View Full Version : [REL]The Wolves of Steel - SH5 Megamod
Krieg Francis
11-18-18, 08:04 AM
Congrats about the latest version. I'm so glad the installer now includes everything of everything, this keeps getting better!
:Kaleun_Salute:
Cybermat47
11-18-18, 08:10 AM
Some more notes, this time in regards to the first two campaigns.
Coastal Waters
- The opening mission against the Polish Navy at Danzig, while fun, is inaccurate. No u-boats were involved in the attack. They had been sent out to the Atlantic, to be ready to attack British shipping. Therefore, it would be more accurate for the player to start at their German base, with Atlantic patrol missions available from the beginning.
- - But again, the Polish missions are fun. Perhaps the more accurate starting situation can be an optional mod?
- As the player is in the 2nd Flotilla, the only German bass they operate from should be Wilhelmshaven. The 2nd Flotilla was only based in Kiel for a few weeks in September 1936.
- Currently, the VII A only has the early war tower, with the flak gun on the deck. However, at some point (probably the winter of 39-40, like the VII Bs), this tower was changed to the enlarged type seen on the VII B and similar to that of the VII C. I’m not sure if it’s possible to make this an option for the VII A, though.
The Happy Times
- The player is again in the 2nd Flotilla in this campaign, and so the transfer of bases from Wilhelmshaven to Lorient needs no changing. However, the 2nd Flotilla never operated the type VII B (the default for this campaign). All the VII Bs at the time, including the famous U-47, U-48, U-99, and U-100, were in the 7th Flotilla. To be historically accurate, then, the player should be in the 7th Flotilla and start in Kiel, then transfer to St Nazaire.
- - However, if the player keeps their VII A from Coastal Waters, then they should still be in the 2nd Flotilla for this campaign, as no VII As were in the 7th. Another optional mod, perhaps?
I hope I’m not coming across as demanding, just want to help you make SH5 with TWoS the best it can possibly be.
Lestart44
11-18-18, 12:16 PM
i have done now a complete reinstallation and the same problem . anybody has a advice ?
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:
vdr1981
11-18-18, 01:11 PM
i have done now a complete reinstallation and the same problem . anybody has a advice ?
Where did you download the update? Post a link...
Lestart44
11-18-18, 03:40 PM
i'm sorry that was my fault i didint read that it is not savegame compatible. sorry very much. now i have to start new :D my captain look book of 2 year goes to trash :(
Cyborg322
11-18-18, 08:45 PM
re; update 2.29 . Some sensible changes much appreciated
vdr1981
11-19-18, 04:49 AM
Yep, the description has been updated.
Any specific reason why do you still keep your mod for free torpedo preheating up?
Also, keep in mind that your addon mods will most probably become incompatible with almost every new TWoS update,so please make sure to update them accordingly.
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.
I'm sure Gap can give you excellent explanation what "free nations" actually are and why they are there , if you contact him...
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.
Vdr1981 and Cybermat47 are absolutely correct in stating that the Greek ships we see in convoys even before Italy and Germany declared war on Greece, are from the "free greek" roster, i.e. a "fake nation", whose vessels sail under the Greek ensign, which is set as our enemy throughout the war.
In the past, Allied convoys that we see in game featured a mix of Allied and neutral ships. This was in accordance with historical records indeed. Nonetheless, gamewise, the practice of creating "mixed" convoys is undesiderable for at least two reasons:
as noted before by Cybermat47, neutral vessels in allied convoys were considered valid targets by the Germans, but their sinking in game is not followed by the awarding of the usual renown points (actually, there should be a penalty instead); there are ways to change that, but then the player would be awarded rewnown points even for the sinking of "real" neutral ships outside convoys.
neutral ships in convoys react differently than enemy ones when the convoy is attacked. Mixing them in one convoy often results in collisions and messy AI behaviours because of the different evasive maneuvers put in place.
Creating "free" copies of some nations was the easiest workaround to obviate the above problems while still keeping realistical convoy compositions. More in general, those "free nations" are also useful for representing:
a) neutrality patrols and convoy escorts accomplished by US warships and aicraft, before the Americans entered war
b) those neutral merchants that, early in the war, contravened one or more of the German prize rules, and for that reason were considered valid targets even though they were not sailing in convoys:
armed merchant ships or unarmed ships that posed any sort of threat (e.g. by sending S.O.S. messages on being stopped for inspection by German U-boats);
merchant ships that were caught in British waters in the act of smuggling goods to/from the UK;
merchant ships that did not sport obvious national markings (i.e. national ensign and/or neutrality markings on their hulls);
merchant ships that sailed unlit at night;
zig-zagging ships, or ships that put in place other evasive maneuvers
c) ships that kept sailing on the Allied side, despite their nation being conquered by the Germans and becoming a Nazi puppet state (Free France being a good example of that, the only "Free" nation also featured in vanilla game btw).
Vecko, just some things to note about the last few campaigns...
Some more notes, this time in regards to the first two campaigns...
Interesting notes Cybermat47! :up:
I love your attention to historical realism and I like seeing that I am not the only history fanatic here. Since I took part in the development of the Baltic Operations campaign by providing Trevally with the results of my historical research, I think I can answer your remarks on it.
To start off, this campaign was not present in stock game. As you probably remember, in its stead there was a quite meagre and poorly designed tutorial taking place in the middle of the Baltic Sea during the first hours of the invasion of Poland. I think it was my idea replacing it with a proper campaign, starting a few days earlier in Memel. The idea originated from the "discovery" that three Type VII-A U-boats assigned to the 2nd U-Flotille (U-31, U-32 and U-35) started their first patrols in active service from Memel, departing from there on 27 August and docking at Wilhelmshaven (U-31) and Kiel (U-32 and U-35) between the 1st and the 2nd day of September after a short stay in the Danzig Bay. I think I have read somewhere (though I cannot remember the source) that their order was to intercept and follow, unseen, the Polish warships escaping to England on the eve of the Polish invasion; their patrol was obviously uneventful though, as the Peking Plan (https://en.wikipedia.org/wiki/Peking_Plan) had taken place a few days earlier, unbeknownst to the German intelligence. Taking the cue from the episode above, my initial idea (further elaborated by Trevally) was for us to be instructed by B.d.U. to station in the Danzig Bay and intercept/shadow/report any Polish warship outbound from there.
Further inspiration came fro Operation Rurka (a failed attempt to mine the entrances to the Danzig Bay, during which the Polish minelayer ORP Gryf was bombed by German Stuka's) and from the subsequent Battle of Danzig Bay (https://en.wikipedia.org/wiki/ORP_Gryf_(1936)). Indeed, no U-boat actually took part in any of those actions, but I and Trevally thought it fit to force history a bit and to let the player starting his career with a short and not too demanding prelude with many scripted and "cinematic" events before the more challenging campaigns that take place in the North Sea and in the Atlantic. Since Vecko has removed tonnage requirements from SH5, I think nothing prevents the player from ignoring orders and heading directly for Kiel, in time for starting the ramaining objectives of "Coastal Waters" directly from there beginning from September 1st. All is needed not to wait too long in bunker, is this little utility by Trevally: http://www.subsim.com/radioroom/downloads.php?do=file&id=3388
I think that's all for now. More general remarks by me in the next days :salute:
Tonci87
11-19-18, 03:42 PM
Interesting notes Cybermat47! :up:
I love your attention to historical realism and I like seeing that I am not the only history fanatic here. Since I took part in the development of the Baltic Operations campaign by providing Trevally with the results of my historical research, I think I can answer your remarks on it.
To start off, this campaign was not present in stock game. As you probably remember, in its stead there was a quite meagre and poorly designed tutorial taking place in the middle of the Baltic Sea during the first hours of the invasion of Poland. I think it was my idea replacing it with a proper campaign, starting a few days earlier in Memel. The idea originated from the "discovery" that three Type VII-A U-boats assigned to the 2nd U-Flotille (U-31, U-32 and U-35) started their first patrols in active service from Memel, departing from there on 27 August and docking at Wilhelmshaven (U-31) and Kiel (U-32 and U-35) between the 1st and the 2nd day of September after a short stay in the Danzig Bay. I think I have read somewhere (though I cannot remember the source) that their order was to intercept and follow, unseen, the Polish warships escaping to England on the eve of the Polish invasion; their patrol was obviously uneventful though, as the Peking Plan (https://en.wikipedia.org/wiki/Peking_Plan) had taken place a few days earlier, unbeknownst to the German intelligence. Taking the cue from the episode above, my initial idea (further elaborated by Trevally) was for us to be instructed by B.d.U. to station in the Danzig Bay and intercept/shadow/report any Polish warship outbound from there.
Further inspiration came fro Operation Rurka (a failed attempt to mine the entrances to the Danzig Bay, during which the Polish minelayer ORP Gryf was bombed by German Stuka's) and from the subsequent Battle of Danzig Bay (https://en.wikipedia.org/wiki/ORP_Gryf_(1936)). Indeed, no U-boat actually took part in any of those actions, but I and Trevally thought it fit to force history a bit and to let the player starting his career with a short and not too demanding prelude with many scripted and "cinematic" events before the more challenging campaigns that take place in the North Sea and in the Atlantic. Since Vecko has removed tonnage requirements from SH5, I think nothing prevents the player from ignoring orders and heading directly for Kiel, in time for starting the "Coastal Waters" campaign from its onset on September 1st. All is needed no to wait too long in bunker, is this little utility by Trevally: http://www.subsim.com/radioroom/downloads.php?do=file&id=3388
I think that's all for now. More general remarks by me in the next days :salute:
And I think designing that first mission as it is was a great idea. It really is a nice start to the game that is not too demanding
Watching those destroyers get lit up by Stukas never gets old, although the stukas seems to be Stuka G Variants, something that was not around until 1943.
Would much prefer for Stuka waves to drop their bombs until the ships sink, instead of sticking around and strafing with their guns.
And I think designing that first mission as it is was a great idea. It really is a nice start to the game that is not too demanding
Watching those destroyers get lit up by Stukas never gets old, although the stukas seems to be Stuka G Variants, something that was not around until 1943.
You must be an aviation history expert if you can spot from your periscope the difference between a squadron of Ju 87C and one of Ju 87G dive bombers, but you don't bother mentioning that the Polish minelayer being bombed is actually an R-class British destroyer lol :D
Would much prefer for Stuka waves to drop their bombs until the ships sink, instead of sticking around and strafing with their guns.
I agree. My knowledge on SH5 AI is nearly equal to zero, but going by what TDW used to say on it, AI routines for aircraft are too limited for simulating the proper strategy for each situation... :-?
vdr1981
11-19-18, 06:01 PM
A breath of fresh air after 100 BRT of how do I do this-how do I do that posts...:)
That was a good reading Gap...:yep:
If you can, please make a few comments about other Cybermat's campaign remarks. There are some interesting stuff there but I would also like to hear your opinion as well...
A breath of fresh air after 100 BRT of how do I do this-how do I do that posts...:)
Hahah, I agree, IMO at this point there should be two semparate TWoS sticky threads: one for questions and technical support and another one for research, suggestions and mod development :D
That was a good reading Gap...:yep:
If you can, please make a few comments about other Cybermat's campaign remarks. There are some interesting stuff there but I would also like to hear your opinion as well...
Roger that, Sir. I will follow orders at the earliest convenience. Tomorrow probably :salute:
Cybermat47
11-20-18, 12:57 AM
Interesting notes Cybermat47! :up:
I love your attention to historical realism and I like seeing that I am not the only history fanatic here. Since I took part in the development of the Baltic Operations campaign by providing Trevally with the results of my historical research, I think I can answer your remarks on it.
Interesting stuff, I have to admit I was completely ignorant about the Memel u-boats. The patrol data on uboat.net correlates with your info. And, as you say, it’s historically plausible that one of these boats could have been ordered to spy on the Polish Navy in Danzig Bay.
BTW Vecko, here’s some info on the 2nd and 7th Flotillas, including what types they operated and where their bases were.
https://uboat.net/flotillas/2flo.htm
https://uboat.net/flotillas/7flo.htm
Currently reading Dönitz and the U-Boat warfare by Peter Padfield, i was wondering if it could be possible to add some new missions for nice change in gameplay...just to add some more variety, but according to historical data.
At some time of the Atlantic war (I could give the exact date just looking back through the book) when Dönitz got the first serious setback, he decided to send few U-Boats as minelayers…without carrying any torpedoes, wich were replaced by mines.
Would it be possible to settle some mission as the spy mission, but instead of launching a life boat, launching a mine?
We could have to launch 4/5 mines in same mission in some hot spot…
Don’t know if it is doable though :)
Tonci87
11-20-18, 11:35 AM
You must be an aviation history expert if you can spot from your periscope the difference between a squadron of Ju 87C and one of Ju 87G dive bombers, but you don't bother mentioning that the Polish minelayer being bombed is actually an R-class British destroyer lol :D
I agree. My knowledge on SH5 AI is nearly equal to zero, but going by what TDW used to say on it, AI routines for aircraft are too limited for simulating the proper strategy for each situation... :-?
Well compromises have to be made :D
There is something that has been bothering me for a while and I hope that someone here might have a proper answer.
How exactly did Type VII U-Boats determine the targets speed, range and AOB?
We have multiple options in game, but how realistic are those?
For example, I have read somewhere that the boats did not have a stadimeter to measure the range as we do in game. But I can´t find sources that are clear on that.
How realistic are the RAOBF and the U-jagd clock?
I already know that the backside of the attack disc we have in game, was not present on Kriegsmarine attack discs.
Lanzfeld
11-20-18, 12:20 PM
I have read that early both did have a statimeter on them but it was taken out for some reason. I think uboat captains used the redicle to estimate distance. The lines on the left-hand side of the periscope view.
Tonci87
11-20-18, 04:22 PM
it seems as if, for some reason, Germany stopped fitting Stadimeters to u-Boats during wartime. I guess they were expensive.
It seems as if the Stadimeter could also be used horizontally to get the targets AOB after entering the ships length.
See here
http://www.tvre.org/en/acquiring-torpedo-firing-data
The range and AOB finding device looks very much like the RAOBF we have in game, only that the ingame RAOBF is not linked to a stadimeter.
Any chance to implement a stadimeter function for the RAOBF?
So that the inner ring moves automatically when you use the stadimeter?
See here:
http://www.tvre.org/demos/demo_3/index.html?setLng=en-US
that is a demo of only the rangefinding function. The AOB finding function would offset the image horizontally.
Could it be possible to implement a horizontal stadimeter?
Geoff then
11-22-18, 06:45 AM
Is this mod multiplayer-compatible?
Sorry in advance, if this question has been answered before somewhere around here.
cheers :Kaleun_Salute:
Cybermat47
11-22-18, 06:48 AM
Is this mod multiplayer-compatible?
Sorry in advance, if this question has been answered before somewhere around here.
cheers :Kaleun_Salute:
If the other person is running the same version of the mod, and the same additional mods.
Hi guys,
For testing purpose against destroyers, i tried to get back my U-mark to see the sub direction in external view when underwater, but no way...:hmmm:
I deactivated the real nav mod of course, activated the map contacts settings, but still nothing.
I have the U-Mark dds in my data/misc nevertheless.
What did i missed to get this visual icon back? Or maybe it’s impossible with TWOS?
Tonci87
11-22-18, 01:43 PM
Regarding the U-Jagd clock:
Apparently this clock was originally intended to be used on German Sub hunters to measure the speed of the submarine being hunted.
However it was also used by U Boat crew, so it can be assumed that it is historically accurate if you use it to measure the speed of a target vessel.
Does everybody know how it is used or should I write a little how-to?
THEBERBSTER
11-22-18, 04:28 PM
Hi Fifi
Take a look at this.
External U-Boat Markers by Venatore > TWoS Compatible > Enable JSGME (http://subsim.com/radioroom/downloads.php?do=file&id=702)
https://i.postimg.cc/FKKKdtz4/External_Coloured_U-_Boat_Markers.jpg
Peter
Hi Fifi
Take a look at this.
External U-Boat Markers by Venatore > TWoS Compatible > Enable JSGME (http://subsim.com/radioroom/downloads.php?do=file&id=702)
https://i.postimg.cc/FKKKdtz4/External_Coloured_U-_Boat_Markers.jpg
Peter
Yes Peter, i tried those too... without success... don’t know why i can’t get this damn U mark back :o
Oh well...
vdr1981
11-23-18, 04:20 AM
Hi Fifi
Take a look at this.
External U-Boat Markers by Venatore > TWoS Compatible > Enable JSGME (http://subsim.com/radioroom/downloads.php?do=file&id=702)
https://i.postimg.cc/FKKKdtz4/External_Coloured_U-_Boat_Markers.jpg
Peter
No one noticed that this is a mod for SH3?
THEBERBSTER
11-23-18, 05:00 AM
Hi Fifi
Picture in medium fog at 19 meters.
https://i.postimg.cc/j52zWfgN/Red-U-Marker.jpg
Peter
:hmmm: there is something in my settings that is making U-Mark not effective, but i’m stuck on this.
Full clean reinstall is still the same, even with difficulty settings set to zero!
That’s quite incredible and a bit ridiculous to not be able to get this noob setting!
:haha:
Torpedo
11-23-18, 06:04 AM
:hmmm: there is something in my settings that is making U-Mark not effective, but i’m stuck on this.
Full clean reinstall is still the same, even with difficulty settings set to zero!
That’s quite incredible and a bit ridiculous to not be able to get this noob setting!
:haha:
Hi Fifi!
I do not know if it's the solution to your problem, but by clicking on "Ctrl + Del (NumPad)" the U-Mark disappears or reappears like a switch.
Torpedo :Kaleun_Cheers:
Hi Fifi!
I do not know if it's the solution to your problem, but by clicking on "Ctrl + Del (NumPad)" the U-Mark disappears or reappears like a switch.
Torpedo :Kaleun_Cheers:
Thanks for the tip Torpedo will try to see if it works :up:
No chance Torpedo... still nothing ...
I think i’ll Give up with that :timeout:
Torpedo
11-23-18, 09:59 AM
Hi Fifi!
I'm sorry for the questions but:
-Do you have TWoS 2.2.0 installed?
Then you should have the file "UMark.dds" 5.616 bytes in the data\Misc\ folder.
-Do you have TWoS 2.0.0 installed?
Then in the data\Misc\ folder you have the file "UMark.dds-remove" 0 bytes. This file is enabled by TWoS 2.0.0 and also by TWoS 1.0.6 which deletes the original "UMark.dds" file, so this version removes the "UMark.dds" file and you can not get the U-Mark.
To get the U-Mark with 2.0.0, after installation, you have to delete the file "UMark.dds-remove" in data\Misc\ and in the same folder you have to put the original "UMark.dds" file, if you saved it. If you can not find the original file, I can pass it, or you can use the TheBerbster mod with JSGME.
The version 2.2.0 does not contain the file "UMark.dds-remove" so no problem, but before activating 2.2.0 check that "UMark.dds-remove" is not already present in the data\Misc\ folder of SH5, in case affirmative you have to delete it and, if there is not the file, then insert the original file "UMark.dds" or use the TheBerbster's mod with JSGME and finally activate TWoS 2.2.0.
Torpedo :Kaleun_Salute:
fitzcarraldo
11-23-18, 12:08 PM
Dear Kaleuns: Be more agressive. Do not use Umark :Kaleun_Mad:
Fitzcarraldo :Kaleun_Salute:
Hi Fifi!
I'm sorry for the questions but:
-Do you have TWoS 2.2.0 installed?
Then you should have the file "UMark.dds" 5.616 bytes in the data\Misc\ folder.
-Do you have TWoS 2.0.0 installed?
Then in the data\Misc\ folder you have the file "UMark.dds-remove" 0 bytes. This file is enabled by TWoS 2.0.0 and also by TWoS 1.0.6 which deletes the original "UMark.dds" file, so this version removes the "UMark.dds" file and you can not get the U-Mark.
To get the U-Mark with 2.0.0, after installation, you have to delete the file "UMark.dds-remove" in data\Misc\ and in the same folder you have to put the original "UMark.dds" file, if you saved it. If you can not find the original file, I can pass it, or you can use the TheBerbster mod with JSGME.
The version 2.2.0 does not contain the file "UMark.dds-remove" so no problem, but before activating 2.2.0 check that "UMark.dds-remove" is not already present in the data\Misc\ folder of SH5, in case affirmative you have to delete it and, if there is not the file, then insert the original file "UMark.dds" or use the TheBerbster's mod with JSGME and finally activate TWoS 2.2.0.
Torpedo :Kaleun_Salute:
I have V2.2.9 installed fresh, that comes without any U-Mark DDS in Misc folder.
So I copied original SH5 U-Mark in Misc folder.
I don’t have any U-Mark remove DDS by the way.
Even with the U-Mark mod activated in Jsgme (coming from SH3) it’s not working.
So i suspect some setting in OFEV or in TDW Patcher that interact the U-Mark...but can’t see wich setting :o
Dear Kaleuns: Be more agressive. Do not use Umark :Kaleun_Mad:
Fitzcarraldo :Kaleun_Salute:
:haha: of course! It was just to test some evading process and attacking process against destroyers... easier to quickly see what’s going on, on surface :yep:
jscharpf
11-23-18, 12:57 PM
Dear Kaleuns: Be more agressive. Do not use Umark :Kaleun_Mad:
Fitzcarraldo :Kaleun_Salute:
:Kaleun_Salute::Kaleun_Thumbs_Up:
I don't know what the outside of my boat looks like lol.
vdr1981
11-23-18, 04:13 PM
So i suspect some setting in OFEV or in TDW Patcher that interact the U-Mark...but can’t see wich setting :o
I'm not aware of such settings. Umark.dds file is removed during the mod installation process and that's about it...
I'm not aware of such settings. Umark.dds file is removed during the mod installation process and that's about it...
:hmmm:
So an other computer mystery to me :k_confused:
No big deal anyway :salute:
THEBERBSTER
11-24-18, 09:02 AM
Hi Fifi
Try this.
Enable with JSGME
https://www.mediafire.com/file/ja2a652mf6fp9f1/UMark_Stock_dds_file.zip/file
https://i.postimg.cc/FsytrpKf/UMark-Stock.jpg
Peter
Hi Peter,
Nope doesn’t work.
It’s very kind of you, but i had already the stock U-mark in my misc folder :yep:
I always keep a clean vanilla SH5 on external drive, in case i need some file...
That’s why i suspect some setting somewhere in my game that is hiding this damn U-mark. She is there but i can’t see it :06:
That’s not a big problem as in career i play real nav, but for testing few things it’s easier with it.
Echolot
11-24-18, 01:02 PM
Is this mod multiplayer-compatible?
Sorry in advance, if this question has been answered before somewhere around here.
cheers :Kaleun_Salute:
Has anyone tried that? I tested it a long time ago with TWOS and as soon as a torpedo hit a ship, the game crashed. Always. This did not happen with my own mod soup. I mainly want to play multiplayer and I would like to know if anyone got it to work. Any other mod soups that make the mp work and fun would also be of interest. I played my mod soup with up to 8 players in the past but after around one hour the game crashed most of time. Shorter missions were playable with lot of fun and immersion. There is nothing better than play selfmade missions with friends on teamspeak all night long.
Thank you, captains.
:subsim:
Jeff-Groves
11-24-18, 04:16 PM
Hi Peter,
Nope doesn’t work.
It’s very kind of you, but i had already the stock U-mark in my misc folder :yep:
I always keep a clean vanilla SH5 on external drive, in case i need some file...
That’s why i suspect some setting somewhere in my game that is hiding this damn U-mark. She is there but i can’t see it :06:
That’s not a big problem as in career i play real nav, but for testing few things it’s easier with it.
Each Sub's Cam data calls the UMark. IF ANY PATCH OR MOD REMOVED THIS? You will never see the UMark.
List ALL mods or patches to help sort the issue.
You can open the Cam file with S3D and see if it is listed.
DO NOT USE S3D TO EDIT THE FILES!
You'd need the updated stuff for S3D to work with SH5 then it's an unsupported option.
vdr1981
11-25-18, 05:48 AM
FewHas anyone tried that? I tested it a long time ago with TWOS and as soon as a torpedo hit a ship, the game crashed. Always. This did not happen with my own mod soup. I mainly want to play multiplayer and I would like to know if anyone got it to work. Any other mod soups that make the mp work and fun would also be of interest. I played my mod soup with up to 8 players in the past but after around one hour the game crashed most of time. Shorter missions were playable with lot of fun and immersion. There is nothing better than play selfmade missions with friends on teamspeak all night long.
Thank you, captains.
:subsim:
I remember I updated all mp missions in one of the previous updates to be compatible with TWoS changes (check changelogs). You should try again and tell us what is going on.:yep:
vdr1981
11-25-18, 06:05 AM
Also guys, does anyone play or has been playing recently Mediterranean campaigns?
I'd like to hear from you general game stability impressions regarding these two campaigns and if possible stability comparison with other regular campaign chapters.
I recently had few strange game crashes in BoM campaign but I'm not quite sure are they caused by my overmodded and broken test installation or by something else. Looking forward for your reports guys.:salute:
Never reached Mediterranean campaign so far, with each career restart required for updates :D
But as soon as i will pass the Gibraltar strait i will report for sure...or maybe should i start a Mediterranean dedicated career? ...just to see :hmmm:
jscharpf
11-25-18, 10:32 AM
I don't know if this is an SH5 issue or TWOS issue but I cannot place supermarks anywhere. I understand I need to have a previous supermark or a sub mark already on the map??
Since I am using Real Nav I have no sub mark, and I don't have any previous supermarks..
I've tried zooming way out, putting random marks around, etc.. still can't place a supermark.
Am I missing something?
Jeff
To end the story of my U-mark: (:D)
Was back in my current career, playing with real nav mod and 90% realism (just external view enable) when i attacked a nice convoy...
Submerged right in the middle of convoy, i destroyed a Cimmaron tanker and i decided to take a close look with my external camera to the tanker sinking...
You know what??
My U-mark was there!! :har:
I broke the engagement because out of ammos, and leave the place.
Next diving, my U-mark was gone again! :o
Just to illustrate the unbelievable mechanics of computing :haha:
Torpedo
11-26-18, 04:32 AM
To end the story of my U-mark: (:D)
Was back in my current career, playing with real nav mod and 90% realism (just external view enable) when i attacked a nice convoy...
Submerged right in the middle of convoy, i destroyed a Cimmaron tanker and i decided to take a close look with my external camera to the tanker sinking...
You know what??
My U-mark was there!! :har:
I broke the engagement because out of ammos, and leave the place.
Next diving, my U-mark was gone again! :o
Just to illustrate the unbelievable mechanics of computing :haha:
Hi Fifi!
I noticed something about the U-Mark. Without the Real Navigation, with the external view when I am at the periscope depth the U-Mark is invisible :hmmm:, ie about 12 meters. If I increase the depth then the U-Mark appears only when I am at least at the depth of about 15 meters and always remains visible at greater depths. I tried up to 80 meters.:yeah:
You can try, with or without Real Navigation, to see if it happens to you too.:D
Torpedo
Hi Fifi!
I noticed something about the U-Mark. Without the Real Navigation, with the external view when I am at the periscope depth the U-Mark is invisible :hmmm:, ie about 12 meters. If I increase the depth then the U-Mark appears only when I am at least at the depth of about 15 meters and always remains visible at greater depths. I tried up to 80 meters.:yeah:
You can try, with or without Real Navigation, to see if it happens to you too.:D
Torpedo
BINGO! You are right Torpedo :up:
U-mark is appearing at 15m depth and vanishing above 15m :o
I didn’t know that!
Even with real nav mod activated, if you have pasted a new U-mark in the misc folder of course (because TWOS delete it at install)
Now i don’t understand why it is vanishing above 15m...or at least i don’t understand the purpose of it.
Or you don’t want it (and you delete it) or you want it permanently!
Torpedo
11-26-18, 06:40 AM
BINGO! You are right Torpedo :up:
U-mark is appearing at 15m depth and vanishing above 15m :o
I didn’t know that!
Even with real nav mod activated, if you have pasted a new U-mark in the misc folder of course (because TWOS delete it at install)
Now i don’t understand why it is vanishing above 15m...or at least i don’t understand the purpose of it.
Or you don’t want it (and you delete it) or you want it permanently!
The reason why the U-Mark is visible only under 15 meters, I think it is hidden in sh5.exe, ie it is hard coded in my opinion and anyway when the uboot is in the process of crash dive. In the vanilla version 1.2, diving to the periscope depth of 12 meters, with the exterior view the uboot was still visible for the transparency of the water. Then the following mods have eliminated the transparency for realism so at 12 meters the uboot was practically invisible, but the mods did not change the switch of 15 meters to make the U-Mark visible at lower depths. I think it's a hard problem to solve. Or as you say, an on / off switch to make the U-Mark appear when the uboot is diving, regardless of depth. Anyway below 15 meters clicking on "Ctrl + Del (NumPad)" the U-Mark disappears or reappears like a switch.
Torpedo
Tobias1976
11-26-18, 10:29 AM
Hello Kaleun's,
first, a big "thank you" for this great mod, I was really surprised, that there is a major mod like this for this old game, which is still avelaible and "in progress".
Execuse my question, but I am desperate ;).
I am trying to find a way, how I can use the auto TDC. At the harbour, before I goes on first mission, I disabled the option "manuel targeting".
Then, I klick the space bar, my 1WO tells me that "target is locked", I have also opened the tubes, but the torpedos are going straight ahead, like as manuel targeting.
Did I forget something? I don't wanna use a clock, or anything else from manuel targeting. I know, thats lacy, but I am old and want that my officer did his job ;).
Thanks a lot, if you can bring me on the right way, Sir's :)
Edit: Problem solved, after reading some posts, sorry. My mistake as, that I used the space bar, like at vanilla game, to use the auto TDC. Now I know, that I must just hold the UZO above the target, and press the fire button :). That is REALLY a auto TDC, lol. Saved my day, and maybe my motivation is high enough, to learn the manuell TDC.
fitzcarraldo
11-26-18, 10:46 AM
Hello Kaleun's,
first, a big "thank you" for this great mod, I was really surprised, that there is a major mod like this for this old game, which is still avelaible and "in progress".
Execuse my question, but I am desperate ;).
I am trying to find a way, how I can use the auto TDC. At the harbour, before I goes on first mission, I disabled the option "manuel targeting".
Then, I klick the space bar, my 1WO tells me that "target is locked", I have also opened the tubes, but the torpedos are going straight ahead, like as manuel targeting.
Did I forget something? I don't wanna use a clock, or anything else from manuel targeting. I know, thats lacy, but I am old and want that my officer did his job ;).
Thanks a lot, if you can bring me on the right way, Sir's :)
Edit: I found an post here, that maybe my mistake is, to lock target with space bar. But is it really true, to use auto TDC, just klick the target on map, and press fire? I'll find out :)
See if the dials of your vorhältreuchner (TDC) move when you move your scope. If yes, you have Auto Targeting. Between the two upper dials there is a button to active/deactivate the Auto TDC. If red, Auto TDC is ON.
Good luck!
Fitzcarraldo :Kaleun_Salute:
Tobias1976
11-26-18, 10:58 AM
See if the dials of your vorhältreuchner (TDC) move when you move your scope. If yes, you have Auto Targeting. Between the two upper dials there is a button to active/deactivate the Auto TDC. If red, Auto TDC is ON.
Good luck!
Fitzcarraldo :Kaleun_Salute:
Lol, thanks Sir. I just tried it, like I read, and both polish destroyers was hitten. Now I am looking for the button you mean, and the dials :).
Edit: Thank you, It is like you say. Red button, changing parameters on the dials, again the targets on ground of sea.
Tobias1976:
This could help you (http://subsim.com/radioroom/showthread.php?t=224627) with introduction to precise targeting of your preys :)
THEBERBSTER
11-26-18, 02:41 PM
A Warm Welcome To The Subsim Community > Tobias1976
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
Post #146 Auto TDC Targeting Without Using 3 Circles > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2248685&postcount=146)
Hi Vecko, i know we already talked about this, but anyway :)
I saw that you altered Hydrophone texts -data/Menu/menu.txt:
826=-
827=Contact
828=Contact
829=Contact
This is better than before, but in my opinion this is even better to have:
826=-
827=-
828=-
829=-
because this way, the dash stays no mater if i hear contact or not, so i have really focus for what i hear and i can tell its small step in editor, but huge step in immersion when you hunt :03:
This is just notice, i always edit it this way when i patch.
Gutte Jadd Her Commandant :salute:
Hehe, my first patrol of this year begins and the first vinyl in turntable is gegen nach engeland :D
scissors
11-26-18, 09:41 PM
So impressed with what this mod has become .
It is so good in fact that its kind of bumming me out that i dont need to further mod my game .
Seems that was part of the fun for me .
Is there any chance someone could post/ or link a list of WOS compatible mods .
I know that with some finagling Coratios works well, and im using the captains icons . but im kind of scared to just go off on my own for fear of ruining what is a fairly flawless installation so far .
Cybermat47
11-26-18, 11:18 PM
So impressed with what this mod has become .
It is so good in fact that its kind of bumming me out that i dont need to further mod my game .
Seems that was part of the fun for me .
Is there any chance someone could post/ or link a list of WOS compatible mods .
I know that with some finagling Coratios works well, and im using the captains icons . but im kind of scared to just go off on my own for fear of ruining what is a fairly flawless installation so far .
I use the following mods with TWoS:
- sobers green spinning thing SH5
- VII-B 1940 Turm for Historical Missions
- Historical Torpedo Ranges and Speeds
- D-Day Langings
- WolfPack Wotan
- Shorter External Transfer Cooldown
- Battle of the Denmark Strait
- Auxiliary Cruiser Guns v.1.5.00
- OHII Type IID patch by Cybermat47
- The Ships That Never Were v.1.0.00
scissors
11-27-18, 01:07 AM
I use the following mods with TWoS:
- sobers green spinning thing SH5
- VII-B 1940 Turm for Historical Missions
- Historical Torpedo Ranges and Speeds
- D-Day Langings
- WolfPack Wotan
- Shorter External Transfer Cooldown
- Battle of the Denmark Strait
- Auxiliary Cruiser Guns v.1.5.00
- OHII Type IID patch by Cybermat47
- The Ships That Never Were v.1.0.00
Ty for the suggestions and also for your work modding . I am especially looking forward to the faster torpedoes !
Hi guys,
Is there a way to completely get rid of the TAI map little icon?
(The one to expand it that is always present bottom right screen)
Because i’m Playing 2560X1440 reso, and followed the immersive HUD of Peter’s tutorials (that is hidding everyting until you mouse over) but this damn little icon is always there...sometimes bottom right screen, sometimes up right screen :hmmm:
TAI map is deactivated in OFEV, and i have also set its height/width to zero...but no success.
I can post a screen shot of this icon remaining if needed.
fitzcarraldo
11-27-18, 12:54 PM
Hi guys,
Is there a way to completely get rid of the TAI map little icon?
(The one to expand it that is always present bottom right screen)
Because i’m Playing 2560X1440 reso, and followed the immersive HUD of Peter’s tutorials (that is hidding everyting until you mouse over) but this damn little icon is always there...sometimes bottom right screen, sometimes up right screen :hmmm:
TAI map is deactivated in OFEV, and i have also set its height/width to zero...but no success.
I can post a screen shot of this icon remaining if needed.
I press Shift + Z to clean the screen. My taste...
Fitzcarraldo :Kaleun_Salute:
Tobias1976
11-27-18, 01:19 PM
Thanks for the welcome and help, Sir's.
Played the game 2010 as vanilla, and 2013 with some mods. Didn't tried WOS mod, cause I wasn't sure, if my english is good enough to play the game in english. But, better late then never. It's a complete other game now, big thanks and respekt to all they've worked on this mod. And a big respect to those captains (player is the wrong word for them), wich are going hunting with 100 % realism.
Today I have tried to make the "breaking the fortress" mission. But scapa flow is well protected. Tried it from the east channel first, but coast guns seing me. And not enough water under the hull for diving ;). We'll see, maybe there is a chance trough the centre channel :).
You never played TWOS?
So i would suggest you to take Vacation for it, because its a blast :03:
I always use defensive approach and i never tried Scappa flow because in my opinion its suicide mission :)
I think it was great luck of Günther Prien.
My keys shortcuts found (i think that some of them are not in F1 help)
toggle TAC - TAB
user charts - E
radio messages - I
capitain orders - K
teleport to bridge - shift+U
man the deck gun - F5
man the FLAK gun - F6
Battle stations - F7
TC 1 - shift+-
TC 512 - shift++
current depth - shift+F
toggle minimize log window - shift+L
remove HUD - shift+Z
Advanced weather conditions - shift+B
current speed - shift+M
show ruder - C
FPS - ctrl+F8
quick periscope control - shift
precise periscope control - ctrl
move map while you plot geometry e- ctrl
I press Shift + Z to clean the screen. My taste...
Fitzcarraldo :Kaleun_Salute:
Yes, but it deactivate all HUD... it’s a soluce, but not really my taste :)
Here is the remaining icon bottom left:
http://image.noelshack.com/fichiers/2018/48/2/1543344115-05a2f1ff-b445-461c-a1da-8270e7e05228.jpeg
Sometimes up right, depending if clicking on deactivate TAI button:
http://image.noelshack.com/fichiers/2018/48/2/1543344132-23bdd4be-00a3-49ab-96f7-bd4c71cf0e74.jpeg
And sometimes (rarely) the middle button get stuck on the left:
http://image.noelshack.com/fichiers/2018/48/2/1543344141-a5506bf3-b850-4d05-95e0-29b351672cde.jpeg
I can live with it, but...would be nice to get rid completely of this useless TAI map :yep:
I use shift+z just for targeting and binoculars sometimes.
Its handy if you have dark horizon
fitzcarraldo
11-27-18, 04:18 PM
You never played TWOS?
So i would suggest you to take Vacation for it, because its a blast :03:
I always use defensive approach and i never tried Scappa flow because in my opinion its suicide mission :)
I think it was great luck of Günther Prien.
Try Scapa. Not so difficult to attack. Night, underwater, silent running at periscope depth. I did the attacks 2 or 3 times. Ever sunk a nice static warship. Year 1940.
Good hunt!
Fitzcarraldo :Kaleun_Salute:
Cybermat47
11-27-18, 06:09 PM
Try Scapa. Not so difficult to attack. Night, underwater, silent running at periscope depth. I did the attacks 2 or 3 times. Ever sunk a nice static warship. Year 1940.
Good hunt!
Fitzcarraldo :Kaleun_Salute:
I do it in September or October 1939, surfaced, in the middle of the night :Kaleun_Wink:
Ulrich Kröpke
11-28-18, 09:25 AM
Why does the UZO has no RAOBF button?
fitzcarraldo
11-28-18, 09:35 AM
I do it in September or October 1939, surfaced, in the middle of the night :Kaleun_Wink:
Enough agressive. :Kaleun_Wink:
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
11-28-18, 09:37 AM
Why does the UZO has no RAOBF button?
I think RAOBF was used only with attack scope.
Regards.
Fitzcarraldo :Kaleun_Salute:
THEBERBSTER
11-28-18, 04:36 PM
Hi Vecko
Did you see this post?
http://www.subsim.com/radioroom/showpost.php?p=2579150&postcount=1
Peter
Ulrich Kröpke
11-29-18, 05:36 AM
When the UZO has a Attack Disc button, why not also a RAOBF button. If I make at a dark night a surface attack it is very laborious that the distance, angle and speed of the target has to be determined with the attack scope. What page in the menu contains that RAOBF button for the attack scope? I can try to work on that problem myself. Anybody knows?
If I make at a dark night a surface attack it is very laborious that the distance, angle and speed of the target has to be determined with the attack scope.
Of course you can set a surface attack only with UZO. It has everything needed.
Just click to call all dials in torpedo box :yep:
But no RAOBF. I think it wasn’t historical to get it in UZO.
Hello,
Is there a way to download the version TWoS 2.2.3?
Don’t know if it was already asked, but when you upgrade the gunner skill ability, does it apply also for the flak gunner or just the deck gun gunner? :hmmm:
Tonci87
11-29-18, 12:52 PM
Don’t know if it was already asked, but when you upgrade the gunner skill ability, does it apply also for the flak gunner or just the deck gun gunner? :hmmm:
I think it applies to both
Torpedo
11-29-18, 01:44 PM
Hello,
Is there a way to download the version TWoS 2.2.3?
Hi heli!
If you mean "The Wolves of Steel v2.2.3_Update.exe" I can put it on the net.
Torpedo
P.S. Assuming Vecko give me permission
vdr1981
11-29-18, 04:42 PM
Hello,
Is there a way to download the version TWoS 2.2.3?
I'll upload the full 2.2.0 version for you + v2.2.3 update...
EDIT:
http://www.mediafire.com/folder/ik689ireepko552,87kc1xtzu9mg31p/shared
larsonboram
11-29-18, 09:39 PM
how do I log in to the KSDC commander? Do I need a account with KSDC?
You cannot.
Ksd server is not working anymore.
Tobias1976
12-01-18, 04:14 AM
Hello again,
my scapa flow raid was a succes, was just a matter of patience, and needed aprox. 15 try's ;).
But need your help again, mates. In the ship journal I saw, that my boat number is U-**, and my name is OLT Eisen Wolf, lol.
Is there an chance to edit this, even in the actual campaign? Thanks again for your patience with me, I'm still a big noob with the mod ;)
Hello again,
my scapa flow raid was a succes, was just a matter of patience, and needed aprox. 15 try's ;).
But need your help again, mates. In the ship journal I saw, that my boat number is U-**, and my name is OLT Eisen Wolf, lol.
Is there an chance to edit this, even in the actual campaign? Thanks again for your patience with me, I'm still a big noob with the mod ;)
You have to open the OFEV application (the file viewer that comes with TWOS - it should be on your desktop after TWOS install) and in the ship journal tab, you’ll find 2 lignes for editing hull number and capt name :yep:
Tobias1976
12-01-18, 04:43 AM
Thank you Sir, I found it, at change name and number. If I gets later in the campaign a other boat, stays the number the same? So then I could change it again?
Thank you Sir, I found it, at change name and number. If I gets later in the campaign a other boat, stays the number the same? So then I could change it again?
It will stay the same until you overwrite the file where it is saved from OFEV.
I also use it :)
Am i able to remove compass from Binoculars?
I didn't found it in OFEV.
Thank you Sir, I found it, at change name and number. If I gets later in the campaign a other boat, stays the number the same? So then I could change it again?
when you'll upgrade from VIIA to VIIB then to VIIC, you'll have new U number each time (as it was in RL)
If you want to keep the same U number, you'll have to edit in the OFEV again.
Best is to match real U numbers in regard of what kind of U type you have.
On google, you type any U number, and you'll see what it was.
Am i able to remove compass from Binoculars?
I didn't found it in OFEV.
no option for that in OFEV...of what i know.
no option for that in OFEV...of what i know.
hmm i remember that some previous TWOS version had no compass in binoculars, Vecko help! :)
fitzcarraldo
12-01-18, 05:40 AM
Hello again,
my scapa flow raid was a succes, was just a matter of patience, and needed aprox. 15 try's ;).
But need your help again, mates. In the ship journal I saw, that my boat number is U-**, and my name is OLT Eisen Wolf, lol.
Is there an chance to edit this, even in the actual campaign? Thanks again for your patience with me, I'm still a big noob with the mod ;)
Yes. Use the OFEV application, included in TWoS. You should have an icon with Mickey Mouse in your desktop. Open the .py file and see the options for ship journal and change your name and boat number. If you use KSD, it's recommended to name your boat with the number in KSD.
Regards.
Fitzcarraldo :salute:
Tobias1976
12-01-18, 06:23 AM
Yes. Use the OFEV application, included in TWoS. You should have an icon with Mickey Mouse in your desktop. Open the .py file and see the options for ship journal and change your name and boat number. If you use KSD, it's recommended to name your boat with the number in KSD.
Regards.
Fitzcarraldo :salute:
Thank you very much, first time I take'd a look at KSD. Thats awesome, just like a real "soldier book". Great :)
Thank you very much, first time I take'd a look at KSD. Thats awesome, just like a real "soldier book". Great :)
But that’s about it. KSD server doesn’t work anymore. It just read your files results.
vdr1981
12-01-18, 06:52 AM
hmm i remember that some previous TWOS version had no compass in binoculars, Vecko help! :)
That's correct. What is the problem? Are you trying to remove the bearing marks?:hmmm:
fitzcarraldo
12-01-18, 07:09 AM
But that’s about it. KSD server doesn’t work anymore. It just read your files results.
For me, KSD is a must have. You need it for accurate historical awards. Inside SH5 (and TWoS), there is a problem with decorations.
Regards.
Fitzcarraldo :salute:
vdr1981
12-01-18, 07:17 AM
For me, KSD is a must have. You need it for accurate historical awards. Inside SH5 (and TWoS), there is a problem with decorations.
Regards.
Fitzcarraldo :salute:
Exactly. :yep: Entire functionality of the program is preserved. You only can't see other people statistics...
That's correct. What is the problem? Are you trying to remove the bearing marks?:hmmm:
Yep, i would like to remove compass from binoculars :)
vdr1981
12-01-18, 07:57 AM
Yep, i would like to remove compass from binoculars :)
OK, this should do the trick. Just replace the file...:yep:
http://www.mediafire.com/file/p4qvamccptfgh7e/Page+binocular.rar
fitzcarraldo
12-01-18, 08:15 AM
OK, this should do the trick. Just replace the file...:yep:
http://www.mediafire.com/file/p4qvamccptfgh7e/Page+binocular.rar
Searching this. Many thanks!
Fitzcarraldo :salute:
OK, this should do the trick. Just replace the file...:yep:
http://www.mediafire.com/file/p4qvamccptfgh7e/Page+binocular.rar
Perfect - attaching to my extra TWOS tunnings (http://www.mediafire.com/file/c7u22hul256vw8a/bonus+TWOS+configurations.zip) :salute:
fitzcarraldo
12-01-18, 02:06 PM
Perfect - attaching to my extra TWOS tunnings (http://www.mediafire.com/file/c7u22hul256vw8a/bonus+TWOS+configurations.zip) :salute:
I will adopt your little tweaks.
Many thanks!
Fitzcarraldo :Kaleun_Salute:
Muckenberg
12-01-18, 02:24 PM
super thx :Kaleun_Salute:
i am looking for most immersion possible, enjoy guys :salute:
excel4004
12-02-18, 04:41 AM
Perfect - attaching to my extra TWOS tunnings (http://www.mediafire.com/file/c7u22hul256vw8a/bonus+TWOS+configurations.zip) :salute:
Nice, thanks palmic. Can you pls explain the function/changes of these fixes:
1. battle_stations_shortcut
2. remap arrows sub controls because of map controlls conflicts
:salute:
Nice, thanks palmic. Can you pls explain the function/changes of these fixes:
1. battle_stations_shortcut
2. remap arrows sub controls because of map controlls conflicts
:salute:
1. It adds keyboard shortcut to battle stations as you can see I code.
2. This is not needed anymore, it just changed sub course manual control from arrows to ctrl+ arrows
Is there a way to bring back a steady submarine at high depth? :hmmm:
Maybe deactivating manual dives planes in TDW patcher?
After around 3 blow ballast times, it’s dead...
Ok, that did it. No more unwanted sinking at high depth even running 1 knot :up:
But there are 2 patches to deactivate about manual dives planes.
vdr1981
12-02-18, 07:33 AM
Maybe deactivating manual dives planes in TDW patcher?
I don't think you'll achieve anything by doing this. If you leave dive planes on "auto" while in game, the patch has no effect at all.
In order to achieve what you want, you'll have to experiment with submarine mass and surfaced/submerged displacement values specified in the appropriate submarine's sim file, using Goblin editor...
fitzcarraldo
12-02-18, 08:02 AM
Ok, that did it. No more unwanted sinking at high depth even running 1 knot :up:
But there are 2 patches to deactivate about manual dives planes.
I think as Vecko, but I would to try your solution.
How could I disable the patches for dive planes? Via text edition?
Many thanks!
Fitzcarraldo :Kaleun_Salute:
I don't think you'll achieve anything by doing this. If you leave dive planes on "auto" while in game, the patch has no effect at all.
In order to achieve what you want, you'll have to experiment with submarine mass and surfaced/submerged displacement values specified in the appropriate submarine's sim file, using Goblin editor...
Well, with the patch deactivated, i stay steady even stopped at 180m in the red zone...that’s all i can say!
With my crew now 100% trained, if they can’t keep my sub steady even in deep depth without my help, it’s not really accurate for wolves of Kriegsmarine!
I think as Vecko, but I would to try your solution.
How could I disable the patches for dive planes? Via text edition?
Many thanks!
Fitzcarraldo :Kaleun_Salute:
Open the TDW generic patcher, and find the 2 patches concerning manual dive planes.
Deactivate all inside and close. You’re good to test.
vdr1981
12-02-18, 08:55 AM
Well, with the patch deactivated, i stay steady even stopped at 180m in the red zone...that’s all i can say!
Pretty much the same will happen with diveplane patches enabled as well...180m is the "magic border" which I couldn't move deeper without messing up too much 0-180m depth settings. Like I said, submarine's mass/submerged/surfaced displacement and (maybe) you'll achieve what you want...:yep:
With my crew now 100% trained, if they can’t keep my sub steady even in deep depth without my help, it’s not really accurate for wolves of Kriegsmarine!
I don't think that crew promotion points and and their train levels have anything to do with this issue but you are free to experiment of course. :salute:
I don't think that crew promotion points and and their train levels have anything to do with this issue but you are free to experiment of course. :salute:
No, that’s not what i meant...ahhh, damn language barrier :D
Just for historical accuracy, if a well trained crew couldn’t keep a steady sub at 180m, they ‘d better try other stuff ... like baby sitting for example :haha:
Mine is actually 100%, so I expect they can keep a steady level any time.
Even if in real it was not that easy :03:
Before, when i was in red zone, the sub was sinking and only way to keep it level was regularly to blow ballast and play with the manual dives planes (not easy, you need some speed though, and when 3 DD are on top...)
After 3/4 ballast manœuvres you are air empty... hence dead.
I didn’t test over 180m yet, but i will (with the patches deactivated)
But so far, i’m Quite happy to don’t have to spend that much time for not sinking myself...
It’s enough tough to evade those Uber destroyers :D
So it seems you were right (again) Vecko... :03:
180m is the limit to not cross for steady sub.
Below, you have to give quite some speed to level up, and blow ballast to return at a normal depth.
But blowing ballast is VERY air consuming! Didn’t realize how much air each time... blowing twice you ‘re almost empty :o
Muckenberg
12-02-18, 12:13 PM
Hello
I think that this problem is expressed in the game enough. At a depth of 180 meters, the ship has enormous power and can not keep it running without the engines. If my memory does not deceive me, it was sufficiently explained in the novel "Das Boot" by the chief engineer in a conversation with a propaganda worker. Unfortunately, I am unable to calculate how many kgs per square centimeter is affecting the hull of the submarine at this depth. But the pressure of the water column will surely be huge.
Tonci87
12-02-18, 12:30 PM
So basically the weight of the water column above the boat starts to equalize the buoyancy?
Muckenberg
12-02-18, 02:20 PM
Hi
I will find the passion in the book "Das Boot" and I will try to introduce a complete explanation of the problem here.
Just in a nutshell it's the way you wrote. If the ship goes into ever-greater depths, the weight of the water column is constantly increasing, and the ship continually compresses and thus increases its weight. The air that is in the submarine is constantly compressed, and so the less and less the boat is hovering. And at a certain depth, the ship gets to the condition that it is no longer hovering, but it falls naturally. And there are two ways to lift the boat, either use compressed air and inflate into ballast tanks, increasing air volume and active buoyancy, or using engines and rudders.
Just like a submarine captain you have to be able to decide what depths you dive into and how to use compressed air. :Kaleun_Salute:
I'll upload the full 2.2.0 version for you + v2.2.3 update...
EDIT:
http://www.mediafire.com/folder/ik689ireepko552,87kc1xtzu9mg31p/shared
Great thanks, that helps me! Now I have learned that the German mod is up to version v2.2.8 compatible. If you do not care, you could put this version even in network? :)
vdr1981
12-03-18, 11:49 AM
Great thanks, that helps me! Now I have learned that the German mod is up to version v2.2.8 compatible. If you do not care, you could put this version even in network? :)
http://www.mediafire.com/file/tyvc7v23k9a8qu3/The_Wolves_of_Steel_2.2_SH5_Expansion_Pack_v2.2.8_ Full.exe/file :salute:
Edward Tambunan gave me permission to use his incredible repainted U-96 picture for new TWoS loading screen, which will look something like this...:yep:
https://i.postimg.cc/K89ZhXm5/Capture.jpg
Very SH5-ish I'd say...:)
Very nice loading screen :up:
On other hand, something that is making me crazy actually, is the absolute impossibility to get my flak gunner with rough sea...
Up to 10ms it’s dead :timeout:
He is on top of conning tower deck though! Waves doesn’t come to this heigh.
I know it’s game limitation (or more SH5 vanilla bug) but nothing can really be done?
Very frustrating...
Also i know i can do the job by myself, but AI gunner is ten times better than me!
Edward Tambunan gave me permission to use his incredible repainted U-96 picture for new TWoS loading screen, which will look something like this...:yep:
Very nice, but imho the overlays are a bit messy. I would make the SH5 title text a bit bigger, the TWoS one slightly smaller (so that it won't hamper the visual of Klt. Lehmann lol) and I would move all the subsim/best of subsim patches to one side. The bottom right corner with its black connig tower silhouette seems perfect for that :03:
http://www.mediafire.com/file/tyvc7v23k9a8qu3/The_Wolves_of_Steel_2.2_SH5_Expansion_Pack_v2.2.8_ Full.exe/file :salute:
Edward Tambunan gave me permission to use his incredible repainted U-96 picture for new TWoS loading screen, which will look something like this...:yep:
Very SH5-ish I'd say...:)
vdr1981 you're my savior :Kaleun_Cheers:
Picture looks great :Kaleun_Applaud:
excel4004
12-03-18, 01:06 PM
Very nice, but imho the overlays are a bit messy. I would make the SH5 title text a bit bigger, the TWoS one slightly smaller (so that it won't hamper the visual of Klt. Lehmann lol) and I would move all the subsim/best of subsim patches to one side. The bottom right corner with its black connig tower silhouette seems perfect for that :03:
I absolutly agree with gap in this point, with these fixes it would look really fine! I like this new loading screen. :up::salute:
vdr1981
12-03-18, 03:29 PM
On other hand, something that is making me crazy actually, is the absolute impossibility to get my flak gunner with rough sea...
Up to 10ms it’s dead :timeout:
Even with "Battle stations level 2" enabled?
I know it’s game limitation (or more SH5 vanilla bug) but nothing can really be done?
You can dive...:D
You can dive...:D
:rotfl2:
vdr1981
12-03-18, 04:21 PM
Better? :hmm2:
https://i.postimg.cc/K8Fz2XCK/Capture.jpg
Better? :hmm2:
https://i.postimg.cc/K8Fz2XCK/Capture.jpg
Much better now, yes, but I like more the red text, I would move the patches by a few pixels to the left (the round one looks a bit too close to the border) and, since we are at it, I would remove the elliptical shaded background under the SH5 logo. If that makes the text lesser readable over the whitish background, I can help you with a lesser dull shading effect :)
vdr1981
12-03-18, 05:10 PM
... I would remove the elliptical shaded background under the SH5 logo...
I would too but I don't have tools or skills for detailed dds editing...:) This is all Gimp and windows Paint...:D
I'll upload base image and parts and when you have some spare time, you can upload your vision of the new loading screen, if you agree of course...:yep:
Even with "Battle stations level 2" enabled?
You can dive...:D
Yes, tried everything, just F7, F7 + battle station level 2, just the WO order, or combination of all...
Dive is the best of course. But that’s crazy to have a double AA up in the conning tower for figuration :D
SH3 and 4 don’t have this issue, a shame SH5 does!
I remember a mod for deck gun in all weather, could it work for AA also?
Or was it for an other SH?
excel4004
12-03-18, 05:23 PM
Much better now, yes, but I like more the red text, I would move the patches by a few pixels to the left (the round one looks a bit too close to the border) and, since we are at it, I would remove the elliptical shaded background under the SH5 logo. If that makes the text lesser readable over the whitish background, I can help you with a lesser dull shading effect :)
Yes, the red text with the shadows was perfect! Matches fine to the SH5 letters and the loading bar. Again, all other tips from gap would be nice too! Great work Vecko. :salute:
I would too but I don't have tools or skills for detailed dds editing...:) This is all Gimp and windows Paint...:D
I'll upload base image and parts and when you have some spare time, you can upload your vision of the new loading screen, if you agree of course...:yep:
Sure, upload them, helping you with that beautiful loading screen would be my pleasure :up:
vdr1981
12-03-18, 05:55 PM
Sure, upload them, helping you with that beautiful loading screen would be my pleasure :up:
http://www.mediafire.com/file/py7p55slaaw4s1d/Desktop.rar/file :up::salute:
http://www.mediafire.com/file/py7p55slaaw4s1d/Desktop.rar/file :up::salute:
What compression program have you used for zipping the files? On my computer 7zip can't open them. Either it doesn't regognize the compression format, or the pack is corrupted. I cleared the browser cache and re-downloaded the file, but got the same result...
vdr1981
12-03-18, 06:19 PM
What compression program have you used for zipping the files? On my computer 7zip can't open them. Either it doesn't regognize the compression format, or the pack is corrupted. I cleared the browser cache and re-downloaded the file, but got the same result...
winrar...
winrar...
Okay, now it is a bit late, but I will try again tomorrow with WinRar :up:
fitzcarraldo
12-03-18, 07:46 PM
Edward Tambunan gave me permission to use his incredible repainted U-96 picture for new TWoS loading screen, which will look something like this...:yep:
Very SH5-ish I'd say...:)
Very nice. Waiting it....:Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
12-03-18, 07:59 PM
@Fifi: you have a PM.
Fitzcarraldo :Kaleun_Salute:
@Fifi: you have a PM.
Fitzcarraldo :Kaleun_Salute:
:Kaleun_Thumbs_Up:
winrar...
@ Vecko
After downloading and installing winrar I could open your files, but I need the fraktur font you used for the TWoS logotype :)
vdr1981
12-04-18, 08:25 AM
@ Vecko
After downloading and installing winrar I could open your files, but I need the fraktur font you used for the TWoS logotype :)
http://www.mediafire.com/file/31p5ag09gtmmx2o/Deutsch-Gotisch.rar/file
rar format again...
http://www.mediafire.com/file/31p5ag09gtmmx2o/Deutsch-Gotisch.rar/file
rar format again...
Got it, thanks :up:
Torpedo
12-04-18, 09:21 AM
Hi vecko and gap!
I tried to make my own version that can be used for the loading screen. This is just my suggestion.
My initial idea was to make the "The Wolf of Steel" logo like a metal plate, but I could not find the program that I had and that made this effect.
https://www.4shared.com/img/_fiWp0dLgm/s25/16779b49cb8/Immagine23 (https://www.4shared.com/photo/_fiWp0dLgm/Immagine23.html)
Torpedo
excel4004
12-04-18, 11:55 AM
http://www.mediafire.com/file/tyvc7v23k9a8qu3/The_Wolves_of_Steel_2.2_SH5_Expansion_Pack_v2.2.8_ Full.exe/file :salute:
Edward Tambunan gave me permission to use his incredible repainted U-96 picture for new TWoS loading screen, which will look something like this...:yep:
https://i.postimg.cc/K89ZhXm5/Capture.jpg
Very SH5-ish I'd say...:)
Hmm, i think this was the best one, needed just some fixes.
Here's my own version:
https://i.imgur.com/G32oA4d.jpg
...and, playing a bit with Torpedo's idea of the metal plate logo, I created a second version:
https://i.imgur.com/agXEJRM.jpg
If you guys tell me which one you like more, and give me your suggestions on any further improvement that might come to your mind, I can provide either of them in dds format and 2048 x 1024 or 1024 x 512 resolution :salute:
LesBaker
12-04-18, 12:57 PM
https://i.imgur.com/agXEJRM.jpg
Very nice Gap, perhaps a hint of rust to the top of the steel letters.
Les
vdr1981
12-04-18, 12:57 PM
Both look great Gap, really! :yep: Can't decide which one to use...:doh:
The image has to be in 1024x512 resolution , unfortunately.
Can we see maybe the version with slightly bigger "the wolves of steel" inscription with somewhat less spacing between words and letters? :hmm2:
fitzcarraldo
12-04-18, 01:08 PM
I like both, red and metal.
BTW, I made my own passing to sepia and old photo effect with PS the original grey of TWoS.
One thing I don't like very much but I live with it is the 5 min. black screen message.
I have high (really high) resolution B/W photos of historical UBoats, digitalized. If you want to try some of them, I can post the images.
Regards.
Fitzcarraldo :salute:
Very nice Gap, perhaps a hint of rust to the top of the steel letters.
Les
Nice idea. That version might come in handy for use with the "Rusted Glory" mod lol :D
I will see what I can do :up:
Both look great Gap, really! :yep: Can't decide which one to use...:doh:
The image has to be in 1024x512 resolution , unfortunately.
Why? Isn't that image being scaled automatically to fit the screen resolution? :hmm2:
Can we see maybe the version with slightly bigger "the wolves of steel" inscription with somewhat less spacing between words and letters? :hmm2:
:up:
I like both, red and metal.
BTW, I made my own passing to sepia and old photo effect with PS the original grey of TWoS.
One thing I don't like very much but I live with it is the 5 min. black screen message.
I have high (really high) resolution B/W photos of historical UBoats, digitalized. If you want to try some of them, I can post the images.
Regards.
Fitzcarraldo :salute:
Yes Fitz, upload them please :yeah:
excel4004
12-04-18, 01:21 PM
The two versions are very good gap! :D:up:
Uhh.. cant decide too, hmm maybe the silver one because i also like there the SH5 letter style. :hmmm:
The two versions are very good gap! :D:up:
Uhh.. cant decide too, hmm maybe the silver one because i also like there the SH5 letter style. :hmmm:
Okay, since you are undecided here are two more versions to chose from:
https://i.imgur.com/NnXuonI.jpg
https://i.imgur.com/KJbb5JB.jpg
As recommended by vdr1981, I reduced the font spacing making space for a slight increase of TWoS text size, according to fitzcarraldo (dis)liking I removed the shadowed box where the 5 min notice is supposed to be, and I have added a hint of rust to the metal version, as per LesBaker's suggestion.
Waiting for your new feedback now :salute:
vdr1981
12-04-18, 02:22 PM
I removed the shadowed box where the 5 min notice is supposed to be...
It's even better now...:yep: But, I need that shaded area for "black screen" note. I don't like it very much either but it's very needed. I can not reply anymore to "why my game is not loading" noob's questions anymore...:doh:
It's even better now...:yep: But, I need that shaded area for "black screen" note. I don't like it very much either but it's very needed. I can not reply anymore to "why my game is not loading" noob's questions anymore...:doh:
No problem: I have all the items saved as layers in a psd file; restoring that box is just a click. If you send me the font you used for the notice, I will add it too :up:
vdr1981
12-04-18, 02:32 PM
No problem: I have all the items saved as layers in a psd file; restoring that box is just a click. If you send me the font you used for the notice, I will add it too :up:
No need for that, I'll do it my self. :yep: Now, now about to squeeze in some Subsim.com logo somewhere? What do you think about that? :hmm2:
fitzcarraldo
12-04-18, 02:40 PM
No need for that, I'll do it my self. :yep: Now, now about to squeeze in some Subsim.com logo somewhere? What do you think about that? :hmm2:
Nice. You can use the logo of the radio room, with the german hat. See here, up!
Fitzcarraldo :Kaleun_Salute:
excel4004
12-04-18, 02:43 PM
No need for that, I'll do it my self. :yep: Now, now about to squeeze in some Subsim.com logo somewhere? What do you think about that? :hmm2:
Yes, left corner i would say.
"Best of subsim 2017" maybe left next to "best of subsim 2014"..?
fitzcarraldo
12-04-18, 02:50 PM
Okay, since you are undecided here are two more versions to chose from:
As recommended by vdr1981, I reduced the font spacing making space for a slight increase of TWoS text size, according to fitzcarraldo (dis)liking I removed the shadowed box where the 5 min notice is supposed to be, and I have added a hint of rust to the metal version, as per LesBaker's suggestion.
Waiting for your new feedback now :salute:
Rusty metal for me....
Very nice.
Fitzcarraldo :Kaleun_Salute:
excel4004
12-04-18, 03:54 PM
Rusty metal for me....
Very nice.
Fitzcarraldo :Kaleun_Salute:
Beautiful.
Rusty for me too...
:subsim:
Jeff-Groves
12-04-18, 04:03 PM
That rusty metal looks Cool!
Maybe rivets in the lettering? Would press the point it's metal.
fitzcarraldo
12-04-18, 05:59 PM
That rusty metal looks Cool!
Maybe rivets in the lettering? Would press the point it's metal.
Hummmm....Too much.
Fitzcarraldo :Kaleun_Salute:
Rusty metal for me....
Very nice.
Fitzcarraldo :Kaleun_Salute:
Beautiful.
Rusty for me too...
:subsim:
That rusty metal looks Cool!
+3 for rusty metal :up:
Now, now about to squeeze in some Subsim.com logo somewhere? What do you think about that? :hmm2:
Nice. You can use the logo of the radio room, with the german hat. See here, up!
Yep, nice logo; I have cleaned it up already (removed the "radioroom" lettering), but I doubt that it is the official subsim logo. I think the one with the submarine silouette is the most distinctive one. Vecko, what do you think? Do you have a clean copy of it, or can you ask Neal a copy of it?
Yes, left corner i would say.
"Best of subsim 2017" maybe left next to "best of subsim 2014"..?
Maybe, but: subsim logo, 5 minutes notice, best of subsim 2017 patch, best of subsim 2014 patch... all that stuff in a row on the screen bottom. Isn't that too a crammed layout? I would rather keep the two patches in their current positions, one on top of the other, and place the subsim logo near the bottom left corner, or group logo and patches arranging them on the right of the screen... :hmmm:
Maybe rivets in the lettering? Would press the point it's metal.
Rivets you say... Let me think how I can add some without overdoing with them :hmm2:
vdr1981
12-04-18, 06:14 PM
Maybe, but: subsim logo, 5 minutes notice, best of subsim 2017 patch, best of subsim 2014 patch... all that stuff in a row on the screen bottom. Isn't that too a crammed layout? I would rather keep the two patches in their current positions, one on top of the other, and place the subsim logo near the bottom left corner, or group logo and patches arranging them on the right of the screen... :hmmm:
I think you're right...:hmmm: 2x "Best of Subsim" badges should be big enough Subsim reference. :yep:
I think you're right...:hmmm: 2x "Best of Subsim" badges should be big enough Subsim reference. :yep:
Good point :up:
If you have a clean copy of the subsim logo that you used in your first version of the loading screen, send it my way so that I can experiment a bit with it, if not nevermind and let's keep that screen as clean as possible. The picture itself is so beautiful that it would be a pity covering it with too many overlays...
Tobias1976
12-05-18, 01:40 AM
Good morning mates,
sorry for question again, but actually I do the "Operation Weserübung" mission. I searched the marked mission area for the britisch taskforce, 07.04. - 10.04., but don't find any warship. Sometimes merchantships, but no taskforce. Is the "battle of narvik" within the patrol zone, or did I wrong?
Where did you find the english fleet? Thanks mates ;)
Good morning mates,
sorry for question again, but actually I do the "Operation Weserübung" mission. I searched the marked mission area for the britisch taskforce, 07.04. - 10.04., but don't find any warship. Sometimes merchantships, but no taskforce. Is the "battle of narvik" within the patrol zone, or did I wrong?
Where did you find the english fleet? Thanks mates ;)
Hi Tobias,
Patrolling the Narvik bay, you should encounter something!
British task force are entering bay beginning of April, i sunk the Q.Elisabeth battle ship the 9th (going outside the Bay) and the Glorious Fleet Carrier the 10th along Norvegian coast North of Bergen, on my way home (this task force was heading north toward Narvik probably)
Have to say i didn’t even choose the operation Wesserubung in bunker...was heading for my mission west England, when i received a red radio message telling me to sink any ship trying to enter Narvik bay. So decided to have a look :yep:
For your reference, here's a new proposal for the TWoS loading screen with slightly darkened metal letterring (in the previous version it was a bit too silvery for a rusty piece of steel), rivets on the letterring as suggested by Jeff, shadowed box on the bottom as per Vecko's request and a provisional subsim logo in the bottom left corner (the one suggested by Fernando, while I am waiting for the "official" one with the sub silouette):
https://i.imgur.com/KFVRsaI.png
Let me know what you think about every single change guys :)
fitzcarraldo
12-05-18, 07:08 AM
For your reference, here's a new proposal for the TWoS loading screen with slightly darkened metal letterring (in the previous version it was a bit too silvery for a rusty piece of steel), rivets on the letterring as suggested by Jeff, shadowed box on the bottom as per Vecko's request and a provisional subsim logo in the bottom left corner (the one suggested by Fernando, while I am waiting for the "official" one with the sub silouette):
Let me know what you think about every single change guys :)
It's beautiful for me!
The official logo is in the main page www.subsim.con. I think you can download it as image. Don't know autorización is required. Contact Neal Stevens for that.
Best regards.
Fitzcarraldo :salute:
fitzcarraldo
12-05-18, 07:22 AM
@Gap: here there are some SUBSIM logos I collected:
http://www.mediafire.com/file/dq10sea1g8tmfpw/subsim.rar/file
I think you can use them. I collected these logos from Google images.
For my, the german hat is nice, but if you prefer the official or another, in the RAR file there are some nice examples.
We shold contact Neal Stevens for authorization (????)
Best regards.
Fitzcarrado :Kaleun_Salute:
It's beautiful for me!
Better with or without rivets? :hmmm:
The official logo is in the main page www.subsim.con. I think you can download it as image.
@Gap: here there are some SUBSIM logos I collected:
http://www.mediafire.com/file/dq10sea1g8tmfpw/subsim.rar/file
I think you can use them. I collected these logos from Google images.
Thank you Fernando. I had seen the logo in the subsim homepage, but I was hoping that Vecko had a clean one (of decent resolution and without background) close at hand. In any case, the stuff you have uploaded is enough for me to redraw the logo, if needed :up:
For my, the german hat is nice, but if you prefer the official or another, in the RAR file there are some nice examples.
I like it too, but in the context of the current loading screen, I think a more stilized logo, or no subsim logo at all, would look a bit better :yep:
Don't know autorización is required. Contact Neal Stevens for that.
We shold contact Neal Stevens for authorization (????)
Good remark :up:
Any decison on whether to use the subsim logo or not, and which one we should use, is entirely on Vecko and Neal, indeed. I am only involved in "artistic" aspects, but going by the first layout proposed by Vecko (before I offered to rework it), I think Neal has already granted permission to use it. If not, Vecko should ask permission to do it, before making the new loading screen public with the next TWoS release.
vdr1981
12-05-18, 08:35 AM
I'd say without the rivets ...They look like letters having a measles. :D Without the Subsim logo as well. I don't want to provoke any possible or impossible legal troubles by some frustrated noob who can not handle install instructions or similar. So far I'm pretty much satisfied with this one...
https://i.postimg.cc/JnQxgNkD/Capture.jpg
excel4004
12-05-18, 08:51 AM
For your reference, here's a new proposal for the TWoS loading screen with slightly darkened metal letterring (in the previous version it was a bit too silvery for a rusty piece of steel), rivets on the letterring as suggested by Jeff, shadowed box on the bottom as per Vecko's request and a provisional subsim logo in the bottom left corner (the one suggested by Fernando, while I am waiting for the "official" one with the sub silouette):
https://i.imgur.com/KFVRsaI.png
Let me know what you think about every single change guys :)
Vecko, this version without the rivets and the subsim logo, but the slightly darkened metal letterring would be perfect. :up::salute:
I'd say without the rivets ...They look like letters having a measles. :D
:rotfl2:
Without the Subsim logo as well. I don't want to provoke any possible or impossible legal troubles by some frustrated noob who can not handle install instructions or similar.
:k_confused:
So far I'm pretty much satisfied with this one...
Okay, in that case, let me send you a better version of it: the layout proposals I have posted on the forum are Jpg-compressed. By the way: are you 100% sure that bitmaps bigger than 1024 x 512 pixels are not possible? The beauty of the original picture might be worth a little messing in UI Editor :03:
vdr1981
12-05-18, 09:28 AM
By the way: are you 100% sure that bitmaps bigger than 1024 x 512 pixels are not possible? The beauty of the original picture might be worth a little messing in UI Editor :03:
Well, I tried everything I know. There may be the solution for this issue but I'm not aware of it honestly...
Vecko, this version without the rivets and the subsim logo, but the slightly darkened metal letterring would be perfect. :up::salute:
Here it is: darkened rusty metal lettering without subsim logo and with slightly narrowed shadowed box on the bottom, to fit better the width of Vecko's anti-noob message :timeout:
http://www.mediafire.com/file/j1a91mfo12z6w8q/Intro_logo_bkg.rar/file
Well, I tried everything I know. There may be the solution for this issue but I'm not aware of it honestly...
Okay, no worry. I have included in the rar file a stock-size version of the screen for immediate use, and an HD-size one, just in case one day you manage using it.
For the moment being, end of my services I think :salute:
vdr1981
12-05-18, 09:45 AM
http://www.mediafire.com/file/j1a91mfo12z6w8q/Intro_logo_bkg.rar/file
https://i.postimg.cc/hPhRqr0q/Capture1.jpg:hmmm:
https://i.postimg.cc/hPhRqr0q/Capture1.jpg:hmmm:
That's weird. I have compressed it using WinRar. I have just downloaded it, and it opens just fine. Maybe try installing the latest version of WinRar...
vdr1981
12-05-18, 10:07 AM
Maybe try installing the latest version of WinRar...
Could be that, I'll try...
Could be that, I'll try...
Let me know if it works, otherwise I will compress it using 7zip and re-upload it :up:
vdr1981
12-05-18, 10:18 AM
Let me know if it works, otherwise I will compress it using 7zip and re-upload it :up:
It works. Sorry about that...:yep:
It works. Sorry about that...:yep:
Okay good, no need to say sorry :up:
Kumando
12-06-18, 11:29 AM
Where do you put that background file?
Where do you put that background file?
data\Menu\Loading\Intro_logo_bkg.dds
If you want an im-game preview of the new loading screen, you are free to replace the file above with the one I have uploaded yesyerday. If not, I think the new one will be standard starting from the next release TWoS release :03:
Kumando
12-06-18, 12:43 PM
data\Menu\Loading\Intro_logo_bkg.dds
If you want an im-game preview of the new loading screen, you are free to replace the file above with the one I have uploaded yesyerday. If not, I think the new one will be standard starting from the next release TWoS release :03:
Thanks, it looks great :up:
Thanks, it looks great :up:
Glad you like it :salute:
excel4004
12-06-18, 04:25 PM
Glad you like it :salute:
Please post the "final" screen. :D
Please post the "final" screen. :D
It is not too dissimilar from the one I had posted at post #11426 (http://www.subsim.com/radioroom/showpost.php?p=2580187&postcount=11426) :03:
https://i.imgur.com/Sisi61w.png
The Geth
12-07-18, 10:38 PM
Looks awesome! Looking forward to the release!
Muckenberg
12-08-18, 02:07 AM
Hello You did a great job of Gap. :Kaleun_Salute::Kaleun_Applaud:
Looks awesome! Looking forward to the release!
Hello You did a great job of Gap. :Kaleun_Salute::Kaleun_Applaud:
Thank you guys! I am glad you like the new loading screen, but much of the credit goes to Lothar-Günther Buchheim, the war correspondent who probably took that amazing picture, and to Edward Tambunan who colorized it :salute:
Hello everyone,:Kaleun_Salute: i just installed this mod for the first time. I have the steam version of the game and i was wondering what other mods i can use. Any sugestions? I played mostly SH3 and SH4 so far and this is my first time with SH 5.:Kaleun_Cheers:
Hello everyone,:Kaleun_Salute: i just installed this mod for the first time. I have the steam version of the game and i was wondering what other mods i can use. Any sugestions? I played mostly SH3 and SH4 so far and this is my first time with SH 5.:Kaleun_Cheers:
Hi,
Best is to play TWOS alone or just with TWOS add on mods (in TWOS part)
No need for other mods wich could brake everything.
TWOS is already a huge mod compilation :yep: and has a fantastic gameplay and graphics.
THEBERBSTER
12-09-18, 07:33 AM
Hi bybyx
TWoS contains over 100 mods and additional patches so you need to ask on a new thread not in this one if you want advice before enabling other mods.
TWoS is 100% CTD free and has been for a long time.
If you get a ctd then it is you that has the problem not TWoS.
Post #307 THEBERBSTER'S The Wolves Of Steel JSGME Mods Lists With And Without Real Navigation > 100% CTD Free (http://www.subsim.com/radioroom/showpost.php?p=2482224&postcount=307)
Peter
fitzcarraldo
12-09-18, 10:31 AM
Hello everyone,:Kaleun_Salute: i just installed this mod for the first time. I have the steam version of the game and i was wondering what other mods i can use. Any sugestions? I played mostly SH3 and SH4 so far and this is my first time with SH 5.:Kaleun_Cheers:
It is highy recommended do not use any other mod over TWoS except those included in the compilation (addons mods).
BTW, this is the list I use in my actual campaign. This time, I´m not using Real Nav and Encrypted Messages.
Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\TWoS_Parts]
TWoS Campaign Advance Verifier Testing
TWoS Campaign Start_Type VIIB
TWoS FX_Reduc. Fires and Expl._Incr. Flooding via Zones
TWoS Harbors Chimney Smoke
TWoS Map Contact Colors
TWoS Neutrals Illuminated Only_Until [Date]
TWoS Remove Sub Flags
TWoS SM Interior_Food Stocks
TWoS UI cmd_Radio Reports_Auto Target ID
RUSTED GLORY SH5
Torpedo's GUI SH3Style v2
TWoS Glass Covered GUI Dials
Warfox deck crew always whispering SH5 German Version
BritishAsdicMkIFinal
Stormys DBSM SH5 v1.3 optional NavMap babelling
Conus' Das Boot Crew Faces
The yellow mods are compatible with TWoS, but they are only graphic cosmetics and some sounds.
All these mods are for free download in SUBSIM, except "Torpedo's GUI SH3Style v2", a personal courtesy of our great ace Torpedo (awesome, and many thanks to him for it!).
The red addon mod, "TWoS SM Interior_Food Stocks", doesn´t work very well with external cameras ("cameras out of sector" problem), so use it if you play without them (as me).
Good hunt!
Fitzcarraldo :Kaleun_Salute:
By the way, i’m Amazed of people who always want to add mods to perfect things...like if it was absolute necessary :o
TWOS is certainly the only SH wich doesn’t need any mod except those provided in TWOS part.
Yep, as player of TWOS for years, i can tell ya twos is complicated alchemy of mods, vecko did unbelievable job on it to keep it stable.
Install it by the description and enjoy the best subsim of all time
(And i mod literally everything, because the games are not enjoyable for me literally for last 10 years)
Twos is perfect even for such lunetic like me :)
Is there anybody here who started to love 30s music thank to twos but me? :)
THEBERBSTER
12-10-18, 05:48 PM
Hi Palmic
I love the German marches and I am great fan of AL Bowley from the dance band era who was killed in London by a German bombs shock wave in 1941.
Peter
Hi Peter,
Thanks for the info!
Sad news ....
Ill check that out.
Have a nice day and merry Christmas to you :salute:
Rosco74
12-10-18, 10:58 PM
Speaking of Mods compatibility (again :p), someone knows if the interior Mod of Steel Viking is compatible and a good addon for the WoS ?
Thanks
this was probably already asked but didn't find sry
@ Vecko:
About the external reload, encountered strange thing.
Had to transfert bow external torpedo, and i did as usual, manually put the torp in the box and asked to torpedo man to initiate the transfert. So far no problem all was done ok.
But few days after, had to do the same for stern external, and when i asked the torpedo man, the transfert was greyed and unable to initiate any transfert...
It was written 5 days and something along the greyed order :hmmm:
Sea was very calm too (that’s why i would like to transfert)
Anything i missed with my VIIB?
The Geth
12-11-18, 12:46 PM
It was written 5 days and something along the greyed order :hmmm:
Sounds like the cooldown time for that particular ability is set to a rather high value, probably greater than a week from what you've said. Not sure if that's intentional or not, though it seems a bit excessive at first glance.
Dikrud2505
12-13-18, 05:02 AM
Hi, im sorry if this has been asked before. I tried to look for it but didnt find it.
Im didnt get the shortcut for the game when i downloaded the mod. I think i did everything correctly. I have no way for starting the game.
1. Silent Hunter Steam Updater said this:
https://imageshack.com/i/pmuIrRLej
I did uninstall and install SH5 and launced it once.
2.Then came this:
https://imageshack.com/i/pnmCitSIj
3. Then i couldn't download DirectX 9.0. I have Windows 10.
https://imageshack.com/i/pmIMstGoj
What could be the problem?
@ Dikrud2505
Welcome aboard mate :salute:
point #1 & #2: sorry to ask that, but do you have the Steam version of the game?
point #3: I go by memory here, but all the times I installed the game, I never had to install any DirectX version manually; it is my understanding that the game installer checks automatically if all the required drivers are on your computer, and installs them if they are not. Only the Ubi patch 1.2 needs to be installed manually at times, as the game might fail updating itself automatically. After installing the vanilla game, run the game and check if the gane version number (top right corner of the main menu) reads 1.2.0. If it does, and the game runs correctly, you are ready to install this supermod. As far as I know, TWoS doesn't require any DirectX version different from stock game.
Dikrud2505
12-13-18, 07:25 AM
Yes i have steam version. Sorry that i forgot to mention.
Yes i have steam version. Sorry that i forgot to mention.
...and I am sorry to have asked, but you never know :D
During the last few days Vecko has not been around for assisting new TWoS users, but in your place I would completely remove the game using a registry/disc cleaner so to avoid any leftovers, re-download and re-install it from Stean, run it making sure that it works and that it was correctly updated to v. 1.2, re-read carefully TWoS install instructions applying them to the letter, and report back in case the same problem reoccurs. Hopefully it wont, but by that time vdr1981 or some TWoS veteran user will help you better than I can :)
Dikrud2505
12-13-18, 08:42 AM
Thanks! I try that.:)
My pleasure! Keep us informed on your progress :up:
:hmmm: is it me or there isn’t diesel animation anymore when running slow?
Running one third is ok, but when slow is switched diesel seems stopped even going 7 knots...
Staying in the diesel room of course
fitzcarraldo
12-13-18, 04:01 PM
:hmmm: is it me or there isn’t diesel animation anymore when running slow?
Running one third is ok, but when slow is switched diesel seems stopped even going 7 knots...
Staying in the diesel room of course
I'm trying it now. No problems here.
I slowed the boat to 1 knot from 10 knots via speed dial and telegraph dial and the valves train of both diesels slowed accordingly. Only the sound didn't change too much so at slow speed sounds a little accelerated. BTW, I see working the Uboat engine installed in the German Hospital in Buenos Aires and the alternative valves mouvement in SH5 is very similar at the diverse speeds. Well simulated.
Also I tried in surface with silent running active, 1 knot and all is OK.
My boat is a VIIB in HT. I don't know how the diesels animations work submerged. Never I used an snorkel in SH5.
Regards.
Fitzcarraldo :salute:
That is weird. So my game has a little problem...
Thanks Fitz :salute:
Now diesel animation is running ok again after loading save...hummm strange.
Maybe i should install 2.2.9 full instead of compiling updates upon updates...who knows the mysteries of computers :)
fitzcarraldo
12-14-18, 03:21 PM
Now diesel animation is running ok again after loading save...hummm strange.
Maybe i should install 2.2.9 full instead of compiling updates upon updates...who knows the mysteries of computers :)
I did that: full reinstallation of SH5 and TWoS 2.2.9 full. No updates.
Fitzcarraldo :salute:
DieSauergurke
12-14-18, 04:08 PM
Hello and thanks for this great mod.
Just a small question:
Is there a way to remove the annoying "closing tube x" sound files that are played when you switch to another tube?
They can get pretty annoying if you just want to set up all the torpedos.
Already tried to remove the corresponding sound files in "Silent Hunter 5\data\Sound\Speech\TorpedoMan", but unfortunately nothing changed.
Thanks in advance.
CaptJulius
12-14-18, 06:16 PM
Hello and thanks for this great mod.
Just a small question:
Is there a way to remove the annoying "closing tube x" sound files that are played when you switch to another tube?
They can get pretty annoying if you just want to set up all the torpedos.
Already tried to remove the corresponding sound files in "Silent Hunter 5\data\Sound\Speech\TorpedoMan", but unfortunately nothing changed.
Thanks in advance.
I would like to know this as well. :yep: Also why there is no torpedo tube opening sound ? I only hear torpedo tube closing sound ? :06:
As for diesel room engine animations (I have freshly reinstalled SH5 with newest WOS) after couple of saves in patrol or some time compression animations stop working at low speeds , only working on higher speeds. Reloading save or starting new patrol fixes that but not for long , after some time compression animations get stuck again.
As for diesel room engine animations (I have freshly reinstalled SH5 with newest WOS) after couple of saves in patrol or some time compression animations stop working at low speeds , only working on higher speeds. Reloading save or starting new patrol fixes that but not for long , after some time compression animations get stuck again.
So i’m Not alone...
What max time compression are you using?
Rickster1
12-15-18, 03:26 AM
I have had that problem in the past and I seem to remember it was a graphics card\memory issue
THEBERBSTER
12-15-18, 05:17 AM
A Warm Welcome To The Subsim Community > DieSaurgurke
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
CaptJulius
12-15-18, 05:43 AM
So i’m Not alone...
What max time compression are you using?
Max 512. I tend to avoid using 1024. You ?
fitzcarraldo
12-15-18, 07:03 AM
I would like to know this as well. :yep: Also why there is no torpedo tube opening sound ? I only hear torpedo tube closing sound ? :06:
As for diesel room engine animations (I have freshly reinstalled SH5 with newest WOS) after couple of saves in patrol or some time compression animations stop working at low speeds , only working on higher speeds. Reloading save or starting new patrol fixes that but not for long , after some time compression animations get stuck again.
Max 128. No problems.
Fitzcarraldo :Kaleun_Salute:
I go up to 1024 when clear of any action. But most of time it’s 512.
Anyway we can’t pass 64 when ships around.
Maybe the lost of diesel animation is due to GPU limitation at certain point...
Ah, other thing: when i choose to have a TII in stern tube at bunker, when i launch patrol i get a TI... :doh:
vdr1981
12-15-18, 06:14 PM
I go up to 1024 when clear of any action. But most of time it’s 512.
Anyway we can’t pass 64 when ships around.
Maybe the lost of diesel animation is due to GPU limitation at certain point...
Or maybe game alt-tabing?
Ah, other thing: when i choose to have a TII in stern tube at bunker, when i launch patrol i get a TI... :doh:
That's an old and know problem...
I never alt tab my game because it can give unexpected issues :yep:
Diesel animation isn’t a big deal anyway for me as most of time we are in the command room.
But the rear torpedo issue is a lot more annoying...i remember using stern tube for the T5 one against destroyers in SH3.
If i can survive enough, i won’t be able to do the same?
I never alt tab my game because it can give unexpected issues :yep:
Diesel animation isn’t a big deal anyway for me as most of time we are in the command room.
But the rear torpedo issue is a lot more annoying...i remember using stern tube for the T5 one against destroyers in SH3.
If i can survive enough, i won’t be able to do the same?
A workaround I use is I fire the T1 aft torp while still in range of my bunker/base, and then use the Refit button and it replaces the aft torpedo with the one I had selected before leaving the bunker.
A workaround I use is I fire the T1 aft torp while still in range of my bunker/base, and then use the Refit button and it replaces the aft torpedo with the one I had selected before leaving the bunker.
:up:
hi there and surry my english cause its not my native language..
im back from some years ago and im so excited seeing how this mod has evolved. I did a couple of patrols of the first campaign, and some historical missiones..
i just can say this mod is amazing, i did it well reinstalling sh5 again ))
all for me its working perfect, no lies.
but, i have a little issue i dont know if it could be somethin im doing wrong..
sometimes supermarks and destroyedmarks are not showing on nav map (neither tai map)..
doing some testings, i see that those marks use to fail showing on the map when i use the icon (top right) to enter the nav map.
when i use the key 'M' to go to the map, and i destroyed a ship, i use to see the destroyed mark.
am i a little crazy or there is something of true on this situation?
thanks for support, thanks for this mod!
Anyway we can’t pass 64 when ships around.
if youre talking about TCx, of course you can with ofev tool
if youre talking about TCx, of course you can with ofev tool
:hmmm: didn’t noticed it
Yes there is a bug with destroyed marks from very long time now.
You will see that they are all in south Atlantic near west African coast.
My turn over is to copy paste every destroyed mark coordinates (in document/SH5/data/Cfg/savegame/destroyedunits) in a bloc note page, and then before launching game copy paste them in last SH5 save.
Just because game save corrupt each kill coordinate (1.000000 instead of real coordinates)
I have to take care of the capt log bug too (also in save game) and restore the date of the sinking so it could work (otherwise it say 0000.00.00)
A bit tricky but it works :yep:
fitzcarraldo
12-17-18, 11:11 AM
:hmmm: didn’t noticed it
Yes there is a bug with destroyed marks from very long time now.
You will see that they are all in south Atlantic near west African coast.
My turn over is to copy paste every destroyed mark coordinates (in document/SH5/data/Cfg/savegame/destroyedunits) in a bloc note page, and then before launching game copy paste them in last SH5 save.
Just because game save corrupt each kill coordinate (1.000000 instead of real coordinates)
I have to take care of the capt log bug too (also in save game) and restore the date of the sinking so it could work (otherwise it say 0000.00.00)
A bit tricky but it works :yep:
Not only coordinates: there is an old bug with time of destroyed marks. You are playing in 1940 and see ships sunk in 1943...
I deactivate destroyed marks in the map with each game load (upper right buttons in the map view). I can live without them.
Regards.
Fitzcarraldo :Kaleun_Salute:
ill try it anyway thanks for the tip ^^
about TC i use to setup to 128, just a little up. so in ofv go to 'time compression'. the first value is "tc level at which the tcx on constant distant...."
change 128 to 256. save it. now you can go up to 128 while ships close to you. there is still a 64 near to land you know..
I deactivate destroyed marks in the map with each game load (upper right buttons in the map view). I can live without them.
or you can use the two vanilla dds files and overwrite twos files.(AirDestroyed.dds,ShipDestroyed.dds in data\Menu\Gui\Units).
so, when twos is not showing destroyedmarks, the engine it always show the vanilla mark, better than nothing.
when twos is working and showing, youll see the 2 marks on the same position. thats what im doing now, at least i have a mark when its not working
fitzcarraldo
12-17-18, 12:01 PM
or you can use the two vanilla dds files and overwrite twos files.(AirDestroyed.dds,ShipDestroyed.dds in data\Menu\Gui\Units).
so, when twos is not showing destroyedmarks, the engine it always show the vanilla mark, better than nothing.
when twos is working and showing, youll see the 2 marks on the same position. thats what im doing now, at least i have a mark when its not working
Interesting. Many thanks!
Fitzcarraldo :salute:
or you can use the two vanilla dds files and overwrite twos files.(AirDestroyed.dds,ShipDestroyed.dds in data\Menu\Gui\Units).
so, when twos is not showing destroyedmarks, the engine it always show the vanilla mark, better than nothing.
when twos is working and showing, youll see the 2 marks on the same position. thats what im doing now, at least i have a mark when its not working
Doesn’t work at all here...
I keep my method :03:
Doesn’t work at all here...
I keep my method :03:
mm strange, it does for me.. just be sure you dont have "blank-white-null-image" when you open and look the dds file.. if you see the mark on the file (i can see it on thumbs explorer), its oks and it should appear always on the map.. (assuming you have all the other stuff oks, like 'show destroyed marks' activated on foev, etc)
This is a sad question but what key allows the camera to track a target in the exterior view? I want to hop into the exterior and watch my boat sail along. I thought there was a way to do it but when using F1 and looking at key commands I can't find it listed.
I don’t think there is a key for that, but mousing over top screen you’ll see buttons that allows to go external and switch targets view around you.
First view is your sub from external.
Am i alone with this problem: Beno (sound man) has everything maxed out (full boxes checked) and he can’t hear a ship close/medium range?? :doh:
Is he drunk or something?
It’s not the first time i noticed this...periscope depth or even 80m depth!
I have both hydro systems.
Any hint?
DieSauergurke
12-21-18, 07:26 PM
Hello and thanks for this great mod.
Just a small question:
Is there a way to remove the annoying "closing tube x" sound files that are played when you switch to another tube?
They can get pretty annoying if you just want to set up all the torpedos.
Already tried to remove the corresponding sound files in "Silent Hunter 5\data\Sound\Speech\TorpedoMan", but unfortunately nothing changed.
Thanks in advance.
Found a solution for the issue if anyone is interested.
You have to edit the following file:
Silent Hunter 5\data\Cfg\Message_WE.cfg
There you have to set Param0-2 to 0 like this:
[Msg7]
MsgId=7
Priority=2
Timeout=30
Param0=0
MsgOgg0_0=MC_CR_SO_43;Flooding tube
MsgOgg0_1=MC_CR_SO_44;Closing tube
Param1=0
MsgOgg1_0=0;Number
Param2=0
MsgOgg2_0=MC_CR_SO_43B;english - nothing / german - <something>
MsgOgg2_1=MC_CR_SO_44B;english - nothing / german - wird geschlossen
Furthermore you can also get rid of the other annoying soundfiles (magnetic/impact pistol, salvo/single shot) played while setting up your torpedoes.
You have to delete the Sound_* entries below [Cmd326] and [Cmd329] in the file Commands.cfg inside the same folder as Message_WE.cfg.
See below:
[Cmd326]
Name=Set_salvo_mode
Contexts=1
[Cmd327]
Name=Set_torpedo_depth
Contexts=1
[Cmd328]
Name=Set_torpedo_speed
Contexts=1
[Cmd329]
Name=Set_torpedo_pistol
Contexts=1
Found a solution for the issue if anyone is interested.
You have to edit the following file:
Silent Hunter 5\data\Cfg\Message_WE.cfg
There you have to set Param0-2 to 0 like this:
[Msg7]
MsgId=7
Priority=2
Timeout=30
Param0=0
MsgOgg0_0=MC_CR_SO_43;Flooding tube
MsgOgg0_1=MC_CR_SO_44;Closing tube
Param1=0
MsgOgg1_0=0;Number
Param2=0
MsgOgg2_0=MC_CR_SO_43B;english - nothing / german - <something>
MsgOgg2_1=MC_CR_SO_44B;english - nothing / german - wird geschlossen
Furthermore you can also get rid of the other annoying soundfiles (magnetic/impact pistol, salvo/single shot) played while setting up your torpedoes.
You have to delete the Sound_* entries below [Cmd326] and [Cmd329] in the file Commands.cfg inside the same folder as Message_WE.cfg.
See below:
[Cmd326]
Name=Set_salvo_mode
Contexts=1
[Cmd327]
Name=Set_torpedo_depth
Contexts=1
[Cmd328]
Name=Set_torpedo_speed
Contexts=1
[Cmd329]
Name=Set_torpedo_pistol
Contexts=1
Ok, thanks. It´s works!!!!:Kaleun_Cheers:
Good find! :up:
Hoping Vecko could implement it for next update...
good job thanks. Merry Christmas
Aktungbby
12-24-18, 11:06 PM
Para92!:Kaleun_Salute:
good job thanks. Merry Christmas
Merry Christmas and welcome to our community Para92 :salute:
THEBERBSTER
12-25-18, 05:26 AM
A Warm Welcome And Merry Christmas To The Subsim Community > Para92
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
THEBERBSTER
12-25-18, 05:27 AM
Here's wishing Vecko and all the TWoS community a Merry Christmas from TheBerbMeister
fitzcarraldo
12-25-18, 12:37 PM
Merry Christmas Vecko and all TWoS subsimmers and supporters!
:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
12-25-18, 12:38 PM
good job thanks. Merry Christmas
Welcome aboard!!! :Kaleun_Wink:
Fitzcarraldo :Kaleun_Salute:
Hi guys :)
I rencently bought the game and installed the mod (is amazing)
I have a question, is fixed with this mod, the bug in the 2nd mission (about british costal attacks) that didnt count the sunk ships?
is a vanilla bug
see you in te sea:)
and sorry for my english lel
Aktungbby
12-26-18, 01:19 AM
luisfe!:Kaleun_Salute:
Hi guys :)
I rencently bought the game and installed the mod (is amazing)
I have a question, is fixed with this mod, the bug in the 2nd mission (about british costal attacks) that didnt count the sunk ships?
is a vanilla bug
see you in te sea:)
and sorry for my english lel
Hi and welcome here !
No more bugs for that matter. Every single boat is counted :yep:
CaptJulius
12-26-18, 04:07 AM
Hello, im at Happy times 1940 July , and i experienced couple of CTD when talking to crew like cook or bosun to restore morale.
TWoS Campaign Start_Type VIIB
TWoS UI cmd_Radio Reports_Auto Target ID
Shorter External Transfer Cooldown
Historical Torpedo Ranges and Speeds
THEBERBSTER
12-26-18, 04:52 AM
A Warm Welcome To The Subsim Community > luisfe and a Merry Christmas to you
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
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