View Full Version : [REL]The Wolves of Steel - SH5 Megamod
vdr1981
05-30-16, 11:17 AM
Hey
A Question.Is [B]RPM Hydrophone mod compatible wit your megamod.
No...
fitzcarraldo
05-30-16, 12:13 PM
Issue: I want to open the Journal from the main menu and CTD.
Known problem?
Many thanks and best regards.
Fitzcarraldo :salute:
Hey
A Question.Is RPM Hydrophone mod compatible wit your megamod.
RPM Hydrophone mod
http://www.subsim.com/radioroom/showpost.php?p=2080386&postcount=1
It enables ship class identification by hydro.Pretty good idea.
I was asking the same around christmas and VDR explained me its not very realistic feature.
I belive that :)
If you want to learn how to find out complete picture about target only by passive hydrophone usage read this thread (http://subsim.com/radioroom/showthread.php?p=2381877#post2381877&page=9999) :)
what :o:doh::dead::/\\!! do u use SH4 mods with sh5 ???? Webster's better waterline. is a Silent Hunter 4 mod !!!!!!!
no wonder that u have problem with the game....do not enable any additional mods after TWOS this is writed with read in TWoS documentation too and was said more then 100 times on this forum .....
Yep. . you are right. It might have mixed with my sh5 stuff when I was downloading stuff and I was not careful enough. . you know how is that called? human mistake. So dude. . chill out! :nope: :stare:
More over, Deckgun friendly wave, is recommended by Vecko, so as rusted Glory. and I am pretty sure the torps explosion fix does not mess up with the sub functionality so keep it cool...... man....
vdr1981
05-30-16, 06:16 PM
Issue: I want to open the Journal from the main menu and CTD.
Known problem?
Many thanks and best regards.
Fitzcarraldo :salute:
That is not a ctd. The game has just minimised it self in order to show you log editor.
fitzcarraldo
05-30-16, 06:52 PM
That is not a ctd. The game has just minimised it self in order to show you log editor.
...But the journal app donīt appears, and I need to restart SH5. More: sometimes I need to reset the PC.
Using W10.
Many thanks.
Fitzcarraldo :salute:
vdr1981
05-31-16, 01:43 AM
...But the journal app donīt appears, and I need to restart SH5. More: sometimes I need to reset the PC.
Using W10.
Many thanks.
Fitzcarraldo :salute:
Dunno...Works fine for me, Win7...:hmm2:Maybe you should post your problem in Win 10 thread...+
EDIT: or maybe is a unwonted effect of Mama's background processes tweak? Can you check that please?
vudriga
05-31-16, 02:13 AM
Mitons speech recognition, in tandem with this mod is causing random CTDs.At first I thought it was just teleporting by speech, but yesterday I had a CTD by saying "hide clock".:hmmm:
And no, I don't belive it's because of TC compression, since I was always on TC 1.The baffling thing is randomness of the CTDs.Yesterday I managed to play historical mission without CTDs.With only WoS 1.05 main mod and Mitons 0.4.1 speech recognition mod.Of course Generic patcher was enabled as it should be, and ini files modified "by the book".:smug:
I suspect it's the updates that are causing the CTDs.Even the update No.03 (which has no added mods).
For me, speech recognition is A MUST for this game, immersion with it is a game changer.
vdr1981
05-31-16, 02:22 AM
Mitons speech recognition, in tandem with this mod is causing random CTDs.At first I thought it was just teleporting by speech, but yesterday I had a CTD by saying "hide clock".:hmmm:
And no, I don't belive it's because of TC compression, since I was always on TC 1.The baffling thing is randomness of the CTDs.Yesterday I managed to play historical mission without CTDs.With only WoS 1.05 main mod and Mitons 0.4.1 speech recognition mod.Of course Generic patcher was enabled as it should be, and ini files modified "by the book".:smug:
I suspect it's the updates that are causing the CTDs.Even the update No.03 (which has no added mods).
For me, speech recognition is A MUST for this game, immersion with it is a game changer.
Thanks for sharing but your comment is more suited for Speech recognition thread...:yep:
IIRC, there were always some random CTDs involved with that mod...:hmm2:
vdr1981
05-31-16, 02:30 AM
WoS 1.05
update 13
Real nav.
Deckgun friendly wave
New torp explosion FX update
Rusted glory
Webster's better waterline.
Typed list of mods desn't mean anything to me because I have witnessed many times that people just don't know how to use JSGME properly...If you don't know how to export your modlist correctly take a screenshot of your JSGME...And if you really want to solve your issue, check my sig for issues report instructions...
THEBERBSTER
05-31-16, 04:38 AM
Hi vudriga
I use the speech mod.
This mod is good for the basics like speed, depth,nav map switching, course changing, rig for silent running etc.
The command you are ordering is not recognized in the list of available commands.
Stoianm uses voice commands in some of his YouTube videos.
Peter
Bojanpopovic
05-31-16, 10:06 AM
Why is written that Baltic operations is pending even if i had completed objectives? I have intercepted polish task force, than sunk polish merchant, and completed primary and secondary objectives. As Baltic operations deadline is 5 september, i was waiting in the open sea until deadline has passed. Than i came at Kiel on 6 september, enter bunker. When i quit game, it said that "First deployed" is completed and "Baltic operations" is pending.
fitzcarraldo
05-31-16, 12:15 PM
Dunno...Works fine for me, Win7...:hmm2:Maybe you should post your problem in Win 10 thread...+
EDIT: or maybe is a unwonted effect of Mama's background processes tweak? Can you check that please?
I donīt know. I set the Journal.exe in data/applications with administrator rights, security all off, but when in the main menu I click in my journal, SH5 minimized (unrecoverable), the Journal don't launch, and I must restart my PC. W10 issue, I think. I donīt believe it is because Mama settings.
Good to know if some user of W10 has the same problem with Journal.
BTW, I can see the Journal normally in game, and after save it, I received the panel for accept the new entries. All OK, but then, when go to main menu, I try to open the Journal and "CTD".
Best regards.
Fitzcarraldo :salute:
vdr1981
05-31-16, 12:52 PM
I donīt know. I set the Journal.exe in data/applications with administrator rights, security all off, but when in the main menu I click in my journal, SH5 minimized (unrecoverable), the Journal don't launch, and I must restart my PC. W10 issue, I think. I donīt believe it is because Mama settings.
Good to know if some user of W10 has the same problem with Journal.
BTW, I can see the Journal normally in game, and after save it, I received the panel for accept the new entries. All OK, but then, when go to main menu, I try to open the Journal and "CTD".
Best regards.
Fitzcarraldo :salute:
ShipsJournalEditor.exe is located in Silent Hunter 5/data/Aplications/Ships Journal Viewer-Editor folder...Can you start it manually and outside of the game?
fitzcarraldo
05-31-16, 01:49 PM
I ShipsJournalEditor.exe is located in Silent Hunter 5/data/Aplications/Ships Journal Viewer-Editor folder...Can you start it manually and outside of the game?
Not yet. I will do that.
Only ingame: working on patrol and not working from main menu.
Many Thanks!
Fitzcarraldo :salute:
vudriga
05-31-16, 04:21 PM
Hi vudriga
I use the speech mod.
This mod is good for the basics like speed, depth,nav map switching, course changing, rig for silent running etc.
The command you are ordering is not recognized in the list of available commands.
Stoianm uses voice commands in some of his YouTube videos.
Peter
Commands I'm using are on the list.I think I found the cause of the CTDs with speech recognition.
And it's this.Don't use any update, just the main 1.05 mod.Something in the updates clashes with speech recognition mod.Anyway, if I have to choose between mod updates and speech recognition.Sorry updates, you'll stay behind.
vdr1981
05-31-16, 04:41 PM
Commands I'm using are on the list.I think I found the cause of the CTDs with speech recognition.
And it's this.Don't use any update, just the main 1.05 mod.Something in the updates clashes with speech recognition mod.
Such widespread conclusion certainly can not be called "the cause" but never mind... Did you try to remove some of the files from update 13, like Commands.cfg or similar?:hmm2:
Anyway, if I have to choose between mod updates and speech recognition.Sorry updates, you'll stay behind.
You're discarding a ton of various gampley and game stability tweaks, new submarine type and whole bunch of other things...:o But this is free forum after all, your loss...:):up:
EDIT:
Naah...Just checked some Speech rec files and documentation and the mod/s are simply incompatible with any UI mods (especially with newer versions) and therefore TWoS too.. This is the real cause for your issues, too many mutual important files without merged compatibility entries...
Someone yet has to come up with Sp.rec mod compatible with TDW NewUIs v7.5.0 v18 or TWoS...That wont be me for sure because I'm not familiar with Sp.Rec. mod/s...
fitzcarraldo
05-31-16, 05:26 PM
Vecko: Tried; Journal file (exe) works from exterior (running in the folder).
The problem persists in the main menu of the game.
Many thanks!
Fitzcarraldo :salute:
vdr1981
05-31-16, 05:39 PM
Vecko: Tried; Journal file (exe) works from exterior (running in the folder).
The problem persists in the main menu of the game.
Many thanks!
Fitzcarraldo :salute:
Thanks...I dont think I can help you since I can't reproduce it...:hmmm:
THEBERBSTER
05-31-16, 06:28 PM
Hi vudriga
I have no problem with TWOS updates with speech recognition.
Peter
vdr1981
06-01-16, 02:37 AM
Hi vudriga
I have no problem with TWOS updates with speech recognition.
Peter
How did you solve compatibility issues with UI mods? Did you follow these instructions? http://www.subsim.com/radioroom/showpost.php?p=1335991&postcount=113
THEBERBSTER
06-01-16, 05:02 AM
Hi Vecko
No, I did not make any changes for the modded SH5 only for SH4 speech IIRC.
I did the mods speech test that is all.
If you are using a low quality microphone that can also cause ctd's as I have found previously in budget headsets, the speech engine does not define what is being said correctly and interprets it as something else thus causing a ctd.
I stopped using my second headset with SH5 because of ctd's
I saved up and am now using a top of the range Sennheiser PC363d headset as I also wanted to use it with Blu ray films and music.
The microphone response has a much higher sensitivity from the Windows speech test showing a much higher gain than on either of the two previous headsets I have owned.
Peter
vdr1981
06-01-16, 06:24 AM
Hi Vecko
No, I did not make any changes for the modded SH5 only for SH4 speech IIRC.
I did the mods speech test that is all.
Peter
I don't understand Peter...:hmmm: In documentation for skwasjer's/Miton's speech recognition mod is clearly stated that the mod is not compatible with UI mods without certain manual tweaks?
INSTALLATION INSTRUCTIONS
Install as any other mod using JSGME, and simply run the game.
NOTE: Likely NOT compatible with UI mods...!
http://www.subsim.com/radioroom/showthread.php?t=164926
THEBERBSTER
06-01-16, 03:13 PM
Hi Vecko
Nothing in the instruction I can see says anything about making any file changes.
There are 2 versions. Speech Recognition for SH5 v1.4 - by skwas
Speech Recognition for SH5 - v1.4 - MiTon's Edition v0.4 - english
I am using the English version.
Peter
kevinsue
06-01-16, 10:24 PM
Hi Vecko
Nothing in the instruction I can see says anything about making any file changes.
There are 2 versions. Speech Recognition for SH5 v1.4 - by skwas
Speech Recognition for SH5 - v1.4 - MiTon's Edition v0.4 - english
I am using the English version.
Peter
Hello again all. I have used MiTon's English version with all versions of TWOS. The only commands that seemed to introduce instability were mainly battery recharge scripts so I always used the UI for this instead of voice recognition.
As I used speakers instead of headphones, certain commands could loop due to the crew repeating back confirmation of the command which had interesting consequences due to delay such as heading 123 would repeat as 23 and then 3 and so forth. Using cardinal directions such as East-southeast instead of 112 degrees solved the problem.
Another thing that had me looking for a crewman to kill was when they thought it might be a good idea to fire your last torpedo off into a perfectly empty ocean! I solved this by changing the words "los" and "fire" in the scripts to two of my dogs names. That way, yelling one of the names would fire the torpedo and have that dog running to you just in time to celebrate the kill if you were lucky and hit the target.
There are about 100 pages of commands available so it is best to just use those that are required for basic operations as in real life and don't use any that cause instability or CTD's. Speech recognition used correctly adds a huge amount of ambiance to the game so it is well worth the effort to get it working correctly.
Great update nš 13.
Thanks
vdr1981
06-02-16, 02:03 AM
Another thing that had me looking for a crewman to kill was when they thought it might be a good idea to fire your last torpedo off into a perfectly empty ocean! I solved this by changing the words "los" and "fire" in the scripts to two of my dogs names. That way, yelling one of the names would fire the torpedo and have that dog running to you just in time to celebrate the kill if you were lucky and hit the target.
:D:D:D:up:
Aktungbby
06-02-16, 08:14 AM
JBL083!:Kaleun_Salute:
Jimbuna
06-02-16, 08:40 AM
Welcome to SubSim JBL083 :sunny:
1 important thing for newbies. Don't alt-tab sh5.
With TWOS 2 situations can happen when you alt-tab:
1) if you are surfaced while alt-tab, CO2 will not be calculated after your submerge (until you restart the game)
2) if you are submerged while alt-tab, deck crew will not render (until you restart the game)
(this is only visual issue, crew will be working at deck even when its rendered in sub..)
For fix, just emerge, wait till no contact will be visible around you by deck crew, go to map room, save and restart the game and you'll be ok.
!!! NEVER overwrite your save games !!!! - always delete previous version of save before you save over it, or the save will collide (this is UBI-issue as everything in SH5).
And keep more history saves for cases of problems with one..
KaleuJona
06-07-16, 03:22 PM
1 important thing for newbies. Don't alt-tab sh5.
With TWOS 2 situations can happen when you alt-tab:
1) if you are surfaced while alt-tab, CO2 will not be calculated after your submerge (until you restart the game)
2) if you are submerged while alt-tab, deck crew will not render (until you restart the game)
(this is only visual issue, crew will be working at deck even when its rendered in sub..)
For fix, just emerge, wait till no contact will be visible around you by deck crew, go to map room, save and restart the game and you'll be ok.
!!! NEVER overwrite your save games !!!! - always delete previous version of save before you save over it, or the save will collide (this is UBI-issue as everything in SH5).
And keep more history saves for cases of problems with one..
I made the experience, that not only the crew won't render, but that your game thinks, youre still submerged, so you i.E. can't send reports
I made the experience, that not only the crew won't render, but that your game thinks, youre still submerged, so you i.E. can't send reports
Yep, that's possible :)
WildBlueYonder
06-08-16, 06:23 AM
Does anybody know if Moma's fix should still be applied or if it is in by default? I've read the FAQ but I didn't understand it properly.
Does anybody know if Moma's fix should still be applied or if it is in by default? I've read the FAQ but I didn't understand it properly.
I play TWOS about 6 months+ and i never installed mama's fix, i only install some gramophone tracks, main menu video and such things over TWOS.
WildBlueYonder
06-08-16, 03:11 PM
I play TWOS about 6 months+ and i never installed mama's fix, i only install some gramophone tracks, main menu video and such things over TWOS.
Thank you :)
One more thing, can I modify gameplay option while using this mod? I have everything off except esternal camera, my realism is 93%. I like external because I love seeing ships blow up :P
fitzcarraldo
06-08-16, 07:51 PM
Does anybody know if Moma's fix should still be applied or if it is in by default? I've read the FAQ but I didn't understand it properly.
If you refers to MaMa optics, Vecko said it is not compatible with the last TWoS and patch.
Others MaMa fixes are external to the game (fix 1 y fix 2 for continue campaign).
Best regards.
Fitzcarraldo :salute:
Thank you :)
One more thing, can I modify gameplay option while using this mod? I have everything off except esternal camera, my realism is 93%. I like external because I love seeing ships blow up :P
You are free to set your options as you want, just keep in mind you are listed at KSD Commander (http://subsim.com/radioroom/showthread.php?t=224584) "elite flotilla" chart only if you have 100% realism setting.
Otherwise you can find yourself at "All" chart :)
Its generally recommended to not to set difficulty lower than you have, because realism balance is one of strongest features of TWOS, while its really up to you if you want to allow external cameras..
WildBlueYonder
06-11-16, 10:55 AM
If you refers to MaMa optics, Vecko said it is not compatible with the last TWoS and patch.
Others MaMa fixes are external to the game (fix 1 y fix 2 for continue campaign).
Best regards.
Fitzcarraldo :salute:
I was referring to the Campaign fixes, my bad. Are they necessary?
Hi Vecko, right now I'm shadowing my next large convoy and strange things are happening :)
I'm about 10km out if them at ideal visible conditions, but they cannot see me at such distances -that's ok.
I'm at diesel standard ahead, when i order periscope depth to check hydrophone picture, we switch to electric standard ahead.
The problem is, their escorts can hear my electric engines standard ahead while I'm 10 km away.
I found u-boat sound emission model is such as this:
-Diesel is completely silent for enemies and that's ok, because you cannot use it in deep and while you are shallow you are much less able to be heard because of escorts hydrophone cone logic.
- Electric engines are to be heard very very distant while you are between about 0-30m depth from my experiences.
If you are below 50m, you are less able to be detected by hydrophone
The problems about this are these:
- You should be totally stealth just below waterline from few kilometres away because surface ships hydrophones cannot scan surface for such distance, it's illogical even if you imagine, your sound emissions spread much better at between 50-100m and that's even reason while you want to be at this depth if you want to be able to detect ships by your hydrophone at long distances.
- Maybe more important, if you order submerge with standard ahead, 10km away from escort, your crew switch to electric engine and you are detected immediately, until you reach maybe 50m depth, i don't know exactly.
This force me to always shut down engines if i want to submerge and not being detected.
From what i studied submarine war at ww2 at internet, ships hydrophones had simple cone below them, which cannot detect shallow emissions even at few kilometres away, while they could hear more distant engines if they was deeper.
That was reason why German uboats stayed at shallow depths while raided convoys as you can hear at yt directly from Erich Topp interview..
Why i write it here :)
If you would be able to set condition for escorts to not to hear anything more distant then 5km away while it's between 0-20m depth let's say, even if it's flank ahead, it would remove strange situations like when you submerge 10km away, high wave comes, engines switches to electric for few seconds and you are immediately detected at 10km distance by escorts hydrophone..
TSchmidt
06-15-16, 12:01 PM
I just started playing again and apllied this mod, which so far has been so good. Thank you for all the hard work putting this mod together and all the support this community is providing!
I have a issue though. After i finished the baltic operations i was told to head on to Kiel harbor, which i did. I arrived 09-04-39 around 0200 in the morning. Docking goes fine and i upgrade my hydrophone. When i select the next mission "Eastern British Coastal Waters" and hit "start patrol" the date changes to 09-27-39. Is this supposed to happen or is there a workaround?
Welcome on board TSchmidt :salute:
This is standard behavior, it simulates some sub maintenance and crew rest period which is pretty realistic fact based on officers testimonies...
Sent from phone
TSchmidt
06-15-16, 12:53 PM
Thank you Sir! :salute:
Thanks for the quick reply. im gonna go sink some ships now :rock:
THEBERBSTER
06-15-16, 02:19 PM
A Warm Welcome To The Subsim Community > TSchmidt
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)
To set your own Bunker turn around time you need to use this mod.
The mod's default days is set to 14.
TWOS is longer as you have observed.
Change Days In Bunker (http://www.subsim.com/radioroom/showpost.php?p=1757334&postcount=1) > Enable JSGME
Tonci87
06-15-16, 02:35 PM
Is update 13 available somewhere outside of subsim? Subsim wonīt let me download it...
EDIT: It worked now. Still, a download link outside of subsim would be appreciated
vdr1981
06-16-16, 04:38 AM
Hello guys,
Can anyone do one test "sillentotto" Operation Drumbeat campaign start?
Thanks...
vdr1981
06-16-16, 08:17 AM
Hello guys,
Can anyone do one test "sillentotto" Operation Drumbeat campaign start?
Thanks...
Anyone willing to help ? It'll take only 5min to do this...:hmm2:
ThaFr0ggy
06-16-16, 10:34 AM
What exactly do you want to know? If it crashed or not?
Hello guys,
Can anyone do one test "sillentotto" Operation Drumbeat campaign start?
Thanks...
Everything went fine at TWOS 13.
I tried to even move from Lorient to Biscaya, but was too hury and crashed to harbor mantinel :)
Sorry for delay :salute:
vdr1981
06-16-16, 03:46 PM
Thanks guys...Had some sort of UI corruption when I entered Lorient bunker but it's probably due to my weak pc at my job...:)
fitzcarraldo
06-16-16, 09:43 PM
No problems departing from Lorient in Drumbeat. Do you have problems returning?
Regards.
Fitzcarraldo :salute:
...at my job...:)
a great way to pass the time!
Bojanpopovic
06-17-16, 03:00 PM
Hi, can somebody tell me why my rating on career track is always 0? I have completed eastern coast patrol twice until november(completed all 3 objectives both times). Now is december and mission is not availible any more. When i quit game it said that mission is pending...
I have these mods:
[MODS]
1. The Wolves of Steel 1.05=1
2. The Wolves of Steel 1.05 - Update No. 13=2
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith=3
4. The Wolves of Steel 1.05 - 8x5 Resolution Patch=4
5. The Wolves of Steel 1.05 - Wind & Smoke addon=5
My career tracker looks this:
[CareerTrack 1]
ID=IDCareerTrack1
[CareerTrack 1.CareerStatusHeader]
ID=ID
UserPlayerNameDisplayable=Oscar Entwickler
CareerOptionsDate=1939-08-31 08:00:00
[CareerTrack 1.CareerStatusLast]
ID=ID
Reason=CSS_LastStatus
NameDisplayable=NULL
CurrentDate=1939-11-27 13:56:06
UniqueID=3957285610582654
Title=NULL
Text=NULL
EntryStatus=0
PlayerRankAchieved=Captain-Rank-10
PlayerCurrentLastPromotionDateTime=1939-08-31 08:00:00
CurrentFlotilla=2ndFlotilla
CurrentFlotillaBase=F2Wilhelmshaven
CurrentSDepartureDescription=979352,6.42534e+006,1 80.777
CurrentUPCFlotillaUserPlayerUnitType=F2VIIA
CurrentDifficulty=Realistic
PlayerCurrentRenown=4750.000000
PlayerCurrentRating=2.000000
PlayerHighestRating=0.000000
PlayerPatrolsCompleted=0.000000
PlayerTonnageSunk=305348.000000
PlayerWarshipsTonnageSunk=2376.000000
PlayerMerchantsTonnageSunk=86393.000000
PlayerShipsSunk=0.000000
PlayerCurrentMedals=NULL,MT_UboatIronCross2ndClass ,MT_UboatIronCross1stClass
CrewMembersCurrentMedalsRepository=NULL
CrewMembersCurrentPromotionsRepository=1
PlayerCurrentObjectiveCode=South-Indian-Ocean
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID1
PatrolStartDateTime=1939-12-20 05:56:06
[CareerTrack 1.CareerStatusSave 1]
ID=ID
Reason=CSS_FlotillaChange
NameDisplayable=
CurrentDate=1939-08-31 08:00:00
UniqueID=0
Title=
Text=
EntryStatus=0
FlotillaIDLink=2ndFlotilla
[CareerTrack 1.CareerStatusSave 2]
ID=ID
Reason=CSS_BaseChange
NameDisplayable=
CurrentDate=1939-08-31 08:00:00
UniqueID=0
Title=
Text=
EntryStatus=0
BaseIDLink=F2Memel
[CareerTrack 1.CareerStatusSave 3]
ID=ID
Reason=CSS_OfferNewCommand
NameDisplayable=
CurrentDate=1939-08-31 08:00:00
UniqueID=0
Title=
Text=
EntryStatus=0
OfferedUserPlayerUnitIDLink=VIIA
[CareerTrack 1.CareerStatusSave 4]
ID=ID
Reason=CSS_NewCommand
NameDisplayable=
CurrentDate=1939-08-31 08:00:00
UniqueID=0
Title=
Text=
EntryStatus=0
UserPlayerInstanceDisplayableName=U-35
UserPlayerUnitIDLink=VIIA
Help, thanks!
vdr1981
06-18-16, 12:58 AM
Your rating is 2 which is excellent...You will recive 7b soon. 1000 renown points per patrol will give you 1 rating point, less than 100 will give you -1 and anything in between 0 points...continue you patrol, new objectives will become available soon...
Bojanpopovic
06-18-16, 04:42 AM
Thank you vdr a lot man! :yep:
External reserves should be able to manipulate only if sub is completely still emerged.
I just move torpedo inside while i was at 12kts
vdr1981
06-18-16, 01:46 PM
External reserves should be able to manipulate only if sub is completely still emerged.
I just move torpedo inside while i was at 12kts
I agree but there is no solution for this ilogility...I tried but with no success...
Regarding your ptevios question about escorts hydro range...I've tested your findings against veteran escorts but there is no way that they can hear me at 10km. Escorts Orange hydro detection zone is max ~ 4km while I do flank speed submerged...
Posting from my phone, can't be more detailed, sorry...
Hmmm strange, i am absolutely sure, they reacted just after submerge multiple times :hmmm:
Thanks for reply Vecko :salute:
SiggeMan
06-19-16, 07:53 AM
Your rating is 2 which is excellent..
Thats what i got aswell, cool, i thought it was going way worse for me XD
vdr1981
06-20-16, 02:37 PM
Hmmm strange, i am absolutely sure, they reacted just after submerge multiple times :hmmm:
Thanks for reply Vecko :salute:
Are you sure that the distance was ~10km? Range estimation can be tricky in sh games...you should enable AI hydro detection zones via OFEW and measure the range correctly...
Are you sure that the distance was ~10km? Range estimation can be tricky in sh games...you should enable AI hydro detection zones via OFEW and measure the range correctly...
I measured it by scales at UZO and it was well above 10k, no fog, clear daily weather..
Ok, next time i will debug it by this tool :salute:
vdr1981
06-21-16, 12:45 PM
I measured it by scales at UZO and it was well above 10k, no fog, clear daily weather..
Ok, next time i will debug it by this tool :salute:
Thake a look at these pictures...
Hydro detection zones (in orange) while doing flank speed:
year 1940 - 3800m
https://s6.postimg.org/43hw53p4d/SH5_Img_2016_06_21_19_15_50.jpg (https://postimg.org/image/43hw53p4d/)
year 1943 - 4400m
https://s6.postimg.org/dpbglega5/SH5_Img_2016_06_21_19_33_36.jpg (https://postimg.org/image/dpbglega5/)
Maybe their visual sensor got you? :hmm2:
I measured it by scales at UZO and it was well above 10k, no fog, clear daily weather..
UZO has only stock green vertical markings which are not suited for distance determination...I you have used stadimeter , it can also be very unreliable on distant targets...
Maybe their visual sensor got you? :hmm2:
I would argue that a good watch man would be able to spot small speeding vessel on a clear and calm sunny day without much of the problems...:hmm2:
Well... i cant say, they could spot me, or maybe it was the time they realised my radio signal when i was reporting them, i can jsut say i was just submerging because of getting too close for me, so it really felt they realised me by hydro...
Sorry for false alarm, i try to get more info next time, thanks for great feedback as always Vecko :up:
dlpayer
06-22-16, 10:28 AM
Reloaded SH5 after a long time away. Installed this Mod and everything seems to be working fine. Now to relearn everything!
THEBERBSTER
06-22-16, 04:28 PM
A Warm Welcome Back To The Subsim Community > dlpayer
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)
Aktungbby
06-23-16, 12:23 AM
damnboy!:Kaleun_Salute:
THEBERBSTER
06-23-16, 04:56 AM
A Warm Welcome To The Subsim Community > damnboy
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
Jimbuna
06-23-16, 07:40 AM
Welcome :salute:
SirDave_IBP2
06-23-16, 12:07 PM
I did everything like discribed. The only error i get is with TDW it says : different version then expected
PLS HELP
*Edit*
Found my Problem didnt Patched my Game
THEBERBSTER
06-23-16, 05:32 PM
A Warm Welcome To The Subsim Community > SirDave_IBP2
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 (FAQs) & 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)
Aktungbby
06-23-16, 07:11 PM
SirDave_IBP2!:Kaleun_Salute:
badtouch77
06-24-16, 12:22 PM
Hi guys,
first of all, i take notice of this mega-mod last week and iīm really impressed of what SH5 can be :up:. But i have four issues and would be pleased if you could tell me how to avoid them:
1. With Real Navigation. My Navigator is not able to do a celestial fix. I get one at the beginning, but after that he always tell me that the weather conditions are to bad. Instead of a celestial fix he gives me a dead reckoning. And of course the weather is fine.
2. The automatic harbour-pilot from Kiel through the Kaiser-Wilhelm-Channel doesnt work for me. The script is canceled after a few seconds.
3. Sometimes i will get a CTD if i send the mast-height of a ship to the TDC. The Problem is i do not know if it happens accidentally.
4. After using the filter-function of the recognition manual. I cant open it anymore.
Would be great if anyone could help me out.
Aktungbby
06-24-16, 01:30 PM
badtouch77!:salute: after a fouryear silent run! Check out theberbster's tutorials!
badtouch77
06-24-16, 02:47 PM
Hi Aktungbby,
thanks for the hint. I knew these very helpful resources already, but unfortunately i cant find any help for my problems. :hmmm:
WildBlueYonder
06-24-16, 04:40 PM
Instead I have this issue, after having learnt the Four Bearings method, I'd like to find out how to intercept convoys reported by BdU. I am watching stoianm's tutorial but I found 2 issues:
1) How do I get the convoy radio message to show up in the bottom right box? As of now they only appear in the captain's log and they're easy to miss.
2) My navigator does not do calculations such as distance, scope bearing and true bearing, but in his video he does:
https://www.youtube.com/watch?v=iRuVGPKrj7A
I am aware he is not using TWoS, so I was asking if there is a way to apply it in this mod.
Thanks!
Sjizzle
06-24-16, 11:26 PM
Instead I have this issue, after having learnt the Four Bearings method, I'd like to find out how to intercept convoys reported by BdU. I am watching stoianm's tutorial but I found 2 issues:
1) How do I get the convoy radio message to show up in the bottom right box? As of now they only appear in the captain's log and they're easy to miss.
2) My navigator does not do calculations such as distance, scope bearing and true bearing, but in his video he does:
https://www.youtube.com/watch?v=iRuVGPKrj7A
I am aware he is not using TWoS, so I was asking if there is a way to apply it in this mod.
Thanks!
Stoina doesn't use TWOS cos at that time wasn't twos and also the mods since the videos was made evolved......and about the 4 bearing there is in game tutorial which one u can access via in game main menu......
WildBlueYonder
06-25-16, 04:48 AM
Stoina doesn't use TWOS cos at that time wasn't twos and also the mods since the videos was made evolved......and about the 4 bearing there is in game tutorial which one u can access via in game main menu......
That's what I said :)
I know he isn't using that mod and I can use the four bearing, my problem is another.
How to intercept a ship or convoy reported by BdU on radio?
Sjizzle
06-25-16, 05:05 AM
That's what I said :)
I know he isn't using that mod and I can use the four bearing, my problem is another.
How to intercept a ship or convoy reported by BdU on radio?
when u received a radio msg from BDU there u have some information the convoy position, speed, course. u can mark the convoy position on the map and draw with the ruler the convoy heading....and from your position draw also a line where u wanna intercept the convoy.....some bdu msg are not real convoys / ships .....don't follow the bdu convoy / ship reports ........fallow only the BDU mission orders .......
WildBlueYonder
06-25-16, 05:32 AM
when u received a radio msg from BDU there u have some information the convoy position, speed, course. u can mark the convoy position on the map and draw with the ruler the convoy heading....and from your position draw also a line where u wanna intercept the convoy.....some bdu msg are not real convoys / ships .....don't follow the bdu convoy / ship reports ........fallow only the BDU mission orders .......
I basically got in the Captain Log a convoy report, but it only said Latitude and Longitude, no heading, no speed, no course.
No idea :/
vdr1981
06-25-16, 09:24 AM
Hi guys,
first of all, i take notice of this mega-mod last week and iīm really impressed of what SH5 can be :up:. But i have four issues and would be pleased if you could tell me how to avoid them:
I basically got in the Captain Log a convoy report, but it only said Latitude and Longitude, no heading, no speed, no course.
No idea :/
:salute: Welcome guys! So far I can only tell that your issues are User/modlist/faulty installation related. For more detailed help you'll have to give us more info...
http://www.subsim.com/radioroom/showpost.php?p=2345885&postcount=2657
WildBlueYonder
06-25-16, 01:39 PM
:salute: Welcome guys! So far I can only tell that your issues are User/modlist/faulty installation related. For more detailed help you'll have to give us more info...
http://www.subsim.com/radioroom/showpost.php?p=2345885&postcount=2657
So it can be possible that everything runs smoothly yet only this detail gives problems? One issue that might have caused it is that I have the Steam version unfortunately, so I had to do the workaround by switching the .exe as prescribed in a thread.
vdr1981
06-25-16, 02:25 PM
So it can be possible that everything runs smoothly yet only this detail gives problems? One issue that might have caused it is that I have the Steam version unfortunately, so I had to do the workaround by switching the .exe as prescribed in a thread.
I don't know...post some screenshots...
To all Captains at sea:
Feel free to check download section for new update No.14...
Due to some sim file tweaks it is recommend that you do following procedure after you enable the update:
- You should first disable all enabled patches with TDW Generic Patcher.
- Restore previously backuped act and dll files.
- restore the TWoS Snapshot again
Or you can simply backup your gamesaves, reinstall your SH5 all together and continue campaign...
Cheers...
Bojanpopovic
06-28-16, 06:01 AM
Is it possible to refit with Dierthmach tanker? I was low on torps and met tanker on the open sea, somewhere in Atlantic, but couldn't do refit.
This post is about how to assume your firing solution in advance to become to be calm and deadly assassin.
You can have very accurate manual TDC settings 15 minutes before fire, based on current situation.
You may actually be interested in one important thing about triangles in relevance of submarines (And about TDC targetting).
Thanks to rule which says that all internal angles of triangle sums are always the same (180), you could assume where the ship you are targeting exactly will be at 90 AoB.
As you may know, this changes rules of all TDC targeting, because with this, you can say, that if you see arriving target from right to left at bearing 30 with AoB 40, you already know that it will be at 90 AoB at your current bearing -20 (340).
So you could already turn your sub -20 degrees and you know that you will fire your eels comfortly just ahead without any turn at their course.
This is actually huge advance, because if torpedos doesn't turn on their track, and the ship is about 90 AoB, you dont even need to set any target distance to TDC at all!! :rock:
So you could fire at 3km distant target, set 10km to TDC and you will hit him for sure. (just your clock will show irelevant time to hit).
EXPLANATION: As target with AoB40 at bearing30 is triangle tip with angle 40, Desired point of impact of our solution is always the same (90), so the last angle which remains is angle at your position.
Because sum of all angles in triangle is always 180 and angle at point of impact is always 90, only angles, which changes in time, are target's AoB and angle at your position. And because sum is always 180, they HAVE TO changes always simultaneously, so if your target's bearing changes for 1 degree, angle at your position does the same.
Our desired angle at impact time is 90, so we can calculate the future bearing where the target will be (for targets arriving from right to left) at that time with Target Current Bearing (tcb) and target's current AoB (AoB) as: tcb - (90 - AoB).
For targets arriving from left to right its of course tcb + (90 - AoB)
(If target is moving away, you have to relevantly changes calculation of AoB and you can find it how with your exp as you start to be comforted in this kind of targetting)
So in this situation is it: 30 - (90 - 40) = -20 = 340
You can use this rule at your own with any desired AoB at point of impact as well..
Bonus: Thanks to this you'll don't ever need to set AoB like 42 or something like that to TDC again, you can just move the periscope to bearing you calculated as your's target AoB90 switch TDC to manual, set AoB90 into tdc, switch back to auto and you have AoB set in TDC perfectly precise.
Then you can even move periscope back to target's current position and confirm again your TDC is recalculating target's current AoB as it really is. Use RAOBF to see it currently at your peri.
This way you can set solution sometimes even 15 minutes in advance of fire and all the time between just confirm its good solution. - So you'll never go chaotic and will stay calm.
Just remember:
1) You dont need the distance if you are shooting to target with AoB90 without turns of torpedoes track
2) You dont need to have perfectly precise AoB (so you can have a little mistake in your input data, so the ship at your assumed bearing will not be really 90, but ~88 - 92), you'll see its about like this by you plain sight of ship's masts
3) Most important - YOU ALWAYS need to have very precise speed of the ship. Thankfully to get target speed is easiest way in periscope with stopwatch, dont ever try to get this at map by calculating distances, its inaccurate and slow. And make it repeatedly if you can.
With this knowledge in your arsenal you'll become a homing missile for your hopeless prays :salute:
ThaFr0ggy
06-28-16, 02:57 PM
Hi,
I have an issue with real navigation after I reinstalled SH5 and TWoS.
Sometimes my position is not marked on the map when I start a historical mission or load a save and the navigator is missing the dead reckoning and show last position buttons. If I click on the celestial fix nothing happens.
Mod list:
1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 14
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith
I've already reinstalled the game once after this issue occurred.
vdr1981
06-28-16, 04:53 PM
This post is about how to assume your firing solution in moment of fire in advance to become to be calm and deadly assassin.
Palmic :up:
Hi,
I have an issue with real navigation after I reinstalled SH5 and TWoS.
Sometimes my position is not marked on the map when I start a historical mission or load a save and the navigator is missing the dead reckoning and show last position buttons. If I click on the celestial fix nothing happens.
Mod list:
1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 14
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith
I've already reinstalled the game once after this issue occurred.
On your screenshots is clearly visible that real navigation addon is not enabled ...
Show me a screenshot of your JSGME?
ThaFr0ggy
06-28-16, 05:31 PM
But it is enabled.
Sometimes after a restart of the game it works fine but sometimes it doesn't.
http://imgur.com/nndlStd
vdr1981
06-29-16, 08:47 AM
But it is enabled.
Sometimes after a restart of the game it works fine but sometimes it doesn't.
http://imgur.com/nndlStd
What is the size of our real navigation addon?
ThaFr0ggy
06-29-16, 09:34 AM
It is 2,59 MB (2.723.948 Bytes).
vdr1981
06-29-16, 09:44 AM
It is 2,59 MB (2.723.948 Bytes).
Hm...Exactly as it should. I tough that you were using only real nav files from the update but that's not the case.:hmmm:
Never saw or had issue like that...:hmmm:
ThaFr0ggy
06-29-16, 09:58 AM
I have reinstalled the game and modpack and now it seems to be working. I think I only activated the Real Navigation from the update.
xXNightEagleXx
06-30-16, 11:35 AM
I'm trying to play twos after about 4-6 month and i simply cannot. Every time i start a new campaign i get "promoted" to the next one as soon as the patrol begin. Even using silentotto i get the same issue.
I've tried to do a fresh install twice and still same result.
I'm trying to play twos after about 4-6 month and i simply cannot. Every time i start a new campaign i get "promoted" to the next one as soon as the patrol begin. Even using silentotto i get the same issue.
I've tried to do a fresh install twice and still same result.
I had this - come out of u-boat pen and mission complete! - it was because I had file number 2 installed after 4. Uninstall them all - go in order 1,2,4 (optional of course if you're doing the optics ones).
It worked after I switched this up.
vdr1981
06-30-16, 11:58 AM
I'm trying to play twos after about 4-6 month and i simply cannot. Every time i start a new campaign i get "promoted" to the next one as soon as the patrol begin. Even using silentotto i get the same issue.
I've tried to do a fresh install twice and still same result.
Hi NE...I'll check what's going on in my game...Maybe it's somethng from lats update...:hmm2:
vdr1981
06-30-16, 12:36 PM
I had this - come out of u-boat pen and mission complete! - it was because I had file number 2 installed after 4. Uninstall them all - go in order 1,2,4 (optional of course if you're doing the optics ones).
It worked after I switched this up.
You were using Update No. 14 at that time tat501 ?:hmm2:
You were using Update No. 14 at that time tat501 ?:hmm2:
Yes!
vdr1981
06-30-16, 01:10 PM
Yes!
OK thanks. Download links for update 14 will be removed until I upload new one with fixed issues. Expect it tonight or tomorrow afternoon...:yep:
xXNightEagleXx
06-30-16, 01:41 PM
Hi NE...I'll check what's going on in my game...Maybe it's somethng from lats update...:hmm2:
don't know if it is related or just coincidence but as last try i went to uplay folder, to clean up any eventual osi chache but i saw no cache folder specific to osi, so i just cleaned up the uplay cache folder (hopeless) and believe me or not, everything started to work correctly (at least until now).
I'll do one last check by starting a campaign using silentotto.
vdr1981
06-30-16, 01:49 PM
don't know if it is related or just coincidence but as last try i went to uplay folder, to clean up any eventual osi chache but i saw no cache folder specific to osi, so i just cleaned up the uplay cache folder (hopeless) and believe me or not, everything started to work correctly (at least until now).
I'll do one last check by starting a campaign using silentotto.
Yes I had suspicions that Uplay is involved...Anyway, from next update I'll make sure that this doesn't occur again...:yep:
xXNightEagleXx
06-30-16, 01:52 PM
Hi NE...I'll check what's going on in my game...Maybe it's somethng from lats update...:hmm2:
Yes I had suspicions that Uplay is involved...Anyway, from next update I'll make sure that this doesn't occur again...:yep:
using silentotto and starting the 2nd campaign still leads to the same issue :( so sad because i hate the first campaign (did it so many times) and i was trying to avoid it as the death.
vdr1981
06-30-16, 03:41 PM
using silentotto and starting the 2nd campaign still leads to the same issue :( so sad because i hate the first campaign (did it so many times) and i was trying to avoid it as the death.
Little patience please...:03:
In 1 hour or so I'll upload new update...:03:
vdr1981
06-30-16, 04:22 PM
I'm uploading Update No. 15 right now
Note that following procedure is still recommended...
To all Captains at sea:
Feel free to check download section for new update No.15...
Due to some sim file tweaks it is recommend that you do following procedure after you enable the update:
- You should first disable all enabled patches with TDW Generic Patcher.
- Restore previously backuped act and dll files.
- restore the TWoS Snapshot again
Or you can simply backup your gamesaves, reinstall your SH5 all together, load your last bunker save and continue campaign...
Cheers...
Hahaaa, i knew it! - still at 13 :)
Thanks for great work!
VDR -
Installed your .15 update. I'm getting an odd CTD at 19:00 hrs in game when starting a new game. I thought it was the generic patcher but disabled all patches and it still occurs.
vdr1981
07-01-16, 08:36 AM
VDR -
Installed your .15 update. I'm getting an odd CTD at 19:00 hrs in game when starting a new game. I thought it was the generic patcher but disabled all patches and it still occurs.
Danzing bay, 1900 h?
Do you use any additional radio mod?
EDIT
Tested, no issues detected...
Danzing bay mission went OK all the way to 03.00 AM 01/09/1939...Then I exited the game...:hmm2:
Please check "how to report an issue" link in my signature...:yep:
Danzing bay, 1900 h?
Do you use any additional radio mod?
EDIT
Tested, no issues detected...
Danzing bay mission went OK all the way to 03.00 AM 01/09/1939...Then I exited the game...:hmm2:
Please check "how to report an issue" link in my signature...:yep:
Yes...radio mods causing it??
I shall uninstall them. Is it impossible to play with additional radio mods installed?
Sorry I didn't report it properly!
vdr1981
07-01-16, 11:22 AM
Yes...radio mods causing it??
Yes, probably faulty Event.ini file...
I shall uninstall them. Is it impossible to play with additional radio mods installed?
It's not impossible but almost all radio mods require some manual file tweaks. If you dont know files very well, avoid it...
Your other alternative is to create your own modlist or to try SH3 or 4 which are somewhat easier for modding...
Yes, probably faulty Event.ini file...
It's not impossible but almost all radio mods require some manual file tweaks. If you dont know files very well, avoid it...
Your other alternative is to create your own modlist or to try SH3 or 4 which are somewhat easier for modding...
I edited the radio file manually but it was still crashing. Taken them all out and just run TWOS. So far so stable...
I may experiment a bit more later and see if I can at least get the BBC World Service added...
LesBaker
07-01-16, 02:29 PM
Hi Tat501,
The BBC radio Mod has been updated since TWoS update 13, Music has been re-mastered to remove background noise for greater enjoyment.
News events have also been re-worked using original station signatures for the relevant years (National service 1938-4/9/39 Home Service 5/9/39-6/1/40 and Home and Forces 7/1/40-1950).
News is now broadcast at 9 o'clock (21.00 GMT) except for news flashes such as the declaration of war which has a warning flash at 10am and the PM's Speech at 11.11am 3/9/1939.
The Events.ini files have been meticulously picked through for all years to avoid CTD, so you should not have to use vdr1981's very helpful radio files.
To use the BBC radio mod with TWoS download the updated version Here http://www.mediafire.com/download/bd9g6q4mp45r79v/Updated_BBC_Radio_Mod.7z
you will also need the Grossdeutscher Rundfunk New remix 1939-1945 radio.ini file which you will find here http://www.mediafire.com/download/wmc2lw7mjj6exha/Updated_Grossdeutscher_Rundfunk_New_Remix_1939-1945_Radio.ini_File.7z
enjoy Les
xXNightEagleXx
07-01-16, 02:50 PM
Now i'm having CTD as soon as any patrol begins. Tried to disable all patches and actually no CTD happened. Any suggestion?
vdr1981
07-01-16, 02:53 PM
Now i'm having CTD as soon as any patrol begins. Tried to disable all patches and actually no CTD happened. Any suggestion?
Did you use TWOS snapshot?
xXNightEagleXx
07-01-16, 03:02 PM
Did you use TWOS snapshot?
Yes! I'm reinstalling (again) everything
vdr1981
07-01-16, 03:06 PM
Yes! I'm reinstalling (again) everything
Don't know then...Without more information I really cant offer any usable advice, especially with issues I can not reproduce and which are not TWOS related...:hmmm:
xXNightEagleXx
07-01-16, 03:20 PM
Don't know then...Without more information I really cant offer any usable advice, especially with issues I can not reproduce and which are not TWOS related...:hmmm:
it seems it was a false alarm, by that i mean that something probably got corrupted somewhere. Now it seems to be working like good old times.....time to hunt :)
- How much familiar are you with basic computer operations and modding in general? Fairly
- Experienced SH player or a newcomer? Experienced (SH3 and SH4)
- Confirm that the game is patched to official v1.2.0 version. Yep
- Do you use Steam version of the game? Nope, UPlay
- Did you check provided install instructions, FAQ and tips and did you find them understandable enough? Yup, didn't see what I need though.
- Do you use any additional mods except those provided with TWOS megamod? If yes, specify them and state your mod order (use "Export activated mods list to" JSGME function). None
- If you use any unsupported mods, remove them, reinstall the game according to install notes/start new campaign and make sure that the issue still persist.
- Make sure to provide as much details as possible when describing the situation when problem/bug/CTD can be observed. What should we do in order to reproduce this issue? Followed all install instructions, I begin a new game and after spawning in the bunker I save the game. When speaking to the officer I can view the briefing but no mission icons appear. I have tried all the advice I found online. I'm going to have to try to reinstall.
Edit: When I remove TWoS the mission icons return.
vdr1981
07-02-16, 05:29 AM
- How much familiar are you with basic computer operations and modding in general? Fairly
- Experienced SH player or a newcomer? Experienced (SH3 and SH4)
- Confirm that the game is patched to official v1.2.0 version. Yep
- Do you use Steam version of the game? Nope, UPlay
- Did you check provided install instructions, FAQ and tips and did you find them understandable enough? Yup, didn't see what I need though.
- Do you use any additional mods except those provided with TWOS megamod? If yes, specify them and state your mod order (use "Export activated mods list to" JSGME function). None
- If you use any unsupported mods, remove them, reinstall the game according to install notes/start new campaign and make sure that the issue still persist.
- Make sure to provide as much details as possible when describing the situation when problem/bug/CTD can be observed. What should we do in order to reproduce this issue? Followed all install instructions, I begin a new game and after spawning in the bunker I save the game. When speaking to the officer I can view the briefing but no mission icons appear. I have tried all the advice I found online. I'm going to have to try to reinstall.
You should click on "coastal waters" inscription in upper left corner, then sellect mission button will appear...:yep:
Does someone still have a valid link to download the version 1.03 ?
vdr1981
07-02-16, 05:33 AM
Does someone still have a valid link to download the version 1.03 ?
I saw your PM...I don't think I have it any more...Sry...:hmmm:
You should click on "coastal waters" inscription in upper left corner, then sellect mission button will appear...:yep:
Sorted! Thanks
Another stupid question, I have real nav enabled. When I speak to the navigator there's no menu choice to get a location... What must I do?
vdr1981
07-02-16, 09:27 AM
Another stupid question, I have real nav enabled. When I speak to the navigator there's no menu choice to get a location... What must I do?
Use bottom officers command bar...
https://s6.postimg.org/64i30sgz1/SH5_Img_2016_07_02_16_38_11.jpg (https://postimg.org/image/64i30sgz1/)
Use bottom officers command bar...
https://s6.postimg.org/64i30sgz1/SH5_Img_2016_07_02_16_38_11.jpg (https://postimg.org/image/64i30sgz1/)
I feel very stupid, but I don't see anything like that on the UI..
vdr1981
07-02-16, 10:20 AM
I feel very stupid, but I don't see anything like that on the UI..
Well, if you hover your mouse over the bottom of the screen, officers command bar will pop-up and then you can select appropriate commands.
You can also watch few videos from the FAQ and tips section...:yep:
Can you post few screenshots of your UI so that I can confirm that everything is installed correctly?
Well, if you hover your mouse over the bottom of the screen, officers command bar will pop-up and then you can select appropriate commands.
You can also watch few videos from the FAQ and tips section...:yep:
Can you post few screenshots of your UI so that I can confirm that everything is installed correctly?
You really deserve a medal for putting up with my flu addled brain.
My game seems to be downloading something, not sure what. Once that's complete I'll try hovering the mouse. Not too sure why I didn't pick that up in the video... If that doesn't work which I'm sure it will I'll pop up a screenie.
Thanks for all the work you're doing.
vdr1981
07-02-16, 10:30 AM
You really deserve a medal for putting up with my flu addled brain.
My game seems to be downloading something, not sure what. Once that's complete I'll try hovering the mouse. Not too sure why I didn't pick that up in the video... If that doesn't work which I'm sure it will I'll pop up a screenie.
Thanks for all the work you're doing.
You're quite welcome...:up:
Once you get familiar wit new UI commands things will go smooth for you , I'm sure...:yep: Cya...:salute:
wolfman Ben
07-02-16, 08:16 PM
It's been very hard for me to witnessing everyday frustrations of new SH5 captains and to read the same threads month after month, year after year, over and over again...I hope that something like this will make "life" at least a bit easier for newcomers or for anyone else who doesn't have much free time or to spend countless hours improving and searching for working modlist.
Although the mod it self is intended for average SH player you may find it somewhat "hardcore". Real navigation will make your job much harder and you'll find your submarine very vulnerable to enemy fire and annoyingly sluggish and slow underwater. Your "tonnage" will become much more appreciated with this expansion.
http://s6.postimg.org/5nwzv3uk1/56565225.jpg
http://s6.postimg.org/ccvwrwtwx/65656.jpg
All credits go to contributing authors of every individual mod!
Mods and tweaks included in The Wolves of Steel 1.05 - Subsim Community SH5 Megamod:
Accurate German Flags
Accurate German Medals_by ual002
SD_MapLocationNameFix_v1_2
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SteelViking's Sky Banding Mod
gap - Real Diveplane Gauges v. 1
gap - HD 1 deg Scope Bearing v 1.0
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch - Revised
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Sobers Best Ever Tweaks - Wakes Fix
DynEnv v2.9 - No U-Mark
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_5_ byTheBeast
Equipment_Upgrades_Fix_v1_4_Hinged Snorkel_CTD Fix
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes - MagDet range 2.5m (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files v2
FXU_0_0_22_Shells Explosions_No Debris
FXU_0_0_22_Debris Particles_CTD Fix
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
FXU_0_0_22_UBoot_Sensors.fx
Large Optics for TDW UI for NewUIs_TDC_7_5_0
Large Optics for TDW UI 16 by 9_Fixed
Large Optics for TDW UI Manos Scopes Glass Effects
Large Optics for TDW UI RAOBF + Nomograph Fix
RadcapricornLarge Optics No Milliradian Scale Binoculars
TDC Graphics by Naights v1.0
TDW Round Fire Button v12 by Torpedo
Stopwatch by Shmal
Sjizzle's - Charts for NewUIs part 1_07.06.2013 (13)
Sjizzle's - Charts for NewUIs part 3_24.06.2013 (6)
Sjizzle's - Charts for NewUIs part 4_20.07.2013 (4)
Sjizzle's - Charts for NewUI's_06.08.2015 ( merged part_2 and part_5)
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2 (1)
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Sensors Difficulty Settings (init.aix)_v0.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
OPEN HORIZONS II v2.5
SH5 External Cargo 1.0
OPEN HORIZONS II v2.5_TWoS Enhancement
OH II v2.5 Grid Request fix Patch SH5
OH II v2.5 Flag_Wind_Patch
MQK LocationMaps_IO
MQK ShapeTextures_NO
MQK Gradient_IO
IO_StrategicMap_7_5_0_for_TDWv750
IO_StrategicMap_7_5_0_for_TDWv750 Grid Req Fix
IO_MapCourseLine_normal pencil_mod
OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.3_IO Strat.Map_NewUIs v7.5.0
OHII v2.5 - Neutr.Nations in Allied Convoys_Temp.Fix II
OHII v2.5 - Convoys_Ships Enhancement_0.1.2
OHII v2.5 - Change days in bunker_24d_Flotillas.upc
TF capital ships behavior_Testing v0.1.1
Iron Crosses Disabled for No Tonnage Bar_IO Strat.Map_by vdr1981
Church's Compass Dials Mod v2.2 - Option Two
EQuaTool 01.01 by AvM - Large Style
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Patrolsearch autoscriptsV04
autoscripts1.0_WOS_tuned
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Real U-Boat Performance - Type VII v1.7.2
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
Shells_zon
torpedoes_g7a-e(.zon)_v0.2.1
R.S.D. - Reworked Submarine Damage v5.8.1 by vdr1981_Main mod
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.8.1 - German Patch
Ship Capsize & Listing Effects 1.0_by vdr1981
Ship C&L Effects 1.02 - Test
Speech fixes and additions (german version)
Sub Center on Map Fix_SF&A (ger.version) Compatible
Shadow Improvement ModLR
Small_trees_SH5_V1
sobers water splash anim SH5
sobers green crew training V4 SH5
sobers no footstep sound mod SH5 V2
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers CrewAI mod SH5
sobers shipwreck mod V8 SH5
Oby's Fix for Sobers shipwreck mod V8 SH5_no rocks
Pascal-sh5-VIIC-correct periscope in tube
pascal-sh5-VIIB-correct periscope in tube
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
Wasserbomben_SoundFix_Basic_1.1
SkyBaron's Bold SFX for SH5 1.0
Shallow Waters Voice Be Gone
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Geleitschutz Gesichtet_WO Audio Fix
SH5_Sinking_ship_hydro_fix
SH5_Starshells_patch
SH5_No Funny Bandages
Disabled Unrealistic Commands_(ini files)_v1.01
KDB+GHG Upgrade
DBSM_Music_1_0_4
My Fog & Underwater 0.3
My Waves v0.2
My Sound Mix
Silent UI Sounds
No Crew Whispering
Grossdeutscher Rundfunk New Remix 1939-1945
Grossdeutscher Rundfunk New Remix 1939-1945_CTD Fix
Radio Stations_(radio.ini)
AilBubbles 1.0
AilImpurity 1.2
AilWhiteInterior 1.0
TWoS_New Ships Enhancement
TDW_No_Contact_Colors_1_1_0
TDW_No_Color_Dashed_Contact_Line_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
SH5_MataHari's_More_Accuracy_for_TWoS_1.04_RAOBF Textures
Attack Disc by Andrey_Hard
SH5_FW Coastal Defenses by Vecko & gap
A Fistful of Emblems v1.51_TWoS Compatible
A Fistful of Emblems v1.51 (Weathered)_TWoS Compatible
SH5_Playable U-FlaK_0.1
RUSTED GLORY SH5_VIIA_Textures only
gap - Alternative Cursors & KM Map Tools v2_Parts
nVidia missing lights
SH5_Credits
new_KM_binos
smaller flags for Warships 1_0b
Z_Roster_Names.cfg
Z_Tweaks*If you have recognized your mod and from some reason you don't want your mod included in the Megamod please let me know and I'll react immediately!
*DO NOT add any additional mods if you are not 100% sure what you are doing! Most of the standalone mods are incompatible with this expansion .
*Setup notes:
http://s6.postimg.org/bseqavdkh/Setup.jpg
Step 1:
Make a clean SH5 installation and make sure that the game is patched to v1.2.0. It is recommended for you to use "custom"installation option and to check "German voices". Note that the expansion is optimized for game installation in English language texts with German voices.
Step 2:
Enter the game, start new campaign and exit the game as soon as cinematic intro starts.
Step 3:
Open Main.cfg file (Documents/SH5/data/cfg) and make following changes...
[TIME COMPRESSION]
; The first value is the default one, the second value is used when 'travel mode' is activated.
; The two values should be separated by a comma.
; If only one value is specified, that value is used for both default and travel mode.
TimeStop=0
RealTime=1
LandProximity=1,64
CriticalDamage=1
CrewEfficiency=256
AirEnemyDetected=1
SoundEffects=4
CharacterAnim=32
FriendDetected=512
EnemyDetected=512
RadioReport=512
Particles=32
PrayState=1
HunterState=1
3DRender=512
Maximum=512
; These are highly recommended settings which should provide the highest possible level of realism and game stability.
; You can copy/past lines aboveand, down below in the same file...
[DEVELOPING]
Modding=Yes ;<=Note removed ";" mark
;MenuEditor=Yes
;DebugScripts=YesOpen CareerHistory.cfg (Documents/SH5/data/cfg) and make following changes...
HasCompletedTutorial=trueStep 4:
Download and extract content of The Wolves of Steel 1.05 - Subsim Community SH5 Megamod archive into your main Silent Hunter 5 folder. By default, path to your main SH5 folder should be "C:\Ubisoft\Silent Hunter 5".
Download the latest update (http://www.subsim.com/radioroom/downloads.php?do=file&id=4861) and extract it to your "Silent Hunter 5/MODS" folder.
Step 5:
Start JSGME.exe found in the main Silent Hunter 5 folder (it will ask you something about the "MODS" folder, just press "OK") and enable contained mods in this order...(JSGME may appear frozen while enabling the megamod, just let it finish it's job / Say 'Yes' to all JSGME warnings)
1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. xx
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith (optional, but highly recommended)
4. The Wolves of Steel 1.05 - *x* Resolution Patch (optional, stock settings are for 16:9 displays)
All about JSGME - Generic Mod Enabler (http://www.subsim.com/radioroom/showthread.php?t=204593)
Step 6:
Properly activate TDW generic patcher and restore "TWoS 1.05_Snapshot.gps". The patcher, snapshot and install instructions are already placed in the main game folder (Silent Hunter 5/TDW_GenericPatcher_v_1_0_168_0).
(Steam version doesn't support generic patcher and therefore this megamod too)
How to properly activate TDW Generic Patcher (http://www.subsim.com/radioroom/showpost.php?p=2311571&postcount=1649).
Step 7:
SH5 may appear frozen on start, nothing unusual, wait a few sec...Start new campaign and choose "Skip tutorial? >> Yes". Don't forget to save/reload the game first time your avatar appears in the bunker (do this every time you start new campaign or advancing to the next one)...Happy hunting...
*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.
Please don't discuss in this thread any potential issues caused by your own custom modlists and unsupported mods.
Also, make sure to pay special attention to FAQ and Tips section and feel free to ask in this thread for any additional elucidation.
*Full game reinstallation is highly recommended when replacing old with new megamod version (for example v1.04 to v1.05) !
In order to save your progress, you should backup your bunker gamesaves only, located in "Documents/SH5/data/cfg/SaveGames" folder.
However, old gamesaves compatibility is not guarantied at all and you may easily broke your game by doing this.
Video Tutorial: How to install The Wolves Of Steel Megamod! (https://www.youtube.com/watch?v=pevSVIsmxhs)
* Only first 19 min of the tutorial are necessary, other is personal preference of the author
Courtesy of Sheafer (aka TheNorseCast (https://www.youtube.com/channel/UCC4qP68hyeTemULraRAfCcA)):yeah:
looks awesome
Is it a normal thing or a problem on my setup that the U-Flask (in the single mission for example) have no crew on the forward flak in front of the submarine ?
Is it a normal thing or a problem on my setup that the U-Flask (in the single mission for example) have no crew on the forward flak in front of the submarine ?
Did you "alt-tab" from the running game and back? If so, this could be the the reason, there's only one solution - restart game.
ThaFr0ggy
07-03-16, 07:24 AM
It's an issue with the U-FlaK:
Current issues:
Front gun - no visible crew
Front gun not operational for player (shielded, 37mm) until it's replaced with quad 20mm trough bunker upgrade. (All other flak stations are OK)
vdr1981
07-03-16, 10:17 AM
It's an issue with the U-FlaK:
Current issues:
Front gun - no visible crew
Front gun not operational for player (shielded, 37mm) until it's replaced with quad 20mm trough bunker upgrade. (All other flak stations are OK)
I just couldn't make them work. I don't think that it's even possible after all...:-?
In Medeterranian compaign there all Tacktics, Sensores and Weapons for escorts are set as Early. Is it work as designed or designers foregot to change it as Middle ?
WildBlueYonder
07-06-16, 03:13 PM
I still am confused about the campaing.
I finished the Danzig bay mission (it's Sept 2nd, ENDTIME SCHEDULED Sept 5th) , the next should be British coastal water, but should I get home before the 5th or just cruise along at sea and then automatically I will be teleported on the 5th?
hardhans
07-06-16, 03:20 PM
Just head back to port and dock, will be given new mission before setting off again.
WildBlueYonder
07-07-16, 06:18 AM
So let's say I dock on the 3rd, will I still be able to get a new mission even if the end date of the one I'm on is on the 5th?
So let's say I dock on the 3rd, will I still be able to get a new mission even if the end date of the one I'm on is on the 5th?
When Your mission in TWOS expire, you can see its already inactive at top left corner of map view on patrol.
You just have to return home and ask for another mission in dock. That should be all.
WildBlueYonder
07-07-16, 08:25 AM
Yes, my question was, should I return home after expiration date, or before?
Also, a side note, do you use the 4 Bearings method at all?
Yes, my question was, should I return home after expiration date, or before?
Also, a side note, do you use the 4 Bearings method at all?
I always came back after expiration and had no problem with it, so i can confirm its ok so, but cannot say anything about coming back before..
Yes i use 4 bearing method, but calculating it by hand in numbers, no drawing on map.
Hey there!
I have two questions mainly:
1) what do you mean by calculating by hand?
2) And also, when BdU gives you a report about the contact they only give Latitude and Longitude, no course or speed, how can you set up an intercept? I watched stoianm video but he is given that information about bearing and course. He doesn't use TWoS though, so this is why I asked you.
Thanks!
Sorry for responding here, but its better for the others who would like to ask the same thing (this questions was asked via private message).
1) This is how i calculate 4 bearings method "by hand" (http://subsim.com/radioroom/showthread.php?p=2381877#post2381877&page=9999), its much better after lets say 3-5 tries because its much easier in the end and not so irritating like drawing at map.
Find yourself paper and pencil and learn again good old elementary math, calc is exploit here! :salute:
2) Yes sometimes you have only location without target's movement info, in this cases, you have no way to find it, you have to be there quick, or pick some choice blindly..
THEBERBSTER
07-07-16, 01:07 PM
Hydrophone Tracker v1.1b Tool For 4 Bearings Method By Gutted (http://www.subsim.com/radioroom/showpost.php?p=1347786&postcount=1)
Peter
Hydrophone Tracker v1.1b Tool For 4 Bearings Method By Gutted (http://www.subsim.com/radioroom/showpost.php?p=1347786&postcount=1)
Peter
Well, no offense Peter, but if you want to use such a tool, you would better switch on direct target course showing at map ;)
THEBERBSTER
07-07-16, 02:24 PM
Hi Palmic
No offense taken, its just an option.
Peter
WildBlueYonder
07-07-16, 05:55 PM
Sorry for responding here, but its better for the others who would like to ask the same thing (this questions was asked via private message).
1) This is how i calculate 4 bearings method "by hand" (http://subsim.com/radioroom/showthread.php?p=2381877#post2381877&page=9999), its much better after lets say 3-5 tries because its much easier in the end and not so irritating like drawing at map.
Find yourself paper and pencil and learn again good old elementary math, calc is exploit here! :salute:
2) Yes sometimes you have only location without target's movement info, in this cases, you have no way to find it, you have to be there quick, or pick some choice blindly..
No worries, I asked in the PM because it wasn't totally related to this thread and I was afraid of going off topic! :)
1) Eh, I love maths, I only have one issue: I dislike trigonometry. Calculus and set theory? Love it though, despite it being much more difficult. I will break open pen and paper and will ask if anything is unclear.
2) Ah ok, in those cases when you have no precise location you get the message only in the Captain log and not in the radio feed, right? And when do you start the clock, when it still says Unknown contact or Contact on the hydro?
Nemesis Bosseret
07-08-16, 03:32 AM
so ive got a good question. Whats going on with coastal defensies? and aircraft being launched to respond to radio threats/carrier ASW, i see that the patches are in the genric patcher and i read that they possibly cause game issues and CTD's any idea if this is now stable? or is there a way to make it stable? My current campaign is end of january 1940 and im sitting in eye shot of british coastal waters at some points up west of scapa flow just raiding all the armed merchants for 16k to 18k a pop and got a total tonage of over 300k. really wondering when the british are going to send something a little tougher than two hurricanes and more armed merchants to come die lol im playing in pretty high realism settings not with real navigation yet but thinking about adding it on my next run thru and disabling the extrenal camera... besides that im pretty much maxed on realism. Not to complain, the mega mod is awsome , i was a submariner for real and i like how close you guys got this... but im pretty sure with all these ships ive taken out , british would of repositioned there main fleet to take me out by now im more deadly than the bizmark and moved way more aircraft assets with coastal batteries..... mines ive yet to see more than one of even tho the msg traffic says they have been laid in X harbor. Just curious thank you
THEBERBSTER
07-08-16, 04:33 AM
A Warm Welcome To The Subsim Community > Nemesis Bosseret
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)
Delta Wolf
07-08-16, 10:48 AM
Hi Guys,
Quick question just installed this mod and all is working great, however i don't seem to have a 16x9 aspect ratio mod.... only 4x3 and 16x10.
Can anyone please advise me where to get the 16x9 patch or if it is needed?, i have a 16x9 monitor
Thank you
vdr1981
07-08-16, 01:47 PM
Hi Guys,
Quick question just installed this mod and all is working great, however i don't seem to have a 16x9 aspect ratio mod.... only 4x3 and 16x10.
Can anyone please advise me where to get the 16x9 patch or if it is needed?, i have a 16x9 monitor
Thank you
The megamod is optimized for 16/9 displays by default...
Delta Wolf
07-08-16, 02:59 PM
The megamod is optimized for 16/9 displays by default...
Thanks Vecko
MindfulCrane07
07-11-16, 06:35 AM
Hello i just installed the mod and when i play the manual TDC tutorial it after a few clicks it gets to the "turn on TDC" but i have no clue where i do that, i think i have looked everywhere but i just cannot find it.
Any help would be nice thank you :)
WildBlueYonder
07-11-16, 11:34 AM
IIRC it's always on.
Ok, I've attacked my first convoy, June 1940. I got into position, drove alongside and overhauled until it was night, I made my first attack at around midnight, sank 2 ships after having penetrated inside the convoy and I noticed an issue.
1) Escorts immediately find you even at silent running while in the middle of the convoy, they just have no issue despite all of that noise.
I managed to shake of the 5 escorts and proceeded to do the same thing, I surfaced, ran parallel, overhauled but tried doing a surfaced attack with the moon in front of me, I was at a depth of 8 meters with only the conning tower exposed, at a speed of 1 kts.
2) Escorts immediately spotted me before I launched my torps. I managed to launch 2, which sank two 7000 tonne ships, while I dove to safety, I got depth charged for almost 2 hours, had to go to 177m depth, my crystal hydro broke, but no depth charge feel close enough to damage. I felt like there were atleast 4 escorts, since my sonar man was crazy and couldn't follow any of them despite I ordered him to do so.
I decided to go and look with the external camera, I was shocked:
http://steamcommunity.com/sharedfiles/filedetails/?id=722452005
http://steamcommunity.com/sharedfiles/filedetails/?id=722435261
http://steamcommunity.com/sharedfiles/filedetails/?id=722435142
http://steamcommunity.com/sharedfiles/filedetails/?id=722435017
http://steamcommunity.com/sharedfiles/filedetails/?id=722434835
To sum up:
1 CL;
2 BBs (Battlecruisers, but still);
1 CV;
15 DDs.
Isn't it a bit too excessive? The 1 CL, 10 DDs, 1 CV and 2 BBs I suspect were vectored in after the second attack because they were nowhere close, not even hydro contact, when I pressed the attack.
Wow hardcore approach, congrats :rock:
I think this is really way too much
1) Cruisers would be escorted to safety immediately
2) I don't believe England navy had so many DD's to spare for one convoy at all at 1940'
WildBlueYonder
07-11-16, 04:51 PM
Wow hardcore approach, congrats :rock:
I think this is really way too much
1) Cruisers would be escorted to safety immediately
2) I don't believe England navy had so many DD's to spare for one convoy at all at 1940'
Thanks a lot Palmic! Ended up sinking over 20k tonnes AND survived!
I also noticed that they can see torps (the steam ones) during the night, which again could happen, but would take an extremely attentive crew I find.
Can any of these issues be addressed vdr1981?
Btw Palmic, did you see my question on your 4 bearings thread?
A-n-d-r-e-y
07-11-16, 05:58 PM
When in Scapa Flow appear battleships ?
September 18, 1939 they were not found .
In Scapa Flow were only tankers , bulk carriers and destroyers.
:hmmm:
p.s. Small tanker in Scapa Flow was a volume of 17,000 tons
THEBERBSTER
07-11-16, 06:39 PM
Breaking the Fortress > Scapa Flow
Start date >September 9th 1939.
Finish Date > October 15th 1939.
You are not looking in the right place.
They will be there on September 18th.
They are behind the block ships facing the coast line.
Peter
A-n-d-r-e-y
07-12-16, 08:30 AM
https://www.twitch.tv/andrey_hard/v/77288273
Time 0:55:00
There are no battleships.
In 1:21:58 i found tanker, its volum is 17000 tonns. Its this okey for this small ship?
p.s. I use WoS + some HUD mods. They dont change campain, ships and other, but HUD.
Thanks a lot Palmic! Ended up sinking over 20k tonnes AND survived!
I also noticed that they can see torps (the steam ones) during the night, which again could happen, but would take an extremely attentive crew I find.
Can any of these issues be addressed vdr1981?
Btw Palmic, did you see my question on your 4 bearings thread?
Didn't notice, now responded, sorry :)
Here is campaigns dates overview (http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2)
I'd like to recommend you some of great u-boat documentaries (http://subsim.com/radioroom/showthread.php?p=2395363), some of them are from guys here, some just found at YT mostly, you are welcome to add more. Sorry for little OT :)
WildBlueYonder
07-13-16, 05:35 PM
Didn't notice, now responded, sorry :)
Thanks for the docus!
I answered back on the thread, thanks!
Fearless
07-14-16, 01:48 AM
Hi all,
Just installed the TWS and was wondering which resolution patch to use?
SH5 is installed on my Laptop. Screen resolution is 1366x768
Thanks in advance.
THEBERBSTER
07-14-16, 05:17 AM
October 1st 1939 on my way to Scapa Flow.
Peter
October 1st 1939 on my way to Scapa Flow.
Peter
Sweet beginning, happy hunting Peter! :)
Sent from phone
WildBlueYonder
07-14-16, 07:52 AM
Hi all,
Just installed the TWS and was wondering which resolution patch to use?
SH5 is installed on my Laptop. Screen resolution is 1366x768
Thanks in advance.
It's the standard 16:9 :)
Fearless
07-14-16, 09:14 AM
It's the standard 16:9 :)
Awesome, thanks for that.
Fearless
07-14-16, 09:18 AM
oh, I must say that Sober's Antilag fix works a dream. :up::salute:
It's the standard 16:9 :)
Where can I find the 16:9 Resolution Patch?
I have the following with the WoS 1.05 Mod:
4x3 Resolution Patch
8x5 Resolution Patch
and with the Update No. 15
5x4 Resolution Patch
fitzcarraldo
07-14-16, 12:05 PM
Where can I find the 16:9 Resolution Patch?
I have the following with the WoS 1.05 Mod:
4x3 Resolution Patch
8x5 Resolution Patch
and with the Update No. 15
5x4 Resolution Patch
16:9 is the standard resolution. If you use 16:9, no need of any patch.
Regards.
Fitzcarraldo :salute:
16:9 is the standard resolution. If you use 16:9, no need of any patch.
Regards.
Fitzcarraldo :salute:
Thanks mate,
is there a mod for 1920 x 1080?
Fearless
07-14-16, 04:44 PM
Thanks mate,
is there a mod for 1920 x 1080?
Hi macjim,
You'll probably find that your resolution uses the same aspect ratio of 16:9 so no need for a patch.
WildBlueYonder
07-15-16, 06:41 AM
Thanks mate,
is there a mod for 1920 x 1080?
It's still the default 16:9 :)
fitzcarraldo
07-15-16, 09:08 AM
Thanks mate,
is there a mod for 1920 x 1080?
As told, 16:9 is 1920x1080, "·native" TWoS resolution.
Regards.
Fitzcarraldo :salute:
Lucky07
07-17-16, 11:30 AM
The Wolves of Steel - SH5 Megamod or sobers ? ( and why )
Like 2 years without playing.... back on duty !
siege00
07-17-16, 12:24 PM
The Wolves of Steel - SH5 Megamod or sobers ? ( and why )
Like 2 years without playing.... back on duty !
In my humble opinion, start with trying out TWoS. The install is really straight forward and easily packaged. The less potential issues you have while getting back into it, the more fun you'll have. Follow the instructions line by line for successful install.
johan_d
07-21-16, 03:40 PM
So far so gut! Can I add the DBSM on top of it or, will I have problems?
Fearless
07-21-16, 05:02 PM
So far so gut! Can I add the DBSM on top of it or, will I have problems?
Worth checking the posts on this thread
THEBERBSTER
07-21-16, 06:03 PM
Hi Fearless
IIRC fitzcarraldo is running DBSM.
I seem to remember Vecko saying something about removing the sh.sdl speech file.
You will need to use TDW's Options File Editor Viewer to customize some of the keyboard keys as they have different functions in DBSM to TWOS.
Peter
fitzcarraldo
07-21-16, 06:30 PM
Hi Fearless
IIRC fitzcarraldo is running DBSM.
I seem to remember Vecko saying something about removing the sh.sdl speech file.
You will need to use TDW's Options File Editor Viewer to customize some of the keyboard keys as they have different functions in DBSM to TWOS.
Peter
Yes, I use Stormyīs DBSM mod (not the original DBSM), and replaced the sh.sdl of Stormy with the same file from TWoS. Also, you need OFEV to remap some keys.
In my installation is working fine.
Regards.
Fitzcarraldo :salute:
Fearless
07-22-16, 01:53 AM
Yes, I use Stormyīs DBSM mod (not the original DBSM), and replaced the sh.sdl of Stormy with the same file from TWoS. Also, you need OFEV to remap some keys.
In my installation is working fine.
Regards.
Fitzcarraldo :salute:
Thanks THEBERBSTER and fitzcarraldo. Can you advise which keys need remapping, I'll have a go changing it?
Thanks anyway guys, The links for Stormy's DBSM no longer work, Tried downloading it.
First of all thanks for your amazing work!!!
He took me to play SH5 again..
A question...
Nights are too dark for my taste
I wonder if it's possible to brighten up them someway..
THEBERBSTER
07-22-16, 05:21 AM
Hi Fearlrss
I am not using DBSM but I am using Church's keyboard mod which I believe has the same key mapping.
I have never liked the W-A-S-D keys for movement.
C > is now Crash Dive not the Compass so click on the Compass Bar otherwise you will Crash Dive.
Not a problem as I have moved the Compass above the Message Box, which I leave open as it is out of the way.
I > Torpedo load and Radio Messages share the same key.
F > New key for Radio Messages.
T > Teleporting and Radio share the same key.
Y > New key for Teleporting.
Z > Silent Running key is now Nearest Contact which gives you an accurate hydrophone bearing, very useful if you like using the 4 bearing method.
F8 > Is now the Default Silent Running key and brings up 2 icons so I use the Chief Engineer, not a problem.
J > is Decoys so do not press.
There may be the odd one i have missed, I am sure you will spot any other differences quite quickly.
Peter
Is there a graphic file which shows what the keys do in WoS? I remember seeing something like that in one of the SH4 Mods and it was enormously helpful for me to print that out and keep it nearby as a handy reference.
There is somewhere in the mod dir. But you can get it easily by showing help in game by F1 and print screen
Sent from phone
Hi all
is this mod (Old Style Explosions) compatible?
http://www.subsim.com/radioroom/showthread.php?t=164959
Thanks
There is somewhere in the mod dir. But you can get it easily by showing help in game by F1 and print screen
Sent from phone
Thanks - Indeed there is a nice graphic available with F1, but print screen does not work from within the game. How can I get a screen capture? Do you have to run it in a window or something?
fitzcarraldo
07-23-16, 11:24 AM
Thanks - Indeed there is a nice graphic available with F1, but print screen does not work from within the game. How can I get a screen capture? Do you have to run it in a window or something?
There is a key for screen capture. See with F1 the keymap. I donīt remember the key because I use Fraps for captures.
Good luck!
Regards.
Fitzcarraldo :salute:
There is a key for screen capture. See with F1 the keymap. I donīt remember the key because I use Fraps for captures.
Good luck!
Regards.
Fitzcarraldo :salute:
Still no luck. F1 shows the keyboard and it says Ctrl+F11 will do a screen capture. But when you do that and toggle out of SH5 to paste it someplace, there's nothing there. When you load up Uplay, it says the F12 key will take screen shots and put them in the Users/(name)/Pictures/Uplay folder, but that doesn't work either. Gah.
fitzcarraldo
07-23-16, 01:41 PM
Nothing in the game folder? I mean SH5 folder - main folder of the game.
Regards.
Fitzcarraldo :salute:
Nothing in the game folder? I mean SH5 folder - main folder of the game.
Regards.
Fitzcarraldo :salute:
a-HAH!!! Sure enough, that's where they are - right in the main SH5 game folder. Many thanks! :salute:
fitzcarraldo
07-23-16, 06:12 PM
Good hunting and good shots!
Regards.
Fitzcarraldo :salute:
Yeah and share some of your pics here at sh5/screenshots ;-)
Sent from phone
fitzcarraldo
07-24-16, 09:52 AM
Yeah and share some of your pics here at sh5/screenshots ;-)
Sent from phone
Yes! Also in SUBSIM Facebook, if you have an account.
Regards.
Fitzcarraldo :salute:
Love the mod made me get back into SH5 (well that and the HMS Marulken game :p )
Question about the missions.
You request mission at the bunker right (the flotilla guy)
So this is about the scapa flow one kinda confused about dates here
I did the Baltic thing, sunk the task force, checked the date when the next mission is available and decided to wreck some more havoc as Kiel wasn't available yet. And sunk some more poor Polish sailors, arrived at Kiel on September 5 just after midnight. Went to the bar, got drunk, passed out, reported back to the flotilla guy
Choose new mission: (only one available is the eastern british coastal mission) As i sail out the other mission appear (scapa flow an the north western approaches)
So the scapa flow one, it becomes available on September 10 correct? and deadline is October 15th
When i depart in Kiel it is September 29th meaning i got a nice shore leave of 20+ days
Now Do i still can go to scapa flow do the mission? Without requesting the mission in the bunker, or is it pretty much GG on that mission because i didn't selected/requested it in the bunker?
(if i re dock and request the mission i pretty much loose the window of opportunity on that mission as i probably will be stuck in Kiel for another 20 something days meaning departure after October 15 and 40 something days lost in total)
Or do i literally have to sail around for 1 more week before Kiel harbor untill scapa flow is available and then dock my boat and then request the mission?
THEBERBSTER
07-28-16, 05:05 AM
Hi potus
You do not need to request BTF.
When loading the AEB game save you would request the only mission showing BCW.
BTF shows later as does NWA.
I was lucky as my BTF patrol area was AN1814 which covered the Western entrance to Scapa.
Not only did I complete the 24 hour patrol but I also completed the Scapa mission without requesting it.
Peter
Alright thanks for the reply!
was under the impression that you have to request every mission in the bunker.
anyways onward i go and sink those tommies! :p bit less fortunate then you though, i need to go patrol near Dover, but that can wait will get to scapa flow first :arrgh!:
fitzcarraldo
07-29-16, 08:32 AM
Hi, kaleuns:
I want to configure the MaMa option "2" (permanent OSI.exe, background process), in Windows 10. But I canīt find the way to the options of the system to put the "background" processes.
Some help, please? (Damn W10).
Many thanks!
Fitzcarraldo :salute:
THEBERBSTER
07-29-16, 10:21 AM
Hi fitz
Check this out:
Post #188 Revised Campaign Fix And Working Tonnage Bar By MaMa > Version 2 (http://www.subsim.com/radioroom/showpost.php?p=2284492&postcount=188)
Peter
fitzcarraldo
07-29-16, 02:29 PM
Hi fitz
Check this out:
Post #188 Revised Campaign Fix And Working Tonnage Bar By MaMa > Version 2 (http://www.subsim.com/radioroom/showpost.php?p=2284492&postcount=188)
Peter
Many thanks! I will see it returning to my home. At RL work now...
Best regards.
Fitzcarraldo :salute:
EDIT: Resolved. Great for the support!
ghickey
07-29-16, 06:47 PM
Hello! I've been playing the mod for about 6 months with no issues, until now.
When I go to launch, I get stopped by an UbiSoft loading window that never finishes loading.
Has anybody have this issue recently or know how to get passed?
Thanks
fitzcarraldo
07-29-16, 09:49 PM
Hello! I've been playing the mod for about 6 months with no issues, until now.
When I go to launch, I get stopped by an UbiSoft loading window that never finishes loading.
Has anybody have this issue recently or know how to get passed?
Thanks
Do you have W10?
The Uplay installed with the not steam game don't work well with W10. Download from Ubisoft the Uplay and install it. And try. I had to do it for my SH5 when installed W10.
Best regards.
Fitzcarraldo :salute:
THEBERBSTER
07-30-16, 05:42 AM
Hi gh
Uninstall your current game launcher in the Control Panel's Program & Features.
You can install this genuine new one on any drive and in any folder.
Post #157 How To Replace a Faulty SH5 Game Launcher (http://www.subsim.com/radioroom/showpost.php?p=2263396&postcount=157)
Peter
reignofdeath
07-31-16, 12:14 PM
Install instructions come with the download yes?? I specifically remember a while ago having to go into the TDW generic patcher to switch off things I didn't want (Like real nav and stuff)
ghickey
07-31-16, 01:55 PM
Hello! I've been playing the mod for about 6 months with no issues, until now.
When I go to launch, I get stopped by an UbiSoft loading window that never finishes loading.
Has anybody have this issue recently or know how to get passed?
Thanks
Found a solution and want to let people know. The trick for me is to right click on "sh4.exe", go to properties, compatibility, and check the box labeled "Disable display scaling on high DPI settings." I'mm running windows 8 on a bootcamped iMac, so recent windows update must have changed things around
Luigi1717
08-01-16, 01:10 PM
Hi everyone I'm new to subsim so I'm not sure if I should be posting this here.
I downloaded the mod yesterday following The Norse Cast installation video on youtube and everything went great. The only mod I didn't install was the real navigation, I'm still new to the game and I wouldn't be capable of moving the sub around with that mod.
When I started playing the game though I noticed a few tools were missing, at first I though it was due to the mod, so I went and watched one of The Norse Cast gameplay of the mod and noticed he still had them.
I was somehow able to make all the tools at the bottom left of the screen appear (speed gauges, bearing, fuel etc.) but not the ones on the top right TC indicator and all the other icons. Also al the crew outside the sub when I'm surfaced has disappeared.
What should I do?
Thanks
THEBERBSTER
08-01-16, 02:24 PM
A Warm Welcome To The Subsim Community > Luigi1717
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 (FAQs) & 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)
Tools are compass, ruler, marker, protractor, eraser, not gauges.
IIRC alt + tab will make your deck crew disappear.
You need to reload the saved game.
THEBERBSTER
08-01-16, 02:30 PM
Hi CS
Real Navigation only becomes active when the mod is enabled and AFAIK no other changes need to be made if not using it.
Peter
Luigi1717
08-01-16, 02:56 PM
A Warm Welcome To The Subsim Community > Luigi1717
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 (FAQs) & 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)
Tools are compass, ruler, marker, protractor, eraser, not gauges.
IIRC alt + tab will make your deck crew disappear.
You need to reload the saved game.
Thank you for your feedback, I tried reloading the saved game but unfortunately it didn't work.
What else should I try?
Der Kuenstler
08-01-16, 04:21 PM
Hello all, I'm new to the game and have just installed this megamod - but how I tell if it is working? I don't see any Wolves of Steel indications anywhere when I launch the game, although it appears to launch and work OK.
and i have a question about the neutrals, its October 1939 here and i am looking at 2 danish freighters sailing towards an English port are they legit targets? please tell me they are :arrgh!:
THE_MASK
08-02-16, 05:02 PM
Alright thanks for the reply!
was under the impression that you have to request every mission in the bunker.
anyways onward i go and sink those tommies! :p bit less fortunate then you though, i need to go patrol near Dover, but that can wait will get to scapa flow first :arrgh!:Unless you request the mission in the bunker you wont get any skill points for the crew afaik . Handy to upgrade as much as possible imo . 1 skill point per objective etc .
Well that brings me back to my first point then.
Doesn't that mean that if I was to request the mission from the bunker (breaking the fortress aka scapa flow)
that pretty much means I have to wait until it actually becomes available meaning I have to sail for some time in front of Kiel harbor (until September 10) before entering the bunker?
Ergo i loose around 6 days i could be on patrol plus the days it keeps you in the bunker, so i would sail out again somewhere begin October '39.
I don't mind the crew skill points that much although it would be nice to collect them along the way specially since my raid was a big succes :p. I currently am on British coastal water mission and did the scapa flow mission along the way without requesting it. I noticed that when I close the game it says for breaking the fortress it is finished so I pass the mission I guess, but I will not receive the skill points for the crew once I dock in willemshaven and end the current patrol correct?
THE_MASK
08-02-16, 06:00 PM
Well that brings me back to my first point then.
Doesn't that mean that if I was to request the mission from the bunker (breaking the fortress aka scapa flow)
that pretty much means I have to wait until it actually becomes available meaning I have to sail for some time in front of Kiel harbor (until September 10) before entering the bunker?
Ergo i loose around 6 days i could be on patrol plus the days it keeps you in the bunker, so i would sail out again somewhere begin October '39.
I don't mind the crew skill points that much although it would be nice to collect them along the way specially since my raid was a big succes :p. I currently am on British coastal water mission and did the scapa flow mission along the way without requesting it. I noticed that when I close the game it says for breaking the fortress it is finished so I pass the mission I guess, but I will not receive the skill points for the crew once I dock in willemshaven and end the current patrol correct?Afaik , plenty of time to get skill points .
Tips:
Vecko quote
''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 ''
Vecko can correct me if I am wrong
alright thanks! Yeah indeed time enough to get them more skilled :)
You know anything about the neutrals? Its October and i am looking at 2 juicy Danish freighters sailing towards an English port are they fair game? :p
THEBERBSTER
08-02-16, 06:37 PM
IMO skill/promotion points are very important in the first instance to the Bosun and secondly to the Cook.
It is essential to obtain as much morale as you can get.
peter
THE_MASK
08-02-16, 06:41 PM
Re neutrals .
BDU will send you a CTD afaik .
fitzcarraldo
08-02-16, 08:04 PM
...Also if you attack friends....
Doenitz press "Das Booton" and CTD for you...
Regards.
Fitzcarraldo :salute:
ow damn then i will keep my hands of those Danes :/\\!!
EDIT: I like this mod(pack) a lot. still confused about some things, I noticed the captain log that messages there are directed at U-32 whereas if I check my radio log everything is directed at U-28, and i was confused about the neutrals as bdu send me a message at one point where ships near the east coast, darkened ships between such and such coordinates could be attacked just wanted to double check everything.
Is there a list of dates with nations that are allowed to be attacked?
another EDIT: now i am really confused as i was to break of my attack on those 2 Danish freighters i surfaced and reported those contacts back and send a patrol report to Bdu. all the sudden i get a radio message back from Bdu to attack contacts.
THE_MASK
08-03-16, 02:00 AM
ow damn then i will keep my hands of those Danes :/\\!!
EDIT: I like this mod(pack) a lot. still confused about some things, I noticed the captain log that messages there are directed at U-32 whereas if I check my radio log everything is directed at U-28, and i was confused about the neutrals as bdu send me a message at one point where ships near the east coast, darkened ships between such and such coordinates could be attacked just wanted to double check everything.
Is there a list of dates with nations that are allowed to be attacked?
another EDIT: now i am really confused as i was to break of my attack on those 2 Danish freighters i surfaced and reported those contacts back and send a patrol report to Bdu. all the sudden i get a radio message back from Bdu to attack contacts.Look at the flags chart in the recognition manual . The axis / allied periods should be in there .
THE_MASK
08-03-16, 02:02 AM
Ahoy mateys
Firstly, I must apologize if this has already been addressed, but I had trouble finding it in a search.
My question is pretty simple, actually: Using this wonderful mod pack, I noticed that the bar showing the total tonnage required to finish the british coastal waters mission is no longer visible. Sounds good to me (for realism?).
However, not having played in a long time, I cannot remember whether or not a notification is given once I have sunk the required tonnage to complete the mission off the British coast (in order to move on to the patrol area around northern/northwest britain, whatever that one is called).
I have sunk over 20,000 tons within the red line on the eastern coast of England. I also finally learned how to use the kriegsmarine grid system, and completed all the secondary patrol missions, and now with two torpedoes remaining, planning to sink a couple more--though only finding fishing boats and many, many more warships than I saw when I first arrived! So, thinking of just heading back to base and getting some damage repaired which my repairmen can't seem to fix at sea, and seeing if the British Coastal waters shows as complete when I arrive in bunker.
So, again: Will I be notified while at sea that I've sunk enough tonnage while at sea to be able to move on to the next patrol within the first Coastal Waters campaign, or how will I know?
Oberleutnent zur see Bruce Bodinsen (U-28, 2nd Flotilla) :Kaleun_Salute:
P.S.
Do people still use KSD Commander
Tips:
Vecko quote
''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 ''
Vecko can correct me if I am wrong
Yes I am using KSD (elite flotilla /current)
During a late-night brainfart I accidentally deleted this post! Here is what I said a few posts up ago: (SORRY!)
-------------------------
Ahoy mateys
Firstly, I must apologize if this has already been addressed, but I had trouble finding it in a search.
My question is pretty simple, actually: Using this wonderful mod pack, I noticed that the bar showing the total tonnage required to finish the british coastal waters mission is no longer visible. Sounds good to me (for realism?).
However, not having played in a long time, I cannot remember whether or not a notification is given once I have sunk the required tonnage to complete the mission off the British coast (in order to move on to the patrol area around northern/northwest britain, whatever that one is called).
I have sunk over 20,000 tons within the red line on the eastern coast of England. I also finally learned how to use the kriegsmarine grid system, and completed all the secondary patrol missions, and now with two torpedoes remaining, planning to sink a couple more--though only finding fishing boats and many, many more warships than I saw when I first arrived! So, thinking of just heading back to base and getting some damage repaired which my repairmen can't seem to fix at sea, and seeing if the British Coastal waters shows as complete when I arrive in bunker.
So, again: Will I be notified while at sea that I've sunk enough tonnage while at sea to be able to move on to the next patrol within the first Coastal Waters campaign, or how will I know?
Oberleutnent zur see Bruce Bodinsen (U-28, 2nd Flotilla) :Kaleun_Salute:
P.S.
Do people still use KSD Commander
<QUOTE FROM SOBER BELOW>
Tips:
Vecko quote
''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 ''
Vecko can correct me if I am wrong
Yes I am using KSD (elite flotilla /current)
-------
Forgive me if I misunderstood you reply, sober (and thanks for the quick response), but I meant I am confused how much tonnage I need to sink to finish the Eastern Brit Coast operation and move on to Northwest Approaches, if thats' what it's called. Are you saying I should return to base and then the map should say that that operation has been completed? I was under the impression that I should reload at friendly when necessary, and then go out and keep sinking off the east coast with the red line until that op has been completed (ie, sunk enough vessels) and get the 'Finished' status on the screen that shows when you exit: ie, First deployment: finished, Polish thing: finished. Hope I'm making sense. Thanks for tolerating my ignorance.
http://www.subsim.com/radioroom/smartdark/user_online.gif http://www.subsim.com/radioroom/smartdark/report.gif (http://www.subsim.com/radioroom/report.php?p=2423513) http://www.subsim.com/radioroom/smartdark/edit.gif (http://www.subsim.com/radioroom/editpost.php?do=editpost&p=2423513)
THE_MASK
08-03-16, 02:40 AM
During a late-night brainfart I accidentally deleted this post! Here is what I said a few posts up ago: (SORRY!)
-------------------------
Ahoy mateys
Firstly, I must apologize if this has already been addressed, but I had trouble finding it in a search.
My question is pretty simple, actually: Using this wonderful mod pack, I noticed that the bar showing the total tonnage required to finish the british coastal waters mission is no longer visible. Sounds good to me (for realism?).
However, not having played in a long time, I cannot remember whether or not a notification is given once I have sunk the required tonnage to complete the mission off the British coast (in order to move on to the patrol area around northern/northwest britain, whatever that one is called).
I have sunk over 20,000 tons within the red line on the eastern coast of England. I also finally learned how to use the kriegsmarine grid system, and completed all the secondary patrol missions, and now with two torpedoes remaining, planning to sink a couple more--though only finding fishing boats and many, many more warships than I saw when I first arrived! So, thinking of just heading back to base and getting some damage repaired which my repairmen can't seem to fix at sea, and seeing if the British Coastal waters shows as complete when I arrive in bunker.
So, again: Will I be notified while at sea that I've sunk enough tonnage while at sea to be able to move on to the next patrol within the first Coastal Waters campaign, or how will I know?
Oberleutnent zur see Bruce Bodinsen (U-28, 2nd Flotilla) :Kaleun_Salute:
P.S.
Do people still use KSD Commander
<QUOTE FROM SOBER BELOW>
Tips:
Vecko quote
''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 ''
Vecko can correct me if I am wrong
Yes I am using KSD (elite flotilla /current)
-------
Forgive me if I misunderstood you reply, sober (and thanks for the quick response), but I meant I am confused how much tonnage I need to sink to finish the Eastern Brit Coast operation and move on to Northwest Approaches, if thats' what it's called. Are you saying I should return to base and then the map should say that that operation has been completed? I was under the impression that I should reload at friendly when necessary, and then go out and keep sinking off the east coast with the red line until that op has been completed (ie, sunk enough vessels) and get the 'Finished' status on the screen that shows when you exit: ie, First deployment: finished, Polish thing: finished. Hope I'm making sense. Thanks for tolerating my ignorance.
http://www.subsim.com/radioroom/smartdark/user_online.gif http://www.subsim.com/radioroom/smartdark/report.gif (http://www.subsim.com/radioroom/report.php?p=2423513) http://www.subsim.com/radioroom/smartdark/edit.gif (http://www.subsim.com/radioroom/editpost.php?do=editpost&p=2423513)There is no tonnage that you have to achieve . Look at your orders on the right hand side (captains page) . It says go to grid X . Patrol there for X amount of time . Forget tonnage requirements . The finished status is time based not tonnage based . Use KSD if you want to make tonnage count .
Ah! I see. So that tonnage bar thing was a vanilla thing then I suppose. Great, I'm getting the hell out of of here then and heading for port! Thanks sober!:subsim:
THEBERBSTER
08-03-16, 04:43 AM
U-Boat numbers and Captain's names can be changed in TDW's Options File Editor Viewer using the Ship's Journal Tab.
Peter
Regarding missions:
I am so sorry that I am probably posting this in the wrong forum, as it probably doesn't directly relate to this wonderful modpack. But, as an addendum/post script/whatever the right word would be, to my last post, can I ask one more thing?
Ok, so I don't have to worry about filling up a tonnage bar to complete the british coast missions. I returned to Memel. So, what do I do now? The british coastal stuff has not been completed (according to the summary screen that shows when you quit the game [pending shows rather than finished]. Should I request the same mission again until the end date in december? Will the mission then show as finished? Or should I move on to 'breaking the fortress,' and hope the former mission shows as 'finished' after the respective deadline passes?
I hope the way I put that made sense.
Thanks in advance, captains.:arrgh!:
Thanks for the tip on the flags, never noticed that addition in the charts.
And i have not fooled around with the TDW's Options File Editor Viewer have to look into that then thanks!
Here is the cause for my confusion so far.
https://s32.postimg.org/m5f74dwtx/SH5_Img_2016_08_03_20_47_39.jpg
This is a screenshot from a save file after I engaged and sunk those Danish targets (figured lets have a go at it have a safe file just in case :p)
The captain log showing U32 the radio message showing U28 (have to change that in the TDW's Options File Editor Viewer then. )
notice the "attack target" message (this message came in after I reported those 2 Danish contacts back) So looking at the newly discovered flags book which i never used.... and going by the dates of when Denmark is on the allied side I would not be allowed to attack them right? For test purposes and the desire to see fireworks I did engaged those. No Bdu CTD though, so i guess those kills won't do me any good career and promotion points wise? Or is it better I just go to my older save file and just avoid those 2 Danish completely as i am probably waiting for that CTD Bdu message?
LesBaker
08-03-16, 04:31 PM
Regarding missions:
I am so sorry that I am probably posting this in the wrong forum, as it probably doesn't directly relate to this wonderful modpack. But, as an addendum/post script/whatever the right word would be, to my last post, can I ask one more thing?
Ok, so I don't have to worry about filling up a tonnage bar to complete the british coast missions. I returned to Memel. So, what do I do now? The british coastal stuff has not been completed (according to the summary screen that shows when you quit the game [pending shows rather than finished]. Should I request the same mission again until the end date in december? Will the mission then show as finished? Or should I move on to 'breaking the fortress,' and hope the former mission shows as 'finished' after the respective deadline passes?
I hope the way I put that made sense.
Thanks in advance, captains.:arrgh!:
Hi Bodin,
You should have been rebased to Kiel after the Baltic mission, where you then chose the British east Coast Mission, therefore you have to return to Kiel to complete the mission, unless you received a message telling you that you have been rebased to Wilhelmshaven, in which case you will have to go to Wilhelmshaven to complete the mission.
Les
THEBERBSTER
08-03-16, 04:33 PM
Hi Bodin
You should never return to Memel once you have left it.
On completing the objective you get an automatic game save and receive a radio message that can also be seen in the Captain's Log telling you of your new base in Kiel.
Make a manual game save 200km from Kiel.
You will not see your next mission before 4th September on your navigation map until 00.00 Nautical time GMT 23.00.
Click on the Anchor and end the patrol at GMT 00.00 or later.
When loading the game again you should now be able to request British Coastal Waters.
Breaking The Fortress usually appears a short time later when you are at sea and it is unlikely that you can request it unless you dock at a later date.
You can still do BTF even though you have not requested it and then continue with BCW.
Pete
Thanks for the replies.
It's Oct 10, 1939. When I selected the british coastal orders, I left my base from Kiel and had been patrolling the various ordered sectors until I received a radio message saying that I'd been reassigned to Wilhemshaven. After I received no more orders to patrol certain sectors, I returned to Wilhelmshaven, selected the anchor and ended mission. I'm a bit confused now ;)
edit: Since sober said (unless Imisunderstood) that there is no maximum tonnage bar to worry about with this mod, I simply returned to base, though british coast is still available, as well as breaking fortress, and another mission as well
edit2: love your tutorial thread btw, theberbster!
THE_MASK
08-03-16, 06:08 PM
Thanks for the replies.
It's Oct 10, 1939. When I selected the british coastal orders, I left my base from Kiel and had been patrolling the various ordered sectors until I received a radio message saying that I'd been reassigned to Wilhemshaven. After I received no more orders to patrol certain sectors, I returned to Wilhelmshaven, selected the anchor and ended mission. I'm a bit confused now ;)
edit: Since sober said (unless Imisunderstood) that there is no maximum tonnage bar to worry about with this mod, I simply returned to base, though british coast is still available, as well as breaking fortress, and another mission as well
edit2: love your tutorial thread btw, theberbster!
Missions /objectives are time based . Go anywhere and sink what you like but remember the highlighted yellow .
Other missions will appear when historically available by time , not by tonnage . Wait for them to appear . When they appear simply go there without requesting it . Or request them while docked to get promotional points for the crew .
If you want tonnage to count then use KSD Commander program . See if you can rack up tonnage to beat other players .
Forget tonnage requirements .
Instead focus on ship sinkings to obtain these
- 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 ''
If you sink neutrals then good luck with getting a new uboat .
THE_MASK
08-03-16, 06:19 PM
Thanks for the tip on the flags, never noticed that addition in the charts.
And i have not fooled around with the TDW's Options File Editor Viewer have to look into that then thanks!
Here is the cause for my confusion so far.
This is a screenshot from a save file after I engaged and sunk those Danish targets (figured lets have a go at it have a safe file just in case :p)
The captain log showing U32 the radio message showing U28 (have to change that in the TDW's Options File Editor Viewer then. )
notice the "attack target" message (this message came in after I reported those 2 Danish contacts back) So looking at the newly discovered flags book which i never used.... and going by the dates of when Denmark is on the allied side I would not be allowed to attack them right? For test purposes and the desire to see fireworks I did engaged those. No Bdu CTD though, so i guess those kills won't do me any good career and promotion points wise? Or is it better I just go to my older save file and just avoid those 2 Danish completely as i am probably waiting for that CTD Bdu message? I think I got confused with neutrals/axis . if you sink neutrals then good luck with getting a new uboat afaik .
At the risk of cluttering the thread further: Sober, I thank you once again sir! :salute:
well i will treat this campaign as a fool around/test campaign untill i have my new PC
Its a bit overwhelming with all the mods in the beginning a lot of information to absorb on some of the concepts on campaign and tools but that makes it that much better :up:
you guys are probably tired of answering the same Q's over and over again :p
thanks for all the replies! :salute:
I noticed the captain log that messages there are directed at U-32 whereas if I check my radio log everything is directed at U-28.
And here I always thought those were messages to an NPC uboat :doh:
So can I change from u-28 with TDW for the sake of KSD--is that a thing people do?
Edit: Also, I can't find myself in the 'elite flotilla' section of ksd. I'd ask on their forum, but don't understand the language... didn't see a lot of explanation in the pdf either. Any quick pointers would be appreciated. If I'm asking too many boring questions, I fully understand if you all want to toss me overboard :)
THEBERBSTER
08-04-16, 05:33 AM
Hi Bodin
When you end your patrols in Wilhelmshaven you can select to 'request' any mission showing.
Remember that 28 days will be added to the patrol you have just finished unless you select the randomized option in KSD.
KSD will allow you the option to randomize 7 to 28 days.
The KSD 'Elite flotilla' will only show players using the 'realistic' 100% settings.
You can match your U-Boat number to your radio messages and KSD by making the change when in the bunker by using TDW's OFEV as I explained.
Peter
Aktungbby
08-04-16, 02:19 PM
Luigi1717!:Kaleun_Salute: Hi everyone I'm new to subsim so I'm not sure if I should be posting this here.
fitzcarraldo
08-05-16, 09:26 PM
Welcome to SUBSIM Luigi!
Fitzcarraldo :salute:
fitzcarraldo
08-05-16, 09:31 PM
Question: Is there some limit to the quantity of radio stations (radio sounds) and music (gramaphone) added to the game? I have a lot of music and radio stations in SH4. Is this possible in TWoS without ruin the stability of the game?
Many thanks and regards.
Fitzcarraldo :salute:
Question: Is there some limit to the quantity of radio stations (radio sounds) and music (gramaphone) added to the game? I have a lot of music and radio stations in SH4. Is this possible in TWoS without ruin the stability of the game?
Many thanks and regards.
Fitzcarraldo :salute:
AFAIK there's no limit to the number of radio stations/music files that can be added to the game. Some file formats such as mp3 can make the game lesser stable though (to be safe, it is better sticking to the wav or ogg formats), and any mispelling in the ini file of scripted radio events will make the game to crash when the game tries finding the mispelled file(s). Problems like that are easy to track down, because no matter what the player does / where he is, the game will alway CTD exactly at the same game date/time. :salute:
fitzcarraldo
08-06-16, 09:19 AM
AFAIK there's no limit to the number of radio stations/music files that can be added to the game. Some file formats such as mp3 can make the game lesser stable though (to be safe, it is better sticking to the wav or ogg formats), and any mispelling in the ini file of scripted radio events will make the game to crash when the game tries finding the mispelled file(s). Problems like that are easy to track down, because no matter what the player does / where he is, the game will alway CTD exactly at the same game date/time. :salute:
Many thanks for the answer! I ever use ogg files in SH4.
Best regards.
Fitzcarraldo :salute:
Sjizzle
08-07-16, 04:00 AM
Offtopic sorry for that
any one know how to fix the nvidia yellow light bulbs ? i have forgot it and seems that i can not fine the patch or the fix for :(
thx again and sorry for the offtopic
THEBERBSTER
08-07-16, 04:17 AM
Hi Sjizzle
If you mean this one then it is in my tutorials downloads section.
nVidia missing lights > Enable JSGME (http://www.mediafire.com/download/67qr2722xdxbn31/nVidia_missing_lights.zip)
Peter
AtomicBetty
08-07-16, 04:03 PM
Does the wind effect your course when running on the surface? It seems like my navigator is accounting for wind drift over time when he makes a dead reckoning fix. IE, I'm running on a course of 290 and the wind is blowing from 244 at 15 knots and my nav fixes keep showing me moving farther and farther SW with each fix.
THEBERBSTER
08-07-16, 06:17 PM
Hi AB
That would be logical to expect all vessels to be affected by the weather.
Peter
fitzcarraldo
08-07-16, 07:04 PM
Offtopic sorry for that
any one know how to fix the nvidia yellow light bulbs ? i have forgot it and seems that i can not fine the patch or the fix for :(
thx again and sorry for the offtopic
I think the correction is included in TWoS (?). I have a Nvidia GC and I donīt have the problem with TWoS.
Regards.
Fitzcarraldo :salute:
Sjizzle
08-08-16, 12:15 AM
Hi Sjizzle
If you mean this one then it is in my tutorials downloads section.
nVidia missing lights > Enable JSGME (http://www.mediafire.com/download/67qr2722xdxbn31/nVidia_missing_lights.zip)
Peter
thx peter that one .......i never this problem before cos i used ATI videocards now i decided to use nvidia
when I download wolves of steel 1.05, it seems there's only 3 mods. Including: Real navigation, the 5x4 patch and wind and fire effects or something. And when I start a new campaign after that, it simply goes nah, and closes.
Anyone able to help?
THEBERBSTER
08-09-16, 04:23 AM
Hi TR
There is something like 120 mods integrated into TWOS.
Did you follow the instructions correctly at Step 2 before adding the mods?
Peter
fitzcarraldo
08-09-16, 07:26 AM
Hi TR
There is something like 120 mods integrated into TWOS.
Did you follow the instructions correctly at Step 2 before adding the mods?
Peter
In your download there will be a main TWoS mod (number 1.) and the others three you wrote. Check the downloaded files and the instructions.
Regards.
Fitzcarraldo :salute:
I used this video step by step :up:
https://www.youtube.com/watch?v=pevSVIsmxhs
Tempest555
08-10-16, 11:00 AM
Thanks for YOUTUBE. It helped. :)
Hi!
I have problem with this modpack. The game is always crashing after save or autosave. I have Windows 10, TWoS 1.05 with patch 15. I reinstalled the game twice. I don't know what to do.
My TWoS is crashing to desktop every time i load into a game pls help.
TWoS v1.05
SH5 v1.2
THEBERBSTER
08-11-16, 11:05 AM
A Warm Welcome To The Subsim Community > Reveen
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)
I have the same setup as you are using without any problems.
Do not install SH5 in the Program File (x86) folder.
Run your applications in administrator mode.
If you followed the installation instructions then you should not have a problem.
Most of these early problems are due to not following or missing one or more of the instructions.
Go over the installation instructions again and also check out the FAQ's
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