Log in

View Full Version : [REL]The Wolves of Steel - SH5 Megamod


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 [37] 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58

Cyborg322
10-24-17, 07:15 PM
Hi Vecko

Came across this little stunner Coal Ship 2900t lit up like a Christmas tree after 2 Deckgun hits and we are only in October RIP in the North Sea 5 hits

https://i.imgur.com/czoIL7M.jpg

Missing damage textures UV ? looks much brighter in Game

Simon

vdr1981
10-25-17, 01:46 AM
Hi Vecko

Came across this little stunner Coal Ship 2900t lit up like a Christmas tree after 2 Deckgun hits and we are only in October RIP in the North Sea 5 hits

https://i.imgur.com/czoIL7M.jpg

Missing damage textures UV ? looks much brighter in Game

Simon
I've noticed the same problem but on different ship type. I'll check their zon files this afternoon...

SS Norholm
10-25-17, 08:10 AM
Thanks for the latest update Vecko. I installed it correctly in port this time! :03:
Before i head out on patrol again, can we expect another update soon? Or are we good to hunt for a few days?

Keep up the good work fella. :salute:

John.

KirinFrost
10-25-17, 09:23 AM
Can anyone tell me how to restore map contact update and auto tdc while using this mega mod pls? I know its a feature but i really want it back :(

And i noticed that the mod prevents the GHG listening apparatus from picking up contacts on the surface which should not be the case.

I have researched on it before and i think that since the GHG is placed below the waterline, it should pick up contacts on the surface as well. Any idea on how to disable this particular mod inside the modpack? :)

vdr1981
10-25-17, 10:52 AM
Hi Vecko

Came across this little stunner Coal Ship 2900t lit up like a Christmas tree after 2 Deckgun hits and we are only in October RIP in the North Sea 5 hits

https://i.imgur.com/czoIL7M.jpg

Missing damage textures UV ? looks much brighter in Game

Simon

Ok, I have found what is the problem and fixing it right now :yep:...If anyone encounters the same issue with some other ship type, please let me know. This texture glitch can also potentially cause CTD so it has to be solved ASAP...:yep: Just make sure to include screenshot in your post as Cyborg322 did...

vdr1981
10-25-17, 03:20 PM
Ok, I have found what is the problem and fixing it right now :yep:...If anyone encounters the same issue with some other ship type, please let me know. This texture glitch can also potentially cause CTD so it has to be solved ASAP...:yep: Just make sure to include screenshot in your post as Cyborg322 did...

Ok, I think I have fixed few encountered problems with v2.0.9c although my previous request is still valid... You can check my signature for new v2.0.9d update.

Note that Captains who are using v2.0.9a to v2.0.9c should be able to activate new update at the sea (in patrol) as well...:yep:

Cheers!

v2.0.9d
- New destroyer type (Chacal, France)
- Important zon file fixes for two imported ship types (damaged unit texture glitch).
- Various file, nations roster and campaign layers fixes and fine tuning tweaks.
- TWoS credits updated with the names of latest outstanding TWoS supporters: Mark "mkiii" Keen, thank You very much Captain!

https://s6.postimg.org/9bnby9eyp/SH5_Img_2017-10-24_22.13.09.png

fitzcarraldo
10-25-17, 06:45 PM
Another update! Great! Downloading now. Many thanks!

Fitzcarraldo :Kaleun_Salute:

excel4004
10-25-17, 07:22 PM
The new lighted ships are very beautiful! Many thanks Vecko! And also the other new different ships makes the game more alive again - great stuff here!! :D :up:


I did the campaign process workaround from CW to HT.

I still have my VIIA, i read in HT stock sub is VIIB. How the way to get a VIIB? Only with JSGME "VIIB from the beginning", or is there another solution? :hmmm:

Later in the campaigns the VIIC and so on is waiting too and i think i need always the Campaign process workaround method for switching my campaigns. So how to get all these boats in future too? Is there any kind of promotion includes the game or or you have to change these manually?

palmic
10-26-17, 05:06 AM
i saw gwx last weekend and it look also very nice, particularly hanged food around, atmosphere is much better there thanks to better lightning, but i could never go back to waypoints from real navigation :)

New updates to twos are best of last year :salute:

Skvid
10-26-17, 09:22 AM
So after playing a bit more i have a couple of observations:

Some of the sound effects, which i assume are modded (if not, i would really appreciate if someone could provide me with a decent sfx mod, if one exists) are really bad, to name a few:

*Depth charge explosions: theres only one type of sound bite, and its cheapo bang with what i can only assume glass shattering followed by it. Which is ridicilous. Doesnt even matter if it misses you. And hearing the identical sound over and over again gets old fast. I wouldn't be surprised if the sfx sample is just a ripped audio file from das boot, im sorry but it doesn't work in this game.

Short loops/variance in rain and wave splash sound effects, its very noticable and annoying. If there is a way to disable these, like delete the sound files or smth i would like to do so.

Also, i don't know if i should hear it, but i can't hear the splashes of depth charges being dropped, only the crew saying "wasserbomben!" The explosions arent audible through hydrophone either, maybe its a good thing because it would be deafening i imagine, but lack of any sound que breaks immersion... Less than a glass shattering sfx i mentioned earlier though.

Oh and again, dont know if its supposed to sound like that, but torpedo boat sounds weird as hell through sonar, almost like... well... a torpedo. Apart from sound, it appears to be able to track me when im submerged just as well as a destroyer, which i find weird, they also spot a periscope in high, 15m/s wind, seas. And the best part... one boat i encountered was just casually blazing in full open fire while chasing me around, it was like that when i saw it. (im not using any other mods). Btw while we are on topic of torp boats, do they actually fire their torpedoes?

The knob on the hydrophone doesn't do anything when i turn it :(

Cyborg322
10-26-17, 12:21 PM
So after playing a bit more i have a couple of observations:

Some of the sound effects, which i assume are modded (if not, i would really appreciate if someone could provide me with a decent sfx mod, if one exists) are really bad, to name a few:

*Depth charge explosions: theres only one type of sound bite, and its cheapo bang with what i can only assume glass shattering followed by it. Which is ridicilous. Doesnt even matter if it misses you. And hearing the identical sound over and over again gets old fast. I wouldn't be surprised if the sfx sample is just a ripped audio file from das boot, im sorry but it doesn't work in this game.

Short loops/variance in rain and wave splash sound effects, its very noticable and annoying. If there is a way to disable these, like delete the sound files or smth i would like to do so.

Also, i don't know if i should hear it, but i can't hear the splashes of depth charges being dropped, only the crew saying "wasserbomben!" The explosions arent audible through hydrophone either, maybe its a good thing because it would be deafening i imagine, but lack of any sound que breaks immersion... Less than a glass shattering sfx i mentioned earlier though.

Oh and again, dont know if its supposed to sound like that, but torpedo boat sounds weird as hell through sonar, almost like... well... a torpedo. Apart from sound, it appears to be able to track me when im submerged just as well as a destroyer, which i find weird, they also spot a periscope in high, 15m/s wind, seas. And the best part... one boat i encountered was just casually blazing in full open fire while chasing me around, it was like that when i saw it. (im not using any other mods). Btw while we are on topic of torp boats, do they actually fire their torpedoes?

The knob on the hydrophone doesn't do anything when i turn it :(

HI SKvid


Most of these sound issues are inherent in the vanilla game and not related to the Wolves of Steel Mod

If there were better examples of sound effects I'm sure they would be considered

I'm not sure why you would want to listen to depth charges thru the Hydrophone you can hear them in the Sub

"Short loops/variance in rain and wave splash sound effects" are due to game limitations, there may be some limited for improvements but in all honesty I've not found them that noticeable or bothersome

The Torpedo boats are not fully functional but have a degree of firepower . working torpedoes would not be easy to address

In high seas your Sub would be more noticeable at periscope depth the whole upper deck would be visible at times as the depth undulates noticeably Go deeper .

If you are still being pursued go even deeper fast deploy decoys go to silent running any noise will be detected, this should shake them off

If you see a Destroyer firing at what seems randomly there is probably another Allied ship or Boat in the area or even more likely they are being attacked from the Air, Have you considered that ?

The Volume Knob on the Hydrophone station has never worked another Stock game omission blame Ubisoft

Simon

fitzcarraldo
10-26-17, 12:27 PM
SKvid; you could use the Das Boot sound mod but conserve the sh file of TWoS in the sound folder. It works with TWoS. Try it. All the SH series have a lot of problems with sound effects. SH4 is disastrous in this aspect.

Fitzcarraldo

Skvid
10-26-17, 12:56 PM
HI SKvid


Most of these sound issues are inherent in the vanilla game and not related to the Wolves of Steel Mod

If there were better examples of sound effects I'm sure they would be considered

I'm not sure why you would want to listen to depth charges thru the Hydrophone you can hear them in the Sub

"Short loops/variance in rain and wave splash sound effects" are due to game limitations, there may be some limited for improvements but in all honesty I've not found them that noticeable or bothersome

The Torpedo boats are not fully functional but have a degree of firepower . working torpedoes would not be easy to address

In high seas your Sub would be more noticeable at periscope depth the whole upper deck would be visible at times as the depth undulates noticeably Go deeper .

If you are still being pursued go even deeper fast deploy decoys go to silent running any noise will be detected, this should shake them off

If you see a Destroyer firing at what seems randomly there is probably another Allied ship or Boat in the area or even more likely they are being attacked from the Air, Have you considered that ?

The Volume Knob on the Hydrophone station has never worked another Stock game omission blame Ubisoft

Simon

Hey Simon, thanks for addressing all of my points in your response!

It's a shame about the limitations of the game, as for your other points:

In high seas your Sub would be more noticeable at periscope depth the whole upper deck would be visible at times as the depth undulates noticeably Go deeper .

If you are still being pursued go even deeper fast deploy decoys go to silent running any noise will be detected, this should shake them off

Are we still talking about torp boats here? The way i figured it their low vantage point would make it very unlikely to spot me in high seas, i mean i could barely spot them through my periscope in between the waves. But its good to know that the game actually simulates the whole "uncovering in between the swells" aspect, and its not just cosmetical. I thought that i was hidden as long as the submerged icon was on. Wonder how game simulates it, bit early for ray casting tech.

Are the torp boats equipped with passive sonar?

If you see a Destroyer firing at what seems randomly there is probably another Allied ship or Boat in the area or even more likely they are being attacked from the Air, Have you considered that ?
I haven't encountered that. Hopefully i will. Does the BdU actually form wolfpacks in this game? I.e i send a convoy contact report and they tell me to shadow it and wait for reinforcements.

Anyway, heres a video ive found of what appears to be a vanilla sh5, listen to those depth charges @ 3:09 mark. Unrealistic? Yeah sounds like ground artillery, but still way way WAY better than the ones we have in the mod.
https://youtu.be/Ct0rIz2BPi0?t=184

p.s Any idea how long will the mod downloads be disabled for free users? Atm they only allow to download if you have donated, it wasn't like that 2 days ago. ;/

Skvid
10-26-17, 01:07 PM
SKvid; you could use the Das Boot sound mod but conserve the sh file of TWoS in the sound folder. It works with TWoS. Try it. All the SH series have a lot of problems with sound effects. SH4 is disastrous in this aspect.

Fitzcarraldo

I have no problems with default robot voices of the crew, it doesn't bother me. Poorly blended clips from the movie would... be bothersome however. I do admire what they tried to achieve, though.

Skvid
10-26-17, 01:21 PM
Oh and while we're on the topic of sounds. Am i deaf or only the sound guy can differentiate ships that are closing/constant/moving away from you. It all sounds the same, there is no audible doppler effect. Sure i can pick out the change of sound volume going stronger/fainter over 10 minutes, but not instantaneously like he does. This is where the volume knob would come in handy, i guess it works for him :D

Cyborg322
10-26-17, 01:49 PM
i saw gwx last weekend and it look also very nice, particularly hanged food around, atmosphere is much better there thanks to better lightning, but i could never go back to waypoints from real navigation :)

New updates to twos are best of last year :salute:

Hi Palmic

I tried out the SilentMichals Mod with WOS ( With the food/crates/added eating area etc )

http://www.subsim.com/radioroom/showthread.php?t=200862

Just out of sheer curiosity, it looks nice adds a little more "Lived In Atmosphere" look, I quite liked it albeit maybe not totally historically Accurate, not sure.

I was surprised it worked , I ran with it for a few days got a CTD removed it could of been co-incidental .

I only wanted to take a look at it as I say it had served its purpose , I did not fully check out Conflicts in JSGME

Simon
:subsim:WOLVES OF STEEL MEGAMOD

Cyborg322
10-26-17, 02:17 PM
Quote :

p.s Any idea how long will the mod downloads be disabled for free users? Atm they only allow to download if you have donated, it wasn't like that 2 days ago. ;/ unquote


You can download a limited number of mods per day , Megamods are subscribers only as far as I know

Simon

pvtoloko
10-26-17, 04:52 PM
Hola camaradas tengo una duda...se puede jugar sin conexión a Internet? Con la sopa de Solver si e jugado con un mod de exe que no conexión pero con este mod me da error y se cierra juego. Pueden ayudarme? Gracias

Cyborg322
10-26-17, 06:27 PM
Hola camaradas tengo una duda...se puede jugar sin conexión a Internet? Con la sopa de Solver si e jugado con un mod de exe que no conexión pero con este mod me da error y se cierra juego. Pueden ayudarme? Gracias

Holas pvtoloko
:Kaleun_Salute:

Bienvenido a Subsim , necesitas internet para actualizar la campaña.
que mod estas usando ? no estoy seguro de qué " sopa de Solver " es, pero puedo adivinar. eres mejor con un genuino exe.

Estas usando TDW Generic Patcher ? eso será de ayuda, con suerte, alguien que habla mejor español que yo puede ayudarte más.
perdón por eso

Simon

kevinsue
10-26-17, 07:31 PM
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

Well I tried that and didn't have any luck because for some reason, I don't have an Anchor docking icon in the Kiel bunker. :hmmm:

http://i64.tinypic.com/2qsmrmw.jpg

Cyborg322
10-26-17, 08:12 PM
@kevinsue The icon is not there as you are already in dock. The docking Icon is visible on the approach to Keil some distance from the bunker but wait for Berbster to clarify

kevinsue
10-26-17, 11:02 PM
@kevinsue The icon is not there as you are already in dock. The docking Icon is visible on the approach to Keil some distance from the bunker but wait for Berbster to clarify

I started a new campaign with La Spezia as the home port and the anchor icon is definitely there when you board your boat. :yep: After doing the Kiel canal quite a number of times, I didn't feel like facing that long and tedious voyage from Kiel to La Spezia yet again...:nope:

http://i65.tinypic.com/2q03b46.jpg

excel4004
10-27-17, 12:25 AM
I started a new campaign with La Spezia as the home port and the anchor icon is definitely there when you board your boat. :yep: After doing the Kiel canal quite a number of times, I didn't feel like facing that long and tedious voyage from Kiel to La Spezia yet again...:nope:

http://i65.tinypic.com/2q03b46.jpg

- I can't dock/end patrol? The orange anchor icon doesn't appear?
Save and reload the game. The "anchor" should appear then... Try this near the port, that helps 100%. :salute:

Skvid
10-27-17, 06:59 AM
So i ran into a pair of destroyers on patrol at night, and i approached them while submerged, i was going at flank speed though. As i pulled up my periscope at around 3km distance i got spotted immediately.

What followed was weird... I dived to 70m and tried to be sneaky, silent mode and all that, i would even shut off the engines if i heard them slowing down through my hydro. Nothing helped, this went on for forever, i tried everything.

i went afk for a couple of times since i thought time compression might be messing with the game and ruining my stealthy attempts to gain distance. Nope they were still on me.

After a while they stopped depth charging and pinging me, and they didnt depth charge that much, i doubt they run out of charges. They just started circling in these tiny circles at flank speeds about 1 km from my position.

There is no way they could hear me running on silent while they were pushing their engines. They didnt ping either. And they kept shadowing me like this till i ran out of batteries. Its ridiculous.

Tonci87
10-27-17, 07:01 AM
So i ran into a pair of destroyers on patrol at night, and i approached them while submerged, i was going at flank speed though. As i pulled up my periscope at around 3km distance i got spotted immediately.

What followed was weird... I dived to 70m and tried to be sneaky, silent mode and all that, i would even shut off the engines if i heard them slowing down through my hydro. Nothing helped, this went on for forever, i tried everything.

i went afk for a couple of times since i thought time compression might be messing with the game and ruining my stealthy attempts to gain distance. Nope they were still on me.

After a while they stopped depth charging and pinging me, and they didnt depth charge that much, i doubt they run out of charges. They just started circling in these tiny circles at flank speeds about 1 km from my position.

There is no way they could hear me running on silent while they were pushing their engines. They didnt ping either. And they kept shadowing me like this till i ran out of batteries. Its ridiculous.


Known AI Bug, they get "stuck" to you sometimes. The only thing you can do is to save a reload.

Most annoying problem this game has.

If that bug could be fixed, it would improve the game by a lot.

Skvid
10-27-17, 07:07 AM
Known AI Bug, they get "stuck" to you sometimes. The only thing you can do is to save a reload.

Most annoying problem this game has.

If that bug could be fixed, it would improve the game by a lot.

God damn it... Any idea what triggers it? It was early in my session, out in the open sea, far from any ports. They were my first contacts.

Tonci87
10-27-17, 07:09 AM
God damn it... Any idea what triggers it? It was early in my session, out in the open sea, far from any ports. They were my first contacts.

I think it is completely random. Maybe someone else knows more about this. Thankfully it is also kind of rare.
But if it happens, it is of course totally game breaking.

Skvid
10-27-17, 07:18 AM
I think it is completely random. Maybe someone else knows more about this. Thankfully it is also kind of rare.
But if it happens, it is of course totally game breaking.

Alright, thanks.

excel4004
10-27-17, 07:21 AM
I think it is completely random. Maybe someone else knows more about this. Thankfully it is also kind of rare.
But if it happens, it is of course totally game breaking.

The problem:

- I have friendly/enemy warship stuck with me, she's matching my speed and course without attacking me? If I command "all stop", she will do tight circles?!
"Sticky destroyers" are known stock game bug...Simple save/reload the game to get rid of the issue and to unstuck ships AI...When iam attacked by destroyers iam saving/reloading the game after a while. Always a good idea to have a "fair", "good" fight against escorts because of the known bug.

Xall
10-27-17, 10:15 AM
Hello everyone.
I am getting this issue where I have completed Happy Times, and it asks me if I want to be the commander of a new Uboat, which would be the Type7c.

If I press yes, it will end the chapater and allow me to select the next one.
However, the game loads and for a brief momment I hear I am in the docks, after about a half a second the game crashes.

It does not matter which chaper I pick, mare or the other one.

However the game works fine if I say no, and keep my Type7B.

How can I fix this, or is there even a way to modify the save to change to the Type C? I just want the new Uboat really.

Thanks in advance, and much love for this mod.

vdr1981
10-27-17, 10:16 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.. 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.. Also still necessary and if it is so can you pls explain why? Thanks a lot.
These tips were especially important in old TWoS version because if you would not follow them, the game would probably CTD after some time.

This was the big problem which was and still is torturing all SH5 modlists for years.

Luckily, this is not the case in TWoS anymore but I decided to keep those tips because they can not do any harm plus, it appears that shorter playing sessions in mentioned areas have positive impact on game performances and encountered AI units (especially airplanes) ...



I have researched on it before and i think that since the GHG is placed below the waterline, it should pick up contacts on the surface as well. Any idea on how to disable this particular mod inside the modpack? :)

This is true, but since realistic implementation of GHG surface detection abilities is not possible due to SH limitations (sonarmen reports contacts even with diesel roaring at 15+ knots), it is better solution to restrict all hydrophones to underwater operations only...

vdr1981
10-27-17, 10:19 AM
Hello everyone.
I am getting this issue where I have completed Happy Times, and it asks me if I want to be the commander of a new Uboat, which would be the Type7c.

If I press yes, it will end the chapater and allow me to select the next one.
However, the game loads and for a brief momment I hear I am in the docks, after about a half a second the game crashes.

It does not matter which chaper I pick, mare or the other one.

However the game works fine if I say no, and keep my Type7B.

How can I fix this, or is there even a way to modify the save to change to the Type C? I just want the new Uboat really.

Thanks in advance, and much love for this mod.
More details please... http://www.subsim.com/radioroom/showpost.php?p=2345885&postcount=2657
JSGME modlist in particular...

vdr1981
10-27-17, 10:29 AM
I did the campaign process workaround from CW to HT.

I still have my VIIA, i read in HT stock sub is VIIB. How the way to get a VIIB? Only with JSGME "VIIB from the beginning", or is there another solution? :hmmm:

Later in the campaigns the VIIC and so on is waiting too and i think i need always the Campaign process workaround method for switching my campaigns. So how to get all these boats in future too? Is there any kind of promotion includes the game or or you have to change these manually?

Sub offers have nothing to do with campaign transfer workround (AKA Alternative campaign progression method).
New sub offers are mainly influenced by your current rating points which can be seen in your KSD commander profile. If your rating is 0 or even negative (-1, -2) due to low tonnage or skipped patrolls and neutral kills, then BdU may newer offer you a new boat.
If this is the case and you want to cheat a bit in order to get new sub, PM me and I'll tell you what to do...:yep:

Well I tried that and didn't have any luck because for some reason, I don't have an Anchor docking icon in the Kiel bunker. :hmmm:


I edited campaign files long time ago to prevent exactly what you are trying to accomplish...:D

Xall
10-27-17, 10:51 AM
More details please... http://www.subsim.com/radioroom/showpost.php?p=2345885&postcount=2657
JSGME modlist in particular...

Sure np.
Operating System = Windows 10
System Specs = Ryzen 1800x GTX 1080 Ti 8 gigs of ddr 5 ram
Game Version Steam With the modfied .exe
Confrim check: I found nothing regarding this issue, here or on google.
Mods are as follows:

The Wolves of Steel 2.0.0
The Wolves os Steel 2.0.9 Update
TWos Real Navigation
TWos 8x5 Resolution Patch
Unterseeboot SFX
EquaTool 01.01 by AvM - Large Style
Speech Recognition_MiTons_NewUI_Edition_v0.4_english
Speech Recognition_MiTons_NewUI_Edition_v0.4.1_english

(I have tested by removing the unofficial supported mods, same result)

More detailed Description of the issue:
Home Base: Lorient
U-Boat Type: Type7B

Game offers new U-Boat, if accepted, game will bring me to the medal reward screen, then to a chapter disclosure menu, after that the chapter selection menu. When accepting command of a new uboat, either mission choices result in a crash after the game loads the bunker, for about a second I can hear the ambient sounds and then the game crashes.

If I decline the command of the new uboat, there is no issue, I have my previous uboat, renown, equipment selection, crew abilities etc.


(No crashes up till now far, except sometimes with voice commands which I know are not supported and certain commands cause the game to crash.)

vdr1981
10-27-17, 11:05 AM
(I have tested by removing the unofficial supported mods, same result)
Removing your custom mods won't help if your gamesave is already damaged by the mods you are using now or you were using before...


When accepting command of a new uboat, either mission choices result in a crash after the game loads the bunker, for about a second I can hear the ambient sounds and then the game crashes.
Did the game had time to create Auto Enter Bunker save? Can you load it ?

Also, your last campaign gamesave would be quite helpful, upload it somewhere please...

In the meantime, update your modpack with latest update and try again...

Xall
10-27-17, 11:26 AM
Removing your custom mods won't help if your gamesave is already damaged by the mods you are using now or you were using before...



Did the game had time to create Auto Enter Bunker save? Can you load it ?

Also, your last campaign gamesave would be quite helpful, upload it somewhere please...

In the meantime, update your modpack with latest update and try again...


Yes, It created a save file, the link to that save data is here:
http://www.filedropper.com/00000001_1
(However, if I load it, it crashes.)

The last campain save is this:
http://www.filedropper.com/00000014
It is just when the game asks if I want the new Uboat or not.

I also tested something, I went to my last bunker save
http://www.filedropper.com/00000001bunker

I started a new patrol and right away I ended it. It asked me if I wanted new command of a uboat, I pressed yes and in this case it works fine.

Edit: However I assume it skipped the mission ending date, so I did not get an option to select a new chapter. Date is 6/3/41
When I went on the next patrol, when I looked behind me it crashed. Confusing.

vdr1981
10-27-17, 12:09 PM
Yes, It created a save file, the link to that save data is here:
http://www.filedropper.com/00000001_1
(However, if I load it, it crashes.)

The last campain save is this:
http://www.filedropper.com/00000014
It is just when the game asks if I want the new Uboat or not.

I also tested something, I went to my last bunker save
http://www.filedropper.com/00000001bunker

I started a new patrol and right away I ended it. It asked me if I wanted new command of a uboat, I pressed yes and in this case it works fine.

Edit: However I assume it skipped the mission ending date, so I did not get an option to select a new chapter. Date is 6/3/41
When I went on the next patrol, when I looked behind me it crashed. Confusing.

OK, thanks...I'll take a look at your files and upload fixed gamesave for you which wont cause game crash .

Do you remember by any chance what was your TWoS version when you started HT campaign?:hmmm:

Xall
10-27-17, 12:30 PM
OK, thanks...I'll take a look at your files and upload fixed gamesave for you which wont cause game crash .

Do you remember by any chance what was your TWoS version when you started HT campaign?:hmmm:

I thank you :)


Yes it was 1.0.6 I believe.
So the previous one before the 2.0.0 update.

I did have a few extra mod back then, which was
AMMO_v1.0_SH5_by_Raven_2012
Churchs SHV 1.01 Keyboard Commands v1.1
MightyFine Crew Mod 1.2.1 (With Beards)

But I stopped using them due to Twos having included them.
And I now have basically almost no extra mods since Twos already has almost all I needed besides the integration of Voice Recogniton :)

Edit: I also used the The Wolves of Steel 1.06_Update 01 during one of the Bunker saves.

vdr1981
10-27-17, 12:43 PM
I thank you :)


Yes it was 1.0.6 I believe.
So the previous one before the 2.0.0 update.

I did have a few extra mod back then, which was AMMO_v1.0_SH5_by_Raven_2012
Churchs SHV 1.01 Keyboard Commands v1.1
MightyFine Crew Mod 1.2.1 (With Beards)

But I stopped using them due to Twos having included them.
And I now have basically almost no extra mods since Twos already has almost all I needed besides the integration of Voice Recogniton :)

Who knows what it could go wrong. I've add small ton of tweaks and updates since v1.06, maybe some gamesave incompatible change is showing it's effects only now or it could be some of your tweaks...

Anyway , I was able to load your "30 secs" save just fine and to continue campaign in Kiel (Western Approaches) just fine with new type VIIC...:yep:

I saved the game in the bunker and I'm uploading the gamesave for you...:yep: http://www.mediafire.com/file/djp7i641n77mzfi/00000015.rar

BUT, before you load "WA Kiel VIIC" gamesave (that's how I named it) make sure to do full game reinstallation, delete Documents/SH5 folder, delete all leftover files from your main Silent HUnter 5 install folder and download latest full TWoS package/installer. :yep:

THEBERBSTER
10-27-17, 03:01 PM
Hi Xall
You should not have 2 speech folders showing in JSGME.
Speech Recognition_MiTons_NewUI_Edition_v0.4_english
Speech Recognition_MiTons_NewUI_Edition_v0.4.1_english

Installing speech:
Unzip the file
Open the first folder
Open the Mods folder
Extract this folder to your JSGME MODS folder > Speech Recognition_MiTons_NewUI_Edition_v0.4.1_english

Already included in TWOS
EquaTool 01.01 by AvM - Large Style
Peter

Xall
10-27-17, 03:23 PM
Who knows what it could go wrong. I've add small ton of tweaks and updates since v1.06, maybe some gamesave incompatible change is showing it's effects only now or it could be some of your tweaks...

Anyway , I was able to load your "30 secs" save just fine and to continue campaign in Kiel (Western Approaches) just fine with new type VIIC...:yep:

I saved the game in the bunker and I'm uploading the gamesave for you...:yep: http://www.mediafire.com/file/djp7i641n77mzfi/00000015.rar

BUT, before you load "WA Kiel VIIC" gamesave (that's how I named it) make sure to do full game reinstallation, delete Documents/SH5 folder, delete all leftover files from your main Silent HUnter 5 install folder and download latest full TWoS package/installer. :yep:

Okay I am back, and I report good news, it works like a charm.
I tried it first without reinstallation, just to see if I can get lucky, but it did not work that time, however, having a fresh installation did the trick.

I was not able to decide so much before, which chapter I should take, thanks to you, that too is fixed, it will be the Western Approaches :03:

No idea how you did it, but thanks a million, the type C variant is my favorite, although I do appriciate the one extra knot on the type B.

I will continue to look with great interest of what the future of The Wolves of Steel will bring. By far my favorite mod, which also made Silent Hunter 5 my favorite from the Silent Hunter Series.

A serious big thank you to you and the modding community of :subsim:
if it were not for you guys, Silent Hunter 5 would be long gone and forgotten, Ubisoft done f**ed it up :O:

Xall
10-27-17, 03:29 PM
Hi Xall
You should not have 2 speech folders showing in JSGME.
Speech Recognition_MiTons_NewUI_Edition_v0.4_english
Speech Recognition_MiTons_NewUI_Edition_v0.4.1_english

Installing speech:
Unzip the file
Open the first folder
Open the Mods folder
Extract this folder to your JSGME MODS folder > Speech Recognition_MiTons_NewUI_Edition_v0.4.1_english

Already included in TWOS
EquaTool 01.01 by AvM - Large Style
Peter


Thanks Peter, :up:
I had assumed the Speech Recognition 0.4.1 worked like an update.
Ah nice, I shall have a look to find how to change it in that case without the extra mod.

kevinsue
10-27-17, 09:44 PM
Hi,
I have installed TWOS and all seems fine but in a Youtube video (with an installation of TWOS) i see this RAOBF:

http://i65.tinypic.com/t82ohy.jpg

With only TWOS I have another RAOBF.
Is this another mod ?

Thanks

It would be interesting to find out if this RAOBF mod is still available. I've been looking for something exactly like this to reduce the brightness during low light attacks. This is the most realistic version that I have seen.

This is part from mine addon for TWOS. I can post how a separate mod raobf and attack disk later.

New HD textures for Attack Disc.

Install mod after NewUI TDC

http://4put.ru/pictures/small/1140/3502762.jpg (http://4put.ru/view-max-picture.php?id=3502762) http://4put.ru/pictures/small/1140/3502763.jpg (http://4put.ru/view-max-picture.php?id=3502763)

http://4put.ru/pictures/small/1140/3502759.jpg (http://4put.ru/view-max-picture.php?id=3502759) http://4put.ru/pictures/small/1140/3502760.jpg (http://4put.ru/view-max-picture.php?id=3502760)

Changelog:

v1.0
- first official release
- new textures for Attack Disc

v1.1
- AttackDiscCompassRose.dds - new
- AttackDiscAttackCoursePointer.dds - fix
- AttackDiscBearingAndLeadAngle.dds - fix
- AttackDiscTargetDisc.dds - fix

Download version 1.1 - https://www.dropbox.com/s/fz5hk77v0v4vbhm/Attack%20Disc%20by%20Andrey_Hard_1_1.zip


Hello A-n-d-r-e-y, just wondering if you have made any progress with this RAOBF texture mod yet? I also tried to download the Attack Disc but the link doesn't work. I'm really looking forward to trying these new textures. :up:

kevinsue
10-27-17, 10:34 PM
Just wasted my FAT1 torpedoes practicing on an allied convoy because I intended to refit at Pantelleria island in the Mediterranean Sea but guess what? They didn't have any fuel or torpedoes to give me. :nope: I forgot that Vecko had removed the player's abilities to take provision (aka torpedo and fuel) in every "blue" coastal harbour. Only historically correct bases will be able to support U-Boat operations.... Is there a listing somewhere of the friendly bases that support u-boat refits?

Haha....I should have googled it first! :oops: Red dots are historic u-boat bases. Well...Salamis isn’t on the map...the nearest port is Piraeus so I still don’t know where to get some ammo!

http://i66.tinypic.com/2nibdvq.jpg

Muckenberg
10-29-17, 01:55 AM
Hello
Will you add warships one at a time or do we get a bigger package in an update?

Cyborg322
10-29-17, 10:38 AM
@ Kevinsue

RE : RAOBF


"It would be interesting to find out if this RAOBF mod is still available. I've been looking for something exactly like this to reduce the brightness during low light attacks. This is the most realistic version that I have seen."



Agreed, the Mechanical Effect looks the part, Very Nice . Is it fully functional/Accurate ? does it reflect any historical component ?

Simon

TOY
10-29-17, 10:56 AM
Hi to all,

(At first... my english is terrible, so plz don't mind errors etc.... I hope you'll understand wh I mean)


I have a request \ suggestion for TWOS, I notice that the periscope graticule, both attack and observation, don't have the "night" green illumination.This seems not historical correct, I found some tecnical reports from the capturing of the U-570 about the periscope graticule:

"The graticule is illuminated by luminous material carried in glass tubes around the edge of the graticule. The illumination begins to show on the graticule after about 12 seconds application of the eye to the eyepiece in the dark, and after about 3 minutes the divisions can be distinguished. The numbers cannot be read."

Now the question... It is possible to correct \ upgrade the graticule with properly "simulated" green illumination during the night time? (or by adding custom button \ switch).

(I know about the HUD options, filters etc... but these feature involve only the cross, not the graticule scale etc...)

Thanks in advance for your replay \ suggestion ecc...

Cyborg322
10-29-17, 11:38 AM
Hi to all,

(At first... my english is terrible, so plz don't mind errors etc.... I hope you'll understand wh I mean)


I have a request \ suggestion for TWOS, I notice that the periscope graticule, both attack and observation, don't have the "night" green illumination.This seems not historical correct, I found some tecnical reports from the capturing of the U-570 about the periscope graticule:

"The graticule is illuminated by luminous material carried in glass tubes around the edge of the graticule. The illumination begins to show on the graticule after about 12 seconds application of the eye to the eyepiece in the dark, and after about 3 minutes the divisions can be distinguished. The numbers cannot be read."

Now the question... It is possible to correct \ upgrade the graticule with properly "simulated" green illumination during the night time? (or by adding custom button \ switch).

(I know about the HUD options, filters etc... but these feature involve only the cross, not the graticule scale etc...)

Thanks in advance for your replay \ suggestion ecc...

Hi
TOY :Kaleun_Salute:

Have you tried tweaking the RGB with the filters? ( By hovering and Scrolling over them) I've found I can get the Image close(ish) to NV. The Contrast is still not as much as I'd like tho.

P.S Your English is fine well explained.
Vecko's your man for the other suggestions


Simon

TOY
10-29-17, 12:00 PM
Hi
TOY :Kaleun_Salute:

Have you tried tweaking the RGB with the filters? ( By hovering and Scrolling over them) I've found I can get the Image close(ish) to NV. The Contrast is still not as much as I'd like tho.

P.S Your English is fine well explained.

Simon

hi, yep I tried, but the effect is not the same as "real" situation. Historically speaking, the periscope filters was real used to enhance the visual, this is the original report from the capturing of the U-570:

Colour Glasses

19). Two colour glasses are provided which can be introduced singly or together near the focal plane of the eyepiece. One of the glasses is a bright orange and the other a very deep neutral. The neutral glass had the appearance of being a lightly metallisied glass"


my bad english... let's go funny...
Of course, using the color-correction-filter the graticule becomes visible, but there is a big difference with a correct "simulated green lighting" of the graticule with scales and number readable...

gap
10-29-17, 05:54 PM
Just wasted my FAT1 torpedoes practicing on an allied convoy because I intended to refit at Pantelleria island in the Mediterranean Sea but guess what? They didn't have any fuel or torpedoes to give me. :nope: I forgot that Vecko had removed the player's abilities to take provision (aka torpedo and fuel) in every "blue" coastal harbour. Only historically correct bases will be able to support U-Boat operations.... Is there a listing somewhere of the friendly bases that support u-boat refits?

Haha....I should have googled it first! :oops: Red dots are historic u-boat bases. Well...Salamis isn’t on the map...the nearest port is Piraeus so I still don’t know where to get some ammo!

http://i66.tinypic.com/2nibdvq.jpg

Interesting question. Pantelleria never was a submarine base, so Vecko was right in removing it, along with many other harbors, from the list of Mediterranean ports that we can refit from.
Cagliari (Sardinia), Naples (Campania), Messina and Augusta (Sicily) and Leros (South Aegean, Greece), were Reggia Marina submarine bases though. Out of them, due to its position (at the center of the Mediterranean, at the intersection between the Tyrrhenian and the Ionian Sea, and about equidinstant from the Italian bases of La Spezia and Pola), Messina, though officially not being an U-boat base, was of key importance to the German war effort in the Mediterranean, especially in the first year (from '43 on, after Operation Torch and the Allied invasion of North Africa, Sicily became unsafe as it came into the range of Allied air raids).
Matter-of-factly, from December '41 to December '42, there are at least 22 recorded U-boat visits in Messina:


U-562 (https://uboat.net/boats/patrols/u562.html), coming from Brest (1st U-Fl.) and bound for Pola (29th U-Fl), on December 6th, 1941 made a quick stop in Messina, where she embarked fresh torpedoes.


U-557 (https://uboat.net/boats/patrols/u557.html), coming from Lorient (1st U-Fl.) and bound for ? (recently assigned to the 29th U-Fl, the U-boat was sunk during this patrol; looking at her last known positons before the sinking, she would have probably ended the patrol in Salamis or in Pola), made a 2-day stopover in Messina, from December 7th to December 9th, 1941.


U-652 (https://uboat.net/boats/patrols/u652.html), coming from Lorient (3rd U-Fl.) and bound for La Spezia (29th U-Fl), made a 2-day stopover in Messina, from December 12th to December 14th, 1941.


U-77 (https://uboat.net/boats/patrols/u77.html), coming from Lorient (7th U-Fl.) and bound for Salamis (23rd U-Fl), made a 2-day stopover in Messina, from December 19th to December 21th, 1941.


U-83 (https://uboat.net/boats/patrols/u83.html), coming from Brest (1st U-Fl.) and bound for Salamis (23rd U-Fl), made a 2-day stopover in Messina, from December 23rd to December 25th, 1941.


U-74 (https://uboat.net/boats/patrols/u74.html), coming from St. Nazaire (7th U-Fl.) and bound for La Spezia (29th U-Fl), made a 3-day stopover in Messina, from December 24th to December 27th, 1941.


U-573 (https://uboat.net/boats/patrols/u573.html), coming from St. Nazaire (3rd U-Fl.) briefly stopped in Messina on December 27th, 1941, before ending her 2nd patrol three days later in Pola and being assigned there to the 29th U-Fl.


U-577 (https://uboat.net/boats/u577.htm), coming from St. Nazaire (7th U-Fl.) and bound for ? (recently assigned to the 29th U-Fl, the U-boat was sunk during this patrol; looking at her last known positons before the sinking, she would have probably ended the patrol in Salamis or in Pola), made a 11-day long stopover in Messina from December 27th, 1941 to January 7th, 1942.

U-133 (https://uboat.net/boats/u133.htm), coming from St. Nazaire (7th U-Fl.) and bound for Salamis (23rd U-Fl.), made a 3-day stopover in Messina from December 29th, 1941 to January 1st, 1942.


From January 19th to January 25th, 1942, during her 2nd patrol whose start/end port was the U-boat base of La Spezia, U-375 (https://uboat.net/boats/patrols/u375.html) (29th U-Fl.) made a 6-day stopover in Messina.


U-73 (https://uboat.net/boats/patrols/u73.html), coming from St. Nazaire (7th U-Fl.) and bound to La Spezia (29th U-Fl.), made a 11-day stopover in Messina, from January 20th to January 31st, 1942.


From January 22nd to January 25th, 1942, during her 4th patrol whose start/end port was the U-boat base of La Spezia, U-431 (https://uboat.net/boats/patrols/u431.html) (29th U-Fl.) made a 3-day stopover in Messina.


U-561 (https://uboat.net/boats/patrols/u561.html), coming from Brest (1st U-Fl.) and bound for Pola (23rd U-Fl.), made a 4-day stopover in Messina from January 22nd to January 26th, 1942.


On February 8th, 1942, during her 5th patrol whose start/end port was the U-boat base of La Spezia, U-205 (https://uboat.net/boats/patrols/u205.html) (29th U-Fl.) stopped briefly in Messina.


On Aprile 4th, 1942, during her 6th patrol whose start/end port was the U-boat base of La Spezia, the aforementioned U-205 (https://uboat.net/boats/patrols/u205.html) (29th U-Fl.) stopped briefly in Messina.


U-331 (https://uboat.net/boats/patrols/u331.html) (29th U-Fl.), coming from Salamis and bound for La Spezia, stopped 5 days in Messina from May 21st to May 25th, 1942, where she underwent repairs from damage she had suffered previously during her patrol.

The aforementioned U-561 (https://uboat.net/boats/patrols/u561.html) (23rd U-Fl.), coming from Pola and bound for La Spezia, made a 7-day stopover in Messina from June 25th to July 2nd, 1942.


The same U-561 (https://uboat.net/boats/patrols/u561.html), stopped briefly in Messina between 11 and 12 September, 1942, during U-boat's 9th patrol (patrol start/ending port: La Spezia).


U-559 (https://uboat.net/boats/patrols/u559.html) (29th U-Fl.), coming from Salamis and bound for ? (probably the same port where the patrol was started from, but the boat was sunk before she could end her patrol), made an 8-day stopover in Messina from September 21th to September 29th, 1942.


The aforementioned U-77 (https://uboat.net/boats/patrols/u77.html) (29th U-Fl.), coming from Pola and bound for La Spezia, briefly stopped in Messina between October 29th and October 30th, 1942.


U-371 (https://uboat.net/boats/u371.htm) (29th U-Fl.), coming from Pola and bound for La Spezia, made a 3-day stopover in Messina from December 4th to December 7th, 1942.


Again U-561 (https://uboat.net/boats/patrols/u561.html), coming from La Spezia and bound for Pola, made a 5-day stopover in Messina from December 18th to December 23rd, 1942.


If you can read Spanish, u-historia.com (https://www.u-historia.com/uhistoria/historia/inhistoria.htm) has fairly detailed patrol reports for each boat.

Summing up, out of 22 recorded visits:


11, from early December 41 to late January 42, were by U-boats that had just crossed Gibraltar and were bound either for La Spezia, Pola or Salamis.


5, from late January 42 to mid September of the same year, were by U-boats who had started/ended their patrol in La Spezia, on the way to/from their operation areas off the coast of Egypt.


2, from late May 42 to late September of the same year, were by U-boats who had started their patrol from Salamis operating in the Levantine Sea off the coast of Egypt.


3, from late June 42 to early December of the same year, were by U-boats who had started their patrol from Pola ending it in La Spezia after operations in the Levantine Sea.


1, in mid-late December 42, was by an U-boat staring her patrol from La Spezia and ending it in Pola, after having operated off Morocco (before the refit in Messina) and in the Levantine Sea (after the refit).


Though not stated, most of the visits must have been for refuelling and for making provisions, but at least in one case (U-331) it is stated tha the U-boat underwent repairs, and in another case (U-562) an accident during the loading onboard of torpedoes is recorded, meaning that, at least in limited stocks, German torpedoes might have been available at the Sicilian base :03:

Tonci87
10-29-17, 06:20 PM
There might be even more. In a museum I saw a picture of several Uboats docked in Split (Croatia) I can not say if they were just stopping by, or if they were also based and resupplied there. They were smaller types. Might be Type IIs

gap
10-30-17, 04:16 AM
There might be even more. In a museum I saw a picture of several Uboats docked in Split (Croatia) I can not say if they were just stopping by, or if they were also based and resupplied there. They were smaller types. Might be Type IIs

Type II U-boats operated in the Black Sea. IIRC, after being disassembled, they were transported there by railway. As far as I know, they never crossed the Dardanelles though :hmm2:

hauangua
10-30-17, 05:14 AM
Type II U-boats operated in the Black Sea. IIRC, after being disassembled, they were transported there by railway. As far as I know, they never crossed the Dardanelles though :hmm2:


Perhaps those in the photo in Spalato were Austro-Hungarian U-boats in WW1
No uboat of WW2

Skvid
10-30-17, 08:12 AM
On 39 oct 20 i received a message from bdu stating than torpedoes run 6,5 feet (2meters) deeper than set, and that targets with drawings of less than 13ft shouldt be considered valid targets
Idk why they used imperial and not metric bu whatever. This basically rules out targeting destroyers with impact detonators.

anyway is this offset is simulated in this mod or isit just fluff?

kcoun
10-30-17, 08:31 AM
Just getting into TWOS and enjoying it immensely. Quick question if I may .. is there any way to get beards on these dudes ? Thanks ..

Cyborg322
10-30-17, 09:44 AM
Just getting into TWOS and enjoying it immensely. Quick question if I may .. is there any way to get beards on these dudes ? Thanks ..

Think you get beards with the optional warmer winter cloths. I don't use it not certain

Simon

Tonci87
10-30-17, 10:12 AM
Perhaps those in the photo in Spalato were Austro-Hungarian U-boats in WW1
No uboat of WW2

Might be possible. That museum visit was a long time ago :D

If one of you guys is ever in Split, don´t miss out on the Maritime Museum in the Grippe fortress. Their collection of torpedoes and other things is astonishing.

http://www.hpms.hr/about-museum.html

gap
10-30-17, 10:14 AM
Perhaps those in the photo in Spalato were Austro-Hungarian U-boats in WW1
No uboat of WW2

Possibly.

Neither the 23rd (https://uboat.net/flotillas/23flo.htm) nor the 29th (https://uboat.net/flotillas/29flo.htm) (Mediterranean) Unterseebootsflotille had Type II boats assigned.

None of the IIB assighed to the 30th U-Fl. (https://uboat.net/flotillas/30flo.htm) (Black Sea), six in total, ever operated in the Mediterranean.

Moreover, Split is relatively close to Pola. If you take a look at the map of the Mediterranean, all the other U-boat bases (including Messina among them) were well spaced from each other. La Spezia, Toulon and Marseille are an exception to this rule, but the two latter ports started being important to the Germans later in the war, when the southermost ports became unsafe or unavailable due to the advance of the Allies.


If one of you guys is ever in Split, don´t miss out on the Maritime Museum in the Grippe fortress. Their collection of torpedoes and other things is astonishing.

http://www.hpms.hr/about-museum.html

Roger that captain, thank you for your suggestion :up:

THEBERBSTER
10-30-17, 11:24 AM
Hi kc
You are looking at Heretics mod Mighty Fine Crew Mod 1.2.1 where there is an option to add beards to the crew.
Not tested for compatibility with TWOS.
Peter

kevinsue
10-30-17, 02:10 PM
Just getting into TWOS and enjoying it immensely. Quick question if I may .. is there any way to get beards on these dudes ? Thanks ..

Unzip this and put it in your C:\Ubisoft\Silent Hunter 5\MODS folder and install/remove anytime with JSGME. It shouldn't create any problems with TWoS.

Click here for hairy faced dudes (https://www.mediafire.com/file/5mg2amo8gmsqrq7/Bearded%20Crew.zip)

kevinsue
10-30-17, 05:18 PM
Interesting question. Pantelleria never was a submarine base, so Vecko was right in removing it, along with many other harbors, from the list of Mediterranean ports that we can refit from.
Cagliari (Sardinia), Naples (Campania), Messina and Augusta (Sicily) and Leros (South Aegean, Greece), were Reggia Marina submarine bases though. Out of them, due to its position (at the center of the Mediterranean, at the intersection between the Tyrrhenian and the Ionian Sea, and about equidinstant from the Italian bases of La Spezia and Pola), Messina, though officially not being an U-boat base, was of key importance to the German war effort in the Mediterranean, especially in the first year (from '43 on, after Operation Torch and the Allied invasion of North Africa, Sicily became unsafe as it came into the range of Allied air raids).
Matter-of-factly, from December '41 to December '42, there are at least 22 recorded U-boat visits in Messina:

Hello gap, yes it would be handy to have a base at Messina. Even though the base at Salamis isn't included on the SH5 map, the port of Piraeus supports refitting in game. Not sure if a u boat pen is required to be able to resupply at a particular port but the places that appear to support resupply also have a "Radio Antenna" icon on the map.

http://i67.tinypic.com/33wt6a8.jpg

kcoun
10-30-17, 09:43 PM
Unzip this and put it in your C:\Ubisoft\Silent Hunter 5\MODS folder and install/remove anytime with JSGME. It shouldn't create any problems with TWoS.

Click here for hairy faced dudes (https://www.mediafire.com/file/5mg2amo8gmsqrq7/Bearded%20Crew.zip)


Thank you very kindly ... I'll give it a shot

Skvid
10-30-17, 11:15 PM
Any way to disable sea bottom notification icon and the safety net that limits my depth to prevent me from crashing my sub?

If i order 80m in 30m deep seas my sub will go to the 25m depth and stay there. It will even readjust the depth depending on the changes of seafloor depth afterwards, maintaining a safetynet of around 5m. What nazi magic ****ery is this?

Still waiting on the clarification on torps btw.

SS Norholm
10-31-17, 09:00 AM
Hi folks.
In the FAQ section there is a list of all the campaign dates, it says 'strategic Supplies' (During Happy Times) starts on 1/11/40, however i don't see it available to me.

I just ended a patrol (Western Approach) and its now 13/11/40, but no Strategic supplies, just Atlantic Air Gap and Western Approach.

Edit: I should also mention that it is showing as 'ongoing' when i return to menu.
Cheers,

John.

THEBERBSTER
10-31-17, 09:56 AM
Hi John
Post #64 Open Horizons II > Campaign Dates > Bases > U-Boats (http://www.subsim.com/radioroom/showpost.php?p=2201543&postcount=64)
It will show on going until the date is passed when it will then change to finished.
Peter

excel4004
10-31-17, 11:24 AM
On 39 oct 20 i received a message from bdu stating than torpedoes run 6,5 feet (2meters) deeper than set, and that targets with drawings of less than 13ft shouldt be considered valid targets
Idk why they used imperial and not metric bu whatever. This basically rules out targeting destroyers with impact detonators.

anyway is this offset is simulated in this mod or isit just fluff?

I do not know if this is true, but I can only tell you my experiences and iam fireing my impact torpedos all in about 2 meters. Deeper they often didnt hit the ships although the draft would have to give this. :hmmm:

So, it seems so that its maybe simulated - they run when setting is about 4 m to deep to hit the targets. If this behavoiur is changing in later war (like in real WWII when the torps got fixed) need to be tested.

Cause of some campaigns transfer problems i started a new career ( U-29 with Hans-Jürgen Hellriegel, ..yes.. U-29 was commanded in the early war years from Otto Schuhart but 29 its the number i recived from KSD and yes, U-29 was a VIIA sub - at least that's the way it fits :03:). Thanks again for your help THEBERBSTER with fxing my issues! :salute:

This new carrer its about 100% realism, means with dud torpedos inclusive, so the topic remains an exciting when exactly torpedoes strike for me ! :D

von faust
10-31-17, 12:53 PM
(Excuse me for my English orrible :O:)
Good evening at all,
I'm working on a new RAOBF based on a MOD that I think is called "KSD".
This MOD (under construction) I would like to point out that it is for strictly personal use and that I will not distribute it without the permission of the legitimate owner.
I would ask you if you know who is, I want to ask him permission for any sharing.
As soon as and if I'll have ok of owner I'll be happy to share it and hopefully it's included in TWOS.
Thank you all

https://image.ibb.co/j3K8dG/robf.jpg

gap
10-31-17, 01:20 PM
Hello gap, yes it would be handy to have a base at Messina. Even though the base at Salamis isn't included on the SH5 map, the port of Piraeus supports refitting in game. Not sure if a u boat pen is required to be able to resupply at a particular port but the places that appear to support resupply also have a "Radio Antenna" icon on the map.

Hi Kevin,

as far as I know Piraeus has never been an U-boat base, and no cases are recorded of an U-boat docking there. The Salamis naval base is very close to Piraeus though: the two harbors are ca. 5 nm away from each other, and it is possible that on some WWII related publications, Salamis and Piraeus are treated as synonims, leading devs to think that they are one thing :hmmm:

https://i.imgur.com/mqFp6Ed.png

If I was Vecko, I would probably move the Greek U-boat base from Piraeus to Salamis, I would add Pola to the pool of available U-boat pens that the player can be rebased to, and I would make Messina available again for refittings until December 1942.
Above all, I would rework the Mediterranean campaigns and I would make them to extend from September 1941 to Semptember 1944, more or less (the Mare Nostrum and Battle of the Mediterranean campaigns currently span from mid-March 1941, six months before the first WWII U-boat historically crossed Gibraltar, to early September 1942, when the Batte of the Mediterranean was still raging).
Here are some interesting links on the topic:

https://en.wikipedia.org/wiki/Mediterranean_and_Middle_East_theatre_of_World_War _II
https://en.wikipedia.org/wiki/Battle_of_the_Mediterranean
https://en.wikipedia.org/wiki/Category:Battle_of_the_Mediterranean
https://en.wikipedia.org/wiki/Mediterranean_U-boat_Campaign_(World_War_II)

http://www.naval-history.net/WW2CampaignsStartMed.htm
http://www.naval-history.net/WW2CampaignsRNMed.htm
http://www.naval-history.net/WW2CampaignsRNMed2.htm
http://www.naval-history.net/WW2CampaignsRNMed3.htm
http://www.naval-history.net/WW2CampaignsRNMed4.htm
http://www.naval-history.net/WW2CampaignsBalkans.htm
http://www.naval-history.net/WW2CampaignsNorthAfrica.htm
http://www.naval-history.net/WW2CampaignsNorthAfrica2.htm
http://www.naval-history.net/WW2CampaignsItaly.htm
http://www.naval-history.net/WW2CampaignsSFrance.htm

https://en.wikipedia.org/wiki/Regia_Marina#World_War_II
http://www.icsm.it/regiamarina/battles.htm

excel4004
10-31-17, 02:23 PM
Vecko, this dark RAOBF seems to be better in dark nights also seems to be a better resolution which would be a better option to work with.

What do you think, a option for one of the the next updates? Whats the opinion from the others Kauleuns too!? :hmmm:

SS Norholm
10-31-17, 05:12 PM
Just a heads up about Strategic Supplies as i wrote above, i just looked at the campaign cfg, and the start date is 1st Jan 41 not 1st Nov 40.

J :salute:

fitzcarraldo
10-31-17, 05:16 PM
Vecko, this dark RAOBF seems to be better in dark nights also seems to be a better resolution which would be a better option to work with.

What do you think, a option for one of the the next updates? Whats the opinion from the others Kauleuns too!? :hmmm:


I like it for an addon. Very nice.

Fitzcarraldo :salute:

excel4004
10-31-17, 05:27 PM
I like it for an addon. Very nice.

Fitzcarraldo :salute:

...but the units are less.:hmmm: Yes, maybe just as an addon!?

fitzcarraldo
10-31-17, 06:11 PM
...but the units are less.:hmmm: Yes, maybe just as an addon!?

Of course, an addon, as the bearded faces from Mighty Fine Crew mod. Optionals.

Regards.

Fitzcarraldo :Kaleun_Salute:

Cyborg322
10-31-17, 06:36 PM
Any way to disable sea bottom notification icon and the safety net that limits my depth to prevent me from crashing my sub?

If i order 80m in 30m deep seas my sub will go to the 25m depth and stay there. It will even readjust the depth depending on the changes of seafloor depth afterwards, maintaining a safetynet of around 5m. What nazi magic ****ery is this?

Still waiting on the clarification on torps btw.

Hi Skvid
There is Sub on bottom fix in the TDW Generic Patcher ,tooltip states : Allows Sub to descend to max depth as Computated by Game. Seems to work most of the time but I have noticed in shallow waters sub seems cushioned from seabed

Simon

Tonci87
10-31-17, 07:30 PM
The black RAOBF would be really nice if it had more markings. You need some precision for a good RAOBF

Cyborg322
11-01-17, 06:45 AM
(Excuse me for my English orrible :O:)
Good evening at all,
I'm working on a new RAOBF based on a MOD that I think is called "KSD".
This MOD (under construction) I would like to point out that it is for strictly personal use and that I will not distribute it without the permission of the legitimate owner.
I would ask you if you know who is, I want to ask him permission for any sharing.
As soon as and if I'll have ok of owner I'll be happy to share it and hopefully it's included in TWOS.
Thank you all

Hi von faust KSD Call it logarithmic ring

KsD as in KsD kommander is Knights of Sea Depth , this is their Website ( Russia ) :

http://brat01.mybb.by/viewtopic.php?id=178

youtube channel :
https://www.youtube.com/channel/UCyBqqlkiO-s_FPcdzBUE0dQ/featured

https://youtu.be/qygy-k6piPc



Simon

:subsim:WOLVES OF STEEL MEGAMOD

palmic
11-01-17, 07:44 AM
https://image.ibb.co/j3K8dG/robf.jpg

I think its very authentic, this should be real RAOBF:
http://rs1004.pbsrc.com/albums/af168/reaper7_SH5/RAOBF-1.jpg~c200

gambla
11-01-17, 10:10 AM
just want to thank you guys for this awesome TWOS mod, brilliant !
keep up your great work !

vdr1981
11-01-17, 11:23 AM
Now the question... It is possible to correct \ upgrade the graticule with properly "simulated" green illumination during the night time? (or by adding custom button \ switch).


For now you can use colored graticules visible when you enable RAOBF wheel.:yep: I also have few ideas how to make stock black graticules more visible during night time but I'm not sure will it work. The options are quite limited when it comes to this...



As soon as and if I'll have ok of owner I'll be happy to share it and hopefully it's included in TWOS.
Thank you all

Looking very nice IMO and that wheel would fit TWoS quite right...:yep:

Hi Kevin,

If I was Vecko, I would probably move the Greek U-boat base from Piraeus to Salamis, I would add Pola to the pool of available U-boat pens that the player can be rebased to, and I would make Messina available again for refittings until December 1942.
Above all, I would rework the Mediterranean campaigns and I would make them to extend from September 1941 to Semptember 1944, more or less (the Mare Nostrum and Battle of the Mediterranean campaigns currently span from mid-March 1941, six months before the first WWII U-boat historically crossed Gibraltar, to early September 1942, when the Batte of the Mediterranean was still raging).

Thanks for chewing that up for me Gap, I'll have your suggestions in mind for future updates! :up::yep:


just want to thank you guys for this awesome TWOS mod, brilliant !
keep up your great work !
Have fun Captain! :salute:

vdr1981
11-01-17, 02:54 PM
Adding few warship types this weekend...

https://s6.postimg.org/tqlner96p/SH5_Img_2017-10-30_20.25.37.png

https://s6.postimg.org/cdbczwlld/SH5_Img_2017-10-30_21.52.01.png

https://s6.postimg.org/xmyzasrm9/SH5_Img_2017-10-30_21.52.43.png

vdr1981
11-01-17, 03:57 PM
I could also add cool but somewhat infamous Sobers chimney smoke to the ingame harbors if general reactions are positive...
I say "infamous" because it is a well known fact that the mod guarantees CTD when nearing the port or starting new campaign in almost all custom SH5 modlist outhere and therefore it was almost completely discarded.
This won't be the case in TWoS of course since I've managed to track down and fix CTD problems...:yep:

https://s6.postimg.org/qxsfut8v5/SH5_Img_2017-10-27_21.33.52.png

https://s6.postimg.org/c1twn8klt/SH5_Img_2017-10-27_21.38.56.png

But, I also hesitate to add smoke particle generators because adding chimney smoke to the particular harbor will , from some reason, kill "rotational beam" effect of SH5 lighthouses added by TDW long time ago....:hmmm:

My intention is to add "smoke" only to few ports here and there initially and if reactions are positive then I could expend the feature...

What do you guys think ?:hmm2:

HW3
11-01-17, 04:32 PM
I would try it, what have you got to lose. If it doesn't work out, or some do not like it, you can always take it back out, or leave it as an optional mod.

fitzcarraldo
11-01-17, 06:15 PM
I would try it, what have you got to lose. If it doesn't work out, or some do not like it, you can always take it back out, or leave it as an optional mod.

+1. An addon will be OK. But I don't want to lose the rotational beams...

I like the warships added. Many thanks!

Fitzcarraldo :salute:

THEBERBSTER
11-01-17, 06:33 PM
Hi JVB
Use the Esc key and re-load the save game again.
I have a problem sometimes where I get no response when changing the speed after the game loads to the bridge.
Re-loading the saved game puts it right.
Peter

Muckenberg
11-02-17, 03:44 AM
I think the smoke from the chimneys would make the harbors really alive. But unfortunately, those light from the beacons are also very nice. That's why I would be inclined to make smoke from chimneys as an optional mod or add it to some ports, as you have already said.

palmic
11-02-17, 04:03 AM
+ 1 for optional mod

vdr1981
11-02-17, 10:32 AM
Optional will be then...:up:

I'm also preparing one more optional mod which will allow temporally neutral nations to use only illuminated ships until they join allied or axis coalition.
The reason why this shouldn't be default TWoS feature IMO is because we have only few ship types with lights ON...By default illuminated ships will be assigned only to the permanently neutral nations...

fitzcarraldo
11-02-17, 10:47 AM
Optional will be then...:up:

I'm also preparing one more optional mod which will allow temporally neutral nations to use only illuminated ships until they join allied or axis coalition.
The reason why this shouldn't be default TWoS feature IMO is because we have only few ship types with lights ON...By default illuminated ships will be assigned only to the permanently neutral nations...

It seems OK for me. I will use the addon.

Many thanks!

Fitzcarraldo :salute:

excel4004
11-02-17, 11:53 AM
My intention is to add "smoke" only to few ports here and there initially and if reactions are positive then I could expend the feature...Optional addon would be nice, to give all a chance to test this nice smoke feature. :up:

I'm also preparing one more optional mod which will allow temporally neutral nations to use only illuminated ships until they join allied or axis coalition. Also a nice idea! Really would like to test this feauture! :up:

Adding few warship types this weekend...Yeah, again more ships - great! The new illuminated ships are also great and beautiful, the more traffic in harbours feels good! :up:


https://image.ibb.co/g0brHb/04_11_2017.png


https://image.ibb.co/bDLbYG/06_11_2017.png



Great work here. :subsim:
https://ibb.co/cfhnqw

palmic
11-02-17, 03:26 PM
HI guys, i know this is very OT of this thread, but there were times we were talking about how 2ww could happen.
Well i think i just saw one of the best documentary about it.

There is no single one talk of historitian, everything is just composition of authentic tapes even with comentation red from scripts of people which filmed it.
It is very profesional and very well composed and it realy puts you into reality of 30's germany.
What you would do? When you see it, you know you would howl with the wolves, because.... You had simply no other choice..
You would be tortured and killed otherwise, like many others in that very moment.
If you want to feel yourself in the situation, this documentary could make it.

First part is just "nice" years in germany before. Until 1939, how nacis made it to parliament and how their strenghten their position and popularity. How people lived, worked, had fun..
There is for instance tape recorded by American journalist catches fame of rebuilt Germany after ww1.. AH made it to times title very soon..
Second was from late 1938 to end of war.
There was many new facts for me and very rare honesty of documentary.
In the end of second part, allies invited german public to concentration camps to see what is there... Most of them collapsed there nervously..
Everything is in perspective of German people.

In my oppinion this should see anybody.
How similar life in 30' was to today's...

Here is the documentary (https://goo.gl/iZU4cZ)

Cyborg322
11-02-17, 05:29 PM
Optional will be then...:up:

I'm also preparing one more optional mod which will allow temporally neutral nations to use only illuminated ships until they join allied or axis coalition.


Really good idea most welcome


Smoke as an option ok too. Would be interested to see how it looked in game, from the screenshots it looks a little over the top in volume and density, it would be a bonus if it was configurable.

"Still" Screenshots can be a little deceiving tho .

Simon
:subsim:WOLVES OF STEEL MEGAMOD

SS Norholm
11-03-17, 04:52 AM
Yup, options are good! This mod just keeps getting better and better! o7

gambla
11-03-17, 07:08 AM
hello guys,
ran into an issue last night. It was night time, good weather, calm seas, nearly perfect visibility but I still was unable to lock two ships neither in attack periscope nor UZO. I tried many times, even reloaded a save game. Surfaced, I was able to lock through binos, no problem. Not sure if bug or intended gameplay, I dont see any realistic point in not being able to lock the target ships ? Previously, locking targets worked perfectly fine.

vdr1981
11-03-17, 09:09 AM
hello guys,
ran into an issue last night. It was night time, good weather, calm seas, nearly perfect visibility but I still was unable to lock two ships neither in attack periscope nor UZO. I tried many times, even reloaded a save game. Surfaced, I was able to lock through binos, no problem. Not sure if bug or intended gameplay, I dont see any realistic point in not being able to lock the target ships ? Previously, locking targets worked perfectly fine.

Reduce distance to target, command "Battle stations"...

And guys (for who knows which time), please include at least a screenshot of your JSGME or exported modlist in your "I have a problem" posts...

ghickey
11-03-17, 06:09 PM
It's October 14th 1939, and my sunrise and sunset times are 2 hours off of what they should be.

The sunrises, in game, at 10:42 and sets at 20:13 in Iverness area in Scottland. The farmers almanac says it's supposed to be 7:44 and 6:21pm. So 3 hours off....I've noticed the issue before and wondering how to fix.

loukylouk
11-03-17, 07:13 PM
Just a quick question. I have spent the required time in my patrol area and have not received any follow up orders from BDU. I have received the crew skill point and the yellow flashing symbol however. I was just curious if there was something I could do to trigger them sending me my new orders.

This has happened to me once before but i was submerged.


Thanks guys

Shane.

vdr1981
11-03-17, 08:10 PM
Just a quick question. I have spent the required time in my patrol area and have not received any follow up orders from BDU. I have received the crew skill point and the yellow flashing symbol however. I was just curious if there was something I could do to trigger them sending me my new orders.

This has happened to me once before but i was submerged.


Thanks guys

Shane.
Check your Captains log. The message from BdU should be there...

loukylouk
11-03-17, 09:36 PM
Check your Captains log. The message from BdU should be there...


Thank you sir, I'll do that now.

vdr1981
11-04-17, 08:31 AM
Preparing The Wolves of Steel v2.0.9e for this evening or tomorrow afternoon...:salute:



v2.0.9e changelog:
- New warships type: Gorizia Heavy Cruiser, Italian
- New warships type: London Heavy Cruiser, British
- New warships type: Bourrasque Destroyer, France
- Distance between units/ships in large convoys generally reduced by 100m approximately.
- Improved appearance of RAOBF colored graticules, more precise markings and cleaner look.
- Fixed misplaced traffic in few axis ports.
- Temporally neutral nations will from now utilize both darkened and illuminated merchant vessels. Once joined one of the opposed coalitions, the nation will use darkened ships only (except American illuminated coastal traffic which appearance has been extended to early 1942 in order to simulate conditions encountered by U-boat captains on eastern American coast during the opening stages of "2nd Happy Times" and Operation "Drumbeat").
- Added support for ultra wide triple screen (21:9) in game/display resolutions.
- Added support for two new optional TWoS 2.x.x addons (Harbors Chimney Smoke and Neutrals Exclusively Illuminated until [Date])
- AM1544 to AN1544, patrol grid fix.
- Museum.cfg, hidden few new duplicated ship variations.
- TWoS crew finally crew beard (except Beno of course, he still doesn't have it). Added Kevinsue's Bearded Crew TWoS addon permanently.
- Japanese warships museum and campaign CTD fix (*Ship.cfg, MaxSpeed).
- Various file, nations roster and campaign layers fixes and fine tuning tweaks.
- Updated TWoS credits page. Latest outstanding TWoS supporter/donor: Thomas "excel4004" Pentenrieder - Thank You very much Captain!

Muckenberg
11-04-17, 09:46 AM
:Kaleun_Applaud::Kaleun_Thumbs_Up::Kaleun_Salute:

Xall
11-04-17, 10:26 AM
Beards! Yes!!!!!
A must : D

fitzcarraldo
11-04-17, 10:39 AM
Great! A lot of improvement! Many thanks! :Kaleun_Cheers::Kaleun_Cheers:

Wonder if my campaign savegame will work with the new update: the distance between ships could affect the saves....mjmmmm....

PM for you, Vecko.

Best regards.

Fitzcarraldo :Kaleun_Salute:

SS Norholm
11-04-17, 11:11 AM
Good timing Vecko!
Just returned to port again.

Thanks very much.

:Kaleun_Salute:

SS Norholm
11-04-17, 11:49 AM
Hi John
Post #64 Open Horizons II > Campaign Dates > Bases > U-Boats (http://www.subsim.com/radioroom/showpost.php?p=2201543&postcount=64)
It will show on going until the date is passed when it will then change to finished.
Peter

Hey Pete, as we discussed, I can confirm now that 'Strategic Supplies' does indeed start on 1/1/41. And not 1/11/40.

Just finished my patrol and saved. Date is now 2/1/41 (January 2nd) and 'Strategic Supplies' has popped and is now available.

Cheers bud. :Kaleun_Cheers:

excel4004
11-04-17, 01:58 PM
Hey Pete, as we discussed, I can confirm now that 'Strategic Supplies' does indeed start on 1/1/41. And not 1/11/40.

Just finished my patrol and saved. Date is now 2/1/40 (January 2nd) and 'Strategic Supplies' has popped and is now available.

Cheers bud. :Kaleun_Cheers:
So whats the mistake now in your answer!? When its available? Popped up and available at 1940 or confirmed and starts at 1941?? :D

SS Norholm
11-04-17, 03:16 PM
:doh: :oops: touché Sir, touché!

My bad. Ya, starts on 1/1/FORTY ONE! :D

vdr1981
11-04-17, 04:04 PM
.
https://s6.postimg.org/8ve2brho1/111.jpg
https://s6.postimg.org/n33qztu6p/SH5_Img_2017-11-04_13.59.50_resize.jpghttps://s6.postimg.org/kyjdyr09t/SH5_Img_2017-11-04_13.53.19_resize.jpghttps://s6.postimg.org/ys7qnt0kx/SH5_Img_2017-11-04_14.00.17_resize.jpg
https://s6.postimg.org/jw97g84lt/SH5_Img_2017-11-04_13.49.55_resize.jpghttps://s6.postimg.org/rozv87iap/SH5_Img_2017-11-04_14.00.38_resize.jpghttps://s6.postimg.org/aogyzjcz5/SH5_Img_2017-10-27_21.38.56_resize.jpg
https://s6.postimg.org/9m6sh01vl/SH5_Img_2017-10-29_01.20.40_resize.jpghttps://s6.postimg.org/nsmjc8kgh/SH5_Img_2017-10-24_20.16.56_resize.jpg

v2.0.9e changelog:
- New warships type: Gorizia Heavy Cruiser, Italian
- New warships type: London Heavy Cruiser, British
- New warships type: Bourrasque Destroyer, France
- Distance between units/ships in large convoys generally reduced by 100m approximately.
- Improved appearance of RAOBF colored graticules, more precise markings and cleaner look.
- Fixed misplaced traffic in few axis ports.
- Temporally neutral nations will from now utilize both darkened and illuminated merchant vessels. Once joined one of the opposed coalitions, the nation will use darkened ships only (except American illuminated coastal traffic which appearance has been extended to early 1942 in order to simulate conditions encountered by U-boat captains on eastern American coast during the opening stages of "2nd Happy Times" and Operation "Drumbeat").
- Added support for ultra wide triple screen (21:9) in game/display resolutions.
- Added support for two new optional TWoS 2.x.x addons (Harbors Chimney Smoke and Neutrals Exclusively Illuminated until [Date])
- AM1544 to AN1544, patrol grid fix.
- Museum.cfg, hidden few new duplicated ship variations.
- TWoS crew finally grew beard (except Beno of course, he still doesn't have it). Added Kevinsue's Bearded Crew TWoS addon permanently.
- Japanese warships museum and campaign CTD fix (*Ship.cfg, MaxSpeed).
- Various file, nations roster and campaign layers fixes and fine tuning tweaks.
- Updated TWoS credits page. Latest outstanding TWoS supporters/donors: Thomas "excel4004" Pentenrieder and Fernando "Fitzcarraldo" De Cicco - Thank You very much Captains!

Installation:
1. Install "The Wolves of Steel_v2.0.9e_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 2.0.9e 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 2.0.9e Update
[other optional TWoS 2.x.x mods/addons]
.
.


* Enable the update in port and continue campaign.
* Update 2.0.9e contains changes from all previous updates. Remove/delete previous update(s) from your JSGME.


DOWNLOAD The Wolves of Steel_v2.0.9e_SH5 Expansion Pack_Full (http://www.subsim.com/radioroom/downloads.php?do=file&id=4861)

DOWNLOAD TWoS v2.0.0 to v2.0.9e Update (http://www.subsim.com/radioroom/downloads.php?do=file&id=5035)

DOWNLOAD TWoS v2.0.x Additional Optional Mods and Addons (https://www.mediafire.com/folder/6xdh6g4691e3o/TWoS_2.0_Compatible_Aditional_Mods_and_Addons)


:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
:salute:

Cyborg322
11-04-17, 11:04 PM
This really is a Major leap forward

THx
Simon

Werner von Schmidt
11-05-17, 04:19 AM
vdr1981,
is it possible to set that the periscope is pulled in by default (leave the harbour)? And is it a feature or a bug that there's no sound by moving the periscopes if I'm on the bridge?

Thanks in advance.

Heinrich

excel4004
11-05-17, 05:02 AM
Is Christmas today!? :yeah:

Great! Cant wait to reach port for installing these different new mods! ..again,Vecko for BDU!! :yep:


v2.0.9e changelog:
- Distance between units/ships in large convoys generally reduced by 100m approximately.What was the distance in the past?


:subsim:

excel4004
11-05-17, 05:07 AM
vdr1981,
is it possible to set that the periscope is pulled in by default (leave the harbour)? And is it a feature or a bug that there's no sound by moving the periscopes if I'm on the bridge?

Thanks in advance.

Heinrich

Heinrich when you move one step at the beginning the periscope will automaticly pull in, so..

SS Norholm
11-05-17, 05:32 AM
What was the distance in the past?


:subsim:

Im sure it was around 800-900 meters. (Between each column I mean)
Or is it distance between each ship in the same line/column?

Werner von Schmidt
11-05-17, 06:09 AM
Heinrich when you move one step at the beginning the periscope will automaticly pull in, so..

Thanks for your reply but it doesn't. Just checked it.

vdr1981
11-05-17, 08:46 AM
vdr1981,
is it possible to set that the periscope is pulled in by default (leave the harbour)?
As soon as you click right mouse button for example , periscopes should go down automatically. If that doesn't work for you then there is probably something wrong with your game/mod installation OR maybe you have forgot to do save/reload in bunker when you were starting new campaign? :hmm2:


And is it a feature or a bug that there's no sound by moving the periscopes if I'm on the bridge?

Thanks in advance.

Heinrich
Periscope sound can only be heard while looking trough it...


Is Christmas today!? :yeah:

Great! Cant wait to reach port for installing these different new mods! ..again,Vecko for BDU!! :yep:

What was the distance in the past?

:subsim:

Im sure it was around 800-900 meters. (Between each column I mean)
Or is it distance between each ship in the same line/column?

Guys, you are asking for major spoilers here? :hmm2:
Let's just say that convoys "density" in TWoS will vary from 600 to 1000 m between units in general, depending of convoy type, war period ect...:yep:

In other campaign mods for SH5 and stock game, distance is always 900m...

P.S.

Thanks for the beer once again Excel! :salute::Kaleun_Cheers:

excel4004
11-05-17, 09:46 AM
Guys, you are asking for major spoilers here? :hmm2:From this point of view you are totaly right. Thanks for not a exact/detailed answer. Please keep this attitude in the future.

Lets say, we got this news from a detailed Airborne reconnaissance. :D


Beer!? You are welcome. :salute::Kaleun_Cheers:

Werner von Schmidt
11-05-17, 09:52 AM
As soon as you click right mouse button for example , periscopes should go down automatically. If that doesn't work for you then there is probably something wrong with your game/mod installation OR maybe you have forgot to do save/reload in bunker when you were starting new campaign? :hmm2:

Works now after save and reload the campaign. Thanks a lot.

vdr1981
11-05-17, 10:38 AM
Works now after save and reload the campaign. Thanks a lot.

You never saw big fat red letters in install instructions?:hmm2:

Werner von Schmidt
11-05-17, 12:44 PM
You never saw big fat red letters in install instructions?:hmm2:

I did, was just testing some stuff without save / reload the campaign. And actually I couldn't imagine these weird correlations sometimes in SH5.

:Kaleun_Cheers:

THEBERBSTER
11-05-17, 12:50 PM
Hi Heinrich
Instructions are there for a reason, that is why it is important to follow them.:yep:
Peter

siege00
11-05-17, 04:03 PM
I noticed in the Flaggen chart that the dates were removed. I assume this was on purpose. Do we receive radio msgs for hostiles or is there another chart that I'm missing? It's been a while since I've played but just installed 2.0.9e. Sorry if this has been explained already. I did search the thread but may have missed it.

Thanks!

BTW.. Vecko... just when I think you've done a ton and only minor improvements are likely, you do some major stuff that enhances the sim even further. Thank you much! Support inc. :)

HW3
11-05-17, 05:03 PM
Oh it is so tempting to abandon this patrol to South America, and install the latest update 2.0.9e and then start it again, but I have already cleared Gibraltar and I am in the Atlantic now, so I will press on.

kevinsue
11-06-17, 12:28 AM
Hi Heinrich
Instructions are there for a reason, that is why it is important to follow them.:yep:
Peter

Hey Peter, that print size is very small for old blind geezers like me :yep:

Werner von Schmidt
11-06-17, 03:32 AM
vdr1981,
it's me again. Since a long time I reinstalled TWoS and saw there're two anti-aircraft cannons on the turret. Is there a chance to remove them?

Thanks in advance und keep up the excellent work!

Heinrich.

hauangua
11-06-17, 04:58 AM
vdr1981,
it's me again. Since a long time I reinstalled TWoS and saw there're two anti-aircraft cannons on the turret. Is there a chance to remove them?

Thanks in advance und keep up the excellent work!

Heinrich.

Hi Heinrich
Can you post your Mod list please?

palmic
11-06-17, 05:15 AM
Let's just say that convoys "density" in TWoS will vary from 600 to 1000 m between units in general, depending of convoy type, war period ect...:yep:

It would be much appreciated if it would be possible to randomize ships speed more divisively.
There is not much to calculate of you know ship will move always 6kts (sometimes 8) :salute:

Werner von Schmidt
11-06-17, 06:08 AM
Hi Heinrich
Can you post your Mod list please?

http://fs5.directupload.net/images/171106/m452x882.png

Bojanpopovic
11-06-17, 07:44 AM
Hi, i was'nt been here for a long time, and now i'm back to play again. Can I install this 2.0.9 mod, after 1.06 mod, and continue my campaign normally?

I have this mods:

1. The Wolves of Steel 1.06=1
2. The Wolves of Steel 1.06 - Update 05c=2
3. The Wolves of Steel 1.06 - Real Navigation=3
5. The Wolves of Steel 1.06 - Wind & Smoke addon=4
6. The Wolves of Steel 1.06 - 8x5 Resolution Patch=5

Thanks.

THEBERBSTER
11-06-17, 11:23 AM
Hi B
Can I install this 2.0.9 mod, after 1.06 mod, and continue my campaign normally? No you have version 1 and this is version 2.
You need the latest TWOS version v2.0.0 which will include the latest update v2.0.9e in the download.
You wil also need to start a new carrpaign.

It is adviseable to uninstall and re-install on a clean SH5 game installation after using a registry cleaner.
Peter

Bojanpopovic
11-06-17, 01:17 PM
Thank you Peter.

Nemeor_Gaming
11-06-17, 01:29 PM
Hello everyone ! :Kaleun_Salute:

Thank you vdr (and all of the moders of course) for the work.

I think we can put two of these mods inside The Wolves of Steel, i have made 2 videos to show the changes :Kaleun_Cheers:

https://www.youtube.com/watch?v=3axHUW-VQXo

https://www.youtube.com/watch?v=id8ro_bKi5w

Cyborg322
11-06-17, 02:48 PM
vdr1981,
it's me again. Since a long time I reinstalled TWoS and saw there're two anti-aircraft cannons on the turret. Is there a chance to remove them?

Thanks in advance und keep up the excellent work!

Heinrich.

Do you mean the 2 non functional Machine guns on the Type V11B ? You can upgrade them fairly quickly to get rid of them

Werner von Schmidt
11-06-17, 02:50 PM
Do you mean the 2 non functional Machine guns on the Type V11B ? You can upgrade them fairly quickly to get rid of them

Exactly. But what do you mean w/ upgrading?

vdr1981
11-06-17, 02:58 PM
I noticed in the Flaggen chart that the dates were removed. I assume this was on purpose. Do we receive radio msgs for hostiles or is there another chart that I'm missing? It's been a while since I've played but just installed 2.0.9e. Sorry if this has been explained already. I did search the thread but may have missed it.

Thanks!

BTW.. Vecko... just when I think you've done a ton and only minor improvements are likely, you do some major stuff that enhances the sim even further. Thank you much! Support inc. :)

The dates on flag chart has been removed because they were almost completely inaccurate and misleading. This would also present major spoiler IMO, flag chart should be a chart for "flags" and not magic friend or foe cheat.

There are different ways to determent units affiliation in SH games. For example in game radio messages and news, units attitude, port colors, historical facts ect...Now , we even have an addon which will allow neutral nations to use only illuminated ships until joining date and so on...

Also, Thank You very much for your donation Kaleun! :Kaleun_Cheers::salute:




vdr1981,
it's me again. Since a long time I reinstalled TWoS and saw there're two anti-aircraft cannons on the turret. Is there a chance to remove them?

Thanks in advance und keep up the excellent work!

Heinrich.

What turrets? Remove them from where?

It would be much appreciated if it would be possible to randomize ships speed more divisively.
There is not much to calculate of you know ship will move always 6kts (sometimes 8) :salute:

Done that long time ago . This from TWoS doucmentation, (OHII enhacemnt for TWoS):

- Revised/better distributed convoys/traffic speeds. By defauly, speeds were almost always 6 or 9 kn; Now, Slow convoys ~5-6kn, fast convoys 9-10kn and all others 5-9 kn with tendency to slower speeds.
- Higher speeds for troop transport convoys, 10-15 kn (all campaigns except MG).


Hello everyone ! :Kaleun_Salute:

Thank you vdr (and all of the moders of course) for the work.

I think we can put two of these mods inside The Wolves of Steel, i have made 2 videos to show the changes :Kaleun_Cheers:


Sounds much better I must say. :yep: However, I won't be able to release new updates for next two weeks or so (have to do some real life jobs as well, although TWoS Captains donations are very welcome, I still have to earn to pay my bills :)). Maybe you can release stand alone addon for TWoS until the next update, I'm sure people will like it. :yep:

Cyborg322
11-06-17, 03:00 PM
Exactly. But what do you mean w/ upgrading?

In the Bunker

Werner von Schmidt
11-06-17, 03:19 PM
What turrets? Remove them from where?

http://fs1.directupload.net/images/171106/chuc7ehd.png

These guns.

Cyborg322
11-06-17, 03:27 PM
These guns.

Machine Guns on the Conning tower ( Not Turret ) he is Referring to Vecko

Heinrich

As I said Upgrade in Bunker and they are gone

vdr1981
11-06-17, 03:59 PM
Machine Guns on the Conning tower ( Not Turret ) he is Referring to Vecko

Heinrich

As I said Upgrade in Bunker and they are gone

Not really...A eqp file has to be edited, I'l explain how tomorrow or day after tomorrow...:yep:

Cyborg322
11-06-17, 04:06 PM
I mean conning tower upgrade with functional AA

but hey no worries mine are gone and it not my post anyhoo :03:

d@rk51d3
11-06-17, 04:19 PM
I'm really loving this mod.
It goes from strength to strength. I can't wait to see what's next.

t3redundee
11-06-17, 08:18 PM
I agree with that d@rk51d3 this game gives me hours of immersion and I'd like to pass on a wealth of thanks to all those involved in this Mod.
Thanks to you all.

Werner von Schmidt
11-07-17, 02:49 AM
Not really...A eqp file has to be edited, I'l explain how tomorrow or day after tomorrow...:yep:
http://www.fakingnews.firstpost.com/wp-content/uploads/2016/03/preview-650x390-650-1448018399.jpg

Cyborg322
11-07-17, 04:02 AM
really

booby
11-07-17, 02:20 PM
Hey nice work about ver2.09e
by the way i was following convoy and update to 2.09e from 2.09d,
then suddenly convoy are invisible by WO!
also cant target from UZO
wtf going on?

pan31geo
11-07-17, 02:42 PM
Ok I haver a question about this problem. When I start the first mission in the bunker there is no problem at all. The campaign progress checks and everything is fine. During the mission and before I complete it I saved the game. Next day when I loaded the mission (I am in the middle of the sea) I do get the error. I try again and again and the error keeps coming up. Do I proceed or do I need to start a new campaign once again? Is there any workaround this problem which starts to become completely annoying.

vdr1981
11-07-17, 03:17 PM
Ok I haver a question about this problem. When I start the first mission in the bunker there is no problem at all. The campaign progress checks and everything is fine. During the mission and before I complete it I saved the game. Next day when I loaded the mission (I am in the middle of the sea) I do get the error. I try again and again and the error keeps coming up. Do I proceed or do I need to start a new campaign once again? Is there any workaround this problem which starts to become completely annoying.
I don't think that campaign progress add on works always as it should...There is a chance that the problem is fixed but you still get fail message... OldCoder can tell more.

Anyway, you can disable the add on or ignore the fail messages after 1-2 tries and continue campaign. In game campaign\flotilla transfer radio orders will tell you what to do when you are close to campaign chapter ending...

vdr1981
11-07-17, 03:33 PM
vdr1981,
it's me again. Since a long time I reinstalled TWoS and saw there're two anti-aircraft cannons on the turret. Is there a chance to remove them?

Thanks in advance und keep up the excellent work!

Heinrich.
I'm sorry Heinrich , I'm posting from my phone so I can't be much concrete in my response.

Can you open VIIB's eqp (data/submarine/*****7b) file with notepad and copy\paste content of the file here?

HW3
11-07-17, 04:04 PM
booby, you did update from 2.0.9d to 2.0.9e in port like the instructions said to, right?

pan31geo
11-07-17, 04:30 PM
I don't think that campaign progress add on works always as it should...There is a chance that the problem is fixed but you still get fail message... OldCoder can tell more.

Anyway, you can disable the add on or ignore the fail messages after 1-2 tries and continue campaign. In game campaign\flotilla transfer radio orders will tell you what to do when you are close to campaign chapter ending...

I also have a feeling there must be something wrong with the add-on. Anyways, I will ignore it and post an update. I guess I am not the only one with the same issue. Cheers mate.

Werner von Schmidt
11-07-17, 10:30 PM
I'm sorry Heinrich , I'm posting from my phone so I can't be much concrete in my response.

Can you open VIIB's eqp (data/submarine/*****7b) file with notepad and copy\paste content of the file here?

I already disabled the guns by changing

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19380101
EndDate=19451231
to

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19451230
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19451230
EndDate=19451231

in the .eqp-file. Thanks.

Heinrich

vdr1981
11-08-17, 03:05 AM
I already disabled the guns by changing

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19380101
EndDate=19451231to

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19451230
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19451230
EndDate=19451231in the .eqp-file. Thanks.

Heinrich
Very good.
Note that machine guns will appear again if you decide to enable "no sub flags" add on because they are still enabled in containing eqp files

palmic
11-08-17, 04:30 AM
I'm really loving this mod.
It goes from strength to strength. I can't wait to see what's next.

I agree. It has many flaws which you have to workaround (like you should not save submerged, you cant overwrite saves because they'll merge themselves and will both be corrupted, or the fact you cannot alt-tab to windows because then few things stops to work, weather is not always working and so....).

But i can tell you, i play TWOS from my first post here (few years), sometimes i have a month or two pause, but then ill return and i cannot find any kind of boringness.. Every new situation is unique. It has great graphic and atmosphere now.. :up:

excel4004
11-08-17, 05:03 AM
Very good.
Note that machine guns will appear again if you decide to enable "no sub flags" add on because they are still enabled in containing eqp files

Good to know how to change that equipment to the original setting. Prefer traveling without mgs. Also without flags what is IMO more realistic.

But how great would be this kind of mod, entering port with main flag and little bunting flags for sunk ships. :D

Cyborg322
11-08-17, 11:07 AM
I also have a feeling there must be something wrong with the add-on. Anyways, I will ignore it and post an update. I guess I am not the only one with the same issue. Cheers mate.
Hello All :Kaleun_Salute:

I've been using the verifier since it was first introduced. At first I got the failed message fairly regularly, its difficult to determine false positives with it.

I still recommend using it, it still serves a purpose and getting it back on track has proved easy

Restarting the game has got it to pass every time bar the odd save with traffic too close which is not advisable in anycase

My last 20 or so saves with update 2.09d have passed 100% ( it may or may not be connected ) . I think this is in part due to having good habits with managing saves, this is very easy to overlook

Following the instructions in the WOS Guide, to the letter, where saves are more critical helps a lot, for example not going too long with complete restarts, bunker and post AO saves and so on

I've also found deleting all Auto saves and keeping saves to an absolute minimum helps ( also helps loading time )

The big plus for me using the Campaign Verifier is it gives me added confidence that I'm not heading for a situation where I'm stuck with stalled progress

It also helps with keeping good habits with saves and serves as a reminder to maintain this

I will still continue to use it, for me its helpful, it may not be perfect and may possibly gives false positives but I still think its worth considering for all the aforementioned plus sides

Simon

:subsim:WOLVES Of STEEL

Werner von Schmidt
11-08-17, 12:01 PM
Is there a way to set a course like key x + ### respectively a certain depth? I just saw in the cfg a cmd called set_course, that's why.

Thanks in advance.

palmic
11-08-17, 12:33 PM
Yes, this would put immersion on whole another level, Vecko? :hmmm: :)

Cyborg322
11-08-17, 01:53 PM
Is there a way to set a course like key x + ### respectively a certain depth? I just saw in the cfg a cmd called set_course, that's why.

Thanks in advance.

What is it you don't like about using the compass depth gauge and command icons ? would be helpful to know

pan31geo
11-08-17, 03:38 PM
Hello All :Kaleun_Salute:


I will still continue to use it, for me its helpful, it may not be perfect and may possibly gives false positives but I still think its worth considering for all the aforementioned plus sides

Simon

:subsim:WOLVES Of STEEL

As I said I will post back when I have something to report. So, even if I had an error message the game progressed as expected once I passed the 4th of the month. Same as you said,I will keep using it but I won't worry a lot if I get false positives. Will try to follow the suggestion with the save games. Cheers :Kaleun_Thumbs_Up:

Werner von Schmidt
11-08-17, 03:45 PM
What is it you don't like about using the compass depth gauge and command icons ? would be helpful to know

I usually play without HUD and would love to set especially the course manually (without using the mouse).

kevinsue
11-08-17, 03:48 PM
Is there a way to set a course like key x + ### respectively a certain depth? I just saw in the cfg a cmd called set_course, that's why.

Thanks in advance.

If you use speech recognition, you can tell the helmsman to steer "Southwest by south" or say "new course, 214 degrees". Also you can tell the Chief to "take her down to 30 meters" etc. Everything can be done including inputting target data into the TDC without the use of the UI or keyboard, except walk around the boat. It's also a lot of fun trying to get down the conning tower ladder as fast as you can while screaming "Alarm! Alarm! Alarm! and watching all hell break loose as the boat crash dives! If you want realism, using speech recognition is the way to go.:yep:

kevinsue
11-08-17, 03:50 PM
I usually play without HUD and would love to set especially the course manually (without using the mouse).

You can...put your boat on any course you want using the rudder keys.

Werner von Schmidt
11-08-17, 04:27 PM
If you use speech recognition, you can tell the helmsman to steer "Southwest by south" or say "new course, 214 degrees". Also you can tell the Chief to "take her down to 30 meters" etc. Everything can be done including inputting target data into the TDC without the use of the UI or keyboard, except walk around the boat. It's also a lot of fun trying to get down the conning tower ladder as fast as you can while screaming "Alarm! Alarm! Alarm! and watching all hell break loose as the boat crash dives! If you want realism, using speech recognition is the way to go.:yep:

Nah, my wife would kill me if I scream "ALARMTAUCHEN!" in the middle of the night. :D

Werner von Schmidt
11-08-17, 04:29 PM
You can...put your boat on any course you want using the rudder keys.

No whataboutism. I just asked for the possibility to set a course via keyboard because there's obviously an unused cmd called set_course.

Thanks anyway.

Cyborg322
11-08-17, 08:10 PM
No whataboutism. I just asked for the possibility to set a course via keyboard because there's obviously an unused cmd called set_course.

Thanks anyway.

I'm not sure if anyone is indirectly attempting to discredit, disprove, refute what you are asking for or charge you with hypocrisy ( the definition of whataboutism ) what an odd remark :hmmm: or is it the other way round you are not trying to accuse others of the same ? Its confusing, a "Buzz Word". Maybe you was just itching to use it.

These are just suggestions that you may not of considered and a way of controlling the sub without the mouse ( you added not using HUD )

So as I understand it ,its more about the "unused Cmd set course " utilising that and typing a course by keyboard by pressing a key and entering a number, have I got that right ? Or is it about a feature you think has been overlooked and not introduced into the game ?

Werner von Schmidt
11-09-17, 12:34 AM
So as I understand it ,its more about the "unused Cmd set course " utilising that and typing a course by keyboard by pressing a key and entering a number, have I got that right ? Or is it about a feature you think has been overlooked and not introduced into the game ?
I just asked, if there's a possibility to use existing cmd set_course for (wait for it) setting the course. (respectively depth and rudder)

Thanks anyway for the effort.

zarak85
11-09-17, 11:20 AM
hammer mod....
aber seit ich das mod pack installiert hab, is mein komplettes spiel auf englisch... is das normal, oder hab ich was falsch gemacht?

------------------------

awesome mod....
since i installed the mod, the entire game is in english (german before)...
... is it normal, or did i something wrong?

Sauroketh
11-09-17, 11:43 AM
Entschuldigung, Herr, habe ich recht, daß Installation eines Flakgeschützes (insbrsondere eines dicht abgeschirtmten) und/oder des Deckgeschützes die Fahrt beeiträchtigt?
Ah Quatsch....
Do I guess it right, sir, that installation of a deck gun and/or AA-gun (especially of the one with mighty shielding of the gunner) lowers the speed?

Cyborg322
11-09-17, 11:54 AM
hammer mod....
aber seit ich das mod pack installiert hab, is mein komplettes spiel auf englisch... is das normal, oder hab ich was falsch gemacht?

------------------------

awesome mod....
since i installed the mod, the entire game is in english (german before)...
... is it normal, or did i something wrong?

Just updated to v 2.09e Voices still in German, do you have another mod overwriting the voices ?

2.09e ist auf Deutsch

Cyborg322
11-09-17, 12:05 PM
Entschuldigung, Herr, habe ich recht, daß Installation eines Flakgeschützes (insbrsondere eines dicht abgeschirtmten) und/oder des Deckgeschützes die Fahrt beeiträchtigt?
Ah Quatsch....
Do I guess it right, sir, that installation of a deck gun and/or AA-gun (especially of the one with mighty shielding of the gunner) lowers the speed?

Do you mean in the game or a Real Uboat ?

Werner von Schmidt
11-09-17, 12:31 PM
hammer mod....
aber seit ich das mod pack installiert hab, is mein komplettes spiel auf englisch... is das normal, oder hab ich was falsch gemacht?

------------------------

awesome mod....
since i installed the mod, the entire game is in english (german before)...
... is it normal, or did i something wrong?

Bis auf die Sprachausgabe ist die Modifikation komplett auf Englisch, ja. Aber wir arbeiten an einer deutschen Übersetzung von The Wolfes of Steel.

excel4004
11-09-17, 01:08 PM
hammer mod....
aber seit ich das mod pack installiert hab, is mein komplettes spiel auf englisch... is das normal, oder hab ich was falsch gemacht?

------------------------

awesome mod....
since i installed the mod, the entire game is in english (german before)...
... is it normal, or did i something wrong?


Hats du das Game insgesamt neu installiert oder "nur" TWoS über dein altes SH5 gemoddet!??

hauangua
11-10-17, 02:22 AM
Hi mate
I have a problem.. I reinstall SH5 totally delete folder and go with CCLeaner
Install TWoS normally +update 2.09e ... no first time make complete reinstallation... And never problem before )
Then I make always just one change in OFEV.. "SH3 UI style" and stop no others change.
But this time when I play I have again "SH5 enhanced UI"
I come back in OFEV but all is good!
I have SH3 UI.. not SH5!!
I not understand what happened...
Repeat no first time I install TWoS...
No understand where wrong
Thanks.

vdr1981
11-10-17, 02:51 AM
Hi mate
I have a problem.. I reinstall SH5 totally delete folder and go with CCLeaner
Install TWoS normally +update 2.09e ... no first time make complete reinstallation... And never problem before )
Then I make always just one change in OFEV.. "SH3 UI style" and stop no others change.
But this time when I play I have again "SH5 enhanced UI"
I come back in OFEV but all is good!
I have SH3 UI.. not SH5!!
I not understand what happened...
Repeat no first time I install TWoS...
No understand where wrong
Thanks.
Ahoy there!
You have probably directed your ofev file paths to the location inside your mods folder which means that you have to reenable the mod in order to activate changes...
I use different approach which doesn't require mod disabling and this method is described on several places including ofev folder it self...

hauangua
11-10-17, 03:10 AM
Ahoy there!
You have probably directed your ofev file paths to the location inside your mods folder which means that you have to reenable the mod in order to activate changes...
I use different approach which doesn't require mod disabling and this method is described on several places including ofev folder it self...

OMG!
You right!! Now remember this time change ..I don't know why I maked this. ..
Thanks Vecko

vdr1981
11-10-17, 03:26 AM
OMG!
You right!! Now remember this time change ..I don't know why I maked this. ..
Thanks Vecko

You're quite welcome! Happy hunting Captain!:salute:

Werner von Schmidt
11-10-17, 03:33 AM
Is there a way to set a course like key x + ### respectively a certain depth? I just saw in the cfg a cmd called set_course, that's why.

Thanks in advance.

vdr1981, any idea?

vdr1981
11-10-17, 04:50 AM
vdr1981, any idea?

I'm not sure really...Something's telling that it is possible somehow but I could be wrong as well. You should inspect in details ofev options and tdw NewUIs documentation.

vdr1981
11-10-17, 04:56 AM
Entschuldigung, Herr, habe ich recht, daß Installation eines Flakgeschützes (insbrsondere eines dicht abgeschirtmten) und/oder des Deckgeschützes die Fahrt beeiträchtigt?
Ah Quatsch....
Do I guess it right, sir, that installation of a deck gun and/or AA-gun (especially of the one with mighty shielding of the gunner) lowers the speed?

Yes, I have added hydrodynamic drag into the game but it is influenced only by conning tower size and shape, not by the guns them self...

excel4004
11-10-17, 05:53 AM
I agree. It has many flaws which you have to workaround (like you should not save submerged, you cant overwrite saves because they'll merge themselves and will both be corrupted, or the fact you cannot alt-tab to windows because then few things stops to work, weather is not always working and so....).

But i can tell you, i play TWOS from my first post here (few years), sometimes i have a month or two pause, but then ill return and i cannot find any kind of boringness.. Every new situation is unique. It has great graphic and atmosphere now.. :up:

What kind of issues did you recognized when used saved files from submerged sub!? :salute:

Werner von Schmidt
11-10-17, 07:19 AM
I'm not sure really...Something's telling that it is possible somehow but I could be wrong as well. You should inspect in details ofev options and tdw NewUIs documentation.

Jawohl, Herr Kaleun!

Bojanpopovic
11-10-17, 10:35 AM
Hi, i just continued my capaign, with latest 2.0.9 mods. Everything is fine, but i have noticed that my torps are more dud torps. It's 1942, and i am on wolfpacks operations, but almost always 3-4 of my 14 torps fails to detonate on impact(no mater is magnetic or impact switched) even on fine angle of impact. I think earlyer in war it was less failures than now. So i wonder, if is logically that torps are more reliable as war goes on, it seems that is oposite, too many duds, and it's year 1942..?

Is this normal and realistic issue, or is a bug that i dont know about?

If is realistic, and close as it was in real life, than i'm happy enough. :)

fitzcarraldo
11-10-17, 10:37 AM
What kind of issues did you recognized when used saved files from submerged sub!? :salute:


I can save with a submerged boat, with destroyers persecuting me in suface, and reload it wihout problems. The same under depth charges, and not stabilized (submerging or surfacing; in mouvement hortizontal and vertical); the game reloads OK in my installation.

Regards.

Fitzcarraldo :Kaleun_Salute:

fitzcarraldo
11-10-17, 10:46 AM
Question:

What is the rate of change of weather in TWoS (or SH5 in general)? I navigated (HT campaign) for a week and only had a change of weather (to 14 m/s wind, clouds heavy, without rain), save the game and when reload it, the weather was (visually) 5 m/s, partial clouds (the report continued to tell 14 m/s, cloud heavy). From that, after a month navigating to my asigned area (mid of atlantic, Happy Times campaign), no changes of weather, ever 5 m/s, clouds partial, report 14 m/s, clouds heavy). Will I have some heavy storm some day?

Is there some trick to induce some bad weather in TWoS?

Many thanks and regards.

Fitzcarraldo :Kaleun_Salute:

excel4004
11-10-17, 01:30 PM
I can save with a submerged boat, with destroyers persecuting me in suface, and reload it wihout problems. The same under depth charges, and not stabilized (submerging or surfacing; in mouvement hortizontal and vertical); the game reloads OK in my installation.

Regards.

Fitzcarraldo :Kaleun_Salute:
Thanks for report, good news! :salute: I cant remember that i got an issue with a submerged save, with the last versions of TWoS. Thats why i asked palmic.


Question: - What was the minimum range for the torpedo attack!? 300m? :hmmm:

- ..and yes Vecko, that was agood question, is there a changing from duds behaviour implemented in the sim with advance war years??

vdr1981
11-10-17, 01:48 PM
- ..and yes Vecko, that was agood question, is there a changing from duds behaviour implemented in the sim with advance war years??

Yes...The settings are contained within torpedoes sim files IIRC...

vdr1981
11-10-17, 01:56 PM
Question:

What is the rate of change of weather in TWoS (or SH5 in general)? Fitzcarraldo :Kaleun_Salute:

As far as I know weather changes in sh5 are completely random with tendency for more dynamic changes from, let's say, June to September ...

Joaoperru
11-11-17, 12:47 PM
I need a little help, about a ctd which is really bugging me.
November 1940. Chase a convoy. Everytime i attack it, the game ctd after a while. Sometime even before i fire my torps. Some times when i hit with them, sometime when i escape dds. Sometimes when it's 1x sometimes when it's 16x or more. Maybe it's something within the convoy i dont know. Or something i've done wrong before the encounter, even if i did the things that i usually do.

First days in a new patrol. First convoy encountered. Starting from a save from i think 30-40 kms from the convoy. It's not in sight, but i think it's in the "bubble".

What should i do? What could cause the issue? For future experiences.

Cyborg322
11-11-17, 01:01 PM
I need a little help, about a ctd which is really bugging me.
November 1940. Chase a convoy. Everytime i attack it, the game ctd after a while. Sometime even before i fire my torps. Some times when i hit with them, sometime when i escape dds. Sometimes when it's 1x sometimes when it's 16x or more. Maybe it's something within the convoy i dont know. Or something i've done wrong before the encounter, even if i did the things that i usually do.

First days in a new patrol. First convoy encountered. Starting from a save from i think 30-40 kms from the convoy. It's not in sight, but i think it's in the "bubble".

What should i do? What could cause the issue? For future experiences.

This is probably best answered by Vecko but I can say saves without any contacts remotely close are better "in the bubble" as you say. There could be other reasons

I have had a situation where as soon as a torpedo hits I got a CTD, this was in my case a Corrupt Save. I backtracked a little and I was Ok again. This was an isolated incident I've not had for a long time tho

Sauroketh
11-11-17, 01:49 PM
hammer mod....
aber seit ich das mod pack installiert hab, is mein komplettes spiel auf englisch... is das normal, oder hab ich was falsch gemacht?

------------------------

awesome mod....
since i installed the mod, the entire game is in english (german before)...
... is it normal, or did i something wrong?

Soweit ich weiß, gibt es keine deutschsprachige Version der Modifikation und sie ist auch nicht geplannt. Trotzdem bin ich unter denen, die die Aufgabe gerne übernehmen würden.
As far as I know there is no German version of the mod and such isnät planed, as well. In spite of it I am one of those who would eagerly accept this issue.

excel4004
11-11-17, 01:53 PM
Soweit ich weiß, gibt es keine deutschsprachige Version der Modifikation und sie ist auch nicht geplannt. Trotzdem bin ich unter denen, die die Aufgabe gerne übernehmen würden.
As far as I know there is no German version of the mod and such isnät planed, as well. In spite of it I am one of those who would eagerly accept this issue.

-----> http://www.subsim.com/radioroom/showthread.php?t=215259 :salute:

Sauroketh
11-11-17, 01:57 PM
[CENTER][NOT FOR STEAM VERSION!]

One more question...
I feel somehow puzzled :ping: by merchant vessels approaching Britain under neutral flags (say, Dutch, Irish, Spanish, Danish) and identified as "Rare cargo ships".
They increase my tonnage rate if I sink them, but it is somehow not fair.
Or sinking them decreases the renown? Or what negative effect does sinking them have at all?
I have distinct orders from BdU regading ships under Greek flag, for example - for British cargos are frequently disguised by this flag and so on. But what about all the others?
Would be grateful if someone explains this bloody thing.:k_confused:

Sauroketh
11-11-17, 01:59 PM
-----> http://www.subsim.com/radioroom/showthread.php?t=215259 :salute:

!!!
Oh danke vielmals!!!!!
Oh thanks a lot!!!!

palmic
11-11-17, 04:32 PM
I need a little help, about a ctd which is really bugging me.

November 1940. Chase a convoy. Everytime i attack it, the game ctd after a while. Sometime even before i fire my torps. Some times when i hit with them, sometime when i escape dds. Sometimes when it's 1x sometimes when it's 16x or more. Maybe it's something within the convoy i dont know. Or something i've done wrong before the encounter, even if i did the things that i usually do.



First days in a new patrol. First convoy encountered. Starting from a save from i think 30-40 kms from the convoy. It's not in sight, but i think it's in the "bubble".



What should i do? What could cause the issue? For future experiences.



This is happening to me always, after i kill some neutral or friendly unit, minutes, or hours after.

Are you sure you didn't sunk such ship?
(Sh5 unfixable bug)

Dadio85
11-11-17, 06:11 PM
Since a few days I enjoy playing SH5 again, thanks to this great megamod. But one question I have is still unanswered.
Besides the free external camera, is there a camera view, which is fixed to the u-boat and moves with it? As far as I remembered, in the past when I played SH5 with the first upcoming mods, it was possible to have this camera view and even from other units - if they were spotted by your crew.

Aktungbby
11-11-17, 06:19 PM
Dadio85!:Kaleun_Salute:

vdr1981
11-12-17, 02:37 AM
I need a little help, about a ctd which is really bugging me.
November 1940. Chase a convoy. Everytime i attack it, the game ctd after a while. Sometime even before i fire my torps. Some times when i hit with them, sometime when i escape dds. Sometimes when it's 1x sometimes when it's 16x or more. Maybe it's something within the convoy i dont know. Or something i've done wrong before the encounter, even if i did the things that i usually do.

First days in a new patrol. First convoy encountered. Starting from a save from i think 30-40 kms from the convoy. It's not in sight, but i think it's in the "bubble".

What should i do? What could cause the issue? For future experiences.

http://www.subsim.com/radioroom/showpost.php?p=2345885&postcount=2657
Did You start new cammpaign with twos only?

vdr1981
11-12-17, 02:41 AM
-----> http://www.subsim.com/radioroom/showthread.php?t=215259 :salute:

Looks kinda dated. Are you sure it is compatible with latest TWoS? :hmmm:

vdr1981
11-12-17, 02:48 AM
This is happening to me always, after i kill some neutral or friendly unit, minutes, or hours after.

Are you sure you didn't sunk such ship?
(Sh5 unfixable bug)

Not really...Neutral and friendly kills are mentioned in faq, check my sig for more...:salute:

gambla
11-12-17, 02:56 AM
So quick question about the "North Western Approaches" misson. (And possibly any other missions if this happens to them too.) When I received this mission, my primary objective that i read in my Captain's Log stated that I was to "Engage any encountered enemy task force in your patrol area." Yet I had not received any specific patrol area like I had in the "Eastern British Coastal Waters" misson (Example like AN5515, AN 5460, etc.) Theses never popped up as radio messages or anything.

Then however the objective was completed and changed because you notice the "Finished" indicator in green, but the new objective was literally the same thing as before. I did this time receive a radio message however, that stated to patrol between Iceland and the Faroes for our warships to make their way into the Atlantic. I literally patrolled the whole straight without a single contact.

Now my objective seems to be failed because "Finished" is in red and I got a message to do my own patrol. Seems like the BdU got tired of not hear about any success. :(

Was I patroling the wrong are the whole time? If so, the game didn't specifically tell me where to patrol regarding the patrol squares like last time.

TLDR, Game didn't give me my area to patrol, failed mission because I didn't sink anything ships


hello guys,
I have the same situation as quoted above. Any ideas what happened ? Is this task broken ?

thanks for your help

_________________________________________
Mods: The Wolves of Steel 2.0.0 - 2.0.9d Update

THEBERBSTER
11-12-17, 03:16 AM
A Warm Welcome To The Subsim Community > Dadio85
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
Tutorials And Other Information Links In My Signature Below

excel4004
11-12-17, 03:27 AM
Looks kinda dated. Are you sure it is compatible with latest TWoS? :hmmm:

No, there is actually no compatible german language version for TWoS 2.09e mod!

It was just this was only a reference to the link , because here in German language German translations for the future was announced by two other forum members.:03:

vdr1981
11-12-17, 03:41 AM
No, there is actually no compatible german language version for TWoS 2.09e mod!

It was just this was only a reference to the link , because here in German language German translations for the future were announced by two other forum members.:03:
Thanks for clearing that up. :up:

Werner von Schmidt
11-12-17, 04:27 AM
No, there is actually no compatible german language version for TWoS 2.09e mod!

It was just this was only a reference to the link , because here in German language German translations for the future was announced by two other forum members.:03:

German translation will released in December.

Dadio85
11-12-17, 04:33 AM
Thanks for your warm welcome. So what I'm actually missing is to have the camera fixed at a unit and change to the next visible unit with the , and . buttons. This was working with the mod "Magnus Opus"

SS Norholm
11-12-17, 05:24 AM
Dadio85, if you are using TWoS mod, hover your mouse cursor over the top center of your screen.....icons will pop up. I think it's the 3rd one from the left...'Next Unit' click that and it will give you an external view of your sub, and cycle through any nearby units.

J

Dadio85
11-12-17, 06:43 AM
SS Norholm, thank you so much. That was the trick;) :Kaleun_Applaud:

Cyborg322
11-12-17, 07:27 AM
hello guys,
I have the same situation as quoted above. Any ideas what happened ? Is this task broken ?

thanks for your help

_________________________________________
Mods: The Wolves of Steel 2.0.0 - 2.0.9d Update

Almost same thing sunk 2 ships between Iceland and Faroes still failed, (had lots of trouble finding them) occasional map contacts travelling towards NW side of UK moved onto X marker patrolled 200km nothing.

Patrol time and area not clearly defined as before other than between Iceland and Faroes which gives a lot of scope

Could do with clearing up especially if "Patrol ANxxxx for ** hours has been removed " from other missions

@ Vecko forget about VIIB + MG38 enough time spent :up:

excel4004
11-12-17, 03:38 PM
Hi Vecko,

tonight i installed in port TWoS update 2.09e but the two optionals addons ( Added support for two new optional TWoS 2.x.x addons (Harbors Chimney Smoke and Neutrals Exclusively Illuminated until [Date]) are not visible in JSGME!? The two optional mods also arent visible in the mod 2.09e folder too!?

Only available in the big complete TWoS 2.09 file,?

Pls help, thanks!

Aniuk
11-12-17, 03:44 PM
Hi Vecko,

tonight i installed in port v. 2.09e but the two optionals addons ( Added support for two new optional TWoS 2.x.x addons (Harbors Chimney Smoke and Neutrals Exclusively Illuminated until [Date]) are not visible in JSGME!? The two optional mods also arent visible in the mod 2.09e folder too!?

Only available in the big complete TWoS 2.09 file, or what?

Pls help, thanks!

In Post #1 you can find a seperate link for the additional mods
https://www.mediafire.com/folder/6xdh6g4691e3o/TWoS_2.0_Compatible_Aditional_Mods_and_Addons:Kale un_Binocular::Kaleun_Binocular:

Aniuk

excel4004
11-12-17, 03:56 PM
In Post #1 you can find a seperate link for the additional mods
https://www.mediafire.com/folder/6xdh6g4691e3o/TWoS_2.0_Compatible_Aditional_Mods_and_Addons:Kale un_Binocular::Kaleun_Binocular:

Aniuk

I see, my fault! Thanks for the fast help! :up:

:subsim:

SS Norholm
11-13-17, 07:32 AM
Quote:
Originally Posted by gambla View Post
hello guys,
I have the same situation as quoted above. Any ideas what happened ? Is this task broken ?

thanks for your help

_________________________________________
Mods: The Wolves of Steel 2.0.0 - 2.0.9d Update
Almost same thing sunk 2 ships between Iceland and Faroes still failed, (had lots of trouble finding them) occasional map contacts travelling towards NW side of UK moved onto X marker patrolled 200km nothing.

Almost same thing sunk 2 ships between Iceland and Faroes still failed, (had lots of trouble finding them) occasional map contacts travelling towards NW side of UK moved onto X marker patrolled 200km nothing.

Patrol time and area not clearly defined as before other than between Iceland and Faroes which gives a lot of scope

Could do with clearing up especially if "Patrol ANxxxx for ** hours has been removed " from other missions :up:

+1 guys...same here.

I requested 'Strategic Supplies' and they sent me to 'Intercept Convoy and sink a Tanker'.
However, even though the SP AO is in between Cornwall and Ireland, the red X marker was about 200 miles south west of Rockall! :o
Patrolled for almost 4 days within 140km of X, sunk a few ships including Small Oiler's, then got red (mission failed) complete notification and told same as above. (Cease all operations yada yada)

:06:

John.

vdr1981
11-13-17, 07:44 AM
You guys are giving to much credits to those "intercept and sink" missions...Just relax and do your job...:salute: Bdu wants tonnage and they don't care much about red or green letters...

SS Norholm
11-13-17, 08:01 AM
You guys are giving to much credits to those "intercept and sink" missions...Just relax and do your job...:salute: Bdu wants tonnage and they don't care much about red or green letters...

That's true actually lol! BTW Vecko, i'm sure its just something odd left over from the original SH5 anyway, wasnt blaming you Sir of course!

Cyborg322
11-13-17, 11:32 AM
Could you specify what the conditions are for it to pass ?
it was clear before now it is not.

Patrolling round for hours real time not being sure if you are doing the right thing is kinda niggling, especially when you get fail message at the end, that's just a bonus

There appears to be little or no traffic between the regions specified in the task so BDU won't be happy about that too :haha: but maybe I didn't look hard enough was in the wrong place at the wrong time

Everything you are adding is making the game better which is much appreciated but this change seems to be a step backwards.

Just asking for clarification :hmmm: seems reasonable to me

vdr1981
11-13-17, 12:19 PM
Could you specify what the conditions are for it to pass ?
it was clear before now it is not.

Patrolling round for hours real time not being sure if you are doing the right thing is kinda niggling, especially when you get fail message at the end, that's just a bonus

There appears to be little or no traffic between the regions specified in the task so BDU won't be happy about that too :haha: but maybe I didn't look hard enough was in the wrong place at the wrong time

Everything you are adding is making the game better which is much appreciated but this change seems to be a step backwards.

Just asking for clarification :hmmm: seems reasonable to me
According to files, You have to do 96h area patrol with radius of 300km, find a convoy during that time and sink one tanker...In one playing session and without leaving the patrol area of course.


Btw, there is no "failed" status in twos secondary missions, only " finished ".

I may edit "intercept and sink" messages for the next update in order to make them more understandable...

Cyborg322
11-13-17, 12:57 PM
According to files, You have to do 96h area patrol with radius of 300km, find a convoy during that time and sink one tanker...In one playing session and without leaving the patrol area of course.


Btw, there is no "failed" status in twos secondary missions, only " finished ".

I may edit "intercept and sink" messages for the next update in order to make them more understandable...
Hello Again Vecko

Ok that's fine :up: I did find a Tanker, missed the convoy but must of moved too far away towards Iceland, I'm going back to get them I'll sink the lot of them :03:

So it almost as it was before with one playing session and not leaving zone, I got a Green and red message, I must of took the red Finish as a fail. * Edit not explained well by me

I try to maintain a 100% record in passing missions but I accept this does not bother everyone and WOS is more orientated around Free-roam Tonnage

Thanks for the explanation, I looked at the files myself, wasn't sure if I could trust them.

Simon

we shall fight on the beaches,
we shall fight on the landing grounds,
we shall fight in the fields and in the streets,
we shall fight in the hills;
we shall never surrender

Winston Churchill 4 June 1940 :03:

excel4004
11-13-17, 03:00 PM
According to files, You have to do 96h area patrol with radius of 300km, find a convoy during that time and sink one tanker...In one playing session and without leaving the patrol area of course.Uhh..seems one of the hardest missions to solve! 96h radius of 300km seems to be luck to find the convoy without a "good" german air monitoring, or the right informations at the right time from the B-Service. :03:



I try to maintain a 100% record in passing missions but I accept this does not bother everyone and WOS is more orientated around Free-roam TonnageI can understand you. I also like the primary and secondary missions, using the Enigma machine, clearing the missions, getting rewards with promotion points and taking time to think who gets the next points.

But, we had this topic with engaging the convoy mission in the past, i remeber B.D.U Vecko :salute: used almost the same words there - pointed out that the missions are not so important at all. In the case of failing a mission target its only about losing one promotion point..he said engaging the convoys - going for the tonnage.

Playing SH5 in this way - like Vecko said - is playing the sim in a very realistic historical way.

The books about the atlantic war are telling it how it was in WWII and how we also are able to play this game in a kind of historical way.

That means that the Kaleuns in the past sure recived mission orders from B.D.U and when they got a order to reach targets far away (south africa, indian sea) they should "hide" and safe their torpedos. But otherwise, new convoys where discovered by german planes/subs/B-Service and all the subs which where able to reach these convoys where instantly ordered by B.D.U. to search and attack them.

We are limitated by the game because our missions wont be changed but we also get reports about convoys via message box or Captains Log! So when ever you can reach them, stop your actual mission and use "AK-speed" to reach them! :D So we "also got" an air monitoring and a functional B-Service here. :ping:


Just some hours ago, on my new patrol in Coastal Waters on my way to my first mission coordinates, i recived via Captains Log a sighted convoy not far away - about 250km. So i couldnt belive what i saw there after laborious (laborious because i play realistic 100% with no map updates and it was daytime with the possibility of enemy air attacks in this area) moving forward infront of this Two-Ship-Convoy: A European Ocean Liner 19000tons!!! Oh Yeah! :rock:

https://image.ibb.co/b3j8cb/10.png

..and finally :D

https://image.ibb.co/cDxYAw/11.png

Taking the chance brought me after 3 torpedos 23267tons. :salute:

Imarider
11-13-17, 09:35 PM
Are there are still no ships in enemy harbours?

Cyborg322
11-13-17, 11:29 PM
Are there are still no ships in enemy harbours?

Should be, but its considered a little lame going for static targets so may not be as many

@ excel4004

Yeah I totally get it.

excel4004
11-14-17, 02:31 AM
Are there are still no ships in enemy harbours?

Yes, sure. there is no reason for it. The Job was/is to attack ships at Sea not in harbours.

If you want to attack ships in harbour play the Breaking The Fortress mission (10/09/39 - 15/10/39) between Coastal Waters times. Means simulating the attack of Korvettenkapitän G.Prien at Scapa Flow from 14.10.1939.

Also be aware from this hints from the TWoS tutorials: - Should I do harbor raids?
Due to several engine and AI limitations (http://www.subsim.com/radioroom/showpost.php?p=2459523&postcount=2), harbor raids in SH games are generally very unrealistic and they are commonly regarded as a cheap way to "pump up" your tonnage. Also players presence within 60 Km of traffic generator nodes (mostly located in harbors) will prevent game engine to spawn any convoys or units which can lead to potential campaign corruption, so you should stay well off any major allied ports.

:salute:

Sauroketh
11-14-17, 04:14 AM
[CENTER][NOT FOR STEAM VERSION!]

Download The Wolves of Steel v2.0.0 to v2.0.9e Update (http://www.subsim.com/radioroom/downloads.php?do=file&id=5035)

.

Helluva sorry, sir, but the there are now no hydrophones in the dock engineer menu.:k_confused: Not a single one. Only radars. Or am I completely missing something?

vdr1981
11-14-17, 06:19 AM
Helluva sorry, sir, but the there are now no hydrophones in the dock engineer menu.:k_confused: Not a single one. Only radars. Or am I completely missing something?
http://www.subsim.com/radioroom/showpost.php?p=2345885&postcount=2657:salute:

Sauroketh
11-14-17, 07:32 AM
http://www.subsim.com/radioroom/showpost.php?p=2345885&postcount=2657:salute:

Thanks, sir, fixed it already, sorry to disturb you.

geoweb35
11-14-17, 11:00 AM
Hi, i have a question, how i remove the swastika(Hakenkreuze) from this mod/game? any mod/addon avaible to remove swastika with jsgme?i want to record sh 5 gameplay for youtube, thanks

Cyborg322
11-14-17, 11:57 AM
Hi, i have a question, how i remove the swastika(Hakenkreuze) from this mod/game? any mod/addon avaible to remove swastika with jsgme?i want to record sh 5 gameplay for youtube, thanks

You can remove the flags on the Sub with the optional mod - TWos Remove Sub flags. What others need taking out for Youtube ?

geoweb35
11-14-17, 12:51 PM
What others need taking out for Youtube ?

I want to remove swastika(hakenkreuze) from all places(ex:charts manual) not only from flags , i want to be safe and prevent a youtube channel deletion,i have to find TWos Remove Sub flags mod first , this forum is big,thanks

gambla
11-14-17, 02:25 PM
hey Kaleuns,
my sonar guy is detecting lots of whales (north of Irland), it's really getting annoying :(. I can't remember having read in any book that this was so common, if it happened at all. Am I just unlucky ?

THEBERBSTER
11-14-17, 03:27 PM
A Warm Welcome To The Subsim Community > geoweb35
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
Tutorials And Other Information Links In My Signature Below

fitzcarraldo
11-14-17, 05:25 PM
hey Kaleuns,
my sonar guy is detecting lots of whales (north of Irland), it's really getting annoying :(. I can't remember having read in any book that this was so common, if it happened at all. Am I just unlucky ?

Greenpeace is there....

Regards.

Fitzcarraldo :Kaleun_Salute:

d@rk51d3
11-14-17, 08:27 PM
Greenpeace is there....

Regards.

Fitzcarraldo :Kaleun_Salute:



Cool.
Can we sink the Sea Shepherd too?

HW3
11-14-17, 09:21 PM
hey Kaleuns,
my sonar guy is detecting lots of whales (north of Irland), it's really getting annoying . I can't remember having read in any book that this was so common, if it happened at all. Am I just unlucky ?

There are several different spots where you can hear the whales. It can get annoying after a while. I wish we could tell the sonar guy to ignore them after he hears and reports them.

SS Norholm
11-15-17, 07:26 AM
Hi Vecko, i just did a manual campaign transfer from Happy Times to Mare Nostrum following your guide......because my campaign transfer failed.

Here is my mod list for you, just in case there is something there that may have caused the CT failure, and so i know for the future.

Not had any problems or CTD's up until the CT fail. I've been running these mods for several weeks now (apart from your latest updates obviously)

Specs:
I7 4770k @ 4.2 ghz
8 GB Ram
GTX 780 Titan
Running game on D drive (1TB HDD) - Windows 7 64 bit

:Kaleun_Salute:

Generic Mod Enabler - v2.6.0.157
[D:\Ubisoft Game Launcher\games\Silent Hunter 5\MODS]

The Wolves of Steel 2.0.0
The Wolves of Steel 2.0.9e Update
Chart Colour Scheme 3
Critical hits v 1.2
DeckKannon
DynEnv v2.9 - Wave Mechanics - Gale (Improved)
one ship, one torpedo v1.00
Realistic ammo amount for AA and deck guns
TWoS Glass Covered GUI Dials
TWoS Harbors Chimney Smoke
TWoS Map Contact Colors
TWoS UI cmd_Auto Target ID
TWoS Neutrals Exclusively Iluminated until [Date]

vdr1981
11-15-17, 10:39 AM
Hi Vecko, i just did a manual campaign transfer from Happy Times to Mare Nostrum following your guide......because my campaign transfer failed.

Here is my mod list for you, just in case there is something there that may have caused the CT failure, and so i know for the future.

Not had any problems or CTD's up until the CT fail. I've been running these mods for several weeks now (apart from your latest updates obviously)

Specs:
I7 4770k @ 4.2 ghz
8 GB Ram
GTX 780 Titan
Running game on D drive (1TB HDD) - Windows 7 64 bit

:Kaleun_Salute:

Generic Mod Enabler - v2.6.0.157
[D:\Ubisoft Game Launcher\games\Silent Hunter 5\MODS]

The Wolves of Steel 2.0.0
The Wolves of Steel 2.0.9e Update
Chart Colour Scheme 3
Critical hits v 1.2
DeckKannon
DynEnv v2.9 - Wave Mechanics - Gale (Improved)
one ship, one torpedo v1.00
Realistic ammo amount for AA and deck guns
TWoS Glass Covered GUI Dials
TWoS Harbors Chimney Smoke
TWoS Map Contact Colors
TWoS UI cmd_Auto Target ID
TWoS Neutrals Exclusively Iluminated until [Date]

Occasional campaign transfer failures are exclusively caused by faulty ubisoft's game launcher and that's why I wrote this workaround in the first place. Cracked SH5 executable is for example immune to this problem...

Did you follow ingame campagn/flotilla transfer radio messages untill the end ? Can you summarize last week of your HT playtrough in few lines? That would be quite helpful....:yep:

Your modlist can work although I don't really like those torpedoes and gun "boost" mods...:yep:
Happy huning!:salute:

SS Norholm
11-15-17, 11:11 AM
Yeah good work around for sure! In fact, as others said, it's better than the instant jump from patrol to bunker. :)

Ok, so yes Sir I followed all the messages from BDU regarding transfer.
I even tried the two other suggestions in your faq about Changing priorities etc.
Even tried the Campaign Advance test mod within GME.

This last patrol with CT fail:
I left Lorient on 26/2/41 without selecting a mission as I knew I only had a few days left.

I headed north west towards the south Ireland coast, sank a lone Small NP Tanker, and a day later (28th feb) came across a small Task force of 6 destroyers.
Fired 4 torps at them, only one kill.
Went deep and waited until they left....no damage to sub.
Surfaced and got away from the area,(destroyers also long gone) by this time it was midday on the 28th and I made a manual save.
Then just started making my way back towards Base. Stayed well away from traffic and the coast near lorient, then came all the failure messages after 1st March.

I didn't dock and end patrol until I'd tried everything else you suggest in the faq.

I got right up to the 8th of March on one save on TC with constant failure messages,despite saving/reloading and followinginstructions.

The patrol I did before this last one, if it makes any difference, was the one I mentioned that Failed - Strategic Supplies: Sink a tanker.


Cheers,

John.

THEBERBSTER
11-15-17, 11:43 AM
Hi Vecko
Cracked SH5 executable is for example immune to this problem... Is a cracked exe with a genuine bought SH5 game legal?
Peter

vdr1981
11-15-17, 12:13 PM
Yeah good work around for sure! In fact, as others said, it's better than the instant jump from patrol to bunker. :)

Ok, so yes Sir I followed all the messages from BDU regarding transfer.
I even tried the two other suggestions in your faq about Changing priorities etc.
Even tried the Campaign Advance test mod within GME.

This last patrol with CT fail:
I left Lorient on 26/2/41 without selecting a mission as I knew I only had a few days left.

I headed north west towards the south Ireland coast, sank a lone Small NP Tanker, and a day later (28th feb) came across a small Task force of 6 destroyers.
Fired 4 torps at them, only one kill.
Went deep and waited until they left....no damage to sub.
Surfaced and got away from the area,(destroyers also long gone) by this time it was midday on the 28th and I made a manual save.
Then just started making my way back towards Base. Stayed well away from traffic and the coast near lorient, then came all the failure messages after 1st March.

I didn't dock and end patrol until I'd tried everything else you suggest in the faq.

I got right up to the 8th of March on one save on TC with constant failure messages,despite saving/reloading and followinginstructions.

The patrol I did before this last one, if it makes any difference, was the one I mentioned that Failed - Strategic Supplies: Sink a tanker.


Cheers,

John.
Thank You very much John!:up:
I'm really glad when I hear that my workaround works well even for relatively new Twos Captains. :yep:

vdr1981
11-15-17, 12:20 PM
Hi Vecko
Is a cracked exe with a genuine bought SH5 game legal?
Peter
Hardly...On the other hand, is it legal to sell broken product without any support or mentioning the true state of the product?:hmmm:

SS Norholm
11-15-17, 12:35 PM
Yes no problems thanks!

Lots if good advice and tips in your FAQ.

Just for the record I have a genuine copy of SH5 brought from the Amazon link on this site....Apologies for the dumb question but what's all this about a 'Jack Sparrow' version?

Or was you just pointing out that folks with dodgy versions can be spotted because they don't get CT fail?

Sorry Vecko, not being rude or having a go at you Sir, some things in conversations go straight over my head lol! 'Blonde moments'
Probably my ASD. 🙄

Cyborg322
11-15-17, 12:47 PM
Jack Sparrow from the movie

vdr1981
11-15-17, 12:52 PM
Jack Sparrow from the movie

:haha: :up:

vdr1981
11-15-17, 12:54 PM
Yes no problems thanks!

Lots if good advice and tips in your FAQ.

Just for the record I have a genuine copy of SH5 brought from the Amazon link on this site....Apologies for the dumb question but what's all this about a 'Jack Sparrow' version?

Or was you just pointing out that folks with dodgy versions can be spotted because they don't get CT fail?

Sorry Vecko, not being rude or having a go at you Sir, some things in conversations go straight over my head lol! 'Blonde moments'
Probably my ASD. ��

Just forget what you saw and enjoy Mare Nostrum...:up:

SS Norholm
11-15-17, 01:08 PM
Just forget what you saw and enjoy Mare Nostrum...:up:

:o :o

Now you have really confused me! :haha:

Cyborg322
11-15-17, 01:11 PM
:haha: :har:

Sauroketh
11-15-17, 01:30 PM
http://www.subsim.com/radioroom/showpost.php?p=2345885&postcount=2657:salute:

So, there's one more question, sir:
can the player intercept Ark Royal in course of South-Western Approaches objective?
Or is this carrier deliberately removed from the ship traffic by the TWoS mod [in this campaign, at least]?

Details which you request in Problem Reporting, are comprehensively in my last post http://www.subsim.com/radioroom/showpost.php?p=2525408&postcount=14

in the Ark Royal thread:
http://www.subsim.com/radioroom/showthread.php?p=2525408#post2525408

Thank you in advance.

vdr1981
11-15-17, 01:57 PM
So, there's one more question, sir:
can the player intercept Ark Royal in course of South-Western Approaches objective?
Or is this carrier deliberately removed from the ship traffic by the TWoS mod [in this campaign, at least]?

Details which you request in Problem Reporting, are comprehensively in my last post http://www.subsim.com/radioroom/showpost.php?p=2525408&postcount=14

in the Ark Royal thread:
http://www.subsim.com/radioroom/showthread.php?p=2525408#post2525408

Thank you in advance.
Probably, but scripted traffic may not always follow exact historical route or even exact date due to random nature of the campaign.

fire-fox
11-16-17, 01:59 PM
just totally reinstalled after a ccleaner run and installed 2.09E do I need to use the TWoS neutral exclusively illuminated optional mod from the compatible mods pack ? as see this also in the 2.09e notes but not clear if adds anything.

also was there a change to the binoculars as watched the comparison vids on an earlier post and I still have the circular old type one ?

running
TWoS 2
TWoS 2.0.9e update
TWoS encrypted BdU orders
TWoS Real Nav
TWoS glass gui dials
TWoS harbours chimney smoke
TWoS Neutrals Exclusively illuminated

Cyborg322
11-16-17, 03:35 PM
just totally reinstalled after a ccleaner run and installed 2.09E do I need to use the TWoS neutral exclusively illuminated optional mod from the compatible mods pack ? as see this also in the 2.09e notes but not clear if adds anything.



also was there a change to the binoculars as watched the comparison vids on an earlier post and I still have the circular old type one ?

Hi FireFox

Its sort of self explanatory, choice of optional mods are up to you, there is a screenshot of the illuminated ship on the Update page . It looks cool in my opinion and neutral ships being lit up a good idea

The binoculars have been the circle type for a long time not sure what video you saw

Searching back thru the post there was a video with a wide view type Binos but that was just a post suggesting a change

Simon

WOLVES OF STEEL

fire-fox
11-16-17, 03:57 PM
ok my bad on the Byno's

my question was looking at the change log for 2.09e looks like the lights are included - but then there is the entry in the compatible mods that looks to be for the same thing.

so is that extra addon needed ? dose it make any changes ?

siege00
11-16-17, 04:15 PM
ok my bad on the Byno's

my question was looking at the change log for 2.09e looks like the lights are included - but then there is the entry in the compatible mods that looks to be for the same thing.

so is that extra addon needed ? dose it make any changes ?

My interpretation of it is that the default illumination is neutral ships 'may' be lit up at night. With the additional mod they 'will' be lit up.

excel4004
11-16-17, 04:17 PM
My interpretation of it is that the default illumination is neutral ships 'may' be lit up at night. With the additional mod they 'will' be lit up.

Thats right. :salute:

Cyborg322
11-16-17, 04:18 PM
@ Firefox

Good question,

I can see your point looking at the changelog, I read it as Included in the main mod there are both Illuminated and Darkened Neutral ships depending on Country and Date

The optional Illuminated Ships being "Exclusively Illuminated until [Date]" that being all neutral ships lit up


At least I think that's the case
Its all down to the Definition of Exclusively, Maybe it could be worded a little different.

Simon