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sephra
09-15-18, 12:47 PM
Hey everyone,

I've bought SH5 via uPlay (key from reseller) and now I want to install TWoS.

I select the SH5 install directory while installation ("Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5").

After this, the setup overrides some original files in "Options File Editor".

When I try to start the game the screen stays black.

Is there an installation guide for TWoS with the uPlay version?

Please help.

Thank you very much :)

Fifi
09-15-18, 03:03 PM
IIRC, back in the days that the first dat units started being ported to SH5, TDW tweaked the water shader so that the keel of imported ships could be seen from above the sea. The only side effect was that in shallow waters the seabottom could also be seen through the surface, but this can be seen as an additional feature.
Some players liked the effect, some others not; for this reason I and stoianm included the modification in Dynamic Environment as an optional add-on. You can find it in the last DynEnv package, under the name "Clear Water Surface" :salute:

Hello Gap! Thanks for this :up:
I’ll give a try soon

THEBERBSTER
09-15-18, 04:30 PM
Hi Guys
I saw someone was in trouble with this the other day so i have knocked up this tutorial.
Post #446 The Wolves of Steel (TWOS) Restore Captains Icons Pack V.2 by JCWolf (http://www.subsim.com/radioroom/showpost.php?p=2557759&postcount=446)> Pictorial > Includes Download Link > Enable JSGME
Peter

gap
09-15-18, 05:08 PM
Hello Gap! Thanks for this :up:
I’ll give a try soon

My pleasure mate! I am not sure about what I am going to say, but the tweaked shaders that I pointed you to in my previous posts might work differently depending on the GPU installed. Test them and let us know if they work as supposed for you :salute:

vdr1981
09-15-18, 05:26 PM
IIRC, back in the days that the first dat units started being ported to SH5, TDW tweaked the water shader so that the keel of imported ships could be seen from above the sea. The only side effect was that in shallow waters the seabottom could also be seen through the surface, but this can be seen as an additional feature.
Some players liked the effect, some others not; for this reason I and stoianm included the modification in Dynamic Environment as an optional add-on. You can find it in the last DynEnv package, under the name "Clear Water Surface" :salute:

Hey Gap!:salute:
Yes, I remember that addon but IIRC there were some really strange looking anomalies in shallow waters so I decided not to use it in the package.

gap
09-15-18, 06:03 PM
Hey Gap!:salute:
Yes, I remember that addon but IIRC there were some really strange looking anomalies in shallow waters so I decided not to use it in the package.

Hi Vecko :salute:

I find the effect of the seabottom visible through the sea surface (if that's what you mean) pretty nice actually, but I suppose that depends mostly on personal taste and maybe of the graphic card used :)

vdr1981
09-15-18, 09:37 PM
:hmmm:Hi Vecko :salute:

I find the effect of the seabottom visible through the sea surface (if that's what you mean) pretty nice actually, but I suppose that depends mostly on personal taste and maybe of the graphic card used :)

Not exactly. I remember some dark seabottom patches in certain parts of somewhat deeper waters near ports, when looked from above. It looked quite strange. :hmmm:

Fifi
09-16-18, 01:43 AM
Guys, the Clear Water Surface add on doesn’t work with my graphic card, it seems.
I can see much better my submarine through surface, that’s right, but ships still have the SH3 look.
Can’t see the hull or keel through surface in museum.

skin-nl
09-16-18, 03:56 AM
I select the SH5 install directory while installation ("Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5").


Welcome Sephra.:salute:

You need to install SH5 outside the "program files x86" directory because of the restrictions.

Michael

sephra
09-16-18, 06:29 AM
Welcome Sephra.:salute:

You need to install SH5 outside the "program files x86" directory because of the restrictions.

Michael

Thank you for your help, I will try it :)

gap
09-16-18, 07:28 AM
Guys, the Clear Water Surface add on doesn’t work with my graphic card, it seems.
I can see much better my submarine through surface, that’s right, but ships still have the SH3 look.
Can’t see the hull or keel through surface in museum.

Okay, sorry Fifi, then I am afraid the only working solution for you would be converting for good those dat units into granny objects...

Captain_AJ
09-16-18, 09:07 AM
I am going to be the nasty Sub captain - I will say... First, off it is awesome to see all the new simmer's that are now discovering SH5 in its correct completely redone form in TWOs .. I wish to again thank VDR for making this mod the most stable MOD ever .. However as a veteran and a long time member of sub sim. I have a request. !! Can there be a thread that allows other captains as my self to discuss tactic's and is not having installation issues or a learning curve to play TWOS? Can New thread start where there is no talk of problems? issues or otherwise. But the discussion is based on campaign experience... It is becoming very boring to see the same thread and the same questions asked about installation issues or trying to figure out how to use manual targeting over and over again .. I have stopped supporting sub sim financially because of this. HELP moderator's Please

Respectfully AJ

Fifi
09-16-18, 12:33 PM
I am going to be the nasty Sub captain - I will say... First, off it is awesome to see all the new simmer's that are now discovering SH5 in its correct completely redone form in TWOs .. I wish to again thank VDR for making this mod the most stable MOD ever .. However as a veteran and a long time member of sub sim. I have a request. !! Can there be a thread that allows other captains as my self to discuss tactic's and is not having installation issues or a learning curve to play TWOS? Can New thread start where there is no talk of problems? issues or otherwise. But the discussion is based on campaign experience... It is becoming very boring to see the same thread and the same questions asked about installation issues or trying to figure out how to use manual targeting over and over again .. I have stopped supporting sub sim financially because of this. HELP moderator's Please

Respectfully AJ

Good idea :up:

THEBERBSTER
09-16-18, 01:38 PM
A Warm Welcome To The Subsim Community > sephra
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > downloads > Other Useful Information > See Links in My Signature Below

Jimbuna
09-17-18, 06:30 AM
Welcome to SubSim sephra :salute:

Merboe
09-17-18, 03:44 PM
Disabled Unrealistic Commands_(ini files)_v1.01

Is there a way to get back the sonar ping function?
I was looking through all kinds of files, but I couldn't find anything and the readme doesn't say which files have been altered.


Would be great if you had some info for me. Thanks.

Fifi
09-18-18, 04:54 AM
@ Vecko:

I think i managed to deactivate the collateral damage patch without any CTD :yep:
In addition to the deactivation of collateral damage, i deactivated the Zone (box) AP damage when zone (box) damaged.
In TDW description it says « require Collateral Damage patch to be enabled or will cause CTD »
So they have to be both activated or deactivated to avoid CTDs :03:

So far no problems :salute:

vdr1981
09-18-18, 09:33 AM
Disabled Unrealistic Commands_(ini files)_v1.01

Is there a way to get back the sonar ping function?
I was looking through all kinds of files, but I couldn't find anything and the readme doesn't say which files have been altered.


Would be great if you had some info for me. Thanks.

You'll have to take original .ini file from latest TDW NewUis mod and replace it. Full name of the file in question can be read on TWoS UI_Cmd add-ons. However, I can not confirm for sure that the file is still compatible...

vdr1981
09-18-18, 09:34 AM
@ Vecko:

I think i managed to deactivate the collateral damage patch without any CTD :yep:
In addition to the deactivation of collateral damage, i deactivated the Zone (box) AP damage when zone (box) damaged.
In TDW description it says « require Collateral Damage patch to be enabled or will cause CTD »
So they have to be both activated or deactivated to avoid CTDs :03:

So far no problems :salute:
I totally forgot about that dependency.Happy hunting!:salute:

Fifi
09-19-18, 02:06 PM
Vecko or Peter, in the in game ship journal (not viewer), is there a way to get the entry button unticked (the second one bottom right of journal) for every time?

At each save load, plenty entries i don’t want (same as the ones in message box) are polluting the journal.

Furthermore, the journal use isn’t very intuitive. Is there any tutorial for the journal use?

THEBERBSTER
09-19-18, 03:23 PM
Hi Fifi
The Ships Journal is something I have never used so cannot help you, sorry.
Peter

vdr1981
09-19-18, 04:23 PM
Vecko or Peter, in the in game ship journal (not viewer), is there a way to get the entry button unticked (the second one bottom right of journal) for every time?

At each save load, plenty entries i don’t want (same as the ones in message box) are polluting the journal.

Furthermore, the journal use isn’t very intuitive. Is there any tutorial for the journal use?
Only if you can find appropriate options in OFEV. If not, you'll have to set up your journal entries every time you load the game.
I'm not aware of the tutorial...

Fifi
09-20-18, 01:44 AM
Thanks, journal is not essential tool anyway on this fantastic TWOS mod.
I just don’t understand some of it’s fonctions or logics...i’m Too much nick picking :k_confused:

Fifi
09-21-18, 05:58 AM
Small head up:

Took some damage with armed ships in convoy...seem a lot more realistic with the 2 patches disabled in generic patcher! :up:

This is perfect. Only some parts of my hull (don’t recall the exact terms) get damaged.
2 or 3 parts instead of usual dozens... furthermore nothing inside my sub, wich is more realistic because of their merchants light armaments .

:yeah: :salute:

ÉDIT: i managed to get the journal exactly how i wanted.
No more unwanted messages in it, only what i type writing.
The settings are kept in every save/load now.
I had to change settings in OFEV, in ships journal tab.
In ships journal message box at game start, I changed the bit 1 default value to zero.
That did the trick …

Fifi
09-22-18, 05:22 AM
:oops: Something new to me in latest TWOS about missions:

- when i choose a mission in bunker, i can see more than one (east coast England/west coast England/Scapa fortress etc)
So i choose one (because we can only choose one) but what happens if i interact with an other in same patrol?
Meaning if i have enough time and ammos after my west coast patrol, and decide to go for Wesserubung because it will end before i dock in bunker, will i encounter what it is supposed to be out there? And will i be credited for operation Wasserubung accomplished?
:hmmm:

vdr1981
09-22-18, 11:45 AM
:oops: Something new to me in latest TWOS about missions:


Meaning if i have enough time and ammos after my west coast patrol, and decide to go for Wesserubung because it will end before i dock in bunker, will i encounter what it is supposed to be out there? And will i be credited for operation Wasserubung accomplished?
:hmmm:

Of course...:yep: your personal missions (the one requested in the bunker) are not so important after all. You'll find a link in quick start manual for additional info about campaign concept...

EDIT: Here...:salute: http://www.subsim.com/radioroom/showpost.php?p=2377332&postcount=3816

Lanzfeld
09-23-18, 07:25 AM
Great mod collection!

A request....Unless they were a tanker, very very few ships actually caught fire when hit with the torpedo. They just would start sinking. No fires involved. I find it very very silly that most of the ships in this game burn when hit with a torpedo. Is there anyway to correct this?

Fifi
09-23-18, 10:12 AM
^^^^ With additional TWOS mod (Less Fire and explosions but more smoke) it happens ships don’t catch on fire, but not each time.
One of my last victim didn’t even smoke or catch on fire...just sunk quietly.
I much prefer this mod than stock Hollywood explosions.

palmic
09-23-18, 04:55 PM
When i see todays weather in europe, i remember more and more das boot movie. Season is comming :D:up::arrgh!:

vdr1981
09-23-18, 05:49 PM
Great mod collection!

A request....Unless they were a tanker, very very few ships actually caught fire when hit with the torpedo. They just would start sinking. No fires involved. I find it very very silly that most of the ships in this game burn when hit with a torpedo. Is there anyway to correct this?
We talked about this before if I remember correctly?:hmm2:

fitzcarraldo
09-23-18, 06:50 PM
^^^^ With additional TWOS mod (Less Fire and explosions but more smoke) it happens ships don’t catch on fire, but not each time.
One of my last victim didn’t even smoke or catch on fire...just sunk quietly.
I much prefer this mod than stock Hollywood explosions.

True. + 1.

Regards.

Fitzcarraldo :Kaleun_Salute:

Lanzfeld
09-24-18, 06:10 AM
We talked about this before if I remember correctly?:hmm2:

Yes we did........
Man....I’m getting old!
:k_confused:

MANoWAR.U52
09-24-18, 01:57 PM
I´ve just got SH5 for TWOS.


Can I install it on the German version of the game or is it mandatory to install SH5 in English?

Tonci87
09-24-18, 01:58 PM
I´ve just got SH5 for TWOS.


Can I install it on the German version of the game or is it mandatory to install SH5 in English?

German works fine

MANoWAR.U52
09-24-18, 04:27 PM
German works fine
thanks

Monty160
09-26-18, 04:45 AM
Hi recently got back into SH5. I'm playing TWOS no other mods installed but I can't see any bearing overlay on my sub in the nav map. I can see it is in the files: Ubisoft\Silent Hunter 5\data\menu\gui\NavMapBearingOverlay but it does not show up in game on my sub?

Any suggestions?

Thanks

Lanzfeld
09-26-18, 11:56 AM
Question.....

I put supermarks on the map with the “SM” pencil on the left.

I save the game.

I reload the save.....and there is no mark.

I thought a supermark was supposed to persist through the saves. Am I wrong?

vdr1981
09-26-18, 03:58 PM
Question.....

I put supermarks on the map with the “SM” pencil on the left.

I save the game.

I reload the save.....and there is no mark.

I thought a supermark was supposed to persist through the saves. Am I wrong?

Yes, you are...You have to use Ships journal feature in order to save and load your supermarks, navmarks or log entries or even all together...:yep:

Lanzfeld
09-26-18, 05:04 PM
Thank you captain!

:Kaleun_Salute:

Cybermat47
09-26-18, 06:48 PM
Yes, you are...You have to use Ships journal feature in order to save and load your supermarks, navmarks or log entries or even all together...:yep:

I always save my journal, but destroyed marks always disappear.

Lanzfeld
09-26-18, 08:34 PM
Does anybody have the move Crew Mod that empty cup uses to make his conning tower a little more roomy?

His link Doesn’t work anymore.


And Vecko....Any more big updates planned in the future?

THEBERBSTER
09-27-18, 05:30 AM
Hi L
sobers 7A_B deck crew moved for Shaefer (http://www.mediafire.com/file/1h8mar38bzz3xmg/sobers_7A_B_deck_crew_moved_for_Shaefer_SH5.zip/file) > Enable JSGME (http://www.mediafire.com/download/cdgrwdlt4693hgx/sobers+7A_B+deck+crew+moved+for+Shaefer+SH5.zip)
Peter

Fifi
09-27-18, 06:57 AM
I always save my journal, but destroyed marks always disappear.

Known bug. Best is to deactivate them unfortunately :wah:

As well as super marks, I never make them work…

Topo65
09-27-18, 09:33 AM
As well as super marks, I never make them work…


Use "M" to open map, not the icon, and supermarks will works.



Greetings!

Fifi
09-27-18, 11:57 AM
Use "M" to open map, not the icon, and supermarks will works.



Greetings!

Humm... i think i already did this with no success. But i’ll Give an other try then.

What is exactly the purpose of supermarks? (As i never used any so far)

Topo65
09-27-18, 12:43 PM
Humm... i think i already did this with no success. But i’ll Give an other try then.

What is exactly the purpose of supermarks? (As i never used any so far)


You can write notes on them, reminders, have date, time of creation, etc. It's like a normal mark, but with steroids. :)

Fifi
09-27-18, 03:50 PM
Ok :up:

Are they saved in ship journal, and loaded back ok on save loading?
Because if they work as destroyed marks...

Topo65
09-27-18, 04:06 PM
When you back to Main Menu from campaign, it prompt a windows to save your journal. This windows have checks for save Fix Possitions (real navigation) and Supermarks.


If you exit direct to Windows from campaign, that windows never show it and you lost any marks in your journal make it after the last save (journal save, not game save).


Next time, when you load your game file, load your journal file too and you get all marks from you previously saved.



Sorry for my english.


Greetings!

Fifi
09-28-18, 02:08 AM
That’s what i did, but i missed to load the journal after the save probably...
The journal was showing its name at bottom of main game screen, so i loaded directly my last save. I thought it would load automatically :hmmm:
Anyway, i’ll Try again today.

Fifi
09-28-18, 03:33 AM
Ok I managed to draw supermarks and edit them.
They are saved in my journal as I can see them when opening journal with journal viewer.
But when I load back my last save, supermark isn’t showing up...even though the text I typed in my journal is showing ok!
For some strange reason, supermarks (as well as destroyed marks) never load on saves :hmmm:

Topo65
09-28-18, 06:40 AM
Every time I load a saved mission file, then I load my journal file manually from journal windows. If not, I can not see the previous navigation marks. I dont know why, but its how work for me.



:hmmm:

Fifi
09-28-18, 06:46 AM
Every time I load a saved mission file, then I load my journal file manually from journal windows.



What are you calling « journal windows »? :hmmm:

When your save file is loaded, hence you are in game, how you load manually the journal?

Sorry, i don’t really understand :oops:

Topo65
09-28-18, 07:31 AM
What are you calling « journal windows »? :hmmm:

When your save file is loaded, hence you are in game, how you load manually the journal?

Sorry, i don’t really understand :oops:


I am sorry. English is not my native language. I mean this...


http://i63.tinypic.com/j8iogj.jpg


http://i67.tinypic.com/123a1vr.jpg


Always after load a game file, I load my journal in this way.

Fifi
09-28-18, 07:45 AM
Ah cool :up: now i see!

Ok you are using the dedicated buttons in the in game journal ... i’ll Try :salute:

Fifi
09-28-18, 11:03 AM
Many thanks Topo65 :yeah:

After so many years playing SH5, you solved my issue :D

First i had to name my journal by the sub hull number, and not capt name... other wise it’s not working!
Second, i need to access nav map by M instead of icon, to be able to plot supermark with pencil.
Then, as you told me, saving journal by dedicated buttons before exiting to main screen, seems to work better than by the window pupping after exiting to main screen.
Back into game after loading save, first thing i do is load manually the journal by dedicated buttons, and i can see all nav marks and supermarks :up:

I would prefer seeing destroyed marks instead of nav marks though... :har:

But as turn around, i could put a supermark with appropriate text for each destroyed ship! This way, they could load each time ... or change the supermark icon by the destroyed mark...

Topo65
09-28-18, 12:57 PM
Many thanks Topo65 :yeah:

After so many years playing SH5, you solved my issue :D

First i had to name my journal by the sub hull number, and not capt name... other wise it’s not working!
Second, i need to access nav map by M instead of icon, to be able to plot supermark with pencil.
Then, as you told me, saving journal by dedicated buttons before exiting to main screen, seems to work better than by the window pupping after exiting to main screen.
Back into game after loading save, first thing i do is load manually the journal by dedicated buttons, and i can see all nav marks and supermarks :up:

I would prefer seeing destroyed marks instead of nav marks though... :har:

But as turn around, i could put a supermark with appropriate text for each destroyed ship! This way, they could load each time ... or change the supermark icon by the destroyed mark...


Pleased to help you! Just one more question. You have this option enabled, right?


http://i65.tinypic.com/20gk7xw.jpg

Fifi
09-28-18, 01:50 PM
Yes i have the destroyed marks enabled.

The problem is in each save, when you look into your document/SH5/Cfg/saves/last save, the destroyed mark file do not show the coordinates of the sinked ship. It says something like 1000.000, instead of real coordinates... so they can’t appear on nav map.

vdr1981
09-28-18, 02:03 PM
Yes i have the destroyed marks enabled.

The problem is in each save, when you look into your document/SH5/Cfg/saves/last save, the destroyed mark file do not show the coordinates of the sinked ship. It says something like 1000.000, instead of real coordinates... so they can’t appear on nav map.

They actually appear all in the same place somewhere in south Atlantic near African coast...It's a known problem.

vivik
09-28-18, 07:29 PM
Hey I am a new subsim fan and people recommended me to get this mod for Silent Hunter 5. I've downloaded all the files and read the installation guide. How ever every time when I finish the The Wolves of Steel mod installer it gives this error:

'Windows did not find 'TWoS_JSGME.exe'

Where do I get this exe file? Tried searching from the google and forums but I found only the JSGME itself not the TWoS version.

Please help a newbie here.

Edit: Ive also tried few different installations. Also updated the game to 1.2.0 version.

Fifi
09-29-18, 02:31 AM
Questions for Vecko:

- Is there any thermal layer in TWOS?

- is there any depth charge deaf effect? (Little time after depth charge explosion when destroyers can’t listen to you)

THEBERBSTER
09-29-18, 04:06 AM
A Warm Welcome To The Subsim Community > vivik
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > downloads > Other Useful Information > See Links in My Signature Below

Where did you install TWoS?

Check this out, did you make a mistake somewhere?
Post #433 A Pictorial Step By Step Guide Through The Wolves Of Steel (TWOS) Installer > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2553876&postcount=433)

Tonci87
09-29-18, 06:32 AM
Questions for Vecko:

- Is there any thermal layer in TWOS?

- is there any depth charge deaf effect? (Little time after depth charge explosion when destroyers can’t listen to you)

Would like to know this as well

vdr1981
09-30-18, 04:44 AM
Questions for Vecko:

- Is there any thermal layer in TWOS?

- is there any depth charge deaf effect? (Little time after depth charge explosion when destroyers can’t listen to you)
- Yes , but it's too deep IIRC.
- Not really sure. You have to check irai thread for this one

fire-fox
09-30-18, 05:52 AM
- Yes , but it's too deep IIRC.
- Not really sure. You have to check irai thread for this one

think there is and always has been in SH3 + at least I seem to see that once the DD/DE's have dropped a few patens they seem to be less and less accurate or seem to start going off after eddies and nuchal's in the water like they would have IRL.:arrgh!:

palmic
09-30-18, 10:51 AM
I would swear that i used depth charges deaf effect in TWOS when i was trying to sneak out from destroyers....
But it was not so effective, i think there is such effect but just for few seconds. Cannot confirm for sure..

Fifi
09-30-18, 11:49 AM
- Yes , but it's too deep IIRC.
- Not really sure. You have to check irai thread for this one

Too deep so we can’t even reach it?

I remember of a TDW additional mod for simulating the deaf effect after a depth charge... have to check if i still have it.
It was even minutes adjustable...
But AFAIK it wasn’t included in IRAI, that’s why he made it.

If you didn’t included it in TWOS, maybe i can activate it last without breaking TWOS? :hmmm:

fitzcarraldo
09-30-18, 11:57 AM
- Yes , but it's too deep IIRC.
- Not really sure. You have to check irai thread for this one

I have thermal layers after 100 mts. depth in TWoS.

Regards.

Fitzcarraldo :Kaleun_Salute:

Shaefer
10-01-18, 04:52 AM
Hey guys!:Kaleun_Salute:

(Ther is probably a post about this somewhere but I could not find it.)

I launched SH5 today, and since last I launched it I have a new monitor with 2560x1440 resolution. I have some issues with a white box in the lower left corner, and the TAI map icon appears in top left. :D I did check the little TAI map activator, but it pops right back up top left.
And if I launch in 1920x1080 the game wont maximize to the screen. :o
Do I have to do a reinstall to fix this issue? Please tell me there is a easy fix. :up:

Thanks for the help as allways.

THEBERBSTER
10-01-18, 06:19 AM
Hi Shaefer
Welcome back, good to have you around again. :Kaleun_Applaud:
TWoS now comes with a new aspect ratio of 21x9 in the latest 2.2.7 version.

Check that your gpu is setup correctly here.
Post #239 Changing The Nvidia GPU Settings > Essential Settings > Pictorial > Missing pictures replaced (http://www.subsim.com/radioroom/showpost.php?p=2330173&postcount=239)

This might be worth taking a look at!
Post #412 Override High DPI Scaling Behavior > Pictorial > Missing pictures replaced (http://www.subsim.com/radioroom/showpost.php?p=2515223&postcount=412)

Another answer may be here from C:\Documents\SH5\data\cfg\main cfg
[VIDEO]
AntialiasingLevel=0 ; 0=none, 1=non-maskable, 2=2x, 4=4x, ...
;Resolution=1024,768,60,22; commented so, at first, it starts with the desktop resolution (on release version)
FullScreen=Yes
;Synchronized=Yes

My resolution is 1920,1080,60 the 22 never changes The video setting here is still showing the old 4.3 aspect ratio.
It would be worth looking whether the Synchronized should be set to =no so worth checking out.
These settings are duplicated in the main game folder


You might find this useful.
How to Fix 2560x1440 Errors > Download Tool (https://windowstechies.com/-/en/filename-gen/?file=2560x1440&gclid=Cj0KCQjwi8fdBRCVARIsAEkDvnI0eetOH2vKjA7UUkGh Qb5dyJZ25Bo0pYOTaV7PYrnz1_IZkekaiEkaAs8wEALw_wcB)

Don't have an answer I am afraid but just a few suggestions to be getting on with is better than nothing, so hopefully someone will definitely know and help you.
Peter

Fifi
10-01-18, 06:31 AM
TWOS is optimized for 1920X1080 resolution.
I too, tried to play on 2560X1440 (my native screen resolution) but had to reverse back because of some issues with the clock/U-Jagd (very important to calculate target speed) not showing up (or showing up way off screen)
Some charts were off screen also.

I recommand to launch TWOS in 1920X1080, you can check this in your ingame graphic options and make sure to uncheck the windowed mode.
Or directly in your documents /SH5/data/CFg/main

Ah, Peter beat me to it…

Shaefer
10-01-18, 07:01 AM
Thank you Berbster and Fifi, appreciate it! :up:

Now it`s fixed. Something was wonky with the cfg...:salute:

Fifi
10-01-18, 07:20 AM
Oh my, didn’t know TWOS has the 21/9 ratio!

Just tried it and everything runs fine now on 2560X1440!!
But as expected, everything looks quite small too...and the texts are too small for my old eyes :haha: (message box etc)

vdr1981
10-01-18, 09:34 AM
Thank you Berbster and Fifi, appreciate it! :up:

Now it`s fixed. Something was wonky with the cfg...:salute:

Welcome back Shaefer!:salute:

Tonci87
10-01-18, 10:45 AM
I have thermal layers after 100 mts. depth in TWoS.

Regards.

Fitzcarraldo :Kaleun_Salute:

How do you know?

starwindeu
10-01-18, 09:30 PM
Hi there, for some reason when i try to load my last savegame after a few hours out of the game it comes a loading screen, then goes black, and exits to windows again. Tried restarting windows and all but no luck.

am i doing something wrong?

Fifi
10-02-18, 02:38 AM
Hi there, for some reason when i try to load my last savegame after a few hours out of the game it comes a loading screen, then goes black, and exits to windows again. Tried restarting windows and all but no luck.

am i doing something wrong?

IMHO, if you can’t load a save without CTD, it’s because something has change somewhere.
Some of the TWOS mods can only be activated/deactivated in bunker.
Some of the TDW generic patcher patches can only be activated/deactivated in bunker.
And best is to deactivate mods in Jsgme before activating/deactivating patches in TDW patcher...

Are you sure you didn’t change something before loading your save?

THEBERBSTER
10-02-18, 04:39 AM
A Warm Welcome To The Subsim Community > starwindeu
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > downloads > Other Useful Information > See Links in My Signature Below

Shaefer
10-02-18, 05:17 AM
Oh my, didn’t know TWOS has the 21/9 ratio!

Just tried it and everything runs fine now on 2560X1440!!
But as expected, everything looks quite small too...and the texts are too small for my old eyes :haha: (message box etc)

Yes it was hehe. I was a pain to read anything.:Kaleun_Binocular: I`m sticking to good old 1920x1080 or even 1024x768..:o


Welcome back Shaefer!:salute:
Hey man.:salute:
Still trucking along tirelessly I see. :subsim: We need an smilie with VDR instead of subsim.:D

MANoWAR.U52
10-02-18, 04:23 PM
Having a blast wit the TWOS mod! Is there any other mods to improve upon it?


Also I got a annoying problem on my current atlantic patrol, no matter what the weather is the submarine gains the status submerged every 5-6 seconds due to the depth fluctuating and thus makes some utility like flak or radar not useable. Is there a fix for it?

Fifi
10-03-18, 01:45 AM
Having a blast wit the TWOS mod! Is there any other mods to improve upon it?


Also I got a annoying problem on my current atlantic patrol, no matter what the weather is the submarine gains the status submerged every 5-6 seconds due to the depth fluctuating and thus makes some utility like flak or radar not useable. Is there a fix for it?

Hi ManoWar,

Be careful with the mods you will activate upon TWOS...you may broke the result!
There are some additional mods already available for TWOS in the TWOS parts.
You can activate them with the TWOS Jsgme, and mousing over them will tell you some infos.
Those mods are 100% TWOS compatible, not the case for the others you may find elsewhere :yep:

The submerged status occurs when bad weather, and as in real life, you can’t use deck gun or deck flak in those conditions!
About the radar, i don’t know as i’m Not far enough in my career...but if big waves submerged totally the sub in storms, pretty easily due to its low silhouette, submerged radar antenna couldn’t work IMHO.
The only fix, as in real life, would be to wait for better weather to come, and pray to not be detected…or stay submerged for the storm to end.

palmic
10-03-18, 03:04 AM
Having a blast wit the TWOS mod! Is there any other mods to improve upon it?


Also I got a annoying problem on my current atlantic patrol, no matter what the weather is the submarine gains the status submerged every 5-6 seconds due to the depth fluctuating and thus makes some utility like flak or radar not useable. Is there a fix for it?



Hi Mano,
Twos is very complicated alchemy, you'll be pretty lucky if you'll not brake it with extra mods.

palmic
10-03-18, 03:08 AM
Oh my, didn’t know TWOS has the 21/9 ratio!



Just tried it and everything runs fine now on 2560X1440!!

But as expected, everything looks quite small too...and the texts are too small for my old eyes :haha: (message box etc)



Hehe that's why i returned 4k display.
I play just old games and they are best in old resolutions :)

MANoWAR.U52
10-03-18, 04:48 AM
Okay thanks for the feedback I´m not planning to torpedo my installation.


Just hoped for something that improves on the crew interaction, perhaps adds more dialogue - even when without voice - adding somehow more depth to the crew management. Liked SH5´s idea of adding some RPG elements like skills and personal talk to the crew but in comparison to SH4 and its shift system I´ve the feeling that crew management is basically nonexistant and maintaining morale is a no brainer.


Regarding the being submerged for a sec problem... I have this situation since a month being on the Atlantic in September and normally always try to man my turmflak to be prepared which is then reseted. But of course it is perfectly believeable that the Atlantic is just that rough during this season.

THEBERBSTER
10-03-18, 06:21 AM
Hi MW
Current Mod list 100% compatible see my SH5 tutorials.

TWoS DeckGun Friendly Waves
TWoS FX_Reduc. Fires and Expl._Incr. Flooding via Zones
TWoS Harbors Chimney Smoke
TWoS Map Contact Colors
TWoS Neutrals Illuminated Only_Until [Date]
TWoS SV Interior QR1 QR2 Rooms
TWoS UI cmd_Auto Target ID
Critical hits v 1.2
DeckKannon
one ship, one torpedo v1.00
MightyFine Crew Mod 1.2.1 Stock faces
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
TWOS restore captain's icon 4 by JCWolf
Unscratched Optics for Large Optics v1.4
Binoculars with bearing by Torpedo v1
Chart Colour Scheme 3
TWoS Glass Covered GUI Dials
Red U-Marker
Church's SHV 1.01 Keyboard Commands v1.1


Peter

MANoWAR.U52
10-03-18, 06:32 AM
Hi MW
Current Mod list 100% compatible see my SH5 tutorials.

TWoS DeckGun Friendly Waves
TWoS FX_Reduc. Fires and Expl._Incr. Flooding via Zones
TWoS Harbors Chimney Smoke
TWoS Map Contact Colors
TWoS Neutrals Illuminated Only_Until [Date]
TWoS SV Interior QR1 QR2 Rooms
TWoS UI cmd_Auto Target ID
Critical hits v 1.2
DeckKannon
one ship, one torpedo v1.00
MightyFine Crew Mod 1.2.1 Stock faces
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
TWOS restore captain's icon 4 by JCWolf
Unscratched Optics for Large Optics v1.4
Binoculars with bearing by Torpedo v1
Chart Colour Scheme 3
TWoS Glass Covered GUI Dials
Red U-Marker
Church's SHV 1.01 Keyboard Commands v1.1


Peter
Thanks, your mod list is very helpful.



Also impressive tutorial collection!

Fifi
10-03-18, 06:39 AM
In real life, some captains were waiting days and days (even weeks) for the sea to calm down.
I believe they were very angry sometimes against weather.
This is well transcripted in Buncheim book « das boot » :yep:

Cybermat47
10-03-18, 07:04 AM
vdr, I saw in a previous post that in TWoS, the KDB hydrophone doesn’t replace the GHG, but is actually added onto it, so the boat uses both systems. I was wondering what your source was for this? I can’t find any info confirming or refuting how accurate it is.

MANoWAR.U52
10-03-18, 01:20 PM
Hi MW


THEBERBSTER do you by accident also have a state of the art SH4 FOTRSU mod list?

THEBERBSTER
10-03-18, 02:32 PM
Hi MoW
I will send you a PM as I do not want to encourage Spamming Vecko's thread.
Peter

LesBaker
10-03-18, 03:33 PM
vdr, I saw in a previous post that in TWoS, the KDB hydrophone doesn’t replace the GHG, but is actually added onto it, so the boat uses both systems. I was wondering what your source was for this? I can’t find any info confirming or refuting how accurate it is.
Hi Cybermat47,
Good question ! hopefully the information supplied by U-Boat Archive.net will answer it for you, this is an extract from the Users instruction for Type VIIC U Boats, the documents were found on board a captured U Boat in 1940.

http://www.subsim.com/radioroom/picture.php?albumid=1059&pictureid=9917


http://www.subsim.com/radioroom/picture.php?albumid=1059&pictureid=9918


Hope this puts your mind at rest

Les.

vdr1981
10-04-18, 07:21 AM
Can anyone tell me is it OK for Soviet civilian merchant ships from WW2 era to wear normal red instead of naval white ensign? I did the search on the internet but I couldn't find enough conclusive data.

https://i.postimg.cc/mrjTy9NT/SH5_Img_2018-09-28_23.52.46.jpg

https://i.postimg.cc/J7vMxMJH/SH5_Img_2018-09-28_23.50.26.jpg

skin-nl
10-04-18, 08:16 AM
I think this is right vecko

look here..the russain flags comes next to the free france flags
www.loeser.us/flags/wwii.html

Michael

Fifi
10-04-18, 09:27 AM
Yes, it seems right :up:

vdr1981
10-04-18, 12:48 PM
Thanks guys! :up:

gap
10-04-18, 01:03 PM
Can anyone tell me is it OK for Soviet civilian merchant ships from WW2 era to wear normal red instead of naval white ensign? I did the search on the internet but I couldn't find enough conclusive data.

According to wikipedia (https://en.wikipedia.org/wiki/Flag_of_the_Soviet_Union), the Red Banner was adopted as state and civil ensign, as well as state flag, on 12 November 1923.

Since its adoption, there have been several slight modifications of the flag; the version used during WWII shoul be this one:

https://upload.wikimedia.org/wikipedia/commons/thumb/b/bc/Flag_of_the_Soviet_Union_%281936%E2%80%931955%29.s vg/270px-Flag_of_the_Soviet_Union_%281936%E2%80%931955%29.s vg.png (https://en.wikipedia.org/wiki/File:Flag_of_the_Soviet_Union_(1936%E2%80%931955). svg)

Conversely, the naval ensign flown (only) on Soviet military vessels from May '35 to November '50, was this one:

https://upload.wikimedia.org/wikipedia/commons/thumb/2/22/Naval_Ensign_of_the_Soviet_Union_%281935-1950%29.svg/150px-Naval_Ensign_of_the_Soviet_Union_%281935-1950%29.svg.png (https://en.wikipedia.org/wiki/File:Naval_Ensign_of_the_Soviet_Union_(1935-1950).svg)

So the short answer is yes, having the Red Banner on merchant ships and the white one on naval vessels is okay. What is not okay, is the position of the flags. According to another wikipedia article (https://en.wikipedia.org/wiki/Maritime_flag#Flag_etiquette) on maritime flags and flag eticquette:

The position of honour on a ship is the quarterdeck at the stern of the ship, and thus ensigns are traditionally flown either from an ensign staff at the ship's stern, or from a gaff rigged over the stern.

This is an aspect that iambecomelife got right with his Merchant Fleet Mod for SHIII, but I am surprised that none of us naval history lovers and mod junkeys ever addressed for SH5. :D

vdr1981
10-04-18, 02:05 PM
What is not okay, is the position of the flags. According to another wikipedia article (https://en.wikipedia.org/wiki/Maritime_flag#Flag_etiquette) on maritime flags and flag eticquette:



This is an aspect that iambecomelife got right with his Merchant Fleet Mod for SHIII, but I am surprised that none of us naval history lovers and mod junkeys ever addressed for SH5. :D
This should be relatively easy for imported ships although now, there are really lot of them in TWoS. I'm not so sure about stock gr2 vessels though...

gap
10-04-18, 05:44 PM
This should be relatively easy for imported ships although now, there are really lot of them in TWoS. I'm not so sure about stock gr2 vessels though...

Doable also with GR2 units.

No matter if on dat or GR2 ships, I see two ways to accomplish the task.

First method:

adding a flagstaff to the stern of each ship;
moving the flag node to the new position;
tilting slightly the displaced flag node, if the flagstaff is not completely vertical.


Second method:

moving the flag node to where we want the flagpole to be connected with the stern of each ship;
converting the flag node into an equipment node;
storing several flagpoles in a library file, and adding different flag nodes to them (four in total, one for each flagpole model, one for each combination of naval / civil, small / large);
linking the most appropriate flagpole/flag to each ship through eqp file.


This last method might sound more complicated, but if it works it would ease our job because flag and flagpole would be one piece, and we wouldn't get to align these two elements for each vessel. The one doubt I have, is if a flag node placed on an equipent would work just as well as when it is placed directly on an unit; this must be tested.

Sure, whatever method is used, editing the nodes of each ship in game would be a little PITA :)

Sure,

Fifi
10-05-18, 01:44 AM
And looking at WW2 merchant ships pictures on the web, sometimes flags are stern mounted, sometimes not...
Seems not a rule for stern flags :hmmm:

gap
10-05-18, 06:02 AM
And looking at WW2 merchant ships pictures on the web, sometimes flags are stern mounted, sometimes not...
Seems not a rule for stern flags :hmmm:

Hi Fifi, :salute:

I think the flag etiquette varies slightly from country to country, and dependig if the vessel is at anchor or underway. I cannot talk about Soviet rules, but it is my understanding that as far as the Commonwealth is concerned, the correct place for flying the ensign is at any time the ensign staff at each vessel's stern. This code also applies to US vessels when they are motionless, but for practical reasons, when they are are underway they are allowed to fly their ensign from a gaff rigged on the aft mast (i.e. a slanted yard departing from them); that said, I ignore if there is a rule that prevents them from flying the ensign from their stern also while at sea.

In any case, unlike the screenies posted by Vecko, the ensign should always be at the stern or near the stern, the reason dating back to the sail age when the first navies originated. If you have seen flags being flown anywhere near the bow of a ship or at the foremast, they must fall in some other category such as naval jacks, club burgees, house flags, etc.

If you want to know more on the topic, I suggest you the following articles:

https://www.crwflags.com/fotw/FLAGS/xf-gaff.html
http://www.threeharbors.com/flags.html
http://www.usps.org/national/fecom/faq/flag/gaffpole.html

Lanzfeld
10-05-18, 11:08 AM
Of course wolves of steel is top shelf so thanks again for the Mod! :Kaleun_Cheers:

Just a question about crash diving..... I hit shift V to order a crash dive and I understand the delay for them to clear the bridge before the uboat goes under. Is there a way at least the play the Das Boot “ALARM!” sound right when you hit shift V instead of the 17 second silence delay before there’s any diving?

To be clear.......I still want the 17 second delay for them to clear the bridge but I was wondering if we could at least get the alarm sound the second we hit shift V?

:Kaleun_Thumbs_Up:

Ashikaga
10-05-18, 06:19 PM
I had a big laugh recently when I torpedoed a British merchant and when I surfaced next to the survival raft they were all wearing German Uniforms and one even had the same sweater as my cook but it was not him...

So I gave them some chocolate and went on my way.

vdr1981
10-06-18, 02:23 AM
I had a big laugh recently when I torpedoed a British merchant and when I surfaced next to the survival raft they were all wearing German Uniforms and one even had the same sweater as my cook but it was not him...

So I gave them some chocolate and went on my way.

Only if you use wooden lifeboats mod, not by default...:03::salute:

ouPhrontis
10-06-18, 03:23 AM
What work is entailed to convert all BdU and all Kriegsmarine radio traffic to enigma encrypted transmissions?

I intend to do this myself as an option for those that wish to have that enabled, as I find it jarring to see un-encrypted Tx, plus it's a shame to underutilise the beautiful Enigma M4 mod.

Sure one can perhaps pretend that they had been decrypted by the funkmaat before being handed to the Kaleun, and that all Kaleun-eyes-only Tx is for you to handle, but I'd like to go the route of having it all encrypted.

What I'm looking for are which files I have to edit etcetera, essentially what work was done with the Enigma mod, such that I can dive in and do this myself.

vdr1981
10-06-18, 09:51 AM
What work is entailed to convert all BdU and all Kriegsmarine radio traffic to enigma encrypted transmissions?

I intend to do this myself as an option for those that wish to have that enabled, as I find it jarring to see un-encrypted Tx, plus it's a shame to underutilise the beautiful Enigma M4 mod.

Sure one can perhaps pretend that they had been decrypted by the funkmaat before being handed to the Kaleun, and that all Kaleun-eyes-only Tx is for you to handle, but I'd like to go the route of having it all encrypted.

What I'm looking for are which files I have to edit etcetera, essentially what work was done with the Enigma mod, such that I can dive in and do this myself.

"Silent Hunter 5\data\RadioMessages\English\19**\**\radiomessages .txt"

The Enigma Message Encryptor is in your "data\Applications" folder.

As you can see, there are quite a few messages to be encrypted, are you still sure you want to do them all? :D

CaptBones
10-06-18, 10:33 AM
Hi Fifi, :salute:

I think the flag etiquette varies slightly from country to country, and dependig if the vessel is at anchor or underway. I cannot talk about Soviet rules, but it is my understanding that as far as the Commonwealth is concerned, the correct place for flying the ensign is at any time the ensign staff at each vessel's stern. This code also applies to US vessels when they are motionless, but for practical reasons, when they are are underway they are allowed to fly their ensign from a gaff rigged on the aft mast (i.e. a slanted yard departing from them); that said, I ignore if there is a rule that prevents them from flying the ensign from their stern also while at sea.



The display of the ensign and jack on US Navy vessels is as follows:

When moored (either pierside, at a buoy, or at anchor) the ensign is flown from the fantail flagstaff and the jack at the bow jackstaff (that's why it's called the "jackstaff"). In certain circumstances (George Washington's birthday, the 4th of July and any other specially ordered "full dress ship" holiday), the ensign may be displayed at the fantail and at the main truck.

When getting underway, the colors are shifted immediately when the last mooring line is taken in from the pier, or the mooring shackle is released from the buoy, or the anchor is aweigh. Shifting colors means the jack and ensign at the fantail are lowered smartly and the "steaming" ensign is immediately hoisted, or "broken" at the main truck.

For a thorough explanation of the Royal Navy's flag etiquette, you might try the Admiralty Manual of Seamanship, Vol. I, Ch. 14 (in my 1964 edition anyway).

gap
10-06-18, 11:03 AM
The display of the ensign and jack on US Navy vessels is as follows:

When moored (either pierside, at a buoy, or at anchor) the ensign is flown from the fantail flagstaff and the jack at the bow jackstaff (that's why it's called the "jackstaff"). In certain circumstances (George Washington's birthday, the 4th of July and any other specially ordered "full dress ship" holiday), the ensign may be displayed at the fantail and at the main truck.

When getting underway, the colors are shifted immediately when the last mooring line is taken in from the pier, or the mooring shackle is released from the buoy, or the anchor is aweigh. Shifting colors means the jack and ensign at the fantail are lowered smartly and the "steaming" ensign is immediately hoisted, or "broken" at the main truck.

For a thorough explanation of the Royal Navy's flag etiquette, you might try the Admiralty Manual of Seamanship, Vol. I, Ch. 14 (in my 1964 edition anyway).

Thank you for CaptBones,

your detailed explainations seem to grossly confirm what I had found so far on the topic, but I have a few questions:

- does the same rule applly to merchant as well as military vessels?

- is the information I had previously collected (i.e. hoisting the ensign to the extremity of a gaff rigged on the mainmast) a valid alternative to hoisting it to the maintruck while underway, or that was wrong?

- when required, where are broad pennants and house flags hoisted relative to the ensign?

ouPhrontis
10-06-18, 02:37 PM
"Silent Hunter 5\data\RadioMessages\English\19**\**\radiomessages .txt"

The Enigma Message Encryptor is in your "data\Applications" folder.

As you can see, there are quite a few messages to be encrypted, are you still sure you want to do them all? :D

Absolutely, at least only the Kriegsmarine traffic. Once I've done that, I'll share the work.

I noticed that at one point -- by mistake -- duplicates had been sent, i.e. the same messaged unencrypted and the Enigma ciphered message arriving together, I hope it's just a case that so long as the plaintext/unencrypted message is erased that it won't be an issue?

-- edit below --

Strewth, yup there's plenty to get through, still... I understand others wanted this, too, so I shall crack on with it.

CaptBones
10-06-18, 02:57 PM
Thank you for CaptBones,

your detailed explainations seem to grossly confirm what I had found so far on the topic, but I have a few questions:

- does the same rule applly to merchant as well as military vessels?

- is the information I had previously collected (i.e. hoisting the ensign to the extremity of a gaff rigged on the mainmast) a valid alternative to hoisting it to the maintruck while underway, or that was wrong?

- when required, where are broad pennants and house flags hoisted relative to the ensign?

Well...here's what I have observed relative to merchant vessels...

Not all have or follow any set "rules" for displaying flags at sea or in port. Most do fly the appropriate flag (either their national flag [e.g. American flag for US-registered commerical vessels] or a merchant ensign [e.g. "Red Ensign" for UK-registered commercial vessels]). When in port they display their flag at the fantail and the flag of the country whose port they are in at the main truck or a signal flag yardarm (I can't recall ever seeing one with a jack or even a jackstaff). They also typically fly a house flag at a yardarm when in port and sometimes at sea as well. The display of their ensign/national flag at sea also varies widely, some fly it from the fantail flagstaff and some from the main truck; the former seems to be more typical.

I suspect the choice is largely driven by the distance someone has to run to render honors to warships they encounter at sea. It is common courtesy for merchant ships to render honors to warships, especially if the merchant vessel is in the territorial waters of the warship it meets! Rendering honors means dipping your flag, which the warship acknowledges by dipping her flag in return. It's quite "formal"...the merhcant ship dips its flag, the warship then dips its flag and returns it to full staff, then the merchant vessel may return its flag to full staff.

As for using a gaff rigged to the mainmast...pretty much the same thing as flying it from the main truck. Sometimes a gaff is used, sometimes the top of the truck has more than one pulley and that is used (see below), sometimes for small ships that fly small size ensigns, a "pig stick" is used with the ensign attached to the stick and the stick hoisted to the gaff or the truck. The design of the mast is different from ship class to ship class and frequently from ship to ship as well, especially as they get older and have alterations applied.

Now for broad pennants and "house flags"...for USN, the most used pennant is the "coach whip" commissioning pennant. It is always flown at the highest point on the mainmast, above the ensign even. Of course, it's rather small and hardly noticeable, uness you're looking for it and know where to look (it is almost always attached to a "pig stick" and the stick hoisted to the top of the main truck). Broad pennants displayed are the identification pennants for embarked Squadron Commanders/Group Commanders. They are only flown when the Commander is "embarked", which doesn't mean physically present/onboard; their pennant will be flown from an inboard halyard on the main yardarm (therefore below the ensign when underway). When the Commander is embarked, but not onboard in port, an absentee pennant is flown from an outboard hoist on the main yardarm (Commanding Officers also get an absentee pennant when they are not onboard)...by default they will be physically above the ensign when in port, but since they are not displayed from the same mast as the ensign, they aren't really "above" the ensign.

House flags are not "official" displays in the USN, but rather flags that the crew would design and display on certain occasions. Generally they are only used when entering port...especially homeport...on return from a deployment or a "special operation"...including successful completion of most types of underway tests/trials/readiness inspections. etc.

Well, that's a small treatise...hope it clears up some of your questions.

vdr1981
10-06-18, 02:58 PM
I noticed that at one point -- by mistake -- duplicates had been sent, i.e. the same messaged unencrypted and the Enigma ciphered message arriving together
Can you give me the date or at least month and the year?

Strewth, yup there's plenty to get through, still... I understand others wanted this, too, so I shall crack on with it.

:up::salute:

Ashikaga
10-06-18, 04:33 PM
Installed the new Mod with help from Vecko.

Problem is that when I enable Dark Wraith's historic dials in JGME they do not show up in the game, just that modern day nonsense I do not at all want.


I want my Telegraph, depth gauge and Compass/rudder.

Is there anyone out there who could help me get them back ?


A link to a working add on perhaps compatible with 2.2.7 ?|

http://img.photobucket.com/albums/v247/IMPERIALCOMMAND/Dials_zpsrkrhh4w3.jpg


http://img.photobucket.com/albums/v247/IMPERIALCOMMAND/Dials2_zps9mps0ubo.jpg

http://img.photobucket.com/albums/v247/IMPERIALCOMMAND/Dials1_zpsbpi48yov.jpg


I just want my old layout back. So any help more than welcome !

Do I have to change a setting in OFEV ?


Ashikaga



.

THEBERBSTER
10-06-18, 05:50 PM
Hi A
Do I have to change a setting in OFEV ? Yes
https://i.postimg.cc/rpJPyDGS/UI_Enhanced.jpg

Peter

ouPhrontis
10-06-18, 06:30 PM
Can you give me the date or at least month and the year?


:up::salute:
It's 1939, I have the career still running, so will go back through and check.

Ashikaga
10-06-18, 06:37 PM
VIELEN DANK!!!!

gap
10-07-18, 05:00 AM
Well...here's what I have observed relative to merchant vessels...

Not all have or follow any set "rules" for displaying flags at sea or in port. Most do fly the appropriate flag (either their national flag [e.g. American flag for US-registered commerical vessels] or a merchant ensign [e.g. "Red Ensign" for UK-registered commercial vessels]). When in port they display their flag at the fantail and the flag of the country whose port they are in at the main truck or a signal flag yardarm (I can't recall ever seeing one with a jack or even a jackstaff). [...] The display of their ensign/national flag at sea also varies widely, some fly it from the fantail flagstaff and some from the main truck; the former seems to be more typical.

[...]

As for using a gaff rigged to the mainmast...pretty much the same thing as flying it from the main truck. Sometimes a gaff is used, sometimes the top of the truck has more than one pulley and that is used (see below), sometimes for small ships that fly small size ensigns, a "pig stick" is used with the ensign attached to the stick and the stick hoisted to the gaff or the truck. The design of the mast is different from ship class to ship class and frequently from ship to ship as well, especially as they get older and have alterations applied.

Thank you very much for your replies. What I get from the text above is that commercial vessels are lesser bound to etiquette than naval ones, but though with a certein degree of flexibility relative to the actual hoisting point (stern fantail, signal flag yardam, mainmast gaff or truck), the ensign / national flag is alway to be found in the aft part of the ship and it is never flown from the foremast (when present). Are my conclusions correct?


They also typically fly a house flag at a yardarm when in port and sometimes at sea as well.

So a yardam (at the mainmast I suppose), is the right spot for house flag hoisting. Does port/starboard make any difference in this case?

House flags are not "official" displays in the USN, but rather flags that the crew would design and display on certain occasions. Generally they are only used when entering port...especially homeport...on return from a deployment or a "special operation"...including successful completion of most types of underway tests/trials/readiness inspections. etc.

I am especially interested in house flags because in the Flags of the World website (https://www.crwflags.com/fotw/flags/x~hf.html) I found drawings of the flags used by many SS companies during the 30s-40s, and many pictures of real (used) flags at the website of the National Maritime Museum of Greenwich (http://collections.rmg.co.uk/collections.html#!csearch;authority=subject-90161;browseBy=collection) (they belong mostly to British shipping companies, but there are also flags from other parts of the world).
I think that adding house flags to in-game ships would be nice for creating more variety and for easing the ship identification, but I am not sure that in real wartime practice, allied ships in convoys would have flown those flags especially in open seas. I know that at some point of the war most shipping companies dispensed with their distinctive colors, funnel markings, and anything else could identify them (including house flags probably), but what I have read in several modeller forums, this process was not as universal and as quick as one might think. I would be curiois to know your opinion on this respect too.


I suspect the choice is largely driven by the distance someone has to run to render honors to warships they encounter at sea. It is common courtesy for merchant ships to render honors to warships, especially if the merchant vessel is in the territorial waters of the warship it meets! Rendering honors means dipping your flag, which the warship acknowledges by dipping her flag in return. It's quite "formal"...the merhcant ship dips its flag, the warship then dips its flag and returns it to full staff, then the merchant vessel may return its flag to full staff.

Yes, I knew that already. Nice tradition, but unfortunately this is not something we can simulate in game. :)


Now for broad pennants and "house flags"...for USN, the most used pennant is the "coach whip" commissioning pennant. It is always flown at the highest point on the mainmast, above the ensign even. Of course, it's rather small and hardly noticeable, uness you're looking for it and know where to look (it is almost always attached to a "pig stick" and the stick hoisted to the top of the main truck). Broad pennants displayed are the identification pennants for embarked Squadron Commanders/Group Commanders. They are only flown when the Commander is "embarked", which doesn't mean physically present/onboard; their pennant will be flown from an inboard halyard on the main yardarm (therefore below the ensign when underway). When the Commander is embarked, but not onboard in port, an absentee pennant is flown from an outboard hoist on the main yardarm (Commanding Officers also get an absentee pennant when they are not onboard)...by default they will be physically above the ensign when in port, but since they are not displayed from the same mast as the ensign, they aren't really "above" the ensign.

Okay, that's clear. Commissioning pennants too are something I have had in mind for a long time, but at the moment I am more interested in broad pennants flown aboard Commodore / Escort Commander ships in convoys. In game, as in reality, those ships have a special role / behaviour / position within the convoy, and I think it would be nice and useful being able to identify them during convoy battles. :D


Well, that's a small treatise...hope it clears up some of your questions.

Definitely yes, thanks again for taking the time to answer in such a detail my (silly) questions :salute:

CaptBones
10-07-18, 12:50 PM
Thank you very much for your replies. What I get from the text above is that commercial vessels are lesser bound to etiquette than naval ones, but though with a certein degree of flexibility relative to the actual hoisting point (stern fantail, signal flag yardam, mainmast gaff or truck), the ensign / national flag is alway to be found in the aft part of the ship and it is never flown from the foremast (when present). Are my conclusions correct?

Essentially "yes"...but in a ship with the primary superstructure and bridge amidships, the national flag/ensign is almost as likely to be displayed at sea from the mainmast. Tankers and bulk carriers are frequently the exception; they generally have a large superstructure aft with crew's quarters and it's not a long walk to the fantail, so the flag/ensign might be flown there when at sea. Again, just as often a matter of the Master's choice and convenience and I don't think either placement would be "wrong" for the sim. Most commercial vessels don't have a "foremast" per se; they typically have Kingposts, goal-post cranes and jib-crane poles or even just a seperate pole/mast for mounting the masthead light (the range light being on the mainmast).

So a yardam (at the mainmast I suppose), is the right spot for house flag hoisting. Does port/starboard make any difference in this case?

Well, the starboard yardarm is the "senior" position for any flags/pennants displayed. I'd suspect that would be where a proud crew would choose to fly their house flag.

I am especially interested in house flags because in the Flags of the World website (https://www.crwflags.com/fotw/flags/x~hf.html) I found drawings of the flags used by many SS companies during the 30s-40s, and many pictures of real (used) flags at the website of the National Maritime Museum of Greenwich (http://collections.rmg.co.uk/collections.html#!csearch;authority=subject-90161;browseBy=collection) (they belong mostly to British shipping companies, but there are also flags from other parts of the world).
I think that adding house flags to in-game ships would be nice for creating more variety and for easing the ship identification, but I am not sure that in real wartime practice, allied ships in convoys would have flown those flags especially in open seas. I know that at some point of the war most shipping companies dispensed with their distinctive colors, funnel markings, and anything else could identify them (including house flags probably), but what I have read in several modeller forums, this process was not as universal and as quick as one might think. I would be curiois to know your opinion on this respect too.

In wartime it is generally a good idea to make it as hard as possible for your enemy to find or identify you. Now, if you're a neutral vessel and you think that both/all warring sides are going to respect International Law as well as each other's, and their own, Prize Regulations, I suspect you would at least try initially to make yourself as readily identifiable as possible. Once that quaint romantic notion of "civilized" warfare wears off...it's out come the paint cans and down come the flags...be as unidentifiable as you can for as long as you can. Plus, in convoy, you do not want any "miscellaneous" flags flying that could possibly be mistaken for a signal in the air...signal flags and flashing lights are the primary and sometimes only allowed means of communication in the convoy.

Yes, I knew that already. Nice tradition, but unfortunately this is not something we can simulate in game. :)

Yeah, not at all practical in a wartime convoy either.

Okay, that's clear. Commissioning pennants too are something I have had in mind for a long time, but at the moment I am more interested in broad pennants flown aboard Commodore / Escort Commander ships in convoys. In game, as in reality, those ships have a special role / behaviour / position within the convoy, and I think it would be nice and useful being able to identify them during convoy battles. :D

Yeah...great idea! To be clear...a USN Broad pennant is the personal command pennant of an officer, not a Flag Officer, in command of a Division of BB's, CV's or CA's/CL's or a designated Force, Flotilla/Group, or Squadron of ships or craft of any type (which would include a convoy itself and the ships in a convoy escort force, although the escort commander could be flying a Burgee pennant instead). A Burgee pennant indicates command of a Division of ships or craft other than BB's, CV's or CA's/CL's. Flag Officers obviously display their personal flag in their flagship, when in command of any group of ships. If a ship of that type were escorting a convoy, you would possibly see a Flag Officer's personal flag displayed.

In the USN, Broad pennants are white swallow-tail shaped with dark blue stripes along the top and bottom of the fly (same as the Flotilla pennant in the RN, but the blue is darker); Burgee pennants are narrower swallow-tail shaped and have red stripes along the top and bottom fly (not equivalent to the RN Division pennant). The use of Roman numerals and Arabic numerals is specific, but probably too much so for this discussion (or use in the sim).

In the RN, the Flotilla pennant is white, swallow-tail shaped with light blue stripes along the top and bottom of the fly. The Squadron pennant is squared with colored quadrants; light blue in the upper-left, yellow in the upper-right, red in the lower-right, and white in the lower-left (as viewed with the hoist to the left). Division pennant is squared with horizontal stripes; red, white, blue, and yellow, from top to bottom. If the convoy commander (not the escort commander) is RN, he might even display a RFA Commodore's pennant; dark-blue swallow-tail with a "gold" anchor in the middle, surrounded by a circle of "gold" line (rope, to the landlubbers out there).

Definitely yes, thanks again for taking the time to answer in such a detail my (silly) questions :salute:

There are no silly questions...sometimes silly answers though.

vdr1981
10-07-18, 06:07 PM
Two questions for you guys. First...

Has anyone used these "functions" ever? Do they work at all?

https://i.postimg.cc/QKKGpGYf/SH5_Img_2018-10-07_23.25.50.jpg (https://postimg.cc/QKKGpGYf) https://i.postimg.cc/nMNtnrMg/SH5_Img_2018-10-07_23.25.53.jpg (https://postimg.cc/nMNtnrMg)

...and second, has anyone ever experienced intense sound glitch which can sometimes be heard while your sub is damaged and under depth charge attack? The glitch can last for 15-20 seconds...Is it just me?:hmmm:

Thanks...:salute:

Fifi
10-08-18, 01:43 AM
Never used those buttons, cause never noticed them! :oops:
But could try soon...

No, never had this sound glitch when damaged or under depth charge.

ouPhrontis
10-08-18, 01:59 AM
Two questions for you guys. First...

Has anyone used these "functions" ever? Do they work at all?

https://i.postimg.cc/QKKGpGYf/SH5_Img_2018-10-07_23.25.50.jpg (https://postimg.cc/QKKGpGYf) https://i.postimg.cc/nMNtnrMg/SH5_Img_2018-10-07_23.25.53.jpg (https://postimg.cc/nMNtnrMg)

...and second, has anyone ever experienced intense sound glitch which can sometimes be heard while your sub is damaged and under depth charge attack? The glitch can last for 15-20 seconds...Is it just me?:hmmm:

Thanks...:salute:

https://i.postimg.cc/BtbcqVnf/20181008075044_1.jpg (https://postimg.cc/BtbcqVnf)

Just some online tonnage board, doesn't interest me at all.

Fifi
10-08-18, 04:55 AM
So capt log buttons aren’t working here. Probably because my PC is internet disconnected.

Ouphrontis, are you internet connected when playing?
I can’t see what is written on your picture, is it other players?

Cybermat47
10-08-18, 05:38 AM
Vecko, I have a question about Allied submarines in TWoS. IIRC, they can be found in the Mediterranean, but can they also be found in the North Sea, Arctic, and Bay of Biscay? They operated there historically.

Ashikaga
10-08-18, 06:55 AM
I edited the flag with the ss skull to show my tonnage. Works very well.

On another note. I experience game difficulties when playing the game in very long stints. Might be my memory and chipset and older video card. Moving to a much better rig soon. From 2.33 dual core with nvidia GT720,to i5 with 36gb Ram and nvidia GTX 1050.

But for now, does anyone here regularly save their game during missions (not in the operations zone) to keep gameplay stable and without freezes/ctd's?

If so please tell me if that worked for you. Just started doing that to prevent freezes in missions with very large convoys.

vdr1981
10-08-18, 07:51 AM
...and second, has anyone ever experienced intense sound glitch which can sometimes be heard while your sub is damaged and under depth charge attack? The glitch can last for 15-20 seconds...Is it just me?:hmmm:




No, never had this sound glitch when damaged or under depth charge.

Thanks guys for your feedback. Anyone else? It seem that the glitch can be heard only when flooding is present...:hmmm:

gap
10-08-18, 09:55 AM
There are no silly questions...sometimes silly answers though.

:up:


Essentially "yes"...but in a ship with the primary superstructure and bridge amidships, the national flag/ensign is almost as likely to be displayed at sea from the mainmast. Tankers and bulk carriers are frequently the exception; they generally have a large superstructure aft with crew's quarters and it's not a long walk to the fantail, so the flag/ensign might be flown there when at sea. Again, just as often a matter of the Master's choice and convenience and I don't think either placement would be "wrong" for the sim. Most commercial vessels don't have a "foremast" per se; they typically have Kingposts, goal-post cranes and jib-crane poles or even just a seperate pole/mast for mounting the masthead light (the range light being on the mainmast).

In short, your answer is: at least in the USA there are no written rules which prescribe / help deciding which mast a ship ensign should be flown from, but the one that is closer to the superstructure / crew area, is the one that most likely will be preferred both for mechant ships and military vessels. Is that correct?


Well, the starboard yardarm is the "senior" position for any flags/pennants displayed. I'd suspect that would be where a proud crew would choose to fly their house flag.

Roger that :up:


In wartime it is generally a good idea to make it as hard as possible for your enemy to find or identify you. Now, if you're a neutral vessel and you think that both/all warring sides are going to respect International Law as well as each other's, and their own, Prize Regulations, I suspect you would at least try initially to make yourself as readily identifiable as possible.
Once that quaint romantic notion of "civilized" warfare wears off...it's out come the paint cans and down come the flags...be as unidentifiable as you can for as long as you can.

Well, wether belligerents will respect international law, Geneve convention, engagement rules or not, I imagine that the best thing you can do at any stage of the war as a neutral subject or organization caught in the middle of it, is making yourself visible and marking your neutrality as clearly as possible. As far as I can understand, zigzagging, proceeding with obscured lights and/or hiding any element that might have helped own identification, would have been a suicidal tactic for a neutral vessel, unless she was sailing in British waters and she was actually trying to smuggle goods in the UK.


Plus, in convoy, you do not want any "miscellaneous" flags flying that could possibly be mistaken for a signal in the air...signal flags and flashing lights are the primary and sometimes only allowed means of communication in the convoy.

I see you point here. I suppose the same would have applied to flying ensigns outside territorial waters. Isn't it?


Yeah, not at all practical in a wartime convoy either.

Lol yes :haha:


Yeah...great idea! To be clear...a USN Broad pennant is the personal command pennant of an officer, not a Flag Officer, in command of a Division of BB's, CV's or CA's/CL's or a designated Force, Flotilla/Group, or Squadron of ships or craft of any type (which would include a convoy itself and the ships in a convoy escort force, although the escort commander could be flying a Burgee pennant instead). A Burgee pennant indicates command of a Division of ships or craft other than BB's, CV's or CA's/CL's. Flag Officers obviously display their personal flag in their flagship, when in command of any group of ships. If a ship of that type were escorting a convoy, you would possibly see a Flag Officer's personal flag displayed.

In the USN, Broad pennants are white swallow-tail shaped with dark blue stripes along the top and bottom of the fly (same as the Flotilla pennant in the RN, but the blue is darker); Burgee pennants are narrower swallow-tail shaped and have red stripes along the top and bottom fly (not equivalent to the RN Division pennant). The use of Roman numerals and Arabic numerals is specific, but probably too much so for this discussion (or use in the sim).

In the RN, the Flotilla pennant is white, swallow-tail shaped with light blue stripes along the top and bottom of the fly. The Squadron pennant is squared with colored quadrants; light blue in the upper-left, yellow in the upper-right, red in the lower-right, and white in the lower-left (as viewed with the hoist to the left). Division pennant is squared with horizontal stripes; red, white, blue, and yellow, from top to bottom. If the convoy commander (not the escort commander) is RN, he might even display a RFA Commodore's pennant; dark-blue swallow-tail with a "gold" anchor in the middle, surrounded by a circle of "gold" line (rope, to the landlubbers out there).

Great information thank you very much!

Adding an extra node/bone to the tallest mast of each ship, and linking a Flag Officer's pennant to it (as a normal equipement) should be no problem. The problem is making sure that, for each convoy series, only the first escort unit assigned to the convoy (acting in game as the escort leader) and only the first merchant unit (acting as the commodore ship), have the proper pennants for their role.
In order to achieve that, we could create proxy copies of some destroyers and of some valuable merchant ships, give them pennants, and make sure that one of them is on top of the ship/escort list of each convoy series with a spawn probability of 100%, but then commodore ship and escort commander would always belong to the same class for that convoy series.
A possible alternative could be assigning the ships with pennants to one or more of the special ship types (Type17=Elite Destroyer escort, Type108=Rare Cargo ship, Type109=Rare Troop Transport), and putting on top of each convoy's merchant/escort list a generic entry with a 100% spawn chance and a special ship type specified, but again, if we needed to use ships from of those types elsewhere in the caimpaign, they would always display the pennants, even when they don't apply to those ship's momentary role.
A third alternative is creating one or two new nations (one for Axis and one for Allies), and putting in their rosters only ships "equipped" with command pennants. If we did that, we could draw commodore ships and escort leaders for each convoy from that generic nation, being sure that the game will pick up randomly from their pool and only from there, and we no limitation but the fact of seeing the new fantasy nation(s) listed in museum.

Vecko, if you have followed the whole discussion and if you are interested into its practical (modding) aspects, what do you think about my speculations? :hmm2:

skin-nl
10-08-18, 11:24 AM
But for now, does anyone here regularly save their game during missions (not in the operations zone) to keep gameplay stable and without freezes/ctd's?

If so please tell me if that worked for you. Just started doing that to prevent freezes in missions with very large convoys.

I only save when i quit the game and i have no ctd's at all,even when i save with a large convoy in the neighborhood.

vdr1981
10-08-18, 11:33 AM
Vecko, if you have followed the whole discussion and if you are interested into its practical (modding) aspects, what do you think about my speculations? :hmm2:

Can't say that I have but I'll check it out for sure , although I'll definitively need a dictionary since I'm not familiar with many of used nautical terms...:oops:

However, I have moved flag nodes for few ship types which already have unused flag masts in their stern and in game it looks like this. is this OK or I should discard the changes? :hmmm:

https://i.postimg.cc/HVB9xRdF/SH5_Img_2018-10-08_18.02.09.jpg (https://postimg.cc/HVB9xRdF) https://i.postimg.cc/bZrH2gvr/SH5_Img_2018-10-08_18.03.13.jpg (https://postimg.cc/bZrH2gvr) https://i.postimg.cc/68PVVZ70/SH5_Img_2018-10-08_18.05.58.jpg (https://postimg.cc/68PVVZ70)

gap
10-08-18, 12:06 PM
Can't say that I have but I'll check it out for sure , although I'll definitively need a dictionary since I'm not familiar with many of used nautical terms...:oops:

lol yes: no matter in which idiom, nautical terminology is not easy to grab for noninitiates, let alone doing it in a language that is not your mother tongue. I have had myself an hard time following CaptanBones in some of his most technical passages, but his explainations were so interesting to me that I had to go through a crash course of navigation in order to follow him.

Out of jokes, my question to you was mostly relative to my (modding) speculations on broad pennants in convoys and taskforces:

Adding an extra node/bone to the tallest mast of each ship, and linking a Flag Officer's pennant to it (as a normal equipement) should be no problem. The problem is making sure that, for each convoy series, only the first escort unit assigned to the convoy (acting in game as the escort leader) and only the first merchant unit (acting as the commodore ship), have the proper pennants for their role.
In order to achieve that, we could create proxy copies of some destroyers and of some valuable merchant ships, give them pennants, and make sure that one of them is on top of the ship/escort list of each convoy series with a spawn probability of 100%, but then commodore ship and escort commander would always belong to the same class for that convoy series.
A possible alternative could be assigning the ships with pennants to one or more of the special ship types (Type17=Elite Destroyer escort, Type108=Rare Cargo ship, Type109=Rare Troop Transport), and putting on top of each convoy's merchant/escort list a generic entry with a 100% spawn chance and a special ship type specified, but again, if we needed to use ships from of those types elsewhere in the caimpaign, they would always display the pennants, even when they don't apply to those ship's momentary role.
A third alternative is creating one or two new nations (one for Axis and one for Allies), and putting in their rosters only ships "equipped" with command pennants. If we did that, we could draw commodore ships and escort leaders for each convoy from that generic nation, being sure that the game will pick up randomly from their pool and only from there, and we no limitation but the fact of seeing the new fantasy nation(s) listed in museum.



However, I have moved flag nodes for few ship types which already have unused flag masts in their stern and in game it looks like this. is this OK or I should discard the changes? :hmmm:

Going by what I had read before on British etiquette, your changes should be correct; going by what I have learned from CaptBones, those ensigns should be moved to the top of a mast.

Fifi
10-08-18, 12:50 PM
Can't say that I have but I'll check it out for sure , although I'll definitively need a dictionary since I'm not familiar with many of used nautical terms...:oops:

However, I have moved flag nodes for few ship types which already have unused flag masts in their stern and in game it looks like this. is this OK or I should discard the changes? :hmmm:

https://i.postimg.cc/HVB9xRdF/SH5_Img_2018-10-08_18.02.09.jpg (https://postimg.cc/HVB9xRdF) https://i.postimg.cc/bZrH2gvr/SH5_Img_2018-10-08_18.03.13.jpg (https://postimg.cc/bZrH2gvr) https://i.postimg.cc/68PVVZ70/SH5_Img_2018-10-08_18.05.58.jpg (https://postimg.cc/68PVVZ70)

That looks nice!
Furthermore they should be harder to identify from far away...good!
At the moment, we can identify ships nationality from very far away as it is one of the first thing we see at the horizon, after the smoke! (The flag)
Placed at the stern, hence quite low on the silhouette, it should change the deal :D

vdr1981
10-08-18, 12:52 PM
Adding an extra node/bone to the tallest mast of each ship, and linking a Flag Officer's pennant to it (as a normal equipement) should be no problem. The problem is making sure that, for each convoy series, only the first escort unit assigned to the convoy (acting in game as the escort leader) and only the first merchant unit (acting as the commodore ship), have the proper pennants for their role.
In order to achieve that, we could create proxy copies of some destroyers and of some valuable merchant ships, give them pennants, and make sure that one of them is on top of the ship/escort list of each convoy series with a spawn probability of 100%, but then commodore ship and escort commander would always belong to the same class for that convoy series.
A possible alternative could be assigning the ships with pennants to one or more of the special ship types (Type17=Elite Destroyer escort, Type108=Rare Cargo ship, Type109=Rare Troop Transport), and putting on top of each convoy's merchant/escort list a generic entry with a 100% spawn chance and a special ship type specified, but again, if we needed to use ships from of those types elsewhere in the caimpaign, they would always display the pennants, even when they don't apply to those ship's momentary role.
A third alternative is creating one or two new nations (one for Axis and one for Allies), and putting in their rosters only ships "equipped" with command pennants. If we did that, we could draw commodore ships and escort leaders for each convoy from that generic nation, being sure that the game will pick up randomly from their pool and only from there, and we no limitation but the fact of seeing the new fantasy nation(s) listed in museum.
All options sound feasible but, all of them also requires serious changes in massive GroupTypeDefs.cfg files. There are 12 of them (each for every campaign chapter) and in TWoS they are not exactly the same like they were in OHII. Every GroupTypeDefs.cfg file have also approximately 50.000 lines of code. :doh:
I'm not prepared to dive in these massive files (again) right now but this will certainly stay on my "to do" list for future updates...:yep:

I did this once while I was trying to bypass "damaged group leader" CTD caused by TDW's IRAI scripts and it was a LOT of work...





Going by what I had read before on British etiquette, your changes should be correct; going by what I have learned from CaptBones, those ensigns should be moved to the top of a mast.
So , we aren't quite sure yet where to place flag positions for regular merchants and warships?:hmmm:

gap
10-08-18, 01:27 PM
All options sound feasible but, all of them also requires serious changes in massive GroupTypeDefs.cfg files. There are 12 of them (each for every campaign chapter) and in TWoS they are not exactly the same like they were in OHII. Every GroupTypeDefs.cfg file have also approximately 50.000 lines of code. :doh:
I'm not prepared to dive in these massive files (again) right now but this will certainly stay on my "to do" list for future updates...:yep:

In the end it is "just" changing the first EscortUnit and the first ConvoyUnit definiton for each convoy, but do it for all the convoys, times the number of campaigns featuring those convoys, yes I must agree that it is quite a lot of work... :D


I did this once while I was trying to bypass "damaged group leader" CTD caused by TDW's IRAI scripts and it was a LOT of work...

If I remember correctly, you wanted to replace the first ConvoyUnit with a destroyer, for making it harder for the player to kill/damage her, but why do you say "I was trying". Didn't your trick work and you gave it up, or you have found a proper fix to the problem?

One of the advantages of my idea is that in theory it would make easier for the player to identify the leaders, and to avoid as much as possible attacking them. We could even use some super-duper harmored ships in this role... :O:


So , we aren't quite sure yet where to place flag positions for regular merchants and warships?:hmmm:

Let's wait for CaptBones' advise on your changes :salute:

vdr1981
10-08-18, 01:48 PM
If I remember correctly, you wanted to replace the first ConvoyUnit with a destroyer, for making it harder for the player to kill/damage her, but why do you say "I was trying". Didn't your trick work and you gave it up, or you have found a proper fix to the problem?



I made it eventually, yes...I loaded convoy leaders with "dynamite" so if a player is so lucky to hit exactly them, they'll go "boom" and a "leader duty" will be instantly transferred to unit No2... :D Works very well in game...:yep:

[SC_.ConvoyUnit 1]
Type=101
CountryName=British
ExternalCargo=9
InternalCargo=1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=100
GroupLinkId=0

Fifi
10-08-18, 02:02 PM
Thanks guys for your feedback. Anyone else? It seem that the glitch can be heard only when flooding is present...:hmmm:

Already had flooding, and nothing special to report in the playing sounds...
Have to say i’m Playing without any music background though.

gap
10-08-18, 03:03 PM
I made it eventually, yes...I loaded convoy leaders with "dynamite" so if a player is so lucky to hit exactly them, they'll go "boom" and a "leader duty" will be instantly transferred to unit No2... :D Works very well in game...:yep:

Brilliant :yeah:

vdr1981
10-08-18, 06:02 PM
:D

https://i.postimg.cc/c4WRbpwX/SH5_Img_2018-10-09_00.08.38.jpg

Ashikaga
10-08-18, 08:52 PM
Hahahahaha epic Vecko!

Quick question is it possible to make a script which turns on sub flags about 10 km from friendly ports as well as home harbors. This because subs on missions never showed their flag. So at the moment I always have to turn on or turn off the no sub flags mod off several kms from port which means exiting and restarting the game. It would be great if it could be automated.

CaptBones
10-08-18, 09:56 PM
Well, out of the loop for a day or so and amazed at what's been going on.

Anyway...back to the matter of flags and pennants...although I really must get to the Kiel Kanal now! :D

Writing a point-by-point reply is getting kind of cumbersome, so let me try to address the main questions and provide just a little more background.

Additional definitions: National flags and ensigns (naval and merchant marine) are called "colors", or "colours" for our British friends. Colors and "distinguishing" flags (those authorized to be used by Flag Officers...that's where the term comes from, obviously) are "worn" by ships and by individuals (Flag Officers) entitled to display a personal flag. They may also be said to be flown in a ship or at a place. Other types of flags may only be flown or displayed, they are never "worn".

Warships: display of flags is definitely controlled by rules and regulations as well as by custom and tradition. I applaud vdr1981 for the KM ensign changes shown in the screenshots in the 10/08 11:33 AM post. Almost all of the flags in the sim are much too large and prominent at too great a distance. However, the display of ensigns is specific to each navy, with the RN being quite different from the USN and the KM essentially following the same practices as the RN. The USN was discussed earlier, so I will just mention the RN/KM rules. The ensign and the jack are displayed in port, or at anchor/buoy, same as with the USN. At sea, during peacetime, it is worn at the fantail flagstaff, unless the weather is bad, when it is worn at the main peak. At sea, during wartime, it is worn at the main peak, not at the fantail. Also, when in action or going into action, RN and KM warships wore two ensigns, one at the main peak and the other in a "conspicuous position", e.g., from another mast or at the fantail. Now, are convoy escorts (in the sim) "in action" or are they "going into action" and if so, is it possible to display two ensigns? Just asking, not saying it must be so.

As far as pennants go, that is really a great idea, but is also mostly eye candy and a treat for those who take and share screenshots with nice eye candy. In our beloved sims, a Kaleun who can see and appreciate those pennants is one who is flying around "cheating" with the external camera or is virtually floating about in a life-ring or on flotsam from his recently departed "iron coffin". :O:

Merchant ships: much more difficult to say "one size fits all". There are "rules" here too, but much more like custom, tradition and courtesy. They wear their colors at sea largely at the discretion of the Master, except for certain circumstances. Encountering a warship at sea is one such circumstance (failing to dip is considered quite an insult), entering another nation's territorial waters is another, where custom and courtesy requires you to identify your own nationality and to also recognize (and honor) your host nation.

In time of war, it might be preferable for a belligerent nation's ship, sailing alone, to conceal its identity until it can identify any strange ship (or aircraft) that has likely sighted it and is approaching. A belligerent vessel in convoy would not necessarily need to fly its colors, everybody knows who everybody else is. But then, they might be proud of the fact that they are on the team and "giving it a go" in the face of those evil U-boats and would want all the other ships to see those proud colors snapping in the breeze. House flags fit into that scenario quite nicely. They are usually flown when entering or leaving harbor or meeting other ships (sort of fits the description of being in a convoy, doesn't it?) and are flown at the main masthead (from a yardarm or a gaff at the masthead) not the main peak.

If I were doing what you all are trying to do, I would try to put as much variety into it as possible, if at all possible. For instance, not all belligerent merchant ships would display their colors. Most of those that do would wear their colors at the main peak, except for ships with superstructures and/or bridges aft, which would wear them at the fantail. There has already been enough discussion of how neutral vessels should handle wearing their colors; where they do so fits into the foregoing statement.

Well, enough, again...I hope this helps rather than adding more confusion.

Thank you all again for the wonderful work you do...sink 'em all!

:Kaleun_Salute:

Fifi
10-09-18, 03:04 AM
I agree with CaptBones about his last merchants statements.
I have examples where merchants didn’t wear at all any flag, and U-Boot had to guess for their nationality.
Currently reading Peter Cremer biography, after sinking some cargos, he had to ask survivors in their lifeboats what nationality and ship name they sailed...
It even bring the terrible error when he sank a German ship coming back from china with a precious load!

I’m quite convinced some civilian ships in war time tried to hide their nationality until they crossed other boats they could trust.
But for an hidden U-Boot... :D

vdr1981
10-09-18, 06:54 AM
Slowly preparing new v2.2.8 update, this would be the changelog so far:

v2.2.8
- Initial loading screen updated with additional "Black screen pause" note and "Best of Subsim 2017" badge.
- Edited appearance dates of FuMB-1 Metox radar warning receiver, FuMO-29 radar and Bold1 decoys according to historical dates in single missions and campaign.
- Radar display will now show airborne contacts as well.
- Added ability to manually turn off radar at captains discretion which wasn't possible before (radar was always radiating EM energy regardless of On/Off state).
- Incorrect South African flags are now fixed, together with few more flag problems like incorrect German flag shown in the museum (info card) and missing "Free Netherlands" flags on ships.
- Soviet and New Zealand navy and civilian vessels now have correct ensigns.
- Various flags chart fixes.
- Moved flags positions to ship's stern for several ship types (Medium troop transport, London heavy cruiser, Chacal destroyer, Strasbourg battleship, Deutschland and Admiral Hipper class cruisers). More to come in future updates...
- Send weather report command from radiman's UI command menu is now functional! Use it at your own discretion but be aware that, just like a normal status report, your weather report can be intercepted and triangulated by allies.
- Better description for some TWoS optional mods and add-ons. (Campaign Advance Verifier Testing, More info)
- Edited numerous ingame texts and tool-tips for better understanding of certain GUI command functions.
- Removed some of the non-implemented and redundant GUI commands in order to avoid confusion.
- Added "Russian fonts patch" to TWoS Documentation folder with the appropriate install instructions.
- Various smaller tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporters/donors who are making this expansion to keep going: Richard Roberts, David "HW3" Stevens, Ales "Kikinado" Bily, Dale Francisco, Christian "Kuddell1982" Eilmes, Yangfan Xu, Garry Dragon, Steven Reynolds and especially to Grant "CaptBones" Graeber for his enormous 100 USD donation! Thank you very much Captains! Have fun and sink 'em all! :)

Gamesave compatible of course...:yep:

excel4004
10-09-18, 03:05 PM
WoW! What a fantastic update is arriving soon!


Cant wait to install it and leaving port with all these nices fixes and news.


Very nice! :yeah:


:subsim:

CaptBones
10-09-18, 05:11 PM
The additional changes you advised will be coming in v2.2.8 look very nice, please keep up the wonderful work you are doing. Without your efforts and the products from all the great modders out there, this game/sim wouldn't be worth even attempting to play.

I did want to point out one thing that I also mentioned in my 10/08 9:56 PM post. RN and KM (and probably French and Italian) warships follow...or did follow in WWII...the RN's practices WRT wearing the colors at sea. In peacetime at the fantail ensign staff (except in bad weather), but during wartime at the main peak. The corrections you've identified as coming in v2.2.8 would be a step back from "reality" in our 1940's sim world. But, I also have to say that your earlier screenshots of the "Deutschland" and "Prinz Eugen" do look much better, just because the size of the ensigns is a great improvement all by itself.

If I may, I have two questions also...

First; putting 2.67m of scope above water is much more than I would prefer under most circumstances. I'd like to make that about 1m and change the default periscope depth for all three Type VII boats to 13.5m. Do you think that changing that value in the respective Submarine folder's ".cfg" files would have any adverse effects elsewhere?

Second; I did another Historical Mission Tutorial last night and tried out the SH3 style HUD speed, course, and depth dials/controls. They look good and seemed to function well at first, but then I noticed that the speed control was not responding correctly. The EOT would only advance to one setting less than I ordered, regardless of how I ordered the change (clicking on the dial or using a hotkey). I also could not coax more than 4knots out of the boat (at periscope depth) even when ordering standard/full/flank ahead.

Any ideas or suggestions to investigate and fix that? I'll revert to the SH5 Enhanced HUD controls otherwise.

THEBERBSTER
10-09-18, 05:48 PM
Hi CB
I also noticed that the SH3 GUI speed dials do not show the correct telegraph response but only when electric engines are used.

From All Stop to Slow Ahead there is no response from the telegraph.

Slow Ahead cannot be selected.

Ahead 1/3rd moves the telegraph to Ahead Slow.

Ahead Standard moves the telegraph to Ahead 1/3rd.

Ahead Full moves the telegraph to Ahead Flank.

Peter

Ashikaga
10-09-18, 06:04 PM
While that is true it is easily overcome by setting the speed after you give the telegraph order.

Click on the square under the telegraph to change the dial and remember both engines can and will run at different speeds if so ordered. Use both hands separately when you like.

What I do find annoying of the sh3 dials is that at times when you give a dive command or depth command the engines go to all stop. That is why I now give dive and speed commands at the same time.

Vecko, about my question to have an automated flag near port and no flag at sea for the U boat, is that possible to do?

vdr1981
10-09-18, 06:47 PM
I did want to point out one thing that I also mentioned in my 10/08 9:56 PM post. RN and KM (and probably French and Italian) warships follow...or did follow in WWII...the RN's practices WRT wearing the colors at sea. In peacetime at the fantail ensign staff (except in bad weather), but during wartime at the main peak. The corrections you've identified as coming in v2.2.8 would be a step back from "reality" in our 1940's sim world. But, I also have to say that your earlier screenshots of the "Deutschland" and "Prinz Eugen" do look much better, just because the size of the ensigns is a great improvement all by itself.
So, if I understand correctly, you are trying to say that it would be more realistic actually to leave flags as they were before, right?

If I may, I have two questions also...

First; putting 2.67m of scope above water is much more than I would prefer under most circumstances. I'd like to make that about 1m and change the default periscope depth for all three Type VII boats to 13.5m. Do you think that changing that value in the respective Submarine folder's ".cfg" files would have any adverse effects elsewhere?
You are aware that you can fine tune attack periscope height with PgUp and PgDown keys? And yes, you can adjust pre-selected depths in submarines cfg file. Those settings will only effect depths for your GUI commands.
Also, "snorkel depth" (13.5m) is more suited for attack periscope, that's why I always use it during the attack... :yep:


Second; I did another Historical Mission Tutorial last night and tried out the SH3 style HUD speed, course, and depth dials/controls. They look good and seemed to function well at first, but then I noticed that the speed control was not responding correctly. The EOT would only advance to one setting less than I ordered, regardless of how I ordered the change (clicking on the dial or using a hotkey). I also could not coax more than 4knots out of the boat (at periscope depth) even when ordering standard/full/flank ahead.
The same will happen with stock SH5 UI style. It's a side effect from one of the TDW patches (Gen. Patcher, SHsim.act, Electric engine ratios) which is responsible for realistic speed and RPM outputs while submerged.

This is from Quick Start Manual...
- Telegraph acts weird. I ord er standard speed (3) but it only sets to slow ahead (2) and so on, it is always one speed setting behind the
ordered one.
Small side effect from one of the patches but your commands are accepted correctly, works much better with SH3 interface...

That been said, your max submerged speed of 4 knots doesn't sound right at all. :hmmm: All U-boats in game, except U-FLaK, have maximum underwater speed (with full batteries) 7-8 knots, depending of currently equipped conning tower...

vdr1981
10-09-18, 06:53 PM
What I do find annoying of the sh3 dials is that at times when you give a dive command or depth command the engines go to all stop.
I think that you have "over modded" something again...:) That is not happening in TWoS regardless of used UI style... :yep:

Vecko, about my question to have an automated flag near port and no flag at sea for the U boat, is that possible to do?

If it was possible, it would be modded long time ago...:cry:

Ashikaga
10-09-18, 07:35 PM
Okay, thanks for that info. Do not think I overmodded since the actual speed when checking does not really change so it must be a telegraph dial glitch or something in the sh3 UI.

Twos 2.2.7,is running fairly stable here. I am convinced any ctd is due to my 2.33 dual core and Nvidia 720 and my RAM. Happens only when in very busy engagements with many ships and sporadically. Game freeze when giving several crew commands while moving about the sub at high speed et cetera. Should all change with my new rig which is fairly massive.

problems became worse though with the rusted glory mod.

CaptBones
10-09-18, 10:44 PM
So, if I understand correctly, you are trying to say that it would be more realistic actually to leave flags as they were before, right?

Regarding warships..."yes". Although I have not seen every or even many warships in the game yet (I'm still practicing and getting used to operating things), from what I have seen in various utube videos and screenshots from yourself and other players, as well as comments here from others, I would say the placement is correct as before...at the main peak. The reduced size by itself produces a much much better representation of what you would see (and be able to see and identify) at sea in the real world.

You are aware that you can fine tune attack periscope height with PgUp and PgDown keys? And yes, you can adjust pre-selected depths in submarines cfg file. Those settings will only effect depths for your GUI commands.
Also, "snorkel depth" (13.5m) is more suited for attack periscope, that's why I always use it during the attack... :yep:

Yes again...I did exactly that, but was wondering if I could change the default periscope depth without affecting anything else. Then I would fully extend the scope initially and adjust my depth to raise it higher if needed or use the PgDn or single down-arrow button to lower it a bit if needed...more "realistic" method from my real-world experience. IIRC, snorkel depth for the VIIC was 12m, so I would also adjust that...but maybe I'm just "picky". :)

The same will happen with stock SH5 UI style. It's a side effect from one of the TDW patches (Gen. Patcher, SHsim.act, Electric engine ratios) which is responsible for realistic speed and RPM outputs while submerged.

This is from Quick Start Manual...

Well, then I think I'll stick with the SH5 Enhanced HUD instead...

That been said, your max submerged speed of 4 knots doesn't sound right at all. :hmmm: All U-boats in game, except U-FLaK, have maximum underwater speed (with full batteries) 7-8 knots, depending of currently equipped conning tower...

Hhhmmm...I wonder if maybe I was just being too impatient and forgetting that there are time delays built in to prevent "jackrabbit" acceleration. I was focused on the lack of correct response on the EOT and might have simply made too many changes too fast.

Thank you again Vecko...many thanks.

Fifi
10-10-18, 01:52 AM
If it was possible, it would be modded long time ago...:cry:

Sorry for off topic, but there is a very cool SH3 GWX feature about sub flag...
We can ask the watch officer to raise flag, or lower it! (By pressing a hot key)
It just make it appear or hide... i wish it could be feasible in SH5 :D
Maybe one day!

Cybermat47
10-10-18, 02:56 AM
Does anyone else have escorts following them at 15 knots when shadowing a convoy?

And if so, is this a glitch, or is the escort using radar or huff-duff?

Fifi
10-10-18, 04:29 AM
Just a thought for future update...

Maybe you could add as TWOS additional mod the Mighty Fine Crew Alt faces (with beard or not) for those who are tired of stock faces...
I think it’s fully TWOS compatible, i use them currently without any issue :03:

Ashikaga
10-10-18, 05:52 AM
It is great to see input by submariners on here. About that periscope. Yes you can put it full out and adjust depth with the sub to either let it be just above the surface. 1meter or less. I have done that a few times. However adjusting depth takes time. And it makes noise. So at the moment i go to periscope depth and just fiddle with the height by slowly clicking on it. I often am just on the border of water and surface and can still lock.

Cybermat47
10-10-18, 07:22 AM
@vdr1981 I’ve been doing some research on the G7e TII torpedo, and I’ve found that it’s inaccurate in SH5 at the moment, even with TWoS. Currently, it has a speed of 28 knots, and a range of 3000m. However, I’ve found that this performance was only found in the torpedo when it was launched “cold”. When properly pre-heated, it had a range of 5000m at 30 knots.

The sources I use for this from are uboat.net (https://uboat.net/technical/torpedoes.htm), navweaps.com (http://www.navweaps.com/Weapons/WTGER_WWII.php), and the work of the GWX team.

If you want to include this mod in the next version of TWoS, feel free to :Kaleun_Salute:

http://www.subsim.com/radioroom/downloads.php?do=file&id=5388

Fifi
10-10-18, 07:42 AM
@vdr1981 I’ve been doing some research on the G7e TII torpedo, and I’ve found that it’s inaccurate in SH5 at the moment, even with TWoS. Currently, it has a speed of 28 knots, and a range of 3000m. However, I’ve found that this performance was only found in the torpedo when it was launched “cold”. When properly pre-heated, it had a range of 5000m at 30 knots.

The sources I use for this from are uboat.net (https://uboat.net/technical/torpedoes.htm), navweaps.com (http://www.navweaps.com/Weapons/WTGER_WWII.php), and the work of the GWX team.

If you want to include this mod in the next version of TWoS, feel free to :Kaleun_Salute:

http://www.subsim.com/radioroom/downloads.php?do=file&id=5388

But wouldn’t it be the correct speed and range for G7e TII only when we order the torpedo man to pre-heat the torpedo?
I’ve seen we can have this active option for the torpedo man, even though i’ve Never used it yet...
Meaning are you sure we don’t have already this speed/range when the pre-heat order is given? :hmmm:

Cybermat47
10-10-18, 07:43 AM
But wouldn’t it be the correct speed and range for G7e TII only when we order the torpedo man to pre-heat the torpedo?
I’ve seen we can have this active option for the torpedo man, even though i’ve Never used it yet...
Meaning are you sure we don’t have already this speed/range when the pre-heat order is given? :hmmm:

Last time I checked, the pre-heat option was removed. I’ll take another look.

EDIT: Yep, the pre-heat option is greyed out and can't be used, regardless of morale.

https://i.imgur.com/6HkEnjw.jpg

Besides, it would be pretty silly for a u-boat captain to have to spot an enemy ship, go down the ladder into the control room, walk through the radio room and crew bunks to the torpedo room, tell the torpedo petty officer to pre-heat the torpedoes, then walk back through the crew bunks and radio room to the control room, climb the ladder to the conning tower, and then start making torpedo calculations.

Fifi
10-10-18, 09:19 AM
For sure it would be crazy to run all over the sub to give this order! :haha:

Yes it’s greyed, but i thought it was when giving points in the crew tab that we could get the pre-heat option avalaible...on other hand, i don’t know what means Os (beside the option)
My bad if not :salute:

Katze
10-10-18, 10:56 AM
For sure it would be crazy to run all over the sub to give this order! :haha:

Yes it’s greyed, but i thought it was when giving points in the crew tab that we could get the pre-heat option avalaible...on other hand, i don’t know what means Os (beside the option)
My bad if not :salute:


The Pre-heat and Overcharge abilities can still be activated using F11 and F12 when there is enough morale. ( the 0s is the cooldown timer for the ability = zero seconds )

vdr1981
10-10-18, 11:01 AM
@vdr1981 I’ve been doing some research on the G7e TII torpedo, and I’ve found that it’s inaccurate in SH5 at the moment, even with TWoS. Currently, it has a speed of 28 knots, and a range of 3000m. However, I’ve found that this performance was only found in the torpedo when it was launched “cold”. When properly pre-heated, it had a range of 5000m at 30 knots.

The sources I use for this from are uboat.net (https://uboat.net/technical/torpedoes.htm), navweaps.com (http://www.navweaps.com/Weapons/WTGER_WWII.php), and the work of the GWX team.

If you want to include this mod in the next version of TWoS, feel free to :Kaleun_Salute:

http://www.subsim.com/radioroom/downloads.php?do=file&id=5388

But, according to this source, if not preheated, the range was reduced to less than 1300m even for newer TIII torpedoes? :hmmm: What should we expect then from an old and "cold" TII? Sources differs, that is the fact...

http://www.uboataces.com/torpedo-tiii.shtml

Note that that all crew abilities to extend torpedo range have been disabled via TDW generic patcher. I may enable them again but that would require some testing. We should be very careful with torpedo bonuses because they can interfere with and screw up TDC calculations. We don't want that , do we?

Fifi
10-10-18, 11:17 AM
All crew ability to expand torp range is disabled? Ah ok, no problem :up:

But what about giving points for torp increased damage? Do i spare points if i choose that? Is it still active?

vdr1981
10-10-18, 11:22 AM
All crew ability to expand torp range is disabled? Ah ok, no problem :up:

But what about giving points for torp increased damage? Do i spare points if i choose that? Is it still active?

They are, but don't expect "nuclear" torps even with fully upgraded options...IIRC 5-6 percents of increase is a maximum. I left the option available just to give player something to do.:)

Fifi
10-10-18, 12:40 PM
They are, but don't expect "nuclear" torps even with fully upgraded options...IIRC 5-6 percents of increase is a maximum. I left the option available just to give player something to do.:)

:up: thanks

HW3
10-10-18, 03:30 PM
Does anyone else have escorts following them at 15 knots when shadowing a convoy?

And if so, is this a glitch, or is the escort using radar or huff-duff?

If they are staying around 7000M away, and never closing, it is the sticky escort bug. A save and reload usually cures this, as long as you don't allow yourself to be detected.

Cybermat47
10-10-18, 05:48 PM
But, according to this source, if not preheated, the range was reduced to less than 1300m even for newer TIII torpedoes? :hmmm: What should we expect then from an old and "cold" TII? Sources differs, that is the fact...

http://www.uboataces.com/torpedo-tiii.shtml


I think that this source has mistakenly called the TII the TIII.

“The wakeless electrically powered T III (G7e) was Germany’s newest torpedo at the start of the war. Developed in secrecy and in contradiction to the Versailles Treaty, the British had no knowledge that the Germans had successfully developed an electrically powered torpedo, until some parts of it were discovered on the seabed in Scapa Flow, following the sinking of the battleship Royal Oak.“

“The TIII became the standard issue torpedo during the war, but it suffered from early problems with its depth-keeping device and firing pistol, but these were solved after the Norwegian campaign.”

So this source is definitely talking about the TII, and it also says that the preheated performance was 5000m at 30 knots, just like the other sources. The TIII was introduced part way through the war. It seems that the early TIII was also identical to the TII, with the only difference being that it had a more reliable detonator, most likely the one developed from information gathered in the capture of HMS Seal. Later TIIIs seem to have had an increased range thanks to improved batteries.

As you say, the crew abilities could mess up the TDC, and they may not even increase performance realistically, so I think that this solution is the best way (right now) to simulate the true performance of a TII.

Of course, if the crew abilities don’t mess up the TDC, improve performance realistically, and can be activated through the officer icons on the bottom of the screen, I think that would be the ideal solution. But I wouldn’t know where to begin editing that stuff.

vdr1981
10-10-18, 08:01 PM
I think that this source has mistakenly called the TII the TIII.

“The wakeless electrically powered T III (G7e) was Germany’s newest torpedo at the start of the war. Developed in secrecy and in contradiction to the Versailles Treaty, the British had no knowledge that the Germans had successfully developed an electrically powered torpedo, until some parts of it were discovered on the seabed in Scapa Flow, following the sinking of the battleship Royal Oak.“

“The TIII became the standard issue torpedo during the war, but it suffered from early problems with its depth-keeping device and firing pistol, but these were solved after the Norwegian campaign.”

So this source is definitely talking about the TII, and it also says that the preheated performance was 5000m at 30 knots, just like the other sources. The TIII was introduced part way through the war. It seems that the early TIII was also identical to the TII, with the only difference being that it had a more reliable detonator, most likely the one developed from information gathered in the capture of HMS Seal. Later TIIIs seem to have had an increased range thanks to improved batteries.

As you say, the crew abilities could mess up the TDC, and they may not even increase performance realistically, so I think that this solution is the best way (right now) to simulate the true performance of a TII.

Of course, if the crew abilities don’t mess up the TDC, improve performance realistically, and can be activated through the officer icons on the bottom of the screen, I think that would be the ideal solution. But I wouldn’t know where to begin editing that stuff.

I guess you're right regarding T2/T3 mistake...:hmmm:

Anyway, this is what I had in mind and so far I haven't noticed any problems with TDC...

- Enabled previously blocked torpedoman special ability to pre-heat/overcharge torpedoes in order to somewhat increase their range (*restore the snapshot again using Generic File Patcher to activate the changes).
- Increased range of TII but somewhat reduced range of TIII electric torpedoes so that both types can have maximum range around 5km in their pre-heated state. However, newer TIII type will still have slightly better range than it's predecessor.
- Edited and adjusted torpedoman's special abilities: "Pre-heat/overcharge torpedo" (for range and reliability) and "Torpedo Warhead" (slight damage increase).
- Increased duration time from 10 to 30 mins for "Pre-heat/overcharge torpedo" and "Torpedo Warhead" abilities so that player can have enough time to issue an order to the torpedo-man well before the engagement.

Cybermat47
10-10-18, 08:19 PM
Anyway, this is what I had in mind and so far I haven't noticed any problems with TDC...

Sounds good to me :up:

Will pre-heating the torpedo increase the speed of the torpedo? Or was it only possible to increase the range?

Any idea when the update will be available?

fitzcarraldo
10-10-18, 08:24 PM
Any idea when the update will be available?

+1.

vdr1981
10-10-18, 08:59 PM
Sounds good to me :up:

Will pre-heating the torpedo increase the speed of the torpedo? Or was it only possible to increase the range?


No, because it seems that speed bonuses were the actual cause of old problems with TDC. :yep:

Any idea when the update will be available?
Day or two, I have to make sure that everything is OK and stable even if enabled in mid-patrol...:yep:

fitzcarraldo
10-10-18, 09:10 PM
Day or two, I have to make sure that everything is OK and stable even if enabled in mid-patrol...:yep:

Great! BTW I will touch those patches for preheated fishes. Nice to know that. Many thanks!

Fitzcarraldo :salute:

Ashikaga
10-10-18, 11:01 PM
I read somewhere on subsim that when you return to home port and sail your ship into the harbor/bunker you somehow lose renown bonus?

Has that been modded out yet? Or is it hardcoded in the game?

HW3
10-11-18, 12:34 AM
I read somewhere on subsim that when you return to home port and sail your ship into the harbor/bunker you somehow lose renown bonus?

Has that been modded out yet? Or is it hardcoded in the game?

I believe that was in SH3.

CaptBones
10-11-18, 09:45 AM
I believe that was in SH3.

That is in GWX 3.0 for SH3. The mod removes the renown points awarded for reaching patrol area, staying in the area for the required time and for returning to base. But, there is also a fix in SH3 CDR (WB's Renown Replacement) to restore awarding of those renown points.

Yes, I'm still playing SH3...and SH4...as well.

Ashikaga
10-11-18, 02:23 PM
Thanks ! No worries there then.

Had a ctd today. When leaving port to Norway I encounter a geleitzug of german ships.

As soon as I come close to them (less than 2000 meters) the game ctd's.

Might still be a video card memory problem, but wanted to state it anyway.

Lanzfeld
10-11-18, 03:23 PM
OK do those radio towers on the map do anything? I got pretty close to the one at Kiel and went to my radio man and hit the selected Icon but he said nothing was detected. Are those actually turned on?


Also second question. I’m passing ships while going to the Keil canal and they have all their lights on as if they are neutral. I check the flag chart and the word neutral does not appear next to the flag. What’s going on with this?

vdr1981
10-11-18, 03:29 PM
OK do those radio towers on the map do anything? I got pretty close to the one at Kiel and went to my radio man and hit the selected Icon but he said nothing was detected. Are those actually turned on?

Those are radio beacons for real navigation. They should be active only few hours a day, if they aren't destroyers by RAF raids, which is also possibility...

https://i.postimg.cc/rKMZKn61/SH5-Img-2017-06-04-23-26-56.jpg (https://postimg.cc/rKMZKn61)

Lanzfeld
10-11-18, 03:35 PM
Those are radio beacons for real navigation. They should be active only few hours a day, if they aren't destroyers by RAF raids, which is also possibility...

https://i.postimg.cc/rKMZKn61/SH5-Img-2017-06-04-23-26-56.jpg (https://postimg.cc/rKMZKn61)

How do we know when they are supposed to be active?

CaptBones
10-11-18, 03:42 PM
First a follow-up to your 10/09 6:47 comment on EOT errors...

Since the same problem exists with SH5 Enhanced HUD, I think I'll use the SH3 dials..."familiarity" I suppose. I did get the boat up to 6+kts at Flank while turning, so I think the slowness I saw was due to impatience on my part.

The question is concerning proximity detonators (magnetic pistols). In the four TDC Tutorial sessions that I've done, I've experienced the following...

First session - G7e with mag pistol, range to target at firing - 2100m, target draft 10.5m, torpedo depth 12m, hit forward, target burning.

Second session - 2-G7a torpedo salvo, mag pistols, range to target at firing - 1800m, same target draft and torpedo depth. Both torpedoes ran "hot straight and normal" under the target, neither detonated (watched it on event camera and the TAI).

Third session - same setup, range to target 1600m, same results.

Fourth session - 2-G7a torpedo salvo, impact pistols, range to target at firing - 1900m, same target draft, torpedo depth 6m. Both torpedoes ran "hot straight and normal", hits forward and amidships, target sank.

Any hints what happened with the mag pistols on the 2nd & 3rd practice sessions? They clearly passed just over 1m under that big fat "Cimmaron" type tanker's keel. The date in that tutorial is early 1942 IIRC, there shouldn't be a 100% failure rate for those detonators by that date, right?

Thanks again...in advance. :D

vdr1981
10-11-18, 03:50 PM
How do we know when they are supposed to be active?

If you use real navigation, you won't know. You'll just float somewhere in the fog and click "report nearest land bla bla" every hour or so until you get positive response. That's it...Doesn't sound very sophisticated , I know , but it can be really helpful when trying to find your way home in dense fog...:yep: There is also a possibility that your radio man will pick some other transmission resulting in report with illogical bearing and range but experienced Captain will know how to recognize this...:03:

Just a small "nerdish" feature I tough it could be useful...Nothing special.:yep:

vdr1981
10-11-18, 04:19 PM
First a follow-up to your 10/09 6:47 comment on EOT errors...

Since the same problem exists with SH5 Enhanced HUD, I think I'll use the SH3 dials..."familiarity" I suppose. I did get the boat up to 6+kts at Flank while turning, so I think the slowness I saw was due to impatience on my part.

The question is concerning proximity detonators (magnetic pistols). In the four TDC Tutorial sessions that I've done, I've experienced the following...

First session - G7e with mag pistol, range to target at firing - 2100m, target draft 10.5m, torpedo depth 12m, hit forward, target burning.

Second session - 2-G7a torpedo salvo, mag pistols, range to target at firing - 1800m, same target draft and torpedo depth. Both torpedoes ran "hot straight and normal" under the target, neither detonated (watched it on event camera and the TAI).

Third session - same setup, range to target 1600m, same results.

Fourth session - 2-G7a torpedo salvo, impact pistols, range to target at firing - 1900m, same target draft, torpedo depth 6m. Both torpedoes ran "hot straight and normal", hits forward and amidships, target sank.

Any hints what happened with the mag pistols on the 2nd & 3rd practice sessions? They clearly passed just over 1m under that big fat "Cimmaron" type tanker's keel. The date in that tutorial is early 1942 IIRC, there shouldn't be a 100% failure rate for those detonators by that date, right?

Thanks again...in advance. :D

Just open your Generic File Patcher and check SHsim.act/Torpedo section. You'll see how many randomization factors are there which make things somewhat tricky and not really straight forward like in previous SH games. I guess things weren't always straight forward in the real life as well...:yep:

Also, don't take for granted dates in single mission. There several dates stated in every mis file and after all this time, I'm still not sure which one is valid.

Hint: If you want to reduce chances of wasting your precious torpedoes, you should avoid trying to place them "exactly" 2 m bellow keel. Instead, play on safe card. If ship's draft in manual is listed as 8m, set your torpedoes to 8, or even 7 or 6m. Trust me, final result will be pretty much the same...:yep:

Also, I'm pretty much sure that in RL, ships draft is somewhat variable value which is effected by several factors (water salinity, ships weight ect). this can also happen in the game as well, due to bug or whatever, but it can happen.

In the end, note that draft data in recognition manual may not be 100% acurate as well...:yep:

All in all, play on a "safe card" and your torpedoes will find the way...:salute:

Ashikaga
10-12-18, 01:48 AM
Radio beacons work perfect on a cloudy stormy night with your nav man out of action, high swells and no stars to losition mark yourself. I use them at times though often I just submerge and wait it out. Used radio beacons a lot in IL2 Cliffs of Dover.

Cybermat47
10-12-18, 02:07 AM
Radio beacons work perfect on a cloudy stormy night with your nav man out of action, high swells and no stars to losition mark yourself. I use them at times though often I just submerge and wait it out. Used radio beacons a lot in IL2 Cliffs of Dover.

Yeah, the CloD radio beacons should come in handy when we’re flying over that massive desert.

Ashikaga
10-12-18, 02:49 AM
Oh man I cannot wait till TF puts that mod live. Wonder whether it will be included in IL2 CLOD Blitz :)

Oh Vecko, is it accurate that when you forget in bunker to add camouflage when starting a new mission it is not on the ship? Came in with camo, changed one thing, twin flak and when heading out my camouflage was gone. Bit silly to spend double renown points for something I already should have is it not?

Askikaga.

Cybermat47
10-12-18, 03:44 AM
Oh man I cannot wait till TF puts that mod live. Wonder whether it will be included in IL2 CLOD Blitz :)

Not a mod, Team Fusion Sinulations is now the official developer of CloD :D. The Tobruk map will be an official DLC :Kaleun_Thumbs_Up:

Ashikaga
10-12-18, 04:26 AM
EPIC!!!!!

Cannot wait to get my rudder pedals :)

Fifi
10-12-18, 07:45 AM
Vecko, is the alarme clock feature still working?
It seems not... :hmmm:

It was kind of useful for waking up the Kaleun each hour :D

If it’s still working, could you remind me how to use it?

vdr1981
10-12-18, 09:04 AM
Vecko, is the alarme clock feature still working?
It seems not... :hmmm:

It was kind of useful for waking up the Kaleun each hour :D

If it’s still working, could you remind me how to use it?

Of course...Just click your analog clock somewhere inside these marked zones and the menu will appear. :yep: Click point in the middle doesn't work from some reason...

https://i.postimg.cc/gkHLcYbr/SH5-Img-2018-10-12-15-53-27.jpg

vdr1981
10-12-18, 09:52 AM
https://i.postimg.cc/RFBQmZ2g/9x-A1.jpg


v2.2.8 CHANGELOG:
- Initial loading screen updated with additional "Black screen pause" note and "Best of Subsim 2017" badge.
- Edited appearance dates of FuMB-1 Metox radar warning receiver, FuMO-29 radar and Bold1 decoys according to historical apereance dates in single missions and few months earlier in the campaign in order to simulate new test equipment for successful captains.
- Radar display will now show airborne contacts as well.
- Added ability to manually turn off radar at captains discretion which wasn't possible before (radar was always radiating EM energy regardless of On/Off state).
- Incorrect South African flags are now fixed, together with few more flag problems like incorrect German flag shown in the museum (info card) and missing "Free Netherlands" flags on ships.
- Soviet and New Zealand navy and civilian vessels now have correct ensigns.
- Various flags chart fixes.
- Moved flag position to ship's stern for Medium troop transport. More to come in future updates...
- Send weather report command from radiman's UI command menu is now functional! Use it at your own discretion but be aware that, just like a normal status report, your weather report can be intercepted and triangulated by allies.
- Enabled previously blocked torpedoman special ability to pre-heat/overcharge torpedoes in order to somewhat increase their range (*restore the snapshot again using Generic File Patcher to activate the changes).
- Increased range of TII but somewhat reduced range of TIII electric torpedoes so that both types can have maximum range around 5km in their pre-heated state. However, newer TIII type will still have slightly better range than it's predecessor.
- Edited and adjusted torpedoman's special abilities: "Pre-heat/overcharge torpedo" (for range and reliability) and "Torpedo Warhead" (slight damage increase).
- Increased duration time from 10 to 30 mins for "Pre-heat/overcharge torpedo" and "Torpedo Warhead" abilities so that player can have enough time to issue an order to the torpedo-man well before the engagement.
- Edited numerous ingame texts and tool-tips for better understanding of certain GUI command functions.
- Removed some of the non-implemented and redundant GUI commands in order to avoid confusion.
- Better description for some TWoS optional mods and add-ons. (Campaign Advance Verifier Testing, More info)
- Added "Russian fonts patch" to TWoS Documentation folder with the appropriate install instructions.
- Various smaller tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporters/donors who are making this expansion to keep going: Richard Roberts, David "HW3" Stevens, Ales "Kikinado" Bily, Dale Francisco, Christian "Kuddell1982" Eilmes, Yangfan Xu, Garry Dragon, Steven Reynolds, Andrew Cummings and especially to Grant "CaptBones" Graeber for his enormous 100 USD donation! Thank you very much Captains! Have fun and sink 'em all! :)


DOWNLOAD TWoS v2.2.8 standalone installer (http://www.subsim.com/radioroom/downloads.php?do=file&id=4861)

DOWNLOAD TWoS v2.2.x to v2.2.8 Update (http://www.subsim.com/radioroom/downloads.php?do=file&id=5035)


:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Happy (weekend) hunting!

Ashikaga
10-12-18, 10:35 AM
Epic Vecko!!!

Will install it when I have finished Weserubung.

[question]
where can I change the depth setting for crash dive?

I want it to go to 75 meters or less and not 150. That gives me some control since now I have to click like crazy on the depth meter every time I crash dive due to aircraft.

fitzcarraldo
10-12-18, 12:12 PM
Many thanks for the new update! :Kaleun_Cheers::Kaleun_Cheers:

This night I will install it.

Best regards.

Fitzcarraldo :Kaleun_Salute:

Fifi
10-12-18, 12:53 PM
Of course...Just click your analog clock somewhere inside these marked zones and the menu will appear. :yep: Click point in the middle doesn't work from some reason...

https://i.postimg.cc/gkHLcYbr/SH5-Img-2018-10-12-15-53-27.jpg

Many thanks for this information, and congrats for TWOS new version!!
Will download as soon as back in Lorient :Kaleun_Cheers:

gap
10-12-18, 01:11 PM
Well done on the 2.2.8 release Vecko :up:

I have been doing some more research on the topic of ensigns, and I have finally found what I was looking for:

https://uboat.net/media/allies/merchants/am/benjamin_smith.jpg

This is a picture of a Liberty ship that uboat.net (https://uboat.net/allies/merchants/ship/2598.html) and wrecksite.eu (https://www.wrecksite.eu/wreck.aspx?101270) report as SS Benjamin Smith. If this identity is correct, the picture has been taken sometime between November 1942, when the ship was completed, and 23 Jan 1943, when she was sunk by U-175 along the coast of West Africa. Judging by the wake she is clearly that she is underway, and definitely she wears the US flag at the stern flagstaff. Just to say confirm that your recent changes to the flag position are all but inaccurate :yep:

Cybermat47
10-12-18, 05:11 PM
Awesome update, thanks mate :Kaleun_Thumbs_Up:

BTW, you might want to change the Western Approaches flotilla to the 7th. The 6th didn’t exist until July 1941, and was stationed at Danzig until February 1942. The 7th Flotilla was at Kiel and St. Nazaire in March - December 1941.

https://uboat.net/flotillas/6flo.htm

https://uboat.net/flotillas/7flo.htm

To save you some time, here's the relevant campaign.tsr file with the 6th replaced by the 7th. If you don’t want to use it, I’ll just keep it up as a seperate mod :salute:

http://www.subsim.com/radioroom/downloads.php?do=file&id=5391

EDIT: Also, here's a small mod to make the torpedo preheat ability free (which I think is more realistic, as torpedo preheating was standard practice). Feel free to include it in the next update if you want.

http://www.subsim.com/radioroom/downloads.php?do=file&id=5390

Hope these help you mate, keep up the awesome work! I’m planning to donate when I have some more money :Kaleun_Salute:

ArnoldR
10-12-18, 09:58 PM
Well done on the 2.2.8 release Vecko :up:

I have been doing some more research on the topic of ensigns, and I have finally found what I was looking for:

https://uboat.net/media/allies/merchants/am/benjamin_smith.jpg

This is a picture of a Liberty ship that uboat.net (https://uboat.net/allies/merchants/ship/2598.html) and wrecksite.eu (https://www.wrecksite.eu/wreck.aspx?101270) report as SS Benjamin Smith. If this identity is correct, the picture has been taken sometime between November 1942, when the ship was completed, and 23 Jan 1943, when she was sunk by U-175 along the coast of West Africa. Judging by the wake she is clearly that she is underway, and definitely she wears the US flag at the stern flagstaff. Just to say confirm that your recent changes to the flag position are all but inaccurate :yep:

It's a general rule that ships have their flag at stern when anchored, or leaving/entering harbours. But when they are in high seas, they put the flag at the top of a mast. On your picture, we clearly see that the ship is near land, so probably leaving/entering harbour, or even doing trials (from the waterline, we can deduce that the ship is not carrrying any cargo). Moreover, during war and sailing into convoys, the merchant ships have no reason to raise a flag in high seas, except if they are from neutral countries.

Torpedo
10-13-18, 04:19 AM
Epic Vecko!!!

Will install it when I have finished Weserubung.

[question]
where can I change the depth setting for crash dive?

I want it to go to 75 meters or less and not 150. That gives me some control since now I have to click like crazy on the depth meter every time I crash dive due to aircraft.

Hi Ashikaga!!!
You can change the value of the crash dive like this:
you have to change the value "150" in the file "NSS_Uboat7a.cfg" and so for the files .cfg of all the other uboot
NSS_Uboat7b.cfg
NSS_Uboat7c.cfg
NSS_Uboat7c41.cfg
NSS_Uboat7c41F.cfg

........
[Properties]
PeriscopeDepth = 12
SnorkelDepth = 14
CrashDepth = 150 changes this value to what you want
MaxDepth = 180
DiveDepth = 300
SurfaceDepth = 5
TorpLaunchMaxDepth = 20
StormConditions = 11.0.4; max wind speed [m / s], max rain intensity [0.1]
........

I believe you can make this change at any time in your career. I've tried it now and the modification works without problems.

Torpedo:Kaleun_Cheers:

Cybermat47
10-13-18, 05:09 AM
Okay, so...

I spend the better part of an hour (real time) stalking a convoy, after a day of gameplay. I'm about to attack, so I press the "preheat torpedoes" button. Nothing happens. I walk all the way down to the torpedo room, with a big fat enemy convoy a mere 5km away from me, and tell the torpedo officer right to his face to preheat the torpedo.

This is what I get:

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

He's literally disobeying my orders because he's not happy enough :k_confused:

Vecko, is it possible to just get rid of this stupid "gameplay mechanic" in the next version of TWoS? It's far too arcadey to be in a simulation. I've never heard of a direct order being disobeyed because someone was feeling a bit sad after ten days at sea.

EDIT: Here we are, a file that removes the silly morale costs from the crew abilities (this file also includes the small mod to make it free to unlock the torpedo preheat ability): http://www.subsim.com/radioroom/downloads.php?do=file&id=5392

As always, feel free to include it with any future updates. I’m happy to help in any way :salute:

The file is not save-game compatible.

gap
10-13-18, 05:34 AM
It's a general rule that ships have their flag at stern when anchored, or leaving/entering harbours. But when they are in high seas, they put the flag at the top of a mast. On your picture, we clearly see that the ship is near land, so probably leaving/entering harbour, or even doing trials (from the waterline, we can deduce that the ship is not carrrying any cargo). Moreover, during war and sailing into convoys, the merchant ships have no reason to raise a flag in high seas, except if they are from neutral countries.

Good remark. In that case it might be more correct for vessels marked as "coastal" (type 104), that are usually found in the territorial waters of each country, to have their ensigns hoisted to the topmast, and for all other ship types, that we usually chase in open seas, not to have any ensign at all.
On the other hand, kendras, a fellow subsim member mostly active in the SHIII modding subforum, showed to me that loadouts (as used for aircraft) are also possible for ships. If we could move the flag bone from its (fixed) position on each unit to a dummy library object, and create in its place several equipment bones in the appropriate positions, we could then create different flag (/ navigation lights?) configurations to choose from in campaign files: for neutral ships or ships owned by a belligerent country, for moored vessels, or for ones that are sailing in home waters or in open seas. :hmm2:

gap
10-13-18, 06:00 AM
Vecko, is it possible to just get rid of this stupid "gameplay mechanic" in the next version of TWoS? It's far too arcadey to be in a simulation. I've never heard of a direct order being disobeyed because someone was feeling a bit sad after ten days at sea.

As I see it, an officer / sailor who is too tired / depressed for accomplishing an order, would possibly perform the related task poorly, but in no case he would refuse to accomplish that order if he doesn't want to be court-martialed.
In my opinion, keep the morale system as it is, or, if possible, adjust the efficiency of crew members and officers when their morale is low, but get rid of that "cannot comply" answer: in any case, better a little lie or a subtle allusion to the poor conditions of the crew, than the open unsubordination experienced by Capt. Cybermat47 :03:

Fifi
10-13-18, 06:29 AM
Vecko, few more questions about the TWOS generic patcher :oops:

- Is there a raison why those 2 lignes are deactivated in TWOS generic patcher:

« Allows carriers to launch aircrafts when they have contact detected and airbases to launch aircrafts at contacts »

« Units visual sensor affected by avalaible light »

Do they give CTD when activated?
Can i activate them safely?

Just asking because they seems quite interesting for the game :yep:

vdr1981
10-13-18, 06:54 AM
Vecko, few more questions about the TWOS generic patcher :oops:

- Is there a raison why those 2 lignes are deactivated in TWOS generic patcher:

« Allows carriers to launch aircrafts when they have contact detected and airbases to launch aircrafts at contacts »

« Units visual sensor affected by avalaible light »

Do they give CTD when activated?
Can i activate them safely?

Just asking because they seems quite interesting for the game :yep:

Yes...

« Allows carriers to launch aircrafts when they have contact detected and airbases to launch aircrafts at contacts »
Too much aircrafts and possible gamesave corruption in certain situations. Also, when AC spawns an aircraft in your proximity, it will just fall down ?!. If I'm not mistaken, AC will still send airplanes (just like normal airbases) even without this patch enabled...

« Units visual sensor affected by avalaible light »
AI units are too "blind" in sunset/sunrise and especially during the night. It's much better without this patch IMO.

vdr1981
10-13-18, 07:14 AM
Vecko, is it possible to just get rid of this stupid "gameplay mechanic" in the next version of TWoS?

Cannot comply...Sir! :D

Seriously, I agree with Gap about this one. It's all mater of perspective and if managed regularly, crew moral shouldn't be problem at all in 20-30 days patrol. I shell review moral degradation values for various crew states and probably edit that "cannot comply" answer but to remove it completely, I don't think so.

Ashikaga
10-13-18, 07:18 AM
Thank you Torpedo! Big help!!

About the crew refusing an order with no morale. Could it be tweaked so that when you ask a preheat the chance of a dud or early detonation goes up when being asked while on low to no morale?

About modding. I would like to change the flak sound of my 2cm to the original WWII sound. Found a good sound file I can change to .ogg format but how would I go about that? The rate of fire probably also should go down a tad due to the rate of fire of the original 2cm flak.

Ashikaga




.

Cybermat47
10-13-18, 07:27 AM
Cannot comply...Sir! :D

Seriously, I agree with Gap about this one. It's all mater of perspective and if managed regularly, crew moral shouldn't be problem at all in 20-30 days patrol. I shell review moral degradation values for various crew states and probably edit that "cannot comply" answer but to remove it completely, I don't think so.

No worries. I’ll keep the file up as a stand-alone mod for anyone who wants to use it :Kaleun_Salute:

fitzcarraldo
10-13-18, 07:29 AM
@ Cybermat: I enabled your little mod for abilities and it doesn´t work. I have grey preheated torpedoes options in the torpedoman menu. I apply the mod and resume my current campaign (HT, December 1941). Do I need to apply it in campaign start?

Many thanks for the work. Only lacks a line in the menu: "I only obbey orders from Mein Führer", and a menu for launch the sailor to the sea. :Kaleun_Cheers:

Best regards.

Fitzcarraldo :Kaleun_Salute:

vdr1981
10-13-18, 07:29 AM
No worries. I’ll keep the file up as a stand-alone mod for anyone who wants to use it :Kaleun_Salute:

:up::salute:



Many thanks for the work. Only lacks a line in the menu: "I only obbey orders from Mein Führer", and a menu for launch the sailor to the sea. :Kaleun_Cheers:



That would be a proper easter egg.:D

ArnoldR
10-13-18, 07:34 AM
@ Cybermat47 Okay, so... I spend the better part of an hour (real time) stalking a convoy, after a day of gameplay. I'm about to attack, so I press the &quot;preheat torpedoes&quot; button. Nothing happens. I walk all the way down to the torpedo room, with a big fat enemy convoy a mere 5km away from me, and tell the torpedo officer right to his face to preheat the torpedo. This is what I get: He's literally disobeying my orders because he's not happy enough Here is another way to solve your problem : Return to the control room, then go to the captain's cabin. Take your Luger pistol with you, and return to the torpedo room with your last argument. This trick should solve the issue ! *** Sorry, I couldn't resist... =)

fitzcarraldo
10-13-18, 07:40 AM
@ Cybermat47 Here is another way to solve your problem : Return to the control room, then go to the captain's cabin. Take your Luger pistol with you, and return to the torpedo room with your last argument. This trick should solve the issue ! *** Sorry, I couldn't resist... =)

Torpedoman: You can kill me. I only obbey to mein Führer. Shot me, traitor! Be more agressive! Preheat your f....k torpedo with your cigarette!:Kaleun_Wink:

Fitzcarraldo :Kaleun_Salute:

vdr1981
10-13-18, 07:41 AM
@ Cybermat47 Here is another way to solve your problem : Return to the control room, then go to the captain's cabin. Take your Luger pistol with you, and return to the torpedo room with your last argument. This trick should solve the issue ! *** Sorry, I couldn't resist... =)

New "mod" is coming, I can feel it...:haha:

Torpedoman: You can kill me. I only obbey to mein Führer. Shot me, traitor! Be more agressive! Preheat your f....k torpedo with your cigarette!:Kaleun_Wink:

Fitzcarraldo :Kaleun_Salute:

You've just made me cry from lough Fitz! :har:

ArnoldR
10-13-18, 07:55 AM
Torpedoman: You can kill me. I only obbey to mein Führer. Shot me, traitor! Be more agressive! Preheat your f....k torpedo with your cigarette!:Kaleun_Wink:

I will stop to answer before it's becoming too trash ... :Kaleun_Salute:
New "mod" is coming, I can feel it...:haha:

Oh yes, please do it if you can ! :D

Cybermat47
10-13-18, 08:02 AM
@ Cybermat: I enabled your little mod for abilities and it doesn´t work. I have grey preheated torpedoes options in the torpedoman menu. I apply the mod and resume my current campaign (HT, December 1941). Do I need to apply it in campaign start?

You have to unlock the preheat ability first. Go to the crew management screen and upgrade the ability from there (the mod makes it free to unlock the preheating ability).

The removal of morale cost doesn't work on patrol. I'm not sure, but it could work if applied in the bunker.

fitzcarraldo
10-13-18, 08:04 AM
You have to unlock the preheat ability first. Go to the crew management screen and upgrade the ability from there (the mod makes it free to unlock the preheating ability).

The removal of morale cost doesn't work on patrol. I'm not sure, but it could work if applied in the bunker.

I forgot that. Solved. Many thanks!

Fitzcarraldo :Kaleun_Salute:

gap
10-13-18, 08:35 AM
« Allows carriers to launch aircrafts when they have contact detected and airbases to launch aircrafts at contacts »
Too much aircrafts and possible gamesave corruption in certain situations. Also, when AC spawns an aircraft in your proximity, it will just fall down ?!. If I'm not mistaken, AC will still send airplanes (just like normal airbases) even without this patch enabled...

IIRC, the code making carriers to launch aircraft is broken in SH5, i.e. in stock game air groups are ignored and carriers are purely cosmetic. Not sure about the «[...] and airbases to launch aircrafts at contacts» part , as airbases should already do that without need of a patch, but maybe I forgot something. In any case, I am afraid that discarding that patch implies a loss of feature...

http://www.subsim.com/radioroom/showpost.php?p=2076723&postcount=2151


« Units visual sensor affected by avalaible light »
AI units are too "blind" in sunset/sunrise and especially during the night. It's much better without this patch IMO.

That patch should be customizable:

http://www.subsim.com/radioroom/showpost.php?p=2190554&postcount=3074

If you want to know all the reasoning behind it, how it works, and why you should reconsider it, I recommend you reading TDW's patcher thread starting with this post:

http://www.subsim.com/radioroom/showthread.php?p=2189585#post2189585

:salute:

vdr1981
10-13-18, 09:27 AM
IIRC, the code making carriers to launch aircraft is broken in SH5, i.e. in stock game air groups are ignored and carriers are purely cosmetic. Not sure about the «[...] and airbases to launch aircrafts at contacts» part , as airbases should already do that without need of a patch, but maybe I forgot something. In any case, I am afraid that discarding that patch implies a loss of feature...

http://www.subsim.com/radioroom/showpost.php?p=2076723&postcount=2151



That patch should be customizable:

http://www.subsim.com/radioroom/showpost.php?p=2190554&postcount=3074

If you want to know all the reasoning behind it, how it works, and why you should reconsider it, I recommend you reading TDW's patcher thread starting with this post:

http://www.subsim.com/radioroom/showthread.php?p=2189585#post2189585

:salute:
Thanks for the links Gap and I'll certainly study them (again:yep:) but from my experience after a lot (and I mean really lot:)) of testing, some TDW features do not actually work as intend and they will sometimes only add another (unnecessary IMO) "layer" of complexity over the already existing and also very complex game settings stated in various cfg files.
I spent a lot of time testing, tweaking and fixing many of his features from NewUIs, IRAI, FXU and gen.Patcher. TDW is not visiting us anymore but if he does drop by sometime, I'd have a lot of findings to report . To be honest, I wouldn't know where to start frankly...

gap
10-13-18, 10:18 AM
Thanks for the links Gap and I'll certainly study them (again:yep:) but from my experience after a lot (and I mean really lot:)) of testing, some TDW features do not actually work as intend and they will sometimes only add another (unnecessary IMO) "layer" of complexity over the already existing and also very complex game settings stated in various cfg files.
I spent a lot of time testing, tweaking and fixing many of his features from NewUIs, IRAI, FXU and gen.Patcher. TDW is not visiting us anymore but if he does drop by sometime, I'd have a lot of findings to report . To be honest, I wouldn't know where to start frankly...

I know and I respect your work, what you have made for SH5 is amazing, but today you made two statements (that carriers spawn aircraft in stock game without need of any patch and that the "units visual sensor affected by avalaible light" patch is umbalanced), and I rectified / completed them.

What you want to do with the small pieces of information I shared with you is totally up to you and, all considered, I am sure you will do the best use of it :salute:

vdr1981
10-13-18, 12:21 PM
... but today you made two statements (that carriers spawn aircraft in stock game without need of any patch...

I never talked about "stock" game. And AC will indeed spawn planes in (modded) game even with mentioned patches disabled. I just tested quick scenario in a historical mission. I can upload the mission if you like to check it for your self...:yep::salute:

Fifi
10-13-18, 12:36 PM
Ok, thanks for those explanations :up:

The units visual sensors can be let aside, as in TWOS i’m Very satisfied by AI behavior so far. Any time any weather. :up:

But about the others patches (aircrafts) you know what?
I’m going to enable it (and all dependencies) and see what happens in my future missions.
If TWOS is going CTD, i’ll Deactivate it, very simple!
If there are noticeable good changes by activating it, i will report back...

On side note about TDW patcher, BTW, i’m VERY satisfied of the « collateral damage » and dependencies deactivated! A lot more realistic to me, when beeing damaged. No more sub parts deep inside the hull beeing damaged when straffed on surface...like the radio or the main flooding pump!
Only the conning tower parts, or/and external parts like periscope or deck gun or even ballasts.
Already been damaged few times, and the damages were close to what it would have been in a more logical way (to me)

gap
10-13-18, 02:26 PM
I never talked about "stock" game. And AC will indeed spawn planes in (modded) game even with mentioned patches disabled. I just tested quick scenario in a historical mission. I can upload the mission if you like to check it for your self...:yep::salute:

Okay, good to know that AC air groups work in "modded" game, whatever that means :up:

Ashikaga
10-13-18, 02:43 PM
Sound question.

Vecko I have renamed the flak gun wav file to .bak in the sound folder and replaced it with the sound file for an original 2cm flak. Now there is a slight difference in length between the original game flak sound file and the 2cm sound file.

I am testing it now but have a slight problem with the volume. When shooting my flak gun it is hardly audible so I am trying to amplify it with audacity.
(which worked !)

Is it possible to edit the rate of fire for the flak gun to make it more compatible with the original 2cm flak rate of fire ?

So that instead of tatatatata you get ta ta ta ta ta. (dunno how to explain it differently) if so please advise so I can make it sound fully historically accurate.

If I succeed I can send you the sound file for incorporation in twos I hope...

My 2CM Flak sound in game as it is now :

https://youtu.be/jez4MYbc27M

Original 2cm Flak rate of fire :

https://youtu.be/Qyi2dL5ZNcI



Ashikaga

vdr1981
10-13-18, 03:21 PM
Is it possible to edit the rate of fire for the flak gun to make it more compatible with the original 2cm flak rate of fire ?



Yes, you can edit "recoil_time" values in [Name of the gun].sim file, using goblin editor...

Ashikaga
10-13-18, 03:28 PM
Ah that is great!,

Where should I send the sound file to when I am finished?

Since I am unsure how to make a mod for it which can be enabled via the mod enabler.


.

vdr1981
10-13-18, 03:37 PM
Ah that is great!,

Where should I send the sound file to when I am finished?

Since I am unsure how to make a mod for it which can be enabled via the mod enabler.


.
No need for that but thanks anyway. :up: I'm not really satisfied with quality of the sound...

Ashikaga
10-13-18, 04:01 PM
Understand.

Though the original sound of the flak guns in game is way worse hahaha. Like a peashooter. Even an MG42 sounds better ;)

vdr1981
10-13-18, 04:02 PM
Understand.

Though the original sound of the flak guns in game is way worse hahaha. Like a peashooter. Even an MG42 sounds better ;)

I'll have to agree on that...:D

Cybermat47
10-13-18, 05:48 PM
The FotRSU mod for SH4 has a really good 20mm cannon sound, perhaps you could ask them if you could use that?

Lanzfeld
10-13-18, 07:00 PM
Yes...


.

[COLOR="sandybrown"]« Units visual sensor affected by avalaible light »
AI units are too "blind" in sunset/sunrise and especially during the night. It's much better without this patch IMO.

Well how blind are we talking about here? I mean until the advent of a radar it was almost impossible to see the little silhouette of a submarine at night against a dark ocean.

Cybermat47
10-13-18, 08:29 PM
Well how blind are we talking about here? I mean until the advent of a radar it was almost impossible to see the little silhouette of a submarine at night against a dark ocean.

Without that patch enabled, I can easily get to within 5km of the merchants in a convoy at night without being detected. I could probably get closer, but I prefer to be as far away as possible when my torpedoes hit.

I did once get within 500m of an escort without being spotted. This was in the afternoon with heavy/medium fog.

Lanzfeld
10-13-18, 09:03 PM
This sounds realistic. I thought we were going for realistic.

Cybermat47
10-13-18, 09:39 PM
This sounds realistic. I thought we were going for realistic.

Yes, that’s why the patch is disabled by default.

Again, the examples I mentioned above were with the default TWoS TDW patches.

Cybermat47
10-14-18, 12:41 AM
Anyone using my morale cost removed mod, I'd recommend uninstalling. I've found a weird issue where it bugs out the abilities after loading a saved game.

It looks like inspiring speeches and special meals are the way to do things.

Fifi
10-14-18, 12:44 AM
And as the time goes on, i noticed merchants have a better spotting accuracy.
Good weather no fog in day time, around 8/10 000m they can now detect me (end 1940)
I’m gonna like the fog now :D

Fifi
10-14-18, 11:02 AM
Well done Vecko for the South African flags :up:

Just sunk one in the middle of nowhere, and the flag was not upside down.
I can see it now in the flag chart too. Perfect. :salute:

ÉDIT: Ah...just saw the SA flag problem in the other thread...
So you’ll change again for next update!

Sjizzle
10-14-18, 02:10 PM
aloha captains :D i have question since my long offline time... the mission unlock bug is till there need to manual edit the .cfg files ???

succerpunch
10-14-18, 03:17 PM
What is the name of the song that plays in the main menu?

succerpunch
10-14-18, 03:20 PM
Well done Vecko for the South African flags :up:

Just sunk one in the middle of nowhere, and the flag was not upside down.
I can see it now in the flag chart too. Perfect. :salute:

ÉDIT: Ah...just saw the SA flag problem in the other thread...
So you’ll change again for next update!


Did someone mention South Africa? :ping:

vdr1981
10-14-18, 04:12 PM
aloha captains :D i have question since my long offline time... the mission unlock bug is till there need to manual edit the .cfg files ???
Of course not. Flotilla objectives are date controlled since eternity...:salute:


What is the name of the song that plays in the main menu?

Thomas Bergersen: Freedom Fighters

This can be seen in ingame credits page as well...:yep:

Lanzfeld
10-15-18, 01:09 AM
Question....
Is there a list or file in game where I can see the specific dates when certain neutrals become hostile ?

I assume if you’re using the lighted ship mod then the date that neutrals become hostile the ships are no longer lit ......

But if you’re not using this mod how can you tell when neutral nations become hostile?

Cybermat47
10-15-18, 05:20 AM
Question....
Is there a list or file in game where I can see the specific dates when certain neutrals become hostile ?

I assume if you’re using the lighted ship mod then the date that neutrals become hostile the ships are no longer lit ......

But if you’re not using this mod how can you tell when neutral nations become hostile?

Here you go: https://en.m.wikipedia.org/wiki/Allies_of_World_War_II#Timeline_of_Allied_nations_ entering_the_war

Note that American ships will be hostile to you before they officially join WWII, as part of the neutrality patrol.

Fifi
10-15-18, 05:33 AM
One more question... :ping:

Is there a way to get TC1 on each contact report of the capt log?
Because they are not showing up in the regular message box...where i get TC1!

Those contact message are quite important when patrolling in the middle of nowhere, to eventually calculate an interception path.
And i often miss them at their time start :hmmm:

Thanks for any tip

Cybermat47
10-15-18, 05:42 AM
For anyone who wants to play with a focus on historical accuracy, I've put a guide together: http://www.subsim.com/radioroom/showthread.php?t=238857

Of course, if you want to play with less of a focus on historical accuracy and more on just having fun, no worries - everyone should be able to play the way they want :Kaleun_Cheers:

Lanzfeld
10-15-18, 07:08 AM
One more question... :ping:

Is there a way to get TC1 on each contact report of the capt log?
Because they are not showing up in the regular message box...where i get TC1!

Those contact message are quite important when patrolling in the middle of nowhere, to eventually calculate an interception path.
And i often miss them at their time start :hmmm:

Thanks for any tip

I have the same issue. Very good question.

vdr1981
10-15-18, 07:16 AM
One more question... :ping:

Is there a way to get TC1 on each contact report of the capt log?
Because they are not showing up in the regular message box...where i get TC1!

Those contact message are quite important when patrolling in the middle of nowhere, to eventually calculate an interception path.
And i often miss them at their time start :hmmm:

Thanks for any tip
That option is enabled by default...
https://i.postimg.cc/W1DZz9FF/SH5-Img-2018-10-15-14-06-37.jpg

You can further increase your range filter...
https://i.postimg.cc/CL2Z3jPF/SH5-Img-2018-10-15-14-02-34.jpg

Sjizzle
10-15-18, 08:42 AM
Of course not. Flotilla objectives are date controlled since eternity...:salute:




Thomas Bergersen: Freedom Fighters

This can be seen in ingame credits page as well...:yep:

so u have fixed the crap tonnage bar bug ? damn that's nice :D:Kaleun_Cheers::Kaleun_Applaud:

Fifi
10-15-18, 10:30 AM
That option is enabled by default...
https://i.postimg.cc/W1DZz9FF/SH5-Img-2018-10-15-14-06-37.jpg

You can further increase your range filter...
https://i.postimg.cc/CL2Z3jPF/SH5-Img-2018-10-15-14-02-34.jpg

:hmmm: That’s exactly what i did. I have the box checked, and i have increased the range to 1000...
My last contact messages in capt log, the first one i missed it because no TC1, and the second one i got TC1 and it was even repeated in message box!
So it seems still not very effective.

But that would be very nice to get all our contacts repeated in message box :yep:
I don’t know why some are not, and very few are...

vdr1981
10-15-18, 11:09 AM
:hmmm: That’s exactly what i did. I have the box checked, and i have increased the range to 1000...
My last contact messages in capt log, the first one i missed it because no TC1, and the second one i got TC1 and it was even repeated in message box!
So it seems still not very effective.

But that would be very nice to get all our contacts repeated in message box :yep:
I don’t know why some are not, and very few are...

I'm not quite sure why would you need to be noted about convoy which is 1000+ km away from your position?:hmmm:

If you really want to be noted about all the traffic in the world then increase range filter to some some crazy value like 10000km, but I don't see any point of it...:yep:

Lanzfeld
10-15-18, 11:12 AM
I think his point is.....

It doesn’t work.

I tested as well. I doesn’t work.

Oh well.

vdr1981
10-15-18, 11:15 AM
I think his point is.....

It doesn’t work.

I tested as well. I doesn’t work.

Oh well.

You are confusing me guys, what doesn't work? Range filters for contact reports? We are talking about TWoS only here, right? :hmmm:

Fifi
10-15-18, 11:34 AM
Vecko, i don’t want all the world traffic :haha:

Of course 1000km is a bit to far for any interception.
The purpose was for testing if i could get some contacts that give me TC1.
The range contact is working good!

Since the start of test, on 3 contacts reported in capt log, 2 dropped TC1 and 1 not...
The 2 that gave TC1 were repeated in message box, and i love it.

I don’t think it’s broken, just not 100% effective :)

Lanzfeld
10-15-18, 11:35 AM
Yes sorry for the confusion.
It seems that the range on contact reports doesn’t always work for me.
I will get a report inside the range and NOT go to 1x.

TWOS only.


And for what it’s worth I’m not a big fan of the new torpedo heating mechanic. This should be done automatically.

vdr1981
10-15-18, 11:39 AM
Vecko, i don’t want all the world traffic :haha:

Of course 1000km is a bit to far for any interception.
The purpose was for testing if i could get some contacts that give me TC1.

Since the start of test, on 3 contacts reported in capt log, 2 dropped TC1 and 1 not...
The 2 that gave TC1 were repeated in message box, and i love it.

I don’t think it’s broken, just not 100% effective :)
I don't see how is that possible...That one contact from Cpt log which wasn't repeated in the message box has to be outside of currently set range filter. I never had any kind of different behavior or problems with it. This applies of course only if you haven't messed up something with user options settings ect...

vdr1981
10-15-18, 11:56 AM
Yes sorry for the confusion.
It seems that the range on contact reports doesn’t always work for me.
I will get a report inside the range and NOT go to 1x.

TWOS only.


Are you talking about "ghost" contacts which could sometimes appear in your navigation map as marks but not in your Captains log?


And for what it’s worth I’m not a big fan of the new torpedo heating mechanic. This should be done automatically.

They are already preheated in some way. According to some sources, a "cold" TII electric torpedo would have range sometimes less than 2km. In game you'll have 4...Preheated would have around 5...

Lanzfeld
10-15-18, 12:52 PM
OK that’s good to know about the torpedo range thank you very much.

What are lghost contacts”?

Maybe that’s what I’m seeing

Fifi
10-15-18, 02:29 PM
I don't see how is that possible...That one contact from Cpt log which wasn't repeated in the message box has to be outside of currently set range filter. I never had any kind of different behavior or problems with it. This applies of course only if you haven't messed up something with user options settings ect...

Ok, so i will have TC1 only for contacts within the range i have set :up:
That’s ok for me and it works.
The others contact message i get in capt log without TC1, i will forget about them as they should be outside the range i have set.

Not that easy to explain when non English native :haha:

Fifi
10-16-18, 01:52 PM
Something has changed since V 2.2.8 in the hydrophone station...

Now we can have all the TDC dials with the notepad right button, but we have lost the hydrophone man speech when clicking this button on a unknown contact...

That’s a big lost IMHO, because we are unable to hear if the unknown contact is closing or not, and most of all we can’t lock/follow it anymore (apart of manually follow it)
I can clearly hear the unknown contact, but the hydro man doesn’t!
(Before update, clicking the unknown contact, the hydro man could hear it —-> hence his speech)

:timeout:

vdr1981
10-16-18, 04:53 PM
Something has changed since V 2.2.8 in the hydrophone station...

Now we can have all the TDC dials with the notepad right button, but we have lost the hydrophone man speech when clicking this button on a unknown contact...

That’s a big lost IMHO, because we are unable to hear if the unknown contact is closing or not, and most of all we can’t lock/follow it anymore (apart of manually follow it)
I can clearly hear the unknown contact, but the hydro man doesn’t!
(Before update, clicking the unknown contact, the hydro man could hear it —-> hence his speech)

:timeout:
I'll check it out...Can you post few pictures of the problem because we both know that understanding each other is our weak side...:)

EDIT:
Nope...nothing has changed regarding hydrophone station except I have removed non functional "send to TDC" button.
Note that what you hear while using hydrophones and what your AI sonar man can hear are completely different things. AI sonar man have realistic deaf angles and depth dependent detection ranges while you can hear all directions without restrictions. It's a game limitation and it has always been like that.

"Unknown contact" means that the contact is currently outside of Beno's (realistic) detection parameters and you can only try to position your boat to avoid deaf angles, dive deeper to reduce surface noise effect and increase detection range or to literally reduce range to contact. "Silent state" will also have positive effect on detection range ect, ect...

With both GHG and KDB sensors equipped, Beno will also be able to hear almost 360 deg around the sub with a very small deaf angle at approximately 170 deg due to conning tower which is blocking rotating KDB sensor. This the most realistic hydro configuration which will also "justify" previously mentioned game limitation IMO...

Cybermat47
10-16-18, 07:37 PM
I’m pretty sure that the “send to TDC” function is left over from SH3/4, where you can use active sonar to determine target range.

It’s useless in SH5 though, as the German active sonar used on u-boats isn’t modelled. It wasn’t used much in real life for obvious reasons anyway.