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View Full Version : [REL]The Wolves of Steel - SH5 Megamod


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Subwolf
04-05-16, 02:03 PM
1. Make your changes in the editor, then save and overwrite the py-file.
2. Disable and re-enable the mods using JSGME, changes should now be activated.
3.You should be in the bunker to avoid CTDs, start a new patrol after changes.

Do not disable the mods first, as mentioned here. This will also disable the editor.

vdr1981
04-05-16, 02:17 PM
3.You should be in the bunker to avoid CTDs, start a new patrol after changes.
This is not necessary...

Do not disable the mods first, as mentioned here. This will also disable the editor.

What do you mean by "disable the editor"?

Subwolf
04-05-16, 02:49 PM
This is not necessary...

I got a CTD after changing some stuff using the editor while on patrol. No need to ask for trouble, make it safe.

What do you mean by "disable the editor"?

When you disable the mod, it also includes the editor, as it is part of it. Another way to do it is to put the editor somewhere else before you disable the mod, as it is a stand-alone application.

vdr1981
04-05-16, 02:59 PM
I got a CTD after changing some stuff using the editor while on patrol. No need to ask for trouble, make it safe.
Only if you messing up with snorkels which I don't recommend...

When you disable the mod, it also includes the editor, as it is part of it. Another way to do it is to put the editor somewhere else before you disable the mod, as it is a stand-alone application.
I don't really understand what you are trying to say but TDW OFEV can be utilized both when mod is enabled and disabled... In my instructions I have described the use when mods are disabled which is the most accurate way according to app creator (TDW).

My preferred way is to use OFEV "in fly" directly from the main "data" folder without any mods disabling, but that is a different story...

THE_MASK
04-05-16, 03:21 PM
Thanks to your campaign fixes sobers mega mod is rock solid . No ctds and 53 saves on the current campaign . cheers .

Subwolf
04-05-16, 04:55 PM
Only if you messing up with snorkels which I don't recommend...


I don't really understand what you are trying to say but TDW OFEV can be utilized both when mod is enabled and disabled... In my instructions I have described the use when mods are disabled which is the most accurate way according to app creator (TDW).

My preferred way is to use OFEV "in fly" directly from the main "data" folder without any mods disabling, but that is a different story...

Maybe you could be kind enough to provide a link to your instructions then.

What I'm trying to say is that the application folder will disappear when the twos mod is disabled in JSGME, and the editor becomes unavailable.

Anyway, the way I do it works for me.

THEBERBSTER
04-05-16, 04:59 PM
Nice one sober:up:
Just shows what can be achieved with SH5 when it is played in the right way.
Peter

vdr1981
04-05-16, 05:02 PM
Maybe you could be kind enough to provide a link to your instructions then.



How many times do I have to do that so I could finally became "kind" enough?

The link for instructions is clearly stated in FAQ and tips section, not to mention that I have post a link (God knows for which time) just a few posts ago...

Thanks to your campaign fixes sobers mega mod is rock solid . No ctds and 53 saves on the current campaign . cheers .
:up:

Subwolf
04-05-16, 05:36 PM
How many times do I have to do that so I could finally became "kind" enough?

The link for instructions is clearly stated in FAQ and tips section, not to mention that I have post a link (God knows for which time) just a few posts ago...

If you mean this post (http://www.subsim.com/radioroom/showpost.php?p=2340662&postcount=2521), your instructions are basically the same as I described in post 4756 of this thread.

So I guess this discussion is based on misunderstandings then, and we can put it down.

Sjizzle
04-06-16, 12:39 AM
Maybe you could be kind enough to provide a link to your instructions then.

What I'm trying to say is that the application folder will disappear when the twos mod is disabled in JSGME, and the editor becomes unavailable.

Anyway, the way I do it works for me.


it's doesn't matter if disappear when u disable the mods u can run the application without any problem ..... when i have made this (http://www.subsim.com/radioroom/showpost.php?p=2395357&postcount=4746) screen shot i was using MagUI and if i do some changes in Tdw's option file viewer and i enable my TDW's based mod list the changes what i have made in option file viewer will have effect.....

mr.artur_96
04-06-16, 12:38 PM
Is it possible to have type VIIB in middle of total germany ?

If so then how ?

Plz ;-)

vdr1981
04-06-16, 12:49 PM
If so then how ?

Plz ;-)

Sure...But only when BdU decide so...

If you want to "cheat" a bit then...
Increase your rating points found in CareerTrack.upc file from your last gamesave to something like 3 or 4 and end your patrol...

palmic
04-06-16, 01:03 PM
I have to say i have 99% of time wind 15/s.
If it was intended, ok, if not, it's a bug.
I operate mostly around England.

The second issue around weather is the fact it does not reset it's visual behavior relevant to weather report information.
-it seams save game keep same weather in report, but does not start to render it.

As a result i have most of time 15m/s in report, but absolutely clear sea. Right now i play for about 1-2 hours and it's still the same from load.
I know it will fix after next change, but the problem is the change is not happening

I know we were talking about it here yet, but right now i recognized it's rather mostly broken, than ok..

Sjizzle
04-06-16, 04:29 PM
heya vecko i have made around 10 videos about your mega mod, tdwäs patcher, option file viewer, mod list order, targeting solution, how to use real navigation etc etc but there is problem i ma 6000 miles away from home and i can not edit and upload them now only when i will be home ....as soon i am home i will upload them and give u the links....


have a nice day
Sjizzle

palmic
04-06-16, 11:40 PM
Flak gun damage to ships now seams to be balanced, thanks Vecko :up:

blackcan
04-07-16, 08:36 AM
Hey i got a little confusing questsion.

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

Is this accurate? Since it says Dänemark is a enemy (since 10.04.40 and i'm on 20.07.40) but when i destroy them they seem to be friendly.

Is this a wrong table or is it the American dates like
MM/DD/YY ?
I assumed it is DD/MM/YY since everything is in german

palmic
04-07-16, 09:07 AM
This is a good question.
When i attacked Netherland ship it was already axis, but in flags chart its allies for whole war.
The same problem i had right now with Greeks, its allied at flags, but ports at map are neutral. And the game crashed after i sunk them near of British Coast by deck gun.

oscar19681
04-07-16, 12:40 PM
question ,

Is there a way to have radio contact reports to be visible again without disabling real navigation? I mean spotting enemy ships is a rare occation.
I run into neutral and red cross ships all the time. This is extremly frustrating. When i try to pinpoint the coordinates for enemy sightings myself there is never anything there.

Netscape Navigator
04-07-16, 03:31 PM
Southwest approaches... right when I arrived at the red marker it said I completed intercept convoy... but I didn't spot or detect one.

Now I have a blank (no text) secondary objective. :hmm2:

On the way to my patrol zone I did sink 3 ships in a small convoy not far from German port, they were flying Netherlands flags. I also sunk a single brit vessel off the east coast of Ireland.

Anyways I'm a tad confused if I should continue hunting for convoys in the SW area or try and make it to the invasion of Norway.

How many days is the time spent in bunker? I forgot. Need to make sure I'm out at sea while the operation ends and new one begins.

THE_MASK
04-07-16, 04:57 PM
Southwest approaches... right when I arrived at the red marker it said I completed intercept convoy... but I didn't spot or detect one.

Now I have a blank (no text) secondary objective. :hmm2:

On the way to my patrol zone I did sink 3 ships in a small convoy not far from German port, they were flying Netherlands flags. I also sunk a single brit vessel off the east coast of Ireland.

Anyways I'm a tad confused if I should continue hunting for convoys in the SW area or try and make it to the invasion of Norway.

How many days is the time spent in bunker? I forgot. Need to make sure I'm out at sea while the operation ends and new one begins.If you use KSDCommander you can set the days in base to be random between 7-28 days afaik .
http://www.subsim.com/radioroom/showthread.php?t=224584

Netscape Navigator
04-07-16, 08:59 PM
No random days is exactly what I don't want giving my present dilemma.

Well I just did some experimenting. I don't understand how it is possible to play Operation Wesserubung since the long stay in the bunker after ending patrol. I waited in the bay until the 20th when it popped up, then "ended patrol" to enter the bunker... by the time i get out of the bunker and set sail the Operation IS ALREADY OVER. I know I could just sail over to norway and sink stuff....but if I can't select it as a mission I don't get all the credit for it I assume...

Mikemike47
04-07-16, 09:38 PM
http://i.imgur.com/intpQyo.jpg
Is this a wrong table or is it the American dates like
MM/DD/YY ?
I assumed it is DD/MM/YY since everything is in german

Dates are DD/MM/YY. I confirmed by dates using Poland, England and USA.

palmic
04-08-16, 02:22 AM
No random days is exactly what I don't want giving my present dilemma.

Well I just did some experimenting. I don't understand how it is possible to play Operation Wesserubung since the long stay in the bunker after ending patrol. I waited in the bay until the 20th when it popped up, then "ended patrol" to enter the bunker... by the time i get out of the bunker and set sail the Operation IS ALREADY OVER. I know I could just sail over to norway and sink stuff....but if I can't select it as a mission I don't get all the credit for it I assume...

It will not be random if you'll not set it random in KSD how Sober wrote.
Just set minimum=1 and maximum=1 and you'll have dock periods just 1 day.

THE_MASK
04-08-16, 04:42 AM
No random days is exactly what I don't want giving my present dilemma.

Well I just did some experimenting. I don't understand how it is possible to play Operation Wesserubung since the long stay in the bunker after ending patrol. I waited in the bay until the 20th when it popped up, then "ended patrol" to enter the bunker... by the time i get out of the bunker and set sail the Operation IS ALREADY OVER. I know I could just sail over to norway and sink stuff....but if I can't select it as a mission I don't get all the credit for it I assume...
Career progress depends on:
- Promotional points for the crew - secondary patrol missions, spy infiltration ect...
- Points for new equipment - number of sunken ships/tonnage from anywhere in the world
- New sub offer - Rating points gained by sinking capital ships and tankers anywhere in the world
- Medals - Overall tonnage, sinkings of capital ships

vdr1981
04-09-16, 03:18 AM
No random days is exactly what I don't want giving my present dilemma.

Well I just did some experimenting. I don't understand how it is possible to play Operation Wesserubung since the long stay in the bunker after ending patrol.
You can manually edit upcoming number of days in bunker. Check Tips for more...


It will not be random if you'll not set it random in KSD how Sober wrote.
Just set minimum=1 and maximum=1 and you'll have dock periods just 1 day.
Minimum random random days in base set by KSDC is 7...Righ now I have set my days in bunker to be from 30 to 40 days...To apply KSDC days settings, you have to start the game trough KSDCommander at least once.

vdr1981
04-09-16, 03:20 AM
heya vecko i have made around 10 videos about your mega mod, tdwäs patcher, option file viewer, mod list order, targeting solution, how to use real navigation etc etc but there is problem i ma 6000 miles away from home and i can not edit and upload them now only when i will be home ....as soon i am home i will upload them and give u the links....


have a nice day
Sjizzle
Looking forward to it Sjizzle! :up::up::up:

palmic
04-09-16, 03:36 AM
Gute Morgen Vecko isn't update 10 with fixed Dale tanker any near? Thanks! :up:


Sent from my iPhone using Tapatalk

Ancient Mariner
04-09-16, 08:34 AM
Hey guys, I'm a bit new to modding Sh5. Been trying all day to get the mod going but keep crashing to desktop. I have a d/l version which I can only get through Uplay. I follow the tutorial but get an error with the sextant and on other file so I am not sure what I am doing wrong. any help will be majorly appreciated. My Pc spec. Win 10,I7 4.4ghz,r9 390 8g 24gb Ram

Sjizzle
04-09-16, 10:50 AM
Hey guys, I'm a bit new to modding Sh5. Been trying all day to get the mod going but keep crashing to desktop. I have a d/l version which I can only get through Uplay. I follow the tutorial but get an error with the sextant and on other file so I am not sure what I am doing wrong. any help will be majorly appreciated. My Pc spec. Win 10,I7 4.4ghz,r9 390 8g 24gb Ram


can u post your mod list pls ???? cos if u followed all the instruction from Twos documentation it's impossible to crash :D

palmic
04-09-16, 12:15 PM
can u post your mod list pls ???? cos if u followed all the instruction from Twos documentation it's impossible to crash :D


...

:D

mattius
04-09-16, 01:50 PM
I run TWoS without real Nav as I am not a hardened Sub Simmer. I like to dip in every now & then but find the mod too realistic. I want to play this MOD on easy level, eg. Auto torpedo calculations, (Maths has never been a strong subject with me.) Is this easy to set up to in such a way? I like this MOD over Sobers but find it a bit to tricky. Can anyone help without giving me Boos & Hisses? Thanks.:hmmm:

vdr1981
04-09-16, 03:03 PM
I run TWoS without real Nav as I am not a hardened Sub Simmer. I like to dip in every now & then but find the mod too realistic. I want to play this MOD on easy level, eg. Auto torpedo calculations, (Maths has never been a strong subject with me.) Is this easy to set up to in such a way? I like this MOD over Sobers but find it a bit to tricky. Can anyone help without giving me Boos & Hisses? Thanks.:hmmm:

You only have to lower realism settings in game options and to use OFEV in order to disable "manual targeting enforced" option, located in "XO TDC" tab...

Tonci87
04-09-16, 03:06 PM
I run TWoS without real Nav as I am not a hardened Sub Simmer. I like to dip in every now & then but find the mod too realistic. I want to play this MOD on easy level, eg. Auto torpedo calculations, (Maths has never been a strong subject with me.) Is this easy to set up to in such a way? I like this MOD over Sobers but find it a bit to tricky. Can anyone help without giving me Boos & Hisses? Thanks.:hmmm:

What do you need Math for? You should play the RAOBF Tutorial once (historical mission, you might have to start the automation script once you are inside the sub), it will teach you how to use the RAOBF to meassure all the data you need for a torpedo attack. No drawing on the map or math required :D

siege00
04-09-16, 03:23 PM
I run TWoS without real Nav as I am not a hardened Sub Simmer. I like to dip in every now & then but find the mod too realistic. I want to play this MOD on easy level, eg. Auto torpedo calculations, (Maths has never been a strong subject with me.) Is this easy to set up to in such a way? I like this MOD over Sobers but find it a bit to tricky. Can anyone help without giving me Boos & Hisses? Thanks.:hmmm:

Also, you can still set the realism settings wherever you want and run it without Real Navigation enabled. Boooo... hissss.... kidding. :)

vdr1981
04-09-16, 05:10 PM
I learned from my experience that gamesaves will become corrupted in situations when certain "bugged" units are present in the area, like damaged or more likely destroyed unit which doesn't want to sink (not always but sometimes) and especially over spawned airplanes bug (this one will corrupt gamesave for sure).

This bug can be recognized by sudden excessive game lag and FPS drop some time after convoy engagement and player can also spot in the area large airplanes formations with 10-20 airplanes or more. It can look impressive but saving game near these formations will most likely brake the gamesave.



I think I have found functional solution for occasional corrupted game saves due to airplanes overspawn and probably other bugs in players rendering area...:yep:

Namely, one only have to delete "Special.txt" file from the gamesave folder (...Documents\SH5\data\cfg\SaveGames\0000000*). The corrupted gamesave will become functional again...

It seems that this file contains data about current situation in players rendering area and if the game is saved in the "wrong moment", the file will become corrupted.
By deleting it, all bugged units will be removed and player will be able to continue campaign...:yep:

THE_MASK
04-09-16, 09:37 PM
I think I have found functional solution for occasional corrupted game saves due to airplanes overspawn and probably other bugs in players rendering area...:yep:

Namely, one only have to delete "Special.txt" file from the gamesave folder (...Documents\SH5\data\cfg\SaveGames\0000000*). The corrupted gamesave will become functional again...

It seems that this file contains data about current situation in players rendering area and if the game is saved in the "wrong moment", the file will become corrupted.
By deleting it, all bugged units will be removed and player will be able to continue campaign...:yep:Just shows how bugged this ubilauncher is . Wow what a find :up:

Ancient Mariner
04-09-16, 10:58 PM
So I missed the little bit in yellow that tells a person to turn off UPlay in the patching stage......good mod,having to relearn how to: Manually set my torps,how to navigate and find targets.....any pointers or tuts would be good especially with the torpedoes.

palmic
04-10-16, 02:29 AM
@vdr - Wow that's a discovery!
@Sober it suffice to say it's Ubicode :O:

palmic
04-10-16, 03:16 AM
What you guys could do is to :



- try to use "Frendly deck gun waves" addon mentioned in FAQ section

- experiment with your own waves settings located in SeaParameters.cfg file

- Disable "no stabilized view" option in game settings





But gyro stabilized UZO is a "no go" in Wolves mod...:)



I tried to play with SeaParameters.cfg parameters for 0m/s, but when i tested it, it had no recognizable influence on UZO swaying.
I even tried deck gun friendly test from Vecko of course, without success, UZO still don't offer me better tool to prepare attack, then attack periscope.

You have to agree it's really funny when you are forced to submerge and use attack periscope just because of instability, i don't see this really realistic, as i said before, u-boat always prefer emerged attack from Uzo.

I wouln't want to modify sea environment, just to make subs more stable to be able to attack from surface.

The next step will be what exactly is calculation coefficient for large optic UZO. Official readme is wrong because its definitely not 100.

Tonci87
04-10-16, 05:47 AM
I have a question. I just started a new career (in the bunker before the first patrol) and noticed that I have a selection of only 12 captains emblems, I believe the stock ones.
Do the custom ones from the "A Fistful of Emblems" mod become available later?

I did check, and they are all visible in
C:\Games\Silent Hunter 5\data\Textures\TNormal\tex

vdr1981
04-10-16, 05:51 AM
I tried to play with SeaParameters.cfg parameters for 0m/s, but when i tested it, it had no recognizable influence on UZO swaying.
I even tried deck gun friendly test from Vecko of course, without success, UZO still don't offer me better tool to prepare attack, then attack periscope.

You have to agree it's really funny when you are forced to submerge and use attack periscope just because of instability, i don't see this really realistic, as i said before, u-boat always prefer emerged attack from Uzo.

I wouln't want to modify sea environment, just to make subs more stable to be able to attack from surface.

The next step will be what exactly is calculation coefficient for large optic UZO. Official readme is wrong because its definitely not 100.

You scored more than 90.000 tons in your last patrol right???:hmm2:
By the way, it's UZO high magnification which bothers you...

Heh, I never heard complains about deck guns gyro stabilized view, I guess you guys find that "realistic"? :hmm2:

vdr1981
04-10-16, 06:42 AM
Brutal tonnage by Cpt.Michal Palma, the ace of the year...:o::rock::rock:

http://s6.postimg.org/j54t6o1kh/Capture.jpg

palmic
04-10-16, 09:41 AM
TXH :woot:

Everything HC difficulty :)

My last torp was some 4kt merchant hit +- 10m to place i targetted :arrgh!:

BTW. i was killed several times by escorts so i reloaded my large convoy raid.

palmic
04-10-16, 10:14 AM
By the way, it's UZO high magnification which bothers you...

What variable in which file is it please? :)

vdr1981
04-10-16, 10:34 AM
What variable in which file is it please? :)

Try AngurarAngle settings in data/Library/Cameras.cam file...If you aren't familiar with Goblin editor you can find basic tutorial on Subsim...:yep:

milky
04-10-16, 01:12 PM
Okay, this is driving me freaking crazy. There is something wrong with REAL NAVIGATION or something.

-I am using the latest Windows 10 updates.

-I am using the latest patches by Steel Wolves.

-I have installed the latest patches on a BRAND NEW INSTALL of the game. No other mods are installed. I followed the instructions precisely.

-----------------------------

SOME HOW, my UBoat keeps doing 180s using REAL NAVIGATION. I go one direction, i set my Uboat to go 120 degrees according to the compass degrees on the map, it heads that direction for a bit, then the next thing i know, without a command from me, i ALWAYS end some how going the EXACT opposite direction of the direction i ordered over a period of time. It literally does a 180 in my direction of travel some how .... it is confusing the **** out of me and very frustrating.

EXAMPLE SCENARIO

- Measure Heading on Map, i need to go 120 Degrees, set heading using the compass. Update my position manually by using the Real Navigation tool.
- Quick time for literally for around 30 or 40 in game minutes, update position, still on course heading 120 degrees in the direction i want to go.
- Wait another 30 or 40 minutes in game time (using speed compression) update position, usually still going same direction, 120 degrees.
- Wait another 30 or 40 minutes in game time to confirm my heading on the map, update the position manually, all of the sudden my uboat is heading the exact OPPOSITE direction i have been heading in for the last 2 or 3 hours without me giving a command to change heading. How in the hell is this possible? The heading is still correct on my compass!!! I am heading 120 Degrees, but i am not, i see the exact land mass again i was just heading away from some how while my compass still has the heading that should be taking me the opposite direction! Like .. wtf ...

So some how my Uboat is changing headings without it actually changing it on the compass ..... and without me giving it a command.

siege00
04-10-16, 01:16 PM
Okay, this is driving me freaking crazy. There is something wrong with REAL NAVIGATION or something.

-I am using the latest Windows 10 updates.

-I am using the latest patches by Steel Wolves.

-I have installed the latest patches on a BRAND NEW INSTALL of the game. No other mods are installed. I followed the instructions precisely.

-----------------------------

SOME HOW, my UBoat keeps doing 180s using REAL NAVIGATION. I go one direction, i set my Uboat to go 120 degrees according to the compass degrees on the map, it heads that direction for a bit, then the next thing i know, without a command from me, i ALWAYS end some how going the EXACT opposite direction of the direction i ordered over a period of time. It literally does a 180 in my direction of travel some how .... it is confusing the **** out of me and very frustrating.

Do you have any automation scripts running that would change your course?

I posted before your edit. Um... I have no idea on that.

milky
04-10-16, 01:31 PM
So i am um ... fixed it. You dont wanna know.


USE THE RULER for directions and set your heading to where the red line intersects on the ruler. Do not use the Circle diameter tool thing.

milky
04-10-16, 01:35 PM
Is there a way to plan out an entire patrol route? Using ingame tools? I want to be able to put a connotation on the map and say i am suppose to arrive at this location at so and so date and time going this speed, then i am to take this course 160 or something?

Or is that something that you have to keep out of game?

vdr1981
04-10-16, 01:59 PM
So i am um ... fixed it. You dont wanna know.


USE THE RULER for directions and set your heading to where the red line intersects on the ruler. Do not use the Circle diameter tool thing.

LoL...:haha:

Is there a way to plan out an entire patrol route? Using ingame tools? I want to be able to put a connotation on the map and say i am suppose to arrive at this location at so and so date and time going this speed, then i am to take this course 160 or something?

Or is that something that you have to keep out of game?

No...You can only use harbor pilot scripts...

Netscape Navigator
04-10-16, 02:41 PM
So I'm having a patrol zone not trigger as accomplished. It's the typical 72 hour patrol area objective. I'm down to two torpedoes and somewhat low on fuel. I sat in a safe spot for a week just to see...nothing.

The light grid has been checked 3 times. I only draw a 175km radius circle JUST TO MAKE SURE I'm in it.

I even reloaded my save before entering the zone (I always make a save near the zone and restart the game...) and found a safe spot again and sat there for a week, again... yep didn't work.

Can I manually enter some data to signal this objective is complete? It's either that or I lose points/moral ect. Annnnnnd I'll probably rage quit this game for the 5th time.

vdr1981
04-10-16, 02:48 PM
So I'm having a patrol zone not trigger as accomplished. It's the typical 72 hour patrol area objective. I'm down to two torpedoes and somewhat low on fuel. I sat in a safe spot for a week just to see...nothing.

The light grid has been checked 3 times. I only draw a 175km radius circle JUST TO MAKE SURE I'm in it.

I even reloaded my save before entering the zone (I always make a save near the zone and restart the game...) and found a safe spot again and sat there for a week, again... yep didn't work.

Can I manually enter some data to signal this objective is complete? It's either that or I lose points/moral ect. Annnnnnd I'll probably rage quit this game for the 5th time.

It works for me...Aaaand for everyone else...:)
http://s6.postimg.org/5th90nz71/SH5_Img_2015_05_03_15_15_14.jpg (http://postimg.org/image/5th90nz71/)
Are you sure that you have installed the game/enabled the mod correctly?:hmm2:

palmic
04-10-16, 03:20 PM
Check my thematic wallpapers (https://drive.google.com/file/d/0B9Rj7Hxxu0DYRWs0T0syczlpZk0/view?usp=sharing) guys :salute:

Netscape Navigator
04-10-16, 03:33 PM
well it doesn't work, this specific one for some reason.

So if no one knows the cause I'd like to know what I can do if anything to trigger the event of obj being completed.

This isn't the first patrol of the game. Every patrol has worked thus far.

vdr1981
04-10-16, 03:42 PM
Check my thematic wallpapers (https://drive.google.com/file/d/0B9Rj7Hxxu0DYRWs0T0syczlpZk0/view?usp=sharing) guys :salute:

Great colection Palmic! :up:

excel4004
04-10-16, 04:04 PM
Check my thematic wallpapers (https://drive.google.com/file/d/0B9Rj7Hxxu0DYRWs0T0syczlpZk0/view?usp=sharing) guys :salute:

Thanks for this collection, like that stuff! :up:

Tonci87
04-10-16, 04:42 PM
Check my thematic wallpapers (https://drive.google.com/file/d/0B9Rj7Hxxu0DYRWs0T0syczlpZk0/view?usp=sharing) guys :salute:

Thank you, great wallpapers!

fitzcarraldo
04-10-16, 05:21 PM
Nice wallpapers! Many thanks!

Regards.

Fitzcarraldo :salute:

stoppro
04-11-16, 12:49 PM
please forgive me if this been gone over. is there a way to make morale high all the time. I don't really want to have to diddle with that all through patrol.if i missed the video on that please tell me and i will look again .thanks

palmic
04-11-16, 05:05 PM
High Stoppro, check replies to my question (http://subsim.com/radioroom/showthread.php?p=2394486#post2394486) :)

MCM
04-12-16, 02:13 AM
How can I darken the interior of the uboot a little bit? For me it is too bright in the uboot. THX.

palmic
04-12-16, 02:23 AM
How can I darken the interior of the uboot a little bit? For me it is too bright in the uboot. THX.

Agreee, i like rather SH3 mods interior lights

vova78
04-12-16, 01:57 PM
It would be nice if uzo would not be so much influenced by waves.
This way I'm forced to submerge before attack even at night with calm sea while real night attacks was done primarily from surface by Uzo

Default UZO parameter in cameras.cam -1, 1 vertical angle - that is small in comparison with the reality (Photo N1 (https://s9.postimg.org/4j3bft06n/U-373,+UZO.jpg) and N2 (https://s9.postimg.org/gz019jtin/U-373,+UZO_2.jpg)) - maybe this is the cause of a large undulation?, and 360 degrees horizontally (which is absolutely unreal! does anyone could ever shoot with UZO from the rear torpedo tubes? lol :haha:

In my MOD (https://mega.nz/#!PU1lmQCa!TI20kK6TbDvQtVQn-O2f3La5S1Hp9kowHA1MTOsE52A) I changed the settings on the -10, 10 vertical and restricted -60, 60 degrees horizontally.

I also fixed a lot of other options, such as different angles of view in different types (from the first and third persons) - has led to a common value, it cleared up jerking the camera when changing types of cameras.

Tonci87
04-12-16, 02:50 PM
Default UZO parameter in cameras.cam -1, 1 vertical angle - that is small in comparison with the reality (Photo N1 (https://s9.postimg.org/4j3bft06n/U-373,+UZO.jpg) and N2 (https://s9.postimg.org/gz019jtin/U-373,+UZO_2.jpg)) - maybe this is the cause of a large undulation?, and 360 degrees horizontally (which is absolutely unreal! does anyone could ever shoot with UZO from the rear torpedo tubes? lol :haha:

In my MOD (https://mega.nz/#!PU1lmQCa!TI20kK6TbDvQtVQn-O2f3La5S1Hp9kowHA1MTOsE52A) I changed the settings on the -10, 10 vertical and restricted -60, 60 degrees horizontally.

I also fixed a lot of other options, such as different angles of view in different types (from the first and third persons) - has led to a common value, it cleared up jerking the camera when changing types of cameras.

That actually sounds quite good, but can you please explain this part a bit more?

I also fixed a lot of other options,

vova78
04-12-16, 04:09 PM
That actually sounds quite good, but can you please explain this part a bit more?
I did it for their own use, and most of the changes made for a long time and all of them now do not remember. Removed zoom view when the third person (I personally do not need it, I use this type of test only). No particular changes have been made, the main purpose was to remove bugs found.

THEBERBSTER
04-12-16, 06:25 PM
Can someone explain this terminology when this message shows.
New Contact Merchant! Constant Distance! Long Range.
What does the 'Constant Distance' mean?
Quite often as time has passed the same message can appear with just a different bearing.

If my sonarman gives the first range bearing on a single contact I will assume it is 18km and work back from that.
Trying to play with 100% realism so need a bit of help.
Peter

HW3
04-12-16, 08:09 PM
Constant Distance! means it is neither closing the range, or moving away.

palmic
04-12-16, 11:58 PM
Yeah this is very unrealistic, but Beno is superman and he can tell you if the course of ship is closing to you or moving away instantly. This is parallel to your imaginary line of sight to him.
(Not closing neither moving away)

Unfortunately this is very vital part of your orientation if you are fighting destroyers submerged, because you can't be loud if they are turned to you because of their hydrophones and you cannot hear this information from your hydrophone from sound of their propellers, the game does not model their course in that sounds..


Sent from my iPhone using Tapatalk

THE_MASK
04-13-16, 02:56 AM
Yeah this is very unrealistic, but Beno is superman and he can tell you if the course of ship is closing to you or moving away instantly. This is parallel to your imaginary line of sight to him.
(Not closing neither moving away)

Unfortunately this is very vital part of your orientation if you are fighting destroyers submerged, because you can't be loud if they are turned to you because of their hydrophones and you cannot hear this information from your hydrophone from sound of their propellers, the game does not model their course in that sounds..


Sent from my iPhone using TapatalkIts in this mod but doesn't seem to work .
Speech fixes and additions (english version) V1.0
''New contact, but I can't make out what it is''
Hardly any new scripting has been done for SH5 .
This mod was done when the game first appeared .

vdr1981
04-13-16, 10:10 AM
Its in this mod but doesn't seem to work .
Speech fixes and additions (english version) V1.0
''New contact, but I can't make out what it is''
Hardly any new scripting has been done for SH5 .
This mod was done when the game first appeared .

Menu.txt is full of entries like those but they are never implemented in the game. Actually, I dont think I ever saw similar hydro report in SH4 either...Cant remember for SH3 though, it was really long time ago...

vdr1981
04-13-16, 10:20 AM
Default UZO parameter in cameras.cam -1, 1 vertical angle - that is small in comparison with the reality (Photo N1 (https://s9.postimg.org/4j3bft06n/U-373,+UZO.jpg) and N2 (https://s9.postimg.org/gz019jtin/U-373,+UZO_2.jpg)) - maybe this is the cause of a large undulation?, and 360 degrees horizontally (which is absolutely unreal! does anyone could ever shoot with UZO from the rear torpedo tubes? lol :haha:

In my MOD (https://mega.nz/#!PU1lmQCa!TI20kK6TbDvQtVQn-O2f3La5S1Hp9kowHA1MTOsE52A) I changed the settings on the -10, 10 vertical and restricted -60, 60 degrees horizontally.

I also fixed a lot of other options, such as different angles of view in different types (from the first and third persons) - has led to a common value, it cleared up jerking the camera when changing types of cameras.

Sounds interesting...:yep:
Why don't you re upload your mod with the support for different displays aspect ratio, some readme documentation, brief change log, compatibility and install instructions ect ??:hmm2:
The mod looks looks a bit frivolous like this, even if it isn't really...:yep:

EDIT
Note also that your mod interfere with sextant's functionality, which is not good...

fitzcarraldo
04-13-16, 10:41 AM
Menu.txt is full of entries like those but they are never implemented in the game. Actually, I dont think I ever saw similar hydro report in SH4 either...Cant remember for SH3 though, it was really long time ago...

Not in SH4 under any supermod or stock.

Regards.

Fitzcarraldo :salute:

vova78
04-13-16, 11:29 AM
EDIT
Note also that your mod interfere with sextant's functionality, which is not good...

What's wrong with a sextant? I'll look into it.

As I wrote above, I originally did not plan it to spread in the share, so the list of changes from my memory only. If you find any bugs then - let me know.

vdr1981
04-13-16, 11:54 AM
What's wrong with a sextant? I'll look into it.


Well, you can't look back anymore when sextant is enabled ...Also I'm not sure how sextant angular measurement precision will be effected by your tweak, we must ask Sjizzle...:hmm2:

Backman
04-13-16, 12:24 PM
great mod! recently i´ve reinstalled SH5. I,ll give a try...

fitzcarraldo
04-13-16, 02:28 PM
Reporting my old problem with observation scope:


I have an old problem, and I´m living with it, but I like to know if there is a solution or there is something wrong with my installation/configuration.

I have SH5 1.2 with TWoS 1.05 and patch 9, an all new installation from "zero". I play it with and without Real Navigation optional. Not other extra TWoS additional mod applied (I tried Silent Michal Interiors, but now I disabled it because I´m playing the Med campaign). I installed the mod totally according the instructions and all works as expected, but:

- In the observation scope, accessing via teleport, I can up the scope gradually but I can´t down it graduall. The on-off arrows buttons of the UI works well. This occurs with the UI arrow buttons and with the dedicated keys. No gradual down with UI buttons and keys. The Obs. scope remains up except if I press the all down arrow button. The problem occurs in surface and submerged.

- The Attack scope works with gradual up-down with all the arrow buttons and keys, without any problems.

I don´t know if it is a known problem of the UI or there is a trick (not teleport to station? Some mistery key I unknown?). I can fully down the obs. scope, but a gradual descent is impossible. As said, I´m living with this issue and I don´t have any other problems with TWoS, working very fine in my PC. Actual Mediterranean campaign departing from La Spezia with 12 saved games and reloads and all OK. Using actually SH5 Enhanced UI and antilag mod, fixed to 35 FPS with 3 pre rendered frames, and Rusted Glory skin.

I didn´t touch the presets of TWoS "py" archive via OFEV. All original TWoS installed.

Any tip or solution will be welcome!

Many thanks and best regards.

Fitzcarraldo :salute:

vdr1981
04-13-16, 02:55 PM
- In the observation scope, accessing via teleport, I can up the scope gradually but I can´t down it graduall. The on-off arrows buttons of the UI works well. This occurs with the UI arrow buttons and with the dedicated keys. No gradual down with UI buttons and keys. The Obs. scope remains up except if I press the all down arrow button. The problem occurs in surface and submerged.


It seem to me that this is normal behavior... You can lower obs scope only up to the certain limit, otherwise your avatar would end up in main ballast tank 3 which is located under command room...:03:

Actually, one of the teleport implementation side effects is occasional avatar spawning below boats keel, outside of the sub...Obs scope lowering limit tries to prevent this issue but it can do so only if you access to obs scope manually and not through teleport commands...:yep:

fitzcarraldo
04-13-16, 05:58 PM
It seem to me that this is normal behavior... You can lower obs scope only up to the certain limit, otherwise your avatar would end up in main ballast tank 3 which is located under command room...:03:

Actually, one of the teleport implementation side effects is occasional avatar spawning below boats keel, outside of the sub...Obs scope lowering limit tries to prevent this issue but it can do so only if you access to obs scope manually and not through teleport commands...:yep:



Many thanks for the fast answer, Vecko. I suspected something of it. Some times I was Captain Nemo hunting out of the boat thanks to teleport side effects. It seems that is the correct answer to this issue.

I´m running now the Mediterranean Campaign without any problem, no CTDs, good reloads (except for abrupt weather changes between reloads and bad weather reports).

Best regards.

Fitzcarraldo :salute:

THE_MASK
04-14-16, 12:45 PM
Thanks to vdr1981 campaign fixes , save 110 on my current career . Check the time lol .
http://i65.tinypic.com/2ypm1w5.jpg

fitzcarraldo
04-14-16, 01:28 PM
Yes, thanks to Vecko for get this awesome stability in the game.

Today I did my 89 save/reload, all in diverse campaigns. No problems.

Now running the Med campaign (the black sheep of stability), and it works very stable.

Best regards.

Fitzcarraldo :salute:

THE_MASK
04-14-16, 04:49 PM
Try these waves and see if you have a more user friendly deck gun experience .
http://www.subsim.com/radioroom/downloads.php?do=file&id=4439

fitzcarraldo
04-14-16, 05:07 PM
Try these waves and see if you have a more user friendly deck gun experience .
http://www.subsim.com/radioroom/downloads.php?do=file&id=4439

Can we use it in TWoS? Really I don´t want to touch very much of the delicate mod list...

Many thanks!

Fitzcarraldo :salute:

EDIT: I´m using now your mod in the end of TWoS list. It seems works, and the mouvement of the waves is very nice. I like it. I can´t say what is the exact wind speed - I have a wrong 15m wind from the weather report, but it seems a 5m wind. I observed the mod overwrites an hydrophones cfg file of Rusty Glory. Is it good or bad?

Thanks!

THE_MASK
04-14-16, 06:28 PM
That was meant for vdr1981 to try . Anyone can try it . It will be overwring the documents folder , don't worry about it . Just enable last .

Sjizzle
04-15-16, 02:39 PM
offtopic finally home for 2 days i hope that i will have time to upload and edit does tutorial videos :D

vdr1981
04-15-16, 02:53 PM
Try these waves and see if you have a more user friendly deck gun experience .
http://www.subsim.com/radioroom/downloads.php?do=file&id=4439

Thanks Sober...

offtopic finally home for 2 days i hope that i will have time to upload and edit does tutorial videos :D

:salute:

Cthulhus
04-15-16, 06:37 PM
Hello,

THANKS everyone for the AMAZING and STABLE Mega mod ! That change my life ! Abandonned that game few years ago due its instability.

My question : I saw on the mod list "SH5_Playable U-FlaK_0.1". I guess that the new boat will be available.

But it a bit special sub. When the BDU give us a new sub, we don't know which model it will be.

So, how does it work for the U-FlaK ? Just should I save before?

When this boat will be available on the game?

Thanks !

vdr1981
04-16-16, 07:36 AM
When this boat will be available on the game?

Thanks !

1943-1944

Check U-FlaK documentation and search the net for more...

Cthulhus
04-17-16, 08:45 AM
1943-1944

Check U-FlaK documentation and search the net for more...

Thanks !

siege00
04-18-16, 09:00 AM
offtopic finally home for 2 days i hope that i will have time to upload and edit does tutorial videos :D

Hope to see your vids Sjizzle! Will you post here after they are uploaded?

Major Grubert
04-18-16, 01:06 PM
In case anybody, like myself, gets bogged down in the written instructions regarding the installation of the Wolves Mod here is a very good How To video on YouTube. It's in regard to version 1.03 but the principle still holds good for 1.05 - certainly worked for me. :yeah:

Excellent Mod, BTW :subsim:

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

Disclaimer: I have no investment in the video nor do I know the guy who made it.

Aktungbby
04-18-16, 01:08 PM
Major Grubert! :Kaleun_Salute:

vdr1981
04-18-16, 01:26 PM
In case anybody, like myself, gets bogged down in the written instructions regarding the installation of the Wolves Mod here is a very good How To video on YouTube. It's in regard to version 1.03 but the principle still holds good for 1.05 - certainly worked for me. :yeah:

Excellent Mod, BTW :subsim:

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

Disclaimer: I have no investment in the video nor do I know the guy who made it.
Khm , khm...that video is linked in the first post for months now...:03:

THEBERBSTER
04-18-16, 01:48 PM
A Warm Welcome To The Subsim Community > Major Grubert
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)

loukylouk
04-18-16, 08:09 PM
I searched the internet and threads but I cant seem to figure out how to get a fistful of emblems working with this great mod. Any help would be greatly appreciated! Thanks guys!

Major Grubert
04-19-16, 03:26 AM
Khm , khm...that video is linked in the first post for months now...:03:

Really? Bugger, completely missed it. Doesn't bode well for my Kaleun career, does it? :oops:

vdr1981
04-19-16, 04:46 AM
I searched the internet and threads but I cant seem to figure out how to get a fistful of emblems working with this great mod. Any help would be greatly appreciated! Thanks guys!

Additional Emblems will become available on your 2nd patrol...

Jimbuna
04-19-16, 05:38 AM
Welcome Aboard Grubert :salute:

loukylouk
04-19-16, 10:07 AM
Additional Emblems will become available on your 2nd patrol...
Awesome thank you! Just to be clear though, do I need to install the separate mod fistful of emblems? And if so do I need to do anything special as far as deleting any files or merging anything? Thanks again for taking the time out to help me out.

vdr1981
04-19-16, 12:20 PM
Awesome thank you! Just to be clear though, do I need to install the separate mod fistful of emblems?

Why would you do that? :hmm2: Did you check list of contained mods and tweaks in TWoS?

Muckenberg
04-19-16, 01:16 PM
Hello
Vecko not think you incorporate into WoS AI submarine type IX? I do not know, I'm not an expert, but maybe byšlo use of SH4. And therefore I can not even guess how difficult it would be modeled from scratch.

loukylouk
04-19-16, 03:11 PM
Why would you do that? :hmm2: Did you check list of contained mods and tweaks in TWoS?
Good call, thanks for the help!

loukylouk
04-20-16, 01:07 AM
I dont know if this is a recent change or if I have done something wrong. But I'm starting with a type viib in the beginning and I have not installed any mod that would change that. I have uninstalled everything including the game itself and reinstalled everything according to your instructions three times. Is there some file I can look at to correct this?

Micksp
04-20-16, 03:08 AM
Well, I have to say no matter of the free time restrictions I have, I'm very pleased to play the TWoS! At this point I'm comfortable with most of the feutures but still have couple of questions:
1. Hou can I change the ruder panel to SH3 lookout? Or can I move the ruder section to other place to avoid the officers icons collision?
2. In the past I've used a couple of sound mods. Is it possible now with TWoS and which sound mods are compatible?

Thanks!

ThaFr0ggy
04-20-16, 08:29 AM
Hi,

I have a question regarding mines. Do they make a sound on the hydrophone? I just avoided one and now I hear noises coming from where I avoided it. It's a loud short sound that repeats quickly.

fitzcarraldo
04-20-16, 10:30 AM
Hi,

I have a question regarding mines. Do they make a sound on the hydrophone? I just avoided one and now I hear noises coming from where I avoided it. It's a loud short sound that repeats quickly.

Interesting question. Same here.

Regards.

Fitzcarraldo :salute:

fitzcarraldo
04-20-16, 10:38 AM
Three little questions:

1 - I would to change the underwater visibility (more visible boat). I know there is in this thread a post about it but I can´t find it! :/\\!!

Could someone tell me where is the post or explain how to modify underwater visibility in TWoS?

2 - There is a mod in the download section for a green underwater. Is it compatible with TWoS?

3 - Is there some compatible mod with crew informal clothes as "Das Boot" movie? I tried Pascal Uniforms and works fine, but is very "uniformed"...I like some informal clothes in my new rusty (Rusted Glory) boat...

Many thanks to all and best regards.

Fitzcarraldo :salute:

vdr1981
04-20-16, 10:41 AM
Hi,

I have a question regarding mines. Do they make a sound on the hydrophone? I just avoided one and now I hear noises coming from where I avoided it. It's a loud short sound that repeats quickly.

No, I don't think so...Can you find that sound in Sound folder?

ThaFr0ggy
04-20-16, 11:29 AM
I've listened to every hydrophone sound and couldn't find it. Could it be a bug?

THEBERBSTER
04-20-16, 02:07 PM
Hi fitz
I do not if it is this one you are looking for?
Post #170 How To Improve Underwater Visibility (http://www.subsim.com/radioroom/showpost.php?p=2267185&postcount=170)
Peter

fitzcarraldo
04-20-16, 02:50 PM
Hi fitz
I do not if it is this one you are looking for?
Post #170 How To Improve Underwater Visibility (http://www.subsim.com/radioroom/showpost.php?p=2267185&postcount=170)
Peter

Yes!! That is it. Many thanks and regards!

Fitzcarraldo :salute:

Major Grubert
04-20-16, 03:56 PM
Guten Abend Kaleuns, it's me again.

So, I'm running WoS 1.05 + WoS Patch 1.09 + Real Nav + Res Patch 8x5 + TDW's Sub Exhaust 1.05. at 100% Realism :o

Am currently heading back to Kiel after a successful 1st mission - 2 Merchants, 1 Gryf Minesweeper, 1 V&W Destroyer :cool:

However, some questions have arisen:

Q1 - Is it possible to start again but to actually sail from Kiel heading up to Danzig Bay? How is it done? Have looked briefly at KSD but it's nowhere near as sophisticated as SHCommander was :hmm2:

Q2 - When I switch to Free Camera the light quality darkens considerably, almost like putting sunglasses on. Any thoughts? :hmmm:

Q3 - Where is my Watch Crew? I can order Flak & Deck Gun crew to position and they appear. There is NO WATCH CREW no matter which officer I thump! Most non-immersive! :down:

Q4 - Possibly most important question. I CANNOT, either by key press of G, H, J or via mouse click on top right in-game icon menu thingy or via requisite officer, access the Crew, Systems or Weapons Management screens . . . How the f**k do I get in? :/\\!!

Thanks in advance,

Grubert, Major.

vdr1981
04-20-16, 05:45 PM
I've listened to every hydrophone sound and couldn't find it. Could it be a bug?

Could be a sporadic sound glitch...:hmm2:

ThaFr0ggy
04-20-16, 09:52 PM
I've reloaded a savegame now and this time there was no sound. Looks like a bug to me.

palmic
04-21-16, 02:36 AM
I've listened to every hydrophone sound and couldn't find it. Could it be a bug?

Slow ships are not rendered in hydrophone (<6kts if im right).
Thats known bug of core game..

THE_MASK
04-21-16, 02:42 AM
Guten Abend Kaleuns, it's me again.

So, I'm running WoS 1.05 + WoS Patch 1.09 + Real Nav + Res Patch 8x5 + TDW's Sub Exhaust 1.05. at 100% Realism :o

Am currently heading back to Kiel after a successful 1st mission - 2 Merchants, 1 Gryf Minesweeper, 1 V&W Destroyer :cool:

However, some questions have arisen:

Q1 - Is it possible to start again but to actually sail from Kiel heading up to Danzig Bay? How is it done? Have looked briefly at KSD but it's nowhere near as sophisticated as SHCommander was :hmm2:

Q2 - When I switch to Free Camera the light quality darkens considerably, almost like putting sunglasses on. Any thoughts? :hmmm:

Q3 - Where is my Watch Crew? I can order Flak & Deck Gun crew to position and they appear. There is NO WATCH CREW no matter which officer I thump! Most non-immersive! :down:

Q4 - Possibly most important question. I CANNOT, either by key press of G, H, J or via mouse click on top right in-game icon menu thingy or via requisite officer, access the Crew, Systems or Weapons Management screens . . . How the f**k do I get in? :/\\!!

Thanks in advance,

Grubert, Major.The only way I have seen no watch crew is playing the tutorial with mods installed .

palmic
04-21-16, 07:32 AM
Q3 watch crew stops rendering after you alt tab from game.
The another thing which is happening if you are alt tabbing at surface is, that co2 is not counting after submerge.

Fix is easy - just restart the game and don't alt tab.


Sent from phone

KaleuJona
04-21-16, 03:38 PM
After Loading screen the game is frozen....did i do sth wrong? Edit: solved....Just didnt wait long enough :D

But my Problem is: while loading a new campaign: CTD
D:
Hmm can somebody help me?

game is patched, i am quite familliar to modding and sh5, followed the instructions!
Thanks for helping

THEBERBSTER
04-21-16, 05:29 PM
A Warm Welcome To The Subsim Community > KaleuJona
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
Recheck all the instructions again in Post #1 as there is something that you have not done it seems!
There are no installation problems with this mega mod.
Post your mod list.
Post #9 JSGME How To Export Your Mod List To A Subsim Post (http://www.subsim.com/radioroom/showpost.php?p=2182975&postcount=9)

KaleuJona
04-22-16, 12:22 AM
I followed the instructions well, i think...
My Modlist Looks like this:
WoS 1.5
WoS Update 9
WoS GERMAN

The Point, which i would think is the Problem, is, that i used Mods before, but didn't do a clean reinstall...
I wanted to Check that before reinstalling the whole game...
Thanks for helping so quickly!

Sjizzle
04-22-16, 12:22 AM
After Loading screen the game is frozen....did i do sth wrong? Edit: solved....Just didnt wait long enough :D

But my Problem is: while loading a new campaign: CTD
D:
Hmm can somebody help me?

game is patched, i am quite familliar to modding and sh5, followed the instructions!
Thanks for helping


did u add some other mods before to load the new campaign ?
can u post your mod list thx.

KaleuJona
04-22-16, 12:35 AM
I'll post my Mod List when i geht to my PC, i'm writing with my phone ATM

TheBeast
04-22-16, 03:09 AM
I was trying to merge SH 5 Longer Repair Times by Rongel and "R.S.D.- Reworked Submarine Damage" by vdr1981 into EUF v2.0

I am pretty sure I did something wrong because if a enemy unit even looked at me I sank with no chance of repair.

DC off bow where I shouldn't have taken damage.
Aft pitched down about 45 degree and started fading backward.
All hatches were closed and only the Aft Torpedo Room had flooding which was weird because the DC was about 25m in front of me when it blew.
Hit ahead flank slowed decent to 3 knots when the batteries suddenly went from 78% to ZERO.
Hit Blow ballast at 130m and stopped decent about 174m.
Then it began to slip away again and nothing was able to bring her back.
I lost her around 320m with another 148m more until bottom.

So, yeah. It really appears I hosed the merge attempt and had to back out the changes.
I'll let you guys put that stuff in.

Regards!
TheBeast

palmic
04-22-16, 03:10 AM
I'll post my Mod List when i geht to my PC, i'm writing with my phone ATM

If you are using any extra mods, PLEASE DO NOT REPORT ANY BUGS INTO THIS THREAD.

its one of the most important things at TWOS readme to not install any other mods.

Taki1980
04-22-16, 04:22 AM
http://www.subsim.com/radioroom/showthread.php?t=178545&page=18

Got Problems with the ROAFB Disc.

Any Solution to this?

Jimbuna
04-22-16, 06:45 AM
Welcome to SubSim Jona :sunny:

fitzcarraldo
04-22-16, 08:17 AM
I followed the instructions well, i think...
My Modlist Looks like this:
WoS 1.5
WoS Update 9
WoS GERMAN

The Point, which i would think is the Problem, is, that i used Mods before, but didn't do a clean reinstall...
I wanted to Check that before reinstalling the whole game...
Thanks for helping so quickly!

Reinstall ALL the game (SH5 1.2) and TWoS.

Best regards.

Fitzcarraldo :salute:

KaleuJona
04-22-16, 08:41 AM
Thanks for helping

vdr1981
04-22-16, 10:14 AM
I was trying to merge SH 5 Longer Repair Times by Rongel and "R.S.D.- Reworked Submarine Damage" by vdr1981 into EUF v2.0

I am pretty sure I did something wrong because if a enemy unit even looked at me I sank with no chance of repair.



EUF is one of the most important mods/fixes for SH5 and I'm looking forward for your fresh improvements. :yep:

When you are done with it I could compare EUF 1.4 and 2.0 files and try to implement all the changes, if possible.

This could be tough job though because those UPCGE files are real brain boiling things...:doh::)

It would be very helpful though if you would also add few author's description/notes lines in UPCGE files, just to make merging easier...:yep:

Taki1980
04-22-16, 11:36 AM
@vdr1981: Do you have a Screen Resolution Patch 5x4 for this Great Mod? I got Problem with the ROAFB Disc. :03:

KaleuJona
04-22-16, 01:10 PM
Is there a way to reenable the map contacts?

vdr1981
04-22-16, 01:54 PM
@vdr1981: Do you have a Screen Resolution Patch 5x4 for this Great Mod? I got Problem with the ROAFB Disc. :03:

Hm, no...
I'll see if I could optimize Cameras.cam file for that AR displays...:hmm2:

Taki1980
04-22-16, 02:11 PM
What is "AR" Display? Augmented Reality? :D

vdr1981
04-22-16, 02:30 PM
What is "AR" Display? Augmented Reality? :D

aspect ratio

Taki1980
04-22-16, 02:42 PM
Ohh thx! That would be awesome? Maybe i could edit it by myself? How to?

vdr1981
04-22-16, 03:01 PM
Ohh thx! That would be awesome? Maybe i could edit it by myself? How to?

Yes, you could do that...:yep: Are you familiar with goblin editor?

You should adjust "angular angle" values for periscopes inside Cameras.cam file until measured vertical angle is correct. A good mission for testing is RAOBF tutorial...

Sjizzle
04-22-16, 03:11 PM
Is there a way to reenable the map contacts?


yup from the game menu and disable real navigation :D and also check in the option file viewer if is not disabled from there too

Taki1980
04-22-16, 03:18 PM
Not familar with Goblin Editor. But will see if i get it to work. Or is it easy for your to do so?

I will check that. brb

http://i.imgur.com/MHG6Bxq.png

Taki1980
04-22-16, 03:30 PM
Thats what it shows me when i setup the Goblin Ediotr like in this Forum described.

I press "open" and then choose the 8x5 Resolution Mod and the Camera.cam File. And the Screen shows whats happening then after an Error message.

THE_MASK
04-22-16, 03:47 PM
Load the cameras GR2 file and then merge the cameras CAM file .
Also right click on the goblin app and select properties/campatability and disable display scaling .
Or use silent editor and edit the cameras CAM file .
http://s3d.skwas.com/downloads.aspx

vdr1981
04-22-16, 04:16 PM
Thats what it shows me when i setup the Goblin Ediotr like in this Forum described.

I press "open" and then choose the 8x5 Resolution Mod and the Camera.cam File. And the Screen shows whats happening then after an Error message.

Try this one...Your periscopes angle measurements should be more accurate with this settings in camera.cam file. :hmm2:

https://www.mediafire.com/?uxxbk1bv4vbxhb8

Taki1980
04-22-16, 04:21 PM
Put the File you sent into one of the Mods Folder with Resolution Patch and overwrite it. Loaded the Resolution Patch with JSGME. Do i have to do something else? Or is it right this way?

Edit: Optical Heights work.... still testing!

vdr1981
04-22-16, 04:24 PM
Put the File you sent into one of the Mods Folder with Resolution Patch and overwrite it. Loaded the Resolution Patch with JSGME. Do i have to do something else? Or is it right this way?

Just copy/paste it directly to your SH5/data/Library folder and see what is going on...You will restore original file if you simple disable and enable one of TWoS resolution patches...

vdr1981
04-22-16, 04:30 PM
Edit: Optical Heights work.... still testing!

Vertical angle for Ranger tanker in RAOBF mission should be something like 8 point something deg?

Taki1980
04-22-16, 04:40 PM
The Values now Match the Tutorials Values! Optical Heights and Optical Lenghts! Thank you alot! Its working now. Now i can train that thing and use it all the Time when i shoot on Sight! :rock::salute::arrgh!:

vdr1981
04-22-16, 04:55 PM
The Values now Match the Tutorials Values! Optical Heights and Optical Lenghts! Thank you alot! Its working now. Now i can train that thing and use it all the Time when i shoot on Sight! :rock::salute::arrgh!:

Excellent! :up:
Don't expect too much precision from RAOBF though. Measurement errors could be quite significant when dealing with distant targets...:yep:

Tonci87
04-22-16, 05:43 PM
Guys, what is the best way to meassure target AOB at distance?
RAOBF?

THEBERBSTER
04-22-16, 06:17 PM
Post #160 Using The RAOBF Wheel In Silent Hunter 5 (http://www.subsim.com/radioroom/showpost.php?p=2265301&postcount=160)

THE_MASK
04-22-16, 06:52 PM
Any possibility for someone to just fix it . I tried my best but its not my mod .
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober

protocol_Hero
04-22-16, 08:09 PM
ahoy all ,, im new to this site , just wanted:up: to say thank you for this mod ;) i look forward to many more updates ,,,

Aktungbby
04-23-16, 12:37 AM
protocol_Hero!:Kaleun_Salute:

KaleuJona
04-23-16, 03:57 AM
And yet another question, sry... is there a way to reenable the box, that you saw when pointing at an enemy with the mouse (where you saw course speed, etc.)

THEBERBSTER
04-23-16, 04:33 AM
A Warm Welcome To The Subsim Community > protocol_Hero
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2) (Do not post your problems here if you have added additional mods to TWOS make a new thread)

vdr1981
04-23-16, 04:50 AM
Any possibility for someone to just fix it . I tried my best but its not my mod .
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober

Are you referring to The Beast's remarks regarding UnitUpgradePackIntervalOptions1 entries?:hmm2:

If yes I have already unquoted excess lines and I'll probably upload the file today with new update...:yep:

Jimbuna
04-23-16, 06:07 AM
ahoy all ,, im new to this site , just wanted:up: to say thank you for this mod ;) i look forward to many more updates ,,,

Welcome :sunny:

KaleuJona
04-23-16, 08:18 AM
and how do i identify ships?
My Problem: in the TDC menu there hould be a button to see all ships, and then identify the enemy ship to use the stadimeter.....but the button is gone
Edit: Solved

J0313
04-23-16, 09:09 AM
What ever I select in the option editor isn't translating over into the game. I have to go into the py file and manually change it via notepad. Here is my mod list.

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

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 09
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith
TDW_GenericPatcher_v_1_0_168_0

KaleuJona
04-23-16, 09:11 AM
What ever I select in the option editor isn't translating over into the game. I have to go into the py file and manually change it via notepad. Here is my mod list.

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

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 09
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith
TDW_GenericPatcher_v_1_0_168_0

Did you reload the mods via JSGME? Did you click "save" ?

vdr1981
04-23-16, 10:41 AM
Here is my mod list.

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

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 09
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith
TDW_GenericPatcher_v_1_0_168_0

Where did this come from? :hmm2:
You need to check first two posts of this thread once again...

EDIT:
You dont want to edit TheDarkWraithUserOptions.py manually, not at all...

vdr1981
04-23-16, 11:24 AM
TWoS Update No.10 is up! :yep: Check my signature for download links and more info...

No. 10
- American neutrality brake off, 10thApril 1941, inspired by USS Niblack (https://en.wikipedia.org/wiki/USS_Niblack_(DD-424)) incident.
- KSDCommander update.
- Silenced UI sounds, de-amplified by 75 % approximately.
- No Crew Whispering. Crew whispering state and normal speak state will sound the same (important for realistic gameplay).
- SH3 torpedo shooting sound, with slight delay.
- Airstrikes.cfg, decreased airbase skill modifiers.
- Dithmarschen LOD textures Fix, removed LOD.GR2 file.
- New megacool "rusty" type VIIA textures by totheorder. For rust on all subs use full version of this awesome mod (RUSTED GLORY SH5 (http://www.subsim.com/radioroom/showthread.php?t=225539)).
- Crew special abilities tuning tweaks, more realistic values and point costs, ability percentage benefits, levels ect.
- Slightly decreased g7e torpedoes strength.
- Added patch for 5:4 resolution displays to JSGME "Available mods" section.
- Unquoted duplicated intervals entries in UpgradePacks.upc file.
- Snorkel renown costs dependent on the war period.
- FFOE additional emblems available from day one.
- Various campaign layers performance and stability tweaks.

KaleuJona
04-23-16, 12:14 PM
TWoS Update No.10 is up! :yep: Check my signature for download links and more info...
:woot::sign_yeah:
Is there anything to mind with updating? (i.e. have to be in Bunker, have to start new campaign, etc.)

EDIT: Nevermind.... read the description... sorry

KaleuJona
04-23-16, 01:15 PM
Is there any way to get this http://www.subsim.com/radioroom/showthread.php?t=166178
working with WoS? It looks very good....

Sjizzle
04-23-16, 01:26 PM
:woot::sign_yeah:
Is there anything to mind with updating? (i.e. have to be in Bunker, have to start new campaign, etc.)

EDIT: Nevermind.... read the description... sorry

when u add a new mod to the list or remove a mod or there is a patch always is suggested to make the changes in bunker or start a new campaign.......

Is there any way to get this http://www.subsim.com/radioroom/showthread.php?t=166178
working with WoS? It looks very good....

TWoS has already a env. mod gap's dynamic env.

KaleuJona
04-23-16, 02:11 PM
TWoS has already a env. mod gap's dynamic env.

yes, i know, but i just think that one looks better....

and, BTW: is there a way to get the old "Binocular Style" UZO and Binoculars back?

Tonci87
04-23-16, 02:44 PM
Guys, what is the best way to repair damage?

I just died because a destroyer fired at me from like 7km away and the first shell immediatelly hit me in the forward compartment. A shell out of the second salvo hit the engine room. Sank to the bottom at 100m and from there on the sub kept taking damage until I died. Repair crews apparently didn´t do much.

I think Destroyers might be a tad too accurate at long range

Sjizzle
04-23-16, 02:59 PM
yes, i know, but i just think that one looks better....

and, BTW: is there a way to get the old "Binocular Style" UZO and Binoculars back?

idk if looks better or nope but gap's dynamic env. is the most used and is really good made and is compatible with all other mods which one is really important ...........

for the use and binoculars there is no other option or patch as far i know for TWoS ........i have made only for self use so the binocular looks something like this (http://www.hostingpics.net/viewer.php?id=542065NewUIsbinoculars.jpg) one which one is the default binocular from Magui

KaleuJona
04-23-16, 03:23 PM
idk if looks better or nope but gap's dynamic env. is the most used and is really good made and is compatible with all other mods which one is really important ...........

for the use and binoculars there is no other option or patch as far i know for TWoS ........i have made only for self use so the binocular looks something like this (http://www.hostingpics.net/viewer.php?id=542065NewUIsbinoculars.jpg) one which one is the default binocular from Magui

Okay...Thanks for that amount of support, really!
and how to enable this default MagUi Binoculars?

ThaFr0ggy
04-23-16, 03:33 PM
Hi,

I have a question regarding mines. Do they make a sound on the hydrophone? I just avoided one and now I hear noises coming from where I avoided it. It's a loud short sound that repeats quickly.

I've just come across the sound again. This time I recorded it.

https://www.youtube.com/watch?v=_XIpNf78SqA

Can someone tell me where this sound comes from?

vdr1981
04-23-16, 03:40 PM
I've just come across the sound again. This time I recorded it.

https://www.youtube.com/watch?v=_XIpNf78SqA

Can someone tell me where this sound comes from?

I AM U-571 DESTROY ME (https://www.youtube.com/watch?v=7U3F1uDBXrw)... :O:

Seriously, I dont have slightest idea but that video sounds creepy as hell...:D:up:

EDIT:
What was your position, was there anything on that bearing?

HW3
04-23-16, 04:01 PM
Sounds like a biological.

vdr1981
04-23-16, 05:23 PM
Sounds like a biological.

I'm not sure..Could be a sound glitch...Or maybe even an Easter egg from some of the mods...:hmm2:

ThaFr0ggy
04-24-16, 04:31 AM
I heard this sound in many different places. Once I heard it on the west coast of great britain and couldn't see anything on the bearing it came from then in the baltic after the taskforce was sunk by allied bombers and I closely avoided a mine. This time it was on my way out of scapa flow. Maybe it came from a ship that I sunk in scapa flow?:hmmm:

KaleuJona
04-24-16, 04:47 AM
i lost my chart box....is there anyway to get it back (there are no ..._draggables in sh5 folder)

Sjizzle
04-24-16, 05:18 AM
Okay...Thanks for that amount of support, really!
and how to enable this default MagUi Binoculars?

that binocular is made for my self use it's not mod .....and u need t edit the binocular pages from TWoS which i don't suggest if u don't know how to mod ....

KaleuJona
04-24-16, 05:20 AM
that binocular is made for my self use it's not mod .....and u need t edit the binocular pages from TWoS which i don't suggest if u don't know how to mod ....


okay, thanks

Sjizzle
04-24-16, 05:21 AM
I've just come across the sound again. This time I recorded it.

https://www.youtube.com/watch?v=_XIpNf78SqA

Can someone tell me where this sound comes from?

can u tell me at what depth u was there ?

ThaFr0ggy
04-24-16, 06:34 AM
I was at periscope depth like always doing a hydrophone check.

KaleuJona
04-24-16, 07:33 AM
i lost my chart box....is there anyway to get it back (there are no ..._draggables in sh5 folder)
is there a way to get back the "charts" box (for seeing the grid squares you're supposed to patrol)?

Trevally.
04-24-16, 07:40 AM
I was at periscope depth like always doing a hydrophone check.

Did you check that all your crew made it down the hatch before diving:o
Sounds like someone banging to get in:D

Taki1980
04-24-16, 08:31 AM
Now i got my Bearings, Real Navigation, 4 Bearings Method, U-Jagdtools and RAOBF running and know how to use it im actually playing the Campaign with the "Fall weiß" the Attack on Poland.

Some Questions on that Mod still rising that i cant find in Documentations, Tutorials or the FAQs or the Links that are posted here.

1. How far off the Coast are the Shiplanes drawn on that Shiplane Mod? How far is a Merchant or Convoy usually off the Coast? Do they drive in sight of the Coast for better navigation? Or further out? Is there a diffrence or do they drive all pretty close those lanes?

2. Is there a Map where i can see the Depth under Keel better? How you do this without using that Sonar Ping?

3. Last time i installed a Modpack (must be Sobers Megamod) i had a Mod working where i could identify Targets Type and Speed by counting the RPM of the Screws as seen here https://www.youtube.com/watch?v=ahK4YelByDw. Is this working with the WoS Mod? Or can i add it somehow because it is really immersive for me.

4. The Documentation of the WoS Mod is confusing me. After reading through lots of the Readme there are different Ranges mentioned for the GHG and KBD Hydrophones. Wich once are right? For ex. Some say 40km Range for the GHG some say 60km. What values are right?

5. Is there some Chart where i can get a feeling on when the Enemy "might" see me? I got absolutly now clue how close i can get on a Target at Night on surface. I know the Factors Own Machinesound, Weather, etv. but absolutly no rough Ideas. Can you give me Rules of Thumb for that? Are Merchant and Warships diffrent?

6. How long is a Warship/Merchant on alert and doing Zig/Zag or Searching Patrol until he gets back on his "Slow, traveling" Mode with not such much Lookouts on Deck?

Lots of QUestions i know. But cant find Info on this.

Ty in Advance

Greetz
Taki :arrgh!:

Muckenberg
04-24-16, 08:56 AM
Vecko Hi, I'm fighting now in January 1941 and I would say that there is an error in the Mediterranean ports on the Axis. I'm not sure, but I would say that the islands of Kos, Rhodes etc. at that time were the Axis ports, but they were neutral.

vdr1981
04-24-16, 09:01 AM
is there a way to get back the "charts" box (for seeing the grid squares you're supposed to patrol)?
If you can't find any ***_Draggables.TDW file in your main Silent Hunter 5 folder then you did not enable the mod properly...:yep:

Did you check that all your crew made it down the hatch before diving:o
Sounds like someone banging to get in:D
LOL:haha:


3. Last time i installed a Modpack (must be Sobers Megamod) i had a Mod working where i could identify Targets Type and Speed by counting the RPM of the Screws as seen here https://www.youtube.com/watch?v=ahK4YelByDw. Is this working with the WoS Mod? Or can i add it somehow because it is really immersive for me.
No...Because I don't find prospect of ship speed determination just by listening it's propeller noise very realistic...This would be rather exploit of limited number of different ships types and variations in SH games...On top of that, the mod is not compatible with latest OHII and it can destabilize the game...




Some Questions on that Mod still rising that i cant find in Documentations, Tutorials or the FAQs or the Links that are posted here.

Lots of QUestions i know. But cant find Info on this.

Ty in Advance

Greetz

You will hardly find direct answers on your questions because what you ask depends of many, many different factors...You'll learn in time... oooor you will rage quit and go back to SH3/4 where things are much more certain and predictable, like many did...:)

Taki1980
04-24-16, 09:22 AM
I never really played. Sh3 :) Will stick with Sh5.

Okay so the Hydro RPM Mod is unrealistic. Ill accept that. Wont play with it.

But maybe you can give me a rough estimate from your Playing Experience on those Questions. Just some Rough guessing would help me.

vdr1981
04-24-16, 09:29 AM
I never really played. Sh3 :) Will stick with Sh5.

Okay so the Hydro RPM Mod is unrealistic. Ill accept that. Wont play with it.

But maybe you can give me a rough estimate from your Playing Experience on those Questions. Just some Rough guessing would help me.

You've saw this tip right?:hmm2:

- If you enable "Show highlighted sensor region" TAI map options with OFEV, you will be able to observe how AI actually sees and hears you depending of your speed, depth, profile, weather, time of day ect...Very useful for "Submarine school" training...

Taki1980
04-24-16, 09:46 AM
You've saw this tip right?:hmm2:

Yes, but couldnt find the Setting in Game

THEBERBSTER
04-24-16, 09:58 AM
Hi Taki
How you want to play the game is up to you whether being realistically or not.
You need to gain experience and understanding as you grow into the game before venturing into more difficult levels.
If you make the game too difficult without the experience you will give it up and look for something else.
You can use the charts if you find them useful but not the mod.
Post #96 R.P.M. Hydrophone How To Get The Contact's Speed (http://www.subsim.com/radioroom/showpost.php?p=2208570&postcount=96)
Peter

Taki1980
04-24-16, 10:04 AM
Hi Taki
Use the charts but not the mod.
Post #96 R.P.M. Hydrophone How To Get The Contact's Speed (http://www.subsim.com/radioroom/showpost.php?p=2208570&postcount=96)
Peter

Is it working without the Mod?

I will test it!

Thx.

`@vdr1981: trying to find the http://www.subsim.com/radioroom/showpost.php?p=2182966&postcount=6 Folders mentioned there to change it and start a New Campaign for Training Purpose.

Thx you 2 for all that Help.

Just found that KSD Commander thing.

Are you represented there? :)

Edit: Ahh found cdr, called Cpt.Kurz ^^ on KSD

vdr1981
04-24-16, 11:02 AM
Is it working without the Mod?


I don't think so...


`@vdr1981: trying to find the http://www.subsim.com/radioroom/showpost.php?p=2182966&postcount=6 Folders mentioned there to change it and start a New Campaign for Training Purpose.

I'm not sure about that tutorial, I tend to lose my self in all those pictures and colors...:doh:

Anyway, valid instructions on how to use OFEV with TWoS are clearly stated in FAQ and tips section and I'm getting really tired of repeating this over and over again...:yep:


Just found that KSD Commander thing.

Are you represented there? :)

Edit: Ahh found cdr, called Cpt.Kurz ^^ on KSD

Cpt Kurz is dead...:D

Subwolf
04-24-16, 12:48 PM
1939, British east coast. A destroyer followed me around the clock, constant distance 10km. Needless to say, it shouldn't be able to see me, at least not in the dark. It never attacked. Is this a known TWoS bug?

Mikemike47
04-24-16, 01:14 PM
It never attacked. Is this a known TWoS bug?

No, not a TWoS bug. A SH5 vanilla version bug. Usually saving the game, restarting the game I heard will clear that ship.

Subwolf
04-24-16, 01:40 PM
No, not a TWoS bug. A SH5 vanilla version bug. Usually saving the game, restarting the game I heard will clear that ship.

I see, thanks. First time I've noticed this.

palmic
04-25-16, 03:20 AM
I've just come across the sound again. This time I recorded it.

https://www.youtube.com/watch?v=_XIpNf78SqA

Can someone tell me where this sound comes from?

Wow, i thing you just found Red October (https://www.youtube.com/watch?v=y7g6dKncO-I&feature=youtu.be&t=40s) :o

Luc5821993
04-25-16, 03:29 AM
does anyone know how to get contact colors back on. all my contacts are grey so i cant tell friend or foe. im pretty sure that it is changed in the dark wraith options file editor, i just dont know where exactly so if anyone can help that would be great.

THEBERBSTER
04-25-16, 04:15 AM
A Warm Welcome Back To The Subsim Community > Luc5821993
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2) (Do not post your problems here if you have added additional mods to TWOS make a new thread)

This is change you are referring to if IIRC was in v1.04 patch 14 and continued currently in v1.05
Unfortunately there is not an easy way to switch back to the color map contacts so the grey contacts will always be active even if you are not playing with real navigation.

Luc5821993
04-25-16, 04:33 AM
ok thanks i did check in the tips but couldnt find it and im not sure what you mean (This is change you are referring to was made IIRC in v1.04 patch 14 and continued currently in v1.05)

A Warm Welcome Back To The Subsim Community > Luc5821993
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2) (Do not post your problems here if you have added additional mods to TWOS make a new thread)

This is change you are referring to was made IIRC in v1.04 patch 14 and continued currently in v1.05

KaleuJona
04-25-16, 09:26 AM
I have a question...
When i order silent running, my first officer, my engineer, my navigator and my watch officer aren't whispering....is that normal with wolves of steel or is it a bug?
if its a bug, how can i solve it?

It's no big gamebreaking thing, but it kind of ruins the immersion during a destroyer attack :down:

Thanks for helping so much, i know i have many problems....
Thanks

Jimbuna
04-25-16, 09:30 AM
Welcome to SubSim Luc :sunny:

vdr1981
04-25-16, 09:36 AM
I
It's no big gamebreaking thing, but it kind of ruins the immersion during a destroyer attack :down:


What really ruins the immersion in all SH games IMO is crew which start to whisper as soon as enemy unit is in your area...Well, not anymore, sorry...:yep:

Realistic gameplay elements have bigger priority in this expansion than eye candies, or in this case, ear candies...:)

palmic
04-25-16, 09:43 AM
This removing of whispering is one from the best decisions of last months!
Thanks Vecko! :salute:

BTW. I haven't seen fixed Dale Tanker texture in changelog is this thing still in progress?
Thanks.

KaleuJona
04-25-16, 09:46 AM
okay, thanks...
And there is no way to reenable it....?

THEBERBSTER
04-25-16, 09:58 AM
Hi L
The map contact changes first appeared in patch 14 the last patch of v1.04 and is included in the v1.05 version as you know.
Peter

Aktungbby
04-25-16, 10:19 AM
Luc5821993!:Kaleun_Salute:

vdr1981
04-25-16, 10:37 AM
Can anyone please tell me content of data/Land/LCD_LargeTurret folder? Need to check something...

Tonci87
04-25-16, 10:53 AM
Sure, here you go:

costal_guns_large.GR2
costal_guns_large.sim
costal_guns_large.zon
LCD_LargeTurret.cfg

EDIT: I should add that I am still on Version 9

vdr1981
04-25-16, 10:54 AM
Sure, here you go:

costal_guns_large.GR2
costal_guns_large.sim
costal_guns_large.zon
LCD_LargeTurret.cfg

Thanx!:up:

vdr1981
04-25-16, 11:37 AM
I've corrected few important mistakes from previous update. Uploading new patch right now, check download section in a few minutes...:yep:

Subwolf
04-25-16, 01:15 PM
Looks like some radio messages only end up in the captain's log. I'm no longer being notified about those, which means I'm missing convoy contact reports. Is there a way to fix this?

Tonci87
04-25-16, 01:25 PM
Looks like some radio messages only end up in the captain's log. I'm no longer being notified about those, which means I'm missing convoy contact reports. Is there a way to fix this?

Would like to know this as well!

vdr1981
04-25-16, 01:33 PM
Looks like some radio messages only end up in the captain's log. I'm no longer being notified about those, which means I'm missing convoy contact reports. Is there a way to fix this?

Would like to know this as well!

Hm, isn't that obvious? :hmm2:

You have contacts report range filter placed in the upper right corner of your GUI. Default range is 400 km around the sub. You can increase or decrease this range at your discretion...:yep:

Tonci87
04-25-16, 01:34 PM
Hm, isn't that obvious? :hmm2:

You have contacts report range filter placed in the upper right corner of your GUI. Default range is 400 km around the sub. You can increase or decrease this range at your discretion...:yep:



Oooooohhhhh :D

Subwolf
04-25-16, 01:50 PM
Hm, isn't that obvious? :hmm2:

You have contacts report range filter placed in the upper right corner of your GUI. Default range is 400 km around the sub. You can increase or decrease this range at your discretion...:yep:

A convoy appeared about 200 km away, spotted because I use map updates. The report showed up in the captain's log only, and I wasn't notified.

vdr1981
04-25-16, 02:20 PM
A convoy appeared about 200 km away, spotted because I use map updates. The report showed up in the captain's log only, and I wasn't notified.

That could be a single ship contact report. They are only shown on the map and not logged in Cpt log... Since I use real navigation those radio contacts are invisible for me.:yep:

P.S.
Hm, one more reason to make real navigation inherent part of TWoS. It's somewhat complicated like this, for me and for players ...:hmm2:

THE_MASK
04-25-16, 02:50 PM
Do you have this problem . The light ship is sunk .
I thought that the DisplacementVariation was a percentage . Should be 5 not 200 ?
G:\SH5\data\Sea\NHOSP/CFG file .

vdr1981
04-25-16, 03:07 PM
Do you have this problem . The light ship is sunk .
I thought that the DisplacementVariation was a percentage . Should be 5 not 200 ?
G:\SH5\data\Sea\NHOSP/CFG file .

No, cfg file has nothing to do with it.

I bet that ship has 0 surface draught set in it's sim file. That's why it will be bugged sometimes in the campaign. Surface draught has to be concrete number in order to avoid this...

DisplacementVariation in cfg file is something else...

THE_MASK
04-25-16, 03:43 PM
No, cfg file has nothing to do with it.

I bet that ship has 0 surface draught set in it's sim file. That's why it will be bugged sometimes in the campaign. Surface draught has to be concrete number in order to avoid this...

DisplacementVariation in cfg file is something else...
18 draft
0 displacement

vdr1981
04-25-16, 03:49 PM
18 draft
0 displacement

There goes my theory then...:hmmm:

Anyway , This is quite common for that imported OHII ship . Maybe the ship will surface again after you start next patrol or two...:yep:

by the way, is this your first time in HT campaign?:hmm2:

Cthulhus
04-25-16, 04:38 PM
Thanks for updates 10 and 11 !

THE_MASK
04-25-16, 04:42 PM
There goes my theory then...:hmmm:

Anyway , This is quite common for that imported OHII ship . Maybe the ship will surface again after you start next patrol or two...:yep:

by the way, is this your first time in HT campaign?:hmm2:Playing from the start , yes . Its only taken 6 years .

milky
04-25-16, 05:16 PM
My sub is really quiet and it bothers me a bit. Was hoping if anyone knew of any mods that adds more ambiance or crew chatter that works with this super mod.

Subwolf
04-25-16, 06:19 PM
My sub is really quiet and it bothers me a bit. Was hoping if anyone knew of any mods that adds more ambiance or crew chatter that works with this super mod.

I used a mod that included a lot of crew chatter from the movie Das Boot, based on the action going on. That was kinda cool. But it obviously isn't included in this mega mod.

THE_MASK
04-25-16, 06:27 PM
What sdl sound file do you use . I have been mucking around with it . The sounds I have are aweful . Planes sounds cutting in and out . I fixed those and a heap of other stuff . Still working on it .

Luc5821993
04-25-16, 07:28 PM
Ok thanks i understand now but is there anyway to change it so the colors show?

Hi L
The map contact changes first appeared in patch 14 the last patch of v1.04 and is included in the v1.05 version as you know.
Peter

Mikemike47
04-25-16, 08:02 PM
What sdl sound file do you use . I have been mucking around with it . The sounds I have are aweful . Planes sounds cutting in and out . I fixed those and a heap of other stuff . Still working on it .

Are you aware of this work on sh.sdl
SH.sdl download link
(http://www.subsim.com/radioroom/downloads.php?do=file&id=3667)

fitzcarraldo
04-25-16, 08:28 PM
Are you aware of this work on sh.sdl
SH.sdl download link
(http://www.subsim.com/radioroom/downloads.php?do=file&id=3667)

But is this file compatible with TWoS?

Regards.

Fitzcarraldo :salute:

fitzcarraldo
04-25-16, 08:31 PM
I used a mod that included a lot of crew chatter from the movie Das Boot, based on the action going on. That was kinda cool. But it obviously isn't included in this mega mod.

Is DBSM for SH5 compatible with TWoS? I think not...

Regards.

Fitzcarraldo :salute:

Torpedo
04-26-16, 03:37 AM
Ok thanks i understand now but is there anyway to change it so the colors show?

Hi Luc!
I considered that the mod "TWOS contact color" in TWOS can be a kind of cheat, so I decided to delete it.


P.S. Sorry for my english language

THEBERBSTER
04-26-16, 05:10 AM
Hi Torpedo
Being able to put the map contact colors back as an option is a very useful additional mod for the gamer who has less experience or likes to play with the Wind & Smoke mod and for the Auto TDC gamer.
Whilst TWOS is designed to be played realistically at 100% this I expect will only be achievable by a minority of gamers.
I agree with Vecko that adding additional mods to his mega mod is an accident waiting to happen unless you really know what you are doing.
I think in this case IMO an exception should be made.
Thank you on behalf of those who really need or want this to be able to continue enjoying their game.
Peter

KaleuJona
04-26-16, 11:49 AM
If you deactivate the whispering, eactivate this damn screaming, too! :woot::huh:

Torpedo
04-26-16, 12:13 PM
Hi all!
I considered that the mod "TWOS contact color" in TWOS can be a kind of cheat, so I decided to delete it.

Torpedo

fitzcarraldo
04-26-16, 06:20 PM
Hi all!
I considered that the mod "TWOS contact color" in TWOS can be a kind of cheat, so I decided to delete it.

Torpedo

I would to try your contacts colours mod. I´m relatively a noobie in TWoS and some "simplification" is good for me. Totally I support the post of Berbster about your mod. Could you upload it?

Many thanks and best regards.

Fitzcarraldo :salute:

Torpedo
04-26-16, 06:59 PM
I would to try your contacts colours mod. I´m relatively a noobie in TWoS and some "simplification" is good for me. Totally I support the post of Berbster about your mod. Could you upload it?

Many thanks and best regards.

Fitzcarraldo :salute:

OK Fitz!
This is the link:

http://www.mediafire.com/download/ygat1m649utt0y3/TWOS_Contact_Color.zip

Good hunting!!!

Torpedo

P.S. Tell me if it works

fitzcarraldo
04-26-16, 07:04 PM
OK Fitz!
This is the link:

http://www.mediafire.com/download/ygat1m649utt0y3/TWOS_Contact_Color.zip

Good hunting!!!

Torpedo

P.S. Tell me if it works

Many thanks! I will test it tomorrow! :up:

Best regards.

Fitzcarraldo :salute:

KaleuJona
04-27-16, 05:48 AM
Everytime i surface, Deck Watch doesn't go to the Bridge to do their Job....
I have to save...reload everytime i surface to solve it....
any solutions?

My enabled Mods:

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

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 10
DynEnv v2.9 - 8.b Wave Mechanics - Gale (tried without, no change)
Naights Submarine Textures (internal) V1.1
Deutscher Sprachpatch
All sounds March 2014 (tried without, no change)

Sjizzle
04-27-16, 07:21 AM
Everytime i surface, Deck Watch doesn't go to the Bridge to do their Job....
I have to save...reload everytime i surface to solve it....
any solutions?

My enabled Mods:

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

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 10
DynEnv v2.9 - 8.b Wave Mechanics - Gale (tried without, no change)
Naights Submarine Textures (internal) V1.1
Deutscher Sprachpatch
All sounds March 2014 (tried without, no change)


i just test it and works fine for me....how u surface with ? blow blast or u click on the gauges the depth ?

did u read the first post of TWoS and all install instruction ????

KaleuJona
04-27-16, 07:45 AM
i just test it and works fine for me....how u surface with ? blow blast or u click on the gauges the depth ?

Tried with blow Ballast and normal surface command

did u read the first post of TWoS and all install instruction ????

Yes i did, everything else works fine ATM

Sjizzle
04-27-16, 08:01 AM
Yes i did, everything else works fine ATM

no offense but seems that u have mist


*DO NOT add any additional mods if you are not 100% sure what you are doing or you may induce all kind of stability and gameplay related issues!
Keep in mind that most of the standalone mods outhere are incompatible with this expansion .

KaleuJona
04-27-16, 08:22 AM
no offense but seems that u have mist

no, i knew that. I know, what the other mods do and that they are compatible.
They all are NO Standalone Mods, but addons to DynEnv or WoS.
Only Naight's Textures is Standalone, but it IS compatible

Tonci87
04-27-16, 10:16 AM
no, i knew that. I know, what the other mods do and that they are compatible.
They all are NO Standalone Mods, but addons to DynEnv or WoS.
Only Naight's Textures is Standalone, but it IS compatible

No offense, but before you complain that TWOS isn´t working properly I would suggest you try to run SH with only TWOS enabled. If the problem is still there you might have a bug, if it is sudfdenly fixed then one of the additional mods is responsible.

THEBERBSTER
04-27-16, 10:31 AM
Hi T87
Excellent advice.:up:
PEter

KaleuJona
04-27-16, 10:34 AM
No offense, but before you complain that TWOS isn´t working properly I would suggest you try to run SH with only TWOS enabled. If the problem is still there you might have a bug, if it is sudfdenly fixed then one of the additional mods is responsible.
I disabled all other mods...no change...
I reenabled WoS and all other mods i use..... Problem solved

Tonci87
04-27-16, 10:50 AM
I disabled all other mods...no change...
I reenabled WoS and all other mods i use..... Problem solved

Silent Hunter 5 works in mysterious ways :D

fitzcarraldo
04-27-16, 08:48 PM
Question:

In the SDBSM sound mod thread I read this answer by Vecko about the use of this mod in TWoS:

"DBSM-music is already in the megamod.
If you wish to use DBSM-Speech then remove sh.sdl file from it."

Is it valid for the last version and patch of TWoS?

Only removing the sh.sdl file from SDBSM and is it full compatible with TWoS?

Many thanks and best regards!

Fitzcarraldo :salute:

KaleuJona
04-28-16, 04:44 AM
Silent Hunter 5 works in mysterious ways :D

Could it be, that Alt+Tab causes the problem to happen?

Sjizzle
04-28-16, 06:09 AM
Could it be, that Alt+Tab causes the problem to happen?

nope as far as i know ..... i use alt+tab really often and i have no problems :D

KaleuJona
04-28-16, 06:10 AM
Okay, Thanks

KaleuJona
04-28-16, 06:14 AM
Where do I find the Submarines in the SOAN/recognition manual, searched it all through, didn't find them.....

MCM
04-28-16, 07:00 AM
most ships are grey with almost no texture... but when I get very near suddenly the ship gets a (quite dark) texture and looks nice. What can that cause?

I have normal TWOS without additional mods. (nvidia with 4AA and 4AF)

vanjast
04-28-16, 10:01 AM
Is there an alternative download site or torrent... MediaFire is not giving me any pleasure

fitzcarraldo
04-28-16, 02:13 PM
most ships are grey with almost no texture... but when I get very near suddenly the ship gets a (quite dark) texture and looks nice. What can that cause?

I have normal TWOS without additional mods. (nvidia with 4AA and 4AF)

My best suggestion: use the graphic controls of the game and not Nvidia control panel or Inspector. With the inside game controls, I have beautiful and candy graphics.

I noted Nvidia GC don´t like very much SH5...

Best regards.

Fitzcarraldo :salute:

Sjizzle
04-28-16, 03:06 PM
Where do I find the Submarines in the SOAN/recognition manual, searched it all through, didn't find them.....

there is no submarine recognition .....

KaleuJona
04-29-16, 08:52 AM
there is no submarine recognition .....

May i ask, why?