View Full Version : [REL]The Wolves of Steel - SH5 Megamod
Ah ok :up:
That’s an other thing you just teached me :)
Unknown contact in the notepad is what i can hear but not Beno!
I thought it was my game that was going wrong...
But what i was trying to explain is, when i have an unknown contact in notepad and when i click « send to TDC » button, i no longer have Beno telling me what kind of contact it is (closing merchant/warship etc) like before update.
Now i get all the TDC dials instead...
It was very useful to me when he told me what i could hear :yep:
I still hope my game isn’t going wrong, because before update i didn’t have the TDC dials when clicking send to TDC...
I’m playing TWOS without other mods than TWOS one.
And only change in patcher is the collateral damages deactivated.
Lanzfeld
10-17-18, 06:53 AM
Vecko.....
Not sure if this means anything to you since this mod has been around a while but in my opinion the uboat is spotted by merchants way too easily on clear days. Even when I have a ship on the horizon.... as soon as it’s bridge is visible it seems to spot me and start zigzagging. We’re talking 1939 here.
Does anyone else find this true on clear days?
Vecko.....
Not sure if this means anything to you since this mod has been around a while but in my opinion the uboat is spotted by merchants way too easily on clear days. Even when I have a ship on the horizon.... as soon as it’s bridge is visible it seems to spot me and start zigzagging. We’re talking 1939 here.
Does anyone else find this true on clear days?
Right now i’m In August 1940, and they spot me quite often with no fog at 8000m. Waves or no waves.
To me the change was quite obvious few months ago, but not in 1939.
Have to say it’s a real challenge to torp a zig zagging ship!
But they all react differently! Not the same each time.
Last one even stopped for a short moment, and headed in other direction zig zagging... after a moment he stopped zig zagging and i sank it :D
Now destroyers are able to spot me from very far and i’m Very often in trouble :wah:
vdr1981
10-17-18, 08:40 AM
Ah ok :up:
That’s an other thing you just teached me :)
Unknown contact in the notepad is what i can hear but not Beno!
I thought it was my game that was going wrong...
But what i was trying to explain is, when i have an unknown contact in notepad and when i click « send to TDC » button, i no longer have Beno telling me what kind of contact it is (closing merchant/warship etc) like before update.
Now i get all the TDC dials instead...
It was very useful to me when he told me what i could hear :yep:
I still hope my game isn’t going wrong, because before update i didn’t have the TDC dials when clicking send to TDC...
I’m playing TWOS without other mods than TWOS one.
And only change in patcher is the collateral damages deactivated.
I think I know what you mean now. You actually discovered sort of "cheat function" of now removed "send to TDC" button which was allowing our AI sonarman to detect even contacts in his deaf angles and outside of detection range.
I wasn't aware of this before and I can not really understand the logic behind it...:hmmm:
vdr1981
10-17-18, 08:42 AM
Vecko.....
Not sure if this means anything to you since this mod has been around a while but in my opinion the uboat is spotted by merchants way too easily on clear days. Even when I have a ship on the horizon.... as soon as it’s bridge is visible it seems to spot me and start zigzagging. We’re talking 1939 here.
Does anyone else find this true on clear days?
Try to enable "Units_visual_sensor_available_light" patches and see how it goes for you...
Lanzfeld
10-17-18, 09:29 AM
Try to enable "Units_visual_sensor_available_light" patches and see how it goes for you...
How do I enable this?
Also.... while I don’t think merchants should spot me on the horizon I do believe that enemy warships should be able to spot me because of their superior optics. Do you know if this patch effects warships and merchants the same?
Thank you for your time and mod work!:Kaleun_Salute:
vdr1981
10-17-18, 09:44 AM
How do I enable this?
You'll find the option in TDW's Generic File Patcher...
Also.... while I don’t think merchants should spot me on the horizon I do believe that enemy warships should be able to spot me because of their superior optics. Do you know if this patch effects warships and merchants the same?
Thank you for your time and mod work!:Kaleun_Salute:
The patch is for all AI units regardless of their type (planes, warships, merchants ect).
Lanzfeld
10-17-18, 10:26 AM
Which tab under the file editor/viewer is it under?
I’ve checked all the tabs and I don’t see it
Lanzfeld
10-17-18, 10:41 AM
Oh I think I get it....
I run the generic patcher again.....
then I make the changes there......
and then I take the snapshot?
Then the snapshot is what will be used in the game? Can I do this while in the middle of a patrol?
vdr1981
10-17-18, 11:56 AM
Oh I think I get it....
I run the generic patcher again.....
then I make the changes there......
and then I take the snapshot?
Then the snapshot is what will be used in the game? Can I do this while in the middle of a patrol?
No need for snapshot. Just enable the patch and close the application. Should be OK in mid-patrol as well. :yep:
ironcold
10-17-18, 12:10 PM
But what i was trying to explain is, when i have an unknown contact in notepad and when i click « send to TDC » button, i no longer have Beno telling me what kind of contact it is (closing merchant/warship etc) like before update.
Now i get all the TDC dials instead...
It was very useful to me when he told me what i could hear :yep:
I have the same Probs since 2.2.8.
When i want to mark a contact in Hydrophone, TDC Dials pop up and I´m not able to follow the Contact or let do this Job "Benno".
vdr1981
10-17-18, 12:26 PM
I have the same Probs since 2.2.8.
When i want to mark a contact in Hydrophone, TDC Dials pop up and I´m not able to follow the Contact or let do this Job "Benno".
Re-read posts No #11027 and #11032...
Greetings dear captains, I would like to know if there a the possibility of changing the pack of textures in low, that comes by default in the DynEnv V2.9. "Main Mod Low Resolution Patch"
I have a good pc, and I would like to improve even more the graphics, with a pack of textures in high and any other visual improvement, I also take the opportunity to ask, if it exists or if someone can advise me, about some mod that improves the simulator graphically.
Many thanks to the creators of this magnificent megamod, it really a very well done job, and thanks to the captains who dedicate their time in answering my concerns.
I think I know what you mean now. You actually discovered sort of "cheat function" of now removed "send to TDC" button which was allowing our AI sonarman to detect even contacts in his deaf angles and outside of detection range.
I wasn't aware of this before and I can not really understand the logic behind it...:hmmm:
Exactly :up:
As you said it was kind of cheat... but very useful :yep:
I’m completely unable to determinate if a contact is closing or going away or staying constant... (in real nav of course)
I just can follow the bearing, that’s about it.
2.2.8 makes the game even more difficult to me :arrgh!:
(But i like it)
Lanzfeld
10-17-18, 04:03 PM
Okay another thing I found with the range selector on the TDC. Especially at ranges between 1000 and 2000 meters......it is terribly inaccurate. I tested it with auto TDC and map contacts on. When you lock up a target and measure the range and then look at the TDC the adjustable knob setting does not match what the measured range is. Four instance when the range is reported at 1400 merers the knob selector looks like it’s at around 1800 meters.
So it seems the best way to enter a range when you are doing manual TDC is to type in the number down below in the XO window
Maybe I’m making a mistake. I’ll test it more.
( I only test these things because I care!)
Don’t Know if it’s accurate or not, but fortunately the distance is not important as target speed and AOB :yep:
Damn, those destroyers in 1940 are tough :timeout:
Did they already have the hedge dogs at this time?? God!
I thought my career was ended...had 4 of them on top of me...been depth charged 3 whole hours!! :o
Was about to surrender when they turned away...i think their convoy was too far away and without their escort. Or they runned out of depth charges!
Anyway i survived this time because and only because of my deep depth.
First time i dive to 190m :doh:
Lanzfeld
10-18-18, 11:43 AM
Well distance becomes more and more important the father away you are from a zero degree GYRO angle. :up:
So if I’m doing a 60 degree shot it’s critical.
But please don’t tell me not to do these shots because of a game graphical error!
vdr1981
10-18-18, 11:53 AM
Well distance becomes more and more important the father away you are from a zero degree GYRO angle. :up:
So if I’m doing a 60 degree shot it’s critical.
But please don’t tell me not to do these shots because of a game graphical error!
That is why you have a tooltip with correct range every time you manually adjust range dial. I guess you've noticed that...
Lanzfeld
10-18-18, 12:06 PM
Yes sir.....on that tooltip!:Kaleun_Salute:
Also.....fun fact:
The Coal Freighter 2900T’s draft is NOT nearly as deep as 7 meters in the game like the ID manual says! More like 3 or 4. :hmmm:
Lanzfeld
10-18-18, 02:40 PM
Just a quick poll.....
Do you guys give a status report every day or do you wait for BdU to ask for one?
I think it was historical give a report a day wasn’t it?
I must have a certain amount of post or something else in this forum, so that you can answer a simple question?
Anyway, I already solve it, I converted all the textures to 4K, disarm and use the best graphics of their mods, DynEnv 2.9, Enviroment 15, without touching physics, only volumetric lights, shadows, brightness and blah blah blah, and I made my own mod, it looks like a movie.
So thanks for nothing, and until next time.:yeah:
I must have a certain amount of post or something else in this forum, so that you can answer a simple question?.
Certainty not. If there is no answers, that’s probably because we don’t know what to answer :03:
@ Vecko:
After around 250 000 tons, i still earn only the iron cross second class.
I guess the medals stuff is kind of broken, or did i miss something?
(Through KSD i’m Credited with 4 medals at least)
THEBERBSTER
10-19-18, 04:18 AM
A Warm Welcome To The Subsim Community > lv14F
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
Lanzfeld
10-19-18, 09:17 AM
A request good sir!
Using Real Nav....I understand why the “time to course end” and “range to course end” buttons under the navigator are greyed out.
But can we enable the first button “maximum range at current speed”?
It seems he would know this and it is very useful!
vdr1981
10-19-18, 10:07 AM
A request good sir!
Using Real Nav....I understand why the “time to course end” and “range to course end” buttons under the navigator are greyed out.
But can we enable the first button “maximum range at current speed”?
It seems he would know this and it is very useful!
I agree, but I don't know how to do it. I tried this before and I wasn't successful...:hmmm: That been said, many of remaining small illogicalities would be fixed if I only knew how to do it.:wah:
I guess the medals stuff is kind of broken?
That's right...KSD medals and awards are historically accurate.
Lanzfeld
10-19-18, 10:10 AM
Hmmmmmmmm....:hmmm:
Maybe a chart somewhere?
vdr1981
10-19-18, 10:13 AM
Hmmmmmmmm....:hmmm:
Maybe a chart somewhere?
What chart?
You can still use the "max range at current speed" command trough navigators and WO interaction menus.
Lanzfeld
10-19-18, 10:18 AM
What chart?
You can still use the "max range at current speed" command trough navigators and WO interaction menus.
Hahha! I didn’t know that! Thank you Vecko!:Kaleun_Salute:
fitzcarraldo
10-19-18, 10:41 AM
I agree, but I don't know how to do it. I tried this before and I wasn't successful...:hmmm: That been said, many of remaining small illogicalities would be fixed if I only knew how to do it.:wah:
That's right...KSD medals and awards are historically accurate.
In SH4, you can "cheat" the realism to put 100% to a 0% realism (only for renown and awards), so you sink high tonnages and receive a lot of awards. Never see if this is possible in TWoS, so if you play 100% realistic but tell the game you are playing as 50% realism, for the same tonnage you receive more awards. This is how works in SH4 "cheated".
Regards.
Fitzcarraldo :salute:
Muckenberg
10-19-18, 11:49 AM
Hello
I would like to ask whether it would be a big problem to replace the German supply ships for Operation "Paukenschlag" for submarines. I think it would be more historically true. If the memory does not lie so much about destroying the surface water carriers in the Atlantic, it happened not long after the sinking of the Bismarck.
I would still like to comment on the morale of the crew. That's very unbalanced in my game. If a submarine gets damaged during an escort attack, it is definitely the entire crew is working at a hundred percent to eliminate the damage and penetration of any water into the submarine. It is unthinkable that he refuses to meet the order for more crew to be repaired, even if he is living. See Das Boot.
vdr1981
10-19-18, 12:44 PM
Hello
I would like to ask whether it would be a big problem to replace the German supply ships for Operation "Paukenschlag" for submarines. I think it would be more historically true. If the memory does not lie so much about destroying the surface water carriers in the Atlantic, it happened not long after the sinking of the Bismarck.Importing new subs into the game has proven to be very difficult. That's why no one has ever done it.
I would still like to comment on the morale of the crew. That's very unbalanced in my game. If a submarine gets damaged during an escort attack, it is definitely the entire crew is working at a hundred percent to eliminate the damage and penetration of any water into the submarine. It is unthinkable that he refuses to meet the order for more crew to be repaired, even if he is living. See Das Boot.
Why did you allow your Chieff to loose all of his moral points then? In my patrols he is eager to work even after 30 days at sea.
I talked about in game moral/fatigue mechanics so many times guys that I'm starting to sound like a broken record. :hmm2:
However, I'm redesigning this part of the game right now because it seems that many people just can't handle it. For example, in the future updates Chiefs ability to send more crew to damage control won't cost any moral points , but it will still take one moral point from the rest of the crew and also drastically increase moral degradation as long as "faster repairs" ability is active.
Don't complain here if your cook is not able to prepare special meal for your crew after that...:03:
Play safe and your crew won't let you down...:yep:
Lanzfeld
10-19-18, 06:02 PM
Ugggg.....so embarrassing.
My grid chart is off screen. How do I get it back? I forgot how.
I can see it at the top of the screen I just can’t grab it.
If I have to delete the draggables to get it back....where do I find the file to delete please?
Lanzfeld
10-19-18, 08:15 PM
Please.....anybody
Muckenberg
10-19-18, 11:13 PM
Importing new subs into the game has proven to be very difficult. That's why no one has ever done it.
Why did you allow your Chieff to loose all of his moral points then? In my patrols he is eager to work even after 30 days at sea.
I talked about in game moral/fatigue mechanics so many times guys that I'm starting to sound like a broken record. :hmm2:
However, I'm redesigning this part of the game right now because it seems that many people just can't handle it. For example, in the future updates Chiefs ability to send more crew to damage control won't cost any moral points , but it will still take one moral point from the rest of the crew and also drastically increase moral degradation as long as "faster repairs" ability is active.
Don't complain here if your cook is not able to prepare special meal for your crew after that...:03:
Play safe and your crew won't let you down...:yep:
Hi
thank you for answer. I did not mean a new submarine model, but type VII of SH5. I know this is not true, but it would certainly be more faithful than the German tanker on the east coast of the USA in 1942.
Personally, I did not have any moral problems until the "Paukenschlag" operation. When I take into account the time I need to cross the Atlantic back and forth, the time for combat operations, with three times as much as I need, so the total time far exceeds my 30 days. And although I've sank quite a bit, the crew of BRT has beaten my own way and I could do what I wanted to raise the morale of the team.
Now I'm just heading for Gibraltar to South America (Distant Waters), and I'm afraid I'll have the same moral problem.
Ugggg.....so embarrassing.
My grid chart is off screen. How do I get it back? I forgot how.
I can see it at the top of the screen I just can’t grab it.
If I have to delete the draggables to get it back....where do I find the file to delete please?
All the TDW draggable are in main root folder. Scroll down and you’ll see them :03:
Lanzfeld
10-20-18, 05:52 AM
All the TDW draggable are in main root folder. Scroll down and you’ll see them :03:
Thanks Fifi...
I took away the TDWdraggables but that just messed up my screen.
Help! I need my grid tool!
What do I do?
vdr1981
10-20-18, 08:49 AM
Thanks Fifi...
I took away the TDWdraggables but that just messed up my screen.
Help! I need my grid tool!
What do I do?
Maybe you've deleted wrong files? Game reinstall maybe?
Vecko, how long convoy escorts can depth charge you?
I guess only few hours, because they can’t leave the convoy alone for too long?
Last time they hunted me for 3 hours...
In counter part, i think task forces hunting submarines can stay a lot longer?
vdr1981
10-20-18, 10:13 AM
Vecko, how long convoy escorts can depth charge you?
I guess only few hours, because they can’t leave the convoy alone for too long?
Last time they hunted me for 3 hours...
In counter part, i think task forces hunting submarines can stay a lot longer?
In general, convoy escorts will stay with you as long as they can they detect you with their sensors or until convoy moves away to a sufficient distance. They will then return to convoy protection duties.
Pretty much the same will happen with TF which have capital ships in it...
But, dedicated destroyers only hunter/killer groups will be really nasty. They'll stay with you as long as they can detect you , even occasionally. The keys are depth, silence and prayers that the game didn't spawn one destroyer with especially skilled sonar/ACDIC operator...:)
fitzcarraldo
10-20-18, 10:40 AM
Vecko, how long convoy escorts can depth charge you?
I guess only few hours, because they can’t leave the convoy alone for too long?
Last time they hunted me for 3 hours...
In counter part, i think task forces hunting submarines can stay a lot longer?
In HT 1940, I could leave five nasty destroyers after 6 hours of silent running at 1 knot and 140 mts. depth. I navigated to the opposed direction from the convoy so finally the escorts returned to them and I escape with some damage.
Regards.
Fitzcarraldo :salute:
Ok, that was what i was thinking. Pretty much logical in fact.
So submarine hunter groups are to be avoided by all cost :yep:
I try to know also what kind of destroyers are hunting me from now on.
Just because some are less dangerous... like VW?
They don’t have the depth charges throwers all around, i think...
Have to check in the museum :oops:
vdr1981
10-20-18, 12:34 PM
I'm trying to fix those messed up crew efficiency bars and also to add couple of more but it is not an easy task. :hmmm: I just can not understand what were developers thinking while programming them. It's a complete mess with totally illogical dependencies. I hope I'll be able to bypass some of their nonsense with few tricks of mine.
Anyway, this is how it will look slightly modified crew efficiency page in the future
https://i.postimg.cc/DyQ5Bh1h/SH5-Img-2018-10-20-19-02-33.png
I'm going to revise once again and adjust positive and negative bonuses for for all abilities to be as realistic as possible. Efficiency bars may not follow this 100% exactly but they should be accurate enough to give you rough idea what is going on in your sub...
I also may add optional mod for disabled moral costs as well (yes guys, you won :)).
Muckenberg
10-20-18, 12:53 PM
:Kaleun_Salute:
It’s looking good :Kaleun_Applaud:
Hi,
I'm very sorry but I didn't like this mod. Sure it add realism to the upmost extend possible but it completely removed the fun factor for me. I could not have fun ánd use this mod. The steep learning curve doesn't work for me.
After a hour I still couldn't make the map work for me and succesfully shooting an enemy.
I'm actually better off with the vanilla version of the game, I like the default playability.
Niels
Looking good, and thanks for you work Vecko.
THEBERBSTER
10-21-18, 04:34 AM
Hi Vecko
The option to remove the Morale with a mod is a useful option as this already exists in both SH3 and SH4 games by disabling the "Crew fatigue" mod.
Opening up these types of options for players wanting more fun than realism will keep players away from the Stock game and its bugs with end result being the player abandons SH5 as unplayable.
Peter
I think removing the SH5 morale doesn’t really affect realism.
Keaping up the crew morale by cook’s food was a good idea, but the cook is loosing 1 point each time...hence very limited morale boost.
When asking chief to hurry repairs, without morale points it’s impossible.
Flooding as well, and when it’s a matter of life and death, in real life, even a demoralized chief would do the best he could to not die!
But i think Vecko has understood this :yep:
The morale stuff is existing in SH5 just to give us some extra activity (as others SH)
In reality, there was not morale influence in submariners job or very little.
They were doing their best to stay alive, even eating crappy food, and never refused Kaleun’s orders. Their best to sink as much tonnage as they could.
How many patrols were back without any kills? Plenty. And the crew was always there doing their best!
Not happy in the U-Boot warfare? Transfert to the East Front infantry :D
Realism (if any playing it on PC!) is more a matter of Real nav mod, no visible contacts Etc...
Just my opinion.
skin-nl
10-21-18, 07:49 AM
@Niels
I think you have the real navigation mod enabled...disable it and you can easy plot your course on the map.
You can also use "auto tdc"
You can change TWOS alot with difficulty :up:
fitzcarraldo
10-21-18, 09:24 AM
I think removing the SH5 morale doesn’t really affect realism.
Keaping up the crew morale by cook’s food was a good idea, but the cook is loosing 1 point each time...hence very limited morale boost.
When asking chief to hurry repairs, without morale points it’s impossible.
Flooding as well, and when it’s a matter of life and death, in real life, even a demoralized chief would do the best he could to not die!
But i think Vecko has understood this :yep:
The morale stuff is existing in SH5 just to give us some extra activity (as others SH)
In reality, there was not morale influence in submariners job or very little.
They were doing their best to stay alive, even eating crappy food, and never refused Kaleun’s orders. Their best to sink as much tonnage as they could.
How many patrols were back without any kills? Plenty. And the crew was always there doing their best!
Not happy in the U-Boot warfare? Transfert to the East Front infantry :D
Realism (if any playing it on PC!) is more a matter of Real nav mod, no visible contacts Etc...
Just my opinion.
+1. All true.
Fitzcarraldo :salute:
hauangua
10-21-18, 01:49 PM
+1. All true.
Fitzcarraldo :salute:
+1 Absolutely true
:salute:
vdr1981
10-21-18, 04:49 PM
I think I have finally satisfied with the results although it was a nightmare to mess up with these because , according to the developers, 100-200=16 and 1-1=-125 ?! :doh: I really do understand now why no modder has ever tried to deal with it...
Anyway, you can see here how modified efficiency bars jump around depending of different crew states and also new passive ability for WO ...:yep::salute:
https://i.postimg.cc/MMZB2q7Z/SH5-Img-2018-10-21-23-07-26.jpg (https://postimg.cc/MMZB2q7Z) https://i.postimg.cc/Fk7JzpC2/SH5-Img-2018-10-21-23-08-09.jpg (https://postimg.cc/Fk7JzpC2) https://i.postimg.cc/Th4DF8pG/SH5-Img-2018-10-21-23-08-58.jpg (https://postimg.cc/Th4DF8pG) https://i.postimg.cc/dD1C5QQ4/SH5-Img-2018-10-21-23-10-38.jpg (https://postimg.cc/dD1C5QQ4) https://i.postimg.cc/ZBfdJ2H8/SH5-Img-2018-10-21-23-11-27.jpg (https://postimg.cc/ZBfdJ2H8)
https://i.postimg.cc/jLn7r87f/SH5-Img-2018-10-21-23-03-27.jpg (https://postimg.cc/jLn7r87f) https://i.postimg.cc/LJdZ4ztb/SH5-Img-2018-10-21-23-03-46.jpg (https://postimg.cc/LJdZ4ztb)
It also tried to edit those hideous "Radio GUY" and "Sound GUY" inscriptions but that will , from some reason, mess up your gamesave...
Lanzfeld
10-21-18, 07:41 PM
The only problem I have with Real Nav is that The heading I select will wander over time. No helmsman would be that sloppy! Just hold the course I give you. I really don’t like this part of it
The only problem I have with Real Nav is that The heading I select will wander over time. No helmsman would be that sloppy! Just hold the course I give you. I really don’t like this part of it
As in real life, it simulate the drift the navigator had to deal with :D
Vecko, i see you separated the crew morale dots/points and the leadership dots...
What are the leadership dots meaning? The kaleun morale? :o
I never saw them decrease :hmmm:
vdr1981
10-22-18, 08:21 AM
The only problem I have with Real Nav is that The heading I select will wander over time. No helmsman would be that sloppy! Just hold the course I give you. I really don’t like this part of it
Do you want "sub on rails" back? :hmm2:
As in real life, it simulate the drift the navigator had to deal with :D
Vecko, i see you separated the crew morale dots/points and the leadership dots...
What are the leadership dots meaning? The kaleun morale? :o
I never saw them decrease :hmmm:
No idea...Probably nothing.
vdr1981
10-22-18, 11:42 AM
I was thinking about something... Those hard codded crew efficiency modifiers could be used in many ways. We only need imagination...:hmm2:
For example, what about players ability to "disable" his watch crew from any possible reason he can think of (leaving/entering port maybe, friendly convoy in sight) ?
This could be also applied for other sensors which can not be usually turned off (RWR, hydrophone ?)
Or even, "don't waste ammo" ability which will slow down the rate of fire but increase accuracy simulating careful aiming?
How about simulating the ending of Das Boot? An ability to send your entire crew to sleep in order to save the oxygen, with only few people still awake to finish up necessary repairs? :hmm2:
Really , the are lots of possibilities. We only need some imagination to utilize them realistically...
That sounds excellent!
I always dreamed of disabling the hydrophone man always announcing tons of contacts when hearing a convoy :yep:
When i’m Aware of the convoy bearing and movement, i don’t want more each 15 seconds...and furthermore when accelerating time a bit, it’s often a mess :D
The idea of saving oxygen sending everybody off duty could be also useful :Kaleun_Applaud:
SH5 TWOS could be the first silent hunter to get this!
Clyde00
10-22-18, 08:42 PM
Looked a bit around this thread, search function too. Couldn't find a solution, but here goes....
Is there some leftover Real Nav bits in the stock new full release of TWOS?
Asking because I reinstalled both SH5 and TWOS for the new release. My old was 2.1.2 I think.
I play on full on manual target, real nav, etc... but I used to keep a quick TDW and JGSME files for another member in the house that was easier.
I ask because I see a celestrial nav fix on loading a save. No point and click sub navigation, no more sub cones-view ranges-ship id and such in game even though the TDW options are set to show them. Says disabled on the map options in both TAI and Nav map.
Just wondering if I am doing the TDW correctly? Or is there a changed process to make those TDW values xfer to the menu and layout?
Can get some screenies if I didnt explain it properly. Thanks
hauangua
10-23-18, 02:39 AM
No idea...Probably nothing.
Hi Vecko Hi Fifi
I found this:
"By completing campaign objectives and proceeding through the dynamic campaign’s historical events, the player will advance in rank and position.
In fact, the player’s progression does not stop once he becomes captain. From that point on, experience points will increase his leadership, enhance his renown, and add skill points.
Leadership value will be added as a bonus value to each crew member’s morale pool. In other words, the more experienced the captain becomes, the more effciently the crew will perform
.Skill points are gained in the same way as renown points. They serve to upgrade crew members’ active and passive abilities"
Maybe can help
:salute:
Hi Vecko Hi Fifi
I found this:
"By completing campaign objectives and proceeding through the dynamic campaign’s historical events, the player will advance in rank and position.
In fact, the player’s progression does not stop once he becomes captain. From that point on, experience points will increase his leadership, enhance his renown, and add skill points.
Leadership value will be added as a bonus value to each crew member’s morale pool. In other words, the more experienced the captain becomes, the more effciently the crew will perform
.Skill points are gained in the same way as renown points. They serve to upgrade crew members’ active and passive abilities"
Maybe can help
:salute:
Interesting ... that makes sense.
If it is working ... :)
At start of career, if i remember well, i already had all leadership points...but i’m Not 100% sure.
If this feature is working correctly i should have almost no points at start.
Have to start an other one just to see how many points i get.
hauangua
10-23-18, 03:51 AM
Interesting ... that makes sense.
If it is working ... :)
At start of career, if i remember well, i already had all leadership points...but i’m Not 100% sure.
If this feature is working correctly i should have almost no points at start.
Have to start an other one just to see how many points i get.
Hi fifi
Started new career yesterday the leadership value was 100....
I can not understand if it works good...
Yes, i think this leadership feature is broken. Started new career to test, and got 100% leadership points.
Not a vital importance though :D
But for the global game, it could be nice if it could work...Vecko still have some mind braking job!
hauangua
10-23-18, 04:05 AM
Yes, i think this leadership feature is broken. Started new career to test, and got 100% leadership points.
Not a vital importance though :D
But for the global game, it could be nice if it could work...Vecko still have some mind braking job!
http://www.subsim.com/radioroom/showpost.php?p=1883408&postcount=1
Maybe everything started here..... This mod is included with TWoS
(it seems that this Mod.., penalizing...for example :
if talking with a crew does not increase points ... why should I speak to each other?"
:salute:
vdr1981
10-23-18, 06:48 AM
Can get some screenies if I didnt explain it properly. Thanks
That would be the best...:yep:
http://www.subsim.com/radioroom/showpost.php?p=1883408&postcount=1
Maybe everything started here..... This mod is included with TWoS
Well, it "was" included in TWoS v1.0, long time ago... I have reworked the files several times since then and reworking them right now, again.:yep:
https://i.postimg.cc/Dz2cdPVc/SH5-Img-2018-10-23-05-58-07.jpg
fitzcarraldo
10-23-18, 09:55 AM
Another problem - for my taste - is the mantain-depth at high values (more than 170 mts, I think); I don´t want to pilot the boat as a flight sim with speed and manual dives planes. I´m the commander, and I don´t have to control de dive planes manually. The two sailors would to manage automatically the depth at any value; with silent running at 1 knot and more than 160 - 170 mts you should command the dive planes as an Stuka pilot, and, for me, it is not realistic. Some months ago I was pursued by 5 nasty destroyers and I could leave them and survive going depth (170 mts), 1 knot speed and manually managing the dive planes, the boat had a constant tendency to take more and more depth, and I had some damage (that didn´t help...). If it is possible, it could be with an addon mod, I like to have automatic control of dive planes at all dephts; manual is nice for practice, but in the middle of a cat and mouse game is annoying.
Many thanks and regards.
Fitzcarraldo :Kaleun_Salute:
hauangua
10-23-18, 09:56 AM
https://i.postimg.cc/Dz2cdPVc/SH5-Img-2018-10-23-05-58-07.jpg
Ohhhh
congratulations Vecko excellent work
:salute: :Kaleun_Applaud:
fitzcarraldo
10-23-18, 10:04 AM
That would be the best...:yep:
Well, it "was" included in TWoS v1.0, long time ago... I have reworked the files several times since then and reworking them right now, again.:yep:
Good job! :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
Another problem - for my taste - is the mantain-depth at high values (more than 170 mts, I think); I don´t want to pilot the boat as a flight sim with speed and manual dives planes. I´m the commander, and I don´t have to control de dive planes manually. The two sailors would to manage automatically the depth at any value; with silent running at 1 knot and more than 160 - 170 mts you should command the dive planes as an Stuka pilot, and, for me, it is not realistic. Some months ago I was pursued by 5 nasty destroyers and I could leave them and survive going depth (170 mts), 1 knot speed and manually managing the dive planes, the boat had a constant tendency to take more and more depth, and I had some damage (that didn´t help...). If it is possible, it could be with an addon mod, I like to have automatic control of dive planes at all dephts; manual is nice for practice, but in the middle of a cat and mouse game is annoying.
Many thanks and regards.
Fitzcarraldo :Kaleun_Salute:
+1 i agree for the add on mod. It’s not easy at all to keep deep depth level while trying to escape depth charges. It’s already enough hard IMHO :yep:
While we are at future TWOS improvements, something is missing also i think.
When very bad sea, the in-bord camera should move a little more, not to say a lot more.
Of what i’ve Read, in real patrols testimonies, when sub was sailing surfaced in bad weather, it was really moving all over the place. Sailors were even sea sick!
They had to dive at least at 40m to take some rest...
Don’t know if it’s feasible but could be nice.
Only for 10 to 15 m/s maybe...
:salute:
Lanzfeld
10-23-18, 10:46 AM
Do I want a submarine on rails? No.
But I thought the sextant errors and the dead reckoning errors gave the position of the ship enough slop.
I think my helmsman should be able to hold a heading.
:Kaleun_Cheers:
fitzcarraldo
10-23-18, 10:47 AM
+1 i agree for the add on mod. It’s not easy at all to keep deep depth level while trying to escape depth charges. It’s already enough hard IMHO :yep:
While we are at future TWOS improvements, something is missing also i think.
When very bad sea, the in-bord camera should move a little more, not to say a lot more.
Of what i’ve Read, in real patrols testimonies, when sub was sailing surfaced in bad weather, it was really moving all over the place. Sailors were even sea sick!
They had to dive at least at 40m to take some rest...
Don’t know if it’s feasible but could be nice.
Only for 10 to 15 m/s maybe...
:salute:
I tried the Hurricane submod addon from Dyn Environment and the boat moves a lot, and it seems is compatible with TWoS. Not ever I use it, but is fun with storm and 15 mts sea.
Fitzcarraldo :Kaleun_Salute:
I think removing the SH5 morale doesn’t really affect realism.
Keaping up the crew morale by cook’s food was a good idea, but the cook is loosing 1 point each time...hence very limited morale boost.
When asking chief to hurry repairs, without morale points it’s impossible.
Flooding as well, and when it’s a matter of life and death, in real life, even a demoralized chief would do the best he could to not die!
But i think Vecko has understood this :yep:
The morale stuff is existing in SH5 just to give us some extra activity (as others SH)
In reality, there was not morale influence in submariners job or very little.
They were doing their best to stay alive, even eating crappy food, and never refused Kaleun’s orders. Their best to sink as much tonnage as they could.
How many patrols were back without any kills? Plenty. And the crew was always there doing their best!
Not happy in the U-Boot warfare? Transfert to the East Front infantry :D
Realism (if any playing it on PC!) is more a matter of Real nav mod, no visible contacts Etc...
Just my opinion.
Without morale system, the player could make patrols to last forever as long as he can find friendly bases to refit from, and crew to be as efficient after three or four months spent at sea in a row, as at day #1. In my opinion, this would be an even worse immersion breaker than crew and officers refusing at times to accomplish orders because of an uncareful morale management.
Like it or not, morale status has an important role, both in real life and for game mechanics. In game, we can mitigate the effect of morale points on crew efficency, change some phrases and avoid as much as possible that one of our orders gets totally disattended, but giving up the morale factor at all, imho would be a bad mistake.
Tonci87
10-23-18, 12:37 PM
^ Agree
Add to my previous remarks that SH5 morale points represent not only the morale status of our crew, but also their fatigue, Vecko or some other modder correct me if I am wrong on that.
Fatigue is something that can't be ignored, no matter how diciplinate you are, or if the situation is a matter of life and death, and removing its simulation from game is not a good idea even though, indeed, insubordination and total inactivity are something that I wouldn't expect even from the most worn out cabin boy, let alone an officer lol... there must be a compromise between the two extremes :hmm2:
Tonci87
10-23-18, 01:18 PM
^Agree again
^ Agree
^Agree again
Thank you Sir :salute:
Without morale system, the player could make patrols to last forever as long as he can find friendly bases to refit from, and crew to be as efficient after three or four months spent at sea in a row, as at day #1. In my opinion, this would be an even worse immersion breaker than crew and officers refusing at times to accomplish orders because of an uncareful morale management.
.
Didn’t thought about this point. That makes sense :up:
It needs only a fine tune up, quite subtil, so that orders could still be given (and not refused) but maybe they could take longer to execute in regard of fatigue/morale :hmmm:
Tonci87
10-23-18, 01:39 PM
I think one issue is that currently there is not much apart from fuel load and number of torpedoes that makes the player go back to port. Crew fatigue is just an additional way to mitigate that.
Imagine if you had to return to port eventually because you are running out of fresh water or food. That would be quite nice.
Clyde00
10-23-18, 02:44 PM
Checked and added.
Options disabled in map options. No click on sub or navigator plot course.
It worked in the previous version, just not the new download. Tried again last night with fresh install of both. Set permissions and admin rights again. No luck. Is enabled in the TDW options, but not all are enabled in the game.
Hope this explains a bit better. Am puzzled. No other mods JSGME enabled except the TWOS Parts Neutral Illuminated, Food stocks mods.
I can multi SH% install though, keep the new version of TWOS for me, and the old one for her so she can play easily, but alot of HDD space :D
EDIT: Problem solved with a new install of Steam SH5. Comparison of DVD and Steam showed changed files left over from JSGME various backups and xfers over the years.
vdr1981
10-23-18, 02:52 PM
...No other mods JSGME enabled except the TWOS Parts Neutral Illuminated, Food stocks mods.
And Real Navigation? Right? :hmm2:
Disable this addon and missing "easy" options will appear...:yep:
Clyde00
10-23-18, 06:52 PM
And Real Navigation? Right? :hmm2:
Disable this addon and missing "easy" options will appear...:yep:
Gotcha! ;)
Ordered and D/L Steam SH5 version and all is well :) Can just JSGME switch out real nav and a TDW setting for when she plays ;) BTW Steam installer worked flawlessly for the mod. No troubles.
Thanx:Kaleun_Salute:
Tried to launch my last torpedo on a big merchant...i knew i couldn’t sink it right away with only one, so i decided to ask for a pre-heat one :hmmm:
Vecko, to make sure, do we have to wait for the up right icon to end before launching? Or can we launch torpedo as soon as the icon is on?
I waited for the icon to end (seems logical to me) and launched...i hit, but with a dud :timeout:
It’s noticed that if we pre-heat, the torpedo has greater chance to be dud...is it why i got one?
vdr1981
10-24-18, 10:45 AM
Tried to launch my last torpedo on a big merchant...i knew i couldn’t sink it right away with only one, so i decided to ask for a pre-heat one :hmmm:
Vecko, to make sure, do we have to wait for the up right icon to end before launching? Or can we launch torpedo as soon as the icon is on?
I waited for the icon to end (seems logical to me) and launched...i hit, but with a dud :timeout:
It’s noticed that if we pre-heat, the torpedo has greater chance to be dud...is it why i got one?
The ability is active right away and it will last only while the icon in upper right corner is active (a bit dumb , I know, but that's how it is)...:doh:
Same goes for careful radiomen (or to say better "fast telegraphists" :hmm:) ability and pretty much all others...:yep:
SPOILER: "dud" warning in the description is "fake", but don't tell anyone...:)
But, I have a big dilemma should I leave pre-heat ability available because I really don't like the fact that even steam torpedo will gain range bonus from it. The percentage values are not so high, but again, it still bothers me...:hmmm:
I have already removed torpedo damage related passive and active abilities even though I used quite minuscule bonuses so far . They were too unrealistic honestly.
But, I've added instead new "Speed up those boys Kurt, damn it!" special ability . Depending of his moral/efficiency /restfulness points (call it what ever you like), Kurt will take a whip or silently say "I am doing my best Captain..." without any "No, No" animations...:)
vdr1981
10-24-18, 10:56 AM
I will also try to fix those depth keeping problems for you guys. May not be so straight forward because this is old SH5 problem. :yep:
I just came from the work so my "moral points" are bit low now, so maybe this evening or tomorrow at most. :yep: I have to ask my wife for "special meal"! Let's just hope she'll not decide to use "crew maintenance" instead... What ever...Just not "active propaganda"...:o
fitzcarraldo
10-24-18, 11:17 AM
I will also try to fix those depth keeping problems for you guys. May not be so straight forward because this is old SH5 problem. :yep:
I just came from the work so my "moral points" are bit low now, so maybe this evening or tomorrow at most. :yep: I have to ask my wife for "special meal"! Let's just hope she'll not decide to use "crew maintenance" instead... What ever...Just not "active propaganda"...:o
Sounds very good! I hope your wife obbeys all the orders with high morale.:Kaleun_Wink:
Many thanks!
Fitzcarraldo :Kaleun_Salute:
Lanzfeld
10-24-18, 11:24 AM
I will also try to fix those depth keeping problems for you guys. May not be so straight forward because this is old SH5 problem. :yep:
I just came from the work so my "moral points" are bit low now, so maybe this evening or tomorrow at most. :yep: I have to ask my wife for "special meal"! Let's just hope she'll not decide to use "crew maintenance" instead... What ever...Just not "active propaganda"...:o
Hahahah! Very good!
And I vote for eliminating the preheating.
It should be done automatically anyway and it should not affect steam at all. Just one man’s opinion
It needs only a fine tune up, quite subtil, so that orders could still be given (and not refused) but maybe they could take longer to execute in regard of fatigue/morale :hmmm:
I totally agree on that; orders should take longer before they are fully executed by low-morale/tired officers and crew members and/or, when that realistically applies (and if possible), tasks accomplished by a tired crew shold be lesser effective compared to when the crew is fresh and in good spirits :up:
I think one issue is that currently there is not much apart from fuel load and number of torpedoes that makes the player go back to port. Crew fatigue is just an additional way to mitigate that.
Imagine if you had to return to port eventually because you are running out of fresh water or food. That would be quite nice.
I don't think water and food provisions can be simulated in game, but I thinks silentmichael's interior mod adds food stocks to sub interiors that visually decrease proportionally with the decrease of fuel load. That's just a cosmetic feature though, and I am not sure that Vecko included it in TWoS...
Lanzfeld
10-24-18, 12:31 PM
I don’t understand the battle stations command (F7).
It says it overall efficiency is increased. What exactly does that mean? What is made better by being at battle stations?
Is it measurable?
The ability is active right away and it will last only while the icon in upper right corner is active (a bit dumb , I know, but that's how it is)...:doh:
Same goes for careful radiomen (or to say better "fast telegraphists" :hmm:) ability and pretty much all others...:yep:
SPOILER: "dud" warning in the description is "fake", but don't tell anyone...:)
But, I have a big dilemma should I leave pre-heat ability available because I really don't like the fact that even steam torpedo will gain range bonus from it. The percentage values are not so high, but again, it still bothers me...:hmmm:
I have already removed torpedo damage related passive and active abilities even though I used quite minuscule bonuses so far . They were too unrealistic honestly.
But, I've added instead new "Speed up those boys Kurt, damn it!" special ability . Depending of his moral/efficiency /restfulness points (call it what ever you like), Kurt will take a whip or silently say "I am doing my best Captain..." without any "No, No" animations...:)
Haha... i have all wrong on that pre-heat stuff! :doh:
First i misunderstood the feature... pre-heat is for increase range, not give greater damage! So in my case, my last torpedo was just as others (but with greater range) and for a 900m shot, very useful...:haha:
Then, i waited the end of icon, and the bonus was gone when i fired :haha:
Oh well, still learning after all this time :timeout:
On side note, you can delete this pre-heat stuff if you want. After all those years, it’s the first time i use it, and for what result! :)
vdr1981
10-25-18, 09:37 AM
I will also try to fix those depth keeping problems for you guys. May not be so straight forward because this is old SH5 problem.
Unfortunately guys, there is no way to do this.
I actually learned that maintaining depths bellow 180m in TWoS is even better than with old TDW's "Depth Keeping Problem" fix.:yep:
The best I can do for you is to record another video or to write down short tutorial which will show how extreme depths in an undamaged U-Boat can be easily maintained without any speed or manual dive planes controls.
Until then, use my tips from TWoS Quick Start Manual and do some practicing in a historical missions. :yep:
Without any speed and without manual dives planes?
:hmmm: guess i have to try again in single mission.
ÉDIT:
In PK17 mission, dived to 190m.
It seems impossible to maintain depth without speed, or the sub is slowly sinking.
Ahead slow is even not enough...
It sunk to 200m!
I had some difficulties to go back periscope depth (without blowing ballast)
But noticed strange things too.
Around 150m, my inside camera suddenly was side flipped like if the sub was leaning on a side.
But with outside camera the sub was not leaning.
I had this too once in my career, so it’s not new but very annoying.
Then around 180m 2 crew members were hurt! Don’t know why...
I took the hydro station, then exit, and camera was leaning the other side!
Had to wait surface, exit on deck, then back inside and camera was ok again.
vdr1981
10-25-18, 02:48 PM
Without any speed and without manual dives planes?
:hmmm: guess i have to try again in single mission.
ÉDIT:
In PK17 mission, dived to 190m.
It seems impossible to maintain depth without speed, or the sub is slowly sinking.
Ahead slow is even not enough...
It sunk to 200m!
I had some difficulties to go back periscope depth (without blowing ballast)
But noticed strange things too.
Around 150m, my inside camera suddenly was side flipped like if the sub was leaning on a side.
But with outside camera the sub was not leaning.
I had this too once in my career, so it’s not new but very annoying.
Then around 180m 2 crew members were hurt! Don’t know why...
I took the hydro station, then exit, and camera was leaning the other side!
Had to wait surface, exit on deck, then back inside and camera was ok again.
Did you check quick start manual for tips about depth?
This is what you have to do...
1. Reach the desired depth (let's say 200m) and level the boat. The boat will still slowly go down due to negative buoyancy, right?
2. You've dropped to 205m or even more (panic is rising!)
3. Use some compressed air to obtain positive buoyancy (press blow ballast)
4. Now command 200m...
And that's it...Do not wait too much between steps 3 and 4 because you'll waste too much compressed air.
I also noted that in the documentation but it seems that no one cares to read it...:hmm2:
Did you check quick start manual for tips about depth?
:oops: nope
But i will
Sniper450
10-25-18, 04:34 PM
I have downloaded the full version of TWOs and was able to begin a campaign. I then saved it and exited out of the game. Now I cant find my exe file to start the game again?? I even tried ksdcommander and it won't start saying the exe file has to be in the root folder of the game. I go to Ubisoft/silenthunter 5 and there is the exe file for commander and it is there.
Redwake
10-25-18, 04:45 PM
I also noted that in the documentation but it seems that no one cares to read it...:hmm2:
Where can I find this documentation?
Nicolas
10-25-18, 08:41 PM
Hey!, i was driven away from sh5 because of crashes but this last version i actually played 4 patrols without a crash, i hope it continues that way hehe.
Just thinking... It would be very nice to have a 'lite' version of the modpack, with all the gameplay and nothing of the hard on the performance parts, loading times are a bit crazy in my pc, and fps in kiel is like 14, 60 alone on open sea though. i guess i need a new pc some other day.
Thanks for the mod! i like it.
vdr1981
10-25-18, 11:57 PM
Hey!, i was driven away from sh5 because of crashes but this last version i actually played 4 patrols without a crash, i hope it continues that way hehe.
It certainly wont stay like that if you mess it up with outdated mods you were mentioning in other thread...:yep:
Shadows are the biggest FPS killer...
I have downloaded the full version of TWOs and was able to begin a campaign. I then saved it and exited out of the game. Now I cant find my exe file to start the game again?? I even tried ksdcommander and it won't start saying the exe file has to be in the root folder of the game. I go to Ubisoft/silenthunter 5 and there is the exe file for commander and it is there.
You should find all launchers needed on desktop after TWOS installation (SH5, KSD, OFEV etc)
If not they can be find in main SH5 folder
Where can I find this documentation?
In main SH5 folder if not on desktop after installation
Hey!, i was driven away from sh5 because of crashes but this last version i actually played 4 patrols without a crash, i hope it continues that way hehe.
Just thinking... It would be very nice to have a 'lite' version of the modpack, with all the gameplay and nothing of the hard on the performance parts, loading times are a bit crazy in my pc, and fps in kiel is like 14, 60 alone on open sea though. i guess i need a new pc some other day.
Thanks for the mod! i like it.
TWOS is CTD free if observing few things, like no saves when close to action or harbors, no time compresssion over X512, no others mods than TWOS ones :yep:
TWOS is very fluent now that i deactivated high quality sea rendering (strangely sea is a lot better!) and sun rays (seems more close to real life for me)
Happy hunting!
Would be very cool if we could toogle flags on off in TWOS :D
(Other that enabling in Jsgme)
THEBERBSTER
10-26-18, 04:38 AM
Hi Guys
I highly recommend this application for SH5.
You will notice a big difference in increased fps (CTRL+F8)
4GB Patch-NTCore Read information before Downloading (https://ntcore.com/?page_id=371)
Peter
Lanzfeld
10-26-18, 06:48 AM
I just discovered the AI fighters will not strafe me if I’m decks awash.
I don’t suppose this can be changed?
vdr1981
10-26-18, 07:11 AM
I just discovered the AI fighters will not strafe me if I’m decks awash.
I don’t suppose this can be changed?
I discovered that they will...
https://i.postimg.cc/50SrpKrs/SH5-Img-2018-10-26-14-08-21.jpg
Sniper450
10-26-18, 07:21 AM
You should find all launchers needed on desktop after TWOS installation (SH5, KSD, OFEV etc)
If not they can be find in main SH5 folder
Those are the ones I tried on dedktop. Got the same results with the ones in the main folder of the game too. I just unintslled everything and Wil retry. I saw somewhere something about a registry fix? Can't locate that. Can anyone direct me?
vdr1981
10-26-18, 07:33 AM
Those are the ones I tried on dedktop. Got the same results with the ones in the main folder of the game too. I just unintslled everything and Wil retry. I saw somewhere something about a registry fix? Can't locate that. Can anyone direct me?
There is a separate thread for problems solving, check it out please...
Sniper450
10-26-18, 07:40 AM
:Kaleun_Salute:
Lanzfeld
10-26-18, 08:58 AM
I discovered that they will...
https://i.postimg.cc/50SrpKrs/SH5-Img-2018-10-26-14-08-21.jpg
Very odd.....
They just did low flybys with me. Decks awash using the side button.
I think my decks awash is more like 7 meters?
Vecko did you use the decks awash button or set by hand?
They never fired. I watched them make 3 runs.
hauangua
10-26-18, 10:20 AM
Those are the ones I tried on dedktop. Got the same results with the ones in the main folder of the game too. I just unintslled everything and Wil retry. I saw somewhere something about a registry fix? Can't locate that. Can anyone direct me?
Registry fix,,, CCLeaner
https://www.ccleaner.com
Official website
Download free version, work very good
PS when uninstall SH5 no forgot delete sh5 folder in "Documents"
:salute:
Sniper450
10-26-18, 10:25 AM
Registry fix,,, CCLeaner
https://www.ccleaner.com
Official website
Download free version, work very good
PS when uninstall SH5 no forgot delete sh5 folder in "Documents"
:salute:
Thank you!
hauangua
10-26-18, 01:26 PM
Thank you!
:salute:
vdr1981
10-26-18, 03:12 PM
[SpecialAbility 18]
ID=Ability-Active-???
NameDisplayable=???
Description=???
AbilityType=TorpedoLoadingTimeSimple, SubmergedSpeed, SurfaceSpeed, MaxDiveDepth
AbilityValue= -1000(%),-100(%),-100(%),-99(%)
RunOnly= IfIsSurfaced
Ohoho, I am very excited about this! :D
Anyone have any idea what would be the name of this ability and what will actually do?? :)
Let me "see" your "imagination" guys! :salute:
Cybermat47
10-26-18, 10:35 PM
Any idea of the ETA for the next update? Can’t wait :salute:
vdr1981
10-27-18, 05:39 AM
[SpecialAbility 18]
ID=Ability-Active-???
NameDisplayable=???
Description=???
AbilityType=TorpedoLoadingTimeSimple, SubmergedSpeed, SurfaceSpeed, MaxDiveDepth
AbilityValue= -1000(%),-100(%),-100(%),-99(%)
RunOnly= IfIsSurfaced
Mine laying.
Not really. So, let's see... It's some kind of "torpedo loading" during which your sub will be completely immobilized and you won't be able to dive as well. Dive depth will be so reduced in fact, that you'll wish to activate this ability only in calm seas to prevent some rough wave to push your sub underwater .:hmm2:
Tonci87
10-27-18, 05:55 AM
Loading of external torpedo reserves into the sub?
vdr1981
10-27-18, 05:58 AM
Loading of external torpedo reserves into the sub?
Bingo! :up:
That could be a cool feature indeed :yep:
THEBERBSTER
10-27-18, 08:02 AM
Hi Vecko
This would seem to be another feature possibly carried over from SH3.
Also with SH3 in rough seas you have to be below a certain depth to load internal torpedoes.
Just changing the subject would it be worth considering adding English Crew Language as a mod option?
Peter
vdr1981
10-27-18, 11:33 AM
Any idea of the ETA for the next update? Can’t wait :salute:
Can't say for sure. I'm dealing with some complicated scripts from aix files. I need some time to get this right...:hmmm:
[SIZE=3]Just changing the subject would it be worth considering adding English Crew Language as a mod option?
Peter
I usually don't add such non-essential mods (trying to keep them at minimum, not to overwhelm new players) but I could link it in the documentation or something like that...:hmm2: Can't guaranty for compatibility though...
SubmarinerJoe
10-27-18, 12:52 PM
Installed the base game and played a bit just to make sure it worked (just played up to the point where I sunk the stationary Polish merchant in the tutorial). Installed this and have restarted the tutorial; however, now when I try to sink the Polish merchant my torpedoes simply spin around and don't go towards the merchant.
I am sure this is either because I installed something wrong or this is a new mechanic I don't understand. I've been playing SHIII with GWX but am trying to learn this new game to see if I like it better or not.
Any help is appreciated.
vdr1981
10-27-18, 12:58 PM
Installed this and have restarted the tutorial;
There is no "stock" game tutorial in TWoS, it has been disabled, which means that you have messed up your installation processes.... Use the other thread for installation problems. http://www.subsim.com/radioroom/showthread.php?p=2564834#post2564834
:salute:
SubmarinerJoe
10-27-18, 01:08 PM
There is no "stock" game tutorial in TWoS, it has been disabled, which means that you have messed up your installation processes.... Use the other thread for installation problems. http://www.subsim.com/radioroom/showthread.php?p=2564834#post2564834
:salute:
Well damn, guess I didn't install it correctly, haha. Thanks for the link.
Cybermat47
10-27-18, 09:06 PM
Can't say for sure. I'm dealing with some complicated scripts from aix files. I need some time to get this right...:hmmm:
Well, good things are worth waiting for :salute:
Sapper90
10-29-18, 01:56 AM
Does anyone have this problem when looking through the Binoculars, the image keeps skipping/jumping? It only seems to happen with the hand held Binoculars, the UZO or Periscopes work fine. I've been searching the forums but I can't find anything about it or how to fix it, It's driving me nuts!
THEBERBSTER
10-29-18, 05:39 AM
A Warm Welcome To The Subsim Community > Sapper90
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
vdr1981
10-29-18, 08:52 AM
https://i.postimg.cc/zvTSnHw4/SH5-Img-2018-10-29-14-41-05.jpg
https://i.postimg.cc/qMdGpQ4r/SH5-Img-2018-10-29-14-41-58.jpg
https://forum.axishistory.com/download/file.php?id=395354&sid=55f681ae8ce1ef8a6a8f5fa30dbe3f6a
:hmm2: Please notify me about any typos or grammatical errors I made...
Does anyone have this problem when looking through the Binoculars, the image keeps skipping/jumping? It only seems to happen with the hand held Binoculars, the UZO or Periscopes work fine. I've been searching the forums but I can't find anything about it or how to fix it, It's driving me nuts!
Yes have the same here...but not always and more in the sun reflection. guess it’s an Nvidia glitch, even with latest drivers
https://i.postimg.cc/zvTSnHw4/SH5-Img-2018-10-29-14-41-05.jpg
https://i.postimg.cc/qMdGpQ4r/SH5-Img-2018-10-29-14-41-58.jpg
https://forum.axishistory.com/download/file.php?id=395354&sid=55f681ae8ce1ef8a6a8f5fa30dbe3f6a
:hmm2: Please notify me about any typos or grammatical errors I made...
THAT is a very nice new feature!!
Excellent job :up:
Tonci87
10-29-18, 11:45 AM
https://i.postimg.cc/zvTSnHw4/SH5-Img-2018-10-29-14-41-05.jpg
https://i.postimg.cc/qMdGpQ4r/SH5-Img-2018-10-29-14-41-58.jpg
https://forum.axishistory.com/download/file.php?id=395354&sid=55f681ae8ce1ef8a6a8f5fa30dbe3f6a
:hmm2: Please notify me about any typos or grammatical errors I made...
You may loose your sub
Awesome work :D
skin-nl
10-29-18, 02:08 PM
Nice detail Vecko!!! :up:
Cybermat47
10-29-18, 02:11 PM
:hmm2: Please notify me about any typos or grammatical errors I made...
It should be “you may lose your sub” :salute:
Tonci87
10-29-18, 02:13 PM
It should be “you may lose your sub” :salute:
Oh yeah, you are right, it´s lose, not loose
vdr1981
10-29-18, 03:18 PM
Thanks guys for your help. :yep:
I'll try to upload the JSGME ready test version with a rough change log and some notes so you can be aware on what to pay attention while testing. :yep:
I also edited a lot of descriptions of crew's active and passive abilities so some grammatical checks may be needed there as well... :yep:
THEBERBSTER
10-29-18, 03:18 PM
Nice work Vecko as always.:Kaleun_Applaud:
Peter
fitzcarraldo
10-29-18, 04:12 PM
Thanks guys for your help. :yep:
I'll try to upload the JSGME ready test version with a rough change log and some notes so you can be aware on what to pay attention while testing. :yep:
I also edited a lot of descriptions of crew's active and passive abilities so some grammatical checks may be needed there as well... :yep:
Ready to test, Herr Kommandant.:Kaleun_Salute:
Fitzcarraldo :salute:
Thanks guys for your help. :yep:
I'll try to upload the JSGME ready test version with a rough change log and some notes so you can be aware on what to pay attention while testing. :yep:
It’s gonna be activable while in patrol, or in bunker?
vdr1981
10-29-18, 06:46 PM
Here are the files...http://www.mediafire.com/file/cr1a32oe65b12c9/TWoS_Update_v2.2.8a+-+OK_Test+3_Deactivate+after+testing.rar
JSGME ready, enable it first in your JSGME list and then other TWoS optional addons. The test patch is only for TWoS v2.2.8!
Please check crew's new passive and active abilities and their descriptions.
Are they understandable enough? Typo and grammatical errors?
Moral costs?
Crew response when no moral left (previously "cannot comply" ect)?
New torpedo man active abilities? Test them and tell me what you think.
Turn on/off hydrophone and WO reports, any problems there?
Should I rename all "Morale" references to "Motivation" ? That would make sense IMO.
Crew efficiency bars?
Any proposition regarding previously mentioned stuff?
The patch can be activated anytime although it wont work properly in your current campaign (there will be a lot of missing stuff which require new campaign).
It should be tested in historical missions and new campaign.
Happy hunt...testing!:)
Sapper90
10-29-18, 07:37 PM
[QUOTE=Fifi;2574734]Yes have the same here...but not always and more in the sun reflection. guess it’s an Nvidia glitch, even with latest drivers
How bad are you getting it? I'm getting it during the night and day.
I'm using AMD, latest drivers, 1920x1080. Clean install, TWOS, with real navigation and the Enigma addon used, everything else seems to be working fine. It seems to happen to most when looking out at 230-320 degrees and 40-110 degrees or there about, it is making the game unplayable, sometimes when I'm trying to spot a ship it just shakes like crazy like my Captains having a fit or something. I've tried disabling v-sync, windowed mode, all the graphics options, different Windows compatibility's and enabling/disabling dpi scaling behaviour with no success.
Thanks Vecko for your SH5 dedication, will try the test mod :up:
Sapper, i don’t get it that bad it seems...and it’s not always.
But sometimes looking with binoculars at a ship in fire, it is flickering. Same for looking at sun reflection on sea.
It’s still playable though. To me, it’s an Nvidia issue.
Vecko, i can’t open it with winzip :hmmm:
Is it made like an usual mod, or did i miss something?
Cybermat47
10-30-18, 02:42 AM
Here are some suggestions:
Ability PRESSURE HULL CRITICAL SPOTS
Thanks to his years of experience, the chief knows just how deep the boat can really go.
Ability MANEUVERING
Experienced helmsmen can react to your orders faster and start turning the boat immediately.
Ability EMERGENCY BOSUN Intervention
The bosun’s short-term “corrective” measures. (The rest of the text is perfect).
Ability SPECIAL MEAL
(Should read “Olaf”, not “Dieter”).
Ability WATCH CREW
An experienced watch crew will be more effective at spotting targets, and will identify them faster and with more confidence.
Ability DIRECTION FINDER - HYDROPHONE
I suggest you change this one to
Ability EXPERIENCED SOUNDMAN
An experienced hydrophone operator can pick up contacts faster, due to his familiarity with sound contacts.
Ability SKILLED RADIO OPERATOR
An experienced radio operator can accurately guess the speed and course of RDF contacts.
Ability SKILLED TELEGRAPHIST
(All text is fine except for the following suggested correction) ... lowering the chance of radio messages being intercepted and triangulated by Allied forces.
Also, I noticed that the torpedo pre-heat ability has gone. Are you planning to have the TII’s performance at 30 knots at 5km by default in the next release, or is the “torpedo maintenance” ability the new way of getting that performance?
Personally, I think that having the 30 knots at 5km performance makes the most sense, while the torpedo maintenance should make the torpedoes less likely to be duds.
Or perhaps this: there’s a ten percent chance (just as an example) that a torpedo will have 100m less range than normal, but upgrading the torpedo maintenance ability reduces that chance, as well as reducing the chance of a dud.
Vecko, i can’t open it with winzip :hmmm:
Is it made like an usual mod, or did i miss something?
It didn’t work with WinRAR for me, but 7Zip worked perfectly.
Sjizzle
10-30-18, 11:34 AM
i have only 1 word to say
WoW
u did a really great job with this mega mod Vecko... in a few days must arrive my new PC and then i will start to make some How to streams and youtube videos if vecko agree with that :)
Muckenberg
10-30-18, 03:00 PM
Hello
I would say that it does not work properly to place a torpedo out of the deck into a submarine. The crew was unable to store the torpedo for 24 hours.
Otherwise, I must say that you are really a magician VECKO.:Kaleun_Salute::Kaleun_Salute:
vdr1981
10-30-18, 03:26 PM
Hello
I would say that it does not work properly to place a torpedo out of the deck into a submarine. The crew was unable to store the torpedo for 24 hours.
Otherwise, I must say that you are really a magician VECKO.:Kaleun_Salute::Kaleun_Salute:
It works for me...:hmmm: Tested in your current or a new campaign?
Muckenberg
10-30-18, 03:32 PM
to your current campaign.
vdr1981
10-30-18, 03:43 PM
to your current campaign.
That's OK then...The update will not be gamesave compatible anyway.
vdr1981
10-30-18, 03:59 PM
Here are some suggestions:
Ability PRESSURE HULL CRITICAL SPOTS
Thanks to his years of experience, the chief knows just how deep the boat can really go.
Ability MANEUVERING
Experienced helmsmen can react to your orders faster and start turning the boat immediately.
Ability EMERGENCY BOSUN Intervention
The bosun’s short-term “corrective” measures. (The rest of the text is perfect).
Ability SPECIAL MEAL
(Should read “Olaf”, not “Dieter”).
Ability WATCH CREW
An experienced watch crew will be more effective at spotting targets, and will identify them faster and with more confidence.
Ability DIRECTION FINDER - HYDROPHONE
I suggest you change this one to
Ability EXPERIENCED SOUNDMAN
An experienced hydrophone operator can pick up contacts faster, due to his familiarity with sound contacts.
Ability SKILLED RADIO OPERATOR
An experienced radio operator can accurately guess the speed and course of RDF contacts.
Ability SKILLED TELEGRAPHIST
(All text is fine except for the following suggested correction) ... lowering the chance of radio messages being intercepted and triangulated by Allied forces.
Also, I noticed that the torpedo pre-heat ability has gone. Are you planning to have the TII’s performance at 30 knots at 5km by default in the next release, or is the “torpedo maintenance” ability the new way of getting that performance?
Personally, I think that having the 30 knots at 5km performance makes the most sense, while the torpedo maintenance should make the torpedoes less likely to be duds.
Or perhaps this: there’s a ten percent chance (just as an example) that a torpedo will have 100m less range than normal, but upgrading the torpedo maintenance ability reduces that chance, as well as reducing the chance of a dud.
It didn’t work with WinRAR for me, but 7Zip worked perfectly.
Thank for your suggestions Cyber. I could use some of them for sure...:hmm2:
Regarding torpedo range and dud calculations...
Since the torpedo range is by default randomized by TDW Generic Patcher (+-5%), my topr. maintenance ability will add 10% range, making TDW randomization, if nothing else, positive for us. Nothing "game changing" and it shouldn't be IMO after all.
Dud calculations are completely controlled by GP. Nothing to do with my settings.
Fully maintained TII will have ~4.5km range at 29 kn. I don't wan't to match it with TIII.
Cybermat47
10-30-18, 05:56 PM
Fully maintained TII will have ~4.5km range at 29 kn. I don't wan't to match it with TIII.
I understand that, but I think it would be more historically accurate to give the TII 5km/30 knots, and the TIII 7.5km/30 knots.
The only difference between the TII and early TIIIs was the detonator - the Germans captured a British submarine and copied their detonators.
However, in mid-1942 (around 6 months after being introduced) the TIII was improved with a range of 7500m at 30 knots. For those of us who like to play as historically accurately as possible, we can just continue using the TII until mid-42.
So this way, both torpedoes are modeled more historically accurately for most of the game, and the TIII is still an improvement over the TII.
Here are the files with new torpedo ranges if you want to use them: http://www.mediafire.com/file/g58m1v4d4yp8r29/TII+5km+and+TIII+7.5km.zip
vdr1981
10-31-18, 04:54 PM
Here is the updated version since some of the dialog scripts were causing CTDs in some situations. You'll also find small txt file with my notes in it.
For TWoS v2.2.8 only!
JSGME ready, enable the patch first.
NOT v2.2.8 gamesave compatible!
http://www.mediafire.com/file/ufzgl5shpze7lut/TWoS_Update_v2.2.9_Beta+4.rar
fitzcarraldo
10-31-18, 05:12 PM
Here is the updated version since some of the dialog scripts were causing CTDs in some situations. You'll also find small txt file with my notes in it.
For TWoS v2.2.8 only!
JSGME ready, enable the patch first.
NOT v2.2.8 gamesave compatible!
Downloading now. No CTD in the previuos version. Many thanks!
Fitzcarraldo :Kaleun_Salute:
Muckenberg
11-02-18, 10:15 AM
Hello
Unfortunately, can not I download Beta updates? Do you have the same problem?
fitzcarraldo
11-02-18, 10:26 AM
Hello
Unfortunately, can not I download Beta updates? Do you have the same problem?
I downloaded the last update on 10/31 and no problem.
Regards.
Fitzcarraldo :salute:
vdr1981
11-02-18, 11:17 AM
Try it now guys...
Muckenberg
11-02-18, 12:31 PM
Now OK. :Kaleun_Salute:
vdr1981
11-03-18, 08:18 PM
https://i.postimg.cc/bNJrKKG5/SH5-Img-2018-11-03-17-28-06.jpg
https://i.postimg.cc/J420mPZz/SH5-Img-2018-11-03-17-26-53.jpg
https://i.postimg.cc/bwSJvk9H/SH5-Img-2018-11-03-17-38-04.jpg
:hmm2:
Muckenberg
11-04-18, 03:10 AM
Hello
So that's a very interesting idea.
When do you get the final version of the update? Anchor in Toulon and I really do not want to go through Gibraltar for the third time in the Atlantic.:)
It would be a big problem in this part of the campaign to change the home port from Toulon to Saint Nazaire right at the beginning. The Gibraltar crossings from the Mediterranean Sea to the Atlantic are not based on historical bases. Actually, I can not remember if a German submarine has tried it?
In Toulon, German surface water vessels are also anchored, which is also not historically accurate.
Thank you for your answer, I think I will send you a beer in the near future.:Kaleun_Cheers:
vdr1981
11-04-18, 08:17 AM
When do you get the final version of the update? Anchor in Toulon and I really do not want to go through Gibraltar for the third time in the Atlantic.:)
I'll try to have it ready for the next weekend but I have to be very careful because new changes require a lot of testing (especially scripts).
It would be a big problem in this part of the campaign to change the home port from Toulon to Saint Nazaire right at the beginning. The Gibraltar crossings from the Mediterranean Sea to the Atlantic are not based on historical bases. Actually, I can not remember if a German submarine has tried it?
I'm aware of that but instant jump from base to base is even more unrealistic IMO. No U-bout has ever left the Mediterranean, I agree, but has one ever been ordered to do so?:hmm2:
In Toulon, German surface water vessels are also anchored, which is also not historically accurate.
Can you confirm that no ship has ever flown German flag in Toulon harbor during the entire course of war?
Thank you for your answer, I think I will send you a beer in the near future.:Kaleun_Cheers:
:salute:
Muckenberg
11-04-18, 10:55 AM
Hello
so I would really wonder if a submarine was ordered to cross Gibraltar from the Mediterranean Sea back to the Atlantic. Really interesting consideration.
Well, in 1942 there was certainly no large Kriegsmarine floating craft. There was no way to get there. Gibraltar did not work and Suez did not. But again for the game, this is an insignificant little thing and you have definitely more important things to do.:Kaleun_Salute:
So I'll wait for the update and then start a new career. I'm really curious about the crew morale.
vdr1981
11-04-18, 11:48 AM
Hello
so I would really wonder if a submarine was ordered to cross Gibraltar from the Mediterranean Sea back to the Atlantic. Really interesting consideration.
Well, in 1942 there was certainly no large Kriegsmarine floating craft. There was no way to get there. Gibraltar did not work and Suez did not. But again for the game, this is an insignificant little thing and you have definitely more important things to do.:Kaleun_Salute:
So I'll wait for the update and then start a new career. I'm really curious about the crew morale.
Yes, I agree about the KM warships, but those are randomly spawned ships from generic German convoys.:hmmm: I'm not sure is there an easy solution for this without braking something else in the campaign , but I'll take a look at it anyway...:hmmm:
:
Can you confirm that no ship has ever flown German flag in Toulon harbor during the entire course of war?
:salute:
It seems only few units of little importance were there with German flag.
It could be old French boats converted Germans when they took the place though (of what they could save)
But there was an U-Boat flotilla there (don’t know how many units in this 29th flottille, but i know they lost 2 or 3 sub during an American bombing of Toulon)
What’s for sure is many big French ships were sunk there just when Germans arrived (as you certainly know) and they stayed half sunk till the end of war in the harbor. Battle ship, destroyers, light cruiser etc
Cybermat47
11-04-18, 07:52 PM
Might be worth taking a look at some other bases as well, Vecko. For example, the Emden can be found in St. Nazaire, when in reality her WWII career was spent entirely in the North Sea and the Baltic.
skin-nl
11-05-18, 02:52 PM
@Muckenberg and Vecko
I think when the allies conquered italy donits ordered the u-boats back in to the atlantic,because there was no base to repair or to refill the boats.
https://en.wikipedia.org/wiki/Mediterranean_U-boat_Campaign_(World_War_II)
Michael
Cybermat47
11-05-18, 03:57 PM
@Muckenberg and Vecko
I think when the allies conquered italy donits ordered the u-boats back in to the atlantic,because there was no base to repair or to refill the boats.
https://en.wikipedia.org/wiki/Mediterranean_U-boat_Campaign_(World_War_II)
Michael
From what I can find, all the Mediterranean u-boats were either sunk or scuttled rather than attempting a breakout to the Atlantic.
vdr1981
11-05-18, 03:58 PM
There should be no more German warships in the Mediterranean. Only auxiliaries and merchants...
https://i.postimg.cc/mDxzWcTd/SH5-Img-2018-11-05-21-35-17.jpg
vdr1981
11-05-18, 04:13 PM
From what I can find, all the Mediterranean u-boats were either sunk or scuttled rather than attempting a breakout to the Atlantic.
That wouldn't require any modding intervention on my part...:03:
Cybermat47
11-05-18, 06:54 PM
That wouldn't require any modding intervention on my part...:03:
Indeed. If you go into the Med, you’re gonna have a bad time :Kaleun_Wink:
Captain_AJ
11-05-18, 07:39 PM
Currently On patrol in tanker alley portion of Operation Drumbeat, wanted to make sure if it is ok to update to the new patch of 2.28 Should I wait to get back to the bunker before installing? Thank you VDR !!
Currently On patrol in tanker alley portion of Operation Drumbeat, wanted to make sure if it is ok to update to the new patch of 2.28 Should I wait to get back to the bunker before installing? Thank you VDR !!
Yes, same here. Hoping we don’t have to restart again :D
vdr1981
11-07-18, 10:06 AM
https://i.postimg.cc/vZrnKPt1/SH5-Img-2018-11-06-23-34-00.jpg
https://i.postimg.cc/x1DHtrMD/SH5-Img-2018-11-06-23-44-00.jpg
Just to keep you posted Captains...:salute:
vdr1981
11-07-18, 10:08 AM
Currently On patrol in tanker alley portion of Operation Drumbeat, wanted to make sure if it is ok to update to the new patch of 2.28 Should I wait to get back to the bunker before installing? Thank you VDR !!
v2.2.8 can be installed anytime...v2.2.9 will require campaign restart.
Thanks Vecko for your nice work :up:
To bad for restart...
vdr1981
11-07-18, 12:28 PM
To bad for restart...
Nah, it's nothing. Just start any new campaign you like and add 20-25 crew promotion points to you bunker gamesave. I'll show you how to do it when I release the update...:yep:
Nah, it's nothing. Just start any new campaign you like and add 20-25 crew promotion points to you bunker gamesave. I'll show you how to do it when I release the update...:yep:
:yeah:
vdr1981
11-07-18, 02:24 PM
And something like this will be the description...
https://i.postimg.cc/nzL48v3v/SH5-Img-2018-11-07-20-01-00.jpg
Muckenberg
11-07-18, 03:17 PM
Greetings to the Wolf
I have to say that I am really looking forward and I am very curious about the update.:Kaleun_Salute:
I have a little question when I issue an order to the Chief Engineer to speed up repairs and reduce submarine flooding, will Bocman's order for crew restraint be blocked?
And one more question, will the crew no longer reject my orders?
vdr1981
11-07-18, 03:45 PM
Greetings to the Wolf
I have to say that I am really looking forward and I am very curious about the update.:Kaleun_Salute:
I have a little question when I issue an order to the Chief Engineer to speed up repairs and reduce submarine flooding, will Bocman's order for crew restraint be blocked?
No, but it will make it quite pointless. Isn't it quite illogical to send your crew to "sleep" while fighting for your life and your sub is "full" of oxygen?:hmm2:
And one more question, will the crew no longer reject my orders?
They won't, unless you order some nonsense like "air purification" while surfaced ect... For some abilities which still require good morale and motivation, you'll receive "appropriate" answer though...:03:
Hm...installed the mod but after choosing something (Career, Mission..) ist starts to load and then back to Desktop.
Ideas?
Funny Thing, this UBI-Launcher tells me that i have the Gold Edition, but it isnt..?:doh:
vdr1981
11-08-18, 11:38 AM
Hm...installed the mod but after choosing something (Career, Mission..) ist starts to load and then back to Desktop.
Ideas?
Funny Thing, this UBI-Launcher tells me that i have the Gold Edition, but it isnt..?:doh:
http://www.subsim.com/radioroom/showthread.php?p=2564834#post2564834
vdr1981
11-08-18, 05:32 PM
v2.2.9_Beta 8...It's almost done. :salute:
http://www.mediafire.com/file/r1xout219j50ur2/TWoS_Update_v2.2.9_Beta+8.rar
Cybermat47
11-08-18, 09:09 PM
Should this beta be save-game compatible with the final release?
vdr1981
11-09-18, 09:04 AM
Should this beta be save-game compatible with the final release?
Should be, yes...
Captain_AJ
11-09-18, 03:51 PM
My beloved U -77 History :)
https://en.wikipedia.org/wiki/German_submarine_U-77_(1940)
vdr1981
11-10-18, 04:40 AM
Writing down all the changes is a job in itself...:doh::)
v2.2.9
- Western Approaches campaign chapter, flotilla renamed to more historically accurate 7th flotilla.
- OFEV stock settings: Range filter for useful contact reports from Captains Log increased to 800km (previously 400km), Hydro follow contact update time, 3 minutes + few more minor tweaks. (run batch file from TWoS Documentation folder to activate the changes)
- Edited tool-tip description of "Range filter for useful contact report" function which will hopefully make it more understandable for less insightive players.
- Slightly increased probability of enemy airstrike when you're detected and/or when sending radio messages.
- Historically accurate South African naval/merchant ensigns , flags chart updated as well.
- Removed "unknown contact" label if a sound contact is located outside of hydrophone detection parameters and can not be detected by your AI sonarman. The contact can still be heard by player though, due to engine limitation, but you won't be able to track it with the apropriate hydro GUI commands.
- Fixed bug which was causing certain (undamaged) warships and destroyers to appear at "deck awash" depth in the campaign.
- Fixed bug which was causing hospital ships in French ports to spontaneously catch fire and sink.
- Fixed typo in M4 Enigma in-game instructions.
- Edited U-boat flags appearance so that German flag is always on top.
- Fixed and completely redesigned crew efficiency bars visible in the crew efficiency page. The bars will now move in right directions depending on current crew/efficiency state(s). The percentage values of bars movement are not completely accurate and should not be taken for granted but they'll be accurate enough to give you a clue about what is going on in your sub and how certain crew special abilities can effect systems/crew efficiency.
- Added pumps and watch crew efficiency bars.
- Updated F1 key commands help chart: F11 key-Submerged torpedo loading, F12 key-External torpedo reserves transfer.
- Tuned and re-enabled "units visual sensor affected by available light" patch in TWoS Generic Patcher Snapshot (restore snapshot to activate changes).
- Added missing escorts to SL convoys (Sierra Leone-Liverpool ).
- Edited description and picture of GHG+KDB hydrophone upgrade pack from which is now clearly visible that your U-bot will be equipped with two hydrophone sensors after the upgrade (GHG which is stock + added KDB).
- German warships and destroyers are now completely removed from Mediterranean campaigns. Only auxiliaries and submarines will be present.
- Added two new dialog commands to radioman and WO dialog menus: Send weather report and Report the nearest stationary radio source/beacon.
- Added moderate crew morale bonus for merchants and significant morale boost for capital ships sinking.
- Removed all crew abilities which could effect torpedo damage.
- Added new active crew abilities which will allow the player to disengage sound and visual contact reports. "Watch crew off" ability is limited to 20 min while the "Hydrophone off" has a on/off function. Use these abilities carefully from obvious reasons.
- Redesign and improved crew morale/motivation mechanics. "Life saving" and normal operations abilities won't require any special crew motivation, while some individual skills will still require good morale in order to be activated.
- Crew won't directly reject your orders anymore if low on morale/motivation. Instead , you'll receive more appropriate answer like "I'll try Sir" or "I am doing my best Sir" without any "head shaking" animation ect.
- Added passive abilities to senior staff as well: Chief engineer (Pressure Hull-Critical Spots), WO (Watch Crew) and XO (Crew Check-enabled by default). Check ingame description for details.
- Added several more realistic crew abilities:
Torpedoman:
* External torpedo reserves transfer - to the best of my knowledge, this is the most realistic implementation of this dangerous and demanding activity so far which will make your sub very vulnerable until the transfer is complete.
* Submerged torpedo loading - Torpedoman's ability to "motivate" his men which will improve with every new level upgrade.
* Regular torpedo maintenance - Passive ability which will ensure nominal torpedo performance and range.
Chief Engineer:
* Air purification measures - Taken directly from type Type VIIC manual. Reduces CO2 accumulation for certain period of time and. It can be used only once per patrol.
Bosun:
* Last Resort - A new and interesting ability which will allow the player to send the crew to bunks in order to save the oxygen in especially desperate situations, inspired by well known "Das Boot" ending.
Navigator:
* Celestial Navigation: Should have effect only with Real Navigation Add-on.
- Various smaller tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporters/donors: Andrew Kassian, Marcelo "lvl4F" Flores, Jeff Klatt and especially to Maurizio "Torpedo" Cattaneo for his enormous 100e donation! Thank you very much Captains! Heil und Sieg und fette Beute!
Tonci87
11-10-18, 05:04 AM
Writing down all the changes is a job in itself...:doh::)
DUDE...that is a lot :o
vdr1981
11-10-18, 05:22 AM
DUDE...that is a lot :o
Tell me about it...:D Because I'm too "lazy", last "Various smaller tweaks and fixes" line will cover all the tweaks for the torpedo range, Menu.txt, morale/motivation degradation, ability costs, in game tool-tips , various campaign fixes ect ect...:)
vdr1981
11-10-18, 06:12 AM
This will be the final test version before release. Check it out until tomorrow.
Keep in mind that v2.2.9 is not be gamesave compatible with previous versions. This test patch is for v2.2.8 only...
http://www.mediafire.com/file/2nubcc9xncib60a/TWoS_Update_v2.2.9_Beta+9.rar
Torpedo
11-10-18, 06:31 AM
Hi Vecko!
I'm really looking forward to starting again from Memel!!!
Torpedo :Kaleun_Salute:
P.S. Do I have to activate version 2.2.9 Beta 9 above version 2.2.8?
What an impressive work!!! :o
Plenty interesting features.
Good thing to get some little morale bonus for sinking merchants. Just because it was the main objective for Doenitz. Merchants first to bring England war economy to the kneels, and of course if possible war ships. But the main goal wasn’t capital war ships! :yep:
vdr1981
11-10-18, 07:10 AM
Hi Vecko!
I'm really looking forward to starting again from Memel!!!
Torpedo :Kaleun_Salute:
P.S. Do I have to activate version 2.2.9 Beta 9 above version 2.2.8?
Hey Torp! :salute:
Just activate the patch with your JSGME first in the list and then other optional addons...:yep:
Writing down all the changes is a job in itself...:doh::)
Outstanding job Vecko :yeah:
fitzcarraldo
11-10-18, 09:52 AM
This will be the final test version before release. Check it out until tomorrow.
Keep in mind that v2.2.9 is not be gamesave compatible with previous versions. This test patch is for v2.2.8 only...
http://www.mediafire.com/file/2nubcc9xncib60a/TWoS_Update_v2.2.9_Beta+9.rar
Superbe and crazy work...Congratulations, Vecko! :Kaleun_Applaud::Kaleun_Cheers:
About savegames in 2.2.9: Now I´m playing HT. I understand with 2.2.9 the update is not effective working in current campaign (or in the actual patrol of the current campaign?)....But...will the update work completely when I return to base and continue campaign from the bunker, starting a new patrol for the same campaign chapter (HT, my actual campaign)? (load, save, reload, etc). Will the savegames with 2.2.9 in the sea cause CTDs or can I continue with my current patrol until I arrive to base and, then, in bunker, save, load, save, reload, etc, and 2.2.9 starts to work?
Many thanks!
Fitzcarraldo :Kaleun_Salute:
vdr1981
11-10-18, 02:13 PM
Superbe and crazy work...Congratulations, Vecko! :Kaleun_Applaud::Kaleun_Cheers:
About savegames in 2.2.9: Now I´m playing HT. I understand with 2.2.9 the update is not effective working in current campaign (or in the actual patrol of the current campaign?)....But...will the update work completely when I return to base and continue campaign from the bunker, starting a new patrol for the same campaign chapter (HT, my actual campaign)? (load, save, reload, etc). Will the savegames with 2.2.9 in the sea cause CTDs or can I continue with my current patrol until I arrive to base and, then, in bunker, save, load, save, reload, etc, and 2.2.9 starts to work?
Many thanks!
Fitzcarraldo :Kaleun_Salute:
No Fitz, unfortunately this update requires completely new career (aka "Start new campaign" button from the main menu). :yep: It's because of new and modified crew abilities.
You can use "silentotto" cheat to start any campaign chapter you like of course. Also, you can add as much as you like crew promotion points if you edit manually ActiveUserPlayerUnits.upc file from your gamesave...:yep:
THEBERBSTER
11-10-18, 02:18 PM
Hi guys
One of these days I will actually get to complete Total Germany.
Looking forward to v2.2.9
Peter
fitzcarraldo
11-10-18, 02:41 PM
Many thanks Vecko!
Best regards.
Fitzcarraldo :salute:
Will this update solve the issue with unescorted convoys in late war years? Thanks for the hard work
Aaken
Inviato dal mio SM-A520F utilizzando Tapatalk
vdr1981
11-10-18, 03:21 PM
Will this update solve the issue with unescorted convoys in late war years? Thanks for the hard work
Aaken
Inviato dal mio SM-A520F utilizzando Tapatalk
Well, I solved the SL (Sierra Leone-Liverpool) convoys you guys reported. They actually have been escorted after '41. If you encounter some more just upload your gamesave and I'll check it out. These campaign tweaks can be done anytime but they are hard to test, which means that player's feedback is very important here. :yep:
Of course, it doesn't necessarily mean that every single convoy in late war years has been escorted...
scissors
11-10-18, 04:57 PM
Vedran thank you so much for the great mod , The attention to making it an easy installation is much appreciated .
I just reinstalled sh5 and wos on my new rig after a year or so away and i was very pleased at the ease with which the entire process works now , Considering how much time it used to take to set up a new install, this is a great improvement.
ive turned the enigma off with JSGME but i keep getting encoded messeges is there a way to fix this?
vdr1981
11-11-18, 04:54 PM
I'm really sorry guys but I'll have to postpone the update for tomorrow. I think I have find efficient way to check out and appropriately set late years convoys and their escorts. They indeed need some work, aaken is right.
Of course, you can start new campaign with beta 9 test patch because it will be full gamesave compatible with version 2.2.9. :yep::salute:
vdr1981
11-11-18, 04:56 PM
ive turned the enigma off with JSGME but i keep getting encoded messeges is there a way to fix this?
The addon should be disabled before you request new mission in the bunker. :yep:
THEBERBSTER
11-11-18, 07:05 PM
A Warm Welcome To The Subsim Community > olisko
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
Aktungbby
11-11-18, 07:25 PM
olisko!:Kaleun_Salute:
vdr1981
11-12-18, 06:32 AM
This is why I postponed the update...
- Completely revised and edited composition of late war years convoys. Now it will be much more difficult to find convoys without at least few old frigates on the protection duty from 1943 onwards, except in some very distant waters.
So aaken, I'll change my previous answer to yes, this update will resolve this issue as well...:yep:
vdr1981
11-12-18, 10:16 AM
OK guys, here we go...
https://i.postimg.cc/VkFHT4H7/ds-1.jpg
The Wolves of Steel v2.2.9 changelog:
- Western Approaches campaign chapter, flotilla renamed to more historically accurate 7th flotilla.
- OFEV stock settings: Range filter for useful contact reports from Captains Log increased to 800km (previously 400km), Hydro follow contact update time, 3 minutes + few more minor tweaks. (run batch file from TWoS Documentation folder to activate the changes)
- Edited tool-tip description of "Range filter for useful contact report" function which will hopefully make it more understandable for less insightive players.
- Slightly increased probability of enemy airstrike when you're detected and/or when sending radio messages.
- Historically accurate South African naval/merchant ensigns , flags chart updated as well.
- Removed "unknown contact" label if a sound contact is located outside of hydrophone detection parameters and can not be detected by your AI sonarman. The contact can still be heard by player though, due to engine limitation, but you won't be able to track it with the apropriate hydro GUI commands.
- Fixed bug which was causing certain (undamaged) warships and destroyers to appear at "deck awash" depth in the campaign.
- Fixed bug which was causing hospital ships in French ports to spontaneously catch fire and sink.
- Fixed typo in M4 Enigma in-game instructions.
- Edited U-boat flags appearance so that German flag is always on top.
- Fixed and completely redesigned crew efficiency bars visible in the crew efficiency page. The bars will now move in right directions depending on current crew/efficiency state(s). The percentage values of bars movement are not completely accurate and should not be taken for granted but they'll be accurate enough to give you a clue about what is going on in your sub and how certain crew special abilities can effect systems/crew efficiency.
- Added pumps and watch crew efficiency bars.
- Updated F1 key commands help chart: F11 key-Submerged torpedo loading, F12 key-External torpedo reserves transfer.
- Tuned and re-enabled "units visual sensor affected by available light" patch in TWoS Generic Patcher Snapshot (restore snapshot to activate changes).
- Completely revised and edited composition of late war years convoys. Now it will be much more difficult to find a convoy without at least few old frigates on protection duty from 1943 onwards, except in some very distant waters.
- Edited description and picture of GHG+KDB hydrophone upgrade pack from which is now clearly visible that your U-bot will be equipped with two hydrophone sensors after the upgrade (GHG which is stock + added KDB).
- German warships and destroyers are now completely removed from Mediterranean campaigns. Only auxiliaries and submarines will be present.
- Added two new dialog commands to radioman and WO dialog menus: Send weather report and Report the nearest stationary radio source/beacon.
- Added moderate crew morale bonus for merchants and significant morale boost for capital ships sinking.
- Removed all crew abilities which could effect torpedo damage.
- Added new active crew abilities which will allow the player to disengage sound and visual contact reports. "Watch crew off" ability is limited to 20 min while the "Hydrophone off" has a on/off function. Use these abilities carefully from obvious reasons.
- Redesign and improved crew morale/motivation mechanics. "Life saving" and normal operations abilities won't require any special crew motivation, while some individual skills will still require good morale in order to be activated.
- Crew won't directly reject your orders anymore if low on morale/motivation. Instead , you'll receive more appropriate answer like "I'll try Sir" or "I am doing my best Sir" without any "head shaking" animation ect.
- Added passive abilities to senior staff as well: Chief engineer (Pressure Hull-Critical Spots), WO (Watch Crew) and XO (Crew Check-enabled by default). Check ingame description for details.
- Added several more realistic crew abilities:
Torpedoman:
* External torpedo reserves transfer - to the best of my knowledge, this is the most realistic implementation of this dangerous and demanding activity so far which will make your sub very vulnerable until the transfer is complete.
* Submerged torpedo loading - Torpedoman's ability to "motivate" his men which will improve with every new level upgrade.
* Regular torpedo maintenance - Passive ability which will ensure nominal torpedo performance and range.
Chief Engineer:
* Air purification measures - Taken directly from type Type VIIC manual. Reduces CO2 accumulation for certain period of time and. It can be used only once per patrol.
Bosun:
* Last Resort - A new and interesting ability which will allow the player to send the crew to bunks in order to save the oxygen in especially desperate situations, inspired by well known "Das Boot" ending.
Navigator:
* Celestial Navigation: Should have effect only with Real Navigation Add-on.
- Various smaller tweaks and fixes.
- And of course, special thanks to the latest outstanding TWoS supporters/donors: Andrew Kassian, Marcelo "lvl4F" Flores, Jeff Klatt, James Belless and especially to Maurizio "Torpedo" Cattaneo for his enormous 100e donation! Thank you very much Captains! Heil und Sieg und fette Beute!
DOWNLOAD Full Standalone v2.2.9 Installer (http://www.subsim.com/radioroom/downloads.php?do=file&id=4861)
DOWNLOAD v2.2.x to v2.2.9 Update (http://www.subsim.com/radioroom/downloads.php?do=file&id=5035)
*TWoS v2.2.9 is not gamesave compatible with previous versions.
New campaign is required!
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Happy hunting Captains!
fitzcarraldo
11-12-18, 11:03 AM
Many thanks for the new update.:Kaleun_Cheers:
I will download it this night and start a new campaign. :Kaleun_Applaud:
As ever, a great job.
Fitzcarraldo :Kaleun_Salute:
Cool :Kaleun_Applaud:
Will patch my V2.2.8 to V2.2.9 tonight ... and restart again.
Or maybe start directly at Happy Time campaign :D
Great job Vecko, as always :Kaleun_Cheers:
Muckenberg
11-12-18, 12:58 PM
Thanks Vecko. :Kaleun_Salute::Kaleun_Applaud:
Captain_AJ
11-12-18, 04:58 PM
Thank you VDR Best Mod that has ever been for SH5
Sniper450
11-12-18, 05:52 PM
How would I verify that I downloaded the latest version (2.2.9) correctly. I didn't notice a version on the splash screen while the game was loading.
fitzcarraldo
11-12-18, 08:41 PM
How would I verify that I downloaded the latest version (2.2.9) correctly. I didn't notice a version on the splash screen while the game was loading.
I have the 2.2.9 text in the upper left of the display.
Regards.
Fitzcarraldo :salute:
Ok, started new campaign after patching V2.2X to V2.2.9
Encountered 2 strange things:
- my contact distance for reports is still 400km (up right screen)
- i lost my clock :o
Clicking O, or clicking the officer icon then the clock doesn’t bring it...
That’s very annoying for real nav indeed :yep:
Do i have to reinstall the whole TWOS, using the full download instead of the upgrade patch? :hmmm:
ÉDIT:
Ah crap!, deleting the Draggable TDW solved my clock issue (as always, but forgot about)
Game is fluent as ever :Kaleun_Thumbs_Up:
I noticed after selecting a mission in bunker, we now directly access the sub without any loading :up:
Well i hope this is normal :D
ÉDIT: Ah, it seems it’s only for very first patrol, second patrol had the regular loading
Sniper450
11-13-18, 12:23 PM
I have the 2.2.9 text in the upper left of the display.
Regards.
Fitzcarraldo :salute:
Thank you!
ironcold
11-13-18, 02:56 PM
Ah crap!, deleting the Draggable TDW solved my clock issue (as always, but forgot about)
Sorry for asking this - can you explain a little bit clearer the way you solved this? miss my clock too
Sorry for asking this - can you explain a little bit clearer the way you solved this? miss my clock too
In main root TWOS folder, scrolling down you’ll see plenty files ending by Draggable TDW. Delete all of them and start game. It will automatically create new ones...and probably good ones :yep:
Cybermat47
11-13-18, 06:28 PM
Game is fluent as ever :Kaleun_Thumbs_Up:
I noticed after selecting a mission in bunker, we now directly access the sub without any loading :up:
Well i hope this is normal :D
ÉDIT: Ah, it seems it’s only for very first patrol, second patrol had the regular loading
That’s always happened when you start your career and immediately choose a mission. I never do it, though, because you can’t choose your torpedo loadout, equipment, or camouflage until you reload the bunker save.
ironcold
11-13-18, 07:20 PM
In main root TWOS folder, scrolling down you’ll see plenty files ending by Draggable TDW. Delete all of them and start game. It will automatically create new ones...and probably good ones :yep:
work´s! thank you :)
That’s always happened when you start your career and immediately choose a mission. I never do it, though, because you can’t choose your torpedo loadout, equipment, or camouflage until you reload the bunker save.
That’s why we have to save and load back before very first mission...i experienced it when first plane showed up... stock conning tower without flak gun :timeout: :haha:
Anyway, new version is amazing, and my black screen loading time dropped from around 3mn to 1mn 30 :)
@ Vecko:
Is there a way to get only the German flag, and not the pirate one?
Cybermat47
11-14-18, 06:28 AM
Is there a way to get only the German flag, and not the pirate one?
You should be able to edit the .eqp files of the player u-boats to only show one flag. The parts you need to edit are near the bottom, and instructions on editing the file are in the same section.
You should be able to edit the .eqp files of the player u-boats to only show one flag. The parts you need to edit are near the bottom, and instructions on editing the file are in the same section.
It worked :up:
Thanks mate :Kaleun_Cheers:
u crank
11-14-18, 02:14 PM
^^^
Reported as spam. :down:
fitzcarraldo
11-14-18, 04:31 PM
The last time I was near Cyprus I was attacked by two nasty british destroyers.
It is spam, propaganda.
Kill'em all!
Fitzcarraldo :salute:
Clyde00
11-14-18, 07:30 PM
Something change with the SH5.exe?
I purchased the Steam version and am now getting a Ubisoft launcher error code when running the SH5.exe with the 2.29 update.
Last 2.28 update, I uninstalled the launcher, as it could never connect. (Lost password and never gotten a reply for a new one)
Just wondering as I'm looking for Uplay d/l and trying to avoid a Steam reinstall and re d\l of TWOS.
Captain_AJ
11-14-18, 07:58 PM
Something change with the SH5.exe?
I purchased the Steam version and am now getting a Ubisoft launcher error code when running the SH5.exe with the 2.29 update.
Last 2.28 update, I uninstalled the launcher, as it could never connect. (Lost password and never gotten a reply for a new one)
Just wondering as I'm looking for Uplay d/l and trying to avoid a Steam reinstall and re d\l of TWOS.
Yes very clearly this can be all so frustrating .. You will not get a reply from ubi soft and that launcher Is a big hassle. However, I am The techy But I know what I have done to eliminate that hassle .. My this will help I don't know but as far as installing TWOS 2.29. That is not the issue. But the Ubi Soft is the issue. and for that, I can only offer references to this post ....
http://www.subsim.com/radioroom/showpost.php?p=2271056&postcount=173
Clyde00
11-14-18, 10:33 PM
@Capt AJ
Yeah this was the last UBI game I ever bought and will buy. I have the cd and Steam, and both are error prone it seems. Sadly, I will have to aaaarrrggh! to get rid of both Uplay and the launcher. And autosave.
Just odd that 2.28 didnt launch Uplay through the SH5.exe and 2.29 does. Was just wondering what had changed or if anything was recompiled on an older or newer executable is all. Cheers and ty ;)
Clyde00 "Just odd that 2.2.8 didn't launch Uplay through the SH5.exe"
It does for me.
Cybermat47
11-15-18, 04:56 AM
Aimed two torpedoes perfectly at a 7000 tonner, set to go under and break its back.
The detonators didn’t work :k_confused:
Fortunately the escorts didn’t spot me, so I managed to go in for another attack, and finally broke it’s back. Got spotted and dived, but they didn’t find me.
THEBERBSTER
11-15-18, 06:13 AM
Hi Guys
This is for everyone and especially Clyde.
Stating you have an error is not going to solve anything unless you state what kind of error you are having.
Game Launcher error's can be overcome once the specifics are known.
Quite often replacing the default version with this version solves the problem once and for all.
Post #97 SH5 Game Launcher Install It Anywhere On Any Drive (http://www.subsim.com/radioroom/showpost.php?p=2208573&postcount=97) > Includes Download Link
To get help of any kind please give as much detail as possible.
Peter
Clyde00
11-15-18, 11:04 AM
PROBLEM SOLVED
UPDATE: The Sh5.exe was read only for some reason o.O Permissions didn't stick to admin either.
It wouldn't take the TDW options or snapshot correctly. Fresh Steam verify and a new TWOS install with the Subsim d/l 2.29 update works great.
The SH5.exe shortcut now launches TWOS with no Uplay or and all TDW options stick in game.
Sorry for the confusion! Was just fishing around as I didn't have the problem before ;)
BTW the TDW file to disable this is located in the Generic Patcher.exe called....
TDW_SH5_Patches.s5p (sh5)...under the Advanced Users....Disable UPlay browser and Orbit if anyone else wants to know where to do it at.
scissors
11-15-18, 02:49 PM
I really like the option to disable the watch crew , being able to enable higher tc values while entering and leaving port and when stumbling upon friendly shipping saves a lot of time , makes the game more playable for me .
Ive been fiddling around with tc values in cfg files and never have been able to get it to do what i wanted, so this is great .
Captain_AJ
11-15-18, 03:54 PM
I am sure you are all on some sort of patrol and find it Find it difficult to end patrols and the re=patching to the new 2.29 .. I am the only one alone In this predicament? My current patrol, Tanker alley/operation Drumbeat, seems there are endless re-supply and so many ships running up and down the US east coast and given the fact it, Seems unlike the British Destroyers, the American are not as aggressive as the British navy destroyers, Case and Point on my third attempt .. two times traveling off the Spanish coast on the way to the US east coast . I caught a British destroyer hunter group. and got so badly damaged that twice I had to limp back to Lorient and - repair, the third attempt I learned not to go into that same zone, Well Now its 5th ship kill and hoping to survive. This is a total 0f 26th kill. so hard to re-patch start over thanks VDR for an awesome mod .. been in the campaign for 3 months now
latest kill .. this will be #5 In tanker Alley .. I love doing this :Kaleun_Salute:
https://i.imgur.com/BmSfqlj.png
One Fletcher destroyer showed up dropped 3 depth charges and gave up after 30 mins, Unlike the Brits. they will hound you until you make a mistake
https://i.imgur.com/BcuBtCL.png?1
vdr1981
11-15-18, 07:21 PM
I'm glad you like the new update guys. :salute:
I won't be able to do any modding for the next two weeks or so and my forum activity will be limited to my phone only but I'll try to leave few posts here and there anyway. :yep:
I'll monitor other posts as much as I can of course
so feel free to report any problems with current version which I could try to address in the next update.
Excellent work, starting a new campaign and testing the development of it.
Greetings.
How do you get a wolfpacks in wolves of the steel 2.2.9?
Cybermat47
11-16-18, 12:10 AM
How do you get a wolfpacks in wolves of the steel 2.2.9?
Send contact reports when you sight a convoy and shadow it.
microcat
11-16-18, 07:14 AM
Kann mir bitte jemand helfen...
Habe SH5 + Wolves of Steel neueste Version installiert wie beschrieben. Wenn ich dann SH5 starte, habe ich schon im Hauptmenue offene Fenster die ich nicht wegklicjken kann.
microcat
11-16-18, 07:25 AM
Hello,
i need help with mod Wolves of Steel.
After starting game there are open windows in main menu. i cant close them with klicks or esc.
Who knows that problem.
thanks for help..
Cybermat47
11-16-18, 07:14 PM
I felt that the 7 day cooldown of the external transfer crew ability was far, far too long, so I've made a mod to reduce it down to 5 hours: http://www.subsim.com/radioroom/downloads.php?do=file&id=5400
As always, vecko, feel free to use this in the next update if you want to :salute:
vdr1981
11-17-18, 02:31 AM
I felt that the 7 day cooldown of the external transfer crew ability was far, far too long, so I've made a mod to reduce it down to 5 hours: http://www.subsim.com/radioroom/downloads.php?do=file&id=5400
As always, vecko, feel free to use this in the next update if you want to :salute:
There is a good reason for that. Otherwise, ext.torp loading can be used as a cheat for almost instantaneous tubes loading anytime you like.
And please , specify the exact TWoS version compatibility in your mods description. I'm sure you understand why...:yep:
Muckenberg
11-17-18, 03:15 AM
Hello
I started a new career in "Happy Times" after updating and became a strange thing. During the attack on the convoy I sank the Greek tanker and the game recognized him as hostile. When I looked at the map, Greece is still neutral, with the exception of Crete. it is hostile here. I will have to look when the British have landed in Crete.
vdr1981
11-17-18, 03:31 AM
Hello
I started a new career in "Happy Times" after updating and became a strange thing. During the attack on the convoy I sank the Greek tanker and the game recognized him as hostile. When I looked at the map, Greece is still neutral, with the exception of Crete. it is hostile here. I will have to look when the British have landed in Crete.
Those are "free nations" . Search the forum(especiallyOHII thread) and documentation for more. Can't be more specific now since I'm posting from my phone.
Muckenberg
11-17-18, 04:21 AM
Thank you for answer
I took it into the war according to historical evidence. Germany invaded Greece 6.4. 1941 and therefore I was surprised. I will have to look into the fiber to OH II what the authors thought.
vdr1981
11-17-18, 05:00 AM
Thank you for answer
I took it into the war according to historical evidence. Germany invaded Greece 6.4. 1941 and therefore I was surprised. I will have to look into the fiber to OH II what the authors thought.
I'm sure Gap can give you excellent explanation what "free nations" actually are and why they are there , if you contact him...
Cybermat47
11-17-18, 05:07 AM
Thank you for answer
I took it into the war according to historical evidence. Germany invaded Greece 6.4. 1941 and therefore I was surprised. I will have to look into the fiber to OH II what the authors thought.
I believe the reason is that you don’t gain renown for sinking neutral ships, while Greek ships were being sunk quite often in real life by the u-boats before Greece was bought into the war. That neutral tonnage still counted towards decorations for the captains and crews.
So the “free Greece” solution allows you to be properly recognised for destroying Greek tonnage in British convoys while keeping “proper” Greece neutral.
Cybermat47
11-17-18, 05:30 AM
Vecko, just some things to note about the last few campaigns:
Turning Point
- It would be good to have an optional mod that allows us to start this campaign with a VII C, rather than a U-flak. U-flaks were limited to escort and aircraft trap operations in the Bay of Biscay, meaning that they missed out on the climactic convoy battles that are the focus of this campaign. The standard VII C, on the other hand, was the workhorse of these battles.
- All of the U-flaks were VII Cs, converted to U-flaks in France, so it would make more sense for a U-flak campaign to start at a French base, rather than having to transfer there from Kiel.
- - On that note, I think that the front flak gun on the U-flak should be changed to a quad 20mm by default - see the image below.
- As the French base in this campaign is La Pallice, it would make more sense for the flotilla to the the 3rd - the 9th only operated from Brest.
https://uboat.net/media/boats/photos/u441-1.jpg
Monsun Gruppe
- The starting boat for this campaign should be the type VII C, not the VII C/41. The first VII C/41, U-292, was only assigned to a combat flotilla in May 1944, while this campaign starts in March 1943.
- This campaign's flotilla should probably be the 12th, which was the only flotilla to send type VII u-boats to Penang.
- - While the 12th was based in Bordeaux, I don't think it's absolutely necessary to make that a new starting base. The 1st patrol can easily be explained as a transfer patrol between the 3rd Flotilla (La Pallice) and the 12th (Penang).
The Final Years
- I've seen Go-229s flying over Wilhelmshaven. In reality this aircraft never saw operational use, only ever existing as a prototype.
- We shouldn't be given orders to patrol the North Atlantic. At the time of the campaign, type VIIs were focusing on the arctic, English channel, and British coast. Starving Britain was no longer an option, all they could do was deprive the invasion forces of supplies.
- I haven't been able to find anything about u-boats sailing from Wilhelmshaven (at least not VII C/41s). I think it would make more sense to have the boat start at Kiel, then be transferred to Bergen during the 1st patrol. See the patrol history of U-1004: https://uboat.net/boats/patrols/u1004.html
- On the topic of bases and flotillas, the flotilla for the campaign should be the 11th. The 9th only ever operated from Brest, and was disbanded in September 1944, soon after the campaign begins. The 11th was active right up until the end of the war.
Hope you find this useful, and I'm happy to help if you want :salute:
vdr1981
11-17-18, 08:03 AM
Interesting facts and propositions indeed Cybermat, thank you. But they will have to wait untill I return home. Then, we can discuss them in more details...:yep:
Also , please confirm that you've read my twos version compatibility note.
Muckenberg
11-17-18, 12:40 PM
Hi
I have assumed that "Free Poles, France, etc." are units that continue to fight allies despite the occupation of their countries. It is obvious that I was wrong and have a different meaning. I have to admit that although they play SH5 from 2015, I still find new things for me.
excel4004
11-17-18, 02:08 PM
I'm glad you like the new update guys. :salute:
I won't be able to do any modding for the next two weeks or so and my forum activity will be limited to my phone only but I'll try to leave few posts here and there anyway. :yep:
I'll monitor other posts as much as I can of course
so feel free to report any problems with current version which I could try to address in the next update.
The latest updates were all valuable to each other and have made the simulation wonderfully evolved.
This update is really great, so in the past the crew system was still a weak point in SH5. The new changes made by you Vecko are well considered and fit for me to 100%!:yeah:
What should be the "tune" of the torpedoes in the past, in my opinion a very unrealistic nonsense! The current setting options, with the maintenance options are much more realistic and it just looks good.
I could deliver a lot more examples, in short, I'm excited about the new crewsystem!:D:up:
All this optimizes the simulation in such a wonderful way that a submarine enthusiast wishes.
Oh, I'm so excited, I got my promotions points in "the New Campaign" and I'm now standing again, East of England during the Happy Times. :salute:
Thanks again "BDU" Vecko.
:subsim:
excel4004
11-17-18, 02:16 PM
Vecko, just some things to note about the last few campaigns:
Turning Point
- It would be good to have an optional mod that allows us to start this campaign with a VII C, rather than a U-flak. U-flaks were limited to escort and aircraft trap operations in the Bay of Biscay, meaning that they missed out on the climactic convoy battles that are the focus of this campaign. The standard VII C, on the other hand, was the workhorse of these battles.
- All of the U-flaks were VII Cs, converted to U-flaks in France, so it would make more sense for a U-flak campaign to start at a French base, rather than having to transfer there from Kiel.
- - On that note, I think that the front flak gun on the U-flak should be changed to a quad 20mm by default - see the image below.
- As the French base in this campaign is La Pallice, it would make more sense for the flotilla to the the 3rd - the 9th only operated from Brest.
https://uboat.net/media/boats/photos/u441-1.jpg
Monsun Gruppe
- The starting boat for this campaign should be the type VII C, not the VII C/41. The first VII C/41, U-292, was only assigned to a combat flotilla in May 1944, while this campaign starts in March 1943.
- This campaign's flotilla should probably be the 12th, which was the only flotilla to send type VII u-boats to Penang.
- - While the 12th was based in Bordeaux, I don't think it's absolutely necessary to make that a new starting base. The 1st patrol can easily be explained as a transfer patrol between the 3rd Flotilla (La Pallice) and the 12th (Penang).
The Final Years
- I've seen Go-229s flying over Wilhelmshaven. In reality this aircraft never saw operational use, only ever existing as a prototype.
- We shouldn't be given orders to patrol the North Atlantic. At the time of the campaign, type VIIs were focusing on the arctic, English channel, and British coast. Starving Britain was no longer an option, all they could do was deprive the invasion forces of supplies.
- I haven't been able to find anything about u-boats sailing from Wilhelmshaven (at least not VII C/41s). I think it would make more sense to have the boat start at Kiel, then be transferred to Bergen during the 1st patrol. See the patrol history of U-1004: https://uboat.net/boats/patrols/u1004.html
- On the topic of bases and flotillas, the flotilla for the campaign should be the 11th. The 9th only ever operated from Brest, and was disbanded in September 1944, soon after the campaign begins. The 11th was active right up until the end of the war.
Hope you find this useful, and I'm happy to help if you want :salute:
WOW Cybermat47, very well researched :D, hope Vecko can change one or the other in the game through it.
:subsim:
Lestart44
11-17-18, 07:06 PM
hey everybody i star the next patrol after updating to 2.29 ( thanks again for a super update and great work Vecko :). now when i'm at the team overview and i want to click on the picture of my sound guy the game crashes . do You have any ideas what can i do because i want to update and
award the guy :):Kaleun_Salute:
Cybermat47
11-18-18, 01:41 AM
Also , please confirm that you've read my twos version compatibility note.
Yep, the description has been updated.
hey everybody i star the next patrol after updating to 2.29 ( thanks again for a super update and great work Vecko :). now when i'm at the team overview and i want to click on the picture of my sound guy the game crashes . do You have any ideas what can i do because i want to update and
award the guy :):Kaleun_Salute:
Have you started a new career?
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