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THEBERBSTER
02-20-19, 05:52 AM
Hi Guys
I have just started a new career again and noticed in Danzig there was only 1 ship my periscope could lock on to which I could not see so must be somewhere inside the harbor.


Shaefer also mentioned in his new videos that there was nothing in Stornoway harbor.

Peter

Sjizzle
02-20-19, 05:59 AM
Hi Guys
I have just started a new career again and noticed in Danzig there was only 1 ship my periscope could lock on to which I could not see so must be somewhere inside the harbor.


Shaefer also mentioned in his new videos that there was nothing in Stornoway harbor.

Peter


exactly there is 2 ships inside the harbor... if i remember as well there was around 6 - 8 ships


Edit and Update

i tried with 3 different mod list sober, mine, and vecko's amazing megamod and same thing only 2 ships in danzig inside the harbor....hmmmmmmm

Update 2

after testing on 3 computers with 3 different mods and read all OH II related mods documentation i found why...

this Mod OPEN HORIZONS II v2.5_TWoS Enhancement and in the read me file say

-Decreased number of anchored ships in allied/axis ports, especially in those which are too exposed and unprotected and/or in close proximity of enemy airbases.
- Remaining anchored allied shipping will now be packed inside harbors in order to protect them from underwater torpedo attacks (this wont be the case with American harbors BTW:))
- Added mines and subnets on a few tricky places...
- Remove player's abilities to take provision (aka torpedo and fuel) in every "blue" coastal willage outhere. Only historically correct bases will be able to support U-Boat operations...
- Added one medium sized target in "Sea Trials" area (WA and TP campaign) so player wont be penalized because of low tonnage score if he decides to return to Kiel.
- Revised harbor protections waypoints in a desperate attempt to prevent infamous static destroyers in ports bug. (Coastal Waters campaign only).
- Reduced skill level of Polish task force in Danzing to "competent" / Polish submarines to "competent" and "veteran".
- Revised/added civ. traffic in a few axis ports.

so all is fine Thx Vecko again for the great mods and enhancements

nabilp5
02-20-19, 08:52 AM
lol Very excellent project I wish you all the best

gutted
02-21-19, 08:38 AM
Often when i get a report about a convoy the message box will show them on a course of WSW @ 9kts... but if i look in the captain's log it will say W @ 9kts.

Why? And which one is correct?

vdr1981
02-21-19, 09:16 AM
Often when i get a report about a convoy the message box will show them on a course of WSW @ 9kts... but if i look in the captain's log it will say W @ 9kts.

Why? And which one is correct?

Probably modded and stock parts of the game differently calculate heading values. Not sure from where this comes exactly...:hmmm:
The real course in this case is probably somewhere in between WSW and W.

Sjizzle
02-21-19, 09:38 AM
Often when i get a report about a convoy the message box will show them on a course of WSW @ 9kts... but if i look in the captain's log it will say W @ 9kts.

Why? And which one is correct?

if u are confuse with WSW and this kind of direction u can change it from the TDW's option file viewer go to the radio tab and there u have show contact actual's course via relative course ( E ENE SE S etc ) change that from True to False

vdr1981
02-21-19, 09:57 AM
https://i.postimg.cc/mDJcCbFD/Capture1-C2opy.jpg

v2.2.10
- New loading screen. Special thanks to gap and Edward Tambunan who has actually repainted the photo (U-96).
- Watch crew will now report bearing as well when group of units/convoy is in sight.
- Enhanced tooltip instructions for external torpedo reserves transfer in order to avoid confusion how to utilize this ability.
- Player's submarine in Monsun Gruppe campaign chapter ("silentotto" start) is changed to type VIIC since it is still too early for VIIC/41.
- Player's submarine in Turning Point campaign chapter ("silentotto" start) is changed to type VIIC instead of U-Flak. To start this campaign chapter using U-Flak, enable "Campaign Start_VIIB_UFlaK" addon prior your campaign start. In normal gameplay and without this add on enabled, U-Flak will be offered to player from mid 1943 to the end of the year, depending of current player'a rating.
- Edited starting bases of several campaigns in order to avoid unnecessary instant jumps between bases at the end of campaign chapter. Almost all base/flotilla transfers will be followed by the appropriate encrypted and unencrypted radio messages...
- Few more minor tweaks and fixes.
- In game credits page updated with latest TWoS suporter/donors.
- A big thank you for the latest outstanding TWoS supporters/donors: Peter "TheBerbster" Scott, Michal "Palmic" Palma, Alexander Zhavoronko, Robert Jesse Gary, Adrian Spence, Gerhard Pfundt, Enrique Frances, Aitor Avendano Ormaetxea, Jacques Alary, Thomas Oulie, Joachim Thieme.

Download links are in my signature!

Sorry for the delay guys but like I've already said, I'm very busy these days...But, I think I'll manage to provide few modding hours here and there occasionally...:03::salute:

Happy hunting!
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:

nabilp5
02-21-19, 02:50 PM
Thank you for the best development I have ever seen :Kaleun_Salute::Kaleun_Applaud:
I have a query
I have installed the previous version 2.2.9 full
Do I have to download the full version 2.2.10?:hmmm:
Or do I just install the update 2.2.10?:hmmm:

bstanko6
02-21-19, 03:32 PM
this is a dumb question but I am just wondering. I am currently in a campaign with 2.2.9. Int eh mod disclaimer it says 2.2.10 is not compatible with later versions? Start new campaign? I have to start all over? Or does campaign mean like when i reach operation drumbeat? Id hate to start all over for the update!

Fifi
02-21-19, 05:00 PM
Thank you for the best development I have ever seen :Kaleun_Salute::Kaleun_Applaud:
I have a query
I have installed the previous version 2.2.9 full
Do I have to download the full version 2.2.10?:hmmm:
Or do I just install the update 2.2.10?:hmmm:

Installing the 2.2.10 update on top of 2.2.9 should do it :up:

nabilp5
02-21-19, 05:34 PM
Installing the 2.2.10 update on top of 2.2.9 should do it :up:

Thank you
I installed the update successfully
I wish you all the best :yeah::Kaleun_Thumbs_Up::Kaleun_Salute:

vdr1981
02-21-19, 06:55 PM
Thank you for the best development I have ever seen :Kaleun_Salute::Kaleun_Applaud:
I have a query
I have installed the previous version 2.2.9 full
Do I have to download the full version 2.2.10?:hmmm:
Or do I just install the update 2.2.10?:hmmm:

For You , just uptade v2.2.10 ...:yep:

bstanko6
02-21-19, 06:58 PM
VDR... can you answer can I update 2.2.9 to 2.2.10 without starting whole career over? I thought that was just for full mod?

vdr1981
02-21-19, 07:28 PM
VDR... can you answer can I update 2.2.9 to 2.2.10 without starting whole career over? I

Yes , you can...:yep:

bstanko6
02-21-19, 07:31 PM
Great thanks!

reedca82
02-21-19, 10:17 PM
Hello,

I took about a 1 year break. Fresh install, by the book. No extra mods. My external torpedo reserves are not loading correctly. I drag them to an open storage spot (not in tubes) and they get stuck. Over multiple patrols now.

Update: You have to spend 1 skill point on the torpedo man to initiate transfer. Thx and disregard.

Sjizzle
02-22-19, 01:02 AM
great job vecko as always keep up the good work...
do u have a download link for this mods ?

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

:Kaleun_Cheers:

vdr1981
02-22-19, 05:37 AM
great job vecko as always keep up the good work...
do u have a download link for this mods ?

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

:Kaleun_Cheers:

No, sorry. All my mods are now integrated into TWoS. I stopped producing individual mods long time ago...

Sjizzle
02-22-19, 05:39 AM
No, sorry. All my mods are now integrated into TWoS. I stopped producing individual mods long time ago...

oky thx alot!

bstanko6
02-22-19, 06:31 AM
Just uploaded 2.2.10 and cannot get 100% realism with real navigation

Never mind it worked itself out

vdr1981
02-22-19, 06:51 AM
Just uploaded 2.2.10 and cannot get 100% realism with real navigation

Never mind it worked itself out

?:06:

gutted
02-22-19, 03:28 PM
Did a fresh install of sh5 with the full install of TWoS 2.2.10. At the moment a torpedo impacts my game crashes to desktop. This did not happen with 2.2.9.

Did a new campaign start with 2.2.10. Attacked a polish minelayer (morning of september 1st), crashed to desktop. Scratched my head and reloaded the last autosave. attacked the minelayer again and crash to desktop right as the torpedoes should have struck.

Loaded up the torpedo tutorial single mission. Attacked the liberty cargo and crash to desktop at the moment the torpedoes struck.

Any ideas? I didn't do anything different (i dont think) between my 2.2.9 & 2.2.10 installs. Using the same optional TWoS mods.

bstanko6
02-22-19, 05:11 PM
@gutted...
You have been having troubles from the start. What options or patches have you applied. You mentioned in other threads about activating the orbiter listener, did you do that?

Try turning off all patches

bstanko6
02-22-19, 05:51 PM
@gutted...
I tried replicating your issue and i cant do it. torpedoes work just fine. Is your rig capable to play this game? Do you have a good graphix card?

gutted
02-22-19, 08:15 PM
Problem solved. It was related to an option in generic patcher.


You have been having troubles from the start.

I had 1 problem (which turned out to be my firewall), and a bunch of questions.

bstanko6
02-22-19, 08:43 PM
I tell you, most issues with these mega mods stems from firewall. Glad you found it.

bstanko6
02-22-19, 08:51 PM
@VDR...
I tried using the update, during patrol, big mistake. Caused craziness! Had to do a full reinstall. But I kept my UbiSoft files. For some reason, it would not allow 100% with real nav. I had renamed your TWoS mods from 2.2.9 with a letter A thru G (mods I wanted) so I could reinstall them in JSGME quickly in the order I want them. When I installed 2.2.10, it gave me updated mods. I used the old 2.2.9 mods and it would not register in 2.2.10. So I only had 85% realism. I used the mods 2.2.10 gave me and it worked fine! So nothing wrong with the TWoS friend!

gutted
02-22-19, 10:39 PM
I tell you, most issues with these mega mods stems from firewall. Glad you found it.

It wasn't an issue with the mega mod, just SH5 in general. But in fixing that, im 99% sure it will have fixed my campaign transfer in TWoS as the transfer verifier addon no longer fails.

Sjizzle
02-23-19, 01:07 AM
@gutted...
You have been having troubles from the start. What options or patches have you applied. You mentioned in other threads about activating the orbiter listener, did you do that?

Try turning off all patches

90% of the problems are from the players side always...i am not telling that sh5 it's a perfect game nope it's not...sh5 is a unfinished game!!!
but sometimes players just enable nonsense mods patches and they blame the game or mega mod...
also some crap windows apps which one just block by themselves othe applications communication with the servers like that crapy useless windows defender firewall...

i played till the "Black Pit campaign" with TWoS and with my mod list without any problem... no ctd's at all....

Cr8zycuban
02-23-19, 04:13 AM
I'm having a problem with the Four Bearings tutorial mission. Once it gets to step three, where the tutorial is going to speed up time to sync the game with the approaching merchant, it stops time compression after the bearing is received, and doesn't advance. I saw a video on youtube of someone who played through the tutorial in an older version, and the time of the ship coming into sonar contact is different. Maybe in the new patch the time got mixed up? Any help will be appreciated, because I really want to practice this tutorial. I have no other mods installed besides TWOS. I have uninstalled and reinstalled the game and the mod twice with the same result. Downloaded from ubi, and am running windows 10 if that makes a difference. Regardless of the minor problem, You did an AMAZING job with this mod, Thank you!

Sjizzle
02-23-19, 04:37 AM
I'm having a problem with the Four Bearings tutorial mission. Once it gets to step three, where the tutorial is going to speed up time to sync the game with the approaching merchant, it stops time compression after the bearing is received, and doesn't advance. I saw a video on youtube of someone who played through the tutorial in an older version, and the time of the ship coming into sonar contact is different. Maybe in the new patch the time got mixed up? Any help will be appreciated, because I really want to practice this tutorial. I have no other mods installed besides TWOS. I have uninstalled and reinstalled the game and the mod twice with the same result. Downloaded from ubi, and am running windows 10 if that makes a difference. Regardless of the minor problem, You did an AMAZING job with this mod, Thank you!


hmmm strange give me some time to test it...

Edit and Update

For me works just fine the 4 bearing tutorial from TWoS... u can fallow Peter's link from belowe to learn that method if doesn't work for u the in game tutorial

THEBERBSTER
02-23-19, 04:46 AM
A Warm Welcome To The Subsim Community > Cr8zycuban
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

I do not see any relationship between TWoS and the Four Bearings tutorial you mention as I suspect the tutorial would re-act in the same way with or without TWoS.
Post #21 4 Bearing Method By Kuikueg > 4 YouTube Tutorials + Instructions (http://www.subsim.com/radioroom/showpost.php?p=2184956&postcount=22)

Admiral Lutjens
02-23-19, 10:11 AM
trying to play, but I keep getting an 'error 51' message.

grrr

gap
02-23-19, 10:14 AM
https://i.postimg.cc/mDJcCbFD/Capture1-C2opy.jpg

v2.2.10

Welcome back Vecko :up:

Cr8zycuban
02-23-19, 12:26 PM
hmmm strange give me some time to test it...

Edit and Update

For me works just fine the 4 bearing tutorial from TWoS... u can fallow Peter's link from belowe to learn that method if doesn't work for u the in game tutorial


Well, thanks for giving it a shot. Weird that I'm the only one having this issue. Maybe something is going wrong during the installation process, or my pc is conflicting with the game somehow. Honestly I just wanted to practice the method with the tutorial so I could have some guidance from the game. regardless I will just try it on my own tonight. Thank again for the help!

Cr8zycuban
02-23-19, 12:28 PM
[QUOTE=THEBERBSTER;2593156]A Warm Welcome To The Subsim Community > Cr8zycuban
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

I do not see any relationship between TWoS and the Four Bearings tutorial you mention as I suspect the tutorial would re-act in the same way with or without TWoS.
Post #21 4 Bearing Method By Kuikueg > 4 YouTube Tutorials + Instructions (http://www.subsim.com/radioroom/showpost.php?p=2184956&postcount=22)[/QUOTE


Thanks for the welcome, and the link! Ill be using it later tonight to practice on my own, if I cant figure out why I am having this problem.

nabilp5
02-23-19, 01:19 PM
Well, thanks for giving it a shot. Weird that I'm the only one having this issue. Maybe something is going wrong during the installation process, or my pc is conflicting with the game somehow. Honestly I just wanted to practice the method with the tutorial so I could have some guidance from the game. regardless I will just try it on my own tonight. Thank again for the help!

You're not alone, my friend. I'm just like you. I have the same problem

nabilp5
02-23-19, 01:22 PM
A Warm Welcome To The Subsim Community > Cr8zycuban
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

I do not see any relationship between TWoS and the Four Bearings tutorial you mention as I suspect the tutorial would re-act in the same way with or without TWoS.
Post #21 4 Bearing Method By Kuikueg > 4 YouTube Tutorials + Instructions (http://www.subsim.com/radioroom/showpost.php?p=2184956&postcount=22)


Thank you :Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
I have added this file
"Trevally Tutorial - All v0.2(for OHIIv1.3)" :yeah:
The problem disappeared :Kaleun_Thumbs_Up:

dark270
02-23-19, 05:03 PM
just wanted to say thanks, wolves of steel is an amazing mod, I am thoroughly enjoying it!
:Kaleun_Thumbs_Up:

bstanko6
02-23-19, 11:31 PM
Question. Does the radio antenna go down by button press? Like in SH3 mega mods? In NYGM it was ctrl + V

Sjizzle
02-24-19, 12:59 AM
Question. Does the radio antenna go down by button press? Like in SH3 mega mods? In NYGM it was ctrl + V

i don think so... i think will go down as soon as u order to dive not sure about that... never payed attention on radio antena :D

bstanko6
02-24-19, 01:21 AM
Where can I find the numbers on the deck gun? I want to increase the numbers so crew can use the deck gun to at least 20m wind speed. Thanks in advance, and thanks Sjizzle for your response.

THEBERBSTER
02-24-19, 06:36 AM
A Warm Welcome To The Subsim Community > dark270
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

Fifi
02-24-19, 07:44 AM
I want to increase the numbers so crew can use the deck gun to at least 20m wind speed.

They’d better be good swimmers! :haha:

gap
02-24-19, 08:29 AM
They’d better be good swimmers! :haha:

:rotfl2:

bstanko6
02-24-19, 11:05 AM
I’m from the states so I forget that a meter is like... around 3 feet. What would be a good number? And where can I find those numbers?

Sjizzle
02-24-19, 11:23 AM
I’m from the states so I forget that a meter is like... around 3 feet. What would be a good number? And where can I find those numbers?

u can change from metric to imperial from the game settings :D
1= 3,28084 feet

https://www.mediafire.com/convkey/807b/f31fu1adaadjebbzg.jpg

Tonci87
02-24-19, 04:16 PM
Update: All is fine. I made a new bunker save after loading the Autosave, everything works now

Guys I have a problem that I can´t seem to solve.

I just finished Operation Weserübung and docked in the bunker.
I made a bunker save and exited the game.
When I look into KSD commander I notice that apparently no progress was saved since I completed the optional objective of that mission, even though I sunk a large number of ships and made many savegames.
When I try to load the bunker save the game CTDs
I tried to load an earlier save and to dock again.
The same thing happens.

This is the KSD commander entry for that patrol:

Patrol #7
-------------------------------------------------------
3/23/1940 5:11:06 PM Out on patrol from the base Wilhelmshaven
3/25/1940 11:31:00 AM Destroyed Granville-Type Medium Freighter, 4177 tons, Long 4° 23' E, Lat 62° 22' N
3/27/1940 Objective achieved Recon Trondheim naval base


If I look into Documents\SH5\data\Users\Tonci\CareerTrack.upc then I can see that apparently the game did not create a Career Status Save for this patrol End. Ingame it is the 14 of April 1940.

[CareerTrack 1.CareerStatusSave 476]
ID=ID
Reason=CSS_PatrolEnd
NameDisplayable=U-52
CurrentDate=1940-03-20 05:11:06
UniqueID=1157364207163780253
Title=
Text=
EntryStatus=1
RenownGained=400.000000
RatingGained=0.000000
TotalTonnageSunk=32530.000000
MaximumTonnageOnUnitSunk=16265.000000
EndBaseIDLink=F2Wilhelmshaven
EndFlotillaIDLink=2ndFlotilla

[CareerTrack 1.CareerStatusSave 477]
ID=ID
Reason=CSS_PatrolStart
NameDisplayable=U-52
CurrentDate=1940-03-23 17:11:06
UniqueID=-6775425008148970955
Title=
Text=
EntryStatus=1
DepartureBaseIDLink=F2Wilhelmshaven
DepartureFlotillaIDLink=2ndFlotilla
ObjectiveTypesAssigned=



What can I do?

The patrol has been extremely successful and I would like to get credit for that.

EDIT: By the way, the Bunker Auto save does work and the Career Track UPC file in that save game does contain all the additional entries. But why is that not written into the aforementioned Careertrack.upc? And why is it not recognized by KSD commander? Where does KSD commander look for the campaign progress?

Aktungbby
02-24-19, 06:01 PM
Cra8zycuban!:Kaleun_Salute: & Dark270!:Kaleun_Salute:

Cr8zycuban
02-24-19, 07:22 PM
Where can I find the location of the WOS files before install? I want to uninstall WOS and delete the speech folder so it doesn't overwrite the English speech.

I love the realism and immersion of hearing German, but not everything is translated in the little box at the bottom right that logs all important actions.

I hear people mention subtitles and id much rather have them with German, but I haven't seen any actual subtitles that translate what is being said.


Thanks!

Niume
02-25-19, 11:39 AM
Hello i am veteran of sh3 and i tried using twos with sh3 but is it possible to make controls simmiliar to sh3 like crash dive is C, Clock is X, and so on?

Sjizzle
02-25-19, 12:15 PM
Hello i am veteran of sh3 and i tried using twos with sh3 but is it possible to make controls simmiliar to sh3 like crash dive is C, Clock is X, and so on?

key commands file can be found Silent Hunter 5\data\Cfg\command.cfg
there was also a small app to edit the key commands but i don't recall his name sorry

Tonci87
02-25-19, 03:55 PM
I would like to give a bit of feedback on Operation Weserübung, in the hope that it can be improved a bit in the future.

There were a few things that bothered me.

Operation Hartmut (the submarine warfare part of operation Weserübung) started way too early in the game. It should start on the 6th of April. Norway should become an enemy nation then, at the earliest. I was able to sink Norwegian ships from the second of April onwards.

The German task force arrived too late at Narvik, and when the arrived there were too many of them. The german taskforce arrived in the Fjord on the 11th of April while it should enter the Fjord early in the morning on the 9th.

When the Germans arrived in the game, they arrived with Scharnhorst and Gneisenau, escorted by a good number of destroyers. 15km behind that group two Deutschland class Battleships arrived with an additional destroyer escort.

In real life ten german destroyers went into the Fjord, while Scharnhorst and Gneisenau remained at sea to cover the operation.

In game a british destroyer squadron, escorting a few merchants arrived in the Fjord on the evening of the 11th. (I engaged a lone British destroyer ingame on the 9th. No idea where it came from)

The first battle of Narvik in real life was on the 10th when a group of five British destroyers attacked the Germans. The second battle was on the 13th.

I didn´t wait that long to see if they would arrive because I was out of Torpedoes.


I did not have a single dud torpedo. That might sound weird that I wish I had a few....

I had a very successful patrol
Tonci. Patrol #7. 4/15/1940-------------------------------------------------------
Patrol #7
-------------------------------------------------------
3/23/1940 5:11:06 PM Out on patrol from the base Wilhelmshaven
3/25/1940 11:31:00 AM Destroyed Granville-Type Medium Freighter, 4177 tons, Long 4° 23' E, Lat 62° 22' N
3/27/1940 Objective achieved Recon Trondheim naval base
4/2/1940 8:45:00 AM Destroyed Intermediate Tanker 4500t, 5047 tons, Long 14° 46' E, Lat 68° 03' N
4/3/1940 5:43:00 AM Destroyed Granville-Type Medium Freighter, 4135 tons, Long 14° 54' E, Lat 68° 07' N
4/4/1940 10:55:00 AM Destroyed Large Tanker 11000t, 11073 tons, Long 14° 40' E, Lat 67° 57' N
4/4/1940 4:06:00 PM Destroyed Coal Freighter 2900t, 3087 tons, Long 14° 20' E, Lat 67° 58' N
4/4/1940 4:16:00 PM Destroyed Intermediate Tanker 3500t, 3496 tons, Long 14° 19' E, Lat 67° 58' N
4/5/1940 10:05:00 PM Destroyed Small NP Tanker, 2646 tons, Long 14° 55' E, Lat 68° 05' N
4/8/1940 10:21:00 PM Destroyed Coal Freighter 2900t, 3051 tons, Long 14° 56' E, Lat 68° 05' N
4/9/1940 5:47:00 AM Destroyed Cimmaron Class Tanker, 7603 tons, Long 14° 38' E, Lat 67° 59' N
4/9/1940 6:56:00 AM Destroyed N3SA1 Small Merchant, 1858 tons, Long 14° 31' E, Lat 67° 53' N
4/9/1940 7:10:00 AM Destroyed B Class Destroyer, 1360 tons, Long 14° 31' E, Lat 67° 53' N
4/9/1940 12:58:00 PM Destroyed Medium Composite Freighter, 3972 tons, Long 14° 53' E, Lat 68° 09' N
4/10/1940 7:15:00 AM Destroyed Granville-Type Medium Freighter, 4254 tons, Long 14° 25' E, Lat 67° 59' N
4/11/1940 8:41:00 PM Destroyed Medium Bulk Cargo Freighter, 3609 tons, Long 13° 22' E, Lat 67° 28' N
4/15/1940 9:58:28 AM Completion of a patrol in the base Wilhelmshaven
Torpedoes launched: 14
Impact: 6
Missed: 4
No exact data: 4
Sinking tonnage: 59,368
Merit: 2380
Raiting increased by 2
Patrol time: 23 days
-------------------------------------------------------


So my proposals to improve Operation Weserübung:

1.) Make Norway an enemy Nation on the 6th of April. Also Radio Messages saying that Operation Hartmut has started are sent way too early.
2.) Extend Operation Weserübung until the end of the 13th of April.
3.) Make a german destroyer flotilla arrive in the Fjord on the 9th.
3.) A british destroyer flotilla should arrive on the 10th
4.) Make the Warspite with Destroyer escort arrive on the 13th.


Is it somehow possible to increase the chance of duds early in the war?

dark270
02-25-19, 04:01 PM
thanks, u guys are the best, long time lurker, but rarely posted till last couple of days. some great mods here, i played sh3 gwx,sh4 fotrs, and now sh5 twos, all great!!!

bstanko6
02-25-19, 05:11 PM
@Tonci...
I see this is your 7th patrol. Did you upgrade your torpedo man? If you did there is a good chance of less duds.

Tonci87
02-25-19, 05:17 PM
@Tonci...
I see this is your 7th patrol. Did you upgrade your torpedo man? If you did there is a good chance of less duds.

Yeah but I only upgraded him one level.

Sjizzle
02-26-19, 09:41 AM
Vecko this is a small present for u

https://youtu.be/nt_KM8Zkw64

if u wish to have this animation let me know and i will send it to u and remove it from youtube...

fitzcarraldo
02-26-19, 01:02 PM
Thanks for the new update. Installed and working fine on previous savegames.

Great job, Vecko! :Kaleun_Cheers:

Like the new starting screen. :Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

vdr1981
02-27-19, 03:14 AM
Vecko this is a small present for u

https://youtu.be/nt_KM8Zkw64

if u wish to have this animation let me know and i will send it to u and remove it from youtube...

:up::up::up::salute: Thank you Sjizzle!

Sjizzle
02-27-19, 04:00 AM
:up::up::up::salute: Thank you Sjizzle!

here we go
DOWNLOAD (http://www.mediafire.com/file/ic4uj83k39znnne/Wolves.mp4/file)

Belmondo
02-27-19, 09:46 AM
Hello, how to get rid of green cover on officers, hatch, map, uzo

Sjizzle
02-27-19, 10:17 AM
Hello, how to get rid of green cover on officers, hatch, map, uzo

what u mean there?
do u have a screenshot ?

Belmondo
02-27-19, 11:37 AM
what u mean there?
do u have a screenshot ?


I do not know how to insert a photo

kapuhy
02-28-19, 03:55 PM
what u mean there?
do u have a screenshot ?

Maybe this? (https://imgur.com/aShw2rV)

Belmondo
03-01-19, 12:33 PM
This green https://www.youtube.com/watch?v=c8Tk_blZwg4

vdr1981
03-01-19, 03:11 PM
This green https://www.youtube.com/watch?v=c8Tk_blZwg4

That is not SH5 with TWoS expansion as far as I can tell...
http://www.subsim.com/radioroom/showthread.php?p=2564834#post2564834

Belmondo
03-01-19, 05:39 PM
That is not SH5 with TWoS expansion as far as I can tell...
http://www.subsim.com/radioroom/showthread.php?p=2564834#post2564834


It's just that one of the mods did not work. Thanks to that I've found a mistake

vdr1981
03-01-19, 07:19 PM
It's just that one of the mods did not work. Thanks to that I've found a mistake

Many mods will not work, not only one, but this is not the thread for broken modlists...:03:

Niume
03-02-19, 04:04 AM
What other mods work with twos? any dynamic enviroment mods?

Sjizzle
03-02-19, 05:56 AM
What other mods work with twos? any dynamic enviroment mods?

only mods provide by Vecko in TWoS install package... there are enviroment mods in twos do not add any other one...

fitzcarraldo
03-02-19, 09:35 AM
These extra mods are compatible with TWoS:


TWoS Glass Covered GUI Dials
Conus' Das Boot Crew Faces
BritishAsdicMkIFinal
sobers talking conning crew mod
Warfox deck crew always whispering SH5 German Version
Stormys DBSM SH5 v1.3 optional NavMap babelling
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 6. Sleet for Winter Campaigns
RUSTED GLORY SH5
Das Boot Departure Theme

Regards.

Fitzcarraldo :Kaleun_Salute:

Aixtreme
03-04-19, 02:44 AM
Hello everybody,

I just found this message board and the Wolves of Steel Mod. I downloaded and installed it as described. The game starts as usual with the new loading screens etc.
One problem remains. When hitting "New campaign" the game starts up but an error message pops up.

Campaign Error it says. So I saved the game, returned to main menu.
After loading the just saved game the error still shows up.

Any suggestions? Might this be a problem concearning the added mods (via generic mod enabler) ? I added most of them...

Thanks in advance.

Aixtreme

Aktungbby
03-04-19, 02:52 AM
Aixtreme!:Kaleun_Salute:

Sjizzle
03-04-19, 03:54 AM
Hello everybody,

I just found this message board and the Wolves of Steel Mod. I downloaded and installed it as described. The game starts as usual with the new loading screens etc.
One problem remains. When hitting "New campaign" the game starts up but an error message pops up.

Campaign Error it says. So I saved the game, returned to main menu.
After loading the just saved game the error still shows up.

Any suggestions? Might this be a problem concearning the added mods (via generic mod enabler) ? I added most of them...

Thanks in advance.

Aixtreme

that campaign error come from "TWoS Campaign Advance Verifier Testing" mod

Aixtreme
03-04-19, 04:31 AM
Ah, ok. So I just shut it down and all will smoothly?

THEBERBSTER
03-04-19, 05:41 AM
A Warm Welcome To The Subsim Community > Aixtreme
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

italianmarine
03-04-19, 05:46 AM
Ah, ok. So I just shut it down and all will smoothly?

Sometimes you need to reload the savegame multiple times until the test will say that no problems are detected.

bstanko6
03-04-19, 05:46 AM
Quit to menu, and load again until it loads successfully. Then you are good.

Aixtreme
03-04-19, 09:55 AM
OK. Thanks so far!:Kaleun_Thumbs_Up:

As I am new to SH5, I would like to watch some tutorial videos for beginners. Are there any? I know that this might not be the right thread, but prolly someone can help me anyway?

Tonci87
03-04-19, 12:03 PM
OK. Thanks so far!:Kaleun_Thumbs_Up:

As I am new to SH5, I would like to watch some tutorial videos for beginners. Are there any? I know that this might not be the right thread, but prolly someone can help me anyway?

There are lots, if you have trouble with something you can do a quick Youtube search for that thing and you will probably find your answer.
Shameless self advertising: You can have a look at my Signature ;)

bstanko6
03-04-19, 01:24 PM
http://www.subsim.com/radioroom/showthread.php?t=240116

italianmarine
03-05-19, 03:36 AM
OK. Thanks so far!:Kaleun_Thumbs_Up:

As I am new to SH5, I would like to watch some tutorial videos for beginners. Are there any? I know that this might not be the right thread, but prolly someone can help me anyway?

THEBERBSTER posted some answers above the link to the helptools. You will find everything there.

Aixtreme
03-05-19, 06:11 AM
Thanks again. :Kaleun_Salute:

Edit: Folks, the sim keeps on crashing after hitting "New Campaign" on my Win10 PC. I tried to run the sim in compatibility Mode Win 8 and Win XP but it did not change anything.
Any suggestions?

braisas24
03-08-19, 12:56 PM
Thanks again. :Kaleun_Salute:

Edit: Folks, the sim keeps on crashing after hitting "New Campaign" on my Win10 PC. I tried to run the sim in compatibility Mode Win 8 and Win XP but it did not change anything.
Any suggestions?

Prove with win 7 compatibility and uncheck read only property in the root folder, also you have to enable admin permissions on the mod installer and sh5.exe, and very important you have to enter in the game one time before install the mod.

braisas24
03-08-19, 01:12 PM
These extra mods are compatible with TWoS:


TWoS Glass Covered GUI Dials
Conus' Das Boot Crew Faces
BritishAsdicMkIFinal
sobers talking conning crew mod
Warfox deck crew always whispering SH5 German Version
Stormys DBSM SH5 v1.3 optional NavMap babelling
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 6. Sleet for Winter Campaigns
RUSTED GLORY SH5
Das Boot Departure Theme

Regards.

Fitzcarraldo :Kaleun_Salute:

Hello, the rest of the DynEnv mods aren't compatible?

kapuhy
03-08-19, 03:19 PM
Hello, the rest of the DynEnv mods aren't compatible?

Check the first post in the thread for list of DynEnv mods already included in TWoS:

http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1

Tonci87
03-09-19, 08:52 AM
Might it be possible to implement this mod into WoS?

http://www.subsim.com/radioroom/showthread.php?t=181539

Some people say that the functionality is in the IRAI Mod, but I can not see evidence of that.

Are escorts right now really unable to hear anything below water after they have made a DC run?

bstanko6
03-09-19, 12:23 PM
@Tonci87...

You know what, I'm not sure from a programmer sense, but from gameplay, I would say yes they are blind because they go over you and you end up in the back wash of their engines. I know Benno cant hear things there. We can manualy but he can't. This gives you that opportunity to get further away.

In SH3 they were Italy blind during attack runs so why not SH5!

Tonci87
03-09-19, 05:00 PM
@Tonci87...

You know what, I'm not sure from a programmer sense, but from gameplay, I would say yes they are blind because they go over you and you end up in the back wash of their engines. I know Benno cant hear things there. We can manualy but he can't. This gives you that opportunity to get further away.

In SH3 they were Italy blind during attack runs so why not SH5!

But it really doesn´t seem as if Depth charges leave behind disturbances in the water that blind the escorts. They DC me, and when they come around for their next attack run they do not have issues reacquiring me.

bstanko6
03-09-19, 05:35 PM
Well if there are more than 1 escorts than you are right, one attacks while the other listens to you. I have never had a problem getting away from one escort.

Tonci87
03-09-19, 06:50 PM
Well if there are more than 1 escorts than you are right, one attacks while the other listens to you. I have never had a problem getting away from one escort.

The thing is that the second one shouldn´t be able to pick you up for a time when the DC start to go off.
There was a similar mod for SH3 with a well written description how this phenomenon works

http://www.subsim.com/radioroom/showthread.php?t=236655

bstanko6
03-09-19, 07:53 PM
7) SILENT RUNNING. Silent running is NOT! It does not make you invisible. It lowers chances of detection. Rigging for silent running and going all stop is the best and only way to be silent.

I wrote this in a thread and it still holds true.

You get depth charged so I assume you are at flank speed to avoid them. This means you are noisy!

Just because there is an explosion does not mean they are deaf for a long period of time. They reaquire as soon as possible.

You are not taking into account you may be dealing with a veteran unit.

What is the sea state? The calmer the sea the worse for you.

Also, do you set speed to 50 RPMs? What is your profile?

There are many reasons why you can’t lose a destroyer. The most common is commander inexperience. Not to insult you.

https://youtu.be/lSwJ_bAKy_c

Tonci87
03-09-19, 08:06 PM
I understand you, but what I am trying to say is, that you should be able to make a little sprint after the depth charges explode, because the water will be too turbulent for the escorts to hear you for roughly a minute. Currently their hydros and ASDIC seem not to be blinded by DC explosions.

At flank speed you are of course noisy, but that shouldn´t matter for a short period of time since the disturbances and bubbles left behind by the explosions in the water should mask your signature.

bstanko6
03-09-19, 08:19 PM
Right, what I am saying is there are factors that will rule against you more times than not. You are doing the right things, they just have the jump on you. It happened to the best of the Uboat commanders.

Belmondo
03-11-19, 12:49 PM
Hi how is it possible? How do I issue an immersion alarm. I have to go under the deck first. I do not know

kapuhy
03-11-19, 12:55 PM
Hi how is it possible? How do I issue an immersion alarm. I have to go under the deck first. I do not know

If you mean crash dive, Shift+v or just select crash dive icon from menu on the left. Yes, you have to go inside first (in ofev you can enable an option to teleport you inside automatically).

Belmondo
03-11-19, 01:43 PM
If you mean crash dive, Shift+v or just select crash dive icon from menu on the left. Yes, you have to go inside first (in ofev you can enable an option to teleport you inside automatically).




Well, but I mean, can you change something in files or any mod that I can go down as a captain. The last thing is realism

The_Pharoah
03-11-19, 05:56 PM
Is there a shortcut key for the main navigation map?

also, how do i get rid of the nazi flag flying from the conning tower? Got no problems with the flag - just that when I'm at periscope depth, I have this silly big red flag poking out of the water sometimes!! lol

AKD
03-12-19, 12:50 AM
Totally new to SH5 and TWOS mod, but not to Silent Hunter (forgot my ancient login here). I think I have all installed and working, but jumping into my first campaign, I'm having a few issues working out things because what I see is not matching up to what I see in TWOS videos. For example:

-The Taff in Exile series of videos using TWOS has a ship recognition book that after making an ID lets you send mast height to the TDC to make effective use of the stadimeter. This also seems to have handy features like filtering by stack position. When I bring up the ship recognition reports in my game, I get a couple of filter selections, then double page single images full of of ships at 45 deg. with names and data so small they are almost impossible to read. These pages also seem to be devoid of many ships in game. But even if I can squint enough to use these, I see no way to send the listed mast height to the TDC.

-in the recommended TheNorseCast videos listed in the quick start manual, the bridge binocular view has a proper single circle view sans bearings. When I bring up binocs (zoom with mouse wheel), I get a "fake" double circle view with embedded bearings.

Just dipped my toes out of Memel in the first patrol, but I'm already kinda stuck with the mast height issue since that is so crucial to getting ranges to set up attacks, and concerned that a few things I see in videos are not as I see them in game.

kapuhy
03-12-19, 01:44 AM
Is there a shortcut key for the main navigation map?

also, how do i get rid of the nazi flag flying from the conning tower? Got no problems with the flag - just that when I'm at periscope depth, I have this silly big red flag poking out of the water sometimes!! lol

Check out optional mods in JGSME - there is one doing exactly what you ask for.

Tonci87
03-12-19, 06:47 AM
Totally new to SH5 and TWOS mod, but not to Silent Hunter (forgot my ancient login here). I think I have all installed and working, but jumping into my first campaign, I'm having a few issues working out things because what I see is not matching up to what I see in TWOS videos. For example:

-The Taff in Exile series of videos using TWOS has a ship recognition book that after making an ID lets you send mast height to the TDC to make effective use of the stadimeter. This also seems to have handy features like filtering by stack position. When I bring up the ship recognition reports in my game, I get a couple of filter selections, then double page single images full of of ships at 45 deg. with names and data so small they are almost impossible to read. These pages also seem to be devoid of many ships in game. But even if I can squint enough to use these, I see no way to send the listed mast height to the TDC.

-in the recommended TheNorseCast videos listed in the quick start manual, the bridge binocular view has a proper single circle view sans bearings. When I bring up binocs (zoom with mouse wheel), I get a "fake" double circle view with embedded bearings.

Just dipped my toes out of Memel in the first patrol, but I'm already kinda stuck with the mast height issue since that is so crucial to getting ranges to set up attacks, and concerned that a few things I see in videos are not as I see them in game.

Can you post a screenshot of your recognition manual please?

THEBERBSTER
03-12-19, 07:51 AM
A Warm Welcome To The Subsim Community > AKD
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

AKD
03-12-19, 12:01 PM
Can you post a screenshot of your recognition manual please?

Ack, my go to place for sharing images is defunct. Can you access this?

https://1drv.ms/u/s!Ah_7SW1xX_6Yhh4f0tEPW8DESqCL

I have none of the TWOS additional mods installed with TWOS-JSGME. I have not made any changes with the TWOS - OptionsFileEditorViewer.

bstanko6
03-12-19, 12:12 PM
There is nothing wrong with what you see. I watch those Taff in exile videos too! His version is old, and many updates have been made. The Exile recognition book was from the original vanilla SH5, but that was removed to give a solid book like SH3.

If you want to send the mast height, then I assume you are using help from the XO. You have to lock onto the target with X, then you can click on the words "send mast height to TDC" at the bottom of the rec book.. Otherwise you can manually range using math or the RAOBF wheel.

I agree with you on the Bino's. I had TWOS version 2.2.2 and that looked great. 2.2.10 removed it and gave us the new one you see today.

It should not be devoid of ships! It should have lots! The rec book has tons of ships.

AKD
03-12-19, 03:17 PM
All is well. I figured out where the little tab to grab the recognition manual was by default on the left side of the screen. The charts with ships are apparently just an additional reference. Thanks for the input, and Tonci87, your video on the RAOFB and attack disc was a huge help.

Tonci87
03-12-19, 05:31 PM
I´m glad that you found the recognition manual, and thank you for your kind words.

Loniak
03-13-19, 07:33 AM
All is well. I figured out where the little tab to grab the recognition manual was by default on the left side of the screen. The charts with ships are apparently just an additional reference. Thanks for the input, and Tonci87, your video on the RAOFB and attack disc was a huge help.

I have the same Problem with the ships reference....

i only see the doubleside sheets (when i activate them they appear in the very upper left of my screen an i have to drag them in the middel of my screen to see them)
edit: what for a tab do you mean?

but i can't find the ship's i'm looking at...

i have 2 screenshots in my steamcloud of the sheet an the ship i want to identify


https://steamcommunity.com/sharedfiles/filedetails/?id=1681602110

https://steamcommunity.com/sharedfiles/filedetails/?id=1681602052

Sjizzle
03-13-19, 07:38 AM
I have the same Problem with the ships reference....

i only see the doubleside sheets (when i activate them they appear in the very upper left of my screen an i have to drag them in the middel of my screen to see them)

but i can't find the ship's i'm looking at...

i have 2 screenshots in my steamcloud of the sheet an the ship i want to identify


https://steamcommunity.com/sharedfiles/filedetails/?id=1681602110

https://steamcommunity.com/sharedfiles/filedetails/?id=1681602052
recognition manual is on the right side near the dorpedo depth dial...drag it from there

http://www.mediafire.com/convkey/ab8c/e11iiatv3u44vpqzg.jpg

Loniak
03-13-19, 09:32 AM
Ah ... OMG!! I've been looking all over the sheets to find a tab, pixl by pixel, but didn't see that :-)

THANK YOU

Tonci87
03-13-19, 04:04 PM
I wonder how many people miss that.....

vdr1981
03-14-19, 03:49 AM
https://www.youtube.com/watch?v=ZL1FAR1oYkE&list=UUZCj4TmO-TcCUt6oohhSq0w&fbclid=IwAR3VNzsUVLHit2ZathRVeRoAYKVB3QUE_7xSWrt1E 18XUWwcYgPWf4r6enI

:up:

Sjizzle
03-14-19, 04:25 AM
somebody have a download link for
Iron Crosses Disabled for No Tonnage Bar_IO Strat.Map_by vdr1981 ?
i can not find it anywhere thx!

hauangua
03-14-19, 05:07 AM
somebody have a download link for
Iron Crosses Disabled for No Tonnage Bar_IO Strat.Map_by vdr1981 ?
i can not find it anywhere thx!

Is inside TWoS.. Read post #1 (opening first " spoiler": (Mods and tweaks included in The Wolves of Steel 2.2 - Subsim Community SH5 Expansion Pack)
Http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1

Sjizzle
03-14-19, 05:15 AM
Is inside TWoS.. Read post #1 (opening first " spoiler": (Mods and tweaks included in The Wolves of Steel 2.2 - Subsim Community SH5 Expansion Pack)
Http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1

m8 i was asking for download link for that mod!!! not where is located in TWoS mega mod

hauangua
03-14-19, 05:32 AM
Deleted

Bojanpopovic
03-14-19, 10:59 AM
I have problem to load last saved game. I saved it on the open ocean, with no ships around me, but when i try to load it, game crashes. Somebody told me last time how to fix that(to delete some files from my documents/saved games) but i forgot. Can somebody tell me?

Nice video Vdr, looks awesome, like a movie trailer :yeah:

skin-nl
03-14-19, 01:40 PM
Nice vid vecko :up:

Tonci87
03-14-19, 01:49 PM
Video is not available.... hmm....

les green01
03-14-19, 05:45 PM
nice video

Captain_AJ
03-14-19, 08:49 PM
Awesome video VDR ~~

Youngmerc
03-14-19, 09:26 PM
Is there an alternate link for TWoS? Maybe an active torrent? I've tried to download it 4 times today and it's going at a snails pace. I could put up with that but the download fails like half way through. Is something wrong with mediafire?

Sjizzle
03-14-19, 11:57 PM
Is there an alternate link for TWoS? Maybe an active torrent? I've tried to download it 4 times today and it's going at a snails pace. I could put up with that but the download fails like half way through. Is something wrong with mediafire?

mediafire link work fine for me ...i re-downloaded to see if something is wrong but nope works fine

Fifi
03-15-19, 02:10 AM
Very nice video and good music Vecko :yeah:

Sjizzle
03-15-19, 04:27 AM
Vecko u know that if u disable SOAN from the option file viewer your long black screen will be reduced to 2-5 sec ?
the downside of disabling the SOAN is that u will not have the recognition manual made by tdw :D but u will have only the XO officer recognition manual :D the default SH5 recognition :D

http://www.mediafire.com/convkey/be66/b0090udpuucpyzyzg.jpg

vdr1981
03-15-19, 04:32 AM
Very nice video and good music Vecko :yeah:

It's not my video, found it on YT...:yep:

vdr1981
03-15-19, 04:34 AM
Vecko u know that if u disable SOAN from the option file viewer your long black screen will be reduced to 2-5 sec ?
the downside of disabling the SOAN is that u will not have the recognition manual made by tdw :D but u will have only the XO officer recognition manual :D the default SH5 recognition :D

Could be but...Black screen pause is caused mostly by increased roster folder. Remove half of the nations and observe what will happen...:03:

Sjizzle
03-15-19, 04:44 AM
Could be but...Black screen pause is caused mostly by increased roster folder. Remove half of the nations and observe what will happen...:03:
TDW's SOAN is the biggest CPU usage...need some time to load all the ships, ships data and many more ... i have test it 5 mins ago without SOAN black screen only 5 sec :D

vdr1981
03-15-19, 04:53 AM
TDW's SOAN is the biggest CPU usage...need some time to load all the ships, ships data and many more ... i have test it 5 mins ago without SOAN black screen only 5 sec :D

You're right lol...:) But we can not just remove our main recognition manual, can't we? :hmmm:

Sjizzle
03-15-19, 04:59 AM
You're right lol...:) But we can not just remove our main recognition manual, can't we? :hmmm:

i think that u can add an option for players
u wish long black screen and TDW's recognition manual use this "TheDarkWraithUserOptions.py" with SOAN Enabled
u wish short loading screen use "TheDarkWraithUserOptions.py" with SOAN Disabled but u will need to use XO officer recognition manual when u lock on the target with the periscope :D

vdr1981
03-15-19, 05:03 AM
i think that u can add an option for players
u wish long black screen and TDW's recognition manual use this "TheDarkWraithUserOptions.py" with SOAN Enabled
u wish short loading screen use "TheDarkWraithUserOptions.py" with SOAN Disabled but u will need to use XO officer recognition manual when u lock on the target with the periscope :D

To many "options" confuses the players. Not sure will I go with that, plus I really dislike stock recognition manual...Long initial loading really isn't big deal IMO...

Sjizzle
03-15-19, 05:04 AM
To many "options" confuses the players. Not sure will I go with that, plus I really dislike stock recognition manual...Long initial loading really isn't big deal IMO...

that's true :D :up:

Tonci87
03-15-19, 09:29 AM
To many "options" confuses the players. Not sure will I go with that, plus I really dislike stock recognition manual...Long initial loading really isn't big deal IMO...

The stock recognition manual is indeed terrible. I´d rather endure a wait than to play without the SOAN.

Sjizzle
03-15-19, 10:20 AM
The stock recognition manual is indeed terrible. I´d rather endure a wait than to play without the SOAN.

tbh i never used SOAN and recognition manual... in WWII they didn't had time to use any recognition books or something like that :D... also u need only the target speed, course and AOB for 100% hit chance :D here i mean with Real Navigation and manual targeting...

but each player has his opinion :D and play stile... i don't force somebody to play as i play the game :D

fitzcarraldo
03-15-19, 10:29 AM
Could be but...Black screen pause is caused mostly by increased roster folder. Remove half of the nations and observe what will happen...:03:

Vecko: Have you reached the maximum for stability in the roster of TWoS. Is it possible to add more ships?

I know how to add ships to SH5, but never I tried it with TWoS.

Many thanks and regards.

Fitzcarraldo :Kaleun_Salute:

Fifi
03-15-19, 10:31 AM
in WWII they didn't had time to use any recognition books or something like that :D...

Of course they did... when enough time, often before diving on surface approach, and mainly to try to avoid terrible mistakes (friendly ships)
Quite often, merchants were not raising any flags!
:salute:

Sjizzle
03-15-19, 10:40 AM
Of course they did... when enough time, often before diving on surface approach, and mainly to try to avoid terrible mistakes (friendly ships)
Quite often, merchants were not raising any flags!
:salute:

my grandfather was navigator on a U-Boat he never told me about recognition book...that doesn't mean that didn't had or didn't use...
this is why i have said that...

vdr1981
03-15-19, 10:48 AM
Vecko: Have you reached the maximum for stability in the roster of TWoS. Is it possible to add more ships?

I know how to add ships to SH5, but never I tried it with TWoS.

Many thanks and regards.

Fitzcarraldo :Kaleun_Salute:

If a ship/unit is imported properly and TESTED adequately, then there is no limit...:yep:

Tonci87
03-15-19, 10:50 AM
About Lemps attack on the Athenia:

By this point the boat’s silhouette was clearly visible. Lemp went below to
identify his vessel, referencing it to his copy of Lloyd’s Register, which was carried by every
captain. Only then did he discover that he had made a terrible error. His target was not an
auxiliary cruiser at all, but rather the passenger liner Athenia, on route to Canada with 1,103 men
women and children, including 311 Americans.

If Lemp had bothered to check his recognition manual before he fired two torpedoes at the target, many lives could have been spared.

U-boats always tried to identify their target, if the visibility conditions allowed it. This was also important to get the targets draught since the U-boat crews had very clear instructions on how to set their torpedo depth. (for example target draught +2m early in the war)

Fifi
03-15-19, 01:56 PM
my grandfather was navigator on a U-Boat he never told me about recognition book...

That’s awesome! Wich U-Boat if i may ask?

I wished i had a gran’pa like yours :)

fitzcarraldo
03-15-19, 02:14 PM
If a ship/unit is imported properly and TESTED adequately, then there is no limit...:yep:

I mean: the black screen because a large roster. You add more and more ships and that black screen could finish in a CTD...

Many thanks!

Fitzcarraldo :Kaleun_Salute:

Sjizzle
03-15-19, 02:29 PM
I mean: the black screen because a large roster. You add more and more ships and that black screen could finish in a CTD...

Many thanks!

Fitzcarraldo :Kaleun_Salute:

black screen is from SOAN the roster is only 0.1% i tested it today with SOAN and roster and without SOAN and roster and Without both of them...

without SOAN the black screen is only 2-5 sec depends on PC and HDD speed...with SOAN and without roaster up to 5 min...

fitzcarraldo
03-15-19, 02:47 PM
black screen is from SOAN the roster is only 0.1% i tested it today with SOAN and roster and without SOAN and roster and Without both of them...

without SOAN the black screen is only 2-5 sec depends on PC and HDD speed...with SOAN and without roaster up to 5 min...

Good news. Many thanks!

Fitzcarraldo :salute:

kapuhy
03-15-19, 03:10 PM
If Lemp had bothered to check his recognition manual before he fired two torpedoes at the target, many lives could have been spared.

This (https://www.ebay.co.uk/itm/LLOYDS-REGISTER-OF-SHIPS-1940-41-A-Z-Shipping-Lloyds-Ships-WW2-/303067002039) is Lloyd's Register - it's not a recognition manual we have in SH5.

Lemp referenced the register when Athenia was sinking and sending out a disteress call, that's when he realized (I'd guess after checking for the ship's name) that vessel he sank was passenger liner and not an auxiliary cruiser.

ThePrody
03-16-19, 06:37 AM
Guys, anyone knows, the environment of TWoS is... 10 , 16, 20 km ?

vdr1981
03-16-19, 12:22 PM
Guys, anyone knows, the environment of TWoS is... 10 , 16, 20 km ?

Environment? Rendering distance you mean? If Yes then it's 40 km by default but it can be increased even more trough the Generic Patcher ...

ThePrody
03-16-19, 01:17 PM
yes, i guess. In SH3 there are mods like 16 km Atmosphere mod or 20 km env mod , they expand the 8 km vanilla one.

I was asking because, in my opinion, the hull-down effect looks way to severe in TWoS, friendly destroyers close to home base are a good example , they are at 4-5 km distance and half of the ship's hull is under the water, i'm pretty sure irl you can see the entire ship at that distance.
i noticed the Earth radius is around 330 000 - that creates the severe hull-down effect that i was talking about, in SH3 for a 20 km env, a radius that gives a realistic hull vanishing effect is something around 2 500 000 .

i dont know why there is such a low radius , maybe there are other things to consider in sh5 that i dont know about or with a 40 km env i guess you want to make sure ships disappear and you will not see them at an unrealistic distance . From what i understand, watch crew could see ships at 18-20 km distance .

Sjizzle
03-16-19, 04:15 PM
Before throwing arrows in to my ass i wanna say that This one it's a WIP one if u don't wanna use it's fine for me i will :P ... i need some permission to use some graphics and also do not ask for download link now there is not download link thx!

Have a nice day Sjizzle

https://youtu.be/dfHhzuz60z0

vdr1981
03-16-19, 04:42 PM
Before throwing arrows in to my ass i wanna say that This one it's a WIP one if u don't wanna use it fine for me i will :P ... i need some permission to use some graphics and also do not ask for download link thx!

Have a nice day Sjizzle

Ahaaa, I think I know what you have in mind. Disabled NewUIs SOAN and XO dialog box/stock recognition manual in somewhat different form...Interesting thinking...:hmm2:

Sjizzle
03-16-19, 04:47 PM
Ahaaa, I think I know what you have in mind. Disabled NewUIs SOAN and XO dialog box/stock recognition manual in somewhat different form...Interesting thinking...:hmm2:

:Kaleun_Applaud:

Fifi
03-16-19, 05:29 PM
https://youtu.be/dfHhzuz60z0

:o:o:o :yeah:

ThePrody
03-17-19, 03:32 AM
Environment? Rendering distance you mean? If Yes then it's 40 km by default but it can be increased even more trough the Generic Patcher ...




Hi
About that value, is there any particular reason why it needs to be 40 km?
I was thinking that, since ships farther than 18-20 km were already invisible ( being over the horizon already ) , why not changing it to 20km and adjust the Earth radius so that it gives a realistic "ship vanishing hull " over the horizon ?

I know how to adjust the Earth radius but i dont know how to change that rendering distance, if you could help me with that , i am curious to try it and see how it looks like with those values that were optimal in some 20 km SH3 atmosphere mods .
Thanks

vdr1981
03-17-19, 04:43 AM
Hi
About that value, is there any particular reason why it needs to be 40 km?


So that can units interact even if they are beyond our visual range...In perfect visual conditions, max visual range for "smoke on the horizon" in SH5 is 18-20 km which is quite realistic as far as I can tell.

kapuhy
03-17-19, 04:43 AM
Hi
About that value, is there any particular reason why it needs to be 40 km?


Not quite sure, but from what I remember if a ship leaves rendering distance its damage/ammo gets reset, so smaller distance would cause problems when shadowing convoy between attacks.

Sjizzle
03-17-19, 04:48 AM
Hi
About that value, is there any particular reason why it needs to be 40 km?
I was thinking that, since ships farther than 18-20 km were already invisible ( being over the horizon already ) , why not changing it to 20km and adjust the Earth radius so that it gives a realistic "ship vanishing hull " over the horizon ?

I know how to adjust the Earth radius but i dont know how to change that rendering distance, if you could help me with that , i am curious to try it and see how it looks like with those values that were optimal in some 20 km SH3 atmosphere mods .
Thanks


change it in TDW's Generic Patcher

http://www.mediafire.com/convkey/1893/eq8548298v7jc7pzg.jpg

vdr1981
03-17-19, 05:10 AM
change it in TDW's Generic Patcher

http://www.mediafire.com/convkey/1893/eq8548298v7jc7pzg.jpg

This patch is only for distance increase (+10 km with TWoS settings, TDW stock was +40km)...It can't be decreased.

Sjizzle
03-17-19, 05:21 AM
This patch is only for distance increase (+10 km with TWoS settings, TDW stock was +40km)...It can't be decreased.

oky sorry for misunderstandings

ThePrody
03-17-19, 06:37 AM
i will try to test with different Earth Radius values and see if i can get a more realistic hull-down and vanishing hull effect .

@vdr1981 how far does the bridge crew can see ? let's say i turn the Earth into a flat disc and i can see ships at 40 km, will they report the contact or they are restricted by some max range visual sensor values?

vdr1981
03-17-19, 07:17 AM
i will try to test with different Earth Radius values and see if i can get a more realistic hull-down and vanishing hull effect .

@vdr1981 how far does the bridge crew can see ? let's say i turn the Earth into a flat disc and i can see ships at 40 km, will they report the contact or they are restricted by some max range visual sensor values?

Around 20 km during the clear sunny day...You'll hardly see anything though, but trained watchman can see smoke...

Sjizzle
03-17-19, 07:27 AM
i will try to test with different Earth Radius values and see if i can get a more realistic hull-down and vanishing hull effect .

@
if u will do that all the navigation fixes will be inaccurate and misplaced also the lang / long and the equator will be also misplaced ...and also each port too

if u wish to modify the radius only to see how to ship disappear bottom up u don't need to do that ....
it's very simple use this formula and u will find how far is the horizon from u

D= √h² + 2rh

d = distance to the horizon
h = height of the observer above sea level
r = radius of the Earth

Earth radius r=6,371km

This equation will work for any size world, and any height of observer. Anyone using this equation should be aware, however, that its result, d, is the straight-line distance from the observer's eyes to the horizon, and not the distance to the horizon along the ground (which will be longer).

for a person with the eye level of 2m the horizon will be at 5km beyond that all object will disappear bottom up


PS. A flat plane can not make horizon it's geometrically impossible

Tonci87
03-17-19, 08:45 AM
if u will do that all the navigation fixes will be inaccurate and misplaced also the lang / long and the equator will be also misplaced ...and also each port too

if u wish to modify the radius only to see how to ship disappear bottom up u don't need to do that ....
it's very simple use this formula and u will find how far is the horizon from u

D= √h² + 2rh

d = distance to the horizon
h = height of the observer above sea level
r = radius of the Earth

Earth radius r=6,371km

This equation will work for any size world, and any height of observer. Anyone using this equation should be aware, however, that its result, d, is the straight-line distance from the observer's eyes to the horizon, and not the distance to the horizon along the ground (which will be longer).

for a person with the eye level of 2m the horizon will be at 5km beyond that all object will disappear bottom up


PS. A flat plane can not make horizon it's geometrically impossible


So you are saying that a realistic value for the earth radius inside sh5 would completely break navigation and port locations?
Is there a way to introduce a realitic earth radius without breaking all that?

It would be nice to have that, because currently ships really disappear behind the horizon way too early. Also if we could solve this, it would eliminate the ships wake that we can see in the water, aven though we can not see the water line.

Why did they make the game like this? :doh:

Sjizzle
03-17-19, 08:55 AM
So you are saying that a realistic value for the earth radius inside sh5 would completely break navigation and port locations?
Is there a way to introduce a realitic earth radius without breaking all that?

It would be nice to have that, because currently ships really disappear behind the horizon way too early. Also if we could solve this, it would eliminate the ships wake that we can see in the water, aven though we can not see the water line.

Why did they make the game like this? :doh:


i am saying that if u change the current radius value of the game will mess up things in the game...

Tonci87
03-17-19, 08:57 AM
i am saying that if u change the current radius value of the game will mess up things in the game...

Yes, I get that. I´m trying to think of a reason why they made the game with a smaller earth radius in the first place.

And would it be possible to mod a realistic radius without messing up the game?

Sjizzle
03-17-19, 09:06 AM
Yes, I get that. I´m trying to think of a reason why they made the game with a smaller earth radius in the first place.

And would it be possible to mod a realistic radius without messing up the game?

tbh no idea... but we can try i need to refresh my memories because i can not recall where u can change the earth radius in the game... if the celelstial bodies are 99% accurate then the earth radius must be also 99% accurate and the celestial bodies are accurate in this game

hmmmmm

Darojax
03-17-19, 10:08 AM
Hey guys!


This issue has probably already been answered in the past, but using the thread search tool and also Google I have not been able to find an answer:


When I play SH5 with TWoS mod several messages are shown twice in the message box bottom right, for example the weather report.


Have I missed a step in the installation process or do you guys know what is wrong?


Big thanks, this mod is just superb.


D

Sjizzle
03-17-19, 10:38 AM
Hey guys!


This issue has probably already been answered in the past, but using the thread search tool and also Google I have not been able to find an answer:


When I play SH5 with TWoS mod several messages are shown twice in the message box bottom right, for example the weather report.


Have I missed a step in the installation process or do you guys know what is wrong?


Big thanks, this mod is just superb.


D

can u provide us a screen shot ????

ThePrody
03-17-19, 11:48 AM
Earth Radius is in data folder , open scene.dat file and you will find it in Node:Sky - EnvData , its value is 337 813 .
So, if i change it, i need to give up Real Navigation .

Sjizzle
03-17-19, 11:51 AM
Earth Radius is in data folder , open scene.dat file and you will find it in Node:Sky - EnvData , its value is 337 813 .
So, if i change it, i need to give up Real Navigation .


theoretically yup...

Azref
03-17-19, 01:44 PM
Hi all, just reinstalled TWoS after a year away and was wondering where to download the TWoS DeckGun Friendly Waves mod that used to be included.



Have searched the forums and simply can't find it anywhere.


The only reference to it i can find is in TheBrebsters current mod list for SH5.


Can someone provide a downlaod link to this great mod please?


Many Thanks :up:

THEBERBSTER
03-17-19, 03:52 PM
A Warm Welcome Back To The Subsim Community > Azref
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

The Wolves Of Steel (TWoS) DeckGun Friendly Waves Mod (https://www.mediafire.com/file/53b2f5s5st5muwt/TWoS__DeckGun_Friendly_Waves.zip/file) > Enable JSGME

ThePrody
03-17-19, 05:53 PM
ok, it seems it's not like in SH3, messing with the Earth radius doesnt achieve anything in regard to the hull down effect, there were also some nasty effects to the uboat's ability of sailing while surfaced...let's just say it's better to leave that value alone . :D

Azref
03-18-19, 05:06 AM
A Warm Welcome Back To The Subsim Community > Azref
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

The Wolves Of Steel (TWoS) DeckGun Friendly Waves Mod (https://www.mediafire.com/file/53b2f5s5st5muwt/TWoS__DeckGun_Friendly_Waves.zip/file) > Enable JSGME




Many Thanks THEBerbster, you sir are a life saver. :up:

Capt Codetrucker
03-19-19, 10:59 AM
@Vecko and anyone else involved in producing this mod,


Thank you.

Darojax
03-21-19, 05:36 AM
...duplicate messages...



can u provide us a screen shot ????


https://i.imgur.com/fDO3YEj.png



https://i.imgur.com/Pp1uRot.png

kapuhy
03-22-19, 04:18 PM
There's a small historical error in Baltic Operations campaign - Danzig is treated as a Polish city, while in reality it was a free city state (https://en.wikipedia.org/wiki/Free_City_of_Danzig), inhabited mostly by Germans and from 1936 onwards ruled by Nazi party. Only part of Danzig that was under Polish military control was a small Westerplatte peninsula, which housed a Polish military transit depot. It was this depot that's been a target of opening salvos of the war fired from Schleswig Holstein battleship.

In terms of our game, while being shelled from shore defences near Danzig can be somewhat historically correct (Westerplatte garrison had 2 37mm and one 75 mm guns, which theoretically could target a careless U-Boat), Polish ships docking inside Danzig port are not - the port was under German control from the start of the war.

Captain_AJ
03-22-19, 05:24 PM
...duplicate messages...






https://i.imgur.com/fDO3YEj.png



https://i.imgur.com/Pp1uRot.png

It's your shipmate stuttering.. I have this as well but it does not affect gameplay or you do not need to fix it

Kumando
03-24-19, 07:46 AM
Im getting a game freeze immediately after clicking the Captains Cap to check my sinking record after i just sunk a boat, the other additional mods that im using are Bstankos 6 Radio Channels, low contrast message, periscope sound fix and JCwolf Restore Captain mod. Any ideas?

THEBERBSTER
03-24-19, 07:51 AM
Hi K
it is better that we can see your mods rather than you explain them :)
JSGME How To Export Your Mod List To A Subsim Post > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2182975&postcount=9)
Peter

Kumando
03-24-19, 07:55 AM
Thanks, here it is:

Generic Mod Enabler - v2.6.0.157
[D:\Jogos\Silent Hunter 5\TWoS_Parts]

TWoS Real Navigation
sobers 7A_B deck crew moved for Shaefer SH5
Loading Screens Mod 2.0
TWoS Aspect Ratio Fix 8x5
TWoS Neutrals Illuminated Only_Until [Date]
TWoS SM Interior_Food Stocks
TWoS UI cmd_Radio Reports
TWOS restore captain's icon 6 by JCWolf
Bstanko6's Low Contrast Message Box
Bstanko6's Periscope sound fix
Bstanko6's Radio Channels Final
TWoS Remove Sub Flags

vdr1981
03-24-19, 10:28 AM
Im getting a game freeze immediately after clicking the Captains Cap to check my sinking record after i just sunk a boat, the other additional mods that im using are Bstankos 6 Radio Channels, low contrast message, periscope sound fix and JCwolf Restore Captain mod. Any ideas?

Friendly kill probably...

Kumando
03-24-19, 10:32 AM
It was a polish Passenger ship in 1939. Eastern British Coast campaign.

vdr1981
03-24-19, 10:46 AM
It was a polish Passenger ship in 1939. Eastern British Coast campaign.

Check nations port colors on your nav map before you engage. You were probably unlucky enough to catch one of last Polish ships who are trying to defect to GB. When Poland was conquered by Germany, as far as game is considered, all active Polish ships will become part of axis coalition instantly. That's how all SH games work...

Kumando
03-24-19, 10:49 AM
Thanks for the help guys.

fire-fox
03-24-19, 11:20 AM
win10
SH5 v1.20
Twos 2.10

seems that I get crew injured and damaged hull and other modal damage when I dive near the see floor in the north sea.

also seems to be that seabed varies a lot in death regards hit box or what the death under keel says

eg at 25 meters. depth under keel 75m so max is 100m but get the close to seabed warning at say 75 and lose 4 crew and half my modules at same time with still reporting 25m under keel.

vdr1981
03-24-19, 12:00 PM
win10
SH5 v1.20
Twos 2.10

seems that I get crew injured and damaged hull and other modal damage when I dive near the see floor in the north sea.

also seems to be that seabed varies a lot in death regards hit box or what the death under keel says

eg at 25 meters. depth under keel 75m so max is 100m but get the close to seabed warning at say 75 and lose 4 crew and half my modules at same time with still reporting 25m under keel.

Your boat suffers damage at 100m depth? Or when hitting seabed? I'm not following you?

THEBERBSTER
03-24-19, 12:34 PM
Hi K
Your problem will be in one or more of the add on mods that are not recognized by TWoS as being totally compatible or possibly by your systems specs not coping with the mods added.
Loading Screens Mod 2.0
Bstanko6's Low Contrast Message Box
Bstanko6's Periscope sound fix
Bstanko6's Radio Channels Final
Unfortunately with TWoS you cannot see what mods overwrite which files.
First thing to test is just with this mod Loading Screens Mod 2.0 with the others disabled.
If all is well add 1 of the other mods and carry on testing until you find the culprit.
Peter

fire-fox
03-24-19, 01:12 PM
Your boat suffers damage at 100m depth? Or when hitting seabed? I'm not following you?

no its when im near the seabed but on other versions ive not seeing this, its like im hitting the damage mesh for the seabed but it should be that close yet - some times like it spikes up.

like hitting an invisible wall in an fps.

this was after updating from 2.2.9 - too 2.2.10

bstanko6
03-24-19, 01:51 PM
In reference to Kumando's issue...

My mods should not interfere with the HUD.

2 of them are sounds. And only replace sound files.

The low contrast was a GIMP change to a .dds file That lowered contrast to the message box. I can't see how that would affect the captain log?

I use my own mods and no problems so far.

Kumando
03-24-19, 02:10 PM
It must be because i killed a friendly like Vecko said.

vdr1981
03-24-19, 02:56 PM
no its when im near the seabed but on other versions ive not seeing this, its like im hitting the damage mesh for the seabed but it should be that close yet - some times like it spikes up.

like hitting an invisible wall in an fps.

this was after updating from 2.2.9 - too 2.2.10

That's possible , yes, but it has nothing to do with TWoS. SH seabed was never fully explored. It is too dark...:D

SilverDn
03-26-19, 04:21 PM
Hi there, looking to download The Wolves of Steel mod. I can only find a mediafire link, which seems to jump between 60kb/s, 200kb/s and averages around 100kb/s. This is the only official download location? Seems outdated.

Let me know if I missed anything!
Thanks.

vdr1981
03-26-19, 05:02 PM
H This is the only official download location?

Yes.

THEBERBSTER
03-26-19, 05:11 PM
A Warm Welcome To The Subsim Community > SilverDN
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

SilverDn
03-26-19, 05:13 PM
Hi yeah I'm hitting 11 hours to download it now, its hitting under 40kb/s. No other way to get my hands on this mod?

SilverDn
03-26-19, 05:14 PM
A Warm Welcome To The Subsim Community > SilverDN
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

Thank you very much!

Tonci87
03-30-19, 05:59 PM
Guys it is August 1940, but I quite often see ships with the flag of Panama sailing in British convoys. Am I allowed to sink those?
Panama should be neutral until December 13, 1941. But one harbour inside of Panama is red. Is that a bug? :hmmm:

vdr1981
03-31-19, 04:22 AM
Guys it is August 1940, but I quite often se ships with the flag of Panama sailing in British convoys. Am I allowed to sink those?


Yes...

Tonci87
03-31-19, 05:00 AM
Yes...

OK, thank you :up:
But is it intended that Panama is hostile at that point in the war?

vdr1981
03-31-19, 05:44 AM
OK, thank you :up:
But is it intended that Panama is hostile at that point in the war?

There are lot of Panamanian ships in allied convoys in game so I made them to be valid targets well before the actual historic date. Not the most elegant solution but it works.

johnysed
03-31-19, 08:15 AM
Hi, when I try to click on my sonar guy to use my skill points the game crashes.
Has anyone encounter same problem? Thanks

fitzcarraldo
03-31-19, 09:01 AM
Hi, when I try to click on my sonar guy to use my skill points the game crashes.
Has anyone encounter same problem? Thanks

The icons below or the 3D guy?

I don´t have that problem.

Try with right click on the icons, or in the crew control display.

Regards.

Fitzcarraldo :Kaleun_Salute:

XenonSurf
04-05-19, 04:18 AM
I'm playing 2.2.10.
I have loaded the mod 'TWOS UIcmd_Radio Reports_Auto Target ID'.


This doesn't seem to work as intended anymore compared to previous versions. The 'report' icon of the radio man will stay grey, so I cannot identify ship. Or what's the new procedure?
What I did is: Lock target, ordered follow target, switch to Manual TDC, select radio man icon > I cannot select 'Reports'.


Also, what about the Battlestations Level 2? Is this gone? No trace anymore of it in the crew icons to select it, meaning it will change the procedure about the correct Deck Gun handling. How is this done now (if changed)?


Thanks,

vdr1981
04-05-19, 04:39 AM
I'm playing 2.2.10.
I have loaded the mod 'TWOS UIcmd_Radio Reports_Auto Target ID'.


This doesn't seem to work as intended anymore compared to previous versions. The 'report' icon of the radio man will stay grey, so I cannot identify ship. Or what's the new procedure?
What I did is: Lock target, ordered follow target, switch to Manual TDC, select radio man icon > I cannot select 'Reports'.


Also, what about the Battlestations Level 2? Is this gone? No trace anymore of it in the crew icons to select it, meaning it will change the procedure about the correct Deck Gun handling. How is this done now (if changed)?


Thanks,

Radio man? Try weapons officer instead. :yep:

BS lvl 2 is also there (watch officer), nothing has changed...

XenonSurf
04-05-19, 04:45 AM
Yes indeed, my fault, thanks Veko :salute:

vdr1981
04-05-19, 05:37 PM
Just a small update to consolidate few stuff, download links are in my signature...Enjoy and happy hunting! :salute:

https://i.postimg.cc/Xv79QzrS/111.jpg

v 2.2.11 Changelog:
- Added Gutted's solution for annoying repetitive crew voices when using certain in-game functions: torpedo settings (salvo, depth, speed, pistol settings), map course plotting ect...
- The visual sensor affected by available light for all AI units modifier has been changed from 0.0 to 0.5. This should effectively reduce overall spotting distance of all in game AI units. (Disable all patches in your Generic Patcher and restore the snapshot again to activate the changes*)
- External torpedoes reserves transfer cool-down time has been reduced from seven to two days.(this tweak requires new campaign start*)
- Reduced accuracy of 3-inch and 4.7-inch guns used on some allied merchant ships.
- Special thanks to the latest outstanding TWoS supporters/donors: Michael Von Franck, Charles Dellipizzi, Stephen Allen and Robert Lansdell.

:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:

fitzcarraldo
04-05-19, 08:06 PM
Hi Vecko:

I note your link for MF TWoS 2.2.11 UPDATE is for the FULL VERSION.

I could access the update ONLY via your MF page. The direct link is wrong.

Many thanks for the new update! Downloading now.

Fitzcarrado :Kaleun_Salute:

RedHammer
04-06-19, 05:37 AM
Been fiddling for years and never really got this right and I'm at wits end:

How can I get FULL manual TDC, with none of that silly "officer help phone swipes to fix all problems" from the OEM game?

I get the dials VISIBLE with this mod, but I can't interface with them even at full realism set in difficulty both before and after I start campaign.
Have googled, youtubed, youfaced and twittered the bejesus out of the issue with nothing to show for it, and on these forums its 30 seconds wait for every search so I just CANT get it nailed down.
Am at complete wits end here.

Really need this working so I can practice for Wolfpack, so many things I have to get practiced right down to an art here for the captain I sail with to be able to rely on me.

Effective advice would be greatly apprec'ed! :)

Edit: Tried again, gave it the full regalia in OFEV, still no manual TDC, I can do depth, ignition and heading and then thats it, can touch NOTHING else.
I gave it full realistic in options, brand new campaign, game reinstall, deleted all the SH5 stuff via regedit and cc cleaner etc all that stuff, the full works = No go, TDC data cannot be manipulated past any sort of shoot'n forget parameters.
ANYONE? :)

vdr1981
04-07-19, 02:39 PM
Been fiddling for years and never really got this right and I'm at wits end:

How can I get FULL manual TDC, with none of that silly "officer help phone swipes to fix all problems" from the OEM game?

I get the dials VISIBLE with this mod, but I can't interface with them even at full realism set in difficulty both before and after I start campaign.
Have googled, youtubed, youfaced and twittered the bejesus out of the issue with nothing to show for it, and on these forums its 30 seconds wait for every search so I just CANT get it nailed down.
Am at complete wits end here.

Really need this working so I can practice for Wolfpack, so many things I have to get practiced right down to an art here for the captain I sail with to be able to rely on me.

Effective advice would be greatly apprec'ed! :)

Edit: Tried again, gave it the full regalia in OFEV, still no manual TDC, I can do depth, ignition and heading and then thats it, can touch NOTHING else.
I gave it full realistic in options, brand new campaign, game reinstall, deleted all the SH5 stuff via regedit and cc cleaner etc all that stuff, the full works = No go, TDC data cannot be manipulated past any sort of shoot'n forget parameters.
ANYONE? :)
Have you tried the attack scope? All dials are there by default.

https://i.postimg.cc/s1Qxhhmv/SH5-Img-2019-04-07-21-44-58.jpg (https://postimg.cc/s1Qxhhmv) https://i.postimg.cc/Hjqx4kv3/SH5-Img-2019-04-07-21-45-05.jpg (https://postimg.cc/Hjqx4kv3) https://i.postimg.cc/vc5mPwpy/SH5-Img-2019-04-07-21-45-12.jpg (https://postimg.cc/vc5mPwpy)

vdr1981
04-07-19, 03:19 PM
https://i.postimg.cc/RVmGPd39/SH5-Img-2018-02-15-15-31-18.png

U-28 entering Kiel, Laboe memorial can be seen in the background...

Happy hunting! :Kaleun_Salute:

Tonci87
04-07-19, 03:53 PM
Been fiddling for years and never really got this right and I'm at wits end:

How can I get FULL manual TDC, with none of that silly "officer help phone swipes to fix all problems" from the OEM game?

I get the dials VISIBLE with this mod, but I can't interface with them even at full realism set in difficulty both before and after I start campaign.
Have googled, youtubed, youfaced and twittered the bejesus out of the issue with nothing to show for it, and on these forums its 30 seconds wait for every search so I just CANT get it nailed down.
Am at complete wits end here.

Really need this working so I can practice for Wolfpack, so many things I have to get practiced right down to an art here for the captain I sail with to be able to rely on me.

Effective advice would be greatly apprec'ed! :)

Edit: Tried again, gave it the full regalia in OFEV, still no manual TDC, I can do depth, ignition and heading and then thats it, can touch NOTHING else.
I gave it full realistic in options, brand new campaign, game reinstall, deleted all the SH5 stuff via regedit and cc cleaner etc all that stuff, the full works = No go, TDC data cannot be manipulated past any sort of shoot'n forget parameters.
ANYONE? :)


Just to get this simplest of possibilities out of the way, but did you press the button to enable manual input?

It is the red button in between the Speed, Range, AOB and Bearing dials on the right side. You can see it on this screen.
https://postimg.cc/vc5mPwpy

You need to press the button again after you have entered your settings to slew the TDC to the scope.

tomandre81
04-09-19, 10:15 PM
Hi, I just wondered which version you built your mod on?
Gold or stock?

:yeah:

Sjizzle
04-10-19, 05:40 AM
Hi, I just wondered which version you built your mod on?
Gold or stock?

:yeah:

in 1.2 version... gold or not gold the game version must be 1.2

XenonSurf
04-10-19, 02:08 PM
[EDIT]
Problem solved. Thank you again Veko!


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



Hi Veko,
may I ask: How do you make Nav and TAI map ship contacts appear grey and without 'queue' when playing with visible map contacts in the game options?


Thanks very much!
:Kaleun_Cheers:

AKD
04-10-19, 03:24 PM
Read through all the documentation (I think), but I'm still running into some issues trying to get rolling in the first campaign mission:

-When I load a saved game (not loading auto-saves), I have lost all my previous marks on the map. Is there a way to preserve these from play session to play session?

-Radio messages to me are addressed to U-**. Not sure how to have or pick a u-boat number.

-using Real Navigation, and the automated dead reckoning position every 5 min when at battle stations seems to start working even when battle stations is not active. It also seems to interfere with the normal every 2 hour celestial fix script. Is it always on once activated? Is it not meant to be used in conjunction with the normal nav script?

-with decks awash, I seem to be unable to use binoculars or lock a target for TDC input with the UZO. Is this expected?

-really not sure at all how, or if I even should, use the ship's journal.

I never played the stock game, so I may be missing some points of reference. Currently using v2.2.10. Will probably start over campaign with v2.2.11.

Tonci87
04-10-19, 03:38 PM
Read through all the documentation (I think), but I'm still running into some issues trying to get rolling in the first campaign mission:

-When I load a saved game (not loading auto-saves), I have lost all my previous marks on the map. Is there a way to preserve these from play session to play session?

-Radio messages to me are addressed to U-**. Not sure how to have or pick a u-boat number.

-using Real Navigation, and the automated dead reckoning position every 5 min when at battle stations seems to start working even when battle stations is not active. It also seems to interfere with the normal every 2 hour celestial fix script. Is it always on once activated? Is it not meant to be used in conjunction with the normal nav script?

-with decks awash, I seem to be unable to use binoculars or lock a target for TDC input with the UZO. Is this expected?

-really not sure at all how, or if I even should, use the ship's journal.

I never played the stock game, so I may be missing some points of reference. Currently using v2.2.10. Will probably start over campaign with v2.2.11.


OK, here we go:
-You can preserve the marks if you save your journal before quiting the game, and loading it when you continue to play. You can select the journal file in the main menu, and if you then exit to the main menu instead of exiting directly to windows you will be asked if you want to save the journal. You can also do that manually at any time in the game.

-The game does assign a U boat number to you. I think you will see it if you get a radio message addressed to you. You can then use the Options File Editor Viewer to make that number your default in the logbooks.

-The scripts for a position fix every 5 minutes should not start on it´s own. Go to the Automation menu and check if the script is active. You can disable it there.

-With decks awash you can indeed not use the binoculars. That seems to be a game limitation. You should still be able to use the UZO but you will have to do some manual targeting

-The ships journal can be a handy tool to look up past events. Also see the first point.

XenonSurf
04-10-19, 03:48 PM
Unless this has changed, then AFAIK only Supermarks with text can be saved, everything marked with normal tools is not saved and lost when you quit game session.

Tonci87
04-10-19, 03:51 PM
Unless this has changed, then AFAIK only Supermarks with text can be saved, everything marked with normal tools is not saved and lost when you quit game session.

Navigation fixes can also be saved

AKD
04-11-19, 10:07 AM
Thanks for the input!

OK, here we go:
-You can preserve the marks if you save your journal before quiting the game, and loading it when you continue to play. You can select the journal file in the main menu, and if you then exit to the main menu instead of exiting directly to windows you will be asked if you want to save the journal. You can also do that manually at any time in the game.

Sorry, but use of the Ship's Journal is clear as mud to me as a new user. When do I create ship's journal? Before or after starting the first campaign? When I click on the created journal, I get sent to the editor program, but also get a failed loading message. But I can the load the file with the name I chose.

I see that OFEV has options to set U-boat hull number and captain and also instructs to make changes to a .cfg file. Do I do this before or after starting a new campaign? Before or after creating a journal?

Could really use a step-by-step on how to properly start your first campaign. Got the save in bunker and reload part as that is clear in documentation, but totally lost on journal, captain's name (the game ask for this on new campaign start, so why are there options to set this in journal and OFEV?), and how I first get a hull number.

-The game does assign a U boat number to you. I think you will see it if you get a radio message addressed to you. You can then use the Options File Editor Viewer to make that number your default in the logbooks.

No, radio messages are addressed to "U-**" (this is without creating a journal or doing anything in OFEV or .cfg file)

-The scripts for a position fix every 5 minutes should not start on it´s own. Go to the Automation menu and check if the script is active. You can disable it there.

Okay, so if the script is activated, it is always activated? Doesn't matter if you are at battle stations or not. Also it is not meant run alongside the normal position fix script, i.e. I can only have one or the other activated?

-With decks awash you can indeed not use the binoculars. That seems to be a game limitation. You should still be able to use the UZO but you will have to do some manual targeting

Shame. It seemed to block locking (X) and designating a target (SPACEBAR) entirely, I think even with periscopes also, but perhaps there was something else going on.

XenonSurf
04-11-19, 10:49 AM
Yeah, it's a curiosity of SH5 that whithout directly consulting external files, you won't know exactly what U-boat type you have and what denomination - until you get a radio message from BDU which is in your Captain's Log, in this case you know you are in command of the U-36 or similar.


BTW, it would be nice if the Captain's Log would also flash when I get a message in it, here are the most important and helpful messages :hmmm:



To know exactly your U-boat and statistics, launch KSD Commander :)

Tonci87
04-11-19, 11:03 AM
Thanks for the input!



Sorry, but use of the Ship's Journal is clear as mud to me as a new user. When do I create ship's journal? Before or after starting the first campaign? When I click on the created journal, I get sent to the editor program, but also get a failed loading message. But I can the load the file with the name I chose.

I see that OFEV has options to set U-boat hull number and captain and also instructs to make changes to a .cfg file. Do I do this before or after starting a new campaign? Before or after creating a journal?

Could really use a step-by-step on how to properly start your first campaign. Got the save in bunker and reload part as that is clear in documentation, but totally lost on journal, captain's name (the game ask for this on new campaign start, so why are there options to set this in journal and OFEV?), and how I first get a hull number.



No, radio messages are addressed to "U-**" (this is without creating a journal or doing anything in OFEV or .cfg file)



Okay, so if the script is activated, it is always activated? Doesn't matter if you are at battle stations or not. Also it is not meant run alongside the normal position fix script, i.e. I can only have one or the other activated?



Shame. It seemed to block locking (X) and designating a target (SPACEBAR) entirely, I think even with periscopes also, but perhaps there was something else going on.

You should start a campaign first, and then create a journal and change your hull number. This is because starting a campaign actually creates the necessary files. Do not worry, you can do this while on patrol.


To know exactly your U-boat and statistics, launch KSD Commander :)

^this

Basically you should create a journal file, and then save and exit your game once you are well clear of the harbor and any shipping, and then launch KSD commander to see your hull number and make the changes in the Options File Editor Viewer.

You won´t have to do that again until you get a new boat, which will of course have a new number assigned to it.

The real navigation position script is activated as long as you keep it activated. You can stop it at any time in the automation menu. You can also run multiple scripts together, but I would not advise to have the battlestation script running all the time. If will very quickly fill up your map with useless navmarks. This could have an impact on performance.
Only use it during an engagement, or while sneaking into a harbor. You can keep the regular position fix script active during that time.

Do you want to have automatic targeting of ships? I can not help with that. I only play with manual targeting so I need to measure or plot the target data. (PS, click on the Video in my signature to see how that is done).

AKD
04-11-19, 11:40 AM
Yeah, it's a curiosity of SH5 that whithout directly consulting external files, you won't know exactly what U-boat type you have and what denomination - until you get a radio message from BDU which is in your Captain's Log, in this case you know you are in command of the U-36 or similar.


BTW, it would be nice if the Captain's Log would also flash when I get a message in it, here are the most important and helpful messages :hmmm:



To know exactly your U-boat and statistics, launch KSD Commander :)

When I receive a radio message from BdU it says "U-**"; no number. Maybe because I made and saved other changes (for UI) in OFEV before starting my first patrol? Maybe I need to reset OFEV to default?

AKD
04-11-19, 11:48 AM
You should start a campaign first, and then create a journal and change your hull number. This is because starting a campaign actually creates the necessary files. Do not worry, you can do this while on patrol.

Basically you should create a journal file, and then save and exit your game once you are well clear of the harbor and any shipping, and then launch KSD commander to see your hull number and make the changes in the Options File Editor Viewer.

Okay, I will try this procedure with a new campaign start.



The real navigation position script is activated as long as you keep it activated. You can stop it at any time in the automation menu. You can also run multiple scripts together, but I would not advise to have the battlestation script running all the time. If will very quickly fill up your map with useless navmarks. This could have an impact on performance.
Only use it during an engagement, or while sneaking into a harbor. You can keep the regular position fix script active during that time.

Having both active seemed to block the normal automatic celestial fix, or ability to get a celestial by request, perhaps because each time the battlestations script has him start calculating a dead reckoning position, it interrupts a celestial fix, which I suppose makes sense, but even when I deactivated the battlestations script, I continued to have problems with getting a celestial.

Do you want to have automatic targeting of ships? I can not help with that. I only play with manual targeting so I need to measure or plot the target data. (PS, click on the Video in my signature to see how that is done).

No, playing at full realism with Real Navigation. I'm just talking about the ability to select the target and start feeding data to the man on the TDC, or do you mean manually inputting all your gathered data into the TDC by flipping the switch and directly manipulating all the dials?

Tonci87
04-11-19, 12:08 PM
Okay, I will try this procedure with a new campaign start.





Having both active seemed to block the normal automatic celestial fix, or ability to get a celestial by request, perhaps because each time the battlestations script has him start calculating a dead reckoning position, it interrupts a celestial fix, which I suppose makes sense, but even when I deactivated the battlestations script, I continued to have problems with getting a celestial.



No, playing at full realism with Real Navigation. I'm just talking about the ability to select the target and start feeding data to the man on the TDC, or do you mean manually inputting all your gathered data into the TDC by flipping the switch and directly manipulating all the dials?


Your navigator will fail to get a celestial fix if the weather is bad, or if you are submerged (decks awash counts as submerged to the game). In that case he will calculate your position by dead reckoning.

Yes I mean flipping the switch and manually inputting the TDC data by using the dials.

XenonSurf
04-11-19, 12:27 PM
When I receive a radio message from BdU it says "U-**"; no number. Maybe because I made and saved other changes (for UI) in OFEV before starting my first patrol? Maybe I need to reset OFEV to default?


I cannot explain why this happens, also I'm playing without Real Navigation and easier options, so my messages could be different in their substance .

But about the OFEV: Be careful what you change and check immediately if what you want takes effect. Also once the OFEV is open you can only save 1 time, after that you must quit and restart it. There is a *.bat file in the folder to reset the OFEV to default if necessary.

THEBERBSTER
04-12-19, 05:56 AM
Hi Guys
As long as you have started a new career or have an existing career you will have at least one saved game the first one always being 00000000.
KSDCommander reads the saved game so for example if you have a new career and are in the bunker you should be able to get your U-boat number from KSDCommander before you start your first mission.
You can go to the OFEV and setup your Captain's name and U-Boat number.
If you have not been into the OFEV before you will need to follow the TWoS installation instructions first.

Peter

AKD
04-12-19, 11:09 AM
Your navigator will fail to get a celestial fix if the weather is bad, or if you are submerged (decks awash counts as submerged to the game). In that case he will calculate your position by dead reckoning.

Yes I mean flipping the switch and manually inputting the TDC data by using the dials.

Thanks again all. Got a hull number in game now.

Does the navigator report failure to get celestial because of being submerged when other conditions are blocking this, because I was getting this message while fully surfaced.

Also, does your RAOBF tutorial vid use a particular mission? Would be easier to follow along with the same setup first.

Tonci87
04-12-19, 12:03 PM
Thanks again all. Got a hull number in game now.

Does the navigator report failure to get celestial because of being submerged when other conditions are blocking this, because I was getting this message while fully surfaced.

Also, does your RAOBF tutorial vid use a particular mission? Would be easier to follow along with the same setup first.

Yes, I used the historical mission "Tutorial TDC" I should add that to the video description.

Even if fully surfaced the weather conditions might not allow a celestial fix. I think that in these cases you will get a journal entry that a celestial fix is not possible.

promitheas
04-13-19, 03:41 PM
Hello all!
I was directed here from one of my own threads (http://subsim.com/radioroom/showthread.php?p=2603099&posted=1#post2603099),

What I mean is: the TWoS mod is using some under-mods to make some of the radio messages display in German, and this is probably what you want to get rid off. If you take this out, then really all the text should be in English. Go ask in the TWOS thread to know how to do this. At the end, it's about the right Menu.txt file.

And I would like to know if the "under-mods" Xenon kindly mentioned do indeed affect the language of the management window text. E.g. the crew window, or the sub systems window (go to my thread where I have included links to screenshots I took of what I mean).

Simply put, I would like German audio, English text. If there are some mods that can affect this, please tell me what to do. Mod list at end of post.

Thank you,
promitheas

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 5\TWoS_Parts]

TWoS FX_Incr. Flooding via Zones
TWoS Map Contact Colors
TWoS Remove Sub Flags
TWoS SM Interior_Food Stocks
TWoS UI cmd_Radio Reports_Auto Target ID
:Kaleun_Salute:

excel4004
04-14-19, 02:28 PM
Just a small update to consolidate few stuff, download links are in my signature...Enjoy and happy hunting! :salute:

https://i.postimg.cc/Xv79QzrS/111.jpg

v 2.2.11 Changelog:
- Added Gutted's solution for annoying repetitive crew voices when using certain in-game functions: torpedo settings (salvo, depth, speed, pistol settings), map course plotting ect...
- The visual sensor affected by available light for all AI units modifier has been changed from 0.0 to 0.5. This should effectively reduce overall spotting distance of all in game AI units. (Disable all patches in your Generic Patcher and restore the snapshot again to activate the changes*)
- External torpedoes reserves transfer cool-down time has been reduced from seven to two days.(this tweak requires new campaign start*)
- Reduced accuracy of 3-inch and 4.7-inch guns used on some allied merchant ships.
- Special thanks to the latest outstanding TWoS supporters/donors: Michael Von Franck, Charles Dellipizzi, Stephen Allen and Robert Lansdell.

:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:



Thanks for the last update Vecko! :salute:


So, this update is for that all AI enemys see/detect me much/a little bit later?


I install the new patch in port and after installing 2.2.11 i disable all patches and restore the snapshot?




:subsim:

vdr1981
04-14-19, 03:18 PM
Thanks for the last update Vecko! :salute:


So, this update is for that the all AI enemys see/detect me much/a little bit later?


I install the new patch in port and after installing 2.2.11 i disable all patches and restore the snapshot?




:subsim:
Yes and yes. :yep:
And thank you very, very much for your donation Sir! :salute::salute::salute:

AKD
04-15-19, 11:06 AM
I install the new patch in port and after installing 2.2.11 i disable all patches and restore the snapshot?


vdr1981, could you provide some more detail on the installation procedures for a patch? I'm pretty sure I just ran the installer, followed prompts to deactivate mods, finished install and reactivated mods. I didn't see any prompts about restoring snapshot, so wondering if a I missed a step I need to do manually.

Says 2.2.11 at top and everything seems to be working fine, although I am learning that problems are not always readily apparent.

XenonSurf
04-15-19, 12:17 PM
^^


Yes, I also wonder: I have used the simple update to 2.2.10 after a full package 2.2.x, but I didn't restore the snapshot another time.

To be clear: after installing the Full package, I simply went through the install of the OFEV (by clicking many times over over until the 9 menus appear), restore snapshot and then save. After that I just have run the update to 2.2.10 without doing anything further, not doing restore snapshot a 2nd time.

So is it ok to not 'restore snapshot' after update? In my game, all is normal, my OFEV changes apply correctly.

hauangua
04-16-19, 02:42 AM
Hi Vecko I wanted to send you a PM but your mailbox is full.
If you have alternative mail,can send me a PM?
Many thanks
:salute:

vdr1981
04-16-19, 09:03 AM
vdr1981, could you provide some more detail on the installation procedures for a patch? I'm pretty sure I just ran the installer, followed prompts to deactivate mods, finished install and reactivated mods. I didn't see any prompts about restoring snapshot, so wondering if a I missed a step I need to do manually.

Says 2.2.11 at top and everything seems to be working fine, although I am learning that problems are not always readily apparent.

Just install the update like any other, then start Generic Patcher, disable all patches and restore the snapshot...:yep:

vdr1981
04-16-19, 09:06 AM
Hi Vecko I wanted to send you a PM but your mailbox is full.
If you have alternative mail,can send me a PM?
Many thanks
:salute:

Try now...:salute:

AKD
04-16-19, 09:17 AM
Just install the update like any other, then start Generic Patcher, disable all patches and restore the snapshot...:yep:

This is assuming I've previously installed TWOS updates. I did the v2.2.10 full install, which I think automatically started Generic Patcher. That was my very first encounter with anything related to SH5. The update comes with no instructions and the install screens give no messages about Generic Patcher or restoring a snapshot.

vdr1981
04-16-19, 09:21 AM
This is assuming I've previously installed TWOS updates. I did the v2.2.10 full install, which I think automatically started Generic Patcher. That was my very first encounter with anything related to SH5. The update comes with no instructions and the install screens give no messages about Generic Patcher or restoring a snapshot.

No, that's JSGME... You need "Silent Hunter 5\TDW_GenericPatcher_v_1_0_168_0\GenericPatcher.ex e".

AKD
04-16-19, 10:14 AM
pretty sure the full installer automatically starts the generic patcher .exe. The patch does not, but without asking, I wouldn't know I needed to. From full install instructions:

Step 2:
The Generic File Patcher window will pop-up automatically after Step 1 is done*. Select
desired language and properly activate the Patcher:...

The patch does automatically open JSGME and give you instructions.

vdr1981
04-16-19, 10:22 AM
The patch does not, but without asking, I wouldn't know I needed to.

That's why I mentioned it in the change log for the last update...

hauangua
04-16-19, 10:31 AM
Try now...:salute:
Thanks Vecko, sended
:salute:

AKD
04-16-19, 10:38 AM
That's why I mentioned it in the change log for the last update...

Seems I missed that part. I just saw the patch link in your sig.

hauangua
04-18-19, 01:08 AM
Hi Vecko i have news about AI accuracy, but your mailbox again full
:salute:

XenonSurf
04-18-19, 10:40 AM
Hi Veko,
I have a gameplay question about 2.2.10 (and later): When you are asked to patrol a zone for 48 hours by BDU, you must still do it in 1-go for the timer not to reset, right? So when I save game in the middle of the zone, it will still reset?



What do you gain when completing this patrol time? (Just to know if I can skip it without big penalty).



Thanks and Greetings!
:Kaleun_Cheers:
XS

bstanko6
04-18-19, 12:21 PM
@Xenonsurf...

Yes, if you do not complete in 1- go the timer resets. This has happened to me a couple of times.

You get a bonus point for your crew upgrades. If you don't complete it, you don't get the point. So you get three patrol zones in a patrol, that is 3 possible bonus points you can get in a patrol!

XenonSurf
04-18-19, 01:39 PM
Thanks, Bstanko6, so I will have to redo it, I've saved and leaved game in the zone. Not too bad, my zone is very target-rich anyway...:)


Cheers,
:Kaleun_Cheers:

bstanko6
04-18-19, 03:08 PM
All you have to do is leave the radius and re enter the zone.

Eastern coastal waters is 120km radius, and everything else 200km. Go past 200km re enter and you are good again!

XenonSurf
04-18-19, 03:39 PM
All you have to do is leave the radius and re enter the zone.

Eastern coastal waters is 120km radius, and everything else 200km. Go past 200km re enter and you are good again!


Will do, thanks!

Sauroketh
04-18-19, 05:04 PM
You... disabled the "round numbers in torpedo solution line"?...
:Kaleun_Crying:
Or am I completely missing something?
How can I get them back?
It's a shame, but there is no way to hit somebody at an acute angle :Kaleun_Wink: using attack disk or RAOBF.

Lanzfeld
04-18-19, 05:29 PM
Back after a long Break. What does the loading screen look like now? It doesn’t say wolves of steel does it?

Mine says open horizons

Did I mess up the installation?

CaptainCorcoran
04-18-19, 09:31 PM
it works! testament to your instructions great job.

now all i need to do is learn to speak German :up:

Can't I change the speech back? (i did see in support doc's that you say tex in English speech in German) but still would be nice to have my officer still shout out loud "man the deck gun" lol

was there a reason behind only German speech? just authenticity?

kapuhy
04-19-19, 03:48 AM
still would be nice to have my officer still shout out loud "man the deck gun" lol

OTOH, "Deckgeschütz besetzen!!" sounds so much scarier. Perhaps this comes from watching so many old war movies starring "ze evil Germanz" as a child but German language witch its abdunance of "rrr"s, "zzz"s and the way accents are placed always seemed to me extremely fitting for shouting orders.

"Aggressiver sein!"