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vdr1981
02-12-14, 02:14 PM
Yep, compass and rudder dial work fine...:)

That's very good!:up:

I'm sure you'll find compass tool more useful then old heading bar...

diablo82
02-12-14, 04:48 PM
Does this mod, you can enable "Ship Identification"? In my game is blank.

http://imagizer.imageshack.us/v2/150x100q90/36/hosz.jpg (https://imageshack.com/i/10hoszj)



__________________________________
I'm using Google translator

Mikemike47
02-12-14, 09:14 PM
@vdr1981,
This link will make you happy (http://www.subsim.com/radioroom/showpost.php?p=2174141&postcount=2846)

ZAGOR64BZ
02-13-14, 08:01 AM
Does this mod, you can enable "Ship Identification"? In my game is blank.

http://imagizer.imageshack.us/v2/150x100q90/36/hosz.jpg (https://imageshack.com/i/10hoszj)



__________________________________
I'm using Google translator
I was wondering the same thing.....:hmmm:

gap
02-13-14, 08:12 AM
Does this mod, you can enable "Ship Identification"? In my game is blank.

I was wondering the same thing.....:hmmm:

This question has already been answered. See below please :03:


If you really want to use automatic target recognition, which is a bit unrealistic IMO especially because you can recognize a ship 20+km away, install this mod anywhere in patrol or in port ... http://www.subsim.com/radioroom/downloads.php?do=file&id=4248

vdr1981
02-13-14, 12:34 PM
This question has already been answered. See below please :03:

But because the megamod is now based on TDW New UI's 7.4.2. you should use this...http://www.subsim.com/radioroom/downloads.php?do=file&id=4250

@vdr1981,
This link will make you happy (http://www.subsim.com/radioroom/showpost.php?p=2174141&postcount=2846)
:up:

gap
02-13-14, 12:36 PM
But because the megamod is now based on TDW New UI's 7.4.2. you should use this...http://www.subsim.com/radioroom/downloads.php?do=file&id=4250

ops... :88)

vdr1981
02-13-14, 12:38 PM
ops... :88)

Hehe... No problemo gap !:)

Gammelpreusse
02-13-14, 02:04 PM
Kay, first post for ages. I have given up on this game a long time ago, despite countless attempts to make it work with mods.

And even though I get the regular CTD even with your mod here, It runs much, much better then anything I had before.

For that, a big big thank you vdr. You brought this thing back to life for me. Finally I have a U-Boat game up and running again :salute:

vdr1981
02-13-14, 02:21 PM
Kay, first post for ages. I have given up on this game a long time ago, despite countless attempts to make it work with mods.

And even though I get the regular CTD even with your mod here, It runs much, much better then anything I had before.

For that, a big big thank you vdr. You brought this thing back to life for me. Finally I have a U-Boat game up and running again :salute:

My pleasure! :up:

Waith, you said you have regular CTD's even with this
megamod?:hmmm: Can you be more precise please?

Sjizzle
02-13-14, 02:36 PM
this mod run very well for me no CDT's at all and TBH i don't know why ppl have CTD's

very nice job vdr1981

PS. a mega mod with Magui Interface would be also great :D

vdr1981
02-13-14, 02:45 PM
this mod run very well for me no CDT's at all and TBH i don't know why ppl have CTD's

very nice job vdr1981

PS. a mega mod with Magui Interface would be also great :D

Good to hear that, it gives me a hope! :up:

Regarding Magui Interface, I never used it because it doesn't support TDW real navigation which is big drawback for me. But again, why not...We could knock together something like that in the future...

vdr1981
02-13-14, 02:53 PM
ops... :88)

gap, are you interested in making few touch ups to my qiuckly made creapy looking promotional poster from the first page? :D

flag4
02-13-14, 05:01 PM
WOW!! Silent Hunter 5 comes of age!!

congratulations and many thanks of appreciation to the modding community for this...:salute:

gap
02-13-14, 06:32 PM
gap, are you interested in making few touch ups to my qiuckly made creapy looking promotional poster from the first page? :D

Sure :up:

Honestly I don't dislike your poster at all, and I like very mutch the film frames below it. Just tell me what do you have in mind, and I will see what I can do for further improving them :salute:

J0313
02-13-14, 08:16 PM
My watch crew isn't taking their stations on the conning tower like their suppose to after surfacing.

devilmaycry2k
02-14-14, 07:41 AM
Hi vdr,thank you for your wonderful Megamod.:up:
I have a small problem. My old PC is not very powerful,it can only run the original SH5 with the lowest setting and the fps are just acceptable. After installing your Megamod,I recognize a small drop in FPS,especially when my steel wolf is near ports (may be due to some graphic mods?). Can you help me fix it when you have some free time?:salute:

Sjizzle
02-14-14, 10:36 AM
Hi vdr,thank you for your wonderful Megamod.:up:
I have a small problem. My old PC is not very powerful,it can only run the original SH5 with the lowest setting and the fps are just acceptable. After installing your Megamod,I recognize a small drop in FPS,especially when my steel wolf is near ports (may be due to some graphic mods?). Can you help me fix it when you have some free time?:salute:]

i think the best for u it's using OH II light version not the full version of OH II wich is includet in this mega mod ....

vdr1981
02-14-14, 01:12 PM
Sure :up:

Honestly I don't dislike your poster at all, and I like very mutch the film frames below it. Just tell me what do you have in mind, and I will see what I can do for further improving them :salute:

Nothing special, basically the same with some more appropriate fonts, and better resolution. I could give you a picture and moder's names in txt file so you can add more people that I skipped.

My watch crew isn't taking their stations on the conning tower like their suppose to after surfacing.
Nothing unusual, most of the time simple save-reload of the game solve this issue. Also, try not to use high TC when you submerging or surfacing...
Hi vdr,thank you for your wonderful Megamod.:up:
I have a small problem. My old PC is not very powerful,it can only run the original SH5 with the lowest setting and the fps are just acceptable. After installing your Megamod,I recognize a small drop in FPS,especially when my steel wolf is near ports (may be due to some graphic mods?). Can you help me fix it when you have some free time?:salute:

Again nothing unusual here, I also have very outdated PC and average FPS in ports for me is 15-20 frames, with 16x TC even less...You should know that Kiel is the "hardest" port for FPS, others are much better...
My configuration is AMD Athlon X2 5000+ @ 3,1 GHz Nvidia8800GT and 4 GB DDR2 RAM.

gap
02-14-14, 01:37 PM
Nothing special, basically the same with some more appropriate fonts, and better resolution. I could give you a picture and moder's names in txt file so you can add more people that I skipped.

Sure, send them :up:

vdr1981
02-14-14, 02:02 PM
Sure, send them :up:

Cant wait to see your work ! :D

OK, the picture is in the attachment...

And here are the moders...I have probable missed someone (don't be angry please :)), if you remember if anyone was included in mods development please add them...

TheDarkWraith, SteelViking, Ailantd, Captain America, Entheberge, gap, Paris England, Pintea, sober, stoianm, Stormfly, volodya61, W clear, yano1966, The Beast, Vecko(vdr1981), Tscharlii, radcapricorn, Naights, Sjizzle, Sober, Xrundel, Cerberus62, SkyBaron, Trevally, Rongel, Church, Husksubskys, Athlonic, archer9, tonschk, Pintea, Nozaurio, macardigan, Cybermat47, Nauticalwolf and many many others...

gap
02-14-14, 02:31 PM
Cant wait to see your work ! :D

hehe I will start working on it tomorrow, but don't expect too much: your poster is quite good already, and improving it won't be easy :salute:

P.S: should I retain the exact same wording as the original poster? Any suggestion by some inspired native English-speaking member? :)

vdr1981
02-14-14, 03:09 PM
hehe I will start working on it tomorrow, but don't expect too much: your poster is quite good already, and improving it won't be easy :salute:

P.S: should I retain the exact same wording as the original poster? Any suggestion by some inspired native English-speaking member? :)

No need to hurry. Do it what ever you like, I have full confidence in you gap!:up:

Gammelpreusse
02-15-14, 10:40 AM
My pleasure! :up:

Waith, you said you have regular CTD's even with this
megamod?:hmmm: Can you be more precise please?

I already tried to pinpoint it, but it just happens randomly. In former times it was the usual apporach home harbor problem, but curiously that does not give any problems now.

It's just at sea randomly crashing every couple hours now, night, day, with ships around, or without, with time compression or without, just suddenly game quits. But given that's what Silent Hunter V was always like on my system, I won't complain.

I have not updated to your latest version yet, though (never change a "running" system, hehe).

602Sqn_Puff
02-15-14, 12:12 PM
Still having problems mate, fresh install and followed your instructions to the letter. It will still not let me use alternative speed controls to set the boats speed to anything other than the ahead slow, ahead one third etc.

As soon as I change speed using the control key and clicking with the mouse on the speed, the message box shows the speed I ask for, the crew respond with the speed I ask for, but the boat refuses to slow down/speed up.

Hope someone can help here because I getting frustrated with this..add to that the inability to use the scroll to change heading..I change mods up and these functions both work :(

vdr1981
02-15-14, 12:51 PM
It's just at sea randomly crashing every couple hours now, night, day, with ships around, or without, with time compression or without, just suddenly game quits. But given that's what Silent Hunter V was always like on my system, I won't complain.


What is PC configuration? Try to save and reload (with exiting from game compleatly) the game at least once in 1-2 days of simulation time...


On surface, both shafts and engines running. Will go to any speed when ordered but not when I use alt speed selection to select the speed in knots.
EDIT: seems to be working now?? will test further and report back




As soon as I change speed using the control key and clicking with the mouse on the speed, the message box shows the speed I ask for, the crew respond with the speed I ask for, but the boat refuses to slow down/speed up.

Hope someone can help here because I getting frustrated with this..add to that the inability to use the scroll to change heading..I change mods up and these functions both work :(

I'm sorry but I can't reproduce nothing similar...:hmmm: But I don't get it? You said that speed command problem has been solved from some reason ? What happen? Is this unique case, anyone else experiencing something similar?

602Sqn_Puff
02-15-14, 01:03 PM
I'll do my best to help you out, I think this mod is fantastic :)

Gammelpreusse
02-15-14, 01:30 PM
What is PC configuration? Try to save and reload (with exiting from game compleatly) the game at least once in 1-2 days of simulation time...



Got an I5-2500 (4x3.3GHz)
Geforce GTX 760
8 Gigs RAM

Should be plenty of power.

That said, I have the same problem as Puff in that the Boat does not accept commands. This only happens when some sort of time compression is active, though.

I have acouple of other problems as well, though I do not think those are related to your Mod.
For example, the actual seefloor never matches the visals, I always hit bottom long before I reach teh visible seafloor. I also can't use the seabed to place the boat there, even with no peed whatsoever I take constant damage. This means once you have flooding, the boat is doomed no matter what.
Also, and this is a major bugger, despite seeing the target clearly in the scopes, I often cant log it in, which prevents me from being able to identify the target and use the Stadimeter.
But as I said, I think those probs are engine related, not your mods, so I guess I gotta live with it.

gap
02-15-14, 01:46 PM
Today and yesterday I started working on a possible new logo for The Wolves of Steel. I have prepared three proposals so far. All of them bring the name of the mod engraved on a bolted steel plate, the way many emblems were fitted on u-boats' conning towers. The fonts selected are different varieties of the Jack-boot Helvetica, member of the family of Fraktur typefaces, often seen on Nazi poropaganda posters and also used for conning tower mottos. End of the similarities.

The first logo takes inspiration from the "teeth" originally mentioned by the mod subtitle. The steel plate brings three scars (similar to the ones commonly associated to Wolverine), supposedly originating from the said teeth. With a bit of fantasy, they can also be seen as a set of bllody waves :arrgh!: Font used: Tannenberg Fett (http://www.dafont.com/tannenberg-fett.font?text=F%FChrer&fpp=50)


http://imageshack.com/a/img594/5194/fcun.png


I took the freedom to slightly modify the mod name for the second logo proposal; from The Wolves of Steel to The Iron Wolves. The logo brings a rounded version of the Iron Cross, and the subtitle phrase was modified accordingly to "dare to be an hero", obviously referred to the German decaration. Font used: Postdam. (http://www.dafont.com/potsdam.font?text=F%FChrer&fpp=50)

http://imageshack.com/a/img546/5780/1njo.png

possible controversies:

- the name "Iron Wolves" is shorter and (imo) more threnchant than the original "Wolves of Steel", nonetheless it has already been used in many circumastances, most notably by a Lithuanian fascist movemen (https://en.wikipedia.org/wiki/Iron_Wolf_(organization)) and for an old submarine simulation (http://www.subsim.com/ssr/ironwolf.html)

- I ignore if the iron cross, similar to the swastika, can be considered offensive in some countries.


The third and last logo proposal displays a periscope sight with a convoy in sight and a ship on flames. The subtitle phrase reads "the hunting has started" thus creating a connection with the title of the SH series and with the same idea of an hunting wolves. Originally I had thought of another phrase; "your scope, our hope", wich played with the ambiguity of the word "(peri-)scope" in English, but then I realized that had the Nazists won the war, our world would have been a wort place, which is exactly the opposite of "hope" ;) Font used: Koch Fette Deutsche Schrift (http://www.dafont.com/koch-fette-deutsche-schrift.font?text=F%FChrer&fpp=50)

http://imageshack.com/a/img842/7091/7b1k.png

What do you, Vecko and TWoS lovers, think? I am open to criticism and suggestions :salute:

Sjizzle
02-15-14, 04:43 PM
http://imageshack.com/a/img594/5194/fcun.png



http://imageshack.com/a/img546/5780/1njo.png



http://imageshack.com/a/img842/7091/7b1k.png



whoop awesome work gap :up:

ZAGOR64BZ
02-15-14, 06:12 PM
:up: Great logos...I really like the "Iron Wolves" one.
Personally, I'll like to see it with the subtitle phrase "You're the hunter...they're the prey" and, if I may suggest, you could use it for the :D possible release of the "magui" interface version of the supermod?:yeah:

vdr1981
02-15-14, 06:14 PM
Great job Gap, No 3 is my favorite! :up:



possible controversies:

- the name "Iron Wolves" is shorter and (imo) more threnchant than the original "Wolves of Steel", nonetheless it has already been used in many circumastances, most notably by a Lithuanian fascist movemen (https://en.wikipedia.org/wiki/Iron_Wolf_(organization)) and for an old submarine simulation (http://www.subsim.com/ssr/ironwolf.html)



I'm not sure about this, this is exactly the reason why I've decided not to go with "The Iron Wolves" designation. I also have thoughts for "The Steel Wolves" but is sounds to much like Steel Beast... :)

How about to add some old camera effects to periscope view ?

gap
02-15-14, 06:55 PM
whoop awesome work gap :up:

:up: Great logos...

Great job Gap

Thank you guys :)

I really like the "Iron Wolves" one.

No 3 is my favorite!

Okay, I will keep updating the three of them until we decide which one is better suited for Vecko's megamod :up:


Personally, I'll like to see it with the subtitle phrase "You're the hunter...they're the prey" and, if I may suggest,

In my opinion your phrase is better suited for the logo n. 3 :hmm2:


you could use it for the :D possible release of the "magui" interface version of the supermod?:yeah:

The decision is on Vecko :03:


I'm not sure about this, this is exactly the reason why I've decided not to go with "The Iron Wolves" designation. I also have thoughts for "The Steel Wolves" but is sounds to much like Steel Beast... :)

The Steel Wolves sounds very good to me :yep:

How about to add some old camera effects to periscope view ?

Good idea :up:
I will add some chromatic aberration to it. What about the font and the plate texture? Which one do you prefer? Those are freely interchangeable.

icthird623
02-16-14, 07:06 AM
VDR 1981
Just a heads up (Not a Complaint.) Tried WOS V1 and was getting ctd's every once in awhile. Not often enough to be a real problem. Seemed to happen when I would open the map or change views nothing consistent. Don't know what was causing it.
I Really like the mod
I loaded up V 2, your instructions for both Versions are great.
V 2 crashed every time I attempted to submerge. I think it was a depth change problem. I added your mod setup several at a time and tested after each change until I found what appears to be causing the CTD

When I removed EMCCD v0.3.1 by archer 9 the problem disappeared.
Maybe this information will help.

vdr1981
02-16-14, 07:19 AM
VDR 1981
Just a heads up (Not a Complaint.)
I loaded up V 2, your instructions for both Versions are great.
V 2 crashed every time I attempted to submerge. I think it was a depth change problem. I added your mod setup several at a time and tested after each change until I found what appears to be causing the CTD

When I removed EMCCD v0.3.1 by archer 9 the problem disappeared.
Maybe this information will help.

Huh, that sounds like a lot of work...

So your game CTD when you try to submerge? Which command? Command menu from first officer or via panel from the left side of the screen?

Could you tell me exactly what should I do in order to replicate that CTD?

tonschk
02-16-14, 07:52 AM
Be si vediamo un po cosa possiamo fare, posso/potrei/faro la prova :D

Any suggestion by some inspired native English-speaking member? :)

icthird623
02-16-14, 08:24 AM
I probably am not going to be much help here but: I followed your V2 mod list exactly. Ran the sim. When I attempted to submerge I clicked on the icon, left side of screen. The boat took a little time to begin to submerge the depth bouncing between 5 and 6 meters. When the boat began to submerge, and the depth reache 7-8 meters the sim CTD. I tried it with a historic mission where the boat began the mission submerged, I tried to surface using the surface icon on left side of screen and when the boat began to surface I CTD, I believe EMCCD v0.3.1 has to do with sounds. I really do not have enough background in modding to make sense out of it other than I removed the mod and all seems well.

WOS V1 crashes where not often enough or constant to make any sense.
I am running a Win 8.1 Desktop: I7 3770 @3.4 GH, 16 GB Ram,AMD Radeon HD 7800 Graphics card with 2 GH mem.
Wish I could be of more help
IC

gap
02-16-14, 10:01 AM
Be si vediamo un po cosa possiamo fare, posso/potrei/faro la prova :D

fammi sapere, Enrico :)

gap
02-16-14, 10:02 AM
This is a variation of logo #3, with the following changes:


Shortened the mod name to "The Steel Wolves", as originally intended by Vecko.

Changed the subtitle phrase to "you're the hunter they are the prey", as suggested by ZAGOR64BZ.

Applied a slight "old photo" effect to the periscope view. Let me know if it is enough.

Minor modifications to the metal plate (brushed metal texture more visible through salt and seaweed incrustations).

Switched to the Postdam font (from logo #2), for better readability.


Preview:

Logo #4

http://imageshack.com/a/img30/1038/v8ya.png


Logo #3 (for quick comparison)

http://imageshack.com/a/img842/7091/7b1k.png

Other logo proposals available here (http://www.subsim.com/radioroom/showpost.php?p=2175133&postcount=280)

vdr1981
02-16-14, 11:24 AM
I probably am not going to be much help here but: I followed your V2 mod list exactly. Ran the sim. When I attempted to submerge I clicked on the icon, left side of screen. The boat took a little time to begin to submerge the depth bouncing between 5 and 6 meters. When the boat began to submerge, and the depth reache 7-8 meters the sim CTD. I tried it with a historic mission where the boat began the mission submerged, I tried to surface using the surface icon on left side of screen and when the boat began to surface I CTD, I believe EMCCD v0.3.1 has to do with sounds. I really do not have enough background in modding to make sense out of it other than I removed the mod and all seems well.

WOS V1 crashes where not often enough or constant to make any sense.
I am running a Win 8.1 Desktop: I7 3770 @3.4 GH, 16 GB Ram,AMD Radeon HD 7800 Graphics card with 2 GH mem.
Wish I could be of more help
IC

Very strange ended...So far I haven't managed to reproduce nothing similar.
If I've understood you correctly you are now using modlist based on TWoS 1.01 but without EMCCD v0.3.1, right?

vdr1981
02-16-14, 11:41 AM
Looking great Gap!

Regarding name and slogan , check this link...http://www.youtube.com/watch?feature=player_detailpage&v=mJtKcUiWEms#t=1486
Bringing any inspiration? :cool:

*Link edited

gap
02-16-14, 12:01 PM
Looking great Gap!

Regarding name and slogan , check this link...http://www.youtube.com/watch?feature=player_detailpage&v=mJtKcUiWEms#t=1486
Bringing any inspiration? :cool:

I will watch it :up:
do you have any better idea in the meanwhile?

vdr1981
02-16-14, 12:04 PM
"The Sea Wolves" is my favorite from the beagining but it is also widely used term...:hmm2:

You don't have to watch entire video, just few seconds when you click the link, what Kretschmer heard in the train...

gap
02-16-14, 12:21 PM
"The Sea Wolves" is my favorite from the beagining but it is also widely used term...:hmm2:

You don't have to watch entire video, just few seconds when you click the link, what Kretschmer heard in the train...

Yep, I saw it: "U-boats" and, after a few secods, "The Sea Wolves". I will create a version of the 4th emblem with that name.

My favorite is still "The Steel Wolves" though. I also liked "The Iron Wolves", for its association with the Iron Cross, but there is really no reason to swithc to that name unless we finally select the iron cross emblem as mod's logo :yep:

vdr1981
02-16-14, 12:24 PM
Whay about "attack, tear, sink" slogan?:cool:

ZAGOR64BZ
02-16-14, 12:36 PM
This is a variation of logo #3, with the following changes:


Shortened the mod name to "The Steel Wolves", as originally intended by Vecko.

Changed the subtitle phrase to "you're the hunter they are the prey", as suggested by ZAGOR64BZ.

Applied a slight "old photo" effect to the periscope view. Let me know if it is enough.

Minor modifications to the metal plate (brushed metal texture more visible through salt and seaweed incrustations).

Switched to the Postdam font (from logo #2), for better readability.


Preview:

Logo #4

http://imageshack.com/a/img30/1038/v8ya.png


Logo #3 (for quick comparison)

http://imageshack.com/a/img842/7091/7b1k.png

Other logo proposals available here (http://www.subsim.com/radioroom/showpost.php?p=2175133&postcount=280)
:up:Very nice!!!!! Love it!

ZAGOR64BZ
02-16-14, 12:37 PM
Whay about "attack, tear, sink" slogan?:cool:
Not bad..I like it!
What about: "Hunt, Kill, survive..." ?

gap
02-16-14, 12:37 PM
Whay about "attack, tear, sink" slogan?:cool:

For symmetry reasons, I would need for a fourth verb (two to the left and two to the right of the periscope sight). Unless we switch to the 1st logo, for which your slogan is better suited due to the presence of claw tears on it :03:

Not bad..I like it!
What about: "Hunt, Kill, survive..." ?

This is better suited for the periscope logo imo ("hunt" and "kill2 are relatively short compared with "survive", and I can group the on the left of the sight, while the latter would stand alone on the right). ;)

Aktungbby
02-16-14, 01:37 PM
Looking it all over: How about a straight-forward "DIE STAHL WULF"( wolf pluralized or not?) with no 'of' about it... a little on the order of "I am Iron Man"; harder hitting, as opposed to "a man of Iron"; the 'A' in 'STAHL' should center over the periscope logo for symmetry. Nice tighter three-word title as direct as...DAS BOOT... almost! :yeah: love the all-gothic script...especially the small 's'!

tonschk
02-16-14, 02:08 PM
:up:Very nice!!!!! Love it!

Yes nice :up:, what do you think about adding a bit of rust below the screw on the left
http://i58.tinypic.com/359hi4i.jpg

tonschk
02-16-14, 02:16 PM
Nice in German language :up:

"DIE STAHL WULF"

Aktungbby
02-16-14, 03:12 PM
with: { EIN AAL! http://www.subsim.com/radioroom/images/icons/sho.jpg EIN TODT } just under it. Silent Otto's mantra if ever and no translation required for any SH Das Boot fanatic; Talk aboot symmetry now BBY. Of course, I'm on my fourth cuppa coffee and a breitlingspülver and grey-poupon sandwich and recovering from your rusty left screw jibe! :Kaleun_Sick::Kaleun_Applaud:

gap
02-16-14, 03:30 PM
@ Aktungbby and tonschk

Nice ideas guys. I got to visit a friend now, but tomorrow I will post some updates with your suggstions put in practice :salute:

Aktungbby
02-16-14, 03:42 PM
http://www.sherv.net/cm/emoticons/hello/waving-hat-smiley-emoticon.gif A tip o' the hat in advance!:Kaleun_Salute:

diablo82
02-16-14, 04:44 PM
I have a question. I would like to see in the map fired a torpedo, is it possible?

cherbert
02-16-14, 06:05 PM
The patch instructions for this megamod should state the game needs to be patched to 1.2.0 not 1.02.

It might seem obvious for veterans but it could be confusing for new players.

J0313
02-16-14, 11:05 PM
I've noticed that in the new version the option to use electric motors on the surface isn't there. Or am I just crazy?

lesec74
02-17-14, 02:47 AM
hello and many thanks for this megamod!!

I have 2 questions:

if german language pack mod and silentmichals interior are compatible with this mega mod?

If yes,install with jsgme after or before mega mod?

:salute:

vdr1981
02-17-14, 05:16 AM
The patch instructions for this megamod should state the game needs to be patched to 1.2.0 not 1.02.

It might seem obvious for veterans but it could be confusing for new players.
Sry about that, I'm going to fix that soon...
I've noticed that in the new version the option to use electric motors on the surface isn't there. Or am I just crazy?
You're right, electric engine on surface is feature of TDW New UI's 7.5.0 while TWoS 1.01 is based on TDW 7.4.2.
hello and many thanks for this megamod!!

I have 2 questions:

if german language pack mod and silentmichals interior are compatible with this mega mod?

If yes,install with jsgme after or before mega mod?

:salute:

German language pack mod-probably yes, but I'm not so sure about silentmichals interior because I never used it...My advice is not to use megamods if you wish and know how to customize your game.

gap
02-17-14, 12:58 PM
A variant of logo #1 with the following changes:


Swicthed to "The Sea Wolves" as mod name, as per documentary linked by Vecko.

Switched back to the original slogan: "it's time to show them out teeth" (with the addition of an exclamation mark).

Title font enlarged and slogan font reduced, to fit the available space.

Added rust and rust stains to the bolts, as suggested by Tonsch. I am not sure that they fit with the rest though (I find that they distract a bit observer's attenction from the focus elements).

Emblem: the three red rips/tears have now been moved to the bottom center of the logo, and they have become a set of stylized waves, surmounted by the dark-grey silhouette of an U-boat.


Preview:

Logo #5

http://imageshack.com/a/img62/6973/w9ln.png


Logo #1 (for quick comparison)

http://imageshack.com/a/img594/5194/fcun.png

Other logo proposals available here (http://www.subsim.com/radioroom/showpost.php?p=2175133&postcount=280) and here (http://www.subsim.com/radioroom/showpost.php?p=2175351&postcount=289).

The next logos I will post will feature the German mod name and the alternative slogans that have been proposed so far. I have also ideas for a couple of new emblems: one with a periscope arising on the waves, the other with a torpedo.

I will keep posting updates untill you tell me that you are fully satisfied with the new logo (someone please stop me! :doh:)

diablo82
02-17-14, 01:08 PM
I am a beginner SH5 and I often use "Pause Game" to make calculations and set TDC. The problem is that by the time Pause can not manually set the TDC. How to change it?

P.S how to turn view of fired torpedoes at the map?

nomad71
02-17-14, 01:29 PM
This is a great MOD, thanks!!!

Will you release an update for the latests IRAI (released this past weekend)? Or can we just download and apply it after the main MOD?

tonschk
02-17-14, 01:45 PM
Rusty, rusty screws, I LOVE the rusty screws :yeah:, may be also combined with a bit wearout/scrached/Rusty letters ?

May be the rusty screws increase the "inmersion factor" a bit :D

http://gravtex-design.com/photoshop/tutorials/photoshop/rusty-create-rusty-metal-text (http://gravtex-design.com/photoshop/tutorials/photoshop/rusty-create-rusty-metal-text)

http://i57.tinypic.com/5n3ucw.jpg






Added rust and rust stains to the bolts, as suggested by Tonschk. I am not sure that they fit with the rest though (I find that they distract a bit observer's attenction from the focus elements).

cherbert
02-17-14, 01:53 PM
silentmichals interior are compatible with this mega mod?:

I'm using it and it works fine with this mod. And IMHO think it should be added to the megamod!

lesec74
02-17-14, 02:18 PM
I'm using it and it works fine with this mod. And IMHO think it should be added to the megamod!

thanks for your answer; Have you install after or before megamod?

cherbert
02-17-14, 02:39 PM
thanks for your answer; Have you install after or before megamod?

After.

I also installed the Dark Interiors mod which works too.

cherbert
02-17-14, 02:39 PM
I have found that when running on batteries the Speed indicators are always 1 out?

TheDarkWraith
02-17-14, 02:52 PM
I have found that when running on batteries the Speed indicators are always 1 out?

That is correct. That is because of my Generic Patcher's independent speed ratios for electric engines patch :up:

diablo82
02-18-14, 07:40 AM
Which files in SH5 are responsible for the language in the game and how to edit these files?

gap
02-18-14, 08:27 AM
Which files in SH5 are responsible for the language in the game and how to edit these files?

These are all the text localization files that I can think of at the moment: :salute:

General interface:
data\Menu\menu.txt

Crew dialogs:
data\UPCDataGE\UPCLocalization\dialogs.tsr

U-boat equipment, upgrades interface, crew abilities and decorations, etc:
data\UPCDataGE\UPCLocalization\dialogs.tsr\UPCLoca lization.tsr

Unit class names (in museum and in stock ship recognition manual):
data\Roster\Names.cfg

Unit class names (in New UI's SOAN):
data\Roster\SOANNames.cfg

SOAN's additional ship info:
data\Sea\...\*.ait (one for each ship)

New UI's/OH's radio messages:
data\RadioMessages\English\...\radiomessages.txt (one for each year/month)

Campaign objectives:
data\Campaigns\CampaignProjects\...\Campaign.tsr (one for each campaign)

Mission briefings:
data\Campaigns\CampaignProjects\...\MissionBriefin gText.tsr (one for each campaign)

messageboy101
02-18-14, 12:11 PM
This could be a foolish question

i dont understand something, what do you exactly mean with start a new campaign just create a name and exit the game
or genuinely start a new campaign and then exit the game.

Thanks in advance

Greets Laim

diablo82
02-19-14, 10:37 AM
How to change the position of the Nomograph.

http://imagizer.imageshack.us/v2/150x100q90/34/ax64.jpg (https://imageshack.com/i/0yax64j)

gap
02-19-14, 10:48 AM
How to change the position of the Nomograph.


I am afraid that there is no other way to do it than by using Menu Editor (http://www.subsim.com/radioroom/showthread.php?p=1292498#post1292498). Try it.
Using it for simple tasks as the one you need to carry out, is easier than you can think at first :yep:

TheDarkWraith
02-19-14, 11:42 AM
How to change the position of the Nomograph.

http://imagizer.imageshack.us/v2/150x100q90/34/ax64.jpg (https://imageshack.com/i/0yax64j)

Make it draggable :up: IIRC there's an option either in my options file or in the map options for that map (top left corner) to enable nomograph draggable

diablo82
02-19-14, 04:19 PM
I am afraid that there is no other way to do it than by using Menu Editor (http://www.subsim.com/radioroom/showthread.php?p=1292498#post1292498). Try it.
Using it for simple tasks as the one you need to carry out, is easier than you can think at first :yep:


Thanks problem solved. Slowly, I am learning to change anything in the game. I've never done this type of change in the games so this is my "first time". Probably to create new mods do not teach but Small Fixes I already knew how to do.


_____________________________________
I use Google Translator

gap
02-19-14, 04:55 PM
Thanks problem solved. Slowly, I am learning to change anything in the game. I've never done this type of change in the games so this is my "first time". Probably to create new mods do not teach but Small Fixes I already knew how to do.

Well, hopefully there is an easier solution, as suggested by TDW :up:

Make it draggable :up: IIRC there's an option either in my options file or in the map options for that map (top left corner) to enable nomograph draggable

von faust
02-20-14, 03:38 PM
Great mod :up:
....but I think I avre a problem with the vision periscopes.
Should not see each other subdivisions in the center of the viewer?

http://imageshack.com/a/img401/293/9pzw.jpg

http://imageshack.com/a/img577/9859/1pul.jpg

Thank You (excuse for my English)

diablo82
02-21-14, 02:38 PM
Great mod :up:
....but I think I avre a problem with the vision periscopes.
Should not see each other subdivisions in the center of the viewer?

http://imageshack.com/a/img401/293/9pzw.jpg

http://imageshack.com/a/img577/9859/1pul.jpg

Thank You (excuse for my English)


The size RAOBF can help you. Using "Pain.NET" edit files:
-RAOBFInner.dds
-RAOBFOuter.dds
data / Menu / Gui / Layout
In "Pain.NET" when you open the file, click on the Layers / Rotate Zoom (Ctrl + Shift + Z) and set the Zoom. x0.94 helped me. Save the files.



________________________________________
I use Google Translator

vdr1981
02-21-14, 02:48 PM
The size RAOBF can help you. Using "Pain.NET" edit files:
-RAOBFInner.dds
-RAOBFOuter.dds
data / Menu / Gui / Layout
In "Pain.NET" when you open the file, click on the Layers / Rotate Zoom (Ctrl + Shift + Z) and set the Zoom. x0.94 helped me. Save the files.



________________________________________
I use Google Translator

Why don't you upload those files so we can create an optional patch for "large optics mod":yep:"?

diablo82
02-21-14, 02:57 PM
Why don't you upload those files so we can create an optional patch for "large optics mod":yep:"?

That's what I'm doing but I have a little problem with the upload.

http://www.mediafire.com/download/8kitrmx8jflnzn7/RAOBF_+_Nomograph_Fix.rar

Additionally, it is reduced nomograph.

How I helped beat bravo :D



________________________________________
I use Google Translator

cherbert
02-21-14, 07:58 PM
Ignore me

von faust
02-22-14, 07:42 AM
The size RAOBF can help you. Using "Pain.NET" edit files:
-RAOBFInner.dds
-RAOBFOuter.dds
data / Menu / Gui / Layout
In "Pain.NET" when you open the file, click on the Layers / Rotate Zoom (Ctrl + Shift + Z) and set the Zoom. x0.94 helped me. Save the files.



________________________________________
I use Google Translator

Now it work fine. Thank You !!! :up:

602Sqn_Puff
02-22-14, 09:23 AM
Vdr..I have managed now to get the speed to work, it required a fresh career start { even though I had already done this }

I have another small issue that is driving me mad lol...do you or anyone else have the issue of the heading/course altering by a few degrees on its own accord? It moves and when I'm using time compression I notice drifting from the plotted course, check the heading and find its had moved by one or two degs from the initial course I had set.

I may have to bench the real nav for now, its very difficult to play when your boats rudder moves on its own, one deg isn't much but over distance its a very large discrepency and without the alt controls/mouse wheel scrolling working for the heading, its a pain to try and correct with using the large compass/heading dial

Kev

EDIT: Found the culprit to the alt control/scroll wheel not working in the game, its due to the The Wolves of Steel 1.01 - TDW Real Navigation_7_4_2 patch, I disabled this to fix the above issue and the scroll wheel now works on the heading bar to change course.

vdr1981
02-22-14, 11:14 AM
That's what I'm doing but I have a little problem with the upload.

http://www.mediafire.com/download/8kitrmx8jflnzn7/RAOBF_+_Nomograph_Fix.rar

Additionally, it is reduced nomograph.

How I helped beat bravo :D



________________________________________
I use Google Translator

This works very well, tnx for the fix. I'll probably include it in the next update of TWoS megamod...:up:

Vdr..I have managed now to get the speed to work, it required a fresh career start { even though I had already done this }
Just like that?:doh:


I have another small issue that is driving me mad lol...do you or anyone else have the issue of the heading/course altering by a few degrees on its own accord? It moves and when I'm using time compression I notice drifting from the plotted course, check the heading and find its had moved by one or two degs from the initial course I had set.

I may have to bench the mod for now, its very difficult to play when your boats rudder moves on its own, one deg isn't much but over distance its a very large discrepency and without the alt controls/mouse wheel scrolling working for the heading, its a pain to try and correct with using the large compass/heading dial

Kev

Yes, I noticed that too and this could be due to slightly reduced submarine's left-rigt drag coefficients , especially in roughs seas. This is very realistic feature IMO and I was very happy to see that rough seas could actually move submarine a bit from desired course.

GT182
02-22-14, 12:48 PM
Vdr, one question. If we don't want to use *The Wolves of Steel 1.01 - TDW Real Navigation_7_4_2, can it be left out of the installation?

vdr1981
02-22-14, 12:58 PM
Vdr, one question. If we don't want to use *The Wolves of Steel 1.01 - TDW Real Navigation_7_4_2, can it be left out of the installation?

Sure...

GT182
02-22-14, 01:52 PM
Great! :up: :salute:

Now to get the WoS mega mod installed. :D

Derpy77
02-23-14, 11:57 AM
Hey there first thanks for the great mod but i have a little problmen
the sonar guy ist spamming with new contact but its allways the same ship/ships can i turn him down somehow? That guy just wont shut up!

vdr1981
02-23-14, 01:36 PM
Hey there first thanks for the great mod but i have a little problmen
the sonar guy ist spamming with new contact but its allways the same ship/ships can i turn him down somehow? That guy just wont shut up!
It's because of the Realistic_Hydrophone_1_1 mod which is nowhere near its completion.That's sonarman can be so annoying...

Just remove The Wolves of Steel 1.01 - Tscharlii's Realistic_Hydrophone_1_1 _7_4_2 if you can't stand it...

ironcold
02-23-14, 02:38 PM
It's because of the Realistic_Hydrophone_1_1 mod which is nowhere near its completion.That's sonarman can be so annoying...

Just remove The Wolves of Steel 1.01 - Tscharlii's Realistic_Hydrophone_1_1 _7_4_2 if you can stand it...

Hi vdr1981. First,thanks for your work to give us this working Mega-mod.
This sonarmen annoying me to, so I removed Tscharlii's Realistic Hydrophone.
But now,this happens: Bridgecrew reports Smoke on Horizon. Ok, I'm going down
to verify is it a Frighter or a warship, at Periscopedeep nothing to hear with
Kdb-Hydrophone, going down to 50 meters, stop the Engine - nothing to hear.
Go back to Perideep, check the target: its a passenger steamer, not a sailboat.
This case happen's only sometimes , in the most case's, hydrophone works fine.
Question: Are there any Ship's modelled , wich are not connect with the Sh5-
soundfile or the sdl? :timeout:

Tindahbawx
02-23-14, 06:00 PM
Awesome modpack, loving it! :up:

Just one question... is it ok to load Manos Scope Mod of top of this or will that mess something up, given that there already is a scope mod in the pack?

Edit: Having a repeatable CTD with it now though, started a new campaign. If I choose to approach the destroyers from the first mission "Investigate / Report on Task Force" once they get within 10km or so the game will crash every time, without fail.

R1fl3M4n
02-24-14, 05:46 PM
nice ! :)

RushTheBus
02-24-14, 06:18 PM
How much of the mod is it feasible for a user to edit? There are a few dynamic environment mods I would like to add.

vdr1981
02-24-14, 06:19 PM
How much of the mod is it feasible for a user to edit? There are a few dynamic environment mods I would like to add.

Which one?

RushTheBus
02-24-14, 06:37 PM
Which one?

Sorry about that my original post..I was confused for a second about your question (in class).

I use the dynamic Env. main mod w/ high resolution sea bottom, Atlantic kelp, realistic colors, sleet for winter campaigns. I also use TDW's exhaust smoke, the better sea foam mod that is compatible w/ dynamic env., and the more realistic shadow's fix/mod. I also use SteelVinking's interior 1.2 mod coupled with another mod (forgot the name of it and I cant seem to find it in a quick forum search) which adds details like hanging meat and boxes of produce about the sub's interior. I also like Stormmy's sound packs.

I don't mind doing the work myself, maybe if you could guide me a bit?

zev871
02-24-14, 11:22 PM
For some reason once I use the patcher the game will no longer start (though my pc thinks it is running - nothing in the task manager). I remove all the patches and then the game will load as normal. I'm using the snapshot included with the megamod.

Any help would be great.

vdr1981
02-25-14, 06:48 AM
Sorry about that my original post..I was confused for a second about your question (in class).

I use the dynamic Env. main mod w/ high resolution sea bottom, Atlantic kelp, realistic colors, sleet for winter campaigns. I also use TDW's exhaust smoke, the better sea foam mod that is compatible w/ dynamic env., and the more realistic shadow's fix/mod. I also use SteelVinking's interior 1.2 mod coupled with another mod (forgot the name of it and I cant seem to find it in a quick forum search) which adds details like hanging meat and boxes of produce about the sub's interior. I also like Stormmy's sound packs.

I don't mind doing the work myself, maybe if you could guide me a bit?

Most of the Dynamic Env. submods and other strictly graphical mods should be compatible although I can't say for sure...

For some reason once I use the patcher the game will no longer start (though my pc thinks it is running - nothing in the task manager). I remove all the patches and then the game will load as normal. I'm using the snapshot included with the megamod.

Any help would be great.
That's not Steam version of the game you've got there, right?


1000+ downloads without major stability issues, that's encouraging news!

Paajtor
02-25-14, 07:46 AM
For some reason once I use the patcher the game will no longer start (though my pc thinks it is running - nothing in the task manager). I remove all the patches and then the game will load as normal. I'm using the snapshot included with the megamod.

Any help would be great.
If you use the Patcher, the SH5.exe will change.
As a result, you must give SH5 firewall-permissions again.

Aktungbby
02-25-14, 12:19 PM
Welcome aboard Derpy77 and ZEV871 and welcome back Ironcold!:Kaleun_Salute:

Jimbuna
02-25-14, 12:22 PM
Welcome Derpy77 :sunny:

gap
02-25-14, 02:03 PM
Most of the Dynamic Env. submods ... should be compatible

confirmed :yep:


I use the dynamic Env. main mod w/ high resolution sea bottom, Atlantic kelp, realistic colors, sleet for winter campaigns. I also use ... the better sea foam mod that is compatible w/ dynamic env.

Better Sea Foam V1.5 (i.e. the most recent "full" version of the mod), is fully compatible with Dynamic Environment and with most of its optional mods. Just enable it of top of DynEnv, and let JSGME to overwrite the conflicting files. It is not compatible with DynEnv wave and clear water surface submods though. Either skip the latter or, if you want one orboth of them, enable them on top of BSM full :up:

zev871
02-25-14, 11:45 PM
Thanks Paajtor! That did it.

Paajtor
02-26-14, 09:50 AM
You're welcome :)

zev871
02-26-14, 10:30 PM
One more question. Any reason why I can't get the deck gunners to fire on their own. I set a target, tell them to fire at long range, then fire at will... and they just sit there. Do I need to positively ID the ship first?

vdr1981
02-27-14, 10:52 AM
One more question. Any reason why I can't get the deck gunners to fire on their own. I set a target, tell them to fire at long range, then fire at will... and they just sit there. Do I need to positively ID the ship first?

Try to select battle stations first... Are you trying to attack polish ships at the beginning of the campaign by any chance? IIRC, from some reason our gunner won't attack them no mater what...

RushTheBus
02-27-14, 01:13 PM
Try to select battle stations first... Are you trying to attack polish ships at the beginning of the campaign by any chance? IIRC, from some reason our gunner won't attack them no mater what...

I was having some difficulty too. The best way i found to combat it was to ensure that everyone is at battle stations, assign a crew to the deck and have them man both the flak and deck gun. That combination of commands seem to work 80 - 90% of the time.

von faust
02-27-14, 03:39 PM
Has anyone tried the mod in multiplayer ?

Thank You

zev871
02-27-14, 05:15 PM
Yes it is the polish ships at the beginning. I'll try what RushTheBus suggested and if that doesn't work I'll just keep manually firing them.

THE_MASK
02-27-14, 05:53 PM
See if the deck gun guys use the deck gun after reaching Kiel in the British coastal campaign . I have the same problem in the Baltic with my mod list .

_LI_
03-01-14, 05:43 AM
Hello,

first of all I would like to say thanks to all the people that invest so much time and energy in all these mods to make SH5 a playable game. :up:

I recently installed the "wolves of steel"-megamod and really enjoyed the first missions. But for any reason the game now often suddenly crashes back to desktop. In the majority of cases this appears directly after loading a savegame at sea (while savegames in the harbour can still be loaded correctly...). But sometimes the ctd appears also while regular playing.


Has anyone the same problems? :dead:


Edith says: Could it be that the ctd has anything to do with the recent update of the Ubisoft-Gamelauncher?

vdr1981
03-01-14, 06:03 AM
Hello,

first of all I would like to say thanks to all the people that invest so much time and energy in all these mods to make SH5 a playable game. :up:

I recently installed the "wolves of steel"-megamod and really enjoyed the first missions. But for any reason the game now often suddenly crashes back to desktop. In the majority of cases this appears directly after loading a savegame at sea (while savegames in the harbour can still be loaded correctly...). But sometimes the ctd appears also while regular playing.


Has anyone the same problems? :dead:


Edith says: Could it be that the ctd has anything to do with the recent update of the Ubisoft-Gamelauncher?

This is written by Sober...

How to save the game .
I only save while surfaced and my avatar is on deck .
Do not save with damaged ships around because the game does not save damage .
Be aware that the game doesnt save the weather properly and the weather might change on the next save load .
I name my saves a diffrent name on each new save (sober1 , sober2 etc)

Check CTD scenario 8 here too... http://www.subsim.com/radioroom/showthread.php?t=210153

With that in mind, start new patrol from bunker save (or even better start new campaign) and send us radio report in a few days...:03:

_LI_
03-01-14, 08:08 AM
Thx...I'll try this out. The ctd indeed mostly appeared while approaching Scapa Flow as I tried to sneak past the destroyers.

I'll report if it works.

Captain Birdseye
03-01-14, 01:32 PM
Hi everyone,
Does anyone know how I can disable the manual aiming with the periscope? i'm no good with maths and would like my Weapons Officer to provide the solution.

THE_MASK
03-01-14, 03:08 PM
Hi everyone,
Does anyone know how I can disable the manual aiming with the periscope? i'm no good with maths and would like my Weapons Officer to provide the solution.Just line your sub up 90 degrees with the target and get reasonably close but not too close that the torpedo hasn't the distance to arm itself . Set your scope at zero degrees . Set torpedo to fast and when you think the ship is at the correct distance from zero , fire the torp . I get a hit nearly every time .

vdr1981
03-02-14, 01:44 PM
Thx...I'll try this out. The ctd indeed mostly appeared while approaching Scapa Flow as I tried to sneak past the destroyers.

I'll report if it works.

Any changes? If that doesn't help add this fix and try again... http://www.subsim.com/radioroom/downloads.php?do=file&id=4342

vdr1981
03-03-14, 01:13 PM
Ahoy wolves made of steel, please fell free to ask any question in this thread, not on PM, so that anyone can answer your question, not only me. It's kind of useless to answering always on similar questions via PM over and over again...:03:

Don't be afraid to ask, wolves wont bite you...I guess...

RushTheBus
03-03-14, 02:08 PM
Is there any chance we could get an option, add-on, or could we ourselves have the low resolution patch disabled?

gap
03-03-14, 02:40 PM
Ahoy wolves made of steel, please fell free to ask any question in this thread, not on PM, so that anyone can answer your question, not only me. It's kind of useless to answering always on similar questions via PM over and over again...:03:

I agree :yep:


Don't be afraid to ask, wolves wont bite you...I guess...

:haha:

Is there any chance we could get an option, add-on, or could we ourselves have the low resolution patch disabled?

devicing an 'high resolution patch' for TWoS is quite straightforward, and you could create one yourself: just check which textures are gettting overwritten by DynEnv's low resolution patch, and replace them with their equivalent from DynEnv's main mod :up:

vdr1981
03-03-14, 02:40 PM
Is there any chance we could get an option, add-on, or could we ourselves have the low resolution patch disabled?

That would be a waste of time...Dyn Env low resolution patch only effects textures which are not visible with normal gameplay, like sea flour, rocks IIRC.

gap
03-03-14, 03:28 PM
That would be a waste of time...Dyn Env low resolution patch only effects textures which are not visible with normal gameplay, like sea flour, rocks IIRC.

not exactly. Environmental features affected by the low resolution patch:
sea foam
underwater suspension
explosion halos
lightnings
moon and moon halo
seagulls
various smokes
some water splashes, esp. bullet/shell splashes :03:

low resolution versions of seabed, rocks, seaweeds, etc. are available as separate submods and if, I remember correctly, they are not part of your megamod.

vdr1981
03-04-14, 01:30 PM
not exactly. Environmental features affected by the low resolution patch:
sea foam
underwater suspension
explosion halos
lightnings
moon and moon halo
seagulls
various smokes
some water splashes, esp. bullet/shell splashes :03:

low resolution versions of seabed, rocks, seaweeds, etc. are available as separate submods and if, I remember correctly, they are not part of your megamod.

I see, sry for my mistake, although I really think that even textures from your low res patch look just great.:yep:

gap
03-04-14, 01:51 PM
I see, sry for my mistake, although I really think that even textures from your low res patch look just great.:yep:

Yep, for most purposes and at the most common game resolutions they look about as good as the HD ones, and they take much lesser memory than the latter :up:

steineib
03-05-14, 09:14 AM
ok i have something to ask, so i hope the wolves dont byte too strong :D also in this video here http://www.youtube.com/watch?v=2vQ8uWHo4uw you can see the rate of fire is nice fast. would it be possible to make this happens in the game/mod, and the smoke after fire a shell would this somehow possible to make ? and in a other video , ok its a musicvideo.... but there i can see how fast the deck gun can turned http://www.youtube.com/watch?v=lXxsmuW5rCQ at 3:15 so i hope this ideas are not too far away from possible ;) kind reguards steineib

Sailor Steve
03-05-14, 10:06 AM
Actually the way that film is edited you can't tell if the rate of fire is fast or slow. You never see the gun fire twice in one film shot. In reality the 8.8cm deck gun could fire once every four seconds or so, which is quite fast. The problem was that even in a calm sea the boat rolled a lot, so they had to wait to fire until the boat rolled in the right direction. In a heavier sea the problem was much worse. The bad news is that the game doesn't change the rate of fire for differing sea conditions, so it's either way too fast in rough seas or a little slow in calm seas.

In stock SH3 and SH4 the gun does fire that fast, and I assume that it is the same for SH5. It is usually a mod that slows it down to a more practical level, and it is possible to make it as fast or as slow as you want it. Unfortunately I can't play SH5 so I can't tell you for certain how to do it.

steineib
03-05-14, 12:00 PM
ok i understand, hmm also would it be maybe better that the rate of fire is ..... sorry my english. bad weather = lower rate of fire good weather = normaly - better rate of fire.

vdr1981
03-05-14, 01:37 PM
Unfortunately, that's not possible ...

In this megamod I've tried to simulate what Steve said with aprox 9 seconds of reloading time for untrained crew. Even with reloading time like that it will take few minutes to destroy large steamer from 500-600m which is overpowered still IMO...

steineib
03-05-14, 02:10 PM
ok than it is no problem. hmm vdr1981 and what time would be ok for a normal powerd attack with deck gun to sunk a larger steamer.

Jimbuna
03-05-14, 02:19 PM
I try to strike a happy medium (using SH3 Commander) and set the reload time to three rounds per minute (20 seconds).

nomad71
03-07-14, 10:08 AM
Hi, I installed this megamod and it all works great! :)

The only thing I cannot find are the speed charts. They just do not show within the available charts I have. Can someone tell me how to see these charts?

Thanks!

ZAGOR64BZ
03-07-14, 10:55 AM
Hi, I installed this megamod and it all works great! :)

The only thing I cannot find are the speed charts. They just do not show within the available charts I have. Can someone tell me how to see these charts?

Thanks!
Did you scroll down on the black charts box? Is one of the last chart at the BOTTOM of the list...:up:

nomad71
03-07-14, 12:31 PM
I did and cannot find any reference to speed charts....

vdr1981
03-07-14, 12:35 PM
I did and cannot find any reference to speed charts....

Show me the screenshot with all available charts on it (charts menu)...

steineib
03-08-14, 07:49 AM
moin, so i have today a question to the repair system. on my last feindfahrt the UZO was damage bei airplains , 14% orange color. after the atack i was on the way back to kiel and i had take a look how far the repair is. strange things happen 14% , some time later 19% , 2 hours later 15%....... is this normaly or so ? kind reguards steineib

vdr1981
03-08-14, 08:23 AM
moin, so i have today a question to the repair system. on my last feindfahrt the UZO was damage bei airplains , 14% orange color. after the atack i was on the way back to kiel and i had take a look how far the repair is. strange things happen 14% , some time later 19% , 2 hours later 15%....... is this normaly or so ? kind reguards steineib

Yes, it's normal...

gap
03-08-14, 11:41 AM
In reality the 8.8cm deck gun could fire once every four seconds or so, which is quite fast. The problem was that even in a calm sea the boat rolled a lot, so they had to wait to fire until the boat rolled in the right direction. In a heavier sea the problem was much worse. The bad news is that the game doesn't change the rate of fire for differing sea conditions, so it's either way too fast in rough seas or a little slow in calm seas.

Indeed you make a perfectly reasonable point, Steve. In theory, by playing with the following parameters, we should be able to mimic weather-depandant realistic rates of fires both for (our) u-boat and for ship guns:


data\Env\SeaParameters.cfg parameters (ScaleX/Y/Z, FarWavesScale, FarWavesStrength, SeaSpeed, etc.). Their effect on guns should be rather obvious: higher waves should involve a general deterioration of guns' performance both in therms of aiming accuracy and RoF; there is a downside to making low-wind waves too high though: being a low gun platform, u-boat's deck gets often flooded even at low wind speeds. When this happens, the manning crew unmans the deck gun, no matter what StormConditions is set to, thus making the gun pretty useless (subs' U&D/P&R drag factors must be adjusted also).


"Mech" factors in data\Cfg\Sim.cfg (Waves amplitude, Waves attenuation). Never actually played with those parameters, but I suspect that they provide a global way to finetune waves' strenght/amplitude. The same consideration as at the previous point are also valid for the latter, but beware, the effect of Mech factors might be stronger than the one of Sea Parameters.


Ship/Sub Unit Controller's U&D, L&R and P&R drag factors (Sim files). These are individual for each unit. Their effect is also obvious: the higher her drag the more stable each unit wil be in her role of gun platrform (i.e. better aim and/or RoF), to the detriment of her gneral maneuverability (turning radius, acceleration/deceleration, etc.). Be careful with too high U&D drag values, or some units might "cut though" high waves rather than riding them, finding themselves with their decks awashed more than expected.


Weapon Cannon controllers' traverse/elevation speeds (guns sim files). These are individual for each gun. It is a known SH5 limitation that guns are aimed and gyro-stabilized at the same rate. Slower guns = lesser stable guns = worse aiming/RoF.


Weapon Cannon controllers' traverse/elevation tolerance factors (guns' sim files, a couple of them for each gun). These define the "spread cone" within which the current aiming, though not perfect, will be considered good enough for the AI (or our AI-gunners) to pull the trigger. Outside this cone the AI will hold fire until it gets a better aim. Therefore, the above parameters can be also be seen as the Aim accuracy/Rate of Fire discriminant: high tolerance factors = low accuracy and high RoF; conversely, low tolerance factors = high accuracy and low RoF.


AI Cannons' and AI AA Guns' parameters in data\Cfg\Sim.cfg (Max error angle and Max fire wait). Not really sure about the above, but I suspect they set the limits withinn which the aforementioned tolerance factors are applied.


Don't take my statements above as if they were carved in the stone. This is just how I think the discussed parameters migh work, and how in my opinion they might be combined to achieve a realistic gun behaviour in game. I am posting my points here for others to contradict/correct them, in the hope that the debate can bring some new ideas on the topic :salute:

nomad71
03-08-14, 01:08 PM
Show me the screenshot with all available charts on it (charts menu)...

Well.... I was about to take a screenshot when I realized that...... I can scroll down the charts section! :oops: And after scrolling I was able to find the speed charts.

SORRY!

Domestos
03-08-14, 04:42 PM
Haloo
I'm finally enjoying silent hunter 5 after many years of false starts due to mod soup issues. This all in one is great and so far its working!!

Just askin though, If I want to remove Real Navigation only and go back to having marks on the map made by my trusty assistant Kaluen what do I need to do?

Domestos...

ZAGOR64BZ
03-08-14, 05:11 PM
Haloo
I'm finally enjoying silent hunter 5 after many years of false starts due to mod soup issues. This all in one is great and so far its working!!

Just askin though, If I want to remove Real Navigation only and go back to having marks on the map made by my trusty assistant Kaluen what do I need to do?

Domestos...
What version do you have? 1.0 or 1.01? The latest is the one without Real navigation.....:salute:

Cthulhus
03-09-14, 07:47 AM
Hello,

I just installed this mega mod on a clean 1.2 installation without another addons and I have a problem with the navigation instrument, when I plot a new course on the map, the precision is not really here... Look at the screen bellow.

any ideas ?
http://imageshack.com/a/img196/6349/efhe.jpg

Domestos
03-09-14, 08:04 AM
What version do you have? 1.0 or 1.01? The latest is the one without Real navigation.....:salute:

1.01... Is it as simples as leaving out the Real Nav mod?

Coolio.

Major thanks to all involved.

ZAGOR64BZ
03-09-14, 08:21 AM
1.01... Is it as simples as leaving out the Real Nav mod?

Coolio.

Major thanks to all involved.
Yap!!!..in the fisrt page there is 2 posts: 1st one on top is version 1.01:up:
Second post down, version 1.0 WITH real nav!

vdr1981
03-09-14, 08:23 AM
Hello,

I just installed this mega mod on a clean 1.2 installation without another addons and I have a problem with the navigation instrument, when I plot a new course on the map, the precision is not really here... Look at the screen bellow.

any ideas ?
http://imageshack.com/a/img196/6349/efhe.jpg
Show me your JSGME list... Did you install "plotting tools fix"?

Cthulhus
03-09-14, 09:56 AM
I forgot plotting tools fix... Sorry guys !

And now, I'am at the Second Happy Time campaign (US coast) but I can't reach the US coast due fuel limits... and Can't request resupply ship...

Any idea? Before, I was able to request resupply ship...

vdr1981
03-09-14, 11:10 AM
I forgot plotting tools fix... Sorry guys !

And now, I'am at the Second Happy Time campaign (US coast) but I can't reach the US coast due fuel limits... and Can't request resupply ship...

Any idea? Before, I was able to request resupply ship...

Load last bunker save and sail to America at speed no more than 10-12 knots...Ask the navigator about max range at current speed, this could be very useful information.

Cthulhus
03-09-14, 12:19 PM
Thanks!

StarTrekMike
03-10-14, 04:09 AM
I can't seem to download this file, I get a page that says "access denied" and mentions a song from the Das Boot soundtrack.

Perhaps there was some sort of copyright claim?

vdr1981
03-10-14, 10:24 AM
I can't seem to download this file, I get a page that says "access denied" and mentions a song from the Das Boot soundtrack.

Perhaps there was some sort of copyright claim?

http://www.subsim.com/radioroom/showpost.php?p=2184139&postcount=118

Admiral Von Gerlach
03-11-14, 01:18 AM
It is certainly worthy to try to make things easier for new Kaptains but i am wondering why then in your OP you next describe how difficult it will be to navigate and how slow the boat will be. I know this is a sim and there are limits to the patience people will have to sit there and navigate in real time. ....but why make a mega mod that makes it harder and say it is easier? does not make sense to me. Even as vanilla format, SH5 is hard enough. just not sure of the reason for this..as these mods are easily available and instalable with the installler without using a mega mod?

perhaps you might list your ADVANTAGES of your approach in the intro.

vdr1981
03-11-14, 09:45 AM
It is certainly worthy to try to make things easier for new Kaptains but i am wondering why then in your OP you next describe how difficult it will be to navigate and how slow the boat will be. I know this is a sim and there are limits to the patience people will have to sit there and navigate in real time. ....but why make a mega mod that makes it harder and say it is easier? does not make sense to me. Even as vanilla format, SH5 is hard enough. just not sure of the reason for this..as these mods are easily available and instalable with the installler without using a mega mod?

perhaps you might list your ADVANTAGES of your approach in the intro.


Most of the subsim users will agree that megamods like this are much more accessible for people than gigantic modlists. If you personally cant see any advantages from this mod archive that probable means you're advanced SH5 user and it's better solution for you is your personal modlist, like I do.

Now, I'm a bit confused with your statement that even vanilla SH5 is "hard enough"?! Personally , I think it's broken crap, not a penny worth...:03:

Most of the players will find The Wolves of Steel easier to install but harder/more realistic to play, which is my goal from the beginning...

Domestos
03-11-14, 05:10 PM
Hallo again

Earlier in this thread someone asked if you could add the WO's Identify target button and was directed to this mod:
http://www.subsim.com/radioroom/down...o=file&id=4248

But that messed up my recognition manual.

Can someone help me get back the ID target button any other way. This would make the game perfect (for me:D)

mrgeeunitmtl
03-11-14, 10:22 PM
thanks

Jimbuna
03-12-14, 05:05 AM
thanks

Welcome to SubSim :salute:

ReallyDedPoet
03-12-14, 07:25 AM
Welcome mrgeeunitmtl :up:

vdr1981
03-12-14, 09:35 AM
Hallo again

Earlier in this thread someone asked if you could add the WO's Identify target button and was directed to this mod:
http://www.subsim.com/radioroom/down...o=file&id=4248

But that messed up my recognition manual.

Can someone help me get back the ID target button any other way. This would make the game perfect (for me:D)

This one...http://www.subsim.com/radioroom/downloads.php?do=file&id=4250

mobucks
03-12-14, 12:26 PM
Thanks to ALL who made this mod possible. Just getting back in to SH5 and trust me I really appreciate not having to spend a full day of tweaking (that will come later I'm sure) to get in and play the awesome mods this community has given us. An extra thanks to all who help people get their game configured and explain features.

Fishers of Men
03-12-14, 05:00 PM
I am also returning to SH after several years absence. I now have SH5 and after much research, I have decided on your megamod to install. There are three individual mods that I see in your list that I have not found, yet.

HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_to_7_5_0

Submarine's .sim&cfg (modified for engine ratio + equipment control patches)

R.S.D. - Less Accurate AI Gunners

How important are these and what are the links to their download locations?

Thank You Very Much!

nomad71
03-13-14, 05:37 PM
Vecko, first of all, great work with the mod.

There have been two interesting updates: IRAI 0.41 and (today) OH 2.5

How should we handle these? Do we need to wait for you to release an update to the mega mod?

Sorry, this is all new to me....

aexis
03-13-14, 09:49 PM
Yes I am curious as well. I'd like to give your pack a try with the new OH update!

vdr1981
03-14-14, 10:08 AM
I am also returning to SH after several years absence. I now have SH5 and after much research, I have decided on your megamod to install. There are three individual mods that I see in your list that I have not found, yet.

HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_to_7_5_0

Submarine's .sim&cfg (modified for engine ratio + equipment control patches)

R.S.D. - Less Accurate AI Gunners

How important are these and what are the links to their download locations?

Thank You Very Much!

You should check Sober's megamod thread...
You wont find R.S.D. - Less Accurate AI Gunners because it is specially developed for TWoS . Maybe I'll upload it later...
Vecko, first of all, great work with the mod.

There have been two interesting updates: IRAI 0.41 and (today) OH 2.5

How should we handle these? Do we need to wait for you to release an update to the mega mod?

Sorry, this is all new to me....

Unfortunately, you cant just install some essential mods like OH , IRAI or TDW UI's after the megamod and expect everything to work fine. That's the price and the bad side of megamods like this. But don't worry...I'm preparing new version with latest IRAI, OHII , TDW UI's and gen. patcher on board...

nomad71
03-14-14, 11:25 AM
Great to know that a new version is coming!!!

aexis
03-14-14, 12:09 PM
Woohoo! Thank you so much!

Fishers of Men
03-14-14, 02:47 PM
I already checked sober's links for these mods and came up empty. That is why I though you might know their locations.

But after your comment on the improvement to some of your megamod components, I see I might not need them for they will be included in future updates. It must be a lot of work to make changes to what you include when other are making improvements to their mods, and make everything work together.

Thanks for your work. I appreciate this community effort.

Gualicho
03-20-14, 11:40 AM
Hi,

I was looking forward to buying this game, and this mod seems great. Sadly I can only get the Steam version here in my country. I was wondering what will I lose if I cannot use TWD patcher (since it doesn't work with steam version)?

I might be able to ask a friend to bring me the DVD from the US, but I wanted to know if the Steam version will be supported with this patch and all its features.

Thanks,

Sjizzle
03-20-14, 11:58 AM
Hi,

I was looking forward to buying this game, and this mod seems great. Sadly I can only get the Steam version here in my country. I was wondering what will I lose if I cannot use TWD patcher (since it doesn't work with steam version)?

I might be able to ask a friend to bring me the DVD from the US, but I wanted to know if the Steam version will be supported with this patch and all its features.

Thanks,

with steam version of the game u loose all the bug fixes ....tdw's generic patcher doesn't work with the steam version that's mean the game is full with bugs almost unplayeble ....

Targor Avelany
03-20-14, 11:59 AM
You can try and get a download version (NON-Steam), for example from Amazon, if you go through the link at the top of the forum's page.

There are quite a few things you going to be missing. But it is not even that - it is what out of the features, that were majorly broken and you are unable to fix w/o TDW Patcher you are ok with NOT-working.

The most obvious, of course, is use of stadimeter. I'm pretty sure there are some other fixes for it, that does not require the .exe patch, but as far as I know most of them haven't been used for a very long time and I'm not even sure if they are around.

The additional features are awasome, but they are useless if the main game is working only in a horrible way, don't you think? :)

Jimbuna
03-20-14, 12:16 PM
Welcome to SubSim Gualicho :salute:

Gualicho
03-20-14, 12:44 PM
Thanks a lot guys! I wasn't quite sure what the TWD patcher was. So I'll try to get the DVD of this great (thanks to the modders!) game.

EDIT: Ahh I just read about the download option. I didn't even know this existed! Is this the same as having the actual DVD?

http://www.amazon.com/Silent-Hunter-Battle-Atlantic-Download/dp/B003BVIXWW/ref=sr_1_1?ie=UTF8&qid=1395337591&sr=8-1&keywords=silent+hunter+5

EDIT2: Amazon is no go for me: "Note: Currently, this item is available only to customers located in the United States and who have a U.S. billing address."

Is the Gamersgate version the same?

http://www.gamersgate.com/DD-SH5BACE/silent-hunter-5-battle-of-the-atlantic-gold-edition

I'm sorry if I'm stealing the thread, but I thought that there might be someone else with the same doubts, since I only want to try it IF I can use this mod at its fully potential.

Glad to be here :-)

volodya61
03-20-14, 01:06 PM
..Is the Gamersgate version the same?..

Yes.. it's the same..

ReallyDedPoet
03-20-14, 01:10 PM
Welcome to SUBSIM Gualicho :yep::up:

Gualicho
03-20-14, 01:19 PM
Thanks all! Downloading now :D

andacio
03-21-14, 10:38 AM
Thanks a lot guys! I wasn't quite sure what the TWD patcher was. So I'll try to get the DVD of this great (thanks to the modders!) game.

EDIT: Ahh I just read about the download option. I didn't even know this existed! Is this the same as having the actual DVD?

http://www.amazon.com/Silent-Hunter-Battle-Atlantic-Download/dp/B003BVIXWW/ref=sr_1_1?ie=UTF8&qid=1395337591&sr=8-1&keywords=silent+hunter+5

EDIT2: Amazon is no go for me: "Note: Currently, this item is available only to customers located in the United States and who have a U.S. billing address."

Is the Gamersgate version the same?

http://www.gamersgate.com/DD-SH5BACE/silent-hunter-5-battle-of-the-atlantic-gold-edition

I'm sorry if I'm stealing the thread, but I thought that there might be someone else with the same doubts, since I only want to try it IF I can use this mod at its fully potential.

Glad to be here :-)

I have bought my SH5 from Gamersgate and unfortunally it is not working . It is just like the steam version of the game . So ,maybe you should go for the dvd ,if you can .

attilakarvinen
03-28-14, 07:29 AM
Hello!
I'm using wolves of steel 1.0.1
Great mod. Thanks

All is fine except the map tools acts all funny.
The tool and the place where its should draw something are not the same place
( I assume that they should be the same also in this mod)
Anybody know a solution


http://www.subsim.com/radioroom/attachment.php?attachmentid=850&stc=1&d=1396009677

ZAGOR64BZ
03-28-14, 08:20 AM
:up:Hey mate, this is the patch to solve your problem: http://www.mediafire.com/download/2hn3bs6ohaflid2/The+Wolves+of+Steel+1.01+-+Plotting+Tools+Fix+v2.rar

attilakarvinen
03-29-14, 01:28 AM
Thanks man!:rock:

milky
03-30-14, 11:23 PM
Exactly kind of Mega Mod i was looking for! Perfect in every way, imo.

However, I like the dark sub interior. Is that compatible with this mod and is there a way for me to remove the Low Resolution Patch? I have a powerful machine.

Got it except the Low Resolution Patch Issue.

milky
03-31-14, 02:41 PM
Coolest thing ever just happned with this mod.

I was in semi shallow water, about 70m down getting hounded on by a destroyer, was having a hard time shaking him, then, out of no where a German Battleship or Battlecruiser shows up and tears this destroyer a new one. I remember just before i started my attack i reported the Task Forces position.

My god, that was the coolest thing ever. I was sort of losing hope and then this beast comes out of no where and blows the Polish Destroyer to smithereens.

Hell, yeah.

http://i.imgur.com/RqsZDh1.jpg

Taikido
03-31-14, 04:40 PM
Hey, thanks for the great mod !! :salute: :up:

I have two questions:

how can i do a torpedo attack with RAOBF ? All periscopes (the Binocular and the UZO) are too big at my 16:9 screen and the RAOBF have no ||| and - - - in the crosshair middle (like tdw 7.4.2) and it is cutted off.

http://abload.de/img/raobf2gkurz.jpg


how can i find the AOB and the speed of the target ? i found the AOB and speed always with the measurement of the ship length and RAOBF.

I have the steam version.

Thanks for help in advance :salute:

TheDarkWraith
03-31-14, 06:39 PM
...and the RAOBF have no ||| and - - - in the crosshair middle (like tdw 7.4.2) and it is cutted off.

don't understand :06:

hyland
04-01-14, 12:11 AM
don't understand :06:

he says, radious of RAOBF outer ring are too long to read numbers.

RAOBF's top and bottomside are cutted off when using 16:9 resolution
(if you can't read topside, player couldn't get AOB, and target speed if enemies ship has >90m, <120m length)


and this version of scope has no center gradation for checking ship's width degreees.
(manoscope can fix this, but cutoff problem isn't)


I think it is hard to fix it, but you can changing topside grid colors to fix dds file.

you will not see the topside numbers, but can read gradation little bit easily.


edit. scopes 1dg is not real 1dg, I tested with many scopes but there was no perfect 1dg scope. then, RAOBF is almost useless for now.(may resolution problems there but i used correct resolution mods too.)


edit2. I tested with Origianl UI_TDW too, It was fine, I think this megamod's BigOptic mod has problem.

Taikido
04-01-14, 10:13 AM
he says, radious of RAOBF outer ring are too long to read numbers.

RAOBF's top and bottomside are cutted off when using 16:9 resolution
(if you can't read topside, player couldn't get AOB, and target speed if enemies ship has >90m, <120m length)


and this version of scope has no center gradation for checking ship's width degreees.
(manoscope can fix this, but cutoff problem isn't)



Yes, exactly. Sry, that i cant explain it right, english is not my motherlanguage :88)



edit2. I tested with Original UI_TDW too, It was fine, I think this megamod's BigOptic mod has problem.

Ok, so does that mean, i just have to delete the BigOtpic-Mod ? How can i do that, if it fixes the problem?

Or maybe download and install all included mods but without the BigOptic-Mod?

Thanks again for your help :salute:

hyland
04-01-14, 10:58 AM
Yes, exactly. Sry, that i cant explain it right, english is not my motherlanguage :88)



Ok, so does that mean, i just have to delete the BigOtpic-Mod ? How can i do that, if it fixes the problem?

Or maybe download and install all included mods but without the BigOptic-Mod?

Thanks again for your help :salute:


Searching this mods scope - > download and look what file is there.

TDC742 darkwraith mod download -> copy samename file and replace it to the this mods folder.
(unload mods before replace it)

if the file is not exist in tdc mod, delete same name file in this mods folder.



And, scope is chaged well and working fine.
(need to be more test)

Taikido
04-01-14, 11:56 AM
Hyland, thanks for you help :up:

Can you pleasebe so kind and tell me the correct files which I have to copy ? I dont want to make a mistake :oops: :88)

I´ve downloaded NewUI TDC 7.4.2.

Maybe I can just copy the whole Main Mod from NewUI TDC and overwrite all files? Then I just have to know which files I can delete.

Good idea? :06:

hyland
04-01-14, 12:35 PM
Hyland, thanks for you help :up:

Can you pleasebe so kind and tell me the correct files which I have to copy ? I dont want to make a mistake :oops: :88)

I´ve downloaded NewUI TDC 7.4.2.

Maybe I can just copy the whole Main Mod from NewUI TDC and overwrite all files? Then I just have to know which files I can delete.

Good idea? :06:


No it will break the mods

http://www.subsim.com/radioroom/showthread.php?t=179068

download this,

and install it with 16 9 resolution patch (its in the manos scope)


ah, before activate mods.

delete a file wolvesmod\data\Menu\Gui\Layout -> TBT_1024 del it!

wolvesmod\Data\Menu\Gui\ -> Binocular.dds del it too.

then it will work fine!

Taikido
04-01-14, 02:42 PM
Hyland, thank you for your help :salute:

I deleted the files and installed the mod.

Now my load order is:

The Wolves of Steel
The Wolves of Steel - Plotting tool Fixes v2
The Wolves of Steel - TDW Real Navigation 7.4.2
The Wolves of Steel - Tscharliis Realistic Hydrophone
Manos Scope Patch for 16x9

Is that correct?

hyland
04-01-14, 11:38 PM
Hyland, thank you for your help :salute:

I deleted the files and installed the mod.

Now my load order is:

The Wolves of Steel
The Wolves of Steel - Plotting tool Fixes v2
The Wolves of Steel - TDW Real Navigation 7.4.2
The Wolves of Steel - Tscharliis Realistic Hydrophone
Manos Scope Patch for 16x9

Is that correct?

The Wolves of Steel
The Wolves of Steel - Plotting tool Fixes v2
The Wolves of Steel - TDW Real Navigation 7.4.2
The Wolves of Steel - Tscharliis Realistic Hydrophone
Manos Scopes-Core Files <-------- may need this
Manos Scope Patch for 16x9


need core files to see correct shape.

now, have a good game!

Deutschland
04-02-14, 11:17 AM
thanks, great job

Taikido
04-04-14, 10:45 AM
For me, the Problem with the cutted off RAOBF still exists. :-? I installed the manos scopes and deleted the two files like hyland said. Any ideas? Maybe I have to delete some other files too? My load order now is like the one from hyland.

Thanks in advance :yep:

Update: I also installed the 16:9 files for emtguf scopes (copy and paste -> overwriting the old ones)...- same problem.

What else can I do ?

milky
04-04-14, 01:30 PM
I wonder if the CaptHelm Audio mod would be a good sound mod for this. Not sure if it's compatible. I am going to try it.

http://www.subsim.com/radioroom/showthread.php?t=163530&page=8

THE_MASK
04-04-14, 09:05 PM
I wonder if the CaptHelm Audio mod would be a good sound mod for this. Not sure if it's compatible. I am going to try it.

http://www.subsim.com/radioroom/showthread.php?t=163530&page=8Some sounds are stereo and need to be converted to mono afaik .

milky
04-05-14, 01:58 AM
Can you recommend a sound mod Sober?

hyland
04-05-14, 04:22 AM
For me, the Problem with the cutted off RAOBF still exists. :-? I installed the manos scopes and deleted the two files like hyland said. Any ideas? Maybe I have to delete some other files too? My load order now is like the one from hyland.

Thanks in advance :yep:

Update: I also installed the 16:9 files for emtguf scopes (copy and paste -> overwriting the old ones)...- same problem.

What else can I do ?

Hm.....
If you tell me your e-mail adress
I'll send my custom file for wolves of steel.
I make WOS mods graphics better.
And fix some bugs too.
(RAOBF problems too)

Just enable it after WOS mod.

Taikido
04-05-14, 05:03 AM
Hm.....
If you tell me your e-mail adress
I'll send my custom file for wolves of steel.
I make WOS mods graphics better.
And fix some bugs too.
(RAOBF problems too)

Just enable it after WOS mod.

I sent you my e-mail adress :)

:sunny: thanks alot :up: :salute:

vdr1981
04-05-14, 12:04 PM
RAOBF fix...http://www.subsim.com/radioroom/showpost.php?p=2177250&postcount=330

steineib
04-05-14, 12:33 PM
hmm also somehow i was on a mission in the : south western approaches, had found a task force and sunk a glorious fleet carrier at 5° 21' W 49° 02' N but the tonnage was not countet, but is was still in the circle of the mission. any ideas if this is normaly ? and i still have there the "problem" with the airplanes

Nufsed
04-07-14, 03:37 AM
Hi all, I'm using TWOS (Which is great, thank you) but the sonar does not seem to work:/\\!! (or perhaps I'm doing something wrong):hmmm:. Any advice would be much appreciated.

vdr1981
04-10-14, 05:33 AM
Greetings Captains! I'm very sorry because of my period of inactivity , I'm a bit busy these days...

The next update of the megamod will be released when TDW's New UI's 7.5.0 is officially released and also when I confirm necessary level of stability.

Also, a friend of mine reported CTD when game reach apr 01 1940. Can anyone confirm this and if yes, does anyone know what's going on here?:hmmm:

Nufsed
04-10-14, 06:25 AM
Hi mate, thanks again for a great "combo". Will keep you posted vis a vie "April1 st crash (I've just got to Dec 1939):up:

Sjizzle
04-10-14, 09:49 AM
Hi all, I'm using TWOS (Which is great, thank you) but the sonar does not seem to work:/\\!! (or perhaps I'm doing something wrong):hmmm:. Any advice would be much appreciated.


how doesn't work your sonar guy ?
if u are surfaced then is normal to not report you any contact...
best place to listen the sea is to dive to 30m and stop all engine and wait ...

Nufsed
04-11-14, 12:50 AM
Hi Mate, thanks for the reply. I reinstalled everything and it all seems fine now. I do get the odd CTD, which I can't seem to pin down,:hmmm::hmmm: but it's rare and I save a lot:up:

steineib
04-11-14, 07:09 AM
moin vdr1981, to your question. no i had no CTD on the apr 1 1940.

vdr1981
04-11-14, 08:41 AM
moin vdr1981, to your question. no i had no CTD on the apr 1 1940.
Tnx!:up:
Do you remember were you actually in the mission on this particular date or is it skipped in the bunker?

steineib
04-11-14, 09:22 AM
hmmm im not sure if i was there on a patrol or if i was there in the bunker for repair + refil blabla. oh no , i got now a problem. yesterday even i had play a bit and save, so today i load the save and if i press m for the map : silent hunter have a problem .......

Lastman
04-12-14, 06:29 AM
when we will have an updated version? :subsim:

Nufsed
04-12-14, 11:08 AM
when we will have an updated version? :subsim:

See

Greetings Captains! I'm very sorry because of my period of inactivity , I'm a bit busy these days...

The next update of the megamod will be released when TDW's New UI's 7.5.0 is officially released and also when I confirm necessary level of stability.

Also, a friend of mine reported CTD when game reach apr 01 1940. Can anyone confirm this and if yes, does anyone know what's going on here?:hmmm:

milky
04-15-14, 01:20 AM
Anyway to reduce the tonnage with this mod? I am failing objectives left and right.

I've gotten 60,000 tons on a single mission because i had to raid a port to even get any kills; not to mention that it isnt even half way yet on the tonnage objective amount. I am not finding any substantial convoys or ships of note. Very very rarely, and i am failing objectives left and right because i cannot meet the tonnage.

Is there any way to reduce the tonnage needed, i believe it's too much, at the moment, for me.

------

I did run across a whale which was awesome.

Nufsed
04-15-14, 03:24 AM
Anyway to reduce the tonnage with this mod? I am failing objectives left and right.

I've gotten 60,000 tons on a single mission because i had to raid a port to even get any kills; not to mention that it isnt even half way yet on the tonnage objective amount. I am not finding any substantial convoys or ships of note. Very very rarely, and i am failing objectives left and right because i cannot meet the tonnage.

Is there any way to reduce the tonnage needed, i believe it's too much, at the moment, for me.

------

I did run across a whale which was awesome.

I think you need to take this up with Trevally, I find myself in the same position.

vdr1981
04-15-14, 06:19 AM
Regarding tonnage issues, there were many talks with Trevally about this but he is very consistent that tonnage goals are just pure cosmetics and not something to be 100% followed .
However, this can be very distracting for most players, forcing them to do unrealistic harbor raids in order to fulfill tonnage requests.
You can edit your tonnage goals even while you're in the middle of campaign...

Go to my documents/SH/data/cfg/SaveGames/00000005(or similarly called last save)/Campaign-2014-04-11_1547/Campaign.cfg

Open the file with notepad and colored values will alowe you to edit your tonnage requests while in the mission...

[Campaign.CampObj.MacroObj 5.PersObj 1]
PersObjType=0
Name=Hunt_around_the_British_Eastern_Coast
Description=Campaign.CampObj.MacroObj 5.PersObj 1.Description
RelatedMapLocations=Line_BCW
IsCompleted=false

[Campaign.CampObj.MacroObj 5.PersObj 1.Amount]
IsTonnage=true
Tonnage=70000
NumOfShips=0

Nufsed
04-15-14, 07:16 AM
Thank you Vecko, much appreciated.:rock: And thanks again for a great MOD Combo, I'm really looking forward to the updated version. It makes life so much simpler:up:

Paajtor
04-15-14, 02:50 PM
:rock: And thanks again for a great MOD Combo, I'm really looking forward to the updated version. It makes life so much simpler:up:
Couldn't agree more!

milky
04-15-14, 03:14 PM
Thanks for the info!

Jaystew
04-16-14, 05:17 AM
Followed the install to a T

now when I load up I get this

http://i.imgur.com/uCCg0P8.png.

Everything is 1 fps. Before I launch a campaign I have no issues, the UI looks good. Spent about 5 hours last nite getting SH5 installed, reinstalled numerous times patched finally, drove it around the ocean for a bit unmodded at 1.2

Then did the "dance" as they used to call in FALCON 4.0. I'm no stranger to modding and following instructions exactly.

Step 6 was not very clear saying to change something but it didnt mention what to change so I changed how long messages display from 5 seconds to 6 seconds. I dont think that messed me up. I dont know

When I installed clean, the autodetect only failed my system for having drivers not greater than 120.00 but gpu z is telling me I have 320.18.

Please Help

Sjizzle
04-16-14, 06:47 AM
Followed the install to a T

now when I load up I get this

http://i.imgur.com/uCCg0P8.png.

Everything is 1 fps. Before I launch a campaign I have no issues, the UI looks good. Spent about 5 hours last nite getting SH5 installed, reinstalled numerous times patched finally, drove it around the ocean for a bit unmodded at 1.2

Then did the "dance" as they used to call in FALCON 4.0. I'm no stranger to modding and following instructions exactly.

Step 6 was not very clear saying to change something but it didnt mention what to change so I changed how long messages display from 5 seconds to 6 seconds. I dont think that messed me up. I dont know

When I installed clean, the autodetect only failed my system for having drivers not greater than 120.00 but gpu z is telling me I have 320.18.

Please Help


delete the _Draggables.TDW files from the main folder of SH5

Jaystew
04-16-14, 07:18 AM
Delete this?

http://i.imgur.com/gryZFIY.png

Jaystew
04-16-14, 07:27 AM
Well now I have this... http://i.imgur.com/UcLhS18.png

Something is all foxtrot uniform pretty bad.

I think I am going to start fresh again and see if I can make it work. Maybe upload each mod component one at a time and verify.

I just dont have any idea where it goes wrong.

vdr1981
04-16-14, 07:50 AM
Some ini file is screwed up...Show me your installed mods in JSGME...:hmmm:

EDIT: And yes, from what you said, step 6 is OK...

Jaystew
04-16-14, 08:03 AM
Well I just uninstalled them all now. I installed them in exactly the order on page one of this post. One at a time. I also followed the instructions. I'm going to reinstall and then see if I can duplicate it. I was able to test the engine in the museum and it works fine. So its a campaign issue, but thats not saying much cuz the campaign touches everything.

Sjizzle
04-16-14, 09:16 AM
Delete this?

http://i.imgur.com/gryZFIY.png

not the .dll files ...
the .TDW files ....

Jaystew
04-16-14, 10:05 AM
there were no .tdw files. Sooooo something must have been fubared during my mod dance

Jaystew
04-16-14, 09:51 PM
Ok Installed game.

Installed 1.2

Modified cfg files per step 2 + 3

Ok Extracting mod files into MODS folder created by JGSME inside SH5 folder. My custom name for SH5... Taking about 3 min to extract the mod. Also did the plotting tools fix separate extraction.

Ok Steps 1-4 Done. Now onto the TDW.

There were a few error notes from JGSME but didnt look like anything critical. These indicated that files had already been modified by the previous mod and asked if I wanted to continue to progress. I "YES".

Question is this normal?


Step 5 I'm activating TDW...

It wants to know the directory for SH5, so this time I'm putting things in a new directory. Im respecifying this. Looks like this... when done right or wrong?
http://i.imgur.com/0PyRivZ.png
It wants to add code and data and updates etc... All normal?

I think this is where I screwed this up last time because I went to the TDW site and tried to follow the instructions on it and did not restore the snapshot. But at the end it says u can restore a snapshot and I believe that is what the Step 5 instruction on page 1 of this thread is saying to do using the snapshot provided. Looks like this when successful right?
http://i.imgur.com/b5OcJzi.png

Crossing fingers onto step 6...

Ok this is what my step 6 looks like, really more like 3 steps but whatever :) lol
http://i.imgur.com/neYi0i1.png

If I didnt have this one right I dont think I would have been able to open anything when directed to open. So I do not believe this issue to the install was here...

Change made...
Save confirmed...
http://i.imgur.com/CU0Cspi.png

Closed out...

Step 7 Ready for Battle... Loading up new campaign crossing fingers toes, braiding hair....

and?

Made it in this far again no issues, smooth as silk once I'm in... lovely intro by the way sooo damn awesome!
http://i.imgur.com/pt0JvK7.png

Now yesterday I did check in the museum that my gpu is not the issue, have played 1.2 just a run outside the yard and back at about 60fps without issue. My GPU is 9800GTX+ 512MB which isnt top of the line but its plenty good enough to run the game. Default settings are launch at high sooo? I have tried bumping it down to low to see if it improves things but same issues.

Game has loaded without the overlay that was plaguing the screen before but everything is 3-4 fps. LOL uhhhh do I need to roll back my drivers?

I got it rolling WOW!

Its very choppy when loading up right away but once I get out of the pen then its 30-40fps. Happy sailing now I need to finger out how to pilot this thing :)

Thanks guys :)

Jaystew
04-17-14, 02:32 PM
Working great now guys Thank you for all the modding work and for the configuration work too. This is amazing.

Have a few questions. How do I get the hydrophone guy to shut up? He'll repeat the same thing over and over for an hour. I'm ready to pistol whip him. Has anybody developed the button that says to these guys "Understood/very well/shut up or I kill you-thanks" ?

Also same issue with taking damage, first run I did last nite I went up against a desteroyer on the surface, then dived and suffered the consequences. Same guys saying same things repeatedly. Need to shut em up.

Also on the damage control screen "h" how do I get this to show me these things in English since I dont read German. Is this a setting.

Loving this megamod!

TY

vdr1981
04-17-14, 02:44 PM
Working great now guys Thank you for all the modding work and for the configuration work too. This is amazing.

Have a few questions. How do I get the hydrophone guy to shut up? He'll repeat the same thing over and over for an hour. I'm ready to pistol whip him. Has anybody developed the button that says to these guys "Understood/very well/shut up or I kill you-thanks" ?

Also same issue with taking damage, first run I did last nite I went up against a desteroyer on the surface, then dived and suffered the consequences. Same guys saying same things repeatedly. Need to shut em up.

Also on the damage control screen "h" how do I get this to show me these things in English since I dont read German. Is this a setting.

Loving this megamod!

TY

Haha, I understand your frustrations...:D
Just remove optional mod realistic hydrophones and continue campaign...This mod had great potential but it is far from final product...:nope:

Also you need to start learning german language , maybe this could help ...:yep:
FOR. TORP.
Torpedo Tube 1=Torpedorohr 1
Torpedo Tube 2=Torpedorohr 2
Torpedo Tube 3=Torpedorohr 3
Torpedo Tube 4=Torpedorohr 4
For.Torp.Room Preassure Hull=Bugtorpedoraum Druckhülle
Fore Diveplanes=Vordere Tiefenruder
Hydrophone Receivers= Hydrophon Empfänger

RADIO ROOM
Hydrophone=Hydrophon
Radio=Funk
Fore Battery=Vordere Batterie
Radar=Radar
Radioroom Preassure Hull=Druckhülle Funkraum

COMM.ROOM
Oberservation Periscope= Beobachtungssehrohr
Mainpump=Hauptpumpe
Attack Periscope=Angriffssehrohr
Comm.Room Preassure Hull= Druckhülle Zentrale
Torpedo Control=Torpedovorhaltrechner

DIESEL
Compressor=Kompressor
Engine Room Preassure Hull= Druckhülle Maschinenraum
Aft Battery=Hintere Batterie
Starboard Diesel Engine= Steuerbord-Diesel
Port Diesel Engine= Backbord-Diesel

AFT. TOROEDO
Torpedotube V=Torpedorohr 5
Bold Launcher= Täuschkörperwerfer
E-Maschinenraum Druckhülle= I already translated this but i think Druckhülle E-Maschinenraum is better
Starbord Electro Motor=Steuerbord E-Maschine
Port Electro Motor=Backbord E-Maschine
Dive Planes Transmission=Tiefenruderübertragung
Port Rudder Transmission=Ruderübertragung Backbord
Starbord Rudder Trasmission=Ruderübertragung Steuerbord
Starbord Propeller Shaft=Antriebswelle Steuerbord
Port Propelle Shaft=Antriebswelle Backbord

DECK
UZO=UZO
Radio Antenna=Funkantenne
Radar Warning Antenna= Radarwarnanlage
Radar Antenna= Radarantenne
Deck Gun=Deckgeschütz
Light Flack= Leichte FlaK Schwere FlaK
DF ant = Funkmessortungsgerät

Jaystew
04-17-14, 05:38 PM
Well I'm not sure I want to remove realistic hydrophones just to shut someone up. I actually did sit in the seat and fart around with the unit. It seems to work line in SH3. Not sure if I'm doing it correct but I was able to listen to contacts and pick up bearings. On the surface, identified smoke. By the way distances and smoke on the horizon in SH5 is spectacular. Its very hard to see it in bright daylight haze, and its difficult in fog or mist.

So far I've torpedoed a few stationary targets in Danzig harbor, and deck gunned a merchant and sank it out in open water in the Baltic.

I am loving LOVING the real navigation part. I love how the navigator doesn't give me dead accurate fixes even without course changes. 3 Bearings should be on a straight line if no course changes but they aren't Which is awesome. In fact my own guess as to where I start is usually about 10 km off the fix the navigator comes up with. This is GREAT stuff. I never got this to work in SH3 and am loving it.

I use soundings with the topography map to recon where Im at but the main map isnt that accurate so its all a guestimate.

Quesiton time.... Now I know the difference between dead recon and celestial fix. In the game is the Celestial fix more accurate or just a 2nd method that can't aways be used due to weather?

Are the fixes/actual sub position affected by ocean currents/weather? Is this modeled?

Thanks

Jaystew
04-17-14, 06:16 PM
Oh man, I just fingered out just how hard and life threatening real nav can be in the heavy fog. I just ran aground at 15 kts against my better judgement and the whole crew died, well at least I did.

Time for 2nd patrol. See if I can do this better :)

Jaystew
04-19-14, 01:19 PM
Id like to know if some changes can be made. First Id like to know if we can add our own charts in game using the in game menu made by Sjizzle. Is there a folder I can drop these into and bam they show up as a slide in game?

http://i.imgur.com/eLw0aiw.jpg
http://i.imgur.com/ENRc4oq.jpg
http://i.imgur.com/GcTq4D5.jpg
http://i.imgur.com/oytFRwq.jpg

I have a found a couple of kool maps I threw some filters on some of em for SH3 that would be great to have in SH5 too. In game would be AWESOME! If anybody has larger/sharper resolutions on these too please share.

====

Also. How do I shut up the damage reporting and sonar guy. We get hit by a few shells and for the next hour I get to hear... we have flooding. flooding under control, to which I reply ok good, go fix it and they say back....

we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.we have flooding. flooding under control.

OMG SHUT UPPPPPPPPPPPPPPPPPPPPPP lol :)

We need to mod that or something. Would it be possible to add more than one sound for that? Such as someone describing the amount of flooding, in gerneric terms, or even better, hundreds of short sounds of water filling inside the boat, so that even though fool is going to say we have flooding about 100x instead of that, we just hear the flooding in different but similar sounds of water flooding. A 1-2 second sound file wouldn't be too bad and probably patch up at less than 25-50mb for the whole lot of em.

What do ya all think?

vdr1981
04-19-14, 02:17 PM
LOL...:haha:

how about to stay out of gun sight? :)

Jaystew
04-19-14, 05:38 PM
:) would be ideal but not always conducive to my play style. LOL Look I get it flooding bad damage from attacks bad. I just dont need to hear about single every drop of water coming thru the hull.

vdr1981
04-19-14, 06:05 PM
Yes, it is an old, known and annoying bug. Why don't you try to find those sound files and delete them ?

Jaystew
04-19-14, 07:50 PM
Well I could do that but hten I'd miss the message. What I think I'll do is just turn the volume on messages down. Most of it is in text anyway.

TheDarkWraith
04-20-14, 12:18 AM
Quesiton time.... Now I know the difference between dead recon and celestial fix. In the game is the Celestial fix more accurate or just a 2nd method that can't aways be used due to weather?

Are the fixes/actual sub position affected by ocean currents/weather? Is this modeled?

Yes the celestial fix is more accurate because the navigator uses a sextant to figure out position. He needs good weather though to be able to use the sextant.

Id like to know if some changes can be made. First Id like to know if we can add our own charts in game using the in game menu made by Sjizzle.

Adding custom charts is very simple to do. It's a feature of my UIs mod. See here for adding custom charts:
http://www.subsim.com/radioroom/showpost.php?p=2059012&postcount=10005
http://www.subsim.com/radioroom/showpost.php?p=2059350&postcount=10019
http://www.subsim.com/radioroom/showpost.php?p=2059364&postcount=10021

steineib
04-20-14, 04:28 AM
moin, so i have here a other little problem where i could need some help :D atm im in the happy times, so i was on the way to the mission and found one enemy task force. something with one dido, a battle ship and a battle cruiser and some other smaller vessels. the first problem is they can see me even if im down at 15m no periscope up or so. my first idea was so in a distance of 4km full speed ahead and than down to 15m and all stop to slip into a distance of ~800-900m to the row with the dido and fire than some torpedos. works so far so good but it could be better. i had hit the battle ship and the battle cruiser. but this was it , my first plan was to "hide" me in a deep of 16m to get away from the depth charge. somehow a good idea , the destroyer kills themself somehow :D but 7 of 10 try they get me or one of the bigger ships ram me and i get to feed the fishes. so what would be the best way to attack a enemy task force without make a kamikaze mission?

Jaystew
04-20-14, 04:49 AM
Im starting to think things still dont work right in SH5 and well it looks nice, but I am consistently running out of memory after an hour or two, and the gun sometime locks up and wont swivel, the damage control system while intricate and kool, I dont understand it. How come some things repair other things dont repair?

This crashing because of memory is bull****.

I have 4 gigs of ram and 512 on the video card and 600 GB to play with on the HD with a 4gig page file so no way should it be running out of memory. Seems something makes it crash around 3.2-3.5 GB system memory and thats crap. :(

steineib
04-20-14, 05:01 AM
thats true Jaystew, sometimes it comes : deckgeschütz repariert. haha funny how can they repair something outside of the u-boot if im underwater ? hmmm atm i have 16GB ram and it is ok more or less, but let me say it so without the mods the game crashes much much more than with the mods :D

TheDarkWraith
04-20-14, 08:10 AM
I have 4 gigs of ram and 512 on the video card and 600 GB to play with on the HD with a 4gig page file so no way should it be running out of memory. Seems something makes it crash around 3.2-3.5 GB system memory and thats crap. :(

If you are running any 'heavy' mods then I can see how you're running out of memory :yep:

You are probably running a 32bit OS also correct? If so:
4GB of RAM means you only have a theoretical 3GB available for applications. Of that theoretical 3GB 512MB is reserved for memory mapping of the video card. That leaves you with a theoretical 2.5GB. I think you can see why you are crashing on out of memory now. Be glad your video card doesn't have more RAM than it does :-?

You really need at least 8GB of RAM and a 64bit OS to play this game with any 'heavy' mods :yep:

steineib
04-20-14, 11:01 AM
sooo feindfahrt is over, my idea to attack the task force was not a good idea. just the battleship had get a hug from one of my torpedos. and i get some bad demage on the u-boot. i had try to escape to south-west. and i had see the slow battleship again but one of the destroyers had spot me and made some long distance fire via AA-guns. get some more demage but could escape at bad weather into direction south-east. well i had made the way down to Lorient, but i was 2 days to early there. so i had wait in the port. soo after 10hours a german convoy had come to Lorient. and i had see some stupid things from the software...... sure all the ships had come into the port in the convoy formation , but it is a bit toooo narrow, so left and right some ships crashes on land. some time later all vessels where not more vissible. a half hour later i had hear some explosions so i had look around and some more ships had explode into Lorient, also not just in the water ....... no even outside in the buildings. and than the best my u-boot had hit by a rolling ship. is there something to make that something like this never will happend again ?

thebeasle
04-20-14, 06:43 PM
Runs great so far. Thanks vdr1981 and all the great modders here at subsim!!!

Jaystew
04-20-14, 08:55 PM
If you are running any 'heavy' mods then I can see how you're running out of memory :yep:

You are probably running a 32bit OS also correct? If so:
4GB of RAM means you only have a theoretical 3GB available for applications. Of that theoretical 3GB 512MB is reserved for memory mapping of the video card. That leaves you with a theoretical 2.5GB. I think you can see why you are crashing on out of memory now. Be glad your video card doesn't have more RAM than it does :-?

You really need at least 8GB of RAM and a 64bit OS to play this game with any 'heavy' mods :yep:

Running 64bit.
Have 4 gigs of ram, the game seems to creep up o 3.2-3.5 which so far I've only really done the Baltic campaign against the Polish. Sunk the same ships 2 or 3 times because of reloads. Seen different action so its not too scripted but those Polish destroyers are always on my route to the ships in port. I call in a report and usually a fighter comes along and shoots em out.

Last nite, I made it as far as ever my own fault to die though. More on that a bit. So my navigator is pretty bad at dead reckoning. In fact their dead reckoning is sooo sloppy Im thinking celestial reckoning is the only real way to not strike land with that guy. That or do my own navigating via DR cuz they cant hes terrible at it.

So sank about half a dozen ships in Danzig and outlying port areas, the one ship sailing around not a destroyer. Fighters got the other two destroyers. I saw a German BB in the harbor in the early afternoon so I guess they figure they got it bottled up. Already had the message to port at Kiel.

So I do A best guess fix, then ask him to do a DR hes like 60 miles off that lol and I ask for a Celestial fxi, seems that one is closer to my best guess. I call for 50 NM NE to run us out of the bay and harbor. Then ~120NM at 300 to get us out to deeper water. This all goes ok, but I start to rely on his DR for our position and when to make turns. I wasn't figuring exactly where we should be ... by running the numbers myself... first mistake...

Germany needs boats back at port so they can get them back out to sea against the british and you know Jaystew, the only thing he hates more than British are Canadians so its Flankspeed ahead making 16 kts with a little battledamage

On the final leg on the way home guess what...

Supposed to be at least 50NM from land we run aground in a light fog at 16 kts. Great. Thanks Kirschbaum. I hate that guy in the movie too. And well now hes a ****ty navigator LOL.

So I guess I get to do my own navigating and Kirschbaum gets to help with C fixes and no more DR.

The adventures of Jaystew. I will try restarting the system before running SH5 I think that might help.

THE_MASK
04-20-14, 11:25 PM
My game drops down to 1TC just before I hit land :yep: Then I emergency reverse out :yep:

Jaystew
04-20-14, 11:41 PM
I should mention that to be the first thing I modded to the mod myself. :) I was getting stuck at 100m with those Polish destroyser who didnt really have a clue where I was and just randomly "detecting me" but to no effective avail in attack.

So I set all the stops to 32X. LOL so I probably hit that shore at 32X at 16 kts. I remember the first indication was "Pressure Hull Damaged" Sir yelling
I checked and noticed the hull integrity was down and boom I saw the sub on its side at a weird angle on the ground LOL

I dont like setting 1X time compression for land proximity because I like to pilot in and out of the harbors manually. We were supposed to be ablt 4 hours from the turn into Kiel harbor area. LOL Oh well.

Just got to do it again.

Quantum_Peep
04-24-14, 05:25 AM
Hi vdr1981, great mod. I have a question: It has been asked before on how to reactivate the auto ID for enemy ships and you suggested to download and install the "disable sonar ping" file. However, it does not seem to do the trick?!

vdr1981
04-24-14, 08:44 AM
Hi vdr1981, great mod. I have a question: It has been asked before on how to reactivate the auto ID for enemy ships and you suggested to download and install the "disable sonar ping" file. However, it does not seem to do the trick?!

Did you try this one ? http://www.subsim.com/radioroom/downloads.php?do=file&id=4250

Quantum_Peep
04-24-14, 11:57 AM
Yes, that is the file version I tried, but I still don't get the option to have the officer identify the ship for me

vdr1981
04-24-14, 12:05 PM
Yes, that is the file version I tried, but I still don't get the option to have the officer identify the ship for me

Hm...You should have...
Show me a screenshot with all available commands for weapons officer.

Quantum_Peep
04-25-14, 09:18 AM
Uninstalled/reinstalled everything, working now, thanks!

Herr Graf
04-26-14, 09:27 PM
Thank you so much for all of your effort and time in making an easy to use

"Mega Mod"!

I had left SH series long ago and played Sh3 forever. SH4 out of the box was crud and SH5 out of the box was triple crud!

Many thanks to everyone involved for making SH5 a much better game!

SirGussifer
04-28-14, 09:46 PM
Thanks for putting this great mod-pack together, I was finally motivated to dig this game up from the bottom drawer.

I was hoping to get some advice on how to properly attack the Polish task force in the patrol of the campaign.
I spot the task force at around 13:00 and after determining their course I submerge to periscope depth and wait for them at 0 knots. I make observations through the attack periscope to identify, get the speed and so forth and lower periscope to stay undetected.

The problem is that the two escorts spot me from 4000 meters and start shooting with great accuracy. The same goes for when I fire the torpedoes, a couple of seconds after the steam torps leave they start shooting (this was the one time when they got within 3000 meters).
What am I doing wrong here? The weather is pretty good but it seems impossible to spot a periscope from 4000 meters, especially when I'm laying still. I would hate to see what happens later in the war when the escorts are equipped with radar...

Any guidance would be greatly appreciated. I've installed the mods in the order described in post#1 and no additional changes have been made. Realism is at 96% (have external view enabled but can't go external for whatever reason, if anyone could figure this one out too it would be great).

Thanks!

Aktungbby
04-29-14, 12:24 AM
SirGussifer! :Kaleun_Salute: after a 4 year silent running!

Jimbuna
04-29-14, 04:22 AM
Welcome :sunny:

ZygfrydDeLowe
04-29-14, 06:12 AM
Any guidance would be greatly appreciated. I've installed the mods in the order described in post#1 and no additional changes have been made. Realism is at 96% (have external view enabled but can't go external for whatever reason, if anyone could figure this one out too it would be great).

Thanks!

Did you enable external view in the main menu before the campaign, or in a "bunker save" as well? For me the did the trick - after starting the campaign I had to load a "bunker save" - Memel base in your example, and there tick the appropriate option again. Otherwise it kept coming back to 100% realism.

Hi, by the way - my first Silent Hunter game and first mod.
I really like it, but I also have some questions - can one change the music back to original game soundtrack? And can one change the in-game crew portraits back to the ones from original game?

Jaystew
04-29-14, 06:45 AM
Running 64bit.
Have 4 gigs of ram, the game seems to creep up o 3.2-3.5 which so far I've only really done the Baltic campaign against the Polish. Sunk the same ships 2 or 3 times because of reloads. Seen different action so its not too scripted but those Polish destroyers are always on my route to the ships in port. I call in a report and usually a fighter comes along and shoots em out.

Last nite, I made it as far as ever my own fault to die though. More on that a bit. So my navigator is pretty bad at dead reckoning. In fact their dead reckoning is sooo sloppy Im thinking celestial reckoning is the only real way to not strike land with that guy. That or do my own navigating via DR cuz they cant hes terrible at it.

So sank about half a dozen ships in Danzig and outlying port areas, the one ship sailing around not a destroyer. Fighters got the other two destroyers. I saw a German BB in the harbor in the early afternoon so I guess they figure they got it bottled up. Already had the message to port at Kiel.

So I do A best guess fix, then ask him to do a DR hes like 60 miles off that lol and I ask for a Celestial fxi, seems that one is closer to my best guess. I call for 50 NM NE to run us out of the bay and harbor. Then ~120NM at 300 to get us out to deeper water. This all goes ok, but I start to rely on his DR for our position and when to make turns. I wasn't figuring exactly where we should be ... by running the numbers myself... first mistake...

Germany needs boats back at port so they can get them back out to sea against the british and you know Jaystew, the only thing he hates more than British are Canadians so its Flankspeed ahead making 16 kts with a little battledamage

On the final leg on the way home guess what...

Supposed to be at least 50NM from land we run aground in a light fog at 16 kts. Great. Thanks Kirschbaum. I hate that guy in the movie too. And well now hes a ****ty navigator LOL.

So I guess I get to do my own navigating and Kirschbaum gets to help with C fixes and no more DR.

The adventures of Jaystew. I will try restarting the system before running SH5 I think that might help.

I have a lead as to what may have been causing this. I have the game installed on an external HD USB 2.0. The drive sometimes auto sleeps due to a USB setting. Might be the cause. Have disabled auto sleep on USB drives, thanks Windows stupid moron coders. Why would you want to disable a port? What is the energy cost on every USB port in the universe like $40/a year? Way to go green. :/\\!!

Jimbuna
04-29-14, 07:35 AM
Did you enable external view in the main menu before the campaign, or in a "bunker save" as well? For me the did the trick - after starting the campaign I had to load a "bunker save" - Memel base in your example, and there tick the appropriate option again. Otherwise it kept coming back to 100% realism.

Hi, by the way - my first Silent Hunter game and first mod.
I really like it, but I also have some questions - can one change the music back to original game soundtrack? And can one change the in-game crew portraits back to the ones from original game?

Welcome Aboard :sunny: