steel 1.05\data\Scripts\Menu and select from there TheDarkWraithUserOptions.py and a screen with lots of tab will open
navigate to the UI Tab and from there u can change the style
http://www.mediafire.com/convkey/891d/97f2v0mympfh7p7zg.jpg
blackcan
04-05-16, 11:21 AM
as far as i know TWOS is set as default SH3 style
\Silent Hunter 5\MODS\1. The Wolves of Steel 1.05\data\Applications\OptionsFileEditorViewer opent the exe file from there and set the path to menu file which one is located in Silent Hunter 5\MODS\1. The Wolves of Steel 1.05\data\Menu after this one set the path where is Sh5 installed ..... then click open navigate to Silent Hunter 5\MODS\1. The Wolves of Steel 1.05\data\Scripts\Menu and select from there TheDarkWraithUserOptions.py and a screen with lots of tab will open
navigate to the UI Tab and from there u can change the style
http://www.mediafire.com/convkey/891d/97f2v0mympfh7p7zg.jpg
i did excactly that but my GUI is the same.
I have buttons on the left for Submerge, Periscope depth etc.
I have Speed buttons on the bottom and i have half a compass in the bottom and when i click on it i get a real Compass.
but shouldn't SH3 be like every 3 things have a Dial?
fitzcarraldo
04-05-16, 12:24 PM
i did excactly that but my GUI is the same.
I have buttons on the left for Submerge, Periscope depth etc.
I have Speed buttons on the bottom and i have half a compass in the bottom and when i click on it i get a real Compass.
but shouldn't SH3 be like every 3 things have a Dial?
To my knowledge and my experience, you need to deactivate the mods (TWoS and the patch); then, search OFEV and do the changes. After that, reactivate the mods. If you make the changes with the mods applied, OFEV don´t work.
I had the same issue when I changed to SH3 UI style, and doing the above procedure I obtained the new UI.
The latest version of TWoS has the SH5 UI as default.
Best regards and good luck!
Fitzcarraldo :salute:
Sh3 style is classic with dials
blackcan
04-05-16, 12:29 PM
To my knowledge and my experience, you need to deactivate the mods (TWoS and the patch); then, search OFEV and do the changes. After that, reactivate the mods. If you make the changes with the mods applied, OFEV don´t work.
I had the same issue when I changed to SH3 UI style, and doing the above procedure I obtained the new UI.
The latest version of TWoS has the SH5 UI as default.
Best regards and good luck!
Fitzcarraldo :salute:
I already thought about that since the py files are in the mods folder but I'm very careful before doing something on sh5.
How is the best way too do it? Does it matter to a started campaign or my savea when I deactivate and active it again
fitzcarraldo
04-05-16, 12:45 PM
I already thought about that since the py files are in the mods folder but I'm very careful before doing something on sh5.
How is the best way too do it? Does it matter to a started campaign or my savea when I deactivate and active it again
Run the game with the mods according the instructions. You will have the SH5 UI when on the boat. Exit the game. Then, go to JSGME and deactivate the mods. Search for OFEV (in applications in the mod folder) and do the changes you like (you can change a lot of things, included the UI style). Then, reactivate the mods with JSGME. That´s the trick.
If you did and undid with OFEV without deactivate the mods, I recommend you a full reinstallation of the game. Probably- due to your tests-the game is broken now.
Good luck!
Fitzcarraldo :salute:
vdr1981
04-05-16, 01:09 PM
i did excactly that but my GUI is the same.
I have buttons on the left for Submerge, Periscope depth etc.
I have Speed buttons on the bottom and i have half a compass in the bottom and when i click on it i get a real Compass.
but shouldn't SH3 be like every 3 things have a Dial?
Check FAQ and tips...
blackcan
04-05-16, 01:19 PM
Check FAQ and tips...
I did 2 times but you only mentioned that it has better FPS and you shouldn't mess around if you don't know what you're doing so i asked here what i have to do, since i am not that familiar with modding SH5
vdr1981
04-05-16, 01:48 PM
I did 2 times but you only mentioned that it has better FPS and you shouldn't mess around if you don't know what you're doing so i asked here what i have to do, since i am not that familiar with modding SH5
http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521
P.S. this post is also linked in FAQ sections...
blackcan
04-05-16, 01:52 PM
http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521
I overlooked this ? I don't know i promise i read through your FAQ on the first page 2 times and nowhere found a link to that.
But thank you very much still
vdr1981
04-05-16, 01:55 PM
I overlooked this ? I don't know i promise i read through your FAQ on the first page 2 times and nowhere found a link to that.
But thank you very much still
- I want more custom settings in order to set gameplay options to suit my playing style (auto TDC, map contacts, UI style ect)...
Sure..Withing the modpack is contained an awesome TDW User Options File Editor Viewer application. Learn how to use this app and explore it's options. It is truly remarkable application and it offers to the player level of customization like in no previous SH title...How to use TDW Options File Editor Viewer (http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521) with The Wolves of Steel Megamod
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