View Full Version : [REL]The Wolves of Steel - SH5 Megamod
vdr1981
09-26-17, 11:49 AM
Large Uekel's mnts salvaging operation in progress...:yep:
Several new merchant types including illuminated ships for neutral nations and model replacement for German aircraft carrier that never was, Graf Zeppelin.
Muckenberg
09-26-17, 11:58 AM
Great :):Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
A-n-d-r-e-y
09-26-17, 12:00 PM
Large Uekel's mnts salvaging operation in
Small FIX for Equipment Upgrade
In TXT file blocks for UpgradePacks.upc and NSS_Uboat7a.upcge.
This is Fix for Hydrophone. In TWOS by default on the boat installed GHG Hydrophone Receiver and KDB Hydrophone Receiver even if KDB is wasnt installed. Whith this fix KDB Hydrophone Receiver will be install only with KDB.
https://www.dropbox.com/s/cmwjmahkfzsew3v/Hydrophone%207a%20-%20ENG.txt?dl=0
By analogy, you need to do for other boats
Sory for bad English :Kaleun_Salute:
vdr1981
09-26-17, 12:38 PM
Small FIX for Equipment Upgrade
In TXT file blocks for UpgradePacks.upc and NSS_Uboat7a.upcge.
This is Fix for Hydrophone. In TWOS by default on the boat installed GHG Hydrophone Receiver and KDB Hydrophone Receiver even if KDB is wasnt installed. Whith this fix KDB Hydrophone Receiver will be install only with KDB.
https://www.dropbox.com/s/cmwjmahkfzsew3v/Hydrophone%207a%20-%20ENG.txt?dl=0
By analogy, you need to do for other boats
Sory for bad English :Kaleun_Salute:
Thanks Andrey once again but this time this is intentional "mistake"...
TWoS features multiple hydrophones just as it was in real U-Boats. :yep:
A-n-d-r-e-y
09-26-17, 12:57 PM
Thanks Andrey once again but this time this is intentional "mistake"...
TWoS features multiple hydrophones just as it was in real U-Boats. :yep:
I know.
This Fix install KDB whith GHG as default TWOS/
This Fix delete KDB antenna from Equipment when KDB is wasnt installed.
http://ipic.su/img/img7/tn/SH1.1506449323.jpg (http://ipic.su/img/img7/fs/SH1.1506449323.jpg) http://ipic.su/img/img7/tn/SH2.1506449386.jpg (http://ipic.su/img/img7/fs/SH2.1506449386.jpg)
vdr1981
09-26-17, 01:41 PM
I know.
This Fix install KDB whith GHG as default TWOS/
This Fix delete KDB antenna from Equipment when KDB is wasnt installed.
http://ipic.su/img/img7/tn/SH1.1506449323.jpg (http://ipic.su/img/img7/fs/SH1.1506449323.jpg) http://ipic.su/img/img7/tn/SH2.1506449386.jpg (http://ipic.su/img/img7/fs/SH2.1506449386.jpg)
Aha, I think I understand you now! I'll check the files, thanks! :up:
Change this value (128) for example to 512 or 1024...
Thanks!
If Silent Hunter 4 had this beautiful ocean instead of the wobbly mess...
Two questions:
Any chance silent hunter 3/4 crew management will return in the future or is it impossible in the engine? Does morale effect efficiency in any way?
And ships seems to be smoking horizontally all the time when on fire, this is normal?
Aktungbby
09-27-17, 12:31 AM
shootingderp!:Kaleun_Salute:
SS Norholm
09-27-17, 05:27 AM
Large Uekel's mnts salvaging operation in progress...:yep:
Several new merchant types including illuminated ships for neutral nations and model replacement for German aircraft carrier that never was, Graf Zeppelin.
Awesome Vecko. Outstanding work you do for this game and community, thank you very much.
I just sent you some money ££$$ :) Well deserved fella.
:Kaleun_Cheers:
John.
Cyborg322
09-27-17, 06:07 AM
Thanks!
If Silent Hunter 4 had this beautiful ocean instead of the wobbly mess...
Two questions:
Any chance silent hunter 3/4 crew management will return in the future or is it impossible in the engine? Does morale effect efficiency in any way?
And ships seems to be smoking horizontally all the time when on fire, this is normal?
There is a mod for Silent Hunter 5 Sea in SH 4
http://www.subsim.com/radioroom/downloads.php?do=file&id=4496
:Kaleun_Salute:
Simon
:subsim:
vdr1981
09-27-17, 09:36 AM
Thanks!
Any chance silent hunter 3/4 crew management will return in the future or is it impossible in the engine?
Tough question...Even if something like this is possible it would probably require unprecedented level of familiarity with game files and a LOT of work for sure.
Does morale effect efficiency in any way?
Low moral/fatigue points will prevent you to use crew special abilities...
And ships seems to be smoking horizontally all the time when on fire, this is normal?
It's from the mod called "Sober's Smokescreen"...:yep:
Awesome Vecko. Outstanding work you do for this game and community, thank you very much.
I just sent you some money ££$$ :) Well deserved fella.
:Kaleun_Cheers:
John.
Thank You very much John for your support! I really appreciate it! I hope you'll enjoy TWoS !:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Lower morale of sound engineer means lower possibilities of notifying you about contacts at hydrophone at least ;)
Sometimes when Beno has low morale you can wait hours, then go to hydro for yourself and hear ship literaly beside you.
Nothing important for him :)
John :up: Vecko deserves this :salute:
excel4004
09-27-17, 02:45 PM
Luckily, now I know how to cure these problems so we can revive Uekel's work and breathe in new life to it in the form of TWoS...Great news! :yeah:
fitzcarraldo
09-27-17, 02:46 PM
I know.
This Fix install KDB whith GHG as default TWOS/
This Fix delete KDB antenna from Equipment when KDB is wasnt installed.
http://ipic.su/img/img7/tn/SH1.1506449323.jpg (http://ipic.su/img/img7/fs/SH1.1506449323.jpg) http://ipic.su/img/img7/tn/SH2.1506449386.jpg (http://ipic.su/img/img7/fs/SH2.1506449386.jpg)
A-n-d-r-e-y: Could you tell us where is the mod for that boat blueprint, for download? I like it....
Many thanks and regards.:Kaleun_Wink:
Fitzcarraldo :Kaleun_Salute:
vdr1981
09-27-17, 04:27 PM
John :up: Vecko deserves this :salute:
Thanks you very much guys, your help truly means a lot, but also please understand that the main motive behind my stubborn work on this game is certainly not the money...:yep:
The fact it self that so meany people are now able to enjoy SH5 in the form as it should be in the first place, without a headache, huge modlist and constant wrestling with countless bugs and game crashes, is the biggest reward for me...:yep:
Anyway, mnts salvaging operation progress so far...Cables are strong, all is going according to plan...:)
In a few days I'll start to import warships and after that I can start slowly to edit campaign files in order to support recent changes.
The plan is that with already existing air raid sirens and upcoming "injection" of newly imported illuminated ships, sea and environmental units, coastal waters and ports in TWoS becomes much more "live" and atmospheric...:yep::salute:
https://s6.postimg.org/mo63151rl/SH5_Img_2017-09-25_12.58.21_resize.jpg
https://s6.postimg.org/h1ebheomp/SH5_Img_2017-09-25_21.19.24_resize.jpg
https://s6.postimg.org/9zgdv7l0x/SH5_Img_2017-09-25_22.25.20_resize.jpg
https://s6.postimg.org/u83rgxkc1/SH5_Img_2017-09-26_17.30.35_resize.jpg
https://s6.postimg.org/u9dpacm5t/SH5_Img_2017-09-26_17.32.21_resize.jpg
https://s6.postimg.org/hj9gx9e7l/SH5_Img_2017-09-26_17.43.06_resize.jpg
https://s6.postimg.org/rultpx5wx/SH5_Img_2017-09-26_18.36.38.jpg
https://s6.postimg.org/6m858hrg1/SH5_Img_2017-09-27_17.21.12.jpg
https://s6.postimg.org/wj1tl3v3l/SH5_Img_2017-09-27_21.27.58.jpg
https://s6.postimg.org/rlo8zzt4h/SH5_Img_2017-09-27_22.26.13.jpg
https://s6.postimg.org/sp8dbydrl/SH5_Img_2017-09-25_20.45.23.jpg
https://s6.postimg.org/rblbue3w1/SH5_Img_2017-09-25_20.53.20.jpg
:salute:
Also, please note that ship models above also present work of many different modders dating even back to GWX era, so make sure to also check full credits list which will be included in TWoS documentation folder from the next update...:yep:
Cheers...and happy hunting ! :subsim:
THEBERBSTER
09-27-17, 05:36 PM
Hi Vecko
coastal waters and ports in TWoS becomes much more "live" and atmospheric Do you see this as being able to main the stabilty of your excellent TWOS.
Ports are the one place where the load on the game seems to suffer.
Peter
I left Lorient on the evening of 2 June 1942, and the air raid defenses were seriously lacking. It seemed like my sub AA was the only one firing at the enemy planes before I took it under water to escape.
Woot Vecko, next update I'll name Illuminati! :D
Muckenberg
09-28-17, 10:08 AM
Hello Vecko
Some MTNS ships carry a German-branded cargo. I would like to ask you whether it would be possible to place these ships only as Axis ships or to states with sympathetic Axis.
It is really strange when ships with a German warfare sail in the allied convoy.
I apologize for my English.
vdr1981
09-28-17, 12:27 PM
Hi Vecko
Do you see this as being able to main the stabilty of your excellent TWOS.
Ports are the one place where the load on the game seems to suffer.
Peter
CTDs when approaching ports with or without high TC are long gone past in TWoS...:yep: I can add as many units as you like and the game still wont crash. Even old save/restart before port tip is not mandatory anymore although it is still present in the Tips section...:yep: I learned how to cure these issues since v1.06 IIRC. This is the reason why we can today see submarine flags, submarine smoke exhaust, AI type II, AI sub crew and other "black list" mods working perfectly fine together in TWoS ...:yep:
Hello Vecko
Some MTNS ships carry a German-branded cargo. I would like to ask you whether it would be possible to place these ships only as Axis ships or to states with sympathetic Axis.
It is really strange when ships with a German warfare sail in the allied convoy.
I apologize for my English.
Don't worry, I don't think this will be the case...Can you give me some example so I could pay extra attention to these ships?
Muckenberg
09-28-17, 01:35 PM
So I installed Mtns on my computer and found these ships in the British merchant fleet: Ore Carrier 7800 t and Freighter 4500 t. Unfortunately I do not know how to insert the picture here.
There is a mod for Silent Hunter 5 Sea in SH 4
http://www.subsim.com/radioroom/downloads.php?do=file&id=4496
Nice one! it behaves the same but colors are a bit wierd.
I have a problem with weserubung, arrive in kiel 20 march and accept mission but I get out 13 april when it's over?
fitzcarraldo
09-28-17, 05:24 PM
Very nice to see many new ships in TWoS. How about to insert SH3 ships as those of MFM mod?
Also there are the Razzle Dazzle ships (skins) for SH4.
Many thanks Vecko for the great job.
Fitzcarraldo :salute:
hauangua
09-29-17, 06:08 AM
Hi Vecko
You think possible add a Notepad like this?
http://www.subsim.com/radioroom/showthread.php?t=221973
By Tycho
for SH3 in TWoS?
I thinked combining this with of Palmic "real navigation target motion "..this :
"Sin/cosin + tan/cot tables to print"(this I think difficult..so much charts... Maybe need add more folders...make it look like chart speed )
https://docs.google.com/spreadsheets/d/15WupEn9q9Y5JuyYxuQRjzUHvryWe_aJCK50gvmZOtao/htmlview
(substitute or Add this in shortcut "E"key"?)
I think no bad idea... Combining this + real navigation.. But I wait opinion of the other kaleuns
:salute:
Cyborg322
09-29-17, 08:20 AM
Nice one! it behaves the same but colors are a bit wierd.
I have a problem with weserubung, arrive in kiel 20 march and accept mission but I get out 13 april when it's over?
Would changing the number of days spent in Bunker help ? there is mod for that too
One of the reasons why dates are missed is because you are not able to save progress while inside a 24 patrol zone ( Or more ) it just keeps resetting time spent back to zero hours . Only solution I know of is to ensure you can complete Zone in 1 session
What a weather in Atlantic today (https://www.windy.com/?53.054,-5.845,5)
excel4004
09-29-17, 04:23 PM
The plan is that with already existing air raid sirens and upcoming "injection" of newly imported illuminated ships, sea and environmental units, coastal waters and ports in TWoS becomes much more "live" and atmospheric...sing..sing..oh what a wonderful world..sing..sing :Kaleun_Periskop:
:subsim:
excel4004
09-29-17, 04:30 PM
What a weather in Atlantic today (https://www.windy.com/?53.054,-5.845,5)
uhh, indeed! :timeout:
vdr1981
09-29-17, 06:35 PM
Very nice to see many new ships in TWoS. How about to insert SH3 ships as those of MFM mod?
Also there are the Razzle Dazzle ships (skins) for SH4.
Many thanks Vecko for the great job.
Fitzcarraldo :salute:
I'm aware of MFM mod for SH3 but we are talking here about complete replacement of already existing merchant fleet in SH5/TWoS...
Hi Vecko
You think possible add a Notepad like this?
http://www.subsim.com/radioroom/showthread.php?t=221973
By Tycho
for SH3 in TWoS?
But we already have much more sophisticated Ship's journal tool which can also be saved for the use in our next playing session as well. This is not the case with SH3 notepad if I'm not mistaken?
I thinked combining this with of Palmic "real navigation target motion "..this :
"Sin/cosin + tan/cot tables to print"(this I think difficult..so much charts... Maybe need add more folders...make it look like chart speed )
https://docs.google.com/spreadsheets/d/15WupEn9q9Y5JuyYxuQRjzUHvryWe_aJCK50gvmZOtao/htmlview
(substitute or Add this in shortcut "E"key"?)
I think no bad idea... Combining this + real navigation.. But I wait opinion of the other kaleuns
:salute:
What about already existing trigonometric charts in TWoS? Are they not convenient?:hmmm:
Would changing the number of days spent in Bunker help ? there is mod for that too
Don't forget about KSDCommander option which can be used to set duration of your upcoming bunker pauses...:yep:
Already existing trigonometric charts are not so comfortable as hardware tables :)
Aaaaaand How can you compare immersivity of ingame image to standing by the table, writing your solution by hand? :salute:
https://upload.wikimedia.org/wikipedia/commons/thumb/e/e1/Bavaria_Filmstudio_Das_Boot_4.jpg/270px-Bavaria_Filmstudio_Das_Boot_4.jpg
hauangua
09-30-17, 09:41 AM
What about already existing trigonometric charts in TWoS? Are they not convenient?:hmmm:
I need different trigonometric chart..
As I can add. New chart or edit existing chart?
vdr1981
09-30-17, 11:39 AM
I see..You guys are talking about printable trig. charts which don't have anything with already existing in game charts, Am I right?:hmm2:
For example printable PDF, or something?
Yep. And Hauangua means, there is no tan/cot table in game, he needs it for target motion analysis.
Btw, what about your next update and our current campaigns?
Shall we expect campaigns reset? :88)
vdr1981
09-30-17, 12:24 PM
Btw, what about your next update and our current campaigns?
Shall we expect campaigns reset? :88)
No, I don't think so, although some env units like light ships in ports and floating docks will become visible only after advance to the next campaign chapter.
Other regular imported units will be visible in convoys right away or at least after few sim days...:yep:
Wooot, finally British convoy, not of fishing thugs :D
2 hits, +1 dumb , 1 miss.
Escaping escorts :rock:
Wow, i think i used convoy as sound jam of escorts hydrophones, i was between escorts and convoy ( escorts are standalone, convoy is completely unprotected)
I know their master course and at full i have the same speed, so i could stay below convoy [emoji3]
I was not so distant from escorts and at full speed, battle stations on, loading eels.
:rock:
hauangua
10-01-17, 01:26 AM
Yep. And Hauangua means, there is no tan/cot table in game, he needs it for target motion analysis.
Exactly this table Vecko
how can I add it?
Or better...
How can substitute trigonometry chart with
Tan/cot table
:salute:
vdr1981
10-01-17, 05:30 AM
Exactly this table Vecko
how can I add it?
Or better...
How can substitute trigonometry chart with
Tan/cot table
:salute:
I understand now guys, but with my poor dds editing skills the numbers on these massive tables wouldn't readable at all...:hmmm: I think Sjizzle could do it in no time but I'm not sure he's still around...:hmmm:
Muckenberg
10-01-17, 06:05 AM
Hello
Could you at least publish the date of the Mtns update? I just can not wait. :)
I never needed in-game tables, you need to write your solution anyway
vdr1981
10-01-17, 07:30 AM
Hello
Could you at least publish the date of the Mtns update? I just can not wait. :)
Well, I could try to upload this evening v2.0.9a update with imported units so far and few more fixes but I would like to "reserve" official v2.1.0 for full update with warships, campaign layers, ports and if possible one new AI submarine type. A nice round number for a fat update...:)
hauangua
10-01-17, 09:21 AM
I understand now guys, but with my poor dds editing skills the numbers on these massive tables wouldn't readable at all...:hmmm: I think Sjizzle could do it in no time but I'm not sure he's still around...:hmmm:
https://s25.postimg.org/j785wcwzz/Silent_Hunter5_1.jpg
Partially resolved but i can do better..
vdr1981
10-01-17, 10:00 AM
That looks really good hauangua! :up: Can you upload entire picture?
hauangua
10-01-17, 10:21 AM
That looks really good hauangua! :up: Can you upload entire picture?
Thanks Vecko
the chart is sliding..scrollable I substituted trigonometry chart of Shijzle with this
But I think possible add others charts not only substitute...but must understand how to do it
I used XnView (free) for load my chart saving like ,dds file
And substitute "sinecos" folder in "user chart" Sh5
sin/cos is also handy guys ;)
Today's Kaleun hint:
Having you are besides convoy or any other target and you know their course:
If you know their course and you set same course and you have them in UZO at 90, their AOB is logically also 90.
If you have them at 91, their AOB is 89, 100->80, and so on.
So you can control their AOB just by changing your speed.
hauangua
10-01-17, 11:48 AM
sin/cos is also handy guys ;)
Yes Palmic you right
But I had learn change pdf in, dds file and probe "insert in to the game "
Now I must improve this work
But... Thank you for your help!!
Without Your patience i have surrendered...and you know!!!!
:salute:
That's sad, i hopped, my tutorials are good enough, this looks like, only guys which wrote me got what was mentioned there :hmmm:
hauangua
10-01-17, 12:37 PM
That's sad, i hopped, my tutorials are good enough, this looks like, only guys which wrote me got what was mentioned there :hmmm:
your tutorial is perfect!!!!....my knowledge of mathematics....no!!!!!!!
and my english too... eheheheh :)
Thanks [emoji4] i really don't know how to make it better
vdr1981
10-01-17, 01:55 PM
Well, I could try to upload this evening v2.0.9a update with imported units so far and few more fixes but I would like to "reserve" official v2.1.0 for full update with warships, campaign layers, ports and if possible one new AI submarine type. A nice round number for a fat update...:)
Unfortunately, I have detected some instability issues in one of mine test scenarios so I have to postpone next update for a while.
I hope I'll finish all the work until next weekend if I'm able to work on TWoS at least 2-3h per day . Really sorry for the delay guys...
I'm dealing with lot of files and new 3D models so I have to be very careful but once I'm done it will be worth it...:yep:
THEBERBSTER
10-01-17, 01:58 PM
Hi Vecko
No point in compromising on quality. :Kaleun_Applaud:
Peter
As i play exactly now, i have to say, voices in twos are absolutely best what can be.
Take your time current version is awesome :)
No need to rush it Vecko, I am perfectly happy with 2.0.9. Anything else will be "frosting on the cake" as far as I'm concerned.
I would like to share my experience with my last convoy because it could help someone with TWOS.
nothing very special, but interesting...
I was in the point of deep waters just before Edinburg, my very favorite place in eastern coast of UK..
I was pretty low on morale, because i met just fishing boats this patrole, but right now on my periodic hydrophone check i heard convoy marching from somewhere of Norway Bergen.
Beno heard nothing, my crew where more down, than me and that was something...
It was absolutelly from 72 bearing which was very directly from Bergen, so it could be Norways, i started to 4b. method - noted bearing of sound.
After next 10m i checked again, but it was the same - 72.
I decided they were moving directly against me, because i have a lot of experienced from 4b method and always, always it was changing.
Our Hydrophone simply dont have a chance to hear signal which is so distant to not move in 10 minutes if it is not directly against you.
So i decided - hearen from 72 -> +180 = their course is 252.
You know i was wating for them and from RAOBF i found they was 256!
Which means the same, you are never exact from hydropphone, but this was so near, you would not need to move if you waould be prepared.
So i was just prepared for attack from north. I fired all 4 from my 7a and sunk 2.
Torpedoes settings was fast, magnetic pistol, depth 5,5m, because their draft was about 6m and there was 9kts wind, table about recomended minimum depth relevant to current wind is in table just above speed tables.
If you attack convoy, you can use they have the same course and at 90% even the same speed, so target just one, or two ships, one is enough, and then fire even all 4 torpedoes just with the same solution on 4 targets - it will work perfectly.
Convoy was unprotected and since i knew they were 6kts and i knew their course, i just moved bellow them by hydrophone, i set their course and continued next kms bellow them hidden from marching escorts.
I was lucky, because when my torpedoes started to explode, they turned in course whicih was very good for me - i was between their course and them, so i was given a chance to wait for them to join them from bellow...
This i never expected - Convoy noise hide me even when i was between convoy and arriving escorts, so i could use max speed and even load new torpedoes. They didn't notice me!!!
After maybe 1h, i left my route bellow convoy to the left (south) checking my distance from them by periscope and emerged far enough....
Attack continued after a while...
To be short, i was sunk, since i shadowed a conwoy, destroyer emerged before us and Depp said nothing, so we saw destroyer just 2kms before us and next was comming.
I was fighting whole night with their hydrophones (from saturday to sunday), but they were maybe more, than 4 above me.... after maybe 30 minutes when most of them were moving out, i decided its clear, opened a door between sound engineers and bridge and in that moment Johny Walker heard me - one of them was still waiting for me, totally quite to get me when i move... even after such long time...
They sunk me, it was clearly lost fight.
This is something i like good sim for. Sometimes, you have no chance at all. :up:
Sandman_28054
10-02-17, 03:34 AM
I would like to share my experience with my last convoy because it could help someone with TWOS.
nothing very special, but interesting...
I was in the point of deep waters just before Edinburg, my very favorite place in eastern coast of UK..
I was pretty low on morale, because i met just fishing boats this patrole, but right now on my periodic hydrophone check i heard convoy marching from somewhere of Norway Bergen.
Beno heard nothing, my crew where more down, than me and that was something...
It was absolutelly from 72 bearing which was very directly from Bergen, so it could be Norways, i started to 4b. method - noted bearing of sound.
After next 10m i checked again, but it was the same - 72.
I decided they were moving directly against me, because i have a lot of experienced from 4b method and always, always it was changing.
Our Hydrophone simply dont have a chance to hear signal which is so distant to not move in 10 minutes if it is not directly against you.
So i decided - hearen from 72 -> +180 = their course is 252.
You know i was wating for them and from RAOBF i found they was 256!
Which means the same, you are never exact from hydropphone, but this was so near, you would not need to move if you waould be prepared.
So i was just prepared for attack from north. I fired all 4 from my 7a and sunk 2.
Convoy was unprotected and since i knew they were 6kts and i knew their course, i just moved bellow them by hydrophone, i set their course and continued next kms bellow them hidden from marching escorts.
I was lucky, because when my torpedoes started to explode, they turned in course whicih was very good for me - i was between their course and them, so i was given a chance to wait for them to join them from bellow...
AND IT REALLY WORKED! I was at nearly max speed and escorts, which were pretty near heard a ****!
After maybe 1h, i left them to the left (south) and emerged....
Attack continued after a while...
To be short, i was sunk, since i shadowed a conwoy, destroyer emerged before us and Depp said nothing, so we saw destroyer just 2kms before us and next was comming.
I was fighting whole night with their hydrophones (from saturday to sunday), but they were maybe more, than 4 above me.... after maybe 30 minutes when most of them were moving out, i openned a door between sound engineers and bridge and in that moment Johny Walker heard me - one of them was still waiting for me, totally quite to get me when i move... even after such long time...
They sunk me, it was clearly lost fight.
This is something i like good sim for. Sometimes, you have no chance. :up:
Similar situation for me.
After dropping off a spy at Londonberry, I decided to head for Rockall. I cruised for two days searching, and searching, and...searching.
Heading back towards Londonberry, tc dropped to 1. 0430. First Officer said contact at 122 degrees distance 15200 kms.
Turning dur east, I inceased speed to 14 kts. Eventually sighted convoy heading ENE at 11kts.
Ahead flank! Course 65.
2hrs getting ahead enough to approach convoy at 130 degrees.
Decks awash.
5 escorts and 12 ships.
Decided to approach from 130 degrees.
I did manage to sneak in between the two port side escorts.
All stop.
Periscope depth (14 meters as this leaves periscope maybe 1 meter above waterline)
Sighted and fired 2 "fish" at the first ship second row. (sunk)
Fired 2 more "fish" second ship, outer row. (sunk)
Had enough time to reload one more fish.
Sighted, fired "fish" at third ship second row. (sunk)
Escorts started echo sounding.
Ahead slow, depth 70 meters!
It took them about 30 minutes to find me.
D/C's for the next hour.
Drop down to 100 meters. They still found me!
Drop down to 120 meters ordered "Silent Running"!
Damn engine room! I was running at 2 knts. Silent running speed went to 3 knts.
Ordered 1 kt.
Another hour of d/c's.
After about 3 hours, sound guy shows they are moving away, slowly.
Wait another 30 minutes to be sure.
Order 14 meters, ahead slow.
Pop to periscope depth, raise scope.
OH S**T!
V&W DD less than 20 meters away. "Crash Dive!"
10 minutes later...at 150 meters and heading down!
U-30 sank at 230 meters, all hands lost. 28/12/40, grid square AM51.
7 Patrols, 98236 tons sank.
THEBERBSTER
10-02-17, 04:33 AM
Hi Sandman
Damn engine room! I was running at 2 knts. Silent running speed went to 3 knts.I use this setting of 1 knot so I have a hot key I can press at anytime.
Very useful when escorts are present and for adding a few metres to the final attack position.
https://s1.postimg.org/4zii9sb17j/Fuel.jpg
When using the py file you do not need to disable your mods.
Post #232 TDW’s Options File Editor Viewer Making Changes Using The Py File (http://www.subsim.com/radioroom/showpost.php?p=2330165&postcount=232)
Peter
Sandman_28054
10-02-17, 04:45 AM
Hi Sandman
I use this setting of 1 knot so I have a hot key I can press at anytime.
Very useful when escorts are present and for adding a few metres to the final attack position.
https://s1.postimg.org/4zii9sb17j/Fuel.jpg
Peter
Thank you
excel4004
10-02-17, 10:15 AM
Hi Sandman
I use this setting of 1 knot so I have a hot key I can press at anytime.
Very useful when escorts are present and for adding a few metres to the final attack position.
https://s1.postimg.org/4zii9sb17j/Fuel.jpg
Peter
Nice to know :up:, but i cant change the hotkey!? Still "M"..any idea?
THEBERBSTER
10-02-17, 10:41 AM
Hi excel
It maybe because you did not disable your mods first (Stand alone version only).
Open the hotkey and change to the letter you want to use.
I am currently using V as I am using Church's keyboard mod which uses the arrow keys.
If you are using the default keyboard W-A-S-D then you can use the letter U as it is not being used.
Make the change and save it.
Go to your mods folder and open v2.00 > data > menu > scripts > py file at the bottom of the list.
Scroll down to Fuel.
You can see highlighted the V letter I am using.
Enter your letter in the same place and then save the file.
https://s1.postimg.org/34pkxy63yn/Fuel_script.jpg
Peter
fitzcarraldo
10-02-17, 11:30 AM
F8 (silent running for me), puts the engines on 55 RPM and, submerged, the speed is ever 1 knot. I don´t touch anything about it in OFEV.
Best regards.
Fitzcarraldo :Kaleun_Salute:
vdr1981
10-02-17, 02:36 PM
Nice to know :up:, but i cant change the hotkey!? Still "M"..any idea?
Just doubleclick "HotKey" inscription...:yep: No need to deactivate main TWoS mod if you don't want to reset your options file to default TWoS values...
excel4004
10-02-17, 03:29 PM
Just doubleclick "HotKey" inscription...:yep: No need to deactivate main TWoS mod if you don't want to reset your options file to default TWoS values...
Got it, thanks!! :D:up:
...thanks for your help THEBERBSTER too!!
Is anywhere some full description everything what silent running does?
I thought its just "crew silencer" which adds some factor to silent if you have DDs just above you, so i used it very rarely.
I simply just toggled engine to 1-3 based on situation...
Muckenberg
10-03-17, 01:09 PM
Any single mission with new merchant ships would not be available?
SiggeMan
10-04-17, 10:20 AM
Finished the campaign with TWOS a few months ago and decided to uninstall the mod and SH5.
Installed it today again, and installed the mod following the instructions to my best capability.
Now, i start the game, and i try to start a new campaign, everything works fine and i get to the loading screen. It then crashes/shuts down after loading for some 20-30 seconds.
Tried reinstalling both game and mod, same problem again.
Did i mess the installation up or do you have any other clues?
Desperate for help, thanks.
Muckenberg
10-04-17, 12:12 PM
Hello
Did you delete saved games when deactivating SH5?
Torpedo
10-04-17, 12:25 PM
Finished the campaign with TWOS a few months ago and decided to uninstall the mod and SH5.
Installed it today again, and installed the mod following the instructions to my best capability.
Now, i start the game, and i try to start a new campaign, everything works fine and i get to the loading screen. It then crashes/shuts down after loading for some 20-30 seconds.
Tried reinstalling both game and mod, same problem again.
Did i mess the installation up or do you have any other clues?
Desperate for help, thanks.
Hi SiggeMan!
Before you install SH5, you must delete the folder:
C: \ Users \ YourName \ Documents \ SH5
Torpedo
P.S. Ops, Muckenberg has already given you the answer
Muckenberg
10-04-17, 01:36 PM
You must not forget that you have your game stored on the Ubi server, so it is necessary to remove the saved games directly from your game, otherwise the game will still be able to retrieve the stored positions from the Ubi server.
hauangua
10-05-17, 07:10 AM
Hi Vecko
a friends want install sh5+TWoS on PC Windows7 32
I not remember... TWoS need 64 or 32 is good ?
Thanks
vdr1981
10-05-17, 07:43 AM
Hi Vecko
a friends want install sh5+TWoS on PC Windows7 32
I not remember... TWoS need 64 or 32 is good ?
Thanks
Hey hauangua! :salute:
SH5 is a 32 bits application anyway so your friend is good to go...He'll need to lower graphics setting a bit though, due to 3GM RAM limitation for x86 systems.
vdr1981
10-05-17, 07:46 AM
Is anywhere some full description everything what silent running does?
I thought its just "crew silencer" which adds some factor to silent if you have DDs just above you, so i used it very rarely.
I simply just toggled engine to 1-3 based on situation...
SR state (F8 key) lowers your submarne noise signature for about 20-30 %...
Any single mission with new merchant ships would not be available?
I don't see why not...:hmm2:
Muckenberg
10-05-17, 08:27 AM
I'll be looking forward to
fitzcarraldo
10-05-17, 08:44 AM
I'll be looking forward to
As SH3 and SH4 I observe silent running means one knot speed and no damage team and loading torpedoes in your boat. Very low speed and crew passive.
Regards.
Fitzcarraldo :salute:
vdr1981
10-06-17, 05:14 AM
mtns salvaging operation progress update...:salute:
https://s6.postimg.org/gyqe06b35/SH5_Img_2017-10-06_01.10.29.jpg
https://s6.postimg.org/zeauxl4n5/SH5_Img_2017-10-06_01.09.57.jpg
https://s6.postimg.org/tq4k6pfq9/SH5_Img_2017-10-06_01.09.44.jpg
https://s6.postimg.org/q6imgwsg1/SH5_Img_2017-10-06_01.09.08.jpg
https://s6.postimg.org/xmhw2pnv5/SH5_Img_2017-10-06_01.08.54.jpg
https://s6.postimg.org/59mec99up/SH5_Img_2017-10-04_21.13.23.jpg
https://s6.postimg.org/hbhs6eqsx/SH5_Img_2017-10-02_22.04.21.jpg
https://s6.postimg.org/u2vycx8ap/SH5_Img_2017-10-02_22.03.32.jpg
https://s6.postimg.org/vhxj1nh3l/SH5_Img_2017-10-01_23.50.16.jpg
https://s6.postimg.org/59meca4pt/SH5_Img_2017-09-25_20.36.19.jpg
https://s6.postimg.org/wwz3qdxm9/SH5_Img_2017-10-03_22.38.22.jpg
https://s6.postimg.org/8ggxvx4ld/SH5_Img_2017-10-03_23.03.25.jpg
vdr1981
10-06-17, 06:31 AM
...and few more...
https://s6.postimg.org/5g4osvy0x/SH5_Img_2017-10-06_13.13.15.jpg
https://s6.postimg.org/5g4oszl75/SH5_Img_2017-10-06_13.14.25.jpg
https://s6.postimg.org/9ci0p13mp/SH5_Img_2017-10-06_13.14.47.jpg
https://s6.postimg.org/5sw2z9ixd/SH5_Img_2017-10-06_13.16.02.jpg
https://s6.postimg.org/dye4xgp6p/SH5_Img_2017-10-06_13.16.29.jpg
vdr1981
10-06-17, 07:38 AM
...
https://s6.postimg.org/qnd0uxi4x/SH5_Img_2017-10-06_14.17.25.jpg
https://s6.postimg.org/ben3h5w69/SH5_Img_2017-10-06_14.18.42.jpg
WOW :o:yeah::):subsim::()1:
SiggeMan
10-06-17, 09:47 AM
Hello
Did you delete saved games when deactivating SH5?
Yes indeed i did! Tried again just to be sure. Still crashes after reaching the loading screen and loading for 20-30 seconds sadly, no idea why.
vdr1981
10-06-17, 09:59 AM
Yes indeed i did! Tried again just to be sure. Still crashes after reaching the loading screen and loading for 20-30 seconds sadly, no idea why.
Does your stock v1.2.0 game work as it should?
Did you improvise anything or did you have any problems during the game/mod installation?
JSGME screenshot?
Muckenberg
10-06-17, 10:13 AM
Very good work Vecko.:Kaleun_Applaud: I think I have to use PayPal for beer as soon as possible.:Kaleun_Cheers: :Kaleun_Salute:Should we look forward to greater port traffic? And what is it from Italy? I do not remember that it would be in Mtns.
Cyborg322
10-06-17, 10:23 AM
Super new Ships Fantastic. Is it possible to make Flags on the very Small Boats a little smaller ? They look too big/out of scale.
Additions to land objects very welcome brings some life to docks. Stock Game is poor in that respect.
Big Thumbs up from ME :Kaleun_Cheers:
Best Regards :Kaleun_Salute:
Simon
:subsim: +
SiggeMan
10-06-17, 10:37 AM
Does your stock v1.2.0 game work as it should?
Did you improvise anything or did you have any problems during the game/mod installation?
JSGME screenshot?
Yes, it works as it should.
Actually the JSGME might be wrong i just realised. Should i have TWOS 2.0.1 and 2.0.9 or just 2.0.9 after 2.0.0?
Muckenberg
10-06-17, 10:56 AM
First TWoS 2.0.0 and then 2.0.9 update
excel4004
10-06-17, 02:25 PM
Great new models Vecko! :salute:
:subsim:
If it would be possible to have better fog visualisation, it would be awesome. Currently ships are proper invisible in fog, but we still see horizon clearly
My 5th patrol starts to be promising.
Not a torpedo fired and 13644 tons sunk.
Last medium steam freighter had beautiful last explosion while it was by half bellow water.
It looked like boiler explosion. :salute:
Great news on the addition of so many new ships, Vecko :up:
I think I have read somewhere that you also want to add air raid sirens to some ports. Any news on that? If you still have them in your todo list, I have some very good sound FX of British and German sirens, and I have some ideas on how to implement them in game :salute:
vdr1981
10-07-17, 03:42 PM
Great news on the addition of so many new ships, Vecko :up:
I think I have read somewhere that you also want to add air raid sirens to some ports. Any news on that? If you still have them in your todo list, I have some very good sound FX of British and German sirens, and I have some ideas on how to implement them in game :salute:
Sirens are already in Wolves but I can always welcome new and more cool sounds...:yep:
https://www.youtube.com/watch?v=Q8FlRZSAbZo
fitzcarraldo
10-07-17, 05:44 PM
Nice to see new ships in TWoS and best looking ports. Look awesome. :Kaleun_Cheers:Congrats!
Fitzcarraldo :Kaleun_Salute:
excel4004
10-08-17, 05:44 AM
If it would be possible to have better fog visualisation, it would be awesome. Currently ships are proper invisible in fog, but we still see horizon clearly
Is that in any kind possible to fix, would be amazing - yes! :yep:
Mort Mortimer
10-09-17, 04:37 AM
Do what it is supposed to do. Many Thanks
THEBERBSTER
10-09-17, 04:43 AM
A Warm Welcome To The Subsim Community > Mort Mortimer
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
vdr1981
10-09-17, 05:30 AM
If it would be possible to have better fog visualisation, it would be awesome. Currently ships are proper invisible in fog, but we still see horizon clearly
Fog settings of SH games are not very sophisticated unfortunately. Some improvements are possible but not much I'm afraid...
I'm not exactly sure what are You referring to, can you show me on a screenshot what do you have in mind exactly?:yep:
THEBERBSTER
10-09-17, 07:11 AM
Hi Vecko
I remember being in Scapa Flow with a medium fog and seeing the moon.
Peter
fitzcarraldo
10-09-17, 07:14 AM
Hi Vecko
I remember being in Scapa Flow with a medium fog and seeing the moon.
Peter
It's true.
Fitzcarraldo :salute:
SiggeMan
10-09-17, 08:20 AM
First TWoS 2.0.0 and then 2.0.9 update
Yes thank you, works now. I accidentaly used both 2.0.0, 2.0.1 and the 2.0.9
vdr1981
10-09-17, 12:38 PM
Hi Vecko
I remember being in Scapa Flow with a medium fog and seeing the moon.
Peter
And the stars as well...This is a well known game limitation. I remember few attempts of few modders to bypass this issue, but resulting sky looked quite weird in some situations. I didn't like it...
Hanz Kneezan
10-09-17, 06:54 PM
:Kaleun_Salute:Hi there fellow subbers, thanks for this wonderful mod, it really has changed this game for the better. :yeah: However, I have an issue with the Watch Officer and his constant updates (three per min) of convoys. He is much worse than that annoying Nav Officer ever was. :damn: Now, how can I tweak this to reduce or eliminate it completely as it is an unnecessary annoyance? I believe this was the reason for shutting up the Nav Officer in the first place, which I thought was great, only to have the WO take his place. This is a 'mod breaking' issue for me. Thanks in advance for any advice on this. :D
kevinsue
10-10-17, 12:20 AM
Hello Vecko, I want to update my SH5 install to the latest TWoS uppdates and just wondering if there is an easy way to change the start base for the "Mare Nostrum" campaign from Kiel to La Spezia?
I want to do a fresh start of the campaign but cant stand the thought of having to transit the Kiel Canal and the long voyage to the Mediterranean because I have done it so many times already. :up:
Cyborg322
10-10-17, 01:41 AM
:Kaleun_Salute:Hi there fellow subbers, thanks for this wonderful mod, it really has changed this game for the better. :yeah: However, I have an issue with the Watch Officer and his constant updates (three per min) of convoys. He is much worse than that annoying Nav Officer ever was. :damn: Now, how can I tweak this to reduce or eliminate it completely as it is an unnecessary annoyance? I believe this was the reason for shutting up the Nav Officer in the first place, which I thought was great, only to have the WO take his place. This is a 'mod breaking' issue for me. Thanks in advance for any advice on this. :D
Hi Hanz :Kaleun_Salute:
Not sure why you are getting updates every 20 seconds, don't think I get that many, if anything I get the occasional time when the WO spots convoys on the late side after I can see them clearly on the horizon and with T.C. I can get landed next to a Destroyer 500m away but as I say that's not too common. In respect of the WO updates I would have to time it to give a more definitive answer
That said I have 100% not had anything like "Mod Breaking" issues with over exuberant Crew members, so I can't agree on that remark.
Best Regards
Simon
:subsim: +
WOLVES OF STEEL MEGAMOD
THEBERBSTER
10-10-17, 04:24 AM
Hi Kevin
change the start base for the "Mare Nostrum" campaign from Kiel to La Spezia? In Kiel on the bridge click on the Anchor and end the game.
When you load the new auto base save game you will have advanced the date and you should now be in the La Spezia bunker.
Peter
jibouil
10-10-17, 05:58 AM
Hello,
How i can follow my selected target at the hydro station ?
Is there a key for that ?
I always lose my target and always have warship up. It's hard for me to make a four bearing tech.
(im at 27-30m when i use the hydrophone)
Cyborg322
10-10-17, 12:10 PM
Hello,
How i can follow my selected target at the hydro station ?
Is there a key for that ?
I always lose my target and always have warship up. It's hard for me to make a four bearing tech.
(im at 27-30m when i use the hydrophone)
Yes there is follow target . Its the icon with circle on it when at station , If you click on the first button to the left at Hydro station you get Hydro Follow target options where you can set how often you get reports Distance/Degrees etc
You need to get below 30m to get contacts at longer range
Regards
Simon
:subsim: +
WOLVES OF STEEL MEGAMOD
vdr1981
10-10-17, 05:53 PM
.
https://s6.postimg.org/8xcrjrln5/image.jpg
The Wolves of Steel v2.0.0 to v2.0.9a update changelog:
- KDB receivers fix , syb systems page. KDB receivers visible only if KDB is upgraded in bunker.
- Tarnmatte Imp. availability date adjusted per Andrey's suggestion.
- Removed some OHII land env objects due game instability (Ch.Church, Asian village).
- Wellington bomber visible in museum, fixed files/controllers.
- tugBoat, removed from museum and campaign, still visible in rec manual though.
- Added more then 40 imported SH3, GWX and SH4 environmental sea and land units, including some variations of already existing ship types. All added units represent a lot of work from various subsim modders even from SH3/GWX era. Appropriate documentation and credits are added to TWoS documentation. New warship types will follow in the upcoming TWoS updates.
- Large number of various files/controller fixes for all imported units.
- Performed extended game stability stress-testing in various test scenarios.
- Added new and edited existing campaign layers in order to support addition of new units.
- Added new historically authentic shipping lines.
- Added illuminated ships for neutral nations. Permanently neutral nations (Sweden, Argentina, Ireland, Portugal and Spain) will exclusively use these type of ships.
- Rearranged nations roster.
- Added large number of port units in order to make harbors more live and immersive (various tug boats, tenders, coastal vessels, light ships, coastal fortifications, floating docks ect...). (*requires advancement to the next campaign chapter or campaign restart)
- Updated credits page: Added names of latest outstanding TWoS supporters (thank You very much Captains!)
DOWNLOAD TWoS v2.0.0 to v2.0.9a Update (http://www.subsim.com/radioroom/downloads.php?do=file&id=5035)
:salute::salute::salute:
:subsim:
fitzcarraldo
10-10-17, 06:03 PM
Downloading it now. Many thanks! :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
vdr1981
10-10-17, 06:04 PM
I must say that there's been a lot of work on this update but nevertheless, you can expect few more fine tuning b,c,d ect updates in the near future until we reach official v2.0.1,which will be truly worth, you can count on that. :yep:
Sorry for slight delay guys...
Hope you'll enjoy it! Happy hunting!
Muckenberg
10-10-17, 10:43 PM
Thank you very much
I'm looking forward to further updates of Steel Wolves.
Absolutly georgous!!! I have never experienced such a support and ongoing improvement like TWOS Vecko!!!! You are making a lot of Kaleuns very happy for years now. Thank you so much!!!!!!!!!!!
:Kaleun_Salute:
Ulrich Kröpke
10-11-17, 01:03 AM
There must be something wrong with the Light Ship NLGH. Without the NLGH I can upgrade my boat with a new conning tower. With the NLGH I gat a ctd.
Also without the new upgrate 2.0.9a I had the NLGH in the game and the game crashes when I wanted to upgrade the conning tower.
kevinsue
10-11-17, 01:43 AM
Hi Kevin
In Kiel on the bridge click on the Anchor and end the game.
When you load the new auto base save game you will have advanced the date and you should now be in the La Spezia bunker.
Peter
Thanks for that :up: I'll give it a try when I reinstall.:yep:
Wow, removed tug boat.
Very good decision.
Nobody likes hunting fishermen convoys all the weekend in eastern coastal waters :salute:
SS Norholm
10-11-17, 04:00 AM
You are spoiling us Vecko!
Outstanding as always bud, keep it up.
THEBERBSTER
10-11-17, 04:08 AM
Hi Vecko
Outstanding work. :Kaleun_Salute:
Peter
hauangua
10-11-17, 05:35 AM
wonderful work Vecko
With you SH5 made great strides
:salute:
vdr1981
10-11-17, 06:23 AM
Thank you very much
I'm looking forward to further updates of Steel Wolves.
I'm having troubles with AI type XI from SH4...It keep sinking and textures are glitchy :wah:
...Trying to find solution. :salute:
There must be something wrong with the Light Ship NLGH. Without the NLGH I can upgrade my boat with a new conning tower. With the NLGH I gat a ctd.
Also without the new upgrate 2.0.9a I had the NLGH in the game and the game crashes when I wanted to upgrade the conning tower.
Are we talking about TWoS or your personal modlist?
Wow, removed tug boat.
Very good decision.
I was referring to the old OHII tug boat which was removed from the campaign long time ago. Anyway , we have replacement now...Yellow tug boat with illuminated windows which can be seen in most axis ports...:yep:
vdr1981
10-11-17, 06:49 AM
Just take a look at this beauty! :o
It is truly a sin to left her to languish on the bottom of the mods ocean any time longer...Warships are next in the great mtsn salvaging operation...:yep:
https://s6.postimg.org/lu4cant8x/SH5_Img_2017-10-11_13.31.59.jpg
jibouil
10-11-17, 08:42 AM
Whaou !! it's beautiful.
Thanks a lot for all your job on wolves of steel i love to play SH5 with this mod
I have a question. I'm currently on a campaign. If I want to update on versions 2.0.09a I have to reinstall and lose all my hours of play? or I can install "over" version 2.0.09 with JSGME ?
vdr1981
10-11-17, 08:44 AM
Whaou !! it's beautiful.
Thanks a lot for all your job on wolves of steel i love to play SH5 with this mod
I have a question. I'm currently on a campaign. If I want to update on versions 2.0.09a I have to reinstall and lose all my hours of play? or I can install "over" version 2.0.09 with JSGME ?
Did you check install instructions?
Installation:
1. Install "The Wolves of Steel 2.0.9a_Update.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 2.0.9a 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 2.0.9a Update
[other optional TWoS 2.x.x mods/addons]
.
.
* Enable the update in port.
* Update 2.0.9a contains changes from all previous updates. Remove/delete previous update(s) from your JSGME.
* Captains who have started their careers with TWoS v2.0.1 and later can ignore following note:
Some changes from v2.0.1 Update require campaign restart in order to be correctly activated. Otherwise, you may end up with somewhat messed up submarine/crew performances in your current campaign play trough ( increased batt. discharge/recharge times, old crew abilities bonuses) until you receive new U-Boat offer in your current career at which point the game will "fix" it self. If you aren't annoyed by this fact, you are free to continue your current career since no other issues are to be expected. [Link for workaround (http://www.subsim.com/radioroom/showthread.php?t=231387)]
*DO NOT add any additional mods if you are not 100% sure what you are doing! Most of the standalone mods are incompatible with this expansion.
jibouil
10-11-17, 09:59 AM
oups sorry i don't saw that !
Thanks for the answer
BLACK_FLAME
10-11-17, 11:34 AM
Thank you sir for the update :Kaleun_Salute:
Muckenberg
10-11-17, 11:50 AM
Hello Wolves
I was looking at the individual ships in the museum, and there was a big transport lit litter near Sweden. Is there any chance of adding it as a non-illuminated ally? Also I miss another hospital ship? Will you add offshore warships, even merchant ships?
I believe he will win over this ninth and we will have it in pairs.
One more question. A very nice auxiliary cruiser pinquin was added to the game, and he is also well armed. Unfortunately, we can not say about the remaining two Kriegsmarine auxiliary cruisers. I know there is a mod on this weapon, do you think it would be in the future if it will add this cruiser bike without any problems?
excel4004
10-11-17, 01:15 PM
Wow, removed tug boat.
Very good decision.
Nobody likes hunting fishermen convoys all the weekend in eastern coastal waters :salute:
I agree!! :Kaleun_Cheers:
Vecko for F.D.U.!! :salute::subsim:
..ahh its a port only update, so i need 3 more weeks (gametime) for reaching home port again.
BTW, for me it shows march 1940 and i discovered a norway convoy 27 (!) ships in the north sea without any escorts! Never read about such unguarded huge convoys in spring 1940. Did i miss something? Vecko and the others Kaleuns whats your opinion? Specially when i read you updated some new historically shipping lines to the game - very nice!! :yeah::arrgh!:
excel4004
10-11-17, 01:32 PM
Just take a look at this beauty! :o
It is truly a sin to left her to languish on the bottom of the mods ocean any time longer...Warships are next in the great mtsn salvaging operation...:yep:
https://s6.postimg.org/lu4cant8x/SH5_Img_2017-10-11_13.31.59.jpg
Beautiful!! :ping::Kaleun_Periskop:
vdr1981
10-11-17, 04:58 PM
I agree!! :Kaleun_Cheers:
Vecko for F.D.U.!! :salute::subsim:
..ahh its a port only update, so i need 3 more weeks (gametime) for reaching home port again.
BTW, for me it shows march 1940 and i discovered a norway convoy 27 (!) ships in the north sea without any escorts! Never read about such unguarded huge convoys in spring 1940. Did i miss something? Vecko and the others Kaleuns whats your opinion? Specially when i read you updated some new historically shipping lines to the game - very nice!! :yeah::arrgh!:
HN convoys operated between Norway and GB until April 1940 and especially in last two months, as you can see on this link...http://www.warsailors.com/convoys/hnondates.html
It was just lucky coincidence that this convoy was unescorted, usually they are spawned in game with 1-4 escort ships...
I've just found the link above and I must say that I'm sometimes quite surprised how much SH5 campaign files are actually historically correct...:yep:
vdr1981
10-11-17, 05:06 PM
Hello Wolves
I was looking at the individual ships in the museum, and there was a big transport lit litter near Sweden. Is there any chance of adding it as a non-illuminated ally? Also I miss another hospital ship? Will you add offshore warships, even merchant ships?
Some ships can not be imported because of incompatibility with some important Generic Patcher's functions, which can lead to CTD.
A very nice auxiliary cruiser pinquin was added to the game, and he is also well armed. Unfortunately, we can not say about the remaining two Kriegsmarine auxiliary cruisers. I know there is a mod on this weapon, do you think it would be in the future if it will add this cruiser bike without any problems?
I tried something but It seems that their M nodes (for guns) which are hidden behind hull are not functional...I'll check again though...:yep:
EDIT
Correction...Guns can be added but they will be permanently hidden behind the ship's hull...
https://s6.postimg.org/713gv07lt/SH5_Img_2017-10-12_00.31.39.jpg
https://s6.postimg.org/95ntw3oo1/SH5_Img_2017-10-12_00.32.41.jpg
Muckenberg
10-11-17, 10:28 PM
Hello
So it is a great shame that some ships will not go into the game. I will look forward to the war ships. Will we have to re-launch a new career when updating with warships?
Yes, I meant this mode. He immediately likes it more. Will not these cannons be displayed on merchant ships from Cerbero mode?
Would it be a big problem to change the texture of water geysers after the explosion of the deep charge? These geysers are so unnatural to SH5 graphics.
I apologize for my English and constant questions. :)
Just take a look at this beauty! :o
It is truly a sin to left her to languish on the bottom of the mods ocean any time longer...Warships are next in the great mtsn salvaging operation...:yep:
https://s6.postimg.org/lu4cant8x/SH5_Img_2017-10-11_13.31.59.jpg
5° AoB? :D
fitzcarraldo
10-12-17, 02:13 PM
I know this is not historically correct, but I like to see some Olympic class liner (troop transport) in TWoS. I have the VonDos Titanic in GWX (SH3), scripted and works very fine. Nice to see (for me) the old lady in SH5....(BTW, I have a Lusitania, too).
The french BB is awesome, looking forward to see it in TWoS.
I see ALL the Museum with v2.09a in one session, without CTDs. :Kaleun_Applaud: Only a little more time to charge the submarines, specially germans. But all works fine. I think this is reflected in campaign and the new ships will work nicely in it. Now doing HT and I can´t see the new ships in ports (I´m in the middle of the Atlantic).
Many thanks for the fantastic work and best regards.
Fitzcarraldo :Kaleun_Salute:
Sirens are already in Wolves but I can always welcome new and more cool sounds...:yep:
Sorry, that is a feature that I had in mind for a long time, maybe I even discussed it with you a few dozens of months ago, but I had missed your implementation of it. I watched your presentation video btw. I probably might suggest some improvements, like sirens customized by nation (the one heard in your video is actually the red warning used by the British), the warning starting a few minutes before the actual raid and lasting a bit longer, etc, but all in all the the effect sound very cool indeed :up:
.
https://s6.postimg.org/8xcrjrln5/image.jpg
Well done :yeah:
Some ships can not be imported because of incompatibility with some important Generic Patcher's functions, which can lead to CTD.
What ships? what features? Can I help with them? Maybe we can remove the conflicting features rather than discarding the units that they are found in...
I tried something but It seems that their M nodes (for guns) which are hidden behind hull are not functional...I'll check again though...:yep:
EDIT
Correction...Guns can be added but they will be permanently hidden behind the ship's hull...
Is that one of the stock auxiliary cruisers?
How were those recessed guns supposed to fire (in reality and in game)? :hmm2:
SS Norholm
10-13-17, 02:57 AM
Did you check install instructions?
Oh dear! *Raises hand sheepishly*
Vecko, I usually follow your install/updates to the letter, however I missed that post of yours and installed the new update from link in your signature.
I didn't see the part about 'Install update in port'.
I installed it during my Atlantic Air Gap patrol....mid Atlantic.
However I didn't have any problems, and I completed the second 48hr patrol zone objective without a hitch.
I didn't see or hear a single ship, but I just put that down to bad luck, and that area being like searching for a needle in a stack of needles.
John.
Muckenberg
10-13-17, 10:53 AM
Is that one of the stock auxiliary cruisers?
How were those recessed guns supposed to fire (in reality and in game)? :hmm2:
Hello
I do not think that these two auxiliary cruisers from the basic game (in Mtns Cormoran, Orion) are modeled according to real backgrounds.
Hello
I do not think that these two auxiliary cruisers from the basic game (in Mtns Cormoran, Orion) are modeled according to real backgrounds.
What do you mean? Ubi models might not be especially accurate, but thiose ships having their guns disguised or hidden in special recesses of the decks is a fact :yep:
Cyborg322
10-13-17, 01:19 PM
What do you mean? Ubi models might not be especially accurate, but these ships having their guns disguised or hidden in special recesses of the decks is a fact :yep:
Absolutely Correct "Q" Ships being the best Example. These Ships existed prior and during the WW2 Atlantic/Med Campaign
https://www.youtube.com/watch?v=D_1XXi5QNi4
British First World War Q-ship HMS Tamarisk
Muckenberg
10-13-17, 01:51 PM
To Gap: I thought you asked what the real auxiliary cruisers looked like.
Otherwise in combat, these cruisers actually functioned as Q-ships. Their weapons were masked and unmasked immediately before their own struggle. So, in the case of the Ubi-auxiliary cruisers, side aprons would open and guns would fire.
If I could get the weapons and shells on the auxiliary cruisers working, I think it would be really a masterpiece.:yeah::yeah:
vdr1981
10-13-17, 04:37 PM
If I could get the weapons and shells on the auxiliary cruisers working, I think it would be really a masterpiece.:yeah::yeah:
Hidden guns can work indeed but parts of the hull designed to hide them can not be opened and that is the problem...
What ships? what features? Can I help with them? Maybe we can remove the conflicting features rather than discarding the units that they are found in...
Mostly SH3/GWX ships...The game crashes if certain simact patches are enabled (RPM inertia IIRC). I tried everything including creating new controllers from scratch in goblin but nothing...
If I could get the weapons and shells on the auxiliary cruisers working,think it would be really a masterpiece.:yeah::yeah:
Hidden guns can work indeed but parts of the hull designed to hide them can not be opened and that is the problem...
Unfortunately there are not game controllers which can be used for hiding guns in their "unmanned state" and unhiding them when the ship enters in alert state. I can think of some workaround methods for making containers and crates to open up when an enemy unit is in firing range, thus disclosing the gun hidden in them, but I have no idea how we could make a recessed gun to be rised and lowered according to needs
Mostly SH3/GWX ships...The game crashes if certain simact patches are enabled (RPM inertia IIRC). I tried everything including creating new controllers from scratch in goblin but nothing...
new controllers with the same settings? :hmmm:
propbeanie
10-13-17, 06:23 PM
Make the "side panel" of the ship part of the "turret" for the gun?
Make the "side panel" of the ship part of the "turret" for the gun?
Well, if that's the way it worked (my original question was exactly about that), with some adjustements your idea might work: we should separate the gun doors from the ship model, and tricking the game into thinking that they are the muzzle of a gun pointing straight upward in its rest position, and with training arc set to 0. When/if the ship tried to aim its gun toward a possible target, we would possibly see the hinged door opening. This method is a bit tricky, but it could actually work :hmmm:
I updated the direct x still get these black squares
http://www.part.lt/img/34e0c94aec5f9f3fd8aa96de8541c469357.bmp (http://www.part.lt/perziura/34e0c94aec5f9f3fd8aa96de8541c469357.bmp)
I updated the direct x still get these black squares
Hi Niume, I can't tell you for sure what is wrong with your installation, but those squares are common when New UI's (inluded in TWoS) is enabled and the game is not patched with the Ubi patch 1.2 :yep:
Muckenberg
10-14-17, 09:49 AM
Hello
So I started a new career and unfortunately I have to report some mistakes in the location of AI ships. At the harbor in the Kiel Canal, a fishing boat is housed in a pier. There is a submarine in Bergen near the bunker at the port pier.
vdr1981
10-14-17, 09:59 AM
Hello
So I started a new career and unfortunately I have to report some mistakes in the location of AI ships. At the harbor in the Kiel Canal, a fishing boat is housed in a pier.
Saw that one too , and couple of more on different locations...It'll be fixed.:yep:
Try to include a screenshot if You spot more oddly placed units in ports...:yep:It'll be easier for me to fix it...:yep:
There is a submarine in Bergen near the bunker at the port pier.
Docked AI subs in harbors tend to "move" very slowly when you leaving or entering port even though they are placed correctly. Can't do much about this except to remove them completely...
fitzcarraldo
10-14-17, 10:03 AM
Saw that one too , and couple of more on different locations...It'll be fixed.:yep:
Try to included a screenshot if You spot more oddly placed units in ports...:yep:It'll be easier for me to fix it...:yep:
Docked AI subs in harbors tend to "move" very slowly when you leaving or entering port even though they are placed correctly. Can't do much about this except to remove them completely...
Same in SH3. Sea moves the AI ships. In SH3 there are ships exploding because crash with piers.
Regards.
Fitzcarraldo :salute:
Can't do much about this except to remove them completely...
Maybe you could replace at least some of them with "dummy" copies of the same units, set as land units or as terrain objects :03:
vdr1981
10-14-17, 01:04 PM
Maybe you could replace at least some of them with "dummy" copies of the same units, set as land units or as terrain objects :03:
What do you mean by "dummy" copies Gap?
propbeanie
10-14-17, 02:55 PM
He might be thinking like what Lurker did in RSRDC in SH4, in that he made a few ships as copies, but set to be "Environmental" objects, and set them to be invisible so that they could be used as "targets" for the SpecOps Photo Recon missions, but in this case, you'd use them as visible, "stationary" docked ships. ?? - maybe... :lol:
This does sound a bit like SH4 with docked ships, where the sea movement will cause the ship to drift, and if you're setting them yourself, you have to "merge" the layers (without Save, of course), so that you can "see" where you are placing things, compared to each layer. If a particular file runs throughout the game with multiple spawns to occur into the same dock "space", then you run into issues when the game detects a ship has "moved" and spawns another in the original's space, even though in actuality, it's only drifted a few feet. Then they "bump" each other around and try to avoid "collisions" with each other, and you can have all sorts of mayhem occurring, including ships "merged" into docks and other shore side emplacements - not forgetting the fire and destruction of some of the "collisions"... Stock SH3 and SH4 are very similar in this regard. I wouldn't be surprised to find that SH5 is done the same way in stock trim. The HarborTraffic files are the worst in SH4, but the NavalBases aren't too far behind...
vdr1981
10-14-17, 03:12 PM
He might be thinking like what Lurker did in RSRDC in SH4, in that he made a few ships as copies, but set to be "Environmental" objects, and set them to be invisible so that they could be used as "targets" for the SpecOps Photo Recon missions, but in this case, you'd use them as visible, "stationary" docked ships. ?? - maybe... :lol:
That's how I set static AI subs in ports in the first place, neutral environmental units...I had to do that in order to bypass some long standing harbor CTD issues probably caused by IRAI mod.
This does sound a bit like SH4 with docked ships, where the sea movement will cause the ship to drift
Sea movement is not the problem here, it is some strange AI subs property which makes them to punch the throttle for a few seconds when you get close to harbor.
propbeanie
10-14-17, 03:17 PM
... Sea movement is not the problem here, it is some strange AI subs property which makes them to punch the throttle for a few seconds when you get close to harbor.
Ahhh... so they're afraid of the approaching skipper and his crew... :arrgh!:
vdr1981
10-14-17, 03:32 PM
Ahhh... so they're afraid of the approaching skipper and his crew... :arrgh!:
It could be that... but it can also be the fact that AI subs have IQ of below average insect...:D
What do you mean by "dummy" copies Gap?
He might be thinking like what Lurker did in RSRDC in SH4, in that he made a few ships as copies, but set to be "Environmental" objects, and set them to be invisible so that they could be used as "targets" for the SpecOps Photo Recon missions
He confirms :03:
There are two ways "inert", "dummy" or "phantom" ships (or whatever you want to call them, IIRC in OHII they were initially named "Z ships") can be set: either as a pieces of landscape (like harbors, house, etc.), or as land units. In both cases the ships won't picth and roll, and they won't drift. The latter method maybe is a bit better, because it will enable you to set docked ship's appearance/disappearance dates, and to customize vessel's appearance through their eqp files. Moreover, depending on what national roster they are assigned to, they can be made to be attacked during enemy air raids, though they wont return fire due to the SH5 limitation that we know.
Now that you make me to think about it: are our "floating coastal defenses" affected by the same problem? Their position relative to the seabottom was critical: move them a few cm toward shallower waters, and they will become as stuck as normal ships :hmmm:
That's how I set static AI subs in ports in the first place, neutral environmental units...I had to do that in order to bypass some long standing harbor CTD issues probably caused by IRAI mod.
So that was the reason for Type II boats crashing the game if placed in ports?
Sea movement is not the problem here, it is some strange AI subs property which makes them to punch the throttle for a few seconds when you get close to harbor.
It could be that... but it can also be the fact that AI subs have IQ of below average insect...:D
lol :haha:
vdr1981
10-14-17, 07:35 PM
Now that you make me to think about it: are our "floating coastal defenses" affected by the same problem? Their position relative to the seabottom was critical: move them a few cm toward shallower waters, and they will become as stuck as normal ships :hmmm:
Not really ...coastal defenses don't drift...
So that was the reason for Type II boats crashing the game if placed in ports?
No. TypeII was a different story. From some reason it's fx file couldn't work with the rest of the game. I removed it and the result is AI type IIs buzzing around Baltic, North Sea and Black Sea without any CTDs...
vdr1981
10-14-17, 08:55 PM
As I have promised, you can check my signature for new v2.0.9b update with more additional tuning tweaks and fixes.
Happy hunting! :salute:
hauangua
10-15-17, 01:28 AM
As I have promised, you can check my signature for new v2.0.9b update with more additional tuning tweaks and fixes.
Happy hunting! :salute:
Thanks Vecko
:salute:
von faust
10-15-17, 03:11 AM
As I have promised, you can check my signature for new v2.0.9b update with more additional tuning tweaks and fixes.
Happy hunting! :salute:
Thaks for Your fantastic work !!!!
fitzcarraldo
10-15-17, 10:58 AM
Many thanks for the new update :Kaleun_Applaud:
TWoS is becoming the non-plus-ultra version for SH5. :Kaleun_Wink:
Fitzcarraldo :Kaleun_Salute:
excel4004
10-15-17, 11:39 AM
:Kaleun_Thumbs_Up: Much appreciated Vecko!!
:subsim:
Hi,
Anyone know how to fix a issue with 21:9 (2560x1080) format and not propetly scaled a RAOBF? The scale in not corrected and when I trying do use this method always I have a bad calculations... :(
vdr1981
10-15-17, 04:11 PM
Hi,
Anyone know how to fix a issue with 21:9 (2560x1080) format and not propetly scaled a RAOBF? The scale in not corrected and when I trying do use this method always I have a bad calculations... :(
Do you know how to use goblin editor?:hmmm:
Darkmirror35
10-16-17, 06:37 PM
Hey man so I am using Windows 10 and I have the uplay version of SH5(formerly Steam version). So far no issues with the game until I went to the generic patcher step and checked all of the coding and it matched then I saved it and opened the patcher exe file and followed the File and open instructions however once I hit the first out of the 20 some enters a red message appeared and it said that they do not match stating byte numbers are different. Anyway so I kept hitting enter ignoring it and it continues after almost all "yes" options then I checked to see if it matched and I only had two of them appear out of some 8 or so on your snapshot. So I stopped Uplay thrn did it again but no dice then I restarted my PC and still it persisted. So i decided the hell with it and moved continuing the remaining steps on but now I cannot load my new campaign It has a loading screen but then nothing
I am happy to answer any questions you have
Thanks,
Brad
Aktungbby
10-16-17, 09:58 PM
Darkmirror35!:Kaleun_Salute:& Lens! :Kaleun_Salute:
vdr1981
10-17-17, 03:19 AM
Hey man so I am using Windows 10 and I have the uplay version of SH5(formerly Steam version). So far no issues with the game until I went to the generic patcher step and checked all of the coding and it matched then I saved it and opened the patcher exe file and followed the File and open instructions however once I hit the first out of the 20 some enters a red message appeared and it said that they do not match stating byte numbers are different. Anyway so I kept hitting enter ignoring it and it continues after almost all "yes" options then I checked to see if it matched and I only had two of them appear out of some 8 or so on your snapshot. So I stopped Uplay thrn did it again but no dice then I restarted my PC and still it persisted. So i decided the hell with it and moved continuing the remaining steps on but now I cannot load my new campaign It has a loading screen but then nothing
I am happy to answer any questions you have
Thanks,
Brad
Did you update your game to official v1.2.0 ?
THEBERBSTER
10-17-17, 04:00 AM
A Warm Welcome To The Subsim Community > Darkmirror35 & Lens
Starfighter24
10-17-17, 09:52 AM
Hi,
I'm installing the mod from a new vanilla sh5.
I saw that installing the full 2.0.0 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4861) I have in JSGME also the 2.0.9.
That's mean that I don't need to install the separate 2.0.9 exe?
Cyborg322
10-17-17, 10:13 AM
Hi,
I'm installing the mod from a new vanilla sh5.
I saw that installing the full 2.0.0 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4861) I have in JSGME also the 2.0.9.
That's mean that I don't need to install the separate 2.0.9 exe?
Enable 2.0 with JSGME then 2.09b and allow it to overwrite the files.
Hope that helps
Regards
Simon
WOLVES OF STEEL MEGAMOD
fitzcarraldo
10-17-17, 10:51 AM
Hi,
I'm installing the mod from a new vanilla sh5.
I saw that installing the full 2.0.0 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4861) I have in JSGME also the 2.0.9.
That's mean that I don't need to install the separate 2.0.9 exe?
Did you install the 1.2 patch for SH5?
Over TWoS 2.0.0 install 2.0.9b with JSGME. Don't forget the TDW patches!
Regards.
Fitzcarraldo :salute:
Starfighter24
10-17-17, 11:34 AM
Sure I started with a fresh 1.2 vanilla.
The I applied the 2.0.0 installer + the patcher. After that in JSGME I already have also the 2.0.9 so I imagine I don't have to download and install the 2.0.9 exe right?
That's only for people that were at a different update?
jibouil
10-17-17, 11:43 AM
If you have that in your JSGME you are good.
The Wolves of Steel 2.0.0
The Wolves of Steel 2.0.9a Update
Try to read the "step by step" in the first page for your install. You just need to follow and play
fitzcarraldo
10-17-17, 12:07 PM
Sure I started with a fresh 1.2 vanilla.
The I applied the 2.0.0 installer + the patcher. After that in JSGME I already have also the 2.0.9 so I imagine I don't have to download and install the 2.0.9 exe right?
That's only for people that were at a different update?
You have now the 2.09b update. Apply it after TWoS 2.0.0. Of course you can play with 2.09 without update to 2.0.9b
Fitzcarraldo :salute:
Starfighter24
10-17-17, 01:36 PM
thanks!:salute:
serezha
10-17-17, 01:58 PM
After installing version 2.09b the fonts are incorrectly displayed
2.0.0:
http://i94.fastpic.ru/big/2017/1017/7c/842e452a8e4d216cad63f3c9deab697c.png
2.0.9b:
http://i89.fastpic.ru/big/2017/1017/66/5340b5bef754df0864df8af456c36266.jpg
The Wolves of Steel 2.0.0
The Wolves of Steel 2.0.9b Update
Aktungbby
10-17-17, 02:04 PM
serezha!:Kaleun_Salute: ...after a 5 year silent run!
Darkmirror35
10-17-17, 02:33 PM
Did you update your game to official v1.2.0 ?
Hey VD,
Thanks for replying so quickly anyway yes I do have 1.20 apparently it was a some problem with th base game itself but I fixed it anyway good news is the mod is fully functioning now however I am no real navigator is there a way to see my self moving on the navigation map haha all of this navigation info is really confusing charts, diagrams etc don’t get me wrong it is really cool!! Just confusing haha
fitzcarraldo
10-17-17, 04:29 PM
After installing version 2.09b the fonts are incorrectly displayed
2.0.0:
http://i94.fastpic.ru/big/2017/1017/7c/842e452a8e4d216cad63f3c9deab697c.png
2.0.9b:
http://i89.fastpic.ru/big/2017/1017/66/5340b5bef754df0864df8af456c36266.jpg
The Wolves of Steel 2.0.0
The Wolves of Steel 2.0.9b Update
Not in my installation with 2.0.9b and 16:9 screen. All OK with fonts.
Fitzcarraldo :Kaleun_Salute:
THEBERBSTER
10-17-17, 05:32 PM
Hi Dm
is there a way to see my self moving on the navigation map You will find the mod in here.
TWoS 2.x.x compatible optional mods and addons (https://www.mediafire.com/folder/6xdh6g4691e3o/TWoS_2.0_Compatible_Aditional_Mods_and_Addons)
Peter
Cyborg322
10-17-17, 09:22 PM
Hey VD,
Thanks for replying so quickly anyway yes I do have 1.20 apparently it was a some problem with th base game itself but I fixed it anyway good news is the mod is fully functioning now however I am no real navigator is there a way to see my self moving on the navigation map haha all of this navigation info is really confusing charts, diagrams etc don’t get me wrong it is really cool!! Just confusing haha
Its an Option just don't enable Real Navigation . ( You can do that at least for the time being, Real Navigation may become part of the Main Mod we are told, its in the hands of the God(s) )
Hey VD,
Thanks for replying so quickly anyway yes I do have 1.20 apparently it was a some problem with th base game itself but I fixed it anyway good news is the mod is fully functioning now however I am no real navigator is there a way to see my self moving on the navigation map haha all of this navigation info is really confusing charts, diagrams etc don’t get me wrong it is really cool!! Just confusing haha
This is just feature of real navigation mod, but before you disable it, try to find some real nav tutorials at YT.
To play TWOS without it is like to play football without ball. Its really most avesome feature of any nav sim out there ever invented :salute:
i recomend you these 2:
(The second one has removed audiotrack from first part, so watch first of my recommended and than continue with the first part of second recommended.)
https://youtu.be/UJ8pHSRxCl8
https://youtu.be/33sXTKl4Qt8
Cyborg322
10-18-17, 09:12 AM
I agree with Palmic, it so much more realistic, Disabling Real Nav is ok just to get the hang of the basics
jibouil
10-18-17, 12:48 PM
I think you need to train before.
you need to know how to use 4 bearing, RAOFB, how to use TDC.
And after it's nice to go on the real navigation. No ?
THEBERBSTER
10-18-17, 02:50 PM
Hi j
It's not that complicated once you start to understand what you need to do.
You can still do a fast 90 degree shoot by using your own course and the targets.
The Option File Edtor Viewer can be set up to give you the true bearing and the targets course, all you need to do is find the speed.
You do not need to use the stadimeter or identify the target.
Position 800 to 1000 metres from the target.
Set your periscope cross hair at 0 is AOB 90 degrees.
The targets speed and torpedo speed will give you the lead angle for the periscope bearing firing position with the 2 dial arrows pointing verically.
Enter the speed, AOB, range 1000 metres in the TDC manually.
The 4 bearing method and RAOBF wheel are not essential for real navigation they are just options that are there for those who wish to use them.
This is just a brief outline of what can be done and you can play real navigation without 100% difficulty until you are ready.
Peter
vdr1981
10-18-17, 04:07 PM
I'm preparing v2.0.9c update which will bring more campaign tuning tweaks and few more new merchant ship types. With this update I'll practically finish importing of merchant vessels which means that I can start adding new warships and escorts. :yep:
You can expect new update in a day or two...
https://s6.postimg.org/56obobnb5/SH5_Img_2017-10-18_22.09.09.png
https://s6.postimg.org/qb86pnwch/SH5_Img_2017-10-18_19.50.35.png
https://s6.postimg.org/4c1s2gn81/SH5_Img_2017-10-18_20.23.47.png
Also I have to say out loud one big Thank You to Peter "TheBerbster" Scott who has already made donation three times trough the available Wolves paypal link.:Kaleun_Salute::salute:
Thank You very much Mate! Sink'Em All :salute:
Do you know how to use goblin editor?:hmmm:
Not really ;/ If you would be kind and help me what I should do in this "Goblin Editor" I will try :)
Pardon my manners, and thanks for great welcome! :) Hi Aktungbby and THEBERBSTER :)
vdr1981
10-18-17, 04:56 PM
Not really ;/ If you would be kind and help me what I should do in this "Goblin Editor" I will try :)
Pardon my manners, and thanks for great welcome! :) Hi Aktungbby and THEBERBSTER :)
I'll explain you tomorrow and until then you can chech this link a bit...http://www.subsim.com/radioroom/showthread.php?t=165805
You'll have to do editing manually since I can not select your resolution...:yep:
THEBERBSTER
10-18-17, 05:14 PM
Hi Vecko
I find this a bit irritating when I exit the Observation Scope I get this outside underwater view which is pretty useless.
https://s1.postimg.org/3j0eedhrlr/Exit_Observation_Scope.png
The attack scope when exiting leaves you inside by the scope not outside.
Why can't the observation scope do the same and leave you inside where at least you can move around?
Peter
Are there wolfpacks in the campaign?
Hoy do you organize them?
New updates are awesome, yesterday i saw 2 holand small split merchants, both with different hull paint :Kaleun_Applaud:
ThePrody
10-19-17, 04:49 AM
guys, a quick question : all those mods that are in the TheWolvesofSteel/Documentation folder , those are optional mods that i can add in the MODS folder and install or they are already installed with the main mod?
vdr1981
10-19-17, 09:46 AM
Hi Vecko
I find this a bit irritating when I exit the Observation Scope I get this outside underwater view which is pretty useless.
The attack scope when exiting leaves you inside by the scope not outside.
Why can't the observation scope do the same and leave you inside where at least you can move around?
Peter
That's how NewUIs teleport function is implemented into the game...:yep:
To avoid that you should:
- Access to obs.scope station manually by clicking the obs.scope mast in the command room or...
- Rise obs.scope with "Page Up" key and then use teleport function...
Haha, i like how this game force immersive play :D
@ThePrody, They are already installed.
nikolaiblakovich
10-19-17, 12:15 PM
aggggh! The mod is great but SH5 itself is so bloody botched.
Thankfully I don't get any ctd but it's just clunky.
Thanks ubisoft/ :k_confused:
Aktungbby
10-19-17, 12:35 PM
nikolaiblakovich!:Kaleun_Salute:
excel4004
10-19-17, 01:08 PM
Are there wolfpacks in the campaign?
Hoy do you organize them?
You can report a sighted convoy/ ship by your radioman. Then B.D.U. tells you to hold contact and not to attack the sighted ship until reinforcement arrives.
Then after a while your watch officer will report you that a sub is sighted, one of your own.
But you wont get any further reports from B.D.U., so what the new sub will do you will never find out. :-?
Cyborg322
10-19-17, 01:29 PM
guys, a quick question : all those mods that are in the TheWolvesofSteel/Documentation folder , those are optional mods that i can add in the MODS folder and install or they are already installed with the main mod?
There are only text files and instructions in " Documents" folder
Regards Simon
:subsim:
WOLVES OF STEEL MEGAMOD
vdr1981
10-19-17, 02:40 PM
Thanks ubisoft/ :k_confused:
You're on wrong address, Ubisoft doesn't live here ...
Welcome to Subsim...
ThePrody
10-19-17, 02:41 PM
@Cyborg 332 Someone answered earlier , those mods are already installed .
The Wolves of Steel - Documentation folder is full with mods, maybe you are mistaking it with other folder .
Also, i was curios about another aspect : how is the AI compared with the AI of some SH3 mega mod like GWX or NYGM ? They can spot your uboat fast? Are the escorts deadly ?
THEBERBSTER
10-19-17, 02:42 PM
A Warm Welcome To The Subsim Community > nikolaiblakovich
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
I'll explain you tomorrow and until then you can chech this link a bit...http://www.subsim.com/radioroom/showthread.php?t=165805
You'll have to do editing manually since I can not select your resolution...:yep:
I read lorka42 topic and I configure a program. Waiting for next instruction ;) Thanks!
vdr1981
10-19-17, 02:47 PM
@Cyborg 332 Someone answered earlier , those mods are already installed .
The Wolves of Steel - Documentation folder is full with mods, maybe you are mistaking it with other folder .
Those are just credits and readme files of various mods included in TWoS, not the mods it self of course...Why would I place mods inside "Documentation" folder anyway ?
ThePrody
10-19-17, 02:57 PM
Oh , i see :) , thanks !
vdr1981
10-19-17, 03:52 PM
I read lorka42 topic and I configure a program. Waiting for next instruction ;) Thanks!
Ok. Now You have to open Cameras.gr2 file with goblin editor and merge corresponding Cameras.cam file (both placed in data/Library folder).
Then, adjust "AngularAngle" values for both Dummy_Cam_Obs_Periscope and Dummy_Cam_Periscope bones untill your RAOBF calculations are correct. You can test your new settings in RAOBF test mission for example.
https://s6.postimg.org/5isqxuk3x/Untitled.png (https://postimg.org/image/5isqxuk3x/) https://s6.postimg.org/hko4s0125/Untitled2.png (https://postimg.org/image/hko4s0125/)
EDIT
When you set your measured angular height of Renger tanker from RAOBF mission to be exactly 8,2 deg, you are good to go and your calculations will be correct for all other ships as well...
https://s6.postimg.org/dd7wx3ect/SH5_Img_2017-01-25_00.25.57.jpg (https://postimg.org/image/dd7wx3ect/)
How to switch enigma in January 1940 back to 1939?
I got message dated back to October
vdr1981
10-21-17, 02:26 AM
How to switch enigma in January 1940 back to 1939?
I got message dated back to October
Emigma M4 PDF manual, TWoS documentation folder, bottom of page No. 2...:salute:
ThePrody
10-21-17, 04:54 AM
if you use mouse scroll wheel over the year on that notepad it should change it
Ok. Now You have to open Cameras.gr2 file with goblin editor and merge corresponding Cameras.cam file (both placed in data/Library folder).
Then, adjust "AngularAngle" values for both Dummy_Cam_Obs_Periscope and Dummy_Cam_Periscope bones untill your RAOBF calculations are correct. You can test your new settings in RAOBF test mission for example.
https://s6.postimg.org/5isqxuk3x/Untitled.png (https://postimg.org/image/5isqxuk3x/) https://s6.postimg.org/hko4s0125/Untitled2.png (https://postimg.org/image/hko4s0125/)
EDIT
When you set your measured angular height of Renger tanker from RAOBF mission to be exactly 8,2 deg, you are good to go and your calculations will be correct for all other ships as well...
https://s6.postimg.org/dd7wx3ect/SH5_Img_2017-01-25_00.25.57.jpg (https://postimg.org/image/dd7wx3ect/)
Thank you vdr1981 :) it's working :) The proper value for me is 92.1
Emigma M4 PDF manual, TWoS documentation folder, bottom of page No. 2...:salute:
Danke :salute:
how do you change to sh 3 ui?
ThePrody
10-21-17, 12:23 PM
Guys, how do you rate the AI compared to the mega mods of sH3 like GWX or NYGM?
How good are the enemies at detecting your uboat? How efficient are the escorts? I'm curious about stuff like that, so far the game looks beautiful and is very stable .
Cyborg322
10-21-17, 12:52 PM
how do you change to sh 3 ui?
With the TDW Options Editor/File viewer
https://www.youtube.com/watch?v=JyRQ3t6df-Y
Simon
fitzcarraldo
10-21-17, 01:11 PM
how do you change to sh 3 ui?
Use the OFEV application. See Cyborg post bellow.
Fitzcarraldo
Thank you vdr1981 :) it's working :) The proper value for me is 92.1
Hi !
Could you please release this mod to make SH5 playable in 21:9 screen resolutions?
I would appreciate it very much !
:Kaleun_Salute:
Txema
me too, for triple screen :ping:
vdr1981
10-22-17, 01:37 AM
Hi !
Could you please release this mod to make SH5 playable in 21:9 screen resolutions?
I would appreciate it very much !
:Kaleun_Salute:
Txema
me too, for triple screen :ping:
I'll try to add optional 21:9 resolution patch to TWoS optional mods installer this afternoon...
It would be maybe good to prepare new standalone installation of current version.
There is some mod in twos, which was renamed and after installation of current update it's duplicated. It has to be confusing for new players as hell.
Hi !
Could you please release this mod to make SH5 playable in 21:9 screen resolutions?
I would appreciate it very much !
:Kaleun_Salute:
Txema
If you called a mod that change in cameras.gr2 file I can upload my configuration ;)
https://drive.google.com/open?id=0B7_alu0muxCVdmhzbFB0RzFHdGs
General 21:9 format is fully playable, but I had a problem with proper calculation via RAOBF - not shure if still is a good, but it's better.
I'll try to add optional 21:9 resolution patch to TWoS optional mods installer this afternoon...
If this mod will be available I can help to improve it. In my opinion FOV on first person is little too big. But Im not sure what dummy_cam is responsible for this.
vdr1981
10-22-17, 10:27 AM
It would be maybe good to prepare new standalone installation of current version.
There is some mod in twos, which was renamed and after installation of current update it's duplicated. It has to be confusing for new players as hell.
I upload new standalone version with almost every new update...Is that what you mean?:hmmm:
General 21:9 format is fully playable, but I had a problem with proper calculation via RAOBF - not shure if still is a good, but it's better.
How much did you measure for Ranger tanker in RAOBF mission? 8,something deg?
How much did you measure for Ranger tanker in RAOBF mission? 8,something deg?
I played a tutorial for RAOBF and after a tutorial there is possible to check random ship. My calculations for range are +/- 100m with one is good but AoB is bad +/- 15º this is too high to prepare a good shoot.
vdr1981
10-22-17, 11:28 AM
https://s6.postimg.org/syu0crsfl/SH5_Img_2017-10-21_22.36.58.png https://s6.postimg.org/wify2lakx/SH5_Img_2017-10-18_19.50.35.png
https://s6.postimg.org/46ue50vo1/SH5_Img_2017-10-18_20.23.47.png https://s6.postimg.org/6mw7jf3m9/SH5_Img_2017-10-18_22.09.09.png
The Wolves of Steel v2.0.9c
- Adjusted start and ending dates of newly added campaign traffic layers in all campaigns in order to avoid appearance of enemy merchants in axis ports in late war years.
- Added new traffic campaign layer to Turning Point campaign as well, fixed TP campaign start CTD problem previously detected in this campaign chapter in v2.0.9a.
- Added three more new merchant ship types.
- Added Strasbourg battleship.
- Completely removed unused OHII "Z" ships from campaign layers and nations roster.
- Iluminated ships multy paint variations for permanently neutral nations, "Hap" medium TT variation 2-iluminated.
- Various file, nations roster and campaign layers fine tuning tweaks.
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Happy Hunting!
mikaelanderlund
10-22-17, 11:37 AM
:up::up::up::up::up:
:salute: Mikael
Muckenberg
10-22-17, 11:52 AM
Thanks.
Still a small question. There is a mod on the Subsim that adds the Gneisenau Battlecruiser after the 6x381. Do not you think you would add it to your war-ship update?
I still have a German 1936 class destroyer, I think it's from TDW's Magnum Opus. If you would like to add this Destroyer I would like to give you the files.
Ironbostik84
10-22-17, 12:54 PM
Hi all,
Downloaded the mod two days ago and totally in love with it.
I have just two questions:
1) what shall I do when Enigma is using a wrong year? (I started the Baltic Operations in 1939, received a message, went to decode but Enigma is set at 1941)
2) Is it normal when I give engine orders underwater, it respondes always with a notch less than the one I ordered? (I.e. I click on 3, which is full ahead, but indicator stops on 2)
Thanks
excel4004
10-22-17, 01:22 PM
Hi all,
Downloaded the mod two days ago and totally in love with it.
I have just two questions:
1) what shall I do when Enigma is using a wrong year? (I started the Baltic Operations in 1939, received a message, went to decode but Enigma is set at 1941)
2) Is it normal when I give engine orders underwater, it respondes always with a notch less than the one I ordered? (I.e. I click on 3, which is full ahead, but indicator stops on 2)
Thanks
1) Enigma: You can scroll the years directly over the indicated "year icon".
2) Yes, thats normal and no problem at all because the speed of the sub will be the selected one so you can ignore this little bug.:salute:
Ironbostik84
10-22-17, 01:30 PM
1) Enigma: You can scroll the years directly over the indicated "year icon".
2) Yes, thats normal and no problem at all because the speed of the sub will be the selected one so you can ignore this little bug.:salute:
Didn't find where to scroll the years for Enigma.
Noted for the speed "bug"
Thanks!
excel4004
10-22-17, 01:36 PM
HN convoys operated between Norway and GB until April 1940 and especially in last two months, as you can see on this link...http://www.warsailors.com/convoys/hnondates.html
It was just lucky coincidence that this convoy was unescorted, usually they are spawned in game with 1-4 escort ships...
I've just found the link above and I must say that I'm sometimes quite surprised how much SH5 campaign files are actually historically correct...:yep:
Thanks for the nice Link Vecko and sure for the new update! :up::salute:
I read that at that times the escorts supported the convoys about 300sm from Norway to England and got again support about 300sm at the east side from England. So it was a "realistic bug" when i found this convoy in the middle of the north sea without escorts. :D
Nine ships sunk btw., hope the sailors reached the country but sure..the chances where small - war is hell.
excel4004
10-22-17, 01:41 PM
Didn't find where to scroll the years for Enigma.
Noted for the speed "bug"
Thanks!
At the left bottom corner directly on the Enigma machine itself you can read the Year on a yellow background. Just move your cursor over there and scroll with the mouse wheel - thats all. :salute:
vdr1981
10-22-17, 02:26 PM
Thanks.
Still a small question. There is a mod on the Subsim that adds the Gneisenau Battlecruiser after the 6x381. Do not you think you would add it to your war-ship update?
I still have a German 1936 class destroyer, I think it's from TDW's Magnum Opus. If you would like to add this Destroyer I would like to give you the files.
Send them over.:salute: I'll see what's going on...
Cyborg322
10-22-17, 03:34 PM
me too, for triple screen :ping:
Which Post are you referring to ? Look bottom right corner click on quote
"me too" means nothing. provide more info, saves guesswork and you are more likely to get a reply
Thanks
Simon
downloaded the update, but I am in the Brest Air Raid for the forseeable future it seems,:D
sent you a few beer tokens also, modding is thirsty work:Kaleun_Salute:
vdr1981
10-22-17, 04:09 PM
downloaded the update, but I am in the Brest Air Raid for the forseeable future it seems,:D
sent you a few beer tokens also, modding is thirsty work:Kaleun_Salute:
Thank you very much Captain! Enjoy TWoS , but not to much...You have meshes to import...:D
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Cyborg322
10-22-17, 04:12 PM
Thanks For the Update
Simon
I meant that I am searching for a 21:9 resolution too. I have 3 monitors here but SH isn't working with that resolution (5792x1080). It would be AWESOME to simulate it on all 3 monitors (triple screen).
THX ALOT :D:up:
THEBERBSTER
10-23-17, 04:08 AM
Hi MCM
5792 that is a strange number?
I would have expected to see a 5760 resolution.:hmmm:
Peter
exactly right! But I have a brezel correction that brings it up to this. 5760x1080 would be the case, the rest is done via the nvidia drivers.
jibouil
10-23-17, 08:59 AM
Hi,
I have often some message that tell me to report my situation. How can i do that ? im at the beginning of the campain (oct 1939). i Can't have the option with my radar man
Cyborg322
10-23-17, 11:23 AM
Hi,
I have often some message that tell me to report my situation. How can i do that ? im at the beginning of the campain (oct 1939). i Can't have the option with my radar man
Hi Jibouil :Kaleun_Salute:
The Navigator reports Position and the Radar/Radioman sends Status reports. 2 ways of doing it 1. thru Dialogue With Dieter EPP 2. By the Crew interaction Icons bottom middle of screen. you should then stop getting messages from BDU ( Highlighted in Blue )
I did have a problem with not being able to use the Icon route myself the option was not available but this was resolved with 1 off the updates. I'm still on v 2.09a (I found a way of using EMCCD with bugging out) so I don't know if same problem has emerged again
Simon
:subsim: WOLVES OF STEEL MEGAMOD
Cyborg322
10-23-17, 11:32 AM
downloaded the update, but I am in the Brest Air Raid for the forseeable future it seems,:D
sent you a few beer tokens also, modding is thirsty work:Kaleun_Salute:
Hi Mkiii :Kaleun_Salute:
Get in your Type IX you will get out of there quicker :03:
Simon
vdr1981
10-23-17, 11:41 AM
Hi Mkiii :Kaleun_Salute:
Get in your Type IX you will get out of there quicker :03:
Simon
Indian ocean and American coastal waters are waiting...:)
excel4004
10-23-17, 02:13 PM
Indian ocean and American coastal waters are waiting...:)
:yeah::yeah::yeah:
fitzcarraldo
10-23-17, 05:16 PM
Thanks for the new update, Vecko. Installing now!
Awesome work, as ever.
Fitzcarraldo :Kaleun_Salute:
Dieselglock
10-24-17, 03:37 AM
I recently downloaded and have just finished my first mission in the mod enjoying it very much. Is it still recommended to do a full fresh SH5 install when going from 2.0 to 2.09c. Docked in Kiel at this time. Would like to keep my present career going. Great work on the mod.
excel4004
10-24-17, 03:38 AM
Yep! On the way to Färöer Islands with TWoS 2.09c on board! :salute::D
Vecko, i the past you wrote that its not necessary to save and reload the game when entering the port. You said you were able to fix the stability problems.
But whats about.. Occasional save and complete restart of the game in between the actions/encounters or when approaching an area with potentially dense sea/air traffic is highly recommended (at least once in ~72h of sim time)! Its still necessary to start the game after 72h sim time and what does starting mean. Its ok when saving the game and getting back to game menu and reloading the saved game, or does it mean leaving the game to desktop and starting the game new by sh.exe?
and.. Ease your TC and try to limit duration of your playing sessions while operating in areas with dense air and sea traffic (like Baltic, North Sea, Mediterranean , British coastal waters, Bay of Biscay after 1943 ect). Fail safe midnight gamesave every ~48h of sim time is also highly recommendedAlso still necessary and if it is so can you pls explain why? Thanks a lot.
THEBERBSTER
10-24-17, 08:46 AM
Hi Diesel
Is it still recommended to do a full fresh SH5 install when going from 2.0 to 2.09c. Only if you want to have the full benefit of the update.
You would however need to start a new career.
If you want to keep your existing career then when you move to the next campaign you will get the full benefit of the update.
Personally I would start a new career as the Baltic Operation first mission is quite short and I would already have a certain amount of experienc doing it a second time that would be useful.
Peter
Dieselglock
10-24-17, 09:54 AM
Thank you Peter
KirinFrost
10-24-17, 11:05 AM
Hello guys, does anyone know if the sort of ix boat mod works with this mod? :D
Cause i really want to play as the CO of a type IX boat right from the start lol :P
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