View Full Version : [REL]The Wolves of Steel - SH5 Megamod
Test version will be available on following link in several hours...Spread the word and sink 'em all! :up:
Time to start new Carrier :up::arrgh!:
Elphaba
09-28-16, 06:31 AM
I've searched but can't easily find the answers, so sorry if it's a duplicate.
Problem 1:
I've started a new career, but all the TDW UI or even the standard UI is completely missing.
Problem 2:
I can't even click on the yellow 'i' to show the task. It registers the click but nothing is displayed.
Problem 3:
Is there someway to modify the mod before activating it to stop it replacing the english language NPC feedback with the german. I want to play 'realistically' but I don't speak German and I don't want to. I think this should be optional and not forced because it adds nothing to gameplay, but I can see how for some people it might fall under 'immersion'.
Problem 4:
Is there a way to customise the keyboard shortcuts because my keyboard doesn't have the arrow / page / home / number pad keys.
Problem 5:
Can I start a new career without having to do the 'tutorial' mission first? And yes, I"ve checked that the XML file has been changed as per the install directions.
Problem 6:
In the stock game, you do the tutorial and then head straight to Kiel and then get a briefing. Am I right in saying that's been removed and instead I hunt for polish shipping until some point instead?
Thanks
I've searched but can't easily find the answers, so sorry if it's a duplicate.
Problem 1:
I've started a new career, but all the TDW UI or even the standard UI is completely missing.
Problem 2:
I can't even click on the yellow 'i' to show the task. It registers the click but nothing is displayed.
Problem 3:
Is there someway to modify the mod before activating it to stop it replacing the english language NPC feedback with the german. I want to play 'realistically' but I don't speak German and I don't want to. I think this should be optional and not forced because it adds nothing to gameplay, but I can see how for some people it might fall under 'immersion'.
Problem 4:
Is there a way to customise the keyboard shortcuts because my keyboard doesn't have the arrow / page / home / number pad keys.
Problem 5:
Can I start a new career without having to do the 'tutorial' mission first? And yes, I"ve checked that the XML file has been changed as per the install directions.
Problem 6:
In the stock game, you do the tutorial and then head straight to Kiel and then get a briefing. Am I right in saying that's been removed and instead I hunt for polish shipping until some point instead?
Thanks
For most of your questions just completely uninstall SH5 and delete whole directory after and reinstall it step by step from tutorial in first post of this thread :salute:
kevinsue
09-28-16, 09:04 AM
I've searched but can't easily find the answers, so sorry if it's a duplicate.
Problem 1:
I've started a new career, but all the TDW UI or even the standard UI is completely missing.
Problem 2:
I can't even click on the yellow 'i' to show the task. It registers the click but nothing is displayed.
Problem 3:
Is there someway to modify the mod before activating it to stop it replacing the english language NPC feedback with the german. I want to play 'realistically' but I don't speak German and I don't want to. I think this should be optional and not forced because it adds nothing to gameplay, but I can see how for some people it might fall under 'immersion'.
Problem 4:
Is there a way to customise the keyboard shortcuts because my keyboard doesn't have the arrow / page / home / number pad keys.
Problem 5:
Can I start a new career without having to do the 'tutorial' mission first? And yes, I"ve checked that the XML file has been changed as per the install directions.
Problem 6:
In the stock game, you do the tutorial and then head straight to Kiel and then get a briefing. Am I right in saying that's been removed and instead I hunt for polish shipping until some point instead?
Thanks
The TWoS mod is very stable and just about every problem that people encounter is due to not following the install instruction precisely. The tutorial cannot be started or played with any mods but it must be started to initiate the required files in the SH5 folder in My Documents which is where all future player and campaign info is stored. Once the tutorial has started and you exit out of the game, the CareerHistory.cfg in the My Documents SH5 folder can be modified to read: HasCompletedTutorial=true. This is when the Main.cfg file can also be modified as per the install instructions. Make sure that the Main TWoS mod is installed in the Silent Hunter 5 main directory...all other mods then are install in the MODS folder that is created when you activate JSGME.
This is also when you activate the Generic Patcher and install the provided snapshot. The TWoS mod relies on the correct application of the Generic Patcher to function correctly. THEBURBSTER tutorials has all the info on just about every SH5 subject so have a look through the material because it is an invaluable resource for everything SH5. http://www.subsim.com/radioroom/showthread.php?t=211804
I will upload the English voices for you that you can install with JSGME when you have your TWoS install sorted and will add the link to this post when it has finished uploading. (128 MB) I will also give you a link to my version of the OFEV TheDarkWraithUserOptions.py which has the UI set up to mouse in/out (you'll have to change the U-boat Number and Captain's name) and also my version of the Generic Patcher snapshot which bypasses Uplay. Put them in the MODS folder and activate them with JSGME in the bunker before starting a new campaign if you want to try them. You will still have to use the Generic Patcher to activate the snapshot. Creating a shortcut on you desktop for the OFEV and Generic Patcher can make life easier. Also make sure that the required pathways to the requested files is correct for both of these applications.
If you install everything correctly, keyboard bindings are not a problem because everything you need to do can be accessed through the UI. If you own a microphone, Speech recognition adds a whole new dimension to the game and the only thing you need a keyboard for is to walk around. I use Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english which can be found in the Subsim downloads section.
English Voices:
http://www.mediafire.com/file/kwubay2byactw14/English_Voices.zip
My Generic Patcher snapshot:
http://www.mediafire.com/file/wrztmw9q8cyykwk/My_Generic_Patcher_Snapshot.zip
My User Options py
http://www.mediafire.com/file/ymhmui40vi48hgt/My_User_Options_py.zip
Extract the files into the MODS folder and activate with JSGME.
skin-nl
09-28-16, 01:16 PM
@Elphaba
This tutorial did i used to install the wolves of steel megamod
https://www.youtube.com/watch?v=pevSVIsmxhs
Michael
kiwikid1940
09-28-16, 02:58 PM
I am running TWoS 1.05 and have downloaded the new 1.06 but I am not sure how to install it.
Do I have to reinstall SH5 and them TWoS 1.06 or can I use JSGME to uninstall 1.05 and then use it to install 1.06?
Thanks in advance
Mike
kevinsue
09-28-16, 04:10 PM
I am running TWoS 1.05 and have downloaded the new 1.06 but I am not sure how to install it.
Do I have to reinstall SH5 and them TWoS 1.06 or can I use JSGME to uninstall 1.05 and then use it to install 1.06?
Thanks in advance
Mike
It's usually best to install the main TWoS mod on a pristine version of the game because the mod content, which includes JSGME.exe, KSDCommander.exe, TDW_GenericPatcher_v_1_0_168_0 etc is installed into the main SH5 directory. You will then find TWoS 1.06 Part 1 and Part 2, Real Nav, Encrypted BDU orders etc which you install using JSGME. It makes life easier if you copy and keep a pristine version of your Silent Hunter 5 v1.2 and store it somewhere in another folder. That way it's just a matter of copy and paste when you need to start with a new install. I'm still using the SH5 folder in My Documents from TWoS v1.05 without a problem since installing v1.06
kiwikid1940
09-28-16, 10:28 PM
Thanks Kev for that info.
Lanzfeld
09-29-16, 02:16 PM
Passive sonar on surface?
I posted this in the AI thread but wanted to get some opinions from here as well.
OK I have been testing the artificial intelligence in the wolves of steel mod with all the cheats on so I can see how the AI are detecting me. What I discovered I would like to bring to light because I'm not sure it's accurate or realistic at all.
I am in a campaign mission outside of a convoy that is escorted by two destroyers. It is mid-1940s so there is no radar. My AI cheats (drawn circles on the map ) show that I am entering the zone where the AI can hear me with its sonar/hydrophones when [B]Im on the surface[B] in 15 m/s wind at one third power from 4300 meters away at night! Granted there is no fog at all but there is overcast and we are talking at night with 15 m/s wind.
Now maybe on a calm, still night with maybe some fog A destroyer MIGHT be able to hear me from a dead stop if it wasn't making any engine noise itself and I was very close and high-power but certainly not from a destroyer with its own engine noises and certainly not from 4300 meters away!
I didn't think that the destroyers passive sonar was capable of detecting submarines on the surface just like as if they were underwater.
So I tested some more and waited until heavy fog. The destroyer had no problem following me around in the zero visibility and I have to guess it was only my engine noises on the surface. This is rather absurd. He couldn't see me because outside his vision circle and I was on the surface and I couldn't see him.
Can this be adjusted? I just don't find it feasible that a submarine engine on the surface could be heard from 4300 m away at one third power in 15 m/s wind.
Thoughts?
Elphaba
09-29-16, 03:13 PM
[QUOTE=kevinsue;2437648]The TWoS mod is very stable and just about every problem that people encounter is due to not following the install instruction precisely. The tutorial cannot be started or played with any mods but it must be started to initiate the required files in the SH5 folder in My Documents which is where all future player and campaign info is stored. Once the tutorial has started and you exit out of the game, the CareerHistory.cfg in the My Documents SH5 folder can be modified to read: HasCompletedTutorial=true. /[QUOTE]
Ok thanks to everyOne who replied with advice, and to you for the English voices mod. Awesome!
About to start my SH5 career at last. TWoS looks extremely impressive and I'm currently in process of downloading/installing it.
First things first, does Das Boot Sound Mod for SH5 work with this?
http://www.subsim.com/radioroom/showthread.php?t=163390&page=9
elder_gutknecht
09-30-16, 03:01 PM
I have received an encrypted message, but i don´t have the enigma mod activated, it says
IUND ERST ANDN OTHI NGGG
I have received an encrypted message, but i don´t have the enigma mod activated, it says
IUND ERST ANDN OTHI NGGG
I get encrypted messages too with the mod disabled. Decoded a couple of them and concluded that I got two identical messages within an hour. One of them was encrypted the other was not. So it seems like i'm not missing any orders anyway.
skin-nl
10-07-16, 11:06 AM
Hi Vecko
I installed TWOS 1.06 test version with part 1 and 2, everything works perfectly only in the chart section. The pointer is way of so plotting the course and distance is a little bit difficult. Is this a known problem or am i the only one.
gr Michael
vdr1981
10-08-16, 08:12 AM
Hi Vecko
I installed TWOS 1.06 test version with part 1 and 2, everything works perfectly only in the chart section. The pointer is way of so plotting the course and distance is a little bit difficult. Is this a known problem or am i the only one.
gr Michael
Your issue is not megamod related...
Hi to all, sorry for bad english and double post.
I just take the VII C but the skins don't work, only Nozaurio's. I save/reload 200km from the port, but nothing. I tried the camo skins but I see a the camo on turret only and not at all the Tarnmate. What's wrong?
vdr1981
10-08-16, 08:28 AM
Hi to all, sorry for bad english and double post.
I just take the VII C but the skins don't work, only Nozaurio's. I save/reload 200km from the port, but nothing. I tried the camo skins but I see a the camo on turret only and not at all the Tarnmate. What's wrong?
It's a known issue...not all sub paints will work and I cant say for sure why...make sure to test the paint before you actually buy it...
skin-nl
10-08-16, 01:39 PM
Your issue is not megamod related...
I had 1.05 megamod installed and there works the chart section perfect :hmmm:
vdr1981
10-08-16, 02:00 PM
I had 1.05 megamod installed and there works the chart section perfect :hmmm:
I think I don't understand you... can you show some screenshot of your issue?
skin-nl
10-08-16, 04:14 PM
http://i1253.photobucket.com/albums/hh581/Skin-NL/SH5Img2016-10-08_23.02.51.png (http://s1253.photobucket.com/user/Skin-NL/media/SH5Img2016-10-08_23.02.51.png.html)
The pointer is a couple inches of.
I hope you know what i mean now :D
vdr1981
10-08-16, 04:32 PM
http://i1253.photobucket.com/albums/hh581/Skin-NL/SH5Img2016-10-08_23.02.51.png (http://s1253.photobucket.com/user/Skin-NL/media/SH5Img2016-10-08_23.02.51.png.html)
The pointer is a couple inches of.
I hope you know what i mean now :D
I'm not sure, I don't have such issues . try to experiment with different resolutions ...
Do full game installation and remove any unsupported mod. thatlplooting tool is not from twos...
Tony Tea
10-09-16, 04:56 AM
Hi Vecko
I installed TWOS 1.06 test version2, everything works perfectly only in the chart section. The pointer is way of so plotting the course and distance is a little bit difficult. Is this a known problem or am i the only one.
gr Michael
I am very impressed with WOS 1.6, thank you so much!! However, TDW's File Options viewer won't open for me. It works fine in WOS 1.05; I have tried several complete and clean reinstallations but the problem remains -Anyone else having this problem?
Originalclean config
SH5InstallPath=C:\Ubisoft\Silent Hunter 5
LastMenuTXT=C:\Ubisoft\Silent Hunter 5\MODS\1. The Wolves of Steel 1.06\data\Menu\menu.txt
LastOptionsFilePath=C:\Ubisoft\Silent Hunter 5\MODS\1. The Wolves of Steel 1.06\data\Scripts\Menu\
LastChosenOptionsFilePath=C:\Ubisoft\Silent Hunter 5\MODS\1. The Wolves of Steel 1.06\data\Scripts\Menu\
ClientAreaWidth=1237
ClientAreaHeight=746
LanguagePackInUse=C:\Ubisoft\Silent Hunter 5\MODS\1. The Wolves of Steel 1.06\data\Applications\OptionsFileEditorViewer\Lan guagePacks\English
After changing directory from C:\ to G:\
SH5InstallPath=G:\Silent Hunter 5
LastMenuTXT=G:\Silent Hunter 5\MODS\1. The Wolves of Steel 1.06\data\Menu\menu.txt
LastOptionsFilePath=G:\Silent Hunter 5\MODS\1. The Wolves of Steel 1.06\data\Scripts\Menu\
LastChosenOptionsFilePath=G:\Silent Hunter 5\MODS\1. The Wolves of Steel 1.06\data\Scripts\Menu\
ClientAreaWidth=1237
ClientAreaHeight=746
LanguagePackInUse=G:\Silent Hunter 5\MODS\1. The Wolves of Steel 1.06\data\Applications\OptionsFileEditorViewer\Lan guagePacks\English
This is the result I get
SH5InstallPath=G:\Silent Hunter 5
LastMenuTXT=
LastOptionsFilePath=G:\Silent Hunter 5\MODS\1. The Wolves of Steel 1.06\data\Scripts\Menu\
LastChosenOptionsFilePath=G:\Silent Hunter 5\MODS\1. The Wolves of Steel 1.06\data\Scripts\Menu\
ClientAreaWidth=1237
ClientAreaHeight=746
LanguagePackInUse=
skin-nl
10-09-16, 05:52 AM
I'm not sure, I don't have such issues . try to experiment with different resolutions ...
Do full game installation and remove any unsupported mod. thatlplooting tool is not from twos...
I tryed different resolutions + the ratio patches nothing works.
I have only installed the mods that came with the 1.06 test version.
I wil do a full game installation when the full 1.06 comes out.
Thanks Vecko :salute:
vdr1981
10-13-16, 06:52 AM
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/SH3...
Some environmental units still may be problematic in certain situations (ex. buoys, mines) so make sure to save the game when approaching or leaving the areas where these units can be encountered, just like before ( all in game ports, coastal waters, narrow straights ect...). Further more, one full game restart in mentioned areas should decrease any possible CTD chances practically to 0...
Changes will be visible only after fresh Campaign start.
http://s6.postimg.org/e1su8fawh/888.jpg
.
TWoS 1.06 - release candidate version 3 changelog:
RC1/RC2
- Added several new merchant types (Check TWoS: New Merchant Fleet mission)
- Added few different ship variation of already present ships in the game.
- Fixed LoD setting for all imported ships.
- Added animated crew for imported ships.
- SH5 wake trail for all imported ships
- Fixed "New Merchant Fleet" historical mission.
- Added Rec manual Additional Informations for several more merchant ships (more stuff to read during long and boring patrols :)).
- Reorganized air/sea units roster and appearance intervals in order to assure the highest possible level of game stability.
- In game appearance of certain ship types moved for later war years, like Landing Ships, newly added Harris class Attack Transport, Liberty ships ect...
- Adjusted Campaign files in order to meet new changes.
- Adjusted player's new sub offers date intervals in order to avoid CTD resulting "collisions" between certain submarine types and some problematic sea units (VIIC available after early 1941, U-FLaK early 1943, VIIC41 mid 1943)
- Removed faulty submarine paints/coating upgrade packs and edited description for some (ex. player will be noted if paint is applied only to conning tower or if upgrade only works with certain tower type ect). Edited point costs.
- Few tweaks in cfg files responsible for AI detection abilities.
- "Silent running/state" ability is now available on surface too in order to compensate a bit for increased hearing abilities of escorts when sub is surfaced.
- Fixed game freeze when R2 node radars (rotating) is destroyed while rotation is active.
- Revised non-scripted campaign agents report in order to decrease expressed possibility of upcoming event and to simulate counterintelligence operations but at the same time to give player rough picture of current sea traffic state (ex. "Agents report, Convoy HX1, possible departure from...")
RC3
- Fixed occasional duplicated words in radio message files.
- Crash dive command set to 150m.
- Removed old Generic patcher files from Aplications folder (not to create confusion with valid files).
- Added water surface reflections for all imported ships and removed unused textures.
- Updated/added mod's, gen.patcher and OFEV instructions to the appropriate folders.
- Two new merchant types
- Slightly decreased bosun's CO2 built up bonuses.
- Fixed CO2 gauge in control room to show correct values.
- Few tweaks in Menu.txt file regarding crew contact reports.
- Revised gameplay realism percentage values depending of used optional addons.
- Added Silentmichal's interior mod 1.2.4 (The Beast's No Food and Fixes version), removed Library folder in order to get rid of some error messages on game exit...
RC4
- Few tweaks in some historical missions.
- MG campaign files tweaks in order to support recent roster changes.
- Fix for Nvidia missing lights in radio room.
- AI Type II German submarine removed from museum since it's crashing th game .
- Gap's real diveplane gauges back in the command room.
- Fixed various fuel/CO2/compressed air gauges all around the sub. Compressed air gauges will now simulate multiple compr.air/fuel reservoirs (CA gauge 2 starts to go down after the gauge 1 is completely empty ect) while others will show overall CA/fuel amount.
- Added latest KSD Commander.
- Environmental units fixes (buoys, mines, dolphins, nets).
The Wolves of Steel 1.06 - Subsim Community SH5 Expansion Pack_RC3 (http://www.mediafire.com/file/u69s6nlw86fk20e/The+Wolves+of+Steel+1.06+-+Subsim+Community+SH5+Expansion+Pack_RC3.rar)
:salute:
.
skin-nl
10-13-16, 01:10 PM
Downloaded!!!!.......Thanks again Vecko :Kaleun_Cheers:
ThaFr0ggy
10-13-16, 01:29 PM
I have downloaded and installed the 1.06 version but for some reason the option file editor viewer isn't working properly. None of the changes I make get into the game. Also I tried the new merchant fleet historical mission but there weren't any ships.
vdr1981
10-13-16, 02:19 PM
I have downloaded and installed the 1.06 version but for some reason the option file editor viewer isn't working properly. None of the changes I make get into the game. Also I tried the new merchant fleet historical mission but there weren't any ships.
Right... I messed up mission date (SH ME sucks bigtime)...:)
You can download fixed mission here...https://www.mediafire.com/?c4o5u6nobo6r4j6
OFEV always works OK , if you know how to use it correctly and/or if you show the application path to the necessary files...:yep:
uhmm after formatting and upgrading to win 10 my system i've reinstalled the game and the new version of this mod, i've no more my das boot crew... why?! :(
i've installed the main mod and the update, no real navigation (i'm casual i know :P) started a new campaign...
(SH ME sucks bigtime)
I agree. Dunno how many times we need to enter mission date, yet we need to edit it manually in the mis file if we want to be sure that the date is the one desired :doh:
By the way: congrats for your new release mate :up:
vdr1981
10-14-16, 07:52 AM
By the way: congrats for your new release mate :up:
Thanks Gap!
https://s6.postimg.org/jft023fg1/SH5_Img_2016_10_14_00_15_25.jpg
Old N-type freighter "War Melody" in TWoS: She's very detailed and looks quite nice IMO...
.
Good job as usual )
I have a question about traffic. Is it realistic for your knowledge of that war? Or maybe you make traffic more for playability. For my self i want real traffic that my results were close to real.
Wow, having been away form any SH game for the past 4+ years and with winter coming and snow and being stuck indoors... I decided to look for something "new" to play with. Seeing SH4 and 5 were still on my drive I decided to get them up and running with Win10 if I could. No problems! :Kaleun_Applaud:
I then saw this mod recommended in the sig of one of the mods here and came here to check it out. Outstanding! Got 1.05 installed and running. My current "issue" is I've forgotten so much of the game play and to do manual targeting, well, saying I suck is putting it mildly. :) Anyone know of a tutorial for newbies with this mod for manual targeting? Any help will be greatly appreciated! Thanks.
I'm also still impressed with this community and how well it thrives and continues to work on these games. Cheers all!:Kaleun_Cheers:
vdr1981
10-15-16, 12:04 PM
Good job as usual )
I have a question about traffic. Is it realistic for your knowledge of that war? Or maybe you make traffic more for playability. For my self i want real traffic that my results were close to real.
Do you mean "traffic" like sea traffic lines or ship types and appearance ect ?
Do you mean "traffic" like sea traffic lines or ship types and appearance ect ?
I mean the number of ships and convoys in the sea and as a consequence of a chance to cross them.
vdr1981
10-16-16, 09:27 AM
I mean the number of ships and convoys in the sea and as a consequence of a chance to cross them.
I would say that it realistic enough and within "realistic limits" provided by campaign files, given the circumstances of unscripted and random nature of SH5/OHII/TWoS campaign files. We can not expect to have complete reconstruction of WW2 sea traffic (that would be impossible and not very useful frankly speaking)
However, due to random and unscripted nature of campaign some illogicality are still possible, like occasional luck provoking enemy (read Polish) ships in Kiel canal early in the war, German supply ships in English channel in the late war ect...
From what I have learned so far, WW2 seas were pretty busy place with constant shipping traffic all over the world, somewhere/sometimes more, somewhere/sometimes less and SH files simulate this very well IMO. The fact that U-boat commanders had difficulties to locate this traffic is completely different story and it can be related to various factors, like Enigma code brake, inadequate air reconnaissance support ect...
If you check TWoS log files and my campaign improvements readme documentation you will find a lot intuitive tweaks which should enhance overall campaign realism...:yep:
Here's some of them...
- Remaining anchored allied shipping will be packed inside harbor perimeters in order to protect them from underwater torpedo attacks (this wont be always the case with American harbors BTW:))
- Removed player's ability to take provision (aka torpedo and fuel) in every "blue" coastal "willage" outhere. Only historically correct bases will be able to support U-Boat operations within a certain date span...
- Contacts reports probability variations dependent of war period/campaign. Probability will increase until mid war and than it will went down again in order to simulate number of U-boats available, Luftwaffe engagement in SSSR, Enigma code cracking ect...
- Revised/decreased convoys/traffic spawn frequency.
- Revised/decreased taskforces/warships spawn frequency.
- Revised/better distributed convoys/traffic speeds. By defauly, speeds were almost always 6 or 9 kn; Now, Slow convoys ~5-6kn, fast convoys 9-10kn and all others 5-9 kn with tendency to slower speeds.
- Higher speeds for troop transport convoys, 10-15 kn (all campaigns except MG).
- All airbases in opening CW campaign from "veteran" to "competent" in order to simulate less trianed airman crews.
- Convoys formation density is set to vary from 700m-900m of spacing between columns/rows (by default always 900m). These settings will best match historical convoy formations records provided by GAP and by various aerial photos/videos of WWII Atlantic convoys.
- Medium and small size merchants should now make majority in British coastal and slow moving convoys (with letter "S" at the and in convoy designation, MKS,ONS ect...).
- Units/warships skill variations dependent of war period/campaign, from Competent to Elite...
- Added internal cargo option for sea traffic (which will match external cargo settings most of the time).
skin-nl
10-16-16, 09:57 AM
Hi Vecko
I installed your new mod....the 1.06 rc1 and my problems in the chart section is gone....everything works perfectly now :up:
vdr1981
10-16-16, 05:41 PM
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...
http://s6.postimg.org/e1su8fawh/888.jpg
.
TWoS 1.06 - release candidate version 2 changelog:
- Added several new merchant types (Check TWoS: New Merchant Fleet mission)
- Added few different ship variation of already present ships in the game.
- Fixed LoD setting for all imported ships.
- Added animated crew for imported ships.
- SH5 wake trail for all imported ships
- Fixed "New Merchant Fleet" historical mission.
- Added Rec manual Additional Informations for several more merchant ships (more stuff to read during long and boring patrols :)).
- Reorganized air/sea units roster and appearance intervals in order to assure the highest possible level of game stability.
- In game appearance of certain ship types moved for later war years, like Landing Ships, newly added Harris class Attack Transport, Liberty ships ect...
- Adjusted Campaign files in order to meet new changes.
- Adjusted player's new sub offers date intervals in order to avoid CTD resulting "collisions" between certain submarine types and some problematic sea units (VIIC available after early 1941, U-FLaK early 1943, VIIC41 mid 1943)
- Removed faulty submarine paints/coating upgrade packs and edited description for some (ex. player will be noted if paint is applied only to conning tower or if upgrade only works with certain tower type ect). Edited point costs.
- Few tweaks in cfg files responsible for AI detection abilities.
- "Silent running/state" ability is now available on surface too in order to compensate a bit for increased hearing abilities of escorts when sub is surfaced.
- Fixed game freeze when R2 node radars (rotating) is destroyed while rotation is active.
- Revised non-scripted campaign agents report in order to decrease expressed possibility of upcoming event and to simulate counterintelligence operations but at the same time to give player rough picture of current sea traffic state (ex. "Agents report, Convoy HX1, possible departure from...")
The Wolves of Steel 1.06 - Subsim Community SH5 Expansion Pack_RC2 (http://www.mediafire.com/file/r4dr9iy34n407m0/The+Wolves+of+Steel+1.06+-+Subsim+Community+SH5+Expansion+Pack_RC2.rar)
.
Lanzfeld
10-16-16, 09:42 PM
Gecko,
Congratulations on the new release. Could you explain more in detail the "silent running state" on the surface? What parameter did you tweak and does this affect the underwater hydrophone detection abilities of the escorts.
Thank you
Husksubsky
10-16-16, 09:44 PM
Is 1.05 17 still around? we should start new campaign starting 1.06 right?
Vecko, thanks for the detailed answer :salute:
kevinsue
10-17-16, 12:40 AM
Would you believe I just downloaded RC1 and when I refreshed the page it was then RC2 :o Thanks for all the hard work making SH5 the game I always seem to come back to!! :up:
http://i78.fastpic.ru/big/2016/1017/67/7e1a509f7b153af8d9fb8a50fc464f67.png
How can i change this picture?
Torpedo
10-17-16, 03:48 AM
http://i78.fastpic.ru/big/2016/1017/67/7e1a509f7b153af8d9fb8a50fc464f67.png
How can i change this picture?
Hi Warham!
From this link you can download the original Captain's icon:
http://www.mediafire.com/file/q4f8jmmubd82vcu/TWOS_restore_captain%27s_icon_by_Torpedo.zip
JSGME compatible
Torpedo
whiskey111
10-17-16, 09:31 AM
It says "access denied" when I try to download a file :06:
Torpedo
10-17-16, 10:40 AM
It says "access denied" when I try to download a file :06:
For the Captain's icon try this url:
TWOS restore captain's icon by Torpedo.zip (http://www.4shared.com/zip/k8vH8pkoba/TWOS_restore_captains_icon_by_.html)
Torpedo
Greendevil303
10-17-16, 11:43 AM
This may be a dumb question but do the difficulty settings dictate enemy AI? I'm playing on realistic and the enemies race around like speed boats (metaphorically speaking). Should I tone it down a notch, maybe play on medium? Or do the difficulty settings even affect the actual "difficulty" of the game?
Also, I really suck at torpedo solutions. Actually I more or less point and shoot LOL. Does the TDC have an auto solution setting? I really want to enjoy this game but, may sound like a cop-out, I just find everything way to "manual" and incredibly frustrating. I'm on my 4th patrol and have only sank 1 ship and shot down 4 aircraft. But BDU says I'm doing a great job! :haha:
Thanks for any advice.
Husksubsky
10-17-16, 04:57 PM
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...
Should be compatible.. I really wanna continue my campaign but would love enigma and especially hearing slow ships.:hmmm: Can I find 1.05 17 somewhere? or maybe pancake those mods on top of my 1.05 15
Apart from that..Big thanks for your work Vecko.
A little heads up from some memory discussion some pages back where a 4 gb gpu was mentioned. If Im not mistaken a gpu memory actually eats/mirrors in the system RAM and thus could a big gpu memory actually give more trouble instead of less. Pls correct this if anyone are hardcore hardware experts.
verganojoda23
10-17-16, 09:37 PM
can anyone pls upload or transfer me the enigma machine mod_ i have my own mod list and i only need to add the enigma machine to make it perfect, ill share it later, but i want to know if it is possible..
thank you for your time and effort!
http://i85.fastpic.ru/big/2016/1018/a7/61d6dc57bdb7e6981ab5094d99e692a7.png
vdr1981
10-18-16, 01:44 AM
http://i85.fastpic.ru/big/2016/1018/a7/61d6dc57bdb7e6981ab5094d99e692a7.png
Haha, I knew you want to do that...:up:
This may be a dumb question but do the difficulty settings dictate enemy AI? I'm playing on realistic and the enemies race around like speed boats (metaphorically speaking). Should I tone it down a notch, maybe play on medium? Or do the difficulty settings even affect the actual "difficulty" of the game?
Also, I really suck at torpedo solutions. Actually I more or less point and shoot LOL. Does the TDC have an auto solution setting? I really want to enjoy this game but, may sound like a cop-out, I just find everything way to "manual" and incredibly frustrating. I'm on my 4th patrol and have only sank 1 ship and shot down 4 aircraft. But BDU says I'm doing a great job! :haha:
Thanks for any advice.
Hello mate,
All you need to do is simple:
Go to attack scope
Lock on the target - SPACE
Answer to XO question according TDC - Never Mind
Select the tube, speed of desired torpedo
Flood the tube
Unlock the target - Space
Pointh the scope to the part you whant to hit
Fire
If you need, you may fire seccond torpedo at another part of the target - no more locks needed.
:Kaleun_Cheers:
https://s6.postimg.org/jft023fg1/SH5_Img_2016_10_14_00_15_25.jpg
Old N-type freighter "War Melody" in TWoS: She's very detailed and looks quite nice IMO...
She does :yep: :up:
http://i85.fastpic.ru/big/2016/1018/a7/61d6dc57bdb7e6981ab5094d99e692a7.png
OLt zS Paul Van Dyk? :hmmm:
vdr1981
10-18-16, 01:20 PM
People who use original Silentmichal's interior mod 1.2.4+hotfixb, note that I have confirmed once again that this mod , in combination with TWoS, will lower overall game stability and cause CTD in one of mine tests. This can be especially noticeable with type VIIC.
However, it appears that the very same mod which contains The Beast's modifications and fixes (silentmichal's interior mod 1.2.4 - No Food and Fixes (http://www.mediafire.com/file/7ny3kbiz7c6o8dv/MODS_Updated_byTheBeast.rar)) has no effect on game stability and I'm seriously thinking about adding this version of this awesome mod to TWoS 1.06. :yep:
THEBERBSTER
10-18-16, 03:54 PM
Hi Vecko
Seconded.:up:
Many thanks by the way for the upgrade working well.
On my way to Infiltrate a spy.
Peter
Lanzfeld
10-18-16, 03:54 PM
Vecko,
Does this mean that we can rig for silent running on surface and it makes a difference on how far out the escorts car hear us with their ears?
vdr1981
10-18-16, 04:50 PM
Vecko,
Does this mean that we can rig for silent running on surface and it makes a difference on how far out the escorts car hear us with their ears?
Yes, but noise signature will be somewhat reduced only for slow speeds up to 6-7 knots or so. That's the best I can do...
I've also learned that "orange" hydro zone indicator is not so accurate after all , especially if you test detection ranges with veteran/elite escorts (not entirely sure but it seems so in some situations).
You may wish to edit IRAI Init.aix file in order reduce/tweak escorts ability maximums. Tell us if you manage to find "golden middle"...:yep:
vdr1981
10-18-16, 05:50 PM
https://s6.postimg.org/mibcmi0vl/SH5_Img_2016_10_19_00_42_44.jpg
The beginning of the end...
kevinsue
10-19-16, 01:52 AM
People who use original Silentmichal's interior mod 1.2.4+hotfixb, note that I have confirmed once again that this mod , in combination with TWoS, will lower overall game stability and cause CTD in one of mine tests. This can be especially noticeable with type VIIC.
However, it appears that the very same mod which contains The Beast's modifications and fixes (silentmichal's interior mod 1.2.4 - No Food and Fixes (http://www.mediafire.com/file/7ny3kbiz7c6o8dv/MODS_Updated_byTheBeast.rar)) has no effect on game stability and I'm seriously thinking about adding this version of this awesome mod to TWoS 1.06. :yep:
Ahhh! I've been waiting for ages to have this mod incorporated in TWoS since the first release. I've always wanted to try getting the officers to sit at the dining table at meal times. Helmsman and dive plane operator animations could be used with the officers heads, cloths etc to get them sitting down etc. Just need to find out if scripts can be set up with time as a precondition. We really need those Granny tools (c'mon guys...chuck a couple of bucks into the https://www.gofundme.com/2fdrwjg to make this possible) to be able to view the animations! Even the number of crew slots could be tweaked by scripting all required slots to appear in the one room, when your avatar is looking in that particular room giving the impression of many more crew members. It would give so much atmospherics to have crews off watch all sitting down and eating their meals in their various stations...:yep:
vdr1981
10-19-16, 07:57 AM
... It would give so much atmospherics to have crews off watch all sitting down and eating their meals in their various stations...:yep:
...aaand probably more CTDs .:)
vdr1981
10-19-16, 11:59 AM
Gap, can you explain me why system with Waterreflection controller applied in units sim file was actually never used with imported dat units? :hmmm:
From what I see, reflections on water surface work just fine? This methot is used in Uekel's MTNS mod years ago? :o
Is there any hidden and not so obvious reason why not to do this?:hmmm:
https://s6.postimg.org/s2sxhsijz/SH5_Img_2016_10_19_18_33_15.jpg
redline202
10-19-16, 03:12 PM
Hi.
TWOS is great, especially Expansion Pack RC2, look's really stable.
Keep up the good job! :salute:
Just one little thing...i would really, really like to be able to click those two special abilities from the menu like in pic.
https://s21.postimg.org/iad7n3ndz/pic1.jpg
I know..you will say go speak to crew and ask them. But i would really love to have that in the menu like in pic.
Do you know how to enable those two buttons to be functional?
Cheers!
vdr1981
10-19-16, 03:24 PM
Hi.
TWOS is great, especially Expansion Pack RC2, look's really stable.
Keep up the good job! :salute:
Just one little thing...i would really, really like to be able to click those two special abilities from the menu like in pic.
https://s21.postimg.org/iad7n3ndz/pic1.jpg
I know..you will say go speak to crew and ask them. But i would really love to have that in the menu like in pic.
Do you know how to enable those two buttons to be functional?
Cheers!
I agree :yep:, but that would require TDW NewUIs scripts editing, which I don't know at all. Maybe we could ask SkyBaron for help...
redline202
10-19-16, 03:39 PM
Yeah, i figured it would not be that easy, maybe he can help if he is not too busy...
Cheers!
Lanzfeld
10-20-16, 04:48 AM
I would just like to chime in to say that way too many of the merchants burn when hit by torpedo. Almost all of the ships sunk in World War II that were not tankers never caught fire. There was always an dull thud and a large column of water and then wrecked deck plates and flooding but very very rarely any fires.
In SH3 NYGM got this correct and I hope SH5 can do the same.:Kaleun_Salute:
vdr1981
10-20-16, 10:21 AM
I would just like to chime in to say that way too many of the merchants burn when hit by torpedo. Almost all of the ships sunk in World War II that were not tankers never caught fire. There was always an dull thud and a large column of water and then wrecked deck plates and flooding but very very rarely any fires.
In SH3 NYGM got this correct and I hope SH5 can do the same.:Kaleun_Salute:
You can try to disable some fire effects in Zone.cfg file by adding ";" in front of line with effect definition.
Hello everyone, I may not have searched the forums enough, but I keep getting CTD when I try to bring stuff up like the UZO, Sextant, and others that I will remember later. I have the steam version of SH5 but I have gone through and got TWoS to work for the most part. Can anyone help or at least point me in the right direction?
Edit: Nevermind, found a typo in a .cfg file...everything ship-shape and back to sea.
Some questions:
1) Is there snow in TWoS?
2) Are there mines?
3) Does crew have summer and winter uniform? Or maybe there are another mods for this.
vdr1981
10-21-16, 08:37 AM
Some questions:
1) Is there snow in TWoS?
Only as texture on the ground...no snow storms ect...
2) Are there mines?
Thousands...:)
3) Does crew have summer and winter uniform? Or maybe there are another mods for this.
There is a mod for that, cant remember the name though...:yep:
vdr1981
10-21-16, 10:52 AM
Finally, in 1.06 CO2 gauge will work as it should...:yep:
https://s6.postimg.org/yh0e40gz3/SH5_Img_2016_10_21_16_10_21.jpg
Tonci87
10-21-16, 11:20 AM
Awesome news!
allandidonifajardo
10-21-16, 11:45 AM
hello kamarades , i am using silent hunter 5 with wolves of sttel 1.06 megamod and generic patcher and i have 2 questions :
1 - any solution for 21;9 ultrawide displays ?
2 - i finished baltic operations and start breaking the fortress (09-11-1939) but baltic operations appears on going .... why ?? a bug ??
thanks kamarades
There is a mod for that, cant remember the name though...:yep:
Then i have an idea. I can replace models and textures for crew uniform
depending on time in the game by ksdcommander.
And maybe there is some mod which replace rain textures to snow. Then I can make auto replace for it too.
And i want to say that AI and DM of uboot is very good in this modpack. My brave captain Paul van Dyk died today. After the deep bomb explosion the boat started to sink and sat down on the bottom on 150 meters. I tried to surface and surrender but not enough compressed air. And then re-hit the bottom and sank. For the memory of my captain and my crew this awesome foto which made near Narvik in april 1940:
http://i82.fastpic.ru/big/2016/1021/9f/144cc8029017b4d556a862f327b2bd9f.png
Are there any tips how to repair uboat to remove flooding?
vdr1981
10-21-16, 12:07 PM
1 - any solution for 21;9 ultrawide displays ?
Hm, no...Since I can't select such resolution in order to tweak camera file...It has to be done by user.
2 - i finished baltic operations and start breaking the fortress (09-11-1939) but baltic operations appears on going .... why ?? a bug ??
No, not a bug...
Then i have an idea. I can replace models and textures for crew uniform
depending on time in the game by ksdcommander.
And maybe there is some mod which replace rain textures to snow. Then I can make auto replace for it too.
Sounds very cool!
BTW, when can we expect new KSDC version because I would like to implement it in TWoS 1.06?
BTW, when can we expect new KSDC version because I would like to implement it in TWoS 1.06?
I haven't enought time too add new aces. But I can just replace - to : and share this version.
vdr1981
10-21-16, 12:36 PM
I haven't enought time too add new aces. But I can just replace - to : and share this version.
Rgr that, ready when you are...:up: We can add new versions with aces then in regular updates...
Are there any tips how to repair uboat to remove flooding?
Keep your ass out of gun sight? :D
Just kidding..Hard to say, in TWoS some hull damages are not repairable at all without dry dock (aka end patrol in bunker) . Cheef's special abilities and battle stations state should speed up repairs a bit though...DOnt forget to disable all silent state commands when you wish to stop the flooding. Dont use TC more than x2 when laying on the sea bed (or dont use TC at all)
Aktungbby
10-21-16, 01:32 PM
allandidonifajardo! :Kaleun_Salute:
THEBERBSTER
10-21-16, 02:23 PM
A Warm Welcome To The Subsim Community > allandidonifajardo
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)
fitzcarraldo
10-21-16, 03:18 PM
Many thanks Vecko for the new 1.06!
I read about about an expansion "3" but I don´t see it for download. :06: No published yet?
With the 1.06 and expansion 2, all OK, starting in "Happy Times".
Best regards.
Fitzcarraldo :Kaleun_Salute:
vdr1981
10-21-16, 09:33 PM
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/SH3...
Some environmental units are still problematic (mines and buoys) so make sure to save the game when approaching or leaving the areas where these units can be encountered, just like before ( all in game ports, coastal waters, narrow straights ect...). Further more, one full game restart in mentioned areas should decrease any possible CTD chances practically to 0...
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...If everything is OK with this one I think we are ready for new official TWoS v 1.06...
http://s6.postimg.org/e1su8fawh/888.jpg
.
TWoS 1.06 - release candidate version 3 changelog:
RC1/RC2
- Added several new merchant types (Check TWoS: New Merchant Fleet mission)
- Added few different ship variation of already present ships in the game.
- Fixed LoD setting for all imported ships.
- Added animated crew for imported ships.
- SH5 wake trail for all imported ships
- Fixed "New Merchant Fleet" historical mission.
- Added Rec manual Additional Informations for several more merchant ships (more stuff to read during long and boring patrols :)).
- Reorganized air/sea units roster and appearance intervals in order to assure the highest possible level of game stability.
- In game appearance of certain ship types moved for later war years, like Landing Ships, newly added Harris class Attack Transport, Liberty ships ect...
- Adjusted Campaign files in order to meet new changes.
- Adjusted player's new sub offers date intervals in order to avoid CTD resulting "collisions" between certain submarine types and some problematic sea units (VIIC available after early 1941, U-FLaK early 1943, VIIC41 mid 1943)
- Removed faulty submarine paints/coating upgrade packs and edited description for some (ex. player will be noted if paint is applied only to conning tower or if upgrade only works with certain tower type ect). Edited point costs.
- Few tweaks in cfg files responsible for AI detection abilities.
- "Silent running/state" ability is now available on surface too in order to compensate a bit for increased hearing abilities of escorts when sub is surfaced.
- Fixed game freeze when R2 node radars (rotating) is destroyed while rotation is active.
- Revised non-scripted campaign agents report in order to decrease expressed possibility of upcoming event and to simulate counterintelligence operations but at the same time to give player rough picture of current sea traffic state (ex. "Agents report, Convoy HX1, possible departure from...")
RC3
- Fixed occasional duplicated words in radio message files.
- Crash dive command set to 150m.
- Removed old Generic patcher files from Aplications folder (not to create confusion with valid files).
- Added water surface reflections for all imported ships and removed unused textures.
- Updated/added mod's, gen.patcher and OFEV instructions to the appropriate folders.
- Two new merchant types
- Slightly decreased bosun's CO2 built up bonuses.
- Fixed CO2 gauge in control room to show correct values.
- Few tweaks in Menu.txt file regarding crew contact reports.
- Revised gameplay realism percentage values depending of used optional addons.
- Added Silentmichal's interior mod 1.2.4 (The Beast's No Food and Fixes version), removed Library folder in order to get rid of some error messages on game exit...
The Wolves of Steel 1.06 - Subsim Community SH5 Expansion Pack_RC3 (http://www.mediafire.com/file/u69s6nlw86fk20e/The+Wolves+of+Steel+1.06+-+Subsim+Community+SH5+Expansion+Pack_RC3.rar)
:salute:
.
Torpedo
10-22-16, 05:25 AM
The Wolves of Steel 1.06 - Subsim Community SH5 Expansion Pack_RC3 (http://www.mediafire.com/file/u69s6nlw86fk20e/The+Wolves+of+Steel+1.06+-+Subsim+Community+SH5+Expansion+Pack_RC3.rar)[/CENTER]
:salute:
.
Hi Vecko!
The mod "silent michael's interior mod 1.2.4 - No Food and Fixes" has this problem:
three light bulbs near the table are off. :wah:
I hope that the problem is solved in Expansion Pack RC3. :up:
Torpedo
vdr1981
10-22-16, 08:09 AM
Hi Vecko!
The mod "silent michael's interior mod 1.2.4 - No Food and Fixes" has this problem:
three light bulbs near the table are off. :wah:
I hope that the problem is solved in Expansion Pack RC3. :up:
Torpedo
I didn't see any... Screenshot?
Jimbuna
10-22-16, 09:41 AM
Welcome to SubSim allandidonifajardo :Kaleun_Salute:
mariokartjkl
10-22-16, 11:14 AM
hello everyone sorry for the question i used to play sh3 in a old pc years ago. I've reinstalled sh5 now on steam and in this moment I'm downloading wolves of steel 1.06 RC3 how do I install it?
the installation is the same that is explained on the first post of this thread???
are there some modification because I'm installing on steam??
thank you very much
Torpedo
10-22-16, 12:30 PM
I didn't see any... Screenshot?
With The Wolves of Steel 1.06 RC2 and silentmichal's interior mod 1.2.4 - No Food and Fixes
http://i728.photobucket.com/albums/ww281/Torpedo_01/nolightbulbs_zpsltnsi3ch.jpg (http://s728.photobucket.com/user/Torpedo_01/media/nolightbulbs_zpsltnsi3ch.jpg.html)
Torpedo
vdr1981
10-22-16, 12:40 PM
With The Wolves of Steel 1.06 RC2 and silentmichal's interior mod 1.2.4 - No Food and Fixes
RC3...:hmmm:
https://s6.postimg.org/ros21kfe9/SH5_Img_2016_10_22_19_38_31.jpg
mikaelanderlund
10-22-16, 03:52 PM
Vecko, many thanks for the new 1.06!
Norden :salute:
fitzcarraldo
10-22-16, 07:08 PM
Vecko: Many thanks for the RC3. Yesterday I installed the RC2 and today RC3, so started a new campaign in the Mediterranean. All OK, now cruising to the dangerous waters. Normally I used low TC.
Seeing the Museum, only I have problems in the German roster, when starts the view of Uboats. After the Hospital ship, the Museum CTD.
All others rosters and nations, working OK, without CTDs. First time I could see many ships in SH5 without crashing.
But: is there a problem with the german AI Uboats? The Museum crashed with them.
Silentmichal interiors Beast version is working very well in Mediterranean. The normal version crashed the game in this scenery.
Awesome work!
Best regards.
Fitzcarraldo :Kaleun_Salute:
Torpedo
10-23-16, 05:47 AM
RC3...:hmmm:
https://s6.postimg.org/ros21kfe9/SH5_Img_2016_10_22_19_38_31.jpg
Hi Vecko!
I just installed TWOS RC3 and the bulbs are out. I have the nVidia GTX 970 graphics card with the latest drivers and I know that this card was having problems so I installed the mod "nVidia missing lights" but the result is the same.
It is possible that others have the same problems with the nVidia graphics card?
To test I installed the mod "silentmichal's interior mod 1.2.3" and the bulbs are on. I do not know what to think.
This is the image with RC3. Do you think I can use one of the mods "silentmichal's interior 1.3 or 1.4" or these mods are incompatible with TWOS?
http://i728.photobucket.com/albums/ww281/Torpedo_01/nolightbulbs4_zpsijmrv3nh.jpg (http://s728.photobucket.com/user/Torpedo_01/media/nolightbulbs4_zpsijmrv3nh.jpg.html)
Tnx! Torpedo
vdr1981
10-23-16, 06:16 AM
Seeing the Museum, only I have problems in the German roster, when starts the view of Uboats. After the Hospital ship, the Museum CTD.
It's AI Type II sub , which is known that can cause CTDs. That's why it is not used in the campaign...:yep:
vdr1981
10-23-16, 06:19 AM
Do you think I can use one of the mods "silentmichal's interior 1.3 or 1.4" or these mods are incompatible with TWOS?
No, I don't think that would be a good idea...Nvidia card here too, a "bit" older though with older drivers (8800GT).
skin-nl
10-23-16, 11:44 AM
I have the same issue as torpedo.
I have an nvidia gtx 960 with the newest drivers :hmmm:
One question, if i install the wolves of steel 1.06 rc3 on a clean installation of game i still have to put the 1.05 update no.17 or is included?
Krivi_Zub
10-23-16, 12:35 PM
One question, if i install the wolves of steel 1.06 rc3 on a clean installation of game i still have to put the 1.05 update no.17 or is included?
Well if you have TWOS 1.06 version then you definitely wont need to downgrade it with 1.05 update :)
Thou Im not sure if I need to dwnld TWOS 1.06 test version as my point 0 then to dwnld TWOS 1.06 RC3 as an update?
So far I have SH5 v 1.2.0 installed only and waiting for the next step.
p.s. Greetings captains :Kaleun_Salute:
skin-nl
10-23-16, 12:40 PM
Thou Im not sure if I need to dwnld TWOS 1.06 test version as my point 0 then to dwnld TWOS 1.06 RC3 as an update?
No Krivi Zub the rc3 is a full standalone mod
Michael
Krivi_Zub
10-23-16, 12:48 PM
No Krivi Zub the rc3 is a full standalone mod
Michael
Thanks for fast answer :Kaleun_Cheers:
Got confused there as with versions before (1.05), there were mod and updates.
Can finally continue with install...
vdr1981
10-23-16, 12:55 PM
I have the same issue as torpedo.
I have an nvidia gtx 960 with the newest drivers :hmmm:
Bummer...I guess that someone will eventually come up with solution.:yep: I can't, since I have working light bulbs on my system.
I think that removing the mod is not an option because I have already done a lot of testing with it and generally, SM interior is probably the most wanted feature in TWoS...
whiskey111
10-23-16, 01:11 PM
Did WoS should have an additional table containing speed/time/range calculator ?
I am almost sure that in previous version I could find it but I am missing it now when I press E key.
vdr1981
10-23-16, 01:13 PM
Did WoS should have an additional table containing speed/time/range calculator ?
I am almost sure that in previous version I could find it but I am missing it now when I press E key.
Absolutely...Just scroll down in chart section...
THEBERBSTER
10-23-16, 02:10 PM
A Warm Welcome To The Subsim Community > Krivi Zub
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2) (Do not post your problems here if you have added additional mods to TWOS make a new thread)
whiskey111
10-23-16, 02:16 PM
vdr1981, I think I am missing it... Could you please attach a screenshot ?
vdr1981
10-23-16, 02:47 PM
vdr1981, I think I am missing it... Could you please attach a screenshot ?
https://s6.postimg.org/vntuy4tf3/SH5_Img_2016_10_23_21_43_06.jpg
Torpedo
10-23-16, 02:59 PM
Bummer...I guess that someone will eventually come up with solution.:yep: I can't, since I have working light bulbs on my system.
I think that removing the mod is not an option because I have already done a lot of testing with it and generally, SM interior is probably the most wanted feature in TWoS...
I think that the only solution to the dull light bulbs and for those who have a recent nvidia graphics card is to activate the mod "silentmichal's interior mod 1.2.4 and 1.2.4b" or "silentmichal's interior mod 1.2.3" after RC3 . However I would use "silentmichal's interior mod 1.2.4 - No Food and Fixes" as a stand alone mod that can only be activated if it works with your system, because seeing the dinner table but did not see more 6 light bulbs is not nice.
So I think to make a stand alone mod to restore the standard uboat paint that replaces "Rusted Glory", as soon as you arrive in Kiel, when there is a month's time to update and improve the uboat and leave for the mission to Scapa Flow . This mod is very easy to do and I have already done.
These are just my suggestions.:timeout:
Torpedo
vdr1981
10-23-16, 03:34 PM
I think that the only solution to the dull light bulbs and for those who have a recent nvidia graphics card is to activate the mod "silentmichal's interior mod 1.2.4 and 1.2.4b" or "silentmichal's interior mod 1.2.3" after RC3 . However I would use "silentmichal's interior mod 1.2.4 - No Food and Fixes" as a stand alone mod that can only be activated if it works with your system, because seeing the dinner table but did not see more 6 light bulbs is not nice. There must be some easy solution for this issue. :hmmm: Can you test RC3 with texture files from original SM 1.2.4 mod? I could do that quite fast but since I see lights, there's no use...
So I think to make a stand alone mod to restore the standard uboat paint that replaces "Rusted Glory", as soon as you arrive in Kiel, when there is a month's time to update and improve the uboat and leave for the mission to Scapa Flow . This mod is very easy to do and I have already done.
These are just my suggestions.:timeout:
Torpedo
I don't get you there...You can paint your sub with tiger stripes even in Memel harbor if you don't like the "rust". To expensive maybe? Should I lower the price of initial VIIA paint upgradepacks?
whiskey111
10-23-16, 03:44 PM
vdr1981, I found it. Thanks a lot :up:
Krivi_Zub
10-23-16, 04:10 PM
Anyone can tell if "SH_Keymapper" mod is 1.06 compatible?
Or if there is other way to have hydrophone function "follow nearest contact" bind to a key?
Torpedo
10-23-16, 04:14 PM
There must be some easy solution for this issue. :hmmm: Can you test RC3 with texture files from original SM 1.2.4 mod? I could do that quite fast but since I see lights, there's no use...
I don't get you there...You can paint your sub with tiger stripes even in Memel harbor if you don't like the "rust". To expensive maybe? Should I lower the price of initial VIIA paint upgradepacks?
Hi Vecko!
certainly with pleasure I can test "silentmichal's interior mod 1.2.4 and 1.2.4b"... If I remember there was a problem when the mission ended, you could not see the uboot, but it might be less of a problem... The important thing that does not make the CTDs! But the captains who have an updated nvidia graphics card can see the uboot with its lights, with the dinner table and the lamp that moves. Maybe there are too many salami ...
As for Rusted Glory I have explained badly. It's fine that the uboot starts at Memel with rusted paint because it's got an immediate order to leave for Danzig and then the captain must immediately carry out the order to end the mission in the state that is the uboot... I thought that when the captain arrived in Kiel could also have the idea of giving a clean to her beloved uboot seen that there is a few days to repair and upgrade the uboot... It almost seems like the story of a picture ...
:Kaleun_Cheers:
Torpedo
vdr1981
10-23-16, 04:34 PM
Just to make sure Torpedo, you have all bulbs working in all rooms except in radio room, am I correct?
EDIT
If yes, then I may have found the cause and the solution...
Tonci87
10-23-16, 04:48 PM
To expensive maybe? Should I lower the price of initial VIIA paint upgradepacks?
I think the camo paint should stay as it is, but you should make the training paint dirt cheap, it doesn´t get used very much otherwise...
vdr1981
10-23-16, 05:12 PM
Anyone can tell if "SH_Keymapper" mod is 1.06 compatible?
Or if there is other way to have hydrophone function "follow nearest contact" bind to a key?
Pozz zemljace! :salute:
Never used SH_Keymapper so I can't confirm this...
Did you check available options in OFEV?
Torpedo
10-23-16, 05:13 PM
Just to make sure Torpedo, you have all bulbs working in all rooms except in radio room, am I correct?
EDIT
If yes, then I may have found the cause and the solution...
With silent michael's interior mod 1.2.4 and 1.2.4b in the radio room, I see two lighted bulbs, near the left side of the radar and over the radio operator and all other lights are on.
In radio room all bulbs are working.
But I have to make a new career... Saved games that I have been are made with RC2... For now I have tested with a historic mission and it is all ok, also the end of the historic mission.
Krivi_Zub
10-23-16, 05:18 PM
Pozz zemljace! :salute:
Never used SH_Keymapper so I can't confirm this...
Did you check available options in OFEV?
Pozdrav kapetane :Kaleun_Salute:
All good, after some time playing with OEFV, found option to lower time interval for soundman reports to msgbox \o/
Thanks for all the work you guys put in modding the game!
Amazing community.
vdr1981
10-23-16, 05:20 PM
With silent michael's interior mod 1.2.4 and 1.2.4b in the radio room, I see two lighted bulbs, near the left side of the radar and over the radio operator and all other lights are on.
In radio room all bulbs are working.
No, I mean with RC3...Only bulbs in QR1 (the room where new dining table is placed, radioman ,sonarmen ect) are OFF? Is that correct? Bulbs in other rooms are fine?
Torpedo
10-23-16, 05:31 PM
No, I mean with RC3...Only bulbs in QR1 (the room where new dining table is placed, radioman ,sonarmen ect) are OFF? Is that correct?
Exactly, only with RC3 and without any silentmichal's interior mod 1.2.4 and b, all the bulbs are off in QR1: dining table, radioman, sonarman, captain's room and the others bulbs.
The bulbs work in torpedo room and control room.
vdr1981
10-23-16, 05:36 PM
Exactly, only with RC3 and without any silentmichal's interior mod 1.2.4 and b, all the bulbs are off in QR1: dining table, radioman, sonarman, captain's room and the others bulbs.
The bulbs work in torpedo room and control room.
OK, please try this fix in some hist.mission...
http://www.mediafire.com/file/y2y384nzzi1y1xv/SMInt_NFnF_Nvidia+Lights+fix.rar
Torpedo
10-23-16, 05:54 PM
OK, please try this fix in some hist.mission...
http://www.mediafire.com/file/y2y384nzzi1y1xv/SMInt_NFnF_Nvidia+Lights+fix.rar
With RC3 unfortunately, even with the fix in QR1 the bulbs are off
vdr1981
10-23-16, 05:56 PM
With RC3 unfortunately, even with the fix in QR1 the bulbs are off
Hm, I don't understand. the settings are exactly the same like in any other room...:hmmm:
Torpedo
10-23-16, 06:01 PM
Hm, I don't understand. the settings are exactly the same like in any other room...:hmmm:
I tell you that I had already tried "silent michael's interior mod 1.2.4 - No Food and Fixes" with TWOS 1.06 RC2 but I always had the same problems...
vdr1981
10-23-16, 06:06 PM
I tell you that I had already tried "silent michael's interior mod 1.2.4 - No Food and Fixes" with TWOS 1.06 RC2 but I always had the same problems...
Yes, but now I have increased light multiplayer to match those in other rooms...By all means, all lights have to work now...:hmmm:But still...
Try this one please, light multiplayer 15 this time...
https://www.mediafire.com/?mt23i4dpjwj255f
Torpedo
10-23-16, 06:19 PM
Yes, but now I have increased light multiplayer to match those in other rooms...By all means, all lights have to work now...:hmmm:But still...
Try this one please, light multiplayer 15 this time...
https://www.mediafire.com/?mt23i4dpjwj255f
I'm very sorry, but the lights don't work:wah:
fitzcarraldo
10-23-16, 06:24 PM
I have the same problems with bulbs but I'm living with it. I don't know if it is a problem of Nvidia cards. (I have an Nvidia card....).
Regards.
Fitzcarraldo :salute:
vdr1981
10-23-16, 06:26 PM
I'm very sorry, but the lights don't work:wah:
OK..Last try, cross your fingers...:)
https://www.mediafire.com/?d686y885dcj9sdw
vdr1981
10-23-16, 06:39 PM
I have the same problems with bulbs but I'm living with it. I don't know if it is a problem of Nvidia cards. (I have an Nvidia card....).
Regards.
Fitzcarraldo :salute:
Did you try any of the fixes I have uploaded. maybe you will have more luck?
Torpedo
10-23-16, 06:41 PM
OK..Last try, cross your fingers...:)
https://www.mediafire.com/?d686y885dcj9sdw
Fantastic!!! In QR 1 all lights are ok... The bulbs are even more beautiful !!!
:Kaleun_Salute::Kaleun_Cheers::Kaleun_Applaud:
Torpedo
P.S. If I told you that I miss the lamp above the dinner table that swings, no salami, no vegetables, no bags but only the lamp that swings you kill me? :har:
vdr1981
10-23-16, 06:51 PM
Fantastic!!! QR 1 in all lights are ok... The bulbs are even more beautiful !!!
:Kaleun_Salute::Kaleun_Cheers::Kaleun_Applaud:
Torpedo
P.S. If I told you that I miss the lamp above the dinner table that swings, no salami, no vegetables, no bags but only the lamp that swings you kill me? :har:
Excellent ! :up:
You mean that lamp was the part of original SM 1.2.4b mod but not in the The Beast's no food and fixes version?
Torpedo
10-23-16, 06:59 PM
Excellent ! :up:
You mean that lamp was the part of original SM 1.2.4b mod but not in the The Beast's no food and fixes version?
Yes the lamp swinging above the dinner table is original part of silentmichal's interior mod 1.2.4b and 1.2.4 but not in the The Beast's no food and fixes version...
vdr1981
10-23-16, 07:06 PM
Yes the lamp swinging above the dinner table is original part of silentmichal's interior mod 1.2.4b and 1.2.4 but not in the The Beast's no food and fixes version...
Well, that would require more serious work and maybe even TDW gr2 editor (wich I'm not quite familiar with) and more testing, but if all goes OK, why not. Maybe in future versions...:yep:
Do me a one more favor please... Remove texture folder from last fix and check in the game do lights still work...:yep:
kevinsue
10-23-16, 07:18 PM
Was that the last version of the updated mod by TheBeast? The version I have is called just "Room_QR1" and comes with the options for no food and also for food not to vanish over time. The lights in QR1 do not illuminate as well but it has the swinging light over the dining table with a bright light halo but still a dull bulb.
Torpedo
10-23-16, 07:21 PM
Well, that would require more serious work and maybe even TDW gr2 editor (wich I'm not quite familiar with) and more testing, but if all goes OK, why not. Maybe in future versions...:yep:
Do me a one more favor please... Remove texture folder from last fix and check in the game do lights still work...:yep:
Even without the texture folder it works perfectly!!!
Only with Room_QR1.sim
Torpedo
10-23-16, 07:32 PM
Was that the last version of the updated mod by TheBeast? The version I have is called just "Room_QR1" and comes with the options for no food and also for food not to vanish over time. The lights in QR1 do not illuminate as well but it has the swinging light over the dining table with a bright light halo but still a dull bulb.
Hi kevinsue!
Have you the link for "Room_QR1" by TheBeast!
Tnx a lot!
Torpedo
vdr1981
10-23-16, 07:36 PM
Was that the last version of the updated mod by TheBeast? The version I have is called just "Room_QR1" and comes with the options for no food and also for food not to vanish over time. The lights in QR1 do not illuminate as well but it has the swinging light over the dining table with a bright light halo but still a dull bulb.
I agree that all features of great SM mod looks great but you guys have to understand that sometimes even smallest change in gr2 or sim files can cause unexplained conflicts and CTDs in certain situations, especially if the game is heavily modded and has lot of imported dat units. That's why I'll have to go with light version of this awesome SM mod. If I have to chose between swinging salami and more imported merchants, I chose ships...That's exactly what is going on here... :yep:
Even without the texture folder it works perfectly!!!
Only with Room_QR1.sim
Very well, thanks...:up:
kevinsue
10-23-16, 07:46 PM
It's here at Subsim http://www.subsim.com/radioroom/downloads.php?do=file&id=4931
Torpedo
10-24-16, 04:03 AM
It's here at Subsim http://www.subsim.com/radioroom/downloads.php?do=file&id=4931
Hi kevinsue!
Tnx!!!!! :Kaleun_Cheers:
Tonci87
10-24-16, 04:48 AM
Pozdrav Kapetani :Kaleun_Salute:
Vdr, did you consider my suggestion to make the training paint scheme really cheap?
vdr1981
10-24-16, 05:10 AM
Pozdrav Kapetani :Kaleun_Salute:
Vdr, did you consider my suggestion to make the training paint scheme really cheap?
Sure, why not...Right now it's "only" 500. should it be lower, or maybe free?
vdr1981
10-24-16, 05:15 AM
It's here at Subsim http://www.subsim.com/radioroom/downloads.php?do=file&id=4931
Tested this version last night with "no food" option...it seems OK although that swinging lamp with its bright hello looks awful... :D
Did not test option with food but I'm pretty much sure that it will be less stable...
Tonci87
10-24-16, 05:20 AM
Sure, why not...Right now it's "only" 500. should it be lower, or maybe free?
Or the other, useful paint schemes could be more expensive :06:
vdr1981
10-24-16, 05:23 AM
Or the other, useful paint schemes could be more expensive :06:
The other is tiger stripes paint and it costs 1500. That's high enough for early war I would say...
Tonci87
10-24-16, 05:24 AM
The other is tiger stripes paint and it costs 1500. That's high enough for early war I would say...
Well, maybe a price of 200 or 300 for the training paint then.
Torpedo
10-24-16, 05:39 AM
Hi Vecko!
Perhaps I have found a way to have the lamp over the dinner table:
http://i728.photobucket.com/albums/ww281/Torpedo_01/lightbulbsandlamp_zps7yqwi5cn.jpg (http://s728.photobucket.com/user/Torpedo_01/media/lightbulbsandlamp_zps7yqwi5cn.jpg.html)
I found the TheBeast mod "Room_QR1" that contains two other mods.
The mods are to be activated in this way:
Room_QR1
Room_QR1_No_Food
SMInt_NFnF_Nvidia Lights Fix 2 (your mod)
nVidia missing lights (this mod for nVidia graphics card)
For me it has to eliminate the halo of the lamp above the dinner table.
Torpedo
vdr1981
10-24-16, 06:20 AM
Hi Vecko!
Perhaps I have found a way to have the lamp over the dinner table:
http://i728.photobucket.com/albums/ww281/Torpedo_01/lightbulbsandlamp_zps7yqwi5cn.jpg (http://s728.photobucket.com/user/Torpedo_01/media/lightbulbsandlamp_zps7yqwi5cn.jpg.html)
I found the TheBeast mod "Room_QR1" that contains two other mods.
The mods are to be activated in this way:
Room_QR1
Room_QR1_No_Food
SMInt_NFnF_Nvidia Lights Fix 2 (your mod)
nVidia missing lights (this mod for nVidia graphics card)
For me it has to eliminate the halo of the lamp above the dinner table.
Torpedo
nVidia missing lights fix is part of TWoS since v 1.01...:yep:
Raven Morpheus
10-24-16, 01:53 PM
Just want to say thank you for this mega mod.
However I have a couple of questions/requests regards one or two features, the speech and some text -
As I don't speak or read German fluently (I'm English), I only know a couple of key words and phrases, is there anyway I can change the speech back to English speech? It seems odd to have a mix of English and German being spoken, and also how can the text on for example the Sub Systems page be changed back to English?
Is there also a way to get rid of the annoying "plotting course, returning to course" speech every time I plot a course on the maps (I'm guessing it's just a matter of replacing the sound files with "empty" ones?
Also is there a tutorial on using the the Enigma machine for decoding messages? I've done a quick search, here and on Google, but have drawn a blank.
And lastly - there were sound mods made for SH3 (which also worked in SH4) which added actual speech (in English, but also available in German) taken from the Das Boot movie, and other ambient sounds such as the sound of the captain and crew going through the dive routine. Are there any plans to include such sounds in this mega mod (do they even exist for SH5, and apologies if it's already included, I may have overlooked it)?
Thanks.
skin-nl
10-24-16, 01:53 PM
I used the beastmod room_qr1 and your last nvidia lights fix and it works :yeah:
Thanks :salute:
longdog499
10-24-16, 05:02 PM
Apologies for a probably dumb question but should 1.06 be installed as well as 1.05 or instead of? :hmmm:
kevinsue
10-24-16, 05:24 PM
No...Just 1.06 and follow the install procedure in the first post exactly. :yep:
longdog499
10-24-16, 05:50 PM
Thank you kevinsue. :up:
kevinsue
10-24-16, 06:36 PM
As I don't speak or read German fluently (I'm English), I only know a couple of key words and phrases, is there anyway I can change the speech back to English speech? It seems odd to have a mix of English and German being spoken, and also how can the text on for example the Sub Systems page be changed back to English?
The German voices are meant to add ambience to the game and whatever is spoken in that language is translated to English in the message box and Ships log. If you really want to change this back to English without reinstalling SH5, (there is a language option available during installation) use the link below to download file and extract into the C:\Ubisoft\Silent Hunter 5\MODS folder and install with JSGME after the TWoS 1.06 mods. This file is from the "vanilla" SH5 v1.2
http://www.mediafire.com/file/kwubay2byactw14/English_Voices.zip
Is there also a way to get rid of the annoying "plotting course, returning to course" speech every time I plot a course on the maps (I'm guessing it's just a matter of replacing the sound files with "empty" ones?
If you use the Real Nav option in TWoS, you should never hear those phrases. :yep:
Also is there a tutorial on using the the Enigma machine for decoding messages? I've done a quick search, here and on Google, but have drawn a blank.
Here is an excellent tutorial by POTUS (https://www.youtube.com/playlist?list=PLTvkM4PsuYNIRqA_O3HznXUaJ5APcWhKW) regarding the Enigma machine. There is also a manual which can be found in the TWoS documentation found in you main SH5 root directory here: C:\Ubisoft\Silent Hunter 5\The Wolves of Steel - Documentation\ENIGMA M4 by SkyBaron\SkyBaron's Enigma M4 manual 1.02.pdf
https://www.youtube.com/watch?v=It_WcVBRkRg
And lastly - there were sound mods made for SH3 (which also worked in SH4) which added actual speech (in English, but also available in German) taken from the Das Boot movie, and other ambient sounds such as the sound of the captain and crew going through the dive routine. Are there any plans to include such sounds in this mega mod (do they even exist for SH5, and apologies if it's already included, I may have overlooked it)?
Many of the sounds from the various sound mods are included in TWoS but in such a way to keep the game stable. Make certain that you follow the installation instructions for TWoS in the first post of this thread and also check out this tutorial by TheNorseCast (https://www.youtube.com/playlist?list=PLCXGyzkyFk9fbgJIUetdPGD8RNLQJr48H) on YouTube here:
https://www.youtube.com/watch?v=8Wo1zDMjn90
and also check out THEBURBSTER's Tutorials here: (http://www.subsim.com/radioroom/showthread.php?t=211804) for just about everything you may want to ask or know about SH5 :up:
EDIT: Don't know how come how the actual links to YouTube were imbedded...I was trying to link to the actual channel :hmmm:
Raven Morpheus
10-24-16, 06:51 PM
Thanks for the voices, but I'm sure there are some extra ones, not in the vanilla set, added that are in German. I have Sober's speech fix and additional voices mode in English which I could install if that's what has been used.
I don't mind voices in the background being in German (hence the reason I asked about the Das Boot stuff available for SH3/SH4), for ambience, it's just the key speech I'd prefer in English - I tend to keep the message box minimised and out of the way so a translation in there isn't all that helpful and I find it's rather disjointed to hear the guy who sends the weather reports (is Benno the sonar guy or the radio guy?) speaking in English most of the time and then German all of a sudden - I think there's one message where he speaks in English but uses the German word for bearing during the message!.
I don't use real nav, I'm not that hardcore a player.
I'll watch that vid by Potus, the Enigma machine and coded messages seem like a interesting addition to the game. I was hoping to decode the first message you get before you are told to go to Kiel, but unfortunately the game doesn't save the radio messages and when you reload a save (as I have) you don't see previous radio messages so I've lost that one. Guess I'll have to wait for the next one.
kevinsue
10-24-16, 07:24 PM
Thanks for the voices :up:
Adding other mods to TWoS is not recommended as you can easily reintroduce instabilities back into the game and undo all the work the vdr1981 has done to make this mod dependable and stable.
I'll watch that vid by Potus, the Enigma machine and coded messages seem like a interesting addition to the game. I was hoping to decode the first message you get before you are told to go to Kiel, but unfortunately the game doesn't save the radio messages and when you reload a save (as I have) you don't see previous radio messages so I've lost that one. Guess I'll have to wait for the next one.
You need to create a "Ships Journal" in the main SH5 UI before you start your patrol or otherwise before you start your last savegame. After you have started a Ship's Journal, it will update and save each time you exit to the main SH5 UI. If you exit directly to Windows, the journal will not be updated. If you want to import a previous Super mark or Nav marks etc, you can do this by using the import tab on the Ship's Journal. Make sure you don't have the "Read Journal entries" box selected otherwise you will end up with multiple entries of the same thing.:D
Raven Morpheus
10-24-16, 07:35 PM
I know, adding stuff adds instabilities, it's just that I like all my important speech to be in English (I don't mind a German accent, in fact that's preferable) but I also like the Das Boot background speech and effects I've got in SH3 and Sh4. I note from the list of mods on the 1st page that the Das Boot music mod is used, but not anything else Das Boot, and looking at the files in TWoS there are files that are added that aren't in the vanilla speech files (there's a couple for the sonar guy - MC_RR_HIDRO_117.ogg in the "normal" folder for example). Wish I could shut the speech up altogether when using the Harbor Pilot scripts though, boy does it get annoying!
I'll create a ships journal and start again, I seem to have broken my campaign a little anyhow as when I got to Kiel I couldn't get a mission so I started a patrol anyway, then ended it immediately, knowing it would advance time and hopefully force the campaign to update properly. Problem was the next set of missions available contained Breaking The Fortress, however the due date on that mission was before the date when I started my next patrol so there was no use taking that mission (The date I requested the mission (i.e. when I'm in port) was Sept 27th, BTF ends on Oct 5th, I set to sea on my next patrol on Oct 21st!!).
There was one other thing, I note that the "identify target" option has been removed from the WO.
Is there a shortcut key for that, has it been moved somewhere I'm not seeing, or can I put it back in (is it an OFEV option?)? As a non-hardcore player I find that really helpful in confirming my manual identification.
kevinsue
10-24-16, 07:49 PM
Ah right, how do I create a "ships journal"?
There was one other thing, I note that the "identify target" option has been removed from the WO.
Is there a shortcut key for that, has it been moved somewhere I'm not seeing, or can I put it back in (is it an OFEV option?)?
Just click on the "Ships Journal" tab in the main SH5 UI and type in a name for the journal...done. :D
Enable the TWoS "Wind and Smoke" additional mod with JSGME which has been placed in the MODS folder by the main TWoS install to enable the identify target option. Ensure the mod installation order is per http://www.subsim.com/radioroom/showthread.php?t=210703 :yep:
Raven Morpheus
10-24-16, 08:02 PM
Just click on the "Ships Journal" tab in the main SH5 UI and type in a name for the journal...done. :D
Thanks, yeah I answered my own question by looking in the game.
Enable the TWoS "Wind and Smoke" additional mod with JSGME which has been placed in the MODS folder by the main TWoS install to enable the identify target option. Ensure the mod installation order is per http://www.subsim.com/radioroom/showthread.php?t=210703 :yep:
Oh OK, at least it's there somewhere then. I might leave it off and see how I go, I'm already supposedly running at 58% difficulty anyway according to the options screen (it was about 74% using Sober's Bonus Mod and the mod list I put together for myself), basically "Hard" but with the external and event cameras available - I like to watch ships sink from outside the sub and I like to see what happens under the water when my fish hit.
kevinsue
10-24-16, 09:45 PM
I know, adding stuff adds instabilities, it's just that I like all my important speech to be in English (I don't mind a German accent, in fact that's preferable) but I also like the Das Boot background speech and effects I've got in SH3 and Sh4. I note from the list of mods on the 1st page that the Das Boot music mod is used, but not anything else Das Boot, and looking at the files in TWoS there are files that are added that aren't in the vanilla speech files (there's a couple for the sonar guy - MC_RR_HIDRO_117.ogg in the "normal" folder for example). Wish I could shut the speech up altogether when using the Harbor Pilot scripts though, boy does it get annoying!
Here are a few sounds I use that you might like to try...the ocean sounds good in heavy seas and also those annoying creaks when you submerge are tamed down a bit and I also removed that annoying telemetry noise in the radio room.
http://www.mediafire.com/file/pob9oymz8rak38t/New_Creaks_and_Ambiance.7z
Cbrchrille
10-25-16, 10:14 AM
Hi everybody, just starded playing TWOS and its fun. However do you need to do a complete reinstall when you want to change from RC2 to RC3 or?
vdr1981
10-25-16, 11:34 AM
Hi everybody, just starded playing TWOS and its fun. However do you need to do a complete reinstall when you want to change from RC2 to RC3 or?
Not really, but it can not hurt to do so...:salute:
Now, this is a big one!:) I think that I have finally made it in my attempt to fix OHII mines and bouys so that they don't crash the game anymore (CTD when nearing the ports, coastal waters if you don't restart the game ect).
Working on whales and dolphins now...I have isolated strange conflict with just one unit (new SH3 medium bulk cargo). Even I don't manage to get rid of this conflict, v 1.06 I going to be, most definitely, more stable then any other SH5 modlist before because chances to reproduce my CTD test scenario in regular campaign play through will be very slim ...:yep:
THEBERBSTER
10-25-16, 11:38 AM
A Warm Welcome Back To The Subsim Community > Cbrchrille
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2) (Do not post your problems here if you have added additional mods to TWOS make a new thread)
Magjamer
10-25-16, 04:05 PM
Hey!
I have installed the full megamod on two of my computers, one on my laptop and one my desktop.
Everything works fine on my laptop, but on my desktop I have this issue with the TAI map being positioned way too high up on the screen. The second issue is that when I have the ship recognition manual up, there is a white frame that sometimes fills with a photo whenever I scroll through the different ships. It moves with the manual when I drag it around.
See screenshot here:
http://imgur.com/a/b8N3n
Anyone have an idea about what I can do?
LesBaker
10-25-16, 04:36 PM
Hey!
I have installed the full megamod on two of my computers, one on my laptop and one my desktop.
Everything works fine on my laptop, but on my desktop I have this issue with the TAI map being positioned way too high up on the screen. The second issue is that when I have the ship recognition manual up, there is a white frame that sometimes fills with a photo whenever I scroll through the different ships. It moves with the manual when I drag it around.
See screenshot here:
http://imgur.com/a/b8N3n
Anyone have an idea about what I can do?
Hi Magjamer, Lower the screen resolution to something like 1920 x 1080, or don't move the SOAN so far to the right.
As for the TAI map click the round symbol just above the Depth command icons bar.
Good Hunting
Les
Torpedo
10-25-16, 05:30 PM
Hi Vecko!
With a little luck I could to eliminate the halo from the swinging lamp over the dinner table.
http://i728.photobucket.com/albums/ww281/Torpedo_01/lightbulbsandlamp2_zpspychft9b.jpg (http://s728.photobucket.com/user/Torpedo_01/media/lightbulbsandlamp2_zpspychft9b.jpg.html)
Thanks to the outstanding work of silentmichal and TheBeast, I think that the interior of the uboot is lightened by oranges, boxes and salami with the presence of a swinging lamp without an annoying halo. Now the uboot IMO is a little more agreeable. Thanks Vecko for your files that allowed the light bulbs are working.
If I think I can make a single mod from the mods that helped me so you can use this mod as you wish for a future release.
Torpedo :Kaleun_Cheers:
Raven Morpheus
10-25-16, 07:17 PM
I don't seem to be having much luck with Silent Hunter 5 at all at the moment...
I've just tried decoding my first enigma message, after having read the Enigma manual, watched the video tutorial by Potus and following the instructions in the game itself. The message is the first one you receive when operating out of Memel, when near Poland, the one that I'm guessing reads something along the lines of attack anything coming out of Danzig port, but my Engima machine is translating it into gibberish. I've tried decoding it several times...
Here's a video showing what I'm doing (I gave up after a few blocks) -
https://www.youtube.com/watch?v=WErRcrvOkmI (http://www.youtube.com/watch?v=WErRcrvOkmI&feature=youtu.be)
What am I doing wrong there?
I translated the first two blocks in the above video from EQVI NXVG (using the month August) to KQHM AZIQ which when read vertical gives KHAI QMZQ and KHAI = 247.
BTW I've tried setting the "envelope" to August and September, and I've tried setting the "substitution chart" to August and September, I still get gibberish coming out whichever month I use.
I have TWoS 1.06 RC3 installed on a clean install of SH5 and the optional BDU encryption mod installed, I've even tried it with that optional mod not installed, I still get gibberish...
Are you using the date listed in the message rather than the actual received date? That's a must.
kevinsue
10-25-16, 09:26 PM
yes...you were using 1st September 1939. You need to use the date that the message was encrypted which is 31 August 1939.
Raven Morpheus
10-26-16, 12:31 AM
I've tried both dates. I get gibberish whichever date I use.
As another example I get a message (without the optional BDU encryption mod) in September (3rd I think), it was sent the same day by BDU. It reads -
DKUW BQGT GBFJ YRTS ICKH VLVW HVPO IMQV SGWP JJOH LLTTF SQVP
AZGK APBK BTBO HPSN MXYB URNX RVOF UHIL LUTZ IIPU DKUW BQGT
Now, if I use September (on all the charts) as the date I get YVLM QYOI, which read vertical gives YLQO and VMYI, LQO = 210 so it's a Hydra message. I follow the charts for setting the dials and plugs and then enter VMYI and finish setting the dials and input the rest of the message, but I still get gibberish coming out!
EDIT - OK I found out where I was going wrong, I used one of the example messages at the end of SkyBarons Enigma manual, loaded up the Tutorial TDC mission, and tried to decode it. I was neglecting to set the dials/plugs for the correct day. I had the right month, not the right day. DOH!!
Now that I know that I've been able to decode the original message I was trying to decode, just to make sure. Don't know about decoding the other two I received because I didn't make a note of the day they were sent (it was between the 3rd and 5th), any my journal doesn't seem to be saving messages properly, even if I manually save it during patrol!!
I'm going to restart anyway and re-enable the BDU encryption optional mod, now that I know where I was going wrong, hopefully this time I can make some progress, and get back to where I was - nearly finished Coastal Waters but with no missions being given (which is what prompted me to start looking at Sober's Mega Mod and then this mega mod)...
Some questions:
1) There is no crew management? Crew is immortal?
2) So i can use "battle alarm" (F7 button) mode always without penalties?
3) What is the maximum number of ships in convoy?
Magjamer
10-26-16, 03:54 AM
Hi Magjamer, Lower the screen resolution to something like 1920 x 1080, or don't move the SOAN so far to the right.
As for the TAI map click the round symbol just above the Depth command icons bar.
Good Hunting
Les
Thanks a lot sir, that worked! :up:
kevinsue
10-26-16, 04:00 AM
Now, this is a big one!:) I think that I have finally made it in my attempt to fix OHII mines and bouys so that they don't crash the game anymore (CTD when nearing the ports, coastal waters if you don't restart the game ect).
Working on whales and dolphins now...I have isolated strange conflict with just one unit (new SH3 medium bulk cargo). Even I don't manage to get rid of this conflict, v 1.06 I going to be, most definitely, more stable then any other SH5 modlist before because chances to reproduce my CTD test scenario in regular campaign play through will be very slim ...:yep:
About 10 days of game time left before starting a new campaign (Mare Nostrum). Any news on an ETA for the next release candidate? No pressure mind you!...Haha :D
Magjamer
10-26-16, 05:53 AM
I really don't like the exaggerated rust with the RUSTED GLORY part of TWoS, I can't seem to find a way to disable it. It doesn't show up in the TDW fileoptionviewer either..
Any tips?
kevinsue
10-26-16, 06:37 AM
I really don't like the exaggerated rust with the RUSTED GLORY part of TWoS, I can't seem to find a way to disable it. It doesn't show up in the TDW fileoptionviewer either..
Any tips?
I think you may be able to delete the textures folder in the main TWoS mod but I am not 100% certain that this will fix the problem. In real life much care was taken with not allowing degradation of the paint as per this item in the Kriegsmarine Submarine Commanders Handbook:
38.) The submerged submarine is most difficult to spot from the plane when all its horizontal surfaces are painted very dark. All other bright objects on the upper deck, as, for example, the insulators of the net wire, must have a coating of dark paint. In case of need, paint which has crumbled, or been washed off during the operations, must be replaced; for is purpose, a quantity of dark paint should always be available during operations.
Torpedo
10-26-16, 07:29 AM
I really don't like the exaggerated rust with the RUSTED GLORY part of TWoS, I can't seem to find a way to disable it. It doesn't show up in the TDW fileoptionviewer either..
Any tips?
Hi Magjamer,
Please, do not delete the textures folder in the main Twos mod because the texture folder contains 571 files where only 8 are Rusted Glory. The mod Rusted Glory have only eight files in Textures folder of TWOS and only for VIIA. The problem is solved by replacing the eight files with the original ones. I created a small mod to have since Memel the right original paint. You may choose to activate in Memel this mod, or when you reach Kiel, simulating with the maintenance and the upgrade at the dock also the maintenance of the paint. This is your choice, however, the mod can be activated on any mission because it only contains graphic files.
The mod is compatible JSGME.
This is the link:
http://www.mediafire.com/file/m4f61gu25k721h6/TWOS_No_Rusted_Glory_SH5_type_VIIA.zip
Torpedo :Kaleun_Cheers:
I cooked up a little submod a while ago for my own use that removes the rust for those that hate it (like me). It seems to work and I have not noticed any side effects, though it uses stock textures on the hull exterior.
I uploaded it to the subsim downloads. Grab it here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=5073
EDIT: The guy above me beat me, lol. His solution looks more elegant.
Torpedo
10-26-16, 07:45 AM
I cooked up a little submod a while ago for my own use that removes the rust for those that hate it (like me). It seems to work and I have not noticed any side effects, though it uses stock textures on the hull exterior.
I uploaded it to the subsim downloads. Grab it here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=5073
EDIT: The guy above me beat me, lol. His solution looks more elegant.
Better two good news that no news !!!
Torpedo
Magjamer
10-26-16, 07:59 AM
Thanks Torpedo and R-T-B, responses are very quick on this forum. Looks like a good community. :yeah:
Torpedo
10-26-16, 08:08 AM
Thanks Torpedo and R-T-B, responses are very quick on this forum. Looks like a good community. :yeah:
It's our pleasure to help you and this is a very good community!
Try before my version that contains only the necessary files.
Torpedo
Krivi_Zub
10-26-16, 08:52 AM
Ahoy,
Got confused last night!
Playing TWOS RC3 with:
1. TWOS 1.06
2. Real nav
3. W&S
so NO enigma mod installed and last night Iv got encrypted message on my way to kiel after first objective is done.
Not sure if that should happen, so Im reporting here :Kaleun_Salute:
kevinsue
10-26-16, 10:28 AM
Hi Magjamer,
Please, do not delete the textures folder in the main Twos mod because the texture folder contains 571 files where only 8 are Rusted Glory. The mod Rusted Glory have only eight files in Textures folder of TWOS and only for VIIA. The problem is solved by replacing the eight files with the original ones. I created a small mod to have since Memel the right original paint. You may choose to activate in Memel this mod, or when you reach Kiel, simulating with the maintenance and the upgrade at the dock also the maintenance of the paint. This is your choice, however, the mod can be activated on any mission because it only contains graphic files.
The mod is compatible JSGME.
This is the link:
http://www.mediafire.com/file/m4f61gu25k721h6/TWOS_No_Rusted_Glory_SH5_type_VIIA.zip
Torpedo :Kaleun_Cheers:
You are right. :oops: I forgot that Vecko had added a number of new ships as well as Silentmichal's dining room mod in RC3. :up:
skin-nl
10-26-16, 11:53 AM
Great work Torpedo :up:
Raven Morpheus
10-26-16, 04:20 PM
Bit of a dumb question but I note that inertia is more pronounced in TWoS, I kept over running my intended stopping point during play last night and had to keep going backwards...
How much of a distance should I leave (or add to my intended range to target) on average to "stop" in the spot I want to?
LesBaker
10-26-16, 05:04 PM
Bit of a dumb question but I note that inertia is more pronounced in TWoS, I kept over running my intended stopping point during play last night and had to keep going backwards...
How much of a distance should I leave (or add to my intended range to target) on average to "stop" in the spot I want to?
Hi Raven,
A difficult question to answer, It depends on the speed that you are approaching the target, which direction the current (or Tide) is coming from, your depth due to the salinity of the water that you are traveling through and it's temperature due to change of density.
You will have to use trial and error over several attacks to find what works best for your style of approach, I find what works best for me is to shut down engines at about 2000m to 1500m (depending on approach speed) from the target coarse line.
If the Boat does not seem to be coming to a halt at about 900m to 800m, then order reverse standard or full, when the Knot meter is just gone pass the 1.5 Knot mark, Order Engine Stop.
Good Hunting
Les
THEBERBSTER
10-26-16, 05:48 PM
Just completed ‘Infiltrate a spy near Liverpool’.
A perilous journey deep in to enemy territory keeping radio silence while I dodge escorts and air patrols to deliver my human cargo to its destination.
I am 150 metres off the shore with 15m/s wind speed raging.
My WO tells me there is a ship short range bearing 357 degrees and I nearly crap myself.
Its the spy in the boat.
http://s22.postimg.org/44ninp8wx/image.jpg
Trust me, that was not funny, I thought I had had it.
Now I have to extricate my boat out of the danger zone and dodge the patrols between Holyhead and Liverpool.
My reward for this dangerous mission 1 Bonus Point.
I can sit in a patrol grid for 48 hours, do nothing and get 1 Bonus Point and, with the option to get another 2.
These dangerous and time consuming missions should be better rewarded.
Peter
:agree:
Because I successfully delivered a spy to Londonderry, they keep trying to send me back with another spy. We should get 3 Bonus Points at least for those hair raising missions.
dogrokket
10-27-16, 11:18 AM
Hi guys, I am running WoS 1.05 w/update 17. I was working through the TDC tutorials and I seem to be missing the speed table. When I press the E key and search through all the available charts, it doesn't seem to be listed. Any suggestions?
Cheers!
vdr1981
10-27-16, 12:19 PM
What a hell happened with TheNorseCast's YT channel???:doh:
Krivi_Zub
10-27-16, 12:33 PM
What a hell happened with TheNorseCast's YT channel???:doh:
While I was checking "skapa flow" mission on youtube last night, suddenly realized that one of best informative videos sank to the bottom of the atlantic, what a sad day!
This video is no longer available because the uploader has closed their YouTube account.
:salute:
p.s. I only remember it was advised to go in by bad weather!?
ThaFr0ggy
10-27-16, 08:49 PM
I asked him. This is what he said:
Me: Hi Shaefer,
what happened to your YouTube Channel? Did you close it down?
Shaefer: No, I did not.
But I can`t get accsess to it, and I don`t know why.
I`ve heard about other channels beeing hacked, and taken down, but I dont know. I am waiting for answer from google, if I ever will get one.
I`m gutted.
vdr1981
10-28-16, 07:29 AM
I asked him. This is what he said:
Me: Hi Shaefer,
what happened to your YouTube Channel? Did you close it down?
Shaefer: No, I did not.
But I can`t get accsess to it, and I don`t know why.
I`ve heard about other channels beeing hacked, and taken down, but I dont know. I am waiting for answer from google, if I ever will get one.
I`m gutted.
Unbelievable...:o
Official v1.06 will be ready this evening, prepare for fresh game installation and new campaign...:salute:
I am in different communities (e.g. racing simulation etc) but regarding mods nothing compares to your TWOS!!! Absolutly fantastic work here and I want to thank you once again. :Kaleun_Cheers::Kaleun_Applaud:
What a beautiful work, neverending updates and endless patient support here. And as I said: Ubisoft should get you some money for bug fixing at least. :D
:Kaleun_Salute:
Unbelievable...:o
Official v1.06 will be ready this evening, prepare for fresh game installation and new campaign...:salute:
Great, I've just finished my Coastal Waters campaign, looking forward to upgrading to 1.06 :)
mikaelanderlund
10-28-16, 11:30 AM
I know many love Silent Michals interior mod, but is there any way to remove it, or to close the door to the sh'thouse! Please help me!
:salute: Norden
vdr1981
10-28-16, 12:57 PM
I know many love Silent Michals interior mod, but is there any way to remove it, or to close the door to the sh'thouse! Please help me!
:salute: Norden
After a metric ton of testing I've done I really wouldn't recommend messing with any files which contain submarine controllers.
You should said that you don't like SM Int. mod earlier...Now it's to0 late...:yep:
Krivi_Zub
10-28-16, 12:58 PM
Unbelievable...:o
Official v1.06 will be ready this evening, prepare for fresh game installation and new campaign...:salute:
Greetings Vecko,
since there is no NorseCast videos I don't know how to continue with my campaign after tonight's reinstall QQ aka how to import old saves when I reinstall the game, and are they going to be compatible with new version?
ATM Im at WOS 1.06 RC3 with RN and W&S
Any help woudl be appreciated! THANK you :Kaleun_Salute:
edit: Sorry found it on the 1st page....
vdr1981
10-28-16, 01:04 PM
Greetings Vecko,
since there is no NorseCast videos I don't know how to continue with my campaign after tonight's reinstall QQ aka how to import old saves when I reinstall the game, and are they going to be compatible with new version?
ATM Im at WOS 1.06 RC3 with RN and W&S
Any help woudl be appreciated! THANK you :Kaleun_Salute:
Your game saves are stored in "documents/SH5/data/cfg/Savegames" folder but I would really recommend you to do full game installation and to start new campaign...:yep:
Krivi_Zub
10-28-16, 01:08 PM
Your game saves are stored in "documents/SH5/data/cfg/Savegames" folder but I would really recommend you to do full game installation and to start new campaign...:yep:
HVALA kapetane!
THANK YOU captain!
Grrr last night got my 1st torpedo kill (2 actually and 2 more with deck gun)... haha I'm one angry noob now :) but will start from scratch or will die trying without Shaefers tutorial.
Gues Ill be fine as there is written manual on 1st page!
cheers
mikaelanderlund
10-28-16, 01:48 PM
No problem Vecko, you have done an outstanding job and I really appreciate it! I'll soon find out how to close the door to the loo!
:salute: Norden
Lanzfeld
10-28-16, 04:44 PM
It shows as 1.05 download on first page
fitzcarraldo
10-28-16, 05:19 PM
It shows as 1.05 download on first page
That´s an old version.
I´m trying with mediafire link but nothing appears. I´m being persistent.
Some bad with the MF link?
Many thanks Vecko for all the work!
Fitzcarraldo :Kaleun_Salute:
vdr1981
10-28-16, 05:23 PM
That´s an old version.
I´m trying with mediafire link but nothing appears. I´m being persistent.
Some bad with the MF link?
Many thanks Vecko for all the work!
Fitzcarraldo :Kaleun_Salute:
Stupid Medifire somehow "ate" my upload...:hmmm:
Nothing until tomorrow I'm afraid...
fitzcarraldo
10-28-16, 05:29 PM
Stupid Medifire somehow "ate" my upload...:hmmm:
Nothing until tomorrow I'm afraid...
No problem. Waiting.
Best regards.
Fitzcarraldo :Kaleun_Salute:
skin-nl
10-29-16, 07:01 AM
Clean install ready!!! :up:
vdr1981
10-29-16, 10:23 AM
I will postpone the update for a while because I have find the solution how to get back all removed dat planes and ships without effect on game stability and CTDs... It will take some time but it will be well worth it...:yep:
Also people who do not want to use new SM Interior can expect an optional mod for this...:yep:
fitzcarraldo
10-29-16, 10:31 AM
I will postpone the update for a while because I have find the solution how to get back all removed dat planes and ships without effect on game stability and CTDs... It will take some time but it will be well worth it...:yep:
Also people who do not want to use new SM Interior can expect an optional mod for this...:yep:
Great news. Take your time. :Kaleun_Applaud:
Many thanks and best regards.
Fitzcarraldo :Kaleun_Salute:
mikaelanderlund
10-29-16, 01:55 PM
Very good news but also bad because I have a few days off from work. But I am sure that the new update will blow the socks of me. However, I have a clean install ready and waiting for your new WoS:Kaleun_Salute:
:salute: Norden
mikefromearth
10-29-16, 02:52 PM
Hah I just reinstalled SH5 after a few years because I saw "the fix" came out.
Bad timing for me!
I'll be glad to have the update when it's done, however!
Aktungbby
10-29-16, 03:47 PM
mikefromearth!:Kaleun_Salute:
THEBERBSTER
10-29-16, 06:33 PM
A Warm Welcome To The Subsim Community > mikefromearth
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2) (Do not post your problems here if you have added additional mods to TWOS make a new thread)
jlangdale
10-29-16, 11:43 PM
Hey all, I'm really new to all of this. I have SH5 1.20 and I followed all of the instructions to get WoS working (1.0.5).
So, what's the deal with a missing 1.0.6 download? Is that getting fixed?
kiwikid1940
10-30-16, 01:16 AM
I'm running SH5 with TWoS 1.05 and forgot to back up my vanilla copy of SH5 before installing TWoS.!!!!
I want to do a full game installation and then install TWos 1.6 RC3 and need a little help in making sure I uninstall the correct way before reinstalling SH5 and TWoS 1.06.
Is there a need to uninstall 1.05 via JSGME first or can I use Windows Delete to delete SH5 and then ensure the SH5 folder is deleted as well?
Do I have to uninstall Uplay as well or can that be left?
If I use Windows Delete will it also delete my SH5 folder in "Documents" which holds the Data/cfg and Users and Mission Editor
I am a little worried that Uplay may query my CD Key when I put it in again or is there any need to input that again after reinstall.
Sorry for all the questions but want to ensure I am back up and running with the least amount of trouble.
Thanks in advance
Mike
Aktungbby
10-30-16, 01:32 AM
jlangdale!:Kaleun_Salute:
ThaFr0ggy
10-30-16, 05:12 AM
Hi,
is there a way to get the course indicator for map contacts back? Right now I can't see which course a reported convoy is travelling at because it doesn't always report it in the message box.
THEBERBSTER
10-30-16, 05:43 AM
A Warm Welcome To The Subsim Community > jlangdale
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2) (Do not post your problems here if you have added additional mods to TWOS make a new thread)
elder_gutknecht
10-30-16, 06:17 AM
Kiwikid1940
That"s the way i do, uninstall sh5 and uplay thru windows, delete manually documents sh5 and ubisoft folders
Then start with a new uplay and sh5 install
I have a legal copy bought thru uplay, nowdays you can buy an electronic copy thru steam, but don't know if they give you a key to be used with uplay
vdr1981
10-30-16, 07:35 AM
Damn Mediafire screwed my upload again...:nope:
Krivi_Zub
10-30-16, 07:49 AM
Is there a need to uninstall 1.05 via JSGME first or can I use Windows Delete to delete SH5 and then ensure the SH5 folder is deleted as well?
Do I have to uninstall Uplay as well or can that be left?
Dont delete sh5 but go trough control panel first, to uninstall, then manually delete all left overs in ubisoft folder...
Jimbuna
10-30-16, 08:31 AM
Welcome Aboard mikefromearth and jlangdale :Kaleun_Salute:
Lanzfeld
10-30-16, 01:08 PM
I don't think it is necessary to delete UPLAY at all.
vdr1981
10-30-16, 02:37 PM
The upload finally made through...:)
Check download section for new v1.06...:salute:
EDIT:
@Lanzfeld,
Try this one mate and tell me what you think...http://www.mediafire.com/file/dhckpv834uhi4cn/Reduced+Ship+Fires+and+Explosions_for+TWoS+1.06.ra r
mikaelanderlund
10-30-16, 02:57 PM
Thanks! Great news :Kaleun_Cheers:
:salute:
vdr1981
10-30-16, 02:59 PM
Thanks! Great news :Kaleun_Cheers:
:salute:
And this one is for you...:yep: http://www.mediafire.com/file/54w79ufvgcw4cqw/Original+SV+Interior+QR1%2C+QR2+Rooms_for+TWoS+1.0 6.rar
mikaelanderlund
10-30-16, 03:03 PM
Vecko the lion :Kaleun_Salute: downloading!
:salute:
Lanzfeld
10-30-16, 03:17 PM
The upload finally made through...:)
Check download section for new v1.06...:salute:
EDIT:
@Lanzfeld,
Try this one mate and tell me what you think...http://www.mediafire.com/file/43rcgn1d2hgtj4z/Reduced+Ship+Fires+and+Explosions_for+TWoS+1.06.ra r
Thanks! I'll give it a try.
mikefromearth
10-30-16, 04:13 PM
Thank you sir! :Kaleun_Salute:
Will try now.
kiwikid1940
10-30-16, 04:28 PM
Thanks to everyone for their help on reinstalling SH5 and I am up and running. Just noticed new TWoS so I am busy downloading at this moment.
Mike
fitzcarraldo
10-30-16, 05:06 PM
Many thanks Vecko! Downloading now.
Best regards.
Fitzcarraldo :salute:
Torpedo
10-30-16, 06:10 PM
Hi Vecko!!! :Kaleun_Salute:
Many, many thanks!!!
Me too i'm downloading!!! :Kaleun_Cheers:
Torpedo
vdr1981
10-30-16, 07:11 PM
Thanks guys...I'm especially interested about game stability in long playing sessions in "dense" waters with somewhat higher TC (512, or maybe even 1024).
In theory, v 1.06 should be stable as stock game , but we'll see...
In my "stress tests" I was able to do things previously impossible with even lightly modded SH5...
jlangdale
10-30-16, 08:05 PM
Thanks dude!
I was just playing 1.0.5 and it crashed when I tried to do a DR position report at 512 TC after having just arrived at my patrol area. Whoops!
Going to give 1.0.6 a try.
vdr1981
10-30-16, 08:19 PM
Thanks dude!
I was just playing 1.0.5 and it crashed when I tried to do a DR position report at 512 TC after having just arrived at my patrol area. Whoops!
Going to give 1.0.6 a try.
Hardly a mod issue...All navigator's commands should work perfectly even in v1.05...Any test scenario for this one because I never had similar problems?
kevinsue
10-30-16, 10:31 PM
Hello Vecko, thanks for all your work bringing SH5 to where it is today. :yeah:
And finally...TWoS is a "Sticky" that it should have been a long time ago! :D
kevinsue
10-31-16, 12:38 AM
Just applied RC4 in preparation to start the Mare Nostrum campaign. Just a couple of questions...does the manual advancement to the next campaign (SH5: TWoS/OHII Singleplay Campaign Progress - Workaround) apply with this latest version or do you have to start a new career?...and...I noticed the the light over the dining table is not modelled in this version. Can TheBeasts Room_QR1 be applied to get the swinging light back over the dining table? :hmmm:
Torpedo
10-31-16, 06:28 AM
Just applied RC4 in preparation to start the Mare Nostrum campaign. Just a couple of questions...does the manual advancement to the next campaign (SH5: TWoS/OHII Singleplay Campaign Progress - Workaround) apply with this latest version or do you have to start a new career?...and...I noticed the the light over the dining table is not modelled in this version. Can TheBeasts Room_QR1 be applied to get the swinging light back over the dining table? :hmmm:
Hi Kevinsue!
I have restored the missed swinging light over the dining table on TWOS 1.06 Expansion Pack with a mod:
"Torpedo Swinging Light Dining Table v1 for TWOS106Expansion Pack".
This mod only works for TWOS 1.06 Expansion Pack.
JSGME compatible.
http://i728.photobucket.com/albums/ww281/Torpedo_01/lightbulbsandlamp2_zpspychft9b.jpg (http://s728.photobucket.com/user/Torpedo_01/media/lightbulbsandlamp2_zpspychft9b.jpg.html)
the link:
http://www.mediafire.com/file/fj1ojb7bwbb9bs5/Torpedo_Swinging_Light_Dining_Table_v1_for_TWOS106 Expansion_Pack.zip
Torpedo
vdr1981
10-31-16, 11:32 AM
Hello Vecko, thanks for all your work bringing SH5 to where it is today. :yeah:
And finally...TWoS is a "Sticky" that it should have been a long time ago! :D
Hey, very nice! :):yeah:
Just applied RC4 in preparation to start the Mare Nostrum campaign. Just a couple of questions...does the manual advancement to the next campaign (SH5: TWoS/OHII Singleplay Campaign Progress - Workaround) apply with this latest version or do you have to start a new career?...and...I noticed the the light over the dining table is not modelled in this version. Can TheBeasts Room_QR1 be applied to get the swinging light back over the dining table? :hmmm:
I would recommend new campaign with full game installation but you can also apply my workaround in order save your stats. Just make sure not to mess up something...:yep:
Hi Kevinsue!
I have restored the missed swinging light over the dining table on TWOS 1.06 Expansion Pack with a mod:
"Torpedo Swinging Light Dining Table v1 for TWOS106Expansion Pack".
This mod only works for TWOS 1.06 Expansion Pack.
JSGME compatible.
the link:
http://www.mediafire.com/file/fj1ojb7bwbb9bs5/Torpedo_Swinging_Light_Dining_Table_v1_for_TWOS106 Expansion_Pack.zip
Torpedo
Looking good... If it doesn't compromise stability I can add it to my new list of twos compatible mods...https://www.mediafire.com/folder/uuh93xvw926wd/TWoS_1.06_compatible_additional_mods
For quick testing you can do the following: Start any mission with type VIIC and then exit to main menu. Enter the museum and look at all ships from British roster from first battleship to last plane (except SV Tugboat and TugBoat Z) ...
vdr1981
10-31-16, 12:28 PM
For quick testing you can do the following: Start any mission with type VIIC and then exit to main menu. Enter the museum and look at all ships from British roster from first battleship to last plane (except SV Tugboat and TugBoat Z) ...
Ignore this...:yep: I've done the test in even more stressful variant (including rendering of all environmental, air and sea unit included in the game + U-boat bunker) and SH5+TWoS 1.06 just wont to crash. :)
On a side note...Can anyone confirm water reflection flickering when looking at distant dat (imported) ships or is this only related to my system/drivers? :hmmm: Can be quite annoying when sunlight is strong...
elder_gutknecht
10-31-16, 12:36 PM
One day to download the rar? spooktacular, halloween has this things
vdr1981
10-31-16, 12:56 PM
One day to download the rar? spooktacular, halloween has this things
It's because everybody want to try Wolves 1.06...Servers can't handle it...:D
skin-nl
10-31-16, 01:06 PM
Thank you very much vecko :Kaleun_Salute:
Torpedo
10-31-16, 01:24 PM
Hey, very nice! :):yeah:
Looking good... If it doesn't compromise stability I can add it to my new list of twos compatible mods...https://www.mediafire.com/folder/uuh93xvw926wd/TWoS_1.06_compatible_additional_mods
For quick testing you can do the following: Start any mission with type VIIC and then exit to main menu. Enter the museum and look at all ships from British roster from first battleship to last plane (except SV Tugboat and TugBoat Z) ...
Thanks Vecko! If you want, you can add my mod to your list: twos compatible mods.
I have a problem with the captain's icon "Leadership" in the Crew management: the icon is black. If you can, you check this icon.
Torpedo :Kaleun_Salute:
THE_MASK
10-31-16, 03:56 PM
About time WOS was stickied :DL
fitzcarraldo
10-31-16, 06:12 PM
About time WOS was stickied :DL
Really.
Fitzcarraldo :Kaleun_Salute:
How can I change hotkeys in the "options file editor" (TheDarkWraith) or better how to deactivate them? Like the "toggle nomograph"? Or others? Some are changeable, some are not.
mikaelanderlund
11-01-16, 08:01 AM
I had my first CTD yesterday (WoS 1.06) In Danzig bay, I was under attack from the Polish destroyers while airplanes attacked the destroyers. I was about 2000 meters from the destroyers. Suddenly, when I gave the order to periscope depth, CTD!
:salute:
vdr1981
11-01-16, 09:26 AM
I had my first CTD yesterday (WoS 1.06) In Danzig bay, I was under attack from the Polish destroyers while airplanes attacked the destroyers. I was about 2000 meters from the destroyers. Suddenly, when I gave the order to periscope depth, CTD!
:salute:
Did you apply v 1.06 on clean game installation? Modlist?
Can this CTD be reproduced intentionally?
mikaelanderlund
11-01-16, 10:37 AM
Hi Veco, yes it was a clean install. Yes, I have some very simple own modified mods. I'll see if the CTD repeats tonight.
1. The Wolves of Steel 1.06
3. The Wolves of Steel 1.06 - Real Navigation
4. The Wolves of Steel 1.06 - Encrypted BdU Orders
Normal VIIA
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
Mikaels Morale_Abilities (my own morale)
Original SV Interior QR1, QR2 Rooms_for TWoS 1.06
:salute:
vdr1981
11-01-16, 11:59 AM
Hi Veco, yes it was a clean install. Yes, I have some very simple own modified mods. I'll see if the CTD repeats tonight.
1. The Wolves of Steel 1.06
3. The Wolves of Steel 1.06 - Real Navigation
4. The Wolves of Steel 1.06 - Encrypted BdU Orders
Normal VIIA
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
Mikaels Morale_Abilities (my own morale)
Original SV Interior QR1, QR2 Rooms_for TWoS 1.06
:salute:
Are you sure that the CTD was related to your "periscope depth" command input? I have played /tested a lot and I have never had such issue.:hmmm:
Did you have similar problems before, with v1.05 for example?
In any case,I can't do much about it if I can not reproduce the issue or without precise testing scenario.
If CTDs repeats reinstall your game , delete all SH5 related folders in my documents and start new campaign.
And once again , link with detailed description on how to report an issue is right there in my signature. I need details ...Without it, I can only conclude that the issue is user/inadequate game/mod installation/faulty modlist related (which is most of the time true unfortunately :)).
renard60
11-01-16, 12:28 PM
Hello
the 1.6 mod I can not seem to have the ship identifiaction
I did the shooting solution
see screenshot
thank you
http://zupimages.net/up/16/44/yp6a.jpg
Lanzfeld
11-01-16, 01:05 PM
Did you enable the "wind and smoke" add on?
Lanzfeld
11-01-16, 01:48 PM
What does the mod "Original SV Interior QR1, QR2 Rooms" do?
and I assume the friendly deck gun waves allows the deckgun to fire in all seastates?
Great work.....but now the install instructons on page one need a once over.
TheBeast
11-01-16, 02:31 PM
Hello
the 1.6 mod I can not seem to have the ship identifiaction
I did the shooting solution
see screenshot
thank you
I think you must have target lock for Ship Identification option to show up.
kiwikid1940
11-01-16, 02:45 PM
The video on the installation page no longer works as Shaefer (aka The Norse Cast) has closed his YouTube account!!!!!
This is a great pity as he had some great video's on YouTube
fitzcarraldo
11-01-16, 02:50 PM
Hi Veco, yes it was a clean install. Yes, I have some very simple own modified mods. I'll see if the CTD repeats tonight.
1. The Wolves of Steel 1.06
3. The Wolves of Steel 1.06 - Real Navigation
4. The Wolves of Steel 1.06 - Encrypted BdU Orders
Normal VIIA
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
Mikaels Morale_Abilities (my own morale)
Original SV Interior QR1, QR2 Rooms_for TWoS 1.06
:salute:
What about the Normal VIIA? Are you playing with this boat? I didn´t have CTDs in Danzig with similar scenery (planes attacking, destroyers...). Only I order crash dive and no CTD with TWoS 1.06. But I play the mission with a VIIB from start.
Regards.
Fitzcarraldo :Kaleun_Salute:
renard60
11-01-16, 04:22 PM
Did you enable the "wind and smoke" add on?
hello
no enable
tank you
renard60
11-01-16, 04:25 PM
I think you must have target lock for Ship Identification option to show up.
hello
???????
my french
tank you
fitzcarraldo
11-01-16, 05:40 PM
hello
???????
my french
tank you
Without the smoke mod addon, you don´t have identification. And yes, you need to touch some commands with the OFEV application for personalize your TWoS.
Try with Smoke addon and see if you have the identification working. By default, TWoS is the "hard way".
From TWoS install instructions:
"5. The Wolves of Steel 1.05 - Wind & Smoke addon (optional, enabled auto target recogn. button)" (says 1.05 but it is the same with 1.06).
You can change this (and lot of things), with OFEV. Please, see in the SH5 help threads for instructions using the OFEV application. OFEV: Options File Editor Viewer.
Regards.
Fitzcarraldo :Kaleun_Salute:
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