View Full Version : [REL]The Wolves of Steel - SH5 Megamod
hauangua
07-15-17, 08:06 AM
Remember Gunther Prien, Erich Topp, Schepke, Teddy Suhren......
Your main objetive is the merchant traffic, but you canīt flee in front of a nice warship. Be more agressive!!!! :Kaleun_Mad::Kaleun_Mad::Kaleun_Mad:
Good hunt of fishing boats! The Ubootwaffe became a kindergarten, bah!
Fitzcarraldo :Kaleun_Salute:
BEH... if warship is very nice.....
jawohl herr kaleun
:Kaleun_Salute:
I joke Fitzcarraldo
Just think better say to newbie " attention please warships are dangerous "
But you have right.. When an opportunity occurs....warship must to be sunk!
:salute:
I was not talking about battleships, but escorts.
I never miss opportunity to attack battleship :salute:
Theres nothing better than to identify ship in fog as French and be so concentrated for perfect attack to spot its Belgium just after 2 nice hits :woot::know:
Is it able to set target direction even by other way than just periscope bearing?
Am i able just get complete target picture from distance by periscope and then, just wait until sound engineer, or myself find out, that target is already at fire bearing, put current target bearing to torpedoes and fire without showing periscope again?
Or i just need to set periscope before leaving to my firing bearing, wait and fire which is kinda workaround?
I found out "send data to tdc" button at hydrophone, but it doesn't seems to work, track angle in tdc would change...
Wow i just found second stage of "auto tc1" button (tc1 on message box messages) leave tc64 at messages from Beno about old contact, while it stops when he hear new contact! So useful :)
Frederf
07-15-17, 05:47 PM
If you want to observe without disrupting the firing solution, change from auto-update to manual (red to gray) on the TDC dials.
Dont want to ebserve, i want to say fire to 340 without using periscope
(equivalent of going to peri, look to 340 and fire).
My idea is to get everything mandatory from longer distance and then just ask sound engineer for bearing of contact.
I can calculate easy where the target will be at wanted angle on bow, so i dont need to show periscope anymore when i want to fire and it doesn't seems immersive to go to periscope station and fire without raising it out of the water just because i have no other way how to aim torpedo bearing..
Theres nothing better than to identify ship in fog as French and be so concentrated for perfect attack to spot its Belgium just after 2 nice hits :woot::know:
You could be like me and fire torpedoes at German ships :k_confused:. Luckily they missed, but I definitely have to work on target recognition as well, mainly not firing from too far off :haha:
Huh, i was just lurking at position and some sub just moved beside me, with periscope out of water :)
Maybe Thomsen drinks in service again :)
excel4004
07-16-17, 04:47 PM
Is there any no-foot-sound mod available which works with TWoS!? I mean the footsteps you sometimes can hear when using the map. Or is maybe someone able to create a sound mod which delete this footsteps. :D
fitzcarraldo
07-16-17, 05:25 PM
Is there any no-foot-sound mod available which works with TWoS!? :D
I like the sound. For me is immersive. There is a mod for "no foots" sounds, and I think is compatible.
Somewhere....If I find it, I will post the link.
Fitzcarraldo :Kaleun_Salute:
NOTE:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1865
http://www.subsim.com/radioroom/downloads.php?do=file&id=1573
Try it.
Finally found my first merchant vessel. Would have sunk it with torpedoes if I had identified it right, in my excitement I chose the wrong one, so the range was all messed up.
Luckily I saved right as I spotted it, so tomorrow I shall try again! To good hunting! :Kaleun_Cheers:
vdr1981
07-17-17, 06:25 AM
Steel Captains, You can check Subsim download section for a new regular TWoS update. :salute:
The update is named "v2.0.4a" because it will add only one fix (clouds visible underwater).
https://s6.postimg.org/lb2jkm5wx/SH5_Img_2015-02-05_15.41.37.jpg
DOWNLOAD The Wolves of Steel 2.0_Update 2.0.4a.exe (http://www.subsim.com/radioroom/downloads.php?do=file&id=5035)
Enable the update anytime/anywhere and continue your campaign...
fitzcarraldo
07-17-17, 08:37 AM
Steel Captains, You can check Subsim download section for a new regular TWoS update. :salute:
The update is named "v2.0.4a" because it will add only one fix (clouds visible underwater).
Enable the update anytime/anywhere and continue your campaign...
Many thanks for the new update!
Fitzcarraldo :Kaleun_Salute:
Faamecanic
07-17-17, 08:39 AM
Steel Captains, You can check Subsim download section for a new regular TWoS update. :salute:
The update is named "v2.0.4a" because it will add only one fix (clouds visible underwater).
https://s6.postimg.org/lb2jkm5wx/SH5_Img_2015-02-05_15.41.37.jpg
DOWNLOAD The Wolves of Steel 2.0_Update 2.0.4a.exe (http://www.subsim.com/radioroom/downloads.php?do=file&id=5035)
Enable the update anytime/anywhere and continue your campaign...
Still working away on the mod pack VDR? Thanks for all you do!
Nice to know, as i play without external cam, so i dont need to update :)
vdr1981
07-17-17, 08:51 AM
Nice to know, as i play without external cam, so i dont need to update :)
The bug can also be seen trough periscope so the update wouldn't hurt even pro captains...:yep:
Still working away on the mod pack VDR? Thanks for all you do!
Why not! :salute:
Show some respect and buy Vecko (vdr1981) a beer, Paypal donation is in footer of any of his posts :Kaleun_Salute:
This modpack ultimately create the best sub sim ever (in my oppinion) and even if there's a lot of work of modders which created partial mods, Vecko is compiling them together into one simply installed and tested consistent piece and supports us for years! :yeah:
just few of SH5 players made it so far to find a way through so many mods around and create playable version of SH5...
fitzcarraldo
07-17-17, 11:26 AM
Show some respect and buy Vecko (vdr1981) a beer, Paypal donation is in footer of any of his posts :Kaleun_Salute:
This modpack ultimately create the best sub sim ever (in my oppinion) and even if there's a lot of work of modders which created partial mods, Vecko is compiling them together into one simply installed and tested consistent piece and supports us for years! :yeah:
just few of SH5 players made it so far to find a way through so many mods around and create playable version of SH5...
Sure. Contribute to Vecko. The man deserves more than a beer. This is SH5 playable and enjoyable. A triumph.
Regards.
Fitzcarraldo :salute:
vdr1981
07-17-17, 11:45 AM
Still working away on the mod pack VDR? Thanks for all you do!
Show some respect and buy Vecko (vdr1981) a beer, Paypal donation is in footer of any of his posts :Kaleun_Salute:
This modpack ultimately create the best sub sim ever (in my oppinion) and even if there's a lot of work of modders which created partial mods, Vecko is compiling them together into one simply installed and tested consistent piece and supports us for years! :yeah:
just few of SH5 players made it so far to find a way through so many mods around and create playable version of SH5...
+1:Kaleun_Thumbs_Up:
Sure. Contribute to Vecko. The man deserves more than a beer. This is SH5 playable and enjoyable. A triumph.
Regards.
Fitzcarraldo :salute:
Thank You from the bottom of my hart for your support guys! :up:
After air raid sirens I have a plan to add few more eye(ear) candies into the mod...:yep:
For the next v2.0.5 update I'm planing to import few more ship types from SH4 and, if possible, to convert some of them to "illuminated" ships which will be available in roosters of neutral nations . That would be pretty cool IMO and it will be quite helpful in the process of target selection.
However, I'm changing my residence this week so I will lose my internet connection for some time. Hopefully, in a month or so I'll be back online and continue my work...:yep:
Cheers all and have fun! :salute:
skin-nl
07-17-17, 12:20 PM
Good luck with your home changing :03:
See you next month :up:
hauangua
07-17-17, 12:33 PM
Thank You from the bottom of my hart for your support guys! :up:
After air raid sirens I have a plan to add few more eye(ear) candies into the mod...:yep:
For the next v2.0.5 update I'm planing to import few more ship types from SH4 and, if possible, to convert some of them to "illuminated" ships which will be available in roosters of neutral nations . That would be pretty cool IMO and it will be quite helpful in the process of target selection.
However, I'm changing my residence this week so I will lose my internet connection for some time. Hopefully, in a month or so I'll be back online and continue my work...:yep:
Cheers all and have fun! :salute:
Good luck for new home Vecko
:Kaleun_Cheers:
fitzcarraldo
07-17-17, 12:44 PM
Good change of home! The best for you.
Fizcarraldo :salute:
Closer to Wilhelmshaven i hope :arrgh!:
vdr1981
07-17-17, 12:50 PM
Good luck with your home changing :03:
See you next month :up:
Good luck for new home Vecko
:Kaleun_Cheers:
Good change of home! The best for you.
Fizcarraldo :salute:
Thanks guys, I'm going to need it for sure...
So much wall painting, packing, haulage, cleaning, repairing...:dead: :)
Faamecanic
07-17-17, 01:52 PM
Best of luck Vecko!
excel4004
07-17-17, 02:22 PM
Thanks again for the new update Vecko! :Kaleun_Salute:
Best wishes for your new "sweet home".
Cya..
:subsim:
Thank you again for all you do for us Vecko! Good luck on the move!
After much trial and error (and more YouTube tutorials) I was finally able to make a good firing solution, sent a freighter down in one torpedo!
Learned a lot about manual targeting, don't think I can go back now! Wolves of Steel is great, thanks for giving me the courage to play on full realism (not even free camera!)
:Kaleun_Cheers:
After much trial and error (and more YouTube tutorials) I was finally able to make a good firing solution, sent a freighter down in one torpedo!
Learned a lot about manual targeting, don't think I can go back now! Wolves of Steel is great, thanks for giving me the courage to play on full realism (not even free camera!)
:Kaleun_Cheers:
Respect! :salute:
Respect! :salute:
It was a nice payoff at the end. Btw palmic, your trig tutorials are great! I'm a Maritime Studies major so some of that should hopefully be useful to me one day :haha:.
excel4004
07-18-17, 02:17 PM
Palmic - by the way - love your grammaphone selection/mod. :Kaleun_Thumbs_Up:
:subsim:
Hehehe thanks :rotfl2:
Glad to read.
Since you sink your first ship by simple trigonometry, there's no way back to geometry at map :arrgh!:
vdr1981
07-18-17, 05:20 PM
I've finished my packing for today so I'm going to use few spare minutes to add back one long forgotten and cool TDW FXU feature : gun shell explosion debris...(forgot to to add them in previous 4a update :doh:)
https://s6.postimg.org/7m7hx2jw1/SH5_Img_2017-07-19_00.11.10.jpg
The update is again traditionally named v2.0.5 since I'm afraid that 4a designation can cause confusion for some captains...
Enable the update in port or patrol...
DOWNLOAD TWoS v2.0.0 to 2.0.5 update (http://www.subsim.com/radioroom/downloads.php?do=file&id=5035)
Until next time Captains! :salute:
PS:
TWoS main package will also be enhanced with latest v2.0.5 update. :yep:
EasyAce
07-18-17, 07:27 PM
I headed for Scapa Flow to see if I could sail inside and do some damage.
On the way I met upon two destroyers who seemed to know exactly where I am even though I dive below 90 meters and go all silent. (1-2knots)
They waterbombed me, but didn't hit and then gave up. I went closer to the surface and found out they did patrol the same area over and over, so changed course to north to try to avoide them.
Problem is they are following me... I am sailing below 90m, 1-2 knt and been doing so for almost a day... they still keep following me in the distance.
Is it a bug?? or do they have god-powers???
Aktungbby
07-18-17, 10:59 PM
EasyAce!:Kaleun_Salute:
It's the "Sticky Destroyer Bug". Save, quit out, reload, and they should leave.
I presume it's not possible to remove clipping in hydrophone image of damaged ship, typically sinking...
It's maybe last really nasty bug In the game for me
- It makes my amplifier mad :)
It looks like overloaded audio mixer or something similar
fitzcarraldo
07-19-17, 10:09 PM
I presume it's not possible to remove clipping in hydrophone image of damaged ship, typically sinking...
It's maybe last really nasty bug In the game for me
- It makes my amplifier mad :)
It looks like overloaded audio mixer or something similar
Did you try some equivalent sound file from SH3 or SH4 OM?
I have the problem but I am living with it.
Regards
Fitzcarraldo :salute:
nope, i am just asking now :)
Yesterday i tried 2.0.5 and i even had opportunity to sink merchant by deck gun.
Its really much better with those shards flying away from hits :up:
WOW, today a had next oportunity to play and i have to tell that new update is more awesome than i would expect.
I hit medium merchant by eel and it lost many parts to the sea which where floating behind like boxes and so! :Kaleun_Applaud:
Another nice hit from around 700m with immediate emerging after fire just to see that fireworks from tower :salute:
What really extends immersion in new update is how the shards falls into the water, thats very nice..
https://thumb.ibb.co/fMFhqQ/SH5_Img_2017_07_20_19_59_10.jpg (https://ibb.co/fMFhqQ)
Pro-advice:
You can calculate future distance of target closing before you simply from head by its current distance and its current angle on bow :)
every 6 degrees of AoB until 30 degrees means current distance *0.1 if you want to fire on it at its 90 AoB (when its course will be perpendicular to bearing which you see it at).
So if its current distance is 5000m and its at 6 degrees AoB (close to directly against you) it will be 500m out of you at 90 AoB.
1000m if it has 12 AoB
1500m - 18AoB
... and so on :)
You can set distance to TDC in advance and leave it :yeah:
If it has more than 30 AoB, its not by 0.1 every 6 degrees anymore, you has to look into sine tables :salute:
fitzcarraldo
07-21-17, 07:49 AM
Pro-advice:
You can calculate future distance of target closing before you simply from head by its current distance and its current angle on bow :)
every 6 degrees of AoB until 30 degrees means current distance *0.1 if you want to fire on it at its 90 AoB (when its course will be perpendicular to bearing which you see it at).
So if its current distance is 5000m and its at 6 degrees AoB (close to directly against you) it will be 500m out of you at 90 AoB.
1000m if it has 12 AoB
1500m - 18AoB
... and so on :)
You can set distance to TDC in advance and leave it :yeah:
If it has more than 30 AoB, its not by 0.1 every 6 degrees anymore, you has to look into sine tables :salute:
Good to know! Many thanks!
Fitzcarraldo :salute:
In fact, this is writen in "E" -> target data assesment charts:
https://image.prntscr.com/image/V9kz5Kh6QXydHX1T1Ft6GQ.png
But this on the image is incomplete information.
This Equation is right only if colision point angle is 90 degrees, thats what i mean by fire at 90 AoB.
If its not 90, complete Equation is range * sine(AoB)/ sine(angle of track).
Since sine(90) = 1, its range * sine(AoB)/ 1, which is simply range * sine(AoB) as i said.
:salute:
fitzcarraldo
07-21-17, 07:40 PM
Well...I canīt see that documentation in my boat....My crew think his commander is an snowflake.....:Kaleun_Wink:
There is a lot of information included in TWoS!
Fitzcarraldo :Kaleun_Salute:
Hahaha, i can tell ya, there's so much of information what can make your life harder (for instance attack disk), while pure nature is so simple as subtracting 3 numbers all over again.. ;)
Sokolov
07-23-17, 10:56 PM
I maked raid to Southend harbor and then in London, but same bug, there explosions, buggy ships, and when i reach some zone (as i understand) my boot crashes.
First of all, thanks for the magnificent mod! at last I can play SHV, which was shelved for years
Question on torpedo duds: I am playing at the highest realism, I am in my second patrol... I haven't yet seen any torpedo dud issue... is this modeled in the game?
I am of course avoiding magnetic detonators, shooting at shallow settings to avoid deep runs and aiming good angles, all of these mitigate the dud issue (and was not known in 1939). Still I am seeing quite a success rate compared to SHIII or SHIV
Question #2:
In measuring speed, is there a method that doesn't require the submarine to be at "all stop"... Or are there ways to mitigate the error if I am also at speed?
So far most of my shots have been to ships running away, so stopping to get an accurate measure was not too convenient.
Instead I have tried to figure out the speed by checking the "wave" of the ships, a big wave would be around 2/3 of their max speed, no wave or little wave around 1/2.. with 2 shots (one slightly less, one slightly more) I can almost always hit, assuming of course good AoB, and short range
Marvoch
07-24-17, 08:11 AM
A quick question: the game is becoming slower and slower in loading and saving the journals, at first it took 4-5 minutes, now more than an hour. Since I'm a bit of an OCD, I like to have my journal complete and in order... but the time is becoming to unbearing, and I'm afraid it will become longer and longer. I save manually quite frequently and different saves, as per advice in the first topic, and each time I save my journal and different ejs. I believe this is the problem, so I deleted (and did a backup of) all the old journal pages, but I can't delete the saves, since uplay always synchronise them, even when I deactivate the option in the settings or start playing offline. I don't know if this is the origin of my problem, if so, any ideas on how to remove the saves, and should I save on the same slot despite the aforementioned advice? If not, any ideas on what to do about it?
Marvoch
07-24-17, 08:20 AM
First of all, thanks for the magnificent mod! at last I can play SHV, which was shelved for years
Question on torpedo duds: I am playing at the highest realism, I am in my second patrol... I haven't yet seen any torpedo dud issue... is this modeled in the game?
I am of course avoiding magnetic detonators, shooting at shallow settings to avoid deep runs and aiming good angles, all of these mitigate the dud issue (and was not known in 1939). Still I am seeing quite a success rate compared to SHIII or SHIV
Question #2:
In measuring speed, is there a method that doesn't require the submarine to be at "all stop"... Or are there ways to mitigate the error if I am also at speed?
So far most of my shots have been to ships running away, so stopping to get an accurate measure was not too convenient.
Instead I have tried to figure out the speed by checking the "wave" of the ships, a big wave would be around 2/3 of their max speed, no wave or little wave around 1/2.. with 2 shots (one slightly less, one slightly more) I can almost always hit, assuming of course good AoB, and short range
Question 1: The other day I shot at a target with an AoB of 91° and 800m from me with an impact piston torpedo and got a dud, although I shot it quite deep in the sea, 4.5 meters, it was calm, and the enemy draft was 7.5m, so it should not have caused problem, so yes duds are existent, even if rare if you plot you attack diligently with impact pistons.
Question 2: I usually move when I plot an attack, and simply take in consideration my route and speed and shift the marks of my sub accordingly on how much I moved in the time I decided to monitor the enemy vessel, and from that upgraded mark take the second position.
Sokolov
07-24-17, 09:15 AM
I maked raid to Southend harbor and then in London, but same bug, there explosions, buggy ships, and when i reach some zone (as i understand) my boot crashes. What is the bug? Someone answer?
First of all, thanks for the magnificent mod! at last I can play SHV, which was shelved for years
Question on torpedo duds: I am playing at the highest realism, I am in my second patrol... I haven't yet seen any torpedo dud issue... is this modeled in the game?
I am of course avoiding magnetic detonators, shooting at shallow settings to avoid deep runs and aiming good angles, all of these mitigate the dud issue (and was not known in 1939). Still I am seeing quite a success rate compared to SHIII or SHIV
Question #2:
In measuring speed, is there a method that doesn't require the submarine to be at "all stop"... Or are there ways to mitigate the error if I am also at speed?
So far most of my shots have been to ships running away, so stopping to get an accurate measure was not too convenient.
Instead I have tried to figure out the speed by checking the "wave" of the ships, a big wave would be around 2/3 of their max speed, no wave or little wave around 1/2.. with 2 shots (one slightly less, one slightly more) I can almost always hit, assuming of course good AoB, and short range
1) i had a lot of duds in previous versions, not in last one (maybe just luck? :) )
2) There are 2 authentic fire methods for you :salute:
http://www.subsim.com/radioroom/showthread.php?t=222377
I maked raid to Southend harbor and then in London, but same bug, there explosions, buggy ships, and when i reach some zone (as i understand) my boot crashes. What is the bug? Someone answer?
I dont believe SH5 or TWOS is optimized for such actions...
THEBERBSTER
07-24-17, 10:21 AM
Hi Sokolov
Harbor raiding and the effects you are mentioning is a known bug and could even be seen in one of Shaefer's old YouTube vidoes.
IIRC Vecko was talking about making it more difficult to carry out harbor raiding in TWOS after seeing Shaefer's video.
Harbor raiding therefore is not recommended to do in TWOS.
Peter
I maked raid to Southend harbor and then in London, but same bug, there explosions, buggy ships, and when i reach some zone (as i understand) my boot crashes. What is the bug? Someone answer?
the AI is flaky in harbors, so don`t bother with them, its more of a challenge out at sea anyway, its a Game engine bug,
fitzcarraldo
07-24-17, 11:13 AM
1) i had a lot of duds in previous versions, not in last one (maybe just luck? :) )
2) There are 2 authentic fire methods for you :salute:
http://www.subsim.com/radioroom/showthread.php?t=222377
I have duds with 2.0.5 and I think Vecko changed nothing about this in the recent updates.
Fitzcarraldo :salute:
1) i had a lot of duds in previous versions, not in last one (maybe just luck? :) )
2) There are 2 authentic fire methods for you :salute:
http://www.subsim.com/radioroom/showthread.php?t=222377
Thanks! that is precisely what I was looking for :Kaleun_Salute:
I used to plot a lot in the map, but with "Real Navigation", I think it is no longer precise enough; I mean how can I plot if I don't even know where am I. I am using the RAOBF dial instead and I am very happy with it!
Am I right on that? any tips and tricks to plot not knowing precisely where you are?
excel4004
07-24-17, 12:40 PM
Thanks! that is precisely what I was looking for :Kaleun_Salute:
I used to plot a lot in the map, but with "Real Navigation", I think it is no longer precise enough; I mean how can I plot if I don't even know where am I. I am using the RAOBF dial instead and I am very happy with it!
Am I right on that? any tips and tricks to plot not knowing precisely where you are?
Its not necessary where you are exactly on the map to plot a target. You can even start your ploting action in the arctis or near Hawaii it doesnt care. Start measuring and go on step by step.
Watch this: https://www.youtube.com/watch?v=sMYz1Oxg6rY&feature=youtu.be
..and that: https://www.youtube.com/watch?v=dD3aMoZxaLI
:subsim:
I have duds with 2.0.5 and I think Vecko changed nothing about this in the recent updates.
Fitzcarraldo :salute:
Haha, so i am lucky bastard on my third mission which was the first i pushed the button :yeah::salute:
Thanks! that is precisely what I was looking for :Kaleun_Salute:
I used to plot a lot in the map, but with "Real Navigation", I think it is no longer precise enough; I mean how can I plot if I don't even know where am I. I am using the RAOBF dial instead and I am very happy with it!
Am I right on that? any tips and tricks to plot not knowing precisely where you are?
Hey kstanb, your previous experience with targetting in SH is way too much bounded with position on map. I know, because my was the same when i met real nav :)
In reality it does not matter if you are in north sea, or in central pacific. Everything what does matter is your relative position to moving target. Forget where you are and just draw your plot anywhere in map - it will work always the same :salute: - you can even turn your orientation upside down and still have the same result if you turn over even position of target.
The only one thing about finding your exact position is about to know how far away from border you are and if you need to be at you patrol circle or you want to get to the port. Thats all :ping:
Thanks! good to know!!!
I am in still in 39 therefore against single, unescorted ships, I can go without plotting. but as soon as I start to get escort protected convoys I will need to get into better, ambush like, positions that only map plotting provides... so that the prey comes to me
Just like me, we'll see each other at willhelmshaven pub :)
Btw RAOBF is best way for real kaleun experience, this is the way how the masters targeted their prey...
And it's even the best in twos, it's just about the time...
The best thing about it is that it is centralized about target specs. If you target one type of ship repeatedly, you'll become an ace very quickly (one week of playing).
Because you remember it's mast and length, you don't need manual anymore.
You just measure those scales and translate to distance and aob in no time.
But you need manual again for each new ship type again :salute:
...but as soon as I start to get escort protected convoys I will need to get into better, ambush like, positions that only map plotting provides... so that the prey comes to me
No you dont need the map for that, check this thread
http://subsim.com/radioroom/showthread.php?t=224235
:salute:
My favorite methods so far:
- Bearing: Periscope or UZO :03:
- Range: RAOBF wheel
- AoB: RAOBF to calculate aspect ratio observed vs. reference
- Speed: U-Jagd chrono
I also replied to your older post, my main issue is how to get in a good position with very little information of the enemy ship/ convoy speed and heading.
Sokolov
07-24-17, 09:44 PM
Hi Sokolov
Harbor raiding and the effects you are mentioning is a known bug and could even be seen in one of Shaefer's old YouTube vidoes.
IIRC Vecko was talking about making it more difficult to carry out harbor raiding in TWOS after seeing Shaefer's video.
Harbor raiding therefore is not recommended to do in TWOS.
Peter
the AI is flaky in harbors, so don`t bother with them, its more of a challenge out at sea anyway, its a Game engine bug,
Cmon, so many mods, and no one didn't NORMAL harbours, challenging, not challenging, but no ports... it's a cool :haha: My Russian mates did the game on SH4 and laughing on them, who playing SH5... my god! SH4 was made in 2007 year and totally gone, as the SH5, but SH5 not gone with the excelent w-clear environment. Dynamic environment it's a joke, be fairly, in compare with this mod, dunno why you use it.
And no need to say - do own. I do own much pretty mod for some game. And with no bugs! Same, no need to talk that is only my opinion, it's a true, and f..k those, who not love it.
Thanks both guys, who answer.
Cmon, so many mods, and no one didn't NORMAL harbours, challenging, not challenging, but no ports... it's a cool :haha: My Russian mates did the game on SH4 and laughing on them, who playing SH5... my god! SH4 was made in 2007 year and totally gone, as the SH5, but SH5 not gone with the excelent w-clear environment. Dynamic environment it's a joke, be fairly, in compare with this mod, dunno why you use it.
And no need to say - do own. I do own much pretty mod for some game. And with no bugs! Same, no need to talk that is only my opinion, it's a true, and f..k those, who not love it.
Thanks both guys, who answer.
And why do you need to tell us?
We know sh4, we just play twos because we don't care about harbour raids.
I wouldn't try it just because it's nonsense to try to attack London harbour with ubote..
I wouldn't play anything else just because of real navigation..
THEBERBSTER
07-25-17, 03:49 AM
Hi Guys
You cannot compare SH3-4-5 on a like for like basis as they were all designed to be different.
All these games are useless unless modded in some way.
SH5 was not designed to do harbor raids and although this can be done we all know what happens is totally unrealistic.
Doing harbor raids where there are no mines or nets in the game is totally unrealistic.
SH4 was designed in their patrol objectives to go into harbors and carry out reconnaissance missions.
Unfortunately the stock SH4 game for example will not let you take photographs in harbors although your patrol objective orders are to do so.
Peter
fitzcarraldo
07-25-17, 07:16 AM
Cmon, so many mods, and no one didn't NORMAL harbours, challenging, not challenging, but no ports... it's a cool :haha: My Russian mates did the game on SH4 and laughing on them, who playing SH5... my god! SH4 was made in 2007 year and totally gone, as the SH5, but SH5 not gone with the excelent w-clear environment. Dynamic environment it's a joke, be fairly, in compare with this mod, dunno why you use it.
And no need to say - do own. I do own much pretty mod for some game. And with no bugs! Same, no need to talk that is only my opinion, it's a true, and f..k those, who not love it.
Thanks both guys, who answer.
In SH5 you can raid some historical bases, as Scapa Flow. But not any port or base. Scapa Flow mission was an special mission; UBoats didnīt attack harbors, but convoys. American Fleet Boats in PTO with SH4 can raid ports, in modded form, but it is historically accurate, but not frequent, in the Pacific. These are, "as real as gets", subsims, not arcadish games. If you like nuke London, that nice city, try Dangerous Waters, and launch Tomahawks to Downing Street. Wonder if this is possible with the new Cold Waters, I didnīt check it....
Enjoy the game as is. And TWoS is very enjoyable.
About the environment, TWoS has the best, and is tweaked specially by Vecko for TWoS. Only I have the bug of the weather reports (not accurate).
Best regards.
Fitzcarraldo :Kaleun_Salute:
aMaestro
07-25-17, 11:01 AM
Hello everyone!
1. My vision isn't as good as I wish to. Is it a way to make all map marks more bright or bold? I've tried to look for this in OptionsFileEditorViewer but didn't find a proper options. What can you advice?
2. Playing SH IV with some modpack (don't remember now) I was using the next way of torpedo attack: I've switched to Magnetic detonator and guided the torpedo to pass a 1-1,5 m below the keel of target. And hydrodynamic blow worked much better then direct hit, often even ripping the ship apart. I tried to do the same thing with SH5 + TWoS 2.0.5 but it seems to me that this trick doesn't work (I tried this in historical missions with 1 target and calm water), but torpedo doesn't explode even in 10 cm. below the keel.
Can anyone tell me how to use "M" detonators properly here?
UPD: I found some mod with is called "FX_Update_0_0_22_Stock_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)" in "FX_Update_0_0_22_ByTheDarkWraith" patch,
but I'm not sure if it is good for use with TWoS
Thank you for your time.
Best regards,
Maestro
Also is there a way to increase the font sizes?
I am also having trouble seeing the map markers and text
I guess I can do it by reducing resolution (mine 3840x2160 19:6 aspect ratio) is but I find some issues with the charts when I reduce it, and of course I like the better graphic capabilities that high resolution provides
Another question: is there a way to automatically add a radio report contact into the map?
I know it is possible to simply plot the coordinates, but I just cannot see the maps latitude and longitudes, font is really small
Last mini question: Is there a way to name my boat? somehow I see it as U-** from radio reports
THEBERBSTER
07-25-17, 05:52 PM
Hi aMaestro
UPD: I found some mod with is called "FX_Update_0_0_22_Stock_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)" in "FX_Update_0_0_22_ByTheDarkWraith" patch,
but I'm not sure if it is good for use with TWoS Stock game mod only.
TWOS is all ready moded with FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
Peter
kstanb: after any change of resolution you have to activate proper aspect ratio mod in JSGME (part of TWOS installation). For instance i have 8:5 activated because i have 16:10 resolution.
If you dont do it, you will have invalid results of any optical targetting (stadimeter, RAOBF, anything)
kstanb: after any change of resolution you have to activate proper aspect ratio mod in JSGME (part of TWOS installation). For instance i have 8:5 activated because i have 16:10 resolution.
If you dont do it, you will have invalid results of any optical targetting (stadimeter, RAOBF, anything)
Thanks, I will check what I have; I have being testing with several resolutions and for some reason or another, I am getting poor results when I reduce it. I can read better, but some of the charts are no longer visible
aMaestro
07-26-17, 09:23 AM
TWOS is all ready moded with FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
Thank you, Peter!
Is there a comprehensive editor (or manual) for editing torpedo file? I'd like to try to raise magnetic detonator range to 1 meter to try the way of hydrodynamic explosion. :)
With the best regards,
Maestro
JughedJones
07-26-17, 04:58 PM
Is there a aspect mod I should add to best suit 2560 1440 @ 144 fps? . It's a bit tough to be precise with the measurements and bearings.
Thanks!
LesBaker
07-26-17, 05:36 PM
Is there a aspect mod I should add to best suit 2560 1440 @ 144 fps? . It's a bit tough to be precise with the measurements and bearings.
Thanks!
That's 16:9 ratio, so standard TWoS resolution, no aspect mod required.
Les
JughedJones
07-26-17, 05:43 PM
Thanks les!
Thanks les!
Show us some screenshots when you'll be done, looking fwd how it looks in higher resolution :03:
vdr1981
07-27-17, 07:43 AM
I've just dropped by to say hello Captains !:salute:
I'm still not connected to internet but I'll try to leave few post from my phone now and then...
Have a good one...:salute:
excel4004
07-27-17, 12:19 PM
I've just dropped by to say hello Captains !:salute:
I'm still not connected to internet but I'll try to leave few post from my phone now and then...
Have a good one...:salute:
Nice to have you still here Vecko.:Kaleun_Salute:
If you want to know, Nathaniel B. (which apparently never played ANY SH :o - HUH) here described perfectly (http://subsim.com/radioroom/showthread.php?p=2502543#post2502543) how to use maneuvering board, which could be found between TWOS charts :up:
(read whole thread) :salute:
I am going to 3rd. patrol of my new campaign and have problem with loading my new career into KSD Commander.
There is still my last career, but no new profile loaded.
Is there some trick to reset KSD to load my new career into charts?
excel4004
07-30-17, 03:23 PM
I am going to 3rd. patrol of my new campaign and have problem with loading my new career into KSD Commander.
There is still my last career, but no new profile loaded.
Is there some trick to reset KSD to load my new career into charts?
I had the same problem, so i delete my profile in "edit" menu (not local) and took again my picture edit my birthday (1.12.1911) :salute: and so on..then all was fine again.
I had the same problem, so i delete my profile in "edit" menu (not local) and took again my picture edit my birthday (1.12.1911) :salute: and so on..then all was fine again.
"edit" menu? :06:
excel4004
07-30-17, 03:59 PM
"edit" menu? :06:
You need to click on your actual Kaleun on the list upside from "My captains (locally) SH-5" list. The middle list "Elite flotilla" is a good and fast way to find the actual Kaleun ( i remeber you played also with realism 100%, you are actually on place 33 in the list.).:salute: There you can use the "Edit" menu.
fitzcarraldo
07-30-17, 06:11 PM
You need to click on your actual Kaleun on the list upside from "My captains (locally) SH-5" list. The middle list "Elite flotilla" is a good and fast way to find the actual Kaleun ( i remeber you played also with realism 100%, you are actually on place 33 in the list.).:salute: There you can use the "Edit" menu.
A KSD newbie question: Did this app work as SH3 Commander? Can run offline? Playing SH5 TWoS but never start a campaign with KSD......I need to read the dedicated thread.
Best regards.
Fitzcarraldo :Kaleun_Salute:
Last I checked the start the game button in KDS does not work.
You need to click on your actual Kaleun on the list upside from "My captains (locally) SH-5" list. The middle list "Elite flotilla" is a good and fast way to find the actual Kaleun ( i remeber you played also with realism 100%, you are actually on place 33 in the list.).:salute: There you can use the "Edit" menu.
Haha THERE is the button! Thank you :yeah:
Fixed! :salute:
Uhm Okay stupid question how to change the GUI I want SH 3 STYLE
hauangua
07-31-17, 02:09 AM
Uhm Okay stupid question how to change the GUI I want SH 3 STYLE
With OFEV
UI option... SH3 style
Watch here:
http://www.subsim.com/radioroom/showpost.php?p=2182966&postcount=6
is the 384.94 nvidida driver good enough? There were some problems with the 382... versions. The new one is ok with SH5?
:Kaleun_Salute:
THEBERBSTER
07-31-17, 04:12 AM
Hi MCM
382.?? drivers can be a problem if you have recently had a Windows 10 update to what is known as the "Creator" version 1703.
It does not matter what the driver number is as your game works.
If you are having problems then try my Driver Roll Back tutorial iby clicking on my SH5 signature.
Peter
fitzcarraldo
07-31-17, 06:24 AM
Hi MCM
382.?? drivers can be a problem if you have recently had a Windows 10 update to what is known as the "Creator" version 1703.
It does not matter what the driver number is as your game works.
If you are having problems then try my Driver Roll Back tutorial iby clicking on my SH5 signature.
Peter
I took the other way: uninstalled the Creator update. I prefer to conserve the latest Nvidia driver update. It works fine, without Creator.
Regards.
Fitzcarraldo :Kaleun_Salute:
Still cant change it to Sh 3 style CAn someone send me a tutorial for Wolfes of steel 2.0 how to change UI
Still cant change it to Sh 3 style CAn someone send me a tutorial for Wolfes of steel 2.0 how to change UI
Nobody will give you better tutorial than Peter here (http://www.subsim.com/radioroom/showpost.php?p=2182966&postcount=6), pay attention to every step.
There's more menu.txt files in sh5 root directory, pick that which is in Silent Hunter 5/data/Menu/menu.txt
Options File Editor Viewer, UI, UI style used in game, change from SH5Enhanced to SH3Style and save.
excel4004
07-31-17, 03:54 PM
A KSD newbie question: Did this app work as SH3 Commander? Can run offline? Playing SH5 TWoS but never start a campaign with KSD......I need to read the dedicated thread.
Best regards.
Fitzcarraldo :Kaleun_Salute:
Wrong thread here but, SH3 i dont think so. Its an online tool, dont think that it works offline too. You can edit KSD any time between your career it will load then your actual campaign file, thats all.
For me its a fun tool, real comparison is, if at all, relevant only in the "Elite flotilla" modus. But also there you cant compare the results in my opinion because you cant be sure if someone did harbour raids in the past patrols for pushing points.:03:
Like i saidbefore, for me its a nice fun tool. Wish the bar chat would be more like a smal "normal" forum thread. I dont like the actual chat system there but i cant programm it better. :D
excel4004
07-31-17, 03:56 PM
Last I checked the start the game button in KDS does not work.
No function yes. For me also the gramophone no function from the first version of KDS.
But i dont need this two options,..so.:salute:
THEBERBSTER
07-31-17, 05:39 PM
Hi fitz
In hindsight I would have stayed with Windows 7.
The orginal Windows 10 update was the Anniversary version which was not a problem.
The Creator version changed the Nvidia driver but I was able to roll it back.
Microsoft only give you a certain number of days to uninstall Windows 10 after updating.
After that you are stuck with it like it or not.
Peter
fitzcarraldo
07-31-17, 07:11 PM
No function yes. For me also the gramophone no function from the first version of KDS.
But i dont need this two options,..so.:salute:
Start button works for me.
No gramphone in KSD.
I have a different U-Boat number in KSD.
About W10: I uninstall Creator. But I want to remain wirh W10. Without Creator I have the last Nvidia driver and all works.
Regards.
Fitzcarraldo :salute:
THEBERBSTER
08-01-17, 04:26 AM
KSD has a Gramopone randonizer which works with whatever you put in the Gramophone folder.
KSD U-Boat Number and the game U-Boat number can be synced by using the Option Fiele Editor Viewers Ships Journal Tab.
Peter
fitzcarraldo
08-01-17, 05:50 AM
KSD has a Gramopone randonizer which works with whatever you put in the Gramophone folder.
KSD U-Boat Number and the game U-Boat number can be synced by using the Option Fiele Editor Viewers Ships Journal Tab.
Peter
Many thanks!
I will try with OFEV. The option for randomize tracks works but the little reproductor in the app is mute. I refer to it. I think there is a folder where to put a personalized commander photo...I didn't investigate that yet.
Best regards.
Fitzcarraldo :salute:
fitzcarraldo
08-01-17, 10:12 AM
Many thanks!
I will try with OFEV. The option for randomize tracks works but the little reproductor in the app is mute. I refer to it. I think there is a folder where to put a personalized commander photo...I didn't investigate that yet.
Best regards.
Fitzcarraldo :salute:
EDIT:
OFEV has my boat selected number: U-777. But in KSD I have U-99. I open OFEV, verify that. I donīt find anything about "synchronization" with KSD, in OFEV Journal options. KSD takes well the mods list, my name, the time, the base, but the boat number isnīt the selected in OFEV. I see "U-777", in the ingame journal, so the changes with OFEV works. But KSD ignores it.
Regards.
THEBERBSTER
08-01-17, 11:53 AM
Hi fitz
You are doing it the wrong way round.
KSD = U-99
OFEV = U-777
Change OFEV to U-99
Accept all changes and your saved games will be updated.
All is done within the OFEV ships Journal Tab patches.
Your U-Boat Ships Journal will now show U-99 next time you load your game.
Peter
excel4004
08-01-17, 01:26 PM
Hi fitz
You are doing it the wrong way round.
KSD = U-99
OFEV = U-777
Change OFEV to U-99
Accept all changes and your saved games will be updated.
All is done within the OFEV ships Journal Tab patches.
Your U-Boat Ships Journal will now show U-99 next time you load your game.
Peter
Thanks for the idea Peter but in my career it shows U-31 (H.Lehmann-Willenbrock) in KSD. He never was Kaleun of U-31 in the past so i wont change that. :hmm2: Sure i use U-96.:Kaleun_Salute:
fitzcarraldo
08-02-17, 02:17 PM
Thanks for the idea Peter but in my career it shows U-31 (H.Lehmann-Willenbrock) in KSD. He never was Kaleun of U-31 in the past so i wont change that. :hmm2: Sure i use U-96.:Kaleun_Salute:
Captainīs log says "U-99", same in KSD, but....with OFEV I put "U-777".
I want to change "U-777" in KSD and Captainīs log, but it seems isn't possible.
Regards.
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
08-02-17, 02:34 PM
CTD report:
Campaign: Happy Times.
06/15/1940.
Near the norwegian coast, I sunk a little fishing boat, 80T, with cannon. The ship had norwegian flag.
I understand that was an "enemy" ship. From my experience with SH3 GWX, norwegian ships in that date are "allied" (enemies), not "axis" (friends).
The ship sunk after few shots, and was marked in map with red color (I use the Map color addon), but the legend tells "friendly" (????....if it was allied-enemy...).
After 5 minutes of the sinking, I try to open captainīs log with the button in the upper right bar------> the game freezes. Only way to exit was restart the machine----> a massive freezing.
I think it was caused by sinking that ship, because I donīt know if TWoS considers it "friendly" or "enemy". The flag chart - I assume - tells "enemy" for a norwegian ship in that date. But I believe the game take it as friend ship and CTD. It was contradictory that mark in red with a friendly legend attached....
I try to reload the autosave but it freezes, too. Only I can reload the saved game previous to the attack.
Some comment please?
Best regards.
Fitzcarraldo :Kaleun_Salute:
THEBERBSTER
08-02-17, 05:13 PM
Hi fitz
According to the flag chart it is allied.
From the time of The German occupation of Norway 9th April 1940 to the end of the war Norwegian ships are enemy ones.
It might just be that in the Happy Times campaign you are not expected to be on the Norwegian coast sinking ships but heading for your objective in the Atlantic and on to your new base at Lorient from 1st July.
Peter
fitzcarraldo
08-02-17, 05:29 PM
Hi fitz
According to the flag chart it is allied.
From the time of The German occupation of Norway 9th April 1940 to the end of the war Norwegian ships are enemy ones.
It might just be that in the Happy Times campaign you are not expected to be on the Norwegian coast sinking ships but heading for your objective in the Atlantic and on to your new base at Lorient from 1st July.
Peter
Thanks! I started HT with my own objetive: raid Scapa under that campaign. I think we have the freedom to attack enemy ships in journey to main or ourself objetive. ...
Best regards.
Fitzcarraldo :salute:
vdr1981
08-03-17, 01:51 AM
Hi fitz
According to the flag chart it is allied.
From the time of The German occupation of Norway 9th April 1940 to the end of the war Norwegian ships are enemy ones.
It might just be that in the Happy Times campaign you are not expected to be on the Norwegian coast sinking ships but heading for your objective in the Atlantic and on to your new base at Lorient from 1st July.
Peter
Hey Peter and Fitz :salute:
since Norwegian ports are now under German jurisdiction, the game will consider Norwegian traffic from those ports to be friendly too. After 04/1940 only valid Norwegian ships are those which can be seen in large allied convoys in north Atlantic .
GWX team decision to leave Norway in allied coalition even after Norway fell doesn't seem logical to me...
flag chart in twos is edited and it is just that-flag chart. No misleading coalition spoilers...
THEBERBSTER
08-03-17, 04:39 AM
Hi Vecko
Good to have you back gain.
I hope you are settling into your new home ok.
Peter
vdr1981
08-03-17, 05:17 AM
Hi Vecko
Good to have you back gain.
I hope you are settling into your new home ok.
Peter
Thanks Peter...I'm still posting from my phone though...:wah:
fitzcarraldo
08-03-17, 07:08 AM
Hey Peter and Fitz :salute:
since Norwegian ports are now under German jurisdiction, the game will consider Norwegian traffic from those ports to be friendly too. After 04/1940 only valid Norwegian ships are those which can be seen in large allied convoys in north Atlantic .
GWX team decision to leave Norway in allied coalition even after Norway fell doesn't seem logical to me...
flag chart in twos is edited and it is just that-flag chart. No misleading coalition spoilers...
Many thanks Vecko! The ship was navigating near the coast so it is considered friendly, then the CTD. BTW, this historical detail is awesome. Touché....
I assume I can sink any (reallly) enemy ship in the journey to the objetive.
Best regards.
Fitzcarraldo :salute:
Hi guys, i would like to share some new tutorial about real navigation (http://subsim.com/radioroom/showthread.php?p=2504582)
UPDATE: i updated the tutorial by small corrections to let people better know details and final summary which shows how easy is the whole procedure.
90% of that post is describing theory behind, using this approach in reality is pretty straightforward :salute:
:salute:
vdr1981
08-04-17, 06:59 AM
Hi guys, i would like to share some new tutorial about real navigation (http://subsim.com/radioroom/showthread.php?p=2504582)
:salute:
Great job Palmic, this will be very useful for many!
TORDO222
08-04-17, 08:24 AM
This is my version of the Introduccion and the bottom of the main Menu of SH5. (WoS compatible). The videos were taken of the German big film "Das Boot." The sound track tallies to WWII era: 1. "Drei Lilien" for Intro and 2. "U-Boot Lied" for the main Menu.
For the installation, look and follow the respective folder order, Thats all!!!!. As usual, protect the originals! Any doubt? Consult me. Enjoy it!:up:
LINK: https://www.mediafire.com/file/kg96kni9kwaku06/MOD%20INTRO.rar
fitzcarraldo
08-04-17, 09:27 AM
Hi guys, i would like to share some new tutorial about real navigation (http://subsim.com/radioroom/showthread.php?p=2504582)
:salute:
Many thanks! Now learning RN...going for this....
Best regards.
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
08-04-17, 09:28 AM
This is my version of the Introduccion and the bottom of the main Menu of SH5. (WoS compatible). The videos were taken of the German big film "Das Boot." The sound track tallies to WWII era: 1. "Drei Lilien" for Intro and 2. "U-Boot Lied" for the main Menu.
For the installation, look and follow the respective folder order, Thats all!!!!. As usual, protect the originals! Any doubt? Consult me. Enjoy it!:up:
LINK: https://www.mediafire.com/file/kg96kni9kwaku06/MOD%20INTRO.rar
I will try this.
Many thanks!
Fitzcarraldo :Kaleun_Salute:
TORDO222
08-05-17, 05:28 PM
I will try this.
Many thanks!
Fitzcarraldo :Kaleun_Salute:
De nada...(You're welcome...). :03:
excel4004
08-06-17, 04:05 AM
Really need help here! :hmmm:
Whats the function of these, how to use them? Never knew that exact function of these options, hope someone could help here - Thanks!
https://image.ibb.co/bMfVCF/2.png
https://image.ibb.co/kBXMKv/3.png
Marvoch
08-06-17, 05:50 AM
I'm in a bit of a dilemma. I'm on 7 September '39, off the coast of England. I discovered a huge convoy, composed of 3 liners, two big one (maybe medium troop ships, maybe large liners) and a small one, three freighters I think of around 4000t and a bulk ship. All this it is not protected by any escorted and all ships are unarmed. Now, I only have a small amount of ammo and only one single torp (:wah:). I received specific orders by BdU to not attack liners and follow the London Naval Teatry, which says that if a ship it is used as an auxiliary vessel it can be sunk. If the liners travel in a convoy, are they auxiliary vessels, confiscated by the RN or simple liners? If they are simple liners, I'll have to surface and engage on the account of anti-sub actions, but I'm not confident in catching the liners and put a torp in one of them, they can travel quite fast, and I've not enough ammo for both of them. I this case should I leave them be and concentrate on the freighters?
skin-nl
08-06-17, 05:59 AM
I am now in the arctic convoys campaign and it's 1 september '42
but the campaign transfer doesn't work.
I have the campaign transfer mod installed loaded a good save,
but i still receive campaign transfer fails from bdu about to save and reload a savegame every 24/38 hours...but nothing works.
But al the other campaign transfers worked perfectly :hmmm:
Do i need to edit my savegame or???
gr Michael
fitzcarraldo
08-06-17, 06:03 AM
I'm in a bit of a dilemma. I'm on 7 September '39, off the coast of England. I discovered a huge convoy, composed of 3 liners, two big one (maybe medium troop ships, maybe large liners) and a small one, three freighters I think of around 4000t and a bulk ship. All this it is not protected by any escorted and all ships are unarmed. Now, I only have a small amount of ammo and only one single torp (:wah:). I received specific orders by BdU to not attack liners and follow the London Naval Teatry, which says that if a ship it is used as an auxiliary vessel it can be sunk. If the liners travel in a convoy, are they auxiliary vessels, confiscated by the RN or simple liners? If they are simple liners, I'll have to surface and engage on the account of anti-sub actions, but I'm not confident in catching the liners and put a torp in one of them, they can travel quite fast, and I've not enough ammo for both of them. I this case should I leave them be and concentrate on the freighters?
Liners in a convoy? Sink'em all!
Good hunt!
Fitzcarraldo :salute:
I'm in a bit of a dilemma. I'm on 7 September '39, off the coast of England. I discovered a huge convoy, composed of 3 liners, two big one (maybe medium troop ships, maybe large liners) and a small one, three freighters I think of around 4000t and a bulk ship. All this it is not protected by any escorted and all ships are unarmed. Now, I only have a small amount of ammo and only one single torp (:wah:). I received specific orders by BdU to not attack liners and follow the London Naval Teatry, which says that if a ship it is used as an auxiliary vessel it can be sunk. If the liners travel in a convoy, are they auxiliary vessels, confiscated by the RN or simple liners? If they are simple liners, I'll have to surface and engage on the account of anti-sub actions, but I'm not confident in catching the liners and put a torp in one of them, they can travel quite fast, and I've not enough ammo for both of them. I this case should I leave them be and concentrate on the freighters?
I believe there's no AI behind punishing you because you light civil liner into fire until its not allied, or even neutral.
If its british, its allways the same - kill it :)
Its just up to you if you want to play immersivelly and follow naval rules just for atmosphere..
Really need help here! :hmmm:
Whats the function of these, how to use them? Never knew that exact function of these options, hope someone could help here - Thanks!
.....
I use just these 2:
https://image.prntscr.com/image/bw98bNRKRIKp7BLc6nt0tQ.png
The first one, if i want to TC1 in any case of message in box
The second if i dont want to be distracted from TC+ by any silly message from beno, but i still want to be stopped to TC1 if he'll discover new contact.
- very usable for waiting submerged until some neutral ship move away with Beno ordered to notify bearing changes.. :up:
Marvoch
08-06-17, 07:20 AM
I believe there's no AI behind punishing you because you light civil liner into fire until its not allied, or even neutral.
If its british, its allways the same - kill it :)
Its just up to you if you want to play immersivelly and follow naval rules just for atmosphere..
Yupe, I supposed there was no punishment for this, I'm only trying to go for immersiveness. But sometimes I don't have the sufficient knowledge to know what decision take in a particular situation. This is why I was inquiring if those were AUX or not.
fitzcarraldo
08-06-17, 07:51 AM
Yupe, I supposed there was no punishment for this, I'm only trying to go for immersiveness. But sometimes I don't have the sufficient knowledge to know what decision take in a particular situation. This is why I was inquiring if those were AUX or not.
In the war, liners in convoys were troops or transports. Of course, they have civilians aboard, families of officers, etc.....I sink civilian ships in convoys, not alone. My rules...
Regards.
Fitzcarraldo :Kaleun_Salute:
Marvoch
08-06-17, 08:40 AM
In the war, liners in convoys were troops or transports. Of course, they have civilians aboard, families of officers, etc.....I sink civilian ships in convoys, not alone. My rules...
Regards.
Fitzcarraldo :Kaleun_Salute:
Their drafts are quite high, so I suppose they are at a low capacity, and two big liners that travel in a convoy must be confiscated ships ready to be used as troopships, but I retrieved the specific order: 03/09/1939 "By order of the Fuhrer: No hostile action is to be taken against passenger ships sailing independently or in convoy. Operation orders Para VIa remain in force against merchant shipping. BdU" so I'll abide, thanks for your time. I'm supposed this was in response to the Athenia incident. Later in the war, I hope the situation will evolve differently. Thanks for the help guys!
:Kaleun_Salute:
Cyborg322
08-06-17, 09:27 AM
A quick question: the game is becoming slower and slower in loading and saving the journals, at first it took 4-5 minutes, now more than an hour. Since I'm a bit of an OCD, I like to have my journal complete and in order... but the time is becoming to unbearing, and I'm afraid it will become longer and longer. I save manually quite frequently and different saves, as per advice in the first topic, and each time I save my journal and different ejs. I believe this is the problem, so I deleted (and did a backup of) all the old journal pages, but I can't delete the saves, since uplay always synchronise them, even when I deactivate the option in the settings or start playing offline. I don't know if this is the origin of my problem, if so, any ideas on how to remove the saves, and should I save on the same slot despite the aforementioned advice? If not, any ideas on what to do about it?
I had the same problem, In my case it was related to the number of saves and I was able to resolve this by deleting older saves as you indicate. At the time SH was not dependant on Sync'ing and the game launched without UPLAY I'm not sure why it reverted back I assume it hindered campaign progress. I had around 4GB of RAM now I have 16 and it makes a lot of difference with loading times as it does with a lot of games. I'm guessing your Memory is being read off your hard drive due to low RAM memory
I've been away from SH5 for a year or so so I'm not fully up to speed with any other possible issues that affect your game as you describe
I have been and Subsimming for 18 Years and following SH even longer but still consider myself as a Semi-noob learner. I hope you get fixed quick I can totally get what you're experiencing
vdr1981
08-06-17, 11:28 AM
I am now in the arctic convoys campaign and it's 1 september '42
but the campaign transfer doesn't work.
I have the campaign transfer mod installed loaded a good save,
but i still receive campaign transfer fails from bdu about to save and reload a savegame every 24/38 hours...but nothing works.
But al the other campaign transfers worked perfectly :hmmm:
Do i need to edit my savegame or???
gr Michael
continue your patrol for a few days and (red) bdu messages will tell you what to do...
If I remember correctly, you should already be informed several times by those messages what to do ...:hmmm:
skin-nl
08-06-17, 11:38 AM
continue your patrol for a few days and (red) bdu messages will tell you what to do...
If I remember correctly, you should already be informed several times by those messages what to do ...:hmmm:
Yes i already had several messages from bdu (red) to save the game and then to reload......i shall try this till the 7th of september maybe then it works.
edit : Well i get a massage from bdu (red) that i must hurry to port and end the patrol and make use of alternetive campaign transfer.
Must i use silentotto now? Because then i have lost all my crew upgrade points and reknown and i don't want that.
gr Michael
excel4004
08-06-17, 02:57 PM
I use just these 2:
https://image.prntscr.com/image/bw98bNRKRIKp7BLc6nt0tQ.png
The first one, if i want to TC1 in any case of message in box
The second if i dont want to be distracted from TC+ by any silly message from beno, but i still want to be stopped to TC1 if he'll discover new contact.
- very usable for waiting submerged until some neutral ship move away with Beno ordered to notify bearing changes.. :up:
Palmic did i understand you correctly, it works like the first icon but only stops to TC1 when Beno got a new unknown contact!!? Does this also works with new visible contacts surfaced?
excel4004
08-06-17, 03:01 PM
In the war, liners in convoys were troops or transports. Of course, they have civilians aboard, families of officers, etc.....I sink civilian ships in convoys, not alone. My rules...
Regards.
Fitzcarraldo :Kaleun_Salute:
Hahaha..i remeber one of your last postings you wrote about two fishing ships you sunk with the deckgun. :D
Nice Rules..hehe.. :arrgh!:
Hamppupalaa
08-06-17, 03:57 PM
When i get radio messages my boat is called U-**. Is there a way to change this?
excel4004
08-06-17, 04:16 PM
When i get radio messages my boat is called U-**. Is there a way to change this?
- Use Options File Editor (Ship's Journal tab) to match your Ship's Journal captain name and U-boat number (Eisen Wolf, U-**) with those visible in your Cpt Log.:Kaleun_Salute:
THEBERBSTER
08-06-17, 04:20 PM
Hi H
Radio messages are scripted.
You might even get a message to say your boat has been sunk.
Peter
fitzcarraldo
08-06-17, 04:33 PM
Hahaha..i remeber one of your last postings you wrote about two fishing ships you sunk with the deckgun. :D
Nice Rules..hehe.. :arrgh!:
I paid that with CTDs....Now Iīm an humanist commander.
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
08-06-17, 05:42 PM
Yes i already had several messages from bdu (red) to save the game and then to reload......i shall try this till the 7th of september maybe then it works.
edit : Well i get a massage from bdu (red) that i must hurry to port and end the patrol and make use of alternetive campaign transfer.
Must i use silentotto now? Because then i have lost all my crew upgrade points and reknown and i don't want that.
gr Michael
Please, read in the tips; there is a last resource to pass campaign. You donīt need silentotto. I never need this last way; campaign passed well, but that message indicates you could need this last way.
See the Post 1 in thsi thread for detailed instructions.
Fitzcarraldo :Kaleun_Salute:
Palmic did i understand you correctly, it works like the first icon but only stops to TC1 when Beno got a new unknown contact!!? Does this also works with new visible contacts surfaced?
hmmm i have no exp with This function emerged (always use the first), but its very probably. You are correct with Beno :salute:
I use this literally just for those cases when you need to stay quetly waiting some time under water with contact nearby..
skin-nl
08-07-17, 03:22 AM
Please, read in the tips; there is a last resource to pass campaign. You donīt need silentotto. I never need this last way; campaign passed well, but that message indicates you could need this last way.
See the Post 1 in thsi thread for detailed instructions.
Fitzcarraldo :Kaleun_Salute:
Thanks Fitzcarraldo :up:
But what is the thsi thread???
Michael
excel4004
08-07-17, 02:14 PM
Thanks Fitzcarraldo :up:
But what is the thsi thread???
Michael
use this..
- How can I pass from one campaign chapter to the next one? (IMPORTANT)
Campaign transfers in TWoS are date controlled. This means that, in order to trigger the campaign transfer (http://www.subsim.com/radioroom/showpost.php?p=2427465&postcount=9), you will have to be ON PATROL when ending date of your current campaign chapter is reached, preferably somewhere at open sea without AI units in your vicinity. Campaign transfer should then be initiated, or it will be at least few days after the ending date. This is important so pay special attention not to skip this date due to badly timed docking...The end date of first "Coastal Waters" campaign is on 1st June 1940, "Happy Times" ends on 1st march 1941 ect. Check ending dates for other campaigns here (http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2).
Now, there is a catch... Due to certain broken aspects of SH5's launcher, there is a possibility that even upon reaching campaign chapter ending date, campaign transfer still may fail to initialize (your patrol just goes on without any visible objectives). In this case, you should load your previous gamesave (made before campaign chapter ending date) and use one of these two methods (this (http://www.subsim.com/radioroom/showpost.php?p=2385201&postcount=94) or this (http://www.subsim.com/radioroom/showpost.php?p=2355001&postcount=274)) to trigger campaign transfer correctly (campaign transfer screen should pop-up in the next few days of sim time)... For this method to work, the TDW patch which disables Uplay browser should be disabled (by default in TWoS). Note that Mama's solutions with TWoS can be necessary only when you expecting campaign transfer, on campaign chapter ending. Before that date, you can load your gamesaves with or without these tweaks, there will be no significant impact on campaign progress.
Alternatively or if Mama's tweaks don't work for you (campaign transfer screen doesn't pop-up no mater what), you can use this workaround which will work for sure even if campaign chapter ending date is passed for a few days ...SH5 campaign progress workaround (http://www.subsim.com/radioroom/showthread.php?t=222403)
skin-nl
08-08-17, 03:54 AM
Thanks excel :up:
But nothing works for me, but all the other campaign transfers worked great (i don't get it???) So i need to use the alternative campaign transfer using silentotto. When i do this do i loose all crew and renown?
ps. I use mama's fix 2
Michael
fitzcarraldo
08-08-17, 05:16 AM
Thanks excel :up:
But nothing works for me, but all the other campaign transfers worked great (i don't get it???) So i need to use the alternative campaign transfer using silentotto. When i do this do i loose all crew and renown?
ps. I use mama's fix 2
Michael
MaMa fix 2 ever worked for me.
Regards.
Fitzcarraldo :salute:
THEBERBSTER
08-08-17, 08:37 AM
TWOS is a Career based mega mod meaninging when moving from campaign to campaign your crew and abilties, promotions etc., are carried forward.
"silentooto" is Campaign based which means you start with no abilities and have to bukd on them until the Campaign finishes and then you lose them when you start a new "silentotto" Campaign.
Peter
vdr1981
08-08-17, 10:46 AM
Thanks excel :up:
But nothing works for me, but all the other campaign transfers worked great (i don't get it???) So i need to use the alternative campaign transfer using silentotto. When i do this do i loose all crew and renown?
ps. I use mama's fix 2
Michael
check twos documentation folder...If you read pdf with instructions carefully, you wont lose anything...:yep:
skin-nl
08-09-17, 06:18 AM
check twos documentation folder...If you read pdf with instructions carefully, you wont lose anything...:yep:
I copied the 4 files of the silentotto campaign (cheat) and edit the careertrack.upc........but when i load the savegame i get a ctd :hmmm:
Edit:Problem solved!!!!!I forgot 1 single detail in the cereertrack.upc:::i had F7Bergen and changed it to F7Brest, But it need to changed in F6Brest:oops:!!!!!
Thanks again Vecko!!!! :Kaleun_Cheers:
Michael
Chucktown
08-09-17, 04:09 PM
Was tactical map tools removed? I cant seem to use anything while in TAI. IIRC i was able to use all the tools i had in TAI before installing TWoS.
edit- Sorry for post, i just figured out that when im following a contact that i can use tools in TAI. Sorry again.
fire-fox
08-11-17, 11:32 AM
TWOS is a Career based mega mod meaninging when moving from campaign to campaign your crew and abilties, promotions etc., are carried forward.
"silentooto" is Campaign based which means you start with no abilities and have to bukd on them until the Campaign finishes and then you lose them when you start a new "silentotto" Campaign.
Peter
I like to look on it as a transfer to a new boat and crew as skippers where :D:up:
What's the best way to determine the speed of an enemy vessel while you are also moving?
Tonci87
08-11-17, 04:17 PM
What's the best way to determine the speed of an enemy vessel while you are also moving?
Open the U Jagd clock and point your sub at a point a bit in front of the enemy.
Start the clock once the enemy ship intersects your course (so once it is at 0°) use the u-Jagd clock as you would if you were standing still.
Open the U Jagd clock and point your sub at a point a bit in front of the enemy.
Start the clock once the enemy ship intersects your course (so once it is at 0°) use the u-Jagd clock as you would if you were standing still.
Thanks!
3kekissa
08-11-17, 07:03 PM
I can't see "SH4style" on TDW Options File Editor Viewer.
Is this mistake to install? or need somefile download?
Open TDW OFEV, click on UI, expand UI style used in-game, double click on SH5Enhanced, popup box should appear where you can then select SH4Style and then click Accept box.
THEBERBSTER
08-12-17, 04:32 AM
A Warm Welcome To The Subsim Community > 3kekissa
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
fitzcarraldo
08-12-17, 06:58 AM
I can't see "SH4style" on TDW Options File Editor Viewer.
Is this mistake to install? or need somefile download?
When I tried SH4 Style UI, it had some problems: buttons didn't work, etc. I prefer SH3 style, it works very fine and looks great.
Regards.
Fitzcarraldo :salute:
Stellan
08-12-17, 09:45 AM
I need help i cant get engine contol and diveplanes to work
excel4004
08-12-17, 03:29 PM
The top for the stadimeter is always the flag not the masthead - or!? :D
Chucktown
08-12-17, 11:11 PM
Hey, I have spent more then 24 hrs doing a patrol area of AN0135. I received a message upon entering within 120km to patrol for 24 hrs but its not saying completed. I did not save or load, i did it all within one sitting. I read the OP! I sent a status report but that didnt work. Will I get a new mission like SH4 or what do i do here? I also didnt leave area for any reason.
Also, anyway to set TC1 when spotting airplanes, smoke on the horizon, and ship sighted?
THEBERBSTER
08-13-17, 03:13 AM
A Warm Welcome To The Subsim Community > Stellan
i cant get engine contol and diveplanes to work.There are 2 things here:
Engine Control.
Dive Planes.
Engine Control is worked from the 2 lit buttons called "Shafts"
Dive Planes are operated from the Chief Engineer icons.
You can see in the picture the dive planes have reacted to the manual orders being given.
https://s28.postimg.org/yya6v6epp/Dive_Plane_Gauges.jpg
Peter
Stellan
08-13-17, 03:28 AM
I have tried to push these buttons, I do not get the meters up the, bottons only flash two tims. Nothing more is happening. The same applies to the engines. I press "Shafts" but the engines just chew and continue. I wonder if there is any more Settings I missed. I'm running The Wolves of Steel 2.0.5
THEBERBSTER
08-13-17, 05:55 AM
Hi Stellan
With Sobers Mega Mod you may have to be at 'ALL Stop' before you can change the 'Shafts' it may be the same for TWOS?
Peter
Stellan
08-13-17, 12:15 PM
Thanks Fun to get quick response. No, it did not work either. I have probably tried most but nothing
vdr1981
08-13-17, 03:29 PM
The top for the stadimeter is always the flag not the masthead - or!? :D
u
Use mast, not flags...
I have tried to push these buttons, I do not get the meters up the, bottons only flash two tims. Nothing more is happening. The same applies to the engines. I press "Shafts" but the engines just chew and continue. I wonder if there is any more Settings I missed. I'm running The Wolves of Steel 2.0.5
Your megamod is not installed correctly. Chech install instructions once again and reinstall the game. Generic patcher?
excel4004
08-13-17, 03:41 PM
u
Use mast, not flags...
Your megamod is not installed correctly. Chech install instructions once again and reinstall the game. Generic patcher?
Important news - thanks!
:subsim:
Stellan
08-14-17, 04:45 PM
Yes, you were right. I had missed "Generic patches".
But now I have the next problem, I've installed the game and followed the instructions "by the book". I'm coming to the main menu but the game crashes when I start a new campaign.
Anyone who has a good solution?
THEBERBSTER
08-15-17, 04:16 AM
Hi Stellan
I've installed the game and followed the instructions "by the book". No, you still have an installation problem as your game is crashing.
Post #5 Update SH5 From v1.0.5.0 To v1.2.0 Immediately After Installing (http://www.subsim.com/radioroom/showpost.php?p=2182963&postcount=5)
Lets have a look at your mods.
Post #9 JSGME How To Export Your Mod List To A Subsim Post (http://www.subsim.com/radioroom/showpost.php?p=2182975&postcount=9)
Peter
THEBERBSTER
08-15-17, 12:40 PM
I have just installed TWOS again and I agree with Stellan that I cannot get the engines to work independently of each other.
Disengaging one makes no difference both engines continue to function and is also shown on both telegraphs.
From 0 knots disengaging one engine and ordering a speed both telegraphs are static and nothing happens.
Peter
THEBERBSTER
08-15-17, 12:45 PM
Sometimes its 1 foot or it can be both feet.
I have to keep the hatch cover closed.
Added mod TWoS Campaign Start_Type VIIB
https://s29.postimg.org/smmaavrlj/SH5_Img_2017-08-15_13.05.18.png
Peter
excel4004
08-15-17, 01:31 PM
I have just installed TWOS again and I agree with Stellan that I cannot get the engines to work independently of each other.
Disengaging one makes no difference both engines continue to function and is also shown on both telegraphs.
From 0 knots disengaging one engine and ordering a speed both telegraphs are static and nothing happens.
Peter
It works for me, Peter. I need to stop to 0 knots and then after turning off one shaft, only one engine is working - like it should be.
:hmmm:
THEBERBSTER
08-15-17, 02:00 PM
Hi excel
That is interesting why it is working for you but not for us.
At All Stop showing 0 on the telegraph disengaging one prop and ordering a speed nothing happens.
Both telegraphs have to move before there is any movement.
Strange.
Removed the VIIB mod and tested with the default VIIA boat with the same result.
Started from Memel bunker with 1 prop disabled but both engines running.
Retested with new TWOS install and changed SH3 Ui to SH5 advanced.
Same problem with a difference.
Boat is showing moving with 1 prop at 7 knots.
https://s21.postimg.org/ndve7i7bb/7_knots_1_prop.png
The telegraph is at all stop and the engines push rods are not moving.
https://s4.postimg.org/yh2pt2c31/Enigine_room_at_All_Stop.png
Peter
I don't think I have AOB down. Assume I'm running a a parallel course with a vessel. Would my AOB be from what I can see out of my periscope (ie 90 degrees) or from my 0 (ie 180 degrees).
Tonci87
08-15-17, 05:04 PM
I don't think I have AOB down. Assume I'm running a a parallel course with a vessel. Would my AOB be from what I can see out of my periscope (ie 90 degrees) or from my 0 (ie 180 degrees).
The AOB is the bearing the other ship has your submarine on.
So if a ship is coming directly towards you the AOB will be 0 because they see you on a bearing of 0. If the ship is going away from you the AOB will be 180, because they see you on that bearing.
So in your example, if you would be running directly parallel to a ship, same course, same speed, and you have them on your 90°, the AOB will be 90° port, because the ships captain will see your sub if he looks out of his left window. Hope I could help.
The AOB is the bearing the other ship has your submarine on.
So if a ship is coming directly towards you the AOB will be 0 because they see you on a bearing of 0. If the ship is going away from you the AOB will be 180, because they see you on that bearing.
So in your example, if you would be running directly parallel to a ship, same course, same speed, and you have them on your 90°, the AOB will be 90° port, because the ships captain will see your sub if he looks out of his left window. Hope I could help.
Perfect, thanks!
I was having trouble with a convoy, my distance was the biggest factor in me missing after having replayed it a few times.
While in the end I managed only to manage to hit one ship (a European Liner, 19000 tons), it was still super satisfying!
Muckenberg
08-16-17, 10:43 AM
My independent engine setting works.Same procedure as Excel
vdr1981
08-16-17, 10:51 AM
My independent engine setting works.Same procedure as Excel
Same here...Although the function it self doesn't have much value in normal game play, I can confirm that it works as intended...
Note Peter that engine , telegraph and sound animations are influenced only bay port engine iirc, but rpm indicators and shafts follow independent engine settings correctly. This is how TDW implemented this feature...
THEBERBSTER
08-16-17, 11:30 AM
Thanks Vecko I will check it out.
Peter
vdr1981
08-17-17, 09:30 AM
A small video presentation on how to set up and use Options File Editor...
https://youtu.be/JyRQ3t6df-Y
vdr1981
08-17-17, 10:14 AM
By the way, I just want to let you know guys that I'm online again so if you have any ideas for upcoming TWoS updates please let me know and don't hesitate to post them here ...:yep:
:subsim:
Muckenberg
08-17-17, 10:28 AM
Hello
I would like to ask if you ever thought about adding a crew to the AI submarine bridge? And if it could be possible to swing a submarine swing in a periscope flap? Sorry my english. :)
vdr1981
08-17-17, 10:54 AM
Hello
I would like to ask if you ever thought about adding a crew to the AI submarine bridge?
TDW created mod for this a long time ago but there is a problem...It will cause frequent CTDs in large modlists/modpacks. I have fixed many similar mod conflicts so far and this one is on my to do list too...As soon as I find what is going on you can be sure that I'll add this feature...:yep:
And if it could be possible to swing a submarine swing in a periscope flap? Sorry my english. :)
I don't get you there. Tonnage flags on periscope mast? :hmmm:
By the way, I just want to let you know guys that I'm online again so if you have any ideas for upcoming TWoS updates please let me know and don't hesitate to post them here ...:yep:
:subsim:
Welcome back onboard Captain, I hope your short leave was a fruitful and restoring one :salute:
excel4004
08-17-17, 04:00 PM
By the way, I just want to let you know guys that I'm online again so if you have any ideas for upcoming TWoS updates please let me know and don't hesitate to post them here ...:yep:
:subsim:
Good News! :salute:
THEBERBSTER
08-17-17, 05:42 PM
Hi Vecko
if you have any ideas for upcoming TWoS updates please let me know and don't hesitate to post them here . I would like to see less active officer icons with the Captain giving those orders directly to the Officers avatar.
This would give the player a sense of acting more like a real Captain would do with a greater sense of responsibility to his crew rather just pressing icons.
You as a Captain need to be constantly intouch with your officers.
I would also like to see a teleport link to the command room or some other way to get there.
Peter
Perfect, thanks!
I was having trouble with a convoy, my distance was the biggest factor in me missing after having replayed it a few times.
While in the end I managed only to manage to hit one ship (a European Liner, 19000 tons), it was still super satisfying!
Distance is mostly not the problem until you are 10km away :).
The most important in targeting is target speed, which is also only one factor which you have to get if you are firing to target with 90 AoB, which is easiest way how to hit target.
Here is the theory behind it (http://www.subsim.com/radioroom/showpost.php?p=652326&postcount=67)
What's the best way to determine the speed of an enemy vessel while you are also moving?
That's very difficult thing, i dont know anybody who does it.
There are better ways how to target ship while you are moving.
Check this (http://subsim.com/radioroom/showthread.php?t=225129)
My recommendation for newbies to targeting is to stick with Dick o' Kane's technic (http://www.subsim.com/radioroom/showpost.php?p=652326&postcount=67) until you are becoming comfortable in sinking.
You'll get very satisfying outcome very quickly, so there's smallest chance you'l become bored and frustrated.
Its something like sniper shot, you can hit easily very small spot on ship with it since you'll master it.
Then start with simple trigonometry rules like calculating target future distance in moment of fire based on current angle on bow and bearing...
bananenboot31
08-18-17, 05:54 AM
All fields (snorkeling, diving, surfacing and so on) look normal but when I click them nothing happens. Ive closed the hatch. I think the problem is that my sub isnt running on E- Engines - but how can I activate them?
Id appreciate if someone knows a fix for that
Simon
skin-nl
08-18-17, 07:18 AM
All fields (snorkeling, diving, surfacing and so on) look normal but when I click them nothing happens. Ive closed the hatch. I think the problem is that my sub isnt running on E- Engines - but how can I activate them?
Id appreciate if someone knows a fix for that
Simon
Hello Simon
Are you in the submarine or on the deck when you press the icons???
If you want to dive you need to be in the boat.
Michael
bananenboot31: Go somewhere inside (anywhere) and just push "V" at keyboard.
You should dive or hear why you cannot dive now.
THEBERBSTER
08-18-17, 07:45 AM
A Warm Welcome To The Subsim Community > bananenboot31
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
wolfbaron
08-18-17, 11:43 AM
bananenboot31: Go somewhere inside (anywhere) and just push "V" at keyboard.
You should dive or hear why you cannot dive now.
i never hear the reasons why that won't happen , only message. did i install Twos wrong again 0.o...i thought this is normal ...like not hearing footsteps unless i sprint
or submarine camouflage not used unless you save and reload the beginning of a patrol
anyway do the officer inform you vocally that we cannot dive ,because of x reason ?
wolfbaron
08-18-17, 11:47 AM
@vdr1981
although when i send convoy contact message to my beloved BDU...I never saw use of a random submarine appearing after convoy is long gone ....and then they ask me for position updates to direct submarines..
it might sound silly but i want to utilize a wolfpack somehow
PS:did someone track a convoy and saw action with wolfpack ? if so can you teach or guide me on how to shadow a convoy in this very slow submarine...ieven enabled map detection zones on warships and ships ...they either detect me or run fast....
&&& Welcome back vdr1981 !
there is many requests and updates i want , like more dialogue and talk...etc
but i wanted to share this wolfpack thing because it is core for me....and also i do not want to throw requests at you...coz i know it is not an easy thing or job to accomplish
vdr1981
08-18-17, 02:23 PM
As I promised , I'm working right now on new v2.0.6 update which will add some of the requested features by You guys! :salute: Update will of course be gamesave compatible, as always...:yep:
Need a bit more testing though since many of added/edited files require manual "line by line" code implementation which is somewhat tricky and mistakes can easily slip trough (for example in case of archer9's expanded version of More Commands by Dialog mod). :doh:
Also, I think I have finally found solution for CTD problems evolved around TDW's AI subs crew when combined with large modlists/modpacks...:yeah:
North Atlantic will from next update will have slightly "colder" underwater colors than before...
Here's few preview screenshots , Cheers! :salute:
https://s6.postimg.org/ak8ow7oz5/SH5_Img_2017-08-18_19.09.41.png https://s6.postimg.org/64vbo2iwh/SH5_Img_2017-08-18_18.53.11.png https://s6.postimg.org/6k6lh34tt/SH5_Img_2017-08-18_20.52.28.png
https://s6.postimg.org/iks1htc8h/SH5_Img_2017-08-18_20.54.22.png https://s6.postimg.org/l5xm5c1m9/SH5_Img_2017-08-18_19.11.48.png https://s6.postimg.org/hxt4safch/SH5_Img_2017-08-18_20.55.56.png
:up: This is the best ever sub sim anyway :arrgh!:
fitzcarraldo
08-18-17, 03:48 PM
Waiting 2.06! Great!
Thanks Vecko!
Fitzcarraldo :salute:
THEBERBSTER
08-18-17, 05:21 PM
Hi Vecko
More orders to the crew is most welcome.
It is very easy to be static and just press icons.
Interacting and having to move to speak to a particular officer for your order to be carried out makes the game more realistic.
For example having to go to the chief to order periscope depth or to surface would make the game more challenging than just pressing those convenient icons.
v2.06 is looking good, thank you for your hard work.
Peter
Muckenberg
08-18-17, 11:10 PM
Nice Vecko, thank you verry much.
skin-nl
08-19-17, 06:21 AM
Looks great Vecko :salute:
vdr1981
08-19-17, 07:11 AM
OK here's the test version of new v2.0.6 update, feel free to check it it out untill this evening and if no problems are detected I'll upload the official version...:yep:
https://s6.postimg.org/ggq1zp44x/SH5_Img_2017-08-18_18.52.39.png
v2.0.6
- Added TDW's bridge crew for AI submarines.
- AI Sub crew "anti-CTD" fixes and TWoS compatibility tweaks.
- Chief engineer, Watch officer and Hydrophone operator dialog menus enhanced with more dialog and command lines taken from very nice archer9's expansion of old MCCD mod. Now it is possible to control your U-Boat only trough interactions with your crew.
- New dialog commands optimized for the use with TWoS megamod, removed some of the unrealistic and redundant commands.
- Several tooltips tweaks which should enhance players GUI functionality awareness.
- If dive command is issued while player is still on the bridge, message will inform him that he needs to first enter the sub.
- Underwater HDR effects adjusted for slightly "colder" appearance.
Download TWoS v2.0.0 to v2.0.6 Update_Test (http://www.mediafire.com/file/ca74sn01dnyctg6/The+Wolves+of+Steel+2.0_Update+2.0.6_Test.exe)
:salute:
mikaelanderlund
08-19-17, 09:01 AM
"Added TDW's bridge crew for AI submarines" An amazing news!!! :Kaleun_Cheers:
Mikael :salute:
Hi Vecko
I would like to see less active officer icons with the Captain giving those orders directly to the Officers avatar.
This would give the player a sense of acting more like a real Captain would do with a greater sense of responsibility to his crew rather just pressing icons.
You as a Captain need to be constantly intouch with your officers.
I would also like to see a teleport link to the command room or some other way to get there.
Peter
Hi Vecko
More orders to the crew is most welcome.
It is very easy to be static and just press icons.
Interacting and having to move to speak to a particular officer for your order to be carried out makes the game more realistic.
For example having to go to the chief to order periscope depth or to surface would make the game more challenging than just pressing those convenient icons.
v2.06 is looking good, thank you for your hard work.
Peter
Weren't U-boats equipped with telephones and voicepipes (https://en.wikipedia.org/wiki/Speaking_tube)?
Some interesting readings on the subject:
http://rnsubs.co.uk/dits-bits/articles/u-boats/u889.html (6th paragraph):
The hydroplanes were both electrically and hand operated. The steering was from the control room or the conning tower, the latter position being portable so that it could be taken on the bridge when running on the surface. Hand steering was done from the after torpedo compartment with voice pipe and telephone comms [U-889, Type IXC U-Boat].
http://www.uboatarchive.net/U-570/U-570BritishReport.htm (under chapter III, 'Communications' paragraph, item #89):
Communication between the control positions and the tubes is by loud speaker telephone and voicepipe [U-570, Type VIIC U-Boat].
http://www.uxxx.altervista.org/alterpages/files/ubootwaffe.netU-505controlroomhelmsmansstation.pdf (third picture):
In the picture below you can see the voice pipe in the top centre of the picture. This pipe came down from
the bridge [U-505, Type IXC U-Boat].
http://www.u-boatstory.co.uk/education/Documents/UBoateducationpack.pdf (under the 'Who were U-534’s crew?' chapter, 10th paragraph):
The chief engineer (leitender ingenieur)
communicated to all compartments via telephone
and voice pipe [U-540, Type IXC/40 U-Boat].
All in all, I think that all the U-boat compartments were conneceted through speaking tubes, anyway, supposing that the statement above is not true, had the commander been in a compartment not equipped with such a device, I think he would have normally dispatched his orders through low-rank crew, rather than having to walk to each officer's station.
For the reasons above, new commands by dialog are a welcome addition, but imho they cannot replace New-UI's officer's commands, unless we found a way to add interactive 3D voicepipes to each compartment that we can walk to and click on for issuing dialog-type orders :salute:
THEBERBSTER
08-19-17, 12:26 PM
Hi gap
There will always be a need for some icons and I accept that.
Yes I agree with what you are saying regarding communication.
Being able to use the WO to pass orders to the Navigator,Chief and Radio operator is a usful chain of commands.
By adding more avatar crew commands it makes the game less static and IMO more interesting than just pressing icons.
Peter
Hi gap
There will always be a need for some icons and I accept that.
Yes I agree with what you are saying regarding communication.
Being able to use the WO to pass orders to the Navigator,Chief and Radio operator is a usful chain of commands.
By adding more avatar crew commands it makes the game less static and IMO more interesting than just pressing icons.
Peter
Indeed, interacting directly with officers when they are in front of our avatar can be more rewarding and make more sense; on the other hand, having to look for the CE before we can order a crash dive or silent running, would be totally senseless and it could potentially determine a premature campaign ending :yep:
wolfbaron
08-19-17, 03:53 PM
testing 2.0.6 ! thanks vdr1981 !!
THEBERBSTER
08-19-17, 04:11 PM
Hi gap
on the other hand, having to look for the CE before we can order a crash dive or silent running, would be totally senseless and it could potentially determine a premature campaign ending :yep: I wonder is sober did a risk assesement before actually implimenting this in his mega mod?:hmmm:
You can see all the order in his post#6
Peter
excel4004
08-19-17, 04:16 PM
Question: My actuall campaign mission was to "Intercept convoy bound for England".
I Finished that one and recived an Enigma code which said that an "Important Convoy will pass through your location. Patrol the area and intercept it."
Iam patroling that area area about 3 days but still nothing happend. Between these 3 days i saved the game an reloaded the saved file.
Crashed that reloading my "on-going" mission to intercept the convoy, like its not allowed to save and restart a file when its about to patrol an area for 24 or 48 hours!??
Will the convoy ever been visible in the message box? :hmmm:
My update of choice would be removing all UI showing me speed, depth and such a things to force me to look on gauges around :up:
It would force me to move myself to some relevant room (for instance there is compas at control room, sound engineer room and so..., there is speedometer in control room, machineraum and tower.....)
That would be realy nice. :salute:
vdr1981
08-19-17, 05:02 PM
Question: My actuall campaign mission was to "Intercept convoy bound for England".
I Finished that one and recived an Enigma code which said that an "Important Convoy will pass through your location. Patrol the area and intercept it."
Iam patroling that area area about 3 days but still nothing happend. Between these 3 days i saved the game an reloaded the saved file.
Crashed that reloading my "on-going" mission to intercept the convoy, like its not allowed to save and restart a file when its about to patrol an area for 24 or 48 hours!??
Will the convoy ever been visible in the message box? :hmmm:
To be honest intercept convoy missions are a bit a mystery to me too... I usually ignore them and hunt "on my own data". I think that (technically) "intercept convoy and sunk xx ships" are, in general , pretty much the same like area patrols with adition of some tonnage requirements. Their patrol areas are generally larger (~500km or so) and can last up to five days.
vdr1981
08-19-17, 05:21 PM
https://s6.postimg.org/zabuwp2cx/111_-_Copy.jpg
https://s6.postimg.org/ak8ow7oz5/SH5_Img_2017-08-18_19.09.41.png https://s6.postimg.org/64vbo2iwh/SH5_Img_2017-08-18_18.53.11.png https://s6.postimg.org/6k6lh34tt/SH5_Img_2017-08-18_20.52.28.png
https://s6.postimg.org/iks1htc8h/SH5_Img_2017-08-18_20.54.22.png https://s6.postimg.org/l5xm5c1m9/SH5_Img_2017-08-18_19.11.48.png https://s6.postimg.org/hxt4safch/SH5_Img_2017-08-18_20.55.56.png
The Wolves of Steel v2.0.0 to v2.0.6 Update CHANGELOG:
v2.0.6
- Added TDW's bridge crew for AI submarines.
- AI Sub crew "anti-CTD" fixes and TWoS compatibility tweaks.
- Chief engineer, Watch officer and Hydrophone operator dialog menus enhanced with more dialog and command lines taken from very nice archer9's expansion of old MCCD mod. Now it is possible to control your U-Boat only trough interactions with your crew.
- New dialog commands optimized for the use with TWoS megamod, removed some of the unrealistic and redundant commands.
- Several tooltips tweaks which should enhance players GUI functionality awareness.
- If dive command is issued while player is still on the bridge, message will inform him that he needs to first enter the sub.
- Underwater HDR effects adjusted for slightly "colder" appearance.
Added mods:
v2.0.6
- EMCCD v0.3.2 by archer9
- AI_sub_crew_1_0_2_TheDarkWraith
Removed mods:
-
Installation:
1. Install "The Wolves of Steel 2.0_Update 2.0.6.exe" to your main Silent Hunter 5 install folder (e.g. "C:\Ubisoft\Silent Hunter 5"). Make sure to specify correct path when asked. After the installation, your Generic Mod Enabler will start automatically.
2. Deactivate all activated mods with your JSGME except "The Wolves of Steel 2.0.0" main mod.
3. Enable the Update 2.0.6 2nd in your activated modlist, right after the "The Wolves of Steel 2.0.0" main mod, like this:
The Wolves of Steel 2.0.0
The Wolves of Steel 2.0.6 Update
[other optional TWoS 2.x.x mods/addons]
.
.
* Enable the update in port or patrol.
* Update 2.0.6 contains changes from all previous updates. You can remove/delete previous update(s) from your JSGME.
DOWNLOAD TWoS v2.0.0 to v2.0.6 Update (http://www.subsim.com/radioroom/downloads.php?do=file&id=5035)
:salute:
* Main TWoS 2.0 installer will also be enhanced with latest update
Hi gap
I wonder is sober did a risk assesement before actually implimenting this in his mega mod?:hmmm:
You can see all the order in his post#6
Peter
Well, that's not something that you can simply asses by running a test mission; risks might vary greatly depending on circumstances and on playing style, but imho, even if it didn't involve any negative effects on gameplay, your idea of preventing the player from issuing orders to officers who are not right in front of him, would be totally unrealistic :)
The Wolves of Steel v2.0.0 to v2.0.6 Update
Well done Vecko :up:
fitzcarraldo
08-19-17, 07:57 PM
Many thanks for the update. Downloading now, trying tomorrow....
Best regards.
Fitzcarraldo :Kaleun_Salute:
fire-fox
08-20-17, 02:59 AM
Nice work on 2.05 (I'll try 2.06 later today) but when did the dates get removed from the flag table?
Is there messages to state when each country becomes hostile/friendly/ neutral ? Like GB /France /cccp /us ? Sorry only just restarted hater years away and only just left Memel.
wolfbaron
08-20-17, 04:07 AM
ok tried many things in 2.0.6 seems to be ok
( taking photos of targets still do not work : ) ) i do not care tho
still requesting some enhanccement to sound/voice package
Overall loving it...thanks a lot for the efforts vdr1981
PS: SH5 will always miss the type IX : (
Regards
THEBERBSTER
08-20-17, 04:11 AM
Hi palmic
My update of choice would be removing all UI showing me speed, depth and such a things to force me to look on gauges around :up: Some of this is in sobers mega mod.
While the speed UI has been removed the keyboard can be used to set a speed the depth UI is needed to set depths.
Removing the depth UI would be a bit more challenging as you would need to ask the Chief to dive and then watch the depth gauge.
You would have to ues the shortcut A key to stop the dive or use manual dive planes.
Check this hud out.
http://www.subsim.com/radioroom/showpost.php?p=1836877&postcount=2
Peter
vdr1981
08-20-17, 06:16 AM
Is there messages to state when each country becomes hostile/friendly/ neutral ? Like GB /France /cccp /us ?
Port colors...
fire-fox
08-20-17, 08:56 AM
Ow ok missed that thanks.
excel4004
08-20-17, 01:20 PM
Hi palmic
Some of this is in sobers mega mod.
While the speed UI has been removed the keyboard can be used to set a speed the depth UI is needed to set depths.
Removing the depth UI would be a bit more challenging as you would need to ask the Chief to dive and then watch the depth gauge.
You would have to ues the shortcut A key to stop the dive or use manual dive planes.
Check this hud out.
http://www.subsim.com/radioroom/showpost.php?p=1836877&postcount=2
Peter
The "new" Sober mod looks really awesome. After ending the war with TWoS i will sure play/test that mod.
With the new TWoS update i got some CTDs now, before my TWoS was 100% stable not even one single CTD.:doh:
Btw what are AI submarines and the crew therefore?
My update of choice would be removing all UI showing me speed, depth and such a things to force me to look on gauges around :up:
It would force me to move myself to some relevant room (for instance there is compas at control room, sound engineer room and so..., there is speedometer in control room, machineraum and tower.....)
That would be realy nice. :salute:
Again: as for officer order icons, that would be a cool addition (or rather a cool deduction lol :O:), but wouldn't the commander ask his officers about that information? What would come next? Having to walk to the CE in order to command a new depth, or rather having to be in the command room and physically handle the rudders whenever we need to steer the boat? Or, why not, having to go in the torpedo room for firing our eels (missing the pleasure of prononcing the fateful phrase "torpedo loss")? And what about damage interface, how cool would be if had to walk through all the compartments in order to asses suffered damage?
As far as I am concerned...
- more commands by dialog, working 3D dials and minimal interface: big thumbs up :up:
- officer commands and speed, depth, heading, time and hour of the day, CO2 level, etc. information removed from the interface: definitely not, unless we find a way to simulate voicepipes that we can use to remotely issue orders and for asking information on our boat's status :)
vdr1981
08-20-17, 01:59 PM
With the new TWoS update i got some CTDs now, before my TWoS was 100% stable not even one single CTD.:doh:
Anyone else had similar issues?
Can You give me some test scenario where I can reproduce problematic CTDs?
excel4004
08-20-17, 02:43 PM
Anyone else had similar issues?
Can You give me some test scenario where I can reproduce problematic CTDs?
Hard to tell, i think the came random but always after using the new command options. The last one was after some interaction with the sonar man and then i switched into the commands menu of the executive officer. Asked him nothing, just left the menu by pressing 1 by using the keyboard --> CTD.
THEBERBSTER
08-20-17, 02:51 PM
Hi gap
You make a strong point of discussion regarding the various points you detailed.
In sobers mega mod while you can dive using an icon you cannot surface or crash dive without going to the chief.
At decks awash you have to dive or go to periscope depth or snorkel depth before you can surface.
While this sounds somewhat absurb in real terms as you have pointed out it actually ads a lot to the game immersion.
I particularly liked the fact that it appeared to make the game slower as you seem to take more care and attention in the details.
I found myself walking up and down ladders instead of always teleporting and also taking the time to read the dials properly in the command room for the first time in years.
I am not implying that TWOS should be going down this route as many like yourself would not want it and would be too radical.
More commands to the crew by avatar makes the game more personal and in a funny way it makes you feel more responsible to your crew than just pushing icons.
Its also useful to have the icons as one can take them or leave them.
Currently the default integrated default fuel/battery/CO2/compressed air UI in TWOS could be removed or disabled in the Options File Editor Viewer as this information is already in the sub sytem screen.
Peter
Claudius
08-20-17, 03:44 PM
I have the SH 5 Gold purchased by Ubisoft via download I can use The Wolves of Steel - SH5 Megamod?
Or is there another version of The Wolves of Steel - SH5 Megamod for Ubisoft SH 5 version via download?
vdr1981
08-20-17, 04:19 PM
Hard to tell, i think the came random but always after using the new command options. The last one was after some interaction with the sonar man and then i switched into the commands menu of the executive officer. Asked him nothing, just left the menu by pressing 1 by using the keyboard --> CTD.
Strange...Dialog commands work perfectly for me...:hmmm: Waiting for more feedbacks from other players...
- Avoid excessive interaction with your crew after long playing sessions. Complex crew interaction animations can sometimes cause game crash after longer playing sessions.
This is from FAQ section...
Could it be that you are dealing with this known problem which is now more noticeable since you interact now with your crew more than before?
I have the SH 5 Gold purchased by Ubisoft via download I can use The Wolves of Steel - SH5 Megamod?
Only Steam is problematic..All other versions are OK...:yep:
excel4004
08-20-17, 04:29 PM
- Avoid excessive interaction with your crew after long playing sessions. Complex crew interaction animations can sometimes cause game crash after longer playing sessions. Then the new addon would make not sense (is still bugy) if its not allowed to interact/give them constant commands via commands menu for the sub and should maybe removed again - or!?:D
vdr1981
08-20-17, 04:40 PM
Then the new addon would make not sense (is still bugy) if its not allowed to interact/give them commands for the sub - or!?:D
Sure, but I really cant remember when I had such CTD... I've also removed problematic interaction with the guy in the rear torpedo room long time ago. This solved the problem for me and I leave the warning just in case.
Anyway, new dialog commands hardly trigger any animation at all so I dont think that this is the problem...
You could try to reinstall the game completely (without any side tweaks) and continue your campaign from your last bunker gamesave.:yep:
fitzcarraldo
08-20-17, 04:42 PM
Commands to crew in my 2.06 work flawless. Using in a saved game HT campaign from 2.05. Only I'm navigating for 17 days and no weather changes.
I like a mixed buttons/commands to crew UI. For me Sobers extreme interaction is excesive.
Good job Vecko and best regards.
Fitzcarraldo :salute:
vdr1981
08-20-17, 04:45 PM
Commands to crew in my 2.06 work flawless. Using in a saved game HT campaign from 2.05.
:up:
Only I'm navigating for 17 days anf no weather changes.
Stuck weather is occasional stock game bug. Usually save/reload helps...
fire-fox
08-20-17, 05:03 PM
IMHO I think the commands as is,is pretty much spot on. Think what we have with TWoS is best mix of UI and realistic crew interface, some think they have to do every part of every task in a sim. But that isn't at all really helpful here.
THEBERBSTER
08-20-17, 05:34 PM
Hi Vecko
Been patrolling the Danzig bay area for the last 2 hours tonight with v2.0.6 updated from v2.0.5, no problems to report.
Good to have the additional crew commands added.
Peter
fitzcarraldo
08-20-17, 05:37 PM
IMHO I think the commands as is,is pretty much spot on. Think what we have with TWoS is best mix of UI and realistic crew interface, some think they have to do every part of every task in a sim. But that isn't at all really helpful here.
Same thoughts here.
Fitzcarraldo :salute:
fitzcarraldo
08-20-17, 05:43 PM
:up:
Stuck weather is occasional stock game bug. Usually save/reload helps...
I did 34 savegames from port and reloads. Weather is stuck in 0 meters clouds partial fog none. No changes. I think this were normal for summer - HT in June. but I like to see some nice waves...
Tried in furious sequence all disponible interactive commands. All working. No CTD.
Regards.
Fitzcarraldo :salute:;
Hi gap
You make a strong point of discussion regarding the various points you detailed.
In sobers mega mod while you can dive using an icon you cannot surface or crash dive without going to the chief.
At decks awash you have to dive or go to periscope depth or snorkel depth before you can surface.
While this sounds somewhat absurb in real terms as you have pointed out it actually ads a lot to the game immersion.
I particularly liked the fact that it appeared to make the game slower as you seem to take more care and attention in the details.
I found myself walking up and down ladders instead of always teleporting and also taking the time to read the dials properly in the command room for the first time in years.
I am not implying that TWOS should be going down this route as many like yourself would not want it and would be too radical.
More commands to the crew by avatar makes the game more personal and in a funny way it makes you feel more responsible to your crew than just pushing icons.
Its also useful to have the icons as one can take them or leave them.
Currently the default integrated default fuel/battery/CO2/compressed air UI in TWOS could be removed or disabled in the Options File Editor Viewer as this information is already in the sub sytem screen.
Peter
I see your point and I respect it THEBERBSTER. I am not against radical solutions either. :up:
Where I think our visions diverge, is on our respective interpretations of the word "immersion". If I got you correctly, for you that means a game that forces the player into a well pondered and somewhat slower playing style, privileging the long waits and the experience of daily routines that characterized a big part of U-boat crew lives, over the heptic action that they also had to face at times. Those are qualities that I also appreciate, but being an history lover and a simulation fan, I always tend to find more "immersive" what I think is closer to reality :)
Talking about it, a feature that I would happily give up, and I think you will agree with me on that, is the teleport function: it makes our lives much easier, but IMO it is somewhat unrealistic and it totally betrays one of the main strong points of SH5 over its prdecessors. i.e. the chance of commanding a fully walkable sub :yep:
THEBERBSTER
08-21-17, 06:07 AM
Hi gap
Talking about it, a feature that I would happily give up, and I think you will agree with me on that, is the teleport function: it makes our lives much easier, but IMO it is somewhat unrealistic and it totally betrays one of the main strong points of SH5 over its prdecessors. i.e. the chance of commanding a fully walkable sub :yep: As a 100% player I agree with you, sober retains this feature surprisingly considering the other radical changes he has made.
The problem here is possibly two fold as I see it.
1. TWOS is based on encouraging players to use real nvaigation and play at a high game playing level ideally 100% as does sober.
2. The vast majority of players play at a much lower level, I would expect a great number also using Auto TDC and possibly much lower game play levels.
Looking at KSD Commander there is a great difference in the numbers between the "Elite Flotilla" (100%) 153 players and "All" 889 players even after taking out the 153 and double player entries.
So it is possible to get into a catch 22 situation if not careful of balancing the game for all players which needs to be respected.
The worst scenario is those at the lower level abandoning TWOS and going back to modding lists because the game has gone beyound their gaming capability.
I for one would certainly not want to see that going back into let's call it the dark ages.
The 3 mega mods on offer to SH5 players at least gives the players choice and reliable gaming of playing the game rather than fixing it.
Peter
Hi gap
As a 100% player I agree with you, sober retains this feature surprisingly considering the other radical changes he has made.
The problem here is possibly two fold as I see it.
1. TWOS is based on encouraging players to use real nvaigation and play at a high game playing level ideally 100% as does sober.
2. The vast majority of players play at a much lower level, I would expect a great number also using Auto TDC and possibly much lower game play levels.
Looking at KSD Commander there is a great difference in the numbers between the "Elite Flotilla" (100%) 153 players and "All" 889 players even after taking out the 153 and double player entries.
So it is possible to get into a catch 22 situation if not careful of balancing the game for all players which needs to be respected.
The worst scenario is those at the lower level abandoning TWOS and going back to modding lists because the game has gone beyound their gaming capability.
I for one would certainly not want to see that going back into let's call it the dark ages.
The 3 mega mods on offer to SH5 players at least gives the players choice and reliable gaming of playing the game rather than fixing it.
Peter
Hi THEBERBSTER, I agree that mods and megamods have to take many factors into account, including popularity and support by the widest possible number of players. I take our conversation more as we thinking out loud rather than actually suggesting any TWoS feature introduction/dismissal. It taking place on the TWoS thread is partly accidental and I hope Vecko doesn't mind having to host it :)
Have a nice evening, :salute:
Gabriele
Aleu Dazven
08-21-17, 03:00 PM
Quick question here:
Been unable to find any info on this problem and I was hoping one of yall may be able to help me out. If this is in the wrong place for this mod then let me know.
Anyway after I've done everything in the installation (Clean install plus the workaround for Steam) I am experiencing a quite annoying crash.
I started up a new campaign, saved in the bunker and reloaded the game, then began a new patrol with no mission selected (Also tried it with a mission selected), and as soon as the loading is finished and I am ready to head out my game crashes on any form of input. I mean if I just let the game sit and not click or press any keys then it will be fine, but the moment I click (Whether it be empty space or a button), right click, etc it crashes to the desktop without any error message.
I followed the instructions of the mod and the workaround to a T so I am not sure what is the problem. If anybody has any advice on it I would appreciate it. Never had the issue with Sober's mega mod pack so this just leaves me scratching my head.
Windows 10 64 bit
Rest of the specs meet the game's (Should be for any mods too)
No extra mods added aside from the main files and the update (Refrained from the optional files for the time being)
I can provide any information to help narrow it down.
Anyway thanks guys.
THEBERBSTER
08-21-17, 03:32 PM
A Warm Welcome To The Subsim Community > Aleu Dazven
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
Did you remember to restore the Snapshot gps file?
Aleu Dazven
08-21-17, 03:58 PM
A Warm Welcome To The Subsim Community > Aleu Dazven
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
Did you remember to restore the Snapshot gps file?
Yes I did, but that did lead me to the problem.
Went back through the process after you posted it to make absolutely certain. If I had slowed down during the process of doing that I would have read that it also restores sh5.exe. Restoring that had overwritten the workaround for the Steam version.
Just launched it right now and everything seems to be working just fine now.
I appreciate the help man, time to get back to hunting (In my case more like running lol).
:salute:
Aktungbby
08-21-17, 05:06 PM
Aleu Dazven!:Kaleun_Salute:
THEBERBSTER
08-21-17, 05:37 PM
Hi AD
Glad to hear it all worked out ok.
Yes, the Generic patcher patches the SH5.exe
Peter
Looking forward to 2.0.6 thanks for your time :salute:
fitzcarraldo
08-22-17, 09:26 AM
Looking forward to 2.0.6 thanks for your time :salute:
It"s for download Palmic.
Regards
Fitzcarraldo :salute:
It"s for download Palmic.
Regards
Fitzcarraldo :salute:
I ment - looking forward to play it :)
HINT: if you want to play authentic, never play gramophone in wind stronger than 3m/s because of waves.
Always just radio.
Based on truth stories of Hans Gőbeler
I believe ships are not spotting me by real visibility but just by how high i have periscope. So in high wave if my peri is highest possible, but it's just a tip from waves, it's like lighten reflector for ships. Tanker got me now like some kido..
HINT: if you want to play authentic, never play gramophone in wind stronger than 3m/s because of waves.
Always just radio.
Based on truth stories of Hans Gőbeler
Hahah, that's hardcore simulation palmic :rotfl2:
Talking about the gramophone, another crazy idea I had a while ago (but that would require an hardcoded patch... if only TheDarkWraith was still around), is radio and gramophone boosting crew morale, but at the cost of increased sound signature and chance of detection by the enemy :D
alexv86
08-24-17, 12:03 PM
Not sure if this is the right page for this:
On the navigation window, what does the blue marker do? Is says "add navigation fix to map" but when I click it, nothing happens.
I've been trying to work out navigation like I do in SH3, where I work out my position by DR, then mark my position with a small circle from the compass and then time stamp it with the ruler. Unfortunately the ruler doesn't quite work the same. Is there a better way to do this?
excel4004
08-24-17, 03:19 PM
Hahah, that's hardcore simulation palmic :rotfl2:
Talking about the gramophone, another crazy idea I had a while ago (but that would require an hardcoded patch... if only TheDarkWraith was still around), is radio and gramophone boosting crew morale, but at the cost of increased sound signature and chance of detection by the enemy :D
Nice to know palmic, great idea of gaming.
@ Gap That would be an awesome feature to the game, oh yeah! :up:
vdr1981
08-24-17, 04:19 PM
Not sure if this is the right page for this:
On the navigation window, what does the blue marker do? Is says "add navigation fix to map" but when I click it, nothing happens.
I've been trying to work out navigation like I do in SH3, where I work out my position by DR, then mark my position with a small circle from the compass and then time stamp it with the ruler. Unfortunately the ruler doesn't quite work the same. Is there a better way to do this?
Supermarks are your custom map markings which can be saved trough ships journal and you can also add some comment to it (like "Large cnv, 6kn, ESE" ect). When you load your ships journal in your next playing session , your supermarks and navigation marks will also be restored...:yep:
Adding supermarks and navigation marks to your map is a bit tricky but perfectly possible. You have to enter the map using "M" key exclusively, zoom out a bit so you can see your last navigation fix in the same "frame" and then add supermark/nav mark. Then you can zoom in and fine tune the mark's position ...
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