View Full Version : [REL]The Wolves of Steel - SH5 Megamod
THEBERBSTER
09-06-16, 06:59 PM
Thanks to Vecko I have just watched all 3 of the Potus YouTube videos.
First time I have understood the attack disk and what it does.
Have added his videos to my tutorials.
Post #150 Let's Play Silent Hunter 5, The Wolves Of Steel Modpack By Potus < New (http://www.subsim.com/radioroom/showpost.php?p=2255292&postcount=150)
Looks like this going to be another series worth watching along with Shaefer's.
Peter
Kumando
09-06-16, 07:02 PM
The chalkboards not showing isnt the command shift i?
The chalkboards not showing isnt the command shift i?
shift+B at default
kevinsue
09-07-16, 06:03 AM
http://i63.tinypic.com/kt4jk.jpg
3rd Reposition completed and haven't met a single enemy ship! The only radio contact would have docked in Freetown before I reached it if I had enough
fuel to get there. Maybe we are the last 44 humans and fourteen torpedoes left on the planet...sigh* :o
EDIT: This latest update 16.6 is as stable as a rock! High TC and heavy seas with a few extra mods on top as well and not a single CTD! :up:
OMG...just realised we're up to Update 16.8 since I left port!:oops:
kevinsue
09-07-16, 06:34 AM
For Info: some of the longer encrypted Enigma messages don't contain the last message indicator groups. Not sure but it would appear that to maintain the encryption format, ie having the message indicator groups at the start and end of the message, the main body of the message can only contain a maximum of 26 groups. :hmmm: Maybe SkyBaron can confirm this....
vdr1981
09-07-16, 08:55 AM
For Info: some of the longer encrypted Enigma messages don't contain the last message indicator groups. Not sure but it would appear that to maintain the encryption format, ie having the message indicator groups at the start and end of the message, the main body of the message can only contain a maximum of 26 groups. :hmmm: Maybe SkyBaron can confirm this....
That's not good...Do you have some screenshots? Date maybe?
How important are those enigma messages? Do I have to encode them? Find it very difficult. Or are these enigma messages not necessary?
kevinsue
09-07-16, 09:40 AM
That's not good...Do you have some screenshots? Date maybe?
http://i63.tinypic.com/2ihxfmc.jpg
This message was complete and stated about carrying out free anti shipping operations or return to base but you'll notice that the end indicator groups are not included in the message. The total number of groups is 30 so the start and end indicator groups will use four places which leaves the main message body to have a maximum of 26 groups. I've noticed that this is the case with some of the longer messages that I have encrypted to practice with.
SkyBaron
09-07-16, 09:54 AM
Yes there's a 224 letters limit on encrypted messages. It makes 56 not 26 groups. (56 groups of 4 letters + 4 indicators = 60 groups) More than enough to convey information :)
The EME won't let you write more than 224 letters as plain text, so during encryption you can figure out which messages are too long and abbreviate them.
Now this looks more like a limitation in the Captain's Log, but I'm not sure.
The message in your screenshot is complete in the Encrypted BdU orders package, for example:
Fail4A=BDU 1345/15/6/40 30 ||NJRN TYRK EZCT TQGE OUOG ITID SZTW DJSR BEAJ SKKR YSNV BLFJ QOYH NFNL QYUY HCWC YVXJ FLGL CBBF SOHR QIXZ YEWK OBEP ULVJ IPCL IPCQ ERZT YAFM NJRN TYRK
vdr1981
09-07-16, 10:03 AM
This message was complete and stated about carrying out free anti shipping operations or return to base but you'll notice that the end indicator groups are not included in the message. The total number of groups is 30 so the start and end indicator groups will use four places which leaves the main message body to have a maximum of 26 groups. I've noticed that this is the case with some of the longer messages that I have encrypted to practice with.
Confirmed...I see what you mean. Luckily, the very same message is correctly shown in radio messages log. But because porting message from captain log to radio messages log can fail sometimes I will have to shorten those "combat task completed messages..."...Nicely spotted...:yep:
Now this looks more like a limitation in the Captain's Log, but I'm not sure.
Exactly...I'll figured out something already...
Tony Tea
09-07-16, 10:37 AM
When reporting a problem/bug/CTD, please make sure to provide answers to following questions:
- How much familiar are you with basic computer operations and modding in general?
- Experienced SH player or a newcomer?
- Confirm that the game is patched to official v1.2.0 version.
- Do you use Steam version of the game?
- Did you check provided install instructions, FAQ and tips and did you find them understandable enough?
- Specify mods you're using and state your mod order (use "Export activated mods list to" JSGME function).
- 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?
- A number of screenshots can be very useful too.
Any report with less details or report like "HELP MY GAME CTD RANDOMLY ALL THE TIME :/\\!!:timeout::down::hmph: !!!" is not helpful at all and it will only cause confusion.
Be thorough in your bug reports so we can diagnose, fix or discard the issue with less time consuming efforts, otherwise we wont see much use of it...
Ahoy comrades! I have successfully installed 1.05 mega mod and included the latest update 16.8. There seems to be an extra update which immediately follows the 1.2 patch in Uplay. I can get to the bunker and when I view the first mission overview it plays through, but when I request to start the mission, I am asked . . .do you really want to sail without choosing a mission?!! I can even take the uboat out and sail away, interact with the crew and navigate without a problem but there aren't any objectives! Has Uplay defeated modding? Any help would be gratefully received - Thanks in advance
vdr1981
09-07-16, 11:30 AM
Ahoy comrades! I have successfully installed 1.05 mega mod and included the latest update 16.8. There seems to be an extra update which immediately follows the 1.2 patch in Uplay. I can get to the bunker and when I view the first mission overview it plays through, but when I request to start the mission, I am asked . . .do you really want to sail without choosing a mission?!! I can even take the uboat out and sail away, interact with the crew and navigate without a problem but there aren't any objectives! Has Uplay defeated modding? Any help would be gratefully received - Thanks in advance
You can request mission from your flotilla commander in bunker...
THEBERBSTER
09-07-16, 11:38 AM
A Warm Welcome Back To The Subsim Community > Tony Tea
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)
elder_gutknecht
09-07-16, 02:50 PM
After a long,long time, at last i get my new pc, i'll try to install this saturday, i'll cross my fingers
Thanks for all your great work
After a long,long time, at last i get my new pc, i'll try to install this saturday, i'll cross my fingers
Thanks for all your great work
Install windows 7 non steam version and you'll have no problem for sure :yeah:
elder_gutknecht
09-07-16, 04:08 PM
Thru uplay
vdr1981
09-07-16, 05:53 PM
Most definitely, the best "Enigma" tutorial so far... :yep:https://www.youtube.com/watch?v=It_WcVBRkRg&list=PLTvkM4PsuYNIRqA_O3HznXUaJ5APcWhKW&index=4
Thanks to Vecko I have just watched all 3 of the Potus YouTube videos.
First time I have understood the attack disk and what it does.
Have added his videos to my tutorials.
Post #150 Let's Play Silent Hunter 5, The Wolves Of Steel Modpack By Potus < New (http://www.subsim.com/radioroom/showpost.php?p=2255292&postcount=150)
Looks like this going to be another series worth watching along with Shaefer's.
Peter
Thanks! :salute: it took me a while to understand it again, but while tinkering around with it on my way to the patrol area it all came back piece by piece.
Understanding this video editing software absorbed some time but i'm getting the hang out of it i guess :p
Its slow paced so far but don't worry we will get to Kiel and further eventually :) just really want to highlight a bunch of the wonderful mods this modpack has :yep:
:Kaleun_Cheers:
THEBERBSTER
09-07-16, 06:37 PM
Hi Potus
Great series, really enjoying them.
I think I watched number 3 about 4 times.
Definitely going to give the attack disk a try now you have explained how to use it.
I have added your number 4.
Post #150 Let's Play Silent Hunter 5, The Wolves Of Steel Modpack By Potus < New (http://www.subsim.com/radioroom/showpost.php?p=2255292&postcount=150)
Peter
siege00
09-07-16, 11:37 PM
Hi Potus
Great series, really enjoying them.
I think I watched number 3 about 4 times.
Definitely going to give the attack disk a try now you have explained how to use it.
I have added your number 4.
Post #150 Let's Play Silent Hunter 5, The Wolves Of Steel Modpack By Potus < New (http://www.subsim.com/radioroom/showpost.php?p=2255292&postcount=150)
Peter
Berbster, when you're ready to take it to the next level, check out the attack disk handbook. It's pretty cool all the things that you can do with it. I've been using it for years. http://www.subsim.com/radioroom//showthread.php?t=126824
kevinsue
09-08-16, 01:08 AM
Berbster, when you're ready to take it to the next level, check out the attack disk handbook. It's pretty cool all the things that you can do with it. I've been using it for years. http://www.subsim.com/radioroom//showthread.php?t=126824
The attack disc manual is included in TWoS Documentation and can be found here: C:\Ubisoft\Silent Hunter 5\The Wolves of Steel - Documentation\NewUIs_TDC_7_5_0_v18_ByTheDarkWraith \Documentation along with a few other goodies including a Sun Almanac And Speed Table.pdf for the war years.
THEBERBSTER
09-08-16, 04:24 AM
Thanks guys for that, I will check it out.
Peter
Most definitely, the best "Enigma" tutorial so far... :yep:https://www.youtube.com/watch?v=It_WcVBRkRg&list=PLTvkM4PsuYNIRqA_O3HznXUaJ5APcWhKW&index=4
Enjoyed it from star to end :up:
kevinsue
09-08-16, 05:06 AM
Third reposition this "Atlantic Air Gap" patrol (AK6662) and haven't fired a single shot in anger.:wah: I can't believe that not a single ship has wandered into our path for this entire patrol. Last patrol was the same until a radio contact had us doing a 10 hour run at flank speed to intercept a large convoy which we managed to sink 9 large merchants and a Dale class oiler for a total of 66,980 tons. :Kaleun_Cheers:
Well..saved again by the radio! 35 hour run to intercept a large convoy and during the run I fell asleep at the wheel and awoke to the sounds of shells whistling overhead and the crew yelling and screaming about us taking damage! We were on the surface at 16 knots and under attack by four Destroyers which had broken away from the convoy to intercept us. :oops: After such a rude awakening and a panicked crash dive, we found that we weren't hurt too badly. Hours of "cat and mouse" followed and during that time, we managed somehow to dispatch three of them to Davey Jones locker with lucky high speed short range shots! The smoke screen from the first hit which was slowly burning was very helpful when trying to take a sneaky look through the periscope. :yep:
Eventually the remaining warship decided to break off the attack and head back to the convoy which seemed to us, to have disappeared completely from visual and hydrophone contact. After he was far enough away from us to avoid being spotted, we surfaced and set in for the long haul back to find the convoy, keeping his smoke on the horizon. During this time the crew transferred the external torpedoes inside so that we could throw every spear when we finally made contact. The skipper of the Destroyer was in no hurry to take his position back in the convoy and was merrily sailing along with a closure rate of about one knot! :mad: Eventually with Christmas fast approaching, we made hydrophone contact again with the convoy. The only problem now was that with us approaching from the rear and the warship between us and the convoy, it would take eternity to overhaul them at the current closure rate.
I decided to close the gap and try for a long shot at his stern. Needless to say, I missed! Because it was near dark, no one apparently spotted the G7a bubbles because they just continued on at the same speed and direction. Reluctant to waste another torpedo, but thinking that if I didn't get him out of the way, I would never catch the convoy, I decided to take another shot. At flank speed we closed the gap between us an the Destroyer, staring through the UZO and not daring to take my eyes off him for a second in case he turned to attack. When we were at a range where I thought the watch on the Destroyer would have to be blind not to see us, I took the shot and then hurried below and ordered periscope depth. Taking up a position at the attack scope, I watched for what seemed like forever then all of sudden those words that brings music to your heart..."Torpedotreffer!". We actually managed to hit the damned thing! :D
With that obstacle out of the way, we proceed at high speed until we caught sight of the convoy's smoke then turned to start the tedious task of overhauling. When I figured we had enough lead, we turned into the convoy for the attack. We must have been spotted at some stage because the leading escort made a high speed run towards us with searchlights blazing. We went to "all stop" and he made a wide arc around us and then stopped, probably to listen, right behind our stern tube at the perfect range! :D I can assure you that he will never make that mistake again! :haha:
With nothing to keep the wolves from the sheep, we ventured into the convoy. I set up four good shots from the forward tubes and managed two hits! Goddamned duds! :mad: As soon as those ships were hit, all hell broke loose with merchants heading in every direction! Ahead flank, Back emergency and crash dive was used a number of times to avoid collisions with these wayward vessels! It was like being in the "Dodge em Cars" at the local show!:O: The four remaining torpedoes were fired as they were loaded and we managed another two hits. Not sure if the last duds were because of the range being too short for the torpedo to arm but I suspect that this was the case. We didn't hang around to watch the carnage, as soon as the last eel left the tube, we dived down to fifty meters and set course for Lorient. Not as much tonnage as the last patrol because of the Fleet oiler, but we managed five warships and four merchants for a total of 31,635 GRT.
Just thought I would share this short story in appreciation of the all the work and dedication done by the modders that allow us to experience the immersion that we enjoy because of their selfless labours. :yeah:
http://i64.tinypic.com/1qswli.jpg
http://i65.tinypic.com/dyxg6d.jpg
SkyBaron
09-08-16, 07:44 AM
Most definitely, the best "Enigma" tutorial so far... :yep:https://www.youtube.com/watch?v=It_WcVBRkRg&list=PLTvkM4PsuYNIRqA_O3HznXUaJ5APcWhKW&index=4
Just saw that one too. Very well explained indeed! :) It should be a reference for people confused about how to use the mod.
Lanzfeld
09-08-16, 11:27 AM
nevermind
^^ kevinsue
Great!
What difficulty do you play? I never hate a DD..
kevinsue
09-08-16, 02:53 PM
Great!
What difficulty do you play? I never hate a DD..
86%..I have no external view and no stabilize view unchecked. Makes the UZO useable but the binoculars rock a lot more. I usually only have luck with DD's when they're at low speed and close range with torpedos set to fast and with the gyro's zeroed if possible, because any miscalculations with setting the TDC has less time to effect the shot. Sometimes you just get lucky like on this patrol but more often than not, you fire all your loaded torpedoes off into empty ocean and then spend hours quietly sitting on the bottom with the sound guy repeating over and over.."wasserbomben" :D
86%..I have no external view and no stabilize view unchecked. Makes the UZO useable but the binoculars rock a lot more. I usually only have luck with DD's when they're at low speed and close range with torpedos set to fast and with the gyro's zeroed if possible, because any miscalculations with setting the TDC has less time to effect the shot. Sometimes you just get lucky like on this patrol but more often than not, you fire all your loaded torpedoes off into empty ocean and then spend hours quietly sitting on the bottom with the sound guy repeating over and over.."wasserbomben" :D
Understand, good work kevin :)
If you fire with zero gyro, you at first doesn't need to set any distance, the distance set is therefor just timer for your stopwatch. But without zero gyro, you need even distance set somewhat precisely.
It depends. there are a lot of firing method.
I admire at most these ones (http://subsim.com/radioroom/showthread.php?t=225129)..
Of course i fire mostly from stationary at 90 AOB target with 0 gyroangle. Last time a totally carnaged 5kt freighter by 2 eels.
I fired first at 3,5m depth contact pistol to the middle (to be sure) and one to 2,5m contact pistol to the front to be sure to destroy him.
He was for about 2km distant, ~10m/s wind (it was the reason why i fired with contact pistol).
And i hit both witm chirurgic accuracy.
i want to meet some convoy again, i spent about 2 months in atlantic without meeting any one :)
kevinsue
09-08-16, 03:33 PM
I keep an eye on the radio contact reports of large slow convoys in the Captains log and plot their position and course. Any that look like they're heading in my general direction, I start plotting their progress using the speed charts and work out if there is a chance to intercept. The convoy's usually maintain the course and speed given with the initial contact report unless they are nearing their destination.
Von_Stolzenberg
09-08-16, 03:42 PM
Thank you for this mod pack, maybe I will fine tune it a bit. As I dont like the rusty Ship so much (because of the texture clipping here and there)
But it is really a wonderful collection and spending some time to decrypt messages with the M4 is so god damn awesome. The PDF manual is really great.
also I fel miserable as I am only playing with 50% difficulty and I suck at navigation and memorizing alll the stuff I need to successfully calculate a torpedo setting for an attack.
Still have much fun =)
ohh BTW I can not figure out how to use the Options editor.... so I cant test the UI mods as well as finally get rid of changing options on map screen over and over again.
kevinsue
09-08-16, 04:05 PM
I admire at most these ones (http://subsim.com/radioroom/showthread.php?t=225129)..
Thanks for that...excellent thread! :up:
Thanks for that...excellent thread! :up:
Yeah the best! :up:
The best thing is this really works in TWOS!
Thank you for this mod pack, maybe I will fine tune it a bit. As I dont like the rusty Ship so much (because of the texture clipping here and there)
But it is really a wonderful collection and spending some time to decrypt messages with the M4 is so god damn awesome. The PDF manual is really great.
also I fel miserable as I am only playing with 50% difficulty and I suck at navigation and memorizing alll the stuff I need to successfully calculate a torpedo setting for an attack.
Still have much fun =)
ohh BTW I can not figure out how to use the Options editor.... so I cant test the UI mods as well as finally get rid of changing options on map screen over and over again.
I believe 100% of the guys playing lower difficulty TWOS just dont have all the info how relationship of sub with target does work.
You always have triangle there and most of the time the triangle tips are your stationary position, and 2 positions of your target. position where you are get all the info at first and position where you want to fire.
my #1 rule EVER is - If you see ship at some bearing and you know its AoB - you can simply subtract its future bearing at future AoB 1:1 - Its because the rule every inner angles in triangle sums always 180.
So when you see ship goes from your left to the right at bearing 270, with AoB 60 - it means you see him at tip of triangle with 60 degrees angle, you can say right now, he will be AoB 90 at your bearing 300! (270 + (90-60))
Because when you draw it, you have the triangle with his position at AoB60, his future position at 90AoB and your position.
The point at future 90AoB is 90 degrees, its current position 60 AoB = 60 degress, the angle at your position is therefore 180-90-60=30 degrees.
So it even means that if you want to shoot at his 120 AoB (when he will be already moving away), it will be at your bearing when you've seen him 90AoB+30 = 330. Everytime the same!
And what more - If you know where he will be 90 AoB, yhou dont ever need to mess with TDC manually, just move the periscope to the bearing were he will be 90 Aob, set TDC to manual, insert 90AoB, set TDC back to auto, move peri to him and you got him - TDC will show always his current AoB now dynamically!
And you didn't have to input some bullshet like 43 degrees AoB or something like this. You can always set 90 AoB easily into TDC..
Check this post (http://subsim.com/radioroom/showthread.php?t=224627)
vdr1981
09-08-16, 05:28 PM
You've done a lot of writing about "attack trigonometry" Palmic but they are somewhat hidden on forum...:yep:Maybe you should put some links in your signature ?:yep:
You've done a lot of writing about "attack trigonometry" Palmic but they are somewhat hidden on forum...:yep:Maybe you should put some links in your signature ?:yep:
Yeah sorry, exactly :salute:
vdr1981
09-08-16, 05:55 PM
Anyone for yet another YT LP series? :O: https://www.youtube.com/watch?v=GFOkWwyLs9o
kevinsue
09-08-16, 06:56 PM
Hi Vecko, just docked at Lorient and about to update to 16.8. You aren't about to release Update 16.9 any time soon are you? :D
You dont need to wait for dock, you just need to save game and turn it off for few minutes to update the game :)
kevinsue
09-09-16, 12:29 AM
Lorient would be a fun port to enter on a dark stormy night. Except for the two light houses, there doesn't appear to be any other navigation beacons
marking the channel etc as the other ports such as Memel, Kiel and Wilhelmshaven have. Does anyone know if they have they just been omitted, or is
there some other reason for this? :hmmm: I suppose with French Champagne and Mademoiselle's waiting in port, expecting them to light the way as well
may be just expecting a little too much...:03:
Departed Lorient at 02:30 and still no channel beacons. Can anyone tell me which files contain the data that places these objects ingame. I'll try to replace those files to see if I can get those beacons back. :06:
THE_MASK
09-09-16, 01:41 AM
Departed Lorient at 02:30 and still no channel beacons. Can anyone tell me which files contain the data that places these objects ingame. I'll try to replace those files to see if I can get those beacons back. :06:What campaign ?
kevinsue
09-09-16, 02:13 AM
What campaign ?
G'day sober, I'm doing "Happy Times" at the moment.
THE_MASK
09-09-16, 02:31 AM
G'day sober, I'm doing "Happy Times" at the moment.I thought i had WOS but i dont . It would take too long for me to download at adsl speeds . No NBN here :down: Bizarre that you dont have Lorient Bouys .
kevinsue
09-09-16, 04:37 AM
I just reloaded an earlier save game departing Wilhelmshaven and there are no beacons there as well. I know when I started that patrol, I was fairly certain that the beacons were present. Come to think of it, now I can't be 100% sure because I had started the HT campaign and transferred to Lorient during the patrol. I know for sure that the beacons were there during the Total Germany campaign because I used them a couple of times arriving back at port during the night. :hmmm:
THE_MASK
09-09-16, 05:06 AM
I just reloaded an earlier save game departing Wilhelmshaven and there are no beacons there as well. I know when I started that patrol, I was fairly certain that the beacons were present. Come to think of it, now I can't be 100% sure because I had started the HT campaign and transferred to Lorient during the patrol. I know for sure that the beacons were there during the Total Germany campaign because I used them a couple of times arriving back at port during the night. :hmmm:I use this mod as well .
http://www.subsim.com/radioroom/showthread.php?t=225824
WildBlueYonder
09-09-16, 05:13 AM
New LP here: https://www.youtube.com/watch?v=xLtv4Eei-vk
kevinsue
09-09-16, 07:58 AM
I just reloaded an earlier save game departing Wilhelmshaven and there are no beacons there as well. I know when I started that patrol, I was fairly certain that the beacons were present. Come to think of it, now I can't be 100% sure because I had started the HT campaign and transferred to Lorient during the patrol. I know for sure that the beacons were there during the Total Germany campaign because I used them a couple of times arriving back at port during the night. :hmmm:
I downloaded TWoS 1.05 again and did a complete new install but keeping the SH5 folder in My Documents and still no beacons at Lorient or Wilhelmshaven. I then started a new HT campaign with a new SH5 folder, and now I have all the beacons back at Wilhelmshaven. I'm sure they'll be back at Lorient when I get there as well. The other thing that I didn't notice was missing until the beacons reappeared was the coastal defence batteries which are now back as well. There must have been some sort of glitch when I started the original HT campaign for those objects not to appear ingame. :hmmm:
I downloaded TWoS 1.05 again and did a complete new install but keeping the SH5 folder in My Documents and still no beacons at Lorient or Wilhelmshaven. I then started a new HT campaign with a new SH5 folder, and now I have all the beacons back at Wilhelmshaven. I'm sure they'll be back at Lorient when I get there as well. The other thing that I didn't notice was missing until the beacons reappeared was the coastal defence batteries which are now back as well. There must have been some sort of glitch when I started the original HT campaign for those objects not to appear ingame. :hmmm:
IIRC OHs buoys are set as "environmental" units and, likewise other unit types, they have game entry and exit dates. Is it possible that their timespan was unadvertently set so that it doesn't cover the campaign(s) you are currently playing? :hmm2:
Indeed, another possible explaination is a corrupt game save :yep:
vdr1981
09-09-16, 08:55 AM
New LP here: https://www.youtube.com/watch?v=xLtv4Eei-vk
Ooo please, give me a break....:haha:
vdr1981
09-09-16, 09:17 AM
Hi Vecko, just docked at Lorient and about to update to 16.8. You aren't about to release Update 16.9 any time soon are you? :D
Don't worry , the update will be "patrol friendly"...:yep: for you at least...
Regarding your problem...All campaign data (units positions, types ect) are saved in large mis file inside your gamesave so it is perfectly understandable why you have the same issues with old gamesaves even after full game installation.
Campaign changes always require new campaign start or advancement to the next one...:yep:
Von_Stolzenberg
09-09-16, 01:10 PM
Ohh and thix for the added KSD stuff, really nice thing. Already edited my profile and added some little Info about my Feindfahrten in there.
(F. von Stolzenberg)
@Palmic:
well I guess I have to read that thrice or more to fully understand what you described, esp scince I have to translate it into german and understand it then ^^
Also I feel like cheating as I sunk my last 3 Freighters while aproching from behind in the night, and shot torpedoes on magnetic pistol from behind. So the sharp angle doesnt dud the Torpedoe and it will explode anyway. If that doesnt work or malfunction comes in the way I close in even more and shoot a close range torpedo when the freighter is zig zagging. This way it turns into the torpedo
cheap trick I guess
Btw... no luck on finding any shipping...
3rd Feindfahrt and encountered only other german Submarines (5 of them!)
THEBERBSTER
09-09-16, 06:34 PM
New video episodes on YouTube
Post #236 Shaefer’s 2016 Season 3 Silent Hunter 5 (TWOS v1.05) YouTube Videos (http://www.subsim.com/radioroom/showpost.php?p=2330169&postcount=236)
Post #150 Let's Play Silent Hunter 5, The Wolves Of Steel Modpack By Potus < New (http://www.subsim.com/radioroom/showpost.php?p=2255292&postcount=150)
Peter
kevinsue
09-10-16, 12:58 AM
There was an old mod that repositioned both periscopes to fit correctly into the housings when they were fully lowered. It has been incorporated in various modpacks for the Type VII-A and B models and is in TWoS. Does anyone know if there has ever been a mod to correctly place the periscopes for the Type VII-C, and if not would it be only a matter of adding the C model to the original mod as the Turms seem share commonality between the B and C models? Not really a big issue but it would be nice to have the Type VII-C's scopes sitting in the correct position if it wasn't a major undertaking. :yep:
Type VII-A & B lowered periscope position.
http://i65.tinypic.com/14b6u8h.jpg
Type VII-C lowered periscope position.
http://i67.tinypic.com/bg8gg1.jpg
Torpedo
09-10-16, 04:32 AM
There was an old mod that repositioned both periscopes to fit correctly into the housings when they were fully lowered. It has been incorporated in various modpacks for the Type VII-A and B models and is in TWoS. Does anyone know if there has ever been a mod to correctly place the periscopes for the Type VII-C, and if not would it be only a matter of adding the C model to the original mod as the Turms seem share commonality between the B and C models? Not really a big issue but it would be nice to have the Type VII-C's scopes sitting in the correct position if it wasn't a major undertaking. :yep:
Type VII-A & B lowered periscope position.
http://i65.tinypic.com/14b6u8h.jpg
Type VII-C lowered periscope position.
http://i67.tinypic.com/bg8gg1.jpg
Hi kevinsue!
this mod fixes the height of the periscope when lowered in the Type VII-C
http://www.mediafire.com/download/l6vmfnu4n4043uc/Pascal-sh5-VIIC-correct_periscope_in_tube.zip
Type VII-C
http://i728.photobucket.com/albums/ww281/Torpedo_01/periscope_zpstl4zjnlt.jpg (http://s728.photobucket.com/user/Torpedo_01/media/periscope_zpstl4zjnlt.jpg.html)
and this for the Type VII-B
http://www.mediafire.com/download/6cls8r4l81q4csb/Pascal-sh5-VIIB-correct_periscope_in_tube.zip
Torpedo
P.S. Credits to Pascal
elder_gutknecht
09-10-16, 06:25 AM
Need your help, i know this not the right place but it's the most read
I install the game thru uplay, install german and english option, i have now and after some silly hours german voices but can't activate english text to install correctly TWOS mod
Can you help me?
Thanks
kevinsue
09-10-16, 06:26 AM
Hi kevinsue!
this mod fixes the height of the periscope when lowered in the Type VII-C
http://www.mediafire.com/download/l6vmfnu4n4043uc/Pascal-sh5-VIIC-correct_periscope_in_tube.zip
and this for the Type VII-B
http://www.mediafire.com/download/6cls8r4l81q4csb/Pascal-sh5-VIIB-correct_periscope_in_tube.zip
Torpedo
P.S. Credits to Pascal
Thanks for the link..downloading now :up: Maybe Vecko can have a look and see if it can be used for the VII-C in TwoS.
vdr1981
09-10-16, 06:58 AM
Thanks for the link..downloading now :up: Maybe Vecko can have a look and see if it can be used for the VII-C in TwoS.
The mod is already in TWoS...Author never fixed all conning towers available in the game...
Von_Stolzenberg
09-11-16, 04:38 AM
I am so bad with torpedo aiming.... 4 our of 4 missing on 2900m...
And this time I tried to feed the Computingmachine with information... but my guess on AoB was too bad... missed on a few meters.
And to make things worse the Tanker was armed and opened fire.
But after some cat and mouse I sank booth freighters for 7800 BRT.
I guess we found a new green recruit of the Kriegmarine almost dooming his boat.
kevinsue
09-11-16, 05:47 AM
I am so bad with torpedo aiming.... 4 our of 4 missing on 2900m...
And this time I tried to feed the Computingmachine with information... but my guess on AoB was too bad... missed on a few meters.
And to make things worse the Tanker was armed and opened fire.
But after some cat and mouse I sank booth freighters for 7800 BRT.
I guess we found a new green recruit of the Kriegmarine almost dooming his boat.
The RAOBF ingame tutorials are very good for learning how to acquire the data to input into the TDC. It teaches you to get a quick firing solution while observing the target through the periscope.
elder_gutknecht
09-11-16, 07:58 AM
Some problems installing TDW generic patcher
Windows 10 and uplay SHV download
When you open "GenericPatcher.cfg" and after some attemps, you must edit the archive like this
ClientAreaWidth=1184
ClientAreaHeight=765
LanguagePackInUse=C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5\TDW_GenericPatcher_v_1_0_168_0\LanguagePacks\Eng lish
CameraManager.act=C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5
EnvSim.act=C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5
kernel.dll=C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5
sh5.exe=C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5
SHCollisions.act=C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5
SHSim.act=C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5
SHSound.act=C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5
SH_NClient.dll=C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5
SimData.dll=C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5
After that, just continue with the instructions to install it, please vdr1981, warn this when you try to install generic patcher with win10 and uplay download game
Also there is a problem with german voices if you try uplay download, that it is easily solved
Start the game and exit, just copy the archives in SHV/Data/LngGameData/Voices/German/Data/Sound/Speech
Go to SHV/Data/Sound/Speech, delate or save the english voices archives and copy the german voices, and if you want you can hear the intro in german, use the same patch but with movies instead of voices, and copy
I hope it was useful
Akula Osis
09-11-16, 08:41 AM
As per this graphic:
http://i1278.photobucket.com/albums/y514/Akula_Osis_SC/2016-09-11%2009_29_42-RELThe%20Wolves%20of%20Steel%20-%20SH5%20Megamod%20-%20SUBSIM%20Radio%20Room%20Forums_zpsoak2dcve.png
Where do I find item #6? Searching with no luck under downloads.
S!
elder_gutknecht
09-11-16, 08:53 AM
Please read the instructions of first post, clear and easy
Did you download the steam version?, if i´m right this mod doesn´t works with steam
Akula Osis
09-11-16, 09:15 AM
Please read the instructions of first post, clear and easy
Did you download the steam version?, if i´m right this mod doesn´t works with steam
Which post are you responding to? If it's mine, I am not using Steam.
S!
elder_gutknecht
09-11-16, 09:44 AM
Then if you follow the instructions, when you open jsgme, you must see all the mods at your left, and then click in center to be activated at your right
Akula Osis
09-11-16, 10:18 AM
Then if you follow the instructions, when you open jsgme, you must see all the mods at your left, and then click in center to be activated at your right
Ah, yes. I have #1 ,#2, #3, #4, #5 but looking for #6 (optional) which are not included in the download link.
S!
THEBERBSTER
09-11-16, 10:31 AM
Hi guys
IIRC from update update 16.1 the Encrypted BDU Orders mod is included.
When you enable update 16.1 or later the Encrypted BDU Orders mod is placed in JSGME disabled.
You then enable the mod as usual.
Peter
THEBERBSTER
09-11-16, 10:34 AM
Do not install your applications in the Program File (x86) Folder.
Peter
Akula Osis
09-11-16, 10:46 AM
Hi guys
IIRC from update update 16.1 the Encrypted BDU Orders mod is included.
When you enable update 16.1 or later the Encrypted BDU Orders mod is placed in JSGME disabled.
You then enable the mod as usual.
Peter
Got it, found it and thanks.
How does one bypass the UPlay installer and do a custom install? Or can that be done with that install method?
S!
elder_gutknecht
09-11-16, 11:37 AM
Do not install your applications in the Program File (x86) Folder.
Peter
Why? thats where the SHV uplay install, and now just change the patch of the generic patcher, works fine, any future problem?
Thanks
vdr1981
09-11-16, 11:44 AM
Ah, yes. I have #1 ,#2, #3, #4, #5 but looking for #6 (optional) which are not included in the download link.
S!
It will became available automatically after you enable the update...
Do not install your applications in the Program File (x86) Folder.
Peter
Really, why?
Von_Stolzenberg
09-11-16, 12:04 PM
BTW I still couldnt get the options enabler working, so I can not do user configs for periscope presets and so on. also the steps described in the FAQ dont work for me
vdr1981
09-11-16, 12:08 PM
BTW I still couldnt get the options enabler working, so I can not do user configs for periscope presets and so on. also the steps described in the FAQ dont work for me
How about to edit only one tab at the time and then save and restart OFEV?
EDIT:
Try now, I have edited OFEV instructions a bit...:yep:
Tony Tea
09-11-16, 12:43 PM
When reporting a problem/bug/CTD, please make sure to provide answers to following questions:
- How much familiar are you with basic computer operations and modding in general?
- Experienced SH player or a newcomer?
- Confirm that the game is patched to official v1.2.0 version.
- Do you use Steam version of the game?
- Did you check provided install instructions, FAQ and tips and did you find them understandable enough?
- Specify mods you're using and state your mod order (use "Export activated mods list to" JSGME function).
- 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?
- A number of screenshots can be very useful too.
Any report with less details or report like "HELP MY GAME CTD RANDOMLY ALL THE TIME :/\\!!:timeout::down::hmph: !!!" is not helpful at all and it will only cause confusion.
Be thorough in your bug reports so we can diagnose, fix or discard the issue with less time consuming efforts, otherwise we wont see much use of it...
After several clean installs, I have finally got to play Wolves of Steel, thanks so much guys!! Ok a couple of questions - I am playing the 1.05 main mod, with the 16.8 update and the Wind and Smoke; with nothing else! I wanted to leave out Real Navigation until seeing the game for the first time. The only CTD problem so far has happened during talking to the bosun. I attempted to change to the recommended SH3 UI and accessed TDW Profile Viewer but found only SH5 Enhanced active with no other selection? And finally, it would be nice to get the original binoculars and uzo stations functioning again - Any help appreciated friends!! And a note to others - Subscribe if you need to - This is how SH5 should look and feel!!! One happy member, Thanks again!!:Kaleun_Salute:
Ashikaga
09-11-16, 12:47 PM
QUESTION :
Where can I find the Protractor and ruler images ? I need to mirror and flip them since they now show South at North and North at South.
Tonci87
09-11-16, 01:04 PM
QUESTION :
Where can I find the Protractor and ruler images ? I need to mirror and flip them since they now show South at North and North at South.
That might be intentional. If you want to draw a north course the line you draw will go through the buttom of the image...
THEBERBSTER
09-11-16, 02:07 PM
Hi Vecko
The program (x86) File Folder and the Program Files Folder are both directories and have restrictions attached to them.
Rockin Robbins gave a more detailed account on this a while back why these directories should not be used IIRC.
While game launcher always defaults to the x86 folder you do not have to accept that as there is also another genuine version that can be installed on any drive and in any folder.
Peter
vdr1981
09-11-16, 02:22 PM
While game launcher always defaults to the x86 folder you do not have to accept that as there is also another genuine version that can be installed on any drive and in any folder.
Peter
I thought that default path is always "C:\Ubisoft\Silent Hunter 5"?:hmmm:
vdr1981
09-11-16, 03:24 PM
That might be intentional. If you want to draw a north course the line you draw will go through the buttom of the image...
Hehe, exactly...:up:
Actually, I'm always littlebit amused when I see someone who cries out loud "why is my Protractor flipped upside-down" ...:O:
Ashikaga
09-11-16, 03:42 PM
Aha ! Well since I am used to sailing and boating I do not use my protractor and ruler in that way. I draw a line and my ship is the center and the line will give my course by using the nav disc which is on the side of the nav map.
That is why now I have the Tool Helper closed always so I just see the ruler icon and compass icons. Not the discs.
Always put the ship at the center cross when working with your map. :) Basic sailing navigation techniques ehehehehehe.
But I understand why the game has it that way now.
Oh by the way. Not everyone will have the C:/Ubisoft/Silent Hunter 5 directory. Not everyone uses the bought version of the game these days you see. Some use the free version. It is however by default in the program/x86 folder in Windows with the Cfg files in the Documents SH5 folder.
Ashikaga.
vdr1981
09-11-16, 03:46 PM
Aha ! Well since I am used to sailing and boating I do not use my protractor and ruler in that way. I draw a line and my ship is the center and the line will give my course by using the nav disc which is on the side of the nav map.
Twos uses authentic KM tools created by gap...:yep:
vdr1981
09-11-16, 04:14 PM
I'm preparing new update with several fixes an improvements...
No. 16.9 WIP
- Shortened encrypted combat orders with 26+ groups in order to fit them correctly into the captain's log.
- "Pending" mission/objective status renamed to "On-going".
- Airstrikes,cfg, Elite Airbase Modifier=0.8 , was 0.9.
- Edited skill settings for some airbases in late war campaigns.
- New charts category - Harbor Charts : Added 11 DieReeperbahn's harbor charts of most frequently used ports. Very useful addition for real navigation...
- Removed some duplicated and less used charts.
Note that Captains sailing right now with Update No. 16.6 to 16.8 can enable the new update on patrol without problems...
Few pics of awesome looking DieReeperbahn's harbor charts...
https://s6.postimg.org/q1z4hszch/SH5_Img_2016_09_11_22_08_50.jpg
https://s6.postimg.org/6leeva48h/SH5_Img_2016_09_11_22_10_58.jpg
THEBERBSTER
09-11-16, 06:22 PM
Just use the draggable compass.
You can flip it either way.
Peter
Von_Stolzenberg
09-11-16, 06:29 PM
Ha finally some success on my 3rd feindfahrt. Another 2 freighters down and this time I tried the method with drawing lines, using a 90° approach and setting everything up... and it actually worked just fired a single Aal ( after 3-4 reloads)
Guess I will try again to sink more Landingships =) ~37.00tonns now at least not bad for November 39 (at least for me)
will try to enable the options tomorrow. still most awesome mod
btw. now that i installed SH3 again and was turned down by the graphics... I really miss the crew management and workshifts for the crew in SH5, would have been soo much potentian
THEBERBSTER
09-11-16, 06:33 PM
Hi Vecko
I thought that default path is always "C:\Ubisoft\Silent Hunter 5"?:hmmm:Cannot give you answer on that one as I cannot remember.
I was just saying in my post the game launcher application does not have to go in the x86 folder there is another option if you use this.
http://forums.ubi.com/showthread.php/675733-Ubisoft-Game-Launcher-Download-Forums
Peter
vdr1981
09-11-16, 06:39 PM
Hi Vecko
Cannot give you answer on that one as I cannot remember.
I was just saying in my post the game launcher application does not have to go in the x86 folder there is another option if you use this.
http://forums.ubi.com/showthread.php/675733-Ubisoft-Game-Launcher-Download-Forums
Peter
Well, if The Norse Cast says that it is "C:\Ubisoft\Silent Hunter 5" than it is "C:\Ubisoft\Silent Hunter 5"...Ende!...:03:https://youtu.be/pevSVIsmxhs?t=3m32s
btw. now that i installed SH3 again and was turned down by the graphics... I really miss the crew management and workshifts for the crew in SH5, would have been soo much potentian
Very true...
elder_gutknecht
09-12-16, 01:04 AM
Theberbster
I installed the uplay game launcher and the game in c programs x86, without problems, the only problem it's that the path for generic patcher must be changed, as i wrote in my previous post
Open new career and have my orders, i'll install the new update today and start my patrol, i let you know if there are problems
Shaefer
09-12-16, 03:27 AM
Hello guys! :salute:
I was wondering if there is a way for me to get the original music back in the game when I am on patrol!?:hmmm:
I did not backup the music folder before modding the game, which I definitely should have done, but thats to late now.
I have the CD for the game, and the music files are on the CD in data1 or data 2.
Do I need some fancy program to extract the files and copy them into the game?
Or maybe I could install the game on a different HD; the only thing I am worried about is if that will mess up the files in documents like settings and stuff.
I tried to upload an episode with the soundtrack in the modpack, and that was insta flagged for copyright violation.:O: So I took it down.
THEBERBSTER
09-12-16, 05:01 AM
Hi Shaefer
Reference my PM.
Peter
kevinsue
09-12-16, 05:20 AM
Hello guys! :salute:
I was wondering if there is a way for me to get the original music back in the game when I am on patrol!?:hmmm:
I did not backup the music folder before modding the game, which I definitely should have done, but thats to late now.
I have the CD for the game, and the music files are on the CD in data1 or data 2.
Do I need some fancy program to extract the files and copy them into the game?
Or maybe I could install the game on a different HD; the only thing I am worried about is if that will mess up the files in documents like settings and stuff.
I tried to upload an episode with the soundtrack in the modpack, and that was insta flagged for copyright violation.:O: So I took it down.
Hey Sheafer, I can upload the original music folder for you, just let me know if you need it still.
Shaefer
09-12-16, 06:38 AM
Hi Shaefer
Reference my PM.
Peter
Thank you very much.
Hey Sheafer, I can upload the original music folder for you, just let me know if you need it still.
Peter beat you to it, but thanks anyway :salute:
Lanzfeld
09-12-16, 02:53 PM
Hello:Kaleun_Salute:
Can someone describe, in some detail, what the navigation marker and the super marker are used for in TWOS with real navigation enabled?
I'm a bit lost as to what they are for.
Thank you!
Also....since I'm here....
Do you guys go throughout the sub on your first mission and "talk" to the guys and/or try to raise their stats? Is this some sort of way to level the boys up? It seems I have the ability to raise some stats during first voyage. Does the dialog trees have any positive or negative effects?
And......I try to update the sunrise times and the board goes completely inaccurate. Known bug?
Again....thank you
redline202
09-12-16, 03:15 PM
thanks :salute:
Ashikaga
09-12-16, 03:54 PM
Oh I do uinderstand that TWOS uses original nav tools however they were not used upside down the way they are used in the game atm. (Protractor and ruler tool). But yes I use the Nav disc which I can flip. First position, then course line, then disc over it.
Oh.... Is there anyone out there who is in posession of the Almanacs of 1939-1945 ? Would be very welcome when using the sextant for celestial navigation really. And the latitude longtitude digits on the Nav map (not the TAI) are hardly readable.
Do not know how to change their colour or even enlarge them. Well stupid me for still playing on a 1280x1024 screen ;)
By the way. Looks like some great improvements coming up !!!
Still on 16.5 here need to finish this mission before I can upgrade again.
Now in an argument with Bdu who first sent me to a place where there was no booty at all AN1814 so I had to venture into Scapa to get me a Merchant and an escort (Could not find the big prize since it was pitch black outside TDC of course never tells you what it is you lock on hahahaha) And I got both ships from a distance of 11 Kms. Super to see those silly escorts depth charging the totally wrong spot. So I got a new mission warning, New Orders (Pending) which still is pending after at least 4 hours so I will now venture towards a bay where according to the map there is the SS Dronsay, another night attack.
And then Bdu starts saying I should be more agressive. Idiots. Do not send me to a mute area then I telegraphed back. On which they answered continue your mission/current objective. (for which they have not even sent me new orders)
Still a tiny glitch with the Enigma refusing to transfer the translated orders to the Ship's log but well.
Looking forward to the new updates ! The tonning (red and green) of the harbor entrances looks interesting but of course during the war lights were turned off by regulation. Same with the runway lights of Night fighter fields in the Netherlands, they only turned them on quickly and off again when a 110 or an 88 or the later types had to land.
Oh ! Would it be possible to make the rear Map table clickable to open the map ? That way I do not need to get really angry with chief, navigator and mr. Nazi when they stand in my way and I cannot open the map with the mouse. ( I of course then use M, or go to my bunk, lay down and then do my stuff.... hahahahaha)
And then my last perk, it is somehow unable to save my preferences (realism settings) whenever I reload the game it automatically deletes all my settings so I really have to keep in mind to put them all back before loading a game.
:)
Love the game and love even more what you guys made of it !!!
Ashikaga.
:Kaleun_Cheers:
THEBERBSTER
09-12-16, 04:54 PM
The radius of patrol grid reference AN1814 covers Scapa.
This patrol grid objective gives you the chance to take out one or both of the capital ships.
This was once quite easy to do but with Vecko adding the coastal batteries to Scapa this is now a much more difficult task.
IIRC not only can you complete your patrol objective but also Breaking The Fortress.
Ideally you need a medium fog to achieve this.
A heavy fog and are not likely to see anything.
A light fog or no fog and you will be picked off by the coastal batteries.
However it is possible to cheat to get a medium fog.
Peter
Von_Stolzenberg
09-12-16, 04:59 PM
Hmm how much negative Reputation will I get for sinking neutral ships?
There was an american Large Liner (35100 tons!) escorted by 3 Clemson destroyers and its only Nov. 1939.
I knew its neutral.... but I couldnt let him pass to Liverpool
Ashikaga
09-12-16, 05:03 PM
Thank you for that info Peter ! Wish I had the Hood in sight but what I apparently killed was a 1188 tonnes escort and a 2104 tonnes merchant.
NO FOG !
And then there still were three destroyers on the lookout for me but with 10 meters of water between me and the bottom I decided to sneak away and don't push my luck. Now have three fish left. All steam.
Will see what that Steamer is like at Methill ;)
Ashikaga.
@ Von Stolzenberg :
Report to the Marine Küstenpolizei as soon as you return.
I received a very angry call from Joachim von Ribbentrop
.
THEBERBSTER
09-12-16, 05:12 PM
Hi Ashikaga
If by realism setting you mean the Game Play Settings then you need to change these in the bunker and then make a game save so they are kept.
The best time to do this is at the same time when using the TWOS instructions for the bunker save.
Loading the bunker save and your changes are now used and not discarded.
If you are changing them each time you load the game then those settings revert back to the original settings each time they are changed.
Regarding sending the typed Enigma code message to the ship's log I have no problems with that using update 16.5
Peter
THEBERBSTER
09-12-16, 05:14 PM
Hi Ashikaga
How did you get past the coastal batteries with no fog?
Peter
THEBERBSTER
09-12-16, 05:18 PM
Hi VS
Vecko I am sure will explain your folly.
Peter
Lanzfeld
09-12-16, 05:31 PM
Hey Berb....
You seem knowledgable and friendly.....:Kaleun_Applaud:
Care to take a stab at my question from last page?
Many thanks!
Von_Stolzenberg
09-12-16, 05:53 PM
Ohh boy.... Began my Attack on 12:00
Now its 16:20 and I am still at depth 125 and the 3 Destroyers finally broke off their search. Holly molly they were fourious.... hours of sonar search and depth charges. And still my Type VIIA is holding out, only damaged the the air attack 1 week ago.
Guess I have to head back to helligoland to refuel and load some torpedoes.
Ashikaga
09-12-16, 06:36 PM
Hey Peter. How I avoided the coastal batteries ? By not taking Prien's route but the south entrance and staying under water mixed with decks awash and immediately periscope depth or deeper, depending, as soon as someone shouted out escort in sight. I also rely on the UZO and Scope with TDC on to range enemies sighted. And under water my hydrophone guy is gold (it helps when XP points are allocated carefully) . The coastal batteries might have fired or it were depth charges I heard, but they were all nowhere near me. Sneak in, do your thing, sneak out.
And of course firing a torpedo at 11 clicks dead ahead to an anchored target is very doable. The Escort was a bit more tricky but the idiot decided to turn on his search lights about 3 or four clicks away making him an ideal target so I lit him up with two fish. Actually only needed one I later figured out.
About the planes. I chased off an Anson by directed fire and today two Hurricanes swept over my boat one pin pricking, Chased them off too. One hurri was attacking but I fired at him when he was quite near using solid lead angle fire so he broke off the attack and veered away and the other hurri followed him into the wild blue yonder. Probably lacked fuel for a prolonged attack seeing I was about 185 clicks out at sea from their base.
Always use Lead angle when firing at planes !!!
Also see my post in the main SH5 Forum part.
:)
Ashikaga.
THEBERBSTER
09-12-16, 06:38 PM
Hi Lanzfield
Never used either of those markers.
I will check it out asap.
Should answer your other question?
http://www.subsim.com/radioroom/showpost.php?p=2431363&postcount=5674
Peter
mr.artur_96
09-12-16, 06:52 PM
One of user charts is missing after update - the one which you can check grids like BF2111.
Edit:
Also I cant see all harbour charts. :hmmm:
Ashikaga
09-12-16, 06:57 PM
Oh no I hope he did not remove the light grid map !
I use that all the time !
Ashikaga
.
mr.artur_96
09-12-16, 07:00 PM
One of user charts is missing after update - the one which you can check grids like BF2111.
Edit:
Also I cant see all harbour charts. :hmmm:
Oh no I hope he did not remove the light grid map !
I use that all the time !
Ashikaga
.
Exactly, the "light grid map". I forgot the name of this chart :O:
vdr1981
09-12-16, 07:26 PM
Hey Berb....
You seem knowledgable and friendly.....:Kaleun_Applaud:
Care to take a stab at my question from last page?
Many thanks!
I'll try to wright down more detailed post about TDW supermarks tomorrow.
One of user charts is missing after update - the one which you can check grids like BF2111.
Edit:
Also I cant see all harbour charts. :hmmm:
Oh no I hope he did not remove the light grid map !
I use that all the time !
Ashikaga
.
Of course I did not remove grid chart...
Use old "dragable.TDW" trick ,described in FAQ, to restore original charts positions...
kevinsue
09-12-16, 07:31 PM
Hi Lanzfield
Never used either of those markers.
I will check it out asap.
Should answer your other question?
http://www.subsim.com/radioroom/showpost.php?p=2431363&postcount=5674
Peter
The Super mark is used to mark something of interest, for example the position of a convoy from a radio contact report and is saved to the Ships Journal. If you have been tracking its progress, you can use a Super mark to mark its last position before you save and exit the game. You need to have a current Ships Journal active for your patrol which you can do from the SH5 Main Menu before you load your saved game. When you get back ingame, you can use the icon on the bottom of the Ships Journal to import the Super marks back onto the Nav Map. When you do this make sure that the "Read journal entries" box is unchecked and the Super mark/Nav mark boxes are checked otherwise all previous entries will be added again to your current journal and you end up with multiple entries of the same things!!!
The Nav marker is used in a similar fashion if you are doing the navigating yourself. I have noticed that if you shift or add a Nav mark, the Navigator will reference that mark when calculating future DR positions. I'm just starting to learn about doing my own navigation and giving old Emil a well deserved holiday, so I'm not overly familiar with what this marker can and can't do. :D
THEBERBSTER
09-13-16, 04:28 AM
Hi Kevin
Very useful information.:up:
Peter
THEBERBSTER
09-13-16, 04:30 AM
Oh no I hope he did not remove the light grid map !Just scroll down the first menu and you will find Maps.
It is still in the same place as before.
Peter
kevinsue
09-13-16, 05:46 AM
Hi Kevin
Very useful information.:up:
Peter
During replying Vecko had answered and said that he would give a more detailed description so hopefully he will shed some more light on the subject. I usually delete irrelevant entries in the Ships Journal and it was driving me crazy because until i realized to uncheck the "Read Ships Journal Entries" each time I wanted the Super marks to be shown on the Nav map, everything was doubled or quadrupled in the journal. Still waiting with baited breath because SkyBaron had mentioned that he was working on a new celestial navigation mod so I have my fingers crossed!
Lanzfeld
09-13-16, 06:40 AM
Wonderful! I look forward to it.
Also, it is known that the chalkboard sunrise/sunset and moonrise/moonset times are way off? <shift b>
Or am I doing something wrong here?
vdr1981
09-13-16, 07:01 AM
The Super mark is used to mark something of interest, for example the position of a convoy from a radio contact report and is saved to the Ships Journal. If you have been tracking its progress, you can use a Super mark to mark its last position before you save and exit the game. You need to have a current Ships Journal active for your patrol which you can do from the SH5 Main Menu before you load your saved game. When you get back ingame, you can use the icon on the bottom of the Ships Journal to import the Super marks back onto the Nav Map. When you do this make sure that the "Read journal entries" box is unchecked and the Super mark/Nav mark boxes are checked otherwise all previous entries will be added again to your current journal and you end up with multiple entries of the same things!!!
The Nav marker is used in a similar fashion if you are doing the navigating yourself. I have noticed that if you shift or add a Nav mark, the Navigator will reference that mark when calculating future DR positions. I'm just starting to learn about doing my own navigation and giving old Emil a well deserved holiday, so I'm not overly familiar with what this marker can and can't do. :D
Basically that would be it...
I can only add that in order to use supermarks you have to open your nav map with "M" key exclusively. Also, when placing new mark you have to zoom out the map just enough to see your last navfix too (or U-boat position, or last placed supermark ect).
Other stuff are pretty much self explanatory trough numerous tooltips...:yep:
vdr1981
09-13-16, 07:03 AM
Wonderful! I look forward to it.
Also, it is known that the chalkboard sunrise/sunset and moonrise/moonset times are way off? <shift b>
Or am I doing something wrong here?
Hmm, no...:hmmm: I dont think that those features are broken but we'll have to check this with Sjizzle, he knows all about "sky" in SH5...:yep:
Ashikaga
09-13-16, 07:54 AM
Is there any way we can see how injured our officers are ?
Would be quite good if that could be modded into the game somehow.
Ashikaga.
vdr1981
09-13-16, 08:01 AM
Is there any way we can see how injured our officers are ?
Would be quite good if that could be modded into the game somehow.
Ashikaga.
You mean like blood and gore all over the U-boat? :D
Did you find your grid chart?:hmm2:
Tony Tea
09-13-16, 10:33 AM
When reporting a problem/bug/CTD, please make sure to provide answers to following questions:
- How much familiar are you with basic computer operations and modding in general?
- Experienced SH player or a newcomer?
- Confirm that the game is patched to official v1.2.0 version.
- Do you use Steam version of the game?
- Did you check provided install instructions, FAQ and tips and did you find them understandable enough?
- Specify mods you're using and state your mod order (use "Export activated mods list to" JSGME function).
- 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?
- A number of screenshots can be very useful too.
Any report with less details or report like "HELP MY GAME CTD RANDOMLY ALL THE TIME :/\\!!:timeout::down::hmph: !!!" is not helpful at all and it will only cause confusion.
Be thorough in your bug reports so we can diagnose, fix or discard the issue with less time consuming efforts, otherwise we wont see much use of it...
In my original clean install (with the 16.5 upgrade added), I clearly had a perfect UZO and BINOCULARS, After a few glitches elsewhere in the game , I made a complete clear out and reinstalled completely, This time the upgrade was 16.9 and now, when I try to access the UZO or BINOCULARS they appear for a second and are quickly replaced with the PERISCOPE screen. I am now on my 4th new install - at least I am no longer struggling with the installation any more:haha:
vdr1981
09-13-16, 10:54 AM
I am now on my 4th new install - at least I am no longer struggling with the installation any more:haha:
See how simple it is? :D
But what are you trying to accomplish? If you have ever looked trough binoculars , you would know that what you see is actually one circle, not two...:yep:
Von_Stolzenberg
09-13-16, 01:22 PM
All Hands on Deck, auslaufen zur 4. Feindfahrt.
God damn I really got minus reputation for sinking the american Transport...
Btw the Mega mod gives such neg reputation, but BdU tells you to attack every Shipping moving agressively and without Lights lit up. I noticed that only Hospital ships have modelled lights on their Superstructure.
A bit missleading I would say =(
how should I recognise what ship is what, when they do not have lights?
Lanzfeld
09-13-16, 02:17 PM
Have you ever thought about adding this U-jagd graph to the charts on board since we don't have the U-jagd chrono?
http://www.subsim.com/radioroom/showthread.php?t=222158
Ashikaga
09-13-16, 03:05 PM
Hahaha I never lost the grid chart. I just said that I hoped it was not removed in the update because I use it regularly.
What I meant by how injured is the crew is that I would like to know what the injuries are and how soon they might be back on their feet hahahahaha. Also, wounded crew should not shout the entire time. They are not infantry deafened by explosions nor should they feel well enough to shout the entire time in my ears.
Giving XP points to the Horcher who is the medic could help, dunno about crew management and if it at all works since at the moment only my Navigator is visibly motivated while the rest are on two or three gold balls and the lines are red, not blue.
Look at the slumped over gunner of my poor He-111 after a Spit got me near Dunkirk. (idiot clipped his wing when he hit my rudder which I also lost then and there...)
That is what I want.
http://img.photobucket.com/albums/v247/IMPERIALCOMMAND/Slumped_zpsgw3cukpy.jpg
And I would, if possible at all, also one day like to see some U boat damage modelling (see the damage to my He-111 ?) but I an not sure how many in the modding community are well versed in changing textures, bitmaps, polygons etcetera to add dents, ripped metal, holes, torn away plating, destroyed flak guns or other outside and inside damage in these subs.
To be honest to see my crew all standing around nice and fine while the forward torpedo room is 99% flooded is kind of ridiculous ;)
Ashikaga.
By the way there is a great binocular mod. Add that to your mod list and your UZO and looking glass pirate style problem is gone.
Just do not know how to attach it here.
Look for :
Binoculars with bearing by Torpedo v1
.
THEBERBSTER
09-13-16, 03:31 PM
2 new YouTube episodes from Potus.
Includes how to send an Enigma message tutorial.
Post #150 Let's Play Silent Hunter 5, The Wolves Of Steel Modpack By Potus < New (http://www.subsim.com/radioroom/showpost.php?p=2255292&postcount=150)
Peter
THEBERBSTER
09-13-16, 03:40 PM
Hi Lanzfeld
since we don't have the U-jagd chrono?Right click with your mouse on the stopwatch face/dial.
Peter
THEBERBSTER
09-13-16, 03:55 PM
From TheNorseCast a new YouTube video from Shaefer.
Post #236 Shaefer’s 2016 Season 3 Silent Hunter 5 (TWOS v1.05) YouTube Videos (http://www.subsim.com/radioroom/showpost.php?p=2330169&postcount=236)
Peter
Lanzfeld
09-13-16, 04:49 PM
Hi Lanzfeld
Right click with your mouse on the stopwatch face/dial.
Peter
:Kaleun_Applaud::Kaleun_Applaud::salute:
Ha! Love it!
Ashikaga
09-13-16, 05:01 PM
HAHAHAHAHAHA Potus' prize stolen by the Luftwaffe !
As a Ju-88 Pilot I can really appreciate that !!
http://img.photobucket.com/albums/v247/IMPERIALCOMMAND/JU88_zpsy8cbelzh.jpg
Ashikaga
.
Von_Stolzenberg
09-13-16, 05:41 PM
Finally my first Konvoi spotted. 27 Ships, 4 Q Ships and 23 freighters of various sizes...
5 ships Sunk! 36500 BRT and one Q-Ship damaged... but the damn Sailors saved her while I had to break off.
while I was inside the Konvoi one of the Freighters rammed me, Attack persicope is destroyed and my hull is badly damaged. But no flodding!
I wish I culd attack the Konvoi with my Deckgun... but I am too afraid of that armed Freighters. Still sending a Fühlungsmeldung to BdU... I hope they send more Wolves in! (would be awesome if this would be a true MMO haha)
Edit: My Report said 45.600 BRT in the end and 6 Ships sunk
Ashikaga
09-13-16, 06:22 PM
WELL DONE !!!
Hahahaha if it was a true MMO we would also need people on the British side
:O:
.
WildBlueYonder
09-13-16, 07:17 PM
Well we can hope that in the future...with new tools maybe. :)
LesBaker
09-13-16, 07:20 PM
A bit missleading I would say =(
how should I recognise what ship is what, when they do not have lights?
Don't engage until you can recognize the FLAG !! :har:
Les.
Ashikaga
09-13-16, 07:30 PM
Say...... If I echosound bottom depth......
Do escorts hear me yes or no ?
Ashikaga.
Greetings,
To update from 16.5, what do I need to do?
I mean, do I have to run the patcher aswell, or just switch the update mod to the fresh one?
Love my last build, don't want to ruin it
Say...... If I echosound bottom depth......
Do escorts hear me yes or no ?
Ashikaga.
Yes :yep:
Ashikaga
09-14-16, 12:59 AM
AH ! I thought as much.... Won't do that again hahahahaha.
:salute:
THEBERBSTER
09-14-16, 04:58 AM
Hi Nobon
This question regrading the patcher comes up from time to time here on the TWOS thread.
The answer is no.
You only need to do anything with the patcher if Vecko instructs you.
You can always of course change your map colors at anytime.
Peter
steevo45
09-14-16, 08:00 AM
Sorry, if I've missed something obvious but will the rusted glory appear as part of the update 16.8, like an option when I'm in dock or do I have to unpack it somehow as a separate mod and then install separately?
Thanks
Ashikaga
09-14-16, 10:46 AM
With me rusted glory is fickle at best. It even changes during a mission.
Then the boat is pristine, then it is rusted, then pristine again xD.
Quick question. Is it possible to change the
"Nothing more to say" command into "keep up the good work" for all crewmembers and add a multiplier to it ? I like complimenting my crew as part of morale boosting.
Ashikaga.
THEBERBSTER
09-14-16, 10:59 AM
Hi steevo
Rusted glory is in all updates.
Peter
steevo45
09-14-16, 02:39 PM
Cheers, thanks for swift reply:Kaleun_Applaud:
vdr1981
09-14-16, 04:43 PM
Stahl Wolfe. Patrol #16. 1/19/1944http://il2cg.il2sturmovik.net/KSDService/Site/Images/Captains/335.jpg (http://il2cg.il2sturmovik.net/KSDService/site/default.aspx)
-------------------------------------------------------
Patrol #16
-------------------------------------------------------
Mission Debriefing:
-------------------------------------------------------
Attacked several times by the airplanes during patrol. Suffered heavy damage. Even when contact with enemy units was achieved, U-boat was forced to dive, loosing the contact soon after. Downed two airplanes. Several crew members injured during the action...Scheduled for extensive repairs in La Pallice harbor.
-------------------------------------------------------
12/17/1943 5:03 :03 PM - Out on patrol from the base LaPallice
1/1/1944 - Objective achieved Patrol area assigned. Reach the area CE7355 and start operations. Attack any enemy contact
1/5/1944 9:50:00 AM - Destroyed Douglass SBD-3 Dauntless, Long 25° 49' W, Lat 39° 42' N
1/7/1944 11:02:00 AM - Destroyed Handley Page Halifax MkVI, Long 25° 11' W, Lat 41° 42' N
1/9/1944 - Objective achieved New orders 1
1/12/1944 - Objective achieved New orders 2
1/19/1944 1:37:09 PM - Completion of a patrol in the base LaPallice
Torpedoes launched - 0
Sinking tonnage - 00
Merit - 150
Patrol time - 34 days
-------------------------------------------------------
THEBERBSTER
09-14-16, 05:38 PM
Received this 8 group Enigma message in AM3468
https://s16.postimg.org/poi7z15dh/New_enigma_message_8_group.jpg
Peter
vdr1981
09-14-16, 05:52 PM
Received this 8 group Enigma message in AM3468
Peter
19 groups ...Well, what do you waiting for Captain? Crack it up !:)
Captain eyes only...:ping:
THEBERBSTER
09-14-16, 06:04 PM
Hi Vecko
It was not a problem decoding it, I just thought I should report it.
Peter
vdr1981
09-14-16, 06:08 PM
An example of occasional encrypted campaign message. Note how , in this case, encryption date and the date of reception are matched...However this is not possible for dynamic encrypted grid patrol and reposition orders, due to some technical aspects of the game engine...
In any case, always use encryption date data from the message it self when deciphering the message...:yep:
https://s6.postimg.org/fqdkxnsvh/SH5_Img_2016_09_13_01_17_50.jpg (https://postimg.org/image/fqdkxnsvh/) https://s6.postimg.org/lftthyz1p/SH5_Img_2016_09_13_02_07_30.jpg (https://postimg.org/image/lftthyz1p/)
Ashikaga
09-14-16, 07:44 PM
Awesome mission Vecko !
And great realism in the messages !! :)
:Kaleun_Applaud:
Lanzfeld
09-15-16, 04:54 PM
Can anyone recommend a clean map mod that works with TWOS?
THEBERBSTER
09-15-16, 06:42 PM
Hi Lanzfeld
Variation on a theme.
High Contrast Nav Map With Inverse Shallow Colour By Nisgeis (http://www.subsim.com/radioroom/showpost.php?p=1441457&postcount=1) > Enable JSGME
Peter
Ashikaga
09-15-16, 07:07 PM
Is it possible to change the entire world map with for instance an original KM grid map ? And then add the harbors et cetera to it ?
Ashikaga.
Lanzfeld
09-15-16, 08:39 PM
Thanks Berb!
But i'm looking to remove the dirty film that seems to be over the map
There must be a name for this dirty map filter that I can find and delete somewhere
Torpedo
09-16-16, 05:19 AM
Thanks Berb!
But i'm looking to remove the dirty film that seems to be over the map
There must be a name for this dirty map filter that I can find and delete somewhere
Hi Lanzfeld!
I made a small mod to clean the map:
Torpedo's clean map.zip
http://www.mediafire.com/download/ochfczfufw1021v/Torpedo%27s_clean_map.zip
Anyway the three files are:
data\Menu\Gui\Layout\Dripped.dds
data\Menu\Gui\PaperTexture.dds
data\Menu\Gui\PlasticTexture.dds
I always recommend JSGME to activate or deactivate the mods.
Torpedo
Lanzfeld
09-16-16, 06:11 AM
Awesome thank you!
I hope it is okay to use with TWOS.
Torpedo
09-16-16, 07:40 AM
Awesome thank you!
I hope it is okay to use with TWOS.
Absolutely no problem with TWOS. They are just graphic files.
Torpedo
I think tons of people already asked but I can't find:
is there any option to remove deafening footsteps and to STOP the hydromann YELLING into my ear at 324534db when I'm trying to listen to the hydrophone?
Edited: I deleted some babble about the removed charts...
Was a bit hard to figure out more categories avaliable now with the scrollable first menu, but not a problem.
I will check out all the shipping lane maps... hope they are all here aswell XD
Edit:2
Ok, now I'm only crying out for my favourite shipping route map :D
I know we have TWO left, with almost exactly the same info but that was my favourite
Apart from this, I love the new -added - charts
Von_Stolzenberg
09-16-16, 03:36 PM
hmm My Game is crashing randomly very often recently, wanted to test Monsun camp. Also saw Escort bug again.... They follow you about 11km, never close up or get further away. anything you do they shadow your movement without attacking you. Like an AI hack they see everything you do but do not act in anyway.
Very annoying.
hmm My Game is crashing randomly very often recently, wanted to test Monsun camp. Also saw Escort bug again.... They follow you about 11km, never close up or get further away. anything you do they shadow your movement without attacking you. Like an AI hack they see everything you do but do not act in anyway.
Very annoying.
had the same- just save/reload and the escort is going to go away
So any idea how to remove the loud footsteps/sonarman destroyin my ear while listening to hydrophone?
Also: recently found a bug while viewing a convoy from quite a distance:
"Father" (fattest) ship is missing it's main textures. Only accessories showing up:
https://www.dropbox.com/s/oeie1lqcjwk6quw/sh5%202016-09-16%2022-36-28-81.png?dl=0
(dropbox, can't integrate it...) click on it, just a PNG picture.
As I remember at that huge reflector or speaker or what it is, this could be a hospital ship, or the other huge one with the same model, just not a hospital one. Am I right?
Can I fix the black texture somehow?
Other ships in the convoy seems ok, and I never encountered this bug until now.
Von_Stolzenberg
09-16-16, 04:26 PM
Thank you I will try this. Just wish I could play without constant CTDs
I figured out it is also elated to my use of timecompression over 500.... but I am working fulltime and I have just a few hours if I can play.
Damn seems like I have to reload often.
Ohh and I always think there are far too less Persons in my Boat, it always feels so Empty
Thanks for the new update vecko :salute:
vudriga
09-17-16, 07:34 AM
I have installed a clean game, patched to 1.2.0
Edited cfg files.
Applied mods via JSGME : Wolves of steel 1.05 - and WoS update 168 - Wind and Smoke - Miltons speech and recognition 0.4.1
Applied Generic patcher as intended.
Two Problems :k_confused:
OBS Periscope is not going all the way down when looking through it ( appears above the water line even at perisccope depth ).
And RAOFB wheel is missing tick marks scale.So it is useless.So crosshairs are like in normal periscope.
PS
I have a 19 inch 5:4 monitor 1024x1280 resolution.Should I apply 5:4 resolution fix or not.I don't understand what it does ( dials have normal round shape even if the fix is not applied ).
Yes, you need 4. The Wolves of Steel 1.05 - 5:4 TWOS patch installed in prior order as you can see in first post of this forum - Step 5
Lanzfeld
09-17-16, 11:22 AM
Hi Lanzfeld!
I made a small mod to clean the map:
Torpedo's clean map.zip
http://www.mediafire.com/download/ochfczfufw1021v/Torpedo%27s_clean_map.zip
Anyway the three files are:
data\Menu\Gui\Layout\Dripped.dds
data\Menu\Gui\PaperTexture.dds
data\Menu\Gui\PlasticTexture.dds
Torpedo
That is perfect thanks you!
Just curious......why would it be 3 files to remove e dirty film from the map? I would guess it would be only 1 file.
Torpedo
09-17-16, 12:18 PM
That is perfect thanks you!
Just curious......why would it be 3 files to remove e dirty film from the map? I would guess it would be only 1 file.
Hi Lanzfeld!
I'm glad that my mod is ok. The opinion of the commanders is essential for me.
In my mod the three files that I cleaned with paint.net not remove the dirty files but replace them. The dirty film is the result of the overlap of the three dirty files: each of the three original files has its own dirt.
With paint.net I made transparent to the maximum these three .dds files so that the final impression is that the map is clean.
I always recommend JSGME to activate or deactivate the mods.
Torpedo
It works great Torpedo, Thank you!
:Kaleun_Thumbs_Up:
vdr1981
09-17-16, 02:00 PM
Check download section for new update...Captains in patrol with No. 16.5 or newer can enable the update anytime, in port or patrol...:yep:
No. 17
- Added more Encr.cmbt.orders : Wester Aproaches, Mare Nostrum, Battle of Mediterranean.
- Airstrikes.cfg : max air strike probability modifier reduced from 0.9 to 0.7 .
- In order to avoid campaign corruption for careless captains who wish to play stock game tutorial despite all the warnings, initial "Skip game tutorial" question is replaced with "Start new campaign", with the additional "save/reload in bunker" note.
- Replaced/revised couple of campaign transfer screens.
- Player's current flotilla affiliation is now shown in campaign/objectives designations (Navigation map).
- Flotilla objectives "Deadline" date renamed to "End date" in order to decrease importance of the expression.
Woooot. Ubisoft should pay you monthly rent! :Kaleun_Applaud:
Or hire your services for SH6 :Kaleun_Wink:
vdr1981
09-17-16, 04:31 PM
Woooot. Ubisoft should pay you monthly rent! :Kaleun_Applaud:
Or hire your services for SH6 :Kaleun_Wink:
Screw Ubisoft...They can take their money and and shut it where "sun never shines"...:)
HAHAHAHAHAHA Potus' prize stolen by the Luftwaffe !
As a Ju-88 Pilot I can really appreciate that !!
Ashikaga
.
:Kaleun_Mad: I hate Göring so much....
recently found a bug while viewing a convoy from quite a distance:
"Father" (fattest) ship is missing ALL it's main textures. Only accessories showing up:
https://www.dropbox.com/s/oeie1lqcjwk6quw/sh5%202016-09-16%2022-36-28-81.png?dl=0
(dropbox, can't integrate it...) click on it, just a PNG picture.
As I remember at that huge reflector or speaker or what it is, this could be a hospital ship, or the other huge one with the same model, just not a hospital one. Am I right?
Can I fix the black texture somehow?
Other ships in the convoy seems ok, and I never encountered this bug until now.
-Please, can you tell me if you know a way to get rid of the loud footsteps and sonarman reporting loudly when you sat to the hydrophone, and trying to check things?
Also, can you take a look at the bug I reported? What can I do to fix that missing texture?
Edit:
To skip the first step for the missing texture bugtrack: My modlist: (on top of correct version vanilla install)
1. The Wolves of Steel 1.05=1
2. The Wolves of Steel 1.05 - Update No. 16.9=2
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith=3
6. The Wolves of Steel 1.05 - Encrypted BdU Orders=4
silentmichal's interior mod 1.2.4=5
silentmichal's interior mod 1.2.4b=6
Room_QR1=7
Gray door parts instead of red DANIEL WOLF=8
My custom crew=9
Stock officers+myportrait FOR WOLVES OF STEEL=10
Arrow keys for scope for 1.05 update 5 DANIEL WOLF=11
So I have 3 mods (ment to be together, as they are updates to silenmichal's interior) wich modifies the INSIDE,
I have a few texture mods for CREW only, and I have some modified commands, you know about that section. (arrow keys for rotation)
Nothing that can change SHIPS textures, other than TWOS.
kevinsue
09-17-16, 06:34 PM
The silentmichal mods are not required because they are what TheBeast's Room_QR1 mod is based on and are included in that mod.:yep: I recently came upon that hospital ship and the textures were present. Also recently I had a glitch with the harbour nav buoys not showing ingame which was fixed by starting a new career. Sometimes it seems a glitch can occur with the SH5 files in my documents that certain objects and texture references aren't included with the original campaign files but I think this is extremely rare.
http://i63.tinypic.com/14lr3oz.jpg
Nah, that wasn't a hospital ship, that is something the museum calls "medium PassAnger ship". Same 3D model, just the hospital ship has one extra red light on a small pole at the stern. So this one I have is absolutely a "medium passanger" ship, as this is missing that small extra 3d object. Only sure way is to SINK it, and read the log, but...
If no other ships sharing this model, then I can tell that it IS showing up with textures at the museum, under the british flag. That makes your guess about missing texture reference even more likely. I need to fix this somehow...
I started this career with the 16.2 update, a clean start, on a vanilla install + TWOS, so I want to root out this problem.
-Do you have Any clues what files should I look into?
-ALso, anyone have some info how can I eradicate the loud footsteps and sonarman yelling into my ear during listening to the hydro?
Edit:Aw, cr*p... I realised that first I wanted to write that like this: "there's one sure way to determine exactly wich ship I did encounter, and we both now what way is that..."
:D
kevinsue
09-17-16, 08:17 PM
Nah, that wasn't a hospital ship, that is something the museum calls "medium PassAnger ship". Same 3D model, just the hospital ship has one extra red light on a small pole at the stern. So this one I have is absolutely a "medium passanger" ship, as this is missing that small extra 3d object. Only sure way is to SINK it, and read the log, but...
If no other ships sharing this model, then I can tell that it IS showing up with textures at the museum, under the british flag. That makes your guess about missing texture reference even more likely. I need to fix this somehow...
I started this career with the 16.2 update, a clean start, on a vanilla install + TWOS, so I want to root out this problem.
-Do you have Any clues what files should I look into?
-ALso, anyone have some info how can I eradicate the loud footsteps and sonarman yelling into my ear during listening to the hydro?
Edit:Aw, cr*p... I realised that first I wanted to write that like this: "there's one sure way to determine exactly wich ship I did encounter, and we both now what way is that..."
:D
You can always balance the voices and effects volume using the games options menu. I have my voices volume set fairly low. I think the models are listed as units in C:\Users\Documents\SH5\data\cfg\SaveGames\000000** \Campaign-2016-09-09_2103\CampaignMission.mis among probably many others. That's why I decided it was easier to start a new campaign.
Thanks, I downloaded and activated Sober's ancient mod for no footsteps, that contains wav files, probably dummy vaw files as replacements as I love all other voices/ I hope they swap out the audible steps...
As for the other> I'm on a track... Instantsave.txt contained only one passAnger : /_AOTDMM/Stormfly/SV Big modern Passangership#17
so I'm searching in every file in data folder for big passanger as text... I see what comes up. Maybe I can fix something here. As soon as the search finishes, I take a look into the mis file, thanks for the track, and the quick response, Herr Kaleun!
You can always balance the voices and effects volume using the games options menu. I have my voices volume set fairly low. I think the models are listed as units in C:\Users\Documents\SH5\data\cfg\SaveGames\000000** \Campaign-2016-09-09_2103\CampaignMission.mis among probably many others. That's why I decided it was easier to start a new campaign.
This is what I've found:
at CampaignMission.mis at my save directory:
[Group 432.Unit 6]
Name=_AOTDMM/Stormfly/SV Big modern Passangership#17
Class=NPL_Hap
Type=103
Origin=British
LayerOperation=0
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
Doctrine=0
CfgDate=19390404
MainEquipment=1
SecondaryEquipment=1
DeleteOnLastWaypoint=true
DockedShip=false
IsEscort=false
GameEntryDate=19390914
GameEntryTime=12
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-229293.830078
Lat=6764655.756836
Height=-5.495345
IsFromSingleMis=false
Heading=108.705788
Speed=5.000000
CrewRating=2
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
SecondsUntilReport=159700.000000
HighPrioContact=false
RandStartRadius=0.000000
In3D=true
TacticalUnit=false
AvailStartDate=19380101
AvailEndDate=19451231
TempHeading=0.000000
TempNextWP=0
CombatSubmarine2D=false
CombatRadius2D=30.000000
CommandedSpeed2D=0.000000
Num2DCombatKills=0
Intercept2DCooldown=6.000000
And at data :
data\roster\British\sea\NPL_hap.cfg
[UnitClass]
ClassName=NPL_Hap
UnitType=103
AppearanceDate=19390516
DisappearanceDate=19470101
DisplayName=AOTDMM/Stormfly/SV Big modern Passangership
[Texture 1]
TextureName=data/Sea/NPL_Hap/NPL_Hap_T02.dds
LightmapTextureName=data/Sea/NPL_Hap/NPL_Hap_O01.dds
NormalmapTextureName=data/Sea/NPL_Hap/NPL_Hap_N01.dds
StartDate=19390516
EndDate=19991231
Frequency=1
[Unit 1]
Name=Boston Express
DOC=19120516
DOD=19470101
;************ The End ************
The unit name is different. This is all what is amiss.
Any suggestion what can I change to make it show up?
I checked, and all the etxtures are present, and showing up in dds editor as good.
vdr1981
09-18-16, 07:45 AM
There's your ship Nobon...It's rendered OK as you can see. It was probably a random glitch. Did you alt tab the game by any chance?:hmm2:
https://s6.postimg.org/5gg7vj9bl/SH5_Img_2016_09_18_14_32_59.jpg
Lanzfeld
09-18-16, 08:58 AM
It is normal for a black swans stern to always be under water like this?
vdr1981
09-18-16, 09:08 AM
It is normal for a black swans stern to always be under water like this?
If she caries to many depth charges, why not...:O:
Is that historical mission or campaign?
Lanzfeld
09-18-16, 09:09 AM
No, I'm in campaign and there are 2 of them looking for me and both have their sterns below water.
kevinsue
09-18-16, 09:25 AM
My god this game can be intense sometimes! I intercepted a convoy with an escort of 5 or 6 DD's and made a save that unfortunately was just a little too close.
The escorts immediately run a full speed to intercept me as soon as I enter the game. I managed to hit one with the stern tube but took a bit of damage
as one of them ran over me from astern while in the process of crash diving. After a very long time spent hiding as they ran back and forth dropping
depth charges, they eventually gave up and steamed off to rejoin the convoy.
http://i66.tinypic.com/wk4gsy.jpg
After the DD's departed we surfaced and then started the long haul of finding and overtaking the convoy again. During the later stages of the attack,
we were spotted and once again and the DD's turned to intercept. I managed to fire 4 torpedoes into the convoy scoring 3 hits on 2 ships (wasn't what I
was actually aiming at) before crash diving again. Once again with the escorts dropping depth charges ineffectually in the wrong place I decided to
head in the general direction of the convoy and use some TC to speed things up as I had already spent a number of hours in real time for this intercept.
http://i66.tinypic.com/2aj2fx2.jpg
During the TC suddenly all hell broke loose as we took a hit from a depth charge. With damaged just about everything, the boat started to sink rapidly
with major flooding in the control room. I tried to blow ballast but could only maintain current depth using manual control of the hydroplanes and motors
set at flank speed. Obviously this gave the DD's a beacon to home in on but there was no choice, advertise your position or sink to crush depth!
http://i65.tinypic.com/169ol7k.jpg
With no options but to attempt knuckles and double knuckles as the DD's passed overhead and praying that you don't get hit again, the crew finally
got the flooding under control and we were able to reduce power on the motors. With the ballast blown and no compressed air, eventually positive
buoyancy then became the problem and manual hydroplanes and forward speed was needed as not to surface in the middle of the circling DD's
until the necessary repairs were completed to maintain the depth. I honestly didn't think that we would survive this adventure but with the Chief
putting extra crew on damage and flooding control with the help of the Bosun's moral boosts etc, we actually managed to survive. Not sure if
this stuff is actually what you would class as Sunday afternoon relaxation. :D
http://i66.tinypic.com/suxede.jpg
vdr1981
09-18-16, 09:31 AM
No I'm in campaign and there are 2 of them looking for me and both have their sterns below water.
Without going into to much details I'll say yes , it's normal. The game will sometimes randomize spawned units depths. This may be the bug (or feature , I'm not sure ) with quite realistic consequences where we shouldn't rely to much on draft data stated in our recognition manual.
This sometimes may seem strange with small units though...
In real life ships draft depends on many factors (like ships weight, water salinity ect...) so any randomization is quite welcome IMO, even if that includes occasional visual glitches. :yep:
Another possibility is that those ships have suffered some damage during their journey....
vdr1981
09-18-16, 09:38 AM
My god this game can be intense sometimes!
Amassing photo-story Kevin...:up:
Amassing photo-story Kevin...:up:
I agree :yep: :yeah:
vdr1981
09-18-16, 10:00 AM
I don't know did you spot this Potus's announcement , but in one of the next episodes we may actually see real life Royal Navy officer doing "real" real navigation with in game tools and TWoS megamod.
I'm certainly looking forward to it...:yep:
https://youtu.be/EJbCTrt7RS8?t=25m57s
Lanzfeld
09-18-16, 11:33 AM
Without going into to much details I'll say yes , it's normal. The game will sometimes randomize spawned units depths. This may be the bug (or feature , I'm not sure ) with quite realistic consequences where we shouldn't rely to much on draft data stated in our recognition manual.
This sometimes may seem strange with small units though...
In real life ships draft depends on many factors (like ships weight, water salinity ect...) so any randomization is quite welcome IMO, even if that includes occasional visual glitches. :yep:
Another possibility is that those ships have suffered some damage during their journey....
Reloaded save. All is normal.
Von_Stolzenberg
09-18-16, 11:36 AM
Hmm I was on my Way to Dover Straight and just sneaked through some DD patrouls. But constant crashes to Desktop. Sigh.... also Submarine Flags and submarine exhaust fumes causes CTD for me :wah:
Trying a bit of SH3+GWX gold to calm down a bit =(
I wish SH5 had some more stable code.... or I need a new PC.
Hmm I was on my Way to Dover Straight and just sneaked through some DD patrouls. But constant crashes to Desktop. Sigh.... also Submarine Flags and submarine exhaust fumes causes CTD for me :wah:
Trying a bit of SH3+GWX gold to calm down a bit =(
I wish SH5 had some more stable code.... or I need a new PC.
TDW's sub flag is known for causing CTD's. Remove that mod and keep enjoing TWoS :03:
Lanzfeld
09-18-16, 11:41 AM
Since we are asking about certain sounds...
Anyone know how to get rid of the creaking sound you get underwater when you are not deep at all and not changing depth.
Kind of irritating.
vdr1981
09-18-16, 11:47 AM
But constant crashes to Desktop. Sigh.... also Submarine Flags and submarine exhaust fumes causes CTD for me :wah:
Of course they do...Even my grandmother knows that already...:)
Very few CTD's in more than 40 patrols here...:yep::up:
New PC won't do any better if you don't drop off your old non real nav "Game-find-me-action-while-I-take-piss" SH3 playing habits...:yep:
kevinsue
09-18-16, 05:01 PM
Since we are asking about certain sounds...
Anyone know how to get rid of the creaking sound you get underwater when you are not deep at all and not changing depth.
Kind of irritating.
Your CTD's must be something to do with your install. I have found that the later versions of TWoS are rock solid and have on occasions not strictly followed vdr's tips for stable gameplay as far as saves away from AI units etc and still no CTD's.
Those irritating creaks bothered me as well so I replaced them with more subtle sounds. I also removed that irritating telemetry sound in the radio room and added a ocean ambience that sounds really great in rough seas. I have uploaded them to Mediafire for you. Just extract the file into your MODS folder and install with JSGME after the other mods anytime during your patrol and give them a try.
http://www.mediafire.com/download/pob9oymz8rak38t/New_Creaks_and_Ambiance.7z
Yes, as I already said, I found it in the Museum, "medium PassAnger ship" and it was rendered ok...
Still, then and after It was a PERSISTENT error, no matter how much times I reloaded and restarted the game. (I only use"museum" after a full restart, and vica versa with the normal game, I don't swicth between them neither.)
Was, as I fixed it/ though by the written/unwritten logical rules of bugtracking I haven't got enough information to state that it's 100
percent that the modified line was the actual fix. Need to revert it,
load, make another new save, load that, and need to try to reproduce
the error... Then it will be 100%. But since you are saying it should be
a very rare, very minor glitch, I might leave this to one of my dayoffs.
Also I need to pinpoint WHERE is the original information the savegame typo (if it WAS a typo) was created from, and change THAT. As without that, it is just a one time savegame fix...
-----
So what I did:
at CampaignMission.mis at my save directory I had only two "passAnger" ship, and one was an american. This was the only British:
[Group 432.Unit 6]
Name=_AOTDMM/Stormfly/SV Big modern Passangership#17
Class=NPL_Hap
Type=103
Origin=British
LayerOperation=0
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
Doctrine=0
CfgDate=19390404
MainEquipment=1
SecondaryEquipment=1
DeleteOnLastWaypoint=true
DockedShip=false
IsEscort=false
GameEntryDate=19390914
GameEntryTime=12
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-229293.830078
Lat=6764655.756836
Height=-5.495345
IsFromSingleMis=false
Heading=108.705788
Speed=5.000000
CrewRating=2
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
SecondsUntilReport=159700.000000
HighPrioContact=false
RandStartRadius=0.000000
In3D=true
TacticalUnit=false
AvailStartDate=19380101
AvailEndDate=19451231
TempHeading=0.000000
TempNextWP=0
CombatSubmarine2D=false
CombatRadius2D=30.000000
CommandedSpeed2D=0.000000
Num2DCombatKills=0
Intercept2DCooldown=6.000000
And at data I found only one reference in files to a "big modern passAnger" :
data\roster\British\sea\NPL_hap.cfg
[UnitClass]
ClassName=NPL_Hap
UnitType=103
AppearanceDate=19390516
DisappearanceDate=19470101
DisplayName=AOTDMM/Stormfly/SV Big modern Passangership
[Texture 1]
TextureName=data/Sea/NPL_Hap/NPL_Hap_T02.dds
LightmapTextureName=data/Sea/NPL_Hap/NPL_Hap_O01.dds
NormalmapTextureName=data/Sea/NPL_Hap/NPL_Hap_N01.dds
StartDate=19390516
EndDate=19991231
Frequency=1
[Unit 1]
Name=Boston Express
DOC=19120516
DOD=19470101
;************ The End ************
So what I did>
I realised that the one at the savegame had a _ before it's name. The other, American Passanger ship by SteelViking had the same _, but that seemed ok., but the British one had this one difference compared to the /data directory british file, so I removed the _ before the name, saved the savegame mis file, then reloaded the save. Same error:
At a distance, there seem to have a 3-4 tone grey texture, but as before, when I went closer, to like 2 kilometers, it changed to pitch black, when the other ships gained detailed textures.
Then I made another save, the mis file on the new savegame is RETAINED the change I made, no _ at the ship's name, and that time, when I reloaded the new save, the ship HAD normal textures.
I'm sure that this is the ship in question, as other ships in the same group seemed the ones I saw, and heading was accurate aswell.
So again> to state that the modification caused the fix, I need to take those bugtrack steps backwards I already wrote here- until that I can only be 60% sure.. Well it surely didn't broke anything, and actually I modified a full reference... But who knows until I track it back...
This is where I'm standing now.
ISSUE number 2:
I activated Sober's old no footsteps mod at the bottom of the mod list, but I still have loud footsteps and a loud sonarman when I try to listen to the hzdrophone... Any suggestions how to get rid of these?
There's your ship Nobon...It's rendered OK as you can see. It was probably a random glitch. Did you alt tab the game by any chance?:hmm2:
https://s6.postimg.org/5gg7vj9bl/SH5_Img_2016_09_18_14_32_59.jpg
Ashikaga
09-18-16, 07:33 PM
About underwater sounds.
The creaking sound is quite normal. It is maybe a bit loud but hull pressure buckling as well as buckling was quite loud. You are in an environment which due to the air inside enhances sounds. That is also why for instance the hydrophone works so well. In water sounds travel very far and can be very audible even to the human ear.
Of course what really should happen if you go quite deep is that the inside bolts and rivets become projectiles flying around inside the boat and leaks springing everywhere. Not rendered in I am afraid.
What annoys me the most is that when I am in a storm and dive I can still hear the wind blowing even at 70 meters.
No solution for that yet I think.
Ashikaga.
Lanzfeld
09-18-16, 10:05 PM
Kevinsue...thank you for the upload. I can't wait to try them tomorrow.
Ashikaga.......as far as the creaking goes I understand that the pressure hull would creak as you CHANGE depth to deeper and deeper but in the game when you are just cruising around at 30 meters (not very deep) the over loud repeating creaking sound is not realistic because you are not changing depth.
drakkhen20
09-19-16, 02:08 AM
I went to use the sexton and found myself stuck on the screen with the sexton box options. When I hit the esc key it didn't even work. So I just started hitting buttons and the external view came up and then CTD. Anyone care to explain all what just happened? Is this a known bug or did I do something wrong or didn't do ?
vudriga
09-19-16, 05:25 AM
I like submarine games, I realy do.
SH 3, masterpice.Stable as an Oak tree.
SH 5 looks superb.Sailing with real navigation or without, random CTD.With speech recognition mod or without, random CTD.Teleporting or walking, random CTD.
I also had 3 CTDs during operation drumbeat when nearing refuling ship, yes I did use high TC but wasn't less than 200 km from the red x mark on the map.Can it be that something on that sub is causing CTDs.
PS
Almost forgot, I have changed enemy detected to 1 in main.cfg
vdr1981
09-19-16, 06:40 AM
Yes, as I already said, I found it in the Museum, "medium PassAnger ship" and it was rendered ok...
[/COLOR]
I'm not following you there but if you ever find the solution for occasional ship textures problem , please let me know...:up:
What annoys me the most is that when I am in a storm and dive I can still hear the wind blowing even at 70 meters.
No solution for that yet I think.
Ashikaga.
As you can see in numerous youtube play trough videos, this should not be the case...
I went to use the sexton and found myself stuck on the screen with the sexton box options. When I hit the esc key it didn't even work. So I just started hitting buttons and the external view came up and then CTD. Anyone care to explain all what just happened? Is this a known bug or did I do something wrong or didn't do ?
Never had any issues with sextant use...
SH 5 looks superb..Sailing with real navigation or without, random CTD.With speech recognition mod or without, random CTD.Teleporting or walking, random CTD.
Maybe wejust have different standards regarding our understanding what stable game actually is, but what you described there simply is not the case.
Yes, modded SH5 will never be stable as SH3 and SH4 because those games are not even closely modded as SH5 is, but looking at your previous post , it is pretty obvious that you are probably dealing with messed up installation .
Now , I'm not a psychic so so I can't simply know what did you do with your game (you could at least state your modlist if nothing else).
Those links in my signature are not there for nothing and it is pretty easy to notice when person with problem has ignored my numerous advices. So really, I don't have any more time (or will) to repeat the same story over and over again...:yep:
andycts
09-19-16, 09:19 AM
First of all a big thankyou to all the modders for making TWOS possible.I have had SH5 from release but have not played it until now after reading about the
mod in this forum.I never thought SH5 could be this enjoyable. My question is if i get a radio contact on the nav map and click on it is it possible to display the contacts approx speed and heading as in SH3.All i get at the moment is ship type(eg merchant)but no other info.Thanks & good hunting
elder_gutknecht
09-19-16, 09:30 AM
A little bug that appears during all my flood emergency
The water drops in the screen are pixeled, only the drops, and looks like squares
chemist92
09-19-16, 10:38 AM
Hi, first of all, thanks for this amazing mega mod.
Secondly, I'm translating to spanish the menu.txt, dialogs.tsr, UPCLocations.tsr and RadioMessages folder. My question is if translating the radio messages affects the enigma machine operation.
Thanks you for all and keep up the good work!!
SkyBaron
09-19-16, 11:13 AM
Hi, first of all, thanks for this amazing mega mod.
Secondly, I'm translating to spanish the menu.txt, dialogs.tsr, UPCLocations.tsr and RadioMessages folder. My question is if translating the radio messages affects the enigma machine operation.
Thanks you for all and keep up the good work!!
Yes it will. The encrypted messages that come with TWOS are in English. If you want to translate the original messages to Spanish(I'm assuming Spanish because of your location) you have to use the EME application to encrypt the translated messages and place them in a new "Encrypted BdU Orders in Spanish" folder for people to enable.
You also may want to create coded representation of letters that use accent marks, for example NN = ñ, AA = á, etc.
Someone in the forum already translated the Enigma manual to Spanish, I asked him permission to upload it to the Enigma main thread but he hasn't answered yet.
chemist92
09-19-16, 12:13 PM
Thank you for the answer. I'll try to translate and encript these messages using english intructions you have mentioned. I hope I can do it (with time), but if I can't do, I remain with english version XD
Lanzfeld
09-19-16, 02:15 PM
QUESTIONS ANSWERED
Couple of things I noticed that I thought I would bring up as I don't see them anywhere.
1. The scale at the bottom left of NAV map is NOT accurate.........known?
YES...KNOWN.
2. There is a menu in the sonar operators station that allows you to open a menu to adjust the following parameters of the sonar man. Even after I set the angle to 10 degrees from 2 degrees the sonarman continued to report every degree. So conclusion......menu settings are useless?
Still no answer to this ^^^
Ashikaga
09-19-16, 02:52 PM
@ Vecko.
I know it is not supposed to happen. But I somehow have a glitch which messes up audio tracks.
Which means I have double voices at times, as wel as voices stating things I never asked for or told them to do, as well as voices telling me we are running on Diesel while we clearly are running on electric, and voices telling me that tube 4 is filling with whater while I selected tube 2 et cetera.
So it must be some sound glitch somewhere. It is just annoying but no big deal. Mind you I run an ISO version of the game.
Still love it, as well as your hard work on the megamod.
Ashikaga.
Von_Stolzenberg
09-19-16, 04:46 PM
hmm... I just discovered the new songs on the Grammophone...
found myself grinning and saying out loud "Jetzt sind wir die Tommies"
Good moment xD
Its a long way to Tipperary!
chemist92
09-19-16, 05:39 PM
Yes it will. The encrypted messages that come with TWOS are in English. If you want to translate the original messages to Spanish(I'm assuming Spanish because of your location) you have to use the EME application to encrypt the translated messages and place them in a new "Encrypted BdU Orders in Spanish" folder for people to enable.
You also may want to create coded representation of letters that use accent marks, for example NN = ñ, AA = á, etc.
Someone in the forum already translated the Enigma manual to Spanish, I asked him permission to upload it to the Enigma main thread but he hasn't answered yet.
I'm translating to spanish, but enigma messages....How to go back to english text from encrypted message? I think in game using enigma machine.... but is there another form to do it or I need to assume that is an impossible task?
Thank you in advance for answers and advices!
drakkhen20
09-19-16, 05:54 PM
i posted a question last night but i cant find it. i just started playing WoS and i was trying to get the hane of real navigation and i went to play around with the sexton or sextant however or say it. it wouldnt close or exit the scope view and i started to press other view buttons until i got out to external view and it CTD. is this an ongoing issue or was there something i wasnt suppose to do?
kevinsue
09-19-16, 06:30 PM
@ Vecko.
I know it is not supposed to happen. But I somehow have a glitch which messes up audio tracks.
Which means I have double voices at times, as wel as voices stating things I never asked for or told them to do, as well as voices telling me we are running on Diesel while we clearly are running on electric, and voices telling me that tube 4 is filling with whater while I selected tube 2 et cetera.
So it must be some sound glitch somewhere. It is just annoying but no big deal. Mind you I run an ISO version of the game.
Still love it, as well as your hard work on the megamod.
Ashikaga.
It's not a problem with audio files. What you are hearing is just what is scripted in the Crew .aix files which may call up an animation and sound file depending on the event. Also Speech recognition can trigger some spontaneous events, especially with the Chief if the microphone picks up certain extraneous inputs.
Lanzfeld
09-19-16, 08:11 PM
Whoa!
Big black dark circles in the light fog in the direction of convoy? Like big black dots.
What is this? Bug? A setting I can adjust? Please tell me yes.
EDIT..........KNOWN BUG
kevinsue
09-19-16, 11:05 PM
Not sure if I'm just unlucky but every convoy I intercept in the mid Atlantic is armed to the teeth and in the company of usually half a dozen Destroyers
just for good measure. :yep: Makes for interesting times when attempting to attack because the DD's seem to be swarming all over you as soon the scope
breaks the surface. I wonder what things will be like in the not so "Happy Times". :D
http://i68.tinypic.com/3304g9s.jpg
http://i65.tinypic.com/10yhrx4.jpg
Ashikaga
09-20-16, 12:02 AM
Thank you for the explanation Vecko !
I find my present attack rather funny. I play at 54% realism.
December 1939
Now it is the 8th time I am reeking havoc in Scapa.
So far only once have destroyers honed in on me.
There have been 4 battleships on my record now apart from 3 destroyers and at the moment I am going for the Rodney after getting the Barham and sneaking past two destroyers which are honking their horns, dead in the water and oblivious to me. Light fog, mind you but they seem vast asleep.
So either it is a glitch or the AI is messed up :)
Not that I mind though hahahahahahaha.
Ashikaga.
elder_gutknecht
09-20-16, 01:15 AM
@ Vecko.
I know it is not supposed to happen. But I somehow have a glitch which messes up audio tracks.
Which means I have double voices at times, as wel as voices stating things I never asked for or told them to do, as well as voices telling me we are running on Diesel while we clearly are running on electric, and voices telling me that tube 4 is filling with whater while I selected tube 2 et cetera.
So it must be some sound glitch somewhere. It is just annoying but no big deal. Mind you I run an ISO version of the game.
Still love it, as well as your hard work on the megamod.
Ashikaga.
You'll have a lot of problems and CTD with an ISO game
Yo ho, yo ho, a pirate's life for me.
We pillage plunder, we rifle and loot.
Drink up me 'earties, yo ho.
We kidnap and ravage and don't give a hoot.
Drink up me 'earties, yo ho.
Not sure if I'm just unlucky but every convoy I intercept in the mid Atlantic is armed to the teeth and in the company of usually half a dozen Destroyers
just for good measure. :yep: Makes for interesting times when attempting to attack because the DD's seem to be swarming all over you as soon the scope
breaks the surface. I wonder what things will be like in the not so "Happy Times". :D
http://i68.tinypic.com/3304g9s.jpg
http://i65.tinypic.com/10yhrx4.jpg
Haha i like your stories, keep it goin' :Kaleun_Applaud:
Thank you for the explanation Vecko !
I find my present attack rather funny. I play at 54% realism.
December 1939
Now it is the 8th time I am reeking havoc in Scapa.
So far only once have destroyers honed in on me.
There have been 4 battleships on my record now apart from 3 destroyers and at the moment I am going for the Rodney after getting the Barham and sneaking past two destroyers which are honking their horns, dead in the water and oblivious to me. Light fog, mind you but they seem vast asleep.
So either it is a glitch or the AI is messed up :)
Not that I mind though hahahahahahaha.
Ashikaga.
Ships getting stuck in low waters, and several warship classes (I dont remember which ones exactly, but destroyers for sure are among them) not firing their guns when docked, is a known issue of SH AI that no one managed fixing so far :yep:
mr.artur_96
09-20-16, 04:23 PM
Hi there !
I have finished my last task at coastal waters campaign (my date 1.june.40) and shuldn't it load me to another campaign (total germany) ? If "yes" than its not :(
Any advice or something ?
:Kaleun_Cheers:
CowboyX
09-20-16, 07:28 PM
I'm trying to install the Wolves of Steel megamod following the instructions on this thread.
Everything seems to work fine, except that, after installing the mod, the TAI Map appears in the top left corner. This means that I can't expand it to use it.
I had a look for similar problems or obvious fixes, but wasn't able to find anything.
Did I do something wrong during the install? Has anyone seen this problem before?
Thanks in advance for any help.
THEBERBSTER
09-21-16, 04:55 AM
Hi Shaefer
Posts can be deleted.
Peter
Lanzfeld
09-21-16, 07:29 AM
Wow.....even in 1940 at night with medium fog.
With a wind of zero M/S the escorts WILL see you if you don't stay at EXTREME visual range. Like the range where your lookouts can see but you really can't.
I guess it's that bow spray.
This is hard! :k_confused:
To the point something feels.......off
vdr1981
09-21-16, 08:31 AM
Wow.....even in 1940 at night with medium fog.
With a wind of zero M/S the escorts WILL see you if you don't stay at EXTREME visual range. Like the range where your lookouts can see but you really can't.
I guess it's that bow spray.
This is hard! :k_confused:
To the point something feels.......off
Don't forget that skilled escorts can also hear your diesel, especially when night is foggy and calm...:yep:
AI visual sensors are the "the weakest" in the game, during the night of course...They can't see a thing without search lights...
barrind
09-21-16, 11:27 AM
I'm trying to install the Wolves of Steel megamod following the instructions on this thread. Everything seems to work fine, except that, after installing the mod, the TAI Map appears in the top left corner. This means that I can't expand it to use it.
On the left hand side of the screen, on the top of the strip of icons with surface the boat, periscope depth etc, there is another icon with what looks like a set square/protractor on it, with a small circle in the bottom left corner of the icon. Click on the circle and it should move the TAI map back to the bottom left of the screen. I had this when I went to a 1440p resolution monitor. This icon toggles the TAI map visibility and it seems that when toggled off it just moves the map off screen to hide it, but I guess this is based on 1080p monitors so it doesn't fully go off on 1440p. Once it is back where it should be you can change size with TAB as before.
drakkhen20
09-21-16, 05:47 PM
sooo....... about this sextant problem..... is there a known glitch about CTD or it not wanting to close when clicking on the little "x" or should this question be on the Real Navigation section? i dont know
gogogo333
09-21-16, 06:06 PM
i am having trouble with the changing the notepad to the correct installation path and any help would be useful, instead of changing the text of the page i moved my silent hunter 5 folder into my ubisoft folder assuming that would work but i still have no option to change my mod settings, also how do i upload a screenshot onto here to show the notepad?
I found an interesting style of play. In TWoS traffic is very low, and 90% of the time it takes to search for enemy. Especially because the max compression ratio is x512. Today I played all work day. I run the game in windowed mode. I put the search script. If the ship is detected, then the acceleration is reset to x1, if the plane, then the game is paused. Most of the real-time game is minimize to tray, I periodically unfold it and whatch what happened during that time. I save, change course and so on. At the same time fully employed work. So i sailed today 15 game days and not found any convoy. This 8 real-time hours. And if an hour a day playing in the afternoon as usual, it would take 8 days. And boring is when an hour you only look at a map. And that is very important for me and all felt the endless expanses of the ocean, I do not fly by game days for a minute as if played on the x4000, but at the same time, the game is not take a lot of real time.
Sorry for my english, its gt )
Ashikaga
09-22-16, 12:47 PM
@ Elder, so far no real problems with the game or even CTD's.
Just when I have too many programs running simultaneously on my rig it CTD's at times. But I always save inbetween.
Ashikaga.
ARRRRRRRRRRRRR
:Kaleun_Cheers:
vdr1981
09-22-16, 01:15 PM
@ Elder, so far no real problems with the game or even CTD's.
Just when I have too many programs running simultaneously on my rig it CTD's at times. But I always save inbetween.
Most of high TC random game crashes in SH5 are related/caused by the large number of imported but insufficiently tested .dat units which were included in various SH5 mods.
Because of this, I'm preparing to do complete revision of all imported DAT units and hopefully when I'm done, SH5 will become significantly more stable.
However, this is not an easy task so don't expect anything soon but I have already managed to isolate several airplane and ship types which can crash the game under the certain conditions (AKA CTD if you don't save/restart the game prior the docking ect).
Until then, try to follow my tips for stable gamepley as much as possible and when I release TWoS 1.06, hopefully those tips will become much less important...:yep:
...and when I release TWoS 1.06, hopefully those tips will become much less important...:yep:
:Kaleun_Smile::Kaleun_Party::Kaleun_Salivating:
SkyBaron
09-22-16, 05:00 PM
Because of this, I'm preparing to do complete revision of all imported DAT units and hopefully when I'm done, SH5 will become significantly more stable.
However, this is not an easy task so don't expect anything soon but I have already managed to isolate several airplane and ship types which can crash the game under the certain conditions (AKA CTD if you don't save/restart the game prior the docking ect).
Great news! What method are you using to review the .dat files? Are you looking for repeated object ids?
Ashikaga
09-23-16, 01:02 AM
Superb Vecko ! We owe you a lot of beer !
.
elder_gutknecht
09-23-16, 01:03 AM
Some questions, i tried to make a screen capture, but it's imposible
Win10, activate screen capture in uplay game launcher, f12 or ctrl + f12, doesn't work, press the impr scre bottom while i'm playing then open paint and paste, apears my window screen, help
I change my screen settings from 1440*900 60 hz to 75hz, with the 8:5 resolution patch mod installed, but there's no option to change my graphics settings in game to 1440*900 75hz, only have the option for 60 hz, another help
vdr1981
I wrote this before but insist
1440*900 60hz in screen and game, high graphics with no antialaising and test it with 25% of aa, 1.05 twos and update 17, 8:5 resolution patch and wind and smoke mods installed
When i go to the end of my uboat between the four torpedo tubes, and this happens when flooding in any station, i can see water condensation drops in my screen, but they are small or big rectangles with dark color and not the transparent water drops that must appears, this rectangles still persist when i walk thru the uboat or in bridge, only vanish when i teleport to periscope, is there something to do with that?
Thanks
CowboyX
09-23-16, 01:28 AM
On the left hand side of the screen, on the top of the strip of icons with surface the boat, periscope depth etc, there is another icon with what looks like a set square/protractor on it, with a small circle in the bottom left corner of the icon. Click on the circle and it should move the TAI map back to the bottom left of the screen. I had this when I went to a 1440p resolution monitor. This icon toggles the TAI map visibility and it seems that when toggled off it just moves the map off screen to hide it, but I guess this is based on 1080p monitors so it doesn't fully go off on 1440p. Once it is back where it should be you can change size with TAB as before.
Perfect! hanks barrind.
@ elder_gutknecht, in game screen capture is Ctrl + F11.
kevinsue
09-23-16, 02:16 AM
Some questions, i tried to make a screen capture, but it's imposible
Win10, activate screen capture in uplay game launcher, f12 or ctrl + f12, doesn't work, press the impr scre bottom while i'm playing then open paint and paste, apears my window screen, help
I change my screen settings from 1440*900 60 hz to 75hz, with the 8:5 resolution patch mod installed, but there's no option to change my graphics settings in game to 1440*900 75hz, only have the option for 60 hz, another help
vdr1981
I wrote this before but insist
1440*900 60hz in screen and game, high graphics with no antialaising and test it with 25% of aa, 1.05 twos and update 17, 8:5 resolution patch and wind and smoke mods installed
When i go to the end of my uboat between the four torpedo tubes, and this happens when flooding in any station, i can see water condensation drops in my screen, but they are small or big rectangles with dark color and not the transparent water drops that must appears, this rectangles still persist when i walk thru the uboat or in bridge, only vanish when i teleport to periscope, is there something to do with that?
Thanks
I have reduced this problem by going to external camera, diving underwater then back to first person camera. Not sure if this is consistent. I just had a stringbag Swordfish explode right over the rear deck and this is how I cleared the waterdrops in my avitar vision. I thought I would have major damage but miraculously remained unscathed :o
http://i65.tinypic.com/11huws1.jpg
http://i66.tinypic.com/2dl5000.jpg
kevinsue
09-23-16, 02:44 AM
I found an interesting style of play. In TWoS traffic is very low, and 90% of the time it takes to search for enemy. Especially because the max compression ratio is x512. Today I played all work day. I run the game in windowed mode. I put the search script. If the ship is detected, then the acceleration is reset to x1, if the plane, then the game is paused. Most of the real-time game is minimize to tray, I periodically unfold it and whatch what happened during that time. I save, change course and so on. At the same time fully employed work. So i sailed today 15 game days and not found any convoy. This 8 real-time hours. And if an hour a day playing in the afternoon as usual, it would take 8 days. And boring is when an hour you only look at a map. And that is very important for me and all felt the endless expanses of the ocean, I do not fly by game days for a minute as if played on the x4000, but at the same time, the game is not take a lot of real time.
Sorry for my english, its gt )
I feel your pain!:yep: But this is how it was in real life. Months of boredom in an empty ocean with nothing to see but the sea! Radio contacts are the best way to find targets in an empty ocean. Plotting the position and predicting the future position and course of radio contacts until you find one that is heading in your general direction is how you find your prey. Once you find a convoy and plan an intercept, you can use all your torpedoes on that convoy, following and transferring external stores while overtaking and then attacking again and again until you are out of ammunition. Sure beats the hell out of spawned targets that appear out of nowhere right in front of you just for you to shoot! It is a process of gathering available intelligence and resources, extracting the relevant information and using it to successfully outwit and bring about the destruction of your enemy...:yep:
vdr1981
09-23-16, 09:11 AM
Great news! What method are you using to review the .dat files? Are you looking for repeated object ids?
No, the issue has nothing to do with duplicated IDs. This type of CTD would be quite easy to track down but unfortunately this is not the case. I have even tried to remap all IDs for some "faulty" dat units but nothing has changed...
In short, some dat objects just can not work 100 % stable in combination with complex SH5's sub models while some other dat objects works perfectly fine.
vdr1981
09-24-16, 02:37 PM
I'll probably add more new ship types when I'm done...
http://s6.postimg.org/u4daeen71/SH5_Img_2016_09_24_21_11_53_resize.jpg (http://postimg.org/image/u4daeen71/) http://s6.postimg.org/c2yqucijx/SH5_Img_2016_09_24_21_12_52_resize.jpg (http://postimg.org/image/c2yqucijx/) http://s6.postimg.org/e8t1oum0d/SH5_Img_2016_09_24_21_13_40_resize.jpg (http://postimg.org/image/e8t1oum0d/)
http://s6.postimg.org/895al717x/SH5_Img_2016_09_24_21_14_53_resize.jpg (http://postimg.org/image/895al717x/) http://s6.postimg.org/4qtaot0bx/SH5_Img_2016_09_24_21_16_51_resize.jpg (http://postimg.org/image/4qtaot0bx/) http://s6.postimg.org/8bp6814vh/SH5_Img_2016_09_24_21_17_06_resize.jpg (http://postimg.org/image/8bp6814vh/) http://s6.postimg.org/6l656jncd/SH5_Img_2016_09_24_21_17_22_resize.jpg (http://postimg.org/image/6l656jncd/)
However , there will be some serious cuts in american airplane rooster. I'm aware for quite long time that almost all american imported OHII planes are very problematic for game stability and this time I'm afraid , they go right trough the window...:yep:
Also, If someone help me to convert several small env units into gr2 format, almost 100% CTD free SH5 will be very possible. :yep:
THEBERBSTER
09-25-16, 03:08 PM
New episode from POTUS available.
Post #150 Let's Play Silent Hunter 5, The Wolves Of Steel Modpack By Potus (http://www.subsim.com/radioroom/showpost.php?p=2255292&postcount=150)
vdr1981
09-26-16, 01:06 PM
Because I wont be around for next 2-3 weeks or so, I'm uploading new TWoS 1.06 test version here.
Because of my revision of all imported dat objects , this megamod version should bi significantly more stable than anything before. You'll noticed that American airplane rooster now misses several airplane types (I used British planes to fill the gap) but also I've added several new merchant types from SH4 (not fully fine tuned but in working order)...
Some environmental units are still problematic (mines and buoys) so make sure to save the game when approaching the areas where these units can be encountered, just like before ( all in game ports, coastal waters, narrow straights ect...)
Note that the test version should be savegame compatible but any changes will be visible only after fresh Campaign start or advancement to the next campaign chapter...
Test version will be available on following link in several hours...Spread the word and sink 'em all! :up:
http://s6.postimg.org/e1su8fawh/888.jpg
The Wolves of Steel 1.06 - Subsim Community SH5 Expansion Pack_Test version (https://www.mediafire.com/?80pbzmievnm870o)
.
SkyBaron
09-26-16, 02:24 PM
Six years later and SH5 is getting closer to being a playable and CTD free game!:)
THEBERBSTER
09-26-16, 02:39 PM
Seconded.:up:
Lanzfeld
09-26-16, 03:33 PM
A quick question about playing with no map contacts on. You lose the ability to get DF contacts?
I just played with map contacts on to test and I get lots of merchant contacts that are not there otherwise?
vdr1981
09-26-16, 03:42 PM
A quick question about playing with no map contacts on. You lose the ability to get DF contacts?
I just played with map contacts on to test and I get lots of merchant contacts that are not there otherwise?
You can use radioman's "Closest radio contact" (or something) GUI command but he will report only close contacts and very rarely...The range to contact is also heavily randomized which is quite realistic...
JohnnyBlaze
09-26-16, 06:48 PM
I'm back at the bunker. Switched to update nr.17 from nr.16.8.
So I set sail again and noticed that my camo is missing...
Is that a known bug and/or is there a way to get it back without buying it again?
Thanks
kevinsue
09-26-16, 08:12 PM
I'm back at the bunker. Switched to update nr.17 from nr.16.8.
So I set sail again and noticed that my camo is missing...
Is that a known bug and/or is there a way to get it back without buying it again?
Thanks
The camo can be a bit finicky and will most likely display next time you reload the game.
JohnnyBlaze
09-26-16, 08:28 PM
The camo can be a bit finicky and will most likely display next time you reload the game.
So it has nothing to do with updating.. That's good to know.
I reverted back to the bunker and was waiting for a feedback before setting sail again.
Much appreciated :Kaleun_Salute:
kevinsue
09-27-16, 11:30 AM
What should the new mod order be? Part 1 and Part 2 has JSGME not responding.:hmmm:
OK....you just need to be patient.., takes a little while for JSGME to load the Part 1 and Part 2.
skin-nl
09-27-16, 01:34 PM
Hi Vecko thanks for the 1.06 test version :salute:
I should load the megamod next time i 'am in the bunker!!!!
Michael
Von_Stolzenberg
09-27-16, 03:46 PM
BTW did anyone test the OHII submods with Type II and IX?
Do they actually work? esp with this Mega Mod?
Lanzfeld
09-27-16, 03:46 PM
Hey what month/year do British destroyers get radar in the game so night surface attacks are futile?
Lanzfeld
09-27-16, 04:36 PM
See I have been playing with all the cheats on. What I mean is I've got the destroyer visibility, passive sonar and active sonar circles active. I'm staying out of the visibility dark gray circle which seems very small but yet they still see me. What am I missing here?
I'm just trying to get a sense of how the game works but this is not making much sense
redline202
09-27-16, 05:47 PM
Great update! Thanks vdr1981 for TWoS 1.06! :salute:
Have you done any changes in campaign files since the last update?
vdr1981
09-28-16, 01:03 AM
See I have been playing with all the cheats on. What I mean is I've got the destroyer visibility, passive sonar and active sonar circles active. I'm staying out of the visibility dark gray circle which seems very small but yet they still see me. What am I missing here?
I'm just trying to get a sense of how the game works but this is not making much sense
Why dont you check IRAI thread?
whiskey111
09-28-16, 01:48 AM
Thank you for your work on this mod !
kevinsue
09-28-16, 02:59 AM
Just came into contact with two River Class Frigate's in mid ocean and my game started stuttering to the point of being unplayable. I'm going to do a few tests just to be sure that it is this model and not something else. Running TWoS 1.06 with GTX980Ti Strix graphics card.:hmmm:
Just tried again and all was well until the River Class Frigate's appeared again and now the game is basically frozen. I think I may have to Alt,Ctrl,Delete to exit the game. Initially when the smoke was visible, I used external camera to view the models and everything was ok but when the range gets to about 8000 meters, the stuttering starts and progressively gets worse. Yes...had to use task manager to be able to exit the game. This is the first problem I've had with TWoS since about Update 16.5 or thereabouts.
Now this is weird. I think the stuttering is caused by Beno, the Sound guy dumping the same report into the Message box and Ships journal so many times that it brings the game to a stop....like a never ending loop.
Just done some more tests and I had the same result with visual contact of a small freighter doing the same thing. I had previously changed some parameters in the OFEV in the Time Compression and Radio tabs. I have changed the TheDarkWraithUserOptions.py back to the original version and the problem has gone away. :D
http://i64.tinypic.com/33axlcn.jpg
http://i65.tinypic.com/fjes8z.jpg
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.