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skin-nl
12-26-18, 06:42 AM
Merry Christmas Everybody :Kaleun_Party:

luisfe
12-26-18, 06:47 AM
Hi and welcome here !

No more bugs for that matter. Every single boat is counted :yep:

perfect ^^

Jimbuna
12-26-18, 09:40 AM
Welcome to SubSim Para and luisfe :salute:

vdr1981
12-26-18, 10:31 AM
Merry christmas and happy new year to all of you guys !!!

Sorry for my absence but I was very busy with some private matters during the last month. However, I am keeping an eye on forums and using every spare moment to fix/add/edit/tweak few things here and there for the next TWoS update, which can be expected in January (maybe even before :yep:)

I would also like to publicly express my endless gratitude to the latest TWoS supporters/donors:

Alexander Zhavoronkov
Robert Jesse Gary
Michal "Palmic" Palma
Adrian Spence
Gerhard Pfundt
Enrique Frances
Peter "TheBerbster" Scott
and Aitor Avendaņo Ormaetxea

Once again, thank you very much guys for everything! :salute::subsim::salute:

Happy hunting and sink 'em all!

:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:

Radox
12-26-18, 01:02 PM
I'm so over this. I bought SH5 from steam i've spent almost 5 hours trying install TWOS following the documentation and various forum posts. I mean everything is so dated and all over the place, i don't even know what i'm reading is accurate. Now steam won't even launch SH5 because of an application error. I should of just donated the money to subsim instead of buying SH5 lol

THEBERBSTER
12-26-18, 01:47 PM
Hi Radox
The TWoS installation program installer is quite straight forward and includes a STEAM conversion.
From your post it would appear you already have a problem with your STEAM download?

Did your remember to do this.
Post #5 Update SH5 From v1.0.5.0 To v1.2.0 Immediately After Installing > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2182963&postcount=5)

And this?
Post #417 How To Run The SH5.exe As Administrator > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515232&postcount=417)


Another option is to buy a different download which is not expensive.
Peter

propbeanie
12-26-18, 02:17 PM
Also, if you have Steam Silent Hunter 5 installed in the "Program Files (x86)" folder, you will encounter similar issues to what you describe. I've got Steam SH5 working with TWoS excellently, but I changed my Steam Library to my F: drive. If all you have is a C: drive, it's a little tougher, but definitely do-able. Both ways are discussed on the Steam site here (https://support.steampowered.com/kb_article.php?p_faqid=231). Just follow the link. If you like UBoats, you will like TWoS. :salute:

Radox
12-27-18, 12:36 AM
Hey guys, after a sleep i got it working. It turns out i had a really old Uplay install of SH5 and TWOS. I ended up deleting everything from everywhere related to SH5 and started again using my Steam version of SH5. The installer then worked as intended. Cheers.

One question: when the install progresses into the JGSME window, I tried adding all, but it gave me heaps of error messages. which ones do i need to add or are they all optional?

Fifi
12-27-18, 01:36 AM
Hey guys, after a sleep i got it working. It turns out i had a really old Uplay install of SH5 and TWOS. I ended up deleting everything from everywhere related to SH5 and started again using my Steam version of SH5. The installer then worked as intended. Cheers.

One question: when the install progresses into the JGSME window, I tried adding all, but it gave me heaps of error messages. which ones do i need to add or are they all optional?

Don’t activate all! They are optional...
Mousing over you will choose the one you need or want, there is info bubble text.
Good hunting

siege00
12-29-18, 02:21 AM
I don't know how hard it would be, but would it be possible to mod the attack disc so that the outer ring moves when the switch is on and the compass ring remains stationary (basically the reverse of what it currently does)? Reasoning is it would allow for the other rings to remain stationary relative to themselves, while the relative bearing only changes. This would allow AOB calculations to be immediately dialed in by just changing the target bearing instead of having to change the other discs, ie. course which wouldn't change.

Or mod it so that the outer relative bearing wheel can be rotated manually by the user?

Thoughts?

vdr1981
12-29-18, 05:19 AM
I don't know how hard it would be, but would it be possible to mod the attack disc so that the outer ring moves when the switch is on and the compass ring remains stationary (basically the reverse of what it currently does)? Reasoning is it would allow for the other rings to remain stationary relative to themselves, while the relative bearing only changes. This would allow AOB calculations to be immediately dialed in by just changing the target bearing instead of having to change the other discs, ie. course which wouldn't change.

Or mod it so that the outer relative bearing wheel can be rotated manually by the user?

Thoughts?

Hey siege00 :salute:
Something like that would require comprehensive knowledge of in game scripts. Unfortunately, I'm not aware of active forum members with those skills these days...

Merry Christmas and happy new year! :salute:

vdr1981
12-29-18, 06:34 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

More details? Did you try the same scenario without non-TWoS mods added?

fitzcarraldo
12-29-18, 11:49 AM
Dear Vecko: I want to salute you :Kaleun_Salute: for the very deserved Award received, and for your constant work on TWoS, making SH5 the best Uboat subsim available today. And the resurrection of the badass SH5 didnīt was a joke!

Also for all the awarded members, and for all the modders who contributed to the loooong list of mods included in TWoS.

Congratulations and a salvo of four torpedoes for you! Eel, loss!!!! Eel loss!! Eel loss!!! Eel loss!!! :Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

siege00
12-29-18, 12:08 PM
Hey siege00 :salute:
Something like that would require comprehensive knowledge of in game scripts. Unfortunately, I'm not aware of active forum members with those skills these days...

Merry Christmas and happy new year! :salute:

Merry Christmas and HNY to you as well my friend! Und alle! :Kaleun_Salute:

CaptJulius
12-29-18, 04:22 PM
More details? Did you try the same scenario without non-TWoS mods added?

Hi! so i disabled Shorter External Transfer Cooldown and Historical Torpedo Ranges and Speeds , deleted all previous saves , (just got to Happy Times) started new patrol from base left Wilhelmshaven 1940-06-15ish everything is fine but after cruising longer and talking to crew i got CTD again when i spoke to XO , tried it twice to be exact .. same results , have no idea why. :06:

TWoS Campaign Start_Type VIIB
TWoS UI cmd_Radio Reports_Auto Target ID

Cybermat47
12-29-18, 04:31 PM
What are your PC specs? How much space is left on your HD?

CaptJulius
12-29-18, 04:40 PM
What are your PC specs? How much space is left on your HD?

Windows 10 Pro
i5-8600k 5.1 GHz
16 GB DDR4 2666 MHz
GTX 1060 6GB
500 GB free on SSD (where game is installed)

Torpedo
12-30-18, 04:45 AM
https://www.4shared.com/img/a3MEJMxgfi/s25/167fe8be400/New_Year3 (https://www.4shared.com/photo/a3MEJMxgfi/New_Year3.html)

:Kaleun_Cheers:Torpedo:Kaleun_Cheers:

fitzcarraldo
12-30-18, 08:17 AM
https://www.4shared.com/img/a3MEJMxgfi/s25/167fe8be400/New_Year3 (https://www.4shared.com/photo/a3MEJMxgfi/New_Year3.html)

:Kaleun_Cheers:Torpedo:Kaleun_Cheers:

Congrats for the award and Happy New Year!

Fizcarraldo :salute:

fitzcarraldo
12-30-18, 08:28 AM
Dear mates: I request a little help. The optics of this oldie chap are failing to find in this thread the post about how to change the underwater visibility in TWoS. I know there is a post somewhere here, but I canīt find it....:Kaleun_Binocular:

Many thanks and Happy New Year!

Fitzcarraldo :Kaleun_Salute:

CaptJulius
12-30-18, 09:55 AM
Dear mates: I request a little help. The optics of this oldie chap are failing to find in this thread the post about how to change the underwater visibility in TWoS. I know there is a post somewhere here, but I canīt find it....:Kaleun_Binocular:

Many thanks and Happy New Year!

Fitzcarraldo :Kaleun_Salute:
Hi! This could help http://www.subsim.com/radioroom/showpost.php?p=2267185&postcount=170

CaptJulius
12-30-18, 10:00 AM
So status update on my CTD search , ive changed JSGME SH5 and KSDCommander exes to Windows 7 compatibility and set all to run as administrator , so far played 3-4 hours no CTD. :Kaleun_Cheers:

Now i have another couple of questions if u guys dont mind answering , is it a common bug that in Exterior view when i torpedo an enemy ship i cant hear after explosions and fire sounds? i only hear torpedo impact explosion and sinking sound and thats it .. no fires sound nothing.. i only see flames .. :06: In SH3 for example i hear all sounds perfectly?

And why i cant see 3D Torpedo damage on enemy ships when i torpedo them ? i have option selected :hmmm:

gap
12-30-18, 10:27 AM
is it a common bug that in Exterior view when i torpedo an enemy ship i cant hear after explosions and fire sounds? i only hear torpedo impact explosion and sinking sound and thats it .. no fires sound nothing.. i only see flames .. :06: In SH3 for example i hear all sounds perfectly?

I can be wrong, veteran SH5 players might correct me on that, but I think that what you described is not a bug but lack of feature. If that was the case, adding a sound to the fire effect shouldn't be too complicated.


And why i cant see 3D Torpedo damage on enemy ships when i torpedo them ? i have option selected :hmmm:

Only native GR2 units have 3D damage. Dat-format ships imported from SHIV or SHIII use damage decals instead. If you hit one of them, you will only see 2D damage, or nothing at all.

fitzcarraldo
12-30-18, 10:45 AM
Hi! This could help http://www.subsim.com/radioroom/showpost.php?p=2267185&postcount=170

Yes!!!! As ever, TheBerbster has the answer!

Many thanks, Herr Kaleun, for thsi link!

Fitzcarraldo :Kaleun_Salute:

CaptJulius
12-30-18, 10:53 AM
I can be wrong, veteran SH5 players might correct me on that, but I think that what you described is not a bug but lack of feature. If that was the case, adding a sound to the fire effect shouldn't be too complicated.



Only native GR2 units have 3D damage. Dat-format ships imported from SHIV or SHIII use damage decals instead. If you hit one of them, you will only see 2D damage, or nothing at all.

But there are clearly fire sound files in Sounds folder like Fire_catastrophic , Fire_medium , Ship Fire 1.
Explosion sounds are also here like Secondary_Explosion_Large , Secondary_Explosion_Small , P16_#oil_explosion , P17_@ref_bomb_explosion and many many more but i cant hear them in game :k_confused:

gap
12-30-18, 11:45 AM
But there are clearly fire sound files in Sounds folder like Fire_catastrophic , Fire_medium , Ship Fire 1.
Explosion sounds are also here like Secondary_Explosion_Large , Secondary_Explosion_Small , P16_#oil_explosion , P17_@ref_bomb_explosion and many many more but i cant hear them in game :k_confused:

Yes, you are right, I am not sure about having heard fire sounds before (there are things that you don't pay attention to until they get broken and you start missing them), but definitely explosion effect should be accompanied by sounds. Did they stop working suddenly, or they never worked for you? Some sounds stop playing properly after you minimize the game, but they return normal after you save/reload the game. Might that be your case?

fitzcarraldo
12-30-18, 12:18 PM
So status update on my CTD search , ive changed JSGME SH5 and KSDCommander exes to Windows 7 compatibility and set all to run as administrator , so far played 3-4 hours no CTD. :Kaleun_Cheers:

Now i have another couple of questions if u guys dont mind answering , is it a common bug that in Exterior view when i torpedo an enemy ship i cant hear after explosions and fire sounds? i only hear torpedo impact explosion and sinking sound and thats it .. no fires sound nothing.. i only see flames .. :06: In SH3 for example i hear all sounds perfectly?

And why i cant see 3D Torpedo damage on enemy ships when i torpedo them ? i have option selected :hmmm:

This is yes or yes. KSD and JSGME MUST work in compatibility W7 or WXP mode, and with administrator rights. Also, SH5.exe works well with W10, but with administrator rights.

Respect the sounds: from periscopes, it is realistic for me do not hear fire sounds. Explosions and sinking sounds, yes. But flames, with the wind and you submerged, itīs OK for me doesnīt hear the fire.
But if you aproximate the damaged ship and donīt hear the flames, surfaced, it is a another problem.

Regards.

Fitzcarraldo :Kaleun_Salute:

vdr1981
12-30-18, 01:21 PM
Dear Vecko: I want to salute you :Kaleun_Salute: for the very deserved Award received, and for your constant work on TWoS, making SH5 the best Uboat subsim available today. And the resurrection of the badass SH5 didnīt was a joke!

Also for all the awarded members, and for all the modders who contributed to the loooong list of mods included in TWoS.

Congratulations and a salvo of four torpedoes for you! Eel, loss!!!! Eel loss!! Eel loss!!! Eel loss!!! :Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

Wow! :o I've realize this just now! Thank to all who have voted for TWoS and to all who haven't. Thanks ALL! :salute::subsim::salute:

Hi! so i disabled Shorter External Transfer Cooldown and Historical Torpedo Ranges and Speeds , deleted all previous saves , (just got to Happy Times) started new patrol from base left Wilhelmshaven 1940-06-15ish everything is fine but after cruising longer and talking to crew i got CTD again when i spoke to XO , tried it twice to be exact .. same results , have no idea why. :06:

TWoS Campaign Start_Type VIIB
TWoS UI cmd_Radio Reports_Auto Target ID
I tried to reproduce your problem but I couldn't. Started new HT campaign, sailed for 7-8 days and all the dialogs from all crew members worked without problems or CTDs...
I'd recommend full game re installation and a fresh campaign start. :yep:

Happy new year! :salute:

gap
12-30-18, 01:52 PM
Wow! :o I've realize this just now! Thank to all who have voted for TWoS and to all who haven't. Thanks ALL! :salute::subsim::salute:

It's about time to update that loading screen with the new patch. If you keep winning subsim awards at this pace, soon there won't be any space for the TWoS and SH5 logos on it :doh: :D


Happy new year! :salute:

Happy new year to you too mate :salute:

vdr1981
12-30-18, 01:54 PM
It's about time to update that loading screen with the new patch. If you keep winning subsim awards at this pace, soon there won't be any space for the TWoS and SH5 logos on it :doh: :D



Happy new year to you too mate :salute:

:D:D:up::up::subsim::woot::woot:

CaptJulius
12-30-18, 03:21 PM
Yes, you are right, I am not sure about having heard fire sounds before (there are things that you don't pay attention to until they get broken and you start missing them), but definitely explosion effect should be accompanied by sounds. Did they stop working suddenly, or they never worked for you? Some sounds stop playing properly after you minimize the game, but they return normal after you save/reload the game. Might that be your case?

I never minimize SH5 cuz i know sounds get bugged out to oblivion , but about missing fire and explosion sounds ive just tested exterior view of ship sinking as usual no sound of flames and secondary explosions....

vdr1981
12-30-18, 03:33 PM
I never minimize SH5 cuz i know sounds get bugged out to oblivion , but about missing fire and explosion sounds ive just tested exterior view of ship sinking as usual no sound of flames and secondary explosions....

I don't think that flames can be heard as well, but secondary explosions yes, they can be heard after some time...Usually when ship a ship is sinking slowly. No big deal IMO anyway, to be honest. It also depends which ship type have been sunk. Imported ships are probably missing those sounds.

CaptJulius
12-30-18, 03:55 PM
I don't think that flames can be heard as well, but secondary explosions yes, they can be heard after some time...Usually when ship a ship is sinking slowly. No big deal IMO anyway, to be honest. It also depends which ship type have been sunk. Imported ships are probably missing those sounds.

Oh well.. glad to know im not alone missing these sounds then. :doh:
By the way is there any way to attach these sounds to imported ships ?
Happy new year :subsim:

vdr1981
12-30-18, 05:47 PM
Oh well.. glad to know im not alone missing these sounds then. :doh:
By the way is there any way to attach these sounds to imported ships ?
Happy new year :subsim:

There is a way for everything, we only need some time and will...:yep:

Seaowl
12-31-18, 10:04 AM
Hi Vecko!

Many thanks to you and all involved modders for creating this awesome modpack.
Love the feeling of being lost at see in a vulnerable steeltube.

Real navigation is a cool unique feature, just as is the enigmaencryption.
I like it, that sighting of ships is seldom. My hydrophoneman has to find them and when he has found them, I have to locate them. A thing that I can do badly atm. Pure excitement .

No problems with version 2.2.9 so far, thought - thanks to Gapīs great environment mod - I spend my time mostly on sightseeing missions along the coast. At last I can order my annoying xo to shut up.

Happy new year 2019 to you and everyone else on Subsim.
:Kaleun_Thumbs_Up:

fitzcarraldo
01-01-19, 11:19 AM
Hi! This could help http://www.subsim.com/radioroom/showpost.php?p=2267185&postcount=170

I didnīt have luck with this....

When I apply the DynEnv High Visibility addon, the underwater seems Minecraft....a lot of cubic forms....buggy.

What is the procedure to use this? I tried to change only the parameters of TWoS underwater by those of stock and I donīt see any change.

BTW. Iīm trying it with savegames from a campaign in course, not in base.

Many thanks for any help!

Fitzcarraldo :Kaleun_Salute:

excel4004
01-01-19, 03:56 PM
Wow! :o I've realize this just now! Thank to all who have voted for TWoS and to all who haven't. Thanks ALL! :salute::subsim::salute:
Congrats Vecko, well deserved! Many thanks for all the great updates in 2018 which brought again the game to a new level.:salute::D:yeah:


Also a thank you to all other forum members who also took their spare time for bringing support here and new input and game reflections for future updates. Thank you all, you are the greatest! :up:


Happy New Year! :subsim:

gap
01-01-19, 06:14 PM
When I apply the DynEnv High Visibility addon, the underwater seems Minecraft....

:haha:


a lot of cubic forms....buggy.

Post #1 in the Dynamic Environment thread (http://www.subsim.com/radioroom/showpost.php?p=2016079&postcount=1), second to last link in the 'patches, fixes & updates' section: DynEnv v2.9 - No Underwater Impurity Patch (http://www.mediafire.com/?b06zvkb9z71kugz) :03:

adrians69
01-02-19, 05:00 AM
Congratulations Vecko for another year's award. Well deserved and thanks for this amazing megamod, almost a new sim in it's own right by now! :Kaleun_Salute:

Kavil
01-02-19, 01:54 PM
Just Returned after a long time. Thanks for awesome work. Need to update my mod folder and stumbled upon your mega mod exe. Extremely good work. Thank you.:Kaleun_Salute:

fitzcarraldo
01-02-19, 05:22 PM
:haha:



Post #1 in the Dynamic Environment thread (http://www.subsim.com/radioroom/showpost.php?p=2016079&postcount=1), second to last link in the 'patches, fixes & updates' section: DynEnv v2.9 - No Underwater Impurity Patch (http://www.mediafire.com/?b06zvkb9z71kugz) :03:


I solved it.

My problem isnīt the impurities. I love them.

Simply, I take the High Visibility addon from DynEnv, and delete all the files of the mod except the fog parameters (cfg). Working fine now.

BTW, another question: Is there some way to calm those screaming sailors in the boat?. When Iīm submerged, silent running on, 1 knot. speed....ever donīt lack some badass sailor screaming some order: change of course, depth, etc. Is it not supposed to hear whispering voices in that condition? All my crew are a gang of histerical screamers!!! :Kaleun_Mad::Kaleun_Mad::Kaleun_Mad:

I use only TWoS sounds and voices. No voices mod added.

Best regards!

Fitzcarraldo :Kaleun_Salute:

gap
01-02-19, 07:24 PM
I solved it...

Glad to hear that :up:


BTW, another question: Is there some way to calm those screaming sailors in the boat?. When Iīm submerged, silent running on, 1 knot. speed....ever donīt lack some badass sailor screaming some order: change of course, depth, etc. Is it not supposed to hear whispering voices in that condition? All my crew are a gang of histerical screamers!!! :Kaleun_Mad::Kaleun_Mad::Kaleun_Mad:

:rotfl2:

For a start, have you tried checking if the whispered equivalents of the screamed orders are found in the speech folder? :hmm2:

fitzcarraldo
01-02-19, 07:42 PM
Glad to hear that :up:



:rotfl2:

For a start, have you tried checking if the whispered equivalents of the screamed orders are found in the speech folder? :hmm2:

I will check that, but I didnīt touch anything of the sound folder of TWoS, and I suppose the sound should be there....

Many thanks.

Fitzcarraldo :Kaleun_Salute:

gap
01-02-19, 07:50 PM
I will check that, but I didnīt touch anything of the sound folder of TWoS, and I suppose the sound should be there....

Many thanks.

Fitzcarraldo :Kaleun_Salute:

I am afraid that devs might have overseen some sound files, that's why I asked. I the sounds are there but not used, there should be a way to script them in game or to fix their (broken?) scripts. I once had a look in those scripts and, while not a piece of cake, they didn't look like rocket science either :)

fitzcarraldo
01-02-19, 09:11 PM
I am afraid that devs might have overseen some sound files, that's why I asked. I the sounds are there but not used, there should be a way to script them in game or to fix their (broken?) scripts. I once had a look in those scripts and, while not a piece of cake, they didn't look like rocket science either :)

The folders "whisper" have voices, not screaming, but also not whispering....

In SH3, Thomsen Sound Pack mod, you have real whispering voices for a silent running.

Regards.

Fitzcarraldo :Kaleun_Salute:

fitzcarraldo
01-03-19, 10:43 AM
Existential question:

Are the sounds in SH5 related only to Sh.sdl or also are related to the scripts of the characters?

The Stormyīs mod DBSM have whispering voices. The mod uses his own Sh.sdl and scripts for the characters (all changed for more young crewmen).

I think the sounds of Stormyīs are compatible with TWoS, but the Sh.sdl file and the scripts, not.

Stormyīs DBSM without the scripts and conserving the Sh.sdl file from TWoS is useless for me.

Regards.

Fitzcarraldo :Kaleun_Salute:

CWorth
01-03-19, 12:53 PM
Been a long time since I was here on this forum.

Just got back into the Silent Hunter games and was wondering how I would go about removing the underwater fog this mod uses.

I know it is realistic but I like to take screenshots and having the stock underwater look would be great or a greatly decreased fog.

fitzcarraldo
01-03-19, 01:10 PM
Been a long time since I was here on this forum.

Just got back into the Silent Hunter games and was wondering how I would go about removing the underwater fog this mod uses.

I know it is realistic but I like to take screenshots and having the stock underwater look would be great or a greatly decreased fog.

See post #11569

Fitzcarraldo :Kaleun_Salute:

tactikalwarfare
01-03-19, 01:12 PM
hi all.. i am new to playing twos mod. Im trying to find out how or if there is a way to have a chase camera for the exterior of the boat? thanks dave

Fifi
01-03-19, 01:19 PM
hi all.. i am new to playing twos mod. Im trying to find out how or if there is a way to have a chase camera for the exterior of the boat? thanks dave

Yes, mousing over middle top screen, you’ll see icons for that.

Silvo
01-03-19, 02:32 PM
The mod look's realy good.

aaken
01-03-19, 03:17 PM
Hello, I'm wondering if it is possible to increase airbase aircraft spawn probability for a given campaign.
Thanks

Inviato dal mio SM-A520F utilizzando Tapatalk

CWorth
01-03-19, 05:56 PM
See post #11569

Fitzcarraldo :Kaleun_Salute:

Thank you kind sir :Kaleun_Salute:

THEBERBSTER
01-04-19, 05:21 AM
A Warm Welcome To The Subsim Community > Silvo
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

Kavil
01-04-19, 10:29 AM
Tried in forum search engine and google. All i found was about older version of options file editor. So my question is how can i Change map mark color on TWoS 2.2.9 ? thank you

fitzcarraldo
01-04-19, 12:52 PM
Tried in forum search engine and google. All i found was about older version of options file editor. So my question is how can i Change map mark color on TWoS 2.2.9 ? thank you

Between the addon mods in TWoS, there is one: "TWoS Map Contact Colors", try it.

Regards.

Fitzcarraldo :Kaleun_Salute:

Kavil
01-04-19, 06:07 PM
Between the addon mods in TWoS, there is one: "TWoS Map Contact Colors", try it.

Regards.

Fitzcarraldo :Kaleun_Salute:

It says not to be used with Real Navigation :wah: All i want it colored mark, ruler, protactor, cicle etc.. They became really hard to stop when they overlay each other.

der001
01-04-19, 07:30 PM
Hello submariners.

I'm new here in the forum, but I'm a SH5 player for many years. Especially with the Wolves of Steel Pack it is an absolute must have.

I bought a new computer today. After everything was set up, I immediately installed SH5 from Ubisoft including Wolves of Steel.

Now: the following is my problem. As soon as I start SH5, some labels are moved somehow. The message that appears cannot be closed. The message header is "OK".

In the game it goes on with these curiosities. I always have a black window in the picture. No matter what I do, it just doesn't go away - just like the card menu.

I have SH5 with the highest graphics setting.
Apart from these problems, the new computer manages SH5 with 60FPS. In comparison to my old computer an absolute progress.

Does anyone know the problem or even has a solution for me?

Regards
Niclas from Germany

gap
01-04-19, 07:53 PM
Hi deer001 and welcome to the surface after years of silent running, I hope that you had some fruitful huntings while hiding in ambush! :salute:

Regarding your problem: is your game updated to v 1.2.0 with Ubi patch? You can check game version from the main menu's top right corner.

der001
01-04-19, 08:00 PM
Yeah, I was just checking. It's version 1.2.0. Is that bad? Unfortunately I don't remember which version I had before.

gap
01-04-19, 08:13 PM
Yeah, I was just checking. It's version 1.2.0. Is that bad? Unfortunately I don't remember which version I had before.

No, your version is correct. The kind of menu corruption that you have described use to happen when trying to use a custom UI mod on version 1.0 of the game.

Have you installed TWoS on a clean install of SH5 and followed Vecko's install instructions to the letter? :hmmm:

der001
01-04-19, 08:21 PM
Yes, a completely new, clean version of SH5.

I did it just like the previous versions. Downloaded, executed .exe and followed the installer. Finally, the installer wrote that everything was installed successfully. I only have a few things, like Manual Diveplanes,... in the GenericPatcher.exe. Has anything changed compared to the other versions?

I just noticed that some new files have been added to my D: - hard disk. Before I had only one "Program Files" folder. Now I have a lot of files.

The files are called:
-PageAutomation_Draggables.TDW
-PageChalkBoard_Draggables.TDW
-Pageeventcamera_Draggables.TDW
-PageRadioMessages_Draggables.TDW
...

Could this have something to do with my problem? And where do these files have to go?

gap
01-04-19, 08:43 PM
Yes, a completely new, clean version of SH5.

I did it just like the previous versions. Downloaded, executed .exe and followed the installer. Finally, the installer wrote that everything was installed successfully. I only have a few things, like Manual Diveplanes,... in the GenericPatcher.exe. Has anything changed compared to the other versions?

I just noticed that some new files have been added to my D: - hard disk. Before I had only one "Program Files" folder. Now I have a lot of files.

The files are called:
-PageAutomation_Draggables.TDW
-PageChalkBoard_Draggables.TDW
-Pageeventcamera_Draggables.TDW
-PageRadioMessages_Draggables.TDW
...

Could this have something to do with my problem? And where do these files have to go?

Yes. Those files should actually be found in the Ubisoft\Silent Hunter 5 folder. Move them manually or, even better, uninstall the game and if possible re-install it directly in the root of the C: drive. Installing it in the program files folder or on any HD partition than C: might cause problems like the one you are experiencig :yep:

der001
01-04-19, 09:29 PM
I have now uninstalled the whole SH5 (including Uplay). Re-installed and then installed Wolves of Steel. This time everything is on the main harddisk (C:)

Still the same problem.

I quickly loaded 2 images into my dropbox.

https://www.dropbox.com/sh/vcno3d2kf2idz8z/AAD6qtd0-RALXCYghwKhwmSoa?dl=0


The notifications in the foreground cannot be clicked.

gap
01-04-19, 09:35 PM
I have now uninstalled the whole SH5 (including Uplay). Re-installed and then installed Wolves of Steel. This time everything is on the main harddisk (C:)

Still the same problem.

I quickly loaded 2 images into my dropbox.

https://www.dropbox.com/sh/vcno3d2kf2idz8z/AAD6qtd0-RALXCYghwKhwmSoa?dl=0


The notifications in the foreground cannot be clicked.

You are obviously doing something wrong. Are *_Draggables.TDW files in the \Silent Hunter 5 folder?

der001
01-04-19, 09:37 PM
Yeah, I moved the files back there.

gap
01-04-19, 10:06 PM
Yeah, I moved the files back there.

No, they should be there from the beginning; if they are elsewhere and you need to move them manually, you are installing\enabling the mod, or part of it, in the wrong folder...

der001
01-05-19, 04:02 AM
Okay, it's working now! I really don't know why that was...

I've been resetting my new PC to factory settings all night. I have the following guess: I previously saved all my documents folders to my Onedrive. So they only exist in the Onedrive - not directly on the C hard drive (strictly speaking they exist there, the path is only Users\...\Onedrive\Documents. So the path is different).

Many thanks for your help!

Good hunting all the time!

hauangua
01-05-19, 04:22 AM
Tried in forum search engine and google. All i found was about older version of options file editor. So my question is how can i Change map mark color on TWoS 2.2.9 ? thank you
I think you're looking for this:
http://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41

THEBERBSTER
01-05-19, 05:32 AM
A Warm Welcome To The Subsim Community > der001
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


High Contrast Nav Map With Inverse Shallow Colour By Nisgeis (http://www.subsim.com/radioroom/showpost.php?p=1441457&postcount=1)> 3 Map Options To Choose From > Enable JSGME

fire-fox
01-05-19, 06:02 AM
2.2.9 clock/stopwatch not opening - through either shortcut or 'o' key.

new campain
new fully reinstalled (unistore non steam version) + regclear + 2.2.0 updated to 2.9
+real nav
+encoded
+harbour smoke


:EDIT: - fixed forgot about trying to delete the draggable files

gap
01-05-19, 08:31 AM
Okay, it's working now! I really don't know why that was...

I've been resetting my new PC to factory settings all night. I have the following guess: I previously saved all my documents folders to my Onedrive. So they only exist in the Onedrive - not directly on the C hard drive (strictly speaking they exist there, the path is only Users\...\Onedrive\Documents. So the path is different).

Many thanks for your help!

Good hunting all the time!

Glad to know that you have solved :up:

siege00
01-05-19, 11:49 AM
It says not to be used with Real Navigation :wah: All i want it colored mark, ruler, protactor, cicle etc.. They became really hard to stop when they overlay each other.

Hi Kavil,

See attached. Use can use the Generic File Patcher to do this. You'll have to experiment a little bit, but it works.

Kavil
01-05-19, 03:23 PM
I think you're looking for this:
http://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41

Hi Kavil,

See attached. Use can use the Generic File Patcher to do this. You'll have to experiment a little bit, but it works.

Thank you guys for responding. Damn.. I am a fool. Found out generic patcher exe. It is different from TWoS - OptionsFileEditorViewer which i was vigorously searching the map color options... I opened the generic patcher exe and made changes. Could not save it though.


and one more thing i might ask if you allow me :D Some one mentioned that on 700 pages before but this in forum search thing is really not working for me. The underwater visibility is really realistic however I really low to follow torp and look my sub underwater in external mode. (Other than External view, all realism setting enabled.) So it is really hard to take photos with this current underwater. Is there a way to disable that only? One handicap of this awesome pack is like;
It is not available on JSGM like it used to be when we had to use +30 mods and enable disable on our liking, not like now just one 2.2.9 Exe to install all.
however donot get me wrong Thank you Devs again awesome mod. :Kaleun_Salute:

Tonci87
01-05-19, 06:23 PM
Hi everybody, I have worked a bit on the optional TWoS Encrypted BdU Orders file.
I have added two encrypted radio messaged for the end of August, corrected an entry that was commented out by error, and also encrypted all those wolfpack radio messaged for September to December 1942. I can only imagine that you didnīt encrypt those yet because it is really annoying to do so with all those numbers :D
You are welcome. :Kaleun_Salute:

Feel free to use the linked files in the next update of your mod.
And thank you for your continued hard work on this. Hvala :up:

http://www.mediafire.com/file/8ve26zdrarff7jz/TWoS__Encrypted_BdU_Orders.zip/file

KevinY
01-06-19, 02:05 PM
Hello everone!
I have a following issue: the game ctd whenever i click on the "Sound guy" profile in crew menu.

Now this happens only in the career that i played back in March 2018. Since then i backed up it's save files, reinstalled PC and the game.
I've tried starting a new career and replacing the affected ones "ActiveUserPlayerUnits.UPC" file with the new ones that was working, but to no avail. I also tried loading previous saves from that career(1st time in the open sea for example). All ctd.

Im running windows 7 64b. Game location is C:\Games\SH5. Im pretty sure i installed it correctly. The only thing that i can think of, that i did wrong is i don't know excactly which mods i used to have from that Generic Mod Enabler.
Do i presume that career corrupted and start a new one or is there a hope?

THEBERBSTER
01-06-19, 03:24 PM
A Warm Welcome To The Subsim Community > KevinY
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

If you are using an older save game on a new TWoS version and not just an update then that would explain your ctd not just on your sound man but is likely to happen in other instances.
If you have installed the latest v2.2.9 TWoS then you need to start a New Career.

hauangua
01-07-19, 01:12 AM
The underwater visibility is really realistic however I really low to follow torp and look my sub underwater in external mode. (Other than External view, all realism setting enabled.) So it is really hard to take photos with this current underwater. Is there a way to disable that only?
Have you tried to disable "Event Camera" from options ----> Gameplay?

Fifi
01-07-19, 03:05 AM
and one more thing i might ask if you allow me :D Some one mentioned that on 700 pages before but this in forum search thing is really not working for me. The underwater visibility is really realistic however I really low to follow torp and look my sub underwater in external mode. (Other than External view, all realism setting enabled.) So it is really hard to take photos with this current underwater. Is there a way to disable that only? One handicap of this awesome pack is like;
It is not available on JSGM like it used to be when we had to use +30 mods and enable disable on our liking, not like now just one 2.2.9 Exe to install all.
however donot get me wrong Thank you Devs again awesome mod. :Kaleun_Salute:

Depending of your skills but opening scene.dat with S3D application, you can change underwater fog values to get greater visibility :yep:

fitzcarraldo
01-07-19, 07:58 AM
and one more thing i might ask if you allow me Some one mentioned that on 700 pages before but this in forum search thing is really not working for me. The underwater visibility is really realistic however I really low to follow torp and look my sub underwater in external mode. (Other than External view, all realism setting enabled.) So it is really hard to take photos with this current underwater. Is there a way to disable that only? One handicap of this awesome pack is like;
It is not available on JSGM like it used to be when we had to use +30 mods and enable disable on our liking, not like now just one 2.2.9 Exe to install all.
however donot get me wrong Thank you Devs again awesome mod.

Hi, Kavil:

- Search the Dynamic Environment 5 mod in SUBSIM.

- You will have an addon optional mod "DynEnv 2.9b Enhanced Visibility (High)"

- The mod has three folders. Delete all the folders and leave only the "Data\Env folder". This folder has a file "fogparameters.cfg". This file is the key.

Activate via JSGME.

You will have a Classic Hollywood underwater visibility.

Good luck!

Fitzcarraldo :Kaleun_Salute:

KevinY
01-07-19, 01:19 PM
A Warm Welcome To The Subsim Community > KevinY
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

If you are using an older save game on a new TWoS version and not just an update then that would explain your ctd not just on your sound man but is likely to happen in other instances.
If you have installed the latest v2.2.9 TWoS then you need to start a New Career.



Thank you for the the warm welcome and quick response! I thought i had 2.2.x version already before, but maybe i didn't. Ah well, i guess reinstall is always going to include risks of corrupted savegame. Back to Klaipeda for me then :)

siege00
01-07-19, 01:24 PM
Thank you guys for responding. Damn.. I am a fool. Found out generic patcher exe. It is different from TWoS - OptionsFileEditorViewer which i was vigorously searching the map color options... I opened the generic patcher exe and made changes. Could not save it though. :Kaleun_Salute:

What location do you have SH5 installed? Is it somewhere that permissions may be an issue, like in your Program Files directory? Have you tried running it as administrator? I didn't encounter the problem and my SH5 install is in C:\Ubisoft\Silent Hunter 5 (for example).

Kavil
01-07-19, 01:46 PM
Hi, Kavil:

- Search the Dynamic Environment 5 mod in SUBSIM.

- You will have an addon optional mod "DynEnv 2.9b Enhanced Visibility (High)"

- The mod has three folders. Delete all the folders and leave only the "Data\Env folder". This folder has a file "fogparameters.cfg". This file is the key.

Activate via JSGME.

You will have a Classic Hollywood underwater visibility.

Good luck!

Fitzcarraldo :Kaleun_Salute:
I will try it. TWoS gives warning on first post do not install any mod etc. Hope i do not broke the game by changing environment settings :D


What location do you have SH5 installed? Is it somewhere that permissions may be an issue, like in your Program Files directory? Have you tried running it as administrator? I didn't encounter the problem and my SH5 install is in C:\Ubisoft\Silent Hunter 5 (for example).

I fixed it via opening editor with administrator rights . I got fancy colored map tools now. Thanks anyways.

fitzcarraldo
01-07-19, 02:05 PM
I will try it. TWoS gives warning on first post do not install any mod etc. Hope i do not broke the game by changing environment settings :D




I fixed it via opening editor with administrator rights . I got fancy colored map tools now. Thanks anyways.

You can use it without problems.

Regards.

Fitzcarraldo :salute:

Tonci87
01-09-19, 11:59 AM
So I started a new campaign and this time I am going for a more realistic loadout to give myself a greater challenge.

Historically the U-Boats were mostly fitted with electric torpedoes. The standard loadout the game gives you with almost exclusively steam torpedoes is actually highly unrealistic. While the steam torpedo was the main torpedo of the Kriegsmarine (surface units), it was rarely used by U-Boats, since the torpedoes wake would give away their position.

So now I have loaded only electric Torpedoes, except for the rear tube, and two in the front tubes. Only to be used if the situation requires a fast running torp.

Much more challenging to hit with those slow short range electric torpedoes :)

fire-fox
01-10-19, 12:44 PM
well reading the eric topp book says that they only had few G7e's at the start of the war.
also pretty much every book I have seen also states that there were few electric torps available to use for the first half or so of the war.

Fifi
01-10-19, 01:25 PM
Yes FireFox is right. 1940/41 more steam torp than electrics.

fitzcarraldo
01-10-19, 02:44 PM
Yes FireFox is right. 1940/41 more steam torp than electrics.

Teddy Sühren, Topp, Clair Blair in his book, Doenitz in his memories,. all spoke about steam torpedoes as a common weapon in 39/40/41. The Happy Times Aces were all "steam hunters".

Regards.

Fitzcarraldo :salute:

Tonci87
01-10-19, 05:09 PM
Yes, the steam torpedo was a very common torpedo, but at the start of the war the G7e was supposed to be the standard torpedo of the U-Boats. U-47 during its scapa flow raid was equipped with electric torpedoes only.

Due to the numerous problems that were discovered U boat captains very much distrusted the G7e, wich was also unpopular due to its initially very short range of maximum 3k and the constant maintenance required. So they started to rely of the Steam powered torpedoes, especially at night.
Later in the War with the introduction of the G7e T3 they were willing to use electric torps again, and the steam torpedoes were rarely used from then on.

The production numbers also suggest that the electric torpedoes were to be favored by the U-boats.

In 1939 Germany produced about 70 submarine launched torpedoes per month, mostly G7e. Until the end of 1941 this was raised to about 1550 per month, of that 1200 G7e

So I will use mostly electric torpedoes in the early days of the war, then I might start to favor steam torpedoes, until I switch back to electric ones for the late years.
The electric torpedoes could not be stored externally. So once I get the VIIB I will always have Steam Torps in my external reserves.

Fifi
01-11-19, 02:51 AM
U-47 during its scapa flow raid was equipped with electric torpedoes only.


:hmmm: Are you sure?

italianmarine
01-11-19, 03:10 AM
Yes, the steam torpedo was a very common torpedo, but at the start of the war the G7e was supposed to be the standard torpedo of the U-Boats. U-47 during its scapa flow raid was equipped with electric torpedoes only.

Due to the numerous problems that were discovered U boat captains very much distrusted the G7e, wich was also unpopular due to its initially very short range of maximum 3k and the constant maintenance required. So they started to rely of the Steam powered torpedoes, especially at night.
Later in the War with the introduction of the G7e T3 they were willing to use electric torps again, and the steam torpedoes were rarely used from then on.

The production numbers also suggest that the electric torpedoes were to be favored by the U-boats.

In 1939 Germany produced about 70 submarine launched torpedoes per month, mostly G7e. Until the end of 1941 this was raised to about 1550 per month, of that 1200 G7e

So I will use mostly electric torpedoes in the early days of the war, then I might start to favor steam torpedoes, until I switch back to electric ones for the late years.
The electric torpedoes could not be stored externally. So once I get the VIIB I will always have Steam Torps in my external reserves.

It is ok if you like it real realistic, but I am in July 1941 and all the electric torpedos I used were duds, even with a 90 degree hit angle. So I equip only the fast steamer at the moment.

fitzcarraldo
01-11-19, 06:24 AM
:hmmm: Are you sure?

+ 1.

Sure?

Prien wrote in his menories about his fear of the "visible path of ithe torpedoes".

Regards.

Fitzcarraldo :salute:

Tonci87
01-11-19, 09:27 AM
https://digitalcommons.georgiasouthern.edu/cgi/viewcontent.cgi?article=1599&context=etd

Page 10 lower half, also http://www.u47.org/english/u47_sca.asp
And on top of that the English found the remains of a G7e in Scapa Flow, which gave them the first clue that the Germans might have electric torpedoes. They were a well guarded secret until then.

Also U-47 had in December 1939 12 electric torpedoes on board. 8 of them malfunctioned. That is why U Boat captains were very skeptical when it came to electric torpedoes, and preferred the slightly more reliable steam torpedoes. That is until the T IIIe was introduced.

fire-fox
01-11-19, 01:12 PM
ok, but that was a planned operation specifically to raid Scapa flow - so the commander would have had priority chose on torpedo stocks.

at a time when other commanders where going out on patrol or soon would be - without even a full load or any torpedo's.

Tonci87
01-11-19, 02:10 PM
True enough, at the start of the war they basically used what they had, and the production numbers were low. But my point stands, The electric torpedo was intended to be the main torpedo for u boats. So the boats would have been issued mostly that type of torpedo, at least until the problems it had, became obvious.

As I wrote, U-47 had 12 electric torpedos on board during its third (regular) patrol in December 1939, so no special mission there.

The electric torpedo was also easier and much cheaper to produce, that also might have been a reason why it was intended to be the main weapon u the U-Boats.

blitz_alx
01-12-19, 07:49 AM
Hi i am a super SH5 noob got everything installed and running.
But really problems hitting the target.
Any tips how to make it easier setting wise or use the officers better for aiming?

Even some topedo diving below the target even i have set 1 m. :(

Also the torpedos turn left even i have aimed with attack periscope right...

Also this guy can lock on and match number see
https://www.youtube.com/watch?v=nnoH2Otu9dU&t=3177s

HELP

Tonci87
01-12-19, 10:40 AM
Hi i am a super SH5 noob got everything installed and running.
But really problems hitting the target.
Any tips how to make it easier setting wise or use the officers better for aiming?

Even some topedo diving below the target even i have set 1 m. :(

Also the torpedos turn left even i have aimed with attack periscope right...

Also this guy can lock on and match number see
https://www.youtube.com/watch?v=nnoH2Otu9dU&t=3177s

HELP

The feature you see in that video with the numbers and lines is of course disabled, since it really takes all the suspense and fun out of torpedo shooting.

People here will gladly try to help you, how are you determining the Target Speed, range and AOB so far?

italianmarine
01-14-19, 05:12 AM
Hi i am a super SH5 noob got everything installed and running.
But really problems hitting the target.
Any tips how to make it easier setting wise or use the officers better for aiming?

Even some topedo diving below the target even i have set 1 m. :(

Also the torpedos turn left even i have aimed with attack periscope right...

Also this guy can lock on and match number see
https://www.youtube.com/watch?v=nnoH2Otu9dU&t=3177s

HELP

If you have Wolves of steel, there is a possibility to use the noob mode.
When in the bunker, deactivate manual targeting in the options.
Once started the mission, use the map. There is menu to highlight/activate all the info`s again which will be shown on the map once done.
You can lock then a target and see the numbers 1 to 3 you mentioned above.

Tip: lock target, make your settings, unlock target while aiming at the spot where the torpedo should hit and shoot. (easy mode)

Normally it will hit. If the ship notices the torpedo they could still evade by changing speed and movement of course. If you shoot within 1000m normally they can`t evade.

gap
01-14-19, 09:30 AM
Sorry guys, totally OT here, but I couldn't help

http://www.subsim.com/radioroom/image.php?u=247263&type=sigpic&dateline=1547392848

:rotfl2: :har:

@ Fitz

That banner should automatically earn you the nomination as next year's Best of Subsim for the most hilarious signature lol

P.S: drop your Leitender Ingenieur Frank Taylor in the nearest friendly port for his immediate transfer to the Eastern Front, and be more aggressive with your antirust gear. That wire brush was not meant for scraping your heels :03:

Deepseadiver
01-14-19, 10:54 AM
Hi all

So I have downloaded the WOS 229 mod. Which is great.

I am trying to learn how to id, track and and attack shipping. However, when i am using the tutorials in game they crash and then crash my game to desktop.

what is going wrong?

cheers

Tonci87
01-14-19, 11:40 AM
Does every tutorial crash?
Does the tutorial even load, or does the game CTD immediately?

Deepseadiver
01-14-19, 11:46 AM
Does every tutorial crash?
Does the tutorial even load, or does the game CTD immediately?


Hi Tonci87

Tutorial scripts load and start to run. I get part way through some of them and then they CTD.

I have not tried all of the tutorials as yet due to the CTD's but this happens with the manual TDC ones.

Tonci87
01-14-19, 12:02 PM
Hi Tonci87

Tutorial scripts load and start to run. I get part way through some of them and then they CTD.

I have not tried all of the tutorials as yet due to the CTD's but this happens with the manual TDC ones.

Sorry, but I donīt know why it happens, provided you followed the install instructions to the letter. You should see if you are still getting CTDs in the campaign, if yes, then something might be wrong.

Hitting your target is not complicated, the hard part is often to ID your target (especially at night), since that is usually required to properly determine the firing data. There is nothing that can really help you with that apart from practice.

From how the ship looks you can often make a correct decision on which category the ship belongs to e.g. freighter, tanker, escort, etc... Then you try to match what you see to one of the ships in the recognition manual. I trust that you know how to bring up the little black book.

Once you have the targets mast height you can measure the distance to target. Once you have that, you can use it to plot itīs course on the map that can be enough to get all the data required.

You can also use the targets length and the RAOBF to measure AOB (make sure to play the RAOBF tutorial, I hope that one doesnīt crash).

I usually use the U-Jagd clock to measure the speed.
Point your ship just ahead of the target, turn your periscope to 0 degrees.
Bring up the u Jagd clock by right clicking the stopwatch. Start the clock once the targets bow passes through the center, stop it once the target has passed completely through the center. Look up the targets length to decide which scale to use, the clock tells you the targets speed.
It is important that your periscope remains at 0 degrees, and that your sub is pointing at the enemy, no turns while you measure. Or come to a complete standstill before you start to stop the time, then it is not important which way your boat is facing.

It sounds more complicated than it really is, donīt worry.

Deepseadiver
01-14-19, 01:17 PM
Sorry, but I donīt know why it happens, provided you followed the install instructions to the letter. You should see if you are still getting CTDs in the campaign, if yes, then something might be wrong.

Hitting your target is not complicated, the hard part is often to ID your target (especially at night), since that is usually required to properly determine the firing data. There is nothing that can really help you with that apart from practice.

From how the ship looks you can often make a correct decision on which category the ship belongs to e.g. freighter, tanker, escort, etc... Then you try to match what you see to one of the ships in the recognition manual. I trust that you know how to bring up the little black book.

Once you have the targets mast height you can measure the distance to target. Once you have that, you can use it to plot itīs course on the map that can be enough to get all the data required.

You can also use the targets length and the RAOBF to measure AOB (make sure to play the RAOBF tutorial, I hope that one doesnīt crash).

I usually use the U-Jagd clock to measure the speed.
Point your ship just ahead of the target, turn your periscope to 0 degrees.
Bring up the u Jagd clock by right clicking the stopwatch. Start the clock once the targets bow passes through the center, stop it once the target has passed completely through the center. Look up the targets length to decide which scale to use, the clock tells you the targets speed.
It is important that your periscope remains at 0 degrees, and that your sub is pointing at the enemy, no turns while you measure. Or come to a complete standstill before you start to stop the time, then it is not important which way your boat is facing.

It sounds more complicated than it really is, donīt worry.


I will get some practice in later. I am going to watch some of the YouTube tutorials.
had a look earlier and some good ones out there.
:Kaleun_Salute:

Tonci87
01-14-19, 04:51 PM
Does anybody know what radius the patrol area objectives have? For example I am ordered to patrol AN88, how far ca I stray from that area?
Thx

Fifi
01-14-19, 05:15 PM
Does anybody know what radius the patrol area objectives have? For example I am ordered to patrol AN88, how far ca I stray from that area?
Thx

You should receive a radio message with the radius distance when you approach the point.

italianmarine
01-15-19, 02:46 AM
Does anybody know what radius the patrol area objectives have? For example I am ordered to patrol AN88, how far ca I stray from that area?
Thx

most of the time it is 120 km (next to English coast), Atlantic missions I had 200km, but of course it depends on the radio message you get.

Tonci87
01-17-19, 03:03 PM
You scored more than 90.000 tons in your last patrol right???:hmm2:
By the way, it's UZO high magnification which bothers you...

Heh, I never heard complains about deck guns gyro stabilized view, I guess you guys find that "realistic"? :hmm2:

So, Iīm quoting this really old post because Iīm bothered by the gyro stabilized deck gun sight, and I can not find a solution for that.

If you use the deck gun the sight will be stabilized, but the gun barrel will swing up and down with the movement of the sub. If you are in the optics mode, there is no way to judge when the gun is actually pointing at your target instead of the sky, or the sea in front of your boat.
Is there any way to remove the sight stabilization, so that the sight aims down the barrel at all times?

Thank you.

finchOU
01-17-19, 05:09 PM
What happened to all Game play advise in the first or second post? Looks like they have some stuff still there like campaign transfer dates ans what not. Was looking specifically how and when you are supposed to save the game for stability purposes.

I"m running an older version of TWOS (1.06) due to not wanting to start a new career just yet....and only playing once or twice a month (new baby). Are the newer versions of TWOS more stable and thus not require game saves throughout the game...like when near convoys or land???

Anyway I was wondering if a "save and exit" means to windows or just to the game menu? It's been awhile....lol.

Tonci87
01-17-19, 05:22 PM
What happened to all Game play advise in the first or second post? Looks like they have some stuff still there like campaign transfer dates ans what not. Was looking specifically how and when you are supposed to save the game for stability purposes.

I"m running an older version of TWOS (1.06) due to not wanting to start a new career just yet....and only playing once or twice a month (new baby). Are the newer versions of TWOS more stable and thus not require game saves throughout the game...like when near convoys or land???

Anyway I was wondering if a "save and exit" means to windows or just to the game menu? It's been awhile....lol.


Your silent hunter 5 folder -> The Wolves of Steel - Documentation ->Quick start manual.


I hope somebody has a solution for the Gyro stabilized deck gun....

Is there a hotkey to disable all the HUD elements at once?

finchOU
01-17-19, 05:52 PM
Your silent hunter 5 folder -> The Wolves of Steel - Documentation ->Quick start manual.


I hope somebody has a solution for the Gyro stabilized deck gun....

Is there a hotkey to disable all the HUD elements at once?

Thanks I'll take a look.

as far as disabling the HUD (i'm assuming to declutter so you can see more at night?)....

It's shift + Z (not the ./Del key)

gap
01-17-19, 06:39 PM
Is there a hotkey to disable all the HUD elements at once?

It should be shift + z

finchOU
01-17-19, 07:05 PM
It should be shift + z

Yep...just about to edit it. Couldn't remember exactly. the ./Del key is for Heading to View.

HistoryNerd
01-17-19, 10:03 PM
If you have Wolves of steel, there is a possibility to use the noob mode.
When in the bunker, deactivate manual targeting in the options.
Once started the mission, use the map. There is menu to highlight/activate all the info`s again which will be shown on the map once done.
You can lock then a target and see the numbers 1 to 3 you mentioned above.

Tip: lock target, make your settings, unlock target while aiming at the spot where the torpedo should hit and shoot. (easy mode)

Normally it will hit. If the ship notices the torpedo they could still evade by changing speed and movement of course. If you shoot within 1000m normally they can`t evade.


You just made my night

italianmarine
01-18-19, 02:49 AM
You just made my night

glad to help :-)

oIMADMANIo
01-18-19, 07:03 AM
This Mod makes SH5 to a great simulation Game as it has to be - i love the in-depth details like the Enigma and the RealNavigation-Tools.

So thanks to everyone who worked on this :D

I hope someone can answer me a question about RealNavigation - i got a strange thing here. When I give my NavigationOfficer the order to make a celestial Position fix - he tells me the WeatherReport - same with the AutomaticScript. Dead-Reckoning works - Celestial donīt.

I installed the mod as it should be, i guess and donīt have change anything - except UBoatNumber and CaptainsName.

Thanks for help & have fun :)

:subsim:

gap
01-18-19, 08:09 AM
When I give my NavigationOfficer the order to make a celestial Position fix - he tells me the WeatherReport - same with the AutomaticScript. Dead-Reckoning works - Celestial donīt.

Dead-Reckoning fixes can be calculated any time; IIRC, celestial fixes require the boat to be surfaced and weather to be clear :salute:

moosenoodles
01-18-19, 09:19 AM
I have done some searching to no avail for certainty regarding this question:


Sh5 + wos 2.2.9 ( latest I believe ) Installed, game runs flawless apart from one little thing.


The stop engines key doesnt work, I did a test as I saw in the commands file for stop engines there was an optional commented out 0 key for it as well so I used the 0 key on my keyboard instead in the config and re did the commenting for the file. 0 key nor tilde key works for stop engines.


Im baffled... (excuse the punn)


Any simple fix in this day and age? :D


p.s It's important to me as I use a full voice script for control of the sub commands. And this one eludes me.

oIMADMANIo
01-18-19, 09:42 AM
Dead-Reckoning fixes can be calculated any time; IIRC, celestial fixes require the boat to be surfaced and weather to be clear :salute:

Thanks for your Answer - makes sense. But the boat is surfaced and the weather is perfectly clear. No Fog and 2m/s Windspeed ...

The Log tells me - "The Officer is calculating the Position..." and then drops the weather report. Doing this a few seconds ago - was 0400 in the morning - in SilentHunterTime ;D

@ moosenoodles

Does your celestial position fix work correctly?

moosenoodles
01-18-19, 10:36 AM
Thanks for your Answer - makes sense. But the boat is surfaced and the weather is perfectly clear. No Fog and 2m/s Windspeed ...

The Log tells me - "The Officer is calculating the Position..." and then drops the weather report. Doing this a few seconds ago - was 0400 in the morning - in SilentHunterTime ;D

@ moosenoodles

Does your celestial position fix work correctly?


I don't get a weather report all the time like that, It does calculate but even if it looks to "me" stars are good enough for calculation it sometimes just give s a dead reckoning instead. Im still unsure if its all functioning as it should be, still checking on it all after a while away from the sim.


Just tried it now as it said it was clear no fog etc etc, script is running for correct time period and I hit calculate for celestial fix on the crew member but still sitting there saying its calculating.


edit: It took ages to get the fix it seems, and it did not update me with it till I submerged to periscope depth, then it fixed position. not sure if that was just a bug or just took ages for the pc to decide to tell me :D

oIMADMANIo
01-18-19, 10:43 AM
I don't get a weather report all the time like that, It does calculate but even if it looks to "me" stars are good enough for calculation it sometimes just give s a dead reckoning instead. Im still unsure if its all functioning as it should be, still checking on it all after a while away from the sim.

Thanks.

Thatīs confuse me - I just started the campaign yesterday. Leave the Port of Memel and the whole way to Danzig Bay - not a single Celestial Fix ... for me, the weather looks fine. So I thought the Function is broken ... humm

edit:

Thanks for your check, noodles. I guess, I have to watch the Work of my Navigation Officer exactly - maybe he is just to unskilled to fix our Position this way ;D

gap
01-18-19, 11:09 AM
Celestial fixes are more accurate than dead-reckoning fixes, but their calculations take longer and they are not always possible. Not only cloud cover might prevent the navigator from calculating them, but also waves and fog.
Luckily, in most situations dead-reckoning fixes are more than enough :03:

oIMADMANIo
01-18-19, 11:18 AM
Celestial fixes are more accurate than dead-reckoning fixes, but their calculations take longer and they are not always possible. Not only cloud cover might prevent the navigator from calculating them, but also waves and fog.
Luckily, in most situations dead-reckoning fixes are more than enough :03:

I understand that - but my NavOfficer was not able to make one single celestial fix until the last 24h even though the weather was ideal. The only celestial fixes I got are this which comes from the Game by loading the Savegame.

vdr1981
01-18-19, 12:54 PM
The stop engines key doesnt work

While submerged only or surfaced as well?

moosenoodles
01-18-19, 12:59 PM
While submerged only or surfaced as well?


both situations.

vdr1981
01-18-19, 01:01 PM
both situations.

Then it must be an installation problem...

finchOU
01-18-19, 01:39 PM
I understand that - but my NavOfficer was not able to make one single celestial fix until the last 24h even though the weather was ideal. The only celestial fixes I got are this which comes from the Game by loading the Savegame.

Let me make sure you aren't over looking something.

When you hit the button to get a fix via Celestial.....it can take up to 45 mins game time (if I recall)...and a min time of like 20-25 mins game time. DR takes about 5 mins game time. Are you sure you just are not waiting long enough? Or are you just not getting them? Does crew moral effect this ability?

gap
01-18-19, 01:44 PM
When you hit the button to get a fix via Celestial.....it can take up to 45 mins game time (if I recall)...and a min time of like 20-25 mins game time.

That's right, but if memory serves me well those delays can be edited using OFEV. Maybe oIMADMANIo could shorten them to see if anything changes for him in game...

Does crew moral effect this ability?

Good question. I have no idea. Vecko might know better :hmm2:

moosenoodles
01-18-19, 01:56 PM
Then it must be an installation problem...


What would of that been then I wonder. Everything in game is working as far as I can tell but that one keypress on my keyboards tilde key, the actual representation of the F1 help keys does not even show same symbols its like its using a different keyboard.


The only other quirky thing ive seen is sometimes when u select ahead slow for example the highlighted selection works but the red arrow at bottom does not match it, so u can be on 0 speed with red arrow on that, yet u are selected on engine 1 setting highlighted and doing the correct kts.


and it follows up the scale as well like that so ud get to max speed 5 but red arrow is on 4.


ive added nothing to the generic mod tool other than a couple of things that u can do it says at anytime later in future before running game, i.e the food crates and something else that said the same.


Otherwise the installation gave no errors and the snapshot was all good. This was a fresh install of the game, run to make sure it was 1.2 version quit out, did the mod install, and the snapshot, run game new campaign/realistic/saved in bunker before moving character then exited to menu and loaded that save to start.

Fifi
01-18-19, 02:03 PM
The only other quirky thing ive seen is sometimes when u select ahead slow for example the highlighted selection works but the red arrow at bottom does not match it, so u can be on 0 speed with red arrow on that, yet u are selected on engine 1 setting highlighted and doing the correct kts.

and it follows up the scale as well like that so ud get to max speed 5 but red arrow is on 4.


It’s a known thing, coming from TDW electric engine ratio patch.

If you want to get back normal telegraph needle, you have to deactivate in generic patcher all the Electric Engine Ratio patches (and all dependencies)
From memory there are 2 or 3 to deactivate.
Keep in mind you will lost TDW electric settings doing so.

oIMADMANIo
01-18-19, 04:34 PM
Let me make sure you aren't over looking something.

When you hit the button to get a fix via Celestial.....it can take up to 45 mins game time (if I recall)...and a min time of like 20-25 mins game time. DR takes about 5 mins game time. Are you sure you just are not waiting long enough? Or are you just not getting them? Does crew moral effect this ability?


So - shame on me - the Dead-ReckoningAutomationScript runs every 5 Minutes and has break the order to make a celestial position fix :D

Thanks for helping me out to understand this! :)

vdr1981
01-19-19, 03:11 PM
It’s a known thing, coming from TDW electric engine ratio patch.

If you want to get back normal telegraph needle, you have to deactivate in generic patcher all the Electric Engine Ratio patches (and all dependencies)
From memory there are 2 or 3 to deactivate.
Keep in mind you will lost TDW electric settings doing so.

Sure, but he said that the problem can be observed both while submerged or surfaced, which should not be the case. I'm not really sure what is going on...

vdr1981
01-19-19, 03:26 PM
The only other quirky thing ive seen is sometimes when u select ahead slow for example the highlighted selection works but the red arrow at bottom does not match it, so u can be on 0 speed with red arrow on that, yet u are selected on engine 1 setting highlighted and doing the correct kts.




You should really check TWoS documentation folder and quick start manual first. It will clear a lot of doubts for you...:yep:

Tonci87
01-20-19, 05:42 AM
So, Iīm quoting this really old post because Iīm bothered by the gyro stabilized deck gun sight, and I can not find a solution for that.

If you use the deck gun the sight will be stabilized, but the gun barrel will swing up and down with the movement of the sub. If you are in the optics mode, there is no way to judge when the gun is actually pointing at your target instead of the sky, or the sea in front of your boat.
Is there any way to remove the sight stabilization, so that the sight aims down the barrel at all times?

Thank you.


$$Does nobody have a solution for this?

Fifi
01-20-19, 07:13 AM
The deck gun sight allows you 2 different magnifications.
The first one, you see your gun extremity, the second you don’t see it.
I almost always use the first one, and i wait for the gun to be quite stabilized near the horizontal aiming line before firing :yep:

Tonci87
01-20-19, 09:53 AM
The deck gun sight allows you 2 different magnifications.
The first one, you see your gun extremity, the second you don’t see it.
I almost always use the first one, and i wait for the gun to be quite stabilized near the horizontal aiming line before firing :yep:

That doesnīt really help though, because you are basically forced to use the gun without magnification.

Fifi
01-20-19, 12:47 PM
That doesnīt really help though, because you are basically forced to use the gun without magnification.

No, use the first magnification

Tonci87
01-20-19, 03:54 PM
No, use the first magnification

Yes, that is what I mean, its a very low degree of magnification.

Fifi
01-20-19, 04:01 PM
:hmmm: it’s enough for any gun engagement up to 3000m at least IMHO
I never use the big magnification unless sea is very calm.
Are you firing for very far?

Tonci87
01-20-19, 04:08 PM
:hmmm: it’s enough for any gun engagement up to 3000m at least IMHO
I never use the big magnification unless sea is very calm.
Are you firing for very far?

Iīm trying :D
But even on medium ranges it is not easy to hit the target if your barrel is swinging up and down, and you do not have an indication when exactly it is centered on the range you dialed in.

Fifi
01-20-19, 04:30 PM
If it was too easy, it wouldn’t be fun...with some practice you will miss one on ten hits.

gap
01-20-19, 06:21 PM
If it was too easy, it wouldn’t be fun...with some practice you will miss one on ten hits.

Not to mention the fact that, in real warfare, U-boats were very unstable gun platforms. I don't remember if they had gyro-stabilized gun sights or not, but due to the difficult aiming (made even harder by the manual gun elevation/training), engaging an enemy at anything but short range would have hardly been a successful tactic. It is partly because of those problems that the theoretical rate of fire of 15 rounds per minute (1 round every four seconds) was seldomly attained during war practice. :yep:

Tonci87
01-21-19, 04:19 PM
Not to mention the fact that, in real warfare, U-boats were very unstable gun platforms. I don't remember if they had gyro-stabilized gun sights or not, but due to the difficult aiming (made even harder by the manual gun elevation/training), engaging an enemy at anything but short range would have hardly been a successful tactic. It is partly because of those problems that the theoretical rate of fire of 15 rounds per minute (1 round every four seconds) was seldomly attained during war practice. :yep:

Yes I get that, but I believe that the Real life gunsight was not stabilized. At the moment my AI is better at hitting targets than me. I canīt let that happen :D

gap
01-21-19, 06:04 PM
At the moment my AI is better at hitting targets than me. I canīt let that happen :D

Good argument, you can't let that happen. Keep trying and be more aggressive :arrgh!:

palmic
01-22-19, 02:07 PM
Yes I get that, but I believe that the Real life gunsight was not stabilized. At the moment my AI is better at hitting targets than me. I canīt let that happen :D

Missing eels are problem of all of us and they are part of the fun :salute:

Tonci87
01-22-19, 02:20 PM
Missing eels are problem of all of us and they are part of the fun :salute:

Iīm talking about the deckgun :)

Shaefer
01-22-19, 07:47 PM
Hey Vecko!:Kaleun_Salute:

I am in base after patrol running version 2.03 of the modpack, is the current version compatible, and is this a good time to update the pack?
After reading up like a pro forum dweller, I found this not to be possible anymore, which leads to my next question.
If I use my current version and play to happy times, is it possible to import stats like crew promotion point, tonnage, and all that stuff into the new version?

I allso read somewhere that map tools colors can`t be changed anymore, is that the case? Not a big deal, just personal preferences I guess.

I have some issue with 1440p with the TAI map beeing all wonky and a white box appearing in the bottom left corner. Is this a problem that will go away when I reinstall the pack and choose my current resolution during installment?

Best regards!:Kaleun_Salute:

Husksubsky
01-22-19, 10:51 PM
hi everybody long time away. I accidentally said yes to activate steam updater.(still in shock from not using jsgme.. so easy it has become) I have cd. It will do no harm I hope? otherwise I just reinstall..not a huge deal..:Kaleun_Salute:

vdr1981
01-24-19, 10:08 AM
hi everybody long time away. I accidentally said yes to activate steam updater.(still in shock from not using jsgme.. so easy it has become) I have cd. It will do no harm I hope? otherwise I just reinstall..not a huge deal..:Kaleun_Salute:

Shouldn't be any problems...

siege00
01-24-19, 03:16 PM
Hey Vecko!:Kaleun_Salute:

I am in base after patrol running version 2.03 of the modpack, is the current version compatible, and is this a good time to update the pack?
After reading up like a pro forum dweller, I found this not to be possible anymore, which leads to my next question.
If I use my current version and play to happy times, is it possible to import stats like crew promotion point, tonnage, and all that stuff into the new version?

Not sure on this, will let Vecko or someone else more knowledgeable than I answer.

I allso read somewhere that map tools colors can`t be changed anymore, is that the case? Not a big deal, just personal preferences I guess.

You can still change map colors, it's just been moved I believe. You have to use the generic patcher.

I have some issue with 1440p with the TAI map beeing all wonky and a white box appearing in the bottom left corner. Is this a problem that will go away when I reinstall the pack and choose my current resolution during installment?

Best regards!:Kaleun_Salute:

I haven't run into any issues and I'm using 21:9 (3440x1440).

Great to see you back Shaefer and just in case others don't know, here's his Youtube channel: https://www.youtube.com/channel/UC8bkVH6zQhmZVW97z4py7xA

Hope you don't mind me posting it. Love your SH5 vids.

Shaefer
01-25-19, 06:34 AM
Not sure on this, will let Vecko or someone else more knowledgeable than I answer.

No worries. I would sure like to know, Vecko:03:

You can still change map colors, it's just been moved I believe. You have to use the generic patcher.

Thats greate. It would be horrible going back to stock colors.



I haven't run into any issues and I'm using 21:9 (3440x1440).

Great to see you back Shaefer and just in case others don't know, here's his Youtube channel: https://www.youtube.com/channel/UC8bkVH6zQhmZVW97z4py7xA

Hope you don't mind me posting it. Love your SH5 vids.

I got 1440p to work, with a few kinks, but the trade off is worth it. :D

I don`t mind at all. Thank you. :Kaleun_Salute:

THEBERBSTER
01-25-19, 06:12 PM
Hi Guys
Catch up with Shaefer's lastest 3 2019 YouTube videos 16 - 17 - 18 the first new ones since 2017.
Post #23 Let’s Play Silent Hunter 5 Battle Of The Atlantic (TWOS) 2016 > Empty Cup (Shaefer) > Last Episode 18 January 23rd 2019 (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=23)
Peter

boogen
01-25-19, 08:56 PM
amazing megamod ever seen

:Kaleun_Cheers:

Shaefer
01-26-19, 05:31 AM
The first new ones since 2017.
Post #23 Let’s Play Silent Hunter 5 Battle Of The Atlantic (TWOS) 2016 > Empty Cup (Shaefer) > Last Episode 18 January 23rd 2019 (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=23)
Peter


Wow! It's been that long? Time really flies.
Thanks for the shout out Berbster! :Kaleun_Salute:

Innos
01-27-19, 11:40 AM
I am looking foreward for this mod, and if one day I can download mods here, I would download it ;)

gap
01-27-19, 12:27 PM
I am looking foreward for this mod, and if one day I can download mods here, I would download it ;)

Welcome aboard Innos :salute:

I think TWoS is available for all the subsim members, no need of special membership, but due to its big size a certain "seniorirty" level might be required for its download to become available to you. So keep posting here and be patient. Hopefully in a few days of active membership you will be allowed to dowload the mod :up:

THEBERBSTER
01-27-19, 02:14 PM
A Warm Welcome To The Subsim Community > Innos
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

AirShark
01-27-19, 03:19 PM
some stars are blinking in TWOS is that normal i also have struggling mouse when using binoculars (not the UZO once) is there a fix for them ?

Chucktown
01-27-19, 08:52 PM
Running on the surface at night to re position at 64tc and I start hearing shells whiz by me. I quickly go to tc1 and go to the bridge. What i saw was a DD at 0 degrees within about 200m firing at me point blank. The weather conditions was 4kt winds, no fog, no clouds, no precipitation, and moon was about 3/4 if that matters for spotting. I received no warning from my bridge crew even with 1 pt in upgrade for bridge officer in spotting. I did load a save game that was saved with very bad conditions. They were heavy fog, heavy precipitation, 7kt winds, and overcast. Visibility was basically 0 in my save but a reload cleared it up.

My install is a steam install and I used the steam converter as well. I made sure my game was v1.20 before installing TWoS as well. I also made sure sh5.exe was set to administrator rights and I am running win7. I know in the past that there was some extra steps in the past that had to be done to use TDW Patcher with steam, I didn't take those steps since I am assuming the converter was added to remove those steps so correct me if I am wrong. My game install remained in steam/steamapps/common as well. I followed the install instructions to the t and didn't do anything more or less then instructed.

THEBERBSTER
01-28-19, 07:06 AM
Hi CT
It seems like the DD was in the heavy fog and with the weather having changed when the game loaded you were immediately exposed?
To go back to heavy fog you will need to use the Esc key to reload the saved game until you get heavy fog again.
This may take several attempts this way and only heavy fog will save you.
If this does not work go back to the main menu and load the saved game and repeat.
As a last resort exit the game back to desktop and repeat.
You will eventually get your heavy fog.

Peter

Chucktown
01-28-19, 12:57 PM
Hi CT
It seems like the DD was in the heavy fog and with the weather having changed when the game loaded you were immediately exposed?
To go back to heavy fog you will need to use the Esc key to reload the saved game until you get heavy fog again.
This may take several attempts this way and only heavy fog will save you.
If this does not work go back to the main menu and load the saved game and repeat.
As a last resort exit the game back to desktop and repeat.
You will eventually get your heavy fog.

Peter


I actually traveled for hours in game after reload so it wasn't immediate. If it matters, I had travel mode activated (yellow Icon not grey) and also the enable TCx on message box messages activated (yellow icon not grey) and TC1 on any message box message not activated (grey icon not yellow). I have not made any changes to cfg or the TWoS options file viewer so everything is default.

Chucktown
01-28-19, 07:35 PM
I have a question concerning morale decay. So far I have spent 3pts on the Bosun skill but it still shows as 50/100. Is it working and the UI just isnt registering it or am I wasting points here?

siege00
01-28-19, 07:49 PM
I actually traveled for hours in game after reload so it wasn't immediate. If it matters, I had travel mode activated (yellow Icon not grey) and also the enable TCx on message box messages activated (yellow icon not grey) and TC1 on any message box message not activated (grey icon not yellow). I have not made any changes to cfg or the TWoS options file viewer so everything is default.

May just be a glitch. Maybe the DD was too close when the save was made. Have you tried going to an earlier save? I know it's a PITA but may save you the headache, then you can just retrace your course.

Chucktown
01-28-19, 08:20 PM
May just be a glitch. Maybe the DD was too close when the save was made. Have you tried going to an earlier save? I know it's a PITA but may save you the headache, then you can just retrace your course.

I got sunk and then just reloaded the save and now I am way past that time. When it happened, I traveled a good 100km from my save point so I am pretty sure the DD wasn't already in range at time of my reload. I knew a DD was out there patrolling because I would hear him on hydrophones but I was relying on my watch crew to tell me if we could see him visually. Not sure what happened, I have many hours in the game (over 100 with TWoS mod alone) and its the only time i can recall something like this. Not a big deal tbh.

edit- Just got done hunting a "coastal boat" which I didn't fire on and stayed hidden once i realized what it was I was hunting. The hydrophone operator never once picked it up even I though it crossed my bow at less then 1km, not sure why but its a coastal boat and idc as long as they register the real fish im seeking. Anyways, I waited for it to get some distance and as i surfaced "ship sighted bearing 110". I couldn't even see but the top of the mast with binoculars but a destroyer at less then 1km eluding my bridge crew! LMAO, **** happens right? The best thing to do is laugh. That said, I have sighted other escorts since this happened at proper distances in good weather so im really not too concerned.

Shaefer
01-29-19, 10:25 AM
Running on the surface at night to re position at 64tc and I start hearing shells whiz by me. I quickly go to tc1 and go to the bridge. What i saw was a DD at 0 degrees within about 200m firing at me point blank.
The weather conditions was 4kt winds, no fog, no clouds, no precipitation, and moon was about 3/4 if that matters for spotting.
I received no warning from my bridge crew even with 1 pt in upgrade for bridge officer in spotting. .

This must be glitch, that destroyer would have opened fire way before getting so close with those conditions.
Also keep in mind that if you are close to land or a ship, 64x tc is the fastest you can accelerate the game.
So if your a bit form land and are locked to 64X tc, something is close. Unless you enjoy 64 and never go faster. :o
Never trust your watch crew 100%, they miss alot.

bstanko6
01-29-19, 05:32 PM
Going high TC in a patrol area where you know there are escorts will do that. Never go over 32. When I have a ship spotted I never go over 8.

Bojanpopovic
02-02-19, 02:10 PM
Hi. I am familiar with game, just made campain progress from coastal waters to happy times. I did everything like in tutorial, using silentotto cheat. But i have problems with capitain medals and crew points i have earned so far, they are not transfered to happy times campain, it is just like on begining, they are at 0. I copy/paste these values from career tracker to my new career tracker, but there is no diferent(for medals and crew points) What to do? Sorry for my english...

fitzcarraldo
02-02-19, 03:07 PM
Hi. I am familiar with game, just made campain progress from coastal waters to happy times. I did everything like in tutorial, using silentotto cheat. But i have problems with capitain medals and crew points i have earned so far, they are not transfered to happy times campain, it is just like on begining, they are at 0. I copy/paste these values from career tracker to my new career tracker, but there is no diferent(for medals and crew points) What to do? Sorry for my english...

Use KSD. With it you will have historic and accurate awards. The awards in SH5 don't work well.

Regards.

Fitzcarraldo

Husksubsky
02-02-19, 03:35 PM
Brings me to think about my autoscripts (where I fixed glitches 2016 but forgot upload ) goes to Max 32. Feel free to suggest anything regarding tc at my modthread before I upload newest (wich hold the course).

http://subsim.com/radioroom/showthread.php?t=208748

Bojanpopovic
02-03-19, 08:21 AM
Fitzcarraldo with all due respect, what is KSD? Can you point me to description please?

fitzcarraldo
02-03-19, 09:22 AM
Fitzcarraldo with all due respect, what is KSD? Can you point me to description please?

If you installed TWoS 2.2.9, you should have an icon KSD in your desktop. Set it to offline and start the game from it.

If you used SH3 Commander, this is a simplified version of it. Very simplified.

In SH5 don't forget to save your logbook with a name and ever you save a game, go to main menu and exit. Never exit to Windows!

The game should ask you if you want to save the logbook, click yes and all is saved also for KSD. KSD puts awards in your uniform "as real as gets". And you have a logbook in text format for edition.

Good hunt!

Fitzcarraldo

Bojanpopovic
02-03-19, 04:50 PM
OK i tried KSD. But there is no my ships tonnage so far. It is 0. Is that means that i will historicaly receive awards and new subs, no matter how much tonnage i sunk? And what about crew points, they are at 0 too. Does my crew need points to perform better on this KDS too, or is no matter at all?

fitzcarraldo
02-03-19, 05:32 PM
OK i tried KSD. But there is no my ships tonnage so far. It is 0. Is that means that i will historicaly receive awards and new subs, no matter how much tonnage i sunk? And what about crew points, they are at 0 too. Does my crew need points to perform better on this KDS too, or is no matter at all?

You need to start a new campaign....

Fitzcarraldo

Fifi
02-04-19, 02:54 AM
… and return to bunker/end patrol so KSD can read your score.

fitzcarraldo
02-04-19, 06:33 AM
… and return to bunker/end patrol so KSD can read your score.

....Yes....

Bojanpopovic
02-04-19, 02:26 PM
Thank you guys, i hope i can finish the game to the very end...because i always coming back to start from begining over and over again, as new patches and updates are released.

gutted
02-06-19, 08:17 PM
My messages bar (bottom-right window of the main HUD) keeps disappearing completely. It usually happens when i leave the main map. I have to bring up the escape menu and then hit esc again to go back to the game for it to show up.

bstanko6
02-07-19, 02:18 AM
That window is activated on and off with the L key. Are you hitting that key or did you key another function with L?

Bojanpopovic
02-07-19, 06:24 AM
How to treat neutral ships? I mean, it is year 1940, can i sink american ship, although they are not in the war yet? I know that, for example Ireland is neutral all the time during war, but how about these countrys that will go into the war by specific date? I play latest TOWS...

Fifi
02-07-19, 07:08 AM
How to treat neutral ships? I mean, it is year 1940, can i sink american ship, although they are not in the war yet? I know that, for example Ireland is neutral all the time during war, but how about these countrys that will go into the war by specific date? I play latest TOWS...

You can always sink neutrals, but your score will be down and BDU not happy.
You have to wait for end of 41 for Americans (after Pearl Harbor)
Checking countries colors on nav map tell you actually wich one is still neutral or not :salute:

Ashikaga
02-07-19, 07:57 AM
How can one switch KSD to offline use?

Tonci87
02-07-19, 08:00 AM
Open KSD, go into the settings, uncheck Automatic connection to the Server at startup.

Donīt try to log in or to update statistics.

gutted
02-07-19, 12:23 PM
That window is activated on and off with the L key. Are you hitting that key or did you key another function with L?

*face palm*

Ashikaga
02-08-19, 01:02 AM
Thanks for the KSD info. The weird thing is that I cannot start the game from KSD but when I start it in the normal fashion and afterwards go back to the main menu I do get the request to save navigation marks and logs. Dunno why it does not start from within KSD since my captain's names do show up in it.

fitzcarraldo
02-08-19, 06:42 AM
Thanks for the KSD info. The weird thing is that I cannot start the game from KSD but when I start it in the normal fashion and afterwards go back to the main menu I do get the request to save navigation marks and logs. Dunno why it does not start from within KSD since my captain's names do show up in it.

KSD works with administrator rights and W7/WXP compatibility. With W10 you will have that issue of the start game button. I had it.

Regards.

Fitzcarraldo

Tonci87
02-08-19, 04:23 PM
Hi Guys, I have made a little tutorial showing how to use the RAOBF and Attack disc to set up a fast 90° intercept course.

I hope I can help somebody with this.

Of course I have also linked this amazing mod :D


RAOBF and Attack Disc Tutorial (https://www.youtube.com/watch?v=jBFlosUt8SY)

armymdic
02-08-19, 05:06 PM
Hi, I was wondering if there is a way to disable to real nav component of this mod? Could not find anything relevant on the forums. Thanks!

fitzcarraldo
02-08-19, 05:29 PM
Hi, I was wondering if there is a way to disable to real nav component of this mod? Could not find anything relevant on the forums. Thanks!

I understand you don't want Real Nav, yes?

Real Nav is not by default in TWoS. You need to activate it via JSGME. If you never enabled it via JSGME you should not have Real Nav. See in your JSGME if you have enabled Real Nav - must be in the right column. If yes, disable it. If Real Nav mod/addon is in the left column...well, you have a wrong installation and you need reinstall all SH5 plus TWoS 2.2.9.

If you want to enable Real Nav, it is in the left column of JSGME. Pass it to the right column and you will have Real Nav. If you installed well TWoS, you should have an icon for JSGME on your desktop. The folder of the TWoS addon mods - optionals - is "TWoS_parts" inside your SH5 folder (game folder....ubisoft/SH5).

Regards.

Fitzcarraldo

Ashikaga
02-09-19, 03:55 AM
Does anyone know of a topic explaining the use of the WO when determining contact speed? With that I mean the use of the stopwatch and line button above his icon. I normally plot it and use the speed conversion charts but thought using him might be handy at times.

also, does anyone ever use the manouvering/timepiece board? If so, how do you edit times on it since it seems a bit of a useless overlay.

Tonci87
02-09-19, 04:12 AM
I personally do not like to use the WO to determine target speed. If you want to do it, you have to be at a complete stop, (that is the first part that I do not like, because it is practically impossible to not be moved by the sea in real life) and you have to enable follow target so that your periscope tracks the targets bearing. Then you enable the determine speed feature and wait. The longer you wait the more precise your measurement will be. But even when waiting more than a minute the WO will often give out a wrong speed reading.

You shouldnīt trust him.
That is the main reason why I do not use that feature. Speed can be obtained much easier and faster by using the U-jagd clock or, even better the RAOBF. Iīm showing both methods in the video I posted yesterday (four posts ago)

Ashikaga
02-09-19, 05:05 AM
Thanks for the info! I do use the stopwatch method already :) will check out your vids!

Ashikaga
02-10-19, 06:37 AM
Question for Vecko. If I want to replace the sound when the map opens with the sound in and around the boat instead of that silence you hear everytime it opens how would I do that? Is it at all possible? Any help welcome.

I would also like to know which lines to edit so that the periscope depth is not accompanied by that bell anymore.

Maybe some sound mod people can help out.

:)

Tonci87
02-10-19, 07:22 AM
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




Thank you very much for this.

My problem is that the speech when changing the torpedo pistol, or when changing from single shot to salvo get played two times.

If I do as you instruct, then no sound gets played at all. Do you know what I need to change so that each sound is only played once?

Thank you

gutted
02-10-19, 11:29 AM
What am i supposed to do with all these random contacts that pop up on the map if no information is given?

Seems rather pointless if i dont even know their general direction of travel.

gutted
02-10-19, 11:32 AM
Also why do some messages received go to the Radio Messages log, while others go to the Captain's log?

fitzcarraldo
02-10-19, 12:50 PM
What am i supposed to do with all these random contacts that pop up on the map if no information is given?

Seems rather pointless if i dont even know their general direction of travel.

It is the way how worked in the real war....

Fitzcarrakdo

gutted
02-10-19, 12:54 PM
It is the way how worked in the real war....

Fitzcarrakdo

I'm pretty sure if someone were to report a contact they would give a general direction of travel.

Tonci87
02-10-19, 05:08 PM
Well every time I receive a contact sighted radio message I also get the contacts course and speed.

fitzcarraldo
02-10-19, 05:10 PM
I'm pretty sure if someone were to report a contact they would give a general direction of travel.

...Or not. Depended of the information. Could be a ship/convoy sighted by another ship or boat, or intelligence information. In general, the commanders only received an approximate position of the contact . In TWoS you have a black mark appearing in the position of the sighted or informed via intelligence, contact (With contacts enabled). The text could have a direction. Or not. For example,.I received radio messages with "Convoy sighted", and the coordinates, and is all the information available. No direction, no speed.

Fitzcarraldo

gutted
02-10-19, 05:34 PM
Well every time I receive a contact sighted radio message I also get the contacts course and speed.

Wasn't referring to that. I'm talking about all these icons on the map that just say "Merchant Ship" with no corresponding radio message.

Wtf am i supposed to do with that? No time & no general direction? REally? Then why even show them?

fitzcarraldo
02-10-19, 07:29 PM
Wasn't referring to that. I'm talking about all these icons on the map that just say "Merchant Ship" with no corresponding radio message.

Wtf am i supposed to do with that? No time & no general direction? REally? Then why even show them?

I suppose you are playing with contacts enabled. It is how the game works, as SH3 and SH4. With contacts enabled, you can see contacts not reported by the radio. You are seeing the AI around you, within range, reported or not. That isn't 100% realism. You should live with that (as me.....).

Regards.

Fitzcarraldo

gutted
02-10-19, 11:08 PM
Im playing with map contacts off (.ie 100% realism) but without real navigation.

In SH3 & 4, reported map contacts come with a time, and estimation of speed and course when you click on them. Though i always edit the ContLine.tga file to be blank so that the super accurate "tail" is invisible.

gutted
02-11-19, 02:40 PM
I've switched to real nav, no big deal.. i never used the map for attacking anyway. My other question still stands.

I routinely get messages in my captain's log that i never know about because there is no indication they are there, and they are not sent to my radio messages log. Sometimes i go and look and there's like 3 or 4 contact reports.

Ashikaga
02-11-19, 06:16 PM
I've switched to real nav, no big deal.. i never used the map for attacking anyway. My other question still stands.

I routinely get messages in my captain's log that i never know about because there is no indication they are there, and they are not sent to my radio messages log. Sometimes i go and look and there's like 3 or 4 contact reports.

Yep that is annoying. You would expect your funkmaat to inform you. The messages do at times show up in your messagebox when a convoy is close enough to reach it though. 160kms. But I make a habit of checking the captains log at least once every hour.

Tonci87
02-12-19, 10:32 AM
Hey guys, is there a way to mod the game so that the Flak Gun stays manned, even in a bit of rough weather?
Ideally I want the AA gun to be manned even at decks awash, since it is on a raised tower.

Any suggestions?

Thank you

Fifi
02-12-19, 11:05 AM
Hey guys, is there a way to mod the game so that the Flak Gun stays manned, even in a bit of rough weather?
Ideally I want the AA gun to be manned even at decks awash, since it is on a raised tower.

Any suggestions?

Thank you

I don’t think it’s possible. It’s a game limitation, as i was told by Vecko :salute:

Tonci87
02-12-19, 11:40 AM
I don’t think it’s possible. It’s a game limitation, as i was told by Vecko :salute:

is it at least possible to keep him at station for a few seconds when a wave washes over the deck? I think there was such a mod for the deck gun. Can anybody point me to it?

kapuhy
02-12-19, 01:52 PM
Hello, new TWoS user here. Let me first say thanks for creating this wonderful mod - my short experience with vanilla game made almost made me regret buying, but upon installing TWoS i'm hooked :)

I have some noob questions I haven't been able to find answer for:

- There is an optional "Increased Flooding via Zones", does it make ships more likely to sink from flooding (as opposed to ship-shattering explosion) or just decreases the time it takes the compartments to fill with water?

- While we're at it, is there a tweak or compatible mod to tone down fireworks even further? So far (only played single missions though) single torpedo was enough to sink most merchants, often triggering an immediate explosion. I was under impression that historically, while single torpedo almost always stopped a merchant, it often remained afloat, having to be finished by subsequent shots/gunfire.

Superwutz
02-13-19, 12:49 PM
Hi guys I just started with sh again after some years.

Is there any way to turn the map icons back on with this mod?
I just canīt find it..

And also:

There was once a huuge manual pdf (I think form the aotd mod..?) is that still anywhere to find??

Many thanks!

fitzcarraldo
02-13-19, 07:06 PM
Hello, new TWoS user here. Let me first say thanks for creating this wonderful mod - my short experience with vanilla game made almost made me regret buying, but upon installing TWoS i'm hooked :)

I have some noob questions I haven't been able to find answer for:

- There is an optional "Increased Flooding via Zones", does it make ships more likely to sink from flooding (as opposed to ship-shattering explosion) or just decreases the time it takes the compartments to fill with water?

- While we're at it, is there a tweak or compatible mod to tone down fireworks even further? So far (only played single missions though) single torpedo was enough to sink most merchants, often triggering an immediate explosion. I was under impression that historically, while single torpedo almost always stopped a merchant, it often remained afloat, having to be finished by subsequent shots/gunfire.

Flooding time: increases the flooding, ship sinks fast.

There is an addon mod for no Hollywood explosions (decreases fires and explosions with the same torpedo impact effect) Open JSGME and see the left column.

Good hunt!

Fitzcarraldo

gutted
02-13-19, 10:36 PM
When can i upgrade to a 7b? Im still stuck in the 7a even though i've finished the first campaign and 1 patrol of the second campaign. I've got atleast 40 ships sunk so far and am past the halfway point of 1940.

kapuhy
02-14-19, 03:07 AM
Flooding time: increases the flooding, ship sinks fast.

There is an addon mod for no Hollywood explosions (decreases fires and explosions with the same torpedo impact effect) Open JSGME and see the left column.

Good hunt!

Fitzcarraldo

I've noticed the faster flooding, but does it make the ship flood more, as in maximum level of flooding is higher (making it more likely to result in sinking), or just reaches the same maximum point faster?

The no Hollywood explosions addon was first thing I've checked (being put off by vanilla "all freighters carry 4th July supplies" explosions), but even with this I never see ships just calmly slip beneath waves - they list more and more and then (usually at decks awash) are torn apart by series of detonations, either breaking in half or just all superstructure blowing up.

Ashikaga
02-14-19, 08:45 AM
Explosions on ships while sinking were quite normal when the seawater reached the boilers, especially when they were still functioning.

So it is not that inaccurate.

About the change of boat to type VII. It is strange that it has not happened to you yet. If I remember correctly you were given an option to choose a type VII in the bunker with that maintenance guy, or at least you should have. Maybe Vecko knows.

fitzcarraldo
02-14-19, 09:46 AM
Explosions on ships while sinking were quite normal when the seawater reached the boilers, especially when they were still functioning.

So it is not that inaccurate.

About the change of boat to type VII. It is strange that it has not happened to you yet. If I remember correctly you were given an option to choose a type VII in the bunker with that maintenance guy, or at least you should have. Maybe Vecko knows.

Correct.

BTW, you should have an addon mod for VIIB from the start. Restart campaign needed.

BTW 2: SH5 has problems with awards, points, etc. For awards, it is better and " as real as get" to start the game from KSD and save a logbook in the game.

Regards.

Fitzcarraldo

Superwutz
02-14-19, 09:56 AM
Hi guys I just started with sh again after some years.

Is there any way to turn the map icons back on with this mod?
I just canīt find it..

And also:

There was once a huuge manual pdf (I think form the aotd mod..?) is that still anywhere to find??

Many thanks!

Does nobody have any ideas?

I really want to play with the mod but canīt without icons..:wah:

Tonci87
02-14-19, 10:31 AM
Does nobody have any ideas?

I really want to play with the mod but canīt without icons..:wah:

You should have map contacts if you disable real navigation

Superwutz
02-14-19, 11:34 AM
it is disabled but nothing shows up on the map like at all..

Bojanpopovic
02-14-19, 12:48 PM
How to solve problem with 2 destroyers sticked with me? I travel from Lorient to Athlantic, and two DDs are always on constant distance to me, can't get rid off them, no matter i do, going on surface or submerged...

Tonci87
02-14-19, 01:17 PM
How to solve problem with 2 destroyers sticked with me? I travel from Lorient to Athlantic, and two DDs are always on constant distance to me, can't get rid off them, no matter i do, going on surface or submerged...

Save the game, restart and reload.

fitzcarraldo
02-14-19, 02:27 PM
it is disabled but nothing shows up on the map like at all..

If you donīt use Real Nav, you should have the icons, or they are disabled by OFEV. Open OFEV and check the options for Nav Map and TAI.

BTW, there is an addon mod for Map Contacts Colors. Try it. If you donīt have the icons, open OFEV and see the options.

Also, in the options of the game (in the options menu), see if you have the contacts enabled. Realism options.

Fitzcarraldo :Kaleun_Salute:

Tonci87
02-14-19, 03:37 PM
I dug a bit into the game files to figure something out, and wow, I couldnīt believe my eyes that apparently so much code from Silent hunter 4 has been used to make this game. There is bits of SH4 code everywhere, although, often without function, since many features SH4 had were not implemented. Things like proper crew management, an office room you visit between patrols, etc.

Now I wonder if they simply used "unscrubbed" SH4 code to save time, or if they at some point intended to get these features into SH5?

What a shame that Ubisoft has ruined what this game could have been by rushing it out the door. I guess the devs would have also had more time for developing the game if Ubisoft didnīt insist that this game should be a testbed for their bull**** DRM they had back then....


EDIT: Disregard the following. I departed on a new patrol, and the submerged torpedo loading boost works again..... This game sometimes....


Anyway, what I wanted to do is have a look why I can not activate the faster torpedo ability while at periscope depth.

I guess it is because of this part of code in Silent Hunter 5\data\UPCDataGE\UPCCrewData\SpecialAbilities.upc

[SpecialAbility 19] ; *Faster torpedo tubes reloading-submerged
ID=Ability-Active-Overcharge-Torpedo
NameDisplayable=Ability-Active-Overcharge-Torpedo-Name
Description=Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description
Levels= 5
AbilityType=TorpedoLoadingTimeSimple ; *Faster torpedo tubes reloading-submerged
AbilityValue= -10, -12, -15, -17, -20
RunOnActivate= IfIsSubmerged

PointsRequirement= 0, 0, 0, 0, 0
AbilityRequirements= 0, 1, Ability-Active-Overcharge-Torpedo, 1, 1, Ability-Active-Overcharge-Torpedo, 2, 1, Ability-Active-Overcharge-Torpedo, 3, 1, Ability-Active-Overcharge-Torpedo, 4
LevelUpTree= 2, 3, 4, 5, 0
MoraleCost= 1, 1, 1, 1, 1
PointsCost= 1, 1, 2, 2, 3

AbylityActsIn= ALL

Activation=OnDemand
Duration=1200, 1800, 2400, 3000, 3600
Cooldown=16200, 14400, 14400, 10800, 7200


So, doesnīt Periscope depth count as IfIsSubmerged ?

There is not persicope depth function in that file.

; RunOnActivate - functions
;
; SpeedAheadFlank
; IfIsSurfaced
; IfIsSubmerged
;

Where in the files does IfIsSubmerged get defined?

gutted
02-14-19, 05:41 PM
I couldnīt believe my eyes that apparently so much code from Silent hunter 4

There's unused graphics files from both SH3 & SH4 littered throughout the game folders.

Very sloppy if you ask me.

BrokenPrism
02-15-19, 11:54 AM
I have one quick question:

Is it normal for the U-Flak to not have any internal or external storage for torpedoes?

Ashikaga
02-15-19, 12:19 PM
U-Flak had limited Torpedo loads. I am not sure whether it is working in-game since I have not played a U-flak yet.

https://uboat.net/types/u-flak.htm




.

palmic
02-15-19, 12:59 PM
I couldnīt believe my eyes that apparently so much code from Silent hunter 4 has been used to make this game.

This is how the games are made even today.
if you think about it, all of us work this way.

Tonci87
02-15-19, 05:37 PM
This is how the games are made even today.
if you think about it, all of us work this way.

Sure, iteration is not bad per se, but in the code of this game you even have things like the complete crew roster from SH4. The files are just there, and not really used by the game I imagine. I think that looks like the programmers didnīt have time to "clean up" after adapting the features to SH5.

gutted
02-15-19, 05:56 PM
Was doing a test dive to 200m today in a Type7b. Before i even made it that depth my KDB Hydrophone reciever was reported destroyed. Wut?

A quick look from the bridge after surfacing confirmed it was gone. Since when?

Ashikaga
02-15-19, 06:18 PM
Never experienced that. What was your speed?

Tonci87
02-15-19, 06:57 PM
Was doing a test dive to 200m today in a Type7b. Before i even made it that depth my KDB Hydrophone reciever was reported destroyed. Wut?

A quick look from the bridge after surfacing confirmed it was gone. Since when?

Look into the description for the KDB. Those things were historically easily damaged by too much pressure. Either by going below 100m, or by depth charges. Donīt worry, your boat still has the GHG as a Hydrophone.

Skarmy
02-16-19, 12:22 PM
Am I doing something wrong? I don't have any way to TC past 64 when near units, is there a setting I'm missing?


TimeStop=0
RealTime=1
LandProximity=1,128
CriticalDamage=1
CrewEfficiency=2048
AirEnemyDetected=2048
SoundEffects=2
CharacterAnim=64
FriendDetected=32,2048
EnemyDetected=8,256
RadioReport=2048
Particles=32
PrayState=1
HunterState=1
3DRender=2048
Maximum=2048

Ashikaga
02-16-19, 01:38 PM
In TWoS whenever a ship is near or a plane, friendly as well as enemy, the game will not go over TC 64. It is modded that way due to game performance and stability.

It prevents CTD's and other trouble, just like not saving your game whenever there are ships present near you saves you from corrupt gamesaves.

The Mod was programmed that way.

So if you cannot go over TC64, be sure someone is in your vicinity somewhere.


.

fitzcarraldo
02-16-19, 01:39 PM
Am I doing something wrong? I don't have any way to TC past 64 when near units, is there a setting I'm missing?


TimeStop=0
RealTime=1
LandProximity=1,128
CriticalDamage=1
CrewEfficiency=2048
AirEnemyDetected=2048
SoundEffects=2
CharacterAnim=64
FriendDetected=32,2048
EnemyDetected=8,256
RadioReport=2048
Particles=32
PrayState=1
HunterState=1
3DRender=2048
Maximum=2048

You can touch anything you want. But TWoS stability is very delicate. TWoS is a low TC game near ports, units, etc. If you want an stable game without CTDs, leave the TC settings as they are.

Good hunt!

Fitzcarraldo :salute:

Ashikaga
02-16-19, 01:57 PM
to be honest Fitz, I would like my TC second value when enemy is detected/planes are detected way lower than what it is now....

I always get jumped by those damn planes when in TC. :/\\!!

And when TC then drops to 1 I am already damaged beyond repair at times.



:k_confused:

fitzcarraldo
02-16-19, 02:37 PM
to be honest Fitz, I would like my TC second value when enemy is detected/planes are detected way lower than what it is now....

I always get jumped by those damn planes when in TC. :/\\!!

And when TC then drops to 1 I am already damaged beyond repair at times.



:k_confused:

I'm a player of TC1. Slow,.but secure.

Fitzcarraldo :salute:

gutted
02-16-19, 02:41 PM
Am I doing something wrong? I don't have any way to TC past 64 when near units, is there a setting I'm missing?


Look in the options editor that came with twos. Theres an extra setting in there. I upped mine and have had zero issues across a dozen patrols.

Sorry authors but I don't have the time to have my max TC be forced to such a low level for every object that comes within 30km of me. I need to be able to sail past it in a timely manner IF I CHOOSE TO DO SO.

Suikotsu
02-16-19, 02:53 PM
Hello folks,

I hope this is the right place to ask this:
I recently updated to the last version of WoS and everything is working like a charm and as far as i can see as intended with one minor exception: External reserves loading time.
I did activate the skill of Mr. Torpedoman that says 'External Transfers Lvl 1', and they do indeed initiate the transfer, but with a rather slow transfer rate. I mean really slow, i just stopped the amount of percentage complete from the tooltip if you hover over the to be transferred torpedo, and it is about 3% per 12 hours. Now i do like realism and the concept of being a sitting duck while doing this type of maintenance, but isn't that a bit harsh? Or, as i rather suspect, not actually what was intended?
Additional info:
-Sea is calm
-Speed is 0 ofc
-Yes, i dragged the ext. reserve into internal reserve

Any idea?

Ashikaga
02-16-19, 10:34 PM
Look in the options editor that came with twos. Theres an extra setting in there. I upped mine and have had zero issues across a dozen patrols.

Sorry authors but I don't have the time to have my max TC be forced to such a low level for every object that comes within 30km of me. I need to be able to sail past it in a timely manner IF I CHOOSE TO DO SO.

I got several great convoys by immediately diving when time does not go above 64 and listening for any ships.

Instant targets!

Ashikaga
02-16-19, 10:35 PM
Hello folks,

I hope this is the right place to ask this:
I recently updated to the last version of WoS and everything is working like a charm and as far as i can see as intended with one minor exception: External reserves loading time.
I did activate the skill of Mr. Torpedoman that says 'External Transfers Lvl 1', and they do indeed initiate the transfer, but with a rather slow transfer rate. I mean really slow, i just stopped the amount of percentage complete from the tooltip if you hover over the to be transferred torpedo, and it is about 3% per 12 hours. Now i do like realism and the concept of being a sitting duck while doing this type of maintenance, but isn't that a bit harsh? Or, as i rather suspect, not actually what was intended?
Additional info:
-Sea is calm
-Speed is 0 ofc
-Yes, i dragged the ext. reserve into internal reserve

Any idea?



Put your crew on battlestations for the duration of reloading torps.
Way faster.

Skarmy
02-16-19, 11:58 PM
Look in the options editor that came with twos. Theres an extra setting in there. I upped mine and have had zero issues across a dozen patrols.

Sorry authors but I don't have the time to have my max TC be forced to such a low level for every object that comes within 30km of me. I need to be able to sail past it in a timely manner IF I CHOOSE TO DO SO.




THANK YOU! Exactly what I was thinking. I encounter 20+ vessels on a short trip from Williamshaven to the English Channel and its very obnoxious to get cut down to 64x TC every time when I know for a fact that they are 99.8% likely to be friendly vessels.

gutted
02-17-19, 08:46 AM
THANK YOU! Exactly what I was thinking. I encounter 20+ vessels on a short trip from Williamshaven to the English Channel and its very obnoxious to get cut down to 64x TC every time when I know for a fact that they are 99.8% likely to be friendly vessels.

I set mine to 256. It's low enough that when im in transit (512x and above) it will drop to 1x when a contact gets in range. But high enough that i can sail past something in a timely manner if i choose to avoid it.

You can also play around with the radius. I think i set mine to 15k.

gutted
02-17-19, 09:04 AM
In port, i set my emblem to use the custom.dds option (i made my own). But after a patrol i noticed that the tab to change emblems is now completely gone from the camouflage menu and has been gone ever since selecting that option.

The custom emblem shows on the boat just fine, i just cant ever change it now.

I looked in upgradepacks.upc and the entry for the custom emblem is missing the line "FunctionalType= UpFTypeEmblem". Could that be the issue?

[edit] I added that missing line and it seems to have fixed the menu.

Sjizzle
02-18-19, 05:09 AM
Aloha Vecko first of all i wanna say u did a really great job with this mega mod :Kaleun_Cheers:
now i have a question for u :D can i use Naights Submaine Textures v1.2G (PUV) with your mega mod ??? it's too bright i the sub and i don't like... i like more darker and creepy sub :D thx

have a nice day
Sjizzle

vdr1981
02-18-19, 09:02 AM
Aloha Vecko first of all i wanna say u did a really great job with this mega mod :Kaleun_Cheers:
now i have a question for u :D can i use Naights Submaine Textures v1.2G (PUV) with your mega mod ??? it's too bright i the sub and i don't like... i like more darker and creepy sub :D thx

have a nice day
Sjizzle

Ehey Sjizzle! :salute:
Simple dds texture files should work without problems. Just be careful not to introduce some incompatible config files as well, which may cause troubles...:yep:

italianmarine
02-18-19, 09:48 AM
Hello folks,

I hope this is the right place to ask this:
I recently updated to the last version of WoS and everything is working like a charm and as far as i can see as intended with one minor exception: External reserves loading time.
I did activate the skill of Mr. Torpedoman that says 'External Transfers Lvl 1', and they do indeed initiate the transfer, but with a rather slow transfer rate. I mean really slow, i just stopped the amount of percentage complete from the tooltip if you hover over the to be transferred torpedo, and it is about 3% per 12 hours. Now i do like realism and the concept of being a sitting duck while doing this type of maintenance, but isn't that a bit harsh? Or, as i rather suspect, not actually what was intended?
Additional info:
-Sea is calm
-Speed is 0 ofc
-Yes, i dragged the ext. reserve into internal reserve

Any idea?

you have to go down to your torpedoman and ask him directly to start with the transfer. Do not just drag the torpedo in the menu.
While asking to start the procedure it takes only some hours.

Sjizzle
02-18-19, 10:21 AM
Ehey Sjizzle! :salute:
Simple dds texture files should work without problems. Just be careful not to introduce some incompatible config files as well, which may cause troubles...:yep:

that's why i am asking because there is the lights.cfg file and hdr_interior_submarine.cfg in the mod... hmmm i have an idea...i will try to edit your light and hdr_interior_submarine.cfg files to make it more darker and creepy inside the uboat :D

vdr1981
02-18-19, 10:29 AM
that's why i am asking because there is the lights.cfg file and hdr_interior_submarine.cfg in the mod... hmmm i have an idea...i will try to edit your light and hdr_interior_submarine.cfg files to make it more darker and creepy inside the uboat :D

I think that those particular cfg files should be OK...:yep:

Ashikaga
02-19-19, 08:42 PM
To Vecko:

Von OKM.

Erste campagne Aenderungen ohne probleme vorgefahren. Neue standort: Lorient.

Vielen dank fur Ihre Arbeit!!!

Gruss,

Fregattenkapitaen Ashikaga.

TWoS 2.2.7

Sjizzle
02-20-19, 03:09 AM
Vecko i have another question for u :D since i was away for a long time from Sh5 and now i wanna play again i found something strange for me ....there are no more docking ships in enemy ports ??? i was in Danzig dicking ship there

Edit:

also can u provide me a download link for this mods pls thx!
FX_Update_0_0_22_Torpedoes - MagDet range 2.5m (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files v2
FXU_0_0_22_Shells Explosions_No Debris
FXU_0_0_22_Debris Particles_CTD Fix
FXU_0_0_22_UBoot_Sensors.fx
IRAI_0_0_41_Sensors Difficulty Settings (init.aix)_v0.1
OHII v2.5 - Change days in bunker_24d_Flotillas.upc

vdr1981
02-20-19, 03:50 AM
Vecko i have another question for u :D since i was away for a long time from Sh5 and now i wanna play again i found something strange for me ....there are no more docking ships in enemy ports ??? i was in Danzig dicking ship there

There should be docked ships there, not too many but few certainly. Did you check with external camera?

Sjizzle
02-20-19, 05:05 AM
There should be docked ships there, not too many but few certainly. Did you check with external camera?

yea there was only 2 ...